
When you get to the hut, pick up the pebbles and the bowl, and head through the north door. Shoot a bandit if you are attacked and head north to meet the old man. Read the message. Then, if you want, you can shoot at the old man. But if you shoot him twice, he won't give you any more help, which'll cause problems later.
Look around for any ammunition. You can also eat the red berries from some of the trees. Go to the eastern exit and enter eastern Caila. Inspect the signposts for the old road and the blocked pass to the east.
Head south and you'll pass a molehill which contains your back door key. You'll see two closely spaced trees on the southern boundary. They won't let you pass if you don't give them water. Go to the west exit to southern Caila, where you'll find a pool and you can fill your bowl with water. Go back to eastern Caila and give the water to the trees in the south. You'll now be able to go to northern Taira. In the northeast of northern Taira you'll find the bandit leader. Shoot him and collect the map that the old man is looking for.
Go to the east exit of northern Taira, and you'll arrive in western Caila. You'll find some moldy cheese in the peasant's hut. If you give it to the mousy creatures, they'll stop shooting at you and let you through the exits they're guarding. By now you should have picked up some weaponry and ammunition, and you should possess a staff sling, which can be used to kill the two-headed creature at the north of western Caila (or east of northern Caila). When you kill the creature it will drop a circlet of concentration. Visit the old man again, and he will give you a potion which reveals a narrow pass (two closely spaced stones) in the southeast corner of northern Taira. The pass lets you through into southern Taira, where, if you approach the magic tree at the center, you'll be transported to the next kingdom.
You'll meet Prince Gregor in the first landscape. He'll follow you about the kingdom. Travel either east or south to one of the next landscapes (by going though one of the closely spaced trees at the east or south boundary, and you'll find the entrance to the dwarven caves at the southern boundary of both these levels. In order to climb down, you'll need a lantern, which'll be dropped by a dwarf. You need to shoot the dwarf near the cave entrance.
Descend into the caverns and head south. You'll find the spider's lair in the second cave. Pick up a rope and use it to climb out of the caves. Just outside the next large cave south, you'll find the throne room of the dwarf king. If you shoot him, you'll find the prince's crown. You can now go back and give the crown to the prince, who'll be waiting for you in the vicinity (make sure that you take the correct exit or you'll end up in the area either to the east of the cave's entrances or west of where you intended!). The prince will give you some gold.
Return through the caves to their southern exit and you'll find a belt in a molehill. Strap it on and you'll get increased lung capacity, which when combined with the poison darts, that you'll have picked up, will make the blowpipe a very useful weapon. Go south and you will get to the fountain in southern Sylvar, which'll transport you to the next kingdom.
There are five islands on Delanda, and you have an advantage in that you can see them in the distance across the sea. Note that every time you shoot a seagull, it will drop two gold coins. Initially you need to approach the ferryman, who transports you to a nearby island in return for some gold. Take the ferry to the south (island two), kill one of the druids, pick up his golden sickle and take it to the mistletoe tree in the center of the island. Collect some mistletoe and find the dying peasant on the ground. See what he has to say.
Go west through the two stones (island three). Both stones require mistletoe for transport. Go to the ferryman at the southern end and get the transport to island four. Meet the princess, who'll give you a right that'll prove very useful later on in the game. You'll also find sandals that'll make you walk on water and will allow you to get to any island you want.
Next, go east to island five and pick up the pail and travel to island two. Take the pail to the peasant and he'll fill it with his blood. Return to the well on island five, and you'll be transported through the well.
The Simala Hills are populated by vicious ice demons, which you must be very wary of. Enter the southern most level of the kingdom. Go north and you'll find a molehill, from which you can gather the "Pouch of Renewal". This'll ensure that if you use your crossbow, your ammunition will never run out. However, at this stage you may still prefer to use your remaining blowpipe darts, which are quite effective. At the northwest corner, you will see some warning signs. Be brave and you'll get to an ice pass. Fight your way through (it is inhabited by ice demons), and you'll arrive at level two.
In the northwest corner of level two, there's an ice cave, where you'll meet the hermit of Caila, who'll give you a tinderbox. He tells you, however, that to start a fire, you'll have to find a place which is less windy. Leave the cave and head east. At the eastern boundary you'll find two boulders marking the entrance to another ice tunnel. Through this tunnel is level three. At the east edge of the ice cave, you'll find some clothing. Now find the boulders at the northern boundary, and you'll find another ice tunnel, which takes you to level four.
At the center of this level you'll find the witches, who'll give you some hints before igniting into a ball of fire and leaving behind a pile of wood. Go through the ice tunnel to the south of level four, and you'll return to level two. Then go through the eastern ice tunnel to get back to level three. The ice cave there is not as windy as the others, so you'll be able to light a fire. Then go to the next kingdom.
