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- DRAGONWORLD PART I
-
- You are Amsel of Fandora, friend of the Last Dragon. Suddenly, you receive
- a message from the last dragon in the dragonpearl that he has been drugged
- and kidnapped by the Duke of Darkness and is being held in the Southland.
- You decide to obtain the assistance of the Monarch of Simbala, Hawkwind,
- another old friend.
-
- The journey will be long and hard. There are many ways of finishing the
- quest. Some puzzles have more than one solution and others need not be
- solved at all. This is but one possible solution. Remember that the arcade
- sequences are for your amusement or frustration and are not necessary to the
- quest!! You may find the picturesoff command useful in speeding up your
- quest.
-
- So you board your boat, untie it and set sail east toward Simbala. As you
- travel east you soon find your vessel destroyed and yourself beached on an
- island. Quickly you discover vines and logs which you tie together to make a
- raft. You also find dragonbane which will ward off those evil coldrakes! You
- board the raft and soon drift east to Simbala where you are beached.
-
- You head east where you find yourself in a dense forest. You keep heading
- east when you spot a windship overhead. Quickly gather the dry underbrush
- and start it on fire using your magnifying glass. The windship picks you up.
- As you wait you discover that the vessel is powered by jewels which burn
- when water is poured on them. You also learn that the dragonbane is placed
- outside the ship to keep away the coldrakes.
-
- Finally you arrive at the palace. You enter and are taken to a large
- chamber. While there, you talk to Hawkwind who agrees to help you. You also
- talk to Ephrion who gives you some valuable information. Then exit the room
- to the south and you will find yourself on the stairs. Hawkwind asks whether
- you wish to take the horses or the windship. Either will do. If you go up,
- board the windship and set off to the south. A coldrake approaches!! You put
- the dragonbane outside the ship and Hawkwind swerves to avoid the beast.
- Unfortunately, you crash. The ship is destroyed but you are both unhurt.
-
- You find the ship caught in a tree so you climb down and continue east on
- foot. The trail then leads south, southeast and finally east where you come
- to a fork. Avoid the swamp to the south with its dreaded swamp monster and
- head southeast to a north-south road. Keep going south until you find the
- road overgrown. There you see some rare tanna leaves which you gather up.
- The path continues to the southeast. You then follow the path south to the
- mine entrance. Enter the mine and take a torch.
-
- You head south but find a crying woman blocking your way. Comfort her and
- she gives you a wolf's tooth, the symbol of the thieves guild. You remember
- that Ephrion mentioned a book in the Kandesh library with a wolf's tooth!
- The woman slips away into the shadows, and you continue south only again
- finding your way blocked! This time by the Kuln. Fortunately, they are
- afraid of light and they let you pass when you wave the torch.
-
- Continue south where you find a pile of rock. Move the long flat one which
- reveals a tunnel and another cavern to the southeast. There you find a
- skeleton. You examine the skeleton and find a small key. Take the key and go
- up into a small cave. Follow the daylight to the south and you find yourself
- on an ancient road. To the south are the ruins of a villa. Go south to the
- ruins and then west to an old atrium.
-
- You see a tree sculpture with ancient amber treebears. You try to reach
- them but they are too high. Ask Hawkwind to help you and he lifts you up and
- you take one. Then go back to the road and keep going south to the gates of
- Kandesh. You see a large knocker and try to reach it. Again Hawkwind comes
- to your assistance and knocks for you. The guard eyes you suspiciously but
- lets you pass when you show him the tooth. You then enter the City of
- Kandesh and head south past the residential area to the plaza.
-
-
- DRAGONWORLD Part II
-
- You find yourself in a large plaza, unsure of where to start. You notice
- the Garrison to the west which you decide would be best to avoid. Head
- northwest to the restaurant. You decide not to dine despite the hunger pangs
- and go south. You see the medicine man is selling an elixir which you decide
- may be useful in the future. Pay him the 40 talmas and go north and then
- southeast back to the plaza.
-
- Then go northeast to the music shop. You hear some strange music in the
- alcove and go northeast to investigate. You find a monkey playing sleep
- inducing music on the flute. He asks you to imitate his tune. Quickly and
- carefully play D S F A on the xylophone. The monkey is delighted and gives
- you his magical flute. Leave the alcove and head back southwest to the
- plaza.
