Liath by Exortus and Project Two Interactive (Europe) Solution by Farah Houston: Version 1.0, April 1999 European Version Walkthrough Liath is an inventory based point and click adventure. You must search each screen carefully for "hotspots" that you can interact with, inventory items to use, and keep in mind that each puzzle could be solved by one of the magical spells in your arsenal. Sometimes magic is used in strange ways (like Chriss' inability to bend down and to manually pick things up from the ground, he must use magic to do so) so you should be prepared to go through all spells you can cast, as well as your inventory items, to solve some of the more obscure puzzles. You should also be prepared for the somewhat illogical game flow - many locations or events in the game are triggered by events that have nothing to do with the event that triggered them. It is a good idea to constantly check the world map after solving puzzles to see if new locations have opened up for you. The interface is fairly confusing and you usually have to click multiple times to use items together or pick anything up. But in general, the controls are as follows: Left-click to move around the game world and to bring up the Game Menu when you click on a hotspot or person. Right-click to bring up the menu selection options. The one that looks like a stick man is the Personal Interface Menu that contains the hint system, day/night toggle, and local map. The circle with a dot in it brings up the Game Menu for interacting with the game world: magic, take, examine, use, talk, inventory. The icon that looks like the letter "Y" is the Main Menu to allow you to save or load the game, adjust the sound or exit the game. Be sure to read the description of each object that comes into your inventory. As the item descriptions scroll by very quickly you may have to let it scroll by a couple of times in order to read everything - or check the game manual to see if the item description is in there. Often, a hint is provided in the description as to how the object may be used. The conventions used throughout this walkthrough are: Locations and objects are all capitalized (Like This) just as they appear in the game, including misspellings. If Chriss must visit certain locations multiple times after triggering new events, I have indicated this by visit number next to the location description. I have also tried to separate out actions taken in a locations within a location (such as buildings within the town of Azerethus) by indenting them. I'll always provide a link back to where an object was originally found, in case you missed it! Some final comments: First, this walkthrough is based on the European version of the game. There is an American version of this game in the works which may or may not be different from the European version of the game, thus this walkthrough may not work on the American version. Second, if you are playing the European version of the game, make sure to read the game manual. For some reason, the game chooses to set up the storyline in the manual and not in the game itself. If you don't read the plot description in the manual you are guaranteed to be confused. Also, there is a hint system built into the game which should be consulted prior to checking this walkthrough. The game provides three levels of hints whereas this walkthrough does not. However, the hint system does not provide hints based on location; rather, it seems to have an internal checklist of events to follow and will only tell you whatever is next on its checklist, regardless of whether you do have all the items necessary to solve the location you are in. It also does not indicate special conditions - so it may tell you "Talk to Tia" without telling you that she is in a completely different location than you have seen her in before. I should note that this is the first game I've played where it was critical for me to be able to access hints. I wouldn't have known how to solve the puzzles otherwise, since many had to be solved without any hints as to why or how to solve them. This walkthrough lists events in the order that the Hint System's checklist expects them to occur in. I have only listed the mandatory actions and conversations in the order they should occur. I have not included optional actions, so feel free to experiment with the game. Don't worry too much if you don't pick up items in the order I have listed them - as long as you can access the location on the World Map you can always go back and pick them up. Tikhe's Lab, Visit One You start the game in Tikhe's lab in the town of Azerethus. After watching her holographic message play, you are given control of Chriss. You begin the game with the following objects already in your inventory: Coins, Flute, and a Flask. You also begin with several spells that I won't list here but can be read about in the manual. Left-click on the object labeled "Tikhe's Tools" to bring up the Game Menu. Choose "Take" and proceed to pick up the Acid, Needle, Candle, and Translator. Pick up the Spelltrap Ring from the floor. Exit the lab. Jail After a short cutscene, you find yourself shackled in a jail cell. Click on Chriss, choose "Magic" and cast the "Unlock" spell. Castle Catacombs After another cutscene, you will find yourself in the Castle