WIZARDRY:NEMESIS
WALKTHROUGH
By Stephen Arsenault
steve1@juno.com
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The Town of Galican
Your adventure begins in a cinematic introduction of you being kidnapped
by the Shadow. You are saved by Rian the Sage and brought back to his
chamber. He informs you of the seven Talismans and the mysterious evil
associated with them.
As you look around you'll see a desk in front of you with a crystal
globe, some books, scrolls, and other stuff cluttering the room.
Right-click on the book to read more of the Hargani.
Turn left and go to the Initiation chamber. After you go down you will
hear a voice say "To all thing there is an order." You must click on
each symbol on the 4 walls in the proper order to achieve the spell
categories needed for using the spell scrolls that you acquire
throughout the game. The correct order is starting with the symbol that
when you left-click on it you say "A flock of golden birds soars around
a crested letter 'A'". then get the rest in a clock-wise pattern by
R-clicking on the symbol and then R-clicking on the glowing scroll.
"A letter 'F' surrounded by golden filigree flames"
"A chalice stem forms a 'W' circled by the life of the sea"
finally "A gold crested wooden panel gilded with the letter 'E'."
When you have all of the spell categories go to the center of the room
and go back up. Now you can open the cabinet on the opposite side of
the room, left of the door to exit. Inside the cabinet you will need
to get the jar and the healing potion. Exit Rian's chamber and he will
tell you more of the plight of the land and give you your first spell
of water (heal/fog).
Head South to the well and pick up the broken crank. Turn S and go
towards the cathedral to read the two notes on the ground (you don't
need to keep them just read and leave where you found them). Then
head N to the blacksmith shop past the well and next to Rian's chamber.
Give the broken crank to Tala the blacksmith she will fix it for you,
give her some time or she'll get upset. Turn right (E) and check out
the weapons. You can only take the old rusty blade but try to take
the finely crafted blade on the left. Tala will tell you, if you
bring her something to make it worth her while it's yours. Exit the
shop and go E, S, E, and S to a tin of oil on the ground get it and
then enter the tavern. Take the dagger sticking out of the barrel in
front of you. Turn right go left to the ladder. Go up to your loft.
Go W and get the leather jerkin and put it on (you can drop your white
shirt) and go back down the ladder. Go back to the entrance and talk
to the drunk (not much of a conversationalist, we'll come back later)
Now go back to Tala and get the fixed crank. Return to the well and
use the crank on the well, use the oil on the crank and then turn the
crank to raise the bucket and get a golden key that you'll need later
in the game. Now go to the cathedral and speak to Benerous the priest.
He'll tell you of the forest to the East, your next destination.
The Taarian forest
To get to the Taarian forest just keep heading east to a sign with a
picture of a forest on it (duh). Walk up to the hut on the left, there's
a tree blocking the door. You'll need something to get past it. Follow
the path leading east and pick up any bugs you find on the ground. Go
past the fork in the road and be cautious, there's quicksand around here.
If you do get stuck in it just R-click on the tree branch to pull yourself
out. To go around it torn right and move your cursor to the trees until
it turns into a hand, then R-click to go around the quicksand. Go across
the bridge Quickly or it will collapse. Go right to the fountain and
stand in front of it. When you're facing the fountain, on the part
sticking out to the left you can R-click on the water to get a stone
carving (key to the Haargani underworld). Go back across the bridge
and back across the quicksand to the hut. Stand in front of the tree
and go to your inventory screen. Put one male and one female bug into
the jar you got at Rian's chamber, exit your inventory screen, then
return to it. You'll notice now that the jar is full of bugs. Use the
jar on the tree and they will devour it. You will then be greeted by
the leader of the Haargani, listen to his story of the Nitheran
talismans and his trapped people (if that's what you want to call them).
He'll also give you a lockpick and a spell scroll of Air (poison/refresh).
When he's done yapping give him the stone carving that you found at the
well and he will let you into the hut, then use it on the door to enter
the Haargani underworld level 1 (CD-2). Save your game.
