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- Lands of Lore: Guardians of Destiny
-
- by Westwood Entertainment.
-
- Solution by Mike Marcelais: Version 1.4, November 1997
-
- Do you have the most recent version of this file? Updates are always sent
- first to The Spoiler Center at http://www.the-spoiler.com -- the best place
- to get spoiled on the web.
-
- Thanks to Marko Apel, Michael Cruz, Lars Dahlager, MaryJo DiBella, Greg
- Dolan, Justin Emlay, Oliver Grill, Rik Hamilton, Rovio Hammama, Ulos
- Hladnik, Scott Hopkinson, Niko Kaartinen, Trifon Katakuzinos, Peter
- Langelaar, Panos Laskaris, Patticom, Chris OÆRorke, Patrick Ras, Russell
- Roach, David Sibley, Michael Snider, David Solomon, Mark Sunderland, Soren
- Svendsen, Whay-Wang Teo, Kris Verellen, and Song-de Wang for providing
- extra tips, suggestions, and alternate solutions to puzzles. If IÆve left
- your name off this list, it was purely by accident.
-
- Table of contents
-
- 1. The Caves of the Draracle
- 2. The Halls of the Draracle
- 3. Huline Jungle
- 4. Hive Caves
- 5. Huline Village
- 6. Huline Jungle (again)
- 7. Hive Caves (again)
- 8. Dark Halls
- 9. Savage Jungle
- 10. Dracoid Ruins
- 11. Dracoid Cemetary
- 12. Dracoid Ruins (again)
- 13. Savage Jungle (again)
- 14. Claw Mountains
- 15. The Citadel
- 16. The Huline Temple
- 17. City of the Ancients
- 18. Underground Caverns
- 19. BelialÆs Laboratory
- 20. Birthing Chamber
-
- * Evil Luther Solution
- * Weapon Tables
- * Armor Tables
- * Alchemical Combinations
- * Special Items
- * Unknown Items
-
- Part I: The Caves of the Draracle
-
- Okay, youÆve just escaped from the dungeon of Gladstone keep, shifted forms
- three times, run to the æsafetyÆ of the DraracleÆs Caves and are being
- hunted by the guards of Gladstone. And you have no weapons, armor, or
- equipment.
-
- In reality, this first area isnÆt very difficult. This section is mainly to
- get you used to the interface of the game. The first thing you should do is
- walk over to the green rock cluster and get a stalagmite from it to use as
- a weapon. Also walk over near the water, on the right side, and pick three
- pieces of Cave Aloe from the wall. Cave Aloe can heal your wounds.
-
- Now head out the cave to the west and watch the guards go by. Ambush the
- last guard by sneaking up on him from behind and loot his body. This will
- get you some much needed real armor and weapons. You can continue south to
- the entrance, but the guards there are armed with nasty ranged weapons and
- it is unlikely you could survive. Head north instead.
-
- As you head north, youÆll see a very large boulder blocking the passage to
- the left and another passage to the right. Head to the end of the right
- passage and youÆll shift forms. If you shift into the Lizard, you are now
- small enough to run through the small passage that is here. If you shift
- into the Beast, you can run back to the large rock and push it out of the
- way (by walking into it) and get into the area beyond.
-
- As you continue north, youÆll run by a large underground lake. To the left
- is a room that has a pit in the middle and several small rivers of water
- pouring into it. If you attack the stagactites which drop water into the
- pool around the edge of the room, the water will pour into the room,
- flooding out some guards. This allows you to get better equipment and also
- find a Mana Foil. Around the corner is an area of construction with
- pillars. You can click on the pillars and drag them out of the way to make
- a passage that you can fit through. After you get through, you can turn
- around and attack the weak pillar to collapse the corridor and prevent
- guards from following you in.
-
- Head right from the pillars and youÆll get to a room with four exits. In
- the northwest room, there are several crates and a passage high out of
- reach. If you stack three of the crates on top of each other, then stack
- two more crates next to those, then stack the two small crates next to
- those, you have a stairway that you can jump up to get to that hidden room.
- All that is up there are two broken maces and an orc shield; but messing
- with the crates is good practice.
-
- The next room (to the northeast) contains a former Dark Army creature that
- recognizes you when you approach. He claims to have a gift for you hidden
- away, but dies before he can give it to you.
-
- The door to the southeast is locked and canÆt be opened. However, there is
- a chain set in the wall next to the door. If you cut the chain (by
- attacking it), the door will open and you can walk through. In that room,
- there is an Ancient Magic Stone hidden in the debris near the back of the
- room.
-
- Now, leave this area and return to the collapsed passage and continue past.
- The black pools here are oil and if you cast a spark spell at them, they
- will ignite into flames. Continue past them, picking up any Aloe you see on
- the way, and you will reach a chamber with a large lava pool in the middle.
- Skirt the rim of this chamber and continue north.
-
- In the next corridor, there is an opening in the wall that you can look
- through which reveals a Gladstone guard standing in a pool of oil. Cast
- Spark at the oil (you may have to use the targetting cursor in order to get
- it to work) and the guard will be incinerated in a bonfire.
-
- As you continue north, youÆll reach a bridge over an underground river and
- the guards will lock a door behind you. If you pull the lever next to the
- bridge, you will reopen the gate and the door to the guardÆs room will also
- have opened. Go in there and get the Light Crossbow, Pyro Pod, and a
- Guardian Sword.
-
- Cross over the bridge, open the doors, and head to the Draracle.
-
- Part II: The Halls of the Draracle
-
- After you hear the speech with the Draracle, you enter his halls. You can
- return to the DraracleÆs throne room twice more to get more information --
- the last time shows the Draracle talking with Dawn and Bacatta.
