| Walkthrough for | |
| Hezarin | |
| by Alex Shipp, Steve Tinney | |
| and Jon Thackray | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, this is a rotten hard and often unfair game. You can | |
| die easily. You can lose or destroy a necessary tool just as easily. Making a | |
| typo does nothing but _does_ cost a move, and this can cost you dearly at a few | |
| points in the game. Save often, and keep _all_ your save files until you've | |
| finished the game. And choose carefully where and when you save, because there | |
| are locations in which saving has been made impossible, and at least one | |
| situation in which your save file will be made worthless (a particularly | |
| unpleasant trick, if you ask me). | |
| Two, the parser is limited, but good. The game is good at giving you less to | |
| type. If there is only one object, simply "get" will take it; if there are | |
| several, it will assume the first one listed. Ditto for "drop", which will drop | |
| the first object in your inventory. On the other hand, it does not understand | |
| "it". | |
| Third, before you resort to reading this walkthrough you might want to consult | |
| the in-game hints. There is a zip file which contains documentation for all the | |
| Topologika adventures, including Hezarin. The main part of these is an index of | |
| hints available in the game. You look up the problem you're stuck at, find a | |
| number, type "help" and that number, and you get a hint. Most of these are | |
| quite clear. They need to be, because this is a game which takes "guess the | |
| verb" to beyond its straining point. | |
| Finally, these notes are for the Topologika MS-DOS version which is available | |
| at the IF Archive. I do not know whether it works for other versions, as well. | |
| So, let's be off, then. | |
| You start in a field. First, go north into the forest until you find a manhole | |
| cover. It should be four moves in. Get it, then go back south to the field. | |
| Don't deviate from the path or you'll probably never get out. Now go east | |
| twice, then southeast, and climb the tree. Get all - you should get a plank, | |
| the lantern, and a twig. Go down, w, w, d. Dig, get the wheel, and go back up, | |
| then south twice. | |
| You are now in a marsh. Moving in a random direction will kill you, but you | |
| have help: the twig. First, though, get some wiffinweed. Then type "divine". | |
| The twig will point in a direction. Go that way. Repeat this, typing "divine" | |
| and going in the indicated direction, until you come across some garnets. Take | |
| these, then continue the divining process until you reach the Bottom of the | |
| scarp. | |
| Drop the twig, go east twice, then down into the caverns. Go down three more | |
| times to the Level tunnel. Here we'll get some light - we'll need it, and that | |
| lantern is never going to work. Climb the wall, jump, and get the torch. Go | |
| south twice. Well done, you're inside the cave. | |
| Go south, get the seal (because that's what it is), and go back north. Go east | |
| twice and south twice, and get the box. Surprise - this is the box you were | |
| supposed to defeat Anjith with. If you think that means you're nearly there, | |
| think again. | |
| Go north, southwest and west. Insert the wheel, then turn it. Go back e, n, n, | |
| w, w; then w, s, get rod, s. Drop the manhole cover here, then go sw. Look at | |
| the name of this bridge. Remember that game? Throw everything except the torch. | |
| Go back ne, then nw twice and ne to view the waterfall, and back sw, se, get | |
| ruby, se, ne, e, nw, get emerald, w, n. | |
| Look at the first line of the room description. It will mention a number of | |
| instruments being played, but only the first time you enter the room. The first | |
| letters of these describe a tune. Instruments with a double name encode two | |
| notes; ones mentioned as plural encode repeated notes. For example, "two long | |
| out of tune guitars, a flute and a bass drum" describes "two G's, an F, a B-D", | |
| that is, the tune GGFDB. Make a note of the tune which your room description | |
| encodes! You will need it later in the game, and much later at that. By that | |
| time, you'll probably have forgotten all about it and don't realise that you | |
| should have remembered this sentence, which you will see once and never again. | |
