Lands of Lore 3 чит-файл №2

AUTHOR: GARR

The game requires a large virtual memory (about 150 MB or larger.) If Windows
is not managing virtual memory, or you don't have the limit set high enough,
the game crashes after loading DISC 2 and higher. While playing in the easy
mode, a few things in this walkthrough might not happen.

You don't have to join any of the 4 guilds, but it's more difficult completing
the game. Of the four; Iron Ring, Finch, Talamari, Bacchanal (mostly
thieving), Finch is the best all around if you only want to join a single
guild. Although it's generally healers and clerics, they do enjoy a good brawl
if necessary. These guys are about equal at defense and offense.

There's 3 quests for each guild you join and you get credit for each one
completed, though all of them aren't necessary. The latter part of this little
guide will list each guild and it's quests, to clarify what you might have
missed in the main part of this walkthrough. The game is so immense, it's
absolutely impossible to get everything along the way, nor is it really
necessary. The outcome or solution depends on your choices or ways of doing
something.

TIP: join the Iron Ring and the Finch guilds because they greatly compliment
each others abilities. Also, acquire the services of the Familiar Greselda
from the Talamari, but DON'T join that guild. The more guilds you join, your
progress is greatly slowed.

BEGINING.

After an attack, you're left a bit disoriented. Go forward and pick up a
backpack. Turn slightly left and continue forward into a darkly overgrown
tunnel. Lots of spiders around and you should try and destroy all cocoons.
Continue around and into another tunnel (near the entrance.) Get a rusty
knife, from a low ledge, and equip it. Up on the ledge and to the left, get
your journal. Go back down to the waterfall. Get on the ledge to the left and
jump up into the waterfall.

Hit keyboard Tab to access your map and see there's a small alcove to your
right. Approach it. Carefully move the cursor around, till it turns to a hand,
and get a lorestone. Get down from the waterfall and go to a small alcove
(crouch to go in.) From a chest get a fire crystal. Go back out, get on the
low ledge where the knife was and work your way up to a web covered opening.
SAVE! Cut the webs twice, quickly start slashing to destroy a big spider.
Click its corpse to get a ball of silk.

Slowly continue forward to a tree, on the left with a knothole, and get a
compass from it. Go 1 or 2 more steps and on the right, get a bag of rations
from another knothole. Slowly continue forward till you see a small pine tree.
On the left side is another knothole, try to see it before you get to it. Get
an ancient stone from the knothole. Going past the pine tree starts a movie
involving Dawn. You end up with a scroll describing some characters.

You're outside the guild and the doors behind you are locked. Step toward the
big revolving sword and turn around. On the right side of the steps is a rock,
and on the left is a Geldenberry. You can get the berries from an orchard in
the Gladstone Woods or from a Farmer. Turn back around. In the alcove, beneath
the revolving sword, there are a few coins on the left side. Either of the 2
openings take you to a courtyard and you encounter Dash who recommends that
you join the less reputable guild.

Along your travels, smash all barrels if you can. After Dash leaves, when you
see 3 signs. Follow the one pointing to the right. As you go along, there's
some double doors on the left that leads to the Finch guild. Go through. To
the right of some stairs, talk to Boris. Move the cursor over him and click,
when it's the money icon, to give him a coin of pledge. He tells you to get
some meat from a wild boar in the woods. You gain the lesser heal spell. Place
it in the leftmost of the bottom 5 slots of the screen.

Go east, back out the sliding door. Go back towards the Keep and across the
courtyard, to the other 2 signs, and toward the magicians and fighters guilds.
Go NE toward some long stairs. Before going up, look behind bushes on the left
for a few coins. Go part way up the stairs, there's a few coins on the right
side. Continue to the top. In an alcove to the right, bust all the barrels and
get a Flashpot, Aloe leaf, and a biscuit.

In another alcove to the left are more barrels and some goodies. Continue
through the next opening. A grand structure beyond the corridor is the
Talamari magicians. Nearing the steps, Sioned invites you to join. DON'T do
so, since you've already joined Finch and next you'll be joining the Iron Ring
guild.

If you had joined, Sioned would have told you to get something from a portal
in the woods, and would have given you a crystal to put the item in. You would
also have gotten the lesser spark spell.

Look at the signs and go in the direction of the arrow to the fighters guild.
Along the way, there's lots of barrels to smash. Go through another small
opening and corridor to a magnificent building, the Iron Ring guild. Talk to
Celerian. When he offers membership, move your cursor on him and click the
automatic money icon on him to join. You get a key to the warehouse in the
woods, and you're instructed to get rid of wharf rats.

Joining the fighters also gets you a dagger and shield. Facing the Iron Ring
guild steps, go left along the stone path. Go down some stairs and open a
grate. This would be a good place to mark on the auto map. While out in the
woods and beyond, get in the habit of marking spots on the map, if they're not
automatically marked.

Enter the sewers. SAVE! Dash wants to play follow the leader and if you can
find him, you can join the thieves. In the sewers, you really shouldn't stop
and fight anyone. Beyond a grate that Dash opens, go right and down a hallway
and try to avoid any roaches. On reaching a wall, turn right and continue to
the next wall and turn left.

Go to the end and turn right. The first left should be marked with a
circle/key, take it to the end and turn left. Take a right to a 4-way
intersection. Go on through, follow marks to end. Turn left and continue to
second right. Continue and to the thieves Bacchanal on the left. Talk to Jadin
who offers the service of Syruss (ferret?) DON'T accept. You DON'T want to
join either because you're already pledged to Iron Ring and Finch.

Had you joined the Bacchanal (requires 2 coins), your first task is steal a
dagger (what about the one in front of you?) Joining the thieves gets you lock
pick, steal and backstab skills.

When you're done at the Thieves guild, you must return to upper Gladstone by
way of the path that brought you here; return south to first left, go east to
end and turn right, go to 4-way intersection and straight through, turn left
then a quick right, continue south to next right, go west to end, go south to
end and face east. There's 2 wall switches. Push the left switch, go through
the doorway and up the ladder. Return to the Talamari guild and go inside.

Sign the book to acquire the tiny Greselda for a companion. Behind Sioned,
there's several aloe leaves you can safely pick up. Back outside, return to
the semi-circular courtyard area in front of the Keep and walk to the gated
area just south of the signs and speak to the guard. The door leads to Upper
Gladstone's dungeon, but you don't want to go there at this time. Move the
switch next to the guard and go through the gate to the forest.

After the loading sequence, on the left go behind several boxes and kill the
small pig. Get the porkchop. As you enter the woods outside upper Gladstone,
one or two wild Boars might attack. Kill them, then click on them to get a
porkchop from each body. Remember, porkchops are what the Finch Cleric guild
wants (your first Finch quest) to officially induct you into their guild. Any
additional meat you get can be kept in inventory as food, except for the
rotten kind.

On the right, near a pile of cut wood, get the Axe and equip it as your melee
weapon. It's the best you have so far. Keep a lookout for knotholes in trees
as you go along. Continue to the woods beyond this open area. Kill any wild
boars that attack (their grunts and rambling in the underbrush usually give
warning.) Since you've pledged to the Iron Ring, continue SE, then slightly E
to a 3-way intersection and 2 signs. Mark this spot on map as "T".

