Aura 2: The Sacred Rings
Click on the second from left button, go to the
force field and use the crowbar to break this ice-glass force field.
Go through the gate and forward to the house.
Gain access to the house – Study the
depiction on the door. The clue is there – 3 rays.Enter the door and go out to the same place. Umang
says ‘strange’. Turn around and enter through the door again. Do
this one more time and you will be inside.
Go left and enter the door to meet Reina. Talk to Reina, the
fairy three times. She needs the ashes of Fird’s son. She also wants Himus’ Book of
Alchemy. The Butterfly on glade can help you; it is the key to the book.
After the talk, look
around. Take the phosphorus on the book shelf. Also read the spell book
to learn how to change the weather to fog, rain or lightning using the mood
statues and spells.
Exit the room and go
forward. Climb the ladder and be on the roof top. This must be where she does
the spell for the change in weather. Look at the mood statue and 3 pans. Go down, go forward and left to the exit
door.
Butterfly in glade
– Go forward and before stepping on the stone bridge, turn left. Go forward to
the end and see
a butterfly right of the path.Click on the butterfly. Watch the change in
color of the butterfly: white at rest, yellow, green, blue, pink, green and
red in flight; and white again at rest.
Go back to railcar and
leave the area.
Alchemist at the Ice World: Click on the top
left button and pull lever. Exit the rail car and go forward until
the door.
Get Himus’ Book of Alchemy – Enter and take
the Himus book on the table. This is not the book Reina asked for.Go forward and go through the open doorway. Climb up
the stairs and enter a room with panels that has symbols. On the floor is a
metal box protected by a moving field.Turn right and down and take the magic wand. See
colored balls of lights with tails flying in the air.Based on the clue given by the butterfly in flight,
click the wide part of the wand on the following colors: yellow, green, blue, pink,
green and red.A sound is heard when a colored ball of light has been clicked on. To
the left are 6 dots to show which colors have been clicked on.Pull back to reset the puzzle. Patience is needed.
Wait for the correct color to come out. Use the tip or the wide end of the
wand to click the head of the colored ball of light.When correctly done,
the metal box at the center of the room rises.Take Book of Alchemy and Elixir Lukerii information is added to the journal.
Read the journal to learn about the Keeper’s portal’s energy need and Sarah’s
medicine.
Try to exit the room. The door is locked.
Exit the magic room – If you haven’t taken
Himus book from his desk, place the Book of Alchemy back on the pedestal. Now click open the door, go down and take
Himus’
book from the desk.Go back up and take the Book of Alchemy from the
pedestal. Place Himus book on the empty pedestal.Exit the room and go to the rail car.
Reina at a Rainy world: Click
on bottom left button and pull the lever. See a flower bloom in the glade upon
arriving at the rainy world.
Go across the stone bridge and go right to the glade. Take the
Lukeria flower.
If you haven’t taken the bottle with elixir from Sarah’s hut, go to the mine
world and pick it up.
Alchemist at the Ice World:
Click on the top left button.
Elixir of Lukerii – Go to the bookcase and to the grinder on the shelf.
Place the elixir bottle at the base of the grinder. Open the lid of the grinder. Place the Lukeria
flower.Click on handle, see a flash and automatically take the Bottle with
Lukerii
Elixir.
Mine at the green world:
Click on the button at bottom right and pull lever. Go up the hut and give the
Bottle with Lukerii Elixir
to Sarah. She wants you to go away.
Visit other places before you come back here to
check if the elixir worked.
Cemetery: Click on top
right button of the rail car and pull lever. Go forward to the side gate and
click on the gate. Talk to Salan, the
grave digger. Go to railcar.
Reina at a Rainy world: Click
on bottom left button and pull lever. Go to the house and give the Book of
Alchemy to Reina. Go to
railcar.
Mine at a Green world:
Click on the button at bottom right and pull lever. Talk to the husband about the
gravedigger. Learn that Salan only leaves the cemetery when someone has died. This gives Umang an idea.
Check if Sarah is feeling better inside the hut. Go to railcar.
Cemetery: Click on top
right button of the rail car and pull lever. Go forward to the side gate and click on it. See
a cutscene of Umang and Salan talking at main gate. That is a nasty trick.
