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Just Adventure original

Celtica Walkthrough by Dan Kennedy

by Dan Kennedy about 52 minutes to read

    2 – 1
– 4 – 7 – 8 – 5 – 4 – 7 – 8 – 5 – 6 – 3 – 2 – 1 

    4 – 5
– 8 – 7 – 4 – 5 – 8 – 9 – 6 – 5 – 4 – 7 – 8 – 9

When the box opens, pick
up the scroll lying inside the box, and read its message.  The passage
mentions something about creating a cloudless mixture to turns metals
into gold.  Back away from the scroll and click on the book that is
left in the box.  If you have obtained Bernadette’s Diary Key, the
book will automatically be accessible to you.

The diary entries span
a six-month period during the latter half of 1899, when the “Children
of Kerry” tried to make a go of it on the island.  The diary chronicles
the love between Bernadette and her betrothed Dominic, and how Dominic’s
obsession with the mysteries of the island lead to the group’s downfall. 
Although a lot of the material is superfluous to the story, it’s a
light read, and helps to fill in some of the story’s plot, which has
been somewhat lacking to this point.

Two important
items to note:

·
Franklin, Dominic’s rival for Bernadette’s
love, is buried in the cemetery – in fact, his gravestone is one of
the ones we were able to read; and

·
One of the gears from the windmill’s
organ power system is missing (stolen from Franklin), so don’t worry
that we haven’t been able to get the organ working yet.

Both of
these text items are available in your book collection, so you can
refer to them again if you wish to.

Greekhouse

Back away from the open
safe, turn around, and move forward to the door.  Reenter the parlour,
turn to your left, and walk through the door straight ahead into the
greenhouse.  Walk forwards until you’ve reached some sort of mixing
equipment at the far end of the room.  Examine the posters on either
side of the mixer by clicking on them.  The one to the left simply
tells us to “harmonize liquids”, while the one on the right gives
us a number of planetary symbols and their corresponding metals. 
This seems to be what the scroll from the safe was referring to.

There are three cloudy
beakers along the base of the mixer, and five liquid dispensers hanging
above.  At any given time, three of the dispensers are situated above
the three cloudy beakers.  The dispensers are labelled with Greek
letters, including a (alpha), b (beta), g (gamma), d (delta), and c
(chi).

The two
arrow buttons along the top of the mixer rotate the dispensers to
the left or right, and the three round buttons place a drop of liquid
into the left, middle or right beakers from whatever dispenser is
above it at the time.

I can find no hints at
all in the game that point you to the proper solution to this puzzle
(feel free to e-mail me at the above address if you find one).  The
only solution I was able to come up with was lifted from the only
other walkthrough available on the internet:  place 2 drops of alpha
(a) liquid in the left beaker, 1 drop
of alpha (a) liquid in the middle
beaker, and 5 drops of alpha (a) liquid in the
right beaker.  A golden key should precipitate itself into the centre
beaker, which should be placed into your inventory.

If, by
chance, you’ve fiddled with this apparatus on your own already, and
this solution doesn’t work for you, my advice is to start adding alpha
(a) liquid to each beaker one at a time (left,
then middle, then right, then repeat) until the key appears.  This
worked for me.  If all else fails, go back to a saved game where you
haven’t yet fiddled with the apparatus, and the original solution
should work.

Month
to Month

Turn around, and walk forward
until you’ve re-entered the parlour.  Walk forward a step, turn to
your left, and walk forward two steps through the French doors and
out to the Kerry House gardens.  Move forward past the large circular
equipment to your left towards the small building ahead, and then
click on the sign to the right of the small building’s entrance. 
The sign reads “By this month’s zodiac and sign align the planets
all in a line”.

Click to move into the
small building, and find yourself staring at a busy set of ropes,
dials and weights. There is a set of 8 cylindrical weights, with small
planetary symbols above them, hanging from the top of the apparatus. 
Pressing on the 8 symbols along the top, and on the 8 symbols through
the centre, of the apparatus moves these weights up or down.  The
planetary symbol for each weight can be horizontally aligned with
any of 12 numbers along the left side of the apparatus.

