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- Once he's dead, you can enter the room with the Dreamstone. Before you take
- it, head right to the empty pedestal. You can put a weapon the pedestal to
- enchant it using the Dreamstone's magic. The only weapons that I could get
- to enchant were Thohan's Great Sword (from the Museum) and Firestorm (which
- becomes Darkstorm when enchanted). When you are done, get the Dreamstone
- from the holder and then hop on the teleport platform which takes you back
- to the entrance. Go back inside, and rescue Dawn. To avoid having to climb
- the platform again, head back to where you entered this large room. There
- is a walkway going up the stone cluster right in front of you. Halfway up,
- there is a teleport pod that takes you back to the beginning. Once at the
- Citadel entrance, use the Dreamstone to open the door to go out and leave.
-
- Head back through the mountains, and into the Savage Jungle. To cross the
- river, you'll need to jump across to the platform on the left side. It is
- possible, although it may take you a try or two. Once across, head towards
- the Huline Temple. Use the Dreamstone to gain entrance.
-
- Part XVI: The Huline Temple
-
- Return to CD 2
-
- When you enter the temple, you will see an open area with a body lying on
- the ground. Walk past the body and enter the next room. There is an altar
- that has two bowls on it.
-
- BUG!!! If you click on the bowl to the left, Aloe will appear in it. For
- me, once that has happened, you can't do the steps described in the next
- paragraph and you're hozed.
-
- Instead, place Aloe in the bowl on the left and poison paint (made from
- Venom Sacs and Lamplight Eggs) in the bowl on the right. (If you don't have
- any with you see the next paragraph.) The platform behind you will raise
- up. Drag the body from the courtyard and put it on the platform. Then click
- on the body. You should see a lightning bolt zap it and the body will
- disappear.
-
- Next, head out the east exit. You will arrive in what looks like a chapel.
- Behind the altar to the north is some Aloe and some Poison Paint on the
- floor. Continue past the room and there will be a pool with a green crystal
- in the stone in front of the pool. Take the crystal.
-
- Side note: Out in the Huline Jungle, there was a hut that a platform you
- could walk up onto and five torches. It was about due north of the Temple
- and a little south and west of where the Wild Ones village was. If you
- light all five torches using Spark, the stairs will rise up to a door on
- the top level. The door is locked, but the crystal you just will unlock the
- door. All I found in there was Kieran's Circlet and the Dagger of the Empty
- Hand, as well as ingredients for making more Lharkon Vapours.
-
- Once you've taken the crystal, you can also attack the pillars that hold up
- the ceiling. When you break two, the ceiling will come crashing down. This
- is kinda cool because the floor is a little weak here and when you get to
- the underground area and discover the spiders, they will be able to exit
- the underground through this room. Lowering the ceiling prevents them from
- getting out this way.
-
- Head back to the entrance and take the second left, then turn south. This
- leads to a circular open-air room with a fountain. If you push the button
- on the wall by the entrance, an Aloe tree will grow here.
-
- Heading back north, there will be barracks and a kitchen area. When you get
- here, a spider should break through the north wall. Follow the spiders into
- the next area. There are a lot of spiders here, and you can't kill them all
- as they will regenerate.
-
- In the first room, there will be three "coffins" on the right. In one of
- them will be a flute. Get the flute. (This is the same as the flute you
- used back in the Hive Caves.) Head down the corridor across from the
- coffins, and take the passage to the left. Around the corner after turning
- left, there will be a table with that corpse from above down here and a
- large machine. Click on the button by the corpse and it will zap to the
- machine where it will get ground into pulp. Walk around the back of the
- machine and pull the box out of the machine and put it into the second
- machine. (I had to push and prod to get it to go down the ramp easily.)
- Then go around behind the machine and get the statuette.
-
- Continue down the corridor, push the button and a set of stairs will appear
- that leads into a bedroom. Morph into a lizard and head for the red
- sofa-like thing against the wall and jump on top of it. Behind it, there is
- a lizard tunnel and on the right wall, just inside the entrance is a
- button. Push that button. You can continue down the corridor; it leads to a
- library that has an ancient magic stone on top of one of the bookshelves.
- Another secret door leads out of the library to the chapel on the east
- side.
-
- With the statuette, return to the entrance. Head east again, and enter the
- alcove on your left. (If this alcove is still closed, that means you didn'
- push the button as described in the previous paragraph.) There will be one
- wall niche that isn't filled. Put the statuette into it and it will close.
