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    Walkthrough by LRichardson

    Updated: 01/01/70 | Search Guide | Bookmark Guide

    Realms Of The Haunting
    Interactive Adventure by GREMLIN
    A solution by Lu Richardson (For Cheet Sheets Magazine - cheets@sv.span.com)
    General tips:
    I know you don't need to be told to swing the old cursor around
    to see what there is in each room, so I won't.  However, I would
    like to say that you should use the Page Down key to see what's
    on the floor, because otherwise you'll miss lots of goodies.  
    By the way, when you see open boxes on the floor and look inside
    to get the ammo they usually contain, look at them from all
    angles.  A high side can hide vital items.
    During your first steps around the house, and once you have the
    gun, don't waste precious ammunition shooting at windows and
    mirrors; you only do that sort of thing later on, and only if
    your gun needs reloading - saves doing it when someone is nearly
    on top of you and trying their best to kill you.
    As always, examine every item you pick up at the first
    opportunity.  Sometimes certain objects contain other items.
    I presume you'll be playing in Easy Mode, i. e., you click on
    something and, if you are carrying the right article, the right
    thing will happen.  Later on, this is particularly handy for
    opening doors in a hurry if you've got half the population of
    monsters, and their friends and relations, at your heels.  That's
    not exactly the moment you would choose to rummage around your
    pockets to find the correct key.  Of course, if you are trying
    to solve a puzzle, this helpful option doesn't work:  you have
    to pick the right item to put in the right place.
    This is a tough game, and if you want to stay alive, it is a good
    idea to do a "dry run" of a few rooms at a time so that you can
    learn the lay of the land, as it were.  You can't afford to get
    badly hurt, since there are precious few healing potions (and not
    all that much ammunition, for that matter) and the further you
    advance, the less you'll find.  Also, you can't hang around
    looking for items too long, as in some rooms the nasties
    regenerate and they'll be on top of you while you are busy
    staring at the floor.  Apart from this being dangerous, you have
    to use up more ammunition.  So, you see, if you've done a dry run
    and know exactly where everything is, you can be in and out in
    a jiffy.
    Sometimes you get attacked from all sides, so you'll have to work
    out ways of getting away with a minimum of damage.  Save every
    time you have a successful run.
    As to combat, don't rush into rooms but rather walk cautiously
    in and wait a few seconds to see if something nasty materializes;
    then you can kill it from a safe distance.  Keep away from the
    monsters whenever possible, running around and walking backwards
    if necessary - only don't walk into another room in which another
    nasty can be generated to attack you from the rear -  nor get
    into a corner if you can help it.  Finding a good spot from where
    you can kill but be safe at the same time, can be pretty crucial. 
    Sometimes you can hide behind something and hit without getting
    hit.  This is particularly useful when you use self-charging
    weapons which take a while to recharge.  However, if you keep
    very still, the monsters might ignore you, so move about to lure
    them to you.
    One important thing to remember is that some monsters can't go
    through doors (may be they are too big!) so, stand where the door
    can't shut because you are in the way, and keep blasting.  If
    they come too close, you can always retreat, shut the door and
    open it again later.  Stairs are good, too:  sometimes you can
    stay at the foot, or half way up, and do a lot of damage without
    getting hurt.
    If the opposition is too much for you, RUN!
    Keep an eye on your colt if you are using it:  when it runs out
    of bullets you have to reload and you can be cut to ribbons while
    you are doing that.  Back away while you are reloading;
    obviously, it is not a good idea to be caught in a corner on
    those occasions.  
    Indeed, if you have to fight at close quarters, the guns are not
    much use and it is best to use the sword.  Try it out for
    yourselves.  To tell you the truth, I found that, no matter how
    sophisticated the weapons got as I went along, they still didn't
    do all that much damage.  At times, it is important to find out
    which weapon does the most harm to certain monsters.
    You will gather from all this that this game is not a straight
    forward shoot'em up - you will depend heavily on strategy to stay
    out of trouble.
    SAVE A LOT.  Fortunately, you can save your game at the beginning
    of each chapter and use the F9 option for saving when you attempt
    a dangerous task and also when you succeed, or the F10 option to
    go back, if you fail; but don't use this option in the middle of
    a puzzle, since it won't work.  Unfortunately, there are only 9
    slots and 20 chapters, so it would be a good idea to copy the
    first 9 saved games on a floppy or a directory you've created,
    so that you can overwrite the old ones.
    OK, if you are ready, here we go.
    CHAPTER I:  Shadows
    Watch the Intro.  I know there is a walkthrough in the manual,
    but here is a better one.  In the dark room at the start, look
    at everything that can be examined, even the paintings.  Look out
    of the windows.  There is a small table with some ammo (get it)
    and a book.  
    Step out towards the light, but turn right along the corridor to
    have a look.  Here are some more doors which cannot be opened
    Go into the lit room and pick up the ammo on the table by the
    window.  You'll notice a note is typing itself in the typewriter. 
    I could do with a machine like that...  Get the note and
    everything on the table.  Read all the notes and examine
    everything you've found so far.  
    Now click on one of the doors and walk to the right to see what
    there is.  Turn around and walk towards the window.  Note the
    footprints and the decapitated rat on the floor.  You can close
    the window, if you like.  Personally, I'd bolt it AND bar it.  
    Go up the stairs and click on the candles to light them.  Go on
    up the stairs to see what there is and come back here.  Go to the
    end of the corridor and examine the painting.  Light one candle
    and then walk across to the other - light it and glue yourself
    to the wall till the fireball trap is triggered (it blows the
    window at the other end of the corridor).  Get the key and unlock
    the door in this corridor.  Go in and watch.  Oo-er...  Scary,
    CHAPTER II:  Signs and Portents
    When the video clip is over, light the candles, find the light
    switch on the wall and turn it on.  Pick up everything on the
    table and read the letters.  You won't need the three masks, but
    you can get them if you like.  Get the rusty sword and the shield
    by the fireplace and also the letter on the floor by the shield. 
    Read all the letters.  Click on the gramophone.  Click on the
    face of the clock and keep clicking till one hand points at 12
    and the other at 6:  the door will open.  This will mean
    something to you later on.
    Pick up all the statuettes.  Go to the sarcophagus and click on
    each indentation on the floor around it to place the statuettes
    on them.  You'll notice you are going to need some more.  I think
    that's about it.
    Now click on a book in the bookcase to the right of the picture
    and it will swing open.  Save and ready your gun.  Don't rush in
    - advance slowly and start blasting away the moment you see the
    nasty.  Don't waste ammo, four bullets will do it.
    Continue to a room with a fence, where you can see some lava: 
    step into it, wait a few seconds and dispose of the nasty.  There
    will be a cave-in behind you, but don't let it worry you.  You've
    got worse problems than that.  Have a quick look at the square
    hollow by the shields to the right of the entrance.  Go on.
    At the room with the water, pause till a nasty comes out of the
    pool and shoot it.  Quickly, pick up the ammo at the foot of the
    stairs, to your right, and get out through the opposite passage. 
    Monsters continue appearing here at regular intervals.
    At the foot of the stairs, equip your sword - if you've used the
    regulation four shots for each nasty, your gun will need
    reloading and, if you back off up the stairs while you are doing
    it, you'll be attacked from the rear.  As soon as the nasty
    appears, start hacking and don't leave off until it drops.  You
    should get away without a scratch.
