Chronomaster
Game Details: Sci-Fi, 1995
Links: Moby Games, Steam
Walkthrough Updated: 11/10/2025
Suggested Listening: Give Up Now (Ash 25)
Prologue
The Jester
Use your ship's interface to talk to Charlie Bell, Nizzim Rochtar (Greet, Flatter), and Clia T'rifit (Greet, Reason). Turn right from the main view to access the computer terminal, where you can look up information related to the game universe - when you are outside your ship, you can access this information by using the PDA on yourself.
Turn left from the main view to access the navigation system. The navigation system lets you select a universe, followed by a planet. Each planet can have multiple different landing zones. Once you have selected all of these items, press the bottom right button to travel.
Urbs
This universe is in stasis, so people and objects will not move unless you are near them.
Urbs: Sculpture Garden
Talk to the statue (Greet, Reason). Walk around the garden and look at each of the plaques. Return to the Jester.
Urbs: City of Ground Zero
Take the rag and the crowbar from the barrels on the left, then head up over the walkway. Head straight past the jumper and the bomb and go inside (don't wait near the bomb, or its timer will have time to complete). Use the elevator to go up, then head over another walkway and through the next door. Pick up the can of polish from the floor next to the shipping container. Use the crowbar on the shipping container to open it, then take the ancient shield from inside. Walk down to see you are in a war museum. In your inventory, use the polish on the rag, then use the rag on the shield. Use the polished shield on the general bars to take them (the shield reflects the lasers).
Urbs: Fort
Take the armor from the trooper lying on the ground, then attach the general bars to it. Now use this outfit on yourself to wear it. Head right and walk to the scanner, then cross over the bridge. Use your polished shield on the firing squad. Talk to the prisoner (Greet, Reason, Truth). Pick up the envelope from the bottom right, then look at the folder in your inventory. Continue down, then head up the ramp to the fort. Look at the touch pad, then use your PDA on it. Walk into the elevator. Once you are inside, talk to the men (Destroy World). Solve the sliding block puzzle, and you get the World Key. You will automatically end up in a different location.
Urbs: City of Ground Zero
Talk to the council members (Greet, Bluff, Respect). Go left and head down in the elevator, then continue back to the Jester.
Aurans
This universe is in stasis, so people and objects will not move unless you are near them.
Aurans: Magnetic North
Go right and open the bottle to release a group of 6 Jinn. Talk to the Jinn (Greet, Accept) and they will give you a magic carpet, sending you to the Oasis of Seasons. When you arrive, talk to the magic carpet (Greet, Honor of the Jinn, Agree). Pick up the carcass on the right, then pick up all of the fruit. Now walk back to the magic carpet and you will fly back to the Jinn.
You will need to look up information using your PDA about religious fasting, and the associated symbols:
- Baha'i: Nine pointed star
- Elsfaith: Flaming man
- Lent: Cross
- Passover: Unleavened bread
- Ramadan: Pillar with food at its base
- Sheoratri: Lotus
Give the fruits with these symbols to the Jinn. Now pick up the bottle and the magic carpet. Use your Resonance Tracker here.
Aurans: Canyon
Walk slowly down towards the sinkholes, and large boulders will fall into 3 of them so you can make your way into the dark opening on the left. Try to take the gold sparkle from the eye of the skeleton - the tarantula will attack you and then leave while you are asleep. Now take the gold sparkle to get a gold needle. Walk over the bridge. Follow the path at the bottom right and pick up the feather after it falls. Go back over the bridge, then head down to the right again. Continue down from the screen with the sinkholes and boulders.
Use the feather on the lake to freeze it, then walk right over it and head down towards the body. Look at the ketter beast, but don't get too close to it. Pick up the tiles and the turban, then head back past the sinkholes and over the bridge once more. Continue up to the right. Use your magic wand on the sign post, then talk to it. Go right to see a twister and a group of nomads. Return all the way back to the Jester.