Catacombs. Click on the chest to the right of Chriss to receive the Map(which now becomes your World Map), Note, and Knife. Go ahead and read the Note by opening up the inventory, clicking on the Note, and choosing "use". Make note of where the key is, you will need to get it later in the game. Walk through the doorway to the broken bridge. Cast the "Illusion" spell. Walk across the now-restored bridge. Exit the next screen by clicking at the bottom of the screen. This will bring up the World Map. Dock, Visit One Talk to the dock worker. He will tell you that the docks are closed. This will open up ... Town of Azerethus, Visit One One comment about this location - you can short cut having to walk around by choosing "Local Map" from the Personal Interface after you have already visited a location once. The Local Map is a map of Azerethus that allows you to instantly arrive at any of the destinations. Magic Shop Enter the Magic Shop immediately behind Chriss. Talk to Tor, the shop owner. When you are done talking to him, click on him again and give him the Coins from your Inventory. This will get you a Pot and a Stick. Pick up "the most common poker" from the side of the fire in the hearth. Turn around and use the Poker on the Magical Energy Accumulator (aka Accumulator, once it is in your inventory) which is on the shelf. This will knock it down into Chriss' inventory. Leave the magic shop. Go to the right of the magic shop, then right again at the next screen. Make note of the statue that is standing there, then go to the right again. This will put you in front of the Library, but there is no reason to go in there yet. Exit on the upper left- hand path to go to an intersection. Head left to find yourself in front of the Inn. Go inside. Inn, Visit One Talk to the Innkeeper Greg. Once you have exhausted all conversation with him, leave the Inn. Now head back to the Library. You can use the map at this point if you would like to transport there quickly. Library, Visit One Talk to Leena, the Librarian. Once you are done talking with her, exit the Library. Now that you have spoken to everyone you could at this point, walk to the Town Gates. An event should be triggered, although it may take several walks back and forth through the gate to make it happen. The gate entrance is located immediately to the left of the Magic Shop. Tikhe's Place, Visit One After a brief cutscene, you find yourself in front of Tikhe's house. Enter the tree and click on the bed to receive the Arkh. Access the world map and head back to... Town of Azerethus, Visit Two The visit to Tikhe's Place has opened up a new location, Dorian's House. Head to where the statue is and exit the screen on the upper left-hand path. Dorian's House, Visit One Talk to Dorian. When you are done talking to him, you will find a Manuscript. It is called something else in Chriss' inventory, but I couldn't make out what the description actually was. It looked like "WEH" or something along those lines. Once you have the Manuscript, leave Dorian's House. Exit the screen with the statue by going on the right hand path and make your way to the Watertower. You can either use the map to transport there or can find it by going left at the Library, then clicking on the tower. Water Tower Cast the "Water Elemental" spell on the Watertank. With this done, leave the tower. Make your way back to Tikhe's Lab, either by heading left on each screen until you find it, or by using the map to transport yourself there. Tikhe's Lab, Visit Two Outside the lab, operate the Cooling System. After doing that, use the Power Switch. This should activate the machinery outside of the lab. If you see the radar next to the cooling system begin to spin and generate electricity, enter the lab. Use the Accumulator with the Magical Energy Cannon to charge it. Once Chriss has picked the Accumulator back up and placed it back in inventory, combine it with the Translator by clicking on the Accumulator, choosing "Use", then clicking on the Translator, and clicking "use" again. Once this is done and the Translator is active, use it with the Manuscript that Dorian gave you. Doing this will add a "Dark Vision" spell to your spell list. As long as you are there, use the Candle on the Flamer in order to get the Wax. Once you have done this, return to Dorian's House. Dorian's House, Visit Two Give the manuscript to Dorian. This will make a Library Card appear in Chriss' inventory. Once this is done, return to the Library. Library, Visit Two Use the Library Card with Leena, the Librarian. Once she is done talking, use the Arkh on Leena to get her to talk about her sister. Right after she is done talking about her sister, a Silk Scarf will have magically appeared on the table, so pick it up. Go left by where Leena is sitting. You will enter a dark room. If Chriss hasn't already cast the Dark Vision spell automatically, you should do so now. With the room lit, you should be able to enter a secret passage on the left side of the screen. Ignore the Library rules and take the Book from the stand. Read the Book and make note of all of the spell recipes in it. These recipes will be crucial later on in the game. Exit the library and return to the statue of Leena's sister Mirande. Somehow, Chriss has figured out that this isn't a statue, it is actually