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chronoquest
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CHRONOQUEST:
SOLUTION
PART 1
INTRODUCTION AND COMMENTS
The following walkthru is a sort of compromise. The game is available
for both the Atari ST and the Amiga, but the moves for the two versions
are very different. We decided to write just one with lots of version
notes included. This is not the most satisfactory method, but it's the
best we could come up with that didn't involve two separate scripts.
Generally, the game is a good one. The graphics are excellent, the
music is good, and the puzzles are tough but reasonably fair. However, a
few cautionary observations are in order before getting into the
walkthru.
First, the ST version allows you to read only one document: a scroll.
However, we know of no way to read even that in the Amiga version. This
is a particularly unfortunate problem since it gives some specific
instructions which are needed to complete the game. If you are playing
the Amiga version, by all means drop by The Gamers' Forum when you get
the scroll, and we will be happy to let you know what it says. (Or, of
course, continue reading this walkthru.) There are also two other
letters which we suspect gave important clues, but we couldn't read them
in either version.
Second, the save/load features are slightly peculiar. The Amiga version
allows for complete installation on a hard disk; however, this is not
true for the ST version. While the disks aren't copy protected, only
disks 2 and 3 have hard disk support -- and _only_ for the root
directory of drive "C" (no folders allowed). It's certainly possible to
copy the Boot disk and Disk 1 to any place you wish, but a great many of
the files have duplicate names.
In addition, each saved game (which uses less than 700 bytes) requires
a separate disk. This is not a major problem since they're entirely
non-destructive; so, you can use any disk with a bit of space, but it is
annoying. Finally, there is no "quit" feature (you must turn off or
reset the computer), and dying requires a restart.
Third, the documentation is incorrect where it talks about things you
may drop. Any dropped item behaves in exactly the same way, no matter
where you drop it -- in the room where you pick it up, the room you're
to use it in, or any other room. In the ST version, all dropped items
appear in the bottom left corner of the screen, and you can drop as many
as you want. Only four will show at a time; if you pick up one or more,
the other items will show as space allows. The Amiga version also lets
you drop as many items as you want, but finding them is far more
difficult. You must search most of the lower portion of the screen.
Fortunately, if you follow this walkthru, you won't have to do that.
Fourth, the Amiga version has no clock, but the ST version does. The ST
version requires you to be at a particular place at a certain time.
While this walkthru will get you there on time, we do not know what uses
up time and what doesn't. Therefore, you may need to cause time to pass
by looking at the TIME icon.
One final comment: At times the game will display inset pictures on
your screen of various things you may have examined. Often, it is the
inset you need to use in order to get an item, or whatever else you may
be trying to accomplish. If something isn't working when you know it
should be, try using the inset instead of the original (or vice versa,
depending on what you were using before). We do tell you which to use,
however. So, let's get started!
CHRONO-QUEST
Part 2
THE CASTLE
Once you start traveling, it is difficult to return to the rest of the
castle, so we'll start by collecting everything we need in this part.
You begin in the Entrance Hall of your father's castle. If you LOOK at
the left newel post of the stairway, you'll notice it's missing an
ornament. Go east into the den, and you'll find it on the bookcase to
the right of the desk. It's the only important thing in this room; so,
GET the ornament, and while you're here, DROP the letter (the one from
your documentation), and go back west to the Hallway. USE the ornament
on the top of the left newel post. LOOK at the urn and you'll find your
first punchcard! TAKE the card from the urn.
Go up and LOOK at the base of the statue. TAKE the key, and USE it on
the lock of the chest at the back of the room. LOOK in the chest, TAKE
the gloves, and drop the key. Now, LOOK at the upper right-hand corner
of the carpet, and you'll find another punchcard. TAKE it, and proceed
northeast into the bedroom. PULL on the handle of the bedside table,
then LOOK in the drawer. TAKE the piece of paper. LOOK at the throw
pillows on the bed, and TAKE the punchcard you find there. LOOK under
the bed, and TAKE the grapnel and rope. That's all that's important
here, and the other bedroom has nothing useful. Head southwest and down
to the Entrance Hall.
Go west into the dining room, then north into the kitchen. TAKE the
bottle on the counter.
(ST version: Drop the wine -- an icon with wavy lines in your
inventory.)