- From the floor will rise a pedestal that holds a second crystal shard. Take
- it.
-
- Return to the entrance and head west, taking the first left. In this room
- there are two large bowls and carvings of green crystals on their bases.
- Put the crystals into the bowls and the wall will open up. Go through the
- wall into the next room and use the Dreamstone in the receptacle in the
- pillar. This will create a spiral stair going up. Climb the stairs.
-
- In this room, there are three archways leading to three "extradimensional"
- areas. Enter the one on the left. You will be at the top of a large maze
- room. Jump from platform to platform making your way across the room. If
- you fall down, you can find ramps back up to the start near where you
- started. Staying to the north is your best bet. When you get past that
- room, there is another room with a long, winding path leading towards a
- statue in the middle of the room. Run down the path to get to the statue.
- Things start shooting fireballs at you, so don't go too slowly, but don't
- fall off either. When you get to the end, pick up the idol and you'll be
- teleported back to the start. There are also Cure scrolls by the statue.
-
- Enter the center archway. As you walk across the room, the floor will start
- to tilt in one direction or the other. The direction that the floor tilts
- is based on how much weight is on each side. There are lots of quail in
- this room and they count towards the weight on the floor also. What you
- need to do is push the four buttons at the sides of the room (two on each
- side) and you can only reach the buttons when the floor is tilted up at
- that side of the room. You can either run around hoping to get the floor to
- stay tiled up as you run uphill, or kill all of the birds and drag their
- bodies around to keep the weight correct. When you have pushed all four
- buttons, the floor will level out and the door to the next area will open.
- Get the idol here. There are also Stroke Daggers here, and Gorgonite
- Nodules, and Amber behind the pedestal.
-
- Enter the right archway. In this room, there are three long, thin paths
- leading to the edge of the room with fire blocking the start of the paths.
- Run down each of the paths and push the button at the end. You can either
- run through the fire quickly or hit the green globes with a first level
- Mist of Doom spell to turn off the fire for a short time. There is also a
- Mist of Doom scroll there. When you have pushed all three, a bridge should
- have lowered itself into place on the other side of the room. Walk across
- it and get the idol. Hidden behind the tapestry on the wall behind the idol
- is a niche that has an alchemical recipie. If you click on the wall at the
- back of the niche, another secret wall will move aside and you can find the
- Noble Valkyrie Crossbow.
-
- Now you have all three idols. Walk around the archways and go down the
- passageway behind the center arch. You will get to an area where the floor
- is black. Does this look familiar? It is the same as the first trap from
- the Hive Cave, except that this time around, the traps are much more
- deadly. Anyway, to your right is another receptable for a flute. Put the
- flute in it and walk across the newly formed floor.
-
- Next comes the spinning blades. Again, just like last time, there is a
- secret door to the right of the blades that lets you bypass this area.
-
- The third trap is the rolling ball. Run down the corridor until you see two
- buttons on the wall. Run past them, turn around, and push the both. This
- will cause the floor to fall away, the stone ball won't crush you and the
- door further ahead will open. Don' stay an admire the view too long as the
- door only stays open a short amount of time. If you don't make it through,
- you can walk around the edge of the wall (on the ledge).
-
- In this room, three holders will fall from the ceiling. Put the three idols
- in the display cases. A stairwell to the next room will form. In this room,
- there is a wooden bridge. When you step on it, the bridge goes down a
- little, but not very far. Soon, some birds will enter the room. Kill the
- birds and drag their bodies onto the bridge. Once two are on the bridge,
- then you can step on the bridge and go all of the way down to the bottom.
- An alternative solution is to morph into the Beast, as that form is heavy
- enough to lower the bridge on its own.
-
- At the bottom, there is another clone of Belial. Kill it, then enter the
- Hall of Voices to the east. Use the Dreamstone here and the City of the
- Ancients will be raised from the water. You will be taken to the City of
- the Ancients.
-
- Part XVII: City of the Ancients
-
- Return to CD 4
-
- You arrive on the balcony of the Ancient City. Take the elevator down to
- the main level. A note about the geography down here. There is a central
- area, which is due south of you. There are four corner towers, to the
- northeast, southeast, southwest and northwest of that central area.
- Straight south is the water fountain and straight north is where you are
- now.
-
- You need to solve the four tower puzzles. To solve one of them requires
- four ivory chips. So first, we wander all over the city looking for those
- chips.
