_                 __
    ____  _____(_)___ ___  ____ _/ /
   / __ \/ ___/ / __ `__ \/ __ `/ /
  / /_/ / /  / / / / / / / /_/ / /
 / .___/_/  /_/_/ /_/ /_/\__,_/_/
/_/
                 ____   __  __                           __
 _      ______ _/ / /__/ /_/ /_  _________  __  ______ _/ /_
| | /| / / __ `/ / //_/ __/ __ \/ ___/ __ \/ / / / __ `/ __ \
| |/ |/ / /_/ / / ,< / /_/ / / / /  / /_/ / /_/ / /_/ / / / /
|__/|__/\__,_/_/_/|_|\__/_/ /_/_/   \____/\__,_/\__, /_/ /_/
                                               /____/


Copyright (c) 2003 Mark Weaver <mark@npsl.co.uk>
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.2
or any later version published by the Free Software Foundation;
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
This license may be found at http://www.gnu.org/licenses/fdl.txt.

                __           __
 _______  ___  / /____ ___  / /____
/ __/ _ \/ _ \/ __/ -_) _ \/ __(_-<
\__/\___/_//_/\__/\__/_//_/\__/___/

- Introduction
- Puzzle Solving
- Combat
- Solum Walkthrough
- Acquis Walkthrough
- Aetha Walkthrough
- Volca Walkthrough

   _      __              __         __  _
  (_)__  / /________  ___/ /_ ______/ /_(_)__  ___
 / / _ \/ __/ __/ _ \/ _  / // / __/ __/ / _ \/ _ \
/_/_//_/\__/_/  \___/\_,_/\_,_/\__/\__/_/\___/_//_/

This walkthrough contains enough to get you through all of the realms and 
complete the game.  I haven't found every single tarot card in the game though, 
and in addition I didn't pay attention to what they were when I picked up those 
that I found.  If you have found one that I have missed, let me know and I'll 
add it in (with appropriate credit of course).

The plot line and controls are explained very well by the game's introduction 
and manual, so I won't go into that sort of detail here.  Before you start 
reading how to solve every little puzzle in the game, here's a quick list of 
the puzzle solving functions that each of the characters can perform; check 
this if you are stuck, it may save you from reading ahead too much.  Also 
remember that if you aren't sure what to do, you can ask Scree for a hint 
(triangle button).  And pay attention to the cut scenes; the story indicates 
what you are supposed to do.  If you skip (or forget) these, you will probably 
find yourself wandering around aimlessly.  The game lets you do this!  You can 
backtrack to all areas if you like, but it is rarely necessary to backtrack 
far, usually clearly indicated, and a rift gate is often provided for speedy 
travel.

                     __               __     _
   ___  __ ________ / /__   ___ ___  / /  __(_)__  ___ _
  / _ \/ // /_ /_ // / -_) (_-</ _ \/ / |/ / / _ \/ _ `/
 / .__/\_,_//__/__/_/\__/ /___/\___/_/|___/_/_//_/\_, /
/_/                                              /___/

Jen:
- Edge around ledges
- Squeeze through small gaps
- Fetch Scree using summoning stones
- Jump or drop long distances (Ferai form) - usually indicated with 'it's too 
high for me'
- Run through doors that close quickly, or energy fields with time gaps (Wraith 
form, hold down O to slow down time)
- Swim (Undine form)
- Kill things (any form).  Some characters in Aetha drop keys, this shine -- be 
sure to check and pick them up.

Scree:
- Climb up *some* surfaces.  Generally these are ones with largish bricks, and 
no border at the top or bottom.  If in doubt, try it.  Generally part of the 
puzzle is finding your way around the obstacles encountered during climbing.
- Turn to stone.  I've found no use for this, except that it looks like he is 
squatting for a dump, so you can amuse yourself at any time :)
- Carry heavy objects.  Hint: they don't have to go far, so don't carry them 
all the way across the level unless you want to irritate yourself.
- Drop a rope for Jen.  This comes in handy in many places, especially in 
Volca.  The game can be a bit touchy about doing this, wander around near the 
edge and press X a lot if you are unsure.
- Possess statues, if you have enough lodestones.  Sometimes this is for 
combat, usually it's to pull levers, knock the statue over, or whatever.
- Sink.  This is important in some water puzzles; currents mean that Jen can't 
pass and Scree can.
- Carry torches.  Torches are important both in seeing where you are (they are 
often handy to light fire pots if they are around) and in solving puzzles that 
require fire.  If you see a torch, pick it up.  Sometimes they will go out 
(wind or water), but there are usually plenty around.
- Recover Jen, if she dies, by running to the nearest rift gate.

Both:
- Pull levers and open doors.  Sometimes levers or doors need both characters 
to pull them, usually indicated with 'it's too heavy for me' or 'i can't do 
this on my own'.
- Vandalise pots, barrels, etc or open chests.  Lots of useful stuff is hidden 
in side, and sometimes they simply block the way.  Vandalise everything, not 
only is it satisfying it's often rewarding.
- Use keys or key items.  If one character has picked up a key or item, oddly 
enough they both have access to it.

                 __        __
 _______  __ _  / /  ___ _/ /_
/ __/ _ \/  ' \/ _ \/ _ `/ __/
\__/\___/_/_/_/_.__/\_,_/\__/

Combat is a frequent aspect of the game.  General tips: 

- Learn to block.  Blocking immediately after attacking can be helpful, as that 
way you will take less damage if an enemy launches an attack whilst you are in 
the middle of one. - Learn to block on time.  If a block is timed just right, 
you will automatically parry.  This effectively gives you a free hit. 

- Use combos.  If you must get in close (or you just want to), don't just mash 
buttons.  If you time the presses carefully you can queue up sequences of 
powerful attacks.  The Screen will glow slightly when you get this a little bit 
correct, or a lot if your timing is perfect.  The more moves you string 
together, the more powerful the attacks. 

