Walkthrough Menu
- Chapter 1: Uncle's Souvenirs
- Chapter 2: Uncle's House in France
- Chapter 3: France, 1626
- Chapter 4: A Failed Date
- Chapter 5: At Home
- Chapter 6: The Time Machine
- Chapter 7: France, 1626 Again
- Chapter 8: Ancient India
- Chapter 9: The Maya Civilization
- Chapter 10: Back in Ancient India
- Chapter 11: Back in France, 1626
Chapter 1: Uncle's Souvenirs
• Pick up the ringing phone (А).
• Find the BOX for the uncle's souvenirs in the closet.
• Zoom into the key locker (B).
• Select the KEY (C) in the middle of the upper row.
• Use the KEY on the closet door.
• Pick up the BOX (D).
• Open the upper shelf (E).
• Use the STEPLADDER (F) on the upper shelf.
• Collect the uncle's souvenirs in the upper shelf.
Chapter 2: Uncle's House in France
• Do the uncle's study.
• As soon as you're finished with the study, the MATCHES (G) and the COAL SCOOP (H) are added to the inventory.
• Use the SAFE KEY (I) on the uncle's safe (J).
• Take the TIME MACHINE KEY (K) and the HOUSE PLAN (L) from the safe.
• Put the HOUSE PLAN (M) on the table and click on it. It will be blown by the wind right into the pool of wine (N).
• Use the MATCHES (O) on the wood in the fireplace (P).
• Pick up the SOAKED PLAN and click on the stains to zoom in.
• Click on the torn back of the armchair to get some STUFFING (R).
• Use the STUFFING on the stains (S).
• Put the HOUSE PLAN (T) back on the table.
• Press the plan with the paperweight (U).
• Use the COAL SCOOP (V) on the fireplace to sweep the coal (W).
• Use the SCOOP WITH COAL (X) on the old IRON (Y).
• Pick up the heated IRON.
• Put the IRON (Z) on the HOUSE PLAN (A).
• Zoom into the HOUSE PLAN to find the secret door behind the book shelf (B).
• Select the volume of Virgil (C) to get to the secret laboratory.
• Insert the TIME MACHINE KEY (D) into the slot on the panel.
• Click on the time machine lever (E) to find that the battery and wiring have burned out.
• Disconnect the BURNED BATTERY (F).
• Use the BURNED BATTERY on the workbench (G) to start the mini-game.
• Play the mini-game to repair the BURNED BATTERY.
• Put the time machine battery together from electrode plates.
• To take or drop a plate, use the left mouse button.
• To rotate the plate use the right mouse button.
• See the screenshot for the final solution (H).
• Connect the REPAIRED BATTERY (I).
• Find the new WIRING (J) on the workbench.
• Start the time machine. Click on the time capsule.
Chapter 3: France, 1626
• Pick up the LINGUO-TRANSLATOR (K).
• Click on the musketeer (L) at the wall.
• Click on the unconscious musketeer (M).
• Leave the location.
• Zoom into the area with the barrels (N).
• Pick up the TRANSLATOR BATTERY (O).
• Take the LADLE (P).
• Click on the barrel lid (R) to find it tightly closed.
• Use the TRANSLATOR BATTERY (S) on the TRANSLATOR (T).
• Pick up the STONE (U) on the pavement.
• Take the STONE (V) and remove all three wedges (W).
• Click on the lid to open the barrel.
• Take the LADLE (X) and draw some water.
• Use the LADLE OF WATER (Y) on the musketeer (Z).
• Leave the location to find some cloth to bandage the musketeer.
• Make a click in the center of the theatrical stage (A).
• After HO scene, the DAGGER, MACKINTOSH and HARTSHORN will be added to the inventory.
• Combine the DAGGER (B) with the MACKINTOSH (C) to cut it to pieces.
• Return to the musketeer.
• Put the BANDAGE (D) on the musketeer.
• Give him some HARTSHORN (E).
• Find the musketeer's epee (F) in HO scene and return it to him.
• Find the dropped DIAMOND PENDANT (G).
• Return to the uncle's laboratory.
Chapter 4: A Failed Date
• Take the cylinder with a message (H) on the time machine.
• Play the mini-game to read the message.
• Put the image together rotating 5 vertical fragments.
• To rotate a fragment, use the left mouse button.
• See the screenshot as a sample of solution (I).
• Click on the door (J) to find that it is closed.
• Find the KEY (K) on the workbench.
• Use the KEY on the door.
• Look through the newspaper (L).
• Examine the menu (M).
• Read Alan's messages (N) to find out that you have stuck back in time.
• Suddenly the lights go off.
• Click on the picture (Q), to make sure that the board is hidden behind it.
• Move the chair (P) to the picture.
• Take the picture off(Q).
• Take the fork (R).
• Use it on the switch board lock (S) to open it.
• Play mini-game, to fix the lights.
• Click on the notice board (T) to find Alan's card.
Chapter 5: At Home
• Click on the sofa (U) to find the cat underneath.
