The Fate, Comprehensive game guide

by RetroYamato

Last edited: 09-Oct-2022.
This is a general purpose game guide for this fantastic game, The Fate, created by a Korean game studio Wizard Soft, sadly now defunct.
I wrote this guide for the duration of several weeks. Everything I show here is information gathered from different sources from The Internet as well as my own experimentation.
In this guide I will not be introducing the game story. I will go directly to explaining the different gameplay elements right ablway. Also I will not explain how to run this game in a modern Operating System. The game was designed for older versions of Windows such as 98 or XP. It might work in your Windows 10, or maybe not. It worked right out of the box for me on Windows 10 without having to do any specific process or Compatibility Mode. Just try it and see if it works. If not, then you are on your own.
Also, I will not explain how to actually "play" the game. Basic things such as moving, attacking, talking to NPCs, entering doors and opening chests, etc, are assumed you already know these basic things, since these things are standard to any aRPG nowadays.
And finally, I will not explain (almost) anything that is already in the covered in the official game manual. That game manual is pretty basic and doesn't propertly explain many aspects of the game. This current guide is meant to complete the information found in the original game manual, so some references to such document will be done here.

Index of Contents

1. General Gameplay
2. Items & Modifiers
3. Upgrading Equipment
4. Magic System
5. Game Walkthrough
6. Game Tips & Tricks


1. General Gameplay

The Fate is an aRPG game with no skill tree system. This is a equipment-based game. The only way to improve your character in the game is by leveling up and by finding better equipment and items.
Each time you kill an enemy, you will obtain experience. After your experience reaches certain amount, your character will level up and his main primary characteristics will rise according to the percentage distribution that you set up. In the picture below, you can see the buttons that you can use to modify the percentage of stats increase each time you level up:

[[PlayerStats]]

There are four primary characteristics: health, intellect, wisdom, reaction, and several secondary: resistance to various types of magic (ice), fire, ground, light and holy magic, damage, defense, attack, avoidance, endurance, stamina, vitality, magical. The sum of all the percentages of the primary characteristics cannot be more than 100%. You can make it lower, if for some reason you want to increase them less than normal (although there is no reason for that)
Each of the characters displays the level of health and magical energy (mana). Loni and Blunt do not use mana, so such stat is only useful for Lenya. But don't be fooled by such fact, Wisdom and/or Intellect is still a very useful stat for Loni and Blunt.
Tipically, health and mana are recovered by drinking elixirs and potions of health and mana, but also by equipping "replenish magic/health" items in your character. Please note: the same in Diablo 1, Health and Mana do NOT autoreplenish by default!

The character stats are as follow:

Main Stats:
> Health: determines your maximum health points as well as stamina and damage
> Intellect: increases mana (only Lenya) and also avoidance.
> Wisdom: increases mana (only Lenya) and defense stat.
> Reaction: determines your chance to hit and your avoidance.

Secondary Stats:
> Damage: it shows how much damage you can inflict when you attack with your weapon directly. This stat does not affect the damage output of magic at all.
> Defense: how much of the enemy damage will be reduced when you are hit.
> To Hit: how likely you are to hit enemies when attacking with your main weapon. It doesn't affect magic spells.
> Avoidance: how likely are you to totally avoid enemy attacks
> Vitality: this is used to calculate maximum amount of health points. Each point in Vitality increases Health Points by 4. NOTE: Equipent that increases "life" it increases "Vitality" in fact.
> Magical: this is used to calculate maximum amount of mana. Each point of Magical increases Mana by 3.


2. Items & Modifiers

The game has several types of items: Weapons, Armour, Jewelry, Potions and Jars.
> Weapons: used to attack the enemy. Damage stat affects directly how much damage to inflict to the enemies when hitting or attacking them with that weapon. Also To Hit stat affects how likely you will actually hit the enemies. Some weapons (not for Lenya) offer you a "Sharont slot", allowing you to equip Sharont jewels.
> Armour: there are chest, bracers, helm and belt types of armours. Armour only protects from direct physical damage. Damage from spells such as fireballs, are not affected by armour.
> Jewelry: mostly to increase different stats.
> Jars and Potions: Jars, either Health or Mana, can be used and refilled many times, opposite to potions that are one-time use. By default, you can only equip Jars, but some jars offer the "small potion equip window" feature, allowing you to equip one-time use potions.

Items might have a large variety of modifiers that will improve your character. Items can be either Normal Quality or Magic. Normal Quality Items are those that do not offer any extra benefit besides the default ones. Magical items have extra enchantments on them that will offer more benefits to your character. There are no item requirements such as strength, level or magic points. You can equip any item in the game from the very beginning.