Turn right and follow the ship sign to a wooden wall. Follow it to a door.
Since you've accepted this assignment from the Iron Ring guild, your cursor
will change to a key. Unlock the door and enter the warehouse and docks area.
You can easily kill most of the ordinary rats. Keep check on your map and
check out all doors and rooms. In one room, there's a crossbow inside a large
crate.

Near the rear part of the warehouse are a couple of Wharf Rats. Close the door
so they can't get out. After killing them, search the bodies and get coins
from one of them. This completes the first Iron Ring trial. Return to the
woods and T intersection. There's likely to be several wild boars on your
return trip. Since the Iron Ring and Finch quests are complete, return to
those guilds in Gladstone to become a real member and get your next quests.
Also you need to get Familiar Griselda from the Talamari by signing the book
there if you haven't done so already.

While at the guilds, look around at things to buy. At the Finch guild, after
checking a room down each of the 2 side stairways, underneath the stairs
there's a room with lots of spells. You eventually want to purchase the
Greatbow Shift and Magical Armor. If you have a cheat program, you can have
lots of money early on. If not, you might have to wait till you find many
thousands of coins in a desert area. It's a good idea to find the portal in
the next paragraph anyway, as you'll be in that area later on.

Had you joined Talamari, you would go left at the 3-way intersection and
continue mostly straight , avoiding side paths. Keep looking right and take
the first right side path at a split. As you near the portal, there'll be
ground tremors. There's lava pools and 2 big hills. Go up the left one, being
careful not to fall from the tremors. At the top is a green sphere, the
portal. Use Sioned's crystal shard on the portal and quickly back away. Head
back to Gladstone.

Now that you are official in your guild or guilds, go back through Gladstone
woods. Keep checking the map and go NE, SW, S, then due SE, NE and south to
the intersection. Go left (NE) then a long way due east making minor direction
changes following the main path. You eventually find the Draracle's Cave.
Enter and check the map to see you're at the extreme south.

NOTE: during your exploring of the Draracle's Cave, you'll come to a river
with a long wooden bridge. To the right, before crossing, is a small room with
a colorful mural and a button on each of the four sides. Each button costs
25000. When you can afford all four buttons, there's a huge cache of items
behind the mural. It's well worth the 100,000. Notably the Greater Bezoar Ring
and scads of other stuff.

Once you have the lightning spell, you can take out all the skeletons in the
river with 2 or 3 blasts. Down the north side of the bridge on the far side,
you can get in the water, but not for too long. All the water skeletons have
coins. On that same side, near where you entered the water, is a ladder to
climb out of the water.

Work your way north to a large chamber. Go due NE and N to a wooden door. Go
through to see 3 Orcs moving around in the water. Go to the other side and
talk to the Orc standing up. The Orcs complain about the Draracle's answers
not making sense. After the conversation, go through the north door and
continue through the cave. The spiders and possible roaches are larger here.
You can fight a few to increase your experience levels.

Go through some more doors and eventually see some skeletal guardians. Go on
past them and past some tar pools. Go through another door to a large lava
pool. There's some stuff around the walkway you can get if you want. On the
other side go through a big door and down a narrow hallway through doors to
the Draracle's chamber. You meet Jakel who eventually gets you an audience
with the Draracle. After Jakel leaves, approach the large red curtain.

Listen to the Draracle, but Jakel is actually pretending to be the boss and
asks you to keep it a secret. After talking, go out and walk through the
bright glowing portal, transporting to Gladstone Woods.

From the Draracle cave entrance, go due west toward Upper Gladstone, and keep
checking the map to find the third right turn. Continue across a river and
continue due north to an intersection. Continue west, ignoring paths to the
right or left. You eventually find a brightly dressed man Rix, who's full of
himself. After talking, continue forward and take the first left. Continue to
an ordinary gate and enter Lower Gladstone, the poorer section of town.

Just inside to your immediate left, check the sign on the building to see it's
the Blue Deer where you have a room. Go inside, listen to the owner complain,
then give him 50 crowns back-rent. If you don't have enough, go around town
and kill a few of the bandits and get their coins. Make sure to get in close
to them before fighting. Once you've paid up, go upstairs, open the second
door back and enter your room. Store items here that you don't need right
away.

Back outside, explore Lower Gladstone and enter all the buildings possible,
busting barrels to get items. Go back to your room and drop off excess items
if necessary. When you tire of the town, go back through the gate to Gladstone
woods. Go NE to the intersection, go N then W to the farmer and get some
Geldenberries. Go back south to the intersection, then to the far south to the
intersection. East is the Draracle's cave, but go right (due SW) to the next
intersection and go south toward the portal area.

Go up the left side hill of the two and step through the portal. Once through,
step forward so that the portal doesn't pull you back to the woods. Now SAVE
or quick save (F10.) Walk carefully due north and east along the narrow path,
looking slightly down to see in front of you. When the ground shakes, stand
still. Continue and the Draracle eventually shows up. After he disappears,
walk through the portal that appears.

Go through the doors and turn right. Go through the small archway and follow
the hallway. Jakel appears, so talk to him till he leaves. Continue forward
through the gate. The far mirror on the wall is the Shining Path and there's
no glass in it. Walk back out to the corridor and go through the south door.
The Draracle says to follow the path. In the large cavern, follow to a gap in
the path and push a button on the right wall.

Go across the bridge that appears and continue forward as more bridges appear.
Go through another door and down some stairs. At the bottom, step onto the
large mound and teleport to some elevated walkways. Continue forward (S), the
up and around an incline. The Golden Sigil is on a platform surrounded by some
revolving floor sections. Quick Save (F10), the step onto a revolving section.
Walk to the edge that is closest to the Sigil. When you click on it, you
teleport to a large room.

Go around to the opposite door and through it. Continue south through another
door to a long arched bridge. Go across and through another door. As you
approach the edge of a large pool, the Draracle appears again. After he
leaves, go back through his cave and go through the bright portal to return to
Gladstone Woods. Return to Upper Gladstone and check in with your guilds. Buy
some spells at the Finch and Talamari. Also buy good weapons and armor.

Finally, go back out into the woods. Consult the automap and go to the far
south central area. Go back through the portal. Go forward past where the
Draracle was and on past lava pools, along narrow ledges. Near a corner, your
journal flashes. Check it for information on a Fire Elemental. Quick save
(F10), then continue and quickly destroy the Elemental. Continue into a large
cavern and check your journal when it again flashes.

DON'T attack the Fire Beetles and they probably won't attack you (there's too
many anyway.) Check the automap to see two other tunnels leaving the area.
Take the first tunnel on the left and go to the end. Hit the steam vent 2 or 3
times to seal it and experience a tremor. Go back to the Fire Beetle area and
seal the steam vent there. Sealing the 2 vents causes a stone pillar elsewhere
to rise up and down.

Go through the right-hand tunnel to another chamber. A ledge hugs the right
wall. Go up the steps and kill a Lesser Fire Drake. Continue on to the top of
the cavern. Notice the stone pillar going up and down. Quick Save. You have to
jump on the pillar, ride it to the bottom and jump off. Do so now. At the
bottom, go through a large entrance. Cause a large stalactite to fall and seal
a vent. The lava should solidify. Walk across and through a tunnel to another
large cavern.