- Use hard attacks (hold the button in longer).  These do more damage, but are 
slower. - Use ranged attacks where available.  Wraith (the whip) and Djinn (the 
huge sword - switch with O) forms have ranged attacks, which can make combat 
very easy.  Just keep ducking out of the way and hitting with a ranged attack. 

- Hard attacks have more range.  This can help with staying out of the way. 

- Move!  You can avoid attacks simply by not being there.  Additionally, if you 
hit an enemy from the side or back more damage is done.  Running around the 
back of the door guards (the ones with shields) can help a lot. 

- If you have a helper in combat (as sometimes you do), then let them attack 
first.  The enemy will concentrate on them, and you can hit them in the side or 
back for more damage (plus they won't be attacking you so you won't take any). 

- Use the Wraith dodge when in Wraith form.  Especially good when there are
large numbers of opponents.

- Use the spin attack if you get stuck in the middle of a group. 

- Make sure that you finish enemies off if required.  Nothing is more annoying 
than having them recover 50% health.  Get in close towards the end, and 
practise actually executing the move -- it can be tricky.  Other enemies will 
just watch you finish someone off, so you're pretty safe doing it in a group if 
you can get in close enough :) 

- Kill enemies that fire at you first (you may have to run around others to get 
to them), or fight out of their line of site.  This reduces the damage that you 
will take during combat. 

- Run away if your energy is low (square to disengage combat), and charge up 
from Scree. 

- Taunt (triangle) never worked for me - has anyone found a use for it?

- Finally, you can avoid combat completely in a lot of cases.  Just run away,
using the Wraith run can be particularly helpful here.  Not as fun, but easy
as anything :)

        _           __
  ___  (_)__ ____ _/ /__ ___
 / _ \/ / _ `/ _ `/ / -_|_-<
/_//_/_/\_, /\_, /_/\__/___/
       /___//___/

The game has a number of niggles.  The most serious of these is the 'falling 
out of the world' bug.  This is quite entertaining for a while, as you wander 
around peeking into all those interesting places you shouldn't be :) However, 
you can't get back in the world!  If this happens to you, the options are:

- If it is Scree, then find a summoning stone if possible and pull him back.
- If it is Jen, or there is no summoning stone, then you must reload the game 
or use scene select.  Don't save it, you will still be stuck outside the world 
when you reload.

Save frequently to save yourself from becoming very annoyed when this happens 
to you. Other niggles are graphical glitches (disappearing textures and the 
like), sounds that cut off half way through, and the fact that many actions 
take a hugely ponderous amount of time (e.g. opening doors, draining energy). 
The following algorithm (Jen follows Scree or vice versa) is sometimes quite 
poor.  It's not unusual to have to go and fetch one or other character.  I've 
been promised that these will be addressed for the next one.

Lodestones, lodestones, lodestones.  Why did I finish with 18 of these?  Did I 
miss something?

            __
  ___ ___  / /_ ____ _
 (_-</ _ \/ / // /  ' \
/___/\___/_/\_,_/_/_/_/

After the (very) lengthy but beautifully animated introduction (with minor 
walking between sections), you arrive in Solum.  First head towards the 
gatehouse, and watch the cutscene - you need to find another (much longer) way 
around.  Head to the SE corner to the malkai puzzle.  Get Scree go to go 
through the cave, heading S to the fire cave once back out into the open.  Once 
in the fire cave, pick up a burning stick, and return to the malkai cave. Light 
the pot in the centre of the area with all the malkai, and go back to Jen.

Now head back through the cave, and then head W (towards the river) and the 
staircase with the locked door.  Scree will show you how to climb.  Climb over 
the top and open the door at the bottom for Jen.  Go up the stairs and open the 
gate at the top, for which both Jen and Scree  are required.  Next head into 
the ferai villa.  There is a cutscene with herne, tells you to find jared, 
gives the a knife and buggers off.  Go to the NW corner, where there is a 
lodestone next to a pit.  

Climb down the bit with Scree into the village cellar and follow the passage S. 
Cross the bridge and head SE through the mill.  Scree will note a conveniently 
wobbly tree, give it a push to make a bridge for Jen.  Go back to retrieve Jen, 
and have fight with a pair of malkai.  Cross over the tree bridge and head NW 
to the staircase.  Going up the staircase, turn right at the small (locked) 
door and follow the wall of the building to the left.  There is a gap that Jen 
can slip through.  Open the door to let Scree in.  Head down the stairs to the 
ferai burrows and the collection of ferai (most southern part of map) for 
another cutscene.  head NW after to the waterfall, go up the ramp.  Pick up a 
torch if you haven't got one already.  Walk down to the dubious looking dead 
end wall.  To open this up, go in the room to the S, collect the mill wheel 
with Scree and simply walk back to the top of the ramp.  Scree will roll the 
wheel down and knock a hole in the wall.

Follow the passage along to the first set of steps.  There is a lodestone in 
one of the two barrels to the left.  note you can light all the pots if you 
want to see better.  pop through the whole in the wall and vandalise the 
barrels blocking your way to the second set of steps.  hop out of the trap door 
to arrive at jared's lodge.  Head NW to the entrance towards the lodge, have a 
fight with some malkai, then enter to find a bit of jared's horn.  Head towards 
the N of the map where there is a gate that Jen and Scree can open.

In the large open area with the broken bridge, Jen and Scree need to take 
different routes.  For Jen, go the left of the door and follow the ledge 
around.  for Scree, simply go straight ahead, and climb down and back up again. 
follow the passage to the N and out into the bridge area.  Head NE past (not 
over) the city bridge to the gatehouse, there is a staircase on the left where 
you can finally kill those pesky people from the cutscene. You can also open 
the gate with the big lever, and there is a chest around the back that contains 
a tarot card.

Head back to the city bridge and cross to watch a cutscene with the queen and 
some poor chap.  The main door to the city is locked, so head S (left facing 
the door) following the wall along.  You'll come to a ledge that Jen needs to 
edge along and Scree to walk the wall.  After crossing that, there is a hole in 
the wall.  Hop over the block and out into the poor quarter.  Head to the SW 
corner of the map, kill 3xmalkai and onto the next section of the poor quarter. 
Head to the NW side of the map and go up the staircase just before the blocked 
one, towards the centre.  after going up the staircase, head inside the house 
on the S.  Climb up the block and jump across the gap into the next house. head 
down the stairs and vandalise some more containers to open the hole up. Head up 
the stairs in the next room and drop out of the house.  duck under the small 
hole in the wall and exit the area to the NW.

