Caves of the Draracle
Luther has escaped Gladstone Keep, shifted forms several times, and reached the Caves of the Draracle with no real gear. Start by taking a stalagmite from the green rock cluster for a weapon, then collect three pieces of Aloe near the water for healing.
Leave the cave to the west and ambush the last guard from behind to get proper armor and weapons. Do not push south toward the entrance, because the guards there use dangerous ranged attacks. Go north instead.
At the split passage, use whichever form you have available. In lizard form, squeeze through the small tunnel. In beast form, push the large boulder aside to open the blocked route.
Near the underground lake, enter the room with the pit and strike the stalactites feeding water into the pool. Flooding the room drives out guards and lets you loot better gear and a Mana Foil. In the nearby construction area, drag pillars aside to open a passage, then destroy the weak pillar behind you to collapse the corridor and stop pursuit.
At the four-exit room:
- Northwest: stack crates into a stairway to reach a hidden room with two broken maces and an orc shield.
- Northeast: speak to the dying former Dark Army creature that recognizes Luther.
- Southeast: cut the wall chain to open the locked door, then search the debris for an Ancient Magic Stone.
Return to the collapsed passage and continue onward. The black pools are oil, and a Spark spell will ignite them. Pick up more Aloe as you go. In the next corridor, look through the wall opening and cast Spark into the oil beneath the Gladstone guard to burn him alive.
At the bridge over the underground river, pull the lever to reopen the gate and unlock the guard room. Inside are a Light Crossbow, Pyro Pod, and a Guardian Sword. Cross the bridge and continue to the Draracle.
Halls of the Draracle
After speaking with the Draracle, enter his halls. You can return to his throne room twice for more dialogue, with the final visit showing the Draracle speaking to Dawn and Bacata.
In the next room, take the gifts from the table and ignore the skeleton unless you want trouble. You can head toward the mirror to the southern continent, but first explore the hidden museum.
Click the tapestry across from the table, then the wall behind it, to open a secret passage into the Draracle Museum. Take the skeleton key from the wall in the entry hall. Inserting it into the triangular holders triggers narration for exhibits.
Useful museum finds include the Long Sword, Prism, Axe of the Long Arm, and a broken sword that can be repaired later.
Museum highlights
- At the entrance orb, click the hidden floor opening in front of it to reveal a secret room with Heal, Spark, and Summon scrolls. Learn Summon.
- North exhibit: cast Spark into the caged area to explode a crate and grab a Dragon Stone.
- South exhibit: break the large blue gem for burned-out Fire Crystal pieces, then recharge them on the flames at the side of the room.
- Break corner vases for Ivory Chips, though they are only really useful much later.
- Far east Time Travel exhibit: pull the hidden lever behind the last northern gallery painting, smash the hourglass, break the wall, and jump through.
At the end of the Time Travel area, defeat the last skeleton and collect several vials of Dragon's Blood. These explode after a few seconds, so throw them or drop them and run. Then open the door, speak to the dragon, and ask for passage to the southern continent. Do not attack it.
Huline Jungle
This forest is large and confusing. When you arrive, avoid provoking wildlife. The two-headed catbeast may or may not attack. Do not walk beneath spiders, because they can poison you.
Gather Aloe from the bright green plants and wax from beehives. When you reach the village entrance, a Huline guard refuses you entry because Shalla and her daughter are missing, so your next objective is to search the forest.
To the west, you meet suspicious Huline mothers. Continue generally west between the two streams until you find the double bridge over the northern stream. From there, head south a bit, then west to Kityara's shack.
Kityara lets you loot her home for useful equipment including swords, gargoyle bracers, and a bow. She also tells you about the Long Sword Firestorm, Power Orbs, the monastery, and the wild ones across the River Bane.
After leaving her shack, take the first south path and speak to the Huline women again. Continue west into the area of regrowing branch walls. Cut them with weapons or permanently burn them away with Spark. Work through the maze until you reach the lake in the southwest.
Across the lake is a cave entrance leading into the Hive Caves, where Shalla is being held.
Hive Caves
The Hive Caves are hot and unstable. Watch for poison bursts, cliffs, falling rocks, and lava. Amber is common here.
Descend until you reach the chamber with the two-headed Executioner. Kill it, then search its nest to the north for plate armor.
North of the lair is a lizard tunnel back toward the forest near the monastery, but it is easy to fall into lava and not especially useful.
West of the lair, shoot the ceiling over the chasm to collapse rubble into it and create a crossing. Go left at the fork, kill the spider creature in the next area, and continue north to find Shalla hiding in the cave. Once convinced the spider is dead, she returns to Huline Village.
Back at the fork, take the other route into the lava field. Hop across the rocky islands to the northern exits. In the western room beyond, crawl between the pillars and take the huge Champion Sword set in the wall between the statues. Run out immediately before the roof collapses. The sword is too large to use now, but keep it.
Leave the caves and return to Huline Village.
Huline Village
With Shalla rescued, Luther is welcomed into the village. Head left from the entrance and follow the outer edge until a Huline in a back alley gives you the password ankhman.
At the southern cantina, meet Bacata. He tells you that Dawn is also on the southern continent researching Ancient Magic, and he allows you to leave on your promise to return.
Visit the magician north of the entrance. Ask about Ancient Magic and he will drain your mana, but you can take his supplies: three fire crystals, a manafoil, a war cluster, and a Speaking Stone showing the sinking of the ancient city. If you bring him the broken sword, he offers to repair it in exchange for a Power Orb.
Visit the Huline king just west of there, though he is largely useless.
Behind a nearby building is an abandoned house with a cellar entrance. Using the password gets you into the thieves' guild, where you are offered Firestorm if you kill Kelsrick. You can also take a skull key and poison paint. The skull key opens most buildings in town, giving access to extra alchemy supplies and weapons.
