Lands of Lore: The Throne of Chaos чит-файл №1

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INTRODUCTION

This walkthrough gives explicit instructions on playing LANDS OF LORE (LOL) to
a successful conclusion. It does, however, assume you have read the Game
Manual and Lands of Lore Book and are familiar with the various methods of
controlling your characters' actions. You also have to be able to refer to the
maps referenced by this walkthrough.
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MAPS

Throughout the walkthrough, my directions depend on your being able to
reference certain maps. The maps were created by Patricia H. (CompuServe ID:
71700,2130.) and are contained in her hints file LANDMAP.ZIP, in the CRPG
Library (9) of the CompuServe Gamers Forum. I have also made them available
here. I assume you are able to display the maps using an application such as
Paint Shop Pro, while you are playing LOL via MS-Windows task switching.
Alternatively, you may make hard copies of the maps, by printing at about 200%
of scale. Patricia does not guarantee the maps are 100% complete. (I found
only very minor omissions and errors.) Most maps have several numbers on them.
I refer to these numbers throughout the walkthrough to guide you through each
zone.

Each zone you will encounter in LOL is listed below. Selecting a zone in the
list will display the corresponding map.

NORTHLANDS & SOUTHLANDS


* GLADSTONE KEEP
* NORHLANDS FOREST
* THUG'S HIDEOUT
* SOUTHLANDS FOREST
* ROLAND'S MANOR


DRARACLE'S CAVES


* LEVEL 1
* LEVEL 2 - SAPPHIRE PATH
* LEVEL 2 - EMERALD PATH
* LEVEL 3 - SAPPHIRE PATH
* LEVEL 3 - EMERALD PATH
* LEVEL 4


OPINWOOD FOREST

GORKHA SWAMP

URBISH MINE


* OFFICE LEVEL
* LEVEL 1
* LEVEL 2
* LEVEL 3
* LEVEL 4


UPPER OPINWOOD FOREST

YVEL WOODS

YVEL CITY

WHITE TOWER


* LEVEL 1
* LEVEL 2
* LEVEL 3
* BASEMENT


CATWALK CAVES


* LEVEL 1
* LEVEL 2


CASTLE CIMMERIA


* DUNGEON
* LEVEL 1
* LEVEL 2
* LEVEL 3

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GENERAL

In the early stages of the walkthrough I will be more explicit than later on.
There are many items to pick up . . . far too many to mention . . . so I only
point out the very important items. Many doors and niches are opened by
operating obvious buttons or switches. Later on, I assume the player has the
hang of this and I do not tell you how to open the straightforward doors.

Similarly, as the game progresses you will become familiar with the different
zones and the important locations within them. So I only give you general
directions on traveling from one location to another across different zones.
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SUGGESTIONS


1. Start off each new zone by exploring without trying to solve the
puzzles, but killing all the monsters you come across. You should then
have most, if not all, of the zone mapped (by the automap feature) and
most, if not all, of the monsters eliminated. This will show you where all
the switches and buttons are that you may not have noticed and you will
have a much easier time solving the puzzles, without distractions.
2. When you come across acid spitting creatures, remove your armor or it
may be destroyed. You can recover, your armor will not!
3. Try customizing use of your three main characters to be each expert in
a particular skill; make one an expert fighter, one an expert mage and one
an expert rogue. But make sure they are all reasonable fighters and
magicians. I found Bacatta made the best rogue, while Paulson is a good
fighter. This means your main character should be strong in magic. This
may make Michael seem a poor choice, but it just means that selecting
Michael will make your party more dependent on fighting ability and much
less on magic.
4. When a character is poisoned let his health drop to nothing. Then use
the heal spell on him and he will no longer be poisoned.
5. A weapon's effectiveness depends on the creature you are fighting, so
try out different weapons.
6. Use the freeze spell on the rock monsters.
7. Poison gas areas can not be avoided, but you can minimize the effects
by running through them.
8. Don't despair when you get to those really nasty places where the
monsters may defeat you far too easily. Save often and you will gradually
progress through White Tower Level 3 and Cimmeria Castle Dungeon.

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OPENING SCENES

A messenger races on horseback toward Gladstone Keep. The portcullis rises to
let the messenger enter. The messenger hands a scroll to Geron, who is talking
with King Richard. Scotia has uncovered the temple in the Urbish Mines, where
the nether mask is located. Scotia must be destroyed.

Scotia's creature finds the nether mask and delivers it to his mistress. She
destroys him and gloats over the pretty package. She now has the ability to
take on other forms.

