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wiznemso.txt
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1997-01-16
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The Town of Galican
Your adventure begins in
a cinematic introduction of you
being kidnapped by the Shadow. You
are saved by Rian the Sage and
brought back to his chamber. He
informs you of the seven Talismans
and the mysterious evil associated
with them.
As you look around you'll see
a desk in front of you with
a crystal globe, some books,
scrolls, and other stuff cluttering
the room. Right-click on the book
to read more of the Hargani.
Turn left and go to the Initiation
chamber. After you go down you will
hear a voice say "To all thing
there is an order." You must click
on each symbol on the 4 walls in
the proper order to achieve the
spell categories needed for using
the spell scrolls that you acquire
throughout the game. The correct
order is starting with the symbol
that when you left-click on it you
say "A flock of golden birds soars
around a crested letter 'A'". then
get the rest in a clock-wise
pattern by R-clicking on the symbol
and then R-clicking on the glowing
scroll. "A letter 'F' surrounded by
golden filigree flames" "A chalice
stem forms a 'W' circled by the
life of the sea" finally "A gold
crested wooden panel gilded with
the letter 'E'."
When you have all of the spell
categories go to the center of the
room and go back up. Now you can
open the cabinet on the opposite
side of the room, left of the door
to exit. Inside the cabinet you
will need to get the jar and the
healing potion. Exit Rian's chamber
and he will tell you more of the
plight of the land and give you
your first spell of water
(heal/fog).
Head South to the well and pick up
the broken crank. Turn S and go
towards the cathedral to read the
two notes on the ground (you don't
need to keep them just read and
leave where you found them). Then
head N to the blacksmith shop past
the well and next to Rian's
chamber. Give the broken crank to
Tala the blacksmith she will fix it
for you, give her some time or
she'll get upset. Turn right (E)
and check out the weapons. You can
only take the old rusty blade but
try to take the finely crafted
blade on the left. Tala will tell
you, if you bring her something to
make it worth her while it's yours.
Exit the shop and go E, S, E, and
S to a tin of oil on the ground get
it and then enter the tavern. Take
the dagger sticking out of the
barrel in front of you. Turn right
go left to the ladder. Go up to
your loft. Go W and get the leather
jerkin and put it on (you can drop
your white shirt) and go back down
the ladder. Go back to the entrance
and talk to the drunk (not much of
a conversationalist, we'll come
back later) Now go back to Tala and
get the fixed crank. Return to the
well and use the crank on the well,
use the oil on the crank and then
turn the crank to raise the bucket
and get a golden key that you'll
need later in the game. Now go to
the cathedral and speak to Benerous
the priest. He'll tell you of the
forest to the East, your next
destination.
The Taarian forest
To get to the Taarian forest just
keep heading east to a sign with
a picture of a forest on it (duh).
Walk up to the hut on the left,
there's a tree blocking the door.
You'll need something to get past
it. Follow the path leading east
and pick up any bugs you find on
the ground. Go past the fork in the
road and be cautious, there's
quicksand around here. If you do
get stuck in it just R-click on the
tree branch to pull yourself out.
To go around it torn right and move
your cursor to the trees until it
turns into a hand, then R-click to
go around the quicksand. Go across
the bridge Quickly or it will
collapse. Go right to the fountain
and stand in front of it. When
you're facing the fountain, on the
part sticking out to the left you
can R-click on the water to get
a stone carving (key to the
Haargani underworld). Go back
across the bridge and back across
the quicksand to the hut. Stand in
front of the tree and go to your
inventory screen. Put one male and
one female bug into the jar you got
at Rian's chamber, exit your
inventory screen, then return to
it. You'll notice now that the jar
is full of bugs. Use the jar on the
tree and they will devour it. You
will then be greeted by the leader
of the Haargani, listen to his
story of the Nitheran talismans and
his trapped people (if that's what
you want to call them). He'll also
give you a lockpick and a spell
scroll of Air (poison/refresh).
When he's done yapping give him the
stone carving that you found at the
well and he will let you into the
hut, then use it on the door to
enter the Haargani underworld level
1 (CD-2). Save your game.
Krith's Haargani world level 1
Go straight, and then right through
door on left. Go to he wardrobes on
the right of the room. The one on
the left has an emerald wand to use
for emergency healing (save it),
the one on the right has gloves and
boots. Turn around and go to the
tubs. Stand between them and turn
to the left one. R-Click on the
water and you will get jewels. The
other one has nothing. The next two
rooms you can look around in, but
there's nothing of importance in
there. Go back to the main hallway,
turn right and walk up to where
there's 3 doors. Go through the
door on the right. Get the
lockpicks and the rusty sword. Go
to the next room. Get the crossbow
and the quiver but be careful not
to waste the arrows, they break if
they don't hit an enemy but hit
a wall. Go back to the hallway and
take the east door. The beds have
some jewels and gems, but nothing
exciting (riches are pretty much
useless in this game). Go back to
main hallway to the door on the
right. Go down hall to the end door
(bathroom) kill creature in there
and get the stuff he drops. Exit
bathroom and turn down right
hallway. The first door on the
right is the library. Read any
books that can be read and take any
books that can be taken. Go to the
bookshelf with the parchments that
are hung to dry. One of them is
a Scroll of Fire (firestorm/resist
fatigue). There's also a box on the
shelf with a puzzle lock on it.
