GLADSTONE KEEP
Your adventures begin in Gladstone Keep, where you have been summoned by
King Richard to assist in solving the problems plaguing the lands. Once you
have been greeted by the Keep Guards, they will prevent you from leaving until
you’ve seen the King in his Throne Room. Keep going north (the direction you
were facing as the game began). You’ll know you’re near the Throne Room when
you meet a second brace of guards who remind you of the need to see King Richard.
They stand just in front of the golden doors to the Throne Room. After you’ve
seen the King, use the key he has given to you to pick up the Magic Atlas,
which will be enormously useful in your adventures. Before you leave the keep,
you will also need to see Geron in his office, to pick up the Royal Writ which
grants you passage to the South You cannot leave the Keep without this writ.
You may also visit the Armorer and the Herbalist before leaving the Keep.
From these you may purchase weapons and medicinals to help you on your journey.
You can also visit them later when you return to the Keep (when you'll have
more money and weapons to sell).
NORTHLAND FOREST
After you leave the Keep, you will wander through the Northlands. Primarily,
your objective is to get to the Gladstone Marina, where you will use the Royal
Writ to get you to the South. There are many useful and interesting diversions
for beginning adventurers in the Northlands. There are a number of odds and
ends lying in some hollows and nests in the forest. You might find these items
useful, and you might also want to sell them back to Victor inside Gladstone
Keep for extra pocket money.
There are wild boars roaming the forest (usually only one is found). Don’t hold
your hand when you encounter them; they’ll try to kill you anyway, so you might
as well kill them. Don’t forget though, if the fighting gets bad, you can always
back out. Fighting boars is a good way to start building your skills.
You can also practice Magic and Fighting skills against a few thugs who are
hiding in the forest. You’ll encounter at least one, who will try to hold you
up. Later, if you're feeling particularly aggressive, you can fight the thugs
at their own hideout. Afterwards you can loot their hideout and "recover" some
useful Gladstonian items that you’re sure Richard would want you to use for
the quest. Once you purge the Northlands, you might want to return to Gladstone
before heading to the marina. Selling the valuable Swarm items to the armorer
will gain you enough crowns to buy the mighty long sword.
You'll also run into a beautiful woman- note her eyes.
THUG'S CAVE
After beating up the thugs at the campfire, you are free to go into their hideout
and "recover" their loot- all in the name of good King Richard, of course. If
you crept past them to get into the hideout, you may run into them in the caves,
or on your way out again. If you took care of them outside the cave, well, you
wont have to worry, then.
There are a few minor puzzles to loosen up your "dungeon puzzle" thinking and
to get you used to night vision. Barring that, however, there is a lantern here,
which will prove very useful in your spelunking in later adventures.
SOUTHLAND FOREST
In the Southlands, your primary goal is to find Roland and recover the Ruby
of Truth so that you may return it to King Richard at Gladstone. Timothy an
experienced guide and friend of Gladstone can be found in the Grey Eagle Inn
and would be happy to help you. In the South you’ll run into lot of trouble
from giant Lizards and Orcs. Again, it’s a good opportunity to brush up on your
fighting skills, and most adventurers will find Timothy’s sword arm invaluable
in these fights. Don’t forget that whenever Timothy (or any other companions
you encounter in the lands) successfully wounds or dispatches an enemy, it is
your companion who benefits, not you.
It’s a good idea to visit the Grey Eagle Inn, which is near the South Marina
as you first enter the forest. Even if you don’t want Timothy’s company (if
you don’t, do not click on the yellow haired fellow sitting at the left end
of the bar), you should see Philip, who can be found inside the right-hand door
inside the tavern. After you chat with Philip, he’ll give you a Magnet Stone
(a compass, basically), which can be very useful in your adventures.
Tucked away in the middle of the forest is Buck’s Shins. You can find some useful
odds and ends in here. Of course, you’ll have to pay for them, and Buck usually
doesn’t buy things back (as you might have guessed, given his limited inventory).
