SANWE'S LAB ----------- You will be attacked by a rope!?! This seems to be the right time to try your new vortex stone. Take the magic from the rope and pick it up. Open the cage standing in the lower right corner, take the dead rat out and put it in the freezer. By clicking on the small window in the freezer you can get it back, deep-frozen, of course. Now, let's take a look at the experiment built up on the lab table. Take the flask from the table and place it on the metal plate between the two retorts. You may now turn the petcocks on the retorts and fill your flask with acid. Pick it up and return to the eye chamber. Go left this time.
LIFT ---- The two buttons on the wall will operate a lift. However, you should enter the cell first.
CELL ---- Take the torch from the cell wall and return to the lift.
LIFT ---- Push the lower button and enter the dark room.
DARK ROOM --------- When you entered this room, you will automatically place the torch into a holder. You will find Sanwe's powerstone, however, a magic spell will keep you from walking on the floor leading to it. Go back to the room before and push the button on the wall.
CELL ---- In front of the menacles on the left wall, pour some acid on the floor. The liquid will burn a hole into the floor through which you can see the powerstone. Tie the rope to the menacles and go down to get it. You will automatically be taken back to the cell. Return to the lift.
LIFT ---- Push the top button.
TOP LIFT ROOM ------------- Upon your arrival here, you will see a rat running through the teleportal door and melting away on the hot iron grate in the corridor. Thinking about how to avoid this deadly trap, you recall the ratsicle in your inventory. Put it on the door frame to change its color from red to blue. Then pick up the teleportal itself by putting the tentacles on it. Now, this just leaves you with the hot iron grate. But let's see what's going on in the machine room.
MACHINE ROOM ------------ Apparently, there is no way to destroy or stop the machine. However, it is producing water which might be useful to you. Put the teleport door in the window and ... right, this should be enough to cool off the iron grate. Since walking through the corridor should be safe now, try it.
CORRIDOR -------- Walk to the end of the corridor until you reach the dragon bones. This must be it!!! Finally, you have reached the sorcerer's final resting place. Well, fulfill your quest and enter this room.
SANWE ----- The evil sorcerer will wake up. Unfortunately, he is not too weak to cast some spells. What a horrible experience for you: Not only you are a different person than you thought but you cannot move anymore!! On top of this mess, Sanwe even steals your powerstones. But wait, you can move again, at least a little, so you better use this opportunity. Make your polystone mimic the blue stone. Sanwe will take the copy from you and turn to his evil work again before trying to destroy you. Throw the real blue stone at the cicle of spheres. Are you thinking: YES!!! I DID IT!!! I SUCCESSFULLY FINISHED THE GAME!!! Oops, sorry, but this is NOT true. The royal family played a little game on you AND on the king as you can see from the insert appearing now. Well, I can tell you that you at least made it through half of the game but there's still some hard work to do yet. Start by looking around for some useful things to get. Take the black sphere from the floor, the crystal ball and the spirit bundle from the chest. Look at all of the scrolls hanging on the wall. Take the map hanging above the bookshelf and look at the number scribbled on the large scroll above the chest. Having spent enough time in this weird place you decide to leave now.
HIGHTOWER --------- The door to the tower disappears. There's no need for anyone to return to this place. Return to the mountainside and climb down the rough stones.
SHAK ---- Visit the shak which was blocking the passage before. Talk to him and he will invite you to look for the reward promised. Leave this scene to the west.
ABYSS ----- Another riddle! You will have to jump on the correct pillars to reach the nest. Look at the map you picked up in the sorcerer's room. It shows the only way over the abyss! (Start with the top right pillar)
NEST ---- Once you made it to the nest, take the belt. The shak will fly by and tell you what it's good for. You will jump down the abyss.
ROCK TREES ---------- Following your safe landing, you remember that Llanie must be lying around somewhere. Since she may need your help you start searching for her and go east.
CAVE ENTRANCE ------------- The beast is lying in front of the cave entrance but where might Llanie's body be? Enter the cave to ask the hermit.
CAVE ---- The hermit must have found Llanie and taken her to his place. Ask him how you could help her. First, he will explain your situation and tell you that you are a shapechanger and NOT the king. He will also give you some advice on how to heal Llanie. Try your ATLAN. Apparently, Llanie is far to weak to respond to its healing properties. The hermit will again advise you on what to do. Attach the feathers to the bone and use the vortex stone to put magic in this partial bundle. This is supposed to be the magic she needs, so put the new bundle on Llanie. Since you were requested to speak words of love, you must talk to her. Again, this is a very hard riddle! Do you remember the poems you read at the very beginning of this game? Well, none of them is correct and, logically, the solution must be found somewhere in the middle: THOU ART A ROSE -- BUT NO! FOR NO ROSE AS FAIR DID EVER GROW IN ANY LAND! Life seems to return to Llanie. This is the right time to try your ATLAN'S healing abilities again. She will wake up and the hermit will make a confession. After all this adventuring, you will be given another quest!!! This time, both your friends will provide you with information needed lateron. It looks like you had no choice: invoke your signet ring and travel back to Gran Callahach.