In addition, there are
two horizontally rotating dials in the centre of the apparatus, with
each dial rotated using corresponding buttons to the left or right
of the dial.  The top dial always shows two upper case letters at
all times, and the lower dial shows any one of twelve zodiac symbols.

Taking the sign as a literal
clue, what month is it right now in the game?  We’ve encountered no
information anywhere that would place our journey to the island in
a particular time or date.  In fact, we’ve received no information
about ourselves at all – the faceless, timeless explorer.  So, if
we’ve got no set day or time, we have no solution to the puzzle.

Except that there is one
date that is applicable – whatever date you, the player, are playing
the game.  In fact, the game very cleverly consults with your computer
to determine today’s date.  So, if you are sitting in a humid cottage
near Kingston, Ontario in late July (like I am), you take the following
steps to determine the proper placement of the dials and weights:

·
Figure out today’s date (when on vacation,
that can be harder than it sounds)

o
July 29th – so July, the
seventh month of the year, is my month

·
Use the following zodiac chart to
determine which sign is applicable to you

o
July 29th places me within
Leo’s date range

Zodiac Sign

Date Range

Capricorn

December 22 to January 19

Aquarius

January 20 to February 18

Pisces

February 19 to March 20

Aries

March 21 to April 19

Taurus

April 20 to May 20

Gemini

May 21 to June 21

Cancer

June 22 to July 22

Leo

July 23 to August 22

Virgo

August 23 to September 22

Libra

September 23 to October 23

Scorpio

October 24 to November 21

Sagittarius

November 22 to December 21

·
Consult the book filled with zodiac
/ planet / Greek information, flip to one of the pages at the back,
where the 12 zodiac symbols are illustrated, and find your symbol.

o
The Leo symbol is a shaped like a
little sperm, with its head to the left.

·
Set the top dial by displaying the
first initials of the two months that your zodiac symbol spans.

o
Leo spans July and August, so I rotate the top dial
until “J   A” is visible.

·
Set the bottom dial by displaying
the proper zodiac symbol.

o
I rotate the bottom dial until the
Leo symbol appears.

·
Lower the weights so that the planetary
symbol on top of each weight lines up with the number of your current
month over to the left.

o
I lower all eight weights so that
the round symbols at the top align with the roman numeral XII or 7,
corresponding to July, the 7th month.

Key
Moments

Once the correct settings
have been entered, pull the switch to the right of the apparatus. 
You will see the large garden decoration (visible to your right) rotate
around in some fashion.  Click forward to exit the small building,
turn around, walk one step closer to Kerry House, and turn to the
right.  The garden decoration has aligned itself with the Sagittarius
symbol.  Find the new hotspot located just in front of the Sagittarius
symbol here.  A close-up view allows you to see a key that has been
placed on the concrete edge.  Pick up the key, and back away.

Turn to the right, and
walk forward a few steps past the small building to a door in the
back garden wall.  There are twelve keyholes in the centre of the
door, one for each zodiac symbol.  Find the one that you used to solve
the preceding puzzle (for example, for me it would be Leo), and insert
the “Zodiac” key (the one you just grabbed) into that symbol’s keyhole. 
The centre of the door morphs and reveals a hidden portion of the
Book of Ascension.

Once you’ve grabbed the
book, grab the “Golden” key from your inventory, and click on the
main keyhole, situated beside the doorknob on the left side of the
door.  The door opens to reveal a path through some well-placed stones. 
Move forward through the passageway until it stops, and turn to the
right.  A glowing light beckons you forward – click on it.

Across
Space and Time

You suddenly find yourself
staring across a short walkway towards more green hills.  Turn around
– it appears that you are on a promontory of land next to a short
round building of some kind.  From your initial position, turn to
the right to face the doorway into the building.  Click on the door
once to jiggle it, twice to jostle it, and a third time to rattle
a key loose.  Hit the “down” arrow to look down at the ground in front
of the door. Click on the key found here to gain access to the building.