Item quality comes in several levels: Normal Item, Superior Item (Red Colour), Heroic/Hero's Item (Red Colour), Sacred/Holy Item (Golden Colour) and Eternal Items
(Golden Colour). The higher the quality of the item, the more enchantments the item will have. Also worth mentioning that High Quality items such as Sacred and Eternal can drop from normal monsters as well as boss enemies. Also it seems that boss enemies always drop Holy or Eternal items. Unfortunately you cannot kill these enemies more than once per game.

Besides the obvious ones, there are other item modifiers that could be difficult to understand what they do. Here is a list of these less-obvious item stats:

> Life: increases Vitality stat. Each point in Vitality increases your Health Points by 4.
> Magic Point: increases Magical stat. Each point in Magical increases your Mana Points by 3.
> Convert Damage into Life/Mana: gives you the specified points of HP/MP each time you damage the enemy with your weapon. Does not work if you use magic.
> Lower enemy resistance/speed/etc: reduces the specified enemy's stat when you actually hit the enemy with your weapon attack. It does NOT reduce the enemy stats just by approaching them (unlike Diablo 2 Paladin Auras).
> Combination: Unknown.
> Memorize: if you equip an item with this modifier, you will earn experience as a "range of values" rather than a fixed amount. For example, each time you kill an certain enemy you will earn experience between X and Y value. If you unequip that item, you will always earn the same amount of experience. This range goes from slightly lower experience to considerably more. For example, a Larkin gives a fixed experience of 699. But with "Memorize" equipment, you can earn from 600 to 800 experience instead. The higher this value, the larger the range.


3. Upgrading Equipment

The Fate allows you to improve certain characteristics of some of your equipment. The only items that you can upgrade are: Weapon, Chest Armour, Bracers, Helm and Belt. Items such as jars or jewelry cannot be upgraded.
Upgrading items can be done only in the blacksmith, Almain, in Caldeanose. Do not confuse the blacksmith with the weapons vendor. In Caldeanose, find the blacksmith towards the south of your stash chest. As you enter Caldeanose from the main gate, head north and go down the first stairs that you will find to your right or east.
To upgrade your equipment, you will need to pay to Almain 5000 gold coins per upgrade, as well as using the correct ingredients in the right order.

[[Item Upgrade]]

As you might imagine, upgrading equipment is really cheap, in terms of money. The expensive part comes in terms of ingredients. These are more difficult to find, so saving them is a good idea.
When you upgrade an item, you will be able to upgrade only its basic characteristics, the ones with white letters. Magical characteristics cannot be upgraded (the ones with red letters), so it would be a waste to upgrade items with poor magical enchantments on them. Here is a list of all the available upgrading recipies:

> +Damage to Weapon: Catalyst + Mithril + Coal
> +Hit to Weapon: Mithril + Coal + Oil
> +Defense to Armour(*1): Coal + Oil + Stone
> +Avoid to Armour(*2): Oil + Stone + Catalyst
> +Magic to Helm: Stone + Catalyst + Mithril

Notes:
(1*) This works for any piece of armour: Chest, Bracers, Shields, Helm and Belts.
(2*) This works for any piece of armour except for Helms

To successfully upgrade an item you have to use the ingredients described above, and place them in that exact order. If you change the order, the upgrade will fail and you will lose the money and ingredients.
I tried all the possible combinations of three different ingredients for all equipment items. If there are recipies with duplicate or triplicate ingredients, that is untested. If I decide to test that, I will update this guide.


4. The Magic System

Only Lenya can use the magic system to create new spells.
To create a new spell you must use spell scrolls.

[[Magic Creation]]
Each scroll will change the behaviour of your custom spell. Scrolls are:

> Call: this is a mandatory scroll. It basically calls the magic forces to cast the spell. Without a Call scroll you cannot create any spell. The higher the level of the Call scroll, the more powerfull the spell result will be. The Call level is the only thing that affects spell damage or healing amount.

> Shooting: these scrolls can be either "Shoot" or "Raise". It changes how the spells is thrown. This is an optional scroll. If you don't use it, the spell will be either cast on you (in the case of Holy spells) or will be cast right in front of Lenya. Spells with "Shoot" type will appear as a projectile thrown to the enemies. Spells with "Raise" type will create several copies of the same spell on its trajectory, like the game "snake". Shoot spells are cheaper, while Raise spells are more expensive but the copies of the spell can hit enemies in a line.

> Form: This is also optional and it changes the way the spell behaves. "Multi" will create four parallel copies of the spell that will shoot with an horizontal angle. "Circle" will summon many copies around Lenya. "Charge" will create several copies of the spell upon impact with enemy, and these copies will chase the enemies around. "Chain" summons four consecutive copies of the spell when you cast it, moving in a straigh line. "Homing" will make the spell to chase the enemy.

