Chapter 6
Mired in IMPassible Scenarios

Entryway

Guess we have to find the Imp now. Hard to say where to go first, but we might as well start somewhere, so Open the door on the left and Move through.

Scullery

Welp...everything seems totally normal so there's no sense hanging around in here for too long. But, since we came all this way, might as well Take the Chalice on the left there. The pantry appears to be locked, so nothing to do here but Move back to the Entryway.

Entryway

Open and Move through the door straight ahead.

Main Hall

Everything is locked here, except for the stairs. Go on and Move upstairs.

Upstairs

A cursory inspection of the hallway shows yet another set of locked doors. If you Look at the cute painting on the wall, you'll note that the sun looks very out of place. Take it to receive a Sun Coin. Since everything else is locked, Move ahead through the open entryway.

Hallway

Looks as if our Imp friends dropped our Magick Lens. Take it back, and then Move forward into the next room.

Alcove

We arrive just in time to see the Imp scurry into the attic and pull the stairs up behind him. He tells you that a stranger came and made the home angry. He entreats you to fix what was done and make the home safe again. Guess we have no choice but to help him out if we want out stuff back. Move back out of this room.

Important Note!

There are two ways to proceed through Themeire Mansion. In both paths, you must defeat the Phantom that is haunting this mansion. This will fulfill the Imp's request to make the house no longer angry. But the method in which you banish the Phantom will influence not only the Imp's fate, but also which endings will be available for you to get. I'm going to walk you through the bulk of the prep work, and then allow you to choose which path you wish to follow. So this won't be the most efficient way to get through the manor, but it will be the most complete.

Hallway

There's a pleasant purple light shining from a room to the left. Move that way to we can see what's casting it.

Side Hallway

Take the Scroll M1 from the ground and Look at it to learn a bit about how to banish ghosts. Seems a bit odd for that to be here, surely there's nothing to worry about. That light is still tantalizing though, we should Move to the left again to see what's going on with that.

Sitting Room

Oh...oh no! That light wasn't good at all! Who could have forseen this?! Wisp warns you to run, and you should really take their advice. Quickly Move back out of the room.

Side Hallway

Okay, well, that wasn't fun. Wisp suggest luring that Phantom downstairs so we can better investigate the Sitting Room. Which is the closest thing we have to a plan, so let's go for it. Move downstairs to the Main Hall.

Main Hall

The Phantom seems to have moved downstairs, and helpfully unlocked the door on the left. Might as well draw its attention, so Move to the left.

Armor Room

The Phantom has taken control of a suit of armor! This timed event can only be escaped by Moving out of the room as soon as you can!

Main Hall

Hopefully it'll stay down here for a bit. Move back up to the Sitting Room.

Sitting Room

If you Look at the blue fire, you'll find out that it gives off no heat. Move through it to progress into the next room.

Storage Room

Before we start grabbing items, let's do some prep work. Use the latch on the door to unlock it, then Open it. This leads back out into the Upstairs, but stay here for now. Open the trapdoor in the middle of the floor, but, again, don't leave just yet. Use the barrel on the right, then Take the Map piece that was revealed. Now Take the Basement Key that's hanging on the stag's antler.

Gasp, the Phantom has found us once again! We don't have much time, so quickly Move through the trap door!

Library

You land with a thump, bruised but unbeaten. Time to ransack this room! Take the Skull from the bookshelf on the right, and also Take the bottle of Ectoplasm from the bookshelf straight ahead. We're not done here yet, though, so Take or Use the loose stack of books on the shelf below where the Ectoplasm was and Del will relocate them. Hit the area where they were to knock loose a hidden panel. Take the Moon Icon that you just uncovered.

You can do some reading in here if you like. Each shelf, as well as the open book on the table, can be Looked at for five pieces of lore. There are some hints hidden within these pages for things to come, but we'll get to that. We're going to ignore the door in here for now, and Use the lever on the wall instead. This opens up the door behind you, so Move back.

Main Hall

Back in the Main Hall, and now all the doors have been unlocked. Use the Moon Icon on the painting on the wall. This opens a secret passage in the staircase. Move through the new opening.

Secret Stairs

Use the Basement Key to unlock the door, then Open it and Move through.

Dungeon Hall

Take the Shovel, and then Move forward.

