

                           Chronomaster Walkthrough


Notes: Well, though this game looks good its damn hard!  And I mean HARD! You l
ucky guys now have this walkthrough but when you solve this game by yourself -
its top emotion!  Also know that there is a plenty of methods to solve many of
the riddles and I'll try to mention the places where I know the different way c
an be taken but I failed to figure it out.
Every time you return to Jester if there is a message on the screen - click on
it to play a videomessage.
Also note that some of my sentences are nonsense but they are put there to make
 it easier to find hotspots on screen.  And forgive me if my language isnt as g
ood as you expect.
OK. Lets begin. After a couple of videomessages on your display turn right and
select universe, planet in this universe and location and sublocation there. (
I will skip this instructions later in the walkthrough because its useless to d
escribe and eats bytes on your HD.)
Select Urbs.


URBS
At main Urbs planet select location Sculpture Garden. Talk with the robot. (Thi
s time you cant presuade to move his ass off the magnetic north but we'll do it
 later). Walk left or right and explore other screens at this location. Pick up
 a rock and crush it using a hammer from your Tools. While you explore read all
 the plaques on the sculp-tures to get some tips. Return to Jester (your ship).
 Select location as Ground Zero City. Pick up rag and crowbar at the landing si
te.  Go to the north walkway. Use bott
led time on citizen and then another bottled time on bomb; quickly exit this sc
reen and reenter it - whoa, the door is now unreachable. (note than you can jus
t pass the bomb by and not deal with it - we'll get in there in more complex wa
y). Return back to landing site and take eastern walkway. You enter a museum. I
n-side, pry open the container with your crowbar. Pick up a shield from the con
tainer. Pick up a polisher from the floor, use it on rag and use rag+polisher o
n the shield. You will see display cas
es in this room but you need only general bars from one of them - use polished
shield to grab them. Return to the entrance to the museum and find a spot on th
e door where an arrow to the right appears - go there, use elevator to descend
a level down, talk with guard but dont make him angry and walk away. Return to
Jester. Fly to the Fort. Pick up a uniform from the dead body. You may wear it.
 Use bottled time on a rocket launcher. Push but-ton near it to move rocket up.
 Exit screen to the south and you will
 be on the battlefield. Take both flags. Return to Jester and fly to the garden
. Wear uniform. Go to the statue with a flagpole and use enemy flag on flagpole
 (one of 2 flags will do - if you pick up the wrong one - you wont be able to t
rick robot). Go to the robot and command him to go join the battle - if you did
 all correct he will go away. Use reso-nance tracer. Now fly back to the fort a
nd there go to the battlefield.  Here you should see a bridge with a scanner ne
arby. Wear uniform. Use general bars o
n Korda. Now you will be authorized to cross the bridge.  Inside the fort you w
ill see a firing squad - use a shield on every squad member to vaporize them. P
ick up a file in the corner and read it.  Then talk to the prisoner. Here you c
an decide what approach to take but I chose one to believe his story and to let
 him go (and well, I wasnt killed though he escaped - you may try another appro
ach - its fun to see 'what if'). Exit to the south of the screen. Here you will
 see a distant entrace into some priva
te area, protected by a code-lock.  Here you can either use PDA on keylock or u
se powdered rock on it to get fingerprints. Either way (though I havent tested
the one with PDA) you come in. Here after some cut-scenes you are given a choic
e whether to save or destroy this universe. Though I am very peaceful dude Kord
a died when I chose to save it (it may be triggered by something but I dont car
e much about it) - but I suggest to destroy it. Just after this one you are giv
en a logical puzzle to gain the World
Key if you succeed - you are here on your own though even a braindead person wi
ll solve it in 30 minutes. Just after this you withstand a Council Of Wise to c
hoose your punishment - I think the only non-lethal approach is to choose 'Bluf
f' and then 'Respect' from response variants. You will be freed and now you can
 walk to Jester and takeoff Urbs. Aurans awaits!


