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Lands of Lore III- Detailed Walkthrough

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NOTE: reference this site's map for specific details pertaining to a certain location.
Guild Quests are at the very bottom of the page.


GLADSTONE WOODS: Beginning

      First, after the scene inwhich you escape from the beast which kills your father and brothers, proceed north into the cave picking up the Knapsack, knife and Journal along the way. Before getting the Journal on the elevated rock, there is a cave to the right and a waterfall cove to the left. Head right, crouch down and enter the cave- inside you'll find a chest that can be smashed open. Leave the cave and go straight ahead to the waterfall cove- jump onto the ledge to the left and jump inside the cave opening- it's very dark, but as soon as you go inside, there's a small nich to the right with an item on the floor, either walk around (if you have auto-pickup enabled) or click around until you find it.
      Now head out by jumping up those elevated rock platforms and escape through the opening covered in web. Use the knife to cut through the spider web and kill the spider lurking on other side. Continue down the path ahead and check all the tree hollows (small holes) for items- you'll find the compass here. Then you'll walk into some guards and they will tell you they have found your dead family. You'll pass out.

UPPER GLADSTONE

      After you exit Gladstone Keep, you can try getting back inn, but the door keeper will shut you out, saying that he is trying to protect you from Lord Geron (a hint of what is to come). Now is the time to explore Upper Gladstone and join one of the Guilds: The Clerics Guild is to the West, the Mages Guild is to the East and the Fighters Guild is just North of the Mages Guild. Exiting the area, you'll find a member of an unofficial Guild- the Thief's Guild. You can access it in a little bit.
      Explore the area first, but don't enter the woods just yet. To the left of the Keep (actually on the side of the Keep) is a locked grate, with latter leading to a locked door beyond, that you cannot open until near the end fo the game. It's the Keep's Treasure Cache. North of this area leads to a water fountain. The wooden gate beyond the fountain is not opened yet- it leads to a sectoin of Upper Gladstone. But, you can go under the fountain and get a bunch of goodies- just don't stay under there too long or you'll lose your breath. There's not much beyond the Clerics Guild besides a locked gate.
      East of the Keep is the remainder of the Official Guilds. Be sure to break all the barrles along the way. There are extremely good items inside, too many to even mention. On the other side of the Fighters Guild, to the North, you'll see a locked gate. There's a way inside- go farther North until you've reached the end of the building- there's a pole in the corner of the building wall and the stone wall- walk up to the pole and continue to walk forward- this will allow you to climb up the pole. Once you reach the top, you'll notice that the area behind the building is too small to walk past, but you'll also notice a ring lying there- this is the Ring of Regeneration. Grab it and move over to the window. There's no need to jump inside (a combination of crouching and jumping forward), just grab the items you can see. This game provides a lot of useful items, so you don't have to worry about buying much. When done, walk around into the courtyard, and jump inside. To the very far corner is an item on the ground. Then you can exit, via a button that will open the gate.
      To search for the Thief's Guild, just continue walking past the Fighters Guild and down the steps. Enter the sewers of Gladstone through the small grate in the wall at the bottom of the stairs. You can also access it via grates within Lower Gladstone, but you cannot pick those locks yet. So you can either go down into the Sewers, or continue heading North West to make your way to Lower Gladstone. Heading North West will take you through a secion of Upper Gladstone. You can break more barrels, talk to some people in their houses, and find some rooms that have items inside.

LOWER GLADSTONE

      Once you have joined a Guild and picked a Familiar (refer to this site's Guild Page) you should thouroughly explore Lower Gladstone. If you are in the Sewers, the Thief's Guild is located to the very North of the Sewers. This Guild has a great pawn shop that will buy almost anything. There's not much else down here except a wall to the North West, just past the path that leads North to the Guild- it has a crack in it, so bash through it to find a treasure chest behind. Exit the Sewers either through one of the many grates or find your way to the second floor of the Bacchanal and climb out the window- you'll find yourself near the Lower Gladstone Docks.
     Once you're in Lower Gladstone, have fun exploring it. Find hidden buttons and such to open doors. Open small vents at the base of buildings and crawl inside to find more chests. You can break many window, which will have chests inside- you just have to find out how to get up to them! This is a excellent opportunity to get some great stuff. Keep what you want, sell the rest. There are also four places you should be familiar with: the Blue Deer Inn (you'll have to pay rent to access your room, and you can temporarily store things here), the Tavers (not much here, just talk to the folk), Buck's Mercantile, and Barnabus' Armory. When you are ready, it's time to find the Draracle.

GLADSTONE WOODS: To The Draracle

     Now that you're back in the woods, you might as well explore the whole entire place. It's not too large. Kill the Wild Boar, and leave the Hoppers alone- they won't bother you. Check all the tree hollows for items, and there are even some tree stump chests scattered around the woods. To the North East is a large area with a deep water pit. In that area, you'll find a large concentration of Hoppers, and beyond them is a Hopper Cave with Lamplight Eggs inside. These are great items that allow you too see in low light for a minute. Very useful in the Volcanic Caves since it is very dark there. When you're ready, make your way South East and enter the Draracle's Caves.

