You’re in a bedroom. Turn towards the corner with the rounded cupboard and walk towards it. Open the cupboard and take the book out to read it. It contains information about animals and elements.
Leave the book and the cupboard and turn around. Use the door to the right of the bed to step into a corridor. Turn left and walk towards the double doors but don’t go through yet. Turn left again to find another door. This door is locked but above it is a symbol. It’s like an anvil with a dot to the left.
Turn left again and walk towards the double doors on the other end. This time open the doors and step onto a mezzanine balcony. In front of you are the stairs leading down but turn left for now and walk towards the corner, then turn left again and use the door to enter the library.
Walk forward towards the steps in front of the bookcase. Go up these steps until you see two scrolls in the bookcase. Move the scrolls to find a KEY and take it. Step back and look two compartments to the left of the scrolls. There’s a safe. Take the key from your inventory and use it on the safe to unlock and open it. Inside you’ll find a letter.
Use the letter to read it. There’s some text on it that you might recognise: it was in the book with animals and elements. The text is this letter refers to the Elephant, the Owl and the Wheat. Leave the letter and the safe and turn around. Go towards the globe in the corner on the other side of the room.
When you look closer at the globe, you’ll see it has four rings. Each ring needs to show the symbol mentioned in the letter. Leaving and returning to the globe will reset the puzzle. Number the rings from top to bottom from 1 to 4 and click ring 1 thirteen times (wheat), ring 3 seven times (owl) and ring 4 eleven times (elephant). Since you can’t find any symbol on ring 2, click it until you’ve got the right one (4 times selects the crocodile). The globe will open and a secret compartment will become visible.
Take the four GENERATOR ROOM KEYS from the globe and it’ll close again. Turn around and walk towards the desk, then have a closer look at the desk. On the desk you’ll see a book. It’s a diary. Read it to find a route to the Forgotten Land from Manula. Close the book and open the desk cabinet behind the book.
The rollers will go up and reveal a sketchbook with several pages of information and codes. Read through them. Information is automatically stored in your journal. Leave the sketchbook and the desk and walk towards the door. Standing in front of it, turn left and look closer at the display panel in the corner of the room.
This is the security box. The three displays on the lower left can be set with the arrows. Look on the last page of your journal (and the last page of the diary) to see to which symbols you must set these. Adjust them accordingly. At the top of the panel you’ll see a symbol and in the display on the right you’ll see a number of bars. Note these. Push the button on under the display on the right and the symbol at the top will change, as will the number of bars in the display. You can do this until you have six symbols matched with the number of bars.
One of the symbols should be familiar already. So… the bars are the number of crystals that are needed to unlock the door matching to the symbol. But now you need to find the crystals and the location was smudged in the diary.
Leave the display panel and turn right towards the doors. Use the doors to go back to the balcony and turn right, step forward and turn left to face the stairs. Go down the stairs and you’ll be in front of the front door of the house. Turn around to face the stairs and walk towards the door on the left. There are four keyholes in the door and you should have four generator room keys.
Insert each key into a keyhole. For ease of solution, keep them in order: put the first key in the first keyhole etc. You can always put all keys back into your inventory and they’ll sort back in order. After inserting all four keys, press the triangled button above each key once and the door will unlock. Use the door to enter a dark corridor and turn right. There’s a manhole in the floor with stairs leading down.
Use the stairs and enter the generator room. In front of you you’ll see an Engine Order Telegraph. You don’t know the setting yet so leave it for now and turn right. Use the door to enter the pump room. After entering you’ll see a note on the wall on your right. Take a good look at it. On the bench in front of it, slightly to the right, you can find a WRENCH. Take it and turn around.
Walk towards the machine with the dial in the center and two levers poking up. Take a closer look at it and you’ll notice that one lever is missing. Use the wrench between the first and second gear to create a third lever. Now each lever can be set in 1 of 5 positions. Remember the note on the wall behind you? It was three squares wide but you couldn’t see the top or bottom of that table. But counting all, there could only be one above and one below. So pull the first lever four times, the lever in the middle three times. Move the lever on the right twice. When you walk away from the levers, they will reset.
The machine will start pumping. Turn around and walk towards the door. To the right of the door is another Engine Order Telegraph. There are some familiar symbols on it. But not all. Move the lever to the third symbol and you get to see another panel with dials. There’s not much you can do with it, other than look at the state of the connections between the dials.
Leave the panel and leave the telegraph, then turn slightly left to the door. Use the door to return to the other room and go to the other telegraph on the right. You’ll see this one at position 2 and if you move it to position 4, you’ll see the panel with dials again, this time with 2 connections.
Leave the panel and leave the telegraph and again, turn slightly left. Then walk all the way to the end of the room where you’ll find a panel with 6 colored buttons. In the panel that opened you can see two crystals. From the documents and symbols you found upstairs you know that the white symbol needs 1 crystal. Select one crystal from the panel to light up and then push the white button. With the white button now also lit, it means that the door with the white symbol is now unlocked.
Leave the panel and turn around. Walk towards the stairs on the right and go up. Use the door on the left and in the main hall, walk towards the front door and turn around. Go up these stairs as well and through the double doors into the corridor. Walk towards the other doors in the back, then turn left to the door with the white symbol above it. The door is now unlocked so use it to enter the storage room behind it.
On the left wall is a barrel with a WATERLAMP on top. Take the lamp and turn around toward the round hatch above the light in the opposite wall. Use the hatch to open the porthole and you’re now able to look outside. Turn around again and take the ROPE from the opposite wall, next to the barrel. Turn around again and walk towards the upper part of the cupboard to the right of the porthole. Open the cupboard and take the CRYSTAL CAPSULE and the OIL CAN from it.
Leave the cupboard to close the door and turn left towards the porthole. Underneath the porthole are metal bars and you can take the rope from your inventory and tie them to the metal bars. Now you can climb through the porthole. Once outside you can walk around but you can’t do much. When you stand in front of the rope, look at your feet to find a crowbar in the grass. Take the CROWBAR from the floor and use the rope to climb back inside.
Use the door opposite the porthole to leave the storage room and you’ll automatically take the rope again. Turn left and use the double door to enter the corridor. You’re now facing a semicircular wall with a lever to the right (do not touch!). Left and right from the semicircular wall are doors. Use either of these to enter the navigation room.
Walk down the stairs and forward towards the steering wheel. Then turn around and go further down the stairs towards the center of the room. There’s a book on the floor and where that book has been in the bookcase is now a void with a button in the back. Try to push the button to notice it’s locked.
Turn around and walk all the way up the stairs (either left or right) and use one of the doors to return to the hallway. Open the double doors opposite the one you were coming out of and walk across this hallway to the double doors on the other end. Open these as well onto the balcony and go down the stairs in front of you. In front of the front door turn right and open the door in the back, then go down the stairs and turn left, then walk towards the panel at the end. Push the button on the upper right. The big white light will switch off. Push the black light next to it to switch that one on.
Leave the panel and turn around, then walk to the stairs on the right and go up them, then use the door to return to the central hall, walk towards the front door, turn around and walk up the stairs. Enter the double doors and cross the hallway, then enter the double doors at the other end.
