Welcome to the Chronicles of Mystery: Tree of Life Walkthrough!
Find the legendary Tree of Life, which grants immortality to whoever tastes its fruits! Set sail on an epic quest with Sylvie!
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 Chronicles of Mystery: Tree of Life 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 City Interactive, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
Talk to the museum director. Go to the bay window and look at the conquistador’s chest.
Exit the room and enter the exhibition. Talk to the conservator, Claire, in the nave. Go back to the studio and take the dictaphone and the tweezers from the desk drawer.
Return to Claire and talk to her about the dictaphone card. Enter the studio, combine the card with the dictaphone and listen to the recording. Look at the vault in the exhibition room, then at the boards with reproductions in the studio. Go out to the courtyard and talk to Claire about every available topic. Go back to the bay window by the studio, come to the chest’s lid and set the digits in the correct order (from the left): 8, 5, 2. The lock will open.
Take the key and the gun from the chest.
Pull the ramrod out of the gun.
Look at the chest’s side. Open the lock with the key and use the ramrod on the block at the chest’s back.
A double bottom will open. Take the manuscript and look at it.
With the use of the tweezers, pull the threads out of the manuscript. Then look at the pieces of a map found in the manuscript. Put the pieces together to create the map:
1. Click on the edge of a piece to turn it over.
2. Click the RMB to rotate a piece 90 degrees.
3. The assembled map’s image (front).
The assembled map’s image (back):
Go to the studio and come to the photocopier. Open the lid on the photocopier’s side and take an empty toner.
Enter the exhibition room and ask the director about the toner. He will tell you to ask the porter. Go through the courtyard to the porter’s lodge. Ring the bell to call the porter, then talk to him. As a result of the conversation, he will give you a new toner.
Return to the exhibition room, come to the table and try to open the toolbox, which will not open. Approach Claire and ask her about tools. Having been given the permission, take the varnish, the brush and the cloth from the box.
Go to the studio and come to the photocopier. Open the top lid of the photocopier. Clean the dirty glass with the cloth and install the new toner in the slot, where you took the empty toner from.
Put the assembled map on the photocopier, close the lid and press the ‘Copy’ button. Take the map and its copy. Come to a 3D printer and look at it. Go to the director and talk to him. Return to the 3D printer and look at all 3 lids. Take an empty container from the left slot.
Go to the director again and ask him about resin for the printer. The director will tell us to talk to the porter. Go to the porter and talk to him. Then go out to the cliff and talk to the innkeeper. Go back to the porter and take the resin. Talk to the porter about other available topics. Go to the printer and insert the container filled with resin into the correct slot (bottom lid – resin slot).
Go to the cliff and talk to the innkeeper. You will be given a bucket. Go to the exhibition room, enter the nave and take the rope from the ship. Next go to the well on the courtyard, open the lid, combine the rope with the bucket and throw the bucket into the well. Come back to the innkeeper and give him the bucket with water. In return he will give you starch. Pour starch into the empty container. Go to Claire and talk to her. She will give you the key to Marcel’s bureau. Go to the studio, come to the bureau and use the key to open it. Take the dye container from the bureau. Look at the letter and Marcel’s notebook. Come to the 3D printer. Insert the powder container into the left slot and the dye container into the right slot, then press the ‘Print’ button.
When printing finishes, open the lid and take the jug spout’s copy. Soak the brush in the varnish and use it on the jug spout’s copy. Go to Claire and talk to her. Next go to the innkeeper and talk to him about all the available topics. Come to the fence and take a piece of wire. Then go to the wall on the cliff (near the passage leading to the castle) and pull a coin out of the wall with the use of the wire.
Go back to the museum and talk to the director.
Talk to the lecture’s organiser. Go to the niche through the meeting room. Take the ladder and head
right for the low relief. Place the ladder on the floor and climb it to look at the upper part of the low relief. Remove the bottom right corner slab, make up a sentence and then return the removed slab to its place.
The arranged sentence’s image:
Descend to the lower part of the low relief. Rotate the right column right 4 times, then the left column left twice. Open the hiding place and take the seeds from inside. Next go to the meeting room and talk to the count’s man. Afterwards talk to the lecture’s organiser. When the conversation is over, come to the desk and take all the items.
Remove the police tape from the door. To do this, you need to apply some nail varnish remover to the tape. Enter the room and come to the display cases. Take the documents from the chair and pick up the coin from the floor. Come to the display case on the right. It’s locked. Return to the organiser and talk to him. He will give us the keys to the display case. Go to the case and open it with the key you received. Take the tools from inside. Come back to the hall, talk to the organiser and give the keys back to him. Come to the door and use the nail varnish to stick the tape.
