
DRAGON WARS by Interplay, IBM version                              9/18/90

     Dragon Wars from Interplay is a fun game! It is a large computer
fantasy game of similar scale as Magic Candle <Mindcraft> and the Ultima
series <Origin>. Nice graphics, ease of play, good documentation all
play their parts in making this an enjoyable game. Of particular delight
to me, given the games I have been playing of late, was the fact that
Dragon Wars is bug free! Frankly I admire a game company that takes the
time to give their market a quality product and Interplay has certainly
done so with Dragon Wars!
 
     Installing the game is a simple process. I played on a PC 386 clone
with VGA and harddisk. After making a directory for the game, I just
copied the files and ran a quick install to set the game for my graphic
capabilities. That done, you fire up the game. The game provides
pre-built characters but also supports characters from Bard's Tale I,
II, and III. Since I had saved characters from a Bard's Tale game, I
decided to use them to play Dragon Wars. Word of advise on using Bard's
Tale characters: first examine the pre-built characters that come with
Dragon Wars and write down their stats and skills, create characters
from your Bard's Tale game and do the same. Compare the two sets of
characters closely paying particular attention to Magic skill/knowledge.
There are five types of magic in Dragon Wars: Low, High, Sun, Druid and
Misc. Ideally you will want your party to have knowledge of low, high,
sun and druid magic types or as many as possible. Choose which ever
character group has the best representation of knowledge in magic.

AUTOMAPPING:

     Dragon Wars includes an automapping feature which can be viewed by
pressing "?". While this is intended to remove the need of the players
to map the game areas on graph paper and is wonderfully useful, I still
mapped the game out on paper. The deficiency of automaps is that you can
take no notes on them, nor mark spots that have a particular importance.
While it was time consuming for me to draw out the maps it was time well
spent. I advise you to do the same. If nothing else, the automap feature
will ensure that your drawn maps are accurate.

NOTES ON THIS FILE:

     Except for the beginning of the game, where you go and when is
completely up to you. My notes are arranged after discussion of
PURGATORY <start game area> and the MAGAN UNDERWORLD <great place> in
alphabetical order and ending with SALVATION and DEPTHS OF NISIR which
are the end game areas. The notes listed in alphabetical order are by NO
means a recommendation of when you should do what. It is merely an
effort on my part to make this file easier for you to use.

SAVING YOUR GAME:

     Dragon Wars has a simple and fast save feature. To protect
yourself, though, you should exit the game from time to time and copy
the file data1 to another <save1 or Lansk or whatever name reminds you
of the point of save>. These files are HUGE being close to 300K in size
but potentially worth their weight in gold!

PURGATORY - start game

     Upon starting the game, you find your characters in the city of
Purgatory <catchy name, wonder how they thought of it> with absolutely
no equipment, money or clothes. Fortunately this sad condition is easily
remedied. In the middle of the north end of Purgatory there is an arena
anxious for new victims for their gladiators. "Fight gladiators
barefisted and barebottomed" you think.... not to worry, the arena will
offer to equip your characters. They offer a range of low end equipment,
leather armor, maces, swords and all of it free for the fighting. You're
going to lose the fight, I might as well tell you that now, but in most
cases you are not going to die so while you'll get thrown out of the
arena a little worse for the wear, you will have equipment. <I recommend
that you save your game before entering the arena just in case one of
your characters should bite the dust>

     Now that your characters have basic equipment, its time to explore
your new prison, I mean home. There are such lovely things to do in
Purgatory. You can sell yourself as a slave in the slave market, join
the thieves guild, listen for rumors in the tavern and even ask for a
volunteer! Seriously, do ask for a volunteer in the tavern which is in
the north-east portion of the city. You'll pick up a volunteer named
Ulrik who has skills in Cave Lore and Axes. He's not a great character,
but he's nice to have along. Don't join the thieves' guild which is
located in the south- west portion of the city. Here you should stoutly
maintain your honor. Doing so will give you a mini-quest to defeat the
Humbaba monster in the north-east corner of the city. When you do defeat
the Humbaba, return to the guild and you will be given 1000 gold pieces
for your efforts! The slave market is one way out of Purgatory but there
are others and there is nothing of great importance to find there.