Mausoleum 1 – Go forward until the rotunda with the statue at the center. Go forward to the other side and continue
until an arch is seen.Go left and enter the mausoleum. Pan right and click
on the written plaque on the wall – language of the Keepers.
A dumb person wrote these letters. A blind person read them. A mute person repeated them.This is the clue to the puzzle below.
Open the tomb door – Look down and see tiles.
A tile is on the handle.Take the tile off the handle. Pull the handle down.
The door to the tomb opens. Push the tomb lid off.
Take the staff. Exit the mausoleum.Mausoleum 2 – Go back to the rotunda.
Take the path to the right. Go forward until the mausoleum on the right.Candle puzzle – See 25 niches that have
candles.Pull back from the study of the candles and look
down on the active area on the floor.Look down and click the phosphorus taken from
Reina’s room on the ground.Umang hides at the side of the mausoleum to wait
for Fird. See Fird arrives and departs.See Bargul demanding Umang’s capture. Gugon
reports that Durad is having difficulty keeping his position of power within
the Keepers clan.The aim of the puzzle is to have all the candles
lit. Click on a candle to light it. Then click on another candle to see if the
first candle stays lit. Continue on until you can get the correct sequence of
candles that keeps all the candles lit.Take note that color of the flame shows where the
next candle will be located:Red flame shows that next candle is somewhere
above.Yellow flame’s next candle will be somewhere to
the left.Green flame’s next candle will be somewhere to the
right.Blue flame’s next candle will be somewhere below.
The size of the candle shows how far the next candle
will be to the one that is lit:Short candle is one space away.
Medium candle is 2 spaces away.
Tall candle is 3 spaces away.
The aim of the puzzle is to have all the candles
lit. Click on a candle to light it. Then click on another
candle to see if the first candle stays lit. Continue on until you can get the
correct sequence of candles that keeps all the candles lit.
The solution can be started at any candle.
Click the next candle in the sequence and if #25 is
reached; continue to #1 until all candles are lit.The door opens. Now enter the mausoleum. At the bottom of the steps,
pan left and click on the candle stand. It is now dark. Turn and look down on
the floor and see where the
phosphorescent footsteps lead to.Click on the candle stand again to get light. Go to the second from the right niche and take the
urn.
Exit the cemetery through the side gate. Go forward
and see Salan coming back. Hide – pan right and hide behind the tall stones just
across the side gate. Go to the rail car.
Reina at a Rainy world: Click
on bottom left button and pull lever. Go to the house and give the urn to Reina. She says to
go back to Fird. Go to railcar.
Watch Reina do magic with the urn. Rizan appears to
Fird.
Mine at a Green world:
Click on the button at bottom right and pull lever. Go and talk to Sarah
preparing a meal. She is well now.
She gives another musical sphere.
Fird – Go to the abandoned mine.
Place the musical sphere on the cup and click the
bells from left to right: 4 5 4 2 5 1.Stand on elevator platform. Go forward and talk to
Fird.He apologizes. Umang asks for the Shadow Legion sign. The
Shadow Legion sign can only get Umang undetected for a short time and will be
not be removed. Umang agreed to
set Mila’s soul that was kept by Gugon magic free. Fird gives Mila’s amulet.
Fird lays his hand on Umang’s head to give him the sign of the Shadow Legion.Go to the table on the left and pick up a piece of
paper. Check the drawing that is now in the journal.Exit and go back to the rail car
Reina at a Rainy world: Click
on bottom left button and pull lever. Go to the house and talk to Reina. She will make
lightning for you if you prepare upstairs. Review what the spell book at the
bookcase stated.
Mood statues puzzle – This puzzle is a tower
of Hanoi
puzzle. There are 5 statues stacked inside on another on the left pan.The aim of the puzzle is to move all of them to the
right pan. You can only place a larger statue over a smaller statue.For ease, the statues are labeled 1 -5; 1 being the
largest and 5 the smallest. Move the statue (from pan) to stated pan.
|
Move 2 1 3 1 2 1 4 1 2 1 3 |
1 2 1 5 —— 1 2 1 3 1 2 from right to left pan 1 from middle to left pan |
4 —— 1 2 1 3 —— 1 2 —– 1 |
When finished no sound or action to know that it is done correctly is
noted. Go down and talk to Reina. If she is impressed, then
puzzle is done right. She will call lightning once you are ready.
