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-
- DRAGON WARS by Interplay, IBM version
-
-
- 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>
-
-
-
-
-