In Verbis Virtus

In Verbis Virtus

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[ENG] In Verbis Virtus - Walkthrough (FULL GAME)
By Mitchem
Hello, this is my first guide, so if I miss anything important, I am sorry. Leave a comment, and I will make corrections as soon as possible.

For those looking for help with either of the bosses or enemies, please consult the Bestiary.

For those looking for spell details, please consult the spell handbook.

No story spoilers will be in this guide (except one major one, which will be put in a spoiler). All puzzle solutions will be kept behind a spoiler wall. Pictures will be used as necessary to convey solutions to puzzles.

Small Edit:
I'd just like to say thanks to everyone that has uprated the guide and has found it useful. After creating this guide and 100%ing IVV I have not played on the newer patches. Please understand this guide was written for the first version of the game in which backtracking is required. If you finish a puzzle in this guide and a portal opens up in the puzzle room you are in, it will most likely take you close to or into the next puzzle section.

As a side note, if anyone is interested in a 100% journal locations guide, please leave a comment. If there's enough interest, I'll put one up in a few days.
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Chapter 1 - Crossroads of Souls
Welcome to In Verbis Virtus!

After the opening cutscene you will find yourself outside in a desert (but not on a horse with no name, sadly). Feel free to look around, but you will likely find that this desert is largely barren. When ready, proceed into the canyon that will have been in front of where you started.

After traversing a small jumping section, continue through the canyon until you eventually see the ruins that is the entrance to the temple. Upon entering you will find your first puzzle.

Opening the Temple

Objective: Get the main door of the temple open.
Hints: There's a lot of pillars in the room with runes on them.

SOLUTION: Touch all six of the runed pillars with the Use key (default:E). There are two to your right as you come in, one to your left, and three along the wall near the closed door.


Once you have opened the temple, proceed through the now open door to only have it slammed shut behind you. Proceed down the stairs to find the first save point to your left and a map of the entire first area to your right.


First Spell - Light

After observing the map for some time (or not), proceed down the tunnel and continue following it until you have the option of going left or right. Take the left branch and follow it straight until you come to a room with a plaque in it. Pressing use on this plaque will give you your first spell. Light - Lumeh Tial.

Second spell - Beam of Light

Feel free to explore around the room, when you're ready to continue return back towards the entrance. For those that are directionally challenged: Leave the room and take your second right. After taking the second right you will eventually have an option of taking another right, which will lead you to an extremely dark room. Take that right and go into that room. Using your new spell, traverse the dark room.

Once through the room, you will go through another short tunnel that will bring you out to a large circular room. Make your way down the slope until you get to a save point and a set of three floating rocks. Crossing the rocks will bring you to the central platform and there you will find your second spell: Beam of Light - Ekto Lumeh

First Real Puzzle!

From here you have two options, you can use your new spell on the three rocks with white gems in the room that are opposite the side where you came from, or you can return from the way you came. I recommend doing both: get practice with using your new Ekto Lumeh and then turn around and leave the room back the way you came.

Return back up the slope and make your way back through the dark room. This time, after you are through and back to the main tunnel, take a left. When you approach the fork from before, take a right. Along the way you will meet your first enemy: Critters! For help with dealing with them, consult the Bestiary. Otherwise, just use Ekto Lumeh on them.

Once done, continue following along this path.You will come to a drop down, follow the path onwards down this hole. After following the path you will find another large room with precarious footwork needed. Traverse this room to be met on the other side with a choice of going straight or heading left.

Heading left will yield a journal entry and a save point, straight will continue you along the path you need to get to the first puzzle. Continue following the path straight until you come to another drop down. Go down and enter the room you find to be confronted with your first jewel puzzle!

Objective: Get the door open by refracting the light that matches the color of the gem above the door.
Hints: Ekto Lumeh creates a beam of colorless light that can change color when put through a colored jewel.

SOLUTION: Facing towards the closed door, use Ekto Lumeh on the teal jewel in the center and shift clockwise around the jewel until your light beam touches the mirror that is just to the right of the door.

Second Puzzle - Third Spell

Once through the door, continue following the tunnel till you are met with an option of left or right. Left leads up, so go right and head downwards to another smooth stone room. If you chose to go get that journal entry you will have the only hint that I'm not giving you for this puzzle.

Objective: Figure out what the hell is going on in this room.
Hint: (Okay, I'm sorry, I'll be nice.) Be humble.
SOLUTION: Pointing your camera to the floor and starting in the main room, -WALK- towards the big eye. You will start to hear music if you are doing it correctly. Once inside the room and directly in front of the eye, look up and stare longingly into the eye.

After the cutscene that plays, you'll be awarded with your third spell: Mark of Command - Tial Udah. Upon exit of the eye room, you may have noticed a door that bears a mark resembling the journal entry for the Mark of Command. Casting Tial Udah on it will reveal that using the spell on runes of command does stuff! Neat!

Inside the door it opens you'll find another journal entry and a save point.

Third Puzzle - Fourth Spell

Now is where you can groan a bit. Turn around, and leave the save room, leave the room going back up the stairs you came down, at the fork, take a left back towards the gem room you solved. Go through that room, jump up the rocky room on the other side and follow the linear path all the way back to the other rocky room you jumped down in. Jump back up that one as well. Once you are back up, head back to the very first intersection of the game and take a left. (It will the first left you can take after the second jump room). Take your first right after that and go back through the dark room, and back out into the large circular room.

Once you are in the room, make your way back down and go to the central platform. Once on it, if you did not do so earlier, use Ekto Lumeh on the floating rocks with jewels on them to force them to make a bridge for you. Cross it and follow the path to come up to your next puzzle, a two-parter!

Third Puzzle - First Part

Large room, bottomless abyss, other side is where you wanna be. Grow wings.

Objective: Get across.
Hints: Command those rocks to move! But first, learn the language of the rocks.

SOLUTION: Above the archway at the far end of the walkway you are on from where you entered will be a rune of command, Tial Udah on it, and enjoy your new bridge.

Chapter 1 - Crossroads of Souls (Finish)
Third Puzzle - Second Part and Spell!

Once across the chasm, find another small doorway and go through the very short tunnel to find the second part of this puzzle. At the far end of the room you will find a door with a red gem above it and it is closed. Beyond that lies the spell you want so badly (you spell-fiend you..). Too bad you can't open doors that probably weigh as much as your typically family-sized sedan.

Objective: Open the door
Hints: The statues have runes of command on them.

SOLUTION: Cast Tial Udah on the two statues that are both on the same side of the room, one will block your path from getting to the door, the other will just slide along a wall. Once done, go up the stairs beside the red jewel and position yourself to cast Ekto Lumeh on it. Cast Ekto Lumeh and wait until you hear the door stop opening. Immediately release the spell and sprint towards the now-open door. Tial Udah on the statue that is blocking your advance and sprint through the door before it closes. Just like Indiana Jones!

Follow the hallway you come into after the puzzle to come into a relaxing water room to find your fourth spell Telekinesis - Obee Kehnu.

Feel free to play around with the clay pots in the room and break them... if you want. But you don't get any rupees, so once you're no longer entertained, go around behind the spell plaque to find another passageway.

Fourth Puzzle

Inside this room you will find a puzzle that seems very familiar, except the jewel you need is now being lazy on the floor. You know what to do.

Objective: Get the correct color of light inside the gem above the closed door to open it.
Hint: While similar to the last puzzle, the solution isn't the same.

SOLUTION: After using Obee Kehnu to place the jewel in the center. Use Ekto Lumeh on the jewel in the center and move around until the light hits the mirror that is above the door you came through.

FIfth Puzzle - End of Chapter 1

Once the door is open, head down and out and you will come down a slope to an intersection, head left to come into another familiar room. Hey look! It's that eye you stared at so intimately earlier! Well, ignore its feelings and use Obee Kehnu on the pillars that have fallen over and are currently blocking your path through the door. You'll be attacked by some Critters again, but no matter. Fight your way past to come to the final puzzle.

Objective: Get through the giant stone slab at the other end of the room.
Hint: Stone does not beat stone.

