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Читы для Lands of Lore: Guardians of Destiny

Чит-файл для Lands of Lore: Guardians of Destiny

Lands of Lore:
Guardians of Destiny

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Westwood Studios
Издатель:Virgin Interactive Entertainment
Жанры:Action / RPG (Hack-and-slash) / 3D / 1st Person

Даты выхода игры

вышла в 1997 г.

Solution [ENG]

Информация актуальна для
Part I: The Caves of the Draracle
Okay, youTve just escaped from the dungeon of Gladstone keep, shifted forms
three times, run to the TsafetyT of the DraracleTs Caves and are being hunted
by the guards of Gladstone. And you have no weapons, armor, or equipment.

In reality, this first area isnTt very difficult. This section is mainly to
get you used to the interface of the game. The first thing you should do is
walk over to the green rock cluster and get a stalagmite from it to use as a
weapon. Also walk over near the water, on the right side, and pick three
pieces of Cave Aloe from the wall. Cave Aloe can heal your wounds.

Now head out the cave to the west and watch the guards go by. Ambush the last
guard by sneaking up on him from behind and loot his body. This will get you
some much needed real armor and weapons. You can continue south to the
entrance, but the guards there are armed with nasty ranged weapons and it is
unlikely you could survive. Head north instead.

As you head north, youTll see a very large boulder blocking the passage to the
left and another passage to the right. Head to the end of the right passage
and youTll shift forms. If you shift into the Lizard, you are now small enough
to run through the small passage that is here. If you shift into the Beast,
you can run back to the large rock and push it out of the way (by walking into
it) and get into the area beyond.

As you continue north, youTll run by a large underground lake. To the left is
a room that has a pit in the middle and several small rivers of water pouring
into it. If you attack the stagactites which drop water into the pool around
the edge of the room, the water will pour into the room, flooding out some
guards. This allows you to get better equipment and also find a Mana Foil.
Around the corner is an area of construction with pillars. You can click on
the pillars and drag them out of the way to make a passage that you can fit
through. After you get through, you can turn around and attack the weak pillar
to collapse the corridor and prevent guards from following you in.

Head right from the pillars and youTll get to a room with four exits. In the
northwest room, there are several crates and a passage high out of reach. If
you stack three of the crates on top of each other, then stack two more crates
next to those, then stack the two small crates next to those, you have a
stairway that you can jump up to get to that hidden room. All that is up there
are two broken maces and an orc shield; but messing with the crates is good

The next room (to the northeast) contains a former Dark Army creature that
recognizes you when you approach. He claims to have a gift for you hidden
away, but dies before he can give it to you.

The door to the southeast is locked and canTt be opened. However, there is a
chain set in the wall next to the door. If you cut the chain (by attacking
it), the door will open and you can walk through. In that room, there is an
Ancient Magic Stone hidden in the debris near the back of the room.

Now, leave this area and return to the collapsed passage and continue past.
The black pools here are oil and if you cast a spark spell at them, they will
ignite into flames. Continue past them, picking up any Aloe you see on the
way, and you will reach a chamber with a large lava pool in the middle. Skirt
the rim of this chamber and continue north.

In the next corridor, there is an opening in the wall that you can look
through which reveals a Gladstone guard standing in a pool of oil. Cast Spark
at the oil (you may have to use the targetting cursor in order to get it to
work) and the guard will be incinerated in a bonfire.

As you continue north, youTll reach a bridge over an underground river and the
guards will lock a door behind you. If you pull the lever next to the bridge,
you will reopen the gate and the door to the guardTs room will also have
opened. Go in there and get the Light Crossbow, Pyro Pod, and a Guardian

Cross over the bridge, open the doors, and head to the Draracle.

Part II: The Halls of the Draracle
After you hear the speech with the Draracle, you enter his halls. You can
return to the DraracleTs throne room twice more to get more information -- the
last time shows the Draracle talking with Dawn and Bacatta.

Go through the gate and over to the table in the next room. DonTt worry about
the skeleton; as long as you leave it alone, it wonTt bother you either. In
general, donTt bother creatures which donTt seem hostile. Get the gifts that
the Draracle has left for you. You can pull the lever on the wall now and walk
to the mirror to the southern continent, but there is something much more
interesting than the gifts on the table.

If you click on the Tapestry across the room from the table and then click on
the wall behind it, a secret passage opens up. This leads to the Draracle
Museum and it contains many interesting exhibits. Be sure to get the skeleton
key from the wall at the end of the entrance hallway. Inserting it into the
triangle shaped holders will give a narritive on the exhibit.

Explore a lot of this area, and you should be able to find many good items
like the Long Sword Prism, and The Axe of the Long Arm. There is also a broken
sword that you can take and get repaired laster. ITm only going to describe
the interesting areas of the Museum.

At the very start, there is an orb held by a claw. Clicking on the orb gives
you a welcome message. In front of the orb, on the floor, is a hidden opening.
Clicking on it will raise a key holder opens a secret area behind the orb.
Inside are scrolls of Heal, Spark, and Summon. Use the Summon to learn it.
(Using a scroll will let you learn the group, if you didnTt know it already,
or cast it if you already knew the group).

To the north, there is a caged in area that you cannot open. If you cast a
Spark spell into the area, one of the crates will explode and you can reach
inside and get a Dragon Stone.

To the south, there is a large blue gem in the middle of the room. Hacking on
the gem will break off pieces of Fire Crystal, but they will be burned out.
Use the Crystal on the flames on the side of the room to recharge them.

Breaking the vases you find in the corners of the room here will reveal Ivory
Chips. There are two of them in the museum. The only use I have found for the
chips is to solve a puzzle in the City of the Ancients near the end of the
game and you can find all of the chips you need there.

To the far east, there is a closed exhibit about Time Travel. You can open
this area by pulling the lever hidden behind the last picture in the gallery
to the north. Once inside, break the Hourglass by attacking it, then break
through the wall and jump through the hole.

Run down the corridor, and finish off the last skeleton creature. There are
several vials of DragonT's Blood here. If you use the Blood, an icon appears
in the corner of the screen. This is a timer. The Blood will explode in about
five seconds. Either throw the blood or drop and run. After youTve gotten the
blood, open the door, and ask the dragon for a lift to the southern continent.
(DonTt attack the dragon.)

Part III: Huline Forest
Begin CD 2

This area is a very large forest area and it is hard to get a good idea of
where places are located around here. When you first arrive, you will be in a
clearing. Heading north, you are approached by a two-headed catbeast.
Sometimes heTll attack you; other times, it just ignores you. There is a lot
of wildlife in this forest, and you donTt want to upset it -- donTt attack
things that donTt attack you. And donTt walk under the spiders: they can
poison you if you do.

There are many bushes around here that have bright green leaves. These are
Aloe plants and you can pick the leaves off the plants. They will heal you.
You may also see a beehive or two; you can get wax from these.

Continuing around the corner, youTll meet a Huline guarding the village. He
refuses you entrance because Shalla and her daughter are missing. Seems like
the best thing to do is head into the forest and search for them.

Heading west, you meet a pair of Huline mothers that look less than thrilled
to see you. They distrust you and tell you little, eventually leaving with
complains that you arenTt very polite.

Head through the forest, going generally west and staying between the two
streams that flow through the forest. You are looking for the house of
KityTara and you know youTre getting close when you see a double bridge over
the northern stream. Head south from here a bit, then head west.

KitTyara seems excited to see you and lets you loot her shack for equipment:
swords, Gargoyle bracers, and a bow. She tells you about the Long Sword
Firestorm which seems like a really cool weapon, but you canTt have it. She
will also tell you about Power Orbs, the Monestary, and the wild ones that
live across the river Bane (just east of where you started).

After leaving her shack, take the first path south that you can (it should be
easily visible on your automap) and youTll run into the Huline women again.
After you finish your conversation with them, head west. This area is filled
with growing branches that can be cut down. The automap will show which areas
of the walls can be cut. If you simply cut the walls, they will grow back in a
few seconds. Using a Spark spell on them will burn them to the ground and they
wonTt grow back. (If you are stuck in Lizard form now, you will be unable to
hack the walls; youTll have to use Spark or wait until you change back. You
want to go through the woods here until you get to a lake to the southwest.

Across the lake from where you entered this clearing is a cave entrance. If
you go inside, youTll enter the realm of the Hive Caves. This is where Shalla
is being held.

Part IV: Hive Caves
This is a very hot and unstable cave system. There is a lot of amber found on
the ground here. When you walk through, donTt worry about the clouds of gas,
but do worry about green bursts of liquid as they can poison you and watch out
for cliffs, falling rocks, and lava.

Head down into the caves until you get to a room with a small beast with two
heads sticking out of its body. This is the Executioner that the Huline were
talking about. Kill it and investigate its nest across the chamber to the
north. Hidden inside, youTll find some plate armor. Good stuff.

