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- courtesy of diachun@autarch.acsu.buffalo.edu
-
- Article: 11968 of rec.games.misc
- From: Wyvern@cup.portal.com (Jeanne Wyvern Harlan-Marriott)
- --
-
- DRAGON WARS by Interplay, IBM version 9/18/90
-
- Dragon Wars from Interplay is a fun game! It is a large computer
- fantasy game of similar scale as Magic Candle <Mindcraft> and the Ultima
- series <Origin>. Nice graphics, ease of play, good documentation all play
- their parts in making this an enjoyable game. Of particular delight to me,
- given the games I have been playing of late, was the fact that Dragon Wars
- is bug free! Frankly I admire a game company that takes the time to give
- their market a quality product and Interplay has certainly done so with
- Dragon Wars!
- Installing the game is a simple process. I played on a PC 386 clone
- with VGA and harddisk. After making a directory for the game, I just copied
- the files and ran a quick install to set the game for my graphic
- capabilities. That done, you fire up the game. The game provides pre-built
- characters but also supports characters from Bard's Tale I, II, and III.
- Since I had saved characters from a Bard's Tale game, I decided to use them
- to play Dragon Wars. Word of advise on using Bard's Tale characters: first
- examine the pre-built characters that come with Dragon Wars and write down
- their stats and skills, create characters from your Bard's Tale game and do
- the same. Compare the two sets of characters closely paying particular
- attention to Magic skill/knowledge. There are five types of magic in Dragon
- Wars: Low, High, Sun, Druid and Misc. Ideally you will want your party to
- have knowledge of low, high, sun and druid magic types or as many as
- possible. Choose which ever character group has the best representation of
- knowledge in magic.
-
- AUTOMAPPING:
- Dragon Wars includes an automapping feature which can be viewed by
- pressing "?". While this is intended to remove the need of the players to
- map the game areas on graph paper and is wonderfully useful, I still mapped
- the game out on paper. The deficiency of automaps is that you can take no
- notes on them, nor mark spots that have a particular importance. While it
- was time consuming for me to draw out the maps it was time well spent. I
- advise you to do the same. If nothing else, the automap feature will ensure
- that your drawn maps are accurate.
-
- NOTES ON THIS FILE:
- Except for the beginning of the game, where you go and when is
- completely up to you. My notes are arranged after discussion of PURGATORY
- <start game area> and the MAGAN UNDERWORLD <great place> in alphabetical
- order and ending with SALVATION and DEPTHS OF NISIR which are the end game
- areas. The notes listed in alphabetical order are by NO means a
- recommendation of when you should do what. It is merely an effort on my
- part to make this file easier for you to use.
-
- SAVING YOUR GAME:
- Dragon Wars has a simple and fast save feature. To protect yourself,
- though, you should exit the game from time to time and copy the file data1
- to another <save1 or Lansk or whatever name reminds you of the point of
- save>. These files are HUGE being close to 300K in size but potentially
- worth their weight in gold!
-
- PURGATORY - start game
- Upon starting the game, you find your characters in the city of
- Purgatory <catchy name, wonder how they thought of it> with absolutely no
- equipment, money or clothes. Fortunately this sad condition is easily
- remedied. In the middle of the north end of Purgatory there is an arena
- anxious for new victims for their gladiators. "Fight gladiators barefisted
- and barebottomed" you think.... not to worry, the arena will offer to equip
- your characters. They offer a range of low end equipment, leather armor,
- maces, swords and all of it free for the fighting. You're going to lose the
- fight, I might as well tell you that now, but in most cases you are not
- going to die so while you'll get thrown out of the arena a little worse for
- the wear, you will have equipment. <I recommend that you save your game
- before entering the arena just in case one of your characters should bite
- the dust>
-
- Now that your characters have basic equipment, its time to explore
- your new prison, I mean home. There are such lovely things to do in
- Purgatory. You can sell yourself as a slave in the slave market, join the
- thieves guild, listen for rumors in the tavern and even ask for a
- volunteer! Seriously, do ask for a volunteer in the tavern which is in the
- north-east portion of the city. You'll pick up a volunteer named Ulrik who
- has skills in Cave Lore and Axes. He's not a great character, but he's nice
- to have along. Don't join the thieves' guild which is located in the south-
- west portion of the city. Here you should stoutly maintain your honor.
- Doing so will give you a mini-quest to defeat the Humbaba monster in the
- north-east corner of the city. When you do defeat the Humbaba, return to
- the guild and you will be given 1000 gold pieces for your efforts! The
- slave market is one way out of Purgatory but there are others and there is
- nothing of great importance to find there.
- There is a magic shop in the west side of Purgatory. For any
- characters who have Low Magic, this is a great place to pick up the spells
- for that magic and they are FREE. Along the north wall <west of the arena>
- is the Black Market, a good place to buy some better equipment with the
- 1000 gold you obtained from the thieves. Probably the best use of your
- money at this stage is in better armor. <Do not buy dragon stones at this
- point. They are expensive and within Purgatory, unnecessary. On the south
- side of the city there is a magic pool which will restore magic energy.>
- BLACK MARKET OF PURGATORY:
- Hand Axe 60g Bow 60g
- Small Pick 50g Long Bow 90g
- Pick 60g Crossbow 60g
- Battle Axe 70g Arrow <20> 50g
- Flail 40g Bolt<20> 60g
- Mace 40g Javelin 40g
- Dagger 30g
- Short Sword 50g Cloth 25g
- Broadsword 60g Leather 50g
- Greatsword 80g Brigadine 80g
- Scale 250g
- Dragon Stone 250g restores 20 magic
-
- There is a secret passage in the northwest corner of the city that
- will gain you access to the outer wall. There are many encounters in this
- wall area with guards which can generate additional cash slowly. In the
- southeast corner of the outer wall there is a gap in the stones leading to
- the waters below. Try using SWIM if you decide to use this exit from
- Purgatory, but I recommend using the Magan Underworld instead. You can also
- exit Purgatory in the the southwest corner of the outer wall. Again, I
- suggest the Magan Underworld as the best choice.
-
- SKILLS, POWER REGENERATION and INVENTORY in DRAGON WARS:
- Logic might dictate that this paragraph belongs before actually
- getting into the game itself. I choose to include it after basic notes
- about Purgatory because you need to have a rudimentary understanding of how
- the game works to appreciate/understand the advise I will give here. Dragon
- Wars is a skill based system which means that any time your characters
- advance a level you have to decide from three menu pages where you're going
- to put your "two cents worth". The documentation that comes with the game
- advises that you spread the knowledge/skills around among your characters.
- This is good advise. There are so many options, there is no way within this
- game that you can make one character completely skilled so DON'T TRY.
