Lands of Lore
Northland Forest 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. 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 than yours. 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. 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. Opinwood 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. Urbish Mines 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. 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. 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 stairs. 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 north. 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 Level One. 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. Caverns 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. The Dungeon 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 the chests. The Castle 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 pub.