___________      .__        __                  
                \__    ___/______|__| ____ |  | _____.__. ______
                  |    |  \_  __ \  |/ ___\|  |/ <   |  |/  ___/
                  |    |   |  | \/  \  \___|    < \___  |\___ \ 
                  |____|   |__|  |__|\___  >__|_ \/ ____/____  >
                                         \/     \/\/         \/ 

COMPLETE WALKTROUGH FOR LANDS OF LORE - THE THRONE OF CHAOS

Version 1.2 Dawn - By Tricky


Version 1.1 Note

Hello everybody;

Before I start on the FAQ, I must say that I got tons of letters by e-mail 
about this particular FAQ. I never expected this, since this is a FAQ about an
old game, but a game which is in my opinion the best game in its time in its
genre, and the fact that I got so many letters means that even after all these
years the game still lives, and that gladdens me. I also must thank everybody
for the very helpful information the letters contained, as this update would 
not have been possible without those letters. Due to the high-load of letters
(and some of them about the same thing) I cannot credit everybody, as the list
would be way too long, so consider yourself hereby as thanked if you wrote me.
What I got most letters about is the fact that I didn't mention the emerald 
blade for the ghosts in the White Tower. I had a very special reason for leaving
that one out in my original version. Simply because I only write in my FAQs 
what I can stand by, and the emerald blade was ineffective for me. In fact using
it only allowed me to die even faster. But due to popular demand I will include
it nonetheless, but with my experiences on it noted! I will keep stressing to
get the Vaelan's Cube, since that works extremely much better on all ghost
enemies.
I also got a few letters on Hand of Fate. I always believed that spell was 
dropped, but it wasn't, it was hidden in Yvel. I just played the game again, and
that one has been confirmed and will be added to this FAQ, accordingly.
Not much note will be payed to it, as that spell is pretty useless, but 
nevertheless I'm glad that the Hand of Fate mystery has been solved.
Next I got two letters regarding Dawn. One of them answers the question if Dawn
is actually King Richard's daughter. Fact is, that she's not. She cannot be 
since in Lands Of Lore III, you appear to be told that King Richard never had
any children. She appears just to be a council member, and more about that is
unknown. The other letter confirmed what I suspected. Dawn was initially meant
as a playable character, supposed to join the party halfaway Castle Cimmiria,
however that idea was dropped before the game release. In the past I have 
succesfully made a hack in a savegame file that allowed me to play with her,
but the savegame file was lost. I may try it again, but no promises there.
If you want to try it yourself, a HEX editor can help you there. Even better is
a HEX memory editor (which I used in the past to do the trick).

And that summarizes the letters I got so far.

Once again, great thanks to everybody, and enjoy this revised FAQ.

Greetings

-- Tricky, January 6th, 2009. 


Version 1.2 -> Added the Lora cheat thanks to DreamWaIker

+---------------------------------------------------------------------------+
| Index:                                                                    |
+---------------------------------------------------------------------------+
 Introduction to this FAQ ........................................ IDXA0000
 Playing this game in modern times ............................... IDXA0001
 
 Basic characters ................................................ IDXB0000
 Characters who'll join the quest ................................ IDXB0001
 
 Walkthrough ..................................................... IDXC0000
 Gladstone Keep - Start game ..................................... IDXCA000
 Northland Forest + Thug's Hideout ............................... IDXCB000
 Southland Forest ................................................ IDXCC000
 Roland's Manor .................................................. IDXCD000
 Gladstone Keep - Report what happened to Roland ................. IDXCA100
 Draracle's Caves ................................................ IDXCE000
     Level 1 ..................................................... IDXCE001
     Level 2 ..................................................... IDXCE002
     Level 3 ..................................................... IDXCE003
 Northland Forest - Gladstone has fallen ......................... IDXCB100
 Opinwood I ...................................................... IDXCF000
 Gorkha Swamp .................................................... IDXCG000
 Opinwood II ..................................................... IDXCF100
 Urbish Mines .................................................... IDXCH000
     Task #1: Kill the Lahkorn ................................... IDXCH001
     Task #2: Fix the waterpump (and buchter the creature...) .... IDXCH002
     Task #3: Get one of the keys to Paulson's place ............. IDXCH003
     Task #4: Recruit Paulson .................................... IDXCH004
 Upper Opinwood .................................................. IDXCI000
 Yvel Woods - To the White Tower ................................. IDXCJ000
 White Tower ..................................................... IDXCK000
     Level 1 ..................................................... IDXCK001
     Level 2 ..................................................... IDXCK002
     Level 3 ..................................................... IDXCK003
     Sub-Level ................................................... IDXCK004
     Small sidequest ............................................. IDXCK0SQ
 Yvel Woods - To Yvel ............................................ IDXCJ100
 The City of Yvel (1) ............................................ IDXCL000
 White Tower - Creating the Elixir ............................... IDXCK100
 The Elixir is ready ............................................. IDXCM000
 The City Of Yvel (2) - Under attack ............................. IDXCL100
 The Catwalk Caves ............................................... IDXCN000
 The War of The Xeobs and the Knowles (Dungeon) .................. IDXCO000
 Castle Cimmeria ................................................. IDXCP000
       Task A: Find and cure King Richard ........................ IDXCP0A0
       Level 1 ................................................... IDXCP0A1
       Level 2 ................................................... IDXCP0A2
       Level 3 ................................................... IDXCP0A3
       Level 2 (All preperations done. Let's cure Richard) ....... IDXCPRA2
       Task B: Find and kill Scotia .............................. IDXCP0B0
       Level 2 ................................................... IDXCP0B2
       Level 3 ................................................... IDXCP0B3
       
 The Elixir Of Tibal ............................................. IDXD0000
 A few things to point out (Q&A style) ........................... IDXE0000
 
 The Lora Bug .................................................... IDXF0001
 
 Copyrights and permissions ...................................... IDXZ0000
 Contacting me ................................................... IDXZ0001

+---------------------------------------------------------------------------+
| Welcome to this FAQ                                            | IDXA0000 |
+---------------------------------------------------------------------------+
Hello, welcome to my FAQ to (in my opinion) the best DOS game ever created.

As with all my FAQs I use codes to make you able search quickly though this
FAQ so you can use it only when you're stuck. 
You can use CTRL-F type the code and the your browser will look the section
up for you (Apple-F for Mac Users).

I do use seperate codes for the floors, but keep in mind that Lands Of Lore
makes you regulary switch between levels in no specific order I hate that
in this case since it makes it bloody hard to get this FAQ organized, still
I hope you'll find your way to easily navigate through this.

What you need to know is that you can use four characters (see section below)
When I wrote this FAQ I chose Ak'shel as he is the best magician of the bunch
which can grant quite some advantages.
For the good of this FAQ is mostly doesn't matter which character you take
but if you wanna do the same as I did, then Ak'shel is the one to have.

+---------------------------------------------------------------------------+
| Playing this game in modern times                              | IDXA0001 |
+---------------------------------------------------------------------------+
Please note, since this is an old game, it may no longer be found in stores.
Undoubtly there are many sites you can download this game from. However, that
is not legal. If those sites say otherwise they are first-rate liars. Even
though this game is old the old copyright rules still apply on it.

There are however (possible) sites which may still be able to get you a legal
copy of this game. I don't know any of them, as I played this from a CD-ROM 
which I bought in the old days, but if you know them, I'd be willing to list
them in this FAQ and credit you for your trouble.

Modern OSes may be unable to run this game. So most likely you'll need an
emulator. The one I used was DOSBox 0.63 (for MacOS X). The game may run a
little bit slow in it since Lands of Lore is a pretty demanding game on your
hardware, the game runs properly in it, and I hardly experienced any 
difficulties.


+---------------------------------------------------------------------------+
| The main characters                                            | IDXB0000 |
+---------------------------------------------------------------------------+
You have to pick one of the following characters as your main hero in the game.

Ak'shel   (Dracoid)
When you want a good magician then Ak'shel is the one to pick. Ak'shel is 
physically a bit weaker (hardly noticed), but when it comes to magic he has
the most MP and that can really be handy

Micheal   (Human)
Micheal is supposed to be the strongest in attacking. Sorry to say this, but
I never noticed diffrence with the others. His magic capabilities suck. Why 
should I pick him?

Kieran    (Huline)
Kieran's stats may be low, but don't be fooled. He is very fast and needs the
least recovery time after attacking. If you are a quick player Kieran can really
work out. Even his magic can grow fast once you start gaining mage levels.
If you are an experienced player, then give Kieran a chance. 

Conrad    (Human)
Conrad is all-round. Not very good in anything but not bad in anything either.
I suppose he could be good if you are in doubt which character to play.


+---------------------------------------------------------------------------+
| Characters who join your quest                                 | IDXB0001 |
+---------------------------------------------------------------------------+
These characters can be recruited during your quest.

Timothy   (Elf?)
Timothy is in a bar and can join you on your quest to retrieve the Ruby of
Truth. He'll leave the party once that quest is over.

Baccata   (Thomgog)
When you need to go into the Drarracle's caves Bacatta will join you. He'll
stay with you till the end of the game. Since he has four arms he can wear
two shields and two weapons. This makes him a really strong attacker and 
defender

Lora      (Human)
Lora is a bonus character who joins you in the Draracle's caves and will 
leave you when you reached the Draracle. I didn't find her that useful, but 
when you have her come along the Earth Powder you need later in the game can
be received at Sadie's shop for free. 

Paulson   (Human)
Paulson will join you once you completed the Urbish Mines. He'll stay with
you till the end of the game. It's hard to find him proper equipment since
your main hero and Bacatta already have that. Still he is an extra hand who
can really prove himself useful.

Dawn      (Human)
If you are a handy hacker, you may be able to force her into your party.
Dawn exists as a playable character in the datafiles (I could confirm this since
I did a hack to get her, back when I was 16, but my savegame file was lost, 
sorry), and she was supposed to join you during the Castle Cimmeria mission 
(like she states when you release her from the Crystal Ball), however the idea
was dropped before the game release, and now Dawn only lives as a playable 
character in the datafiles of the game. If you can do the hack (a HEX based
memory editor will do the trick), you may be able to enjoy her presence.

+---------------------------------------------------------------------------+
| Walkthrough                                                    | IDXC0000 |
+---------------------------------------------------------------------------+
Well, you know the deal. Scotia has gotten herself a ring called the
"Nether Mask" and is out to destroy the Gladstone Kingdom with it.

It's up to you to stop her.

Pick the character you want to use to complete this task. Then you'll start
the game in the Gladstone Keep

+---------------------------------------------------------------------------+
| Gladstone Keep                                                 | IDXCA000 |
+---------------------------------------------------------------------------+
Objective: Get the magic atlas and a writ from Geron

Enemies: None (unless you attack the guards, but you can't beat them)

= Move forward open the door
= To the right are two shops. A weapons and a herb shop. You may want to
  shop, but money is rare so pick your purchases well.
= The way left of the fountain is the way to go
= When you hit the wall (with Tapestry) turn right and follow the corridor
= Aproach the guards and they'll allow you into the throne room
= Enter the throne room and King Richard will give you your instructions

King Richard will give you the key to his library which contains a magic atlas.
Geron will request you to come to his office before you leave so he'll give 
you a writ which you need.

= Go back through the corridor
= When you come to a door open it and turn to the left
= Turn left and use the key the King gave you on the lock
= Check out the books. One of them is the magic atlas.
  Great now we have a system that draws a map from all places you've been.
  
