Jump to page:
Sponsors:
You'll get shot at. Go through and you'll come to a round poison
pond with a teleporter in the middle. Jump on it and you'll see
Dawn. You'll need the Dream Stone to get her out. Leave. If you
continue along here you'll come to another passage and another
teleporter. You'll see imprisoned women. OK, out you go.
If you have been all around and killed all the creatures, go to the
E where you'll see some pink steps. Jump up on them - you'll find
it easier to use the ledges on the actual wall to help you reach
each step. You should make it all the way to the top without too
much trouble. You will see a bridge forming and disappearing very
quickly. Step in front of the machine spewing the plasma, save your
game and, as soon as the bridge appears, run across. Walk around
here till you find an entrance and go in. Watch. At the end of the
scene, the beast talks to you and asks you to come near. Oh, yeah?
I used the net on it and then moved in with the axe - it backed away
from me, and I just leisurely shot it with the Valkyrie bow. Easy
Peasy. Get the Dream Stone from the claw and step on the teleport.
You come out near the entrance - use the stone to open the door and
go back in. First, go to the imprisoned women. Click on the weapon
circle and the cover on the left will fall. Pull the lever to open
the bars. If you've missed any of the creatures outside, the women
won't come out and you'll have to go searching for stragglers and
dispatch them -one good way of attracting them is to turn the orbs
on and off. You'll know you've killed them all when the women leave
the prison.
Go to Dawn and use the stone on the right of the forcefield and she
will be free. She will give you another spell and will tell you
she'll meet you at the Temple. Don't forget to recover the Dream
Stone.
Make your way back to the circular room and find the column with the
ramp going up. Near the top you'll find a teleporter which will
leave you by the entrance.
Now you have the very tiresome task of finding your way out of here.
When you come to the broken ice bridge, bide your time and jump onto
a floating ice floe. Wait till you get reasonably close to the
accessible land - actually, you can only clamber up on the left
bank. You'll then be at the foot of those wooden pegs. Jump all
the way up, saving every time you are successful. You should be
Luther to do this. Don't try for the very last one. Just face the
cliff and jump up.
(Take with you: The Great Blizzard Axe, the Dream Stone and the
reagents I mention above)
OK, from here on is reasonably easy. Get back to the Savage Jungle,
get to the cliff side, in front of the green bit (save first) and
take a running jump at it. Now it's just a matter of getting to...
The Temple
----------
As you come in, you'll notice a corpse on the ground. Leave it for
now and open the door (both panels). Go in and you will see an
altar with two bowls. In front, to your left, a tapestry can be
moved to reveal a passage. Leave it for now. Go E instead and have
a look at the chapel. Either side of a second altar, an aloe leaf
and poison paint. Aha! Leave them and go back to the first altar.
Put an aloe leaf on the left bowl and poison paint (made with a
venom sac and a light like egg - I hope to brought those with you
from the Citadel). A noise at your back will alert you that things
have changed. Look and you will see a slab. What a lovely place to
put a corpse on! Go back and get the stiff from outside and place
it on the slab. Poke it and it will disappear in a flash.
OK, let's go E. To the left of the altar, a secret door opens out
into another room. Another door appears to lead to a blank wall,
but in fact, if you step in and close the door, a passage will
appear. However, no need to go down it because it's actually a way
out rather than a way in. Go back and around to the second altar;
pick up the aloe and put it in one bowl and then the poison paint
and put it in the other. A ghostly ball of light appears. Turn
around and go out into a courtyard in which there is a fountain - in
front of it, a green shard. Get it. You will notice that this shard
matches exactly the indentation in that round building we saw in the
jungle but had to leave for lack of a key. Take my advice and
forget it. If you go to all the trouble of getting there,
clambering up the steps and then opening the grate, what you'll find
inside is simply not worth the bother. Honestly. Still, it's up to
you.
Back in the courtyard, you will have noticed that a hole has
appeared in the ground. You can do several things, now, whichever
appeals to you the most. You can go down and along the passage, you
can back off, hack at the columns and watch the ceiling fall down,
or you can get in, hack at two columns, then duck as you hit the
last (best done as the Beast). Me, I brought the ceiling down and
backed off smartly. I like to have my back covered - goodness knows
what's down there.
OK, you can go back to the first altar, remove the tapestry and
begin investigating. If you keep left, you will see a large chamber
with two floating dishes - empty, of course. The next room, on the
left and past some beds (amongst which is a lightning crystal) has
some sort of a fountain - if you press the button, an aloe plant
grows). In the next room to the right of the beds, there are some
chairs and tables. As I was looking around, a horrible blue spider
barged in. I followed the tunnel and got myself into a room in
which there were three coffins. Looking inside, I found a flute.