SOLUTION: Obee Kehnu one of the two stone blocks in the room and place it underneath the first stone door that is already open. Then Obee Kehnu the other and use that as a stepping stone up to the ledge with the statue to the left of the open door. Once you've climbed up, use a combination of Obee Kehnu, Namet Ekto and Ekto Namet to stack the stone block you used to climb up on top of the other stone block underneath the door. Once done, use Tial Udah on the rune of command near where you currently are.

After going through the open door you will leave this area permanently. Make sure you have explored to your hearts content before doing so. When ready, proceed and enjoy the end of Chapter 1 cutscene.
Chapter 2 - Fallen Gods and Prophecies
Chapter 2 Introduction
Welcome to Chapter 2, this is arguably the longest chapter and probably my least favorite of the three. Thankfully for you however, I know the shortest route through this hellhole!



A quick examination of the map before we begin to get some things clear.

Wherever the X on this map shows whenever you find it is the current position of where you are. The map itself does not contain any of the rooms OUTSIDE of the labyrinth (meaning any puzzle rooms are not on this map). However, it does contain key locations (any symbols) which typically indicate "Hey, there's a puzzle here!"

Now, let's get solving stuff.

Your Fifth Spell

Immediately from where you wake up, you will want to go to the right. You will be faced with a small intersection with a choice to get left up some stairs into a small doorway, or up some larger stairs to your right. Take the right path first. Following this will lead you into a well-lit room with a small altar on the opposite side filled with water. Go inside and read the plaque to learn: Heal - Yeggah Mideh.

Note: If you ever want a full list of spells, please consult the Spell Handbook section!

First Puzzle and Sixth Spell

Once you have your heal spell and have finished playing around in the water, head back out the way you came. Take the other staircase you ignored earlier to come into a long room with a narrow opening in a wall to your left. Approaching it without caution will merit a fireball to your face.

Objective: Make it to the end of this corridor.
Hint: There are places on either side of the corridor you can duck inside to avoid fireballs as well as gates that can be dropped with Tial Udah to block fireballs.

SOLUTION: Don't get hit by fireballs. What did you expect me to tell you?

After you pass the first half of this corridor, it will open back up moderately and you will come up to a place where you can overlook an area to your left that is below you as well as a statue to your right. The statue will yield a journal entry when interacted with. Dropping down and entering the room will allow you to meet the first enemy that actually wants you dead: The Saevar.

Note: All enemies and information about them are listed in the bestiary if you need additional help.

Objective: Do not die to the Saevar.
Hint: There's a cage that's closed, but has a rune of command directly next to an open window that will open it. If only you could manage to get the Saevar sealed in there somehow.

SOLUTION: You can use Ekto Lumeh to stun the Saevar or Obee Kehnu (more effective) to lift and throw the Saevar a short distance. Either way, keep it stunned while you open the cage. Once it is open, make your way inside and wait for the Saevar to enter. Once it is inside, keep it stunned while you activate the rune of command again to close the cage. Once it is activated, exit the cage while maintaining the Saevar's stunned status.

Once the Saevar is safely contained, you may or may not notice a new small area that is opened up that was previously closed off by a gate. Upon entering however you will be locked in.

Objective: Escape this small room!
Hint: Climb!

SOLUTION: Stack the blocks in the room to get up to the ledge with the golden statue, Tial Udah on the rune of command up there to drop the wall and allow yourself free passage out.

Once out, take your new toys building blocks back over the ledge you dropped down from. Climb back up and then use the stone cube to block the fireballs that previously endangered your well-being. Once at the end, you will find a large room and inside will be contained your next spell: Mark of Fire - Atul Aghni

First Entry into... Pan's Laby The Hall of Pain

After getting your spell, head back to the room where the Saevar was. You will have no doubt noticed the giant red glowing barrier earlier. Use Atul Aghni on it and then Udah Notem to get a gratifying explosion that shatters it.

Note: Now is a good time to use the caged Saevar as a good test subject for the effects of firey explosions on living subjects.

Step on the runes on the floor that light up to open the door (this is how most of the doors that are on this level work). Once you are through you will be back in the green tunnel with the torrent of water flowing beneath you and a save in front of you. After saving, turn around and face the door you just came through. You will see a rune of command on the wall; activate it.

The rune opens a shortcut that allows you to jump out into the water, go through it. Fight back upstream to get back to the original place where you started this level at. Once you are up the staircase and no longer in the water, face immediately to your right. That door in front of you leads to the labyrinth, approach it and be ready to begin your despair.

Note: Be prepared to run constantly in the Hall of Pain. Critters will attack you, and there are several Saevars scattered throughout the maze for good measure. You also will constantly take damage while inside the maze, to counteract this, there are several pools of water in the floor along the routes you will be running. Jegah Mideh in all of them regardless of your health level, you never know when you will see the next pool.

Once you are prepared, step on the runes in front of the door to open it, step through the door and your character will wince as he starts dying. Begin running now, and keep to your left. Follow the passage this way and you'll see an opening on your left, ignore it and continue down the hallway. Some critters will attack you, Ekto Lumeh on them and backpedal then use their corpses for health as you run past where they attacked. At the far end of this hall on your left you will see a massive door. Stand on the runes in front of it to open the second puzzle in this area.

Second Puzzle

Welcome to the first real puzzle of the game. Inside this room is a door that is closed by bars. Casting Ekto Lumeh on the gem in the center moves the bars, but.. it's just more bars. Great. Also, this place has really gone to disrepair! Why is that gem on the left crooked?! Welp, time to do some fixin'.

Objective: Get the door open
Hint: Just because there's a gem for light to go in, shouldn't mean it should be filled with light.

SOLUTION: Looking around the room, you will find two statues and a white jewel. Placing one statue underneath the hanging tilted jewel on the left and then the jewel on top of that will connect your Ekto Lumeh to the left gem, but you're not done yet. Take the other statue and place it on the ledge underneath the right side beam. Climb up to the statue and stand on top of it and block the beam of light with your body when you cast Ekto Lumeh. The left side will activate and the right side won't, With that, the door will be open. Make your way to the door carefully (don't take fall damage).

Note: Once the door is open, it will not close. Do not rush towards it and take your time. You don't want to take any unnecessary damage.

Chapter 2 - Continued
Second Part of the Second Puzzle

After you're through the door, you'll find a save point. Save up and approach the next door, this puzzle has two more parts to it before it's done with you!

The first puzzle you have is to figure out how to get on top of the stairs because at the top of them to the right is a spell upgrade for your Telekinesis! The second puzzle is after getting that upgrade, you need to go to the top of the stairs again to find that there is an exit to the room to your left.

Note

First Objective: Get to the top of the stairs to get the spell upgrade.
Hint: There's a downstairs. The second half of the stairs move once a purple beam of light is applied to it. There's a hole in the floor that is big enough for the cube downstairs to come up.

SOLUTION: Start off by going downstairs. Lumeh Tial is helpful. Search around for the cube and then Obee Kehnu it over to the corner with the small crawlspace hole near the ceiling. Crawl up inside to find the purple light beam. Move the pot out of the way and then put the cube upstairs. After that, grab a clay pot and go back upstairs. By now, the stairs are now in position. Using Namet Ekto and Ekto Namet, position the clay pot over top of the light beam to block it WHILE you are on the movable part of the staircase. It will then slide back and you can go get the spell upgrade.

Once you have the stasis spell upgrade it's time to finish the last part of this puzzle. If you haven't looked to the left of the top of the staircase (above the big creepy mask wall) you will notice a Rune of Command and another gate. This is the proper exit that you want.

Objective: Get up to the exit.
Hint: Stasis can freeze objects for you to walk on as if they were platforms.

SOLUTION: Using the cube while the light beam is blocked and you are at the top of the stairs, position it for you as a stepping stone across to the walkway and then stasis it in place. Jump across, Tial Udah, out you go.

