Chapter 1: Alkis is missing
Use the front door of the house to open it and walk inside. Walk to the left to enter the hallway. Use the door on the right to enter the kitchen. Take the CATFOOD from the worktop (2/2) and use the yellow notepad on the right to feel the EURO COIN underneath (7/9). Use the TV to see what’s on. Leave the kitchen on the left and enter the room on the left.
Take the bottle of SLEEPING PILLS from the cabinet (2/11) and use the bath to relax a bit. So you need oil for your car (1/12), then drive to your sisters (1/13). Exit the bath (1/14) and leave the bathroom on the south. Walk to the north to enter the bedroom. Take the VISA CARD (1/15) from the chest and pick up the KNIFE on the cabinet on the right (5/20). Look at the knife to see it’s very dull.
Leave the bedroom on the right and go back to the livingroom on the lower right. Use the catfood with the bowl on the floor (5/25). Appearantly the cat was lying on the CAR KEYS you can now take from the couch (5/30). Use the front door on the right to open it and then walk outside. Look at the front steps to see they are marble steps. Use your knife on the steps to sharpen it (9/39).
Follow the path to the lower left to reach the map and then select the fuel station. Walk towards the pumps to go inside and buy a CAN OF OIL (4/43). Walk to the left to return to the map and select your house. Use the hood of the car to open it, then use the oil can on the engine to fill it (3/46). Leave the engine and use the door of the car to enter it. Use the carkey on the ignition next to the steering wheel, then select Marina’s house on the map.
Talk to Marina and learn about the message Alkis left you. It’s about some time and the computer (3/49). Walk to the left to see the map and select your own house again. Use the front door to open it and walk inside.
Walk to the left and then to the north to enter the bedroom. Note the time of the clock. Use the keyboard of the computer to turn it on. Click on the enter button and then enter the time you saw on the clock as password: 1215. You can now read the note Alkis left you. Look at it and notice the weird layout. When you read all first letters of each line it says: Get the rope. Click on the start button to shut down the PC (8/57).
Left of the window is a cord of the curtains. Use your knife to cut the ROPE (10/67). Walk to the right to leave the room, then to the right again to go to the living room. Use the front door on the right to open it and walk through to go outside. Use the door of the car to get in. Drive to the big house on the right.
Walk to the right and talk to the man sitting on the ground. He’s not much of help unless you give him the euro coin (3/70). Use the gate to find it locked. Use the oil can on the right part of the gate (8/78) and use the gate again to squeeze through. Then you faint.
Chapter 2: The nightmare
Talk to the demons and you’ll receive a magical number in the end (5/83).
Chapter 3: Inside the mansion
Use the front door to open it and walk through. In the reception area look at the book to read it. You can learn about the several worlds now. Walk to the right into the library and find more books. Use the bookshelves (one from the bottom, left side) in the back to find a book about making napalm. On the table is a BASIN. Take it (1/84).
Walk further to the right and take the grey DISH from the oldfashioned oven (1/85). Walk through the arched opening into the kitchen. Use the bottle to see the recipies you can make. You can try them all except the screwdriver because there’s no vodka. Pick up the CAN (1/86). From the corner of the counter you can take a piece of CORN from the bowl (3/89).
Walk north into the bathroom. Use the cabinet on the left to find a bottle of NITRIC ACID (2/91). On the worktop is a bottle with SULFURIC ACID (2/93) and a bottle of GLYCERIN (3/96). On the floor is a trapdoor but it’s locked.
Walk to the left four times to reach the main hall again. Walk to the left behind the pillar next to the fireplace to go into the lounge. On the table is a CRYSTAL. Pick it up (2/98) and walk to the right again. In the main hall walk to the lower left to reach the dining room. Walk left again and use the waste bin on the left to take a BAND AID out (5/103). Walk left again and climb the stairs.
Walk to the north and take the MAGNIFYING GLASS from the end of the bar (1/104). Walk to the south and go left into a bedroom. Take the ALARM CLOCK from the bedside stand (2/106). Use the bed to reach under and find a BOTLLE (3/109). Use the bottle on yourself to taste it’s WODKA (1/110). Walk to the right twice to enter the second bedroom.
