This is not an attempt at exploring every minor possibility of the game. There is a lot of background information to read. There are several ways you can lose party members, which will affect how scenes play out. But since losing party members is always (?) a failure, it's not interesting to explore those options here. This document focuses on how to find all the necessary clues to get to a successful end of the game.
You should now have 7 Air, 0 Fire, 9 Earth, and 0 Water.
You start the game with Bergon (carpenter and leader of the party), Praxix (wizard), Esher (physician) and Tag (apprentice food merchant, keeper of the inventory, and narrator of the game). Your starting inventory is a rope and some magical essences.
Enter Webba's shop. The only important thing here is to get the map. Have Praxix examine the map, and reply when Webb asks you if you are going to the Outlands. This will give you the clue that the runes on the map used to be glowing but that he added some runes of his own to make it look "more official". Have Tag buy the map. Leave Webba's shop and proceed to the tavern.
Enter the tavern, and have Esher look around. Leave the tavern. Esher will rejoin you, and Minar will greet you and ask to join your party. Accept his offer.
Leave Lavos. You are now given the choice of going Left or Right. Left is the more direct route, but if you send Minar to scout, he will discover that there are bandits lurking that way.
Note: It looks like it was originally supposed to be random which path had the bandits, but if Minar has scouted for you it's alawys the left path. If he hasn't scouted, both paths will have bandits.
Before making any decision, you may as well have Praxix tell you what he knows about Wizards and Magic. Telling about Magic, he will mention that some spells use a pinch of a third essence. This is a clue, though not a necessary one. He will cast Elevation (-1 Air, -1 Earth) to demonstrate, assuming that he has the necessary essences. Make a note of the color and texture of the residue on your hands.
You should now have 6 Air, 0 Fire, 8 Earth, and 0 Water.
You went right, avoiding the bandits. Scout the area. You will find a cairn with the remains of Garlimon's party. Have Praxix examine the bodies. He will discover some magical essences (+2 Fire, +1 Water). Proceed to the High Plain.
Scout the area. You will see smoke. Follow it to find a hut. Knock on the door to enter. Tell the hermit the truth, then look around. You will discover that the hermit is Garlimon. If you have done both of these, he will throw a small leather bag at your feet when you leave.
Have Praxix examine the bag. Apart from some essences (+2 Air, +3 Fire, +4 Earth, +3 Water), you will also find a blue-green powder that you don't recognize. Make a note of Garlimon's words: "The water that heals, the fire reveals, the earth..."
Proceed. Have Esher examine the stream. He will see what he thinks is gold in the water. Try to find gold twice. The water rises, so cast Elevation (-1 Air, -1 Earth) on Tag to save him from the flood. Otherwise, he will lose the map. Praxix will find some magical essence (+3 Water), and find yourself at a lake.
Minar is automatically lost in the lake. Looking around does no good, so all you can do is proceed. Cast Glow on Praxix's staff (-1 Fire, -1 Earth) and enter the cave. Proceed to the pool.
Dive into the pool, and leave the tube to reach the underground chamber where you will find the lost party member. Hide. (You can still complete the puzzle if you are spotted, but it will impose a time limit.)
Take the wide path to the junction, then go left to the smelly pool. Unlike the other rooms, the torch here can be picked up, so do that. Go back to the juction and proceed to the treasury. Here you will find a blue amulet.
The blue amulet is apparently protected by some magic, because if you pick it up you cannot leave the way you came. You can, however, proceed further into the treasury if you have the torch.
Pick up the cover. You can't escape through the pool, because the passage is too narrow for you, but the amulet is small enough to pass through. Go back to the junction and the smelly pool.
Dive into the pool. The torch apparently works even better under the water, and you will find the blue amulet among the debris on the bottom.
My interpretation of this is that the pools are simply some sort of waste disposal system. Anything that is dropped into one of the pools goes through the pipes and end up at the bottom of the pool. The only place wide enough for you to reach the bottom is the smelly pool outside the treasury. The other two are too narrow.
Return to Minar, who has now regained consciousness. Return together to the cave. Unfortunately, you can't handle both him and the torch, so the torch is left behind. Proceed to The River.
You should now have 7 Air, 4 Fire, 10 Earth, and 7 Water.
You went left. You are attecked by bandits, but they don't take you by surprise. Send Minar to flank the bandits, and fight them. You will win without taking any losses.
Scout the area. You will find a cairn with the remains of Garlimon's party. Have Praxix examine the bodies. He will discover some magical essences (+2 Fire, +1 Water).
Proceed twice. Scout the area. Minar will disappear, and Tag will get separated from the rest of the group. Look around to discover some strange lettering chiselled in the stone. Get help. Praxix will recognize it as dwarvish. As they discuss, the gate will open by itself. Enter.
It is dark, so cast Glow on Praxix's staff. (-1 Fire, -1 Earth) Proceed three times, and you will encounter a group of dwarves. They are not hostile, so parley with them and tell them the truth. Accept their offer to escort you, and Hurth will join your party.
Have Hurth tell you about the elves. This will teach you two elvish phrases: "Hurth-la Av-Agrith", which means "Hurth is here, the son of Agrith", and "Va'len, b'ran", which means "Come, friend". He also mentions that the elves still count Agrith as their friend.
Proceed to the stairs, but do not take them. Instead, proceed further to where a single rune is carved into the stone. If you let Hurth examine it, he will tell you it means "Prison". Before trying to enter, Proceed until they do not dare go any further because of something evil nearby. When you return, Praxix stays behind to confront it.
Cast Tremor (-1 Earth). The cavern will collapse, and Praxix will find some essence in the rubble (+2 Water).
You are now back at the stairs again, so proceed back to the prison door and enter it.
This place is a maze, where you'll keep walking in circles. You can either cast Flare, or you can drop an object. In the latter case, Praxix will cast Flare automatically, so the end result is the same. Make a note of the color and texture of the residue on Praxix's hands. (-1 Air, -1 Fire).
