BARROW HILL FAQ/WALKTHROUGH v1.1 By renholder (kvertand@gmail.com) Written exclusively for www.gamefaqs.com. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2006 Geoffrey Anderson ******************************************************************************* CONTENTS: I. Background II. Frequently Asked Questions III. Item List IV. Walkthrough V. Alternate Ending VI. Credits Versions: v1.0 06/13/06 + Basic guide posted. v1.1 08/20/06 + Fixed various typoes. + Corrected a bad instruction regarding Ben's ladder. + Updated FAQ #1. + Added section V. ******************************************************************************* I. Background ******************************************************************************* The ancient stone monuments at Barrow Hill in Cornwall have stood undesecrated for all of recorded history. Now, an overzealous archaeologist named Conrad Morse intends to change all that. Having at last won permission to dig around the site, Conrad and his assistant immediately meet resistance from local protestors looking to preserve the sanctity of Barrow Hill. Stubbornly, Conrad ignores their warnings and proceeds with the scheduled excavation. On the evening of the autumn equinox, an anonymous motorist (that's you) is having a leisurely drive through the area. Suddenly, your car breaks down. Figures, right? To make matters worse, it seems that unseen forces have conjured some sort of invisible barrier that prevents you going back the way came. You have no choice but to button your coat and walk into the darkness toward Barrow Hill... ******************************************************************************* II. Frequently Asked Questions ******************************************************************************* Q: Where can I get this game? I haven't seen it in any store! A: At the time of this writing, the game is available for purchase exclusively from the official site, http://www.barrow-hill.co.uk. According to Shadow Tor, the game will soon see a proper retail realease through Got Game Entertainment in August (for North America) and Lighthouse Interactive in October (for Europe). Q: Is Barrow Hill a real place? A: No, but it is modeled after the standing stones at Duloe in Cornwall, England. Google up some pics, the similarity is evident. Q: Is it possible to die in this game? A: Yes, but it doesn't happen often, and even when it does the game will automatically reset you to a few moments earlier, giving you another chance. Q: I found some mushrooms/berries/acorns... A: You can't collect organic materials until you've acquired the gathering basket from the kitchen of the cafe. Once you do get some, you can only "use" them in a certain part of the kitchen. Q: What are the codes for each of the doors at the motel? A: Those codes are random, so I can't give the exact combinations. Refer to the item list to find out where to obtain each code. Q: I was minding my own business, when this giant rock appeared and killed me! What gives? A: Ah, you've met the Sentry Stone. The appearance of this stone seems to be a random occurrence. In my initial playthrough, I encountered it twice. In my second playthrough (while writing this FAQ), I never saw it at all. Q: Okay, so what do I do when I see it? A: Move your tail, that's what! Quickly turn around and go back the way you came. If you touch the stone, try to move past it, or even idle for too long, you will die. Move to a different area, then return to where you saw the stone, and it should be gone. Q: There's so many different kinds of mushrooms! Do I need them all? A: No, there's only ONE type of mushroom that you must collect to finish the game, the others are just there to confuse you. Q: How many endings are there? A: Two, a "good" and a "bad". The walkthrough deals with the "good" ending. See section V for details about the alternate. Q: Does tossing coins into Anneka's Well actually DO anything? A: Nope. Q: Anything else I should know? A: Read, read, read! Read everything you find. Many clues can be found in the various books and journals throughout the game. Also, remember that no matter where you happen to be standing, you can turn in all four directions. That may seem obvious, but some items are "hidden" in plain sight, and you won't see them if you don't turn and look. Finally, having a piece of scrap paper handy for taking notes (most notably the door codes, two of which can't be carried with you) ain't a bad idea. ******************************************************************************* III. Item List ******************************************************************************* This section is for those that are missing a certain key item, and don't want to comb the entire walkthrough to find it. I've assigned each collectible item (as well as each of the randomized door codes) a three-digit number indexed to where it's found in the walkthrough. Just use CTRL-F