Once you are through, you'll come out in a strange new place. Go forwards and find the save point. To the right of the save point will be some stairs upwards, that is another puzzle you can't complete just quite yet. So ignore that. However, straight ahead from where you came out will be stairs leading down. Go down to find a rune of command, Tial Udah on it and turn right to continue going down. The Hall of Pain is at the bottom of the stairs. When you approach it, look to your right to find a pool of water. Feel free to splash around. Or heal up. Both work.

Hall of Pain: Take Two

From this exit, take your immediate left and follow the hallway. You will pass a Saevar, kill it or ignore it. Either way, once you're past him, continue following the hallway until you see a giant barrier again. Atul Aghni + Udah Notem to break it and run into a temporary safe area. Inside here is a save point, some pressure plates and a couple waterfalls. If you stand precisely enough under the waterfalls you can heal up.

Once you're ready to leave, head back to the entrance to this room and head out. Take the first left and follow the hallway. You'll eventually pass a spot that will allow you to take a left. Ignore it and continue following the hallway you're in. You'll come up to another Saevar, run past him and when you hit an intersection where you can go left or right, go left. Follow this hallway to the next intersection that allows you left or right, and go left again. Follow this hallway and take the next left it allows you.

If you followed the directions correctly, you will be at a hallway that looks like it dead ends with a spell nullifier at the end of it. But, when you get up to the spell nullifier, you'll see to the right of it a door. Go through that door and down some stairs to find a save point and the next puzzle.

The Crying Room Puzzle

This place is less a puzzle and more a test of your nerves. In here you'll see the next enemy of the game: The Will-o'-the-Wisp. Once again, consult the Bestiary of this guide for info on dealing with them.

Your main objective of this room is to get through the door on the opposite side of the room from where you enter. However, it's behind 3 closed gates, one of which requires a green beam of light to open. What to do?

Objective: Open all 3 gates leading to the door to get out of here.
Hint: When you activate a rune of command, one gate will open and one will close. The third rune of command you'll find in this room only controls the bridge that acts as a shortcut, none of the gates.

SOLUTION: Activate all 3 of the runes of command while using Lumeh Tial to be able to see in this darkness. When you get to the third rune of command you'll be near the red area. Head into that area. Hit the save point before entering the gate as you'll need to fight 2 Saevars inside. Once they are taken care of, activate the gem in here with Ekto Lumeh and then head back out into the dark area of this puzzle. Activate the first and second runes of command you found (one will be at either end of the bridge shortcut you opened). Once both are activated a second time, you can make your way to the end door.

Note: There's a path that leads off into the middle of the darkness in this room. Explore it to find a journal entry about the room you're in.

Fourth Puzzle and Seventh Spell

Exiting through the now opened door (stand on the runes) will give you a reprieve from the creepy atmosphere that was the previous room. You can save and heal here.

Once done, head down the hallway and Tial Udah the rune of command on the wall to your left. Continue past the door it opens. (Beware of Critters ambush in this hallway.) Once through you will be met with the first part of the fourth puzzle.

Objective: Find a way to get up to the stone ledge at the far right side of the room.
Hint: The runes of command cause ghost platforms to appear that then need to be filled in before you can use them.

Note: There are two solutions to this puzzle. One of them is rather cheaty and not the way it was intended, but it can be faster depending on luck. The first solution is not the correct way.

SOLUTION (CHEATY): Take care of the wisps, or don't and just work around them. Activate the first rune of command that makes the first ghost platform then go over to the two elevator platforms in the lava. Tial Udah each with yourself on them to get up to the platform above. Ekto Lumeh the yellow jewel and position yourself so that it activates the yellow gem. Once the platform is created, go back down, grab it and then go over to the stone ledge. Look to the left and notice the rough rock opening. Position the platform against it in such a way that you can jump on some rocks and then jump onto the platform to allow you to jump up. Follow the tunnel that you enter to find a door and the next part of the puzzle.

SOLUTION (PROPER): Take care of the wisps, or don't and just work around them. Activate the first rune of command that makes the first ghost platform then go over to the two elevator platforms in the lava. Look to the right of them to find another rune of command that creates a second ghost platform. Tial Udah it, then get on the elevators. Tial Udah each with yourself on them to get up to the platform above. Ekto Lumeh the yellow jewel and position yourself so that it activates the yellow gem. Once the platform is created, go back down, grab it then take it back up to the platform above. Go to the far end of it and use it as a stepping stone to get across to the elevator that is off by itself. Tial Udah on it once you're on it, then jump off to the stone ledge up above. Ekto Lumeh the orange jewel and position yourself to activate the orange gem. Once the second platform is made, take both platforms over to the stone ledge and climb up.
Chapter 2 - Last Puzzles and Boss
Fourth Puzzle Part 2 - Seventh Spell

Quick note: There's a save point in this room on the right side behind the staircase.

Once you have finished the lava room puzzle, and you are up the ledge you will find a door. Going through will reveal the next part of this puzzle. Your first priority is to get the new spell in this room.

Objective: Catch the spell that keeps moving.
Hint: You're not the only thing that activates runes of motion.

SOLUTION: Go to where the Wisp is to the left of the entrance. Take an immediate right after you pass the wall to find some more area to explore. Back against the wall directly ahead of you hidden in some shadows will be a statue. Take it back to the spell plaque and use Ekto Namet and Namet Ekto to position it far enough away from you to activate two sets of rune of motion by moving your camera back and forth. Stand by the third set and then start slinging the statue back and forth. When the spell finally appears near you, stop the spell, turn around, and grab your new favorite spell!

Once you have the spell, say hello to near infinite possibilities: Teleport - Namet Atul. The spell is wonderful. For more information, check the Spell Handbook section.

Now you have another issue. There's a second and better way out of this room, and its in the back upper left-hand corner from where you entered. However, you need yellow light to get out and you only have a blue jewel.

Objective: Get out the door blocked by the gate activated with yellow light.
Hint: Explore all the ledges in this room with teleport. The grates that have the four arrows on them can be moved with Obee Kehnu. That 4 arrow symbol is the "I can be moved with Telekinesis." These in particular can also be frozen in place with stasis.

SOLUTION: Namet Atul to the ledge above the door you entered from. Tial Udah the rune of command to turn the gem in the room yellow. Namet Atul back down then go open up the path you need to get up to the door. (Go up the stairs on the right side of the room and use Obee Kehnu.) Continue opening the path till you're standing in front of the door that is sealed by the yellow gem. Once you have the path open, go back to where you can see the yellow jewel, cast Ekto Lumeh on it, then rush back to the door and exit through it.

Once out, you will approach the third part of this puzzle. (Longest puzzle in the game, I swear). Thankfully though, this 'puzzle' is more of a teaching the basics of teleportation. Killing the wisps in this room will make it a lot easier for you and is highly advised.

Objective: Make it across the floating platforms and up to the ledge above and across from you on the other side of the abyss.
Hint: Only one of the platforms gets close to it.

SOLUTION: Atul Aghni and Udah Notem the wisps to kill them. Then use teleport to get across.

Once you're up at the top, to the right will be a save point, a door, and a heal puddle (that for some reason comes up to your neck). Either way, heal up, save up, do whatever. Then about-face from that door and head to the opposite end of the hallway.

Fight the Saevar that spawns, then look up from the seemingly dead-end. Teleport up this chute and at the top find the first of the last two puzzles for this chapter.

Ball Puzzle 1

In the room is a statue, if you Tial Udah on the rune of command it will make a ghost ball and if you Ekto Lumeh it will make that ball a reality. However, it's stuck. Thankfully, the answer to the puzzle is all around you.

Objective: Free the ball!
Hint: The pictures of the arms themselves and the positions they are in are wrong. HOWEVER: The number mark on the stone plaque is correct. If you don't understand their number system, the fourth stone slab in the room is their number system, 0-9 at the top with basic arithmetic (add, subtract, multiply) on it.

SOLUTION: For those too lazy.. Left arm: 2. Right arm: 1. Back arm: 3

Once you have lowered the arms the correct number of times, the ball will be free! Take it back to the save point from earlier and then open the door with Tial Udah. Go into the next room and Tial Udah that command rune as well. This second door opens back to the Hall of Pain. But not to worry, this trip will be quick.

