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Realms of the Haunting (e)

Cover
Realms Of The Haunting

Interactive Adventure by GREMLIN

A solution by Lu Richardson (For Cheet Sheets Magazine - cheets@sv.span.com)



General tips:

I know you don't need to be told to swing the old cursor around
to see what there is in each room, so I won't.  However, I would
like to say that you should use the Page Down key to see what's
on the floor, because otherwise you'll miss lots of goodies.  

By the way, when you see open boxes on the floor and look inside
to get the ammo they usually contain, look at them from all
angles.  A high side can hide vital items.

During your first steps around the house, and once you have the
gun, don't waste precious ammunition shooting at windows and
mirrors; you only do that sort of thing later on, and only if
your gun needs reloading - saves doing it when someone is nearly
on top of you and trying their best to kill you.

As always, examine every item you pick up at the first
opportunity.  Sometimes certain objects contain other items.

I presume you'll be playing in Easy Mode, i. e., you click on
something and, if you are carrying the right article, the right
thing will happen.  Later on, this is particularly handy for
opening doors in a hurry if you've got half the population of
monsters, and their friends and relations, at your heels.  That's
not exactly the moment you would choose to rummage around your
pockets to find the correct key.  Of course, if you are trying
to solve a puzzle, this helpful option doesn't work:  you have
to pick the right item to put in the right place.

This is a tough game, and if you want to stay alive, it is a good
idea to do a "dry run" of a few rooms at a time so that you can
learn the lay of the land, as it were.  You can't afford to get
badly hurt, since there are precious few healing potions (and not
all that much ammunition, for that matter) and the further you
advance, the less you'll find.  Also, you can't hang around
looking for items too long, as in some rooms the nasties
regenerate and they'll be on top of you while you are busy
staring at the floor.  Apart from this being dangerous, you have
to use up more ammunition.  So, you see, if you've done a dry run
and know exactly where everything is, you can be in and out in
a jiffy.

Sometimes you get attacked from all sides, so you'll have to work
out ways of getting away with a minimum of damage.  Save every
time you have a successful run.

Combat:  

As to combat, don't rush into rooms but rather walk cautiously
in and wait a few seconds to see if something nasty materializes;
then you can kill it from a safe distance.  Keep away from the
monsters whenever possible, running around and walking backwards
if necessary - only don't walk into another room in which another
nasty can be generated to attack you from the rear -  nor get
into a corner if you can help it.  Finding a good spot from where
you can kill but be safe at the same time, can be pretty crucial. 
Sometimes you can hide behind something and hit without getting
hit.  This is particularly useful when you use self-charging
weapons which take a while to recharge.  However, if you keep
very still, the monsters might ignore you, so move about to lure
them to you.

One important thing to remember is that some monsters can't go
through doors (may be they are too big!) so, stand where the door
can't shut because you are in the way, and keep blasting.  If
they come too close, you can always retreat, shut the door and
open it again later.  Stairs are good, too:  sometimes you can
stay at the foot, or half way up, and do a lot of damage without
getting hurt.

If the opposition is too much for you, RUN!

Weapons:

Keep an eye on your colt if you are using it:  when it runs out
of bullets you have to reload and you can be cut to ribbons while
you are doing that.  Back away while you are reloading;
obviously, it is not a good idea to be caught in a corner on
those occasions.  

Indeed, if you have to fight at close quarters, the guns are not
much use and it is best to use the sword.  Try it out for
yourselves.  To tell you the truth, I found that, no matter how
sophisticated the weapons got as I went along, they still didn't
do all that much damage.  At times, it is important to find out
which weapon does the most harm to certain monsters.

You will gather from all this that this game is not a straight
forward shoot'em up - you will depend heavily on strategy to stay
out of trouble.

SAVE A LOT.  Fortunately, you can save your game at the beginning
of each chapter and use the F9 option for saving when you attempt
a dangerous task and also when you succeed, or the F10 option to
go back, if you fail; but don't use this option in the middle of
a puzzle, since it won't work.  Unfortunately, there are only 9
slots and 20 chapters, so it would be a good idea to copy the
first 9 saved games on a floppy or a directory you've created,
so that you can overwrite the old ones.

OK, if you are ready, here we go.



ROTH:  PART I

CHAPTER I:  Shadows

Watch the Intro.  I know there is a walkthrough in the manual,
but here is a better one.  In the dark room at the start, look
at everything that can be examined, even the paintings.  Look out
of the windows.  There is a small table with some ammo (get it)
and a book.  

Step out towards the light, but turn right along the corridor to
have a look.  Here are some more doors which cannot be opened
yet.

Go into the lit room and pick up the ammo on the table by the
window.  You'll notice a note is typing itself in the typewriter. 
I could do with a machine like that...  Get the note and
everything on the table.  Read all the notes and examine
everything you've found so far.  

Now click on one of the doors and walk to the right to see what
there is.  Turn around and walk towards the window.  Note the
footprints and the decapitated rat on the floor.  You can close
the window, if you like.  Personally, I'd bolt it AND bar it.  

Go up the stairs and click on the candles to light them.  Go on
up the stairs to see what there is and come back here.  Go to the
end of the corridor and examine the painting.  Light one candle
and then walk across to the other - light it and glue yourself
to the wall till the fireball trap is triggered (it blows the
window at the other end of the corridor).  Get the key and unlock
the door in this corridor.  Go in and watch.  Oo-er...  Scary,
innit?  


CHAPTER II:  Signs and Portents

When the video clip is over, light the candles, find the light
switch on the wall and turn it on.  Pick up everything on the
table and read the letters.  You won't need the three masks, but
you can get them if you like.  Get the rusty sword and the shield
by the fireplace and also the letter on the floor by the shield. 
Read all the letters.  Click on the gramophone.  Click on the
face of the clock and keep clicking till one hand points at 12
and the other at 6:  the door will open.  This will mean
something to you later on.

Pick up all the statuettes.  Go to the sarcophagus and click on
each indentation on the floor around it to place the statuettes
on them.  You'll notice you are going to need some more.  I think
that's about it.

Now click on a book in the bookcase to the right of the picture
and it will swing open.  Save and ready your gun.  Don't rush in
- advance slowly and start blasting away the moment you see the
nasty.  Don't waste ammo, four bullets will do it.

Continue to a room with a fence, where you can see some lava: 
step into it, wait a few seconds and dispose of the nasty.  There
will be a cave-in behind you, but don't let it worry you.  You've
got worse problems than that.  Have a quick look at the square
hollow by the shields to the right of the entrance.  Go on.

At the room with the water, pause till a nasty comes out of the
pool and shoot it.  Quickly, pick up the ammo at the foot of the
stairs, to your right, and get out through the opposite passage. 
Monsters continue appearing here at regular intervals.

At the foot of the stairs, equip your sword - if you've used the
regulation four shots for each nasty, your gun will need
reloading and, if you back off up the stairs while you are doing
it, you'll be attacked from the rear.  As soon as the nasty
appears, start hacking and don't leave off until it drops.  You
should get away without a scratch.