with the number to jump to the point in the walkthrough where it is first obtained. [001] Crayon [002] Guide to Mushrooms [003] Matches [004] Motel Room #2 Code [005] Lantern [006] Gathering Basket [007] Egg Cups [008] Cel Phone [009] Trowel [010] Coins (1) [011] Salt (Sodium Chloride Offering) [012] PDA [013] Motel Room #3 Code [014] Acorn [015] Hose [016] Nozzle [017] Motel Room #1 Code [018] Batteries [019] Paper [020] Coins (2) [021] Headlamp [022] Oil (Oil Offering) [023] GPS [024] Cans of Juice [025] Emblem Fragment (1) [026] Hair Tonic (Fish Offering) [027] Metal Detector [028] Crank [029] Emblem Fragment (2) [030] Anneka Inscription [031] Pure Water (Water Offering) [032] Berries [033] Dryad Slumber [034] Altar Stone Inscription [035] Whiskey (Barley Offering) [036] Mushroom Concoction (Mushroom Offering) [037] Juice Mixture (Juice Offering) [038] Emblem Fragment (3) [039] Restored Emblem ******************************************************************************* IV. Walkthrough ******************************************************************************* From the title screen, you should have a good idea what's in store for you. This is a pretty creepy game...I recommend using headphones and playing in the dark for maximum effect. The voice on the radio during the opening movie is Emma Harry, the closest thing this game has to a recurring character. She mentions that this is the autumn equinox, meaning twelve hours of darkness. Man, it's gonna be a long night... When the cut-scene ends, you'll find yourself standing at the roadside next to your poor, broken-down car. If you turn around and try to go the other way, you will notice that there is some kind of barrier preventing you from leaving. To your right are some mushrooms, but you can't do anything with these yet, so leave them and follow the road straight ahead (that's the only way you can go, after all). After moving forward nine times, look to your right. You will see a path and a stone structure in the distance. That leads to Anneka's Well. There's nothing you can do there right now, but later you will have a task to perform here. Make a mental note of the location. Keep following the road until you see a service station. Notice the running car parked rather haphazardly out front...Hmmm. From where you first entered this area, move forward once and look to your left. There's a postal box, approach it and remove the postcard from the slot. Your first clue! It mentions that there's a communications tower behind the station. That information will be useful very soon. Approach the running car. Move around to the front and you'll see some toys laying on the ground. Examine more closely to find a crayon [001]. Pick it up, you'll need it later. Also, look for what appears to be a small pile of muck around the lower right corner of the screen. Examine it, and take the Guide to Mushrooms [002]. Now look for the restrooms. They're easy to spot, the light in front of the men's room is flickering. Go inside and find the matches [003] in the far stall. Go back outside. Find the service station entrance (marked with a sign that says "service station entrance" to avoid any confusion) and go inside. Move forward one time and you'll hear a voice coming from inside the office to your left. That's Ben. He's slightly mad, you see. Amidst the incoherent rambling, he does drop a clue every here and there. Knock on the door if you want, Ben will babble on about stones and kings and mentions something about a lantern... Approach the bulletin board. Read the materials posted here if you like, they will provide some backstory about the ruins. If you look at the drawing in the lower right corner and turn it over, you'll find that someone named George has graciously provided names for each of the stones at the Barrow Hill monument. Turn to the right and look at the postcard rack. Examine the leaflet about Wiccan magic to learn how colors relate to each of the elemental forces. It also mentions a particular variety of mushroom called "Dryad Slumber". The leaflet "Myths and Legends" provides more information about local folklore. Opposite the postcard rack, you'll find some jigsaw puzzles. You can put one together if you like, but it's not necessary. The completed puzzle is an image of the Altar Stone, one of the locations you'll be visiting before the night is over. Across from Ben's office, there's a door. Open it and enter the dining room. Scattered about are various documents like a letter and an unfinished crossword. Read them if you want, then move to the cash register. Examine it and you'll find a scrap of paper underneath. On this paper will be the door code to motel room #2 [004]. (All such codes in this game are random.) Make a note of it, then pass through the door into the kitchen. Once inside, look to the right and you'll find a lantern [005]. This must be the one Ben was going on about. Looks like he