Portal: Go to the railcar
and push the bottom middle button; pull lever.
Go to the Portal ruins. Go up the stairs. Place the
staff on the statue behind the ring stand.
Go back to Reina. Click on Reina. An
automatic scene is seen of Reina calling the lightning down to hit the staff.
Umang is at the portal. The portal appears. Michael tells Umang about the
mountain
caves and that one door opens many passages. It is up to Umang to choose who
takes which passage.
Keepers Palace – Shadow Legion’s Lair
Portal: Umang arrives at
the Keepers portal. Look around and see a carved face on the cliff.
Way to palace: Go forward
and further down, see that it is not safe. Go back and after passing the
second arch,
pan right and go around the portal (forward twice). To the right are vines. Climb up and
walk the cliff side, over a stone bridge and forward passing a second bridge on the
left. Look down and see a guard below.
Find the cave – Cross the stone bridge just
passed and go
left on the cliff side. The path is blocked by a rockslide. Pan right and see a space between
the rocks. Use the spyglass and study the palace. Umang sees the cave Michael
told him about.Guard – Go back and stand behind the
statue above the guard. Save game here! Use the crowbar on the base of the statue
not the top
part. If the top part is pushed using the crowbar, it alerts the guard – game ends. The statue falls on the guard.
Go back, across the 2 bridges and down via the vines close to the portal.
Go forward to where the guard is crushed by the statue.
Cave search: Go forward and
pick up the sword on the ground where the guard was before. Go
pass the arch and see the palace. Pan left and see a hanging skeleton. Now
that you know where the cave is located, you can access the next area.
Go forward to the rocks (now active after using the
spyglass earlier) and forward until end of the path blocked by dead trees.Go right, up, left, right (split path here), and go left
(seems like dead end).
Pan left to see
rock ledge. Go there.Turn around to the cliff. Go
to that cliff side ledge
Climb up using the sword. Turn around and take the
sword back. Turn around and go forward-up.Go forward-up again, go left and right to see vines blocking the
way. Use sword to remove the vines.Go forward, forward and hear water.
Pan right and see
an active spot and Umang will say ‘too high’.Use sword on active spot.
Pan
right and go to that protruding ledge.Pan right to see waterfall. Go down.
Pan right and use-fill
the waterlamp.Turn right to go up, go left, and pan left (do not
go up
the path).Pan down to the ground and see an entrance below. Go
forward there.
Go left, forward, forward (a bit left), left and
forward to bat cave.Enter the cave.
Go forward
(4xs) until the end, pan
left and go up.
Entering the Lair: Go forward
and when it gets dark, use the waterlamp. Go forward and you will be walking
the ramp on the ceiling above the marching soldiers.
Go right and look down and see a guard by the door. Go right to
the wall and enter the hole on the wall.
Go forward. Look through the window on the left and see Bargul
on his throne saying to Gugon the sorcerer that time is short in getting
to the Keepers world. He inquires about the Keepers’ lab. Umang makes a noise
and Bargul notices. Umang backs up and falls down the hatch to the dungeon.
Torture room: Look around at the
different torture machines. Note that the guillotine is functional.
Maiden sarcophagus – Go to the iron maiden
(without nails) on the back wall.Pan down at the base and see that the lock is similar to the drawing taken
from Fird’s table. Study drawing in the journal.Move the buttons (left to right and top to bottom):
1 3 4 dots.The door opens. Meet Trey, the betrayer. He is
the one that snitched on the lovers. He hopes to get rest when Mila forgives
him. Trey promises to help Umang anyway he can. He last saw Mila being taken to the vault.
He disappears.Pick up the paper on the base of the sarcophagus.
Exit door: See that the lock
here is also similar to that of the iron maiden. Study the now complete paper in the journal.Move the buttons (left to right and top to bottom):
1 3 4 4 2 5 1 dots.
Prison: Exit and be in a hallway
with 3 locked cages. The 2 doors flanking the torture room can not be opened.
Go left to the end of the corridor and click on the 2 side levers.
The
middle is broken. This opens the 2 end cages.
Go to the left opened cage and
take the shackle beside the skeleton.
Go to the third cage and study the paper on the
floor. It states that Mila knows a way out of the labyrinth.