Exit straight out the door and stick to the right with your ball. Take the first right you can and you will be back to the big door. Place your ball on one of the two pressure plates at the bottom of the stairs, the heal and save.

Go back out the door you just came in and this time head straight, wave at the Saevar as you run past it (or kill it). Keep following the hallway until you can take a right. This place will look familiar. Run up the stairs to find a save point, go left and up again to find the other ball puzzle.

Ball Puzzle 2

This puzzle is very straight forward, the answer is right behind you and to your left as you come in. 1-2-1. However, it's not as straight-forward as it seems when you start messing with the water.

Objective: Free ball 2!
Hint: This isn't a logic puzzle. There is an actual trick.

SOLUTION: Open the far left gate once to allow all three buckets to drop a single time. Teleport up to the top right towards an orange glowing pipe. Inside it you can see a small room. Teleport inside. Put a pot you find inside on the waterway so that it drops down and cuts off the waterflow. Return to the water gates and open the middle gate to drop the middle bucket down a second time.

Once taken care of, grab your ball and head back to the gate. For the directionally challenged: From the bottom of the stairs that leads into the Hall of Pain: take a left and follow the hallway.

Once you're back in the big door room, heal up, put the ball on the other pressure plate at the bottom and save. Stand on the pressure plate in front of the door, and teleport through.

NOTE: No going back at this point. Explore for journal entries now if you want them.

Follow this linear hallway upwards to find a big door. Once it opens, welcome to a really big room. There's some small marble pillars around a big hole in the ground, teleport on top of them to spot a rune of command. If you activate it and then look down into the giant pool of water you will see a platform taking off. Namet Atul onto it, then when it stops, look up and Namet Atul to the ledge.

Walk forward and take your final chance to heal. Approach the eye for a cutscene, your new spell: Shield - Munio Namet, and eventually the start of a boss fight.

Boss - Winged Glory

For in-depth information, check the Bestiary. The only thing here will be the solution to killing it.

SOLUTION: Put a rune of fire down on the ground beneath the platform you used to teleport up. Then focus on the boss using Ekto Lumeh to blind it. It will fire a quick volley of 5 projectiles. Absorb them with Munio Namet and then shoot them back. Do this two more times. When you blind it a third time it will start smoking and get very slow. This is your chance to actually try aiming at it. Atul Ekto its projectiles right back into its face. When it lands to heal, Udah Notem your rune of fire and goodbye boss!

Once the boss is dead, go to the hole it falls into to find a portal to Chapter 3. Jump on in and enjoy the quick cutscene.
Chapter 3 - A Door to the Stars
Introduction - Chapter 3

Have you ever gotten into a new area in a game and just said "Wow." ?

Yeah, I did too at this part. Take a minute to enjoy the scenery. This area's skybox is absolutely beautiful.


When you're done gawking at the sights, it's time to continue our dredge in the temple. Take in the sights while you can, once inside.. it's all corridors again.

Entryway to the Temple

Once you enter inside you'll eventually reach a small platform that is spinning. In front of you will be a large statue. Creepy.

To either side however are doors with an absolute abundance of torches on them.

Draw straws and determine which path you want to take first. From here on out I will refer to the left side as the "Red side" and the right side as the "Blue side" for reasons which will become abundantly clear from here on out.

The initial choice of side isn't important, regardless of which side you choose, you will want to make your way upstairs. If you enter the Red side door, take the first right, and immediately take a right again to go upstairs. If you enter the Blue side door, take the first left, and then immediately take a left again to go upstairs.

Once upstairs you will find on both sides a statue. Behind that statue is a hexagon with a rune of command at the base of it. Tial Udah. Once the rune is lit up, proceed out the door in front of the statue (not back down the stairs) to come out to a balcony. To one side will lead to a small room with water, the other will lead you around to the other side. Go the way that leads around to the other side. Go into the statue room on that side as well and activate its rune of command. Once done, head to the statue room that has a BLUE light glow at the base of it.

Once at the proper statue, take the stairs down and head immediately to your left. You'll come to another large room if you continue forwards. On your left is The Observatory.

The Observatory

This place is the key area to this entire chapter and acts as a sort of combination lock. Currently you don't know any combinations however, and the only screens in here show combinations for 4 and 5 planets. But that's okay. Look to the right of the entrance and find a scpiral staircase. Go up top to get a journal entry about The Observatory and then Tial Udah the rune of command to gain the third planet. Time to do some work.


Author's Note: I will be splitting the red side and blue side into four different sections (two sections for each). The first section for both will deal with getting the spell from that respective side and then the first 'advanced' puzzle for that side. (Note: The 'advanced' puzzles require you to have the spells from both sides.) The second section for each side will contain the final puzzle for each side that unlocks the fourth and fifth planets for The Observatory.
Chapter 3 - Red Side: Part 1
Welcome

Starting back at the main entrance of the temple (where the ground is rotating) proceed left into the tunnel. This time, instead of taking a right, go straight ahead into the piston room.

Make your way (CAREFULLY) down to the floor (it's a long drop). Once down, look in the back right corner of the room for some stairs. Go down to find a save point and a portal.

Once through the portal, you will be met with the first Red side puzzle.

First Puzzle, Part One

Immediately after exiting the portal room you will be put into a massive room filled with lava and platform pillars. I can tell you right now that your gonna be here for a while if you aren't good with teleporting under pressure.

Follow the walkway you're on until you find a pool of water, heal up if you need to, then look to your right. You'll notice a platform with a rune of command on it. Namet Atul onto it, then look up and Namet Atul on to the platform above you.

Once up there, look across to the large pillar with a rune of command on it. Make a running jump towards it and then Namet Atul to safety before you fall to the lava.

Once safely on the platform you can begin experimenting with what stuff does on this platform. The lowdown for those that aren't exploring for themselves:

The two pillars on the arms of the platforms are covered in runes of motion, the giant command rune when activated opens a door that closes when the runes of motion are triggered. There's a white gem on the side of the main pillar (counter clockwise from the command rune) that rotates the entire platform.

Objective: Open the door, and manage to get inside it.
Hints: Leap of faith

SOLUTION: Activate the rune of command, use Ekto Lumeh on the gem to rotate the platform. Once rotated, use Notem Atul Opun to bring up the magical glyph teleport. Using that, make a running jump off that platform towards the door that is now open. Target the ledge before you fall to the lava and release the spell to teleport up. First part done.

First Puzzle, Part Two

Once you're inside the door, you'll have a semi-hard fight with 3 Saevar. Take care of them however you want. Once taken care of there are two major things to take note of. First: the two runes of fire on either side of the big door. When both are activated it opens the door and then keeps it open, regardless of runes of motion. Second: The rune of command makes a ghost cube, but you can't create it without green light. Problem.

Objective: Create the cube
Hints: Look up

SOLUTION: Rotate the giant rings above you in the center of the room. Each ring has an opening opposite of the piece that sticks out towards the center. Eventually you will spot a room that is revealed in that opening. Stasis the ring so that you can get on the protrusion of the ring and then use Atul Aghni on the now-revealed fire runes that will be in each of the rooms. Once ALL 3 runes have been marked, use Udah Notem to trigger all 3 simultaneously. With that, you get the green jewel you need.

First Puzzle, Part Three (Finish)

Now that you have your cube and the door will not close should you lose it, you need to return to the main part of this puzzle. The problem here is rather simple. Looking to your left from inside the big door, you'll see that one of the pillars on the arms of the rotating platform has a red gem on it. You may have noticed there's a red jewel in this room to refract red light into it. Unfortunately it doesn't *quite* make it to it. Time to work some stuff out with your trusty cube.

Objective: Activate the red gem.
Hints: The cube can stop the giant pillars rotation.

Solution: Position your cube above the pillar with the mask that is lower than the platform you are on and stasis it so that it intersects the rotating platforms. Then, teleport up to the higher platform that is near the pillar with the mask on it. From there, activate the rotation and see that it intersects with your cube. If it does, the platforms should stop mid-rotation. If done correctly, you can Ekto Lumeh on the red jewel.


