Thanks to Marko Apel, Michael Cruz, Lars Dahlager,
MaryJo DiBella,
Greg Dolan, Justin Emlay, Oliver Grill, Rik Hamilton,
Rovio Hammama,
Ulos Hladnik, Scott Hopkinson, Niko Kaartinen, Trifon
Katakuzinos,
Peter Langelaar, Panos Laskaris, Patticom, Chris
O’Rorke, Patrick Ras,
Russell Roach, David Sibley, Michael Snider, David
Solomon, Mark
Sunderland, Soren Svendsen, Whay-Wang Teo, Kris
Verellen, and Song-de
Wang for providing extra tips, suggestions, and
alternate solutions to
puzzles. If I’ve left your name off this list, it was
purely by
accident.
Table of contents
The Caves of the Draracle
The Halls of the Draracle
Huline Jungle
Hive Caves
Huline Village
Huline Jungle (again)
Hive Caves (again)
Dark Halls
Savage Jungle
Dracoid Ruins
Dracoid Cemetary
Dracoid Ruins (again)
Savage Jungle (again)
Claw Mountains
The Citadel
The Huline Temple
City of the Ancients
Underground Caverns
Belial’s Laboratory
Birthing Chamber
Evil Luther Solution
Weapon Tables
Armor Tables
Alchemical Combinations
Special Items
Unknown 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. To the
left is a room that has a pit in the middle and several
small rivers
of water pouring into it. If you attack the stagactites
which drop
water into the pool around the edge of the room, the
water will pour
into the room, flooding out some guards. This allows you
to get better
equipment and also find a Mana Foil. Around the corner
is an area of
construction with pillars. You can click on the pillars
and drag them
out of the way to make a passage that you can fit
through. After you
get through, you can turn around and attack the weak
pillar to
collapse the corridor and prevent guards from following
you in.
Head right from the pillars and 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.
In the next corridor, there is an opening in the wall
that you can
look through which reveals a Gladstone guard standing in
a pool of
oil. Cast Spark at the oil (you may have to use the
targetting cursor
in order to get it to work) and the guard will be
incinerated in a
bonfire.
As you continue north, 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
After you hear the speech with the Draracle, you enter
his halls. You
can return to the Draracle’s throne room twice more to
get more
information -- the last time shows the Draracle talking
with Dawn and
Bacatta.
Go through the gate and over to the table in the next
room. 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 is
also a broken sword that you can take and get repaired
laster. I’m
only going to describe the interesting areas of the
Museum.
At the very start, there is an orb held by a claw.
Clicking on the orb
gives you a welcome message. In front of the orb, on the
floor, is a
hidden opening. Clicking on it will raise a key holder
opens a secret
area behind the orb. Inside are scrolls of Heal, Spark,
and Summon.
Use the Summon to learn it. (Using a scroll will let you
learn the
group, if you 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 south, there is a large blue gem in the middle of
the room.
Hacking on the gem will break off pieces of Fire
Crystal, but they
will be burned out. Use the Crystal on the flames on the
side of the
room to recharge them.
Breaking the vases you find in the corners of the room
here will
reveal Ivory Chips. There are two of them in the museum.
The only use
I have found for the chips is to solve a puzzle in the
City of the
Ancients near the end of the game and you can find all
of the chips
you need there.
To the far east, there is a closed exhibit about Time
Travel. You can
open this area by pulling the lever hidden behind the
last picture in
the gallery to the north. Once inside, break the
Hourglass by
attacking it, then break through the wall and jump
through the hole.
Run down the corridor, and finish off the last skeleton
creature.
There are several vials of Dragon’'s Blood here. If you
use the Blood,
an icon appears in the corner of the screen. This is a
timer. The
Blood will explode in about five seconds. Either throw
the blood or
drop and run. After you’ve gotten the blood, open the
door, and ask
the dragon for a lift to the southern continent. (Don’t
attack the
dragon.)
