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FAQ/Walkthrough

by Zasko

Spellcraft, Aspects of Valor FAQ.

Table of Contents:

I.    Introduction and Basic Information

1.  Premise
2.  Spellmixer
3.  Spellbook
4.  Terra
5.  Domains

II.   Walkthrough

1.  The Beginning
 1a.  Apprenticeship Begins
 1b.  Creating your first spells
 1c.  Trip into the Earth Domain
 1d.  Creating your first Attack spell
 1e.  Returning to the Earth Domain
 1f.  Creating the Star Healing Spell

2.  First Quests
 2a.  Flying about Terra
 2b.  Creating the Remove Vapor spell
 2c.  Air and Fire domains + Mind College word of power
 2d.  Creating the Dispel spell.
 2e.  Quest for the Plaque of Quetzalcoatl
 2f.  Defeat the Simulacrum in the Air Domain
 2g.  Special Treasure Chests

3.  Kill All Enemies
 3a.  Visiting the Death Domain
 3b.  Beating the next two domains

4.  Defeat the Simulacrum in the Domain of Water
 4a.  Creating the Water Breath spell
 4b.  Locate the Cap of Defense and a new Magic Word
 4c.  Destroy the Simulacrum
 4d.  Special Treasure Chests

5.  Earth/Air/Fire/Water Simulacrum Battle
 5a.  Destroy the Four Simulacrums
 5b.  Terra
 5c.  Special Treasure Chests

6.  Four More Improved Simulacrum Fights
 6a.  New Terran Allies
 6b.  Destroy Four Simulacrums
 6c.  Special Treasure Chests

7.  The Generators
 7a.  Grace of the Lord of the Earth Domain
 7b.  Creating the Revelation and Read Map spells
 7c.  New Equipment
 7d.  Destroy the Generators
 7e.  Special Treasure Chests:

8.  More Generators
 8a.  Angry Lord Wizards
 8b.  Terra
 8c.  Double Trouble Geneators
 8d.  Scrimmage with a Minion Wizard
 83.  Special Treasure Chests

9.  Minion Wizards
 9a.  Lord of the Earth Domain Speaks
 9b.  Terra
 9c.  Special Treasure Chests

10.  The Earth Minion Wizard
 10a.  Battle
 10b.  Victory
 10c.  Special Treasure Chests

11.  The Air Minion Wizard
 11a.  Battle
 11b.  Victory
 11c.  Special Treasure Chests

12.  The Fire Minion Wizard
 12a.  Battle
 12b.  Victory

13.  The Water Minion Wizard
 13a.  Battle
 13b.  Victory

14.  Two New Domains
 14a.  Orb of Enlightenment
 14b.  Terra
 14c.  The Domain of Ether
 14d.  The Domain of Mind
 14e.  Special Treasure Chests

15.  The Ethereal Minion Wizard
 15a.  Battle
 15b.  Victory
 15c.  Special Treasure Chests

16.  The Mind Minion Wizard
 16a.  Battle
 16b.  Victory
 16c.  Special Treasure Chests

17.  Mentor Garwayen Kidnapped
 17a.  Lord of the Earth Domain Visits
 17b.  Terra
 17c.  The Domain of Water
 17d.  The Domain of Air
 17e.  The Domain of Ether
 17f.  The Domain of Mind
 17g.  The Domain of Fire
 17h.  The Domain of Earth

18.  The Lord Wizards
 18a.  The Earth Lord Returns
 18b.  Terra
 18c.  Special Treasure Chests

19.  The Lord Wizard of the Earth Domain
 19a.  Battle
 19b.  Victory
 19c.  Terra
 19d.  Special Treasure Chests

20.  The Lord Wizard of the Air Domain
 20a.  Battle
 20b.  Victory
 20c.  Terra

21.  The Lord Wizard of the Fire Domain
 21a.  Victory

22.  The Lord Wizard of the Water Domain
 22a.  Victory

23.  The Lord Wizard of the Ethereal Domain
 23a.  Battle
 23b.  Victory
 23c.  Terra
 23d.  Special Treasure Chests

24.  The Lord Wizard of the Mind Domain
 24a.  Battle
 24b.  Victory
 24c.  Terra
 24d.  Special Treasure Chests

25.  Mentor Reformation
 25a.  Whoops
 25b.  Track Down and Win in Each Domain
 25c.  Special Treasure Chests

26.  Final Battle.  To The Death!
 26a.  Alternate Access
 26b.  Death Domain
 26c.  Find the Circle of Stones

III.  Characters

IV.   Spell List

1.  Formulas

2.  Maximum Modifiers
 2a.  Jewels
 2b.  Powders 
 2c.  Candles
 2d.  Stones
 2e.  Chart of the maximum modifiers

V.    Hints

VI.   Bugs or Unfinished Areas

VII.  Credits

*********************************
I.  Introduction and Basic Info
*********************************

----------
1. Premise
----------

You play as a young man named Robert who has been caught up in a struggle
of global dominance between wizards.  The game takes you across Terra
and Valoria, the former is basically our Earth while Valoria is a world
of magic.  Valoria is spread out across various domains representing
the basic elements of Earth, Air, Fire and Water.  Each is controlled by
a Lord Wizard and his Minion Wizard.  These wizards desire to bridge the
gap between Terra and Valoria causing magic to seep into Terra.  From
this point, they plan to take over Terra with their magical prowess.
Your mentor, Garwayen, has called you to join him in Valoria and learn of
the magical ways.  With the two of you working together, he hopes the 
scheming Lord Wizards will fail their quest thus saving both worlds.


-------------
2. Spellmixer
-------------

Creating new spells allows you to progress further in the game or to fill
out your spellbook.  Early on, your mentor forces you to make specific
spells and it is only until you accomplish these tasks will you be able
to continue playing.  Further along, you may force yourself to learn new
spells to aid your fight in the domains.  No wizard can expect to last
long with only level one spells.

The game manual contains an unfilled spellbook which will give you basic
hints on most of the spells.  Also, througout the manual are quotes.  
Notice below each quote there lists its Vol, Book, Chapter and or Verse 
number.  Each quote is related to a spell.  The Vol number parallels the 
spell level.  The rest relate randomly to the number of Candles, Jewels, 
Powders or Stones.  You may also learn hints from listening to people 
and from various items you find in special treasure chests.  These tend 
to be more cryptic and you may need to pay attention carefully.  Taking 
notes helps!  Lastly, you can discover the aspect ingredient from 
absorbing a spell in battle or collecting its vial.  Orcs drop Copper 
Earrings, which is the item required to make them.

If you become too frustrated, refer to the Spell List in this FAQ for 
spoilers.  I recommend you try to discover the spells on your own to 
enhance your enjoyment.


-------------
3.  Spellbook
-------------

Robert's spellbook acts similiar to the spellmixer.  You can edit spells
by altering the ingredients and spell power, make copies of existing 
spells, or delete spells.  Use your spellbook after every battle to 
replenish your magic for the next fight.  Forgetting to restock on Star 
Healing spells results in disaster!  You can learn about modifying 
spells in the Maxium Modifiers section below the Spell List.


---------
4.  Terra
---------

Your old home, Terra, still exists.  Visit the many locations and make 
friends with the people there.  Talk with them to learn spell hints, 
catch up on events and if you're lucky, one of them may give you an item 
such as a new piece of armor.  At times, they can ask you for money or 
items in exchange for rewards in the future.  Besides talking, you may 
barter with them for ingredients.  Different people will buy and sell 
specific ingredients and for varying prices.  As always, make sure you 
have enough money for your travel home to Stonehenge!  It is there, that 
you may return to Valoria.


-----------
5.  Domains
-----------

1.  Earth Domain

Green fields, dense forests, jagged rocks, bottomless pits and rushing 
waters occupy this domain.  You may also find houses here, but they 
serve no purpose.  The vast majority of spells function in this domain 
and because of this you may want to try out new spells here.  It may 
look inviting, but avoid swimming in the water else your life force will 
slowly erode away.  Look for bridges or quickly swim in and out.  Orcs 
are commonly found here.

2.  Air Domain

Clouds, clouds and more clouds.  Except for you, enemies, generators, 
treasure boxes and the Circle of Stones, nothing solid or liquid can 
exist here.  Mental and Air spells work well in this domain.  You cannot 
cross the deep blue areas where the clouds have receded, so some spells 
like Magic Wings are a necesitiy.  Faint white trails can be used to 
cross clouds.  Large clumps of dark clouds occasionally shoot lightning.
Avoid walking through these if possible.  Illusions inhabit this domain.

3.  Fire Domain

This domain is hot!  It is similiar to the Earth Domain, only the trees 
and rocks now burn and the rivers flow with lava.  Water and Air spells 
function poorly here.  Orcs and undead enjoy chasing down young 
apprentices.  Don't let them corner you into the lava or a pitfall.

4.  Water Domain

First thing you will notice here are the bubbles rising from your head.  
The Water Breathe spell must be cast or you will continue to drown and 
may die.  Seaweed and coral grow abundantly down here.  Spells can come 
into contact with them and make a mess of the area.  The mud is not as 
dangerous as the water in the Earth domain, but it's still an inconvience.
Good luck trying to get a Fire spell to go off here.  The undead, 
probably once proud sailors, now populate the ocean floor.  Illusions 
also function easily here as they have no need for air.  The poor Orcs 
don't last for long unless they have the Water Breathe spell.

5.  Ethereal Domain

Stars, planets, asteroids, comets, and all parts of outer space make up 
this domain.  Beware, this place functions much like the Air Domain.  
You can easily fall through the blackness of space and die.  Trying to 
find your way around without flying will not result well.  Keep an eye 
on your spell duration so you won't fall at a bad time.  An enemy wizard 
may try to Fly Swat you, removing your Magic Wings.  Teleport is a safe 
way of travel if you know the spell.  Don't be surprised if your foe 
uses this trick as well and teleports away from you.  Illusions and 
higher level summons dominate here.  Save your army of Orcs for another 
fight.

6.  Mind Domain

A twisted maze of children's blocks, chess pieces, water and chasm 
fields will annoy you as you progress through this domain.  Circular 
ground markers will levitate you.  Many spells either fail to work or 
work differently here.  You will have to do without Magic Wings.  
Snowstorm luckily works.  All manner of creatures will fight you here.  
Your poor Circle of Stones are represented by colomuns of books.  
The most tactical of fights occur in this realm.

7.  Death Domain

Should you die without the intervention of your mentor, you will 
encounter the domain of death.  Scattered skulls and rocks litter the 
upturned earth.  Dried rivers of mud can be ignored, but not the ones 
filled with boiling blood.  Many chasms corrupt the area sometimes 
creating maze-like sections.  Orcs, Illusions and Undead haunt any who 
enter here.  None of your spells work.  It's up to your skill with the 
sword if you choose to stay and fight.  Don't let the enemies harass you 
into falling in pits.  Plan your moves carefully as you have as much 
time as you need.  Find your Circle of Stones to return to Valoria.  
All you accomplished in the previous domain counted for nothing, but 
what you find in the Death Domain does count.


******************
II.  Walkthrough
******************

-----------------
1.  The Beginning
-----------------

1a.  Apprenticeship Begins

Your mentor Garwayen wants you to stop the Lord Wizards from enlarging 
the rift between Valoria and Terra.  The lord wizards believe they can 
destroy Terra once this is done.  The very fabric of reality will be 
disrupted if the rift enlarges according to Garwayen.  Since he's too 
old to stop them, he decides to train you to your perceived great 
potential.

Armed with your new Robe of Enablement and binding yourself to an element
you begin your apprenticeship.