= Leave the library and go back to the entrance
= Here is the door to Geron's office. Enter it to receive your writ
= Now you can leave the Keep to start your quest

+---------------------------------------------------------------------------+
| Northland Forest + Thug's hideout                              | IDXCB000 |
+---------------------------------------------------------------------------+
Objective: Receive the Lamp from the Thug's hideout and find the Marina

Enemies: Thug, Boar

= Move forward and take the first way west
= When you hit the trees strafe one step to the right
= Move forward till you hit the trees
= Strafe one step left and meet a thug
  He wants your money. Refuse and he'll fight.
  If you have Ak'Shel cast a 4th degree spark. When you got somebody else
  take the highest level spel you can cast and use normal attacks to finish
  him off
= Go into the way he was in
= Go right and follow the way and you'll meet more thugs. Fight them.
  With Ak'shel you can get rid of one easily by using level 4 spark. With other
  characters this fight is harder (especially with Kieran)
= Enter the hideout

= Follow the corridor flip the lever
= Go into the passage and pick up the lamp (handy in dark places)
= Step once back and turn to the right
= Follow the corridor
= Pick up the rock from the plate and put it on the other plate
= Put a second item (you don't need) on the plate
= South (Check the map) is a hidden switch on the west wall. Press it to open a
  niche. Get the thug's key out of it
= Go into the passage that opened (north)
= On the south wall is a button press it.
= Press the button on the north wall
= Push the button on the north wall
= Use the thug's key on the chest to get some treasure. (The lockpicks among
  them are very handy. You can open 90% of all the treasure chests with it).
= Now get out of this cave as there's nothing more worth mentioning here.

= Now make your way to the south part of the forest.
  Here you'll meet a mysterious woman (guess who she is. Her yellow eyes will
  always beray her).
= Go straight south from here and you'll get at the Marina. Enter it and you'll
  sail to the south land (show the clerk your writ)
  
+---------------------------------------------------------------------------+
| Southland Forest                                               | IDXCC000 |
+---------------------------------------------------------------------------+
Objective: Find Roland's Manor

Enemies: Orc, Giant Lizard

Recruiting Timothy is optional, but I recommend to have him. Completing this
without him is pretty hard (it is possible, but one heck of a challenge).

= Move forward
= When you hit the trees strafe one step to the left and move forward
= When you hit the trees turn left and enter the inn

= Talk to the Blonde man. That's Timothy. he'll join your party
= Also click on the door to the right. The man there will give you a compass
  to help you on your quest. 
= Now leave the inn

Now that we got a compass I'll just refer to north and south as the compass 
does.

= Go west
= When you hit the trees one step south and go west
= When you hit the trees one step north and go west
= To the north is the house of Buck If you need to buy something it can be
  done there.
= Keep going west

Okay, now we're getting into Orc territory. Be sure you're rested well before
you go on.

= One step north and go west (Kill the orcs)
= With you hit the trees go south
= First way west
= Follow the path and enter Roland's mannor at the end


+---------------------------------------------------------------------------+
| Roland's Manor                                                 | IDXCD000 |
+---------------------------------------------------------------------------+
Objective: Find sir Roland

Enemies: Orcs

= Head east at take the door north at the end (SAVE THE GAME HERE)
= When the Orc inquires, choose "BLUFF". Mostly the orc will leave.
  When you are unlucky he doesn't and then you got a hard fight.
  You can load a savegame if that happens or try to fight. The choice is
  yours.
= Check out the west wall. If you got Timothy with you he'll tell you that
  you found the hiding place. 
= Click on the wall and it'll disappear
= Enter the hiding place you'll find Roland dying.
= Use the key to open the chest
= Take everything that's in it (the money in there is your only ticket back
  to the keep). If you didn't already find the compass you'll find it in this
  chest.
= Leave the mannor.

Now make your way back to the Marina and from there to the keep. It should be
easy to find with the use of the magic atlas.


+---------------------------------------------------------------------------+
| GladStone Keep - Report what happened to Roland                | IDXCA100 |
+---------------------------------------------------------------------------+
Objective: Report to King Richard

When you have the diskette version you'll be prompted for a password.
This is a copy protection, the word you need is in the manual. When you play
the CD-ROM version you won't be asked for a password.

If you have Timothy I recommmend to strip him of all his equipment.

When you get into the throne room you see that things are out of control.
Timothy will leave the party. Dawn will send Baccata to join you.
She'll also give you a mystic album. With it you can learn new magic spells
(by reading scrolls you'll find during the game). It also contain the heal
spell which you'll really need.

When you are ready leave here.

When you want to buy stuff at Victor's place do it now, because this is the
last time you'll be able to visit the keep.

When you are ready leave the keep and Bacatta guides you to the Draracle's 
Cave. Follow his instructions and you'll get there.

+---------------------------------------------------------------------------+
| Draracle's Caves                                               | IDXCE000 |
+---------------------------------------------------------------------------+
Objective: Find the Draracle in order to find a cure for the king

This is the first multi-level dungeon. I'll divide this place in the same
manner as the levels are divided

Also good to note. Lora can be recruited here. Having her is optional, but if
she's been in your party you can get Earth Powder in Sadie's shop for free.
(I don't know how much she would charge otherwise).
Therefore, for the good of this FAQ I recruited her and will write this FAQ
that way that you will do so too.

IDXCE001: Level 1
Enemies:  Bandir, Ratman, Scavenger

= Follow the corridor until you find a horned face on the wall
= Move the horns and enter the passage that opens
= Kill the ratmen you find here
= Continue the way and drop yourself in the first pit you find

(This is officially level 2, but you're here so shortly before you go back to
level 1 that I won't make a new header for it).

= Open the secret passage on the north
= Enter the passage and find some strange things. Examine them. Lora is
  trapped in one of them. If you free her, she'll join the party.
= After you got Lora, leave here.
= Get the Sledge from the east alcove and equip it on anybody you like (I chose
  Lora, but it really doesn't matter). You cannot complete this place without
  that weapon equipped.
= Go to the south and examine the east wall for a switch. Press it.
= Go south and go up the ladder
= Now go back to the room of the pits (Use your map to find it easily)
= From there go west into the south alcove
= Press the three switches in random order
= Go north past the pits and then go into the corridor
= When you step on the pressure plate bandits will come out. Kill them all.
= You can drop an item to keep the plate weighted to loot the room the bandits
  were in. Nothing noteworthy there though (unless you didn't already have a
  set of lockpicks).
= Go east into the corridor
= When you see a pressure plate Lora will warn you for a trap
= Put an item you no longer need on the plate and run back to avoid being 
  hit by the things (whatever it is) that will be shot at you
= Proceed east
= Around the corner south
= Fight the Ratmen. One of them drops an emeral eye. Take it with you.
= Enter the "room" and head west
= Lora will mention the wall south is not in good shape
= Turn south and have the person equipped with the sledge to attack it twice
  and it'll crumble to dust
= Make you way south until you'll find another crumbly wall (Lora will mention 
  it)
= Strike this wall three times and it'll crumble to dust
= Go south
= Around the corner west
= Examine the north wall for a switch. Press it
= Continue west and jump into the pit

IDXCE002: Level 2
Enemies: Cave Dweller, Ratman

= Turn to the south and attack the cave dweller that comes to attack you
= Go West
= Then north
= You'll get on a spin spot
= From here turn north and go north
= First way east and open the chest (with lockpicks)
= Along the treasures in there is a Saphire Eye. Take it.
= Go west
= At the end north
= Open the door with the switch beside it

Here you find two dragon faces. With the emerald eye you can open the east one
with the saphire eye the north one.

I took the north one. The east one also leads to the Draracle in the end via a
complete difrent route. Alas this FAQ only handles the north route and not the
east route. Perhaps I might put in that other route in an update of this FAQ.

For now just go north

= First way east
= Go forward till you spin around
= Go south
= Open the chest for treasure
= Go north (you'll spin around)
= Go north
= Go east and go through the wall (it's an illusion)
= From there 1 step south and continue east into the corridor
= Follow the corridor until you get at a T-Cross
= Go north there to find a chest. Open it. Among the treasures is a silver 
  goblet. You need that item later.
  You'll also find a "Freeze" scroll. Use it on any of your party members to
  obtain the spell "Freeze" (you cannot finish the game without that spell)
= Go south
= When you hit the wall (ignore the switch. It's a trap) but head west
= Throw a random item over the pit and the pit will close
= Pick up the worn key from the niche and go east
= Around the corner north
= First way west
= Around the corner north
= Around the corner east then north
= Zigzag and go west
= When you hit the wall South
= Go east and go downstairs to level 3


IDXCE003: Level 3
Enemies: Flying Spider, Scavenger

= Go north
= Put the worn key into the lock and the east wall will disappear
= Go east
= Bacatta could tell you that the pit in front of you is an illusion.
  He is right, so go over that pit.
  (It is possible Bacatta doesn't say that but that Lora instead says the
  wall behind you has closed (about which she also is right). In both cases
  the pit is an illusion).
= Pick up the empty falsk beside the pit and continue east till you hit the
  wall
= Go south and open the chest if you like
= From the chest take the way east
= When you hit the wall go north
= When you hit the wall take the iron key to the west
= Go South
= When you hit the wall one step West and go south
= When you hit the wall press the switch (strafe once left) and go south into
  the passage you opened
= South wall is an illusion. You can find an axe there, east is the way to go
= When you hit the wall south
= Zigzag through the small corridor and go south
= At the end west
= When you spin around go south
= When you hit the wall (with lock) go west
= Open the treasure chest at the end. Among the treasures you'll find a red key.
= Go back east and open the red lock with it
= Go south through the passage you just opened
= When you hit the wall go east
= Follow the corridor and go downstairs at the end

IDXCE004: Level 4
Enemies:  Slugslime (that's what I call it), Flying Spider

What is important is to save a lot here. The Slugslime as I named them (the name
the game makers intended is unknown to me since this monster is not in the 
manual) can eat your armor. That armor cannot be recovered. So save your game
often and load your game every time that happens.

= Follow the corridor
= At the crosspoint turn to the left (west)
= Around the corner south
= When you hit the wall west
= Click on the "V" (which is a switch) to open the passage.
= 1 step forward and quickly 1 step right to avoid the fireball
= 1 more step north, then around the corner west
= Go north
= Ignore the switch but go north through the passage beside it
= Go east (when you hit the wall) and break the wall at the end
  (You know the procedure by now)
= First throw an item into the passage and wait until the fireball has passed.
  Then go north
= Go west until you hit the wall (with the head on it)
= Go north until you hit the wall
= Go east until you hit the wall
= Put an item you no longer need on the pressure plate before and wait until
  the fireball has passed
= Go south until you hit the wall
= Go east upstairs

Now follow the path until you reached the Draracle's chamber.
(If you have Lora, strip her of all equipment before entering the Draracle's
chamber)

Click on the archway and small closet will open.

If you took the north route at the two dragon split (like I did) the trinket
to put into there is the silver goblet. If you took the east route then you 
must give the jeweled dagger
After that click exit.

Now the Draracle will give you a recipe. The recipe is a riddle (the solution to
that riddle is at the end of this FAQ. Of course when you follow this FAQ you'll
find the answers also). 

You'll get the riddle scroll. Take it with you. Now follow the corridors until
you are back on level 1. Once there you can use the map to get out of here.


+---------------------------------------------------------------------------+
| Northland Forest - Gladstone has fallen                        | IDXCB100 |
+---------------------------------------------------------------------------+
Objective: Seek out Victor and go to Opinwood

Enemies: Orc (and maybe Boar and Thug)

= You'll be attacked by Orcs kill them all.
= You'll find Timothy (regardless if he was in your party or not).

Now you need to go to Opinwood. The Marina has been destroyed by the Orcs, so
you cannot make use of that. The Keep has also been destroyed, so you cannnot
enter it anymore.