| Another overly cruel trick, in my opinion. | |
| Anyway, get the "bonger", then go s, s, se, s, s, and sw thrice. Go south and | |
| north, and note the >>BANG<<. Go south, get the sword that has appeared in the | |
| cabinet, and go north and up. | |
| As the game says, it would be unwise to proceed unprepared, and choosing a | |
| passage at random isn't wise, either. Listen. One passage is described as | |
| sounding like snoring. Take that one. Get the crystal. Your sword will | |
| disappear. Go back to the "nessle" (what kind of name is that, anyway?), then | |
| down to the Celinph (ditto, and why a capital C but not one for Nessle?), and | |
| for the second time go s, n, s, get sword, n, u, listen, follow the snoring (in | |
| the new direction!), and get the crystal. Go back out, and note that the pieces | |
| of crystal fuse together. This is not a problem; in fact, it is what we want. | |
| Repeat the sword-and-crystal procedure one more time. | |
| The fourth orc will be slightly harder. Go back down, s, n, s, get sword, n. | |
| You get _another_ >>BANG<<, so go south again. There seems to be nothing in the | |
| cabinet, but appearances can deceive - and in this case, they do. Type "get | |
| all". Aha! No wonder we didn't see that. Wear the cloak. Go north and up, and | |
| listen. This time, take the only passage where you hear something. Get the | |
| crystal. Take inventory. If all is right, you will have not lost your sword, | |
| this time, but you will have all crystal pieces, fused into a key. | |
| Go down, get the vase, and go northwest, then north twice. You see a crown | |
| behind a sheet of glass. Break the glass. Nothing behind it? In fact, it was a | |
| mirror. So the crown, which appeared in front of you, must have been behind | |
| you. Go south and get the crown, which is invisible but was made visible by the | |
| mirror. Wear it. | |
| Go south, southeast, east, northeast. Throw all but torch again. Note that | |
| nothing you're wearing - which includes the crown - is thrown. This is just as | |
| well, because if you had thrown the crown into the river, it would have | |
| exploded. Go sw, sw, n, n. Drop your torch. You should now be carrying not a | |
| bean. Go down and get stuck. Wait three turns, and you'll be thrown onto a | |
| ledge. | |
| Take the torch, and go north and northeast. Look what's turned up here! Get the | |
| box and the key, then open the box. If you think _this_ means you're nearly | |
| there, you haven't understood what the box said... Note the name of the | |
| mountain. Drop box and key again. | |
| Wash the crown (which makes it visible) and drop it. Go east, and type "enter | |
| vent". This command may seem unclued, but it isn't, entirely; I just haven't | |
| taken you past all the sights that could have tipped you off. Such is the | |
| danger of reading walkthroughs... Anyway, go east. Note the Aeolian harp, which | |
| will come into play later. Get the manuscripts, go west three times, and drop | |
| them. | |
| Go west again. Read the lights - remind you of something? Enter lift. You have | |
| to use those words; "enter doors" won't work. Get the wine. Go down (in the | |
| lift), then east twice, north, get the sceptre, north (to the Fountain Cavern), | |
| and west. Enter lift again, only to find that it's not there (because you left | |
| it a floor below, naturally) but you're on top of it. Get the lavulite, then go | |
| east twice and drop all but torch. | |
| Get the lantern. Go southeast - ignore the bag for now - then east four times | |
| to a Dismal east-west tunnel. Open the lantern, and get the paper. | |
| Save your game _now_. What follows is a very tricky section which you will, you | |
| may put money on it, get wrong a couple of times before you get it right, but | |
| if you try to save your game halfway through, your save file will be worthless | |
| and you'll never get through it. So save before, and preferably after as well. | |
| Read the paper. It's a map. It tells you how to get through the tunnels east of | |
| here. Just before where it says "pit", you have to jump. Remember that the | |
| bridge is one room west of here; and that you don't jump _at_ the pit, but from | |
| the spot just before it to the spot just after. I can't help you more precisely | |