Once done, take the elevator that appears up above to obtain your 9th spell: Wall of Fire - Aghni Munio.

Once you obtain the spell, the plaque becomes a portal, jump through and return out to the main temple area.

NOTE: If you have not retrieved the spell from the Blue side yet, please go and do so now before continuing to the next part.

Red side Advanced Puzzle 1

With your new spell, after returning through the portal the pistons will be frozen. Using Aghni Munio will thaw them out. Hint hint (fire melts ice, duh). Head back up into the tunnels and this time hang a left. You will be in a new hall that has giant ice walls in it. One directly in front of you and one to your right. Melting the one in front of you will unlock the next area for the red side while the one to the right will unlock a shortcut to the observatory.

It's a good idea to melt both.

Once done, proceed through the new path and into the next area. You will come up to a room with a pool of water and a pendulum in it. Heal up and then take a left. You will come up to a save point if you went in the correct direction. Continue down the hall after saving to come to the next big room.

Objective: Get across this death trap.
Hints: Freezing Beam works here.

SOLUTION: Use freezing beam on the swinging hammers to slow them down. Wait for the head to be in the center of the path you are traveling before freezing it solid. Once it is frozen, quick Namet Atul onto it and start your Ibohn Ekto again. Continuously freeze the hammer you are standing on while you work on freezing the next hammer in place. Once the next one is in place, teleport across. Once you are on the blue platforms you are basically home free. The last of this section is simple: Ekto Lumeh on all 4 of the white gem platforms to have a walkway extend to you. Namet Atul across to it and you're done.

Once across, follow the hallways into a room with a sealed door and a giant hologram projector. Tial Udah to get the combination to the door to your left. Return to the observatory and input it before returning here.

If you input the sequence correctly, the door will now be open. Go through to find a save point and your next challenge of the red side.
Chapter 3 - Red Side: Part 2
Hard Fight before a Fun Puzzle

So, once you're through the door that was opened you will find a save point and then after that a big open room. Now, you can take the stairs if you want, or in the center of the room is a circle that acts as an elevator. Do whichever, just.. don't take fall damage before you get down into that big circular room.

Once down, feel free to stroll through the next opening to come to a hallwa- oh. Sorry, I forgot to mention that you can't do that as a barrier will come up and you'll be forced to fight.

And fight you shall! The first wave consists of two Saevars while the second wave consists of one Saevar and one Shar-Seth. Get to work!

Objective: Kill your enemies.
Hints: Obee Kehnu is a great crowd control for Saevars. Aghni Munio is a way faster damage dealer for Saevars than Atul Aghni. Bestiary for Shar-Seths if need be!

No solution, just do what works for you.

Either way, once all four of those things are dead, head through to find another save point to your left before the last required puzzle of the game (if you've done the blue side fully). To your right is another portal, but ignore that for now, head left to the puzzle!

This was probably one of my favorite puzzles as it's simple, but the mechanics of it make it fun.

Objective: First, you need to figure out a way to make red light and refract it into the gem in the far left room. After that, you need to figure out a way to (without leaving the room or taking a long amount of time) turn that red light into yellow light.

Hints: There are ledges inside the rooms with extra stuff on them! Yellow + Purple = Red. Atul Aghni when detonated, does have force behind it.

SOLUTION: Immediately tear down the green block pillar and set it back up as shown in the left picture below:

Once that's done, refract the light from the starting pillar to the right as shown in the right picture above.You will need to initially change the direction that second mirror is facing. Once done, Namet Atul past that second pillar and go into the room to reflect the white light around the corner in this room. Look above you in this room to find a purple block and stuff to stack up. Set up as seen in the left picture below:

Once done, follow the purple beam out to the next two pillars and array them similarly to the picture above to the right.
Finally, grab both of your white orbs that are in the room. Both refract in two different directions. You need the one that refracts as seen below to the left:
Once it's all set up, go to the final mirror room and it should look like what I have in the picture above to the right.
With all of that set up done there's one last thing to do! Go up to the bar and look in the wall to the left. You will find a rune of command, Tial Udah to start the sequence. A red gem will come out and fill, once it fills the bar will move unveiling a yellow gem. Udah Notem to knock your purple cube down and turn the yellow beam on! It will then open up the wall and be all fancy-like.


Once all of that is done, go through the now opened wall and find a small room. Activate the rune of command on the pillar to finish. Did I mention there was a trap? Run!

Once safely out, you have only one last thing to do which is to position the other orb you're not using to refract the teal light into the gem. If you've done everything correctly, you can finally leave this room and go to activate the final planet in The Observatory! (Or fourth if you haven't done the blue side yet).

Note: The orb needs to be positioned as seen in the below spoiler'd screenshot if you're having trouble:


With all of that done, return to The Observatory or head over to the blue side as needed.
Chapter 3 - Blue Side: Part 1
Welcome

From the main entry hall, heading to your right will put you in the entrance to the Blue side. Instead of going left and going upstairs this time, take a right and follow the conduit down towards a new area.

Down here you will find a save point and an airlock sort of chamber. Save before entering as this place can be a pain.

Blue Side: First Puzzle and Spell

Tial Udah on the rune of command to open the chamber. Once inside you will be greeted with an unfamiliar sight (unless you have already done the Red side). These red orbs activate with explosions of the mark of fire (Atul Aghni). So, mark both then explode them with Udah Notem. Once done, the chamber will make a whole lot of noise and then you can proceed. Once inside, you'll be in a very tall room with low gravity. Time for some fun.

Objective: Towards the top you will find a fan spinning. It has a yellow gem on the front of it. Activate this jewel to slow the fan and allow yourself access to the spell behind it.

Hints: The fans in the ceiling of the room are hiding something. There's two jewel creators in this area, not just one.

SOLUTION: Starting from the ground, Namet Atul up to the top so that you can see the room where you can create a gem. Walk to the edge and then look directly down in the center. You will see a light beneath you. Fall down onto it. Turn around and you will find a hidden cavity. Inside here, you can spawn the red gem. Spawn it and then take it back out. Use it to block one of the beams of white light. At this point, if you want to mess with positioning it so that it refracts into the higher of the two white jewels, go for it. Otherwise, once it is blocking the light, teleport up to the fans in the ceiling. Teleport onto them and then above them to find another platform. Up here is the third rune of fire that was missing for the other jewel creator. Mark it, then go back down and mark the other two. Set all 3 off with Udah Notem then grab the green jewel after spawning it. Now, position both the red and green gems so that it refracts light into the higher up jewel to create yellow light for the gem. Go get your spell.



NOTE: At this point, I recommend going and doing the red side to obtain its spell. While it is not needed to proceed, the remaining healing water pools on this side will be frozen over and inaccessible without it.

Blue Side - Observatory Combination

With your new spell in hand, go back to the Observatory. This time, instead of going into it, continue past it and hang a right. You will find a fan spinning extremely fast. Ibohn Ekto it to slow and eventually stop it. Pass under it unharmed and continue onwards until you find a save point.

Inside this room will also be a hologram projector. Activate it with Tial Udah and then record the combination. Take it back to the observatory and input the combination. Once done, you can return here to find a door opening. Save before entering. This will be your first time meeting: the Shar-Seth.

Note: For those having issues with the combination, check this spoiler.

It's a one-on-one duel, so do not stress. If you do not have the journal entry on the Shar-Seth and how to deal with them, pop over to the Bestiary section to learn more.

Once that's dealt with, continue through the now open door and find another save point.

Blue Side - Mini Boss

Do save.

Once saved, continue out to find a floating platform with runes of presence on it and a rune of command. Activate the rune of command to begin your leisure boat ride through - OH GOD WHAT WAS THAT NOISE?

Meet the Rak-Emesh, this big hunk can break walls, and kill you in one hit. He is immune to damage, so don't try. However, it's a good thing he can be slowed with ice!