ran out of matches, though. Luckily, you have some! First, examine it and locate the lever on top. Click to turn it, thus activating the gas, then click on the lantern itself to reposition it toward you. Go to your bottom inventory and click on the matches. The box of matches will appear in the bottom right corner of the screen. Click inside the box to remove a single match, then click on the side of the box to strike it. Before the match burns out, click on the front of the lantern to light it. Finally, click on the lantern one more time to pick it up. Great! We've got a light source. Now to turn on the kitchen lights. Look directly behind you, and you'll see a fuse box. Open it. The second fuse from the right is for the kitchen. Flip the switch at the bottom, then click on the kitchen fuse. Click again to open it up, then click on the furl of wire at the top left inside the box. Use the wire to repair the fuse, then replace the fuse and flip the bottom switch again causing the lights to flicker on. Turn around again, and note the blender. Remember it for later. Go to the cupboard in the opposite corner of the room. Open it up and take the gathering basket [006]. This item will allow you to collect organic materials (like those mushrooms you saw earlier). Below the cupboard is a box of egg cups [007]. Take 'em. Elsewhere in this room there's a radio. Fiddle with it until you hear the familiar voice of Emma Harry (it's channel 15.3, if you're having trouble). Eventually she will give out the station's phone number...almost. The radio goes to static after "585". We need a better radio. (In fact, you have to listen to two defective radios before you can get the complete number.) Leave the kitchen and go all the way back outside the cafe. Cross the lot past the gas pumps to the motel. Go to the picnic table and turn left to go onto the walkway. Go to room number 2 and use the code you found below the cash register to get inside. If you make a mistake entering the code, you can reset the lock by pressing either "*" or "#". There's stuff scattered all over this room: drawings, maps, letters. Not all of it is important though. There's another radio here, so tune in to 15.3 and listen to Emma's radio show. Once again, it goes to static at just the wrong moment (but you HAVE to do this or you won't get the full number next time). While you're at it, you can listen to your horoscope or some silly commercials on the other stations. When you're done, open the drawer of the desk with the radio on it and take out the cel phone [008]. Low battery? No problem, there's a charger right behind you. Before you do that though, open the green box to acquire the trowel [009]. You can also read Lucy's letter to Pete, and view a map of the entire game area on the wall above the desk. Turn right and look at Pete's bed. There's a journal here, be sure to read it. It has a lot of information about Conrad Morse and the Barrow Hill excavation. About that charger? Yeah, turn and face the end table next to the bed. There's a letter from Pete to Lucy, and the charger is next to it. Fancy that! While examining the table, click on the phone (it's in your top inventory) to set it into place. When you do, you'll hear the sound of a vehicle outside...Another person? Hurry outside to find...nothing. Oh well, the phone needs to charge anyway, so let's go activate the comm tower, shall we? You'll need to before the phone gets a signal. Go stand in front of the cafe entrance (so that you're facing it) and turn right. Move forward three times and turn left. You'll be looking at some playground equipment, click forward twice to move past then turn left. There's a hole in the fence here, you'll need to move the loose board to get through it. On the other side, go right then left, pass the kitchen window, then turn to your right. There's a chain link fence with a gate. The gate, sadly, is locked, but if you look closely you'll find a hole big enough to crawl through. Do so. Once you're past the gate, move forward then look to the left to locate the control box. Open it. Read the notice on the smaller box inside. The station needs a frequency between 830 and 865 MHz to operate. Got it? Now open the small box. This puzzle is fairly simple. The number at the top is the beginning frequency, you need to get this number to somewhere between 830 and 865 in order to get the tower back online. Each of the ten buttons below will add or subtract a certain amount of frequency. I'll number the buttons like this: [0] [5] [1] [6] [2] [7] [3] [8] [4] [9] 0: +400 MHz 1: +5 MHz 2: +50 MHz 3: +300 MHz 4: +400 MHz 5: -50 MHz 6: -400 MHz 7: -200 MHz 8: -450 MHz 9: -5 MHz As you can see, the left column will add to the overall frequency, and the right coulmn will reduce it. There's more than one way to solve this, I think, but here's what worked for me: Click numbers 4, 5, 7, and 9. This should give a frequency of 862 