Here are complex ledges, overhangs and platforms over the lava. Quick save
(F10), then jump to first platform. Continue jumping to the others and get
attacked by another Lesser Fire Drake, quickly destroy it. Continue to a large
platform and another Lesser Fire Drake that doesn't attack. You can destroy it
to have more room though. Look left (west) and notice a ledge around the big
stone tower. Jump to it and start north. You'll come to a break in the ledge.

It's not likely you can jump the gap. You'll probably have to jump to a
platform, then to another, and back to the next ledge. Repeat this routine
till you get across the middle and to the far side of the cavern. Destroy
another Lesser Fire Drake, then Quick Save. Jump to the next tunnel you come
to.

Follow the tunnel and DO NOT harm the Lesser Fire Drake, it will walk away.
Follow it to a large cavern and again don't bother it, or many will attack.
SAVE or Quick Save. To the right of your ledge, there should be a narrow
crevice. Jump over it to a narrow walkway go right, to the end. Get on a
narrow walkway against the left wall. Follow it around till you start up an
incline. Notice the ledge, across the lava, going around another wall. You'll
be back here later.

Continue to some moving walkways and go up them. Notice a sort of stone bridge
going back the other way toward a round shiny object. Go across to find a
Spiked Iron Shield that you might want to exchange for your old one. Return to
the moving walkways and go back down along the ledge against the wall. When
you start down a certain incline, keep checking to the right. On the other
side, there should be a ledge moving away from you.

Directly in line with it, get against the wall and look down so that you can
jump from the very edge. Quick Save! Jump across to the platform and follow
the ledge around, jumping from one ledge to another. Soon there's a tunnel to
the right. Enter it and continue. In the next large area, go left and destroy
a stalactite to bridge the lava behind and to the north.

Go across to next area and notice the flames ahead. Approach and follow a
ledge to the right. As you talk to the giant creature Morphera, in inventory
click on "Follow Player", or just hit F2, to keep the Familiar near, or flames
might destroy it. After talking to Morphera, the flames lower. Continue along
the ledge to the other side and enter a short tunnel. At the end, bear right
and follow along the lava river to the end of the area. Destroy a stalactite
there to cause 2 stone pillars elsewhere to rise up and down.

Return to the area this side of Morphera and get in the water. Wade to where
you can get on the ledge around the stone tower. Go to the top and destroy a
Lesser Fire Drake. On the ledge near the top of the tower, Quick save. You can
jump to the closest of the 2 moving pillars. Ride it up and jump to the tunnel
and follow it to water pools and falls and climb up them. At the end, get
several Dragon Blood vials. Look through the large crack in the wall for a
glimpse of the Dragon City.

Go back down, jump to the moving pillar, then to the central tower. Go down
the ledge to the other moving pillar and Quick save. Jump to it, ride up and
jump to another tunnel. In another open area, a Fire Elemental starts blasting
away. Destroy it and go left, jumping from rock to rock. Be careful of another
Fire Elemental. On the far side, jump to a low shelf and climb the ledge to
the next tunnel. Continue to a large area leading to the Dragon City.

Drop from the path to the area around the city. Destroy some Fire Elemental
before approaching the city. Jump over the lava river and approach the large
doors, and dealing with Fire Beetles along the way. Step on either of 2 large
footprints and the door slowly opens. Destroy more Fire Beetles, ideally all
of them. Continue and open other doors in the same way and combat more
Beetles. You eventually have to destroy 2 Lesser Fire Drakes.

The next set of footprints are at the top of a short ramp. Open the doors
there. The chamber contains 2 Fire beasts that you can destroy with a good
ranged weapon. Continue into the room and open doors to the next tunnel. The
next door is guarded by Fire beasts that you can again destroy with your
ranged attack. Check your automap and zoom it out to see 3 exits across from
where you entered.

Go to a low place in the walkway and get up on it. Go back counterclockwise
and enter the left doors (look carefully for the footprints.) The next tunnel
isn't long. Destroy 2 more Fire beasts with your ranged weapon. Go through the
hallway to a large eye. Head left through the corridor. Open another door to a
big room. Several elevated walkways can be searched, if you need items, but
falling causes death.

Stand at the edge of the platform and it lowers, turn right and get off at the
next level. Move forward to another edge and ride down to bottom, step off to
platform and cross it to the SW. Open door to corridor with ramps that can be
searched but you main concern is straight through the dark corridor where a
door will open. Jump the low edge, enter the room and QUICKLY Quick Save.
Blocks will lower and raise and there's gaps between them.

When you see a block lower, quickly get up against it. When the way is clear,
continue forward in this fashion till you get to another room. There's ramps
you can explore, but a door into the next area is your main concern. There
should be a big volcanic mound. Climb it and get the Firestorm spell. Step to
the center of the mound to teleport back to the large eye area. Turn left and
walk due east to a tomb area with beams and elevators.

Step forward onto the platform and keep facing east going up. At the third
level, step onto another platform. Go through the door to the main tomb area.
Here's another room with beams and elevator. Step forward onto the elevator
and ride up. Get off at third level and enter a chamber with a floating
platform. Quick Save. Jump to it and the next door will open. When they're
fully open, run/jump and run through the doors. There's 3 big eyes here. Stand
between them and ride down, past a door to your left, and get off at a reddish
looking door. Go through it and a curved hallway to another reddish door.

Enter a large cavern, jump over the lava streams and go through a door on the
far side. Go through another hallway to a room with beams and elevators. Go
all the way to the back of the room and ride to the top and step off to the
left. Make an immediate right into the tomb of one of the Dragons. Approach
the tablets and click your spyglass cursor. Your Familiar will translate.

Turn around, go down the walkway and examine the room on the right. Return to
the elevator, ride to the bottom and go forward and back through the 2 reddish
doors and get on the elevator. Face right going up and get on next platform.
Open the light colored door and go forward into the area with columns and take
the next left.

Follow the corridor toward a symbol on the wall, and enter first alcove on
your left. Get a Lifestone and the Stone of the Cobra. Go back toward the
symbol on the wall, get on the elevator and face west. Go up and get off at
another Dragon's tomb. Click your spyglass cursor on the tablets for more
translation. Go back down the elevator, back through the corridor past the
Dragon alcoves and continue due east.

Get on the elevator, go up to top, get off to the left and make a right into a
Dragon's tomb. Again get your Familiar to translate the tablets. Ride the
elevator back down, get off west, then turn right. Get the objects on the
mound if you've missed them. Turn around, cross to the teleporter and use it
to return to the first big eye. Walk down the hallway due south and open the
door and the next one.

Go left (E) to the next room and open the door to a short corridor. You can
destroy 2 Fire Wisps, at the end, with your ranged weapon. Open that door to
an incline and balcony and talk to Morphera again. After talking, turn around
and go back to the large room. Go through the third and final hallway to the
left (S.) You have to get on the ledge where it's low and carefully look for
the footprints.

