SLEEPING GODS LIE
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Kingdom One - Caila And Taira
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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 then he won't give you any more
help, which will 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, you will pass a molehill which contains your back door
key. On the southern boundary you will see two closely spaced trees. They
won't let you pass if you don't give them water. Go to the west exit to
southern Caila. There you will find a pool and you can fill your bowl with
water there. Go back to eastern Caila and give the water to the trees in
the south. You will now be able to go to northern Taira. In the north-east
of northern Taira you will find the bandir leader. Shoot him and collect
the map that the old man is looking for.
Go to the east exit of northern Taira,and you will arrive in
western Caila. In the peasant's hut you will find some mouldy cheese. If
you give this to the mousy creatures, they will stop shooting at you and let
you through the exits they are guarding. By now you should have picked up
some weaponry and ammunition, and you should possess a staff sling. This
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 south
east corner of northern Taira. The pass lets you through into southern
Taira, where, if you approach the magic tree at the centre, you will be
transported to the next kingdom.
Kingdom Two - Sylvar
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In the first landscape you will meet Prince Gregor, who will follow
you about the kingdom. Either travel 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 will find the entrance to the dwarven caves at the
southern boundary of both these levels. In order to climb down, you will
need a lantern, which will be dropped by a dwarf which you need to shoot
near the cave entrance.
Go down into the caverns and head south. In the second cave you,
will find the spider's lair. Pick up a rope with which you can climb out of
the caves. Just outside the next large cave south you will find the throne
room of the dwarf king. If you shoot him you will find the prince's crown.
You can now go back and give the crown to the prince, who will be waiting
for you in the vicinity (make sure that you take the correct exit otherwise
you will 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.
Go back through the caves to their southern exit. There you will
find a molehill where you will find a belt. Strap this on and you will get
increased lung capacity. This, combined with the poison darts which you
will have picked up, will make the blowpipe a very useful weapon. Go south
and you will get to the fountain in southern Sylvar, which will transport
you to the next kingdom.
Kingdom Three - Delanda
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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
centre 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
transport to island four.
Meet the princess, who will give you a right which will prove very
useful later on in the game. You will also find sandals that will make
you walk on water. This allows you to get to any island you want.
Next, go east to island five, where you will be transported through
the well. But before you do so you will need to pick up the pail and
travel to island two. Take the pail to the peasant and he will fill it
with his blood. Go back to the well, and you will be transported.
Kingdom Four - The Simala Hills
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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
northwards and you will find a molehill, from which you can gather the
`pouch of renewal'. This will 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 sea some warning signs. Be brave and you will
get to an ice pass. Fight your way through (it is inhabited by ice
demons), and you will arrive at level two.
To the north west corner of level two there is an ice cave. Here
you will meet the hermit of Caila, who will give you a tinderbox. He tells
you, however, that to start a fire you will have to find a place which is
less windy. Leave the cave and head east. At the eastern boundary you
will 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
will find some clothing. Now find the boulders at the northern boundary,
and you will find another ice tunnel, which takes you to level four.
At the centre of this level you will find the witches, who will
give you some hints before igniting into a ball of fire, leaving behind a
pile of wood. Go through the ice tunnel to the south of level four, and
you will 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 will be able to light a fire. Then go to the next kingdom.
Kingdom Five - Morav
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You find yourself transported to a level with a palace to the north
and a temple to the south. Meeting the travellers by the campfire at the
centre means you'll get some information. Go south to the temple and here
you'll find the Archmage and his helper Hyrakis. The Archmage disappears,
and you have to dispose of Hyrakis. He leaves behind a robe, and you must
wear this 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, you will
find a clue concerning how to get into the door in the south west. Go in
and dispose of the two guards. You will 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
north west 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 is 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 will be transported to the next
kingdom.
Kingdom Six - Sunderabad
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You start in the rocky part of the desert. To the north you will
see the Archmage standing with the princess Lucia. Try speaking to her, as
she will know that you will have met her sister on the island levels.
Go into the caves at the eastern side and find the `glasses of
ultimate cool'. These will help to block the worst of the sun's glare. Go
through the northern boundary of this level, and you will get to the
northern rocky part of the desert. Here you will meet the Great Scarab.
She will tell you that you should met 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 it's arcane secrets of the pyramid. He
tells you to find the yellow door, and to use the colour pads. The inside
of the pyramid forms a maze. To get through the yellow door, you must have
colours red and green activated. It's easy. Find the location of the yellow
door, and make sure that you enter the room with the yellow door once both
colours are in operation. Once inside the room beyond the yellow door you
will meet the Archmage, and he will vanish, revealing a box. You will then
be transported to the next level.
Kingdom Seven - The Catacombs Of Estamane
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There are twenty rooms and passages in the catacombs, so it is easy to
get lost! By disposing of the sorcerer in the first room you get the
fireball wand. Go south and you will 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 will come to
the room of the Emperor's Ghost. He will ask you to bring him his daughter
who is in the north west corner of the catacombs. Retrace your steps, and
you find the princess Eloise will follow you in search of her father. Go
back to the emperor's room, and the two will meet at last, then evaporate!
They will leave behind a bottle which you must take to the fountain
to the north of the room. The fountain disappears, and you will need to go
to the large room at the centre of the catacombs. Here, you will find the
disgruntled peasants rushing towards the fountain. Once they have gone,
the three witches who you met in Morav will reappear. They will give you
some instructions. You must follow these in order to find the Archmage.
Once you find him, he will yet again disappear, leaving behind a scroll
with runic script. You will now be transported to kingdom eight.
Kingdom Eight - Coratania
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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 will find yourself outside Coratina.
Beware the fire demons, because they are powerful. You will
probably have t 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, level three.
Find the hermit, who will tell you to find the ring in the Plain of
Ash. You now have to exit from level three by the east exit, pass the
dying peasants. Keep your eyes peeled, because the ring is difficult to
find. Go quickly, otherwise you will catch the plague. The hermit will
give you a potion which will heal plague and take you to the molehill at
the west of level three.
A cave entrance will appear. Go inside and pick up a suit of
armour and a shield. The Kibolds will then reveal the secrets of Teserra.
When they have 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 will again meet the three sisters and they will take the ring and
convert it into the Ring of Annihilation. This is the only weapon which
will kill the Archmage. Head north to kingdom four. Activate the ring -
you must be close-up for it to work. The archmage will disappear, but he
has not been killed. You must now go back to the cave in level one, where
you will find him again. Make sure that you have at least two charges in
your ring. Now is your chance to kill him, so do so.