King Richard summons his champion . . . you! You may pick one of four guises:
Kieran, Ak'shel, Michael or Conrad. This walkthrough will work with any of
these characters.
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NORTHLANDS & SOUTHLANDS

GLADSTONE KEEP

Go to the Throne Room (4). Take note of your instructions. Go to Geron's
Office (2) to get the King's Writ. Go to the King's Library (3) opening the
lock with the key. Check the books. One of these books is the Magic Atlas (or
Automap). Don't leave before you have access to the Automap. Go to Victor's
Arms (5). Buy the mace, selling the dagger if you wish. Leave via (1) for the
Northlands Forest.

NORTHLANDS FOREST

Get some experience killing monsters before going too much further. You will
also find many useful weapons and other items in the woods, so pick them up.

Go to the Thugs' Hideout (5). Attack the thugs. When you have killed them
enter the cave.

THUGS' HIDEOUT

Open the wall using the lever. Pick up the lantern at (2). Press the button at
(3) and take the thugs' key. At (4) take the rock off the east pressure plate
and put it with another rock on the west pressure plate to open the wall. Walk
to the end of the hidden passage, placing another rock on the pressure plate,
and press all three buttons (north, south and west) to open the wall. Open the
chest at (5) with the thugs' key. Take the lock picks, bezel cup, salve and
coins. Return to the cave entrance at (1).

NORTHLANDS FOREST

Return to Gladstone Keep.

GLADSTONE KEEP

Go to Victor's Arms (5) and sell some of the arms you have picked up. You
should keep, or trade for, at least the best three items of every different
piece of equipment as you will have up to three different characters in your
party at anytime. Leave the keep via (1).

NORTHLANDS FOREST

Go to the Marina at (4). Hand over the King's Writ and you will travel to the
Southlands Forest.

SOUTHLANDS FOREST

Go to the Grey Eagle Inn at (2). Check out the back room and the guest will
give you the Compass. Then talk to the man with blond hair at the bar. When
you leave, Timothy will join your party. Equip him from your inventory. Visit
Buck's Skins at (3) to buy the boots. Then go to Roland's Manor at (4).

ROLAND'S MANOR

Go to the Fireplace at (3). Take and read the burnt scroll. Go to the hidden
niche at (4) and take the oil flasks and aloe. Go to (2). Save before tackling
the ogre. The best method to use here is to bluff and hope he falls for it and
leaves. Otherwise attack! Open the wall to reveal Sir Roland. Unlock his chest
with the key and take the coins and saber. Now you have enough money, return
to Buck's Skins at (3) and buy the bow and shield. Return to the forest at
(1).

SOUTHLANDS FOREST

Return to the Marina at (1)

NORTHLANDS FOREST

Go to Gladstone Keep at (1)

GLADSTONE KEEP

Place all of Timothy's equipment in the inventory. Return to the Throne Room
at (4). Witness the Scotia/Richard/Dawn scene. Notice the fallen cup. Notice
Scotia's threat to Dawn. Then note the configuration of the protective magical
shield surrounding Richard. Talk to the red haired man Paulson and he will
tell you that he is going to the Urbish Mines. Dawn will give you a Spell book
and Baccata will join your party in place of Timothy. Equip Baccata. Visit
Victor's Arms at (5) if you have equipment to sell. Leave the Keep via (1).

NORTHLANDS FOREST

It is a good idea to have two spare daggers with you before you enter the
Draracle's Cave at (2)
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DRARACLE'S CAVE

LEVEL 1

The gold switch will open a wall. Go to the three buttons at (2). Press each
of them and some of the pits will close. Go to (3), walking on quickly past
the pressure plate that opens the door, and placing a weight (rock) on the
pressure plate to disarm the trap. At (5) notice the broken wall. Return past
the trap and open the door by weighting down the pressure plate. Defeat the
monsters, enter their hideout and take what you need. Return to the pits and
jump down.

LEVEL 2

After your fall, take the sledgehammer from the eastern corner. Open the wall
with the button on the north wall. Go down to the pod room at (2). Rescue Lora
from the rightmost pod and equip her. Open the way out by pressing the button
on the east wall. Go up to level 1 via the trap door.

LEVEL 1

Go back to the broken wall at (5) and break it down using the sledgehammer.
Then break down the wall at (6). By now you should have killed the ratman
carrying the emerald eye in the (7) area. If not, seek him out and take the
emerald. When you reach the dead end, operate the switch to open the wall.
This will reveal a pit. Jump into the pit.

LEVEL 2

Go to the chest at (3) and unlock it with the lock picks. Here you will find
the sapphire eye. Open the door by pushing the button to the left of the door
at (4). Insert the emerald eye in the eastern dragon eye socket. Insert the
sapphire eye in the northern dragon eye socket.

You make take one of two paths at this point. To progress with the game you
need only play through one of the paths. You may skip either the Emerald Path
or the Sapphire Path, or return to the dragon eyes intersection after taking
one path so you can take the other.