MHz. Be sure to click the red button before closing the box. By the way, if you look around the area near the comm tower, you'll find a window into Ben's office. You'll see him pacing frantically inside. That poor guy sure is spooked about something... Let's take a quick detour back into the cafe to grab a couple things we couldn't get the first time. Go into the dining room, and walk to the cash register. Use the trowel to force open the cash drawer and take the coins [010]. Now, see the exit in the far wall, opposite where you entered? To the right of this door is a table with a menu standing on it. Move the menu to reveal a salt shaker. Pick up the shaker, and click on the egg cups in your inventory. You'll take a sample of salt [011] and see something a little odd. Don't worry about that weird vision you just had, it will make sense much later. In the meantime, that phone should be charged by now, so make your way outside and head back to room 2. When you get back to Pete's room, take the phone and go outside. (Note: If it still isn't charged, just go out and come back in until the light on the charger is green.) Now we just need someone to call! If you looked at the bulletin board in the cafe near the register, you saw a couple of numbers, one for a bakery and one for a cab company. Unfortunately, dialing these numbers doesn't yield anything useful. Emma Harry has a call-in radio show, but both of the radios we've tried so far fade to static whenever she gives out the number. That's it, we need another radio. Get back on the road you came in on, and turn left. Go on past the playground equipment and follow the road until you can't go any further. To proceed into the darkness, you need a light. Well, you have one of course, in your bottom inventory, so click on it then click stright ahead to go to a new area. To your left is a phone booth. If you feel so inclined, you can try to make a call on it, but all you'll hear are spooky voices. Behind the booth are some mushrooms. They aren't the kind you're going to need though, so leave them be. Keep going past the phone booth into another area. Just ahead there's a sign with a "!" on it. Opposite the sign there's a small area you can enter into, next to what appears to be a scarecrow. Here you can see the vehicle you heard from Pete's room. There's nothing you can do here yet, so get back out on the road and keep going to the next area. Move along until you see a wrecked jeep. Take note of the jeep's license tag: 4x68578. Get closer and you'll spot some items lying on the ground next to the vehicle. Examine them to find a newspaper article, a picture book, a scrap of someone's journal, a bumper sticker for "Barrow Hill Radio 15.3" (Emma's station), and a PDA [012]. Take the PDA and look at the pile of muck next to it. Click on the pile to discover the owner's identity... Now go to your upper inventory and click the PDA. Looks like Conrad had the whole site under surveillance. Clicking on "Survey Map" will give you a handy map of the entire area, and clicking on "Notes" will give the door code to motel room #3 [013]. Close the PDA screen and examine the driver's seat of the jeep. Is that...Why yes, it's a radio! And better still, it actually works (provided you've already listened to both of the others). Press the round button to turn it on, then tune it to 15.3. Listen until Emma reads the number...5852131. Of course, your phone doesn't work here, so remember the number for later. To the left of the jeep there's a narrow side path leading off into darkness. Follow it to a new area. You're looking at a fairly decrepit barn. As you can probably guess, we need to find a way inside. The door is jammed, as expected. Follow the path around to the side and locate the empty crate laying in the bushes. Click on it to pick it up, then turn right and set it atop the barrel. Mount the crate to reach the window above. Wow, what a mess. To your right are some picket signs. Seems not everyone was fond of Conrad's plans to excavate. Take a few steps forward and...BAM! Just what we need, eh? Well, there's a ladder just ahead, use the lantern on it to ascend. At the top, turn left to look at the desk. There are some flyers here for you to read, as well as a camera inside a pot. Flip the camera over and press the top round button to turn it on. Someone's photos are on here. You can scroll through them with the arrow buttons. Seems Barrow Hill isn't so damn creepy during daylight. When you're through playing with the camera, turn left and examine the window sill to find various items like binoculars (which you can peer through) and a journal. You know the routine, open the journal and digest it's contents. The author mentions acorns...You need acorns. They are sitting in the window just to the left of the one you are now looking at. Put one in your basket [014], and go back down the ladder. Now we need to get out of here. The door