> Impact: This changes how the spell behaves upon impact with an enemy. "Exploding" will create several smaller copies of the spell that will damage enemies close and around the target. "Piercing" will make the spell to pass through enemies, considering each "pierced" enemy as an spell impact. "Obsesion" will make the spell to deal additional damage upon impact for a brieft time. The enemies will become green colourd to indicate this effect. Here there is a game bug that even if the spell damage over time is over, the enemies will still remain green.

Any given spell can have one Form and one Impact; or two different Impact. Spells cannot have one Form and two Impact features.

There are five schools of magic:

> Fire: this, as well as lightning, are basic spells, dealing only damage without any side effect on the enemy.
> Ice: these spells inflict a bit less damage than Fire and Lightning, but make enemies slower.
> Lightning: it is the same as Fire, only with different graphics.
> Earth: spells of this school deal the least damage but they will petrify the enemy in place for a few seconds. Also they are the most expensive spells.
> Holy: these spells will heal you or your party members. Also they remove status effects such as poison or frozen.


5. Game Walkthrough

You sailed to the town of Revlen. It is the first of three cities on the island of La Tranada. Nearby you will see an elderly sailor from the crew of the ship on which you arrived - if you want, you can talk to him, but he will not tell you anything useful (apparently, during the voyage you have already talked to him). Go to the village and talk to Mitrige. She will inform you that one Sajan is recruiting a squad of mercenaries. Find Sultze's weapon shop and buy weapons and armor from him (you can also skip this). After that, your road lies to the north-west to the young man Sayan - he will tell an entertaining story about monsters that have settled in a cave behind him. Feel free to go through the door behind him to the dungeon. Here you will meet the first monsters in this game. By the way, what is remarkable, there is no standard set of races and types of monsters (with the exception of dragons (dragon) and gogs (gog)), with the fruits of the violent imagination of the developers you will get acquainted very closely. Clear the dungeon is not difficult, there you can find something useful (rings, necklace, weapons, etc. - standard set). After clearing the dungeon, return to Mithridge. She will send you to Ruhino, who lives in the northwest of the village. On the way to it, chat with Lemo.

When you try to go outside the village, you will see that the bridge is blocked by a chain. This is another feature of the game - you can not go where you want (unless, of course, it is not provided by the storyline).

Forward, to the main road.

After talking to the locals, you will learn about the mysterious disappearance of the chief (as they call the local mayor) Cliff (Clief). As you will later learn, he also keeps one of the four great relics. Go to the second floor of the mansion behind Lemo (in fact, this is one of the two houses in the town where you can go), and talk first with Lupino, and then with the girl Marshia (Marshia). This is the daughter of the chef, whose disappearance she will tell you, offering to take up his search. Agree, then talk to Lupino again. It will give you 2000 coins. It's a trifle, but it's nice. There is nothing more to do in the village, although it is worth going to the seller of potions, scrolls and other nonsense Ruber (item shop Ruber) and buy dry grains (warp seed) - they look like nuts and occupy one slot in the inventory. Using them allows you to activate the portal. What is interesting, one inventory slot includes more than 70 such "nuts".

Get out of the village. This time, Izbil will calmly let you through the bridge, lowering the chain that had prevented you before.

Follow the signs into the cave, destroying everything that moves along the way. First of all, it is desirable to kill magicians: these are the few who can cause you at least some damage, although insignificant. The real threat begins to represent only scarfaces (scarface, jumping head. Dumb as a stone, which, it seems, and they are composed), but you still stomp and stomp before them.

Take a walk through the cave, you will come to the chef without much difficulty. Here finally begins to work the map, which greatly facilitates the search. After finding the boss and opening the cage doors, talk to him. He will take you for a certain person in a black cloak (whom you will be looking for for a long time, because he will constantly be ahead of you) After talking, you will be transported together to the village. Talk to Lupino again (if you have not yet understood - communication, communication and once again communication - the main commandment and problem of the game), then go down to the first floor. Cliff is standing there. Talk to him: he will send you to Lupino, who, in turn, to Gereban. From a conversation with the latter, you will learn that the warrior you were promisedearlier will not go with you, but there is a sorceress Renya (aka Lenya), who became bored from the lack of work, and she went to the port to look for a ship to return home. Go to the port, there you will find it - on the same pier where you arrived. Now back to Cliff - he will warn you not to go through the western entrance (the one through which you went to release the chief), and you need to go through the east. According to him, this road will take you to Dominikeno.

You will go to the right - you will find caves, you will go to the left - they will not let you in.

On the way, pay attention to the bridge, which you can not pass yet because of some barricade - this is a passage to the next village, here you have yet to return.

