Princes Démons de Titan
The Demon Princes are the mightiest demons of the Fighting Fantasy universe, who rule the Demonic Planes, and subsequently everything evil in the world of Titan. There are the Snake Demons: Sith, Myurr and Ishtra, and the Night Demons: Relem, Vradna, Kalin and Shakor. While they directly appear in very few gamebooks, they influence many of the series' villains. Most often, the more they are involved in a story the darker it gets.


Creation of the universe

"In the beginning there was Arn and Arn was the beginning."

Arn gave birth to the three Primal Deities, Ashra, Vuh and Elim, who shaped the universe. Vuh created the Earthly Planes, Ashra the Astral Planes and Elim the Magical Planes.

However, Elim deemed the result flawed and wanted to erase it to start it anew, while Ashra was enthusiastic to push creation further and Vuh felt that things could not be judged until Life was put into motion.

Death, Disease & Decay

Death (behind) Disease (left) and Decay (right)

Ashra and Vuh gave birth to the Gods of Titan and Elim to the High Lords of Evil and Chaos, the Demon Gods Death, Disease and Decay from the very flaws he wanted to highlight, named after what the mortal races would come to regard as the worst scourges in existence after time was brought to the world.

Then the world of Titan came into existence. While the Gods created the different living races, the Demon Gods stole some races from their creators, Orcs, Trolls, Goblins and Lizard-Men among others, and created the demon kind in "a cruel mockery of the creation of the lawful gods".

The First Battle

As creation flourished, the Demon Gods strived to claim it for themselves, which they did after the God of Neutrality Loogan discovered Time. Death captured Time and threatened to release its ageing power, should the Gods not relinquish the world of Titan to his kind. The Gods refused, leading to the cataclysmic First Battle.

In spite of its name, the First Battle was a long war opposing the higher gods of the Celestial Court, the gods of the Animal Court, the Demi-Gods, the Dragons and the lawful mortal races; against the Demon Gods, the lesser Evil God's, powerful Dark Beings (such as the Night Dragon, Voivod the Waster, the Black Gargoyle, the Primal Basilisk and the corrupt Spider God Arhallogen), the Demons and the evil mortal races.

The forces of Evil tricked several neutral gods (such as the Wolf God Almor and the Goblin God Hashak) to fight by their side, corrupted some warriors of Good and created Undeath and Lycanthropy, but the forces of Good held their own and gave birth to powerful champions.

The war ended after Death targetted the God King Titan with a dark bolt made from hatred and fear. The Earth Goddess Throff took the hit, causing considerable anger among the forces of Good which laid waste in the demonic armies.

In retaliation, the Fertility Goddess Galana and the Sun Goddess Glantanka hurled a spear of divine energy towards Time, which was held captive by the mightiest demons. Time disintegrated, scattering its essence all over the Earthly Planes and giving birth to the Time God Chronada.

The forces of Evil were eventually defeated. Fearing the unfathomable evil that the Demon Gods’ execution would unleash, the Gods banished them into the Void, along with most of their followers.

However, the current Demon Princes and others Dark Beings, but many of them were later sealed, leaving the Demon Princes in charge.

The Old Time

The Golden Age ended with the war. The Gods had to withdraw from Titan, the living creatures were now mortals and the prosperity of the four major races was lost forever.

The Elves retreated to the forests, the Dwarves into the underground caves, the Giants were nearly wiped out and the great cities of Men were reduced to dust. The last two civilizations regressed heavily, most of the giant tribes being stuck into a nearly prehistoric lifestyle.

Feeling betrayed by his brothers after the banishment of his kin, Elim sought to expand his cult worldwide and entered a conflict with Ashra and Vuh which caused even more war and chaos between their followers, until the Gods removed the Primal Deities from the memory of livings.

Then came the Time of Heroes, during which the mortal races learnt to adapt to the now hostile world of Titan. The Demon Princes sought to gain dominion over it, leading to the sinking of Atlantis the only nation which retained its Golden Age glory.

When King Faramos XXII died without known heir the empire suffered great troubles, until a 16-year-old distant relative was discovered and crowned under the name Faramos XXIII. But, this providential heir was in fact the Snake Demon Myurr, who assumed a human form after fabricating evidences of royal descent.

