realms of haunting walkthrough
 

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Realms of Haunting walkthrough

 

realms of haunting walkthrough

Chapter I - Shadows


This is a short chapter and the game manual provides a walk through of most of it. Here it is

again for completeness.
1. You start in the Front Hall facing a double door with other doors to your left and right.

These doors and others in the house are marked with protective wards and at this stage in

the game you are unable to open any door with a ward on it.
Inspect everything you can in the Hall and pick up the book (Look Homeward Angel) and the

Colt ammunition from the table directly to the left of your start point.
2. Go left from the start point and enter the lit room directly ahead of you. The typewriter will

start to type when you enter the room, rather odd, since it has no ribbon - spooky or what!
Items to find:

Colt ammunition on the table under the window

The Colt pistol on the table with the typewriter

The page that the typewriter produced

A scrapbook containing an article on Crop Circles
3. Exit this room by one of the doors to the left or right of the typewriter table. You can’t enter

the rooms with wards on the door yet, so go up the stairs and light the two candle sticks on

the landing by the window. Turn down the passage, check the door - it is locked. Go to the

end of the passage and light the two candles, take care with the second one , so stand to the

side to avoid the fireball trap. The picture slides away revealing a key, pick it up, you can now

open the door and enter the Study (Sarcophagus Room) and:


Chapter II - Sign and Portents


1. The Study

Turn on the lights with the switch by the door and explore the room well. Pick up all items and

inspect all objects.
Items:

4 Gold coiled serpents

A sword (the left one of the 3 in the rack)

A shield with a dragon motif

Letter (on the floor near the shield)

3 masks (under the large picture)

Colt ammunition (on writing table)

3 letters (on writing table)
Also:

The clock - note down the time when it chimes!

Creepy sounds from the wind up record player

The Sarcophagus - can’t open yet (you need all the Gold serpents)
Hint: Keep 1 Gold serpent with you
The entrance to the main part of this Chapter is a secret door in the bookcase nearest the

writing table.
2. Follow the passage to the platform from which you can see the molten river. Don’t worry

about the rock fall that seals you in!

Take note of the square recess to the left of the large shields.

Leave by the only onward exit and go to the chamber with a pool to find some ammunition

for the Colt and leave by the only onward exit and follow the passage to:
3. Room with Pentegram in the centre

Items:

Metal Orb (used to open the door with the Orb recess)

Ammunition for the Colt (under Orb shelf and in case)

Ammunition for a shotgun (in case)
Exit through the opening in the wall with the Orb door, follow the passage over the bridge to:
4. Circular Room

Items:

A shotgun

Ammunition for shotgun

2 healing potions
Return the way you came to (3) and use the Orb to open the Orb door. Go into:
5. Small study with fireplace

Items:

Healing potion

A Sketch (the door opened by the Shrive)

Map of the Mausoleum (this complex)

Colt and shotgun ammunition behind the chair in the corner of the room.
Go back to (3) - take the Orb if you like and exit by the opening to the left of the alcove where

you found the Orb, to:
6. The top level (entrance platform) of the Chamber with 2 large Horned Statues

If you now decide to go down the stairs you will not be able to get back up them. This is not a

problem, the complex can be explored a number of ways. If you choose a

different route to the one I describe, just keep checking that you have visited all the locations.

Go through the only door on the platform to:
7. Room with Red Pentegram and Tomb

Find the secret panel behind the tomb. (This is the way in to here if you ever need to come back

from the main statue hall. It also takes you to the Throne Room - see below)

Go through the door up the small flight of steps - it is opened with the lever to:
8. Store Rooms

This is a self contained area.

Go into the main store room (the one with bars) and carefully search the crates for shotgun and

Colt ammunition. Climbing up on a crate and looking down helps locate some of items. Find the

lever next to the bars. The door it opens can be seen from here but it is timed, so be quick when

running round to it. Note that the lever can also be used from outside the room by 'leaning' through

bars. In this room you can find more ammunition, spooky sounds and a key. This key opens a

door in the main Statue Hall, don’t use it (unless you want to see a different film clip) until you

have visited the Throne Room. Return to (7) and go through the other door with a lever to:
9. Run the Gauntlet

The denizens here will keep regenerating until the puzzle is solved. The aim is to press all

4 hand panels. There are 2 on the wall opposite the entrance, 1 in the room where the

creatures come from and the fourth (only visible after the other 3 have been pressed) is in

the little side room. After all 4 have been activated the creatures will disappear and you can

now read the writing on the wall and use the teleport pad to take you into:
10. Hall with 2 Statues

You arrive (if via the teleport pad in (9)) facing one of the statues. The statue can be moved

to reveal a passage. Click on it and say the words learnt in (9). Don’t do this yet if

you are following my route. Walk up to the door to the left of the statue (check health first).