Cast Elevation on a party member (-1 Air, -1 Earth) to escape the prison. Take the right path to discover that Minar has been captured by orcs.
Attack the orcs. Have Praxix case Mud (-1 Earth, -1 Water) and have one of your other party members flank the orcs. You will recover Minar, but Hurth is killed in the fight. Agrith appears to claim his body, and gives you a brown amulet, telling you to show it to Astrix.
Go back to the stairs, and go up. Take the left path to the broken stairs. Cast Elevation (-1 Air, -1 Earth) on any party member, and then Wind (-1 Air) to propel him across the chasm. Make a note of the color and texture of the residue on Praxix's hands. Leave one party member behind, and climb up.
Look around to find a broken spyglass. Have Tag pick it up, and then return back down the stairs. This time, take the right path and exit through the gate.
You will arrive in the High Plain, where you can scout the area and follow the smoke to Garlimon's hut. This plays out the same way as on the Southern Route. (+2 Air, +3 Fire, +4 Earth, +3 Water).
Proceed to the stream. This plays out the same way as on the Southern Route, except if Tag is caught in the flood it's the brown amulet that's lost, not the map. (-1 Air, -1 Earth, +3 Water)
You arrive at the lake. This plays out the same as on the Southern Route, except it's Bergon who's lost in the lake. Praxix's staff is still glowing, so you don't need that spell this time.
Proceed. Minar is bitten by a snake. Split up the party. Bergon won't find anything, but it makes more sense if he tries so proceed twice, then try to return. He will be caught in the snake trees. The game switches to Praxix.
Proceed. You will stumble over a tree stump. If you examine it, you will find that it's hollow. At this point, you can use Blaze, Lightning or Tremor to open the stump. You will have plenty of Earth, so Tremor is your best bet. (-1 Earth). Go down. There is no time to explore, so take the passage back towards the camp. You will find some westflake on your way. This can be used to cure the snake bite, but you won't have to.
Let Tag explore the stream path and approach the wood elf there twice. Talk to her. What you want to convey is that your name is Tag, and that you are a friend of Agrith. Hurth provided you with clues for this earlier. You can only use two word sentences, so first type "Tag la" and then "B'ran agrith". She'll understand, and follow you back to heal Minar.
Follow Bergon's route. It's important to do this first, or he will die. When you find him, use the Lightning spell on the snake tree to free him. (-1 Fire, -1 Water). Make a note of what Praxix tells you: It's a pinch of Earth essence that gives the spell its punch.
Follow Praxix's route. If you hadn't done the Bergon bit, you could have demonstrated the Lightning spell to Tag here, but now the stump is already split open. Climb down, then proceed. Have Esher examine the walls to find hawkbane. This will be useful later. Walk around some more until Praxix finds some essence. (+2 Fire) Walk around until Praxix's staff stops glowing. You will notice a way up, so take that and then go to the Elf Home.
Once you reach the Elf Home, there will be a forest fire. Follow the elves, then have Praxix cast the Rain spell. (-6 Water) The elves will give you a green amulet, and you automatically proceed to The River.
You should now have 3 Air, 4 Fire, 5 Earth, and 1 Water.
Go as far upstream as you can, build a raft and launch it. That gives you enough time to cross the river before the raft goes over the fall, without having to use the Wind spell.
Once you're on the other side, you enter the foothills. It is theoretically possible to solve it without the map, but if you take a wrong turn you will encounter traps and probably lose another party member.
Cast Glow on the map (-1 Fire, -1 Earth) to reveal which runes were originally glowing, then have Praxix examine it. This will automatically take you on the correct path to Praxix's tower.
If you took the northern route, you already have all three stones (Nymph, Dwarf and Elf), and Astrix provedes the fourth one (Wizard). The game then proceeds to Part II.
If you took the southern route, you only have the Nymph Stone. Astrix will send you back to the entrace to the Dwarf caves. This, and the subsequent encounter with the elves, play out almost identical to how they play on the northern route. (-4 Air, -1 Fire, -5 Earth, -6 Water).
Minar will leave your party. (Technically, it's possible that he will stay if there are less than five characters in your party, but I don't know if it's actually possible to lose a character and still make it this far.)
Regardless of which route you took, you should now have 3 Air, 3 Fire, 5 Earth, and 1 Water. Therefore, there seems to be no real advantage to the northern route, and all you get is an additional puzzle.
As an historical aside, the source code has a function called PART-TWO-CHEAT that was presumably used by the author to skip ahead to part 2 during development. This one would have given you 3 Air, 4 Fire, 4 Earth and 2 Water which, it says, is "About the best you can do after the first part..."
Scout the area. The northern route appears to be the more direct one. Not only that, you don't have the equipment you need to successfully complete the southern route yet. So north it is. This will take you, again, to the entrace to the Dwarf caves.
Enter. You will see something moving in the shadows. Whether you choose to confront or ignore it, it will turn out to be Hurth, back from the dead. Unless you messed up earlier, he will join your party. There is nothing more you can do on this level, so head down.
The stairs down have collapsed, so you need to explore this level. You will hear a pack of orcs, so send Hurth to scout the area. There's still more to explore, so go around the orcs first. The left path is guarded by more orcs, but the right one leads to an iron gate.
Unlike other runes you've encountered, the ones above the gate are not dwarvish. Praxix recognizes them, but is uncertain of the translation:
| Word | Translation(s) |
|---|---|
| lorem | please |
| ara | only |
| sequil | say |
| hevant / levant / eivant | gate / door / entrance |
| drai / adrei | open |
| nons | to |
| trivi | enter / access |
| azan-lam | storage-room / closet / trove |
The trick here is to realize that the text is written right-to-left, so the message probably goes something like "Storage room access: To open door, say only 'please'". So the magic word for opening the gate is "lorem". Inside, you will find some magical essences (+3 Air, +2 Earth, +3 Water).