If there's still something you need in this region get it now as when you 
continue you'll never get back here.

When you are ready:

= Go south from the Dracacle's caves until you hit the trees
= One step east and continue south
= When you hit the trees go west
= First way south (you'll hear somebody say "Psst" twice)
= At the end turn east and you'll meet Victor.

Victor will give you a long sword. After that you'll be brought to Opinwood

+---------------------------------------------------------------------------+
| Opinwood I                                                     | IDXCF000 |
+---------------------------------------------------------------------------+
Objective: Find the way too the Gorkha Swamp

Enemies: Orc, Pentrog

I know you've been told to seek out Dawn, but it makes no sense yet. You cannot
yet reach her. You need the Ruby of Truth before you can find her.
For that we must go to the Gorkha Swamp.

= Go north
= At the end go west 
= At the very end go north
= Zigzag north, first way east
= Follow the road to the north
= At the very end go west
= Turn north and you'll reach the swamp

+---------------------------------------------------------------------------+
| Gorkha Swamp                                                   | IDXCG000 |
+---------------------------------------------------------------------------+
Objective: Retrieve the Ruby Of Truth from the Gorkha chief

Elixir Ingredient: The Deadly Depts (Swamp Water)

Enemies: Gorkha (don't fight them), Boglytes, Living Sticks

There are three Gorkha's in this level. Make sure you don't attack them and
don't even hurt them by accident. They will become your enemies. They are
extremely hard to beat and I don't know if it's still possible to beat the game
if you do this.

The sinkholes will kill you if you step into them. Casting freeze will freeze
the swamp and then you can pass over them. After awhile (the level of the spell
decides how much time that is) the swamp defrosts. In frozen state you can pass
over the pits. Once the swamp has defrosted the pits will kill you again.
If you are on a pit the moment the swamp defrosts you won't be killed unless
you step into that pit again (or step in another pit)

At some spots you there's gas. Stepping into it can make a character fall
asleep (press the rest button and that's cured) or to get poisoned.

There are weapon stores here. Sell the weapons you no longer need there.
I'll point out one that has good stuff to buy for your adventure.

Oh yeah, some weak spots of enemies. The Boglytes (or Blobs if you like) are
weak to the Freeze spell. The Living Sticks to the Spark spell. Nice to know, 
eh?

= Turn east
= When your hero warns for a sinkhole fill a flask in it (if you have none you
  can come back for that later). The swamp water you'll get is one of the
  ingredients for the Elixir
= Go north and speak with the Gorkha. He'll leave and you can pass
= Go east
= At the end north
= At the end east
= Frist way north
= At the very end west
= When you hit the trees (with some Orc heads) go north
= At the very end east
= At the very end south
= Around the corner east
= Go north
= A Gorkha will request to remove your weapons. Just unequipment and he'll let
  you pass. Equip your weapons again. He won't block the path.
= Go north
= First way east and follow the way until you meet the Gorkha Chief

The chief will offer the Ruby Of Trust to trade.
Offer him something. He'll decline, but make you a proposal. Accept.

Good you gotta kill living sticks and bring back the helmet they stole.
Now there are serveral living sticks around. Only one drops the helmet and that
one can only be found in a specific place in the swamp. I'll lead you there.

= Follow the way until you reach the T-Cross. Go west there
= Around the corner north, then west
= At the very end south
= When you hit the trees go east
= Around the corner north then east
= Around the corner south
= First way east
= Around the corner north
= Follow the way until you get in a field with three pits.
= Cast Freeze to be able to cross them and go south
= Here you'll find the living stick that drops the helmet.

Now to the east of here, is a blacksmith who sells the best weapons you can get
at this stage of the game. I do suggest to seek him out and buy his entire 
stock, as it really pays off.

After that go back to the chief (use the map to find it back) and trade the
Ceremonial Mask for the Ruby of Truth.

After that go back to Opinwood (use the map to find it. It's the exit south
west on the map.

+---------------------------------------------------------------------------+
| Opinwood II                                                    | IDXCF000 |
+---------------------------------------------------------------------------+
Objective: 1st - Seek out Dawn and get her key to Richard's shroud
           2nd - Go to the Urbish Mines
           In that order (preferably for this FAQ)

Enemies: Orc, Pentrog

This is gonna be a long way...

From the Gorkha swamp entrance:
= South
= Turn east
= First way south
= Go south and strafe east if you need. At the end west
= At the end south and zigzag south
= Go south, around the corner east
= 3rd way south
= Follow the way tilll the dead end
= Go east through 2 illusions
= At the end north
= When you hit the trees go east (the trees are an illusion)
= Around the corner south
= At the end east
= Go south and see the Urbish mines. Don't enter them yet, but now they are
  visible on the map. Go back north and resume your way east
= At the end north
= At the end one east and continue north
= Around the corner west
= Around the corner south
= At the end west
= At the end south
= Around the corner west then south
= At the end west
= At the end north
= First way east (to the north is a beggar. You can help him if you want, but
  it's not required to win the game).
= Around the coner north
= At the end west then north
= Around the corner west
= At the end south
= Around the corner west
= At the end south
= Follow the path till the T-Cross
= Go east there
= Around the corner south
= First way east
= Here you'll find Droek's wagon.

Now that you have the Ruby of Truth Droek will allow you to speak with Dawn.
Dawn will give you her key to the King's shroud (that's 1 out of 4).
Show her the Recipe and she'll give a clue. (You need that clue to finish the 
game).
When you leave she'll give some vials (take them).
If you already have Paulson in your party (not the case if you followed this
FAQ, but you can get him before you get here) she'll also give you a Vaelen's
Cube.

Now find the Urbish Mines. If you followed my directions you'll find it on the
map. Go there and enter

+---------------------------------------------------------------------------+
| Urbish Mines                                                   | IDXCH000 |
+---------------------------------------------------------------------------+
Objective: Seek out Paulson and have him to join the party

Elixir Ingriedent: Butcher the creature whose flesh has never lived (Bloodstone)

The Urbish Mines is one hell of a job to write a FAQ on since you'll yo-yo
between the floors a lot here.

Therefore in stead of dividing this section into the levels it's divided in
I see more fit in dividing it into the main tasks you have to complete here.


Task #1: Kill the Lahkron guarding the entrance
Task #2: Repair the water pump on the main level
         (and butcher the creature whose flesh has never lived in the process)
Task #3: Find one of the keys you need to find Paulson
Task #4: Seek Paulson

An overview of the enemmies
Main Level: Lahkron (boss), Mine Crab (or whatever)
Level 1: Little Guy, Iron Grazer
Level 2: Eletric Jellyfish, Worm
Level 3: Avian Worms (in certain areas which you will not get into when 
         following this FAQ), Living Rocks
Level 4: Living Rocks, Mine Crab (same as in main level)

For your orientation I will note the levels so you can be sure you are in the
same level as I am :)

If you look for a way to kill the living rocks. Use "Freeze".



IDXCH001: Task #1: Kill the Lahkorn
There's a door leading into the mines. When you open it the Lahkorn will come
out.
_______
| Boss \
+-----------------------------------------------------------------------------+
| Lahkorn                                                                     |
+-----------------------------------------------------------------------------+
| Difficulty: Medium                                                          |
+-----------------------------------------------------------------------------+
| Run towards the exit of the mines, and wait for the Lahkorn to come there.  |
| The Lahkorn will disarm you and that hurts more than his regular attacks    |
| so don't bother re-equipping lost arms. Just throw your weapons to it. Keep |
| this up and you'll see it in damaged state. Keep throwing until it's dead.  |
| When you get low on HP get out of the mine to rest and enter the mine to    |
| resume the fight.                                                           |
+-----------------------------------------------------------------------------+
Now go down the stairs (on the spot the Lahkron used to be).
From there Task #2 will start





IDXCH002: Task #2: Fix the waterpump (and butcher the creature whose flesh...)

MAIN LEVEL
What is pretty nasty is that you can acquire the Fireball spell on this floor,
but the scroll that contains this spell is on a random spot on this level.
If you are unlucky it isn't even there at all. You can obtain the spell later
in the game, so if you missed it, it's not really a disaster.

= From the entrance go south and open the south door
= Go though the door and close it behind you
= Open the west door
= Open the chest with lockpicks. Among the treasures you'll find a key
= Go through the east door and close it behind you
= Now open the north door and you're back in the main hall.

Now on the northside of the mine, second door from the west (the automap makes
it easier to find) is a small room with a secret passage to the east open it
to find the clerk. You can get a helm and a pick here. Be sure to get that pick
as you're gonna need it in the mine to complete the first task.

Now find the stairs down, to enter level 1

LEVEL 1:
= Go east
= Use the silver key to open the door and follow the corridor
= Leave the wheels be and press the hidden switch on the west wall
= Jump into the pit

LEVEL 2:
= Jump into the pit

LEVEL 3:
= Get the key from the niche
= Open the lock south with it
= Go south until you hit the wall
= 1 step west then go south
= 1 step east then go south
= Around the corner west
= 1 step north and go through the illusion wall to the west
= Open the chest in the west area. Among the treasures is a gem. Place that
  in the hole beside the door to open it.
= Now set both levers beside the door up and go into the mine cart. It'll bring
  you to another section of the mine
= Open the secret passage east and enter
= Open the secret passage north and enter
= Follow the way until Bacatta mentions this place was a recent digging.
= Equip anybody with a pick and let him strike the wall so that a piece of 
  coal will break off. Do this until no more coal comes off (you should have
  5 pieces of coal). Take them all with you.
= Go back with the mine shaft
= Put the levers left down, and right up and enter the cart again
= At the end go north
= Pick the lock to open the door
= Enter and the door will close behind you (It'll open again soon)
= Beat the living rocks if they block your path and go downstairs

LEVEL 4:
This is the place where you can obtain a Bloodstone by killing a living rock
(use the Freeze spell) That bloodstone is an ingredient for the Elixir. Take it
(Butcher the creature whose flesh has never lived).

= Press the button on the north wall and enter the teleporter
= press the button on the west wall and go east (if you don't press that button
  you're gonna be sorry).
= Go east then north.
= This cross points spins you around. When you set all wheel levers down around
  it the spinning will stop.
= From this crosspoint go west
= Hack open the rocks by using the pick
= Go into the way that is revealed
= Examine the skeleton (it will give you a warning).
= Examine it again to get a rusty key (one of the two keys you need to reach
  Paulson).
= Go back to the "spinning" crosspoint and take the way north there
= Go into the east corridor
= Here is a skeleton. Examine it to find a note (read it if you like)
= Examine it again to find a gear. Take it with you.
= Go back to the spinning crosspoint and go east there
= Step in the teleporter
= Go upstairs

LEVEL 3:
= Go back to the mine cart and ride it
= Go back to the entrance of this level and step in the teleporter

MAIN LEVEL:
= On the south side is a locked door. Pick the lock to open the door
= Examine the machine in the room inside
= Open it and put all your pieces of coal into it
= Close the machine
= Put the gear on the machine
= Pull the handle and the machine will run
= Go back down the stairs to level 1

IDXCH003: Task #3: Obtain the shiny key


LEVEL 1:
Okay, now we're going into a complete diferent section of the mine.
= Go east and follow the way until you get by the two wheel levers
= Put the north one up and the other down
= Continue and press the hidden switch until a teleporter appears.
= Step in the teleporter (if you see the screen spinning around like crazy
  things are 100% in order)
  
LEVEL 2:
All four walls around you are nothing more than illusions
= Go north
= Press the hidden switch on the right
= In the chest here you'll find a Lightning scroll among the treasures.
  Use it to gain a new spell
= Go back to the starting position
= Go south
= Open the secret passage on the right (west) side
= Enter, put an item you no longer need on the plate and get the Mine Key 4
  from the niche
= Go back to the start position and go east

+----
| This party may be skipped if you have the fireball spell.
+----
| = Open the northen secret passage
| = Follow the corridor at the t-cross east
| = Open the door and enter (the door will close behind you)
| = Go south and on the plat and put an item you no longer need on it
| = Go to the next plate and put an item you no longer need on it.
| = Throw an item you no longer need to the next plate
| = Go south around the corner east
| = Step on the plate and put an item you no longer need on it
| = Go east till you hit the wall. (Yes, I know.  You'll get hurt)
| = Remove the wand of Fireballs from the niche and go all the way back to the
| = Start position and take the east route from there
+----

= Open the southern secret passage
= Follow the corridor until your hero mentions the smell of gas.
= Step two places back and cast fireball and there'll be an explosion
  revealing a passage (and monsters). If you're too close you'll get hurt
  to be careful. (If you don't have the spell you can use a wand of Fireballs
  for the same effect).
= Enter the revealed room and kill all the electrojellyfishes (I recommend
  fireball against them. The fireball wand can help.
= Go west then south and remove the mine key 5 from the nich. Go back to the 
  start position and go west
= Use the mine key 4 to open the lock
= Two passages will open. Take the left one and go downstairs
  (if the way is blocked by water you didn't repair the water pump)

LEVEL 3:
Follow these instructions precisely.
= Make sure you are facing west
= Move forward
= Turn right twice
= Press the button
= Turn left
= Remove the Shiney Key.

