Gorasul: The Legacy of the Dragon Walkthrough
                            By Steven W. Carter

                                Last Updated
                                July 8, 2002

* Introduction                                                              *

This is a walkthrough for Gorasul: The Legacy of the Dragon from Silver Style 
Entertainment and JoWooD Productions.  Iím doing the walkthrough using the 
medium difficulty setting and (primarily) the middle game type.  Iím also 
using version 1.6 of the game.  If youíre using the retail release, then you 
should definitely patch it, just for the improved translation if nothing 
else.  The patch is available at JoWooDís web site (www.jowood.com).

A note on the riddles: There are many riddles in the game, so rather than 
print the answers explicitly in the guide, Iím going to print the answers 
with their letters shifted up by one.  That should allow you to figure out 
the answer on your own without inadvertently discovering it while reading the 
guide.  If you get stuck, just shift the letters down by one -- for example, 
ìsjeemfî becomes ìriddleî -- to see the answer.

* Starting Out                                                              *

* --------- *
* Game Type *
* --------- *

The biggest difference between the game types is the riddles.  In the fight 
intensive version, you wonít have any riddles to solve.  In the quest 
intensive version, youíll have to type in the answers to the riddles on your 
own.  In the middle version, the riddles will be multiple choice questions.

So unless you really like riddles or you really want extra combat, the middle 
mode is probably the best version to play.

* ----- *
* Class *
* ----- *

Although the game technically comes with six classes, there are really only 
two: warrior and magician.  The other classes are either nearly identical or 
strictly inferior.  For example, the magician is the only spellcasting class 
that gets an intelligence bonus each level (intelligence is the most 
important attribute for spellcasters), and itís the only class that doesnít 
pay a penalty for casting battle spells (battle magic is the most important 
magic school in the game).

Both classes can finish the game just as easily, but if youíre planning to go 
without a party, then itís best to be a magician.

* ---------- *
* Statistics *
* ---------- *

How you spend your attribute points depends on your class.  If youíre going 
to be a warrior then you should divide your points between strength, 
dexterity, and constitution (roughly equally).  If youíre going to be a 
spellcaster then you should divide your points between intelligence and 
constitution (with a bias towards intelligence).  Charisma doesnít do enough 
to make it worthwhile to purchase.

For dragon skills, itís a tough call.  Dragon eyes is useful because it 
improves your sight range and is ìonî all the time, but it doesnít help in 
combat like the other three.  However, the other three only trigger when 
youíre heavily wounded.  So Iíd suggest adding dragon breath since itís an 
attack that will always hit, and adding dragon eyes until youíre happy with 
your sight range.

For attack and defense, spellcasters are probably better off with a higher 
defense, but otherwise just balance the two.

* ------ *
* Weapon *
* ------ *

If youíre a warrior then pick the battle axe and concentrate on accuracy, 
durability, and courage.  Intelligence doesnít do anything for warrior 
weapons since weapons donít make many comments during the game, regardless of 
how smart they are.

If youíre a spellcaster then choose the dagger and concentrate on 
intelligence.  Intelligence helps spellcaster weapons since it improves the 
rate at which spellcasters regenerate mana.  If you find yourself using the 
dagger a lot as a weapon, then also think about adding to the other 

But note: Itís difficult to tell which weapon is actually best since certain 
things -- like how courage affects critical hits -- arenít known.  So feel 
free to take the one you like best.

* Companions                                                                *

Youíll find a few characters who will offer to join your party as you 
progress through the game.  Most of them are optional, and you can play the 
game just as well with a single character as you can with a party of four.  
So feel free to try the game both ways and see which you like better.

Note: Characters in your party share experience, so the larger your party is 
the less experience youíll earn.  But regardless of how many companions you 
pick up, youíll still probably end the game between levels 15 and 20.

The possible companions are listed below, in the order youíll most likely 
meet them.
   Name           Lvl       Race          Class    Location
   ----           ---       ----          -----    --------
   Dadaskar (1)     3      Human       Banisher    Jenaiís house
   Kendal (2)       4      Human        Warrior    Temple catacombs, level 3
   Mafestus         6      Human       Magician    Dengard library, level 2
   Lothaniel (3)    5      Human          Scout    Small forest SW of Dengard
   Skadavar (4)     5      Human   Judge/Swords    Bandit camp
   Lirina (5)       6   Half-elf         Priest    Alest, eastern part
   Grimwall (5)    12      Dwarf        Warrior    Alest, Towerwave Tavern


   1. A banisher is what the manual calls a spell worker.
   2. Kendal will trigger a special encounter in Dengard.
   3. A scout is what the manual calls a woodsman warrior.
   4. A judge of swords is what the manual calls a sword bearer.
   5. This character is mandatory but will eventually leave the party.

My suggestion for a party is to either go solo with a magician or to create a 
warrior and use Dadaskar and Mafestus for spell support.  There isnít any 
real reason to have a fourth character since youíll have to use Lirina and 
Grimwall late in the game.

* Gameplay Notes                                                            *

Weapon health is shown as a string of Oís and -ís.  (For example: OOO--.)  It 
represents a health bar, and the more Oís there are the healthier the weapon 

Areas in Gorasul work about the same as they do in Baldurís Gate.  That is, 
some areas appear when you receive quests about them, and others appear based 
on the direction you exit the areas you know about.  So if youíre stuck, be 
sure to exit each area in all four cardinal directions.

There are two ways to remove companions from your party: you can click the 
boot button on their character screen, and you can right click on their 
portrait and select the ìdismiss characterî option.  So if one way doesnít 
work, try the other.

You have three choices when it comes to resurrecting characters: you can use 
a staff (which usually fails), you can use the black death spell (which only 
costs 140 mana for banishers), or you can dismiss the character (which Iíve 
never tried).  Supposedly, for the last case, the character will appear at 
its rendezvous point safe and sound.  Of course, the easiest way to deal with 
death is to load a saved game, so save often.

