HOMEBy Al Giovetti
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Lands of Lore: The Throne of Chaos Walkthrough
by Diana Griffiths |
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.
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.
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.
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.
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.
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.
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).
Return to 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).
Go to the Marina at (4). Hand over the King's Writ and you will travel to the 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).
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).
Return to the Marina at (1)
Go to Gladstone Keep at (1)
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).
It is a good idea to have two spare daggers with you before you enter the Draracle's Cave at (2)
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
Walk on up to level 1.
Walk on, operating the switch to open the wall. Return to the exit to 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.
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.
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.
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).
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.
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.
Push the button and you will drop to 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.
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.
Return via the mine car to the teleport at (3). Walk into the teleport and it will take you to the 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
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.
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.
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.
Go to (2) and open the keyhole with mine key 5. Take the stairs up to 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.
Weight the pressure plate to keep the pits open. Drop down to 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.
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.
Go to the Upper Opinwood by going north.
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.
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.
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.
Go to the White Tower at (6).
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.
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.
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.
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.
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.
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.
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.
Open the lock at (13) with the ivory key. Go down the stairs to the 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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 © 1995 by Diana Griffiths. All rights reserved. Not to be distributed without permission.
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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