Myurr had the once peaceful empire invade every neighbouring kingdom, spreading destruction all over. By the time the Gods realized the king's true identity, they had no other choice than to sink the entire empire under the sea, splitting the original continent of Irritaria into what became the Old World, Allansia and Khul; unfortunately, not before Myurr could retreat to the Demonic Planes.

After a long period of huge seismic and volcanic activity, the mortal races were once again left to cope with the new settings of the world to rebuild their civilizations for the third and last time. As centuries passed, the mortal races learnt to master Magic, leading to the rise in power of wizards.

The Chaos Wars

The last great catastrophe to befall on Titan was the discovery of the Dead City, a lost city from long before the splitting in which the high-king of the Brain-Slayers (horrors based on Dungeon&Dragons Illithids) had been imprisoned.

After the Brain-Slayers' escape, Evil spread all over Titan, culminating into the Chaos Wars in which the forces of Evil gathered under the command of the Demon Princes to invade the world.

In Khul, it resulted in the Great War against Evil and in Allansia in the War of the Wizards. These frightful conflicts scarred both continents permanently, shaping them into separated city states surrounded by hostile wilderness.

In the Old World however, a ritual was performed that destroyed the forces of Evil before they could strike. Yet the entire land where it happened became a lawless wasteland where Chaos rules supreme, known as the Khakabad.

This led to the New Age, referred to as After Chaos in the Titan timeline. Every gamebook and story set on Titan takes place during the New Age.

The Demonic Planes

The chaotic Magical Planes where the demons settled, also known as the Pit or the Abyss, it is reminiscent of the Seven Circles of Hell: Primus for the Demon Princes; Secundus for the powerful demon-individuals; Tertius for the “classical” Démons born from the corruption of an aspect of nature (Fire, ice, sea, rock, storm, smoke, brimstone, venom, moon, mirrors, and so many more); Quarts for the greater, sentient undeads; Quintuple for the normal undeads; Sextus for the demonic animals; and finally Septimus for the the brainless, shapeless demonspawns.

The Palace of Agony

A gigantic, eldritch and inconceivably built fortress, whose mere sight can break a mortal's mind, located at the very heart of the Pit. The Palace of Agony is the base of operation of the Demon Princes (from which they observe the world of Titan through a misty pool) and the link between all the Demonic Planes, which also provides access to the other Planes.

There, the Demon Princes and their highest-ranked servants gather for unspeakably awful feasts, the demonic animals are breed, and the essence of the defeated demons returns to regenerate.

The Plane of Steel

The Plane ruled by the Snake Demon Sith; from her eldritch palace made of snake scales. It is there where the demons' weapons are forged, bewitched and made unique for their wielders.

The Plane of Rust

The Plane ruled by the Snake Demon Myurr; mostly populated by demons of withering and decay.

The Plane of Ichor

The Plane ruled by the Snake Demon Ishtra; named after the mystical substance that flows through every supernatural being and which quantity determinates their amount of power.

The Plane of Blood

The Plane ruled by the Night Demon Relem; made of a revolting combination of blood and vital fluids, which can be given a solid shape to create buildings such as Relem's horrendous palace.

The Plane of Platinum

The Plane ruled by the Night Demon Vradna; which lacks the foulness, destruction and decay of the other Demonic Planes yet is favoured by many elemental demons.

The Plane of Obsidian

A very unstable Plane plagued by earthquakes, volcanoes and natural disasters; ruled by the Night Demon Kalin.

The Plane of Bile

The abhorrent Plane ruled by the Night Demon Shakor; mostly populated by plague-bringing demons.


Several other Demonic Planes are mentioned throughout the series, such as the Plane of Pain in The Port of Peril, but they are never described in the guides, and little to nothing is known about them.

The Demon Princes' evil influence also spreads on nearby Spiritual, Elemental and Magical Planes, blighting them and corrupting them. This could explain the existence of elemental and spiritual demons.

About the Demon Princes

The Demon Princes were once part of a legion of about 27 Snake Demons and 81 Night Demons, serving as the Demon Gods’ generals, but the others were banished to the Void. There are other demons of similar rank but lesser influence, like the Shadow King and Quezkari.

Now they rule the Pit and want to create a portal between the Pit and the Earthly Planes: to terraform Titan into a dark wasteland where demons could flood in and rule supreme.