R-click on the box, R-click on the
right square, left square, center
square, right square, right square
to open it. You will get a Sphere
of Intelligence (cool). Now go to
the bookshelf on the left. There's
a book on there that opens a secret
passage. Go on in.
Now you're in a room with a bunch
of pits and walls covered in
spikes. One possible sequence is in
the Tour Guide. Go to the first pit
on the left, jump in, flip switch,
climb ladder, sidestep south twice,
jump in pit, flip lever, climb
north ladder, turn east, jump in
pit on right, flip lever, climb
north ladder, north one step, jump
in pit on right, flip lever, climb
east ladder, you're through. Now
save your game. Go to end of hall,
read parchment, and R-click on wall
between the two vertical wood
beams. This room is infested with
Shadow Creatures so don't try to
kill them all because you can't. Go
to the third platform on the left
and left-click on the opening in
the ceiling to see the ledge up
there. Step on the pentagram on the
floor to go up to the next level.
Go to the pentagram in the
south-west corner of this room to
go to yet another level. Go to the
south-west corner of this room and
R-click on the west wall to open
a secret passage. Get the studded
leather armor and all of the
healing and energy potions. Go back
out where you came in (secret
one-way door at other end takes you
back to library and you'll have to
go through all of this again) and
go to the north-west corner of the
room and R-click on the west wall
to open another secret passage. Go
down hall and go through the wall
at the end to a room with a tree in
it. Get the rusty sword on the left
(if you need it) and go to the
tree. The tree has 'living' keys on
it. Get a key and head down th
e hall, turn left, and go down
stairs to the door with the tree on
it. Use your living key on it.
You're now in a room with a frozen
floor. You can use a firestorm
spell on it to get a shield or go
around corner and get one of the
fire globes on the floor to use on
it. Go through the door at end of
hall to a four way intersection.
Enter the room to the west with
a tree surrounded by engravings.
Look at each symbol around the tree
and notice which direction you're
facing (draw the symbol on a piece
of paper with the direction so you
can remember which symbol stands
for which direction). Go through
the archway to the west to a large
skull. Each side of the base of the
skull is on has a secret
compartment. The north side has
a scroll and the south side has
a bag of charcoal dust (I never
figured out what this was for).
Exit room go across hall to the
room with the horny pillars. Go
around to the south side of room
and get arrows on the floor. Go
back to the horny pillars and on
the opposite side from the doorway
to get in here, there is a strange
mirror. R-click on the mirror and
it will ask you a question (the
answer is sky). When you answer the
question correctly, a hand will
emerge from the mirror and give you
the Sphere of Intelligence then
shatter. Pick up the fragment on
the floor in front of the mirror
before you leave. Exit room and
head south to the end of the hall.
Use your lockpicks on the door and
go in. Go around the table to the
west side of the room. Get and read
the book on the floor then inspect
the bookcase. There is a pressure
plate on one of the shelves. Put
the book you just found on the
pressure plate to open a puzzle
lock. Use the symbols that you drew
to get the symbols on the puzzle in
the right directions. R-click on
the lever to the left when you get
the symbols in the right order.
A door to your left will open up
but don't enter it yet. Go to the
other door in the room and go down
the hall to the door on the right.
Enter, get scale armor beside the
stairs and exit. Go to the next
door on left, enter and DON'T DRINK
THE WATER it poison, but if you do
just get the cure poison potion
from inside the oven (fine place to
put it). Exit, enter the last door
and get the arrow. Go back tot he
room with the puzzle door you
opened earlier and go through the
secret door. Go down the ladder and
save your game.
Krith's Haargani World-level 3
You're now in what looks like
a sewer (the sewer level comes
later). There are barrels in almost
every corner of his level and some
of them are full of fresh water
(safe) and some have murky water
that have leaches in them which
will poison you. Don't worry about
getting poisoned because there is
a cure coming up in a barrel with
salt in it, but we'll get to that
in a minute. Go east then south to
check barrels, then north, east,
and north to the first bone
archway. On the left after the
archway is a sword sticking out of
a skull. R-click on the sword.
ZZAAAPPP don't be so greedy. We'll
get the sword later. Go to the end
of the hall and in the barrel with
the fresh water in it there's
a jeweled hilt. You need this to
give to Tala so she will give you
the finely crafted sword. Go back
out to intersection and head east,
and south. You'll se a switch on
the wall to the left and a barrel
of salt (the salt kills the leeches
and cures your poison). Go east
from here, south, west, south, and
east. Check this barrel for a lever
then go south, west, north, west,
north, and west. You'll run into
a set of jaws that you can't go
through yet. You need to find
something to prop them open. Go
back to the switch and the barrel
of salt. Go east of the switch to
see the trapped Haargani then go
back to the switch and use the
lever on it and just throw the
switch. The gate will open and the
Haargani will flee. Go to where
they were and go around the corner.
To the north is a pile of bones.