Moving on, you'll come to a chamber with a pentagram on the
floor.  To your left, a locked door; beyond that, a passage going
off to the left.  To your right, at the end of the wall, a
cupboard and a passage going off to the right.  In front of you,
to the right, a couple of boxes containing ammo.

Move across the room and turn your back on the wall.  As soon as
you look down to pick up the ammo, you'll hear a noise.  Look up,
aim a shot at the nasty and run around the room while you reload. 
You should be able to kill it without it getting at you.Again,
be quick.  

Go to the cupboard and pick up the ball and the ammo below, on
the floor.  Go to the door and click on the indentation; the ball
will be placed automatically in it and the door will open.  Don't
rush in.  Wait till the nasty materialises and shoot it, backing
off if necessary.  Now go in, pick up all the ammo by the chair
and the scroll on the table.  Look at this scroll - it's a map
of the Mausoleum and you will recognize at the top the chamber
with the pool and also the room you are in just now.  Examine the
rest of the map and note "regardez" (in case you did German at
school instead of French, it means "look").  "What's on the other
side of the door?", at the bottom of the map, doesn't sound good
to me.  At any rate, you'll be able to consult it whenever you
want to orientate yourself.  

OK, on the other piece of furniture you'll find a healing potion
(which you should not need at all right now) and a paper.  Have
a look at it.  Save and open the door by clicking on the ball and
then on the indentation again.  

Turn left and go through the passage to the left.  As soon as the
nasty appears turn around and run back into the room, otherwise
you'll be attacked from behind.  Dodging at speed, you should be
able to kill both nasties without getting hurt.

Now it's safe to go through the passage, but:  equip the sword
and save your game.  Go along the corridor and turn to enter the
room, do so cautiously and, as soon as three nasties pop up from
the floor, back off, turn quickly to the right and hack away with
the sword.  As soon as the monster which was at your back is
dead, run off up the stairs, equip the gun and come back to pick
off the other three.  I am afraid you are going to sustain some
damage, but you might like to know I got away with the loss of
only three sections of the green bar.

Once it is safe, go in and pick up the shotgun, the ammo and the
two healing potions.  Don't use the potions unless you must:  by
the way, the roundish bottles give you a few health points and
the narrow bottles a lot more.  Back to the room with the
pentagram - this time, follow the passage by the cupboard.

Careful.  Peek around corners.  If you hear a clanking noise,
wait till it dies down, when go around the corner and blast the
monster robot while it's walking away from you.  There are three
in this section, keep your distance; you must blow these monsters
completely away, i.e., don't let them lay about on the ground.

Next, you step into a room on top of some stairs.  There is a
door on the left, let's go through it.  There is a triangular
dais in the middle and, near the entrance there is door A, next
to it door B and, behind the sarcophagus, a secret door C.Pull
the lever of door A and go through.  Go along the corridor.  You
will see a door in the corridor in front of you - there are also
a lot of guards and you should try to clear them before you do
anything else.  Wait till the first passes by and go after it. 
Go right around shooting all the guards around the corridor; if
they get too close, run.  While going around you will see a blind
alley in which there are two guards.  Kill them.  I don't know
about you, but I'm beginning to suspect that those big pentagrams
on the floor spew out monsters.  Dur...

OK, you've done your best, go back to the door you saw from the
passage.  Go in and search the boxes for ammo.  When you've done,
pull the lever you'll see by the bars and be ready to open the
door and run to the left and straight into the open door.  Turn
to your left and shoot the nasty.  Run to the other end of the
room and take the key on the wall.  Face the door and be prepared
to shoot another guard.  Start picking up ammo from the boxes. 
Save yet again.

Go to the door and open it - DO NOT step out.  If you can see any
guards wandering about and within range, shoot them.  Inch
forward till you hear a message.  Oh, dear, I think we've upset
them, now.  Back off immediately into the room.  There are some
of those nasty robots out there, and the pentagram will no doubt
spew out the odd guard.  Keep opening the door and shooting at
whatever you can see, but on no account must you find yourself
outside and locked out.  You should be able to destroy all three
robots from the safety of the room.

When you've done, leave and go back to the room with the
triangular dais.  Let's go through door B.  Advance slowly till
you see a room with a golden circle in the distance.  Save your
game.  Press CapsLock to get into Run Mode, run in like mad and
to your right, click on the circle with the hand near the
pentagram, run to the other side of the room and click on the
other two circles, then run to an short passage to the left of
the pentagram section and press the last of the circles.  DO NOT
pick a fight with the robots.  When you press the last circle,
they'll collapse.  Blast them away.  You should be able to do all
this without getting hurt.

Now step up over the pentagram and click on the wall to read the
message, then back off onto the pentagram and you'll be
teleported to a hall with two huge statues.  Advance to the one
you are facing, to the right of it and behind the columns, up
against the wall.  Click on the statue and choose the option of
speaking the words.  Turn to your left and, from the relative
safety of the columns, shoot the two nasties which will turn up.

Go through the newly opened passage.  Oo, it's dark in here. 
Keep going till you come to a door which is missing something. 
Go back to the hall with the statues.As you come out you'll
notice two doors, to the right and left - ignore them for now and
advance to the archway on the right.  Go through the door you'll
find there.  To your left there is a portcullis which leads to
the secret entrance C behind the sarcophagus in the room with the
triangular dais, so ignore it for now.  Go instead through the
door with the writing on it, go right in, turn around and shoot
the guard which will appear.  Pick up the ammo.

Come out of this room and go left along a corridor; enter a weird
door.  Go up to the throne and read the messages to the left and
right, then sit on it.  Watch.  This is something which must be
done.

Go out of this room and keep left.  Go through two doors to a
store room, get the ammo; then go back to the hall, turn left and
go through the door without a lock.  Oops!  I think that, at this
point, a spot of healing potion wouldn't come amiss.  Turn right
around and see if you can spot a potion by the door you just
crashed through.  Now follow the corridor with great care:  there
are three guards to slaughter, lurking inside the room.  When
you've killed them, click on the portcullis three times to get
it open.  Pick up the ammo and go upstairs:  you'll no doubt
recognise where you are, so get back to the hall.

Now is the time to go to the door with the keyhole and open it. 
Go in and follow the corridor till you come to a large room.  Hug
the right and, in the second room you'll come to, you will find
an altar.  Click on it and watch the video.  Take the artefact. 

When the clip is over, back off to the right and start blasting
at the two horrors which will come at you.  A very handy weapon,
this staff, it seems to replenish itself with ammo.  Walk back
to the entrance, turn your back on the stairs and turn left to
visit the other half of this complex.  You will have spied the
pentagram on the floor and no doubt, like me, you'll smell a rat. 

Change to run mode with CapsLock and run like the wind into the
chamber you'll see at the other side of the bridge.  Turn around
and start blasting.  Now pick up the potions and leave.

At the hall, go through the door behind the statue which sunk
through the floor.  As you enter, you get into another video.
It doesn't matter which lines you choose.  Watch.  Oh, boy, are 
we in trouble!  As soon as the clip is over, blast one of the 
skeletons with the staff and run through the gap to deal with
the other two.  You should get minimal damage, but get well 
topped up with healing potions before you proceed.  