To the north of the ExecutionerTs lair is a cavern that becomes a lizard
tunnel leading back into the forest near the Monestary. I never found this
tunnel useful because I hate the lizard form and it was too easy to fall off
the small ledge into the lava.

Now, just to the west, there is a large chasm. If you attack the ceiling,
using a ranged weapon, youTll cause the roof to collapse and the chasm will be
filled with rubble so you can cross. Head across and take a left at the fork.
Somewhere in this next room is a spider creature. Kill it and head all of the
way north. YouTll find Shalla hiding in a corner of the cave. When youTve
convinced her that the spider is dead, she will head back to the Huline

Now, return to the fork and take the other passage. It ends in a large lava
field that has several islands of rock growing from it. Hop across the islands
until you get to the northern exits. Fortunately, lava is not instantly fatal,
although it does hurt a lot.

From here, to the north, is a chamber with lots of amber. To the west is a
room with several pillars supporting the ceiling. Behind the pillars is a
large sword set in the wall with two statues flanking it. Crawl between the
pillars (sometimes I can get through in human form, although I usually have to
wait until ITm in Lizard form), get the sword, and run out. The roof will
collapse in a moment. Attacking the columns will also bring the roof down on
you. The sword is too large for you to wield, although it may come in handy

Now, exit the cave area and return to the Huline Village.

Part V: Huline Village
Now that Shalla is safe, you are welcomed into the village. There are a few
things you need to do here, but mostly, this is a chance to advance the plot
and collect reward.

Travel through the village by heading left of the entrance. Follow the edge of
the village until you meet a huline in a back alley. HeTll give you a
password: "ankhman".

Then travel to the southern edge and enter the cantina (the shop in the middle
of the fixed screen). Inside, youTll meet Bacatta. HeTll tell you that Dawn is
also in the southern continent doing research about Ancient Magic. He lets you
go on your word that youTll return.

Next, head across town to the magicianTs house, just to the north of the
entrance gate. When you ask him about ancient magic, heTll suck all your
magical energy out of you, but allow you to take his items. You can get three
fire crystals, a manafoil, a war cluster, and a Speaking Stone which shows the
sinking of the ancient city. If you show him the broken sword, he claims he
can repair it, but it will cost you a Power Orb. It seems like everyone wants
one of these things.

Head just west and visit the King of the Huline village. He seems very
unconcerned with what is happening and ignores your concerns.

Heading around behind one of the buildings near the King, you will find an
abandoned building. Click on the cellar access and you are let into this dingy
room under the building. Knowing the password will let you inside a thieves
guild. He will offer to give you the sword Firestorm if you kill Kelsrick.
There is also a skull key here and poison paint that is yours for the taking.
The key opens most of the buildings in town and lets you get a large supply of
alchemy ingredients and some more weapons. I would wait before fulfilling the
contract so that you can still get the mage to repair your sword.

Inside one of those buildings is a simple throwing dagger. If you take that
dagger to the Huline Mystic, he will enchant it into the Dagger of Light at no
cost to you.

Exit the village and head back out into the forest.

Part VI: Huline Jungle (again)
Your next goal is to visit the Monestary. Before you go there, stop by a few
interesting parts of the forest that you may have missed on previous trips.
Just to the north of KitTyaraTs house, at the headwaters of the stream just to
the north there is a waterfall. Searching in the water will get you a
Lightning Crystal and you can enter a cave to the right where youTll find a
corpse that holds a Speaking Stone showing the end of a great battle.

To the northwest of the Huline Village, there is a river that has several
geysers erupting out of the middle. If you follow that river upstream to the
west, you will come to a pool with a single geyser. Attacking the geyser will
cause it to break and the pool to drain away. You can then enter a lizard
tunnel a little to the east in the north bank of the river. Inside that tunnel
is another Speaking Stone, a storm crystal, two fire crystals and three
ancient magic stones.

Following that stream all of the way east will lead you to a waterfall. At the
base of the waterfall, on the north shore, is a small passage you can crawl
through to get a recipe scroll, and a Summon scroll. On the south side of the
waterfall, there are three Mind Clusters hidden cleverly behind a bush right
next to the waterfall. To get out of this area, go along the shore of the Bane
River towards the south, wait until you shift into Lizard form, and run down
the lizard tunnel there.

Head south, almost due south from the village, across two rivers, and youTll
arrive at a clearing completely blocked by a pink lake with a bridge across.
You cannot cross this bridge in beast form (as the bridge will collapse). On
the other side of the bridge is the Monestary.

Out behind the monestary is General in charge of vegetables. HeTs mostly a
waste of your time. In the library to the left is Dawn. She looked much better
in the first Lands of Lore game...but I digress. She suggests you go see
Brother Julian, who is behind the closed doors in the center of the first
Monestary screen. He will be amazed by your tales of the Draracle, but require
you to get a wax copy of runes hidden deep in the caves. He gives you a flute
which operates the lift.

Part VII: The Hive Caves (again)
Exit the monestary and return to the caves. Remember that area to the west of
where you killed the spider creature that I said you could ignore? Well, go
there now. As you approach the area, you should see four runes on the wall to
your right. Make a note of them. Also, be sure that you have a piece of wax.
You can get wax from behives in the forest. Stand on the edge of the ledge and
use the flute. This will raise the lift up to the top. The lift platform has
eight buttons on it -- pushing one of the buttons will move the lift to that
floor. Most of the floors also have a call button on them, in case you get
separated from where the lift is.

Floor 2: Clicking on the three stone blocks on the roof reveals a hidden
fountain that heals you when you drink from it.

Floor 3: A spider creature lives here. Kill it and then crawl into its nest in
the back of the room to get two Lightning Crystals and a Net of Exile.

Floor 4: In the entrance area, there is a speaking stone showing the death of
the Old Dracoid king. There is also amber here and a lizard tunnel to floor 6.

Floor 5: Clicking on the three blocks to your left will open a passage in the
wall. Climbing down the very steep walkway all of the way to the bottom will
get you into a large area where a spider creature lives. Halfway down, there
is a disembodied hand that has a Ring of Regeneration that you can take.

Floor 6: When you enter this area, it seals shut behind you. Climb up the ramp
until you get to a chamber. To your right, there are three buttons set in the
wall. Click these buttons in the same order as the runes you saw just before
the lift area. (If you donTt remember, its LleftL,LleftL,LrightL,LtopL. This
will raise the ramp up further and allow access to another room.

In this room, slide the three blocks into the cubbyholes that have the same
symbols. When you do this, two side rooms open up, and the stone block that
seals you in here also raises up. Get the two items here, the Bow Shift and
the Death Stroke Shield. Also, in the corner of the room is a cubbyhole
containing HelinTs Ring and wax. You should now have two pieces of wax.

Floor 7: Run into the room and get the scroll. The room will start to lower
and there will be two large stone balls in the room. Dodge the balls for a few
seconds until the room comes to a stop and exit onto the eighth floor.

Floor 8: From here, head towards the exit that looks like it has oil on the
floor. DonTt walk on that floor, as it will explode. Instead, turn to the
right and put the flute in the slot in the wall. A tile walkway will slide

Go across the tiles and instead of turning right, open a secret door straight
ahead. This passage lets you avoid the spinning knives. Then, when you are
past the blades, turn left and run to the end of the passage. Turn around and
watch the boulder come flying towards you and break a hole in the floor.

On one side of the hole, there is an unlit brazer. Light it with a spark spell
and jump into the pit. On the left side of the screen is a holder for an
Ancient Magic Stone. On the right is the totem that is enscribed with the
runes. Use the Wax on it to get a wax impression of the runes. Do this twice.

Now head outside. At the entrance, youTll meet Dawn. Give her one of the two
copies of the runes and return to the monestary. Talk to Dawn in the library.
She will give you a charm (which you should use) that gives you the Dampen
spell. Then head upstairs to talk with Brother Julian and give him the other
wax copy of the runes. He will give you a Power Orb in return.

In the monestary, a new section is opened up. The doors on the left side of
the screen lead down to a secret area which is entirely optional called the
Dark Halls.

Part VIII: Dark Halls
You start in a simple monestary room with many crates. There is a door which
leads out into the garden. On one wall is a shelving unit. Attack the unit and
a hole will open up near the ceiling. Drag crates over and jump on them so you
can jump through the hole.

Once inside, this is basically a haunted area. There are blue ghosts which
have the distressing habit of appearing directly behind you, but they always
taunt you with warnings. Just wander around, always taking side passages when
they appear. There isnTt much in the way of problem solving here, just plenty
of stuff to collect.

In the first room with all of the bookcases, be sure to search the bookcases
well. One contains several Cure scrolls and the other contains a Prism scroll.

About halfway through the corridors, there is a side room that contains many
wilted trees and several blue ghosts. If you click on the chains that are just
to the right of the doorway you came through, this opens up the roof and lets
in the light. The sunlight destroys the ghosts and also makes the trees bloom.
This gives you a large quantity of VellTs fruit.