I walked across to another passage and went left. Here things got a
bit sticky because, whereas I was most polite and forbore to
interfere with the spiders, they very rudely attacked me at every
turn and made my progress very difficult indeed. And there were
more of them than of me. Make sure you don't change shape while
fighting, or you are a dead duck. The Lizard, above all, doesn't
stand a chance. If the spiders run away from you, don't go after
them - let bygones be bygones. You haven't a hope of destroying
them all. At any rate, I found my corpse again and pressed a key by
it. It moved elsewhere. I noticed it was on a conveyor belt, and
watched for a while until more spiders distracted me. When I looked
again, it was obvious that it had been minced. I walked around to
the back of the machine and found a box full of... full of... Gulp.
The next obvious thing to do was to transfer this box onto the next
conveyor belt, spiders permitting, and then walk around the back of
the machine to see what we got this time. In fact, it was a
statuette.
Now is the time to explore around, consulting the map, pressing the
odd button here and there and killing a few spiders. You should
then find, in a newly opened niche between the first altar and the
second, a whole lot of statuettes just like yours behind bars. Only
one square is empty, so obviously you will put the statuette in.
Great, you get another shard.
Go back to the room with the floating dishes and, very carefully,
place the shards on them. A wall opens up. Go through it and you
will see three portals. Go first through the one in the centre -
you will be on a tilting floor. If you have one of those light like
eggs use it to see what you are doing. The idea here is to press
two buttons either side when the floor is tilted in a way in which
you can reach them. You'll be hassled by those bird-like creatures
you met in the Savage Jungle. Ignore them, if you can. When the
floor is level, go across and pick up a statue. Leave.
Through the portal to the right, you just have to brave the flaming
passages to get a mist of doom spell and press a button. When
you've pressed all three buttons, a bridge will come down at the
other end of the room and you can cross it to get another statue.
Leave. The last portal leads to my least favourite pastime -
jumping. First you have to press two buttons, to the NW and to the
SW. Then you have to get in through the opening at the other end.
Use the map to see the best way to jump to get to where you need to
be, and save often. Getting through the opening is not as tough as
it seems - line yourself correctly with it and take a running leap.
You'll be on a narrow passage way, walk carefully along here,
braving the fireballs, and collect some regeneration spells and the
last statue. You will be teleported to the entrance of this
particular puzzle. Leave. Behind these three portals there is
another entrance. To the right, you will see an indentation for the
flute - how unoriginal. Advancing along here you will see some
blades. However, a door to your right will allow you to bypass
them. As you emerge into the corridor, cling to the right wall as
you walk forward, otherwise you'll trigger a trap. At the end of
the corridor, don't press the buttons. Move into the chamber
instead and place the statues in the pedestals thoughtfully provided
for you. Some stairs will appear.
Go up them and you'll cross an unstable bridge. Have a look around.
Nothing here, yet this must lead somewhere. I tried the bridge
again to see what happened, but nothing did. I even jumped up and
down. To pass the time, I killed some of those bird-creatures and,
what do you know, their dead weight was enough to move the bridge
downwards. There I met with Belial, or a Belial look-alike (they've
lost me, by now) and had a surprisingly easy fight of it. Once the
beast was dead, I went through the only doors available. Coming to
a stand, I placed the Dream Stone on it. Then there is an animated
bit and you see the Dracoid City emerge from the water, and you take
a Number 9 Dragon to it.
(Take with you: a silverleaf, dragon blood)
The City
--------
You'll start in what looks like a balcony - use the only door there
is and take a lift down. You are now in the main part of the city.
Look, why don't you walk around to see all there is? Then I can
tell you what to do. By the way, don't tangle with the ambulating
blobs if you can help it - if you do, though, you'll find that the
Great Blizzard Axe makes short work of them.
OK? Are you back at the starting point? Right, now we'll advance
directly south, going around the main square. You should be at a
large fountain. Look up and you should see a globe floating over
the spout. Attack it with the Great Blizzard Axe (GBA). The water
will overflow. Marvellous. Now turn around and head N.
Turn right at the square and head towards the round building at the
SE. Along here, on your right, you will see an opening. Go in and
you will see a chip floating on a fountain spout. Hack at the
fountain with the GBA and it will freeze. Break it and get the
chip. Out and carry on towards the SE. To your right, another
opening. Pop in. As you explore around here, you will see pairs of
items. You will also have noticed a stand in front of some sort of
altar. It transpires that if you take one of the items of a pair
and place it on the stand, its fellow will appear on the altar.