Look at the chronometer, which you received from the gondolier. Open the chronometer and clean it with the use of a swab and liquid silver cleaner. Look at the chronometer again. Next soak the brush in the liquid to patinate silver. Use the brush on the chronometer. Then clean the chronometer with the cloth and examine it through the magnifying glass. Read the sign on the chronometer’s case.
Talk to the organiser about every available topic. Go outside and talk to people wearing fancy dress. Go to the scuola’s entrance, open the book and sign it. Talk to the people in fancy dress again. In return for the signed book, you will receive a flare and a mask. Go to the hall and come to the shredder under the desk. Cut the mask in the shredder, then open the shredder and take the cut-up mask from inside.
Go outside. Take the police tape and an empty champagne bottle from the dustbin. Take the scissors and the pliers from the crate standing nearby. Cut off the flare’s tip with the scissors. Put the cut-up mask into the flare. Put the flare with the pieces of the mask inside into the champagne bottle.
Go to the bay window, come to the table and take a tablecloth, a curtain and a tieback. Come to the hatch and pull the nails out of the lid with the pliers. Next tie the lid to the window sill with the tieback. Approach the passage you created. Combine the tablecloth with the curtain in the pocket and use the rope you made on the plank. Descend to the platform. Take the stick, which is stuck near the platform. Enter the gondola and take the matches, a broken oar and the key. Use the police tape to tie the oar to the stick. Insert the bottle with the flare into the gondola’s handle and light the flare.
Sail to the palace and come to the bar gate. Pull the bells’ handles so as to set the number 1872 on the counters below them. Use the oar to knock a stone off the chain’s top. It will cause the bar gate to open.
When you are inside, come to the pond and take the watering can and the bowl. Draw water from the pond with the watering can. Come to the lawn and pick up the glove. Enter the apse and talk to the count. Come to the table on the right. Scrape the paint off the plank with the putty knife. Look at the lower shelf and take lye, polyvinyl acetate and a wire brush. Come back to the plank. Soak the brush in polyvinyl and secure the plank. Combine the glove with the wire brush and pour lye into the bowl. Soak the brush in the bowl. Then use the brush to clean the plank. Pour water from the water can on the plank. Finally, scrape polyvinyl acetate you applied before off the plank with the putty knife.
Go back to talk to the count. Then come to the window and take the piece of stone which is lying at the highest point.
Go to the relief in the middle of the absinthe. Enter the close-up view of the centre of the relief and put the piece of stone in the cavity.
Rotate the third ring so as to match its symbol to the symbol in the centre. When the symbols match, release the mouse button. You should hear the sound of the mechanism. Next rotate the fourth ring so as to match its symbol to the symbol of the second ring. Now you need to match two pairs of rings. Doing this successfully will open four hiding places around the relief. Take seeds from the top hiding place, return to the count and talk to him.
Talk to Ali, the boy in the reception. Come into the room and move the partition. Come to the mirror and take it down. Put inside the photocopy of the map and the jug’s spout, then hang the mirror back.
Go to the city centre and talk to the café’s owner. Go to the square, find the antiquarian and talk to him. You will be given a scarf which needs to be cleaned. Go back to the hotel street, come to junk near the entrance and take the string. Go to the hotel room and come to the washbasin. Take the bowl, soap, the shaving brush and clothespins. Pour water into the bowl, then throw both soap and the scarf into the bowl. Attach clothespins to the wet scarf. Come to the clothes stand in the room. Hang the string on the stand, then hang the wet scarf on the string.
Take swabs from the table in the room. Go to the well square and talk to the antiquarian. Go back to the room and take the dry scarf from the stand.
Talk to the boy. Go through the hotel reception to the kitchen annexe, where you should take a knife, a glass and a small jug. Go to the market square and talk to the camel trader. You will be given a pot. Try to milk the female camel, which will not be possible. Go to the well on the well square. Set the water valves so as to let water flow to the second clock from the top only.
The solution:
Go back to the female camel and milk her. You will now have a pot filled with milk. Come to the lemon tree and try to pick a lemon. Go to the trader and talk to him about the lemon. He will give you a small whip. Return to the tree and try to pick the lemon with the whip. You still won’t be able to reach it. Go back to the trader and talk to him.
Go to the hotel street and enter the café. Have a conversation with the owner and then go to the box, where you will find Fatima. Talk to Fatima and play dice with her. First choose the dice which you want to throw and press ‘Throw’. To win, you need to get a better score than Fatima, but you can’t exceed 51. Having won the game, talk to Fatima. Leave the box and talk to the café’s owner. Return to the box in order to borrow some money from the woman. Then talk to the café’s owner again – he will tell you to tidy up.
