General Hints
  • Watch all cutscenes carefully. If you missed one of them, you can view it from the main menu.
  • Talk to everybody and pay attention to what they're saying.
  • Some monsters drop gold coins when defeated.
  • The greater spells take a long time to cast, but they're worth it. Use magic rings to increase casting speed.
  • Make sure you always carry enough potions.
  • Monsters respawn when you reenter an area.
  • There is a dark shard hidden in each chapter. Collect them all to unleash shadow magic.
Chapter 1: New Nunraema Magic Guild

First off, leave the starting room, go all the way to the end of the corridor, enter the room, and grab the healing potion. Go back to the corridor go left, and enter the second door. Now go up one level, through the door and across the hallway to the room with the healing globe. Stand in front of the healing globe and press up to receive healing. Head back to the room with the stairs, head up another level, enter the door on the right. You are now in the tower.

Head up until you reach the broken staircase where you can go no further. Now go back down one level and enter the door. There should be a bookcase here. Jump on top of it, jump up onto the ledge, and enter the door. Now head up the stairs to reach the top of the tower. Most of the mages were killed when the ceiling collapsed. Talk to the survivor. You should receive the basement key.

Head back down, use the healing globe if you need to, and go down the stairs to the basement.

Chapter 1: The Basement

The basement contains rats. You can fight them with magic, but it might be easier to just avoid them by jumping over them. Don't let them touch you or you will take damage.

Go down one level and enter this door. This is the lab, but where is the necklace? Go back to the stairs, go down another level, and enter the door here. You should be in some kind of storage room. Jump on top of the crates and head into the room. Somehere in the middle of the room is a big crate under a hole in the ceiling. Jump on the crate, jump into the hole, and head left to the next room.

In this room is a huge rat which has the nacklace. In order to get the necklace, you need to defeat the big rat. Stand on one side of the room, keep attacking, and jump up when the rat gets too close. Don't leave the room until you've won or you will have to start the fight over from the beginning. You may have to use your healing potion. When you've won, grab the necklace and head down the hole in the floor.

You should find yourself in another storage room. Leave through the door, enter the door next to you, and go through the library. When you reach the portal room, step through the portal and into chapter 2.

Chapter 2: The Beginning

You start out chapter 2 with everything you had at the end of chapter 1, some extra coins, and electrical magic. Electrical magic is about as strong as cold magic, but it moves in a straight line (which is usually an advantage but can sometimes be a disadvantage) and it can't freeze enemies.

From the house in the beginning head right until you reach the village. In the village, talk to everybody. Make sure you find out about the sick woman and ask the potion merchant about medicine. Also try to buy as many potions as you can and rest in the inn if you are low on life or mana. Then head to the right into the swamp.

Chapter 2: The Swamp and Beyond

Go through the swamp by jumping on the mushroom. Be careful not to fall into the water or you will drown. The swamp is fairly straightforward, as is the forest beyond. After that comes another section of swamp, and then you reach the dragon cave. Before you enter the cave, go a bit further to the right and grab the black mushroom. Watch out for the hoppers! You can lure them into water to drown them, or you can defeat them with magic. Now enter the cave.

In the cave, watch out for black spots on the ground which indicate vents from which poisonous gasses may pour. Head down and enter the first bat room. The bats can usually be dodged. Head left and enter the doorway to get to another similar looking room. Take the middle doorway. Now make your way to the right by jumping on the platforms. Enter the doorway and head to the right to meet the dragon. Talk to the dragon. Looks like you need to get the emerald from the Hall of Ancestors before he will teach you. Leave the cave (i.e. left to the bat room, right doorway to other bat room, middle doorway and out) and go back through the swamp.

When you reach the village, give the black mushroom to the potion merchant, then give the medicine to the sick woman. Listen to her story about the Hall of Ancestors. Rest in the inn, sell any mushrooms you have collected, and buy more potions. You are now ready for the Hall of Ancestors.

Chapter 2: The Hall of Ancestors

Head back up the mountain. At one point there is a deep ravine which is completely covered by mushrooms. Enter the ravine. There should be a doorway down there which leads to the Hall of Ancestors.