Head around the building with the flag to see two ferai and get a clue about 
how to enter that building -- a little later, after you have the ferai form. 
For now, head NW to the great temple.  Scree will explain about statues and 
lodestones.  Run around the temple collecting lodestones (some are in barrels). 
When you have enough, possess the statue and point the beam at the gem on the 
door.  enter the temple to get the ferai form.  You get a couple of malkai to 
exercise your new powers now.  Go around the back of the temple, and Jen can 
now jump up onto the top of the gate in ferai form.  Dropping off the other 
side of the gate there is a lever that you can use to open the gate and let 
Scree follow in.  Head through the passage to the hunt lands.

Kill the 4 malkai (or run away if you like) and head west to the hunt camp 
where an ewok is telling a story.  Demoralise some barrels around the camp to 
find a lodestone.  Head south and knock off some more malkai.  In the SE corner 
there is another lodestone.  Keep going S to the next map, where you get to 
kill 3 ferai.  Through the arch and to the west there are some barrels in front 
the door; one of these contains a lodestone.  Go S into the burial grounds, 
picking up the torch on the way.  Keep running S to the door to knock off the 
annoying archer and a few more ferai.  There are lodestones at the E and W side 
of the burial grounds by the rift gates.  Go up to the necropolis door (at the 
S end), and use the torch to light the fire in the statue then possess it 
(there is another lodestone in one of the vases by the door if you need it). 
Point the light at the symbol on the door, and you are told there is something 
missing.  Now retrace your steps to the hunt camp to get the missing gem, and 
trolly back with it.  Pop the gem in and the door will open up.

Go down the steps into the necropolis, killing a few guards along the way. Take 
the western most passage, after opening the portcullis with the help of Scree. 
Follow the passage along to the cells.  In the two nearest cells are a gem and 
a lodestone.  Kill the guard in front of the northernmost cell and open the 
door to get to Jared.  He's feeling a bit tired, so you have to go off and 
fetch a key for him.  Take the rift gate back to the great temple.

Now go back to where the ferai jumped in the cut scene, and hop up yourself. 
Drop down and open the door for Scree.  Head through the kitchen and out into 
the plaza.  You get a couple of ferai to play with now.  After knocking them 
off, there is a energy fountain in the NW corner that you can use to fill Scree 
and Jen up with energy.  Head to the centre and kill 3 more ferai.  Head to the 
small area on the E edge of the map (N just before the big double doors) to 
find a gem.  Head back to the large building with the locked doors on the east 
side of the plaza and run around the side of it to get in.  head E through the 
back and go down the stairs to find the door where you must prove your 
allegiance to herne using the talisman that jared gave you.

Head N through the burrows through the Jen/Scree door and into the sewer.  Kill 
the malkai and head down to the crossroads.  Send Scree up the ladder to the 
south for a lodestone.  Next, to get around the broken ladder to the N, Jen 
needs to climb the ladder to the S and edge around, whilst Scree simply walks 
up the N wall.  Once both there, climb up the ladder into the cell block.  

Moving NW towards the (blocked off) group of cells, one of the barrel contains 
a gem.  Enter the cell area to the S, kill the malkai, and go into the SW most 
cell.  Hop up on the block to reach the upper level.  There is a rift gate in 
the SE corner that you can hop down to, and an energy fountain there too. 
Heading to SW end of the block gives a lodestone.  Carry on from there around 
the back of the rubble and up the stairs to the colisseum and the first big 
fight.  Belazhur turns up, and you fight him with Scree posessing the statue of 
Abdizur.  There are a stack of lodestones lying around to make this possible. 
(All 5 that you need in fact).  This fight is pretty easy.  From time to time, 
Belahzur will jump up onto a ledge and start hurling fireballs at you.  Simply 
keep moving in one direction to avoid them.  When you've finally finished 
beating him up, he gets up runs off.  Next, possess the statue again and use it 
to open the gate to the west.  Go through and hop down.

Head E to the courtyard with a statue in it, into the house at the north side 
of that courtyard.  Follow the house through E then S exiting into an open area 
with an energy fountain.  To the N is a cave with the 2nd tarot card and an 
energy gem.  Those collected, backtrack and head to NW corner to enter the 
barracks.

Head W, killing plenty of ferai along the way.  On the bridge, in order to open 
the portcullis, slip Jen through the crack at the opposite end by the locked 
door.  Open the door to let Scree in and then you can both move the lever. 
Carry on N up to the gatehouse.  Predictably, this is locked so go NW until you 
get to the broken bridge.  Jen can edge across the top here and Scree can walk 
along the wall.  Next go to the NE exit from this area, ignoring the archer for 
now.  Kill the guards that come out and then open the portcullis with Scree's 
help.  Head S down the stairs, killing some more guards along the way.  Then 
head W, N up two flights of stairs to kill that archer and collect a gem.  Go 
back and head S down into the kitchens.  On the way down you can see a 
lodestone on a rafter - just walk Scree up the wall to get it.

Head S out of the kitchens and open the portcullis to the W.  Follow the path 
through the snowy cave and up to the first summoning stone.  Head N from the 
herne statue to the tower; Scree now has to go and find his rope.  Climb him up 
the tower, and then trundle down the steps and passageway to the pantry. In the 
N corner of the room with the pots is some creaky flooring.  Pile up pots on it 
until it breaks.  Conveniently, there is a coil of rope in the room. Climb out 
and head back up to fetch Jen.  Drop the rope and let her climb it. Then both 
head back though the pantry following the one way passage to the malkai lair. 
Keep heading E until the passage turns south.  The room on the west here full 
of barrels contains a gem (in one of the barrels).  Open the huge portcullis to 
the south (check the little one - that's too heavy apparently :o) and head 
downstairs.  After entering the banquet hall, just leave and the door at the 
end will open itself.

