Journey Walkthru You'll start in Lavos, with the options of going on or entering a store. Enter the store, and buy food and a map... examine the map, and reply to Webba's question. So this map has flickering runes, but you can't tell which ones they are... Go on to the tavern, and when you go in, Esher should look around. If you examine the customers before Esher leaves, you'll notice that they don't look very friendly. Buy a round of drinks, and leave; on the way out, Esher's friend Minar will offer to come with you. Accept his offer -- he's a "good guy". Set out from Lavos, and you'll come to an intersection. Tell Minar to scout, and he'll tell you that the left path is best... but when he goes down it, he finds evidence of an ambush. Take the right path, and tell Minar to scout again. A cairn! Get Praxix to examine the bodies, and he'll find magical essences. Magic powders are very rare, and you will need as much as you can find. Proceed, and have Minar scout again. Follow the smoke to the hut, and knock. If you look around, you'll find a broadsword, which you know belongs to Garlimon, the leader of the last party to set out. Unfortunately, he's gone crazy. Leave, and he'll throw a packet of magic powder after you. Examine it, and you'll find a strange blue-green powder. You won't find out about this until the second time you talk to Astrix, but remember that Garlimon said, "The water that heals, the fire reveals..." Now cast the glow spell at the map... now you know which runes are the originals! Proceed again, and examine the stream. Gold! Stop and search for gold. When you read that a wave of water is headed for Tag, cast the elevate spell at him. That way, the supplies are saved. Proceed again. At the lake, Minar will dive in and disappear. Proceed, then enter the cave. Have Praxix cast the glow spell at his staff, and proceed. Tag should enter the water, and the leave the tube. Hide from the creature coming. Apparantly the water nymphs aren't quite so friendly as they used to be. Examine Minar, then take the wide path. Go first to the left, and take the torch. If you dive down, you will find... garbage! Go back to the hall, then to the right. Now wouldn't you like to steal that? Take it, but unfortunately you can't leave with it. Go to the right again, and remove the cover. When you dive down, it seems to curve. Try dropping the gem down, then go back to the garbage dump. Dive down and... there it is! Go back to Minar and leave with him. You can't take the torch. Examine the blue amulet, then proceed again. You'll arrive at the banks of a river. If you examine it and scout, you'll find a waterfall just around the bend. Make a raft, and take it upstream for as far as you can. Then launch it, and click cross four times. The last time, the movement buttons will shift; be sure you click on the correct one, or you'll end up at the bottom of the waterfall minus several people. You will find yourself at the bottom of a mountain. Examine the map, and the path is clear. Astrix will explain what he wants you to do -- find the elf stone and the dwarf stone. Lucky as you are, you have already found the nymph stone, and Astrix has the wizard stone. You will find yourself in some hills. Send Minar off to scout. He does this a lot, and this time he doesn't come back. You'll split up to find him. Examine your surroundings, and call Praxix to take a look at the runes. This is the dwarf tunnel, and it will open for you. Enter, and proceed for a while. The dwarfs are friendly, once you explain what you are doing there. Tell the truth -- it's not nice to lie. Accept the guide, and will end up at the bottom of some stairs. Save the game now, and have Praxix and Hurth tell all their legends and stories. They can be useful... after Praxix tells the legend of magic, write down the colour and texture of the residue, as well as what the two elements you mix to produce it are -- air + earth. This won't be needed until the end of the game. Also notice that Hurth tells you a bit of Elf language. They are the ones you need to go to after the dwarves, so this is useful. The elf words, unlike the magic powders, do not change between games. Restore the game you saved. The powders are rare, and you will need all you can get, so the powder used for the demonstration is necessary. Now proceed for as far as you can, ignoring the warnings of danger. When you finally have to turn back, you won't be able to outrun it, so Praxix will remain as a distraction. Cast the tremor spell, and the evil will be blocked. You will find some water essence, so it was basically a trade-off of earth essence, for the tremor spell, for water essence. Proceed again, and