Krith's Haargani world level 1
Go straight, and then right through door on left. Go to he wardrobes on
the right of the room. The one on the left has an emerald wand to use
for emergency healing (save it), the one on the right has gloves and
boots. Turn around and go to the tubs. Stand between them and turn to
the left one. R-Click on the water and you will get jewels. The other
one has nothing. The next two rooms you can look around in, but there's
nothing of importance in there. Go back to the main hallway, turn right
and walk up to where there's 3 doors. Go through the door on the right.
Get the lockpicks and the rusty sword. Go to the next room. Get the
crossbow and the quiver but be careful not to waste the arrows, they
break if they don't hit an enemy but hit a wall. Go back to the hallway
and take the east door. The beds have some jewels and gems, but nothing
exciting (riches are pretty much useless in this game). Go back to main
hallway to the door on the right. Go down hall to the end door (bathroom)
kill creature in there and get the stuff he drops. Exit bathroom and turn
down right hallway. The first door on the right is the library. Read any
books that can be read and take any books that can be taken. Go to the
bookshelf with the parchments that are hung to dry. One of them is a
Scroll of Fire (firestorm/resist fatigue). There's also a box on the
shelf with a puzzle lock on it. R-click on the box, R-click on the
right square, left square, center square, right square, right square
to open it. You will get a Sphere of Intelligence (cool). Now go to
the bookshelf on the left. There's a book on there that opens a secret
passage. Go on in.
Now you're in a room with a bunch of pits and walls covered in
spikes. One possible sequence is in the Tour Guide. Go to the first
pit on the left, jump in, flip switch, climb ladder, sidestep south
twice, jump in pit, flip lever, climb north ladder, turn east, jump in
pit on right, flip lever, climb north ladder, north one step, jump in
pit on right, flip lever, climb east ladder, you're through. Now save
your game. Go to end of hall, read parchment, and R-click on wall
between the two vertical wood beams. This room is infested with Shadow
Creatures so don't try to kill them all because you can't. Go to the
third platform on the left and left-click on the opening in the ceiling
to see the ledge up there. Step on the pentagram on the floor to go up
to the next level. Go to the pentagram in the south-west corner of
this room to go to yet another level. Go to the south-west corner of
this room and R-click on the west wall to open a secret passage. Get
the studded leather armor and all of the healing and energy potions. Go
back out where you came in (secret one-way door at other end takes you
back to library and you'll have to go through all of this again) and go
to the north-west corner of the room and R-click on the west wall to
open another secret passage. Go down hall and go through the wall at
the end to a room with a tree in it. Get the rusty sword on the left
(if you need it) and go to the tree. The tree has 'living' keys on it.
Get a key and head down 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 armor beside the
stairs and exit. Go to the next door on left, enter and DON'T DRINK
THE WATER it poison, but if you do just get the cure poison potion
from inside the oven (fine place to put it). Exit, enter the last door
and get the arrow. Go back tot he room with the puzzle door you
opened earlier and go through the secret door. Go down the ladder
and save your game.
Krith's Haargani World-level 3
You're now in what looks like a sewer (the sewer level comes
later). There are barrels in almost every corner of his level and
some of them are full of fresh water (safe) and some have murky water
that have leaches in them which will poison you. Don't worry about
getting poisoned because there is a cure coming up in a barrel with
salt in it, but we'll get to that in a minute. Go east then south to
check barrels, then north, east, and north to the first bone archway.
On the left after the archway is a sword sticking out of a skull.
R-click on the sword. ZZAAAPPP don't be so greedy. We'll get the
sword later. Go to the end of the hall and in the barrel with the
fresh water in it there's a jeweled hilt. You need this to give to
Tala so she will give you the finely crafted sword. Go back out to
intersection and head east, and south. You'll se a switch on the wall
to the left and a barrel of salt (the salt kills the leeches and cures
your poison). Go east from here, south, west, south, and east. Check
this barrel for a lever then go south, west, north, west, north, and
west. You'll run into a set of jaws that you can't go through yet.