Leave through the newly opened door and head north to the throne room.  There 
is a key (I presume) on the throne, and a chest with a lodestone  next to it. 
The queen turns up and gives you a few friends to play with.  Dispatch those, 
then head W to the unexplored room.  Hop over the ledge in the NW corner.  The 
chest here contains a tarot card.  (The passageway leads back to the 
intersection by the kitchen).  After collecting the card, retrace your steps to 
jared's room, which you now have the key to.  Follow the passage around killing 
the guards en route.  You arrive in devena's courtyard, where there are a few 
archers to kill.  Go around the top of the courtyard to the S side. There is a 
gem on top of a ruined small tower here.  Inside the door nearby is a passage 
leading down.  Go down and take the E passage, following it up and killing 
guards to get to devena's rooms.  The keys are the shiny thing :)  Go back down 
and take the W passage this time, following it around back to the intersection 
with the large and small portcullises.  Open the small portcullis and head up 
into the courtyard towards the rift gate.  Take that back to the necropolis. 
Nearly done :)

At the necropolis, head back to the cell block where Jared was.  In the first 
cell, there is a wall that Scree can climb up.  Get him to go around and open 
the silver door that was previously blocked.  Follow the passage to the end, 
and the final battle of this realm.

                     _
 ___ ________ ___ __(_)__
/ _ `/ __/ _ `/ // / (_-<
\_,_/\__/\_, /\_,_/_/___/
          /_/

This is a water realm, with very nice water graphics (on the surface 
especially).  Hence plenty of underwater fun.  You get control of Scree to 
start with, who has just divided into the water.  Immediately head for the 
temple in the centre.  To do this just head towards the centre dropping off any 
ledges you find.  Climb up inside the structure, and note that the vortex is 
going the wrong way.  If you look around there is a lodestone. Looking up 
reveals a platform with a wheel.  Climb up, and turn the wheel to invert the 
vortex direction.  Jump in the vortex and this time you will be taken up. Climb 
the NW ladder for a lodestone.  Then climb the SE ladder and continue up 
another ladder to meet the queen.  Now jump off the top and climb up out of the 
centre pit.  Heading right to the top of the pit ramp (slightly to the right of 
the channel on the map) gives you another lodestone; this is by a summoning 
stone.  Head back and hop up the steps that you passed previously.  Keep 
heading N through a tunnel and into a large open area.  Run down the ramp where 
there is a lodestone and the bottom, and climb up the long sequence of 
steps/ramps to get out of the water and take the undine form to Jen.

Now you have to rescue the queen, mainly to stop her saying 'help me' every ten 
seconds.  To do this, swim N (towards the arch with the flashy lights) and 
through the arch into the tunnel.  Swim through into the dam lagoon and head 
towards the dam N, marked on the map.  There is a summoning stone by a fish 
head.  Pull Scree through and get him to possess the fish head.  (There is 
another lodestone at the bottom of the ledge by the summoning stone, walk down 
the S wall and head W to get it).  Open the fish head mouth, and wander inside 
and turn the wheel to rescue the queen.

Follow aino to the entrance to the purifying machine complex, and learn that 
you have to turn it back on.  First job is to fire the system up.  Whilst you 
are in the dam area, if you look on the surface a little S of the dam as marked 
on the map is an island.  You can climb out here and pick up a tarot card. Swim 
through the tunnel into the bay caverns and a fight.  Head to the SE area past 
some spikey plants (best to boost swim and stay away from the tentacles) to the 
engineer's room.  This gives you a map, and if you press the button you can 
activate the gate at the SW corner of the area.  Swim back towards and through 
the newly open gate, knocking off a few more undine along the way.

To active the priming station, you need to realign some cogs.  Head to the 
platform on the NE surface, and tediously change forms and climb over into the 
next area and back in the water.  There is a wheel here, turn that until the 
first cog is aligned.  Return to the previous area and repeat for the SW 
platform and wheel.  When both cogs are aligned, head back to the entrance and 
turn the wheel at the bottom.  Power on, you now need to turn on all the 
substations.  To start, head back to the engineer's room area.  No need to 
enter, this time, press the switch to open the gate by it and let Scree 
through.  To get Scree through, walk through the gate to the NE of the fish's 
head that you opened earlier, and drop down.  Walk him through the water 
current on the N of the caverns area.  Just before the passage turns to the E, 
there is a rock which Scree can push and stop the current flow to let Jen 
through.  Another way of doing this is to walk near the rift gate in the next 
(bay) area and then it becomes active even though you can't reach it :)  

Now head up to the rift gate and the beach, one of the breakable eggs contains 
a tarot card (near the water at the NE side).  Use the rift gate to return to 
the temple lagoon, and enter the water and swim to the substation entrance on 
the NW side.  Open the door, swim in and turn the wheel to activate the 
substation.  There is also an openable hatch, but I think that's just for fun. 
Swim back out and then head onto the dam lagoon (back through the arch you have 
taken twice before).  Head towards the next substation in the SE.  The entrance 
is blocked, but if you climb out onto the beach a little to the north there is 
a tunnel that will take you to the substation.  Fire that up and then head to 
the rift gate in the N.  There is a summoning stone here so that you can pull 
Scree through.

Use the rift gate to go back to the beach.  Dive in, and head to the circular 
area on the NW side.  Kill the guard, and press the switch to open the door. 
Swim SW past the plants and into the tunnels.  There is a summoning stone that 
you can use to get Scree back.  Drop or swim down the hole to the locked gate, 
watch the cutscene and give it a shove to open it.  Up the ladder and in the 
rift gate area here is an energy fountain and a breakable rock with a 
lodestone.  Using Scree, follow the tunnel to the SW until you come to a water 
current.  Have Scree push the rock in front of the furthest opening to block it 
off.  Jen can get through by being dragged into the central area by the current 
flowing into the centre tunnel and leaving by the W tunnel where the current is 
blocked off.  Follow the tunnel to the NW, kill the guard and head through the 
door to the fish bones.  Head up to the substation and talk to the trapped 
engineer.  Sadly you can't mince the engineer, but you can open the door right 
back by the rift gate by pressing the switch at the top of the tower just in 
front of the blender.  Head back there.

