Primal/Solum

After the (very) lengthy but beautifully animated introduction (with minor walking between sections), you arrive in Solum. First head towards the gatehouse, and watch the cutscene - you need to find another (much longer) way around. Head to the SE corner to the malkai puzzle. Get Scree go to go through the cave, heading S to the fire cave once back out into the open. Once in the fire cave, pick up a burning stick, and return to the malkai cave. Light the pot in the centre of the area with all the malkai, and go back to Jen.

Now head back through the cave, and then head W (towards the river) and the staircase with the locked door. Scree will show you how to climb. Climb over the top and open the door at the bottom for Jen. Go up the stairs and open the gate at the top, for which both Jen and Scree are required. Next head into the ferai villa. There is a cutscene with herne, tells you to find jared, gives the a knife and buggers off. Go to the NW corner, where there is a lodestone next to a pit.

Climb down the bit with Scree into the village cellar and follow the passage S. Cross the bridge and head SE through the mill. Scree will note a conveniently wobbly tree, give it a push to make a bridge for Jen. Go back to retrieve Jen, and have fight with a pair of malkai. Cross over the tree bridge and head NW to the staircase. Going up the staircase, turn right at the small (locked) door and follow the wall of the building to the left. There is a gap that Jen can slip through. Open the door to let Scree in. Head down the stairs to the ferai burrows and the collection of ferai (most southern part of map) for another cutscene. Head NW after to the waterfall, go up the ramp. Pick up a torch if you haven't got one already. Walk down to the dubious looking dead end wall. To open this up, go in the room to the S, collect the mill wheel with Scree and simply walk back to the top of the ramp. Scree will roll the wheel down and knock a hole in the wall.

Follow the passage along to the first set of steps. There is a lodestone in one of the two barrels to the left. Note you can light all the pots if you want to see better. Pop through the whole in the wall and vandalise the barrels blocking your way to the second set of steps. Hop out of the trap door to arrive at jared's lodge. Head NW to the entrance towards the lodge, have a fight with some malkai, then enter to find a bit of jared's horn. Head towards the N of the map where there is a gate that Jen and Scree can open.

In the large open area with the broken bridge, Jen and Scree need to take different routes. For Jen, go the left of the door and follow the ledge around. For Scree, simply go straight ahead, and climb down and back up again. Follow the passage to the N and out into the bridge area. Head NE past (not over) the city bridge to the gatehouse, there is a staircase on the left where you can finally kill those pesky people from the cutscene. You can also open the gate with the big lever, and there is a chest around the back that contains a tarot card.

Head back to the city bridge and cross to watch a cutscene with the queen and some poor chap. The main door to the city is locked, so head S (left facing the door) following the wall along. You'll come to a ledge that Jen needs to edge along and Scree to walk the wall. After crossing that, there is a hole in the wall. Hop over the block and out into the poor quarter. Head to the SW corner of the map, kill 3xmalkai and onto the next section of the poor quarter. Head to the NW side of the map and go up the staircase just before the blocked one, towards the centre. After going up the staircase, head inside the house on the S. Climb up the block and jump across the gap into the next house. Head down the stairs and vandalize some more containers to open the hole up. Head up the stairs in the next room and drop out of the house. Duck under the small hole in the wall and exit the area to the NW.

Head around the building with the flag to see two ferai and get a clue about how to enter that building -- a little later, after you have the ferai form. For now, head NW to the great temple. Scree will explain about statues and lodestones. Run around the temple collecting lodestones (some are in barrels). When you have enough, possess the statue and point the beam at the gem on the door. Enter the temple to get the ferai form. You get a couple of malkai to exercise your new powers now. Go around the back of the temple, and Jen can now jump up onto the top of the gate in ferai form. Dropping off the other side of the gate there is a lever that you can use to open the gate and let Scree follow in. Head through the passage to the hunt lands.

Kill the 4 malkai (or run away if you like) and head west to the hunt camp where an ewok is telling a story. Demoralise some barrels around the camp to find a lodestone. Head south and knock off some more malkai. In the SE corner there is another lodestone. Keep going S to the next map, where you get to kill 3 ferai. Through the arch and to the west there are some barrels in front the door; one of these contains a lodestone. Go S into the burial grounds, picking up the torch on the way. Keep running S to the door to knock off the annoying archer and a few more ferai. There are lodestones at the E and W side of the burial grounds by the rift gates. Go up to the necropolis door (at the S end), and use the torch to light the fire in the statue then possess it (there is another lodestone in one of the vases by the door if you need it). Point the light at the symbol on the door, and you are told there is something missing. Now retrace your steps to the hunt camp to get the missing gem, and trolley back with it. Pop the gem in and the door will open up.