-
- Head to the right at the first intersection. When the street turns north,
- there is a gap in the wall straight ahead that leads to a balcony. I never
- figured out what this area was for. Follow the street north and when it
- turns again, there is another opening straight ahead. In this room, there
- is a chalice on a pedestal. If you place Mandrake Root into the chalice,
- you will be transported for a short while to a large area that contains
- many scrolls. There are three spell scrolls here and many recipie scrolls.
- You will automatically be transported back after a few moments, so you
- don't have time to get everything.
-
- Just to the east of the Chalice room, there is another room that contains
- three fountains. Freeze the fountains and break them. There are many ways
- to freeze things and you'll be doing a lot of that in the city. The ways
- I've discovered were to shoot the fountains with the bow Shard, attack the
- fountains with the Axe Blizzard, or use an ice seed from the claw
- mountains. If you don't have any of these, there is a way to make some ice
- seeds described below in about ten paragraphs.
-
- Once you've frozen and broken the ice, move the block next to the entrance
- over onto the square in the ground. Then go down the stairs and do the same
- thing on the next level. This opens up a secret wall. To cross over the
- lowered wall, jump on the block and then jump over. On the other side are
- stairs leading up again and at the top of the stairs is a statue holding
- one of the chips. Take the chips and start running back towards the stairs
- because the ceiling is lowering. Once back downstairs, move the block next
- to the wall, jump over, and exit the area.
-
- Continue down the street west and there will be another side room to the
- south. Open the doors to get in this room and then look at the statue
- holding an ivory chip across a vast chasm. Walk across and get it, stone
- steps will appear beneath your feet. Don't walk across in lizard form since
- the steps that appear are far enough apart to fall through if you are a
- mere lizard. Wait until you are in human or beast form. (Its like that
- scene from The Last Crusade with the Leap of Faith test.) You now have two
- chip pieces.
-
- Now follow the main street until it ends at a large maze of rising and
- falling walls. There are three important features here: A spinning stone
- disk which is just to the left of the entrance, a glowing white sphere and
- a glowing red sphere. Attack the stone disk with your weapon to break it;
- cast Mist of Doom at the red sphere to dispel it, and cast a 3rd level
- Spark (Chain Lightning) at the white sphere to dispel that one. (None of
- the other Spark spells will do.) You should see a large fireball erupt from
- a pyramid that was hidden previously. The fireball will flow across the
- room and strike the center of the tower to the north, blowing the doors
- open. At the door will be a storm crystal. Take the stairs up and you will
- see another movable block and a glowing sphere. The sphere is a teleporter;
- drag the block into it and then follow it in. Once on the other side, drag
- the block into the square hole right in front of you. Head around the
- circular gate and you will see a large plane. Off to one side of the center
- is a glowing octahedron. Click on it and part of a tower will raise in the
- center of the area. This process I will call "raising the tower" and you
- will have to do it after completing each one of the four corner tower
- puzzles. Jump back through the gate to return to the city.
-
- Return to the intersection and head south. Directly ahead in the center hub
- I mentioned with part of a building constructed here. As you raise parts of
- the building in the outer part of the city, the building will also be built
- here. Continue to your right.
-
- On the north side of the street is another side room. As you enter this,
- there is a glowing force field directly ahead, and two globes on each side
- wall. Light the two globes on each side using Spark and a secret door will
- open between them. Go inside there and spark like the globes on the inside.
- This will open the forcefield. Behind the field is the third chip. As soon
- as you take it, the lights go out and the floor starts to fill with water.
- Head directly south (using your compass as a guide) until you get to a
- wall. Click on the wall to open it and you will re-emerge on the city
- street.
-
- Continue around the central hub counterclockwise until you are on the east
- side of the south exit from the central circular street. There is another
- room off to the south here. It contains a simple fountain that contains
- another ivory chip. Freeze the fountain, then break the ice and take the
- chip. You should now have all four ivory chips. Return to the street and
- head back around the center loop and take the west exit.
-
- As you head down this street, there is a side room at the corner when the
- street turns south. You need to click on the wall in the alcove to get in.
- In the room are eight side rooms that hold exhibits of alchemical
- ingredients, all of which you can find at the Ruloi Citadel or elsewhere in
- the game. To open the doors requires the museum key from the Draracle's
- Museum. You attack the glass to break open the exhibit and then take the
- item. When you do, the ceiling lowers itself on to you, and you have to
- move quick to avoid being crushed to death.