In one of the buildings, take the plain throwing dagger to the Huline mystic. He enchants it into the Dagger of Light for free.
Leave the village and head back into the Huline Jungle.
Huline Jungle (again)
Your next main goal is the monastery, but there are several worthwhile detours first.
- North of Kityara's house, at the stream headwaters, search the waterfall pool for a Lightning Crystal. Enter the cave to the right for a corpse carrying a Speaking Stone that shows the end of a great battle.
- Northwest of Huline Village, follow the geyser river west to a pool with a single geyser. Attack it to drain the pool, then enter the nearby lizard tunnel for another Speaking Stone, a storm crystal, two fire crystals, and three ancient magic stones.
- Follow the stream east to a waterfall. On the north shore, crawl through the passage for a recipe scroll and Summon scroll. On the south side, search behind the bush near the waterfall for three Mind Clusters.
To leave the waterfall area, head south along the River Bane, wait for lizard form, and use the lizard tunnel.
Travel almost due south from the village, crossing two rivers, until you reach the pink lake and bridge. Do not cross in beast form, or the bridge collapses. On the far side is the monastery.
Behind the monastery is a pointless general. In the library to the left, you finally meet Dawn, who tells you to speak to Brother Julian behind the central closed doors. He is impressed by your story about the Draracle and asks for a wax copy of hidden cave runes. He gives you a flute to operate the lift in the Hive Caves.
Hive Caves (again)
Return to the cave area west of where you killed the spider. As you approach, note the four runes on the wall and make sure you have wax from the beehives.
Stand at the ledge and use the flute to raise the lift. The platform has eight floor buttons.
Lift floors
- Floor 2: click the three ceiling blocks to reveal a healing fountain.
- Floor 3: kill the spider and loot its nest for two Lightning Crystals and a Net of Exile.
- Floor 4: take the Speaking Stone showing the death of the old Dracoid king. There is also amber and a lizard tunnel to floor 6.
- Floor 5: click the three blocks on the left to open a passage. Descend the steep path into the lower area. Halfway down, take the Ring of Regeneration from the disembodied hand.
- Floor 6: after the area seals shut, climb the ramp and press the wall buttons in the same order as the runes outside: left, left, right, top. In the next room, slide the three blocks into the matching-symbol cubbies. This opens side rooms and unseals the exit. Collect the Bow Shift, the Death Stroke Shield, Helin's Ring, and more wax.
- Floor 7: dash in for the scroll, survive the rolling stone balls until the room settles, then exit to floor 8.
- Floor 8: avoid the oil-looking floor. Place the flute in the wall slot to extend a tile walkway. Go across, open the secret door straight ahead to bypass the spinning knives, then continue until the boulder smashes a hole in the floor.
Light the brazier beside the hole with Spark and drop into the pit. Place an Ancient Magic Stone in the holder if needed, then use the wax on the rune-covered totem to make two wax copies.
On the way out, meet Dawn at the cave entrance and give her one copy. Back at the monastery library, she rewards you with a charm that grants the Dampen spell. Then give the other copy to Brother Julian, who pays you with a Power Orb.
A newly opened section of the monastery now leads into the Dark Halls.
Dark Halls
Start in a storeroom full of crates. Attack the shelving unit to open a hole near the ceiling, stack crates, and jump through.
This area is mostly haunted exploration. Blue ghosts like to appear behind you, but there is little puzzle solving and a lot to collect.
- In the first library room, search the bookcases for several Cure scrolls and a Prism scroll.
- In the side room with wilted trees and ghosts, click the chains just right of the doorway to open the roof. Sunlight destroys the ghosts and causes the trees to bloom, yielding a large amount of Vell's fruit.
At the large circular room near the end, first continue to the steel door. Open a crate, stand back, and cast Spark to blow the door open. After exploring there, drag another crate into the circular room. Use the automap to locate the hidden wall section, then blow it open the same way to create an exit back into the Huline Jungle, just south of the monastery.
Before moving on, this is a good time to sell your Power Orb in Huline Village or at Kityara's hut, and to complete the contract on Kelsrick if you want.
Head north while keeping right, toward the River Bane. Along the way, Kityara gives you a gift for her son in the Savage Jungle, which will help you gain acceptance there. You also meet Bacata, who escorts you past the Gladstone guards at the bridge. A swarm of spider creatures destroys the bridge, giving you a chance to slip into the Savage Jungle.
Savage Jungle
In the Savage Jungle, you meet the wild ones, including Daniel. Give him Kityara's gift. When they flee to the trees, he drops a blade. Pick it up.
Head east, then south, to find the sealed Huline Temple. Nobody helpful is home, and you cannot enter yet.
Go generally north toward the wild ones' village. At the guard, present Daniel's sword to gain entry.
Give the sword back to Daniel inside. He keeps it this time, but offers no useful advice. Explore the rest of the village instead:
- Herbalist: take two Ironwood Sap, Aloe, and amber.
- Shaman: volunteer to join the tribe. He sends you to the Dracoid Cemetery to fetch Silverleaf and gives you the Dracoid Sigil to open its gate.
- Back room of the shaman's hut: he shows you a captive spider creature.
Before going straight to the cemetery, head south to the deep pit. Cross the log to the central peak and carefully descend the smaller peaks to the bottom. There you will find the entrance to the Dracoid Ruins.
Dracoid Ruins
The Dracoid Ruins are dangerous and full of fireball-launching stone creatures, dragon snakes, and switch puzzles involving crystal globes and clover-topped spikes. Casting Spark on these often opens new areas.
Go west to the river span. Light the crystal globe on the right to lower the bridge, then continue west into the Mage's Tower.
