Walkthrough:

REMINDER: In this walkthrough, F means forward once, F2 is forward twice, etc. R means turn right, L means turn left.

GALICAN.

Your adventure begins with you being kidnaped 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 things in the room. Go to the open book by the crystal globe and right-click on the book to read more of the Hargani. Turn around and go forward to the Initiation chamber. After you go down, you will hear a voice say "To all things there is an order." You must click on each symbol on the 4 walls in the proper order to achieve spell categories needed for using the spell scrolls that you acquire in this game. Turn right. When you left click the correct starting symbol, you will say "A flock of golden birds soars around a crested letter ?A?. Right click the pattern, then right click the scroll. Get the rest in a clock-wise pattern by Right clicking on the symbol, then Right 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 to the chamber. Open the cabinet on the opposite side of the room, left of the gate exit. Inside the cabinet, get the jar and the healing potion. Exit Rian?s chamber and he will tell you more about the plight of the land and give you the first spell of Water (heal/fog.) Turn around, go forward once, turn left, forward twice, turn right, forward twice, turn left. Pick up the broken crank on the ground. Go forward, turn left and forward twice towards the cathedral to read the two notes on the ground, by right clicking each one and left clicking each one on your character. Leave them where you found them. Turn around and head N to the blacksmith shop (past the well and gallows.) Give the broken crank to Tala the blacksmith and she will fix it for you. Come back later for it. Turn right and take the old rusty blade. 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 turn left. Go F2, R, F2, L, F2, R, F2, R to a tin of oil and get it. Then go F, L, F and enter the tavern. Take the dagger sticking out of the barrel in front of you. Turn R, F3, L, F2, R, F. Go up the ladder to your loft. Get the leather jerkin, on the floor by the bed, and put it on. Drop your white shirt and go back down the ladder. Go to the entrance and talk to the drunk, who?s only interested in drinking. Come back later. Go back to Tala, talk to her, and receive the fixed crank. Return to the well and use the crank on the well. Use the oil on the crank. 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 Hargani, who live in the forest to the east.

TAARIAN FOREST.

From the cathedral, go to the well and turn right. Go F, L, F2, R, F3, R, F2, L, F4. Walk F3, L, F to the hut on the left, there?s a tree blocking the door. You?ll need something to get past it. Turn around, go to the path, turn left and SAVE GAME! NOTE: Just ahead, dangerous creatures might start showing up. Don?t fight unless you get cornered. Try to run away if possible. The best strategy is do the following as quickly as possible and you shouldn?t see any opponents. Ignore the blue thing in the distance. Go F9, R. Right click the hand on a bush to go around quicksand. NOTE: If you took too many steps forward and get stuck, Right click on the tree branch to pull yourself out. To go around, turn right and move your cursor to the trees until it turns into a hand, then Right click to go around the quicksand. Best of all, RESTORE, because you?ve wasted time! Turn right. Get white and blue things. Quickly cross the bridge all the way forward. Turn left then F2, R. Right click round basin of water. Get stone key to the Hargani underworld. Turn around, go back over bridge, turn left. Go F4, L. Click hand in grass below trees. Turn left, go F9, R, F to tree in front of hut. Open inventory. Put one male and one female bug into the jar you got at Rian?s chamber. Exit inventory, wait a few seconds, then return to it. You?ll notice that the jar is full of bugs. If not, exit and open inventory again. Use the jar full of bugs, on the tree, and they will devour it. You?re greeted by the Hargani leader. Listen to his story of the Nitheran talismans and his trapped people. He?ll also give you a lockpick and a spell scroll of Air (poison/refresh.) When he?s done talking, give him the stone carving, found at the well, and he lets you into the hut. Use the carving on the door to enter the Hargani underworld level 1 (CD-2.) SAVE GAME!

KRITH?S HARGANI WORLD: Level 1.