     There is a magic shop in the west side of Purgatory. For any
characters who have Low Magic, this is a great place to pick up the
spells for that magic and they are FREE. Along the north wall <west of
the arena> is the Black Market, a good place to buy some better
equipment with the 1000 gold you obtained from the thieves. Probably the
best use of your money at this stage is in better armor. <Do not buy
dragon stones at this point. They are expensive and within Purgatory,
unnecessary. On the south side of the city there is a magic pool which
will restore magic energy.>

BLACK MARKET OF PURGATORY:

     Hand Axe    60g         Bow         60g
     Small Pick  50g         Long Bow    90g
     Pick        60g         Crossbow    60g
     Battle Axe  70g         Arrow <20>  50g
     Flail       40g         Bolt<20>    60g
     Mace        40g         Javelin     40g
     Dagger      30g
     Short Sword 50g         Cloth              25g
     Broadsword  60g         Leather            50g
     Greatsword  80g         Brigadine          80g
                             Scale             250g
                             Dragon Stone      250g   restores 20 magic

     There is a secret passage in the northwest corner of the city that
will gain you access to the outer wall. There are many encounters in
this wall area with guards which can generate additional cash slowly. In
the southeast corner of the outer wall there is a gap in the stones
leading to the waters below. Try using SWIM if you decide to use this
exit from Purgatory, but I recommend using the Magan Underworld instead.
You can also exit Purgatory in the the southwest corner of the outer
wall. Again, I suggest the Magan Underworld as the best choice.

SKILLS, POWER REGENERATION and INVENTORY in DRAGON WARS:

     Logic might dictate that this paragraph belongs before actually
getting into the game itself. I choose to include it after basic notes
about Purgatory because you need to have a rudimentary understanding of
how the game works to appreciate/understand the advise I will give here.
Dragon Wars is a skill based system which means that any time your
characters advance a level you have to decide from three menu pages
where you're going to put your "two cents worth". The documentation that
comes with the game advises that you spread the knowledge/skills around
among your characters. This is good advise. There are so many options,
there is no way within this game that you can make one character
completely skilled so DON'T TRY. Decide which character will specialize
in what skills. You might want to make one concentrate on Lore <arcane,
mountain, forest, etc> and another on the thiefly skills <pickpocket,
lockpick, etc.>. Get all the skills covered one way or another, but
spread the "workload" over all your characters.

     Perhaps my only great complaint with Dragon Wars concerns the skill
based system. When a character advances a level you only get 2 points to
apply to the skills/attributes. It is very difficult to know how to
spend these 2 points wisely. Many skills and attributes cost 2 points to
increase 1 point. Obtaining a new magic knowledge costs 10 points! To
give you an example of the significant cost that reflects, my characters
at end game were around 14th level and they did not begin the game at
1st level <because I transferred characters from Bard's Tale>. That
represents a lot of level advancements in which I could make no
improvements on characters I wished or needed to obtain a new magic
knowledge.
 
     To cast spells you have to have magic power. Every time you cast a
spell some magic power is drained. There are two ways to regenerate
magic power. One is the use of Dragon Stones or Eyes and the other is to
find a magic pool that restores energy. Dragon Stones restore 20 points
of power and Dragon Eyes restore 30 points. Magic pools restore all
magic points and have the added advantage of being free! Dragon Stones
can be purchased in many locations throughout Dragon Wars for 250 gold.
Dragon Eyes can only be found as treasure. Magic pools are far and few
between, but fortunately there are a few in some excellent locations
that you can take full advantage of during the game. There is a magic
pool in PURGATORY in the south-east corner <there are actually two
corners in Purgatory that you could call south-east, the magic pool is
located in the southern most one of the two>. Make good use of this pool
to restore your magician's power and allow you to heal your characters
as you explore this city.
 
