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Lands of Lore: The Throne of Chaos- Detailed Walkthrough

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NOTE: reference the map for specific details pertaining to a certain location.

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GLADSTONE KEEP

     You start your quest in the castle entrance. Head North to the throne room and talk to King Richard. You can explore the castle before or after talking to Richard (NOTE- this is a touch-friendly game; Touch everything in order to get information on it), but do not buy any weapons or herbal remedies at this time, for you will later come upon money so you can afford a good sword. After receiving your question, go to the library and get the Magic Atlas (Automap- touch the book to your left when you enter the room), then head toward Geron's office to get the King's writ. Make your way back to the castle entrance and exit to the forest.

NORTHLAND FOREST

     Save your game frequently. You don’t have to save over the same game each time- there are plenty of spots. Search the forest, checking tree holes and nests for items. It’s useful to pick up rocks and sticks so you can weigh down pressure plates throughout the game- just don’t waste inventory space. Kill the roaming boar and the thief. Wander around the forest until you find the Thug's Hideout- a cave (you may run into Scotia disguised as a beautiful woman- notice the eyes). Upon finding the caves, you can fight the thugs now or fight them after you enter the caves.

THUG'S CAVE

     Push the wall lever and grab the lantern ahead. The lamp burns out eventually, so watch your oil supply by clicking on the lantern picture. When it’s low, right click an oil flask on a character’s portrait for a refill. There is a button on the wall near the pressure plates. Clicking on it will open a niche containing a key. By weighing down the pressure plates in this area, you will come across a hall that contains a wall that disappears (when pressing a button on the side of the path) that leads to a chest. The key you found will open the treasure chest and in this you'll find crowns, a lock pick, salve, and a bezel cup (the number of colored jewels on the cup indicates the amount of usages left. The cup will fully restore a characters health). After exploring the cave, go back to the forest.
     With your newfound riches, head back to Gladstone Keep and sell some of your weapons, torn shirts, daggers (including the one in your hand- you must put it in your inventory before entering the shop) and swarms. To sell, take an item from your inventory and click it on Victor. Now you can buy a good sword. Exit the keep and find the Marina (you’ll be close when you come across the shape shifted Scotia), and hand the attendant the King’s writ you obtained from the castle. You will sail to the Southland Forest.

SOUTHLAND FOREST

     Wander round the forest until you find the Grey Eagle Inn. Go inside and you'll find Timothy near the fire (blonde hair). If you want him to join your party, click on him. You can find a magic stone (compass) in the East door. Exit and head off to Roland's Manor-which will be a tough fight. If you choose to accept Timothy, check his stats- if they’re better than yours, you can switch his armor with yours if you wish.

ROLAND'S MANOR

     Upon entering, explore the left side of the manor first. There is a niche in the last room on the left. The push of a button will make it appear. Then go back to the entrance and explore the right side of the manor. In door to the left at the end of the hall resides a Great Orc and his minions. It’s a tough fight. Then touch the Western wall make Roland’s hiding spot appear. After talking to the dying Roland, pick up his key and empty the chest, then leave the manor.

SOUTHLAND FOREST

     Before heading back to the marina, stop by Bucks and purchase a bow (it will be your only chance to get one for a while- make sure you have 100 crowns available for each member of your party to cross the marina). Now head back to the marina and sail back to Gladstone Keep.

GLADSTONE KEEP

     Before you speak to the king, take all items off Timothy and place them in your inventory. He won’t need them any longer. Now go see the King in the throne room and watch the cinematic. Talk to everyone to find out about Draracle and the elixir. Baccata will now join you, and you will also obtain a Magic Album (scroll). With Baccata on your team, give yourselves the weapons and armor you need, then sell the rest to Victor and leave the keep.

DRARACLE’S CAVES LEVEL 1

     Upon exiting the castle, make two lefts to find the Draracle’s Caves, and enter. Down a path to the East, you will find a bull statue- pull its horns to open a wall. You will encounter Rat Men- their claws are poisonous so be careful- a ginseng or a Level 3 Heal spell will cure poison (Level 4 Heal spell with cure bring ALL party members to FULL health). When you find the pit room fall down any one of them to take you to Level 2.

DRARACLE’S CAVES LEVEL 2

     Kill the dinosaur creature- move swiftly or it’ll temporarily bind your party with sticky webs. Find a sledge lying around- you’ll need it equipped in hand when there are crumbing walls to break down. Push the button at the Northern wall to make it disappear. Down these steps is the entrance to the Pod Room. Inside you will find three sacs. Cut them open to find Lora- a third companion. If you do not want a third party member, do not cut the pods. But by freeing Lora, you will receive a free elixir ingredient later on in the game (otherwise you pay 500 crowns for it). Equip her and give your armor to her if you wish. Exit the pod room and open the Southern wall, via a button, to allow access to a ladder that will return you to Level 1.

DRARACLE’S CAVES LEVEL 1

     You will find yourself near the cave entrance. Retrace your steps to get back to the pit room. Push the jewels in the following order to allow passage to the other side of the pits: blue- green- red. There is a plate that can be weighed down to open the iron door that has goodies within but will also release a few bandits. Exit and head North.
     There’s a trap up ahead- put a rock on the pressure plate and quickly move backwards and to the right or you will be hit with sharp blades. Once they pass, move North down the corridor and kill the Rat men in the open room- one of them will drop an emerald eye (which you need for later on). One of the walls in the room looks as if it’s ready to fall apart. Break through the wall using your sledge. The same goes for the next room.
     When you come to a dead end, search for a secret switch that will open a wall and a pit. Fall down the pit, which will take you to another part of Level 2.