In the cave, part of the doors are opened with keys of the appropriate color that you will need to find (they lie in boxes a la Diablo). This is not particularly difficult, because the beauty (or disadvantage) is that on the map such doors are marked in the same color as the chest with the keys for them. There are three levels in the cave. On the second level there is an exit to the surface, but it leads to a closed area. The center of the third is highlighted on the map in red. So the habitats of the main monsters are highlighted, from which it is impossible to leave with the help of the portal. Before entering this sector, it is advisable to return to the city and replenish the stocks of elixirs. Behind the door is a fire dragon. For a while he talks to you (quite self-confidently), and then attacks. A magical thing falls out of his corpse. After that, a portal to Revlen opens. There you will have another conversation with Cliff, after which, through a previously closed bridge, go to the second city, Sarnita, in search of the priest Epauen (Epauen). He is one of the keepers of the glowing figurine, which is hunted by the Black Cloak, which you have heard about.
On the way you will meet a pointer to the gate of Caldenose, where it is not yet possible to pass, they are locked.
In Sarnit, talk to Nitsy in the north of the village. He will tell you that you need to either wait indefinitely (which is useless to do) or go to Deviapon, where you will not enter without knowing the old song (and he is, of course, unknown to you). The lyrics of this song Nailish saw in a book in the house of Epauen. In order to find the text, you need to find Lady Anita, the priest's maid. She lives in one of the houses closest to the entrance to the city, just to the south. This house is the only one you can enter. After talking to her, you will learn that the book is in the chest, and the key to the chest she lost - dropped in the well. If you want, go up to the second floor - there is a chest. Clearly, locked up.

Approach the fisherman Jerom sitting near Anita's house. He will tell you that the key to the bait to catch will not work, here you need something unusual.

Go to the Dumb (a.k. Blunt), which is located near the statue in the center of the city. Blunt will give you a magnet, but for a reason – he joins you in your adventures. Return to the fisherman, and he will give you the key with a request to give the magnet. You will no longer need this thing, and Zerom will give some object or money for it.

Go back to Anita. She will thank you for the key and give you a manuscript, which is the book. The problem is that the manuscript still needs to be deciphered, and Anita directs you to Neilish for deciphering. Nailish confirms that the book you need, which belonged to the priest, and tells the words of an ancient song - bihara ... Neti... lithium... Alice... Dodi..

Not far from home you can find Praisha (Pereshia), a thief. Talk to her, you will learn that there are many precious stones in the temple that she would like to take out, but will find another purpose. Lies, of course.

Talk to lumberjack Jacks. He will tell you a terrible story about a terrible red monster that appeared nearby, which frightened him. And so much so that the logger ran away, losing his axe on the way. And what kind of lumberjack is he after that, without an axe? You need to help a person.

It is easy to find and kill the monster - leave the village, go towards the crypt of Dominiqueno, after the bridge turn to the rise, where this miracle lives. Like all other monsters, killing this is pretty easy. Since the ground monsters are unsociable, it will not be possible to talk to him heart-to-heart. Next to it are several Mosmans, which should be destroyed in the first place. After the death of the main local scarecrow, a thing remains, and the axe of the woodchapper's axe, which Jarks lost. Go back to the wood-firewood and give it the axe. A small "glitch" - if the axe is in the backpack (the one that opens with the "b" key), then the program does not see it. For his axe, the lumberjack gives you some thing. And, a few times you will approach, several times you will give ...

Now with a clear conscience you can go to the crypts of Dominiqueno, the benefit of the signs to reach easily. Opposite the entrance to the crypt you will see a stone. He will report that "when they again begin to sing a forgotten song, Deviapon will come out of a state of sleep." The doors to the temple will open, you will be able to enter.

As before in the cave, there are several doors opened by keys of the same color, located in the chests at other levels of the same crypt. Also on the second level is a door, for the opening of which you will need a silver key. This important thing is in Epauen's.

You can find it in the room where the priest is located (on the map it is indicated by a man). Talk to Epauen, and you learn that the Black Cloak stole the relic of the radiance, get a silver key, along with an assignment to walk to the tomb. The right door, as already mentioned, is on the second tier.

Open it and go down the stairs to the first level of the caves. On the level there is a secret door (looks like a wall illuminated in red, but if it is attacked for a while, it falls apart), inside of which there is a room with two pools - one replenishes health, the other - mana, and two switches that you need to press to open the next door.

At this level, you will again meet a thief who allegedly was not going to climb into the temple. She will thank you for your salvation, tells you that she mistook the Black Cloak for the guard of the temple, and he turned out to be a robber. She also says that if you are in Sarnit, look at her, maybe she can help you. In the red sector is the cherished door, behind which again sits a dragon, this time sacred (light dragon). It will please you with the fact that the first test you passed (apparently, the test was a fiery dragon from the last cave), and, therefore, there will be the second. Like the first time, the monster is destroyed elementarily, he is not even able to cause noticeable damage to the group. When the lizard dies, he tells something interesting: it turns out that he tested you with his life and wants to see your true abilities, in addition, the dragon will give you his treasures and personal power. He also reports that everything else was taken by the same notorious Black Cloak. Finally, the dragon demands to make a promise that you will stop this creature of darkness.