You need to find something to prop them open. Go back to the switch
and the barrel of salt. Go east of the switch to see the trapped
Haargani then go back to the switch and use the lever on it and just
throw the switch. The gate will open and the Haargani will flee. Go
to where they were and go around the corner. To the north is a pile
of bones. Get one and then talk to the dying Haargani. He will tell
you about the Sword Destructica (sword in the skull) and he will give
you a Sphere of Discourse. Turn toward barrels and get the page and
use it on the book you have about weapons. Now go back to the sword
in the skull. R-click on the SKULL not the sword and it will rise up
and expose three impressions. Put the three spheres you collected into
the impressions in the skull (no particular order that I know of) and
put the skull down. NOW you can R-click on the sword to free it from
the skull.
***(CAUTION)*** As the book on weapons states; the Sword Destructica
can be very jealous of other weapons. Do not use it in one hand while
you have another weapon in the other hand, and do not un-equip it once
you have equipped it. Else you will have to fight it in another
dimension in battle, and it's no easy foe, but a really neat part of
the game just remember to save your game before you try to battle it.
Now go to the jaws trap and use the bone you found by the dying Haargani
on the jaws just left of center (when the word "USE" is yellow). When
you go through the first jaws you have to turn around and get it to use
on the second one. In the room on the other side of the jaws trap is a
very powerful creature. It is a good idea to use the Sword Destructica
on him, but make sure it's the only weapon you're holding and you don't
take it out of your hand! Once he's out of the way, go to the two
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 jeweled hilt and she will
let you take the finely crafted sword. Go back tot he cathedral and get
the un-cursed Sword Destructica, which is now just a finely crafted
weapon. Use the cathedral for storage. Equip yourself with the Sword
Destructica and the finely crafted sword from Tala and dump the rest
of your weapons or whatever you don't need except for the mace. Go
back to the Taarian forest and down the hole you came up to the skull
door. R-click on the door to enter the sewers. (CD-3).
The Sewers
You start out facing south and the door straight ahead won't open, so
turn east and go down hallway and down a slope to a four way intersection.
Go north and go through a strange looking door ( just walk right into it,
it will open). You'll see a green glowing indent in the floor in the
center of the room. R-click on the indent and a large cube will rise up
out of the floor. If you left click in the center of the cube you'll
notice it's an illusion, so R-click on it and you'll get the Talisman
of Invulnerability. Go around to the other side of the cube and push
the button it to retract it back into the floor. Go north down the
ramp to the skull door with the three colored buttons next to it. You
need to find out what the correct sequence is for pushing the buttons
and opening the door. Go around the outside of the room (along the
walls where the sewer drains are). You'll find a note from Rian and a
new weapon, Claws of Death (not very good in my opinion). Exit this
whole room and go back to the four-way intersection. Head south and
east until you see a button on the south wall. Push it and go through
to another four-way intersection facing south. Go east then south to
end. (by the way watch the ceiling for snake-like creatures hanging
down, they're kind of a pain but the crossbow works good on them,
just stand back a couple of steps and it takes between 3 and 5 shots
to kill one, just remember to pick up again what arrows don't break.)
go west to end, north to 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
colors coming out of the fountain. Yes, that's the code for the Skull
door with the three colored buttons. Exit, go east to end, north to
end, and go through wall (it's the one you came in here from) Go east,
then north to get the healing potions. Now back track and go to the
room that has the skull door. Push the buttons in this order: blue,
yellow, blue, red, red (or orange, orange if that's what color you
think it is) Go through door. Your now at the Gondola Station. (CD-4).