That is the key needed for this task.
Before I move on to the next task I'll first lead you to the Main Level

= Turn left
= Go upstairs

LEVEL 2
= East till you hit the wall
= North till you hit the wall
= West till you hit the wall
= One step to the right and continue west
= Open the door with the Mine Key 5
= Go upstairs

LEVEL 1:
= Ignore the door in front of you. It leads to an optional part with (as far as
  I found out) nothing to win. (Besides you need the Mine Key 2 to enter which
  you currently do not have)
= Go east
= Ignore the sign saying you must disarm yourself. Just keep your equipment as
  it is.
= One step south and continue going east until you hit the wall
= One step south and continue east until you hit the wall
= One step north and continue east until you hit the wall
= Two steps north and continue east until you hit the wall
= One step south and continue east until you hit the wall 
= Go south until you hit the wall
= Go east (wall is an illusion)
= Go north
= Around the corner east
= First way south (drop yourself into the pit)

LEVEL 2:
= Put an item you no longer need on the plate and press the button north
= Step into the teleporter that appears to go back to the main level



IDXCH003: Task #3: Recruit Paulson
The hardest part of the mine is done. Now we can finally go to recruit Paulson
and complete this mission.

MAIN LEVEL:
= Go to Level 1

LEVEL 1:
= Go east and follow the corridor until you come past the wheel switches
= Step south BUT DON'T STEP IN THE TELEPORTER NOW
= Press the button on the west wall. If no pit has appeared north of you
  press it again
= Jump into the pit

LEVEL 2:
= Jump into the other pit

LEVEL 3:
= Go to the mine cart
= Make sure that the switches beside it are set with the left one doen and the
  right one up.
= Step into the cart and take a ride
= Make your way to the stairs and go down

LEVEL 4:
= Step in the teleporter
= Make 1 step forward
= Turn south and open the secret passage (unless you opened it before already)
= Step in. Use the rusty key (if you missed it. It's on this level) in the
  red lock
= Put the shiney key in the blue lock (see the previous task to get it)
= Go through the door that opens

Okay, now you have to be quick as you'll be showered with fireballs

= Go south then west and the fireball device will start to operate. It won't 
  stop throwing fireballs so don't wait for that. 
= At the very end take the door south (time it well with the fireballs)
  (there's a spinfield there too, to make things harder)
= Follow the corridor until you meet Paulson. 
= Take Paulson's key and leave (you can show him the riddle scroll for a clue 
  if you didn't ask the beggar). Paulson will join you now
= Follow the corridor
= Paulson will tell you about a secret passage to the south. Open it
= Take Paulson's equipment. Along with it should be a Vaelan's Cube. If that 
  cube isn't there, you have to seek out Dawn first and then she'll give it to
  you.
= Now use your map to find the teleporter in the east section and step into it
= Take the stairs up

LEVEL 3:
= Go to the mine cart and take a ride
= Find your way to the teleporter and step into it

MAIN LEVEL:
= Go upstairs
= Go north and exit the mines to get into Upper Opinwood

+---------------------------------------------------------------------------+
| Upper Opinwood                                                 | IDXCI000 |
+---------------------------------------------------------------------------+
Objective: Find the way to Yvel forest

Requirement: Have Vaelan's Cube. You get it if you've spoken to both Dawn and
             Paulson.

Enemies: Giant Hornet, Molder

Elixir Ingriendient: You must see the Sweetness of your Enemey (Hornet Honey)

= Go east
= Then north
= Around the corner east
= At the end north
= At the end west
= First way north and use a flask on the Hornet's nest to fill it with Honey
  (Ingredient 3 of 4. See the sweetness of your enemy).
= Contine west one stel south then west
= First way north
= First way west
= First way north
= First way west
= At the end one step south then go west
= At the end follow the path until Scotia appears and creates a barrier to
  block your path.
= Use the Vaelan's Cube on yourself until the barrier is destroyed.
  (If you don't have that, you didn't meet both Paulson and Dawn. Seek them
  out first if that's the case).
= Continue north until the end
= At the end west
= At the end go north and enter the cave to end up in the Yvel Forest.

+---------------------------------------------------------------------------+
| Yvel Forest                                                    | IDXCJ000 |
+---------------------------------------------------------------------------+
Objective: Obtain a Vaelen's Cube and go to the White Tower

Enemies: Giant Orc


WARNING!
I KNOW IT IS TEMPTING, BUT THIS FOREST ALSO CONTAINS A SCOTIA'S BARRIER. IF YOU
DESTROY IT NOW YOU DOOM YOURSELF TO THE IMPOSSIBILITY TO EVER WIN THIS QUEST
(UNLESS YOU'D CONSIDER CHEATING). SO WHATEVER YOU DO. DON'T DESTROY THAT BARRIER
UNTIL YOU OBTAINED THE CRUCIBLE OF FAITH!!
(The Emerald Blade can be an alternative, but only when you are extremely
tough).

By the way, I know that one ingredient is still missing. Still we must complete
some quests in the tower first before creating the Elixir. So I know what I'm
doing. If you get that ingredient first you'll be doomed (since you need to
destroy the barrier for that, see warning above).

= Go east
= Then north
= When you hit the trees east
= Second way north
= When you hit the trees one step east and continue north
= When you hit the trees one step east one step north then go east
= When you hit the trees one step north and continue east
= First way north
= When you hit the trees one step west and continue north
= When you hit the trees one step west and continue north
= When you hit the trees one step East and continue north
= First way west
= At the end one step south and continue east
= At the end north
= East
= South
= Go east towards the Vulture Chasm.

You cannot enter Castle Cimmeria from here but when you get here, you'll be
attacked by giant orcs. Kill them all. One of them drops a Vaelan's Cube. If 
that doesn't happen go to the small area directly south. There should be the 
orc who'll drop it.

NOW I CANNOT STRESS IT ENOUGH!
DO NOT USE IT TO DISPELL SCOTIA'S BARRIER IN THIS FOREST!!!!
NOT YET!

= Go back tot he entrance of this forest (use the map to find your way back)
= From here go east
= At the end north
= At the end east
= First way north
= Enter the White Tower

+---------------------------------------------------------------------------+
| The White Tower                                                | IDXCK000 |
+---------------------------------------------------------------------------+
Objective: Find the Crucible of Faith
           (You have to come back later for the Elixir)
           
This is a multi-level dungeon.
It's pretty straight forward, so I can just divide the sections into the
4 levels it has. The last section has a small side-quest in which you can get
a better weapon. No big deal, though....

IDXCK001: Level 1
Enemies:  Amazon, Archer Slug, Queen Jana (Boss)

HINT: Whenever you see small gratings. Close them. It'll brevent Archer Slugs
      to appear.

= Go west
= Open the door
= Kill the girls and obtain a red mystic key 
  (HINT! Use Freeze on them)
= Go back to the entrance and open the north door
= Go north and take the second door east and go upstairs
= Take the key and go downstairs again
  (Ignore the other stairway for now. He have some business to settle here
  first)
= Go north until you hit the wall
= Two steps east and continue north
= Pick the lock and kill the girls you'll attack you. One of them will drop
  a mystic key.
= Put one of your mystic keys in the lock at the end of this hall
  (Try which one fits)
= Press the button on the other side of the door and it will open
= Enter

You'll meet Lyle. Bacatta will recognize him as a thief.
You can do three things.
a. You can help him. Then you'll get 10 crowns from him. Then press the hidden
   switcc on the wall and get the amber ring from the niche
b. You can kil him. Then you'll find a coinsack with 10 coins. Then press the
   hidden switch to open a niche to obtain the ring
c. You can leave. Then he will offer a ring. You you keep trying to leave he'll
   insist help. Leaving makes no sense after that offer as you'll have to come 
   back here if you do. If you help him now you'll get the money and the ring.
   
Don't equip that ring even though it raises your protection. You need it as
a key-item
= Leave the cell
= Go back to the entrance
= Put the ring in the niche beside the door north of the entrance and a passage
  will open
= Enter it and fight Queen Jana
_______
| Boss \
+-----------------------------------------------------------------------------+
| Queen Jana                                                                  |
+-----------------------------------------------------------------------------+
| Difficulty: Easy                                                            |
+-----------------------------------------------------------------------------+
| Cast the highest level Freeze you can, let the others do so as well and you |
| win, and if it's not enough then after the freezes a few sword stikes will  |
| be enough.                                                                  |
+-----------------------------------------------------------------------------+
= Take the Great Sword "Trouble" as it's one of the best weapons in the game.
  I equipped it on my main hero. Also take the mystic key out of the niche and
  a passage will open.
= proceed west
= Go south
= Close the grating to the east
= Pick the mystic lock to the west to get the door open
= Inside is a mystic key. Take it and leave this room
= Go back to the entrance
= From there take the north door
= Go north and take the first door west
= Go upstairs to level 2



IDXCK002: Level 2
Enemies:  Fireball Chickens

The enemies here do not look like chickens, but I call them that way since their
sound reminds me of chickens. And they throw fireballs at you when they are at
long distance. So be alert.

= Go north and open the door east with a mystic key (try out which one fits)
= Enter the room

= Open the door to the west
= Turn you face to the east and walk backwards until you hit the wall
+----------
| Skip if you already got the fireball spell
+----------
| = Move quickly to spots to the right (strafe)
| = Take the fireball scroll from the niche and use it to get the spell
+----------
= Turn your face north and move forward and get the mystic key
= Now one step backwards
= Turn your face east and go out of the room

= Go south
= Leave the door with the mystic lock alone for now but take the way east beside
  it.
= When you hit the wall two steps north, one east then go north
= Open the door and enter the small room and close the door behind you
= Turn west and press the button
= Turn north and remove the mystic key from the niche (if there's no niche you
  didn't close the door)
= Now open the door and go south
= Pick the east lock and enter the room (the door will close behind you)

Now some of these pits are illusions others are not. Let make a map
  A B C D       S = Start position
1 * * * .       . = Real pit
2 . . * .       * = Illusion pit
3 * * * .       # = Wall
4 S . . #
5 # . # #
= There's a mystic key on A1. Go over the illusion pits to get it.
= Then jump into the pit on A2

(Level 1) = Open the chest. Among the treasure is a Jade Necklace which  
            increases you rogue level.
          = Use the switch to open the door
          = Leave the room and use the map to get back on level 2
          
= Go north
= When you hit the wall west
= Go north
= At the very north open the door with the mystic key
= Go upstairs


IDXCK003: Level 3
Enemies:  Wraith, Apperition

At the entrance of this level you'll be warned by a ghost to leave.
Paulson may not be impressed by this but you better be, the warning this ghost
gives is one to be taken into account. The wraiths in particular can kill you 
quite quickly. All enemies here can go through walls, resting is often 
impossible as you'll nearly always be disturbed during your sleep
Worst part is, none of your spells will affect the enemies here, and your swords
are ineffective as well. Nothing can kill them.... 

