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.