Lands of Lore - Guardians of Destiny

Lands of Lore - Guardians of Destiny

15.10.2013 09:48:43

~B
Lands of Lore: Guardians of Destiny

by Westwood Entertainment.

Solution by Mike Marcelais: Version 1.0, October 1997

Thanks to Mark Sunderland for all his help.

Table of contents

The Caves of the Draracle
The Halls of the Draracle
Huline Jungle
Hive Caves
Huline Village
Huline Jungle (again)
Hive Caves (again)
Savage Jungle
Dracoid Ruins
Dracoid Cemetary
Dracoid Ruins (again)
Savage Jungle (again)
Claw Mountains
The Citadel
The Huline Temple
City of the Ancients
Underground Caverns
Belial's Laboratory
Birthing Chamber

Weapon Tables

Armor Tables
Alchemical Combinations
Special Items

Part I: The Caves of the Draracle

Okay, you've just escaped from the dungeon of Gladstone keep, shifted forms
three times, run to the 'safety' of the Draracle's Caves and are being hunted
by the guards of Gladstone. And you have no weapons, armor, or equipment.

In reality, this first area isn't 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, you'll 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
you'll 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, you'll run by a large underground lake and then
enter 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 you'll 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 can't 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.

As you continue north, you'll 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 guard's 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

Go through the gate and over to the table in the next room. Don't worry
about the skeleton; as long as you leave it alone, it won't bother you
either. In general, don't bother creatures which don't 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 are only
three tricky areas in 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 didn't 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 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, finish off the last skeleton creature, open the door,
and ask the dragon for a lift to the southern continent.

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 he'll attack you; other times, it just ignores you. There is
a lot of wildlife in this forest, and you don't want to upset it -- don't
attack things that don't attack you. And don't 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, you'll 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 aren't 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 Kity'
ara and you know you're getting close when you see a double bridge over
the northern stream. Head south from here a bit, then head west.

Kit'yara 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 can't 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 you'll 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 won't grow back. (If you are
stuck in Lizard form now, you will be unable to hack the walls; you'll 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, you'll 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, don't 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, you'll find some plate armor. Good stuff.

Now, just to the west, there is a large chasm. If you attack the ceiling,
using a ranged weapon, you'll 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. You'll find Shalla hiding in a corner of the cave.
When you've 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 I'm 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. He'll give you a
password: "aikman".

Then travel to the southern edge and enter the cantina (the shop in the
middle of the fixed screen). Inside, you'll meet Bacatta. He'll tell
you that Dawn is also in the southern continent doing research about
Ancient Magic. He lets you go on your word that you'll return.

Next, head across town to the magician's house, just to the north of
the entrance gate.
When you ask him about ancient magic, he'll 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.

Head just west and visit the King of the Huline village. He seems very
unconcerned with what is happening and ignores your concerns.

This bit is optional, and may not be to everyone's liking. Head further
west until you reach an abandoned building. Click on the cellar and then
on the door. With the password, you will be admitted to a thieves guild.
The buisnessman there will get the sword Firestorm for you if you go and
kill Kelsrick. While you're down here, you can get poisonpaint (which
can be used on weapons to poison them) and a skull key. Go and kill
Kelsrick. You can also flip the switch behind him and go kill the
King. He holds six Ancient Magic Orbs, so it is well worth your while.
Now, return to the guild and pick up your sword. He also gives you a
safe exit from the village.

Regardless of whether you killed Kelsrick or not, 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 Kit'yara's 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 west where you'll find a corpse that holds a Speaking Stone
showing the end of a great battle.

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. The Summon
scroll is trapped, and since you already have the summon spell group, then
it isn't really worth going and getting. 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
you'll 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. He's
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: There is 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 don't remember, its left,left,
right,top. 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 Helin's 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. Don't 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, you'll 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.


If you didn't get Firestorm from the buisnessman before, you can go back to
Kit'yara and buy the sword from her.

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 Kit'yara, who will give you a gift for her brother 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 VIII: Savage Jungle

Begin CD 3

When you enter the jungle, you meet the "wild ones" that Kit'yara 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.

Head into the forest to the east and bear south. You will find the Hull in
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 Daniel's sword. He will
let you in the Wild Ones village.