Complete this gauntlet by using your new Freezing Beam spell to slow down the Rak-Emesh long enough for you to wait for your platform to get some distance. Then jump to your platform before it gets away. The more distance you have between you and the Rak-Emesh makes the end of this a lot less hairy.

Eventually, your platform will glide out over a giant lava chasm. If you did this properly, the Rak-Emesh will make a running leap and not even come close to your platform. If you did it wrong, he's going to have you for a snack.

Once he does fall, make sure you face the wall that is now quickly approaching and teleport up to the ledge before the platform you are on noclips through the wall and then drops you. Once you are in the vents, Ibohn Ekto the fans to get down to the save point and get to the major blue side puzzle.

Chapter 3 - Blue Side: Part 2 - Puzzle 2
Blue Side Second Puzzle

Once you are through the air vents and dropped down you will find yourself back in some neon blue tunnels. Continuing along you will eventually find a door with many of the Atul Aghni runes along the wall to your right, a save point in the middle of the floor, a frozen healing pool to your left, and straight ahead (another..) spinning fan with a portal behind it.

Using Aghni Munio on the ice pool will melt it, you will probably want to heal up at this point before saving and then facing the door with all the runes on the wall.

Now, as you may have noticed, these runes are numbered! This actually means something.

Objective: Open the door.
Hint: Can you count like an Iustitian?

SOLUTION: The single T mark is a 1, the 'pi' mark is a 2, and the one with 3 downstrokes is, you guessed it a 3! But the triangle in the door? That's a 4.. I hope you studied those slabs from earlier. Anyways, place Atul Aghni from right to left on the 1, then the 2, then the 3, and finally the 4. Udah Notem to have them all go off in the proper sequence.

Once you're inside you're met with a whole three room puzzle! Immediately above you is some stuff that's out of your reach, however there are two more doors you can go through, one door that's closed, and one white jewel laying on the ground.

If you go through the door to your left you'll find a room with a bunch of pillars, some marks on the ground, another white jewel, and a strange cube at the end. Can't do anything here yet, but take the white jewel with you! Bring it back to the other room which is rather colorful. This is the first part of this puzzle!

Objective: Activate the green and red gems to the left and right of the door you entered.
Hint: You need 4 jewels total to activate both (2 for each side). Those things with the color crystals in a triangle shape are jewel holders!

For those that don't know their colors: Yellow and Blue make green. Purple and Yellow make red.

SOLUTION: Around the rooms you will find a total of 3 jewels laying around, leaving you without a fourth gem. However, to the left where there are some green pipes you will see some red pipes and some runes of fire next to them. In front of those red pipes is a rune of command, Tial Udah on it to create a ghost crystal beneath your feet to the right. Turn to your left and Ekto Lumeh on the white gem to create it. Now here's where things get tricky.

Atul Aghni the rune of fire that is above where the jewel was just created. When ready, Udah Notem to open the hatch and then Obee Kehnu to grab the jewel. Now, it's too big to get out on this side, so slide it along underneath the grate to the other side. Opun Obee it in place just beneath the trapdoor. (Try not to have it touching the trapdoor or it may hit your jewel and cause you to lose it!) Atul Aghni on the rune to your right, then use Ibohn Ekto on the plate that slides open. Do not freeze it completely. Udah Notem the rune, then wait for the plate to slowly slide to fully open before freezing it completely. Grab your fourth jewel with Obee Kehnu and socket it into place.

Once done, the red side needs Purple and Yellow jewels, make one gem each color by using Ekto Lumeh on the gems around the socketed jewel. The green side needs Blue and Yellow, so do the same thing there. Apply Ekto Lumeh in the center jewel to activate both.


With that done, some changes occur in the room. Most notably a giant pillar raises up in the center. Less notable, an elevator in the back left corner opens up to allow you access to the top floor. However, ignore both for now, before you touch either of those you're going to want to head back and save.

Along the way however, you may have noticed there was a pool of blood in that big open blue room! Cue the Shar-Seth! Once again, deal with him how you need to (check the Bestiary once again if you do not have the journal entry for them!). Once done, save and heal up and head back into the green room with the big pillar.

Once inside, head over to the elevator and ride it up top. You'll only be up here momentarily so don't get too attached to the heights. Looking down at the top of the big pillar, it has an unlit rune of fire on it. Cast Atul Aghni on it and then Udah Notem for all the machinery to whir to life. See how noisy it is? This is why I said to go deal with the Shar-Seth first.

Once you are done with that, notice the 4 moving platforms. Get on the two platforms that are on your side with a well-placed Namet Atul. Then, when ready.. make a running jump and Namet Atul across to the other side. (Note: If having trouble, you can Namet Atul on top of the jewels you socketed earlier for an easy teleport-climb.)

Either way, when you're across, Ibohn Ekto the sliding door that's moving really fast. Go through it and activate the first rune of command on the floor to get everything to go quiet again. Thank you! Now, head back through the door that is no longer sliding and drop down on top of the big pillar. Then, drop down on the side of it towards the red pipes. Turn around and find a white jewel on the side of it. Ekto Lumeh!

Your camera will move and indicate a grate opening, go down inside to find the first part of the second part of this puzzle! (Partception?)

Objective: Open the grate at the end of this tunnel.
Hints: Where have you seen numbers recently in a shape similar to this area?

SOLUTION: Going back to the pillar room, you'll find the numbers glowing on the ground. This is the exact order you have to blow those runes in that tunnel. For those too lazy to remember: Atul Aghni the runes in this order: 3rd rune, 2nd rune, 4th rune, 1st rune. (3rd rune being the 3rd rune you encounter when travelling down that tunnel).

NOTE: Before activating the rune of command at the end of this corridor I recommend SAVING to prevent the possibility of a bug from preventing you to progress.

Once done, the grate opens up and reveals a new rune of command. Ital Udah! And you get for your prize..... a ball of ice?

Well, I've gotten worse prizes. Time to figure out what to do with this thing.. And quick! It's melting!

Objective: Take this thing somewhere to do something with it before it melts.
Hint: That pillar room hasn't been used for anything major yet... There was also some circular holes in the ceiling's grate...

Atul Aghni on the ball of ice before using Telekinesis on it in the ceiling! It will not melt faster and you need to explode it to activate the big fire rune at the end of the maze.

SOLUTION: Apply Atul Aghni on the ball of ice as soon as it spawns. Pick it up quickly and run back out the little corridor you are in from the way you came. Namet Ekto to get it at a good distance to help getting it out. Namet Atul out once the ball of ice is out then grab it again and run to the pillar room. Now, this is the first room I can't actually guide you through, but! The solution is on the floor. Go over to the far right wall from where you enter and look up to find 3 circular holes. Push the ball of ice through the right-most hole. Then, using a combination of free look and intuition, use the path on the floor to guide your ball of ice-bomb thing to the hanging cube. Once it's there, push the ball of ice against the big red circle and Opun Obee before quickly Udah Notem it.

NOTE: If you activate the rune of command and the ball of ice does not spawn but the rune stays lit, reload your closest save (hopefully the one just after you solved the grate puzzle I told you to make earlier).

Chapter 3 - Blue Side - Part 3: Finish
Blue Side Episode 4 - Rak-Emesh Strikes Back

Once all of that is done (don't be discouraged if you don't get it the first try, it may take a few attempts). Take the cube that falls back out into the center room. Now it may not look it, but it's actually a refraction cube! Place it just over the blue jewel and then head back up to where you earlier turned off the machinery.

Now, up there you will find a pyramid-shaped thing with a rune of command on it. Activate it for the pyramid to open and reveal a purple jewel that will then charge up and fire a purple laser at the cube. It will interact with it and then form blue light! Yay!

At this point, the door at the 3 o'clock (if looking at the room from where you entered as the 6 o'clock) will be open. Go through to find a short corridor and another elevator. Ride it down and find a save point.

Do save.

You'll notice that you're in a rather large room.. and there's a gate that's open-able to your right with Telekinesis. And to the left... Another green glowing font thing. Where have you seen that before...

