Skip to content

Aura 2: The Sacred Rings

by MaGtRo about 50 minutes to read


The Sacred Rings (Aura II)


by Streko Graphics

Walkthrough by MaGtRo  
March 2007

Gameplay:    The game is in 4
CDs and can be played without any CD in the drive. The main menu has
New game, Save game, Load game, Options, Video, Credits and Exit. The Options
menu has subtitle, sound, music, environment and video selections-adjustments.
The Video menu has cutscenes already seen during gameplay.

Press ESC key to access the main menu.

Right click to open the inventory bar. The journal
where all the important documents are recorded is at right of the inventory bar.
Right click to get out of the inventory mode.

There are 8 saved game slots. Click on an empty frame
to save a new one or an old saved game picture to overwrite that save. Then
click on save at bottom of the frames. The load screen has scroll arrows on the side to
access other saved games. Click on the ‘load’ at bottom of the picture.

Pressing the space bar skips the cutscenes.

Thanks, Becky!


The Keepers clan knows that to combine the Sacred Rings with the Tetrahedron will grant the
holder unlimited power and immortality. Durad wanted to acquire the Sacred Rings and with the help of Gugon
instigated a Keepers rebellion using Gugon’s power to control men. Arakon acquired the aid
of Umang to collect the Sacred Rings and the Tetrahedron of Dragast and Na-Tiexu.
Umang traveled the worlds of Ademika, Dragast and Na-Tiexu to collect the artifacts.

Bargul, the leader of the Shadow Legion watches the
arrival of Umang to this world. He praises his magician, Gugon in the use of
Durad.  He orders his guards to find this Umang and throws the amulet to
guide them. Bargul’s ultimate plan is to invade the new world of the Keepers.

The last time we saw Umang was when he was being
chased at the Island of Unity by the rival clan led by Durad. Unbeknownst to
Umang, an amulet was added to his inventory by a thief he released from prison
at the Temple at Dragast. Umang goes through the latest gate found by the
Clan Leaders. The Sacred Rings must be returned to the
Keepers, the only ones who will be able to watch over them.

Umang drops from the sky and lies unconscious on the
ground close to a house. Nikifor
comes out from the house and approaches the unconscious Umang.


Nikifor’s House

Bedroom:   

Umang wakes up and meets Nikifor. Nikifor was emphatic
that this is his house and that Umang should help do odd jobs. The first one
is to find a way to open that big iron door. Nikifor takes a nap.

Umang has the amulet and tetrahedron
(Sacred Rings) in inventory. Right click to access the inventory below the
screen. At right is the journal that has all the documents seen during gameplay.
Check the journal frequently for clues.

Go to the cabinet at the corner and open
it. Read the book that has different animals and nature descriptions and
their corresponding symbolisms.

Time to check where we are. Exit the
bedroom and see a corridor.

Go left, turn left before the double
doors and check the door.
It is locked. Look at the white symbol above the door. We will check the double
doors later.

Turn left, forward, go through the doors and
see a balcony and stairs to the first level of the house. Go to the left on the
balcony and enter the door on the left.

Study:    Look
around Nikifor’s library.

Bookcase – Go to the bookcase
and see a locked cabinet. Pan right and forward left of the ladder. Click on the scroll. Take the cabinet key. Go back and use the
cabinet key on the locked cabinet. Read the paper. Where have we seen these
words before? These are the symbolisms of animals and nature seen in the book
in the bedroom cabinet.

Go back to the bedroom cabinet and
check the book to know which animals have these quotes.


I d
epend
only on myself
– elephant.


D
ecisiveness
is more important than eloquence
– owl.


I
t
belongs to the grazer instead of the reaper
– wheat.

Globe – Go to the globe right
of the empty bird cage.

Look close and study the pictures.
They are pictures of animals and nature. The deciphered paper in the cabinet gives us
3 of these: elephant, owl and wheat.

Turn the rings of the globe to show
one of the deciphered animal-nature seen on the paper.

Arrange from top to bottom:    
wheat, ?, owl, and elephant. Turn the second from top row until it
opens. The second from top is crocodile.

Take the 4 generator door keys.