Give the sword to Daniel. This time he actually keeps it. He won't 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 guru that says he can't 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.

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 IX: 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, you'll 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. You'll 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 Mage's Tower.

Note that the stairs going up are blocked off with a forcefield. So
don't
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 can't 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 Mage's 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
Teleport Room'.

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. Go through that mirror.




Part X: 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 face's 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 Bezel Ring in it.




With the globe, head out of the cemetary, hop through the Teleporter and
return

to the Mage's 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. Click on the barrel there and it will flip
over. 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, you'll notice that the floor is covered with oil.




Now, the fun part. While you might be tempted to, don't cast Spark.

You need action at a distance. Use a Dragon's Blood, throw it into the
oil and

run backwards out the door. 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 don't 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.




For now, don't 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 XI: 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 you'll 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.




On your way back, stop by the Mage's 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 Belial's 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. You'll
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 doesn't actually do you any harm.)




Now, back to the statue. Put the corpse into the urn on the statue's
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 XII: 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 don't 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 guru. He
will tell you

that to complete your initiation, you need to fight one of their tribe
members in single

combat. It isn't that hard, just incinerate him. The fight will stop
before it turns

lethal anyway. The guru will then give you a potion to use against the
Lharkon and

a charm that casts the Lizard spell.




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 XIII: 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.




You'll 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. Nothing interesting, so head back to the bridge.




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.




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 can't

use the stakes that are facing the avalanche since you won't 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
Bezel Ring

and a recipie for acid. 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, you'll 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. You'll see Kenneth dead on
the ice. If

you raid his body, you can get his girlfriend's picture. Throw the
picture

at one of the walls a good distance away and it will shatter revealing
Kenneth'

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, you'll meet Bacatta.
He'll

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 XIV: 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. You'll 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. If you don't shoot the eggs here and
break

them, then the Ruloi will merely grow back after you kill them. So go in

here and shoot all of the eggs. (Each time you shoot an egg, the light at
the

top of the room will shoot down at you, so be careful.)




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.




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.




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.

I couldn't find a way to free them though.




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 haven't gotten to yet and
causes

both of the statues on the sides of the room to start shooting at you. Run
north

and you'll 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 don't 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 gun that shoots across the
chasm

and in its wake, a bridge forms. 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 didnt
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 you'll see several of those flying magic
creatures

fighting a spawn of Belial, and getting their ends kicked. When the
animation

ends, you'll have to fight the spider creature. I didn't find it

too tough, especailly after fighting the creatures below.




Once he's dead, you can 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 XV: 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.




Place Aloe in the bowl on the left and poison paint (made from Vemon 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

corpse again 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.




With the statuette, return to the entrance. Head east again, and enter the

alcove on your left. There will be one wall niche that isnt 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 push the button there. 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.




Enter the center archway. As you walk across the room, the floor will start
to

tilt in one direction or the other. Go to the top of the slope. There will
be two

buttons there, one on the near and far side of the room. Push them both.
Get off

the slope (which will flatten the floor) and get back on until the slope
slopes the

other way. Push the two buttons on that side of the room. The door to the
next

area will open. Get the idol here. (There are also 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. 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.




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.




In this room, three holders will fall from the ceiling. Put the three idols
in

the display cases. The door on the far side will open up. 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 or three are on the bridge, then you can step on the
bridge and go

all of the way down to the bottom.




At the bottom, there is another clone of Beliel. Kill it, then enter the
Hall of

Voices. (Check the automap to the direction.) 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 XVI: City of the Ancients




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.

Again, I never figured out what this was either.




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 crossbow Valkyrie, attack the fountains

with the Axe Blizzard, or use an ice seed from the claw mountains.




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. (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. Go to

all three and attack them which destroys them. 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. To
actually do

anything in there requires you to have the skeleton key from the Museum and
I didn't

have it when I got to here, so I don't know what goes on in there.




As you head south, there is another side room to the east. This just leads
to a view

of a room from high above. You can get into that room from the Underground
Caverns

(the next section), but I've found no way to make the caverns
accessable from here, or

the city accessable from the floor of this room.




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.




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 Lichids. 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. After
they are

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 XVII: 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.




