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- Lands of Lore 2
-
- RPG by WESTWOOD
-
- The Caves
- ---------
-
- You get comprehensive instructions in the Manual as to how to
- proceed in these first caves - with pictures and all! But here
- goes, anyway, for a little extra help. Don't, however, slavishly
- follow the Manual, or me - the whole puropose of this area is to
- allow you to experiment. Try everything you can think of! It will
- be invaluable experience for later on, and may be you'll come up
- with something nobody else has tried before.
-
- And, now, for some down to earth instructions:
-
- Head generally north (without neglecting watching the map to make
- sure you cover all the ground), picking up stones, crystals, etc.
- Actually, the only really useful item is the Cave Aloe, which heals
- you - but do your own thing. Follow the arrows you'll spot on the
- walls. You might like to pick a safe fight or two (i.e., fight one
- guard at a time), just to get yourself a sword and a shield and
- collect experience points. Avoid the three archers at the entrance,
- they'll kill you for sure. Still, you might find it fun to see what
- happens if you do try to run through - but save your game first.
-
- Carrying on, when you come to some fireflies over a big rock, click
- on them and then follow them. You will metamorphose as you come to
- a low entrance on the rock. If you become the Lizard, go through.
- If you become the Beast, turn right around and follow the right wall
- till you come to a large boulder. Walk against it to move it out of
- the way.
-
- Proceed along here till you come to a lit room with two columns
- barring the way. Walk around the one to the right and push it
- against its fellow. Then go to the front and push it forward.
- You'll soon be able to get through.
-
- Past here you will come to several doors, all of which but one will
- open by just clicking on them. When you are in front of the one
- which won't, turn right and cut the chain with a sword (just click
- on the sword symbol). Inside, an ancient magic stone. If you right
- click it on the portrait, Luther gets extra magic power.
-
- Check the other rooms. In one of them you'll see some crates.
- These can be piled up in front of the smooth wall to climb up
- through the hole. Not that it seemed worth the effort - but I guess
- we are just being shown the ropes.
-
- In the other room, tucked in a very dark corner, you will meet a Orc
- on whom you can click for a conversation. Speak to him twice and,
- when he expresses a wish to sleep before he fetches you something or
- other, let him sleep - if you poke him once more he just dies.
- Don't even bother to come back to him. Let him follow you if he
- wills.
-
- I expect you'll come across a lot of waterfalls NE of a big pool.
- If you go to the waterfall to the N and smash the gushing rock with
- a weapon, this has unexpected results. Push on here, see if it'll
- do you any good. Then move on.
-
- In your travels, you might find yourself peeking through a gap at a
- guard - on the floor, an oil lake. Cast Spark to fry the poor
- fellow, but back off quickly or you will get burned, too. All of
- this, you realize, is to let you learn how to come to grips with the
- game. Whatever you chose to do here, matters not at all.
-
- Carry on exploring till you come to a bridge over a river. A door
- opens and a guard talks to you. If, facing the bridge, you look to
- the left, you'll see a lever. This opens another portcullis around
- to your right and you can go into the guards' rooms and pick up some
- goodies.
-
- Cross the bridge towards the big doors, but don't be in a hurry -
- there's some more fun to be had. If you hear the words "Hey, you!",
- that really means YOU. Turn around and advance along the bridge the
- way you came. When you see soldiers coming along, cut the chains to
- have a section of the bridge collapse (with the soldiers on top)
- while you back off to safety. Snig, snig.
-
- Enough. Let's get on with the real game. Face the gates and enter
- the Draracle's lair. Speak to him. Eventually, he will direct you
- to the...
-
-
- Shinning path
- -------------
-
- Move to the door and go in, note the customer to your left and
- pretend you haven't, pick up the sword, mail (don't forget to equip
- them) and the champion stones. These, as you will know from the
- Manual, will make you stronger.
-
- Now, you could open the metal bars by pulling the lever - going
- through the mirror is a shortcut to the village you are meant to
- visit. However, it's much more fun to move the tapestry aside and
- go through the teleporter (just click on the wall).
-
-
- Advance and click on the Orb. We seem to be in some sort of museum.
- Back off a little. To your right you will find, on the wall, a
- triangular key. Keep this key in your inventory where you can see
- it. The creatures in this area will steal your last equipped item,
- and since you are going to use this key all the time to get a
- reading of the exhibits, it's always the last - you are going to
- have to fight tooth and nail to keep it. Every time you've fought
- and the key is missing, search the body of your victim. You might
- even have to run after the thieves.
-
- But don't let us anticipate. In front of the orb, a tile on the
- floor can be moved and a stand will pop up. Use the key on it and
- the wall at the back will open. Go in, cast Spark at the torch and
- then take all the scrolls. Open the panel to your right and cast
- Spark. Leave the way you came in. Should the wall close before you
- can get out, a lever to the left of the door will open it again.
- Retrieve the key from the stand.
-
- OK, you must keep checking the map to make sure you don't miss
- anything. Try to keep hugging the left wall so that you cover all
- of this area methodically. Use the triangular key on the stands by
- the exhibits to find out what they are all about.
-
- If the scenario is a bit dark, walk up to the dim or unlit torches
- and cast Spark to light them up.
-
- You will first come to a barred room which you cannot enter. If you
- stand on the right side and cast Spark, you will be able to see and
- pick up a green gem. Put it in the square for magic items in your
- inventory - it gives you considerable protection.
-
- The next exhibit will give you a broken sword. Hang on to it.
- Still keeping left, you should find a door on the wall which will
- lead you downstairs, where you will pick up the Prism Sword. This
- is the best weapon to be had at the moment, till you get the
- Firesword. Go back up and keep going left.
-
- In a room full of paintings, click on the one on the far wall to
- reveal a lever. This opens up the next complex of rooms along (one
- of them contains THE hourglass, more of this anon). Naturally, you
- will use the triangular key to hear all about the paintings.
-
- Going on, spot the one lit room (containing the hourglass) with the
- other three dim ones - using the triangular key on the stand at the
- opening to this complex will give you the clue. We'll be coming
- back here later. Carry on for now.
-
- You will come to a huge blue gem. After you've heard what it's all
- about, you can hack away with a sword and get three chips off it.
- If you click them on the fire around this room, they are charged
- with the fireball spell. You can only use them once, though. I did
- not find where else you could charge them, but I was soon packing so
- much stuff, I didn't care.
-
- Having got right around here, you can next do the centre of this
- area. You will find an axe over a stand (this axe is extremely
- useful because it can be thrown when you need to hit something from
- a distance and it comes back to you). When you pick it up, you'll
- find yourself in some sort of liquid - going up will get you to the
- scroll room behind the orb. To get out, find the lever on the left
- and the wall will open leaving you at the orb.
-
- Once you've been all around, go to the room to the S with the
- hourglass (don't discard the triangular key, make sure you take it
- with you; you'll need it much later). Hit the hourglass with your
- sword and it will break. If you now back away and turn to your
- right, you will see that bits of the wall have fallen off. Hack at
- it with any weapon and then go through.
-
- Just go along the corridor until you come to a barred door. Kill
- the creature, click on it to get some Dragon Blood and collect the
- other vials in the room (these, by the way, act as delayed bombs).
- Open the door and go along to the dragon having a kip, click on him
- to chat and he will take you to...
-
- (Take with you: Triangular key)
-
-
- The Jungle
- ----------
-
- You might like to start by discarding here anything you don't need.