Get one and then talk to the dying
Haargani. He will tell you about
the Sword Destructica (sword in the
skull) and he will give you
a Sphere of Discourse. Turn toward
barrels and get the page and use it
on the book you have about weapons.
Now go back to the sword in the
skull. R-click on the SKULL not the
sword and it will rise up and
expose three impressions. Put the
three spheres you collected into
the impressions in the skull (no
particular order that I know of)
and put the skull down. NOW you can
R-click on the sword to free it
from the skull.
***(CAUTION)*** As the book on
weapons states; the Sword
Destructica can be very jealous of
other weapons. Do not use it in one
hand while you have another weapon
in the other hand, and do not
un-equip it once you have equipped
it. Else you will have to fight it
in another dimension in battle, and
it's no easy foe, but a really neat
part of the game just remember to
save your game before you try to
battle it. Now go to the jaws trap
and use the bone you found by the
dying Haargani on the jaws just
left of center (when the word "USE"
is yellow). When you go through the
first jaws you have to turn around
and get it to use on the second
one. In the room on the other side
of the jaws trap is a very powerful
creature. It is a good idea to use
the Sword Destructica on him, but
make sure it's the only weapon
you're holding and you don't take
it out of your hand! Once he's out
of the way, go to the two barre ls
and get the TWO healing potions in
EACH barrel. Then go to the blue
force field. Use the mirror
fragment on the blue force field
and take the Talisman inside
(Talisman of Massive Strength). The
exit is through a secret door in
the south-east corner of the room
on the south wall. When you go up
the ladder, you will be facing
a Skull door. Don't go through it
yet. Turn around and go up the
ladder some more to the Taarian
forest (CD-1).
At the top of the ladder you have
to click on the forest near the
path to get through the trees. At
the intersection turn right and go
to the bridge and just stand on it
or keep walking over it until it
collapses. In the trench is a key,
get it for later. Now head west to
get back to Galican, which is no
occupied by Shadow Creatures. Go to
the cathedral and give the Sword
Destructica to the priest. He will
ask you for more information
regarding the curse of the sword,
so give him the book on weapons
that you had to put the page into,
then give him the sword again. He
says he will pray on the soul of
the sword and he disappears. Now go
to Tala and give her the jeweled
hilt and she will let you take the
finely crafted sword. Go back tot
he cathedral and get the un-cursed
Sword Destructica, which is now
just a finely crafted weapon. Use
the cathedral for storage. Equip
yourself with the Sword Destructica
and the finely crafted sword from
Tala and dump the rest of your
weapons or whatever you don't need
except for the mace. Go back to the
Taarian forest and down the hole
you came up to the skull door.
R-click on the door to enter the
sewers. (CD-3).
The Sewers
You start out facing south and the
door straight ahead won't open, so
turn east and go down hallway and
down a slope to a four way
intersection. Go north and go
through a strange looking door
( just walk right into it, it will
open). You'll see a green glowing
indent in the floor in the center
of the room. R-click on the indent
and a large cube will rise up out
of the floor. If you left click in
the center of the cube you'll
notice it's an illusion, so
R-click on it and you'll get the
Talisman of Invulnerability. Go
around to the other side of the
cube and push the button it to
retract it back into the floor. Go
north down the ramp to the skull
door with the three colored buttons
next to it. You need to find out
what the correct sequence is for
pushing the buttons and opening the
door. Go around the outside of the
room (along the walls where the
sewer drains are). You'll find
a note from Rian and a new weapon,
Claws of Death (not very good in my
opinion). Exit this whole room and
go back to the four-way
intersection. Head south and east
until you see a button on the south
wall. Push it and go through to
another four-way intersection
facing south. Go east then south to
end. (by the way watch the ceiling
for snake-like creatures hanging
down, they're kind of a pain but
the crossbow works good on them,
just stand back a couple of steps
and it takes between 3 and 5 shots
to kill one, just remember to pick
up again what arrows don't break.)
go west to end, north to s econd
left then to small button about
half way along the wall. Push the
button and enter. Get and equip the
chain leggings (drop your leather
leggings to save space) walk
forward and R-click on the barrel
straight ahead behind the pipes and
next to the skulls (Fire spell
blind/enhance attack). Side step
right then R-click on opening in
coffin get Claws of Death if you
want them. Exit. Button north wall
doesn't work. Go east to end, south
to intersection, and east to the
two buttons on the wall. The button
on the north wall opens a door to
a room with nothing you need in it.
Push button on south wall. There's
two cure poison potions on the left
and if you R-click on the big skull
on the right you will get a Ruby
Wand (not sure what it does). Exit
and go west, south, east to an
engraving of) the letter 'A' on the
north wall. R-click on it and
enter. There's nothing to do in
here, but notice the pattern of the
colors coming out of the fountain.
Yes, that's the code for the Skull
door with the three colored
buttons. Exit, go east to end,
north to end, and go through wall
(it's the one you came in here
from) Go east, then north to get
the healing potions. Now back track
and go to the room that has the
skull door. Push the buttons in
this order: blue, yellow, blue,
red, red (or or ange, orange if
that's what color you think it is)
Go through door. Your now at the
Gondola Station. (CD-4).
