This is the walkthrough for my classic pnp conversion of "Twilight Calling".  Expect spoilers below.  If you have access to the original source material, of course that could also be used.



STARTING
You start in your (party's) mansion, in the city of Glantri.  Here your butler Jeeves can do a few things for you, including shopping, leveling you up, and setting the dialogue in the module to singleplayer.  Once you are ready to begin, open the mansion's door and you will have an unexpected visitor.  He'll mention something called 'Carnifax' and someplace called 'Guardian Mesa' before he dies.  Ask Jeeves about it and he'll recommend you check at the library in the Great School of Magic.  Exit the mansion and head across the courtyard to the area transition and go to the library.


LIBRARY
It costs 500gp to enter the library.  All of the books here simply contain clues (sometimes false) to the various Realms you'll visit soon.  You can sneak these books out of the library with you.  Keep asking the sages here about Guardian Mesa until one of them gives you directions to it.  Return to your courtyard.  Once there, click on the area transition again and select to travel to the Broken Lands.


BROKEN LANDS
There are a number of wandering monsters here, including some ancient dragons.  The Guardian 
Mesa is somewhat towards the center of the area.  If you're a mage, then as you approach you'll be
given the option to use your magic to teleport your party directly to the top of the mesa.


GUARDIAN MESA
Inside here is a circular stone slab with seven symbols carved onto it.  Go into Detect Mode and check
the northwest wall until you find a hidden lever.  Pull the lever and the stone slab activates.  Click on
it to teleport to the top of the mesa, the Septahenge.


SEPTAHENGE
Here you'll find that the stone slab has teleported with you and there are seven henges, each a portal
to a different colored realm.  It doesn't matter what order you visit them in.  Now when you click on 
the stone you can 'open' it.  There are seven keys that match the seven symbols on the stone (examine
 it to read what they are).  As you get each key, place them in the stone (or place them all at once, 
makes no difference).


BLUE REALM
As you walk along the path, you'll encounter Coroman who will ask for a drop of your blood.  If you
agree to give it to him, he'll leave and open the door to the palace behind him.  It is also possible to
slay him instead, which is a slightly more complex path.  The King inside the palace will offer to heal
you, but if you killed Coroman he'll require you to complete a task - namely to bury Coroman.  There are two doors partially hidden by banners behind him.  The one on the right leads to the Guardian of this Realm, who will ask you a sort of brainteaser.  If you get it wrong, she'll let you keep guessing until you get it right.  Then she will give you this Realm's key and teleport you out.


RED REALM
The intense heat from this area will damage you every round.  Also, your boots will start to melt and
will eventually be destroyed.  Living fire abounds in this area but it's friendly.  Ignore it and head
straight across to the gate, which you may have to either pick open or destroy.  Beyond is a hall with
giant statues of fists holding blades.  Here a flame wolf creature waits to ambush you.  In the next
area is a bridge that spans across acidic blood.  If your opponent here hits you, there's a chance that
he'll knock you into the blood.  Past here, the last area is an eternal battlefield.  Since the theme of this realm is the folly of war, ignore the warriors and the giant monster and head towards the stagecoach.  On the back of the coach is a chest that generates magic items depending on which class of pc opens it.  In front of the coach is the Guardian of the Red Realm.  Ask him about the key, he'll throw it at you, and attack.  Everytime you hit him, his blood forms a 9th level Fighter lord.


BLACK REALM
This area is mostly hack n'slash.  Head north and you might face a giant basilisk.  Continue onward
and you may run into a giant snake (with five regular snakes) that seems friendly at first, but really
wants to eat you.  If you fight it, killing the smaller snakes weakens it.  Continue north until you 
enter the invisible area transition trigger and you find yourself in the Swamp.  There are a few enemies here, including two black dragons.  Head northeast to the Pyramid.  Inside the pyramid is the Black Guardian.  As you approach him, he'll engage you in conversation first.  It doesn't matter how you answer him, he's determined to attack you anyway.  Once you slay him, he'll drop his key.  There's also some black diamonds by his coffin.