Nothing.... except the Vaelan's cube. Use it every time you find enemies and
they'll be destroyed in an instant. 

THIS IS WHY IS STRESSED NOT TO USE THE CUBE TO DESTROY THE SECOND BARRIER (THE
ONE IN YVEL FOREST). IF YOU ALREADY DID THAT YOU LOST YOUR CUBE AND THEN YOU 
ARE DEAD.

NOTE!
Now many people mailed me telling me the Emerald Blade is the way to do this.
Honestly, it's not in my experiences. To me the Emerald Blade proved 
ineffective. It's true that it does harm the ghosts, about that is no doubt or
discussion, but the enemies here (the wraiths in particular) are (even with the
enemy setting set to "whimpy") much quicker to kill you, then you kill them.

= Open the east door
= Press the button on the floor to open a niche
= Get the mystic key out of it and use it to open the north door
= Go north and turn west

= Open the west door to unleash hell. Use your Vaelan's cube to destroy all 
  ghosts that will attack you.
= Go west until you hit the wall (with chest)
= One step south and go west
= Take the door north
= Two corridors take the right (east) one
= At the end press the button on the west to open a passage east
= Enter the passage, ignore the door and go north
= Open the wall for a switch
= Flip the switch and the east door will open
= Go east (wall at the end is an illusion)
= Go north and follow the corridor until you find a pit

This pit is the entrance to a small sidequest. When you want to take it on
jump in and read on at the sidequest section. If you don't want then let's go
on with the next point

= Press the button on the east and trow an item over the pit and the pit will
  close
= Go west step one place south and continue going west
= When you hit the wall go south
= Go through the illusion wall and keep going south until you reach the chest.
= Open the chest. Among the treasures you'll find a blue mystic key.
= Go north, pass through the illusion and keep going north until you hit a
  REAL wall
= Zigzag and go east at the end
= Take the first door on the north
= Once through the door go west
= Put a mystic key in the lock to open the door
= Take the ivory key from the niche.

With the blue Mystic key and the Ivory key you got all you need from this level
Make your way back to level 1 (same way as you came)
(Be grateful you never have to get on level 3 again)

(Level 1)
= From the stairway go north
= When you hit the wall one step east, two north, one east, one north and one 
  east
= Put a mystic key in the lock to open the door to Altar De Blanca

This will be where you'll lateron create the Elixir. Just go there so that's
visible on the map so you can find it once we're actually gonna creat the Exilir

= make your way east till the east door
= From there all the way south
= When you hit the wall go west
= Open the lock with the Ivory Key and go downstairs


IDXCK004: Sub-level
Enemies: Wraith, Apperition (You'll only meet them whan you mess this up)

= Follow the corridor (you'll hear a scream. Ignore that)
= When you see items moving around the room, put them all in a niche.
  Make sure all the niches around contain one item. It doesn't matter which
  item goes in wich niche. When you did this right all niches will disappear.
= Go east
= Open the door with the blue mystic key
= Enter the room

You'll meet the spirit of an old woman. If you're playing the diskette version
you'll be asked for the word of faith. Check your manual for that one as that's
actually the copy-protection. When you're playing the CD-ROM version the word
of faith won't be asked.

Take the stone head flying in the air.

Now you can make your way out of this place (and claim treasure in the niche on
your way out) and leave the White Tower.

(Read on at "Yvel Woods - To Yvel")
  
  

IDXCK005: Small sidequest
Enemies: Minotaur (Boss), Fireball Chicken

Read on the Level 3 section on how to get here. If you don't wanna do this
Read on with the next section.

= To the North is a Minotaur kill it.
_______
| Boss \
+-----------------------------------------------------------------------------+
| Minotaur                                                                    |
+-----------------------------------------------------------------------------+
| Difficulty: Medium                                                          |
+-----------------------------------------------------------------------------+
| His attacks can almost kill you. Still a few hard blows should cover him up |
+-----------------------------------------------------------------------------+
You prizes are a new type of armor (which is often not dropped, so I learned). 
A hammmer that deals quite a lot of damage and a minotaur horn.

Prizes obtained. Now to get out of here.

= Use the minotaur horn to open the lock at the west end of this room
= Go east and take the way south (somebody may detect a pressure plate)
= Go east
= When you hit the wall one step south and go east
= When you hit the wall one step north and go east
= At the end open the door and enter the room
= Go through the illusion wall south and step into the pit south
= You're back on level 1. Make your way to level 3 from here to resume your
  quest
  
+---------------------------------------------------------------------------+
| Yvel Woods - To Yvel                                           | IDXCJ100 |
+---------------------------------------------------------------------------+
Objective: 

ONCE AGAIN! ONLY DO THIS ONCE YOU GOT THE CRUCIBLE OF FAITH!!!!!!

= Go back to the entrance (from Upper Opinwood)
= From there go north
= At the end west
= When you hit the trees one step north, two steps east and go north

OKAY ONCE AGAIN MAKE 100% SURE YOU GOT THE CRUCIBLE OF FAITH!!!!

= Destroy the barrier with Vaelan's cube (BUT ONLY IF YOU GOT THE CRUCIBLE OF
  FAITH).
= Go north till you hit the trees
= Go east until you hit the trees
= Go south, then west then south then west
= Follow the path until you reach Yvel.

+---------------------------------------------------------------------------+
| The City of Yvel                                               | IDXCL000 |
+---------------------------------------------------------------------------+
Objective: Get Earth Powder from Sadie's apotechary

Enemies: None

Elixir Ingredient: Powders taken from the heart of your mother (Earth Powder)

OKAY! THIS IS THE LAST WARNING! IF YOU DON'T HAVE THE CRUCIBLE OF FAITH BY NOW
YOU ARE UNABLE TO FININH THE GAME! (Unless you have the Emerald Blade and are 
extremely tough. Not the most chance having method, I must say).

(I suppose you were getting pretty nervous from me saying that all the time, 
but it is so easy to miss if you haven't played the game as much as I did).

HINT!
North when you hit the wall east then first way north is Victor's shop.
Good place to stock up weapons!

Okay, there are many treasure to find in Yvel, so search the city well.
There's also a fletcher for when you like buy or sell shooting weapons.

All you need to do for the west is to find Sadie and get earth powder from her.

= From the entrance of the city go north
= When you hit the wall go east
= When you hit the wall one step north and continue east
= When you hit the wall one step south and continue east
= When you hit the wall go straight north
= When you hit the wall one step east and go north
= Open the door to meet Sadie.

Show her the Draracle's recipe (riddle scroll).
If Sadie doesn't understand the recipe you must seek out either Geron or Dawn
and show them the recipe and you'll get a hint on Earth Powder and then Sadie
will understand. Geron is the closest to go to since he's to be found here in 
Yvel.

Once you got the Earth Powder you can leave Yvel and go back to the white tower.


+---------------------------------------------------------------------------+
| The White Tower - Creating the Elixir                          | IDXCK100 |
+---------------------------------------------------------------------------+
Objective: Create the Elixir

Enemies: Amazon, arrow slug (not likely you meet them though)

= Go to Altar De Blanca
  (From entrance, north, at the end west, north, and west)

= Put the Crucible Of Faith on the statue part
= Put the next items into the crucible
   * Bloodstone   (Butcher the Creature whose flesh has never lived)
   * Hornet Honey (You must see the sweetness of your enemy)
   * Swamp Water  (Collecting from the deadly depts)
   * Earth Powder (Powders taken from the heart of your mother)
   
= Now remove the Crucible from the Altar

CONRATULATIONS YOU GOT THE ELIXIR!

Leave the White Tower and go back to Yvel

+---------------------------------------------------------------------------+
| The Elixir is ready                                            | IDXCM000 |
+---------------------------------------------------------------------------+
Objective: Tell Geron that the Elixir is ready and seek Dawn and return
Enemies:   Great Orc, Giant Lizard (boss)

In this part I take Yvel and the Yvel woods together.

I start at the entrance of Yvel

= Go north
= When you hit the wall go west
= Around the corner north
= When you hit the wall go west
= When the open part ends go north
= When you hit the wall go one step east, one step north then go east
= First way north
= First way west
= Second door north

Here you'll meet Geron. He'll request you to bring Dawn to him.

= Leave Yvel
= Go back to Upper Opinwood and you'll meet Dawn who wants her key back.

No wait just a minute. Dawn's eyes betray her. The real Dawn has blue eyes and
this version has yellow eyes. Scotia's trademark. Cut short, this is not Dawn
but Scotia.

When you give her the key she will leave. Don't worry if you made that mistake.
When you did you will get that key back and this FAQ will tell you how when
the time comes (trust me, you can hardly miss it).

When you try to run away or refuse to give the key Scotia will transform herself
into a giant Lizard and attack you.
_______
| Boss \
+-----------------------------------------------------------------------------+
| Giant Lizard (Scotia)                                                       |
+-----------------------------------------------------------------------------+
| Difficulty: Medium                                                          |
+-----------------------------------------------------------------------------+
| Basically Scotia has in this form the same properties as a normal Giant     |
| Lizard. She only has more hitpoints and can cause an earthquake to disarm   |
| you. However a few hard strokes should do it. After taking some damage      |
| Scotia will transform into a crow and fly away                              |
+-----------------------------------------------------------------------------+

Now go back to Yvel.

+---------------------------------------------------------------------------+
| The City of Yvel - Under Attack                                | IDXCL100 |
+---------------------------------------------------------------------------+
Objective: Defend Yvel

Enemies: Giant Orc, Cabal Warrior

Go back to the Yvel Counsil and Geron will tell you that Yvel is under attack.
Now there will be Orcs and Soldiers all over the city. Just kill all enemies
that come in sight. When you have defeated enough enemies, your hero will say
that the battle has been won.
(HINT! If you're injured. Enter a random building. Inside buildings the enemy
       cannot come, so that's a save place to rest).
       
(It could be you still meet enemies after you won the battle. Those are enemies
who came in during the attack. However after you won no more new enemies will
enter).
       
Warning! If you have any business with Victor. Do it now. After continuing from
         this point his shop will be closed... PERMANENTLY!
         
Go back to the counsil. The door to the counsil is locked, but Geron left a 
note. Take it and read it.

Now go east from the Counsil door and the door leads to Bruno's Lodge.
Enter the lodge and go through the back door

You'll be in a small room. Kill all the giants orcs here. Open the secret 
passage north.

+---------------------------------------------------------------------------+
| Catwalk Caves                                                  | IDXCN000 |
+---------------------------------------------------------------------------+
Objective: Make your way through the cave and find the Xeobs and the Knowles.
           (And find Geron's key in the process).
           
Enemies: Frendor (Boss), Cabal Warrior, Spark

The game calls this level 1. There is a level 2, but you won't get there with
the directions of this FAQ (there's nothing worth mentioning there either).
Probably level 2 was meant for purposes dropped before the game's release.

Then a note on the sparks. The only way to kill those is by a level 4 spark 
spell. Quite odd, but true.

