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Lands of Lore: Guardians Of Destiny- Detailed Walkthrough

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

Solution 1: Good Luther
Solution 2: Bad Luther

Good Luther Solution

Part 1
This game is all about doing your own thing. You have to do your own exploring, in your own good time and in any way you like - and take your own decisions at every turn. Investigate at will; the more time you spend at it, the more you'll find. Particularly at first, you are given every opportunity to feel free. Try just about everything - hack at things, jump over things, go swimming - do anything you like and find out your limitations and your powers. Into the game proper, bear in mind that there are more items in this game than you can hope to cope with.

In every scenario, find a nice clear space in which to drop the stuff you don't need just yet, but from which you can retrieve it before you go on to the next level. Mostly, there is no return. If you throw away an important item, it will return to you along with an image of the Draracle appearing; and if you drop an important item, you will hear Luther say "I wonder if I should have done that." If you are really at a loss as to what to really discard, ingredients for spells are a safe bet. Another is lesser weapons and armor- there is no 'money' in this game, so don't worry about selling or buying anything.

Which brings me neatly onto the subject of combat. Most beasts will leave you alone if you don't attack them - if you do, their friends and relations tend to join in and you can find yourself in real trouble. Still, if you do not fight, you don't advance so fast - and you need the experience points. It is best to pick on isolated creatures whenever you have the chance rather than start an argument when there are several of them around, since they'll all turn on you. Some can be killed from a safe distance, but any which have the power to cast things at you, be it poison or spells, are best fought at close quarters.

Draracle's Caves
Your first weapon is going to be a large stalagmite crystal. Ditch it when you kill a guard- you can click on his body to get his sword and possibly a shield. The stalagmite has only one other purpose in the game- to open doors in the absolute last board; but by then, you'll be strong enough to hack through them. Actually, the only really useful item here is the Cave Aloe, which heals you. Head generally North (without neglecting watching the map to make sure you cover all the ground). Follow the arrows you'll spot on the walls. You might like to pick a safe fight or two (i.e., fight one guard at a time), just to get yourself a sword and a shield and collect experience points. Avoid the three archers at the entrance, they'll kill you for sure. Still, you might find it fun to see what happens if you do try to run through - but save your game first.

Carrying on, when you come to some fireflies over a big rock, click on them and then follow them. You will metamorphose as you come to a low entrance on the rock. If you become the Lizard, go through. If you become the Beast, turn right around and follow the right wall till you come to a large boulder. Walk against it to move it out of the way. Proceed along here till you come to a lit room with two columns barring the way. Walk around the one to the right and push it against its fellow. Then go to the front and push it forward. You'll soon be able to get through. Past here you will come to several doors, all of which but one will open by just clicking on them. When you are in front of the one which won't, turn right and cut the chain with a sword (just click on the sword symbol). Inside, find an ancient magic stone- if you right click it on the portrait, Luther gets extra magic power.

Check the other rooms. In one of them you'll see some crates. These can be piled up in front of the smooth wall to climb up and find a hidden stash in a niche. In the other room, tucked in a very dark corner, you will meet a Orc on whom you can click for a conversation. Speak to him twice and, when he expresses a wish to sleep before he fetches you something or other, let him sleep - if you poke him once more he just dies. Don't even bother to come back to him.

I expect you'll come across a lot of waterfalls NE of a big pool. If you go to the waterfall to the N and smash the gushing water stalagmites with a weapon, this has unexpected results- goodies will by lying around and something will float from the center of the pit. Then move on. In your travels, you might find yourself peeking through a gap at a guard - on the floor, an oil lake. Cast Spark to fry the poor fellow, but back off quickly or you will get burned, too. Now go inside and pick up his burn mail. All of this, you realize, is to let you learn how to come to grips with the game. Whatever you chose to do here, matters not at all. If you see a large lava pit, it's best to just go around it, but if you want a tough little fight, there is a ramp that goes down into the pit and you can battle two giant cockroaches. Only attempt this in your human form.

Carry on exploring till you come to a bridge over a river. A door opens and a guard talks to you. If, facing the bridge, you look to the left, you'll see a lever. This opens another portcullis around to your right and you can go into the guards' rooms and pick up some goodies. Cross the bridge towards the big doors, but don't be in a hurry - there's some more fun to be had. If you hear the words "Hey, you!", that really means YOU. You can run towards the Draracle's room like a coward, and the Draracle will turn them out, or you can go back across the bridge and dispose of them like a hero. OR, when you see soldiers coming along the bridge, cut the chains to have a section of the bridge collapse (with the soldiers on top) while you back off to safety! If you do this, Kennith will follow you into the Draracle's room, and he will be turned away. So, face the large gates and enter the Draracle's lair to finally speak to him.

  • Items to find: Stalagmite (grows in large crystals), Cave Aloe (grows in the cave), Short Sword (found on the bodies of dead guards), Shield (found on the bodies of dead guards), Burn Mail, Orc Mace, Ancient's Stone, Halberd, Hand Axe, Mana Foil, Guardian Globe, Pyra Pod, Light Crossbow.
  • Beware: Guards, cockroaches.
  • Draracle's Museum
    After you exit the Draracle's Chambers, go back. After you exit again, then go back again! You'll overhear Dawn, Baccata and the Draracle speaking. Then exit and continue along; you'll come to the Shining Path- that mirror behind the bars. You can pull the lever to remove the bars and walk into the mirror to get the Southern Continent- or you can sneak into the Draracle's Museum! First, collect the goodies on the table. Now, there will be many of those skeletal guards in the museum, but they won't attack you unless provoked or if you steal artifacts. If you want to test your skills, try to kill this skeletal guard (you may want to consume a champion stone first). The entrance to the museum is behind the tapestry- touch it, then touch the wall behind it. Once you go in, there's no returning.

    This level is an alternate rout to the Southern Continent, if you didn't take the Shining Path. Move through the door and go down the dark hall. Advance and click on the Orb. We seem to be in some sort of museum. Back off a little. To your right you will find, on the wall, a triangular Skeleton key. Keep this key in your inventory where you can see it. The creatures in this area will come after you to take this from you, and you are going to have to fight tooth and nail to keep it. A way around this is to leave the key in the next exhibit you pass, and when the cost is clear, run it to the next one you find. The skeletal guards won't come after you if the key is in an exhibit. If you are attacked, every time you fought and the key is missing, search the body of your victim. You might even have to run after the thieves. So, you don't need the key to get through this level, but it is extra fun. Also, you can save this key and use it in a level much later if you wish, or you can just take time to find a new one once you get there. Anyway, continue on.

    In front of the orb, a tile on the floor can be moved and a stand will arise. Use the key on it and the wall at the back will open. Go in, cast Spark at the torch and then take all the scrolls. Open the hidden panel to your right and cast Spark to light the pilot torch to light up the whole level! Leave the way you came in. Should the wall close before you can get out, a lever to the left of the door will open it again. Retrieve the key from the stand. Spark all the torches you come across, and break all the vases you find. You want to collect two ivory chips from the vases on this board for use later on in the game. It's not vital that you keep them, but it will make things easier on you. Luther in the end. You will hear him say "Ah-hah" when you find either of them.

    OK, just check your map and explore! There are many secrets, too many to mention. Just make sure you find all the items listed below. Use the triangular key on the stands by the exhibits to find out what they are all about. If the scenario is a bit dark, walk up to the dim or unlit torches and cast Spark to light them up. When you come to a barred room which you cannot enter, stand on the right side and cast Spark, you will be able to see and pick up a green gem. Equip it to your body- it gives you a bit of protection.

    Carry on for now. You will come to a huge blue gem. Placing the key in the stand, the room will light up, as will the gem. After you've heard what it's all about, you can hack away with a sword and get three chips off it. If you click them on the fire around this room, they are charged with the fireball spell. You can only use them once, and this is the only place to recharge them. For an extra measure of fun, find a skeletal warrior, attack them and lure them back to this room. Now you can use the fire ball crystals to attack the skeleton, recharge the crystals in the fire, and continue until the skeletal warrior is dead- you will end up gaining an extra magic point.

    In the center of the level, you will find an axe over a stand (this axe is extremely useful because it can be thrown when you need to hit something from a distance and it comes back to you). If you're not when you pick it up, you'll find yourself submerging into a sewage area. You'll turn into a lizard, so you can squeeze up the liquid run off area and you'll end up in the scroll room behind the orb. To get out, find the lever on the left and the wall will open leaving you at the orb.

    The little area with the floating Great Worm is more that it appears. There is complete blackness around the Great Worm, yet you can jump to the right inside the area onto a ledge. Save first- you'll have to do this many times before you do it without falling to your death. If you're successful, you'll see darkness, then here a heavy stone door slide to reveal a secret room with four vases inside. Break them open to get some goodies. After a minutes, another door will open, revealing some light and a teleporter that will bring you back to the entrance of the Great Worm exhibit.

    Another exhibit will give you a broken sword. Hang on to it! When you find a door on the wall which will lead you downstairs, you will be able to pick up the Prism Sword. This is the best weapon to be had at the moment. Go back and keep exploring. In a room full of paintings, naturally you will use the triangular key to hear all about the paintings, but click on the one on the far wall to reveal a lever. This opens a gate at the next complex of rooms. You can also just use the key to open this gate. One of the rooms inside contains an hourglass- this is your way out. Don't do anything here until you are finished exploring the whole level. Once you've been all around, go to the hourglass room. Break the hourglass with your sword. If you make an immediate right you will see that bits of the wall have fallen off. Hack away at it with and then go through the opening. Do so quickly or you'll grow old and die. Follow the corridor until you come to a barred door, go through and kill the skeletal warrior, that's guarding the door ahead. Before going through, find some Dragon Blood vials in the room, then head towards that dragon. Touch him to chat and he will take you to the Southern Continent.