During combat you only control the leader character.  That means if you 
select your entire party and try to get it to retreat, only the leader is 
guaranteed to move, and so you have to retreat characters one at a time.  It 
also means you should control a spellcaster during combat so you can pick the 
spells it casts.  Computer controlled spellcasters never cast offensive 
spells more powerful than ice storm for some reason.

Some of the odd abbreviations used in the game include: LE (hitpoints), AT 
(attack), PA (defense).

* Walkthrough                                                               *

* ---------------- *
* Roszondasí Tower *
* ---------------- *

You start out in your tower on the third floor.  Search all the furniture on 
the level to find a couple potions and a book (right click on the book to 
read it), plus four locked cabinets.  Then kill the wimpy undead creatures 
near the staircase and head down the stairs.

The second floor is much like the third, with more furniture to search and 
more undead to kill.  Only three objects there are really important:

1. The key in the bookstand next to the northern round table.
2. The scroll marked ìHoraktatztî in the eastern bookcase.
3. The empty vial in one of the northern chests of drawers.

Once you have the key, go back to the third floor and use it to open one of 
the cabinets (select the key in your inventory and then click the key on the 
cabinet).  You should find a snake amulet, which will protect you from 
poison.  There isnít any way to open the other cabinets unless you have the 
ìlock openerî spell.  (But donít worry; nothing exciting is inside them.)

The first floor, again, is a lot like the upper floors.  And again, there are 
three things of interest:

1. There are three pools on the level.  Use the empty vial on each of them
   to create a potion of invisibility (and gain 80 experience points).
2. Open the western coffin to find a protective amulet.  Put the amulet on.
3. Notice the four statues.  The statues are how you exit the tower, but
   since you canít come back once you leave, ignore them for now.

Then go back to the second floor and use the ìHoraktatztî scroll on the pool.  
Conjure the demon and speak politely to it, and it should eventually perform 
a service for you.  If youíre a warrior select the combat boost (+1 attack, 
+1 defense), and if youíre a spellcaster select the magic boost.  You should 
also receive 100 experience points.

Now go back to the first floor and click on the statues.  If youíre playing 
in combat mode youíll have to do some fighting each time you click a statue.  
Otherwise youíll have to solve a riddle.  The answers to the riddles are, 
from left to right: ojhiu, gpvs, tfbm, qpxfs.  Once youíve completed the 
statues, youíll remember the incantation for leaving the tower.

* -------------------- *
* The Village of Tolip *
* -------------------- *

The only place you can go after leaving the tower is the village of Tolip, so 
click that location on the map.  When you get there youíll find that the 
villagers are hiding in their homes, and that hellhounds have taken over the 
place.  So kill the hellhounds very carefully, resting and saving after each 
fight.  Once youíve killed all of them, the village will start behaving 
normally, and youíll be able to start talking to people and finding quests.

Here are the particular points of interest in Tolip:

1. Shanui the healer (northern edge of village, next to the stables).  Shanui
   will ask you to bring her back some healing herbs.

2. Velaas the marksman (northeastern corner of village).  Talk to Velaas and
   eventually heíll bet that you canít hit the bullseye of the archery
   target.  Save before you talk to him so you can keep trying until you
   hit it.  Once you do youíll receive a longbow for your efforts.  The
   longbow is better than the other bows you can buy right now.

3. Toralf the blacksmith (near center of village).  Talk to him about his
   apprentice, Lorin.  Toralf can also repair your weapons -- if you can
   afford it.

4. Arbaskar the weapons master (near center of town, west of Toralf).  Heíll
   offer to give you some combat training if you can get Toralf to repair his
   sword.  Also be sure to ask him about the dispute between him and Toralf,
   so you can learn about the missing flail.  Then go talk to Toralf (who not
   surprisingly wonít repair the sword) and get his side of the story.

5. Lorin the apprentice (southwestern part of village, near a guard tower).
   If youíve talked to Toralf and Arbaskar already, then youíll discover
   that Lorin stole the missing flail in order to pick up some extra money,
   and heíll give you the flail to be rid of it.  So give the flail to
   Arbaskar to receive Toralfís payment, and give the payment to Toralf to
   get Arbaskarís sword sharpened.

   Now when you talk to Arbaskar next, you can give him the sword and receive
   your combat training.  But be warned: the training will involve defeating
   his three students without magic or dragon skills (potions are ok).  If
   you canít defeat the students then you wonít get the reward, so save
   before trying and only do the training when you can defeat the students
   successfully.  Youíll receive 166 experience points and +1 defense.

6. The obelisk (near the center of the village).  Talk to the villager in
   front of it, but donít worry about it for now.

7. The well (near the center of the village).  When you walk by youíll hear a
   voice calling out from inside.  So click on the well to learn that Elnor
   is stuck in the well and needs a rope to get out.  You can get a rope from
   Mirbard next to the tavern to the south.  Then, when you click the rope on
   the well, Elnor will escape and offer you the 20 silver coins he found
   inside the well.  Accept it; otherwise you wonít get anything.

8. Herard the gatekeeper (near the gate on the southern edge of the village).
   Talk to him and heíll mention the kobolds to the south.

Also be sure to talk to a couple of random villagers so you can learn that 
this version of Tolip has only been around for five years, and so it doesnít 
have anything to do with the Tolip you remember.  Also go ahead and do what 
buying and selling you can, and then exit the village.  You should find two 
forest locations available, one each to the north and south.  (I think Shanui 
triggers the northern forest appearing and Herard the southern one.)  Click 
on the forest area to the north.

You should find some thieves in the forest, but you donít have to kill them 
if you donít want to (or canít).  New creatures appear in forest locations 
each time you visit them, so theyíre a good source of experience and 
sometimes equipment.  But theyíre not important to kill, so, regardless of 
what you decide to do in the forest, eventually exit the area to the north 
and select Jenaiís house on the world map.