Mirande under a spell. He also somehow knows that to dispell the magic, he must wait until the evening. So choose the Day/Night option from the Personal Interface to make it become dark, then cast "Dispel" on the statue of Mirande. After a short cutscene, Chriss will be left with the Shell in his Inventory. Change night back into day. There is nothing left to do in Azerethus now, so go to the... Smythy Notice the spiral branch to the side of the road. Get the Spiral Branch by casting the "Magic Hands" spell on it. Enter the Smithy. Talk to Peter, the Blacksmith. When you are done talking to him, give him the Coins. This will prompt another conversation. When Peter is done talking, exit the Smithy. Turn it into night, then into day again. Re-enter the Smithy, and Peter will have the Silver and the Incomplete Talisman for you. Once you have these items, it is time to visit Tikhe again. Tikhe's Place, Visit Two This time when you enter Tikhe's place, she is actually there. There is something different about the conversation with her that has not been important thus far - you must click on the "Reagents" conversation option twice in order to open up a crucial location and gain a new spell, "Light Step". Once you are done talking to Tikhe and you have the "Light Step" spell, you should leave to start gathering those "Reagents". Teve's Lake Click on the island located across the lake and cast the "Light Step" Spell. Once across, use the Flask with the water under the bridge to fill it with Teve's Water. Even though it is still called "Flask" in the Inventory, I will refer to it as Flask with Teve's Water. You should now have all the ingredients you need to make the Spectre Taming Talisman as described in the Book you found in the Library. You must exactly follow the steps outlined in order for this to work. Creating the Spectre Taming Talisman Use the Wax with the Incomplete Talisman. Use the Needle with the Incomplete Talisman. Use the Incomplete Talisman with the Acid. Use the Silk Scarf with the Incomplete Talisman Finally, use the Incomplete Talisman with the Flask with Teve's Water You should now have the completed Talisman. Town of Azerethus, Visit Three Inn, Visit Two Give the Talisman to Greg the Innkeeper. After the conversation, talk to him again and choose the "Rent a Room" option. Greg will give you a room, so you should now be able to click on the hallway to enter Chriss' room. Once in there, you should take the Rope and Pick from the chest. Lighthouse, Visit One Every magician needs a magic staff, and now it is time to create one for Chriss. First, use the Knife to get the Branch from the tree at the base of the Lighthouse steps. Now, follow the instructions from the Library Book to create the staff. Creating the Magic Staff Combine the Branch with the Silver. You should now have the Staff. Go up the steps of the Lighthouse and click on the Lighthouse Power Switch to turn on the power. Enter the Lighthouse and speak with Kondor. Again, you must click on the "Initiation" dialog option multiple times in order to proceed with the game. You should keep clicking on that dialog option until he repeats himself. After he has told you about the runes, Attana, and the Initiation, it is time to gather more Reagents. Driade, Visit One Use the "Magic Hands" spell on the Driade Flower, or "Flower" as it is known once it is in your Inventory. When you have collected it, use the Flute on the hole in the tree to entice the Driade out of hiding. She will automatically give you the Gift. Coganna's Place, Visit One Use the "Magic Hands" spell on the Spider's Web to get the Web. Enter Coganna's house and speak with her. When you end the conversation, she becomes annoyed and teleports you outside. Immediately use the Spelltrap Ring to capture the "Teleport" Spell. Swamp Click on the Island in the distance and use the Spelltrap Ring to teleport onto the Island. Once there, use the "Magic Hands" spell to pick up the Swamp Root. Head up the stairs into Ern's Hideout. Pick up the two pieces of paper on the ground to get the Ern's Joke and Teleportation spell recipes. You have all the ingredients to create both. You will need them both to get off the island. Creating the Ern's Joke Spell Use the Pot from Chriss' inventory. It should appear hovering in front of him. Use the Swamp Root with the pot. Use the Web with the pot. Use the Web with the pot again. Use the Flask with Teve's Water with the pot. Use the Flask with Teve's Water with the pot. It should glow for a moment if you did this correctly. Use the Stick with the pot. Use the Stick with the Staff. Creating the Teleportation Spell Use the Pot from Chriss' inventory. It should appear hovering in front of him. Use the Swamp Root with the pot. Use the Swamp Root with the pot again. Use the Flower with the pot. Use the Spiral Branch with the pot. It should glow for a moment if you did this correctly. Use the Stick with the pot. Use the Stick with the Staff. Exit the treehouse. Use Ern's Joke spell on the snake. To do this, click on the snake, enter the Inventory and examine the Staff. You then cast spells from the Staff by clicking on the proper icon. This should scare the snake away temporarily so you can enter the Tomb of the Ancients. Click on the body to the right of the door inside the tomb to take