    Moving on, you'll come to a chamber with a pentagram on the
    floor.  To your left, a locked door; beyond that, a passage going
    off to the left.  To your right, at the end of the wall, a
    cupboard and a passage going off to the right.  In front of you,
    to the right, a couple of boxes containing ammo.
    Move across the room and turn your back on the wall.  As soon as
    you look down to pick up the ammo, you'll hear a noise.  Look up,
    aim a shot at the nasty and run around the room while you reload. 
    You should be able to kill it without it getting at you.Again,
    be quick.  
    Go to the cupboard and pick up the ball and the ammo below, on
    the floor.  Go to the door and click on the indentation; the ball
    will be placed automatically in it and the door will open.  Don't
    rush in.  Wait till the nasty materialises and shoot it, backing
    off if necessary.  Now go in, pick up all the ammo by the chair
    and the scroll on the table.  Look at this scroll - it's a map
    of the Mausoleum and you will recognize at the top the chamber
    with the pool and also the room you are in just now.  Examine the
    rest of the map and note "regardez" (in case you did German at
    school instead of French, it means "look").  "What's on the other
    side of the door?", at the bottom of the map, doesn't sound good
    to me.  At any rate, you'll be able to consult it whenever you
    want to orientate yourself.  
    OK, on the other piece of furniture you'll find a healing potion
    (which you should not need at all right now) and a paper.  Have
    a look at it.  Save and open the door by clicking on the ball and
    then on the indentation again.  
    Turn left and go through the passage to the left.  As soon as the
    nasty appears turn around and run back into the room, otherwise
    you'll be attacked from behind.  Dodging at speed, you should be
    able to kill both nasties without getting hurt.
    Now it's safe to go through the passage, but:  equip the sword
    and save your game.  Go along the corridor and turn to enter the
    room, do so cautiously and, as soon as three nasties pop up from
    the floor, back off, turn quickly to the right and hack away with
    the sword.  As soon as the monster which was at your back is
    dead, run off up the stairs, equip the gun and come back to pick
    off the other three.  I am afraid you are going to sustain some
    damage, but you might like to know I got away with the loss of
    only three sections of the green bar.
    Once it is safe, go in and pick up the shotgun, the ammo and the
    two healing potions.  Don't use the potions unless you must:  by
    the way, the roundish bottles give you a few health points and
    the narrow bottles a lot more.  Back to the room with the
    pentagram - this time, follow the passage by the cupboard.
    Careful.  Peek around corners.  If you hear a clanking noise,
    wait till it dies down, when go around the corner and blast the
    monster robot while it's walking away from you.  There are three
    in this section, keep your distance; you must blow these monsters
    completely away, i.e., don't let them lay about on the ground.
    Next, you step into a room on top of some stairs.  There is a
    door on the left, let's go through it.  There is a triangular
    dais in the middle and, near the entrance there is door A, next
    to it door B and, behind the sarcophagus, a secret door C.Pull
    the lever of door A and go through.  Go along the corridor.  You
    will see a door in the corridor in front of you - there are also
    a lot of guards and you should try to clear them before you do
    anything else.  Wait till the first passes by and go after it. 
    Go right around shooting all the guards around the corridor; if
    they get too close, run.  While going around you will see a blind
    alley in which there are two guards.  Kill them.  I don't know
    about you, but I'm beginning to suspect that those big pentagrams
    on the floor spew out monsters.  Dur...
    OK, you've done your best, go back to the door you saw from the
    passage.  Go in and search the boxes for ammo.  When you've done,
    pull the lever you'll see by the bars and be ready to open the
    door and run to the left and straight into the open door.  Turn
    to your left and shoot the nasty.  Run to the other end of the
    room and take the key on the wall.  Face the door and be prepared
    to shoot another guard.  Start picking up ammo from the boxes. 
    Save yet again.
    Go to the door and open it - DO NOT step out.  If you can see any
    guards wandering about and within range, shoot them.  Inch
    forward till you hear a message.  Oh, dear, I think we've upset
    them, now.  Back off immediately into the room.  There are some
    of those nasty robots out there, and the pentagram will no doubt
    spew out the odd guard.  Keep opening the door and shooting at
    whatever you can see, but on no account must you find yourself
    outside and locked out.  You should be able to destroy all three
    robots from the safety of the room.
    When you've done, leave and go back to the room with the
    triangular dais.  Let's go through door B.  Advance slowly till
    you see a room with a golden circle in the distance.  Save your
    game.  Press CapsLock to get into Run Mode, run in like mad and
    to your right, click on the circle with the hand near the
    pentagram, run to the other side of the room and click on the
    other two circles, then run to an short passage to the left of
    the pentagram section and press the last of the circles.  DO NOT
    pick a fight with the robots.  When you press the last circle,
    they'll collapse.  Blast them away.  You should be able to do all
    this without getting hurt.
    Now step up over the pentagram and click on the wall to read the
    message, then back off onto the pentagram and you'll be
    teleported to a hall with two huge statues.  Advance to the one
    you are facing, to the right of it and behind the columns, up
    against the wall.  Click on the statue and choose the option of
    speaking the words.  Turn to your left and, from the relative
    safety of the columns, shoot the two nasties which will turn up.
    Go through the newly opened passage.  Oo, it's dark in here. 
    Keep going till you come to a door which is missing something. 
    Go back to the hall with the statues.As you come out you'll
    notice two doors, to the right and left - ignore them for now and
    advance to the archway on the right.  Go through the door you'll
    find there.  To your left there is a portcullis which leads to
    the secret entrance C behind the sarcophagus in the room with the
    triangular dais, so ignore it for now.  Go instead through the
    door with the writing on it, go right in, turn around and shoot
    the guard which will appear.  Pick up the ammo.
    Come out of this room and go left along a corridor; enter a weird
    door.  Go up to the throne and read the messages to the left and
    right, then sit on it.  Watch.  This is something which must be
    Go out of this room and keep left.  Go through two doors to a
    store room, get the ammo; then go back to the hall, turn left and
    go through the door without a lock.  Oops!  I think that, at this
    point, a spot of healing potion wouldn't come amiss.  Turn right
    around and see if you can spot a potion by the door you just
    crashed through.  Now follow the corridor with great care:  there
    are three guards to slaughter, lurking inside the room.  When
    you've killed them, click on the portcullis three times to get
    it open.  Pick up the ammo and go upstairs:  you'll no doubt
    recognise where you are, so get back to the hall.
    Now is the time to go to the door with the keyhole and open it. 
    Go in and follow the corridor till you come to a large room.  Hug
    the right and, in the second room you'll come to, you will find
    an altar.  Click on it and watch the video.  Take the artefact. 
    When the clip is over, back off to the right and start blasting
    at the two horrors which will come at you.  A very handy weapon,
    this staff, it seems to replenish itself with ammo.  Walk back
    to the entrance, turn your back on the stairs and turn left to
    visit the other half of this complex.  You will have spied the
    pentagram on the floor and no doubt, like me, you'll smell a rat. 
    Change to run mode with CapsLock and run like the wind into the
    chamber you'll see at the other side of the bridge.  Turn around
    and start blasting.  Now pick up the potions and leave.
    At the hall, go through the door behind the statue which sunk
    through the floor.  As you enter, you get into another video.