The Demon Princes are manifestations of Evil that can assume any form they want. They are bound to the Pit but can manifest themselves in any other Plane. They cannot be killed and very few weapons can harm them.

Should their earthly incarnation get destroyed by a hero, they would return to the Pit to slowly regenerate until they could start a new plan of action, though divine influence would usually prevent them from seeking revenge.

Being of Demi-Gods status, they are worshipped by the evil races and corrupt people all over Titan. Most, if not all of the series' individual villains serve their purpose, even with goals of conquest of their own.

Sometimes, said villains are influenced by lesser demons working for the Princes: Zanbar Bone's parents led a cult dedicated to Myurr, leading the Snake Demon to claim the infant's soul and grant him immense Dark Powers, creating one of the greatest blights to ever plague Allansia. Worshipping the Demon Princes turned Belgaroth into the most fearsome Chaos Lord ever seen on the Old World since Voivod himself.

It was an Ice Demon who made the innocent Shareella the dreaded Snow Witch. Oldoran Zagor and Zharradan Marr (and according to some sources Balthus Dire as well) are rumoured to be half-demons. The Archmage of Mampang transforms into a Netherworld Demon during the final confrontation of The Crown of Kings, implying a pact or a possession. The Shadow Demon Agglax, the villain of the gamebook Armies of Death, is a servant of the Demon Princes seeking to conquer the world on their behalf. Finally Ikiru, the villain of the gamebook Sword of the Samurai, is a demon seeking to unleash chaos on the continent of Khul.

The Snake Demons

The three highest-ranking Demon Princes, whose title stems more from Sith’s fondness for snakes than from their reptilian features. While horribly cruel and unforgiving to their servants, enslaving them with dark influence and Black Magic, they are even worse to the mortal races that they yearn to enslave or wipe out. They share the same goal, but are in constant competition and always seek to gain dominion over the others.


Snake Demon Sith

Two depictions of Sith

The only female Demon Prince, should gender ever apply to such beings. She was known as Sithera the Goddess of Evil in the pantheon of the Ancient Egypt-like country of Djarat, before the splitting of Irritaria.

She usually appears as a giant four-armed woman with the head of a cobra, wearing black gowns and a necklace made of thirteen human skulls. Sith has turned the Immortal Python Sussussur, child of the neutral Snake Goddess Vermistra, into her familiar.

Sith is the most influent Snake Demon in the Pit, for she commands the Night Demons Relem and Vradna, but her influence on the Earthly Planes is less expanded. She is most active in Allansia, especially in the very dangerous Desert of Skulls. She created the Caarth race and other snake-humanoids by blending snakes and humans together. She might also be linked to Venom Demons.

Sith is the cruellest Demon Prince. She revels in human sacrifices, not out of need but out of twisted joy. She rarely leaves the Pit and never involves herself directly, preferring to act through her followers and to use her powers from afar. Sith never appears in person in gamebooks, though she makes her influence felt in those whose antagonists work under her.


Snake Demon Myurr

Myurr's favourite form

Myurr is equally active in both Planes having a palace in both worlds. Most of his actions take place in the Old World. He most often appears as an enormous four-armed, snake-headed demon with large leathery wings. He also appears as a gigantic toad, or as an innocent-looking teenager (to better fool his victims).

The most intelligent Demon Prince, Myurr is feared for his diabolical schemes. He is regal and imposing, yet menacing and vindictive. He loathes opposition and enjoys gloating at the hapless foe he just trapped. He is constantly plotting and mostly acts by infiltrating factions under a human aspect to manipulate them and spread chaos. He also frequently uses his human aspects to tempt or corrupt people, and builds awful artifacts that wither the land. He can amplify the malevolence in people’s hearts by looking them in the eye.

Myurr is worshipped by the Dark Elves. All Dark Elven rulers, such as the Dark Elf Sorcerer, the villain the gamebook Siege of Sardath are his direct servants. Also, Malbordus, the villain of the gamebook Temple of Terror, was raised within the subterranean Dark Elven city of Tìranduil Kelthas by a Priestess of Myurr.


Snake Demon Ishtra

Ishtra's favourite form

Ishtra most often appears as a towering bipedal crocodile with the head of a goat, entirely covered in green fire. He can also appear as a giant, two-headed lizard-man wielding a flaming sword, or as a huge, intense energy ball. Ishtra is most active on the Earthly Planes, especially in the continent of Khul.