Tumbler room: Go down the stairs at
far end of the corridor and enter through the door at right. See a hole on the floor.
Tumbler – Pan right and look at the
roll up cabinet on the wall.See that there are 4 tumblers. The end
tumblers are movable but the 2 middle ones are not. We need to find a way to
move the middle tumblers also.Chain – Go back to the torture room and use the shackle on the
guillotine.Place the shackle on the table. Turn the wheel on
top right to cut the clasp off. Get a shackle.Turn the wheel again and place the shackle on the
table again. Turn the wheel again to get chain. Go back to tumbler
room.Tumbler puzzle – The object of the puzzle is
to get the red bars of the 4 tumblers to even up. Pull back resets the puzzle.1. Turn the right end so that the handle evens up
with the one beside it.Click the chain on the third from left handle. The
chain connects the third and last tumblers.Turn the last tumbler twice. Click on third tumbler
to take the chain. Place chain in inventory.2. Turn the first-left tumbler so that the handle
evens up with the one on its right.Click the chain on the second from left handle. The
chain connects the first and second tumblers.Turn the first tumbler twice. The third tumbler also
moved. Take the chain from the second tumbler and place it inventory.3. Turn the right end so that the handle evens up
with the one beside it.Click the chain on the third from left handle. The
chain connects the third and last tumblers.Turn the last tumbler until you see the first three
tumblers have the red bar evened up.Take the chain from the third tumbler and place it
in inventory.4. Turn the last tumbler until the fourth red bar evens
up with the rest.
The elevator rises. Umang goes down and talks to
Trey. Trey says that there’s no living person here and Umang has to find something (not someone)
that will show the way.
Maze: Save game here. If
you go through any entrance, you will be caught and need to go back to a saved
game.
Remember what Trey and the paper in the prison
cell stated.Take Mila’s amulet from
inventory and pan around until it lights up. Use it as a guide to which
entrance you need to go through. Do this 4 times.
Chapel: Go forward and see
a door at the end and one on the right. Enter the one on the right.
Trey says that Mila is somewhere nearby.
Use amulet, look
around and go close to walls. See that the amulet is active on the right wall. Use crowbar on the
wall and see Mila’s skeleton.While in close up, use the amulet on the
skeleton. Talk to Mila. She asks how Umang can release her soul from Gugon’s
curse. She says that Gugon’s curse uses a magical orb and the orb is kept behind the
door with the spider sign.
Pick up the
stone on the bench right of Mila’s wall. Exit the room.
Watchtower stairs: Enter through the
door at end of hallway. Turn left, climb up the tower stairs and see a gate barring the
rest of the stairs.
There’s a door on the left. Enter and see that it
goes to the prison cells. Go back to the watchtower stairs and the gate.
Remove the bars – Click on the wheel on the
right side of the floor and see that the bars go up. It immediately drops
down.Use the stone on the wheel and then click to raise
the bar. The bar stays up. Go up the stairs.
Access to adjoining building:
Enter the next door on the left. Go forward passing gargoyles on the wall of
the balcony.
Spider door: Enter through
the door and see a formerly majestic now destroyed spiral staircase at the
center of chamber. The door to the right is locked. It is the spider door that
Mila said has Gugon’s magical orb.
Tower: Go through the other
door at end of the chamber.
See an elevator at the center with a lever on the
floor, a door and stairs going down.
The stairs that goes up ends in a locked door on top
of a tower. The door has a cross keyhole.
Remove the guard – Go down the stairs and see
the elevator on this floor. Pull the lever on the floor and the elevator goes
down.A guard is alerted and comes to check. As soon as
you have control of Umang, pan right and click to go upstairs.Automatically, Umang will be on the top level
elevator lever.Watch the guard enter the elevator to check.
Immediately, use the sword on the rope holding the elevator. ‘I’m sorry’.Now, you are free to check downstairs.
Guard house: Go down and
enter the hallway to the right. Go forward and be at the guard house.
There are 4 doors. 2 cannot be opened. Save game.
Open the first door on the left and see that it has 2 guards. You’re caught.
Replay and open the far right door. Look around and
take the spear at right side of room. Exit the room.
Library: Enter through the
door at end of the hallway. See that it is the library.
