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Lands of Lore 2: Guardians of Destiny


Solution by Mike Marcelais (michmarc@microsoft.com)
Version 1.0, October 1997
Thanks to Mark Sunderland for all his help.


Part I: The Caves of the Draracle
     Okay,  you've  just  escaped  from the dungeon of Gladstone keep,
shifted forms three times, run to the 'safety' of the Draracle's Caves
and  are  being  hunted  by  the  guards of Gladstone. And you have no
weapons, armor, or equipment.

     In reality, this first area isn't very difficult. This section is
mainly  to  get you used to the interface of the game. The first thing
you  should  do  is  walk  over  to  the  green rock cluster and get a
stalagmite  from it to use as a weapon. Also walk over near the water,
on  the  right side, and pick three pieces of Cave Aloe from the wall.
Cave Aloe can heal your wounds.

     Now  head  out  the  cave to the west and watch the guards go by.
Ambush  the  last guard by sneaking up on him from behind and loot his
body.  This  will get you some much needed real armor and weapons. You
can  continue  south  to  the entrance, but the guards there are armed
with  nasty  ranged weapons and it is unlikely you could survive. Head
north instead.

     As  you  head north, you'll see a very large boulder blocking the
passage  to the left and another passage to the right. Head to the end
of  the  right  passage  and you'll shift forms. If you shift into the
Lizard, you are now small enough to run through the small passage that
is  here.  If  you shift into the Beast, you can run back to the large
rock  and push it out of the way (by walking into it) and get into the
area beyond.

     As you continue north, you'll run by a large underground lake and
then  enter an area of construction with pillars. You can click on the
pillars  and  drag  them out of the way to make a passage that you can
fit through. After you get through, you can turn around and attack the
weak pillar to collapse the corridor and prevent guards from following
you in.

     Head  right  from  the pillars and you'll get to a room with four
exits.  In  the northwest room, there are several crates and a passage
high  out  of  reach.  If you stack three of the crates on top of each
other,  then  stack  two more crates next to those, then stack the two
small  crates  next to those, you have a stairway that you can jump up
to  get to that hidden room. All that is up there are two broken maces
and an orc shield; but messing with the crates is good practice.

     The  next  room  (to  the  northeast) contains a former Dark Army
creature  that  recognizes  you when you approach. He claims to have a
gift for you hidden away, but dies before he can give it to you.

     The door to the southeast is locked and can't be opened. However,
there  is  a  chain  set  in the wall next to the door. If you cut the
chain  (by attacking it), the door will open and you can walk through.
In  that  room,  there  is an Ancient Magic Stone hidden in the debris
near the back of the room.

     Now,  leave  this  area  and  return to the collapsed passage and
continue  past.  The  black pools here are oil and if you cast a spark
spell  at  them,  they  will  ignite  into flames. Continue past them,
picking  up  any Aloe you see on the way, and you will reach a chamber
with  a  large  lava pool in the middle. Skirt the rim of this chamber
and continue north.

     As  you continue north, you'll reach a bridge over an underground
river  and  the  guards  will  lock a door behind you. If you pull the
lever next to the bridge, you will reopen the gate and the door to the
guard's  room  will  also  have  opened. Go in there and get the Light
Crossbow, Pyro Pod, and a Guardian Sword.

     Cross over the bridge, open the doors, and head to the Draracle.

Part II: The Halls of the Draracle

     Go through the gate and over to the table in the next room. Don't
worry  about  the  skeleton;  as  long as you leave it alone, it won't
bother you either. In general, don't bother creatures which don't seem
hostile.  Get  the  gifts  that the Draracle has left for you. You can
pull  the lever on the wall now and walk to the mirror to the southern
continent, but there is something much more interesting than the gifts
on the table.

     If  you  click on the Tapestry across the room from the table and
then  click  on  the  wall  behind it, a secret passage opens up. This
leads  to  the  Draracle  Museum  and  it  contains  many  interesting
exhibits.  Be sure to get the skeleton key from the wall at the end of
the  entrance  hallway.  Inserting it into the triangle shaped holders
will give a narritive on the exhibit.

     Explore  a  lot of this area, and you should be able to find many
good  items  like  the  Long Sword Prism, and The Axe of the Long Arm.
There are only three tricky areas in the museum.

     At  the  very  start, there is an orb held by a claw. Clicking on
the  orb  gives  you  a  welcome  message. In front of the orb, on the
floor,  is  a  hidden  opening. Clicking on it will raise a key holder
opens a secret area behind the orb. Inside are scrolls of Heal, Spark,
and  Summon.  Use the Summon to learn it. (Using a scroll will let you
learn  the  group,  if  you  didn't know it already, or cast it if you
already knew the group).

     To  the  north, there is a caged in area that you cannot open. If
you  cast  a Spark spell into the area, one of the crates will explode
and you can reach inside and get a Dragon Stone.

     To the far east, there is a closed exhibit about Time Travel. You
can open this area by pulling the lever hidden behind the last picture
in  the  gallery  to  the  north.  Once inside, break the Hourglass by
attacking it, then break through the wall and jump through the hole.

     Run  down  the  corridor,  finish off the last skeleton creature,
open  the  door,  and  ask  the  dragon  for  a  lift  to the southern
continent.

Part III: Huline Forest

Begin CD 2

     This  area  is  a  very large forest area and it is hard to get a
good  idea  of  where  places  are located around here. When you first
arrive,  you  will be in a clearing. Heading north, you are approached
by  a two-headed catbeast. Sometimes he'll attack you; other times, it
just  ignores  you. There is a lot of wildlife in this forest, and you
don't  want  to upset it -- don't attack things that don't attack you.
And don't walk under the spiders: they can poison you if you do.

     There  are many bushes around here that have bright green leaves.
These are Aloe plants and you can pick the leaves off the plants. They
will heal you. You may also see a beehive or two; you can get wax from
these.

     Continuing  around  the corner, you'll meet a Huline guarding the
village.  He  refuses you entrance because Shalla and her daughter are
missing.  Seems  like the best thing to do is head into the forest and
search for them.

     Heading  west,  you  meet a pair of Huline mothers that look less
than  thrilled  to  see  you.  They  distrust you and tell you little,
eventually leaving with complains that you aren't very polite.

     Head through the forest, going generally west and staying between
the  two streams that flow through the forest. You are looking for the
house  of  Kity'ara  and  you know you're getting close when you see a
double  bridge  over  the northern stream. Head south from here a bit,
then head west.

     Kit'yara seems excited to see you and lets you loot her shack for
equipment:  swords,  Gargoyle  bracers, and a bow. She tells you about
the  Long  Sword  Firestorm which seems like a really cool weapon, but
you  can't  have  it.  She  will  also  tell you about Power Orbs, the
Monestary,  and  the  wild  ones that live across the river Bane (just
east of where you started).