SAPPHIRE PATH

Go north from the dragons eyes intersection. Open the chest at (5) with the
lock picks. Go to the chest at (6) passing through the secret wall, and open
it with the lock picks. In particular, here you will find a freeze spell
scroll and a silver goblet. (7) is a fireball trap . . . don't operate the
switch. Shoot or throw something at the button at (8) to close the pit and
take the worn key from the niche. Take the stairs down to level 3.

LEVEL 3

The keyhole at (1) opens with the worn key. There is another freeze spell
scroll in the secret niche at (3) but it is useless if you have already have
one. Return to (1) and walk over the pit at (4) (it is an illusion) and onto
the chest at (6). Pick up the iron key at (5), then operate the switch that
opens the wall. ( I didn't find a use for the iron key, so you can discard
it.) Go through the secret wall to the axe at (7). Return through the secret
wall and to the saber at (8).

EMERALD PATH

LEVEL 2

Go east from the dragons eyes intersection. Go to the niche at (5) via the
secret wall. Go to the pit at (7). Throw or shoot something at the button
across the pit and the pit will close. You can now take the coins and dagger
near the stairs.

Go to the niche and button at (8). The note reads "Dagger in . . . Dagger
out.". First put a dagger in the niche, then press the button. Operate the
gold horns and then push the button. Pick the lock with the lock picks, then
push the button. Put another dagger in the niche, then push the button and the
wall opens. Walk through the opening and smash the chest with the
sledgehammer. You will find, a helm, a freeze spell scroll and a jeweled
dagger.

Return to the pit at (7) and go down the stairs to level 3.

LEVEL 3

Go to the hidden niche and button at (1). Get the iron key at (2). (I didn't
find a use for this key so you may discard it.) Go to the pit at (3). It is an
illusion. Open the chest with the lock picks.

EMERALD AND SAPPHIRE PATHS JOIN

Go to the chest at (5, EMERALD PATH map), open with the lock picks or the iron
key from SAPPHIRE PATH (5).In particular, take the red key. Open the red lock
at (9, SAPPHIRE PATH map) with the red key. Go down the stairs to level 4.

LEVEL 4

Go to the chest at (4) and open it with the lock picks. Then walk toward (1).
Place weights on the pressure plates to turn off the fireball traps. When you
get to the dead end, operate the crooked brick to open the wall. Go to (1) and
open the chest with the lock picks. In particular, take the bezel ring and
wear it. The switch at (3) sort of controls the fireball traps. I couldn't
stop them, so kept having to heal my party after each zap! Collect the things
in the niche at (7). Then take the stairs up to level 3.

LEVEL 3

Place Lora's equipment in the inventory. Pick up the silver goblet or the
jeweled dagger before entering the cave. Walk into the alcove on the left and
place the "trinket" in the golden chest. The Draracle will give you a riddle
scroll which lists the ingredients for the elixir which will cure King
Richard. He also tells you that the elixir must be mixed in a tower. Lora
stays with the Draracle.

When you exit the Draracle's Lair you end up on level 2.

LEVEL 2

Walk on up to level 1.

LEVEL 1

Walk on, operating the switch to open the wall. Return to the exit to
Northlands Forest.

NORTHLANDS FOREST

On the way to Gladstone Keep you will encounter Timothy. Gladstone Keep has
fallen. You must make your way across Lake Dread to the Opinwood.

Head for Lake Dread at (3). Victor tells you that Dawn has crossed Lake Dread
and you are able to go across by the same boat.
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OPINWOOD FOREST

Find the Gorkha Swamp entrance at (1), then go and open the chest at (2) with
the lock picks. Then making your way through the secret walls find the
entrance at (6) for the Urbish Mines. Go to (7) and pick up the long sword and
at (8) get the green skull out of the gnarled tree. Visit the beggar at (3)
and give him some money. This act of charity will pay off later! Open the
chest at (9) with the lock picks. Here you will find the lightning spell
scroll. Finally visit the wagon at (4) but you won't be able prove to Droek
that you are comrades of Dawn yet. Return to the Gorkha Swamp entrance at (1)
and enter the swamp.
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GORKHA SWAMP

Note: Remember to run through the swamp gas areas but don't fall in the pits!

You probably have a very cluttered inventory right now and would appreciate
selling off some of the equipment you don't need. If you have a couple of free
slots visit the chest at (2) first. (If not, return to (2) later.) Open the
chest with the lock picks. Wear the Duble Ring.

Now go to the fletcher at (6) and sell your excess equipment. Remember to keep
enough, and the best you currently have, for three people.

Go to the Witch Doctor at (7). Have him translate the Riddle Scroll for you.
You may also buy some fireball wands here to help in your fight against the
Dark Army monsters.

In your inventory, you should have an empty flask. If so, collect some swamp
water in it. If not, do so when you have an empty flask.

Go to the chest at (3) and open it with the lock picks.

