Lands of Lore:The Throne of Chaos Virgin/Westwood Associates Part 5 of a solution by Roy Sims, IBM PC version. @~The final section. (25) Castle - Level 1 The Castle is the last new location in the game. You must fight through three levels, find and release Dawn and King Richard and then take on Scotia and win! The Castle is brimming full of spiritual beings. The Knights can be easily vanquished with the Vaelan's cube that you found in the Dungeon. As you will discover, this cube can be used over and over again (infinitely) to destroy the Knights. You will also come across some curious spiritual beings that look like a pair of flying axes tied together (for want of a better description!). These can be fought with a Mists of Death spell. Exploring this level you should come across an area which will seal itself off when you enter! A button on a wall (disguised as a tongue!) opens the door here. Go through and you will find two more wall buttons. As you step up to them a pit will open behind you. The N button creates a niche that contains a Cobra figurine. This is one of four figurines you must collect in the Castle if you are to free King Richard. I'm not sure what the second wall button is supposed to do, as when I pressed it, nothing seemed to happen! You have no choice but to drop down into the pit. This lands you back into the Dungeon below, so you must work your way back to the exit leading back up to the Castle in the middle of this level. You can now do some more exploring, and avoid the area that sealed itself off last time. Beyond one door on this level is a small key. Another door has a button behind. When you press it you hear a blood curdling scream (or you will if you have a suitable sound card anyway!). More of those flying axe type spirits appear on cue. Another door on this level is 'jammed' and I didn't discover how to open it. Again, like a few other doors throughout this quest, you don't have to get behind it to win. Another door close by leads to a savage metal door with viscous sharp jagged edges and blood stains to prove it! A wall button nearby will make them open a little wider each time but don't stand still when you pass through! Another door nearby can't be opened and doesn't seem to be that important so don't worry about it. If you explore this level E you will eventually come across a room with a crystal ball in the centre. If you look at this ball, you will see that Dawn is trapped inside! To free her, pick up the diamond from your inventory (which you found in the Dungeon level) and use it on the ball. This will shatter it and free Dawn (Dawn Free!). She promises to return with her forces soon. Keep exploring the level. You will find a door and beyond it a wall button. Pressing this button creates a teleporter which will move you into a new area on this level. There are many flying axe type spirits here! You must get through here as quickly as possible. You are looking for a door and beyond it a longish corridor with four wall buttons (two on each side, but none opposite or next to each other). Beyond this short corridor is a largish area (approx 8 steps by steps square). Unfortunately, as you approach the area your Magic Atlas, which has served you well, is zapped by some magical force and it will disappear! Your compass will also start to behave strangely. (The wall buttons in the corridor before this area seem to have an effect on the teleporters you encounter in here, in regards to the destination they move you to). You will find that this large area is a maze, with many pits and because of the lack of your map or aid from your compass, you will find it quite disorientating when you step on a spinner or get teleported without warning! What you need to do is locate the four floor pressure plates and leave enough items on each so that all four are left 'on'. Then you must find two secret walls to the S (although you won't know they are to the S!). When you locate the wall with the stairs up (to level 2) your Magic Atlas and compass will come back and you can use them in the maze area too! Another short corridor to the S has a wall button. Press it and the wall opens up revealing a corridor. At the end of this corridor is another button that opens a niche. In this niche you will find your second figurine (Dragon figurine). Unfortunately, the wall behind has closed up. To get out, place an item you don't need anymore (like the riddle scroll for example) in the niche. Now press both wall buttons to open the wall and let you out. Once you have mapped the 'maze' area go to the stairs up to level 2. (Incidentally, if you use the Vaelan's cube on secret walls, the secret walls will disappear for ever). (26) Castle - Level 2 This is quite a large level to explore. Somewhere in here you will find King Richard! The first creatures you will come across can only be described as Eye of the Beholders but with saw edges! A button on a wall nearby will open a door but an invisible floor pressure plate will activate a fireball launcher, so be careful! Go through the door. The button here will close the door again behind you. A dead end offers nothing more than a floor pressure plate. When you step on it, an E corridor appears. As you step into the new corridor, the wall closes again behind you. Enter the first door you find and go through the W door. In this room is a niche on the wall. Put an item in the niche and the niche will vanish. This seems to serve no other purpose other than to waste your time and your item, so don't do it! (You will find another niche elsewhere on this level that seems to do the same thing). A chest beyond another door to the S of this level contains a staff 'Gustauus' and a dagger 'Riposte'. I smashed the chest to open it, but neither item is worth bothering