DRARACLE’S CAVES LEVEL 2 AGAIN

     Explore the area for a treasure chest with a sapphire eye inside then find the two Dragon Carvings behind an iron door. From here, you will take only one of two paths: the Emerald Path, which leads you to the Jeweled Dagger; and the Sapphire Path, which leads you to the Silver Goblet. Both trinkets (the dagger and the goblet) are suitable gifts which the Draracle will accept before giving you the information you seek. You need only to find one of these trinkets, depending on which path you take. You may use the item from the time you find it until the time you must give it up. The trinkets are very helpful during your quest to find the Draracle.
     The Jeweled Dagger is an excellent weapon which, when used, will help one of your character’s might level to increase dramatically, its weapon factor is higher than any weapon will come across until you leave the caves. You have the option of buying this dagger later on at near the end of the game, though you will have better weapons by then.
     The Silver Goblet can be reused without limit. It will not only restore full health to the character that uses it, but it will cure poison and even reverse death- handy when you are bombarded by attackers and have no magic or herbs.

DRARACLE’S CAVES LEVEL 4

     No matter what path you chose, Emerald or Sapphire, you will end up here at Level 4, and the rest of your quest through the Caves will remain the same. At this time, be sure to have either the Jeweled Dagger or the Silver Goblet. BEFORE you move from the stairwell, remove all your party’s shields and chest protection, for the acid spit of monsters in this level will eat through and destroy your armor!
     Go North until you can only make a left and find a chest with a bow and crowns. Go back down the path you took and make a right. Look for a switch that will open a wall. If you proceed ahead, you will be hit by a trap. Once you make a move forward, you must quickly make it into the first right path to avoid being hit by the trap. Then head towards a crumbly wall on a South wall to the West and break through to the other side to find a chest. Inside is a Bezel ring, which prevents the wearer from being poisoned.
     Now head North and avoid pushing any button you may come across (it will set off a trap). Look for a crumbly wall and smash through. Before you go through, place something on the pressure plate ahead to set off the trap, and then pass once you see the trap (blades/fire/etc.) go by. Do the same for any other pressure plates on this level. Explore the next area before taking the stair case, which leads you to a path to the Draracle.

DRARACLE’S LAIR

     Before you follow the path, remove all items from Lora and place them into your inventory, for she will be leaving your party. Also, make sure the Jeweled Dagger or the Silver Goblet is visible in your inventory. Now, follow the paths set before you until you reach the Draracle’s Lair and watch the Cinematic.
     Touch the archway in the background and place your ‘acceptable gift’ within the golden alter. After receiving your scroll, follow the path out of the Draracle’s lair leading to Level 1 of the caves. Retrace your steps to get to Northland forest. Be careful of the Ratmen ambush on your way out.

NORTHLAND FOREST

     Surviving your many Cave ambushes, you will be met with band of orcs. Fight your way to the dying Timothy, then go to the castle and marina. With nowhere else to go, find Victor who is hiding somewhere in to forest (at Lake Dread- where you will receive a sword and get a boat ride to Opinwood).

OPINWOOD

     Upon entering Opinwood, turn left and explore the West side of the forest. Look for locked tree trunks (chests; open these with your lock picks). To the North is the swamp- don’t go in yet. There are many chests and secret passages though trees in this forest. The monsters are extremely dangerous. Be sure to check all the stumps, hollows, and birds nests that you come across.
     Go back to where you first entered Opinwood, now go explore the East side of the forest. If you come across the mines entrance yet, don’t enter- you want to find at least one green scull in Opinwood or Upper Opinwood. If you run into a beggar- show him the scroll, he can decipher one riddle for you! You should have fond a lightning scroll in one of the chests by now.
     You want to find a Bezel ring that will prevent you from being poisoned by swamp gas (if you have one already, then just continue to explore the forest). You’ll find the ring in a stump, if you don’t have one yet, in the North-West path that leads to Dawn’s Wagon, but your encounter with her will prove useless until you have the Ruby of Truth, so, head to the Swamp.

