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Dark Halls
----------
I fought my way all the way up the stairs without finding anything
terribly useful, apart from the plasma staff (and I don't know how
useful that is), a couple of other things and a few scrolls in the
bookcases. You have to be careful here when you explore, and not
only because of the blue nasties which attack you. The walls close
behind you as you advance, so go slowly and don't be in a rush to
climb up the stairs. Keep opening the slats on the walls and peer
into other rooms. A tantalizing sight! Do your best to get into
them. For instance, in the case of the very first room, to the
right of the entrance, when you open the slat you will see inside a
crate. Poke it with your finger to reveal the explosives inside.
Cast Spark at it and a hole will be blown in the wall, crouch and go
in. Pick up the scrolls. An oval chamber to the NE contains two
nasties - find the chains quickly, pull them and daylight will come
flooding in. The nasties disappear; pick up the red fruit, which
cures poisoning.
One chamber worth getting into was through an opening in the S,
going N. You enter a room, hack the wall with the crack and pop in
to find some really good stuff.
Eventually, you'll reach the last floor and you will be trapped.
Ignore the large circular room to the left as you advance and move
to the metal door at the end of the passage. Save your game. Pile
up a couple of crates by this door, but open them first clicking on
their tops. Then step well back and fire the plasma staff (which
you get when you meet and kill Rix) at them. They will explode and
destroy the door. Enter and pick up all the goodies you can,
particularly the Speaking Stone.
And now, save again and have a quick look at the circular room. All
right? Reload and open two crates: pick up one. Manoeuvre it to
the left and, counting the bricked-up windows, move the crate under
the sixth. Go back and get the other crate and pile it on top.
Then, step back and fire the plasma staff at the crates and, when
the bricks blow up, jump through the hole back to the jungle.
I think I must have missed something, because otherwise this was a
pretty pointless exercise. Still.
OK, now you are back in the jungle: decision time. You could a) Go
to Kit'yara and swap your orb for the firesword; b) Give the orb to
the Magician so that he mends the broken sword (I have a feeling
this is important; remember the commentary on one of the paintings?)
and afterwards; c) kill the captain and get your reward -the
"merchant" will let you out through the back (you can't go back to
the village, but do you want to?). Or don't kill the captain (if
you do, you might as well pop in and do the ruler in - he's got
useful items about his person). Up to you.
Wander around southwards to find Kit'yara who is now in the jungle
(if you haven't found her already) - she will give a you knife for
her son. Hang on to it - it's important.
Before you head E to the bridge you might like to hang around for a
while and kill plenty of those cats to build up experience points.
Believe me, you won't want to tangle with the beasts in the next
part of the game, since it's pitch dark and you can't see them.
Also, once you are across the bridge, you won't be able to come back
- so if you've left any item you think important laying about, don't
forget to retrieve it before you cross.
By the same token, discard here anything you really don't need, such
as the lesser weapons and armour. Combining reagents at this point
will probably give you more room in the inventory. You are going to
need it.
When you do get near the bridge, you'll meet your four-armed friend.
After a conversation, he will lead you across. You follow him
automatically. Watch what happens. You are now in...
The Savage Jungle
-----------------
Advance and you speak to Daniel automatically. Give him the knife
his mother gave you. At the end of the conversation, the wild ones
scatter - pick up the knife off the floor.
At this point you might like to examine your inventory and discard
anything you feel you don't need just yet - you can always come back
and retrieve it. Leave room in your inventory because you are going
to find many things. A few of them are some of those
strawberry-like fruits (remember, they cure poisoning), those green
light eggs thingies (they light up the surroundings) and a fish
(allows you to see what is going on behind you - what's wrong with
just looking round, I ask myself).
You will find some traps covered with straw on the ground - they can
be tripped, if you are careful (save first), and then the rope which
holds the stone can be cut. But I have no idea what this is all in
aid of.
You will meet horrible little bird-like creatures. Mostly, they
won't attack you if you leave them alone. However, if you do attack
them, they poison you - others join in and fight you from a
distance. Once dead, though, you can get a poison sac from them,
and if you click this on the weapon circle, you'll poison your
blade.
OK, keep roughly to the right to find the Temple to the south. When
you get there, watch what happens. You have to go to the mountains
for a key. I'll save you the trouble of going to the far E to the
mountains, just now - a huge dragon will have you for breakfast
because you don't yet have what you need to neutralize it.
Instead, go back to where you started and keep left this time. By
the river, you'll find the fish I told you about. Round about here
there is a building with a barred door you cannot open. Go to the
back, wait till you are the Lizard and enter through the hole by the
boulder. Inside, some interesting items. You will be able to open
the door from here.
Keep exploring. If you come to a building in which there is a
semicircle of torch stands, lighting them will allow you to reach
the door above - however, you need some sort of key.
To the N, you will come to the settlement of the wild ones. The
guard will let you pass when you hand him Daniel's knife. Speak to
Daniel then leave. Step back. Click on the right, on a campfire and
speak to the herbalist - you can help herself to some of her stuff,
if you want. Step back. Click on the circular building and talk to
the Shaman. He suggests you join the tribe and bring him a
SilverLeaf, giving you the key to the cemetery. If you click on the
right in his hut, you'll meet an old friend. OK, you can leave now
and go...