* ------------- *
* Jenaiís House *
* ------------- *

There isnít anything you can do outside the house yet, so simply head north 
and go inside.  Youíll find yourself in a large room with lots of things to 
examine, so go ahead and touch everything except for the books, which will 
damage you.  When you click on the small table in the middle of the room or 
the passages on either side, Rufius will appear and lead you into some sort 
of dining area.

In the dining area youíll find a table in the center with five dishes of food 
on it.  Each dish will give you a temporary change to your ability scores, 
and you can eat two before Jenai arrives.  Here are the effects:

   Bowl of broth    : no change
   Plate of spinach : -5con, -5cha
   Plate of chicken : +5str, +5con
   Bowl of broccoli : +5str
   Cup of wine      : +5con, +5cha

When you talk to Jenai, youíll learn that somebody has put a soul net over 
the islands, and that youíll need five magicians in order to break it.  You 
and Jenai are two of the magicians, so youíll still need to find three more.  
Youíll also learn that Jenai doesnít have any healing herbs for Tolip, but 
heíll mention that you might have luck finding the ìflower of lifeî in the 
orc forest, and heíll suggest you take his apprentice with you to find it.  
Lastly, Jenai will mention that you might be able to find the Wand of Xar by 
visiting Veas the dragon on the Firewall Island.

With all that information in hand, exit the house, taking Jenaiís apprentice 
Dadaskar with you if you want.  Then circle around the house to the west, 
save your game, and click on the large rune stone.  The magic word is 

* --------------- *
* Firewall Island *
* --------------- *

Notice that you canít leave the island and that there are probably wolves 
nearby.  The regular wolves shouldnít be too bad but the shadow wolf might be 
a problem.  So save your spells and dragon breath for the shadow wolf, and 
try to kill the other wolves using more mundane means.  If you just canít 
kill the wolves, then come back to this area later (or not at all; itís 

Once the wolves are dead, move east and enter the small cave (you canít get 
to the large cave).  Youíll be confronted by Veas the dragon, and heíll tell 
you that you must pass a test before you can receive the Wand of Xar.  The 
two tests (located to the northeast) are The Eight Soul Victims and the Fate 
of Five.  The ìsoulî test involves battling zombies, skeletons, ghouls, and 
satyrs, and the ìfateî test involves playing a card game.  The card game is 
potentially much better (and Iíve never survived the other test) so choose 
the ìfateî gate.

The game works something like this: you receive five cards, and you must 
remove two to the left (by clicking on them and then moving them).  Of the 
remaining three, you can either keep them face up or face down (by right 
clicking on them).  Different cards give different permanent effects.  Here 
are the effects:

   Card                Face Up                   Face Down
   ----                -------                   ---------
   Angel               +1 protection             -1 protection
   Black Bear          +3 strength               -3 strength
   Black Knight        Move to ìsoulî test       Nothing?
   Dungeon             Lose object               Option to try again
   Elf Face            +3 charisma               -3 charisma
   Fool                -5 intelligence           -3 intelligence
   Golden Dragon       +3 dragon skills          -3 dragon skills
   Horseshoe           +1 attack, +1 defense     -1 attack, -1 defense
   Idol                +5 hitpoints              -5 hitpoints
   Magic Wand          +5 mana                   -5 mana
   Quiver              Receive 10 arrows +2      No damage / ranged weapons
   Rainbow             Receive 500-1000 gold     Gold turns to silver
   Shooting Star       Character healed          Character reduced to 1 hp
   Solar Eclipse       -5 dragon fear            +5 dragon fear
   Solar Flare         +10 dragon breath         -10 dragon breath

The cards that come up are random, so save your game before clicking on the 
table, and then keep trying until you get a combination you like.  If youíre 
playing a warrior, then you should probably make sure one of the cards is the 
rainbow, just so you can repair your weapon.

Once you leave the test, explore the rest of the cave before talking to Veas 
again.  Youíll find some bones to the south, and when you click on the bones 
youíll find (among other things) dragon scale armor and leather pants.  Then 
talk to Veas to receive the Wand of Xar and to be teleported back to Jenaiís 

Note: The Wand of Xar is expensive to repair, so I always give it to a 
spellcaster companion (like Dadaskar), who can use the bonuses without 
damaging the weapon.

If you need to do some shopping or repairing, visit Tolip.  Otherwise just 
head to the orc forest.

* ---------- *
* Orc Forest *
* ---------- *

Near your starting position you should meet a berserk.  Heíll be injured, and 
you can heal him with a healing potion if you have one.  But if you do, he 
and a couple friends will return later to steal the ìmagic waterî from you, 
and youíll have to fight them.

Roaming around the forest youíll find some orcs and undead, but they should 
go down quickly if you get wounded enough to use your dragon powers.  In the 
northeastern corner youíll find three orcs pacing around a campfire.  Once 
you kill two of the orcs, the third will ask for mercy, and you should grant 
it.  As a reward, youíll find out that the orcs are looking for healing 
herbs, too, and that they developed a special potion to deal with the 
lindworm that is guarding them.

Youíll find the lindworm in the southeastern corner.  Thereís a slight 
possibility you can defeat the worm without the potion, but chances are 
youíll have to use it.  So select the potion from your inventory, and then 
click it on the lindworm.  Itíll run away.  Nearby you should see some white 
flowers.  Click on them to receive a flower of life.

If you helped the berserk before, he and his two friends will show up now in 
roughly the same place you saw the berserk before.  So if you want, you can 
walk over there and kill them.  Otherwise, simply exit the area to the east.

Back in Tolip, give the flower of life to Shanui (on the northern side of the 
village) and receive two healing ointments and 186 experience points as a 
reward.  Then do some shopping and repairing, and exit the area.  Click on 
the forest south of Tolip on the world map.

This forest is much like the orc forest, except without the berserks and the 
lindworm.  So fight what you want and then exit the area to the south.  The 
kobold village should now be available on the world map, so select it.

