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.
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