-
- You remember Ephrion mentioning a book, so you head southwest to the
- library. You find the reading room door locked. Break the lock with your
- sword and enter. You find nothing much of interest so go west. Here You see
- a huge dazikar chomping on books!! Quickly head upstairs where the beast
- can't follow you. There you find the book with the wolf's tooth! Unlock it
- with your key. It tells you of a safe place under the city!
-
- Your excitement turns to fear when you realize you must get past the
- monster. Your mind races. You decide to give him a really good meal and take
- the encyclopedia and throw them at him. While he is hiding in his hole,
- quickly run down the stairs and out of the library the way you came in. You
- are back in the plaza.
-
- The music in the bazaar is alluring and you head southeast. You see a Rayan
- woman who for 5 talmas may tell you some very important information, then
- again she may only give you a flower. You decide not to visit the physician,
- the artist, the moneylender or the gaming house. The armorer you will save
- for another visit. If you decide to enter or leave Castle Doomhaven by the
- front entrance you will need an assassin's cowl which you can purchase from
- the tailor. In this walkthru a cowl is not needed.
-
- Go southeast to the tavern. You and Hawkwind sit down at the bar and order
- a drink. Pay the bartender, who gives you wine called Dragonsblood. Before
- you can drink it you find yourself injured and robbed in a brawl. Hawkwind
- carries you to the Physician's tent. You talk the physician into letting you
- owe him the 20 talmas and leave your dagger with him for insurance. Leave
- the tent to the south then go northwest back to the plaza.
-
- You decide to visit the Alchemist and go east to his shop. Ring the bell
- and he angrily answers saying his Philosopher's stone was stolen. He then
- throws a ring at you. You take the ring and see the word LAVA etched inside.
- You then examine the unused furnace and find you can enter it.
-
- You do and find a trapdoor which you leads you to a tunnel. You look around
- and see a very black stone which you take. Hawkwind tells you its the
- Philosopher's stone! Then go west into the thieves den. They look at you
- suspiciously and demand identification. Show the tooth and they greet you
- warmly. Leave to the west. You keep west until you find the thieves treasure
- trove. Take the talmas and the tuning fork and go upstairs.
-
- You find yourself in the Garrison's vault. Exit north into the plaza, and
- go southwest to the bazaar, then north to the physician and pay him the 20
- talmas. He gratefully gives you back your dagger and some dragonscale as
- well! You leave to the south and reenter the bazaar. You go west to the
- armorer. You buy some rope and ask him about the starsword.
-
- You remember the Rayan woman saying "The blood of dragons will set the
- sword of dragons free". Pour the dragonsblood on the rock and take the
- starsword. The armorer asks for 100 talmas for the sword which you gladly
- pay him. You are warned that the sword can be used only once. You leave the
- armorer happily to the east and head northwest to the plaza.
-
-
- DRAGONWORLD Part III
-
- Head south from the plaza to the Boulevard of Death, then west to the
- cemetery and south to the Cenotaph. With Hawkwind's help you move the marble
- door and enter finding a crypt with a crystal cover. You hit the tuning fork
- and the pure note moves the crystal, revealing stairs leading down. At the
- bottom of the stairs you find yourself in a north-south corridor beneath
- Castle Doomhaven. Go south and then up the stairs to the strong room. Take
- the jade key, the ivory and the plank and go back to the bottom of the
- stairs.
-
- Head north to the cistern and then east. You are at the edge of a pit. You
- place the plank across the pit and go to the eastern side. Continue east and
- you find yourself in front of a lead cell with Prince Alyn inside. You
- remember the Philosopher's stone! Touching the stone to the lead bars indeed
- turns them into soft gold that can easily be bent. You release Alyn and head
- southwest to the bottom of the stairs.
-
- Go north and up the stairs to the crypt. Exit the Cenotaph, go through the
- cemetery and east to the Boulevard of Death. You go north to the park and
- then southwest past the hedges to the palace. Enter the palace to the west.