- Decide which character will specialize in what skills. You might want to
- make one concentrate on Lore <arcane, mountain, forest, etc> and another on
- the thiefly skills <pickpocket, lockpick, etc.>. Get all the skills covered
- one way or another, but spread the "workload" over all your characters.
- Perhaps my only great complaint with Dragon Wars concerns the skill
- based system. When a character advances a level you only get 2 points to
- apply to the skills/attributes. It is very difficult to know how to spend
- these 2 points wisely. Many skills and attributes cost 2 points to increase
- 1 point. Obtaining a new magic knowledge costs 10 points! To give you an
- example of the significant cost that reflects, my characters at end game
- were around 14th level and they did not begin the game at 1st level
- <because I transferred characters from Bard's Tale>. That represents a lot
- of level advancements in which I could make no improvements on characters I
- wished or needed to obtain a new magic knowledge.
- To cast spells you have to have magic power. Every time you cast a
- spell some magic power is drained. There are two ways to regenerate magic
- power. One is the use of Dragon Stones or Eyes and the other is to find a
- magic pool that restores energy. Dragon Stones restore 20 points of power
- and Dragon Eyes restore 30 points. Magic pools restore all magic points and
- have the added advantage of being free! Dragon Stones can be purchased in
- many locations throughout Dragon Wars for 250 gold. Dragon Eyes can only be
- found as treasure. Magic pools are far and few between, but fortunately
- there are a few in some excellent locations that you can take full
- advantage of during the game. There is a magic pool in PURGATORY in the
- south-east corner <there are actually two corners in Purgatory that you
- could call south-east, the magic pool is located in the southern most one
- of the two>. Make good use of this pool to restore your magician's power
- and allow you to heal your characters as you explore this city.
- Inventory is the other area where I experienced frustration with
- Dragon Wars. Your characters can only carry so much which in and of itself
- is acceptable. The problem arises when you run out of space. Dragon Wars
- does not provide any means of storing items in a location for use later. To
- further complicate matters some treasure chests that you find will
- disappear after you have opened them so if you were unable to take all the
- treasure, it will not be there when you return. This is not true of ALL
- treasure chests, but being true at all can cause problems. Some treasures
- are unique and needed to solve the game. It is not always clear which items
- are important and which are not. Some locations have numerous treasures
- available and your characters are soon out of space. I managed to avoid
- problem related to inventory in my own game, but it is worth noting so that
- you manage your own character's inventory with care. You will find lots of
- weapons in this game. Examination of an item tells you what strength or
- dexterity or skill is needed to use it. Examination does not tell you the
- kind of damage the weapon is capable of inflicting. To get a rough idea of
- the power of a weapon, look at its value on the SELL menu. The more
- valuable an item is the better it is. Some weapons/items have spells on
- them. Some of these are worth keeping in your inventory, but in general
- don't carry around a lot of items for which you have no real use. Sell them
- for the money. Now back to the game!
-
- STILL IN PURGATORY:
- Paragraph notes to be found in Purgatory: 14, 5, 9, 10, 67, 3, 94, 77
-
- MAGAN UNDERWORLD:
- There is on the west side of the city an entrance to the Magan
- Underworld. The Magan Underworld represents one of the largest single areas
- in the game excluding the above ground world. Its a wonderful place and
- accessable to many of the other locations in Dragon Wars. The Magan
- Underworld is a very important place within the game. There is so much to
- be found here that it is difficult to know where to begin telling you of
- its wonders. Since this area "wraps" upon itself, it is almost impossible
- to tell you where you will find what in this area. If we use your point of
- entrance from Purgatory into the Magan Underworld for reference, we can get
- a general sense of direction. <note: place this point in the center of your
- graph paper if you do decide to commit areas to hard copies>
- To the north of your point of entrance you will find two buildings.
- The smaller of the two contains stairs that will lead you to the Lansk
- Undercity <a tough place for beginning characters, but has an armory,
- healer and weapons shop not far from the stairs>. The larger building of
- the two, while located here, is only accessable from Necropolis and
- contains the only means of resurrecting your characters within the game.
- Also to the north is a small river and lake. On the southern side of the
- lake there is a magic pool that restores magic power. This particular pool
- provided me with endless use so its handy to know exactly where it is
- located. In the center of the lake there is a small island called the ISLE
- OF WOE. You will not be able to reach this island until later in the game,
- when you get the Golden Boots from Mud Toad's Priests, but it is a very
- important location.
- There is a doorway that leads by <on the north side> of the larger of
- the two buildings to the area where you can see the location of the ISLE OF
- WOE. This are is bounded by water and pits. IMPORTANT: The first pit area
- to the west of the water in this area is safe to walk upon. Doing so will
- result in 5 points that can be spent upon character skill/attribute
- development. Don't miss this!! You cannot fall into the pits in THIS area
- <not true everywhere else> so check around until you locate this square. 5
- points is too much to pass by.
- To the west of point of entry there are stairs leading up to the
- MYSTIC WOODS. To avoid any confusion the means of returning to the Magan
- Underworld from the Mystic Woods is to use the ability CLIMB. I didn't
- realize this when I was first playing the game and it caused me to restore
- the game to an earlier point. You can avoid my difficulty. 3 squares south
- and 3 squares west of the entrance to the Mystic Woods is the first of two
- treasures that can be found in the Magan Underworld.
- TREASURE 1: Rusty Axe <str 18> a great axe!
- Speed Wand <casts Zak's Speed>
- Bomb <3 quantity> <casts Zak's Speed>
- Dragon Stones <10 quantity>
- To the east of point of entry are stairs leading to Tar's Ruins
- Underground. This is a relatively small area map that wraps upon itself.
- There are secret passages that reveal treasures which I will detail later.
- To re-enter the Magan Underworld, you must again use the ability CLIMB.
- To the south our point of entry to the Magan Underworld is an area
- with many fires. Each of these fires causes damage to your characters.
- There is in the north area of the fires the 2nd treasure to be found in the
- Magan Underworld.
- TREASURE 2: Slicer <sword> <str 17> a wonderful weapon!
- Dragon Stones <10 quantity>
- Also in the fire are is the entrance to the Dwarf Clan Hall. Early in
- the game you do not need to access this area.
- To the east of the fire area is a large pit and an path leading south.
- This path forms a cross shaped area with an entrance to SALVATION. Along
- the path you will encounter fairies that will ask if you are willing to
- sacrifice a life to continue. Replying "yes" will reduce you party to
- minimun life force. While there is reason to use this path near the end of
- the game, you need not explore it before hand.
- Paragraph notes to be found in Magan Underworld: , 137, 138, 127
-
- OTHER AREAS LISTED ALPHABETICALLY:
-
- BRIDGE between Isle of the Sun and Forlorn:
- You need Citizen papers to cross this bridge.
