1126 lines
59 KiB
Solidity
1126 lines
59 KiB
Solidity
courtesy of diachun@autarch.acsu.buffalo.edu
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Article: 11968 of rec.games.misc
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From: Wyvern@cup.portal.com (Jeanne Wyvern Harlan-Marriott)
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--
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DRAGON WARS by Interplay, IBM version 9/18/90
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Dragon Wars from Interplay is a fun game! It is a large computer
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fantasy game of similar scale as Magic Candle <Mindcraft> and the Ultima
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series <Origin>. Nice graphics, ease of play, good documentation all play
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their parts in making this an enjoyable game. Of particular delight to me,
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given the games I have been playing of late, was the fact that Dragon Wars
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is bug free! Frankly I admire a game company that takes the time to give
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their market a quality product and Interplay has certainly done so with
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Dragon Wars!
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Installing the game is a simple process. I played on a PC 386 clone
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with VGA and harddisk. After making a directory for the game, I just copied
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the files and ran a quick install to set the game for my graphic
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capabilities. That done, you fire up the game. The game provides pre-built
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characters but also supports characters from Bard's Tale I, II, and III.
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Since I had saved characters from a Bard's Tale game, I decided to use them
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to play Dragon Wars. Word of advise on using Bard's Tale characters: first
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examine the pre-built characters that come with Dragon Wars and write down
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their stats and skills, create characters from your Bard's Tale game and do
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the same. Compare the two sets of characters closely paying particular
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attention to Magic skill/knowledge. There are five types of magic in Dragon
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Wars: Low, High, Sun, Druid and Misc. Ideally you will want your party to
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have knowledge of low, high, sun and druid magic types or as many as
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possible. Choose which ever character group has the best representation of
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knowledge in magic.
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AUTOMAPPING:
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Dragon Wars includes an automapping feature which can be viewed by
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pressing "?". While this is intended to remove the need of the players to
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map the game areas on graph paper and is wonderfully useful, I still mapped
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the game out on paper. The deficiency of automaps is that you can take no
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notes on them, nor mark spots that have a particular importance. While it
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was time consuming for me to draw out the maps it was time well spent. I
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advise you to do the same. If nothing else, the automap feature will ensure
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that your drawn maps are accurate.
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NOTES ON THIS FILE:
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Except for the beginning of the game, where you go and when is
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completely up to you. My notes are arranged after discussion of PURGATORY
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<start game area> and the MAGAN UNDERWORLD <great place> in alphabetical
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order and ending with SALVATION and DEPTHS OF NISIR which are the end game
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areas. The notes listed in alphabetical order are by NO means a
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recommendation of when you should do what. It is merely an effort on my
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part to make this file easier for you to use.
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SAVING YOUR GAME:
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Dragon Wars has a simple and fast save feature. To protect yourself,
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though, you should exit the game from time to time and copy the file data1
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to another <save1 or Lansk or whatever name reminds you of the point of
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save>. These files are HUGE being close to 300K in size but potentially
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worth their weight in gold!
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PURGATORY - start game
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Upon starting the game, you find your characters in the city of
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Purgatory <catchy name, wonder how they thought of it> with absolutely no
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equipment, money or clothes. Fortunately this sad condition is easily
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remedied. In the middle of the north end of Purgatory there is an arena
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anxious for new victims for their gladiators. "Fight gladiators barefisted
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and barebottomed" you think.... not to worry, the arena will offer to equip
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your characters. They offer a range of low end equipment, leather armor,
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maces, swords and all of it free for the fighting. You're going to lose the
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fight, I might as well tell you that now, but in most cases you are not
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going to die so while you'll get thrown out of the arena a little worse for
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the wear, you will have equipment. <I recommend that you save your game
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before entering the arena just in case one of your characters should bite
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the dust>
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Now that your characters have basic equipment, its time to explore
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your new prison, I mean home. There are such lovely things to do in
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Purgatory. You can sell yourself as a slave in the slave market, join the
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thieves guild, listen for rumors in the tavern and even ask for a
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volunteer! Seriously, do ask for a volunteer in the tavern which is in the
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north-east portion of the city. You'll pick up a volunteer named Ulrik who
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has skills in Cave Lore and Axes. He's not a great character, but he's nice
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to have along. Don't join the thieves' guild which is located in the south-
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west portion of the city. Here you should stoutly maintain your honor.
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Doing so will give you a mini-quest to defeat the Humbaba monster in the
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north-east corner of the city. When you do defeat the Humbaba, return to
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the guild and you will be given 1000 gold pieces for your efforts! The
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slave market is one way out of Purgatory but there are others and there is
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nothing of great importance to find there.
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There is a magic shop in the west side of Purgatory. For any
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characters who have Low Magic, this is a great place to pick up the spells
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for that magic and they are FREE. Along the north wall <west of the arena>
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is the Black Market, a good place to buy some better equipment with the
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1000 gold you obtained from the thieves. Probably the best use of your
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money at this stage is in better armor. <Do not buy dragon stones at this
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point. They are expensive and within Purgatory, unnecessary. On the south
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side of the city there is a magic pool which will restore magic energy.>
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BLACK MARKET OF PURGATORY:
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Hand Axe 60g Bow 60g
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Small Pick 50g Long Bow 90g
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Pick 60g Crossbow 60g
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Battle Axe 70g Arrow <20> 50g
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Flail 40g Bolt<20> 60g
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Mace 40g Javelin 40g
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Dagger 30g
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Short Sword 50g Cloth 25g
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Broadsword 60g Leather 50g
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Greatsword 80g Brigadine 80g
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Scale 250g
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Dragon Stone 250g restores 20 magic
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There is a secret passage in the northwest corner of the city that
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will gain you access to the outer wall. There are many encounters in this
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wall area with guards which can generate additional cash slowly. In the
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southeast corner of the outer wall there is a gap in the stones leading to
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the waters below. Try using SWIM if you decide to use this exit from
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Purgatory, but I recommend using the Magan Underworld instead. You can also
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exit Purgatory in the the southwest corner of the outer wall. Again, I
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suggest the Magan Underworld as the best choice.
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SKILLS, POWER REGENERATION and INVENTORY in DRAGON WARS:
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Logic might dictate that this paragraph belongs before actually
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getting into the game itself. I choose to include it after basic notes
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about Purgatory because you need to have a rudimentary understanding of how
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the game works to appreciate/understand the advise I will give here. Dragon
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Wars is a skill based system which means that any time your characters
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advance a level you have to decide from three menu pages where you're going
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to put your "two cents worth". The documentation that comes with the game
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advises that you spread the knowledge/skills around among your characters.
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This is good advise. There are so many options, there is no way within this
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game that you can make one character completely skilled so DON'T TRY.
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Decide which character will specialize in what skills. You might want to
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make one concentrate on Lore <arcane, mountain, forest, etc> and another on
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the thiefly skills <pickpocket, lockpick, etc.>. Get all the skills covered
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one way or another, but spread the "workload" over all your characters.
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Perhaps my only great complaint with Dragon Wars concerns the skill
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based system. When a character advances a level you only get 2 points to
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apply to the skills/attributes. It is very difficult to know how to spend
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these 2 points wisely. Many skills and attributes cost 2 points to increase
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1 point. Obtaining a new magic knowledge costs 10 points! To give you an
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example of the significant cost that reflects, my characters at end game
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were around 14th level and they did not begin the game at 1st level
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<because I transferred characters from Bard's Tale>. That represents a lot
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of level advancements in which I could make no improvements on characters I
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wished or needed to obtain a new magic knowledge.