     After  leaving  her shack, take the first path south that you can
(it  should be easily visible on your automap) and you'll run into the
Huline women again. After you finish your conversation with them, head
west.  This area is filled with growing branches that can be cut down.
The  automap  will  show  which  areas of the walls can be cut. If you
simply  cut  the  walls, they will grow back in a few seconds. Using a
Spark  spell  on them will burn them to the ground and they won't grow
back.  (If  you  are  stuck  in Lizard form now, you will be unable to
slash  the  walls;  you'll  have to use Spark or wait until you change
back. You want to go through the woods here until you get to a lake to
the southwest.

     Across  the  lake  from where you entered this clearing is a cave
entrance.  If you go inside, you'll enter the realm of the Hive Caves.
This is where Shalla is being held.

Part IV: Hive Caves

     This  is  a  very hot and unstable cave system. There is a lot of
amber  found  on  the  ground here. 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.

     Head  down  into  the  caves until you get to a room with a small
beast with two heads sticking out of its body. This is the Executioner
that  the  Huline were talking about. Kill it and investigate its nest
across the chamber to the north. Hidden inside, you'll find some plate
armor. Good stuff.

     Now,  just to the west, there is a large chasm. If you attack the
ceiling,  using a ranged weapon, you'll cause the roof to collapse and
the chasm will be filled with rubble so you can cross. Head across and
take  a  left  at  the  fork.  Somewhere in this next room is a spider
creature.  Kill  it  and head all of the way north. You'll find Shalla
hiding  in  a  corner  of the cave. When you've convinced her that the
spider is dead, she will head back to the Huline village.

     Now,  return to the fork and take the other passage. It ends in a
large lava field that has several islands of rock growing from it. Hop
across  the  islands until you get to the northern exits. Fortunately,
lava is not instantly fatal, although it does hurt a lot.

     From  here, to the north, is a chamber with lots of amber. To the
west is a room with several pillars supporting the ceiling. Behind the
pillars is a large sword set in the wall with two statues flanking it.
Crawl  between the pillars (sometimes I can get through in human form,
although  I  usually  have  to wait until I'm in Lizard form), get the
sword,  and run out. The roof will collapse in a moment. Attacking the
columns  will  also bring the roof down on you. The sword is too large
for you to wield, although it may come in handy later.

Now, exit the cave area and return to the Huline Village.

Part V: Huline Village
     Now that Shalla is safe, you are welcomed into the village. There
are  a few things you need to do here, but mostly, this is a chance to
advance the plot and collect reward.

     Travel  through  the  village  by  heading  left of the entrance.
Follow  the  edge  of  the  village  until you meet a huline in a back
alley. He'll give you a password: "aikman".

     Then  travel to the southern edge and enter the cantina (the shop
in the middle of the fixed screen). Inside, you'll meet Bacatta. He'll
tell  you  that  Dawn is also in the southern continent doing research
about Ancient Magic. He lets you go on your word that you'll return.

     Next, head across town to the magician's house, just to the north
of the entrance gate. When you ask him about ancient magic, he'll suck
all  your  magical energy out of you, but allow you to take his items.
You  can  get  three  fire  crystals, a manafoil, a war cluster, and a
Speaking Stone which shows the sinking of the ancient city.

     Head just west and visit the King of the Huline village. He seems
very unconcerned with what is happening and ignores your concerns.

     This  bit  is optional, and may not be to everyone's liking. Head
further  west  until  you  reach  an  abandoned building. Click on the
cellar  and  then on the door. With the password, you will be admitted
to a thieves guild. The buisnessman there will get the sword Firestorm
for  you  if you go and kill Kelsrick. While you're down here, you can
get  poisonpaint  (which  can be used on weapons to poison them) and a
skull  key.  Go and kill Kelsrick. You can also flip the switch behind
him  and  go  kill the King. He holds six Ancient Magic Orbs, so it is
well  worth  your  while.  Now,  return  to the guild and pick up your
sword. He also gives you a safe exit from the village.

     Regardless  of  whether  you  killed  Kelsrick  or  not, exit the
village and head back out into the forest.

Part VI: Huline Jungle (again)
     Your  next  goal  is to visit the Monestary. Before you go there,
stop by a few interesting parts of the forest that you may have missed
on  previous  trips.  Just  to  the  north of Kit'yara's house, at the
headwaters  of  the  stream  just  to  the north there is a waterfall.
Searching  in  the  water will get you a Lightning Crystal and you can
enter  a  cave  to  the  west  where you'll find a corpse that holds a
Speaking Stone showing the end of a great battle.

     Following  that  stream  all  of  the way east will lead you to a
waterfall.  At  the  base  of  the waterfall, on the north shore, is a
small  passage  you  can  crawl  through  to get a recipe scroll and a
Summon  scroll.  The  Summon  scroll is trapped, and since you already
have  the  summon  spell  group,  then it isn't really worth going and
getting. To get out of this area, go along the shore of the Bane River
towards the south, wait until you shift into Lizard form, and run down
the lizard tunnel there.

     Head south, almost due south from the village, across two rivers,
and you'll arrive at a clearing completely blocked by a pink lake with
a  bridge  across.  You cannot cross this bridge in beast form (as the
bridge  will  collapse).  On  the  other  side  of  the  bridge is the
Monestary.

     Out behind the monestary is General in charge of vegetables. He's
mostly  a  waste of your time. In the library to the left is Dawn. She
looked  much  better  in the first Lands of Lore game...but I digress.
She suggests you go see Brother Julian, who is behind the closed doors
in the center of the first Monestary screen. He will be amazed by your
tales  of  the  Draracle,  but  require you to get a wax copy of runes
hidden  deep  in  the  caves.  He gives you a flute which operates the
lift.

Part VII: The Hive Caves (again)
     Exit the monestary and return to the caves. Remember that area to
the west of where you killed the spider creature that I said you could
ignore?  Well,  go there now. As you approach the area, you should see
four  runes  on  the wall to your right. Make a note of them. Also, be
sure that you have a piece of wax. You can get wax from behives in the
forest.  Stand  on  the edge of the ledge and use the flute. This will
raise  the  lift up to the top. The lift platform has eight buttons on
it  --  pushing  one  of the buttons will move the lift to that floor.
Most  of  the  floors also have a call button on them, in case you get
separated from where the lift is.

     Floor 2: Clicking on the three stone blocks on the roof reveals a
hidden fountain that heals you when you drink from it.

     Floor  3:  A  spider  creature lives here. Kill it and then crawl
into  its  nest  in the back of the room to get two Lightning Crystals
and a Net of Exile.

     Floor 4: There is amber here and a lizard tunnel to floor 6.

     Floor  5:  Clicking  on the three blocks to your left will open a
passage  in  the wall. Climbing down the very steep walkway all of the
way  to  the  bottom  will  get  you  into a large area where a spider
creature  lives.  Halfway down, there is a disembodied hand that has a
Ring of Regeneration that you can take.