Gondola Station/ Jaren's Keep
Go through the gate (don't go to
the gondola yet, also pick up the
ram's horn if you didn't get the
one from the statue earlier) at the
big bug picture on the wall there
are two stairways going down take
the left stairs and look at
Jaren's collection of stuff on the
walls (cool eh?) Go east to the end
of the hall and enter room. Get the
butterfly on the floor and there's
three green mushrooms in the garden
you can take if you want (haven't
found any use for them). Exit room
and go to the collection of
butterflies and bugs on the wall.
Put the one you found in the
collection and a bee key will fall
out onto the floor. Now go west to
room with big dragon skeleton in
it. Walk around to the front of the
skeleton. OOPS sorry I meant back
of the skeleton. It didn't hurt too
much did it? Go through doorway on
other side of room and head west to
the next room on the right. Get
healing and cure poison potion,
exit, and go east to end to the
room on the left. Read any books
that can be read, and take the book
Progeny's End (hint, hint) the desk
on the other side of the room is
also a vital part of the game, but
you don't have the key yet. Go
outside and get the arrows, then
exit the room and head west to end,
south to end, and east to the room
on the right. Go around the corner
and up the stairs. Hmmm a door with
a giant bee on it, I wonder how to
get through it (duh the bee key).
Go down the hall take the first
left and go around the bed to get
the crossbow pistol. The large
cabinet has a healing potion, an
amethyst globe, and an energy
potion. See the water, you'll need
to come back here later to
de-poison some tentacles. In the
next room there is a large wardrobe
but you can't open it. Go down the
hall to the outside where you'll
see a large telescope and Jaren.
When he gets done telling you his
BS grab the key and the broken
tablet that he drops, then head
east, south down the hall to where
you came in from. Push the small
button on the west wall to the
right and go downstairs and back to
Jaren's room (north to the poster
of plants, east to stairs, up and
down the stairs, east to room at
the end). Use the key that Jaren
dropped on the desk. R-click on the
desk to get a closer look and you
will see a large tablet with
strange symbols on it (Ultima fans
will recognize the Runic alphabet,
although it's a little different)
and a box to the right with the
letter 'J' on it. R-click on the
'J' to open the box and get a Water
Scroll (ice storm/cure poison).
You'll find the code to the tablet
later on in the game (this will be
your last stop before the final
level). If you mess with the tablet
Jaren will boot you out it's the
easy way back to the gondola, which
is where you want to be anyway, so
go there and get in the gondola and
use the ram's horn on the cable of
the gondola (where the word 'USE'
turns yellow). When you get to the
other side enter the cave and you
will go to Venomire Marsh (CD-1).
Venomire Marsh
Get the two arrows that are in
front of you, then fight the pod
plant creature to the right and get
the tentacle it drops. Go forward
one more step and fight another and
get the tentacle it drops. Use one
tentacle on the other to make
a length of vine. You are now
poisoned don't bother using any
cure poison potions or spells
because you will just get
re-poisoned again for having the
tentacles in your possession. Go
back to the gate that you came into
Venomire Marsh from and enter
Gondola Station again (CD-4). Take
the gondola back to Jaren's keep,
enter and turn left at the giant
bug down the stairs, turn right
down hall, take left down next hall
to the go upstairs through the bee
door (you don't need the key since
you already unlocked it, just
R-click on the keyhole) go down the
hall and take the first left to he
thing with the water in it. Use the
length of vine on the water to
de-poison it and now you can use
a cure poison potion on yourself
and maybe hang around a while to
heal if you don't want to waste
spell points or potions. Now you
need to go back to Venomire Marsh.
When you get there enter the tower
and use the gold key that you got
from the well in Galican on the
shaft door and go down the ladder.
Burned Bones Corridor
Welcome to Burned Bones Corridor
(save your game). Go to the hallway
and turn right to the door with the
yellow symbols on it in a circular
pattern. Use the broken tablet
piece that you got from Jaren on
the bottom section of the pattern
where it looks like it goes. Then
you need to push the symbols in
this order; R-click on the left
symbol, right symbol, bottom
symbol, and top symbol. The door
will open and you can enter. Go to
the
room ahead of you and get the chain
mail and the jade wand. Turn right
to the cabinet on the wall,
R-click to open it and get the
armet, healing and energy potions.
Now go to the painting in the
center of the room and R-click on
it. A woman's face appears in the
painting and tells you some stuff.
When she disappears so does the
painting and there is a shelf in
its place with a curved sword and
a book called Acta Sanctorum, read
it. Exit this room to the main
hallway turn right and go to door.
Open door and go through the next
door. The next room has two doors,
so which one do you choose? Ask the
residents of the room for help.
