![]() In Opinwood seek out Droeks wagon and, as long as you have an honest look gained from the swamp quest the reality of things will Dawn on you (ho ho). The Witch Doctor in the swamp can be manipulated to give you free advice (save, ask and restore) but money isnt too much of a problem anyway. Equip your main player with this trinket and then return to Opinwood. Take the helmet back to the chieftain and get your reward. The swamp monsters have the item in their possession (a fairly innocuous helmet) and youll need to kill them off until you find it. Youll need to be disarming and then hell set you your quest. Follow the passages around to the Gorkha chieftain. The sinkholes can be traversed by casting the Freeze spell. Save some time here and use an empty flask on a swamphole to get one of the elixir ingredients. The best course in Opinwood is to head towards the swamp and visit the Gorkha. Go to the lake to Opinwood and speak to a previous acquaintance. Timothys demise is preordained listen to what he says and note that you must take it all on board. The way youve come will no longer be available so take the new route and surface back in Northland Forest. Once youve clicked on the altar on Draracles screen, youll need either the Jewelled Dagger or the Silver Goblet to satisfy demands and receive the Riddle scroll. Look for shoddy plastering and use the sledgehammer to wall-bang your way through to the other stairs back to level 3 and Draracles. The pressure plates trigger the fireballs so you must weigh down all the pressure plates. ![]() Level 4 has some nasty monsters but not a great deal more. Use your compass and head south-east to find another chest to pick or bust and get the red key at J - this opens up the stairs to level 4. Push buttons to open up daggers, and walls to end up at a crossroads getting dizzy. Collect the empty flasks, pick up any keys and dont be deceived by the pits: they arent what they seem. The stairs take you down to level 3 (where you can find the daggers mentioned above if you need them). At F throw an item across the Pit to hit the button and close things up. Also, in this area, you will find a useful helm and the Freeze spell. Note: in Lands of Lore there are a couple ofcritical items which are unique but can be thrown away, making it impossible to finish the game! Do not lose this dagger. Press the button and then put the second dagger in the niche and press the button one final time to open up the west wall.īeat the monsters and then open up the chest at G to get the Jewelled Dagger make sure you hang on to this. Do the following: read the note and then push the button, pull the horns, press the button on the north wall, pick the lock, push the button again and put one dagger in the niche. Now open up the alcove at G by pushing the button at H. To complete the Dagger option you must have any two old daggers (if you do not have any with you there are examples on the west of level 3 and the south-east of level 2). For the purposes of this solution we will look only at the Dagger solution, but try the other when you can. Use your eyes and proceed east to enter the Dagger path. The parallel passageway to the north is the main track and the dragon mural will give you one of two ways to proceed. The first cross-roads has a spinner square so use the compass to re-orientate, while a chest at F contains some extra oil and the Sapphire Eye. Press the button to get through to the chest at 10 and then jump down into the main part of level 2. Use this level to finalise your battle techniques note that hit and run may not work too well because of the open pits. There are other goodies on this level including oil flask and ginseng. This will give you a very important Emerald Eye, and if you did get down to the pits you will be able to muscle through at 7. Weigh this down to stop the metal and youll have a toughish fight at 4. ![]() ![]() At 3 there is a pressure plate which activates nasty flying knives from the east. Go back up to level 1, press the buttons again and this time keep going. Press the button to open up B and splat the pods to rescue Lora. This drops you down to level 2 and two buttons will give you a ladder up and a sledgehammer (at 11). If you want to save time, jump back down the first one. The pits will re-open once youve crossed. Red, blue, green is the combination for the pit traps at 1. On level 1 pull the horns at A to open up the nearby door. It is also prudent to have a sizeable stash of ginseng on hand (although as your magic skill increases the Heal spell will also cure poison). By this stage you should have the lantern, the magnet stone compass, the magic atlas and the spell book. Your six-handed team (you plus Bacatta) plunge into the caves, a four level complex which involves quite a bit of to-ing and fro-ing between levels.
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