Part III: Huline Forest
Begin CD 2
This area is a very large forest area and it is hard to
get a good
idea of where places are located around here. When you
first arrive,
you will be in a clearing. Heading north, you are
approached by a
two-headed catbeast. Sometimes 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.
To the north of the Executioner’s lair is a cavern that
becomes a
lizard tunnel leading back into the forest near the
Monestary. I never
found this tunnel useful because I hate the lizard form
and it was too
easy to fall off the small ledge into the lava.
Now, just to the west, there is a large chasm. If you
attack the
ceiling, using a ranged weapon, 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: "ankhman".
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. If you
show him the broken sword, he claims he can repair it,
but it will
cost you a Power Orb. It seems like everyone wants one
of these things.
Head just west and visit the King of the Huline village.
He seems very
unconcerned with what is happening and ignores your
concerns.
Heading around behind one of the buildings near the
King, you will
find an abandoned building. Click on the cellar access
and you are let
into this dingy room under the building. Knowing the
password will let
you inside a thieves guild. He will offer to give you
the sword
Firestorm if you kill Kelsrick. There is also a skull
key here and
poison paint that is yours for the taking. The key opens
most of the
buildings in town and lets you get a large supply of
alchemy
ingredients and some more weapons. I would wait before
fulfilling the
contract so that you can still get the mage to repair
your sword.
Inside one of those buildings is a simple throwing
dagger. If you take
that dagger to the Huline Mystic, he will enchant it
into the Dagger
of Light at no cost to you.
Exit the village and head back out into the forest.
Part VI: Huline Jungle (again)
Your next goal is to visit the Monestary. Before you go
there, stop by
a few interesting parts of the forest that you may have
missed on
previous trips. Just to the north of 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 right where you’ll find a corpse
that holds a
Speaking Stone showing the end of a great battle.
To the northwest of the Huline Village, there is a river
that has
several geysers erupting out of the middle. If you
follow that river
upstream to the west, you will come to a pool with a
single geyser.
Attacking the geyser will cause it to break and the pool
to drain
away. You can then enter a lizard tunnel a little to the
east in the
north bank of the river. Inside that tunnel is another
Speaking Stone,
a storm crystal, two fire crystals and three ancient
magic stones.
Following that stream all of the way east will lead you
to a
waterfall. At the base of the waterfall, on the north
shore, is a
small passage you can crawl through to get a recipe
scroll, and a
Summon scroll. On the south side of the waterfall, there
are three
Mind Clusters hidden cleverly behind a bush right next
to the
waterfall. To get out of this area, go along the shore
of the Bane
River towards the south, wait until you shift into
Lizard form, and
run down the lizard tunnel there.
Head south, almost due south from the village, across
two rivers, and
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: In the entrance area, there is a speaking stone
showing the
death of the Old Dracoid king. There is also amber here
and a lizard
tunnel to floor 6.
Floor 5: Clicking on the three blocks to your left will
open a passage
in the wall. Climbing down the very steep walkway all of
the way to
the bottom will get you into a large area where a spider
creature
lives. Halfway down, there is a disembodied hand that
has a Ring of
Regeneration that you can take.
Floor 6: When you enter this area, it seals shut behind
you. Climb up
the ramp until you get to a chamber. To your right,
there are three
buttons set in the wall. Click these buttons in the same
order as the
runes you saw just before the lift area. (If you 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.
In the monestary, a new section is opened up. The doors
on the left
side of the screen lead down to a secret area which is
entirely
optional called the Dark Halls.
Part VIII: Dark Halls
You start in a simple monestary room with many crates.
There is a door
which leads out into the garden. On one wall is a
shelving unit.
Attack the unit and a hole will open up near the
ceiling. Drag crates
over and jump on them so you can jump through the hole.
Once inside, this is basically a haunted area. There are
blue ghosts
which have the distressing habit of appearing directly
behind you, but
they always taunt you with warnings. Just wander around,
always taking
side passages when they appear. There isn’t much in the
way of problem
solving here, just plenty of stuff to collect.
In the first room with all of the bookcases, be sure to
search the
bookcases well. One contains several Cure scrolls and
the other
contains a Prism scroll.