In the room with the dragon is an open portal leading to Sarnita. After passing into it, you find yourself near Epauen. Like the dragon before death, the priest tells a lot of interesting things, continuing the same theme: The black cloak can be stopped only if you collect the rest of the relics. He says you need to go to Caldenosa in search of librarian Gadmon and hunter Janny who might be able to help you. However, you need a pass. The priest had him somewhere, but Epauen advises you to ask the residents of the city. Go to Percia. She will tell you that she has a pass, but it is expensive. Though... She is used to paying off debts, and if she needs a pass, she will steal it.

Before leaving the city, go to Colquez, who will ask you to hand over a letter to a certain Anna in Caldenose. It's also worth talking to Jzziram, an old man who lives near a potion seller. He will tell you about the existence of antidotes and the features of their use (although, frankly, I have never used antidotes). Talk to Minstrel Orino – he's finally finished the song and can sing it to you.

Now, having communicated from the heart, with a clear conscience, you can go to the gates of Caldenose - you now have a pass, and nothing more is needed. Through the caves you will come to the surface, and there - according to the signs.

In front of the gate on the bridge stands guard Karen. He will check your pass and raise the grate, thereby freeing the entrance to Caldenose.

Not far from the entrance stands a certain Teail. Talk to him and you will learn that an accident occurred in the northern mine about ten years ago: there are no survivors and the reasons are unknown. As you will later learn, coal was mined in this mine, with the help of which weapons were improved. Then go and talk to Anna. She will pick up the letter and ask for her gratitude to Colques. Then find the library. Next to her are Gadmon and Jeanne: the two that the priest in Sarnit told you about. Talk to Gadmon, he will introduce you to Jeanne the Huntress. She will say that she can help you and offer to go to her house - in the second building from the library. After talking with new acquaintances, go to the library and read an ancient book. There you will find a rather incomprehensible inscription: "the same with him, but different, he will meet himself on the edge of his memories, finally he will be alone." After thinking about this mystery, go up to the second floor and read another ancient book and the history of La Tranad. The library is not a place for a friendly company, so feel free to go in search of the next adventures.

Go to Jeanne. From it you will learn that in the swamp west of Caldenose there is a temple in which a certain Morgause lives. It may be interesting and useful to communicate with him. but... the outcome of the meeting is unknown. And you need Lord Marlog's permission to enter, and he dislikes Morgause. To obtain admission, tell the lord that you are going to kill Morgause, and there will be no problems with obtaining it. Lord's Castle is a large structure on a hill in the village. When you go inside, you will see the lord himself. Talk to him, and he will tell you the password - "swamp wind", offering to remember it well, since the guard has a bad character. After that, you can go to the western gate, and, having named the password, or, more precisely, choosing an option from the three existing ones, leave the city. Through the gate, follow the same signs to reach the caves called Platireb. The only difference between these caves and the previous ones is four levels instead of three. On the last level you will find Morgauz. He tells you that everything happened as the owner who knows everything said, and then attacks you with the words: "Die!!". Dying, he expresses the hope that you do not have long to run (hope, as you know, dies last). From the room in which you are, there is a passage in which you will be waiting... That's right, Black Cloak, his own person. He says that you surprised him by going this far, and he would like to see your skill (this is a polite version of the offer to fight), after which, of course, he attacks. He's the most dangerous opponent you've ever met, though it's not hard to defeat him either (did you think you killed him? Then a lively conversation begins between the party members, during which it turns out that the Black Cloak is your missing twin brother. After that, you are transported to the city to Gustaban. The doctor believes that your brother's wounds are not serious (yes... death is so frivolous), but he is under the influence of a black magic spell and that is why he is in a coma (and you waved with him, apparently just like that, for a warm-up). According to the doctor, only a rose of heaven from paradise can help Ranon (as usual, conventional medicines are chemistry, and plants are an environmentally friendly product). He then sends you to Emstan, a potion seller from Sarnita. Before leaving, you can go to the lord, he will thank you for killing Morgause, but will not give anything. Zhadina.

There is nothing to do, you have to look for a flower. Go to Sarnita and there come to Kolkes. He will thank you for the delivered letter, but since the most expensive product is information, he offers to tell about the magic of this world. Listen, you will learn a lot of interesting things - in fact, he will tell: what type of scroll what effect it produces. After learning all about the scrolls, go to Emstan. He will send you to the forgotten heavens (make no mistake, it's just a beautiful name for another dungeon) east of Sarnita. Go there.