Again, you’ll encounter trouble with some giant Lizards, and some Orcs, in the
South Lands. This infestation of orcs is quite heavy, and unexpected in the
"neutral" Southlands. You’ll know you’re getting close to Roland’s manor when
the infestation of Orcs is particularly dense. Rest up and save your game before
entering Roland’s Manor. You won’t be able to leave the Southlands before seeing
Roland, simply because the price of the ship ride home is too high. Visiting
Roland is the only way to get enough money for the trip home. Also, this is
your only visit to the Southlands through the game, so if there was something
in Buck’s that you really want to pick up, get it before you buy passage. If
you don’t buy the bow in Buck’s, it will be awhile before another opportunity
arises to get one.
ROLAND'S MANOR
Rolands Manor is in a sorry state when you find it in the Southlands. Given
all that trouble you had with those Orcs in the forest, it’s not hard to guess
what happened. The Orcs, minions of the Dark Army and Scotia’s lackeys, have
also been looking for the Ruby of Truth. You can’t very well go to the King
empty-handed, so you should investigate the manor and see what you can come
up with. Or course, the easiest way to do this is to go from room to room. There
are Orcs everywhere in the manor, the same ugly variety that you encountered
in the forest. When you open a room, expect an Orc’s dart to fly out. Even after
you’ve cleared a room, don’t mark it as "safe" yet; they’ll just open the doors
and attack if you try to hide in one of the rooms to rest. There are some minor
items of interest in some of the other rooms, but you’ll want to find the room
where the Orc leader set up his command base. You’ll have to get rid of him—
by force or guile— in order to find Roland, the fate of the Ruby, and the money
to get you home again.
DRARACLE'S CAVES
After you return to Gladstone Keep and watch Scotia confront King Richard and
Dawn, you learn that you need to visit the Draracle, an Ancient oracle with
second sight, and seek his wisdom to help save the King. The Draracle doesn’t
entertain just any petitioners. He hides himself deep in his mysterious, danger-ridden
lair. Your objective is to hack your way through these monster-packed halls
and make it to the cave of the Draracle. You must also recover one of the Draracle’s
treasures, hidden somewhere within his caves. Once you reach the room of the
Dragon Walls, you are faced with two choices. In your journeys prior to reaching
this area, you should have picked up an Emerald (dropped by one of the Ratmen
you killed) and a Sapphire (found in one of those chests on the second level
of the caves). When you come to this wall, you must make the choice between
which route you’ll take the Draracle’s Lair.
Emerald Route
If, at the Dragon Room, you place the emerald in the east dragon’s eye first,
then you should follow the Emerald Route to the Draracle’s Lair. This path
will lead you to the resting place of the Jeweled Dagger, a powerful weapon
that you can use until it’s time to return it to the Draracle in exchange
for his wisdom.
Sapphire Route
If, at the Dragon Room, you place the sapphire in the north dragon’s eye first,
then you should follow the Sapphire Route to the Draracle’s Lair. This is
the easier of the two routs to the Draracle, although the Silver Goblet you
find along the way is by no means a lesser artifact. This shining chalice
is able to restore your party to full health with only a small amount of your
magic lost. Just click the goblet over your character portrait to see the
amazing results. Sadly, this item must be given up to the Draracle once you
find him in his lair. Wisdom does, after all, have its price.
Regardless whether you took the Emerald or Sapphire Route, your journey
will end at Level 4 of the Draracle’s Caves. With your offering in hand, you
must find the passage leading up into the Draracle’s lair in the north east
area of this level. Once you enter his chambers, you will be instructed to
place your offering (the Jeweled Dagger or the Silver Goblet) on the altar.
Click on the archway behind the Draracle, and place your trinket on the altar.
Now the Draracle will tell you a riddle showing how to make the elixir to
cure King Richard. He will write this riddle on a scroll for you, and send
you on your way to complete your quest (this is the only scroll/note you MUST
keep with you throughout the game).