Aurans: Plateau
Walk up to the right to meet Arabou the Trader. Talk to him (Greet, Trade, Sandals, Accept). Give him the magic carpet to receive some sandals and 3 gold coins. Talk to him again (Greet, Information, Warn About Beast) - you will receive his flute. While you are here, pick up the 3 small rocks, flat rock and bag of gold, which contains another 3 gold coins. Go back to the Jester
Aurans: Caverns
Walk into the cave and you will be trapped inside. Pick up the nearest spider web. Use your magic wand on it, then use the enchanted webbing on yourself. Go through the exit on the right. Follow the path in the maze around to the right so you exit the screen at the bottom left. Approach the magician, who will promptly vanish. Pick up the piece of cloth he leaves behind, and dip it into the pool to make it wet. Leave this room via the other entrance at the top left.
You will now be in a room with a large crystal. Use your wet cloth on the dirty Aurans symbol to the left to clean it. Continue through the exit at the top left to find another large room. Open the glowing red door on the left and you will pass through to a new area with a caravan.
In your inventory, use the needle on the turban, then use your magic wand on it. Use the enchanted turban on yourself to wear it. Now talk to the tough guy (Greet) and you will be given the sword. Next talk to the cook (Assist). Use your feather on his fire and he will give you his canteen. Head left.
Use the flute on yourself, and you will turn into a snake and eat the spider. Now talk to the belly dancer (Greet). Walk up to head further into the camp and talk to the nomad here (Greet, Confront). Use your sword on him (Mercy). Go back down and talk to the belly dancer again - she will give you her veil. Return up, then up to the left. You can ignore the scout here, then walk down to head out to the desert. Use the belly dancer's veil on yourself, then walk to the palace.
Palace
Go forward through the archway, then talk to the poor woman (Greet, Help). Give her a gold coin and you will receive a bowl. Continue left, right and left and you will approach the main palace, where there are 3 archways.
Go through the left archway and continue left to find a relaxing pool. Use your bowl to collect some water from this pool. Talk to the bathing fat man (Greet, Argue), then use your feather on the pool. After the bathing man leaves, use the mosaic tiles on the pool. Return to the 3 archways.
Go through the right archway, then continue up and right into a treasure room. Push the pedestal, then push the tapestry behind it. Push the large floor slab, then enter the hole to reach the harem. Talk to the kneeling harem girl (Greet, Accept, Reason), then give her the Jinn bottle. Solve the jigsaw puzzle, and you get the World Key. You will automatically end up back outside the Jester.
Fortuna
This universe is not in stasis.
Fortuna: Pyramid Casino
After the greeting party leaves, head up to the right, past the elevator, and further right. Here you will find a transportation officer and a repair droid. Use your PDA on the repair droid and it will be destroyed. Walk over towards the droid and push the lever. Go over and push the coded security lock here, but you don't yet know the password. Return to the left and head down using the elevator.
Head down from here, then go to the right and approach the bar. Pick up the camera from the table on the right, and take any cocktail from the back wall of the bar. Head left to the gambling area and talk to the successful gambler (Query). Give her the cocktail you picked up and she will give you a tip about the slot machines. Return to the elevator and go back up.
Go right and talk to the transportation officer, then use the camera on him to get a security badge photo. Head back to the elevator again and go down twice.
Head down from here, then go left and approach the gambling tables. Go to the security guard in the back corner of this area and use your PDA on them. While they are gone, push the button on the desk, then open the box and take the glifnod from inside. Return to the middle of this floor, then walk up to approach the band. Talk to the band to find out they need a glifnod player. Talk to the band again and play the glifnod (just press the buttons that are highlighted in the correct order). After a successful performance, they will give you some information. Go back to the elevator and go down.
Use your security badge photo on the gate, then board the subway train. Continue right into a saloon to see a piano player. Pick up the red gun from next to him, then continue down to see some people playing cards. Put your chips on the table to join the game (Discard and Draw). Use your Resonance Tracker here. Return to the subway train, then use the elevator to go up.
Walk down and right. Open the far door and go through. Walk forward until you are stopped by an access panel, then use your screwdriver on it to continue. Open the floor plate and pick up the Particle Decelerator. Keep going and pick up a bucket of paint. Backtrack now until you see an alien heading through a secret door on the right - open this and go through.