Go straight to a right turn, and through a door. Go to the 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. Put them on to increase your protection level. Turn around and go to the tubs. Stand between them and turn to the left one. Right click on the water and you will get some jewels. Ignore the next two rooms, unless you want a lot of fighting with some spiders. Go back to the main hallway, turn right and walk up to where there?s 3 doors. Go through the door on the right. Go around to the left in the hallway and use your lockpick on the door. Get the lockpicks, turn right and get the rusty sword. Go to the next room. Get the crossbow and the quiver. Be careful not to waste the arrows, they break if they hit a wall instead of an enemy. Go back to the hallway and take the east door. The beds have some jewels and gems. Go back to main hallway, turn right, and go to the door on the right. Go down hall to the end door (bathroom.) Kill creature in there and get the things it 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 (critical.) Go to the bookshelf with the parchments that are hanging 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. Right click on the box, Right click on right square, left square, center square, right square, and right square to open it. You will get a Sphere of Intelligence. Now go to the bookshelf on the left. There?s a book that opens a secret passage. Enter a room with a bunch of pits and walls covered in spikes. A rather cryptic sequence is in the Tour Guide that came with the game. Best of all, do the following: Sidestep L, go F. Jump into the pit, flip switch, climb ladder. Sidestep R twice, jump in pit, flip lever, climb north ladder. Sidestep R twice, backstep once into pit, flip lever, climb middle ladder. North one step, then sidestep into pit. While in the pit, sidestep once to get out. Sidestep again, then F2. Read parchment, step forward and turn right. SAVE GAME! The next room and the ones above have Shadow Creatures. Rather than fight, try to avoid them. Right click on wall between the two vertical wood beams. Quickly go to the far end of the room, go between the last two pads, and turn right. Step forward onto the pad. You should safely rise to the second level. Go to the pad the south-west corner of the second level and go to a third level. Go to the south-west corner of this room (you may only have to turn right) and Right click on the west wall to open a secret passage. Get the studded leather armor and all of the healing and energy potions. Get the potion around the corner. Make sure to wear the new armor to increase your protection level. Turn around and go back out where you came in. Go to the north-west corner of the room. Right 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 right (if you need it) and go to the tree. The tree has ?living? keys on it. Get a key and quickly head down the hall, turn right. Go through door, turn left, go through center door. Go down stairs to the door with the tree on it. SAVE! Use your LIVING key on the lock.

KRITH?S HARGANI WORLD: Level 2.

You might have to fight an opponent. This room has a frozen floor. Just inside the door, turn right. You can use a Firestorm spell on the floor, to get a shield. Or, go around corner and get one of the fire globes to use on the floor (this takes too much time.) Go through the door at end of hall to a four way intersection. Enter the room on the right by using a lockpick. There?s a tree surrounded by engravings. Look at each symbol around the tree and notice the direction you?re facing. Draw the symbols on a piece of paper, with their directions, so you can remember which symbol stands for which direction. Go through the archway, on other side of tree, to a large ram skull. Each side of the skull base has a secret compartment. Get a bag of charcoal dust from the left compartment. From the right compartment, get a scroll and read it. From in front of the ram skull, get the left side horn. Go out to hallway and straight through open doorway on other side. This room is full of pointed 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 open doorway, there?s a strange mirror. Right click on the mirror and it will ask you a question. Answer SKY, and a hand will emerge from the mirror, give you the Sphere of Intelligence, then shatter. Pick up the fragment on the floor in front of the mirror before you leave. Exit to hallway and head left 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 (left click the right side pages to turn them. Hit Esc to exit the book. Then inspect the bookcase. There is a pressure plate near the middle of the second shelf from the bottom. 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 to match. Right click the symbols to change them. Right click on the lever to the left and the wheel rotates. Rotate the wheel again if necessary. When the symbols are in the correct positions, a door to the side will open. DON?T enter it yet. Approach the table and turn right. Go to the other door in the room and go down the hall to the first door on the right. Enter and get scale armor, beside the stairs, and put it on. Exit and go through the next door on left. DON?T drink the water, it?s poison. If you do, get a poison cure inside the oven. Exit, enter the last door on the right, and get the arrow. Exit and turn left. Go straight, to the room with the table, and enter the bookcase area to it?s left. Go through the secret door and SAVE GAME! Directions in the next part can be confusing, especially going north or south. Frequently refer to the map (left click the directional arrow), so that you don?t get lost. When you go down the ladder, be ready to fight a creature that?s not too difficult. Go down the ladder.

KRITH?S HARGANI WORLD: Level 3.