GORKHA SWAMP

     If you attack any Gorkha, even if accidentally, the whole tribe will wage war against you. Be careful! You need their help. Right click your empty flask on the first swamp pit you come across to fill the flask with your “Deadly Depths” Elixir ingredient. Don’t lose it!
     You come across creatures that spit acid at you. Freeze spells are your best bet in killing them. When you encounter any of these bubbling pits, use a freeze spell to freeze the pit and allow access over it. The higher the spell you use (from level one to three) the longer the pit will be frozen- just don’t be above it when it thaws out- you will die, and don’t drop anything down the pits.
     Wander around the whole swamp, and raid all the chests. Be sure to get the Duble Ring from a chest- it increases the recovery speed of the wearer’s heath points. You can also find items lying around, some behind pits. Don’t buy anything from the shops just yet, but do see the witch doctor- you need him to decipher the rest of you Elixir ingredients. Give him the riddle scroll and he'll offer clues at a price of 100 crowns a time. Dawn may also be able to decipher one for you.
     You’ll find the Gorkha Chieftain in the North. When he asks you what you wish to trade for the Ruby of Truth, simply offer anything. He will then ask you to find their Ceremonial Bronze Helmet (that was stolen form them) in trade for the Ruby of Truth. You can find the helmet on one of Stick Creatures- you need to kill them to get it. Or you can just steal Ruby from the Gorkha, but then they will wage war on you if they find out. If you choose to steal it or attack for it, make sure you visit the shop keepers first and buy their trades. Otherwise, when you find the mask, return to the Gorkha Chieftain and give it to him. You now have the Ruby of Truth.
     Now you can go to the shops, and you’ll get a discount. You are better off not selling your items. Rather, in the North-East, there is a statute. By freezing the pit, you can go place one item per time in the mouth, push the button, and get a pouch of sixty coins. Do this for each item you want to get rid of (There is another statute that will you’re your party to full life when you give it an “offering”).When you are done your tasks in the swamp and are sure you won’t be coming back, you can either go back for Opinwood, or you can begin to kill all the Gorkha to enhance your fighting skills! Either way, you want to go back to see Dawn.

OPINWOOD

     Visit Dawn’s Wagon with Ruby of Truth on one of the characters. You will now be granted access to see Dawn. Talk to her- she will give you Dawn's Key, one of four you will need to free King Richard from the shroud. Also, she will give you some empty flasks for other Elixir ingredients. Now make your way to Upper Opinwood by either going through the swamp again or going to the top level of the Urbish Mines (the easy path).

URBISH MINES

     You will not yet be ready to go into the mines. Just walk right through, and whatever you do, don't open that door. The Larkhorn will surely kill you.

UPPER OPINWOOD

     Look for a hornet's nest and collect some honey by right-clicking a flask over the hive. This is your second Elixir ingredient. Once you find a fireball spell (in the Urbish Mines), you can destroy these nests to kill off all the Giant Hornets. Get your honey first! You can also use the green scull (by right clicking over a character portrait) to kill the Giant Hornets easily.
     You’ll find another Bezel Ring in a hollow. Save it for a future character. Raid the tree stumps- you’ll find a jade necklace (improves the Rouge level of the wearer), and the crossbow "Valkyrie" which shoots fireballs (also improves the Rouge level of the wearer when shots are fired). To the South-West you'll find a stump containing a magic green skull (you only need one). Return to the Urbish Mines.

URBISH MINING CO.

     Kill the Larkhorn by using the Green Scull. If you try to fight it, you’ll have your weapons eaten. When it is dead, you can leave all your green sculls, you won’t need them any longer. Explore the whole lower level. Find a clerk behind a secret wall in the North and get a Great Helmet and a Pick from the room he is in.
     Search through all the desk drawers on this level- you’ll find a fireball scroll in one of them. There’s a room with double doors- you must close one set in order to open the other to get to a chest. There you’ll find a silver key that you’ll need in Level 1.
     When you come across a door that requires a key to enter- you can pick this lock. Within the door way is a broken machine- you’ll find a missing gear and some coal in the lower levels to activate it. This pump will remove water from a flooded stair well in Level 2. When finished exploring, go to Level 1 (by going down a stair case).

MINES LEVEL 1

     Go explore the West. When done, go back East and find a key hole. Use the Silver Key you found from the above level. At the end of the path, you'll come across two wheel levers. Further down, there is a hidden button- if you push that first you will fall down a pit to the next level. Lets avoid that... (if you do fall down, it will take to you another pit in Level 2 which will in turn drop you down to Level 3, and from there you can use the teleporter in the room to bring you back up to the Urbish Mining Company). Go to the wheel levers and turn the North lever up and the South lever down. Now you can press the secret button to reveal a teleporter. Enter to get to Level 2.

MINES LEVEL 2

     You will appear in a room with walls on all four sides of you. You are not trapped- they are all secret walls. Each 'wall' has two paths on the other side. Let's call this area "the secret wall area."
     First pass through the South wall. Note the scribbling on the wall ahead (write them down if you wish). You can go East or West. Go West first, there is a hidden button to reveal a path. Go weigh the pressure plate and get the Mine Key 4 from the niche. Go out and go to the East this time. Enter the new passage after finding a secret button to find a note and some bones- keep the bones to weigh a later pressure plate.
     Go back to the secret wall area and now take the East passage. You can go North or South to find new passages. Take that North passage. The door you will pass through will lock behind you once you step on the pressure plate. The only way out is by getting the fireball wand- stashed behind a series of deadly fire traps, lovely. There are two sets of three pressure plates, each separated by a fire jet. You need to depress one or three pressure plates at a time to keep the fire jets deactivated. The fireball wand is a powerful item used by right-clicking on a character's portrait. Its use diminishes when the size of its fireballs diminishes. Once you get the fireball wand, head back to the East passage entrance and go down the South passage, via a secret button, until you smell gas. Take a few steps back and ignite the gas (via fireball spell or fireball wand). You'll open a passage to get the Mine Key 5. Follow the passage back to the secret wall area.
     Now take the North passage, where an East and a West lay awaiting. Follow the East passage and press the secret button to find a chest beyond. Now go back and take the West passage to find another chest with Bracers in it. At the end of this passage there are three wheel levers. Did you notice the three wall sribblings from the other passages? They were clues to the order of turning these wheels. The clue ends up being "Left-Right-Center" which in turn is the order you need to turn the wheels to open a wall ahead. Go in the room and go through a door. As soon as you walk through, you need to press the button to the left to close the door in order to open a door ahead. Go to middle of the corridor and place an un-needed item on the pressure plate. See the two levers? To open the door ahead, make sure the left lever is down and the right lever is up. Go in the newly opened door- DO NOT press the button (the door will shut and arrows will be shot until you die!). Rather, raid the chest and exit the room. Now you can throw something to depress that button, or shoot it with an arrow- make sure you're not in the room at the time. Closing this door will allow you to re-open the door at the other end of the corridor. Go back to the levers. Reverse the levers (Left up and Right down) to re-open the first door to leave and go back to the secret wall area.
     Now go through the West passage and use Mine Key 4 on the key hole to open up a North and South passage. First explore the South passage where you'll find a flooded stairwell (which will be fixed by the pump on the top level once you fix that machine) and a sword. Now go to the North passage where you'll find a locked door. That's your way out! Use Mine Key 5 and go back up to Level 1- to a new area.

