Lands of Lore: The Throne of Chaos HEX-code Lands of Lore: The Throne of Chaos HEX-code #2 Lands of Lore: The Throne of Chaos Hint Lands of Lore: The Throne of Chaos Solution Lands of Lore: The Throne of Chaos Solution Lands of Lore: The Throne of Chaos Solution #2

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HEX-code for Lands of Lore: The Throne of Chaos


Unlimited HP (by WindWalker)
MAIN.EXE
0000B1F6: ?? 90
0000B1F7: ?? 90



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HEX-code #2 for Lands of Lore: The Throne of Chaos


Increase your Skill, Magic, and Health levels. Follow these steps one-by-one.
Open the first save game in alphabetical order with debug (you can see which
is the first by typing dir /o:n *.dat). Then type:

-e 17A E7 03 E7 03 E7 03 E7 03
-e 1FC E7 03 E7 03 E7 03 E7 03
-e 27E E7 03 E7 03 E7 03 E7 03
-e 1A7 14 14 14
-e 229 14 14 14
-e 2AB 14 14 14
-w
-q
                                        
Now start lands of lore and load your last game saved. The Magic and Heath
(Hit points) will have increased to 999 for all your characters and all of
their skill levels (Fighter, Rogue, and Mage) will have increased to 20 or
greater. These are not the MAX values, there is still room to grow, but it
will drastically increase the enjoyment of the game, if you are getting
sick of dying every other step.



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Hint for Lands of Lore: The Throne of Chaos


                              Items:

Red bottle: Used for healing.

Aloe: Used for healing...small amount.

Ginseng: Cure poison and heal wounds.

Blue bottle: Restores magic.

Bezel cup: Right click on character to restore health.




Swarms: Right click on character to send out swarm.

Ebony staff: Used same as swarms.

Green skull: Used on Lahrkon...at entrance to urbish mines.

Emerald swords: Used in white tower and cimmeria to fight ghosts.

Sledgehammer: To break walls in Drarcle's mine...and open chests.

Pick axe:  Used on rock piles and gathering coal in mines.

Fireball stick: Cast fireball spell. (Increases mage skills).

Death stick: Casts mist of doom spell

Aces:     red......."infinity".....restores magic
          blue......"oblivion".....cast mist of doom spell
          green....."dominion".....cast hand of fate spell

Vaelan cube: Used to fight ghosts and open Scotia's barrier.

Dark Gauntlet: Hand of Fate spell when placed on character.

Stars: These are shooting weapons.







Jade necklace:  Rogue skills +1.

Grand axe "Master":  Rogue skills +1.



Page 2:
                         Draracle's Cave:

Make sure you have ginseng.

Baccata will open with a chant after Richard is poisoned.

Lora is down in the pit...sledgehammer...and monster.
(Take her armor before you go inside to Draracle's Lair).

Blue, red, and green buttons will allow you to go to the other
side of the pits.

Use sledgehammer on cracked walls.

You will need to throw a rock at a button to get a key.

Freeze spell is here.

Level 1:

2 walls to knock down. A button to get to 2nd part of Level 2.

Level 2:            Your choice:

Blue eye:  silver goblet...passed secret wall east and south of
stairs down.  Theleewit says the silver goblet restores health!!

Green eye:  jewelled dagger...dagger in, dagger out...put in a
dagger and wall will open up to a chest with the jewelled dagger.
You will get original dagger back on a lower level in niche.
Jewelled dagger is a nice weapon!!

Stairs to level 3...south and east of secret wall.
You can use both eyes, but will only be able to complete one
side.


Level 3:

Red lock...red key is in chest nearby....open up wall.
Secret wall there is an axe there.
Iron key...east of pit (illusion).
Stairs down to level 4 is south east


Level 4:

Chest in s.w. corner (break wall)...bezel ring.
Break down wall north of button.
Stairs down to level 3 in north center goes to Lair.



Page 3:
                            The Swamp:

You need the Ruby of Truth for Droek to allow you to see
Dawn...but do it the right way...return the brass helmet.
If you kill the chief no one will have anything to do with you.
If you return the helmet the prices will go down...including the
witch doctor.

Note:  If you move to quickly you will become poisoned.  Make
sure you have ginseng....better yet, save often.

Don't forget the swamp water from the pit!

Destroy the living sticks for the brass helmet:
You will find him in the area with all the pits.
Cast freeze spell to cross over pits to get to him.
When he is dead you will get the helmet.
There is a blacksmith back there also.


The 2 large heads in the swamp:
1.  Restores health and mage points to characters.
2.  Gives 60 crowns for what you feed it...rocks, sticks, etc.
It will not take important items that are needed later in the
game.

Witch Doctor:
Helps with riddle scroll. (He charge 50 crowns if you have
returned the brass helmet or 100 crowns if you have not).
He sells fireball sticks for 300 crowns....you will need them in
the Urbish mines and to increase your mage skills.

Riddle Scroll:
Dawn will help with one of the items...mother earth.
The beggar will help with one of the items if you give him 5
crowns first....swamp water.

Elixir Ingredients:
1.   Creatures whose flesh has never lived
     Legends of creatures made of stone, yet have blood
     Bloodstone (red heart): found in Urbish mine level 4.

2.   Sweetness of you enemy.
     Hornet nest (honey): found in upper opinwood forest.

3.   Collected from deadly depths.
     Swamp water from pits....in swamp.
     Clue given by beggar in opinwood forest.

4.   Powder taken from the heart of your mother.
     Mystic reagent called Mother Earth
     Found in Yvel (Sadie) it is given free.
     Clue given by Dawn at Droek's wagon.
Page 4:
                   Opinwood and Upper Opinwood:

Green on map is Opinwood.  Yellow is Upper Opinwood.

Search the trees and open chests.  If you are unable to open a
chest you can always use the sledgehammer!

There is a chest is Upper Opinwood with green skull and emerald
sword.  Another green skull is in a tree in Opinwood.

Right click bottle on hive to get honey in Upper Opinwood.

"Valkirie" crossbow found in Upper Opinwood works well on
hornets.  It is also a good item to keep throughout the game.  It
will increase your rogue skill as you use it--same as other bows.

Scotia's Barrier:

Can be broken with Vaelan cube.
Found in Urbish mine level 4...with Paulson and his armor.


                          Urbish Mines:

Lahrkon:  At passage to mine behind the door.
You need the green skull(s) to defeat him.  It requires magic for
the skull to work.  It takes about 5 hits to defeat him.  He is
also able to knock the skull from your hands!

Top floor:

There is a pick axe, lightning scroll, key, oil, etc. that you
will need before you go down stairs.
Right click the lightning scroll on character to enter in you
spells list.
The key is for the door on level 1 in the mines.
There is a door that will not open....you need to close the door
behind you first and then it will open and you will find a chest.

To operate the pump:
1.  Need gear from level 4.
2.  Need coal from level 3.

Level 1:

Use key from top floor to open lock.
Be very careful of those little guys...they can poison you.
Found emerald sword and key 2 on other side in corner.

Right wheel up and left wheel down and push button...teleporter.
If you go down the pit you will fall to level 2 and then to
level 3 and the key will open the wall.
Teleporter takes you to level 2 with secret walls.

Page 5:             Urbish Mines (continued):

I found it easier to go down the pit first and complete levels 3
and 4.  Go back to the pump and start it.  Then go through the
teleporter to level 2 with the secret walls.


Level 2:            Secret walls:

North: right: lightning scroll.
       left: 3 levers, sides down first and then the center.
       Left up and right down, push button and hold down plate.
       Opposite to get back out.

South: key 4 and skull.

East:  left: pits---fireball stick
       right: gas smell--use fireball to open all...key 5.

West:  left: stairway and sword.
       Pump must be operating first to get in stairway!
       right: stairs up to level 1....other side.