-
- Go through the gate and over to the table in the next room. DonÆt worry
- about the skeleton; as long as you leave it alone, it wonÆt bother you
- either. In general, donÆt bother creatures which donÆt seem hostile. Get
- the gifts that the Draracle has left for you. You can pull the lever on the
- wall now and walk to the mirror to the southern continent, but there is
- something much more interesting than the gifts on the table.
-
- If you click on the Tapestry across the room from the table and then click
- on the wall behind it, a secret passage opens up. This leads to the
- Draracle Museum and it contains many interesting exhibits. Be sure to get
- the skeleton key from the wall at the end of the entrance hallway.
- Inserting it into the triangle shaped holders will give a narritive on the
- exhibit.
-
- Explore a lot of this area, and you should be able to find many good items
- like the Long Sword Prism, and The Axe of the Long Arm. There is also a
- broken sword that you can take and get repaired laster. IÆm only going to
- describe the interesting areas of the Museum.
-
- At the very start, there is an orb held by a claw. Clicking on the orb
- gives you a welcome message. In front of the orb, on the floor, is a hidden
- opening. Clicking on it will raise a key holder opens a secret area behind
- the orb. Inside are scrolls of Heal, Spark, and Summon. Use the Summon to
- learn it. (Using a scroll will let you learn the group, if you didnÆt know
- it already, or cast it if you already knew the group).
-
- To the north, there is a caged in area that you cannot open. If you cast a
- Spark spell into the area, one of the crates will explode and you can reach
- inside and get a Dragon Stone.
-
- To the south, there is a large blue gem in the middle of the room. Hacking
- on the gem will break off pieces of Fire Crystal, but they will be burned
- out. Use the Crystal on the flames on the side of the room to recharge
- them.
-
- Breaking the vases you find in the corners of the room here will reveal
- Ivory Chips. There are two of them in the museum. The only use I have found
- for the chips is to solve a puzzle in the City of the Ancients near the end
- of the game and you can find all of the chips you need there.
-
- To the far east, there is a closed exhibit about Time Travel. You can open
- this area by pulling the lever hidden behind the last picture in the
- gallery to the north. Once inside, break the Hourglass by attacking it,
- then break through the wall and jump through the hole.
-
- Run down the corridor, and finish off the last skeleton creature. There are
- several vials of DragonÆ's Blood here. If you use the Blood, an icon
- appears in the corner of the screen. This is a timer. The Blood will
- explode in about five seconds. Either throw the blood or drop and run.
- After youÆve gotten the blood, open the door, and ask the dragon for a lift
- to the southern continent. (DonÆt attack the dragon.)
-
- Part III: Huline Forest
-
- Begin CD 2
-
- This area is a very large forest area and it is hard to get a good idea of
- where places are located around here. When you first arrive, you will be in
- a clearing. Heading north, you are approached by a two-headed catbeast.
- Sometimes heÆll attack you; other times, it just ignores you. There is a
- lot of wildlife in this forest, and you donÆt want to upset it -- donÆt
- attack things that donÆt attack you. And donÆt walk under the spiders: they
- can poison you if you do.
-
- There are many bushes around here that have bright green leaves. These are
- Aloe plants and you can pick the leaves off the plants. They will heal you.
- You may also see a beehive or two; you can get wax from these.
-
- Continuing around the corner, youÆll meet a Huline guarding the village. He
- refuses you entrance because Shalla and her daughter are missing. Seems
- like the best thing to do is head into the forest and search for them.
-
- Heading west, you meet a pair of Huline mothers that look less than
- thrilled to see you. They distrust you and tell you little, eventually
- leaving with complains that you arenÆt very polite.
-
- Head through the forest, going generally west and staying between the two
- streams that flow through the forest. You are looking for the house of
- KityÆara and you know youÆre getting close when you see a double bridge
- over the northern stream. Head south from here a bit, then head west.
-
- KitÆyara seems excited to see you and lets you loot her shack for
- equipment: swords, Gargoyle bracers, and a bow. She tells you about the
- Long Sword Firestorm which seems like a really cool weapon, but you canÆt
- have it. She will also tell you about Power Orbs, the Monestary, and the
- wild ones that live across the river Bane (just east of where you started).
-
- After leaving her shack, take the first path south that you can (it should
- be easily visible on your automap) and youÆll run into the Huline women
- again. After you finish your conversation with them, head west. This area
- is filled with growing branches that can be cut down. The automap will show
- which areas of the walls can be cut. If you simply cut the walls, they will
- grow back in a few seconds. Using a Spark spell on them will burn them to
- the ground and they wonÆt grow back. (If you are stuck in Lizard form now,
- you will be unable to hack the walls; youÆll have to use Spark or wait
- until you change back. You want to go through the woods here until you get
- to a lake to the southwest.
-
- Across the lake from where you entered this clearing is a cave entrance. If
- you go inside, youÆll enter the realm of the Hive Caves. This is where
- Shalla is being held.
-
- Part IV: Hive Caves
-
- This is a very hot and unstable cave system. There is a lot of amber found
- on the ground here. When you walk through, donÆt worry about the clouds of
- gas, but do worry about green bursts of liquid as they can poison you and
- watch out for cliffs, falling rocks, and lava.
-
- Head down into the caves until you get to a room with a small beast with
- two heads sticking out of its body. This is the Executioner that the Huline
- were talking about. Kill it and investigate its nest across the chamber to
- the north. Hidden inside, youÆll find some plate armor. Good stuff.