PULL on the cabinet that is directly under the sink.
(ST version: Use the cabinet on the lower left side of your screen
rather than the one under the sink. You need not open it first.)
LOOK at the cabinet, and you'll get a smaller picture of the safe
that's hidden there! USE the paper you found upstairs on the safe.
(ST version: Do this using the picture of the safe dial.)
Voila! It opens, and you see some money and a lighter. Ignore the
money, but take the lighter, then go south, east, and northeast.
Hey, it's dark! Not to worry. LIGHT the lighter, then go up and east
into the chapel. On the right side of the mantel in the rear of the room
is a candle.
(ST version: There's a picture of your mother on the right, and the
candle is to the left of a large cabinet at the back.)
TAKE the candle, LIGHT it, then UNLIGHT the lighter. It is important to
do this as efficiently as possible because the lighter is almost out of
fluid, and you'll need it later. LOOK at the book on the lectern, and
you'll find the fourth punchcard you need. TAKE it and go west, down
twice, then east to the Laboratory.
At this point your inventory is probably full, so DROP any one item
except the candle.
(ST version: You will have one inventory space left, and don't need to
do this.)
LOOK at the mirror on the wall, and a hidden switch will appear. PUSH
the switch (on the inset picture), and a secret door will open! DO NOT
GO THROUGH THE DOOR! Putting the ornament back on the newel post
activated the electricity so you could open the door. But if you go
through the door now, you'll get fried! Go west, up, and southwest to
the hallway. GET the ornament from the newel post, then DROP it.
Go northeast, down, and east back to the Laboratory. PULL the left-hand
desk drawer, and LOOK in it. You'll find some fuses. TAKE them, then go
north into the Secret Room. Ah, ha! There's the time machine!
(ST version: Make sure the lever on the left is in the "up" position.
PUSH it up if it isn't.)
USE fuses on the green square at the bottom of the fuse box on the left
rear wall, then PULL the lever next to the fuse box. The Time Machine
comes to life.
(Amiga version: Don't be too eager to use the Time Machine just yet:
You're going to need whichever item you dropped in the Laboratory. So,
go south and search around until you find it. Use the GET icon on the
bottom portion of the picture. You'll just have to keep searching along
the bottom of the screen until you find your item, then go back north.)
This is a good place to save your game. We're ready to explore Time
now, so get ready!
Part 3
INDIA, EGYPT, PREHISTORY
Okay we're ready to get started. To enter the Time Machine use the UP
icon (to leave it use the DOWN icon). So, ENTER the machine, and SHOW
the control panel.
(ST version: The panel will show automatically.)
If you follow this walkthru exactly, you should be able to follow the
rest of the instructions, because your punchcards will be in the proper
place in your inventory. In case you haven't followed along, here is
where the various punchcards in the Amiga version will take you:
From the Urn in the Hallway: Prehistory
From Under the Rug: India
From Under the Pillows: Egypt
From the Chapel: Mexico
(The ST version always puts the punchcards in the same positions in
your inventory -- from left to right -- as follows:
1. India; 2. Mexico; 3. Egypt; 4. Prehistory.)
If you remove a card, those to its right move to the left to fill the
empty space, but their relative positions do not change.
USE the SECOND punchcard in your inventory on the slot in the control
panel.
(ST version: USE Card 1 (on the far left). PUSH the switch on the left
of the control panel first. This may or may not be necessary whenever
you use the machine, but it's what causes the message saying "Nothing
Happens." If you've already pushed it and nothing happens, push it
again.)
Whoosh: You're in India! Go west, then north into the hut. The Leper
wants to shake your hand, but you don't want to get leprosy; so, USE the
glove, then TAKE the Leper's hand.
(Amiga version: Just leave the glove on throughout the rest of the
game: You'll need it periodically.)
(ST version: You cannot do this. Instead, you'll need to USE the GLOVE
on the HAND.)
The Leper will be so grateful he'll give you a piece of paper which
will allow you to take an elephant ride. He also asks you to get some
water from the sacred temple which will cure him. GET the paper, and go
south, east twice, then northeast to the Mahouts. DROP the paper, and
they'll agree to take you to the temple.
(ST version: USE the PAPER on the MAHOUT.)
"Up" will put you on the elephant's back, and you'll automatically end
up at the temple.