Take the broom which stands near the door and go into the box. Sweep garbage off the floor. Having done that, bend down and pick up a coin and two pieces of paper.
Come to the table and take both kanakas with grounds. Pour grounds on the pieces of paper. Exit the box, talk to the café’s owner and leave the café.
Go to the female camel and give her sweet grounds. The camel will come under the tree. Come to the tree and pick the lemon with the whip.
Return to the hotel. Draw milk to the small jug and put the jug on a stove burner in the kitchen annexe. Cut the lemon with the knife and squeeze the lemon juice into the glass. Go to the room and put the scarf on the table. Soak the swab in hot milk and the shaving brush in the glass filled with lemon juice. Use the brush to spread lemon juice on the scarf. Then use the swab to spread milk on it. Take the clean scarf from the table.
Go down to the reception, take a pencil from Ali and come back to the room. Take the map from the hiding place. Don’t hang the mirror back and come to the window. Put the mirror on the table and hang both the scarf and the map on the window. Use the pencil on the map.
Take everything off the window. Put the map back into the hiding place and hang the mirror back.
Go to the antiquarian and talk to him about all the available topics. Go back to the room, where you will meet Fatima. Talk to her until the boy interrupts you.
Go down to the reception and talk to the boy. Go to the market to talk to the camel trader. When asked to give your name, choose „Sylvie Leroux”. You will be given documents. Go back to the hotel, talk to the boy and enter the room.
Talk to the count, then go to the mess. Take sleeping pills from the cupboard as well as a thermos flask and a cup from the table. Pour tea from the flask into the cup and add sleeping pills. Go back to the room and come to the hiding place. Take the rope, the screwdriver and glue. Come to the door and open it. Put the tea on the cupboard. Go through the mess to the bridge. Make an announcement using the radio. Then open the radio’s cover with the screwdriver and pull out power cords.
Next use the screwdriver to close the cover. Go to the room where you left the tea. Go back to the bridge and come to the steering panel. Click on the helm to change the yacht’s course. Go to the room where you left the tea and have a conversation with the count. Next come into the room, come to the desk and take the tools from the desk’s top and the gun from the desk’s drawer.
Go to the bridge and talk to the count. Return to the room, come to the table and clean the jug with the putty knife. Then use the brush to clean the jug. Next use glue to stick the spout to the jug and secure the reconstructed jug with cords. Put the reconstructed jug into your pocket.
Go back to the yacht. Take the tin from the second cupboard in the mess and the tin opener from the drawer. Go to the square with the monument. Come to the monument (a cannon) and take the ring from the fence. Head left for the marina and then for the cemetery. You should take a wire brush from the box lying under the bench on the right. Go up the alley and search for the grave of Benjamin Briggs. When you find the grave, clean it with the wire brush, then pick up the candle and put it on the stela’s shelf.
Go back to the square and enter the police station. Go to the police section. First talk to the police officer, then to the count. Go back to the yacht and head for the bridge. Take the count’s medicines which you can find by the radio. Take the rope from the inventory to tie a knot in it. Left click on the rope to tie the knot.
To tie the knot you need to click on the red arrows in the following order: the middle one, the top right one, the bottom one. Go to the count’s room. Take the count’s cane (it stands by the entrance to the mess) and approach the door to the count’s room. Use the cane to block the door, then tie the cane to the door’s handle with the rope. Go back to the police station and have a conversation with the officer. Next talk to the count. Go to the customs officer’s window and open it. Take the fishing rod which stands on the right. Use the fishing rod to get the parcel, which lies on the desk’s top. Read the address on the parcel, then leave the police station and go to the address indicated on the parcel. Come to the gate and open the tin with the tin opener (you took both objects from the yacht’s mess). Throw the open tin to the dog. Run towards the cemetery. There is a gate in the first part of the street before the cemetery. Come to the gate, then come to the stone by the gate. Take the key from under the stone and use it to open the gate. Go to the annex, open another gate and block it with the ring taken from the cannon’s monument. Open the building’s door.
Knock at the door and talk to the woman named Sarah. Follow her and once again have a conversation with her until exhaust all topics.. Come back to the police station, talk to the count and go to the yacht. Head for the count’s room, come to the desk and take the coin. Come to the bed and enter the close-up view of the painting. Moving the painting away will reveal a safe. Input the code: 538140 or 53814042 and accept it. Take the money and the cheques from the safe. Go back to the hangar and talk to the count and Sarah. Take the cable from the crates standing in front of the hangar. First use the cable on the electrical boxes by the gate, then on the box in front of the entrance.