You?re now in what LOOKS like a sewer (the sewer level comes later.) After fighting a creature, IF you can stay out of trouble long enough, you will recover. There are barrels in a lot of the corners of this level. Some barrels are full of fresh water and some have murky water with leaches that will poison you. Later, you will have to reach into a murky barrel. There?s a cure in a barrel with salt. That?s dealt with shortly. Go east then south, checking barrels along the way (left click to see if they are murky or fresh, then right click a safe one to search it.) Then go north, east, and north to the first bone archway on the left. After the archway, there?s a sword sticking out of a skull on the right. Right click on the sword. You?ll get the sword later. Go to the end of the hall, and in the barrel with fresh water, get a jeweled hilt. You have to give it to Tala so she?ll give you the finely crafted sword. Go back out to the intersection and head east, and south to another archway. 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 murky 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 something to prop them open. Go back to the switch and barrel of salt (E, N, E, N.) Go east of the switch and turn south to see the trapped Hargani, then go back to the switch and use the lever on it. Throw the switch. The gate will open and the Hargani will flee. Go to where they were and go around the corner to the left. To the north is a pile of bones, get one. Turn right and talk to the dying Hargani. 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. Read the book. Now go back to the sword in the skull (W, N, W, N, W, N.) Remember, the sword is jealous. In inventory, remove anything you have in either hand. You don?t have to remove the gloves. Right click on the SKULL, not the sword, and it will rise up and expose the eye sockets and mouth. Put the three spheres, you collected, into the impressions in the skull (for me it was, blue sphere in eye socket to my left, stone sphere on my right, and red sphere in the mouth.) Back away from the skull. Right click on the sword to free it, then click it on yourself. Do not use it in one hand with a weapon in the other hand, and do not un-equip it once you have equipped it. If you do the wrong thing, you will have to fight the sword in another dimension, and it?s not easy, but interesting in this game. Save your game first, if you want to battle it. If you lose and choose to continue, you?ll be returned to the sword and skull. Now, to return to the jaws trap, go S, E, S, E, S, W, S, W. Use the bone, you found near the dying Hargani, on the jaws just left of center (when the word USE is yellow.) There?s a split second, when the jaws have to be out of sight, for this to work. Try a quick double-click. After you get through the first jaws, you have to turn around and get the bone to use on the second jaws. In the room on the other side of the jaws trap, there?s a very powerful creature. It?s a good idea to use the Sword Destructica on him, but make sure it?s the only weapon you?re holding and don?t take it out of your hand! Once the creature is out of the way, go to the two barrels. Get the TWO healing potions from each barrel. Then go to the blue force field. Use the mirror fragment on the blue force field and take the Talisman (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 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, R, F3, R and right click the bush to go around quicksand. Turn right, go to the bridge and stand in the middle of it and turn around. When it collapses, get a key from the edge of the trench. Climb up, F2, L, F4, L. Right click in the grass. Go L, and F13 back to the town of Galican. 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 disappears. Now go to Tala and give her the jeweled hilt. Take the finely crafted sword. Go back to the cathedral and get the un-cursed Sword Destructica, now just a finely crafted weapon. Use the cathedral for storage. Equip yourself with the Sword Destructica and the finely crafted sword from Tala. Keep the crossbow and arrows, potions, and anything else you think you need. Dump the rest of your weapons or whatever you don?t need except for a mace, if you have one. Go back to the Taarian forest, then F9, R, F4, R. Right click the bush near the tree. Go down the hole you came up (CD-2), to the skull door. Right click on the door to enter the sewers (CD-3.)

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. Right click on the indent and a large cube will rise up out of the floor. Left click in the center of the cube to notice it?s an illusion. Right click on it to 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 have to find out what the correct sequence is for pushing the buttons and opening the door. Go around the sewer waters, along the walkway around the walls. You?ll find a note from Rian and a new weapon, Claws of Death. 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. Watch the ceiling for snake-like creatures hanging down. If you?re quick enough, you might be able to run before the snakes appear. The crossbow works good on them, just stand back a couple of steps and 3 to 5 shots does the job. Remember to pick up what arrows don?t break. Carefully go E then S to the end. Go W to end, N to second left, then to small button about half way along wall. Push button to enter. Get and wear the chain leggings. Drop your leather leggings to save space. Walk forward and Right click on the barrel straight ahead behind the pipes and next to the skulls (Fire spell blind/enhance attack.) Side step right then Right click on opening in coffin. Get Claws of Death if you want them, then exit. The button on the north wall doesn?t work. Go E to end, S to intersection, E to two buttons on the walls. Push button on south wall. Get two cure poison potions in the left area. Right click the big skull on the right, to get a Ruby Wand. It causes a swirling warp pattern when used. Exit and go W, S, W to big letter ?A? on the north wall. Right click it and enter. Notice the pattern of the colors coming out of the fountain. THAT?S the code for the Skull door with the three colored buttons. Exit, go E to end, N to end. Change to a good sword and make sure your heart meter is all the way up. Now SAVE GAME! Go through wall (it?s the one you came in from.) The next beast is tough. Go east, then north to get the healing potions. Go N to end, W to crossroad, and N through the room where the big cube was. Push the buttons in this order: Blue, Yellow, Blue, Orange, Orange. Go through door. You?re now at the Gondola Station (CD-4.)