It will explode and you are dropped down into:
11. Dripping room with Chains

Open the portcullis (3 attempts required) and find the shotgun ammunition. Go up

the stairs and you will see on your right the entrance to the Throne Room. Before going in

explore the rest of this area. In the room with writing on the door there is shotgun

ammunition and get more ammunition in the other store room. The stairs going down take you to

the Statue Hall, the stairs going up take you to (7). Now go back to the Throne Room:
12. Throne Room

You will have to sit on the throne to progress. You can now go safely through the locked door

with the lever in the Statue Hall. This passage leads you to:
13. The Temple with Winged Statues

This is a self contained area, explore it all and you will find the Shrive and Staff, some healing

potions and learn some more of your destiny. Now go back to (10) and

move the statue out of the way. Go through the opening to:
14. Your first encounter with Florentine

You have to talk to him and go with the flow, save before going in! After this encounter is

over go through the double doors and continue to the next double doors. Use the Shrive to

open them and go into the:
15. Mausoleum

Search all crypts and alcoves for ammunition and the essential Gold Coiled Serpent. Avoid

going too near the altar at the end of this area until you have completed searching and have

saved the game. Now approach the altar to meet Aelf for the first time. Once this clip has

completed you can get the healing potions that are on the altar - you may need them :-) When

you are ready (you will see why!) make your way all the way back to the Study (1). The rock fall

ion the way is avoided by using the Shrive in the square recess in (2). When you get back to the

Study you will have the pleasure of meeting:
16. Rebecca

Rebecca adds here eyes and ears to your own. She will pass comment on items in the

inventory and will often divulge very useful information. Don’t forget to re-inspect inventory

items now, especially in the ‘Information’ section.

Chapter III - Keeper of Time


Once again there is no single route though this Chapter, just ensure that you explore all the

crucial areas. The route I present may seem a bit odd, but it worked!

Leave the Study and go down the stairs, turn left and go through the first door on the left to:
1. Green Hemisphere

Inspect the green hemisphere, you can’t use it yet though. Go out, turn left and continue down

the passage and through the door at the end to:
2. Dormitory

Turn on the light and explore the room. Make sure you move the chest to open a door

‘somewhere else’ (the Locker room). Get the healing potion from the mantelpiece and leave by

the door opposite the fireplace and open the door on your left by clicking on the sword. Go up

the stairs and go through the right hand door to:
3. Armoury Room

Watch the Film clip: Gaul - ‘Coming Events....’ and sort out the result! You can then find

some ammunition, hear creepy sounds and find the Incomplete Map of the Tower. The latter is

on the top of the bookcase in the corner of the room. I always thought there was more to this

room but could not’t find anything. Now go out and turn right up the stairs and through the door to:
4. Mantel Stone to the Tower

Step near or on the gateway and listen to the advice, you realise that you are not properly

equipped yet to use the Stone. Go back down the stairs, go to the end of the passage and turn

right. Follow it round to the left where there are two doors. Take the one straight ahead to:
5. Frames but no Pictures

Inspect the frames and the Knights Helmet, get the Helmet. When it is in your inventory ‘Use’ it

to see a Film clip. Exit via the double doors and go into the Front Hall. Turn right and go to the

Typewriter room and leave by the door straight ahead of you. Turn right down the passage and

go through the second door on the left to:
6. Locker Room

Just inside and to the right is a different coloured flagstone. Click on it and a door will open

revealing a small room containing the House Map. (Thanks Ted - wish I found that Map first

time around :-) ) Now leave the Locker Room and take the door on the opposite side of the

passage. Go through the little room back into the Typewriter room and take the first door on the

left to:
7. Room with table and chair

Take the map of the Caverns from the table and exit by the other door to:
8. Room with Roaring Fire

Note that the map on the wall is of the Earth, but the map calls it Heled, this is an arcane

name for the Earth i.e. where we are now. The fire will blaze up to reveal a green crystal.

Collect the crystal and return to the room with the green hemisphere (1). Put the crystal

in the hemisphere and meet Gnarl who will ask you to take a test. Accept the test and get

the two masks from the balcony, it is the one with the view of the pyramids. The masks are

‘travel permits’ to and from the Tower. Make your way to the Mantel Stone room (4) and start:

Chapter IV - Tales of the Tower


Stand on the Mantel Stone and ‘Use’ the masks and meet Raphael who will tell you more of

your quest and divulge some details of the Tower. Step into the Tower and follow the only path

(carefully) until you see paths leading to two blue shimmering portals. Take either portal and

walk to the Way Stone (there are 2 here). If you click on the glowing sigil (Heled) you will be

given some healing. Follow the path until you find another Mantel Stone, step on it to go to:
1. Central Courtyard

As soon as you move you get a Film clip. Explore and inspect the courtyard and find three

doors. One is locked, one is barred and the other is ..... Find a key in the round pool to open

the locked door and to get the Guide to Runes. Sort out the event if you like, then go back to

the Mantel Stone and use the masks to go back to the Tower where you start:

Chapter V - The Offering


Go back through the Tower to where you first arrived (where the fire with the spit-roast is).

Use the Mantel Stone to return to the Mantel Stone at III(4). As soon as you step off the Stone

the runes on the door will explode and a glowing hand appears on the wall. Press the hand (this

lowers a stone that would otherwise block progress) and go through the door that can now be

opened. Follow the passage (you can’t go right it is blocked) down the stairs and inspect the

red zone rune. Face the wall and look carefully at the red/orange device painted on the wall.

There is a clue here that will help you to slay the axe demons (not yet though). Go through the

door to the left of the red/orange device to:
1. Floating Key Chapel

Go to the far end, look down to see a gold plate with a Gold Serpent engraved on it. In front of

you is a sunken platform and above you is an unreachable key. To get the key; stand on the

sunken platform and place one of the Gold Serpents on the plate. (Hope you hung onto one,

else it is back to the Study at II(1) to fetch one.) Up you rise and the key can now be

reached. DO NOT forget to take the Gold Serpent before moving on. Leave by

the entrance and go straight ahead into:
2. Axe Wielding Demons

Inspect the carpet and take note of Rebecca’s advise. When you go round the corner to the

next part of this room you will soon see the demons. A breathing space can be found by

running back and standing on the carpet to collect your thoughts. Now all you have to do is

to kill the demons :-) OK, head off around the corner and stand on the bottom of the stairs

facing the red/orange device. Fire at the device (use the Colt) when a demon stands on the

zone rune, and up goes the pillar and squish goes the demon. Repeat until all demons are slain.