Whereas most of the items are not all that desirable, I found it
worth while to use the following pair: ring of regeneration/ancient
magic stone. So I placed all the ancient magic stones I had about
my person and got as many rings as I could carry, and found them
jolly useful later on. You might decide otherwise. At any rate,
leave when you have finished.
Proceed to the round building at the SE. You will see a tall, black
column in the middle with doors which don't open - the same as the
other round buildings in the four corners of the map. Push in, look
around and jump over a ditch and you will see some doors - go
through. The idea here is to keep going through doors which give
access to other doors (some only lead to blank walls with an
inaccessible opening). If you can't get through by way of a door,
try the next along, and so on. Eventually you'll come out in a
large chamber with an oil lake and the head of Belial. Use the
Dragon Blood here and get out fast. This does something or other,
oh, I don't know, something terribly important. When you come out,
you will find, on returning to the circular building, that the doors
on the black column are open. Pick up the lightning storm crystal
and go up the stairs. You will see a box and a teleporter. Move
the box into the teleporter (gently, otherwise it goes right through
and out the other side) and enter the teleporter yourself. At the
other side, move the box into the square hole in the floor and enter
the teleporter again. You'll be back where you started (these moves
have to be repeated at each of the buildings in the corners of the
map).
Right, leave this building and head for the one on the NE. As you
proceed along, you will see an opening to the N of you. Pop in, if
you like, and you'll see statues at either side. You can safely
leave this area for now, but mark it in your map. Leave, and
continue to make for the NE.
When you get to the round building there, you'll know what to expect
- further in, there is a black column with locked doors. What you
do here is the following. Place a SilverLeaf under the red glass
pyramid, turn around and click on the yellow hexahedron (it waters
the plant) and then move forward and click on the hourglass (it
accelerates the passing of time) and you will see that a SilverLeaf
tree has grown inside the pyramid and broken it. Watch how the red
ball inside it moves forward and gets the doors open on the black
column. Go inside - you know what to do. By the way, you can also
grow other useful vegetables on the plots either side of the
pyramid, and by the same means. All I had on me was aloe, and I
really didn't need any more of its leaves since they weren't all
that useful when I was in dire need of healing - but it's up to you.
It's fun, anyway.
pond with a teleporter in the middle. Jump on it and you'll see
Dawn. You'll need the Dream Stone to get her out. Leave. If you
continue along here you'll come to another passage and another
teleporter. You'll see imprisoned women. OK, out you go.
If you have been all around and killed all the creatures, go to the
E where you'll see some pink steps. Jump up on them - you'll find
it easier to use the ledges on the actual wall to help you reach
each step. You should make it all the way to the top without too
much trouble. You will see a bridge forming and disappearing very
quickly. Step in front of the machine spewing the plasma, save your
game and, as soon as the bridge appears, run across. Walk around
here till you find an entrance and go in. Watch. At the end of the
scene, the beast talks to you and asks you to come near. Oh, yeah?
I used the net on it and then moved in with the axe - it backed away
from me, and I just leisurely shot it with the Valkyrie bow. Easy
Peasy. Get the Dream Stone from the claw and step on the teleport.
You come out near the entrance - use the stone to open the door and
go back in. First, go to the imprisoned women. Click on the weapon
circle and the cover on the left will fall. Pull the lever to open
the bars. If you've missed any of the creatures outside, the women
won't come out and you'll have to go searching for stragglers and
dispatch them -one good way of attracting them is to turn the orbs
on and off. You'll know you've killed them all when the women leave
the prison.
Go to Dawn and use the stone on the right of the forcefield and she
will be free. She will give you another spell and will tell you
she'll meet you at the Temple. Don't forget to recover the Dream
Stone.
Make your way back to the circular room and find the column with the
ramp going up. Near the top you'll find a teleporter which will
leave you by the entrance.
Now you have the very tiresome task of finding your way out of here.
When you come to the broken ice bridge, bide your time and jump onto
a floating ice floe. Wait till you get reasonably close to the
accessible land - actually, you can only clamber up on the left
bank. You'll then be at the foot of those wooden pegs. Jump all
the way up, saving every time you are successful. You should be
Luther to do this. Don't try for the very last one. Just face the
cliff and jump up.
(Take with you: The Great Blizzard Axe, the Dream Stone and the
reagents I mention above)
OK, from here on is reasonably easy. Get back to the Savage Jungle,
get to the cliff side, in front of the green bit (save first) and
take a running jump at it. Now it's just a matter of getting to...