-
- To the north of the ExecutionerÆs lair is a cavern that becomes a lizard
- tunnel leading back into the forest near the Monestary. I never found this
- tunnel useful because I hate the lizard form and it was too easy to fall
- off the small ledge into the lava.
-
- Now, just to the west, there is a large chasm. If you attack the ceiling,
- using a ranged weapon, youÆll cause the roof to collapse and the chasm will
- be filled with rubble so you can cross. Head across and take a left at the
- fork. Somewhere in this next room is a spider creature. Kill it and head
- all of the way north. YouÆll find Shalla hiding in a corner of the cave.
- When youÆve convinced her that the spider is dead, she will head back to
- the Huline village.
-
- Now, return to the fork and take the other passage. It ends in a large lava
- field that has several islands of rock growing from it. Hop across the
- islands until you get to the northern exits. Fortunately, lava is not
- instantly fatal, although it does hurt a lot.
-
- From here, to the north, is a chamber with lots of amber. To the west is a
- room with several pillars supporting the ceiling. Behind the pillars is a
- large sword set in the wall with two statues flanking it. Crawl between the
- pillars (sometimes I can get through in human form, although I usually have
- to wait until IÆm in Lizard form), get the sword, and run out. The roof
- will collapse in a moment. Attacking the columns will also bring the roof
- down on you. The sword is too large for you to wield, although it may come
- in handy later.
-
- Now, exit the cave area and return to the Huline Village.
-
- Part V: Huline Village
-
- Now that Shalla is safe, you are welcomed into the village. There are a few
- things you need to do here, but mostly, this is a chance to advance the
- plot and collect reward.
-
- Travel through the village by heading left of the entrance. Follow the edge
- of the village until you meet a huline in a back alley. HeÆll give you a
- password: "ankhman".
-
- Then travel to the southern edge and enter the cantina (the shop in the
- middle of the fixed screen). Inside, youÆll meet Bacatta. HeÆll tell you
- that Dawn is also in the southern continent doing research about Ancient
- Magic. He lets you go on your word that youÆll return.
-
- Next, head across town to the magicianÆs house, just to the north of the
- entrance gate. When you ask him about ancient magic, heÆll suck all your
- magical energy out of you, but allow you to take his items. You can get
- three fire crystals, a manafoil, a war cluster, and a Speaking Stone which
- shows the sinking of the ancient city. If you show him the broken sword, he
- claims he can repair it, but it will cost you a Power Orb. It seems like
- everyone wants one of these things.
-
- Head just west and visit the King of the Huline village. He seems very
- unconcerned with what is happening and ignores your concerns.
-
- Heading around behind one of the buildings near the King, you will find an
- abandoned building. Click on the cellar access and you are let into this
- dingy room under the building. Knowing the password will let you inside a
- thieves guild. He will offer to give you the sword Firestorm if you kill
- Kelsrick. There is also a skull key here and poison paint that is yours for
- the taking. The key opens most of the buildings in town and lets you get a
- large supply of alchemy ingredients and some more weapons. I would wait
- before fulfilling the contract so that you can still get the mage to repair
- your sword.
-
- Inside one of those buildings is a simple throwing dagger. If you take that
- dagger to the Huline Mystic, he will enchant it into the Dagger of Light at
- no cost to you.
-
- Exit the village and head back out into the forest.
-
- Part VI: Huline Jungle (again)
-
- Your next goal is to visit the Monestary. Before you go there, stop by a
- few interesting parts of the forest that you may have missed on previous
- trips. Just to the north of KitÆyaraÆs house, at the headwaters of the
- stream just to the north there is a waterfall. Searching in the water will
- get you a Lightning Crystal and you can enter a cave to the right where
- youÆll find a corpse that holds a Speaking Stone showing the end of a great
- battle.
-
- To the northwest of the Huline Village, there is a river that has several
- geysers erupting out of the middle. If you follow that river upstream to
- the west, you will come to a pool with a single geyser. Attacking the
- geyser will cause it to break and the pool to drain away. You can then
- enter a lizard tunnel a little to the east in the north bank of the river.
- Inside that tunnel is another Speaking Stone, a storm crystal, two fire
- crystals and three ancient magic stones.
-
- Following that stream all of the way east will lead you to a waterfall. At
- the base of the waterfall, on the north shore, is a small passage you can
- crawl through to get a recipe scroll, and a Summon scroll. On the south
- side of the waterfall, there are three Mind Clusters hidden cleverly behind
- a bush right next to the waterfall. To get out of this area, go along the
- shore of the Bane River towards the south, wait until you shift into Lizard
- form, and run down the lizard tunnel there.
-
- Head south, almost due south from the village, across two rivers, and
- youÆll arrive at a clearing completely blocked by a pink lake with a bridge
- across. You cannot cross this bridge in beast form (as the bridge will
- collapse). On the other side of the bridge is the Monestary.
-
- Out behind the monestary is General in charge of vegetables. HeÆs mostly a
- waste of your time. In the library to the left is Dawn. She looked much
- better in the first Lands of Lore game...but I digress. She suggests you go
- see Brother Julian, who is behind the closed doors in the center of the
- first Monestary screen. He will be amazed by your tales of the Draracle,
- but require you to get a wax copy of runes hidden deep in the caves. He
- gives you a flute which operates the lift.
-
- Part VII: The Hive Caves (again)
-
- Exit the monestary and return to the caves. Remember that area to the west
- of where you killed the spider creature that I said you could ignore? Well,
- go there now. As you approach the area, you should see four runes on the
- wall to your right. Make a note of them. Also, be sure that you have a
- piece of wax. You can get wax from behives in the forest. Stand on the edge
- of the ledge and use the flute. This will raise the lift up to the top. The
- lift platform has eight buttons on it -- pushing one of the buttons will
- move the lift to that floor. Most of the floors also have a call button on
- them, in case you get separated from where the lift is.