L-click on the skeleton torch
wall-hangings, they will "point"
the way to go. Same for the next
room. In the following room turn
left and go through the ornate
door, go down the stairs and save
your game before going through the
next door. In this room you are
faced by a Minotaur. Use the curved
sword from the painting and the
sword from Tala on him. He's pretty
tough but these two weapons are far
superior than his. You can get his
whip if you want, it's a cool
weapon, but not too powerful. Now
use the length of vine from
Venomire Marsh on the railing on
the left side of the room to
descend into the pit. (now when
people tell you to go to h ell, you
can say you've been there)
Fire Tunnels/ Mushroom Tunnels
Go down the left tunnel, turn at
corner going left, turn right at
fork, straight at next fork, and
right at next fork. (pretty simple)
Now you're in the Mushroom Tunnels,
the sorceresses are kind of tough
so use the ornate sword on them. Go
straight through water and mushroom
tunnel checking the walls for loose
rocks (they can be very useful). At
the end of the tunnel it splits
left and right, the left tunnel has
a locked door that you will need to
get the key for later, so go
through the right tunnel to the
Desolate Castle.
Desolate Castle
The first door to the castle is no
problem, but the second door will
crash down on you. Turn left and
get the rock an the floor then go
back to the second gate. R-click on
the gate to open it then 'use' the
rock you just found on the upper
right-hand corner of the doorway to
jam it open. When you get through
the door, it will crash down behind
you. Turn right, go forward one
step, turn left, and then forward
two steps. Get the scroll in the
rubble for your first Earth-based
spell (sandstorm/resist magic).
Turn right and go to the desk.
A net will trap you, but just go
into combat mode and cut your way
out (what was the purpose of this?)
make sure you pick up the rope coil
at your feet from the cut net. At
the desk R-click on the books on
the desk to read them. Now go to
the stairs and walk around the
right side of it. There are three
chains hanging to your right of the
stairs. Yank on the middle one and
the ceiling will fall in. Pick up
one of the pieces of wood. Now go
around the other side of the stairs
get the Banded armor and put it on
(you can drop your old armor). Next
go up the stairs. SURPRISE ATTACK,
don't worry he's not too tough, now
go upstairs. When you yanked the
chain downstairs, you also
destroyed the walkway up here. Now
what? Use the rope coil from the
net that fell on you on the chain
hanging over the gap in the floor.
R-click on the chain and you will
swing across to the other side. Go
up the ladder to next level. Walk
towards the d esk but be careful
not to touch it or it will collapse
and the candle will burn the book
(which you need). So next to the
stairs you just came up is table
with a pair of rusty scissors on
it, get the scissors and 'use' them
on the candle on the desk. This
will put out the flame and you can
get the book without it burning up.
Now you have the translation for
the tablet in the desk in Jaren's
room (it's written in your
journal), although you still don't
have the right word to use on it...
or do you? Now go up the next set
of stairs to Zalena's room. She
will attack you but then realizes
who you are. R-click on her to let
her apologize and tell you to meet
her downstairs near the entrance of
the Castle. When she leaves get the
Bloodstone Cloak (equip), the
silver wand (not sure what it
does), and the book contains
a scroll of Air (windstorm/sound
shield). Go downstairs, down the
ladder, swing across the gap in the
floor, and down the first set of
stairs and talk to Zal ena again.
She'll tell you about her brother
she had to kill, give you the
Talisman that drove him mad and
a dragon scale. Open the gate that
you had to prop open to get in
here, and jam a piece of wood into
the upper left-hand corner of the
doorway. Open the outer gate and
exit. Now your back at the fancy
looking door in the Mushroom
tunnels. Use the dragon scale on
the door to open it and walk
through.
You then come to a huge chasm with
an enormous tower in the distance
and a voice calls out to you to
"...cast yourself upon the wind..."
So cast your windstorm spell out
towards the tower. A cinematic
sequence shows your windstorm
picking you up and carrying you to
the tower, throwing you into
a hole. (CD-5).
Ystalin's Lair
When you arrive inside the tower
your facing what looks like a well
with uuggghhh a meat hook down in
it. Turn around and go through the
doors behind you. Walk forward and
pick up the gauge. At the end of
the room is a mechanical door,
which of course, you have to put
all the pieces together in the
right order to open it. Turn left
at the door and walk down the
hallway to get all of the stuff
there (large gear, small fuse,
piston, a pump, and a drive belt).
Now go to the south-west corner of
th e room near the door you came in
from, and go to the drafting table
to your right. Read all of the
blueprints on the wall and check on
top of the table where the rolled
up papers are for a hidden fuse for
the door. Go back to the mechanical
door and sidestep twice to the
left. Here you have to put the
pieces together in this order:
1. put the large gear on the peg at
the upper left of the wall.
2. put the drive belt on the large
gear.
3. put the piston on the large
gear.
4. put the gauge on the power
conductor.
5. put the big fuse and then the
small fuse in the fuse system.
6. put the pump on the two white
pegs to the right of the fuses.
Sidestep back to the mechanical
door and just R-click on it to open
it and go downstairs. Open door at
the bottom of the stairs and you
are now in a very ugly room with
a big statue in the middle. Turn
right and get the note from Gamel
of Kienderan on the floor. Walk up
to the front of the statue and get
the scroll on the left (note from
Tala) and the diamonds on the
right. Walk around the left side of
the statue to the display case with
the finely crafted chainmail in it.