Gondola Station/ Jaren's Keep
Go through the gate (don't go to the gondola yet, also pick up the
ram's horn if you didn't get the one from the statue earlier) at the
big bug picture on the wall there are two stairways going down take
the left stairs and look at Jaren's collection of stuff on the walls
(cool eh?) Go east to the end of the hall and enter room. Get the
butterfly on the floor and there's three green mushrooms in the garden
you can take if you want (haven't found any use for them). Exit room
and go to the collection of butterflies and bugs on the wall. Put the
one you found in the collection and a bee key will fall out onto the
floor. Now go west to room with big dragon skeleton in it. Walk around
to the front of the skeleton. OOPS sorry I meant back of the skeleton.
It didn't hurt too much did it? Go through doorway on other side of room
and head west to the next room on the right. Get healing and cure
poison potion, exit, and go east to end to the room on the left. Read
any books that can be read, and take the book Progeny's End (hint, hint)
the desk on the other side of the room is also a vital part of the game,
but you don't have the key yet. Go outside and get the arrows, then exit
the room and head west to end, south to end, and east to the room on the
right. Go around the corner and up the stairs. Hmmm a door with a giant
bee on it, I wonder how to get through it (duh the bee key). Go down
the hall take the first left and go around the bed to get the crossbow
pistol. The large cabinet has a healing potion, an amethyst globe, and
an energy potion. See the water, you'll need to come back here later to
de-poison some tentacles. In the next room there is a large wardrobe but
you can't open it. Go down the hall to the outside where you'll see a
large telescope and Jaren. When he gets done telling you his BS grab the
key and the broken tablet that he drops, then head east, south down the
hall to where you came in from. Push the small button on the west wall
to the right and go downstairs and back to Jaren's room (north to the
poster of plants, east to stairs, up and down the stairs, east to room
at the end). Use the key that Jaren dropped on the desk. R-click on
the desk to get a closer look and you will see a large tablet with
strange symbols on it (Ultima fans will recognize the Runic alphabet,
although it's a little different) and a box to the right with the
letter 'J' on it. R-click on the 'J' to open the box and get a Water
Scroll (ice storm/cure poison). You'll find the code to the tablet
later on in the game (this will be your last stop before the final
level). If you mess with the tablet Jaren will boot you out it's the
easy way back to the gondola, which is where you want to be anyway, so
go there and get in the gondola and use the ram's horn on the cable of
the gondola (where the word 'USE' turns yellow). When you get to the
other side enter the cave and you will go to Venomire Marsh (CD-1).
Venomire Marsh
Get the two arrows that are in front of you, then fight the pod plant
creature to the right and get the tentacle it drops. Go forward one
more step and fight another and get the tentacle it drops. Use one
tentacle on the other to make a length of vine. You are now poisoned
don't bother using any cure poison potions or spells because you will
just get re-poisoned again for having the tentacles in your possession.
Go back to the gate that you came into Venomire Marsh from and enter
Gondola Station again (CD-4). Take the gondola back to Jaren's keep,
enter and turn left at the giant bug down the stairs, turn right down
hall, take left down next hall to the go upstairs through the bee door
(you don't need the key since you already unlocked it, just R-click on
the keyhole) go down the hall and take the first left to he thing with
the water in it. Use the length of vine on the water to de-poison it
and now you can use a cure poison potion on yourself and maybe hang
around a while to heal if you don't want to waste spell points or
potions.
Now you need to go back to Venomire Marsh. When you get there enter
the tower and use the gold key that you got from the well in Galican
on the shaft door and go down the ladder.