is locked, and we still don't have the key. Facing the door, turn to the left. Examine the canister at the right edge of the screen. Pick up the hose [015]. Turn left again. Examine the crate at the center of the screen. Inside it is a nozzle [016]. Yeah, you need that. Turn back to the locked door, and lean in for a closer look. Go to your lower inventory and click the hose, then the nozzle. Now use the valve at the top of the canister to turn on the gas. Use a match on the nozzle to activate the torch, which will promptly cut through the lock. Finally, the door will open. Go outside. Make your way all the way back to the service station. From here, your phone should be working, so dial Emma's number, 5852131. Something very strange ensues, after which any further attempts to call Emma's line will be unsuccessful. So what was the point? Well, Emma left a "door" open for you, so to speak. Before we go looking for that, head back into the cafe and pay a visit to Ben. Sounds like he's having a bit of trouble himself! You'll also hear some glass shatter, which can only mean one thing...Return outside and head around to the back of the cafe. Remember Ben's window? Well, it's gone now...along with most of the wall! In case you didn't look at the window earlier, go back toward the comm tower, but instead of turning right toward the tower, turn left toward some garbage cans. Go right at the cans, and you'll see...What the hell could have done this? Step inside the office. Look to your left to see the monitors you may have heard Ben babbling about earlier. Using the VCRs, you can watch each of the four tapes. The bottom one is especially interesting, as it explains what's up with that car idling out front. When you're done with the tapes, take another step into the office and turn right. Examine the file cabinet. Open the top drawer to get the code for motel room #1 [017]. Approach Ben's desk. Scratch off a lottery ticket if you want...You'll win! (If only real life were this easy.) You can also try calling the number printed on the ticket, but it's useless. Ben's phone is as worthless as that pay phone down the road, so don't bother. You can listen to his answering machine, but it's nothing very exciting. There's a brochure for "Fruity Goodness" juice here that contains some information you'll need later. Open the left desk drawer to find some batteries [018]. These should come in handy for something, right? In the right drawer, you'll find some blank sheets of paper [019]. When you've finished rummaging through Ben's stuff, turn to the right and open the door. Pass through into Fred Sanford's paradise. Well, maybe not, but it does look suspiciously like a junk yard. Turn right and take a step forward, then turn around. Examine the "Mini Casino" slot machine. Use the coins you got from the cash register and pull the handle. It might take a couple of tries before you win (luckily, you only need to pay once). When you win, take your prize: More coins [020]. Step forward, then go left to get to the other side of that wall of junk. Search a nearby crate to acquire the headlamp [021]. The only other item of interest here is the ladder. Pick it up, turn left, and drop it next to the garbage can. Climb onto the roof. Go left a few steps and up another short ladder. Open the skylight and pass through into the garage. Turn right and open the door to the office. Go inside and have a peek at the desk. Pick up the oil can, and use an egg cup on it to collect the oil [022]. You'll experience that weird vision again. Put down the oil can and exit the office. Climb down the ladder, unbolt the door, and go back outside. Return to Ben's office. Unlock the door and re-enter the cafe. Cross to motel room 3. Use the code from the PDA open the door. Once again, there's stuff scattered all over this room, so try to examine everything. Most importantly, read all the journal scraps...They tell of an artifact that was broken into pieces and scattered about the area. One of the pieces is nearby, and to find it you'll need Conrad's GPS. Make sure you look in the wastebasket, where you'll find torn scraps of paper that you can piece together. The give the location of the combination that will open Conrad's briefcase. Fortunately, we've already been there: It's on the license tag of his jeep. Remember? 