Mage's Tower
- The upper stairs are initially blocked by a forcefield, so go behind them, light the globe there, and go downstairs for loot.
- Back near the field, enter the side room and light its globe to lower the forcefield. Be ready for the snake creature that each level releases.
- On the next level, light the alcove globe. Here you also find the White Glass Globe Generator, which becomes very important soon.
- On the next level up, defeat the creature in the alcove and take the bracers from the wall niche. These let you speak with the dead.
Back outside, light the globe around the corner to open a door leading to a large mirror. Jump through it into the Teleport Room. One mirror leads back to the forest one-way, one returns to the tower area, and the third goes to the Dracoid Cemetery.
Before leaving, explore nearby rooms. In the old Dracoid leader's bedroom, click the imp above the headboard to briefly open a wall opposite the bed. Behind it is the Axe Traitor.
When finished, take the mirror to the Dracoid Cemetery.
Dracoid Cemetery
Use the Dracoid Sigil from the wild ones' shaman to unlock the cemetery gate. Most buildings are magically sealed and use stone faces beside their doors. Clicking a face lights an arrow in white, yellow, or blue. You must place a correctly charged glass globe in the mouth to open the door.
Go due north. The last building on the left before the wall is already open. Inside, collect a glass globe and a Bezoar Ring from one of the coffins.
Take the globe back to the White Glass Globe Generator in the Mage's Tower, charge it white, and return. Head west to the wall, then north, and open the second building from the wall using the white globe.
Inside that building, pull the lever near the entrance to open a secret door in the southern building. Enter that new building, collect another glass globe, then flip the barrel in the doorway and push it so it rolls downhill into the next building and shatters, spilling oil.
Ignite the oil from a safe distance using a strong Spark, Lightning Crystal, or Dragon's Blood. The building explodes, opening a route into the catacombs below.
In the underground area beneath the cemetery, head north to find the blue globe generator. Charge both globes blue. To leave, hop down over two fence levels and climb the stairs back to the cemetery surface.
Use blue globes to open the two blue buildings. One contains the Crossbow Valkyrie. The other contains the ghost of an ancient Dracoid priest. With the dead-speaking bracers, he asks you to find his body below, burn it, put the ashes in his urn, and return them. He promises Silverleaf.
Other useful cemetery finds:
- The building west of the ghost's building has sloped ramps you can climb in lizard form. One side holds three ancient magic stones, the other a suit of Reflective plate mail.
- A building east of the blown-up structure has a breakable wall tile that triggers a lightning storm when broken. Use Valkyrie from outside to safely collect Fire Crystals, a Spark scroll, amber, Ironwood Sap, Dragon's Blood, and a Dracoid Dagger.
- Two more buildings to the southwest and northwest contain extra amber, a Cure scroll, and a Speaking Stone.
Before heading deeper, visit the yellow globe generator northwest of the underground stairs. Open all yellow buildings and make sure you leave with enough globes prepared for later use.
Dracoid Ruins (again)
Return below to search for the priest's ashes. In the northern part of the ruins near the river, there are two important structures: one with a Belial-like statue, and one that seems to be a normal two-story building.
Climb the two-story building, head out onto the balcony, and follow the hidden walkway along the wall to reach the river again. Follow the river north, cross the bridge, and continue beside the large lake until you reach a room with a corpse and an altar. Move the body onto the altar, light both globes, and the corpse burns to ashes. Put the ashes into the urn and return to the cemetery.
Other useful detours in the ruins:
- Near the entrance, east side: either wait for lizard form or shoot the three chains through the pillars to raise them. Inside is a Greater Bezoar Ring.
- North of the entrance is a castle across a large pit. The nearby lizard cave leads inside, where you can find several Prism scrolls.
- Another route to the castle comes from a northern cave with a water pump. Breaking it floods the moat so you can use a floating door as a bridge.
Charge your last uncharged globe white at the tower before returning to the cemetery.
Back in the cemetery, return the ashes to the priest. He gives you an Ankh. Go to the southeast cemetery door and use the Ankh. Inside are three pedestals. Open them up close, insert the matching colored globes, then use the Ankh again to fully open the inner door.
Inside, another Dracoid ghost asks you to animate Belial's statue to kill a giant worm. Take his corpse from the coffin and carry it back to the ruins.
Before using the statue, explore the temple-like area northwest of it with the waterfall and the worm at the end of the corridor. The worm is hostile in theory but harmless for now.
Return to the statue and place the corpse in the urn to its left. The ghost animates the statue. Follow it to the worm. Save first. The statue kills the worm, but the ceiling cracks and the caves begin flooding.
Run to the temple room, jump onto the floating table by the waterfall, and ride it upward. Near the top of the waterfall, jump into the opening in the wall. Follow the route upward until you reach a wooden door. Throw the door over the edge, jump onto it, and ride it like a raft as the floodwater rises through the chamber, carrying you back to the surface.
Savage Jungle (again)
On the surface, meet Dawn again. She talks about the Huline Temple, dangerous statues, and speaking with the dead. Give her the dead-speaking bracers, which you no longer need, and she gives you an amulet that teaches the Human spell plus another Speaking Stone.
Return to the cemetery and revisit the ancient Dracoid spirit. After thanking you, he transforms the mandrake plants there into Silverleaf. Collect one, along with the waiting Mist of Doom scroll.
Bring the Silverleaf to the wild ones' shaman. To complete your initiation, fight one tribe member in single combat. Stay close so he cannot freely cast spells. Afterward, the shaman rewards you with a potion for the Lharkon and a charm that teaches the Lizard spell.
You can now enter the building west of the temple, where a wild one lets you take several Guardian Orbs and Ancient Magic Stones.
