   Realms of the Haunting Walkthrough
   
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 &#145;best of breed&#146; 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&#146;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
   &#145;jumping out of your boots&#146; 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 &#145;hidden&#146; items.
   
   If the guide asks you to &#145;click&#146; 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 &#145;easy item selection&#146; on or
   off? If you go for the more difficult option the game clearly will
   take longer, however the game&#146;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 &#145;left or right of X&#146; 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&#146;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&#146;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&#146;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&#146;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&#146;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&#146;t forget to re-inspect inventory items now, especially in the
   &#145;Information&#146; 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&#146;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 &#145;somewhere else&#146; (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 - &#145;Coming Events....&#146; 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&#146;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 &#145;Use&#146; 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 &#145;travel permits&#146; 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 &#145;Use&#146; 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&#146;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&#146;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 (&#145;Use&#146; 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&#146;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&#146;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&#146;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&#146;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 &#145;Use&#146;
   Florentine&#146;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&#146;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&#146;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&#146;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&#146;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&#146;t know what
   it&#146;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. &#145;Use&#146;
   the statuette to open the door (be SURE to take it back) and start:
   
   
   
   Chapter IX - Seven be Bound
   
   1. Florentine&#146;s Library
   Don&#146;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&#146;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&#146;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&#146;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&#146;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 &#145;run mode&#146;.
   
   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&#146;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&#146;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&#146;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 &#145;keyhole&#146; to meet Hawk
   and be given lot&#146;s of information, which conveniently Rebecca
   will remember for us. This starts:
   
   
   
   Chapter XII - St. Michael&#146;s
   
   Go up the stairs in the air and through the door and onto the Mantel
   Stone. This takes you to St. Michael&#146;s Church and the Rectory
   (where Adam&#146;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 &#145;in hand&#146; at all times in the
   Rectory. Watch out for it being &#145;exchanged&#146; 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&#146;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&#146;s wooden
   base. With luck the painting will open to reveal Aelf&#146;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&#146;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 &#145;using&#146; 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&#146;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&#146;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&#146;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&#146;t be opened (or can
   it?). Turn right a go to the flaming blocks. Use Florentine&#146;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&#146;s head and the Sheol sigil. The
   Mantel Stone won&#146;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
   &#145;cave&#146; 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 &#145;cave&#146;. 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 &#145;caves&#146; each has three entrances and a
   heart on top of a pillar. Three of these &#145;caves&#146; yield 2
   brains, the fourth just 1. You can &#145;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&#146;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&#146;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&#146;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&#146;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.