DRARACLE'S CAVES

      There isn't much here, but do explore. Eventually an entrance to the Dark Army camp will open via a button on the wall. You'll find three Orcs that enter in converstaion with you. They were confused by the Dararacle's riddle. You can kill them when you're finsihed talking to them and continue on your way. Once you reach the wooden bridge over the water, then you're almost there. But first, pull the lever that's to the left of the bridge, on the wall. This will open up the room to the right. Inside there is a stain-glass window. Around it are four cash cups, wich require 25,000 silver crowns each. You won't find this kind of money until you close the last portal, so leave it be for now, and cross the bridge. Before you enter the large ornate doors, you may want to drop down into the water on each side of the bridge and collect all the coins that have fallen down there over the years. Once you enter the Draracle's Lair, you'll speak to Jakel, then the 'Draracle,' or is it... Looks like you'll have to search elsewhere for him... so you might as well exit the caves and enter your first portal.
      When you're back in the woods, make your way South to the Volcanic Portal (you'll see lava around it) and enter it. Once you're inside and begin walking towards the first cave, you'll see the Draracle approach you! He'll explain what is happening and leave a portal for you to get back to his Lair to find his golden Sigil. Enter it and you'll find yourself and back at his Lair. Head South (and avoid straying from the path). You'll walk down a dark corridor to a teleport room, which will bring you to where the Sigil is located. Once you have found the Sigil you must find the five shards from the broken Shining Path Mirror. These five shards are scattered in five portal worlds. The Draracle' s Sigil is in an outside area along the path you are following, and once you retrieve it, you'll speak with the Draracle for one last time. Then teleport back to the room beyond the dark corridor. Once you exit that corridor, you'll be in a lit room with shelves- there are a good amount of useful items on these shelves. Once you make you way back to the room with the lava pit, walk back to the other side, and depress the button that made the three walk ways appear. Now that it's off, you need to turn it on again, and quickly make your way over the first walk way- before the second one appears, drop down into the lava, well not into the lava, but you'll see a room down there, so drop onto the ledge. In that room is a table with good items on it. Then climb up the latter and press a button to open the stone wall. Then make your way back to the Lair. You'll speak with Jakel again. Now exit the caves and return to the Volcanic Caves.

VOLCANIC CAVES

      The path here is pretty simple- there isn't really a way to stray from it. After you pass through the cave inwhich you first saw the Draracle, search the walls for a large crack (at (19) on this site's map)- if you hit it with a missile weapon, the crack will widen, revealing a niche. You'll see the Vulcan Staff inside- your Familiar will have to get it for you, but they may not be able to get the coins that are also in that niche. While exploring the world, destroy all lava Stalactites you see and keep an eye open for Morphera, a large purple Dragon. You'll first meet her in a wide lava pool- she will speak with you then shoo you away. You must defeat Morphera, the last of the great dragons, to gain the shard found in this realm. It isn't until the final encounter at a larger lava lake that you'll actually be able to defeat her and gain the shard. Continue along, and make your way past Dragon City to the 'Central Room' (see this site's map).
      From this Central Room, you have three paths that you can take. The North path will lead to the Dragon Tombs. From there, you'll find the FireStorm spell (an Ancient Magic spell), a Heartstone, and the Stone of the Cobra: three usefull items. You can also skip this area entirely, it's up to you. The path East of the Central Room is where you'll have your second confrontation with Morphera. She will again talk to you and shoo you away.
      To the South of the Central Room is the path that leads to Morphera's lava lake, where you will finally get to kill her. Try not to get too close to her as she attacks. Once you defeat her, an floating light will appear- this is Morphera; she will go into the lava lake to regenerate. As soon as you defeat her, you must first plug up the three lava stalagmites that surround the lake which cause lava to flow into the lake. If you do not do this, she will resurrect herself each time you kill her. Once you do this, the lake will dry up. Kill Morphera one final time, and the shard will reveal itself on the floor. First collect the coins lying on the floor, then touch the golden Sigil to the mirror shard and you are once again transported back to the Draracle's Lair.