  • Items to find: Longsword Prism, Fine Long Sword, Thohan's Broken Sword, Axe of the Long Arm, Chain Mail, Champion's Stone, Dragon Gem, Lightning/Fire Crystals, Ivory Chips, Dragon's Blood, magic Scrolls, Speaking Stone, Coco's Cap.
  • Beware: Skeleton Guards- they will attack if you provoke them or take museum artifacts.
  • Huline Jungle
    You might like to start by discarding here anything you don't immediately need. Just move ahead- you'll meet a two-headed beast, if you attack it, it will throw poison darts at you. Just follow on till you get to the village. An old man will tell you some people are missing and won't let you through. You might as well aid in the search because you need to get into that village. Wandering around the jungle and following rivers is fraught with danger, particularly if you fall into deep water (oh, do- save first and have a go, it's really worth seeing). If you spot an isolated rock spouting water, attack it as you did in the Draracle's cave and it the river bed will dry out. In the north end of the dried out river there is a hole- the Lizard can squeeze inside and get some goodies. And don't bother save up all your magic items and Ancient's Stones- use them when you need them (you'll be strong enough by the end to not need them).

    While you are exploring, keep your eyes on the ground and see what you can pick up. Some bushes with paler and darker leaves give you aloe (healing). If you cut the trees with a yellow blob at the bottom, you get ironwood sap, and you can find some wax from hanging hives and, by a small waterfall. Mind Clusters are hiding by the small waterfall near the Imp Shrine, which is a small temple with several statues all around a circle on the ground. Up the stairs is the Summon Spell. If you got this spell in the Scroll Cove back in the museum, then don't bother getting this scroll- it's a deadly area. If you click on the wall behind one of the statues, it opens out. On the same side, but nearer the arch though which you entered there is a hidden panel with a lever. Using this you can lift the statue in front of the secret door and go through it. Pick up goodies and take the path out to another part of the jungle. If you turn into a lizard, then there is a lizard hole by the river that leads to the same area.

    To the South West of the Jungle, and going between some large green mounds, you'll find Kityara in her Hut, who will give you free goodies, and will trade you a power orb for the Fire Storm Sword. She also tells you, amongst other things, about her son Daniel. She is important and you will be meeting her later on. West of the Jungle (above the Hut) is a waterfall. Approaching, you'll get a close up- click on the right and you'll enter a cave in which there is a skeleton and another Speaking Stone. Click on the water to get a Lightning Crystal.

     

    When heading for the Hive Caves, you'll find that they are hidden behind a maze of thorns. You have to be careful because they suddenly grow and leave you cut off and disoriented. Keep an eye on the map and, if you feel there should be an exit in a particular spot, hack away with one of your weapons to get through; better still, cast Spark. This prevents the thorns from growing again and also marks your path rather conveniently. At length, you will come out into a clearing- search for the cave opening in the rock and enter to find the missing Huline girl.

     

  • Items to find: Great Sword Firestorm, Daniel's Knife, Axe of the Long Arm, Gargoyle Bracers, Longbow Defender, Dagger, Summon Scroll, Strom Crystal, Ancient's Stones, Speaking Stones (2), Wax, Aloe Leaves, Ironwood Sap.
  • Beware: the wild life will only attack if provoked.
  • Hive Caves
    Make sure you visited Kityara for weapons before entering this cave. When you walk through, don’t worry about the clouds of gas, but do worry about green bursts of liquid as they can poison you and watch out for cliffs, falling rocks, and lava. There is an Executioner, the first spider you come across. You will find Plate Mail Vest in the Executioner's nest (a messy bit of something or other). He won't necessarily harm you, as the Huline woman suggested. In fact, if you lead the Hive Warrior (the latter spider which you will find past the Ancient Ruins lift) back to this Executioner, they may even attack each other, and you can watch this through the cracks in the walls. Otherwise, it's a really tough fight. Either way, the Hive Warrior must be dead in order to save a trapped Huline woman.

    You soon come a chasm and you won't be able to get round it on the South side unless you are the Lizard. Alternatively, hack away at the overhanging stones in front of the chasm to create a path (or just touch them in your human form) to walk across.

    If you head roughly East towards a lava pool (jump from one slab of rock to another to get across- use a level two heal to protect your feet!), you will come to two statues guarding a large sword- if you want it, grab the sword and get out very quickly, otherwise you get crushed to death. You can only use this when under the influence of a Champion Stone; the sword has a good attack but not worth all the trouble to use it. Collect the amber that lies around in the amber cave.

    Towards the north, you will find a pathetic little pile of bones which belong to the girl you saw in the intro. And please don't mutter "serves her right!" Move on East of here and you'll hear her mother whimpering. To free her, kill the Hive Warrior, then go meet her. Before you follow her, just go round here to the North West area of the caves. You will come to a tiled room. Before you enter it, note the runes to the right (sadly, these are not the runes you are looking for), on the wall. Enter the room and look around. This is, in fact, a lift - but you can't use it yet- you'll get a flute from the Monastery to activate the lift. Go make your way back to the village.

  • Items to find: Reaver of the Great Orc, Plate Mail Vest, Amber.
  • Beware: Executioner and Hive Warrior.
  • Huline Village
    This time, you'll be able to enter the village. Explore it and talk to absolutely everybody. After you've talked to the magician fellow, you can take anything you can lay your hands on around him- particularly, get the Speaking Stone on the floor, to the right of him. He is able to mend that broken sword from the museum... in exchange for an orb of power. A visit to the thief's den is worth the effort, if you can find the password. The thief will offer you Kityara's Great Sword Firestorm in exchange for a spot of murder, which will get you banned from the town. In the meantime, pick up the key on the right and the green poison alongside.

    This key will open some of the locked doors in the village: apart from a lot of ingredients, you can pick up a really nice crossbow. You need to visit the tavern and speak with Baccata. When you've finished doing the rounds, you have a date on a bridge and you know you must go to the Monastery. This is roughly to the South East of the jungle- across a large bridge, and the beast is too heavy to go across.

  • Items to find: Skull Key, reforged Great Sword of Thohan, Great Sword Firestorm, Wax, Crossbow Snare, Throwing Dagger, Vel's Fruit, Ironwood Sap, Recipe Scroll, War Cluster, Speaking Stone, Cave Aloe.
  • Huline Monastery
    When you arrive, click first on the arch leading outdoors and talk to the brother you'll meet there. Exit by using the arrow which will appear at the bottom of the screen when you move the cursor there. Next, click on the archway to the left. You have an interesting conversation with Dawn. Exit, and click on the door directly in front of you, and you have an even more interesting conversation with another brother. You can't enter his room until you have saved the girl from the Caves. Now you know you have to get a copy of the runes with the wax (so make sure you have two bits of wax, the other is for Dawn), and you have a flute which will let you use the lift you saw before in the Hive Caves.
    Once you have two wax impressions of the runes, give one to Dawn and one to Brother Julian, and he'll give you a power orb- its use is very ambiguous to Luther. Finally, speak to Dawn in the Library. As you leave, she gives you a very useful Damper spell. You'll learn that you need to go to the Southern Continent, across The Bane River, for more answers, also, you promised to meet Baccata, didn't you?

    Before you exit, click on the door to the left of the picture, you'll meet a very odd chap called Rixx. Go through the other door and you will come to a room full of crates. Blow away the bookshelf to reveal the Dark Halls... it's simply a side adventure, and not necessary. If you pile crates in front of the hole, you can climb them and jump into the room beyond.

  • Items to find: Flute (from Julian), Power Orb (from Julian).
  • Dark Halls
    Explore. It's a bit difficult, but just hack at the spirits/shades. It's best to have the Great Sword Firestorm or Thohan's repaired sword in hand for this adventure. Click on all book cases, and search through chests for goodies. You have to be careful here when you explore, and not only because of the blue nasties which attack you, but the walls close behind you as you advance, so go slowly and don't be in a rush to climb up the stairs. Keep opening the slats on the walls and peer into other rooms. A tantalizing sight! Do your best to get into them.

    For instance, in the case of the very first room, to the right of the entrance, when you open the slat you will see inside a crate. Poke it with your finger to reveal the explosives inside. Cast Spark at it and a hole will be blown in the wall, crouch and go in. Pick up the scrolls. An oval chamber to the North East contains two nasties- find the chains quickly, pull them and daylight will come flooding in. The ghosts disappear; pick up the red Vel's fruit, which cures poisoning (as does Heal Level 3).

    If you come to a corridor, you may find Rixx. He is possessed and he is telling you to help him. You should have found the Prism spell scroll at the very beginning of this level in a book case. Use Level 1 of this spell to cast light and blind him once or twice. This may help him, but if he still attacks, just kill him, and collect his plasma staff. It's a good ranged weapon, but a sucky melee one.

    One chamber worth getting into was through an opening in the South, going North. You enter a room, hack the wall with the crack and pop in to find some really good stuff. Eventually, you'll reach the last floor and you will be trapped. Ignore the large circular room to the left as you advance and move to the metal door at the end of the passage. Pile up a couple of crates by this door, but open them first clicking on their tops. Then step well back and fire the at them with the Plasma Staff or Spark spells. They will explode and destroy the door. Enter and pick up all the goodies you can, particularly the Speaking Stone. Colim's amulet is in a bookcase, it's good for preventing spell drains.


    Now, have a quick look at that circular room. That's your way out. You can do two things here: A) open one crate and drag it to the sixth boarded up window from the left, and blast your way out of there (the rest of the windows are barred) and jump out of the hole into the jungle, or B) open six or seven crates, and blow the boards off of the first six or seven windows to destroy the globe, and you can jump out an even bigger hole!

  • Items to find: magic Scrolls, Ancient's Stones, Vel's Fruit, Rixx's Plasma Staff, Shield, Speaking Stone, Stone Bracers, Fire Shield, Gauntlets of Striking, Colim's Amulet.
  • Beware: Shades and possessed Rixx.
  • Ancient Huline Ruins
    Make your way to the Hive Caves. Have another look at the runes on the wall before you enter the room with the lift, just to remember their order. Step on the square platform sticking out and use the flute by right clicking it on the portrait. The lift will come up. Step on it. You will see a vertical staff with runes on it. The top one corresponds to the top floor (the one you are on), Level 1. You can visit all the other levels by clicking on each of the runes. The only level you actually need to visit is the very last one. The other's are for the more adventurous type, and you get some awesome goodies.

    Level 2: touch the three hanging blocks. They will drop into place to reveal a healing fountain.