Return to the orcs, but this time try to go past them. Praxix will have an idea to create a diversion. There are three different spells that work here: Flare, Tremor and Wind. But Air essence will be in short supply, so I don't recommend using Wind or Flare. Earth should be plentiful, so cast Tremor. (-1 Earth) Then immediate cast Elevation on Praxix to hide from the orcs. (-1 Air, -1 Earth)
The orcs are still on your trail, so proceed. Unfortunately you are at a dead end. Have Praxix prepare a Tremor spell (-1 Earth) while the rest of the party keeps the orcs at bay. After a few turns, the floor will give out and you will be swept away. Bergon will be wounded in the fight, but all party members will survive.
This is where one of Garlimon's clues will come in handy: "The water that heals." Mix the reagent with water essence (-1 Water, -1 Blue-green reagent), and use the mixture on Bergon to heal his wounds. Then proceed. You want to keep exploring, so even if you try to follow the river the game will return you to the tunnel. Enter it.
You will hear the sound of someone chipping away at rock. Scout the area to find out that it's coming from the left path. Let's explore that one first.
There are two mines here: One new and one old. Interestingly enough, it seems that you can use the old mine to get the same reagent that you got from Garlimon earlier, and the game even checks to see if you actually did get that reagent. But if you do, Hurth will get killed if he's still in your party, so the only way this would be useful is if you didn't get Garlimon's bag (can you even get this far without?) and if Hurth never rejoined your party. So this whole thing seems to be one big red herring? Still, just entering and leaving it should be safe enough if you want to explore it.
The new mine is more interesting. Enter it to find a cleft through which you can hear the tapping sounds more clearly. But when you enter, there is no one there. If Hurth examines the walls, he'll find marks from a pick-axe. Leave, and the tapping starts again. Re-enter. Still no one there. But this time, if you stick around to examine the walls the mysterious miner will appear.
Ask the miner about the anything. He won't answer the first time, so just do it again. This time, ask about the mines. He will show you some of his findings, and accidentally drop some red rocks on the ground. Pick them up. There is nothing else to do here, so go back to the stairs. This time, take the right path.
The ornate path leads to a locked door that you don't have the key to yet. Take the crude path. You'll come to a dead end with a crack leading down. Go down. You have to jump the final bit. Hurth is the only one who will be able to both find what's down there, and be able to get back out. (Esher can find it, Praxix can get back out, but only Hurth can do both.) Once he's down, look around to find a key, and then climb back out.
Now you can go back to the locked door. Open it. Inside, there is a stone vault with dwarvish runes. Even Hurth doesn't see any way to open it, but this is where Garlimon's second clue is useful: "The fire reveals". Mix the reagent with fire essence (-1 Fire, -1 Blue-green reagent) and use the mixture on the vault. It turns out to be just an illusion. Examine the coffin, and take the white stone. Now go back outside.
You should now have 5 Air, 2 Fire, 3 Earth, and 3 Water.
You emerge from the Dwarf mines into a forest of snake trees. These are the same ones that Bergon encountered earlier. Proceed until you can go no further, then case Flare to clear the path. (-1 Air, -1 Fire)
Proceed. Praxix will be separated from the rest of the group, and encounter a talking tree. You can ask it about the paths to find out that one is the "Milky Way" (it leads to a mill), one is the "Road To Ruin" (it leads to a ruined castle) and one is the "Garden Path" (it's guarded by orcs). You could go straight to the ruin, but you're dangerously low on Fire essence so take the Milky Way. Examine the mechanism to find a passageway leading down. You need to use your last Fire essence to cast the Glow spell on your staff first. (-1 Fire, -1 Earth)
Once you go down, your way back up is cut off. Apparently there are walkthroughs that claim the following puzzle can only be solved with trial and error. They are wrong.
There are three pits and a control room. For the purposes of this walkthrough, I'm going to refer to them as the near, middle and far pits.
| Near pit | This pit is shallow, and can be climbed. There are magical essences to be mined at the bottom. |
|---|---|
| Middle pit | This pit is deep and cannot be climbed. |
| Far pit | This pit is deep and cannot be climbed, but you can see sunlight at the bottom. |
Those are all the pits you can reach. The device in the control room is some kind of teleporter. It can move objects between the different pits. Each rune corresponds to a pit, but how do you find out which is which?
Cast the Wind spell to clear away the dust. (-1 Air) This will reveal runes next to the near and middle pits. Unfortunately the rune at the far pit has been worn away.
Go to the control room. Set the left dial to the middle pit's rune, and the right dial to the near pit's rune. Press the button. Go to the near pit and climb down. This will move the pick-axe (which was at the bottom of the middle pit) to the bottom of the near pit. Note that it takes a little while for the machine to warm up. If you walk straight to the near pit and climb down, the pick-axe will arrive at the same time as you do. This is a clue.
Take the pick-axe and use it to mine the rock. (+5 Fire, +5 Earth) Praxix will automatically climb back up. Next, you want to figure out which rune corresponds to the far pit. Go to the far pit and drop the pick axe into it. Then return to the control room. The right dial still points to the rune corresponding to the near pit. Leave it that way. Then try setting the left dial to different runes and pushing the button until you've managed to teleport the pick-axe back to the near pit again. Since you already know two of the runes, this should at most take four attempts.
Go back to the control room and swap the settings for the dials to teleport objects from the first to the far pit. Push the button and hurry back into the near pit. Both you and the pick-axe should now be teleported to the far pit. Follow the light to the exit. Praxix won't keep the pick-axe, so there's no need to pick it up.
You are now at the castle ruin. Cross the bridge. It will start to give away, but proceed anyway. You will have to find another way out anyway. Enter the tower. You can go down into the dungeon. You won't find anything there yet, but I think it's the only way to see that particular illustration.
Go up to meet a stranger called Umber. He was the talking tree you encountered before, so apparently you were hallucinating. (Or maybe not; Umber is a bit of an enigma.) You'll need his help, so accept his offer to join you.
Go down again. This time Umber will show you a hidden chamber with a large chest filled with precious stones. There is more to it than meets the eye, so mix the blue-green reagent with Fire essence and use it on the stones. (-1 Fire, -1 Blue-green reagent) This will reveal the Earth Stone, which Praxix picks up. (Umber doesn't mind.)