There are several maps
on the walls in here, but noting that can really be examined.  Turn
to your right, approach the desk here, and click forward once more
to view the map on the desk.  The map appears to chart the island,
and some notations made in German (including “Amulett”).  Clearly
the Germans must have had some sort of installation on the island
during the Second World War (remember the gravestone in the cemetery?). 
Back away from the map and then the desk, turn to your right, and
exit the building.

Once outside, turn to your
right and move forward a step.  Turn again to your right and click
on the building’s small window – this allows you a peek into the building. 
Back away, turn back to your left, and move forward.  Keep moving
forward until you arrive at the tall tower in the distance.

Swan
Shoot

Enter the tower by clicking
on the doorway at the top of the ladder.  Inside, turn to your right,
click on the metal stairs to go up, and again on the hole above to
get up to the next level.  Now turn around and click on the gun that
has been set up in front of the window.  Click on the ammunition clip
beside to gun to pick it up, and place it into your inventory.

Click on the gun’s sight
to look through it.  The top of a distant tower can be seen in the
sight.  Click in the centre of the sight to hear the empty gun fire. 
Back away, but don’t bother trying to insert the ammo clip into the
gun – it won’t go in yet.  Instead, back away from the gun, turn around,
click on the stairs to go up, and on the hole above to climb to the
next level.

Turn around and face another
telescope – click on it for a close-up view.  There are 3 eyepieces
that can be rotated on the front to the telescope.  To look through
the telescope, you must click on the bottom left eyepiece.  Click
there now to see a very distant view of a tower.  Back away from the
view and click on the top eyepiece to rotate the set of eyepieces
one position.  Click on the bottom left eyepiece again to see a closer
view of the tower.  Back away, click on the top eyepiece again, and
click on the bottom left one again to see a clear view of the tower,
with a swan weather-vane complete with sparkling eye attached to the
top.

Back away from the view
and the telescope, turn around, and click down on the stairs to descend
to the floor with the gun.  Turn around, approach the gun, grab the
ammo clip from your inventory, and click just to the left of the trigger
area to insert the clip into the gun.  Now click on the gun’s sight,
position the cursor over the swan weathervane and fire the gun by
clicking your mouse.  The vane will slightly sway.  Try firing several
other shots – the vane will rock back and forth, and spin around. 
Keep firing until you’ve knocked it off of the tower.

Back away
from the gun slight and the gun, turn around, descend the stairs,
turn to your left, and exit the tower.

Chime
After Chime

Outside the tower, turn
to your left and start walking forward.  Move across a bridge, and
take one step forward after completely crossing it.  Turn to your
left, and spot a familiar sight – a gazebo on an island connected
via a bridge.  Walk forward towards the bridge, and cross it.  As
you approach the gazebo, click on the sign above the entrance to read
these wise words:

“When
the pale dusk falters and the day has all but died, the thin black
veil is draw back and we cross to the other side.”

Back away, walk forward
into the gazebo and turn to your left to see another set of wind chimes
hanging here.  Click on the chimes to get a closer look.  Each has
a black and white symbol at its end.  The chimes can be re-ordered
in the same way as the first chime puzzle (i.e. click on the chime
you want to move, and again where you want to move it to.)

The object here is to order
the chimes based on the written message and the symbols.  Look to
the message for a clue as to which symbol should be first.  “Dusk”
is probably best represented by the symbol with a bit of white to
the left (the day), and a lot of black to the right (the night).  
The rest of the chimes should be placed to form some symmetry across
the entire wind chime, as opposed to matching what the message says. 
Yes, this is a lame explanation.  Try the following:

Celtica screenshot 4



After the chimes sway and
ring, a hidden compartment opens, revealing a “Sacred Key” and a harp
string for the Ascension Harp.  Pick up both objects, back away, turn
to the left, and exit the gazebo.  Walk back across the bridge, take
one step forward beyond the end of the bridge, and turn to your left.

War
Crimes

Walk towards the stone
building ahead, and click on the door to enter.  Inside, click on
the desk with the communications equipment on it.  In  the close-up
view, click on what looks like a German passport in the top left corner
of the screen.  This book is actually a journal kept by a German sailor,
Karl Schramm, who served on several U-boats during World War II.