-
- BRIDGE between Lansk and Isle of the Sun:
- Pikemen here will ask to search your packs and if allowed to do so
- will ask a percentage in gold of what you are carrying to cross the bridge.
- Refusal to pay results in an encounter with 3 pikemen. This is not a
- difficult encounter and better than paying the fee. Of note on this bridge
- is the building containing the Armory. Enter the building once and you just
- get thrown out. Enter twice and you can fight it out with the guards. If
- successful you can reach the armory <there is a pit in the room before it
- which will cause damage to your party> and reap the following:
- ARMORY: Axe of Kalah str 18 <excellent weapon>
- Holy Mace Exorcism spell
- Gem Helm
- Gauntlets
- Archers' Bow dex 18
- Boomerang
- Dragon Stones<10>
-
- BRIDGE between Lansk and Quag:
- See QUAG BRIDGE.
-
- BYZAN DUNGEON:
- Accessable from Byzanople <see notes>. This small area will be filled
- with a number of encounters until you reach the northwest area of where you
- will encounter the Princess. She will ask you to surrender, do so. You will
- meet Prince Jordan and given freedom to roam the dungeon area until it is
- time to defeat the forces in the Siege Camp. Do not take the stairs
- leading up until you have explored the rest of this area. You will find in
- a room on the northeast a treasure:
- TREASURE 1: Magic Chain
- Magic Shield
- Big Chill <high magic>
- Dazzle <high magic>
- Long Bolt<20>
- Dragon Stone<7>
- On the west side there is a door leading into the ancient crypt. There are
- many encounters here with zombies. in the furthest southwest corner is a
- treasure:
- TREASURE 2: Magic Axe
- After exploring this area, take the stairs up. Jordan will tell you that it
- is now time to attack the Siege Camp and you will be moved to an area
- outside the Siege Camp walls. <see Siege Camp notes>
- Paragraph notes for Byzan Dungeon: 108, 110
-
- BYZANOPLE:
- Located on King's Island, Byzanople is only accessable from the Siege
- Camp. As you enter this area for the first time, you will be on the outside
- of the walls and if you get too close will be hit by a lot of arrow fire.
- Directly north and 1 square to the east of where you enter are stairs
- leading down. Alternately, there is also an entrance in the southeastern
- area. Here you will need to move a rock <strength> to reveal an opening.
- Both lead you to the Byzan Dungeon. You will not obtain access to Byzanople
- proper until after you have completed Byzan Dungeon. In the city there is a
- healer, an Armorer:
- ARMORER: Scale 250g
- Chain 310
- Plate 3100
- Lr. Shield 1000
- Dragon Stone 250
- and a Weaponsmith:
- WEAPONS: War Flail 500g Bow 60g
- Bladed Flail 1000 Long Bow 90
- Mace 50 Crossbow 60
- Dagger 30 Bolt<20> 60
- Short Sword 50 Arrow<20> 50
- Broad Sword 60 Javelin 40
- Polearm 90 Barbed Spear 4000
- Long Mace 2000
- Paragraph notes for Byzanople: 33, 34
-
- DECAYING CITY:
- See SNAKE PIT
-
- DILMUN:
- Dilmun refers to all the islands above ground, King's Island, Rustic,
- Isle of the Sun, Forlorn, and Quag, as well as some areas that are not
- shown on the map in the documentation. See appropriate notes for more
- information.
-
- DRAGON VALLEY:
- Accessable only from Eastern Isles <Sunken Ruins> with the ship from
- Smuggler's Cove. This is a dangerous place and you need to have the Dragon
- Gem from the Lansk Dragon before you can complete this entire area. In the
- south you will find a Dragons Tooth <considered a sword>. On the southwest
- you will find a Dragons Nest:
- DRAGONS NEST: Dragon Tears
- Holy Lance
- Dragon Helm
- Dragon Shield
- Dragon Eye restores 30 points magic power
- In the northeast corner you will find a treasure:
- TREASURE 1: Sala's Swift <high magic>
- Vorn's Guard <high magic>
- Cowardice <high magic>
- In the northwest are of Dragon Valley there is an encounter with the Queen
- Dragon. Use the DRAGON GEM <from the Lansk Dragon> to escape death.
- Paragraph notes for Dragon Valley: 134, 120
-
- DWARF CLAN HALL:
- The western most part of this area can be reached from the Magan
- Underworld. In the western portion if the dwarf forge which will be needed
- to create the Sword of Freedom once you have found Roba's Skull in the
- Sunken Ruins. After giving the skull to the master dwarf smith, you will
- be told that the sword will appear on the Isle of Woe which is located in
- the Magan Underworld. There is a crystal barrier blocking your path to the
- east. You can by pass this barrier with the use of Soften Stone. The
- eastern portion of this area is also accessable from King's Island if you
- have the Jade Eyes <to be found in the treasure chest on Smuggler's Cove
- only after the defeat of the pirates>. Exploring this area will reveal that
- the dwarves have been turned to stone. Use of Soften Stone will restore
- them to normal. There are 3 treasures to be found in the Dwarf Clan home.
- The treasures are guarded by Automans which are fairly difficult to defeat.
- TREASURE 1: Dragon Helm
- Bomb <8> Zak's Speed <Misc Magic>
- Spike Flail
- Mystic Might <high magic>
- TREASURE 2: Crush Mace
- Spell Staff
- Healing Potion
- TREASURE 3: Gold <1000>
- Dragon Horn Rage of Mithras <sun magic>
- Paragraphs notes for Dwarf Clan Hall: 118, 119, 38
-
- DWARF RUINS:
- Located in the central area of King's Island there is little here
- except a statue and a small building. Use the JADE EYES <obtained from the
- encounter with the pirates in Smuggler's Cove> on the statue to open the
- small building. This will give you access to stairs leading down to the
- eastern side of the Dwarf Clan Hall.
- No paragraph notes for Dwarf Ruins.
-
- EASTERN ISLES:
- This small area accessable with the ship from Smuggler's Cove contains
- the entrances to the Sunken Ruins and Dragon Valley.
- Paragraph note for Eastern Isle: 46
-
- FORLORN:
- This are of Dilmun contains Purgatory, Slave Estate, Tars Ruins, the
- Slave Camp and a treasure. The treasure is located almost due south of the
- Slave Estate. The southern most section of this land mass has a magical
- pool which will restore heal and magic to maximum.
- TREASURE 1: Chain Armor
- Broad Sword<2>
- Hand Axe
- Brigadine<2>
- Bow
- Arrow<2 of 20quantity>
- Mage Fire <low magic>
- Charm <low magic>
- Luck <low magic>
- Lesser Heal <low magic>
- Mage Lite <low magic>
- Dragon Stone<4>
-
- FREEPORT:
- Accessable only with the pirates ship from Smuggler's Cove. This city
- features numerous shops.