    It doesn't matter which lines you choose.  Watch.  Oh, boy, are 
    we in trouble!  As soon as the clip is over, blast one of the 
    skeletons with the staff and run through the gap to deal with
    the other two.  You should get minimal damage, but get well 
    topped up with healing potions before you proceed.  
    Now you can go to the door with the missing something and click
    on the hollow.  You can go in.  Search carefully behind and
    around the tombs, either side of the corridor, till you come to
    the water (at least, I think it's water).
    Next, take one side of the water and then the other, searching
    still (there is a statuette to be found), but giving a wide berth
    to the altar at the top.  Save half way through so that you make
    no mistakes.  When you've searched all the nooks and crannies,
    go to the other end of the water, opposite the altar so that you
    are facing it square on.  Save.  Click on CapsLock and run (on
    water?) to the altar.  Watch the video:  then pick up the
    potions, hitch your trousers up and run out of this place,
    dodging skeletons, as fast as you can.  You'll probably have to
    zig-zag through.  You'll get the odd blow here and there, but
    that's better than staying behind and getting killed.  The
    skeletons seem to come back to life after you've shot them unless
    you blast them when they go down:  don't even bother.  There's
    just too many of them.
    Make your way back to the bookcase through which you came in. 
    You might meet a couple of bad guys on the way there, but by now
    you know how to handle them.  In the room with the statues, don't
    attempt to get up the stairs because you'll be locked it. 
    Instead, go through the archway to the right, open the portcullis
    to the left and go through the secret door C to the room with the
    triangular dais.  When you reach the room with the cave-in, find
    the square recess by the shields and click on it to get a secret
    door opened.  This will let you through.  When you reach the
    library, you'll meet Rebecca who then joins you.  Just watch the
    CHAPTER III:  Keeper of Time
    At the library, examine your inventory and discuss the
    sarcophagus.  Don't put the statuette you are carrying on one of
    the indentations - you are going to need it.  Go out of the door
    and look to your left, because a nasty is about to materialize. 
    Go downstairs, ready to come back up at a run.  As soon as you
    step on a certain part of the corridor, two nasties will pop up
    from nowhere, one of them behind you:  so dodge, run up the
    stairs and turn, backing off and shooting as you go.  When that's
    done, go down the stairs again.
    Now, a lot of doors will be unlocked and I don't suppose it
    matters in which order you visit them but, as is my custom unless
    a have good reason to do otherwise, I will hug the left wall. 
    So, the first room you come to contains a green dome.  The next
    one along is locked.  The next one is a bedroom:  go in, turn
    around and turn the light on with the switch.  Find a potion on
    the mantlepiece and move the chest.  Aha.  
    Come out of the door through which you came in and try the door
    which was locked before - it is now open.  Look around.  Right
    by the door, on the floor, you'll see a tile of a different
    colour to the rest.  Click on it and the other door will open. 
    Inside you'll find a map of the house which I couldn't figure
    out.  May be you can.
    Go back to the bedroom and cross it to exit through the opposite
    door.  Outside, click on the sword to open the door to the left. 
    Go upstairs and stop at the first landing - there is a door to
    your right.  This appears to be an armoury.  Find the ammo, look
    at the painting and pick up the scroll from the top of the
    bookcase.  If you don't get out quick, two skeletons will give
    you heck.  If they appear, don't forget to blast them to
    smithereens when they fall, otherwise they'll get up again.  OK,
    leave and continue up the stairs.
    In this room there is a circular stone, this apparently being the
    Tower Gate; and we are told we are not properly dressed, so let's
    leave for now.  Go all the way down the stairs and continue to
    hug the left wall.  Open the next door and you'll see some
    paintings.  Step smartly back, there is a nasty behind the door
    - tease him out and let it chase you, for a change.  Once you've
    killed it, go into the picture gallery.  At the other end you'll
    find a helmet.  Get it and use it to see a nice video.  Look at
    the map.  Go through the door to the left of the map and you'll
    be in the dark room in which the game started.  Right, I think
    we've covered this section.
    Now go to the lit room with the typewriter and take the door to
    the right.  In this room there is a scroll (I hope you are
    looking at each item as you get it).  Go through the next door
    to a room with a fire.  Look at the maps.  When the fire flares
    up, pick up the crystal inside it.  Open the door cautiously, you
    are about to be attacked by two nasties, so be ready to back off. 
    When you've killed them, go back to the room with the typewriter. 
    Take the door to your right and cross the corridor to the room
    with the green dome.  Click on it.
    Watch the video, ask for a key and accept the test.  At the end,
    go to the window and get the masks.  Click on the gem to get
    back.  Watch.
    CHAPTER IV:  Tales from the Tower
    Well, I guess we'd better get ourselves to the Tower Gate, so out
    of this room, turn left, through the door, through the opposite
    door, to the left and up the stairs.  In the Tower Gate room,
    stand on the stone and use the masks.  Watch.
    You meet Raphael, the guardian of the Tower, who gives you a long
    schpiel.  I don't know about you, but I haven't understood one
    word anyone has said so far.  Still, who cares, I'm having fun,
    aren't you?  
    Right, when he has done, follow the path and branch either left
    or right, it doesn't matter.  Have a look around.  If you click
    on the stones with glowing runes on them, you get healed - use
    them only if you need to.  You'll be coming back here. 
    Eventually you'll go through a shimmering gate and wind up on
    another stone.
    You will find yourself on a courtyard, where statues whisper
    words I couldn't quite make out.  I hope they weren't rude.  I
    mean to say.  You will see three doors, one is boarded up.  The
    one next to it contains nothing (as far as I could see, and it
    was pitch dark) but a nasty.  Take my advice and leave it alone;
    nothing worse than fighting what you cannot see.  The next door
    along was locked.  So I had a search around and I found the key
    in the round pond.  Unlock the door, go on in and pick up the
    scroll.  This upsets someone and a lot of nasties appear.  No
    sweat.  Shoot them through the window or stand at the open door,
    press End to tilt down and just keep blasting at them till they
    are all dead.  No need to step out and get yourself hurt.  When
    the coast is clear, go back to the stone and use the masks. 
    CHAPTER V:  The Offering
    >From where you are, keep going left:  you'll eventually come to
    a mantel stone with the rune for Heled/Earth (as well as the camp
    fire).  Stand on it - as you step off, a circle with a hand
    appears on the wall (press it) and the green runes explode. Go
    through the door, left, and downstairs.  (Don't bother with the
    stairs to the right, they are blocked).  Note the circle on the
    wall and the pentagram on the floor.  Standing on the stairs,
    shoot at the circle.  See?  A pillar raises from the floor.  When
    it comes down, go through the door to the left.  Advance the
    length of this hall, stand on the square recess and turn around. 
    Wait a few seconds and two nasties will drop from above.  Kill
    them and then tilt forward with PgDown and click on the circle
    to put the statuette on it.  The pillar will raise - take the
    key.  When it goes down again, retrieve the statuette and go
    through the door.  You could go up the stairs, but there is
    nothing there.  
    Outside the door, keep on till you see two torn doors.  As you
    go through the archway, you'll hear a noise and three huge demons
    with axes will appear.  Turn around and run to the stairs.  You
    have to lure them, one by one (there are three of them) on to the
    pentagram and then shoot the circle, whereupon they get squashed. 
    Most satisfying.  Just run forward till you see them and then
    double back - they should follow you.  When you've crushed all
    three, go on through the archway and you will see two doors, one
    of which you cannot reach because of the crates.  Open the other
    one, turn around, switch the light on, turn around and pull the
    lever.  Face the door.