The most warmongering Demon Prince, Ishtra is very violent and bloodthirsty, and mostly rules his servants through fear and control. He strives to gain control over the forces of nature and most forms of magic. Ishtra uses green fire as his primary weapon and influences the Dream Realm, in which he commands the entity known as Morpheus, source of all nightmares.

Ishtra stole the Lizard Men race from the Lizard God Suthis Sha during the First Battle. As such, he can be regarded as the indirect ruler of the Lizard Man Empire, which is in turn the primary threat of the gamebook Battleblade Warrior. It was he who resurrected the wizard Shanzikuul, the villain of the gamebook Master of Chaos who served under him during the Chaos Wars, and who orchestrated the return of the archmage Xakhaz, the villain of the book Beneath Nightmare Castle. The witch Morgana, villainess of the gamebook Masks of Mayhem, and the warlock Jaxartes, villain of the gamebook Fangs of Fury, were also stated to be his servants.

The Night Demons

Démon de la Nuit

a Night Demon

The second tier of the Demon Princes. They are four-meter-tall, red-coloured muscular humanoids, with two black, draconic heads and leathery wings. (While Relem looks like this, whether they all do is unclear.) They serve as the tacticians of the demon kind and keep watching over Titan to plan their course of action.


One of Sith's two lieutenants and the only Night Demon featured in a gamebook. He is a very cunning manipulator and a blood-thirsty sadist, who uses lightning as his primary weapon and masters rituals of Blood Magic.


The second lieutenant of Sith, and bitter rival of Relem. He became the master of the gargoyles following the Black Gargoyle's demise during the First Battle.


Kalin is the only Night Demon with no known master, though it is implied that he serves Myurr. There is little to nothing else known about him.


Ishtra's lieutenant. Like Kalin, he is not mentioned often and largely unknown.

The Kurakil

Le Kurakil

the Kurakil

Although not exactly a Demon Prince, the Kurakil, also called Miphreas the Soul Destroyer and the Infernal Beast, was stated to be of the same rank and influence. He and two equally powerful demons called Rivel and Akragog were instructed by Death to keep Time hostage during the First Battle. He seems to be the only one who has escaped banishment in the Void, but he got trapped inside the bewitched Casket of Shadows in the aftermath of the Chaos Wars.

He appears as a five-meter-tall scaly demon with large leathery wings, a horned wolf-like head, a dragon-like tail and the legs of a goat. Little is known about his personality, but he clearly is as cruel, relentless and sadistic as the others, and even more destructive since he spent most of his time on the Earthly Planes rampaging wherever he could reach.

Zanbar Bone

The aforementioned Zanbar Bone, the villain of the gamebook City of Thieves, is revealed in the gamebook The Port of Peril to resurrect more powerful and evil after being killed; and reaches the rank of Demon Prince upon returning from the deads for the final battle. Yet, whether he is now a Night Demon, a Snake Demon or something else altogether is not specified.

Gamebooks featuring a Demon Prince

Curse of the Mummy

The playable character is recruited by the archaeologist Jerran Farr to prevent the Cult of the Cobra, worshippers of Sithera (Sith), from reaching the recently discovered tomb of the evil pharaoh Akharis. Akharis was Sithera's most fanatical worshipper, and should he return, his curse would turn Allansia into a plague-ridden, darkness-covered desert filled with snakes and scorpions.

Despite never appearing in person, Sith is the de facto main villain of the gamebook; as she directly influences the Cult of the Cobra. Akharis himself only serves as the final enemy. The gamebook figures a score of Poison that must not reach 18, otherwise it kills you.

The story begins in the Desert of Skulls in the search for the tomb, but alas Jerran Farr does not survive for long. You must seek the help of the shaman Lopar, before entering Akharis' tomb at last. The tomb is full of dangerous traps and monsters, including Sith’s Caarth servants. The ghost of Rhehothep, the tomb's architect, can provide valuable information, but Akharis' loyal Vizier Amentut was buried in the tomb and protects his liege’s treasure.

  • Amentut's mummy poses little threat. He has only 7 in skill (power level) and 7 in stamina (life-points), but should he strike you he might age you at contact and weaken you while draining your stamina.