AURANS
Fly to the location of the Magnetic North. Exit screen. Take a bottle - it open
s and djinni emerge - talk with them and agree to feed them. When you will get
to the new location pick up all the fruit and an animal carcass. Return to djin
ni via the carpet.  Give them fruit with following symbols: pillar, cross, burn
ing man, bread, star and lotus. Take a djinni bottle and a carpet.  Return to J
ester, fly to the Canyon. Here walk carefully to avoid quicksands on your way -
 rocks will fall into them and you may
 pass. Exit screen to the bottom. Look at the beast.  Return to Jester and fly
to the Plateau. Exit screen to the northwest. Get all the rocks, coins from the
 sand and talk to Arabou The Trader. Exchange information with him and when you
 warn him about beast he gives you a flute. You also need to get sandals from h
im - you may give him a bottled time, a carpet or a djinni bottle. The most pre
ferrable is bottled time because you have a lot of them and if you give him a d
jinni bottle then you should get it ba
ck from him in exchange to the Emerald Camel from Treasury. Now fly back to the
 Canyon and go into the cave - to do this you need to stand near the last quick
sand and use sandals on Korda. Then just come into the cave. You can try to tak
e a blinking object within a skull if you want but as I think you can't get it
without being bitten and losing your time. Also note that you get the needle on
ly when you try taking it twice. But anyway: this item is not essential. Cross
the bridge. Go to another screen. Ther
e go to the southern exit. Here take a cooling feather (take it twice because f
irst time he'll drop it). Return to the Canyon and go to the lake. Use feather
on lake and cross it after that Go to the dead nomad. Take a turban and mosaic
tiles. Return to Plateau and take a way to the left (not to Arabou) and you'll
come to the lake with backwarding water. Use feather on lake and then pick up a
n ice particle from lake. OK, now fly to Caverns location and enter cave there.
 Inside, there are many ways to cross
the web walkway: 1) use magic wand on web near you, then take this enchanted we
b and use it on Korda - you'll get to the exit doing this; 2) (this one is slow
) use wand on webs but just walk across them - here you can take a short route
but on your way you'll be bitten by spider and will loose time ... or take a lo
ng way, which doesnt include crossing a place where the hole in the wall is. Af
ter this navigate a maze until you come to the underground lake. Try talking wi
th a nomad but he'll vanish. Take a cl
oth which he had lost, soak it in the lake. Go into the other cave (not one you
 have come from) - and there use your ice lens on big crystal - you make your l
ens bright. Use soaked cloth on the emblem on the wall and a door appears in th
e cave to the left. Go in there. Use your lens on the guy with the sword and pi
ck up his sword. Talk to the cook and after you finish talking use your feather
 on the fire - he gives you a canteen. Exit to the left. Use your sword to kill
 the spider, talk to gypsy dancer and
accept her challenge. Go to the northwest and use sword to kill the man there.
 Return to gypsy and you get her veil. Enchant it with your magic wand. Go to n
orthwest and further to the north - you'll come to the man with a telescope. Ta
lk with him and lend a telescope from him for some coins. You can use screwdriv
er on the telescope, use lens on the telescope and then use screwdriver on it a
gain and use your 'fixed' telescope to look at the palace. Now you'd wish to ge
t there - there are two ways (maybe mo
re - for example I suppose sandals can help you with this too): 1) use enchante
d veil on Korda and then go to the palace or 2) return back to the Plateau's la
ke with backwarding water, fill a canteen from it and then go to the Canyon and
 to the place where you can go down to the screen where the feather was - here
is another path - to the north and on that screen use canteen on Korda and walk
 to the palace. Note that the latter way means you need to leave Caverns - to d
o this you need to take water from und
erground lake. And as I recently was told there IS a way to get to caverns agai
n (because when you first go there rocks fall to barricade exit) - it is: fix y
our turban with a needle, enchant it with magic wand wear it and go to the plac
e with a talking (if you use wand on it) sign near the place where you got the
feather. Go to the right of that and talk with nomad and walk into the twister.