Through the caves you will get to the surface, from there - according to the already drawn signs to the already tired caves, the entrance to which is a hole in a huge stump. You will be pleased with the only level and the modified design - the walls look like sections of wood. In the red sector you will see Tarodot (Tarodot) (what kind of scarlet flower will do without a monster guarding it), who promises to throw you out one of the caves and forbids you to take anything. According to a long-established tradition, after the end of the dialogue (or, in this case, a pompous monologue), he attacks. After his death, you find a rose of heaven and a couple of magical things on the floor.

Go back to Emstan and he will make the potion necessary for your brother, then go to Calzenosa to the doctor. Having drunk a precious potion, your brother will be able to conduct a conversation. After a while, he recognizes you. However, Renan will tell a little: he remembers someone who bewitched him and sent to collect four relics. Easily and naturally, he persuades you to perform this task. Actually, no one asks you. And now it would be nice to first know what to look for. Renan, of course, has amnesia. But there are still so many people around, here's a doctor, for example... He will tell you that you are looking forward to a priest who can be found on the second floor of the mansion, located next to the house of the bishop. Talk to Epauen and he will tell you a lot of interesting things: how it all began, what these great relics are and where to find them. The priest says you need permission from the lord to get to the right place.

It should have been easy to get a pass, but... When you get to the castle, you will see that the lord is not there. After talking to the sheriff, you will learn from him that some problems began in the mine, and the lord went there for a couple with a certain Pilgruns. Of course, he could not find people for such a thing. But, there's nothing to do... I wonder where exactly Marlog went? Who would suggest the address, or did they?

Guess who is the most knowledgeable person in a medieval city? That's right, priest... So go back to Epauen and talk to him and Darion. You will be given a magical thing and will be told that the lord needs to be rescued and quickly (so I went to check the mine, on my ... head). Go to the Philgrands mansion – on the way from the sheriff's house to the southeast. There you will find lord and Philgrands, not yet reached the mines. Actually, they are not going there, but are in a creative search for the "hero" who will go there (that is, you). They will also tell you that problems have begun in the mine and will ask you to go there and rescue the miners (and here are the volunteers who were found to clean the mines from undesirable elements - in your face).

Exit the city through the northern exit, there communicate with the guard and he will raise the grid, thereby opening the passage for you. After walking a little along the road, you will meet Jec, who is very worried about the missing miners (but also for some reason does not go to the mine: it is more convenient to worry from afar, and it is safer). After that, you can safely go further, sweeping away everything in its path. After walking through the dungeons and freeing three of the four miners, you will learn that Peadro (Peadro, the fourth) is somewhere below and you can get to it through the engine room (located on the first level of the dungeons). Before entering (on the map the zone is marked in red) you will see four levers. Click them, in the future it will come in handy. In general, here in the dungeons there is an iron rule: I saw the lever - click. Go to red territory. There you will meet Pedro. He will tell you that he found something remarkable - the remains of the dead ten years ago - and learned another, no less "amazing" news - that the monster was already familiar to you Filgrans. At this point, Likekill appears, who declares that the rule "you know less, you sleep harder" applies to all 100. Killing him is not easy, but it is possible. Dying, he is very surprised by this fact (obviously, before meeting you, he was going to live forever). And he inherits the key to the Philgrands house.

What follows is a pre-prescribed dialogue in which Loni (or his corpse — he died somewhere in the middle of the fight) says that if the miner ran away, he will survive. Pedro is waiting for you outside the door, and together you teleport to the mansion of Marlog. The owner, of course, will not be at home. This is gradually because it becomes a habit. Unfortunately, there is nothing of value in the house. And although the rule from life should be taken everything, even what lies badly, works, but only in the dungeons. Residents are either poor or carry all values with them.

The sheriff, apparently guarding the castle in the absence of the lord, will tell that Filgrands has already disappeared, and together with the lord.

Go to the Philgrans house. With the available key you can open the door under the stairs. Entering the aisle, you will see Nemia. After talking to him, you will learn that Filgrands dragged Marlog to the top of the mines. Nemia asks to save the lord and says that he gave him the key of Jadriel . At this point, a portal opens, leading to the already familiar dungeon Barshark (Barshark) on the first level, behind the engine room. There are four already open (if you lowered the levers) doors. To reach the desired place, climb to the sixth level to the surface, then on the signs - to the second entrance, from there - to the seventh level, then - to the eighth. There, to open the red sector, nemia's key is needed. Outside the door you will find Filgrands, who is eager to tell you his thoughts on the further development of events. Then he offers to take a closer look at him, turning into a monster Jackiel (Jackiel). And only after that he reports the main news: his true appearance, this is a secret, a deadly secret. It is not difficult to kill him, it is rather difficult not to kill. Dying, Jekyll promises you death at the hands of his master Dertgats. Carefully, at the moment of death, releases a wall of fire. After the fight, you find a very good thing (in my case, full armor for Regna).

