We'll start by assuming that you've searched the castle
thoroughly, found the Magic Atlas, and worked your way into Northland
Forest. Find the Thug's Hideout, fight the guards and enter the cave.
Push the wall lever, grab the lantern and then find the key.
Note: The lantern burns quickly, so watch your oil supply.
The key will open the treasure chest and in this you'll find the
crowns, a lock pick, a bezel cup and the salve. Search the forest
thoroughly then head to the marina, give the writ obtained from the
castle to the attendant, and set sail for Southland Forest.
Wander round the forest until you find the Grey Eagle Inn. Go
inside and you'll find Timothy near the fire. He'll give you some
useful information, then click on the east door to get a compass then
exit and head off to Roland's Manor.
Note: Check Timothy's status and take his armour if it's better
Search thoroughly for a burnt scroll, oil flasks and healing
herbs then look for Roland's secret hiding place by using the switch
indicated on the Magic Atlas. Now head back to the marina and venture
off to Gladstone Keep, where you should talk to everyone to find out
about Draracle and the elixir. Baccata will now join you, and you will
also obtain a Magic Album. Time to find Draracle's Cave.
Walk east, find the statue and pull its horns, then continue on
to the pits. Push the jewels in the following order to pass: blue,
green, red. Head north and put a rock on the pressure plate then
search the next rooms for an emerald eye, and when you find it look
for a crack in the wall. You can't break through, even using a blunt
object, so head off to Level Two by jumping into the pits.
Look for a secret button which opens a passage to the north, pick
up the bones you find, and continue north. Push all three pods and you
will find Lore. Give him a weapon, then head back south. Look for a
ladder which takes you back to Level One and head back to that
crumbling wall. Break through the wall using a blunt object, walk
through to the next room and use a blunt object on the next crumbling
wall. Find the secret switch which takes you back to Level Two, then
search the new area for a treasure chest with a sapphire eye inside.
Find the Dragon Carvings and use the two gem eyes in the sockets.
By this point you should have found a niche with a note saying
'Dagger In... Dagger Out?'. Make sure you have a dagger and some
throwing stars in your possession (get the throwing stars from the
various chests in the cave, while the dagger can be obtained by
throwing a rock at the switch beyond the pit found just south of the
niche), then place the dagger in the niche. The cubbyhole will
disappear, so turn right and push the button, turn to your left and
click the horns, then turn right again and push the switch. Now put a
throwing star in the niche and push the button. Walk to the treasure
chest and use a blunt object to open it and claim the jewelled dagger.
Before heading to Level Three make sure you have either the
jewelled dagger or a silver goblet.
In Level Three, to get to the treasure chest on the far side of
the huge pit simply walk into the pit - it's an illusion! Now search
the caves for a red lock and to the east of the lock you'll find
another treasure chest which contains a red key, so use the key with
the lock. Next, look for an iron key which can be used in the west of
the caves, and when you've found all the secret passages climb down
the stairs to the east of the caves, taking you to Level Four.
Use the Magic Atlas to find a secret switch. Press the switch to
unveil a treasure chest. Use the lock pick to open it and take the
bezel ring, which you should instantly wear. Look for a cracked wall
and break through using a blunt object. Now head back to Level Three
using the stairs located to the north-east. You'll meet Draracle, who
asks for a gift. Click on the archway to his left and then place the
jewelled dagger or the silver goblet on the altar. You'll now obtain
information about the elixir and a scroll of riddles.
Head back to Level Two using the stairs outside the lair, then
make your way outside and back to the marina. You should then head to
Opinwood using the rowing boat found at Lake Dread.
Look for two locked tree trunks to the north. These can be opened
with your lock pick. Inside one you'll find a Magic Lightning Scroll.
Head south and search thoroughly to find loads of secret passages. If
you run into a beggar, give him some loose change, but if you find
Droek, your encounter will prove useless until you visit the swamp.
So, head to the Swamp.
When you encounter bubbling pits simply freeze them to get by,
and watch out for the swamp gas as it's deadly. Head west and find the
Duble Ring in a treasure chest, then head to the centre of the swamp
to find the Witch Doctor. Give him the riddle scroll and he'll offer
clues at a price of 100 crowns a time.
Head north to locate Gorkha. Drop your weapons before entering
his lair and he will then show you a red stone. Now you can either
steal it or kill the stick people in order to obtain it. However, if
you steal it, you will repeatedly have problems with the swamp people,
so we advise that you accept his mission. Whichever method you favour,
once you have the red stone take it to Droek. Dawn will then appear
and offer you a key to open King Richard's casket.