     Inventory is the other area where I experienced frustration with
Dragon Wars. Your characters can only carry so much which in and of
itself is acceptable. The problem arises when you run out of space.
Dragon Wars does not provide any means of storing items in a location
for use later. To further complicate matters some treasure chests that
you find will disappear after you have opened them so if you were unable
to take all the treasure, it will not be there when you return. This is
not true of ALL treasure chests, but being true at all can cause
problems. Some treasures are unique and needed to solve the game. It is
not always clear which items are important and which are not. Some
locations have numerous treasures available and your characters are soon
out of space. I managed to avoid problem related to inventory in my own
game, but it is worth noting so that you manage your own character's
inventory with care. You will find lots of weapons in this game.
Examination of an item tells you what strength or dexterity or skill is
needed to use it. Examination does not tell you the kind of damage the
weapon is capable of inflicting. To get a rough idea of the power of a
weapon, look at its value on the SELL menu. The more valuable an item is
the better it is. Some weapons/items have spells on them. Some of these
are worth keeping in your inventory, but in general don't carry around a
lot of items for which you have no real use. Sell them for the money.
Now back to the game!

STILL IN PURGATORY:
 
     Paragraph notes to be found in Purgatory: 14, 5, 9, 10, 67, 3, 94, 77

MAGAN UNDERWORLD:

     There is on the west side of the city an entrance to the Magan
Underworld. The Magan Underworld represents one of the largest single
areas in the game excluding the above ground world. Its a wonderful
place and accessable to many of the other locations in Dragon Wars. The
Magan Underworld is a very important place within the game. There is so
much to be found here that it is difficult to know where to begin
telling you of its wonders. Since this area "wraps" upon itself, it is
almost impossible to tell you where you will find what in this area. If
we use your point of entrance from Purgatory into the Magan Underworld
for reference, we can get a general sense of direction. <note: place
this point in the center of your graph paper if you do decide to commit
areas to hard copies>
 
     To the north of your point of entrance you will find two buildings.
The smaller of the two contains stairs that will lead you to the Lansk
Undercity <a tough place for beginning characters, but has an armory,
healer and weapons shop not far from the stairs>. The larger building of
the two, while located here, is only accessable from Necropolis and
contains the only means of resurrecting your characters within the game.
Also to the north is a small river and lake. On the southern side of the
lake there is a magic pool that restores magic power. This particular
pool provided me with endless use so its handy to know exactly where it
is located. In the center of the lake there is a small island called the
ISLE OF WOE. You will not be able to reach this island until later in
the game, when you get the Golden Boots from Mud Toad's Priests, but it
is a very important location.
 
     There is a doorway that leads by <on the north side> of the larger
of the two buildings to the area where you can see the location of the
ISLE OF WOE. This are is bounded by water and pits. IMPORTANT: The first
pit area to the west of the water in this area is safe to walk upon.
Doing so will result in 5 points that can be spent upon character
skill/attribute development. Don't miss this!! You cannot fall into the
pits in THIS area <not true everywhere else> so check around until you
locate this square. 5 points is too much to pass by.

     To the west of point of entry there are stairs leading up to the
MYSTIC WOODS. To avoid any confusion the means of returning to the Magan
Underworld from the Mystic Woods is to use the ability CLIMB. I didn't
realize this when I was first playing the game and it caused me to
restore the game to an earlier point. You can avoid my difficulty. 3
squares south and 3 squares west of the entrance to the Mystic Woods is
the first of two treasures that can be found in the Magan Underworld.

TREASURE 1:      Rusty Axe <str 18>            a great axe!
                 Speed Wand <casts Zak's Speed>
                 Bomb <3 quantity> <casts Zak's Speed>
                 Dragon Stones <10 quantity>

     To the east of point of entry are stairs leading to Tar's Ruins
Underground. This is a relatively small area map that wraps upon itself.
There are secret passages that reveal treasures which I will detail
later. To re-enter the Magan Underworld, you must again use the ability
CLIMB.

     To the south our point of entry to the Magan Underworld is an area
with many fires. Each of these fires causes damage to your characters.
There is in the north area of the fires the 2nd treasure to be found in
the Magan Underworld.

