Realms Of The Haunting - Part 3 Solution by William McCole @~Continued from Issue 52 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. 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 the 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 a-a-ages. 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. @~To be concluded next issue - o -