Desk – Turn around and look close at the
desk.

Diary – Read the Captain’s diary. Today
we visited the Manula Valley where we found a strange looking portal.  I
believe it belonged to the Keepers.  It seems that neither war nor time have
had any effect on it. I wonder where it leads to, and if it still works? (
That’s where we need to go – the keepers! They can take care of the Sacred
Rings.) See a sketch of the portal.

I have finally derived a complete set of
coordinates from the Manula Valley to the “land of the forgotten.” This is
going to be my last journey. The path from Manula S S W W S W N W S.
See
a topographic map.

Nikifor arrives. Manula is a valley. The house is
a huge vehicle.

Roll top cabinet – Click on the roll top
cabinet to the above right of the diary. The vehicle needs crystals to get
going. The generator directs the power from battery crystal to all
mechanical devices on the ship.
See the picture of the generator.

Each mechanical device
requires a different number of crystals to run.
See a picture of a
crystal.

The crystal can found in blotted out.

Read all the pages and they will be entered in the
journal right of the inventory bar. Study them well because they are clues
to puzzles later.

Search for battery crystals and turn
on the power to different machines

Security Box – Crystal code stand – Go forward to the door.
Turn left and go forward to the stand.

Activate stand – Review the journal right
of the inventory bar and study the similar icons in the drawing of the
security box – VI II V.

The left panel has arrows that turn the panel to
show icons. Use the arrows to show the icons in the drawing.

Crystal codes – When correctly done the
button on the right panel is activated.

Click on the buttons to see the number of crystals
associated to an icon seen above the stand. Take note that the white symbol
associated with one crystal is similar to the symbol above the locked door
beside the bedroom.

The places on the graph seen below the crystals are identified during gameplay.


Icon seen

Needed to
power
 1 crystal 3 crystals 4 crystals 2 crystals 5 crystals 6 crystals
What is
activated as seen during gameplay
Door of
storage room
Telescope
room

Bridge area
Access to
secret room. 
Transport
engine at roof
Access to
secret room and self destruct
mechanism.

Exit the study and go down the stairs. Go outside,
look around and then go back inside.

Generator room:    Go to the
door left of the stairs.

Door keys – Insert the keys taken from the
globe in the slots below the arrows.

The keys can be placed in any order. Turn the keys
to produce the symbols seen below in any order.

The easiest way is to place the left key in
inventory on the left keyhole and continue from left to right slots-keys.

If you do this arrangement of keys, click each of
the top buttons once to turn each key once. Umang says ‘success’.

Enter and go down. Before we check the panel at
the other end, turn right and enter the door.


Pump
room
– Look around.

Table – Go to the shelves left of the door and take
the wrench from the table. Look and remember the drawing on the paper
on the wall.

Turn around and go down to the pump machine.

Activate the pump machine – Umang will note
that there’s a lever missing on the left. Insert the wrench on the left.

Following the clue from the drawing on the wall;
click the wrench (left to the lowest dot), middle one above the left and the
right lever to one above the middle. The pump machine is activated.

Stand – Go to the stand right of the door. Click the third icon (circle with
top and bottom half circles) to move the handle to that icon. See a cutscene
that shows the yellow circle with similar icon on a panel is now activated.
Exit the room.

Engine –
Crystal room

Stand -Turn right from the pump room door
and see a stand. Click the green wedge of the circle
to move the handle to the green wedge and see a cutscene of an active line
from right button to an activated green circle with an icon on a still
unseen panel. We now activated 2 stands.

Engine & Crystals – Go forward and open the panel at
end of the room. See that there are 2 crystals (round plugs) already in place.

Open the locked room upstairs – Based on
the white symbol above the locked room upstairs, it needs one
crystal to be activated.

Click one crystal to light it up and then click on
top left white button also to light it up on the wall above the panel.

Nikifor comes down and talks to Umang. Obviously,
Nikifor does not know his ‘own’ house.

Exit this area, go up, out and climb back to the
second level.

Storage room:    Now that the
white button from the crystal room is activated, enter the locked room
beside the bedroom. Look around.

Take the rope right of the door. Take the
waterlamp
sitting atop the barrel at the corner.