The Temple
----------
As you come in, you'll notice a corpse on the ground. Leave it for
now and open the door (both panels). Go in and you will see an
altar with two bowls. In front, to your left, a tapestry can be
moved to reveal a passage. Leave it for now. Go E instead and have
a look at the chapel. Either side of a second altar, an aloe leaf
and poison paint. Aha! Leave them and go back to the first altar.
Put an aloe leaf on the left bowl and poison paint (made with a
venom sac and a light like egg - I hope to brought those with you
from the Citadel). A noise at your back will alert you that things
have changed. Look and you will see a slab. What a lovely place to
put a corpse on! Go back and get the stiff from outside and place
it on the slab. Poke it and it will disappear in a flash.
OK, let's go E. To the left of the altar, a secret door opens out
into another room. Another door appears to lead to a blank wall,
but in fact, if you step in and close the door, a passage will
appear. However, no need to go down it because it's actually a way
out rather than a way in. Go back and around to the second altar;
pick up the aloe and put it in one bowl and then the poison paint
and put it in the other. A ghostly ball of light appears. Turn
around and go out into a courtyard in which there is a fountain - in
front of it, a green shard. Get it. You will notice that this shard
matches exactly the indentation in that round building we saw in the
jungle but had to leave for lack of a key. Take my advice and
forget it. If you go to all the trouble of getting there,
clambering up the steps and then opening the grate, what you'll find
inside is simply not worth the bother. Honestly. Still, it's up to
you.
Back in the courtyard, you will have noticed that a hole has
appeared in the ground. You can do several things, now, whichever
appeals to you the most. You can go down and along the passage, you
can back off, hack at the columns and watch the ceiling fall down,
or you can get in, hack at two columns, then duck as you hit the
last (best done as the Beast). Me, I brought the ceiling down and
backed off smartly. I like to have my back covered - goodness knows
what's down there.
OK, you can go back to the first altar, remove the tapestry and
begin investigating. If you keep left, you will see a large chamber
with two floating dishes - empty, of course. The next room, on the
left and past some beds (amongst which is a lightning crystal) has
some sort of a fountain - if you press the button, an aloe plant
grows). In the next room to the right of the beds, there are some
chairs and tables. As I was looking around, a horrible blue spider
barged in. I followed the tunnel and got myself into a room in
which there were three coffins. Looking inside, I found a flute.
I walked across to another passage and went left. Here things got a
bit sticky because, whereas I was most polite and forbore to
interfere with the spiders, they very rudely attacked me at every
turn and made my progress very difficult indeed. And there were
more of them than of me. Make sure you don't change shape while
fighting, or you are a dead duck. The Lizard, above all, doesn't
stand a chance. If the spiders run away from you, don't go after
them - let bygones be bygones. You haven't a hope of destroying
them all. At any rate, I found my corpse again and pressed a key by
it. It moved elsewhere. I noticed it was on a conveyor belt, and
watched for a while until more spiders distracted me. When I looked
again, it was obvious that it had been minced. I walked around to
the back of the machine and found a box full of... full of... Gulp.
The next obvious thing to do was to transfer this box onto the next
conveyor belt, spiders permitting, and then walk around the back of
the machine to see what we got this time. In fact, it was a
statuette.
Now is the time to explore around, consulting the map, pressing the
odd button here and there and killing a few spiders. You should
then find, in a newly opened niche between the first altar and the
second, a whole lot of statuettes just like yours behind bars. Only
one square is empty, so obviously you will put the statuette in.
Great, you get another shard.
Go back to the room with the floating dishes and, very carefully,
place the shards on them. A wall opens up. Go through it and you
will see three portals. Go first through the one in the centre -
you will be on a tilting floor. If you have one of those light like
eggs use it to see what you are doing. The idea here is to press
two buttons either side when the floor is tilted in a way in which
you can reach them. You'll be hassled by those bird-like creatures
you met in the Savage Jungle. Ignore them, if you can. When the
floor is level, go across and pick up a statue. Leave.
Through the portal to the right, you just have to brave the flaming
passages to get a mist of doom spell and press a button. When
you've pressed all three buttons, a bridge will come down at the
other end of the room and you can cross it to get another statue.
Leave. The last portal leads to my least favourite pastime -
jumping. First you have to press two buttons, to the NW and to the
SW. Then you have to get in through the opening at the other end.
Use the map to see the best way to jump to get to where you need to
be, and save often. Getting through the opening is not as tough as
it seems - line yourself correctly with it and take a running leap.