Use the door either left or right from the semicircular wall. Go down the stairs and towards the steering wheel, then turn around and go down the stairs again. Walk to the bookcase and push the button in the void where the book once was. A secret room will now be revealed which you’ll enter.
At the desk on the left where the light is, you’ll find the occupant of the room, or, what’s left. On the desk you can find a SPYGLASS. Take it and see there’s a button underneath. Don’t push it yet. Leave the desk and turn around and walk towards the cylinder opposite the desk. At the bottom of the cylinder you can (barely) see a red shape. To the right of the boiler you’ll see two metal containers on top of each other and on top of that is another CRYSTAL. Take that as well and use the top container to look what’s inside.
You can take the DRAWING and you need to open your journal to see what the drawing is: there are 6 tubes with red and blue caps. It doesn’t make much sense yet. Leave the container and turn around to the desk. On the desk push the button that was hidden under the spyglass. The top of the cylinder on the other side will open and show the exact same tubes as on the drawing but… not all red caps are at the top. You can take a closer look at the tubes but you can’t do anything with them yet.
Leave the cylinder and turn around, then use the door to leave the room and use the stairs left or right and go up the next stairs and leave this room as well. Next to the doors you just left is the handle. Pull the handle to see the top of the semicircular wall open up and close again. Facing the handle, turn right and open the door at the end of the corridor, leading outside to a small balcony.
Once outside, turn around and use the same door to close it behind you, revealing rungs you can climb to the roof. When you look slightly to the right, to the dome shaped structure on a large gear, you can see a rock blocking the movement. Take the crowbar from your inventory and use it on the rock to free the gears.
Turn around and use the rungs to climb down again, then turn around and use the door to open it. Go inside and use the handle on the wall on the right. The hatch in the semicircular wall will open again and this time an elevator will drop.
Step into the elevator and push the button to be taken to the telescope room. Step forward towards the two red stools and look at the weird shaped cabinet. At the front is a yellow symbol. Now you know the symbols and you know that yellow needs three crystals. And you have three crystals. Turn around and step back onto the elevator platform, then push the button at the back wall. You’ll be taken to the corridor below.
Use the double doors in front of you, then walk across the corridor to the double doors on the other side, open these and go down the stairs in front of you. In front of the front door turn right and open the door in the back, then go down the stairs and turn left, then walk towards the panel at the end.
Take the crystal capsule from your inventory and use it on the middle left hole in the panel. Then push the crystal to activate it and push the yellow button to activate the mechanism. You now have to return to the telescope room. Turn around, then walk to the stairs on the right and go up them, then use the door to return to the central hall, walk towards the front door, turn around and walk up the stairs. Enter the double doors and cross the hallway, then enter the double doors at the other end.
Use the elevator in front of you to return to the telescope room. Walk towards the two red stools and look at the top of the weird cabinet. There are four segments in the top that you need to use in the correct order and repeat three times.
Layer 1: Top, Bottom, Right, Left
Layer 2: Right, Bottom, Top, Left
Layer 3: Bottom, Right, Top, Left
The cabinet will open and reveal the TELESCOPE KEY. Take it and leave the cabinet. Turn around and walk through the elevator to the EOT on the other wall. Set the EOT to the symbol on the cabinet (position 2) and turn to the cabinet to the right. At the front of the cabinet is a small door that if you open it, reveals a keyhole. Use the telescope key on the keyhole and the cabinet will open and the telescope will be activated.
You’ll see soldiers approaching and talk to Nikifor. Together you’ll think of a plan to get the house moving but have to wait until nightfall so you’ll end up in your bedroom.
Use the door to leave your room and turn left, then turn left again and use the door with the white symbol above it. It’s locked. Turn left and use the double doors at the end of the corridor. Go down the stairs in front of you. In front of the front door turn right and open the door in the back, then go down the stairs and turn left, then walk towards the panel at the end.
Open the panel and push crystal two and three so they switch off, then push the white button on the wall to activate the storage room door. Turn around, then walk to the stairs on the right and go up them, then use the door to return to the central hall, walk towards the front door, turn around and walk up the stairs. Enter the double doors and cross the hallway, then use the storage room door on the left.
Walk towards the porthole in the back and use the rope in your inventory to tie it to the metal bars. Then use the rope to climb out the window.
[NOTE: From this point on you can get killed, even at random times so save the game very frequently]
Walk forward twice, then turn left. Walk forward three times and you’ll get a closer look of the three soldiers. Two will fall asleep. Do not approach them but turn around and go back three times until it’s too dark to see further. Take the waterlamp from your inventory and click when it lights up. Move slightly left or right until it lights up and repeat the process to step forward until “You have to be careful”.
Put the lamp back in your inventory and ‘look’ forward, then you can move forward again, slightly to the right, to the tricycles. When you’re standing between two tricycles, move forward to the rear of the left one and you’ll notice that it’s very rusty so you’ll have to be very careful. Take the oil can from your inventory and use it on the round cover on the rear of the bike.
Once properly oiled, open the cover and use the crystal capsule from your inventory and use it on the CRYSTAL in the bike to remove it. Leave the bike, turn to the right and repeat the same process on the other bike: use the oil, open the cover and use the crystal capsule to remove the CRYSTAL. Then leave the bike. Turn around and walk forwards twice until it’s too dark to see again.
Take the water lamp from your inventory and keep walking towards where the lamp lights up until you need to be careful again. Look forwards once and then turn left 90 degrees towards the ship. Walk forward here until you reach the rope, then use the rope to climb back in again. Use the door to leave the storage room and Nikifor tells you he locked all doors and you should get some sleep.
Leave your bedroom and turn right in the corridor. Use the double doors to the balcony and go down the stairs to the front door and turn. Open the door in the back, then go down the stairs and turn left, then walk towards the panel at the end.
Use the crystal capsule from your inventory to insert two more crystals into the panel. Push three crystals so that four of them are lit and push the button under the yellow one on the wall. Leave the panel and turn around, then walk to the stairs on the right and go up them, then use the door to return to the central hall, walk towards the front door, turn around and walk up the stairs. Enter the double doors and cross the hallway, then enter the double doors at the other end.
In front of the elevator, use the door either to the right or left of the semicircular wall. Walk down the stairs and towards the steering wheel on the other end of the walkway. To the left of the steering wheel is an EOT. You need to set it to the symbol corresponding with four crystals so push the first symbol from the left. Another connection is made. Leave the EOT and turn right to the steering wheel.
In the center of the wheel you can see a panel with three screens, the two on the right display a symbol. Note these two symbols. Leave the steering wheel and turn around, then down the stairs and to the table on the right in the back. Looking at the table you’ll see the same screens as you saw on the steering wheel but this time there are four windows. Open the journal in your inventory and go to the page that shows you four symbols and tells you that these are for the navigation map.
Set the symbols on the table to the corresponding ones in the journal and the table will flip and show a ‘real’ map. On the right are the familiar windows again. Set window two and three to the same symbol as you found on the steering wheel and the marker on the map will show you where you are now. Now you need to set your destination coordinates.