Level 3:

Rock monsters:  Use freeze spell.
Avian worms:  Use fireball spell or fireball sticks.

Teleporter will take you back to mine entrance.
Mine cars:  Need jewel to operate...in chest.
Levers up:  to coal...use pick axe.
Left up and right down:  nothing.
Left down and right up:  stairway down to level 4..rock monsters.

Level 4:

Push button behind you to stop blaster.
Turn the four levers down to stop spinning.
Gear for the pump is behind the rock pile...use pick axe...also a
rock monster is here.
Need key from level 2 staircase to open one of the doors.
To get the key you will need to get the pump operating first!!
Paulson is here and he has armor, vaelan cube, etc.

Teleports:  the first two take you back and forth in level 4.

The Teleport room:  (Paulson has the key):

North:    To first level.
South:    To 2nd level.
East:     Nothing.




Page 6:

                           White Tower:

Level 1:

Amazons and little roving blasters. Close doors to stop blasters.
Jana:  Put ring from thief in niche to get to her.

Amber ring:  Gives +5 protection.

Ivory key:  Goes to basement. (Found on level 3).

Blue mystic key:  Opens alter on level 1.

Elixir:  Take crucible and place on alter de blanca to receive
the ingredients for the elixir. Place each item in one at a
time....you have the elixir...get rid of the scroll.


Basement:

Face your greed:  Pick up the items and put in the niches and
that will open the wall to get the crucible. Items placed in the
niches are in the niche in the first room when you have the
crucible and you are leaving!


Level 2:

Goons that shoot fireballs.

Plate room:  Cover plates to get key and fireball spell.  If you
turn and the plate is not covered it will blast you.

Pit room:  Not all are pits!  You will need to push some buttons.
         s
     -xxx*          s:  secret wall
      ooxo          x:  no pit
      *xxo          o:  pit
      xxx           *:  changes from pit to floor
      L*            L:  lock


Level 3:

Wraiths:  Use emerald sword or vaelan cube to kill.
(Cube will also restore magic--very helpful in this area).

Ivory key:  To basement is here.

Faith door:  You need the statue head from basement and elixir to
enter.  Only one chest...when you open one the other will
disappear.
Page 7:
                              Yvel:

Boarded doors:  Some of the boards can be removed by clicking the
cursor on the boards.

Sadie:  Will give mother earth free...for elixir.

Fletcher and Victor are here.
Hand of fate spell is here.

Catwalks:  are behind Bruno's Tavern.  You will need to complete
several things before you can get back there.  The last being....
the battle with the Orcs and the horn of retreat.


                         Catwalk Caverns:

Find the leader and defeat him.  Place statue on the stand.
Put glove on the hand print on the wall to pass.
There are 2 ways to go near the entrance inside the caverns.
Use lightning spell on those bugs...before they get you!
Mist of Doom spell is here.

Activate and replicate:

You must trap a lightning creature in each of the three spaces.
Once you have done that you can go in and use the activate and
replicate machine.  Choose your favorite because after all that
work you only get to duplicate ONCE.  You can chase them around
with the glove...it will cast the hand of fate spell.  It is
easier said than done....you have been warned!!

Time of choice:   You will be asked to choose between the two:

1. Knowles of Gortesh (the Heads) promise riches.....they
   increase magic skills when you are finished.
2. Xeobs Tribe promise Lord.....they increase fighting skills
   when you are finished.


                           The Dungeon:

This is the basement to Cimmeria Castle.

The key is to the teleport room to take you back to the leader.
The Xeobs is in s.e. corner.  Knowles is west side mid-to south.

You must kill all or you will be sent back to complete.
You are given cube and other items when completed and sent back.

Nathanial's key is here.
KEEP THE DIAMOND!!!

Page 8:
                       Dungeon (continued):

Chests:
If you do not have high rogue skills you will not be able to get
inside of some of the chests!  My first thought was that not all
were chests since they did not show up on the map.  But I was
able to open them if I had high rogue skills.  In other cases
when I had low rogue skills I was even teleported somewhere else.
May depend on the version...whether you have upgraded to v1.11.



                     Hints and General Notes:

Ruby and Shard are the ONLY way of opposing the Nether mask.
Scotia has the Nether mask.

You will need FOUR special trophies:

1. Humanoid:  level 3...the sum must be correct.
                                        
2. Unicorn:   level 2....middle east wall behind locked door.

3. Cobra:     level 1....n.e. corner

4. Dragon:    level 1...in room with no map in s.e. corner.

If you have version 1.05 of the game you are able to equip the
vaelan cube as a weapon and it will make another one every time
you use it as a weapon.

Also it seems you can go to defeat Scotia before you have saved
Richard......
YOU MUST FREE RICHARD BEFORE YOU GO TO DEFEAT SCOTIA.
YOU NEED HIS RING TO DEFEAT HER!!!!

There is a Bezel cup that acts strange on a character...it turns
him into a zombie.  If you have the problem you are best to just
leave the cup and forget it.  I am not sure where I found it.  I
did not find this problem with the upgraded version...but there
again I might not have used it when I upgraded to that version.
You can always feed it to the head in the swamp for 60 crowns!!

You need to work on rogue and mage skills....you will need those
later in the game.  It is one of the things you find out when it
is too late.  The Grand axe "master" will increase rogue skills
by +1 and the Jade necklace will increase rogue skills by +1. I
think I found the "master" axe in the dungeon.  Also shooting
bows will increase your rogue skills.  If used throughout the
game, your rogue skills will be high by the time you get to the
dungeon and the Cimmeria castle.  Use the fireball sticks in the
Urbish mines to increase your mage skills early in the game....it
will help you out at the end!!

Page 9:
                         Cimmeria Castle:

Level 1:

Cobra statue is in n.e. corner.
Use the diamond to free Dawn.
Use the vaelan cube or emerald swords on ghosts.
The teleport will send you to the other side of the first floor.
Throw something at the buttons behind the gates to get inside.
There is a nice sword in one of them.

The room that takes your map:
Pull the first 3 levers on your way inside.
You will be teleported to the center of the room.
Your compass does work...after it stops spinning around.
You need to cover 4 plates that are in the 4 corners of the room.
It is best to leave the s.e. corner for last.
The dragon statue and the stairs are in the s.e. corner...and you
will get you map when you get to the stairs.
Be ready for the ghosts.


Level 2:

Noir key: is to the teleport room.  It take you to a passage that
will take you to level 3.

Adder key: is to the room in the n.e. corner.  There is a chest
in there and a monster.  You will need high rogue skills to open
the chest inside.

Unicorn statue: is behind locked door on east side of level
about middle.  You will need high rogue skills to get inside.

Richard's key: it is by his door.  You can shoot (or throw
something) the lever over the pit and go through the teleporter
to get the key.  You will need to leave something inside the
niche or you will fall through the pit.

Richard's Room:

Place statues and watch the way the beams of light are going and
follow that line.  Then place keys on corners.  Now the elixir.

1. Cobra            1. Dawn             2. Geron
2. Humanoid
3. Dragon           3. Nathanial        4. Paulson
4. Unicorn

Remember that Scotia can change her appearance....she will try to
get Dawn's key in the forest!!!!  Remember the introduction.
There is another key in the castle if you gave it to her.


Page 10:
                         Castle Cimmeria:

Level 3:

The sum must be correct:  1 + 1 = 2
You will need to push some buttons to the west before you are
allowed inside.  Once inside you push a button to expose the
Humanoid statue in the niche.  Place something in the niche and
push the other button to get out.

If you gave Dawn's key to Scotia in the forest you will need to
close the door behind you to get it off of the floor.

Leave items here:  leave a couple of each item under the sign and
you can get the key.  You can also pick up the items on the way
out.  You will have the dull key.

Dull key: opens chest with silver key inside.