- Just move ahead of you at first. If you meet a two-headed beast,
- don't start poking at it after talking to it, otherwise it'll have
- you. Just follow on till you get to the village. An old man will
- tell you some people are missing and won't let you through. You
- might as well start searching.
-
- The best way of going about this area is to use Luther to explore,
- the Beast to fight the two-headed nasties (experience points, you
- see) and the Lizard to get into those nooks and crannies. But it's
- up to you.
-
- Wandering around the jungle and following rivers is fraught with
- danger, particularly if you fall into deep water (oh, do - save
- first and have a go, it's really worth seeing). If you spot an
- isolated rock spouting water, attack it with a sword or something
- and you will find that a river bed dries out. In the north end of
- the dried out river there is a hole - the Lizard can get a Speaking
- Stone and other items. (On the subject of Speaking Stones, use them
- by clicking them on the portrait. They will give you a slight clue
- as to what's going on.)
-
- While you are exploring, keep your eyes on the ground and see what
- you can pick up. Some bushes with paler and darker leaves give you
- aloe (healing). If you cut the trees with a yellow blob at the
- bottom, you get ironwood sap. You can get some wax from hanging
- hives and, by a small waterfall, Mind Stones. Save your game, use
- one in the usual way and you'll see the whole area mapped. If you
- then reload, you can use the same stone time and again.
-
- You might come across a small temple by this same waterfall, with
- several statues all around a circle on the ground. Pick up the
- scroll you'll see on the floor and read it, but save before you
- attempt going up the stairs - I got trapped up there because I
- couldn't get the jump right, but you do get another scroll and some
- experience. You might like to have a bash. Me, I reloaded and
- tried something else. If you click on the wall behind one of the
- statues, it opens out. On the same side, but nearer the arch though
- which you entered there is a hidden panel with a lever. Using this
- you can lift the statue in front of the secret door and go through
- it. The stuff you can pick up here is pretty useless, so don't
- bother - at the end you'll be in another part of the jungle.
-
- To the SW, and going between two green mounds, you'll meet Kit'yara,
- who has a fine sword and wants an orb of power for it. She also
- tells you, amongst other things, about her son Daniel. She is
- important and you will be meeting her later on.
-
- N of here you'll come to a waterfall. Approaching, you'll get a
- close up - click on the right and you'll enter a cave in which there
- is a skeleton and another Speaking Stone. If you've covered the
- whole area thoroughly, we can get on with the business on hand.
- Although there is a short cut to where you want to be, you need to
- be the Lizard to get to it and, because this is beyond your control,
- you might as well head for the maze of thorns. You have to be
- careful because they suddenly grow and leave you cut off and
- disoriented. Keep an eye on the map and, if you feel there should
- be an exit in a particular spot, hack away with one of your weapons
- to get through; better still, cast Spark. This prevents the thorns
- from growing again and also marks your path rather conveniently.
- You want to head south and then west. At length, you will come out
- into a clearing. Search carefully for an opening in the rock and
- enter...
-
-
- The Hive Caves
- --------------
-
- You'll have to walk them all. Look out for pieces of amber and some
- very nasty blue spidery things. You must kill them (careful, you
- can get poisoned). You should also find in a nest (or a messy bit
- of something or other), around here, a fine armour. You will come a
- chasm and you won't be able to get round it on the south side unless
- you are the Lizard. Alternatively, hack away at the overhanging
- stones in front of the chasm to create a path. You need to be
- Luther to do this, and it's worthwhile, so that you don't have to
- rely on changing at the right moment. Get across.
-
- If you head roughly E to some lava (jump from one slab of rock to
- another), you will come to two statues guarding a large sword - I
- don't know what this is all about, but if you want it, grab the
- sword and get out very quickly, otherwise you get crushed to death.
-
- Towards the north, you will find a pathetic little pile of bones
- which belong to the girl you saw in the intro. And please don't
- mutter "serves her right!" Move on to the E of here and you'll meet
- her mother. This means you've rescued her, because now you've
- killed the nasties she feels free to buzz off to her village.
- Before you follow her, just go round here to the NW. You will come
- to a tiled room. Before you enter it, note the runes to the right,
- on the wall. Enter the room and look around. This is, in fact, a
- lift - but you can't use it yet. Make your way all the way back
- to...
-
-
- The Village
- -----------
-
- This time, the senior citizen will let you through. Go in, visit
- absolutely everywhere and talk to absolutely everybody. After
- you've talked to the magician fellow, you can nick anything you can
- lay your hands on around him - particularly, get the Speaking Stone
- on the floor, to the right of him. He is able to mend that broken
- sword... in exchange for an orb of power.
-
- A visit to the clandestine merchant is worth the effort. He will
- offer you Kit'yara's firesword in exchange for a spot of murder. In
- the meantime, pick up the key on the right and the green poison
- alongside.
-
- This key will open some of the locked doors in the village: apart
- from a lot of ingredients, you can pick up a really nice crossbow.
- Every third shot, it snares your attacker, giving you an edge.
-
- Don't make up your mind yet about that murder. Take that decision
- later - remember that, if you commit it, you won't be able to come
- back to the village.
-
- Don't neglect to visit the tavern. When you've finished doing the
- rounds, you have a date on a bridge and you know you must go to the
- Monastery. This is roughly to the SE of the map, I'm sure you'll
- find it.
-
-
- The Monastery
- -------------
-
- When you enter it, click first on the arch leading outdoors and talk
- to the brother you'll meet there. Exit by using the arrow which
- will appear at the bottom of the screen when you move the cursor
- there.
-
- Next, click on the archway to the left. You have an interesting
- conversation with Dawn. Exit.
-
- Click on the door directly in front of you and you have an even more
- interesting conversation. Now you know you have to get a copy of
- the runes with the wax (so make sure you have two bits of wax), and
- you have a flute which will let you use the lift you saw before in
- the Hive Caves, and which leads to...
-
-
- The Old Caves
- -------------
-
- Make your way to the Hive Caves. Have another look at the runes
- before you enter the room with the lift, just to remember their
- order. Step on the square platform sticking out and use the flute
- by right clicking it on the portrait. The lift will come up. Step
- on it. You will see a stick with runes on it. The top one
- corresponds to the top floor (the one you are in) - let's call it
- the 1st floor. You can visit all the other floors by clicking on
- each of the runes.
-
- 2nd floor: touch the three hanging blocks. They will drop into
- place and a fountain will appear, which heals you if you are hurt.
-
- 3rd floor: a poisonous creature guards a hole in the wall. I found
- I could kill it from a distance with the wonderful crossbow I got at
- the village. You can crouch and go through the hole to a chamber.
- Pick up what you see and search the nest for a net.
-
- 4th floor: pick up the Speaking Stone on the floor and crouch to go
- through the tunnel. You are on another floor. Press the keys
- around the cat block in the same order and number of times which you
- saw by the entrance to the lift in the 1st floor. This opens a door
- up a ramp. Go up and manoeuvre the blocks in the correct niches
- (which match the symbol on each block), with the cats facing front.
- You will notice that, if you try to transfer the blocks, as they
- are, directly into the niches, the tend to be facing edge first and
- get stuck - if you see this is the case, move the block all over the
- room so that next time you approach the niches with it, the block is
- square on. The blocks will turn the right way around automatically
- as soon as they are in. This is rather tricky and will try your
- patience somewhat. However, once they are all in, this opens up a
- couple of chambers which contain a bow and a shield. Picking them
- up will cost you health points. In the room with the niches, now
- filled and barred, there is a hole in the wall. It could be worth
- your while to hang around till you turn into the Lizard and go in to
- retrieve the goodies.