     Floor  6:  When  you  enter  this area, it seals shut behind you.
Climb up the ramp until you get to a chamber. To your right, there are
three  buttons  set in the wall. Click these buttons in the same order
as  the  runes  you  saw  just  before  the  lift  area. (If you don't
remember, its "left","left","right","top". This will raise the ramp up
further and allow access to another room.

     In  this  room,  slide  the three blocks into the cubbyholes that
have  the  same symbols. When you do this, two side rooms open up, and
the  stone  block  that  seals you in here also raises up. Get the two
items  here,  the  Bow Shift and the Death Stroke Shield. Also, in the
corner of the room is a cubbyhole containing Helin's Ring and wax. You
should now have two pieces of wax.

     Floor  7:  Run  into  the  room and get the scroll. The room will
start  to  lower  and there will be two large stone balls in the room.
Dodge  the  balls for a few seconds until the room comes to a stop and
exit onto the eighth floor.

     Floor  8: From here, head towards the exit that looks like it has
oil  on  the  floor.  Don't  walk  on  that floor, as it will explode.
Instead,  turn to the right and put the flute in the slot in the wall.
A tile walkway will slide out.

     Go  across  the tiles and instead of turning right, open a secret
door  straight ahead. This passage lets you avoid the spinning knives.
Then,  when  you  are past the blades, turn left and run to the end of
the passage. Turn around and watch the boulder come flying towards you
and break a hole in the floor.

     On  one side of the hole, there is an unlit brazer. Light it with
a spark spell and jump into the pit. On the left side of the screen is
a holder for an Ancient Magic Stone. On the right is the totem that is
enscribed with the runes. Use the Wax on it to get a wax impression of
the runes. Do this twice.

     Now head outside. At the entrance, you'll meet Dawn. Give her one
of  the  two  copies of the runes and return to the monestary. Talk to
Dawn  in the library. She will give you a charm (which you should use)
that  gives  you  the  Dampen  spell.  Then head upstairs to talk with
Brother  Julian  and give him the other wax copy of the runes. He will
give you a Power Orb in return.

     If  you didn't get Firestorm from the buisnessman before, you can
go back to Kit'yara and buy the sword from her.

     Head  north,  keeping  to  your  right  and head towards the Bane
River,  which is east of where you originally entered this area. Along
the  way,  you  will  meet  Kit'yara, who will give you a gift for her
brother  in  the Savage Jungle so you will be accepted there. You will
also  meet Bacatta, who will escort you past the Gladstone guards that
are  at  the Bane River bridge. When you get to the bridge, an army of
spider  creatures  will  take the bridge away. Use this opportunity to
sneak into the Savage Jungle.

Part VIII: Savage Jungle

Begin CD 3

     When you enter the jungle, you meet the "wild ones" that Kit'yara
mentioned,  and  specifically,  you meet Daniel. Give the gift to him.
When  they run to the trees, he drops the blade. Pick the blade up and
take it with you.

     Head  into  the  forest to the east and bear south. You will find
the  Huline  Temple that you are looking for. Unfortunately, nobody is
home,  at least nobody that you want to meet, and the temple is sealed
shut.

     Now  head generally north, heading towards the Wild Ones village.
When  you  meet  the  guard who tells you to begone, give him Daniel's
sword. He will let you in the Wild Ones village.

     Give  the  sword  to  Daniel.  This time he actually keeps it. He
won't  be  able  to  give you any useful advice, except to go away and
leave him alone. Leave his hut.

     Go  exploring  around  the  rest of the city. To the right of the
main  screen  is an herbalist that will let you take two Ironwood Sap,
Cave  Aloes,  and Amber. To the center is a guru that says he can't be
bothered  with  your  problems  unless  you  join  the tribe. When you
volunteer,  he  requires  you  to go to the Dracoid Cemetary and get a
Silverleaf.

     Leave  the  village,  but  instead of heading immediately for the
Cemetary,  head  south  for  the deep pit. There is a log spanning the
edge of the pit to a small peak in the middle. Walk across the log and
hop  down  the  peaks  until you get to the bottom. (Save, as the fall
will  kill  you  and  it  will  likely take you many attempts.) At the
bottom, there is the entrance to the Dracoid Ruins.

Part IX: Dracoid Ruins
     This  a large and very dangerous area. Save frequently and often.
The  caves here are littered with stone creatures that shoot fireballs
at  you  and  vicious  dragon snakes. Also, you'll see several crystal
globes  that  are mounted on pedestals and green clovers on the top of
spikes. Cast Spark on these to light them. Most of them trigger a lock
that opens up a new section.

     Head  immediately  west.  You'll get to a span of river. Lighting
the  crystal  globe  to  your  right will lower a bridge that lets you
cross. Head all of the way to the west and enter the Mage's Tower.

     Note  that the stairs going up are blocked off with a forcefield.
So  don't  head  up,  head  around behind the stairs. There is a globe
there  that  you  can  light.  Do  so  and go down the stairs. Get the
goodies down there.

     Head  back  to where the field is and enter the side room next to
where  you  entered.  There  is  a  globe that when lit will lower the
field. Now is a good time to mention that there is a snake creature on
each  level  of the tower and releasing the field lets him get to you.
Be prepared.

     On the next level, the alcove near the stairs has another crystal
that  can  be lit. There is also a pedestal with a claw on it. This is
the  White Glass Globe Generator. You can't use it now, but it is very
important.

     On  the  next  level, there is a creature in the alcove. When you
defeat it, you can take the bracers from the wall nitch. These bracers
allow  you  to  speak with the dead (as the dead corpse tells you when
you  pick  them  up). There is also a globe to light to gain access to
the next level.

     Not  much  here, although you can discover a path much later that
follows  a river and lets you get in the window on the wall. Head back
down to the main level and return to the caves.

     Right  around  the  corner  from the Mage's Tower is a globe that
when  lit opens a door. There is a large mirror on the wall here. Jump
into the mirror and you will be teleported to a room that your Automap
calls  the  'Teleport  Room'.  There are three mirrors here. One leads
back  to  the  forest and is one way. One leads back to where you just
came  from  (and is two-way). The third leads to the Dracoid Cemetary.
It  is  two way, but the end in the Cemetary only works after you have
gone from here to the cemetary. Go through that mirror.

Part X: Dracoid Cemetary
     Note  the  large number of dead walking around. For the most part
you  can  ignore  them  and  concentrate  on the buildings themselves.
Unfortunately,  most of the buildings are magically locked. Most doors
have  a  stone  face near the door. Clicking on the face will cause an
arrow  to  light  up  below  the  face. The arrow will be one of three
colors:  white,  yellow,  or blue. To open the door, you need to put a
glass  globe  charged with the correct color in the face's mouth. Head
due  north.  The last building on your left before you get to the wall
is  completely  unlocked and you can enter it. Once inside, there is a
glass  globe  on  the  floor.  Get  the globe. You can also search the
coffins in the room, one of them has a Bezel Ring in it.