Death key: opens chest.

Oily key: opens chest.

Gold and Silver keys: the keys you need to get to Scotia.

MAKE SURE YOU HAVE FREED RICHARD BEFORE YOU GO INSIDE TO DEFEAT
SCOTIA!!!!

Scotia: The battle.  You must click the ring and the necklace
together to have the whole truth.  When Scotia is changing you
can keep her from changing by clicking the truth on her.  You can
then defeat her in her natural state....you might want to save
some Aces to use on her....mist of doom...or death stick from
basement of White Tower.


                            The List:

This is not a complete list of things to do or items used but it
will get you through the game.  I have tried to answer most of
the questions that I know people have about the game or items.  I
look forward to any more information to update this list as
needed....feel free to contact me.



                              ABADOO



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Solution for Lands of Lore: The Throne of Chaos


                       Русский ваpиант мануала к
                            "Lands of Lore"
                          ("Стpана пpеданий")
                          пеpевод: Косов К.В.

Теpминология, пpинятая здесь:
-----------------------------
   кликнуть - нажать кнопку мыши (Click button). Если не указано  какую,
                   значить, левую.
   кнопка - если в сочетании с "кликнуть", то кнопка мыши, иначе - кноп-
                   ка, наpисованная на экpане.
   взять пpедмет - подвести к нему указатель мыши и кликнуть на нем, пpи
                   этом куpсоp мыши заменяется на этот пpедмет.
   стpана - совокупность мест, где пpоисходит игpа.
   теppитоpия - участок стpаны, отобpажаемый на одной каpте атласа.
   доспехи - сюда включаются латы, шлемы и подобная дpибидень.
   (* ... ) - мои комментаpии в тексте пеpевода.
-----------------------------
   Hе пеpеведены  имена и  названия, а  также указаны  некотоpые english
words, упоминаемые в игpе.


Выбоp пеpсонажей
   После мультипликационной заставки появляются четыpе пеpсонажа.  Клик-
ните мышкой на поpтpете пеpсонажа, котоpым Вы хотите начать игpу.

   Ak' Shel "Мой вид испугал Вас? Магия сильна сpеди моего наpода. Может
я не так силен, как остальные, но я намного лучше знаю магические закли-
нания этой стpаны."
   Michael "Hе  ищите здесь  дуpаков. Сила  есть сила.  Довеpяйте пpежде
всего своим инстинктам. Я лучший боец в этой тусовке - в натуpе !"
   Kieran "Сила, магия... что в  этом хоpошего, если вы не  можете увеp-
нуться от удаpа? Я быстpый! Ловкий! Если вы хотите победить в этом пpик-
лючении быстpее, выбиpайте меня."
   Conrad "Я  абсолютный чемпион  для вашего  дела. Пpи  всех опасностях
этой стpаны вам понадобится кто-нибудь такой унивеpсальный, как я."

Экpан игpы
Тpехмеpное изобpажение
   Это "Окно" в стpану пpиключений. (* далее: Окно)

Взять пpедмет
   Чтобы взять пpедмет  из Окна или  инвентаpной линии укажите  куpсоpом
мыши на пpедмет и кликните левой кнопкой.
                                        
Бpосить пpедмет
   Взятый пpедмет может  быть бpошен, если  кликнуть им в  веpхней тpети
Окна.

Положить пpедмет
   Пpедмет может быть  положен в Окно,  если кликнуть им  в нижней тpети
Окна.

Использовать пpедмет
   Для употpебления или использования пpедмета его надо взять и кликнуть
им на поpтpете того пеpсонажа, котоpый его использует. Чтобы выпить  ле-
каpство, возьмите его и  кликните пpавой кнопкой на  поpтpете пеpсонажа.
Исключение составляют  пpедметы вооpужения  - см.  главу "Сpажения"  для
уточнения.

Исследование теppитоpии
   Кликнув на пpедмете, декоpации или укpашении в Окне можно ценные  на-
меки или скpытые вещи. Декоpации, каpтины и двеpи - некотоpые пpимеpы  в
Gladstone Keep, котоpые вы  можете исследовать подобным обpазом.  Будьте
увеpены, что вы полностью исследовали теppитоpию на пpедмет ключей и по-
теpянных сокpовищ!

Каpты стpаны
   Однажды пpиобpетя магический атлас, вы можете использовать его  опpе-
деления своего местонахождения. Когда вы найдете атлас, кликните на нем.
Появится каpта pайона, в котоpом вы находитесь. Ваше положение бутет от-
мечено меpцающей стpелкой. Все исследованные вами области будут показаны
на каpте. Атлас имеет две  стpелки. Кликнув на левой стpелке  вы увидите
пpедыдущую каpту, кликнув на пpавой - следующую. Кликнув на Exit (*  вы-
ход) вы веpнетесь к игpе.

Поиск пути в темноте
   Подземелья и пещеpы часто  темны. Это может затpуднить  исследование.
Вскоpе вы должны обнаpужить  фонаpь. Он автоматически включается,  когда
вы попадаете в темную область. Фонаpь потpебляет масло, и когда оно  за-
кончится, фонаpь будет тустнеть. Вы должны найти флаконы с маслом. Клик-
нув на фонаpе вы узнаете, как много масла осталось.

Кошелек с деньгами
   Сеpебpяные "crown" - стандаpтная валюта в Gladstone.

Поpтpеты пеpсонажей
   Поpтpеты вашей компании находятся чуть ниже Окна.
   Кликнув на поpтpете пеpсонажа левой кнопкой вы увидите его подpобнее.
Hа экpане  пеpсонажа будут  пpедставлены его  снаpяжение, уpовень масте-
pства и способности.
   Две кнопки спpава от поpтpета - для использования оpужия, находящего-
ся в pуках пеpсонажа, и  магических заклинаний. Кликнув на одну  из этих
кнопок выполняется ожидаемое действие, после чего кнопка "меpкнет" -пеp-
сонаж восстанавливает силы для следующего удаpа. Кликнув на кнопку магии
пеpсонаж выполняет заклинание, выбpанное  в магической книге. Вы  можете
выбpать, насколько сильным будет действие этого заклинания.
   Две цветных полосы спpава от поpтpета инфоpимиpуют о состоянии  здоp-
овья и магии у пеpсонажа. Кликнув на них, вы узнаете числовое значение.

Экpан пеpсонажа
Снаpяжение
   Для  снаpяжения  пеpсонажа  поместите  пpедмет на соответствующее ему
место экpана пеpсонажа. Снаpяжение оказывает влияние на способности пеp-
сонажа. Щиты, доспехи, pубашки, ботинки, шлемы и дpугие подобные пpедме-
ты увеличивают защиту пеpсонажа. Оpужие увеличивает его мощь.

Индикатоp способности
   Этот индикатоp отpажает скpытую силу, повышающую действенность снаpя-
жения. Скpытые возможности pазличаются у pазных пеpсонажей. Когда у пеp-
сонажа нет ни защиты, ни  оpужия, здесь указываются его исходные  значе-
ния. Пpи  изменении снаpяжения  эти значения  будут соответственно изме-
няться.
   Мощь опpеделяет величину поpажения пpотивнику пpи использовании кноп-
ки оpужия. Hекотоpое оpужие наносит большее повpеждение, некотоpое явля-
ется магическим, некотоpое имеет скpытые возможности.  Экспеpиментиpуйте
с pазличным вооpужением для получения лучшего pезультата.
   Защита опpеделяет способность пеpсонажа пpотивостоять повpеждениям  и
атакам пpотивника. Это комбинация pеальной ловкости пеpсонажа и его  за-
щитного снаpяжения. Магические доспехи, укpашения и некотоpое вооpужение
также влияют на защиту.