Take the BALL from the bed (2/112) and take the notepad from the corner of the cabinet on the right and read the note. Leave the room on the left and go south down the stairs and south again into the lounge. Use the magnifying glass on the buddha on the mantlepiece (5/117). There are chinese marks on it. Note these.
Walk to the right three times to reach the library and use the bottom shelf to find a Japanese dictionary. Translate the signs into numbers: 852 (Japanese is read from bottom to top). Go left four times, climb the stairs and go left into the bedroom. Use the keypad and enter the numbers you just found. A drawer will open and you can take a BRASS KEY out (9/126).
Go south three times to the lounge and right five times into the kitchen. Use the bottles on the bar to make a SCREWDRIVER (6/132). Use the fridge to get some icecubes. Go north to enter the bathroom and use the brass key on the trap door to unlock it. Use the trapdoor again to climb the ladder downstairs. Walk to the south and find Alkis’ toolbox. Use the toolbox to take some TOOLS (4/136). Walk south again to find an empty space and a door shut with cement. Only a bomb would get you through there.
Follow the instructions you’ve read earlier to make a nitro bomb: put the icecubes in the basin (3/139), put the grey bottle with sulphuric acid in (2/141). Add the blue bottle with nitric acid (2/143). According to the book you need to add three drops of glycerin. But how to get three drops?
Remember the kids note about the collyrium? That must have been applied with a dropper. And look at the lights. It never gets dark here. So you should be able to find something here. Use the bolts in your inventory with the metal dish in your inventory (7/150). Use the dish with bolts on the grey horizontal plate on the second pole from the back (6/156). Use the crystal on the dish (10/166) and watch where the light beam is going. Use that brick to find the DROPPER (6/172).
Use the dropper on the bottle of glycerine (4/176) and then use it on the bowl with chemicals (2/178). Use the saw on the plank at the bottom of the screen to get some SAWDUST (5/183) and use the sawdust with the bowl with chemicals as well (2/185). Use the dish with explosive on the concrete door in the back (5/190) and add the alarm clock to it (3/193). Use the alarmclock again to set the timer and walk out of the way.
After the blast, walk to the south and see the door opened. Walk through the door and take the grey MARBLE from the table (3/196).
Chapter 4: Fathel
Talk to Dloulie and she’ll explain where you are. She advises you to visit Weldgil since he can help with spells (1/197). Walk to the right twice and talk to Verplaya. Pick up a few TWIGS next to her (1/198). Walk to the north twice. There’s a man buried in the ground. Talk to him. Pick up the FLOWER (1/199) and walk further north.
Use the saw on the BRANCH on the left (7/206) and walk to the south twice. Walk to the right twice and you;ll reach a hut. In front of it is a BUCKET. Take the bucket (1/207). Walk up the steps of the house to let Weldgil know you’re there. Talk to him and ask for Alkis. He has seen him! (1/208). Tell him Dloulie sent you to him and he wants some food. Give him the corn and he wants it cooked.
Walk to the north, then to the right to meet three girls. Talk to the one in the front, Vuwoo. She’ll tell you about the slide and asks you to fix it. Use the bucket with the WATER to fill it (4/212). Walk to the left four times to reach the crossing again and from there walk to the south and then left again.
Use the twigs on the open ground (1/213). Use the magnifying glass on the lightbeam to start the fire (7/220). Put the corn on the trident stick in your inventory (1/221) and then hold the stick on the fire until the corn is done (9/230). Use the bucket with water on the fire to extinguish it (8/238).
Walk to the right, north and right twice to return to Weldgil. Walk up the stairs to call him and give him the corn (5/243). Talk to him again and you’ll receive a piece of PAPER (3/246). Then you’ll get a potion and die.
When you see death, open your inventory and look at the paper with spells. Close the inventory and use the new icon (the wand) on Death and cast the RYKGEM spell. You’ll resurrect again (5/251). Walk to the left twice and then south. At Verplaya’s place go left twice to see Dloulie again. Use the wand on her and cast the AFLAFLA spell to recolour her hair (7/258). You’ll end up at the river and she’ll give you three new spells (4/262).