Now you have to find a way to signal your friends, so climb to the top of the tower. (Any outdoors room should do.) There are three spells you could use: Flare, Lightning and Rain. It's imporant to preseve your Air essence, so don't use Flare. Lightning and Rain both use Water, so you may as well save your Fire essence and use Rain. (-1 Water)
The game will switch viewpoint to the rest of the party, who sees Praxix's signal. Proceed. At this point, Hurth will have trouble breathing. Have Esher examine him. If you picked up hawkbane earlier, near the Elves, he will be fine. Otherwise, he will die.
Proceed again. Now Bergon will be caught in a trap. It doesn't matter if you try to free him or hide. The orcs will arrive to collect him. Praxix will be fine on his own, so follow the orcs. Once you reach the camp, check your inventory. The red rock you picked up earlier turns out to be a magical reagent. Use it to turn invisible. You will find the tent where Bergon is being held automatically. You don't want to waste the rest of the reagent, so make a run for it.
The party will now join up with Praxix and use the rope to get him across the moat. Umber stays behind, and the party heads back to Astrix.
You should now have 3 Air, 4 Fire, 7 Earth, and 2 Water.
Proceed. You will see a great white bird. Have Hurth examine it, and he will see it is carrying a dark rider. You need to hide. While hiding, have Praxix mix Air and Water to make a Fog spell. (-1 Air, -1 Water)
Proceed to a cave. There you will encounter Umber again. You can try to leave, but there are mudwargs lurking outside so you're stuck with him for now. He'll tell you there are mudwargs outside. Ask him about them, and he'll tell you that they are never seen during the night. This is an important clue. Ask him for advice, and he'll give you some before falling asleep. Once he's asleep, you can examine his sack to find a black reagent which you take.
And this is where the game gets annoying. You have to mix the reagent with one of your magical essences, but as far as I know the game gives you no clue whatsoever which one. So this really seems to be a case of saving, experimenting and then restoring. The black reagent seems to turn the essence into some kind of opposite: Air produces despair, Fire produces darkness, Earth produces cold, and Water produces illness. You need to mix the black reagent with Fire (-1 Fire) and use the mixture on Praxix's staff. Then you can go outside without being attacked by the mudwargs.
Once you've left the cave, the black reagent no longer works. Apparently it needs Umber's presence.
In Zan, you want to enter the curio shop at once, before it closes. Send Hurth to look around. The proprietor will ask you if you're looking for anything in particular. Reply, and he'll show you some stones. Praxix wants a gray, pyramid-shaped one, but can't afford it. Stealing the stone works temporarily, but will get you in trouble later. Instead, trade the spyglass for the stone.
Proceed. You now have the option to visit the taven, the inn, and the wharf. You need to charter a boat to the Misty Isle, and you need some place to stay for the night, but let's visit the tavern first. If you look at the other table, you'll notice some suspicious characters. You want to know what they're talking about, so cast Invisibility. This doesn't use any essences, but will use up the last of the red rock. (That's why you had to save it earlier.) Eavesdrop for as long as you can. This will tell you that neither the innkeeper, nor the ship captains can be trusted. Make a note of the name of the one captain who they didn't speak to because he was too drunk.
Leave the tavern and head for the wharf. Tell the harbormaster that you do have a particular captain in mind: the one whose name you just overheard; the captain of the Zephyr. One of the other captains says he's willing to take you to Misty Isle, but you already know they can't be trusted. It will have to be the Zephyr, and whether you lie or tell the truth he will only offer to take you to Estril. That will have to be good enough.
You know tha the innkeeper can't be trusted, so you want to camp outside. However, unless you've already lost a party member you are still being hunted and you will be ambushed during the night. You want to make it appear as if you're staying at the inn, so go there first and book rooms. Accept his offer, but don't stay there for the night. Leave the inn and camp outside. It's safe now.
In the morning, you'll find that someone set the inn on fire. The sheriff arrests you for arson (and theft, if you had stolen the gray stone earlier, in which case you won't be able to escape).
This is where the game gets annoying again. You need to mix the gray reagent with an essence, and again I haven't seen any clues which is the correct one. You can mix it with Air and use it on Praxix's staff to create a "foreboding" spell. The staff will glow deep red when there's danger nearby, but the effect is short-lived. You can mix it with Fire to create a "mind-bending" spell. That's the one you want to use. You don't want the sheriff to see you preparing the mixture, so do that first. (-1 Fire, -1 Gray reagent)
Now you need to get the sheriff's attention. Calling him is not enough, you need to use magic. The Flare, Tremor and Wind spells all work. You have plenty of Earth, so use the Tremor spell. (-1 Earth) When the sheriff arrives, use the mixture on him and he will unlock the cell and let you out. (Note: There is a case to check if you're using the invisibility spell, so apparently you can still have some red rock at this point. But the spell wears off before you can steal the key, so it won't work anyway.)
You should now have 2 Air, 2 Fire, 6 Earth, and 1 Water.
You automatically proceed to the Zephyr. There's little to do except relax. You are caught in a storm, the captain is knocked overboard, the crew abandons the ship, and you are lost in the fog. You need to find the direction to Misty Isle Climbing the mast is no use, but you can use Elevation on Tag to lift him above the fog. (-1 Air, -1 Earth). Now that you know the direction, you can use your last Air to cast Wind, and propel the ship to the island. (-1 Air)
As soon as you set foot on the island, you are confronted by the Dread Lord. Praxix has an idea, but will be knocked unconscious before he can do anything. Have Tag pick up Praxix's pouch to begin the final puzzle.
What you want to do is to cast the Lightning spell on the Dread Lord, but how do you prepare one? If you've seen Praxix perform the spell, it will remind you that it's Fire, Water and a pinch of Earth. There are three opportunities to learn this:
Furthermore, Praxix's pouch contains seven powders, not four. (If you still have any Air essence, there would have been eight.) Only four of them are essences, but which ones? Along the way, there have been a couple of times where a spell left a residue after it was cast:
Using these clues, you should be able to correctly identify the essences you need. It's random, of course, but here is one example:
From this we can draw the following conclusions:
The solution, then, is to mix coarse blue (Fire) with coarse white (Water), and add a pinch of coarse yellow (Earth).
