Realms Of The Haunting ====================== Chapters I - X Version 1.0 Dated 30/01/97 Written by Nick Brown Email: nickb@netcomuk.co.uk Acknowledgments and thanks to all at Gremlin for producing a ‘best of breed’ game. In particular to Antony Crowther whose games have always been crafted to a very high standard. Please feel free to distribute the guide, but please no commercial reproduction without my consent. I would be grateful if you distributed it as written, if for no other reason than I will be able to understand any queries :-) Special thanks to JAV for walking the walkthrough and to Ted for the map of the House. It is highly likely that this guide is not 100% complete, I certainly found a few new things when I went back through the game to write it up. That said, I don’t believe that I have missed anything of great significance. If I have, please let me know and feel free to mail me if you have any other corrections, comments, additions, or just need more help. About this guide ================ Realms is a superbly atmospheric game that blends adventuring, puzzle solving, action and a movie based plot almost perfectly. To maintain this I have tried not to reveal too much about the story line and have not revealed anything about the locations of where you will encounter the many creatures that inhabit the game (unless it is unavoidable). The main purpose of this guide is to assist you in getting around when stuck without spoiling the unveiling of the plot, nor the many ‘jumping out of your boots’ surprises that appear throughout the game. There are some locations and puzzles that are almost impossible to describe without resorting to some fairly serious mapping. The in-game maps are very helpful, so I have not attempted to do any further mapping here. The approach that I have taken with these locations or puzzles is to provide an overview of what you need to do and the whereabouts of important items or areas that must be explored so that you can progress to the next Chapter. General stuff ============= The game is best played in one of the Vesa resolutions. Once you have initially set up the game for Vesa you can toggle resolutions using F6. If you have some trouble replacing save game names in the Vesa resolution, just toggle to one of the other resolutions , save the game and toggle back to your preferred res. One gripe. It is a great shame that the keyboard keys for slide left and right are not the same as for almost all the other games that use this type of engine, i.e. ALT and left/right arrow. Because of this I completed the game without using the slide keys. Some items (particularly in the early Chapters) are rather tricky to spot. Use the tilt up/down and the crouch keys when looking for potentially ‘hidden’ items. If the guide says ‘click’ on something, it assumes that your cursor has lit up green, i.e. you can operate/place/open something. Should you play the game with ‘easy item selection’ on or off? If you go for the more difficult option the game clearly will take longer, however the game’s usage of items is generally very logical, so not too many frustrations there. One advantage of going for the easier option is that you get to know very quickly if you are missing the appropriate item, avoids going though all of them one by one just to be sure. There are a couple of places in the game where even easy item selection does not help - take care. If the guide says ‘left or right of X’ in describing a direction to move to, or the location of an item it assumes that you are facing X. Many of the Chapters can be solved by a number of routes. If you veer off the route that I have given you are likely to be fine, just keep checking the guide to ensure that you have visited all of the important locations. It is crucial to keep returning to your inventory and inspecting items again and again, especially after you are joined by Rebecca. You do not have to slay all the creatures you encounter, however none of them are particularly difficult to sort out. The main locations in the guide are numbered. The numbers relate to locations within that Chapter. If a reference is given to a location in another Chapter it will be written as IV(2) i.e. location 2 within Chapter IV. Chapter I - Shadows =================== This is a short chapter and the game manual provides a walk through of most of it. Here it is again for completeness. 1. You start in the Front Hall facing a double door with other doors to your left and right. These doors and others in the house are marked with protective wards and at this stage in the game you are unable to open any door with a ward on it. Inspect everything you can in the Hall and pick up the book (Look Homeward Angel) and the Colt ammunition from the table directly to the left of your start point. 