GONDOLA STATION: Jaren?s Keep.

Go through the gate and climb the ladder. Pick up the ram?s horn if you don?t have one. Go through the gate with the big eye. At the big bug picture on the wall, there are two stairways going down. Take the left stairs down and look at Jaren?s collection of stuff on the walls to each side of the stairs. Go east to the end of the hall, turn right, take two steps into the room and turn right. Get the butterfly on the floor. Get three green mushrooms from the garden, but DO NOT eat them. Exit the room and go to the collection of butterflies and bugs on the wall. Put the butterfly you found, into the collection. Get the bee key that falls onto the floor. Go west to room with big dragon skeleton in it. Walk to the front of the skeleton. UH OH! Now walk around behind the skeleton to the other side. Go through doorway and take a step 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! (Remember the title!) Left click pages to turn them, Esc to exit the book. Be sure you keep the book. The desk on the other side of the room is important, but you don?t have the key yet. Go outside, to the patio, 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. Here?s a door with a giant bee on it. Use the bee key of course. Go down the hall and take the first left. Go around the bed and get the crossbow pistol. The large cabinet on the other side has an amethyst globe, a healing potion, and an energy potion. See that water? You?ll need some of it 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 appears. When he?s done telling his story, get the key and the broken tablet that was dropped. Go east and south down the hall to where you came in. Push the small button, on the wall, between two monogrammed columns. Go downstairs and back to Jaren?s room (north to plants poster, east to stairs, up and down the stairs, east to room at end.) Use Jaren?s key on the desk. Right click on the desk to get a closer look and you will see a large tablet with strange symbols on it (looks similar to Ultima runes) and a box to the left with the letter J on it. Right click the J to open the box and get a Water Scroll (ice storm/cure poison.) You?ll find the code to the tablet later. An easy way back to the gondola is to mess with the tablet and Jaren throws you out. Whichever way you choose, return to the gondola. Get in and use the ram?s horn on the cable, 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. Get close to the tower, avoiding the pods to the left next to the wall. At the tower, turn left and approach the large pod between the two small ones. Fight the pod creature and get the tentacle it drops. You are now poisoned. Sidestep right once and fight another and get the tentacle it drops. Use one tentacle on the other to make a length of vine. Using a cure-poison potion or spell would only waste health points and the potion. At least, use a health potion. Now hurry. 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 go upstairs through the bee door (just Right click on the keyhole, since you already unlocked it.) Go down the hall and take the first left to the thing with the water in it. Use the length of vine on the water to de-poison it. 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, go back to Venomire Marsh (turn to the door and go F2, R, F6, R through bee door and down stairs. Go F3, R, F4, L and upstairs to bug picture. Turn right and go out to the gondola.) When you get there (CD-1), enter the tower, go to the right side of the shaft door. Use the gold key that you got from the well in Galican, and go down the ladder.

BURNED BONES CORRIDOR.

SAVE 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: Right 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 turn left. Get the chain mail (wear it) and the jade wand (it throws a ball of force.) Turn around to the cabinet on the far wall, Right click to open it and get the armet (wear it), healing and energy potions. Now go to the painting in the center of the room and Right click on it. A woman?s face appears in the painting and talks to you. When she disappears, so does the painting and there is a shelf with a curved sword and a book called Acta Sanctorum, read it. Exit this room to the main hallway turn left, go to door, open it and go through the next door to the right. This room has two doors. L-click on the skeleton torch wall-hangings, they will point the way to go (L.) Same for the next room (L.) In the following room turn right and go through the door. Go through the next door to the right. Turn left and go through the fancy peaked door. Go down the stairs, equip with the curved sword and the one from Tala, and SAVE GAME! before going through the next door. In this room you are faced by a Minotaur. TIP: If you have difficulty defeating the Minotaur, RESTORE and try this; Put the spell amulet in one hand and select the Blind/Enhance Attack spell. Put the Uncursed sword in the other hand. Confront the Minotaur again, use the Blind spell on him then keep clicking quickly with the Uncursed Sword. Using a spell quickly lowers your vitals. You can get the whip if you want it. You can safely wait (it takes several minutes) till your heart and energy meters are maximum, if you don?t want to use any healing potions. Use the Ornate sword. If you are quick enough below, you can outrun the fire beast. Use the length of vine, from the Marsh, on the railing at the left side of the room to descend into the pit.