At the very end, there is a very large circular room. DonTt enter that room
for a moment. Instead, continue to the steel door. Drag one of the crates over
to the door, open it (by clicking on the top), stand back and cast Spark at
it. This will blow the door open. Once you have finished exploring that room,
drag one of the crates into the large circular room. As you get to about the
middle of the room, check your automap. One of the stone blocks in the walls
will have an opening behind it. (It is the one just south of center on the far
wall, and it is between the two blocks labeled in different colors.) Drag the
crate over to that wall, open it, and ignite it with a Spark spell. This will
blow a hole in the wall that you can jump out of and you will end up in the
Huline Jungle, just south of the Monestary.

At this point, you will want to stop by the Huline Village or KitTyaraTs hut
in order to sell your Power Orb. Now is also a good time to fulfill the
contract against Kelsrick if you want.

Head north, keeping to your right and head towards the Bane River, which is
east of where you originally entered this area. Along the way, you will meet
KitTyara, who will give you a gift for her son in the Savage Jungle so you
will be accepted there. You will also meet Bacatta, who will escort you past
the Gladstone guards that are at the Bane River bridge. When you get to the
bridge, an army of spider creatures will take the bridge away. Use this
opportunity to sneak into the Savage Jungle.

Part IX: Savage Jungle
Begin CD 3

When you enter the jungle, you meet the Lwild onesL that KitTyara mentioned,
and specifically, you meet Daniel. Give the gift to him. When they run to the
trees, he drops the blade. Pick the blade up and take it with you.

(Note: If you are not on good terms with the Wild Ones, see the Evil Luther
solution notes at the end.)

Head into the forest to the east and bear south. You will find the Huline
Temple that you are looking for. Unfortunately, nobody is home, at least
nobody that you want to meet, and the temple is sealed shut.

Now head generally north, heading towards the Wild Ones village. When you meet
the guard who tells you to begone, give him DanielTs sword. He will let you in
the Wild Ones village.

Give the sword to Daniel. This time he actually keeps it. He wonTt be able to
give you any useful advice, except to go away and leave him alone. Leave his

Go exploring around the rest of the city. To the right of the main screen is
an herbalist that will let you take two Ironwood Sap, Cave Aloes, and Amber.
To the center is a shaman that says he canTt be bothered with your problems
unless you join the tribe. When you volunteer, he requires you to go to the
Dracoid Cemetary and get a Silverleaf. He gives you a Dracoid Sigil that
unlocks the gate to the Dracoid Cemetary. You can also click on the back door
in the shamanTs hut and he will show you a spider creature that he has

Leave the village, but instead of heading immediately for the Cemetary, head
south for the deep pit. There is a log spanning the edge of the pit to a small
peak in the middle. Walk across the log and hop down the peaks until you get
to the bottom. (Save, as the fall will kill you and it will likely take you
many attempts.) At the bottom, there is the entrance to the Dracoid Ruins.

Part X: Dracoid Ruins
This a large and very dangerous area. Save frequently and often. The caves
here are littered with stone creatures that shoot fireballs at you and vicious
dragon snakes. Also, youTll see several crystal globes that are mounted on
pedestals and green clovers on the top of spikes. Cast Spark on these to light
them. Most of them trigger a lock that opens up a new section.

Head immediately west. YouTll get to a span of river. Lighting the crystal
globe to your right will lower a bridge that lets you cross. Head all of the
way to the west and enter the MageTs Tower.

Note that the stairs going up are blocked off with a forcefield. So donTt head
up, head around behind the stairs. There is a globe there that you can light.
Do so and go down the stairs. Get the goodies down there.

Head back to where the field is and enter the side room next to where you
entered. There is a globe that when lit will lower the field. Now is a good
time to mention that there is a snake creature on each level of the tower and
releasing the field lets him get to you. Be prepared.

On the next level, the alcove near the stairs has another crystal that can be
lit. There is also a pedestal with a claw on it. This is the White Glass Globe
Generator. You canTt use it now, but it is very important.

On the next level, there is a creature in the alcove. When you defeat it, you
can take the bracers from the wall nitch. These bracers allow you to speak
with the dead (as the dead corpse tells you when you pick them up). There is
also a globe to light to gain access to the next level.

Not much here, although you can discover a path much later that follows a
river and lets you get in the window on the wall. Head back down to the main
level and return to the caves.

Right around the corner from the MageTs Tower is a globe that when lit opens a
door. There is a large mirror on the wall here. Jump into the mirror and you
will be teleported to a room that your Automap calls the TTeleport RoomT.
There are three mirrors here. One leads back to the forest and is one way. One
leads back to where you just came from (and is two-way). The third leads to
the Dracoid Cemetary. It is two way, but the end in the Cemetary only works
after you have gone from here to the cemetary.

While you are here, explore this area. Right around the corner is the old
Dracoid leaderTs bedroom. If you look up and click on the imp that is on the
top of the headboard, the seal on the headboard will glow and the wall
opposite the bed will open up for just a moment. Behind the wall is the Axe
Traitor. It may take you several tries in order to get it; the best shot is to
stand at the foot of the bed, as far away from the bed as you can and quickly
turn around once you click on the imp. You can also explore around the rest of
this area, but there isnTt a lot to find. When you are done, return to the
teleport room and go through that mirror to the Dracoid Cemetary.

Part XI: Dracoid Cemetary
Use the Dracoid Sigil that you got from the Wild One Shaman to unlock the gate
to the Dracoid Cemetary. Note the large number of dead walking around. For the
most part you can ignore them and concentrate on the buildings themselves.
Unfortunately, most of the buildings are magically locked. Most doors have a
stone face near the door. Clicking on the face will cause an arrow to light up
below the face. The arrow will be one of three colors: white, yellow, or blue.
To open the door, you need to put a glass globe charged with the correct color
in the faceTs mouth. Head due north. The last building on your left before you
get to the wall is completely unlocked and you can enter it. Once inside,
there is a glass globe on the floor. Get the globe. You can also search the
coffins in the room, one of them has a Bezoar Ring in it.

With the globe, head out of the cemetary, hop through the Teleporter and
return to the MageTs Tower. Put the glass globe into the claw and then get it.
It is now charged white. Fortunately you only need one white globe, and the
other color generators are located in the Cemetary. Return to the cemetary and
head west to the wall, then north. The second building (from the wall) to the
north opens with a white globe.

There is nothing actually in this building, but right next to the entrance (on
the inside) is a lever that you can pull. This opens a secret door on the
building to the south. When you enter that building, there is a glass globe on
the floor. Get that and head back to the entrance. Make sure you are standing
inside the room, in human form, a few steps back from the doorway, looking out
towards the barrel in the doorway. Click on the barrel there and it will flip
over. (If it doesnTt flip over, you are probably too close to it; try backing
up a step or two. There is also a bug that prevents you from flipping the
barrel if you enter the building when you arenT in human form; and a bug in
general that prevents you from flipping it at all. In these cases, try
reloading from an earlier save game from before you entered this building and
try again.) Then push it by walking into it and it will roll down the hill and
into the next building, through the door you just unlocked, and shatter on the
floor. When you head over there, youTll notice that the floor is covered with

Now, the fun part. While you might be tempted to, donTt cast a low-level Spark
at close range. You need action at a distance. Use either a 4th Level Spark
spell, a Lightning Crystal, or a DragonTs Blood to ignite the pool of oil from
a distance. Watch the building blow up. This reveals an opening into the
catacombs below the city. Head back into the wreckage and jump into the

You are now in the underground area beneath the cemetary. Down here, in this
area, is a generator for blue globes. It is to the north. There should also be
a glass globe at the generator. Charge both globes that you have blue. To get
out of the underground area, jump over the fences down to a lower level. You
will have to jump over two fences. Then head for the stairs which lead up to a
building in the southeast of the cemetary area.

From here, head to the two buildings that require blue globes to open. In one
of the buildings is the Crossbow Valkyrie which is a very nice weapon. In the
other is the ghost of an ancient Dracoid Priest. You need the Bracers of the
Dead to talk to him, but you donTt actually need to have them equipped. He
will give you a Silverleaf if you go find his body in the city below, burn it
to ash, and put the ashes in this urn that he gives you, and return them here.

Almost every building in the city requires a glass orb charged appropraitely
to open. Opening these doors uses up the glass globe, but you can find another
glass orb inside almost every building (including the one which contains
Valkyrie). There are also glass orbs in some of the unlocked buildings and
near the globe generators.

In the building directly west of the one with the ghost, there are sloped
ramps along the side of the building. If you wait until you are in lizard
form, you can run up the ramps. Under the roof on one side of the building are
three ancient magic stones; on the other side is a suit of Reflective plate

To the west, east of the building you detonated, is a building that contains
two rooms. The first room has two coffins and this pecular tile on the side of
the wall. The tile can be broken through to reveal many items behind it.
Whenever you break the tile, a Lightning Storm fills the room -- the best way
to get at the stuff is to stand outside the building and use Valkyrie to shoot
into the room. Inside the niches are several Fire Crystals, a Spark scroll,
Amber, Ironwood Sap, DragonTs Blood and a Dracoid Dagger.

