Jump to page:
Sponsors:
Lands of Lore 2
RPG by WESTWOOD
A Solution by Lu Richardson
---------------------------
Please remember:
This game is all about doing your own thing. You have to do your
own exploring, in your own good time and in any way you like - and
take your own decisions at every turn. Investigate at will; the
more time you spend at it, the more you'll find. Particularly at
first, you are given every opportunity to feel free. Try just about
everything - hack at things, jump over things, go swimming - do
anything you like and find out your limitations and your powers.
Into the game proper, bear in mind that there are more items in this
game than you can hope to cope with. In every scenario, find a nice
clear space in which to drop the stuff you don't need just yet, but
from which you can retrieve it before you go on to the next level.
Mostly, there is no return. Since there is really no indication of
how important certain items are, you might easily leave behind
something vital without realizing it, and it's not fun having to
reload and go back several levels just for that reason. If you are
really at a loss as to what to really discard, ingredients for
spells are a safe bet. Another is lesser weapons and armour. I
will tell you which vital objects you must take with you from every
scenario, so that you don't have to do what I did - go back about
twenty levels several times! When I say "Take with you", I mean
hang on to these items, you are going to need them much, much later.
You'll see I also specifically mention two weapons - that is because
I found them both indispensable (Great Blizzard Axe and Valkyrie
Crossbow).
On the subject of weapons, you are going to be spoiled for choice
till you find the above mentioned ones. You'll have to decide which
one you like best and be ruthless with the rest. If you are unsure,
take them with you from scenario to scenario and keep trying them
out in reasonably safe circumstances. But don't carry them all
around with you.
Which brings me neatly onto the subject of combat. Most beasts will
leave you alone if you don't attack them - if you do, their friends
and relations tend to join in and you can find yourself in real
trouble. Still, if you do not fight, you don't advance so fast -
and you need the experience points. It is best to pick on isolated
creatures whenever you have the chance rather than start an argument
when there are several of them around, since they'll all turn on
you. Some can be killed from a safe distance, but any which have
the power to cast things at you, be it poison or spells, are best
fought at close quarters.
Apart from combat, other hazards you will encounter are unexpected
traps and, above all, having to jump to get places. Now, this
jumping business if very hazardous - I had a special saved game
called Jumps and always saved before I started and every time a jump
was successful. A bit of a nuisance, but better than having to
start from the beginning every few minutes. Sometimes you can just
jump by pressing the spacebar or D, sometimes you have to go back a
bit and press the Shift and forward keys to run before the jump.
Some surfaces are slippery, so that you have to press the backward
key quickly or over you go.
As to the ingredients for spells, when you have a good variety save
your game and try different combinations. If you get Arrant Prac,
you know you've got it wrong. Note down anything useful and reload.
Frankly, I found that the ingredients themselves were more often
more useful than any mixture I could concoct...
In writing this, I cannot anticipate what you will choose to do...
or what you CAN do. Very often, you are restricted by which shape
you happen to be at a critical moment. And that's entirely random.
"A Solution" means that I am merely describing the path I took; if
reading this helps you, well and good - but I do not claim that this
is the only way to solve this game.
The most important hint I can give you is: take your time, examine
everything, talk to everybody, be very thorough. Keep examining the
map and make sure you've covered everything. Also look out for
Lizard-sized holes in rooms and other places: not only can these be
short cuts to other rooms but can also contain special items.
Here we go. From the start:
The Caves
---------
You get comprehensive instructions in the Manual as to how to
proceed in these first caves - with pictures and all! But here
goes, anyway, for a little extra help. Don't, however, slavishly
follow the Manual, or me - the whole puropose of this area is to
allow you to experiment. Try everything you can think of! It will
be invaluable experience for later on, and may be you'll come up
with something nobody else has tried before.
And, now, for some down to earth instructions:
Head generally north (without neglecting watching the map to make
sure you cover all the ground), picking up stones, crystals, etc.
Actually, the only really useful item is the Cave Aloe, which heals
you - but do your own thing. Follow the arrows you'll spot on the
walls. You might like to pick a safe fight or two (i.e., fight one
guard at a time), just to get yourself a sword and a shield and
collect experience points. Avoid the three archers at the entrance,
they'll kill you for sure. Still, you might find it fun to see what
happens if you do try to run through - but save your game first.
Carrying on, when you come to some fireflies over a big rock, click
on them and then follow them. You will metamorphose as you come to
a low entrance on the rock. If you become the Lizard, go through.
If you become the Beast, turn right around and follow the right wall
till you come to a large boulder. Walk against it to move it out of
the way.
Proceed along here till you come to a lit room with two columns
barring the way. Walk around the one to the right and push it
against its fellow. Then go to the front and push it forward.
You'll soon be able to get through.
Past here you will come to several doors, all of which but one will
open by just clicking on them. When you are in front of the one
which won't, turn right and cut the chain with a sword (just click
on the sword symbol). Inside, an ancient magic stone. If you right
click it on the portrait, Luther gets extra magic power.
Check the other rooms. In one of them you'll see some crates.
These can be piled up in front of the smooth wall to climb up
through the hole. Not that it seemed worth the effort - but I guess
we are just being shown the ropes.