-
- Find your way to the lift and call it by pressing the green tile on
- the green pedestal. Step on the lift and look at the stick with the
- buttons - we seem to have down two floors and we are now on the 6th.
- Go to the next floor, i.e., the 5th.
-
- On the 5th floor, turn the blocks so that all the cats are facing
- forward. This opens up a secret passage - if you follow the right
- wall (carefully) you will come to a pile of rocks with an arm
- sticking out. You can get the ring, which is magical. Gross. It's
- supposed to heal you and even resurrect you, but it didn't do this
- fellow much good. No point in going on further down. Nothing there
- except one of those nasty blue spiders. Go back to the lift.
-
- 6th floor: we've been there.
-
- 7th floor: if you are the Beast at the moment, wait till you are
- Luther. Step on the round room, grab the scroll and keep walking
- around the edges to avoid the large rolling boulders. By the way,
- this type of scroll contains a regeneration spell and it's worth
- it's weight in gold to you. Keep it, and others you might find, for
- those critical moments when you've run out of magic points and are
- on the point of dying.
-
- 8th floor: Have a look around. A passage leads to a lit room, but
- there is a rockfall when you try to follow it. At the next passage,
- you will notice a niche in the wall composed of two tiles with cats
- on them and another tile in the middle, with an indentation on it.
- Use the flute on this tile. Advance with care - if you see some
- blades on the wall, wait till they explode. Move along and to your
- left - as you go through here a boulders falls through the roof and
- opens up a pit. Try pressing the tiles either side of the wall, I
- couldn't figure out what that did. I mean, a passage opened up
- leading nowhere and then a pedestal rose from the floor and I
- couldn't do anything with it. Is this a red herring I see before
- me, or am I too dumb to see the obvious?
-
- Light the burner and step into the pit. By clicking on the beast to
- the right, you get one of those magic stones. Click on the left and
- you've found the runes - couldn't see them, myself. Take two copies
- by clicking two pieces of wax on them. Go back to the monastery but
- use the exit to the thorn maze. As you come out of the caves, you
- meet Dawn. At the end of the conversation, give her one of the
- copies of the runes. Continue on your way. At the monastery, give
- the other copy of the runes to Brother Julian, and you will get an
- orb of power. Take the orb to the other brother in the garden - he
- shows you how to use it, but I'm too dim to understand what he was
- going on about. Finally, speak to Dawn in the Library. As you
- leave, she gives you a very useful spell.
-
- Now, if you click on the door to the left of the picture, you'll
- meet a very odd chap called Rix. Go through the other door and you
- will come to a room full of crates. If you pile them up in front of
- the bookcase, you can get up there and break it with a weapon. You
- can then jump into the...
-
-
- Dark Halls
- ----------
-
- I fought my way all the way up the stairs without finding anything
- terribly useful, apart from the plasma staff (and I don't know how
- useful that is), a couple of other things and a few scrolls in the
- bookcases. You have to be careful here when you explore, and not
- only because of the blue nasties which attack you. The walls close
- behind you as you advance, so go slowly and don't be in a rush to
- climb up the stairs. Keep opening the slats on the walls and peer
- into other rooms. A tantalizing sight! Do your best to get into
- them. For instance, in the case of the very first room, to the
- right of the entrance, when you open the slat you will see inside a
- crate. Poke it with your finger to reveal the explosives inside.
- Cast Spark at it and a hole will be blown in the wall, crouch and go
- in. Pick up the scrolls. An oval chamber to the NE contains two
- nasties - find the chains quickly, pull them and daylight will come
- flooding in. The nasties disappear; pick up the red fruit, which
- cures poisoning.
-
- One chamber worth getting into was through an opening in the S,
- going N. You enter a room, hack the wall with the crack and pop in
- to find some really good stuff.
-
- Eventually, you'll reach the last floor and you will be trapped.
- Ignore the large circular room to the left as you advance and move
- to the metal door at the end of the passage. Save your game. Pile
- up a couple of crates by this door, but open them first clicking on
- their tops. Then step well back and fire the plasma staff (which
- you get when you meet and kill Rix) at them. They will explode and
- destroy the door. Enter and pick up all the goodies you can,
- particularly the Speaking Stone.
-
- And now, save again and have a quick look at the circular room. All
- right? Reload and open two crates: pick up one. Manoeuvre it to
- the left and, counting the bricked-up windows, move the crate under
- the sixth. Go back and get the other crate and pile it on top.
- Then, step back and fire the plasma staff at the crates and, when
- the bricks blow up, jump through the hole back to the jungle.
-
- I think I must have missed something, because otherwise this was a
- pretty pointless exercise. Still.
-
- OK, now you are back in the jungle: decision time. You could a) Go
- to Kit'yara and swap your orb for the firesword; b) Give the orb to
- the Magician so that he mends the broken sword (I have a feeling
- this is important; remember the commentary on one of the paintings?)
- and afterwards; c) kill the captain and get your reward -the
- "merchant" will let you out through the back (you can't go back to
- the village, but do you want to?). Or don't kill the captain (if
- you do, you might as well pop in and do the ruler in - he's got
- useful items about his person). Up to you.
-
- Wander around southwards to find Kit'yara who is now in the jungle
- (if you haven't found her already) - she will give a you knife for
- her son. Hang on to it - it's important.
-
- Before you head E to the bridge you might like to hang around for a
- while and kill plenty of those cats to build up experience points.
- Believe me, you won't want to tangle with the beasts in the next
- part of the game, since it's pitch dark and you can't see them.
- Also, once you are across the bridge, you won't be able to come back
- - so if you've left any item you think important laying about, don't
- forget to retrieve it before you cross.
-
- By the same token, discard here anything you really don't need, such
- as the lesser weapons and armour. Combining reagents at this point
- will probably give you more room in the inventory. You are going to
- need it.
-
- When you do get near the bridge, you'll meet your four-armed friend.
- After a conversation, he will lead you across. You follow him
- automatically. Watch what happens. You are now in...
-
-
- The Savage Jungle
- -----------------
-
- Advance and you speak to Daniel automatically. Give him the knife
- his mother gave you. At the end of the conversation, the wild ones
- scatter - pick up the knife off the floor.
-
- At this point you might like to examine your inventory and discard
- anything you feel you don't need just yet - you can always come back
- and retrieve it. Leave room in your inventory because you are going
- to find many things. A few of them are some of those
- strawberry-like fruits (remember, they cure poisoning), those green
- light eggs thingies (they light up the surroundings) and a fish
- (allows you to see what is going on behind you - what's wrong with
- just looking round, I ask myself).
-
- You will find some traps covered with straw on the ground - they can
- be tripped, if you are careful (save first), and then the rope which
- holds the stone can be cut. But I have no idea what this is all in
- aid of.
-
- You will meet horrible little bird-like creatures. Mostly, they
- won't attack you if you leave them alone. However, if you do attack
- them, they poison you - others join in and fight you from a
- distance. Once dead, though, you can get a poison sac from them,
- and if you click this on the weapon circle, you'll poison your
- blade.
-
- OK, keep roughly to the right to find the Temple to the south. When
- you get there, watch what happens. You have to go to the mountains
- for a key. I'll save you the trouble of going to the far E to the
- mountains, just now - a huge dragon will have you for breakfast
- because you don't yet have what you need to neutralize it.
-
- Instead, go back to where you started and keep left this time. By
- the river, you'll find the fish I told you about. Round about here
- there is a building with a barred door you cannot open. Go to the
- back, wait till you are the Lizard and enter through the hole by the
- boulder. Inside, some interesting items. You will be able to open
- the door from here.
