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Chronoclasm Chronicles Walkthrough, Guide, & Tips

Chronoclasm Chronicles Walkthrough

Chronoclasm Chronicles Walkthrough

Welcome to the Chronoclasm Chronicles Walkthrough

Jane unknowingly releases a time paradox and only she can stop it!

Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.

This document contains a complete Chronoclasm Chronicles game walkthrough featuring annotated screenshots from actual gameplay!

We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.

Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!

This walkthrough was created by Puppet life, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Chapter 1: Uncle’s Souvenirs

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• Pick up the ringing phone (А).

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• 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.

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• 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

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• 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.

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• 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.

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• 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).

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• 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).

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• 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).

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• Use the SCOOP WITH COAL (X) on the old IRON (Y).

• Pick up the heated IRON.

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• Put the IRON (Z) on the HOUSE PLAN (A).

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• Zoom into the HOUSE PLAN to find the secret door behind the book shelf (B).

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• Select the volume of Virgil (C) to get to the secret laboratory.

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• 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.

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• Disconnect the BURNED BATTERY (F).

• Use the BURNED BATTERY on the workbench (G) to start the mini-game.

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• 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).

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• 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

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• Pick up the LINGUO-TRANSLATOR (K).

• Click on the musketeer (L) at the wall.

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• Click on the unconscious musketeer (M).

• Leave the location.

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• 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.

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• Use the TRANSLATOR BATTERY (S) on the TRANSLATOR (T).

• Pick up the STONE (U) on the pavement.

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• 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.

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• Use the LADLE OF WATER (Y) on the musketeer (Z).

• Leave the location to find some cloth to bandage the musketeer.

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• 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.

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• 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.

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• Find the dropped DIAMOND PENDANT (G).

• Return to the uncle’s laboratory.

Chapter 4: A Failed Date

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• 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).

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• Click on the door (J) to find that it is closed.

• Find the KEY (K) on the workbench.

• Use the KEY on the door.

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• Look through the newspaper (L).

• Examine the menu (M).

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• 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

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• 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).

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• Use the TOY MOUSE (X) on the cat.

• Take the DIAMOND PENDANT (Y) away.

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• 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

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• 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.

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• Collect the uncle’s INSTRUCTIONS (F) in the armchair.

• Get back to the laboratory.

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• 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

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• 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.

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• Reset the time machine as you did last time.

• Use the starting lever .

• Click on the time capsule.

Chapter 8: Ancient India

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• 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.

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• 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.

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• 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.

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• 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.

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• Use the BUNCH OF KEYS on the grating in the rock.

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• 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.

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• Turn the valve near the pond (K).

• Collect the items from other epochs at the bottom of the dried pond (L).

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• Reset the time machine as you did last time.

• Use the starting lever.

• Click on the time capsule.

Chapter 9: The Maya Civilization

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• 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).

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• 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).

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• 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.

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• Take the branch (Z).

• Put the branch in the aperture (A) between the gate and the gate wing.

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• 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).

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• Reset the time machine as you did last time.

• Use the starting lever .

• Click on the time capsule.

Chapter 10: Back in Ancient India

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• 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).

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• See the screenshot for the final solution.

Chapter 11: Back in France, 1626

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• Reset the time machine as you did last time and go to the France of 1626 again.

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• Click on the musketeer’s note (X) to play the mini-game.

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• 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.

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• Enter the tent (Z) and return the DIAMOND PENDANT to the musketeer.

Congratulations! You have completed Chronoclasm Chronicles!