Cast the mixture. If you did it correctly, you will win the game.
This example walkthrough doesn't explore everything, but should give all the necessary clues for a complete playthrough. This will make you appear a bit prescient. I have tried to include some of the unnecessary actions to get a more descriptive text, but in other cases I've skipped them. That's the price of following a walkthrough slavishly! If an action makes no sense, try looking around a bit and it should be clear. apparent reason, you would probably have gotten clues for it if you had done other things first, e.g. tried to explore an exit or scouted around.
In the few cases where I can't see any other option than trial and error, I have noted that.
| Party | Individual | Command | Comment |
|---|---|---|---|
| Enter | 7 Air, 0 Fire, 9 Earth, 0 Water | ||
| Praxix | Examine map | ||
| Praxix | Reply | Webba will tell you about the runes. | |
| Tag | Buy map | ||
| Exit | |||
| Proceed | |||
| Enter | |||
| Esher | Look Around | ||
| Exit | Minar will offer to join your party | ||
| Bergon | Accept | ||
| Proceed | |||
| Praxix | Tell Legend Magic | 6 Air, 0 Fire, 8 Earth, 0 Water This is not a necessary step, and will waste precious essences. But I want to demonstrate that the game is still winnable. Make a note of the color and texture of the residue (mine was medium textured violet). | |
| Minar | Scout | ||
| Left | The northern route, since it has one additional puzzle right here. | ||
| Minar | Flank | ||
| Combat | |||
| Minar | Scout | ||
| Praxix | Examine bodies | 6 Air, 2 Fire, 8 Earth, 1 Water | |
| Proceed | |||
| Proceed | |||
| Minar | Scout | Minar doesn't return. | |
| Tag | Look Around | ||
| Tag | Get Help | ||
| Enter | |||
| Praxix | Cast Glow on staff | 6 Air, 1 Fire, 7 Earth, 1 Water | |
| Proceed | |||
| Proceed | |||
| Proceed | You encounter dwarves. | ||
| Parley | |||
| Bergon | Tell Truth | Hurth offers to join the party. | |
| Bergon | Accept | ||
| Hurth | Tell Story about Elves | Make a note of the Elvish phrases you just learned, and remember that Agrith is a friend of the Elves. | |
| Proceed | |||
| Proceed | |||
| Hurth | Examine runes | Hurth will notice a hidden door. | |
| Proceed | |||
| Proceed | |||
| Proceed | There is some sort of evil presence nearby. | ||
| Back | Praxix stays behind to confront the evil. | ||
| Praxix | Cast Tremor | 6 Air, 1 Fire, 6 Earth, 3 Water (You found some Water essence in the rubble.) | |
| Proceed | |||
| Enter | This is the hidden door Hurth noticed before. It closes behind you. You are now in a maze. | ||
| Left | It doesn't matter which way you go. | ||
| Proceed | |||
| Tag | Drop rope | ||
| Proceed | You realize that you are walking in circles. Praxix will cast the Flare spell to confirm. Actually, you could have cast it manually as soon as you entered the maze, but this makes a bit more sense I guess. Make a note of the color and texture of the residue (mine was medium textured blue). 5 Air, 0 Fire, 6 Earth, 3 Water | ||
| Praxix | Cast Elevation at Esher | 4 Air, 0 Fire, 5 Earth, 3 Water (It doesn't matter who you cast it on.) | |
| Right | |||
| Fight | |||
| Praxix | Cast Mud | 4 Air, 0 Fire, 4 Earth, 2 Water | |
| Hurth | Flank | Or Bergon, it makes no difference. Make a note of the color and texture of the residue (mine was coarse pink). | |
| Combat | |||
| Combat | |||
| Combat | Hurth will be killed, Minar will rejoin the party, and Agrith will give you a brown stone amulet and tell you to show it to Astrix. | ||
| Return | |||
| Back | |||
| Up | |||
| Left | The stairs have collapsed. | ||
| Praxix | Cast Elevation at Escher | 3 Air, 0 Fire, 3 Earth, 2 Water (Any party member will do, but Esher has the best reaction.) | |
| Praxix | Cast Wind | 2 Air, 0 Fire, 3 Earth, 2 Water This is your second chance to make a note of the color and texture of the residue (mine was medium textured violet) | |
| Bergon | Leave Bergon | Or Minar. It shouldn't make any difference. | |
| Up | |||
| Minar | Look Around | He will find a broken spyglass. | |
| Tag | Pick Up spyglass | ||
| Down | |||
| Right | |||
| Exit | |||
| Minar | Scout | He will see smoke. | |
| Follow Smoke | |||
| Knock | |||
| Bergon | Tell Truth | ||
| Minar | Look Around | ||
| Exit | Make a note of Garlimon's words, "The Water that heals, the fire reveals" | ||
| Praxix | Examine bag | 4 Air, 3 Fire, 7 Earth, 5 Water You also find some blue-green reagent. | |
| Proceed | |||
| Esher | Examine stream | ||
| Find Gold | |||
| Find Gold | You have to save Tag from the water. | ||
| Praxix | Cast Elevation at Tag | 3 Air, 3 Fire, 6 Earth, 8 Water (You found Water essence, not gold.) You arrive at a lake. Bergon dives into the water to catch fish, but doesn't return. | |
| Enter Lake | |||
| Dive | |||
| Minar | Scout | There is no sign of him, but there is a cave nearby. | |
| Proceed | |||
| Enter Cave | |||
| Proceed | Praxix's staff is still providing light. | ||
| Enter Pool | Tag dives into the pool. | ||
| Leave Tube | You find Bergon, and hear someone approach. | ||
| Tag | Hide | It's not fatal if you're spotted, but it does impose a time limit. | |
| Wide Path | |||
| Left | |||
| Tag | Pick up torch | I think this is the only torch that can be picked up. | |
| Back | |||
| Right | |||
| Tag | Pick up blue amulet | ||
| Back | You can't leave with the amulet. | ||
| Proceed | You need light to proceed, which you have. | ||
| Tag | Pick up cover | ||
| Tag | Drop blue amulet | This appears to be some sort of garbage disposal system. The amulet will be flushed out to the smelly pool. | |