He journal explains that
there was a listening post on this deserted island, and that his submarine
came here badly damaged near the end of the war.  His captain, not
a nice guy at the best of times, found the Ascension Amulet, grew
obsessed with it, and eventually killed the other soldiers, only to
be crucified by the Otherworld gods for trying to take the amulet
away.  The journal is an interesting read, and gets inserted into
your roving library of texts.

After finishing the journal,
click on the scrolled paper below the journal’s location to read several
messages sent (or received) by the listening post.  Back away from
the paper and the desk, turn to your right, and click on the control
panel to the left of the large locked green door.  The only items
that can be manipulated on the panel are the two levers on the pipes
to the right.  First, click on the bottom lever so that both are in
the vertical position.  Next, click on the top lever to cause the
level to rise in the “Wasserkasten” (the water cave?) gauge.  Finally,
click on the bottom lever again to lower the Wasserkasten level back
down but raise the “Aufzug” level gauge.

Back away from the panel
and click on the green door to access an elevator that takes you down
a short distance.  Outside the elevator, turn to your left to see
a shelf holding a lantern, some matches and a hatchet.  Click on the
matches to light one, and click again with the match on the lantern
to light it.  Click on the lantern to grab it, and then click again
to collect the hatchet and a match.  Turn to the right, and move forward
along the corridor.

Rock
God

Move forward until you
come out onto the dock beside the U-boat submarine.  Turn to your
left, take a step forward, and turn to your left again.  Move forward
towards the crates in front of you – the close-up view shows a barrel
with a locked top.  Take out the hatchet from your inventory and click
on the lock three times until it breaks and falls off the lid.  The
open barrel looks like it has some kind of liquid in it.  Find the
hotspot at the bottom of the barrel on its left side, and with the
hatchet knock a hole in the side.

The liquid drains out,
allowing you to click on the open barrel.  You pull out a chest that
contains a shiny amulet – the Ascension Amulet of course.  Pick it
up, back away from the barrels, and turn back to the right.  Move
a step forward, turn to your left, and move forward along the corridor
ahead.

The corridor leads to a
natural cavern that someone has set up like a chapel.  Walk forward
until you face the ornate gate, and turn to your left.  Click on the
candle stand, and in the close-up view, find the candle with the hotspot
(it’s the 5th from the left).  Take out your match and click on the
candle – you’ve now got a lit candle to place into your inventory
(good thing you picked up those asbestos pants).  Back away from the
candle stand, and return to your position in front of the ornate gate. 
Take out the Sacred Key and click on the central panel on the gate
– this opens the way to move forward.

Move forward two spots,
turn to the right, and enter the room here.  Walk forward towards
the crates at the back of the room until you are staring at the top
of one of the boxes.  Click on the compass found here – your cursor
now becomes the compass, which you can rather awkwardly move around
the top of the box.  Note that the compass needle ranges from North
to East as you move it around the top of the box.  I’m not sure why,
but you want the needle to point directly to the East.  Move the compass
over to the very right side of the box, on the top half of the screen. 
Click to drop it there, and then click off to the right of the box
top.

Hidden behind the box is
a metal gear (for the windmill I presume) and another organ roll –
this one is labelled “Evening Light”.  Place both objects into your
inventory, back away from the box, turn around, and walk forward to
exit the room.  Turn to the right, walk two steps forward, turn to
the left, and enter another room with the sound of running water in
your ears.  Walk forward along the stepping stones for two steps,
and then turn to the right to see a strange rock altar.  Move forward,
and then click the mineral crystals in the centre of the screen –
a piece of the Book of Ascension is hidden behind the crystals.

Back away, turn to the
right, and move forward until you have exited the room.  Turn to the
left, and move forward along the tunnel until the passageway turns
to the left.  Turn to the left, step forward, and turn to the right. 
You watch some sort of reddish fountain of otherworldness spraying
around.  Hot lava?  Evil miasma?  God flatulence?  Who knows.  Once
you have been returned to your view of the tunnel, walk forward several
steps (there are three windows to see the spray) and continue until
you emerge back outside.  Turn to your left, and follow the stone
tunnel until it ends.  Turn to your right to spot another one of these
teleporting lights.  Click on it to be transported to another location.