- RYAN'S ARMOR: Scale 250g
- Chain 310
- Heavy Plate 4000
- Lg. Shield 100
- MAGIC INC: Dazzle 1000 <high magic>
- Mystic Might 1000 <high magic>
- Rev. Glamour 1000 <high magic>
- Sala's Swift 1000 <high magic>
- Vorn's Guard 1000 <high magic>
- Cowardice 1000 <high magic>
- Soften Stone 1000 <druid magic>
- FREEPORT ARMS: Bladed Flail 1000
- Hammer 40
- Long Mace 200
- BEWITCHING POTIONS & ELIXERS: Dragon Stones 250g
- On the east side of the city you will find the Order of the Sword. An
- encounter here will allow you access to the following treasure:
- ORDER OF THE SWORD: Stone Hand Needed in Mud Toad
- Soften Stone <druid magic>
- Spell Staff
- Charger <sun magic, USEFUL!>
- At the Brew Brother's you will find the volunteer Halifax who is a better
- addition to your group than Louie <found in the Slave Camp>. In the
- southwest portion of the city is an island which you can reach using the
- Golden Boots obtained in Mud Toad. Upon the island is the "freedom sword".
- Don't you believe it. Cast REVEAL GLAMOUR to show that this is really a
- trap set by Namtar. Not doing so will kill one of your characters.
- Paragraph notes for Freeport: 51, 52, 56, 57, 27
-
- GAME PRESERVE:
- Accessable from Rustic, the Game Preserve is located on the northwest
- section of Rustic. There are many snare traps set about here which are
- easily removed <should you get caught> with the use of any weapon. On the
- southwest near the river is the home of the Game Keeper. Use the Signet
- Ring and he will give you a MAGIC BOW. On the southeast is a treasure:
- TREASURE 1: Magic Arrow<20>
- Battle Power <sun magic>
- Fire Column <sun magic>
- Paragraph notes for the Games Preserve: 96, 91, 74
-
- ISLE OF THE SUN:
- This area of Dilmun includes the city of Phoebus and an entrance to
- the Mystic Woods. Bridges connect this area with Forlorn and the portion of
- Dilmun that holds the city of Lansk.
-
- KINGS ISLAND:
- This portion of Dilmun <see map in documentation> contains Kingshome,
- Byzanople, Siege Camp, Nexus to Mystic Forest, Old Dock, Old Bridge, Ruins
- and a Decaying City <see related notes>. Encounters on this island are too
- rough for beginning characters. There is also on this island an Ambush area
- on the northeast coast which will result in you being thrown into the
- dungeon under Kingshome <see related notes>.
-
- KINGSHOME CASTLE:
- Accessable from the Kingshome Dungeon <once only> and from King's
- Island <if you have the Signet Ring, see Decaying City>. If you came up
- from the dungeon you will have a peaceful encounter with Namtar in the
- north central area of the castle. Exiting his room will cause the door to
- disappear forever. Doors in the north will lead you into the wall area. On
- the west side is a gallery and a closet full of Pilgrim's Garb <needed to
- take Pilgrim's ferry to Nisir>. On the east side is a treasure and a
- library of rare books.
- TREASURE 1: Polearm
- Royal Robe
- Rare Books
- Boomerang dex 12
- Lucky Boots
- Magic Chain
- Rusty Axe <good weapon inspite of it's name>
- This treasure chest will disappear when you leave whether you took
- everything or not. The exit to King's Island is in the center of the south
- wall.
- Paragraph notes for Kingshome Castle: 131, 130
-
- KINGSHOME DUNGEON:
- Accessable by being ambushed in the northeast of King's Island. Not
- for beginning characters, be prepared to do everything at one time. You
- will not be able to return here once you leave. You will find your group in
- a prison cell which is not locked. To the south are guards just waiting to
- beat you up. If you survive that, to the east is a door that leads to
- stairs going up. Don't take them until you have continued all the east and
- north to the last door in the hallway. There are some big encounters here,
- but this last room contains the King's armory:
- KINGS ARMORY: Black Helm Zak's Speed
- FireShield
- Grey Arrow<20>
- Gatlin Bow 10 dex <rather like a machine gun>
- Throw Mace
- Mage Ring low magic 3 needed to use
- Magic Axe
- Dragon Stones<20>
- After collecting this treasure, return to the stairs which will take you up
- to Kingshome Castle.
- Paragraph notes for Kingshome Dungeon: 53, 65
-
- LANAC'TOOR'S LABORATORY:
- Accessable only after restoring Lanac's statue in Mud Toad. You will
- need the spell SOFTEN STONE to successfully complete this area. The map
- wraps upon itself both north to south and east to west. To the northeast of
- your point of entry, through several walls is a large room in which three
- treasures will be found:
- TREASURE 1: Healing Potion
- Battle Wand Battle Power spell
- Dragon Shield
- TREASURE 2: Fire Storm <sun magic>
- Zak's Speed <misc magic>
- Kill Ray <misc magic>
- Mage Fire <low magic>
- Dazzle <high magic>
- Sun Stroke <sun magic>
- TREASURE 3: Lanac's Spectacles <needed to gain access into Magic
- College>
- To the northwest of point of entry is an entrance to the Magan Underworld.
- It is a one way trip.
- Paragraph note for Lanac's Lab: 107
-
- LANSK:
- Accessable from Dilmun <outdoors> or the Lansk Undercity <no way back
- to undercity though>, this is a bureaucratic nightmare. The officials here
- will have you running all over the city to get paper work done. This is
- easily avoided by making use of EZ Paperwork in the Lansk Undercity. There
- is one treasure to be found on the west side of the city.
- TREASURE 1:
- Druids Mace Cure All spell
- In the northeast area of the city, you will learn in the Quarter
- Masters Office the Mog the Slave Owner has left his estate, which is to be
- found on Forlorn, to you. The Quarter Master doesn't know why Mog did this
- and neither do I! ;)
- Encounters in this city are nasty for beginning characters if not
- impossible. They can and should be avoided until later in the game.
- Paragraph notes for Lansk: 64, 35
-
- LANSK UNDERCITY:
- Accessable to the Magan Underworld, this place was very useful to me.
- Encounters here are rough for new and middle characters, but you can do a
- lot of exploring here if you are careful.
- There are four shops and a healer in this area that are all useful.
- The armorer, weapon and healer are all on the east side of this area. EZ
- paperwork and the Magic shop are on the west. The magic shop is located
- through a secret passage which is easily found.