Librarian bug – Look at the contraption at
the center that looks like a bug. Click on the base and see that it should
hold a library card.Go behind the contraption and click on the base and
see 11 keys and one key missing.
Go up the stairs right of the door and go to the
windows. Take the library card off the window shelf. We’ll come back
here later.
Go back to the watchtower stairs via guard house, tower,
chamber and balcony.
Climb up and click on the door on the left. Through
the keyhole see a guard on watch. Uhmm…
Climb up to the top of the stairs and enter through
the door.
Watchtower: Look around.
Go to the right and see the control panel of the
ballista: wheel to turn sideways and a directional arrow to position up-down
the ballista. It is not functional yet since we don’t know what direction to
move it to.Climb the steps at left. Look across the parapet and
see a lit tower on the left. That’s the top of the tower we checked earlier. Look
up and see a rope hanging down.Go back to the door and climb the ladder left of
door.
Pyre parapet: Look around.
Go left and see a winch that has a rope hanging at the
end.
Access Gugon’s spell room
Locate Gugon – Click the spyglass on the lit window of the tower. Umang sees Gugon through the spyglass and Umang
would say – the mage’s room.Look close at the winch. Click on the handle of the
wheel (left) to lower the rope.Adjust the rope one up from its lowest point – 2
turns of the handle if it’s the first time the handle is turned.Go down to the ladder to the lower floor.
Adjust Ballista – Go to the control panel of the ballista to the
right.Now that we know where Gugon is located, turn the directional arrow on
the left big wheel control to the very left of the orange ruled metal. This
should turn the ballista to the left.Place cursor at top of the handle of the right
wheel. Turn the top right wheel so that the gauge also shows that it is to the
very left. This should lower the ballista.Gugon’s tower – Go to the left side of the parapet and see that the
hanging rope’s end has a metal ring. If you don’t see this metal, go back
up and adjust the winch.Take the metal ring and see that the cursor changes
to the rope and metal. Turn around and click ring on the front of the ballista.Go left and around the parapet. Click on the back of
the ballista. See that the rope is shot to the roof of the mage’s tower.Go to the right parapet and lookup. See the rope
stretching from here to the tower.Click the spear on rope. Umang slides to the
tower.
Gugon’s spell room: Look
through the window and see a guard tell Gugon that he is needed by Bargul.
Gugon leaves the room. Enter and walk to the right.
Stone spell – See the spell book on the podium.
Click through
until Umang sees the spell to make any spell change a person to stone.Study the drawing on the book on how the spell
works.
|
Book 1 |
Take note of the heavy lines on the left page. We
This book is the circle on top of the drawing
Go to the next book by standing at
To make the line connections, the symbol on
Turn the pages of the books to show |
|
| Position of the books in the room | ||
|
|
|
|
| Book 2: Left stand of the row right of the dais |
Book 3: Middle stand of the row left of the dais | Book 4: Right stand of the row right of the dais |
|
|
|
|
| Book 5: Middle stand of the row right of the dais |
Book 6: Left stand of the row left of |
Book 7: Right stand of the row left of the dais does not need to be changed. Success! |
Save
game here. Go to the
dais. Hear Gugon
coming. Immediately, hide behind the post right of the dais. Gugon enters the room and casts a
spell. The stone spell works.
Go to the door and take the spider
key.
Spider room:
Exit and go down the stairs. Go through the door at other side of the room pass
the elevator hole.
Go forward
and go to the door left of the destroyed spiral staircase. Use the spider key on
door.
Check the bed on the right. Check the
desk on the left and take the library card and valve key.
Find the
curse orbs – Check the mirror and bookcases. Hmm… What’s with the big mirror?Click on
the left side of the mirror to slide it to the right. Study the mirror now that it is on the
right side. Pan around to see the windows.See
something on the mirror that is not on the wall between the 2 windows. Click on
the discrepancy on the mirror. A sound
is heard.

Go to that
brick on the wall and see that it is now active. Click on the active spot and the bookcase at far right goes down.Go there,
look close and see
magical orbs.Which one is Mila’s
curse orb?
Move the mirror by clicking on the left side to face the glass balls. Look at
mirror.Click on the blue glow and hear a
sound. Face the glass balls and take the bottom right ball to get Mila’s
soul-curse.