 If you will need there to go into the caverns (because you will be brought to
nomad's camp) then use a flute on the
crack in the cave wall to crawl inside. And to go back to the camp just open th
e door. Anyway, you get inside the palace - here you can talk with charlatans w
ho are trying to get easy money from tourists: a poor woman, wealthy oracle, ma
gician - all of them are willing to get a ruby from the treasury - but dont bot
her - if you give it to them later - they just tell you nonsense and thats all!
 Though you can buy a bowl from a poor woman. After the screen with a magician
you will come into the room with a gua
rd - you can talk with him, then give him your sword and he'll let you in, but
there is a beast inside. Sorry, cant provide you with info on how to get rid of
 the beast, I have heard rumors that it is done with a bowl and some food - (po
isoned?) but we'll get to harem in a different way. Return to previous screen -
 take a left walkway, talk with a bathing man, use bottled time on water, then
mosaic tiles on the water - you'll complete a tile image. Return to the room wi
th 3 walkways - take a right one, talk
 to the guard, enter treasury.  Here you can take not more than 3 items (note t
hat though you can take 3rd item - you'll be whisked away from palace and will
have to get there again. You can take : a)emerald camel - it is a MUST if you g
ave a djinni bottle to Arabou - go and change it for bottle b) coins - I dont s
ee any sense in taking them either c) ruby - if you want to bring it to one of
the charlatans at the palace entrance - come and see by yourself.  Now push the
 pedestal with ruby, push the tapestry
, push the mattress where the emerald camel is standing and go into the hole. I
n harem there is only one girl which will talk to you - chat with her and give
her a djinni bottle as the answer to her riddle (I believe there is only one ri
ddle in her database, otherwise you are on your own). Immediately after that yo
u are provided with a 'World Key' puzzle : it is to compose an Aurans symbol fr
om many pieces. If you cant seem to understand what does the picture look like
- restore your previous savegame and l
ook for this symbol in the Caverns, near underground lake. After this return to
 Jester and takeoff to your next location - Fortuna universe.


FORTUNA
_______
After your arrival at the Pyramid Casino you will be met by Alachra and his guy
s. He will give you some gambling chips. Go right twice. Talk to the officer, t
ry to enter the ship (you will fail). Use PDA on security droid and go to the s
hip's compart. Pull the lever. The door is codelocked and you dont know the pas
sword. Return 2 screens back and use the elevator. You can wander here for some
 time and by the way talk with bartender but dont choose 'Barter' option for no
w. Pick up a camera in the bar - its l
ying on the empty table. Go to the elevator and descend one stair. Go to the pr
eforming band and talk with its leader. They need a glifnod player! Return to t
he hall and go left to the poker tables.  At one of the tables you can pick up
a dice scoop. Find one of the dealers who will talk to you and he will tell you
 that he is an ex-glifnod player.  and ask for his lucky coin. Return to the tr
ansportation officer (the one who stood near the ship, where is a codelocked do
or), talk with him and use a camera on
 him to get a badge photo. Now go back to the elevator and descend 3 times (max
imum). Here talk to the beggar, accept his advice and get a card lying near him
. Use badge photo on the gate and enter the train. Enter the saloon. Chat with
piano player. Get a gun, lying on the barrel. Enter the next screen. Use chips
on players to join their game. Use the "DISCARD AND DRAW" option when the cards
 are dealt - you will win and players will leave. Use resonance tracer here. Re
turn to the Casino. Go to Jester. You
can fly to the planet called Tracks in Fortuna system. When a man asks for your
 bet choose 1st response option.  Return to casino. You can go and give away a
half of your money to the beggar who told you how to bet (I dont know why you s
hould share your money with him - is it a kind of moral test?). Now you can go
to the bar and buy every item you wish and still have chips after that (though
I havent found how to use almost all of these items). Go left, talk to the succ
essful gambler and give her rabbit's f
oot. Go to the fountain and pick the lucky coin out of it with a dice scoop. Yo
u can now go and return it to the dealer who asked for it (why he is not rushin
g out to play his $#@#*&# glifnod after this is beyond me!). Also use a process
or which you bought from the bartender on your PDA to upgrade it.  Walk to the
security desk. Talk with guard and you can buy out dealer's glifnod by using ch
ips on her (dont bother about his debts). Use PDA on her for PDA to make a dive
rsion so she walks away from her desk.