Now you can go to the door with the missing something and click
on the hollow.  You can go in.  Search carefully behind and
around the tombs, either side of the corridor, till you come to
the water (at least, I think it's water).

Next, take one side of the water and then the other, searching
still (there is a statuette to be found), but giving a wide berth
to the altar at the top.  Save half way through so that you make
no mistakes.  When you've searched all the nooks and crannies,
go to the other end of the water, opposite the altar so that you
are facing it square on.  Save.  Click on CapsLock and run (on
water?) to the altar.  Watch the video:  then pick up the
potions, hitch your trousers up and run out of this place,
dodging skeletons, as fast as you can.  You'll probably have to
zig-zag through.  You'll get the odd blow here and there, but
that's better than staying behind and getting killed.  The
skeletons seem to come back to life after you've shot them unless
you blast them when they go down:  don't even bother.  There's
just too many of them.

Make your way back to the bookcase through which you came in. 
You might meet a couple of bad guys on the way there, but by now
you know how to handle them.  In the room with the statues, don't
attempt to get up the stairs because you'll be locked it. 
Instead, go through the archway to the right, open the portcullis
to the left and go through the secret door C to the room with the
triangular dais.  When you reach the room with the cave-in, find
the square recess by the shields and click on it to get a secret
door opened.  This will let you through.  When you reach the
library, you'll meet Rebecca who then joins you.  Just watch the
video.


CHAPTER III:  Keeper of Time

At the library, examine your inventory and discuss the
sarcophagus.  Don't put the statuette you are carrying on one of
the indentations - you are going to need it.  Go out of the door
and look to your left, because a nasty is about to materialize. 

Go downstairs, ready to come back up at a run.  As soon as you
step on a certain part of the corridor, two nasties will pop up
from nowhere, one of them behind you:  so dodge, run up the
stairs and turn, backing off and shooting as you go.  When that's
done, go down the stairs again.

Now, a lot of doors will be unlocked and I don't suppose it
matters in which order you visit them but, as is my custom unless
a have good reason to do otherwise, I will hug the left wall. 
So, the first room you come to contains a green dome.  The next
one along is locked.  The next one is a bedroom:  go in, turn
around and turn the light on with the switch.  Find a potion on
the mantlepiece and move the chest.  Aha.  

Come out of the door through which you came in and try the door
which was locked before - it is now open.  Look around.  Right
by the door, on the floor, you'll see a tile of a different
colour to the rest.  Click on it and the other door will open. 
Inside you'll find a map of the house which I couldn't figure
out.  May be you can.

Go back to the bedroom and cross it to exit through the opposite
door.  Outside, click on the sword to open the door to the left. 
Go upstairs and stop at the first landing - there is a door to
your right.  This appears to be an armoury.  Find the ammo, look
at the painting and pick up the scroll from the top of the
bookcase.  If you don't get out quick, two skeletons will give
you heck.  If they appear, don't forget to blast them to
smithereens when they fall, otherwise they'll get up again.  OK,
leave and continue up the stairs.

In this room there is a circular stone, this apparently being the
Tower Gate; and we are told we are not properly dressed, so let's
leave for now.  Go all the way down the stairs and continue to
hug the left wall.  Open the next door and you'll see some
paintings.  Step smartly back, there is a nasty behind the door
- tease him out and let it chase you, for a change.  Once you've
killed it, go into the picture gallery.  At the other end you'll
find a helmet.  Get it and use it to see a nice video.  Look at
the map.  Go through the door to the left of the map and you'll
be in the dark room in which the game started.  Right, I think
we've covered this section.

Now go to the lit room with the typewriter and take the door to
the right.  In this room there is a scroll (I hope you are
looking at each item as you get it).  Go through the next door
to a room with a fire.  Look at the maps.  When the fire flares
up, pick up the crystal inside it.  Open the door cautiously, you
are about to be attacked by two nasties, so be ready to back off. 
When you've killed them, go back to the room with the typewriter. 
Take the door to your right and cross the corridor to the room
with the green dome.  Click on it.

Watch the video, ask for a key and accept the test.  At the end,
go to the window and get the masks.  Click on the gem to get
back.  Watch.


CHAPTER IV:  Tales from the Tower

Well, I guess we'd better get ourselves to the Tower Gate, so out
of this room, turn left, through the door, through the opposite
door, to the left and up the stairs.  In the Tower Gate room,
stand on the stone and use the masks.  Watch.

You meet Raphael, the guardian of the Tower, who gives you a long
schpiel.  I don't know about you, but I haven't understood one
word anyone has said so far.  Still, who cares, I'm having fun,
aren't you?  
Right, when he has done, follow the path and branch either left
or right, it doesn't matter.  Have a look around.  If you click
on the stones with glowing runes on them, you get healed - use
them only if you need to.  You'll be coming back here. 
Eventually you'll go through a shimmering gate and wind up on
another stone.

You will find yourself on a courtyard, where statues whisper
words I couldn't quite make out.  I hope they weren't rude.  I
mean to say.  You will see three doors, one is boarded up.  The
one next to it contains nothing (as far as I could see, and it
was pitch dark) but a nasty.  Take my advice and leave it alone;
nothing worse than fighting what you cannot see.  The next door
along was locked.  So I had a search around and I found the key
in the round pond.  Unlock the door, go on in and pick up the
scroll.  This upsets someone and a lot of nasties appear.  No
sweat.  Shoot them through the window or stand at the open door,
press End to tilt down and just keep blasting at them till they
are all dead.  No need to step out and get yourself hurt.  When
the coast is clear, go back to the stone and use the masks. 
Watch.


CHAPTER V:  The Offering

>From where you are, keep going left:  you'll eventually come to
a mantel stone with the rune for Heled/Earth (as well as the camp
fire).  Stand on it - as you step off, a circle with a hand
appears on the wall (press it) and the green runes explode. Go
through the door, left, and downstairs.  (Don't bother with the
stairs to the right, they are blocked).  Note the circle on the
wall and the pentagram on the floor.  Standing on the stairs,
shoot at the circle.  See?  A pillar raises from the floor.  When
it comes down, go through the door to the left.  Advance the
length of this hall, stand on the square recess and turn around. 
Wait a few seconds and two nasties will drop from above.  Kill
them and then tilt forward with PgDown and click on the circle
to put the statuette on it.  The pillar will raise - take the
key.  When it goes down again, retrieve the statuette and go
through the door.  You could go up the stairs, but there is
nothing there.  

Outside the door, keep on till you see two torn doors.  As you
go through the archway, you'll hear a noise and three huge demons
with axes will appear.  Turn around and run to the stairs.  You
have to lure them, one by one (there are three of them) on to the
pentagram and then shoot the circle, whereupon they get squashed. 
Most satisfying.  Just run forward till you see them and then
double back - they should follow you.  When you've crushed all
three, go on through the archway and you will see two doors, one
of which you cannot reach because of the crates.  Open the other
one, turn around, switch the light on, turn around and pull the
lever.  Face the door.

