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OK, now let's head for the NW. As you walk along the road, keep
your eyes either side for openings (in one case you'll see a blank
wall, but clicking on it will let you through). On your left (I
feel like a tour guide!) an opening will lead to a strange scene in
which a dragon is having a kip - I could do nothing about it, so I
moved on.
On the right, another opening will take you to three fountains.
Attack them with the GBA to freeze them, and again to destroy them.
Place the cube on the platform and then follow the corridor till you
come to a wall with bars. Find the other cube and place it on the
other platform. Climb on the cube and take a diagonal running leap
to get over the wall. Advance along here and up the stairs. Save
before you try anything silly. Get your bearings. Grab the chip
and run down the stairs and over the water and over the wall, and
don't stop until you are safe - the reason being that the ceiling
begins to come down and can crush the life out of you.
You can go now onto the street again and continue on your way. To
the right you will see an opening which leads to a chalice on an
altar. This is a colossal red herring - I don't know how much time
I spent pushing it, pulling it, jumping on it, hacking at it and
trying to put things in it. I even tried placing items in the three
alcoves round it. A perfect waste of time and, in the long run, it
made no difference whatsoever to the outcome of the game. May be
you'll think of something I didn't.
Let's move on, why don't we. As you continue, you will spy another
opening on the left. Go in and head for the statue on your left.
Click on it. Turn around and walk towards the statue which seems to
be across a chasm. Save and start walking boldly towards it over
the vacuum - but don't rush and walk straight. If you look down,
you'll see that a path is being created beneath you even as you
advance. Collect the chip the statue is holding and walk back
carefully. Leave.
OK, when you get to the round building to the NW you will find
enough blocks raising and falling to make you dizzy. What you need
here is to destroy three items - one is a floating stone and the
other two a red blob and a white blob. Once you've done that, you
can go in to find the black column - the doors will have been opened
and you can do what you have to do.
Now we must head SW. Round the square and on, you will find an
opening to the right. Another chip is enticingly waved at you - but
save before you get it because the chamber in which you are will
quickly flood and drown you. Get your bearings and be ready to
scamper in double quick time. As you continue along the street you
will see an opening to your right. This is where you use the
triangular key you've been carting around with you. Each room
contains a reagent which you might or might not need - but if you
are going to break the glass and get it, be ready to retreat quickly
or be crushed to death. None of my antics here did anything to
eliminate the glass forcefield in front of the room which contained
a table. However, since this made no difference whatsoever to the
outcome of the game, I have to assume it was another red herring (or
the work of a programmer not it touch with what the rest of the
programmers were doing). Actually, it stands to reason that this
cannot be important - how many players could be expected to keep the
triangular key the first time they play the game?
Enough of this. Moving on, you will see an opening on your left.
If you go in, you will see a deep well in front of you. Either
side, a silverleaf plant. Below, as I found out afterwards, is an
entrance/exit to the Underground Caverns. Of no importance
whatsoever, so let's go on.
You will soon arrive at the last round building in the SW. You just
put in the chips in the right indentations and the last black column
will be open to you. You know what to do.
Now, instead of going back into the teleporter, wander outside and
click on all four yellow hexahedrons. Go through the nearest
teleporter back to the city and this time head for the town square.
A building will have emerged in the middle - go in through the
shimmering gate and meet yet another clone of Belial. After a
heated conversation you will have a fight and, no doubt, kill the
beast. Continue walking forth inside till you come to a forcefield.
Step into it. Ah. Yes. I think this has something to do with the
Mantle. It means that you won't change unless you want to, which is
a great relief.
Leave this building and head for the opening I asked you to mark on
your map. As you come in you will notice that there are doors left
and right. If you open them all and light up the orbs on the
pedestals, a secret panel opens in the room to the SE and, inside,
you'll find a scarab. Blessed if I know what THAT does. However,
this is not important. What you have to do here is to proceed along
the corridor, braving fireballs, to reach a broken-down fountain.