  (I think there is another way, which uses a rat from the saloon somehow). Pus
h the button, open the box and get an electromagnetic chip. Upgrade your PDA wi
th it. Return coin and glifnod to the dealer, pick up a badge he leaves and go
to the band leader.  Use a probability driver on dealer's badge to make up a se
curity badge.  Talk with her. Now go to the set of poker tables which is opposi
te to the one you were now - to the right of the main hall. Here go into the di
stant door (dont forget to open it!).
While navigating tunnels, pick up a pail with paint on your way. When you come
into the dead end open the panel and use ladder to go down. When you leave ladd
er open a floor panel and get a decelerator from there. Go further. You will se
e a passage to your right on your way - go in there. Talk with alien and show h
im your badge when he asks for it. Push the bin so it covers the bomb and then
pull rope the aliens are tied with to free them. Pick up a decoder. After you t
alk with aliens you can pull all the s
witches in the room to see what every of them does control. One of them enables
 a cheat system on one of the slot machines so you can go there and play it. An
other switch shows you another chronomaster entering his ship.  Use probability
 driver on the screen where you saw him enterong ship.  You get the password: "
Pasqua Wipeout". And also another switch opens heavy doors to the elevator and
another one opens a roof above the spaceport (you must open it to leave Fortuna
). Now go to the ship and open compart
ment with this password. Open toolbox there, take a lockpick.  Use a hammer on
the lockpick twice. Now go all the way through the tunnels until you come to a
sort of the elevator. Use your voice decoder on the voice encoder to activate i
t. Go further until you come to the locked door. Use lockpick on the door panel
. Enter door. Talk to Milo. Dont arrest him but aid him. After he leaves you ar
e provided with a 'World Key' puzzle. Its objective - press the panels which th
e computer has played - 1st time one p
anel, 2nd time - 2 panels etc.  After you are done return to Milo's ship and ta
lk with transportation officer, talk to Milo. Use bottled time on the pail of p
aint and use this fake PDA on officer. Now you can leave the planet - go to Jes
ter and takeoff. See a movie. After it ends you can choose where to fly next -
to Cabal or Verdry. Lets go to Cabal first.


CABAL
_____
OK, fly to Witch's Hut at Glitter first. Cross the bridge. Talk with witch.
The answer to her riddle is : "Avalon Greer keeps his heart in an egg".  She wi
ll teach you Animation spell as well. Go to her hut. Near it pick up a handful
of earth, watering can, rain bucket. Open door and come in. Get clam shells and
 a knife on table. Use watering can on bucket and then use bucket on sleeping c
at. Get green and blue books and a scroll from the shelf. Read them all. Use bu
cket on cauldron. Use resonance tracer. Exit back to garden. Cut a bee hive wit
h knife. Go to Jester and fly to the p
lanet Glass, location Temple. Pick up a pile of feathers. Talk to priest and pr
iestess. When they ask you about Opening spell tell 'TRUTH'. They will teach yo
u a Commandment spell. Enter temple. Go to altar. Talk to High Priest, kneel. U
se magic foci on a scroll and then use spell on Phoenix. Use a feather on altar
. Talk to Phoenix. Take blessed feather.  Use resonance tracer. Return to Jeste
r and fly to planet Gem, location Pine Forest. Pick up all gems here (you can i
nsert them into corresponding flowers
in harp and then somehow revive unicorn but we'll do it another way).  Use magi
