Lands of Lore - The Throne of Chaos Solution by Roy Sims, IBM PC version. The Throne of Chaos is an enormous and elaborate game. This solution doesn't always include details of when you are attacked and by whom. There are many wandering monsters in the Lands to contend with, and it is not always possible to predict when they will strike. This is just one possible solution. Some avenues are not explored and some doors are left unopened. However, you should get to finish the game and complete the epic quest. Fortunately the game has an in-built mapping system (the Magic Atlas) so you shouldn't get easily lost, no matter where you are. (1) Gladstone Keep Your first priority is to locate King Richard's Throne room. It is guarded by two knights. Enter the Throne room and listen to the conversation. The King will eventually turn to you and ask you to retrieve the Ruby of Truth from the Southland. He will also give you the key to the Royal Library. The Royal Chamberlain Geron Arbroath will tell you to visit him for a Writ before you leave. Find the Library and locate the Magic Atlas, which will become a permanent feature once you've taken it. It maps the land you have explored so far. Walk around the keep, but make sure you visit Geron's office to get the writ before you go. Visit Victor and sell him your dagger, then buy a mace. You shouldn't need to buy any herbs or potions from Nathaniel. Now leave the keep and journey into the Northland. (2) The Northland forest There are only two important locations in the Northland Forest, but you should explore first. You will briefly encounter Scotia in the forest, and a thug. Bluff your way out of the situation and he will only take 1 crown and leave you alone. If the bluff fails, you will have to fight him. The first important location in this forest is the Thug's hideout. You will come across a cave, guarded by a few thugs. Sneak past and you will find yourself inside the cave. If you fail to sneak past without being seen, take the thugs on one by one in the forest then enter the cave. (3) The Thug's hideout Pull the lever to open up some more tunnels. Nearby is a lantern, which will become a permanent feature once you have picked it up. You will also come across two circular pressure plates on the floor. One has a small stone on it. Drop two stones (you should have picked these up from the Southland and the Northland forests) onto the second plate, then pick up the stone from the first to reveal a secret passage. Nearby is a small wall button. Press the button to reveal a niche. In the niche is the Thug's key. Take it. Now go down the new corridor. Another pressure plate seems to open a corridor ahead, but you don't have enough stones to weigh it down! Fortunately, you don't have to. At the end of this short corridor is a small wall button. Press it once, then turn around to face the opposite wall. A new button has appeared. Press this once. Now turn left and press the wall button that has just appeared there. The corridor will now open. Walk up to the chest and unlock it with the Thug's key. Take the lockpicks, the Bezel Cup, the Salve (red potion) and 10 crowns. You can now leave. Take the small rocks with you as they may be of use later on. (You will have to fight two or three thugs in these caves at some point if you haven't already dealt with them. You should be able to handle them without any real worries) (4) The Northland forest (again) Back in the forest, it is now time to visit the Marina and book passage across the waters to the Southland. Enter the Marina and you will eventually have to give the Writ to the woman. She will keep it, but don't worry! You will now be on a boat crossing the rough seas between the Northland and the Southland. (5) The Southland forest Your first priority is to find Timothy (mentioned by Geron back in Gladstone Keep). He is to be found in the Grey Eagle Inn. Talk to the blond man at the bar. Timothy will agree to join you. Before you leave again, try entering the door on the right. A man will open the door and give you a Magnet Stone. This will become a permanent feature once you have left the inn (it is a compass). Orcs are roaming the Southland forest, so beware! There are also a large species of lizard close by. When you fight them they might steal items from you (like your current weapon!) so be careful. There are two of these giant lizards quite close to each other. By now you should have come across a number of Orcs wandering through the forest. They must be fought, as you need to get through the forest and reach Roland's Manor so that you can take the Ruby of Truth. On defeating one of the Orcs, they should drop another mace. Buy a Buckler (shield) and a pair of leather boots from Buck's Skins to increase your protection score. Battling your way through the Orcs you should eventually reach the manor. (6) Roland's Manor This is a very small manor. Orcs reside inside so beware. Kill them off one by one. One room near to the entrance has a burnt scroll in the fireplace which can be partially read. In another room is a wall button which reveals a niche. In the niche are a couple of oil flasks and an Aloe leaf. In one room you will find a large vicious looking Orc. Try to bluff him when he asks who you are. If you fail then you must fight and kill him. Take the Axe 'Dominance' and the silver coins he leaves behind. In this room is Roland's secret room. Timothy will tell you where it is. Press a stone to open the wall. Walk through and you will come across Roland, who is dying from his wounds. He will warn you of the Dark Army and tell you that they have stolen the Ruby of Truth! Once Roland has died, approach the chest and use Roland's key (which was lying nearby) to open it. Take 400 coins and a sabre then leave the manor. (7) Return to the King Travel back through the Southland Forest to the Marina. Pay for the journey back to the Northland (100 coins each) and you will board the boat once again. Once in the Northland Forest head straight back to the Keep, then