     With  the  globe,  head  out  of  the  cemetary,  hop through the
Teleporter  and  return  to the Mage's Tower. Put the glass globe into
the  claw  and  then  get it. It is now charged white. Fortunately you
only  need one white globe, and the other color generators are located
in  the  Cemetary.  Return  to the cemetary and head west to the wall,
then  north.  The  second  building (from the wall) to the north opens
with a white globe.

     There is nothing actually in this building, but right next to the
entrance  (on  the  inside) is a lever that you can pull. This opens a
secret  door  on  the  building  to  the  south.  When  you enter that
building,  there is a glass globe on the floor. Get that and head back
to the entrance. Click on the barrel there and it will flip over. Then
push it by walking into it and it will roll down the hill and into the
next  building, through the door you just unlocked, and shatter on the
floor.  When  you  head  over  there,  you'll notice that the floor is
covered with oil.

     Now,  the  fun  part.  While  you might be tempted to, don't cast
Spark.  You  need action at a distance. Use a Dragon's Blood, throw it
into  the  oil and run backwards out the door. Watch the building blow
up.  This  reveals  an opening into the catacombs below the city. Head
back into the wreckage and jump into the opening.

     You  are  now  in the underground area beneath the cemetary. Down
here,  in  this  area,  is  a  generator for blue globes. It is to the
north.  There  should  also  be a glass globe at the generator. Charge
both  globes  that  you have blue. To get out of the underground area,
jump over the fences down to a lower level. You will have to jump over
two  fences.  Then  head for the stairs which lead up to a building in
the southeast of the cemetary area.

     From  here, head to the two buildings that require blue globes to
open. In one of the buildings is the Crossbow Valkyrie which is a very
nice  weapon.  In the other is the ghost of an ancient Dracoid Priest.
You  need  the  Bracers  of  the  Dead  to  talk to him, but you don't
actually  need to have them equipped. He will give you a Silverleaf if
you  go  find  his body in the city below, burn it to ash, and put the
ashes in this urn that he gives you, and return them here.

     For  now, don't head to the city quite yet. Instead, go back down
with  the  two  globes  you have and take them to the Yellow generator
that  is  to  the  north  and west of the stairs leading down into the
catacombs.  Go and unlock all of the yellow buildings in the cemetary.
Each  building  contains another glass sphere and one of them contains
two.  When you are done, be sure to have either 3 uncharged globes, or
2  uncharged  and  1 yellow. Take a second of the globes and charge it
blue.  Leave  both  of  the  charged  globes here and head back to the
underground ruins.

Part XI: Dracoid Ruins (again)
     To  find  the  ashes, you will need to explore most of this area.
Towards  the  north  part  of the ruins, there is a river. Just to the
south  of  the  river,  in  the  middle  of  the  ruins, there are two
buildings of import: One contains a statue that looks like Belial, the
other  appears to be just an ordinary two story building. If you climb
to the second story, head out on the balcony towards the left side and
peer  around  the corner of the building, you will see a walkway along
the edge of the building leading into the wall. Head down that walkway
and  you'll get to the river again. You can walk along the edge of the
river  to  the  north,  over  the bridge, and along the edge of a huge
lake.  At  the end of the ledge, there will be a room to the right and
in  that  room is a corpse and an altar. Move the body onto the altar,
light  both  of the globes and the corpse will be incinerated. Put the
ashes into the urn and head back to the cemetary.

     On  your  way  back,  stop  by the Mage's Tower and get your last
uncharged globe charged White. You also should do lots of exploring as
there  is quite a bit of neat stuff lying around and this is your last
opportunity to explore this area in peace.

     Once  back in the Cemetary, pick up the two globes and return the
ashes.  It seems that you are refered to a higher power. Take the Ankh
and  head  toward  the  door in the southeast of the cemetary. Use the
Ankh  on  the door. Inside the room, there are three pedestals. If you
click  on  the  pedestals (when you are real close to them), they will
open  up  and  there will be a receptacle for a globe inside. Use each
globe  on  the  pedestal (matching colors of course) and the door past
the  pedestal  will  open. To get it all of the way open, use the Ankh
again.  Inside,  you  will  find  another  Dracoid  Ghost who wants to
vindicate  his  race by animating Belial's statue to kill some kind of
wurm. Get his corpse from the coffin and return to the Ruins.

     In  the  ruins,  head for the statue. Before you do anything with
the  statue, make sure you have explored the area just to the west and
north.  You'll  notice this temple like area with a waterfall down the
north  wall and at the end of the corridor there will be the worm that
the Dracoid was talking about. (The Worm will get really upset at you,
but it doesn't actually do you any harm.)

     Now,  back  to  the  statue.  Put  the corpse into the urn on the
statue's  left.  The Dracoid will animate the statue. Follow it all of
the way to the wurm. Save the game now. The Statue will kill the wurm,
but in the process the ceiling will crack and water will start to fill
the caves.

     Run  back  and right into the room with the temple. Jump onto the
table  by  the  waterfall. Tables float. Nice that. Stand on the table
until  you  get near the ceiling. There is an opening in the wall near
the  top  of  the  waterfall.  Jump  into  that  opening, run down the
corridor,  head  around the large hole in the next chamber and through
the opening in the far wall. You will wind further up until you find a
wooden  door.  Throw  the  door over the edge, follow the door off the
edge  and  stand  on the door. The water should be rising up the large
center  hole in this room now and you can float on the raft all of the
way up to the surface.

Part XII: Savage Jungle (again)
     Once  back  on  the  surface, you will meet Dawn again. She talks
about  the  Huline  temple, about not animating dangerous statues, and
about  speaking  with the dead. Give her your Bracers of the Dead (you
don't  really  need them anymore) and she will give you an amulet that
teaches you the Human spell and a Speaking Stone.

     Return to the cemetary. (On the way, you may meet Bacatta tied up
in  one  of those snares. Just cut him free.) Return to the room where
the  ancient Dracoid was and he will thank you. At least I think he is
thanking  you -- its hard to understand what he is saying now. Anyway,
all of the mandrake root plants in the cemetary change into silverleaf
plants  so  you  can  collect one. There is also a Mist of Doom scroll
waiting for you.

     Return  to  the  Wild Ones village and give the Silverleaf to the
guru.  He  will tell you that to complete your initiation, you need to
fight one of their tribe members in single combat. It isn't that hard,
just  incinerate  him.  The  fight  will  stop  before it turns lethal
anyway.  The  guru  will  then  give  you  a potion to use against the
Lharkon and a charm that casts the Lizard spell.

     Mix the potion with a silverleaf to get the Lharkon Vapours. Then
head  to  the  east  where  the  river is. There is a tree with a long
branch extending towards you. You can jump across the river if you can
land on that branch on the way over. So save, and take your best jump.
Once  across,  head  up the hill, run towards the Lharkon, and use the
vapours  on  it. It will pass out. You can then walk past him and into
the Claw Mountains.

