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it with any weapon and then go through.
Just go along the corridor until you come to a barred door. Kill
the creature, click on it to get some Dragon Blood and collect the
other vials in the room (these, by the way, act as delayed bombs).
Open the door and go along to the dragon having a kip, click on him
to chat and he will take you to...
(Take with you: Triangular key)
The Jungle
----------
You might like to start by discarding here anything you don't need.
Just move ahead of you at first. If you meet a two-headed beast,
don't start poking at it after talking to it, otherwise it'll have
you. Just follow on till you get to the village. An old man will
tell you some people are missing and won't let you through. You
might as well start searching.
The best way of going about this area is to use Luther to explore,
the Beast to fight the two-headed nasties (experience points, you
see) and the Lizard to get into those nooks and crannies. But it's
up to you.
Wandering around the jungle and following rivers is fraught with
danger, particularly if you fall into deep water (oh, do - save
first and have a go, it's really worth seeing). If you spot an
isolated rock spouting water, attack it with a sword or something
and you will find that a river bed dries out. In the north end of
the dried out river there is a hole - the Lizard can get a Speaking
Stone and other items. (On the subject of Speaking Stones, use them
by clicking them on the portrait. They will give you a slight clue
as to what's going on.)
While you are exploring, keep your eyes on the ground and see what
you can pick up. Some bushes with paler and darker leaves give you
aloe (healing). If you cut the trees with a yellow blob at the
bottom, you get ironwood sap. You can get some wax from hanging
hives and, by a small waterfall, Mind Stones. Save your game, use
one in the usual way and you'll see the whole area mapped. If you
then reload, you can use the same stone time and again.
You might come across a small temple by this same waterfall, with
several statues all around a circle on the ground. Pick up the
scroll you'll see on the floor and read it, but save before you
attempt going up the stairs - I got trapped up there because I
couldn't get the jump right, but you do get another scroll and some
experience. You might like to have a bash. Me, I reloaded and
tried something else. If you click on the wall behind one of the
statues, it opens out. On the same side, but nearer the arch though
which you entered there is a hidden panel with a lever. Using this
you can lift the statue in front of the secret door and go through
it. The stuff you can pick up here is pretty useless, so don't
bother - at the end you'll be in another part of the jungle.
To the SW, and going between two green mounds, you'll meet Kit'yara,
who has a fine sword and wants an orb of power for it. She also
tells you, amongst other things, about her son Daniel. She is
important and you will be meeting her later on.
N of here you'll come to a waterfall. Approaching, you'll get a
close up - click on the right and you'll enter a cave in which there
is a skeleton and another Speaking Stone. If you've covered the
whole area thoroughly, we can get on with the business on hand.
Although there is a short cut to where you want to be, you need to
be the Lizard to get to it and, because this is beyond your control,
you might as well head for the maze of thorns. You have to be
careful because they suddenly grow and leave you cut off and
disoriented. Keep an eye on the map and, if you feel there should
be an exit in a particular spot, hack away with one of your weapons
to get through; better still, cast Spark. This prevents the thorns
from growing again and also marks your path rather conveniently.
You want to head south and then west. At length, you will come out
into a clearing. Search carefully for an opening in the rock and
enter...
The Hive Caves
--------------
You'll have to walk them all. Look out for pieces of amber and some
very nasty blue spidery things. You must kill them (careful, you
can get poisoned). You should also find in a nest (or a messy bit
of something or other), around here, a fine armour. You will come a
chasm and you won't be able to get round it on the south side unless
you are the Lizard. Alternatively, hack away at the overhanging
stones in front of the chasm to create a path. You need to be
Luther to do this, and it's worthwhile, so that you don't have to
rely on changing at the right moment. Get across.
If you head roughly E to some lava (jump from one slab of rock to
another), you will come to two statues guarding a large sword - I
don't know what this is all about, but if you want it, grab the
sword and get out very quickly, otherwise you get crushed to death.