Enter the hangar. Take the chain and the chain link by the containers standing near the airship. Take an empty oiler and the gear from the locker. Take the container filled with oil from under the landing. Use the oil container on the oiler. Go up the landing and come to the mechanism. Put the chain and the gear in the correct place. Put the chain’s link on the chain and oil the mechanism with the oiler. Next use the lever.
Come to the hydrogen generator, take the shovel and use it to move salt out of the cart and into the generator. Go to Sarah to talk to her.
Go to the police station after the conversation. Start a conversation with the custom’s officer and continue it until you receive the parcel. Go back to the pump in the hangar. Open a big panel of the parcel. Left click on the panel to take out a valve. Install the valve in the pump.
Come to the generator and use the switch to perform electrolysis. Go in front of the hangar and talk to Sarah until saying goodbye.
You are inside the airship. Come to the console and put the map’s copy on it. Pull the lever. You will have to mark 5 points on the map: 3 are under the creatures’ drawings, one under a black cross and one in the bottom right corner.
Go to the steering panel and set the airship’s course. The solution:
Pull the lever.
When still in the airship, take the rope ladder, the camp shovel, the brush and the putty knife from the locker near the console. Come to the hatch in the floor and open it. Take an anchor and throw it onto a moving branch.
Fasten the ladder to the handles and climb down onto the landing field. Go into the thickets, come to the bushes and take brushwood. Come to the herbs, pick them and take a dry branch. Come to the bridge and chase the bird away with the dry branch. Go across the bridge to the platform, then go to the fork in the village. Come to junk and take the rope, the torch and the fruit basket. Come to the precipice. Use the camp shovel to remove the top ground layer on the precipice. Next clear the ground with the putty knife to reveal the stone. Finally, clean the obelisk with the brush.
Head right for the village outskirts and take moss from the crater’s wall. Come back to the fork and head left for the village. Go left to the bridge. Take the windsock which is near the bridge. Come back to the village and climb the ladder to the windmill. Here you must hang the windsock on the flagpole on the left. Use the lever on the control panel to adjust the height of the blades and the buttons to move the windmill left or right. The goal of this puzzle is to set the windmill in such a position that it faces wind direction. The windmill may jam on some settings. The solution:
Press the left button twice, move the lever down twice, press the right button 7 times, move the lever up twice, press the right button twice, move the lever down once, press the right button twice, move the lever up once, press the right button twice, pull the lever down and press the right button once.
Move the lever on the windmill’s balcony (on the right) to ‘lift’ position and come back to the platform. Take the lift to get to the tree crown. Pick fruit from the left and the right branch, put moss into the basket and place the basket on the platform to the left. Climb up the ladder. Knock fruit off the left branch with the dry branch. Come to the bough to the right and hang the rope on it. Descend on rope to the lower level. Swing on the rope to get the last pieces of fruit. Take the basket, which you left on the platform, and descend. Having picked all the fruit, climb down the tree. Place the jug on the trunk by the vessel. Come to the vessel under the tree and enter the close-up view of the dispenser. Try to put fruit into the dispenser, which won’t be possible. Go to the count and talk to him. Then try to talk to the native in the village. The native doesn’t want to talk to you, so to encourage him, give him coins. When the conversation is over, return to the jug and place pieces of fruit in slots. You should put 2 ripe pieces of fruit and 3 unripe pieces in the left slots, 1 overripe piece and 2 ripe pieces in the middle slots, 3 ripe pieces and 2 overripe pieces in the right slot. Put the picked herbs into the middle slot.
You will end up in prison after the conversation with Alpha and Beta. First talk to the count, then to the native. He will release you from prison. When you are free, talk to the count again and head for the airship. You can’t go past the tree because of the conspirators who are standing there. Head for the village and go to the bridge. Pull the lever by the bridge to lower it. You can get to the airship via the bridge.
While in the airship, come to the left bunk, pick up the pillow and take the gun. Descend to the landing field, where a conversation between the characters will start automatically. After the conversation go to the windmill in the village and move the lever from the left to the right side. Come to the stone on the landing field and light you torch (taken from village junk) from the burning torch. Return to the adjuster, put brushwood under it and light brushwood with your torch.
Come to the vessel and enter the close-up view of the filters. You need to press them one after another – you can’t press two neighbouring buttons consecutively. When the puzzle is solved, a dialogue with characters standing by the tree will start automatically again. Now enter the vessel view and close-up on the adjuster. You must set the rings correctly. The solution to this puzzle is provided by three stones with symbols. One stone is in the village – you dug it out before. Another one is at the base of the tree. The third one is located on the landing field, by the torch. The number of frames by the symbol shows the ring on which that particular symbol will be (counting from the top). The correct symbol is the one which is not on two other stones.