Oh whatever, just go over to the gate and open it.. No big deal.. just that Rak-Emesh from before coming out to get you! RUN!

Objective: Survive
Hints: He can still be slowed with Freezing Beam, except this time there's more obstacles.

SOLUTION: Keep yourself as close to the gates that you need to open with Telekinesis as you come to them. Keep your Ibohn Ekto on the Rak-Emesh for as long as possible before you absolutely HAVE to open the gate and teleport after your floating pad. After a few successes you'll come into a giant room with what looks like spiked gates on both sides of the room. Once you're through, hop off on the nice ledge you're in and turn around to watch the Rak-Emesh get trapped. Once he is trapped, activate the rune of command in the ceiling of the room he's in and enjoy his death.

Once you're through, exit through the small door to find the rune of command to activate this side's planet in The Observatory. Activate it and congratulations!

You've completed the Blue side of Chapter 3. If you have not done so, head on over to the Red side. If you have completed the Red side, head back to the Observatory!
Chapter 3 - Secret Chess Puzzle and Final Boss
Returning to the Observatory

Once both the Red side puzzles and Blue side puzzles are completed, return to the observatory to find the final two planets added to the map.

The two maps in the room are the final two combinations needed to be input into the planetarium. Once both are put in correctly, you will see the door opposite the save open. Save and enter into this room to be met with the Secret Chess Puzzle as well as an area that triggers the ability for you to fight the last boss.

If you are having trouble inputting the proper combinations, please see these screenshots:






Secret Chess Puzzle

For those not interested in the Secret Chess Puzzle achievement, please skip to the following section.

Objective: Unlock the secret of the chess puzzle.
Hints: You only need the three statues inside the main room with the faces on them. The plaques on the walls tell you how to read the board. Listen.

It is HIGHLY recommended to mute the music while in this room to help keep count.

SOLUTION: As the exact answer differs between games I can only tell you how to achieve success. Listen to the number of bell chimes and record their numbers. My sequence for my game was 1 2 8 3 7 7. It will always be a set of 6 numbers. You then take your numbers and turn them into pairs. For me: 1,2 8,3 and 7,7. Then with that in mind, set your pieces upright and figure out how they are oriented. Their back will be facing the "top" of the board (row 1) and the face will be towards the "bottom" (row 8). Position your pieces appropriately, when done correctly.. the following should happen:


Unlocking the Next Step

NOTE: Once this is done, ALL exploration will be stopped and you will be taken to the final showdown. Do not do this until you are 100% ready to end the game or have saved your progress before this part.

Once ready, head upstairs (just look up from the big chess board room and you'll see a balcony) and look for a plaque with text on it. Interacting with it will give a journal entry and more importantly, behind it will be a Rune of Command. Activate it to make a hologram of the Crucible appear. Once it is there, head back through the portal you entered this area in to be taken back to the entrance of the temple.

Choosing Your End

Bad Ending (no boss fight): Aghni Munio the Crucible, then Obee Kehnu the Crucible and toss it into the portal that opens. Congrats, you just destroyed not only the world, but all of time and space.

Good Ending (boss fight): Aghni Munio the Crucible, then step through the portal that opens.

Final Boss - Corrupt Veritas

Once you are in the new realm (after the cutscene plays) approach the center area. Another cutscene will play. (DUN DUN DUN, DRAMA) Once this cutscene is over, welcome to the final fight of the game.

The bestiary has details on the fight mechanics, but I will give the how-to here.

Strategy: Veritas opens up with creating 5 clones of herself. Using Aghni Munio, make a wall of flame in their path to quickly make them disappear over and over. Once you find the one that isn't a clone, follow it and stick close to it. Eventually they will finish charging up their multiple projectile attack. Munio Namet the attack and the Atul Ekto the entire attack right back at the real her. Once this is done, she will get pissed and disappear. A few seconds later she'll come back with the same tricks. Repeat the process on figuring her out, except this time she won't fire multiple projectiles but a singular large energy ball. Stand directly in front of the real Veritas (as close as you can get) and wait for the ball to get close. (It doesn't explode until it touches the ground or your actual hitbox.) As soon as you're feeling uncomfortable, Namet Atul away from the area and then continue running to make sure you're out of the blast. This will piss her off even more and send her back to using multiple projectiles. Repeat the process a few times and then congratulations!

Post-Boss

A few seconds (approximately 5-10) after you beat the boss and wake up you will be given a journal entry. Reading that journal entry will tell you the final steps of what to do to end the game. Enjoy the end cutscene and credits.
Bestiary
Welcome

Welcome to the Bestiary! Here I list all the enemies, both minor and small. I discuss their strengths and weaknesses, and in cases of enemies that are a bit more complex, exactly how to tackle them.



Critters

The first enemy in the game that you'll meet is undoubtedly the "Critter." They are small, blue and come in two variations: flying and crawling.

Strengths: Attacks in swarms. Highly volatile and can quickly overwhelm the player.
Weaknesses: The AI sticks to a set path. They will typically not deviate to attack the player unless the player is in close proximity. Ekto Lumeh makes quick work of them.

Drops health globes on death.

The Saevar

The second or third enemy in the game the player will encounter (depending on whether you are following this guide or not).

Strengths: Hyper-aggressive to the player, will attempt to stick to you. Typically alone, but later found in packs. If not taken care of tactically, they can overwhelm the player.
Weaknesses: While the attack is strong, they can easily be controlled through one of two methods available throughout the game. (Later on, Ibohn Ekto will also be useful) Using Ekto Lumeh on them will daze them and Obee Kehnu will allow the player to pick them up into the air. A single fully-charged Atul Aghni and subsequently Udah Notem will be enough to take a single Saevar down.

Will-o'-the-Wisp

The second or third enemy the player will encounter (depending on whether you are following this guide or not).


Similarly to the Critter, the Will-o'-the-Wisp will not go out of its way to attack the player. Unlike all other enemies however, the Wisp has no direct-damaging attack and the only way they can deal damage to the player is by dropping them off of a cliff or from a high place to take fall damage.

Strengths: Unavoidable 'attack' once initiated.
Weaknesses: Standing still and not casting magic will cause the Will-o'-the-Wisp to completely ignore the player. A single Atul Aghni and Udah Notem will cause the Wisp to die, regardless of amount of time charged.

First Boss - Winged Glory

The first boss of the game, has a single attack to use on the player.


Strengths: Nigh-invulnerable to player's attacks. Flies at incredible speeds with highly erratic movement making difficult to target.
Weaknesses: Ekto Lumeh will anger and eventually daze the creature. Using Munio Nahmet to absorb the creature's projectiles and Atul Ekto to fire them back will cause severe damage to it. A singular Atul Aghni + Udah Notem underneath the creature while it is healing will cause death.

Shar-Seth

The first spell-based 'common' type enemy. (Common referring to it being seen more than once.) Direct combat with the Shar-Seth is not recommended due to its high magical resistances.


Strengths: High magical affinity, and as such a high magical defense. Uses spells similar to the player's own spells.
Weaknesses: The player may turn the Shar-Seth's own spells against it in their favor. Listening to the Shar-Seth's spell casting will reveal their tactic based on the following spells:
Tevanum Udaki: Creates magical missiles similar to the first boss's attack. Munio Namet + Atul Ekto to absorb and then return the attack.
Obee Kehnu: Exactly like the player's Telekinesis. Counter with your own Obee Kehnu to begin a magical duel. Place your cursor in the orb that appears on screen and keep it inside to win the struggle and grab the Shar-Seth.
Mohot Ekin: Creates a large area of spikes on the ground. Namet Atul out of the area (safest area will be directly behind the Shar-Seth). Once in safety, the player may use Atul Aghni and allow the rune to charge before using Udah Notem. (Note: If timed well, it may interrupt the next spell cast of the Shar-Seth).

Rak-Emesh

A mini-boss style monster. Large, brutish, and mean.


Strengths: Super strength, slowly builds up speed the longer it walks. Nigh unkillable.
Weaknesses: Ibohn Ekto when in range will freeze the Rak-Emesh to a crawl. It is still advised to keep out of its reach when slowed.