FIRE/MUSHROOM TUNNELS.

Stay left in the tunnel, turn left corner, right at fork, straight at next fork, and right at next fork. 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. The end of the tunnel splits right and left. The left tunnel has a locked door. You will need a key later. Go to Desolate Castle through the right tunnel.

DESOLATE CASTLE.

The first door to the castle is no problem, but the second door will crash down on you. Turn right and get the rock on the floor then go back to the second gate. TIP; put the rock on your belt. Right click the gate to open it, then USE the rock 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 R, go F, L, F2. Get the scroll in the rubble for your first Earth-based spell (sandstorm/resist magic.) Turn right and go to the desk. A net traps you, cut your way out. Make sure you pick up the net rope at your feet. At the desk, Right click on the books to read them. Turn around and go to the right side of stairs. There are three chains hanging to the right of the stairs. Yank on the middle chain and the ceiling will fall in. Back up a step and pick up a piece of wood. Go around the other side of the stairs, get the Banded armor and put it on (drop your old armor.) Go up the stairs. You?re attacked, but you can easily win. Go upstairs. When the ceiling fell, it destroyed the walkway to the right. Use the rope coil from the net that fell on you on the chain hanging over the gap in the floor. If it doesn?t work, take another step. Right 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 the candle will burn the book. Next to the stairs you just came up is a table with a pair of rusty scissors. Get the scissors and USE them on the candle on the desk. This puts out the flame and you can get the book. It?s the translation for the tablet at the desk in Jaren?s room (it?s also in the game journal), but you still don?t have the correct word, or do you? At the base of the next stairs, get the chain gloves and wear them. Go up the stairs to Zalena?s room. She attacks you, then realizes who you are. Right click on her, she apologizes and says to meet her downstairs near the entrance of the Castle. When she leaves, get the Bloodstone Cloak (wear it), the silver wand and the book. It contains a scroll of Air (windstorm/sound shield.) The silver wand makes a swirling warp pattern. Go downstairs and down the ladder. Swing across the gap in the floor, and down the first set of stairs and talk to Zalena again. She tells you about having to kill her brother. She gives 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 you?re 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, Cast yourself upon the wind. Cast your windstorm spell on the light at the top of the tower. A movie sequence shows the windstorm picking you up and carrying you to the tower (CD-5.)

YSTALIN?S LAIR.

When you arrive inside the tower, you face what looks like a well with a meat hook down in it. Turn around and go through the doors behind you. Walk forward and pick up the gauge on the right. To the left, at the end of the room is a mechanical door. You have to put the pieces together in the right order to open the door. Turn left at the door and walk down the hallway to get a large gear, drive belt, small fuse, piston lever, and a pump. Go to the south-west corner of the room near the door you came in, and go to the drafting table on the 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 the following 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 with orange dots.
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 Right 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. Turn left. Walk to the front of the statue and get the scroll on the left (note from Tala.) Do NOT bother the coins and diamonds on the right. This will prove you unworthy, by Ystalin. Do NOT bother the display case with the finely crafted chainmail. This also proves you unworthy and not to be trusted. Walk north to the big double doors. Right click on the rectangle on the door for a puzzle. Right click on the red button twice. Right click on the box on the right until the three swords are pointing down (hilts up.) Right click the red button again and Right click on the door to open it. Go down the stairs and through the Dragon doors. You are now in a beautiful room. Do NOT take anything in this room either. Go up the small staircase on the far side of the room. Ystalin appears and threatens. Don?t do anything but wait. The dragon waves it?s head around for awhile then determines you worthy. Ystalin gives you the armor, which is waiting in Nithera. When he finishes telling his story, he?ll give you the Talisman of Basilisk and a ride to Nithera. SAVE GAME!

NITHERA.