Two Fire Wisps guard the final door. Then Quick Save. Through the door is a
long narrow tunnel with platforms and deep trenches with lava. Consult the
automap and jump to each platform, Quick saving after each successful jump. At
the big area, elevator, at the end, ride down to the bottom and jump off to
the east. Go through a tunnel to a large room. There's lots of Fire Beetles.
Cross to the other side and go through another tunnel.

You will find more platforms to jump to. Go due south, then SW to another
elevator and jump on. At the bottom, get off due SE and go up a sort of stone
stairway and carefully jump to Morphera's level and talk to her a final time.
Then she attacks. Keep moving around while trying to damage her. At the same
time, destroy the 3 Stalactites to seal off the lava vents. Then when you
destroy Morphera, she can't revive. There's lots of coins and a shard left
behind.

Collect all the coins first, then click on the shard with the golden sigil.
Watch a spectacular whirlpool, as you're transported to the Draracle's place
and the shard is automatically put in the Shining Path. After talking to
Jakel, he opens a different path to the right from where you stand.

Through those corridors are creatures and spells that shoot from the walls. As
you start into the first corridor, there's fireballs that will shoot from the
walls when you step on pressure plates in front of them. Stay close to the
walls, and even crouch some as you go along. At the end, there's another
fireball and an alcove to the right possibly worth investigating. Press a
button to find some items. Go back toward the entrance and take the first left
for some useful items.

Then back at the entrance, the path to the right leads out. Follow it to the
NW corner of the area and turn left (S.) Follow the crooked hallway SE, the
more to the south. At the wall go left and toward a small alcove but don't go
in. Turn left before it and start north. Follow the curve to the right to an
intersection. Mark the small alcove in front on the automap. Explore the left
corridor for some items, then return to the small alcove and push the button
for an exit to level 2 of the maze.

SECOND LEVEL. The roaches here are larger and more aggressive. Stay against
the left wall till you get to a dead end. Press a button here to reveal some
items. Go back toward the ladder and take the first left. At an intersection,
bear right and follow the left wall around 2 corners. You'll be in a long
corridor. Look closely at the left wall and move a wall panel to reveal an
alcove with some items.

Back in the main corridor, just beyond the false wall, press a button to open
the end of the hallway. Go through and bear SW to find another cache of items.
Then follow the right-hand wall toward the next ladder, but don't go up yet.
Bust the left wall and get a Lesser Heal spell if you don't have one. Now go
up the ladder.

THIRD LEVEL. Here, there's big Wharf Rats and several false walls. From the
ladder, there's no floor ahead and to the left. The simplest way across is to
jump at an angle to the far side, from the corner. Another way is to go
opposite from the open floor, get up in a small alcove off the floor, and push
twice on a button beside the raised alcove. Then crouch and jump out to the
floor from the right hand corner.

Then go north, west, and north to a wall button for more items in the west
wall. Then face south where you first climbed up. Go south and slightly west,
past a bright wall, through a winding corridor to a dead end. Click your hand
cursor on the west wall to open it. Step in and move the north wall. In the
extreme SW, push a button in a dark corner. Make a quick right, left, and
another right. Continue and take the next right, then a left at the next
branch. Follow the left wall to the ladder and go up. Turn left and get on a
narrow ledge. Turn right and step out into the next level.

LEVEL FOUR. Skeleton guards and Wharf rats are on this level. From the ladder,
go east along the wall. There's a pressure plate near the red fruit, and an
arrow trap at the east end of the hallway. Work your way to the extreme NE
area of the map and start west. At the first left corridor, go south to the
next left (E) and go a short way to an item cache.

Go back out to the north/south corridor and go north to wall and continue W,
N, W, and south to a room with narrow walkways crossing over a missing floor.
Carefully cross over and bear right to a short alcove and press a button
there. This opens the way to the exit. Go east past the narrow walkways,
following the right wall till you reach a right/left turn. Turn right and go
S, W, N, W, S, W picking up a Lesser Light spell on the way. Go south again
and up a ladder to a different area of Gladstone Woods.

Consult the automap to see where you are in relation to the Guilds and the
Keep. Start south, ignoring turns left and right. The second left turn goes to
the Frozen Wastes, where you'll go after first reporting in to Upper
Gladstone. Cross the river and go straight ahead. Continue till you pass the
path to the Draracle's cave. While constantly checking the map, you'll
eventually find the way back to Upper Gladstone.

Just inside the gate where the guard is, go left of the guild that has 2
lanterns. Check with your guilds and look around for anything useful. Then go
to the area with the big revolving sword and enter the Keep. Samuel greets
you. Talk to him, then continue through the main doors. There's a fountain and
2 doors to the right. Go through the first door on your right. Nathaniel is in
charge of this small room and you can sell items and buy also.

Exit and enter the other door to the right of the fountain. Victoria runs the
smithy. Talk to her. Leave and enter the door just left of the fountain. At
the intersection, go right and enter the Chapel. Go to the far end and turn
left. Get the Damage Shield spell if you don't have one. Exit the Chapel and
turn left in the hallway. Enter the next door to the dining room. Other than
easy mode, carefully examine the portrait that seems a bit out of place.

Enter the hidden door to the kitchen. Go through the inner door to the stock
room. If you are low on edible items, you can click on the hanging meat a few
times to replenish your supplies. Return to the Chapel entry and go through
the west door to a stairway. Go to the top, step forward, turn right and go
talk to Luther (LOL2.) He gives you Thohan's Great sword. Replace your old
melee weapon with it for a huge increase in melee power.

Leave the balcony and go to the right down a short hallway. Behind the table,
pick up a Lesser blades spell if you don't have one. At the bottom of the
stairs, return to the hallway outside the Chapel's south door and take the
west door ahead. This is a storeroom with barrels that might contain something
useful. Leave and go right through the door and down the west corridor. Go
right through the door to Jeron's office.

After talking, go back in when Jeron leaves. If you're playing Easy Mode,
you'll have to leave the Keep to the big revolving sword, then go back into
Jeron's office. Behind the desk, crouch and look on the right for a switch
that opens a trapdoor in front of the desk. One of the wall lights looks
rather suspicious. Push the chair and go through the open wall panel. Push a
skull in the pile to your right and ride down an elevator. Go to the bottom of
some stairs and enter the alcove to the right.

Get lots of money and some Ancient's Stones. In inventory, right click all the
Ancient's stones to increase your Ancient Magic. Go up the steps to a small
room. Closely examine the King's picture. The eyes are cut out for spying.
Return to the elevator platform, turn around and press the button. At the top,
push the candle holder and re-enter Jeron's office. Exit the keep.

It's time for the second portal. In Gladstone Woods, go toward the Draracle's
cave at the extreme east of the map. At the intersection leading to the cave,
go left instead. Cross the river and continue along the path to the next
right, then continue north to another right that leads past a water fall and
on through a portal to the frozen wastes. Watch an astounding movie scene.

THE FROZEN WASTES. You arrive on a sheet of ice facing a wide tunnel. Go
through and get in close to a big Ice Worm and destroy it. To the left, follow
a zigzagging path down to the bottom. Then follow the ravine to a couple of
caverns. Jump from platform to platform continuing due east to north and south
paths. Take the south path to an open high walled canyon. In this area are
more Ice Worms and two headed Cerberus Tigers.

