Roger Zelazny's Chronomaster - part 2 Walkthrough by Darksheer @~Concluded from last issue 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 will 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 cat. Get green and blue books and a scroll from the shelf. Read them all. Use bucket on cauldron. Use resonance tracer. Exit back to garden. Cut a bee hive with knife. Go to Jester and fly to the planet Glass, location Temple. Pick up a pile of feathers. Talk to priest and priestess. When they ask you about Opening spell tell 'TRUTH'. They will teach you a Commandment spell. Enter temple. Go to altar. Talk to High Priest, kneel. Use 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 Jester and fly to planet Gem, location Pine Forest. Pick up all gems here (you can insert them into corresponding flowers in harp and then somehow revive unicorn but we'll do it another way). Use magic 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 Points in your inventory increased by 10 after talking with someone of them - otherwise you won't have a chance to finish the game! (If you stick to my solve then you should have a number increased from 6 to 16.) Return to Jester and fly to planet Forge. Talk with dwarven guard and use your bucket on him. He will give you a key. Pick up a lantern hanging nearby. Unlock the door with your key and enter mines. Exit to the bottom of the screen. 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 Smooth, 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 give him your tracer. Return to Jester and fly to Gem, location Volcano Of Glory. You will see a flying eye here. Use hammer on crystal from your inventory and 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 again. Take an eye. Use Bubble Wand on Korda. Take rose (flower on the nightstand) and the Rose (girl) will awake. As you 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 Jester and fly to Glitter, Witch's hut. In her garden, use rose on garden, water it 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 crystal from the wall of geode (you don't need other ones) and crush it with hammer. Take a log and a ladle. Use log on cauldron. Use feather on log. Use watering can on cauldron, take ember from the floor, put it into the cauldron. Use lodestones 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 Jester 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 unicorn 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 shell and cast it. You may be more successful than me... VERDRY Please, forgive me but I won't include a maze map for you - it is very easy, every room is special so you will draw it by yourself in 10 minutes. Also note that when you exit some special rooms in there you can exit to different sides but you better not exit to the direction you came in, so in couple of moves you will 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, mailbox 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 plants here. When you talk to creeping jenny it will steal your possessions so 'UPROOT' 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 soil - a new tree grows, take it (you take leaves from it). Use these leaves on obsidian rock. Then you can use a mix of 3 fruit on rock to make up a muffin (I haven't found use for it - only to eat it). Use big leaf on Elder and Sage if you wish (optional). Use reality warp on them and then talk with them. Return to Jester, fly to planetoid, which is in the point where a line of planetoids crosses a circle of planetoids. Here you should 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 plant skin with needles, then pull stump to clear it from vines, use skin+needles on 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', 'LOAN'. Use dreamcatcher on the stairstep reflection in mirror. Open mirror. Take a medikit and syrup bottle there. Open 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 screen. Eyeballs room: use pollen on eyeball to blind them all. Take a recipe and 2 magnets from refrigerator, push it, unscrew motor with screwdriver, push it back. Open it, take shears and a bowl. Open freezer, take a brainsickle. Gibberish boy room: Use hammer on mirror and get a mirror shard (it can also be used to blind eyeballs by using it on the ceiling light). Use reality warp on boy and give 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 paper on envelope, put envelope into the mailbox, close it, push twice, open, take a package, look at it - it's a stairstep! Garden room: use shears to cut waterflowers, use waterflower on bees, then use PDA on rake, take rake, use rake on leaves, take a table leaf and a leaflet. Use elephant magnet on a chisel in the water (at the very left of the screen). 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 onto 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 their 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 clock 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 them, 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 hourglass with hammer. Take sand. Crush thyme plant branch with a hammer. Use crushed thyme on top filler and then use sand on 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 down sundial. Use screwdriver to disable digital clock. Use nail on Big Ben replica. 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 the log to extreme right. Then step away from water and walk to the extreme left. Use rock on water . Now try to move log from the screen so that a new one emerges from the left. Go to new log and it will be stopped by rock so it can't 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 manipulator (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 - hint: 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 don't forget which drawings were on the tiles you previously tried. You will eventually get to the room with 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 button to activate. You should arrest Deter now. Fly to the Chop Shop. Talk to the 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. Talk 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's 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. Get a ticket stub. Use FM on TV screen. Use screwdriver on the panel. Use screwdriver 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-Box and get novelty glasses there. Break them in your inventory with a brick. Open a window covering monster. After this 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 have 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 activate 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 don't try to threaten him (bluff or retreat). Use flute on him to rescue Milo and get Dwistor into custody. Take a broken PDA from the floor. Use a turkey leg on the Ketter Beast. Take another half of winning ticket and use one half on another. Then fly to the Docks Casino and you will find Alachra there. I don't know whether it will be the same for you but when Alachra suggests you to play with him choose his left hand - that should take him into custody. Talk with robot and 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 rectangle which appeared on planet. Finally, use hammer on battery. GAME OVER Thanks to everyone who helped me on solving this game (it's almost all of the comp.sys.ibm.pc.games.adventure people :)) - thank you guys! Now I will sleep safely - I have dealt with this game for a whole month but it's worth it! - o -