-
- Exeter's Armor Dr. Death's Weapons
- Cloth 25g Broadsword 60g
- Leather 50g Greatsword 80g
- Brigadine 80g Bow 60g
- Scale 250g Longbow 90g
- Chain 310g Crossbow 60g
- Plate 3100g Arrow<20> 50g
- Shield 1000g Bolt<20> 60g
- Large Shield 1000g str 12 Javelin 40g
-
- EZ Paperwork Magic Shop
- Governors Pass 200g Create Wall 100g <druid magic>
- Kings Ticket 50g Wood Spirit 100g <druid magic>
- Citizen Papers 100g Cure All 100g <druid magic>
- Dragon Stones 250g
-
- Paperwork: The Governors Pass is needed to cross a bridge between Quag and
- Lansk. The Kings Ticket is needed to take the ferry. The Citizen Papers are
- needed to cross the bridge between the Isle of the Sun and Forlorn.
- On the north of this area is a ferry to Kings Island. Use the Kings
- Ticket for passage <not recommended for early characters>. In the center of
- this area is a dragon <he won't kill you>. To access the dragon's area, you
- must use a secret passage on the east side of the center building. Rumors
- you will hear elsewhere will hint that the Lansk Dragon conceals a gem. To
- get the gem you will need to use an anhk which can be purchase in Mud Toad.
- On the west side of this center building are stairs leading up to the city
- of Lansk. They go up, but they do NOT come back down. Go this way only if
- you have saved your game and are certain that you wish to.
- Paragraph notes for Lansk Undercity: 121, 122, 123, 124, 125, 126
-
- MAGIC COLLEGE:
- Located on the island of Rustic. You will need the Spectacles from
- Lanc'toor's Laboratory located under Mud Toad before you will be able to
- enter the college. The college consists of a number of tests. In the first
- room, use any ICE spell. In the second room use REV GLAMOUR and then any
- FIRE spell. In the third room use CLOKE ARCANE. In the fourth room use no
- magic, just fight it out with the philistine. In the fifth room use DISARM
- TRAP. In the sixth room, walk north ignoring the comments <paragraph note
- 145> in the next room. Utnapishtim will reward you with the choice of the
- Soul Bowl, the Laugh Staff or the Sing Ring, choose the SOUL BOWL which you
- will need at Zaton's marker in the Mystic Woods.
- UTNAPISHTIM: Soul Bowl use at Zaton's Marker in Mystic Woods
- Poog's Vortex <high magic>
- Fire Summon <high magic>
- Fire Light <high magic>
- Elvars Fire <high magic>
- Ice Chill <high magic>
- Big Chill <high magic>
- Dazzle <high magic>
- Group Heal <high magic>
- Paragraph notes for Magic College: 141, 142, 143, 144, 145
-
- MUD TOAD:
- Located on Quag, this city is sinking into the swampy lands upon which
- it was built. You will probably be making many visits to this city during
- the course of your game. Almost in the center of the city is a broken
- statue the parts of which you will find scattered through out other areas
- in the game. You will need to bring each part back to this location and
- "use item" to restore the statue. Doing so will reveal a latch that will
- allow you access to Lanac'toor's Lab <see appropriate notes>. Of other
- interest in this city is the temple in the northwest corner of the city.
- Talking to the priests there will indicate that you need to seal up the
- source of the water ruining the city <create wall will accomplish this
- nicely>. After doing so, the priests will give you a pair of Golden Boots
- which will allow you to access areas that you could not previously <such as
- the Isle of Woe in the Magan Underworld>. Also of importance here is the
- shop in the southeastern portion of town:
- Lantern 10g
- Ankh 50g Use on Dragon in Lansk
- Dragon Stone 250
- Short Sword 70
- Broad Sword 80
- Great Sword 100
- Bow 60
- Arrow<20> 50
- Bolt<20> 60
- There is a tavern in the northeastern corner of town in which you will meet
- Berengaria after you have had your confrontation with Mystalvision in
- Phoebus and have been thrown into and escaped from the Phoeban Dungeon.
- Berengaria will give you the following spells:
- Rage of Mithras <sun magic>
- Holy Aim <sun magic>
- Armor of Lite <sun magic>
- Major Heal <sun magic>
- Summon Salamander <sun magic>
- Within the city walls which you can access by using climb you will find a
- treasure beyond an encounter with the city militia.
- TREASURE 1: Water Summon <high magic>
- Reveal Glamour <high magic>
- Barbed Flail str 16
- Lucky Boots
- Mountain Sword mountain lore 1 <2handed>
- Paragraph notes for Mud Toad: 29, 20, 17, 113, 30, 32
-
- MYSTIC FOREST:
- Located on the west side of the Isle of the Sun near Phoebus. From the
- Mystic Forest you can gain entry to the Magan Underworld, Kings Island,
- Quag, as well as the Isle of the Sun. There are a number of interesting and
- important things to find and do here. In the northwest corner there is a
- statue of Enkidu at the foot of which you will find a Beast Horn which is
- powered with a summoning spell. In the northeast side you will locate
- Mushrooms that will be needed in the Necropolis later <only 1 is needed
- though you can get as many as you like> On the east side is a shrine on an
- island. You can try to reach the shrine by swimming but that will result in
- encounters with some very nasty water creatures. An easier way to access
- this island is to use the Golden Boots which you can get in Mud Toad <see
- Mud Toad for explaination>. On the island you can get the Totem of Enkidu
- which you will need to cross Scorpion Bridge. To get the Totem, you must
- use one of your weapons. I used a Ruby Dagger and cannot say if using any
- weapon will work. In the southwest corner there is a treasure<1>. In the
- south area of Mystic Forest there is a marker for Master Zaton. Use the
- Soul Bowl that you can get after successfully doing the Magic College in
- this location and you will get treasure 2.
- TREASURE 1: Death Curse <druid magic>
- Fire Blast <druid magic>
- Insect Plague <druid magic>
- Scare <druid magic>
- TREASURE 2: Brambles <druid magic>
- Greater Heal <druid magic>
- Cure All <druid magic>
- Invoke Spirit <druid magic>
- Beast Call <druid magic>
- Wood Spirit <druid magic>
- Paragraph notes to be found in Mystic Woods: 70, 6, 72, 79
-
- NECROPOLIS:
- This island to the northeast of Quag is accessable from Smuggler's
- Cove. The entrance into the large building that is this city is on the
- northwest. You will experience many encounters with undead here so come
- prepared. In the middle of the first room you will find a treasure:
- TREASURE 1: Stone Trunk use on statue in Mud Toad
- Black Helm Zak's Speed
- Magic Chain
- Dead Bolt<20>
- On the west side of the city are stairs the lead down to the large building
- in the Magan Underworld that you could not access from there. In this
- building is the well that will allow you to resurrect dead characters. On
- the east side of the city you will find a door leading to an area described
- as being covered with webs. There is an encounter with a giant spider for
- every square in this room but the reward at the end is a teleporter that
- will get you off of the island. In the center of the city is a large
- building. On the south side there is a secret passage leading inside.