Continue due NE. There's side alcoves with items and sleeping Tigers. The main
ravine ends with another Ice Worm and a tunnel turning to the NW. It ends in
another canyon filled with water. Look to the right, get on a narrow path and
follow it to the top and destroy another Ice Worm. There's a narrow ledge
around the canyon. Jump to it and carefully follow it around, frequently Quick
Saving (F10) and look down often to check your footing.

Since you've probably joined the Iron Ring guild, you'll see Morrison on a
plateau. He's the guy with a big club. Go talk to him till nothing more is
said. Leave through a nearby tunnel. Cross a sort of bridge to another canyon
and to where the ground is transparent like ice. There's a few items up the
path to another cave. Off the side of the transparent ground is another
tunnel. Make sure your health is high, and carefully drop to the tunnel.

Go through and destroy another Ice Worm, then continue to where foot holds are
in the walls. Climb to each level till you reach a narrow walkway near the
top. Follow it to another tunnel, and through to an open area with icy
platforms to the right leading down. At the bottom, there's some more Tigers.
Follow a narrow gorge south. At a wide bridge, Tigers attack as you cross to a
big tower with a door, where there's an Ice Worm on guard.

Open the door and the leader, Jacinda, destroys a fire spitting bird, then
approaches and talks. SAVE GAME! You can agree to help and destroy the Stark
nests, and the chickens often flying near the ceiling. You can kill her, and
get a key to the tower treasury and the Shard you're after. Of course, the
other tower warriors attack when they see you.

Go through the first door to the right of the tower entrance. In the large
room, there's 4 unlit candles on the back wall. Light each one, from left to
right, with a Spark spell. The holders in that order will turn to blue, green,
red, and violet. Remember this order. Leave the room by clicking the square
button to the left of the exit. Go on past the door that you entered from the
frozen wastes.

At the far end, go through the big open doorway. In this new room, go through
the door at the end. Light the 4 candle holders at the far right side.
Remember the color sequence? Drag each holder in that order to the
corresponding order, from left to right at the alcoves on the other side of
the room. When they're properly located, a stairway will appear. Go up to 3
doors.

Through the door to the left is the Great Axe Blizzard, if you don't have a
better melee weapon. Through the center door is the blue gem and a Stark's
nest. Through the right door are 2 chests. Go back downstairs and through the
door, to the right of the candle holders. Chickens attack from high. Quickly
go through the door opposite where you enter and into another hallway. In the
next room is a stairway going up to a narrow walkway.

Now you're on an equal level with the chickens. Go through the hallways making
3 right turns to some Stark nests to destroy and get a green gem. Behind you
in a corner is a Guardian Orb. There's a structure in the NW corner with
zigzagging ramps going up. Near are 2 Ice Shard launchers, requiring gems,
that you'll use later. After the entire top floor is cleared, return to the
first floor and back past where you entered from the Wastes.

Next to the room with the lit candles, go through the other door (on the south
wall.) The corridor has some spinning planks, an agility test. Try to get
through them without being hit (requires precise timing.) DON'T press the end
button, it's a fire trap. Get close to the flame and take the Red Gem. Walk
around to the far side and enter a big square room. Ignore the door on the
left wall. Go to the opposite side of the room and press a button to open a
room in each corner.

There's items AND Starks in each room. Finally, go through the east door. A
series of rooms takes you to a right and left branching hallway and a door
straight ahead. Go through that door and explore the barracks to mainly find
the Violet Gem under the left rear bunk. Leave and return to the hallway and
to the Tower entrance. Go back through the door on the far side of the room
heading toward the second floor.

Go through the first 2 doors where Starks first attacked. To the left is an
unlit brazier. Light it with a Spark spell and the stained glass will reveal 4
buttons. Press the buttons in the same order as the colored candle holders to
open the panel. In the room, you can open the door with a key that was, or
will be given to you by Chesara.

Go back to the area with strange ramps. Open the plates on the side of each
launcher and use you Gems to activate them. This also opens secret doors in
this area. Having killed all Starks, the opened corridor at the top of the
stairs leads to prison cells where there's 2 men. Examine the area for items,
then return to the ground floor.

Go back to the Tower entrance, going back through the rotating boards again.
Go toward the barracks area, then all the way right into Jacinda's throne
room. Quickly SAVE GAME! If you didn't kill her earlier, and you've destroyed
all Starks and didn't attack any of the other women, here's an alternate
ending. Accept her offer for the alternate ending.

RESTORE, then refuse the offer. Jacinda attacks, so kill her. Get a strangely
shaped key, the shard, and anything else she had on her. The key opens the
treasury behind the throne. The hilt to her sword can be used at the
Draracle's cave to create a powerful weapon. After you have everything, go
back to Gladstone Woods. Other than Easy mode, you might not have the Automap,
since everything has changed. One river might be lava, so just run across it
(Shift plus the up arrow.)
                               
Try and find your way to the Orchard in the NW area, then SW from there to
Lower Gladstone. Creatures have invaded the town and bodies lye strewn about.
Parts of town may be blocked and can only be reached from Upper Gladstone.
Find your way back to Upper Gladstone. Check in with your guilds and buy
anything you feel may be needed. Since you've closed 2 portals, each guild
should give you a new quest. Also, after the second portal, you automatically
get new abilities, such as being able to jump farther.

Finally, go to the Guildhall and talk to Samuel. Continue through the other
big door. At the hallway, go right and through the door at the end of the
hallway, to the Throne Room. After talking to the King, his advisor quite
rudely ushers you out. Return to Gladstone Woods. 2 new portals have appeared,
the Underworld and the Ruloi.

First, go to the Underworld Portal (conquering this one or the Ruloi Portal is
your second Iron Ring quest.) The underworld portal is just to the east of the
Orchard. When you go through the portal, there's a movie sequence and you
arrive just inside a haunted house. Directly ahead of you is a door. To the
right and left of the sunken floor are small barely visible steps to a door.
Step forward onto the low floor and a ghost greets you.

The door ahead is the ballroom and upstairs bedrooms, the right door is the
kitchen and dining room, the left door is the study and gardens. First, enter
the left door and kill a Fallen One at the end of a hallway. Go on in to 3
more doors. Again go through left door and destroy a Shade with magic. Then
from the pot on the table get all 3 Silverleaves. Silverleaf is 1 of 5
ingredients needed to complete the Finch Clerics second quest. Blood Aloe and
Mandrake Root are 2 more ingredients to get here in the Underworld.

Three other ingredients are in the Ruloi homeworld (Mana Leeches, Mushroom
Rot, and Dreamshards.) Exit the room, back through the north door to the hall,
and open the other north door directly ahead. There's more Shades in the
library to destroy. In the north wall bookcase are a couple of spells. Each of
the other bookcases has an item. Go through a secret door in the NE corner of
the room. Get another spell from the new bookcases. Leave the secret room and
go through the door on the right just ahead.

Go past the garden gate exit and get the music sheets from a bookcase in the
hallway. The sheets are placed in your essential items and your cursor changes
to them when it's time to use them. Go through the garden gate. Flying
creatures defend the area and they cause Greater Poison. Work around the
fountain, looking in, and get all the coins. Somewhere in the area is a
headless gardener that you'll eventually help.