Done
With Mirrors

You find yourself in an
old stone structure with a doorway in front of you.  Walk forward
through the doorway and turn to the left.  Take one step forward,
turn to the left, and admire some green stone blocks.  Turn to your
right, and move forward several times until you emerge back out into
the rolling hills.  Take a step forward and turn back to check out
the little underground stone dwelling you were in – pretty neat. 
Turn around again, and continue forward until a large tree can be
seen in front of you, just a little left-of-centre.

Turn to your left to see
a large plate mounted on a circular track atop a pedestal.  Move forward
past the pedestal, and then click on the plate from behind.  You now
can control the position of the plate with the mouse.  The object
here is to set it so that it is reflecting light from another plate
located just to the left of the tower you see in the distance.  When
the plate is positioned correctly, you will see a shimmering light
from the other plate in the distance.  Once the distant light is shimmering,
click the mouse to lock the plate into that position.

Click back to return to
the view facing the front of the plate and pedestal.  You should see
an image reflected in the plate – it’s actually a mirror.  Turn around
(two clicks to the left or right) to see a third mirror reflecting
the light.  Click towards this third mirror – the light is being directed
at something in the distance.  Keep moving forward, and click on the
small wooden structure with the hanging items when you get closer. 
These hanging items are Viking runes – click on the three bathed in
light to place them in your inventory (the other two remain there).

Back away, turn around,
and walk forward until you are back on the main path in front of the
first mirror.  Turn to your right, and move forward up the hill until
you are facing the stone tower.

Dead
Flowers

Click on the doorway to
enter the tower, again on the stairs to go up, and once more on the
hole above to get to the next floor.  Turn around to face a desk with
several items on it.  Click on the flower and the set of bottles on
the left side of the desk first.  The flower looks quite old and fragile. 
Try clicking on each of the small bottles to learn about their contents
– four are the “results” of experiments with Swan Powder (except for
Experiment 4, involving Flower Petal), and the others contain strange
substances like Gas Compound, Astronomical Compound and Passion Powder.

This isn’t a really difficult
puzzle, since you only need to pour one of the bottles onto the old
flower, and two of them have “flower" written on their labels. 
Pick up the Experiment 4 (Flower Petal) bottle (it’s the second one
standing up from the left) and click on the flower to bring it back
to life.  The vial is placed into your inventory.

Back away, and click on
the piece of paper located to the right of the flower.  It contains
some useful information such as an altitude (30 degrees), an azimuth
(293 degrees), and some text labels (The Harp, The Eagle, Eye of the
Swan, Garnet).  Four compass point readings are listed at the bottom,
corresponding to 4 yearly dates (270 degrees – south wall – December
21; 90 degrees – north wall, June 21; 0 degrees – east wall – March
21; and 180 degrees – west wall – September 21).

Back away from the paper,
and click on the tube located to its right.  This is a kaleidoscope
that shows some recognizable images – a swan, the harp?, etc.).  Back
away, and click on the book on the right side of the desk to pick
it up.  Consult your handy dandy library to see what it contains –
more compass directions and labels similar to those on the paper you
just found.

Star
Power

Turn around and click on
the stairs (and the hole above) to go up to the next level.  There
isn’t anything on this floor, so click on the stairs again. The view
up into the next floor is a little different – note the lever located
to the right of the hole leading upward.  Click on the lever, and
then on the hole to go to the next floor.

You face a telescope located
in the centre of a domed room.  Currently the dome is closed – the
inner ceiling surface seems to be covered in constellations and other
star chartings.  Walk forward to the telescope, and click on the dial
located on the telescope’s lower support.  The compass reading should
display something around 290 degrees in the centre of the reading
window.  Click on the knob to the right to advance the reading to
293 degrees (as per the paper downstairs).  The 293 should appear
at the very centre of the window – if you’ve gone too far, move the
reading back by right-clicking the mouse.