DRARACLE'S CAVES: MAZE LEVELS

      After speaking with Jakel, you will have to exit the caves via a Labyrinth due to 'construction in the main halls.' Looks like he's just trying to get rid of you. These caves are filled with deadly traps, roaches, scavenger rats, and skeletal warriors. Though you will find a few useful items lying around or in niches, including some spells which you may or may not have. Use your Light spells or Lamplight Eggs to enable you to see better in this Labyrinth.
      Maze Level 1: Just make your way around the level to the South East to get to Level 2, picking up money and items along the way.
      Maze Level 2: You want to make your way around the level to the South West to get to Level 3. You'll have to find a secret button at one point to continue along the path. You will also find the Lesser Heal spell on this level.
      Maze Level 3: This level is a little trickier, due to the Secret Passage walls- they are bright and translucent, so they are easy to spot. You need to make your way around the level to the South West. When you come to the first Secret Passage, ignore it, and continue to the North West area. A dead end? Nope... Click on the wall to reveal a Secret Passage to the West to an Iron door and a Dragon Head wall carving. The Iron door can only be opened from the other side, so ignore it for now. Click on the carving to open a Secret Passage to the North. To the North West you'll see small hole in the wall that you can squeeze through, Do so if you wish. When you come back out, farther ahead on that North wall, you'll see an Iron panel. Your Familiar will open it, revealing the Lesser Blades spell. It is an effective spell against the foe in this Labyrinth. Now, head back South East, to the first Secret Passage that you ignored earlier, and pass through it. It will take your South, then West, then North allong the bottom of the level. The exit to the next level is here, but before taking it, go North and find the button to open the Iron door. If you fall down the pits on Level 4, you will land in that area that you squeezed in, and opening this door saves time to get back to the exit. Now head South and find that ladder to Level 4.
      Maze Level 4: (This level is the same as Level 1 of the Draracle's Caves from LOL: Chaos!) This is the last level. Make your way around the perimeter of the board, moving East, North, West, but before you move South, there is a pressure plate that opens a wall to an area with some items. Moving along, you will come to an area with pits- you will have to jump onto the thin walkable area until you are at the other side. Push the Blue, Green, then Red button to open a later path. Now head towards the South West area, and you'll come across the Lesser Lights spell, then exit into the Woods and go back to Gladstone. Enter into the now accessable Keep.

GLADSTONE KEEP: First Visit

      Ground Floor: You'll be able to enter Victoria and Nathaniel's shops, but they won't be able to sell anything until King Richard returns later on. Feel free to explore, besides some food in the Kitchen, the only thing useful on this Floor is the Damage Shield spell found in the large Throne Room. Jeron is in his office, you may want to speak with him.
      Second Floor: Behind the alter, get the Lesser Blades spell, but more importantly, talk to Luther out on the balcony. He will give you his sword, Thohan's Great Sword. This is just about the best weapon in the game and is the only time you can get it from him. Exit the Keep and report to your Guild(s) to sell and buy items/spells (there's no need to enter into Lower Gladstone right now and Upper Gladstone is still closed off). When you're ready, go to the next portal- the Frozen Wastes.

FROZEN WASTES

      Follow the icey path until you reach (3)- see this site's map. At this spot, you can either follow the North or the South path. Both will eventually lead you to (1)- a small tiny path that leads goes North. It's best to take the Southern path, for there are two Tiger dens with items inside.
      Once you reach this small path that leads North, follow it until you reach an area with a water pit that you cannot jump over. There is a ledge that leads up over this water pit, onto an ice patch with a small cave to the side- there are two small flash pots inside. Use these flash pots on the icey patch to loosen some ice floes that will fall into the water pit below. Then head back down, and you can now jump onto the ice floes to jump across the water pit. Note, it's difficult due to the sliding- use a Gummy Pod and it won't be a problem! You'll get to see a friend from Gladstone on your way to the Tower. If you really want his Warhammer, then attack him for it, and don't let him jump off the cliff! Otherwise talk to him then continue down the path until you reach the entrance to the White Tower.

