Lands of Lore:The Throne of Chaos Virgin/Westwood Associates Part 3 of a solution by Roy Sims, IBM PC version. @~Continued from the last file. (vii) Mines level 3 You drop into a very dangerous room. Flying Avian worms regenerate quickly in here. Quickly dash to the NW corner and locate a secret button, then dash up the new corridor quickly, as it launches something nasty at you from the north. You will find many flying Avian worms on this level, as well as a four legged stone beast with a mouth for a head. Kill it with blunt weapons (Maces). You will find human bones and a pick lying around nearby. In one corner is a weak wall. Hit it with the pick and it will collapse. Explore some more and you will eventually find a wall button. This opens a new small room that contains a niche holding a silver key, and a teleporter. There is also a lock on the wall here and guess which key opens it? Yes, the silver key! Explore some more and you will notice that the walls have nest holes in them. Cue yet more Avian worms! A note found in a dead end says 'PISCATA ROSEA 4 4 5'. Through a secret wall you will find a door flanked by a strange socket on one side, and two levers on the other. Around the corner is a chest, which contains a square gold jewel and another empty flask. The jewel fits in the socket and opens the door. Inside is a mine car, but if you climb into it and try moving off, it refuses to budge. Climb out and have a look at the levers. There are three possible tracks to follow, and the levers determine which track you go down. They start both being down. Levers Track follows ---------------------------------- Up and Down East Down and Up West Up and Up South The East track leads to an empty room of no importance. The South track leads to a room with a wall button. Pressing the button takes you to another area. Another wall button takes you to a dead end. Baccata will notice recent digging in the wall here. Using your pick hit the wall and remove 5 lumps of coal. This is for using in the machine back in the Mining Offices. Return by climbing back into the mine car and setting off. Now go down the W track. A red door lock can be picked. Kill the stone beasts and locate the down exit to level 4... (viii) Mines level 4 This is the bottom level of the Urbish mines. You are in a very small L shaped corridor with a wall button and the stairs you just used. Pressing the button creates a teleporter. Step into it and you are teleported just a few short feet away to a new area. Behind you is a wall button. Press it before you move through the corridor else you will be shot at from the hole in the wall ahead. Another wall button in the S area leads to a door flanked by two locks. Neither can be opened yet. Further ahead to the N is a crossroads with a spinner. Unlike the earlier spinners, each time you turn on the spot this one will spin you again. You will notice four wheels close to this spinner crossroads. Just turn each one once and you will notice that the spinner doesn't spin in all directions. Each wheel toggles the spinner's directions on and off. Turn each wheel once and the spinner is deactivated! N of the spinner you will find bones and a letter from Hank to Jarod. In the pile you will pick up a gear (cog). This too can be used on the machine in the offices. Now explore the rest of the area. More stone beasts here, except one or two of them might drop a Bloodstone, which you should collect. One corridor ends in a rock pile, another triggers off a rockpile as you approach. Use the pick to dig through the rockpiles and you will find nothing in one of them, and a pile of bones in the other. Examine the bones to invoke the spirit of Orin, who will talk to you and warn you to get out while you still can. Once the bones have finished, examine them thoroughly to find a rusty key. Use the rusty key in one of the two locks by the door in the S region. Whilst you still need another key to unlock the other, you have now triggered the staircase down on level 2, that was closed, to become open. You must get back down to the secret room on level 2. (ix) Mines level 2 (again) By now you should be able to work out a route to get you back. (Hint - it involves a teleporter on another level getting you back to the Mining offices. Whilst you are there, fix the machine by putting file lumps of coal in the compartment then closing the door. Add the gear (cog) to the others then pull the lever to get it going. Now, nip back to level 1 and use the teleporter by the wheels to get you back to the secret room on level 2). Locate the stairs via the left passage from the W side and go down. You are in a small level 3 area. A button is in the west wall and the stairs lie behind. A spinner by the button makes things difficult, but press the button then take the shiny key from the niche and leave. (x) Mines level 4 (again) Get back to level 4 by going back to the new area in level 1 with the secret walls and drop down the pit