1b.  Creating your first spells

"We will begin with a simple spell.  You will prepare a protective spell
of your College of Magic.  The spell draws upon the aura of your College 
to shield you from Danger."

Your mentor will explain how to utilize the spell mixer.  Refer to the 
Spell Mixer section if you need help on how to make spells.  The first 
spell is a specific Defense spell based on which disciple of magic you 
choose.  Fire = Fire Barrier, Earth = Magic Field, Air = Air Barrier, 
and Water = Water Barrier.  They each have the exact same preparation 
being 1 Knife, 2 powders and 3 stones.  Complete this mix by saying the 
magic word of your elemental discipline to create your very first spell! 
You'll be rewarded with the Sword of Striking.

The next spell is the Return Home spell from the College of Ethereal 
Magic.  Select 1 aspect of Onion and 3 jewels.  Chant "Sceo" under 
Ethereal to finish.  You only need to make this once and it won't appear 
in your spellbook.  This spell is vital to use if you want any success 
during your journies into the various magic domains.

1c.  Trip into the Earth Domain

An orc will make its way to you from the north.  He is easily dispatched 
with your sword.  Don't disapoint your mentor by dying which is easily 
accomplished by trying to swim in water or walking into chasms.  Collect
all five treasure chests to obtain valuable ingredients.  Return home to
a thrilled mentor who will give you the option to practice combat a few
more times or to continue on.  You may practice more but after three more
runs he will continue the lesson. I recommend practicing as much as 
possible to earn more ingredients.

1d. Creating your first Attack spell

Your mentor will request you to create an Attack spell from your 
elemental college.  Refer to Magic Sword (Earth), Fireball (Fire), 
Lightning (Air) or Ice Arrows (Water) in the Spells section of this FAQ 
to learn which one to make.  You'll be rewarded with more ingredients 
upon completion of the spell.

1e.  Returning to the Earth Domain

Back to the Earth Domain!  The three orcs will make short work of you if 
you stand there with your sword out.  Use your new attack spell or lead 
them to a chasm to help the fight.  Orcs can swim forever, so don't try 
leading them into water.  Elect to either doing more practice or continue
on.

1f.  Creating the Star Healing Spell

Now you will no longer have to rely on regenration alone to recover your 
life force. Garwayen gives you a vague riddle for how to create the 
spell.  Figure it out using the manual or refer to the Spells list for 
the exact recipe.


----------------
2.  First Quests
----------------

2a.  Flying about Terra

The Lord Wizard of the Earth Domain will return to his domain disallowing
you to re-enter it.  Garwayen will instruct you to go fly around your 
world Terra for the moment.  Terra is an important part of the game in 
which you will meet new allies to buy/sell ingredients, learn information
and pick up quests.  Sell off the pomegranate to David in Stonehenge.  
Buy the various aspect ingredients requested by Garwayen and talk to the
medicine woman in Teotihuacan, Mexico.

2b.  Creating the Remove Vapor spell

Garawyen will now have you concoct Remove Vapor.  Obviously you'll be 
using one of those brown liquids.  The rest of the information can be 
found in its exact formula off the manual or by looking into the Spells 
section if you're stuck.

2c.  Air and Fire domains + Mind College word of power

You'll need to pick up the two special treasure chests seeded in the Air
and Fire domains.  In the Air domain, head into the cloud island in the 
center of the map.  For Fire, go to the center and move south to find 
the chest (it's by a burning bridge west of the X-shaped lava).  Beware 
of falling off the clouds in the air domain and melting in the fire 
domain's lava.  Enemies will take damage and die in the lava.  The 
illusions can't fall to their deaths in chasms.

Once you've gotten the vials of green liquid (aspect ingredient) and the 
fire opal, visit the medicine woman in Mexico to learn the second word 
of power from the Mind College.  The Mind College is too powerful to 
commit to the first level spells.

2d.  Creating the Dispel spell

You'll notice Terra has opened up more.  Before you go exploring, I 
highly recommend you create Dispel.  It uses those green vials you 
obtained from the Air domain.  Dispel is the fourth spell under the 
Defense Spells section of the manual.  You'll need to guess the amount 
of candles required to create the spell.  Shar Adrazar has helpful 
information on mixing this spell (page 32 of the manual).  Remember, 
this is a second level spell, use 2 parts of the aspect ingredient.

2e.  Quest for the Plaque of Quetzalcoatl

Chen Xiong, the Chinese archelogist in Serpent Mound, Ohio, wants to find
the Scroll of Thoth to learn more about what he's researching.  Talk to
Ali ibn Mustaph in Giza, Egypt to start your quest for the Plaque of 
Quetzalcoatl.  Head to the Earth Domain to find the plaque in the special
chest.  Its location is in the upper left quadrant of the domain.  
Return to Egypt and hand over the plaque in exhange for the Scroll of 
Thoth.  Give the scroll to the Chinese archelogist in Ohio and show the 
copy of the plaque to the medicine woman in Mexico.  She'll laugh at the 
fake plaque and instruct you to find the real one in the domain of Fire 
in the X-shaped lava near the south end.  Upon showing her the real 
plaque she'll teach you the remaining first level words of power from the
other elements.

2f.  Defeat the Simulacrum in the Air Domain

You will not have had to fight the simulacrums in the Earth and Fire 
domain, but they are good practice if you got the chance.  Their various 
spells will give you more aspect ingredients if you defeat the spells.

Dispel works wonders on the illusions if you need help removing them from
the domain.  Now that you have all the words of power you can create new
spells to help overcome the simulacrum wizard.  Magic Sword and Conjure 
Orc will help beat up the wizard.  Plant some Magic Fields/Barriers from 
the defense spellbook directly ontop of the wizard to drain his life and
block his passage.  Magic Wings is useful in flying over the sky just 
exercise caution as it doesn't last long at level 1.  You may recast it 
to increase the duration to a point.

You can find the simulacrum wizard hanging around the center of the map.
Over time he will move and may not be there anymore.  Exploit the 
pomegranate in the special chest here!  Defeating him will reward you 
with the Scarab of Nefertiti increasing your damage with the sword.

2g.  Special Treasure Chests

Earth Domain
1.  The Plaque of Quetzalcoatl

Fire Domain
1.  The Plaque of Quetzalcoatl

2.  2 Bottles of Green Liquid, 16 Stones, 25 Jewels, 14 Powders.


--------------------
3.  Kill All Enemies
--------------------

3a.  Visiting the Death Domain

Mentor Garwayen wants you to put your skills to practice in killing 
massive amounts of enemies in the Earth, Air and Fire domains.  Before 
you do that, explore Terra.  David will give you his Hauberk of Safety in
Stonehenge.  Even though he gives it to you for free, he offers to buy it
back if you no longer need it.  Selina wants you to find her the Book of
the Witches.

Clear one of the domains of all the enemies to impress your mentor.  
Air is the easiest, Fire the second, and Earth is the most difficult.  
Pick up the special treasure chest in the domains.  Each one contains 2 
green brass amulets which you will need later on.  When you clear one 
domain, you'll have to visit the Death Domain to search for a special 
treasure chest.  Inside it will be the second level word of the Water 
College.  The chest is south and a little east from where you start out 
at.  The stonehenge is in the upper right hand corner of the map.  The 
special treasure chest is replaced by 30 jewels, 30 powders, 30 candles 
and 30 stones if you look for it a second time.

Whilist in the Death Domain, you may walk across the rivers freely but
be sure to avoid the boiling pits of blood.  Walking into the Stonehenge
will teleport you back to Valoria giving you the spoils you earned while
exploring the Death Domain.  Whatever you found or accomplished in the 
previous domain will be for naught.

3b.  Beating the next two domains

Go back and beat the remaining two domains to continue the storyline.  
Use the lava and chasms to help you out.  Regenerate health by standing
around or use Star Healing if you don't feel like wasting time.  Ice 
Arrows and Magic Sword are decent. An army of Orcs will aid you greatly.
Just be prepared to do a lot of sword fighting and healing yourself.


------------------------------------------------
4.  Defeat the Simulacrum in the Domain of Water
------------------------------------------------

4a.  Creating the Water Breath spell

You should have some green brass amulets by now.  Use them to create the
Water Breath spell and check my Spells section for the recipe.  After 
creating the spell be sure to replicate it by using the + button in the
spellbook.  I suggest modifying the spell with more candles.  This will
increase its duration.

4b.  Locate the Cap of Defense and a new Magic Word

Explore the Water Domain and collect the four special treasure chests.
You must grab the Cap of Defense and your second level magic word if 
you're not of the Water element.  Do this before fighting the simulacrum.

4c.  Destroy the Simulacrum

The simulacrum is to the southwest of your starting location.  It'll 
create Mist Barriers to block your path.  Attack them with your sword or
just walk around.  It also uses Water Hose, Undead, and Create Lake.
Beat Garwayen's simulacrum to prepare for the next lesson.

4d.  Special Treasure Chests

(By the sunken ship north of the map)
A battered gold Battle Cap of ancient Macedonian design.
A Pomegranate.

The following also appears if you are of Water:

A crumbling parchment, on which is written -
'Many Water spells I can now create.  My weapon uses 2A-5X-8C-11P
Two defenses use 2A-5J-7X-9S
Three terrain spells use 2A-6J-9X-12X
Twice I use 9 candles, twice 12 powders, and then 9 and 12 stones.
One conjuration uses 2A-6P-8J-12X
The 'X's' are ingredients only I know.'

(On the right side in the middle)
3 Green Brass Amulets, 26 powders.

(On the left side in the middle)
13 Red Fez, 22 Jewels

The following also appears if you are of Fire:

A Crumbling Parchment, on which is written -
'My lore of Fire spells is just begun.'
'Two weapons use 2A-5P-8X-11X.  Passion and Rage are their Aspects.  
Candles are common to both spells.'
'One defense uses 2A-5J-7X-9S.'
'One transformation uses 2A-6P-9C-13X.'
'I alone know what ingredients replace the X's in these formulas.'

A broken clay pot, on which you can read the word 'IGNIS'

(bottom right area)
12 Fishhooks, 20 Stones


------------------------------------------
5.  Earth/Air/Fire/Water Simulacrum Battle
------------------------------------------

5a.  Destroy the Four Simulacrums

Destroy all the four simulacrums in the various domains.  Be aware of 
some of the traps laid out at the start of the battle.  You'll be sucked
in and take damage until the trap ends.  The new wizards will be casting
a lot more spells.  They'll summon illusions, undead and orcs as well as
using various attack spells.  Another thing is they will be erecting
various elemental walls to block your path.  You can attempt to destroy
them by using brute force, or just cast a Magic Wings spell to fly over.

5b.  Terra

The Terrans won't have anything special for you aside from their 
ingredients and occasional useful banter.  Selina will begin to show some
more affection toward Robert.  Talk to her if you're into that.

5c.  Special Treasure Chests

The special treasure chests will contain a few ingredients.  The one 
associated with your college will also contain this information:

A decomposing Clay Tablet, on which is written - 
'Some second level Ethers.'
'To Falling Birds and Tower of Air, add stones, jewels, and candles.'
'To Cat's Feet, add stones, jewels, and powders.'
'To Mad Dreams, add jewels, candles, and powders.'
'To Lanterns, add jewels, stones, and powders.'
'To Third Eye, add...'

Death Domain:

(South of where you start)

80 Jewels, 80 Powders, 80 Candles and 80 Stones.


----------------------------------------
6.  Four More Improved Simulacrum Fights
----------------------------------------

6a.  New Terran Allies

Terra is bustling with new allies.  Seek out the druid from Stonehenge 
for the second word of the Earth College and the geisha from Mexico for
the second word of the Fire College.  Bring the feather from the Air 
Domain's special treasure chest to the Navaho Indian to learn the second
word of the Air College.  The Egyptian says he will hire men to find a 
tablet dating back to the times of King Amun-Re which will offer
insights into future spells if you pay him $1000.  Pay up if you wish.