(ST version: This will happen automatically; you need only click.)
Go east (ST version: Go north) into the temple, and you'll find the
sacred water. To get the water into the bottle, do the following
exactly:
USE
BOTTLE
GET
WATER
The text should say that you have the water. Now go west and up, and
the elephant will take you back to where you started.
(ST version: USE the BOTTLE on the WATER, go south, up, and click to
get back to the Mahouts.)
Go southwest, west twice, north, and DROP the bottle.
(ST version: USE the wavy icon for WATER on the Leper's HAND.)
The grateful Leper will offer you a key. TAKE the key, then go south,
east, and north, and you'll see a smaller picture of a door. USE the key
on the door and you'll be inside a hut.
(ST version: You'll have to go north into the hut.)
On the table is a letter and a piece of punchcard! TAKE the punchcard
piece, and the letter, then DROP the letter. (It probably has an
important clue, but nobody can figure out how to read it!)
Go south, west twice, and you'll see a Fakir who has a scroll in his
right hand. TAKE the scroll, but don't hang around! Go east twice, up
into the machine, SHOW PANEL (Amiga version only), and PUSH the toggle
switch on the left side of the control panel.
You made it home again! DROP the candle, then enter the Time Machine.
SHOW PANEL, and USE the SECOND punchcard in your inventory on the slot.
(ST version: USE the Egypt punchcard, which is now in the middle. USE
the switch, if necessary, then try again.)
You find yourself in Egypt! LEAVE the Time Machine and go northeast.
You should see a pedestrian-crossing here. If you don't, _do not_ go
north, or you'll get run over! (The northeast direction in the Amiga
version was VERY touchy; half the time you ended up going east instead
of northeast. You can also get to the pedestrian-crossing by going east
twice from the Time Machine.)
Go north twice, and you find yourself in front of a Pyramid. LOOK at
the bottom left stone surrounding the entrance. You're told the stones
are loose, and you find an amulet. GET the amulet.
(ST version: READ the scroll you got in India to learn how to open the
Pyramid without getting killed.)
(Amiga version: Since we can't find a way to READ things, you'll have
to trust this walkthru.)
The scroll says: "TOP, TOP LEFT, TOP RIGHT, TOP RIGHT." Using the
PUSH/PULL icon, PUSH on the stones in the order indicated by the scroll,
and the door will open. If you don't do this right, you die. DROP the
scroll.
Go north twice, ignoring the torch on the way. You don't want to mess
with all those snakes, so DROP the amulet, and they disappear. Now, go
north again, then west. USE the grapnel and rope, and go up.
(ST version: USE the grapnel and rope on the hole in the ceiling --
it's round -- then go up.)
Starting from the left, use the PUSH/PULL icon and PULL the SECOND,
THIRD, FOURTH, and FIFTH levers into the down position. The sarcophagus
will open. In it you find a ring and another piece of the punchcard.
TAKE the ring and the piece of card.
(ST version: TAKE the ring from the inset picture of the sarcophagus.
The piece of punchcard is in the bottom right-hand corner of your screen
-- not in the sarcophagus.)
Using the PUSH/PULL icon, return the four levers to their original
positions.
Go down, north, and TURN the right-hand torch on the wall to open a
secret passage into Nefertiti. Going down will take you outside to the
entrance into the pyramid. (If you hadn't returned the levers to their
original positions, you would have been impaled on spikes in the secret
passage.) Go south twice, west, and up into the Time Machine (Amiga
version: SHOW PANEL), and PUSH the toggle switch to go home.
A note here about dropping pieces of the punchcard. This was done in
order to make room in your inventory, but it is a bit of a pain to find
them again, especially in the Amiga version. From now on, we will
include a note on how many inventory spaces you will need in a given
time zone.
For the next time zone (Prehistory), you will need four free inventory
spaces. (The ST version requires five.) The punchcard you USE in the
time machine will release one inventory space; you can drop an item to
free another space.
In the secret room, DROP the piece of punchcard (if you need extra
inventory space), SHOW PANEL, then USE the FIRST card in your inventory
to enter Prehistory.
(ST version: USE the far right card, and PUSH the toggle, if
necessary.)