Are you ready?  Open the door and run to the stairs, there is
another demon after you.  Dispose of it the usual way.  Now you
can go back and work your way around the crates to the now
accessible door.  Go right and through the other door and get the
goodies.  As you come out, you get attacked again.  Go down the
stairs to the right, in front of you.  Follow corridor till you
come into a cavern.  Keep right and you'll meet a Spirit.  Watch. 
Continue to keep right and you'll find a passage.  You will come
out at the caves.

Now, this is a rather difficult section because it is so very
dark and you don't have a compass.  Examine the map of the caves
and see if that will do you any good.  Personally, I kept to the
right and hoped for the best.  You'll be continually beset by
those flying horrors.  Basically, what you need to do is to find
a red crystal and a red daemon to the East.  There is also an
altar and, behind it, a teleporter.  Also some goodies.  But this
is not essential.  Nevertheless, feel free to explore as you
please.

As I said, I cannot give you exact directions because I couldn't
see where I was going, but keeping to the right got me to the red
crystal and eventually, to the red demon.   Click on it, watch
the video and use the red crystal.  This takes you to the next
chapter.


CHAPTER VI:  Journal of Evil

As you walk straight on and a slab drops and uncovers some
stairs, be careful:  there are two extra-nasty beasties - try to
shoot them from the stairs and dodge the green spells they throw
at you.  When you've killed them, advance and you'll see moving
platforms.  Press End so that you are looking down, and work your
way across.  When you get to the other end, turn left and up the
stairs.  Go through the door.  Don't forget to investigate all
open crates:  throughout this section, look for the switches to
turn the light on.

Keeping left, go through the first door to a room with suits of
armour.  Look around:  there is a potion on top of the bookcase. 
Enter the next door.  It's a bedroom.  Underneath the bed is an
important staff.  Look inside the chest and get the potions and
check out the wardrobe - there is a locked locker in it.  If you
go through the next door you'll see a mantel stone which isn't
working.

Go along to the next door and pause.  If you hear a swishing
noise close by, stay put till it dies away.  Then, open the door,
turn right and kill the monster:  a gun won't probably do it. 
However, the staff you've just picked up does not replenish
itself, so you should keep, if you can, it for really awkward
occasions - preferably, to the very end of the game.  Afterwards,
switch to the gun and look inside the crate.  Turn around and go
up the stairs.

In the next room there are lots of gorillas (or at least, they
look like gorillas).  You will have to entice them one by one
down the stairs while you shoot them.  There is quite a lot of
them, so keep going up into the room and down the stairs.  When
you've killed them all, stay in the room with the flickering
lights.  Open the door and turn left, till you get to a corridor,
then right to face one of those swishing monsters - blast him as
you back up into the corridor.

Actually, this is a dead end, but it should have been useful to
destroy the creature.  Go back to the door ant go right look
around and you will see a gap in the balustrade.  If you look
closely, you will see a switch on the wall by this gap:  turn the
light on and go up a short flight of stairs into an observatory. 
Look around and take everything on the table.  Go back to the
bedroom.

In the bedroom, examine everything you've just taken.  You'll
find a key inside the Journal (read it).  Use it on the locker
to get the last statuette.  Go out and through the opposite door,
and find the door with the hole through which you entered this
section.  Go down the stairs and turn left.  Be ready for another
one of those gorillas.  When you've killed it, advance to the lit
square and click on the breastplate.  Watch.  At the end of the
video, be prepared to move quickly and deal with a couple of
nasties.  In the lit recess you'll find a couple of potions. 
Continue along the left and you'll come to a small wooden door. 

Enter and look to your left:  you'll see a silhouette of the
staff. Click on it and the stone will raise.  Step on it and we
are through to the library.


CHAPTER VII:  Beyond the Gate

Place the two statuettes in the remaining indentations and the
sarcophagus will open.  Go down the ladder and along the corridor
till you come to a gigantic clock.  Look at the walls around it. 
Find the double stairs and go up.  Use the End key to look down
and see the controls for the clock hands.  Click on them till you
set them to six o'clock (as you saw in the Library).  Now press
Home and click on the circle with the hand on the wall.  This
will open the door at the other end of the hall.

Equip the shield and go through:  go up the stairs and follow the
corridor till you get to a place where you can hear water.  Equip
a gun, go left, shoot the two headed creature and get the
chalice.  Click on the waterspout to fill it.  Leave and turn
left.  Go along here and down the stairs till you stop on the
circular mosaic.  Watch.

Turn left and advance to the door.  Throw the chalice of water
(it should be equipped, like a weapon) at the door and it will
open.  Get the dagger.  Watch.  With the dagger equipped, go back
to the mosaic.  Watch.  


CHAPTER VIII:  The Mark of the Beast

At the end of the video turn left (the other room contains
nothing, so don't bother) and go to the archway.  Look at the
lock.  Turn around and go back to the stairs.

There is a reception committee waiting for you, so don't go all
the way up the stairs.  Leave about three rungs between you and
the monsters.  Equip the self-charging staff (blue skulls) and
watch the creatures.  Every time they turn around away from you,
go up the stairs and shoot, then quickly go down again.  The
spells they hurl at you cannot hurt you this way.  First kill the
bloke in black (a James Bond look-alike - you'll be meeting more
like him, and they get deadlier).  The green demon is tougher;
but keep going up and down till you destroy it.  When they are
dead, continue along the corridor till you come to the square
block, go along one of the sides and another creature will
materialize, shoot it, taking cover behind the block if you need
to.  Descend cautiously to the clock room and entice the green
demons you will see there up the stairs.  You can play hide and
seek behind the block - keep running around it, shooting, and
back again.  Run around the block till you destroy the creature. 
Do it all once more to destroy the other.

Now go back to the library; be prepared to meet another one of
those blokes in black, but he won't be a problem:  just dodge
side to side while shooting at him.

Once there, save before you leave the library by the door.  As
you turn right and get to the end of the corridor, there will be
two monsters waiting from you, one coming from upstairs, the
other coming from downstairs.  Hug the right wall and deal first
with the one from downstairs.  Draw him into the corridor,
shooting as you go, then ran past him, down the stairs and along
the corridor shooting.  If necessary, run around him again and
keep moving and shooting along the corridor.  You don't need to
get the guy upstairs but, if you want to, use the same tactics
of hit and run.

Go into the room with the typewriter and, from there, to the
hall.  Be careful, there will be one of those blokes in black
soon.  Step into the hall, the rune will explode and the creature
will appear.  Dodge behind the suit of armour on your right and
shoot till he's dead.

Open the door by the light switch (there is a card to pick up as
well, before you go through).  You have a new section to explore,
and the whole thing is as confusing as ever.  Consult your house
map, see if that helps you.  Not only there are many doors, going
in all directions:  but since you have to run the gauntlet of
endless monsters, and that means you have to run around so that
they can't lay their mits on you, you often lose your sense of
direction.  Again, most rooms are so alike, you don't know
whether you've been to them or not!