According to Nikifor you need to go to the Keepers and according to the captain’s journal they are in Manula Valley. Pull the lever above the three windows three times and the map of Manula Valley will show. In your journal are now the directions say: the path from Manula is South, South, West, West, South, West, North, West, South. So to get to Manula, you need to go in reverse, opposite direction. Push the corresponding directional buttons at the lower right of the table: up, right, down, right, up, right, right, up and up.
Now with the right coordinates, you should make a note of the three symbols in the windows. Leave the table and turn around and walk all the way up the stairs (either left or right) and use one of the doors to return to the hallway. Open the double doors opposite the one you were coming out of and walk across this hallway to the double doors on the other end. Open these as well onto the balcony and go down the stairs in front of you. In front of the front door turn right and open the door in the back, then go down the stairs and turn left, then walk towards the panel at the end.
Push the fifth crystal so they are all active and push the green button on the middle right. Leave the panel and turn around, then walk to the stairs on the right and go up them, then use the door to return to the central hall, walk towards the front door, turn around and walk up the stairs. Enter the double doors and cross the hallway, then enter the double doors at the other end.
Use the door either left or right from the semicircular wall. Go down the stairs and towards the steering wheel. Set the symbols in the windows corresponding the ones you saw on the table. When you have set the right ones, you’ll automatically leave the panel. On the left of the steering wheel is a lever. Pull it and the whole machine will come to life. You’ll travel to Manula.
To prevent the soldiers from following you, you need to come up with a plan to block the passage. The first page in your journal speaks about self destruct. So that’s what you need to do. Turn around and walk all the way up the stairs (either left or right) and use one of the doors to return to the hallway. Open the double doors opposite the one you were coming out of and walk across this hallway to the double doors on the other end. Open these as well onto the balcony and go down the stairs in front of you. In front of the front door turn right and open the door in the back, then go down the stairs and turn right.
Open the door and enter the engine room. At the workbench on the right, under the drawing is a triangular panel. Use your crystal capsule on the center of the triangle to extract another CRYSTAL. Leave the panel and turn around. Use the door to enter the corridor and walk across to the other end to the crystal activation panel. Insert the last crystal with the crystal capsule into the last empty slot.
Push the crystal to activate it and then push the red button on the lower right. Leave the panel and turn around, then walk to the stairs on the right and go up them, then use the door to return to the central hall, walk towards the front door, turn around and walk up the stairs. Enter the double doors and cross the hallway, then enter the double doors at the other end.
In front of the elevator, use the door either to the right or left of the semicircular wall. Walk down the stairs and towards the steering wheel on the other end of the walkway. Turn around, walk down the stairs again and towards the bookcase. Push the button in the slot where the book is missing. The secret room will open again.
Go over to the cabinet on the right with the tubes. You have no other choice. There’s one tube with the blue cap on top, in your journal you have a drawing with all the blue ones at the bottom. So you need to change these tubes. But it’s not that easy: moving one tube, moves two others as well. Number them from 1 to 6 from left to right and see that:
Tube 1 rotates tubes 1, 2 and 6.
Tube 2 rotates tubes 2, 3 and 5.
Tube 3 rotates tubes 1, 3 and 4.
Tube 4 rotates tubes 2, 4 and 5.
Tube 5 rotates tubes 3, 5 and 6.
Tube 6 rotates tubes 1, 3, 4 and 6.
Click on the tubes: 2, 5, 6, 3 and follow the instructions on the page: RUN!
[Note: If the tubes are not in the default order anymore, you can use this generator to calculate the solution for you. But leaving the puzzle will reset it to the original state so the solution above can always be used.]
Turn around and look at the ‘house’. From there, look down until you see a horizontal metal leg. Follow that leg to the right until you find an iron bar (the one with a spark). Take that IRON BAR and turn further to the right until you can walk. Step forward five times until you reach a path. Turn right and step forward four times. On your left is now the entrance to an island.
Do go there yet but step forward once more to reach a rock with a red mark, then turn slightly right and keep following the path forwards until you reach some steps leading to a sundial-like terrace. Around the terrace are three statues and on your right at the top is another one. All statues have pipes leading towards the terrace but none of them are connected. Turn around and walk back three steps, then turn left to see a large staircase.
Go up the stairs and walk forward until you reach the pillar and the lectern overseeing the terrace you were on earlier. When you walk towards the lectern, you’ll meet Michael and he’ll tell you about the portal and the Keepers and the Shadow Legion. You need to activate the portal again.
After the conversation walk over to the lectern and look at it. There’s a representation on it of the circles on the terrace below. The drawing on the right shows how the lines should go, the circles on the left can rotate them. But you can only use the middle and inner circle. The outer and middle circle move together. So you’ll never be able to get them to look like the image on the right. If you look closer to the ‘buttons’ and the real circles, you can see another oddity: the real outer circle has a hole in it.
Leave the lectern and turn around, walk the path back and down the stairs, then turn right and walk up the stairs onto the terrace with circles. Standing in front of the circles and looking down, looking at the hole makes you realize you should put something in the hole to stop the outer ring from turning. Take the iron bar from your inventory and use it on the hole to block the outer ring.
Now turn around, walk the path back a few steps and go left up the stairs and walk back to the lectern. Turn the middle dial five times and the inner dial four times and the lines will match the image on the right. There will be a brief flash and Michael will tell you about the energy source you need and give you a FERRY KEY.
Leave the lectern and turn around, then walk the path back and down the stairs. At the bottom, turn left and walk three steps forward, then turn right towards the entrance to the island. Step forward twice onto the bride that isn’t accessible yet. At your feet will be a box you can open and find that you can insert the ferry key from your inventory in there.
You can now turn the wheel with handle to move one of the platforms that can bring you to the other side. Step onto the platform and turn the handle on your left to move to the other end of the cables and reach the island. Step forward, then turn left and up the stairs, then forward again to take a seat in the shuttle.
In front of you is a navigation wheel with 5 buttons and a handle. The buttons represent the locations, the handle activates the shuttle. The button at the bottom middle is where you are now, the portal island. Push the button at the lower right and pull the lever to be transported to The Green World.
Keep walking forward until you reach a man sitting in front of a hut. Talk to the man but he isn’t much help. Use the ladder to the right of the man to climb to the front door and enter the hut. Step forward towards the fore and turn right to see a woman on a bed. Talk to the woman but she can’t help you either. Turn right and step forward twice and leave the hut. Back on the path, turn left and follow the path (you can only follow the left side of the fork). Keep following the path all the way until you reach an abandoned mine.
To the right of the mine shaft is a chime. Look closer and note how the five tubes all make different sounds. But is doesn’t do anything else. Leave the chime, turn around and walk the path back to Nafal in front of his hut. Talk to him, again, he can’t help you, so climb the ladder again, step forward to the fire and talk to Sarah. She’s not feeling well and can only help you if she gets her medication.
On the other side of the wall, on the right, is a worktop with some dishes and pans on it. On the right side, next to the oil lamp you can find a GLASS BOTTLE. Take it and leave the hut, then turn right on the path and walk the path back to the shuttle. Enter the shuttle, push the upper left button and then pull the lever to set the shuttle in motion. You’ll end up in a very cold environment.
Walk the path forward until you reach the front door. You’ll find it’s locked but if you turn right, you’ll find the rope bell. Pull the rope and on the left of the door a drawer will open that will take a payment before opening the door. The only item accepted is the amulet from your inventory. The drawer closes and you can open the door.