- Following this passage will lead you to an encounter with the god Nergal.
- Defeat his undead minions and use MUSHROOMS that you obtained from the
- Mystic Forest to get the following items:
- FROM NERGAL: Silver Key used to free Irkalla on Isle of Woe
- Holy Spear
- Fire Lite <high magic>
- Insect Plague <druid magic>
- Scare <druid magic>
- Inferno <sun magic>
- Big Chill <high magic>
- Paragraph notes for Necropolis: 114, 115, 93, 12
-
- OLD BRIDGE:
- Located on King's Island this bridge is a one way route to the
- Decaying City also known as the Snake Pit. There is nothing of importance
- on the bridge itself, only the note that the gate, once you pass through,
- disappears forever. Don't worry about that, there is another exit within
- the city.
- Paragraph note for Old Bridge: 50
-
- OLD DOCK:
- Located on King's Island and accessable from the island and from the
- ferry <with a Kings Ticket> in the Lansk Undercity. Passage to Lansk
- Undercity costs 500g. Wearing Pilgrim's garb <obtainable in Kingshome
- Castle> will allow you passage to Nisir. In the southwest corner is a
- statue that can be moved if you have a character strong enough <24>.
- STATUE TREASURE: Earth Summon <high magic>
- Ice Wand
- IBM PS/2
- Dragon Stones<7>
- This treasure will disappear after you leave the dock.
- No paragraph notes for Old Dock.
-
- PHOEBAN DUNGEON:
- Accessable only by confronting and loosing to Mystalvision in the
- north section of Phoebus. This is one of those areas where you need to be
- prepared to do everything at one time or not at all. There is no way back
- here once you exit. You will find yourself in a locked cell that your thief
- character will not be able to unlock. Patience <10 days worth> will result
- in Berengaria leaving the door unlocked so that you can begin your escape.
- Exploration of the other prison cells will reveal that the "druid is being
- tortured". At the location where you see message 102, use the abilility
- Hiding to get past the guard. You may go either north or south once past
- the guard. The southern route is through a secret door. Follow the passage
- until you see the message that you hear voices to the north. Go north
- through another secret passage. One square further to the west of where you
- hear the voices is a cave in that you can pass with the climb ability and
- will lead you to stairs back to Phoebus. Save these for last. Go north and
- explore the rest of the Phoeban Dungeon. In the northeast section you will
- find a hunchback trying to feed a prisoner to a dragon. West of that you
- will find torture chambers and the druid. Use bandage on the druid and he
- will tell you that the pass word is "HALIFAX". To the north of the druid is
- another encounter with Mystalvision. Its a toughy and Mystal will slip
- through your fingers but leave you the following treasure:
- MYSTALVISION: Armor of Lite <sun magic>
- Major Heal <sun magic>
- Disarm Trap <sun magic>
- Wood Spirit <druid magic>
- Holy Aim <sun magic>
- To the northwest of the area where you heard the voices you will find two
- treasures, one of which requires knowing the password to reach.
- TREASURE 1: Shovel
- Mace
- Dagger<3>
- Battle Axe
- Leather Armor
- Scale Armor
- Chain Armor
- TREASURE 2: Blow Horn Whirl Wind spell
- Magic Ring Whirl Wind spell
- Magic Quiver* ENDLESS ARROWS & Mage Fire spell
- Dragon Stones<5>
- * combine this with the Gatlin Bow and you have a deadly combination!
- Having searched the rest of this level, it is time to exit back to Phoebus.
- Paragraph notes for Phoeban Dungeon: 101, 102, 104, 106
- PHOEBUS:
- This city on the west side of the Isle of the Sun is not easy for
- beginning characters. You may be able to get through some of the encounters
- to access treasure but there is an big encounter in this city <located in
- the north end of town> that should not be attempted until later in the
- game.
- There is a tavern in the northwest portion of the city where you can
- find the volunteer Valar. Valar has knowledge of both Low and Sun magic.
- He's a good addition to your party, but keep him at the back as he is
- rather weak and vulnerable to attack.
- On the southeast side of town there are parade grounds. Within the
- parade grounds is a building. Entering here will get you drafted into the
- army and removed to the siege camp south of the city of Byzanople. I
- recommend avoiding this automatic draft until later in the game.
- There are 3 treasures to be found in Phoebus, two on the west side and
- one on the north.
- TREASURE 1: Poog's Vortex <high magic>
- Sun Stroke <sun magic>
- Death Curse <druid magic>
- Create Wall <druid magic>
- Mithra's Bless <sun magic>
- TREASURE 2: Plate Mail
- Tri-cross <crossbow>
- Bolt <1 group of 30 bolts>
- Magic Shield
- Dragon Stones <7 quantity>
- TREASURE 3:
- Mage Cloth <= cloth armor, need low magic 1 to use,
- has spell Mage Light. sell it>
- Fire Spear <dex 14>
- Magic Plate
- Paragraph notes to be found in Phoebus: 26, 25, 28, 66
-
- PILGRIM DOCK:
- Located on Nisir, this dock is accessable from the Old Dock on King's
- Island providing you are wearing Pilgrim's Garb <available in Kingshome>.
- Passing through the door in the south of this small area results in a nasty
- encounter which is beyond the ability of beginning characters. Once
- successfully defeating these monsters, you will find a prisoner and a
- secret passage that leads you to the mountain Salvation.
- Paragraph notes for Pilgrim Dock: 82, 84, 83, 98
-
- QUAG:
- This area of Dilmun includes a Nexus in the north to Mystic Woods, the
- city of Yellow Mud Toad and Smuggler's Cove. Murk trees live on this area
- and are dangerous monsters capable of killing party members without much
- difficulty. Proceed with caution. Northest, but not connected to Quag is
- Necropolis. A bridge also leads to the area of Dilmun that includes Lansk.
-
- QUAG BRIDGE:
- You need the Governor's Pass to cross. The pass is obtainable in
- either Lansk or Lansk Undercity <easier>.
- Paragraph notes for Quag Bridge: 47
-
- RUINS:
- See TAR'S RUINS <above ground>
-
- RUSTIC:
- Accessable with the ship from Smuggler's Cove. This Island to the west
- of King's Island contains the Game Preserve, Scorpion Bridge and a Strange
- Building <Magic College>.
