Chapters I - XX (Complete)
Version 3.0
28th February 1997
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
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.
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
Play it as you see fit and start:
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.