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- 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.
-
- Combat:
-
- 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!
-
- Weapons:
-
- 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.
-
-
-
- ROTH: PART I
-
- 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
- yet.
-
- 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,
- innit?
-
-
- 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
- done.
-
- 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
- video.
-
-
- 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.
- Watch.
-
-
- 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
- please.
-
- 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.
-
-
- 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
- working.
-
- 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
- bedroom.
-
- 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.
-
-
-
- ROTH: PART II
-
-
- 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.
- Leave.
-
- 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
- stone.
-
- 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.
-
-
- THE PRISONER
-
- Nothing much you can do at the moment, so just watch the next
- clip.
-
-
- 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.
- Watch.
-
- 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
- eyes...
-
- 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
- came.
-
- 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
- circle/puzzle.
-
- 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
- pedestal.
-
- 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
- arch.
-
- 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
- happens.
-
-
- 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.
-