Step forward inside and you’ll talk to Himus. He won’t help you but you can use his lab. You will be in his debt though. It’s recorded under number 247. Now you need to make the medication yourself. Walk towards the door and turn right into the laboratory. On the corner is a bookshelf and when you stand in front of it you can open a book with elements and recipes.
You need to make Tincture Lukeria which you can find on page 3. It tells you how much at the top and what at the bottom, in this case 1 Moon Elixer and 1 Cure Oil. Then working your way back, Moon Elixer is a quarter Blood of a Unicorn, a quarter Sea Salt and half Moon Water. And Cure Oil is a quarter Mercury Vine, half Vinegar Oil and a quarter Morning Drew. Note the symbols for the elements. Let’s get to work!
Leave the bookshelf and stand in front of the desk. Use the dispensers at the top once to rotate it to Mercury Vine. Then use the tap underneath the dispenser to fill the tube under the tap for a quarter with Mercury Vine. Use the dispensers twice to rotate it to Vinegar Oil. Use the tap twice to fill the tube under the dispenser up to three quarters. Finally use the dispensers once to rotate it to Morning Dew. Use the tap once to fill the final quarter of the tube and your Cure Oil is done. Use the tap under the tube and the mixture will pour into the bowl underneath. To make the Moon Elixer, best take a clean tube so select the empty tube left of the one you used already and they’ll move over.
Click the dispensers once to select the Blood of the Unicorn and use the tap underneath it once to fill the tube with one quarter. Click the dispenser three times to rotate to Sea Salt and the tap underneath it once to get a quarter in the tube. Finally rotate the dispenser four times to get the Moon Water and use the tap twice to fill the rest of the tube (half of it). You now have your Moon Elixer. Use the tap under the tube to pour this mixture also into the bowl.
Take the glass bottle from your inventory and put it under the bowl. Use the tap under the bowl to pour the contents into the bottle. Finally take the bottle with ELIXER from the table. Leave the table, if you’ve mixed correctly, if not (and you’ll know!), you need to start over again.
Walk towards the door, then turn around and walk past Himus’ desk towards the other door. Open it and follow the path back to the shuttle. Inside the shuttle select the lower right button to travel back to the Green World. Follow the path to the hut, then go up the ladder to go inside. Walk towards the fire and turn right to Sarah. Give her the bottle with medication. In return you’ll get MUSICAL SPHERE.
Turn right and use the door to leave the hut. At the road turn left and follow the path (keeping left) until you reach the mine again. Look closer at the chimes to the right of the mine. Underneath the chimes is a receptor for a sphere. Insert your sphere in the bowl under the chimes and use the sphere to hear a tune. You need to replay it on the chimes. Number them from 1 to 5 from left to right and play 4, 5, 4, 2, 5 and 1. The elevator will now be activated.
Use the elevator and meet Fird. But that’s about all you get. Once upstairs again, walk the path back to the hut and use the stairs to go inside. Talk to Sarah again. She’s angry because you didn’t get her the right medicine after all. You need to remake some. Turn right and take the GLASS BOTTLE from the worktop. Then leave the house. Turn right and walk the path back to the shuttle. Enter the shuttle and use the lower left button to travel to the marshland.
Follow the path towards the bridge and try to cross it. You can’t because of a force field. Just before the bridge is a panel with four buttons. Pressing each button will change the type of force field. Only the second button from the right will produce a solid force field and you say: “Let me through or I break you”. Leave the portal at this force field and leave the panel. Walk over to the force field and use the crowbar from your inventory on the force field to break the ice wall.
Step through the portal and follow the path across a bridge until you reach a door. Use the door to step through and … you’re outside again. Turn around, use the door again and exactly the same happens. Turn around again, use the door a third time and this time you’ll get into the house. On the right is a flight of stairs, on the left is another door. Use the door first and behind it, on the left is a woman. Walk towards her and talk to her. Talk to her three times and finally she’ll tell you what to do to be able to speak to Fird. She wants his son’s ashes and the alchemy book.
Turn around and walk towards the table on the other side. Turn left and take the bottle with PHOSPHORUS from the shelf. Go to end of the bookcase and look at the spell book to see the three spells that can change the weather. But you also need the right statues. Turn around and use the door to leave the room. Don’t go up the stairs yet, use the door on the right to leave the house and follow the path until you reach the bridge to the portal. Don’t cross the bridge but turn left into the reeds.
On the right in the grass is a butterfly. Look at it and it’ll fly away, changing colors. Remember the sequence of the colors: yellow, green, blue, purple, green, red. You can always look at the butterfly again. Turn around and walk back to the path, then turn left, cross the bridge and walk back to the shuttle. Inside the shuttle, push the upper left button and the lever and travel to the ice-world again.
Follow the path to the front door of the house and then enter. Walk ahead, and up the stairs on the left to have a look at Himes’ desk. There’s HIMUS’ BOOK so take it. Although it’s not the book the fairy is after, you can still use it. Leave the desk on the left and down the steps. Turn left and walk further ahead and through the opening in the wall and then left up the stairs. At the top of the stairs open the door and step into the circular room. Once inside when you go further forward you’ll pick up a wand and colored sparkles will fly around.
You must click the colors in the order you saw on the butterfly: yellow, green, blue, purple, green, red. If done right, the forcefield in the center will disappear, otherwise, pick up the wand and try again.
[Note: I found that following one flare and waiting for the right color was the easiest way to tackle this puzzle.]
Once the force field disappears, the ALCHEMY BOOK will be revealed, together with a note which will go into your journal when you take them both. Open your journal and browse to the last page where you’ll read that you need to add a flower to Sarah’s medication. Turn around and try the door. It’s locked. The only way to unlock it is to put the book back in the pedestal in the center. But instead of putting the alchemy book back, put Himus’ book in its place. You can now use the door to leave the room.
Go down the stairs, turn to the right and leave the house. Follow the path back to the shuttle. Enter it and push the button on the lower left followed by the lever to travel back to the marshland. When you arrive you’ll see a purple flower bloom. Now you need to see to get it. Follow the path until you’ve crossed the bridge with the portal on it. Turn right into the field where at first the butterfly was. Now you’ll find the FLOWER there. Take it, turn around and return to the path.
Turn left and follow the path across the bridge back to the shuttle. Enter the shuttle and press the button on the upper left, followed by the handle. You’ll travel back to the cold world. Follow the path to the house and inside walk to the bookshelf on the right. On the middle shelf, in the center is a grinder. Take the bottle with elixer from your inventory and place it under the grinder. Open the lid of the grinder and put the flower in the grinder. Turn the crank of the grinder to add the flower to the elixer.
Leave the grinder, turn around and walk to the right around the partition wall. Go back to the front door and leave the laboratory. Follow the path back to the shuttle. In the shuttle select the button at the lower right and pull the lever to travel to Sarah’s world. Follow the path to the hut and use the ladder to go inside. Walk to the fire, turn right and give the bottle with elixer to Sarah.