Use your magic to pass the Lahrkon. Once inside the mines look
for a secret button and continue down the passage until you find a
clerk. Talk to him and then take his pick-axe. Continue heading
north-west searching all the desks until you find a fireball scroll,
then head into the centre of the mines, where you'll find two doors
controlled by secret switches - remember to close the first before
trying to open the second. Beyond you'll find a chest containing a
silver key. Head to Level One.
Use the silver key on the lock and push the secret button. Then
look for two wall wheels and then push the button situated just beyond
the wheels. Climb onto the teleporter - this gives you access to
Levels Two and Three. Save your game!
On Level Three use the freeze spell to kill the stone monster
then find a note which says 'Piscata Rosea 445'. Find a secret wall
located to the south-west and you will discover a chest containing a
gold jewel, which can be placed in the nook to operate the mine cart.
The levers change the direction of the cart - lift the right one to
turn right, lift the left one to turn left, or lift both to head
forwards. Head forwards to find two secret buttons and the coal bank
where, using the pick-axe, you should grab a lump of coal. Find the
levers (push the right one up and pull the left one down) then get
back into the cart. Use your lock pick to open the locked door. Use
your freeze spell on the stone monsters you encounter (you should
receive a blood stone), then head to Level Four.
Find the secret button and use the teleporter, then use your
pick-axe to get past the pile of rocks. Find Orin's ghost to the
north-west and take the rusty key from his pile of bones. Look through
the bones to the south to find a gear - the gear and coal allow you to
operate the machinery on Level One by placing the coal into the chute
and putting the gear on the spindle. Now give the lever a yank.
Head back to Level Two using the teleporter, then find Mine Key 4
in a niche to the south-west. The niche can be opened by placing an
object on the pressure plate. This key opens the west-central lock,
beyond which you'll find worms which can be defeated with sparks and
the electric creatures with fireballs. Now head to Level Three using
the stairs located to the south-west.
Push the switch and take the shiny key from the niche then head
towards the smell of gas. Step back and hurl a fireball. After the
explosion head through the new entrance, defeat the creatures and look
for Mine Key 5. This unlocks the right lock on the double locked door
found on Level Two. Head back to Level One.
Mine Key 2 can be found to the east. Continue east, find and turn
the wall wheel, then grab the key from the niche. Head back to Level
Two through the floor pit.
Head south-east to a remote section, find a secret switch and
then step into the transporter, placing an object on the pressure
plate. Back on Level One use the second Mine Key 2 to open the west
door, then turn the wall wheel. This will take you back to Level Two.
Get ready for some serious fighting then walk into the pit and
throw a useless object onto the pressure pad. You're back on Level
Three again! Use the Wand Of Fireballs on the Avian Worms. When
they're dead find the secret switch to gain access to a secret
passage, then head north-west to find a pick-axe. Head east and use
the pick-axe on the crumbling wall, then look for the secret switch.
Now head back to the mine car on Level Three. Push the right lever up
and the left lever down and you will come to some stairs. These will
take you up to Level Four.
You can now open the second lock on the double door with the
shiny key. Talk to Paulson then grab the yellow key. Start to exit and
he'll offer you some weapons. Take Mine Key 4 and Vaelan's Cube, which
is needed later in Opinwood. Head towards the rotating junction, use
the north teleporter to get up to Level One and then head out of the
mines to Upper Opinwood.
Look for a hornet's nest and grab some honey using a flask. Fill
another flask with some bubbling swamp ooze and then find a worn key
from one of the skeletons wandering around. Head west and find a
locked tree stump, which contains a jade necklace.
To the south-west you'll find another stump containing a magic
green skull. Now head towards Scotia's barrier to the north of the
forest. Give Vaelan's Cube to a warrior (making sure he's holding it
in his hand), then use it on the barrier. Keep swapping the black cube
for the white cube until the barrier is destroyed, then make sure you
have three Vaelan's Cubes before heading north-west to Yvel's Cave.
When you encounter the Minotaurs use Spark to defeat them. Then
wander the woods looking for the White Tower and Scotia's second
barrier, which can be destroyed in the same way as the first one.
Once in Yvel head north until you find the town council. If you
use the riddle scroll on Geron, he'll answer it for you. Then give the
riddle scroll to Sadie, who'll give you a vial of earth powder, the
final ingredient to make the elixir. Now head back to the White Tower.
