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.
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
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