Return to where the demons came from and go through the door straight ahead of you (‘Use’

the key from the Chapel). Operate the lever to move the crates away from the other door in this

area and then go though it to the passage. Follow this to:
3. Cavern of the Imprisoned Spirit

Go in and walk diagonally to the far right of the cave where you will meet the spirit. Now exit by

the passage opposite to the entrance to:
4. Main Cavern Area

This took me a fair while to do and it would be rather tricky to try to walk it through

completely, the map in your inventory helps a lot. It would seem that the only crucial item is

the red crystal.
Here goes:

Whilst avoiding (better to slay) the pesky beasts, turn immediately right as you enter and

descend the steps. At the bottom hug the right wall all the time until you find a blue crystal.

Keep hugging the right wall and you should find you way back to the steps again. Go up,

pass the entrance (on your left) continue along the raised walkway and go over the wooden

bridge. Turn left onto a cobweb encrusted platform and turn right down the passage. Go right

again and then another right into the side passage leading to a teleporter. Use the teleporter to

get to the small chapel. At the base of the teleporter in the chapel is ammunition and a healing

potion can be found on the altar. Teleport back take a left after leaving the cave and then the

next right. Follow the walkway through the torches to find a cave containing the red crystal.

Retrace your route over the walkways back to the passage. Go straight ahead and take the first

left turn, then go past the teleporter cave (should be on your right). More walkway now. You are

aiming for the squatting devil at the bottom left of the Cavern map. Go along the walkway, take

the first left over the wooden bridge, left again over another bridge, follow the wooden floor and

look left for an alcove containing another blue crystal. Keep going. Take a right at the next

intersection and then left at the next. Follow the path until you meet the guardian. Approach the

guardian and eventually you have to make an offering. Take care here (the easy item selection

option won’t work) The guardian wants the red crystal and you can progress to:

Chapter VI - Journal of Evil


Cross the newly created walkway and follow the passage to the stone door, it will open for

you. Here is the first bit of platform action, the tilt down or crouch keys can help you with

your accuracy. Kill or not to kill? That is up to you. On the other side another stone door

opens, follow the passage to:
1. Vaulted Cellar

You get trapped in here by a rock fall behind you. Find the Breastplate and meet Aelf

again. There are two healing potions in a candle lit alcove and a small planked door leading

to a room containing a dysfunctional Mantel Stone, note the green staff shape on the

wall. Leave the cellar by the other stairs (the one not blocked) to:
2. Florentine’s Living Quarters

You arrive in a room with 2 crates in it. Inspect/read the black writing. There are a number

of possible routes here, just explore all the rooms. Exit by the door opposite the one

you entered by and go across the corridor, through the door and into a dark room to find some

healing potions in the crates. Go out the way you came in, turn right and then left at the

intersection, pick up some ammunition from the crate. Go down the corridor and enter

the first door on the right to:
3. Room with Suits of Armour

Turn on the lights and look for more black writing.

Items:

Map of Raquia Maze (on table)

Magnifying Glass (on chest of drawers)

Sketch of a Sword (on chest of drawers)
Leave by the other door to:
4. Bedroom

Look for even more black writing.

Items:

Healing potions (in chest on the floor)

Florentine’s Staff (under the bed)

Note the locked cupboard in the wardrobe

Note the dead rat covered Mantel Stone in the little room (never got it to work)
Exit by the door to the left of the table, turn left and follow the corridor up the stairs to:
5. Temple of the Stars

Turn right (left is a dead end!), turn the lights on as you go up the short flight of stairs and

explore the room.

Items:

2 Maps of the Solar System

Quill and Ink

Florentine’s Journal (with hidden key)
Inspect the journal from your inventory to get the key and to unravel more mysteries. Now

return to the Bedroom (4).
6. Use the key from the journal to open the cupboard in the wardrobe and get the last Gold

Serpent. Now head back to the Vaulted Cellar (1) and go through the small plank door and ‘Use’

Florentine’s Staff on the outline in the wall. Hey presto the Mantel rises, step on it to return to the

Study and:

Chapter VII - Beyond the Gate


Time to use those Gold Serpents to open the Sarcophagus. Go down the ladder and follow

the passage until you reach the:
1. Huge Clock

Climb the stairs to the clock control platform and set the time to 6 o’clock. Place the Dragon

Shield in you hand and press the button behind you. Now go out of the door opposite and

continue to a crossroad. On the left and right are fountain rooms which contain chalices. Get

them and fill then from the fountains (click on fountain when a chalice is in hand). Go on from

the crossing to:
2. Chamber of the Angel Mosaic

Walk in and inspect the mosaic in the centre and then step on it to speak to Hawk - the

trapped spirit. He will tell you about the Key of Tears which will release him. Ahead of you is

a opening leading to stairs and a locked door. Just in front of the opening is the keyhole for

the Key of Tears. The other two walkways lead to doors embellished with fish engravings. Each

door is opened by throwing a full chalice of fountain water at them. Each room has a weapon

inside, but the one you want is the door to the left of the opening where the keyhole for the Key

of Tears is. Feel free to try the other, but save first. Once you have Aelf’s Dagger you will meet

Belial for the first time (when you get to the mosaic in the middle). Just go with the flow to reach:

Chapter VIII - The Mark of the Beast


Head back the way you came to the Study - II(1) and feel free to run!