There is a current in this area, so have Scree walk in.  There are lodestones 
scattered around in the eggs, collect those if you like.  When done, head to 
the S end of the area and turn the wheel to open the control room.  Collect the 
missing hatch part and turn the wheel to activate the kenwood chef.  When done, 
head back to the engineer and use the part to complete the hatch.  There is 
another lodestone by the hatch.  Pull the lever to open it and release the 
engineer, then activate the substation.  Head back (again) to the rift gate 
area where you can now open the final closed door.

Head in and follow the passage where you will be trapped by a rock fall.  Kill 
a few undine, open the door to the SW, kill another one, and head up out of the 
spike pit.  Kill or ignore the crab.  There is a gem in an egg just by it on 
the beach.  Head S and dive into the pool.  Climb out to the W.  Follow the 
passage N (with another crab) and head down the steps to a summoning stone to 
retrieve Scree.  Swim down the passage to the N if you want to go back to the 
rift gate.  Otherwise, head up the steps next to the summoning stone, using Jen 
in ferai form.  For Scree there is a shortcut on the opposite side of the pool. 
At the top, pull the lever to open the door and head SE past a couple of crabs. 
At the bottom is a fish head for Scree to possess.  There is a lodestone in an 
egg too.  Climb down to the head, yet another is next to it.  Possess the head 
and open the mouth to fill the pool.

Dive into the pool.  Head out and past another crab and back in.  Kill the 
nasties here.  Turn on the final substation, and head N past some more baddies 
to the rift gate.  Grab Scree.  There is a gem in one of the eggs here.  Head 
back into the water and open the gate at the NW.  Head up into the purification 
tower and the final battle.  Here, you have to fight the king who keeps coming 
back to life if you bother to fight him.  To kill him, help Scree to turn all 
the wheels.  Easiest way is to distract the king by boost swimming around in 
circles a bit, then when the vents are open, finish him off.

Swim up and climb out, then climb a few ladders.  Pull Scree out of the 
summoning stone to walk up a wall (looks like a metal trellis to me).  Keep 
climbing ladders until Scree gets to the top, then use the key to turn the 
whole machine on.  Realm complete, back to the Nexus for more cutscenes.

           __  __
 ___ ____ / /_/ /  ___ _
/ _ `/ -_) __/ _ \/ _ `/
\_,_/\__/\__/_//_/\_,_/

Aetha is a nice rainy place populated by Wraith, who have the very neat time 
shifting ability, and very dodgy French accents.  What I want to know, is in 
the French version, what kind of accents do the characters have?  English? Let 
me know if you do :)  Anyway, to start, climb Scree around the gate to the 
north and pull the lever to let Jen in.  Get Scree to drop a rope and both 
climb down.  Follow the board walk around into the house and open the gate. 
Continue W into the village.   Turn S, kill some beasties and enter the house. 
Go upstairs and out of the north door.  Head S through the courtyard having a 
few fights along the way.  Turn E and head up into the house.  Exit the door 
into the upper village.  Follow the boardwalk into the village square for a 
cutscene.

Next follow speedy back to his lair.  Just through the first portcullis and to 
the W is a way blocked by barrels.  Smash through and go around for a gem. 
Carry on following until you reach the cellar.  Head  to the barrel in the SW 
corner and pull the tap to activate another cutscene.  Now head S and keep 
following the path towards the castle.  Head over the broken bridge and up the 
steps.  After the cutscene, head E into the cemetery.  There is a lodestone by 
the tree in the lower part.  Go up the steps and learn that you must bury the 
duke. Go up again and through the building.  Use Jen in ferai form to jump onto 
the building.  Walk around and drop the corpse of the duke down (with an 
amusing cutscene where Scree loses his ear).

Walk the duke back and put him into his grave.  Now you need some holy water 
and a sword.  Head back to capn pugwash the way you came and follow him to the 
lower village, killing plenty of bulldogs along the way.  On the way through 
the main sq, if you head N to a rift gate there is a tarot card in a nearby 
chest.  At the lower village, the well is broken.  Fortunately, the man blesses 
the entire well and Scree is at hand to collect the water.  Follow the captain 
back to the main square and have a fight to get the sword. Fortunately, you 
don't have to walk to the graveyard :)

Now you have the wraith form, head NW to the castle.  Yank the lever and use 
your wraith speed (hold down O) to run through the portcullis before it closes. 
Continue on to the water.  Switch to undine form and swim N into the dungeon 
docks.  Climb out to the N noting that there is a lodestone in the water just 
by the platform.  Head N then W to a summoning stone.  Pull Scree through and 
get him to collect the lodestone if desired.  Head N into the drink.

In the next area, head W then S with Jen through the gap cell bars.  There is a 
hole in the floor, take that.  Head down and N through the arch them swim into 
the cell with the light shining out of it.  Climb out then proceed E then S. In 
this area the cell door to the W has a gap Jen can slip through.  Follow the 
passage to the lever, pulling this opens the door just by the first hole you 
swam through and lets Scree follow.  Proceed W to the cage chamber.  

To do the cages, first climb Scree up the sW wall then run around to the 
levers.  The levers move the cages; forward or backwards moves the cage forward 
or backwards; and pushing left or right lowers or highers the cage 
respectively.  Numbering the levers 1-8 from S to N (i.e. the first lever that 
you hit is 1 and the broken lever is 6), the solution is:

- First hop Jen onto the broken cage in the water - 1 F, L, L climb up - 1 B, 
R, R; 2 B, B climb up - 2 B, B; 3 F, R, R climb down - 3 L; 4 B, B, R jump 
across - 5 B, B; climb up - 5 F; jump across - 7 B, B, R; climb down - 7 F; 
climb up - 8 F; step off, edge around the ledge.