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To cast spells you have to have magic power. Every time you cast a
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spell some magic power is drained. There are two ways to regenerate magic
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power. One is the use of Dragon Stones or Eyes and the other is to find a
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magic pool that restores energy. Dragon Stones restore 20 points of power
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and Dragon Eyes restore 30 points. Magic pools restore all magic points and
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have the added advantage of being free! Dragon Stones can be purchased in
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many locations throughout Dragon Wars for 250 gold. Dragon Eyes can only be
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found as treasure. Magic pools are far and few between, but fortunately
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there are a few in some excellent locations that you can take full
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advantage of during the game. There is a magic pool in PURGATORY in the
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south-east corner <there are actually two corners in Purgatory that you
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could call south-east, the magic pool is located in the southern most one
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of the two>. Make good use of this pool to restore your magician's power
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and allow you to heal your characters as you explore this city.
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Inventory is the other area where I experienced frustration with
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Dragon Wars. Your characters can only carry so much which in and of itself
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is acceptable. The problem arises when you run out of space. Dragon Wars
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does not provide any means of storing items in a location for use later. To
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further complicate matters some treasure chests that you find will
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disappear after you have opened them so if you were unable to take all the
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treasure, it will not be there when you return. This is not true of ALL
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treasure chests, but being true at all can cause problems. Some treasures
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are unique and needed to solve the game. It is not always clear which items
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are important and which are not. Some locations have numerous treasures
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available and your characters are soon out of space. I managed to avoid
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problem related to inventory in my own game, but it is worth noting so that
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you manage your own character's inventory with care. You will find lots of
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weapons in this game. Examination of an item tells you what strength or
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dexterity or skill is needed to use it. Examination does not tell you the
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kind of damage the weapon is capable of inflicting. To get a rough idea of
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the power of a weapon, look at its value on the SELL menu. The more
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valuable an item is the better it is. Some weapons/items have spells on
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them. Some of these are worth keeping in your inventory, but in general
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don't carry around a lot of items for which you have no real use. Sell them
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for the money. Now back to the game!
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STILL IN PURGATORY:
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Paragraph notes to be found in Purgatory: 14, 5, 9, 10, 67, 3, 94, 77
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MAGAN UNDERWORLD:
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There is on the west side of the city an entrance to the Magan
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Underworld. The Magan Underworld represents one of the largest single areas
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in the game excluding the above ground world. Its a wonderful place and
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accessable to many of the other locations in Dragon Wars. The Magan
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Underworld is a very important place within the game. There is so much to
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be found here that it is difficult to know where to begin telling you of
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its wonders. Since this area "wraps" upon itself, it is almost impossible
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to tell you where you will find what in this area. If we use your point of
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entrance from Purgatory into the Magan Underworld for reference, we can get
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a general sense of direction. <note: place this point in the center of your
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graph paper if you do decide to commit areas to hard copies>
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To the north of your point of entrance you will find two buildings.
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The smaller of the two contains stairs that will lead you to the Lansk
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Undercity <a tough place for beginning characters, but has an armory,
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healer and weapons shop not far from the stairs>. The larger building of
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the two, while located here, is only accessable from Necropolis and
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contains the only means of resurrecting your characters within the game.
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Also to the north is a small river and lake. On the southern side of the
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lake there is a magic pool that restores magic power. This particular pool
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provided me with endless use so its handy to know exactly where it is
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located. In the center of the lake there is a small island called the ISLE
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OF WOE. You will not be able to reach this island until later in the game,
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when you get the Golden Boots from Mud Toad's Priests, but it is a very
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important location.
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There is a doorway that leads by <on the north side> of the larger of
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the two buildings to the area where you can see the location of the ISLE OF
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WOE. This are is bounded by water and pits. IMPORTANT: The first pit area
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to the west of the water in this area is safe to walk upon. Doing so will
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result in 5 points that can be spent upon character skill/attribute
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development. Don't miss this!! You cannot fall into the pits in THIS area
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<not true everywhere else> so check around until you locate this square. 5
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points is too much to pass by.
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To the west of point of entry there are stairs leading up to the
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MYSTIC WOODS. To avoid any confusion the means of returning to the Magan
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Underworld from the Mystic Woods is to use the ability CLIMB. I didn't
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realize this when I was first playing the game and it caused me to restore
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the game to an earlier point. You can avoid my difficulty. 3 squares south
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and 3 squares west of the entrance to the Mystic Woods is the first of two
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treasures that can be found in the Magan Underworld.
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TREASURE 1: Rusty Axe <str 18> a great axe!
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Speed Wand <casts Zak's Speed>
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Bomb <3 quantity> <casts Zak's Speed>
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Dragon Stones <10 quantity>
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To the east of point of entry are stairs leading to Tar's Ruins
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Underground. This is a relatively small area map that wraps upon itself.
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There are secret passages that reveal treasures which I will detail later.
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To re-enter the Magan Underworld, you must again use the ability CLIMB.
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To the south our point of entry to the Magan Underworld is an area
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with many fires. Each of these fires causes damage to your characters.
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There is in the north area of the fires the 2nd treasure to be found in the
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Magan Underworld.
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TREASURE 2: Slicer <sword> <str 17> a wonderful weapon!
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Dragon Stones <10 quantity>
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Also in the fire are is the entrance to the Dwarf Clan Hall. Early in
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the game you do not need to access this area.
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To the east of the fire area is a large pit and an path leading south.
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This path forms a cross shaped area with an entrance to SALVATION. Along
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the path you will encounter fairies that will ask if you are willing to
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sacrifice a life to continue. Replying "yes" will reduce you party to
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minimun life force. While there is reason to use this path near the end of
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the game, you need not explore it before hand.
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Paragraph notes to be found in Magan Underworld: , 137, 138, 127
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OTHER AREAS LISTED ALPHABETICALLY:
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BRIDGE between Isle of the Sun and Forlorn:
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You need Citizen papers to cross this bridge.
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BRIDGE between Lansk and Isle of the Sun:
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Pikemen here will ask to search your packs and if allowed to do so
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will ask a percentage in gold of what you are carrying to cross the bridge.
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Refusal to pay results in an encounter with 3 pikemen. This is not a
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difficult encounter and better than paying the fee. Of note on this bridge
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is the building containing the Armory. Enter the building once and you just
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get thrown out. Enter twice and you can fight it out with the guards. If
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successful you can reach the armory <there is a pit in the room before it
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which will cause damage to your party> and reap the following:
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ARMORY: Axe of Kalah str 18 <excellent weapon>
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Holy Mace Exorcism spell
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Gem Helm
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Gauntlets
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Archers' Bow dex 18
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Boomerang
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Dragon Stones<10>
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BRIDGE between Lansk and Quag:
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See QUAG BRIDGE.