TREASURE 2:      Slicer <sword> <str 17>       a wonderful weapon!
                 Dragon Stones <10 quantity>

     Also in the fire are is the entrance to the Dwarf Clan Hall. Early
in the game you do not need to access this area.

     To the east of the fire area is a large pit and an path leading
south. This path forms a cross shaped area with an entrance to
SALVATION. Along the path you will encounter fairies that will ask if
you are willing to sacrifice a life to continue. Replying "yes" will
reduce you party to minimun life force. While there is reason to use
this path near the end of the game, you need not explore it before hand.

     Paragraph notes to be found in Magan Underworld:   , 137, 138, 127

OTHER AREAS LISTED ALPHABETICALLY:

BRIDGE between Isle of the Sun and Forlorn:

     You need Citizen papers to cross this bridge.

BRIDGE between Lansk and Isle of the Sun:

     Pikemen here will ask to search your packs and if allowed to do so
will ask a percentage in gold of what you are carrying to cross the
bridge. Refusal to pay results in an encounter with 3 pikemen. This is
not a difficult encounter and better than paying the fee. Of note on
this bridge is the building containing the Armory. Enter the building
once and you just get thrown out. Enter twice and you can fight it out
with the guards. If successful you can reach the armory <there is a pit
in the room before it which will cause damage to your party> and reap
the following:

ARMORY:          Axe of Kalah      str 18 <excellent weapon>
                 Holy Mace         Exorcism spell
                 Gem Helm
                 Gauntlets
                 Archers' Bow      dex 18
                 Boomerang
                 Dragon Stones<10>

BRIDGE between Lansk and Quag:

     See QUAG BRIDGE.

BYZAN DUNGEON:

     Accessable from Byzanople <see notes>. This small area will be
filled with a number of encounters until you reach the northwest area of
where you will encounter the Princess. She will ask you to surrender, do
so. You will meet Prince Jordan and given freedom to roam the dungeon
area until it is time to defeat the forces in the Siege Camp. Do not
take the stairs leading up until you have explored the rest of this
area. You will find in a room on the northeast a treasure:

TREASURE 1:      Magic Chain
                 Magic Shield
                 Big Chill         <high magic>
                 Dazzle            <high magic>
                 Long Bolt<20>
                 Dragon Stone<7>

On the west side there is a door leading into the ancient crypt. There
are many encounters here with zombies. in the furthest southwest corner
is a treasure:

TREASURE 2:      Magic Axe

After exploring this area, take the stairs up. Jordan will tell you that
it is now time to attack the Siege Camp and you will be moved to an area
outside the Siege Camp walls. <see Siege Camp notes>

     Paragraph notes for Byzan Dungeon: 108, 110

BYZANOPLE:

     Located on King's Island, Byzanople is only accessable from the
Siege Camp. As you enter this area for the first time, you will be on
the outside of the walls and if you get too close will be hit by a lot
of arrow fire. Directly north and 1 square to the east of where you
enter are stairs leading down. Alternately, there is also an entrance in
the southeastern area. Here you will need to move a rock <strength> to
reveal an opening. Both lead you to the Byzan Dungeon. You will not
obtain access to Byzanople proper until after you have completed Byzan
Dungeon. In the city there is a healer, an Armorer:
 
ARMORER:   Scale        250g
           Chain        310
           Plate       3100
           Lr. Shield  1000
           Dragon Stone 250

and a Weaponsmith:

WEAPONS:   War Flail     500g      Bow            60g
           Bladed Flail 1000       Long Bow       90
           Mace           50       Crossbow       60
           Dagger         30       Bolt<20>       60
           Short Sword    50       Arrow<20>      50
           Broad Sword    60       Javelin        40
           Polearm        90       Barbed Spear 4000
           Long Mace    2000

     Paragraph notes for Byzanople: 33, 34

DECAYING CITY:

     See SNAKE PIT

DILMUN:

     Dilmun refers to all the islands above ground, King's Island,
Rustic, Isle of the Sun, Forlorn, and Quag, as well as some areas that
are not shown on the map in the documentation. See appropriate notes for
more information.