6b.  Destroy Four Simulacrums

Send the simulacrums back to their maker to continue on with the lesson.
They will use more second level spells such as Bow of Power, Dust Devil,
Make Light, Make Dark, Explosion, and Turn to Fire.  Bring plenty of 
Star Healing.  Following the destruction of all simulacrums, Garwayen 
will promote you to Apprentice Wizard and teach you the second level 
Ethereal word "Kosmos".  As a final gift, he will present to you your 
first totem of your magic college.

6c.  Special Treasure Chests

Death Domain:

First, a Soft Voice which whispers -
'The map is revealed by 2 Third Eyes, 3 additional Candles, 4 additional
Jewels, and 5 additional Stones.'
'When you know the second word of the Earth College, repeat the process 
to reveal hidden treasures.'
Second, a yellowing Racing Form, on which is scrawled -
'At the same level as Dispel are these.  To Mad Dreams, add jewels, 
candles, and powders.'
'To Aegis, add candles, powders, and stones.'
'To Benefice of Nature, add stones, candles, and jewels.'
'To Third Eye, add the same items you would to reveal a map.'

Water domain:

A dissolving Gold Leaf, on which these words are traced -
'The second volume of Lama's wisdom offers a key to discovering two
elemental conjurations.

Air Domain:

If you don't have an air feather you get:
An air feather.
A golden pommegranate.

Otherwise:
50 Jewels, 50 Powders, 50 Candles, 50 Stones.

Earth Domain:

A Theater Ticket, on which is written this message -
'If you would know the second elemental weapons, regard the wisdom of 
Ovnovski.'
'Consult the second volume of his Oracles.'

Fire Domain:

A Ticker Tape, on which are embossed these words -
'Shar Adrazar offers sage advice on four second level elemental terrain
modifiers and a defense spell.'
'For defense, consult his 'Advanced Magical Alchemy.'
'For terrain, consult his other opus.  The second volumes reveal all.'


------------------
7.  The Generators
------------------

7a.  Grace of the Lord of the Earth Domain

Mentor Garwayen continues his praise of your efforts thus far and begins
to think of what else to challenge you with.  To save you from further
simulacrum wizard training, the Earth Lord walks up to give you a piece
of his mind as well offer up a new contest of skill.  Garwayen thinks
you should destroy these generators set in place by the Lord Wizards and
then proceed to eliminate all remaining enemies.

7b.  Creating the Revelation and Read Map spells

As mentioned by your mentor, you will need to research Revelation and
Read Map to return the old enemy & treasure radar as well as the terrain
display.  A special treasure chest in the Earth domain will offer hints
for Revelation.  The previous special treasure chest from the death
domain will have given you hints, though now it is gone.

7c.  New Equipment

Visit Terra.  There's a new sword (The Serpent Blade) for you in
Dinosaur Provincial Park, Alberta as well as a new armor (Mail of 
Protection) from the geisha in Japan.  Sell the Hauberk of Safety to
poor David in Stonehenge.  He'll give you $5000 for HIS old hauberk that
you stole from him!  The geisha will buy your old Sword of Striking.
The Egyptian's hired men are still lost somewhere.  The English tourist
in Italy will hint at a new headgear to be found in the domains.  
Search the Water domain to acquire the Viking Helmet of Eric the Red.
You may then sell the old Cap of Defense to the tourist.

7d.  Destroy the Generators

There will be one generator making a specific type of creature.  Use
physical attack spells like explosion, magic sword, or conjured beings
to break it.  Your sword also works as last resort.  Making your rounds
across the domains can be very tedius, but it's not too difficult.
Upon completion of each domain, it will close up.

7e.  Special Treasure Chests:

Your Domain will have a golden pomegranate instead of recipe hints.

Death - (Lower Left hand corner of the map)

A Pomegranate, plus a strange item...
A Broken Tombstone, on which is written -
'Here lies Kosmos.  He exploded (stones, jewels and candles added to
Falling Birds) because of vapors (stones, jewels, and powders added to
Cat's Feet).'
'Which, under a clear sky (stones, jewels, and candles added to Tower
of Air), was neither too dark (jewels, candles, and powders added to
Mad Dreams) nor too light (jewels, stones and powders added to Lanterns).
'He should have read his map (candles, jewels, and stones added to Third
Eye).'

Earth (Upper right area)

A Hand-Wound Phonograph playing a record, on which a singer croons -
'Solum is a lovely word.  It's very seldom ever heard.
'My fighting bow (for you, 3A plus 2 plus 3 plus 3) has jewels, 
candles, and powers.  I love my soups, especially my chowders.
'Revelation (3A plus 2 plus 4 plus 5) takes candles, jewels, and stones.
And with my soup, I love my scones.'

Air 

A Validated Parking Ticket, on which is written -
'Briza' Parking Garage for the non-adept.  Park your attacking ice storm
at 3 Teardrops, next to powders, jewels, candles.'
'Park your defensive shield at 3 Aegis, next to candles, powders, stones.
'Park your terrain dust devil at 3 Tower of Air, next to stones, jewels,
powders.'
'Park your illusion at 3 Nightmares, same as your dust devil.  Your
conjured illusion uses one less jewel.'

Fire - (middle of map)

Letters of Flame which spell out -
'Ignis makes things hot.  I have a Passion enflamed with 5 powders and
11 jewels.'
'My dragon's flame is fed by Rage.  I decorate it with 5 powders and
8 stones.  The 11 is obvious, if you but look.'

Water - 

(West of your circle of stones)

A Dissolving Memo, on which is written -
'You know Lacus or you wouldn't be here.  But did you know that 
2A,5J,8C,11P is not the same as 2A,6P,8J,12S?'
'Three others that begin with 2A,6J continue with 9 and 12.  Two use
9C and one uses 9S, and two use 12P and one uses 12S.'
'Since you are not adept in Water, replace 2A with 3A.  Usa Sauna, The
Almost Forgotten, High and Low, Absence, and Jelly!'

(East of the middle of the map)

Two Pomegranates
A barancle-encrusted Viking Helmet made of silver with horns of ivory.
Around the brim of the helmet are runes that spell out the words -
'Whosoever owenth this helmet shall rule New Worlds.  It shall defend
thee in thy battles.'

After getting the helmet it turns into 160 Jewels, 160 Powders, 
160 Candles, 160 Stones.


-------------------
8.  More Generators
-------------------

8a.  Angry Lord Wizards

The Lord of the Earth Domain will spit a few insults and offer you to
try beating their new and improved generators.  This time their domains
will be changed to throw you off.  Before leaving he decides to threaten
your friend David in Stonehenge.  Your mentor will give you some comfort
and then send you off to continue your current quest.

8b.  Terra

Your friends will instruct you to visit your own domain for the third
level word of your college.  The Egyptian now has the tablet in his
possession.  Unfortunetly, he wants $5000 to reveal his newly found
secrets of Mind magics.  You may save your game and load it again after
copying down what he says to save $5000.  The Romanian Officer has the
Amulet of the Evil Eye to replace your old amulet for $2000.  You must
first speak to the Chinese archelogist in Ohio to request the Romanian
Officer for one.  He will also buy the Scarab of Nefertiti from you.

8c.  Double Trouble Generators

Each domain will now have two generators.  First go to your domain and
grab the chest with your third level word of power.  Research as many
new spells as you can and don't forget to upgrade your spells to level
three.  There will be a lot of conjured beings roaming the domains this
time.  I recommend good area-of-effect spells such as Icy Storm or Dust
Devils as well as your own conjured beings to defeat the enemies.
Explosion will work good on the geneators or just place a Dust Devil on
them to blow them up.  A nice fiery explosion will signal no more new
conjured beings.  Bring plenty of Star Healing as usual.

8d.  Scrimmage with a Minion Wizard.

Depending on which element you are pledged to, a minion wizard will be
waiting in one of the four domains.  Air = Fire Minion, Water = Earth
Minion.  Defeat this minion as you would any simulacrum.  Refer to the
various minion battles in sections 10-13 for more information on a
specific Minion Wizard.

8e.  Special Treasure Chests

Your domain will contain your next magic word.  Otherwise expect
150-300 each of Jewels, Powders, Candles and Stones.

Earth Domain - (Near the center)

Fire Domain - (Northern area in the middle)

The Title Page of Dante's Poem, on which is written -
'Infernum.'

Air Domain - (Near the upper right)

A Puff of Air, which whispers the word 'Zephyrus.'

Water Domain - (Upper Left)

A pommegranate.

(Upper Right)

A Drenched Hen, squaking 'Tranken.'


------------------
9.  Minion Wizards
------------------

9a.  Lord of the Earth Domain Speaks

With your previous success, Garwayen promotes you to Journeyman Wizard.
The Lord of the Earth Domain, further displeased with your destruction
of their generators, growls at you for a bit and then along with the
other Lord Wizards, summons the Minion Wizards to defend each domain.
Your mentor requests that you search the domain after defeating a
wizard for a special object.  Check with your Terran allies each time
you defeat a wizard as well.

9b.  Terra

Your Druid friend tells you a story about a great wizard Merlin who
threw his hat down after building Stonehenge in the Earth Domain.  You
can find Merlin's Hat in one of the special treasure chests there.
Pendragon in Istanbul will introduce himself and ask you to help him
find the Damascene Sword.  Visit Chen in Ohio to get insight for the
Damascene Sword.  Chen will ask you to have Pendragon translate an
Indian text.  Visit Pendragon for a nasty surprise (beware the demon!).
Return to him again to learn about the realms of Ether and Mind.
Pendragon finds one final note about the Lightning Sword and Breast
Plate of Power.  You can find these two next to each other in the Air
Domain.  Lastly, Natalye in Romania teaches you of the Orb of
Enlightenment which allows passage to unknown places.  It was last
known to belong to a Carpathian noble woman who disappeared in the 18th
century and who is rumored to still live.

As you remove the minion wizards from the domains, return to your
allies for further help on spells and new gossip.  You'll learn life
for them is becoming harder as they continue to aid you on your quest.
They will begin to move around the map eventually, so buy up their
ingredients before they take off.

9c.  Special Treasure Chests

Earth Domain - (Upper Right)

A black silk cone adorned with shimmering stars, with a label inside
on which is written-
'Ye have recovered Merlin's Hat.  Ye are worthy of my monument named
Stonehenge.'
'Ne'er trust the Druids to recompense thee for monoliths comissioned.'

(South East)

A shredded Fax, on which is written this message -
'Here be the secrets of Earth level three.  If ye be not an adept,
add 4 of an Aspect.'
'To the 9, 16, and 25, add Hard Heart for a weapon.  The tyrant lizard
knows my transform.'
'For three terrain modifiers, heed the word of Pompeius Lacus in the
third volume of his Historie.'
'To the Cutting Knife, add 8 Jewels and others.'
'To Needles, add 32 Stones and others.'
'To Jelly, add 32 Powders and others.'

Air Domain - (At the top, a bit west)

1.  A shining Sword of ancient Egyptian design, on which is engraved a
bolt of Lightning.

2.  A chest protector of bronze made to resemble crisscrossing papyrus
rushes, on which is written 'Thoth's Breast Plate of Power.'

(Upper right hand corner)

A wisp of Cigar Smoke, which spells out -
'The secret of these spells is to add three or four Aspects, if adept
or inept.
'The secret of the third Air weapon is this.  From the given Aspect
are missing 15 Jewels and 31 Candles.
'The secret of the terrain wind storm is this.  To the Tower of Air,
add Stones, Jewels, and Powders.  The Zulu Shaman's Lamentation reveals
the way.'