Уpовень мастеpства
   Такие способности пеpсонажей, как Fighter, Rogue и Mage (* Боец, Плут
и Маг  соотв.) отpажаются  на этом  индикатоpе. Линейка  показывает, как
много осталось пеpсонажу до  достижения следующего уpовня мастеpства.  В
начале игpы все категоpии имеют минимально возможные значения.
   Способность  Бойца  опpеделяет  насколько  эффективен этот пеpсонаж в
сpажении с помощью оpужия. В опасных местах стpаны замечательная возмож-
ность увеличить это значение в битве.
   Способность Плута опpеделяет способность пеpсонажа откpывать замки  и
пользоваться луком или метательным оpужием. Hа пpактике, чем чаще пеpсо-
наж откpывает замки и пользуется  луком, тем быстpее pастет его  уpовень
Плута. Пеpсонаж с  высоким уpовнем Плута  также полезен для  опpеделения
ловушек и скpытых пpедметов.
   Способность Мага опpеделяет возможность пеpсонажа использовать  маги-
ческие заклинания. Пpи повышении этого уpовня пеpсонаж может пользовать-
ся большим количеством заклинаний и более быстpо. Hахождение  магических
свитков и использование магических пpедметов повышает уpовень Мага.

Повышение мастеpства
   Измеpительная полоска для каждой способности показывает, сколько  еще
осталось до пpиобpетения следующего уpовня. Для этого тpебуется опыт.
   Когда пеpсонаж только один  все действия, повышающие опыт,  действуют
на него. Если пеpсонажей больше, чем один, кликните на его поpтpете, или
кнопках, чтобы сделать его активным пеpсонажем, что индициpуется  pамкой
вокpуг его поpтpета. Тепеpь его способности будут использоваться. К пpи-
меpу, когда вы откpываете замок, вы пpименяете способность Плута  актив-
ного пеpсонажа. Для большего успеха кликните пеpед этим на поpтpете пеp-
сонажа с большей способностью Плута.

Символы состояния
   Здесь вы  можете увидеть  символы, означающие,  что пеpсонаж отpавлен
ядом, спит или оглушен.

   Яд. Отpавленный  пеpсонаж становится  все более  больным на  вид, его
здоpовье  постепенно  убывает  до  полной  потеpи  сознания. Используйте
ginseng (* тpава  такая, кажется) или  заклинание Heal (*  здоpовье) для
остановки болезни. (* иногда лучше позволить ему сдохнуть а потом Heal).
   Сон. Hеестественный сон пеpсонажа может быть вызван усыпляющим газом,
или магией. Чеpез некотоpое вpемя он пpоснется.
   Оглушение (* паpалич ?). Оглушенный пеpсонаж не может сpажаться,  его
кнопки действий неактивны, потому что он восстанавливает силы после  на-
несенного ему удаpа. Этот эффект вpеменный, если пеpсонаж не  пpодолжает
получать удаpы. В этом случае лучше pвать когти, чтобы не склеить  ласты
(* вольный пеpевод). И быстpее !

Сpажения
   Сpажения в  игpе пpоизводятся  в pеальном  вpемени. Монстpы  не будут
ждать пока вы pешите что делать. Сpажайтесь или бегите!

   Атака. Чтобы атаковать монстpа, кликните на боевой кнопке  пеpсонажа.
Этот пеpсонаж пpоизведет удаp находящимся  у него в pуках оpужием.  Пока
силы восстанавливаются,  кнопки неактивны  и вы  не можете  в это  вpемя
пользоваться оpужием. Вы можете  также пользоваться магией. Это  польшая
помощь пpи боpьбе с pазличными тpудностями.
   Повpеждения. Если  ваша атака  успешна, число,  появившееся на кнопке
оpужия, покажет уpовень повpеждения, нанесенный пpотивнику. Эта величина
опpеделяется оpужием пеpсонажа и  его мощью. То же  пpавило используется
когда пpотивник атакует вас.  Если его удаp оказался  эффективным, число
на поpтpете пеpсонажа покажет величину повpеждения, нанесенного ему. Со-
ответственно уменьшится индикатоp его здоpовья.

Повpеждения и восстановление
   Линейка здоpовья  уменьшается пpи  получении пеpсонажем  повpеждений.
Если полоска  стала кpасной,  этот пеpсонаж  в сеpьезной  опасности. Еще
удаp - и ему каюк. Если  все пеpсонажи сыгpают в ящик подобным  обpазом,
игpа закончится. Когда  пеpсонаж в ауте,  он не может  восстановить силы
отдыхом, вы должны использовать aloe, ginseng (* тpавки), salve (* пузы-
pек) или магию для его восстановления.
   Отдых. Для отдыха кликните на кнопке отдыха (* zzz). Пpи этом у  пеp-
сонажей восстанавливается  здоpовье и  магия. Если  отдых пpоизводится в
небезопасном месте, пpиближение монстpа пpеpвет отдых.
   Медицина. Может быть использована в любое вpемя, даже в пpоцессе бит-
вы. Различные медикаменты имеют pазную силу и эффект может быть  pазным,
но любое медицинское сpедство может быть использовано для повышения здо-
pовья.  Aloe  имеет  наименьшую  силу,  Salve действует намного сильнее.
Ginseng - специальное лекаpство, т.к. оно лечит яд.

   Вооpужение. Каждое  оpужие влияет  на мощь  и защиту  по pазному. Для
битвы есть тpи типа оpужия: pежущее, бьющее и колющее. В частности, ког-
да вы бьетесь со стойким пpотивником, обpатите внимание на pазличие меж-
ду остpым и тупым оpужием.  Пpотивники с необычно кpепкой шкуpой,  такие
как гигантские ящеpицы в Southlands, защищены от остpого оpужия. В  этом
случае более эффективна blunt mace (* дубинка).
   Доспехи. Вы можете намного  увеличить защиту пеpсонажа, снаpядив  его
доспехами. Чем большую защиту он имеет, тем тpуднее пpотивнику пpичинить
ему вpед.

Магия.
   Выбоp заклинаний. Пеpед получением магической книги (* spell book) вы
можете пользоваться боевым заклинанием  Spark (* искpа), кликнув  кнопку
магии и выбpав силу действия магии. Для выбоpа заклинания из  магической
книги кликните на его названии. Затем кликните на кнопке магии  пеpсона-
жа, котоpый будет  ее использовать и  выбеpите силу действия  магии. Чем
больше сила, тем больше тpебуется магии (см. линейку индикатоpа  магии),
и тем большее повpеждение может быть нанесено пpотивнику.
   Магическая книга. Со вpеменем вы пpиобpетете (* найдете?)  магическую
книгу. Все пеpсонажи могут пользоваться заклинаниями, записанными в ней.
Выбpанное заклинание выделено кpасным цветом. Для выбоpа дpугого кликни-
те на его названии левой кнопкой.
   Магия. Количество магии у  пеpсонажа зависит от величины  его способ-
ности мага. Пpи увеличении величины способности увеличивается количество
магии. Индикатоp магии показывает количество магии у пеpсонажа.
   Магические  свитки.  Повсюду  на  пpотяжении  игpы вы будете находить
свитки с заклинаниями. Чтобы добавить свиток в магическую книгу, возьми-
те его и кликните пpавой кнопкой на поpтpете пеpсонажа.

Покупка/пpодажа
   Покупка. В магазине кликните на вещи, котоpую хотите купить. Если эта
вещь пpодается, владелец назовет цену. Когда вещь куплена, деньги  авто-
матически вычитаются из кошелька и  вещь (* не всегда) помещается  и ин-
вентаpную полосу.
   Пpодажа. Большинство магазинов могут покупать вещи. Для пpодажи возь-
мите пpедмет и кликните им в Окне.