Cesspool

Everything in here seems normal, so let's take a stab at solving more puzzles. You can Take the Scroll M2 from the floor and Look at it for some hints on how to solve a puzzle down the road. A couple more things to do in this room now.

As we learned from Scroll M1: "Sewage is a discreet source of the samples needed to synthesize a purifier that will exorcise the spirit from reality." There's some sewage right here, so Use the Chalice we grabbed from the Scullery on the "fountain" so scoop up some of the vile liquid. Now that we have our Chalice (F), go ahead and Take the Bedroom Key from the gargoyle's mouth.

The Phantom found us again! There's not too much time, so quickly Move back out of the room!

Dungeon Hall

Move back up to the Main Hall.

Main Hall

Take the Moon Icon back from the painting, and then Move upstairs.

Upstairs

Use the Bedroom Key on the door on the right, the Open it and Move through.

Guest Bedroom

Use the bed to denude it of its sheets. Take the Aged Scroll sitting on the mattress, then Open or Look at it to learn the Educ Spiritus spell. Now Use the bed a second time to move it out of the way and reveal a ladder. Move down the ladder.

Mural Room

Did we read something about a mural recently? Why yes, yes we did: in our good pal Scroll M2! It talks about a failsafe for a compactor. "The mural's bewitched, so you gotta reveal it. Then put the relief in place. That'll raise her up. Flip the switch." Reveal the enchanted mural, eh?

Use the Magick Lens on the mural to reveal its true form: a grim reaper. Use the Skull on the spot where a head should be, and a set of gears will rise from the ground. Use the lever, and the trap we haven't seen yet will be disarmed. Move to the upper right.

The Dead-End

There's a hole in the wall filled with evil-looking red eyes. Just beneath that hole is a cracked brick. Hit the brick, and this will disturb the bats who then evacuate their home. There's a skeleton trapped in here. It's too late to help him, but Hit the cracked brick again anyway. It will fall away to reveal the skeleton clutching something. Take the Charm held in the bony-fingered embrace, then Move back to the Mural.

Mural Room

Open the door on the left and Move through.

Dungeon Hall

Open the metal door on the right and Move through.

Torture Room

Had we not disarmed this room in the Mural Room earlier, we'd be trapped in here and crushed by spikes. Luckily, we avoided becoming a shredded Del sandwich. There's a discolored stone block on the floor, Use it to move it to the side. Take the Handle.

The time has come!

Here we are, the point where the path splits. Will you save the Imp? Or will you banish the Phantom without regard to the consequences? You must choose. But choose wisely.

Save the Imp!

Sacrifice the Imp!

Torture Room

Close the metal door and Take the Shield inlaid there. Open the metal door back up, then Move out.

Dungeon Hall

Since we closed the stairs earlier, we're going to need to climb back up the secret passage to get out of the basement. Move left into the Mural Room.

Mural Room

Move up the ladder.

Guest Bedroom

The mirror in this room shows a familiar shimmer. Use Tar Gwythal on it to reveal a secret passage. Move through the new opening.

Main Bedroom

Take or Open the book on the floor to learn some interesting things. Apparently the purifier alone is not always effective, and salt may need to be poured onto the corpse of the one doing the haunting. But there's no time for that now, we need to play with the cuckoo clock. Setting the correct time will yield an important item, but setting the wrong time will lead to death.

We definitely don't want the death option. To figure out the correct time, we need to employ the same method used to sneak into Castle Gwynenthell. Namely, open up your Map. The new section you added in the Storage Room has another randomized puzzle solution emblazoned on it. You'll spot a black minute hand and a white hour hand. In the image shown here, the time would be 3:45. But, again, this is different for every playthrough. Use the clock weight on the left to set the hours, and Use the one on the right to set the minutes. When you've gotten the correct time set, Use the clock key attached to the side to trigger the mechanism. The clock face opens, allowing you to Take the Red Gem. Use the latch on the door on the left to unlock it, then Open it and Move through.

Hallway

Move your way back downstairs to the Main Hall.

Main Hall

Move to the left.

Armor Room

Use the Shield on the suit of armor. A secret panel will swing open. The relief depicts a starry sky. Use the Moon Icon on it, and then Use the Sun Coin. The relief will open up, and you can Take another Red Gem. Move out of the room.