* ---------------------- *
* Kobold Village Ninigod *
* ---------------------- *

Like Tolip before it, youíll find that Ninigod is mostly deserted when you 
first arrive.  So explore the area but keep heading east.  After you cross 
the river you should find the kingís hut.  Talk to the king and heíll ask you 
the hardest question he knows.  Answering ìxbufsî will prove you to the king 
somewhat, and itíll cause a kobold girl to claim you as her own.  Just let 
her follow you around.  Sheíll help in battles, and I donít think she can get 

Then talk to the war trainer on the left.  Youíll have to defeat him and the 
other trainer to prove you can lead the kobold army.  Once that is done, 
click on the war plan next to the kingís hut.  Youíll be taken to an overhead 
view of the village, and youíll have to ìcommandî the kobold army.  All the 
kobolds are in the upper right hand corner of the map, and what you need to 
do is click on a kobold to select it, and then click again to tell it where 
to go.  Just keep sending the kobolds to one skeleton at a time, and they 
should win easily.

Once the threat is ended, the village will come to life.  At the northern end 
of the river youíll meet the kobold thinker.  Heíll offer to make something 
for you if you bring him a special metal that is harder than steel.  (The 
metal is mithril, but you wonít find it for a while.)

Crossing the nearby bridge you should find a kobold youngster.  Call him a 
ìbig warriorî and youíll match him up with the kobold girl.  (She wouldnít 
have left the village anyway, and this way youíll receive 200 experience 

Continuing west youíll find three kobold elders.  Theyíll talk about a mighty 
warrior they met a few days ago, and theyíll suggest you find him in the old 
temple catacombs.  (This conversation will open up the catacombs on the world 

Continuing west some more youíll run into the kobold shaman.  Every time you 
enter the village in the future heíll restock his potions, and so heís a good 
source for healing potions later in the game.

Once youíre ready to move on, exit the village and select the catacombs on 
the world map.

* ---------------- *
* Temple Catacombs *
* ---------------- *

The catacombs have three levels, plus the surface area.  Mostly what youíll 
do here is fight undead creatures and hunt for treasure.  So just move around 
slowly, resting and saving between fights, and explore each level thoroughly.  
The main things of interest you should find are:

1. A large statue (first level, southeastern side).  It requires two keys,
   which youíll find on the second level.

2. A gold key (second level, northeastern corner, in barrel).

3. A bronze key (second level, northwestern corner, in chest).  The chest is
   guarded by a bunch of small demons, so try to draw them out a couple at a

   Once you have both keys, use them on the statue on the first floor, and
   youíll receive a jewel.  The jewel doesnít do anything.  You can just sell
   it for gold.

4. Floorboards surrounded by candles (second level, western side).  The
   stairs are blocked, so you have to use the floorboards to access the third
   level.  The answer to the riddle is ìbjs.î

   Note: Once you use the floorboards, you wonít be able to leave the third
   level until youíve killed all the creatures in it.  So if your weapon is
   heavily damaged, or if you need potions, run back to a town first and then
   tackle the third level.

5. Kendal (third level, northwestern corner).  Kendal is the warrior the
   kobolds told you about.  Heís being guarded by several satyrs and demons,
   so try to draw them to you one or two at a time.  Then talk to the demon
   next to the table, who will proceed to attack you.  Finally, talk to
   Kendal, who will offer to join your party.

   Note: Kendal will generate a special encounter in Dengard if he is in your
   party, so you might want to add him for a while even if you donít plan to
   use him.

Once youíve rescued Kendal, go ahead and search the rest of the level if you 
want, but none of the chests can be opened.  Then go back to the floorboards 
and answer the new riddle: ìcpez.î  That will take you to the surface area of 
the catacombs, and from there you can travel to Dengard, which was triggered 
by talking to Kendal.

* ------- *
* Dengard *
* ------- *

Dengard is made up of two parts.  You start in the western part.  Here are 
the points of interest:

1. The library (western part, western side).  On the second floor youíll find
   Mafestus.  Even if you donít want him you should invite him into your
   party long enough to grab his equipment.

2. The Magiciansí Guild (western part, western side).  Outside the guild
   youíll find a priest who will ask you to help the temple to the southwest
   (triggering a new location on the world map).  Agree to the task but ask
   for more than the 20-gold reward so the priest will also offer you healing

   Inside the guild you can buy magical equipment, but, more importantly, you
   can also get your weapons enchanted.  Here are the enchantments:

      Damage +1             250g
      Damage +2             500g
      Damage +3            1250g
      Flame Magic          2500g
      Ice Magic            4000g
      Paralysis Magic      3000g
      Fright Magic         3000g
      Grim Reaper Magic    5000g

   Eventually youíll want to purchase all the possible enchantments for your
   warriorsí weapons.

3. A tavern (western part, eastern side).  Inside you can talk to a magician
   named Ranzlin Manere, who will tell you that his master lives on a nearby
   magic island.  (The island is also called Magicianís Island and Ogre
   Island, and the conversation will trigger the port city of Seasalt to
   appear on the world map.)  You can also talk to the bartender, who will
   tell you some stories for a bit of silver.  Lastly, you can talk to Toralf
   and Mirbard from Tolip.  Theyíll tell you that Shanui the healer was
   killed, and that theyíve come to Dengard to ask her sister, Essende
   Whisperwall, to take her place.  Youíll immediately be teleported to...

4. Essende Whisperwall (western part, southwestern side).  Essende will tell
   you that she canít take her sisterís place because she doesnít have the
   knowledge.  But if you can get her some books about healing, sheíll go to
   Tolip.  So head on over to the library and ask about healing books.  The
   librarian will tell you that a trader took the libraryís healing books,
   and that he might have gone to Alest.  (This conversation might also
   trigger the appearance of Seasalt.)

5. Two sailors (eastern part, southwestern side).  The sailors will try to
   intimidate you into giving them some money.  Donít give them anything, and
   then the guards will arrest them.  Youíll have to fight them later when
   you leave town, but theyíre not very hard to kill.