OPINWOOD
Opinwood lies on the other side of Lake Dread, and is on the way to the Gorkha
Swamp. You can also get to the Urbish Mines from here, but we recommend you
don’t enter the mines yet! Opinwood is the home of some very nasty Pentrogs,
ram-like beasts that pack a nasty punch. They also have deadly cross-bows that
they use to strike at you from long distances. The level IV spark spell is particularly
effective against the Fentrogs, but a flurry of sword blows can work as well.
Beware the ferocious strength of these creatures, for it is said that they can
kill a warrior with a single blow. This forest is also home to groups of marauding
orcs, who travel through Opinwood on their way to the foul castle Cimmeria.
A number of chests are scattered throughout Opinwood, hiding many valuable treasures.
Of particular interest is the Green Skull, which can be especially useful against
the Larkhon in the upper level of the Urbish Mining company. before you attempt
the mines, you’ll first want to make it to the Gorkha Swamp and retrieve the
Ruby of Truth. A green skull can be extremely helpful against the fearful Larkhon,
so try and have one before you attempt the mines. You can find a green skull
in one of the chests in Upper Opinwood if you don’t find one here.
GORKHA SWAMP
The Swamp has long been known as the home of the Gorkha, a peaceful tribe of
amphibious folk who can be quite helpful. They are protective of their home
territory, and can be a nightmare to fight if threatened. It’s best if you stay
on their good side, because they can be quite a bit of help in your quest. Remember,
if you steal from them, or attack one of their kind, even by accident, the entire
tribe will wage war on you.
Throughout the swamp you’ll find sinkholes (marked accordingly on your map).
DO NOT WALK OVER THE SINK-HOLES- You’ll sink and die if you do. To get past
them, cast the level 1 Freeze spell. The atmosphere will change color a bit,
indicating that the "swamp" is frozen, and thus all sink holes are frozen solid,
allowing you to walk over them safely for a short period of time. Once you get
some empty vials, use one to collect swamp water from one of these sinkholes.
This water is one of the inngredients to make the elixir to heal King Richard.
Upon entering the swamp, you will initially want to find the Gorkha Chieftain,
and try to get the Ruby of Truth from him. If you make a deal with the Gorkha
Chieftain, then you will have to hunt down and destroy their ancient enemies,
the Hurzels, who have stolen the Gorkha’s prized ceremonial mask. You’ll find
this mask being carried by one of the Hurzels in the central area of the swamp.
You won’t be able to find the mask if you choose to war against the Gorkha.
If you handle things diplomatically, the Gorka will not wage war against you
and will even make you a hero of their tribe. You’ll find it to your advantage
to deal with some of the Gorkha merchants, especially if you’ve been made a
hero. There’s also a witch doctor in the swamp who can help you with the Draracle’s
riddle.
UPPER OPINWOOD
Hopefully, you’ll visit Upper Opinwood before attempting to explore the Mines.
The treasure chests here are formed like tree trunks, and are much the same
as regular trunks, with the exception of their contents. There are some particularly
valuable goodies here that you’ll want to take into the Mines with you. The
most important thing here is the Green Skull, which is the best way to get past
the Larkhon guarding the Mines. Also, you will find the crossbow "Valkyrie"
which is one of the most potent weapons in the lands. Once you have this fireball
flinging crossbow in your possession, it’s best to hold on to it until the bitter
end. You’ll find Scotia here as well, blocking your way into the Yvel Woods.
After trying to scare you off, she’ll erect a magical barrier that can only
be dispelled by Vaelan’s Cube. You should be able to find the cube with Paulson,
after solving the Urbish Mines, or with Dawn back in Opinwood. Also in Upper
Opinwood are hives full of hornet honey. This is one of the vital ingredients
in the Elixir to heal King Richard.
URBISH MINING CO.