Mix the potion with Silverleaf to create the Lharkon Vapours. Head east to the river and make the difficult jump onto the long branch extending from the tree so you can cross. Once across, go uphill, use the vapours on the Lharkon to put it to sleep, and walk past into the Claw Mountains.
Claw Mountains
When you enter the Claw Mountains, Dawn appears yet again and claims to have answers. After the conversation, head north across the ice.
You will reach a clearing with a wide chasm and an ice bridge. Ignore the bridge at first and continue straight to the stockade settlement of friendly gorilla-like creatures. Behind the stockade are boiling tar pools and many tar crystals. In the eastern-most building is a wall niche containing the Bracers of Valor.
Cross the bridge and follow the ice tunnel to the next clearing with a lake. In the cave to the right is a sleeping polar cat. Kill it, switch to lizard form, and search behind a stalagmite for a lizard tunnel. Inside are an Ancient Magic Stone and a crystal globe. Light the globe with Spark to raise a small building in the middle of the lake. Jump across the ice floes to get close enough to take the Great Axe Blizzard from the top.
Continue through the ice passages. The next snowy clearing is extremely dangerous because the ground collapses beneath you. Sprint along the right-hand wall toward the far side. The drop is usually fatal, though beast form sometimes survives it.
From the safe side, note the wooden stakes in the opposite canyon wall. Return and jump down near the corner by the river to land on the stakes, then descend to river level.
Explore both banks. Across the river is a caved-in doorway. Break it open to reveal a narrow tunnel through the ice. Enter in lizard form, keep right, and you will reach a chamber with frozen figures inside the walls. The one directly ahead holds a bow. Cast Spark on him to melt him and quickly grab the bow from the water. This is the Shard.
You should see an ice sheet flow down the river. Jump onto it. About halfway around, there will be a cave in the outer wall. Jump into it and get the Greater Bezoar Ring and a recipe for acid. If you hit the tripod here with a fireball or spark spell, it will break and reveal Obsidian Chain Mail. Then hop back onto another ice sheet and then back to shore. On your way back, notice that there are ice walkways along the cliffs.
To get back up, you’ll have to climb up the stakes again. There are several chances to fall to your death here, so save early and often.
Now that you are back up top, cross the avalanche area again and enter the caves on the far side. You’ll see Kenneth dead on the ice. If you raid his body, you can get his girlfriend’s picture. Throw the picture at one of the walls a good distance away and it will shatter, revealing Kenneth’s Charm, which is a much better trinket than the picture. If you stand at the edge of the cliff here, you can drop down to the ice walkways you saw earlier. Do so and then walk to where you can jump to the walkways on the inner core.
Entering the core of the circular river, you’ll meet Bacatta. He’ll tell you that Dawn was captured in the Citadel, and tells you to go rescue her. He is too weak to help you, but warns you of their potent magical powers. Head across the ice bridge beyond and enter the Citadel.
Ruloi Citadel
This part of the game is rough. The creatures here move quickly, fly, and use magic aggressively. You need to clear them all out.
- Walk into the first room and click the globe in the center to open the door.
- In the second room, click the globe again. This opens two paths.
Egg Chamber
To the right is the Egg Chamber. The eggs here regenerate any killed Ruloi, so you must destroy them. The easiest way is to shoot the light at the top of the room. This drains the acid, destroys the eggs, and leaves behind:
- Halberd Bastion
- Crossbow Myriad
- Coward’s Target Shield
In the back of the room, click the globe to turn on the purple stairway to the upper level.
Main Lower Level
The other path leads down a corridor to an elevator. Activate it by clicking the globe. The next room is large and full of magic-using enemies. Save often, because instant death is easy here. Run around and hunt down all of them.
An alternative is to equip the Coward’s Target Shield, which makes you invisible. That lets you move through the lower area safely, but if you bump into a Ruloi or shift forms, you become visible again. You will also miss the experience from the fight.
Once the Ruloi are dead, search the room. Several globes raise display tables containing alchemical reagents and useful items like Lightning Crystals and Fireball Crystals. Attack the crystal growths on the ground to turn them into Sulfite Crystals.
Prisoners and Dawn
To the north are two rooms:
- Right room: follow the corridor to a green pool with a black circle in the middle. Jump to the circle to reach the outside prison cell with several women imprisoned. Attack the cell to reveal a lever on the left side, then pull it to free them. If they refuse to leave, a Ruloi is still alive somewhere.
- Near the prisoners: another globe is hidden behind a tall pillar. Click it to enable the bridge across the upper part of the room.
- Left room: click the central globe to open a passage north, open another distant door, and activate both statues in the room. Run north to reach Dawn’s prison cell.
Upper Bridge and Dreamstone
Find the wall with purple glowing platforms and climb it. At the top is a gun that fires across the chasm, creating a temporary bridge in its wake. If the gun is not firing, you forgot to click the globe in the back of the Egg Chamber. Run across immediately after a shot. If the door on the far side is closed, you missed the globe in the room leading to Dawn.
Once across, circle around until you find an entrance to the central core. Click the door and watch several flying creatures fight a spawn of Belial. After the scene, kill the spider creature.
Then enter the room with the Dreamstone. Before taking it, use the empty pedestal on the right to enchant a weapon. The guide notes two weapons that work:
- Thohan’s Great Sword
- Firestorm, which becomes Darkstorm
After enchanting, take the Dreamstone and use the teleport platform to return to the entrance. Go back inside and rescue Dawn. To avoid reclimbing the platforms, use the walkway up the stone cluster near where you entered the large room. Halfway up is a teleport pod back to the beginning. At the Citadel entrance, use the Dreamstone to open the outer door and leave.
Huline Temple
Head back through the mountains into the Savage Jungle. Cross the river by jumping to the platform on the left, then continue to the Huline Temple. Use the Dreamstone to enter.