If you ever want to leave this ravine, you can do so by climbing halfway up the left side and jumping on the mushrooms in the middle to the right side.

Enter the Hall of Ancestors and head down, enter the doorway, and head down again. Here you will encounter the first ratman. Ratmen are very dangerous, but you can often duck under their javelins. Enter the doorway, go all the way to the left of the hallway, and enter the enter the doorway there. Grab the white key, go back to the hallway and enter the next doorway. Head down, go two doorways to the right, and go down again. Head two doorways to the right, enter the doorway, go to the right and grab the black key. Go back to the hallway, two doors to the left, up, one door to the right, and down. You should end up in a room with a black and white door guarded by two statues.

Go to your inventory and combine the black key with the white. Enter the door. Go down the halls until you get to the emerald. Grab it. The floor will collapse, throwing into chapter 3.

Chapter 3: The City of Ghosts

Head to the right until you get to the waterfall room. Jump down the hole, then pull left. You should be on the first or second level from the top. If you are lower than that, go to the right and up the stairs. Then, from the room with the waterfall in the middle, head left, enter the door, then left and through the door again. You should be in a hallway with three doors. Take the rightmost door, use the healing globe, and talk to the ghost. Go back to the hallway, take another door and talk to the other ghost.

Go back to the hallway and head left. You should be outside the ghost city (which is in the shape of a giant pillar. Here you can reach the topmost level by going up the stairs. You can also reach the third level from the top by jump down from the balcony, then pulling to the right to avoid falling into the water. Do this now. You should find yourself in another hallway with three doors. Enter the middle door. What out for the ghost knight! Ghosts are immune to cold, but you can fight him with electrical magic. Try to jump over him, then attack his back. When you're finished with the ghost, go to the right into another room. The ghost girl is here. Talk to her.

Head back to the hallway with the three doors and go right. Jump over the rubble and enter the door to get back to the room with the central waterfall. go through the door on the right side, climb up the stairs, take another door to the central waterfall room, and go back left. Use the healing globe and talk to the ghost mother. You should receive a key.

Chapter 3: Water and Fire

Go back to the starway, go all the way up, and go through the locked door. Head up again to reach another part of the waterfall room that you passed through in the beginning of the chapter. Go up further up by jumping on the platforms, enter the doorway, and go still further up through another doorway. Here you can see the end of the underground river that feeds the waterfall. Jump down the hole and pull left to grab the amulet of waterbreathing.

Jump down and pull left again. Climb back up to the underground river and follow it. Electrical magic is somewhat funny underwater (and fire magic doesn't work at all), so stick to cold magic. Eventually your path should lead to another bat room. Head right, then center and go back to the dragon. Give him the emerald to learn fire magic. Go back to the bat room, left, center, and go back through the underground river to the ghost city.

Chapter 3: The Green Caves

Go outside the ghost city and go left until you see a doorway. Enter it. This part is somewhat confusing. Go left, right, climb up, go right, climb up again, go right, right, and right again, and jump down. Then go right twice and climb up. Talk to the person. Fight. You need to use fire magic, since your opponent is immune to all other kinds of damage. Defeat him. Take the necklace. To go back, go down, go right, go down again, right again, and center.

Chapter 3: The Portal

Talk to the ghost on the flooded level of the ghost city. Clear out the ghost knights. You have to use electrical magic for the ghost on the flooded level. Be patient. Talk to the ghost in the library. Talk to the ghost on the flooded level again. Use the portal.

Chapter 4: Kar Derguz

You start chapter 4 at Prince Chergar's secret hideout. As you leave the hideout, remember the location of the secret door. You will have to come back here.

You should have at least two potions of each kind before you head into the mines. You can also sell any mushrooms you have left from previous chapters and buy magic rings if you have the money. The head left to the mines.

Chapter 4: The Mine

The mine is one of the largest and most confusing areas in the game. It is divided into three sections of six to seven levels each for a total of sixteen levels. Walk along level I until you reach the ramp, go up to level II, jump over the central shaft, continue until you reach another ramp and climb up to level III. Continue on level III until you reach a narrow shaft. Drop down the shaft to level I and climb up two ramps. Jump over the central shaft again. You should be on level IV. Climb up another ramp to level V, jump over the narrow shaft, climb up again and head right. When you come to the central shaft, drop down to level V. Walk along level V until you reach the two ramps, climb them to level VII, and jump over the central shaft again to reach the second mine section.