WHITE TOWER

      There are a few ways you can go about conquering this portal. You can attack Jacinda right then and there and then run your way to the throne room to get the shard, you can cooperate and help the Amazon women by destroying the Stark Chickens and their nests (hanging green sacs), or you can attack everyone and everything you see. It's completely up to you. It's just a better idea to get all the goodies from this place that you can. And, if you are very cooperative with the women, you'll get to witness an alternate ending to the game!
      If you plan to hurry your way out of here, kill Jacinda and take the key from her body, then run to the door that leads South, run down the corridor into the room beyond. In this larger room, head East through two doors, then South through the next door. Now, follow the corridor West, South and West again, and you'll find yourself in the Throne Room. Your shard is behind the Throne- it's lodged in a Hilt, making it into a nice sword. Attack the display and it will fall to the floor. Before picking it up, continue to attack that display as long you want- the longer you do, the higher your levels increase. This makes up for rushing through the world. Pick up the money, then click on the shard to return to the Shining Path.
      If you plan to help the women and raid the place, here's how to do so. As soon as you enter the White Tower you will encounter Jacinda, queen of the Barbarian women. She has the shard that you need. If you decide to help her and the barbarian women first by killing all the Starks in the White Tower, you will find Jacinda waiting for you in her throne room once you have completed this task.
      The first place to go is into the room on the very right- light the candles and note the color order- Blue, Green, Red, Violet. Check the vases for items (and also the vases throughout the tower), then exit the room and go East all the way down the Corridor, you'll see a door to the South. Pass through the door and you'll see four niches to the East and four Candelabras to the West. Ignight the Candelabras and but them in the correct niches (you can see colored wax on the floor of each niche). Anyway, the patter will be Blue, Green, Red, Violet. Doing so will create steps that lead to a secluded Treasure Cache on the Second Floor. There are three doors up there. The door to the East has Great Axe Blizzard (great for use on the Starks). The one to the West has two treasure chests. The one in the middle has more Starks and Stark nests- in one of the nests is the Blue Gem (you must get this Gem before any others in the game, due to some bug).
      Leave the room and head back North West to the entrance of the room where you light those four candles- enter the door to the South. You'll have to crouch and hop your way down the corridor. Once you're at the furnace, don't press the button! Just look inside, you'll find a Red Gem hiding behind the flame. There are 4 Gems, one for each colored candle you saw. Each Gem, when placed in its proper socket, will open up a different treasure cache. Infact, there is one to your left and right, but they are closed off for now.
      Continue into the next room. Find the button on the wall- it will open up all four corner doors. Some have Starks in it, others have treasures. Pass East into the next room, and East again. Now, head South, into the Quarters of the Amazons. If you head South once more, you'll find the Violet Gem under one of the beds. There are more treasure chests here, and to the South West is Jacinda and her throne room- avoid going into this room for now; wait until you're finished your quest.
      Once you explored the other rooms here in the quarters, head North twice. You'll find yourself in a room with stairs and a door- they both lead to the second floor, but ignore them for now. Continue forward. You'll find yourself in a room with two stained glass windows at either side of the room. If you look up, you'll see some stark nests- the Green Gem is up there in one of them. You can actually hit the nests with a missile weapon, or just ignore them for now. To the East is a wall with four buttons on it- unless you're in the Fighters Guild (see the very bottom of the page), you can ignore this. Exit and head back south to the room with the stairs.
      Enter the second floor by either the door to the East, or by the stairs already in the room. Either way, you want to head around to the North to get that Green Gem that was in one of the nests. Becareful not to hit the women while you're attacking the Starks. Once you get the Gem, go to the corridor that has a passage that leads West (see this site's map). Before entering this passage, you'll see two niches, a green and blue one- touch them to place the gems inside.
      Contine down the corridor and explore. You'll eventually find your way to a room in the North West. This large room has some elevated platforms- find a socet on each side, one for each the Red Gem and Violet Gem. This will trigger traps, so be careful while walking around them. Continue exploring. To get into the newly opened treasure rooms, head back down to the first floor. Note, to the South East of the second floor was a door that you could not seem to open- this is the Prison, now that the sockets are inplace, you can enter the prison via a path to the very South East Corner of this floor. Explore it if you wish- you'll end up here if you get too cooperative with the Amazon ladies! You cannot free the prisoners, so don't bother trying, just open the chest and head back to the first floor.
      Across from the entrance to this level from the Frozen Wastes is a newly opened room- its door frame is lined with purple energy. To the East of area is a newly opened room with green energy on the door frame. If you head back West to the room with the furnace, either side of it has a newly opened room, one lined with blue energy, and one with red energy. Raid the chests, and then head to the Throne room when you are ready.
      When you meet Jacinda, you will be ordered to enter the door near her. Do not enter! You know whats there... Refuse her and she will attack you. Battle with her- she's using the shard as a sword! When you kill her, don't touch the shard; first, loot the chests in the room, then click on her body to get the treasure room key and her Hilt (you can touch the Hilt to the Shining Path to create the Silver Fang Sword). Use the key behind the Throne, taking all the cash there. Then go back and use Sigil on the shard piece to teleport back to the Draracle's Cave. After talking to Jakel again (yes, you will have to deal with his rantings every time you retrieve a shard piece...) and return to Upper Gladstone. On your way, explore the remnants of the Dark Army camp- seems like its under some reconstruction!

GLADSTONE KEEP: Second Trip

     Ground Floor: You are informed King Richard has returned. But before you see him, sneak into Lord Jeron's room. Now you get to learn some dirty secrets about him. That he's gay? Well, that's just assumed... If you click on his chair, a secret passage opens up- the stairs lead to the second floor, so ignore them (unless you haven't gone up there yet to see Luther, then go up there to get his sword). Clicking on one of the skulls in the niche will lower you into a sub-chamber. Get the items from the table and continue down the path and up the stairs. It leads to a portrait. Why? Take a closer look... It's his peeping spot to spy on the King and VIP guests. Now you can head into the Keep shops, they will now allow you to purchase items. Stock up on some good weapons and items.
      Now head to your Guild(s) and get your Second Quest, which will allow you to advanced your rank and eventually get you access to the locked shop room in the Guild. Complete it immediately and then get your Third Quest (once you close the fourth portal, the Lands will be in ruin, and you cannot access the Keep or the Guilds, so get everything done and advance so you can acquire your skills). See the very bottom of this page for Guild Quests information. You can also now explore the other part of Upper Gladstone- check for items on the wall ledges, inside barrels, and inside houses (click on paintings to find hidden levers). Sell and buy all the items and spells you can afford, don't worry about saving up money- this game will take care of you. When you're ready, head to the next portal. You may meet someone infront of the Underworld portal who will give you a special key.