Finally walk Scree back down, up the N wall (collecting the lodestone along the 
way) and around to join Jen.  Head S following the passage around, hopping over 
some rubble on the way.  In the N-S running room there is a lever and a 
portcullis at one end.  Pull the lever and wraith run through the portcullis 
before it closes.  There is a summoning stone through here that you can use to 
pull Scree out, although on one occasion when I did this he managed to follow 
me :)  Follow the passage to the torture chamber and a cutscene.  Kill the 
guards, note that one of them drops a key.  In the SE corner of this room is a 
lodestone in a barrel, and a tarot card in a chest.  Those collected, head to 
the SW corner to open the door using the key that you just picked up.  Follow 
the passage up the steps to the rift gate to gain a new helper.

Have some fights.  A good strategy here is to attack the same nasty that your 
helper is having a go at.  This way they aren't facing you and you do much more 
damage.  Those dead, in the NE corner of the room is a barrel with a lodestone. 
Exit the area through the portcullis to the N.  In the first area of the 
walkway cells, just after entering a barrel to the right contains a gem.  Head 
SE up the steps and across either walkway.  Go both sets of steps into the 
areas below the walkway.  There are a number of beasties to kill, a couple of 
lodestones, and one of the guards drops a key.  Head back upstairs and open the 
door to either of the outer walkways.  

Walk up to the statue.  One the barrels in front of the statue contains a 
lodestone.  Get Scree to possess the statue and rock it until it breaks the 
door down.  Go through and kill the guards proceeding through the double doors 
and up the stairs.  Your helper buggers off at this point.  At the top of the 
stairs Jen gets captured.

To get her back, head S into the courtyard.  There is a lodestone by the rift 
gate here.  Head up the steps on the S side and trot around to the library. 
Open the door and run up the stairs to the SW where there is a suspicious 
looking bust of Raum.  Give that a shove, and this will open a tunnel at the 
bottom of the stairs.  In the room through the tunnel are a couple of chests, 
one of them contains a lodestone.  You can also climb up a wall to the balcony, 
which seems pointless.  Leave the area up the NE stairs and through the door to 
a cutscene with Elizabeth.

Continue SE through the open door and around the top of the balcony to the door 
at the back.  Open it and head NW to the broken guttering where water drips 
down.  Climb up and go through the open window to get to raum's tower.  Proceed 
down a flight of steps and continue up the other side to the top.  Go the spike 
chamber and let Jen out.  In this room on top of the scaffolding next to the 
bookcase is a gem and in a chest by the entrance is a lodestone.  Head back all 
the way downstairs to the ballroom.

Go back out into the courtyard where the guttering was, only this time head to 
SE door.  There is a lodestone in front of it.  Head around the balcony down 
the stairs and open the double doors to the banquet hall at the bottom. 
continue through to the stairs.  A chest at the bottom contains a lodestone. 
Head up to the count and countesses rooms.  There is another lodestone here. 
Head into the side chamber for a cutscene.  Dress on, proceed back to the 
entrance to the courtyard balcony (the one with the leaky guttering) and head 
downstairs to the ballroom entrance.  Get the key, then following the corridor 
SW and up the stairs to return to the bedroom and change back.  Fortunately you 
don't have to walk to the tower, you just get there :)  Vambrace back, the next 
thing to do is to get to the blood machine.

Head all the way downstairs and kill some guards.  Follow the corridor NW out 
of the area, continuing down to above the ballroom.  Go down the stairs to the 
entrance and kill the guards here; one of them has a key.  You can go out into 
the main courtyard now where there is a gem in the fountain.  Now retrace your 
steps to the banquet hall.  Continue down and around the corridor to get to the 
central area where the dark maze is.  There a lot of guards here but just keep 
dodging around and you will polish them off pretty easily.  Now you learn that 
you need to get the maze key from Elizabeth.  Head back NE to the 
star^H^H^H^Hrift gate and then to the W wing.  Trot into the library and kill 
the guard in front of the door.  Open this door using the key that you picked 
up.  Head upstairs, past another guard to get to Elizabeth and the maze key. 
Retrace your steps to the dark maze.

Oh, this is a maze.  I would need a map to explain exactly where to go, but 
fortunately I don't need to do that.  Simply have Scree possess the stone head, 
then you get an overview of the entire maze.  You can use this to direct Jen. 
Essentially in order to solve the maze, you need to pull the switches by the 
lamp posts on either side (the lights go off when you have done that).  The 
centre way will then open, and that's it done.  Note that there is a tarot card 
in the maze somewhere, I'll leave that to you to find :)

Open the double doors at the other side of the maze and head down the steps 
continuing through some light resistance to the NE.  When you've got all the 
way to the blood machine, then watch a cutscene.  Next step, final battle. 
Trundle on back to the ballroom to kick it off.  The only complication here is 
that Raum keeps firing lightning at you, that's very easy to avoid with the 
wraith dodge however.  Finish them off, and job done -- back to the nexus for 
another cut scene.

            __
 _  _____  / /______ _
| |/ / _ \/ / __/ _ `/
|___/\___/_/\__/\_,_/

First step is to get into the volcano.  Head N up the steps and collect the 
lodestone.  Next walk down either set of steps and drop a rope for Jen.  Both 
proceed around above the door and drop another rope.  At the bottom, collect a 
torch and ignite the two oil pots on either side of the door.  The door will 
open, proceed inside, watch the cutscene and collect the Djinn form. Light some 
more pots and head through the door at the back.  Follow the corridor to the 
rift gate.  One of the chests at the back here contains a lodestone.  Head on 
to the chalice of Sut and continue to the SW, opening the double doors that 
block the way.  Head through the rocky passage to the N to the water puzzle.  