4x68578. Multiplication yields a result of 274312, so use the product to unlock the briefcase on the desk. Carefully read all of the documents enclosed, especially the scientific report. Things are starting to become clear now: Each of the seven stones demands an offering before they'll call off their guardian. The offerings required are water, oil, fish, salt, juice, barley, and a mushroom concoction. If you've followed the walkthrough, you already have oil and salt. Everytime you collect one of these items, you'll have one of the odd visions you've been experiencing. You also are going to need to reassemble the broken emblem that Conrad mentioned in his ravings. He said one of the pieces was nearby, but to find it you'll need his GPS device. You may recall from Pete's journal that spare equipment was being stored in room 1. You just happen to have the door code from Ben's office, so go there now. Room 1 is a bit tidier than the others, which isn't saying much. The only thing of interest here is the GPS [023], which is attached to a pole leaning against the wall. Take it and go back out. From the door to room 1, turn right and follow the walkway around the corner to a vending machine. This is a juice dispenser...How convenient. From the brochure in the office, you know the available flavors: Apple, blackberry, gooseberry and pear. According to Conrad's notes, you need two blackberry, one gooseberry, and one pear. Use the coins from the slot machine to buy the needed flavors [024]. If in doubt, just buy them all (you can't run out of cash). Now, go to your upper inventory and activate the GPS device. There is only one place where the device will work, and this is where Conrad hid the fragment. You can either search around until you find the spot, or just take my word for it and go to the fire extinguisher hanging by the gas pumps. The fragment is hidden underneath [025]. At this point, you can turn off the GPS of you like. You won't need it anymore. Go back to the running car. This time approach it from the rear. Examine the car, then zoom in to the pile of muck on the right side. There's a bottle of hair tonic here. Not just any tonic, but "Marine Enhanced". Could it be...? Yeah, pick it up and use an egg cup to acquire the fish offering [026]. Remember a while ago when I said that Emma left a door open for you? It's finally time to go there. Head down the road to the place where you saw the three-wheeler parked. If you don't remember, get on the road and turn left, heading straight until you see a "!" sign. Enter the small area opposite the sign. Here you will find Emma's dog, or at least what's left of it. The collar says "Wincey". Make a note. Beyond Wincey's remains, there is now an opening in the fence. Go through. Follow the path until you reach a mire. So this is scenic Barrow Hill, huh? Yeesh. Take a step forward and turn right. Go straight until you see a trailer. This is the headquarters of illustrious BHR. Go on inside. There's no sign of Emma, though...Where did she get off to? First off, turn to the right and look at the bed. There's a disassembled metal detector. That could be handy, so let's put it together. There are six components. First, take the connecting widget (the smallest item on the bed) and drag it to the left end of the long pipe, where it will snap into place. Now take the other connecting widget (shaped a bit like a dumbell) and attach it to the right end of the pipe. Drag the box with the guage on it to the right and attach it to the end of the second widget. Lay the long, bent cord on top of the shaft where it should attach itself. Finally, take the round object on the pillow and attach it to the left end. It may take a few tries to get this last piece positioned correctly, but eventually it will snap in. Pick up the newly-assembled metal detector [027]. Open the battery compartment and use the batteries from your inventory. Close the compartment, and you're finished. Turn around and approach the radio equipment. To your left is a computer. Click on it, and enter the password "Wincey". Open Emma's blog and read about something she found recently at the excavation site...Hmm, sounds a lot like something we're looking for. Next open the internet browser. Actually, most of these sites are useless, but if you've read all of Conrad's documents then you can use the last site to find common names for all those scientific terms. The rest of the trailer is uninteresting, so head back outside. Follow the planks back to the mire. Turn right at the T-junction and head toward the ruined chapel. In front of the chapel there's a cross. Go to it, and walk behind it. Turn around and look down. Use the trowel to force open the hidden compartment. Inside, there's a tome (you know what to do) and an oddly-shaped object that appears to be part of some device. It's actually a crank [028]. Now head over to the chapel itself. This would be a good time to activate the metal detector from you upper inventory, if you haven't already. Go straight until you get a reading. Look down and clear away the pile of rocks. Use the trowel to uncover emblem fragment #2 [029]. Now go all the way back to the station. At this point you'll probably get a call from Emma. These will come randomly from now on. Answer it and listen to her freak out for while, then hang up. Back at the very beginning, you may recall that I pointed out a location called "Anneka's Well". That's your next stop. If you don't remember how to get there, head back towards where you