Unlock the Trials
Rusty Sword Inn

Back at the Inn, Agaar and his sister will be waiting for you. They'll thank you, and then Agaar will tell you that he unlocked the door to his home. After they vanish, go ahead and leave the Inn.
Street

To the right of the Shoppe is a pair of gray doors that we haven't been through yet. Remedy this deficiency and head on through.
Pathway to Park

Turn left and start following the path. After you round the corner, there's a blue Poisonous Plant on the ground along the left if you really want to carry something like that around. Keep following the path, go past the large doors on the left and through the open doorway at the end. The other optional item in here is a Coin on the ground along the left wall shortly before the doorway.
Sorcerers Quarter

Move forward a bit and turn right. Make another right at the next intersection, and then enter the door on the house to your right. If you wandered in here before talking to Agaar at the Inn, this door will be locked. But, since we saved him, we can now open up the door and ransack all his stuff.
Agaar's Room

There are a number of things we can grab here, most of which are mandatory to finish the game. They're not all super easy to spot though. Start off turning right and approaching the bookshelf. On the bottom shelf there are some books that are tipped over and leaning to the left. In the little crevice created by them is a golden Fang that looks like it might be from a dragon. Sitting on a barrel at the other end of this same bookshelf is a Research Log if you have a desire for more miscellaneous lore. Now spin around and approach the beds. Move between them and take a look at the bedpost along the headboard of the right-hand bend. Tell Del to take it and he'll rip it off and add the Lever to his satchel.
Turn left and move around the bed to make your way to the other bookshelf in the room. Pick up the Flint from the top shelf. With the exception of the book, all the items in here are absolutely essential. You can always backtrack here later if you missed one, but things are much more streamlined if we grab them now. Once you have everything in hand, head back outside.
Sorcerers Quarter

Turn left and head to the intersection. Make a right and head through the door.
Excavation Area 1

Move forward to the other side of the giant pit and climb down the ladder. Be careful not to step off the edge though, Del won't survive the fall. Once you've clamored down the ladder into the pit, have a chat with the fellow digging around in the pile of garbage. Geran will chat with you and crack some jokes that he laughs at, then go back to rummaging. Hand him the Ancient Coin you picked up all the way back in the Disciples Tower, and he'll run off with his treasure. The pile of refuse is now unguarded! Head over to the pile of trash Geran was digging through and examine it to find the second Slipper.
Optional
Rastolin's Room
If you want, you can do some stuff in the house in this area. On the ground floor, you can have a chat with the scholar Rastolin. Upstairs you can pick up the Musings of a Lunatic book. Both the tome and the scholar offer up some vague hints, although the book's lore borders on being a red herring.
Once you have the child's footwear in hand, head back to the Pathway to Park area.
Pathway to Park

Having entered from the Sorcerers Quarter, move forward a bit until you find a large set of doors on the right. Head through these.
Park

Ahead of you is a fountain with a statue of Jair in it. If you head to the left and make your way around the rubble, you can find another Coin, but if you turn right you'll see an archway. Whether or not you decided to get that optional item, you'll need to head toward the arch. If this is your first time in the Park, you'll be stopped along the way by Lakmir. When he's done chatting, head through the archway and into the next area.
Waterway

Once here, put on the Ring of the Dead and approach the water. The spirit of a girl will appear and, if you have both Slippers, she will take them off your hands and return home. If you have less than two Slippers, then she will lament the loss of them and you'll have to go find the missing shoes. Once she has taken her shoes back, she'll return to her grandfather. We should follow suit and head back to the Disciples Tower.
Disciples Tower

Once in the tower, make your way to the room you got the Slipper from. Make sure you're equipped with The Ring of the Dead and have a chat with the ghosts. As thanks for recovering the lost footwear, you are granted the Stone of Thirst. He cautions you that you'll need to know the magical key phrase to get the stone to work properly. Stone and knowledge in hand, make your way back to the Cathedral Yard.
Cathedral Yard

When facing the door leading into the Cathedral, turn right and head around to the side of the building. Examine the wooden boards and Del will remove some, granting you access to a tombstone. Approach the grave while wearing The Ring of the Dead and chat with the ghost. In life he had dabbled in black magic and now is very sad that his soul will never be redeemed. As we learned from the Magical Elixirs book, the Dragon Tears have purifying properties. Dump your bottle of Dragon Tears on the tombstone, and the ghost will thank you by telling you the magical words needed to activate the Stone of Thirst. Now head leave and make your way back to Excavation Area 1.
Excavation Area 1

If you entered from the Sorcerers Quarter, move forward past the large pit and enter the door on the left.
Excavation Area 2

Like the other excavation site, if you step off the path Del won't survive the fall to his doom. Carefully move forward along the thin path. The ladder to the right will lead down into a pit and you can pick up another Coin if you wish. The ladder on the left is where you need to go, so climb down that one. At the bottom of this pit, there are two tunnels that you can enter. Just head through either one.
Reservoir

Use the Stone of Thirst once you enter this room. Del will speak the words he learned from the ghost in the Cathedral Yard and then toss the stone into the water. Once the water drains, climb down the ladder. From the ladders, you need to head to the front-left corner of the room, and climb up the ladder to the right and climb up to reach the next room.
Control Room

Turn either right or left and then move around the wall to find a contraption with three valve handles beneath a family crest. On the right side of the contraption is a stud sticking out of the side. Use the Lever on this and Del will attach it to the machine. Once the handle is in place, Lakmir will appear once more and chat enigmatically for a bit.
Once the shade fades once again, return to the valves. The goal here is to turn the valves either left or right in the proper sequence. The red dot on them should be facing you if it's in its neutral position, so if you've been fooling around with them then return the red to the front. The solution to this puzzle is contained in the Lecture Notes that was found in the Disciples Tower 3F. The note will list three different possible combinations, but the correct one is Left Right Right. So facing the valves, turn the left one to the left, the center one to the right, and the right one to the right. Once completed (the red dots should be facing right left left), use the Lever you installed earlier and Del will here the sound of rushing water.
Lakmir shows up again and chats for a bit, and Del will have a vision of water draining from the Waterway. The door in here is locked forever, so climb back down the ladder to exit. Draining the water successfully Unlocked the Trials, so head on over to the next page once you reach the Waterway to continue the guide.