MINES LEVEL 1, NEW AREA

     You can't unlock this keyhole yet. Read the sign ahead- don't take your armor off, rather, remove the rock (considered a weapon) that's depressing a secret pressure plate to reveal a passage later on this level. Explore the level- there are many secret walls to the South, one with a chest behind it, and items lying around. Find the Emerald Blade Sword on this level and keep it! You need two for later on in the game.
     If you come across a band of giggling Gimlets, a good lightning spell will take care of them. When you come across a secret wall on an East wall, don't go through without Mine Key 2 (found in the North-East) for the wall will close behind you once you pass through. If you already passed the West secret wall and do not have they key, no fear, you can get another Mine Key 2 in this area- approach the first pit. Turn the wheel lever to close the pit and get the alternate Mine Key 2 from the niche. When you turn around, the pit is there again- just throw that key past the pit and it will disappear again. Then go around the corner. The pit that was there before is also gone. Pick up Mine Key 3 from the niche beyond (this key is not used for anything). Don't touch the wheel lever- it will reopen the pit permanently. Use a Mine Key 2 to get out of this area. Find that other Mine Key 2 in the North East and go back to the entrance of this level, use the key on the lock. There's a wheel lever behind the door. Turning it will drop you to a secluded part of level two where there is a pressure plate. Weigh it with a useless item and two more pits appear- go down either one to lead you to Level 3- in the middle of an Avian Worm nest!

MINES LEVEL 3

     At the first chance you get, find the nets in one of the corners of the room and destroy the nest (as with others you come across) with a fireball spell or the fireball wand. Use your spark spells to kill these creatures (the Valkyrie Bow is also useful).
     Find a hidden button to open a Northern passage. You'll encounter your first rock creature- one of them on the fourth level will drop a blood stone- you need one as an ingredient for the Elixir. Find a pick and use it to break down the crumbly wall, and other crumbly walls. At a dead end, use your map to find a secret button which will lead to an area with a teleporter and a niche with a key inside. Open the lock in this room with that key and follow the path South.
     Explore and find a secret wall located to the South-West and you will discover a chest containing a gold jewel, which can be placed in the 'key hole' in the area to operate the mine cart. The levers change the direction of the cart - lift the right one to turn right, lift the left one to turn left, or lift both to head forwards. Head forwards to find two secret buttons and the coal bank where, using the pick-axe, you should grab a lump of coal. Go back to the lever area. Go right and find a locked door- use your lockpicks to gain access to Level 4.

MINES LEVEL 4

     Find the secret button and use the teleporter. Now, don't move forward- press the button behind you to deactivate the trap ahead. You can press the button to the east while you're there. This door with the two locks is your way out of here. First go South and find your bloodstone. Then proceed to the wheel levers area (with a spin square in the middle). Turning all four levers to face down will deactivate the spin square. Of the four paths, go North to get the machine gear. Go back and head to the West passage and head to the North West area- use your pick to see what's beyond the rockslide... Go back the door at the beginning with the two locks and place the rusty key in one of the keyholes. You need one more key. Go back to the spin square area and take the East passage. Don't open the door, just go through the teleporter on the left. You will be taken back to where you began the level- head back up the stairs to get to Level 3, and find that teleporter to take you back up to the Urbish Mining Co.

URBISH MINING CO.

     Go to the machine and use the gear and coal you found allow you to operate the machinery by placing the coal into the chute and putting the gear on the spindle. Pull the lever and the machine (a pump) will activate, removing the water from the stairwell in Level 2. So head back to Level 2 by using the teleporter from Level 1.

MINES LEVEL 2

     From the secret wall area, take the West passage and head South. Now you can go down these stairs that were once flooded. There is a button that will reveal a shiny key. Now get back to Level 4 (from the secret wall area, head West again and this time take the North route to get to Level 1, fall down the pits and make your way to the mine carts and go down to Level 4).