To the southwest and northwest are two more buildings that have the same tile
on the side of the wall, although these tiles wonTt zap you with lightning
when broken. The northern building contains more amber, a Cure scroll, and a
speaking stone, while the southern building doesn't contain anything in the

For now, donTt head to the city quite yet. Instead, go back down with the two
globes you have and take them to the Yellow generator that is to the north and
west of the stairs leading down into the catacombs. Go and unlock all of the
yellow buildings in the cemetary. Each building contains another glass sphere
and one of them contains two. When you are done, be sure to have either 3
uncharged globes, or 2 uncharged and 1 yellow. Take a second of the globes and
charge it blue. Leave both of the charged globes here and head back to the
underground ruins.

Part XII: Dracoid Ruins (again)
To find the ashes, you will need to explore most of this area. Towards the
north part of the ruins, there is a river. Just to the south of the river, in
the middle of the ruins, there are two buildings of import: One contains a
statue that looks like Belial, the other appears to be just an ordinary two
story building. If you climb to the second story, head out on the balcony
towards the left side and peer around the corner of the building, you will see
a walkway along the edge of the building leading into the wall. Head down that
walkway and youTll get to the river again. You can walk along the edge of the
river to the north, over the bridge, and along the edge of a huge lake. At the
end of the ledge, there will be a room to the right and in that room is a
corpse and an altar. Move the body onto the altar, light both of the globes
and the corpse will be incinerated. Put the ashes into the urn and head back
to the cemetary.

If you look across the lake here, there are lights on the far shore. I donTt
know how to get to them and if anyone knows what is out there (and how to get
there) please let me know. Like most Lhard to get toL locations, there is
probably something very cool there.

Other areas of interest: Near the entrance, off to the east, there is a room
that is blocked off by several large pillars. To get into the room, either
wait until you shift into Lizard form, or shoot the three chains across the
room (through the pillars) with a ranged weapon. This will cause the pillars
to rise. Inside the room, you find a Greater Bezoar Ring.

North of the entrance area, there is what appears to be a castle across a
large pit. Just to the south, there is a lizard cave that runs into the
castle. Inside, you find several Prism scrolls. To get out, you need to drag a
chair onto the bar (under the hole you came in). You are only strong enough to
drag the chair when in human or beast form. Then, when you shift back to
lizard form, jump onto the bar, then the chair, then you can jump into the
tunnel and run out.

An alternative way of getting into the castle is to head north of the castle
into a small cave by a house. There is a water pump in this cave. If you break
them, the area will start filling with water which fills the moat leading to
the castle. There should be a door floating in the middle of the moat which
you can use to jump over to the front door of the castle.

If you ever want to cross the river, the beast form is the easiest to do it
in. He can step up the banks in many places that the human and lizard forms
canTt and it seems that the beast drowns the slowest. It is also possible to
break the prison doors off their hinges (in the area to the extreeme
northwest) and build a bridge out of the doors across the river.

On your way back, stop by the MageTs Tower and get your last uncharged globe
charged White. You also should do lots of exploring as there is quite a bit of
neat stuff lying around and this is your last opportunity to explore this area
in peace.

Once back in the Cemetary, pick up the two globes and return the ashes. It
seems that you are refered to a higher power. Take the Ankh and head toward
the door in the southeast of the cemetary. Use the Ankh on the door. Inside
the room, there are three pedestals. If you click on the pedestals (when you
are real close to them), they will open up and there will be a receptacle for
a globe inside. Use each globe on the pedestal (matching colors of course) and
the door past the pedestal will open. To get it all of the way open, use the
Ankh again. Inside, you will find another Dracoid Ghost who wants to vindicate
his race by animating BelialTs statue to kill some kind of wurm. Get his
corpse from the coffin and return to the Ruins.

In the ruins, head for the statue. Before you do anything with the statue,
make sure you have explored the area just to the west and north. YouTll notice
this temple like area with a waterfall down the north wall and at the end of
the corridor there will be the worm that the Dracoid was talking about. (The
Worm will get really upset at you, but it doesnTt actually do you any harm.)

Now, back to the statue. Put the corpse into the urn on the statueTs left. The
Dracoid will animate the statue. Follow it all of the way to the wurm. Save
the game now. The Statue will kill the wurm, but in the process the ceiling
will crack and water will start to fill the caves.

Run back and right into the room with the temple. Jump onto the table by the
waterfall. Tables float. Nice that. Stand on the table until you get near the
ceiling. There is an opening in the wall near the top of the waterfall. Jump
into that opening, run down the corridor, head around the large hole in the
next chamber and through the opening in the far wall. You will wind further up
until you find a wooden door. Throw the door over the edge, follow the door
off the edge and stand on the door. The water should be rising up the large
center hole in this room now and you can float on the raft all of the way up
to the surface.

Part XIII: Savage Jungle (again)
Once back on the surface, you will meet Dawn again. She talks about the Huline
temple, about not animating dangerous statues, and about speaking with the
dead. Give her your Bracers of the Dead (you donTt really need them anymore)
and she will give you an amulet that teaches you the Human spell and a
Speaking Stone.

Return to the cemetary. (On the way, you may meet Bacatta tied up in one of
those snares. Just cut him free.) Return to the room where the ancient Dracoid
was and he will thank you. At least I think he is thanking you -- its hard to
understand what he is saying now. Anyway, all of the mandrake root plants in
the cemetary change into silverleaf plants so you can collect one. There is
also a Mist of Doom scroll waiting for you.

Return to the Wild Ones village and give the Silverleaf to the shaman. He will
tell you that to complete your initiation, you need to fight one of their
tribe members in single combat. It isnTt that hard, although keep the combat
close as he can cast some fairly nasty spells. The shaman will then give you a
potion to use against the Lharkon and a charm that casts the Lizard spell.

You can head down to the building that is near the Temple in the south of the
jungle. (The building is to the west of the temple.) One of the Wild Ones will
greet you and let you in where you can take several Guardian Orbs and Ancient
Magic Stones.

Mix the potion with a silverleaf to get the Lharkon Vapours. Then head to the
east where the river is. There is a tree with a long branch extending towards
you. You can jump across the river if you can land on that branch on the way
over. So save, and take your best jump. Once across, head up the hill, run
towards the Lharkon, and use the vapours on it. It will pass out. You can then
walk past him and into the Claw Mountains.

Part XIV: Claw Mountains
Begin CD 4

When you first arrive in the Claw Mountains, you meet Dawn again. How did she
get past the Lharkon? A mystery for another day. Anyway, she think she has all
of the answers, etc. When you get done talking with her, strike out across the
ice towards the north.

YouTll get to a clearing with a large chasm crossed by an ice bridge. Ignore
the bridge for now and head straight ahead. Here is a community of lovable
gorilla thingies. Behind the back of the stockade, there are several boiling
pools of tar and many tar crystals around it. In the eastern-most building in
the stockade, there is a niche in the wall that holds Bracers of Valor.

Cross the bridge and go down the ice tunnel. In the next clearing, there is a
lake. To your right is a cave in which sleeps a polar cat. It is just like the
cats in the Huline Jungle, except its white. Kill it and then turn into a
Lizard. Behind one of the stalagmites is a lizard tunnel. Inside is an ancient
magic stone, and a crystal globe that you can light with your Spark spell.
Doing this raises a small building in the middle of the lake. You can hop from
ice flow to ice flow in the lake and get very close to the building. On top,
there is a Great Axe Blizzard which you can reach once you get close enough.

Continue down the ice passageways. This next area is very dangerous. As you
enter the clearing, the snow you are standing on will begin to collapse. Your
best bet is to run at full speed towards the other side, staying near the wall
on your right. Eventually everything will settle down, but the drop is too
steep to survive. (You can sometimes survive the fall when in Beast form.)

From this side, notice that there are wooden stakes nailed into the wall of
the canyon on the other side? Return to the other side and look straight down.
You canTt use the stakes that are facing the avalanche since you wonTt be able
to make it around the corner; instead, face the river (right near the corner)
and take a leap of faith down to the stakes. Then, run down the stakes until
you are at river level.

Explore both sides of the bank here. On the far side of the river, there is a
caved in doorway. If you attack the doorway, it will open up revealing a
narrow passage into the ice. Become a lizard and enter. Keeping right, you
will arrive at a large chamber with a pool of water in it and several people
frozen into the ice in the wall. The person directly ahead of you is holding a
bow. If you cast spark on him, he will melt and drop the bow into the water.
Quickly grab it. This is the Shard. Head back outside now.

You should see an ice sheet flow down the river. Jump onto it. About halfway
around, there will be a cave in the outer wall. Jump into it and get the
Greater Bezoar Ring and a recipie for acid. If you hit the tripod here with a
fireball or spark spell, it will break and reveal Obsidian Chain Mail. Then
hop back onto another ice sheet and then back to shore. On your way back,
notice that there are ice walkways along the cliffs.