The way you entered the garden has grown shut. Work your way due north toward
the rear of the garden and get the gardener's head in a small alcove on your
right. Find the gardener and return his head. He goes and clears the exit for
you. Return to the big oval room where you first arrived in the Underworld.
More Shades are here. Fight or just run across and through the east door. In
the corridor, open the right door to a Fallen One and more Silverleaf.

Exit back out the north door and straight through the other door to the
kitchen. The kitchen's east door leads to the dining room, but there's nothing
there. On the kitchen's north wall, the left door leads to a pantry with some
bags of rations. Exit the pantry. The right door of the north wall takes you
to the basement. Go down the stairs to many Skeletal Rats.

From the stairs, bear slightly right and go to the rear area of the basement.
You'll eventually find a hole in the floor. Make sure your health is high,
then Quick Save. Look down to see a wooden plank and carefully drop to it.
Look around and get several bottles of wine. You need at least one for a later
situation. Open the door and go down the corridor to the end. Jump onto a
ladder, climb to the top, and jump to the ledge.

Make sure your health is maximum. Jump across the gap and go down the hole
there to the basement and Rats again. Go up the stairs to the kitchen and
return through the south door and west in the hallway to the big oval room and
more Shades. Take care of them and go through the north door to a sitting
room. Go through the other doors to the large Ballroom. There's 2 still
couples, elevators, and an old clock that needs winding.

Ride an elevator to the balcony and step off. A spirit Butler greets you. Go
through the door, near the SW corner of the balcony, and destroy a couple of
Shades. Get the glass jar and it's also placed in your essential items. The
next room north has a Fallen One and Silverleaf. Don't bother the lantern. In
the wardrobe, get the Soft Leather Armor. It's very useful when going through
acid pools on the Ruloi world. If you already have an empty jar, ignore the
one in the NW corner.

Through the next door east is a Shade and some Vortex Foil. Similar to
Shimmerfoil, when placed on the ground, it drains several percentage, of a
creature that has about 50 spell points, when it walks over the foil causing
an explosion. The next 2 doors right are permanently locked. At the last door
south, Quick Save. Go in and get the Lifestones in the shelves. Notice the
hallway in the SE corner of the room. You'll go there in a moment.

Still in the room, open the wardrobe and listen to Gabriel. When she's done
talking, quickly go down the hallway and left. At the second door on the
right, go in and quickly click your jar cursor on the lantern to drain it.
Having prevented the fire, you teleport back to the wardrobe and are given the
Death Stroke Shield.

If you fail to stop the fire, you are returned outside the door to the
wardrobe room, after being brought back from death. Quickly go in and through
the hallway to try again till you succeed.

After getting the shield (if at all), go through the door opposite the one
where you stopped the fire. In the bookcases is a Spectral Phantom spell. Back
in the hallway, go east to the end, then west to the end. Inside, get a clock
key from the table and a couple of spells from the bookcases. Go back to the
room where you stopped the fire and bust the window. Jump on the ledge and
drop to the ground.

Blood Aloe grows around the area. It's another Finch ingredient. Get several.
The yellow stuff shows silverleaf when the cursor in on it. It's actually
Mandrake root when you click on it. It's also another Finch ingredient, so get
several. When you see bloody footprints moving, follow them to a trapdoor in
the ground, and Quick Save or Save. Stand on the trapdoor, and when it opens,
you fall to a basement.

Lots of zombies, but not too difficult to destroy. Afterwards, go through the
corridor and Eric's ghost appears and talks. You must find the shard and free
some souls. Continue through the corridor and click on the wall to move it.
Enter the basement not far from the kitchen stairs. Go up and return to the
big oval room, and several more Shades. In the oval room, go through the north
door to the ballroom.

Approach the clock and wind it till it breaks. Walk around the hallway behind
the clock and elevators. There's a drunken man trying to play the organ.
Notice all the bottles lying about. Give the organist a bottle of wine, then
give him the sheet music. The couples start moving around the floor,
eventually passing through the wall near the organist. Go up the revealed
stairs and talk to a phantom butler.

Continue around to the top and enter the attic with dark drapes hanging about.
Quickly go to the back and wind the Soul Clock till it breaks, freeing lost
souls. Quickly turn around, get in close to the Scythe Demon and destroy it.
Click on the shard to teleport to Gladstone. Jakel is really getting upset.
Again, exit the caves the original route encountering several Skeletons (they
have coins), Roaches, and Spiders. Return to Upper Gladstone.

Check with your guilds, then check in at the Guildhall. Now for the Ruloi.
From Upper Gladstone, go back toward the first portal in the south central
area of the map. Go past it to first path left across the river. Continue up
the path somewhat and take the next right, then a quick left to a stone
quarry. Rhynn will be here for those who joined Talamari guild. Go through the
portal and view a great video. After arriving, quickly turn around and move
away from the portal so that it doesn't pull you back through. Mark the portal
on your automap.

TIP: If you have the Soft Leather Armor (from a wardrobe in the Underworld),
put it on now. It protects you from acid, and creatures that use acid, here in
the Ruloi world.

Pick up several Mushroom Rot, another Finch ingredient you need. Destroy some
Scavengers who are rather quick and difficult to target. Their eyes are mildly
useful as weapons. Go around and enter a tunnel at the SE and follow it up a
steep incline to an open area. Kill the Scavengers, then make sure your health
is maximum. Drop through the hole in the NW wall.

Follow the tunnel around to a 4-way intersection with lots of mushrooms. Go
through the left tunnel to a high ledge. Get squarely in front of it and jump
into the next tunnel. At the end, there's 2 chambers with Ruloi eggs lying in
acid. Hopefully you have adequate poison protection. In the right chamber,
destroy the eggs. Go back out, enter the left chamber and destroy all eggs.
Then, return to the 4-way. Continue straight across through next tunnel to an
open area. The large pillars are rigged, so don't get too close. Destroy all
pillars and eggs.

The big round grey patches, on the walls, are Dreamshards, another Finch
ingredient. Get several. Get in the acid and quickly go SE and down the river
to the next island. Destroy all pillars and eggs. You can get more Dreamshards
in this area. Continue SE through the acid to the next island. Destroy the
pillars and eggs. Go NE through the acid to the final island and destroy the
pillars and eggs. Go through the door to the Ruloi. Kill any Drones, then go
through either of 2 passages to right of entrance. In the room, go through the
doorway and destroy any opposition. Go down the next passage, right or left,
to a big room. Go through a short passage to the right to a small room with a
third door back to the egg chambers.

Return to the large room. To the left of a large exit is a narrow corridor to
1 of 10 regeneration chambers. Keep count of each one destroyed. A Ruloi and 2
defensive pillars guard the first chamber. Destroy them, then get close to the
regenerator and smash its base. Exit, go through the large passage due east
and walk down the right side to avoid plasma bolt shots.

Turn right into a smaller corridor with 2 side alcoves, each with a defensive
pillar to destroy. Walk through to the end down the right side. Turn right
into another short corridor with 2 pillars to destroy. Continue along the
right side to the second regeneration chamber and bust everything. Each
chamber destroyed weakens those flying buggers.