Towards the north, you will find a pathetic little pile of bones
which belong to the girl you saw in the intro. And please don't
mutter "serves her right!" Move on to the E of here and you'll meet
her mother. This means you've rescued her, because now you've
killed the nasties she feels free to buzz off to her village.
Before you follow her, just go round here to the NW. You will come
to a tiled room. Before you enter it, note the runes to the right,
on the wall. Enter the room and look around. This is, in fact, a
lift - but you can't use it yet. Make your way all the way back
to...
The Village
-----------
This time, the senior citizen will let you through. Go in, visit
absolutely everywhere and talk to absolutely everybody. After
you've talked to the magician fellow, you can nick anything you can
lay your hands on around him - particularly, get the Speaking Stone
on the floor, to the right of him. He is able to mend that broken
sword... in exchange for an orb of power.
A visit to the clandestine merchant is worth the effort. He will
offer you Kit'yara's firesword in exchange for a spot of murder. In
the meantime, pick up the key on the right and the green poison
alongside.
This key will open some of the locked doors in the village: apart
from a lot of ingredients, you can pick up a really nice crossbow.
Every third shot, it snares your attacker, giving you an edge.
Don't make up your mind yet about that murder. Take that decision
later - remember that, if you commit it, you won't be able to come
back to the village.
Don't neglect to visit the tavern. When you've finished doing the
rounds, you have a date on a bridge and you know you must go to the
Monastery. This is roughly to the SE of the map, I'm sure you'll
find it.
The Monastery
-------------
When you enter it, click first on the arch leading outdoors and talk
to the brother you'll meet there. Exit by using the arrow which
will appear at the bottom of the screen when you move the cursor
there.
Next, click on the archway to the left. You have an interesting
conversation with Dawn. Exit.
Click on the door directly in front of you and you have an even more
interesting conversation. Now you know you have to get a copy of
the runes with the wax (so make sure you have two bits of wax), and
you have a flute which will let you use the lift you saw before in
the Hive Caves, and which leads to...
The Old Caves
-------------
Make your way to the Hive Caves. Have another look at the runes
before you enter the room with the lift, just to remember their
order. Step on the square platform sticking out and use the flute
by right clicking it on the portrait. The lift will come up. Step
on it. You will see a stick with runes on it. The top one
corresponds to the top floor (the one you are in) - let's call it
the 1st floor. You can visit all the other floors by clicking on
each of the runes.
2nd floor: touch the three hanging blocks. They will drop into
place and a fountain will appear, which heals you if you are hurt.
3rd floor: a poisonous creature guards a hole in the wall. I found
I could kill it from a distance with the wonderful crossbow I got at
the village. You can crouch and go through the hole to a chamber.
Pick up what you see and search the nest for a net.
4th floor: pick up the Speaking Stone on the floor and crouch to go
through the tunnel. You are on another floor. Press the keys
around the cat block in the same order and number of times which you
saw by the entrance to the lift in the 1st floor. This opens a door
up a ramp. Go up and manoeuvre the blocks in the correct niches
(which match the symbol on each block), with the cats facing front.
You will notice that, if you try to transfer the blocks, as they
are, directly into the niches, the tend to be facing edge first and
get stuck - if you see this is the case, move the block all over the
room so that next time you approach the niches with it, the block is
square on. The blocks will turn the right way around automatically
as soon as they are in. This is rather tricky and will try your
patience somewhat. However, once they are all in, this opens up a
couple of chambers which contain a bow and a shield. Picking them
up will cost you health points. In the room with the niches, now
filled and barred, there is a hole in the wall. It could be worth
your while to hang around till you turn into the Lizard and go in to
retrieve the goodies.
Find your way to the lift and call it by pressing the green tile on
the green pedestal. Step on the lift and look at the stick with the
buttons - we seem to have down two floors and we are now on the 6th.
Go to the next floor, i.e., the 5th.
On the 5th floor, turn the blocks so that all the cats are facing
forward. This opens up a secret passage - if you follow the right
wall (carefully) you will come to a pile of rocks with an arm
sticking out. You can get the ring, which is magical. Gross. It's
supposed to heal you and even resurrect you, but it didn't do this
fellow much good. No point in going on further down. Nothing there
except one of those nasty blue spiders. Go back to the lift.