Back away, and click on
the small box on one of the support arms for the telescope (this is
up and to the left of the dial.  The box should read around 25 degrees
or so.  Click the box until 30 degrees is showing (as per the paper
downstairs).  Again, right-click if you’ve gone too far.  Back away
again, and click on the eyepiece located on the side of the telescope
(not the one at the bottom end).  A shining, rotating star should
be in the centre of the view – click on it to receive another piece
of the Ascension Amulet.

Back away from the view
and from the telescope, and then turn to the right.  Click on the
small piece of equipment here.  The close-up view shows that it’s
a control panel for the dome.  The lever to the right doesn’t seem
to work, so try turning the compass direction by clicking on the knob
to the left.  There really isn’t any way to solve this except for
trial and error, but the dome won’t open until the reading is close
to 270 degrees (an important point for later).  Once 270 is showing,
pull the lever to the right, and listen to the dome open behind you.

Back away from the panel,
and click on the lower eyepiece of the telescope (at the bottom end). 
We see a short movie of an eagle flying through the air, and landing
on a round structure along the side of a stone walkway.  Back away
from the lens and the telescope, and then click forward to move towards
the opening of the dome.  Click on the opening to walk outside, and
turn to your left.  Move forward up the short ladder to the weather
vane, which has a familiar shape to it.  Click on the Ascension Harp
to place it into your treasure graphic.

Back away from the vane,
turn to your left and move forward to reenter the dome.  Walk forward
one step, and then click on the hole on the floor to descend the ladder. 
Make your way to the ground floor of the tower, and click on the wooden
door behind the stairs to exit out the other side of the tower building.

Stone
Free

Walk forward – you should
recognize the stone walkway stretching out in front of you from the
movie of the eagle.  Remember that it landed on a circular platform
on the water side of the wall.  Walk forward onto the walkway, take
one step forward, and turn to your right.  The eagle’s nest is right
in front of you, complete with a harp string in its centre.  Pick
up the harp string, turn back to the left, and continue moving forward
along the stone walkway.

The walkway eventually
ends, but continue moving forward across the green hills – someone
has conveniently placed marker stones to the left and right to guide
your way.  Eventually you’ll spot several rounded stone structures
in the distance off to the right a bit.  Walk forward until you cannot
see the structures any more, and then turn to the right.  A stone
dwelling should be present straight ahead.  Walk forward and enter
the building.

Before you are 13 stone
heads arranged in a circular pattern.  Click on the boxy stone item
in the upper left corner of the screen (a “capstone”), and then click
on the scrolled paper in the upper right corner of the screen.  The
paper contains a diagram of one of the heads, and a circular pattern
with six straight lines crossing it.  Back away from the paper, and
click on the heads for a closer look.

The 13 heads are numbered
0 through 12, and clicking on the “0” head in the centre resets the
heads to their original positions.  The only heads that can be moved
are the inner odd-numbered ones.  Each of the six heads can be moved
one-half position clockwise or counter clockwise.  The heads are moved
by first clicking on the head, and then clicking in whichever direction
you want to move it.

The trick here is to align
the inner heads with the ones along the outside circle, thereby recreating
the pattern shown on the scrolled paper.  The only problem is that
only some of the heads can be moved at any given time, and only some
sequences of moves will provide a correct solution.  You can either
tinker with this puzzle until you get it right (there are several
solutions), or use the following solution:

·
Move Head
# 11 counter-clockwise

·
Move Head
# 1 counterclockwise

·
Move Head
# 3 counterclockwise

·
Move Head
# 5 counterclockwise

·
Move Head
# 9 counterclockwise

·
Move Head
# 7 counterclockwise

Once the correct pattern
is formed, the centre head disappears.  Click on the spot where the
head was, and get a close-up view of a pile of ashes.  Take out the
vial of flower power and click on the ashes – the liquid reforms the
ashes back into a part of the Book of Ascension.  Read the passage,
and then back away from the close-up view.  There are now two Viking
runes lying on a small plate in the centre of the stone heads.  Pick
up the runes, and back away out of the building.