6. A boy (eastern part, middle of area).  If you talk to the boy, heíll steal
   all of your money and disappear down a hatch into the sewers.  The guards
   wonít let you follow, and so youíll be stuck.  But you can get your money
   back by talking to...

7. Gunter Kehlbaum (eastern part, northeastern side).  If you have Kendal
   with you, Gunter and Kendal will have a conversation, and youíll be
   whisked away to the thievesí den.  The master thief wonít care about
   Kendalís story, and heíll attack.  This is a battle you canít win, but
   itís one you can profit from.  Thieves will continually be generated, and
   if you can keep killing them you can keep looting their bodies.  You can
   also search some of the areas of the den to pick up stuff.  But eventually
   youíll have to retreat to the stairs and leave.  The thieves wonít follow.

   Note: If the boy robbed you, youíll find what he took when you exit the

8. Ruins of a wall (eastern part, western side).  If you click on the wall
   youíll find some money.

There is also a full complement of shops in Dengard, so once youíve done what 
shopping and repairing you need to do, exit the area and select the forest to 
the southwest.  This forest is just like the others, except youíll meet 
Lothaniel on the northern edge of the path.  Heís a scout / woodsman warrior, 
and he has a bow of accuracy plus 75 gold coins.  Once youíre finished with 
the forest, exit the area to the west.

* ------------ *
* Temple Ishra *
* ------------ *

Inside the temple youíll be ushered to Martik Siebeland, the leader of the 
order.  Heíll elaborate that something has been going on in their cemetery, 
and heíll suggest that their former leader, Pegran Garendorn, might be behind 

Explore the rest of the temple.  None of the other people say anything 
interesting, and when it comes to the altars, donít steal anything, and make 
an offering of ten gold coins (even though it doesnít do anything that I know 
of).  Then exit the temple and go to the cemetery.

Youíll find a bunch of wimpy undead creatures wandering around the cemetery, 
and youíll also find a priest next to the chapel.  The priest will tell you 
to take the runes to Martik, and then heíll die and turn into a ghoul.  The 
game wonít let you go down into the crypt yet, so head back to the temple and 
talk to Martik.

Martik will tell you that the runes can open doors to other dimensions, and 
heíll ask you to bring them to the temple so he can better protect them from 
Pegran.  So go back to the cemetery and enter the crypt.  Youíll find the 
four runes in the four crypts there, but when you exit the crypt youíll find 
Pegran waiting for you.  It turns out he couldnít enter the crypt to get the 
runes on his own, and so he devised a plan to have somebody else retrieve the 
runes for him.  Oops.  But Pegran isnít difficult to kill, and once heís dead 
just take the runes to Martik to complete the quest (going back to the priest 
in Dengard doesnít accomplish anything).  Heíll give you four healing potions 
as a reward.

Note: You can also find a healing potion by searching the gravestones in the 

Go back to Dengard for more shopping and repairing if you need to, and then 
head for Seasalt.

* ------- *
* Seasalt *
* ------- *

You donít have a choice, so hand over your weapons when you enter the 
village.  Then start exploring.  Here are the points of interest:

1. A child (northwestern corner).  Search the benches north of the child to
   find a diary.  Donít read it, and then give it to the child for a few
   experience points.

2. The harbormaster (eastern side).  Talk to him to gain passage to Cyclops
   Island or Alest.

3. Lea Ironrail the weapons master (near center of village).  Sheíll offer
   you training, and it will work like in Tolip.  If you can defeat her in
   one-on-one combat, youíll receive +1 attack or +1 defense.  (This is
   easier if you wait until you can carry your weapons in the city.)

4. Fundrun Schwersee the village elder (southeastern corner).  Go ahead and
   talk to him, but he wonít give you your weapons back.

5. The peddler boy (near center of village).  If you ask him about weapons,
   heíll offer to sell you something, but youíll have to go to the woodpile
   in the northwestern part of town to make the deal.  When you get there,
   youíll find the boy wounded, and when you heal him, the elder will come
   and the boy will admit to working with some local bandits.  The elder will
   then recruit you to remove the bandits, and heíll even volunteer to help
   you.  (And he wonít take up a character slot.)  Then, when you exit
   Seasalt, youíll immediately appear in the bandit camp area.

* ----------- *
* Bandit Camp *
* ----------- *

Youíll start out fighting about a dozen bandits, but the village elder is 
pretty powerful, so let him do the bulk of the work.  Once the bandits are 
dead, the elder will leave, but heíll suggest you explore the rest of the 
area and claim all of the banditsí equipment as your reward.  So do just 

Youíll find three small camps in the area.  Once you kill the bandits in the 
camps, click on the tents to receive some mostly useless equipment.  The two 
important things to find in the area are both in the southeastern camp: a map 
to the witchís forest (which triggers a new location to show up on the world 
map), and Skadavar the judge of swords.

When youíre ready to move on, exit the area and select the new forest on the 
world map.  Kill the trolls there, exit the forest to the west, and then 
select the witchís forest on the world map.

* -------------- *
* Witchís Forest *
* -------------- *

Near where you start out youíll see an elf child.  The child will claim to 
need your help, but itís a trap.  If you follow her, sheíll lead you to a few 
bandits, who should be easy to kill.  About the same time a bunch of wolves 
will show up in the forest (both to the north and south), but they should be 
easy to kill as well.

Once everything is dead, head south and click on the witchís cottage.  Then 
click on the witch, get thrown out of the cottage, and enter it again.  This 
time youíll meet Sylphe the witch, and sheíll agree to help you with the soul 
net.  (One wizard down and two to go.)  Sheíll also suggest you head east to 
find the other wizards.

So go back to Seasalt, where youíll discover the town trusts you enough not 
to confiscate your weapons anymore, and use the harbormaster to go to Ogre 

* ----------- *
* Ogre Island *
* ----------- *

Say hello to the gargoyles that greet you on the island and then enter the 
cave to the north.  Youíll find yourself in a large underground cavern.  
Moving east youíll find a hell hound in a cage, but at the same time a 
cyclops will approach you.  If you answer him correctly (chide him for 
needing help), you can fight the hell hound and cyclops separately.  
Otherwise youíll have to face them at the same time.