Fire Domain - (Upper Right)

Letters of Fire, which twist and turn to spell this message -
'Two fiery terain spells are available to all.  The master of fire
needs only three Aspects to invoke these spells.'
'Pompeius Lacus' Historie lights the way to the terrain in Volume 3.'
'To cut with a lava knife, throw in Jewels first and Stones second.
Use needles to sew shut the lava flow, with Jewels first and Stones
last.'
'To conjure the flying fire-breather, add 12 Powders and 40 Jewels.'

Water Domain - (By chasms near the top)

A Toy Water Pistol, on which is carved this legend -
'Shoot three times with an Aspect if you are a master or else four
times if you are not.'
'Water, water, everywhere in this terrain.  The Cutting Knife becomes
wet when 8 Jewels and 24 Stones are added.  The Needles become dry when
32 Stones end the spell.'
'The adept alone controls the thundering storm with which to attack the
enemy.  All that is lacking are 16 Jewels.'
'Also, a watery transformation belongs to the adept.  That Which It Is
Not is complete with 19 Powders.'
'Also, a repellant modifier belongs to the adept.  Sauna requires
18 Powders and a dozen more Candles.'

----------------------------
10.  The Earth Minion Wizard
----------------------------

10a.  Battle

10b.  Victory

John will teach you the third word of Earth magics upon his defeat.
He hands off his Greater Scroll Totem and some life force.  David is
eternily greatful now that you've ended his nightmares.

10c.  Special Treasure Chests

This box appears after you beat the Minion Wizard.
(Upper Right)

20 Bricks, 18 Quill Pens, 15 Spoons, 16 White Mushrooms, 12 Red Ram's
Horns.
8 White Bones, 12 Iron Nails, 12 Bottles of Purple Liquid, 10 Vials of
Red Liquid.

--------------------------
11.  The Air Minion Wizard
--------------------------

11a.  Battle

11b.  Victory

Beating Anya wins you the third word of Air, her Greater Caduceus Totem,
and some life force.  If you saved her for last, she hands you the Orb
of Enlightenment.  Otherwise...

11c.  Special Treasure Chests

These boxes appear after you beat the Minion Wizard.

Air Domain - (Near your Circle of Stones)

If you don't have the Orb:

A dull black crystal ball, on the base of which is written -
'Behold the Orb of Eternal Enlightenment!  Remove the peasants who
guard the elemental domains, and new domains will be revealed to you.'

If you already have the Orb:

A pomegranate.

(At the top, a bit west)

1.  A Golden Pomegranate.

2.  200 Jewels, 200 Powders, 200 Candles, 200 Stones.

-----------------------
12.  The Minion of Fire
-----------------------

12a.  Battle

Timmy Flanagan has been sent by his demanding Lord to scare you out
of the Fire Domain.  He hangs out in the upper right hand section of
the map.  Prepare to defend against spells such as Incinerate and many
of Walls of Fire.  He immediatly casts Magic Wings when he's approaching
lava which will keep him hovering in the air while you fend for yourself
against his army below.  Since Fly Swat isn't in your repitoire yet,
either wait for him to fall on normal land or cast your own Magic Wings
and battle him in the air.  He also uses Fly Swat, Mind Attack and Turn
to Fire.  While both in the air, most of your spells won't reach each
other.  Use Boil Blood or Mind Attack to lower his life force.

12b.  Victory

You are given the next Fire word and some life force.  Timmy
reluctantly hands over his totem before fading away into eternity.
There are no special treasure chests in the new domain.

------------------------
13.  The Minion of Water
------------------------

13a.  Battle

Prior to this fight, be sure to research Detect, a second level Mind
Personal Modifier Spell.  You will find Mahmoud near the center or to
the northeast of the center.  He enjoys cloaking himself with Invisible.
You can still see the pixie dust to give his location away but you won't
be able to directly cast on him or attack.  Detect will allow you to see
him as a white shadow.  At this point you may do as you normally would
if he was visible.  Watch your step for Icy Web and Vapor Web scattered
about the domain.  His Ice Walls will block your path, but by now that
shouldn't stop you.  He will attack with Steal Vigor, Catapult, Magic
Sword, Water Hose and Command Foe.

13b.  Victory

Mahmoud will tell you his distaste for the Water Domain and magic in
general.  He'll give you his totem which he mentions he made himself.
You'll then get his life force and learn "Tranken".  There will be no
more special treasure chests in the new domain.


--------------------
14.  Two New Domains
--------------------

14a.  Orb of Enlightenment

If you have not yet acquired the Orb of Enlightenment from the Air
Domain, do so now. Having this in your inventory will open the domains
of Ether and Mind.  You must have also cleared all four domains of the
Minion Wizards.

14b.  Terra

You will find Terra a bit more barren than last.  Don't fret about
Selina, she's still around.  You can find her in India now by the Taj
Mahal waiting to give you her new wink.  Talk to your allies, especially
the Geisha, for some more information about how life is for them.  A
new ally, Spiro the Greek Shephard, will appear in Athens, Greece.
He'll warn you about the new domains being very different than the four
you are now used to visiting.
 
14c.  The Domain of Ether

You will want to collect the Damascene Sword located at the southeast
section of the map.  There is not much else for you here.

14d.  The Domain of Mind

Eight Special Treasure Chests are scattered about this quirky domain.
You will want to find the Book of Witches for Selina.  It's sitting in
a chest along the right side of your Circle of Stones...  err Circle of
Books!  Selina will give you $100,000.00 when you talk to her as well
as hinting at The Pendant of the Lizard King.

Manuevering your way to the chest is very daunting, but there are a few
tricks.  The easiest method is casting Turn to Air or Turn to Fire 
which allows you to move across the chasms and blocks as if they were
nothing.  Close Chasm works here to remove the strategicly placed
bottomless pits.  Bash into the Mental Walls until they collapse. You'll
be constantly bombarded by spells so I recommend bringing Invisible if
things become too overwhelming.  Though you can learn Teleport after
beating the Ethereal Minion Wizard, that spell is disabled here.

The regular chests contain extremely little.  Don't bother hunting them
down unless you really need 1 Jewel.

14e.  Special Treasure Chests

Earth Domain (Upper Right)

A Pomegranate

Ethereal Domain (Lower Right)

A pitted and corroded sword.  On the hilt are these words -
'Behold, the eternal Damascene Sword.  The last hero who held this
sword placed his death curse on it.  No more shall the sharp blade cut
an enemy.'

If you have the sword already:

A Note, which reads -
'The Damascene Sword is gone.  It belongs in Terra.'

(Near the bottom middle)

A decaying Philosophy Textbook, in which is written -
'To three or not to three.  That is not the question.'
'Ether tis nobler to suffer...'
'To confuse is to defend.  I have a Passion to add missing Candles, as
is debated in 'The Apprentice's Complaint.'
'To teleport is to modify.  To open The Gateway, dispute the existance
of Jewels and Stones in the proportions of 8 and 30.'
'To energize is also to modify.  The Stiffeners lack but 18 Jewels for
their raison d'etre.'

Mind Domain (By the Circle of Stones)

A heavy leather-bound book, on the cover of which is written -
'The Book of Witches.  Only the true daughter of a witch may break the
seal of this tome.  Only the true daughter of a witch may read the
secrets contained herein.'

(North of the Circle of Stones)

A set of Rorschach Test cards, on which ink blots spell out -
'The third level Mind reveals all.  Stiffeners will become a commanding
weapon when 25 Candles are applied.'
'A great defense is immobility, if you know that the Charging Beast has
a Mind of its own.'
'Something is there that doesn't like a wall, unless Jewels, Stones, and
Powders are added in measures of 8, 15, and 20.'
'For Honey Dreams, replace Stones with Candles and Powder with Stones.'
'Anti-modify that which flies by adding 30 Candles.  Don't let the
Blurry Vision fool you.'
'Mrs. Dimn added 19 Powders and 27 Stones to fulfill her Mad Dreams.'

(Upper Right)

A Note, which reads -
'You seem to have a fetish for empty chests.  Better luck next time.'

(Bottom Center near some water)

A Note, which reads -
'The fifth rank Magic Word of the Mind College is GOBBLEDEGOOK!'
'Nyuk, nyuk!  Just kidding!'
'There is no such thing as a fifth rank Magic Word.  But if there were,
GOBBLEDEGOOK would be a good one.'

(Along the edge to the West near the middle)

A Note, which reads -
'You already found this chest, or don't you remember?
Perhaps you should have your mind examined.'

(Near the left in the middle by some water)

A Note, which reads -
'The fourth rank Magic Word of the Mind College is ...'
'I forget.  Never mind.'

(Upper Left Hand Corner)

A Note, which reads -
'You did not find this chest until now, but there's nothing for you
here.  I really think you should have your mind examined.'

(In the Northeast section, near the previous chest)

A Note, which reads -
'You've found a whole lot of nothin.  Why don't you just give up and
go home?'


-------------------------------
15.  The Ethereal Minion Wizard
-------------------------------

15a.  Battle

Many explosions come rushing toward you at the start of this fight.
Take the hits then heal yourself.  You can find your adversary around
the center.  Expect to find him anywhere soon after some time goes by.
He loves to cast Teleport all over the map.  Closing in on him requires
you to cast Magic Wings each time.  Tread the area with caution, even
after defeating him.  A simple slip will cause you crashing into the
Death Domain losing all you've accomplished.

His conjured beings will attempt to knock you off the narrow starways.
Counteract with your own army or use spells to remove them.  This
battle can become a game of cat and mouse with many traps to throw you
off the chase.  Lay down some Defense spells like Magic Field to keep
him occupied and cornered.

15b.  Victory

You'll be taught the third Magic Word of Ether and given some life force.
He doesn't believe in totems, and as such, you get no totem.

15c.  Special Treasure Chests

(Bottom Right)

A Golden Pomegranate


---------------------------
16.  The Mind Minion Wizard
---------------------------

16a.  Battle

Psuedo-Robert uses a new spell called Speed Time.  You won't know it's
been cast until EVERYTHING moves at increasingly faster speeds!  Slow
Time is the only detriment to this spell much like Make Dark is to Make
Light.  Too bad for real Robert, as Slow Time is a third level Mind
Spell.  Beware of his Phantasms.  These are fourth level Mind
Conjurations.  They appear as an Orc at first casting magic.  His Magic
Swords will follow you about the domain.

He tends to start out near the center of the map.  Locate him quickly
and take him out.  Once found, he has a hard time escaping you as Magic
Wings and other evade Robert spells fail to function here.  Corner him
with conjured beings and take him out.

15b.  Victory

Aha!  You live, and who is this person?  Turns out he is really
Ankh-Aten.  After his sad story, he teaches you the third Magic Word
of Mind Magic and gives you some life force.  Don't be expecting any
totems.

15c.  Special Treasure Chests

(By the Circle of Stones)

15 Domino Masks, 12 Copper Earrings, 10 Moccasins, 13 Quill Pens, 
14 Human Fingers, 16 Mandrake Roots, 15 Green Apples.
14 White Mushrooms, 12 Green Brass Amulets, 13 Gold Chalices,
11 Bottles of Black Liquid, 10 Vials of Black Liquid.


------------------------------
17.  Mentor Garwayen Kidnapped
------------------------------

17a.  Lord of the Earth Domain Visits

Success from killing the final Minion Wizard brings you a sudden visit
from the Lord of the Earth Domain.  Garwayen has been tricked by the
Lord Wizards during their call for a council meeting apparently thought
to have been a surrendur.  The Earth Lord hisses a few insults before
giving you the chance of a lifetime by being his Minion Wizard.  Accept
if you wish to live a life as a slave forever.  Refuse and he will spit
yet more disdain.  The Lord Wizards will seal off their domains.  With
his mentor gone and the domains barred, Robert stands amongst Stonehenge
alone and apprehensive.