    Are you ready?  Open the door and run to the stairs, there is
    another demon after you.  Dispose of it the usual way.  Now you
    can go back and work your way around the crates to the now
    accessible door.  Go right and through the other door and get the
    goodies.  As you come out, you get attacked again.  Go down the
    stairs to the right, in front of you.  Follow corridor till you
    come into a cavern.  Keep right and you'll meet a Spirit.  Watch. 
    Continue to keep right and you'll find a passage.  You will come
    out at the caves.
    Now, this is a rather difficult section because it is so very
    dark and you don't have a compass.  Examine the map of the caves
    and see if that will do you any good.  Personally, I kept to the
    right and hoped for the best.  You'll be continually beset by
    those flying horrors.  Basically, what you need to do is to find
    a red crystal and a red daemon to the East.  There is also an
    altar and, behind it, a teleporter.  Also some goodies.  But this
    is not essential.  Nevertheless, feel free to explore as you
    As I said, I cannot give you exact directions because I couldn't
    see where I was going, but keeping to the right got me to the red
    crystal and eventually, to the red demon.   Click on it, watch
    the video and use the red crystal.  This takes you to the next
    CHAPTER VI:  Journal of Evil
    As you walk straight on and a slab drops and uncovers some
    stairs, be careful:  there are two extra-nasty beasties - try to
    shoot them from the stairs and dodge the green spells they throw
    at you.  When you've killed them, advance and you'll see moving
    platforms.  Press End so that you are looking down, and work your
    way across.  When you get to the other end, turn left and up the
    stairs.  Go through the door.  Don't forget to investigate all
    open crates:  throughout this section, look for the switches to
    turn the light on.
    Keeping left, go through the first door to a room with suits of
    armour.  Look around:  there is a potion on top of the bookcase. 
    Enter the next door.  It's a bedroom.  Underneath the bed is an
    important staff.  Look inside the chest and get the potions and
    check out the wardrobe - there is a locked locker in it.  If you
    go through the next door you'll see a mantel stone which isn't
    Go along to the next door and pause.  If you hear a swishing
    noise close by, stay put till it dies away.  Then, open the door,
    turn right and kill the monster:  a gun won't probably do it. 
    However, the staff you've just picked up does not replenish
    itself, so you should keep, if you can, it for really awkward
    occasions - preferably, to the very end of the game.  Afterwards,
    switch to the gun and look inside the crate.  Turn around and go
    up the stairs.
    In the next room there are lots of gorillas (or at least, they
    look like gorillas).  You will have to entice them one by one
    down the stairs while you shoot them.  There is quite a lot of
    them, so keep going up into the room and down the stairs.  When
    you've killed them all, stay in the room with the flickering
    lights.  Open the door and turn left, till you get to a corridor,
    then right to face one of those swishing monsters - blast him as
    you back up into the corridor.
    Actually, this is a dead end, but it should have been useful to
    destroy the creature.  Go back to the door ant go right look
    around and you will see a gap in the balustrade.  If you look
    closely, you will see a switch on the wall by this gap:  turn the
    light on and go up a short flight of stairs into an observatory. 
    Look around and take everything on the table.  Go back to the
    In the bedroom, examine everything you've just taken.  You'll
    find a key inside the Journal (read it).  Use it on the locker
    to get the last statuette.  Go out and through the opposite door,
    and find the door with the hole through which you entered this
    section.  Go down the stairs and turn left.  Be ready for another
    one of those gorillas.  When you've killed it, advance to the lit
    square and click on the breastplate.  Watch.  At the end of the
    video, be prepared to move quickly and deal with a couple of
    nasties.  In the lit recess you'll find a couple of potions. 
    Continue along the left and you'll come to a small wooden door. 
    Enter and look to your left:  you'll see a silhouette of the
    staff. Click on it and the stone will raise.  Step on it and we
    are through to the library.
    CHAPTER VII:  Beyond the Gate
    Place the two statuettes in the remaining indentations and the
    sarcophagus will open.  Go down the ladder and along the corridor
    till you come to a gigantic clock.  Look at the walls around it. 
    Find the double stairs and go up.  Use the End key to look down
    and see the controls for the clock hands.  Click on them till you
    set them to six o'clock (as you saw in the Library).  Now press
    Home and click on the circle with the hand on the wall.  This
    will open the door at the other end of the hall.
    Equip the shield and go through:  go up the stairs and follow the
    corridor till you get to a place where you can hear water.  Equip
    a gun, go left, shoot the two headed creature and get the
    chalice.  Click on the waterspout to fill it.  Leave and turn
    left.  Go along here and down the stairs till you stop on the
    circular mosaic.  Watch.
    Turn left and advance to the door.  Throw the chalice of water
    (it should be equipped, like a weapon) at the door and it will
    open.  Get the dagger.  Watch.  With the dagger equipped, go back
    to the mosaic.  Watch.  
    CHAPTER VIII:  The Mark of the Beast
    At the end of the video turn left (the other room contains
    nothing, so don't bother) and go to the archway.  Look at the
    lock.  Turn around and go back to the stairs.
    There is a reception committee waiting for you, so don't go all
    the way up the stairs.  Leave about three rungs between you and
    the monsters.  Equip the self-charging staff (blue skulls) and
    watch the creatures.  Every time they turn around away from you,
    go up the stairs and shoot, then quickly go down again.  The
    spells they hurl at you cannot hurt you this way.  First kill the
    bloke in black (a James Bond look-alike - you'll be meeting more
    like him, and they get deadlier).  The green demon is tougher;
    but keep going up and down till you destroy it.  When they are
    dead, continue along the corridor till you come to the square
    block, go along one of the sides and another creature will
    materialize, shoot it, taking cover behind the block if you need
    to.  Descend cautiously to the clock room and entice the green
    demons you will see there up the stairs.  You can play hide and
    seek behind the block - keep running around it, shooting, and
    back again.  Run around the block till you destroy the creature. 
    Do it all once more to destroy the other.
    Now go back to the library; be prepared to meet another one of
    those blokes in black, but he won't be a problem:  just dodge
    side to side while shooting at him.
    Once there, save before you leave the library by the door.  As
    you turn right and get to the end of the corridor, there will be
    two monsters waiting from you, one coming from upstairs, the
    other coming from downstairs.  Hug the right wall and deal first
    with the one from downstairs.  Draw him into the corridor,
    shooting as you go, then ran past him, down the stairs and along
    the corridor shooting.  If necessary, run around him again and
    keep moving and shooting along the corridor.  You don't need to
    get the guy upstairs but, if you want to, use the same tactics
    of hit and run.
    Go into the room with the typewriter and, from there, to the
    hall.  Be careful, there will be one of those blokes in black
    soon.  Step into the hall, the rune will explode and the creature
    will appear.  Dodge behind the suit of armour on your right and
    shoot till he's dead.
    Open the door by the light switch (there is a card to pick up as
    well, before you go through).  You have a new section to explore,
    and the whole thing is as confusing as ever.  Consult your house
    map, see if that helps you.  Not only there are many doors, going
    in all directions:  but since you have to run the gauntlet of
    endless monsters, and that means you have to run around so that
    they can't lay their mits on you, you often lose your sense of
    direction.  Again, most rooms are so alike, you don't know
    whether you've been to them or not!
