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Читы для Realms of the Haunting

Чит-файл для Realms of the Haunting

Realms of the Haunting

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчики:Gremlin Graphics и Bright Light Studios
Издатель:Interplay Productions
Жанры:Action (Shooter) / Adventure / 3D / 1st Person
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1997 г.

Solution [ENG]

Информация актуальна для
Chapters I - XX (Complete)
Version 3.0
28th February 1997
Nick Brown: nickb@netcomuk.co.uk




                          Chapter 1    Chapter 12
                          Chapter 2    Chapter 13
                          Chapter 3    Chapter 14
                          Chapter 4    Prisoner
                          Chapter 5    Chapter 15
                          Chapter 6    Chapter 16
                          Chapter 7    Chapter 17
                          Chapter 8    Chapter 18
                          Chapter 9    Chapter 19
                          Chapter 10   Chapter 20
                          Chapter 11


Acknowledgements and thanks to all at Gremlin Interactive for producing a
'best of breed' game. In particular to Antony Crowther whose games have always
been crafted to a very high standard.

  About the guide

Please feel free to distribute the guide, but please no commercial
reproduction without my consent. I would be grateful if you distributed it as
written, if for no other reason than I will be able to understand any queries
:-)

Special thanks to JAv for walking the walkthrough, to Ted for the location of
the map of the House, to Jeff for the solutions to 'Find the Gaps' and
'Quenching the Flames', to Chris for his hints and solutions to the dreaded
Brain maze and the 'Make a Path' puzzle and finally to James & Corrine for
additional hints and some missed items.

It is quite likely that the guide is not 100% complete, I certainly found a
few new things when I went back through the game to write it up. That said, I
don't believe that I have missed anything of great significance. If I have,
please let me know and feel free to mail me if you have any other corrections,
comments, additions, or just need more help.

Realms is a superbly atmospheric game that blends adventuring, puzzle solving,
action and a movie based plot almost perfectly. To maintain this I have tried
not to reveal too much about the story line and have not revealed anything
about the locations of where you will encounter the many creatures that
inhabit the game (unless it is unavoidable). The main purpose of this guide is
to assist you in getting around when stuck without spoiling the unveiling of
the plot, nor the many 'jumping out of your boots' surprises that appear
throughout the game.

There are some locations and puzzles that are almost impossible to describe
without resorting to some fairly serious mapping. The in-game maps are very
helpful, so I have not attempted to do any further mapping here. The approach
that I have taken with these locations or puzzles is to provide an overview of
what you need to do and the whereabouts of important items or areas that must
be explored so that you can progress to the next Chapter.

 General stuff

The game is best played in one of the Vesa resolutions. Once you have
initially set up the game for Vesa you can toggle resolutions using F6. If you
have some trouble replacing save game names in the Vesa resolution, just
toggle to one of the other resolutions , save the game and toggle back to your
preferred res.

One gripe. It is a great shame that the keyboard keys for slide left and right
are not the same as for almost all the other games that use this type of
engine, i.e. the ALT and left/right arrow keys. However I understand that the
US release of the game will have user definable keys - lucky guys.

Some items (particularly in the early Chapters) are rather tricky to spot,
especially those in crates. Use the tilt up/down and the crouch keys when
looking for potentially 'hidden' items.

If the guide asks you to 'click' on something, it assumes that your cursor has
lit up green, i.e. you can operate/place/open something.

Should you play the game with 'easy item selection' on or off? If you go for
the more difficult option the game clearly will take longer, however the
game's usage of items is generally very logical, so not too many frustrations
there. One advantage of going for the easier option is that you get to know
very quickly if you are missing the appropriate item, avoids going though all
of them one by one just to be sure. There are a couple of places in the game
where even easy item selection does not help - take care.

If the guide says 'left or right of X' in describing a direction to move to,
or the location of an item it assumes that you are facing X.

Many of the Chapters can be solved by a number of routes. If you veer off the
route that I have given you are likely to be fine, just keep checking the
guide to ensure that you have visited all of the important locations.

It is crucial to keep returning to your inventory and inspecting items again
and again, especially after you are joined by Rebecca.

You may like to experiment with the choices offered in the Film clips to see
further footage, but do save first.

The main locations in the guide are numbered. The numbers relate to locations
within that Chapter. If a reference is given to a location in another Chapter
it will be written as IV(2) i.e. location 2 within Chapter IV.

 Health and Safety

I have purposely not given away much about the location of the many monsters
in the game.
However a few hints and tips about fighting may help the non-seasoned Quakers
amongst you.

Health potions are quite rare, so keeping up good health has proved a problem
for some people. It is
essential to conserve health by developing your fighting tactics and to use
your weapons effectively.

  * Put your best weapons in the top rank of you weapons inventory slot. You
    can then
    quickly change weapons by hitting the 1 - 6 keys.


  * Learn how to run backwards whilst firing, but watch out behind you. Many
    of the
    earlier creatures can be killed with the sword without you suffering any
    damage, this
    helps to conserve ammunition for the more tricky beasts.


  * Use obstacles to hide behind. If your enemy is in a room it is unlikely
    to follow you
    out of a door. You can retreat from the room and blast it from outside the
    room as it
    approaches your line of fire. The monsters are not able to open doors, so
    shut them
    in, recharge your weapon, open the door and tempt them towards you and let
    rip.
    Repeat until all of them are vanquished.


  * Running away is very effective. It is even possible to run safely past
    most creatures
    in seemingly too narrow corridors or on narrow walkways.


  * Don't forget to pick up the Blunderbuss, it has a quick recharge rate
    and is pretty effective.


  * Watch out for the delay caused by the auto reload of the Colt.


  * Later on in the game remember to kill creatures in the Tower - they
    leave health potions behind.


  * Save and save often. Use the quicksave when you deliver a good blow
    during tricky fights
    You can then quickload if you get damaged too much (or suffer any damage
    at all).


  * You can always save before a fight, try out your tactics and replay the
    fight if result was
    not to your liking.


  * Never charge headlong into rooms or locations. Advance with caution and
    you will usually
    have time to manoeuvre should a beast materialise.


  * Often the creatures will not follow you up/down staircases, so use this
    to you advantage.

 The Game



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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