    Level 3: An Executioner guards a hole in the wall. You can kill it from a distance with crossbow Snare (from the village). You can crouch and go through the hole to a chamber. Pick up what you see and search the nest.

    Level 4 & 6: pick up the Speaking Stone on the floor and crouch to go through the tunnel towards Level 6. Press the keys around the cat block in the same order and number of times which you saw by the entrance to the lift in the 1st floor. This opens a door up a ramp. Go up and maneuver the blocks into their matching niches, with the cats facing out. A gate will come down over each block when you are successful. Once they are all in, this opens up two of chambers which contain a bow and a shield. Picking them up will cost you health points. Be quick and use a Level 2 Heal spell for some protection. Also, in the room with the niches, now filled and barred, there is a hole in the wall. It is worth your while to hang around till you turn into the Lizard and go in to retrieve the goodies. Find your way to the lift (you're now on level 6) and call it by pressing the green tile on the green pedestal. Step on the lift and pick another floor to explore.

    Level 5: Turn the blocks so that all the cats are facing forward. This opens up a secret passage- go down the long path, and along the way, you'll come to a pile of rocks with an arm sticking out. You can take the Ring of Regeneration off of the hand. You can go back up, or head to the bottom for a little fight with another Hive Warrior. It's not so tough this time, is it?

    Level 7 & 8: if you are the Beast at the moment, wait until you are Luther. Step on the round room, grab the heal scroll and keep walking around the edges to avoid the large rolling boulders. You'll exit onto level 8. Have a look around. A passage leads to a lit room, but is block by a rock fall when you try to follow it. At the next passage, you will notice a niche in the wall composed of two tiles with cats on them and another tile in the middle, with an indentation on it. Use the flute on this tile and advance with care- if you see some blades on the wall, wait till they explode, or use the hidden door to may your way around them safely. On the other side, move along and to your left- as you go through here a boulder falls through the roof and opens up a pit. Try pressing the tiles either side of the wall. A pedestal rises from the floor and you can't do anything with it. Is this a red herring. Light the burner and step into the pit. By clicking on the beast to the right, you get an Ancient's Stone. On the left is a strange looking bowl- you've found the runes! Make two copies of these runes by clicking two pieces of wax on it, and now go give them to their recipients.

  • Items to find: Net of Exile, Lightning Crystals, Speaking Stone, Ring of Regeneration, Deathstroke Shield, Kelen's Ring, Longbow Shift, Ancient's Stones, Wax Impressions of Runes.
  • Beware: traps, Executioner, Hive Warrior.
  • Huline Jungle
    OK, now you are back in the jungle. After Dawn speaks with you at the cave entrance, go back to the monastery and finish up your business there (see Monastery above). Now, it's decision time with you, you could A) Go to Kityara and swap your orb for the Great Sword Firestorm; B) Give the orb to the Magician so that he mends the broken sword (remember the commentary on one of the paintings about the next hero of Gladstone?). You could just kill the Captain and get the Fire Storm sword as your reward from the "merchant" (thief), and he will let you out through the back of his den (you can't go back to the village, but do you want to?). If you end up keeping the Power Orb, it can serve as minimum protection. It's all up to you.

    Now, if you left any items at the start of this level, you will want to go back to retrieve them- if you want them. Wander around Southwards to find Kityara who is now in the jungle (if you haven't found her already)- she will give a you knife for her son. Hang on to it- it's important. Before you head East to the bridge you might like to hang around for a while and kill plenty of those two headed cats to build up experience points. Believe me, you won't want to tangle with the beasts in the next part of the game. Also, once you are across the bridge, you won't be able to come back. By the same token, discard here anything you really don't need, such as the lesser weapons and armor. Combining recipe items at this point will give you more room in the inventory and some useful items- you may want to save some items to combine with future stuff you find. When you get near the bridge, you'll meet your four-armed friend. After a conversation, he will lead you across. You follow him automatically. After the spiders destroy the bridge, head towards the thorny gate and follow the path to the Southern Continent, with Kenneth hot on your tail.

    Part 2
    This will begin the third CD, and this is where you finally find answers to your dilemma, but in doing so you learn of a greater dilemma- the one Dawn was researching.

    Savage Jungle

    This jungle is slightly smaller than the previous. You will advance and speak with Daniel automatically. Give him the knife his mother gave you, and he and his folk will retreat back to their camp; pick up the knife off the floor and find the Wild One Village (to the North). At this point you might like to examine your inventory and discard anything you feel you don't need just yet- you can always come back and retrieve it. Leave room in your inventory because you are going to find many new things.

    Go explore the jungle. You will find some traps covered with straw on the ground- it's best if you carefully trip them and then the rope which holds the stone. This is ensure that you don't get caught up in one of them later. You will meet horrible little bird-like creatures. Mostly, they won't attack you if you leave them alone. However, if you do attack them, they poison you- others join in and fight you from a distance. Once dead, though, you can get a venom sac from them, which can create poison for your blade if you combine another item to it. If you happen to walk into some dark, hollow tress, you may find some Lamplight Eggs which help with night vision, and you may find some holes- there are hopper tunnels that run below the jungle. They mainly lead to other hollow trees, but one tunnel will lead you into the Dracoid Ruins. In the very middle of these tunnels, you will find three Ancient's Stones.

    Okay, to the South is the Ancient Huline Temple. When you get there, watch what happens. You have to go into the mountains for the 'key,' but you cannot get there until you place a huge Larkhorn, that guards the entrance, to sleep. Go find the entrance to the Dracoid Ruins, it's a large pit. Also, find the entrance to the Dracoid Cemetery- you can't get in without some type of key. There are two areas that you cannot get into just yet, such as the locked building to the South West of the jungle, and a hollow tree to the North West of the jungle- it's a building in which there is a semicircle of torch stands, lighting them will allow you to reach the door above- however, you need some sort of key to enter.

     

    Keys. It's a recurring theme; and you thought Throne of Chaos was annoying with the whole key thing! Okay, for now, just talk to the Wild Ones. To the North, you will come to the settlement of the Wild Ones. The guard will let you pass when you hand him Daniel's knife. (If you attack any of the Wild Ones, you'll have to battle thier tribe, three of them at a time. If you succeed, you'll find a Crystal Shard on the body of the Shaman which will open the treasure cache; otherwise, you'll find two of the shards later on in the game). Click on all the huts and enter the ones that are open to speak to Daniel, the Shaman, and the herbalist- you can help herself to some of her stuff, if you want. The Shaman won't bother himself with your problems unless you join thier tribe, and he wants you to bring him a Silver Leaf as a token of faith. He also gives you the key to the cemetery- a sigil. If you click to the back of his hut, you'll meet an old friend. Okay, head towards the Cemetery for some Silver Leaf!

  • Items to find: Ancient's Stone stashes (in two locations), Control Charms, Brook Flounder, Vel's Fruit, Lamplight Eggs, Venom Sacs, Recipe Scrolls, Speaking Stones (2: from Dawn and Wild One Village), Dracoid Sigil: Cemetery Key, (Crystal Shard: treasure cache key- Kiernan's Circlet, Amaranth Serum, War Blade, Recipe Scroll, Dampen Charm).
  • Beware: the wild life will only attack if provoked.
  • Dracoid Cemetery First Trip
    Use the Sigil on the gate to open it. So where's the Silver Leaf? The dead arise from the graves behind the gates and wonder around aimlessly. Leave these gates closed- the less walking dead, the better. Spark spells and the Prism Sword would be effective against the (un)dead Dracoid above and below the cemetery. Walk around entering the mausoleums which are already open (there are two of them)- they're the ones that don't have a gargoyle statute at the door. Pick up any clear globes you see laying around (check the floors, and check the tombs for goodies). You'll see stairs going down into the catacombs- you don't have to go down there just yet; just remember where they are (mark the building on your map). If you wish to, go ahead and explore it. There's not much there, besides the Yellow Alter, which is where you will charge your yellow globes.

    Hmm, so where's the Silver Leaf? Seems like there will be more to this task than simply fetching Silver Leaf from the cemetery... You will notice than some mausoleums are locked- and that beside thier doors are statues with open mouths. If you click on them, you will see at the bottom of the pedestals light patterns of different colors: three to be precise- yellow, blue and white. Check out the map on this site to see which color applies to which building. In the end, you will need 2 white, 2 blue, and 1 yellow globes (to get into the required buildings) all of which you cannot get at one single time. If you take the time to get and extra charged blue globe, you'll be able to get the useful fire shooting Valkyrie Crossbow, which is in the other mausoleum that requires a blue globe to gain entrance.

    The map on this site will be useful here. It reveals what can be found in each mausoleum. There is a mausoleum with a slanted roof ("lizard tunnel") that reaches the ground- as a lizard, you can crawl up both sides (front and back) to get some goodies. Also, there are two mausoleums that have metal plates on the inner walls. Use the Valkyrie Bow to break the paltes, or walk up to one of the walls, make sure all the plates on that wall are within your sight, then use a Level 5 Spark spell, and all the plates will be broken- repeat for the other walls. You get one shot at breaking them all, if only a few break, reload the game and try to make sure all plates are in view. Revealed will be lots of goodies, including a very useful Dracoid Dagger. Two mausoleums are rigged to throw you down into the catacombs. Guess this isn't the friendliest place, now is it? But there are some secret walls with hidden goodies behind them. See this site's map for more details. You can actually open all of yellow key mausoleums, because they all have an extra globe inside, but you'll just have to do some running back and forth to do that. Now it's time to look for the White Alter, (the Blue alter is in another part of the catacombs that you cannot reach until you have a white charged globe) so head back out to the jungle and find your way to the Dracoid Ruins pit.

  • Items to find in the Cemetery & Catacombs: Dracoid Ankh (key to Emperor's tomb from the Priest), Glass Orbs (to charge), Reflective Plate Mail, Valkyrie Crossbow, Bezoar's Ring, Summon Scrolls, Ancient's Stones, Silver Leaf, Dracoid Ornamental Dagger, Guardian Globes, Speaking Stone, Fire Crystals, Lightning Crystal, Spark Scrolls, Mandrake Root, Dragon's Blood, Ironwood Sap, and Amber.
  • Beware: the (un)dead will only attack if provoked.
  • Dracoid Ruins First Trip
    South of the Wild One Hut, you'll see a circular pit in the ground surrounded by statues. Go to the tree trunk laying across. Jump onto work your way downwards. Find the entrance to the ruins. Make sure you have on your reflective plate mail, save your game, and proceed inside. There are pretty dangerous monsters here; it's also very dark so light up all the green crystal light poles you find.