about. Explore this level and you will have to fight off many more of the saw edged eye creatures. You will find a few more buttons in walls that either open new corridors or open niches. One contains a Trident 'Plague' inside. Another chest behind a door holds some useful items, including 'Bracers of defense', an Ace of infinity, Ace of Oblivion and lots of coins. You might have realised by now that coins don't have an enormous use in this game. You've probably accumulated a good 2-3,000 at this stage. (There is a door in the SE area of this level that can only be opened by using a level 5 Rogue to pick the lock. Beyond the door is a button that reveals a niche. Inside is another figurine (Unicorn figurine)). You will find some blood stained spikes on a circular base that prevent a direct route to another area. If you approach the spikes you will lose health points. By exploring you will get to the other side anyway so find another way around. Eventually you will come to three doors in a row. The only one that opens is the last on the right. This door leads to a corridor with a couple of buttons. There are also doors that presumably lead back to the two (out of the three) doors that won't open in the area you've just explored. Some of the buttons (tongues etc) will open these doors. Look out for the scuttling giant scorpion type beasts as they seem to regenerate from this corridor! You will probably find yourself coming back to this area to rest behind the doors from now on. One of the doors here needs a key to open it (noir) which you will get on this level. If you explore you will find another locked door nearby, along with lots more scorpions and a floor pressure plate. Down this new corridor is another floor plate with a button (tongue) on the wall one step away from it. The pressure plates trigger a mace head launcher. The button opens up a new corridor. At the end of this new corridor are two doors opposite each other (N and S). The button on the S door actually opens the N door and vice versa. Press the S button and go through the N door. At the end is a button. This opens a very short corridor alcove which contains a floor pressure plate. A niche is created in the S area of the dead end which contains the Adder key. Return and open the S door by pressing the N door button. Go S and explore. You will find quite a few rooms and doors to open. Another room contains a niche which holds a noir key. The door into this room closes so you must put a useless item in the niche to replace the key you have taken. You can now get out again. Nearby is a dead end with a fireball launcher and spikes. You will find two wall buttons in an alcove. The S wall button should not be pressed, as it creates a pit where you're standing which drops you down through 2 levels back to the Dungeon! The W button opens up a wall to the E which reveals a short corridor and a door. Beyond this door lies King Richard, but you can't get in there quite yet! More buttons in the dead end alcove near this door open up the S wall. Through the new door you find are two pits, one to the E and one to the S. The S pit is in fact an illusion. The E pit is for real though, and will drop you back into Level 1 so avoid it. If you have a level 5 Rogue you can throw something across the E pit to hit the wall button beyond it. A teleporter is created one step beyond the illusionary pit to the S. Step into the teleporter and you will find yourself teleported to the area beyond the E pit. Here is a niche with a red key (Carrion key). A floor pressure plate is also nearby. Put anything in the niche that you don't want to keep to close the pit. You can now return to the door nearby. Use the carrion key to open the door and step inside to find King Richard! The King has been surrounded by an evil force field, and you need four figurines to break it. At present you only have three! Take the noir key back to the door that you couldn't open in the middle of this level (near to where the scorpions regenerate). Use the noir key here and behind this door is a teleporter. Step into the teleporter. You will find yourself in a new isolated area on level 2. Behind one of the doors you will find some stairs leading up to level 3. There is no other way out of this area, so up you go! (27) Castle - Level 3 Your first priority is to find the final figurine, then find a way of returning to level 2 to free the King! As you step into the level, the wall will close behind you and a message will say "You will not cheat me again". Your compass will also start acting up again on this level, but thankfully the Magic Atlas remains unaffected. The best tactic for level 3, seeing that it is quite large, is to run around and map as much as you can without pulling any levers, buttons etc. Return to the area where you entered the level then plan things from there. A secret wall just around the corner (near the door) leads to a chest. Inside the chest (which is easily picked) you will discover an Arbalest 'eternity' (a bow), Bastion Plate Mail and 500 coins. Through the door nearby are 2 locks and one wall button. The wall button reveals a door, but the door obviously needs to be opened with the 2 locks as the door button itself does nothing. You will return here later, because Scotia lies beyond! On exploring the E area of this level you will come across regions which contains many fireball/spell launchers. This makes certain areas hazardous to explore. A short corridor right in the middle of all this has a wall button which creates a niche. In the niche is a gold key. Another wall button on this level removes a pillar and releases an giant ugly green monster which you must get rid of quickly. Like the slug that guarded the Urbish Mines this beast will make your party drop all of their