Then finish exploring the cavern.  There isnít much to see, really, except 
for a piece of mithril hidden in a skull on the eastern side.  Obviously, no 
magician ever lived in the cave, and when you leave youíll receive a new 
quest to find out why Ranzlin Manere lied to you.

You canít sail from Ogre Island to Alest (yet), so head back to the western 
island and visit the kobolds.  The thinker will make a knife and fork for you 
when you give him the mithril, and if you talk to him again heíll offer to 
make you a spoon if you find any more.  (This is just a joke.  There isnít 
any more mithril in the game.)

Then head back to Seasalt and sail for Alest.  Along the way youíll be 
attacked by orc pirates, but a couple area spells should handle them easily.

* ----- *
* Alest *
* ----- *

Alest is made up of three parts.  You start in the eastern part.  Here are 
the points of interest:

1. The library (eastern part, northern side).  You canít do much here at
   first, but later you can do research for a quest.

2. Lirina (eastern part, center of area, near fountain).  When you approach
   Lirina, sheíll tell you that the elf mage from her clan would like to help
   with the soul net.  All you have to do to get that help is escort Lirina
   back to her clan.

   Note: Lirina is a temporary character for your party, and youíll have to
   deal with another temporary character after her.  So you might want to
   decide at this point which three characters you like best, and simply dump
   the fourth (assuming youíve been traveling with a full party).

3. The magic guild (eastern part, northwestern corner).  The mage inside will
   play a role in a quest coming up.  You can also enchant your weapons here.

4. The governorís mansion (central part, northern side).

5. Towerwave Tavern (central part, northern side, west of governorís

6. Arabam Humblestone the mine ownerís home (central part, middle of area).

7. The Prankster (western part, eastern side).

8. A merchant (western part, southwestern corner).  When you accuse the
   merchant of taking the library books from Dengard, heíll run off.  Then
   just click on his cart to get the books.

9. Healerís shop (western part, southwestern corner).  Inside you can talk to
   Eleen, and, after flirting for a while, sheíll ask you to investigate the
   sudden contamination of the cityís water supply.

10. Goldlily Tavern (western part, near middle of area).  When you go inside
   the first time, youíll see a girl addressing the patrons.  Shortly sheíll
   ask you to investigate the mines.  Agree to her request.  Then go talk to
   the mayor and agree to help with the mines again.  Finally, talk to the
   mine owner.  Heíll mention that he bought a strange diamond from Ranzlin
   Manere at the Towerwave Tavern, and that all the problems in the mine
   started after that.  The diamond is actually a witchstone, and you can
   learn about it by going to the mage in the Magic Guild and then to the

The conversations with the mayor and mine owner will have caused the mine to 
appear on the world map, so exit Alest and go to the mine.

* ---- *
* Mine *
* ---- *

The mine has five levels, and, for the most part, all you need to do is kill 
stuff and loot stuff.  So explore slowly and carefully, and click on 

The first level holds the solution to the contaminated water quest.  If you 
examine the five barrels on the level youíll discover that Alestís apprentice 
magicians have been dumping their garbage in the mine, and that the garbage 
has been contaminating the cityís water supply.

On the third level youíll find a passage on the eastern side.  In the cave 
beyond youíll find an insane dwarf, but there doesnít seem to be anything you 
can do for him.

On the fourth level youíll find a whole mess of demons and satyrs, so donít 
go rushing off down the tunnel.  Instead, hang around the elevator.  The 
enemy creatures wander around enough that most will eventually find you, but 
theyíll only find you one or two at a time, making them easier to kill.

Then, once youíve killed everything, head east and notice the partially 
submerged passage.  There is another level beyond the passage, so if your 
weapon is in bad shape at this point, go ahead and go back to Alest to get it 
fixed.  Plus, if youíve found a lot of magical equipment you donít need, you 
can sell it to add enchantments to your weapon.

On the last level youíll finally find out what happened to the miners -- a 
banshee killed them.  Youíll have to kill the banshee (on the eastern side) 
and this banshee will be more difficult than the one you might have faced in 
the temple catacombs.  But just hit it with spells, and keep drinking healing 
potions as you need them, and eventually the banshee will go down.

Thatís it for the mine.  Go back to Alest and tell the mine owner the bad 
news, and then go to the mayor and do the same thing with him.  Heíll thank 
you for your deed, and heíll give you a new quest: to act as a negotiator 
with the dwarves as the north.  Heíll also tell you that the dwarven envoy, 
Grimwall Mountaincrusher, can be found in the Towerwave Tavern.

But before taking on the new quest, letís finish up some old ones.  Your old 
friend Ranzlin Manere caused the problem with the mine, so go to the 
Towerwave Tavern (west of the governorís mansion) and bribe the host to talk 
about him.  (Ignore Grimwall for now.)  The host will mention that Manere was 
in the tavern not long ago but left to go to the local brothel (the 
Prankster).  So go to the Prankster and talk to the door guard.  Heíll tell 
you that Manere was there for a while but left, probably to hang out at a 
tavern or fountain.  Youíll find Manere at the fountain west of the Goldlily 
Tavern.  You wonít have any control over the conversation that ensues, but 
youíll scare the guy right off the Spellt Islands.

Now head south and enter the healerís shop.  Talk to Eleen, then go to the 
eastern part of the city and talk to the mage in the Magic Guild, and then 
talk to Eleen again.  That will finish off the quest.

Finally, zip over to Dengard and talk to Essende (in the southwestern corner 
of the western half of the city).  Sheíll take the healing books and agree to 
become Tolipís healer.

Now youíre all set to begin working on a new quest, so head back to Alest and 
add Lirina to your party.  That will trigger the ice elves location to appear 
on the world map, but you canít go straight there.  Instead youíll be forced 
to make a pit stop at an elven village.