Use a weapon to break the glass and
take the chainmail. Now walk around
the right side of the statue north
to the big double doors. R-click on
the rectangle on the door and oh
boy another puzzle. R-click on the
red button and you'll see four
squares with different arrangements
of swords in each box. You can only
R-click on the box on the right so
go ahead and do it until the three
swords are pointing down (hilts up)
then push the red button again and
R-click on the door to open it and
go down the stairs through the
Dragon doors. You are now standing
in a beautiful room filled with
gold, diamonds, weapons, armor,
shields and riches beyond you
imagination. DON'T TOUCH! But if
you do don't worry you'll be
notified soon. At the far side of
the room is a small staircase. As
you go up the stairs you are then
greeted by Ystalin the dragon.
Since he calls you untrustworthy
you might as well give him back the
stuff you stole, including that
cool finely crafted chainmail from
the glass case in the oth er
room.(he might boot you out if you
piss him off, but if he does just
go back to him and he'll think
you've learned your lesson). Now
that you have proven your
worthiness, Ystalin will tell you
all about the seven talismans,
Nithera and about the medallion you
now hold. When he finishes telling
his tale he will give you the
Talisman of Basilisk and a ride to
Nithera itself. (save your game).
Nithera
When you arrive in Nithera you will
be in a garden labyrinth and the
finely crafted chainmail you gave
back to Ystalin will be on the
ground on front of you (that was
nice of him). Head north, then west
and pick up the two-handed sword.
Then go west, north, and west to
a small dark room. There's a bottle
of lamp oil on the ground to the
right that you will need later.
Head east and north around the
garden and get he sextant on the
ground then head south and west to
the end. The wall has a pillar
going up the middle of it and two
torches on either side of it.
R-click on the right torch and the
pillar will open up to a doorway.
The room before you has for pillars
in the middle of it and a red rug
between the four pillars,
a stairway on the left and a gate
on the right. DON'T WALK ACROSS THE
RUG. It will poison you permanently
(as long as you are in this room)
and the statues around the room
will come to life and attack you if
you go near them. If you turn right
from the doorway you entered from
there's a plate chest armor, if you
still have the armor from Ystalin
then you don't want this one. Walk
around to the south east corner of
the room enter the gate there and
go downstairs. Go south, east and
north to room with a large kettle
in it, exit to the east to the next
room (dining room) and get the fire
iron on the floor to your right
next to the fire pit. Take two
steps north and walk east to the
wall past the benches. The torch on
the wall is moveable but too hot to
touch, so use your fire iron on it
and a secret door will open up. Go
up the stairs and you come to
a room with knives flying across
it, the fountain puzzle should have
deactivated it? If it didn't then
just walk up to each set of knives
and take a step forward after they
fly by your face. At the end of the
room is a large green sphere and
two potions. Get the potions and
then R-click on the base under the
sphere to deactivate the knives
trap. Turn right (west) and go down
the hole in the floor through
a tunnel to a room that was behind
a door that you couldn't unlock
from the other side. Go west to the
room and get the amb er wand. Go
back down the hole to the room with
the sphere and exit through the
gate at the end to get back to the
dining room. Exit to the hall and
go through the silver door with the
snake engraving on it. Go through
this room to the north door,
locked, the south door leads to
a hallway with several doors. Enter
the first door on left and you'll
see a fountain with three different
sized beakers in front of it. First
get all of the beakers and put them
on your ready belt for easier
access. Walk up to the fountain and
R-click on it, it will turn around
and have just one face with water
pouring out of it. R-click on the
fountain again to get a closer view
of it. There will be three small
pillars of different heights in
front of the running water. The
object here is to balance the
pillars using the beakers. You can
fill the beakers half way by
holding them in your hand and
R-clicking on the running water,
and completely filling them by
R-clicking again on the water. If
you want to dump the water out just
R-click the beaker on the floor. To
balance it half fill the medium
beaker and place it on the left
pillar, completely fill the large
beaker and place it on the center
pillar, and put the empty small
beaker on the right pillar. The
three pillars will all go down
completely and you won't be able to
pick up the beakers again. This is
supposed to de-activate a trap in
another room with flying knives.
Exit the fountain and head north to
the next room. There's nothing in
the room to the south. Go down
hallway to the gate and the
swimming pool. Get your sword ready
jump in the pool and tu!
rn left to battle the electric
water creature in the water. After
you kill the creature go down into
the water some more turn right
(south), take two steps forward,
turn right again(west), and go
underwater and into a cave. While
your underwater you will loose
health so quickly turn left and use
your shovel on the mask in the wall
twice to free it, and take the
mask, turn left again and exit the
cave. The mask is nothing you need,
but it is interesting. Turn left
(north), two steps forward, turn
right (west), forward (up steps),
turn right again and exit room. Go
back to the fountain, turn left and
exit back to hallway. The door
directly across the hall (in front
of you) has nothing of interest, so
head south down the hall. The first
door on the right also has nothing
so go south to the next room.
Nothing here either so go through
the door to the east. Now your in
the main library (this might be
a little confusing). Read the book
two steps east of the ladder on the
north bookshelf, fourth book to the
right of center on the bottom
shelf. Do not read book on the
bottom shelf to the left, it will
make you fight yourself (and you
are one tough dude now) you can try
it once if you want, but there are
a bunch of these books in here and
after a while you start to get
annoying so turn left to where the
ladder is, go up, slide left twice
and go up the south ladder. Slide
the ladder until it goes around the
corner, and from the corner slide
left twice and read the book
between the top two ladder rungs.