| Junction | |||
| Smelly Pool | |||
| Dive | |||
| Tag | Pick up blue amulet | ||
| Surface | |||
| Back | |||
| To Cave | Tag and Bergon rejoin the party. The torch is left behind. | ||
| Proceed | Minar is bitten by a snake. | ||
| Split Up | |||
| Proceed | This bit with Bergon is optional, but it makes a bit more sense that he would at least try to do something useful. | ||
| Proceed | |||
| Return | Too late: Bergon is trapped by the trees. | ||
| Proceed | This bit is also optional, but again it makes more sense that Praxix would try. | ||
| Praxix | Examine stump | It's hollow. | |
| Praxix | Cast Tremor | The stump will split open. Lightning and Blaze also work, but we have plenty of Earth essence. 3 Air, 3 Fire, 5 Earth, 8 Water | |
| Down | |||
| Away | No time for this now. | ||
| Back | Praxix will find westflake, which - in a less successful playthrough - would have been useful against the snake bite. | ||
| Stream Path | Tag will see a young woman. | ||
| Approach | She's an elf. | ||
| Approach | Approach her anyway. | ||
| Talk To Elf | |||
| Speak Elvish | Use the phrases you learned from Hurth earlier. | ||
| Tag | Tag says... Tag-la | "Tag is here" | |
| Speak Elvish | |||
| Tag | Tag says... B'ran Agrith | "Friend of Agrith". She will help Minar and invite you to visit the Elf Home. | |
| Bergon Route | You have to do this first, or Bergon will die. You find him, tangled up in the trees. | ||
| Praxix | Cast Lightning at snake tree | Bergon is released. Make a note of Praxix's words that you need a pinch of Earth essence for Lightning to be effective. 3 Air, 2 Fire, 5 Earth, 7 Water | |
| Return | |||
| Praxix Route | Praxix never fully explored this area. | ||
| Down | |||
| Proceed | |||
| Esher | Examine walls | He will find some hawkbane. | |
| Proceed | |||
| Left | It doesn't matter which way you walk. | ||
| Right | 3 Air, 4 Fire, 5 Earth, 7 Water Praxix found some Fire essence. | ||
| Left | |||
| Right | The Glow spell wears off, and Praxix spots a way out. | ||
| Up | |||
| Elf Home | A fire approaches. | ||
| Follow Elves | |||
| Praxix | Cast Rain | 3 Air, 4 Fire, 5 Earth, 1 Water You will be given a green amulet, and proceed to the river. | |
| Upstream | |||
| Upstream | That's as far as you can go. | ||
| Build Raft | |||
| Launch Raft | |||
| Cross | |||
| Cross | |||
| Cross | |||
| Cross | |||
| Praxix | Cast Glow on map | 3 Air, 3 Fire, 4 Earth, 1 Water (This will reveal which runes were originally glowing.) | |
| Praxix | Examine map | You arrive safely as Astrix's tower. He has the fourth amulet, and will send you on to the next part of the game. | |
| North Route | You don't have enough resources to do the south route. | ||
| Enter | Astrix put a Glow spell on Praxix's staff. You see something moving. | ||
| Bergon | Confront | Hurth, back from the dead, rejoins the party. | |
| Down | |||
| This Level | |||
| Hurth | Scout | ||
| Around Orcs | |||
| Right | |||
| Praxix | Examine runes | lorem ara sequil hevant drai nons trivi azan-lam please only say door open to access storage-room | |
| Praxix | Speak | ||
| Praxix | Praxix says... lorem | 6 Air, 3 Fire, 6 Earth, 4 Water The runes are written right to left. "Storage Room Access - To open door, say only 'please'." | |
| Back | |||
| Past Orcs | Praxix has an idea... | ||
| Praxix | Cast Tremor | 6 Air, 3 Fire, 5 Earth, 4 Water | |
| Praxix | Cast Elevation at himself | 5 Air, 3 Fire, 4 Earth, 4 Water | |
| Proceed | |||
| Proceed | |||
| Praxix | Cast Tremor | 5 Air, 3 Fire, 3 Earth, 4 Water | |
| Combat | |||
| Combat | Bergon is wounded. | ||
| Praxix | Mix reagent with water | 5 Air, 3 Fire, 3 Earth, 3 Water | |
| Praxix | Use Mix on Bergon | "The water that heals..." | |
| Proceed | |||
| Enter Tunnel | |||
| Left | |||
| New Mine | |||
| Enter Cleft | |||
| Hurth | Examine walls | ||
| Back | |||
| Enter Cleft | |||
| Praxix | Examine walls | You need to examine the walls twice. I don't think it matters who does it. | |
| Bergon | Ask Miner about mine | It doesn't matter what you ask him. He'll interrupt you. | |
| Bergon | Ask Miner about mine | He will show you what he's mining. | |
| Tag | Pick Up red rock | This will give you an Invisibility spell later. | |
| Back | |||
| Back | |||
| Right | |||
| Crude Path | |||
| Down | |||
| Bergon | Hurth | Only Hurth will be able to both explore down below, and get back up again. | |
| Hurth | Jump | ||
| Hurth | Look Around | He finds a key. | |
| Hurth | Climb Up | ||
| Back | |||
| Ornate Path | |||
| Open Door | With the key. | ||
| Praxix | Mix reagent with fire | 5 Air, 2 Fire, 3 Earth, 3 Water | |
| Praxix | Use Mix on vault | "The fire reveals..." | |
| Hurth | Examine coffin | ||
| Tag | Pick Up white stone | ||
| Back | |||
| Back | You are above ground again, in the snake tree forest. | ||
| Proceed | |||
| Proceed | |||
| Proceed | You can't get any further. | ||
| Praxix | Cast Flare | 4 Air, 1 Fire, 3 Earth, 3 Water This is your second chance to make a note of the color and texture of the residue (mine was medium textured blue) | |
| Proceed | Praxix is separated from the others. | ||
| Praxix | Ask Tree about paths | ||
| Milky Way | |||
| Praxix | Examine mechanism | ||
| Praxix | Cast Glow on staff | 4 Air, 0 Fire, 2 Earth, 3 Water | |
| Down | |||
| Right | |||
| Praxix | Examine device | This is so that you will recognize the runes. | |
| Back | |||
| Praxix | Cast Wind | 3 Air, 0 Fire, 2 Earth, 3 Water This blows away the dust, revealing runes beside the pits. (In my playthrough, this pit has the lower right rune.) | |