    Fortunately, you may turn into a Lizard as you begin this level, through, so you can run like heck towards the North West towards the Mage's Tower. Though, your first right from the start of this level will take you to a locked gate that you can crawl through as a lizard, or you can shoot the chains in the distance in this room to open the gate. You'll find a Bazor ring, which you can also find in the Cemetery. As you make your way North West, you'll have to light and orb on pedestal to create a bridge for you to cross. On your way to the tower, lighting another orb will open a door to a room with a mirror inside. You don't have to worry about this yet, but walking into it will transport you to the teleporter room far across the board in the Emperor's Palace. Just pass this room and continue onward to the Tower.

    Inside the Tower, you'll notice that the staircases are protected by a force field. Ignite the orbs on the pillars to destroys the force fields. Don't forget to check the basement to find a pair of gauntlets. You'll find a dragon-like Saar on most levels of the Tower. On the second level, you'll come upon the White Alter room- a claw on a pedestal. There may be a clear globe on the floor already, otherwise, place your clear globe in the charger to charge it with white magic- it's best if you have two to charge, so you don't have to make a second trip. This is what you need to open a closed mausoleum in the cemetery. Continue upwards- you'll soon come to the alter with the Bracers of the Dead; here you will find a old Saar who talks to you and then attacks you. Fight it and kill it, easily said, but not easily done. The dead dracoid will talk to you- you don't need to wear the bracers, just keep them in your inventory: with these bracers, you can understand the dead.

     

    Right, no need to go any further. You can go all the way down and leave the Tower the way you came in. If you keep to your right, you will come to the room with a mirror- walk through it. You'll find yourself in a room with three mirrors, this is the teleporter room- facing the mirrors, the one to the left takes you to the Savage Jungle and leaves you there; the one on the right takes you back to where you've just been; the one in the middle takes you to the cemetery, so go through it. Note where you are- you can use this statue as a teleporter to go back to the Dracoid Ruins (to the teleporter room). Make sure you take with you the Bracers of the Dead and a charged white globe(s).

  • Items to find in the Ruins: Among many things... Iron Rod, Stone Cobra, Ring of Regeneration, Stone Cubes, Gauntlets of Might, Bracers of the Dead, War Axe Traitor, Nets of Exile, Speaking Stone, Gorgonite Nodules.
  • Beware: Executioner, Saar, Stone Squids.
  • The Cemetery Next Trip
    Go to the open mausoleum in which you saw stairs that lead down to the Catacombs (note that this is the only exit from the Catacombs). When you descend you'll find it hard to see because it's very dark, you'll come across distinctive burners that you can light with a Spark Spell or Great Sword Firestorm, and you'll get a bit of light. You will also be hassled by very nasty ghosts. You need to go North first and then West. You are looking for a tucked away lit room in which there is a claw like the one you saw in the Ruins. This is the Yellow Alter, and there should be a glass globe on the floor. Put what you've got into the claw to charge it. Charge an extra one if you happen to have one.

    Leave and check this site's map to see which yellow-locked mausoleums you want to explore, if you haven't done so yet. Then make your way to the Northern of the two mausoleums to the West- you can open this one with your white globe, then pull a lever by the door to open the Southern one. Go to it. You will see a barrel inside the door- go past it and collect another orb inside. Return to the barrel, and stand behind it. When the path is clear, click on the top of it to turn it on its side and again to get it rolling- it will roll towards the Northern mausoleum- follow it. It will crash and spill oil all over inside. Stand FAR back, and ignite the oil by any spark, fire, or dragon blood means. The explosion will uncover an underground complex. Jump down.

    You are now in another part of the Catacombs, and the only way out is by making it back to the stairs that brought you down here before. But before you go, you need to find the Blue Alter to charge your new found globe. It's very dark in here, so head North and keep casting Spark onto burners that you pass or hack at them with your Great Sword Firestorm. You only need two blue charged globes, but you can charge a third one (on a later trip) if you wish to obtain access to a great fire bolt crossbow. The Blue Alter room will have a globe on the floor, so charge it, and any extra that you have. You will have to come back later to get that third blue charged globe- and it's worth the effort.

    As you head South and then East to find the exit from the Catacombs, check this site's map to find two secret walls with goodies behind them. You'll come across one or two gates in which you'll have to jump over to continue forward. When you exit, head towards the East of the cemetery, and find the mausoleum that requires a blue globe to open it. This is the tomb of the Dracoid Priest, who won't give you the Silver Leaf until you do him a favor, but he does give you a urn. He wants you to go into the Ruins, find his body (in a cove to the North East, aside the great Lake), burn it and return his urn with his ashes inside.

    Before you go, A) make sure you opened all the mausoleums that you wanted to open, then B) make sure you have one remainder of each colored globe- you must have one of each color to get to the Silver Leaf. Once you have one of each color, it would be wise to place them on the ground at the entrance of the Priests tomb, so you will have some extra room in you inventory and you won't have to fear losing them. If you still need an extra globe, make sure you open the tomb with the two globes inside of it. Now, teleport back to those ruins to get those ashes!

    The Ruins Next Trip

    Now the fun part- explore the entirety of the ruins, if you wish, and kill all the Saar and Stone Squids that you see. As soon as you arrive, you could return to the Tower if you need another white globe charged. If so, go do it, and return it to the Cemetery, where it will be safe. When that's done, you are going to have a tough time. For one thing, you are going to charge into the wrong creature every few seconds. For another, you've no idea what's out there. Use the Lizard to light up as many torches/orbs as you can, keep him moving. The Beast is absolutely wonderful at killing gorgons and snake dragons - he seems to be immune to their poison and hardly gets hurt at all, but he is totally hopeless for everything else. Luther is fine for lighting things and manipulating things, and can also fight the creatures. Once last thing: save before you venture around water.

    To get to the ashes, you want to reach the very North East of the map (following the river to the North East direction). You should be reasonably well North now; you'll come near a river, check your map. You're looking for the Dracoid Hotel, near the Northernmost river before the great underground lake. It's in the middle of the board, to the North (and for future reference, directly East of this area is where you can find the Belial Statue enclosed in another building, you can mark this spot on your map). Make your way to the second floor of the Hotel, and bump against the guard railing to cause it to collapse. You can then find an entrance to a cave on the other side of the rail, and follow this path through the cave until you reach the river, and you'll see a bridge. You want to continue going North East, and you will walk on a ledge aside the great lake (this path will eventually lead you to the Dracoid Priest's body). Quite a way along, you'll see an entrance to the right, enter inside and you'll come to an antechamber. What looks like a boulder on the floor is in fact the body of the priest. Drag and maneuver it into the chamber and onto the slab. Light the two orbs and the body will be incinerated- click the urn the ghost gave you onto the ashes to collect them. Now all you have to do is to get back to the teleporter and go back to the cemetery.

    If you haven't explored the Ruins, now would be a good time. Of course, you should explore the entirety of the level, you can see many interesting remains of the Dracoid people, but there are some key things to find. To the very South East of the board (check this site's map), you'll come across the Iron Rod laying inside an enclosed area, and the Stone Cobra (a highly useful item!) which will be trickier to get so save first. It's in a house, you need to quickly get across the floor, stack boxes and reach the Stone Cobra. The area will then fill with water and you need to jump on a crate and safely get back to the other side without falling off! To the West, you'll find a speaking stone in a colored shrine, guarded by aSaar.

    To find some more goodies, in the center of the board, there is a chasm that prevents you from reaching a door to a building. There's nothing important here, but here you can find some Nets of Exile and Invisibility scrolls (keep at least one scroll to get past the Larkhorn later on). To get to the door, you need to first fill the chasm with water by breaking a blockade that is in a cave near the beginning of the water pool North East of that area (see the arrow on this site's map). Once broken, you better make a run for it so you don't drown. Then when you go back to the chasm, it will be filled with water, and you can jump onto a randomly floating door to now get into that building. Once inside, you'll have to close the door to make it to the room beyond, then find a globe at the end of the bar (yes, it's a bar and you can even get a drink) to light up the area- it's really dark.

    And for another good find, the Emperor's castle (to the North West, or teleport there) has some goodies. Find his bedroom, click on the small statuette at the head of his bed-board to reveal a secret chamber in his room with an axe inside. Also, find the throne room, click on a button on the arm of the left throne chair to reveal a hidden chamber beyond with a Ring of Regeneration inside. A locked door on the basement, just in front of the stair, can be opened by the skull key from the thief of Huline village.

    The Cemetery Final Trip
    Okay, you know what to do, just go to the ghost and give him the urn. Will he give you the Silver Leaf? Ha! No use saying you've "urned" it. He'll direct you to the Emperor's tomb, which you can unlock by using the Ankh that the priest will now give you. Collect the globes you left here, unless you kept them in your inventory- just make sure you have one of each color.

    When you're ready, head South towards the grave stone area and find the solo wall with a symbol on it that matches your Ankh. Place the key onto the symbol and an underground passage will appear. Go in and place the orbs inside the closed globe boxes, double click on the front of the box to open it, and try placing each one inside- only the correct color will be accepted. When successful, the door beyond opens. Place the Ankh into the door and it will open, and you get to go talk to the ghost of the Emperor, who, guess what, wants you to do something for him. Sigh. Okay, at least this will be fun. You need to use the Emperor's remains to awaken the statue of Belial, (hey, didn't Dawn advise against this?) which will kill the Great Worm that the Saar have been worshiping, and will also destroy to remainder of the Ruins to finally wipe out any remnant of trace of the Dracoids' shame (from their dealings with Belial). Collect his corpse off the tomb and head for the teleporter. At least you know where you are going, this time- to that Belial Statute.