6th floor: we've been there.
7th floor: if you are the Beast at the moment, wait till you are
Luther. Step on the round room, grab the scroll and keep walking
around the edges to avoid the large rolling boulders. By the way,
this type of scroll contains a regeneration spell and it's worth
it's weight in gold to you. Keep it, and others you might find, for
those critical moments when you've run out of magic points and are
on the point of dying.
8th floor: Have a look around. A passage leads to a lit room, but
there is a rockfall when you try to follow it. At the next passage,
you will notice a niche in the wall composed of two tiles with cats
on them and another tile in the middle, with an indentation on it.
Use the flute on this tile. Advance with care - if you see some
blades on the wall, wait till they explode. Move along and to your
left - as you go through here a boulders falls through the roof and
opens up a pit. Try pressing the tiles either side of the wall, I
couldn't figure out what that did. I mean, a passage opened up
leading nowhere and then a pedestal rose from the floor and I
couldn't do anything with it. Is this a red herring I see before
me, or am I too dumb to see the obvious?
Light the burner and step into the pit. By clicking on the beast to
the right, you get one of those magic stones. Click on the left and
you've found the runes - couldn't see them, myself. Take two copies
by clicking two pieces of wax on them. Go back to the monastery but
use the exit to the thorn maze. As you come out of the caves, you
meet Dawn. At the end of the conversation, give her one of the
copies of the runes. Continue on your way. At the monastery, give
the other copy of the runes to Brother Julian, and you will get an
orb of power. Take the orb to the other brother in the garden - he
shows you how to use it, but I'm too dim to understand what he was
going on about. Finally, speak to Dawn in the Library. As you
leave, she gives you a very useful spell.
Now, if you click on the door to the left of the picture, you'll
meet a very odd chap called Rix. Go through the other door and you
will come to a room full of crates. If you pile them up in front of
the bookcase, you can get up there and break it with a weapon. You
can then jump into the...
Just go along the corridor until you come to a barred door. Kill
the creature, click on it to get some Dragon Blood and collect the
other vials in the room (these, by the way, act as delayed bombs).
Open the door and go along to the dragon having a kip, click on him
to chat and he will take you to...
(Take with you: Triangular key)
The Jungle
----------
You might like to start by discarding here anything you don't need.
Just move ahead of you at first. If you meet a two-headed beast,
don't start poking at it after talking to it, otherwise it'll have
you. Just follow on till you get to the village. An old man will
tell you some people are missing and won't let you through. You
might as well start searching.
The best way of going about this area is to use Luther to explore,
the Beast to fight the two-headed nasties (experience points, you
see) and the Lizard to get into those nooks and crannies. But it's
up to you.
Wandering around the jungle and following rivers is fraught with
danger, particularly if you fall into deep water (oh, do - save
first and have a go, it's really worth seeing). If you spot an
isolated rock spouting water, attack it with a sword or something
and you will find that a river bed dries out. In the north end of
the dried out river there is a hole - the Lizard can get a Speaking
Stone and other items. (On the subject of Speaking Stones, use them
by clicking them on the portrait. They will give you a slight clue
as to what's going on.)
While you are exploring, keep your eyes on the ground and see what
you can pick up. Some bushes with paler and darker leaves give you
aloe (healing). If you cut the trees with a yellow blob at the
bottom, you get ironwood sap. You can get some wax from hanging
hives and, by a small waterfall, Mind Stones. Save your game, use
one in the usual way and you'll see the whole area mapped. If you
then reload, you can use the same stone time and again.
You might come across a small temple by this same waterfall, with
several statues all around a circle on the ground. Pick up the
scroll you'll see on the floor and read it, but save before you
attempt going up the stairs - I got trapped up there because I
couldn't get the jump right, but you do get another scroll and some
experience. You might like to have a bash. Me, I reloaded and
tried something else. If you click on the wall behind one of the
statues, it opens out. On the same side, but nearer the arch though
which you entered there is a hidden panel with a lever. Using this
you can lift the statue in front of the secret door and go through
it. The stuff you can pick up here is pretty useless, so don't
bother - at the end you'll be in another part of the jungle.