Burned Bones Corridor
Welcome to Burned Bones Corridor (save your game). Go to the hallway
and turn right to the door with the yellow symbols on it in a circular
pattern. Use the broken tablet piece that you got from Jaren on the
bottom section of the pattern where it looks like it goes. Then you
need to push the symbols in this order; R-click on the left symbol,
right symbol, bottom symbol, and top symbol. The door will open and
you can enter. Go to the room ahead of you and get the chain mail and
the jade wand. Turn right to the cabinet on the wall, R-click to open
it and get the armet, healing and energy potions. Now go to the
painting in the center of the room and R-click on it. A woman's
face appears in the painting and tells you some stuff. When she
disappears so does the painting and there is a shelf in its place with
a curved sword and a book called Acta Sanctorum, read it. Exit this
room to the main hallway turn right and go to door. Open door and go
through the next door. The next room has two doors, so which one do
you choose? Ask the residents of the room for help. L-click on the
skeleton torch wall-hangings, they will "point" the way to go. Same
for the next room. In the following room turn left and go through the
ornate door, go down the stairs and save your game before going
through the next door. In this room you are faced by a Minotaur. Use
the curved sword from the painting and the sword from Tala on him.
He's pretty tough but these two weapons are far superior than his. You
can get his whip if you want, it's a cool weapon, but not too powerful.
Now use the length of vine from Venomire Marsh on the railing on the
left side of the room to descend into the pit. (now when people tell
you to go to 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 armor and put it on (you can drop your old armor).
Next go up the stairs. SURPRISE ATTACK, don't worry he's not too tough,
now go upstairs. When you yanked the chain downstairs, you also
destroyed the walkway up here. Now what? Use the rope coil from the
net that fell on you on the chain hanging over the gap in the floor.
R-click on the chain and you will swing across to the other side. Go
up the ladder to next level. Walk towards the 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, armor, shields and riches
beyond you imagination. DON'T TOUCH! But if you do don't worry you'll
be notified soon. At the far side of the room is a small staircase. As
you go up the stairs you are then greeted by Ystalin the dragon. Since
he calls you untrustworthy you might as well give him back the stuff you
stole, including that cool finely crafted chainmail from the glass case
in the 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).
Nithera
When you arrive in Nithera you will be in a garden labyrinth and
the finely crafted chainmail you gave back to Ystalin will be on the
ground on front of you (that was nice of him). Head north, then west
and pick up the two-handed sword. Then go west, north, and west to a
small dark room. There's a bottle of lamp oil on the ground to the
right that you will need later. Head east and north around the garden
and get he sextant on the ground then head south and west to the end.
The wall has a pillar going up the middle of it and two torches on
either side of it. R-click on the right torch and the pillar will open
up to a doorway.
The room before you has for pillars in the middle of it and a
red rug between the four pillars, a stairway on the left and a gate on
the right. DON'T WALK ACROSS THE RUG. It will poison you permanently
(as long as you are in this room) and the statues around the room will
come to life and attack you if you go near them. If you turn right
from the doorway you entered from there's a plate chest armor, if you
still have the armor from Ystalin then you don't want this one. Walk
around to the south east corner of the room enter the gate there and
go downstairs. Go south, east and north to room with a large kettle in
it, exit to the east to the next room (dining room) and get the fire
iron on the floor to your right next to the fire pit. Take two steps
north and walk east to the wall past the benches. The torch on the
wall is moveable but too hot to touch, so use your fire iron on it and
a secret door will open up. Go up the stairs and you come to a room
with knives flying across it, the fountain puzzle should have
deactivated it? If it didn't then just walk up to each set of knives
and take a step forward after they fly by your face. At the end of
the room is a large green sphere and two potions. Get the potions and
then R-click on the base under the sphere to deactivate the knives trap.
Turn right (west) and go down the hole in the floor through a tunnel to
a room that was behind a door that you couldn't unlock from the other
side. Go west to the room and get the 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 center pillar, and
put the empty small beaker on the right pillar. The three pillars will
all go down completely and you won't be able to pick up the beakers
again. This is supposed to de-activate a trap in another room with
flying knives. Exit the fountain and head north to the next room.