Part XIII: Claw Mountains

Begin CD 4

     When you first arrive in the Claw Mountains, you meet Dawn again.
How  did  she get past the Lharkon? A mystery for another day. Anyway,
she  think  she has all of the answers, etc. When you get done talking
with her, strike out across the ice towards the north.

     You'll  get  to  a  clearing with a large chasm crossed by an ice
bridge.  Ignore  the bridge for now and head straight ahead. Here is a
community  of  lovable  gorilla  thingies.  Behind  the  back  of  the
stockade, there are several boiling pools of tar and many tar crystals
around it. Nothing interesting, so head back to the bridge.

     Cross  the  bridge  and  go  down  the  ice  tunnel.  In the next
clearing,  there  is a lake. To your right is a cave in which sleeps a
polar  cat.  It is just like the cats in the Huline Jungle, except its
white.  Kill  it  and  then  turn  into  a  Lizard.  Behind one of the
stalagmites  is a lizard tunnel. Inside is an ancient magic stone, and
a  crystal  globe that you can light with your Spark spell. Doing this
raises  a  small  building in the middle of the lake. You can hop from
ice  flow  to ice flow in the lake and get very close to the building.
On top, there is a Great Axe Blizzard which you can reach once you get
close enough.

     Continue  down  the  ice  passageways.  This  next  area  is very
dangerous.  As  you  enter  the clearing, the snow you are standing on
will  begin to collapse. Your best bet is to run at full speed towards
the  other  side,  staying  near  the  wall  on your right. Eventually
everything will settle down, but the drop is too steep to survive.

     From  this  side, notice that there are wooden stakes nailed into
the wall of the canyon on the other side? Return to the other side and
look  straight  down.  You  can't  use  the stakes that are facing the
avalanche  since  you  won't  be  able  to  make it around the corner;
instead,  face  the  river  (right near the corner) and take a leap of
faith  down  to the stakes. Then, run down the stakes until you are at
river level.

     Explore  both  sides  of  the  bank  here. On the far side of the
river, there is a caved in doorway. If you attack the doorway, it will
open  up  revealing a narrow passage into the ice. Become a lizard and
enter.  Keeping  right, you will arrive at a large chamber with a pool
of water in it and several people frozen into the ice in the wall. The
person  directly  ahead  of you is holding a bow. If you cast spark on
him,  he  will  melt and drop the bow into the water. Quickly grab it.
This is the Shard. Head back outside now.

     You  should  see  an ice sheet flow down the river. Jump onto it.
About  halfway  around,  there  will be a cave in the outer wall. Jump
into  it  and  get the Greater Bezel Ring and a recipie for acid. Then
hop  back  onto  another ice sheet and then back to shore. On your way
back, notice that there are ice walkways along the cliffs.

     To  get  back up, you'll have to climb up the stakes again. There
are  several  chances  to  fall  to your death here, so save early and
often.

     Now  that you are back up top (or you never went down), cross the
avalanche  area  again and enter the caves on the far side. You'll see
Kenneth  dead  on  the  ice.  If  you  raid  his body, you can get his
girlfriend's  picture.  Throw  the  picture at one of the walls a good
distance away and it will shatter revealing Kenneth' Charm, which is a
much  better trinket than the picture. If you stand at the edge of the
cliff  here, you can drop down to the ice walkways you saw earlier. Do
so  and  then  walk to where you can jump to the walkways on the inner
core.

     Entering  the  core  of  the circular river, you'll meet Bacatta.
He'll tell you that Dawn was captured in the Citadel, and tells you to
go  rescue  her.  He  is  too weak to help you, but warns you of their
potent magical powers. Head across the ice bridge beyond and enter the
Citadel.

Part XIV: The Citadel
     This  part  of the game was very frustrating to me. The creatures
in  here  move  very fast, use magic aggressively, fly, and in general
piss me off. And you need to kill all of them.

     Anyway,  walk  in.  You'll  be pestered by one in the first room.
Click  on  the globe in the center of the room to open the door. There
are  two  more  in  the next room. Clicking on the globe in the second
room  will  open  two  doors.  To the right is the Egg Chamber. If you
don't  shoot  the eggs here and break them, then the Ruloi will merely
grow  back  after  you  kill  them. So go in here and shoot all of the
eggs.  (Each  time  you shoot an egg, the light at the top of the room
will shoot down at you, so be careful.)

     In  the  other  direction  is  a  long  corridor that leads to an
elevator,  which  you can activate by clicking on the globe. This next
room  is  very  large  and  filled  with  lots  of  those  magic using
creatures. Save often -- it is easy to have an instant death here. Run
around  trying  to  chase  down  all  of  the creatures. Patience will
eventually get you the victory.

     Now that they are all dead, take a look around. There are several
more  globes  that  can  be  clicked on to raise display tables in the
floor.  These  tables  contain all kinds of alechemical reagents, plus
other useful objects like Lightning and Fireball Cyrstals.

     To  the  north  are two rooms. The one on the right is a corridor
that  leads to a green pool with a black circle in the middle. Jump to
the  circle  and  it  will  take you to a prison cell (on the outside)
where several women are imprisoned. I couldn't find a way to free them
though.

     The  room  on  the left has a globe in the center. Clicking on it
will open a passage to the north, open another door you haven't gotten
to  yet  and  causes  both  of the statues on the sides of the room to
start  shooting  at  you.  Run  north  and you'll get to a prison cell
holding Dawn.

     Now,  return  out  and  look  for  a wall that has purple glowing
platforms  sticking  out from it. (I don't remember which direction it
is,  but  its  around  here  somewhere.)  You can climb that ladder by
jumping from one platform to another on your way up. At the top, there
is "gun" that shoots across the chasm and in its wake, a bridge forms.
The bridge only stays a short while. What you need to do is run across
the bridge immediately after a shot has been fired. If the door on the
far  side  of the bridge is closed, that means you didn't click on the
globe in the previous paragraph like I told you to.

     Once  across,  head around the ring until you find an extrance to
the  central  core.  Click on the door and you'll see several of those
flying  magic  creatures fighting a spawn of Belial, and getting their
ends  kicked. When the animation ends, you'll have to fight the spider
creature.  I  didn't  find it too tough, especailly after fighting the
creatures below.

     Once  he's  dead,  you can get the Dreamstone from the holder and
then  hop  on  the  teleport  platform  which  takes  you  back to the
entrance.  Go  back  inside, and rescue Dawn. To avoid having to climb
the  platform  again,  head back to where you entered this large room.
There  is  a walkway going up the stone cluster right in front of you.
Halfway  up,  there  is  a  teleport  pod  that  takes you back to the
beginning.  Once  at  the Citadel entrance, use the Dreamstone to open
the door to go out and leave.