UNDERWORLD HOTEL

      When you enter, there is a door to your left, to your right, and one far ahead. Go to the left first. When you enter this passage, you really only need to enter the door to the North- it's a library. There are spells hidden in the bookcases, and in the far North East corner of the room, click on the wall pannel to reveal another room with more bookcases. Back in the corridor, the door to the South will have Silver leaf inside, if you want it. Down the corridor, to the West, is a door that leads to an outside area. Just besides this door is a bookshelf with Sheet Music on it- get it! You need to give it to the organist when you find him. If you want Swampblack Root (you need new Herbs as part of a Cleric Guild Qest) then go out that door. The only way back in is by finding the head of the headless gardener that is walking around. It's located to the North East, inside a niche. Give him his head and follow him back to the entrance, and he will cut you a path back to the house.
      Go back to the entrance of the Hotel. You'll see Shades here, and they are tough to beat. Light spell, or the Dagger of the Light, are effective. This time, go enter the door that was to the right. Upon entering the corridor, there is a door to the North, South, and one far to the East. Enter the North door, the kitchen, and find the Celler door to the North. Go down and follow the path until you reach a hole in the floor, somewhere to the North East. This will drop you to the wine cellar. Get at least one bottle- open the door, head down the corridor, up the ladder, and drop down into the other hole. When you drop backinto the cellar, just find your way back to the kitchen and back into the main chamber (you don't need to investigate the other two rooms here).
      Now, go through the large double-door to the North. You'll find yourself in the ballroom, with ghosts. But, they're not dancing... and there's no music... You can see a clock ahead, next to the Lifts. Since time has no meaning here, this clock must have some other purpose. If you were given a key outside the portal, then use it on this clock, winding it three times until it breaks. This will call the Organist over to the organ on the other side of the Lifts. If you don't have a key, get on a Lift to get to the Second Floor.
      There are seven doors from left to right. Go to first door to the South West and get the Empty Jar from the table. Go to the second door and get Silver Leaf and Soft Leather Armor (needed in the next portal world) in the Closet. The thrid room (corner room) contains another empty jar, so you don't need it. The fourth door (on the North end) is empty.
      Fifth and sixth doors won't open until you complete the quest from Gabrielle, Ghost of Flame, in the seventh room (to the West). You can find her inside the wardrobe. To get the clock key you must aid her ghost. She will tell you her tale, and you must break her curse or you will also be forced to live it. To do this, run down the corridor to the right, and enter the second door on the right- click the empty jar onto the oil lamp to drain its oil, before it spills and ignites the fire. (If the lamp does break before you can drain the oil, then let the fire kill you and you will be resurrected automatically to try again. This cycle of events will continue until you successfully empty the lamp.) Once the lamp has been drained the ghost will give you the Death Stroke Shield. Now you can explore the locked rooms. Room six has another spell in the bookcases, and room five has the key you need, on the desk.
      If you still need more Herbs, go to the room where you collected oil from the lamp. Break the window and jump outside into the garden. There you will find more herbs. But, the only way out, is by following the bloody foot prints to the South of the garden. Under the lightning, an opening will appear in the ground- this is your only way out. It will lead to an area near the Cellar. Along the way, you'll see the Ghost of your father, Eric. He tells you his soul, among others, is trapped in the attic. This path will lead you back to the cellar. Exit via the Kitchen and head back to the ballroom.
      Once you're back in the ballroom, go wind-up the clock. Once the clock breaks, it will cause an organist to appear on the other side of the Lifts. You must now get the organist to play music which will in turn cause the ghost dancers to dance. But, he won't accept your sheet music... See the wine bottles around him? Giving him the wine bottle you found will cause him to accept the sheet music. Now, with the dancers dancing, follow them around the room. They will lead you to a hidden passage that you cannot enter until both pairs of ghosts have entered it, behind the Organist. Once they do, the stairway to the attic is revealed.
      Once in the attic, it's very hard to see because of all the curtains. The Scythe Demon is hiding here. He has made the shard a part of itself. He's tough to beat. Run all the way South to the other side and you'll find another clock to wind-up. Doing so will release the trapped souls and move the curtains aside, causing some light to fill the room. You can also cut the curtains down with the Great Sword Firestorm, or hack at them a few times. The Silver Fang Sword is highly effective against this Demon. Once you defeat it, collect the Shard from its body, and you'll be returned to the Draracle's Lair. Speak with Jakel and exit. You can explore new additions to the Orc's Lair, and even a new path that can be found in the fountain of the Stalagmite room. Return to Gladstone when you're ready.

GLADSTONE: Again

     If you return to the Keep, you won't be able to do anthing here, or buy anything, so it's not worth the trip. Just return to your Guilds and to receive credit for your Second Quest and wait around until you are given your third. You must complete your Third Quest before you enter the next portal! Otherwise, once you come back from the next portal world, Gladstone will be under ruin. Use this time to advance in levels via the Fighters Guild practice rooms, and spend all the money you have on items or spells. You won't need it anymore, and you'll find a lot of money in a piggy bank in the last portal to be used on the Draracle stained glass window in his caves.
     So use this time to beef up! You can also now visit all up Upper Gladstone. You'll even see your stepmother in one of the houses. You figure out that she does not like you. You should look for her scarf, before she shuts her door. It may be on her, or it may be somewhere in the open door way. Try to find it before she shuts the door- you can give it to the man in the Blue Deer Inn, and he will 'take care of her' for you. Once you are finished your three quests and are finished buying items/exploring, head to the next portal to the Ruloi Homeworld.