You'll be on a narrow passage way, walk carefully along here,
braving the fireballs, and collect some regeneration spells and the
last statue. You will be teleported to the entrance of this
particular puzzle. Leave. Behind these three portals there is
another entrance. To the right, you will see an indentation for the
flute - how unoriginal. Advancing along here you will see some
blades. However, a door to your right will allow you to bypass
them. As you emerge into the corridor, cling to the right wall as
you walk forward, otherwise you'll trigger a trap. At the end of
the corridor, don't press the buttons. Move into the chamber
instead and place the statues in the pedestals thoughtfully provided
for you. Some stairs will appear.
Go up them and you'll cross an unstable bridge. Have a look around.
Nothing here, yet this must lead somewhere. I tried the bridge
again to see what happened, but nothing did. I even jumped up and
down. To pass the time, I killed some of those bird-creatures and,
what do you know, their dead weight was enough to move the bridge
downwards. There I met with Belial, or a Belial look-alike (they've
lost me, by now) and had a surprisingly easy fight of it. Once the
beast was dead, I went through the only doors available. Coming to
a stand, I placed the Dream Stone on it. Then there is an animated
bit and you see the Dracoid City emerge from the water, and you take
a Number 9 Dragon to it.
(Take with you: a silverleaf, dragon blood)
The City
--------
You'll start in what looks like a balcony - use the only door there
is and take a lift down. You are now in the main part of the city.
Look, why don't you walk around to see all there is? Then I can
tell you what to do. By the way, don't tangle with the ambulating
blobs if you can help it - if you do, though, you'll find that the
Great Blizzard Axe makes short work of them.
OK? Are you back at the starting point? Right, now we'll advance
directly south, going around the main square. You should be at a
large fountain. Look up and you should see a globe floating over
the spout. Attack it with the Great Blizzard Axe (GBA). The water
will overflow. Marvellous. Now turn around and head N.
Turn right at the square and head towards the round building at the
SE. Along here, on your right, you will see an opening. Go in and
you will see a chip floating on a fountain spout. Hack at the
fountain with the GBA and it will freeze. Break it and get the
chip. Out and carry on towards the SE. To your right, another
opening. Pop in. As you explore around here, you will see pairs of
items. You will also have noticed a stand in front of some sort of
altar. It transpires that if you take one of the items of a pair
and place it on the stand, its fellow will appear on the altar.
Whereas most of the items are not all that desirable, I found it
worth while to use the following pair: ring of regeneration/ancient
magic stone. So I placed all the ancient magic stones I had about
my person and got as many rings as I could carry, and found them
jolly useful later on. You might decide otherwise. At any rate,
leave when you have finished.
Proceed to the round building at the SE. You will see a tall, black
column in the middle with doors which don't open - the same as the
other round buildings in the four corners of the map. Push in, look
around and jump over a ditch and you will see some doors - go
through. The idea here is to keep going through doors which give
access to other doors (some only lead to blank walls with an
inaccessible opening). If you can't get through by way of a door,
try the next along, and so on. Eventually you'll come out in a
large chamber with an oil lake and the head of Belial. Use the
Dragon Blood here and get out fast. This does something or other,
oh, I don't know, something terribly important. When you come out,
you will find, on returning to the circular building, that the doors
on the black column are open. Pick up the lightning storm crystal
and go up the stairs. You will see a box and a teleporter. Move
the box into the teleporter (gently, otherwise it goes right through
and out the other side) and enter the teleporter yourself. At the
other side, move the box into the square hole in the floor and enter
the teleporter again. You'll be back where you started (these moves
have to be repeated at each of the buildings in the corners of the
map).
Right, leave this building and head for the one on the NE. As you
proceed along, you will see an opening to the N of you. Pop in, if
you like, and you'll see statues at either side. You can safely
leave this area for now, but mark it in your map. Leave, and
continue to make for the NE.
When you get to the round building there, you'll know what to expect
- further in, there is a black column with locked doors. What you
do here is the following. Place a SilverLeaf under the red glass
pyramid, turn around and click on the yellow hexahedron (it waters
the plant) and then move forward and click on the hourglass (it
accelerates the passing of time) and you will see that a SilverLeaf
tree has grown inside the pyramid and broken it. Watch how the red
ball inside it moves forward and gets the doors open on the black
column. Go inside - you know what to do. By the way, you can also
grow other useful vegetables on the plots either side of the
pyramid, and by the same means. All I had on me was aloe, and I
really didn't need any more of its leaves since they weren't all
that useful when I was in dire need of healing - but it's up to you.
It's fun, anyway.
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