If you can answer the riddle of a Sphinx, you learn that the cultists brought the mummy to the Temple of Sithera. Before heading towards the temple, you can visit the necropolis and meet the ghost of Princess Nemset, to win useful artifacts if you win her challenge. In the temple, you get captured by the cult so that your life-force could revive Akharis. You must free yourself and directly confront the High Priestess of the Cult of the Cobra. Unfortunately, when the High Priestess is killed, Sith intervenes and revives Akharis herself.

  • The High Priestess is protected by mummies that can be destroyed with charms and fire, and must be dealt with before they overwhelm you. Wearing a Malachite Amulet compels you to obey her and leads to a game over.
  • You need a Falcon Breastplate to conjure a falcon spirit and destroy the demonic spirit she summons, or get mauled to death, and an Eye Amulet to resist her strength-draining gaze. If you lack the amulet you can test your luck to survive, but you lose 2 skill points and 6 stamina points, severely weakening you for the upcoming battles. Failing the test of luck means instant death.
  • The High Priestess is a dangerous enemy with 9 in skill and 7 in stamina, who attacks with her animated cobra-staff. Each blow she deals adds 1 point to your poison score in addition to the wounds inflicted.

The Final Battle

La momie d'Akharis


Akharis is a very powerful and dangerous enemy with 13 in skill (1 point over the normal maximum) and 25 in stamina, who fights bare-handed. Setting him on fire or casting a spell is useless and leads to a painful counterattack. Also, using the (cursed) Iron Wand grants him 1 skill point and 3 stamina points.

Smashing the jars containing Akharis' organs costs him 1 stamina point each and 1 skill point for each pair, and dousing him with the Waters of Life costs him a dice roll worth of stamina. You can try to destroy his sarcophagus (costing him 6 stamina points) or to remove his Death Mask (costing him 1 skill point and 2 stamina points), but such attempts prove risky. You must choose your actions carefully to deal as much damage as possible.

Sith animates her statue, which kills you if you lack an Ankh, before reviving Akharis again with 8 in skill and 10 in stamina. If the battle lasts over five attack rounds, you die in the collapse of the temple. When Akharis’ stamina drops to 4, you throw him in the magic fires and destroy him for good. You must finally use a crystal ball to contact Lopar and be teleported to safety.

Dead of Night

Dead of Night is a horror-themed gamebook, providing the playable character with a background and a family. After a demon killed your brother, you became a powerful Holy Knight known in the country of Gallantaria in the Old World as the Demon-Stalker. You had thwarted several of Myurr's schemes and even once exposed Myurr himself, who was impersonating a king's advisor, earning the Demon Prince’s staunch hatred. The story begins when Myurr appears in your dream and reveals that he abducted your parents, prompting you to start a quest.

You can choose three Special Skills between Heal, Banish Undead, Meditation, Sense Demon, Speak Demon, Holy Circle and (the evil-based) Dark Veil. Also, a score of Evil measures your bad deeds and must not be raised.

Upon reaching your hometown, you discover that Myurr sent two Blight Demons shape-shifted as your parents to fake their death and cover up their abduction. They plague the village from the grave and must be destroyed. (Their actions cause the villagers to resent you for triggering the demons' wrath.) Slaying them leaves a "clue" made to lead you to a dangerous trap.

You later realize that Myurr's demonic forces are plaguing Gallantaria and you must protect many peasants, such as when an entire town is invaded by gargoyle-like Moon Demons, when undead warriors are attacking a farm, or when a powerful Great Demon with 11 in skill and 18 in stamina attacks you.


Magrand, speaking with Myurr's avatar

You must track down Myurr's main servant, the necromancer Magrand, who hides in a mill and abducts people on a daily basis for his experiments.
  • In spite of his great magical power, Magrand is physically frail and has only 6 in skill and 6 in stamina. He might cast a bothersome spell if you do not take him by surprise, but all in all he poses little to no threat.

You might run into a Moon Demon Mage, resurrecting Magrand as an undead Abomination. If you cannot prevent Magrand's return you must fight him.

  • Magrand-the-Abomination first has 6 in skill and 13 in stamina but after two attack rounds his skill increases to 10 and his stamina is restored, making him a powerful and dangerous enemy. All the more so given that he can kill you outright should he gather enough attack strength!