-
- Floor 2: Clicking on the three stone blocks on the roof reveals a hidden
- fountain that heals you when you drink from it.
-
- Floor 3: A spider creature lives here. Kill it and then crawl into its nest
- in the back of the room to get two Lightning Crystals and a Net of Exile.
-
- Floor 4: In the entrance area, there is a speaking stone showing the death
- of the Old Dracoid king. There is also amber here and a lizard tunnel to
- floor 6.
-
- Floor 5: Clicking on the three blocks to your left will open a passage in
- the wall. Climbing down the very steep walkway all of the way to the bottom
- will get you into a large area where a spider creature lives. Halfway down,
- there is a disembodied hand that has a Ring of Regeneration that you can
- take.
-
- Floor 6: When you enter this area, it seals shut behind you. Climb up the
- ramp until you get to a chamber. To your right, there are three buttons set
- in the wall. Click these buttons in the same order as the runes you saw
- just before the lift area. (If you donÆt remember, its
- ôleftö,ôleftö,ôrightö,ôtopö. This will raise the ramp up further and allow
- access to another room.
-
- In this room, slide the three blocks into the cubbyholes that have the same
- symbols. When you do this, two side rooms open up, and the stone block that
- seals you in here also raises up. Get the two items here, the Bow Shift and
- the Death Stroke Shield. Also, in the corner of the room is a cubbyhole
- containing HelinÆs Ring and wax. You should now have two pieces of wax.
-
- Floor 7: Run into the room and get the scroll. The room will start to lower
- and there will be two large stone balls in the room. Dodge the balls for a
- few seconds until the room comes to a stop and exit onto the eighth floor.
-
- Floor 8: From here, head towards the exit that looks like it has oil on the
- floor. DonÆt walk on that floor, as it will explode. Instead, turn to the
- right and put the flute in the slot in the wall. A tile walkway will slide
- out.
-
- Go across the tiles and instead of turning right, open a secret door
- straight ahead. This passage lets you avoid the spinning knives. Then, when
- you are past the blades, turn left and run to the end of the passage. Turn
- around and watch the boulder come flying towards you and break a hole in
- the floor.
-
- On one side of the hole, there is an unlit brazer. Light it with a spark
- spell and jump into the pit. On the left side of the screen is a holder for
- an Ancient Magic Stone. On the right is the totem that is enscribed with
- the runes. Use the Wax on it to get a wax impression of the runes. Do this
- twice.
-
- Now head outside. At the entrance, youÆll meet Dawn. Give her one of the
- two copies of the runes and return to the monestary. Talk to Dawn in the
- library. She will give you a charm (which you should use) that gives you
- the Dampen spell. Then head upstairs to talk with Brother Julian and give
- him the other wax copy of the runes. He will give you a Power Orb in
- return.
-
- In the monestary, a new section is opened up. The doors on the left side of
- the screen lead down to a secret area which is entirely optional called the
- Dark Halls.
-
- Part VIII: Dark Halls
-
- You start in a simple monestary room with many crates. There is a door
- which leads out into the garden. On one wall is a shelving unit. Attack the
- unit and a hole will open up near the ceiling. Drag crates over and jump on
- them so you can jump through the hole.
-
- Once inside, this is basically a haunted area. There are blue ghosts which
- have the distressing habit of appearing directly behind you, but they
- always taunt you with warnings. Just wander around, always taking side
- passages when they appear. There isnÆt much in the way of problem solving
- here, just plenty of stuff to collect.
-
- In the first room with all of the bookcases, be sure to search the
- bookcases well. One contains several Cure scrolls and the other contains a
- Prism scroll.
-
- About halfway through the corridors, there is a side room that contains
- many wilted trees and several blue ghosts. If you click on the chains that
- are just to the right of the doorway you came through, this opens up the
- roof and lets in the light. The sunlight destroys the ghosts and also makes
- the trees bloom. This gives you a large quantity of VellÆs fruit.
-
- At the very end, there is a very large circular room. DonÆt enter that room
- for a moment. Instead, continue to the steel door. Drag one of the crates
- over to the door, open it (by clicking on the top), stand back and cast
- Spark at it. This will blow the door open. Once you have finished exploring
- that room, drag one of the crates into the large circular room. As you get
- to about the middle of the room, check your automap. One of the stone
- blocks in the walls will have an opening behind it. (It is the one just
- south of center on the far wall, and it is between the two blocks labeled
- in different colors.) Drag the crate over to that wall, open it, and ignite
- it with a Spark spell. This will blow a hole in the wall that you can jump
- out of and you will end up in the Huline Jungle, just south of the
- Monestary.
-
- At this point, you will want to stop by the Huline Village or KitÆyaraÆs
- hut in order to sell your Power Orb. Now is also a good time to fulfill the
- contract against Kelsrick if you want.
-
- Head north, keeping to your right and head towards the Bane River, which is
- east of where you originally entered this area. Along the way, you will
- meet KitÆyara, who will give you a gift for her son in the Savage Jungle so
- you will be accepted there. You will also meet Bacatta, who will escort you
- past the Gladstone guards that are at the Bane River bridge. When you get
- to the bridge, an army of spider creatures will take the bridge away. Use
- this opportunity to sneak into the Savage Jungle.
-
- Part IX: Savage Jungle
-
- Begin CD 3
-
- When you enter the jungle, you meet the ôwild onesö that KitÆyara
- mentioned, and specifically, you meet Daniel. Give the gift to him. When
- they run to the trees, he drops the blade. Pick the blade up and take it
- with you.