= Go north
= When you hit the wall go west then north
= Before the alcove west
= There's a way north. Go in and you'll meet Frendor. Kill him and his two
  soldiers.
_______
| Boss \
+-----------------------------------------------------------------------------+
| Frendor                                                                     |
+-----------------------------------------------------------------------------+
| Difficulty: Easy                                                            |
+-----------------------------------------------------------------------------+
| A few blows should be enough to kill him. He has a lot of HP, but that's    |
| all there's to it.                                                          |
+-----------------------------------------------------------------------------+
After Frendor is killed he'll drop three items. 
1. A statuette of which its true meaning is unknown to me
2. Geron's key
3. A Gauntlet
It's obvious you need to take Geron's key. The gauntlet will be your only key to
open many doors and passages. Don't lose it, or you'll get stuck.

= Go west
= Use the gauntlet on the hand carving in the wall
= Go west through the passage (it'll close behind you)
= Follow the corridor until you see two hand carvings on the wall.

Both hands lead to a section that has to be completed to earn a key.
You can complete both sections in random order. I take this on in the order in
which I took it on.


SECTION 1:
= Put the gauntlet in the hand on the west
= Enter the passage (which closes behind you)
= Follow the corridor
= Press the button to open the door and enter the next room
= Press the button in the east alcove
= Press the button on the west wall
= Proceed to the passage north (don't fall into the pit)
= Press the button east and make one step to the north
= Press the west button and proceed into the corridor
= Follow the corridor until you get in a small room.
= Proceed east there
= Follow the corridor (with a plate you'll open a close doors along the way)
= At the end open the door by using the gauntlet on the hand in the wall
= Go through the door
= Proceed west until you hit the wall
= Put an item on the northen pressure plate and step in the northern teleporter
= Flip the lever (to open the doorway back) and proceed west
= First way north
= Around the corner east
= First way south
= When you hit the wall east
= When you hit the wall south
= When you hit the wall east
= Open the chest in an alcove north. You'll find serveral treasures, a yellow
  key and the Mist Of Doom scroll.
= Go west
= When you hit the wall north
= When you hit the wall west
= When you hit the wall north
= At the T-Cross east
= Follow the corridor and open the door with the switch on the south wall
= Proceed east (you may need a little slalom) until you reach a door with a
  hand symbol beside it. Use the gauntlet and the door will open
= Follow the path and go through the illusion wall at the end
END OF SECTION 1

If you did section 2 already then go to BOTH SECTIONS COMPLETED.
If not go to the place where the two hand symbols were and take on section 2.
(West wall is illusion. You can go back to the entrance from there).

SECTION 2:
= Put the gauntlet into the hand on the north
= Enter the north passage (the way will close behind you).
= Go north and follow the corridor (open doors with pressure plates on the way
  which will close behind you, you may also spin around at some spots. You may
  wanna use the map to check your route and direction when that happens)
= When you get on a crosspoint (where you spin around) go east. The wall is
  an illusion
= After the illusion go north
= Around the corner east then go through the illusion wall north
= Go north (you may spin around some times) and go at the end east
= Follow the corridor (and check your way when you step on a spinning field)
= At the end step through the illusion on the south
= After the illusion go west
= Around the corner south
= At the end go through the illusion east
= One step north and continue east
= Follow the corridor until you reach a door
= Open it with the gauntlet on the hand symbol west
= Follow the corridor

Okay, now of all the Cabal Warriors you meet you may meet one who drops a key.
I can't say where to find him, as he wanders around in this large area. I'll
just tell you the regular route to walk, the chance his high you meet him on
the way.

= Ignore the doors and take the corridor south
= Go south until you hit the wall
= Go east until you hit the wall
= Go south through the door
= One step west and go south
= Open the door at the end with the button east
= Enter the room

Now you get at a chest.  You need the key the Cabal Warrior drops to open it
(lockpicks won't help here). When you didn't find that guard yet seek him out
and return here.

Among the treaures is a great Axe Master. It increases your rogue skills. Handy 
to wear when you cannot open certain chests.

You also find a small key.

You'll also find a Guardian. Using them brings a very powerful attack. I prefer
to save those for the battle with Scotia at the end of the game.

= Leave this room.
= Go into the corridor west
= At the end north, then west then south
= Go through the south illusion wall.

If you did section 1 already then go to BOTH SECTIONS COMPLETED.
If not go to the place where the two hand symbols were and take on section 1.
(West wall is illusion. You can go back to the entrance from there).


BOTH SECTIONS COMPLETED:
= Use the yellow and the small key to open the door east and enter.
  You'll meet a Xeob and a knowle. They'll tell you what to do next.
  

+---------------------------------------------------------------------------+
| The War of the Xeobs and the Knowles (Dungeon)                 | IDXCO000 |
+---------------------------------------------------------------------------+
Objective: Kill one of the two races and go to Castle Cimmeria

Enemies: Xeob or Knowle

Basically there are two races. Both of them want you to kill the other race
completely.

It's not really possible to write any routes out here in this FAQ as you must
search for the members of the race you've chosen to kill, (and since they can 
move around, you may sometimes need to go a different way), so I'll have to 
leave this mission in pointers.

Choose which race you want to help and step in the teleporter which had that 
race carved beside it and you'll have to kill the others. Think well, since
once the choice is made you cannot change it any more.

Once chosen you will be in a level called "Dungeon". When you chose to help
the Knowles the dungeon will be filled with Xeobs, when you chose to help the
Xeobs the room will be filled with Knowles. Your mission is simple: kill them
all. There is a sphere in which you come in contact with the race you decided
to help. They will not be helpful when you didn't kill the other race, when you
did they'll give you your reward and a key which you can use to enter Castle
Cimmeria.

When you helped the Xeobs they'll increase the fighting level of all party 
members by one. (And you'll be Lord Ak'shel/Micheal/Kieran/Conrad).
When you helped the Knowles they'll increase the magic level of all party 
members by one. (That counts as the riches they promised).

Personally I chose to help the Knowles, so I had to kill the Xeobs. The Xeobs
are easier to kill and cannot contineously quake the weapons out of my hands.
Both races can however consume your armor which you can never get back.


Now you must before you move on after obtaining your reward not leave until you
found Nathaniel's key which you can find in the north section of this dungeon
in a niche in a secret passage. And a Vaelan's Cube which is found in the east
section of the dungeon. (If you chose to kill the Xeobs you have to wait with
getting the cube until the Knowles have rewarded you for completing the mission)
There's also a diamond here. It's in a chest in the center part of this place.
You can use it to free Dawn (who has been kidnapped by Scotia in the meantime).

Good luck.



To help you find the items you need and the exit, after you killed the race
you chose to kill I have here some routes. I'll describe it from the place
where the home of your host race is. So if you had to kill the Xeobs, I'll 
describe it from the home of the Knowles and vice versa.

_______________________________
| From the Home of the Knowles \
+------------------------+-------------------------+-------------------------+
| Vaelan's Cube          | Nathanial's Key         | Exit                    |
+------------------------+-------------------------+-------------------------+
| Dropped on the spot    | = Go into the corridor  | = Go into the corridor  |
| where the home of the  | = At the end north      | = At the end north      |
| knowles used to be     | = 1 east 2 north 1 east | = 1 east 2 north 1 east |
|                        | = North till the end    | = north till the end    |
|                        | = West                  | = Go west               |
|                        | = At T-Cross north      | = At T-Cross north      |
|                        | = Around corner west    | = Around corner west    |
|                        | = At wall 1 south       | = At the wall 1 south   |
|                        | = West till wall        | = west till the wall    |
|                        | = 1 step north, then W. | = 1 west north, then W  |
|                        | = 1st way north         | = At the end south      |
|                        | = west                  | = At the end west       |
|                        | = Press north button    | = At the end north      |
|                        | = Go west               | = 1st way west          |
|                        |                         | = At end south          |
|                        |                         | = At end 1 step west    |
|                        |                         | = Continue south        |
|                        |                         | = Open door (there is   |
|                        |                         |   a boobytrap. Nothing  |
|                        |                         |   serious though).      |
|                        |                         | = Go west               |
|                        |                         | = Around the corner S.  |
|                        |                         | = At end 1 east then S. |
|                        |                         | = Follow the corridor   |
|                        |                         |   and ignore all doors  |
|                        |                         | = Use Knowle key on     |
|                        |                         |   the lock at the end   |
|                        |                         | = Go north upstairs     |
+------------------------+-------------------------+-------------------------+

_____________________________
| From the Home of the Xeobs \
+------------------------+-------------------------+-------------------------+
| Vaelan's Cube          | Nathanial's Key         | Exit                    |
+------------------------+-------------------------+-------------------------+
| Not sure. Please wait  | = Go into the corridor  | = Go into corridor      |
| for an update.*        | = At the end west       | = At the end west       |
|                        | = 2st way north         | = 2st way north         |
|                        | = plate is boobytrap.   | = Plate = Boobytrap.    |
|                        |   move at the end       |   Move quickly west at  |
|                        |   quickly west to avoid |   the end to avoid it   |
|                        |   it                    | = Go north              |
|                        | = Go north              | = Follow the corridor   |
|                        | = Follow the corridor   | = At T-Crosses north    |
|                        | = At T-crosses north    | = At the end west       |
|                        | = At end west then North| = At the end south      |
|                        | = At very end east      | = Follow the corridor   |
|                        | = At wall 1 south then  |   and ignore all doors  |
|                        |   East                  | = Open lock at the end  |
|                        | = At wall 1 south then  |   with the Xeob key     |
|                        |   East                  | = Go north upstairs     |
|                        | = 1st way north         |                         |
|                        | = At wall 1 east then N |                         |
|                        | = Go West               |                         |
|                        | = Press north button    |                         |
|                        | = Go west               |                         |
+------------------------+-------------------------+-------------------------+
* = Somebody wrote me telling that Vaelan's Cube is dropped at the Xeob's 
    home, after getting your prize for killing the Knowles. I have not yet been
    able to confirm that though.
    

+---------------------------------------------------------------------------+
| Castle Cimmeria                                                | IDXCP000 |
+---------------------------------------------------------------------------+
Objective: Find and cure king Richard 
           Find and kill Scotia
           In that order
           
This level has two tasks which need to be done in order. As long as King Richard
has not been cured you cannot defeat Scotia no matter how strong you are.

I divide this section in two task, but since the levels are pretty big, I'll 
also divide the tasks into the levels.

TASK A: IDXCP0A0: Find and Cure King Richard

IDXCP0A1: Level 1 (Task A)
Enemies:  Ghost Cabal Warrior, Flying Axes

In order to defeat the Ghost Cabal Warriors use Vaelan's Cube. They'll be 
destroyed instantly.

= Go west
= First way north
= First way east
= Open the door and close it behind you
= Open the next door and find a crystal ball. Examine it and you'll see that
  Dawn is imprisoned in it.
= Use the Diamond from the dungeons on it and Dawn will be free.
  (She'll say she join you later, but that won't happen. That idea was dropped
  before the game release).
= Leave this room and go back to the corridor
= Go south there
= When you hit the wall go west
= At the end north
= At the end east
= Flip the first lever on the south and go north
= Enter the room and go all the way north
= At the end a pit will appear behind you. Press the west button to remove it
= Press the north button (only after pressing the west one)
= Take the cobra figurine from the east niche
= Go south and leave the room
= Go east
= Around the corner south
= When you hit the wall east
= Last way north
= When you hit the wall west
= Take the second door south (press the button twice to open it)
= Press the south button and a teleporter appears. Step into it
= Take the door west
= Through the door 1 step north and continue west
= At the end one step north and go west
= Open the door and go west to get into the "WHOA-Field".