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BYZAN DUNGEON:
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Accessable from Byzanople <see notes>. This small area will be filled
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with a number of encounters until you reach the northwest area of where you
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will encounter the Princess. She will ask you to surrender, do so. You will
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meet Prince Jordan and given freedom to roam the dungeon area until it is
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time to defeat the forces in the Siege Camp. Do not take the stairs
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leading up until you have explored the rest of this area. You will find in
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a room on the northeast a treasure:
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TREASURE 1: Magic Chain
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Magic Shield
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Big Chill <high magic>
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Dazzle <high magic>
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Long Bolt<20>
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Dragon Stone<7>
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On the west side there is a door leading into the ancient crypt. There are
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many encounters here with zombies. in the furthest southwest corner is a
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treasure:
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TREASURE 2: Magic Axe
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After exploring this area, take the stairs up. Jordan will tell you that it
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is now time to attack the Siege Camp and you will be moved to an area
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outside the Siege Camp walls. <see Siege Camp notes>
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Paragraph notes for Byzan Dungeon: 108, 110
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BYZANOPLE:
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Located on King's Island, Byzanople is only accessable from the Siege
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Camp. As you enter this area for the first time, you will be on the outside
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of the walls and if you get too close will be hit by a lot of arrow fire.
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Directly north and 1 square to the east of where you enter are stairs
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leading down. Alternately, there is also an entrance in the southeastern
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area. Here you will need to move a rock <strength> to reveal an opening.
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Both lead you to the Byzan Dungeon. You will not obtain access to Byzanople
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proper until after you have completed Byzan Dungeon. In the city there is a
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healer, an Armorer:
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ARMORER: Scale 250g
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Chain 310
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Plate 3100
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Lr. Shield 1000
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Dragon Stone 250
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and a Weaponsmith:
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WEAPONS: War Flail 500g Bow 60g
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Bladed Flail 1000 Long Bow 90
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Mace 50 Crossbow 60
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Dagger 30 Bolt<20> 60
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Short Sword 50 Arrow<20> 50
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Broad Sword 60 Javelin 40
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Polearm 90 Barbed Spear 4000
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Long Mace 2000
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Paragraph notes for Byzanople: 33, 34
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DECAYING CITY:
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See SNAKE PIT
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DILMUN:
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Dilmun refers to all the islands above ground, King's Island, Rustic,
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Isle of the Sun, Forlorn, and Quag, as well as some areas that are not
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shown on the map in the documentation. See appropriate notes for more
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information.
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DRAGON VALLEY:
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Accessable only from Eastern Isles <Sunken Ruins> with the ship from
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Smuggler's Cove. This is a dangerous place and you need to have the Dragon
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Gem from the Lansk Dragon before you can complete this entire area. In the
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south you will find a Dragons Tooth <considered a sword>. On the southwest
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you will find a Dragons Nest:
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DRAGONS NEST: Dragon Tears
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Holy Lance
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Dragon Helm
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Dragon Shield
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Dragon Eye restores 30 points magic power
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In the northeast corner you will find a treasure:
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TREASURE 1: Sala's Swift <high magic>
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Vorn's Guard <high magic>
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Cowardice <high magic>
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In the northwest are of Dragon Valley there is an encounter with the Queen
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Dragon. Use the DRAGON GEM <from the Lansk Dragon> to escape death.
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Paragraph notes for Dragon Valley: 134, 120
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DWARF CLAN HALL:
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The western most part of this area can be reached from the Magan
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Underworld. In the western portion if the dwarf forge which will be needed
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to create the Sword of Freedom once you have found Roba's Skull in the
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Sunken Ruins. After giving the skull to the master dwarf smith, you will
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be told that the sword will appear on the Isle of Woe which is located in
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the Magan Underworld. There is a crystal barrier blocking your path to the
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east. You can by pass this barrier with the use of Soften Stone. The
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eastern portion of this area is also accessable from King's Island if you
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have the Jade Eyes <to be found in the treasure chest on Smuggler's Cove
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only after the defeat of the pirates>. Exploring this area will reveal that
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the dwarves have been turned to stone. Use of Soften Stone will restore
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them to normal. There are 3 treasures to be found in the Dwarf Clan home.
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The treasures are guarded by Automans which are fairly difficult to defeat.
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TREASURE 1: Dragon Helm
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Bomb <8> Zak's Speed <Misc Magic>
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Spike Flail
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Mystic Might <high magic>
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TREASURE 2: Crush Mace
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Spell Staff
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Healing Potion
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TREASURE 3: Gold <1000>
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Dragon Horn Rage of Mithras <sun magic>
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Paragraphs notes for Dwarf Clan Hall: 118, 119, 38
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DWARF RUINS:
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Located in the central area of King's Island there is little here
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except a statue and a small building. Use the JADE EYES <obtained from the
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encounter with the pirates in Smuggler's Cove> on the statue to open the
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small building. This will give you access to stairs leading down to the
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eastern side of the Dwarf Clan Hall.
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No paragraph notes for Dwarf Ruins.
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EASTERN ISLES:
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This small area accessable with the ship from Smuggler's Cove contains
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the entrances to the Sunken Ruins and Dragon Valley.
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Paragraph note for Eastern Isle: 46
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FORLORN:
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This are of Dilmun contains Purgatory, Slave Estate, Tars Ruins, the
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Slave Camp and a treasure. The treasure is located almost due south of the
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Slave Estate. The southern most section of this land mass has a magical
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pool which will restore heal and magic to maximum.
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TREASURE 1: Chain Armor
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Broad Sword<2>
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Hand Axe
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Brigadine<2>
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Bow
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Arrow<2 of 20quantity>
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Mage Fire <low magic>
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Charm <low magic>
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Luck <low magic>
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Lesser Heal <low magic>
|
|
Mage Lite <low magic>
|
|
Dragon Stone<4>
|
|
|
|
FREEPORT:
|
|
Accessable only with the pirates ship from Smuggler's Cove. This city
|
|
features numerous shops.
|
|
RYAN'S ARMOR: Scale 250g
|
|
Chain 310
|
|
Heavy Plate 4000
|
|
Lg. Shield 100
|
|
MAGIC INC: Dazzle 1000 <high magic>
|
|
Mystic Might 1000 <high magic>
|
|
Rev. Glamour 1000 <high magic>
|
|
Sala's Swift 1000 <high magic>
|
|
Vorn's Guard 1000 <high magic>
|
|
Cowardice 1000 <high magic>
|
|
Soften Stone 1000 <druid magic>
|
|
FREEPORT ARMS: Bladed Flail 1000
|
|
Hammer 40
|
|
Long Mace 200
|
|
BEWITCHING POTIONS & ELIXERS: Dragon Stones 250g
|
|
On the east side of the city you will find the Order of the Sword. An
|
|
encounter here will allow you access to the following treasure:
|
|
ORDER OF THE SWORD: Stone Hand Needed in Mud Toad
|
|
Soften Stone <druid magic>
|
|
Spell Staff
|
|
Charger <sun magic, USEFUL!>
|
|
At the Brew Brother's you will find the volunteer Halifax who is a better
|
|
addition to your group than Louie <found in the Slave Camp>. In the
|
|
southwest portion of the city is an island which you can reach using the
|
|
Golden Boots obtained in Mud Toad. Upon the island is the "freedom sword".
|
|
Don't you believe it. Cast REVEAL GLAMOUR to show that this is really a
|
|
trap set by Namtar. Not doing so will kill one of your characters.