-
- (Note: If you are not on good terms with the Wild Ones, see the Evil Luther
- solution notes at the end.)
-
- Head into the forest to the east and bear south. You will find the Huline
- Temple that you are looking for. Unfortunately, nobody is home, at least
- nobody that you want to meet, and the temple is sealed shut.
-
- Now head generally north, heading towards the Wild Ones village. When you
- meet the guard who tells you to begone, give him DanielÆs sword. He will
- let you in the Wild Ones village.
-
- Give the sword to Daniel. This time he actually keeps it. He wonÆt be able
- to give you any useful advice, except to go away and leave him alone. Leave
- his hut.
-
- Go exploring around the rest of the city. To the right of the main screen
- is an herbalist that will let you take two Ironwood Sap, Cave Aloes, and
- Amber. To the center is a shaman that says he canÆt be bothered with your
- problems unless you join the tribe. When you volunteer, he requires you to
- go to the Dracoid Cemetary and get a Silverleaf. He gives you a Dracoid
- Sigil that unlocks the gate to the Dracoid Cemetary. You can also click on
- the back door in the shamanÆs hut and he will show you a spider creature
- that he has captured.
-
- Leave the village, but instead of heading immediately for the Cemetary,
- head south for the deep pit. There is a log spanning the edge of the pit to
- a small peak in the middle. Walk across the log and hop down the peaks
- until you get to the bottom. (Save, as the fall will kill you and it will
- likely take you many attempts.) At the bottom, there is the entrance to the
- Dracoid Ruins.
-
- Part X: Dracoid Ruins
-
- This a large and very dangerous area. Save frequently and often. The caves
- here are littered with stone creatures that shoot fireballs at you and
- vicious dragon snakes. Also, youÆll see several crystal globes that are
- mounted on pedestals and green clovers on the top of spikes. Cast Spark on
- these to light them. Most of them trigger a lock that opens up a new
- section.
-
- Head immediately west. YouÆll get to a span of river. Lighting the crystal
- globe to your right will lower a bridge that lets you cross. Head all of
- the way to the west and enter the MageÆs Tower.
-
- Note that the stairs going up are blocked off with a forcefield. So donÆt
- head up, head around behind the stairs. There is a globe there that you can
- light. Do so and go down the stairs. Get the goodies down there.
-
- Head back to where the field is and enter the side room next to where you
- entered. There is a globe that when lit will lower the field. Now is a good
- time to mention that there is a snake creature on each level of the tower
- and releasing the field lets him get to you. Be prepared.
-
- On the next level, the alcove near the stairs has another crystal that can
- be lit. There is also a pedestal with a claw on it. This is the White Glass
- Globe Generator. You canÆt use it now, but it is very important.
-
- On the next level, there is a creature in the alcove. When you defeat it,
- you can take the bracers from the wall nitch. These bracers allow you to
- speak with the dead (as the dead corpse tells you when you pick them up).
- There is also a globe to light to gain access to the next level.
-
- Not much here, although you can discover a path much later that follows a
- river and lets you get in the window on the wall. Head back down to the
- main level and return to the caves.
-
- Right around the corner from the MageÆs Tower is a globe that when lit
- opens a door. There is a large mirror on the wall here. Jump into the
- mirror and you will be teleported to a room that your Automap calls the
- æTeleport RoomÆ. There are three mirrors here. One leads back to the forest
- and is one way. One leads back to where you just came from (and is
- two-way). The third leads to the Dracoid Cemetary. It is two way, but the
- end in the Cemetary only works after you have gone from here to the
- cemetary.
-
- While you are here, explore this area. Right around the corner is the old
- Dracoid leaderÆs bedroom. If you look up and click on the imp that is on
- the top of the headboard, the seal on the headboard will glow and the wall
- opposite the bed will open up for just a moment. Behind the wall is the Axe
- Traitor. It may take you several tries in order to get it; the best shot is
- to stand at the foot of the bed, as far away from the bed as you can and
- quickly turn around once you click on the imp. You can also explore around
- the rest of this area, but there isnÆt a lot to find. When you are done,
- return to the teleport room and go through that mirror to the Dracoid
- Cemetary.
-
- Part XI: Dracoid Cemetary
-
- Use the Dracoid Sigil that you got from the Wild One Shaman to unlock the
- gate to the Dracoid Cemetary. Note the large number of dead walking around.
- For the most part you can ignore them and concentrate on the buildings
- themselves. Unfortunately, most of the buildings are magically locked. Most
- doors have a stone face near the door. Clicking on the face will cause an
- arrow to light up below the face. The arrow will be one of three colors:
- white, yellow, or blue. To open the door, you need to put a glass globe
- charged with the correct color in the faceÆs mouth. Head due north. The
- last building on your left before you get to the wall is completely
- unlocked and you can enter it. Once inside, there is a glass globe on the
- floor. Get the globe. You can also search the coffins in the room, one of
- them has a Bezoar Ring in it.
-
- With the globe, head out of the cemetary, hop through the Teleporter and
- return to the MageÆs Tower. Put the glass globe into the claw and then get
- it. It is now charged white. Fortunately you only need one white globe, and
- the other color generators are located in the Cemetary. Return to the
- cemetary and head west to the wall, then north. The second building (from
- the wall) to the north opens with a white globe.
