Times of Lore - Origin Walkthrough by Dave Barker, played on Amiga Eralan and the Foretelling Stones. You start on the first floor of the Frothing Slosh Tavern, go downstairs and find the Prior. If he is not in his room in the southwest corner then he will be walking about the Tavern. He will ask for your help in retrieving the stones from the orcs. Answer "YES". Now go to the barkeeper who is standing behind the counter and purchase some provisions. This will cost you 10 gold pieces but should be the last time you need to buy food. Leave the tavern and walk east along the cobbled road and take the first left turn and head north towards the Dark Forest. As you travel north the cobbles give out to a forest path. Follow the path as it turns right and walk along the north side of the path until you come to the woodsman's hut. You can enter and recuperate but more importantly find the woodsman and then ask about the orcs and their camp. Continue along the path keeping to the east and south sides until you reach a small lake. A path leads into the forest just north of the lake, it twists and turns but will eventually lead you to the clearing where the orcs have made their camp. The urn containing the stones is held by the orc chief, the blue-skinned one. Once you have picked up the urn head back to the forest path and then Eralan. Back in the tavern find the prior, when he asks if you have the stones give him the urn. He thanks you and gives you some gold, he further adds that you should visit the Regent as he has use of your skills. The Regent introduces himself as Dariel and asks you to recover the Tablet of Truth that has fallen into the hands of Heidric, the southern warden, who would use it to seize the kingdom and rule as he sees fit. Magic Axe and Boots of Speed. Heidric is the warden of Ganestor, which is almost diagonally opposite Eralan on the southeast corner of the map, and now is as good a time as any to collect the axe and boots. So take the south road out of Eralan, cross the bridge over the river, and continue to the T-junction, note that there is a convenient building here in which you can rest safely. Head south then and follow the road as it turns east and south until it eventually turns west and leads to Lankwell. In a building on the northwest corner of the village you will find a serf who will sell you the magic axe. Leave Lankwell and return to the T-junction. Take the east road which leads south and east, a little over halfway to the village of Hampton, on the south side of the road, you will find the Last Hope Inn. The game map incorrectly shows the inn on the north side of the road. From the inn follow the road east and then north. When the road turns east again continue north across country until you reach a lake. Walk to the east following the lake's edge until you reach its northern shore. Now walk north and scout the southern edge of the Enchanted Forest until you find a path that leads in. Follow the forest path always trying to head north and east until you come to a clearing and the village of Treela. Enter the Green Oak Tavern and go to the bar, there should be a serf sitting at the bar, if he isn't, wait for him to turn up. He has the boots of speed. Once you have the boots use them and you will notice the difference immediately. Retrace the path back to the lake, and follow its edge east and then go straight south until you come to the road, and then east to Hampton. The roads in and around Hampton, as shown on the map, are a little inaccurate so be careful. Take the south road out of Hampton and go to Ganestor. Tablet of Truth. In Ganestor, enter the building to the west of the Trollsbane Tavern and chit-chat with the serf, who should mention a secret way into the castle. When questioned about the secret way he will tell you that Barton knows more about it than he does. Barton lives in the building south of the tavern. Ask him about the secret way and he tells you of a tunnel in the tavern and to ask Smitty the barman for more information. When questioned about the tunnel Smitty tells you to go down into the basement and bump against the lever. Before you descend into the basement check your list of questions. If the High King option is not there chit-chat to the serf who is sitting at the bar. After discussing the weather he should comment that things were much better when the High King ruled the kingdom. Now go down the stairs behind the bar and into the room in the northeast corner. Brush against the lever that is on the north wall and go down the steps. You appear on the west side of the castle dungeon. For the moment you must avoid all contact with the guards as they will throw you in a cell if they catch you, and killing them is not a good idea either. In the dungeon this is easy. Head south until you reach the south wall. Head east to the east wall and then north until you reach the stairs that lead up. Go east out of the room and then north and east. As soon as you see a passage leading south stop! The Tablet of Truth is in a room off to the west of the southern passage, but the area is patrolled by a guard. In these narrow confines even your boots won't enable you to avoid capture. Lure the guard out into the northern part of the dungeon where there is plenty of room. Once he is clear of the passage entrance use a white scroll which will temporarily freeze him. Quickly go into the room to the west of the passage and pick up the Tablet of Truth. As you do so it vibrates and a voice intones 'Ask of a matter of importance and it will be answered'. Ask the tablet about the High King. There is a flash of light and then the tablet dims to a dull grey. There is now an inscription on the tablet. When you look at the inscription it tells you that the High King was killed by the treachery of a nobleman, and that you should seek his assassin in Lankwell. Drop the tablet and leave as quick as you can, if you haven't wasted any time you should be able to pass the still-frozen guard and return to the tavern. Lankwell and the Assassin. Take the road to Lankwell and enter the Naughty Widow Tavern. There should be an argumentative thug at the bar. Ask him of the