-
- As you head south, there is another side room to the east. You have to open
- another hidden wall to enter. This leads to a view of a large room with
- silverleaf on the side. The floor is very far down and there is no way
- right now to access the silverleaf. Opening the secret door allows you to
- get the silverleaf a little bit later.
-
- Now, return to the center hub and go around to the east side. As you head
- east, there is a center island at the corner that has several large glowing
- pillars instead of a statue like most of the other pillars have. If you go
- around behind it, there is a holder for an ivory chip. If you put a chip
- into the holder, a bright light shoots out. (Someone mentioned that you can
- take the chip back after shooting the bright light -- I have't tried this
- though.) These lights go two places: One enters the museum area and breaks
- down the glass door blocking the back end of the museum. The other bounces
- into the area with the Silverleaf and raises the floor for a moment. This
- allows you to get some Silverleaf if you don't have any. You need one piece
- of Silverleaf. Since the floor only stays up a moment, run to the
- Silverleaf room first and enter through the near (west) entrnace so that
- you get there before the glowing ball does. A chime will sound right before
- the floor returns to the bottom and if you get stuck in the room, there is
- an entrance to the Underground caverns here. In the museum, if you pull in
- the ink pen on the desk behind where the wall was, a secret door will open
- up revealing a door and a Speaking Stone. The door can be opened by using
- yet another Ivory Chip and behind the door is a Museum key.
-
- At the south end of the street, there is a room that has holders for four
- ivory chips. Put a chip into each holder and the pyramid in the room will
- shoot a fireball at the tower doors to the south. Do the Raise the tower
- actions with that tower. Then head back to the central city area and take
- the south path.
-
- At the end of the path, there is a fountain at the top of a set of stairs.
- floating above the fountain is a water globule. Freeze the water ball and
- then break it. This will cause water to start flowing in the fountain and
- flooding the canal behind the stairs. This allows water to get at the third
- and fourth towers; without that water, those puzzles are insolvable. Head
- north and take the east path from the center circle.
-
- As you head south, after turning the corner from east, there is a side room
- on the right. Inside this room, there is a small pedestal in front of a
- large platform. As you get close, six alcoves open up (2 are around the
- corner) revealing three pairs of items. The first pair is a Fire Crystal
- and an Ice Seed. The second pair is an Ancient Magic Stone and a Ring of
- Regeneration, and the third pair is Lightning Crystal and a Stone Cube. If
- you place one of the items from a pair (it doesn't have to be the item you
- got here) on the small platform, the other item will appear on the
- platform. This room allows you to make items that you may want to need to
- solve puzzles in the City if you didn't bring the necessary items with you.
-
- Continuing south to the tower area, there is a door in the west wall. In
- this room, jump over the canal and take the stairs up to the south and get
- a few of the Black Lichins. Then head back down and go through the yellow
- doors. There are four sets of yellow doors, but only one of the three in
- each set actually lets you go through. I don't know if it is the same from
- game to game, but when I played, it was south, north, south, middle. After
- going through all four, you will see a statue of Belial over an oil pit
- with a fountain. Light the fountain with a Spark spell to create a huge
- explosion. Take the bow that is dropped in the oil and leave the area. The
- fireblast will break the pyramid at the other end and open the door to the
- tower. Raise the Tower.
-
- Note that if the water isn't on when you do this, you die from the fire.
-
- Head back up to the north where the fouth tower is (directly across from
- the first tower -- it should be obvious looking at the map). All you have
- to do here is click on the octahedron to water the area, put a silverleaf
- into pyramid in the center of the room and click on the hourglass on the
- far side. This advances time and causes the silverleaf plant to grow
- through the pyramid, breaking it. You can also plant lichen or aloe in the
- plots of land on the side and every time you advance time a new plant grows
- that you can harvest. Raise the Tower.
-
- Now that the entire tower is raised, head back towards the very center of
- the city and enter the building. The sparkling opening is a teleporter that
- takes you to the real building.
-
- Inside, another version of Belial is waiting for you. Once you kill him,
- head through the room. There will be another forcefield that you should
- walk through. This is the Mantle of the Ancients. Getting it raises your
- magic level by 2 and also gives you the fifth level curse control spell
- which allows you to expel your curse. I haven't found this useful except
- once when the plot requires it.