Watch out for the rock monsters in the second mine section. They can be killed when they are active, but they only activate when your back is turned toward them. You can trick them by casting a spell toward them and then quickly turning away. You can also avoid them by turning to face them whenever they are active.

Walk along level VII until you the platforms that let you jump up to level VIII. Jump over the central shaft and walk along level VIII until you fall down to level VII again. Climb up to level VIII again, go right, and drop down the narrow shaft. From here go left, climb up to level IX, jump over the narrow shaft, and jump over the central shaft. Jump over the other narrow shaft, climb up, and head right. Jump over another narrow shaft, climb up two level, go left, and drop down the narrow shaft. Enter the doorway. When you reach the central shaft, drop down to level X on the left side, then jump over to the right side. Continue until you reach the end of the passage, climb up, go left (jumping over the narrow shaft), up again, right (jumping over yet another narrow shaft. Jump over the central shaft again to reach the third mine section.

The third section has two central shafts: one with a dark background and one with a lighter background. Walk along level XII until you reach the ramp, go right, and drop down the central shaft with the light background. From there go left, up two ramps, and up another level to level XV. Jump across the central shaft with the light background, and drop down the central shaft with the dark background on the left side. Jump across the central shaft again to the right side, jump across the other central shaft, and climb up two levels to level XVI. Go left, jump across the central shaft again, and enter the doorway. Drop down on the right side, jump across the central shaft, and go up the ramp. The doorway leads to the rockworm.

The rock worm itself is fairly easy to beat. Just stand on one side, aim up, start casting, release the spell when the rock worm appears above you, and jump out of the way before you get hit by his acid attack. Once you're done, you can easily leave the mines by going down the central shafts.

Once you're back in the city, rest in the inn and make sure you have enough potions. You won't get another chance to stock up until deep in chapter V. Then go to the prince's secret hideout and talk to Ruskin.

Chapter 4: The Palace

The locked door in the prince's hideout opens to a secret passage that takes you to the basement of the palace. Once there go right and up the stairs to reach the main palace.

A note on the guards: you can beat them, but it's generally not worth the effort. They're nearsighted and hard of hearing, and if you've got a ring of speed, you can outrun them. Besides, the prince wouldn't appreciate it if you slaughtered his people. Just try to avoid them.

From the basement door, head right, past the room with the big door, and into other hallway. Take the last door from the left (i.e. first door from the right) and go up the stairs. Now head left, skip the first door you come across and enter the second. Talk to the dwarf.

Now go back to the hallway, head left, jump down, go left past the big door and enter the hallway. Take the first door you come across to go back to the basement. Go left, take the first door, and go down. Again, take the first door you come across and go down. You are now in the dungeon. Take the second door and talk with the prince.

Go back up (leftmost door, up, leftmost door, up, right, up) and visit Hrofur again (same path as last time). Now go left again and past the big door into the hallway to the left. Take the third (i.e. the leftmost) door and go up. Go right and take the rightmost door. Climb up the tower, take the bridge to the other tower, and climb up again.

You must now fight the bishop. There are several approaches that work; the easiest is to just duck and keep firing. When you have won, be sure to pick up and use the scroll he drops. This is the only way to get the lightning ball spell. Head back down and into chapter V.

Chapter 5: The Path to Inorilyrr

The chapter starts with an execution scene. However, the dwarves haven't reckoned with your medallion of waterbreathing, so you can escape. The doorway leads to a maze of underwater caves.

From the first room in the underwater maze, take the doorway to your right. From there, go right until you can drop down then go left and take the doorway. Now go as far left and up as you can, then right until you get to the doorway. Go right, skip the doorway at the bottom of the room and climb up the right side. Enter the doorway to leave the maze.

You are now in an underground mushroom forest. Watch out for the hoppers! They are more dangerous and more numerous here than they were in chapter II. Luckily you can finish them off with one hit from your lighning ball spell. The forest itself is completely straightforward. Just go right until you reach Inorilyrr.