-
- There is nothing actually in this building, but right next to the entrance
- (on the inside) is a lever that you can pull. This opens a secret door on
- the building to the south. When you enter that building, there is a glass
- globe on the floor. Get that and head back to the entrance. Make sure you
- are standing inside the room, in human form, a few steps back from the
- doorway, looking out towards the barrel in the doorway. Click on the barrel
- there and it will flip over. (If it doesnÆt flip over, you are probably too
- close to it; try backing up a step or two. There is also a bug that
- prevents you from flipping the barrel if you enter the building when you
- arenÆ in human form; and a bug in general that prevents you from flipping
- it at all. In these cases, try reloading from an earlier save game from
- before you entered this building and try again.) Then push it by walking
- into it and it will roll down the hill and into the next building, through
- the door you just unlocked, and shatter on the floor. When you head over
- there, youÆll notice that the floor is covered with oil.
-
- Now, the fun part. While you might be tempted to, donÆt cast a low-level
- Spark at close range. You need action at a distance. Use either a 4th Level
- Spark spell, a Lightning Crystal, or a DragonÆs Blood to ignite the pool of
- oil from a distance. Watch the building blow up. This reveals an opening
- into the catacombs below the city. Head back into the wreckage and jump
- into the opening.
-
- You are now in the underground area beneath the cemetary. Down here, in
- this area, is a generator for blue globes. It is to the north. There should
- also be a glass globe at the generator. Charge both globes that you have
- blue. To get out of the underground area, jump over the fences down to a
- lower level. You will have to jump over two fences. Then head for the
- stairs which lead up to a building in the southeast of the cemetary area.
-
- From here, head to the two buildings that require blue globes to open. In
- one of the buildings is the Crossbow Valkyrie which is a very nice weapon.
- In the other is the ghost of an ancient Dracoid Priest. You need the
- Bracers of the Dead to talk to him, but you donÆt actually need to have
- them equipped. He will give you a Silverleaf if you go find his body in the
- city below, burn it to ash, and put the ashes in this urn that he gives
- you, and return them here.
-
- Almost every building in the city requires a glass orb charged
- appropraitely to open. Opening these doors uses up the glass globe, but you
- can find another glass orb inside almost every building (including the one
- which contains Valkyrie). There are also glass orbs in some of the unlocked
- buildings and near the globe generators.
-
- In the building directly west of the one with the ghost, there are sloped
- ramps along the side of the building. If you wait until you are in lizard
- form, you can run up the ramps. Under the roof on one side of the building
- are three ancient magic stones; on the other side is a suit of Reflective
- plate mail.
-
- To the west, east of the building you detonated, is a building that
- contains two rooms. The first room has two coffins and this pecular tile on
- the side of the wall. The tile can be broken through to reveal many items
- behind it. Whenever you break the tile, a Lightning Storm fills the room --
- the best way to get at the stuff is to stand outside the building and use
- Valkyrie to shoot into the room. Inside the niches are several Fire
- Crystals, a Spark scroll, Amber, Ironwood Sap, DragonÆs Blood and a Dracoid
- Dagger.
-
- To the southwest and northwest are two more buildings that have the same
- tile on the side of the wall, although these tiles wonÆt zap you with
- lightning when broken. The northern building contains more amber, a Cure
- scroll, and a speaking stone, while the southern building doesn't contain
- anything in the niches.
-
- For now, donÆt head to the city quite yet. Instead, go back down with the
- two globes you have and take them to the Yellow generator that is to the
- north and west of the stairs leading down into the catacombs. Go and unlock
- all of the yellow buildings in the cemetary. Each building contains another
- glass sphere and one of them contains two. When you are done, be sure to
- have either 3 uncharged globes, or 2 uncharged and 1 yellow. Take a second
- of the globes and charge it blue. Leave both of the charged globes here and
- head back to the underground ruins.
-
- Part XII: Dracoid Ruins (again)
-
- To find the ashes, you will need to explore most of this area. Towards the
- north part of the ruins, there is a river. Just to the south of the river,
- in the middle of the ruins, there are two buildings of import: One contains
- a statue that looks like Belial, the other appears to be just an ordinary
- two story building. If you climb to the second story, head out on the
- balcony towards the left side and peer around the corner of the building,
- you will see a walkway along the edge of the building leading into the
- wall. Head down that walkway and youÆll get to the river again. You can
- walk along the edge of the river to the north, over the bridge, and along
- the edge of a huge lake. At the end of the ledge, there will be a room to
- the right and in that room is a corpse and an altar. Move the body onto the
- altar, light both of the globes and the corpse will be incinerated. Put the
- ashes into the urn and head back to the cemetary.
-
- If you look across the lake here, there are lights on the far shore. I
- donÆt know how to get to them and if anyone knows what is out there (and
- how to get there) please let me know. Like most ôhard to get toö locations,
- there is probably something very cool there.
-
- Other areas of interest: Near the entrance, off to the east, there is a
- room that is blocked off by several large pillars. To get into the room,
- either wait until you shift into Lizard form, or shoot the three chains
- across the room (through the pillars) with a ranged weapon. This will cause
- the pillars to rise. Inside the room, you find a Greater Bezoar Ring.
-
- North of the entrance area, there is what appears to be a castle across a
- large pit. Just to the south, there is a lizard cave that runs into the
- castle. Inside, you find several Prism scrolls. To get out, you need to
- drag a chair onto the bar (under the hole you came in). You are only strong
- enough to drag the chair when in human or beast form. Then, when you shift
- back to lizard form, jump onto the bar, then the chair, then you can jump
- into the tunnel and run out.
-
- An alternative way of getting into the castle is to head north of the
- castle into a small cave by a house. There is a water pump in this cave. If
- you break them, the area will start filling with water which fills the moat
- leading to the castle. There should be a door floating in the middle of the
- moat which you can use to jump over to the front door of the castle.