RULOI HOMEWORLD

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GLADSTONE KEEP: In Ruins

     After returning from the Ruloi Homeworld, it would be a good idea to return to Gladstone and see how it is being affected. It now lays in ruin. Explore all of Upper Gladstone again, some new places are open, including the Treasure Cache next to the Keep, and the fountian has more items beneath it. You can find Peter next to Madam Carmen LeGrey's house- he has a note from your stepmother for Lord Jeron; his treachery is even greater, you find. You can also see the graveyard that has been opened. Besides all this, not much else is going on.
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SHATTERED DESERT

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NOD BASE

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THE ESCAPE!

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DRARACLE'S CAVE: The Final Confrontation

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THE BIG ENDING!

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Ruloi World

Ruloi World' Portal is in location near the river and Underworld' Portal Area. You will find "your brother" there and go inside the portal. Explore the Ruloi World to destroy all the mechanism (Regeneration Device). Fight Scavengers, Ruloi Drones, and Ruloi Warrior and get "The Hand" which use to open the two doors with the hand-symbol. You can also get "The Hand" in the Cave located in Poison Tunnels and find Great Sword Darkstorm also. You will find the others two mechanism in there and destroy it. Your Journal will change if you have destroy all the regeneration device You can open the Jail by using "The Dream Shard" but the woman will attack you. Get out and see the teleport. Step to it and teleport to the cave with the Beasts (Ruloi Collective). Kill them and use Sigil on the body and you will teleport goes back to Draracle Cave.
Go back to Gladstone through Under Gate. Near this area open your Automap and you will see a new small area colored Blue. Go in there and see the movie. You will find your Uncle is dying. Continue your journey to Gladstone and you find it's been destroyed also all of The Guilds.

The Ruloi Homeworld:
1. The key to winning this level is finding the Ruloi hand. This hand will open a hidden telepad that leads to the Ruloi Hive Mother.
2. To gain the hand, just continue killing Ruloi Warriors (the yellow Ruloi) until the hand appears. To ease your task, destroy all the regeneration pads. This will keep a Ruloi from regenerating after you have defeated one.
3. Another tip, be sure to have either a spell or item that protects you from poison (i.e. the stone bracers). This will aid you greatly in navigating the numerous pools of acid found on the homeworld.
4. Once you defeat the Ruloi Hive Mother, the shard will be revealed. Collect the shard and you will once again be returned to the Draracle's Lair. You have one last shard to collect.
5. After you talk to Jakel, proceed to the last and final portal, the Shattered Desert.

Shattered Desert

Go to area where the Portal to Shattered Desert is. Open your Automap to find it. The Portal only will appear if you have conquered the Other Worlds. Step inside the portal and teleport to Shattered Desert. Follows the path here pass through the hole, the bridges until you arrive in the open sky area you have to jump down. Do not jump down here but walk around until you can see the Door across you. Run and jump to the door and follow the path until you arrive again in the open sky area. Now it's your time to jump down. Fight against the Beasts and follow the path until you arrive in The Big Building with the path above. See the Aerial Root on that Building. Click your mouse on that and you climb it. Follow the path again until you arrive in the small room with the man in there (The Last Man). Search and move your cursor around The Rocket in front of this small room. Open the shafts to get down by elevator. Follow the path in here (I think this is Nod Military Building in Command and Conquer).
If you arrive in a room which have no doors, search for secret door in here. You find an air tunnels and to get in use the chairs and speakers in here. In air tunnels you will find some ladders which lead you to three way out. Find the way to the room with Big Blue Shield and destroy the Mechanism in the wall. (Remember this location and the air tunnel) It will deactivate the Shield and go down the ladder. You have to across the room with dangerous water. Syruss alert you about this. Go inside the door and you arrive in a big circular room and meet The Hidden Wizard.
Kill him and get the last piece of mirror. You can not teleport back to Draracle Cave but you must run out this building. Use air tunnel in the Room with Big Blue Shield to go back to room with Speakers and chair. Get out through the door and follow the path again back to your entrance. Get elevator up and find "The Last Man died". Go back to the big hole and go inside and follow the path back. Jump down the big building and follow the path again until you find a aerial root again. Click on it and climb it. Follow the path to get out the door again. From this way you can go back to the Portal.