Go to the large cabinet across the room and open the
second from top cabinet. Take the oil can and the crystal capsule.

Turn to the window hatch and open it. Pan down and
left to the hook and metal pipes. Attach the rope on the pipes and
then climb out the window.

Go forward and look around. Look back at the house and
it looks more like an insect than a house. Go back to the hanging rope. Pan
left and down to pick up a crowbar. Climb up and exit the storage room.

Turn left and enter through the double doors.

Bridge:    Enter one of the 2
side doors on the opposite wall. Look around. See the panel on the right wall
that shows the colored icons activated by the 2 stands done at the Engine room.
See another stand by the wheel.

Secret room:    Go down to the
main floor and go to the bookcase. Click on the button at the middle of the
bookcase. It’s locked!

Go down to the Engine room and the crystal panel.
Click to light up both crystals. Press the top right black button.

Go back up to the bridge and down to the bookcase. Click on the button and see Umang enter the
secret door.

Desk by the corpse – This corpse must be the
real owner of this mobile house. Take note of the black
icon on the wall similar to the one pressed at the engine room. Go to the desk and take
the spyglass.

Trunk – Go to the other side of the room. Take
the crystal on top of the trunk. Open the trunk and take a drawing. It
will be placed in the journal.

Cabinet – Pan left of the trunk and see a
closed cabinet that has the red sunburst icon on the front.

Go back to the desk and press the button revealed by
the removal of the spyglass. See the cabinet at the corner open.

Look close at the opened cabinet and see that it is still inactive since we
learn from the security box that activation needs 6 crystals. The picture is
seen in the journal. Exit the secret room and the bridge.

Elevator:    Turn to face the
alcove across the double doors.

Access the elevator – Pan right and see a
handle on the right of the alcove. Pull down the handle and see that the hatch
on the ceiling opens a bit but is stuck.

Pan right and exit the door to go outside. Look
around. Turn to the door and click to close it.

Pan up and click on the roof or sky. On top of the house,
note the target like icon on the left of an engine. Based on the security box
crystal code, this needs 5 crystals to
activate.

Pan right and see a rock blocking the gear. Use the
crowbar on the rock. See Umang remove the rock.

Go back down and go back inside. Pull the handle now
and see the elevator go down. Enter the elevator and press the wall button to go up.

Telescope room:   

Go to right of the elevator. See a stand
with the yellow icon. Click and see that it doesn’t have power. Remember that this icon needs
3 crystals.

Activate the Telescope room – Go back down to the lower
level engine-crystal room. Go to the panel. In inventory, take the crystal
capsule and click it on the middle left empty slot. The crystal capsule will
automatically have the crystals in it to be placed on the hole. It inserted
the crystal taken from the secret room. Click to activate this third crystal so that
3 crystals are now lit. Then click on the yellow button at middle left above the stand. That should
power the Telescope room machines. Go back up to telescope room.

Spaceship stand – Look at the stand right of
the elevator and see that it is now active. See a picture of a spaceship cut
into 4 wedges.

The object of the puzzle is to get the wedges
recessed on the side. There are 3 layers of the wedges.

Click on the wedge in correct order until they are
all recessed.

Click on: top, bottom, right and then left.

Click on: right, bottom, top and then left (as seen
in journal clue).

Click on bottom, right, top and left (as seen in
journal clue).

Take the telescope key.


S
tand
– Go to the left and see the stand with the colored wedges with icons. If
still not on the second from left wedge – click
the second from left wedge of the circle to move the handle to the wedge with
the icon that needs 3 crystals and see the panel at the bridge. The third
stand is now activated.

Telescope control – Go to right of stand and forward to the roll top cabinet. Click on
flap cover
on the front of the machine and insert the telescope key.

See machine activated and the telescope move into position. Click on the
lens to look through the telescope.

Watch a cutscene of the Shadow Legion riding
towards the house.

Umang alerts Nikifor. After the discussions, Umang
decides to wait to wait for nightfall to steal crystals from the Shadow
Legion.

Steal Crystals

Wake up at night and alone at the bedroom. Exit and
see that house is dark and some doors are locked.