-
- Return to the city and head towards the southeast tower. Before you turn
- the street to the south, there is a room to the north. In this room, there
- are light beams which shoot across the screen. Dodge those and open each of
- the doors on the left and right of the room. Behind each door is a globe
- you can light up. In the first room on the right, there is a passage that
- leads around the corner. On a pedestal in that room, there is a Jeweled
- Scarab. When you take it, a large fireball shoots at you. After all of the
- globes all lit, head through the door at the far end of the room. Move the
- curtain out of the way to reveal a dry fountain. In the next room, there is
- a fountain with a dragon's head sticking up out of it. Jump into the
- fountain and attack the Dragon. He will bleed into the fountain which opens
- up a door behind him. The corridor behind this door will lead to a one way
- teleporter to the underground caverns.
-
- Part XVIII: Underground Caverns
-
- Very important note here. This area is filled with green spider creatures.
- They are very numerous and very irritating, but they are mostly harmless.
- If you kill them, a brown spider is formed somewhere else in the cavern.
- Brown spiders are nasty. The best way through this area is to not kill
- anything and just run.
-
- If you need to get back to the City of the Ancients, you can use the
- teleporter pad that you arrived on. However, before it will work, you have
- to use a Spark spell on the four crystals surrounding the teleport pad.
- This lowers a teleport pad and enables you to return you to the City.
-
- Run through the corridors heading mostly south and west. Avoid any spiders
- you see and keep going south and west. All of the way to the south and west
- is a room that has a fleshy looking ceiling with several hatching pods
- hanging from the ceiling. In the back corner of this room is a notch in the
- wall. You can hack through the flesh tubes running floor to ceiling and go
- through.
-
- You are now in a non-walking area of the caverns. Click on the left
- passage. Then 'attack' to open a passage. Go through it. On the right side
- of the screen is a tentacle that you can click on. When you do so, it rips
- off the wall. Wait for a second and a spider will come by and repair it.
- When this happens, a passage to the left side of the screen opens. Go
- through it, hack through more floor-to-ceiling flesh tubes and enter the
- Laboratory.
-
- Part XIX: Belial's Laboratory
-
- Bacatta gives you the Horn of Belial here. Don't lose it since it is the
- only weapon that can harm Belial. Walk down the corridor and you arrive at
- a chamber that is bleeding in the center of the room. Jump into the small
- canal leading away from the pool, kneel down and attack the bars to break
- them away, then morph into lizard form. Run through, up the left side, but
- stop right before you get to the green tube.
-
- By the way, the slime you walk through and the green slime in the next room
- drains your magic.
-
- Morph back into human form. You should be able to see three levers across
- the river on the left. Shoot them with your bow and they will flip down.
- When all three are down, a dam will close across the river. Then jump into
- the river, swim across, and get on the far shore.
-
- Once on the far side, pull the levers again to release the dam and lower
- the slime level again. This will empty the next chamber so you can just
- walk through. (Side note, if you run at full speed, you can also make it
- across before drowning.)
-
- Around the corner there is a door. Through the door, the floor is covered
- with more green slime. Enter the corridors and head north. When you get to
- a room with no floor, you know you're going in the right direction. A lever
- on the wall will lower the bridge and continue past. When you get to the
- end of the corridor, jump off the edge (this is the only edge that is short
- enough to safely jump off) and head downstream. At the end there will be a
- room where you can actually get out of the slime.
-
- Go through the door, down the corridor to the second door on the right and
- go through. Your automapper labels this room as the 'Summoning Room'. There
- are four translucent skulls in the corners of the room. Cast a level one
- Mist of Doom at each one. When you do, the skulls will move to the center
- of the room. After the fourth one is in place, a minor daemon will be
- summoned. Kill it. Its body has an ancient magic orb on it.
-
- Drag the body out into the corridor and into the room that you passed on
- the way here. Drag the body behind all of the blood fountains and put it on
- the silver pad beneath the skull. This will open the wall right behind that
- skull. Jump through the opening and take a long elevator down. You'll meet
- Dawn here and she'll tell you to go into the birthing chamber and kill
- Belial.
-
- But don't go yet. If you keep clicking on Dawn, you'll get further
- encouraging messages. After about three or four messages, Dawn will give
- you the Ruby of Truth telling you that this will help against the monsters
- Belial is likely to summon. If you use the Ruby on an illusionary creature,
- the illusion will be immediately destroyed.