| Proceed | (In my playthrough, this pit has the lower left rune.) | ||
| Proceed | This pit has light down at the bottom. The rune is too worn to be read. | ||
| Proceed | Just to verify that you can't get any further. | ||
| Control Room | |||
| Left Dial | Rune from the middle pit | (Lower left in my playthrough) | |
| Right Dial | Rune from the near pit | (Lower right in my playthrough) | |
| Push Button | |||
| Back To Pits | |||
| Down | This is the only pit you can climb down. Everything from the middle pit is teleported to the near pit. A pick-axe appears. | ||
| Praxix | Pick Up pick-axe | ||
| Mine Rock | 3 Air, 5 Fire, 7 Earth, 3 Water | ||
| Proceed | |||
| Proceed | |||
| Praxix | Drop pick-axe | It goes into the pit. | |
| Control Room | |||
| Left Dial | Guess which of the runes is the far pit | The right dial is already set correctly to the near pit. | |
| Push Button | |||
| Back To Pits | |||
| Down | If the pick-axe appears, you guessed correctly. Otherwise, return to the control room and try again. There are only four possibilities. | ||
| Up | |||
| Control Room | |||
| Left Dial | Rune from the middle pit | (Lower right in my playthrough) | |
| Right Dial | Rune from the far pit | (Top in my playthrough) | |
| Push Button | |||
| Back To Pits | |||
| Down | If you did it correctly, you will be teleported to the far pit. | ||
| Follow Light | Praxix won't keep the pick-axe, so you don't have to pick it up again. You are now at a ruined castle. | ||
| Cross | |||
| Proceed | |||
| Tower | |||
| Down | |||
| Up | Umber asks if he can join you. | ||
| Praxix | Accept | ||
| Down | Umber shows you a hidden room with a chest full of precious stones. | ||
| Praxix | Mix reagent with fire | 3 Air, 4 Fire, 7 Earth, 2 Water | |
| Praxix | Use Mix on stones | "The fire reveals..." You find the Earth Stone. | |
| Back | |||
| Up | |||
| Praxix | Cast Rain | 3 Air, 4 Fire, 8 Earth, 2 Water The game switches back to the rest of the party, who sees Praxix's signal. | |
| Proceed | Hurth collapses. | ||
| Esher | Examine Hurth | Esher uses the hawkbane he found earlier to cure Hurth's allergies. | |
| Proceed | Bergon walks into a trap. | ||
| Free Him | It doesn't work. He is carried off by orcs. | ||
| Follow Orcs | |||
| To Camp | It's too dangerous. | ||
| Tag | Inventory | He notices that the red rock he picked up earlier is a magical reagent. | |
| Tag | Use red rock | You find and free Bergon. | |
| Run For It | You rejoin Praxix, help him back across and return to Astrix. | ||
| Proceed | |||
| Hurth | Examine shadow | ||
| Hide | |||
| Praxix | Mix air with water | This creates a Fog spell. 2 Air, 4 Fire, 7 Earth, 1 Water | |
| Proceed | You encounter Umber again. | ||
| Stay | |||
| Bergon | Ask Umber about mudwards | You learn that mudwargs are never seen at night. | |
| Bergon | Get Advice | Umber will fall asleep. | |
| Praxix | Examine Umber's sack | You find a black reagent. | |
| Praxix | Mix black reagent with fire | As far as I can tell, you will only find this by trial and error. 2 Air, 3 Fire, 7 Earth, 1 Water | |
| Praxix | Use Mix with staff | This creates darkness. | |
| Leave | |||
| Curio Shop | |||
| Hurth | Look Around | ||
| Praxix | Reply | ||
| Praxix | Examine gray stone | ||
| Tag | Buy gray stone | It's too expensive | |
| Tag | Trade spyglass | ||
| Proceed | |||
| Tavern | |||
| Esher | Examine other table | ||
| Praxix | Cast Invisibility | This spell uses only the red rock. | |
| Tag | Eavesdrop | ||
| Tag | Eavesdrop | ||
| Tag | Eavesdrop | Make note of the name of the captain who hasn't been spoken to. (In my game it was Calfon.) | |
| Exit | |||
| Wharf | The harbormaster will ask if you are looking for any particular captain. | ||
| Bergon | Yes | ||
| Bergon | Bergon says... name of the captain | (In my game it was Calfon.) | |
| Zephyr | The name of his ship. | ||
| Bergon | Tell Truth | Or lie, it doesn't matter. | |
| Bergon | Accept | ||
| Inn | |||
| Check In | |||
| Bergon | Accept | This is to trick your pursuers that you will stay at the inn. | |
| Exit | |||
| Camp Out | The inn will burn, and you are arrested for arson. | ||
| Praxix | Mix gray reagent with fire | As far as I can tell, you will only find this by trial and error. You must prepare it before getting the sheriff's attention. 2 Air, 2 Fire, 7 Earth, 1 Water | |
| Praxix | Cast Tremor | 2 Air, 2 Fire, 6 Earth, 1 Water | |
| Praxix | Use Mix on sheriff | He will let you out of the cell. You automatically board the ship. | |
| Relax | There is a storm. The captain is knocked overboard, and the crew abandons the ship. | ||
| Climb Mast | Just to show that it doesn't work. | ||
| Praxix | Cast Elevation at Tag | 1 Air, 2 Fire, 5 Earth, 1 Water | |
| Praxix | Cast Wind | You arrive on Mistly Isle, where you are immediately attacked and Praxix is knocked unconscious. 0 Air, 2 Fire, 5 Earth, 1 Water | |
| Tag | Pick Up pouch | Tag will recall what Praxix told him about the Lightning spell: "fire and water essences, with just a pinch of earth essence." | |
| Tag | Mix fire and water | In my game, I knew from before that:
| |
| Tag | Add Pinch earth | In my game, it's coarse red. | |
| Tag | Cast mixture | If you got it right, you just won the game. |
| Air | Fire | Earth | Water | |
|---|---|---|---|---|
| Air | Wind | Flare | Elevation | Fog |
| Fire | Blaze | Glow | Lightning | |
| Earth | Tremor | Mud | ||
| Water | Rain |
Spells that use one essence use up one of that. Spells that use two essences use up one of each. The Fog spell is usually not available.