the Fire Key. Use Ern's Joke spell on the snake again, then exit the Tomb. Once outside, click on the swampland on the south of the Island and use the Teleportation Spell from the Staff to get back across the swamp. Town of Azerethus, Visit Four Graveyard Use the "Magic Hands" spell on the Mandrake Root. Head north of the Mandrake Roots to see a large Masoleum, then go to the right. You should see a coffin lying on the ground, and notice that there is a Charm scratched on the lid of the coffin. Cast the "Clone" spell on the lid to receive the Chaos Charm. Now it is time to talk to Attana, but to do so, you must first cast the "Spiritcalling" (aka Spirit Calling) spell that is described in the Library Book. Creating the Summon Spirit Spell Use the Pot from Chriss' inventory. It should appear hovering in front of him. Use the Web with the pot. Use the Swamp Root with the pot. Use the Flower with the pot. Use the Flask with Teve's Water with the pot. It should glow for a moment if you did this correctly. Use the Stick with the pot. Use the Stick with the Staff. Use the Summon Spirit Spell on Attana's Grave. Attana will sit up, then proceed to speak with him. When the conversation ends, you should find yourself with the Card. It is time to visit the Temple of Fire to finish the Dart Initiation. Temple of Fire Chriss will automatically enter the temple and be stopped by the spirit of a guard. Use the Fire Key with the guard to cause him to disappear. Exit this screen, pass through the next, and enter the room where the Altar is. Use the Card with the Altar to open the doors. Three out of the four will open. Ignore the room on the far left and the one immediately to the right of the Altar, since those rooms are empty. Enter the door immediately to the left of the Altar and remove the Symbol from the right hand wall. Exit the room to go back to where the four doors are. Use the Poker with the closed door on the far right to open it. Enter the room and pick up the remaining two Symbols. Now that you have all three, combine them in the Inventory to get a fourth Symbol. Go back to the altar and use that fourth Symbol you created on the Altar. After Chriss has placed it on the Altar, take the Card back by clicking on the Altar and using the "Take" option. You have now gained a new spell, Annihilation Field. Exit the Altar Room. Use the Rope with the hole in the ground to enter the Vaults. You will need to pass the worm in the wall, and Ern's Joke just won't cut it this time. Cast Annihilation Field on the wormhole. Once the worm is dead, pass through to the right. Cast the "Light Step" spell to stop the motion in the moving floor so you can cross it. In the next room, use the Pick on the crystal to get Attana's Crystal. Celectial Portal This location is also known as the Celestial Portal when spelled correctly. At any rate, you must pass through it. Chriss will reappear in front of the Temple of Chaos. Temple of Chaos, Visit One You can't do anything until the Altar has regained energy. To recharge it, cast the "Enforce" spell on the Altar. After you have cast the spell, place your Card on the Altar. Then use the Chaos Charm on the Altar. Click on the Altar and choose the "Take" option to receive the Chaos Key. Now that you have gone this far, perhaps it is time to check on Coganna again. Coganna's Place, Visit Two When you enter Coganna's House you will notice that she has taken a prisoner. Use the "Energy" Spell to kill Coganna. After she is dead, cast "Dispel Magic" on the prisoner to release her. Chriss will automatically take the prisoner, Tilvilla, to the Driade's location. However, his magic is not powerful enough at this point to bring her back. Perhaps now that he is a Dart he can get additional help from Kondor. Lighthouse, Visit Two Go inside the lighthouse and talk to Kondor. Choose the option to "witch back Tilvilla" and Kondor will strengthen your "Dispel Magic" spell. Driade, Visit Two Cast "Dispel Magic" on Tilvilla. After a short cutscene, you will find yourself inside... Khekath's Castle, Visit One Enter Tilvilla's room which is the one located on the left from where you regain control of Chriss. Click on her bed to receive Tilvilla's Mirror. There is nothing more you can do here now, so leave to go to the Elven Settlement. Elven Settlement, Visit One Knock on the gate to have the guard let you in. Once inside you should enter the tree on the middle right of the screen to talk to Tinos, the leader of the Elves, and Tia, his mage. Leave Tinos and enter Chriss' room located in the tree to the left to talk to Tilvilla. She will leave and Nameless will appear, speak to you, and disappear. Now one might be tempted to immediately follow Tilvilla, as Nameless suggested, by casting the "Search Person" Spell described in the Library Book. DO NOT DO THIS! If you do, you will no longer be able to access the game hints a little later in the game. Finding her triggers an event that destroys up the game flow the hint system expects, with no way of undoing it. So simply leave Chriss' room and go right back up to talk to Tia. Somehow, your fairy has unexpectedly become ill and Tia takes her to attempt to heal her. One catch, Tia is missing a vital ingredient that you need to get for her. But you must use a boat to get there - and to use the boat, you