The Urbish Mines are a creepy place, indeed. This is where the evil sorceress
Scotia uncovered the Nether Mask. The locals say that the mine are infested
with monsters and the ghosts of long dead prospectors. This is said to be the
reason for the mines premature closing years ago. But, you don’t care. You’ve
got a mission to accomplish. You’ll need to find Paulson, and get his Pyramid
Key. He may also have a Vaelan’s Cube with him. The Cube is needed to get past
the barrier in Upper Opinwood, so if Paulson doesn’t have one, perhaps Dawn
will. The Pyramid Key is one of four needed to free King Richard from the Crystal
Casket.
The Urbish Mines is complex, twisted place. You’ll have to go up and down levels
several times before you’re able to get to Paulson. Keep track of where you
are and how the teleporters work. Paulson is located in the deepest level of
the mines.
In sum, you must do the following: Visit Dwight on the first Level and make
sure you get a pick from him. You can also get a pick on Level 3, but it is
surrounded by a nest of deadly avian worms, and difficult to retrieve. Kill
the rock beasts on Level 4 to get the Bloodstone, another ingredient for the
Elixir. Then you will need to find the gear and the staircase. Go down the cleared
stairs, and get the Shiny Key. Once you have the Shiny key and the Rusty key
(hidden in Orin’s remains on Level 4), make your way back to Level 4 and unlock
the hidden door to the south. Beyond this door you will find Paulson. Make certain
that you get his Pyramid Key and his Vaelan’s Cube (if he has one) before leaving
the mines.
YVEL WOODS
If you haven’t returned to Opinwood and seen Dawn in Droek’s wagon, now is the
time to do it. You should also have completed your exploration of the woods,
the swamp and the Urbish mines at this point. Once in Yvel Woods, you should
make your way north to Vulture’s Chasm. Although there is no way to cross this
ravine, you will find another Valean’s Cube here after killing one of the huge
orcs guarding the chasm.
Beware the ferocious strength of the great orcs that roam Yvel Woods, as they
are far more formidable then the orcs of Opinwood. Now make your way to the
White Tower, and locate the Crucible of faith. Once you have the Crucible, you’ll
have to use un your Valean’s cube to dispel another one of Scotia’s barriers
to get to the City of Yvel. When you dispel this barrier, you can get into Yvel
and get the final ingredient for the Elixir, Earth Powder, from Sadie. Return
to the White Tower and mix the Elixir to heal King Richard. After doing so,
you’ll want to return to the city, meet Geron (Don't mind him- you'll get to
'deal with him' in LOL3!), and then find Dawn... or is it... You’ll run into
her just as you’re returning to Opinwood. She’ll ask for her key. You may have
to fight her (in her ugly lizard form) before returning to the city to find
Geron again.
WHITE TOWER
The White Tower is home to the warrior maiden, Jana, and her Amazons. You will
need to locate the thief Lyle and get the Amber Ring from him to open the passage
into Jana’s secret chamber. Once you have fought your way past these formidable
foes, use your Valean’s Cube to battle the undead spirits that haunt the highest
reaches of the tower. On Level 3, you will find the keys needed to enter the
sub-level of the tower, and find the Crucible of Faith. Use it to plunder the
treasure found beyond the doors of faith back on Level 3. Once you have succeeded
in your task, it’s time to head to Yvel City. After gathering all four ingredients
for the Elixir, return to the tower. Replace the Crucible upon the Altar DeBlanca
(it’s pretty obvious how this works), and use the healed altar to mix the King’s
Elixir. Once you have the Elixir, it’s time to return to Yvel City yet again.
CITY OF YVEL
At Yvel, you’ll want to visit Sadie’s shop after you get the last part of the
riddle scroll deciphered. If she can read it. she’ll give you the last ingredient
for the Elixir. After you get this, return to the White Tower in Yvel Woods.