Go out of the Study and make your way to the Front Hall - I(1). When you arrive the rune of

warding on the door opposite your entrance will explode and allow access to more of the

house. Before you leave the Front Hall pick up the card by the front door, it was dropped by

Gaul earlier - don’t know what (if anything) it is used for.
The next area to explore is again non-linear, ensure you get the important items and use the

House Map that I didn’t have when I wrote this bit!
Go through the door and follow the passage. Go through the door in front of you to:
1. Pentegram and Candles

Inspect the pentegram, light the candles and sort out the event you have triggered. Now

collect the small statuette. Whatever else you do in this area you MUST get the statuette.
2. Leave via the door opposite the windows. Go up the stairs on your left to find ammunition

and a healing potion in a small cupboard by a blocked off area. Go back down the stairs, left at

the bottom and go through the door ahead of you. Go through the door on the other side of the

corridor. Take a left down the stairs to more rubble and a cupboard containing ammunition

and a die (Don’t know what it’s for though). Go back up the stairs and turn left. Go through

the door and the one opposite into an empty room. Leave by the other door to:
3. Refectory

Take the 3 healing potions from the table (jump up on the table). Find the ammunition in the

corner by the window and leave by the other door. Now turn right and go through the door on

your left, follow the passage and go through the door at the end. Now turn right, go to the end

and through the right hand opening. Turn on the lights (just to the left near the armour) and go up

the steps and out of the door to:
4. Inner Courtyard

Find the healing potion to the right of the large chained gates and then go through the door to

the left of the chained gates to:
5. Blunderbuss Room

Do the deed to reveal an alcove containing the rechargeable Blunderbuss. Now leave the

room and go up the stairs to the right of the ordinary double doors. You may wish to hang

about here a bit first for some action! Open the door to a dysfunctional Mantel Stone and leave

by the other door. Cross the corridor, through the door opposite you and turn on lights. Now

head to the end of the corridor where there is a door that needs the statuette to open it. ‘Use’

the statuette to open the door (be SURE to take it back) and start:

Chapter IX - Seven be Bound


1. Florentine’s Library

Don’t panic, stand your ground and deal with what happens. Leaving the library as soon as

you are able and then going quickly back in is what I did.

Items on tables:

Parchment on historical Cornwall

Hand written parchment

The Complete Map of the Tower

Healing potion

Another hand written parchment
Read and inspect the paper work from your inventory, then retrace your steps down the corridor

and take the door on your right to:
2. Small Inner Courtyard

Hear the spooky voices and when you approach the Mantel Stone you see ........?

The Stone doesn’t work. Go back up the stairs and through the door. Now turn right and go

through the door (statuette one), turn right down the stairs. At the bottom turn right at the next

opening and keep going until you see a door that also needs the statuette to open it (you did

keep it!). Open the door and go along the passage, take the door on the left to:
3. Cellar Maze

Here are the moves to get through, you may like to see if I missed anything else though.

Starting at the bottom of the stairs:

Left by the candlesticks

Right by the puddle

Left when faced by rubble and down the stairs

Follow the passage and then take the first right

Follow the (squishing!) passage and then take the first right to:
4. Pool and Pillars

Go through and check out the two locker rooms on the left and right. Did you find anything?

I didn’t. Now go through the double doors, watch Gaul and start:

Chapter X - The Key of Tears


1. Temple with Green Crystal Stone

Take a crystal (only one is allowed) and then go up the stairs to the altar. Inspect the Angel

picture. The door to the left of the picture is opened by a lever on the side of the altar which

faces the Angel. Open the door, go in and use the Mantel Stone to:
2. The Tower Again

You are in a different part of the Tower now and it is becoming more dangerous to move

about! Use the Complete Map to discover the sigil for Raquia. The Stone you need is the

one located in the area at the top left on the map. You are presently standing in the area

with 3 platforms (top/middleish of the map) one platform has the Heled sigil, the other two are

Way Stones. Make your way to the blue portal and use the map to find the route to the

Raquia Mantel Stone. Take care with the last bit. Use the Mantel Stone and go to:
3. Start of Raquia

Follow the path away from the Stone and go over the bridge. When the path runs out turn

right up the grass steps to pick it up again. Take either direction and follow the path until you are

opposite where you started. Cross the grass and pick up the path again. Take either direction

and follow the path. Now go up the steps and through the tree lined avenue, head for the tower

you see in the distance. When you get to the arch you will meet the Spirit of Raquia - listen

carefully. Now go on into:
4. Raquia Maze

Use the map to find the right route to each location. You should get ALL the Maze items before

entering the tower. The locations of the items are:

The Ring (down a bit and left of the tower)

Ear Plugs (bottom left of the map)

Jewelled Meat (to the right of the Ear Plugs)

Pan Pipes (bottom right of the map)

Most of these items are guarded by a puzzle or some platform action.
5. The Jewelled Meat

The pillar with the meat on top of it is lowered by pressing the switch which is hidden at ground

level behind the bench.
6. The Ring

Use the tilt or crouch keys to help with accuracy when lining up for your next move. Watch

out for quick saves on platforms - they don’t always work properly!