To the Cemetery
---------------
Go in. If you haven't listened to the Speaking Stones yet, do so
now (just click them on the portrait). Dump them here and anything
else you don't need immediately. Use the key on the gate and go in.
Walk around entering the buildings which are already open. Pick up
any orbs you see laying around (watch the floor). Open the tombs
and look inside. If you see stairs going down, don't use them yet.
Just remember where they are (mark the building on your map). You
will notice than some buildings are locked, and that beside them
there are statues with open mouths. If you click on them, you will
see at the bottom of the pedestals light patterns of different
colours. Three, to be precise - yellow, blue and white. Hm. Make
a note on your map of which colour applies to which building, as you
go around. Count their number (i.e., so many yellow, so many white,
so many blue). When you can't enter any more buildings leave the
cemetery and go SW...
To the Ruins
------------
You'll see a circular pit in the ground surrounded by statues. Go
to the tree trunk laying across. Jump onto it and save your game
before you start negotiating your way downwards (at times, you'll
have to jump - keep looking down). You will do it eventually. Find
the entrance to the ruins. There are pretty dangerous monsters
here, so save a lot. It's also very dark and you can't really see
where you are going; what with that and the monsters hassling you,
you have your work cut out to explore this place.
Fortunately, I got turned into a Lizard as I got through, so I ran
like a scared rabbit to the N and then turned to my left (W).
Hugging the left or right wall, whichever seemed safer at the time,
I didn't even pause for breath till I got to the Tower.
Keep casting Spark to see where you are going, chances are you'll
light a torch or something. Indeed, in this area you have to light
orbs on pedestals to move on. For instance, lighting one of this
will bring down a bridge so that you can get to the Tower.
Inside the Tower, you'll notice a staircase you cannot climb. Find
the orb on a pillar and cast Spark. This destroys the forcefield
and allows you to go up, but before you start congratulating
yourselves, look who's coming down the stairs! I hope you have
changed into something hefty, otherwise you'll have to run around
till you do. Kill the beast and nip up. On the first floor you
come to you'll see a claw. Place one of those glass orbs you found
(the empty ones, not the ones with a sword in them). It will start
doing weird things. Retrieve it - you will see it has changed to
white. Has the penny dropped? Yes, this is what you need to open
the closed doors in the cemetery. If you've counted the colours in
the cemetery you'll know you only need one white orb.
Right, now you've got it, use Spark on the dark orb on the pedestal
to remove the next forcefield. Go up, there is nothing on the next
floor. Do the necessaries and go up again. Here you will find a
beast who talks to you (couldn't understand a word) and then attacks
you. Fight it and kill it. Take the bracers - the dead beast talks
to you and all I could make out is that with these bracers you can
talk to the dead. Right, no need to go any further.
You can go all the way down; on the ground floor, you can go round
the stairs, light an orb and go down to find a pair of gauntlets.
Go up and out of the Tower. If you keep to your right, you will
come to a room with a mirror. Walk through it. You'll find
yourself in a room with three mirrors - the one to the left takes
you to the Savage Jungle and leaves you there. The one on the right
takes you back to where you've just been. The one in front takes
you to the cemetery, so go through it. Note where you are - you can
use this teleporter to go back to the Dracoid Ruins when you want
to. (Take with you: Bracers of the Dead)
The Cemetery
------------
OK, go to the building in which you saw stairs going down. When you
descend you'll find it hard going because it's very dark and you
have to keep consulting the map to see where you are. Keep casting
Spark - with a bit of luck you'll hit the burners and you'll get a
bit of light. You will also be hassled by very nasty ghostly
things.
You need to go N first and then W. You are looking for a lit room
in which there is a claw like the one you saw in the Ruins. There
should also be an orb on the floor. Put what you've got in the claw
- you should have at least two yellow orbs, now.
Leave and let's start methodically opening all the buildings which
can be opened. Always look inside the tombs and on the floor - look
at the walls, as well. Go to the first to the NW and enter it.
Look around. A lever by the door opens a building to the S. Go to
it. You will see a barrel inside the door. Go past it and collect
another orb. Go to the barrel, click on it to turn it on its side
and again to get it rolling. Follow it. Now, wasn't that fun?
I tried to see what was in the barrel by casting Spark - bad idea.
It wasn't dark, as I thought, that was oil on the floor! What you
have to do here is use a Dragon Blood on the portrait, then put it
on the ground and back right out of the building. It explodes and
uncovers an underground complex. Jump in.
It's very dark in here, so keep casting Spark and hope you'll hit a
burner. What you are looking for here is another claw which turns
the orbs blue. You only need two, at the moment. Going east-ish,
you'll find two lots of balustrades, jump over them and you'll reach
the claw which turns the orbs yellow, also you'll be able to find
the stairs and get out.
So carry on opening buildings, finding orbs and going to charge them
(in one of them you will also find a fine crossbow). In one of the
buildings you will find the ghost of a priest, who won't give you
the SilverLeaf until you do him a favour, but he does give you his
urn. What's a ghost urn?, you ask yourselves.
Make sure you have opened all the buildings. You should now have
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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