When you enter the temple, you’ll see an open area with a body on the ground. Walk past it into the next room, where an altar has two bowls.
Bug warning: if you click the bowl on the left, Aloe may appear in it automatically and break the puzzle.
Instead:
- Place Aloe in the left bowl.
- Place Poison Paint in the right bowl. Make it from Venom Sacs and Lamplight Eggs if needed.
- The platform behind you rises.
- Drag the body in from the courtyard and place it on the platform.
- Click the body to trigger the lightning bolt and remove it.
East Chapel and Green Crystal
Take the east exit to a chapel-like room. Behind the northern altar are Aloe and Poison Paint. Continue onward to a pool with a green crystal set in stone in front of it. Take the crystal.
Side area: north of the temple in the Huline Jungle is a hut with five torches. Light all five with Spark and stairs rise to a locked door. The green crystal unlocks it. Inside are Kieran’s Circlet, the Dagger of the Empty Hand, and ingredients for Lharkon Vapours.
You can also break the pillars supporting the ceiling near the crystal pool. After two collapse, the ceiling caves in. This prevents spiders from escaping the underground through this room later.
Fountain Court and Spider Area
Back at the entrance, take the second left and then go south to a circular open-air room with a fountain. Push the wall button by the entrance to grow an Aloe tree here.
Head back north to the barracks and kitchen area. A spider breaks through the north wall. Follow the spiders into the next section. There are many spiders here, and they regenerate, so don’t waste time trying to kill all of them.
Flute, Statuette, and Secret Passage
In the first room are three coffins on the right. One contains a flute. Take it.
Go down the corridor opposite the coffins, then take the left passage. Around the corner is a table holding the corpse from above and a large machine.
- Push the button by the corpse to send it into the machine.
- Pull the box out from the back and load it into the second machine.
- Go behind the second machine and collect the statuette.
Continue down the corridor and push the button to raise stairs into a bedroom. Morph into a lizard, jump onto the red sofa-like object, and crawl through the tunnel behind it. On the right wall just inside is a button. Push it.
You can continue to a library containing an Ancient Magic Stone on a bookshelf. A secret door from the library leads back to the eastern chapel.
Second Crystal
With the statuette, return to the entrance and head east again. Enter the alcove on your left. If it is still closed, you missed the hidden lizard-button. Place the statuette into the empty wall niche. A pedestal rises from the floor holding a second crystal shard. Take it.
Crystal Room and Spiral Stair
Return to the entrance and head west, then take the first left. In this room are two large bowls with green crystal carvings on their bases. Put the two crystal shards into the bowls to open the wall. In the next room, use the Dreamstone in the pillar receptacle to create a spiral staircase. Climb it.
Left Archway
In the upper room are three archways leading to extradimensional areas. Start with the left one.
- Jump across the large maze room, staying north if possible.
- In the next room, follow the winding path toward the central statue while avoiding fireballs.
- Take the idol to be teleported back to the start.
- Cure scrolls are also here.
Center Archway
This room has a tilting floor controlled by weight. The many quail in the room affect the balance. Push the four side buttons, two on each side, only when that side is tilted upward. You can either manage the weight with bird corpses or keep running until the tilt works in your favor. When all four buttons are pressed, the floor levels and the next area opens.
Collect:
- Idol
- Stroke Daggers
- Gorgonite Nodules
- Amber behind the pedestal
Right Archway
This room contains three narrow paths with fire blocking each one. Run down each path and press the button at the end. You can either sprint through the flames or hit the green globes with a level 1 Mist of Doom to shut off the fire briefly. A Mist of Doom scroll is also here.
After pressing all three buttons, a bridge lowers on the far side. Cross it and collect the idol. Behind the tapestry on the wall is a niche containing an alchemical recipe. Click the back wall of the niche to open another secret wall and find the Noble Valkyrie Crossbow.
Temple Trap Sequence
With all three idols, go behind the center archway to the black-floored trap area.
- Use the flute in the receptacle to create a floor over the first trap.
- Bypass the spinning blades through the secret door on the right.
- At the rolling ball trap, run past the two wall buttons, turn around, and press both. The floor falls away, the ball misses you, and the next door opens. Move fast, because the door closes quickly.
- Place the three idols into the holders that drop from the ceiling.
This creates a stairwell to the next room, where a wooden bridge lowers only under enough weight. Kill two birds and drag them onto the bridge, then step on it, or simply morph into the Beast, which is heavy enough to lower it alone.
At the bottom, kill another clone of Belial, then enter the Hall of Voices to the east. Use the Dreamstone to raise the City of the Ancients from the water.
City of the Ancients
You arrive on a balcony overlooking the city. Take the elevator down. The city has a central area to the south, with four corner towers around it. Your goal is to solve all four tower puzzles. Each requires four Ivory Chips, so first you need to gather them.
North and Northeast Side
Head right at the first intersection. When the street turns north, a gap straight ahead leads to a balcony of unclear purpose. Continue north to another opening ahead with a chalice on a pedestal.
If you place Mandrake Root into the chalice, you are briefly transported to an area full of scrolls. There are three spell scrolls and many recipe scrolls, but you only have a short time before being sent back.
Just east of the chalice room is a room with three fountains. Freeze them and break them. Ways to freeze them include:
- Shard
- Blizzard
- An Ice Seed from the Claw Mountains
After breaking the ice, move the block by the entrance onto the floor square. Do the same downstairs. This opens a secret wall. Jump over the lowered wall using the block, go upstairs, and take the first Ivory Chip from the statue before the ceiling crushes you.
Continue west down the street to another side room. Open the doors and walk toward the statue holding the second Ivory Chip across a chasm. Invisible stone steps appear under your feet as you cross. Stay in human or beast form so you do not slip through them.