-
- Keep exploring. If you come to a building in which there is a
- semicircle of torch stands, lighting them will allow you to reach
- the door above - however, you need some sort of key.
-
- To the N, you will come to the settlement of the wild ones. The
- guard will let you pass when you hand him Daniel's knife. Speak to
- Daniel then leave. Step back. Click on the right, on a campfire and
- speak to the herbalist - you can help herself to some of her stuff,
- if you want. Step back. Click on the circular building and talk to
- the Shaman. He suggests you join the tribe and bring him a
- SilverLeaf, giving you the key to the cemetery. If you click on the
- right in his hut, you'll meet an old friend. OK, you can leave now
- and go...
-
-
- To the Cemetery
- ---------------
-
- Go in. If you haven't listened to the Speaking Stones yet, do so
- now (just click them on the portrait). Dump them here and anything
- else you don't need immediately. Use the key on the gate and go in.
- Walk around entering the buildings which are already open. Pick up
- any orbs you see laying around (watch the floor). Open the tombs
- and look inside. If you see stairs going down, don't use them yet.
- Just remember where they are (mark the building on your map). You
- will notice than some buildings are locked, and that beside them
- there are statues with open mouths. If you click on them, you will
- see at the bottom of the pedestals light patterns of different
- colours. Three, to be precise - yellow, blue and white. Hm. Make
- a note on your map of which colour applies to which building, as you
- go around. Count their number (i.e., so many yellow, so many white,
- so many blue). When you can't enter any more buildings leave the
- cemetery and go SW...
-
-
- To the Ruins
- ------------
-
- You'll see a circular pit in the ground surrounded by statues. Go
- to the tree trunk laying across. Jump onto it and save your game
- before you start negotiating your way downwards (at times, you'll
- have to jump - keep looking down). You will do it eventually. Find
- the entrance to the ruins. There are pretty dangerous monsters
- here, so save a lot. It's also very dark and you can't really see
- where you are going; what with that and the monsters hassling you,
- you have your work cut out to explore this place.
-
- Fortunately, I got turned into a Lizard as I got through, so I ran
- like a scared rabbit to the N and then turned to my left (W).
- Hugging the left or right wall, whichever seemed safer at the time,
- I didn't even pause for breath till I got to the Tower.
-
- Keep casting Spark to see where you are going, chances are you'll
- light a torch or something. Indeed, in this area you have to light
- orbs on pedestals to move on. For instance, lighting one of this
- will bring down a bridge so that you can get to the Tower.
-
- Inside the Tower, you'll notice a staircase you cannot climb. Find
- the orb on a pillar and cast Spark. This destroys the forcefield
- and allows you to go up, but before you start congratulating
- yourselves, look who's coming down the stairs! I hope you have
- changed into something hefty, otherwise you'll have to run around
- till you do. Kill the beast and nip up. On the first floor you
- come to you'll see a claw. Place one of those glass orbs you found
- (the empty ones, not the ones with a sword in them). It will start
- doing weird things. Retrieve it - you will see it has changed to
- white. Has the penny dropped? Yes, this is what you need to open
- the closed doors in the cemetery. If you've counted the colours in
- the cemetery you'll know you only need one white orb.
-
- Right, now you've got it, use Spark on the dark orb on the pedestal
- to remove the next forcefield. Go up, there is nothing on the next
- floor. Do the necessaries and go up again. Here you will find a
- beast who talks to you (couldn't understand a word) and then attacks
- you. Fight it and kill it. Take the bracers - the dead beast talks
- to you and all I could make out is that with these bracers you can
- talk to the dead. Right, no need to go any further.
-
- You can go all the way down; on the ground floor, you can go round
- the stairs, light an orb and go down to find a pair of gauntlets.
- Go up and out of the Tower. If you keep to your right, you will
- come to a room with a mirror. Walk through it. You'll find
- yourself in a room with three mirrors - the one to the left takes
- you to the Savage Jungle and leaves you there. The one on the right
- takes you back to where you've just been. The one in front takes
- you to the cemetery, so go through it. Note where you are - you can
- use this teleporter to go back to the Dracoid Ruins when you want
- to. (Take with you: Bracers of the Dead)
-
-
- The Cemetery
- ------------
-
- OK, go to the building in which you saw stairs going down. When you
- descend you'll find it hard going because it's very dark and you
- have to keep consulting the map to see where you are. Keep casting
- Spark - with a bit of luck you'll hit the burners and you'll get a
- bit of light. You will also be hassled by very nasty ghostly
- things.
-
- You need to go N first and then W. You are looking for a lit room
- in which there is a claw like the one you saw in the Ruins. There
- should also be an orb on the floor. Put what you've got in the claw
- - you should have at least two yellow orbs, now.
-
- Leave and let's start methodically opening all the buildings which
- can be opened. Always look inside the tombs and on the floor - look
- at the walls, as well. Go to the first to the NW and enter it.
- Look around. A lever by the door opens a building to the S. Go to
- it. You will see a barrel inside the door. Go past it and collect
- another orb. Go to the barrel, click on it to turn it on its side
- and again to get it rolling. Follow it. Now, wasn't that fun?
-
- I tried to see what was in the barrel by casting Spark - bad idea.
- It wasn't dark, as I thought, that was oil on the floor! What you
- have to do here is use a Dragon Blood on the portrait, then put it
- on the ground and back right out of the building. It explodes and
- uncovers an underground complex. Jump in.
-
- It's very dark in here, so keep casting Spark and hope you'll hit a
- burner. What you are looking for here is another claw which turns
- the orbs blue. You only need two, at the moment. Going east-ish,
- you'll find two lots of balustrades, jump over them and you'll reach
- the claw which turns the orbs yellow, also you'll be able to find
- the stairs and get out.
-
- So carry on opening buildings, finding orbs and going to charge them
- (in one of them you will also find a fine crossbow). In one of the
- buildings you will find the ghost of a priest, who won't give you
- the SilverLeaf until you do him a favour, but he does give you his
- urn. What's a ghost urn?, you ask yourselves.
-
- Make sure you have opened all the buildings. You should now have
- three blank orbs. If you charged too many, you can discharge them
- by using them on Luther. Now go to the teleporter to...
-
- (Take with you: Valkyrie Crossbow)
-
-
- The Dracoid Ruins
- -----------------
-
- As soon as you arrive, you could go to the Tower and get one of the
- orbs charged white. That's that done. Now, you are going to have a
- tough time. For one thing, you are going to change into the wrong
- creature every few seconds. For another, you've no idea what's out
- there.
-
- Use the Lizard to light up as many torches/orbs as you can, keep him
- moving. The Beast is absolutely wonderful at killing gorgons and
- snake dragons - he seems to be immune to their poison and hardly
- gets hurt at all, but he is totally hopeless for everything else.
- Luther is fine for lighting things and manipulating things, and can
- also fight the creatures - at a cost. Once last thing: save before
- you venture into water.
-
- You want to reach the NE of the map so, from the bridge after the
- Tower, head roughly E, S, N, E, S, E, N, W. You will see what I
- mean as the map unfolds. You should be reasonably well N now;
- you'll come to a river. Cross it and you'll find a square building,
- roughly midpoint between E and W. Searching around here you should
- find a statue of Belail. Mark this spot on your map. Go back to
- the river. Instead of crossing straight E, wade a little to the N
- to find a parallel passage. Follow this, skirting the river and
- later a large lake.