About halfway through the corridors, there is a side
room that
contains many wilted trees and several blue ghosts. If
you click on
the chains that are just to the right of the doorway you
came through,
this opens up the roof and lets in the light. The
sunlight destroys
the ghosts and also makes the trees bloom. This gives
you a large
quantity of Vell’s fruit.
At the very end, there is a very large circular room.
Don’t enter that
room for a moment. Instead, continue to the steel door.
Drag one of
the crates over to the door, open it (by clicking on the
top), stand
back and cast Spark at it. This will blow the door open.
Once you have
finished exploring that room, drag one of the crates
into the large
circular room. As you get to about the middle of the
room, check your
automap. One of the stone blocks in the walls will have
an opening
behind it. (It is the one just south of center on the
far wall, and it
is between the two blocks labeled in different colors.)
Drag the crate
over to that wall, open it, and ignite it with a Spark
spell. This
will blow a hole in the wall that you can jump out of
and you will end
up in the Huline Jungle, just south of the Monestary.
At this point, you will want to stop by the Huline
Village or
Kit’yara’s hut in order to sell your Power Orb. Now is
also a good
time to fulfill the contract against Kelsrick if you
want.
Head north, keeping to your right and head towards the
Bane River,
which is east of where you originally entered this area.
Along the
way, you will meet Kit’yara, who will give you a gift
for her son in
the Savage Jungle so you will be accepted there. You
will also meet
Bacatta, who will escort you past the Gladstone guards
that are at the
Bane River bridge. When you get to the bridge, an army
of spider
creatures will take the bridge away. Use this
opportunity to sneak
into the Savage Jungle.
Part IX: Savage Jungle
Begin CD 3
When you enter the jungle, you meet the “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.
(Note: If you are not on good terms with the Wild Ones,
see the Evil
Luther solution notes at the end.)
Head into the forest to the east and bear south. You
will find the
Huline Temple that you are looking for. Unfortunately,
nobody is home,
at least nobody that you want to meet, and the temple is
sealed shut.
Now head generally north, heading towards the Wild Ones
village. When
you meet the guard who tells you to begone, give him
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 shaman 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. He gives you a Dracoid Sigil that unlocks
the gate to the
Dracoid Cemetary. You can also click on the back door in
the shaman’s
hut and he will show you a spider creature that he has
captured.
Leave the village, but instead of heading immediately
for the
Cemetary, head south for the deep pit. There is a log
spanning the
edge of the pit to a small peak in the middle. Walk
across the log and
hop down the peaks until you get to the bottom. (Save,
as the fall
will kill you and it will likely take you many
attempts.) At the
bottom, there is the entrance to the Dracoid Ruins.
Part X: Dracoid Ruins
This a large and very dangerous area. Save frequently
and often. The
caves here are littered with stone creatures that shoot
fireballs at
you and vicious dragon snakes. Also, 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.
While you are here, explore this area. Right around the
corner is the
old Dracoid leader’s bedroom. If you look up and click
on the imp that
is on the top of the headboard, the seal on the
headboard will glow
and the wall opposite the bed will open up for just a
moment. Behind
the wall is the Axe Traitor. It may take you several
tries in order to
get it; the best shot is to stand at the foot of the
bed, as far away
from the bed as you can and quickly turn around once you
click on the
imp. You can also explore around the rest of this area,
but there
isn’t a lot to find. When you are done, return to the
teleport room
and go through that mirror to the Dracoid Cemetary.
Part XI: Dracoid Cemetary
Use the Dracoid Sigil that you got from the Wild One
Shaman to unlock
the gate to the Dracoid Cemetary. Note the large number
of dead
walking around. For the most part you can ignore them
and concentrate
on the buildings themselves. Unfortunately, most of the
buildings are
magically locked. Most doors have a stone face near the
door. Clicking
on the face will cause an arrow to light up below the
face. The arrow
will be one of three colors: white, yellow, or blue. To
open the door,
you need to put a glass globe charged with the correct
color in the
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
Bezoar 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. Make sure you are standing inside the
room, in human
form, a few steps back from the doorway, looking out
towards the
barrel in the doorway. Click on the barrel there and it
will flip
over. (If it doesn’t flip over, you are probably too
close to it; try
backing up a step or two. There is also a bug that
prevents you from
flipping the barrel if you enter the building when you
aren’ in human
form; and a bug in general that prevents you from
flipping it at all.