THE WHOA-FIELD
= Keep going west and your map will disappear and your compass will be broken
= Keep going west until you are warped into a big field

Now the object is to weight four plates to obtain the Dragon Figurine and to 
find the door to level 2. This is quite a task and will not be easy to write
down in this FAQ, even impossible. One wrong click and the FAQ won't help you
any more. Just find the four plates and put something on it you no longer need
Make sure you don't fall into a pit. You'll end up in the Dungeons (of the
Knowles and the Xeobs) and without the automap it's very hard to find your
way out.

= When the last plate has been weighted you should be standing in front of
  an alcove. Move forward into it.
= At the end press the button in front of you then the button left of you
= A niche should open with a Dragon Figurine. Take it.
= Move out of this corridor to the field
= At soon as you're standing on the plate go left
= Move forward and you'll spin around
= Turn right
= One step forward
= Turn left
= Move forward (wall is an illusion)
= Go upstairs (You'll get your map back in the process and your compass will
  be fixed again).
  
  
IDXCP0A2: Level 2 (TASK A)
Enemies: Wheel Beast, and something that can stun you.

= Go west
= Set the switch quickly and move one west and one north to avoid the fireball
= Continue west
= go through the door north at the end
= Take the way north
= Around the corner east
= Step on the plate and the wall will disappear
= Proceed east and the way will close behind you
= At the end south
= At the end east
= At the end one step south and proceed east
= At the end one step north and proceed east
= Around the corner south then east
= Around the corner north
= When you hit the wall go east
= Around the corner north
= Open the door and proceed east
= Pick the lock at the end and enter the room south
= Press the button on the south wall
= Get the Unicorn figurine from the niche
= Leave the room and proceed north
= When you hit the wall one step west and proceed north
= Around the corner west
= At the end one step south the proceed west
= At the very end north
= You get into a corridor with three doors. Take the most east one
= Open the north door and go through it
= Go east, around the corner north
= Don't step on the plate (it's a trap), put something on the plate, wait for
  the trap to activate then proceed north.
= Throw something to the west you no longer need and do one step south
= Wait for the trap to activate then go into the north corridor and proceed west
= Use the switch on the south wall at the end to remove the wall and proceed
  west
= At the end activate the south door to open the north door
= Go north
= Press the button on the west wall at the end
= Proceed west (a booby trap will activate (alas)
= Press the button on the east wall in the north alcove
= Remove the Adder key from the west niche in the south alcove.
= Go back to the corridor through the door
= Activate the north door to open the south door and go south
= Take the south door
= In the corridor go west (Watch out for the boobytrap)
= When you hit the wall one north and proceed west
= First way south
= Proceed west (watch out for the boobytrap)
= At the end go south
= At the end east
= Go south
= First way east
= Around the corner south
= Go through the door and enter the room behind it
= Remove the Noir key from the niche and go back into the corridor north then
  west
= At the end north
= At the end one west then north
= At the end east
= First way south (There's a fireball boobytrap)
= When you reach the wall (with fireball thrower) head east, then south
= IGNORE THE BUTTON ON THE SOUTH WALL!
= Press the button on the west wall and go east

When you reach the door you may see that King Richard is behind it when you 
ask for the map. Leave him be for now. As long as you don't have all figurines
(of which you should now have 3 out of 4) there's no way to save him. Cut short
we have to come back for him later. (So keep the door closed for now)

= Go into the south alcove
= Press the east button and the wall will disppear. 
= Go South
= Open the door at the end of the corridor and go east
= Throw an item over the pit at the east and it'll hit the button creating a
  teleporter to the south
= Step in that teleporter (the pit in front of it is an illusion)
= Remove the carrion key from the niche.
= You can leave an item behind on the pressure plate to remove the illusion pit
  in front of the teleporter in which you came. 
= Jump into the pit on your way (sorry, no other way out)

(LEVEL 1)
= Make one step south and you'll be in the middle of the WHOA-Field.
= Make your way back to the second level (easier now that you can keep your
  map here)

(LEVEL 2)
= Make your way to the pressure plate which makes the east wall disappear and
  proceed east
= At the end south
= At the end east
= At the end one step south and proceed east
= At the end one step north and proceed east
= Around the corner south then east
= Around the corner north
= When you hit the wall go east
= Around the corner north
= Open the door and proceed east
= Pick the lock at the end and enter the room south
= Press the button on the south wall
= Get the Unicorn figurine from the niche
= Leave the room and proceed north
= When you hit the wall one step west and proceed north
= Around the corner west
= At the end one step south the proceed west
= At the very end north
= You get into a corridor with three doors. Take the most east one
= Open the north door and go through it
= Go west
= Open the north lock with the Noir Key
= Activate the switch beside the door south of the lock
= Enter the small room and press the eat button (you'll be teleported)
= Open the east door
= Continue the way east and open the door south at the end
= Go upstairs to level 3

IDXCP0A3: Level 3 (TASK A)
Enemies:  Gigantic Toad

TWO VERY IMPORTANT WARNINGS ABOUT THIS LEVEL!!!!
First, it is already possible to challenge Scotia who can be found on this very
level. However as long as Richard has NOT been cured, there is NO WAY TO KILL
SCOTIA. When you meet her you cannot leave the area either, so cut short, if you
meet Scotia now you are just dead.

Second, items you throw on this level are very likely to be lost FOREVER!!! They
may just disappear. As a programmer I can tell you why that is. The engine uses
a buffer for all items that fly. That is, fireballs and other flying objects 
which the game throws at you as you trigger boobytraps, and that also includes
items that are thrown. This level contains a meganism that throws fireballs like
crazy in a very short interval. And that from many directions. And once 
triggered this will go on forever. Result, the buffer has far too many objects
to process. When there are more flying objects than the memory can take the 
engine just removes that object from play to prevent the game from crashing.
Alas this does not just include boobytrap objects, but items you throw as well
which apparantly use the same buffer.


Next, when you proceed forward Scotia will lock you in. You cannot leave this
level any more by stairs, but there are pits and you can use those to go back
to level 2 in stead once you're done here (for the time being).

Also when you arrive at this level the compass will break. Alas this time the
damage to it is permanent, and there's no way to fix that compass. I'll still
be talking into north, east, west and south, but if you are unsure about your
direction use the map. It's still acurate :)

= After Scotia locked you in, one step forward and go east
= Just before you hit the wall go into the corridor south
= When you see an alcove with a pit in it, examine the wall south of it and
  press the switch. The wall will disapear releaving a new switch. Press that
  one two
= Go back east and go north as soon as you hit the wall
= When you hit the wall 1 eas, one north, 2 east and follow the corridor. (open
  the door on the way and continue)
  
THE SUM MUST BE CORRECT!
= From the sign with this text go south (if there's no passage, read the passage
  above on how to open it).
= Press the switches on both the east and west side of the room you get in and
  a niche will open.
= Take the humanoid figurine from the niche and put an item you no longer need
  in the niche. Also when you gave Dawn's key to the Fake Dawn in Yvel forest
  you can find that key back in this niche.
= Press one of the buttons and the passage north will open. 
= Go north and follow the corridor
= When you reach the acid drops go into the way west
= When you hit the wall 1 step south 1 west and go into the corridor west
= Jump into the pit at the west alcove.




IDXCPRA2: Level 2 (TASK A) (All preperations done. Let's cure King Richard)
Enemies: Wheel Beast, and something that can stun you.

= You should have the location where Richard is on your map. Let's go there.
= Open the door to Richard with the Carrion Key
= Go to Richard
= There are platforms around his shroud. Examine the one in the sunlight
= Place the cobra figurine here and press "exit"
= Now a second platform is lit. Examine it
= Place the humanoid figurine here
= Place the dragon figurine on the next one
= Place the unicorn figurine on the last one

Now we can place the keys of the counsel to dispell the shroud.
= Place Dawn's key in the upperleft corner
= Place Geron's key in the upper right corner
= Place Nathanial's key in the bottom left corner
= Place Paulson's key in the bottom right corner

= Now apply the Elixr (Crucible of Faith to him)

This will cure King Richard. He'll give you the Shard of Truth. You need that
item later to kill Scotia. If you want you can give the king a weapon, but I 
do not know if it makes much diffrence. The king has been saved. Leave here and
go after Scotia.


TASK B: IDXCP0B0: Find and kill Scotia

IDXCP0B2: Level 2 (TASK B)
Enemies: Wheel Beast, and something that can stun you.

Find your way back to level 3 and go upstairs. You should know the way by now
especially with your compass.

IDXCP0B3: Level 3 (TASK B)
Enemies: Gigantic Toad, Scotia (Boss)

IMPORTANT NOTE! IF YOU DIDN'T SAVE THE KING YET YOU ARE READING THE WRONG 
SECTION! READ THE SECTION ABOVE FIRST, OR YOU'D BE WALKING INTO YOUR DOOM!

= Go east
= When you come at a corridor go south and a mechanism will start that will
  throw lasers and fireballs like crazy.
= Use a 4th level Freeze to keep the fireballs out of the small corridor and
  enter it.
= Press the north button to open the south niche.
= Get the gold key from it.
= Proceed west and go north until you hit the wall
= Go west
= When you hit the wall one step south and continue west
= At the very end go through the south door
= You see signs with "Leave ... here". Do so and a niche will open to the south
  (You can reclaim your items, so don't worry)
  (Note! Shooting weapons oddly do not count as weapons in this puzzle)
= Remove the key from the niche, reclaim your items if you want them and leave
  this room north
= To steps east and go north (There are boobytraps)
= Go west
= Follow the corridor until you meet a monster. Kill it (Mist of doom works
  well)
= From there go north till you hit  the wall
= One step east and continue north
= At the end one step east and continue north
= At the end go east
= When you hit the wall one step south and go east
= When you hit the wall one step north and go east
= First way south
= First way west
= At the end south
= Open the chest with the dull key (lockpicks won't work) and take the silver
  key from the chest

= Go back to the entrance of this level (There's a lone square on the map. When
  you stand against the wall immediatly south of it you are at the position I
  want you to be).

= From there go west and take the first way north
= Open the door and enter the room

= Press the button on the north wall to reveal a door
= To unlock the door use the silver key on the lock west of it and the gold key
  on the door to the right of it.
= Open the door

Okay, before you enter. If there's anything left to do, do it now, once you're
through this door, you cannot leave any more for the rest of the game.
(an extra savegame at this spot won't hurt)

= Go to the west door,when you ask for the map you can see that Scotia is 
  behind it, so don't open it yet.
= Rest if your HP and MP isn't full and combine the Ruby Of Truth with the Shard
  of Truth and you'll receive The Whole Truth.
= After that open the door, and enter to face the evil hag.
_______
| Boss \
+-----------------------------------------------------------------------------+
| Scotia                                                                      |
+-----------------------------------------------------------------------------+
| Difficulty: Medium                                                          |
+-----------------------------------------------------------------------------+
| Scotia will immediatly transform into a big monster. After hitting her      |
| she'll transform again. After three transformations she'll become           |
| invincible and then you practically lost the battle.                        |
|                                                                             |
| To prevent that from happening use The Whole Truth on the moment she        |
| transforms (it doesn't work on any other moment) and Scotia's Nether Mask   |
| will be transformed forcing her back into her human form.                   |
|                                                                             |
| Now I often used two or three guardians and she's dead. Easy huh.           |
+-----------------------------------------------------------------------------+

After this battle the game is over....

CONGRATULATIONS YOU HAVE COMPLETED LANDS OF LORE: THE THRONE OF CHAOS!

+----------------------------------------------------------------------------+
| The Elixir of Tibal                                             | IDXD0000 |
+----------------------------------------------------------------------------+
For those who only seek the ingredients for the Elixir to cure King Richard.