MINES LEVEL 4

     You can now open that second lock on the door using the shiny key. Be careful of the fireball trap- timing is important. Find and talk to Paulson then grab his yellow pyramid key, then exit and he'll lead you to his stash. Equip yourselves accordingly (you can soon sell those excess weapons). Take Mine Key 4 and Vaelan's Cube, which is needed later in Opinwood and head back to the wheel lever area. Go East to the locked door and use Mine Key 4 to find three teleporters with in. Choose wisely! (or just choose the North teleporter). You will find yourself back in the Urbish Mining Co. Check- do you have Paulson? His key? Vaelan's Cube? An Emerald Blade? Then get the hell out of here! If you saw Dawn before entering the Mines, then just head towards Upper Opinwood.

UPPER OPINWOOD

     Now head towards Scotia's barrier to the North of the forest. Use Vaelan's Cube on the magical barrier by right-clicking a few times (the black cube will absorb magic, the white cube will dispel magic, transferring it to a party member) until the barrier is destroyed. Once you have breached Scotia's barrier, your Vaelan's Cube will disappear. Head to Yvel Woods via the cave.

YVEL WOODS

     You previous cube was just destroyed and there is another barrier ahead. What to do... How about you go explore the Northern part of the woods and kill some huge orcs! One of them will have a cube- take it by might and force! You can try to cross the bridge to Castle Cimmeria (Scotia's Lair), but drat- the Orcs on the other side prevent access. You'll eventually have to find another way in.
     DO NOT USE THE CUBE YET. The barrier is not going any where. You have a more important use for this cube at the moment- which has something to do with deadly wraiths. Find the entrance to the White Tower and enter.

WHITE TOWER

Watch out for: Amazons, Archer Slugs, and Jana the Queen: Use freeze spells.
     Find a sword to the left and enter the East door. The Amazon Women are quick and tough to hit- freeze spells are your best shot. Pick up a Mystic Key (scarab key) from on of the Amazons. Note the 'note' in the niche. It's really a riddle. Leave it there for now. Go through the North passage and avoiding a trap button on the way and past the stairs. Explore the North area. You'll want to close the crate in the North East (and where ever else you find them in the castle) to save yourself from more archer slugs coming through. In the North you'll see a keyhole- pick it. Amazons are guarding the prisoner Lyle. Make sure you get an amber ring from him (if not it's hidden in his cell).
     After exploring the rest of the level, return to the niche with the note. Place your amber ring in the niche to gain admittance. Ya get it? Okay, now go kill Jana before she feeds you to her tribe of warriors (where's Xena Warrior Princess when you need her!). Pick up the fallen items and then go back and get your ring. Go North up the hall where the stairs were and go up the East passage to pick up a key. Head back down and then go up the West passage which will bring you to the Level 2.

WHITE TOWER LEVEL 2

     Watch out for: a Minotuar (tough!); Stark Chickens: they spit powerful fireballs- don't turn your back towards them!
     Use one of your mystic keys to open the door. Keep heading West and open the door a head. To safely get to the niche, walk in backwards! When your back hits the wall, turn North and head backwards to get the scroll. Afterwards, go North to obtain a key, then to exit, do not look at any of the fire trap holes on the walls on your way out. When you exit the room, directly South is a locked door- this is Level 3. STAY AWAY for now.
     To the East is a locked door (with a regular key hole). Before picking this lock, head to the North to get a key in the Dark room: the door must be closed and the button depressed in order for the niche to appear. Get the key and head back to the locked door and pick it to enter the pit room. After entering, the door locks behind you. There's a lock behind you- place a key in it to open the door so you don't lock yourself in/out of this room. With the keyhole to your back (you are facing North) head North one square, East two squares, North two squares, West one square- pick up the key and head West one more square so you're at the wall. There is a secret button on the wall for you to push that will remove a pit to the South. Turn so the loose brick is to your back (you're facing East). Move East two squares, South two squares, West one square, South two squares. There's a button on the wall for you to press to remove a pit near the secret wall at the North East corner of the room. Turn to face North (with the secret button at your back), head North three squares so you will down a pit landing you in Level 1 where a chest is. Find your way out and head back up to the Pit room.
     When you're back to the pit room on Level 2, have your back to the scarab keyhole. Head North one square, East one square, North two squares, East one square, and past through the North wall. Get the sword ahead, and through the door you'll be met by many chickens. Head North right pass the door to pick up a helmet. You don't need to go down the corridor yet, so go back through the pit room and make your way to the Level 3 staircase.