2. Go left from the start point and enter the lit room directly ahead of you. The typewriter will start to type when you enter the room, rather odd, since it has no ribbon - spooky or what! Items to find: Colt ammunition on the table under the window The Colt pistol on the table with the typewriter The page that the typewriter produced A scrapbook containing an article on Crop Circles 3. Exit this room by one of the doors to the left or right of the typewriter table. You can’t enter the rooms with wards on the door yet, so go up the stairs and light the two candle sticks on the landing by the window. Turn down the passage, check the door - it is locked. Go to the end of the passage and light the two candles, take care with the second one , so stand to the side to avoid the fireball trap. The picture slides away revealing a key, pick it up, you can now open the door and enter the Study (Sarcophagus Room) and: Chapter II - Sign and Portents =============================== 1. The Study Turn on the lights with the switch by the door and explore the room well. Pick up all items and inspect all objects. Items:4 Gold coiled serpents A sword (the left one of the 3 in the rack) A shield with a dragon motif Letter (on the floor near the shield) 3 masks (under the large picture) Colt ammunition (on writing table) 3 letters (on writing table) Of interest:The clock - note down the time when it chimes! Creepy sounds from the wind up record player The Sarcophagus - can’t open yet (you need all the Gold serpents) Hint: Always keep 1 Gold serpent with you The entrance to the main part of this Chapter is a secret door in the bookcase nearest the writing table. 2. Follow the passage to the platform from which you can see the molten river. Don’t worry about the rock fall that seals you in! Take note of the square recess to the left of the large shields. Leave by the only onward exit and go to the chamber with a pool. Items:Ammunition for Colt Leave by the only onward exit and follow the passage to: 3. Room with Pentegram in the centre Items:Metal Orb (used to open the door with the Orb recess) Ammunition for the Colt (under Orb shelf and in case) Ammunition for a shotgun (in case) Exit through the opening in the wall with the Orb door, follow the passage over the bridge to: 4. Circular Room Items:A shotgun Ammunition for shotgun 2 healing potions Return the way you came to (3) and use the Orb to open the Orb door. Go into: 5. Small study with fireplace Items:Healing potion A Sketch (the door opened by the Shrive) Map of the Mausoleum (this complex) Go back to (3) - take the Orb if you like and exit by the opening to the left of the alcove where you found the Orb, to: 6. The top level (entrance platform) of the Chamber with 2 large Horned Statues If you now decide to go down the stairs you will not be able to get back up them. This is not a problem, the complex can be explored a number of ways. If you choose a different route to the one I describe, just keep checking that you have visited all the locations. Go through the only door on the platform to: 7. Room with Red Pentegram and Tomb Find the secret panel behind the tomb. (This is the way in to here if you ever need to come back from the main statue hall. It also takes you to the Throne Room - see below) Go through the door up the small flight of steps - it is opened with the lever to: 8. Store Rooms This is a self contained area. Go into the main store room (the one with bars) and carefully search the crates for shotgun and Colt ammunition. Climbing up on a crate and looking down helps locate some of items. Find the lever next to the bars. The door it opens can be seen from here but it is timed, so be quick when running round to it. In this room you can find more ammunition, spooky sounds and a key. This key opens a door in the main Statue Hall, don’t use it (unless you want to see a different Film clip) until you have visited the Throne Room. Return to (7) and go through the other door with a lever to: 9. Run the Gauntlet The denizens here will keep regenerating until the puzzle is solved. The aim is to press all 4 hand panels. There are 2 on the wall opposite the entrance, 1 in the room where the creatures come from and the fourth (only visible after the other 3 have been pressed) is in the little side room. After all 4 have been activated the creatures will disappear and you can now read the writing on the wall and use the teleport pad to take you into: 10. Hall with 2 Statues You arrive (if via the teleport pad in (9)) facing one of the statues. The statue can be moved to reveal a passage. Click on it and say the words learnt in (9). Don’t do this yet if you are following my route. Walk up to the door to the left of the statue (check health first). It will explode and you are dropped down into: 11. Dripping room with chains Open the portcullis (3 attempts required) and find the