Push the red waste disposal unit onto the bomb. Take the group of aliens sitting on the floor. Pick up the vo-decoder from the floor, then push the small green button to the far right - you will see some doors open on the screen above this. Use your probability driver on the central monitor, then push the small green button below this monitor to learn the password. Push the small green button to the right of this one to open the landing bay doors. Leave this room, then continue up along the corridors. Use your vo-decoder on the vocoder to activate the elevator. Use the elevator to go up twice, and you will be back at the repair droid.
Head over behind the droid and push the coded security lock again (Pasqua Wipeout). Look at the stasis bomb and the bomb housing. Open the tool box and pick it up to get a lock pick. Unfortunately you can't use that new elevator, so go back to the original one and head down twice.
Walk down and right, then go through the far door again. Head all the way along the corridors to the other elevator. Go up once, then walk down. Head along the corridors until you get to a closed door. Try to use your lock pick on the door panel, but it is not the right shape. Use your hammer universal tool on the lock pick twice, then try it again. Save your game, then go through the door.
As you enter the room you will talk to Milo (Arrest Milo). This leads to the bad ending of the game.
As you enter the room you will talk to Milo (Milo's Story, Aid Milo). Repeat the color sequences you are shown to put this universe into stasis and get the World Key. Leave the office and head back to the elevator, then go up again. Talk to Milo, and you will mention the stasis bomb you saw earlier. Talk to the transportation officer (Reason). In your inventory, use bottled time on the bucket of paint, then give this to the transportation officer. Now return to the Jester.
Cabal
This universe is not in stasis, and magic works here.
Glitter: Hut
You will get 10 magic points when you arrive. Walk down over the wooden boards. Talk to the witch (Play) - the solution to her game is "Avalon Greer keeps his heart in an egg". You will be taught the Animate Spell. Walk over towards the hut, then open the door and head inside. Take the knife and clam shells from the table, then go back outside. Pick up the watering can, clump of dirt and bucket. Use the knife on the beehive to get bees wax. Head back inside and use the bucket on the watering can in your inventory, then use the watering can on the sleeping cat.
Pick up the green book and look at it to learn the Flaming Blast Spell. Pick up the blue book and look at it to learn the Open Spell. Pick up the scroll and look at it to learn the Ritual of Communion. Use your bucket on the cauldron to collect some clam chowder. Use your Resonance Tracker here and you will hear the words "Shining Bright". Head back to the Jester.
Glass: Temple
Pick up the feathers of flame. Talk to the priest and priestess (Truth) to learn the Commandment Spell. Now enter the temple. Walk forward and talk to the high priest (Kneel). Use your magic foci on the scroll, then use Communion on the phoenix. Use one of your feathers of flame on the altar. Talk to the phoenix, then take the blessed feather. Use your Resonance Tracker here and you will hear the words "Shining Smooth". Head back to the Jester.
Gem: Pine Forest
Use your knife on the ice unicorn to get 6 unicorn hairs. Pick up the 6 gems from the ground and use them on the flowers (make sure the colors match). Now use the unicorn hairs on the harp, then push the harp to play it - the unicorn will talk to you and then leave. Use your Resonance Tracker here and you will hear the words "Heart of Light".
Walk to the right and take the crystals from the pine tree. Talk to the sprite queen (Query), then talk to the other sprite twice (Make an Offer) to learn the Forceful Winds Spell. You will also end up with 10 extra magic points. Now head back to the Jester.
Forge: Mines
Take the lantern and light it with one of your feathers of flame. Talk to the dwarf (Greet), then give him the bucket of clam chowder. Now use the key on the door and head into the mines.
Exit to the bottom left. Use your hammer on the lodestones on the left pillar to get them. Talk to the dwarven king. Use your Resonance Tracker here and you will hear the words "Worked by Fire". Use the magic foci on yourself and say the words in this order:
- Shining Smooth
- Shining Light
- Worked by Fire
- Heart of Light
Talk to the dwarven king again (Barter) and you will trade your resonance tracer for his bubble wand. Return to the Jester.