Now go to the Gorkha Chieftain at (4). Put all of your weapons in your
inventory on the Gorkha's guard's order. Continue on to (4). When you see the
Gorkha Chieftain, look at the necklace with the red stone. The chieftain will
offer to trade with you. Offer him anything from your inventory and he will
refuse but challenge you to find the Gorkha's brass ceremonial helmet which
has been stolen by the stickmen.

Re-equip your party with weapons. Go to the area at (9). You will have to
freeze many of the swamp pits to get past them. In this area, you should kill
a stickman and recover the ceremonial helmet from him. Go to (8) and pick up
the bow. Nearby, east of the pits is a blacksmith. You can buy and sell arms
here.

Now return to the Gorkha chieftain at (4). Hand over the brass ceremonial
helmet and receive the ruby of truth in exchange.

To complete exploration of the swamp, go to (5) and pick up the glint mail and
at (10) you will find the entrance to Upper Opinwood Forest.

Return to (1) and enter Opinwood Forest again.
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OPINWOOD FOREST

Visit Dawn at (4). Now you hold the Ruby of Truth, Dawn will talk with you.
Show her the riddle scroll and she will help translate it and give you some
empty flasks for the ingredients. (You only need two empty flasks altogether,
which you will fill later.) She will also give you her pyramid key.

Where next? Well remember Paulson was going to the Urbish Mines? It might be
an idea to have him join you and reinforce your party. So go to the Urbish
Mine entrance at (6).
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URBISH MINE

OFFICE LEVEL

Go to (2) and use the green skull several times on the giant slug. Pick up
your weapons. Go to (3) and you will notice that the mining offices provide
you with a short cut between Upper Opinwood Forest and Opinwood Forest.

Explore all the office drawers and filing cabinets to stock up on supplies and
you will also find a fireball spell scroll.

To get to (4), close the outer door in order to open the inner door. At (5)
there is a machine that needs fueling and repairing. The keyhole at (6) opens
with the lock picks. Talk to the clerk at (7). Take the pick axe and great
helm.

When you have thoroughly explored the offices, go down the stairs to level 1.

LEVEL 1

Open the silver keyhole at (1) with the silver key. Walk past the wheels at
(2) and push the button on the west wall to open a pit. Jump down the pit to
level 2.

LEVEL 2

Push the button and you will drop to level 3!

LEVEL 3

Take the silver key from the niche at (4) and open the silver lock at (7). The
note at (5) is a red herring! Cast fire balls at the nests at (6). Go through
the secret wall to (11).

Open the chest using the lock picks. Use the yellow jewel in the plate to open
the door to the mine car. You need to go to (13) so must take the mine car
straight on at the junction. Both levers should be up. Get in the mine car and
click to go straight on.

Operate the switch on the east wall to open the wall. Operate the switch on
the north wall to open the wall. Go to (13) and use the pick axe on the coal
seam. Put a piece of coal in your inventory. (This is fuel for the machine on
the office level at (4).)

Return to (11) via the mine car. This time you want to go right to (12) and
the stairs down. Set the left lever down and take the mine car to the right.

Pick the copper keyhole with the lock picks at (12) and go down the stairs to
level 4.

LEVEL 4

At the bottom of the stairs, push the button to make the teleport appear. Walk
into the teleport.

Keep one of the red hearts from the rock monsters. This is another ingredient
for the elixir.

Break though the rock pile at (2) with the pick axe. Search the bones at (1)
for a rusty key.

Go to (11) and get the gear from Hank's bones. This is needed to repair the
machine on the office level at (4).

Go to the teleport area to the east of the wheels. Take the teleport to the
stairs up to level 3.

LEVEL 3

Return via the mine car to the teleport at (3). Walk into the teleport and it
will take you to the office level.

OFFICE LEVEL

Go to the machine at (5). Place the coal in the machine and repair it with the
gear. Operate the lever.

Go down the stairs to level 1

LEVEL 1

Go to the wheels at (2). Set the south wheel so that the knob is down and the
north wheel so that the knob is up. Walk into the teleport and you will go to
level 2.

LEVEL 2

You will arrive in a part of level 2 you haven't seen before. You can move in
four different directions through secret walls that surround you.

First, go south, then west. Weight the pressure plate to open the niche. Take
mine key 4. Return to the room surrounded by secret walls.

Next, go west and unlock the silver keyhole with mine key 4. Go south. Notice
the stairs down at (7) and get the long sword at (13). Return to the room
surrounded by secret walls.

Next go north. Open the chests at (5) and (6) with the lock picks. Return to
the room surrounded by secret walls.