    The most important thing here is to get a statuette.  So, from
    the first door, keep left and open the first one you come to. 
    Inside you'll see a pentagram surrounded by candles.  Start
    lighting them and a monster will appear.  Do your stuff and kill
    him.  Finish lighting the candles.  Watch.  A REAL nasty appears
    - don't let him catch you.  Keep going round the room shooting
    at him.  When he is dead, pick up the statuette.  Go through the
    next door and up some stairs and open the locker.  Inside, some
    ammo and a potion.  Leave through the other door.  Keep going
    left and opening doors.  In some stairs going down and blocked
    there is another cupboard with goodies in it.
    You will come to the dinning hall.  Jump on the table (press A)
    and get the potions.  Leave through the other door.  If going
    through a door takes you to a place you've been already, go back
    and take the next door to the left.
    You should find your way outdoors.  Going down some stairs,
    you'll see others going up in front of you.  Before you go up
    them, search the courtyard for a potion.  Also, figure out which
    is the nearest place in which you can take refuge because you are
    going to leave in a hurry.  Then, go up the stairs, open the
    door, and kill the beast from the doorway.  Go in, walk around
    to a niche opposite the door, grab the blunderbuss you'll see
    there and start running out of this room and find your way to the
    nearest door:  the courtyard will be heaving with monsters.  You
    can deal with all the baddies shooting at them through the
    windows or from the door you've chosen.
    OK, when you are sure you've explored all this section, find the
    door with the panel beside it for which you need the statuette. 
    Click on the indentation to open the door.  Walk in and wait till
    the monologue is over.  
    CHAPTER IX:  By The Seven Be Bound
    Turn quickly to the door and turn the light on, then run up and
    down shooting at the monster which will have materialized.  Don't
    attempt to do it in the dark, he'll get you for sure.  Pick up
    everything you can lay your hands on and examine it.
    Turn to the door, open it and, without leaving the room, shoot
    the monsters in the corridor.  Then go out, retrieve the
    statuette and take the door to your right.  In the courtyard, go
    to the mantel stone for another video clip.
    Go through the only door available and keep right till you come
    to a door for which you also need the statuette.  Go in and take
    the door to the left.  This is a maze, and the only advice I can
    give you is follow the corridors in which there are a lot of
    squishy rats.  Ugh.  This will take you to a room with a pool in
    it.  Go around it and enter a double door - ignore the two doors
    either side, there is nothing in them.  As you advance into this
    room, you get another video clip.
    CHAPTER X:  The Key of Tears
    At the end of the video, pick up a green crystal.  Go behind the
    altar, look at the painting, turn around and pull the lever to
    go through the doors to the right.
    In, stand on the stone and use the mask.  When you get to the
    other side, don't hang around.  Go quickly through the shimmering
    gate.  Once inside you'll be reasonably safe - there are very
    wicked flying dragons out there.  The best thing to use on them
    is a magic weapon.  Consult the map for the Tower and figure out
    where you are.  You should recognise quite easily where you
    started from (if in doubt, take a quick peek outside).  Check the
    symbol for the Raquia gate and figure out how to get there. 
    Consult your map every time you reach a shimmering gate to make
    sure you are on the right tack.  If in your travels you find
    there is a beast where you want to go, shoot it from afar.
    Eventually, you will make it to the stone and you'll reach your
    destination.  Ah, it's nice to be outdoors, breathe that fresh
    air, listen to the birds singing... and keep a sharp look out for
    the odd monster.  Mainly, you are heading for the tower.  Head
    away from the stone, over the bridge and take any road you like,
    try right:  when you run out of road, go through the gaps in the
    hedges.  After a good wander around, you'll eventually hit the
    stairs to the tower.  But first, you have to deal with the maze. 
    As you enter it, you'll get a video clip.  Next, consult the map
    of the maze and see where everything is.  
    First, the earplugs.  They are just by the side of the pool. 
    Then the jewelled haunch.  There is a switch behind the bench
    which lowers the block and allows you to grab the meat.  Go on
    to get the pipes.  You have to jump on the two blocks - try it
    in Running Mode (CapsLock):  missing will set you back some
    health points.  Finally, the ring.  You have to be very patient
    and get onto the floating platforms.  Falling off you cost you
    a lot of health points if not all.  So get out of Running Mode,
    press End to look down, and wait patiently till you get the
    chance of stepping on the slabs.  Once you've got the ring, come
    back the same way.
    Now it's just a matter of leaving this spot and keeping left to
    get to the tower.  Before you enter, examine all the items.  Once
    in, use the haunch on the beast.  Click on the portcullis to get
    in.  I suppose there are other ways to get to the beginning of
    the puzzles, but I just hugged the left wall and eventually I got
    to a room with lots of stairs and moving platforms.  
    The trick here is to get to the other room without making the
    bell ring.  Since you are allowed to touch the floor once, we
    might as well make the most of it.  Go down the stairs to the
    left, walk more or less along the left wall till you see some
    stairs going up.  Climb up and jump across to a slab, turn right
    and jump onto the sliding platform; when it gets to the other
    side jump onto the up and down block and walk to the end of it. 
    Turn left and jump on the moving platform.  Turn left and, when
    the platform hits the wall, jump on the next block.  Walk along
    here to the end (ignore the lever), turn left and jump onto the
    next moving platform.  Turn right and, when you get there, jump
    into the corridor.
    Go through the door and have a look at the centre block and the
    indentation below it.  We are going to open all the doors,
    starting from the first on the left; however, do not step inside
    just like that, first have a look.  Some are not safe.  By the
    way, you want to stand well back, otherwise the doors don't have
    room to fly open. 
    Right.  At the first door, with the musical notes on it, play the
    pipes.  Go in and get the oil and the spectacles.  Move on to the
    next door with a face on it.  For this you need a password, which
    you don't yet have.  Move on to the next door.  Look at the
    statue before you go in and wear the earplugs, i.e., "use" them. 
    Go in and take the key from the belt of the statue.  
    Go to the next door and open it.  Look at the floor:  it is ice,
    best not venture on it yet.
    The next door is a library.  You automatically use the oil on the
    hinges, so that the door doesn't make a noise on opening.  Use
    the spectacles and you see some rays.  Jump the two between you
    and the desk, pick up the scroll, turn around and jump twice
    again to reach the door.  Have a look at the scroll.
    Go on to the next door.  This is a chapel.  Advance to the window
    and pick up all the gems (you'll have to use Home to get the red
    one).  Now use End to look at the pentagram below.  All you do
    is click on a gem and then on the proper point.  R is red, O is
    orange, Y is yellow, G is green, I is dark blue, B is light blue
    and V is violet.  At the end you get a key.
    Next door.  Look at the floor - something peculiar about it. 
    Best not try it yet.  Go to the door with the face and say
    Spirit.  Go in and pick up the warm potion from the fire (don't
    get too close or you'll get burned).  Take it to the room with
    the ice and use it on the floor.  Go in and pick up the armlet. 
    Then go to the room with the funny floor, use the armlet and go
    in.  Open the other door, go in and open the locker (I guess with
    the rainbow key) and get the potion and the gem.
    Go and place the gem in the indentation; when the block comes
    down, stand on it; when it goes up, walk along the glass platform
    to the corridor in front.
    Open the door and have a good look.  You have to pick your way
    to the opposite corner to the left without the gems exploding. 
