Lands of Lore: Guardians of Destiny чит-файл №1

Solution by Mike Marcelais: Version 1.0, October 1997

Thanks to Mark Sunderland for all his help.

Table of contents

1. The Caves of the Draracle
2. The Halls of the Draracle
3. Huline Jungle
4. Hive Caves
5. Huline Village
6. Huline Jungle (again)
7. Hive Caves (again)
8. Savage Jungle
9. Dracoid Ruins
10. Dracoid Cemetary
11. Dracoid Ruins (again)
12. Savage Jungle (again)
13. Claw Mountains
14. The Citadel
15. The Huline Temple
16. City of the Ancients
17. Underground Caverns
18. Belial's Laboratory
19. Birthing Chamber

* Weapon Tables
* Armor Tables
* Alchemical Combinations
* Special Items

Part I: The Caves of the Draracle

Okay, you've just escaped from the dungeon of Gladstone keep, shifted forms
three times, run to the 'safety' of the Draracle's Caves and are being
hunted by the guards of Gladstone. And you have no weapons, armor, or
equipment.

In reality, this first area isn't 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, you'll 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 you'll 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, you'll run by a large underground lake and then
enter 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 you'll 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 practice.

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 can't 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.

As you continue north, you'll 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 guard's room will also
have opened. Go in there and get the Light Crossbow, Pyro Pod, and a
Guardian Sword.

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

Part II: The Halls of the Draracle

Go through the gate and over to the table in the next room. Don't worry
about the skeleton; as long as you leave it alone, it won't bother you
either. In general, don't bother creatures which don't 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 are only
three tricky areas in 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 didn't 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 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, finish off the last skeleton creature, open the
door, and ask the dragon for a lift to the southern continent.

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 he'll attack you; other times, it just ignores you. There is a
lot of wildlife in this forest, and you don't want to upset it -- don't
attack things that don't attack you. And don't 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, you'll 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 aren't 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
Kity'ara and you know you're getting close when you see a double bridge
over the northern stream. Head south from here a bit, then head west.

Kit'yara 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 can't
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 you'll 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 won't grow back. (If you are stuck in Lizard form now,
you will be unable to hack the walls; you'll 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, you'll 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, don't 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, you'll find some plate armor. Good stuff.

Now, just to the west, there is a large chasm. If you attack the ceiling,
using a ranged weapon, you'll 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. You'll find Shalla hiding in a corner of the cave.
When you've convinced her that the spider is dead, she will head back to
the Huline village.

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 I'm 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 later.

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. He'll give you a
password: "aikman".

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

Next, head across town to the magician's house, just to the north of the
entrance gate. When you ask him about ancient magic, he'll 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.

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

This bit is optional, and may not be to everyone's liking. Head further
west until you reach an abandoned building. Click on the cellar and then on
the door. With the password, you will be admitted to a thieves guild. The
buisnessman there will get the sword Firestorm for you if you go and kill
Kelsrick. While you're down here, you can get poisonpaint (which can be
used on weapons to poison them) and a skull key. Go and kill Kelsrick. You
can also flip the switch behind him and go kill the King. He holds six
Ancient Magic Orbs, so it is well worth your while. Now, return to the
guild and pick up your sword. He also gives you a safe exit from the
village.

Regardless of whether you killed Kelsrick or not, 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 Kit'yara's 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 west where
you'll find a corpse that holds a Speaking Stone showing the end of a great
battle.

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. The Summon scroll
is trapped, and since you already have the summon spell group, then it
isn't really worth going and getting. 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
you'll 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. He's 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: There is 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 don't remember, its
"left","left","right","top". 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 Helin's 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. Don't 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
out.

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, you'll 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.

If you didn't get Firestorm from the buisnessman before, you can go back to
Kit'yara and buy the sword from her.

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 Kit'yara, who will give you a gift for her brother 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 VIII: Savage Jungle

Begin CD 3

When you enter the jungle, you meet the "wild ones" that Kit'yara
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.

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 Daniel's sword. He will
let you in the Wild Ones village.

Give the sword to Daniel. This time he actually keeps it. He won't be able
to give you any useful advice, except to go away and leave him alone. Leave
his hut.

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 guru that says he can't 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.

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 IX: 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, you'll 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. You'll 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 Mage's Tower.

Note that the stairs going up are blocked off with a forcefield. So don't
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 can't 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 Mage's 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
'Teleport Room'. 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. Go through that mirror.