-
- Part XX: Birthing Chamber
-
- When you first enter this area, you'll see this amorphous blob. This is the
- form that will spawn Belial. Transfer your power to Belial (the level 5
- curse control spell). He will thank you, then get upset, then leave you be
- to fight a few daemons. Kill them, get their ancient magic orbs, and follow
- Belial. To get through the door, just attack it with your weapon. Note that
- speed is important in this area, don't dawdle too much.
-
- In the next room, you'll see Belial again and there will be an amber river
- running across the room with blue sparkle things in the river. To get past
- the river, you must shoot the blue generators in the ceiling to open a gap
- in the blue sparkles so you can run across. And there are some more daemons
- to keep you company.
-
- In the next room, there are several platforms that shift up and down.
- Belial taunts you here again and summons an image of Scotia to keep you
- company. You'll have to kill it. Then jump across the platforms to the far
- side. If you mistime your jumps, there are stairs leading from the bottom
- area back to the wrong side of the chasm. These stairs are actually the
- best place to fight Scotia. If you have the Ruby of Truth, you can use it
- to destroy Scotia instantly.
-
- The next chamber holds a maze of traps. There are three kinds here: stone
- blocks which rise and fall. Flaming Spears which also rise and fall. And
- pillars of ice which rain shards down on you if you touch them. To get
- through this area, you quickly need to destroy the red and white globes and
- the stone block. These are the same pieces that you destroyed in the Tower
- puzzle, except that these pieces will slowly regenerate. The stone block is
- on your left. Jump look up and hack on it with a weapon. This will cause
- all of the falling blocks to stop moving. Then, turn around and head
- straight. The white globe should be ahead of you. A level 2 or 3 Spark will
- destroy this. Now all of the pillars of ice are moved out of your way. Then
- head north to the red sphere. A 1st level Mist of Doom spell will usually
- do this one in.
-
- This room is Belial's Armory. In the four corners of the room, there are
- four very nice pieces of equipment: Draconscale Armor, Draconscale Bracers,
- Draconscale Gauntlets, and the Ring of Drake Fire. The longer you take to
- get from when you awoke Belial to here determines how much of this stuff
- Belial has been able to grab and put on. The rest is here for the taking.
-
- Now, Belial will summon another image for you to fight: the Draracle.
- Again, the Ruby of Truth will destroy this illusion immediately. When you
- are finished with it, hack down the door, run down the corridor and hack
- down that door and enter the final arena.
-
- The best way I found to defeat Belial is just to charge at him and attack
- him before he can do too much damage to you. Note that no mortal magic or
- weapons deal any damage to him. Ancient magic (ie, level 5 magic) will
- damage him, as will the Horn of Belial. Save your spell points for heal
- spells. The longer you take getting through this area, the tougher he is.
- Anyway, when he dies, the game ends and you get to savor your reward.
-
- Other cutscenes are available when you die in combat to Belial and when you
- just don't go into the final room. Just wait about in the Armory for about
- a minute or two.
-
- Evil Luther Solution
-
- Normally, when the hero of a game starts acting less than heroic, the game
- starts to quietly kill off the hero or make the game unsolvable. This is
- definitely not the case for Guardians of Destiny. If you start acting evil,
- then all that happens is that some of the puzzles change and many of the
- conversations and cutscenes shift to reflect your new nature.
-
- This walkthrough assumes that you were following the Good Luther solution,
- and most of the puzzles, locations, and actions are the same for both
- solutions, but in areas there are major differences.
-
- In the Savage Jungle: Rather than being nice to the Wild Ones, you can just
- slaughter them. This seems to be the action that actually determines if you
- are a good Luther or an evil Luther. The guard by the Wild One village is
- still there, and when you kill him, you will find two Runestones on his
- body. Take one of the Runestones over to the face and put the stone in its
- mouth. This will open the door to the village. When you go up to the
- village shaman, he will call you a fool and attack you in the area (with
- lots of his friends). This is a very difficult fight. When you get done,
- the shaman's body will have a green crystal, recipie for making Larkhon
- Vapours, and the key to the Dracoid Cemetary. If you then head to the
- building to the south and then west, there is a room with a raised upper
- level. If you light the five torches, the stairs will raise up to an extra
- room. You can unlock the door with the green crystal. Inside the room is a
- curse control spell (Lizard), the shaman's potion, and the Dagger of the
- Empty Hand. You still need to do the Dracoid Cemetary to get the
- silverleaf.