Before she helps you, she wants to be left alone for a while so turn to the right and use the door to leave the hut. Follow the path to the right back to the shuttle and push the button on the upper right, then pull the lever. You’ll travel another dark and cold world. Follow the path until you reach a large gate. Use the smaller gate on the left to enter the cemetery. It’s made clear that you’re not welcome here. Turn around and return to the shuttle.
In the shuttle push the button on the lower left to return to marsh land. Follow the path across the bridge with the portal, across the wooden bridge to the house and go inside. Turn left and use the door on the left to return to Reina’s room. Turn left and walk forwards to Reina, then give her the book of Alchemy.
Turn around, use the door on right and use the next door on the right as well to leave the house and follow the path all the way back to the shuttle. Push the button on the lower right and use the lever to travel to Sarah’s world. Follow the path to the hut and outside talk to Nafal, who’s sitting next to the ladder.
You’ll learn about Salan at the cemetery and his habits and about Fird and where to find his son’s ashes. Whilst you’re here you might as well check with Sarah in the hut but the medicine isn’t working very fast. Leave the hut and outside follow the path to the right back to the shuttle. Push the button on the upper right to travel back to the cemetery. Follow the path until you reach the gates again.
Talk to Salan and you’ll tell him Sarah has died. Now Salan leaves the cemetery and you can go in. Use the gate to enter the cemetery and walk forwards until you reach a statue on a raised square. Walk to the right around the statue and follow the path until you reach a building. Turn left and step forward into a mausoleum. Turn to the right and look closer at the altar and the inscription above the altar.
Look closer at the altar. There are four tiles on it and a fifth is placed on a lever. Use the lever to find it stuck. Take the tile from the lever and it’ll join the other four. Pull the lever again and a door will open revealing a room with a tomb in it. Step forward to the tomb and open the lid of the tomb, then take the STAFF from it. Leave the tomb, turn around and leave the mausoleum.
Back at the path, turn right and walk back to the statue, then take the path on the right and follow this until you see another building on your right. Have a closer look at this. In the wall in front of you are 25 candles but it’s not yet clear what to do with it. Look at the floor and use the bottle with phosphorus on it and wait for the executioner to arrive. You’ll learn that there’s a prize on your head.
Once Fird has returned to the mine, look at the wall with candles again. The object is to get all candles burning at the same time. You start always with one candle burning, always a different one, and the flame can have one of four colors: red, green, yellow or blue. They also have three different lengths. And these indicators guide you through the puzzle if you stick to the following rules:
A red flame: north.
A yellow flame: left.
A green flame: right.
A blue flame: south.
A short candle: 1 position.
A medium candle: 2 positions.
A long candle: 3 positions.
With this information you should be able to get all candles burning. Once they are, the wall will open up and you can enter the mausoleum. There are 8 niches with an urn in front of your and you need the one that contains Fird’s sons ashes. How to find it? Turn left and go towards the three candles on the wall. Take the candles to turn the light off and you can see the footsteps Fird left behind by walking through the phosphorous liquid.
Put the candles back on the wall and turn around, then go over to the second niche from the right. Take the URN from it. Turn around and leave the mausoleum up the steps, then turn left on the path. Walk towards the statue on the square and take the path directly on the right. Follow this path to the gate of the cemetery. Go through the gate and walk the path towards the shuttle.
But then you see Salan returning. Quickly go to the right to hide behind the large rocks. Once Salan has passed, return to the path and walk to the shuttle. Enter the shuttle and use the button on the lower left and the lever to travel to the marsh land.
Walk the path, across the bridge through the portal, across the wooden bridge to the house and go inside. Turn left and use the door to visit Reina again and approach her. Give her the urn and she’ll grant you access to Fird. Turn around and use the door to leave the room, then turn right and use the door to leave the building. Follow the path all the way back to the shuttle.
When you enter the shuttle you’ll see what Reina does with the urn. Push the button on the lower right and pull the lever to travel to the green world. Follow the path to Sarah’s hut and climb the ladder to go inside. Sarah is up and standing at the worktop. Talk to her to ask how she’s feeling and as thanks you’ll get a MUSICAL SPHERE.
Turn around and leave the hut. At the road turn left and follow the path (keeping left) until you reach the mine again. Look closer at the chimes to the right of the mine. Underneath the chimes is a receptor for a sphere. Insert your sphere in the bowl under the chimes and use the sphere to hear a tune. You need to replay it on the chimes. Number them from 1 to 5 from left to right and play 4, 5, 4, 2, 5 and 1. The elevator will now be activated.
Step into the elevator and go down into the mine. Walk into the mine and talk to Fird on the left. He’ll help you if you promise to set Mila’s soul free. You’ll get the sign the the Shadow’s Legion. Turn left and walk to the workbench behind the chair. On it is a piece of paper. Take the paper and it’ll be added to your journal. Turn to the last page of your journal to see the drawing.
Turn left, step forward, then turn right and step into the elevator. Leave the mine and walk the path all the way back to the shuttle. Inside, push the lower left button and pull the lever to go to the marshland. Once there, follow the path to the house and enter. Turn left and use the door to visit Reina again. Talk to her and ask for lightning. She’ll ask you to prepare upstairs.
Turn around and use the door to leave the room, then climb the ladder in front of you. On the roof you’ll find scales and now you need to move the five statues from the left to the scale on the right but you can only move one at a time and only put a larger one over a smaller one. To achieve this, number the scales from 1 to 3 from left to right and:
1-3, 1-2, 3-2, 1-3, 2-1, 2-3, 1-3, 1-2, 3-2, 3-1, 2-1, 3-2, 1-3, 1-2, 3-2, 1-3: first
2-1, 2-3, 1-3, 2-1, 3-2, 3-1, 2-1, 2-3: second
1-3, 1-2, 3-2, 1-3: third
2-1, 2-3: fourth
1-3: fifth
Turn around and enter the hole to go down the ladder, then through the corridor to use the door on the other end and return to Reina. Talk to her again. She’ll call lightning when you need it. Turn around and use the door to leave the room, then use the door on the right to leave the building. Outside follow the path back to the shuttle. Press the button under the lever and pull the lever.
You’re back to the place where you destroyed the walking house. Outside the shuttle turn right, then walk to the cable bridge on the left. Step on the platform on the left and turn the handle to move to the other side of the chasm. Step off the platform and turn left, then follow the path to the statues. Turn right to climb the stairs and walk forward until you reach the pillar and the lectern.
Do not use the lectern, it’s broken anyway, but look up at the statue. Take the staff from your inventory and put it on the statue. Turn around and walk back down the stairs and at the bottom turn left, then at the cable bridge turn right and use the platform on the right. Turn the handle to cross again. Walk over to the shuttle and enter. Push the button on the lower left and pull the handle to travel to the marsh land.
Follow the path all the way to Reina’s house and use the door to enter. Turn left and use the door to return to Reina. Talk to her and she’ll make sure lightning is provided. There’s now enough power for the portal to stay active and you can travel through it.
Reaching the other side of the portal have a look around and then walk through the tunnel and keep following the path until you see a red flag in the distance and you think it’s not safe to travel further. Turn around and walk the same path back, but right after you’ve gone through the tunnel, turn right.