Next go east. First go to (10). I found running over the flaming pits was
easiest and healing your party when you get to (10). (I'm sure there is a way
of turning all the fire pits off by weighting the pressure plates somehow but
I didn't bother figuring this out.) At (10) there is a fireball wand. Now go
to (8), the smell of gas. Stand back a square or two, and cast a fireball into
the gas. This will release hordes of the blue electrical wispy creatures. I
found the best way to deal with these creatures was to run away and deal with
them one or two at a time, run away, heal, save, then seek them out. It took
quite a while to get them all. I used a combination of the green skull, long
sword, crossbow and the Gorkha's trident. When you finally get to the niche
beyond the gas smell, take mine key 5.

Return to (7) and go down stairs to level 3.

LEVEL 3

Keep turning until you are facing the button. press it. Now keep turning until
you are facing the niche. Take the shiny key. Keep turning until you are
facing the stairs. Go back up to level 2.

LEVEL 2

Go to (2) and open the keyhole with mine key 5. Take the stairs up to level 1.


LEVEL 1

You will be in a section of level 1 you haven't explored yet. Go to (3) and
take mine key 2 and an emerald blade. Go to (5). Close the pit by turning the
wheel. Get mine key 2 from the niche then drop down to level 2 via the pit.

Push the button and put a weight on the pressure plate. Walk into the
teleport. You will end up on the office level. Go down to level 1. Go to the
teleport that takes you to level 2. Go to the stairs up to level 1.

Open the silver keyhole at (9) with mine hey 2. Go to (6) through the secret
wall. Open the lock with mine key 2. At (7) you will find some weapons. Go
through the secret wall to get the chest at (8). Return to (9).

Turn the wheel to make a pit open. Drop down to level 2 via the pit.

LEVEL 2

Weight the pressure plate to keep the pits open. Drop down to level 3.

LEVEL 3

Kill the avian worms and nests with fireballs. Push the button to open the
wall. You will find a pick axe at (1) to use on the broken wall at (2). The
button will open a wall to the area at (7). From here go to the mine car at
(11). Take the mine car to the right. Go down the stairs to level 4.

LEVEL 4.

Take the teleport. Open the keyholes at (5) with the rusty and shiny keys in
the appropriate keyholes. Collect Paulson at (6) and take Paulson's key. Now
collect his armor, other equipment and mine key 4 at (7). Equip Paulson.

Go to the keyhole at (8). Unlock it with mine key 4. Walk into the north
teleport and you will go to the office level.

OFFICE LEVEL

Go to the Upper Opinwood by going north.
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UPPER OPINWOOD

You enter at (6). Collect the dagger at (7). Go to (4) and fill an empty flask
with honey from the hornet's nest. This is another ingredient of the elixir.

Next go to (3) and open the chest with the lock picks. The crossbow 'Valkyrie'
is a great weapon. Don't lose it! Now go to (2) and you will encounter Scotia.


If you are collecting too many weapons, go to (12), the Gorkha Swamp entrance,
sell your excess arms to the fletcher in the Gorkha Swamp. Return to Upper
Opinwood.

Next go to (10). Open the chest with the lock picks. The emerald blade is good
for killing wraiths. Now go to (11). Open the chest with lock picks. Put the
jade necklace on one of your characters to increase his rogue skills.

I also came across a worn key (I found no use for it.) after killing a
skeleton warrior in the north west of Upper Opinwood, south of Scotia's
barrier.

Now go back to (2) where Scotia has put her barrier to keep you out of her
way. Use the Vaelan's cube on the barrier a couple of times.
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YVEL WOODS

Go to (7). Here you will see that the Orc's have demolished the bridge to
Castle Cimmeria. Somewhere near (7) and (8) there is an orc you should kill as
he has another Vaelan's cube. Use the Vaelan's cube on the barrier at (3). Go
to (4) and open the chest with the lock picks.

Now go to (5), the entrance to Yvel City.
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YVEL CITY

You enter Yvel City at (1). Go to (2), enter the house and pick up the Ace of
Dominion. Then go to (3) and you will meet Victor again. Sell him any excess
equipment and buy the great sword. The sword is an excellent weapon.

Now go to (4) and pry the boards off the door. Enter the house. Pick up the
speckled key and the hand of fate spell scroll. Go next to (5) and take the
Dwarvish plate mail.

Next go to (6). This is Sadie's shop. Show her the riddle scroll and she will
give you the last ingredient for the elixir. Outside, you can drop the riddle
scroll. Now go to (16) and (17). Open both chests with the lock picks.

Now go to (19). Take the Ace of Oblivion. Now go to (14) and take the aegis
helm. Then go to (13) and get another aegis helm. Next go to (10) where there
is a crossbow. Go on to (11). Open the lock with the speckled key. In the
house there is a jade key (which only opens an empty house, so discard it) a
great helm, plate mail and a shield. Now go to (12). Pick the lock.

Visit the Yvel Council at (9). Not much here, except a hint that Richard is at
Castle Cimmeria.