Exit and bear right across the corridor, moving SW into a big oval room.
Inside a large central structure are 2 defensive pillars. The room's locked
door conceals another regenerator. It requires a Ruloi hand for the handprint
lock. Mark this location on the automap. Go back to the corridor and head SE
down the next corridor to a couple of defensive pillars. Then stay to the
right, go to the far end to the third chamber and destroy everything.

Go back out to the corridor, bearing right to the other side and SE into a
short corridor. If you are on quests for the Talamari, Sioned is imprisoned.
To free her, use a Dreamshard on the impression on the left wall. Go back out
to previous corridor and stay to the right. At the end, make a short right
then a short left across sloped trench to other side. Make a short left then
right and destroy 2 pillars. Continue along the right side to the next dark
and narrow entrance, on the right, to the fourth chamber and destroy the
pillars and regenerator.

Exit and go right, destroying 2 pillars in hallway. Continue along the left
wall, then left to a short corridor and destroy the pillars. Continue down the
left side to the fifth chamber and destroy the pillars and regenerator. Exit
the chamber and bear left into another big oval room. In the central
structure, destroy 2 pillars. Another locked door conceals a regenerator. Exit
the oval room and bear left to a short north corridor and destroy 2 pillars.

Continue along the right side into a short corridor, go across and bear left
into the sixth chamber. Destroy the pillars and regenerator. Exit and continue
along the corridor to another prison. This Warrior will attack if you free
her. Then, return down the corridor, bearing left into another corridor. Along
the left wall, bear left again. At the end of the corridor, there's a big
symbol on the wall. Go right or left into a big room.

Destroy the warrior, then jump across to the platform with 2 oval shaped
floating things. Touching them causes 1 of 2 platforms to rise with useful
items. The second one has Lorestones, Vel's Fruit, and Ironwood Sap. Near the
second oval object, drop down the SE side and hurry through the acid tunnel.
Make the first left into a wider acid tunnel. Carefully look for a small
alcove with a dead warrior. Carefully search him for a Ruloi hand (for locked
doors.) In a small niche on the south wall of this alcove, hold C and enter.
You might find the Great Sword Darkstorm. Equip it in your melee slot in
inventory.

Exit back to the wide acid river. Continue due NE and take the next left to
another platform and 2 floating oval things. Go left around the platform and
up the ramp. Again move the floor sections and get any items you might need.
Near the second floor section, jump to a ledge and explore to the SE and enter
chamber seven. Destroy the pillars and regenerator. Go back out and jump to
the platform.

Near the floor section where the brook flounder is, jump off the south side
and hurry through the acid tunnel, across the wide acid river and on through
another tunnel to a platform. Go to the right and up the ramp. Destroy a Ruloi
Warrior. If you don't have a hand yet, the Warrior will have dropped one. See
what the oval floating things conceal. Drop into the acid just north of the
gorgonite nodules and hurry back down the acid tunnel to the acid river.

Go left and take the next left to the fourth platform. Destroy the warrior,
then see what the floor sections on the platform conceals. Near the Sandcrust
floor section, jump to the ledge and explore to find the eighth chamber.
Destroy the pillars and regenerator. You should have a Ruloi Warrior Hand by
this time (from the warrior you found or one you destroyed.)

Return to either oval room and use the Ruloi Hand on the central structure
door. Inside, destroy the regenerator. One to go. DON'T step in the square
hole in the floor as you leave the central structure. It's a teleport. Now go
to the second oval room, enter the central structure and destroy the tenth and
final regenerator. Exit the central structure and drop into the teleporter in
the floor. You arrive near the Collective, a combination of all remaining
Ruloi into one big creature.

Go through the tunnel fighting the pods. At the bottom of some stairs, jump
into the acid, get in close and destroy the Collective. It drops the final
Shard. Pick it up and instantly teleport. Make your way back to Upper
Gladstone, past lots of creatures and lava flows. You can't enter the
different halls. In front of the Iron Ring, talk to the wounded Celerian. Now
you have to close one final portal.

In the woods, head back across the lava flows and from the south central
portal area, head east toward the Draracle's cave entrance. At the
intersection with lite brown flowers, the right path leads to the Draracle but
go left instead. Follow the trail across the river. Take the next right, then
the next left. Pass by 2 left alcoves and make the next right. Continue due
east to the open area and go left. Near the alcove with lamplight nests, go
down a ramp to the waters edge.

Jump to the ledge on the left. Follow it around and left. Jump up the tall
steps to the top level. Walk to the right and to the rear, going around the
crevice. Cross the bridge and walk into the portal. Watch a movie of a nuclear
holocaust. THE SHATTERED DESERT. As with any area, mark all the spots you want
on the automap. Follow the canyon ahead. Mutant humans and the blasted
Picadons inhabit the entire area. Beware the poison effects and use your
poison shield often if necessary. The purple things around the canyon are hot
beads useful for combining with other things.

At a ramp, go down into the tunnels. Follow it to a stone bridge at another
desert area. Make sure your health is max, then drop off the left side and
continue forward a few steps. To the left, there's a vine fastened to the
ledge with a silver anchor rod. Climb the vine and head due north along the
ledge. Bust the piggy and get 100,000 coins. Make sure your health is maximum,
then drop to the ground.

Return a short way to the overhead stone bridge. On the other side, climb a
vine to the bridge and go through the NE tunnel. Cross another bridge and
through the next tunnel to a big plateau. Walk to the right of a big hole and
approach the far cliff. Slowly turn to the right to see an open electrical
panel in the far cliff. Quick Save! Line up with the far ledge at the panel
and back up a few steps. Look down slightly so you can see the edge of your
side in order to jump from the edge.

Go through the electrical panel to a tunnel and on to another platform. Check
your health, then drop off the left side and go left through the canyon to a
big platform. Climb the vines to the platform. Jump up to the narrow square
path to the north. Continue forward, fighting along the way, and down through
another tunnel. Continue to a small room with a ladder on the back wall. Climb
up and continue forward through a V shaped canyon, while fighting a few
Picadons.

At the huge structure, enter and left click on the normal human to talk.
Listen carefully, then just inside the entrance, open a panel on the north
wall and press a button. Go back outside and notice on the right, a red light
has come on near a metal platform. Open the small grate and push a button.
Stand on the elevator platform that appears, and push the button to go down
into the base. At the bottom, a laser shoots from the ceiling. Destroy it and
continue down the corridor.

Around to the right, a door automatically opens. In the room are several Bikes
needing fixing. Head south down a narrow corridor and click on the wall to
move it. Step into the airlock, turn left and click on the east wall to move
it. In the corridor, destroy another ceiling laser. Continue to another room
and look to the right to see a ventilation grate in the wall. Place one of the
lockers underneath the grate.

Move the computer desk chair to the locker. Climb up, crouch and open the
grate. Go through and open a grate at the end, then drop into the room. Cabal
talks. Approach the shorting out panel, open it and press a button. Back up a
few steps and fire away at the 3 laser gun through the opened door. Open it
again, if necessary, to destroy the guns. Quickly continue through the
corridor.