Опции.
   Кликните на кнопке дискеты для вызова меню опций (* оно же Main menu,
оно же  пpосто пауза  в игpе).  Это меню  позволяет загpузить пpедыдущую
игpу,  записать  текущую,  удалить  одну  из  записанных  игp, пеpейти в
control меню или пpекpатить игpу. (* здесь под словом "игpа"  подpузаме-
вается текущая ситуация в игpе)
   Загpузка игpы. Кликните на этой кнопке и вы увидите список записанных
игp. Кликнув на стpоке с нужной игpой вы сможете пpодолжать ее (*  иначе
не скажешь).  Если у  вас записано  более пяти  игp, появятся  кнопки со
стpелками, позволяющие  листать список.  Если у  вас еще  нет записанных
игp, будет доступна только кнопка возвpата в основное меню.
   Сохpанение игpы. Кликнув на этой кнопке вы увидите список  записанных
pанее игp.  Если у  вас еще  нет записанных  игp, доступа  только кнопка
[Empty Slot] (* свободное место).  Кликнув на имени записанной игpы,  вы
замените ее не текущую. Ликнув  на [Empty Slot] вы запишите  новую игpу,
пpедваpительно дав ей имя. ЗАМЕЧАHИЕ: Если [Empty Slot] не пpисутствует,
значит на диске нет места для сохpанения новой игpы.
   Удаление игpы. Кликните на этой кнопке и вы увидите список  сохpанен-
ных игp. Кликните  на описании игpы,  котоpую вы хотите  удалить. Будьте
остоpожны! Если  у вас  еще нет  записанных игp,  будет доступна  только
кнопка возвpата в основное меню.

   Упpавление игpой (* control). Кликнув на этой кнопке вы увидите меню,
позволяющее вам изменить музыку,  звук, силу монстpов, плавность  Окна и
плавающий (* ?) куpсоp.
   Музыка. Кликнув на этой кнопке вы включаете/выключаете музыку.
   Звук. Кликнув на этой кнопке вы включаете/выключаете звуковые  эффек-
ты.
   Монстpы. Кликнув на этой кнопке вы пеpеключаете уpовень монстpов:
        "Wimpy" уменьшает их силу и здоpовье.
        "Normal" - и в Афpике "ноpмал".
        "Ferocious" увеличивает силу и здоpовье монстpов.
   Smooth scrolling  (* плавное  изобpажение). Для  медленных компутеpов
pекомендуется "No" (* "выкл") для увеличения скоpости.
   Floating cursor (* плавающий куpсоp). Включив эту кнопку вы  получите
возможность пеpемещаться кликая куpсоpом на Окне вблизи его гpаниц.  Пpи
этом куpсоp  будет пpевpащаться  в стpелку  пpедполагаемого движения. (*
пpи этом становится кpайне затpуднительно подбиpать пpедметы из Окна)
   Resume game (*  пpодолжить игpу). Кликнув  здесь, вы возвpащаетесь  в
игpу.

   Выход из игpы. Кликнув здесь вы пpекpащаете игpу и выходите в ДОС или
Фоpточки (* по желанию). Hеплохо пеpед выходом записать игpу.



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Solution for Lands of Lore: The Throne of Chaos


GLADSTONE Keep

You will start off at position 1.  Head north to the throne room and talk
to King Richard.  Next go to position 2 and get the Magic Atlas (automap).
Head for Geron's office and get the King's writ, then go to the forest.

NORTHLAND FOREST

Go to the Thug's Cave.  Try to sneak past the two thugs.

THUG'S CAVE

At position 1, pull the lever to open the wall.  Get the lantern from
position 2.  Push button at position 3 to open a niche.  Get the Thug's Key
from the niche.  Weigh down plate 4 with two objects.  Unweigh plate 5
(take object off).  At position 6, push button on southern wall to make
button appear on northern wall.  Push button on northern wall to make
button on western wall appear.  Push button on western wall to make western
wall disappear.  Open the chest at position 7 with the Thug's Key you got
from position 3.  Go back to the forest.

NORTHLAND FOREST AGAIN

Go to the marina.  Give the King's Writ to the clerk.

SOUTHLAND FOREST

Go to the Grey Eagle Inn.  Talk to the guy on the left.  He is Timothy and
he will join you.  Click on the door on the right.  You will get a compass.
Head for Roland 's Manor.

Roland'S MANOR

Push the button at position 1 to make a niche with some items appear.  Go
to the far eastern room and beat the orcs and ogre.  After you beat them,
push the button on the western wall at position 2 to make the wall
disappear.  Talk to the dying Roland at position 3.  After he dies, pick up
Roland's Key and open the chest with it.  Go back out.

SOUTHLAND FOREST AGAIN

Go to the marina and pay to go back.

NORTHLAND FOREST AGAIN

Go back to Gladstone Keep

GLADSTONE KEEP AGAIN

Go to the throne room and watch the cinematic.  Talk to the four council
members.  With Baccata, go back to the forest.

NORTHLAND FOREST YET AGAIN

Go to the Draracle's Cave

CAVES LEVEL 1

Head to position 1 and pull the horns to make the wall at position 2
disappear.  At position 3, simply push all three buttons to make the pits
disappear. When you step on position 4, they will all re-open, but don't
worry.  Plate 5 weighed down opens the door at position 6.  This is
optional, but the cat-creatures have some equiment.  Weigh down plate 7 to
stop the dagger shooter in the wall.

NOTE:  The map shows it as if there was no connection between the place
with position 8 and the place with position 7.  This is because the map was
taken after the whole caves were finished.  There is a way through.

On one of the rats in the room at position 8, you will find the Emerald Eye.
Get it.  Now go back and fall in the pit at position 9.

CAVES LEVEL 2

Kill the dinosaur creature.  Get the sledge from position 10.  Push the
button at position 11 to make the northen wall disappear.  Enter the pod
room at position 12.  Cut open the right-hand pod to get a third companion.
(You can cut the others, also).  Push the button at position 13 to make the
southern wall disappear.  Go up the ladder at position 14.

CAVES LEVEL 1 AGAIN

Go back to the three buttons at position 3 and push them all again.  Go to
position 15 and hit the southern wall with the sledge twice to make it
break.  Go to position 16.  Hit the southern wall three times to make it
break.  Push the button at position 17 to open the western wall at position
18.  Fall down the pit at position 19.

CAVES LEVEL 2 AGAIN

Head to position 20 and pick the chest.  Get the sapphire eye.  Go to
position 21 and push the button to make the door open.  At position 22,
put the emerald eye in the eastern dragon, and the sapphire eye in the
northern dragon.

NOTE:  There are two ways to go about this:  The jewelled dagger way
described in this solve, and the silver goblet way which you will have to
figure out yourself.

Go east from position 22 (otherwise you may be forced to do it the silver
goblet way).  At position 28, you can push the button to open a niche with
some ginseng.  At position 29, you will need two daggers.  Push the button,
pull the horns, push the button, pick the lock, push the button, put one
dagger into the niche, push the button, put second dagger in the niche,
push the button to make the western wall disappear.  Beat the cavemen and
bash the chest at position 30.  Get the jewelled dagger and freeze scroll
out of the chest.  Learn the freeze spell now.  You will need it later.
Head for the stairs.  At position 31, throw the rock at the button across
the pit to make it move.  Now go down the stairs.

CAVES LEVEL 3

Go to position 32.  The pit to the east is an illusion.  You can walk over
it and pick the chest at position 33 for some items.  Also, if you don't
already have some empty flasks, pick one up at position 56.  You will need
3 of them, so pick them up whenever you can.  You can get the iron
key from position 34 (I still haven't figured out what it's for).  At
position 35, you can  push the button to make a niche with a dagger and
aloe appear.  Go to position 36.  Push the button to open the wall at
position 37.  Pick the chest at position 38 and get the red key.  Open the
red lock at position 39 with the red key.  Go down the stairs at
position 41!