Walk to the right and take the tears of Dloulie that turned into DIAMONDS (2/264). Go left four times to reaxh the crossing and then go north to the burried man. In your inventory use the wand on the flower and cast the REKITKARP spell on it to turn it into a SHOVEL (4/268). Use the shovel on the buried man (3/271) to dig him out. Zavaprock owes you a feyvour and wanders of, right towards the snake.
Walk to the north and see that Zavaprock’s dead. Pick up the SNAKE (2/273) and use the wand on Zavaprock and cast the RYKGEM spell on him (7/280). He now owes you three feyvours. Keep walking to the north untill you reach a group of people. Talk to everyone of them to learn more about the area and your boyfriend.
Keep walking to the right until you see a man. Talk to him to find out about his problem and the gift he’s looking for. Walk to the right and talk to the couple. Look at the paper with spells to find an appropriate spell and cast the LAFFER spell on Venya (6/286).
Walk all the way back to the left (7 times) and then go south four times to the crossing. Go to the right twice and walk up the steps to speak to Weldgil again. Tell him about Alkis and he’ll give you a MARBLE (7/293). Walk to the left twice and to the north six times. Walk to the right to meet Zavaprock and Vuwoo. Talk to them both and Vuwoo will give you two more spells (6+5/304). Look at them on the sheet in your inventory.
Walk to the right until the heat becomes unbearable. Use the GISPAK spell on yourself and walk further to the right until you reach the mountain top (5/309). Since the flower is too poisonous to pick up, cast the REKITKARP spell on it to turn it into a CROWBAR and take it along (8/317). Walk to the right and talk to the creature standing in the vulcano. You die again.
Cast the RYKGEM spell on Death and you’ll resurrect again. Walk to the left until you reach Kilkliklik. From there go left once and then north to reach the icy mountain (4/321). Walk to the right and talk to the troll. He’s looking for help band so give him the band aid (7/328). He give’s you new spells (5/331) and knocks you out.
Walk to the left twice, then south to meet another strange figure. It’s Plee who loves fish. Give the can of catfood to Plee (3/334) and now you can pick up the FISHNET (4/338). Walk to the south, then to the left and meet a big guy. Talk to him and find out he’s looking for coal. Now you have a form of coal in your inventory. Use the SHOLI spell on the diamonds to uncrush them into COAL (7/345). Give the coal to Krup (3/348) and you’ll get a spell in return (4/352).
Walk to the left, then north and talk to the little girl Aknava. Learn about her brother and your trip to Mars. She’ll give you a spell to cast on your marble (8/360). Walk to the south, to the right three times and to the north. Walk to the south, then to the left untill you reach the woods. Go south four times untill you reach the crossing again. Go right twice, then north and right and you’re at the riverside.
Use the fishnet on the water to catch a BARNACLE (2/362). Cast the AFLAFLA spell on the barnacle to make it blue (8/370). Walk left four times to the crossing, then all the way north untill you reach the mountains. Walk all the way to the right untill you reach Kilkliklik. Give him the blue barnacle (3/373). In your inventory use the knife with the snake to skin it (10/383) and give the skin to Kilkliklik. He’ll make a pair of gloves. Walk to the right, then return again to the left and talk to Kilkliklik. Ask him for the GLOVES (5/388).
Walk to the left and go north to the snowy mountain. Go left and south and give the gloves to Plee (3/391). You get a spell in return (2/393). You also return the net (1/394). Walk to the south, right and north to return to the brown province. Walk to the south and left and keep walking left untill you reach the woods. Walk south back to the crossing. Walk south again, then turn left. Walk left twice to the place you entered this world.
Use the red marble on yourself to return to the mansion. To program the Obe marble, cast the A943519 spell on it (6/400) and cast the CHICKBRUSH spell on yourself (4/404). Then use the pink marble on yourself to travel to Mars.