    The Ruins Final Trip

    You may want to teleport to the Tower, rather than exit from the Castle, otherwise, you'll have to knock down some doors and use them to jump across the river. Considering you did a very good job of mopping up monsters the last time, you might like to explore the ruins properly, since there is some interesting stuff around and at least another Speaking Stone. So, if you can't be bothered, just head for the building in which you saw the statue of Belial, Northern Mid area of the board. Clear out any baddies in this area, you won't have time to deal with them later.

    Okay, go to the statue and place the corpse you are carrying on the golden container to the left. Watch as the statue comes to life. Follow it. You will enter a narrow passage- be on the look out for an entrance to your left. When you see it, save the game, go inside, have a look if you are not familiar with this area- to your left, there is a wooden contraption, could be a table. This will aid your exit once the Ruins are being flooded. All right, reload and continue following the statue, and make sure you have a Lamplight Egg in hand, so you'll see where you are running to after the battle sequence. Watch what happens. As soon as you have control, save and use the Lamplight Egg.

    Look at your map. Head for that building with the table (be quick), and when you get there, use the ramp on the right to jump on the table near the water fall. You'll float up as the water level increases (if you jumped onto the left table, it will float over to the right table). As you near the top of the waterfall, jump into a tunnel entrance. Follow the passage and go into the passage that takes you upwards, and to an exit. On the floor is a wooden door. Because this is rather tricky, do a quick save. Push the wooden door into the rising water, jump down onto it and finally ride it to safety.

    Savage Jungle
    Did you have nice dreams? As you wake up, by the flooded ruins on the banks of the River Bane, you'll see Dawn. She'll ask about the bracers- give them to her if you want her to help you, and she'll give you a speaking stone and an amulet- use it to add it to your Control Curse magic group- now you can control what you change into when ever you want! Now go back to the cemetery and talk to the Emperor's ghost. You won't understand a word if you handed dawn the Bracers (he's says "We are released, let us die in peace at last." Leave and pick up the new spell you'll see on one of the boxes- an icey Mist of Doom spell group. You will also see silver vines growing around the cemetery. Pick up a bunch of its Silver Leaves.

    Go to the settlement and see the Shaman. Give him a Silver Leaf and he'll tell you that you must fight Daniel in order to be initiated into the tribe. Do so, don't hold back and have the healing spell ready. After a while the fight is stopped and everybody is good friends. Now go back to the Shaman and he will give you the Amaranth Serum. Mix it with a Silver Leaf to get the sleeping potion you need for the Larkhorn and head for the Claw Mountians (towards the South East). Before leaving the settlement, you can visit two more open Huts. One of them will have a Speaking Stone inside. Be sure to watch it. Remember that locked building to the South West of the Jungle? Now it's open, and there are a lot of goodies inside of it. Now make your way to the cliffs.

    Find the cliff in the South East part of the Jungle. Near the cliff (on the side you're currently on) you'll see a spot in the mountian wall surrounded that seems to be broken down in a few spots (you can see green poisonous much all over inside). These are the Hopper Caverns. If you wish, you can go in to collect a good amount of Lamplight Eggs. Save first, there's only one way out- by fighting the Hive Queen! Make sure you wear a Bezoar ring, the Stone Bracers, or have a Heal Level 3 on to counter act the poisonous air, and have healing items ready- it's a tough battle! Just be very quick, and only attack the large, brown Hive Queen.

    Continuing on, when you get to the cliff and river, you'll see a huge tree. Push it to knock it over, and either climb over and then jump or change into the Lizard and crawl through and jump to the tree on your left. That way you can get down without getting hurt. Either way, head North with great care, hiding behind the boulders as you move to avoid the fireballs from the Larkhorn. You cannot damage the beast with weapons, so cast a Prism Level 2 to become invisible, and the fireballs will stop. Now you can simply walk up to the beast and click the Vapors onto the Larkhorn. He'll fall asleep for a long, long time- enter the Claw Mountains.

    Claw Mountains
    As soon as you are through, you'll meet Dawn again, who suggests you look for the Dream Stone while she looks for the Citadel. You can start exploring around here, bearing in mind that ice paths are slippery and the snow is unstable. Whenever possible, hug the walls along your way. Before you get to where you really need to be, there are a few minor adventures you might like to undertake; they are not absolutely necessary to complete the game and they are also a bit of a pain in the neck. However, be adventurous: Find the Barbarian Village (don't cross the icy bridge, just move past it), and you can find the Bracers of Valor hidden in a hut. The natives here give a powerful thwack with their mighty fists. You can blind them with Prism Level 1, then attack, or turn into the Beast- he can stun them with one hit!

    You really need to go East over the ice bridge. You come to an area with a lake. Go South, to find the Snow Tiger's lair, search it as a lizard and find a small cave inside. Spark the globe to raise an ancient Tower hidden under the lake. You can pick up two Ancient's Stones there and upon leaving, you may want to kill the tiger. Now, return to the lake, and jump across the ice flows to get a closer look- do you see a nice blue axe at the top? This is the Great Blizzard Axe- it's a good idea that you take the time to figure out how to get it (you must leap onto the ice floes to get as near as you can and jump to grab it, just keep clicking on it and eventually you'll get it, it will take a ton of tries). You can be in the actual water for a very short while without dying. To get back to lands, jump from floe to floe, get as near to the shore as you can and take a running leap out. Continue heading towards the North East to get to the Citadel.

    Hugging the right wall, you'll come to another entrance and you'll hear the sound of rushing water. Stick like glue to the wall as you advance on the plateau; there is an avalanche waiting to take place and you could well go down with it. If you've made it in one piece and peer over to the other side, you'll see some wooden pegs on the cliff side going down. You don't really need to descend at this point, but you can find an excellent bow, chain mail, and a ring down there. So you can head down now, or wait until after you exit the Citadel (for you'll be forced to go down there at that point) but it would be nice to have better armor sooner than later.

    Either way, what you need to do is climb down the pegs (save before you try, and do a quick save after each few descends, it's easy to fall off) and when you're at the bottom, make sure you don't fall in the water, but rather turn right and jump safely onto the snow. Cross one of the ice bridges, find a funny looking wall behind some crossed sticks and cast a fireball at it to melt it. Turn into the Lizard and go into the caves and you will come out at a place where, right in front of you, there is a warrior holding a bow frozen into the wall. Go to the end of the ledge (as a human), fireball the guy and quickly pick up the bow (just click on it) before it disappears into the water- do this quick, or you'll lose it underwater for good. Leave the caves, and get back to the snow area.

    Go half way through one of the ice bridges and wait till an ice floe floats under you. Jump onto it and wait until you come near an opening to a small cave in the wall. Save, and jump inside of the opening and get a Bezoar Ring and another recipe scroll- then, shoot a fireball at the sticks, and Obsidian Chain mail. Jump back onto a passing floe, and then wait for an opportunity to jump back onto dry land. A perfect waste of time if you already have the Bezoar ring, or if you rely on your Level 3 Heal. You'll have to climb up those wooden pegs again to return to the surface. Quick save each time you make a successful jump upwards.

    What you need to do is follow along the wall of the fallen plateau until you come to an ice chasm with ice caves inside. Follow this and you'll find Kenneth's dead body to the East. If you click on it you get a photo of his girlfriend- throw it against a wall and it smashes, producing a highly protective amulet. Beyond him, there is an ice ledge that faces another ice ledge along a large opening complex. Examine the map and place yourself in front of the ledge which projects the most from the other side, then take a running leap as the Lizard. When you are across, follow along and you will see Baccata in a bad state, he tells you the Ruloi have Dawn. Continue forward to the Citadel.

  • Items to find: Bracers of Valor, Great Axe Blizzard, Great Bow Shard, Greater Bezoar's Ring, Obsidian Chain mail, Kennith's Girl (Kennith's Charm), Ice Seeds, Tar Crystals, Recipe Scrolls.
  • Beware: Ice Tiger
  • Ruloi Citadel
    You in a lot of trouble here. Very nasty creatures indeed are going to attack you at every turn. The only really effective way of dealing with them is to get right up close and bash away with your best melee weapon. However, they never keep still and they erect pink, deadly barriers between you and them. If you nevertheless persist and dodge around and pursue them, they take flight and even go through walls. Since you must kill them all, you might as well get practice just as you go through the door, when only one will be there to attack you. If you chase it around you will see it disappears through an opening in the wall (with your back to the entrance, this is to the left, just around the corner). Aiming fireball shots, with the Valkyrie crossbow, into that opening may kill it (when you click on the weapon circle, if you are hitting a creature, even if you cannot see it, there will be a splash of blood; when the blood doesn't show any more, the creature is dead or gone).

    Once that's done, you are about to enter the first chamber. Click on the orb in the middle of the room to open the two doors. Go to the Egg Chamber first- you will see eggs in a lake of poison. If you attack an egg, a device on the ceiling will shoot rays at you. Destroy this device with your cross bow, and the lake will drain. You can now destroy the eggs and collect goodies on the floor. Make sure you find the Orb switch in this room to activate the Plasma Steps in the Slave Caverns below. Feel free to use some Ancient's Magic stones.

    Exit the room and head West towards the corridor that leads to the Elevator, and touch the orb to descend to the next level. Before you exit the room, make sure you have good armor on, healing items ready, use any magic items you wish, and save before, then you are ready to leave the room. You will enter a very large circular chamber, full of Ruloi. Naturally, you will change into the Beast and the Lizard when most inconvenient- it is best to be Luther here all the time, but no such luck. You have to have your heal spell ready at all times if you are going to survive, so you won't be able to stop yourself from changing. There are obviously various strategies to deal with this deadly section, but here is one- concentrate on destroying the creatures first- don't touch anything- lighting globes seems to drive them nuts. The best way to attack is by running around the whole board, non-stop in one direction (they can target you with magic that will follow you). Kill everything you can, but only if it is in your path, do not stop running. If you're strong enough, one or two hacks is all it will take. This will keep you out of harms way, and you can kill them off one-by-one easily. You don't actually HAVE to kill any Ruloi, unless you want to save the jailed women, which again, you don't have to.

    When you feel you've pretty well cleared the larger part of the monsters, go around clicking on all the orbs you can see. There is an important one in the shape of an eye behind a large column, which will activate the plasma cannon over head. The orbs all over the board that open up slabs in the floor to offer you lots of reagents. Take what you like, but make sure you have a Silver Leaf. You may also want to save a mandrake root for later on in the game.