c foci on ice unicorn to revive him. After you finish talking with unicorn use
resonance tracer here. After that proceed to the right.  Pick up crystals from
pine. Talk with Sprite Queen and the leftmost sprite (two times with latter, so
 you will offer him 2 spells for his one) - you MUST have a number of Mana Poin
ts in your inventory increased by 10 after talking with someone of them - other
wise you wont have a chance to finish
the game! (If you stick to my solve then you should have a number increased fro
m 6 to 16. Return to Jester and fly to planet Forge. Talk with dwarven guard an
d use your bucket on him. He will give you a key. Pick up a lantern hanging nea
rby. Unlock the door with your key and enter mines. Exit to the bottom of the s
creen. Use hammer to get some lodestones from a pillar to your left.  Talk with
 Dwarven King. Use resonance tracer. Then use magic foci on yourself and select
 lines in following order: "Shining Sm
ooth, Shining Bright, Worked By Fire, Heart Of Light" and you will get a vision
. Talk with king again and you will ask for his Bubble Wand. Choose barter to g
ive him your tracer.  Return to Jester and fly to Gem, location Volcano Of Glor
y. You will see a flying eye here. Use hammer on crystal from your inventory an
d then use magic foci on crushed crystal and then cast a spell on eye. Choose '
SLEEP'. Then use magic foci on blessed feather and then cast a spell on eye aga
in. Take an eye. Use Bubble Wand on Ko
rda. Take rose (flower on the nightstand) and the Rose (girl) will awake. As yo
u talk with her she will kiss eye to reveal Avalon Greer's heart. Open door to
get back to Jester. Fly to Glass, location Tower Of Avalon Greer. Enter tower,
enter beam of light. Talk with Avalon, choose 'HEART' from dialogue options to
take him into custody. Take a letter from the floor and read it. Return to Jest
er and fly to Glitter, Witch's hut.  In her garden, use rose on garden, water i
t from watering can, take it (you will
 get a geode), use knife on geode, use hammer on knife in geode, use cut geode
on garden. Enter grown geode. Inside use screwdriver on the yellow-green crysta
l from the wall of geode (you dont need other ones) and crush it with hammer. T
ake a log and a ladle. Use log on cauldron. Use feather on log. Use watering ca
n on cauldron, take ember from the floor, put it into the cauldron.  Use lodest
ones on feathers in your inventory, then use magic foci on crushed feather and
use spell on cauldron. Add some earth
from your inventory into the pot. Stir the brew with ladle. Add crushed crystal
 (from the wall of geode) in pot. Stir again. Take a pot. Great, return to Jest
er and head for Verdry.  P.S. This chapter is very strange. What if you give an
 eye to Avalon Greer - he vanishes then - is it a dead-end? Or how to animate u
nicorn without magic?  Or what for is bee hive? Where the Opening spell is used
? To cast it you can light the lantern with feather and open clam shell with a
screwdriver, then use magic foci on sh
ell and cast it. You may be more successive than me...


VERDRY
Please, forgive me but I wont include a maze map for you - it is very easy, eve
ry room is special so you will draw it by yourself in 10 minutes. Also note tha
t when you exit some special rooms in there you can exit to different sides but
 you better exit not to the direction you came in, so in couple of moves you wi
ll get to the beginning of maze. Rooms in maze are as following: gibberish boy
room, smallings room, gemini room, garden room, picture room, eyeballs room, ma
ilbox room.
But you need to get to the maze, so I begin...