* ------------- *
* Elven Village *
* ------------- *

Here are the points of interest:

1. Painter (northeastern corner).  If you bring the painter a magic flower,
   heíll paint your soul.

2. Esenthalas and Irventhalas, architects (northwestern area).  Look at both
   of their plans for the new school, and then suggest that the children
   decide which is best.  The children are just to the south, but theyíll
   require you to answer a riddle before theyíll help.  The answer is ìusff.î
   (However, if youíre playing in quest mode, you might have to type in the
   German word for the answer: ìcbvn.î)  Then the children will decide that a
   combination of the plans is best, and youíll receive over 5000 experience

   Note: If you click on the sandbox youíll find an elf primer, but it
   doesnít seem to do anything.

3. Hondor the human emissary of the dwarves (northern side).  Talk to him and
   heíll give you a sealed letter for Gurgor Fireaxe, the dwarven prince.
   Heíll also give you a password for the elven weapons and armor dealers
   that will allow you to purchase their items at half price.

Then exit the village and select the ice elves again.  Once again you wonít 
get there.  This time youíll have to stop in a forest first.  So kill the 
orcs and barbarians there, and pick up the ìmagic plantî on the ground.  (It 
looks like green balsam.)  Then exit the forest to the east, which triggers a 
bridge to appear on the world map, but donít go there yet.  Instead go back 
to the elven village.

When you give the plant to the painter, youíll receive a pair of +1 attribute 
bonuses.  But the attributes are random, so save before talking to the 
painter, to make sure you increase attributes that are useful to your 
character.  Then make sure your party is completely rested before exiting the 
village and selecting the bridge on the world map.

* --------- *
* River Sin *
* --------- *

Save your game.  Youíll find a nasty ice dragon in the area, and youíll have 
to fight it so you can cross the bridge and get to the ice elves.  Making 
things more difficult, you wonít be able to attack the dragon until you talk 
to it, and talking to it will cause your entire party to run up to it.

So once combat begins, the first thing you should do is get your spellcasters 
away from the dragon so they donít come under attack.  Because of how the 
interface works, this means youíll need to select a spellcaster (in solo 
mode), tell it to run a distance from the dragon, wait for it to get there, 
and then select the next spellcaster and repeat.

Meanwhile, check up on your warriors and have them drink potions as they need 
them.  Once your characters are in place, the battle shouldnít be too bad, 
but if you have trouble just go back to the elven village and buy a bunch of 
healing and mana potions, and try again.  Once the dragon is dead, loot the 
equipment it drops, and finally visit the ice elves.

* --------- *
* Ice Elves *
* --------- *

The cavern of the ice elves is a small place, with not much to see.  None of 
the objects give you anything if you click on them, and there are only three 
elves of interest:

1. Rhinuviel (north of center lake).  Heíll ask you to visit the dwarves and
   have them fix a lens.

2. Riunthalas (southern edge).  Heís the magician you were looking for, and
   heíll volunteer to help with the soul net.  (Two magicians down; one to

3. Anonymous elf (western side).  Heíll let you use the Adventurerís Shard.

Before you can use the shard, youíll have to solve a riddle.  The answer is 
ìfzftjhiu.î  Then the shard will take you to the nomad camp, and Lirina will 
leave your party.  (So make sure you grab all of her equipment first.)

* ---------- *
* Nomad Camp *
* ---------- *

Youíll immediately come under attack from a bunch of nomads, but theyíll all 
be grouped together so a few area affect spells should take care of them 

Then explore the area.  Youíll find a bunch of tents, and searching the tents 
will reveal magical equipment.  However, each tent can generate one of three 
different objects, and so you should save before each tent to make sure you 
get the best of the three objects.

The tents form a rough circle, so starting with the one at roughly 11:00 and 
traveling clockwise, this is the equipment you should look for:

1. Robe of the Archmage (7 protection, +5 intelligence, +3 constitution)
2. Masterís Bow (12-16 damage, +3 dexterity, +3 constitution)
3. Soul Blade (12-24 damage)
4. Staff of Quaking (8-14 damage)
5. Flush of Wrath (4-10 damage, +5 protection, +3 strength, +2 dexterity, -5
   intelligence, +3 constitution)

Once youíve looted the tents, exit the area to re-appear in the ice elves 
cavern.  Then travel back to Alest to talk to Grimwall Mountaincrusher (in 
the Towerwave Tavern, next to the governorís mansion in the middle part of 
the city).

Grimwall will tell you that the dwarves have been having problems with 
giants, and that he needs you to escort him to the castle of the dwarven 
king.  Once he joins your party, heíll also give you a horn of quaking, but 
youíll have to solve a riddle in order to receive it.  The answer is: ìtvdl 
bjs cbdl uispvhi uif npvuqjfdf.î  (You only need to type the first word in 
quest mode.)

Then exit the city and select the dwarven kingís fortress on the world map.  
Of course, you wonít be able to go there yet.  Like with the ice elves youíll 
have to stop in a forest first.

When you arrive in the forest youíll be greeted by a dwarf patrol.  Theyíll 
tell you that a giant prisoner has been taken to Fortress Gerauort (causing 
that location to appear on the world map), and then theyíll leave.  Like with 
other forests, all you have to do now is exit it in the direction that leads 
to other areas (north in this case), but along the way you can kill some 
giants and a titan.  You can also talk to a tree (in the northwestern part of 
the area), but it doesnít seem to lead to anything.

When you leave the forest, youíll have to make a choice about visiting the 
king or the fortress with the prisoner first.  Choose the fortress.  (Iíve 
heard if you visit the king first, you wonít be able to enter the fortress.)

* ----------------- *
* Fortress Gerauort *
* ----------------- *

Once you have control of your party again, talk to the dwarves and then 
interrogate the giant.  Heíll tell you that a tower appeared in his lands, 
and that it caused the giants to act aggressively towards the dwarves.  Heíll 
also mention that an undead army is heading for Falcon Valley.  Agree to 
accompany a dwarf patrol to the valley.