You might also enter a Land-Blight (a demonic, organic building which withers and corrupts the land) to free the captive inside and destroy the Dark Stone serving as its core with a dangerous spell. Finally, you must destroy a Baleful Eye: a demonic eye atop a tower whose stare can damn people's souls, reminiscent of Sauron of Mordor.

You shall then meet one of the Netherworld Sorcerers, the Guardians of Neutrality that Myurr manipulated into siding with him, by making them believe that Good got so much influence that it threatens the balance. If you manage to reveal the truth, the Sorcerer will grant you the Demon-Slayer sword, the only blade able to harm a Demon Prince, and teleport you to Myurr's tower in the Cragrock Peaks. Right before entering the tower, you must wipe off the inscription; otherwise a spell deprives you of all your weapons able to harm Myurr. The tower itself is full of annoying mazes and deadly traps, thus reaching the throne room where the Demon Prince is holding your parents captive is quite tricky.

Facing Myurr

Les captifs de Myurr

Myurr holding your parents captive

The gloating Demon Prince reveals that he set everything to lure you right where he wanted. Indeed he needs to combine your soul, your parents' life-force and the Netherworld Sorcerers' magic to open a gate between the Physical Plane and the Pit and take over both.

Using the Dark Veil now only leads to a game over, since using evil magic against a Demon Prince corrupts you and makes you his slave. Myurr is a highly powerful and dangerous foe with 14 in skill and 25 in stamina, who uses his four clawed arms to strike twice in a row, as if you were fighting two enemies of equal might. You can choose between three tactics when winning an attack round.

  • Regular Battle: Any other weapon than the Demon-Slayer sword is useless and its power-up is the only way to match Myurr's might.
  • Holy Water: Should you win a skill test, Myurr would lose the result of a dice-roll in stamina. Yet, this only makes the battle easier, since there is not enough holy water to take Myurr down.
  • Search for the Jewel: The safest way to defeat Myurr is to destroy the magic jewel through which he manifests on the Physical Plane, hidden among the relics guarded by the corrupted Netherworld Sorcerers. Destroying the wrong item only makes Myurr strike harder or kick you against a wall, costing 2 to 5 stamina points. You must target the pyramid of bones, and win a test of Evil to resist Myurr's corrupting gaze when he attempts to stop you. If you lose, you become Myurr's slave and the game is lost; otherwise the jewel gets destroyed, defeating the Demon Prince. However, without the Demon-Slayer sword or a holy ring, you will lose a great deal of stamina and you might die in the resulting blast.

With Myurr banished back into the Pit, vainly threatening vengeance, and while the Netherworld Sorcerers vanish into nothing, you get reunited with your overjoyed parents, and the population of the land rushes in, celebrating the hero who cleansed Gallantaria of the demonic blight.

Phantoms of Fear

You play as a young Elf shaman known as the Eldenurin (Defender Shaman). As Ishtra is gathering every evil creature in the continent of Khul under his command, to start a second Chaos War, you are tasked by the Fertility Goddess Galana to rise against the Demon Prince. You have a Power score, in order to cast spells and to venture into the Dream Realm in your sleep. You can cast spells of Invisibility, Illusion, Levitation, Weakening, Detection and Fire but you must use them wisely, as you need to raise your Power total to the maximum to stand a chance against Ishtra.

You discover that Ishtra’s demonic influence is twisting and corrupting the sacred Forest of Affen and the Dream Realm, which are withering, as the Demon Prince is using the Dream Realm as an asset in his goals of conquest.

You will often travel to the Dream Realm, where monsters are fought in a way that involves dice rolls and random, and can easily turn to your disadvantage, but in which you cannot die. The Dream Realm is a reflection of sort of the real world, prompting you to jump from one to another to overcome obstacles.

You will have to face dangerous monsters born from Ishtra's experiments, and the Demon Prince's servants. If you can lift the curse keeping the warrior Eric Rune-Axe in a berserker state, he will make a precious ally. You must search everywhere for magical relics needed to defeat Ishtra and to gather information about how to use them.

Upon reaching Ishtra's hideout, you must answer the riddle of a Crio-Sphynx, then disguise as a Dark Elf. In it, his influence prevents you from spellcasting but you can enter the Dream Realm while awake. You eventually enter a nightmare where reigns Ishtra's right-hand, Morpheus the Lord of Nightmares: an eldritch, shapeless monstrosity.