WHITE TOWER LEVEL 3

     Watch out for: Ghosts... Deadly ones! Ethereal Apparitions, Wraiths, Dream Snake. Level 3 is the toughest level in the game! After the 'warning' scene don't leave the room until you equip your party with the two Emerald Blades you found earlier in the game, have your heal spell ready, and keep the Vaelan's cube in your hands at all times- now save the game! How to use the Cube: When the cube is black, it absorbs magic (ie. barriers and magical foe). Once the magic is absorbed, the cube turns white and you can transmit the magic to yourself by right-clicking it on a characters portrait. And the process continues. You'll need to heal yourself a lot, and the foe on this can only harmed by the Emerald Blades and by using the cube. Save frequently but not over old saves (in case you get stuck somewhere).
     After the 'warning' scene, go straight ahead to open the door- there's a button on the floor hiding a mystic key for the other door. You can open the chest to the East, then go right through the door beyond to head North and take the right path. There is a button on the West wall that will make the East wall disappear. Keep North and open the tiles on the North wall and turn the switch. When the door opens, go on East through the wall. There is a chest to the South.
     Back up the North you'll come across a pit. Press the button on the East wall add throw something at the West wall to close the pit. There's a chest to the second left beyond the pit. Past the chest, around the corner, is a secret wall with another chest which contains a blue key. Head North and follow the passage bending East. In an open room there is a door to the North. Go in and turn West Place a key in this lock to obtain the Ivory Key (which allows access to the Sub Level).
     Head South and you will come across a pressure plate. Weight it down and head South, where you will see a chest. Raid it, a wand may be lying around here somewhere. Now head up to the East and weigh that plate. Now you opened a path to the South. Go back down and pass the secret wall to find another chest. When done, head North up past the two plates. In that area is a door which you cannot enter until you have Faith- the Crucible of Faith that is. The "You Have No Faith" door is accessible if you have recovered the crucible of Faith. You then get a choice of one of two chests with mediocre treasure. For now, head back to where the pit was. Depress the button and fall down to Level 2.

WHITE TOWER LEVEL 2

     You're now face to face with the Minotuar. Kill him and use his horn to exit the room. He drops a very powerful weapon. Make your way down to Level 1.

WHITE TOWER LEVEL 1

     Get to the North central part of this level. Open the scarab lock with one of your keys. You are now at the Altar Da Blanca. Before you do anything here, head South West and use your Ivory Key in the normal key hole off to the left to enter the Sub Level.

WHITE TOWER SUB LEVEL

     Chase down the four objects and place one in each of the four niches:
dwarvish helm, dwarvish horseshoe, wand of death, saber "cougar"
These items can be recovered later from the niche near the stairs. Doing this will disable the teleport beyond this room. Use the blue mystic key from Level 3 to open the door ahead. Talk to the old woman and get the Crucible of Faith from her. Get your four items and head back to the Altar Da Blanca.

WHITE TOWER LEVEL 1

     At the Altar, place the crucible of faith on the neck. Put the three ingredients you have for the elixir inside the head- 'swamp ooze,' 'hornet honey,' and a 'bloodstone.' You still need 'mother of earth' to successfully retrieve the crucible. Get out of the white tower (leaving any extra scarab keys behind) and head towards the magical barrier- destroy it and enter Yvel City (don't use the cross bow you find in a chest on the way- it's cursed).

YVEL CITY

     Once in Yvel, you can explore the whole city and sell your items to Victor in his new shop. Sell your wares, but don't buy anything yet. Explore the rest of the city. Head North until you find the town council. If you use the riddle scroll on Geron, he'll answer it for you. Then go to Sadie's shop and give the riddle scroll to Sadie who'll give you a vial of earth powder- the final ingredient to make the elixir. If you have gotten the riddle scroll deciphered (at least the part about "powder of your mother") she will give you the last ingredient for the elixir 'Mother of Earth' for free if you freed Lora back in the Draracle's Caves.
     A few of the doors have boards over them, but only one can be pried open by clicking on it a few times. It's in the South East and contains a new spell and a key (see the map for details on where to find specific items). There are a three magical Ace cards you should find: Ace of Oblivion, Infinity, and Domination. After exploring, sell your items and buy what ever you want. You've been saving your money throughout the game and this is the last chance you get to spend it... Now head back to the White Tower.

WHITE TOWER LEVEL 1

     Go directly to the Altar Da Blanca and place the final ingredient into the 'head' and then take the Crucible of Faith with you back to Yvel City and see Geron- he's and ass with major attitude. Afterwards, go to Oppinwood to see Dawn. Before you get there, Dawn will appear and ask you for her key back. You can give, fight her or argue- she is really Scotia (look at the eyes!). Return to Yvel after the encounter is over.

YVEL CITY

     Go to the Council, Geron will inform you that the city is under attack. You will have to fight the Dark Army until you get a message that you hear Orc retreat horns. Go see Geron again- you'll only get a note from him. Head to Bruno's Lodge and go through the back door within, which is now open. Beat the Orcs and push a secret button to reveal stairs that lead down to the Catwalk Caverns.