To the SW, and going between two green mounds, you'll meet Kit'yara,
who has a fine sword and wants an orb of power for it. She also
tells you, amongst other things, about her son Daniel. She is
important and you will be meeting her later on.
N of here you'll come to a waterfall. Approaching, you'll get a
close up - click on the right and you'll enter a cave in which there
is a skeleton and another Speaking Stone. If you've covered the
whole area thoroughly, we can get on with the business on hand.
Although there is a short cut to where you want to be, you need to
be the Lizard to get to it and, because this is beyond your control,
you might as well head for the maze of thorns. You have to be
careful because they suddenly grow and leave you cut off and
disoriented. Keep an eye on the map and, if you feel there should
be an exit in a particular spot, hack away with one of your weapons
to get through; better still, cast Spark. This prevents the thorns
from growing again and also marks your path rather conveniently.
You want to head south and then west. At length, you will come out
into a clearing. Search carefully for an opening in the rock and
enter...
The Hive Caves
--------------
You'll have to walk them all. Look out for pieces of amber and some
very nasty blue spidery things. You must kill them (careful, you
can get poisoned). You should also find in a nest (or a messy bit
of something or other), around here, a fine armour. You will come a
chasm and you won't be able to get round it on the south side unless
you are the Lizard. Alternatively, hack away at the overhanging
stones in front of the chasm to create a path. You need to be
Luther to do this, and it's worthwhile, so that you don't have to
rely on changing at the right moment. Get across.
If you head roughly E to some lava (jump from one slab of rock to
another), you will come to two statues guarding a large sword - I
don't know what this is all about, but if you want it, grab the
sword and get out very quickly, otherwise you get crushed to death.
Towards the north, you will find a pathetic little pile of bones
which belong to the girl you saw in the intro. And please don't
mutter "serves her right!" Move on to the E of here and you'll meet
her mother. This means you've rescued her, because now you've
killed the nasties she feels free to buzz off to her village.
Before you follow her, just go round here to the NW. You will come
to a tiled room. Before you enter it, note the runes to the right,
on the wall. Enter the room and look around. This is, in fact, a
lift - but you can't use it yet. Make your way all the way back
to...
The Village
-----------
This time, the senior citizen will let you through. Go in, visit
absolutely everywhere and talk to absolutely everybody. After
you've talked to the magician fellow, you can nick anything you can
lay your hands on around him - particularly, get the Speaking Stone
on the floor, to the right of him. He is able to mend that broken
sword... in exchange for an orb of power.
A visit to the clandestine merchant is worth the effort. He will
offer you Kit'yara's firesword in exchange for a spot of murder. In
the meantime, pick up the key on the right and the green poison
alongside.
This key will open some of the locked doors in the village: apart
from a lot of ingredients, you can pick up a really nice crossbow.
Every third shot, it snares your attacker, giving you an edge.
Don't make up your mind yet about that murder. Take that decision
later - remember that, if you commit it, you won't be able to come
back to the village.
Don't neglect to visit the tavern. When you've finished doing the
rounds, you have a date on a bridge and you know you must go to the
Monastery. This is roughly to the SE of the map, I'm sure you'll
find it.
The Monastery
-------------
When you enter it, click first on the arch leading outdoors and talk
to the brother you'll meet there. Exit by using the arrow which
will appear at the bottom of the screen when you move the cursor
there.
Next, click on the archway to the left. You have an interesting
conversation with Dawn. Exit.
Click on the door directly in front of you and you have an even more
interesting conversation. Now you know you have to get a copy of
the runes with the wax (so make sure you have two bits of wax), and
you have a flute which will let you use the lift you saw before in
the Hive Caves, and which leads to...