In these cases, try reloading from an earlier save game
from before
you entered this building and try again.) Then push it
by walking into
it and it will roll down the hill and into the next
building, through
the door you just unlocked, and shatter on the floor.
When you head
over there, you’ll notice that the floor is covered with
oil.
Now, the fun part. While you might be tempted to, don’t
cast a
low-level Spark at close range. You need action at a
distance. Use
either a 4th Level Spark spell, a Lightning Crystal, or
a Dragon’s
Blood to ignite the pool of oil from a distance. Watch
the building
blow up. This reveals an opening into the catacombs
below the city.
Head back into the wreckage and jump into the 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.
Almost every building in the city requires a glass orb
charged
appropraitely to open. Opening these doors uses up the
glass globe,
but you can find another glass orb inside almost every
building
(including the one which contains Valkyrie). There are
also glass orbs
in some of the unlocked buildings and near the globe
generators.
In the building directly west of the one with the ghost,
there are
sloped ramps along the side of the building. If you wait
until you are
in lizard form, you can run up the ramps. Under the roof
on one side
of the building are three ancient magic stones; on the
other side is a
suit of Reflective plate mail.
To the west, east of the building you detonated, is a
building that
contains two rooms. The first room has two coffins and
this pecular
tile on the side of the wall. The tile can be broken
through to reveal
many items behind it. Whenever you break the tile, a
Lightning Storm
fills the room -- the best way to get at the stuff is to
stand outside
the building and use Valkyrie to shoot into the room.
Inside the
niches are several Fire Crystals, a Spark scroll, Amber,
Ironwood Sap,
Dragon’s Blood and a Dracoid Dagger.
To the southwest and northwest are two more buildings
that have the
same tile on the side of the wall, although these tiles
won’t zap you
with lightning when broken. The northern building
contains more amber,
a Cure scroll, and a speaking stone, while the southern
building
doesn't contain anything in the niches.
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 XII: Dracoid Ruins (again)
To find the ashes, you will need to explore most of this
area. Towards
the north part of the ruins, there is a river. Just to
the south of
the river, in the middle of the ruins, there are two
buildings of
import: One contains a statue that looks like Belial,
the other
appears to be just an ordinary two story building. If
you climb to the
second story, head out on the balcony towards the left
side and peer
around the corner of the building, you will see a
walkway along the
edge of the building leading into the wall. Head down
that walkway and
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.
If you look across the lake here, there are lights on
the far shore. I
don’t know how to get to them and if anyone knows what
is out there
(and how to get there) please let me know. Like most
“hard to get to”
locations, there is probably something very cool there.
Other areas of interest: Near the entrance, off to the
east, there is
a room that is blocked off by several large pillars. To
get into the
room, either wait until you shift into Lizard form, or
shoot the three
chains across the room (through the pillars) with a
ranged weapon.
This will cause the pillars to rise. Inside the room,
you find a
Greater Bezoar Ring.
North of the entrance area, there is what appears to be
a castle
across a large pit. Just to the south, there is a lizard
cave that
runs into the castle. Inside, you find several Prism
scrolls. To get
out, you need to drag a chair onto the bar (under the
hole you came
in). You are only strong enough to drag the chair when
in human or
beast form. Then, when you shift back to lizard form,
jump onto the
bar, then the chair, then you can jump into the tunnel
and run out.
An alternative way of getting into the castle is to head
north of the
castle into a small cave by a house. There is a water
pump in this
cave. If you break them, the area will start filling
with water which
fills the moat leading to the castle. There should be a
door floating
in the middle of the moat which you can use to jump over
to the front
door of the castle.
