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Topologika info 1981

Alex Ship, Jonathan G. Thackray info, Steve Tinney
Amstrad CPC info, Archimedes info, BBC/Electron info, PC info, Spectrum
Fantasy, misc., Magic
Entered by:
dave, Gunness, iamaran



You have been transported to the strange and wondrous land of Hezarin, a world held in the grip of an evil tyrant - the sorcerer Arijith. As a sworn-in member of the Adventurer's Guild, you cannot ignore the inhabitants' plea for help, and although no doubt this will not stop you from acquiring the odd treasure along the way, your ultimate task is to overcome the tyrant and free the peasants from his oppressive reign...

Rumour has it that the Ruling Council of Hezarin, an omniscient body that works in mysterious ways, foresaw the rule of the old tyrant and crafted a magic device, in the form of an old panelled box, which could be used to overcome him; but over the passage of time the box has been lost and the secret of its use forgotten. Other sources say that Arijith himself has consigned the box to a secret location deep in the bowels of the earth, and has woven dark spells and set hidden traps so that no ordinary man may chance upon it...

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hezarin.png herazin_electron.png


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Canalboy (25-02-2022 21:48)

Unusually for a game from the Phoenix stable this one has a few typos and several more flagrant bugs that kick you out to a DOS prompt. Jumping from the east end of the air duct near the aeolian harp, attempting to open the earthenware jar with the sword and throwing all objects when above the Infinite Plain on the flying carpet are three such instances. None of these are game breakers however as all three actions are unnecessary. It is still a great Odyssean-like journey. As tough as a pair of knee length leather boots however.