| than that; trial and (much) error is the only way to learn your way through | |
| this puzzle. | |
| After ten Easts and two Jumps in total, you should either be at the bottom of a | |
| pit with a severe case of death, or in a brimstone cavern with a glass vial. | |
| Get that vial, note the magic word, and then retrace your steps exactly. Once | |
| you're back in the Dismal tunnel, you can breathe easily again. Drop the map | |
| and the lantern, then go west four times and northwest to the Fountain Cavern. | |
| Aaand... save. | |
| Take the sword. Go nw and s, then enter lift and go d and e. Enter "XZOM". The | |
| magic word was given as "WOZX", but for some undivulged reason you read it from | |
| the wrong side... Anyway, your vial should start glowing colours. In each of | |
| the following rooms, you should now go either northeast or southeast depending | |
| on those colours. Get it wrong and you're killed by a dragon. You can, in fact, | |
| map this maze through trial and error, but if you can't be bothered, just | |
| follow these directions until you reach a Large chamber: | |
| pink, green, yellow, purple, red: northeast | |
| orange, blue, grey, turquoise, cyan: southeast | |
| multicoloured spots: whichever of southeast and northeast is left. | |
| Take the firestone and the asbestos suit, and wear the suit. Go northwest. Get | |
| the dragon's head, go north, get the spangle, and go back south. You could also | |
| have gone southwest; you'd then have had to go south to get the spangle. It | |
| makes no difference. | |
| Whichever way you chose, now, still carrying the dragon's head, keep going | |
| southwest or northwest (as you choose) to the square room. Enter lift, go up | |
| twice and east twice, then drop the spangle, head, and firestone, and (which | |
| you can do with surprising safety - it won't go out nor set the room ablaze) | |
| the torch. | |
| Get the rod. Go se, e three times, s four times, get the necklace, go sw, then | |
| south until you find the minotaur's den. If you come out on the shelf of rock | |
| again, just go sw (or se) and keep trying. In the den, wave the rod, and get | |
| the minotaur. Go back out south, and go north until you reach the shelf of | |
| rock. Go north four times, then west twice. | |
| Wave the rod again. This time it's you who changes. Go north. Eat, don't get, | |
| the fly. Go s, w, nw. Drink the water from the fountain. Go se and e, then get | |
| all but rod; go w and nw, and drop all but vial and sword. (And yes, that last | |
| command works as written. However illogical this game may be at times, at least | |
| the parser does its best to help you out.) | |
| Go southeast, get the bag, and go east thrice, then south twice. Cut the rope. | |
| Get the stone and break it. Go south, get the tiara, open the trapdoor, and go | |
| up. We're back in the minotaur's den. Go south and northwest; now you've | |
| destroyed the lodestone, that should work first time. Get the rope. Go sw, s, | |
| d, nw. Tie the rope and go down it. | |
| You're now on a precarious ledge, and if you carry more than two objects, you | |
| won't be able to go where you want. Luckily you have the bag, in which you can | |
| put things. You have to use the rather unconventional command "fill bag with | |
| <object>" to do so, so fill bag with tiara, then fill bag with sword. You | |
| should now be carrying only the bag and the vial (and wearing a thing or two, | |
| which don't count). | |
| Go east twice, then south and up. Open the doors. If you're asked which, answer | |
| "both". Go ne, get the tiepin, go n, nw, n, nw, n. Hey, we've been here before! | |
| Go west five times, to the Nightmare cavern. Wait here three times. First | |
| you'll see why you had to see the waterfall and the Aeolian harp, and then | |
| you'll be given another harp yourself. | |
| You have just been ushered out of the Nightmare cavern, and it is not a good | |
| idea to return to it. You need to find your way around it. As far as I can | |
| tell, the exit you've been shoved out of is random, but you can end up in only | |
| three rooms. From the Low tunnel, go e, s, s; from the Narrow canyon, go e, s; | |
| from the Bend, just go s. In each case, you should end up in the Grotto, from | |
| where, go south. | |
| Take the manhole cover, then jump. You'll see a word written on the bridge, | |