  • Morpheus spawn three powerful dream monsters to fight you before facing you upfront. Contrary to the dream monsters, you fight him for real, using your Power score instead of stamina, and he can kill you for good. With 8 in skill and 20 in Morpheus is not much of a threat, but if you finish him off you destroy the dream you are in and do not survive, so you must leave him alive but unable to fight. After defeating him, your Power score is restored.

Facing Ishtra

Ishtra is fought immediately after Morpheus. You can either face him in the Dream Realm or in the Physical Plane. If you wear a green pendant, Ishtra will devour your soul and turn you into his undead servant without resistance.

  • Battle in the Dream Realm: Ishtra fights you like Morpheus did, with 10 in skill and 21 in power. While powerful, he has a surprisingly low skill total for a demon of his rank but he compensates with his vast Power score, which you must surpass. With less than 22 points of Power, you are sent back to the Physical Plane.
  • Battle in the Physical Plane: Ishtra can only be defeated with six relics filled with the power of nature: a deer's antler and a crystal ball representing wind, an amber and a branch representing fire, and an icicle and a bowl representing water. Should you lack one relic, place them in the wrong combination, or lack enough Power to perform the ritual, Ishtra incinerates you with his green fire. But if every condition is met, the relics will generate a powerful force field and destroy the Demon Prince's earthly avatar.

With Ishtra banished back to the Pit, his decapitated army will destroy itself due to infighting, leaving you to escape his lair and return home, celebrating your victory and starting to heal the forest.

Tower of Destruction

La tour de la destruction

the eponymous Tower of Destruction

The story begins when the playable character returns to their hometown in the cold northern regions of Allansia, only to witness a gigantic, flying Sphere of Destruction burning it to the ground. So begins a quest to track down the Sphere and those behind it.

The game features an Honour score which must be raised to the highest possible number and a rule of Time Elapsed, to note how many days are spent in the track.


Zeverin and his bodyguard

You first have to investigate on the Sphere through talking to locals and barbarian natives, to learn that it is controlled by a Dark Wizard. You eventually manage to enter the Sphere and to confront both the wizard (in fact a weaker projection) and Dazrakk, his man-orc bodyguard.
  • Dazrakk is a powerful enemy with 10 in skill and 10 in stamina. After three attack rounds, the wizard starts firing magic arrows that deal additional damage. Then, you face the wizard, with 8 in skill and 8 in stamina.
  • Targeting the jewel that projects the wizard's double will dispel it, leaving only Dazrakk as a threat.

With your enemies gone, you destroy the Sphere from the inside. When escaping the blast, you shall rescue Aliades, a former apprentice of the wizard who tried to stop him and was held captive.

Aliades reveals that the Sphere was but a first try for the wizard, Zeverin, who is working on a far more lethal Tower of Destruction. The real villain is in fact the Night Demon Relem, who struck a deal with Zeverin and granted him most of his power. Relem wants to use the destruction that the tower would bring to open a gate between the Pit and the Physical Planes, and quite clearly intends to dispose of Zeverin when he no longer needs him.

You later travel through the Icefinger Mountains towards the Ice Palace of the Elf Mages, where Zeverin used to learn magic. The Ice Palace is now a mausoleum for the Elf Mages who dwell there as ghosts, many of them needing to be freed from Zeverin's curse.

You must fight Zeverin’s Dark Elves and search for many useful items, including an Ice Bird and an Ice Sword, and meet the ghost of two Elf Mages: Tassakil, who can reactivate and increase the Ice Sword's power, and the Archmage Elokinan, whose magical chalice powers you up depending on your honour total.

Then, you must find a way to enter the Tower of Destruction itself, with a flying potion or a winged statue, and avoid the guards at the entrance, before fighting your way to its core against dangerous odds.

Facing Zeverin

You can use several items to attack your foe before battling him. Using a Wand of Cold and bewitched arrows can kill Zeverin without fight, which is advised considering the upcoming battle against Relem. But if Zeverin gains the advantage or is struck with normal arrows, his spells cost you 3 stamina points (and sometimes 1 skill point). Zeverin is a powerful enemy and a surprisingly talented swordsman with 10 in skill and 13 in stamina, and he almost always cast spells costing 5 in stamina before fighting.