    While you are wandering around you will see an entrance to a passage to the North. Move along here and click on an orb to open the door. You'll get shot at by magical pillars- just attack them until they break. Go past them and you'll come to a poison pond with a teleporter in the middle. Use poison protection, then jump on it and you'll be taken to Dawn's cell. You'll need the Dream Stone to get her out. Talk to her then leave. If you continue along here you'll come to another passage and another teleporter. This will take you to the imprisoned women. They won't leave until all the Ruloi are dead.

    If you have been all around and killed all the creatures, go to the East where you'll see some pink steps. Jump up on them- you'll find it easier to use the ledges on the actual wall to help you reach each step. You should make it all the way to the top without too much trouble. You will see a bridge forming and disappearing very quickly. Step in front of the machine spewing the plasma, change to the Lizard and save your game. As soon as the bridge appears, run across to enter the Great Forge. Walk around here, be careful of the plates on the floor, they activate the magical pillars. Find an entrance and enter the Great Forde.

    Watch the scene of a faux Belial attacking the Ruloi. At the end of the scene, the beast talks to you and asks you to come near. Oh, yeah? You know what to do- hack away at it! After that, head to the forge, it will be a room with an alter to the right, a teleporter to the left, and a pillar in the middle with a silver blob on it. BEFORE you get the Dream Stone from the claw, place your swords, one at a time, on the alter to empower them with ancient magic. You can only enchant Thohan's Great Sword (with electrical magic) and Fire Storm Sword (with fire magic), then collect the Dream Stone and step on the teleport. You'll appear at the entrance of the Citadel- GO BACK and rescue the women and Dawn. First, go to the imprisoned women. Attack the cell and a cover on the left will fall- pull the lever to open the bars. If you've missed any of the creatures outside, the women won't come out and you'll have to go searching for stragglers and dispatch them- one good way of attracting them is to turn the orbs on and off. You'll know you've killed them all when the women leave the prison.

    Go to Dawn and use the stone on the right of the force field and she will be free. She will give you another spell and will tell you she'll meet you at the Temple. Don't forget to recover the Dream Stone. Make your way back to the circular room and find the column with the ramp going up. Near the top you'll find a teleporter which will leave you by the entrance. Then use the stone to open the door and exit the Citadel- be sure to KEEP the Moonstone with you.

  • Items to find: Coward's Shield, Myriad Crossbow, Halberd Bastion, Rainbow Sulfite, various pharmacopoeia items.
  • Items to enchant in the Great Forge: Great Sword Firestorm to get Dark Sword Firestorm, and Thohan's Great Sword to get Enchanted Thohan's Great Sword.
  • Beware: Ruloi, and a faux Belial.
  • Getting Back
    Now you have the very tiresome task of finding your way out of here. When you come to the broken ice bridge, bide your time and drop down onto a floating ice floe. Wait until you get reasonably close to the accessible land- actually, you can only clamber up onto the left bank. If you haven't done so already, explore this area, then go to the foot of those wooden pegs. Jump all the way up, quick saving every time you are successful. You should be Luther to do this. Don't try for the very top one- just face the cliff and jump up then make your way back to the Savage Jungle.

    Just by pass the sleeping Larkhorn to get back to the Savage Jungle, find your way to the cliff side (be careful not to fall into the raging waters below. If you do, at least you'll have a beautiful last sight). Stand far back, and line yourself up in front of the green opening in the side of the mountain side, quick save, and then take a running jump for it. When you make it, climb up inside the chamber and jump out the opening down onto the ground. Now you get to do what you've been waiting for since you got to this Jungle- get inside that Temple. Make sure you have a Silver Leaf on you- you'll need it in the City of the Ancients.

    Ancient Huline Temple
    As you come in, you'll see a corpse on the ground of the old Huline Priest you were talking to before the faux Belial attacked. Now you get to witness a disgusting Temple ritual, in fact, you are the one performing it! Open the doors a head and drag his body into the next room, near the alter. You need to use his body to get a crystal shard. Before you can do that, notice the alter- there are two bowls, don't touch them. Also notice, the to the left of the alter, a tapestry that can be moved to reveal a passage- don't open it yet, let's take care of that Alter first. You need to place something in those bowls, which you will find to the East.

    Go East and have a look at the chapel. As you come to a second altar, an aloe leaf and poison paint are lying on the ground. Aha! A clue. Leave them for now and go into the next room- take the green shard from the pedestal at the healing pool. You will notice that this shard matches exactly the indentation in the Treasure Cache (that round building with the series of torches inside) seen in the Jungle, but you had to leave for lack of a key. Take my advice and forget it. If you go to all the trouble of getting there, clambering up the steps and then opening the grate, what you'll find inside is simply not worth the bother, it's meant to be opened if you are playing the Evil solution. Honestly. Still, it's up to you. Now, go back to the alter and pick up the ingredients, then head back to the first altar. Place an Aloe Leaf in the left bowl and Poison Paint in the bowl on the right (don't worry, you will only be able to place an the correct ingredient in each bowl). A noise at your back will alert you that things have changed. Look behind you and you will see a raised stone slab. What a lovely place to put a corpse on! Now, maneuver the stiff onto the slab until you hear a flash of lightning, and it will disappear.

    Go back to the Healing Fountain. You will noticed that a hole has appeared in the ground. This is where some lovely spider creatures may come out of and run amuck. You can cover your back by doing one of several things, whichever appeals to you the most. You can go down and along the passage, you can back off, hack at the columns and watch the ceiling fall down, or you can get in, hack at two columns, then duck as you hit the last (best done as the Beast). Next to that second alter is a secret door to the library. Open it and enter. Immediately to your left is a button- depress it to open a door to another shard room. The North West corner has a bookshelf with a yellow book on the top shelf. Pull it to reveal a hidden chamber with three Fire Crystals. Above the bookshelf to the North East corner is an Ancient's Stone- you need to stack two stools to reach it. The door on the North East side of the room leads to a dead-end in the basement- at first, it appears to lead to a blank wall, but in fact, if you step in and close the door, a stair way passage will appear. However, no need to go down it because this area is actually a way out rather than a way in.

    Exit the Library, and check your map for a newly opened room to the South East. Okay, let's go. Do you notice all the little statuettes behind tiny gates in niches in this room? Notice one of the niches is empty? Well, to complete the ritual, you need to add the final statuette here. So exit, and head back to the first alter, remove the tapestry and begin investigating. If you keep left, you will see a large chamber with two large, floating, empty dishes. This is the Balance Room, where you will place the shards once you obtain the second one. Exit and continue down the passage. All the way is the Alter of Life and Death. But before that, you can make a left. If you go South, you'll come across a sort of fountain- press the button at the entrance to release the water and an aloe plant grows, if you need it or want to use it on the second alter. The next two rooms on the left are beds- kneel down to find a Lightning Crystal and possibly Plate Mail Breastplate under the beds. The last room up this corridor is the Kitchen. Spark the kettle and get a refreshing meal! As you walk around the kitchen, a spider creature will break through the wall and barged in. You can follow the tunnel and go into the lower halls, or you can explore the rest of the level (and if you have one, throw a stone cube or two inside to block the path).

    Continuing down the original hall, towards the Alter of Life and Death, you'll pass the Priest's large bed room. Before entering it, continue into the large Alter room. If you kneel before each of the two statues, Aloe Leaf and Poison Paint will appear, and then between the two statues will appear a Cat Ring- useful for when you fall- keep it in your inventory! (If you wish, you can go back to that second altar room and place the Aloe and Poison Paint into the bowl, but all that happens is a ghostly ball of light appears in the middle of the room.) Head back to the large bedroom. There are a few things here... First, touch the panels on the bed board- they will open to reveal goodies. Then, ignite the two oil lamps and the candle on the desk- then touch the feather quill on the desk, and a opening will be revealed behind the oil lamps- this leads to the library, where you've already been. If you touch the middle of the back, left bedpost, an opening will appear in front of the bed, leading to the lower halls, in the machine room.

    In the lower halls, find the room where you see three coffins aside each other; an iron flute is inside one of them, if you find it, grab it for a later room, though it's not necessary. Also in these lower halls, in the machine room, you'll see the priest's body that was zapped away from the stone alter- you need to now finish that gruesome ritual, all the while, spider creatures will be running all around you, so keep to your human form. You haven't a hope of destroying all the spiders, because they come in waves. At any rate, click the button near the priest's body, which will send the body into the machine room behind you, onto a conveyor belt. It will be minced, and turn into red mulch. Go behind the machine and drag to trough of red mulch to the next machine, onto the next conveyor belt. Then walk around the back of the machine to see what you get this time- it is a statuette!

    You can now return to that statue room, OR you can be adventurous: go to the Southernmost room of these lower halls. Keep to your human form, and a Heal Level 2. You'll see the room where all the spiders are coming from. If you walk down that corridor, or fight your way down (be careful of the lava on the floor, and keep your Fire Shield on), you'll come to a room that has four large wooden pillars- the back, right pillar contain small niche with a Storm Crystal inside! Go a head an use it on the spiders- it's all in fun (don't bother saving it, you'll find four on a later level and by then, no creature you find will be susceptible to the crystal's powers). In the back, left pillar, you'll find a small glowing ball of fire- if you touch it, Luther will say "Ah..." but I have no idea what it does, or what it is for! The room farther back is a small circular chamber in which spider creatures are released from the floor- they crawled from their caves all the way to the Temple to find ancient artifacts to bring back.

    At any rate, once you have your statuette, head for the statue room (located between the first altar and the second area). Place your new found statuette inside the empty niche and a pedestal will arise from the floor with your second shard inside. Take your shards to the Balance room and place them in the bowls, making sure to keep the bowls balanced, or you'll get a nice fire ball bolted at you! A wall opens up. Go through to a receptacle into which you click in the Dream Stone, which raises a spiral stone staircase. You may want to put on the Catring now. Before you can raise the City of the Anicents, you need to pass three tests. Climb up the staircase and you'll enter a room with three doors to extra-dimensional areas: you are facing the Path of Life, Death, and Balance. (You can also climb down the staircase and enter the spider room as previously mentioned, for some extra hacking fun, and get a storm crystal while you're there.)

