Realms of the Haunting
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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.
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