-
- SALT MINES:
- If you sell yourself into slavery in Purgatory you end up here. There
- is nothing of great importance to be found here. You can skip this area
- entirely with no ill effect upon your game. What you can gain here is
- experience and eventually freedom. I recommend using the Magan Underworld.
- When you are brought here all your equipment is removed and you are in
- chains. Wandering around this area you will find a cup, a pool <fill the
- cup>, a handle, a treasure of rocks and Dragon Stones <9 quantity>. You
- will find a man to which you give the water. He will give you his shoes.
- Using the laces <use item> you manage to make a hammer with which you can
- break the chains. Your gear can be found in a pile of rubbage. Thus re-
- equipped you can challenge the guards and escape.
- Paragraph notes for Salt Mines: 60, 61, 49
-
- SCORPION BRIDGE:
- Located on the island of Rustic. Scorpion men will bar your way until
- you use the ENKIDU TOTEM <obtainable in Mystic Woods>. Within the bridge
- building there are several nasty encounters. In the north of this building
- is a treasure:
- TREASURE 1: Bones
- Barbed Flail
- Magic Shield
- Gold<1500>
- Paragraph notes for Scorpion Bridge: 48
-
- SIEGE CAMP:
- Accessable from King's Island or by being drafted into the army in
- Phoebus. Don't worry about joining the wrong side, your stay in the Seige
- camp is temporary. Near the southern entrance to the Siege Camp is a
- healer. In the north of this area is a Black Market.
- BLACK MARKET: Bladed Flail 1000g
- Mace 70
- Dagger 30
- Short Sword 50
- Broad Sword 60
- Polearm 90
- Bow 60
- Long Bow 90
- Crossbow 60
- Arrow<20> 50
- Bolt<20> 60
- Chain 310
- Shield 1000
- Large Shield 1000
- There are two treasures to be found in the siege camp, one in the northern
- and one in the southern section of this area.
- TREASURE 1: Lance Sword str 12
- Silver Gloves
- TREASURE 2: Silver Arrow
- Exiting the Siege Camp to the north will allow you to enter Byzanople.
- After some encounters in Byzanople <see appropriate notes> you will return
- to the Siege Camp through a secret underground passage. There will be a
- sizable battle which is definitely too difficult for beginning characters.
- Paragraph notes for Siege Camp: 87, 59, 90
-
- SLAVE CAMP:
- Located southwest of Purgatory, use Bureaucracy to gain the escaped
- slaves trust. There are six small buildings located in the Slave Camp and
- three treasures, a campfire that will heal all wounds and the volunteer
- Louie can be found here. Use one of your magic skills when you locate the
- wizard watching you from his doorway otherwise he will not allow you into
- his hut to gather one of the treasures.
- TREASURE 1: Greater Heal <druid magic>
- Sun Stroke <sun magic>
- TREASURE 2: Healing <high magic>
- Cloak Arcane <high magic>
- Sense Traps <high magic>
- Scare <druid magic>
- Leather Armor<2>
- Brigadine<2>
- Chain
- TREASURE 3: Citizen Papers
- Ruby Dagger str 3
- War Axe
- War Flail
- Hammer
- Polearm
- White Arrow
- Spear
- Chain
- Fire Lite <high magic>
- Dragon Stone<5>
- Paragraph notes for Slave Camp: 88, 63, 68, 19
-
- SLAVE ESTATE:
- Located on Forlorn. You can learn in Lansk that Mog left this estate
- to you. There are two buildings on the estate, one large and one small.
- Surrounding the estate are gardens with numerous statues. Enter the large
- building through either of the entrances on the EAST side <there is an
- entrance on the west side, but do avoid it>. There are four treasures to be
- found in the large building:
- TREASURE 1: Hammer
- Ruby Dagger str 3
- Short sword
- Dragon Stones<6 quantity>
- TREASURE 2: Mirror
- TREASURE 3: Gauntlets
- Helm
- Arrow
- Magic Lamp <20 charges of light spell>
- Shield
- Gold <1500>
- TREASURE 4: Hand axe
- Gold <100>
- In the southwest corner of the large building you will find the artisan of
- the statues you have seen in the gardens. He is really a Gaze Monster. Use
- the MIRROR to avoid being turned to stone.
- Paragraph notes for Slave Estate: 1, 105, 99, 103, 117
-
- SMUGGLER'S COVE:
- Located north of Mud Toad on Quag, this is the pirate hang out of Long
- John Ugly. On the northeast you wlil find a statue to Irkalla at which you
- can pray. On the west you will find Long John's hang out. Use Bureaucracy
- and pay at least 50g to enter. Inside you will find two doors, one to the
- west and the other to the south. Taking the southern door, Long John will
- ferry you over to Necropolis, but he will not bring you back <there is a
- way, but it isn't easy for beginning characters>. The west door reveals the
- pirates most precious possession, a ship! The pirates will fight you to the
- death for this ship and they are a nasty bunch! They can be defeated, but
- it is not easy. Defeating them gets you not only unlimited use of the ship,
- but also a treasure. This treasure chest will disappear even if you do not
- remove all its contents. Take the gold and the Jade Eyes and the plate.
- TREASURE 1: Gold<3000>
- Pilgrim Garb <available also in Kingshome>
- Old Peg Leg
- Hook
- Parrot
- Heavy Plate
- Jade Eyes <needed in ruins on King's Island>
- Paragraph notes for Smuggler's Cove: 39, 3, 41, 43, 24
-
- SNAKE PIT:
- This city is located on the southwest corner of King's Island and is
- accessable from the Old Bridge. On the north you will find the King's
- boathouse. Leave the lad who is guarding this building alone until you
- locate the secret rooms in the center of the large cluster of buildings in
- the center of the city. In the wooded area in the north you will find
- Branches. Use the Branches at the old man in the tree on the south side of
- this area will get you the BEAST CALL spell <druid magic>. The STONE HEAD
- needed for the statue in Mud Toad is found on the west shore of this area.
- There is a large cluster of buildings in the center of the Snake Pit. A
- secret passage from the room with the jester leads north into the room
- where you will find two treasures:
- TREASURE 1: Signet Ring <use to gain access to Kingshome>
- Jewels <worth 4000g>
- TREASURE 2: Luck Wand
- Crush Mace
- Mega Bolt
- Grand Sword
- Magic Bow dex 10
- Use the signet ring where the boy guards the boat house and you have access
- through a secret door to a boat that will take you out of this area and
- left near Kingshome.