-
- Quite a way along, you'll see an entrance to the right. Follow this
- and you'll come to an antechamber. What looks like a large boulder
- on the floor is in fact the body of the priest. Pick it up and
- manoeuvre it into the chamber and onto the slab. Light the two orbs
- and the body will be incinerated - use the urn the ghost gave you on
- the ashes to collect them. Now all you have to do is to get back to
- the teleporter. A piece of cake. Get back to...
-
-
- The Cemetery
- ------------
-
- OK, you know what to do, just go to the ghost and give him the urn.
- Will he give you the SilverLeaf? Hah! No use saying you've urned
- it. You won't get it till you do what he says. Right, you might as
- well go and charge the other two orbs, one blue and one yellow.
-
- When you've done that, go find the large wall with the symbol on it
- (to the S of the building in which the ghost was). Use the key on
- the symbol and an underground passage will appear. Go in and place
- the orbs in the boxes (just try each one, they will only accept the
- right one). Then the door opens and you get to talk to the ghost of
- the King, who, guess what, wants you to do something for him. Sigh.
- Collect his corpse off the tomb and head for the teleporter. At
- least you know where you are going, this time.
-
-
- The Ruins, yet again
- --------------------
-
- Considering you did a very good job of mopping up monsters the last
- time, you might like to explore the ruins properly, since there is
- some interesting stuff around and at least another Speaking Stone.
- Me, I had so many items already, I needed a wheelbarrow to cart them
- around. So, if you can't be bothered, just head for the building in
- which you saw the statue of Belial, which you no doubt marked on the
- map. When you cross the river, instead of going to the building
- were the statue is, skirt around it to the W and N and clear the
- area of nasties - this is because you are going to be coming here in
- a minute and you really don't want to be hassled at that point.
-
- OK, go to the statue and use the corpse you are carrying on the
- golden container to the left. Watch. The statue comes to life.
- Follow it. You will enter a narrow passage - be on the look out for
- an entrance to your left. When you see it, save the game, go
- inside, have a look - to your left, there is a wooden contraption,
- could be a table. All right. Reload and continue following the
- statue. Watch what happens. As soon as you have control, save.
- Look at your map. Head for the building with the table (be quick),
- and when you get there, jump on it. You'll float up. As you near
- the top of the waterfall, step onto the other table and then jump
- into the gap. So far, so good. Follow the passage and turn to your
- left, ignore the hole with the rock in it and enter the next passage
- - this takes you upwards and to an exit. On the floor, a wooden
- door. Because this is rather tricky, save again. Move the wooden
- door onto the water in front and, hanging on, step on it. You
- should float up to the entrance to the Ruins.
-
-
- Savage Jungle
- -------------
-
- Turn over, you are snoring. As you wake up by the flooded ruins
- you'll meet Dawn; she'll ask about the bracers - give them to her
- and she'll give you a speaking stone and an amulet. Now go back to
- the cemetery and talk to the King's ghost. You won't understand a
- word. So what's new? Leave and pick up the spell you'll see on one
- of the boxes. You will also see a silver tree. Pick up a few
- leaves.
-
- Go to the settlement and see the Shaman. Give him the SilverLeaf
- and he'll tell you you must fight. Do so, don't hold back and have
- the healing spell ready. After a while the fight is stopped and
- everybody is good friends. Now go back to the Shaman and he will
- give you the potion and also a spell.
-
- OK, time to head for the Claw Mountains. You are aiming E/SE. If
- you see a spot surrounded by broken down walls, save, go in and have
- a look. You'll probably get killed, but at least you'll know what's
- down there. Not that it will do you any good.
-
- When you get to the river, you'll see a huge tree. Push it and
- either climb over and then jump or, if you are the Lizard, crawl
- through and jump to the tree on your left. That way you can get
- down without getting hurt. Either way, head northwards with great
- care, hiding behind the boulders as you move. Mix the SilverLeaf
- with the potion and then, at an opportune moment, toss it at the
- dragon. He'll drop off and you can enter...
-
-
- The Claw Mountains
- ------------------
-
- As soon as you are through, you'll meet Dawn again, who suggests you
- look for the Dream Stone while she looks for the Citadel. You can
- start exploring around here, bearing in mind that ice paths are
- slippery and the snow is unstable. Whenever possible, hug the walls
- along your way. If you think you should be able to get through
- somewhere, try a fire spell. Before you get to where you really need
- to be, there are a few minor adventures you might like to undertake;
- they are not absolutely necessary to complete the game and they are
- also a bit of a pain in the neck. However, it's up to you.
-
- Do, by all means, go S and have a look - nothing there. Come back
- and try N. An interesting village and a reagent. Nothing else.
- You really need to go E over the ice bridge. If you hug the right
- wall, you will come to a cave covered in skeletons. Inside, a
- sleeping beast. If you are feeling belligerent, you can kill it;
- but this means his mates will hassle you the rest of the way. You
- might prefer to let sleeping cats lie. Wait till you become the
- Lizard and enter the hole in this cave. You can pick up more magic
- stones and also light one of those orbs. Leave. This action means
- that a building emerges in the middle of the lake. On top of the
- building there is a very necessary axe (Great Blizzard Axe), and you
- must leap onto the ice floes to get as near as you can and pick it
- up - just keep clicking on it and eventually you'll get it. You can
- be in the actual water for a very short while without dying. Then,
- jumping from floe to floe, get as near to the shore as you can and
- take a running leap out. Continue heading towards the NE.
-
- Hugging the right wall, you'll come to another entrance and you'll
- hear the sound of rushing water. Stick like glue to the wall as you
- advance; there is an avalanche waiting to take place and you could
- well go down with it. If you've made it in one piece and peer over
- the side, you'll see some wooden pegs on the cliff side going down.
- You don't really need to, but this is what you could do.
-
- Climb down the pegs (save before you try) and make sure you don't
- fall in the water at the end, but rather turn right and jump safely
- onto the snow. Cross one of the ice bridges, find a funny looking
- wall behind some crossed sticks and cast a fireball at it to melt
- it. Wait till you turn to the Lizard, go into the caves and you
- will come out at a place where, right in front of you, there is a
- warrior holding a bow frozen into the wall. Go to the end of right
- ledge, fireball the guy and quickly pick up the bow (just click on
- it) before it disappears into the water. Leave the caves.
-
- Go half way through one of the ice bridges and wait till an ice floe
- floats under you. Jump onto it and wait till you go past a cave -
- jump in and get a ring and another recipe. Then wait for an
- opportunity to jump back onto dry land. A perfect waste of time.
- You'll have to climb up those wooden pegs again.
-
- What you really need to do is to stay up there after the avalanche
- and carry on along the right wall till you come to another entrance.
- Follow this and you'll find Kenneth's dead body. If you click on it
- you get a photo of his girlfriend. Cast it against a wall and it
- smashes, producing a highly protective amulet.
-
- And now, there is nothing for it - you'll have to jump somehow
- across to the next complex. Examine the map and place yourself in
- front of the bit which projects the most from the other side, then
- take a running leap.
-
- When you are across, follow along and you will see Baccatta in a bad
- state and he tells you the Roloi have Dawn. Continue on till you
- get to...
-
-
- The Citadel
- -----------
-
- You in a lot of trouble here. Very nasty creatures indeed are going
- to attack you at every turn. The only really effective way of
- dealing with them is to get right up close and bash away with your
- best weapon. However, they never keep still and they erect pink,
- deadly barriers between you and them. If you nevertheless persist
- and dodge around and pursue them, they take flight and even go
- through walls. Since you must kill them all, you might as well get
- practice just as you go through the door, when only one will be
- there to attack you. If you chase it around you will see it
- disappears through an opening in the wall (with your back to the
- entrance, this is to the left, just around the corner). I was still
- packing the Valkyrie crossbow, so I shot and shot at that opening
- (use Q to rise your sights) until I got it. How did I know? When
- you click on the weapon circle, if you are hitting a creature, even
- if you cannot see it, there will be a splash of blood. When the
- blood doesn't show any more, the creature is dead.