|
|
Paragraph notes for Freeport: 51, 52, 56, 57, 27
|
|
|
|
GAME PRESERVE:
|
|
Accessable from Rustic, the Game Preserve is located on the northwest
|
|
section of Rustic. There are many snare traps set about here which are
|
|
easily removed <should you get caught> with the use of any weapon. On the
|
|
southwest near the river is the home of the Game Keeper. Use the Signet
|
|
Ring and he will give you a MAGIC BOW. On the southeast is a treasure:
|
|
TREASURE 1: Magic Arrow<20>
|
|
Battle Power <sun magic>
|
|
Fire Column <sun magic>
|
|
Paragraph notes for the Games Preserve: 96, 91, 74
|
|
|
|
ISLE OF THE SUN:
|
|
This area of Dilmun includes the city of Phoebus and an entrance to
|
|
the Mystic Woods. Bridges connect this area with Forlorn and the portion of
|
|
Dilmun that holds the city of Lansk.
|
|
|
|
KINGS ISLAND:
|
|
This portion of Dilmun <see map in documentation> contains Kingshome,
|
|
Byzanople, Siege Camp, Nexus to Mystic Forest, Old Dock, Old Bridge, Ruins
|
|
and a Decaying City <see related notes>. Encounters on this island are too
|
|
rough for beginning characters. There is also on this island an Ambush area
|
|
on the northeast coast which will result in you being thrown into the
|
|
dungeon under Kingshome <see related notes>.
|
|
|
|
KINGSHOME CASTLE:
|
|
Accessable from the Kingshome Dungeon <once only> and from King's
|
|
Island <if you have the Signet Ring, see Decaying City>. If you came up
|
|
from the dungeon you will have a peaceful encounter with Namtar in the
|
|
north central area of the castle. Exiting his room will cause the door to
|
|
disappear forever. Doors in the north will lead you into the wall area. On
|
|
the west side is a gallery and a closet full of Pilgrim's Garb <needed to
|
|
take Pilgrim's ferry to Nisir>. On the east side is a treasure and a
|
|
library of rare books.
|
|
TREASURE 1: Polearm
|
|
Royal Robe
|
|
Rare Books
|
|
Boomerang dex 12
|
|
Lucky Boots
|
|
Magic Chain
|
|
Rusty Axe <good weapon inspite of it's name>
|
|
This treasure chest will disappear when you leave whether you took
|
|
everything or not. The exit to King's Island is in the center of the south
|
|
wall.
|
|
Paragraph notes for Kingshome Castle: 131, 130
|
|
|
|
KINGSHOME DUNGEON:
|
|
Accessable by being ambushed in the northeast of King's Island. Not
|
|
for beginning characters, be prepared to do everything at one time. You
|
|
will not be able to return here once you leave. You will find your group in
|
|
a prison cell which is not locked. To the south are guards just waiting to
|
|
beat you up. If you survive that, to the east is a door that leads to
|
|
stairs going up. Don't take them until you have continued all the east and
|
|
north to the last door in the hallway. There are some big encounters here,
|
|
but this last room contains the King's armory:
|
|
KINGS ARMORY: Black Helm Zak's Speed
|
|
FireShield
|
|
Grey Arrow<20>
|
|
Gatlin Bow 10 dex <rather like a machine gun>
|
|
Throw Mace
|
|
Mage Ring low magic 3 needed to use
|
|
Magic Axe
|
|
Dragon Stones<20>
|
|
After collecting this treasure, return to the stairs which will take you up
|
|
to Kingshome Castle.
|
|
Paragraph notes for Kingshome Dungeon: 53, 65
|
|
|
|
LANAC'TOOR'S LABORATORY:
|
|
Accessable only after restoring Lanac's statue in Mud Toad. You will
|
|
need the spell SOFTEN STONE to successfully complete this area. The map
|
|
wraps upon itself both north to south and east to west. To the northeast of
|
|
your point of entry, through several walls is a large room in which three
|
|
treasures will be found:
|
|
TREASURE 1: Healing Potion
|
|
Battle Wand Battle Power spell
|
|
Dragon Shield
|
|
TREASURE 2: Fire Storm <sun magic>
|
|
Zak's Speed <misc magic>
|
|
Kill Ray <misc magic>
|
|
Mage Fire <low magic>
|
|
Dazzle <high magic>
|
|
Sun Stroke <sun magic>
|
|
TREASURE 3: Lanac's Spectacles <needed to gain access into Magic
|
|
College>
|
|
To the northwest of point of entry is an entrance to the Magan Underworld.
|
|
It is a one way trip.
|
|
Paragraph note for Lanac's Lab: 107
|
|
|
|
LANSK:
|
|
Accessable from Dilmun <outdoors> or the Lansk Undercity <no way back
|
|
to undercity though>, this is a bureaucratic nightmare. The officials here
|
|
will have you running all over the city to get paper work done. This is
|
|
easily avoided by making use of EZ Paperwork in the Lansk Undercity. There
|
|
is one treasure to be found on the west side of the city.
|
|
TREASURE 1:
|
|
Druids Mace Cure All spell
|
|
In the northeast area of the city, you will learn in the Quarter
|
|
Masters Office the Mog the Slave Owner has left his estate, which is to be
|
|
found on Forlorn, to you. The Quarter Master doesn't know why Mog did this
|
|
and neither do I! ;)
|
|
Encounters in this city are nasty for beginning characters if not
|
|
impossible. They can and should be avoided until later in the game.
|
|
Paragraph notes for Lansk: 64, 35
|
|
|
|
LANSK UNDERCITY:
|
|
Accessable to the Magan Underworld, this place was very useful to me.
|
|
Encounters here are rough for new and middle characters, but you can do a
|
|
lot of exploring here if you are careful.
|
|
There are four shops and a healer in this area that are all useful.
|
|
The armorer, weapon and healer are all on the east side of this area. EZ
|
|
paperwork and the Magic shop are on the west. The magic shop is located
|
|
through a secret passage which is easily found.
|
|
|
|
Exeter's Armor Dr. Death's Weapons
|
|
Cloth 25g Broadsword 60g
|
|
Leather 50g Greatsword 80g
|
|
Brigadine 80g Bow 60g
|
|
Scale 250g Longbow 90g
|
|
Chain 310g Crossbow 60g
|
|
Plate 3100g Arrow<20> 50g
|
|
Shield 1000g Bolt<20> 60g
|
|
Large Shield 1000g str 12 Javelin 40g
|
|
|
|
EZ Paperwork Magic Shop
|
|
Governors Pass 200g Create Wall 100g <druid magic>
|
|
Kings Ticket 50g Wood Spirit 100g <druid magic>
|
|
Citizen Papers 100g Cure All 100g <druid magic>
|
|
Dragon Stones 250g
|
|
|
|
Paperwork: The Governors Pass is needed to cross a bridge between Quag and
|
|
Lansk. The Kings Ticket is needed to take the ferry. The Citizen Papers are
|
|
needed to cross the bridge between the Isle of the Sun and Forlorn.
|
|
On the north of this area is a ferry to Kings Island. Use the Kings
|
|
Ticket for passage <not recommended for early characters>. In the center of
|
|
this area is a dragon <he won't kill you>. To access the dragon's area, you
|
|
must use a secret passage on the east side of the center building. Rumors
|
|
you will hear elsewhere will hint that the Lansk Dragon conceals a gem. To
|
|
get the gem you will need to use an anhk which can be purchase in Mud Toad.
|
|
On the west side of this center building are stairs leading up to the city
|
|
of Lansk. They go up, but they do NOT come back down. Go this way only if
|
|
you have saved your game and are certain that you wish to.