- Paragraph notes for Snake Pit: 75, 76, 80, 81
-
- STRANGE BUILDING:
- See MAGIC COLLEGE
-
- SUNKEN RUINS:
- Accessable from the Eastern Isles <with the ship from Smuggler's
- Cove>, you need to have accomplished freeing Irkalla from the Isle of Woe
- prior to fully exploring this area. Irkalla would have given you a breath
- water potion that will be needed to enter the lower level of this area. The
- upper level features a locked door that take a skill of lockpick 4 to open
- and two secret passages. In the center area there is a treasure:
- TREASURE 1: Driftwood
- Flotsam
- Spiked Flail
- Driftwood
- Using the breath water potion you can enter the lower area. The map wraps
- upon itself here and is relatively small in size. In one large room you
- will fing a clam containing the SKULL OF ROBA. Do not attempt to take the
- skull from the clam, just take the clam <skull and all>. There is a locker
- to be found in this area <must be Davy Jone's> in which is the following:
- LOCKER: Trident
- Dragon Plate
- Dragon Sword
- The locker is guarded by some pretty nasty creatures, so throw everything
- you've got at them or be prepared to take a trip through the Necropolis to
- the well of resurrection.
- No paragraph notes for the Sunken Ruins.
-
- TAR'S RUINS <above ground>:
- This area is accessable from Forlorn or from the Tar's Ruins
- underground. To reveal the entrance to the underground use strength on a
- rock on the northeast side. On the west side you will find the body of a
- dead hero:
- DEAD HERO: Firesword
- Lg Shield
- Dragon Stones <6>
- On the southwest, you will find a cache of scrolls:
- CACHE: Air Summon <high magic>
- Elvar's Fire <high magic>
- Exorcism <sun magic>
- Guidance <sun magic>
- In the center of the ruins is a 3X3 square building upon whose walls you
- will see mural. These murals are an important hint on how to deal with the
- Lansk Dragon.
- Paragraph notes for Tar's Ruins<above ground>: 23
-
- TAR'S RUINS <underground>:
- Accessable from the Magan Underworld and from the Ruins on Forlorn.
- The entrance from the Magan Underworld leaves you in a small enclosed room.
- To return to MUnderworld, use the ability climb, to explore this area exit
- through the secret passage to the north. Immediately west of the square
- just described is another secret room containing STONE ARMS which are
- needed in Mud Toad. This area wraps north to south, east to west. It
- doesn't take too much exploration to locate the other two secret passages
- that contain treasures:
- TREASURE 1: Healing Potion
- Dragon Stone<5>
- TREASURE 2: Gold <2500>
- Fire Light <high magic>
- Death Curse <druid magic>
- Sun Stroke <sun magic>
- Gold <1000>
- No paragraph notes for Tar's Ruins.
-
- YELLOW MUD TOAD:
- See MUD TOAD.
-
- END GAME AREAS & STRATEGY:
- Prior to visiting Salvation it is a good idea to spend some time in
- the Magan Underworld near the energy pool that restores magic power
- CHARGEing up magic items with spells upon them. Of particular use are
- HEALING POTIONS, BATTLE WAND <battle power spell>, DRAGON HORN <rage of
- mithras spell>, and the SPEED WAND <zak's speed>. You may choose to carry
- others at this point, but the above will make your life in this end game
- period much easier. The maximum charges you can boost in any item is 49. It
- will take some time to charge all the items, but setting up a macro will
- make this easier and is certainly worth the time and effort. If you have
- already visited Salvation and taken the treasure that is to be found there,
- be certain to stock up on DRAGON STONES before entering into the end game
- period. Clear out of your inventory anything that you do not need so that
- you can carry more dragon stones.
-
- SALVATION:
- Accessable from Nisir or Magan Underworld. The exit to Nisir is in the
- north and the stairs to the Magan Underworld are in the southwestern
- portion of this area. On the west side there is a treasure guarded by a
- rather nasty group of monsters.
- TREASURE 1: Mage Staff worth 10,000g
- Dragon Helm
- Dragon Plate
- Spiked Mace
- Heavy Sword
- Dragon Eye<28> restores 30 points of magic power
- On the east side of Salvation is a shrine to the universal god <note 97>,
- use the Freedom Sword at this area. Doing so will allow you to cast INFERNO
- SPELLS using the Freedom Sword. Not far from the stairs to Magan Underworld
- and treasure 1 is a door. Avoid it. Close to this door is an area where you
- will get a message about an intelligent man could figure out a way through
- this wall. Use intelligence then use the ability climb. You will now be in
- an area where <3 squares south and 2 squares east> you over look a chasm.
- Use the Golden Boots to jump the chasm. Entering through the doors here,
- you will begin to explore a large room when you will suddenly find yourself
- falling into the Depths of Nisir.
- Paragraph notes for Salvation: 97, 100, 55
-
- DEPTHS OF NISIR:
- Accessable only from Salvation, this area represents the most complex
- area to map. The map wraps east to west and north to south and include
- teleportals and turning floors. Use GUIDANCE to maintain your sense of
- direction and look at the automap often. Because the map wraps, it is
- difficult to give precise directions on where you need to go. From your
- beginning location you need to go 17 squares north and 14 squares east to
- reach an area that will teleport you to an otherwise unaccessable area
- where Namtar is hiding out with his army. Using SOFTEN STONE is your best
- means of getting there. Exploration of the entire area results in lots of
- encounters which can rapidly drain your supply of Dragon Eyes and Dragon
- Stones. Use CLOAK ARCANE for added protection against those encounters you
- cannot avoid. Once you have reached the teleportal that will take you to
- Namtar, walk south. Before you enter the larger area <you are in a one
- square wide hallway> use the DRAGON GEM. The Queen Dragon will answer and
- rout Namtar's army <thank heavens> and Namtar, well sort of. Namtar will
- spring back to life and you will fight him over and over again before you
- finally can pick up his ashes. Once you have you will be teleported to the
- Magan Underworld near the energy restore pool the location of which you
- should by now be most familiar. You will have time to restore your energy
- before Namtar springs to life again. Kill him and head as fast as you can
- to the cross shaped area surrounded by pits <chasms> in the extreme south
- <see Magan Underworld notes> of the Magan Underworld. Namtar will spring to
- life yet again. Defeat him and use his ashes<body>. THis will result in his
- being thrown into the chasm that spawned him and his destruction!
- YOU'VE WON THE GAME!!!!!!!
-
- --------------------------------------------------------------------------
- I may have missed a few things here and there, but the above should
- prove accurate and useful. I am currently in the process of compiling a
- list of the items in Dragon Wars with the "examination" information. This
- will identify any special use of these items and restrictions <strength,
- dexterity, or other>. I may choose to add in the statistical information on
- the characters that come with the game and the volunteers that are
- available to join the group. While potentially useful information, the lack
- of that information here does not diminish the usefulness of this file.
- I hope that you do find it helpful!
-
- This walkthru copyrighted 1990 by Wyvern. All rights reserved.
-