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In Chapter 5 - Sadja the Spirit Collector, you didn't mention that one should get darkness from the dragon hall (I was stuck on that one)
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I was stuck and give up playing only for this stupidly simple solution: you can use things without taking them into your bag, and mouse cursor changes if you grab something that way.
If you go to the room where the admiral was, the table also has hexagons with runes on it. If you remember/draw it irl and compare to the runes in the library, you can do it this way as well. There is logic behind this puzzle as well :)