17b.  Terra

Obviously, you must set out into Terra.  You don't need to go too far.
Talk to David in Stonehenge.  You'll obtain the Water Key allowing you
access to the Water Domain. Your other friends will give advice about
where to find the next keys.  The Navaho Indian gives insight on The
Ring of Scintillating Rays.  Your friend Ali has a very important
message to give you, unfortunetly it is not really him.  You'll be
sent to the Earth Domain.  Exit and return to Ali to watch him die
due to the acts of the cruel Lord Wizards.  He will tell you how to
learn your next Magic Word to fully wield your college of magic.  In
one last loyal act, he gives you his earthly fortune of five thousand
dollars.

17c.  The Domain of Water

(Bottom by some chasms)

A Golden Pomegranate

(Left side of the map, south a bit)

100 Jewels, 120 Powders, 130 Stones, and 125 Candles.

(Upper Right Corner)

A squaking duck, which honks -
'Get out of my domain, you dirty mortal!  I will have to pluck your
eyes if you stay here longer!'
'Yours truly, the Lord of the Water Domain.'

(Upper Left Corner)

The Key to the Air Domain and a note which reads -
'To receive a key to the kingdom, you must sacrifice.
Such sacrifice is good for the soul.  Or so they say.'

17d.  The Domain of Air

(Top Middle)

A Japanese fan, on which these words are written -
'Get out of my domain, you impudent mortal!  I have been patient until
now, but you have tested my temper beyond endurance.  I will destroy
you, I swear!'
'The Air Lord.'

(Left side in the middle)

The Key to the Ethereal Domain and a note which reads -
'Take the key to the kingdom of the heavens.  In exchange I take that
which pleases me.'

(By Circle of Stones)

150 Jewels, 130 Powders, 110 Stones, and 120 Candles.

(Right side in the middle)

Two Pomegranates

17e.  The Domain of Ether

(Left side in the middle)

120 Jewels, 110 Powders, 160 Stones, and 150 Candles.

(Bottom middle)

A small papyrus, on which is written -
'As much as I enjoy visitors, I must protest your presence in my domain.
If you ever return, I shall have no choice but to smash you mercilessly.
Be warned.'
'The Lord of the Ethereal Domain.'

(Right side in the middle)

The Key to the Mind Domain and a note which reads -
'The key that opens the next domain must be traded for the key that got
you here.'

(Upper Right area)

A Pomegranate

17f.  The Domain of Mind

(Right side in the middle)

The Key to the Fire Domain and a note which reads -
'Progress is swiftest when you travel light.  I exchange my key for
yours.'

(Lower Left Corner)

140 Jewels, 110 Powders, 140 Stones, and 170 Candles.

(By Circle of Stones)

A prescription form, on which is written -
'Out, mortal!  Or else!'
'The Lord of the Mind Domain.'

(Bottom of the map near the middle by some water)

A Golden Pomegranate

17g.  The Domain of Fire

(Left side of the map near the middle)

The Key to the Earth Domain and a message which reads -
'This key will open the last domain in exchange for a small favor.
The exchange has been made.'

(Middle of the map along the right side)

Three Pomegranates

(Top Middle)

160 Jewels, 140 Powders, 100 Stones, and 120 Candles.

(Northwest from where you start)

A page from a prayer book, on which is written -
'Only a fool would dare enter my kingdom.  Know, mortal, there are
fates worse than death and they await you if you continue your foolish
quest.'
'The Lord of the Fire Domain.'

(Upper Left Corner)

A diamond-encrusted Ring.  It shows the face of the sun with scintillant
rays radiating from it.

17h.  The Domain of Earth

(Upper Left on the island)

A large oak leaf, on which is written -
'Here be my last warning, mortal.  Leave our domains now!  Even if ye
find that which ye seek, know that ye have found but a part of what ye
desire.'
'The Lord of the Earth Domain.'

(Lower Left)

200 Jewels, 200 Powders, 200 Stones, and 200 Candles.

(North of Circle of Stones on an island)

An Arabian Lantern, on the side of which is etched -
'Herein lies the spirit of the wizard Garwayen.  Ye who dareth release
the spirit shall earn the enmity eternal of the Lord Wizards.'
'A mere touch releaseth the spirit, but an exchange must thence be made
- perferably any unwanted key ye may posses will do.'

(Upper Right area)

A Sapphire Pomegranate


---------------------
18.  The Lord Wizards
---------------------

18a.  The Earth Lord Returns

The angry Lord will commend you on your success but reminds you the
Lord Wizards still possess your mentor's body.  You will gain an
increase in life force for your efforts by the generous Lords.  Now
begins the great challenge of fighting the Lord Wizards in their own
domains.  Your mentor's spirit offers some guidance and requests you
find his body quickly.  The spirit will continue to sit on the stony
chair should you need advice.


18b.  Terra

Your friend David in Stonehenge will teach you the four basic words of
power should you defeat the Lord of your Magic College.  Talking to
Hendricks in Arizona will get you Bluebeard's Cutlass in exchange for
The Lightning Sword.  Oh and he gives you ten dollars to make you feel
better, thanks!  The Medicine Woman in Mexico is back and will teach
you the fourth rank Magic Word for the Air College.  Selina needs some
attention and mentions a way to enter the Death Domain.  She needs the
Pearl of the Beloved from the Mind Domain to assist you.  Pendragon has
returned home in Sri Lanka.  You may give him the Damascene Sword for
$50,000.  Natalye in Romania will ask to buy the Amulet of Evil Eye for
$1500.  You can get $10,000 if you sell it in her trade menu.
The English Tourist will tell you he heard of the Crown of Ra to be
found in the Mind Domain.  Bring him the crown to learn about the Crown
of Charlemagne.

18c.  Special Treasure Chests

Earth Domain (Upper Left Corner hidden behind a home)

A necklace with a pendant in the shape of a rampant dragon.  Inscribed
on the back are these words -
'Behold the Pendant of the Lizard King.  It shall make thy sword as
deadly as the dragon's fang.'

Ethereal Domain (Upper Right)

A Sapphire Pomegranate

(Upper Left Corner)

A tear-stained Letter, which reads -
'There is a Wizard who has sworn himself to the College of...  He is
the most fearsome and terrible wizard of all.'
'This Wizard can call on ANY spell of ANY other College, so powerful
is the De...  Magic to which he is sworn.'
'Beware this Wizard, for he is a great liar.  His name is...'

Mind Domain (Upper Right Area)

A crown of ancient Egyptian design.  From high overhead a voice rings
out -
'Well done, my good and faithful servant.'
'You have found my treasure, the Crown of Ra.'
'The crown is not for you to wear.  Seek out the person in Terra who has
been selected to pass on my quest to you.'

(Center)

A Sapphire Pomegranate

(Bottom area toward the right)

A large oyster, which hiccups and delievers forth the iridescent Pearl
of the Beloved.


----------------------------------------
19.  The Lord Wizard of the Earth Domain
----------------------------------------

19a.  Battle

As most domain battles go, this one will be easiest of the six.  Prepare
to defend yourself against the onslaught of the protective Earth Magics.
The Lord will be roaming the top of the map.  His Stone Hands are to
be avoided at all costs.  Be careful of the Demon hanging around your
Circle of Stones.  Close the chasms, fly over them, teleport away or as
a last resort break through the stone walls blocking your path.  His
flying magic swords are tipped with poison.  Snowstorm will make short
work of the entire domain leaving the Lord crippled.

19b.  Victory

The Earth Lord opens his big mouth for the last time.  His once proud
wooden cane is nothing more than a smoldering stick.  Defeating him
has entitled you as the Lord Wizard of the Earth realm.  You will be
given the choice to let his spirit live.  You will not receive an
increase in life but his totem will be yours should you wish to destroy
him forever.

Garwayen is pleased to be rid of the harsh-mouthed Lord.  He notices
the rift has stopped growing between Terra and Valoria due to your
actions.

19c.  Terra

Your Navaho Indian friend has lost his kachina doll by the thieving
hands of the Lord Wizards.  He hopes you can recover it in your
travels.  The Geisha will continue her Geyser story.  And David will
be thankful a second time for getting rid of "That Druid dude!"  The
Geisha finishes her current story.

19d.  Special Treasure Chests

(Upper left behind a home)

After finding the pendant of the Lizard King:

400 Candles, 400 Powders, 400 Jewels, 400 Stones.


--------------------------------------
20.  The Lord Wizard of the Air Domain
--------------------------------------

20a.  Battle

You will find your adversary to the southeast.  There will be one ring
of clouds you must cross to meet up with her.  She enjoys moving around
so be on the lookout.  Don't get Fly Swatted while flying about!
Teleport is a safer means of travel.  

20b.  Victory

You are now the Lord Wizard of the Air Domain.  She requests you be
nicer and kinder than she acted in the past before giving you the option
of destroying her spirit.  You gain her totem regardless.

Your mentor will mourn her passing as one of his great students.

20c.  Terra

The English tourist remarks about the similiarities between the six
Minion Wizards and the Lord Wizards.  The Medicine Woman speaks of the
Armor of Invulnerability to be found after removing the Lord Wizards.


---------------------------------------
21.  The Lord Wizard of the Fire Domain
---------------------------------------

21a.  Victory

The title of Lord of the Fire Domain belongs to you.  Spare his spirit
or destroy it.  You will earn his totem.


----------------------------------------
22.  The Lord Wizard of the Water Domain
----------------------------------------

22a.  Victory

Another Lord Wizard swept under the rug.  You are now the Lord Wizard
of the Water Domain.  Spare or destroy his spirit, the totem is yours.


-------------------------------------------
23.  The Lord Wizard of the Ethereal Domain
-------------------------------------------

23a.  Battle

The Ether Lord fights much like his Minion.  Try not to get Fly Swatted
while flying around this treacherous domain.

23b.  Victory

You now carry the proud title of Lord Wizard of the Ethereal Domain.
His spirit's fate is now yours to decide.  You will get no totem as is
the way of Ethereal Magic.  He will teach you the final Ethereal and
Mind words.  "Universum" being his favorite of course.

24c.  Terra

Chen in Cambodia will teach you the four elemental words.  This should
be old news.

24d.  Special Treasure Chests

A Christmas Card with the following greeting -
'Ho, ho, ho!  I'm so confused (3A, 9P, 16C, 25J) since I teleported
(3A, 8J, 18P, 30S) to the North Pole.
I feel as if my mind were stuck in a vapor web (3A, 8J, 15C, 20S).
'So, I'll eat some reindeer steak to energize (3A, 8P, 18J, 30C) myself
again.
See you in December, deer!"


---------------------------------------
24.  The Lord Wizard of the Mind Domain
---------------------------------------

24a.  Battle

Be sure to collect the Pearl of the Beloved in this domain before
killig the Lord Wizard.

24b.  Victory

Whoa!  Another face change from the wizards of the Mind domain.  The
mad doctor has been replaced by a dying caveman.  He makes you decide
to spare or destroy his spirit.  After that he will teach you the final
Mind and Ethereal word.


-------------------------------
25.  Mentor Garwayen's Trickery
-------------------------------

25a.  Whoops

Following the death of the final Lord Wizard, your mentor's spirit and
body suddenly fuse back together.  Garwayen boasts to be the last Lord
Wizard in both worlds.  Aparently his body had been locked up in the
trunk in your workshop.  The Lord Wizards only had his spirit.  He had
only been in his spirit form when you were not battling the Lords or
visiting Terra.