Storage room:    Let us see if
we can go outside. Storage room
is locked.

Go down to the engine crystal room. Go to the panel,
click on two crystals to turn it off and push the white button on the wall.

Go back up to the storage room. Click the rope on the
metal bar and exit through the window.

Outside:    Go forward twice and you
can go right or left. Go left and forward to see the sleepy guards by the fire. If you
continue forward, you will get caught. Turn around and go back.

Go forward to the front side of the house. Click on
the waterlamp when the path gets too dark. Walk around to the other side of the
house as shown by the lit waterlamp. When Umang says to be more careful, place the waterlamp (right click)
back in inventory. Save game here.

Guard’s tricycles:    Go forward
and see 2 tricycles. Go close and click on one of them for a close up a cover-lid and Umang will say it is rusty. Use the
oil can on the rusty cover. Use the crystal
capsule to take the tricycle’s crystal power. Do this to the other
tricycle (oil can and crystal capsule) to get another crystal.

Go back to the house by way around the house, using
the waterlamp at the correct time. Climb up the rope.

Nikifor says that he closed all the doors and they will continue the plan
tomorrow.

Set the destination

Crystal room – Go downstairs to the engine crystal
room panel. Place the 2 stolen crystals on the holes using the crystal capsule.

Activate the bridge – Click
the crystals to have 4 lit crystals. Then click on the third left bottom button.

Double check the stand by the stairs to see if it is activated
to the green wedge.

Go back upstairs and then to the bridge.

Bridge:   

Stand – Go to the left of the steering wheel and see the stand with the colored wedges
with icons. Click the first left wedge of the circle to move the handle to
the wedge with the icon that needs 4 crystals. See a cutscene of the panel on
the right wall.

Steering wheel – Look close at the icons on the steering wheel. This is
the destination entry panels. The icons are the codes of the destination. This
is the code where the house transport is now.

Open map table – Go down to the floor and go to the table right by
the bookcases.

Now that there is power, click on it to show the map frame. See icons used as
code to open the map table.

Look at the journal for the clue. Enter the icons on the panel to those seen on
the journal.

Find our location in the map – A map is seen. ‘I need the exact
coordinates’.

Show our location in the map by placing the icons seen on the steering wheel on
the right. The first icon will not change or matter at this time. Note the circle moved on the lower part of the map.

Find Manula Valley – Manula Valley is the place of the keepers as stated
by the Captain’s diary –
Today
we visited the Manula Valley where we found a strange looking portal. 
I believe it belonged to the Keepers.


 

Use the lever at top right 3 times until the topography that
is seen in the Captain’s diary is in the map. Look at top right of
the map above. The first icon on the code will change.

Manula Valley destination code – Now that we have our local code and have
the Manula Valley in the map, we need the directions to get there and obtain the destination code.

Using the path in the map in the Captain’s Diary and the words he wrote – I have finally derived a complete set of
coordinates from the Manula Valley to the “land of the forgotten,” The path
from Manula S S W W S W N W S. 
We
can now derive the path from here to Manula Valley. But take note of what the Captain’s path is. It is
from Manula Valley to this location. So reverse the path seen on the map.

Using the arrows at bottom right, click the top for N,
right for E, bottom for S and left for W: click on N E S E N E E N N. Got it!
Excellent! Now we have the coordinates!

The circle is now at top right at the Manula Valley
area. Take note of the destination icons at right panels.

Time to move on

Activate the transport engine – Go down to the
crystal room. Click to light up 5 crystals. Press the middle right button. This
will activate the engine on the roof.

Bridge – Go back up to the bridge. Go to the
steering wheel.

Enter the Manula Valley Destination Code

Go back to the steering wheel and enter the code we just now derived from the
map.

Now that we have entered the Manula destination code
and activated the stand on the left, click on the lever on the floor left of the
steering wheel.

See the transformation of the house into a walking
transport. The guards try to give chase but are hindered by absence of power
crystals on their tricycles.

After a while, the transport house gets stuck in
a narrow canyon. Umang is not a good driver. The guards will surely follow. It is time for another tactic,
block the canyon.