In the other room, tucked in a very dark corner, you will meet a Orc
on whom you can click for a conversation. Speak to him twice and,
when he expresses a wish to sleep before he fetches you something or
other, let him sleep - if you poke him once more he just dies.
Don't even bother to come back to him. Let him follow you if he
wills.
I expect you'll come across a lot of waterfalls NE of a big pool.
If you go to the waterfall to the N and smash the gushing rock with
a weapon, this has unexpected results. Push on here, see if it'll
do you any good. Then move on.
In your travels, you might find yourself peeking through a gap at a
guard - on the floor, an oil lake. Cast Spark to fry the poor
fellow, but back off quickly or you will get burned, too. All of
this, you realize, is to let you learn how to come to grips with the
game. Whatever you chose to do here, matters not at all.
Carry on exploring till you come to a bridge over a river. A door
opens and a guard talks to you. If, facing the bridge, you look to
the left, you'll see a lever. This opens another portcullis around
to your right and you can go into the guards' rooms and pick up some
goodies.
Cross the bridge towards the big doors, but don't be in a hurry -
there's some more fun to be had. If you hear the words "Hey, you!",
that really means YOU. Turn around and advance along the bridge the
way you came. When you see soldiers coming along, cut the chains to
have a section of the bridge collapse (with the soldiers on top)
while you back off to safety. Snig, snig.
Enough. Let's get on with the real game. Face the gates and enter
the Draracle's lair. Speak to him. Eventually, he will direct you
to the...
Shinning path
-------------
Move to the door and go in, note the customer to your left and
pretend you haven't, pick up the sword, mail (don't forget to equip
them) and the champion stones. These, as you will know from the
Manual, will make you stronger.
Now, you could open the metal bars by pulling the lever - going
through the mirror is a shortcut to the village you are meant to
visit. However, it's much more fun to move the tapestry aside and
go through the teleporter (just click on the wall).
Advance and click on the Orb. We seem to be in some sort of museum.
Back off a little. To your right you will find, on the wall, a
triangular key. Keep this key in your inventory where you can see
it. The creatures in this area will steal your last equipped item,
and since you are going to use this key all the time to get a
reading of the exhibits, it's always the last - you are going to
have to fight tooth and nail to keep it. Every time you've fought
and the key is missing, search the body of your victim. You might
even have to run after the thieves.
But don't let us anticipate. In front of the orb, a tile on the
floor can be moved and a stand will pop up. Use the key on it and
the wall at the back will open. Go in, cast Spark at the torch and
then take all the scrolls. Open the panel to your right and cast
Spark. Leave the way you came in. Should the wall close before you
can get out, a lever to the left of the door will open it again.
Retrieve the key from the stand.
OK, you must keep checking the map to make sure you don't miss
anything. Try to keep hugging the left wall so that you cover all
of this area methodically. Use the triangular key on the stands by
the exhibits to find out what they are all about.
If the scenario is a bit dark, walk up to the dim or unlit torches
and cast Spark to light them up.
You will first come to a barred room which you cannot enter. If you
stand on the right side and cast Spark, you will be able to see and
pick up a green gem. Put it in the square for magic items in your
inventory - it gives you considerable protection.
The next exhibit will give you a broken sword. Hang on to it.
Still keeping left, you should find a door on the wall which will
lead you downstairs, where you will pick up the Prism Sword. This
is the best weapon to be had at the moment, till you get the
Firesword. Go back up and keep going left.
In a room full of paintings, click on the one on the far wall to
reveal a lever. This opens up the next complex of rooms along (one
of them contains THE hourglass, more of this anon). Naturally, you
will use the triangular key to hear all about the paintings.
Going on, spot the one lit room (containing the hourglass) with the
other three dim ones - using the triangular key on the stand at the
opening to this complex will give you the clue. We'll be coming
back here later. Carry on for now.
You will come to a huge blue gem. After you've heard what it's all
about, you can hack away with a sword and get three chips off it.
If you click them on the fire around this room, they are charged
with the fireball spell. You can only use them once, though. I did
not find where else you could charge them, but I was soon packing so
much stuff, I didn't care.
Having got right around here, you can next do the centre of this
area. You will find an axe over a stand (this axe is extremely
useful because it can be thrown when you need to hit something from
a distance and it comes back to you). When you pick it up, you'll
find yourself in some sort of liquid - going up will get you to the
scroll room behind the orb. To get out, find the lever on the left
and the wall will open leaving you at the orb.
Once you've been all around, go to the room to the S with the
hourglass (don't discard the triangular key, make sure you take it
with you; you'll need it much later). Hit the hourglass with your
sword and it will break. If you now back away and turn to your
right, you will see that bits of the wall have fallen off. Hack at
Jump to page:
Sponsors:
Other files from this game:
- Lands of Lore - Guardians of Destiny document by System on 14/03/2006, 06:30
A hints collection. - Lands of Lore - Guardians of Destiny solution by System on 09/03/2006, 09:50
- Lands of Lore - Guardians of Destiny solution by System on 09/03/2006, 09:50