in the far E corridor. Use the teleporter in the ante-room to go back to the Urbish Mines offices. Go down to level 1 and jump down the pit instead of using the teleporter when you press the button. In this new small room, press the button and drop down another pit to level 3. Now make your way through the secret wall to the mine car and take the W route then use the stairs back down to level 4. Now, use the shiny key in the other lock (by the door with 2 locks - you opened the first with the rusty key earlier). Enter and quickly get out of the way as a fireball launcher continuously fires from the opposite wall. This is in the way of a door in the corner that must be opened. To make matters worse a spinner is located next to the door and in front of the fireball launcher! Make sure people are healthy, then stand on the spinner and work out which way to turn to be spun towards the face of the door. Now open the door. You will probably be hit once or twice by fireballs whilst doing this but your party should survive. Around the corner from the door is the second member of the council, Paulson! You will tell him of the elixir recipe and ask him for his key to the King's shroud (remember you already have one from Dawn). Take the key and then Paulson will join your group. On the way out he will tell you of a secret wall button hiding his equipment. Turn S to find the button. Press it, take the items inside (Dwarvish boots, Axe 'vixen', Mine key 4, oil flasks, Bezel cup (4 uses), Vaelan's cube, chain mail and a Great helm). Equip Paulson with the relevant items. Be careful on your way out again as the fireball launcher is still on the go. Mine key 4 will open the remaining locked door (by the teleporter) on this level. Inside are 3 teleporters. E one does nothing. S one takes you back to the secret room in level 2. N one takes back up to the Urbish Mining Co's offices, so step into the N teleporter and prepare to finally leave the Mines and get some fresh air! (xi) Urbish Mining Co (yet again) Leave the office level by the stairs then turn left at the top so that you go out by the upper Opinwood forest. (16) Upper Opinwood (again) and Yvel Woods Back in the forest, head for the barrier created earlier by Scotia. You will have to kill quite a few Orcs and other beasts en route. Once by the barrier, stand right up close to it and then use Vaelan's cube twice. The barrier will twist and bend and then vanish. Explore a bit and locate the Yvel cave. This will take you directly into Yvel Woods... Yvel woods is reasonably large, and it contains a whole herd of very tough Great Orcs. In fact they may be so tough that you might want to go in and tackle the White Tower before facing these beasts! (You should emerge stronger and with better weapons at your disposal). (17) Tower - Level 1 Initial impressions of the tower are good. It seems to be deserted! It also makes a change to see nice clean surroundings after the dark caves and dingy mines. A rapier 'Talon' lies nearby. A note in a niche says 'ring for admittance'. There are no bells or buttons to push, and none of the rings you possess do anything either. Open the nearby door and go inside. There are many doors on this level. A star 'Vega' lies on the floor. A hole in the wall doesn't seem too dangerous (for now). There are some open grates at floor level which you should close. Sooner or later you will bump into some Amazon women, who immediately attack you. Whilst normally you wouldn't hit a woman, it's killed or be killed in here so fight them off as quickly as you can. One of them might drop a long sword 'Gnarl'. Most of the doors have strange mystic locks that come adorned with a strange beetle style depression. One or two of these door locks can be picked. An alcove beyond a picked door contains a niche with a dagger and some more lockpicks. A mystic key lies on the floor which might have been dropped by a killed Amazon. It is reasonably well camouflaged against the floor so make sure you don't miss it! Use this mystic key in a lock by the door at the end, but nothing will happen. A wall button to the left of the door will open it. Inside is a chained prisoner, who is recognised by Baccata. The thief was jailed by the Amazon Queen Jana. Release him and he will give you 9 coins (he's supposed to give 10 but he keeps one back for himself). A button on the wall in here reveals an amber ring. Go back to the niche with the note and place the amber ring in the niche. The wall will open. Inside is the Amazon Queen Jana. She will first warn you, then insult you. You must now fight and defeat her. Employ the age old tactic of moving around whilst fighting her. If you need to rest and heal people, dash out and remove the amber ring from the niche to stop Jana following you. When you're ready, go back in and finish her off. Once dead, she will drop the Great Sword 'Trouble'. The niche in this room contains another mystic key. Take the key and another wall