Shift form and dive in.  Swim along W and up out of the water.  Turn the wheel 
and dive back in.  Head S, then swim up in front of the locked gate, climb out 
to turn another wheel.  Head back down and through the previously locked gate. 
Open the door to let Scree in.  At the bottom of the pool in this room is a 
lodestone.   Turn the wheel, and walk back into the first room.  Dive in here 
and swim along to the SW area, just in front of the locked gate.  Turn the 
wheel and this will open the final gate.  Jump Scree into the final pool and 
have him climb up the wall to reach the final gate.  Climb out and possess the 
statue to pull the lever making the first part of the bridge.  Return Jen to 
the first pool, and use the summoning stone by the last pool to retrieve Scree. 
Head back along the rocky passage and then towards the E by a summoning stone. 
There is yet another lodestone in a breakable rock here.  

Pick up a torch, then have Scree climb up to the ledge on the E wall and drop a 
rope for Jen.  There is a lodestone at the top here too.  Light the pots and 
enter.  There is a tarot card lying on the ground in the large area, and also a 
lodestone in a breakable egg.  Head S and down the ramp.  One of the chests at 
the bottom contains another lodestone.  The glowing door here is a wraith door; 
to get through it, change to wraith form and watch for the gap.  When you get 
the sense of the timing, hold down O a little before the gap appears.  When it 
does, run through it.  There is a wheel on the other side of the door you can 
use to turn it off and let Scree through.  There are a number of doors like 
this, they all work the same (all with a wheel on the other side too). Continue 
on to the next statue, collecting two more lodestones along the way. When the 
bridge is complete, head back the way you came (rope and all) to cross the 
completed bridge.

Continue along down the steps to exit at the SW and head toward the royal 
chambers.  There is another Wraith door here.  Enter it and turn it off to let 
Scree in.  Head along to the centre circle and have lots of fun killing easy 
meanies.  Get chucked into the pit.  Oh dear, time to rescue Jen again. In the 
next area, collect the five lodestones (one in the centre and one at each 
corner).  Possess the statue and open the mouth to open the door.

Next place the pedestal from the centre of the room on the N floor switch. 
Climb up the N wall and collect the torch and lodestone.  Move the pedestal the 
S side and repeat.  This time one of the chests contains a lodestone. There is 
a small door at the SE end, open this by lighting the pots and go through to 
turn the wheel and fill the pots in the larger door.  Climb back down and light 
these to finally open the large door.

Follow the long corridor to the oil basin room.  There are two lodestones on 
the floor here.  Next climb up the SW wall and onto the walkway.  Continue 
towards the statue at the end, zigzagging across the walkways.  One of the 
walkways contains another lodestone.  When you get to the statue, possess it 
and close the mouth.  Proceed down the hole behind the statue into the now 
empty oil basin and through the hole at the back into the pipe room.

In the pipe room, climb up the S wall between the two columns.  The top of the 
W column has a gem on it.  Continue W over the statue head then climb down and 
cross the pipe.  There is a lodestone on the pipe.  Continue over more pipe and 
climb up the NE wall towards the E.  Follow the pipes along the E wall to a 
wheel.  Turn that to open the hatch that you passed.  If you climb down by the 
wheel there is a tarot card.  Run back and climb down the hatch.  Continue 
through the shiny pipes and climb down into the water.  Push out the grate to 
the N and climb down into the temple.  Head up the steps for a cutscene.

Head S out of the temple and through the rocky passage.  Near a column in the 
open, rocky area is a breakable egg containing a lodestone.  Head S out of this 
area and then W through the lava temple from the central shaft.  After a 
cutscene, you have to fight Jen, using the Egyptian style statue in the room. 
There are 5 lodestones lying around so that you can possess it; you can collect 
these before or after the fight.  To beat Jen, you need to keep hopping around 
the side of her: make sure that you only hop backwards as forwards is way too 
slow.  Then it's easy.

Head back to the temple through some tougher guards and watch the cutscene. 
Head out of the newly opened S entrance.  One of the chests in this area 
contains a lodestone.  Behind the chalices are a lodestone and a gem, and at 
the back there are two more lodestones.  Possess the statue at the end and 
close the mouth.  Walk NW into the next area; straight in front is a breakable 
rock containing a lodestone.  Follow the passage around the broken rocky area. 
Negotiate this, noting that along the way one of the breakable rocks contains a 
lodestone and there is yet another lying on the path.

Exiting this area to the lava falls, one of the breakable rocks contains, well, 
you know what.  Yet another one lies on the path.  Have Scree climb the S wall 
and walk around to the other side.  Collect the lodestone, possess the statue 
and rock it down.  Have Jen edge around the N side then climb across the newly 
created bridge.  Head out through the double doors.  Kill the guards and light 
the pot at the N to open the door.  Proceed S following the passage until you 
arrive at another locked door.  The pots to open this door are above it, so 
have Scree climb up the east and west walls in turn to do this.  There is a 
lodestone lying around up here too.  Proceed through the door and then through 
the double doors at the end into the sanctuary.

Here, you must complete a lengthy procedure to open the large door at the S 
end.  First, head up the stairs on the SW side (climbing up both sides to kill 
the annoying fire spitting people if you like first).  As you head up there is 
a lodestone at the landing half way up.  In the flame igniter area, if you 
climb up the S wall immediately after entering there is another lodestone. Head 
to the edge of the platform and have Scree drop a rope for Jen to climb down. 
If you climb down with Scree just N of here there is a tarot card to collect. 
Walk Scree along the wall towards the igniter; and edge Jen around. There is a 
ledge to jump up for which Jen must be in ferai form.  Climb up the wall to the 
W with Scree and drop a rope for Jen.  Have them both turn the wheel to fill 
the oil pot, then climb down to light the pot.  Reverse the whole procedure and 
leave the area.

Next head back down the stairs in the main room and up the SE stairs.  There is 
another lodestone at the top here.  Head out into the flame igniter area, on 
the E side is a lodestone and on the W side is a pedestal and another 
lodestone.  Carry the pedestal and place it on the floor switch.  Have Jen jump 
up the W side in ferai form and stand on the floor switch.  Walk Scree through 
the door to the next area, collect the pedestal from the back (which is next to 
a lodestone) and then place it under the door to stop it from closing 
completely.  It needs to go on the different coloured section of floor; you can 
do experiments with the door if you have trouble with the precise location. 
Climb Jen down and both walk through the door.  Ignite the flame, and then head 
W into the central shaft.  Have Scree drop a rope, and climb down it.  Follow 
the passage NW down the steps to the closed door and the wheel.  Turn the wheel 
to fill the pots with oil.