The most important thing here is to get a statuette.  So, from
the first door, keep left and open the first one you come to. 
Inside you'll see a pentagram surrounded by candles.  Start
lighting them and a monster will appear.  Do your stuff and kill
him.  Finish lighting the candles.  Watch.  A REAL nasty appears
- don't let him catch you.  Keep going round the room shooting
at him.  When he is dead, pick up the statuette.  Go through the
next door and up some stairs and open the locker.  Inside, some
ammo and a potion.  Leave through the other door.  Keep going
left and opening doors.  In some stairs going down and blocked
there is another cupboard with goodies in it.

You will come to the dinning hall.  Jump on the table (press A)
and get the potions.  Leave through the other door.  If going
through a door takes you to a place you've been already, go back
and take the next door to the left.
You should find your way outdoors.  Going down some stairs,
you'll see others going up in front of you.  Before you go up
them, search the courtyard for a potion.  Also, figure out which
is the nearest place in which you can take refuge because you are
going to leave in a hurry.  Then, go up the stairs, open the
door, and kill the beast from the doorway.  Go in, walk around
to a niche opposite the door, grab the blunderbuss you'll see
there and start running out of this room and find your way to the
nearest door:  the courtyard will be heaving with monsters.  You
can deal with all the baddies shooting at them through the
windows or from the door you've chosen.

OK, when you are sure you've explored all this section, find the
door with the panel beside it for which you need the statuette. 
Click on the indentation to open the door.  Walk in and wait till
the monologue is over.  


CHAPTER IX:  By The Seven Be Bound

Turn quickly to the door and turn the light on, then run up and
down shooting at the monster which will have materialized.  Don't
attempt to do it in the dark, he'll get you for sure.  Pick up
everything you can lay your hands on and examine it.

Turn to the door, open it and, without leaving the room, shoot
the monsters in the corridor.  Then go out, retrieve the
statuette and take the door to your right.  In the courtyard, go
to the mantel stone for another video clip.

Go through the only door available and keep right till you come
to a door for which you also need the statuette.  Go in and take
the door to the left.  This is a maze, and the only advice I can
give you is follow the corridors in which there are a lot of
squishy rats.  Ugh.  This will take you to a room with a pool in
it.  Go around it and enter a double door - ignore the two doors
either side, there is nothing in them.  As you advance into this
room, you get another video clip.



ROTH:  PART II


CHAPTER X:  The Key of Tears

At the end of the video, pick up a green crystal.  Go behind the
altar, look at the painting, turn around and pull the lever to
go through the doors to the right.

In, stand on the stone and use the mask.  When you get to the
other side, don't hang around.  Go quickly through the shimmering
gate.  Once inside you'll be reasonably safe - there are very
wicked flying dragons out there.  The best thing to use on them
is a magic weapon.  Consult the map for the Tower and figure out
where you are.  You should recognise quite easily where you
started from (if in doubt, take a quick peek outside).  Check the
symbol for the Raquia gate and figure out how to get there. 
Consult your map every time you reach a shimmering gate to make
sure you are on the right tack.  If in your travels you find
there is a beast where you want to go, shoot it from afar.

Eventually, you will make it to the stone and you'll reach your
destination.  Ah, it's nice to be outdoors, breathe that fresh
air, listen to the birds singing... and keep a sharp look out for
the odd monster.  Mainly, you are heading for the tower.  Head
away from the stone, over the bridge and take any road you like,
try right:  when you run out of road, go through the gaps in the
hedges.  After a good wander around, you'll eventually hit the
stairs to the tower.  But first, you have to deal with the maze. 
As you enter it, you'll get a video clip.  Next, consult the map
of the maze and see where everything is.  

First, the earplugs.  They are just by the side of the pool. 
Then the jewelled haunch.  There is a switch behind the bench
which lowers the block and allows you to grab the meat.  Go on
to get the pipes.  You have to jump on the two blocks - try it
in Running Mode (CapsLock):  missing will set you back some
health points.  Finally, the ring.  You have to be very patient
and get onto the floating platforms.  Falling off you cost you
a lot of health points if not all.  So get out of Running Mode,
press End to look down, and wait patiently till you get the
chance of stepping on the slabs.  Once you've got the ring, come
back the same way.

Now it's just a matter of leaving this spot and keeping left to
get to the tower.  Before you enter, examine all the items.  Once
in, use the haunch on the beast.  Click on the portcullis to get
in.  I suppose there are other ways to get to the beginning of
the puzzles, but I just hugged the left wall and eventually I got
to a room with lots of stairs and moving platforms.  

The trick here is to get to the other room without making the
bell ring.  Since you are allowed to touch the floor once, we
might as well make the most of it.  Go down the stairs to the
left, walk more or less along the left wall till you see some
stairs going up.  Climb up and jump across to a slab, turn right
and jump onto the sliding platform; when it gets to the other
side jump onto the up and down block and walk to the end of it. 
Turn left and jump on the moving platform.  Turn left and, when
the platform hits the wall, jump on the next block.  Walk along
here to the end (ignore the lever), turn left and jump onto the
next moving platform.  Turn right and, when you get there, jump
into the corridor.

Go through the door and have a look at the centre block and the
indentation below it.  We are going to open all the doors,
starting from the first on the left; however, do not step inside
just like that, first have a look.  Some are not safe.  By the
way, you want to stand well back, otherwise the doors don't have
room to fly open. 

Right.  At the first door, with the musical notes on it, play the
pipes.  Go in and get the oil and the spectacles.  Move on to the
next door with a face on it.  For this you need a password, which
you don't yet have.  Move on to the next door.  Look at the
statue before you go in and wear the earplugs, i.e., "use" them. 
Go in and take the key from the belt of the statue.  

Go to the next door and open it.  Look at the floor:  it is ice,
best not venture on it yet.

The next door is a library.  You automatically use the oil on the
hinges, so that the door doesn't make a noise on opening.  Use
the spectacles and you see some rays.  Jump the two between you
and the desk, pick up the scroll, turn around and jump twice
again to reach the door.  Have a look at the scroll.

Go on to the next door.  This is a chapel.  Advance to the window
and pick up all the gems (you'll have to use Home to get the red
one).  Now use End to look at the pentagram below.  All you do
is click on a gem and then on the proper point.  R is red, O is
orange, Y is yellow, G is green, I is dark blue, B is light blue
and V is violet.  At the end you get a key.

Next door.  Look at the floor - something peculiar about it. 
Best not try it yet.  Go to the door with the face and say
Spirit.  Go in and pick up the warm potion from the fire (don't
get too close or you'll get burned).  Take it to the room with
the ice and use it on the floor.  Go in and pick up the armlet. 
Then go to the room with the funny floor, use the armlet and go
in.  Open the other door, go in and open the locker (I guess with
the rainbow key) and get the potion and the gem.

Go and place the gem in the indentation; when the block comes
down, stand on it; when it goes up, walk along the glass platform
to the corridor in front.