|
|
Paragraph notes for Lansk Undercity: 121, 122, 123, 124, 125, 126
|
|
|
|
MAGIC COLLEGE:
|
|
Located on the island of Rustic. You will need the Spectacles from
|
|
Lanc'toor's Laboratory located under Mud Toad before you will be able to
|
|
enter the college. The college consists of a number of tests. In the first
|
|
room, use any ICE spell. In the second room use REV GLAMOUR and then any
|
|
FIRE spell. In the third room use CLOKE ARCANE. In the fourth room use no
|
|
magic, just fight it out with the philistine. In the fifth room use DISARM
|
|
TRAP. In the sixth room, walk north ignoring the comments <paragraph note
|
|
145> in the next room. Utnapishtim will reward you with the choice of the
|
|
Soul Bowl, the Laugh Staff or the Sing Ring, choose the SOUL BOWL which you
|
|
will need at Zaton's marker in the Mystic Woods.
|
|
UTNAPISHTIM: Soul Bowl use at Zaton's Marker in Mystic Woods
|
|
Poog's Vortex <high magic>
|
|
Fire Summon <high magic>
|
|
Fire Light <high magic>
|
|
Elvars Fire <high magic>
|
|
Ice Chill <high magic>
|
|
Big Chill <high magic>
|
|
Dazzle <high magic>
|
|
Group Heal <high magic>
|
|
Paragraph notes for Magic College: 141, 142, 143, 144, 145
|
|
|
|
MUD TOAD:
|
|
Located on Quag, this city is sinking into the swampy lands upon which
|
|
it was built. You will probably be making many visits to this city during
|
|
the course of your game. Almost in the center of the city is a broken
|
|
statue the parts of which you will find scattered through out other areas
|
|
in the game. You will need to bring each part back to this location and
|
|
"use item" to restore the statue. Doing so will reveal a latch that will
|
|
allow you access to Lanac'toor's Lab <see appropriate notes>. Of other
|
|
interest in this city is the temple in the northwest corner of the city.
|
|
Talking to the priests there will indicate that you need to seal up the
|
|
source of the water ruining the city <create wall will accomplish this
|
|
nicely>. After doing so, the priests will give you a pair of Golden Boots
|
|
which will allow you to access areas that you could not previously <such as
|
|
the Isle of Woe in the Magan Underworld>. Also of importance here is the
|
|
shop in the southeastern portion of town:
|
|
Lantern 10g
|
|
Ankh 50g Use on Dragon in Lansk
|
|
Dragon Stone 250
|
|
Short Sword 70
|
|
Broad Sword 80
|
|
Great Sword 100
|
|
Bow 60
|
|
Arrow<20> 50
|
|
Bolt<20> 60
|
|
There is a tavern in the northeastern corner of town in which you will meet
|
|
Berengaria after you have had your confrontation with Mystalvision in
|
|
Phoebus and have been thrown into and escaped from the Phoeban Dungeon.
|
|
Berengaria will give you the following spells:
|
|
Rage of Mithras <sun magic>
|
|
Holy Aim <sun magic>
|
|
Armor of Lite <sun magic>
|
|
Major Heal <sun magic>
|
|
Summon Salamander <sun magic>
|
|
Within the city walls which you can access by using climb you will find a
|
|
treasure beyond an encounter with the city militia.
|
|
TREASURE 1: Water Summon <high magic>
|
|
Reveal Glamour <high magic>
|
|
Barbed Flail str 16
|
|
Lucky Boots
|
|
Mountain Sword mountain lore 1 <2handed>
|
|
Paragraph notes for Mud Toad: 29, 20, 17, 113, 30, 32
|
|
|
|
MYSTIC FOREST:
|
|
Located on the west side of the Isle of the Sun near Phoebus. From the
|
|
Mystic Forest you can gain entry to the Magan Underworld, Kings Island,
|
|
Quag, as well as the Isle of the Sun. There are a number of interesting and
|
|
important things to find and do here. In the northwest corner there is a
|
|
statue of Enkidu at the foot of which you will find a Beast Horn which is
|
|
powered with a summoning spell. In the northeast side you will locate
|
|
Mushrooms that will be needed in the Necropolis later <only 1 is needed
|
|
though you can get as many as you like> On the east side is a shrine on an
|
|
island. You can try to reach the shrine by swimming but that will result in
|
|
encounters with some very nasty water creatures. An easier way to access
|
|
this island is to use the Golden Boots which you can get in Mud Toad <see
|
|
Mud Toad for explaination>. On the island you can get the Totem of Enkidu
|
|
which you will need to cross Scorpion Bridge. To get the Totem, you must
|
|
use one of your weapons. I used a Ruby Dagger and cannot say if using any
|
|
weapon will work. In the southwest corner there is a treasure<1>. In the
|
|
south area of Mystic Forest there is a marker for Master Zaton. Use the
|
|
Soul Bowl that you can get after successfully doing the Magic College in
|
|
this location and you will get treasure 2.
|
|
TREASURE 1: Death Curse <druid magic>
|
|
Fire Blast <druid magic>
|
|
Insect Plague <druid magic>
|
|
Scare <druid magic>
|
|
TREASURE 2: Brambles <druid magic>
|
|
Greater Heal <druid magic>
|
|
Cure All <druid magic>
|
|
Invoke Spirit <druid magic>
|
|
Beast Call <druid magic>
|
|
Wood Spirit <druid magic>
|
|
Paragraph notes to be found in Mystic Woods: 70, 6, 72, 79
|
|
|
|
NECROPOLIS:
|
|
This island to the northeast of Quag is accessable from Smuggler's
|
|
Cove. The entrance into the large building that is this city is on the
|
|
northwest. You will experience many encounters with undead here so come
|
|
prepared. In the middle of the first room you will find a treasure:
|
|
TREASURE 1: Stone Trunk use on statue in Mud Toad
|
|
Black Helm Zak's Speed
|
|
Magic Chain
|
|
Dead Bolt<20>
|
|
On the west side of the city are stairs the lead down to the large building
|
|
in the Magan Underworld that you could not access from there. In this
|
|
building is the well that will allow you to resurrect dead characters. On
|
|
the east side of the city you will find a door leading to an area described
|
|
as being covered with webs. There is an encounter with a giant spider for
|
|
every square in this room but the reward at the end is a teleporter that
|
|
will get you off of the island. In the center of the city is a large
|
|
building. On the south side there is a secret passage leading inside.
|
|
Following this passage will lead you to an encounter with the god Nergal.
|
|
Defeat his undead minions and use MUSHROOMS that you obtained from the
|
|
Mystic Forest to get the following items:
|
|
FROM NERGAL: Silver Key used to free Irkalla on Isle of Woe
|
|
Holy Spear
|
|
Fire Lite <high magic>
|
|
Insect Plague <druid magic>
|
|
Scare <druid magic>
|
|
Inferno <sun magic>
|
|
Big Chill <high magic>
|
|
Paragraph notes for Necropolis: 114, 115, 93, 12
|
|
|
|
OLD BRIDGE:
|
|
Located on King's Island this bridge is a one way route to the
|
|
Decaying City also known as the Snake Pit. There is nothing of importance
|
|
on the bridge itself, only the note that the gate, once you pass through,
|
|
disappears forever. Don't worry about that, there is another exit within
|
|
the city.