The now self-proclaimed Grand Wizard of the Universe decides it is time
to continue the conquering of Terra.  Robert's removal of the Lord
Wizards has killed off all the potential rivals of Garwayen.  Your cold
mentor believes himself to be the hero foretold by the Oracle who is to
bring magic back to Terra.  He fills the domains with his own conjured
beings and sets off to the Earth Domain.

If you destroyed the spirits of the Lord Wizards, the domains of the
realm will grant you 600 life force that you missed out on.

25b.  Track Down and Win in Each Domain

Chase your mentor through each of the six domains.  Defeat him by any
means necesary but don't exhaust your supplies just yet.

25c.  Special Treasure Chests

Earth (Left side in the middle)

An egg, which hatches to reveal the Jawbone of an Auk.

Fire (Upper Right area)

A burlap bag, in which you discover a Necklace made of human bones.

Water (Lower Left area)

A small Map of a palace courtyard and a Parchment of shark skin, which
contains this message -
'The map is not for your eyes, my friend.  Know that the Crown of
Charlemagne has been removed from this Domain of Water to keep it from
unworthy hands.'
'The Long-Ears know the truth.  Continue your quest.'

Mind (Upper Right Corner)

A large oyster, which hiccups and delievers forth the iridescent Pearl
of the Beloved.


---------------------------------
27.  Final Battle.  To The Death!
---------------------------------

27a.  Alternate Access

You should now have the Pearl of the Beloved.  If you haven't already,
give the pearl to Selina.  She'll exchange it for her Skull of the
Marquis de Sade.  This item gives you the option to enter the Death
Domain in Dry Gulch, Arizona.  Selina will then again exchange the skull
for the Ring of the Full Circle.  This still grants you access to the
Death Domain, yet this time you can use magic.

27b.  Death Domain

This is it.  Head to Dry Gulch, Arizona.  Entering the Death Domain and
fighting Garwayen will either lead to your death or his.  This battle
encompasses every spell and tactic you have learned.  Garwayen will
throw any spell in the game at you.  Including the unique elemental
spells.  Since there is no return, increase your spell stocks to their
fullest to give you the edge you'll need.  This battle will be extremely
difficult.

27c.  Find the Circle of Stones

After his defeat, you must find the right circle of stones to warp you
out of this domain.  Walking into the correct one will take you to the
endgame cutscenes.



****************
III.  Characters
****************

Here's a list of the people you will meet and interact with as you
explore Terra and the domains.

-Robert Garwin-

This is you!  You control Robert's destiny as he trains under the
guidance of his mentor.

-Mentor Garwayen-

Your mentor and greatest ally.  He is the current Ruling Magister of
the Wizard Council.  It is rumored that he is aligned to the Death
Magic College which allows him to use any of the elemental magic spells.

-David Greenbriar-

Stonehenge, England

-Selina Dyle-

Salem, Massachusetts

-Senora Espirita-

Medicine Woman from Teotihuacan, Mexico

-Throckmorton-

A curious English Tourist visiting Pompeii, Italy.  He also is known
to visit the Loch Ness sea and Easter Island.

-Ali ibn Mustaph-

From Giza, Egypt.  A shifty fellow who will find various ways to make
a quick buck from Robert.  His ingredients are expensive.  Still, he is
loyal and will give you many insights in Mind Magic.  After you drive
away the four Minion Wizards, Ali improves in character and magician,
though not for long.

-Hendricks-

The Paleontologist from Dinosaur Prov Park, Alberta and Dry Gulch,
Arizona.  This man of science disregards magic as a joke.  He
reluctantly assists Robert in his quest.  Garwayen is an old relative
of Hendricks.

-Navaho Indian-

From Machu Picchu, Peru

-Lotus Flower-

Geisha from Mount Fuji, Japan

-Natalye Rakoczi-

Romanian Officer and Head Para-Psychologist from Transylvania, Romania

-Pendragon Clerke-

In Istanbul, Turkey.

-Spiros Talos-

Athens, Greece.

-John Cartwright-

Minion Wizard of Earth.  He's been known to terrorize David in his
dreams.  He apparently is a humble man spending his time as a wood
cutter.  Garwayen doesn't have much admiration for him as a wizard
but regards him as a nice man.

-Anya Bavarich-

Minion Wizard of Air.  She has a high distaste for Robert and the
Lord Wizards.  Rumors tell us she may be in possession of the Orb
of Enlightenment.

-Timmy Flanagan-

Minion Wizard of Fire from Ohio.  Says he used to live near a big
mound, possibly refering to the one in Ohio.  He invites Robert to
always relax and leave his totem at home because he won't try to hurt
him.  Ignore his lies!

-Mahmoud-

Minion Wizard of Water.  Hails from Giza, Egypt.  He is a very whiny
individual who is saddened that he must "smash you into atoms."

-Gilgalumish-

Minion Wizard of Ether.  Previously lived as a high priest in Ur,
Sumer 6000 years ago.

-Ankh-Aten-

Minion Wizard of Mind.  Initially masquerading as Robert Garwin in
the Mind Domain, he is actually a High Priest of the Sun from Egypt
6000 years ago.

-Arnocht the Great-

First of all the druids and builder of Stonehenge.  He is the Lord
Wizard of the Earth Domain.  This fellow gives his best effort at
belittling Robert throughout his training.  Arnocht cannot stand
David in England.

-Lord-Lady Sakato-

Female samurai from Japan.  She is the Lord Wizard of the Air Domain.
Once a proud student of Garwayen.

-Don Diego y Garcia-

Spaniard who terrorized the South American people with his
inquistional ways.  He is the Lord Wizard of the Fire Domain.

-Quechequatl-

The Aztec sun priest.  He is the Lord Wizard of the Water Domain.

-Empedocles-

Philosopher from Athens, Greece.  Also known as "The Windbag of the
Ages" courtesy of Garwayen.  He is the Lord Wizard of the Ethereal
Domain.  He alone is the cause for the long drawn-out meetings of the
Council.  Not even death is safe from his arguments.

-Ur-reth-

Shaman of the cave painters from Lascaux, France.  He is the Lord
Wizard of the Mind Domain.  The most ancient of the wizards.  He has
brought all the current wizards into Valoria, except for you who was
brought by Mentor Garwayen.  Speaking of Garwayen, Ur-reth brought him
into Valoria to be his Minion.  That offer was denied and Garwayen
shunned the madness of his Mind magics.


******************
IV.  Spell List
******************

------------
1.  Formulas
------------

The following is an ASCII chart of the spell formulas.  Remember, if you
are not aligned to the elemental college, you must add an additional
aspect ingredient to the formula.  I'm not telling you which word to
save room on my chart.  It should be obvious by what level the spell is.
Earth level one = ERDE.  Also I'm listing the actual Aspect Ingredient,
not what it symbolizes.  ** = Exclusive to that particular college.


                       ***ATTACK SPELLS***
================================================================
Spell Name  | College | Lvl | J  | P  | C  | S  | Aspect Name  |
================================================================
Magic Sword |  Earth  |  1  | -  | 6  | 3  | -  |    Onion     |
----------------------------------------------------------------
Fireball    |  Fire   |  1  | -  | 3  | 6  | -  |    Red Fez   |
----------------------------------------------------------------
Lightning   |   Air   |  1  | 3  | -  | 6  | -  | Domino Mask  |
----------------------------------------------------------------
Ice Arrows  |  Water  |  1  | -  | 6  | 3  | -  | Fishing Hook |
----------------------------------------------------------------
Water Hose  |  Water  |  2  | 5  | 11 | 8  | -  |Black Mushroom| 
----------------------------------------------------------------
Bow of Power|  Earth  |  2  | 5  | 11 | 8  | -  | Fishing Hook |
----------------------------------------------------------------
Icy Storm   |   Air   |  2  | 8  | 5  | 11 | -  |   White Egg  |
----------------------------------------------------------------
Dragon Flame|  Fire   |  2  | -  | 5  | 11 | 8  |    Red Fez   |
----------------------------------------------------------------
Boil Blood  |  Fire   |  2  | 11 | 5  | 8  | -  | Silver Ingot |
----------------------------------------------------------------
Explosion   |  Ether  |  2  | 8  | -  | 11 | 5  |  Domino Mask |
----------------------------------------------------------------
Mind Attack |  Mind   |  2  | 5  | 11 | 8  | -  | Gold Chalice |
----------------------------------------------------------------
Catapult    |  Earth  |  3  | 9  | 25 | 16 | -  |     Brick    |
----------------------------------------------------------------
Poison Vapor|   Air   |  3  | 15 | 7  | 31 | -  |   Hourglass  |
----------------------------------------------------------------
Incinerate  |  Fire   |  3  | 16 | -  | 25 | 9  |  Domino Mask |
----------------------------------------------------------------
Steal Vigor |  Ether  |  3  | 18 | -  | 30 | 8  |   Mink Fur   |
----------------------------------------------------------------
Agony       |  Mind   |  3  | 16 | -  | 25 | 9  |  Domino Mask |
----------------------------------------------------------------
Command Foe |  Ether  |  3  | 16 | 9  | 25 | -  |     Lemon    |
----------------------------------------------------------------
Thunderstorm| Water** |  3  | 16 | 9  | 25 | -  |   White Egg  |
----------------------------------------------------------------
Meteor Storm|  Ether  |  4  | 16 | 40 | 28 | -  |     Brick    |
----------------------------------------------------------------
Battle Ram  |   Air** |  4  | 16 | 40 | 28 | -  |   Mocassin   |
----------------------------------------------------------------
Fire Storm  |  Fire** |  4  | -  | 9  | 64 | 25 |    Red Fez   |
----------------------------------------------------------------


                      ***DEFENSE SPELLS***
================================================================
Spell Name  | College | Lvl | J  | P  | C  | S  |  Aspect Name |
================================================================
Barrier     | Yours** |  1  | -  | 2  | -  | 3  |    Knife     |
----------------------------------------------------------------
Return Home |  Ether  |  1  | 3  | -  | -  | -  |     Onion    |
----------------------------------------------------------------
Magic Shield|   Air   |  2  | -  | 7  | 5  | 9  |  Wood Mallet |
----------------------------------------------------------------
Dispel      |   Mind  |  2  | 5  | -  | 7  | 9  | Green Liquid |
----------------------------------------------------------------
Mind Shield |  Mind   |  2  | -  | 7  | 5  | 9  |  Wood Mallet |
----------------------------------------------------------------
Fire Wall   |  Fire** |  2  | 5  | 7  | -  | 9  |Horseshoe Magnet
-----------------------------------------------------------------
Air Wall    |   Air** |  2  | 5  | 7  | -  | 9  |Horseshoe Magnet
-----------------------------------------------------------------
Water Wall  | Water** |  2  | 5  | 7  | -  | 9  |Horseshoe Magnet
----------------------------------------------------------------
Icy Web     | Water** |  2  | 5  | -  | 7  | 9  |    Spoon     |
----------------------------------------------------------------
Immoblize   |  Mind   |  3  | 20 | -  | 15 | 8  |   Mocassin   |
----------------------------------------------------------------
Vapor Web   |  Ether  |  3  | 8  | -  | 15 | 20 | Human Finger |
----------------------------------------------------------------
Confuse     |  Ether  |  3  | 25 | 9  | 16 | -  | Silver Ingot |
----------------------------------------------------------------
Mental Wall |  Mind   |  3  | 8  | 20 | -  | 15 |   Quill Pen  |
----------------------------------------------------------------
Mental Web  |  Mind   |  3  | 8  | -  | 15 | 20 | Human Finger |
----------------------------------------------------------------
Flame Web   |  Fire** |  3  | 8  | -  | 15 | 20 |     Spoon    |
----------------------------------------------------------------
Stone Wall  | Earth** |  3  | 8  | 20 | -  | 15 |   Quill Pen  |
----------------------------------------------------------------
Stone Hand  | Earth** |  4  | 16 | 40 | -  | 28 |     Brick    |
----------------------------------------------------------------