examine the runes. Enter the prison. Drop the rope or the map, then set off down one of the corridors. You will find yourself back where you started, and Praxix will decide that you must go up. Cast elevation on someone, and you will all climb up. Go on, and at the intersection, scout. Take the right path. Orcs! You have to fight. Have Praxix prepare the mud spell, and send someone around to flank the orcs. Notice, when Prxix casts the spell, what the colour and texture of the residue are, and that they are water and earth combined. You will attack, and keep on attacking until they are all gone, except for the one orc that flees. Hurth will chase it, and be fatally wounded. His father Agrith will give you the dwarf stone. Return to the tunnels, then go back to the stairs. Go up and to the right. Cast first the elevation at someone, and then the wind. Leave someone at the original side, and go up. Look around, then take the spyglass. Go back down, and take the right stairs. Exit. Minar will be injured again. Split up to search. Bergon can only proceed once, before he is in danger. The forest is alive, and will attack people. Praxix should proceed through the glen, where he will trip over a stump. Cast the blaze spell at it, and go down. Head back to the camp. On the walls is the herb needed, westflake. Tag will have a choice of proceeding or going along the stream. Take the stream, and approach the woman. This is a wood elf; approach her again. The only elfish you know is from Hurth. Say, "Tag-la" , then say "b'ran Agrith". This means, "Tag is here, a friend of Agrith." She will save Minar, and offer to take you back to her home. Decline, and take Praxix' path. Go down the stump, and head away from your camp. Examine the walls as soon as you can. You will find some antidote to allergic reactions. Keep on going any way you want except back. You will find fire essence. Praxix' staff should start to dim, and you will be lost in the paths. As soon as Praxix' staff goes out, you will be able to see where daylight comes in, and climb out. Find V'ren, and go to the elf home. When the fire comes, follow the leves and cast the rain spell. They will give you the elf stone, and you will return to Astrix. Minar will leave, and you will set off again. At the intersection, scout, and take the northern path. Enter the passage, and confront the person. It's Hurth, brought back to life! You can listen to his stories, if you want. Go down, and search the level where the stairs are broken. Scout when the orcs are found, and go around the orcs to the slit. Take the right path, and have Praxix examine the runes. Lorem ara sequil hevant drai nons trivi azan-lam -- Please only say gate open to enter storage-room. It took me a week to figure this one out, and thanks to Diane who told me, "Why not say please?" Diane is my mother. :> So say "lorem", and it will open. Apparantly this language reads from right to left -- Storage-room entrance. To open say only please. Once you have the powders, check the other passage, then go back and past the orcs. Have Praxix cast the tremor spell, then elevate himself. Proceed until you run into the dead-end, then have praxix cast the tremor spell. Fight while he does so. When you land at the side of the water, have Praxix mix his reagent with water powder and cast it at Bergon. Remember, "the water that heals"? Proceed, then scout the area, and take the tunnel. Take the right path first, and then the crude path. Send Hurth down the crack, have him explore, and then climb back up -- being a dwarf, he can climb, while anyone else would have to be levitated. Now take the ornate path, and use the key to get in. Look around the chamber, then mix the reagent with fire powder... "the fire reveals". Cast the resulting mix at the vault, then open the coffin. Take the stone. Head back to the stairs, then take the left way. Go into the new mine, then leave. Go in again, and examine the walls. Ask the man who appears about the orcs and about the mine. Pick up the rocks that he drops. You can go in the old mine, but don't stay or it will collapse. At the stairs, go back, and you will end up at a forest. Proceed, then cast the flare spell, and go through the forest. Write down the residue from the flare spell, and that it is from air + fire. Proceed again, and Praxix will be lost in the mist. Paxix will awake hallucinating, having eaten some red berries. Talk to the talking tree, and find out that the center road is the ruins, the right is the Garden Path (guarded path -- guarded by orcs) and the left is the Milky Way (mill way). Take the left path, and explore the mill. Cast glow at your staff, examine the area, then go down