Important note: If you haven't played through the whole game yet: Do not read on! If you have, here's what lies ahead: Gathered on this page you find all sorts of things that you might have overlooked while you played "Mysteries of Nepris", but which are definitely worth to check out. We also mentioned references to books, persons, movies or other games here that were hidden in the adventure somewhere, providing additional background knowledge for you. The list
probably isn't complete, because the game is pretty huge by now, so even the developers might not know anymore where they've put in a little detail just for fun. Should you discover something that isn't listed here, feel free to report it and we'll add it of course! - And now: Enjoy!

The (un)fortunate Jasper

A final surprise for Jasper
Do you want to know what fate befell Jasper after he ran away from you at the waterfall? You do? Well, that must mean that you havenít gone and found out. Maybe it would be worth visiting Jasperís hut one more time and see what heís got up to? We donít want to give away too much, but itís fair to say that Jasper was in for yet another a big surprise. Whether good or bad, we wonít tell...

A soullinked demon
Queenly soulmates
Deep down in the crypt of Karthmor you meet a very powerful foe, who conjures up some helpers to assist her. If you first try to destroy her minions you might suffer a deadly backlash as the dear Lich Queen is soullinked to one of the demons. It is therefore advisable to do your homework first and pay attention to what you find on "Soullinks" in the Deeper Labs Library, where you'll learn "that only the destruction of the caster of a soullink causes the strong defense of a soullink to crumble". The soullinked creature you meet in the crypts is also depicted in the book, so if you've studied carefully, you know more already when the time of the big fight arrives.

The Sliverphial

Spectral help
Reading up on things in the library pays off in another case as well... Especially the book on Zombies has an interesting note in it with instructions on how to open a specific dagger and fill it up with substances like poison. A certain T.F. also remarks that the sliverphial is especially effective against ghosts if used with sacred water. If you've read this note, got the dagger and you come across some holy water in the crypt, Jeremy will offer to fill the dagger up for you. And once you've performed a certain ritual resulting in awakening slumbering spectres, the sliverphial dagger might come in handy and do a lot of damage on apparitions like these...

The slimerac
Some keys open more than a single lock...
Did you meet a slimerac in the swamp? No, thatís not another slimer, but a slimerac. Itís just as nasty, though, if not nastier. You must find the path to the slimerac by exploring the western-most area of the swamp. If you manage to defeat the slimerac, a little newt will show you a surprise. Ė Oh, you mean you met the newt, but werenít able to open the box it gave you? Well, thatís indeed a problem. Unless, of course, one had a magic key...


The swampstalker

Stalked in the swamps?
A proper swamp needs at least one swampstalker. We are almost sure you would have met this artful hunter, but if not, that must mean that you didnít take the Southern detour on your way west from Hildulaís hut. There was a tell-tale noise at a certain crossroads that might have led you on the right track. Or should that be ď...led you into the right trapĒ?

The aglan slug

Slug experiment
Did you manage to defeat the giant aglan slug? Yes? Wasnít so difficult, was it? But then, maybe you havenít even found the easiest way of dealing with that foe. Did you know that slugs tend to shrivel up when they come in contact with salt? The process responsible for this is called osmosis... If you donít believe us, you can try a little experiment and see for yourself. And in case you wonder: salt can be found in Hildulaís hut.

Malleus Mallefiz

An opinionated quill
Do you remember Malleus Mallefiz, the opinionated quill that lives in Hildulaís hut? If you are a historian, his name should sound familiar to you. "Malleus Malleficarum" is Latin for "Witches' Hammer", and is the title of a vicious ideological tractate that laid out the case for persecuting so-called "witches". Published in the late 15th century, the Witches' Hammer sanctioned witch hunts in the name of religion. Our Nepris-Malleus thoroughly deserves to be associated with this unflattering chapter in European history (which, contrary to popular belief, had its hightest intensity not in the middle ages, but in the early modern period, when the authority of the Catholic church came under pressure from a variety of new religious movements).