    Crouch (press Z) so that you can see the gems in your path.  You
    must steer a course where you see no gems to your left or right
    (nor, of course, in front of you!).  If you see even a glimpse
    of a gem either side of you, move slightly till you have a clear
    space in front.  First advance towards the opposite corner to the
    right, then go along the wall for a bit, then turn left and
    advance diagonally, then turn right and advance to the gem in the
    corner.  Pick it up an use it on the ring.  Turn around and wait
    till the gems disappear.  Now go to the double doors on the left
    and go in.  Stand on the pedestal and use the ring. Watch.
    CHAPTER XI:  Captive Angel
    Now, the good news is that you have to go all the way back to the
    mosaic circle and the lock.  The bad news is that your path will
    be heaving with monsters.  How are you off for healing potions?
    Leave this room.  When you get to the bell room, see if you can
    get away with dropping onto the floor and walking up the stairs
    on the other side.  Find your way out of the Tower.
    At the maze, use the map and work your way out.  Before you
    actually leave it, change to Run Mode and run, dodging, all the
    way to the mantel stone.  When you get to the Tower, press End
    to see where you are going and make it to the first shimmering
    gates.  Consult the map and work out your route to the Earth
    stone.  Keep going and mind out for those flying dragons.  From
    the stone, you'll get to the other one.
    When you come out in the altar room, inch slowly to the stairs
    down (use End).  Stop at the very first and crouch.  Hit the
    James Bond first and, if you don't want to spend half an hour
    shooting at the demon with the axe, run out of this room.
    Now follow the crunchy ratty road but listen carefully - there
    are lots of those scissory monsters around.  You should be able
    to pick them off by getting behind them as they move away and
    then backing off into other corridors.  Don't get cornered.
    Once you've found your way out and back into the house, you
    should recognize the way to the library.  Go down the sarcophagus
    and all the way to the lock.  As you advance to it, you get a
    video and the chance to converse with the guy you've just freed. 
    Talk about everything - Rebecca will remember if you need to
    recall it.
    CHAPTER XII:  St. Michael's
    Wot, Marks and Spencers?  Here?  
    Go along the stairs and step on the stone.  Save immediately you
    arrive, because you are going to be attacked; turn to the left
    and run like mad to a double door which has a red rune on it. 
    As you approach it blasts.  Get in quick, and shut the door. 
    Turn to face it.  To the right, open a little cupboard and get
    a magical torch.  Look down and click on the mat to get a wand.
    Now, to save myself the trouble of repeating it till you are sick
    of it, you must carry the torch in your hand at all times (i.e,
    if you pick something else up, look at it, and then equip the
    torch once more).  Every time you see a red or green rune, stand
    well away from it and fire with the wand to dispel it and make
    a door available.  Got it?  I will warn you when to equip a
    weapon.  So, try the door to the right.  It's locked, so try the
    one on the left instead.  This leads to a kitchen.  In the
    fridge, there is a key.  You can go out by the door to the left
    of the fridge.  Move towards the foot of the stairs, turn around
    and blast the runes away.  Go to through the door to the left. 
    Clicking on the remote control on the table, the TV starts.  Look
    at it.  Have a look around, observing the locked door, and leave.
    Go through the door opposite.  At the end of a short corridor
    there is another door.  Equip a weapon.  Go through, turn to your
    left and turn the light on.  Go down to the landing and, as soon
    as you hear a roar, turn around and go back up through the door. 
    Come back, creep down to the landing and, with a bit of luck, you
    should be able to pick off two of the monsters.  Go down the
    stairs and deal with the third, dodging and running around. 
    Ignore the monster behind bars, only don't get too close.  Look
    around and note the ornate door - a candle opposite it can be
    lit.  Blast the rune and go through to the laboratory.  Here
    you'll find a healing potion and an ornate key (on the floor, by
    the door). Leave and use the key on the ornate door.  Go through
    and have a look.  Make sure you're holding the right equipment
    (wand and torch).
    Go all the way to the front door and start up the stairs.  Go for
    the door to the left.  Inside, you'll find a wardrobe.  Open it,
    stand back and blast.  Go inside and slide the panel.  You'll
    find a cupboard that opens in front of you.  Blast the rune you
    can see, switch the light on.  The other cupboard is locked. 
    Go to the next door on the left.  Do the necessaries and go
    through to a bathroom.  Switch the light on.  Before you unlock
    the other door with the key from the fridge, equip a weapon. 
    Open the door, turn to your left to turn the switch on and step
    into the room.  As soon as the three nasties appear run out of
    the door and close it.  Let them simmer down for a bit and then
    open the door and pick them off.  If they come too close, shut
    the door.  When you've killed them, go in and get a key from the
    bedside table.  Go back to the wardrobe and unlock the little
    cupboard.  Get the key.
    Now you could go to the front door and unlock the locked door. 
    Don't.  Instead, go round through the TV room and in through
    there, otherwise you get sandwiched between two nasties.  From
    the TV room door, you can kill them at your leisure; as ever, if
    they come too close, shut the door.  When you've killed them, go
    in and take the three books from the bookcase.  The brown one
    will explode in your hand and fall on the floor.  Press PgDown
    to see and pick it up.  When you examine it, you'll see it
    contains a key.  Examine the other two books.
    Go to the front door.  Equip a weapon.  I'm telling you, it is
    positively chock-a-block full of monsters out there.  Open the
    double doors and shut one of them, then shoot at whatever you can
    see.  Shut the other door.  If you have a magic weapon, wait till
    it recharges.  Keep doing this till you've cleared the
    opposition.  Unfortunately, when the noise has died down and you
    know you've killed them all, you've only got to step out of the
    house for some more to materialize.  Get back in and do it again. 
    This time it will be safe to go on to the church.  Well,
    relatively safe. Weapon at the ready, step in and step smartly
    back again - a monster will drop from above.  Keep retreating and
    shooting.  When you've killed the beast, examine the floor where
    he exploded and get the coin.
    Go back into the church, put the coin in the collection box and
    the door will open.  Go right in and examine the window behind
    the altar.  Watch - you end up with two feathers.  Walk around
    the pulpit and get the notebook.  Read it.
    Try the door of the chapel and it will be locked.  Go back to the
    church door and turn right.  Go in through that door.  Pick up
    the tiara in the first stage and go on up to pick up a key in the
    next stage.  Go back to the chapel and unlock the door.  Make
    sure you have a weapon ready.  Go in and have a look around. 
    Note the painting to your left.  Examine the statue, put a red
    feather in the slot and then the tiara on the statue.  Two
    monsters pop up - you know what to do.  Get out and keep opening
    the door and shutting it and shooting at them till you kill them. 
    Go back in, take the red feather and put the green feather in its
    stead.  The painting will open.  Go in and get the helm.  Watch.
    CHAPTER XIII:  Sword of the Dragon
    Take the two potions from inside the painting.  Go to the mantel
    When you get to the Tower, examine the map to know how to get to
    your next destination.  Remember to watch out for those flying
    dragons - only magic weapons seem to do the trick.  When you get
    to Aqura, go along the path and find a door to the central
    complex.  Wander around here:  you are looking for a circular
    dais with a red motif.  Step on that to get to another level.
    Examine the fountain.  Note the four shimmering doors.  Look at
    the floor and you'll see two small circular plaques, one with an
    eye, the other with a chalice.  Click on the one with an eye and
    you'll pop up in an room with stairs going up and down.  The idea
    is to climb as high as you can and spot the magnifying glass. 