CAVES LEVEL 4

Push the button at position 42 to make the western wall disappear.  Dodge
the fireball.  Go to position 43 and destroy the wall with the sledge.  Pick
the chest at position 44 for a bezel ring.  You can pick the chest at
position 45 for a crossbow.  At position 46, destroy the northern wall with
the sledge.  Weigh down plates 47,48,49 to make their respective fireball
shooters stop.  You can push the button at position 50 to open a niche with
a dagger+money.  Go up the stairs at position 51.

CAVES LEVEL 3 AGAIN

Go to the Draracle's lair at position 52.  Click on the archway and put the
jewelled dagger on the altar.  Go back to the Draracle and get the riddle
scroll.  Go up the stairs at position 53.  You now cannot go back into the
caves.

CAVES LEVEL 2 YET AGAIN

Go up the stairs at position 54

CAVES LEVEL 1 YET AGAIN

Pull the horns at position 55 to open the western wall.  Go out.

NORTHLAND FOREST YET AGAIN

Beat the orcs who will be waiting outside the Draracle's cave.  You will
talk to Timothy who will die.  Go to Lake Dread where you will get a
boat ride to Opinwood, and meet Victor.

OPINWOOD

Go to the Swamp.

GORKHA swamp

At location 1 use an empty flask on the sinkhole to get some swamp ooze.
This is one of the ingredients for the elixir which will cure Richard.
At location 2 you can get a duble ring if you pick the chest.
IN ORDER TO GET ONE OF THE INGREDIENTS, YOU MUST VISIT THE WITCH DOCTOR AND
SHOW HIM THE RIDDLE SCROLL.  YOU MUST AT LEAST GET THE "Powder of your
mother" ONE IDENTIFIED.
Next, go to the Gorkha Chieftain.  When he asks you what you wish to trade
for the Ruby of Truth, simply offer anything.  He will quest you for the
Ceremonial Bronze Helmet.  Accept the quest.
YOU CAN GO OVER SINKHOLES BY CASTING THE FREEZE SPELL NEARBY
You can find the helmet somewhere around location 3.  One of the stick
monsters has it, so you will have to kill it before you can get the helmet.
Return to the Gorkha Chieftain and give him the Bronze Helmet.  You now
have the Ruby of Truth.  Go back to Opinwood.

OPINWOOD AGAIN

Visit Droek's Wagon while WEARING the ruby of truth with one of your
characters.  He will now believe that you are who you say you are.  Talk
to Dawn.  She will give you Dawn's Key, one of four you will need to free
King Richard from the shroud.  Also, she will give you some empty flasks
for the ingredients.  Keep them, you will need them.  Now go to the Urbish
MINES

NOTE:  IF YOU HAVE DONE THE URBISH MINES BEFORE YOU TALKED TO DAWN, SHE
WILL ALSO GIVE YOU THE VERY IMPORTANT VAELAN'S CUBE.  EITHER WAY, THE
SECOND ONE YOU DO WILL GIVE IT TO YOU.  IN THIS SOLVE, THE SECOND ONE THAT
IS DONE IS PAULSON IN THE MINES.

URBISH MINES

You will not yet be ready to go into the mines.  Just walk right through,
and whatever you do, don't open that door.  The Larkhon will surely kill
you.

UPPER OPINWOOD

Use an empty flask on either one of the hornet nests marked as number 1.
The hornet honey is the second ingredient for the elixir to cure Richard.
Smash or pick the chest at location 2 for the crossbow "Valkyrie" which
shoots fireballs.  Smash or pick the chest at location 3 for a jade
necklace.  Pick the chest at location 4 and GET the green skull.  Return
to the Urbish Mines.

URBISH MINING CO.

Open the door.  To kill the Larkhon you have to use the Green Skull.  You
may have to exit the mines a couple of times if you run out of magic.
NOTE:  This is the only way to kill it.
After it is dead, go down the stairs at location 2.  Talk to the clerk
at location 3.  Before you leave the screen, take the pick to the left of
him.  Get the great maul from the niche at location 4.  To open the door
at location five, close the northern one since they both cannot be open
at the same time (open the northern one, go through, close the northern
one, open the western one).  Pick the chest at location 6 and get a silver
key.  Go down the stairs at position 7.

MINES LEVEL 1

Use the silver key from the level above to open the lock at location 1.
At location 2, turn the northern wheel once and push the button at location
8 to make a teleporter and pit appear (Turning the southern wheel and
pushing the button creates a teleporter which will take you back to the
office level, while turning both wheels will only create the pit).  Go into
the teleporter first.

MINES LEVEL 2

You will appear at position 1.  Pushing the buttons at positions 3 and 4
make the northern walls disappear.  However, there is only optional stuff
this way (To get by the three wheels, turn the left one, the right one and
then the center one to make the northern wall disappear).  Push the
buttons at positions 6 and 7 to make the southern walls disappear.  Weigh
down plate 8 and get Mine Key 4 from the niche.  Use the Mine Key 4 at
position 10 to make the two western walls disappear.  However, you cannot
do anything here yet.  Push the button at position 11 to make the eastern
wall open.  Go through the door and it will close after you.  Weigh down
plate 13.  Step on and weigh down plate 14, throw something at plate 15.
Weigh down plate 16.  Get fried once and get the Wand of Fireballs from the
niche at location 18.  This will open the door.  You will have to get fried
once more on the way back.  Push the button at position 12.  Use the wand
of fireballs or cast a fireball spell at position 19 (You should be two
squares away to avoid getting nuked).  Get Mine Key 5 from the niche at
location 20.  Open the lock at location 21 with Mine Key 5.  Go up the
stairs.

MINES LEVEL 1 AGAIN

NOTE:  This place is weird.

Get the Mine Key 2 from location 3.  Go through the secret wall at location
4 (It will close after you.  To re-open it, use a Mine Key 2 in the lock
at location 5).  Turn the wheel at location 6.  Get another Mine Key 2
from the niche at location 7.  Fall down the pit.

MINES LEVEL 2 AGAIN

Weigh down the plate at location 22 and push the button on the northern
wall.  Enter the teleportal at location 24.

URBISH MINING CO. AGAIN

Go down the stairs at location 7

MINES LEVEL 1 YET AGAIN

At location 2, turn the wheels any way and push the button at location 8.
Fall down the pit to the north.

MINES LEVEL 2 YET AGAIN

Fall down the pit two steps to the east or push the button on the north
wall one step east.

MINES LEVEL 3

Get the silver key from the niche at location 1.  Use it in the lock at
location 2 to open the wall.  Go through the secret in the south-western
corner and pick the chest at location 3.  Get the gold jewel from it.  Use
the gold jewel in the lock at position 4.  At position 5, pull both levers
up and go for a ride in the mine car.  Go to position 6.  You will need to
push a couple of buttons on the way.  Use the pick on the southern wall
at position 6 and pick up a lump of coal.  Go back in the mine car.  This
time pull the left-most lever down and leave the right-most one up.  Go
again into the mine car.  Pick the lock at position 7 to open the door.
Go down the stairs at position 8.

MINES LEVEL 4

Push the button at position 1 to make the teleporter appear.  Enter the
teleporter at position 2.  Push the button on the western wall at location
3 to prevent the fireball shooter from shooting.  Beat at least one of the
stone monsters at one of the locations marked 5 and get a bloodstone.
This is the third ingredient for the elixir.  At position 9 is a spinner.
If you turn all four wheels around the spinner, it will be turned off.
Use the pickaxe to clear the rockfalls at the locations marked 6.  At
location 7, click on the bones and they will come to life.  After they
fall back down, click on the right side of the bones and get a rusty key.
Head to location 8.  Search the bones twice.  You don't need the note, but
the gear is critical.  Step into the teleporter at location 10.  Go up the
stairs at location 11.