Chapter 5: Inorilyrr Besieged

Most of the houses in Inorilyrr are damaged and abandoned. The remaining people are all in the magic guild. Talk to Finara. Rest to recover life and mana. Sell any mushrooms you found in the forest. Stock up on potions, and maybe buy a magic ring if you can afford it.

Head back out into the forest. Skip the first forest cavern. In the second, climb up by jumping on the mushrooms. Enter the doorway at the roof of the cavern.

Watch out for the gas spores. If they touch you or take damage, they release a cloud of poisonous gas, so take them out at a distance. Start out by going right until you can go no further. Now go left, but jump into the upper tunnel. Continue going left until you can go no further, taking care not to fall down the narrow shaft. Go up and right as far as you can go. Now drop down the narrow shaft and go further right. When you reach another narrow shaft, jump over and continue upward, then jump to the tunnel that leads further up to your left. Go up and right at the next chance you get. Continue right until you fall down a narrow shaft. Continue down from here until you fall down the long narrow shaft and can go no further down. From here go left and up, but go right and up at the next chance you get. Jump over the first narrow shaft, drop down the second, and continue down as directly as possible. From here go right and up and continue up as directly as possible until you reach the doorway. Step through the doorway.

From here, stick as closely to the left side of the level as possible while going up. When you can no longer go further up, go right, jump over the short shaft, go further right, and drop down the long shaft. At the bottom, go left but go right and up at the first chance you get. Jump over the shaft and go all the way to the right, then climb up by jumping on the outcroppings on the walls. Once you've reached the top, go left and down the short shaft. Continue left as far as you can, then go right, being careful to jump over the shaft. Enter the doorway.

After you have talked with the sorceress, head back to Inorilyrr. Getting past the first set of caves is easy in this directions: just go down and left until you reach the exit. Getting past the second set is somewhat more difficult. Head left (and up, where you can) as far as you can, then go back right, drop down the shaft, a bit further right, then left and down. The forests shouldn't be a problem at this point, just be careful around the hoppers.

In Inorilyrr, rest, stock up, and talk to Finara again. You should get the frost blast spell. Then head east to the green caves that lead to New Nunraema.

Chapter 5: Return to New Nunraema

At the first green cave where you have a choice about where to go, head left. Keep going left until you reach the way up. Go up, then keep going right, being careful not to fall down. Soon you should find the doorway that leads to New Nunraema.

Fight your way through New Nunraema until you reach the ruined building at the end of the city. Enter it. It's the magic guild! Go down to where the big rat was and defeat the other big rat. It should drop a key. Leave the magic guild and enter the big locked building.

Go right and keep going right and you meet the golden knight. Beat him and get his key. Then go left and keep going left until you reach the portal room. This will take you to chapter 6.

Chapter 6: The Dungeon

You start chapter VI with a collar of spell suppression. This means you cannot cast any spells whatsoever until you get rid of it. You are locked in a cell, but there is a secret door in the cell that leads to a secret passage. Take the next door in the secret passage to visit Father Clarin. Talk to him. Get him to heal you. Go back to the secret passage and take the last door. The door has fallen off this cell, so go outside. Head left, take the next open doorway, go down the stairs, then right until you reach another staircase. There is an unconscious human girl here. Next to her is a cell key. Take it. This will let you open cell doors, but won't let access stairways.

Go back up until you reach the secret passage again. Let Father Clarin heal you again. Leave his cell through the locked door and enter third cell to the right of his. Get the water. Go back to the unconscious human girl and give her the water. Go back to the secret passage and your own cell. Exit through the locked door. Watch out for the guard! Remember, you can't use magic, so you just have to avoid him. Enter the second cell to the left of yours and get the bread. Bring it to the human girl. Talk to her. Go back to Father Clarin's cell, exit it, go left and jump into the wall at the end of the corridor. Go through the secret door, leave the cell, and enter next cell to the left. Grab the lockpicks and bring them to Alodia.

