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Draracle's Caves
Goal: Find the Draracle's lair and avoid being killed by the Gladstone guards
that are chasing you. Hacking at all stalagmites that sprout water may lead
you to some goodies; and to visit Kennith's cell before crossing the large
bridge. You'll be directed to the Shining Path, leading you to the Southern
Continent. This is more or less and introduction to the whole story line.
Here, Luther learns how to move around, fight, and run. Those sudden and unexpected
changes in his body shape and size can be useful.
Draracle's Museum
Goal: This is an optional and alternate route to the Southern Continent.
If you're slightly naughty, you can bypass the trip to the Southern Continent
that the Draracle has prepared for you via the mirror, and sneak inside
the Museum. Getting into the Museum is much easier than getting out! The
exhibits give you a peak into the Land's historical events; the Skeletal
Warriors that the Draracle employs as guards take great offense if you steal
weapons from the displays. Use the triangular key (on the wall near the
entrance) to activate the exhibits. Sparking the torches will help you to
see better. You may want to crack open all the vases you see to find two
ivory chips (and hold on to them until the end of the game). Just have fun
exploring and taking what you want! You might not make it to this section
at all, and doing so is not necessary for completing the game. Still, you
want every advantage possible for your character, and this is a great place
to start out, providing that you can find your way out.
Huline Jungle
Goal: Find the lost girl in the Hive Caves. This is where you arrive on
the Southern Continent. The Bane River runs along the east side of the jungle-
you will not be able to cross the river and move into the Savage Jungle
until you figure out the secret to befriending theose that live there. Before
entering the Hive Caves, visit Kit'yara's Armory to the West of the jungle
to get decent weapons.
Hive Caves
Goal: find Shalla. Besure to collect the goodies in the Cave. They say that
the Executioner won't attack unless provoked. Beware the spider- it is a
deadlier foe. There is a enclosed area that looks to be a deep pit; this
leads to the Huline Ruins, which you cannot access until you have visited
the monestary. Just find the girl and return to the villiage.
Huline Village
Goal: find Baccata. You can't enter the village until you rescue the women
trapped in the cave. Sadly, you won't get any of your questions answered
here. You must see Bacata in the tavern. You can also get involved in a
plot to murder the cheif and his guard.
Huline Monastery
Goal: get that Power Orb! Wouldn't it be reasonable to expect that a Huline
monastery would house scholars that would be able to guide you towards a
cure for your curse, especially when it is becoming clear that your curse
is somehow mixed up with the spiritual history of the Huline race? Sorry.
The monastery is a fun place to visit, and you can get some good stuff,
but answers? Julian will require you to get him a copy of the Runes in exchange
for a Power Orb. You will, however, get some help from Dawn, whom you meet
in the Library; in exchange for the Runes, she will give you a Dampen spell
to help control your morphings. The room with the boxes- this is how you
get into the Dark halls; save this level until after you explore the Ruins.
Ancient Huline Ruins Dark Halls Savage Jungle Dracoid Cemetery Dracoid Ruins Claw Mountains Ruloi Citadel Ancient Huline Temple Chamber of Voices City of the Ancients Hive Caverns Hive Mother Belial's Laboratory The Birthing Chambers
All the information above is taken from various sources and personal playing
experience.
Goal: get wax impressions of the runes. Though small, this section of the
Hive Caves holds some clues that will be important to you later. Use the
flute to unlock the lift and thoroughly explore each level
Goal: Figure out how to get out alive! Like the Draracle's Museum, this
area in not required. We always knew that the median level of intelligence
in the Dark Army was rather low, what with all those Orcs and all. If you
can find your way into this secret area, you'll meet the ghosts of a group
of really dim, would be Dark Army spies, that managed to get themselves
bricked up inside the walls of the old monastery when it was being constructed
several thousand years ago. Oops. Exploring this area is optional, but you
may find a few items to be useful.
- Part 2 -
In this part, you will meet your true saviors, the Wild Ones. Their Shaman
will tell you more about the nature of your curse, and guide you towards its
expulsion. You will learn more about the threat posed by the Hive, and the
connection between the Hive, the Ancient Evil God Belial, and your own problems.
All you need to get through this level and onto the next is a Dreamstone to
enter the Ancient Huline Temple, which will lead you towards the City of Ancients.
But you cannot get it without first getting past the Larkhorn guarding the
entrance to the Claw Mountains, and befriending the Wild Ones will proove
very beneficial for this task; but you can savagely kill them all in their
arena (not an easy task) to gain quick access to a room wiht the vapors that
will put the Larkhorn to sleep. Befriening the Wild Ones will require you
to get a Silver Leaf first. Easy? Well, you will need to enter the Dracoid
Cemetery and speak with the dead Emperor- you will learn a lot about the Dracoid's
past and their dealings with Belial, and you will have to do the Dracoid Spirits
two favors, and then you will be given Silver leaf. Below is general information
about doing the above tasks.
Goal: Explore; you're main goal is to get into that Ancient Huline Temple!