     Head  back  through the mountains, and into the Savage Jungle. To
cross  the  river,  you'll  need to jump across to the platform on the
left side. It is possible, although it may take you a try or two. Once
across,  head  towards  the  Huline Temple. Use the Dreamstone to gain
entrance.

Part XV: The Huline Temple

Return to CD 2

     When  you enter the temple, you will see an open area with a body
lying on the ground. Walk past the body and enter the next room. There
is an altar that has two bowls on it.

     BUG!!!  If you click on the bowl to the left, Aloe will appear in
it.  For  me, once that has happened, you can't do the steps described
in the next paragraph and you're hozed.

     Place  Aloe  in  the bowl on the left and poison paint (made from
Vemon Sacs and Lamplight Eggs) in the bowl on the right. (If you don't
have  any  with  you  see the next paragraph.) The platform behind you
will  raise  up.  Drag  the  body from the courtyard and put it on the
platform.  Then click on the body. You should see a lightning bolt zap
it and the body will disappear.

     Next,  head out the east exit. You will arrive in what looks like
a  chapel.  Behind the altar to the north is some Aloe and some Poison
Paint  on  the  floor. Continue past the room and there will be a pool
with  a  green  crystal  in  the  stone in front of the pool. Take the
crystal.

     Side  note:  Out  in  the  Huline  Jungle, there was a hut that a
platform  you  could  walk  up onto and five torches. It was about due
north of the Temple and a little south and west of where the Wild Ones
village  was.  If  you  light all five torches using Spark, the stairs
will  rise  up to a door on the top level. The door is locked, but the
crystal  you  just  will  unlock  the  door.  All I found in there was
Kieran's  Circlet  and  the  Dagger  of  the  Empty  Hand,  as well as
ingredients for making more Lharkon Vapours.

     Once  you've  taken  the crystal, you can also attack the pillars
that  hold  up  the ceiling. When you break two, the ceiling will come
crashing  down.  This is kinda cool because the floor is a little weak
here  and  when  you  get  to  the  underground  area and discover the
spiders,  they will be able to exit the underground through this room.
Lowering the ceiling prevents them from getting out this way.

     Head  back  to  the  entrance and take the second left, then turn
south.  This leads to a circular open-air room with a fountain. If you
push  the  button  on the wall by the entrance, an Aloe tree will grow
here.

     Heading  back  north,  there will be barracks and a kitchen area.
When  you  get  here,  a  spider  should break through the north wall.
Follow  the  spiders  into  the  next area. There are a lot of spiders
here, and you can't kill them all as they will regenerate.

     In the first room, there will be three "coffins" on the right. In
one  of  them will be a flute. Get the flute. (This is the same as the
flute  you used back in the Hive Caves.) Head down the corridor across
from  the coffins, and take the passage to the left. Around the corner
after  turning left, there will be a table with that corpse from above
down  here  and a large machine. Click on the corpse again and it will
zap to the machine where it will get ground into pulp. Walk around the
back  of  the  machine  and pull the box out of the machine and put it
into  the second machine. (I had to push and prod to get it to go down
the  ramp  easily.)  Then  go  around  behind  the machine and get the
statuette.

     With  the statuette, return to the entrance. Head east again, and
enter the alcove on your left. There will be one wall niche that isn't
filled.  Put  the  statuette into it and it will close. From the floor
will rise a pedestal that holds a second crystal shard. Take it.

     Return  to  the entrance and head west, taking the first left. In
this  room there are two large bowls and carvings of green crystals on
their  bases.  Put  the crystals into the bowls and the wall will open
up.  Go through the wall into the next room and push the button there.
This will create a spiral stair going up. Climb the stairs.

     In   this  room,  there  are  three  archways  leading  to  three
"extradimensional"  areas.  Enter  the one on the left. You will be at
the  top  of  a large maze room. Jump from platform to platform making
your way across the room. If you fall down, you can find ramps back up
to the start near where you started. Staying to the north is your best
bet.  When  you get past that room, there is another room with a long,
winding  path  leading towards a statue in the middle of the room. Run
down the path to get to the statue. Things start shooting fireballs at
you,  so  don't go too slowly, but don't fall off either. When you get
to  the  end,  pick  up  the idol and you'll be teleported back to the
start.

     Enter  the center archway. As you walk across the room, the floor
will start to tilt in one direction or the other. Go to the top of the
slope.  There  will be two buttons there, one on the near and far side
of the room. Push them both. Get off the slope (which will flatten the
floor)  and get back on until the slope slopes the other way. Push the
two  buttons  on that side of the room. The door to the next area will
open.  Get  the idol here. (There are also Gorgonite Nodules and Amber
behind the pedestal.

     Enter the right archway. In this room, there are three long, thin
paths  leading to the edge of the room with fire blocking the start of
the  paths. Run down each of the paths and push the button at the end.
There  is  also  a Mist of Doom scroll there. When you have pushed all
three,  a  bridge  should  have lowered itself into place on the other
side of the room. Walk across it and get the idol.

     Now  you  have  all  three idols. Walk around the archways and go
down  the  passageway  behind the center arch. You will get to an area
where  the  floor is black. Does this look familiar? It is the same as
the  first  trap from the Hive Cave, except that this time around, the
traps  are  much  more  deadly.  Anyway,  to  your  right  is  another
receptable  for a flute. Put the flute in it and walk across the newly
formed floor.

     Next comes the spinning blades. Again, just like last time, there
is  a secret door to the right of the blades that lets you bypass this
area.

     The  third  trap is the rolling ball. Run down the corridor until
you  see two buttons on the wall. Run past them, turn around, and push
the both. This will cause the floor to fall away, the stone ball won't
crush you and the door further ahead will open.

     In  this  room, three holders will fall from the ceiling. Put the
three  idols  in the display cases. The door on the far side will open
up.  In  this room, there is a wooden bridge. When you step on it, the
bridge  goes  down  a  little, but not very far. Soon, some birds will
enter  the room. Kill the birds and drag their bodies onto the bridge.
Once  two  or three are on the bridge, then you can step on the bridge
and go all of the way down to the bottom.

     At  the  bottom,  there is another clone of Beliel. Kill it, then
enter  the  Hall  of Voices. (Check the automap to the direction.) Use
the  Dreamstone  here and the City of the Ancients will be raised from
the water. You will be taken to the City of the Ancients.

Part XVI: City of the Ancients
     You  arrive on the balcony of the Ancient City. Take the elevator
down to the main level. A note about the geography down here. There is
a  central  area,  which  is  due  south of you. There are four corner
towers,  to  the northeast, southeast, southwest and northwest of that
central  area. Straight south is the water fountain and straight north
is where you are now.

     You  need  to  solve the four tower puzzles. To solve one of them
requires  four  ivory  chips.  So  first,  we wander all over the city
looking for those chips.

     Head  to  the  right  at  the first intersection. When the street
turns north, there is a gap in the wall straight ahead that leads to a
balcony. I never figured out what this area was for. Follow the street
north  and  when  it  turns  again,  there is another opening straight
ahead.  In this room, there is a chalice on a pedestal. Again, I never
figured out what this was either.