Walk forward then slightly left towards the orange glow. When you can’t go further, turn right to the first boulder on the ground with the vines above it and use it to climb onto the ridge. Then turn right and walk forwards again. When you follow the path, you’ll see it blocked by some black boulders. Just before it is a bridge on the right. Use the bridge to cross the dry riverbed and follow the path again. Walk all the way to the end, past another bridge on the left.
From this point looking left below you can see a guard keeping watch and looking right you can see a watchtower in the distance. Turn around and use the bridge on the right to cross again and on the other side turn left. Walk forwards until you’ve reached the black boulders again but this time you’re on the other side. Facing them, if your look to the right you’ll see a gap in the rocks.
Step towards the gap but now you can’t see what’s in the distance. Take the spyglass from your inventory and use it on the gap to be able to see another watchtower and…. the cave Michael told you about. Turn around and step back onto the path, then turn left and walk back, past the bridge until you reach a statue. This statue is above the guard you saw earlier. Use the crowbar from your inventory on the bottom of the statue to tilt it and let it crash onto the guard.
Now you have to go back to the square you started: turn around and use the bridge to cross, then turn right and walk forward to the next bridge, cross it and turn left. then follow the path until the end. Turn left here to climb down again. Follow the path and keep left through the tunnel all the way to the end to the red flag.
Standing next to the red flag you’ll find a SWORD on the ground. Take it and walk further around the fire pit on the left under the next arch. Walking under the arch you’ll reach the palace. But do not walk towards it because it’s not safe to do so.
Turn left to see a skeleton on the gallows. Walk towards it and keep walking forward until you reach a number of dead trees. You can’t walk further forward. Now starts a bit of a maze up the rocks. Turn right and walk towards the ledge, turn left and walk towards the rock wall. Turn right and climb up the ledge with the patches of green grass. Again your face is against a rock wall. Turn left and walk towards the small white rocks on the ground.
Turn left to face the top of the dead tree. Turn a little further and walk towards the small dead bush. Then with the bush in front of you and not able to walk further, turn left and climb up the ledge with the grass patches and the small white rocks. Turn right and you can look at the rocks. But you’ll realize it’s too high. Use the sword on the part of the rock you looked at to create a step and now you’re able to climb up.
Once you’ve done that, don’t continue yet but turn around and pick up the SWORD. You’ll need it again. Turn around again to face the rocks and walk forwards twice to what looks like a throne. Turn left here and go forward, then turn right and go forward. The rock you’re facing is covered in vines and you can’t continue. Use the sword on the vines to cut them and you can go forward twice until you’re again with your face against the rocks. Turn right and step forwards.
Turn right until you can see a waterfall. Look down here and you can climb down on a ledge. Turn right and see the source of the waterfall. Take the waterlamp from your inventory and use it on the waterfall to fill the lamp. Turn right and climb back up the ledge again.
Turn left until you can walk forwards to the small white rock in green fern. Turn left and look down where you can jump into a small pit. Once you’ve landed, look ahead into a tunnel. Keep walking forward until you can’t continue further. In front of you you’ll see three small boulders.
Turn left until you can move forward again and then turn left again until you see a small green patch next to a white rock. Step forward. Look up and step forward twice, then turn left to face the entrance of the cave. Walk forward into the cave and keep walking forward until you think it’s too dark to continue. Use your water lamp on the cave to continue the journey.
When you’re standing on the rafters and can see a corridor below you, turn left and step forward, then turn right and keep walking forward until you can see the soldiers march below. You can’t go further here but if you look to the right, there’s another beam. Step on that one. Careful, because there is a guard down below. Looking ahead to the right there’s a hole in the ceiling and if you move towards it you can go through the hole and inside the roof. Keep walk going forward inside the roof until there’s a grating under your feet. On your left is now another round hole in the wall.
Looking through the hole you’ll overhear a conversation between Bargul and Gugon and when you step back you’ll fall through the grating. Step forward into the room which appears to be a torture room. Look around and go forward to the right of the two hanging cages. Turn right to the sarcophagus and then look at the base of this contraption. There’s some sort of lock. The image should look familiar though because the solution is written in your journal.
Read the journal to see the settings and open the coffin: number the sliders from 1 to 3 from top to bottom and set slider 1 to 1, slider 2 to 3 and slider 3 to 4. Out comes Trey and he’ll promise to help you. After the conversation look at the bottom of the coffin again to see a piece of paper. Take it and you’ll recognise it as the second part of the puzzle you just solved.
Turn around and walk over to the skeleton sitting on the floor. The the left of him (or her?) is a guillotine and left of that is a large door. Go towards the door and then turn to the right, ‘behind’ the guillotine. Use the turn wheel on the right to drop the guillotine. Leave it and turn left towards the door and look closer at the sliders. To open the door, look in the journal. Number the sliders from 1 to 7 from top to bottom and set slider 1 to 1, 2 to 3, 3 to 4, 4 to 4, 5 to 2, 6 to 5 and 7 to 1. The door unlocks so use it to leave the room.
You’re now facing a cell door. On the right and left are also cell doors. Turn left and walk to the end of the corridor where you’ll find some levers. Obviously one is missing. Pull the two remaining levers to open the left and right cell doors. The one in the middle will stay closed. On your left is a wooden door but when you try it, you’ll find it locked.
Walk back into the corridor and go through the first cell door on your left. Look around and find a skeleton on the floor. Next to the skeleton are SHECKLES on the floor. Pick them up and add them to your inventory. Then leave the cell, turn left and walk to the other end of the corridor to enter the last cell on the left (not the last door!). On the floor of this cell you’ll find a letter. Walk over it to read it and learn about a labyrinth and Mila.
Leave the cell and turn left, walk to the end and turn left again. Go through the opening and turn right, then walk towards the door. Use the door to enter the room. In the middle of the room is a large well. To your right is a roller shutter and when you go over there the shutter will open, revealing four cylinders. Only the outer cylinders will turn.
Underneath the cylinders you’ll see broken chains but you can’t do anything with them yet. Leave the room for now and walk back, up the steps to the corridor, turn right and use the wooden door in the middle on the left, back to the torture room you came from. Just as you enter this room, turn to the guillotine on the left. Stand where you turned the wheel and dropped the guillotine earlier.
Turn the wheel to raise the blade, then take the shackles from your inventory and put them in the head-hole. Turn the wheel again to drop the knife and cut one end of the shackles. Take the cut SHACKLE from the guillotine and use the wheel to raise the blade again. Put the shackle into the hole again and drop the blade again to remove both cuffs. This will leave you with a piece of CHAIN.
Leave the contraption and turn around to use the door and return to the corridor. Turn right and walk all the way to the end, then turn left into the opening and turn right. Use the door to enter the room with the well again and open the shutter roller on the right again. The trick is now to get the red bars on all four cylinders to line up. But the middle two cylinders won’t turn.. yet.
Name the cylinders from 1 to 4 from left to right. Use cylinder 4 four times so the handle on it points down. Then use the chain from your inventory on cylinder 3 to it to tie that handle to the handle of cylinder 4. Now turn cylinder 4 twice. Use the handle of cylinder 3 to take the CHAIN back.