From this room it is necessary to exit through the upper left exit to the ninth level: there is a closed door (lever nearby). Behind her, you finally find Marlog, and then teleport with him in Caldenosa, to his castle.

There Marlog reports that in order to get into the cave, you need an amulet of Pentril (pendant of Pentril) and promises to give it to you. Don't rejoice! The promised, as you know, three years wait. And so, instead of a much-needed amulet, the lord throws you a magical thing (apparently unnecessary to him and obviously unnecessary to you). You express a burning desire to visit your brother in the hope that at least everything is in place.

At the doctor, you learn that Ranon has recovered, and decide to talk to him. But when you get up to him, you will know that he is gone. Running to Epauen (he acts as the main know-it-all), you learn that your brother is on his way to the Shark Caves, where he goes for the third relic. After that, since your brother is bewitched again, you need a hunter Jeanne. She will say that Ranon is again under the rule of black magic (you already know this) and is heading for the Shark Caves. Jeanne reports that the pentril amulet needed to enter the caves is in the old man Akam, who has already gone there in search of his wife Patea. Pateya, however, is already a widow, you met in the city. Talk to her? and you'll learn her story. Patea will tell you that from these caves her husband once brought a child, a girl. Rout, as an adult, once left home and did not return. With a request to find her adopted daughter, Patea gives you the pentrile amulet.

Exit the city through the main gate to the west, to the Shark Caves, the previously closed passage will be opened. In front of the caves you will see the fox Kain (Kein, a fox that the developers consider a wolf)). He is stuck and, considering you the master of the trap, asks him to kill. You still will not be able to fulfill his request, so go to the north-west: there you will see a chest in which there lies a medicinal herb. Go back to Cane and give him that grass. His wounds will heal and he will thank you. Follow the signs and find the entrance to the cave, which is guarded by three foxes. Talk to their head (his name is Nylama). Show him a pass. You will be called a guest, after which you will be transferred to the depths of the caves (to the seventh level).

Neelama will tell you that people have never been to their territory before. At this time, a lynx appears and reports that someone has penetrated into the heart of the dungeon, killing the guard in the same time. Neelama lets you go. Go to the eighth level of the dungeon, where you will see the warrior Montana (Montan). Talk to him about Shiva's heart. Here you will again meet your brother, who loudly announces that he will give his heart in exchange for two other relics. Return to the seventh level to the leader, who will tell you that without the heart of Shiva, the temperature in the dungeons will rise, and they will all die out. And, at the same time, the other two relics are very dear to them – so the choice is yours. Neelama will inform you that the doors in the square are already open. Go down to the dungeon; if you want, you can talk to foxes on the way, but they will not tell you anything useful.

On the second dungeon level, in order to open the red door, you need to lower four levers. On the first there will be a similar situation, only the levers are green. At the same level, a snow dragon awaits you in the red sector. He will tell you that you have passed the first two tests and must rid the world of evil. As one song goes, "It's fate..." And the dragon utters the phrase: "He is the same one from you ... He'll meet you on the edge of the road," obviously referring to your brother. You've already read this phrase somewhere... In some ancient book. And after that - the third test, that is, the fight. The dragon is dangerous at least because it actively uses ice magic. Killing him is not easy. After a while, you find Ranon here. He says he's surprised that you're still alive and maybe that's wrong, but he'll take the relic. Oddly enough, he will give you the heart of Shiva. Here opens a portal to the eighth level of the dungeon. Once there, go to the altar and place Shiva's heart on it. On the way downhill you will see your brother again. He will tell you that a certain Gihilt (Gihilt) bewitched him, took away a relic of ice and went to look for the latter, as the resurrection of his master is approaching. Having said that, Ranon dies in your arms. You're naturally in shock. However, this does not prevent you from going to Neelam for advice. Talk to him. He will bring you a little to your senses and give you a guide to Viyoma. Near the door, saying goodbye, Viyoma will tell that she is Roate, the missing adopted daughter of Patea, she is a hybrid. After that, she directs you to Caldenose for a fourth relic. She gives you her shoes to give to Patea. Return soon to Caldenose and go to Patea on your return. Give her shoes and tell the story of Rhoute-Viyoma (or don't tell). After comforting Pateya, go about your business — that is, saving the world.

As usual, you have to talk to Epauen first. He, in turn, will send you to the librariator. Gabstan will tell you that the ruins in the desert are connected to the cemetery by an underground corridor. Almost no one knows anything about him. Except maybe the old drunkard Seaspa. Go to Sespa's hotel. There you find Cespa for his favorite pastime, the absorption of horse doses of alcohol. Go to the bartender. He will treat you to a bottle of alcohol, which you immediately give to Sespe. For your favorite poilo he will give you the necessary key.