The Shattered Desert:
1. You must defeat the evil "wizard" in the cave to gain the last and final shard.
2. Make sure you have a range weapon and protection from poison before entering this realm. The range weapon is needed to defeat the evil "wizard". The poison protection keeps you from getting radiation sickness. If don't have a range weapon, don't panic, there is one to be found in the caves of the evil "wizard".
3. Proceed through the canyons until you reach the cave. You will need to jump to a platform, climb some vines and a long ladder to get to the cave entrance.
4. Once inside the cave you will need to navigate yourself through duct work, find a robot eye to open a door, destroy and stack computer monitors, smash panels to bring down a force field, and destroy "hot" wires to keep yourself from being electricuted as you cross through water.
5. Once you gain entrance into the "wizard's" throne room you must destroy it's force field generators before you can destroy the "wizard" itself.
6. Once you destroy the "wizard" the shard will be revealed to you. Unfortunately this time you will not be returned to the Draracle's Lair. You must instead escape back through the cave before the "wizard's" self destruct timer goes off.

Draracle Cave

Go back to Draracle Cave and you will meet Jackel. You must get The Seal from him by fight against him. After talking with him you'll teleport under the water and climb the rope in here to get out. You will come to small room with Jackel and beasts. Fight all of them and search for the Green Portal. Click on it and the color changes. You have to search the other portal and do the same thing. Fight Jackel again and again. Finally you will arrive in the room with the Shield and to open it you must fight Jackel. Go through the hallway and you see the room across you. Go jump down and see the mechanism in here. Click on it and the stair will down and connect the rooms. You must go to the hallway again to go to that room. You arrive in the big circular room with Skeletons around it. Step to center of this room and the skeletons attack you. Fight them and teleport back to Draracle throne room and fight again The Jackel and get the Seal from him. Click the Seal on mirror and see the scene. You get your soul back and the game is over.

The Final Battle:
1. Once you have escaped from the "wizard's" cave and returned to the Gladstone Woods, proceed immediately to the Draracle's Lair to confront Jakel. You have collected all the parts of the mirror, now you must seal it. Jakel has the Seal and guards it jealously.
2. After your initial encounter with Jakel, he will teleport you into a pool of water. To escape just turn 180 degrees around and climb up the rope. Do not be tempted to go up the ladder.
3. After climbing the rope you must now defeat the spectres of Jakel. Defeating them will open doors that will eventually lead to a room with a hanging bridge. Before you can cross, the bridge needs to be lowered by turning a wheel.
4. Once you cross the bridge you will enter into the final chamber. Here you will attack and defeat several monstorous Skeletal Guardians before Jakel reveals himself.
5. You must defeat Jakel to gain the Seal which will be used to close the portals.


The Big Finish:
1. Once you have defeated Jakel and gained the Seal from him, you are done. Use the Seal to seal the mirror which in turns closes all the portals and restores the lands of Gladstone.



Guild Quests

You're assigned your first quest when you agree to join the guild. You receive your second when you return to your guild after you find the mirror shards in the Volcanic and Frozen worlds. Your third is assigned a few minutes after you get credit for finishing the second assignment. Note, you must complete all the guild quests before you find the fourth mirror shard piece. The guilds are in ruin after returning from your fourth portal trip. Also, you don't have to complete your second and third Guild Quests, but doing so will pay off in the long run.

Iron Ring Quests:

  1. Quest 1: The Wharf Rats. You have to find the warehouse in Gladstone Woods, by the Docks, and eliminate the Wharf Rats that. Unless you have the key Celerian give you, you can't enter this area. Just go in and check the surroundings and kill what ever you see. You only have to worry about killing the Wharf Rats. Tip: close the doors behind you to prevent the Rats and Wharf Rats from escaping, and the Wild Boars from getting in.
  2. Quest 2: Conquer a Portal. After you have closed the second portal, report to your Guild to get your second quest. In order to proove yourself, you are instructed to conquer a portal in the Gladstone Woods (the Volcanic and Frozen portals don't count since you have already conquered them). So after you have conquered either the Ruloi Homeworld or the Underworld, return to the Guild to get credit. Explore the area for a few moments and return to get your third Quest.
  3. Quest 3: Chesara's Toy Sword. Jacinda, whom you battled in the White Tower, was sister to Chesara, the guildmistress. Chesara, who is behind the closed door to the back of the guild, wants a keepsake from the the Tower. She gives you a kep you can use to retrieve it for her. Return to the Frozen Wastes and to the White Tower. Find the room just beyond the Candelabra room on the first floor with the large locked door (or four colored buttons on a wall: depress the buttons in a particular pattern- see the Candelabra room for the order- and the wall will open revealing large locked door. Your key opens the door to a sort of barracks, where you'll find a wooden sword- this is what Chersara wants. The sword is guarded by a spectral phantom, but you can retrieve it without fighting by running past the ghost, grabbing the sword, and running out. Put it in your inventory and return to the Iron Ring. Note: If you equip the sword and use it, it will break and you will not get credit for completing the quest. As thanks, she will give you Reflective Plate Mail.