Open the door and have a good look.  You have to pick your way
to the opposite corner to the left without the gems exploding. 
Crouch (press Z) so that you can see the gems in your path.  You
must steer a course where you see no gems to your left or right
(nor, of course, in front of you!).  If you see even a glimpse
of a gem either side of you, move slightly till you have a clear
space in front.  First advance towards the opposite corner to the
right, then go along the wall for a bit, then turn left and
advance diagonally, then turn right and advance to the gem in the
corner.  Pick it up an use it on the ring.  Turn around and wait
till the gems disappear.  Now go to the double doors on the left
and go in.  Stand on the pedestal and use the ring. Watch.


CHAPTER XI:  Captive Angel

Now, the good news is that you have to go all the way back to the
mosaic circle and the lock.  The bad news is that your path will
be heaving with monsters.  How are you off for healing potions?

Leave this room.  When you get to the bell room, see if you can
get away with dropping onto the floor and walking up the stairs
on the other side.  Find your way out of the Tower.

At the maze, use the map and work your way out.  Before you
actually leave it, change to Run Mode and run, dodging, all the
way to the mantel stone.  When you get to the Tower, press End
to see where you are going and make it to the first shimmering
gates.  Consult the map and work out your route to the Earth
stone.  Keep going and mind out for those flying dragons.  From
the stone, you'll get to the other one.

When you come out in the altar room, inch slowly to the stairs
down (use End).  Stop at the very first and crouch.  Hit the
James Bond first and, if you don't want to spend half an hour
shooting at the demon with the axe, run out of this room.

Now follow the crunchy ratty road but listen carefully - there
are lots of those scissory monsters around.  You should be able
to pick them off by getting behind them as they move away and
then backing off into other corridors.  Don't get cornered.

Once you've found your way out and back into the house, you
should recognize the way to the library.  Go down the sarcophagus
and all the way to the lock.  As you advance to it, you get a
video and the chance to converse with the guy you've just freed. 
Talk about everything - Rebecca will remember if you need to
recall it.


CHAPTER XII:  St. Michael's

Wot, Marks and Spencers?  Here?  

Go along the stairs and step on the stone.  Save immediately you
arrive, because you are going to be attacked; turn to the left
and run like mad to a double door which has a red rune on it. 
As you approach it blasts.  Get in quick, and shut the door. 
Turn to face it.  To the right, open a little cupboard and get
a magical torch.  Look down and click on the mat to get a wand.

Now, to save myself the trouble of repeating it till you are sick
of it, you must carry the torch in your hand at all times (i.e,
if you pick something else up, look at it, and then equip the
torch once more).  Every time you see a red or green rune, stand
well away from it and fire with the wand to dispel it and make
a door available.  Got it?  I will warn you when to equip a
weapon.  So, try the door to the right.  It's locked, so try the
one on the left instead.  This leads to a kitchen.  In the
fridge, there is a key.  You can go out by the door to the left
of the fridge.  Move towards the foot of the stairs, turn around
and blast the runes away.  Go to through the door to the left. 
Clicking on the remote control on the table, the TV starts.  Look
at it.  Have a look around, observing the locked door, and leave.

Go through the door opposite.  At the end of a short corridor
there is another door.  Equip a weapon.  Go through, turn to your
left and turn the light on.  Go down to the landing and, as soon
as you hear a roar, turn around and go back up through the door. 
Come back, creep down to the landing and, with a bit of luck, you
should be able to pick off two of the monsters.  Go down the
stairs and deal with the third, dodging and running around. 
Ignore the monster behind bars, only don't get too close.  Look
around and note the ornate door - a candle opposite it can be
lit.  Blast the rune and go through to the laboratory.  Here
you'll find a healing potion and an ornate key (on the floor, by
the door). Leave and use the key on the ornate door.  Go through
and have a look.  Make sure you're holding the right equipment
(wand and torch).

Go all the way to the front door and start up the stairs.  Go for
the door to the left.  Inside, you'll find a wardrobe.  Open it,
stand back and blast.  Go inside and slide the panel.  You'll
find a cupboard that opens in front of you.  Blast the rune you
can see, switch the light on.  The other cupboard is locked. 
Leave.

Go to the next door on the left.  Do the necessaries and go
through to a bathroom.  Switch the light on.  Before you unlock
the other door with the key from the fridge, equip a weapon. 
Open the door, turn to your left to turn the switch on and step
into the room.  As soon as the three nasties appear run out of
the door and close it.  Let them simmer down for a bit and then
open the door and pick them off.  If they come too close, shut
the door.  When you've killed them, go in and get a key from the
bedside table.  Go back to the wardrobe and unlock the little
cupboard.  Get the key.

Now you could go to the front door and unlock the locked door. 
Don't.  Instead, go round through the TV room and in through
there, otherwise you get sandwiched between two nasties.  From
the TV room door, you can kill them at your leisure; as ever, if
they come too close, shut the door.  When you've killed them, go
in and take the three books from the bookcase.  The brown one
will explode in your hand and fall on the floor.  Press PgDown
to see and pick it up.  When you examine it, you'll see it
contains a key.  Examine the other two books.

Go to the front door.  Equip a weapon.  I'm telling you, it is
positively chock-a-block full of monsters out there.  Open the
double doors and shut one of them, then shoot at whatever you can
see.  Shut the other door.  If you have a magic weapon, wait till
it recharges.  Keep doing this till you've cleared the
opposition.  Unfortunately, when the noise has died down and you
know you've killed them all, you've only got to step out of the
house for some more to materialize.  Get back in and do it again. 
This time it will be safe to go on to the church.  Well,
relatively safe. Weapon at the ready, step in and step smartly
back again - a monster will drop from above.  Keep retreating and
shooting.  When you've killed the beast, examine the floor where
he exploded and get the coin.

Go back into the church, put the coin in the collection box and
the door will open.  Go right in and examine the window behind
the altar.  Watch - you end up with two feathers.  Walk around
the pulpit and get the notebook.  Read it.

Try the door of the chapel and it will be locked.  Go back to the
church door and turn right.  Go in through that door.  Pick up
the tiara in the first stage and go on up to pick up a key in the
next stage.  Go back to the chapel and unlock the door.  Make
sure you have a weapon ready.  Go in and have a look around. 
Note the painting to your left.  Examine the statue, put a red
feather in the slot and then the tiara on the statue.  Two
monsters pop up - you know what to do.  Get out and keep opening
the door and shutting it and shooting at them till you kill them. 
Go back in, take the red feather and put the green feather in its
stead.  The painting will open.  Go in and get the helm.  Watch.


CHAPTER XIII:  Sword of the Dragon

Take the two potions from inside the painting.  Go to the mantel
stone.

When you get to the Tower, examine the map to know how to get to
your next destination.  Remember to watch out for those flying
dragons - only magic weapons seem to do the trick.  When you get
to Aqura, go along the path and find a door to the central
complex.  Wander around here:  you are looking for a circular
dais with a red motif.  Step on that to get to another level.