-
- If you ever want to cross the river, the beast form is the easiest to do it
- in. He can step up the banks in many places that the human and lizard forms
- canÆt and it seems that the beast drowns the slowest. It is also possible
- to break the prison doors off their hinges (in the area to the extreeme
- northwest) and build a bridge out of the doors across the river.
-
- On your way back, stop by the MageÆs Tower and get your last uncharged
- globe charged White. You also should do lots of exploring as there is quite
- a bit of neat stuff lying around and this is your last opportunity to
- explore this area in peace.
-
- Once back in the Cemetary, pick up the two globes and return the ashes. It
- seems that you are refered to a higher power. Take the Ankh and head toward
- the door in the southeast of the cemetary. Use the Ankh on the door. Inside
- the room, there are three pedestals. If you click on the pedestals (when
- you are real close to them), they will open up and there will be a
- receptacle for a globe inside. Use each globe on the pedestal (matching
- colors of course) and the door past the pedestal will open. To get it all
- of the way open, use the Ankh again. Inside, you will find another Dracoid
- Ghost who wants to vindicate his race by animating BelialÆs statue to kill
- some kind of wurm. Get his corpse from the coffin and return to the Ruins.
-
- In the ruins, head for the statue. Before you do anything with the statue,
- make sure you have explored the area just to the west and north. YouÆll
- notice this temple like area with a waterfall down the north wall and at
- the end of the corridor there will be the worm that the Dracoid was talking
- about. (The Worm will get really upset at you, but it doesnÆt actually do
- you any harm.)
-
- Now, back to the statue. Put the corpse into the urn on the statueÆs left.
- The Dracoid will animate the statue. Follow it all of the way to the wurm.
- Save the game now. The Statue will kill the wurm, but in the process the
- ceiling will crack and water will start to fill the caves.
-
- Run back and right into the room with the temple. Jump onto the table by
- the waterfall. Tables float. Nice that. Stand on the table until you get
- near the ceiling. There is an opening in the wall near the top of the
- waterfall. Jump into that opening, run down the corridor, head around the
- large hole in the next chamber and through the opening in the far wall. You
- will wind further up until you find a wooden door. Throw the door over the
- edge, follow the door off the edge and stand on the door. The water should
- be rising up the large center hole in this room now and you can float on
- the raft all of the way up to the surface.
-
- Part XIII: Savage Jungle (again)
-
- Once back on the surface, you will meet Dawn again. She talks about the
- Huline temple, about not animating dangerous statues, and about speaking
- with the dead. Give her your Bracers of the Dead (you donÆt really need
- them anymore) and she will give you an amulet that teaches you the Human
- spell and a Speaking Stone.
-
- Return to the cemetary. (On the way, you may meet Bacatta tied up in one of
- those snares. Just cut him free.) Return to the room where the ancient
- Dracoid was and he will thank you. At least I think he is thanking you --
- its hard to understand what he is saying now. Anyway, all of the mandrake
- root plants in the cemetary change into silverleaf plants so you can
- collect one. There is also a Mist of Doom scroll waiting for you.
-
- Return to the Wild Ones village and give the Silverleaf to the shaman. He
- will tell you that to complete your initiation, you need to fight one of
- their tribe members in single combat. It isnÆt that hard, although keep the
- combat close as he can cast some fairly nasty spells. The shaman will then
- give you a potion to use against the Lharkon and a charm that casts the
- Lizard spell.
-
- You can head down to the building that is near the Temple in the south of
- the jungle. (The building is to the west of the temple.) One of the Wild
- Ones will greet you and let you in where you can take several Guardian Orbs
- and Ancient Magic Stones.
-
- Mix the potion with a silverleaf to get the Lharkon Vapours. Then head to
- the east where the river is. There is a tree with a long branch extending
- towards you. You can jump across the river if you can land on that branch
- on the way over. So save, and take your best jump. Once across, head up the
- hill, run towards the Lharkon, and use the vapours on it. It will pass out.
- You can then walk past him and into the Claw Mountains.
-
- Part XIV: Claw Mountains
-
- Begin CD 4
-
- When you first arrive in the Claw Mountains, you meet Dawn again. How did
- she get past the Lharkon? A mystery for another day. Anyway, she think she
- has all of the answers, etc. When you get done talking with her, strike out
- across the ice towards the north.
-
- YouÆll get to a clearing with a large chasm crossed by an ice bridge.
- Ignore the bridge for now and head straight ahead. Here is a community of
- lovable gorilla thingies. Behind the back of the stockade, there are
- several boiling pools of tar and many tar crystals around it. In the
- eastern-most building in the stockade, there is a niche in the wall that
- holds Bracers of Valor.
-
- Cross the bridge and go down the ice tunnel. In the next clearing, there is
- a lake. To your right is a cave in which sleeps a polar cat. It is just
- like the cats in the Huline Jungle, except its white. Kill it and then turn
- into a Lizard. Behind one of the stalagmites is a lizard tunnel. Inside is
- an ancient magic stone, and a crystal globe that you can light with your
- Spark spell. Doing this raises a small building in the middle of the lake.
- You can hop from ice flow to ice flow in the lake and get very close to the
- building. On top, there is a Great Axe Blizzard which you can reach once
- you get close enough.
-
- Continue down the ice passageways. This next area is very dangerous. As you
- enter the clearing, the snow you are standing on will begin to collapse.
- Your best bet is to run at full speed towards the other side, staying near
- the wall on your right. Eventually everything will settle down, but the
- drop is too steep to survive. (You can sometimes survive the fall when in
- Beast form.)