Mila: Go down to the chapel
at the bottom level of the watchtower.
Exit the spider room and take the door on the
left of the broken spiral staircase. Be at the balcony with gargoyles. Exit, be
at the watchtower and go down the stairs until the door at the bottom level.
Exit and take the first door on the left.
Look close and click the Mila’s curse ball on Mila’s
skeleton. She wants you to use wind to dispel Mila’s curse.
Go to the top of the
watchtower where the ballista is located. Climb the ladder and watch Umang
fulfill his promise to Fird.
Mila says to find the place where the Sacred Rings
were created and to use the
tetrahedron to trick the Shadow Legion. Go back to the library.
Sacred Rings Laboratory
Library:
From the watchtower, go to the balcony, tower, down the
stairs and forward to the library.
Valve key puzzle – Use the
library cards on the front of the insect like librarian and see that there’s no
power yet.Go to the back of the librarian and
look down. Open the panel at the bottom.Place the valve key on the hole.
Turn the keys so that they are all horizontal.
Turn valves: 4, 11, 9, 6
See
the librarian powered up.
Information
about the Keepers Worlds & Sacred Rings Laboratory – Go to the
front of the librarian and insert the library card on the right in inventory.
Take the book and see the picture of the Sacred Rings Laboratory. Look at the
next page. The pictures are placed in the journal.Use the
other library card and see pictures of all the worlds accessed by the Sacred
Rings. Look at all the pages in the book. All the pictures are placed in the
journal.
Where is
the Sacred Rings Laboratory? It must be the place that is guarded.
Torture room:
Go to the watchtower stairs and go down until the next door on the right.
Enter the
next door to go to the torture room. Enter the middle door and click on the
‘maiden’ where Trey was held prison.

Trey will
help distract the guard on watch at the upstairs door below the entrance to
the watchtower. Watch Trey scare the guard.
Exit
the torture room and then the prison through the first hallway door on the left.
Climb up the
stairs. Enter the second from the top door where the guard was seen earlier.
Sacred Rings Laboratory:
Go left of the large chamber. Enter the door and see the ‘place
where the tetrahedrons were created’.
Power up the Sacred Rings – Go
around the path that surrounds the Sacred Rings. See 4 stands with buttons on
inner balconies.At the
front of the Sacred Rings, there are 2 stairs that goes up to a platform. Climb
the stairs and see a lever.Go down the
stairs across from the door and see a metal case at the base of the Sacred
Rings.Using the
library book pictures entered in the journal as guide to power up the sacred rings.Go around the Sacred Rings and
program the stands based on the stand pictures. Press the buttons that are shown
by the shaded circles. The circles in the drawing are as you see the circles on
the stand facing you.
Go to the center
stairs going to the base of the Sacred Rings across from the door.Click open the metal cover
(some kind of strange mechanism) at the base of the Sacred Rings.Insert the
tetrahedron in the cavity.Climb up one of the side
stairs, go to the platform and pull the lever. The Sacred Rings are now
powered up.If it doesn’t one or more of the button stands are not
done correctly.Enter destination
– Go to the center stairs going to the base across from the door. Click open the metal cover
at the base of the Sacred Rings.With the
tetrahedron in the cavity, see a selection of destination. Identify the
locations based on the pictures seen in the library book. Review them using
the journal.So this place of the Keepers Palace is Dangan. Umang knows Ademika
Valley, Dragast, Na-Teixu and the Island of Unity. The Bazzard Desert must
be where the Shadow Legion came from.What should I choose? Save game here for
different endings.Click on a destination and it is entered on the
Sacred Rings.Remember what Mila advised before she left – use
the tetrahedron to trick the Shadow Legion.Send the Shadow Legion to the place
they came from – Bazzard Desert.The tetrahedron is taken back in inventory.
Portal: Exit the
laboratory and go left. Enter the big double doors and climb up to see the
portal.
Power up the portal – Go around to the back
of the central ring. See a stand. Place the tetrahedron on the stand.If you entered the wrong destination, watch what
happens.If correct destination was entered, turn around
and go to the end of the platform. Watch Umang hide.Bargul presuming that Umang went to the Keepers
world sends his men to the opened portal. He follows.Click on the tetrahedron from the stand and
see what Umang does.
Replay to see the other endings.
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