| which should be familiar (read it backwards). Enter it: skcitshoop. Do that in | |
| this very turn, and make sure not to make a typo. Wait a couple of turns until | |
| all your possessions are thrown into the room with you, then get and empty the | |
| bag, and drop everything. | |
| Take the vial, harp, torch, ruby, emerald, garnets, vase and key. Go west, | |
| enter lift, u, e, e, s. Go south into the shifting halls; you may be thrown out | |
| again, but if so, just keep trying. When in the halls, keep going east until | |
| you reach the hall of perseverance, where you are given a package. Then, go | |
| west until you reach the Entrance to the shifting halls. | |
| Play the harp to get rid of the bear. We'll go south later. For now, go nw and | |
| sw. Throw the torch and get the ornament. Go west and north to the Reception | |
| area. Drop the vial here, then ring the bell. You can give almost any name you | |
| like, but beware: do not give a magic word as your name. Doing so will stop | |
| that word from working. In particular, do not be a clever-clogs like I was the | |
| first time 'round, and call yourself "Anjith". To be safe, use your real name. | |
| Then answer yes: deposit everything. | |
| Take the vial, and go s, se, e into the halls (repeat if necessary), n | |
| repeatedly until you reach the Large chamber with the "BEAR WEST" sign, n and | |
| w, enter lift, d, e, e. | |
| Take the minotaur, firestone, spangle, crown, sceptre, wine, lavulite and | |
| manuscripts. Repeat the trip to the Reception: w, enter lift, u, e, e, s, s | |
| into the halls, w to the Entrance, nw, n. Drop the vial, ring the bell, and | |
| answer yes to both questions to deposit all treasures. | |
| Get the vial again and go back to Fountain cavern as you did above. This time, | |
| take the sword, tiara, tiepin, fly and necklace, and go back to the Entrance by | |
| the previous route. This time, go south first. Get the peridot. Remove your | |
| sandals and drop them; take and wear the boots. Go north, northwest, and north. | |
| Drop the vial, ring the bell, and deposit everything. | |
| Get the vial, go back to Fountain cavern, and get all but bag. Go back to the | |
| Reception area. This time we don't deposit anything, but go north to the | |
| Adventurers' Lounge. (For the time being, by the way, don't go east of here.) | |
| We'll make this our base of operations for the game from this point on. Drop | |
| everything. | |
| From this point we can do a couple of things in any order. Let's start with the | |
| cave. Take the vial, then go north twice and nw three times. Shout. Go e, se, | |
| e, e, e, s. Open door. Go south. Take the straw, and take some more straw to | |
| reveal a ring. Pull that, and drop the straw. Go north three times. Open the | |
| door. | |
| The next bit, unsurprisingly, does not tolerate lost turns, so mind the typos. | |
| Go south three times, then east, and pull the ring. Go north and down, take the | |
| star, and go south. Throw the star. Go south and retrieve your star. Go east | |
| and insert the star, go east again and get the scarab. | |
| Go w six times to the cave, then go ne, n, n, and get the tablet. Go s, then nw | |
| twice to a hidden room. Take the quartz. Go back to the Lounge: se twice, s, | |
| sw, w, se thrice, s twice. | |
| Kiss the blarney, then go east. If you hadn't kissed that stone, you would not | |
| have understood most of what that adventurer just said. Funny, that - I thought | |
| kissing the Blarney stone made you talk better, not listen better. But what do | |
| I know? I'm no Irishman, begorrah. Anyhoo, go west, drop your vial, then south, | |
| ring the bell to deposit your treasures, and back north. (I'll just note here | |
| that if you accidentally deposit the vial, or anything else that you want back, | |
| ring the bell and answer "no" to the first question.) | |
| We'd better act on what that adventurer said, and we'll go get some other | |
| treasure in the same trip. Get the wiffinweed, the dragon's head, the manhole | |
| cover and the vial. Go north and west, and wait. Get what was dropped. Go south | |
| into the wild wood. This is a maze, of sorts. | |
| Climb a tree, and sniff. A breeze will come from some direction. You can't go | |
| in that direction - it will be nw, sw, ne or se, and you can go n, e, s, or w. | |