enter the Throne room just in time to see Scotia standing over the body of King Richard! Dawn uses her magic to repel the old hag, but not before the King is poisoned! The members of the King's council use all their magic to form a protective shield to prevent the poison's progress, but a cure must be found. Dawn commands you to find the Draracle, who is rumoured to know of such things. Timothy stays in the Keep but the Thomgog Baccata is sent to be your guide. TIP: Save before returning to the Throne room, then take all of Timothy's possession before you go in so that you can use the best of the armour and weapons. (8) Draracle Caves Baccata will tell you where to locate the Draracle Caves' entrance. Once there he mutters a spell and the entrance is revealed. Enter the caves. (i) Level 1 In the caves you will soon come across a horned head on a wall. Pressing it each time opens and closes a secret wall nearby. Down this corridor are many horrible Rat men who can poison you with their slashing claws! TIP: Poisoned characters can be dealt with in two ways. Firstly, let them fall unconscious and then revive them to get rid of the poison. Secondly, if you can't afford to let them fall unconscious, use Ginseng to cure them. There is no point in healing them if they are still poisoned. They should be cured first. Once you have killed off the present Rat men, you will soon come into a small room which has three wall buttons (red, green and blue) in a SW corner. You cannot cross the room due to two diagonally opposite pits. To close the pits is simple. Press the blue button once, then red button once, then the green button once! However, as soon as you have left this room all four pits will open up, so a return journey is not possible. Next is a heavy metal door which only opens when someone stands on the floor pressure plate, or leaves an object like a rock on it. Behind the door are a group of tough Bandits. Kill these off as quickly as possible. Once dead, they will leave behind a useful helmet, coins, a staff and a leather jerkin. Inside you will find more coins, Ginseng, an oil flask and some lockpicks. Ensure that your party is fully healed before you set off again. The next corridor has another pressure plate which sets off a stream of harmful missiles into your party as you dash E to reach the end as quickly as possible. A simple way of defeating this kind of pressure plate is to drop a small rock on it which activates it once and once only. You can then step on it without fear of activating it again. As soon as you are past the face in the wall, heal anyone who needs it. Beyond are more poisonous Rat men. Kill these off and pick up the Emerald eye when they drop it, then have a look around. You won't find anything, except for a crumbly looking wall. Nothing you currently possess will break through it so leave it alone for now. There's not much else you can do now, so head back to the pit room that you deactivated earlier with the wall buttons. Now, step forward and drop into the nearest pit to reach a small area of level 2. (ii) Level 2 As soon as you have landed, attack and kill the large lizard. In one corner you will find a sledge (hammer). Take this. You will also find two hidden wall buttons. One reveals an exit down and the other a ladder going up. Go down first and enter the pod room. Open each sac in turn if you like, but the only important one is the bulging one on the far right. Opening this one will release Lora. She will be grateful for your help. Now return and heal everyone before going up the new ladder, back to level 1. Tip: Lora's speciality is as a Rogue. She will spot unusual things that you might have missed. She is also good at disarming trapped chest locks (select the chest three or four times and she will find any traps and disarm them). She is also quicker at picking locks than anyone else. She must be delivered safely to the Draracle. (iii) Level 1 The ladder leads you up a secret trapdoor and back to a familiar crossroads section. Head back to the pit room. Press the buttons again to turn off the pits, then head back up the dangerous corridor into the room with the crumbling wall. Use the sledge (hammer) to break through the wall. There are more Rat men down here and some more Ginseng and an oil flask. Wandering round you won't come across much else of interest, except another crumbling wall, so use the sledge hammer again to break it down. The next corridor ends abruptly, so find the wall button and press it. Now go a little further until you find a pit. Down you go to level 2. (iv) Level 2 You will encounter club bearing cave dwellers very early on, so prepare for a fight. Keep an eye on where you're going, because an invisible 'spinner' will turn you round a few times. Fortunately, this is nothing more than a minor inconvenience thanks to the Magnet Stone and the auto-mapping features. If you do some exploring you might come across a door and a wall button. Open the door by pressing the button. You will be faced by a dead end, adorned with what looks like the face of a seahorse. The eye looks like a socket for something. Whilst the Emerald eye dropped by the Rat men will open this, we're going to do the other wall instead. To open the N wall (which also has a Seahorse face) you need to use a Sapphire eye, which can be found in a chest (with an oil flask for the lantern and some throwing stars) in the area before you reach the door with the button. Once the N wall has been opened, go in. In here is a chest that contains a salve potion, a treant stick and possibly some coins. In the NE corner of the area is an east facing secret wall. Walk through it. Ignore the nearby down exit for now. Follow the corridor. Beware that there are many dangerous cave dwellers in here! At the end is a wall face by a chest. The chest is trapped. Inside is an Aloe leaf, a mace 'bouncer', a Freeze spell scroll, and a silver goblet. At the other end of the corridor is a horned face, and around the corner is a button beyond a