    Take it and find the small round plaque (climb up and down stairs
    till you do) and click on it to get back to the fountain.  Do the
    same with other circular plaque to get the chalice.
    Once back at the fountain use the chalice filled with water as
    a weapon to open all four doors (refill the chalice by clicking
    on the water).  With all the doors open, go around collecting all
    the items available.  Use the magnifying glass on closed panels
    to reveal words.  Then combine the items by using one on the
    other, thus:  cylinder + flint, pestle + mortar, red powder +
    black powder.  The fan you cannot combine with anything.  The
    panel without words can be opened to produce a scroll - look at
    it, it says BURN.  Go to the panel which says BURN and combine
    the scroll with the cylinder + flint.  Open the panel to get some
    tinder, combine it with the cylinder + flint to get fire.  Open
    the panel which says GRIND and get the hookah.  To open the panel
    which says BONG, combine the snow and the cylinder + flint.  You
    get amber:  combine it with the pestle + mortar to get incense. 
    I hope I got all that right!
    Now go to the fountain and place the fan on the panel with the
    cloud, the burning tinder on the panel with the flame, the
    incense on the panel with the yellow square and the snow on the
    panel with the double wave.  Rebecca will then tell you to
    combine the offerings.  Combine the snow + hookah, add the
    incense to it, then the fire, and then the fan.  Click on the
    water.  Watch.  You get the Dragon Sword.
    CHAPTER XIV:  Vengeful Souls
    Find the circular dais with the white motif to get back to the
    first area.  Go back to the mantel stone.
    Back at the Tower, consult your map and go to the Haled/Earth
    stone.  On the way, mind out for flying dragons.  I found myself
    going on a road crossing over another - three of those exploding
    creatures were wandering up and down below, so I killed them at
    my leisure and then got myself over there and picked up the
    healing potions they dropped.  You might like to go around
    killing some more for more potions - always, of course, from a
    safe distance.
    When you get to the stone and step on it, you get another video
    clip.  Just watch.
    Nothing much you can do at the moment, so just watch the next
    CHAPTER XV:  Where the Dead Lie
    When you are in charge, take the notices and read them.  Leave
    and have a look at the cells next to yours.  The first one
    contains nothing, but the second one has a nice little cache of
    goodies plus a map.  Continue and go up the stairs.  Before you
    open the next door, be ready for action.  Open it, step into the
    room and, when the 007 types appear, get out quick and fight from
    the safety of the door, closing it whenever they come too close. 
    You might have to nip in and entice them towards you.
    At the end, go through the room and open the door.  As soon as
    you step out of the garden, hundreds of the blokes in black will
    appear.  This is getting tedious.  You can do two things:  run
    around like a headless chicken and get killed every five minutes,
    or find shelter and dispose of them one by one.  I rushed out and
    looked for somewhere to get into and couldn't find any place
    (especially since everyone was shooting at me like there was not
    tomorrow and I couldn't linger), so I opted to get back behind
    the doors and try the old trick.  It took aaages.
    However, it was worth while.  At the end, go straight for a gate
    - you'll come to a door with a rune which cannot be opened.  Turn
    to the right, advance, and you'll see three lots of fire.  Click
    on them to use the journal on them and then shoot at them to
    close the walls.  Go through the door which will open (it seemed
    the only one that did), also to the right of the fires.  Follow
    along here.
    CHAPTER XVI:  The Gate
    Continue along a tunnel but, before you leave it, try and shoot
    as many of the monsters outside without getting hurt.  If things
    get too hot, it's CapsLock time and run in a straight line till
    you get into the maze.  Consult the Graveyard Maze map and do
    your best to get to the middle without being slaughtered.  You
    know the tactics - hide and hit, hit and run, or just plain run.
    When you get to the centre, stand on the mantel stone and use the
    mask.  Turn right around and be prepared for one of those flying
    dragons.  Consult your map and figure out where you are and how
    to get to the Shaol mantel stone.  Along the way, you will meet
    many of those exploding monsters which, since they drop healing
    potions, are well-worth killing, specially from a distance.  A
    bunch of them came at me on the path, so I retreated into the
    shimmering gate, which they could not enter:  I waited till they
    turned their back on me, nipped out and shot them.  I collected
    a nice lot of potions like that.  At any rate, continue to the
    stone, which will not work.  Go on, till you come to a gap. 
    Shoot the creature on the other side then leap, and go and enter
    another shimmering gate:  inside, the sword and the shrive.  Now
    you've got them, you can go back to the mantel stone and this
    time it will work.
    When you get to the other side, go through the gate and talk to
    the guardian.  Because there is only one green crystal, you are
    on your own when you enter the gate.  You turn up on top of a
    shelf.  You have to get down from there, braving a Speedy
    Gonzalez monster (there are plenty of others).  A fully charged
    dagger seems to kill them off, but run backwards from them while
    you are shooting, and don't let them touch you.  Listen for them
    and be prepared.
    At any rate, go around the perimeter of this chamber.  You will
    find four sets of double openings and some brains on the ground. 
    You will also come to a machine.  It seems you have to feed it
    16 brains before you can escape from here.  Look behind the
    machine to get another brain.  And now it's a question of going
    into each opening and searching for the brains.  I tried to map
    the place and I gave up; may be you are more patient or have the
    time.  Just be thorough.  In the circular chambers where there
    is a heart, you'll find more brains down below.  When I collected
    15 brains, I simply could not find the 16th.  Then I noticed
    that, when you clicked on the hearts so that they descended, a
    new brain appeared below.
    This, however, could have been a bug.  As a matter of fact, my
    game kept crashing in this particular section - in a one-hour
    session, it crashed 11 times!
    When you've fed the machine all 16 brains, the round platform
    will come down and then you can leave through the archway. 
    You'll be in another scenario talking to another you on the
    throne.  Turn around and click on the red pillar and talk to the
    guy.  Watch.
    The good news is that all you have to do here is destroy 16
    mirrors.  The bad news is that, out of each, comes a pretty
    unbeatable monster.  Soon, I was surrounded by them and I could
    not destroy them even through I tried every weapon on them.  So,
    here is the answer:  before you move from the red pillar, equip
    a reliable weapon (i.e., that will shoot quickly without you
    having to wait for it to recharge, such as the shotgun), move up
    the stairs to your left or right (without falling in), take the
    second corridor and start shooting mirrors, without pausing.  The
    bad guys seem to disappear.  There are 12 mirrors in the inner
    corridor and, from the throne, you can advance to enter into the
    chamber opposite and shoot another four.  The one in the centre
    has another mirror at the back.  Again, move quickly so that the
    baddies don't get at you.  At the end, go back to the throne,
    which will come down, letting you through.  Watch.
    CHAPTER XVII:  Father of Lies
    Go back under the arch.  A lot of puzzles to solve here.  Step
    up to the circle on the wall, click on it, and a wall will slide
    behind you, to your left.  Throughout this section, save before
    you attempt a puzzle; try various things till you get it right,
    then reload and do it correctly.  It will help to press End so
    that you see where you are going.  Don't use F9 and F10 to save
    and reload half way through a puzzle, or the whole thing will
    reset and leave you high and dry.