Block the canyon

Pump room – Go down to the pump room. Go to
the left of the table and see the crystal that powers the pump. Use the
crystal capsule to take the crystal.

Crystal room – Go to the crystal panel and
place the 6th crystal using the crystal capsule. Light all 6 crystals. Click on the bottom right
red button to activate the self destruct mechanism.

Secret room:    Go to the
secret room accessed through the bookcase at the bridge.

Open the self destruct cabinet – If you
haven’t yet, press the
button on the desk now that we have activated it with 6 crystals.

Self destruct time – Go back to the cabinet
in
the secret room. ‘I don’t have any choice.’

Based on the clue (taken from the picture in the
chest) in the journal, the red band of
all 6 tubes should be on the top.

When a tube is clicked, it moves 3 or more tubes
including self. Study the pattern and deduce the sequence of tubes clicked to
get the red bands on top.

Tube 1 affects tubes 1 2 6. Tube 2 affects tubes 2 3 5. Tube 3
affects tubes 1 3 4. Tube 4 affects tubes 2 4 5. Tube 5 affects tubes 3 5 6. Tube 6 affects
tubes 1 3
4 6.

From left to right: click on tubes 2 5 6 3.

RUN!


Manula Valley

Nikifor leaves in disgust. Turn around and look at the
destroyed transport house that blocked the canyon. Pan right from the
destroyed transport and take the iron bar.

Continue down the canyon path and turn right at the
crater. The path to the left is blocked by a fallen tree. Go forward. On the left, see a
ferry on the center island. Continue on the path until you reach the ruined
building with statues.

Keepers Portal Ruins:

Look at the circles on the ground, the statues and
the stand above connected by a pipe to the floor below.

Go back the path, forward 3 times and look left to
climb up the stairs. Go the statue at the center. Look at the statue, the
stand and the floor below.

Talk to Michael, the supervisor of the Keepers portal.  He has been waiting for Umang,
the Chosen One. He tells the story of what happened; of how the Keepers with
use of the Sacred Rings and tetrahedron opened different worlds. One of them
was the world of the warlike Shadow Legion. Umang must destroy the Shadow
Legion. Umang must go to the Keepers Palace,
now the lair of the Shadow Legion. The portal must be opened. Michael disappears.

Open the portal – Study the ring control
stand. See 3 rings on the left and the clue pattern on the right.

Click on middle and inner rings and see the same happens on the
rings below on the ground. Note that the inner ring moves by itself and the middle ring move both
middle and outside rings at the same time. This makes it
impossible to copy the lines on the right.

Pull back resets the puzzle.

Go down to the rings on the ground. Look down and
see a hole on the outer ring. Insert the iron bar on the hole to stop the
outer ring from turning. Go back up and work the ring control stand again.

Click the middle ring 5 times and the inner ring 4
times. Watch what happens. The portal’s power fizzles out.

Michael appears again. He says to look for another
source of energy for the portal – ‘ask the sky’. Also Umang would need the
Legion’s sign. He gives
the ferry key. He disappears again.

Ferry:    Go down the stairs
and go left back to the ferry. Open the ferry box, insert the ferry key in the box and then
turn the wheel. Stand on the platform and click-turn the handle. Go forward and ride the
railcar.

The there are 4 buttons with destination icons. The 5th at the base is the button for the crater valley.

Mine in Green world:   
Click on the button at bottom right and then pull the central lever.

Exit to see a nice green area.
Go forward and talk to the man sitting by a hut. Umang asks about the sign of the
Shadow Legion. Climb up
the stairs of the hut and go forward. Talk to the sick woman. Exit the hut.

Go down and continue to walk the path.
Reach an abandoned mine. At the end is a well and hanging bells. Be sure to
ring at least one of the bells.

Go back and talk to the man, Nafal. Learn the story of Fird
the Shadow Legion’s ex-executioner, Fird’s son Rizan and his love affair with Mila,
a concubine of Bargul. After being betrayed by Trey, Fird was placed under
magical charms by Gugon to behead Rizan. Fird was let go and given his son’s ashes. Mina
was walled in
alive. Sarah, his wife
brings food to Fird.