Examine the fountain.  Note the four shimmering doors.  Look at
the floor and you'll see two small circular plaques, one with an
eye, the other with a chalice.  Click on the one with an eye and
you'll pop up in an room with stairs going up and down.  The idea
is to climb as high as you can and spot the magnifying glass. 
Take it and find the small round plaque (climb up and down stairs
till you do) and click on it to get back to the fountain.  Do the
same with other circular plaque to get the chalice.

Once back at the fountain use the chalice filled with water as
a weapon to open all four doors (refill the chalice by clicking
on the water).  With all the doors open, go around collecting all
the items available.  Use the magnifying glass on closed panels
to reveal words.  Then combine the items by using one on the
other, thus:  cylinder + flint, pestle + mortar, red powder +
black powder.  The fan you cannot combine with anything.  The
panel without words can be opened to produce a scroll - look at
it, it says BURN.  Go to the panel which says BURN and combine
the scroll with the cylinder + flint.  Open the panel to get some
tinder, combine it with the cylinder + flint to get fire.  Open
the panel which says GRIND and get the hookah.  To open the panel
which says BONG, combine the snow and the cylinder + flint.  You
get amber:  combine it with the pestle + mortar to get incense. 
I hope I got all that right!

Now go to the fountain and place the fan on the panel with the
cloud, the burning tinder on the panel with the flame, the
incense on the panel with the yellow square and the snow on the
panel with the double wave.  Rebecca will then tell you to
combine the offerings.  Combine the snow + hookah, add the
incense to it, then the fire, and then the fan.  Click on the
water.  Watch.  You get the Dragon Sword.


CHAPTER XIV:  Vengeful Souls

Find the circular dais with the white motif to get back to the
first area.  Go back to the mantel stone.

Back at the Tower, consult your map and go to the Haled/Earth
stone.  On the way, mind out for flying dragons.  I found myself
going on a road crossing over another - three of those exploding
creatures were wandering up and down below, so I killed them at
my leisure and then got myself over there and picked up the
healing potions they dropped.  You might like to go around
killing some more for more potions - always, of course, from a
safe distance.

When you get to the stone and step on it, you get another video
clip.  Just watch.


THE PRISONER

Nothing much you can do at the moment, so just watch the next
clip.  


CHAPTER XV:  Where the Dead Lie

When you are in charge, take the notices and read them.  Leave
and have a look at the cells next to yours.  The first one
contains nothing, but the second one has a nice little cache of
goodies plus a map.  Continue and go up the stairs.  Before you
open the next door, be ready for action.  Open it, step into the
room and, when the 007 types appear, get out quick and fight from
the safety of the door, closing it whenever they come too close. 
You might have to nip in and entice them towards you.

At the end, go through the room and open the door.  As soon as
you step out of the garden, hundreds of the blokes in black will
appear.  This is getting tedious.  You can do two things:  run
around like a headless chicken and get killed every five minutes,
or find shelter and dispose of them one by one.  I rushed out and
looked for somewhere to get into and couldn't find any place
(especially since everyone was shooting at me like there was not
tomorrow and I couldn't linger), so I opted to get back behind
the doors and try the old trick.  It took aaages.

However, it was worth while.  At the end, go straight for a gate
- you'll come to a door with a rune which cannot be opened.  Turn
to the right, advance, and you'll see three lots of fire.  Click
on them to use the journal on them and then shoot at them to
close the walls.  Go through the door which will open (it seemed
the only one that did), also to the right of the fires.  Follow
along here.


CHAPTER XVI:  The Gate

Continue along a tunnel but, before you leave it, try and shoot
as many of the monsters outside without getting hurt.  If things
get too hot, it's CapsLock time and run in a straight line till
you get into the maze.  Consult the Graveyard Maze map and do
your best to get to the middle without being slaughtered.  You
know the tactics - hide and hit, hit and run, or just plain run.

When you get to the centre, stand on the mantel stone and use the
mask.  Turn right around and be prepared for one of those flying
dragons.  Consult your map and figure out where you are and how
to get to the Shaol mantel stone.  Along the way, you will meet
many of those exploding monsters which, since they drop healing
potions, are well-worth killing, specially from a distance.  A
bunch of them came at me on the path, so I retreated into the
shimmering gate, which they could not enter:  I waited till they
turned their back on me, nipped out and shot them.  I collected
a nice lot of potions like that.  At any rate, continue to the
stone, which will not work.  Go on, till you come to a gap. 
Shoot the creature on the other side then leap, and go and enter
another shimmering gate:  inside, the sword and the shrive.  Now
you've got them, you can go back to the mantel stone and this
time it will work.

When you get to the other side, go through the gate and talk to
the guardian.  Because there is only one green crystal, you are
on your own when you enter the gate.  You turn up on top of a
shelf.  You have to get down from there, braving a Speedy
Gonzalez monster (there are plenty of others).  A fully charged
dagger seems to kill them off, but run backwards from them while
you are shooting, and don't let them touch you.  Listen for them
and be prepared.

At any rate, go around the perimeter of this chamber.  You will
find four sets of double openings and some brains on the ground. 
You will also come to a machine.  It seems you have to feed it
16 brains before you can escape from here.  Look behind the
machine to get another brain.  And now it's a question of going
into each opening and searching for the brains.  I tried to map
the place and I gave up; may be you are more patient or have the
time.  Just be thorough.  In the circular chambers where there
is a heart, you'll find more brains down below.  When I collected
15 brains, I simply could not find the 16th.  Then I noticed
that, when you clicked on the hearts so that they descended, a
new brain appeared below.

This, however, could have been a bug.  As a matter of fact, my
game kept crashing in this particular section - in a one-hour
session, it crashed 11 times!

When you've fed the machine all 16 brains, the round platform
will come down and then you can leave through the archway. 
Watch.

You'll be in another scenario talking to another you on the
throne.  Turn around and click on the red pillar and talk to the
guy.  Watch.

The good news is that all you have to do here is destroy 16
mirrors.  The bad news is that, out of each, comes a pretty
unbeatable monster.  Soon, I was surrounded by them and I could
not destroy them even through I tried every weapon on them.  So,
here is the answer:  before you move from the red pillar, equip
a reliable weapon (i.e., that will shoot quickly without you
having to wait for it to recharge, such as the shotgun), move up
the stairs to your left or right (without falling in), take the
second corridor and start shooting mirrors, without pausing.  The
bad guys seem to disappear.  There are 12 mirrors in the inner
corridor and, from the throne, you can advance to enter into the
chamber opposite and shoot another four.  The one in the centre
has another mirror at the back.  Again, move quickly so that the
baddies don't get at you.  At the end, go back to the throne,
which will come down, letting you through.  Watch.


CHAPTER XVII:  Father of Lies

Go back under the arch.  A lot of puzzles to solve here.  Step
up to the circle on the wall, click on it, and a wall will slide
behind you, to your left.  Throughout this section, save before
you attempt a puzzle; try various things till you get it right,
then reload and do it correctly.  It will help to press End so
that you see where you are going.  Don't use F9 and F10 to save
and reload half way through a puzzle, or the whole thing will
reset and leave you high and dry.

You might prefer not to look at the solutions, so shut your
eyes...