shotgun ammunition. Go up the stairs and you will see on your right the entrance to the Throne Room. Before going in explore the rest of this area. In the room with writing on the door there is shotgun ammunition and get more ammunition in the other store room. The stairs going down take you to the Statue Hall, the stairs going up take you to (7). Now go back to the Throne Room: 12. Throne Room You will have to sit on the throne to progress. You can now go safely through the locked door with the lever in the Statue Hall. This passage leads you to: 13. The Temple with Winged Statues This is a self contained area, explore it all and you will find the Shrive and Staff, some healing potions and learn some more of your destiny. Now go back to (10) and move the statue out of the way. Go through the opening to: 14. Your first encounter with Florentine You have to talk to him and go with the flow, save before going in! After this encounter is over go through the double doors and continue to the next double doors. Use the Shrive to open them and go into the: 15. Mausoleum Search all crypts and alcoves for ammunition and the essential Gold Coiled Serpent. Avoid going too near the altar at the end of this area until you have completed searching and have saved the game. Now approach the altar to meet Aelf for the first time. Once this clip has completed you can get the healing potions that are on the altar - you may need them :-) When you are ready (you will see why!) make your way all the way back to the Study (1). The rock fall ion the way is avoided by using the Shrive in the square recess in (2). When you get back to the Study you will have the pleasure of meeting: 16. Rebecca Rebecca adds here eyes and ears to your own. She will pass comment on items in the inventory and will often divulge very useful information. Don’t forget to re-inspect inventory items now, especially in the ‘Information’ section. Chapter III - Keeper of Time ============================ Once again there is no single route though this Chapter, just ensure that you explore all the crucial areas. The route I present may seem a bit odd, but it worked! Leave the Study and go down the stairs, turn left and go through the first door on the left to: 1. Green Hemisphere Inspect the green hemisphere, you can’t use it yet though. Go out, turn left and continue down the passage and through the door at the end to: 2. Dormitory Turn on the light and explore the room. Make sure you move the chest to open a door ‘somewhere else’. In retrospect this could be the Locker room. Leave by the door opposite the fireplace and open the door on your left by clicking on the sword. Go up the stairs and go through the right hand door to: 3. Armory Room Watch the Film clip: Gaul - ‘Coming Events....’ and sort out the result! You can then find some ammunition, hear creepy sounds and find the Incomplete Map of the Tower. The latter is on the top of the bookcase in the corner of the room. I always thought there was more to this room but couldn’t find anything. Now go out and turn right up the stairs and through the door to: 4. Mantel Stone to the Tower Step near or on the gateway and listen to the advice, you realise that you are not properly equipped yet to use the Stone. Go back down the stairs, go to the end of the passage and turn right. Follow it round to the left where there are two doors. Take the one straight ahead to: 5. Frames but no Pictures Inspect the frames and the Knights Helmet, get the Helmet. When it is in your inventory ‘Use’ it to see a Film clip. Exit via the double doors and go into the Front Hall. Turn right and go to the Typewriter room and leave by the door straight ahead of you. Turn right down the passage and go through the second door on the left to: 6. Locker Room Just inside and to the right is a different coloured flagstone. Click on it and a door will open revealing a small room containing the House Map. (Thanks Ted - wish I found that Map first time around :-) ) Now leave the Locker Room and take the door on the opposite side of the passage. Go through the little room back into the Typewriter room and take the first door on the left to: 7. Room with table and chair Take the map of the Caverns from the table and exit by the other door to: 8. Room with Roaring Fire Note that the map on the wall is of the Earth, but the map calls it Heled, this is an arcane name for the Earth i.e. where we are now. The fire will blaze up to reveal a green crystal. Collect the crystal and return to the room with the green hemisphere (1). Put the crystal in the hemisphere and meet Gnarl who will ask you to take a test. Accept the test and get the two masks from the balcony, it is the one with the view of the pyramids. The masks are ‘travel permits’ to and from the Tower. Make your way to the Mantel Stone room (4) and start: Chapter IV - Tales of the Tower =============================== Stand on the Mantel Stone and ‘Use’ the masks and meet Raphael who will tell you more of your quest and divulge some details of the Tower. Step into the Tower and follow the only path (carefully) until you see paths leading to two blue shimmering portals. Take either portal and walk to the Way Stone (there are 2 here). If you click on the glowing sigil (Heled) you will be given some healing. Follow the path until you find another Mantel Stone, step on it to go to: 1. Central Courtyard As soon as you move you get a Film clip. Explore and inspect the courtyard and find three doors. One is locked, one is barred and the other is ..... Find a key in the round pool to open the locked door and to get the Guide to Runes. Sort out the event if you like, then go back to the Mantel Stone and use the masks to go back to the Tower where you start: Chapter V - The Offering ======================== Go back through the Tower to where you first arrived (where the fire with the spit-roast is). Use the Mantel Stone to return to the Mantel Stone at III(4). As soon as you step off the Stone the runes on the door will explode and a glowing hand appears on the wall. Press the hand (this lowers a stone that would otherwise block progress) and go through the door that can now be opened. Follow the passage (you can’t go right it is blocked) down the stairs and inspect the red zone rune. Face the wall and look carefully at the red/orange device painted on the wall. There is a clue here that will help you to slay the axe demons (not yet though). Go through the door to the left of the red/orange device to: 1. Floating Key Chapel Go to the far end, look down to see a gold plate with a Gold Serpent engraved on it. In front of you is a sunken platform and above you is an unreachable key. To get the key; stand on the sunken platform and place one of the Gold Serpents on the plate. (Hope you hung onto one, else it is back to the Study at II(1) to fetch one.) Up you rise and the key can now be reached. DO NOT forget to take the Gold Serpent before moving on. Leave by the entrance and go straight ahead into: 2. Axe Wielding Demons Inspect the carpet and take note of Rebecca’s advise. When you go round the corner to the next part of this room you will soon see the demons. A breathing space can be found by running back and standing on the carpet to collect your thoughts. Now all you have to do is to kill the demons :-) OK, head off around the corner and stand on the bottom of the stairs facing the red/orange device. Fire at the device (use the Colt) when a demon stands on the zone rune, and up goes the pillar and squish goes the demon. Repeat until all demons are slain. Return to where the demons came from and go through the door straight ahead of you (‘Use’ the key from the Chapel). Operate the lever to move the crates away from the other door in this area and then go though it to the passage. Follow this to: 3. Cavern of the Imprisoned Spirit Go in and walk diagonally to the far right of the cave where you will meet the spirit. Now exit by the passage opposite to the entrance to: 4. Main Cavern Area This took me a fair while to do and it would be rather tricky to try to walk it through completely, the map in your inventory helps a lot. It would seem that the only crucial item is the red crystal, however I have not yet tried to leave without the two blue ones either. Here goes: Whilst avoiding (better to slay) the pesky beasts turn immediately right as you enter and descend the steps. At the bottom hug the right wall all the time until you find a blue crystal. Keep hugging the right wall and you should find you way back to the steps again. Go up, pass the entrance (on your left) continue along the raised walkway and go over the wooden bridge. Turn left onto a cobweb encrusted platform and turn right down the passage. Go right again and then another right into the side passage leading to a teleporter. Use the teleporter to get to the small chapel. At the base of the teleporter in the chapel is ammunition and a healing potion can be found on the altar. Teleport back take a left after leaving the cave and then the next right. Follow the walkway through the torches to find a cave containing the red crystal. Retrace your route over the walkways back to the passage. Go straight ahead and take the first left turn, then go past the teleporter cave (should be on your right). More walkway now. You are aiming for the squatting devil at the bottom left of the Cavern map. Go along the walkway, take the first left over the wooden bridge, left again over another bridge, follow the wooden floor and look left for an alcove containing another blue crystal. Keep going. Take a right at the next intersection and then left at the next. Follow the path until you meet the guardian. Approach