Talamari Quests

  1. Quest 1: Portal Energy. Simply, go find the first portal in the Gladstone Woods (the Volcanic World) and click on it to get a sample of its energy (without getting sucked through!). As you go to click on it, your cursor will change to the sampling wand Sioned gave you. Return to Mistress Dawn in the Guild to receive credit for your quest.
  2. Quest 2: A Shard Sample. Dawn learned a lot from the portal sample you brought her. Now she needs a s ample of the energy being released from the mirror shards you're collecting. Sioned again give you the sampling wand and sends you on your way. Complete the next portal you go through as you would normally. Before you click on the shard with the Golden Sigil, the cursor will change to the sampling wand. Get the sample, then collect the Shard with the sigil. When you return to Upper Gladstone, go to the Guild and speak with Dawn to finish up your Quest- she will give you a Drakelord Gem as thanks.
  3. Quest 3: Sometime between finishing the second Quest and heading off to the next portal, Sioned disapperas from the Talamari guild hall. Invading Ruloi have captured and imprisoned her in their world. Because you must head through that portal anyway, the task of freeing her and returning her to safety falls on you. As you descend into the egg chambers off the Ruloi Homeworld, you'll discover dreamshards in large circular areas on the walls. Make sure you get at least one of them: you'll need it to free Sioned. She's located in the prison cell in the South Eastern part of the Temple. She tells you that, becuase the cell somehow dampens her magic ability, she can't free herself. She also says that the Ruloi enter her cells using a magical stone. When you find Sioned's cell, look around, you'll find an indentation matching the shape of the dreamshard. Put one there to free her. She teleports herself home.

Order of the Finch Quests

  1. Quest 1: Pig Meat. You are told to collect meat from a Wild Boar from the Woods. All you need to do is exit the Main gates, and right to the left, behind some crates, is a baby Boar- kill it and collect the meat, then return to the Guild.
  2. Quest 2: Pharmacopeia Items. After you have closed the second portal, report to your Guild to get your second quest. You need to find and return with five different items for the pharmacopeia. Items common in and around Gladstone do not count. You need to find the items from the portals. If you already have five items from the first two portals in your inventory, then step out of the room and look at your journal to see if it changes. Then step back into the room. If this doesn't work, then you'll find blood aloe, mandrake root, and silver leaf in the Underworld, and mana leeches, mushroom rot, and dreamshards in the Ruloi homeworld. When you have five new items, go back and get credit for having accomplished you task. Besure you don't complete the Ruloi homeworld task, just find the items and return to the Guild (once you close the fourth portal, the Lands will be in ruin and you wont be able to finish you quest). Explore the monestary for a few moments and return to get your third Quest.
  3. Quest 3: The Heart of Sunrise. Now things get tricky. Finch Josiah, guildmaster for the Order of the Finch is behind the locked door in the Guild shop. He gives you the Dragon Claw Statuette and tells you it will lead you to the Heart of Sunrise, a powerful healing item in the Volcanic Caves. To retrieve it, you must go there next. Get past all the large doors into the Dragon City. When you return to the large room with the three paths (there were four Fire Wisps there yoru first time through), stop: you will be lead to the Heart of Sunrise. Approach the large central platform and walk around behind it to gain access to the top. There, you'll notice an alter. Place the statuette there and stand nearby. This platform is an elevator that will take you far underground. At the bottom, step off. Walk forward through the door and into the massive temple area. Take the Heart of Sunrise you find there and use the teleporter to return quickly to the elevator. Remove the statuette to ascend. Return to the Guild to complete the task.

Bacchanal Quests

  1. Quest 1: Finding the Guild. Once you find it in the Northern most part of the Sewers, if you wish to join put two coins in the box behind Jadin, who will then tell you to steal a dagger. All you need to do is take the one on the table in front of you. It's not a tough, just a formality. Finding the guild was the tough part.
  2. Quest 2: Stealing The King's Pardon. After you have closed the second portal, report to your Guild to get your second quest. Leina, located behind the locked door in Jadin's shop, instructs you to steal a Pardon from a Gladstone Guard leaving the Keep and return with it. Leave the Bacchanal and return to Upper Gladstone. Walk back to the keep area, and as you enter, a Guard is leaving- get behind him and pick his pocket. The Pardon is the first thing you pull from his purse. Take this back to Leina to fulfill the quest. Explore the area for a few moments and return to get your third Quest.
  3. Quest 3: Orchish Retribution. The corruption of Gladstone Woods attacks on Lower Gladstone have made life difficult. Many homeless now live in the Bacchanal. Orcs from the local Dark Army have stolen the food supply and taken them to their camp. You're elected to find the Orcs and the food. They are located in Gladstoen Woods. They have set up a camp south of Seth's Geldenberry orchard, North East to the entrance to Lower Gladstone. When you arrive, you'll find three Orcs loitering above a fire. You must kill all three Orcs to comoplete the quest. When you attack the Orcs, they will upset the fire they are standing around, which will in turn, cause the ground to catch fire. In the path is the King's Pardon, which was stolen from the Bacchanal. If you act quickly, you can retrieve the pardon before it burns. Return to Leina. After she thanks your for taking care of the Orcs, simply hand her the Pardon. She will be overjoyed to have it returned and will give you an Jade Dagger in return.

You've done it! Good job!