Maze, Spheres, and First Tower
Continue to the large maze of rising and falling walls. Three important objects are here:
- A spinning stone disk near the entrance
- A glowing red sphere
- A glowing white sphere
Destroy them as follows:
- Break the stone disk with your weapon
- Use Mist of Doom on the red sphere
- Use level 3 Spark on the white sphere
A hidden pyramid fires a large fireball into the northern tower, blowing open the doors. Take the Storm Crystal, go upstairs, drag the movable block into the teleporter sphere, and follow it through. Place the block into the square hole. Then click the glowing octahedron to raise part of the central structure. You will repeat this “raise the tower” step for each corner tower.
Third and Fourth Ivory Chips
Return to the intersection and head south, then right around the central hub. On the north side of the street is another side room. Light the two globes on each side wall with Spark, then light the inner globes behind the secret door to disable the force field. Behind it is the third Ivory Chip.
As soon as you take it, the lights go out and the room floods. Head straight south using the compass until you reach a wall. Click it to open the exit back to the street.
Continue around the central hub counterclockwise to the east side of the south exit. There is another room to the south containing a fountain with the fourth Ivory Chip. Freeze the fountain, break it, and take the chip.
Museum, Silverleaf, and Museum Key
Take the west exit from the center. At the corner where the street turns south is a room you open by clicking the wall in the alcove. Inside are eight exhibit rooms full of alchemical ingredients. The Museum Key from the Draracle’s Museum opens them. Break the glass, grab the item, and avoid being crushed by the descending ceiling.
Farther south is another hidden room with a view into a large chamber containing Silverleaf. You cannot reach it yet, but opening this secret door gives you access later.
Return to the east side of the city. There is a center island with several glowing pillars instead of a statue. Behind it is a holder for an Ivory Chip. Placing a chip here sends a bright light in two directions:
- It breaks the glass door at the back of the museum.
- It temporarily raises the floor in the Silverleaf room.
Run to the Silverleaf room first and enter through the west entrance so you arrive before the floor lowers again. A chime sounds just before the floor drops. There is also an entrance to the Underground Caverns here if you get trapped.
In the museum, pull the ink pen on the desk behind the broken wall to open a secret door. Using another Ivory Chip on the door behind it gives you the Museum Key.
South Tower
At the south end of the eastern street is a room with four holders for Ivory Chips. Place one chip in each holder and the pyramid fires at the southern tower doors. Enter and perform the “raise the tower” action there.
At the very end of the southern path, freeze and break the water globule floating above the fountain. This fills the fountain and floods the canal behind the stairs, which is required to solve the third and fourth tower puzzles.
Item Duplication Room
Head north and take the east path from the center circle. On the right after the turn south is a room with a small pedestal and several alcoves revealing item pairs:
- Fire Crystal and Ice Seed
- Ancient Magic Stone and Ring of Regeneration
- Lightning Crystal and Stone Cube
Placing one item from a pair on the pedestal creates the other. This is useful if you are missing something needed for the city puzzles.
Third Tower
Continue south to the tower area and enter the west-wall room. Jump over the canal and take the southern stairs to collect some Black Lichins. Then go back down and through the yellow door maze. The guide’s successful pattern was:
- South
- North
- South
- Middle
At the end is a statue of Belial over an oil pit with a fountain. Use Spark on the fountain to cause a huge explosion. Take the bow left in the oil and leave. The blast breaks the pyramid at the far end and opens the tower. Raise the tower.
Important: if the water is not flowing when you do this, you die in the fire.
Fourth Tower
Go to the fourth tower, directly across from the first. Click the octahedron to water the area, place a Silverleaf into the pyramid in the center, and click the hourglass. Time advances and the Silverleaf grows through the pyramid, breaking it. You can also plant Lichen or Aloe in the side plots and harvest more each time you advance time. Raise the tower.
Center Tower and Mantle of the Ancients
With the full tower structure raised, return to the very center of the city and enter the building. Use the sparkling opening to teleport to the real interior.
Inside is another version of Belial. Kill him and continue onward through another force field to obtain the Mantle of the Ancients. This raises your magic level by 2 and grants the level 5 curse control spell that lets you expel your curse.
Route to the Underground Caverns
From the city center, head toward the southeast tower. Before turning south, enter the room to the north. Dodge the light beams and open every side door. Behind each is a globe you can light.
In the first room on the right is a passage around the corner leading to a pedestal with a Jeweled Scarab. Taking it launches a large fireball at you.
After all globes are lit, go through the far door. Move the curtain aside to reveal a dry fountain. In the next room, jump into the fountain with the dragon head and attack the dragon. It bleeds into the fountain, opening a door behind it. The corridor beyond leads to a one-way teleporter into the Underground Caverns.
Underground Caverns
This area is full of green spider creatures. They are numerous and annoying, but mostly harmless. If you kill one, a nastier brown spider appears elsewhere in the cavern. The best approach is to avoid fighting and simply run.
If you need to return to the City of the Ancients, use Spark on the four crystals around the teleport pad where you arrived. This lowers and activates the return pad.
Run mainly south and west through the caverns until you reach a room with a fleshy ceiling and hanging hatching pods. In the back corner is a notch in the wall. Hack through the flesh tubes and go through.
You are now in a non-walking section. Click the left passage, then attack to open it. Go through. On the right side of the screen is a tentacle you can click to rip off the wall. Wait for a spider to repair it. When that happens, a passage opens on the left. Go through it, hack through more flesh tubes, and enter the laboratory.
Belial’s Laboratory
Bacatta gives you the Horn of Belial here. Do not lose it, because it is the only weapon that can harm Belial.