If you ever want to cross the river, the beast form is
the easiest to
do it in. He can step up the banks in many places that
the human and
lizard forms can’t and it seems that the beast drowns
the slowest. It
is also possible to break the prison doors off their
hinges (in the
area to the extreeme northwest) and build a bridge out
of the doors
across the river.
On your way back, stop by the 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 XIII: Savage Jungle (again)
Once back on the surface, you will meet Dawn again. She
talks about
the Huline temple, about not animating dangerous
statues, and about
speaking with the dead. Give her your Bracers of the
Dead (you 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 shaman.
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,
although keep the combat close as he can cast some
fairly nasty
spells. The shaman will then give you a potion to use
against the
Lharkon and a charm that casts the Lizard spell.
You can head down to the building that is near the
Temple in the south
of the jungle. (The building is to the west of the
temple.) One of the
Wild Ones will greet you and let you in where you can
take several
Guardian Orbs and Ancient Magic Stones.
Mix the potion with a silverleaf to get the Lharkon
Vapours. Then head
to the east where the river is. There is a tree with a
long branch
extending towards you. You can jump across the river if
you can land
on that branch on the way over. So save, and take your
best jump. Once
across, head up the hill, run towards the Lharkon, and
use the vapours
on it. It will pass out. You can then walk past him and
into the Claw
Mountains.
Part XIV: Claw Mountains
Begin CD 4
When you first arrive in the Claw Mountains, you meet
Dawn again. How
did she get past the Lharkon? A mystery for another day.
Anyway, she
think she has all of the answers, etc. When you get done
talking with
her, strike out across the ice towards the north.
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. In
the eastern-most building in the stockade, there is a
niche in the
wall that holds Bracers of Valor.
Cross the bridge and go down the ice tunnel. In the next
clearing,
there is a lake. To your right is a cave in which sleeps
a polar cat.
It is just like the cats in the Huline Jungle, except
its white. Kill
it and then turn into a Lizard. Behind one of the
stalagmites is a
lizard tunnel. Inside is an ancient magic stone, and a
crystal globe
that you can light with your Spark spell. Doing this
raises a small
building in the middle of the lake. You can hop from ice
flow to ice
flow in the lake and get very close to the building. On
top, there is
a Great Axe Blizzard which you can reach once you get
close enough.
Continue down the ice passageways. This next area is
very dangerous.
As you enter the clearing, the snow you are standing on
will begin to
collapse. Your best bet is to run at full speed towards
the other
side, staying near the wall on your right. Eventually
everything will
settle down, but the drop is too steep to survive. (You
can sometimes
survive the fall when in Beast form.)
From this side, notice that there are wooden stakes
nailed into the
wall of the canyon on the other side? Return to the
other side and
look straight down. You 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 Bezoar Ring and a recipie for acid.
If you hit the
tripod here with a fireball or spark spell, it will
break and reveal
Obsidian Chain Mail. Then hop back onto another ice
sheet and then
back to shore. On your way back, notice that there are
ice walkways
along the cliffs.
To get back up, 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’s
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 XV: The Citadel
This part of the game was very frustrating to me. The
creatures in
here move very fast, use magic aggressively, fly, and in
general piss
me off. And you need to kill all of them.
Anyway, walk in. 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. The
eggs here will
regenerate any killed Ruloi, so you have to destroy
them. The easiest
and best way to do this is to shoot the light at the top
of the room.
This will drain all of the acid away from the room,
destroying all of
the eggs and leaving behind some high quality items,
Halberd Bastion,
Crossbow Myriad, and the Coward’s Target Shield. In the
back of the
room, click on the globe. This turns on the purple
stairway to the
upper level when you get to the main Ruloi area.
In the other direction is a long corridor that leads to
an elevator,
which you can activate by clicking on the globe. This
next room is
very large and filled with lots of those magic using
creatures. Save
often -- it is easy to have an instant death here. Run
around trying
to chase down all of the creatures. Patience will
eventually get you
the victory.
Alternatively, you can use the Coward’s Target Shield.