There's nothing in the room to the south. Go down hallway to the gate
and the swimming pool. Get your sword ready jump in the pool and 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 center on the bottom shelf. Do
not read book on the bottom shelf to the left, it will make you fight
yourself (and you are one tough dude now) you can try it once if you
want, but there are a bunch of these books in here and after a while
you start to get annoying so turn left to where the ladder is, go up,
slide left twice and go up the south ladder. Slide the ladder until it
goes around the corner, and from the corner slide left twice and read
the book between the top two ladder rungs. This book will de-activate
the 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 center
shelf far right it's a book on weapons, keep it. Slide back tot the
left and go to where the two ladders are on the second level of the
library. Use the lamp oil from the Nitheran gardens on the bottom of
the ladder to get it unstuck, now it will slide. Go up it and slide
it right and get off of it, walk to the end, get book on the floor as you
go, and examine the south wall, you'll notice it's a little strange.
Turn and walk west two steps and turn around facing east. The lamp on
the corner of the wall on your right is loose, go ahead and R-click on
it and you will see the strange wall move. Go R-click on the wall to
open up a secret area. Go down the stairs and down the hall to an
eerie glowing blue gate. I've never found a key or a spell that worked
on this gate, but if you try to open it, it will go through you and a
glowing blue demon dog will appear from the gate. He's pretty tough
too so be careful or save your game before touching the gate. Inside
the room past the gate to the right is a new weapon, a Kris, and a
great weapon. Go to the bookshelf on the east wall and get the book on
the lower right. Turn right and R-click on the book on the desk, you
find out Jaren is not what he seems to be. Now back to the blue gate,
when you go through it this time you will be attacked by two of those
demon dog creatures. Use the Kris to kill the one blocking your exit
and run like hell back down to the main floor of the library to avoid
the one behind you. Now exit the library, the door might be stuck so
keep walking away from it and trying again, it will open eventually.
Go right (north) down hallway to the next room and exit west (the door
in front of you is locked). Head west, north, and west back to the
stairs leading up to the main entrance hall with the red carpet. Go
around the carpet to the stairs on the other side of the room. Go
through the gate and down the hall to the hall on the right. It's in
poor condition and the room at the end is on fire, so go back through
the gate and jump down to the floor (straight from the gate south) you
will be standing in front of a large cauldron with a fire burning
in it. Turn around facing the stairs and a large horn. To the right
of the horn is a secret room with three levers in it, R-click on the
three levers so that they are all down (the pilot lights on the top
and bottom will be lit but the middle one won't be). Go back around
the carpet, up the stairs, through the gate and back to the hall that
was on fire, you can now go into the room. Head north, east and south
to door. Go to the south end of the room and get the book on the
bottom center shelf. Exit room and go north down hall then east to
the end and south to the door with the gold star and the letter 'F'
on it, use your Jade wand on the door and enter. On the south-east
bookshelf is the Talisman of Restore Energy, exit room and go down
the east hallway. The hall has collapsed but you can dig it out with
your shovel. The wall you just dug out has an impression of a sextant
on it, use the sextant you found in the Nitheran gardens on the
impression. You are now in a hallway lit with blue blobs of light,
follow hall to a room that is in shambles with a crater in the center.
This is where the Ystalin the dragon said the Nitheran mages combined
the seven talismans in a cataclysmic explosion of power that destroyed
them all. The Talisman of Heal-all is still in the crater for you to
get. Now turn left and follow hallway to the outside. You will be
attacked by a small, but powerful, dragon here. When you kill him then
you can get on the ship. Turn south facing the stern of the ship and
use your sextant on the rudder system, if you don't you'll just fly
in circles. Now you can R-click on the ships wheel to return to the
Gondola Station (CD-4).
When you get back to Gondola Station enter the tunnel to the
east to go back to Venomire Marsh. Once in Venomire Marsh Head south,
don't bother with the attacking plant life just run past them. Go across
the bridge and back to Galican. While you're here visit the drunk in the
pub for a little info, then head north out of town to the Forsaken crypt.
Save your game before entering. (CD-3).