must talk to Khekath first. Khekath's Castle, Visit Two Enter Khekath's Throne Hall to talk to Khekath. If you want his permission to use a boat you must find Tilvilla for him. NOW it is safe to cast the "Search Person" Spell to find Tilvilla. Creating the Search Person Spell Use the Pot from Chriss' inventory. It should appear hovering in front of him. Use the Swamp Root with the pot. Use the Flask with Teve's Water with the pot. Use the Mirror with the pot. Use the Spiral Branch with the pot. Use the Silver with the pot. It should glow for a moment if you did this correctly. Use the Stick with the pot. Use the Stick with the Staff. Cast the "Search Person" Spell located on the Staff to find Tilvilla. You will automatically appear in front of: Adella's Temple Enter Adella's Temple to see a short cutscene involving Tilvilla. Nameless will then appear to you and make some cryptic comments. Well, you've found Tilvilla. Time to let her father know where she is. Khekath's Castle, Visit Three Enter the Throne Hall to talk to Khekath. The minute you enter it, Adella will destroy the Castle with a huge fireball and Chriss will only barely escape certain death. This is the event that would have been triggered had you found Tilvilla prior to speaking with her father - the hints would have been stuck at "Talk to Khekath about the boat", which is difficult to do once the man is dead. At any rate, Nameless will appear and make Chriss an offer of protection. You have no choice but to investigate Nameless' offer. Celectial Portal Walk through the Celestial Portal to get to the Temple of Chaos. Temple of Chaos, Visit Two When you enter the Temple, Nameless makes you an offer - his protection for your soul. You must take Nameless up on his offer, so give him your Card to indicate that you accept his terms. He gives you the name "Liath" (which explains the title of the game) and two new spells - Shock and Zombie. At this point, Chriss can continue trying to help his terminally ill fairy. Time to get that Reagent Tia needs, but one pitstop first. Lighthouse, Visit Three Make sure that the lights on the lighthouse are on. If they are, then the top of the Lighthouse will be glowing blue. If they are not on, use the power switch at the entrance of the Lighthouse to turn them on. Once they are on, enter the Lighthouse. Kondor is gone now, and there is a Navigation Device where he was standing. Take it. Docks, Visit Two Since Klekath isn't around to give his permission, you will have to force your way past the dock worker. Use the Shock Spell on him to get him out of the way. Walk to the end of the dock. Use the Navigation Device on the boat and sail to Teve's Island. Teve's Island Walk to the left to talk to Eve, the woman on the Island. She doesn't like you because of the minor detail that you sold your soul to an evil god. Well, we know that you were forced into it because the game didn't give any other option, so prove to her that you aren't as bad as she thinks you are. Show her the Gift given to you by the Driade. Eve will now give you the help you need and give you the Grain. Of course, this triggers your boat to sink. How inconvenient! This is a good time to use the Shell you got to summon Mirande. Talk to her when she appears from the water and she will give you the Morph Spell. Use this spell to get off the island. Elven Settlement, Visit Two Enter Chriss' room to automatically give the Grain to Tia. She will return your fairy to you. Now you need to start collecting the rest of the keys. Docks, Visit Three You must talk to Mirande again. Head to the end of the dock and use the Shell on the water to the left of the dock. Talk to Mirande when she appears in the water to find out that she knows the key is located with Sill in the Lands of the Midnight Sun. Lands of Midnight Sun First order of business is to get rid of that laser. Use the Crystal on the laser to bounce the beam back onto itself and destroy it. Walk through the now-unprotected gate to see Sill. Talking to her doesn't seem to do much good, so use the Arkh on her to get her to be more communicative. After she is done talking, click on her again to talk to her. Tell her about Rotmor's Grave. A short cutscene later, you will find yourself... Town of Azerethus, Visit Five Graveyard ...at the graveyard with Sill. She will give you another of the Great Keys after seeing Rotmor's grave. Automatically, a man who appears to be wearing a wooden hockey mask speaks to you and asks you to meet his messenger at the main gates of the town. Main Gates Once you arrive at the main gates you will find the messenger dead. Well, he was supposed to provide important information, so we can't have him dead. Cast Zombie on him to revive him. He will walk to the left, start to follow him. You will automatically appear in a room with Cron, the guy in the hockey mask, and after some time, Adella, Tilvilla, and Nameless will all appear. This isn't a time to wimp out and give the keys to either Tilvilla or Nameless, so when you get a chance, click on "Go to the Roots of the World and Face your Destiny". Don't ask me what that ending means, but enjoy it nonetheless. The End! Thanks to Steve Metzler for his help with this Walkthrough, and the use of his Nightlong: Union City Conspiracy Walkthrough as a template. - o -