    You might prefer not to look at the solutions, so shut your
    Checkerboard:  Stand on the third square from the left (brown),
    and assuming that North is in front of you, go N 3 times, W 2
    times, N 2 times and E 3 times.  Enter and press the hand.  Turn
    around and go to the edge.  With N behind you now, advance S x
    2, E x 2, S x 3, W x 1, N x 1, W x 1, S x 1, W x 2, S x 1.  OK,
    go to the next niche on your left.
    The stepping stones:  You have to get across the room by walking
    over the stepping stones, which can be moved with the controls
    on the wall to the right.  First try using them to see how the
    blocks move.  Then, facing, as it were, North, imagine that you
    have 7 spaces going down, which we will call them, N to S, 1 to
    7; and then 4 spaces going across, which we will call, W to E,
    A to D.  You need to place blocks in the following spaces:  7A,
    6B, 5C, 4B, 3C, 2C, 1B.  Then, pressing End to see what you are
    doing, walk transversally on the blocks and get into the
    corridor.  Press the hand in the circle and return the way you
    Shooting mirrors:  You'll find yourself in a room in which, if
    you step on the red spots, you get a fireball where it hurts. 
    What you have to do here is to smash four mirrors without getting
    fried.  You can jump over the red spots ahead or diagonally, or
    you can walk around them diagonally, though this is more
    difficult.  If you imagine that the room ahead of you is divided
    in squares, 7 x 5, and that ahead of you is North, draw yourself
    a little graph whereby from N to S the 7 squares are 1 to 7, and
    from West to East, A, B, C, D and E.  From outside, jump
    diagonally to square 7B, then to 6C and then ahead to 4C.  If you
    turn to your left you'll see a mirror coming backwards and
    forwards.  Wait till it moves forwards and shoot it.  Next, jump
    to 3D, 2E and 1D and shoot the mirror; now to 2E, 4E, 6E and 7D;
    shoot the mirror.  Finally, 6C, 4C, 2C and shoot the mirror.  It
    is Ok now to walk about on all squares, so go to 1A and go
    through to the corridor.  Jump on the pedestal.  Walk to 7E to
    find the exit.  Still keeping left, go on to the next
    Big guns:  What you have to do here is to clear a path for the
    lower and upper guns so that they can shoot out more mirrors. 
    Go behind the panel with the levers and the button and face the
    blocks.  Supposing the levers were numbered 1 to 7, from left to
    right, pull 2, 3, 7 and 5; then press the button and the gun will
    shoot the mirror.  Press the button again.  Now you've got to
    clear a path for the upper gun.  Pull 2, 6, 5.  Press the button
    twice.  Next puzzle.
    The gems:  This is easy-peasy.  Advance to the contraption and
    click about 30 times on it's right side to turn it.  Fire (press
    on the centre) to reveal some gems.  Now click on the left side
    to turn it to the first gem and shoot it.  Shoot all the gems and
    you can leave.
    The maze:  You'll find a crystal maze which you must enter.  Look
    at all the circles with the hands.  Press on the top right hand
    side one and on the bottom left hand side one.  Now walk into the
    maze and press the other circle with the hand you'll see on a
    The floating balls:  You have to break a mirror by bouncing a
    shot from ball to ball.  You will see some dials in front of you. 
    Taking the red point at the top as 1 and going around clockwise,
    set the dials as follows:  first row, 1, 1, 5, 1; second row, 3,
    6, 1, 8; third row, 1, 8, 8, 7.  This should do the trick.  Time
    to move on.
    The kaleidoscope:  Apply your right shoulder to the wall and
    follow it.  If you come across a mirror, keep your right shoulder
    on it and continue.  Eventually you'll come to a circle with a
    hand.  Press it, apply your left shoulder to the wall and go out
    the way you came in.
    As you come out to the circle on the wall, this is the last
    puzzle;  move on to the next niche, from where you started the
    first puzzle.  Face the circle, click on it until it goes dark. 
    Turn around and face the entrance.  This I will call 1.  Turn
    left and go on to the next circle - 2.  Now, counting circles and
    going left, click on circle 4 and, finally, on circle 8. 
    However, before you click on that one, have a look at and the
    corridor leading to the kaleidoscope puzzle: you are going to
    have to retreat here in a hurry.  So, click at the circle and
    you'll hear an irritating laugh.  Look at the arch in the centre,
    just long enough to see what's coming and retreat into the
    corridor in such a way that a narrow slit allows you to shoot a
    the guy whereas he can't get at you.  When you've killed him,
    click on his body to get a parchment.  You can now go through the
    You've had it very easy so far, and it's about time the game got
    a little tougher.  Before you go through the arch, equip your
    most effective weapon.  I would advise you to save and have a
    trial run, just so that you know what is there.  When you are
    through the arch, don't hang about.  Pick up the potion behind
    you, run over the bridge and enter the castle - there are a
    couple of potions along the left wall.  I think you are going to
    need them.  Run towards the centre and find the green stone.  As
    you move to the right to get to the path leading to it, you'll
    see Rebecca.  Be nice.  Watch.
    Get immediately behind the tallest stone for some shelter -
    although you are mainly fighting the guy with the sword, watch
    your back.  Basically, if you position yourself correctly behind
    the stone, his balls of fire will not affect you, whereas you can
    fire Aelf's dagger at him and wait for it to recharge in comfort.
    Once you've killed him, retrieve the shrive and the sword and
    then go and visit the Keep near by, where you'll find a familiar
    scene and also a healing potion.  Go back to the green stone and
    click on it.
    CHAPTER XVIII:  Threads
    Don't panic!  Don't panic!  
    Pick up the potions, on the floor and on the shelf of the window,
    and enter the cave.  Hug the right wall.  There is no way you are
    going to escape the hordes of monsters who are going to assail
    you, so pick convenient spots to kill them with a minimum of
    damage to yourself.  I lost count of the number I had to kill and
    of the healing potions I needed.
    When you come out of the cave, still hugging the right wall,
    cross the river and follow the wooden path (don't fall off) and
    then cross the bridge.  Here, behind the stone wall, is another
    good spot to do some more killing.  Then, go around with wall and
    to your right.  Follow the path along the rock wall (retreat and
    kill the monsters, if you need to; but don't get caught in the
    open), and then cross the wooden bridge.  There is trouble ahead. 
    Enter the other cave and fight your way (or run) to the mantel
    stone.  Save before you go through.
    CHAPTER XIX:  The Gathering
    This is just a video clip, in which you have a choice.  Say that
    time is on your side, and do not kill Florentine.  Watch what
    CHAPTER XX:  The Devil Take the Hindmost...
    Save immediately.  You are in the courtyard of the house,
    surrounded by nasties and you must make it as quickly as possible
    to the hall and out of the front door.  Have a trial run to
    remind yourself of the way - go through the double door in front
    of you and keep mostly left.  I shouldn't hang around to fight
    with the James Bond look-alikes, there are too many of them.  
    Save before you burst into the hall:  there, the granddaddy of
    all monsters will materialize.  Find yourself a good defending
    point.  The best spot is the column to the left of the door -
    wedge yourself in the corner so that the monster can't get at you
    whereas you can certainly shoot all your weapons at him, one
    after the other.  At any rate, when you've destroyed the monster
    (a very tough cookie) you can go through the door.  Watch.  
    End of story.
    Written for Cheet Sheets Magazine (cheets@sv.span.com).  Feel free
    to circulate, distribute or use on your web site, giving FULL credit
    to the author and Cheet Sheets Magazine.  Keep all text intact with
    NO alterations.

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