Chapter 5: Obe
Walk to the left and talk to the guy standing there. He isn’t very friendly. Look at the machine to read the details. Walk to the left and talk to the other guys to learn everything about Mars. Talk to Shi-Zeng on the right and inform him about his sister. He’ll tell you about the plans so the machine needs to be fixed and the message to be decrypted.
Look at the tranceiver. Cast the ISODIXO spell on it (9/413) to remove the rust and make it work again. Cast the ODAREPSE spell on yourself (3/416) and ask for the message to be replayed. You’ll write it down on a piece of PAPER (8/424).
Walk to the right and give the paper to Eon. He’ll tell you to use the tranceiver and ask for decryption at home. Walk to the left and talk to Bon on the left to use the tranceiver. Use the tranceiver to dial the number of your sister. After the conversation you receive the DECRYPTION NOTES (5/429).
Look at the notes. There are three types of encryption. Try the first one with a shift of 7 and it still doesn’t make sense. For the second you don’t have enough info so it must be the third technique. So the senctecne is EC BSQ, AX’N JHDP JJ FLEMW! and the keyword is SEVEN. So using the table from the previous page:
Keyword: SE VEN, SE’V ENSE VE NSEVE!
Cipher: EC BSQ, AX’N JHDP JJ FLEMW!
Plaintext: MY GOD, IT’S FULL OF STARS!
Walk to the right and talk to Eon. When prompted, tell him the solution (13/442). Everything is ready now and they can go home in time. But it’s not that simple.
Look at your inventory to see everything changed to stone or wood. Walk to the north and try to talk to the troll. Give him the rock that used to be your credit card (2/444) and you can enter the cave. Keep walking to the left until you reach an opening in the wall. Go through there.The surface becomes too slippery so look in your spells to see what you can do. Combine a few spells here: use the AFLAFLA spell first (7/451) to make the floor yellow, then use the IMUONAH spell (4/455) to remove the yellow liquid. You can now walk to the north again.
You reach a pond. Use the speer in the pond to fish some CRAB (5/460). Walk back to the south untill you reach the giant spider web. Use the crab you just caught on the spider and it will be gone (5/465). Now you need to find a way to get the man down. Make him heavier by casting the SOLAFOT spell on the man in the web (8/473). You automatically cast the GISPAK spell (2/475) and you get a big stone NECKLACE as a gift (2/477). You use the marble again to get into a space ship.
Look at your inventory to see everything has changed to futuristic items. Look at the door and the panels. The one on the right has a microphone, the one on the left a identification device. When you look at the panel on the left you hear someone coming and must hide. After they’ve gone, look at the panels again. So in order to enter you need fingerprints and a voice recorder.
Walk to the right to hear someone behind a hatch complain about the lack of food. Walk further to the right down the corridor. Stay away from the alien. Right after that there are crates standing in the corridor. Take the crowbar from your inventory and use it on the crate (7/484). Inside you find a RECORDER (1/485) and a manual (1/486) which you don’t need.
Walk further south down the corridor and look at the lockers on the right to learn one of the names (1/487). Walk back south, then north into the corridor, back to where you came from, back to the alien you passed earlier. This time go near the alien so you’re spotted and when asked for a name, reply the one you saw on the locker (6/493).
Walk to the right behind the alien and follow the corridor to the south untill you reach doors. Look through the ones on the left and you see two aliens talking. Use the recorder on the door to record their conversation (8/501). Walk to the right to enter a kitchen. Below the light panel is a metal ROD (3/504). Take it and walk back down the corridor to the alien asking for food behind the hatch.
Use the AYOS spell on the red object in your inventory that once was a ball (4/508). Put the object in front of the hatch (9/517) together with the rod. As soon as you take the rod you can also take the HAND (3/520). Walk to the left to the big doors. You don’t know which command to speak but when you listen to the recording by using the recorder on yourself, the only logical thing you can find is ‘open up’. Use the hand of the alien on the panel on the left and repeat ‘open up’ with the recorder (7/527). Walk into the bridge.