When you equip
it you will become invisible. Then you can walk around
the lower area
unmolested. The only problem is that if you accidentally
bump into a
Ruloi or shift forms, then you will become visible which
can be very
inconvenient. The fight usually raises you about three
to four levels
which you will miss out on.
Now that they are all dead, take a look around. There
are several more
globes that can be clicked on to raise display tables in
the floor.
These tables contain all kinds of alechemical reagents,
plus other
useful objects like Lightning and Fireball Cyrstals. If
you attack the
crystal growths on the ground all around here, they
become Sulfite
Crystals.
To the north are two rooms. The one on the right is a
corridor that
leads to a green pool with a black circle in the middle.
Jump to the
circle and it will take you to a prison cell (on the
outside) where
several women are imprisoned. If you attack the cell,
you reveal a
lever on the left side of the screen. Pull the lever to
free them. If
the women don’t want to leave, it means that there is
still a Ruloi
alive somewhere.
Just to the east of the Prisoners is another globe
hidden in the
corner behind a tall pillar. Click on this to light it
up. This will
enable the bridge going across top of the room
(described below).
The room on the left has a globe in the center. Clicking
on it will
open a passage to the north, open another door you
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.
(If the gun
isn’t firing, then you didn’t turn it on by clicking on
the globe at
the back of the Egg Chamber.) The bridge only stays a
short while.
What you need to do is run across the bridge immediately
after a shot
has been fired. If the door on the far side of the
bridge is closed,
that means you 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 enter the room with the
Dreamstone. Before you
take it, head right to the empty pedestal. You can put a
weapon the
pedestal to enchant it using the Dreamstone’s magic. The
only weapons
that I could get to enchant were Thohan’s Great Sword
(from the
Museum) and Firestorm (which becomes Darkstorm when
enchanted). When
you are done, get the Dreamstone from the holder and
then hop on the
teleport platform which takes you back to the entrance.
Go back
inside, and rescue Dawn. To avoid having to climb the
platform again,
head back to where you entered this large room. There is
a walkway
going up the stone cluster right in front of you.
Halfway up, there is
a teleport pod that takes you back to the beginning.
Once at the
Citadel entrance, use the Dreamstone to open the door to
go out and
leave.
Head back through the mountains, and into the Savage
Jungle. To cross
the river, 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 XVI: The Huline Temple
Return to CD 2
When you enter the temple, you will see an open area
with a body lying
on the ground. Walk past the body and enter the next
room. There is an
altar that has two bowls on it.
BUG!!! If you click on the bowl to the left, Aloe will
appear in it.
For me, once that has happened, you can’t do the steps
described in
the next paragraph and you’re hozed.
Instead, place Aloe in the bowl on the left and poison
paint (made
from Venom Sacs and Lamplight Eggs) in the bowl on the
right. (If you
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 button by the
corpse and it
will zap to the machine where it will get ground into
pulp. Walk
around the back of the machine and pull the box out of
the machine and
put it into the second machine. (I had to push and prod
to get it to
go down the ramp easily.) Then go around behind the
machine and get
the statuette.
Continue down the corridor, push the button and a set of
stairs will
appear that leads into a bedroom. Morph into a lizard
and head for the
red sofa-like thing against the wall and jump on top of
it. Behind it,
there is a lizard tunnel and on the right wall, just
inside the
entrance is a button. Push that button. You can continue
down the
corridor; it leads to a library that has an ancient
magic stone on top
of one of the bookshelves. Another secret door leads out
of the
library to the chapel on the east side.
With the statuette, return to the entrance. Head east
again, and enter
the alcove on your left. (If this alcove is still
closed, that means
you didn’ push the button as described in the previous
paragraph.)
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 use the
Dreamstone in the
receptacle in the pillar. This will create a spiral
stair going up.
Climb the stairs.
In this room, there are three archways leading to three
“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. There are also Cure scrolls by the statue.
Enter the center archway. As you walk across the room,
the floor will
start to tilt in one direction or the other. The
direction that the
floor tilts is based on how much weight is on each side.