You probably need to lighten your load by now. Visit the fletcher at (15)
and/or Victor at (3) to sell off some of your equipment.
                               
Leave Yvel City via (1) and re-enter the Yvel Woods.
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YVEL WOODS

Go to the White Tower at (6).
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WHITE TOWER

LEVEL 1

Pick up mystic key from room (17). Open the chest at (12) with the lock picks.
Go to (16). Open lock with the mystic key. Enter room (15) and pick up the
mystic key.

Go to (6) and open the lock with the mystic key. An amazon between here and
(9) will drop another mystic key. Pick it up and open the lock with it near
(9). Press the button to the left of the gate and the gate will raise. Go to
(10). Let Lyle go free. Then open the hidden niche. Take the amber ring.

Go to (18) and put the amber ring in the niche. Enter room (19). Defeat Jana,
then take her mystic key. Collect the amber ring from the niche and wear it.

Go to the eastern stairs.

LEVEL 2

Go up and take the mystic key. Return downstairs and go up the western stairs.
Go to (1) and open the lock with the more silvery mystic key. Go to (8). Close
the outer door, push the button and take the mystic key from the niche.

Pick the lock outside room (7). Enter room (7), the pit room!

You probably have too much equipment again, so fall into a pit. You will land
in room (3) on level 1. Open the chest with the lock picks, then push the
button on the wall to open the door. Leave via (1) and enter the Yvel Woods.
Return to Yvel City (5) and go to Victor's at (3) and sell your excess
equipment. Return to the Yvel Woods (1) and return to the White Tower at (6).
Enter the White Tower.

LEVEL 1

To make more space in your inventory go to (11). Open the door with the
brighter of the mystic keys. Leave the four ingredients for elixir in this
room, not too near the altar. (I found I lost them if I was close to the
altar.) You can pick them up later when you are ready to make the elixir here.
You can also leave the two yellow pyramid keys here, but you must take them
with you when you leave the White Tower with the elixir.

Go up the western stairs to level 2.

LEVEL 2

The following sequence of events are harrowing and of questionable reward. I
suggest you go through it for the fun of it anyway!

Re-enter (7) the pit room. From the entry square, just past the door, do the
following: Go north, east twice, north twice and west twice. Take the mystic
key and push the button in the west wall. Now go east twice, south twice, west
and south twice. Press the button in the south wall. Use the mystic key, you
just found, to unlock the west door. Go, carefully, to the secret wall and go
through it. The long wall contains four switches. The first three you come to,
may turn off the seemingly endless supply of flying fireball chickens. The
fourth switch turns on the fireball cannon.

At (4) there is a helm. Now retrace your steps. Was it worth it?

Go to (2), the fireball room. (The fireball cannons fire only when you step on
to a square facing them.) Go to the north west niche and get the mystic key.
Go to (9). Use the brighter mystic key in the lock.

Go up the stairs to level 3.

LEVEL 3

NOTE: There are two (6)s on the map. I refer to the chest at (6) and the pit
at (6) to distinguish between them.

Heed the ghost's warning, but soldier on! The spirits are very bad here, but
can be beaten by luring them out . . . it is do-able! Go to (2), push the
button on the floor and get the mystic key. Now go to the lock at (3) and use
the mystic key you just found to open it. Open the chest at (4) with the lock
picks.

Open the switch at (5). Open the north door and go through the secret wall.
Open the chest at (6) with the lock picks. Now go to the pit at (6) and fall
through it to level 2.

LEVEL 2

You will find yourself in the minotaur's room (3). Defeat the minotaur and use
the horn as the key to open the west wall. Go to the stairs up to level 3.

LEVEL 3

Return to the pit at (6) and close it by pushing the button and shooting or
throwing something at the button beyond the pit. Open the chest at (7) with
lock picks. Go through the secret wall to (8). Open the chest with the lock
picks and, in particular, get a blue mystic key.

Go to (9). Use the non-blue mystic key to open the door. Take the ivory key
from the niche. The pressure plate at (10) allows you to get to the secret
wall. Go through the secret wall to find some more supplies.

Return to the stairs and go down to level 2. Then go down the stairs to level
1.

LEVEL 1

Open the lock at (13) with the ivory key. Go down the stairs to the basement.

BASEMENT

Put each of the four items moving around the central square at (1) in the one
of the four niches around the central square. Three of the niches are on the
inner walls, one is on an outer wall. Do not place the items in niches outside
the central square. Open the lock at (2) with the blue mystic key.

After you have supplied the password, the old lady will give you the crucible
of faith.

Collect the equipment from the niche on your way to the stairs up to level 1.
Try not to use the wand of death until your final confrontation with Scotia.

LEVEL 1

Go to the Altar de Blanca at (11). Place the crucible of faith on the altar
Pick up the ingredients for the elixir and place them in the crucible. Put the
crucible in your inventory. If you dropped anything else here, pick it up
before leaving.

