Wizardry Nemesis

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 centre 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, centre 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 armour 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 the
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 armour 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 jewelled 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 see 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 centre (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 barrels 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 jewelled 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 centre 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 centre 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 coloured 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 second 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 colours coming out of the fountain. Yes, that’s the code for the Skull door with the three coloured 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 orange, orange if that’s what colour 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 awhile 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 centre 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 hell, 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 armour and put it on (you can drop your old armour). 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 desk 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 Zalena 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 the 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, armour, 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 other 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).


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 armour, if you still have the armour 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 amber 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 centre 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 turn 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 centre 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 book 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 centre 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 centre 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 centre. 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 (paralyse/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 will 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 centre 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.


(online seit 1998)