Facing Relem


the Night Demon Relem

The Demon Prince is fought right after Zeverin. He first blasts you with lightning and you will need first the activated Ice Sword (to avoid losing 4 stamina points), second the Ice Shield (or minus 4 points), third the Magic Ring (minus 1 dice roll worth of stamina instead of 2). Then, you can use an Ice Bird to distract Relem, in order to heal.

Relem is a highly powerful and dangerous foe with 14 in skill and 25 in stamina, whose claws cost 3 stamina points instead of the regular 2. Without the Ice Sword, you stand virtually no chance, but if it was enchanted to fight demons, you will have a higher power-up and your strikes with cost 3 stamina points. A Speed Potion enabling you to double the strikes you deal will further balance the odds in your favour, but you must remain careful. Should your stamina drop below 6, a mysterious ghostly figure will grant you a power boost for each attack rounds.

After defeating Relem, you must make a perilous escape from the collapsing tower. Then Zeverin of all people attacks you! (Likely using another double or being revived by Relem as a vengeance.)

If you lack the Ice Sword, everything ends in a giant energy ball. If you own it, quite a given after the final battle, Elokinan appears to banish the demented wizard once and for all, and cast a spell to protect you from Relem's wrath, leaving you his blessing before departing to the afterlife.


The story begins when the playable character is tricked into letting the warlock Nazek enter a monastery in which no evil can enter uninvited. Nazek steals the fabled Black Grimoire and you have four days to track him down before the night of Shekka's Moon, the night when the evil Goddess of Sorcery Shekka expands her power over the world, during which the Grimoire could be used in a ritual to free the Kurakil from the Casket of Shadows.

The gamebook in itself is very hard, full of dangerous battles, complicated riddles and a lot of mandatory items. It features a score of Faith which must be raised to the highest possible number, to guard you against evil, and a score of Infection which must be kept very low, to measure your vulnerability to plague when exposed.

In the beginning of your quest, you must save the town of Aryll from plague-bringing rats and slay the monster responsible of the plague to get cured as well.

  • The plague-bringing Canker has only 8 in skill and 12 in stamina, and can be weakened with fire, but you must destroy it before its plague-zombie guards can interrupt the fight.

Then, you will have to travel through several places blighted by evil, and visit the vaults of two ancient heroes, including Enthus the Martyr, who trapped the Kurakil and whom you need to meet through the Veil, after destroying the evil spirit possessing his remains. You will also have to confront a Dread Demon, and to save an innocent girl from being burned at the stake by an Inquisitor possessed by a demon; demon you can fight or banish.

You need the Holy Sword Deliverer, and track down "The Mask", the lord of the local thieves who recently stole it.

  • "The Mask" is a very powerful enemy with 11 in skill and 12 in stamina, but he fortunately lacks additional skills.

Finally, you must capture Mistress Crowfoot, a witch at Nazek's command, by unveiling her disguise and slaying her crow with a hawk; and ally yourself with the secret society opposing Nazek, to storm into the ruins of the monastery where the warlock leads the ritual to open the Casket of Shadows. All this before it is too late.

The Final Battle

Libération du Kurakil

Nazek unleashes the Kurakil

You must engage the battle immediately and fight your way towards Nazek, who just unleashed the Infernal Beast. You must close the Casket of Shadows with a spell taken from a page of the Black Grimoire; otherwise the other demons trapped inside will escape and seal your doom. Using an item against the Kurakil is useless and might render you vulnerable to Nazek’s deadly aging curse.

The Kurakil is a very powerful and dangerous enemy with 12 in skill and 18 in stamina. He fights with his claws and swipes his tail every attack round, causing additional damage 2 in 6 times, no matter the outcome.

You need a Venom's Bane potion to escape the spiders summoned by Nazek. While nowhere as dangerous as the Kurakil, the warlock has 10 in skill and 9 in stamina, which is no laughing matter, and he takes advantage from your weakened state after the previous battle. When his stamina drops under 2, you must win a difficult test of faith to finish him off, or get fully corrupted by the evil power spread by the night of Shekka’s Moon.

With Nazek and his followers dead and gone, and the Kurakil banished to the Pit, you can bring the Black Grimoire to the abbey to be sealed away forever, before celebrating your victory how you deserve.