assassin. He replies, 'Well, there's the legendary Black Asp, the greatest who ever lived. Some say his gaze could kill. I'm not sure where he's staying these days'. Leave the tavern and enter the building to the west of the tavern. Inside ask the serf of the Black Asp. The serf tells you that the last he remembers was that the Black Asp had a place south of the village, just the other side of the stone bridge. Leave the village and head east along the road. When the road turns north go south until you reach the river, and then east to the bridge. Cross the bridge, enter the building, and approach the man who is inside. He speaks to you, 'Greetings I am the Black Asp, I heard you were coming. I suppose you're here for a reason. So what is it?' Question him about the High King. The Black Asp replies, 'It pains me, but years ago I was hired by King Dariel to kill a cruel lord. From 100 paces, I nocked an arrow, his death was quick. When I inspected the body I saw the face of King Valwyn. I had no idea. He had with him an infant, his only child. I left the child at the stoop of a woodman's cabin. The medallion, I took merely to betray Dariel. Long since have I abandoned my foul art. The medallion was of no use so I sold it to a cleric. Take this confession to Heidric, he may be able to protect the kingdom from Dariel'. Leave the building and head east, walking between the river to the north and the mountains to the south until you reach Ganestor. Catching the Spy. Back in Ganestor return to the castle via the secret tunnel in the tavern basement. Whilst avoiding the guards, as you did before, make your way to top floor were you will find Heidric. Give Heidric the confession. He says, 'So, as I suspected, Dariel had King Valwyn murdered, I must take action, but I fear a spy lurks within these walls. Dariel seems to predict my every move. It may be Lord Duhbar, but I must be certain. Perhaps you could search out the traitor with a watchful eye. I shall await your conclusion'. As you are now in the employ of Heidric you may use the castle entrance as and when you please. Back in the Tavern, chit-chat with Smitty, the barman, who says that Burton claims to have seen someone sneaking about the castle. Go to Burton's home, the building south of the tavern, if he is not there wait for him. When asked about sneaking, Burton says that he has seen a castle guard sneaking around late at night. Wait until night and patrol the castle as requested. [I found the wandering guard on the ground floor just inside the castle entrance.] When asked about spying the guard will immediately attack you. When you have killed him get the note that drops from his body and go back and see Heidric. Heidric asks if you have news of the spy, so give him the note. Rescuing the King's Son. 'Well done', says Heidric and he continues, 'but terror has come. My son, the Prince of Ganestor, was kidnapped in Hampton while on business. I beg you to find and save him'. Agree to his request, leave the castle, and set off up the road again. When you reach Hampton find the northernmost building and enter it. Inside the duke tells you that he has witnessed a grievous crime take place. Question him about the crime and he will tell you, 'while the Prince of Ganestor was visiting here in Hampton a group of bandits forcibly took him away. I had my servant follow them but he lost their trail near Shadowspeak. I hope you can save him'. Leave the building and head directly east. When you reach the mountains head south and east around them. Hug the mountains as they fall off to the north for a short while, and then head east. This should bring you to the outpost of Shadowspeak. Enter and kill the guard, picking up the green key that he drops afterwards. There is a green scroll in the room to the west. Continue to the northwest corner and go up the stairs. Kill the other guard and approach the cell in which the prince is being held. If you have the green key the cell door will open automatically. The prince thanks you but adds that the time is short as he has heard that dark clerics are brewing up an evil storm to scour the land. He tells you to go to the arch mage, Irial, for guidance and that he can be found north of the Forest of Enchantment. Irial the Wizard. Return to Hampton and take the west road. Continue past the Last Hope Inn and then follow the road as it turns north. When you reach the junction continue north and use the bridge to cross the river. Just north of the bridge is a building where you can rest. Head off west, then north, and then east, walking between the river and the Enchanted Forest until you come to the bridge on the north side of the forest. [You can try and find your way through by using the forest paths, but I found it easier to walk around the edge.] A little to the north of this northern bridge you will find the wizard's tower. Enter, climb the stairs to the first floor and present yourself to the arch mage. The arch mage looks at you and says, 'There is hope for the kingdom through a forgotten child. I shall guide you to a great future, but first you must prove your worthiness. An evil lyche infests the desert ruins. Search out his destruction and return here'. Retrace your steps and return to the Last Hope Inn. Chit-chat to the serf, who is sitting at one of the tables, and he will tell you that he has been to the ruined temple. When you ask about the temple the serf tells you that it was once the grand edifice of a power-crazed wizard. He hoped to gain power by transforming himself into the form of a lyche. If you ask about the lyche you will be told that it can only be killed by holy water. When you ask about holy water you are told to visit Friar Kaine of Rhyder. Friar Kaine of Rhyder. Leave the Last Hope Inn and take the road west and north until you find yourself back in the village of Eralan. Head north out off Eralan and take the path through the Dark Forest, past the lake, and then east on to Rhyder. You will find Friar Kaine in the building on the northwest corner of the village. He will greet you and offer to sell you a vial for twenty-five gold pieces. Buy a vial and return to the Last Hope Inn. The Giant's