pit. Throw a small rock at the switch to turn off the pit. The niche contains a 'worn' key which you should take. Tip: Stand by the horned face and when a cave dweller turns up pull the horns to launch a fireball from the face at the other end. It will hit the cave dweller in the back. Pull the horns twice to fire another etc. Work your way back to the new down exit where you found the secret wall. Now go down to a small area of level 3. (v) Level 3 There is a keyhole nearby. Leave it alone for now. A bag of coins is lying around so pick them up. Giant lizards roam here, and they fire some sort of web that can temporarily disable your party. A spinner resides near the end of a corridor. A secret button can be found on the N wall (Lora may well spot it for you). Press the button to reveal a niche. Inside is a Freeze scroll (which you should already have picked up and used. If not, now is your chance!) Once you've explored this small area of level 3, use the 'worn' key in the keyhole. A new corridor will open. Once you've gone through here, there's no going back as the wall will close up behind you! Tip: Don't bother trying to go back and opening the E seahorse wall with the Emerald eye, as it won't be there any more. You cannot ever do that area if you wish to finish the game. The pit in front of you is in fact an illusion. Step onto it and move out. This area is crawling (?) with flying spiders! A nearby chest contains (amongst other things) some handy scale mail (armour). Wade through the flying spiders and pick up an iron key that is just lying around. (You will keep this key for a l-o-n-g time before it gets used, although it could be wasted on opening a chest). A wall button reveals a new area to explore. A secret wall is nearby. Behind it is an axe. Two more of those large web firing lizards lurk in the dark here. A sabre 'cutter' has been carelessly left lying on the ground. Lora should make good (temporary) use of it, as it will boost her protection. You will come across a red keyhole. The corridor is full of flying spiders, but at the end is a chest that contains the necessary red key. Use the key in the lock and another new area will open up. Around the corner is a floor pressure plate which reveals a niche at the end when it ISN'T stepped on. Place a weathered dagger in the empty niche, then take out a 'back biter' dagger. This only works once. You now have the chance to go down to the fourth level of the Draracle caves. (vi) Level 4 Down here are large green snail type creatures that spit acid. The acid can eat through and destroy some or all of your armour in an instant! (include leather jerkins, scale mail etc). Kill it as quickly as possible. Ensure everyone is fully healed before you move off, as this entire area can be a lethal death trap with fireballs flying down corridors! Explore the area but do it carefully and be prepared to dash for cover if you see a fireball hurtling towards you! Tip: There are at least four fireball spitting wall faces that are activated by normal pressure floor plates. Simply drop a small rock on them to activate them once, then you can step on and off them without fear of getting frazzled again. There are also a couple that are triggered by different floor pressure switches that cannot be seen or tampered with in any way. A loose stone at the end of a nearby corridor will open up a new region. Dash out of the way as you will have triggered off a fireball! Run up this corridor and come face to face with the wall face and a chest. The chest is trapped (click on it three or four times and Lora will find and disarm it). Open it as usual with the lockpicks. Take the Salve and the Bezel ring. Some crumbly walls can be knocked down again with the sledge (hammer). They connect other corridors together. One of the crumbly walls leads to another floor pressure plate which must be tampered with to make safe. Another nearby plate does the same thing. There is an exit to level 3 here, but don't use it yet. An alcove in a corridor has a secret button which opens a niche containing coins. Nearby you will find a corridor with a face at the end, which will launch fireballs when you tread on a specific area. Use this to your advantage. You must go down a corridor off this corridor and it leads to a whole swarm of flying spiders. Fight them if you can, but at times you may have to lead them back down the other corridor and get the fireball launcher to hit them for you. This area full of flying spiders eventually leads to a chest, which doesn't contain anything important or out of the ordinary. There are now two stairs revealed on this level. One of them leads to a short 'landing' before leading to a cave exit down. This leads to the Draracle himself! Tip: Save before you go in. Take all of Lora's items and make sure you have got the silver goblet! Go into the cave and you will be told to go through the side door and place an offering. Go through the door (by clicking on it in the picture) then place the silver goblet in the golden box. The box will shine and the doors will close. Now EXIT and you will go back to the Draracle. You will talk to him about the elixir to cure King Richard. He will tell you of four ingredients and will also give you a riddle scroll with them written down in the form of a riddle! Lora will then stay behind and you will find yourself transported to a small area with a door before you that cannot be opened. Go up the exit next to you and you will find yourself in a long corridor off the main map area of the Draracle Caves. Each time you come to a new exit you are getting closer to the first level. Eventually you will reach level one. (vii) Level One A horned face at the end of a long corridor will reconnect with level one, except that you are now next to the dangerous corridor but the S area (where you smashed in the first crumbly wall) is now inaccessible. Come back through level one, killing any Rat men who are wandering about. Leave the caves a.s.a.p ..... @~To be continued next issue.