CATWALK CAVERNS

     Get the Salve from the secret niche to the South East. Search for Frendor (the guy with a huge claw!) and a Gladstone traitor in one of the rooms! Kill Frendor and his henchman and use the pillar in the room as help by slowly walking around it and letting Frendor follow, so when you strike at him, move around the pillar until you regain your strength to strike again thus avoiding attacks. When he is dead be sure to get Geron's key, the dark gauntlet, and a gargoyle statue. Place the statute on the pedestal in a North wall to open an area with a steel door and double locks. You need to find two keys to open this door to get to Castle Cimmeria's dungeons.
     Watch out for: Necrosaps. Use spark spells to kill them. They zap your manna dry then your health, so be sure to use your magic wisely. You can push them around/away by wearing the dark gauntlet.
     Search the Western area for a hand imprint on an East wall and use the gauntlet to open a hidden wall. Take path South and come to an open room. There are two imprints- one to the North and one to the West. Go through the West wall (a path that will take you around the central part of the level) then follow the path to go through a wall to the North. Hit the switch to open the door. SAVE GAME. Falling down the pits in this room will lead you to a teleporter that brings you to the entrance of this room. Hit the button to the East and then the one to the West. Go to the North East pit and hit the North East button then the North West to move the pit. Head North going over the pressure plates which will open and close the gate ahead. After the second set of plates, use the gauntlet to open the steel door. To the South is a stair well down. There's nothing down there, but if you fall down future pits you will land here (in a necrosap trap!).
     There's a teleporter to the North and South with pressure plates. Weigh the North plate with an item and go through the North teleporter and it will take you on the other side of the North Gate. Pull the cat-like lever. Follow the path East until you come across a South passage/door beyond which you'll find a chest containing a mist of death scroll and a yellow key. Exit the room and head down the East Passage. Press a button and go through the gate.
     There's a button in this room allowing you to gain access to the Replicater room. Going directly to the South there are three paths with metal disks at the end of each path. This area is not mandatory, but solving the puzzle allows you to replicate ANY item. To activate the replicater, use the dark gauntlet to push the necrosaps down each of these three paths (it may take a while to master controlling the glove and moving the necrosaps...) and the disks will glow brightly. Once all three paths are activated, the replicater will be ready. Go to the replicater room and read the note in the niche. You already activated, now you can replicate! Choose wisely. (The Thunder Maul is a good choice, or maybe another full Bezal Cup, or Bannons reserves?...)
     Go back to the North East and open the gate. Continue down the path all the pay to an invisible wall at the dead end. Now you're back in the room with the double locked door. Place the key you found in one of the locks and go back to the West to the area where there was a hand print in the North and West wall. This time, use the gauntlet to open access to the North, go pass the plates and iron gate. In the following area, there will be pressure plates, spin squares, and one way secret wall passage ways. Refer to the official map of this level to get through this area (You're going in the right direction when you come across the Dark Army Knights).After passing the maze, you'll come across another iron door. Use the glove on the imprint to get passed the area. Explore. One of the Warriors to the South will drop a blue key. Use this key on the chest to the South. There is a Great Axe (which raises rouge level by one level when worn), Guardian Globe (a magical attack item), Bannon Reserves- restores magic to full when used, and a silver key. One of the South walls has a secret passage to the double lock door. Insert the key and pass through.
     You now have to help out one of two alien races in the dungeons before you can head up to the castle. They have been awaiting/expecting your arrival for a very long time. You will be requested to destroy one of the two races while in the dungeons. If you choose to help the Knowles (the blue head things), they will offer one full magic level increase for each party member when you succeed in the task. If you choose to side with the Xeobs (the weird things with the large eyes), they will offer one full fighter level increase for each party member when you succeed in the task. Enter the teleporter of the race you choose to side with: North teleporter means you choose to side with the Knowles; South teleporter means you choose to side with the Xeobs. After you eliminate one of the races, continue you original quest- find and rescue King Richard and kill Scotia!

DUNGEONS

     To kill the Knowls/Xeobs, the Mist of Doom spell (level 3) works best. The Xeobs will give you a Valen's Cube, a key to Cimmeria, and a Great Sword Justice. The Knowles will give you a Valen's Cube, a key to Cimmeria, and a death Stick. As soon as you enter this level, take off your chest armor and save the game. When ever you open a door, close it behind you. The Knowles and Xeobs have powerful long range attacks and you don't want them sneaking up behind you. Be sure to find Nathaniel's Pyramid Key and a diamond (to free Dawn later). If you see a Blue & Yellow lever- leave it pulled down. Once you find the home world to the race you sided with, they will congratulate you when your task is finished. Otherwise, they will say the same thing over and over until you finish killing off the other race.

CASTLE CIMMERIA LEVEL 1

     Watch out for: Dark Army Ghosts (use Valen's Cube on them or your Emerald Blades), and Floating Blades (use level 3 Mist of Doom, then attack them).
     Upon entering the Castle, you can head to N passage or the W passage. The only useful item on this level is the Doom Blade (at the N part of the level), and you want to find the Small Key & Cobra Statuette. Well, the first door to the East will have Dawn inside. One door must be closed in order to pass through the next. She is trapped inside a crystal ball. To free her, click the Diamond on it. If you couldn't find it in the dungeon, then don't worry about freeing her, it will make no difference whether she is free or not.
     To get the Cobra Statuette, go to the NW of the level. When you come to the Cobra, take it out of a niche and replace it with a useless item. Then turn and hit the button on the West wall, then fall down into the pit and find your way back to the Castle Level 1 entrance.
     Once you're back up, click a secret button to remove the new wall blocking the passage. Now, continue North to get to the Doom Blade- shoot and arrow through the both the gates, if they don't open, then you need to go back down to the Dungeons and make sure that the Blue & Yellow lever near the entrance to the Castle Level 1 is pulled down and not up. Otherwise, the gates should open. There will be ornamental swords on the other side of the gate- touch the very bottom of the hilt to loosen the Doom Blade. Some ghost near this area may drop the Eagle Great Sword.
     There is a door (top-middle of this level) with a secret button beyond it which reveals a teleporter. Stepping through this teleporter will transport you to a new part of Level 1. Attack your way through the floating blades until you come across a path with two pits. You can ignore this area entirely- there is a nice behind the pits that will give you money for every item you place inside it, but money is no longer needed. Go to the closed door. Pass through (it closes behind you) and DO NOT flip any of the switches along the way. You'll be teleported to the middle of the room and your auto map will disappear until you find your way to Level 2. Easy enough? Wrong! There are spin squares and pits that drop you into the Dungeons- don't fall down- you will NOT get your auto map back until you find your way to Level 2. Leave useless items around so you can keep track of where you move. There are four pressure plate, you have to depress each one in order to remove pits and gain access to the other ones. After depressing the plates, you can make your way South, there are three secret walls. One has a secret button inside that holds the Dragon Statuette, and replace it with a useless item (now you should have two of the four needed to rid the evil shroud covering King Richards casket). Access to Level 2 is behind another secret wall.