Inside defeat the Amazons, grab the mystic key and then use it in
the south-west lock, where you'll find another key. Use your pick lock
on the silver lock and use the other mystic key in the north-east
lock. Use Freeze on the Vixens and pick up the next mystic key. Use
the key in the northern lock, press the switch to raise the gate, then
help Lyle (there is an amber ring in his cell). Head to Level Two
using the key found by the east stairs on the door above the west
To get safely over the floor pads walk backwards from the
entrance of the room until you bash into the wall, then turn left and
keep walking backwards. Turn right, take the fireball scroll, turn
left, walk towards the wall and grab the key from the niche. This
unlocks the stairs up to Level Three. First, find the pit room and use
the Magic Atlas to get safely through the room, making sure you use
the key in the lock. Step on the fake pit in the large wall niche and
push the switch. Then exit the room via the secret passage to the
On Level Three walk east and find the secret floor pad. Find the
key in the niche and use it in the adjacent lock. Give a Vaelan's Cube
to each of your party in order to defeat the ghosts, then head north.
At the pit push the switch behind you, throw something at the switch
the other side of the pit then, with haste, head west, open the chest
using the pick lock to get the blue mystic key, then peg it back to
To open the north lock use a mystic key. Keep heading north until
you find the Altar De Blanca - this is where you can make the elixir,
but first you need to find a crucible if you haven't already done so.
If you haven't found it yet, place the amber ring in the niche where
you find the note saying 'Ring For Admittance'. Kill Jana and take her
sword and her key then head to Level Three.
Make sure your team is still holding Vaelan's Cubes to get rid of
the ghosts. Open the north-west door, grab the ivory key and head back
to Level One. Open the door to the west, then descend to the sub-level
via the stairs.
Place the moving objects into the wall niches to make them
disappear, then head east where the blue mystic key will open the lock
you find. Talk to the lady in order to obtain the crucible, then head
back to the altar!
Put the crucible on the statue then put each of the four
ingredients into the crucible (earth powder, honey, blood stone, swamp
ooze). Then, when you've got the elixir, head back to the council at
Yvel. Leave the council and head back into Opinwood to find Dawn. Give
her the key then go back to the council. After reading the note on the
door go to Bruno's Lodge and examine the door behind the bar.
Search for Frendor and kill him to get Geron's key, the dark
gauntlet, and a statue, then search the west wall for a hand imprint.
Use the gauntlet on the hand imprint and again on the other one, then
to get past the pit push the east button, followed by the west one,
then the furthest two. Continue through the caverns until you find
another hand imprint and use the gauntlet to open the steel door,
beyond which you'll find a chest containing a mist of death scroll and
a yellow key.
Now look for a niche containing a scroll which reads 'Activate
And Replicate'. Then give the gauntlet to one of your team and then
push the three monsters into each of the three corridors marked with a
metal disk. When you've done this correctly, the jewels will glow and
you can then place an object into the niche to be replicated. Remember
that you can only use the niche once. Head north-east and follow the
corridor south until you find a double-locked door. Use the yellow key
in the left lock and then find the secret passage to the west. Further
west you'll find a pedestal. Place the statuette on it to open a
secret passage but take the statuette before you depart. Heading into
the central section use the gauntlet on the imprints you find,
navigating your way around until you find a steel door which can be
opened using the gauntlet. You need to find a key to open the locked
chest, so kill the knights and then open the chest to find another key
which will open the right-hand lock in the double door.
Use the teleporter next to the carving of the octopus thing. Keep
your distance from the Knowles using long-range weapons to defeat them
and the Mist of Death. Find a niche to the north-west. Open it by
pressing the secret switch and inside you will find Nathaniel's casket
key. Then look for a gold key towards the north which in turn opens a
chest that transports you to a closed part of the dungeon. By killing
the Knowles you'll obtain an iron key and an ebony key - the iron key
opens the adjacent door. Now use the teleporter.
Look for a yellow lock and use the gold key, then use the
teleporter. Kill the Xeob to get a Xeob key, and use it to get up to
Castle One but make sure you've found a diamond first by searching all
Look for a small key then run through the swinging door, making
sure you time your passage carefully. Look for Dawn and free her using
the diamond by clicking it on the crystal ball. Look for a niche
housing a cobra and exit the room by jumping into the pit, if you
entered from the south. If you entered from any other direction, place
something in the cobra's niche after you've grabbed it.
In the pit room place objects on the floor to find four floor
pads which, when all are activated, will open a secret passageway
leading up stairs. In the next room there is a secret switch on the
east wall. Throw something at it and it will activate a transporter.
Throw something into the transporter to close the pit.
We're almost there now! Emerging from the transporter grab the
key to open the door to the north. Then, in the Room of Darkness,
place four figurines on each of the four pedestals - the light will
move when you've got the right combination. Finally, put the four
pyramid keys on each corner of the blue shroud - the correct key will
stay in place.
Blimey, can you believe it? You've finally won your battle to
cure King Richard, and if you're as exhausted after the ordeal as we
are, join us in supping a well-deserved pint of beer down the local