Go up to the hut and talk to Sarah, the sick wife, to learn how to get down the mine to Fird. She needs
her headache medicine – Tincture of Lukerii.

Go to the table left of the door. Take the bottle
(flask)
. Exit the hut and go back to the rail car.

Alchemist at the Ice World:    Click on the top
left button and then pull the lever. Arrive at an ice world above the clouds. Exit the rail car and go forward until
the door.

Gain entrance – Pull the rope on the right of
door and see the box on the left comes out.

It seems that it wants a ‘donation’ before entry is
given. Place the amulet (the only item accepted to unlock the door) in the
box.

 Click on the door and gain entrance.

Talk to Himus, the alchemist. He finally agrees to
help you BUT it will be self-service type of help. 2 4 7 is now the record of
Umang’s debt. Himus leaves.

Lukerii formula – Go forward and then
right to be at the alchemy preparation area.

Look close at the books on the left. Read the
formula book, flip the pages and see the formula for Tincture Lukerii.

Tincture Lukerii is
made up of one part Cure Oil and one part of Moon Elixir.

Prepare elixir – Now that we know the
formula to use, go to the right and look close at the reagent dispenser on
the lab bench.

The elements are in tubes on the top. Click to turn
the tubes. The tubes are labeled with the icons of the reagents.

The middle part of the dispenser has 2 empty
measuring tubes that are graded by rings that measures 1/4 of the whole tube.

Under the measuring tubes is a cup that can combine
the elements mixtures.

Below the cup is the place for a container for the
finished mixture.

Add the elements exactly in the sequence noted in
the formula
or else it will not work.

Measure the elements using one click on the stopcock
to dispense 1/4 and 2 clicks on the stopcock for 1/2 to one of the measuring
tubes.

Use the icons to identify the elements.

Use the other measuring tube for the other mixture.

First measure Cure Oil in one tube; measuring
the elements in correct order seen in the graphic.

1/4
(one click) Mercury Vine

1/2
(2 clicks) Vinegar Oil

1/4
(one click) Morning Dew

Then open the stopcock to place it first in the cup
below.

Then measure Moon Elixir in the other tube following
the formula in the same order shown.

1/4
(one click) Blood of Unicorn

1/4
(one click) Sea Salt

1/2
(2 clicks) Moon Water

Click on the stopcock to combine them in the cup.

Place the bottle under the cup. Click the stopcock
of the cup to get the mixture. Pick up bottle.

If an error is made, see a cutscene of Umang picking
up the bottle and it sparks. If correct, the bottle with Elixir is in
inventory.

Exit the building and go back to the railcar.

Mine at a Green world:   
Click on the button at bottom right and then pull the lever. Go forward and go up the hut. Give the
bottle with
elixir to Sarah, the wife. She gives a musical sphere.

Bells puzzle – Go to the abandoned mine. Place the
musical sphere in the middle cup below the
bells.

Click on the musical sphere to hear the 5 tones
needed to call the mine elevator. Click on each bell to find out their tones.

Hint: The way I did this is to click the musical
sphere and when the first tone is heard – immediately click on a bell to see
if they match. When the first tone is matched, play the sphere to the second
tone and click an unmatched bell. Continue until identified. Do this to all
the 6 tones made by the musical sphere.

From left to right: click on bell 4 5 4 2 5 1. The
musical sphere disappears and the elevator rises.

Go stand on the elevator; watch Umang go down the elevator and Fird’s
reaction.

Go back to Sarah at the hut to see if she can help.
She is furious because it was not the medicine she wants. Ooops.

Go to the table left of the ladder or exit and take
the bottle of elixir.

Go back to the rail car.

Reina, fairy
at a Rainy world
:    Click on
bottom left button and pull lever. Arrive at a rainy, dreary world. Go forward and see a
bridge with a gate blocked by a force field.

Pass through gate – Go to the stand right of the bridge.

See 4 different colored buttons. Press each one and
see 4 different force fields that block the gate: fire (purple), ice (blue), smoke (gray) and electricity (yellow).

When the blue second from the left button
is clicked; hear Umang say the clue.