Get a large leaf. Use reality warp on maize plant and then talk to all the plan
ts here. When you talk to creeping jenny it will steal your possessions so 'UPR
OOT' it when you have option to choose, then pick up items. Look at bushes and
talk to your alter ego. Take all the plants excluding shy violet - you will get
 fruit from them, mix 3 fruit in inventory and then use hammer on your mix. Go
into the hole. Pick up dying tree - you get its fruit. Use fruit on fertile soi
l - a new tree grows, take it (you tak
e leaves from it). Use these leaves on obsidan rock. Then you can use a mix of
3 fruit on rock to make up a muffin (I havent found usage for it - only to eat
it). Use big leaf on Elder & Sage if you wish (optional). Use reality warp on t
hem and then talk with them. Return to Jester, fly to planetoid, which is in th
e point where a line of planetoids crosses a circle of planetoids. Here you sho
uld see a magnet man lying. Use resonance tracer. Return to Verdry, but to the
new location - 'Overgrown Area'. There
, pick up a bulb plant, pick up stump to collect some needles from it; use plan
t skin with needles, then pull stump to clear it from vines, use skin+needles o
n stump, use hammer twice on stump.  Monster will move and you will enter maze.
 Map it by yourself. Note that from the first screen you can either go right or
 left. Go to the Gemini room.  Gemini room: Talk to Gemini. Choose 'REASON', 'L
OAN'. Use dreamcatcher on the stairstep reflection in mirror. Open mirror. Take
 a medikit and syrup bottle there. Ope
n vault door and enter it.
Picture room: Take a picture, get a loose nail from one of the walls. Talk with
 Merriwind but refuse to give her dreamcatcher. Open second door from left. Use
 picture on the only empty wall and take a stairstep from another picture. Walk
 into the fire rug. Open leftmost and rightmost doors and enter the right one.
Garden room: Pick up fallen leaf, flowers (pollen). Exit to the bottom of the s
creen.
Eyeballs room: use pollen on eyeball to blind them all. Take a recipe and 2 mag
nets from refrigerator, push it, unscrew motor with screwdriver, push it back.
Open it, take shears and a bowl. Open freezer, take a brainsickle.  Gibberish b
oy room: Use hammer on mirror and get a mirror shard (it can also be used to bl
ind eyeballs by using it on the ceiling light). Use reality warp on boy and giv
e him a brainsickle.
Mailbox room: Take Korda doll. Open mailbox, close it, push it, open it, take a
 letter from it, read it, take letters from the floor, use them on paper, use p
aper on envelope, put envelope into the mailbox, close it, push twice, open, ta
ke a package, look at it - its a stairstep!  Garden room: use shears to cut wat
erflowers, use waterflower on bees, then use PDA on rake, take rake, use rake o
n leaves, take a table leaf and a leaflet. Use elephant magnet on a chisel in t
he water (at the very left of the scre
en). Take chisel. Use it on a rock nearby, then use it on the tree, use hammer
on it to get a stairstep.
Smallings room: talk to smallings. Then catch a goldfish - it sometimes falls o
nto the pavement so you need to be near and take it then. After that talk with
smallings. You can either give them 2 stairsteps and then fool them and take th
eir stairstep or make up a boat for them: use motor from refrigerator on bowl,
then use a small leaf on bowl; give them a boat.  Gibberish boy room: use doll
on boy, exit via the same passage as you came in - go to the eyeballs room.
Eyeballs room: Blind them as earlier. Use reality warp on table, use table leaf
 on table.
Picture room: use 7 stairsteps on hallway to get into the new room.  Take thyme
 plant branch. Set 6:00 on all clocks: digital clock can be set by PDA, water c
lock can be set by taking and putting back top filler (make sure to check time
on it after every action), grandfather's and sundial are adjusted by pushing th
em, Big Ben replica also (but open it prior), and cuckoo clock by using reality
 warp on it. Take cuckoo bird. Take top filler from water clock. Break hourglas
s with hammer. Take sand. Crush thyme
plant branch with a hammer. Use crushed thyme on top filler and then use sand o
n this mix - you get a paste mix. Open grandfather's clock with screwdriver and
 use paste mix there. Use cuckoo bird on water clock. Push hourglass to shut do
wn sundial. Use screwdriver to disable digital clock. Use nail on Big Ben repli
ca. Exit room. Take a spear from bushes. Take a rock. Note that a log in water
flows away from you when you are near water and move in its direction - move th
e log to extreme right. Then step away
 from water and walk to the extreme left. Use rock on water . Now try to move l
og from the screen so that a new one emerges from the left. Go to new log and i
t will be stopped by rock so it cant flow away again. Cross river halfway, then
 use spear on log and cross it completely. Return to Jester, fly to Dyce.