Fizzlefist's (?) Hat

A hat which has something to say
When Jeremy tries on Fizzlefist's hat to pose as a proxy to the wizard's familiar and begins to talk with the imp, the words "You shall not pass!" suddenly come out of his mouth. Maybe the hat remembered another wizard, who so famously wore one of those, and shouted the very same words at te Balrog in the ancient dwarven stronghold of Khazad-dŻm. That wizard is no other than Gandalf of course. "They shall not pass" (French: "Ils ne passeront pas") by the way is a slogan used to express determination to defend a position against an enemy and was most famously used during the Battle of Verdun in World War I by French General Robert Nivelle. Since then the slogan appears on various propaganda posters. J.R.R. Tolkien was a World War I veteran.

The place to find... a reader?

A book and its journeying reader
Exiting Nepris and wandering south of the graveyard you come across an ancient eur-oak tree. Next to it there's a cane and a titleless book, which has a quill in it as a bookmark, which are all references to a mysterious story titled "The Journey" by Artimidor. If you start reading this strange book you might catch someone reading a book next to an eur-oak tree. Or so the book says. The book will also explain that a text never appears the same to the reader, because even if it is read again, the reader has progressed in the meantime, and be it only by reading. Thus you can try reading this book again and again, and indeed you'll find out that it has different things to say each time - quite literally in this case! See this little reference as a footnote to the actual story of "The Journey". Also note that the background music of this section in the game - as well as of the graveyard (conincidence?) - is the "Journey" theme by Vladeptus as you find it on the site at the story entry.

The Book of Knowledge

The questions to the final answers
The notorious "Book of Knowledge" found in the ruins of ancient Karthmor has the answer to everything you ask. There's only a small price you have to pay for it, but what's that price compared to eternal knowledge, eh?

Among the final questions you can ask Garnesh-Rhun is the one about "Life, the Universe and Everything". This of course is the famous question in Douglas Adams'  hilarious"The Hitchhiker's Guide to the Galaxy", which is put to the super-computer Deep Thought. As  the Nepris game doesn't answer this one directly and you've checked this page to finally learn the truth (good idea!), we can reveal the results of Deep Thought to you, so you don't even have to read that Adams' book. The answer is... 42!

Another question you can ask the "Book of Knowledge" is: "Why is there being and not nothing?" This, according to Martin Heidegger, one of the most proficient German philosophers of the 20th century, is the fundamental ontological question, which is the only crucial one that really begs to be answered, and everything else derives from there. More on that in his work "Sein and Zeit" ("Being and Time"). Or just listen to Garnesh-Rhun, but unfortunately in the latter case you won't be able to tell the tale. Take your pick.

Patrick McGoohan as "The Prisoner"

Jeremy, the "Prisoner"
When Jeremy is still imprisoned in his cell and he bids you farewell, he comes up with a different saying each time. One of those sayings is "Be seeing you!", which is taken from the British cult series of the sixties called "The Prisoner" starring Patrick McGoohan. The unnamed protagonist, a former secret agent, resigns from his job and finds himself in "The Village", a place where there is no escape and inhabitants are identified as mere numbers. Nr. 6 now has to adjust to the circumstances - or find a way to get out and confront the mysteriously unknown No. 1, who got him there in the first place. In "The Prisoner" a farewell like "Be seeing you!" is an expression of conformity, of acceptance of the system. But Nr. 6 is a rebel:  "I will not be pushed, filed, stamped, indexed, briefed, debriefed or numbered. My life is my own." Well, prisoner Jeremy is also quite a character with unconventional ideas, just like No. 6.

Olf's Pet Sematary

Pet Sematary
Gravedigger Olf has his own special place tucked away in the swamp to bury his pets. He also isn't particularly good at spelling as the signpost he made read "Pet Sematary. No Trees Passing". Well, maybe there's also an importnt message there that tell us that drasils and the like should keep out. Anyway, the misspelling of "pet cemetery" of course is an intentional one, as it points to Stephen King's horror novel with the same misspelled title. In the novel it probably were the kids who started the cemetery and misspelled the sign, while in Nepris it was Olf, whose - let's say - somewhat "simpler mind" didn't know how to use the letters properly. In King's "Pet Sematary" by the way pets make a reappearance after they died. Let's hope that with all the necromancy going on in the "Mysteries of Nepris" one of Olf's pet hamsters won't come back to life and bite the player in the leg!

 Date of last edit 25th Rising Sun 1671 a.S.

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