Walk down the corridor to a chamber bleeding in the center. Jump into the small canal, kneel, and attack the bars to break them. Morph into lizard form, run through, and stop before the green tube on the left side route.
The slime here and in the next room drains your magic.
Morph back to human form. Across the river are three levers. Shoot them with your bow to flip them down. When all three are down, a dam closes. Jump into the river, swim across, and get out on the far side.
Pull the levers again to reopen the dam and lower the slime level in the next chamber so you can walk through. It is also possible to simply sprint through before drowning.
Around the corner is a door leading to more green slime. Head north through the corridors. When you reach a room with no floor, pull the wall lever to lower the bridge. Continue to the end of the corridor, jump off the only safe edge, and head downstream to a room where you can climb out.
Summoning Room
Go through the next door, down the corridor, and into the second door on the right. The automap calls this the Summoning Room. There are four translucent skulls in the corners. Cast level 1 Mist of Doom at each one. When all four gather in the center, a minor daemon is summoned. Kill it and take the Ancient Magic Orb from its body.
Drag the body into the room you passed earlier and place it on the silver pad behind the blood fountains beneath the skull. This opens the wall behind the skull. Jump through and ride the long elevator down.
You’ll meet Dawn here. She tells you to enter the birthing chamber and kill Belial. Keep clicking on her a few more times and she eventually gives you the Ruby of Truth, which instantly destroys illusionary creatures.
Birthing Chamber
At the entrance you see the amorphous blob that will spawn Belial. Transfer your power to him using the level 5 curse control spell. He reacts, leaves, and sends daemons after you. Kill them, collect their Ancient Magic Orbs, and follow him. Attack doors directly with your weapon to get through. Speed matters here.
Amber River Room
Belial appears again in a room with an amber river and blue sparkling barriers. Shoot the blue generators in the ceiling to create a gap in the sparkles, then run across while handling more daemons.
Scotia Platform Room
The next room has moving platforms. Belial taunts you and summons an image of Scotia. Kill it, then jump across to the far side. If you mistime your jumps, stairs from the bottom lead back to the wrong side. Those stairs are also a good place to fight. If you have the Ruby of Truth, use it to destroy the illusion instantly.
Trap Maze
The next chamber is filled with:
- Rising and falling stone blocks
- Flaming spears
- Ice pillars that rain shards if touched
To disable them:
- Destroy the stone block on your left with your weapon to stop the falling blocks.
- Turn around and destroy the white globe with level 2 or 3 Spark to move the ice pillars.
- Head north and destroy the red sphere with level 1 Mist of Doom.
These objects slowly regenerate, so move quickly.
Belial’s Armory
This room contains four powerful items in the corners. The longer you took to reach this point, the more likely Belial has already equipped some of them.
- Draconscale Armor
- Draconscale Bracers
- Draconscale Gauntlets
- Ring of Drake Fire
After this, Belial summons another illusion, this time the Draracle. Again, the Ruby of Truth destroys it instantly.
Final Battle
Hack down the next two doors and enter the final arena. The best strategy is to rush Belial and attack aggressively before he can do too much damage. Normal weapons and mortal magic do nothing to him. Only Ancient Magic and the Horn of Belial can hurt him. Save your spell points for healing.
The longer you take getting through the chamber sequence, the stronger Belial becomes. Kill him to finish the game.
There are alternate cutscenes if you die to Belial or simply refuse to enter the final room and wait in the armory.
Evil Luther Solution
If you act evil, the game does not quietly punish you. Instead, several puzzles and conversations change to reflect your nature. Most of the walkthrough is still similar, but some sections differ sharply.
In the Savage Jungle
Instead of helping the Wild Ones, you can slaughter them. This seems to be the major choice that determines whether you are good or evil.
- The guard by the village carries two Runestones.
- Put one Runestone into the stone face’s mouth to open the village.
- The village shaman attacks along with many others. This is a difficult fight.
- The shaman’s body contains a green crystal, the recipe for Lharkon Vapours, and the key to the Dracoid Cemetery.
In the building to the south and then west, lighting five torches raises stairs to an extra room. Unlock the door with the green crystal to get a Lizard curse control spell, the shaman’s potion, and the Dagger of the Empty Hand.
Near the southern temple is a locked and abandoned Wild One building. Go around back, attack the opening, morph into a lizard, and crawl inside. Inside are several Ancient Magic Stones, Guardian Orbs, and a Human curse control spell.
In the Huline Temple
Because you already have one green crystal, you can skip most of the temple. Just get the second crystal from the room on the left, collect the flute through the kitchen, and head straight for the crystal room.
In the City of the Ancients
After you defeat the clone of Belial in the center tower, Bacatta appears to stop you from reaching the Mantle of the Ancients. You can loot the Serpent Staff from his corpse.
In Belial’s Laboratory
Since Bacatta is dead, you do not see the scene where he kills a clone of Belial. You must kill that clone yourself in the first room and take the Horn of Belial from the body.
Dawn also tries to thwart you. She attempts to seduce you, disarm you, and murder you. You must kill her.
In the Birthing Chamber
Instead of fighting Scotia, you fight three imps. Instead of the Draracle, you later fight Scotia. After killing Belial, the Draracle appears as a final enemy. He is much easier than Belial and can be beaten directly with weapons. The ending shows Luther becoming the new evil god of the Lands.
At some point you may also get the chance to kill Bacatta and take the Serpent Staff.