Go down the steps into the necropolis, killing a few guards along the way. Take the western most passage, after opening the portcullis with the help of Scree. Follow the passage along to the cells. In the two nearest cells are a gem and a lodestone. Kill the guard in front of the northernmost cell and open the door to get to Jared. He's feeling a bit tired, so you have to go off and fetch a key for him. Take the rift gate back to the great temple.

Now go back to where the ferai jumped in the cut scene, and hop up yourself. Drop down and open the door for Scree. Head through the kitchen and out into the plaza. You get a couple of ferai to play with now. After knocking them off, there is an energy fountain in the NW corner that you can use to fill Scree and Jen up with energy. Head to the centre and kill 3 more ferai. Head to the small area on the E edge of the map (N just before the big double doors) to find a gem. Head back to the large building with the locked doors on the east side of the plaza and run around the side of it to get in. Head E through the back and go down the stairs to find the door where you must prove your allegiance to herne using the talisman that jared gave you.

Head N through the burrows through the Jen/Scree door and into the sewer. Kill the malkai and head down to the crossroads. Send Scree up the ladder to the south for a lodestone. Next, to get around the broken ladder to the N, Jen needs to climb the ladder to the S and edge around, whilst Scree simply walks up the N wall. Once both there, climb up the ladder into the cell block.

Moving NW towards the (blocked off) group of cells, one of the barrel contains a gem. Enter the cell area to the S, kill the malkai, and go into the SW most cell. Hop up on the block to reach the upper level. There is a rift gate in the SE corner that you can hop down to, and an energy fountain there too. Heading to SW end of the block gives a lodestone. Carry on from there around the back of the rubble and up the stairs to the colisseum and the first big fight. Belazhur turns up, and you fight him with Scree possessing the statue of Abdizur. There are a stack of lodestones lying around to make this possible. (All 5 that you need in fact). This fight is pretty easy. From time to time, Belahzur will jump up onto a ledge and start hurling fireballs at you. Simply keep moving in one direction to avoid them. When you've finally finished beating him up, he gets up runs off. Next, possess the statue again and use it to open the gate to the west. Go through and hop down.

Head E to the courtyard with a statue in it, into the house at the north side of that courtyard. Follow the house through E then S exiting into an open area with an energy fountain. To the N is a cave with the 2nd tarot card and an energy gem. Those collected, backtrack and head to NW corner to enter the barracks.

Head W, killing plenty of ferai along the way. On the bridge, in order to open the portcullis, slip Jen through the crack at the opposite end by the locked door. Open the door to let Scree in and then you can both move the lever. Carry on N up to the gatehouse. Predictably, this is locked so go NW until you get to the broken bridge. Jen can edge across the top here and Scree can walk along the wall. Next go to the NE exit from this area, ignoring the archer for now. Kill the guards that come out and then open the portcullis with Scree's help. Head S down the stairs, killing some more guards along the way. Then head W, N up two flights of stairs to kill that archer and collect a gem. Go back and head S down into the kitchens. On the way down you can see a lodestone on a rafter - just walk Scree up the wall to get it.

Head S out of the kitchens and open the portcullis to the W. Follow the path through the snowy cave and up to the first summoning stone. Head N from the herne statue to the tower; Scree now has to go and find his rope. Climb him up the tower, and then trundle down the steps and passageway to the pantry. In the N corner of the room with the pots is some creaky flooring. Pile up pots on it until it breaks. Conveniently, there is a coil of rope in the room. Climb out and head back up to fetch Jen. Drop the rope and let her climb it. Then both head back though the pantry following the one way passage to the malkai lair. Keep heading E until the passage turns south. The room on the west here full of barrels contains a gem (in one of the barrels). Open the huge portcullis to the south (check the little one - that's too heavy apparently) and head downstairs. After entering the banquet hall, just leave and the door at the end will open itself.

Leave through the newly opened door and head north to the throne room. There is a key (I presume) on the throne, and a chest with a lodestone next to it. The queen turns up and gives you a few friends to play with. Dispatch those, then head W to the unexplored room. Hop over the ledge in the NW corner. The chest here contains a tarot card. (The passageway leads back to the intersection by the kitchen). After collecting the card, retrace your steps to jared's room, which you now have the key to. Follow the passage around killing the guards en route. You arrive in devena's courtyard, where there are a few archers to kill. Go around the top of the courtyard to the S side. There is a gem on top of a ruined small tower here. Inside the door nearby is a passage leading down. Go down and take the E passage, following it up and killing guards to get to devena's rooms. The keys are the shiny thing :) Go back down and take the W passage this time, following it around back to the intersection with the large and small portcullises.  Open the small portcullis and head up into the courtyard towards the rift gate.  Take that back to the necropolis. Nearly done.

At the necropolis, head back to the cell block where Jared was. In the first cell, there is a wall that Scree can climb up. Get him to go around and open the silver door that was previously blocked. Follow the passage to the end, and the final battle of this realm.