    It doesn't matter which order you enter these rooms... Go through the door in the center- you will be on a tilting floor. You should use a Lamplight Egg to see what you are doing. The idea here is to press four buttons (two on either side) when the floor is tilted in a way in which you can reach them. You'll be hassled by the hoppers you met in the Jungle- just ignore them. When the floor is level, go across, but DON'T pick up the Jakar Idol yet. Rather, go behind the alter and get the goodies in the back of the room, then pick up the Idol. You'll appear back in front of the entrance.

    Through the door to the right, you just have to brave the poisonous & flaming passages- cast a Level 1 Mist of Doom spell onto the green head to freeze the area in time for you to run by, then get a Mist of Doom scroll and press a button at the wall beyond. Use the scroll on the way back, and repeat for the other two passages. Once all three buttons are depressed, a bridge will come down at the other end of the room and you can cross it to get another statue- but DON'T touch it yet, go beyond the statute to the wall, touch the tapestry to tear it. There is a recipe scroll there, but that's not all- touch the stone wall inside to reveal the Noble Valkyrie Crossbow and a guardian globe. Then take the Idol, and you will appear back in front of the entrance.

    The last door, all the way to the left, leads to and area with you will have to jump from plinth to plinth to reach some buttons. Use a Lamplight egg so you can see, and ignore all the Dragon's Blood bottles you see lying around. First you have to press two buttons, one to the North West and then the one to the South West. With every successful leap, save your game in a new spot, rather than fall and have to retrace your steps- it's easier to just reload and continue on your way. You final button is to the North East- use your map to see the best way to jump to get to where you need to be- the lizard can make this jump better than Luther. Once you hit the final button, just line yourself to the to the East and use the lizard to make a running leap. Once you've made it, cast a Level 2 Heal, because you'll have to run up a path to the final Idol while getting hit by Chain Sparks along the way. Make sure to get the Heal Scrolls before you get the Idol. Now you'll find yourself back at the entrance.

    Beyond these three door there is a pathway. To the right, you will see an indentation for the flute, place it here, otherwise you'll have to use a Level 2 Heal and run through ignited fire. Advancing along here you will see some blades- use the secret door to your right to bypass them. As you emerge back into the corridor, cling to the right wall as you walk forward, otherwise you'll trigger a trap. At the end of the corridor, don't press the buttons. Move into the chamber instead (jump around the wall if it didn't disappear) and place the Idols in the pedestals thoughtfully provided for you. Some stairs will appear. Before you proceed, make sure you have a weapon based on fire, and one based on ice; they can be bows or melee weapons, you'll need them for the next level. If you do, then proceed up the stairs.

    Chamber of Voices

    Now that you've proven yourself, you are granted access to the Chamber of Voices, which will allow you to arise the City of the Ancients. To get there, you need to go up the stairs that have appeared, and cross into a room with a platform that may sink if you stand on it. Even in your beast form, you are not heavy enough to lower the platform to the Chamber of Voices- you need to kill a few hoppers that trot around and drag them onto the platform, you will then sink into the Chamber of Voices. There, you will meet a faux Belial- kill him, and check your map to see which door will lead into the Chamber of Voices (for the other will teleport you back into the Jungle). If you don't have the Dream Stone on you, you're head will explode from all the Voices! Coming to a stand, place the Dream Stone on the pedestal. Then there is an animated bit and you see the City of the Ancients emerge from the water.

  • Items to find: Crystal Shards, Catring, Iron Flute, Statuette, Jakar Idols, Noble Valkyrie Crossbow, Ancient's Magic Stones, Storm Crystal, Guardian Globe, Fire Crystals, Mists of Doom Scrolls, Healing Scrolls, Aloe Leaf, Poison Paint, Venom Sacs, Gorgonite Nodules, Amber, Dragon's Blood, recipe scroll.
  • Beware: Traps, lots of spider creatures, and a Faux Belial.
  • Part 3

    City of the Ancients

    You'll start on what looks like a balcony (don't leave anything here). Go through the door there and a lift will take you down to the street level. You are now in the main part of the city. Okay, so you're finally here, hurrah! Now what? Where's Dawn? Hmm... I guess you'll have do things on your own for now. Well, you know that Belial is close to rebirth, and that you need to dispel your curse into the Mother Beast in order to cause him to be born prematurely, in a weak state. So where is this Mother Beast? She's below the city in the Subterranean Caverns. The entrance is somewhere in this city, Belial hid it well. But before you do that, you need to become a god yourself, for only a god can kill a god! How do you do that? You need to raise the Grand Tower to gain access to the Mantle of the Ancients. To do so, you must solve a puzzle in each of the four towers at the ends of this level. Upon doing so, you'll raise the tower in the center of the board.

    You may want to start off exploring the city, and see what's here. You'll notice that there is a 'central square' shaped road. Along the way to each tower, you'll find some open rooms with interesting things inside. By the way, the ambulating blobs that crawl around the city throw muck at you, and that muck will follow you until it hits you! You'll find that the Great Blizzard Axe is quite effective on these critters. On with the walk through. Before you can do anything, you need to go to the fountain at the South end of central square. Turn on the water by freezing the floating sphere, then by shattering it. With the water flowing, some Black Lichen with grow. You can collect it if you wish- on its own, it's a healing item. Now, you need to have one Silver Leaf and four Ivory Chips to proceed (you should have at least two chips). The following will detail each room in this city:

    Ivory Chips quest: The first two are easy to get. One is located to the South West of the central square (not to be confused with the larger fountain area). The chip is floating above the small water fountain- free the fountain with an ice based weapon, or a Mist of Doom spell. Then hack at the ice to release the chip. The second chip is in the double room with the two goblin figures, on the South side of the street going to the North West tower. All you need to go is cross the invisible bridge to the farther goblin and collect the chip. The next two are more difficult to obtain, and they are also on the road leading to the North West tower. The third chip also on the South side of the street, but is the one further from the tower. Spark the four globes at the sides of the room. You need to be quick- use a Lamplight Egg, for once you grab the chip, blackness will fill the room and it will fill with water, so you need to see where you're going to get out- turn to the South, click on the wall there, and you can slip through as the wall moves. The final chip is to the North East of that road, in a corner. Don't bother breaking the vases here. You need to slide the box onto the raised square. Now go downstairs and do the same there. Now, to get onto up onto the ledge, you need to stand on the box and leap- that water is shallow, so don't worry about it. Now, you'll se another box, move this box against the wall so you can jump up there later. Now, enter the next room by going upstairs. The moment you grab the chip you have to make a fun for it- ceiling will collapse, so you may want to be the lizard for this area, for you'll have to be quick to escape with your life!

    Silver Leaf / Secret Storage Room quest: If you forgot to bring a Silver Leaf, you'll need to have an Ivory chip one you. Go to the South West of the city; once you're in that area, check your map for secret passages and hidden buildings. You'll need to open two hidden walls on the road to the South West tower, on is at the end of that West road (before it bends South) and the other is on the East side of the South road. The first door opened to reveal room with many doors that are lock- see the lock, did you bring the Skeleton key with you from the Draracle's Museum? If so, open all the doors to get goodies- grab quickly, the ceilings will collapse in each room. If not, then there's a way to retrieve it from the desk behind that force field. For now, head back to that second hidden room you opened. This is where you'll get your Silver Leaf, but you can't reach it yet. Now, go the road that leads to the South East tower. At the end of the road that juts East (before it bends South) is a statue with vertical gold bars- turn into the lizard, do a quick save, then place an Ivory chip in the base. A ball of spark rises out and shoots- return the Ivory chip back to your inventory and run your little feet to follow the spark. It will lead you back to the Silver Leaf pit you opened earlier. Turn back to a human before you enter. You have very little time here- run in, grab a Silver Leaf and run out before the floor drops beneath you (if it does, it will take you to the Subterranean Caverns, and you are not ready to be here.) Once you have your Silver Leaf, go back to that room with the desk behind the force field and you'll now see that the spark ball had also gotten into here and destroyed the force field. Click on the pen to open a secret chamber to get a Speaking Stone and a locked door. Unlock the door with the Ivory Chip- inside you'll get the Skeleton key and a Speaking Stone. Now you can open all the doors (carefully get your goodies- the ceilings will collapse when you grab the items).

    The Chalice Room: There is a room with a chalice in it, to the North side of the road that juts West to lead to the North West tower. If you place a mandrake root in it, you will be temporarily teleported to a floating island in space where you can run around as a Lizard and quickly collect all the recipe scrolls from the game before you are transported back to the chalice room.

    Dragon Balcony area: This area is located between the two Ivory chip room on the North West road. This is where some of the Speaking Stone conversations between the Draracle and Belial took place. That's it.

    Transformation Room: This area is located on the West side of the road that juts South, leading to the South East tower. This room will display various items from the game. See the pedestal? See the big stone slab behind it? As you explore around here, you will see pairs of items. If you take one of the items of a pair and place it on the stand, its fellow will appear on the altar. Whereas most of the items are not all that desirable, it's while to use the following pair: ring of regeneration/ancient magic stone. So if you place all the ancient magic stones you have, you'll get as that many rings- useful for later on. You might decide to make other things. At any rate, leave when you have finished.

    North East Tower: With the water now flowing, this Arboretum will work. Click on the golden crystal, plant a Silver Leaf at the base of the small glass pyramid, then click on the hourglass near the steps- before touching the hourglass, you may plant other pharmacopoeia items (such as Cave Aloe) in the near by earth plots. Once the pyramid shatters, the fire inside will float across the room and open the obsidian tower doors here. Grab the Storm Crystal on the floor, go behind the circular teleporter, and drag the dragon box through the teleporter. Then place it in the hole in the floor in the Netherworld counter part area of the Tower. You'll hear a 'zap.' Go back through the teleporter and head to the next tower.