Go back to your own cell through the secret passage. Leave it, kill the guard, and take his key. Go left to the staircase, then right until you meet Alodia again. This is the dungeon exit, but it's locked, you don't have a key, and Alodia can't pick the lock. Go back left until you reach the other staircase, then take the left door, go down the corridor, and take the leftmost door to reach the torture chamber. Defeat the paladin and take his key. This will open the lower dungeon doors that you were previously unable to open.

Go back right and down, enter the third cell from the left to get back into the secret passage and visit Father Clarin again for a healing session. Leave his cell through the locked door, and head right and down until you reach the cell with the dragon. Talk to the dragon. Then go back left to the staircase, take the right door, go right along the corridor to another staircase, take the right door again, follow the corridor to the next staircase, and this time take the left door. Follow the corridor to the end, enter the last cell, and leave the dungeon.

Chapter 6: The Caves of Fire

When you leave the dungeon, head right, jump up on the ledge, then go left by jumping on the platforms. Enter the doorway and pass through the corridor, then jump up on the outcropping to the right and onto the platform to the left. Keep jumping left across the platforms until you reach the end, jump up, and enter the doorway. There is something strange about this place. Leave this place, go right, jump on the first platform, look down, and drop down from its right ledge onto another platform. Jump left across the platforms, then go up and enter the doorway.

On the other side of the passage, go left, jump over the gap, and jump onto the leftmost of the small platforms. Keep jumping right across the platforms until you can go no further, then jump left across the platforms until you can go no further, jump up and right across the platforms. As you jump across these uppermost platforms, keep looking down until you see a doorway. When you get a chance, drop down to the doorway and enter it.

Fight the big spider and free the fairy. Leave the spider room, drop down, go to the big gap in the floor, drop down on the left side of the gap, and pull to the left. Enter the doorway, pass through the corridor again, go up and left until you reach the doorway. Enter. You should now see the fairies' castle.

Chapter 6: The Fairies

Enter the castle and talk to the fairies. There is a place here where you can rest for free and a last place to sell mushrooms and buy equipment and potions. Be sure to talk to the little fairy you rescued to gain the golden key.

You can now rescue the dragon to get the flame strike spell. Leave the area with the castle, drop all the way down to the floor, enter the door, go through the passage, and go through the door immediately to your right. This should take you back to the dungeon. Go right and up, left to the next staircase, out through the left door, left to the staircase, down, and to the cell at the other end of the corridor. Talk to the dragon and use the golden key. To get back to the fairies, take the same path as before. See above.

When you are finished with the fairies, go up their main tower by jumping on the crystal platforms. Then jump as far left as you can from the top of the tower. Enter the doorway.

Chapter 6: The Passage to the Surface

Go right by jumping on the platforms. Drop down at the right side, enter the doorway, and go through the passage. Head left, jump on the leftmost little platform, and go right by jumping on the little platforms. Jump up on the outcropping at the far right and up on the high little platform. Go back left by jumping on the little platforms until you reach a doorway. Enter and pass through the passage, then go left by jumping on the platforms again. Go through another passage, then go left again by juimping on the little platforms.

You should reach a place where several long thin platforms are stacked on top of each other. Go to the left, stand on the sloping surface at the far left, jump on the second layer, jump over the gap in the middle, and use the lower block to jump onto the third layer. Jump over the gap again and use the sloping surface again to reach the fourth and final layer. Jump over the gap again, go to the far right of the platform, and jump as far as you can. Keep jumping on the long thin platform until you reach the end. Now go left by jumping on the small blocks. Enter the doorway and head up. You should end up in chapter 7.

Chapter 7: The Cathedral

Enter the cathedral through the main entrance. Walk left until you reach the portal. It is currently not activated, so you can't use the gem of disruption yet.

Go through the open doorway to get to a side chapel. The archbishop is praying there. Approach him, and he will attack you. Defeat him and take his key. Open the steel door and release Alodia from the dungeon.

Go back to the entry of the cathedral and go through the door and up the tower. Use your spells to ring the bells in the correct order to open the portal. If you don't know the correct order, watch the intro again.

Go back down. The loud ringing of the bells has awakened many humans. Fight your way through them to the portal. Press up at the portal to use the gem of disruption on it. The portal will explode.

A Celestial will now attack you. Defeat him. Then sit back and watch the ending.