Windows 7 32bit
Latest daily build: 1.4.0pre27-g29dd6df
According to this solution:
"Step forward a few times and you will hear a piercing scream! The
niche in the wall is empty. Around the corner is a sign that says
"Face your greed". Along the floor you will see various items move
around a pillar as if on a moving conveyer belt on the floor.
Around the pillar are four empty niches. The items are a wand of
death, a Dwarvish horseshoe, a Dwarvish Helm and a sabre 'cougar'."
There should be only four objects but I can see five: the ones listed above plus a poison dart sword that can't be equipped.
Check the attached savegame.
Lands of Lore CD - White Tower Savegame
Now you simply put all all those items EXCEPT the poison dart into the niches and you should be fine.
There is no bug there.
Did the original game work that way? (I mean, was the poison dart there?) Because to me that didn't make sense and I couldn't solve the riddle until I saw the listed objects.
I am not sure about the behaviour in DosBox since I don't have a savegame close to that area and I really don't want to fight those wraiths on the top floor again.
I'll investigate this some more. Maybe this is some (strange) bug after all.
Here's a lets play video from that part:
www.youtube.com/watch?v=IZuOtZcRPaI#t=7m
And here is another one:
http://www.youtube.com/watch?v=DKdBs7Pc1JE#t=9298s
Both videos only show four objects.
The problem is that the script definitely creates and places not only those 4 items, but also that posion dart. Script behavior is kind of weird there. I havent't found the bug yet.
I have fixed that issue now.
The poison dart will no longer appear if you load a savegame before entering the basement for the first time.
If you load a savegame where the dart has already been created it will stay, though (the item creation process only takes place when entering for the first time).
The fix will most likely not make it into the 1.4.0 release, since the source code for that release is alreay "frozen".