Checkerboard:  Stand on the third square from the left (brown),
and assuming that North is in front of you, go N 3 times, W 2
times, N 2 times and E 3 times.  Enter and press the hand.  Turn
around and go to the edge.  With N behind you now, advance S x
2, E x 2, S x 3, W x 1, N x 1, W x 1, S x 1, W x 2, S x 1.  OK,
go to the next niche on your left.

The stepping stones:  You have to get across the room by walking
over the stepping stones, which can be moved with the controls
on the wall to the right.  First try using them to see how the
blocks move.  Then, facing, as it were, North, imagine that you
have 7 spaces going down, which we will call them, N to S, 1 to
7; and then 4 spaces going across, which we will call, W to E,
A to D.  You need to place blocks in the following spaces:  7A,
6B, 5C, 4B, 3C, 2C, 1B.  Then, pressing End to see what you are
doing, walk transversally on the blocks and get into the
corridor.  Press the hand in the circle and return the way you
came.

Shooting mirrors:  You'll find yourself in a room in which, if
you step on the red spots, you get a fireball where it hurts. 
What you have to do here is to smash four mirrors without getting
fried.  You can jump over the red spots ahead or diagonally, or
you can walk around them diagonally, though this is more
difficult.  If you imagine that the room ahead of you is divided
in squares, 7 x 5, and that ahead of you is North, draw yourself
a little graph whereby from N to S the 7 squares are 1 to 7, and
from West to East, A, B, C, D and E.  From outside, jump
diagonally to square 7B, then to 6C and then ahead to 4C.  If you
turn to your left you'll see a mirror coming backwards and
forwards.  Wait till it moves forwards and shoot it.  Next, jump
to 3D, 2E and 1D and shoot the mirror; now to 2E, 4E, 6E and 7D;
shoot the mirror.  Finally, 6C, 4C, 2C and shoot the mirror.  It
is Ok now to walk about on all squares, so go to 1A and go
through to the corridor.  Jump on the pedestal.  Walk to 7E to
find the exit.  Still keeping left, go on to the next
circle/puzzle.

Big guns:  What you have to do here is to clear a path for the
lower and upper guns so that they can shoot out more mirrors. 
Go behind the panel with the levers and the button and face the
blocks.  Supposing the levers were numbered 1 to 7, from left to
right, pull 2, 3, 7 and 5; then press the button and the gun will
shoot the mirror.  Press the button again.  Now you've got to
clear a path for the upper gun.  Pull 2, 6, 5.  Press the button
twice.  Next puzzle.

The gems:  This is easy-peasy.  Advance to the contraption and
click about 30 times on it's right side to turn it.  Fire (press
on the centre) to reveal some gems.  Now click on the left side
to turn it to the first gem and shoot it.  Shoot all the gems and
you can leave.

The maze:  You'll find a crystal maze which you must enter.  Look
at all the circles with the hands.  Press on the top right hand
side one and on the bottom left hand side one.  Now walk into the
maze and press the other circle with the hand you'll see on a
pedestal.

The floating balls:  You have to break a mirror by bouncing a
shot from ball to ball.  You will see some dials in front of you. 
Taking the red point at the top as 1 and going around clockwise,
set the dials as follows:  first row, 1, 1, 5, 1; second row, 3,
6, 1, 8; third row, 1, 8, 8, 7.  This should do the trick.  Time
to move on.

The kaleidoscope:  Apply your right shoulder to the wall and
follow it.  If you come across a mirror, keep your right shoulder
on it and continue.  Eventually you'll come to a circle with a
hand.  Press it, apply your left shoulder to the wall and go out
the way you came in.

As you come out to the circle on the wall, this is the last
puzzle;  move on to the next niche, from where you started the
first puzzle.  Face the circle, click on it until it goes dark. 
Turn around and face the entrance.  This I will call 1.  Turn
left and go on to the next circle - 2.  Now, counting circles and
going left, click on circle 4 and, finally, on circle 8. 
However, before you click on that one, have a look at and the
corridor leading to the kaleidoscope puzzle: you are going to
have to retreat here in a hurry.  So, click at the circle and
you'll hear an irritating laugh.  Look at the arch in the centre,
just long enough to see what's coming and retreat into the
corridor in such a way that a narrow slit allows you to shoot a
the guy whereas he can't get at you.  When you've killed him,
click on his body to get a parchment.  You can now go through the
arch.

You've had it very easy so far, and it's about time the game got
a little tougher.  Before you go through the arch, equip your
most effective weapon.  I would advise you to save and have a
trial run, just so that you know what is there.  When you are
through the arch, don't hang about.  Pick up the potion behind
you, run over the bridge and enter the castle - there are a
couple of potions along the left wall.  I think you are going to
need them.  Run towards the centre and find the green stone.  As
you move to the right to get to the path leading to it, you'll
see Rebecca.  Be nice.  Watch.

Get immediately behind the tallest stone for some shelter -
although you are mainly fighting the guy with the sword, watch
your back.  Basically, if you position yourself correctly behind
the stone, his balls of fire will not affect you, whereas you can
fire Aelf's dagger at him and wait for it to recharge in comfort.
Once you've killed him, retrieve the shrive and the sword and
then go and visit the Keep near by, where you'll find a familiar
scene and also a healing potion.  Go back to the green stone and
click on it.


CHAPTER XVIII:  Threads

Don't panic!  Don't panic!  

Pick up the potions, on the floor and on the shelf of the window,
and enter the cave.  Hug the right wall.  There is no way you are
going to escape the hordes of monsters who are going to assail
you, so pick convenient spots to kill them with a minimum of
damage to yourself.  I lost count of the number I had to kill and
of the healing potions I needed.

When you come out of the cave, still hugging the right wall,
cross the river and follow the wooden path (don't fall off) and
then cross the bridge.  Here, behind the stone wall, is another
good spot to do some more killing.  Then, go around with wall and
to your right.  Follow the path along the rock wall (retreat and
kill the monsters, if you need to; but don't get caught in the
open), and then cross the wooden bridge.  There is trouble ahead. 
Enter the other cave and fight your way (or run) to the mantel
stone.  Save before you go through.

CHAPTER XIX:  The Gathering

This is just a video clip, in which you have a choice.  Say that
time is on your side, and do not kill Florentine.  Watch what
happens.


CHAPTER XX:  The Devil Take the Hindmost...

Save immediately.  You are in the courtyard of the house,
surrounded by nasties and you must make it as quickly as possible
to the hall and out of the front door.  Have a trial run to
remind yourself of the way - go through the double door in front
of you and keep mostly left.  I shouldn't hang around to fight
with the James Bond look-alikes, there are too many of them.  

Save before you burst into the hall:  there, the granddaddy of
all monsters will materialize.  Find yourself a good defending
point.  The best spot is the column to the left of the door -
wedge yourself in the corner so that the monster can't get at you
whereas you can certainly shoot all your weapons at him, one
after the other.  At any rate, when you've destroyed the monster
(a very tough cookie) you can go through the door.  Watch.  

End of story.



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