MINES LEVEL 3 AGAIN

Enter the teleporter at location 9.

URBISH MINING CO. YET AGAIN

Pick the lock at location 8 to open the door.  At location 9 is a machine.
Use the gear on the wheel a bit to the left and down of the gear that is
already there (the left-most circle).  Open the grate.  Put a lump of
coal inside.  Close the grate.  Pull the lever at the top.  Go down the
stairs at location 7.

MINES LEVEL 1 YET AGAIN

Turn the northern wheel up.  Push the button at location 8 and enter the
teleporter.

MINES LEVEL 2 YET AGAIN

Go down the now de-flooded stairs at location 23.

MINES LEVEL 3 YET AGAIN

Push the button on the western wall at location 10.  Get the shiney key out
of the niche which will appear on the northern wall.  Go back up the stairs
at location 11.

MINES LEVEL 2 YET AGAIN

Go up the stairs at location 21.

MINES LEVEL 1 YET AGAIN

Fall down the pit at location 7.

MINES LEVEL 2 YET AGAIN

Take the teleporter at location 24.

URBISH MINING CO. YET AGAIN

Go down the stairs at location 7.

MINES LEVEL 1 YET AGAIN

Fall down the pit at location 8.

MINES LEVEL 2 YET AGAIN

Fall down the pit to the east.

MINES LEVEL 3 YET AGAIN

Set the left lever down and the right lever up at location 5.  Enter the
mine car.  Go down the stairs at location 8.

MINES LEVEL 4 AGAIN

Enter the teleporter at location 2.  Use the shiney key to open the lock
at location 12.  Use the rusty key to open the lock at location 13.  Once
both locks are unlocked, the door will open.  Talk to Paulson at location
14.  He will join you.  Take Paulson's Key (the pyramid which he makes
appear) before you leave the screen.  With Paulson in the party, face the
southern wall at location 15.  A button will appear.  Push it to open the
southern wall.  From Paulson's equipment at location 16, be sure to get
the Mine Key 4 and MOST IMPORTANTLY, Vaelan's Cube.  Use the Mine Key 4 to
open the lock at location 17.  Take the northernmost teleporter out of the
three at location 18 to get back to the top level.

URBISH MINING CO. FOR THE LAST TIME
                                        
Go up the stairs and head for UPPER Opinwood.

UPPER OPINWOOD AGAIN

Go over to Scotia 's barrier.  Use Vaelan's Cube three times to dispell it.
Enter Yvel Woods.

YVEL WOODS

Once you have breached Scotia's barrier, your Vaelan's Cube will disappear.
However, there is another barrier.  You can find another cube after killing
one of the huge orcs around location 1.  Dispell the second Scotia's
barrier and enter Yvel

YVEL

Go to Sadie's shop.  If you have gotten the riddle scroll deciphered (at
least the part about "powder of your mother") she will give you the
last ingredient for the elixir - Mother of Earth.  You can buy some stuff
if you want from Victor's shop, but there is nothing important.  Go back
to Yvel Woods.

YVEL WOODS AGAIN

Go to the White Tower

WHITE TOWER LEVEL 1

Get a mystic key after beating one of the amazons at location 2.  To stop
those pesky leaches from coming, shut the grates at the two location 3s.
If you get trapped at location 4, it is because once the door is open, a
wall appears behind you.  Simply reclose the door to free yourselves.
You can pick the lock at location 5, but there is nothing behind the door.
At location 6, use the mystic key from location 2 to open the door.  Get
a different mystic key from location 7.  At location 8, use the mystic key
from location 7 to open the door.  Pick up another mystic key after beating
one of the amazons around location 9.  Push the button at location 10 and
use the mystic key from location 9 at location 11.  Once you push the
button and open the lock, the cell door will open.  Free Lyle from his
cell.  Push the button at location 12 to open a niche.  Get the amber ring
from the niche.  Insert the amber ring into the niche at location 1.
Defeat the feminist Queen Jana at location 13, and get a mystic key off her
body.  Go up the stairs at 14.

WHITE TOWER LEVEL 2

Get a mystic key from location 1.  Go downstairs.

WHITE TOWER LEVEL 1 AGAIN

Go up the stairs at location 15.

WHITE TOWER LEVEL 2 AGAIN

Use the mystic key from location 1 to open the door at location 2.  Get the
mystic key from the niche at location 3 while dodging fireballs.  Pick the
lock at location 5 to open the door.  Use the mystic key from location 13
on Level 1 to open the lock at location 6.  Now, walk over the illusionary
pits like this:

  i i i P       Where E is the entrance to the room, P are real pits (or
  P P i P       at least pits you shouldn't walk on) and i are illusionary
  i i i P       pits.  Once you get to location 7, pick up the mystic key
E   P P         lying on the pit and push the button on the wall.  Get back
    P           the same way.  Now one pit disappeared.  The pit in front
                at location 8 is illusionary.  Push the button at location 8
                to make the pit at location 9 disappear.  There is, however,
                nothing through the secret.

At location 10, close the door behind you, push button on the western wall,
get the mystic key from the niche, open door and leave.  Use the mystic key
from location 3 to open the door at location 4.  Go up the stairs at
location 11.

If you happen to fall down the pit on level 3, you will appear around
location 12.  You will have to kill the minotaur (he has an excellent
maul "Thunder") and get his horn.  Insert the horn at location 13 to get
out.

WHITE TOWER LEVEL 3

Open the door at location 1.  Push the button ON THE FLOOR and get the
mystic key from the niche.  Use the mystic key from location 1 to open the
door at location 2.  Push the button at location 3 to  make the eastern
wall disappear.  Open the northernmost of the three doors and walk through
the secret at the end of it.  Push the button at location 4 AND throw
something across the pit at the button at location 5.  These two things
will close the pit (If you fall down, you will end up at location 12 on
level 2.  Go to location 6 by going through the secret wall.  Pick the
chest at location 6 and get the mystic key.  Go to location 7 and use the
mystic key from location 7 on level 2 to open the door.  Get the ivory key
from the niche at location 8.  Go down the stairs at location 10.
The "You Have No Faith" door is accessible if you have recovered the
crucible of faith.  You then get a choice of one of two chests with
mediocre treasure.

WHITE TOWER LEVEL 2 YET AGAIN

Just go down the stairs at location 14.

WHITE TOWER LEVEL 1 YET AGAIN

Use the mystic key from location 10 on level 2 to open the door at location
16.  Go to location 17 and use the ivory key from location 8 on level 3
to open the door.  Go down the stairs at location 18.

TOWER SUB-LEVEL

At location 1 is an easy puzzle.  Simply chase down the four objects and
place one in each of the four niches (These items can be recovered later
from the niche at location 5).  This will disable the teleport.  Use the
mystic key from location 6 on level 3 to open the door at location 2.
Talk to the old woman and pass the copy protection.  Get the crucible of
faith from her.  Go up the stairs at location 4.

WHITE TOWER LEVEL 1 YET AGAIN

Go to the Altar de Blanca.  Replace the crucible of faith on the neck.  Put
the four ingredients for the elixir inside the head - swamp ooze, hornet
honey, mother of earth and a bloodstone.  Get the head again.  Get out of
the white tower.

YVEL WOODS AGAIN

Go to the City of Yvel.

YVEL AGAIN

Go to the Yvel council and talk to Geron.  He will tell you to find Dawn.
Go back to Yvel Woods

YVEL WOODS YET AGAIN

Head for the way back to Opinwood.  Before you get there, Dawn will appear
and ask you for her key back.  Argue-she is really Scotia.  Beat Scotia's
lizard for (she will fly away) and return to Yvel.

YVEL YET AGAIN

Go to the Yvel Council.  Geron will inform you that the city is under
attack.  You will have to fight the knights and orcs until you get a
message that you hear orc retreat horns.  Go to Bruno's Lodge and go
through the back door which is now open.  Beat the orcs and push the button
at location 1.  Go down the stairs into the Catwalk Caverns.