Ring. There is a giant in the mountains to the east of the village of Rhyder, he is green-skinned like the usual orcs, but is larger and carries a club over his shoulder. To kill him takes about ten hits with the magic axe and to make things worse this area of the kingdom is crawling with nasties. When you eventually kill him you find that he is carrying a ring of invisibility. However killing this giant turns the villagers, at least those in Rhyder, against you and they will attack you, also the occupants of the inns and taverns will ignore your attempts at conversation. This of course means that you cannot ask for lodging and hence are unable to save your game. It is possible to complete the game without the ring. However it is useful in the temple and should you decide to get it wait until you have completed all the other tasks and are ready to enter the temple. Sorting out the Lyche. Again the game map is inaccurate, the desert ruins are shown more to the east than they actually are. Leave the Last Hope Inn turn south and then west along the southern wall of the inn. When you get about halfway between the third and fourth ground floor windows turn south and head into the desert. You will eventually find some ruins and a door that leads down into the Lyche's lair. Use the map to find your way through this dungeon. When you find the Lyche use the holy water on him, pick up the brown potion and use the teleport to get back to the stairs and hence back up to ground level. Return north and visit the Last Hope Inn before setting out to visit Irial the Wizard again. Irial looks at you and says, 'You have done well. It is now time to reveal your true destiny. Dark clerics in the mountain temple of Angor, led by the Grey Abbot, have gained use of the royal medallion of power. The Grey Abbot imprisoned me in this tower, and I cannot leave this ethereal plane whilst he lives. They must be stopped, and the medallion regained. To enter the temple one needs an instrument that may be found within the Blasted Spot. Take this key so you may descend into its depths.' Check your inventory and you will find that you now have a white key. Now return once more to the Last Hope Inn. The Blasted Spot Dungeon. Leave the Last Hope Inn and follow the road to the west and then to the north. About halfway up this northbound road turn right and head west across the open country until you come to the blasted spot. This ia a circular area of devastation which gets darker as you reach the centre and the door to the dungeon. With the white key given to you by Irial the Wizard you are able to enter through the door and descend into the depths. Use the map to find your way through this dungeon and to the chime. The Temple of Angor. Now that you have the chime you are ready for the final battle. Head for Treela using the previously described route and save the game. Leave Treela by the northwest path and take the first northbound path off it. Follow this path until you reach the northern edge of the Enchanted Forest. Continue north until you reach the river. Head westwards always keeping close to the river bank travelling west and north, first through the open grasslands and then through the mountains. The source of the river is a lake. Head east and north around the eastern edge of the lake until you reach its widest point. That is just before the edge of the lake starts to curve off to the northwest. Now walk to the east and you should come to the temple. It is a good idea to avoid combat with the many creatures which patrol this area, in particular the two monks that can be found near the temple door as they are a lot tougher than your average foe. Use the chime to enter the temple door. The ground floor is patrolled by three skeletons which can be destroyed in combat but will quickly resurrect and come after you again. You can use the brown and/or white scrolls but as you only have one of each you must use them carefully. Make your way to the northwest corner and the stairs that lead up. On the top floor of the temple you will find two monks. The first is quite close to the stairs and difficult to avoid so the chances are you will need to kill them both. The second monk is carrying a key which is yellow in colour. These monks, like the ones outside the temple, require more than the usual number of hits to kill them so it is quite likely that you would have suffered from a few hits yourself. As it happens the Grey Abbot's sleeping quarters are on this level and provide the ideal resting place. Go to the bed and click on the "Pick-up" icon and take the sphere that you are told is there. You have found the sphere out of turn but it will save the hassle of a return trip and yet another tangle with those skeletons later. Once you are fully recovered head back downstairs past the skeletons, and enter the little room that is to the west of the front door. Once you have killed the monk check on the north wall for the hidden lever, like the one you found earlier, brush against it and a stairway leading down into the dungeon will appear. There should only be one guard in the dungeon so dispatch him as soon as possible. With the key you found on the top level you are able to enter the cells. In one of these cells is a prisoner. He will tell you that he was once of the order but saw the error in their teachings and rebelled. He tells you further that the only way to deal with the Grey Abbot is to use the orb that he keeps hidden under his bed. It holds the essence of his enemies who now thirst only for revenge. Rest in the dungeon before returning to the ground level and the Grey Abbot's throne room. Quickly approach the evil cleric and use the sphere on him before he drains your lifeforce. Once he has been destroyed pick up the medallion. The Medallion of Ruling is yours and you realize that you are now the High King. On your way back to Eralan to claim the throne the people join you in procession. Hearing of your imminent arrival Dariel, the steward, your father's betrayer, takes a poison chalice and is now no more. With a true High King ruling with a firm but fair hand the land begins to recover and regain some of its past glory.