This book will de-activate the
b ook that makes you fight
yourself. Slide back to the right
and return to the original
position. Go down to the first
floor. Go to the book cases on the
south wall and start at the east
end near the table. Two steps west
read book on the bottom left side,
Palli Manus (remember the statue
before Ystalin). Go back to the
east wall and up ladder. Slide to
the right four times and read the
book on the center shelf far right
it's a book on weapons, keep it.
Slide back tot the left and go to
where the two ladders are on the
second level of the library. Use
the lamp oil from the Nitheran
gardens on the bottom of the ladder
to get it unstuck, now it will
slide. Go up it and slide it right
and get off of it, walk to the end,
get book on the floor as you go,
and examine the south wall, you'll
notice it's a little strange. Turn
and walk west two steps and turn
around facing east. The lamp on the
corner of the wall on your right is
loose, go ahead and R-click on it
and you will see the strange wall
move. Go R-click on the wall to
open up a secret area. Go down the
stairs and down the hall to an
eerie glowing blue gate. I've never
found a key or a spell that worked
on this gate, but if you try to
open it, it will go through you and
a glowing blue demon dog will
appear from the gate. He's pretty
tough too so be careful or save
your game before touching the gate.
Inside the room past the gate to
the right is a new weapon, a Kris,
and a great weapon. Go to the
bookshelf on the east wall and get
the book on the lower right. Turn
right and R-click on the book on
the desk, you find out Jaren is not
what he seems to be. Now back to
the blue gate, when you go through
it this time you will be attacked
by two of those demon dog
creatures. Use the Kris to kill the
one blocking your exit and run like
hell back down to the main floor of
the library to avoid the one behind
you. Now exit the library, the door
might be stuck so keep walking away
from it and trying again, it will
open eventually. Go right (north)
down hallway to the next room and
exit west (the door in front of you
is locked). Head west, north, and
west back to the stairs leading up
to the main entrance hall with the
red carpet. Go around the carpet to
the stairs on the other side of the
room. Go through the gate and down
the hall to the hall on the right.
It's in poor condition and the room
at the end is on fire, so go back
through the gate and jump down to
the floor (straight from the gate
south) you will be standing in
front of a large cauldron with
a fire burning in it. Turn around
facing the stairs and a large horn.
To the right of the horn is
a secret room with three levers in
it, R-click on the three levers so
that they are all down (the pilot
lights on the top and bottom will
be lit but the middle one won't
be). Go back around the carpet, up
the stairs, through the gate and
back to the hall that was on fire,
you can now go into the room. Head
north, east and south to door. Go
to the south end of the room and
get the book on the bottom center
shelf. Exit room and go north down
hall then east to the end and south
to the door with the gold star and
the letter 'F' on it, use your Jade
wand on the door and enter. On the
south-east bookshelf is the
Talisman of Restore Energy, exit
room and go down the east hallway.
The hall has collapsed but you can
dig it out with your shovel. The
wall you just dug out has an
impression of a sextant on it, use
the sextant you found in the
Nitheran gardens on the impression.
You are now in a hallway lit with
blue blobs of light, follow hall to
a room that is in shambles with
a crater in the center. This is
where the Ystalin the dragon said
the Nitheran mages combined the
seven talismans in a cataclysmic
explosion of power that destroyed
them all. The Talisman of Heal-all
is still in the crater for you to
get. Now turn left and follow
hallway to the outside. You will be
attacked by a small, but powerful,
dragon here. When you kill him then
you can get on the ship. Turn south
facing the stern of the ship and
use your sextant on the rudder
system, if you don't you'll just
fly in circles. Now you can
R-click on the ships wheel to
return to the Gondola Station
(CD-4).
When you get back to Gondola
Station enter the tunnel to the
east to go back to Venomire Marsh.
Once in Venomire Marsh Head south,
don't bother with the attacking
plant life just run past them. Go
across the bridge and back to
Galican. While you're here visit
the drunk in the pub for a little
info, then head north out of town
to the Forsaken crypt. Save your
game before entering. (CD-3).
The Forsaken Crypt
Entering the graveyard in front of
the crypt can be hazardous to your
health. The gargoyles that you saw
in the cut-scene come to life and
they are very evasive. Heal
completely after the first one
before you take on the second one.
Enter the crypt and go down the
stairs the entrance will be sealed
behind you. R-click on the barrel
where the hallway begins to get
a crowbar. The pile of bones in the
middle of the hall will come to
life and attack you so watch out
for them throughout the crypt. Go
west to the room and get the arrows
on the ground, the north-west
corner of the room on the north
wall there's a hole in the wall
with a skeleton sticking out of it.
R-click on the skeleton to get his
gold tooth (another useless piece
of wealth). The next hole to the
east on the north wall has apiece
of cloth that you can use later in
the crypt to mark a trail to find
your way back out if, or when, you
get lost. Head east down the hall,
the last hole on the south wall
before the corner has another piece
of cloth. Go around corner, three
steps south on east wall is a door
with a picture of an eagle on
a shield, open it to get a silver
cross. The next hole south on east
wall has another piece of cloth.