Take the moving platform to the middle. Be patient and get onto the horizontal

one. Now move onto either vertical platform to get to the bench and the ring. Inspect the

ring and take note of it’s situation. Go back the way you came. If you are impatient you can jump

in the water and quickly go across and get out via the underwater steps. Health is lost though.
7. The Pan Pipes

You just need a couple of well timed jumps to get across. I found that the jumps are easier using

‘run mode’.
8. The Ear Plugs

No puzzle, they are on the far side of the fountain.
9. The Tower Courtyard

Go through the gates and quickly give the beast the Jewelled Meat! The tower is a bit of a maze

but a good route is as follows:

Open a portcullis and take the central corridor. Take the first right up the stairs and go

straight over and up the stairs ahead. Follow the passage ignoring the left turn and go past the

windows (on your right I hope). Continue along the passage to:
10. The Bell Chamber

All you have to do here is to reach the door opposite without making the bell ring. Use

tilt/crouch and run mode to assist your accuracy and jumping. You do get a couple of

chances, so use one and head down the steps to your left of the entrance. Hug the left wall

and aim for the rising/lowering pillar. Jump up onto the steps nearby and go to the end.

Jump onto the immobile square, turn right and jump onto the moving square. Jump off onto

the rippling steps and go to the end. Turn left and jump onto the moving square. Swivel left

and jump off onto the steps running along the wall. About half way along is a lever in

the wall which starts/stops the bell ringing. Leave it alone. Got to the end, turn left and jump

onto the moving square that heads towards the door opening. Jump off at the end of it’s traverse

and enter:
11. Sounds of Silence Puzzles

Here we have many minor puzzles that have to be completed in order to lower the large pillar

you see in front of you. The 7 rooms are a) to g) in a clockwise order as you face the pillar

from the entrance door.
a) Musical Door

Go to the door and use the Pan Pipes to get in. Get the Spectacles and the Flask of Oil. Go

to:
e) Library Door

Wear (use) the Spectacles and use the Flask of Oil to silently open the door. Jump over the

first beam (invisible without the Specs) and manoeuvre your way round the other two beams to

reach the Spirit parchment on the table. Retrace your steps to:
g) Face Door

The word of passing is of course Spirit. Carefully get the Warm Flask and go to:
d) Ice Room

Use the Warm Flask on the floor, cross and get the Armulet of Silence (groan), then to:
c) Siren Room

Wear the Ear Plugs, go in and click on the floating Siren to get the Silver Key, go to:
f) The Chapel

Use the Silver Key to open the door. Go to the window at the far end and grab all the (7)

gems (the Red one is at the top of the window). Look down at the 7 pointed star and place

the correct gem on the corresponding point. Note that the easy item selection mode

won’t work here. The Red, Orange, Green and Yellow ones are easy. The three bluish

ones are harder. The lightest one is the Blue, the darkest is Violet and the other one is

Indigo. Take the Rainbow Key and go to:
g) Nightingale Floor

Put on the Armulet of Silence, open the door, cross the room, open the door and get a

healing potion and the Rainbow Gem from the cupboard. Now go to:
12. Central Pillar

Put the Rainbow Gem in the recess to lower the pillar, step on and cross the ethereal bridge

to the door at the end of the passage. Go into:
13. Exploding Spheres
Good to save now and using crouch helps you to see the path through the spheres. Go diagonally

across the room to the right corner. Turn left and follow the wall to the door. Turn left and go

diagonally across the room to the right corner. Do a U turn and head for the corner where you

will find a gem attached to the wall. Use the gem with the ring, the spheres rise up out of the way.

Approach the double doors, they will open. Step on the plinth and use the completed ring to

get the Key of Tears and start:


Chapter XI - Captive Angel


Here is some bad news. You now have to go all the way back to the Study the way you

came (I couldn’t find another route). Head back through the Bell Chamber, out of Raquia

Tower, through the Maze, across the Gardens to the Mantel Stone. Use the Stone to get to

the Tower, head back to the Mantel Stone that takes you back to the Temple. Go out and

back along the Cellar Maze and make your way to the Study. Phew!
Now go down the ladder inside the Sarcophagus and head past the Huge Clock - VII(1) and back

to The Angel Mosaic Chamber - VII(2). Walk into the opening by the Key of Tears ‘keyhole’ to

meet Hawk and be given lot’s of information, which conveniently Rebecca will remember for us.

This starts:

Chapter XII - St. Michael’s


Go up the stairs in the air and through the door and onto the Mantel Stone. This takes you to St.

Michael’s Church and the Rectory (where Adam’s father lived and preached). Once again there

is no fixed order and I am sure I left with an unused key (bronze coloured) and a few

unanswered questions! Anyhow, even though you can move on from here without visiting some

locations, I include all I saw.
Go to the Rectory first and approach the front door slowly, you will see why. Go through the

door to:
1. Front Hall

Turn left and face the door. Open the cupboard to get the Torch of Ward Seeing. The Torch

exposes invisible wards (green ones) and as a tip always make sure it is ‘in hand’ at all times in

the Rectory. Watch out for it being ‘exchanged’ with other items, especially in easy item

selection mode. Now lift the Welcome mat to reveal the rechargeable Wand of Ward Disruption.

Most doors, hidden or otherwise, have wards, use the Wand to disperse them. Aim well and

stand back a bit! Go down the hall and take the right hand door to:
2. Cellars

Turn on the lights and go through the other door and then straight down. At the bottom turn right

and look left and right. On the right (opposite the ornate doors) is a candle which can be lit. You

need a key for the ornate doors. Carry on round (away from the stairs), disperse the ward and

go through the door. Follow the passage and through the door at the end to:
3. Laboratory

Turn on the lights and turn left to find the Floral Key on the floor. There is a healing potion on

the lab bench opposite the bookcases. Inspecting the bookcases here suggest that you may find

something else, I didn’t. Now go back the way you came and check out the rest of the cellar

area before going through the ornate doors. What is that creature doing there? Is it significant?

Any ideas? Now go and open the ornate door with the Floral Key and discover another mystery!