-
- From this side, notice that there are wooden stakes nailed into the wall of
- the canyon on the other side? Return to the other side and look straight
- down. You canÆt use the stakes that are facing the avalanche since you
- wonÆt be able to make it around the corner; instead, face the river (right
- near the corner) and take a leap of faith down to the stakes. Then, run
- down the stakes until you are at river level.
-
- Explore both sides of the bank here. On the far side of the river, there is
- a caved in doorway. If you attack the doorway, it will open up revealing a
- narrow passage into the ice. Become a lizard and enter. Keeping right, you
- will arrive at a large chamber with a pool of water in it and several
- people frozen into the ice in the wall. The person directly ahead of you is
- holding a bow. If you cast spark on him, he will melt and drop the bow into
- the water. Quickly grab it. This is the Shard. Head back outside now.
-
- You should see an ice sheet flow down the river. Jump onto it. About
- halfway around, there will be a cave in the outer wall. Jump into it and
- get the Greater Bezoar Ring and a recipie for acid. If you hit the tripod
- here with a fireball or spark spell, it will break and reveal Obsidian
- Chain Mail. Then hop back onto another ice sheet and then back to shore. On
- your way back, notice that there are ice walkways along the cliffs.
-
- To get back up, youÆll have to climb up the stakes again. There are several
- chances to fall to your death here, so save early and often.
-
- Now that you are back up top (or you never went down), cross the avalanche
- area again and enter the caves on the far side. YouÆll see Kenneth dead on
- the ice. If you raid his body, you can get his girlfriendÆs picture. Throw
- the picture at one of the walls a good distance away and it will shatter
- revealing KennethÆs Charm, which is a much better trinket than the picture.
- If you stand at the edge of the cliff here, you can drop down to the ice
- walkways you saw earlier. Do so and then walk to where you can jump to the
- walkways on the inner core.
-
- Entering the core of the circular river, youÆll meet Bacatta. HeÆll tell
- you that Dawn was captured in the Citadel, and tells you to go rescue her.
- He is too weak to help you, but warns you of their potent magical powers.
- Head across the ice bridge beyond and enter the Citadel.
-
- Part XV: The Citadel
-
- This part of the game was very frustrating to me. The creatures in here
- move very fast, use magic aggressively, fly, and in general piss me off.
- And you need to kill all of them.
-
- Anyway, walk in. YouÆll be pestered by one in the first room. Click on the
- globe in the center of the room to open the door. There are two more in the
- next room. Clicking on the globe in the second room will open two doors. To
- the right is the Egg Chamber. The eggs here will regenerate any killed
- Ruloi, so you have to destroy them. The easiest and best way to do this is
- to shoot the light at the top of the room. This will drain all of the acid
- away from the room, destroying all of the eggs and leaving behind some high
- quality items, Halberd Bastion, Crossbow Myriad, and the CowardÆs Target
- Shield. In the back of the room, click on the globe. This turns on the
- purple stairway to the upper level when you get to the main Ruloi area.
-
- In the other direction is a long corridor that leads to an elevator, which
- you can activate by clicking on the globe. This next room is very large and
- filled with lots of those magic using creatures. Save often -- it is easy
- to have an instant death here. Run around trying to chase down all of the
- creatures. Patience will eventually get you the victory.
-
- Alternatively, you can use the CowardÆs Target Shield. When you equip it
- you will become invisible. Then you can walk around the lower area
- unmolested. The only problem is that if you accidentally bump into a Ruloi
- or shift forms, then you will become visible which can be very
- inconvenient. The fight usually raises you about three to four levels which
- you will miss out on.
-
- Now that they are all dead, take a look around. There are several more
- globes that can be clicked on to raise display tables in the floor. These
- tables contain all kinds of alechemical reagents, plus other useful objects
- like Lightning and Fireball Cyrstals. If you attack the crystal growths on
- the ground all around here, they become Sulfite Crystals.
-
- To the north are two rooms. The one on the right is a corridor that leads
- to a green pool with a black circle in the middle. Jump to the circle and
- it will take you to a prison cell (on the outside) where several women are
- imprisoned. If you attack the cell, you reveal a lever on the left side of
- the screen. Pull the lever to free them. If the women donÆt want to leave,
- it means that there is still a Ruloi alive somewhere.
-
- Just to the east of the Prisoners is another globe hidden in the corner
- behind a tall pillar. Click on this to light it up. This will enable the
- bridge going across top of the room (described below).
-
- The room on the left has a globe in the center. Clicking on it will open a
- passage to the north, open another door you havenÆt gotten to yet and
- causes both of the statues on the sides of the room to start shooting at
- you. Run north and youÆll get to a prison cell holding Dawn.
-
- Now, return out and look for a wall that has purple glowing platforms
- sticking out from it. (I donÆt remember which direction it is, but its
- around here somewhere.) You can climb that ladder by jumping from one
- platform to another on your way up. At the top, there is ôgunö that shoots
- across the chasm and in its wake, a bridge forms. (If the gun isnÆt firing,
- then you didnÆt turn it on by clicking on the globe at the back of the Egg
- Chamber.) The bridge only stays a short while. What you need to do is run
- across the bridge immediately after a shot has been fired. If the door on
- the far side of the bridge is closed, that means you didnÆt click on the
- globe in the previous paragraph like I told you to.
-
- Once across, head around the ring until you find an extrance to the central
- core. Click on the door and youÆll see several of those flying magic
- creatures fighting a spawn of Belial, and getting their ends kicked. When
- the animation ends, youÆll have to fight the spider creature. I didnÆt find
- it too tough, especailly after fighting the creatures below.
-
-