The white tower the Draracle mentions is the white tower you'll get to in the
game. On Altar de Blanca (on level 1) you can create the Elixir if you got the
Crucible of Faith (which you get if you completed the tower).

The ingredients are in riddles, so here I'll sum up what all the ingredients 
are:


- Butcher the Creature whose Flesh has never lived.
= A Bloodstone. One can be dropped if you defeat the living rocks on level 4 of
  the Urbish Mines. (The ones on level 3 won't count).
  
- You must see the Sweetness of your Enemy
= Giant Hornet Honey. There are serveral nests in Upper Opinwood. Use an empty
  flask on it to get it.
  
- The Third Ingredient must be collected from the Deadly Depts
= Swamp water. In the Gorhka swamp you can get it by using a flask on a pit.
  (The swamp may not be frozen at the time)
  
- Lastly you need powers taken from the heart of your mother
= Earth Powder. You can get it from Sadie in Yvel. It's free if you brought 
  Lora to the Draracle. (I don't know what she charges otherwise).
  Before Sadie will understand that you want Earth power you must have shown
  the Draracle's recipe to either Geron (in Yvel) or Dawn (in Opinwood).
  
And that covers the Elixir.

+----------------------------------------------------------------------------+
| A few things to point out (Q&A style)                           | IDXE0000 |
+----------------------------------------------------------------------------+
These aren't question I've been asked, but more questions I could expect to be
asked. So here I answer them at forehand. :)

Q: Is there a way to prevent Scotia from destroying Gladstone
A: No

Q: What's the password to the keep?
A: Check your manual. It's part of the copyprotection.
   (CD-ROM players will never be asked for that)
   
Q: What is the word of faith?
A: Same answer as previous question

Q: What's the deal with that beggar in Opinwood
A: If you give him 5 crowns you can show him the Draracles recipe for a clue 
   in how to make the Elixir. This beggar will later move to Yvel where you 
   find him in Bruno's lodge (the pub). If you gave him 5 crows in Opinwood
   he'll give you a whispercloak. If you didn't give him money before he'll
   sell it to you for a very high price. Not that the cloak is worth it though
   
Q: Is there a spell named "Hand Of Fate"?
A: Yes. It's hidden in Yvel. In the east of town you can remove the planks
   blocking a door, by clicking on it a few times. If you keep that up long
   enough the door will open. Behind it is the scroll for Hand Of Fate.
   
Q: How can I defeat the ghots in the White Tower?
A: Use Valean's Cube and they'll be destroyed instantly

Q: I already used the second cube to open the way to Yvel. Can I still take on 
   the ghosts?
A: In my humble opinion. No! Not only are they invulnerable to weapons and most
   spells (or it takes too long to kill them before they kill you). They kill 
   you very extremely quickly. 
   Now the Emerald Blade is meant to kill them. It does harm them more than 
   other weapons would, that's true, but still that blade has proven itself
   ineffective to me. They still kill you quicker than you can kill them.
   
Q: I have the Crucible of Faith. Can I now use Vealen's Cube safely to destroy
   the barrier?
A: Yes. You do not need to fight ghosts any more.

Q: Is that dagger Victor sells for 3000 crowns worth its money?
A: No. Don't buy it. Other weapons are much better, and once you have it you 
   cannot sell it. Not even to Victor.
   
Q: Is there any way to get my Rogue skills up?
A: Yes. You can do that by using shooting weapons or throwing things. Throwing
   your inventory all the way through a mission makes the mission take longer,
   but makes you rogue skill go up.
   By equipping a Jade Necklace and the Great Axe "Master" your rogue level
   will also increase by one.
   
Q: Can I live without those rogue levels?
A: You can, but some chests in the final parts of the game, will simply not 
   budge when your rogue level is lower than 4.
   
Q: Does it matter to whom I sell my stuff?
A: Yes! One gives more for an item than another. The one who sold you a weapon
   in the first place will always give you the same ammount for it as what you
   paid to buy it (only exception is the jewelled dagger from Victor in Yvel),
   others will always pay less. When you have shooting weapons then always 
   sell them to a fletcher (there's one in the Gorkha swamp and in Yvel). 
   They'll pay you twice the price other merchants would pay.
   
Q: What are the best weapons and where can I get them?
A: The very best is the Great Sword "Justice" you can buy that one from Victor
   in Yvel.
   The second best is the Great Sword "Doom", you can find it in Castle Cimmeria
   Level 1. There are doors you can throw a rock through. Behind one of them
   is a wall with sword decoration. Click on it and you'll receive the sword.
   The third best is the Great Sword "Trouble" which will be dropped by Queen
   Jana (White Tower Level 1) when you kill her.


Q: Is Dawn the princess? In other words, king Richard's daughter?
A: The game never gives a straight answer to that. Dawn appears to be very
   close to the king in some sort of way, and the fact that the old man in Yvel
   even says "Scotia hates King Richard and his little Dawn too", really gives
   the impression that Dawn could be his daughter. In Lands Of Lore III, the
   question is finally answered. King Richard never had any children. Well, with
   that said, it's impossible for Dawn to be his daughter. If there is actually
   any other relation between Richard and Dawn is yet unknown to me, but I take
   it she's just a council member.
   
Q: Is it true that in Lands Of Lore II you are the son of Scotia?
A: Yes. Lands Of Lore 2 makes that very clear from the very beginning of the 
   game.
   
   
+----------------------------------------------------------------------------+
| The Lora Bug                                                    | IDXF0000 |
+----------------------------------------------------------------------------+
Recently I received the following mail from DreamWaIker.
I decided to add that mail into this FAQ:

Hey, I found a small glitch in Lands of Lore, so I google searched it,
and it doesn't seem that anyone else has mentioned it.  Seeing as your
guide is the only full guide for the game on GameFAQs, I figured I'd
email you about it.
 
When you first fall down to Level 2, if you don't enter the Pod Room
before falling down to the other part of Level 2, then you're not
supposed to have a chance at getting Lora anymore.
 
But after you meet the Draracle and get back to level one, the next
time you fall down one of those pits to Level 2 (near the Pod Room
entrance), the passage to the Pod Room will stay open for 1 or 2
seconds.  If you choose to fall down the pit which will land you
closest to that passage, you can run into the room before the wall
fills in.
 
Then you can get Lora to join your party like normal, and exit the Pod
Room (at which point your characters will get hurt again for some
reason) and walk out of the wall and up the ladder.  You may then keep
Lora in your party when you go to Opinwood.  Moreover, there's no way
to get back to the Draracle, so if you do free Lora after meeting him,
then there's no way to not bring her to Opinwood with you anymore.
 
Unfortunately, I have not found a way to get beyond Scotia's Barrier
in Upper Opinwood.  It requires a Vealen's Cube, which can only be
obtained from Paulson's stash (if you talked to Dawn in Opinwood
before Paulson joins your party) or from Dawn (if you did not talk to
Dawn in Opinwood before Paulson joins your party).  To get to
Paulson's stash, you must press a button which only appears when
Paulson is in your party.  The problem, of course, is that the game
freezes when a 4th member tries to join the party, and there does not
appear to be a way around this.
 
Just thought you might want to make note of this in your guide.  My
GameFAQs name is DreamwaIker, but I don't really care if I'm credited
or not.
 
Oh.. one more thing.  Lora did say something about the poisonous gas
in the swamp, but I didn't have the sound on, so I don't know if this
was something programmed for her, or if it was Paulson's voice.
That's the only thing I recall her saying, other than the standard
"This lock cannot be picked." stuff.
   
   
+---------------------------------------------------------------------------+
| Copyrights and Permissions                                     | IDXZ0000 |
+---------------------------------------------------------------------------+
This FAQ is written and copyrighted by Jeroen P. Broks (aka Tricky)
This FAQ has not been officially authorized by SquareSoft
nor to any other party related to Final Fantasy X

You are allowed to:
   = Read, Download and use this FAQ for personal purposes
   = Copy it to personal friends
   = Print this FAQ for your own purposes
   = Translate this FAQ, but only with my permission!

You are NOT allowed to:
   = Modify this FAQ. Not even one single byte
   = Copy portions of this FAQ and put it into your FAQ without permission
   = Post this FAQ on your website unless your site is listed below or
     I granted you permission
   = Sell portions of this FAQ

Some requirements that have to fit if you want permission to host my work
   = Your site must be a game site. Fan sites will only get permission if
     a certain level of profesionalism is seen, which will be for me to
     judge. Personal websites will NOT get permission!
   = I'll check your site with McAfee Site Advisor. Your site must
     a green mark. When your site is yellow or red I'll always deny
     permission. Grey sites will have to wait until they got their
     official rating
   = Your site must be free of pop-ups. The page containing the FAQ may
     have a top banner, but the FAQ itself MUST be free of any sort of
     sort of advertising.
   = My FAQ must be accessible free of charge and may not require
     membership
   = The FAQ may not be modified. A few top HTML tags and showing the
     with <pre> is allowed if it comes from a php or sort-like script
   = No showing my FAQ in flash or semiliar stuff. Plain text!!
   = When I see porn on your site, my FAQ may not be there!

Sites with permission to host my work:
   = Any site currently administrated by me
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Sites banned from hosting any of my FAQs:
   = Neoseeker            http://www.neoseeker.com

+---------------------------------------------------------------------------+
| Contacting me                                                  | IDXZ0001 |
+---------------------------------------------------------------------------+
There are two ways of contacting me!

If you have a question regarding the game go to http://go.to/questions
You'll get on my Q&A list where I publicly answer all questions you may
have. All games I know well enough to answer questions about are listed
there

If you have questions regarding me or the FAQ itself, or some remarks
please send an e-mail with [Tric-FAQ] in the subject to tric1975@hotmail.com
Don't forget the [Tric-FAQ] in the subject, since I get such a highload
of spam every day that if you are unlucky your mail could end up being
deleted unread. So NEVER FORGET [Tric-FAQ] in the subject.
So, this way, people shouldn't forget :)

Okay, now for the people who do not know how to send a proper e-mail
(and I've received a lot of rude ones in the past), here are some types
of mails I will not answer, I might even ban you from mailing me.
If you plan on writing such crap, you hereby have my reply to it:
(Nearly all examples here are based on mails I really got in the past

Mail:   You know nothing of Final Fantasy X
Reply:  Indeed, that's why I wrote a FAQ on it!
        You also got something INTELLIGENT to say?

Mail:   Fix your English!
Reply:  if I spoke my own language you probably couldn't read it
        at all.

Mail:   Not to be rude, but your list doesn't cover even half of
        what it should cover
Reply:  Such mails are worthless unless you give me the items I
        should add. I'l even credit you for your trouble

Mail:   Hadsdajdkaskldandiwjoiudaojiwoidjowaijdw!
Reply:  Me not understand! I only speak English and Dutch
        I will accept German, but I'll reply in English

Mail:   Your boss strategy doesn't work, dick!
Reply:  Then send me yours, dick!

Mail:   Some bosses you brand hard are easy. Some gamer you are!
Reply:  On paper one's always more careful than in reality!

Mail:   You suck in levelling up!
Reply:  You need to level up? Some gamer you are!
        There are two things I hate. Wasting time and cheating
        Constant levelling up falls in both categories in my
        humble opionion

Okay that's the kind of mail I don't wish to get, and which I already replied
to by now. 
I do understand that you don't agree with me on some points, or
that I forgot the cover parts. I'm human, errors are as much my
nature as they are yours. If you find some, mail me in a civil way
and I will update my FAQ and credit you for your trouble. That's
the way I work. No need to get offensive, is there?

That all said I hope you enjoyed my FAQ

(c) Copyright Jeroen Petrus Broks, 2009