Now go back up out of the cellar and disperse the red ward you see as you come back into the

hall. Go through the door to:
4. TV Room

Another bizarre location that yielded very little for me. Inspect everything, note the locked door

and then leave and go back to the hall. Step back and disperse the green ward (left of the exit).

Open the door that is revealed and go to:
5. Kitchen

Inspect and open the refrigerator. Inside is a bronze coloured key - the one I think I never used.

Blast the two wards and take either door - they both go to:
6. Empty Room

Go out by the other door and head up the stairs to your right. Follow the landing and take the

second door on the left (disperse the ward first though) to:
7. Empty Room

Disperse the green ward and go through the door to:
8. Bathroom

Be sure to inspect the fittings and then disperse the ward to go to:
9. Clean Bedroom

Go in and get the silver coloured key from the bedside table. Leave by the way you came in and

go back down the landing towards the stairs. Disperse the ward on the first door you see and go

to:
10. Dirty Bedroom

Find the wardrobe and open it. Now stand back and disperse the green ward. Go through the

wardrobe to:
11. Hidden Room

Disperse the green ward and open both cupboards. One contains a modern looking key and the

other provides a view into another bathroom. If you want you can go back the way you came and

continue down the landing, through the end door and check this out from the other side - it

yielded nothing for me. Next go back down the stairs and open the door on your right to:
12. Lounge

This has caused some people a problem. When you inspect the chairs Rebecca keeps

suggesting you look again.. This is because the bookcase in the corner contains 3 books, not 2.

The third is brown coloured and is a bit difficult to spot. Get all the books and be sure to inspect

the brown one via your inventory so as to get the key for the Church Tower. Now head for the

Church.
13. Church Porch

This is an exception to my rule about not revealing surprises. When you have slain the beast in

the porch make sure you pick up the coin it has filched from the collection box. You can use the

Holy Water, but I am not sure what it did for me. Put the coin in the collection box to open the

Church door and go into the:
14. Church

Head up to the altar and go into the pulpit to get a Notebook. Now approach the stained glass

window behind the altar to be given a feather. The door to the side chapel is locked, the key is

in the:
15. Church Tower

Go up to the first landing to get the Tiara (on the table) and then up to the second landing for the

key to the Lady Chapel (on the block in the corner). Go back down and use the key to open the

door to the:
16. Lady Chapel

Inspect the statuette and the wall painting. Now place the Tiara on the statuette and put the green

feather in the statuette’s wooden base. With luck the painting will open to reveal Aelf’s helm and

the start of:


Chapter XIII - Dragon Sword


Pick up the 2 healing potions that are now in the cupboard and go back to the Mantel Stone

outside the Church. Use it to go back to the Tower. Find the Mantel Stone for Argua (bottom left

of the Complete Map) and make your way to it. Again the Tower is dangerous, so save. Use

the Stone to transport to:
1. Entrance to Argua

First of all don’t worry, you get your stuff back when you leave here. First look at the scroll that

has appeared in your inventory and then make your way to the house. This whole world is just

one large puzzle and quite a simple one at that. I suspect most people will never have to get

help on this one, but for completeness this is a way through it:
The lower floor only contains two useful features. A red and a white teleporter. The red one

takes you up to the next floor and the white one up there brings you back down again. Use the

red one to go up to:
1. Four Rooms and a Fountain
Around the fountain are four plaques - a cloud, a watery wavy line, a flame and a gold square.

There are 4 rooms containing your ingredients.

There are 2 small teleporters - the Chalice and the Eye.
Use the Eye teleporter to get the Magnifying Glass. Just climb as high as you can and you will

find it. Then find the teleporter to return.
Use the Chalice teleporter to get the Chalice! On arrival follow the steps down and to the left

until you get to the gap in the wall. Now turn left and keep going until you get to another gap.

Go up the stairs to find the Chalice, now retrace you steps to the teleporter and return.
The 4 force fields blocking off the rooms are removed by filling the Chalice from the Fountain

and throwing (used like a weapon) the liquid at a door. Open them all.
When you combine items by ‘using’ one with the other the original items are removed from your

inventory and are replaced by the combined item. So:
Use the Magnifying Glass to reveal the words hidden on the panels you can’t yet open

Get the Cylinder and the Flint, combine them to create the Cylinder/Flint!

Get the Pestle and Mortar, combine them to create the Pestle/Mortar! (it gets better)

Click on the GRIND panel to reveal the Hookah Pipe

Get the Red Powder and Black Powder, combine them to create the Snow

Get the Fan

Open the panel that had no writing on it (you can now) and get the scroll

Use the Magnifying Glass on the Scroll to move the scroll into the correct part of your inventory

Use the Scroll with the Cylinder/Flint to give access to the BURN panel to yield the Tinder

Use the Tinder with the Cylinder/Flint to create the Fire

Use the Snow with the Cylinder/Flint to hear a BONG, open the BONG panel to get the Amber

Use the Amber with the Pestle/Mortar to create the Incense
After all that running about go to the fountain and:
Place the Fan on the cloud plaque

Place the Incense on the gold square plaque

Place the Snow on the wavy line plaque

Place the Fire on the fire plaque
Assuming Rebecca tells you it is now time to combine the ingredients, do so by using the Snow

with the Hookah, then the Incense, then Fire, and finally the Fan. Now approach the fountain

and give (click) the offering. Smoking incense - that’s weird! You get the Dragon Sword and

start:

Chapter XIV - Vengeful Souls


Use the white teleporter to go back to the lower floor and make your way back to the Mantel

Stone and go back to the Tower. Slaying creatures is rewarding. Head back to the Mantel

Stone you arrived by, use it and go with the flow to start the:

Prisoner


Have a look around and get some of the notices of the board. After a couple of interruptions you

will be rescued - aaaah! - then start:

Chapter XV - Where the dead lie


Grab the rest of the notices and leave by the door Rebecca opened. Turn left, the first room on

the left is empty. Now go into the second room on the left to acquire :

Healing potions, ammunition, Map of the Graveyard and Part 3 of Florentine’s Journal. Leave

the room, turn left and follow the passage up the stairs into the tomb. Go through the door into

the Graveyard (explore if you like - I found nothing) and head straight along the path to the

House. The door ahead and to the right with a green rune on it can’t be opened (or can it?).