started the game. Follow the road past the station, and keep going until you get a chance to turn left. You'll be standing in front of what appears to be a stone tunnel. To the right of the entrance, there's a standing stone tablet. Use the lantern on it to reveal some sort of inscription. Too tough to read though (actually it appears to be written backwards). Use the blank paper from your inventory, then use the crayon to receive the Anneka Inscription [030]. Now go to the entrance to the well. Shine your light on it and go inside. Turn left to find a small circular container (it's a biscuit tin). Open it and read the book inside to learn a bit about St. Anneka and the water ritual. Move deeper into the well. Before you are five candles. Leave them for the moment and turn right. Notice the hole in the wall. Use the crank. Turn right and look at the newly-opened cavity in the rock. Look inside the box and read the documents therein. By now, you should know what to do here. Go back to the candles and use the matches to light first the blue, then the brown. Use an egg cup to obtain the water offering [031]. Exit the well and turn left to get back to the road. Turn right and move forward into the next area. Click forward three more times and turn to the left. There is a bush here that you can zoom in on. Examine it to obtain the berries [032]. If you've explored on your own at all, then you are probably aware that there is one very important location that I haven't even mentioned yet, and that is the actual ruins. There simply hasn't been any reason to go that way yet, but now we can't advance any further without paying a visit, so without further ado... There are two ways to get there. I am going to show you the easiest (and from where you are presently standing, the closest) route. First, go back in the direction of Anneka's well. Across the road from the path that leads off to the well, there is another path, a sort of makeshift stairway leading up a hill. At the top, there's a sign designating this as a hiking trail. From here, you'll need to shine your lantern to proceed, so do that and step forward into the bush. See the mushrooms on the right side of the screen? Well, these are the ONLY mushrooms you're ever going to need, the infamous Dryad Slumber [033]. Pick one for your basket, then continue following the path. Keep going straight until you can't anymore, then turn left. Go forward until you arrive at an area with a small row of stones along the left-hand side. In your inventory, there should still be one blank sheet of paper (you used the other sheet for the Anneka Inscription). You are going to need to use that same sheet on each of the small stones here. Use it on the first stone, then use the crayon, just as you did outside the well. Then move to the next stone and repeat. Each stone contributes a piece of a drawing that the other stones will complete. When you've done all four, you'll have an etching that I'll refer to as the Altar Stone Inscription [034]. What to make of it? The drawing is showing you what you'll need to do to fix the shattered emblem. About that, Emma still has the last piece we need. You may feel the urge to wander off looking for her, but don't bother. You won't find her until she wants you to. Keep going forward into an area with a tent. This used to be Conrad's outpost, now abandoned for obvious reasons. Step into the tent and read the newspaper scrap, then turn to the left and step forward. There's a sifter here with a mound of soil beneath. If you're not still running the metal detector, switch it on now and examine the soil. Found something! Use your trowel to dig up the whiskey flask. Pick it up and use an egg cup to collect the whiskey [035] and see a vision of barley. Yep, this is an offering. You should now have five of the seven offerings: Fish, water, barley, salt, and oil. Only two more to go, and you have all the ingredients to put them together. So, before venturing further down this road, I suggest you head all the way back to the cafe kitchen to officially obtain the final offerings. The quickest way there is to go back the way you came, going straight until you are able to turn left. Go forward past the picket sign and continue straight until you find yourself in a familiar location, just outside the motel. Head into the cafe for the last time. Enter the kitchen. Inside, take one step forward and look right. You'll see a cutting board, go to your bottom inventory and "use" the gathering basket. For the mushroom offering, you need three ingredients: The berries (from the roadside near the well), the acorn (from the rickety barn), and the Dryad Slumber (from the hiking trail). In case you have more than one mushroom, the dryad slumber is white with a red crown (refer to the Guide to Mushrooms if you need to see a picture). Click on the Dryad Slumber and move it to the cup at the top of the screen. Next, add the