You?re in a garden labyrinth and the finely crafted chainmail will be on the ground (wear it.) You?ll be doing more fighting around here than necessary if you?re too slow. Head north, then west and pick up the two-handed sword. Then go west, north, and west to a small dark room. GET THE BOTTLE OF OIL on the ground. You will need later. Head east and north around the garden and get he sextant on the ground then head south, west, and north around the garden to the end. The wall has a pillar going up the middle of it and two torches on either side of it. Right 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 and go downstairs. Go south, east and north to room with a large kettle in it. Get a shovel from the floor along the way. Exit to the east to the next room (dining room) and get the fire iron beside 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. Go up the stairs and you come to a room with knives flying across it. You could time your steps and go on through but DON?T. It?s necessary to go elsewhere and do a puzzle that will open a trapdoor to the right of the revolving sphere in this room. Return to the dining hall. Go through silver door with snake engraving. Go through south door to hallway with several doors. Go through first door on left. You?ll see a fountain with three different sized beakers in front of it. Get all of the beakers and put them on your ready belt for easier access. Walk up to the fountain and Right click on it, and it turns around with just one face with water pouring out of it. Right click on the fountain base to get a closer view of it. There?s three small pillars in front of the running water. The idea is to balance the pillars using the beakers and a certain amount of water in two of them. You can fill the beakers half way by holding them in your hand and Right clicking on the running water, and completely filling them by Right clicking again on the water. If you want to dump the water out, Right 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. Put the empty small beaker on the right pillar. The three pillars will go down completely and you won?t be able to pick up the beakers again. This will open a trapdoor in the flying knives room. Exit to multi door hallway and turn north. Go back through the silver door, through the dining hall, and through the wall to the flying knives.

SAVE GAME! Walk up to each set of knives and take a step forward after they fly by your face. Before going past the last flying knife, get the potions. Carefully go past the final knife. Right click on the base under the sphere to deactivate the knives trap. Turn right (west), sidestep right once, and go down the hole in the floor. Go through a tunnel to a room that was behind a door that you couldn?t unlock before. Go west to the room and get the amber wand. Go back down the hole to the room with the sphere. Exit through the gate at the end and go back to the dining room. Back through silver door, then south door to hallway. First left to fountain. From the fountain, north to another room. There?s nothing in the room to the south. Go down hallway to the gate at the swimming pool. Put the Ornate sword in your favorite hand. Go through the gate, sidestep right once and battle the electric water creature. After you kill it, you can safely wait till your health and energy is up to conserve potions. Then, go farther into the water (down cursor), turn right (south), take two steps forward, turn right again (west) to purple rock, and go underwater into a cave (down cursor.) Quickly turn left and use your shovel twice on the wall mask to free it. Take the mask, turn left and exit the cave (up cursor.) Turn left (north), then two steps forward. Turn left (west) and work your way up out of the pool to the gate. Forward (up steps), open door on the left, then two steps forward. The fountain is on your left. Turn right and exit back to dark hallway. Go south (left) down the hall to the next room. Turn left, then through the gate to the main library. Read the book two steps east of the ladder on the north bookshelf (fourth small book to the right of center on the bottom shelf.) Don?t read book on the bottom shelf to the left, it will make you fight yourself. Turn left to where the ladder is and go up. Slide left twice and go up the next (south) ladder. Slide the ladder until it goes around the corner. From the corner, slide left twice more and read the book between the top two ladder rungs. This book (Am Angia Myora) de-activates any books that makes you fight yourself. Slide back to the right and return to the original position. Work your way down to the first floor. Go to the book cases on the south wall and start at the east end near the table. One step west, read book on the bottom left side (Untamed Anthology.) Remember Palli Manus, the statue before Ystalin? Go back to the north 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 to 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. Go up and slide it right and get off. Walk to the end, get book (Grimoire of Nithera) on the floor as you go. Left click the pages to read them. Examine the south wall (left click) and you?ll notice it?s a little strange. Turn and walk two steps west and turn around facing east. The lamp on the corner of the wall on your right is loose. Right click on it and the strange wall moves. Right click on the wall to open a secret area. Go down the stairs and down the hall to a glowing blue gate. Make sure your favorite fighting hand is empty. SAVE GAME! Open the gate, quickly F, R. Get Kris sword, click it on yourself, turn right and use the Kris to defeat the blue dog. Go to the bookshelf on the east wall and read the book on the lower right. Turn left and Right click on the book on the desk. You find out Jaren has been using you. Wait to heal instead of using potions. Now back to the blue gate and SAVE GAME! Open the gate, quickly step forward. Use the Kris to kill the dog blocking your exit and run back down to the main floor of the library to avoid the dog behind you. The gate will probably be stuck and you will have to kill the second blue demon dog before the gate will open. Wait around till your vitals are maximum if you want to conserve potions. Just look around the bottom floor and walk back and forth, etc. When you?re ready, go to the second level and go up the middle ladder. Slide it right, get off, turn right and kill the demon dog. Go down to the gate and it should open. Go right (north) to the end of hallway, to the next room, and exit west. Head west, north through door, and west back to the stairs leading up to the main entrance hall with the red carpet.