If you want still more choices of equipment, you may return to level 3 and
enter the room at the door of faith (13). You can open only one of the chests.


Return to the Yvel Woods, (1) on level 1 and go to Yvel City at (5).
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YVEL CITY

Visit Victor at (3) to unload your excess equipment once again. Visit the
council at (9). Geron tells you to fetch Dawn, so you must return to the
Opinwood.

Leave the city at (1) and go to (1) on the Yvel Woods map. Scotia will appear
to you as you enter the Upper Opinwood in Dawn's form. Leave when you
encounter her. Go to the Urbish Mines at (6) on the Upper Opinwood Map. Next
go to (3) on the Urbish Mine map.
-----------------------------------------------------------------------------

OPINWOOD FOREST

Go to (4) in the Opinwood Forest. By the time you arrive, Droek's wagon has
been attacked and Dawn is not here. Return to Yvel City.
-----------------------------------------------------------------------------

YVEL CITY

Go to the Yvel Council at (9). Geron will tell you that the city militia has
fallen and the three of you are on your own to defend the city! Find
yourselves a cozy nook (such as right outside the Yvel Council house) where
you can only be attacked on one side and keep killing the members of the Dark
Army until the initial onslaught is over. Then you will have to seek out the
enemy. Keep killing the monsters and eventually, the Dark Army will retreat.

When the Dark Army has retreated, return to the Yvel Council at (9). Read the
note. Go to Bruno's Inn at (7). Go through the open door at the back of the
inn. Press the button on the north wall and the wall will open revealing a
cave. Go into the cave.
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CATWALK CAVES

LEVEL 1

Go to (1) and kill Mylek, First Envoy of the Dark Path. Take Geron's key and
the dark gauntlet. Put the statuette on the pedestal (near to (1)). This will
open the east wall. The button on the south wall will open a niche. Use the
dark gauntlet in the hand impression on the west wall and the west wall will
open. Walk on until you reach hand impressions in the north and west walls.
Open both with the dark gauntlet.

Go west and make you way to (2). The button on the walls will get you past the
first set of pits. Activate the teleport by using weights and stepping on and
off the north pressure plate. The pressure plate toggles the teleport on and
off.

Now go the chest at (5) and open it with the lock picks. Here, in particular,
you will find the mist of doom spell scroll and a yellow key.

Next go to (4). To get the replicator to work you must herd one of the spark
creatures down each of three hallways. They will power the replicator. If you
don't need to replicate anything (you shouldn't need to) and are finding the
spark creatures a nuisance, you can kill them with the spark spell.

Now return to the two hand impressions adjacent to each other by continuing
clockwise round the map and take the north route. Make your way through the
secret wall and spinner area to (7). A dark army warrior will drop a blue key
when you kill him in this area. Use the key to open the chest at (8).

Go to the keyholes at (9) and open the left-hand lock with the yellow key and
the right-hand lock with the small key. Inside this room, you will meet the
Knowles and the Xeobs. They each want you to be their champion and wipe out
the other group. They will reward you generously should you succeed. There is
no getting out of this. Both groups are very difficult to kill but it can be
done with perseverance! However, when you find the key to, and location of,
your 'allies' headquarters you can turn on them and kill them . . . but no
reward! First, you must pick a side. The Knowles will reward you with
increased magic skills, while the Xeobs will increase your fighting skills.
Pick a side, then walk into the appropriate teleport.

LEVEL 2

The map is missing the section of level 2 you fall to from the southerly pits
on level 1.

There is nothing useful here. Either teleport up to level 1 or take the
stairs. The area where there is a teleport has a door and button. There is
something moving behind the door but I could not open the door.
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CASTLE CIMMERIA

DUNGEON

You have teleported to the dungeon of Castle Cimmeria. Explore the entire
area. Try to find lone enemies or run away when you start getting weak to heal
somewhere in safety.

There are niches at (2) and (17). The copper key at (3) opens the door to the
teleport at (13) which takes you to the Knowles (if you are supporting them).
The gold key, at (15), is used to visit the Xeobs similarly, at (4). There are
chests with supplies at (6), (10), (14), (16) and (18). Make sure you get the
diamond in the chest at (10). There is a yellow key in the hidden niche at
(17) but I found no use for it.

When you either defeat the Knowles or the Xeobs you will get a key to the
castle and a Vaelan's cube. Use the key at (11). Go up the stairs to level 1.

LEVEL 1

Go to (2). The wall in front of the stairs down to the dungeon will close
behind you, but later you will be able to open it. At (2) you will find Dawn
in a crystal ball. Free her by using the diamond on the sphere. Dawn will
leave to get reinforcements.

Go to (4) and pick up the small key.