Gem: Volcano of Glory
In your inventory, use your hammer on the crystals to crush them. Use your magic foci on the crushed crystals, then use Commandment on the flying crystal eye (Sleep). Next use your magic foci on the blessed feather, then use Flaming Blast on the crystal eye. Pick up the crystal eye. Use the bubble wand on yourself. After a brief conversation with Milo, walk to the left so you can take the rose (you will also talk to Rose). Open the door on the left and return to the Jester.
Glass: Tower of Avalon Greer
Walk to the tower and enter the beam of light. Talk to Avalon Greer (Heart). Take the letter from the floor and look at it in your inventory. Return to the beam of light, then go outside and return to the Jester.
Glitter: Hut
Walk down over the wooden boards, then approach the hut again. Plant the rose in the garden, then use your watering can to water it. Take the rose and you will end up with a geode. In your inventory, use your knife on the geode, then use your hammer on this. Put the cut geode in the garden, then enter the geode cavern.
After getting another message from Milo, you need to put together the potion. Save your game, as small mistakes will kill you. Start by picking up the log and the ladle. Use the log on the cauldron, then light it using a feather of flames. Now you need to add ingredients in the correct order:
- Water: Use your watering can on the cauldron.
- Fire: Pick up the ember from the floor and put it into the cauldron.
- Air: In your inventory, use the lodestones on the feathers of flame, then use your magic foci on the crushed feather. Cast Forceful Winds on the cauldron.
- Earth: Use your handful of earth on the cauldron.
Stir the cauldron with the ladle at this point, then continue:
- Life from Cave: Use your screwdriver on the yellow green crystal in the wall of the cavern. Crush this with your hammer to get yellow green dust. Put this into the cauldron.
Now take the cauldron to drink from it and get the World Key. Return outside and head to the Jester.
Verdry
Verdry: Herb Garden
Pick up the large leaf from the ground. Use the reality warp on the Maize plant, then talk to the Maize plant, the Shy Violet, the Thyme plant and the Creeping Jenny (Uproot). Pick up your items again once the Creeping Jenny moves. Take fruit from the Creeping Jenny, leaves from the Thyme plant, and corn from the Maize plant. Now look at the bush, then talk to Adrok Ener. Climb down through the hole.
Try to talk to the Elder and Sage, but you get no response. Take the fruit from the dying tree. In your inventory, combine the fruit from Creeping Jenny, corn from Maize plant and leaves from Thyme plant. Hit this mixture with your hammer to get herbal corn meal. Use this on the obsidian rock to get a muffin, then use the muffin on yourself to eat it. Now talk to the Elder and Sage.
Use the fruit from the dying tree on the fertile soil. Take leaves from the new tree, then use these leaves on the obsidian rock. Now climb down the hole and return to the Jester.
Planetoid: Planetoid
There are 12 different planetoids you can select, but based on what the Elder and Sage told you, select the one where the snake meets the circle.
Talk to the magnetic man here, then use your resonance tracer before returning to the Jester.
Verdry: Overgrown Area
Take the plant bulb to get plant skin. Take the vine covered stump to get some needles. Push the vine covered stump to remove the vines. Combine the plant skin and needles in your inventory, then use this on the hollow stump. Use your hammer on the stump twice. Go through the opened gates into the maze.
From the entrance, go up to the right, right, up, right, down to the right (through the archway), right twice and down to the left (through the archway) to reach the Gemini Room. Talk to the Gemini (Reason, Loan) and you will get the dreamcatcher. Use this on the reflection in the mirror on the right to get a stairstep (1/7). Open the mirror and take the first aid kit and the sleepy syrup bottle. Open the vault door on the left and head through.
Pick up the picture from the floor, and the loose nail from the wall on the left. Talk to Merriwind (Refuse). Open the second door on the left to see a dancing skeleton. Use the picture on the remaining empty wall. Now take the stairstep (2/7) from the picture on the right. Walk onto the fire rug. Open the left and right doors, then go through the one on the right to reach the Forest. Take the flowers to get some pollen. Also pick up a fallen leaf (just below the pile of leaves). Walk down and right to get back to the entrance.