LEAVE the machine and go east. LOOK at the entrance to the hut, and
you'll find a bone. TAKE the bone. You will also find some dry grass and
a rock. If you have space, you can TAKE the ROCK.
(ST version: You must also TAKE the DRY GRASS.)
Now, go east twice, and north to the remains of a fire. LOOK at the
fire and you'll find a piece of wood. TAKE the wood, LIGHT your lighter,
LIGHT the wood, UNLIGHT the lighter.
(ST version: USE the DRY GRASS on the dead FIRE. LIGHT the DRY GRASS,
which will light the stick, then GET the STICK, which will now be
burning.)
You may now drop the lighter. Toward the back of this scene you'll see
some small rocks. LOOK at the rocks, and you'll be told there's a small
rock there. TAKE the rock (if you didn't take the one from the hut),
then go east and south into the cave.
LOOK in the area of the candles, and you'll find another piece of
punchcard. TAKE the piece, then LOOK at the drawing that appears in the
left corner of the background. You should get an inset picture on your
screen showing the drawing's finer details. It's a drawing of a temple
with "13-H" written above it.
In the ST version, you must reach this temple before 1:00 p.m.;
however, the ST version has a TIME icon, and the Amiga version does not.
So, there's no way of knowing what the time is.
Time doesn't seem to matter in the Amiga version; if you're following
this walkthru exactly, you'll get there at the right time anyway.
In the ST version, you need to be very careful with your timing. One of
the few ways we've found to advance time is to look at the TIME icon. It
is recommended that you only look at this icon right after you've saved
your game. This way you won't have far to backtrack if your timing's off
and you need to restore.
Go north, west, south, and west three times. ENTER the Time Machine
(Amiga version: SHOW PANEL), and PUSH the toggle switch to go home.
CHRONO-QUEST
Part 4
MEXICO AND THE FUTURE
We're about to embark on the most complicated scenario yet; be prepared
to save your game! First, DROP the piece of punchcard you picked up in
Egypt, if you want to. You only need one free inventory space, and
you'll get that from the punchcard. The branch is also useless, so you
may drop it.
Go north to the Time Machine (Amiga version: SHOW PANEL), and USE the
remaining punchcard on the slot. Suddenly, you find yourself in Mexico!
From the Time Machine, go east twice, and you'll see a tree on the left
side of the screen with a hole near its bottom. LOOK at the hole, then
TAKE the necklace. Go west four times to the warrior. USE the necklace
on his right hand near the bottom of the screen (placement is not
critical in the ST version). He'll draw you a map, and tell you to start
from the three rocks.
(Just in case Psygnosis decides to change this, you'd better make a
copy of the map!)
Go northeast three times, then north to a small temple. LOOK at the
temple, and you'll see an idol. TURN the idol, and you'll find a key.
TAKE the key, go west three times, and you'll be at the three stones the
warrior told you about.
Save your game here! As mentioned before, the direction icons are
_very_ touchy (particularly in the Amiga version); if you're off by a
pixel or two, you'll go in the wrong direction and get killed.
Go northeast three times, north twice, northwest twice, northeast, then
east. You should find yourself in front of the temple. You should be
still wearing the glove. If so, LOOK at the bush in the middle
foreground of the picture. (If you're NOT wearing the glove, a snake
will kill you!)
(ST version: USE the GLOVE on the BUSH.)
For this section of the walkthru, we've made the ST and Amiga versions
completely separate. We couldn't think of a reasonable way to segregate
the ST comments without the overall instructions losing their
continuity. At this point, the vast differences in the two versions are
evident.
ST VERSION: USE the ring on the slot in either the main picture or the
inset. You should check the clock to see if you made it on time. If it's
a minute or two past one o'clock, you can probably make it in time by
restoring to just before you left the castle. Skip the Mayan Warrior and
his necklace.
If it's well past 1:00 p.m., you'll need to go back to whichever time
zone you had problems in -- usually Egypt. Just so long as it's still
before the hour when you leave the castle for Mexico, you should be
okay. (Once, we left at 12:59 and actually made it on time.)
If you're at the temple but it's not yet one o'clock, keep looking at
the time until it is. Exactly on the hour, a beam of light will hit the
slot, and the reflection from the ring will open the Temple door on the
top of the pyramid.
USE the BONE in one of the slots on the side of the door, then go up.