                 ***PERSONAL MODIFIER SPELLS***
================================================================
Spell Name  | College | Lvl | J  | P  | C  | S  |  Aspect Name |
================================================================
Cure Poison |   Air   |  1  | -  | -  | -  | 3  | Mandrake Root|
----------------------------------------------------------------
Magic Wings |   Air   |  1  | 5  | 3  | -  | -  |     Fern     |
----------------------------------------------------------------
Star Healing|  Ether  |  1  | -  | -  | -  | 3  | Garlic Clove |
----------------------------------------------------------------
Water Breath|  Water  |  2  | 11 | 5  | 8  | -  |Green B. Amulet
----------------------------------------------------------------
Revelation  |  Earth  |  2  | 9  | -  | 5  | 14 |     Acorn    |
----------------------------------------------------------------
Read Map    |  Ether  |  2  | 9  | -  | 5  | 14 |     Acorn    |
----------------------------------------------------------------
Mental Cure |  Mind   |  2  | 14 | -  | 9  | 5  | Garlic Clove |
----------------------------------------------------------------
Detect      |  Mind   |  2  | 9  | -  | 5  | 14 |     Acorn    |
----------------------------------------------------------------
Repel Heat  |   Air** |  2  | 5  | 9  | -  | 14 |White Mushroom|
----------------------------------------------------------------
Repel Cold  |   Air** |  2  | 5  | 9  | 14 | -  |Black Mushroom|
----------------------------------------------------------------
Teleport    |  Ether  |  3  | 8  | 18 | -  | 30 |   Red Rose   |
----------------------------------------------------------------
Invisible   |  Water  |  3  | 18 | 8  | -  | 30 | Green Apple  |
----------------------------------------------------------------
Energize    |  Ether  |  3  | 18 | 8  | 30 | -  |     Lemon    |
----------------------------------------------------------------
Remove Agony|  Mind   |  3  | 30 | -  | 18 | 8  |Mandrake Root |
----------------------------------------------------------------
Fly Swat    |  Mind   |  3  | 18 | -  | 30 | 8  | Green Apple  |
----------------------------------------------------------------
Pscyhoimmune|  Mind   |  3  | 8  | 18 | 30 | -  |White Mushroom|
----------------------------------------------------------------
Invulnerable| Earth** |  3  | 8  | 18 | -  | 30 |White Mushroom|
----------------------------------------------------------------
Repel Fire  |  Fire** |  3  | 8  | 18 | -  | 30 |Black Mushroom|
----------------------------------------------------------------
Repel Water | Water** |  3  | 8  | 18 | 30 | -  |Black Mushroom|
----------------------------------------------------------------
Ghost Walk  |    Air  |  4  | 28 | 16 | -  | 40 |  Maple Leaf  |
----------------------------------------------------------------
Replenish   | Yours** |  4  | 16 | -  | 32 | 64 |  White Rose  |
----------------------------------------------------------------


                  ***TERRAIN MODIFIER SPELLS***
================================================================
Spell Name  | College | Lvl | J  | P  | C  | S  |  Aspect Name |
================================================================
Steam Vapor |  Fire   |  1  | 2  | 3  | -  | 1  | White Liquid |
----------------------------------------------------------------
Remove Vapor|  Ether  |  1  | 2  | -  | 3  | 1  | Brown Liquid |
----------------------------------------------------------------
Dust Devil  |    Air  |  2  | 9  | 12 | -  | 6  | Brown Liquid |
----------------------------------------------------------------
Create Lake |  Water  |  2  | 6  | 12 | -  | 9  | Blue Liquid  |
----------------------------------------------------------------
Remove Lake |  Water  |  2  | 6  | -  | 9  | 12 |  Pewter Mug  |
----------------------------------------------------------------
Gel Water   |  Water  |  2  | 6  | 12 | 9  | -  |  Red Liquid  |
----------------------------------------------------------------
Create Vapor|  Ether  |  2  | 9  | 12 | -  | 6  | White Liquid |
----------------------------------------------------------------
Clear Skies |   Air   |  2  | 9  | -  | 12 | 6  | Brown Liquid |
----------------------------------------------------------------
Make Dark   |  Ether  |  2  | 6  | 12 | 9  | -  | Gold Chalice |
----------------------------------------------------------------
Make Light  |  Ether  |  2  | 6  | 12 | -  |  9 | Yellow Liquid|
----------------------------------------------------------------
Make Chasm  |  Earth  |  3  | 8  | 32 | -  | 24 | Purple Liquid|
----------------------------------------------------------------
Close Chasm |  Earth  |  3  | 8  | -  | 24 | 32 |   Iron Nail  |
----------------------------------------------------------------
Earthquake  |  Earth  |  3  | 8  | 32 | 24 | -  |  Red Liquid  |
----------------------------------------------------------------
Whirlwind   |    Air  |  3  | 15 | 24 | -  | 8  | Brown Liquid |
----------------------------------------------------------------
Create Lava |  Fire   |  3  | 8  | 32 | -  | 24 | Purple Liquid|
----------------------------------------------------------------
Remove Lava |  Fire   |  3  | 8  | -  | 24 | 32 |   Iron Nail  |
----------------------------------------------------------------
Make River  |  Water  |  3  | 8  | 32 | -  | 24 | Purple Liquid|
----------------------------------------------------------------
Remove River|  Water  |  3  | 8  | -  | 24 | 32 |   Iron Nail  |
----------------------------------------------------------------
Speed Time  |  Mind   |  3  | 32 | -  | 24 | 8  |B Black Liquid|
----------------------------------------------------------------
Slow Time   |  Mind   |  3  | 32 | -  | 8  | 24 |V Black Liquid|
----------------------------------------------------------------
Create Rocks|  Earth  |  4  | 30 | 60 | -  | 40 |  Blue Liquid |
----------------------------------------------------------------
Remove Rocks|  Earth  |  4  | 30 | -  | 40 | 60 |  Pewter Mug  |
----------------------------------------------------------------
Fire Geyser |  Fire   |  4  | 30 | 60 | -  | 40 |  Blue Liquid |
----------------------------------------------------------------
Snowstorm   |   Air   |  4  | 40 | 30 | 60 | -  |   White Egg  |
----------------------------------------------------------------
Fall Skyward|  Ether  |  4  | 30 | 60 | 40 | -  |   Red Liquid |
----------------------------------------------------------------


                  ***TRANSFORMATION SPELLS***
================================================================
Spell Name  | College | Lvl | J  | P  | C  | S  |  Aspect Name |
================================================================
Turn to Fire|  Fire** |  2  | -  | 6  | 9  | 13 |  White Bone  |
----------------------------------------------------------------
Transform   |  Earth  |  3  | 11 | 19 | -  | 27 |Red Ram's Horn|
----------------------------------------------------------------
Fiery Forge |  Fire   |  3  | 11 | 19 | -  | 27 |Red Ram's Horn|
----------------------------------------------------------------
Turn to Toad|  Mind   |  3  | -  | 11 | 19 | 27 |G. Brass Amulet
----------------------------------------------------------------
Banish      |  Mind   |  3  | 11 | 19 | -  | 27 | Gold Chalice |
----------------------------------------------------------------
Turn to Air |   Air** |  3  | -  | 11 | 19 | 27 | Gold Chalice |
----------------------------------------------------------------
Rock Bound  |  Earth**|  3  | -  | 11 | 19 | 27 |  White Bone  |
----------------------------------------------------------------
Animate     |   Fire  |  4  | 25 | -  | 60 | 15 |   Mink Fur   |
----------------------------------------------------------------
Transmute   |  Ether  |  4  | 15 | 25 | -  | 60 |Red Ram's Horn|
----------------------------------------------------------------


                   ***CONJURATION SPELLS***
================================================================
Spell Name  | College | Lvl | J  | P  | C  | S  |  Aspect Name |
================================================================
Orc         |  Earth  |  1  | 3  | 2  | 4  | -  |Copper Earring|
----------------------------------------------------------------
Undead      |  Water  |  2  | 8  | 6  | -  | 12 |Y. Glass Sphere
----------------------------------------------------------------
Illusion    |   Air   |  2  | 8  | 12 | -  | 6  |Red Crystal Orb
----------------------------------------------------------------
Dragon      |   Fire  |  3  | 40 | 12 | 25 | -  |  Blue Marble |
----------------------------------------------------------------
Demon       |  Ether  |  4  | 26 | 72 | -  | 46 |B Crystal Bead|
----------------------------------------------------------------
Phantasm    |  Mind   |  4  | 30 | 80 | 50 | -  |C Crystal Ball|
----------------------------------------------------------------

---------------------
2.  Maximum Modifiers
---------------------

Modifying the spell formula in your spellbook will greatly enhance your
spells.  Doing so can just about double a spell's effectiveness.  Some
spells will show little or no benefit from an increase in ingredients.
Adding more candles to Star Healing won't heal you any more than if you
didn't add any candles.

  2a.  Jewels

Jewels control the speed, cast radius and intelligence of the spell.
A spell infused with jewels will allow you to scope out the domain from
within its wide cast radius.  You don't even need to cast it to make
use of this feature.  Just give a spell like Star Healing a large amount
of jewels and keep it in your spellbook to be used as a scout.

Conjuration spells benefit highly from jewels.  A low jewel-infused
Orc will stumble around trying to pick fights with the air.  An orc
with many jewels used, will find the biggest threatening enemy and
fight it.  Some spells like Battle Ram or Magic Sword also benefit
from this intelligence.  Spells that roam "randomly" will not benefit
from jewels in this fashion.

The speed of a spell is how quick the pixie dust moves.  More jewels
will let the spell quickly move to its targeted location after the
delay has ended.

  2b.  Powders

Powders control the duration of a spell.  According to the manual,
powders also decrease attack ability.  I have never noticed this
happen.  In my experience, powders simply increase the duration
when more powders are added to the spell.

  2c.  Candles

Candles control the attack and damage aspects of a spell.  Candles
negatively impact the speed of a spell.  In some spells such as Turn
to Fire, Candles will increase the spell's duration.  The offensive
boost from candles are well worth losing the luxury of speed.

  2d.  Stones

Stones control the defense and delay aspects of a spell.  Stones
negatively impact the duration of a spell.  Juggling the importance
of stones can be tricky.  Lowering a delay from three seconds to zero
may be worth shaving off some duration.  Increasing defense is useful
for Conjuration and Defense spells.  Be aware that Star Healing heals
more if you add more stones.

  2e.  Chart of the maximum modifiers

Here is another ASCII chart displaying the maximum amount you may
increase a spell's ingredients without blowing the spell in your face.
Return Home, Revelation, and Read Map are not listed as it is not
possible to alter them.