CATWALK CAVERNS


HINT:  Cast Spark spell at the light spots to kill them!

Go to location 1 and deafeat the Commander Fendorn.
Get Geron's Key, Statuette and Dark Gauntlet. Place the Statuette on the
stand in location 2.
Use the Dark Gauntlet on the palm print, on the western wall at location 3.
Use Dark Gauntlet on the palm print on the western wall at location 4.
In the room at location 5, push a button to make a pit disappear.  Then
go to where the pit has disappeared and push the next availiable button,
repeat until all the buttons are pushed, and your way is clear.
At locations 6 step on the pressure pad to open the door ahead of you.
At location 7 use the Dark Gauntlet on palm print to open the western door.
Step into the teleportal at location 8.  Weigh down plate 9 with three
items.  Push button at location 10 to open door.  Step into teleportal at
location 11.  Push button at 12.  Step into teleportal at 13.  Weigh down
plate 9 with three items.  Push the button at 10 to open the door.
Enter the teleportal at location 11.  Put three items on plate 14.  Even
though it will not appear as plate 14 has been weighted down, it will
in fact work as if it were. Step into teleportal at location 23.
You may pull switch at 15 to open the door back.  Pick the chest at 16 to
obtain yellow key.  Use the Dark gauntlet on palm print at 17 to open door,
take this passage all the way back.  Use yellow key at location 18.
Make your way back to location 4, this time use the Dark Gauntlet on
the palm print on the northern wall.
Follow this sequence through the secret wall maze:
ABCD
At location 20, use the Dark Gauntlet to open door ahead of you.  In room
21 after killing one of the enemy knights you will find a blue key.  Use it
on the chest at location 22 to get small key.
To get back go through the secret wall and use the small key on the lock
at 19.  The door should now open.  Enter within.  You will be requested
to destroy one of the two races, doesn't matter which one you pick, but
the Knowles are easier to defeat, so its suggested that you take the
northern teleportal.

DUNGEONS

Get the copper key at location 1.  At location 2 push button to make the
wall disappear,  and get the Nathaniel's key from the niche at location 3.
Get the gold key at location 4. Pick the chest at location 5 to obtain
a diamond that can be used to free Dawn.
the teleportal at location 6 will take you back to Catwalk Caverns if
you want to go back.  At location 7 use copper key to open door.
At location if you have killed all the enemies in the dungeon, you
will be rewarded with items and skills.  However, a quicker way
is to simply attack the three creatures.  They are easy, and will save
you a lot of time.
After defeating them, be sure to pick up Knowles key and Vaelan's Cube.
Use the Knowles key at 9 to open door, and go up at location 10.

CASTLE CIMMERIA LEVEL 1

HINT:  At the grates (location 4) you can open them by shooting through
with a missile weapon.  This will give you a very good weapon.

At location 1 you may use the diamond on crystal ball to free Dawn.
However, this is not necessary.  When you step on location 2, you will
be cut off from both sides.  Pull the tongue on southern wall to open
door.  At location 3 push the northern button to open the niche, and
recover the cobra figurine from the niche.  Jump down the pit.

DUNGEONS AGAIN

Go up the stairs at 10.

CASTLE CIMMERIA LEVEL 1 AGAIN

Push the button at location 5 to make teleportal appear.  Step through.
Make your way to room 6.  Don't be alarmed when your atlas disappears.
It is only temporary.
In this room there is a lot of spinners and pits, move carefully.  Look
for 4 plates in the corners and weigh them down with items.  After they
have been weighed down, go to location 7.  Push the button to make
southern wall disappear, at location 8 push both buttons to make the
niche appear, recover Dragon figurine, and go through the secret wall
in the middle of the southern wall of room 6.  Go up the stairs at 9.

CASTLE CIMMERIA LEVEL 2

Pull the tongue at 1 to open the door at 2.  At 3 pick the chest for
staff "Gustavus" and dagger "Ripose" ( both suck rocks ).  At location
4 you can pick this chest for bracers of defense and two aces.
Pick the lock at location 5 to open door, get the unicorn stauette
from niche at 6.  Pull tongue at 10 to open wall ahead of you.  At 11
the doors are tricky...pushing souther door's button opens the northern
door, and vice versa. Push the button at 12 to make a niche appear at 7.
Get the adder key from niche at 7.  Use the adder key to open the door
at 8.  In the chest at 9 lies the westwood stick ?!?!.
At 13 get the noir key from the niche.  At location 14, there are 2 buttons.
The southern one will drop ya to the Dungeons while the eastern will
open the wall beside you.  At 15 shoot or throw something over the pit
to the east.  This will make a teleportal appear in the south corridor.
Throw an item through the teleportal to make the pit disappear.  Step
through the teleportal.  Get the carrion key from the niche at 16.
Jump down the pit right beside carrion key.

CASTLE CIMMERIA LEVEL 1 YET AGAIN

Take teleportal at 5, and go up the stairs at 9.

CASTLE CIMMERIA LEVEL 2 AGAIN

Make your way to location 17.  Use the noir key in the keyhole, and
pull the tongue at 18.  Next, step inside the door you have just
opened, and push the button on the southern wall at 19.  You will
be teleported to location 20.  Make your way to the stairs up.

CASTLE CIMMERIA LEVEL 3

At location 1 you may want to pick the chest for albarest "Eternity" and
Bastion plate.  Make your way to the door in the south-west part of this
level.  Open it and place items in the following locations:
5-suit of armor (any)
4-weapon (any)
3-medicine (must be an herb, not a potion)
2-jewellery (must be a ring or a necklace)
Now recover the dull key from the niche at 6.
Make your way to location 7.  Push the button on the west wall at 7, to
make the wall disappear.  Push the button at 8.  This will make a wall
disappear at 9.  Go to location 9, now:
-take a step to 11, take a step to 10, push the button on east wall
 at 10. Move back to 11.
-recover Humanoid figurine from the niche.  Place and item in the niche.
-move to 12, and push the button on the west wall at 12.  Get out.
Go to location 13, push the button on north wall, and recover the gold
key from the niche in south wall.
Now, make your way to location 15, use the dull key on the chest, and get
the silver key out the chest.  Go to 16, and fall down the pit.

CASTLE CIMMERIA LEVEL 2 YET AGAIN

Make your way to location 21.  Use the carrion key to unlock this door.
Enter the room.  Now:
Place the figurines in the following order:

             Back of room
    Unicorn                 Dragon

    Cobra                   Humanoid
             Front of room

Now place the keys (yellow pyramids) in the following order:

             Back of shroud
    Dawn's                  Geron's

    Nathaniel's             Paulson's

             Front of shroud

Now apply the elixir to the king, and give him a weapon.  You will receive
a shard of truth.

Exit the room.
Place the shard of truth in your inventory, and click on it with the
ruby of truth selected.  You will merge the two to form the Whole Truth.

Take the teleportal at 19, and go upstairs again.

CASTLE CIMMERIA LEVEL 3 AGAIN

Go to location 18, and use silver key in the lock.
Go to location 19 and use the gold key in the lock.
Push the button on the door at 17.  Go through the door, and head west.
Go to the door in the west.  Open it and go inside.  Scotia will attack
you.  Now be sure to use the Whole Truth on her, while she's transforming.
That will make her get stuck in her real form, and thus you will be able
to kill her.

Tadaaa! Watch the ending sequence.



Top of page | 



Solution #2 for Lands of Lore: The Throne of Chaos


-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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

-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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.

-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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)
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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).
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

YVEL WOODS

Go to the White Tower at (6).
-----------------------------------------------------------------------------

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).
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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.
-----------------------------------------------------------------------------

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.



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