Go to (7), open the niche and take the cobra figurine. You will have to jump
into the pit to the dungeon. Return to the stairs up to Level 1. Open the wall
by pushing the button on the west wall.

Now go to (5). Push the button to make the teleport appear. Walk into the
teleport. You will find yourselves in the southern section of Level 1. Go to
(11) and do not flip any switches along the hallway. The teleports will take
you to the middle of area (13). Don't panic! You have lost your automap, but
it will return when you leave this area. This is a spin and pit area. Avoid
the pits and put weights on the pressure plates whenever you come across them.
There are two aims. The first is to get the dragon figurine from (12). The
second aim is to pass through the secret south wall to the stairs up to level
2. The compass will help you, but you must let it settle down.

Once you have found the dragon figurine and found the stairs, go up to level
2.

LEVEL 2

If you come across the niche at (2), do not put anything in it unless you want
to lose that item! Go to the chest at (3). It opens with the lock picks. Open
the niche at (6) and the chest at (7). Pick the lock at (9). Some players have
found that to pick this lock successfully you must use a character with at
least Rogue skill level 4. At (8) you will find a unicorn figurine. Go to the
wall at (12). Operating the button on the south wall will open the east wall.
Go to (16). Press the button on the east wall. Do not press the button on the
south wall. Go to (19). Shoot or throw something at the button across the pit.
Walk over the illusory pit to the south. The niche here contains the carrion
key. Take it. You now have to jump into the pit and retrace many of your
steps. This time go to (20) and get the noir key from the niche. Finally, go
to (10). Open the lock with the noir key and press the button inside the room.
This will activate the teleport.

You will be transported to a new part of level 2. Take the stairs up to level
3.

LEVEL 3

Explore as much of this level as possible without worrying about difficult
doors or chests. We will come to those later. The aim is to map all the easy
to get to places including and particularly that nasty area where the missiles
constantly bombard you. They won't hurt you much so walk around the building
here diligently and try not to fall down the pits!

Now go to (6). At first all you will find here is a plaque telling you "the
sum must be correct". Look at the automap. Do you see the sum "1 + 1 = 3"? You
must change the three to a two.

Go to (4). Push the button to make the wall move to the west. Follow the wall
and push the other button. If you look at the automap the sum should now be
correct and the way to (6) should be open. Don't fall down the pit here. Go to
(6) and take the human figurine from the niche. Put something you don't need
in the niche and push the buttons at both ends of the room. The wall should
open so that you can leave.

Go to (4) and jump down the pit to level 2.

LEVEL 2

Go to the lock at (17) with the carrion key and walk into the room at (18).
Here you will find King Richard. Put the four figurines on the pedestals as
follows to bend the light:

Humanoid: right front
Cobra: left front
Dragon: right back
Unicorn: left back


Now put a yellow pyramid key on each of the four corners of the shroud. The
game will help you put each key in the correct corner. Now apply the crucible
of faith (containing the elixir) to the King. Give the King a weapon.

OK, now you have to go back to level 3. Go to (10), teleport to the stairs
area and go up to level 3.

LEVEL 3

Go through the secret wall to the chest at (2). Open it with the lock picks.
Open the niche at (3) and take the gold key. Go to (11) and get the oily key.
Go to (9) and get the death key. Open the chest at (8) with the death key. Go
to (7) and open the chest with the oily key.

Go to (12). Read the instructions in each alcove and leave a suit of armor, a
weapon, a piece of jewelry (ring or necklace) and a salve or herb in each
appropriate alcove. The niche will open. Take the dull key. Then collect up
your pieces of equipment from the four alcoves.

Open the chest at (10) with the dull key. Take the silver key, in particular.

Go to (13). Open the keyholes by using the silver key on the left lock and the
gold key on the right lock. Push the button in between the two locks and the
wall will open.

Combine the ruby of truth and the shard of truth in the inventory to make the
whole truth!

Go to (14). Use the whole truth on Scotia as soon as she stops talking. (Use
the whole truth on her by clicking the right mouse button as you hold the
whole truth over your character.) Then use the death wand on her a few times.
This should do her in quite quickly! If you don't have the death wand, hack
her to pieces instead!

As Scotia dies she threatens her death will not save you from the wrath of the
dark forces. Back at Gladstone, you are congratulated and honored by the King,
Dawn and Geron.

Now sit back and reminisce at the parade of monsters . . . so you didn't kill
all of them! Don't forget Scotia's threat!
-----------------------------------------------------------------------------


LANDS OF LORE: THE THRONE OF CHAOS is published by Westwood Studios and
distributed by Virgin Games.

This walkthrough is copyright (c) 1995 by Diana Griffiths. All rights
reserved.

The maps were created by Patricia H.

Special thanks must go to CIS Gamer Clif Smiley who tested the accuracy and
usability of this walkthrough.