|
|
Paragraph note for Old Bridge: 50
|
|
|
|
OLD DOCK:
|
|
Located on King's Island and accessable from the island and from the
|
|
ferry <with a Kings Ticket> in the Lansk Undercity. Passage to Lansk
|
|
Undercity costs 500g. Wearing Pilgrim's garb <obtainable in Kingshome
|
|
Castle> will allow you passage to Nisir. In the southwest corner is a
|
|
statue that can be moved if you have a character strong enough <24>.
|
|
STATUE TREASURE: Earth Summon <high magic>
|
|
Ice Wand
|
|
IBM PS/2
|
|
Dragon Stones<7>
|
|
This treasure will disappear after you leave the dock.
|
|
No paragraph notes for Old Dock.
|
|
|
|
PHOEBAN DUNGEON:
|
|
Accessable only by confronting and loosing to Mystalvision in the
|
|
north section of Phoebus. This is one of those areas where you need to be
|
|
prepared to do everything at one time or not at all. There is no way back
|
|
here once you exit. You will find yourself in a locked cell that your thief
|
|
character will not be able to unlock. Patience <10 days worth> will result
|
|
in Berengaria leaving the door unlocked so that you can begin your escape.
|
|
Exploration of the other prison cells will reveal that the "druid is being
|
|
tortured". At the location where you see message 102, use the abilility
|
|
Hiding to get past the guard. You may go either north or south once past
|
|
the guard. The southern route is through a secret door. Follow the passage
|
|
until you see the message that you hear voices to the north. Go north
|
|
through another secret passage. One square further to the west of where you
|
|
hear the voices is a cave in that you can pass with the climb ability and
|
|
will lead you to stairs back to Phoebus. Save these for last. Go north and
|
|
explore the rest of the Phoeban Dungeon. In the northeast section you will
|
|
find a hunchback trying to feed a prisoner to a dragon. West of that you
|
|
will find torture chambers and the druid. Use bandage on the druid and he
|
|
will tell you that the pass word is "HALIFAX". To the north of the druid is
|
|
another encounter with Mystalvision. Its a toughy and Mystal will slip
|
|
through your fingers but leave you the following treasure:
|
|
MYSTALVISION: Armor of Lite <sun magic>
|
|
Major Heal <sun magic>
|
|
Disarm Trap <sun magic>
|
|
Wood Spirit <druid magic>
|
|
Holy Aim <sun magic>
|
|
To the northwest of the area where you heard the voices you will find two
|
|
treasures, one of which requires knowing the password to reach.
|
|
TREASURE 1: Shovel
|
|
Mace
|
|
Dagger<3>
|
|
Battle Axe
|
|
Leather Armor
|
|
Scale Armor
|
|
Chain Armor
|
|
TREASURE 2: Blow Horn Whirl Wind spell
|
|
Magic Ring Whirl Wind spell
|
|
Magic Quiver* ENDLESS ARROWS & Mage Fire spell
|
|
Dragon Stones<5>
|
|
* combine this with the Gatlin Bow and you have a deadly combination!
|
|
Having searched the rest of this level, it is time to exit back to Phoebus.
|
|
Paragraph notes for Phoeban Dungeon: 101, 102, 104, 106
|
|
PHOEBUS:
|
|
This city on the west side of the Isle of the Sun is not easy for
|
|
beginning characters. You may be able to get through some of the encounters
|
|
to access treasure but there is an big encounter in this city <located in
|
|
the north end of town> that should not be attempted until later in the
|
|
game.
|
|
There is a tavern in the northwest portion of the city where you can
|
|
find the volunteer Valar. Valar has knowledge of both Low and Sun magic.
|
|
He's a good addition to your party, but keep him at the back as he is
|
|
rather weak and vulnerable to attack.
|
|
On the southeast side of town there are parade grounds. Within the
|
|
parade grounds is a building. Entering here will get you drafted into the
|
|
army and removed to the siege camp south of the city of Byzanople. I
|
|
recommend avoiding this automatic draft until later in the game.
|
|
There are 3 treasures to be found in Phoebus, two on the west side and
|
|
one on the north.
|
|
TREASURE 1: Poog's Vortex <high magic>
|
|
Sun Stroke <sun magic>
|
|
Death Curse <druid magic>
|
|
Create Wall <druid magic>
|
|
Mithra's Bless <sun magic>
|
|
TREASURE 2: Plate Mail
|
|
Tri-cross <crossbow>
|
|
Bolt <1 group of 30 bolts>
|
|
Magic Shield
|
|
Dragon Stones <7 quantity>
|
|
TREASURE 3:
|
|
Mage Cloth <= cloth armor, need low magic 1 to use,
|
|
has spell Mage Light. sell it>
|
|
Fire Spear <dex 14>
|
|
Magic Plate
|
|
Paragraph notes to be found in Phoebus: 26, 25, 28, 66
|
|
|
|
PILGRIM DOCK:
|
|
Located on Nisir, this dock is accessable from the Old Dock on King's
|
|
Island providing you are wearing Pilgrim's Garb <available in Kingshome>.
|
|
Passing through the door in the south of this small area results in a nasty
|
|
encounter which is beyond the ability of beginning characters. Once
|
|
successfully defeating these monsters, you will find a prisoner and a
|
|
secret passage that leads you to the mountain Salvation.
|
|
Paragraph notes for Pilgrim Dock: 82, 84, 83, 98
|
|
|
|
QUAG:
|
|
This area of Dilmun includes a Nexus in the north to Mystic Woods, the
|
|
city of Yellow Mud Toad and Smuggler's Cove. Murk trees live on this area
|
|
and are dangerous monsters capable of killing party members without much
|
|
difficulty. Proceed with caution. Northest, but not connected to Quag is
|
|
Necropolis. A bridge also leads to the area of Dilmun that includes Lansk.
|
|
|
|
QUAG BRIDGE:
|
|
You need the Governor's Pass to cross. The pass is obtainable in
|
|
either Lansk or Lansk Undercity <easier>.
|
|
Paragraph notes for Quag Bridge: 47
|
|
|
|
RUINS:
|
|
See TAR'S RUINS <above ground>
|
|
|
|
RUSTIC:
|
|
Accessable with the ship from Smuggler's Cove. This Island to the west
|
|
of King's Island contains the Game Preserve, Scorpion Bridge and a Strange
|
|
Building <Magic College>.
|
|
|
|
SALT MINES:
|
|
If you sell yourself into slavery in Purgatory you end up here. There
|
|
is nothing of great importance to be found here. You can skip this area
|
|
entirely with no ill effect upon your game. What you can gain here is
|
|
experience and eventually freedom. I recommend using the Magan Underworld.
|
|
When you are brought here all your equipment is removed and you are in
|
|
chains. Wandering around this area you will find a cup, a pool <fill the
|
|
cup>, a handle, a treasure of rocks and Dragon Stones <9 quantity>. You
|
|
will find a man to which you give the water. He will give you his shoes.
|
|
Using the laces <use item> you manage to make a hammer with which you can
|
|
break the chains. Your gear can be found in a pile of rubbage. Thus re-
|
|
equipped you can challenge the guards and escape.