DYCE
----
You begin with only 0 Dyce money in your inventory. Unscrew 2 wall panels from
wall with your screwdriver. Use PDA on exposed circuitry, use frequency manipul
ator (FM later) on the elevator controls. Here, when you enter the elevator you
 need to solve a puzzle: the goal is to open all pairs of planet's emblems - hi
nt: try to remember at least a couple of pairs with the same drawings and open
them first. Then open a tile and try some others - if you succeed and open the
pair for it dont forget which drawings
 were on the tiles you previously tried. You will eventually get to the room wi
th Deter in mech. When Milo asks for your response choose 'Plan'. Then unscrew
access panel. Use FM on the control panel, but not the one you have opened but
one near Deter's mech. Then use FM on your control panel. Pull the green switch
 down, press a button to activate and set a dial pointing to 3. Then press a bu
tton to activate.  You should arrest Deter now. Fly to the Chop Shop. Talk to t
he Book Mobile. Enter shop. Talk with
the surgeon. Get a card, tools. Go back out.  Use library card on Book Mobile.
Return to surgeon. Use a book on him.  Give him J5 Pin which he wants. Talk. Ta
lk with doctor after Lodrun goes out. Use PDA on doctor. Go back out. Look into
 dumpster - you get a brain and a hand. Go back inside. Get a mech arm. Talk to
 doctor. Fly to O'Ryan' estate. Use PDA on solar panels, use solar panel on the
 door. Enter door.  Enter left door. Get a turkey. Get a bowl of grapes. Push a
 chest. Get key, unlock chest and look
 into the chest - you get a keycard. Back to the corridor. Enter right door. Ge
t a ticket stub. Use FM on TV screen. Use screwdriver on the panel. Use screwdr
iver on control board to take it.  Back to the corridor. Exit to the bottom of
the screen. Use keycard on the door to the left. Talk to Merriwind. Use hammer
on enclosed tuning fork.  Get a fork. Use it on the telescope lens to break it.
 Open window shade.  Get a brick floating nearby Merriwind. Open Jack-In-The-Bo
x and get novelty glasses there. Break
 them in your inventory with a brick.  Open a window covering monster. After th
is go to the room with TV screen and push a cushion and take a coin lying under
 it. Go back to Merriwind's room and use coin on eyeball dispenser and take an
eyeball. Now you can note that mushroom morphed into plug. Use grip clamp on it
 and Merriwind will be taken into custody. Look into hole to get a flute and a
keycard.  Exit to corridor and open a door to your right with a keycard you hav
e just found. In there unscrew a panel
 on the mech's left leg and insert a control board in it. Use FM on mech to act
ivate it. Return to corridor and unscrew head panel and look at fused circuitry
. Use PDA on mech to get it moving. Mech will break open the door into Dwistor'
s room. Here talk with Dwistor but dont try to threaten him (bluff or retreat).
 Use flute on him to rescue Milo and get Dwistor into custody. Take a broken PD
A from the floor. Use a turkey leg on the Ketter Beast. Take another half of wi
nning ticket and use one half on anoth
er. Then fly to the Docks Casino and you will find Alachra there. I dont know w
hether it will be the same for you but when Alachra suggests you to play with h
im choose his left hand - that should take him into custody. Talk with robot an
d give him an eyeball. Then use your ticket on ticket seller to get money.  Go
left. Use money on Selena and she will escort you to the Orrary. Here talk with
 Milo. You can choose any of 3 plans to see 3 different end movies but the 2nd
one is the right one. Inside, use PDA
on planet to stop it spinning. Use resonance tracer. Use FM on the red rectangl
e which appeared on planet. Finally, use hammer on battery.


                                    END