-
- Once that's done, you are about to enter the first chamber. Click
- on the orb in the middle of the room and go to your right (E). You
- will see eggs in a lake of poison. Go around shooting them all and
- dodging behind the columns to avoid the rays being shot at you.
- Make sure you destroy all the eggs.
-
- Now go out and go W. You will enter a very large circular chamber,
- chock-a-block full of those creatures. Naturally, you will change
- into the Beast and the Lizard when most inconvenient - it is best to
- be Luther here all the time, but no such luck. You have to have
- your heal spell ready at all times if you are going to survive, so
- you won't be able to stop yourself from changing.
-
- There are obviously various strategies to deal with this deadly
- section, but here is one. Concentrate on destroying the creatures
- first - don't touch anything - lighting globes seems to drive them
- nuts. Hug either the left or the right wall looking for cover and
- trying to spot the holes up in the wall though which the creatures
- come and go. Try to find a good place from which to strafe those
- holes - once no more creatures are left in them, move on to the
- next. If you change into the Beast or the Lizard, go hide somewhere
- and use them to let your mana and health points recover. The Beast
- can do a lot of damage if he can get close to the creatures, but he
- is so slow that he is unlikely to do so. Better keep very still and
- recover. The Lizard doesn't stand a change, so either run like fury
- or keep very still, too, somewhere safe.
-
- When you feel you've pretty well cleared the larger part of the
- monsters, go around clicking on all the orbs you can see. There is
- an important one in the shape of an eye behind a large column. The
- orbs around the centre open up slabs to offer you lots of reagents.
- Take what you like, but make sure you get a dragon blood,
- silverleaf, aloe, poison sac and light like egg - if you have these
- already, just make sure you don't use them, since you are going to
- need them later on.
-
- While you are wandering around you will see an entrance to a passage
- to the N. Move along here and click on an orb to open the door.
- You'll get shot at. Go through and you'll come to a round poison
- pond with a teleporter in the middle. Jump on it and you'll see
- Dawn. You'll need the Dream Stone to get her out. Leave. If you
- continue along here you'll come to another passage and another
- teleporter. You'll see imprisoned women. OK, out you go.
-
- If you have been all around and killed all the creatures, go to the
- E where you'll see some pink steps. Jump up on them - you'll find
- it easier to use the ledges on the actual wall to help you reach
- each step. You should make it all the way to the top without too
- much trouble. You will see a bridge forming and disappearing very
- quickly. Step in front of the machine spewing the plasma, save your
- game and, as soon as the bridge appears, run across. Walk around
- here till you find an entrance and go in. Watch. At the end of the
- scene, the beast talks to you and asks you to come near. Oh, yeah?
- I used the net on it and then moved in with the axe - it backed away
- from me, and I just leisurely shot it with the Valkyrie bow. Easy
- Peasy. Get the Dream Stone from the claw and step on the teleport.
- You come out near the entrance - use the stone to open the door and
- go back in. First, go to the imprisoned women. Click on the weapon
- circle and the cover on the left will fall. Pull the lever to open
- the bars. If you've missed any of the creatures outside, the women
- won't come out and you'll have to go searching for stragglers and
- dispatch them -one good way of attracting them is to turn the orbs
- on and off. You'll know you've killed them all when the women leave
- the prison.
-
- Go to Dawn and use the stone on the right of the forcefield and she
- will be free. She will give you another spell and will tell you
- she'll meet you at the Temple. Don't forget to recover the Dream
- Stone.
-
- Make your way back to the circular room and find the column with the
- ramp going up. Near the top you'll find a teleporter which will
- leave you by the entrance.
-
- Now you have the very tiresome task of finding your way out of here.
- When you come to the broken ice bridge, bide your time and jump onto
- a floating ice floe. Wait till you get reasonably close to the
- accessible land - actually, you can only clamber up on the left
- bank. You'll then be at the foot of those wooden pegs. Jump all
- the way up, saving every time you are successful. You should be
- Luther to do this. Don't try for the very last one. Just face the
- cliff and jump up.
-
- (Take with you: The Great Blizzard Axe, the Dream Stone and the
- reagents I mention above)
-
- OK, from here on is reasonably easy. Get back to the Savage Jungle,
- get to the cliff side, in front of the green bit (save first) and
- take a running jump at it. Now it's just a matter of getting to...
-
-
- The Temple
- ----------
-
- As you come in, you'll notice a corpse on the ground. Leave it for
- now and open the door (both panels). Go in and you will see an
- altar with two bowls. In front, to your left, a tapestry can be
- moved to reveal a passage. Leave it for now. Go E instead and have
- a look at the chapel. Either side of a second altar, an aloe leaf
- and poison paint. Aha! Leave them and go back to the first altar.
- Put an aloe leaf on the left bowl and poison paint (made with a
- venom sac and a light like egg - I hope to brought those with you
- from the Citadel). A noise at your back will alert you that things
- have changed. Look and you will see a slab. What a lovely place to
- put a corpse on! Go back and get the stiff from outside and place
- it on the slab. Poke it and it will disappear in a flash.
-
- OK, let's go E. To the left of the altar, a secret door opens out
- into another room. Another door appears to lead to a blank wall,
- but in fact, if you step in and close the door, a passage will
- appear. However, no need to go down it because it's actually a way
- out rather than a way in. Go back and around to the second altar;
- pick up the aloe and put it in one bowl and then the poison paint
- and put it in the other. A ghostly ball of light appears. Turn
- around and go out into a courtyard in which there is a fountain - in
- front of it, a green shard. Get it. You will notice that this shard
- matches exactly the indentation in that round building we saw in the
- jungle but had to leave for lack of a key. Take my advice and
- forget it. If you go to all the trouble of getting there,
- clambering up the steps and then opening the grate, what you'll find
- inside is simply not worth the bother. Honestly. Still, it's up to
- you.
-
- Back in the courtyard, you will have noticed that a hole has
- appeared in the ground. You can do several things, now, whichever
- appeals to you the most. You can go down and along the passage, you
- can back off, hack at the columns and watch the ceiling fall down,
- or you can get in, hack at two columns, then duck as you hit the
- last (best done as the Beast). Me, I brought the ceiling down and
- backed off smartly. I like to have my back covered - goodness knows
- what's down there.
-
- OK, you can go back to the first altar, remove the tapestry and
- begin investigating. If you keep left, you will see a large chamber
- with two floating dishes - empty, of course. The next room, on the
- left and past some beds (amongst which is a lightning crystal) has
- some sort of a fountain - if you press the button, an aloe plant
- grows). In the next room to the right of the beds, there are some
- chairs and tables. As I was looking around, a horrible blue spider
- barged in. I followed the tunnel and got myself into a room in
- which there were three coffins. Looking inside, I found a flute.