When you’ve made the Elixir, meet Geron inside the Council Hall. He’ll tell
you to find Dawn, whom you can find outside in Yvel Woods. When you return to
Geron again, he’ll tell you the city is under attack. Fight in the city until
you hear Orc’s battle horns sounding "retreat." Then go to Bruno’s Lodge and
go through the back door (which is now open). Beat the Great Orcs camped out
there, and enter the Catwalk Caverns through the secret passage beyond.
CATWALK CAVERNS
You’ll need to defeat the Dark Commander Frendor to get Geron’s Key, the black
Statuette, and the Dark Gauntlet. Use these artifacts to make your way through
this sinister maze. The activate-and-replicate puzzle in the north does not
need to be completed, but if you succeed in solving it (by pushing one of those
moving white dots on the walls one each down the three the halls by using the
hand of fate spell or the dark gauntlet), the great sword "Justice" and the
Valkyrie crossbow are excellent choices for mystical duplication. The dangerous
electrical elementals here in Catwalk can only be defeated with powerful Lightning
magic, which overloads them. Beware these creatures, for they can sap your party
of their magic. If all else falls, use the Wand of Lightning that you found
in the White Tower Level 3. Use the gauntlet to 'open' certain walls. Collect
the two keys needed to open the locked door to the east of the entrance. Beyond
this door you will meet the Xeobs and the Knowles, other-dimensional beings
eternally at war with one another. You will be requested to help defeat one
of the two races. The outcome of your quest will be the same no matter which
of the two races you pick, but you might note that the Knowles are easier to
defeat. Both races will reward you for defeating their respective enemy: the
Knowles will reward you with an advance in magic skill, whereas the Xeobs will
advance your fighting skill. Once you choose an alliance you will make it to
the dungeons of Castle Cimmeria.
DUNGEONS
Once in the dungeons, you must defeat the enemies of the race that you sided
with in Catwalk Caverns. Save your game often here, as the members of both races
are tough, and occasional setbacks are almost certain. You must kill each and
every remaining member of your chosen enemies. Once you locate the teleporter
to the home world of your allies, you have the opportunity to betray and attack
them. If you do this, you will get the key to Castle Cimmeria immidialy but
you will have forfeited the level bonuses that would have been granted to you
by your sponsors. It is best to finish out this minor quest, and reap your rewards
before you move on to the stairs leading up into Castle Cimmeria. Your patrons
will also give you yet another Valean’s Cube, which will be useful in the first
level of the castle. Make sure you get Nathaniel’s Pyramid Key, and then find
the diamond that can be used to free Dawn before ascending into the castle.
CASTLE CIMMERIA
Castle Cimmeria is where you will end your quest, heal King Richard, and catch
up with Scotia. Once out of the Dungeons, find the Crystal Ball imprisoning
Dawn, and use the diamond to free her. Then recover the Cobra figurine on Level
1, the Dragon figurine, also on Level 1, the Unicorn statuette found on Level
2, and the Humanoid figurine, well hidden on Level 3 of Cimmeria. Once you have
all four figurines, return to Level 2 of the castle, where you will find the
room where King Richard’s tainted crystal casket has been left. Place the figurines
so that the beam of light dispels the tainted shroud on the casket and place
the four Pyramid Keys (Dawn’s, Geron’s, Nathaniel’s, and Paulson’s) on the Crystal
Casket in their proper locations. This will free King Richard from the protection
of the Crystal Casket. Now you must act quickly, and apply the Elixir to Richard’s
resting form. Once he awakens, Richard will give you his ring, the Shard of
Truth. Merge the Shard of Truth with the Ruby of Truth to create the Whole Truth.
Then, armed with the Whole Truth and your instincts, you must hunt down Scotia
in the heights of the castle, and defeat her once and for all. Save the game
before entering. There are only three different time you can use the Ruby of
Truth on her; if she turns into a the Executioner (multi-eyed beast), then you
are too late and cannot 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!
All the information above is taken from the official Hint Book.