the guardian and eventually you have to make an offering. Take care here (the easy item selection option won’t work) The guardian wants the red crystal and you can progress to: Chapter VI - Journal of Evil ============================ Cross the newly created walkway and follow the passage to the stone door, it will open for you. Here is the first bit of platform action, the tilt down or crouch keys can help you with your accuracy. Kill or not to kill? That is up to you. On the other side another stone door opens, follow the passage to: 1. Vaulted Cellar You get trapped in here by a rock fall behind you. Find the Breastplate and meet Aelf again. There are two healing potions in a candle lit alcove and a small planked door leading to a room containing a dysfunctional Mantel Stone, note the green staff shape on the wall. Leave the cellar by the other stairs (the one not blocked) to: 2. Florentine’s Living Quarters You arrive in a room with 2 crates in it. Inspect/read the black writing. There are a number of possible routes here, just explore all the rooms. Exit by the door opposite the one you entered by and go across the corridor, through the door and into a dark room to find some healing potions in the crates. Go out the way you came in, turn right and then left at the intersection, pick up some ammunition from the crate. Go down the corridor and enter the first door on the right to: 3. Room with Suits of Armor Turn on the lights and look for more black writing. Items:Map of Raquia Maze (on table) Magnifying Glass (on chest of drawers) Sketch of a Sword (on chest of drawers) Leave by the other door to: 4. Bedroom Look for even more black writing. Items:Healing potions (in chest on the floor) Florentine’s Staff (under the bed) Note the locked cupboard in the wardrobe Note the dead rat covered Mantel Stone in the little room (never got it to work) Exit by the door to the left of the table, turn left and follow the corridor up the stairs to: 5. Temple of the Stars Turn right (left is a dead end!), turn the lights on as you go up the short flight of stairs and explore the room. Items:2 Maps of the Solar System Quill and Ink Florentine’s Journal (with hidden key) Inspect the journal from your inventory to get the key and to unravel more mysteries. Now return to the Bedroom (4). 6. Use the key from the journal to open the cupboard in the wardrobe and get the last Gold Serpent. Now head back to the Vaulted Cellar (1) and go through the small plank door and ‘Use’ Florentine’s Staff on the outline in the wall. Hey presto the Mantel rises, step on it to return to the Study and: Chapter VII - Beyond the Gate ============================= Time to use those Gold Serpents to open the Sarcophagus. Go down the ladder and follow the passage until you reach the: 1. Huge Clock Climb the stairs to the clock control platform and set the time to 6 o’clock. Place the Dragon Shield in you hand and press the button behind you. Now go out of the door opposite and continue to a crossroad. On the left and right are fountain rooms which contain chalices. Get them and fill then from the fountains (click on fountain when a chalice is in hand). Go on from the crossing to: 2. Chamber of the Angel Mosaic Walk in and inspect the mosaic in the centre and then step on it to speak to Hawk - the trapped spirit. He will tell you about the Key of Tears which will release him. Ahead of you is a opening leading to stairs and a locked door. Just in front of the opening is the keyhole for the Key of Tears. The other two walkways lead to doors embellished with fish engravings. Each door is opened by throwing a full chalice of fountain water at them. Each room has a weapon inside, but the one you want is the door to the left of the opening where the keyhole for the Key of Tears is. Feel free to try the other, but save first. Once you have Aelf’s Dagger you will meet Belial for the first time (when you get to the mosaic in the middle). Just go with the flow to reach: Chapter VIII - The Mark of the Beast ==================================== Head back the way you came to the Study - II(1) and feel free to run! Go out of the Study and make your way to the Front Hall - I(1). When you arrive the rune of warding on the door opposite your entrance will explode and allow access to more of the house. Before you leave the Front Hall pick up the card by the front door, it was dropped by Gaul earlier - don’t know what (if anything) it is used for. The next area to explore is again non-linear, ensure you get the important items and use the House Map that I didn’t have when I wrote this bit! Go through the door and follow the passage. Go through the door in front of you to: 1. Pentegram and Candles Inspect the pentegram, light the candles and sort out the event you have triggered. Now collect the small statuette. Whatever else you do in this area you MUST get the statuette. 