Follow hall and on the east wall
there's another door, but you have
to use the crowbar on it to open
it. Inside you will find a battle
axe. The hole in the west wall
where the skeleton is sticking out
has another piece of cloth. The
first door on south wall has your
last Earth spell (paralyze/enhance
protection) use the crowbar to open
it. Next hole east on south wall
has another gold tooth, north wall
has a not from Teirian to his wife,
head east around corner to hall
leading north, south wall has
cloth. The door on east wall has
the spirit of Seldin who asks you
to return his bones to this grave
(remember where it is). Head north
to the wall on the right that is
falling apart, just hack at it
until it crumbles. There's a zombie
on the other side of the wall
(it's Tas) kill him and he will
drop the Talisman of Bird of Prey.
You now have all seven Talismans
(cool), head east and north until
you see a spirit fly by you, that
means that the walls have moved
around. Every time you see a spirit
fly by you the wall have moved
somewhere, so the way you came from
might not be there anymore. This
can be really confusing but have
patience. Drop a piece of cloth
here to mark the exit and go east,
south, east, and south to a barrel,
turn east then north, a spirit
flies by. Return to the barrel and
go north, east, north and west.
Drop cloth and head north to
intersection. Go east north west,
south to end, a spirit flies by, go
north, east, south, turn west to
end, south, west to end, north to
end, spirit flies by go south,
east, north, east......DAMN I got
lost.....just keep trying to go
west until you get to a room with
a huge pile of bones. Seldin's
bones are here along with chain
boots, a chain coif, and a page to
Seldin's diary. To find your way
back just keep heading west and
eventually you'll come back to the
wall you had to break through. The
first door on the left after the
broken wall is where you need to
return Seldin's bones. Now the
entrance of the crypt is open and
you can return to Galican. In
Galican you need to go to the west
exit and return to Venomire Marsh
and go through the gate at the far
end to go to the Gondola Station
(CD-4).
Enter Gondola and blow your horn to
get across. Enter Jaren's Keep and
go right a the big bug, east at the
hall and go through the first door
on the left. Go to the desk where
the tablet is R-click to open it
and R-click to get a closer look.
Now you need to figure out what the
code is for the tablet. I don't
want to make it too easy for you
but look in your books that you
have and see if you can get it.
Hint: look in a book about
families. If you get the right code
for the tablet it wil l glow blue
and you will hear a growl in the
distance from another room. Now you
need to go to the dragon skeleton.
Exit from the tablet, exit room,
turn right (west) and go to second
door on left. Now walk in front of
the dragon (don't worry he won't
hurt you again). R-click on him and
he will walk forward, roar in your
face then he will pull on the
chains to open the floor under his
pedestal to the final level.
The Final Level
Walk straight down hall to the
dragon throne. A voice will give
you a clue on how to defeat the
Nithos god (or whatever it is). Go
back to where the stairs are and
turn north, then turn west. Go
through the first door on the right
and into the next room to get
a bascinet (best helmet) and
a Topaz Sword. There's nothing else
to do in these two rooms except
look at the sickening torture
devices and experiment tubes with
people in them (yuck). Exit to
hallway and turn right (west), go
around to the other side (south to
corner, east) to a doorway on the
right (west) enter and go up the
ladder in the next room. At the top
of the ladder, turn around and
there's a globe of your planet, if
you L-click on it you will notice
it is an illusion, so R-click on it
and it will open up, exposing
a key. Get the key and head back
down ladder to the main hallway.
Turn right and go east down hall to
the last room. In here you will see
a huge machine and a control device
in front of it. If you walk up to
the controls and turn facing the
machine so that the controls are
between you and the machine, you
can R-click on the levers to move
them. Bring all three levers to
their forward position and the
machine will fire up and an
electrical creature will come out
of the charge going across the
lens. He's pretty tough so kill him
and get out of the room because
more will come out after you, but
won't follow you to the hall. Now
that you turned on the power, if
you go back to the room with the
three tubes with the bodies in
them, one of them will also attack
you (optional). Head west down
hall, take the first right (north)
to the end and turn right again
(east) to the foggy room on the
left. This room is also optional,
the creatures in there are
extremely difficult and also
never-ending numbers of them, but
there are potions hidden in secret
panel in the center of each of the
three walls of the room (not worth
it though). Now go to the gate on
the east wall on the far west side
of the level (if you look on the
map it's opposite of the stairs you
came down here from). Before you
use the key you got from the planet
to open the gate, make sure you are
at full health, save your game and
use the Talisman of Massive
Strength and the Talisman of
Invulnerability on yourself (and if
you want a cheaters way of
defeating the Nithos demon use the
Talisman of Basilisk on yourself.
But try killing him first, without
using it to see if you can defeat
him on your own. ) Now enter the
Gate for the final confrontation.
The rest of the game is mostly
cinematic sequences listening to
Jaren's evil scheme, the Nithos
creature absorbing Jaren, Zalena
appears and attacks the Nithos
creature and collapses and then
your battle with the Nithos
creature, and finally the endgame
after you do defeat him of you
picking up the fallen Zalena and
watching the tower crumble.
THE END