     Just  to the east of the Chalice room, there is another room that
contains  three  fountains. Freeze the fountains and break them. There
are  many  ways  to freeze things and you'll be doing a lot of that in
the  city.  The  ways I've discovered were to shoot the fountains with
the  crossbow Valkyrie, attack the fountains with the Axe Blizzard, or
use an ice seed from the claw mountains.

     Once you've frozen and broken the ice, move the block next to the
entrance  over  onto the square in the ground. Then go down the stairs
and  do the same thing on the next level. This opens up a secret wall.
To  cross over the lowered wall, jump on the block and then jump over.
On  the  other  side are stairs leading up again and at the top of the
stairs  is a statue holding one of the chips. Take the chips and start
running  back towards the stairs because the ceiling is lowering. Once
back  downstairs, move the block next to the wall, jump over, and exit
the area.

     Continue down the street west and there will be another side room
to  the south. Open the doors to get in this room and then look at the
statue  holding an ivory chip across a vast chasm. Walk across and get
it,  stone  steps  will appear beneath your feet. (Its like that scene
from  The  Last Crusade with the Leap of Faith test.) You now have two
chip pieces.

     Now  follow  the  main  street  until  it ends at a large maze of
rising  and  falling walls. There are three important features here: A
spinning  stone  disk  which  is  just  to the left of the entrance, a
glowing  white  sphere  and  a glowing red sphere. Go to all three and
attack them which destroys them. You should see a large fireball erupt
from  a  pyramid  that  was  hidden previously. The fireball will flow
across  the  room  and  strike  the  center of the tower to the north,
blowing  the doors open. At the door will be a storm crystal. Take the
stairs up and you will see another movable block and a glowing sphere.
The  sphere is a teleporter; drag the block into it and then follow it
in.  Once on the other side, drag the block into the square hole right
in  front  of  you.  Head  around the circular gate and you will see a
large  plane.  Off  to one side of the center is a glowing octahedron.
Click  on it and part of a tower will raise in the center of the area.
This  process  I will call "raising the tower" and you will have to do
it  after  completing  each one of the four corner tower puzzles. Jump
back through the gate to return to the city.

     Return  to the intersection and head south. Directly ahead in the
center  hub  I  mentioned with part of a building constructed here. As
you  raise  parts  of  the building in the outer part of the city, the
building will also be built here. Continue to your right.

     On  the  north  side  of  the street is another side room. As you
enter  this,  there  is  a glowing force field directly ahead, and two
globes  on  each  side  wall.  Light the two globes on each side using
Spark  and  a  secret door will open between them. Go inside there and
spark  like  the  globes on the inside. This will open the forcefield.
Behind the field is the third chip. As soon as you take it, the lights
go  out  and  the floor starts to fill with water. Head directly south
(using  your compass as a guide) until you get to a wall. Click on the
wall to open it and you will re-emerge on the city street.

     Continue around the central hub counterclockwise until you are on
the  east  side  of  the  south exit from the central circular street.
There  is  another  room  off  to the south here. It contains a simple
fountain  that  contains another ivory chip. Freeze the fountain, then
break  the  ice  and take the chip. You should now have all four ivory
chips.  Return  to the street and head back around the center loop and
take the west exit.

     As  you head down this street, there is a side room at the corner
when  the  street  turns  south.  You need to click on the wall in the
alcove  to  get  in.  To actually do anything in there requires you to
have  the skeleton key from the Museum and I didn't have it when I got
to here, so I don't know what goes on in there.

     As  you  head south, there is another side room to the east. This
just  leads to a view of a room from high above. You can get into that
room  from  the Underground Caverns (the next section), but I've found
no  way  to  make  the  caverns  accessable  from  here,  or  the city
accessable from the floor of this room.

     At  the south end of the street, there is a room that has holders
for  four  ivory chips. Put a chip into each holder and the pyramid in
the room will shoot a fireball at the tower doors to the south. Do the
Raise the tower actions with that tower. Then head back to the central
city area and take the south path.

     At  the  end of the path, there is a fountain at the top of a set
of  stairs. floating above the fountain is a water globule. Freeze the
water  ball  and then break it. This will cause water to start flowing
in  the fountain and flooding the canal behind the stairs. This allows
water to get at the third and fourth towers; without that water, those
puzzles  are  insolvable.  Head  north and take the east path from the
center circle.

     As you head south, after turning the corner from east, there is a
side room on the right. Inside this room, there is a small pedestal in
front  of  a  large platform. As you get close, six alcoves open up (2
are  around the corner) revealing three pairs of items. The first pair
is a Fire Crystal and an Ice Seed. The second pair is an Ancient Magic
Stone  and  a  Ring  of  Regeneration, and the third pair is Lightning
Crystal  and  a  Stone Cube. If you place one of the items from a pair
(it  doesn't  have to be the item you got here) on the small platform,
the other item will appear on the platform.

     Continuing  south  to the tower area, there is a door in the west
wall.  In this room, jump over the canal and take the stairs up to the
south  and  get a few of the Black Lichids. Then head back down and go
through  the  yellow  doors.  There are four sets of yellow doors, but
only  one  of  the  three  in each set actually lets you go through. I
don't  know if it is the same from game to game, but when I played, it
was  south,  north,  south,  middle. After going through all four, you
will see a statue of Belial over an oil pit with a fountain. Light the
fountain  with  a Spark spell to create a huge explosion. Take the bow
that  is  dropped  in  the  oil and leave the area. The fireblast will
break  the  pyramid  at  the other end and open the door to the tower.
Raise the Tower.

     Note  that  if  the water isn't on when you do this, you die from
the fire.

     Head  back  up  to  the  north where the fouth tower is (directly
across  from  the  first  tower -- it should be obvious looking at the
map).  All you have to do here is click on the octahedron to water the
area,  put  a  silverleaf  into  pyramid in the center of the room and
click  on the hourglass on the far side. This advances time and causes
the silverleaf plant to grow through the pyramid, breaking it. You can
also  plant  lichen or aloe in the plots of land on the side and every
time  you  advance  time a new plant grows that you can harvest. Raise
the Tower.

     Now  that  the entire tower is raised, head back towards the very
center  of the city and enter the building. The sparkling opening is a
teleporter that takes you to the real building.

     Inside,  another  version  of Belial is waiting for you. Once you
kill him, head through the room. There will be another forcefield that
you  should  walk through. This is the Mantle of the Ancients. Getting
it  raises  your  magic  level by 2 and also gives you the fifth level
curse  control  spell  which allows you to expel your curse. I haven't
found this useful except once when the plot requires it.