|
|
Paragraph notes for Salt Mines: 60, 61, 49
|
|
|
|
SCORPION BRIDGE:
|
|
Located on the island of Rustic. Scorpion men will bar your way until
|
|
you use the ENKIDU TOTEM <obtainable in Mystic Woods>. Within the bridge
|
|
building there are several nasty encounters. In the north of this building
|
|
is a treasure:
|
|
TREASURE 1: Bones
|
|
Barbed Flail
|
|
Magic Shield
|
|
Gold<1500>
|
|
Paragraph notes for Scorpion Bridge: 48
|
|
|
|
SIEGE CAMP:
|
|
Accessable from King's Island or by being drafted into the army in
|
|
Phoebus. Don't worry about joining the wrong side, your stay in the Seige
|
|
camp is temporary. Near the southern entrance to the Siege Camp is a
|
|
healer. In the north of this area is a Black Market.
|
|
BLACK MARKET: Bladed Flail 1000g
|
|
Mace 70
|
|
Dagger 30
|
|
Short Sword 50
|
|
Broad Sword 60
|
|
Polearm 90
|
|
Bow 60
|
|
Long Bow 90
|
|
Crossbow 60
|
|
Arrow<20> 50
|
|
Bolt<20> 60
|
|
Chain 310
|
|
Shield 1000
|
|
Large Shield 1000
|
|
There are two treasures to be found in the siege camp, one in the northern
|
|
and one in the southern section of this area.
|
|
TREASURE 1: Lance Sword str 12
|
|
Silver Gloves
|
|
TREASURE 2: Silver Arrow
|
|
Exiting the Siege Camp to the north will allow you to enter Byzanople.
|
|
After some encounters in Byzanople <see appropriate notes> you will return
|
|
to the Siege Camp through a secret underground passage. There will be a
|
|
sizable battle which is definitely too difficult for beginning characters.
|
|
Paragraph notes for Siege Camp: 87, 59, 90
|
|
|
|
SLAVE CAMP:
|
|
Located southwest of Purgatory, use Bureaucracy to gain the escaped
|
|
slaves trust. There are six small buildings located in the Slave Camp and
|
|
three treasures, a campfire that will heal all wounds and the volunteer
|
|
Louie can be found here. Use one of your magic skills when you locate the
|
|
wizard watching you from his doorway otherwise he will not allow you into
|
|
his hut to gather one of the treasures.
|
|
TREASURE 1: Greater Heal <druid magic>
|
|
Sun Stroke <sun magic>
|
|
TREASURE 2: Healing <high magic>
|
|
Cloak Arcane <high magic>
|
|
Sense Traps <high magic>
|
|
Scare <druid magic>
|
|
Leather Armor<2>
|
|
Brigadine<2>
|
|
Chain
|
|
TREASURE 3: Citizen Papers
|
|
Ruby Dagger str 3
|
|
War Axe
|
|
War Flail
|
|
Hammer
|
|
Polearm
|
|
White Arrow
|
|
Spear
|
|
Chain
|
|
Fire Lite <high magic>
|
|
Dragon Stone<5>
|
|
Paragraph notes for Slave Camp: 88, 63, 68, 19
|
|
|
|
SLAVE ESTATE:
|
|
Located on Forlorn. You can learn in Lansk that Mog left this estate
|
|
to you. There are two buildings on the estate, one large and one small.
|
|
Surrounding the estate are gardens with numerous statues. Enter the large
|
|
building through either of the entrances on the EAST side <there is an
|
|
entrance on the west side, but do avoid it>. There are four treasures to be
|
|
found in the large building:
|
|
TREASURE 1: Hammer
|
|
Ruby Dagger str 3
|
|
Short sword
|
|
Dragon Stones<6 quantity>
|
|
TREASURE 2: Mirror
|
|
TREASURE 3: Gauntlets
|
|
Helm
|
|
Arrow
|
|
Magic Lamp <20 charges of light spell>
|
|
Shield
|
|
Gold <1500>
|
|
TREASURE 4: Hand axe
|
|
Gold <100>
|
|
In the southwest corner of the large building you will find the artisan of
|
|
the statues you have seen in the gardens. He is really a Gaze Monster. Use
|
|
the MIRROR to avoid being turned to stone.
|
|
Paragraph notes for Slave Estate: 1, 105, 99, 103, 117
|
|
|
|
SMUGGLER'S COVE:
|
|
Located north of Mud Toad on Quag, this is the pirate hang out of Long
|
|
John Ugly. On the northeast you wlil find a statue to Irkalla at which you
|
|
can pray. On the west you will find Long John's hang out. Use Bureaucracy
|
|
and pay at least 50g to enter. Inside you will find two doors, one to the
|
|
west and the other to the south. Taking the southern door, Long John will
|
|
ferry you over to Necropolis, but he will not bring you back <there is a
|
|
way, but it isn't easy for beginning characters>. The west door reveals the
|
|
pirates most precious possession, a ship! The pirates will fight you to the
|
|
death for this ship and they are a nasty bunch! They can be defeated, but
|
|
it is not easy. Defeating them gets you not only unlimited use of the ship,
|
|
but also a treasure. This treasure chest will disappear even if you do not
|
|
remove all its contents. Take the gold and the Jade Eyes and the plate.
|
|
TREASURE 1: Gold<3000>
|
|
Pilgrim Garb <available also in Kingshome>
|
|
Old Peg Leg
|
|
Hook
|
|
Parrot
|
|
Heavy Plate
|
|
Jade Eyes <needed in ruins on King's Island>
|
|
Paragraph notes for Smuggler's Cove: 39, 3, 41, 43, 24
|
|
|
|
SNAKE PIT:
|
|
This city is located on the southwest corner of King's Island and is
|
|
accessable from the Old Bridge. On the north you will find the King's
|
|
boathouse. Leave the lad who is guarding this building alone until you
|
|
locate the secret rooms in the center of the large cluster of buildings in
|
|
the center of the city. In the wooded area in the north you will find
|
|
Branches. Use the Branches at the old man in the tree on the south side of
|
|
this area will get you the BEAST CALL spell <druid magic>. The STONE HEAD
|
|
needed for the statue in Mud Toad is found on the west shore of this area.
|
|
There is a large cluster of buildings in the center of the Snake Pit. A
|
|
secret passage from the room with the jester leads north into the room
|
|
where you will find two treasures:
|
|
TREASURE 1: Signet Ring <use to gain access to Kingshome>
|
|
Jewels <worth 4000g>
|
|
TREASURE 2: Luck Wand
|
|
Crush Mace
|
|
Mega Bolt
|
|
Grand Sword
|
|
Magic Bow dex 10
|
|
Use the signet ring where the boy guards the boat house and you have access
|
|
through a secret door to a boat that will take you out of this area and
|
|
left near Kingshome.
|
|
Paragraph notes for Snake Pit: 75, 76, 80, 81
|
|
|
|
STRANGE BUILDING:
|
|
See MAGIC COLLEGE
|
|
|
|
SUNKEN RUINS:
|
|
Accessable from the Eastern Isles <with the ship from Smuggler's
|
|
Cove>, you need to have accomplished freeing Irkalla from the Isle of Woe
|
|
prior to fully exploring this area. Irkalla would have given you a breath
|
|
water potion that will be needed to enter the lower level of this area. The
|
|
upper level features a locked door that take a skill of lockpick 4 to open
|
|
and two secret passages. In the center area there is a treasure:
|
|
TREASURE 1: Driftwood
|
|
Flotsam
|
|
Spiked Flail
|
|
Driftwood
|
|
Using the breath water potion you can enter the lower area. The map wraps
|
|
upon itself here and is relatively small in size. In one large room you
|
|
will fing a clam containing the SKULL OF ROBA. Do not attempt to take the
|
|
skull from the clam, just take the clam <skull and all>. There is a locker
|
|
to be found in this area <must be Davy Jone's> in which is the following:
|
|
LOCKER: Trident
|
|
Dragon Plate
|
|
Dragon Sword
|
|
The locker is guarded by some pretty nasty creatures, so throw everything
|
|
you've got at them or be prepared to take a trip through the Necropolis to
|
|
the well of resurrection.