Now you can go to the burial ground. There you will see Simon (Simon) - a magician who owns the magic of portals. But, if you are curious enough (I, for example, am very curious), then you can get to this old man much earlier. Then he will chat with you and disappear somewhere. If you come and the gate is still closed, go back to Epauen and talk to him. After that, come back and it will be open. Go through the burial ground to the caves. You need the south gate to these caves, but my advice to you is to walk through the rest first and find the stone key (it is in the cave behind the western entrance). Then go to the right entrance. There you will again see Simon, who stands in front of a locked door and tells the good news that in order to open it, you need a stone key. That's why I suggest going through the other entrances first. Simon also reports that there was a guest who tried to steal an earthly relic. Descending to the first level, you once again meet Simon, who reports that the seal of Tesarius has been opened. Outside the door to the red sector, Jal (a.k.a. Jeanne, a.k.a. Janny) is waiting for you. One name in the original language and from one to 4-5 on the great and mighty). After so many transformations, I was tormented by only one question: how there were still normal people in the city. Or are there no left? After shedding her face, Jeanne-Jal turns out to be Gihilt, Dertkatz's most loyal servant.

Next is the usual development of events. Fight. You kill him (or he) you. He does not understand how you overcate his magic, but for him it is no longer important. Dying, he says that he opened the seal of Thesorium and did something with the blade of Euclid (Eukleed). He leaves you four relics and some good things.

Exit through the northern gate, activating four columns along the way.

But that's not the end. You get to the dungeon of Tesarium (like "basement under the basement").

On its first level you will find a long gloomy corridor leading to an equally gloomy hall. In the center - instead of the standard pentagram - for some reason the Star of David, inside which a demon is depicted.

Behind it you will see a small altar placed in an eight-pointed star, with a sword stuck in it. (Feel like King Arthur!)

Next to the altar you will see.. Ranona. Don't be alarmed... Although, you're still in deep shock. "Brother" reports that you have become known, and turns into... Correct! - Dertkatz.

He then addresses you with a speech like this: "How nice to see you, Loni... Or better yet, Euclid?" you, still in deep shock, are trying to make sense of what has been said. It doesn't work. Dertkatz continues. He needs to speak out at least to you. Well, still, for so many years (something about ten thousand)... He tells you his story and tells you that you are the reincarnation of Euclid, the sword in the stone is yours, but it will not save you. The irony of the game is that you never manage not only to fight with this sword - but also just to hold on... Another mystery is revealed , this time from the recent past.

During a rememberable explosion in the dungeon, when you almost died, Ranon was killed, and Dertkatz took his form. But now he's empowered again. Therefore, the former appearance has become unnecessary. Immediately Dertkatz explains (from his point of view, of course) the most mysterious words that you read in the book, and which the ice dragon quoted to you.

It is quite difficult to kill him (he is the main monster for that). Dertkatz uses earth magic, homing lightning and other, especially unpleasant spells that shorten your already short life. The murdered Dertkatz very beautifully scatters ashes, having managed to finally gloatingly report that the fate of your brother awaits you: you will be buried with Thesorium. That's the end of the game.

After all this, you will be shown a very beautiful, but very unreal cartoon (jumps in full armor to a height of several meters deserve special attention). But it's perfectly. And for the sake of him alone it is worth going through the game.


6. Game tips & tricks

> Spells might be very mana-costly for Lenya specially in the beginning. To counter this, you can equip items that automatically recover your mana, and also items that reduce the cost of spell casting.

> When casting magic spells with Lenya, the most powerfull spell type is "multi". Spells with "multi" type allow you not only to perform an area of effect damage but also hit multiple times the same enemy. If you approach enough to the enemy and cast such spell on it, all the multiple copies of the spell will hit the enemy, doing up to 4 times the amount of damage.

> One of the worst spell types is "Chain". This spell might look great to take down single enemies, but in fact it is one of the worst. Not only the enemy must be standing still but also you cannot attack several enemies at the same time, and to make things worst, you cannot move Lenya while casting all the copies of the spell. This is specially a bad idea when fighting multiple enemies or bosses. If you miss the hit, you will become powerless in front of the enemy.

> Upgrading equipment only enhances the basic characteristics of such item, never the magical properties (in red letters). So it is a good idea to upgrade only items that have really good magic properties.

> Selling weapons and armour to the city vendors will give you some good money, but the items that can sell for higher prices are Scrolls, Jars and Jewelry. If your inventory is full with weapons and armour, throw them away, you can store many smaller items that will sell for a much higher sum of money!

> Monsters will respawn after a while. Unfortunately, bosses will never respawn.

> Increasing the "Call" level of spells will increase the damage output of such spell, but also it will multiply its mana cost. If you want to deal more damage without increasing the "Call" level you can create a spell with a more efficient impact form such as Multi or Charge.