Weapon Table
Melee Weapons
- Dagger of Light - Might 1
- Stalagmite - Might 3
- Broken Mace - Might 5
- Plasma Staff - Might 6
- Short Sword - Might 7
- Fine Long Sword - Might 8
- Axe of the Long Arm - Might 8
- Thohan’s Great Sword - Might 31
- Dagger of the Empty Hand - Might 36
- Serpent Staff - Might 36, poisons target
- Long Sword Prism - Might 37, blinds target
- Warblade - Might 47
- Gauntlets of Striking - Might 50, +10 protection
- Dracoid Dagger - Might 64, drains life
- Halberd Bastion - Might 78, +45 protection, +90 in combat
- Great Axe Blizzard - Might 93, cold damage
- Great Sword Firestorm - Might 93, +5 protection, Firestorm effect
- Rever of the Great Orc - Might 93, -50 protection, needs Bracers of Might to wield
- War Axe Traitor - Might 110, needs Bracers of Valor to wield safely
- Great Sword Darkstorm - Might 158, +20 protection, drains life
- Enchanted Thohan’s Sword - Might 158, +20 protection, Lightning Storm
- Belial’s Horn - Might 174, only weapon that damages Belial
Ranged Weapons
- Stroke Dagger - Lightning Bolt
- Rock - Might 1
- Throwing Dagger - Might 3
- Light Crossbow - Might 12
- Long Bow Defender - Might 18, double shot
- Axe of the Long Arm - Might 25, returns to hand
- Crossbow Snare - Might 32, web effect
- Dagger of the Empty Hand - Might 36, returns to hand
- Dagger of Light - Might 50, shoots crystals
- Plasma Staff - Might 67, triple shot
- Long Bow Shift - Might 78, Spark
- Crossbow Valkyrie - Might 93, Fireball
- Great Bow Shard - Might 110, shoots ice crystals
- Noble Valkyrie Crossbow - Might 125, Fireball, triple shot
- Crossbow Myriad - Might 137, Chain Lightning, triple shot
- Dark Bow - Might 174, drains life
Armor Table
Armor
- Burnt Mail - Protection 8
- Mail Shirt - Protection 20
- Plate Mail Breastplate - Protection 30
- Reflective Plate Mail - Protection 30, reflects magical attacks
- Obsidian Chain Mail - Protection 40
- Dragonscale Armor - Protection 50
Shields and Bracers
- Coward’s Target Shield - Protection set to 0, invisibility
- Stone Bracers - Protection -34
- Bracers of the Dead - speak with dead
- Bracers of Valor - allows you to wield Traitor safely
- Damaged Orc Shield - Protection 1
- Orc Shield - Protection 4
- Gargoyle Bracers - Protection 5
- Shield - Protection 5
- Death Stroke - Protection 10
- Draconfire Bracers - Protection 15, reduces fire damage
- Fire Shield - Protection 15, reduces fire damage
Special Gear
- Coco’s Cap - makes you fall asleep
- Colim’s Amulet - unknown
- Gauntlets of Might - +5 might
- Helin’s Ring - increases attack speed in beast and lizard form
- Ivory Chip - increases mana
- Kieran’s Circlet - unknown
- Power Orb - unknown
- Stone Cobra - causes slower sinking in water
- Ring of Drake Fire - Spark becomes Fireball
- Ring of Regeneration - continuous healing, resurrection on death
- Kenneth’s Girl - Protection 2, +1 might
- Bezoar Ring - Protection 5
- Dragon Gem - Protection 10
- Greater Bezoar Ring - Protection 10, increases attack speed in lizard form
- Dragonscale Gauntlets - Protection 20
- Kenneth’s Charm - Protection 30, +10 might
Alchemical Combinations
Many substances combine into stronger results. Failed experiments create Arrant Prac.
- Acid Sac + Champion Stone = Pod of the Changeling
- Amber + Ironwood Sap = Champion Stone
- Amber + Venom Sac = War Cluster
- Black Lichin + Gorgonite Nodules = Stone of the Gorgon
- Gorgonite Nodules + Rainbow Sulfites = Mind Cluster
- Lamplight Eggs + Tar Crystals = Acid Sac
- Lamplight Eggs + Venom Sac = Poison Paint
- Mandrake Root + Tar Crystals = Pyra Pod
- Poison Paint + War Cluster = Force Pod
- Rainbow Sulfites + Silverleaf = Manafoil
- Silverleaf + Wild One Serum = Lharkon Vapours
Special Items
- Aloe - heals
- Ancient Magic Stone - allows access to level 5 magic
- Brook Flounder - creates a rear-view window
- Cave Aloe - heals
- Champion Stone - increases might by 20
- Dragon’s Blood - explodes about 5 seconds after use
- Fire Crystal - casts Fireball
- Force Pod - allows access to level 5 magic
- Guardian Orb - creates a sword that strikes your opponent
- Ice Seed - creates an ice stalagmite in front of you
- Iron Rod - unknown
- Jeweled Scarab - unknown
- Lamplight Eggs - let you see in the dark
- Lharkon Vapours - put Lharkons to sleep
- Lightning Crystal - casts Spark
- Manafoil - restores magical energy
- Mind Cluster - reveals the entire map
- Net of Exile - banishes a creature
- Pod of the Changeling - changes you into Beast form at max strength
- Poison Paint - poisons your weapon
- Pyra Pod - turns the Spark group into the Fireball group
- Ruby of Truth - destroys illusionary creatures
- Stone Cube - creates a stone stalagmite in front of you
- Stone of the Gorgon - turns any creature to stone
- Storm Crystal - casts Blizzard
- Vel’s Fruit - cures poison
- War Cluster - reduces damage taken
Unknown Items
The file locallng.mix contains item names that suggest several inventory objects may exist in the game but were never found. Some may have been cut, while others may still be hidden.
The unknown items listed are:
- Avarian’s Feather
- Fire Charm
- Princess Gem
- Ruby Sphere
- Tiger Quill
- Tome of Force
- Twisted Harp
- Water Charm