Go around the carpet, to the stairs going up, on the other side. Go up through the gate, down the hall through another gate, and on to a damaged hallway on the right. The room at the end is on fire. Quickly go back through the two gates and jump down to the floor, from the south gate. You will be standing at a large cauldron with a fire in it. Go L, F, L, to face a strange wall in the corner. Right click on the wall and enter it. Right click on the three levers so that they are all down and only the pilot lights on the top and bottom are lit. This puts out the fire in the room at the damaged hallway. If the levers are stuck, use your fire iron. You may even have to try setting the switches more than once. Go back around the carpet, up the stairs, through the gates and back to the damaged hall. Prepare to fight, then go into the room. Go north, east and south to a door. Go to the south end of the room and get the book on the bottom shelf, slightly right of center. You can stay here until you recover if you want to. 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. Put the amulet in one hand, and in combat mode, use the Jade wand on the door and enter. In the south bookshelf, middle shelf left section, 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 has an impression of a sextant on it. Use the sextant you found in the Nitheran gardens on the impression. You?re in a hallway of blue light. Go F6 and get the Talisman of Heal All from the pit. This is where Ystalin the dragon said the Nitheran mages combined the seven talismans in a cataclysmic explosion that destroyed them. Go F, L. Make sure your vitals are really high. The Emerald wand might temporarily distract the dragon outside. Follow hallway to the outside. You will be attacked by a small and powerful dragon. After you kill it, get on the ship. Turn south facing the stern of the ship and use your sextant on the old sextant. If you don?t, you?ll fly in circles. Turn around and right click on the ships wheel. In version 1.01 of this game, you are asked if you want to enter Gondola Station (CD-4.) Do not change CD?s, click yet. The flyaway sequence is actually on CD-5. After the flyaway, you?re instructed to insert CD-4. Now do it. When you get back to Gondola Station, enter the tunnel to the east, to go back to Venomire Marsh (CD-1.) Once there, sidestep right once, F5, sidestep right 3. You should be lined up with a bridge in the distance. Rapidly, keep clicking till you reach the bridge. If you turn around, you can pick up a staff. head south. Run past the attacking plant life. Go across the bridge and back to Galican. Quickly enter the chapel. Turn right and drop the ceremonial mask, scissors, whip, leather shield, staff, long sword, and old coins. This frees up inventory of non essential items. Before leaving the cathedral, look at the map to see where the pub is, and quickly go there. There?s more shadow creatures about. Visit the drunk in the pub for a bit of info. Then, head north out of town to the Forsaken crypt. SAVE GAME before entering. (CD-3)

FORSAKEN CRYPT.