will open. Little green slugs will appear, as well as quite a few Amazons who aren't that happy that you have killed their Queen! Another mystic key is dropped by a defeated Amazon woman during the battle. A door nearby is opened with one of the mystic keys you now possess. Inside is another mystic key! Another nearby door can be picked but nothing is found inside. More Amazons will appear during your explorations. A chest turns out to be empty, and the door near to it contains nothing but a blank wall! However, it also creates a wall that cuts this little room off from the outside. Use this opportunity to heal everyone and do whatever you want (sleep if need be). Just close the door again to remove the wall and let you out again. Exploring the entire level will open all of the rooms except for a few. One seems to be opened by a normal key (rather than a mystic one). Another needs a mystic key and the last door doesn't seem to be opened from this side at all! Now is the time to use the staircases you should have found behind two doors opposite each other (in the corridor which is in line with the shooting hole at the end, which is triggered by a nearby wall button). (18) Tower - Level 2 Taking the E stairs leads to a small room which contains a mystic key. Go up the W stairs and the same key will open the door here. Again there are quite a few doors in this area. Flying chickens with an eyeball instead of a head that shoot fireballs generate nearby. Kill them off easily, but avoid the fireballs from a distance. One of the doors reveals a blank wall. Another door opens into a room full of pressure plates. No matter where you go in here, a whole load of fireballs are launched from all directions. Quickly dash into the NW and SE corners of this room to take items from the niches in the walls (Mystic key in the NE niche, a Fireball spell scroll in the SE niche). The key taken from the fireball room opens another door to reveal stairs up to the third level. Don't go up here yet, as there is still some exploring to do on this level. Another door leads into a very small room. Writing on the wall reveals it to be the 'Dark Room'. A button on the opposite wall doesn't budge when you press it, so try closing the door first then pressing it. A niche will appear and you can take yet another mystic key. A door lock close by can be picked. Go inside and the door will close behind you. You are in a room full of pits. However, some of them are illusions. Discovering which ones is easy. Drop an item and see if it vanishes or not. You will discover that the safe route is N,E,E,N,N,W then you can take the mystic key lying on the floor in the corner of the room. A secret wall is also in this room, but the pit in front of it is real, so you can't go through it yet. Tip: If you drop through some of the real pits in this room, you end up beyond two of the doors you couldn't open on level 1. One of them is the door that had no locks. Behind it is a short corridor and a dead end. A button will open the door permanently. Another room that you can drop into contains an Amazon woman. Again, a button needs to be pressed to open the door here. When you have dropped through into these rooms, try the mystic keys you now have on the locked room on level 1. One of them should now let you in. Inside is the Altar de Blanca. There's nothing to take. On the altar is what looks like the neck of a bust - but without the head! Return to level 2. Since there's not much more to do on this level, head upstairs to the third level. (19) Tower - Level 3 A spirit will warn you to leave. Baccata will advise caution as he senses great danger nearby, but Paulson will have none of it and is not deterred by a ghost. In a few moments he will learn to eat his words! You are in a small area with two doors and one Mystic lock. None of the keys you currently have will unlock it. Through the other door is a switch on the floor that can be pressed. It opens a niche which contains the very Mystic key you need to open the door! However, you will wish that you hadn't when you first discover that this level of the tower is haunted by many different spirits, and each of them can pass and attack you through walls. Nowhere is safe! Tip: The best weapons to use are Emerald Blades. You should be able to hit for an average of between 150 - 380 damage on the ghosts. If you need to rest you will have to nip back down the stairs to level 2 for the moment. Note that at various points a large fast snake spirit will attack and bite your party, and you cannot fight it off! These attacks can be devastating and they can happen in rapid succession. The reason why you can't do anything to stop it is because the snake is actually a spell being cast by the spirits! The door nearby leads into an open area containing a chest that can be picked. Inside is a salve and a dagger 'fang'. Another door nearby leads into a room with many spirits and a wall button down one side. If you can