     Return  to  the city and head towards the southeast tower. Before
you  turn  the  street  to the south, there is a room to the north. In
this  room, there are light beams which shoot across the screen. Dodge
those  and  open  each of the doors on the left and right of the room.
Behind  each door is a globe you can light up. After they are all lit,
head through the door at the far end of the room. Move the curtain out
of  the  way  to  reveal  a dry fountain. In the next room, there is a
fountain  with  a  dragon's  head sticking up out of it. Jump into the
fountain  and attack the Dragon. He will bleed into the fountain which
opens up a door behind him. The corridor behind this door will lead to
a one way teleporter to the underground caverns.

Part XVII: Underground Caverns
     Very  important  note here. This area is filled with green spider
creatures.  They  are  very numerous and very irritating, but they are
mostly  harmless. If you kill them, a brown spider is formed somewhere
else in the cavern. Brown spiders are nasty. The best way through this
area is to not kill anything and just run.

     Run  through  the  corridors heading mostly south and west. Avoid
any  spiders  you see and keep going south and west. All of the way to
the  south  and  west is a room that has a fleshy looking ceiling with
several  hatching pods hanging from the ceiling. In the back corner of
this  room  is  a  notch  in the wall. You can slash through the flesh
tubes running floor to ceiling and go through.

     You  are  now  in a non-walking area of the caverns. Click on the
left  passage.  Then 'attack' to open a passage. Go through it. On the
right side of the screen is a tentacle that you can click on. When you
do  so, it rips off the wall. Wait for a second and a spider will come
by and repair it. When this happens, a passage to the left side of the
screen opens. Go through it, slash through more floor-to-ceiling flesh
tubes and enter the Laboratory.

Part XVIII: Belial's Laboratory
     Bacatta gives you the Horn of Belial here. Don't lose it since it
is  the  only  weapon that can harm Belial. Walk down the corridor and
you  arrive  at  a chamber that is bleeding in the center of the room.
Morph  into  Lizard form, jump in the small canal, and attack the bars
blocking the outflow from the fountain. Run through, up the left side,
but stop right before you get to the green tube.

     By the way, the slime you walk through and the green slime in the
next room drains your magic.

     Morph  back  into  human  form.  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.  Then  jump  into  the  river,  swim across, and get on the far
shore.

     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
you  can  just walk through. (Side note, if you run at full speed, you
can also make it across before drowning.)

     Around the corner there is a door. Through the door, the floor is
covered  with  more  green  slime. Enter the corridors and head north.
When  you  get  to  a room with no floor, you know you're going in the
right  direction.  A  lever  on  the  wall  will  lower the bridge and
continue  past.  When you get to the end of the corridor, jump off the
edge  (this  is the only edge that is short enough to safely jump off)
and  head  downstream.  At  the end there will be a room where you can
actually get out of the slime.

     Go  through the door, down the corridor to the second door on the
right  and  go  through.  Your  automapper  labels  this  room  as the
'Summoning  Room'. There are four translucent skulls in the corners of
the  room.  Cast  a level one Apparition at each one. When you do, the
skulls will move to the center of the room. After the fourth one is in
place,  a  minor  daemon  will  be  summoned. Kill it. Its body has an
ancient magic orb on it.

     Drag  the  body  out into the corridor and into the room that you
passed  on  the  way  here.  Drag  the  body  behind  all of the blood
fountains  and  put  it on the silver pad beneath the skull. This will
open  the  wall  right behind that skull. Jump through the opening and
take  a  long elevator down. You'll meet Dawn here and she'll tell you
to go into the birthing chamber and kill Belial.

Part XIX: Birthing Chamber
     When  you  first enter this area, you'll see this amorphous blob.
This is the form that will spawn Belial. Transfer your power to Belial
(the  level 5 curse control spell). He will thank you, then get upset,
then leave you be to fight a few daemons. Kill them, get their ancient
magic orbs, and follow Belial. To get through the door, just attack it
with your weapon.

     In  the  next  room, you'll see Belial again and there will be an
amber  river  running  across the room with blue sparkle things in the
river.  To  get  past the river, you must shoot the blue generators in
the  ceiling to open a gap in the blue sparkles so you can run across.
And there are some more daemons to keep you company.

     In  the  next room, there are several platforms that shift up and
down.  Belial  taunts you here again and summons an image of Scotia to
keep  you  company.  You'll  have  to  kill  it.  Then jump across the
platforms to the far side. If you mistime your jumps, there are stairs
leading  from  the  bottom  area  back to the wrong side of the chasm.
These stairs are actually the best place to fight Scotia.

     The  next  chamber  holds  a maze of traps. There are three kinds
here: stone blocks which rise and fall. Flaming Spears which also rise
and  fall.  And  pillars  of  ice which rain shards down on you if you
touch  them. To get through this area, you quickly need to destroy the
red  and  white  globes and the stone block. These are the same pieces
that  you destroyed in the Tower puzzle, except that these pieces will
slowly  regenerate.  The stone block is on your left. Jump look up and
slash  on  it with a weapon. This will cause all of the falling blocks
to  stop  moving. Then, turn around and head straight. The white globe
should  be  ahead  of you. A level 2 or 3 Spark will destroy this. Now
all  of  the pillars of ice are moved out of your way. Then head north
to  the  red sphere. A 1st level Apparition spell will usually do this
one in.

     Now,  Belial  will  summon  another  image  for you to fight: the
Draracle. When you are finished with it, slash down the door, run down
the corridor and slash down that door and enter the final arena.

     The  best  way  I found to defeat Belial is just to charge at him
and attack him before he can do too much damage to you. The first time
through,  I spent a lot of time chasing after him before he died; when
I  went through the second time when writing this walkthrough, he died
on the second attack. I dunno. Anyway, when he dies, the game ends and
you get to savor your reward.


Rumors
     These  are  things  that  I've  heard  or thought of, but haven't
investigated yet. They may be true, but probably aren't.

     There  is  armor hidden in the rafters of one of the buildings in
the Dracoid Cemetary.

     Giving  the  broken  sword to the mage in the Huline Village will
get him to repair it.

     Giving the Rever to the mage in the Huline Village will fix it.

     The skull key will open locked buildings in the Huline Village

     The Dreamstone can charge weapons when used in the Citadel

     It is possible to free the people in the Citadel.

     Something more to do in the Egg Chamber of the Ruloi?

     There  are  doors  in the City of the Ancients that can be opened
with  the  Museum  Skeleton  Key.  Unfortunately, I had thrown the key
away.

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Автор: BAD1IVI
Оценка:    
Играю второй раз, впервые играл 14 лет назад. Многое подзабыл, и это только добавило интереса. Советую не делать упор на графику и играть в четырехдисковую версию Lands of Lore 2: Guardians of Destiny с анимационными заставками. Сюжет игры довольно интересный (заставки подливают масла...). Молодому поколению не рекомендую, не хочется, чтобы шедевр своего времени покрыли пеной и скверной. Думаю, геймеры со стажем и RPG-уклоном оценят её лучшие стороны не смотря на её солидный возраст. Рекомендую этот раритет, аналогов этой игре нет!

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