Main Hall

Move through the door in the upper left beside the stairs.

Library

Now it's time to see what's on the other side of that door! Open it and Move through.

Laboratory

Use the Ectoplasm on the strange contraption on the table, then Use the Chalice (F) it. Use the Handle on the side of the table to attach it, then Use it again to activate the alchemical device, then Take the jar of Purifier that it spits out. Open the door and Move through.

Grave

No time for just laying about, we've got curses to lift! Use both of the Red Gems on the headstone. It will open up to reveal a Salt Sack for you to Take. Use the nearby wrapped corpse to move it into the empty grave. Use the Salt Sack on the body, then Use the Shovel on the nearby pile of dirt. Now that the dead body has been salted and laid once more to rest, Move back to the Library.

Library

Use the Charm on the circle to candles to lay a trap. Now Use the Educ Spiritus spell on the candles to summon forth the Phantom. She's trapped within the magic circle, so we don't have to worry about running out of time to make a move. Use the Purifier on the Phantom to banish it. Now we can Move upstairs to the Alcove.

Alcove

The Imp has lowered the stairs for us! Move on up.

Attic

The Imp is rather pleased that we've cleansed his house. Take back all your stuff, and also Take the Pantry Key that was beneath the bag. Take a Look at the bonus Imp Charm that you found mixed in with your old inventory. Engraved upon it is a magick spell, and you'll learn Discitea Mort. We'd better make use of our new key, so Move down to the Scullery.

Scullery

Use the Pantry Key to unlock the pantry door, then Open it and Move inside.

Pantry

Take the yellow P.I. Stone, then Move back to the Entryway.

Entryway

Move back to get the heck outta this crazy place.

Front Door

Move back again, let's put some distance between us and the mansion.

Overlook

Move forward and make your way to The Structure.

The Structure

Use the P.I. Stone on the slot to power up the portal once again. Move through to another distant land.

Torture Room

Move out of the room.

Dungeon Hall

Since we closed the stairs earlier, we're going to need to climb back up the secret passage to get out of the basement. Move left into the Mural Room.

Mural Room

Move up the ladder.

Guest Bedroom

Nothing to do here, so just Move your way downstairs.

Main Hall

Move through the door in the upper left beside the stairs.

Library

Now it's time to see what's on the other side of that door! Open it and Move through.

Laboratory

Use the Ectoplasm on the strange contraption on the table, then Use the Chalice (F) it. Use the Handle on the side of the table to attach it, then Use it again to activate the alchemical device, then Take the jar of Purifier that it spits out. Move back to the Library.

Laboratory

If you want to, you can Open the door and Move through.

Grave

Not much we can do here. We can always Use the dead body here to move it into the empty grave, and then Use the Shovel on the pile of dirt to bury it. Maybe this will help the spirit rest? When you're done, Move back to the Library.

Library

Use the Charm on the circle to candles to lay a trap. Now Use the Educ Spiritus spell on the candles to summon forth the Phantom. She's trapped within the magic circle, so we don't have to worry about running out of time to make a move. Use the Purifier on the Phantom to banish it. The music stops...which is rather unnerving. Did we do something wrong? Oh well, nothing we can do about it now. Might as well Move upstairs to the Alcove.

Alcove

The Imp has lowered the stairs for us! And he's also very dead. Which is not great...but he did steal all of our stuff, so not a huge loss. Move on up the stairs.

Attic

Take back all your stuff, and also Take the Pantry Key that was beneath the bag. Take a Look at the bonus Imp Charm that you found mixed in with your old inventory. Engraved upon it is a magick spell, and you'll learn Discitea Mort. We'd better make use of our new key, so Move down to the Scullery.

Scullery

Use the Pantry Key to unlock the pantry door, then Open it and Move inside.

Pantry

Take the yellow P.I. Stone, then Move back to the Entryway.

Entryway

Move back to get the heck outta this crazy place.

Front Door

Move back again, let's put some distance between us and the mansion.

Overlook

Move forward and make your way to The Structure.

The Structure

Use the P.I. Stone on the slot to power up the portal once again. Move through to another distant land.


Congratulations on reaching the sixth Chapter's end!

Back to Chapter 5!Onward to Chapter 7!