    North West Tower: Enter the shifting maze here. Ride one of the rising walls or cubes to the upper level. Destroy the solid, square floating object with an edged weapon or a cross bow that shoots solid arrows, such as Crossbow Shift. Destroy the floating fire ball with an ice based weapon/spell. Destroy the floating, icey vapors with a fire based weapon/spell (you can turn Spark spells into Fire spells with a Pyrapod). Once you are successful, the remaining floating objects will shatter another small pyramid, which opens the doors to the obsidian tower here. Grab the Storm Crystal on the floor, go behind the circular teleporter, and drag the dragon box through the teleporter. Then place it in the hole in the floor in the Netherworld counter part area of the Tower. You'll hear a 'zap.' Go back through the teleporter and head to the next tower.

    South East Tower: Solve the firewall puzzle by going through each set of door, then turning and opening them again after each set closes behind you. This creates a clear path for your escape. Proceed through to the floating head. Place on a Level 2 Heal, then Spark the oil to cause an explosion- quickly grab the Dark Bow that appears, then run back through the open doors and leap across the canal to escape the blast- remember, you can run faster as the Lizard. Once the fire breaks the pyramid, the obsidian doors will open. Grab the Storm Crystal on the floor, go behind the circular teleporter, and drag the dragon box through the teleporter. Then place it in the hole in the floor in the Netherworld counter part area of the Tower. You'll hear a 'zap.' Go back through the teleporter and head to the next tower.

    South West Tower: With four Ivory chips in hand, place one chip in each of the receptacles to shatter the pyramid and open the doors to the obsidian tower in the room beyond. Grab the Storm Crystal on the floor, go behind the circular teleporter, and drag the dragon box through the teleporter. Then place it in the hole in the floor in the Netherworld counter part area of the Tower. You'll hear a 'zap.' This time, go beyond the teleporter, onto the surface of this place; wander outside and click on all four yellow hexahedrons in the center of the board. This will raise the Grand Tower there, and in the center of the City. You need to go through a teleporter to actually gain entrance to this Grand Tower.

    Once back in the city, head for the town square. A building will have emerged in the middle- go in through the shimmering gate and meet yet another Faux Belial. After a heated conversation you will have to fight and kill the beast. Continue walking forth- if Baccata appears, don't let him stop you from reaching the mantel! Other wise, walk until you come to a force field. Step into it. This is the Mantle of the Ancients. You are now an ancient yourself, and can now cast Ancient Magic with out the need of any Ancient's Stones (but, if you are short on manna, the stones will still cast the 5th level of magic for you at no manna cost). Also, now you won't morph unless you want to, which is a great relief.

    Leave this building and exit into the Hive Caverns by heading for the opening directly North of the vertical pillar statue to the South East that you used to raise a spark out of. As you walk in you will notice that there are doors left and right. If you open them all and light up the orbs on the pedestals, a secret panel opens in the room to the South East and, inside, you'll find the Jeweled Scarab, which helps protect you from Ancient Magic. Proceed along the corridor, braving fireballs, to reach a broken-down fountain. Go on to the next room and you'll find a functional fountain. Walk up to the dragon head and hack at it, when it bleeds, a wall will open at the back. Go through and around and you'll find a teleporter to the Subterranean Hive Caverns. There's no going back now! (Actually, if you want to go back to the City of the Ancient, just lit up four braziers in the corner of the cave- it will activate the teleporter back to the City of Ancients).

  • Items to find: Jeweled Scarab, Ivory Chips, Silver Leaf, Ring of Regeneration, Fire Crystal, Storm Crystals, Speaking Stone, Ice Seed, and various trinkets and scrolls.
  • Beware: Traps, 'ambulating blobs' and a Faux Belial.
  • Hive Caverns
    The idea here is to get to the Mother Beast- head to the South West area of the map, quick saving often. As the lizard, just run along the path, checking your map often, and don't tangle with the spiders- there's just too many of them, so slip quietly past them, using an occasional Trinity spell (Level 5 Prism) on spiders if they are ganging up on you. Eventually you will reach a round chamber to the South West, with tubes hanging from the ceiling- this is where all the spiders are being birthed.

    To the West of that, you'll find an opening (consult your map) blocked by fleshy columns- keep hacking at them and advancing and you'll find yourself inside the Hive Mother, take the left passage- attack the valve and pass through. Find a decaying organ overhead to the right. Pick it off the wall, and a new organ will grow- the Hive Guardian will come to replace it with the old one. Then an opening will appear- click on it to enter the Laboratory.

  • Beware: Spider creatures and Hive Warriors.
  • Belial's Laboratory
    Kill the statue of Belial (ha, and you thought it was trapped in the ruins...), if Baccata hasn't done so already. Collect the Horn of Belial which is the only weapon with which you can ultimately destroy Belial (unless you've enchanted your swords, then they will work also). Then spot the bloody fountain- the red liquid from the fountain flows under the wall, and the opening is barred by spears. Look down at them and hack at them, then change to the Lizard (cast Heal Level 3 or wear poison protection), then make your way inside the tunnel and make your way left into a green, slimy chamber- by the way, the blood you walk through and the green slime in the next room drains your magic. Morph back into human form and walk to the edge of the tunnel, but don't fall into the green river of slime, or you'll get sucked into the pit beyond.

    You should be able to see three levers across the river on the left. Shoot them with your bow and they will flip down. When all three are down, a dam will close across the river and the slime level will rise, allowing you to run across to the other side. Once on the far side, pull the levers again to release the dam and lower the slime level again- this will empty the next chamber, so walk down the steps and turn North. You will come across an iron door. On the other side are the slime tunnels- the floor is covered with more green slime and gators-like creatures that hide under the surface. Make sure you have your Healing/Poison protection on! Enter the corridors.

    You can do two things: head North, hit the switch and take the Lift to the upper level (in which case you then exit the Lift, and go down the hall and take the Elevator down and make your way South into the Summoning Chamber), or you can make your way as far North East as possible, then drop into the slime canal and follow it South battling the gators along the way until you reach the Reservoir Room. Get out of slime and pass through the large doors and make your way all the way down the hall (North) to the Summoning Chamber- a large chamber with four white floating skulls inside. Consume the rest of your Ancient's Stones, or those tiny floating balls of light will suck up all the Ancient's Magic on you. If you go through the other room inside this chamber, it will just take you back to the Elevator, leading to the Lift from the slime canals.

    Once inside the Summoning Chamber, cast a Level 1 Mist Of Doom at each scull. This ritual will summon Demon, which you must slaughter (you can collect an Ancient's Stone from each Demon you kill) and drag its remains back down the hall and to the East into the blood bowl room. Be careful not to step into the blood. You can push the demon into the blood and get it close to the other side, and then walk around blood and drag the demon onto the circular symbol under the floating scull. This completes the ritual, and a door to a secret chamber will open. Go in and ride the elevator down into Belial's Laboratory. Talk to Dawn here- if you keep talking to her, she will give you the Ruby of Truth. Go past her into Belial's Birth Chamber.

  • Items to find: Horn of Belial, Ruby of Truth (from Dawn), Ancient's Magic Stones (from Demons)
  • Beware: Gators-like creatures, Faux Belial and a Demon.
  • Birthing Chamber
    When you first enter this area, you’ll see this amorphous blob. This is where Belial is. If you attack it, the Mother Beast will release fire balls at you and you'll be attacked by Hive Warriors. Simply, cast Level 5 Control Curse to expel your 'curse' and all its ancient magic into Belial's blob. This will overload the Mother Beast's womb and cause Belial to be born prematurely. He is in his weakest state, and you have to chase him as fast as you can, for he will enter three Empowerment Chambers to gain his powers back. The quicker you are, the less time Belial will have to regain his powers- if you take too long, you won't be able to kill him. In fact, you if you take too long, you won't even get a chance to kill him. Make sure you keep a Level 2 Heal on all the time.

    Now, watch as Belial is born and talk to him. He will leave you with demons to fight- then attempt to follow Belial. If you saved three Crystal Stalagmites from the Draracle's Caves, then you can just press them to the lock, otherwise, you need to hack through the doors- just hack through one side. Run down the corridor, before the fire contraptions can effect you. In the first Empowerment Chamber, destroy the Crystals in the ceiling to get through the mists- a Level 5 Spark spell is highly effective. In the second Empowerment Chamber, you will see platforms moving up and down, and Belial will talk to you from the other side. He conjures up Scotia for you to fight. Click the Ruby of Truth on her to dispel the image. If you didn't get it, then lure her to the stairwell and fight her there. Then, leap across to the other side- be careful, you're farther from the other side than it looks. Once there, you can click on the little blue orbs to absorb their powers before Belial can.

    Run Before you go any further here, approach the next door with caution. Look to your left and you'll see an accident waiting to happen. Leap onto the shelf along the wall on your right, otherwise you'll trip a fireball trap. When you get to the third Empowerment Chamber, you'll see a lot of stone columns going up and down, also red hot bars and ice columns. If you look closely, this are is similar to the North West Tower puzzle. Don't move from where you entered- you'll find a stone slab to destroy, a fire ball to destroy by using an ice based weapon/spell, and an misty ball of ice which can be destroyed by a fire based weapon/spell. Target your weapons/spells at each of the three items to destroy them. Once done, Belial is waiting on the far end of the room, but first, quickly run around to the corners of this chamber and collect all of Belial's Dragon Scale Armor that may be lying around. If lucky, you can find all four pieces (the ring, the gauntlets, the bracers, and the armor).

    Now, head for the exit, and Belial will create a Faux-Draracle for you to fight. Do so, and hack through the door (or use a Crystal Stalagmite). Then quickly continue along and hack down the next door (and do a quick save)- if you take to long, then the game is over, and a scene of Belial taking over will show. If you are fast enough, then you will finally get to confront Belial (while fighting more demons). Ignore the eye balls that shoot pink magic- if you attack them, you will lose the battle, and there will be a clip of Belial reigning terror. Use all you have, all potions, spells, magical items, what ever it takes. The difficulty of this battle will depend on the amount of time it took for you to get here. If you win, watch the finale- that's it, you've done it. Oh, and good job with Dawn (wink).

  • Items to (possibly) find: Ring of Drakefire, Dragon Scale Armor, Dragon Fire Bracers, and Dragon Scale Gauntlets.
  • Beware: Illusionary creatures, Demons, and oh yes, Belial.