Before leaving, explore the fortress.  In the barracks to the north youíll 
find Gurgor Fireaxe, the dwarven prince.  When you give him Honborís letter, 
youíll receive 346 experience points.  The other buildings in the fortress 
canít be used, and there doesnít seem to be any way (short of a lucky 
teleport?) to get the magic sword behind the barracks.

Falcon Valley potentially involves a big battle, so save and rest up your 
party before going there.

* ------------- *
* Falcon Valley *
* ------------- *

When you arrive at the valley, youíll find out an army of the undead is 
indeed closing in on the area, and that the dwarf patrol there needs some way 
to close the pass.  The answer is your horn of quaking (that you got from 
Grimwall before), but you donít have to use it yet.

After a short pause, undead creatures will start appearing, and theyíll keep 
appearing until you use the horn.  So go ahead and try to kill some, and once 
youíve gotten enough experience, or once things start to look bad, use the 
horn (by right clicking on it).  That will cause a chasm to appear and block 
the valley, and then youíll only have to defeat the undead on your side of 
the chasm to end the threat.

Note: The amount of experience you get for defeating the undead depends on 
how many dwarves survive.  But each dwarf is only worth a little over 300 
experience points, so you should get much more experience if you fight for a 
while first.  (For example, death riders and banshees are both worth over 
1000 experience.)

Another note: If you use the horn of quaking and you get the message about an 
earthquake, but the chasm doesnít appear, exit the game and then re-start it.  
Then the horn should work.

Now you can head on over to the dwarven kingís castle.

* --------------------- *
* Dwarven Kingís Castle *
* --------------------- *

This is a short encounter.  Just talk to the king and heíll suggest you 
investigate the tower that caused the giants to go berserk.  You can also 
give the king the elven lens, and youíll receive 1000 experience points for 
your effort.  Then exit the area (losing Grimwall in the process) and go to 
the tower.

* ------------- *
* Cuafuís Tower *
* ------------- *

Youíll see somebody rush off into the cellar, so follow him.  Heíll turn out 
to be a ìblack magician,î and when you confront him heíll conjure in a bunch 
of skeletons.  So attack everything, and after the magician collapses to the 
floor, click on him to receive a scroll.

The only other thing of interest in the cellar is a well.  Each time you 
click on the well a water elemental will appear, and each new water elemental 
will be more powerful than the last.  I donít know if this eventually leads 
to anything or not, but you can click on the well for a while to gain 

Back on the ground floor, search everything.  In the desk youíll find a book 
that will cast ice storm when you open it up (and wonít reveal much, so skip 
it if you want).  Youíll also find a chest in between the coffins.  When you 
click on it youíll be asked a riddle -- the answer is ìdfscfsvtî -- but 
answering correctly wonít be enough to open it.  Youíll also have to cast the 
open locks spell on it.

When you open the chest, two things will happen: three air elementals will 
appear and attack you, and a cat figurine will drop to the floor.  So kill 
the elementals and then pick up the figurine.  Only your main character can 
use the figurine, and once it does (by right clicking on it and answering 
with ìephî), it will turn into a cat and run up to the top floor of the 
tower, where itíll have to do some fighting.  (Turning into a cat allows you 
to bypass the apprentices on the second floor, which you might have heard 
about if you clicked on the staircase.)  So make sure youíre rested before 
using the figurine.

On the top floor youíll meet Cuafu.  Heíll quickly run away before you can 
attack him -- but not before leaving a couple of lindworms for you to deal 
with.  Killing the lindworms will probably be difficult, but with enough 
potions and some lucky grim reaper strikes from your weapon, you should be 
able to do it.

Once the lindworms are dead, explore the top floor.  The two things of 
interest are:

1. Cuafuís diary (on the table in the middle of the area).  Reading it will
   trigger the appearance of Cuafuís flying citadel on the world map.

2. The prescription and ingredients (on the northern table).  Reading the
   prescription will reveal that you need to mix the ìlight weightî (feather
   oil) with the ìdirectional controlî (herb of the south), and then mix the
   resulting tincture with the ìingredients of gravityî (stone root).  The
   ingredients should all have fallen to the floor with the prescription, so
   just pick them up and mix them together (by left clicking on an ingredient
   and then right clicking it on the ingredient you want to mix it with).
   You should end up with a potion of lightness, which youíll need to enter
   the flying citadel.

When you go down the stairs to the second floor, youíll find the rest of your 
party waiting for you, badly damaged but alive.  Go ahead and explore the 
floor if you want, and you might find some potions you can use.  Then go back 
down to the first floor and exit the tower.

If you need to buy potions or repair weapons, head back to a town and get 
those things done.  Then select the flying citadel on the world map.

* -------------- *
* Flying Citadel *
* -------------- *

Youíll encounter Cuafu and three black magicians in the citadel, and then 
other creatures will join their cause as the fight ensues.  The best strategy 
here is similar to the one with the ice dragon.  Immediately take your entire 
party south so that the enemies have to go through your warriors in order to 
get to the spellcasters, and so all enemy spells hit your warriors.

Then just have your warriors drink potions and do what they can to distract 
the enemies while your spellcasters pepper them with ice storms.  Eventually 
everything will die, and at that point the game will take over.  Cuafu will 
become the fifth magician, and heíll help to pull down the soul net.  Then 
the game will end, and youíll finally discover the secret of the obelisk.  Or 

* Revision History                                                          *

July 6, 2002

Initial release.  Includes everything up to Dengard.

July 8, 2002

Completed the walkthrough.

* Permissions and Updates                                                   *

This guide may be posted on any web site as long as the text is not changed 
and as long as I am informed of the posting.  I will always submit new 
versions to CheatCC (www.cheatcc.com) and GameFAQs 
(www.gamefaqs.com) first, so if you are looking for the most up-to-date version 
of this guide, that is the place to look.

Copyright © 2002 by Steven W. Carter