reach the button alive, pressing it will open the wall behind you. Down here are three doors. The N and S doors have wall buttons outside. When you press them they reveal sliders. Pressing these will actually open the doors. However, the only door you should be concerned with is the N end door. Behind the door is an empty dead end and a secret wall. Step through the wall into a new corridor. In the S end of the corridor is a door. Behind that is a chest that contains the long sword 'Protector'. Follow the corridor to the N and you will come to a pit. (You could drop down the pit and enter a new area on level 2 that contains a Minotaur, more flame grilling chickens and a corridor with four buttons - but you don't need to. You can also find the other side of the secret wall found in the pit room on level 2. However, the pit by the wall there will only drop you back down into level 1 so there's not much point!). Anyway, to cross the pit you must throw an item across the pit to hit a wall button beyond. Don't press the wall button on your side of the pit else the other one will fail to close the pit. Dash down the new corridor. You are now in a reasonably large area, but as ever you will be chased by spirits! The first chest you come to contains a few coins and the long sword 'Entropy'. Round the corner is what look like a dead end but there is a secret wall close by that leads to another chest. Inside this chest are some Dwarvish boots, a staff 'Tarsal' and a Mystic key. Exploring some more you should soon find a few doors. The first door leads into a corridor. At each end is a locked door. The W end door is opened with a Mystic key that you should already possess. Behind this door you will find a niche which holds an Ivory key. (This key opens a door on level 1 of the Tower and gives you access to the Tower sub-level which is discussed in a moment). The E end door can be picked, but there isn't anything behind it so don't bother. Leaving this corridor, you will soon find another door, but behind it is a blank wall. The next door is a bit different. If you try and open it now, a lion's face will form in the door and you will be told that you have "...no faith" and the lion will flash its eyes at you. (To get through you need to be carrying the Crucible of Faith which you haven't got yet, although again there isn't much in the chests beyond the door so why worry?). Before we head back down to level 1 to use the Ivory key, explore the rest of this level. 1 of the 2 floor pressure plates will give access to a secret wall. Behind it are a few useful items like a sabre 'cougar', Bannon's reserve (a blue potion that restores magic points) and a salve. The Bow 'Gemini' is also lying around nearby. If both pressure plates are left depressed (on) then a chest appears near a secret wall to the south. Inside the chest is a Wand of Lightning, 400 coins and two more bottles of Bannon's reserve. Through the secret wall is a room that contains nothing of any value or use. Make your way back down to Level 1. Once there, find the SW door that remained locked. The Ivory key opens this door and gives you access to some stairs leading down! (20) Tower sub-level Step forward a few times and you will hear a piercing scream! The niche in the wall is empty. Around the corner is a sign that says "Face your greed". Along the floor you will see various items move around a pillar as if on a moving conveyer belt on the floor. Around the pillar are four empty niches. The items are a wand of death, a Dwarvish horseshoe, a Dwarvish Helm and a sabre 'cougar'. Tip: If you were to walk past this puzzle and try and explore further, you will be teleported to another room on the sub-level full of spirits. The teleporter is disabled once the puzzle is done. Place one of the items in each niche. I put the sabre in the N, the Helm in the E, the Horseshoe in the S and the Wand in the W. Once done the niches vanish and if you go back to the empty niche around the corner, the items are now there. Take what you need, although you probably only need the wand. Now explore some more and you will meet up with an old woman, who will give you the Crucible of Faith once you have answered a simple manual related question. (The Crucible is the head you need for the Altar de Blanca on level 1 of the Tower). Take the crucible. You are now making good progress. Return to level 1 and take the crucible to the Altar. Place it on the neck. Now you must place in the crucible each Elixir ingredient in turn. They are: Honey vial (honey from the Hornets next), Swamp water vial (from the sink holes in the swamp), Bloodstone (from the stone beasts in the mines). Unfortunately you don't have the fourth ingredient yet. It is found in Yvel City. Now you have no choice but to leave the Tower and re-enter the Yvel Woods. However, you should now be much stronger and better equipped to face the Great Orcs who wander through the woods .... @~To be concluded next issue.