| What you do is go in either direction that is closest to the breeze. For | |
| example, if it comes from the southeast, go either south or east. Climb a tree | |
| and sniff again. If the breeze comes from the same direction, go in the same | |
| direction as before. If not, take the other one - e.g., if you had been going | |
| south, and the breeze now comes from the northeast instead of from the | |
| southeast, then start going east. Continue until that direction changes, too - | |
| in our example, it will now come from the northwest. _Now_ go in that diagonal | |
| direction. | |
| (The above is the official procedure, which will always work. As far as I can | |
| tell, the shortest route after entering the forest is always s four times, w | |
| three times, sw. In other words, the exit is always in the same place. But I | |
| can't guarantee that.) | |
| You will now be in a small clearing with some witches. Wait a turn, and you | |
| will be asked a question. Answer yes, obviously. You are transported to another | |
| part of the caves. Go south and west, get the comic, go east, north and east, | |
| and throw the cover. Drop the cover. Go west and sip - this is important: do | |
| not use the verb "drink" - the oil. Hit the boulder. Go west, get the panel, | |
| and go east twice. | |
| Say the password. Enter it exactly like that: "say the password", definite | |
| article included. Go north. Get the fossil. Go north again; you find yourself | |
| back in the shifting halls. Go west to the Entrance and northwest and north to | |
| the Reception. Drop the panel and vial, then ring the bell to deposit the other | |
| treasures. Get the panel and vial, go north, and drop the panel. | |
| Get the bonger. Go north, then east twice to a Steep valley. Be careful not to | |
| t go east another time, right now. Instead, go north thrice. Now go east into | |
| the pool, and north. Get everything, and go southeast. | |
| Notice those stalactites? They form a xylophone. Well, lithophone, to be | |
| precise. Hit the stalactites with the bonger. You will be asked to play a tune. | |
| Now is the time to get out your notes. Back in the room where you found the | |
| bonger, you wrote down a sequence of musical instruments which spelled out a | |
| tune. Play that tune. Aren't you glad that you had 20/20 foresight? Take the | |
| obsidian bar that appears. You can drop the bonger. | |
| Go nw, s, w, s, s, s, w, w to the North downs; then go north twice to the Evil | |
| Moors of Hezarin. And they are indeed evil. Go north once more; you should see | |
| a group of standing stones in the distance. Keep walking in that direction | |
| until you reach the circle. | |
| There are two pillars here, oriented along an orthogonal or diagonal axis. You | |
| need to go in a direction perpendicular to that. For example, if the pillars | |
| are oriented east-west, you go either north or south; if they're northeast- | |
| southwest, you go nw or se. Pick either direction. If, in that direction, you | |
| can see a standing stone, all is well; if not, go back and take the other | |
| option, where you ought to see the stone. | |
| Continue in the direction where you saw the stone. Don't mind the ominous | |
| messages. After a few moves you will reach the dolmen. Move on in the same | |
| direction as before until you reach a barrow. Dig to find a granite slab. Hit | |
| the slab with the bar. Hit slab with bar a second time. | |
| Enter the barrow by going northeast. Take the axe first, then take the mace. | |
| The latter will transport you back some place on the downs. It's not always the | |
| same spot, but you should have been there before. Find your way to the Lounge. | |
| Drop the mace and thong. Go south and deposit everything, including the vial, | |
| which we won't need any more. Then go north to the Lounge. | |
| Next, take the seal, thong and yashmak. Tie the seal. It's an odd way of | |
| phrasing it, but the intent is clear. Wear the yashmak. Check your inventory: | |
| you should be carrying nothing in your hands. We're off for a little flying | |
| trip and we don't want to lose anything. | |
| Go n, n, nw, nw, nw, e, ne through a dark spot, and e. Take the jamjar. This | |
| will be our temporary lamp. Go east. Roll the seal on the clay. Go east twice. | |