2. Leave via the door opposite the windows. Go up the stairs on your left to find ammunition and a healing potion in a small cupboard by a blocked off area. Go back down the stairs, left at the bottom and go through the door ahead of you. Go through the door on the other side of the corridor. Take a left down the stairs to more rubble and a cupboard containing ammunition and a die (Don’t know what it’s for though). Go back up the stairs and turn left. Go through the door and the one opposite into an empty room. Leave by the other door to: 3. Refectory Take the 3 healing potions from the table (jump up on the table). Find the ammunition in the corner by the window and leave by the other door. Now turn right and go through the door on your left, follow the passage and go through the door at the end. Now turn right, go to the end and through the right hand opening. Turn on the lights (just to the left near the armor) and go up the steps and out of the door to: 4. Inner Courtyard Find the healing potion to the right of the large chained gates and then go through the door to the left of the chained gates to: 5. Blunderbuss Room Do the deed to reveal an alcove containing the rechargeable Blunderbuss. Now leave the room and go up the stairs to the right of the ordinary double doors. You may wish to hang about here a bit first for some action! Open the door to a dysfunctional Mantel Stone and leave by the other door. Cross the corridor, through the door opposite you and turn on lights. Now head to the end of the corridor where there is a door that needs the statuette to open it. ‘Use’ the statuette to open the door (be SURE to take it back) and start: Chapter IX - Seven be Bound =========================== 1. Florentine’s Library Don’t panic, stand your ground and deal with what happens. Leaving the library as soon as you are able and then going quickly back in is what I did. Items on tables: Parchment on historical Cornwall Hand written parchment The Complete Map of the Tower Healing potion Another hand written parchment Read and inspect the paper work from your inventory, then retrace your steps down the corridor and take the door on your right to: 2. Small Inner Courtyard Hear the spooky voices and when you approach the Mantel Stone you see ........? The Stone doesn’t work. Go back up the stairs and through the door. Now turn right and go through the door (statuette one), turn right down the stairs. At the bottom turn right at the next opening and keep going until you see a door that also needs the statuette to open it (you did keep it!). Open the door and go along the passage, take the door on the left to: 3. Cellar Maze Here are the moves to get through, you may like to see if I missed anything else though. Starting at the bottom of the stairs: Left by the candlesticks Right by the puddle Left when faced by rubble and down the stairs Follow the passage and then take the first right Follow the (squishing!) passage and then take the first right to: 4. Pool and Pillars Go through and check out the two locker rooms on the left and right. Did you find anything? I didn’t. Now go through the double doors, watch Gaul and start: Chapter X - The Key of Tears ============================ 1. Temple with Green Crystal Stone Take a crystal (only one is allowed) and then go up the stairs to the altar. Inspect the Angel picture. The door to the left of the picture is opened by a lever on the side of the altar which faces the Angel. Open the door, go in and use the Mantel Stone to: 2. The Tower Again You are in a different part of the Tower now and it is becoming more dangerous to move about! Use the Complete Map to discover the sigil for Raquia. The Stone you need is the one located in the area at the top left on the map. You are presently standing in the area with 3 platforms (top/middleish of the map) one platform has the Heled sigil, the other two are Way Stones. Make your way to the blue portal and use the map to find the route to the Raquia Mantel Stone. Take care with the last bit. Use the Mantel Stone and go to: 3. Start of Raquia Follow the path away from the Stone and go over the bridge. When the path runs out turn right up the grass steps to pick it up again. Take either direction and follow the path until you are opposite where you started. Cross the grass and pick up the path again. Take either direction and follow the path. Now go up the steps and through the tree lined avenue, head for the tower you see in the distance. When you get to the arch you will meet the Spirit of Raquia - listen carefully. Now go on into: 4. Raquia Maze Use the map to find the right route to each location. You should get ALL the Maze items before entering the tower. The locations of the items are: The Ring (down a bit and left of the tower) Ear Plugs (bottom left of the map) Jeweled Meat (to the right of the Ear Plugs) Pan Pipes (bottom right of the map) Most of these items are guarded by a puzzle or some platform action. 