To get back up, youTll have to climb up the stakes again. There are several
chances to fall to your death here, so save early and often.

Now that you are back up top (or you never went down), cross the avalanche
area again and enter the caves on the far side. YouTll see Kenneth dead on the
ice. If you raid his body, you can get his girlfriendTs picture. Throw the
picture at one of the walls a good distance away and it will shatter revealing
KennethTs Charm, which is a much better trinket than the picture. If you stand
at the edge of the cliff here, you can drop down to the ice walkways you saw
earlier. Do so and then walk to where you can jump to the walkways on the
inner core.

Entering the core of the circular river, youTll meet Bacatta. HeTll tell you
that Dawn was captured in the Citadel, and tells you to go rescue her. He is
too weak to help you, but warns you of their potent magical powers. Head
across the ice bridge beyond and enter the Citadel.

Part XV: The Citadel
This part of the game was very frustrating to me. The creatures in here move
very fast, use magic aggressively, fly, and in general piss me off. And you
need to kill all of them.

Anyway, walk in. YouTll be pestered by one in the first room. Click on the
globe in the center of the room to open the door. There are two more in the
next room. Clicking on the globe in the second room will open two doors. To
the right is the Egg Chamber. The eggs here will regenerate any killed Ruloi,
so you have to destroy them. The easiest and best way to do this is to shoot
the light at the top of the room. This will drain all of the acid away from
the room, destroying all of the eggs and leaving behind some high quality
items, Halberd Bastion, Crossbow Myriad, and the CowardTs Target Shield. In
the back of the room, click on the globe. This turns on the purple stairway to
the upper level when you get to the main Ruloi area.

In the other direction is a long corridor that leads to an elevator, which you
can activate by clicking on the globe. This next room is very large and filled
with lots of those magic using creatures. Save often -- it is easy to have an
instant death here. Run around trying to chase down all of the creatures.
Patience will eventually get you the victory.

Alternatively, you can use the CowardTs Target Shield. When you equip it you
will become invisible. Then you can walk around the lower area unmolested. The
only problem is that if you accidentally bump into a Ruloi or shift forms,
then you will become visible which can be very inconvenient. The fight usually
raises you about three to four levels which you will miss out on.

Now that they are all dead, take a look around. There are several more globes
that can be clicked on to raise display tables in the floor. These tables
contain all kinds of alechemical reagents, plus other useful objects like
Lightning and Fireball Cyrstals. If you attack the crystal growths on the
ground all around here, they become Sulfite Crystals.

To the north are two rooms. The one on the right is a corridor that leads to a
green pool with a black circle in the middle. Jump to the circle and it will
take you to a prison cell (on the outside) where several women are imprisoned.
If you attack the cell, you reveal a lever on the left side of the screen.
Pull the lever to free them. If the women donTt want to leave, it means that
there is still a Ruloi alive somewhere.

Just to the east of the Prisoners is another globe hidden in the corner behind
a tall pillar. Click on this to light it up. This will enable the bridge going
across top of the room (described below).

The room on the left has a globe in the center. Clicking on it will open a
passage to the north, open another door you havenTt gotten to yet and causes
both of the statues on the sides of the room to start shooting at you. Run
north and youTll get to a prison cell holding Dawn.

Now, return out and look for a wall that has purple glowing platforms sticking
out from it. (I donTt remember which direction it is, but its around here
somewhere.) You can climb that ladder by jumping from one platform to another
on your way up. At the top, there is LgunL that shoots across the chasm and in
its wake, a bridge forms. (If the gun isnTt firing, then you didnTt turn it on
by clicking on the globe at the back of the Egg Chamber.) The bridge only
stays a short while. What you need to do is run across the bridge immediately
after a shot has been fired. If the door on the far side of the bridge is
closed, that means you didnTt click on the globe in the previous paragraph
like I told you to.

Once across, head around the ring until you find an extrance to the central
core. Click on the door and youTll see several of those flying magic creatures
fighting a spawn of Belial, and getting their ends kicked. When the animation
ends, youTll have to fight the spider creature. I didnTt find it too tough,
especailly after fighting the creatures below.

Once heTs dead, you can enter the room with the Dreamstone. Before you take
it, head right to the empty pedestal. You can put a weapon the pedestal to
enchant it using the DreamstoneTs magic. The only weapons that I could get to
enchant were ThohanTs Great Sword (from the Museum) and Firestorm (which
becomes Darkstorm when enchanted). When you are done, get the Dreamstone from
the holder and then hop on the teleport platform which takes you back to the
entrance. Go back inside, and rescue Dawn. To avoid having to climb the
platform again, head back to where you entered this large room. There is a
walkway going up the stone cluster right in front of you. Halfway up, there is
a teleport pod that takes you back to the beginning. Once at the Citadel
entrance, use the Dreamstone to open the door to go out and leave.

Head back through the mountains, and into the Savage Jungle. To cross the
river, youTll need to jump across to the platform on the left side. It is
possible, although it may take you a try or two. Once across, head towards the
Huline Temple. Use the Dreamstone to gain entrance.

Part XVI: The Huline Temple
Return to CD 2

When you enter the temple, you will see an open area with a body lying on the
ground. Walk past the body and enter the next room. There is an altar that has
two bowls on it.

BUG!!! If you click on the bowl to the left, Aloe will appear in it. For me,
once that has happened, you canTt do the steps described in the next paragraph
and youTre hozed.

Instead, place Aloe in the bowl on the left and poison paint (made from Venom
Sacs and Lamplight Eggs) in the bowl on the right. (If you donTt have any with
you see the next paragraph.) The platform behind you will raise up. Drag the
body from the courtyard and put it on the platform. Then click on the body.
You should see a lightning bolt zap it and the body will disappear.

Next, head out the east exit. You will arrive in what looks like a chapel.
Behind the altar to the north is some Aloe and some Poison Paint on the floor.
Continue past the room and there will be a pool with a green crystal in the
stone in front of the pool. Take the crystal.

Side note: Out in the Huline Jungle, there was a hut that a platform you could
walk up onto and five torches. It was about due north of the Temple and a
little south and west of where the Wild Ones village was. If you light all
five torches using Spark, the stairs will rise up to a door on the top level.
The door is locked, but the crystal you just will unlock the door. All I found
in there was KieranTs Circlet and the Dagger of the Empty Hand, as well as
ingredients for making more Lharkon Vapours.

Once youTve taken the crystal, you can also attack the pillars that hold up
the ceiling. When you break two, the ceiling will come crashing down. This is
kinda cool because the floor is a little weak here and when you get to the
underground area and discover the spiders, they will be able to exit the
underground through this room. Lowering the ceiling prevents them from getting
out this way.

Head back to the entrance and take the second left, then turn south. This
leads to a circular open-air room with a fountain. If you push the button on
the wall by the entrance, an Aloe tree will grow here.

Heading back north, there will be barracks and a kitchen area. When you get
here, a spider should break through the north wall. Follow the spiders into
the next area. There are a lot of spiders here, and you canTt kill them all as
they will regenerate.

In the first room, there will be three LcoffinsL on the right. In one of them
will be a flute. Get the flute. (This is the same as the flute you used back
in the Hive Caves.) Head down the corridor across from the coffins, and take
the passage to the left. Around the corner after turning left, there will be a
table with that corpse from above down here and a large machine. Click on the
button by the corpse and it will zap to the machine where it will get ground
into pulp. Walk around the back of the machine and pull the box out of the
machine and put it into the second machine. (I had to push and prod to get it
to go down the ramp easily.) Then go around behind the machine and get the

Continue down the corridor, push the button and a set of stairs will appear
that leads into a bedroom. Morph into a lizard and head for the red sofa-like
thing against the wall and jump on top of it. Behind it, there is a lizard
tunnel and on the right wall, just inside the entrance is a button. Push that
button. You can continue down the corridor; it leads to a library that has an
ancient magic stone on top of one of the bookshelves. Another secret door
leads out of the library to the chapel on the east side.

With the statuette, return to the entrance. Head east again, and enter the
alcove on your left. (If this alcove is still closed, that means you didnT
push the button as described in the previous paragraph.) There will be one
wall niche that isnTt filled. Put the statuette into it and it will close.
From the floor will rise a pedestal that holds a second crystal shard. Take

Return to the entrance and head west, taking the first left. In this room
there are two large bowls and carvings of green crystals on their bases. Put
the crystals into the bowls and the wall will open up. Go through the wall
into the next room and use the Dreamstone in the receptacle in the pillar.
This will create a spiral stair going up. Climb the stairs.

In this room, there are three archways leading to three LextradimensionalL
areas. Enter the one on the left. You will be at the top of a large maze room.
Jump from platform to platform making your way across the room. If you fall
down, you can find ramps back up to the start near where you started. Staying
to the north is your best bet. When you get past that room, there is another
room with a long, winding path leading towards a statue in the middle of the
room. Run down the path to get to the statue. Things start shooting fireballs
at you, so donTt go too slowly, but donTt fall off either. When you get to the
end, pick up the idol and youTll be teleported back to the start. There are
also Cure scrolls by the statue.