-
- I walked across to another passage and went left. Here things got a
- bit sticky because, whereas I was most polite and forbore to
- interfere with the spiders, they very rudely attacked me at every
- turn and made my progress very difficult indeed. And there were
- more of them than of me. Make sure you don't change shape while
- fighting, or you are a dead duck. The Lizard, above all, doesn't
- stand a chance. If the spiders run away from you, don't go after
- them - let bygones be bygones. You haven't a hope of destroying
- them all. At any rate, I found my corpse again and pressed a key by
- it. It moved elsewhere. I noticed it was on a conveyor belt, and
- watched for a while until more spiders distracted me. When I looked
- again, it was obvious that it had been minced. I walked around to
- the back of the machine and found a box full of... full of... Gulp.
- The next obvious thing to do was to transfer this box onto the next
- conveyor belt, spiders permitting, and then walk around the back of
- the machine to see what we got this time. In fact, it was a
- statuette.
-
- Now is the time to explore around, consulting the map, pressing the
- odd button here and there and killing a few spiders. You should
- then find, in a newly opened niche between the first altar and the
- second, a whole lot of statuettes just like yours behind bars. Only
- one square is empty, so obviously you will put the statuette in.
- Great, you get another shard.
-
- Go back to the room with the floating dishes and, very carefully,
- place the shards on them. A wall opens up. Go through it and you
- will see three portals. Go first through the one in the centre -
- you will be on a tilting floor. If you have one of those light like
- eggs use it to see what you are doing. The idea here is to press
- two buttons either side when the floor is tilted in a way in which
- you can reach them. You'll be hassled by those bird-like creatures
- you met in the Savage Jungle. Ignore them, if you can. When the
- floor is level, go across and pick up a statue. Leave.
-
- Through the portal to the right, you just have to brave the flaming
- passages to get a mist of doom spell and press a button. When
- you've pressed all three buttons, a bridge will come down at the
- other end of the room and you can cross it to get another statue.
- Leave. The last portal leads to my least favourite pastime -
- jumping. First you have to press two buttons, to the NW and to the
- SW. Then you have to get in through the opening at the other end.
- Use the map to see the best way to jump to get to where you need to
- be, and save often. Getting through the opening is not as tough as
- it seems - line yourself correctly with it and take a running leap.
- You'll be on a narrow passage way, walk carefully along here,
- braving the fireballs, and collect some regeneration spells and the
- last statue. You will be teleported to the entrance of this
- particular puzzle. Leave. Behind these three portals there is
- another entrance. To the right, you will see an indentation for the
- flute - how unoriginal. Advancing along here you will see some
- blades. However, a door to your right will allow you to bypass
- them. As you emerge into the corridor, cling to the right wall as
- you walk forward, otherwise you'll trigger a trap. At the end of
- the corridor, don't press the buttons. Move into the chamber
- instead and place the statues in the pedestals thoughtfully provided
- for you. Some stairs will appear.
-
- Go up them and you'll cross an unstable bridge. Have a look around.
- Nothing here, yet this must lead somewhere. I tried the bridge
- again to see what happened, but nothing did. I even jumped up and
- down. To pass the time, I killed some of those bird-creatures and,
- what do you know, their dead weight was enough to move the bridge
- downwards. There I met with Belial, or a Belial look-alike (they've
- lost me, by now) and had a surprisingly easy fight of it. Once the
- beast was dead, I went through the only doors available. Coming to
- a stand, I placed the Dream Stone on it. Then there is an animated
- bit and you see the Dracoid City emerge from the water, and you take
- a Number 9 Dragon to it.
-
- (Take with you: a silverleaf, dragon blood)
-
-
- The City
- --------
-
- You'll start in what looks like a balcony - use the only door there
- is and take a lift down. You are now in the main part of the city.
- Look, why don't you walk around to see all there is? Then I can
- tell you what to do. By the way, don't tangle with the ambulating
- blobs if you can help it - if you do, though, you'll find that the
- Great Blizzard Axe makes short work of them.
-
- OK? Are you back at the starting point? Right, now we'll advance
- directly south, going around the main square. You should be at a
- large fountain. Look up and you should see a globe floating over
- the spout. Attack it with the Great Blizzard Axe (GBA). The water
- will overflow. Marvellous. Now turn around and head N.
-
- Turn right at the square and head towards the round building at the
- SE. Along here, on your right, you will see an opening. Go in and
- you will see a chip floating on a fountain spout. Hack at the
- fountain with the GBA and it will freeze. Break it and get the
- chip. Out and carry on towards the SE. To your right, another
- opening. Pop in. As you explore around here, you will see pairs of
- items. You will also have noticed a stand in front of some sort of
- altar. It transpires that if you take one of the items of a pair
- and place it on the stand, its fellow will appear on the altar.
- Whereas most of the items are not all that desirable, I found it
- worth while to use the following pair: ring of regeneration/ancient
- magic stone. So I placed all the ancient magic stones I had about
- my person and got as many rings as I could carry, and found them
- jolly useful later on. You might decide otherwise. At any rate,
- leave when you have finished.
-
- Proceed to the round building at the SE. You will see a tall, black
- column in the middle with doors which don't open - the same as the
- other round buildings in the four corners of the map. Push in, look
- around and jump over a ditch and you will see some doors - go
- through. The idea here is to keep going through doors which give
- access to other doors (some only lead to blank walls with an
- inaccessible opening). If you can't get through by way of a door,
- try the next along, and so on. Eventually you'll come out in a
- large chamber with an oil lake and the head of Belial. Use the
- Dragon Blood here and get out fast. This does something or other,
- oh, I don't know, something terribly important. When you come out,
- you will find, on returning to the circular building, that the doors
- on the black column are open. Pick up the lightning storm crystal
- and go up the stairs. You will see a box and a teleporter. Move
- the box into the teleporter (gently, otherwise it goes right through
- and out the other side) and enter the teleporter yourself. At the
- other side, move the box into the square hole in the floor and enter
- the teleporter again. You'll be back where you started (these moves
- have to be repeated at each of the buildings in the corners of the
- map).
-
- Right, leave this building and head for the one on the NE. As you
- proceed along, you will see an opening to the N of you. Pop in, if
- you like, and you'll see statues at either side. You can safely
- leave this area for now, but mark it in your map. Leave, and
- continue to make for the NE.
-
- When you get to the round building there, you'll know what to expect
- - further in, there is a black column with locked doors. What you
- do here is the following. Place a SilverLeaf under the red glass
- pyramid, turn around and click on the yellow hexahedron (it waters
- the plant) and then move forward and click on the hourglass (it
- accelerates the passing of time) and you will see that a SilverLeaf
- tree has grown inside the pyramid and broken it. Watch how the red
- ball inside it moves forward and gets the doors open on the black
- column. Go inside - you know what to do. By the way, you can also
- grow other useful vegetables on the plots either side of the
- pyramid, and by the same means. All I had on me was aloe, and I
- really didn't need any more of its leaves since they weren't all
- that useful when I was in dire need of healing - but it's up to you.
- It's fun, anyway.
-
- OK, now let's head for the NW. As you walk along the road, keep
- your eyes either side for openings (in one case you'll see a blank
- wall, but clicking on it will let you through). On your left (I
- feel like a tour guide!) an opening will lead to a strange scene in
- which a dragon is having a kip - I could do nothing about it, so I
- moved on.
-
- On the right, another opening will take you to three fountains.
- Attack them with the GBA to freeze them, and again to destroy them.
- Place the cube on the platform and then follow the corridor till you
- come to a wall with bars. Find the other cube and place it on the
- other platform. Climb on the cube and take a diagonal running leap
- to get over the wall. Advance along here and up the stairs. Save
- before you try anything silly. Get your bearings. Grab the chip
- and run down the stairs and over the water and over the wall, and
- don't stop until you are safe - the reason being that the ceiling
- begins to come down and can crush the life out of you.
