![]() ![]() Grab the key, go through the portal, and now you can explore the level mentioned above. You'll pop into a level with the energy key and a portal. Go into the room beyind, Scrye, and climb up the stairs in front of you into the portal. Run in a straight line, over the gap and jumping down to the area with the big square hole is (that a Verago comes up out of). Your best bet is to avoid exploring this next level much unless you're in bad shape as far as health, since you'll return later. On the left side of the level are two portals, green and blue. Explore, and you'll find a door that needs an energy key. Either slug it out, or lure them over to the edge and push them over with the Gel'ziabar stone. You start off in Oneiros fighting more Sil Lith Inhabitants. Float up the magic floaty thing at the very top and go to Oneiros. When you've killed them and gotten the amplifier, carefully jump/float up to the top of the tower (notice that eventually you'll see Oneiros outside the windows!). If you've got Lightning well amplified, it'll kill them with one bolt. Fight the Sil Lith inhabitants, using Dispel to counter the effects of their Mindshatter spells. ![]() Shoot the stained glass window you see, and climb up and into the tower space. Run across the rooftops towards the tower you see, that's glowing purple. Once outside, shoot lightning at the lightning rod and then climb up the ladder that appears. On the other side is a door going outdoors. Over by the windows are double doors that you go through, and will be on a walkway above the Great Room where Ambrose killed Jeremiah. Go downstairs to a room with a fireplace, a couch, three windows, and a suit of armor. You'll have to hope from crate to crate, using Haste or Scrye to see where to go, and starting on the small crate on the other side of the room from the Amp. On the other side, at the top of the staircase is a door leading to a room with crates and an amplifier. Shoot the door with the picture on it using your lighting, and go through. Back at the top, you should go back through the door and continue down the stairs. Grab the inventory (one side has an amplifier), climb back up on the nets, and go to the other side. Now, from that rooftop you're on, jump down to the ground on either side. Take it back to the altar to get the lightning spell. Go through the door and right to grab the lightning rod in the corner. At the top you'll see a big altar with a door beyond it. Jump out there and float up on the magic particle thingy. Go down the stairs and grab the health from the altar in front of you, and a door to the rainy outside will open. You can't help but eventually get to the Widows Watch door. Go past Aaron's room, continuing to use ether traps whenever he attacks you. Go out through the door you opened with the Study key, take your first right then first left. Get the ether traps and letter and the Widows Watch key (remember, this door is by the place where you grabbed the amplifier and then the chandelier fell down), then when Aaron attacks you use the ether traps on him. Go into Jeremiah's room and get the study key, scrye by the bed, and then go all the way back to the study. go to the door directly across from the one you entered. Continue on until you're at the top of the main staircase. Try all doors, and make note of the Study. Standing Stones' Walkthrough Otto Keisinger: Manor to Oneiros Taking a break from slaying various members of the Covenant family, Patrick heads off to the realm of Oneiros so he can hand out a long-overdue beatdown. At various times throughout the game, Galloway acquires different forms of information, which are stored in his Journal.Standing Stones - A Fansite for Clive Barker's Undying ![]()
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