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-
- 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!
-
-