| Take _and wear_ the helmet, open the sarcophagus, then take and wear the | |
| pendant. | |
| Go south twice to view a magic word, then north thrice and east. Get a jar, and | |
| break it. Get what was inside and wear it. Now go west, south, east, east. | |
| We're going to ride that carpet, but it's an awkward thing: it won't be taken. | |
| First, though, score some karma points: break the jamjar. How nice. Now tell | |
| the carpet where we want to go, and it will magically take us there. If you | |
| paid attention both when opening the box and when entering the tomb, you will | |
| know where the carpet wants to go: enter "Mashu". Just that, nothing more. | |
| Enjoy the ride - you can do nearly anything, except (not very surprisingly) | |
| jumping. I suggest just waiting a turn. | |
| Ok, we've landed. _Now_ the rug will let us take it. Do so. Then go east twice, | |
| and when challenged, give the name of Gilgamesh. Go east twice more into the | |
| Way of Darkness. This is a maze, though an oddly constructed one. (It is also | |
| not as Dark as its name suggests, because even without a lamp you can at least | |
| see enough to proceed without falling into a pit.) The way the maze is laid | |
| out, you could get through it by just going north and south repeatedly. This | |
| would be prone to miscounting, though, so I'll give you a more varied route to | |
| make it less monotonous. | |
| From the first room called Way of Darkness (that is, not from the _Entrance to_ | |
| the WoD), go south, northeast, and down. Get the parchment, and read it. Note | |
| the word "obverse": it suggests that there is something on the reverse as well. | |
| So turn the parchment over, and read the other side. | |
| Now go back up, then n, ne, se, sw, e, ne, and d. Go north - good thing you | |
| came prepared. Take the brooch, then go back south and up, then se, ne, n, and | |
| finally down. | |
| Go east, north and northwest. Get the fishing gnome. If you just "get gnome" | |
| you pick up several of them before you find the right one, so "get fishing". | |
| Then "fish". Drop the gnome and get the pointer - that's what it is, though the | |
| game refuses to tell you that. Go se, e, e, s, s, s. Fit the pointer. Remember | |
| that word. | |
| Go n, n, n, and w. Get the pot. Go sw, s, s. Drop the parchment here, then pick | |
| rubies. You must pick them: you cannot "get rubies". Then go n and e. Enter the | |
| magic word on the sundial: "avernus". Go east, then keep going up until you | |
| can't go any further. | |
| You are now on top of the rainbow, and to get safely off it, you must enter | |
| "slide". As soon as you've landed (at the foot of the rainbow), dig, and you'll | |
| find a pot of gold. You can't take that now, because your hands are full. No | |
| matter, we're back near our stash: go se, se, se, s, s, drop the pendant, go n, | |
| n, nw, nw, nw, get the gold, and back se, se, se, s, s, s. Remove the anklet, | |
| helmet and yashmak. Drop the thong and get the seal. Ring the bell and deposit | |
| all your treasures. Go north. | |
| We're nearly there, now. One last side-trip before we tackle Anjith himself. | |
| Take the plank and the mace, then wear the mace. Go north, and then east twice | |
| to the valley - and east once more into the river. Do not move from there, or | |
| you'll drown. Instead, wait twice, until you're overshadowed by a wave. Surf. | |
| Take inventory. The plank is gone, but luckily you were wearing the mace around | |
| your neck. Remove it, so it is ready for use. | |
| Go east, southeast and south, then east through the undergrowth. Go south, then | |
| southeast along another hidden path, and up into the temple. Get and wear the | |
| white robe. Go north. | |
| From this point on, you may encounter either the Guardians of the Temple, a | |
| figure in red (who is a priest), or a group of Acolytes. You can ignore the | |
| latter. If the Guardians appear, though, you must - without wasting a move - | |
| hit them with the mace. If the red-robed figure approaches, bow, again without | |
| losing a move. | |
| Keeping all that in mind, go west twice, north, and west out of the Temple. Go | |
| west again, then n, e, e; take feathers; w, w, s, e, e to the Temple; n, e, n; | |
| take the dagger; s, e, n. | |
| Remove and drop the robe, take the red gown, and wear that. Now you look like a | |