On the left are doors. Walk through and follow the corridor untill you reach an astronaut and aliens. You must rescue the astronaut! Use the AGOOM spell on the astronaut to make sure he doesn’t betray your presence (6/533). Use the gun on him to throw it at him and he’ll kill the aliens (11/544).
After your conversation with the alien, you return to the present and meet the bum and have a conversation with him. He’ll give you a spell to reverse the Obe orb (3/547).
Chapter 6: Dementia
After your conversation with the doctor you find TWO PILLS in your pocket (2/549). Read the chart on your bed to see where you are. Walk to the south to leave the room and talk to the door below it to enter the other room. After the nurse is gone, talk to Jennifer. She won’t help you. Walk to the right to leave the room.
Talk to the door at the corner and enter the room. There’s a roman standing in the room. Listen to him rambling for a while, then leave the room again. Talk to the nurse behind the window. She’s not very helpfull either. Walk to the south, then south again and see the nurse is gone. Walk through the door next to the window to enter the nurses room and drink the coke on the desk (2/551). Be quick otherwise she’ll throw you out before you had a chance to drink.
Walk to the south and then north on the left side. In the examination room is a phone on the desk.Talk to the phone to use it and dial your own room number: 408. The message will tell you it should be 1408. So the room next to you, Jennifers, should probably be 407. Then the roman’s is 406. Call number 1406 to speak to the roman (6/557). He’ll distract the nurse now.
Walk to the south twice and enter the nurses office again. The red object left of the monitor is a book of MATCHES (5/562). Use your mouth to pick them up and walk to the right to exit the room. Enter the room of the roman at the corner and walk all the way to the left. Use your mouth on the sink to drop the matches (3/565) and use your mouth on the tap to left the water moisten the matches and make them harmless (5/570).
Walk to the south, then right to leave the room and talk to the door next to it to enter Jennifers room. Talk to her to give her the matches (7/577) and she’ll help you with the pills. Then you fall asleep.
Chapter 7: The Red Sea
Use the red orb from your inventory on yourself to travel to Fathel again. Talk to Tem and learn that he’s looking for tools. Walk to the right twice then north into the mountains. Walk to the right five times and then to the north to the white province. Walk to the left three times and once north to meet Aknava. Talk to her.
You find out that changing the past has influence on the present so you’re not getting your spell. Walk to the south, to the right four times and then north. There’s the head and the spider. Because you faced giant spiders before, you can walk to the right (4/581). Keep walking to the right until you meet Salonam. Talk to him and learn that he’s looking for fossils.
Walk to the left twice, south and left again. Then north to the brown province. Keep walking to the left until you find Verplaya in front of a small cave. Talk to her and ask her to go into the cave. She doesn’t want to. Use the necklace on yourself to cut it which results in a lot of loose pearls (7/588). Give the pearls to Verplaya and she can use it to find her way back (4/592). She’ll enter the cave and returns with a FOSSIL (5/597). Look at the fossil and recognize the shape.
Walk to the right twice and go north to the white province. Walk to the right, north and right twice again and give the fossil to Salonam (2/599). In return you get the PICKAXE (2/601). Look at the pickaxe and find it quite rusty. Use the ISODIXO spell on the axe to remove the rust (3/604).
Walk to the left twice, south, left again and north and you’re in the brown provence. Walk all the way to the left until you reach the green provence. Walk to the south and on the crossing go left. At the open space go to the lower right to reach a house. Talk to the house and Mr. Londerdale will appear. Talk to him about everything and when mentioning Aknava’s brother you get a spell to open dead ends (3/607).
Walk to the left twice and cast the SIMED spell on the open space. Now a path will appear to the right (7/614). Follow the path to the right and use the small puddle to find a PEBBLE. Walk further to the right and find a frog in the stream. You can’t reach him so throw the pebble behind the frog into the water and he’ll float towards you (9/623). You can now take the FLOWER from the leaf (1/624).
Use the REKITKARP spell on the flower to create an AXE (3/627). Walk to the left and then all the way south until you reach Shi-Zeng. Talk to him and ask him to convince Aknava. He won’t. Talk to Dloulie and Biji. Walk to the left to leave everyone and notice an adorable little rabbit on the left. Walk towards it and it’ll flee.