Deposit
Required

Turn to your left, and
move forward until a stone wall appears on your left.  Follow the
wall until it ends at another locked gate.  Click on the panel on
the wall to the right of the gate for a close-up of the access control. 
Two slots flank two concentric dials, with a wider slot below.  To
change the settings on the dials, insert one of the Viking runes into
either of the two upper slots.  Placing a rune in the left slot turns
the outer dial counterclockwise, and runes placed in the right slot
do the same for the inner dial.  Click the centre of the dials to
have the runes come back out the bottom slot.

You have 5 runes in your
possession.  The marks should indicate the value of each rune, but
if you are unsure, toss it into one of the slots, and count how many
ticks the needle moves.  The 5 runes have values of 3, 5, 7, 8 and
10.  But how to distribute them into the slot machine?

The solution is pretty
obscure, so I’ll walk you through it.   Remember the last time we
wanted to open something up?  The dome in the tower.  How did we do
it?  Set the controls to 270 degrees.  What else do we know about
270 degrees?  From the paper on the second floor of the tower, 270
degrees represents the “south wall”, and December 21st,
the Winter Solstice.  How can we use this information?  Set the outside
dial to “12” (i.e. the 12th month), and the inner dial
to “21” (the 21st day).  Oh boy.

Divide the runes into two
piles – the first should have a total value of 12 (how about the 5
and the 7?), and the second should have a total value to 21 (the 3,
8 and 10).  Place the 5 and the 7 into the left slot, and then the
other three runes into the right slot.  The gate will open, allowing
you beyond.

Walk forward through the
gate, and forward several steps until you spot a piece of the Book
of Ascension on the rocks ahead (I guess they ran out of puzzles). 
Pick up the book, read the passage, and continue forward until the
passage ends.  Turn to the right, and step into the light.

The
End is the Beginning is the End

You are zipped back to
where you started – well, pretty close anyway.  You stand at the entrance
to the cemetery.  Walk forward several times and approach the large
gravestone at the far end of the cemetery.  There was a hotspot here
that we have yet to access.  Take out the capstone from your inventory,
and place it on top of the cross on the stone.  The final piece of
the Book of Ascension morphs out of the base of the grave marker. 
Click on it to complete the Book, and read the final passage.

Back away from the book,
turn around, and walk forward until you have exited the cemetery. 
Keep walking forward until you have climbed the hill, and are facing
the entrance to the first tower.  Instead of entering the tower, turn
around to face the opposite direction.  The weather vane shot down
with the German gun lies before you.  Click on the swan’s glimmering
eye to complete the Ascension Amulet.

Walk forward towards the
monastery again, turn to the left at the entrance to the cemetery,
and walk into the arbour.  Keep walking forward until you have reached
the entrance to the windmill (it’s a shorter trip this time).  Enter
the windmill, click on the yellow control panel, and click on the
handle to the left to open it up.  Take out the missing gear from
your inventory, and place it on the wooden peg directly below the
second horizontal shaft (to the left of the biggest gear).

Click on the left panel
door to close it, and note the wheezing sound and turning gears that
indicate that the mechanism is working.  Back away, click on the organ,
and place any of the organ rolls into the open slot.  Now click on
the switch to the left to play the roll (boy, that was a quick song). 
Shadow Dancing, Ode to Cygnus, and Sun Tears are nice, but you should
really hear Evening Light.  Play this last song, and then click on
the roll after the song has finished.  A secret compartment opens
behind the slot, revealing a love letter from Franklin to Bernadette,
and the last remaining string for the Ascension Harp.  Read the letter,
then grab the harp string.

Where
the Demons Dwell

Time to explore that model
of Stonehenge.  Back away from the organ, turn to your left twice,
and exit the windmill.  After returning to the arbour, turn twice
to the left, and walk forward to Kerry house.  Enter the house, walk
straight through into the parlour, and continue out into the garden. 
Continue walking forward until you’ve passed through the small door
in the very back corner of the garden.

Walk along the corridor
of stones until it ends, and then continue forward into Dominic’s
model of Stonehenge.  Click on the short square stone in the centre
of the circle to open up the bridge between the island and the Otherworld. 

Screenshots

Celtica screenshot 5

Other guides for Celtica