Turn cylinder 1 four times so the handle lines up with the handle of cylinder 2 and use the chain from your inventory on the handle of cylinder 2 to tie them together. Turn cylinder 1 twice to see two red lines: cylinder 1 at the front, cylinder 3 at the top.
Turn cylinder 4 eight times so the handle is at the same level as cylinder 3 and the red bar the same as cylinder 1. Use the handle of cylinder 2 to get the CHAIN back. Use the chain on the handle of cylinder 3 to tie it to cylinder 4 and turn cylinder 4 twice. The red bars of cylinders 1, 2 and 3 now line up. Use the handle of cylinder 3 to get the CHAIN back and turn cylinder 4 ten times to line the last red bar up with the rest.
You are now in the maze. To navigate through, take the amulet from your inventory and use it on the four exits. The amulet will show you which exit to take. Go through the opening and repeat this process three more times until you reach the corridor on the other end of the maze. Turn left in the hallway to see and rectangular door in front of you. Standing in front of that door, there’s an arched door on your right. Use the arched door on the right and in the room Trey will tell you Mila is near.
Walk towards the altar once and turn right. You should now face a brick wall between two statues. Walk towards this wall and use the amulet on it to see it light up. That mean Mila must be behind it. Put away the amulet and use the crowbar on the wall to open it up. Once you’ve made a proper hole, you’ll find a skeleton.
Look closer to the skeleton and use the amulet on it to summon Mila’s spirit. She’ll tell you how to free her soul. You need to find the Magic Globe behind the door with the spider on it. Leave the skeleton and look at the bench at your feet. There are rocks on it. Take a ROCK from it and turn further right and use the door to leave the room and back to the corridor.
Use the door on your right to enter the stairwell and go up the stairs until you reach a gate. To your right is a wheel, to the left is a door. Use this door to retract the bolt and open the door. You’re back in the corridor with the missing levers leading to the torture room. Turn around and go through the door you’ve just unlocked to face the wheel in the floor. Use the wheel to move the chains and open the gate but the gate will also close again. Take the rock from your inventory and use it on the wheel to block the chain. Use the wheel again and now the gate stays open.
Go further up the stairs to the next level where you’ll find another door. Although you can go further up the stairs, use the door on your left first to enter a corridor with statues. Walk through the corridor to the other end where there’s another door and use it to enter a room with pillars. There’s a hole in the ceiling in the middle with a broken staircase underneath.
On each side there’s another door. Go to the door on the right of the stairs first to see that it’s locked. It has a symbol of a spider on it though. Turn around and go to the door that’s now on your right (and thus behind the staircase). Use this door, it’s not locked, to enter a room that has a familiar elevator in it. Walk left behind the elevator and go up the stairs.
In the corridor upstairs you’ll find another door, but locked. Above the doorknob you can see a cross shaped keyhole. Turn around and go down the stairs again, then next to the elevator down the other staircase. Next to the elevator shaft is a lever. Pull the lever to call the elevator so that it will be heard by a guard. Quickly go up the stairs again to see the guard stepping into the elevator. When you are upstairs, look at the elevator shaft and the rope holding the elevator. Take the knife from your inventory and use it on the rope to cut it and let the elevator with the guard crash down.
Go down the stairs again and walk into the room opposite the elevator entrance. Turn right, then left to face a hallway with two doors left, two doors right and one in front of you. The first door on the left has guards behind it (you can hear them). The door on the right doesn’t open so step forward. The door on the left doesn’t open and the door on the right takes you to an armoury.
Walk into the room and turn right to find a SPEAR against the wall. Take it, it might be useful. Leave the room and turn right, up the steps and through the door into a library. In the center is a statue. Have a closer look at it to realize it’s not working yet and you probably need another library card.
Walk straight ahead, past the statue and turn around. Now look at the bottom of the statue to see a compartment that, when opened, shows a number of keys. There’s one key missing! Leave the compartment and walk forwards, then turn right and go up the stairs. When you reach the upper floor, you’ll see a LIBRARY CARD in the right window sill. Take the card and turn around, then go down the stairs again.
Use the door to leave the library and walk through the corridor to the other side, up the steps, turn right, then left back to the elevator shaft. Take the stairs left of the elevator and upstairs walk around the elevator shaft and use the door to the staircase room. Cross the room to the other side and use the door to enter the corridor with statues. Walk to the other end and use the door to return to the staircase you were climbing. Turn left and climb to the third level of the staircase.
There seems to be another level rising from here but again, on the left there’s a door. Use it to use the keyhole to peek through and see guards on the other side. You need to get rid of him. Leave the door and turn right, climb up the stairs to the fourth level.
You’re now at the top and find another door. Use it to enter the top of the tower. In front of you are steps and a harpoon on a platform. Turn right and you’ll see a console and if you turn right further you’ll find a ladder against the wall. Climb the ladder to the roof of the tower.
In front of you are stairs, left of it is a winch. Go over to the winch and look at the lit window in the tower opposite. You can’t see with the naked eye so use the spyglass on the window and see the mage on the other side. Turn right to the winch and use the handle on the left twice to lower the rope.
Leave the winch and turn around. Use the ladder at the hole in the floor to get back into the tower again. Turn around and go up the stairs on the left and immediately look left. There’s the rope that you lowered earlier. The end of the rope has a ring attached to it. Turn around and step back to the door, then turn around again and go over to the control panel on the right.
The handle on the left turns the harpoon, the handle on the right raises and lowers the harpoon. Use the handle on the left three times to point it in the direction of the tower. Use the handle on the right to lower the harpoon to the correct height.
Leave the controls and go back to the door, then turn around and go up the stairs on the left. Look left straight away and pick up the RING at the bottom. Turn around and attach the ring to the harpoon. Walk left around the harpoon the see the back side and use it to launch the harpoon to the tower on the other side.
Walk back to the front of the harpoon and see the rope connected to the tower. Use the spear from your inventory on the rope to slide to the tower of the mage. Go towards the window and see how Gugon is called away. Once the room is empty, use the window again to enter the room.
Turn right and step forward then go towards the two fire stands. Turn right to see the book on the pedestal between the fire pots. You realise it’s a spell book. Use the book to browse it until you find the Stone Ritual Spell. Take a good look at the image on the left of these pages. It shows you dots connected to each other with a line. The top dot has a circle around it. When you turn around you’ll see three stands on either side. The lines in the book shows the order in which to visit them.
You are now at the one with the circle around it. Look at and remember the image on the page on the right. Turn around and walk forwards, then turn to the left. You’ll see three books. Us the book on the left and search for the next part of the Stone Ritual Spell. The page on the left should be the same as the image you remembered from the first book. Now remember the image on the page on the right of this book.
Turn around and use the book in the middle. Flip the pages so the left side matches the right side of the previous book. Take the image from the right page and turn around, then use the book on the right. Make the left page similar to the right page of the previous book. Next, do the same with the book next to it (the middle one). Then turn around and use the book on the left and repeat the process. Finally do the same with the book on the right. When done right, you’ll shout: “Success!”
Step towards the book you started with and you’ll hear Gugon returning. Quickly step to the right to hide behind the pillars and see how Gugon turns to stone. Turn back to the first book, the one between the two fire stands. The turn towards the stone statue and look at the door behind the statue. There’s a key in the lock. Take the SPIDER KEY and use the door to leave the room.