Turn right a go to the flaming blocks. Use Florentine’s Journal on each of the blocks to lower

them and to open the door to the right of the blocks. Go through the door and head down the

path to start:


Chapter XVI - The Gate


Follow the path along and through the tunnel. The Graveyard Maze is straight down the path

ahead of you. I never explored the Maze very well so there may be something in there of use -

perhaps a Brain Map! Use the map to locate the Mantel Stone in the centre of the maze and

head off there. It has been discovered that you can 'use' the masks anywhere in the maze to get

to the Tower. Otherwise use the Stone in the centre to go to a new area of the Tower. You arrive

in the area at the bottom right of the Complete Tower Map and you need to aim for the area with the

drawing of a devil’s head and the Sheol sigil. The Mantel Stone won’t work - you are missing the Dragon

Sword. Notice that across from the Stone is a platform leading to an area not depicted on the

Complete Tower Map. Jump across and go through the blue portal to recover the Shrive and the

Dragon Sword. Now go back to the Mantel Stone and use it to go to:
1. The Keeper of the Abyss

Go to the ethereal arch and have a chat with the keeper. Now go through the arch to be

transported to the:
2. The Brain Puzzle

The chances are that you will be here without Rebecca (you only have one green crystal).
As you step onto the circular floor it rises to form a stepped pillar. You have to go down the

steps and solve the puzzle to get the pillar to sink again before you can leave. Go to the

perimeter of the ‘cave’ and find the Brainometer. You need 16 brains and they have to be placed

in the hole at the base of the device. There is 1 brain in front of the contraption and 1 hidden

behind it. You should then find 3 more around the perimeter of this ‘cave’. The others are

hidden within the maze of passages that is the Brain.
There are 4 brains in dead-end passages.

There are 4 side ‘caves’ each has three entrances and a heart on top of a pillar. Three of these

‘caves’ yield 2 brains, the fourth just 1.

You can ‘click' on the hearts. Rumour has it they may generate extra brains, however I have

been unable to prove this.
The brain maze consists of passages, side caves, deadends, flyovers, single gates(G) and double
gates (DG). Take care when crossing any flyovers. If you do fall off, just find your way out to the
main central cavern and start again. Here is a route that will ensure that you collect all the brains.

Face the Brainometer and number the perimeter double gates (DG) 1 - 4 clockwise. Go to DG
number 1 and enter via the left entrance. Hug the left wall and go through a G, go through the next
G, ignore the next right and the next DG on your left. Now take the next left just before the next G.
Ahead are 3 entrances to one of the side caves. There is only 1 brain in this cave, so take the
middle entrance and get the brain in front of the heart column. Turn around and go out. At the
junction go left through the G, go across the flyover, take the left tunnel and follow it through 2
Gs until you get back to the central cavern.

Go back to number 1 DG and enter via the righthand entrance. Take the next right down the
steps and then a sharp left at the bottom into a deadend containing a brain. Turn around and
take the next left though a G (not back up the stairs) and the next left through a G. Pass under
the flyover, through 3 Gs, up the stairs, through 2 Gs and then take next left into the lower part of
another side cave. Get the brain, go back out, turn left and left back into the cave, get the brain
in front of the heart. Go out turn left, ignore the next left (back into lower part of cave) and through
a G and a DG, down the steps, under a flyover and take the next left through a G. Go through a G,
ignore the next right and get the brain in the deadend. Turn around, take next left up the steps,
through a G, left at the top, ignore next right, left at the junction, through a G, ignore next right and
go across a flyover.

Take the left at the intersection, through a G, take the next left down the steps then a very sharp
left into a deadend with a brain. Turn around, take next left, go under a flyover, up the steps and
through a DG. Go through a G, ignore next right, through a G, ignore next right and go through 6
Gs. Go under a flyover and left at the 4-way junction into a deadend and a brain. Turn around, take
the next left through a G at the 4-way, left at the top of the steps, through a G, ignore the next
right and go across a flyover. Go through a G, ignore the next right and go left just before the
next DG. Ignore the next right and the next left to go back to the central cavern.

Go to DG number 3 and enter via the left entrance. Hug the left wall, go through a G, ignore the
next right, go across a flyover, turn left and left through a G. Take the left entrance into another
side cave and get the brain. Go out and take the middle entrance to get the brain in front of the
heart. Turn around, ignore the left entrance that takes you back into the cave and turn left through
a G. Go on, ignore next right, through 3 DGs and a G. Take next left in to another side cave, get
the brain, go out turn left and left again to get the brain in front of the heart. Turn around, go out
of the cave, turn left and ignore the left taking you back into the cave. Follow the passage through
4 Gs to the next DG. Take the right just past the DG and an immediate right through a G, go
through a G and then back out to the central cavern.