(Do _not_ go up before you've stopped the door's descent with the bone,
or you will be impaled!)
AMIGA VERSION: You should get an inset picture of a slab with a slot in
the middle of it. USE the ring on the slot in the MAIN picture (not the
inset), go up, and beams of light will appear, indicating that the door
is now safe to approach. Going up again will provide you with an inset
picture of a door. You'll notice a small hole on each side of the door.
USE the bone on the hole on the RIGHT side. The text will tell you that
nothing happens, but if you go up again, you'll find yourself in the
temple.
From here, the procedure inside the Temple is the same for both
versions.
You are now inside the temple facing a chest. USE the key on the chest,
and TAKE the final piece of punchcard! (If you have the other three
pieces of punchcard with you, they will automatically become one whole
punchcard. We guess punchcards worked differently in the 1920s, before
computers were invented.)
Go down, and save your game; then, go west, southwest, southeast twice,
south twice, southwest three times, southeast twice, and southwest.
You're back at the Time Machine. ENTER the time machine (Amiga version:
SHOW PANEL), and PUSH the toggle switch.
Now LEAVE the machine, and GET the three other pieces of punch card you
dropped in the room (if you dropped them). After you find the second
piece, you'll see a new inset picture appear (in the Amiga version). We
have _no idea_ what it represents; if you figure it out, please let us
know!
When you find the fourth piece, the punchcard will automatically be
assembled for you, and you're ready for the final assault! All you need
in your inventory at this point is the glove, rock, picture, and
punchcard. ENTER the Time Machine (SHOW PANEL), and USE the punch card
in the slot.
Here again, the two versions are worlds apart.
ST VERSION: When you arrive, you'll see a futuristic room with a door
ahead of you, and a console to the left. There's a row of buttons on the
console, and you need to PUSH the second one from the right. This will
cause a map of the world to pop up with a loud noise, which attracts a
guard.
When this happens, you have exactly one turn to take care of that guard
before he kills you. Do _not_ try to save your game! This will use up
the turn you have. Click on the USE icon, click on the STONE (or rock,
if you have that), and click on the guard's FOREHEAD. You must be fairly
precise as, for instance, whacking him in the chest won't work at all.
AMIGA VERSION: When you arrive, LEAVE the Time Machine. Ahead of you,
you will see a door. To the left of it is what looks like a monitor with
a couple of buttons under it. PUSH the red button, and a picture will
appear on the monitor. In the lower right corner of your screen, you'll
see a console. PUSH the red button on the console, and a map of the
world will appear. Go west, the door should open, and a guard with a gun
will appear. In order to take care of him, click in the following order:
HIT
MAN
ROCK
(Someone suggested that you need to do more here before hitting the
man. So if this doesn't work, try fiddling around with something first.)
For the remainder of the walkthru, both versions are relatively close.
LOOK at the floor where the man fell; you'll find a suit, a gun, and a
strange key. You need the suit and the key, but you can ignore the gun
if you wish. USE the suit and you'll be wearing it.
Go north, east twice, and south to a small room with some equipment in
it. At the bottom right you will see a platform with a red button on it.
PUSH the button, and you'll see a picture of a strange machine with an
"X" on it. (Remember the position of the "X"!) Now, go north three
times, and west: There's the machine you saw in the little picture!
PUSH on the area where you saw the "X," and a compartment will open.
Making sure you're still wearing the glove, TAKE the fuses out of the
open compartment.
(ST version: USE the GLOVE on the FUSES.)
The machine will stop functioning. Go east. There's a storage
compartment on your right which contains a spacesuit. This suit will let
you go out into space, but there's nothing out there, so don't bother.
Instead, continue south twice, then east.
(If you're not wearing the suit, or if you didn't remove the fuses from
the machine, you'll get killed at this point in the Amiga version. In
the ST version, you'll be killed after you open the door and go
through.)
If you're still alive, USE the key on the control box to the right of
the door. If you haven't brought the picture with you, the key will have
no effect. (It makes no sense to us, either!)
(ST version: If you haven't brought the picture, a man runs past you,
and all you can do is wander around aimlessly or go home empty-handed.)
If you HAVE brought the picture, the servant will appear, confess
everything, and a picture of Humphrey Bogart will appear telling you
you've won the game.