Solution by Mike Marcelais (firstname.lastname@example.org)
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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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