SLEEPING GODS LIE: SOLUTION Kingdom One - Caila And Taira ------------------------------- 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 ---------------------- 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 ------------------------- 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 --------------------------------- 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 ---------------------- 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 -------------------------- 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 ------------------------------------------- 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 --------------------------- 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.