The Forsaken Crypt
Entering the graveyard in front of the crypt can be hazardous to
your health. The gargoyles that you saw in the cut-scene come to life
and they are very evasive. Heal completely after the first one before
you take on the second one. Enter the crypt and go down the stairs the
entrance will be sealed behind you. R-click on the barrel where the
hallway begins to get a crowbar. The pile of bones in the middle of
the hall will come to life and attack you so watch out for them
throughout the crypt. Go west to the room and get the arrows on the
ground, the north-west corner of the room on the north wall there's a
hole in the wall with a skeleton sticking out of it. R-click on the
skeleton to get his gold tooth (another useless piece of wealth).
The next hole to the east on the north wall has apiece of cloth that
you can use later in the crypt to mark a trail to find your way back
out if, or when, you get lost. Head east down the hall, the last hole
on the south wall before the corner has another piece of cloth. Go
around corner, three steps south on east wall is a door with a picture
of an eagle on a shield, open it to get a silver cross. The next hole
south on east wall has another piece of cloth. Follow hall and on the
east wall there's another door, but you have to use the crowbar on it
to open it. Inside you will find a battle axe. The hole in the west
wall where the skeleton is sticking out has another piece of cloth.
The first door on south wall has your last Earth spell (paralyze/enhance
protection) use the crowbar to open it. Next hole east on south wall
has another gold tooth, north wall has a not from Teirian to his wife,
head east around corner to hall leading north, south wall has cloth.
The door on east wall has the spirit of Seldin who asks you to return
his bones to this grave (remember where it is). Head north to the wall
on the right that is falling apart, just hack at it until it crumbles.
There's a zombie on the other side of the wall (it's Tas) kill him and he
will drop the Talisman of Bird of Prey. You now have all seven
Talismans (cool), head east and north until you see a spirit fly by
you, that means that the walls have moved around. Every time you see
a spirit fly by you the wall have moved somewhere, so the way you came
from might not be there anymore. This can be really confusing but have
patience. Drop a piece of cloth here to mark the exit and go east,
south, east, and south to a barrel, turn east then north, a spirit flies
by. Return to the barrel and go north, east, north and west. Drop
cloth and head north to intersection. Go east north west, south to end,
a spirit flies by, go north, east, south, turn west to end, south,
west to end, north to end, spirit flies by go south, east, north,
east......DAMN I got lost.....just keep trying to go west until you get
to a room with a huge pile of bones. Seldin's bones are here along
with chain boots, a chain coif, and a page to Seldin's diary. To find
your way back just keep heading west and eventually you'll come back
to the wall you had to break through. The first door on the left after
the broken wall is where you need to return Seldin's bones. Now the
entrance of the crypt is open and you can return to Galican. In Galican
you need to go to the west exit and return to Venomire Marsh and go
through the gate at the far end to go to the Gondola Station (CD-4).
Enter Gondola and blow your horn to get across. Enter Jaren's
Keep and go right a the big bug, east at the hall and go through the
first door on the left. Go to the desk where the tablet is R-click
to open it and R-click to get a closer look. Now you need to figure
out what the code is for the tablet. I don't want to make it too
easy for you but look in your books that you have and see if you can
get it. Hint: look in a book about families. If you get the right
code for the tablet it 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 center of each of
the three walls of the room (not worth it though). Now go to the
gate on the east wall on the far west side of the level (if you look
on the map it's opposite of the stairs you came down here from).
Before you use the key you got from the planet to open the gate,
make sure you are at full health, save your game and use the Talisman
of Massive Strength and the Talisman of Invulnerability on yourself
(and if you want a cheaters way of defeating the Nithos demon use
the Talisman of Basilisk on yourself. But try killing him first,
without using it to see if you can defeat him on your own.) Now
enter the Gate for the final confrontation. The rest of the game
is mostly cinematic sequences listening to Jaren's evil scheme, the
Nithos creature absorbing Jaren, Zalena appears and attacks the Nithos
creature and collapses and then your battle with the Nithos creature,
and finally the endgame after you do defeat him of you picking up the
fallen Zalena and watching the tower crumble.