Go on to the next room and you'll find a functional fountain. Get
in it and hack at the dragon and, when it bleeds, a wall will open
at the back. Go through and around and you'll find a teleporter
to...
The Underground Caverns
-----------------------
The idea here is to head to the SW of the map. Save very often.
Don't tangle with the spiders, there's just too many of them. Slip
quietly past and, if at anytime you should be surrounded by them and
unable to proceed, reload and be warned to avoid them. Don't mind
the odd blow as you walk past, just keep your eye on the red bar and
make sure you are not losing too many hit points.
Eventually you will reach a round chamber to the SW. To the W of
that, you'll find an opening (consult your map) blocked by some
tubes - keep hacking at them and advancing and you'll find yourself
at another one of those special entrances. Click on the left and
you will get to a... a... thingie. Hack at it and you'll be able to
go through. You'll find another thingie in the foreground and
something green on the right (I hope I'm not getting too technical
for you). Click around, hack around and wait a bit and a spider
will come along and do something or other - but a gap appears on the
left and, by clicking on it, you will get to...
The Laboratory
--------------
Watch the bit in which Bacatta has a bash at the enemy. He will
give you a horn, which is the only weapon with which you can
ultimately destroy Belial - so hang on to it. As soon as you are in
charge, turn right and move along. Have a look around - the red
liquid from the fountain flows under the wall, and the opening is
barred by spears. Look down at them and hack them broken, then
change to the Lizard (place the Curse Control in the spell circle
and press 3). Jump in and through and turn left. When you get up
there, use one of those light like eggs, if you have any left, to
see what's ahead. I saw three switches and shot at them to move
them, but it didn't seem to make much difference. Next, I found out
to my cost that I had to go right.
Running first W and then S, I got to a round room which in the map
was marked Summoning Chamber. Well, I tried all sorts, and this
worked: place the group of spells indicated by a skull (how
appropriate) in the spell circle and, aiming accurately at each of
the four skulls, cast Lesser Apparition (i.e., press 1); they all
end up in the centre of the room and a Demon appears. Fight it and
get what it's carrying. Get the corpse and go to the doors -
opening them will place you, and the corpse, on a lift. You need to
go to a room to the SE of the Summoning Chamber (consult the map)
and, once there, find the silver circle on the floor and place your
corpse on it. This opens a door to a lift which will take you to...
The Birthing Chamber
--------------------
You meet Dawn, who has another simple request for you. Aren't you
sick of them. Following your nose, you'll come to a blob. Press 5
with the Control Curse in the spell circle. Watch. Fight all the
demons which appear (collecting what they are carrying) and then
attempt to follow Belial. There is nothing for it - hack away at
the door till you get through (in fact, all locked doors in this
area have to be destroyed to open them).
In the next room you will see some unhealthy mists and contraptions
on the ceiling above them. Shatter them with a bow and you will be
able to get through. Along the corridor you will come to a chamber
with platforms going up and down, and Belial will talk to you from
the other side. He conjures up Scotia and you have to fight her -
get right up close to her and bash away keeping your eye on your
health. Then, leap across to the other side.
Before you go any further here, approach the next door with caution.
Look to your left and you'll see an accident waiting to happen.
Leap onto the shelf along the wall on your right, otherwise you'll
trip a fireball trap.
When you get to the next room, you'll see a lot of stone columns
going up and down, also red hot bars and ice columns. By dint of
getting myself killed surprisingly often, I discovered that to the
W, E and N of the entrance there were a stone slab, a white blob and
a red blob to destroy, and this cleared the room of all obstacles.
Head for the next room to the N and you'll have to fight a simile of
the Draracle - get right up close to him and you'll have no problem.
Equip the horn.
Continue along here and you will finally get to Belial. After a
friendly chat, I had the briefest of fights and it was all over.
Watch the daft finale. That's it, you've done it.
~Written by Lu Richardson (LuRichardson@compuserve.com) for Cheet
~Sheets Magazine (Cheets@sv.span.com)
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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






