Lands of Lore: The Throne of Chaos- Detailed Walkthrough
Maps |
General Walkthrough | Back to
LOL Chaos | Back to the Lands | Email me
NOTE: reference the map for specific details pertaining to a certain location.
Page Moved To: http://www.ethereallore.envy.nu/home.html
-
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 2: SAPPHIRE PATH
- The North path will lead you to the Silver Goblet. Place the sapphire eye
into the North wall dragon eye socket. Do not open the other path- leave the
other dragon eye on the ground there. Go North and be careful of the band
of Cavemen. Go North and find a leather jerkin, then head back down to the
East. You’ll come across a spin square. Use your compass to maintain direction.
First find a chest in the South, then head North and search for a secret wall
that leads to the East. Upon entering, there is a stairwell to the South that
leads to Level 3 of the caves. Don’t enter yet, keep heading down the East
path you were on and you will find a chest containing the Silver Goblet and
a freeze scroll (the monsters in the Caves are susceptible to the cold).
- Go South, ignoring a switch you may see- it’s a trap. See the pit? Use your
bow or throw a rock or something across the pit to the other side to hit the
switch on the wall, which will close the pit (falling down the pit will bring
you somewhere in Level 3). Get the key and head back to the stairs that lead
to Level 3 and head down.
-
-
DRARACLE’S CAVES LEVEL 3: SAPPHIRE PATH
- See the lock on a wall ahead? Don’t open it yet. Explore the West side then
come back and open it, for the wall will shut behind you once you pass through.
Oh no! There’s a pit and no where to go! Don’t fret… try placing something
on the pit. See? Go ahead and cross- it’s safe, just an illusionary pit. On
the other side you will find your first empty flask. You will need to collect
at least two to complete your Elixir mission- you’ll find more in the Mines
later. Head South to find a chest. You will be bombarded with spider creatures
that are deadly and that can poison you- just like any other cave creature.
Use your Goblet!
- Fight your way East to find an iron key and a Star “Shining” before hitting
any switches. Once the key is found, look for a switch on a South wall that
will open up a nearby wall. Go straight and don’t stop. You’ll notice the
next South wall is illusionary. Get an axe from within and head back out and
to the East, find your way to an open area. To the North you’ll find a Saber
(which provides great protection). Heading South, you will come across a spin
square. After you spin around, make sure your compass is pointing South before
you move on ahead- you’ll see a red lock down the path. The key that will
open this lock is in a chest to the East (use your iron key to open it).
- After unlocking and revealing a new doorway, head West to give yourself
a good dagger by placing the one you found previously into the niche and then
weighing the pressure plate that is behind you. When you take the dagger back
out it will be the “Backbiter,” it may catch a faire price when selling. Now
head East, down the stairs to Level 4.
-
-
DRARACLE’S CAVES LEVEL 2: EMERALD PATH
- The East path will lead you to the Jeweled Dagger. Place the emerald eye
into the East wall dragon eye socket. Do not open the other path- leave the
other dragon eye on the ground there. Go East and be careful of the band of
Ratmen. Fight your way North until you are in an open room. Go North to get
your Jeweled Dagger. Read the note in the niche. You need a dagger (a Star
will suffice). If you do not have a Star or a dagger, go South and to the
East and you will see a pit. You need to shoot your bow to hit the button
on the opposing wall or throw an item you don’t need. Do this ONCE and the
pit will move (do it again and you are screwed!), there is nothing in the
niche over the pit. In front of the stairwell leading down to Level 3 you
will find crowns and a dagger.
- Now go back North and place your newfound dagger in the niche (or the Star
if you already have it) and proceed to push buttons on the North wall and
flip levers on the West wall until an empty niche appears. Looks like you
failed? No, just place something useless (like the note) back in the niche
and go on with the button pushing again and the wall will disappear. Easy!
Well, now you have to fight your way to the chest. Not even Lora (with her
high Rouge level) can open the chest- just bash it open. You will find the
Jeweled Dagger and a freeze scroll (the monsters in the Caves are susceptible
to the cold). Equip the dagger to your main character.
- Now go back South, but to the West this time and explore the area. Avoid
pulling a switch- it will cause a trap to be triggered! If you come across
a spin square, the area to the West contains a secret button on the North
wall where you will find goodies. Now head back to the stairwell and go down
to Level 3.
-
-
DRARACLE’S CAVES LEVEL 3: EMERALD PATH
- Head to the North and explore the West side of the area. You can find a
dagger (hidden via a secret button- see your Automap for details) and an Iron
key. Now head South East and you will find your first empty flask. You will
need to collect at least two to complete your Elixir mission- you’ll find
more in the Mines later. You’ll see a pit- but don’t fret… try placing something
on the pit. See? Go ahead and cross- it’s safe, just an illusionary pit. Go
raid the chest ahead then go back to the North-West and look for a button
(on an East wall) that will open a passage way (on an East wall). Walk East
a few steps and there’ll be an illusionary wall where you can find an axe
behind. Continue East.
- When you’re in an open room, to the North you’ll find a Saber (which provides
great protection). Heading South, you will come across a spin square. After
you spin around, make sure your compass is pointing South before you move
on ahead- you’ll see a red lock down the path. The key that will open this
lock is in a chest to the East (use your iron key to open it).
- After unlocking and revealing a new doorway, head West to give yourself
a good dagger by placing the one you found previously (NOT the Jeweled Dagger)
into the niche and then weighing the pressure plate that is behind you. When
you take the dagger back out it will be the “Backbiter,” it may catch a faire
price when selling. Now head East, down the stairs to Level 4.
-
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!