Outside turn left and go down the stairs back to the top of the elevator shaft. Walk left around the shaft and use the door (on the right) to enter the room with the staircase. In this room go to the door with the spider symbol on the left. Use the spider key on the door to unlock it and enter the room behind it.
Walk towards the lectern on the left and turn left to see the desk. Turn towards the desk and take the VALVE and the LIBRARY CARD that’s underneath. Turn around and walk towards the mirror opposite the lectern. Use the left edge of the mirror to slide the mirror all the way to the right. Follow the mirror and look in it in it’s new location. When you look closely in the mirror you can see a lever between the two windows which isn’t there when your turn around. Use the lever in the mirror.
Turn around and walk over to the wall between the two windows. You can now use the brick where the lever should be. A part of the bookcase drops and reveals a niche with nine magical spheres in front of it. One of the spheres contains Mila’s soul. To find out which one, walk back to the mirror and use the side of it to slide it back to where it was at first. Follow the mirror and look in it to clearly see which sphere it is.
Click on the sphere in the mirror, then turn around and take the sphere with MILA’S SOUL on the bottom right (it is a mirror). The bookcase will return. Turn left and leave the room. Back in the hall turn left in front of the staircase and turn left. Use the door on this side to return to the corridor with statues.
Walk to the other end of the corridor and use the door to reach the staircase. Turn right and walk down the stairs all the way to the bottom. Use the wooden door and in the corridor that leads to the maze there’s the door on the left that leads to Mila’s remains. Enter the room and inside go over to the wall on the right to see the skeleton. Take Mila’s soul from your inventory and use it on the skeleton.
Mila will tell you to get rid of the curse first. Turn around and leave the room. Turn right and use the door to enter the staircase and walk all the stairs up to the harpoon. Climb the ladder next to the door to reach top of the tower. The curse of Mila will blow in the wind, just as you promised Fird. Mila is now free. She will give you the next part of your mission.
Turn around and use the ladder in the hole in the floor to return to the harpoon. Use the door next to the ladder to return to the staircase and go down one flight of stairs to the third level. Behind the door here you saw the guard earlier. Use the door to check again through the keyhole. The guard is still there.
Go down another flight of stairs and use the door on the right here to enter the corridor with statues. Cross the corridor to the other side and use the door to enter the room with the broken staircase. Cross the room to the other side and use the door to reach the elevator shaft. Go down the stairs left of the shaft and downstairs go through the opening on the right. Turn right, then left and cross the corridor to the door at the other up the steps. Use the door to enter the library.
Walk past the device in the center and turn around. Look at the base of the device and open the cover to see the 11 keys and the one missing. Take the valve key from your inventory and insert it in the one empty space. The object is to get all keys in the horizontal position.
Number the keys from 1 to 12 from left to right from top to bottom and turn 4, then 11 followed by 9 and 6. The keys should now all be aligned. Walk past the device again and turn around to see the front of it. Take one of the library cards from your inventory and use it on the base of the device.
The beetle on top will fly off and return with a book. Depending on the card you used you will see:
1: How the sacred rings are made. On the next page you’ll see how the tetrahedrons need to be used to create them. This will be written to your diary. Use the other card on the device as well to see the other book. This one will show you:
2: The six worlds you can travel to with the sacred rings. Four of them should seem familiar if you’ve played part 1.
With this new found knowledge, you need to return to the torture chamber. Turn around and use the door back to the corridor, walk across and up the steps and right, then left to the elevator. Use the stairs left of the elevator to go to the top of the shaft and use the door behind the shaft to return to the hall with the broken staircase. Cross this room and use the door to enter the corridor with statues. On the other side of this corridor is the door to the spiral staircase. Go down one flight of stairs and use the door on the right to return to the corridor with cells.
Turn right and step forward twice, then use the door on the right to enter the torture chamber. Cross the room to the sarcophagus and when you stand to the right of the coffin, use the top of the case to see Trey appear. You’ll ask Trey to take care of the guards and he will. So with the coast clear you can now return to the staircase with the now accessible door.
Turn around and use the door to enter the corridor with cells. Turn left and at the end turn left again. Use the door and enter the spiral staircase, go up two floors. Use the door on the left and (first checking the guard is really gone) enter the hallway. Go up the stairs behind the door.
In the domed room you’ll see three doors and four windows with a balcony in front. Use the door on the left first and stepping further into the room you’ll realize that this is where the tetrahedrons were made. Walk straight ahead, under the bridge until you reach the massive portal. At the bottom is a hole. Use the tetrahedron from your inventory to insert it into the hole.
With the object in place, turn around and step forward twice, then turn around to face the portal again. Turn left and step forward three times, then step onto the balcony on your right. In front of you now is a panel that’s been described in one of the books from the library and written into your journal.
Look at the drawing with the four circles around the larger one. The center one is the portal that you’re facing and now you’re standing in front of the lower left one. On there you see the same buttons as the panel in front of you. You need to press the ones that are black. Number the buttons on the panel from 1 to 4 from left to right, from top to bottom. On the panel you’re standing in front of, press buttons 2 and 3.
Turn around, step off the platform and turn right. Go two steps forward and turn right, then step onto the next balcony. This is the one on the upper left on the drawing. On this panel, only press button 1, then turn around again, step off the platform and turn right.
Step two steps forward, turn right again and step onto the balcony. The upper right one in your journal shows four black buttons so on this panel press buttons 1, 2, 3 and 4. Then turn around, step off the platform and turn right. Go forward twice, then turn right and step onto the final balcony. According to the journal, the circle on the lower right has buttons 2 and 4 black so repeat that on the panel in front of you.
Turn around and step off the platform, then turn right and go two steps forward. You’re now standing next to a bridge. Turn right, go up the bridge and at the top turn right to face the portal. At your feet is now a lever. Pull the lever to activate the rings. Turn right and walk down the bridge. Downstairs turn right and walk under the bridge to the base of the rings where you inserted the tetrahedron.
Looking close at the base you can see the symbols you saw in the other book from the library that shows the worlds you can travel to. From left to right you can see: The Island of Unity, Dragast, Na-Teixu, Bazzard Desert and Ademika Valley. The only symbol in your journal that you don’t see on the base is Dangan, the Keepers Palace.
You now have to travel to the correct world and only one of the five will be the right one. You should be able to tell which one is the world you need to travel to if you follow Mila’s advice: she told you to use the Tetrahedron to mislead the Shadow Legion. The home world of the Shadow Legion is the Bazzard Dessert, so click on the Bazzard Dessert Symbol, the fourth from the left.
You’ll get the tetrahedron back. Turn around and use the door at the end to return to the domed room. From the center post, turn left and use the double door. You’ve now entered the portal room. Go up the stairs towards the portal and turn left in front of the last flight of steps. Go around the portal to the back where you’ll find a small pedestal. Put your tetrahedron on the pedestal to activate the portal. Then turn around and walk onto the balcony opposite the portal.
You’ll hide on this balcony to see the warriors enter the portal. As soon as they’ve stepped through, return to the pedestal and take the TETRAHEDRON back to deactivate the portal and trap the warriors.