After an unsuccessful attempt of entering the temple, visit the Wild One
Settlement. If you can avoid being too aggressive and killing any of the
Wild Ones you meet while wandering around in the jungle, they might be friendly
enough to let you visit their settlement up in the trees. The Shaman here
knows much about your curse, and will direct you the Temple inorder to obtain
more answers- which you cannot enter until you find a Dreamstone. You can
join their tribe by obtaining a Silver Leaf from the dead Dracoid spirits
in the Cemetery.
Goal: Find Silver Leaf. Nobody to talk to here except the spirits- charging
the clear globes will gain you access into the moselaums (some are already
open). You need special bracers that will allow you to understand the dead.
So find open moselaums and collect glass globes- bring them to Dracoid Ruins,
via the pit in the jungle. Also, explore the underground Catacombs to find
two other globe chargers (you need to open one of the locked moselaums to
find a second catacomb).
Goal: Get the ashes of the Dracoid Priest and bracers that will allow you
to speak with the dead. These ruins are huge. Besides exploring,
you need to do (to be able to speak to the Dracoid Spritis) is obtain the
Bracers of the Dead from the Mage's Tower, and charge two white globes while
you're there. Exploring this huge level will prove valuable, for you will
gain fighting skills and find valuable objects. To get back and forth between
the Ruins and the Cemetery, use the teleporter near the Mage's Tower to
get to the Castle teleporter room, and there from there, you can teleport
back to the Mage's Tower, to the Dracoid Cemetery, and to the Savage Jungle.The
second leg of the Ruins involves doing two favors for the Dracoid spirits:
finding the long path side the great River that leads to a room with the
dead Dracoid's body so you can collect ashes; and locating Belial's Statue
and the cave of the Great Worm.
Goal: Get to the Citadel to get a dreamstone. Once you've learned how to
get past the ferocious Larkhon that guards the pass up into the mountains,
you can find your way into the snowy glacial crevasse that leads to the
strange fortress. Hope you've been nice to Dawn, Bacatta, and the rest of
the Gladstone folks, because they'll all be up here waiting for you.
Goal: Get the dreamstone. This is the famous "flying building" in which
the parasitic Ruloi live when they are not flying around kidnapping earthling
females or stealing bits of unattended magic. Find the Dreamstone! And other
useful items. Everybody seems to know this is a magical place, and you'll
have to fight one of Belial's hideous incarnations as he lurks near the
Great Forge (the center of the citadel). And don't forget to find Dawn and
the other prisoners.
Goal: Open the door way to the City of the Ancients. Remember that poor'ole
priest? Well, now you get to re-create the gruesome Huline ceremony using
his body, then place him with the rest of his brothers. You need to find
two green crystal shards to get access to the Chamber of Voices (which leads
to the City of the Ancients). But first, you have to complete three deadly
tasks to proove your worthiness. There's a side-adventure you can take into
the spider creature cove.
Goal: Raise the city of the Ancients using the Dreamstone. As with many
of the dusty places you have visited, nobody has been here for several thousand
years. The security devices are rusty at best, and can kill you even when
operated properly. Once you enter the Faux Belial's Room, there are two
door. One teleports you back to the Savage Garden, and one leads on to the
Chamber of Voices- pray you weren't stupid enough to come in without the
Dreamstone, or the Voices will drive you insane. Enchant your sword(s) before
using the Dreamstone.
- Part 3 -
In this final part, you will gain a fairly complete understanding of your
curse and the impending resurrection of Belial. You will yourself become a
god, and finally gain complete control over your shape shifting, including
the ability to expel it (you will then use this ability to cause the premature
rebirth of Belial, and then hopefully bring about his destruction before he
gains too much power).
Goal: Raise the Mantel of the Ancients so you can become a god and kill
Belial (and take his place, if you've been naughty). You'll have to explore
this magnificent city after it rises from the watery depths where it has
lain for eons. Who knows what 'things' are lurking around. When you solve
a puzzle in each of the four towers, in order to erect the Mantle Shrine,
you can become a god yourself, which is very convenient considering the
awesome power of the opponents you'll face once you descend into Belial's
old living quarters. And did you save those two ivory chips from earlier
in the game? They'll be useful here...
Goal: reach the Hive Mother. There's not too much to these caves, they're
just the remnant from the excavation required for the construction of Belial's
underground compound. Oh yes, there are tons of the gruesome spider creatures
in here, and they're all very anxious to kill you. You can't kill them all,
the are reproduced rapidly.
Goal: Get to Belial's Laboratory and find Belial. Once you've found one
of the areas where the huge Hive Mother's flesh has grown into the caverns,
you'll have to get through her body. You'll have to figure out where to
cut your way back out to gain entrance to Belial's chambers.
Goal: You're here at last, but your troubles are not over. Unless you've
been really cooperative, Dawn will use all the seductive powers at her disposal
in an attempt to kill you and take the power of your curse for her own use
in combating Belial. If you have worked peacefully with Dawn, talk to her.
Goal: Kill Belial. Expelling your curse into the embryo sac will cause Belial's
premature resurrection but you'll have to hurry and fight him before he
dries off and regains his full power. There are various endings, so your
ending will depend on how you have acted throughout the game, but you will
always have to try to kill Belial.