CASTLE CIMMERIA LEVEL 2

     Watch out for: Death Disks and Manthas spiders: Avoid wasting your magic- these creatures have a powerful attack. Make sure your chest armor is still off. Use Spark level 1 attacks frequently. Also, close all doors behind you to keep your backs safe!
     Kill the first Death Disk that attacks. When you make your first right turn (to the West), a fireball trap will be set off. Quickly move up and take a right step into the North corridor to let the fireball pass. Then walk out and cast a level 4 freeze in front of the fireball spitter, and go back where the lever (tongue) was- pull it to open the door. Exit the room. When attacking your foe, maneuver back and forth (fight and flee method). Depress the plate to open the path ahead. The path will shut behind as you walk through. Ahead, there's a door to the North- there's nothing beyond, so ignore it and head South West and enter the door and raid the chest to get a staff and dagger. After leaving this room, head East to a dead end- you can go North or South, either path will take your around to the other side, where you will then head South and you'll find a button on a North wall which opens a niche on the South wall- they weapon found within will diminish your fighter level, so don't use it. Press on...
     There's a door to the East with a chest behind it with Bracers and two Magical Ace cards. Continue to the North East and head through the door. You'll see a lock- pick it and go South to get the Unicorn Statuette. Go North and get around the spiked blockade, and take the first right path available. You'll head to an area with three closed doors. Take the East most door and head through. There's a spider trap here! Use your magic wisely. The stairs to the Level 3 area are to the West, but go North East to find King Richard. There is a locked door to the North, before the corridor that leads West. You need a special key to open it. Head down that corridor as far as possible, weighing the two plates to avoid being hit by trap spiked-balls (ignore the lever along the way).
     You'll reach a dead end with two closed doors- one North and one South. The switches will open the opposite door. So head through the North door by pressing the South switch. Follow the directions for #26 on the map to obtain the key that will open the locked door at the beginning of the corridor that you were just in. If your Rouge is high enough (level 6 or 7) you'll be able to open the chest that lies within. Now go back to where the doors were (with the switches that open the opposite door) and now head through the South door by pressing the North switch. When heading West, go past the two doors that are on your left (unless you need to hid in there to rest).
     Do not take any North passages, keep heading South. When you walk into an open room, take the South passage- you'll go through a fireball trap- King Richard lies beyond: but you don't need to go here until you have all FOUR statuettes and pyramid keys. But, to get to the King, follow instructions #33-38 on the map.
     If you go around the Spike trap and head south, you'll be in a spider trap- beyond them is the Noir key, in a niche. Take this key to the middle of this Level, where the three door were. There's a lock & tongue switch by one of the doors: use the Noir key, press the switch, and go inside the door and hit the button on the East wall. You will be teleported to the middle of the level. Hack your way to the stairs and go on to Level 3- the final Level!

CASTLE CIMMERIA LEVEL 3

     Watch out for: Toadulus Beasts and traps- many, many traps! Oh yea, and Scotia.
     This is a pretty easy level. Your main job is to explore the entire level. Be careful of hitting buttons and pulling switches, some will just reveal large Toadulus Beasts. If you properly explored all parts of the level, you'll notice that to the South, the map will show "1 + 1 = 3" To 'solve' this problem, depress buttons on the "3" until it turn into a "2" then you can go to the very South East corner of this level and you will find the Humanoid Statuette and Dawn's Key (if you don't already have it). Once you have all four Keys and Statuettes, go back down to Level 2 by falling down any pit and free King Richard: Place all the Statuettes where ever the Sunlight is shining to dispel of the evil shroud, then place the four keys around the casket and watch Richard come to life- take his shard of Truth Necklace. Then find your way back up to Level 3 to kill Scotia. She's hiding!
     To the South West part of this level, there is a room that requests you place certain items in the desired locations: any suit of armor, any weapon, medicine (must be an herb, not a potion), jewellery (must be a ring or a necklace). Now recover the dull key from the niche then recover your items. This key will open a chest to the North of the level. You'll find many keys- the two you need to open the door to Scotia's room are the Silver Key and the Gold Key. Scotia's room is in the very middle of this level.
     Ready for your final kill? Do you remember that burn parchment you found in the fireplace in Roland's Manner? Said something about combining two objects to destroy something evil...? That's why he was killed by the orcs- you can destroy Scotia's Nether Mask by combining the Ruby of Truth and the Shard of Truth (in your inventory) to create the Whole Truth. Scotia will attack you. Now be sure to use the Whole Truth on her, while she's transforming. That will make her get stuck in her real form, and thus you will be able to kill her. When it's over, you'll see a cinematic then the credits. Now, the next time you turn on the game, on the main menu there is a Lore Of The Lands button- click on it!

You've done it! Good job!