weapons if you don't kill it off quickly. There are at least three or four more of these creatures on this level to be fought. A pit has a button on the wall. Another button nearby removes a wall and reveals another button. Another button does the same thing but you end up nowhere nearer to reaching the button beyond the pit (and seeing that I didn't get to press it in the end I assume it is of no real importance to the quest). Another area leads to a short three steps wide T corridor. A sign on the wall says "The sums must be correct". A wall button is at each end of the T. One of the buttons opens a niche in the middle. In the niche is the fourth figurine! (Human figurine). As you approach the niche, the wall into this area closes. Place another item in the niche (I left the Dragon Statuette) then press the buttons to get out again with the last figurine. Now might be a good time to go to one of the pits on this level and drop down back to level 2 to rescue the King... (28) Castle - Level 2 (again) Go to King Richard's room on level 2. Now look at the location picture carefully. There are four pedestals. Each pedestal needs a figurine. Place each one in turn until something positive happens. You will now work out that each figurine must deflect the 'ray of hope' to the next figurine, until all four are lit up and the light beams surround the King. It doesn't take too much effort to get this working. You aren't penalised for putting the wrong figurine on the pedestals. Once the evil force field has been destroyed, it is time to use the four keys (Dawn's, Paulson's, Geron's and Nathaniel's) to remove the protective shroud. Each one must be placed in its correct position on each of the four corners of the shroud. Once this is done the shroud will be removed. Now take the elixir and give it to the King. He will be cured and he will slowly regain consciousness! King Richard will speak. Eventually he will give you the Shard of Truth (a ring). This, along with the Ruby of Truth (necklace) will defeat the Nether Mask. They must be combined together, but we will do this just before our final encounter with Scotia. Give the King a weapon as he requests. Now return to Level 2 via the teleporter and the stairs. It's time to hunt down Scotia! (29) Castle - Level 3 (again) The gold key will open one of the two locks on the door near where you enter the level. Continue exploring this level. A button in a long N/S corridor in the E opens a wall behind. Another green monster lurks in the N. In the S end is a door. In the room beyond is a chest with Ginseng, helm 'Talamar' and more coins. In the N area of this map is a chest with Aegis Plate Mail and a Halberd' Death Hand' and...yes...even more coins. An alcove nearby has a Death key just lying around. A dead end with two wall buttons closes around you. Don't worry though. Each button just re-opens the corridors around you. A rather pointless trap! There's another chest in this N area that can't be picked. A room with a green pool of acid and a button seems to be nothing more than a time waster. The button isolates you and forces you to walk over the acid pool to get out, thus losing you health points. An oily key resides in a room behind a door on the W side of the level. In the SW corner of the level is a room with the four signs. Each one asks for a different object type (armour, weapons, jewellery and medicinals). Just place one item of each category by the relevant sign. Walk over the floor plate and approach the niche. Inside is a Dull key. Take it. Use the dull key on the N chest that can't be picked. Inside this is a silver key, a salve and some coins (your party is filthy rich by now). Now take the silver key back to the door with the two locks. We've already used the gold key on one lock, so use the silver key on the other. Now open the door. As you go in, the door will close behind you. There's no escape now! This is a smallish area. There's nothing in here except for a door to the W. Before you do anything else, combine the Ruby of Truth with the Shard of Truth by placing one on top of the other in your inventory. They will combine to produce the 'whole truth'. Now, open the door. Inside is Scotia. Swap insults with her. As soon as she starts to use the Nether Mask her hands will glow blue. Before it progresses, use the whole truth on her. This will nullify the Nether Mask! Now, fight her. I used two Aces of Oblivion, followed by a Guardian to finish her off. If you don't manage to stop the Nether Mask in turn, Scotia will turn into a monster. It can be defeated with magic, but she will then just turn into something else. This too can be defeated with magic, but the third beast she turns into seems to be indestructible and you will lose! (in other words, if she manages to transform you won't be able to kill her!). Once Scotia is defeated, the end game sequence will begin. Congratulations, you are indeed a hero! The End? (Only time will tell...) Other comments: If you don't have characters with a high enough Rogue level for later puzzles, bows are good weapons for increasing Rogue abilities, and a special bow in particular is exceptional...On the other hand, you could just stand in a safe corridor and throw weapons down the corridor then go pick them up and throw them again back the way you came. This is a long and boring way of getting the Rogue level improved. A particular weapon seems unable to be thrown and will always drop at your feet. However, it still counts as being thrown, so it would save you having to wear a hole in the floor of the corridor... There are many doors, items and weapons that seem to have no use at all or are just time wasters. I missed out opening many doors and chests, and never used many of the items I discovered along the way... - o -