You find yourself transported to a level with a palace to the north and a temple to the south. Meeting the travelers by the campfire at the center means you'll get some information. Go south to the temple, where you'll find the Arch-Mage and his helper Hyrakis. The Arch-Mage disappears, and you have to dispose of Hyrakis. He leaves behind a robe, that you must wear as a disguise to get into the palace.
Go north to the palace, and the guard will let you in. Once inside, go north to the door at the end of the passage. Turn right and take the first door on your right. Inside is the picture gallery,where you'll find a clue about entering the door in the southwest. Go in and dispose of the two guards. You'll collect a chain mail shirt to wear, and the guards will leave behind some musical instruments.
Take the trumpet with you, go back to the corridor, then take the northwest exit, leading to the northwards facing corridor. Go to the north exit and turn east. In the middle of the north edge of this corridor there's another door which leads to the entrance of the throne room. With your trumpet you will be able to get through to the throne room. As you approach the throne, you'll be transported to the next kingdom.
You start in the rocky part of the desert. To the north you'll see the Arch-Mage standing with the princess Lucia. Try speaking to her, as she'll know that you'll have met her sister on the island levels.
Enter the caves at the eastern side and find the "Glasses of Ultimate Cool". These'll help to block the worst of the sun's glare. Go through the northern boundary of this level, and you'll get to the northern rocky part of the desert, where you'll meet the Great Scarab. She'll tell you that you should meet her to the north of the Great Pyramid some time later. You can now go to the north of the Great Pyramid in level five (the eastern sandy part of the desert) and, if you wish, go via the water pools in level four in the southern sandy part of the desert. Note that the daggers, which some of the demons drop, can be used to get moisture from some of the cacti that dot the landscape. Once you've met Scarab outside the Great Pyramid, you may go.
The Scarab will tell you its arcane secrets of the pyramid. He'll tell you to find the yellow door, and to use the color pads. The inside of the pyramid forms a maze. To get through the yellow door, you must have the colors red and green activated. It's easy. Find the location of the yellow door, and be sure that you enter the room with the yellow door, once both colors are in operation. Once inside the room beyond the yellow door, you'll meet the Arch-Mage, and he'll vanish, revealing a box. You'll then be transported to the next level.
There are twenty rooms and passages in the catacombs, so it's easy to get lost! By disposing of the sorcerer in the first room, you get the fireball wand. Go south and you'll come to the Candle Room. Pick up the flickering candle and head east. In the room of the Headless Woman, pick up the amulet, then head east one more. Now turn north and you'll come to the room of the Emperor's Ghost. He'll ask you to bring him his daughter who's in the northwest corner of the catacombs. Retrace your steps, and you find the princess Eloise will follow you in search of her father. Return to the emperor's room, and the two'll meet at last, then evaporate!
They'll leave behind a bottle which you must take to the fountain to the north of the room. The fountain disappears, and you'll need to go to the large room at the center of the catacombs. Here, you'll find the disgruntled peasants rushing towards the fountain. Once they've gone, the three witches who you met in Morav will reappear. They'll give you some instructions. You must follow them, in order to find the Arch-Mage. Once you find him, he'll yet again disappear, leaving behind a scroll with runic script. You'll now be transported to kingdom eight.
Exit from the first cave, and slay the dragon which is waiting for you outside. Go into the dragon's lair and pick up the spear. Exit and you'll find yourself outside Coratina.
Beware the fire demons, because they're powerful. You'll probably have to use all your available heavy weaponry to subdue them. Go through the south exit, and in level two, go straight through to the west exit, which is level three.
Find the hermit, who'll tell you to find the ring in the Plain of Ash. You now have to exit from level three by the east exit, past the dying peasants. Keep your eyes peeled, because the ring is difficult to find. Go quickly, or you'll catch the plague. The hermit will give you a potion, which'll heal the plague and take you to the molehill at the west end of level three.
A cave entrance will appear. Go inside and pick up a suit of armor and a shield. The Kobolds will then reveal the secrets of Teserra. When they've finished, leave the cave and follow the hermit to the molehill in level two. An exit will now appear to the south. Follow it. You'll again meet the three sisters and they'll take the ring and convert it into the Ring of Annihilation. This is the only weapon which will kill the Arch-Mage. Head north to kingdom four. Activate the ring. You must be near your intended victim for it to work. The Arch-Mage will disappear, but he has not been killed. You must now return to the cave in level one, where you'll again find him. Ensure that you have at least two charges in your ring. Now is your chance to kill him, so do so.
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