Part X: 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 face's 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 Bezel Ring in it.

With the globe, head out of the cemetary, hop through the Teleporter and
return to the Mage's 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. Click on the
barrel there and it will flip over. 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, you'll
notice that the floor is covered with oil.

Now, the fun part. While you might be tempted to, don't cast Spark. You
need action at a distance. Use a Dragon's Blood, throw it into the oil and
run backwards out the door. Watch the building blow up. This reveals an
opening into the catacombs below the city. Head back into the wreckage and
jump into the opening.
                               
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 don't 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.

For now, don't 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 XI: 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 you'll 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.

On your way back, stop by the Mage's 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 Belial's 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. You'll
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 doesn't actually do
you any harm.)

Now, back to the statue. Put the corpse into the urn on the statue's 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 XII: 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 don't 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 guru. He
will tell you that to complete your initiation, you need to fight one of
their tribe members in single combat. It isn't that hard, just incinerate
him. The fight will stop before it turns lethal anyway. The guru will then
give you a potion to use against the Lharkon and a charm that casts the
Lizard spell.

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 XIII: 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.

You'll 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. Nothing
interesting, so head back to the bridge.

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.

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 can't use the stakes that are facing the avalanche since you
won't 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 Bezel Ring and a recipie for acid. 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, you'll 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. You'll see Kenneth dead on
the ice. If you raid his body, you can get his girlfriend's picture. Throw
the picture at one of the walls a good distance away and it will shatter
revealing Kenneth' 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, you'll meet Bacatta. He'll 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 XIV: 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. You'll 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. If you don't shoot the eggs here and break
them, then the Ruloi will merely grow back after you kill them. So go in
here and shoot all of the eggs. (Each time you shoot an egg, the light at
the top of the room will shoot down at you, so be careful.)

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.

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.

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. I couldn't find a way to free them though.

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 haven't gotten to yet and
causes both of the statues on the sides of the room to start shooting at
you. Run north and you'll 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 don't 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 "gun" that shoots
across the chasm and in its wake, a bridge forms. 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 didn't 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 you'll see several of those flying magic
creatures fighting a spawn of Belial, and getting their ends kicked. When
the animation ends, you'll have to fight the spider creature. I didn't find
it too tough, especailly after fighting the creatures below.

Once he's dead, you can 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, you'll 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 XV: 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 can't do the steps described in the next
paragraph and you're hozed.

Place Aloe in the bowl on the left and poison paint (made from Vemon Sacs
and Lamplight Eggs) in the bowl on the right. (If you don't 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 Kieran's Circlet and the Dagger of the Empty
Hand, as well as ingredients for making more Lharkon Vapours.

Once you've 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 can't kill them all
as they will regenerate.

In the first room, there will be three "coffins" 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 corpse again 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 statuette.

With the statuette, return to the entrance. Head east again, and enter the
alcove on your left. There will be one wall niche that isn't filled. Put
the statuette into it and it will close. From the floor will rise a
pedestal that holds a second crystal shard. Take it.

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 push the button there. This will create a
spiral stair going up. Climb the stairs.

In this room, there are three archways leading to three "extradimensional"
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 don't go too slowly, but don't
fall off either. When you get to the end, pick up the idol and you'll be
teleported back to the start.

Enter the center archway. As you walk across the room, the floor will start
to tilt in one direction or the other. Go to the top of the slope. There
will be two buttons there, one on the near and far side of the room. Push
them both. Get off the slope (which will flatten the floor) and get back on
until the slope slopes the other way. Push the two buttons on that side of
the room. The door to the next area will open. Get the idol here. (There
are also 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. 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.

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 won't crush you and the
door further ahead will open.

In this room, three holders will fall from the ceiling. Put the three idols
in the display cases. The door on the far side will open up. 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 or three are on the
bridge, then you can step on the bridge and go all of the way down to the
bottom.

At the bottom, there is another clone of Beliel. Kill it, then enter the
Hall of Voices. (Check the automap to the direction.) 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 XVI: City of the Ancients

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. Again, I never figured out what this was
either.

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 you'll be doing a lot of that in the city. The ways
I've discovered were to shoot the fountains with the crossbow Valkyrie,
attack the fountains with the Axe Blizzard, or use an ice seed from the
claw mountains.

Once you've 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. (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. Go to all three and attack them which destroys them.
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 "raising the tower" 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 city.