the path, which naturally collapses after you. Go right first, and examine the device. This is a teleportation device. The first dial shows which of the six chambers it will teleport from, and the second which it will teleport to. In each game, the symbols correspond to a different pit. There are six pits. The first one you can enter, the second has a pick-axe, and the third has the exit. The three beyond are blocked off. Save the game. You will have to try a do-and-die method. First set the left dial to the upper left, and the right to the top. Press the button. Wait. If something appears in the pit directly below you, you have found both the first and the second pit. If not, go to the second pit and cast elevation on yourself. If the pick-axe is not there, then you know that the left dial is set to the second pit. Write this down and restore. If not, restore. Until you find the symbol for the second pit, continue resetting the left dial and checking the second pit, until the pick-axe is not there. Once you find the second pit, set the left dial to it and try the right dial at all the other settings, restoring after each one that is not it. When the pick-axe appears in the first pit, you will not have to leave the chamber to check it, but will see, "something catches the corner of your eye". Go down to the first pit, take the pick-axe, and mine the fire and earth essences. Now go to the third pit and drop the pick-axe. Return to the device, and make sure that the left dial is set to pit one. Try all the other settings on the right dial, until the pick-axe appears in the first pit. Now set the left dial to the right dial's setting, and vice-versa. Press the button, return to the pits and go down into the first pit. You should find yourself in the third pit. Leave, and you'll be at the castle ruins. Go across the drawbridge, which will collapse, and up to the top. Talk to Umber, and accept his offer. Go down, and he will show you a chest of stones. Mix the reagent with fire powder, and cast it at the stones. You will find... the Earth stone! Return to the courtyard, and cast the flare spell. The party will see the flare spell, and proceed. When Hurth has his allergic reaction, have Esher examine him; the hawkbane found earlier will save him. Proceed, and Bergon becomes trapped. Follow the orcs when they take Bergon, and check your inventories. The stones you got from the mine are a reagent which causes invisibility! Use the rocks to enter the camp, and find Bergon. Untie him, and make a run for it, without using the reagent. Find Praxix, and you will go to Astrix. Proceed, and examine the shadow overhead. Select hide, then mix water and air to produce a fog. Proceed again, and you'll enter a cave, with Umber in it. Stay when the rain clears, and then ask Umber about mudwargs. Ask him for advice, and when he falls asleep, have Praxix examine his sack. Mix the black reagent with fire powder, and cast it at the staff. Leave. In the town, enter the curio shop. Everyone should look around. Paxix will ask the shopkeeper for stones. When he finds a reagent, you cannot buy it, but trade the spyglass for it. Go into the tavern, and examine the other table. Then cast invisibility on Tag, and listen to the conversation. Remember the name of the captain who wouldn't agree to kill you, and go back to your table. Order your food, and then go into the inn. Check in, leave, and go to the wharf. Reply yes to the wharfmaster's question, and tell him the name of the captain. Go to the Zephyr, and tell him the truth. Go back to outside the inn, and camp out. In the jail, mix gray reagent with fire powder, then cast tremor. When the sheriff arrives, cast the mix at him. On the boat, send Hurth off to look around, then relax. When you are sailing in the mist by yourself, cast elevation on Tag, then cast wind. When the demon arrives, he will knock Praxix unconscious. Pick up the pouch. Now you have to figure out what powders are what, using the residues you wrote down. Take the residue from air and fire, and figure out what the possible powders are. If the texture was fine, both powders were fine; if it is coarse, both were coarse; if it was medium, then one was coarse and the other fine. Now take air and earth, and write out the possible powders for each. The one which is in both air listings is the correct one. This will enable you to figure out what the powders for fire and earth are. Taking earth and water, figure out what water is. Now mix water with fire, and add a pinch of earth. The resulting spell should be lightning. Cast it! Notice the openings for a sequel... the demon says he'll be back to get you, and the wizards' worry over Umber.