There are
lots of quail in this room and they count towards the
weight on the
floor also. What you need to do is push the four buttons
at the sides
of the room (two on each side) and you can only reach
the buttons when
the floor is tilted up at that side of the room. You can
either run
around hoping to get the floor to stay tiled up as you
run uphill, or
kill all of the birds and drag their bodies around to
keep the weight
correct. When you have pushed all four buttons, the
floor will level
out and the door to the next area will open. Get the
idol here. There
are also Stroke Daggers here, and Gorgonite Nodules, and
Amber behind
the pedestal.
Enter the right archway. In this room, there are three
long, thin
paths leading to the edge of the room with fire blocking
the start of
the paths. Run down each of the paths and push the
button at the end.
You can either run through the fire quickly or hit the
green globes
with a first level Mist of Doom spell to turn off the
fire for a short
time. There is also a Mist of Doom scroll there. When
you have pushed
all three, a bridge should have lowered itself into
place on the other
side of the room. Walk across it and get the idol.
Hidden behind the
tapestry on the wall behind the idol is a niche that has
an alchemical
recipie. If you click on the wall at the back of the
niche, another
secret wall will move aside and you can find the Noble
Valkyrie
Crossbow.
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. Don’
stay an admire
the view too long as the door only stays open a short
amount of time.
If you don’t make it through, you can walk around the
edge of the wall
(on the ledge).
In this room, three holders will fall from the ceiling.
Put the three
idols in the display cases. A stairwell to the next room
will form. In
this room, there is a wooden bridge. When you step on
it, the bridge
goes down a little, but not very far. Soon, some birds
will enter the
room. Kill the birds and drag their bodies onto the
bridge. Once two
are on the bridge, then you can step on the bridge and
go all of the
way down to the bottom. An alternative solution is to
morph into the
Beast, as that form is heavy enough to lower the bridge
on its own.
At the bottom, there is another clone of Belial. Kill
it, then enter
the Hall of Voices to the east. Use the Dreamstone here
and the City
of the Ancients will be raised from the water. You will
be taken to
the City of the Ancients.
Part XVII: City of the Ancients
Return to CD 4
You arrive on the balcony of the Ancient City. Take the
elevator down
to the main level. A note about the geography down here.
There is a
central area, which is due south of you. There are four
corner towers,
to the northeast, southeast, southwest and northwest of
that central
area. Straight south is the water fountain and straight
north is where
you are now.
You need to solve the four tower puzzles. To solve one
of them
requires four ivory chips. So first, we wander all over
the city
looking for those chips.
Head to the right at the first intersection. When the
street turns
north, there is a gap in the wall straight ahead that
leads to a
balcony. I never figured out what this area was for.
Follow the street
north and when it turns again, there is another opening
straight
ahead. In this room, there is a chalice on a pedestal.
If you place
Mandrake Root into the chalice, you will be transported
for a short
while to a large area that contains many scrolls. There
are three
spell scrolls here and many recipie scrolls. You will
automatically be
transported back after a few moments, so you don’t have
time to get
everything.
Just to the east of the Chalice room, there is another
room that
contains three fountains. Freeze the fountains and break
them. There
are many ways to freeze things and you’ll be doing a lot
of that in
the city. The ways I’ve discovered were to shoot the
fountains with
the bow Shard, attack the fountains with the Axe
Blizzard, or use an
ice seed from the claw mountains. If you don’t have any
of these,
there is a way to make some ice seeds described below in
about ten
paragraphs.
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. Don’t
walk across in
lizard form since the steps that appear are far enough
apart to fall
through if you are a mere lizard. Wait until you are in
human or beast
form. (Its like that scene from The Last Crusade with
the Leap of
Faith test.) You now have two chip pieces.