-
- You can go now onto the street again and continue on your way. To
- the right you will see an opening which leads to a chalice on an
- altar. This is a colossal red herring - I don't know how much time
- I spent pushing it, pulling it, jumping on it, hacking at it and
- trying to put things in it. I even tried placing items in the three
- alcoves round it. A perfect waste of time and, in the long run, it
- made no difference whatsoever to the outcome of the game. May be
- you'll think of something I didn't.
-
- Let's move on, why don't we. As you continue, you will spy another
- opening on the left. Go in and head for the statue on your left.
- Click on it. Turn around and walk towards the statue which seems to
- be across a chasm. Save and start walking boldly towards it over
- the vacuum - but don't rush and walk straight. If you look down,
- you'll see that a path is being created beneath you even as you
- advance. Collect the chip the statue is holding and walk back
- carefully. Leave.
-
- OK, when you get to the round building to the NW you will find
- enough blocks raising and falling to make you dizzy. What you need
- here is to destroy three items - one is a floating stone and the
- other two a red blob and a white blob. Once you've done that, you
- can go in to find the black column - the doors will have been opened
- and you can do what you have to do.
-
- Now we must head SW. Round the square and on, you will find an
- opening to the right. Another chip is enticingly waved at you - but
- save before you get it because the chamber in which you are will
- quickly flood and drown you. Get your bearings and be ready to
- scamper in double quick time. As you continue along the street you
- will see an opening to your right. This is where you use the
- triangular key you've been carting around with you. Each room
- contains a reagent which you might or might not need - but if you
- are going to break the glass and get it, be ready to retreat quickly
- or be crushed to death. None of my antics here did anything to
- eliminate the glass forcefield in front of the room which contained
- a table. However, since this made no difference whatsoever to the
- outcome of the game, I have to assume it was another red herring (or
- the work of a programmer not it touch with what the rest of the
- programmers were doing). Actually, it stands to reason that this
- cannot be important - how many players could be expected to keep the
- triangular key the first time they play the game?
-
- Enough of this. Moving on, you will see an opening on your left.
- If you go in, you will see a deep well in front of you. Either
- side, a silverleaf plant. Below, as I found out afterwards, is an
- entrance/exit to the Underground Caverns. Of no importance
- whatsoever, so let's go on.
-
- You will soon arrive at the last round building in the SW. You just
- put in the chips in the right indentations and the last black column
- will be open to you. You know what to do.
-
- Now, instead of going back into the teleporter, wander outside and
- click on all four yellow hexahedrons. Go through the nearest
- teleporter back to the city and this time head for the town square.
- A building will have emerged in the middle - go in through the
- shimmering gate and meet yet another clone of Belial. After a
- heated conversation you will have a fight and, no doubt, kill the
- beast. Continue walking forth inside till you come to a forcefield.
- Step into it. Ah. Yes. I think this has something to do with the
- Mantle. It means that you won't change unless you want to, which is
- a great relief.
-
- Leave this building and head for the opening I asked you to mark on
- your map. As you come in you will notice that there are doors left
- and right. If you open them all and light up the orbs on the
- pedestals, a secret panel opens in the room to the SE and, inside,
- you'll find a scarab. Blessed if I know what THAT does. However,
- this is not important. What you have to do here is to proceed along
- the corridor, braving fireballs, to reach a broken-down fountain.
- Go on to the next room and you'll find a functional fountain. Get
- in it and hack at the dragon and, when it bleeds, a wall will open
- at the back. Go through and around and you'll find a teleporter
- to...
-
-
- The Underground Caverns
- -----------------------
-
- The idea here is to head to the SW of the map. Save very often.
- Don't tangle with the spiders, there's just too many of them. Slip
- quietly past and, if at anytime you should be surrounded by them and
- unable to proceed, reload and be warned to avoid them. Don't mind
- the odd blow as you walk past, just keep your eye on the red bar and
- make sure you are not losing too many hit points.
-
- Eventually you will reach a round chamber to the SW. To the W of
- that, you'll find an opening (consult your map) blocked by some
- tubes - keep hacking at them and advancing and you'll find yourself
- at another one of those special entrances. Click on the left and
- you will get to a... a... thingie. Hack at it and you'll be able to
- go through. You'll find another thingie in the foreground and
- something green on the right (I hope I'm not getting too technical
- for you). Click around, hack around and wait a bit and a spider
- will come along and do something or other - but a gap appears on the
- left and, by clicking on it, you will get to...
-
-
- The Laboratory
- --------------
-
- Watch the bit in which Bacatta has a bash at the enemy. He will
- give you a horn, which is the only weapon with which you can
- ultimately destroy Belial - so hang on to it. As soon as you are in
- charge, turn right and move along. Have a look around - the red
- liquid from the fountain flows under the wall, and the opening is
- barred by spears. Look down at them and hack them broken, then
- change to the Lizard (place the Curse Control in the spell circle
- and press 3). Jump in and through and turn left. When you get up
- there, use one of those light like eggs, if you have any left, to
- see what's ahead. I saw three switches and shot at them to move
- them, but it didn't seem to make much difference. Next, I found out
- to my cost that I had to go right.
-
- Running first W and then S, I got to a round room which in the map
- was marked Summoning Chamber. Well, I tried all sorts, and this
- worked: place the group of spells indicated by a skull (how
- appropriate) in the spell circle and, aiming accurately at each of
- the four skulls, cast Lesser Apparition (i.e., press 1); they all
- end up in the centre of the room and a Demon appears. Fight it and
- get what it's carrying. Get the corpse and go to the doors -
- opening them will place you, and the corpse, on a lift. You need to
- go to a room to the SE of the Summoning Chamber (consult the map)
- and, once there, find the silver circle on the floor and place your
- corpse on it. This opens a door to a lift which will take you to...
-
-
- The Birthing Chamber
- --------------------
-
- You meet Dawn, who has another simple request for you. Aren't you
- sick of them. Following your nose, you'll come to a blob. Press 5
- with the Control Curse in the spell circle. Watch. Fight all the
- demons which appear (collecting what they are carrying) and then
- attempt to follow Belial. There is nothing for it - hack away at
- the door till you get through (in fact, all locked doors in this
- area have to be destroyed to open them).
-
- In the next room you will see some unhealthy mists and contraptions
- on the ceiling above them. Shatter them with a bow and you will be
- able to get through. Along the corridor you will come to a chamber
- with platforms going up and down, and Belial will talk to you from
- the other side. He conjures up Scotia and you have to fight her -
- get right up close to her and bash away keeping your eye on your
- health. Then, leap across to the other side.
-
- Before you go any further here, approach the next door with caution.
- Look to your left and you'll see an accident waiting to happen.
- Leap onto the shelf along the wall on your right, otherwise you'll
- trip a fireball trap.
-
- When you get to the next room, you'll see a lot of stone columns
- going up and down, also red hot bars and ice columns. By dint of
- getting myself killed surprisingly often, I discovered that to the
- W, E and N of the entrance there were a stone slab, a white blob and
- a red blob to destroy, and this cleared the room of all obstacles.
-
- Head for the next room to the N and you'll have to fight a simile of
- the Draracle - get right up close to him and you'll have no problem.
- Equip the horn.
-
- Continue along here and you will finally get to Belial. After a
- friendly chat, I had the briefest of fights and it was all over.
-
- Watch the daft finale. That's it, you've done it.
-
-
-
- ~Written by Lu Richardson (LuRichardson@compuserve.com) for Cheet
- ~Sheets Magazine (Cheets@sv.span.com)
-
-