Enter the center archway. As you walk across the room, the floor will start to
tilt in one direction or the other. The direction that the floor tilts is
based on how much weight is on each side. There are lots of quail in this room
and they count towards the weight on the floor also. What you need to do is
push the four buttons at the sides of the room (two on each side) and you can
only reach the buttons when the floor is tilted up at that side of the room.
You can either run around hoping to get the floor to stay tiled up as you run
uphill, or kill all of the birds and drag their bodies around to keep the
weight correct. When you have pushed all four buttons, the floor will level
out and the door to the next area will open. Get the idol here. There are also
Stroke Daggers here, and Gorgonite Nodules, and Amber behind the pedestal.

Enter the right archway. In this room, there are three long, thin paths
leading to the edge of the room with fire blocking the start of the paths. Run
down each of the paths and push the button at the end. You can either run
through the fire quickly or hit the green globes with a first level Mist of
Doom spell to turn off the fire for a short time. There is also a Mist of Doom
scroll there. When you have pushed all three, a bridge should have lowered
itself into place on the other side of the room. Walk across it and get the
idol. Hidden behind the tapestry on the wall behind the idol is a niche that
has an alchemical recipie. If you click on the wall at the back of the niche,
another secret wall will move aside and you can find the Noble Valkyrie

Now you have all three idols. Walk around the archways and go down the
passageway behind the center arch. You will get to an area where the floor is
black. Does this look familiar? It is the same as the first trap from the Hive
Cave, except that this time around, the traps are much more deadly. Anyway, to
your right is another receptable for a flute. Put the flute in it and walk
across the newly formed floor.

Next comes the spinning blades. Again, just like last time, there is a secret
door to the right of the blades that lets you bypass this area.

The third trap is the rolling ball. Run down the corridor until you see two
buttons on the wall. Run past them, turn around, and push the both. This will
cause the floor to fall away, the stone ball wonTt crush you and the door
further ahead will open. DonT stay an admire the view too long as the door
only stays open a short amount of time. If you donTt make it through, you can
walk around the edge of the wall (on the ledge).

In this room, three holders will fall from the ceiling. Put the three idols in
the display cases. A stairwell to the next room will form. In this room, there
is a wooden bridge. When you step on it, the bridge goes down a little, but
not very far. Soon, some birds will enter the room. Kill the birds and drag
their bodies onto the bridge. Once two are on the bridge, then you can step on
the bridge and go all of the way down to the bottom. An alternative solution
is to morph into the Beast, as that form is heavy enough to lower the bridge
on its own.

At the bottom, there is another clone of Belial. Kill it, then enter the Hall
of Voices to the east. Use the Dreamstone here and the City of the Ancients
will be raised from the water. You will be taken to the City of the Ancients.

Part XVII: City of the Ancients
Return to CD 4

You arrive on the balcony of the Ancient City. Take the elevator down to the
main level. A note about the geography down here. There is a central area,
which is due south of you. There are four corner towers, to the northeast,
southeast, southwest and northwest of that central area. Straight south is the
water fountain and straight north is where you are now.

You need to solve the four tower puzzles. To solve one of them requires four
ivory chips. So first, we wander all over the city looking for those chips.

Head to the right at the first intersection. When the street turns north,
there is a gap in the wall straight ahead that leads to a balcony. I never
figured out what this area was for. Follow the street north and when it turns
again, there is another opening straight ahead. In this room, there is a
chalice on a pedestal. If you place Mandrake Root into the chalice, you will
be transported for a short while to a large area that contains many scrolls.
There are three spell scrolls here and many recipie scrolls. You will
automatically be transported back after a few moments, so you donTt have time
to get everything.

Just to the east of the Chalice room, there is another room that contains
three fountains. Freeze the fountains and break them. There are many ways to
freeze things and youTll be doing a lot of that in the city. The ways ITve
discovered were to shoot the fountains with the bow Shard, attack the
fountains with the Axe Blizzard, or use an ice seed from the claw mountains.
If you donTt have any of these, there is a way to make some ice seeds
described below in about ten paragraphs.

Once youTve frozen and broken the ice, move the block next to the entrance
over onto the square in the ground. Then go down the stairs and do the same
thing on the next level. This opens up a secret wall. To cross over the
lowered wall, jump on the block and then jump over. On the other side are
stairs leading up again and at the top of the stairs is a statue holding one
of the chips. Take the chips and start running back towards the stairs because
the ceiling is lowering. Once back downstairs, move the block next to the
wall, jump over, and exit the area.

Continue down the street west and there will be another side room to the
south. Open the doors to get in this room and then look at the statue holding
an ivory chip across a vast chasm. Walk across and get it, stone steps will
appear beneath your feet. DonTt walk across in lizard form since the steps
that appear are far enough apart to fall through if you are a mere lizard.
Wait until you are in human or beast form. (Its like that scene from The Last
Crusade with the Leap of Faith test.) You now have two chip pieces.

Now follow the main street until it ends at a large maze of rising and falling
walls. There are three important features here: A spinning stone disk which is
just to the left of the entrance, a glowing white sphere and a glowing red
sphere. Attack the stone disk with your weapon to break it; cast Mist of Doom
at the red sphere to dispel it, and cast a 3rd level Spark (Chain Lightning)
at the white sphere to dispel that one. (None of the other Spark spells will
do.) You should see a large fireball erupt from a pyramid that was hidden
previously. The fireball will flow across the room and strike the center of
the tower to the north, blowing the doors open. At the door will be a storm
crystal. Take the stairs up and you will see another movable block and a
glowing sphere. The sphere is a teleporter; drag the block into it and then
follow it in. Once on the other side, drag the block into the square hole
right in front of you. Head around the circular gate and you will see a large
plane. Off to one side of the center is a glowing octahedron. Click on it and
part of a tower will raise in the center of the area. This process I will call
Lraising the towerL and you will have to do it after completing each one of
the four corner tower puzzles. Jump back through the gate to return to the

Return to the intersection and head south. Directly ahead in the center hub I
mentioned with part of a building constructed here. As you raise parts of the
building in the outer part of the city, the building will also be built here.
Continue to your right.

On the north side of the street is another side room. As you enter this, there
is a glowing force field directly ahead, and two globes on each side wall.
Light the two globes on each side using Spark and a secret door will open
between them. Go inside there and spark like the globes on the inside. This
will open the forcefield. Behind the field is the third chip. As soon as you
take it, the lights go out and the floor starts to fill with water. Head
directly south (using your compass as a guide) until you get to a wall. Click
on the wall to open it and you will re-emerge on the city street.

Continue around the central hub counterclockwise until you are on the east
side of the south exit from the central circular street. There is another room
off to the south here. It contains a simple fountain that contains another
ivory chip. Freeze the fountain, then break the ice and take the chip. You
should now have all four ivory chips. Return to the street and head back
around the center loop and take the west exit.

As you head down this street, there is a side room at the corner when the
street turns south. You need to click on the wall in the alcove to get in. In
the room are eight side rooms that hold exhibits of alchemical ingredients,
all of which you can find at the Ruloi Citadel or elsewhere in the game. To
open the doors requires the museum key from the DraracleTs Museum. You attack
the glass to break open the exhibit and then take the item. When you do, the
ceiling lowers itself on to you, and you have to move quick to avoid being
crushed to death.

As you head south, there is another side room to the east. You have to open
another hidden wall to enter. This leads to a view of a large room with
silverleaf on the side. The floor is very far down and there is no way right
now to access the silverleaf. Opening the secret door allows you to get the
silverleaf a little bit later.

Now, return to the center hub and go around to the east side. As you head
east, there is a center island at the corner that has several large glowing
pillars instead of a statue like most of the other pillars have. If you go
around behind it, there is a holder for an ivory chip. If you put a chip into
the holder, a bright light shoots out. (Someone mentioned that you can take
the chip back after shooting the bright light -- I haveTt tried this though.)
These lights go two places: One enters the museum area and breaks down the
glass door blocking the back end of the museum. The other bounces into the
area with the Silverleaf and raises the floor for a moment. This allows you to
get some Silverleaf if you don't have any. You need one piece of Silverleaf.
Since the floor only stays up a moment, run to the Silverleaf room first and
enter through the near (west) entrnace so that you get there before the
glowing ball does. A chime will sound right before the floor returns to the
bottom and if you get stuck in the room, there is an entrance to the
Underground caverns here. In the museum, if you pull in the ink pen on the
desk behind where the wall was, a secret door will open up revealing a door
and a Speaking Stone. The door can be opened by using yet another Ivory Chip
and behind the door is a Museum key.

At the south end of the street, there is a room that has holders for four
ivory chips. Put a chip into each holder and the pyramid in the room will
shoot a fireball at the tower doors to the south. Do the Raise the tower
actions with that tower. Then head back to the central city area and take the
south path.