The Old Caves
-------------
Make your way to the Hive Caves. Have another look at the runes
before you enter the room with the lift, just to remember their
order. Step on the square platform sticking out and use the flute
by right clicking it on the portrait. The lift will come up. Step
on it. You will see a stick with runes on it. The top one
corresponds to the top floor (the one you are in) - let's call it
the 1st floor. You can visit all the other floors by clicking on
each of the runes.
2nd floor: touch the three hanging blocks. They will drop into
place and a fountain will appear, which heals you if you are hurt.
3rd floor: a poisonous creature guards a hole in the wall. I found
I could kill it from a distance with the wonderful crossbow I got at
the village. You can crouch and go through the hole to a chamber.
Pick up what you see and search the nest for a net.
4th floor: pick up the Speaking Stone on the floor and crouch to go
through the tunnel. You are on another floor. Press the keys
around the cat block in the same order and number of times which you
saw by the entrance to the lift in the 1st floor. This opens a door
up a ramp. Go up and manoeuvre the blocks in the correct niches
(which match the symbol on each block), with the cats facing front.
You will notice that, if you try to transfer the blocks, as they
are, directly into the niches, the tend to be facing edge first and
get stuck - if you see this is the case, move the block all over the
room so that next time you approach the niches with it, the block is
square on. The blocks will turn the right way around automatically
as soon as they are in. This is rather tricky and will try your
patience somewhat. However, once they are all in, this opens up a
couple of chambers which contain a bow and a shield. Picking them
up will cost you health points. In the room with the niches, now
filled and barred, there is a hole in the wall. It could be worth
your while to hang around till you turn into the Lizard and go in to
retrieve the goodies.
Find your way to the lift and call it by pressing the green tile on
the green pedestal. Step on the lift and look at the stick with the
buttons - we seem to have down two floors and we are now on the 6th.
Go to the next floor, i.e., the 5th.
On the 5th floor, turn the blocks so that all the cats are facing
forward. This opens up a secret passage - if you follow the right
wall (carefully) you will come to a pile of rocks with an arm
sticking out. You can get the ring, which is magical. Gross. It's
supposed to heal you and even resurrect you, but it didn't do this
fellow much good. No point in going on further down. Nothing there
except one of those nasty blue spiders. Go back to the lift.
6th floor: we've been there.
7th floor: if you are the Beast at the moment, wait till you are
Luther. Step on the round room, grab the scroll and keep walking
around the edges to avoid the large rolling boulders. By the way,
this type of scroll contains a regeneration spell and it's worth
it's weight in gold to you. Keep it, and others you might find, for
those critical moments when you've run out of magic points and are
on the point of dying.
8th floor: Have a look around. A passage leads to a lit room, but
there is a rockfall when you try to follow it. At the next passage,
you will notice a niche in the wall composed of two tiles with cats
on them and another tile in the middle, with an indentation on it.
Use the flute on this tile. Advance with care - if you see some
blades on the wall, wait till they explode. Move along and to your
left - as you go through here a boulders falls through the roof and
opens up a pit. Try pressing the tiles either side of the wall, I
couldn't figure out what that did. I mean, a passage opened up
leading nowhere and then a pedestal rose from the floor and I
couldn't do anything with it. Is this a red herring I see before
me, or am I too dumb to see the obvious?
Light the burner and step into the pit. By clicking on the beast to
the right, you get one of those magic stones. Click on the left and
you've found the runes - couldn't see them, myself. Take two copies
by clicking two pieces of wax on them. Go back to the monastery but
use the exit to the thorn maze. As you come out of the caves, you
meet Dawn. At the end of the conversation, give her one of the
copies of the runes. Continue on your way. At the monastery, give
the other copy of the runes to Brother Julian, and you will get an
orb of power. Take the orb to the other brother in the garden - he
shows you how to use it, but I'm too dim to understand what he was
going on about. Finally, speak to Dawn in the Library. As you
leave, she gives you a very useful spell.
Now, if you click on the door to the left of the picture, you'll
meet a very odd chap called Rix. Go through the other door and you
will come to a room full of crates. If you pile them up in front of
the bookcase, you can get up there and break it with a weapon. You
can then jump into the...
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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