- The guards recognize Prince Alyn they let you pass. Alyn brings you into
- Tormalion's chamber. Tormalion thanks you and asks you how he may help you.
- You ask him about Dragonmount. As you exit, he rewards you with a large
- diamond and the guards escort you out.
-
- You end up usually back at the park. You then decide to poke around the
- palace and go southwest past the hedges to the palace entrance and then
- north. You find a path and go west. The path continues west and south. You
- go south and find a large mosaic with treebears. One branch is empty. Place
- your amber treebear on it and a door opens. Enter and follow the hall south
- to the treasury. Open the door and enter. Inside you find a piece of ivory
- and take it. Then go north until you are again outside the palace on the
- path.
-
- Go north and then west to the dock. Enter and untie the boat and row west.
- You then see a sunken ship. You may examine the ship if you like but it's
- dangerous and the conch shell you find is of no use to the quest. Keep going
- west to the beach. Get out of your boat and go west. You find a rock with a
- piece of ivory in it. You pry it loose with your dagger but find that the
- crack is the mouth of a monster! In fact the island IS A MONSTER!!
-
- You remember from the Rayan woman that "music soothes the savage.....".
- Play your magic flute and the monster falls asleep. Take the ivory and run
- to your boat. Board the boat and row east back to the dock. Leave the boat
- and continue east until you reach the south path to the front of the palace
- and follow it south. From the front of the palace you go northwest past the
- hedges to the park. You then follow the road south to the southern gates fo
- Kandesh.
-
-
- DRAGONWORLD PART FOUR
-
- Leave Kandesh and follow the road south. To the east you hear singing and
- go there to investigate. There you find a Rayan camp but something catches
- your eye to the south. It looks like a sail. You go south to the Rayan
- clearing and see a Simbalan windship. Climb up the rope to the ship. Pocket
- a few jewels and then pour water on the jewels in the brazier. The jewels
- start to burn and you take off to the west.
-
- You land at the base of dragonmount, again with your ship destroyed! Go
- west to the waterfall, Hawkwind suggests that you divert the river. You
- remember the jewels and throw them in the waterfall. An explosion occurs and
- reveals a cave to the south. As you enter the cave the walls covered with
- spikes begin to close on you. Quickly climb up the spikes and open the
- trapdoor. You go up into the middle of a volcano with molten lava in front
- of you.
-
- Suddenly, you remember the ring and throw it into the lava. The lava
- solidifies into rock and you make your way south to a beautiful door. The
- door unlocks easily with the jade key and you enter a mirrored room. A huge
- warrior threatens you. You are disoriented by all the mirrors so you begin
- to break them with your sword. As you do this, you notice that it is having
- the opposite effect on the guard. He is more disoriented!
-
- Finally, several exits will appear...but you still have to contend with the
- guard. You ask Hawkwind for help. When the guard is faced with fighting
- Hawkwind without the mirrors, he runs for his life!! Avoid the exit to the
- south since it goes to the maze. Go east into the room with the wheel. When
- you turn the wheel the room goes up and reveals a new room to the west which
- you enter. There you find some runes which Hawkwind helps you decipher. They
- give you a recipe for a captive's cure.
-
- Follow the insructions and place the elixir, dragonscale and tanna into the
- cauldron. Get the sticks and rub them to start a fire in the fireplace.
- Place the cauldron on the fire and take your cure when it is finished.
- Examining the room you discover a hook. Throw the rope up at it and climb up
- to the cupola. You see a pattern of a dragon carved in the crystal. After
- searching your possessions, you decide to try the ivory pieces. Insert the
- ivory pieces into the pattern which reveals a hidden doorway to the south.
-
- You enter and find yourself in a crater with a platform to the west. The
- Last Dragon is on the platform drugged and chained. Go to him. Cut the chain
- with the starsword and give him the cure. The dragon is back to himself
- again! Then the Duke of Darkness appears and threatens all of you. You
- remember then what Ephrion said to you and you say "Darkness fears the
- flame" The Last Dragon bursts forth with a huge flame and the Duke is
- defeated. You have suceeded in your quest and the Last Dragon is very
- grateful.
-
-
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