Feed the Brainometer with the 16 brains, sort out the beast to get the Scroll of Power of

Dominion with Magic and go back through the Gate to get a surprise!
2. Mirror Puzzle

Inspect the form in the red light and speak to him (click on him). Note the stone throne and the

three exits from the cavern. The puzzle is pretty simple. You have to find 16 mirrors and

carefully break them with one of your weapons whilst not releasing your reflection. A good tactic

is to approach the mirrors from one side and to 'peek' around the corner until you have enough of

the mirror to fire at. You will find 12 mirrors through the smaller exits that lead to two concentric

tunnels, the last 4 are found through the widest exit. After destroying all the mirrors, head back to

the stone throne and it will sink to reveal a Gate which you should enter to see how tough friend

Hawk is! Now start:


Chapter XVII - Father of Lies


Go back though the gate to the:
1. Octagonal Puzzle Room

Step into the room to be trapped in here by fire. You have to solve 8 different puzzles which will

then allow you to the solve the ninth puzzle which will release you from here.
Each of the 8 rooms contains a recess containing a dial with 8 positions, each is initially

protected by a force field. You open the door to a puzzle room by clicking on the force field .

After the puzzle is solved the force field disappears and the dial’s top position is lit up red.
As you will no doubt discover some of the solutions to the puzzles are very difficult to describe.

These ones will have to be solved by trial and error. Let me know the solutions to these if you

find them and I will put them in the next edition of the guide.
a) Traverse the Floor

The room needs to be crossed by the correct route, which is:

Whilst facing the far side, stand in front of the third tile (a dark one) from the left. Now go

forward, forward, forward, forward, left, left, forward, forward, right, right, right and then in to

press the hand. Now turn round, run over the slime and whilst running shoot the force field to

remove it. Puzzle completed.
b) Mirror Maze

Hug the right wall until you find the hand, press it and then hug the left wall to go back to the

entrance.
c) Floating Spheres

The spheres need to be rotated so that when you press the button the resultant fireball goes

though the opening in the top left of the room. You may have to send more that one fireball

through it to raise the wall and solve the puzzle. Look at the controls. Each of the 12 dials has 8

positions, assign 1 to the top position (12 o’clock) and count them clockwise to 8. Rotate the

dials to replicate the setting below, then press the button a couple of times to complete the

puzzle.
1 1 5 1
3 6 1 8
1 8 8 7
d) Five Hands and a Maze

The 5 hands on the wall are switches. On the top row press the right-hand hand, on the bottom

row press the left-hand hand. Go to the maze and find the plinth, press the button to complete

the puzzle.
e) Gem Shoot

Reveal the gems by shooting at the wall. Now it is easy, just move the weapon on the plinth

using the rotate controls and destroy all the gems to complete the puzzle.
f) Find the Gaps

The task here is to move the blocks around using the 7 levers to first expose a clear path at the

bottom and then fire (press button) the gun until the bottom force field disappears AND the top

gun starts to fire. Then repeat the exercise to make a clear path for the top gun to fire and

destroy the top force field to complete the puzzle. Numbering the switches 1 to 7, left to right as

you face them:

To expose the bottom path press (in any order): 2, 3, 5 and 7

To expose the top path press (in any order: 2, 5 and 6.
g) Shoot the Mirrors

In this room are 4 recessed pulsating mirrors, all but one protected by a force field. Find that

one and destroy it to remove another force field. Repeat until all 4 are smashed. You can then

go into the area opposite the entrance and stand on the plinth to lower it and complete the

puzzle. However the whole room is guarded by a series of fireball traps which you have to

avoid. The best way is to jump over problem squares, especially by jumping from corner to

corner. Save often and this is an easy one.
h) Make a Path

You have to move the blocks to create a walkable (you can’t jump from block to block) route to

the opening in the far left corner of the room. Face the panel and number the switches 1 to 13,

left to right and top to bottom. Now press: 2, 3, 4, 5, 6, 8, 9, 10 and 12. Once you are across

press the hand to complete the puzzle.
2. Quenching the Flames

It is now time to use the 8 dials. When the red lit spot is at the bottom the recess darkens, you need

to get all the recesses dark to quench the flames. Each dial moves another. Numbering them clockwise

from the Shoot the Crystals puzzle alcove you have:

1 moves 5

2 moves 4

3 moves 6

4 moves 1

5 moves 7

6 moves 2

7 moves 8

8 moves 3

One of the solutions is to turn 1, 2, 3 and 7 and you will hear a giggle when you have succeeded.

Sort out the resulting problem to get The Perdition Protection Scroll. Now go through the Gate

and then back through it again to a:
3. Meeting with Belial

Go over the bridge and through the gateway into the inside of the castle area. Turn left and

follow the wall to get some healing potions. Now head for the centre and meet Rebecca again.

Decide what to do with her and then do what needs to be done. The large stone is a useful

shield. Go and explore the tower to find a familiar tree and a healing potion at it’s base. Head

back to the Green Hemisphere and use Eternity on it to go to:

Chapter XVIII - Threads


This part of the game is linear. Step off the Mantel Stone, make your way across the cave to the

healing potion. Now follow the path through the caves, over the river and along the wooden

walkway. Continue along the walkway, past the river, head upwards until you get to the wooden

bridge. Cross over, follow the path to the next cave to find a healing potion. Continue through

the cave (it gets dark - watch your footing) and follow the walkways to the Mantel Stone. Save

first, then use the Stone to start:


Chapter XIX - The Gathering


Play it as you see fit and start:


Chapter XX - Devil take ...


You have to be quick here because the house is disintegrating around you. Make your way

through the house and go to the Front Hall where eventually you can open the door to freedom!

Final hint: try three shots with Florentine's staff



 

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