When you enter the graveyard in front of the crypt, you soon have to defeat a gargoyle. After that wait till your vitals are restored, if your potions are low. Turn around on the spot and look at various stones while you wait. When you?re ready go forward to defeat the second gargoyle. Enter the crypt and go down the stairs. The entrance locks behind you. Pick up pieces of cloth whenever you see any. Right 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 you have to fight them and others in the crypt. Go west to the room and get the arrows on the ground. In the north-west corner of the room, fight another skeleton. On the north wall there?s a hole with a skeleton sticking out of it. Right click on the skeleton to get his gold tooth. The next hole to the east, on the north wall, has a piece of cloth that you can use, later in the crypt, to mark a trail in case you get lost. Head east down the hall. The last hole on the south wall, before the corner, has a piece of cloth. Go past the bones, quickly turn and fight. Go two steps south. Don?t fool with holes and doors you?re not instructed to, you could get poisoned. On the east wall is a door with an eagle on a shield. Open it to get a silver cross. The next hole south, on the east wall, also has a piece of cloth. Follow the hall. On the east wall there?s another door. 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 the Earth spell (paralyze/enhance protection.) Use the crowbar to open it and fight. Next hole east, on south wall has another gold tooth. The north wall has a note from Teirian to his wife. Go east around corner to hall leading north. The west wall has a cloth. Use the crowbar on the door on east wall. Seldin?s spirit asks you to return his bones. MARK THIS SPOT ON THE MAP. Head north to the wall on the right that?s falling apart. Tas the zombie is on the other side. Slash at the wall till it crumbles. Kill Tas and he will drop the Talisman of Bird of Prey. You now have all seven Talismans. There?s also a piece of jewelry. Head east and north until you see a spirit fly by you, that means the walls have moved around. Every time you see a spirit fly by you, the walls have moved somewhere, so the way you came from might not be there anymore. Drop a piece of cloth here to mark the exit, then SAVE GAME! Go east, south, east, south to a barrel. Go east then north, a spirit flies by. Drop a cloth. Return to the barrel and go north, east, north and west. Drop a cloth and head north to the intersection. Go east, north, west, south to end, a spirit flies by. Drop a cloth. Go north, east, south, turn west to end. South, west to end, north to end, spirit flies by. Drop a cloth. Go south, east, north, east. If you get lost, just keep trying to go west until you get to a room with a huge pile of bones. Get Seldin?s bones here, a ring, chain boots (wear them), a chain coif (no real benefit), and a page to Seldin?s diary. Left click pages to turn them. To find your way back, use the map if you?ve been labeling it, or (S, E, N, W, N, W, S, W, S, E, S, W, S and on the east wall. The door is where you have to return Seldin?s bones. Now the entrance of the crypt is open and you can return to Galican (S, W, N, E, N, W, S: CD-1.) There, go to the west exit (S, E, S, W) and return to Venomire Marsh. After crossing the bridge, and before the pods, sidestep left once and rapid click till you reach the tower. Sidestep right three times. Go through the gate at the far end and back to the Gondola Station (CD-4.) Enter Gondola and blow your horn to get across. Enter Jaren?s Keep and go right at the big bug, east at the hall, and go through the first door on the left. Go to the desk where the tablet is, Right click to open it and Right click to get a closer look. You have to figure out what the code is for the tablet. Look in a book about families. Get it right, and the tablet will glow blue. You will hear a growl in the distance from another room. Now you have to go to the dragon skeleton. Exit from the tablet, exit the room, turn right (west) and go to second doorway on left. Walk in front of the dragon. Right click on him and he will walk forward, roar in your face and pull on the chains to open the floor under his pedestal to the final level.

FINAL LEVEL.

Walk straight down the hall to the dragon throne. A voice will give you a clue on how to defeat the Nithos God. Go back to the doorway just before the stairs, go north to the wall, then go west and enter the first door on the right. Enter the next room slightly to the left. Get a basinet (helmet) and wear it. Get a Topaz Sword. Look around, it?s rather gruesome. Exit to hallway and turn right (west.) Go around to the other side (south to the corner, then east), through a doorway on the right, then 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. L-click on it you will notice it is an illusion. Right click on it and it will open up, exposing a key. Get it and go back down the ladder to the main hallway. Turn right and go east down hall to the last room on the right. In here you will see a huge machine and a control device in front of it. Go to the controls and turn facing the machine with the controls between you and the machine. Right click on the levers till all three of them are forward. Press the button and the machine will start. 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. Go 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 and the creatures here are extremely difficult and a lot of them. There is a potion hidden in a secret panel in the center of each wall of the room (not worth it.) Now go to the gate on the east wall on the far west side of the level (all the way west, turn left, forward twice, then left.) The map shows it opposite the stairs you came down. Before you use the key you got from the planet, to open the gate, make sure you are at full health. Put the metal shield on your belt. Put either the Kris or the Uncursed sword in your favorite hand. Put the Green Amulet in your other hand. Then SAVE GAME! Use the Talisman of Massive Strength and the Talisman of Invulnerability on the gate. Use the key on the gate. When it?s your turn, enter combat mode and give the beast a good blast with the green amulet. Immediately enter inventory and exchange the amulet for the shield. Now start hacking away as quickly as possible and try not to miss a slash. It gets really close but you CAN eventually win, even though you may have to restore. Mostly it depends on how quickly you can start hacking away.

TIP: Press Esc to skip the movie if you don?t want to wait again for your fight.

If you can?t seam to defeat the Nithos demon on your own, RESTORE and use the same two talismans on the gate and also use the Talisman of Basilisk. As you start to enter the gate, hit Esc twice and immediately hold down the Space Bar. The rest is automatic and the tower crumbles.

THE END.