|
|
No paragraph notes for the Sunken Ruins.
|
|
|
|
TAR'S RUINS <above ground>:
|
|
This area is accessable from Forlorn or from the Tar's Ruins
|
|
underground. To reveal the entrance to the underground use strength on a
|
|
rock on the northeast side. On the west side you will find the body of a
|
|
dead hero:
|
|
DEAD HERO: Firesword
|
|
Lg Shield
|
|
Dragon Stones <6>
|
|
On the southwest, you will find a cache of scrolls:
|
|
CACHE: Air Summon <high magic>
|
|
Elvar's Fire <high magic>
|
|
Exorcism <sun magic>
|
|
Guidance <sun magic>
|
|
In the center of the ruins is a 3X3 square building upon whose walls you
|
|
will see mural. These murals are an important hint on how to deal with the
|
|
Lansk Dragon.
|
|
Paragraph notes for Tar's Ruins<above ground>: 23
|
|
|
|
TAR'S RUINS <underground>:
|
|
Accessable from the Magan Underworld and from the Ruins on Forlorn.
|
|
The entrance from the Magan Underworld leaves you in a small enclosed room.
|
|
To return to MUnderworld, use the ability climb, to explore this area exit
|
|
through the secret passage to the north. Immediately west of the square
|
|
just described is another secret room containing STONE ARMS which are
|
|
needed in Mud Toad. This area wraps north to south, east to west. It
|
|
doesn't take too much exploration to locate the other two secret passages
|
|
that contain treasures:
|
|
TREASURE 1: Healing Potion
|
|
Dragon Stone<5>
|
|
TREASURE 2: Gold <2500>
|
|
Fire Light <high magic>
|
|
Death Curse <druid magic>
|
|
Sun Stroke <sun magic>
|
|
Gold <1000>
|
|
No paragraph notes for Tar's Ruins.
|
|
|
|
YELLOW MUD TOAD:
|
|
See MUD TOAD.
|
|
|
|
END GAME AREAS & STRATEGY:
|
|
Prior to visiting Salvation it is a good idea to spend some time in
|
|
the Magan Underworld near the energy pool that restores magic power
|
|
CHARGEing up magic items with spells upon them. Of particular use are
|
|
HEALING POTIONS, BATTLE WAND <battle power spell>, DRAGON HORN <rage of
|
|
mithras spell>, and the SPEED WAND <zak's speed>. You may choose to carry
|
|
others at this point, but the above will make your life in this end game
|
|
period much easier. The maximum charges you can boost in any item is 49. It
|
|
will take some time to charge all the items, but setting up a macro will
|
|
make this easier and is certainly worth the time and effort. If you have
|
|
already visited Salvation and taken the treasure that is to be found there,
|
|
be certain to stock up on DRAGON STONES before entering into the end game
|
|
period. Clear out of your inventory anything that you do not need so that
|
|
you can carry more dragon stones.
|
|
|
|
SALVATION:
|
|
Accessable from Nisir or Magan Underworld. The exit to Nisir is in the
|
|
north and the stairs to the Magan Underworld are in the southwestern
|
|
portion of this area. On the west side there is a treasure guarded by a
|
|
rather nasty group of monsters.
|
|
TREASURE 1: Mage Staff worth 10,000g
|
|
Dragon Helm
|
|
Dragon Plate
|
|
Spiked Mace
|
|
Heavy Sword
|
|
Dragon Eye<28> restores 30 points of magic power
|
|
On the east side of Salvation is a shrine to the universal god <note 97>,
|
|
use the Freedom Sword at this area. Doing so will allow you to cast INFERNO
|
|
SPELLS using the Freedom Sword. Not far from the stairs to Magan Underworld
|
|
and treasure 1 is a door. Avoid it. Close to this door is an area where you
|
|
will get a message about an intelligent man could figure out a way through
|
|
this wall. Use intelligence then use the ability climb. You will now be in
|
|
an area where <3 squares south and 2 squares east> you over look a chasm.
|
|
Use the Golden Boots to jump the chasm. Entering through the doors here,
|
|
you will begin to explore a large room when you will suddenly find yourself
|
|
falling into the Depths of Nisir.
|
|
Paragraph notes for Salvation: 97, 100, 55
|
|
|
|
DEPTHS OF NISIR:
|
|
Accessable only from Salvation, this area represents the most complex
|
|
area to map. The map wraps east to west and north to south and include
|
|
teleportals and turning floors. Use GUIDANCE to maintain your sense of
|
|
direction and look at the automap often. Because the map wraps, it is
|
|
difficult to give precise directions on where you need to go. From your
|
|
beginning location you need to go 17 squares north and 14 squares east to
|
|
reach an area that will teleport you to an otherwise unaccessable area
|
|
where Namtar is hiding out with his army. Using SOFTEN STONE is your best
|
|
means of getting there. Exploration of the entire area results in lots of
|
|
encounters which can rapidly drain your supply of Dragon Eyes and Dragon
|
|
Stones. Use CLOAK ARCANE for added protection against those encounters you
|
|
cannot avoid. Once you have reached the teleportal that will take you to
|
|
Namtar, walk south. Before you enter the larger area <you are in a one
|
|
square wide hallway> use the DRAGON GEM. The Queen Dragon will answer and
|
|
rout Namtar's army <thank heavens> and Namtar, well sort of. Namtar will
|
|
spring back to life and you will fight him over and over again before you
|
|
finally can pick up his ashes. Once you have you will be teleported to the
|
|
Magan Underworld near the energy restore pool the location of which you
|
|
should by now be most familiar. You will have time to restore your energy
|
|
before Namtar springs to life again. Kill him and head as fast as you can
|
|
to the cross shaped area surrounded by pits <chasms> in the extreme south
|
|
<see Magan Underworld notes> of the Magan Underworld. Namtar will spring to
|
|
life yet again. Defeat him and use his ashes<body>. THis will result in his
|
|
being thrown into the chasm that spawned him and his destruction!
|
|
YOU'VE WON THE GAME!!!!!!!
|
|
|
|
--------------------------------------------------------------------------
|
|
I may have missed a few things here and there, but the above should
|
|
prove accurate and useful. I am currently in the process of compiling a
|
|
list of the items in Dragon Wars with the "examination" information. This
|
|
will identify any special use of these items and restrictions <strength,
|
|
dexterity, or other>. I may choose to add in the statistical information on
|
|
the characters that come with the game and the volunteers that are
|
|
available to join the group. While potentially useful information, the lack
|
|
of that information here does not diminish the usefulness of this file.
|
|
I hope that you do find it helpful!
|
|
|
|
This walkthru copyrighted 1990 by Wyvern. All rights reserved.
|