At the end of the path, there is a fountain at the top of a set of stairs.
floating above the fountain is a water globule. Freeze the water ball and then
break it. This will cause water to start flowing in the fountain and flooding
the canal behind the stairs. This allows water to get at the third and fourth
towers; without that water, those puzzles are insolvable. Head north and take
the east path from the center circle.

As you head south, after turning the corner from east, there is a side room on
the right. Inside this room, there is a small pedestal in front of a large
platform. As you get close, six alcoves open up (2 are around the corner)
revealing three pairs of items. The first pair is a Fire Crystal and an Ice
Seed. The second pair is an Ancient Magic Stone and a Ring of Regeneration,
and the third pair is Lightning Crystal and a Stone Cube. If you place one of
the items from a pair (it doesnTt have to be the item you got here) on the
small platform, the other item will appear on the platform. This room allows
you to make items that you may want to need to solve puzzles in the City if
you didnTt bring the necessary items with you.

Continuing south to the tower area, there is a door in the west wall. In this
room, jump over the canal and take the stairs up to the south and get a few of
the Black Lichins. Then head back down and go through the yellow doors. There
are four sets of yellow doors, but only one of the three in each set actually
lets you go through. I donTt know if it is the same from game to game, but
when I played, it was south, north, south, middle. After going through all
four, you will see a statue of Belial over an oil pit with a fountain. Light
the fountain with a Spark spell to create a huge explosion. Take the bow that
is dropped in the oil and leave the area. The fireblast will break the pyramid
at the other end and open the door to the tower. Raise the Tower.

Note that if the water isnTt on when you do this, you die from the fire.

Head back up to the north where the fouth tower is (directly across from the
first tower -- it should be obvious looking at the map). All you have to do
here is click on the octahedron to water the area, put a silverleaf into
pyramid in the center of the room and click on the hourglass on the far side.
This advances time and causes the silverleaf plant to grow through the
pyramid, breaking it. You can also plant lichen or aloe in the plots of land
on the side and every time you advance time a new plant grows that you can
harvest. Raise the Tower.

Now that the entire tower is raised, head back towards the very center of the
city and enter the building. The sparkling opening is a teleporter that takes
you to the real building.

Inside, another version of Belial is waiting for you. Once you kill him, head
through the room. There will be another forcefield that you should walk
through. This is the Mantle of the Ancients. Getting it raises your magic
level by 2 and also gives you the fifth level curse control spell which allows
you to expel your curse. I havenTt found this useful except once when the plot
requires it.

Return to the city and head towards the southeast tower. Before you turn the
street to the south, there is a room to the north. In this room, there are
light beams which shoot across the screen. Dodge those and open each of the
doors on the left and right of the room. Behind each door is a globe you can
light up. In the first room on the right, there is a passage that leads around
the corner. On a pedestal in that room, there is a Jeweled Scarab. When you
take it, a large fireball shoots at you. After all of the globes all lit, head
through the door at the far end of the room. Move the curtain out of the way
to reveal a dry fountain. In the next room, there is a fountain with a
dragonTs head sticking up out of it. Jump into the fountain and attack the
Dragon. He will bleed into the fountain which opens up a door behind him. The
corridor behind this door will lead to a one way teleporter to the underground

Part XVIII: Underground Caverns
Very important note here. This area is filled with green spider creatures.
They are very numerous and very irritating, but they are mostly harmless. If
you kill them, a brown spider is formed somewhere else in the cavern. Brown
spiders are nasty. The best way through this area is to not kill anything and
just run.

If you need to get back to the City of the Ancients, you can use the
teleporter pad that you arrived on. However, before it will work, you have to
use a Spark spell on the four crystals surrounding the teleport pad. This
lowers a teleport pad and enables you to return you to the City.

Run through the corridors heading mostly south and west. Avoid any spiders you
see and keep going south and west. All of the way to the south and west is a
room that has a fleshy looking ceiling with several hatching pods hanging from
the ceiling. In the back corner of this room is a notch in the wall. You can
hack through the flesh tubes running floor to ceiling and go through.

You are now in a non-walking area of the caverns. Click on the left passage.
Then TattackT to open a passage. Go through it. On the right side of the
screen is a tentacle that you can click on. When you do so, it rips off the
wall. Wait for a second and a spider will come by and repair it. When this
happens, a passage to the left side of the screen opens. Go through it, hack
through more floor-to-ceiling flesh tubes and enter the Laboratory.

Part XIX: BelialTs Laboratory
Bacatta gives you the Horn of Belial here. DonTt lose it since it is the only
weapon that can harm Belial. Walk down the corridor and you arrive at a
chamber that is bleeding in the center of the room. Jump into the small canal
leading away from the pool, kneel down and attack the bars to break them away,
then morph into lizard form. Run through, up the left side, but stop right
before you get to the green tube.

By the way, the slime you walk through and the green slime in the next room
drains your magic.
Morph back into human form. You should be able to see three levers across the
river on the left. Shoot them with your bow and they will flip down. When all
three are down, a dam will close across the river. Then jump into the river,
swim across, and get on the far shore.

Once on the far side, pull the levers again to release the dam and lower the
slime level again. This will empty the next chamber so you can just walk
through. (Side note, if you run at full speed, you can also make it across
before drowning.)

Around the corner there is a door. Through the door, the floor is covered with
more green slime. Enter the corridors and head north. When you get to a room
with no floor, you know youTre going in the right direction. A lever on the
wall will lower the bridge and continue past. When you get to the end of the
corridor, jump off the edge (this is the only edge that is short enough to
safely jump off) and head downstream. At the end there will be a room where
you can actually get out of the slime.

Go through the door, down the corridor to the second door on the right and go
through. Your automapper labels this room as the TSummoning RoomT. There are
four translucent skulls in the corners of the room. Cast a level one Mist of
Doom at each one. When you do, the skulls will move to the center of the room.
After the fourth one is in place, a minor daemon will be summoned. Kill it.
Its body has an ancient magic orb on it.

Drag the body out into the corridor and into the room that you passed on the
way here. Drag the body behind all of the blood fountains and put it on the
silver pad beneath the skull. This will open the wall right behind that skull.
Jump through the opening and take a long elevator down. YouTll meet Dawn here
and sheTll tell you to go into the birthing chamber and kill Belial.

But donTt go yet. If you keep clicking on Dawn, youTll get further encouraging
messages. After about three or four messages, Dawn will give you the Ruby of
Truth telling you that this will help against the monsters Belial is likely to
summon. If you use the Ruby on an illusionary creature, the illusion will be
immediately destroyed.

Part XX: Birthing Chamber
When you first enter this area, youTll see this amorphous blob. This is the
form that will spawn Belial. Transfer your power to Belial (the level 5 curse
control spell). He will thank you, then get upset, then leave you be to fight
a few daemons. Kill them, get their ancient magic orbs, and follow Belial. To
get through the door, just attack it with your weapon. Note that speed is
important in this area, donTt dawdle too much.

In the next room, youTll see Belial again and there will be an amber river
running across the room with blue sparkle things in the river. To get past the
river, you must shoot the blue generators in the ceiling to open a gap in the
blue sparkles so you can run across. And there are some more daemons to keep
you company.

In the next room, there are several platforms that shift up and down. Belial
taunts you here again and summons an image of Scotia to keep you company.
YouTll have to kill it. Then jump across the platforms to the far side. If you
mistime your jumps, there are stairs leading from the bottom area back to the
wrong side of the chasm. These stairs are actually the best place to fight
Scotia. If you have the Ruby of Truth, you can use it to destroy Scotia

The next chamber holds a maze of traps. There are three kinds here: stone
blocks which rise and fall. Flaming Spears which also rise and fall. And
pillars of ice which rain shards down on you if you touch them. To get through
this area, you quickly need to destroy the red and white globes and the stone
block. These are the same pieces that you destroyed in the Tower puzzle,
except that these pieces will slowly regenerate. The stone block is on your
left. Jump look up and hack on it with a weapon. This will cause all of the
falling blocks to stop moving. Then, turn around and head straight. The white
globe should be ahead of you. A level 2 or 3 Spark will destroy this. Now all
of the pillars of ice are moved out of your way. Then head north to the red
sphere. A 1st level Mist of Doom spell will usually do this one in.

This room is BelialTs Armory. In the four corners of the room, there are four
very nice pieces of equipment: Draconscale Armor, Draconscale Bracers,
Draconscale Gauntlets, and the Ring of Drake Fire. The longer you take to get
from when you awoke Belial to here determines how much of this stuff Belial
has been able to grab and put on. The rest is here for the taking.

Now, Belial will summon another image for you to fight: the Draracle. Again,
the Ruby of Truth will destroy this illusion immediately. When you are
finished with it, hack down the door, run down the corridor and hack down that
door and enter the final arena.