Final Boss - Corrupt Veritas

The final boss of the game and presumed primary antagonist of the player.



Strengths: Is the physical equivalent of a god. Uses extremely powerful magic based attacks and confuses the players using clones.

Weaknesses: Clones can be dispelled by leaving a single Aghni Munio on the ground in their circling path. Once the real one is found it is advised to use it's own spells against it.
The two different attacks are several projectiles fired by all the clones and a singular large energy orb that moves slowly. The several small projectiles can be absorbed with Munio Nahmet and fired back at the real one with Atul Ekto.
The singular large but slow-moving energy orb can easily be dodged out of the way just before its explosion with Namet Atul. NOTE: The explosion radius is large, it is advised to teleport to max distance and then continue moving away to keep from damaging yourself with it during the fight.
Spell Handbook
All spells are explained in the game in great detail. I will cover only the basics of the spells function and then list some tips I have discovered for each of the spells.

Basics of Spellcasting

Holding the key "GBA_Fire" default: Left Mouse / Mouse 1 will bring up your hand to initiate spellcasting. Speak into your microphone the words of the spell you wish to cast. Releasing the button used to bring up your hand will cast the spell.

Note: Unless a spell has secondary words listed for it, spells cannot be cast together or while another spell is in effect. All spells in the game do not have a duration and will typically not end unless you end them yourself by using "GBA_AltFire" default: Right Mouse / Mouse 2.

Light - Lumeh Tial

The Light spell is the first spell the player will discover. It is a basic spell that illuminates the area in a small radius around the caster.

No special tips or tricks about it.

Obtained: Chapter 1


Beam of Light - Ekto Lumeh

The Beam of Light spell is the second spell the player will discover. Releases a concentrated beam of light wherever the player is pointing towards. Does not deal damage to most enemies, but will stun or daze them.

The only tip I have for this spell is to try it out on any enemy you are having trouble with getting to stop moving.

Note: Is not usable as a light source.

Obtained: Chapter 1


Mark of Command - Tial Udah

The Mark of Command spell is the third spell the player will discover. Use on any "Rune of Command" which looks like two E's faced in opposite directions. Depending on the Rune of Command's function will have different effects.

The only tip I have for this spell is try it on any Rune of Command you see. It will almost always benefit you to know what the rune does in some way, shape, or form.

Obtained: Chapter 1


Telekinesis - Obee Kehnu

Telekinesis is the fourth spell the player will receive and is arguably one of the spells that will see the most use. Its primary function is to pick up and move objects.
Obee Kehnu initiates the spell and allows the object to be moved.
Ekto Namet will bring the object closer to the player if casted will holding an object.
Namet Ekto will have the opposite effect and push an object further away from the player.

Telekinesis is also the only spell in the game to receive an upgrade: Stasis - Opun Obee

Stasis is cast on any held object by the player after using Obee Kehnu. Depending on the object it may have varying strengths. Most objects that the player uses stasis on will be able to be walked upon as a platform, and in some cases the object can stop other objects from moving.

Tips for this spell: You should not be afraid of trying to use anything as a platform. Also, not all objects that can be picked up can be put in stasis. So, test whether or not the object you are attempting to stasis can be, before you put it in a dangerous position.

Obtained: Chapter 1

Heal - Yeggah Mideh

Heal is the fifth spell the player will find. Allows them to heal when inside of any pool of water.

Note: The pool of water must be a sizable source, if it doesn't look deep enough to put at least your foot inside of, it will not likely allow you to heal.

The only tip for this spell I have is that anywhere there is water and you are taking damage, this spell makes you practically immune to death. The rate at which this spell heals you while you maintain it will prevent you from dying so long as the spell continues.

Obtained: Chapter 2


Mark of Fire - Atul Aghni + Udah Notem

The Mark of Fire is the sixth spell that the player will find and the first true offensive spell. Upon cast with Atul Aghni will leave a firey rune on the surface or entity cast on. Udah Notem will subsequently detonate the rune.

Tips: Any object bearing the same mark as the Mark of Fire WILL interact with the Mark of Fire once exploded.
The rune left by the Atul Aghni portion of this spell will slowly pulse until it eventually matures into a large red rune. At this point, detonation will cause its maximum damage.
The initial contact with the Atul Aghni deals damage as well as the subsequent explosion. However, the initial contact deals a fraction of the damage that a fully charged rune will deal.

Obtained: Chapter 2


Teleport - Namet Atul + Notem Atul Opun

This is the seventh spell the player will find and has one of the largest amounts of utility and is arguably the spell that the player will use the most.
Namet Atul will trigger an instant teleport to the player's cursor once casted.
Notem Atul Opun will bring up a targeting reticle in the form of a purple rune. If the area the player is pointing at is able to be traversed to with a teleport, the rune will appear. If not, it will be invisible. Upon releasing the spell, the player will teleport to the indicated location.

Tips: Teleport can be used midair! Do not hesitate to leap from ledges or jump to get just a little closer to where you are trying to go.
Teleport DOES NOT prevent fall damage. However, the key to this is that it registers the fall as how far you fell before activating teleport. So, if you fall just far enough to not take fall damage and then cast teleport to finish the 'fall' you will prevent all damage you would've taken.
The secondary spell, Namet Atul Opun is an excellent exploration tool!

Obtained: Chapter 2


Shield - Munio Namet + Atul Ekto

The eighth spell the player will find. Protects only from magical damage, do not use in combat against a non-spell-user.

Munio Namet is the actual shield and absorption half of this spell. Atul Ekto is the half that repulses the energy harnessed from the spell absorbed.

The only tip for this spell is that if you are fighting anything that is firing small magical projectiles: try to absorb them with this shield.

Obtained: Chapter 2


Wall of Fire - Aghni Munio

The ninth or tenth spell that the player will find depending on which set of puzzles they attempt to complete first in Chapter 3.

Upon casting the spell it will leave a large flame in the area where the caster waves their hand, this is one of the only spells that has a duration in that it will end after a set amount of time regardless of the caster's intent.

Tips: Deals great damage to Saevar, stunned Shar-Seths, and great for taking care of after-images. Also, melts ice!

Obtained: Chapter 3


Freezing Beam - Ibohn Ekto

The ninth or tenth spell that the player will find depending on which set of puzzles they attempt to complete first in Chapter 3.

Similar effect to the Beam of Light except instead of a condensed beam of light, this is a freeze ray.

Tips: Most enemies can be slowed to a crawl with this. Slows down most movable objects in the world! Try on pistons, sliding plates, anything that moves too fast for you! (Also freezes water.)

Obtained: Chapter 3
50 Comments
Zodiac Feb 10 @ 2:24pm 
Some of your screen shots are no longer present.
Guilvegane Jun 27, 2023 @ 11:01am 
I made it today, thanks to you. <3 Thank you.
ThanasiShadoW Nov 30, 2021 @ 10:21pm 
Thank you so much for this!
LBBacca Oct 4, 2020 @ 3:10pm 
Note: just after you get the command spell, the orange circle is a teleporter to where you need to go, you don't have to walk back
Thanh-An May 8, 2019 @ 11:22am 
In chapter 3, when you face the 3 Saevar you can teleport above the top left corner of the room so they cannot hit you
Cyan Jan 9, 2018 @ 5:55pm 
That third spell is so weird. I can't seem to get it started.
HeliosTXG Sep 7, 2017 @ 1:17pm 
Also, the critters will not attack you if you aren't using lumeh tial or ecto lumeh.
HeliosTXG Sep 7, 2017 @ 10:07am 
In the locked room puzzle after the hall of pain, putting a pot in stasis in the beam of light just caused it to break, and I can't get to the top of the stairs fast enough to get on the block that I put in stasis beforehand.
火打石 Jul 2, 2017 @ 11:13am 
No matter what I do the first Ball Puzzle won't fucking work
A'shan May 21, 2017 @ 4:45pm 
forgive me but .....the pointed out directions for the hall of pain were shit