This time go up to the left, right twice, down on the right, right twice, down on the left, and up to the left (through the archway) to reach the Kitchen. Use pollen on any of the eyes to make them all close. Take the recipe and 2 magnets from the refrigerator. Open the fridge so you can take the shears and a bowl, then close it again. Open the freezer so you can take the brainsickle, then close it again. Now push the refrigerator. Use your screwdriver on the refrigerator fan to get the motor. Push the refrigerator back into place. Go through one of the right doorways, then continue right to get back to the entrance.
Head up to the right, then right twice and right (through the archway) to the Mail Room. Pick up the Korda doll. Open the mailbox, then close it again. Push the mailbox, then open it again and take out a letter from Merriwind. Read this in your inventory. Pick up the pile of letters and use them on the paper in your inventory. Combine this with the envelope to make a sealed letter. Put the sealed letter into the mailbox, then close it. Push the mailbox twice, open it again, and take the package from inside. Look at this to find another stairstep (3/7). Leave by walking up into the purple portal.
Continue up 3 times, then go left and down to the left to return to the Forest. Use your shears on the water flowers to get rusted shears and aquatic pollen. Use the aquatic pollen on the bumble bees. Use your PDA on the rake. Pick up the rake and use it on the pile of leaves. Pick up the table leaf and travel leaflet. Next use your elephant magnet on the chisel that is sparkling in the water. Pick up the rusted chisel and use it on the rock at the bottom left to sharpen it. Use the sharp chisel on the tree, then use your hammer on the chisel and you will end up the next stairstep (4/7). Head up to the left, then up to get back to the entrance.
This time go up to the left, right twice, down on the right, right twice, down on the right, and up to the right (through the archway) to reach the Clown Room. Use your hammer on the mirror, then pick up the mirror shard. Try to talk to the Gibberish Boy. Use the reality warp on him, then talk to him again. Go left and then right twice to return to the entrance.
Head up to the right, then right twice, up 3 times and down to the right (through the archway) to find the Smallings Room. Try to talk to the Smallings. Go over to the right where there is a goldfish jumping over the path. As long as you have spoken with the Gibberish Boy, the goldfish will eventually fall onto the path. Pick it up and talk to the Smallings again. In your inventory, combine the refrigerator motor, bowl and fallen leaf to make a leaf boat. Give this to the Smallings in exchange for a stairstep (5/7), then accept their trade to get a Gibberish Boy doll. Walk left and right to reach the entrance again.
Go up to the left, right twice, down on the right, right twice, down on the right, and up to the right (through the archway) to return to the Clown Room. Give the Gibberish Boy doll to the Gibberish Boy, and you will get another stairstep (6/7). Return right, down to the left, down on the left, and up to the left (through the archway) to return to the Kitchen. Use reality warp on the table, then use your table leaf on the table to get the final stairstep (7/7). Go right twice to return to the entrance.
Go up to the right, right, up, right, down to the right (through the archway), right twice and down to the left (through the archway) to return to the Gemini Room. Enter the vault again. Use your 7 stairsteps on the hallway, then climb up the stairs to a new room.
Take a branch from the thyme plant on the right, then use your hammer to crush it. Now you need to set all the clocks to the same time of 6 o'clock:
- Digital Clock: Use your PDA on the digital clock.
- Water Clock: Take the top filler from the water clock, then place it back on. Look at the time. Repeat this until the time is correct. Take the top filler again.
- Grandfather Clock: Push the grandfather clock until the time is correct. Use your screwdriver to open it.
- Big Ben Replica: Open the replica, then push it until the time is correct. Leave it open.
- Hourglass: Use your hammer to break this, then pick up the sand.
- Sundial: This is already set to the correct time.
The clocks should now all be making noise. Now you need to stop each of the clocks:
- Coo Coo Clock: Take the coo coo bird from the coo coo clock.
- Digital Clock: Use your screwdriver on the digital clock.
- Water Clock: Put the coo coo bird into the water clock.
- Grandfather Clock: Look at the recipe you got from the refrigerator. In your inventory, combine the crushed thyme plant branch with the top filler, then add the sand. Now use the paste mix on the grandfather clock.
- Big Ben Replica: Use the nail on the replica.