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 XVIII: 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. Morph into Lizard form,
jump

in the small canal, and attack the bars blocking the outflow from the
fountain.

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 Apparition 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.




Part XIX: 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.




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.




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 Apparition

spell will usually do this one in.




Now, Belial will summon another image for you to fight: the Draracle. 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. The first time through, I spent a
lot of

time chasing after him before he died; when I went through the second time
when writing

this walkthrough, he died on the second attack. I dunno. Anyway, when he
dies,

the game ends and you get to savor your reward.







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.







MeleeMightOther powers




Stalagmite3

Broken Mace5

Short Sword7

Fine Long Sword8

Axe of the Long Arm8

Dagger of the Empty Hand36

Long Sword Prism37Photon Blade

Warblade47

Great Axe Blizzard93Cold damage

Great Sword Firestorm93+5 Protection, Firestorm

Belial's Horn174Only weapon that damages Belial













RangedMightOther powers




Stroke DaggerLightning Bolt

Rock1

Throwing Dagger3

Light Crossbow12

Long Bow Defender18Double shot

Axe of the Long Arm25Returns to hand

Dagger of the Empty Hand36Returns to hand

Long Bow Shift78Spark (seems to not work)

Crossbow Valkyrie93Fireball

Long Bow Shard110Shoots ice crystals

Dark Bow174Drains life










Armor Table




Armor values are also read from the status bars.







ArmorProtectionOther powers




Burnt Mail8

Mail Shirt20

Plate Mail Breastplate30













ShieldProtectionOther powers




Bracers of the DeadSpeak with dead

Damaged Orc Shield1

Orc Shield4

Gargoyle Bracers5

Shield5

Death Stroke10













SpecialProtectionOther powers




Coco's CapMakes you fall asleep

Gauntlets of Might+5 to Might

Helin's Ring???

Kieran's Circlet???

Power Orb???

Ring of Drake Fire???

Ring of RegenerationSlow healing; Resurrection if you die

Kenneth's Girl2+1 to Might

Bezel Ring5

Dragon Gem10

Greater Bezel Ring10

Kenneth's Charm30+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:







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

Rainbow Sulfites+Silverleaf-Manafoil

Silverleaf+Wild One Serum-Lharkon Vapours







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.







ItemDescription




AloeHeals

Ancient Magic StoneAllows access to level 5 magic

Brook FlounderCreates a window that lets you see behind you

Cave AloeHeals

Champion StoneIncreases might by 20

Dragon's BloodTime Bomb

Fire CrystalCasts fireball

Guardian OrbCreates a sword that strikes your opponent

Ice SeedCreates an ice stalagmite in front of you

Lamplight EggsSee in the dark

Lharkon VapoursPuts Lharkons to sleep

Lightning CrystalCasts spark

ManafoilRestores your magical energy

Mind ClusterReveals entire map of area

Net of ExileDestroys any one creature

Poison PaintPoisons your weapon

Pyra PodTurns Spark group into Fireball group

Stone CubeCreates a stone stalagmite in front of you

Stone of the Gorgon???

Storm CrystalCasts Blizzard

Vell's FruitCures Poison

War ClusterReduces damage taken










Rumors




These are things that I've heard or thought of, but haven't

investigated yet. They may be true, but probably aren't.




There is armor hidden in the rafters of one of the buildings in the

Dracoid Cemetary

Giving the broken sword to the mage in the Huline Village will get

him to repair it.

Giving the Rever to the mage in the Huline Village will fix it.

The skull key will open locked buildings in the Huline Village

The Dreamstone can charge weapons when used in the Citadel

It is possible to free the people in the Citadel.

Something more to do in the Egg Chamber of the Ruloi?

There are doors in the City of the Ancients that can be opened with the

Museum Skeleton Key. Unfortunately, I had thrown the key away.







Lands of Lore: Guardians of Destiny solution Copyright (c) 1997 by Mike
Marcelais.

All commercial rights reserved. This document may be distributed, so long
as no content
is changed (except to add links at the bottom) and no fee is charged.

If you have any suggestions, additions, corrections, or just want to tell

me what a cool frood I am, send me a note at

michmarc@microsoft.com. Contributions will be credited.

 
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engl. Lösung

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