• Try to take the DIAMOND PENDANT (V) away from the cat.
• Find the TOY MOUSE in the upper shelf (W).
• Use the TOY MOUSE (X) on the cat.
• Take the DIAMOND PENDANT (Y) away.
• Read Alan's message (Z) which lies in the armchair.
• Open the tube (A).
• Get the letter (B) out of the tube.
• Unfold the letter (C).
• Read about the TEMPORAL CONTAINER that Alan has sent you, and pick up it.
• Play the HO scene.
Chapter 6: The Time Machine
• Find Alan's message (D) again.
• Try to start the time machine (E) to find out that in needs restarting.
• Exit the laboratory to look for the uncle's INSTRUCTIONS.
• Collect the uncle's INSTRUCTIONS (F) in the armchair.
• Get back to the laboratory.
• Click on the time machine (G) to invoke the mini-game.
• Move the chips with indicators vertically and horizontally using the side arrows of the field.
• Put all chips in the corresponding holes.
• See the screenshot for the final solution (H).
• Use the starting lever (I).
• Click on the time capsule (J).
Chapter 7: France, 1626 Again
• Pick up the HAMMER (K) and use it on the cork (L) in the barrel.
• Pick up the STICK (M) and use it as a lever on the barrel (N).
• Talk to the musketeer.
• Go to the kitchen (O) and collect items from other epochs.
• Reset the time machine as you did last time.
• Use the starting lever .
• Click on the time capsule.
Chapter 8: Ancient India
• Play the HO scene.
• Pick up the DIADEM PIECES (P).
• Collect the COALS (Q).
• Take the TONGS (R).
• Take the FLEET AND STEEL (S).
• Take some OIL (T) to splash on the coals.
• Put the COALS (U) into the horn (V).
• Splash some OIL (W) onto the horn.
• Use the FLEET AND STEEL (X) to fire the horn.
• Now you can put the DIADEM (Y) in the horn.
• Use the TONGS (Z) on the red-hot DIADEM (A) in the horn.
• The DIADEM will be added to the inventory.
• Use the TONGS (B) on the DIADEM (C) in the inventory.
• The item DIADEM IN TONGS (D) will be added to the inventory.
• Drag the DIADEM IN TONGS (E) to the anvil (F).
• Use the HAMMER (G) on the DIADEM IN TONGS.
• After you've repaired the DIADEM, the BUNCH OF KEYS (H) will be added to the inventory.
• Use the BUNCH OF KEYS on the door (I) to enter the garden.
• Use the BUNCH OF KEYS on the grating in the rock.
• Restore the drain pipe to drain the pond.
• Rotate the pipe fragments with your mouse to get a closed leakproof system.
• Turn the tap to drain the water.
• See the screenshot for the final solution.
• Turn the round valve.
• Turn the valve near the pond (K).
• Collect the items from other epochs at the bottom of the dried pond (L).
• Reset the time machine as you did last time.
• Use the starting lever.
• Click on the time capsule.
Chapter 9: The Maya Civilization
• Pick up the JAR (M) and use it on the spring (N).
• The JAR OF WATER (O) will be added to the inventory.
• Use the JAR OF WATER on the coals.
• Take the PLANK (P).
• Put the PLANK (S) over the coals.
• Click on the steps (T), they collapse.
• Pick up the STONE AXE (U).
• Use the STONE AXE on the LIANA (V).
• Use the LIANA (W) on the stone (X) in the steps, so that it hangs over the collapsed steps.
• Click on the top of the pyramid (Y) to go upstairs.
• Take the branch (Z).
• Put the branch in the aperture (A) between the gate and the gate wing.
• Pick the FRUIT (B) from the tree.
• Put the FRUIT on the flagstone (C).
• An armadillo will run out from under the altar (D) and discharge the trap with arrows.
• Collect the items on the altar (E).
• Reset the time machine as you did last time.
• Use the starting lever .
• Click on the time capsule.
Chapter 10: Back in Ancient India
• Use the LID (F) on the jar (G).
• Use the STRINGS (H) on the sitar (I).
• Use the MASK (J) on the wall (K).
• Use the STATUE HEAD (L) on the statue (M).
• Use the HAMMER (N) on the anvil (O).
• Use the ARROWS (P) on the quiver (Q).
• Use the STONES (R) on the shield (S).
• Use the AROMA LAMP (T) on the horn (U).
• Use the HILT (V) on the sword (W).
• See the screenshot for the final solution.
Chapter 11: Back in France, 1626
• Reset the time machine as you did last time and go to the France of 1626 again.
• Click on the musketeer's note (X) to play the mini-game.
• Find 7 or 10 (depending on the game level) differences between the two pictures.
• Click on each found difference with your mouse to highlight it in both pictures.
• See the screenshot for the final solution.
• Enter the tent (Z) and return the DIAMOND PENDANT to the musketeer.
Congratulations! You have completed Chronoclasm Chronicles!Created at: 2012-06-29