Walk to the north two times, left, south and upper right. Then south and left twice to see Tem again. Talk to him and ask for a live trap. He needs tools for that so give him the axe or the pickaxe (8/635) and he’ll get to work. Walk to the right and back to the left again and talk to Tem again. Ask for your CAGE and he’ll give it (2/637).
Walk to the right twice, north and to the left twice. Follow the path to the right and at the puddle go south twice. Put the cage on the left side where the rabbit was (1/638) and use the carrot with the cage as bait (2/640). Walk to the north, back to the south and the rabbit is trapped. Take the RABBIT (5/645) and walk south. Give the cage with rabbit to Biji (4/649) and she’ll help you. She tells you to go to Aknava again.
Walk to the left and you’re all at Mr. Londerdale’s house. You’ll talk to them and Aknava gives you the long awaited spell (9/658). Dloulie decides to come with you to the vulcano.Talk to Dloulie and ask her for more spells (3/661). She also gives you some ITEMS (4/665). Cast the YBBUCS spell on the hot man (7/672) and talk to him. You’ll ask him to free the path to the red province (4/676). Walk to the right twice, then south.
Standing in front of the gorge, talk to Dloulie again and she’ll tell you to get a grappling hook. Walk to the left and use the crowbar in the small pool of lava to make it hot and turn it into a HOOK (7/683). Use the hook with the rope (2/685) and walk to the south. Give the grappling hook to Dloulie (2/687) and she’ll throw it across the gorge. Cast the SOLAFOT spell on Dloulie to make her heavier (8/695) and use the long stick in your inventory for balance (5/700). Now walk to the other side (1/701) and give Dloulie her original weight (1/702).
Walk to the left and use the boat. Row twice to the left and then cast the RETRAF spell on yourself. This will give you ORICHALCUM (10/712). Use the orichalcum on the boat (2/714) and row further to the left. Once you’re stopped by a pirate ship, use the bandana on the vodka bottle (4/718), use the matches on the bottle and the molotov cocktail will be thrown at the ship (8/726). The ship will sink and you can continue to row to the left.
When you reach the coral, use the left side ramp of the coral to dock the boat and use the coral to climb on. Walk towards the tree and look at the message carved in the trunk (4/730). Use the boat again and row further to the left. Use the door of the pyramid to climb out of the boat and go inside.
Look at the wall and read the message written there. Walk to the right and look at the wall again. Look at the signs at the top of the wall. Use the long stick from your inventory to select the signs. You need to select twelve and in order. But which twelve? According to the text you just read, not the first six. So that leaves the 7th to start. And remember the text on the tree? Only the prime. So use the stick to tap the 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43 and 47. In your iventory is now the marble to Asailor (20/750).
Use the boat to row to the left and there Medusa will look upon you. Don’t get too close otherwise you’ll turn into stone. Use the LAFFER spell on Medusa (5/755) to make her unattractive and row to the north. In the distance you can see a city.
Walk to the north to enter the city. You’ll be taken into a glass prison. Inside talk to Dloulie. Since you don’t like to wait, cast the SIRAINUOVRAK on the matchbook in your inventory to turn it into COAL (4/759). Cast the ILOHS spell on the coal to turn it into a DIAMOND (3/762). Use the diamond on the glass prison to get out (7/769) and walk to the right. There you’ll see Alkis again. He’s not happy to see you however and you’re tied to a pillar.
Talk to Alkis first and learn that he has changed. Then talk to Gorgom and learn about his mother. He can’t control himself anymore and hits you so you fall unconcious. Talk to the demons and they will promise to break the spell (5/774). Then they’ll give you a fake MARBLE (5/779). Back at the red province you wake up and cooperate with the bad guy. You’ll be at the altar. Use the three marbles on the altar (4+4+4/791) and then use the altar to be prompted for the combination. Enter the combination you were told earlier during your nightmare: 123456 (9/800).
Game source: A copy of the game was found here on the internet.