-
- Near the temple to the south, there is a wild one building. Instead of
- being unlocked, the building is locked and abandoned. If you go around to
- the back side, attack the small opening near the back, morph into a lizard
- (this will never happen automatically, you must use the Lizard spell), you
- can crawl inside. Inside, there are several ancient magic stones, Guardian
- Orbs, and another curse control spell (Human).
-
- In the Huline Temple: Since you already have one of the green cystals, you
- don't need to do most of this area. Just run in, get the second crystal
- from the room on the left and the flute through the kitchen and head
- immediately to the crystal room. This saves a lot of effort of having to
- deal with the dead priest's body, most of the spiders, and most of the
- secret passages.
-
- In the City of the Ancients: Immediately after you fight the clone of
- Belial that you meet in the center tower of the City, Bacatta appears to
- try and stop you from getting to the mantle of the ancients. You can get
- the Serpent Staff from Bacatta's corpse.
-
- In Belial's Laboratory: Since Bacatta is dead now, you don't see the
- cutscene showing him killing a Belial clone. You will have to kill this
- clone yourself in the first room. When you do, you can get the Horn of
- Belial from his dead body.
-
- In Belial's Laboratory: Dawn will appear to thwart your efforts. She will
- try to seduce you in order to try to disarm and murder you. You will have
- to kill her. (I mention this only because this scene appears in the Trailer
- for the game and people had been asking where this scene went.)
-
- In the Birthing Chambers: Instead of having to fight Scotia, you will just
- have to fight three imps. Instead of having to fight the Draracle, you will
- fight Scotia. After you have killed Belial, the Draracle will show up and
- will try and kill you. He is a much easier opponent than Belial to kill and
- you can just stand toe to toe with him and hit him with weapons until he
- dies. The ending cutscene shows you becoming the new evil god of the Lands.
-
- At some point, you may get the chance to kill Bacatta. If you do, then you
- can get the Serpent Staff from him.
-
- Weapon Table
-
- Weapon strengths were gotten by reading the status bars graphs. Each row
- contains eight pixels and the might values below are listed in pixels.
-
- Melee Might Other powers
- Dagger of Light 1
- Stalagmite 3
- Broken Mace 5
- Plasma Staff 6
- Short Sword 7
- Fine Long Sword 8
- Axe of the Long Arm 8
- Thohan's Great Sword 31
- Dagger of the Empty Hand 36
- Serpent Staff 36 Poisons target
- Long Sword Prism 37 Blind
- Warblade 47
- Gauntlets of Striking 50 +10 Protection
- Dracoid Dagger 64 Drain life
- Halberd Bastion 78 +45 Protection, +90 in combat
- Great Axe Blizzard 93 Cold damage
- Great Sword Firestorm 93 +5 Protection, Firestorm
-
- Rever of the Great Orc 93 -50 Protection
- Need Bracers of Might to wield
- War Axe Traitor 110 Need Bracers of Valor to weild safely
- Great Sword Darkstorm 158 +20 Protection, Drain life
- Ench. Thohan's Sword 158 +20 Protection, Lightning Storm
- Belial's Horn 174 Only weapon that damages Belial
-
- Ranged Might Other powers
- Stroke Dagger Lightning Bolt
- Rock 1
- Throwing Dagger 3
- Light Crossbow 12
- Long Bow Defender 18 Double shot
- Axe of the Long Arm 25 Returns to hand
- Crossbow Snare 32 Web
- Dagger of the Empty Hand 36 Returns to hand
- Dagger of Light 50 Shoots crystals
- Plasma Staff 67 Triple shot
- Long Bow Shift 78 Spark
- Crossbow Valkyrie 93 Fireball
- Great Bow Shard 110 Shoots ice crystals
- Noble Valkyrie Crossbow 125 Fireball, triple shot
- Crossbow Myriad 137 Chain Lightning, triple shot
- Dark Bow 174 Drains life
-
- Armor Table
-
- Armor values are also read from the status bars.
-
- Armor ProtectionOther powers
- Burnt Mail 8
- Mail Shirt 20
- Plate Mail Breastplate 30
- Reflective Plate Mail 30 Reflect magical attacks
- Obsidian Chain Mail 40
- Dragonscale Armor 50
-
- Shield ProtectionOther powers
- Coward's Target Shield Set to 0 Invisibility
- Stone Bracers -34
- Bracers of the Dead Speak with dead
- Bracers of Valor Allows you to wield Traitor safely
- Damaged Orc Shield 1
- Orc Shield 4
- Gargoyle Bracers 5
- Shield 5
- Death Stroke 10
- Draconfire Bracers 15 Reduces damage from fire
- Fire Shield 15 Reduces damage from fire
-
- Special ProtectionOther powers
- Coco's Cap Makes you fall asleep
- Colim's Amulet ???