      ***ATTACK SPELLS***
=================================
Spell Name  | J  | P  | C  | S  |
=================================
Magic Sword | 9  | 16 | 12 | 9  |
---------------------------------
Lightning   | 7  | 8  | 15 | 5  |
---------------------------------
Fireball    | 7  | 7  | 14 | 4  |
---------------------------------
Ice Arrows  | 6  | 10 | 11 | 6  |
---------------------------------
Bow of Power| 9  | 21 | 17 | 10 |
---------------------------------
Icy Storm   | 15 | 10 | 19 | 10 |
---------------------------------
Dragon Flame| 8  | 14 | 22 | 17 |
---------------------------------
Boil Blood  | 18 | 15 | 18 | 8  |
---------------------------------
Water Hose  | 12 | 21 | 16 | 8  |
---------------------------------
Explosion   | 17 | 8  | 21 | 12 |
---------------------------------
Mind Attack | 14 | 20 | 17 | 7  |
---------------------------------
Catapult    | 16 | 34 | 25 | 6  |
---------------------------------
Poison Vapor| 27 | 16 | 40 | 9  |
---------------------------------
Incinerate  | 24 | 10 | 35 | 15 |
---------------------------------
Thunderstorm| 24 | 19 | 34 | 10 |
---------------------------------
Steal Vigor | 29 | 7  | 40 | 17 |
---------------------------------
Agony       | 28 | 10 | 35 | 18 |
---------------------------------
Command Foe | 28 | 19 | 33 | 9  |
---------------------------------
Meteor Storm| 27 | 50 | 38 | 6  |
---------------------------------
Battle Ram  | 29 | 50 | 38 | 10 |
---------------------------------
Fire Storm  | 10 | 20 | 74 | 34 |
---------------------------------


     ***DEFENSE SPELLS***
=================================
Spell Name  | J  | P  | C  | S  |
=================================
Barrier     | 8  | 8  | 8  | 8  |
---------------------------------
Magic Shield| 7  | 13 | 12 | 17 |
---------------------------------
Dispel      | 14 | 8  | 17 | 16 |
---------------------------------
Mind Shield | 9  | 14 | 14 | 19 |
---------------------------------
F/W/A Wall  | 11 | 15 | 8  | 18 |
---------------------------------
Icy Web     | 14 | 9  | 17 | 18 |
---------------------------------
Immoblize   | 30 | 10 | 25 | 18 |
---------------------------------
Vapor Web   | 20 | 9  | 26 | 30 |
---------------------------------
Confuse     | 35 | 19 | 26 | 10 |
---------------------------------
Mental Wall | 17 | 30 | 10 | 25 |
---------------------------------
Mental Web  | 20 | 9  | 25 | 30 |
---------------------------------
Flame Web   | 20 | 9  | 26 | 29 |
---------------------------------
Stone Wall  | 17 | 28 | 10 | 24 |
---------------------------------
Stone Hand  | 26 | 50 | 10 | 37 |
---------------------------------


 ***PERSONAL MODIFIER SPELLS***
=================================
Spell Name  | J  | P  | C  | S  |
=================================
Star Healing| 5  | 8  | 6  | 11 |
---------------------------------
Cure Poison | 7  | 6  | 8  | 10 |
---------------------------------
Magic Wings | 16 | 15 | 12 | 8  |
---------------------------------
Water Breath| 20 | 13 | 17 | 6  |
---------------------------------
Mental Cure | 21 | 6  | 17 | 14 |
---------------------------------
Detect      | 16 | 10 | 10 | 21 |
---------------------------------
Repel Heat  | 13 | 18 | 10 | 21 |
---------------------------------
Repel Cold  | 13 | 18 | 24 | 7  |
---------------------------------
Teleport    | 16 | 22 | 5  | 37 |
---------------------------------
Invisible   | 28 | 18 | 10 | 38 |
---------------------------------
Energize    | 29 | 16 | 40 | 10 |
---------------------------------
Remove Agony| 36 | 8  | 25 | 15 |
---------------------------------
Fly Swat    | 26 | 10 | 39 | 15 |
---------------------------------
Psychoimmune| 20 | 27 | 40 | 9  |
---------------------------------
Invulnerable| 20 | 27 | 10 | 40 |
---------------------------------
Repel Fire  | 20 | 28 | 10 | 38 |
---------------------------------
Repel Water | 18 | 28 | 40 | 8  |
---------------------------------
Ghost Walk  | 40 | 28 | 10 | 49 |
---------------------------------
Repelenish  | 16 | 0  | 32 | 74 |


  ***TERRAIN MODIFIER SPELLS***
=================================
Spell Name  | J  | P  | C  | S  |
=================================
Steam Vapor | 9  | 10 | 11 | 8  |
---------------------------------
Remove Vapor| 9  | 10 | 10 | 8  |
---------------------------------
Dust Devil  | 16 | 21 | 11 | 14 |
---------------------------------
Create Lake | 14 | 20 | 11 | 16 |
---------------------------------
Remove Lake | 14 | 10 | 17 | 21 |
---------------------------------
Gel Water   | 15 | 17 | 17 | 8  |
---------------------------------
Create Vapor| 18 | 22 | 11 | 12 |
---------------------------------
Clear Skies | 18 | 10 | 23 | 12 |
---------------------------------
Make Dark   | 10 | 22 | 14 | 8  |
---------------------------------
Make Light  | 10 | 22 | 5  | 17 |
---------------------------------
Make Chasm  | 18 | 40 | 6  | 33 |
---------------------------------
Close Chasm | 15 | 9  | 30 | 39 |
---------------------------------
Earthquake  | 12 | 41 | 33 | 9  |
---------------------------------
Whirlwind   | 22 | 34 | 10 | 17 |
---------------------------------
Create Lava | 16 | 42 | 10 | 33 |
---------------------------------
Remove Lava | 16 | 11 | 34 | 41 |
---------------------------------
Make River  | 16 | 42 | 10 | 33 |
---------------------------------
Remove River| 16 | 11 | 34 | 42 |
---------------------------------
Speed Time  | 39 | 10 | 31 | 17 |
---------------------------------
Slow Time   | 38 | 8  | 15 | 33 |
---------------------------------
Create Rocks| 41 | 70 | 9  | 50 |
---------------------------------
Remove Rocks| 41 | 10 | 44 | 70 |
---------------------------------
Fire Geyser | 39 | 74 | 10 | 49 |
---------------------------------
Snowstorm   | 45 | 36 | 70 | 8  |
---------------------------------
Fall Skyward| 35 | 63 | 45 | 10 |


   ***TRANSFORMATION SPELLS***
=================================
Spell Name  | J  | P  | C  | S  |
=================================
Turn to Fire| 9  | 15 | 18 | 18 |
---------------------------------
Transform   | 21 | 30 | 9  | 33 |
---------------------------------
Fiery Forge | 21 | 30 | 9  | 33 |
---------------------------------
Turn to Toad| 9  | 21 | 31 | 38 |
---------------------------------
Banish      | 21 | 30 | 9  | 33 |
---------------------------------
Turn to Air | 9  | 20 | 28 | 33 |
---------------------------------
Rock Bound  | 9  | 20 | 28 | 33 |
---------------------------------
Animate     | 37 | 8  | 72 | 24 |
---------------------------------
Transmute   | 27 | 35 | 9  | 70 |


    ***CONJURATION SPELLS***
=================================
Spell Name  | J  | P  | C  | S  |
=================================
Orc         | 11 | 10 | 12 | 8  |
---------------------------------
Undead      | 17 | 16 | 10 | 22 |
---------------------------------
Illusion    | 15 | 21 | 10 | 15 |
---------------------------------
Demon       | 37 | 85 | 10 | 55 |
---------------------------------
Dragon      | 50 | 23 | 35 | 10 |
---------------------------------
Phantasm    | 41 | 90 | 58 | 10 |



************
V.  Hints
************

* Always visit every single ally in Terra after completing something
such as winning a battle against a wizard.
* Pick up all those ornamented (special) treasure chests lying about
the domains!  They can contain words of power, quest items, equipment,
hints on how to create spells, or ingredients.

* The Death Domain can be a source of high interest.  Explore it for
treasure chests of important contents.

* Find where to pick up pomegranates in certain domains during the
game.  Exploit those repeatedly to amass much wealth.  Once you
continue the story, those pomegranate chests will go away.

* If you need cash, get stuck somewhere in Terra with no money that
isn't Stonehenge.  Attempt to fly somewhere.  During the trip you'll
be sent to the death domain.  Search for a couple pomegranates and exit
the level via the your circle of stones.  Be warned, this only works
once!  Selina's relatives did this back in the day which was used to
establish her family's wealth.

* All enemies except illusions can be harmed by lava and fall through
chasms.  Only orcs will be dumb enough to fall into chasms by their
own will.  Cast Create Chasm to snag the other types.  Wizards will
fly away if you try this.

* 65535 is the maximum amount you can hold of the jewels, powders,
candles or stones.  Finding more of that amount will just be tossed
away.

* You may sell ingredients to allies and they will keep them to buy
back at another time.

* Go into Combat Mode right before Fireball or Lightning comes into
contact with you.  You'll be unhurt and the spell will end.


********************************
VI.  Bugs or Unfinished Areas
********************************


* Revelation's spell description says, "This spell makes all the hidden
treasure chests and vials in the domain visible."  Vials don't ever show
up on the mini-map even after learning Revelation.  Perhaps the vials
were supposed to appear as little red dots on the map.  A map could get
littered with red dots causing confusion, so this might be why it was
removed but they never updated the spell description.

* Remove Rocks never works.

* Thunderstorm, an Attack spell exclusive to Water magic, is in fact,
available to anyone!  Create it with 4 aspects instead of 3 if you're
not attuned to Water.

* Casting Mental Cure on a conjured being will turn it hostile!

* Enemy Steam Vapors give you Hourglasses instead of Vials of White
Liquid.

* Turn to Fire causes you great damage when moving into a wizard.

* During the initial part of the game where Garwayen forces you to
create a spell until you get it right, if you fail in making the spell
your mentor will replenish the ingredients you used.  There is a cap
of 250 each of whatever ingredients were used.  If you hit escape at
the part where you select an aspect ingredient, he will act as if you
just failed making the spell and give you those same ingredients you
wasted the time before.  Thus you can do this over and over to amass
great amounts of ingredients early on.  If you go over 65535 in the
mixing ingredients, they return back to 0!  The aspects will stay at
255.

* When you die in the death domain, Garwayen wishes you better luck in
your next life.  If you then select to Start a New Game, your previous
Robert's spellbook will carry on!  Even totems will remain, but you
won't be able to reselect a new spell for the totem until you find a
real one.  Water Breath, Revelation and Reveal Map will not need to be
created.  You still need to make the other required spells to continue
on with the storyline such as Return Home.

* The female Lord Wizard of the Air Domain looks like any other Lord
Wizard in the domain!  Garwayen always drapes himself in his white
robe, why couldn't she have something to differentiate herself with?
Perhaps no wizard hat or at the very least no beard!

* Stone Hand causes some good damage, but then stops.  It will remain
in the domain keeping the attention of enemies yet doing no further
harm to them.

* Turn to Fire can cause you to move in a direction without stopping
until the spell ends.

* At times, a wizard may cast Magic Wings on you.

* Enemy Wizards can cast Magic Wings in the Mind Domain, but only when
confronted with a chasm.

* The circling balls from the defensive Personal Modifier Spells such
as Psychoimmune never go away when the spell ends.

* Transformation spells can cause buggy effects.  Try using Fiery Forge
in the Mind Domain against the Mind Lord battle.

* When Ali becomes an Orc and sends you to the Earth Domain, using the
Return Home spell will send you to Stonehenge.  Proceed to Terra and
you'll suddenly be in Giza, Egypt.

* In the Mind Domain, should you kill an enemy right as it steps on a
hover tile, that enemy's corpse will float to the top.


**********************
VII.  Credits
**********************

Thank you for reading through my FAQ.  This walkthrough is copyright
(c) Andrew Haden 2005.  I have written this exclusively for
http://www.gamefaqs.com  Please do not host this FAQ on a website
without my consent; but if you do otherwise, then please give me credit.
You may contact me at dr_zasko AT yahoo DOT com.  I would love to hear
from you if you found this FAQ useful or fun.