Now have Scree return to the main room, and light the previously empty pots by 
the sides of the door that Jen is standing behind.  Head up stairs, collecting 
a lodestone along the way.  Head back to the central shaft, where there is 
another lodestone.  Have Scree drop a rope at the SW part of the ledge, and 
climb Jen down.  There is a tarot card inside a breakable rock here.  To get to 
the igniter, possess the statue in front of it.  Rock it down and walk across 
to ignite the flame.  Return to the main room to take care of the last door.

To do this, simply head straight across to the W.  This door is already open. 
In the large circular room, head to the S where there is a dripping statue. 
There is a lodestone by this.  To solve this puzzle, simply climb up the walls 
at each side of the statue, head around the ledge at the top and light the oil 
pots.  This completed, the main gate opens.  

Return to the gate, head S through it and down the stairs.  Keep going down 
into the hall of gods.  There are plenty of big statues, so, well, time for 
some vandalism.  Once inside, head E to the summoning stone where there is a 
lodestone on the floor.  Get Scree to drop a rope off the S side of this ledge, 
then climb down with Jen.  Leave Jen for now and climb down the N side of the 
entrance platform with Scree.  Climb SW along the rocks, one of the breakable 
rocks here contains another lodestone.  Once on the large central platform then 
find the rope (with a lodestone next to it) and burn through it.  Head to the E 
side of the central platform and drop a rope.  Next With Jen, jump onto the 
prong that forms part of the statue.  Walk around the statue to the E platform 
and continue to the S side of it.  Drop down onto the rocks (either in ferai 
form or with careful positioning) walk over to the rope.  Climb up it.  Then 
have Scree walk down back over the rocks to the E platform, to burn through the 
rope.  There is another lodestone on the E platform.

Return Scree to the central platform by means of the summoning stone, then with 
him continue on and climb down the S side, heading across the rocks to the W 
platform.  Behind the row of statues is a row of chests, one of which contains 
a tarot card.  On the N side of the platform is another lodestone.  Anyway, 
burn through the rope here and switch to Jen.  With Jen, walk to the N side of 
the central platform, and edge around the back of it.  Jump up onto the ledge 
at the very back in ferai form and then up onto the platform.  Pull Scree out 
of the hat to burn through the final rope.  Send Jen back the way she came and 
then pull Scree out once more using the summoning stone on the central 
platform.  Climb Scree up to the enormous statue; possess it then rock it down. 
Drop a rope for Jen and both proceed across.  Kill the guard and open the door. 
Proceed through with some pretty dangerous falling exploding lava rocks.  There 
is a reasonably tough fight ahead as you have limited room.  Best strategy is 
to run through, or back, somewhere where the lava rocks aren't.  Makes it much 
simpler.  If you get stuck with lots of explosions going off, best to Wraith 
run through them.  Once through, head to the S door (there is an energy 
fountain and a rift gate to the W if you want to top up), and open it by 
lighting the pots.   Do the same for the next door, and onto the battle with 
Goliath.

This is pretty easy.  What you have to do is put out the lights; there are 
three sorts.  Little lights, which you just kick over the edge, medium 
chalices, which you can push and large chalices.  The way to get the large 
chalices over is just to stand behind them until the Goliath wotsit hits them 
and does it for you.  Simply run back and forth until you've got everything. 
Occasionally the statue will clap and a whole lot of light will zap you; to 
avoid this, duck (with X).  When you've finished it off, follow the passage 
out.  There are a whole load of breakable rocks along the way, one contains a 
tarot card.

At the end of this section, Scree will get his body back and you will return to 
the Nexus for the final sequence of battles.  Firstly, you have to fight Lewis, 
in each of your forms.  (You can actually change form sometimes if you hold the 
buttons down when the scene starts, but it's not really a problem to do the 
battle in the right form).  Lewis' energy meter depletes in four quarters; one 
for each of your forms.  In ferai form, Lewis will run off to the back when 
you've depleted about 12.5% of his energy and start hurling hard to see 
fireballs at you.  To avoid this, just zigzag around.  When you've finished him 
off, you go into the water to fight in Undine form.  Smack him up, and 
occasionally he will disappear and start hurling impossible to see missiles at 
you.  These are really tricky to avoid.  Just boost swim, stick to the edges 
and zigzag and you should be fine.  Don't go on the floor as the fish mouths 
have some kind of machine gun that is really damaging.  After the Undine form 
is the Wraith form.  After a while Lewis will start Wraith dodging around.  Do 
the same, and block whenever he comes near you and you shouldn't get hurt.

Next the fight switches to Scree.  This is the hard bit; you probably have a 
stack of gems by now that makes the Jen fight really easy even if you muck it 
up.  There isn't any of that for Scree, so be careful.  Instead of fighting, 
immediately run and pick up one of the two shields on the floor.  Then after 
you've bashed up Belazhur, or after some time, he will disappear into the a 
machine in the centre and fire an energy beam at you.  Hold R1 to use the 
shield.  This will reflect the energy beam and stop it hurting you -- don't let 
it hit you as it is very damaging.  Proceed to one of the spots of light when 
the beam is wandering around (you get a little time between attacks, but 
remember you can always stop and reflect the beam half way to avoid getting 
hit).  When in the right place, the spot will hit the machine and disable part 
of it.  Belazhur will jump back down, fight again and after a while he will hop 
back in the machine.  Repeat until it destroyed.  This is made easier by just 
moving back to the right spot during the fighting.  Occasionally Belazhur will 
also hop up and fire fireballs at you (as in the colisseum), these are easy to 
avoid, just keep moving in one direction.

The fight now switches back to Jen in Djinn form.  This is pretty easy, just 
keep whacking Lewis with the single long stick.  Occasionally he will set the 
floor on fire, just stand somewhere else (e.g. on the steps).  Watch the final 
cutscene, and that's all folks.