| priest, bowing to another priest isn't good enough any more. He will spot your | |
| deceit. You will have to take more drastic action. From now on, when you | |
| encounter another red-robed figure, do not bow, but kill it with the dagger | |
| instead. Use the noun "priest" for him - the game, for whatever reason, does | |
| not understand the word "figure" despite using it itself. Note also the changed | |
| attitude of the Acolytes and the Guardians towards you. From now on, you won't | |
| need to kill the latter. | |
| Go s, w, w, s, e. Remove your boots, wash your feet, and put your boots back | |
| on. Go east twice. Get the salver. To get across the pit, make sure you're | |
| wearing your boots, then jump. Take the panel. Oh, dear - trouble. We need | |
| another magic word, this time the one written in the leather alcove in the | |
| tomb. Enter "riggins". | |
| You end up underneath the inn sign. We've found three panels, but we need the | |
| fourth. Well, we can get that right here. Go up. Take the sign, and go back | |
| down. Go south, drop the wooden panel and the ivory one, go south, and ring the | |
| bell to deposit your treasures. | |
| Go north, get everything - you should have a box and four panels - and go east. | |
| Save your game now: we're about to enter on the final leg of our quest. | |
| Buy a round. Pay attention to what the old man says. Go west and north, | |
| outside. Wait a turn - the sun will set. The game doesn't tell you that the | |
| moon also rises, but apparently it does. Mend the box. You are transported once | |
| again, this time to a mountain road of which, if you'd explored a bit at the | |
| beginning of the game, you would have found the other end. Back then, you would | |
| have found yourself unable to go up it. This time, you are unable to go down. | |
| By the way, you should have a nice, round, thousand points. If not, you | |
| probably forgot to deposit a treasure. | |
| If you can't go down, go up. Twice. No more, no less. If you do continue, | |
| you'll be killed by an avalanche. Jump, to find yourself in a precarious | |
| situation. Swing, then jump again. Go east. Enter "chimney". | |
| You are now in Anjith's great hall. This is where we will challenge him, but we | |
| need some preparation. Go west. There is a lever here. If you pull it, a | |
| staircase appears in the great hall, but you won't be able to get up it because | |
| Anjith will pull the lever again to stop you. Break it. Then go southeast, and | |
| break that lever as well. Go east, and break the third lever. Now go northwest. | |
| There is one lever left, in the east room, but we need to use that in our | |
| escape. Time for the showdown. | |
| To summon Anjith, just mention his name: enter "anjith". (You can do this at | |
| any time in the game, from the very start, but unsurprisingly this is not a | |
| wise thing to do.) Now run, and don't dally (or typo). Go w, se, e, ne. Break | |
| the final lever. Go west and up the stairs. | |
| Still no time for rest. Go north four times, to the laboratory. We need to | |
| delay Anjith some more, so break apparatus. Then go west. Remember that | |
| parchment you found underneath the Way of Darkness, with the two magic words | |
| written on it? We're going to use them both. First, enter "aperir". You will | |
| hear a sound coming from one direction. Go in that direction, then search the | |
| shelves. | |
| And now the final word. You have found two scraps of parchment with something | |
| written on it, and you've used neither so far. In fact, they're halves of the | |
| same parchment. One says "tar", the other "nis". Put these together and you | |
| get... no, not "tarnis". The parchment was torn through the middle of a letter. | |
| What it actually said was "tamis". Enter that word. | |
| And there you have it. You have won Hezarin. Granted, you needed a walkthrough | |
| to do so, but frankly, if there is anyone out there, beside the authors, who | |
| won this game without either resorting to the hints or a walkthrough, or to | |
| decompiling the game's data file, I congratulate him twice: once for winning | |
| the game, and once for being clairvoyant enough to read the authors' minds | |
| several times during the game... | |
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