The old miner has some red rocks that he uses to turn himself invisible. Once you pick these up, you can turn yourself invisible too.
Garlimon will give you a blue-green reagent. This can be mixed with water for a healing spell (used to heal Bergon), and with fire for an anti-illusion spell (used to reveal the Spirit and Earth stones.
You will "borrow" a black reagent from Umber. Mixing this with an essence creates a sort of opposite effect: Air creates Despair, Fire creates Darkness, Earth creates Cold, and Water creates Illness. The mixture can be cast on Praxix's staff, but you can only do that successfully where you found the reagent, and only Darkness is actually useful. Though Cold seems to counter-act Darkness, for some reason.
You will acquire a gray reagent in Zan. This can be mixed with Fire to create a Bend Will spell, and with Air to create a Foreboding spell. At this point, you probably have too little left for experimenting, and only the Bend Will spell is necessary.
The Foreboding spell can be cast on Praxix's staff. It will cause it to glow deep red or light green depending on if there is danger or not. The effect only lasts for a few turns, and it doesn't seem particularly useful. Maybe to get a hint that the inn keeper will betray you, given the chance? It seems strange that the game didn't do more with this.
The game doesn't tell you exactly how much you have of each reagent. Instead you are given an approximation:
| Amount | Description |
|---|---|
| 1 | A very small amount of ... (enough for one spell) |
| 2 | A small amount of ... (enough for two spells) |
| 3-4 | A moderate amount of ... (enough for three or four spells) |
| 5-6 | A fairly large amount of ... (enough for five or six spells |
| 7-8 | A large amount of ... (enough for seven or eight spells) |
| 9 | A very large amount of ... (enough for nearly ten spells) |
| 10-11 | A very large amount of ... (enough for ten or more spells) |
| 12-14 | A very large amount of ... (enough for a dozen or more spells) |
| 15 | A disgustingly large amount of ... (enough for a dozen or more spells) |
| 16 | A horrendously large amount of ... (enough for a dozen or more spells) |
| 17 | A hideously large amount of ... (enough for no table entry spells) |
| 18 | A bugiferously large amount of ... (enough for no table entry spells) |
If you ever manage to get 17 or more of a reagent (fat chance!), the game has no texts for how many spells you can cast with it, and will probably print garbage.
You start out with some 7 Air and 9 Earth. On your way, there are several places where you gain more essence.
So That gives you a total of 12 Air, 12 Fire, 20 Earth, and 12 Water.
You will need the following spells in Part I of the game:
Puzzles with alternate solutions:
Optional:
You should let Tag see Praxix use the Lightning spell, so the optimal solution is to use Lightning to split open the stump, and have Tag be there to see it. But story-wise I guess it makes more sense for Bergon to get caught, and then use Tremor on the stump and Lightning on the snake trees.
For Part II you will need the following spells:
Puzzles with alternate solutions:
For Part III you need the following spells:
Puzzles with alternate solutions:
For Part IV, you will need the following spells:
It's possible to use save-scumming to bypass at least two of the puzzles: You don't need to cast Glow on the map, and you don't need to cast Wind to clear away the dust around the pits. But let's ignore that here.
By my count, you need 11 Air, 10 Fire, 11 Earth, and 10 Water for the puzzles without alternate solutions. That leaves you with 1 Air, 2 Fire, 9 Earth, and 2 Water for puzzles with alternate solutions:
| Splitting the tree stump | Blaze (Fire) | Lightning (Fire + Water) | Tremor (Earth) |
| Distracting the orcs | Flare (Air + Fire) | Tremor (Earth) | Wind (Air) |
| Signalling your friends | Flare (Air + Fire) | Lightning (Fire + Water) | Rain (Water) |
| Calling the sheriff | Flare (Air + Fire) | Tremor (Earth) | Wind (Air) |
And the optional stuff:
| Praxix's lecture on Magic | Elevation (Air + Earth) | |
| Freeing Bergon from the snake tree | Flare (Air + Fire) | Lightning (Fire + Water) |
Of course, there are other places where you can cast spells and get some interesting result. But these are the ones I think are sensible to use.
As you can see, if you want to hear Praxix's lecture on Magic, you absolutely cannot afford to use any spell that uses Air for these puzzles. That means no Flare and no Wind.
That leaves only Tremor as a valid option for distracting the orcs and calling the sheriff. But I guess you could get away with using Fire essence for splitting the tree stump (if you don't use Lightning to free Bergon from the snake tree, using Lightning on the stump is a good idea) or summoning your friends (but Rain is cheaper to cast than Lightning). Which means that Blaze is a pretty useless spell!
If you do the optional stuff listed above, and use Tremor or Rain where possible, you should be able to reach Misty Isle with 0 Air, 2 Fire, 5 Earth and 1 Water. You only need one each of Fire, Earth and Water for the final spell.