Now follow the main street until it ends at a large maze
of rising and
falling walls. There are three important features here:
A spinning
stone disk which is just to the left of the entrance, a
glowing white
sphere and a glowing red sphere. Attack the stone disk
with your
weapon to break it; cast Mist of Doom at the red sphere
to dispel it,
and cast a 3rd level Spark (Chain Lightning) at the
white sphere to
dispel that one. (None of the other Spark spells will
do.) You should
see a large fireball erupt from a pyramid that was
hidden previously.
The fireball will flow across the room and strike the
center of the
tower to the north, blowing the doors open. At the door
will be a
storm crystal. Take the stairs up and you will see
another movable
block and a glowing sphere. The sphere is a teleporter;
drag the block
into it and then follow it in. Once on the other side,
drag the block
into the square hole right in front of you. Head around
the circular
gate and you will see a large plane. Off to one side of
the center is
a glowing octahedron. Click on it and part of a tower
will raise in
the center of the area. This process I will call
“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. In the room are eight side rooms that hold
exhibits of
alchemical ingredients, all of which you can find at the
Ruloi Citadel
or elsewhere in the game. To open the doors requires the
museum key
from the Draracle’s Museum. You attack the glass to
break open the
exhibit and then take the item. When you do, the ceiling
lowers itself
on to you, and you have to move quick to avoid being
crushed to death.
As you head south, there is another side room to the
east. You have to
open another hidden wall to enter. This leads to a view
of a large
room with silverleaf on the side. The floor is very far
down and there
is no way right now to access the silverleaf. Opening
the secret door
allows you to get the silverleaf a little bit later.
Now, return to the center hub and go around to the east
side. As you
head east, there is a center island at the corner that
has several
large glowing pillars instead of a statue like most of
the other
pillars have. If you go around behind it, there is a
holder for an
ivory chip. If you put a chip into the holder, a bright
light shoots
out. (Someone mentioned that you can take the chip back
after shooting
the bright light -- I have’t tried this though.) These
lights go two
places: One enters the museum area and breaks down the
glass door
blocking the back end of the museum. The other bounces
into the area
with the Silverleaf and raises the floor for a moment.
This allows you
to get some Silverleaf if you don't have any. You need
one piece of
Silverleaf. Since the floor only stays up a moment, run
to the
Silverleaf room first and enter through the near (west)
entrnace so
that you get there before the glowing ball does. A chime
will sound
right before the floor returns to the bottom and if you
get stuck in
the room, there is an entrance to the Underground
caverns here. In the
museum, if you pull in the ink pen on the desk behind
where the wall
was, a secret door will open up revealing a door and a
Speaking Stone.
The door can be opened by using yet another Ivory Chip
and behind the
door is a Museum key.
At the south end of the street, there is a room that has
holders for
four ivory chips. Put a chip into each holder and the
pyramid in the
room will shoot a fireball at the tower doors to the
south. Do the
Raise the tower actions with that tower. Then head back
to the central
city area and take the south path.
At the end of the path, there is a fountain at the top
of a set of
stairs. floating above the fountain is a water globule.
Freeze the
water ball and then break it. This will cause water to
start flowing
in the fountain and flooding the canal behind the
stairs. This allows
water to get at the third and fourth towers; without
that water, those
puzzles are insolvable. Head north and take the east
path from the
center circle.
As you head south, after turning the corner from east,
there is a side
room on the right. Inside this room, there is a small
pedestal in
front of a large platform. As you get close, six alcoves
open up (2
are around the corner) revealing three pairs of items.
The first pair
is a Fire Crystal and an Ice Seed. The second pair is an
Ancient Magic
Stone and a Ring of Regeneration, and the third pair is
Lightning
Crystal and a Stone Cube. If you place one of the items
from a pair
(it doesn’t have to be the item you got here) on the
small platform,
the other item will appear on the platform. This room
allows you to
make items that you may want to need to solve puzzles in
the City if
you didn’t bring the necessary items with you.
Continuing south to the tower area, there is a door in
the west wall.
In this room, jump over the canal and take the stairs up
to the south
and get a few of the Black Lichins. Then head back down
and go through
the yellow doors. There are four sets of yellow doors,
but only one of
the three in each set actually lets you go through. I
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 throug |