Continue to a round room with 2 lasers and 2 flamethrowers. Use the pillar in
the middle of the room to shield yourself. There's another vent to the left.
Shoot some of the monitors and stack 2 of them under the vent. Note the back
of the monitors have an extension. Jump onto this in order to get on top of a
monitor. Each monitor is permanently turned a certain direction.

Stack 2 more monitors near the first 2, in such a way, as to enable you to
reach the top then jump onto the other stacked monitors, open the vent and
quickly drop into the first gap. Turn right and follow the duct around the
corner and drop into another gap. Turn right and follow the duct to a grate at
the end. Open it and drop into another room. When Cabal is done talking, go
around to the far side and open the second door from the right.

Get an electric eye from the suit of armor. At the large door, press the
button to open it. Destroy a missile launcher and continue forward into a long
and wide corridor. Destroy 2 guns near the middle, and 3 guns at the end.
Continue to the far end and turn left. Go through the next automatically
opening door. Make a sharp left and go to the strange wall impression.

Press the button 9 times and take the Boom Stick and equip it. It's best here
inside the base. Turn around and go back through the turning doors on the
right. Then go to the door on the left. use the glass eye to open it and
destroy the guns with your Boom Stick. Continue down the corridor to another
room. Destroy 2 guns on the low platform and 2 on the higher platform. Left
click one of the panels to realize the power must come from these 7 panels.

Bust all of the panels to turn off the center force field. Get on the low
platform and carefully drop into the hole. Go forward to another hole, check
your health, then drop in. Go to the end of the corridor of water. Climb
ladder to ledge and another ladder to next level. There's a floor cannon in
each corner of the room. Get past them and push a button and go through the
door.

From this platform there's electrical cables hanging at the water. Destroy the
cables before going through the water. At the other end, go through door to
another room. There's holes in the floor. Avoid them as you go to the other
side. open and go through the door to a large room where the final shard is.
Go around the central structure to the other side. The Structure's entrance is
blocked by a force field.

The evil Cabal turns on it's defenses and panels with 3 guns each open around
the room. 4 other pillars open, revealing the force field's controls. Avoid
the guns or destroy them as you destroy the pillars to shut off the force
field. In the central structure, it takes 6 shots on each of the 4 red disks
to destroy them. The Cabal drops the last shard. Pick it up to teleport out.

Jakel is waiting, but the shard continues on. You are teleported back to the
base and Cabal is operational and the base will destruct in 15 minutes.
Warnings are given at 10, 5, and 1 minute. If you reach the monitor room with
4 or 5 minutes to go, you should get out in time. Don't let an explosion knock
you off balance. At the end of the water passage, approach the round hole and
look down.

Carefully look down and drop to the ledge. Drop into the next hole to return
to the deep water corridor. Hurry to the other side and climb 2 ladders and
return to the room where you busted the 7 panels. Climb onto the higher
platform and through the vent to the ducts. There's guns to destroy or hurry
past. Go to the next grate, open it and carefully shoot the 4 guns, then drop
onto the platform.

Push a wall button to your right and carefully cross the bridge. Enter the
ducts again, crawl past a corner. On the left, climb a ladder and crawl out.
Turn around and jump across the gap. Climb next ladder on the right, crawl
out, turn around and jump the gap. Open the grate and drop out. From the
monitor room, head back out to the elevator platform, stand on it and turn
around.

Open the small floor panel to your right, push the button and ride up out of
the base. Then the base explodes. Quick Save! Go down the trail toward the
portal. At the square hole, look down into it to see 4 posts lining it. As you
approached the hole, drop onto the post in the front left corner. Work on down
and go along the path and up a ramp to a platform at the end. Drop off it and
go to the platform with a vine and climb it.

Go through the right tunnel and drop off the next platform. Go around to the
left, pass the orange spring and the orange pool. Go to the right and down the
next path. Keep looking to your right and climb the vine of the first bridge
you arrive at. At the top, go left and walk all the way across bridges till
the tunnel ends. Go up a ramp and through the portal to Gladstone Woods.

Make your way back down, then east to the Draracle's caves and fight your way
back to the chambers where Jakel is waiting. After talking, he teleports you
into the water. Turn around and climb the rope. Destroy the Phantom Jakel.
Through a gate, there's a bunch of elevator platforms and more phantoms. 3
green portals rejuvenate your different attributes, but also allows Rift
Hounds through. You might want to just destroy the portals.

Destroying each phantom opens more gates. On the very bottom floor, there's
some machinery you have to activate and raise a foot bridge. Back up the
elevator platforms to the top, cross the bridge to the colorful glass doors.
Go through to a big open area. Destroy the 6 BIG skeletons. Jakel appears in
front of you. Try to attack close in as Jakel flits around the room. When you
finally destroy him, pick up the Seal and get teleported to the Shining Path
(mirror.)

Touch the Seal to the mirror to make it and Copper whole. He leaves the
destruction and Gladstone starts to restore itself. Some think Copper
perished, but not really. Watch the credits to the end, and suddenly Copper
digs his way out of the rubble. Slowly start back toward Upper Gladstone. At
the first intersection, wait and Jeron appears. Talk to him. Then, when he
attacks, kill him.

Watch an extra ending where the king is teaching Copper about wild boars.

Interesting facts about a few weapons, armor, and devices.

Thohan's Great Sword: cancels about half of non-magical damage. You recover
hit points twice as fast. If hit points go below one fourth, an Imp is
summoned to fight for you.

Great Sword Darkstorm: each strike drains Hit and Spell points and transfers
them to you.

Greatbow Shift: launches ice bolts, fire, or lightning, depending on the
particular enemy.

Spiked Iron Shield: causes about 10 extra points damage each successful melee
assault.

Death Stroke Shield: nearly half canceling of damages or deadly attack.

Gauntlets of Might: gives a tremendous increase in striking power.

Soft Leather Armor: protects against wading through poisonous streams.

Stone Bracers: reduces protection; immunity to lesser and greater poison.

Greater Bezoar Ring: immunity to Greater Poisons.

Lesser Bezoar Ring: immunity to Lesser Poisons.

Vel's Fruit: counteracts lesser and greater poison.

All aloe items, even spider silk: eat to restore hit points.

Silverleaf: eat to restore spell points.

Ancient's Stone: break to increase ancient magic.

Lorestone: break over something to learn all about that object.

Different guild quests.

Iron Ring: first; Wharf Rats at warehouse near Upper Gladstone, second;
conquering a portal, third; returning Toy Sword from White Tower after getting
the key from Chesara.

Finch: first; return porkchop from wild boar, second; return 5 special
ingredients; blood aloe, mandrake root, and silverleaf from Underworld and
mushroom rot, dreamshards, and mana leeches from the Ruloi world, third; Heart
of Sunrise from Dragon City after getting Dragon Claw Statuette from Josiah.

Talamari: first; return some portal energy after getting sampling wand from
Sioned, second; shard sample, before picking up second portal shard, use
sampling wand on it, third; rescuing Sioned from prison on Ruloi world.

Bacchanal: first; find the thieves guild in the sewers, second; stealing the
king's pardon from guards back pocket, third; kill 3 Orcs around a campfire in
Gladstone Woods, grab the king's pardon before it burns, and return it to
Leina.

AUTHOR: GARR