- Sundial: Push the broken hourglass.
You will now have the World Key. Go through the doorway in the back wall. Pick up a spear from the bushes on the right, and pick up the rock on the left. Note that as you are near the log in the water it will move to the right - move the log to the right, then go left and put the rock into the water. Walk to the right to move the log again and a new one will arrive on the left. Go over to the left to move the log until it is stopped by the rock. Use the spear on the log, then walk to the Jester.
Dyce
Magnetic North: Roof Top
Use your screwdriver on the 2 wall panels. Use your PDA on the exposed circuitry, then save your game. Use your frequency manipulator on the elevator controls, then solve a pair-matching memory game (you can only make 4 mistakes, after this you will die). Once you succeed, enter the elevator to return to the Jester.
Magnetic North: Roof Top
You will automatically talk to Milo (Plan). Use your screwdriver on the nearby access panel. Use your frequency manipulator on the control panel near Deter, then use it on your control panel and you will see a close-up view of it. On the left side, pull the green lever down, then push the orange button at the top. On the right side, push the red dial twice, then push the orange button at the top. Get back into the Jester.
Chop Shop: Landing Pad
Talk to the book mobile (Accept), then enter the Chop Shop. Talk to Dr Flesh (Orrery, Cybernetics). Take the library card from the shelves, then go back outside. Use the library card on the book mobile to get a library book. Look at this in your inventory, then head back into the Chop Shop. Take the tools from the shelves and talk to Dr Flesh again. Give him the #5 J-Pinn, and you will end up talking to Lodrun (Converse).
Talk to Dr Flesh again, then use your PDA on him to get 50000 Dyce money. Head outside again. Pick up a brain and a hand from the dumpster at the bottom left of the area. Enter the Chop Shop again and take the mechanical arm from the shelves. Talk to Dr Flesh once more. Head outside and enter the elevator in the distance to return to the Jester.
O'Ryan's Estate: Roof Top
Use your PDA on the solar panels, then use your solar panel on the door and head inside. Go through the door on the left. Pick up the turkey drumstick and some grapes from the table. Push the chest on the floor, then pick up the key. Use the key on the chest to open it, then take out the Verdry keycard from inside. Leave this room.
Go through the door on the right. Take the ticket stub from the table. Use your frequency manipulator on the large TV screen. Use your screwdriver on the panel beneath the TV screen, then on the control board to take it. Push the cushion on the sofa, then pick up a coin. Leave this room.
Head down, then use the Verdry keycard in the door on the left. Use your hammer on the enclosed tuning fork on the wall, then take the tuning fork. Use the tuning fork on the telescope lens to break it. Open the Jack-in-the-box and take the novelty glasses. Take the brick that is floating nearby, and use it to break the novelty glasses. Open the window shade, then open the window as well. Use your coin in the eyeball machine, then take the eyeball. Use your grip clamp on the plug in the ground, and Merriwind will be arrested. Look into the hole to get the Urbs keycard and a flute. Leave this room.
Use the Urbs keycard in the door on the right. Use your screwdriver on the leg access panel of the mech, then insert your remote control board. Use your frequency manipulator on the mech to activate it. Return out to the corridor.
Use your screwdriver on the head access panel of the mech, then look at the fused circuitry. Use your PDA on the fused circuitry. Go through the broken door and speak to Dwistor (Bluff). Use your flute on him, and Dwistor will be arrested. Pick up the busted PDA from the floor. Give the turkey drumstick to the ketter beast. Pick up the ticket half and combine it with your other one - this will make a winning ticket. Make your way back to the Jester.
Docks Casino: Landing Pad
When you land you will talk to Alachra (Left Hand), and he will be arrested. Talk to the robot at the front of the queue, then give him your eyeball. Give your winning ticket to the ticket seller to get another 50000 Dyce money. Go left and talk to Selena (Yes).
Save your game, then talk to Milo and select one of the three options - these will give you different ending movies once you finish the game. Once inside, use your PDA on the Dyson sphere. Next use your resonance tracer. Now use your frequency manipulator on the red world key location that has appeared on the Dyson sphere. Finally, use your hammer on the world key battery.