Once you have gone over the waterfall in the SE of the first lake there is no turning back. So make sure that you have bought all the spells and equipment you could need. Since there are no places you can sell surplus equipment, you should travel light and only take items you could need on the journey: potions and enough food. The latter is particularly important as you can loose food on negotiating waterfalls and rapids. Tip: save the game before going over a waterfall. If you loose supplies you can restore and try again.
There is a dead body in this hidden cave. It has a Waveblade on it.
There are five imps flying around outside the tower. With a bit of luck you can avoid them. They can however be killed by a level 10 party but save first! Although you cannot get into the building at this point in the game you should visit it and explore around. It makes things a bit easier later on.
You find three of these curious insects, which are followed by six common or garden giant lizards. Unfortunately they drop nothing and there is no treasure in the area.
It is worth visiting these caves. Although there is not much loot here (the main thing is a Chill Charm), you can save yourself some trouble later if you manage to activate the Awakening.
You could sail past but it is better to stop here and pay your respects to Dahris-Bok. If you do not he will curse you with four Dread Curses and take all your food. The food is actually no problem because you will soon loose it on going over some of the following waterfalls. The Dread Curse is of course much more serious.
e End of the River Journey
The river is blocked by rocks, which is probably a good thing because shortly after this it disappears into a deep chasm. On the east bank in the SE corner is a group of undead. If you approach them you will be asked if you want to leave, attack or talk to them. Whether you talk or attack you end up in a battle with 3 Spirits and some Shades. They do not drop any loot.
Whether you fight the undead or not you must now go north. You will be attacked by two groups of Vahnatai. In the west wall of the cave is a passage to a cache with some food and healing potions.
This fort stradles the river and blocks your way south. You will have to leave your boat to investigate and find a way onwards.
When you come across the gremlins in this hidden glade you are given the choice of leaving, frolicing with them or attacking them. If you attack there are six of them and they continually cast shimmering rays, so that you need Unshackle Mind. When you have managed to kill them all, you find a Poison, a Curing and a Healing Elixir as well as a Searing Balm and a Draining Brew.
If you frolic with them they steal some of your food but give you an Energy Elixir and you can find the other five potions anyway. So the best way is to leave all your food somewhere (e.g. in the Ruined Villa) and enjoy yourselves with the gremlins.
There are just two Hydras here.
After going over some nasty waterfalls where you loose all your food, you come to this little cave where the hydras are being attacked by chitrachs and chitrach larvae.
An Ice Hydra and some Baby Hydras drop some lizard haunches. After killing them you find 150 coins and a Wand of Lightning.
Here you meet a living Vahnatai for the first time. She is a mage and gives you some help.
A Vahnatai shade materialises here and offers you healing at a very reasonable price. Unlike others healers in this game it does not however offer to buy surplace equipment.
At last the end of your journey is in sight. Before entering this cave you should make sure that you are well rested.
Whether you approach this land tongue from the north or from the south you will find a variety of monsters: Cave and Vapour Rats; Mung Rats and other monsters. There are four patches of mushrooms on this tongue. Although you are told, that some of them will make you ill, I have not been able to distinguish between the good and the bad. It is however not good to take the dangerous ones. They will certainly poison you.
If you land here you can slay a lizard and add a Lizard Haunch to your rations – a welcome addition.
There is a spirit here which seems friendly. It does not say anything but you get the impression that you are being observed.
Bon-Ihrno opened up the passage in Formello thereby making this place accessible. Here starts you journey into the unknown.
This deadend is guarded by four Viscous Goos, which multiply if you do not hit them hard enough. So send your best warrior up front and haste and bless him.
On landing here you come across a flame hydra and five Baby Hydras. After killing them you find 100 coins and a Wand of Bolts. Then you can explore the Ruined Villa.
There are many islands in this backwater. Right at the western end is a ruined building where you can find some hexagonal bars.
There are no patches of potion ingredients in this area. Even if there were, you could not come back to pick them up!