- Gauntlets of Might +5 to Might
-
- Helin's Ring Increases attack speed in beast/lizard
- form.
- Ivory Chip Increases your mana.
- Kieran's Circlet ???
- Power Orb ???
- Stone Cobra Causes you to sink slower in water
- Ring of Drake Fire Spark becomes Fireball
-
- Ring of Regeneration Continuous healing; Resurrection if
- you die
- Kenneth's Girl 2 +1 to Might
- Bezoar Ring 5
- Dragon Gem 10
- Greater Bezoar Ring 10 Increases attack speed in lizard form.
- Dragonscale Gauntlets 20
- Kenneth's Charm 30 +10 to Might
-
- Alchemial Combinations
-
- Many substances, when combined, yield a much more powerful magical
- combination. Most of these must be discovered by trial and error and
- failures lead to the substance known as Arrant Prac. Arrant means
- "completely and totally such", and Prac is an anagram for Crap. These are
- the combinations of substances that I found:
-
- Acid Sac + Champion Stone = Pod of the Changeling
- Amber + Ironwood Sap = Champion Stone
- Amber + Venom Sac = War Cluster
- Black Lichin + Gorgonite Nodules = Stone of the Gorgon
- Gorgonite Nodules + Rainbow Sulfites = Mind Cluster
- Lamplight Eggs + Tar Crystals = Acid Sac
- Lamplight Eggs + Venom Sac = Poison Paint
- Mandrake Root + Tar Crystals = Pyra Pod
- Poison Paint + War Cluster = Force Pod
- Rainbow Sulfites + Silverleaf = Manafoil
- Silverleaf + Wild One Serum = Lharkon Vapours
-
- Please let me know if you come across any other combinations.
-
- Special Items
-
- Many items in the game have a nonobvious use. Here is a list of the items
- and what they can do for you.
-
- Item Description
- Aloe Heals
- Ancient Magic Stone Allows access to level 5 magic
- Brook Flounder Creates a window that lets you see behind you
- Cave Aloe Heals
- Champion Stone Increases might by 20
- Dragon's Blood Use it and it explodes about 5 sec. later
- Fire Crystal Casts fireball
- Force Pod Allows access to level 5 magic
- Guardian Orb Creates a sword that strikes your opponent
- Ice Seed Creates an ice stalagmite in front of you
- Iron Rod ???
- Jeweled Scarab ???
- Lamplight Eggs See in the dark
- Lharkon Vapours Puts Lharkons to sleep
- Lightning Crystal Casts spark
- Manafoil Restores your magical energy
- Mind Cluster Reveals entire map of area
- Net of Exile Banish when used on a creature
- Pod of the Changeling Change to Beast with max strength.
- Poison Paint Poisons your weapon
- Pyra Pod Turns Spark group into Fireball group
- Ruby of Truth Destroys illusionary creatures
- Stone Cube Creates a stone stalagmite in front of you
- Stone of the Gorgon Turns any creature to stone
- Storm Crystal Casts Blizzard
- Vel's Fruit Cures Poison
- War Cluster Reduces damage taken
-
- Unknown Items
-
- The file locallng.mix contains all of the speech for Lands of Lore. If you
- look near the end of the file, the names of the speech comments are listed
- in the file. Among this list is the list of all of the items that Luther
- can say; presumably, these are all inventory items. There are many items on
- this list and I have not seen in the game anywhere -- some of them may have
- been cut from the game, but others may be hidden away, waiting to be found.
-
- The list of unknown items are (8 left): Avarian's Feather, Fire Charm,
- Princess Gem, Ruby Sphere, Tiger Quill, Tome of Force, Twisted Harp, and
- Water Charm. If you have any information as to the whereabouts of these
- items, let me know. Thanks.
-
- Lands of Lore: Guardians of Destiny solution Copyright ⌐ 1997 by Mike
- Marcelais. All commercial rights reserved. This document may be
- distributed, so long as no content is changed and no fee is charged.
-
- If you have any suggestions, additions, or corrections, send me a note at
- michmarc@microsoft.com. Contributions will be appreciated and credited.
-
-