5. The Jeweled Meat The pillar with the meat on top of it is lowered by pressing the switch which is hidden at ground level behind the bench. 6. The Ring Use the tilt or crouch keys to help with accuracy when lining up for your next move. Watch out for quick saves on platforms - they don’t always work properly! Take the moving platform to the middle. Be patient and get onto the horizontal one. Now move onto either vertical platform to get to the bench and the ring. Inspect the ring and take note of it’s situation. Go back the way you came. If you are impatient you can jump in the water and quickly go across and get out via the underwater steps. Health is lost though. 7. The Pan Pipes You just need a couple of well timed jumps to get across. I found that the jumps are easier using ‘run mode’. 8. The Ear Plugs No puzzle, they are on the far side of the fountain. 9. The Tower Courtyard Go through the gates and quickly give the beast the Jeweled Meat! The tower is a bit of a maze but a good route is as follows: Open a portcullis and take the central corridor. Take the first right up the stairs and go straight over and up the stairs ahead. Follow the passage ignoring the left turn and go past the windows (on your right I hope). Continue along the passage to: 10. The Bell Chamber All you have to do here is to reach the door opposite without making the bell ring. Use tilt/crouch and run mode to assist your accuracy and jumping. You do get a couple of chances, so use one and head down the steps to your left of the entrance. Hug the left wall and aim for the rising/lowering pillar. Jump up onto the steps nearby and go to the end. Jump onto the immobile square, turn right and jump onto the moving square. Jump off onto the rippling steps and go to the end. Turn left and jump onto the moving square. Swivel left and jump off onto the steps running along the wall. About half way along is a lever in the wall which starts/stops the bell ringing. Leave it alone. Got to the end, turn left and jump onto the moving square that heads towards the door opening. Jump off at the end of it’s traverse and enter: 11. Sounds of Silence Puzzles Here we have many minor puzzles that have to be completed in order to lower the large pillar you see in front of you. The 7 rooms are a) to g) in a clockwise order as you face the pillar from the entrance door. a) Musical Door Go to the door and use the Pan Pipes to get in. Get the Spectacles and the Flask of Oil. Go to: e) Library Door Wear (use) the Spectacles and use the Flask of Oil to silently open the door. Jump over the first beam (invisible without the Specs) and maneuver your way round the other two beams to reach the Spirit parchment on the table. Retrace your steps to: g) Face Door The word of passing is of course Spirit. Carefully get the Warm Flask and go to: d) Ice Room Use the Warm Flask on the floor, cross and get the Armulet of Silence (groan), then to: c) Siren Room Wear the Ear Plugs, go in and click on the floating Siren to get the Silver Key, go to: f) The Chapel Use the Silver Key to open the door. Go to the window at the far end and grab all the (7) gems (the Red one is at the top of the window). Look down at the 7 pointed star and place the correct gem on the corresponding point. Note that the easy item selection mode won’t work here. The Red, Orange, Green and Yellow ones are easy. The three bluish ones are harder. The lightest one is the Blue, the darkest is Violet and the other one is Indigo. Take the Rainbow Key and go to: g) Nightingale Floor Put on the Armulet of Silence, open the door, cross the room, open the door and get a healing potion and the Rainbow Gem from the cupboard. Now go to: 12. Central Pillar Put the Rainbow Gem in the recess to lower the pillar, step on and cross the ethereal bridge to the door at the end of the passage. Go into: 13. Exploding Spheres Good to save now. Using crouch make your way to the far left corner where you will find a gem attached to the wall. Use the gem with the ring, the spheres rise up out of the way. Approach the double doors, they will open. Step on the plinth and use the completed ring to get the Key of Tears and start: Chapter XI - Captive Angel ========================== Here is some bad news. You now have to go all the way back to the Study the way you came (I couldn’t find another route). Head back through the Bell Chamber, out of Raquia Tower, through the Maze, across the Gardens to the Mantel Stone. Use the Stone to get to the Tower, head back to the Mantel Stone that takes you back to the Temple. Go out and back along the Cellar Maze and make your way to the Study. Phew! Here ends part 1. Part 2 will be available soon.