WHITE REALM
Here you'll find yourself at a shore, unable to reach the white isle in the distance.  Along this shore a giant crab named Astacus hunts.  A hint in one of the library books mentions calling forth a "sea-foam steed".  If you shout (type in) the word "steed", a white horse will appear that you can use to ride across the sea.  (If it doesn't appear, try standing somewhere else.)  At the White Isle there are a few white dragons.  As you approach the center, you will encounter the Guardian of this Realm and her special horse.  She is a huntress and will make a wager with you - an archery contest.  Since the actual theme of this realm is theft, it is possible to simply grab the hourglass key off of the altar and leave.  If you want to do the contest, the target is just south of the altar.  If you lose the contest, she'll shoot her magic arrows at you (each with random magical effects).


RAINBOW REALM
There's a few enemies here, head east to the Sphinx.  You may notice a rainbow bridge, but you won't
be able to cross it until you answer the sphinx's riddles.  Depending on how many you answer
correctly, there may or may not be enemies on the bridge.  The riddle answers are: a sword, the eyes, and the air.  Once you cross the rainbow bridge and enter the next area, you will see a stage on which stands the Guardian of this Realm.  He's something of a showman.  When you first speak to him, he'll steal one of your items randomly.  Pay 1gp to play his card guessing game.  When you finally guess correctly, you'll get your item back along with a stuffed bear.  Activate the bear to rip it open and get the key inside it.


YELLOW REALM
This area is basically focused on roleplaying, so a DM could do wonders here.  Near the portal is a
wounded gold dragon that you're free to ignore.  Climb down and head east.  There's a mound with a
sculptor and his assistants on it that you could also talk to or ignore.  Continue east and at the edge of an oasis is a lion-headed humanoid named Morilon that is the Guardian of this Realm.  If you ask him for his key, he will give it to you.  He will also give you a Heal potion if asked.


GREEN REALM
You start out on the branch of a giant tree.  Walk across to the door.  You will find yourself in an elvish castle.  Continue forward until you reach the throne room and speak with the queen.  If you open the door behind her without her permission, she (and her faction) will become hostile.  She wants to overthrow Belotra, the Guardian of this Realm.  The last area is a huge garden maze, tended by treants.  If you damage any of the plants they may become hostile.  Once you make your way to the Guardian, you will note that she is with seven swans.  The key to this Realm is a cup on the branch behind her.  If you attempt to take it, she will become hostile and her swans will turn into warrior-maidens.  If you speak with her and accept her offer, she will turn you into a swan.  Once you have the cup, it will begin to snow as entropy starts to creep into the area and Belotra will weaken.  If the treants are still friendly to you, you can simply speak to one to teleport you back to the maze entrance.


SEPTAHENGE AGAIN
Now that you have all seven keys, put them into the stone slab if you haven't already.  A portal will
open to Carnifex Castle.  (The party will also become fully rested.)


CARNIFEX CASTLE
This is the area depicted on the cover of the module.  Here is a long stone bridge that leads to a dark castle, partly covered with a strange sort of fog.  That section is a petrification trap - if you can't bypass it, the petrification will wear off after a few minutes.  (Or you could try repeatedly reloading
until you make your saving throw).  At the door there is a horn.  If you blow the horn, one of the 
creatures from inside the castle (a nuckalavee) will teleport behind you and attack.  Smash or pick open the door to get inside and enter the Deadly Maze.


DEADLY MAZE
There are many teleport tricks and various traps, as well as enemies, here.  In general, you first want to head northwest until it teleports you then head back that way.  Past the teleport point, head east
and make your way to the door at the southeast corner (you can see it on your minimap).  Through the door is the Hall of the Undead.


HALL OF THE UNDEAD
Here are many times of undead you can fight, or try to avoid.  Some of them are strange with unusual powers.  Some of them have lots of treasure.  The door to the north leads to the Carnifex Shrine.


CARNIFEX SHRINE
This is the final area of the module.  There are spellcasting enemies to the east and west, as well as
portals that generate more of them.  To the north is a darkness area as well as a staff.  Once you enter the darkness, you will face your shadowy duplicate - which also mirrors your current hp.  The goal here is simply to destroy the staff.  Once that is done the threat is over and the portal to the north becomes active.  Use the portal to return to the Septahenge.


SEPTAHENGE FINALE
Returning here for the last time, this area will now have a strange glow to it.  All of the Guardians that yet live will be here to great you.  Depending on whether or not you're playing singleplayer or muliplayer, they will either offer you the chance to become a Guardian of one of the Realms or offer to
teleport you back to your mansion.  I recommend returning to your mansion to finish up any final
maintenance, like shopping.