berries, then the acorn. When all ingredients are in the cup, use the mixer laying next to the cup to mash them to a pulp. Then use an egg cup on the mixture to see a vision and obtain the offering I've been referring to as the mushroom concoction [036]. Now go to the place where you first found the lantern. On the shelf next to it is a blender. You're going to need to blend together those cans of fruit juice you bought earlier to make the last offering. Examine it, and remove the lid. Per Conrad's notes, add two cans of blackberry, one gooseberry, and one pear. Use an egg cup on the mixture to acquire the juice offering [037]. You should now have all seven offerings...Huzzah! Time to go appease the ancient kings. Go back to the hiking trail and follow it past the small stones and into the area with Conrad's tent. Go past the tent and keep following the trail straight until you come to... The Barrow Hill ruins. At last. So this is what the fuss is all about, eh? To your left is an information board. Read it, then approach the stone circle. I recommend saving your game now, in case you make a mistake and give the wrong offering to the wrong stone. The result will be a crash of lightning and, worse yet, you'll have to go re-collect the offering. It's much easier to just reload to make up for any errors. From where you entered, we're going to follow the circle clockwise. So turn left, and approach the nearest stone. This stone gets the fish offering. You'll know you got it right if you get one of those visions about "the ancient land blahblahblah". You know the one. Continuing clockwise around the ring the next stones in order get oil, the mushroom concoction, barley, water, juice, and salt. Once all the offerings are in place...nothing happens. Eh? What a let down. Well, start heading to the exit, and your phone will ring. It's Emma (who else?). She's actually starting to make a bit of sense, offering to give up the last piece of the emblem. Yay! Hang up the phone and go forward. As you enter the next area, you'll find the final emblem fragment [038] and a note from Emma laying on the ground. (NOTE: AT this point, if you want to see the alternate "bad" ending, just head back to the stones and use the trowel inside Conrad's trench. If you want to see the proper ending, proceed with the walkthrough.) There is one more task for you to complete: Fixing the emblem and returning it to its proper place. From where you picked up the last fragment, step forward twice and turn right. There's a path here into the bush. Follow it. Keep going striaght until you're at the altar stone. Look around the area for some more of Conrad's lunatic ravings and to learn about the mysterious disappearance of one of Conrad's predecessors. There are three stones here: The altar stone iteself (which is flat and, well, altar-ish), a stone that makes a hand-print when you touch it, and a stone with a curious hole at the top. This is clearly the place referenced in the Altar Stone Inscription. Approach the stone with the hole at the top and move in close to examine. Take the headlamp from your inventory and use it on the hole. Now turn right and face the altar stone. Lean close and examine the circular indent. Use all three pieces of the emblem. Then move to the stone with the handprint. Touch it, and watch the cut-scene. When it's over, take the restored emblem [039] and head back to where you gave the seven offerings. Back at the stones, find the place where there's a shovel stuck in the ground. This was the last trench Conrad Morse ever dug. Step into it, and use the trowel. The ground breaks away and falls into... The final area. If you like, you can wander around this room and watch each of the seven visions again, but why you'd want to is beyond me. When you're ready, approach the round slab in the center of the room, and place the emblem upon it. Watch the ending. Congrats, you just beat the game. ******************************************************************************* V. Alternate Ending ******************************************************************************* Thanks to eclipse mattaru for originally bringing this to my attention. There is a "bad" ending. Getting it is pretty easy, you just need to NOT fix the broken emblem before digging up Conrad's trench. You do need all of the pieces however, so after you get the final fragment from Emma just turn around and dig up the final trench without visiting the Altar Stone, then arrange the emblem fragments in the uncovered impression. ******************************************************************************* VI. Credits ******************************************************************************* Thanks to: CJayC and GameFAQs for posting this, and providing the best game-help site on the web. robvei on the message boards for helping me find those elusive fish. eclipse mattaru for informing me of the alternate ending.