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.
To actually do anything in there requires you to have the skeleton key from
the Museum and I didn't have it when I got to here, so I don't know what
goes on in there.

As you head south, there is another side room to the east. This just leads
to a view of a room from high above. You can get into that room from the
Underground Caverns (the next section), but I've found no way to make the
caverns accessable from here, or the city accessable from the floor of this
room.

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 doesn't have to be the item you
got here) on the small platform, the other item will appear on the
platform.

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 Lichids. 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 don't 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 isn't 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 haven't 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. After they are 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 dragon's 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 caverns.

Part XVII: 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.

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 'attack' 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 XVIII: Belial's Laboratory

Bacatta gives you the Horn of Belial here. Don't 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. Morph into Lizard
form, jump in the small canal, and attack the bars blocking the outflow
from the fountain. 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 you're 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 'Summoning Room'. There
are four translucent skulls in the corners of the room. Cast a level one
Apparition 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. You'll meet
Dawn here and she'll tell you to go into the birthing chamber and kill
Belial.

Part XIX: Birthing Chamber

When you first enter this area, you'll 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.

In the next room, you'll 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. You'll 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.

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 Apparition spell will usually do
this one in.

Now, Belial will summon another image for you to fight: the Draracle. 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. The first time through, I
spent a lot of time chasing after him before he died; when I went through
the second time when writing this walkthrough, he died on the second
attack. I dunno. Anyway, when he dies, the game ends and you get to savor
your reward.

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
Stalagmite 3
Broken Mace 5
Short Sword 7
Fine Long Sword 8
Axe of the Long Arm 8
Dagger of the Empty Hand 36
Long Sword Prism 37 Photon Blade
Warblade 47
Great Axe Blizzard 93 Cold damage
Great Sword Firestorm 93 +5 Protection, Firestorm
Belial's 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
Dagger of the Empty Hand 36 Returns to hand
Long Bow Shift 78 Spark (seems to not work)
Crossbow Valkyrie 93 Fireball
Long Bow Shard 110 Shoots ice crystals
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

Shield Protection Other powers
Bracers of the Dead Speak with dead
Damaged Orc Shield 1
Orc Shield 4
Gargoyle Bracers 5
Shield 5
Death Stroke 10

Special Protection Other powers
Coco's Cap Makes you fall asleep
Gauntlets of Might +5 to Might
Helin's Ring ???
Kieran's Circlet ???
Power Orb ???
Ring of Drake Fire ???
Ring of Regeneration Slow healing; Resurrection if you die
Kenneth's Girl 2 +1 to Might
Bezel Ring 5
Dragon Gem 10
Greater Bezel Ring 10
Kenneth's 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
"completely and totally such", and Prac is an anagram for Crap. These are
the combinations of substances that I found:

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
Rainbow Sulfites + Silverleaf = Manafoil
Silverleaf + Wild One Serum = Lharkon Vapours

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
Dragon's Blood Time Bomb
Fire Crystal Casts fireball
Guardian Orb Creates a sword that strikes your opponent
Ice Seed Creates an ice stalagmite in front of you
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 Destroys any one creature
Poison Paint Poisons your weapon
Pyra Pod Turns Spark group into Fireball group
Stone Cube Creates a stone stalagmite in front of you
Stone of the Gorgon ???
Storm Crystal Casts Blizzard
Vell's Fruit Cures Poison
War Cluster Reduces damage taken

Rumors

These are things that I've heard or thought of, but haven't investigated
yet. They may be true, but probably aren't.

* There is armor hidden in the rafters of one of the buildings in the
Dracoid Cemetary
* Giving the broken sword to the mage in the Huline Village will get him
to repair it.
* Giving the Rever to the mage in the Huline Village will fix it.
* The skull key will open locked buildings in the Huline Village
* The Dreamstone can charge weapons when used in the Citadel
* It is possible to free the people in the Citadel.
* Something more to do in the Egg Chamber of the Ruloi?
* There are doors in the City of the Ancients that can be opened with
the Museum Skeleton Key. Unfortunately, I had thrown the key away.

Lands of Lore: Guardians of Destiny solution Copyright й 1997 by Mike
Marcelais. All commercial rights reserved. This document may be
distributed, so long as no content is changed (except to add links at the
bottom) and no fee is charged.

If you have any suggestions, additions, corrections, or just want to tell
me what a cool frood I am, send me a note at michmarc@microsoft.com.
Contributions will be credited.