The best way I found to defeat Belial is just to charge at him and attack him
before he can do too much damage to you. Note that no mortal magic or weapons
deal any damage to him. Ancient magic (ie, level 5 magic) will damage him, as
will the Horn of Belial. Save your spell points for heal spells. The longer
you take getting through this area, the tougher he is. Anyway, when he dies,
the game ends and you get to savor your reward.

Other cutscenes are available when you die in combat to Belial and when you
just donTt go into the final room. Just wait about in the Armory for about a
minute or two.

Evil Luther Solution
Normally, when the hero of a game starts acting less than heroic, the game
starts to quietly kill off the hero or make the game unsolvable. This is
definitely not the case for Guardians of Destiny. If you start acting evil,
then all that happens is that some of the puzzles change and many of the
conversations and cutscenes shift to reflect your new nature.

This walkthrough assumes that you were following the Good Luther solution, and
most of the puzzles, locations, and actions are the same for both solutions,
but in areas there are major differences.

In the Savage Jungle: Rather than being nice to the Wild Ones, you can just
slaughter them. This seems to be the action that actually determines if you
are a good Luther or an evil Luther. The guard by the Wild One village is
still there, and when you kill him, you will find two Runestones on his body.
Take one of the Runestones over to the face and put the stone in its mouth.
This will open the door to the village. When you go up to the village shaman,
he will call you a fool and attack you in the area (with lots of his friends).
This is a very difficult fight. When you get done, the shamanTs body will have
a green crystal, recipie for making Larkhon Vapours, and the key to the
Dracoid Cemetary. If you then head to the building to the south and then west,
there is a room with a raised upper level. If you light the five torches, the
stairs will raise up to an extra room. You can unlock the door with the green
crystal. Inside the room is a curse control spell (Lizard), the shamanTs
potion, and the Dagger of the Empty Hand. You still need to do the Dracoid
Cemetary to get the silverleaf.

Near the temple to the south, there is a wild one building. Instead of being
unlocked, the building is locked and abandoned. If you go around to the back
side, attack the small opening near the back, morph into a lizard (this will
never happen automatically, you must use the Lizard spell), you can crawl
inside. Inside, there are several ancient magic stones, Guardian Orbs, and
another curse control spell (Human).

In the Huline Temple: Since you already have one of the green cystals, you
donTt need to do most of this area. Just run in, get the second crystal from
the room on the left and the flute through the kitchen and head immediately to
the crystal room. This saves a lot of effort of having to deal with the dead
priestTs body, most of the spiders, and most of the secret passages.

In the City of the Ancients: Immediately after you fight the clone of Belial
that you meet in the center tower of the City, Bacatta appears to try and stop
you from getting to the mantle of the ancients. You can get the Serpent Staff
from BacattaTs corpse.

In BelialTs Laboratory: Since Bacatta is dead now, you donTt see the cutscene
showing him killing a Belial clone. You will have to kill this clone yourself
in the first room. When you do, you can get the Horn of Belial from his dead

In BelialTs Laboratory: Dawn will appear to thwart your efforts. She will try
to seduce you in order to try to disarm and murder you. You will have to kill
her. (I mention this only because this scene appears in the Trailer for the
game and people had been asking where this scene went.)

In the Birthing Chambers: Instead of having to fight Scotia, you will just
have to fight three imps. Instead of having to fight the Draracle, you will
fight Scotia. After you have killed Belial, the Draracle will show up and will
try and kill you. He is a much easier opponent than Belial to kill and you can
just stand toe to toe with him and hit him with weapons until he dies. The
ending cutscene shows you becoming the new evil god of the Lands.

At some point, you may get the chance to kill Bacatta. If you do, then you can
get the Serpent Staff from him.

Weapon Table
Weapon strengths were gotten by reading the status bars graphs. Each row
contains eight pixels and the might values below are listed in pixels.

Melee Might Other powers
Dagger of Light 1
Stalagmite 3
Broken Mace 5
Plasma Staff 6
Short Sword 7
Fine Long Sword 8
Axe of the Long Arm 8
ThohanTs Great Sword 31
Dagger of the Empty Hand 36
Serpent Staff 36 Poisons target
Long Sword Prism 37 Blind
Warblade 47
Gauntlets of Striking 50 +10 Protection
Dracoid Dagger 64 Drain life
Halberd Bastion 78 +45 Protection, +90 in combat
Great Axe Blizzard 93 Cold damage
Great Sword Firestorm 93 +5 Protection, Firestorm
Rever of the Great Orc 93 -50 Protection
Need Bracers of Might to wield
War Axe Traitor 110 Need Bracers of Valor to weild safely
Great Sword Darkstorm 158 +20 Protection, Drain life
Ench. ThohanTs Sword 158 +20 Protection, Lightning Storm
BelialTs Horn 174 Only weapon that damages Belial

Ranged Might Other powers
Stroke Dagger Lightning Bolt
Rock 1
Throwing Dagger 3
Light Crossbow 12
Long Bow Defender 18 Double shot
Axe of the Long Arm 25 Returns to hand
Crossbow Snare 32 Web
Dagger of the Empty Hand 36 Returns to hand
Dagger of Light 50 Shoots crystals
Plasma Staff 67 Triple shot
Long Bow Shift 78 Spark
Crossbow Valkyrie 93 Fireball
Great Bow Shard 110 Shoots ice crystals
Noble Valkyrie Crossbow 125 Fireball, triple shot
Crossbow Myriad 137 Chain Lightning, triple shot
Dark Bow 174 Drains life

Armor Table
Armor values are also read from the status bars.

Armor Protection Other powers
Burnt Mail 8
Mail Shirt 20
Plate Mail Breastplate 30
Reflective Plate Mail 30 Reflect magical attacks
Obsidian Chain Mail 40
Dragonscale Armor 50

Shield Protection Other powers
CowardTs Target Shield Set to 0 Invisibility
Stone Bracers -34
Bracers of the Dead Speak with dead
Bracers of Valor Allows you to wield Traitor safely
Damaged Orc Shield 1
Orc Shield 4
Gargoyle Bracers 5
Shield 5
Death Stroke 10
Draconfire Bracers 15 Reduces damage from fire
Fire Shield 15 Reduces damage from fire

Special Protection Other powers
CocoTs Cap Makes you fall asleep
ColimTs Amulet ???
Gauntlets of Might +5 to Might
HelinTs Ring Increases attack speed in beast/lizard form.
Ivory Chip Increases your mana.
KieranTs Circlet ???
Power Orb ???
Stone Cobra Causes you to sink slower in water
Ring of Drake Fire Spark becomes Fireball
Ring of Regeneration Continuous healing; Resurrection if you die
KennethTs Girl 2 +1 to Might
Bezoar Ring 5
Dragon Gem 10
Greater Bezoar Ring 10 Increases attack speed in lizard form.
Dragonscale Gauntlets 20
KennethTs Charm 30 +10 to Might

Alchemial Combinations
Many substances, when combined, yield a much more powerful magical
combination. Most of these must be discovered by trial and error and failures
lead to the substance known as Arrant Prac. Arrant means Lcompletely and
totally suchL, and Prac is an anagram for Crap. These are the combinations of
substances that I found:

Acid Sac + Champion Stone = Pod of the Changeling
Amber + Ironwood Sap = Champion Stone
Amber + Venom Sac = War Cluster
Black Lichin + Gorgonite Nodules = Stone of the Gorgon
Gorgonite Nodules + Rainbow Sulfites = Mind Cluster
Lamplight Eggs + Tar Crystals = Acid Sac
Lamplight Eggs + Venom Sac = Poison Paint
Mandrake Root + Tar Crystals = Pyra Pod
Poison Paint + War Cluster = Force Pod
Rainbow Sulfites + Silverleaf = Manafoil
Silverleaf + Wild One Serum = Lharkon Vapours

Please let me know if you come across any other combinations.

Special Items
Many items in the game have a nonobvious use. Here is a list of the items and
what they can do for you.

Item Description
Aloe Heals
Ancient Magic Stone Allows access to level 5 magic
Brook Flounder Creates a window that lets you see behind you
Cave Aloe Heals
Champion Stone Increases might by 20
DragonTs Blood Use it and it explodes about 5 sec. later
Fire Crystal Casts fireball
Force Pod Allows access to level 5 magic
Guardian Orb Creates a sword that strikes your opponent
Ice Seed Creates an ice stalagmite in front of you
Iron Rod ???
Jeweled Scarab ???
Lamplight Eggs See in the dark
Lharkon Vapours Puts Lharkons to sleep
Lightning Crystal Casts spark
Manafoil Restores your magical energy
Mind Cluster Reveals entire map of area
Net of Exile Banish when used on a creature
Pod of the Changeling Change to Beast with max strength.
Poison Paint Poisons your weapon
Pyra Pod Turns Spark group into Fireball group
Ruby of Truth Destroys illusionary creatures
Stone Cube Creates a stone stalagmite in front of you
Stone of the Gorgon Turns any creature to stone
Storm Crystal Casts Blizzard
VelTs Fruit Cures Poison
War Cluster Reduces damage taken

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