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Lands of Lore Walkthru (sorta)

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PELTON ALEXANDER JOSEPH

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Aug 7, 1993, 12:50:14 AM8/7/93
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Starting Off
Who to Pick?
I've beaten the game with Ak'shel and Kieran and believe that they have
definite advantages: Ak'shel gets 37 mp per mage level, everyone else only
gets 25(max). Kieran's action recovery time is faster.
But I think that, believe it or not Michael is the best character. He isn't
any worse of a mage than Kieran or Conrad and is an INCREDIBLE fighter.

Might means how much of a bonus you receive with weapons.
Magic means how much mp you start with (different with Ak'shel)
Protection means how much of a bonus you receive with armor.

DEFINITELY reroll hp and mp each level for all characters except for the
elf (leaves your party early) and the theif girl Lora who also doesn't stick
around long. There is a bug in the game which makes heal 3/4 fail if you
are down 128 hp or more (Westwood seems to have that problem a lot) so don't
try to use heal 3+ when you reach high hp.

Begining Areas:

Bezel cups can be USED to heal to full 4 times
The burnt scroll in the fireplace is refering to beating Scotia in the end
Search EVERY hollow, nest, or odd looking tree--there is random treasure in
many.
Buy everything you want early because you won't be able to much longer
Don't sell items worth less than 80 sp unless your hard up for money: they
may be more valuable later.
Swarms may be USED

Draracle Cave:

Try the buttons on level 1 in different orders to remove pits (but keep in
mind that you want to fall down them at some point)
The sledge can open cracked walls if you hit them enough.
At the point where you use the gem "eyes" you must choose which route you
take. The north route yields (in my opinion) worse equipment. The offering
to the Draracle will be the Silver Cup. The South route yields a jeweled
dagger which is extremely powerful (at this point anyway) but you must give
it up as the offering (to good to be true). You can however buy it at a
later date (but it really isn't worth it then)
Save before attempting dagger in, dagger out.
If pits are in your way try throwing or shooting something across to activate
a button on the other side. If that fails, the pit may be illusionary. This
works at many points in the game.
Don't forget to take the thief's equipment before entering the Draracle.
You won't need the sledge after this dungeon.
Take all of your possessions (even rocks and such) or at least as much as you
can carry across lake dread, you can get 80 sp for them in the swamp.
You can't go back to this area once you cross the lake.
Baccata will be with you for the rest of the game, so his levels are important
to reload for.

Opinwood Forest:

Keep the emerald blade you find, you MUST have it later in the game.
Valkyrie shoots fireballs, Cool weapon.
Use an empty vial on the hornet's nest to get honey (the enemy's sweetness)
Don't forget to search everything (holes, wierd trees, etc.)
You will need the Ruby of Truth before you can talk to Dawn
The Green Skull can be USED.


Swamp:

Freeze is not only effective vs. the slime Creatures but can get you across
holes.
Use an empty vial on slime juice for the elixir
You can't kill treants (for the Bronze mask) until you talk to the Chief.
One of the head things will heal your guys to full hp/mp for one item, the
other will give you 80 sp for one item (even rocks)


Mines:

Close one door to open another on Urbish Mining Co. level
May have to use pick more than once for the desired effect.
Coal plus the gear are needed for the machine. The machine will suck up the
water from another section of the dungeon.
The slug can be defeated with spells (or spell items) or by throwing items
at it.
Try the levers on Mine 1 in ALL positions to see what happens.
One Bloodstone is necessary for the elixir.
Vaelen's Cube (by Paulson--another permanent character) opens Scotia's Barrier.
Another Emerald Blade KEEP IT!!!
You won't need the pick after the mines.


Yvel Forest:

Be vewy vewy caful. Those overgrown orcs have a nasty disposition and tend
to generate like crazy when you least expect it.


Yvel City:

One boarded up house conceals a very important item.


*******IMPORTANT NOTE*********

You may not be able to finish the game (I don't know how) if you give Dawn her
key back (she is actually Scotia in disguise).

White Tower:

Try to leave from the prisoner first, you need his ring. The ring when placed
in an alcove will open the way.
Use dem emerald blades, you'll need em.
You must talk to the old woman in the basement before you are of "Faith"


Catwalk Caverns:

The Dark Gauntlet is an interesting weapon.
To "activate and replicate" try forcing (use the gauntlet as a weapon) the
Electrical creatures into the shockers. You will be able to replicate one
item. (I recommend Bracers of DEFENSE, "Master" or the Westwood stick)
You will not get any more info about the knowles and xeobs--kill the xeobs
for 1 mage level for all and a death stick. Kill the knowles for 1 fighter
level for all and a "Justice" great sword.
Save the Diamond.


Castle Cimmuria:

Use the Diamond to release Dawn from the crystal ball.
The gates can be opened by throwing or shooting something through them.
You need the Cobra, Dragon, Unicorn, and Humanoid statues to place on the
pedestals in Richard's room. You need all four keys to release him
The room with the pits and spinners does not permanently take away your atlas.
Your compass still works but takes awhile to find the correct direction
(sometimes a very long while). The spinners do not actually move you even
if they look like they do. Put items on the preasure plates to remove pits.
Search the walls for secret doors.
The room that seems like you should be able to pick the lock to but is actually
impossible requires an 8th level rogue (use Master + Jade Necklace). There you will find a Westwood stick which may seem pitiful but can do 1000 points
of damage in one shot about 25% of the time.
The room in the SW corner of level 3 requires one suit of armor, one necklace,
two different weapons, and two medicines (Banon's Reserves do NOT count).
The room that requires the sum to be correct (1+1=2 on the map) contains Dawn's
key if you have given Scotia the key already, unfortunately I still do not
know how to get it.
You MUST have emerald blades to defeat the ghost warriors.
There is one section of the Dungeons level that you must fall thru a pit to
reach.


HOW TO DEFEAT SCOTIA THAT EVIL *ITCH:

Contrary to popular belief it is TOTALLY IMPOSSIBLE to beat Scotia by killing
all of her multiple forms because the spider/dragon/??? thing form cannot be
beaten no matter what. You must get the Shard of Truth from Richard and merge
(Wizardry fans know about that) it with the Ruby Amulet. Use this item on Scotia before she does anything. She then reverts to normal hag form and is
quite easy to kill with weapons or spells.
A
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quite easy to kill using weapons or spells. i

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