DRAGON VALLEY:

     Accessable only from Eastern Isles <Sunken Ruins> with the ship
from Smuggler's Cove. This is a dangerous place and you need to have the
Dragon Gem from the Lansk Dragon before you can complete this entire
area. In the south you will find a Dragons Tooth <considered a sword>.
On the southwest you will find a Dragons Nest:

DRAGONS NEST:    Dragon Tears
                 Holy Lance
                 Dragon Helm
                 Dragon Shield
                 Dragon Eye        restores 30 points magic power

In the northeast corner you will find a treasure:

TREASURE 1:      Sala's Swift      <high magic>
                 Vorn's Guard      <high magic>
                 Cowardice         <high magic>

In the northwest are of Dragon Valley there is an encounter with the
Queen Dragon. Use the DRAGON GEM <from the Lansk Dragon> to escape
death.

     Paragraph notes for Dragon Valley: 134, 120

DWARF CLAN HALL:

     The western most part of this area can be reached from the Magan
Underworld. In the western portion if the dwarf forge which will be
needed to create the Sword of Freedom once you have found Roba's Skull
in the Sunken Ruins. After giving the skull to the master dwarf smith,
you will be told that the sword will appear on the Isle of Woe which is
located in the Magan Underworld. There is a crystal barrier blocking
your path to the east. You can by pass this barrier with the use of
Soften Stone. The eastern portion of this area is also accessable from
King's Island if you have the Jade Eyes <to be found in the treasure
chest on Smuggler's Cove only after the defeat of the pirates>.
Exploring this area will reveal that the dwarves have been turned to
stone. Use of Soften Stone will restore them to normal. There are 3
treasures to be found in the Dwarf Clan home. The treasures are guarded
by Automans which are fairly difficult to defeat.
 
TREASURE 1:      Dragon Helm 
                 Bomb <8>          Zak's Speed <Misc Magic>
                 Spike Flail
                 Mystic Might      <high magic>

TREASURE 2:      Crush Mace
                 Spell Staff
                 Healing Potion

TREASURE 3:      Gold <1000>
                 Dragon Horn       Rage of Mithras <sun magic>

     Paragraphs notes for Dwarf Clan Hall: 118, 119, 38

DWARF RUINS:

     Located in the central area of King's Island there is little here
except a statue and a small building. Use the JADE EYES <obtained from
the encounter with the pirates in Smuggler's Cove> on the statue to open
the small building. This will give you access to stairs leading down to
the eastern side of the Dwarf Clan Hall.

     No paragraph notes for Dwarf Ruins.

EASTERN ISLES:

     This small area accessable with the ship from Smuggler's Cove
contains the entrances to the Sunken Ruins and Dragon Valley.

     Paragraph note for Eastern Isle: 46

FORLORN:

     This are of Dilmun contains Purgatory, Slave Estate, Tars Ruins,
the Slave Camp and a treasure. The treasure is located almost due south
of the Slave Estate. The southern most section of this land mass has a
magical pool which will restore heal and magic to maximum.

TREASURE 1:      Chain Armor
                 Broad Sword<2>
                 Hand Axe
                 Brigadine<2>
                 Bow
                 Arrow<2 of 20quantity>
                 Mage Fire         <low magic>
                 Charm             <low magic>
                 Luck              <low magic>
                 Lesser Heal       <low magic>
                 Mage Lite         <low magic>
                 Dragon Stone<4>

FREEPORT:

     Accessable only with the pirates ship from Smuggler's Cove. This
city features numerous shops.

RYAN'S ARMOR:    Scale         250g
                 Chain         310
                 Heavy Plate  4000
                 Lg. Shield    100
MAGIC INC:       Dazzle       1000       <high magic>
                 Mystic Might 1000       <high magic>
                 Rev. Glamour 1000       <high magic>
                 Sala's Swift 1000       <high magic>
                 Vorn's Guard 1000       <high magic>
                 Cowardice    1000       <high magic>
                 Soften Stone 1000       <druid magic>
FREEPORT ARMS:   Bladed Flail 1000
                 Hammer         40
                 Long Mace     200

BEWITCHING POTIONS & ELIXERS:  Dragon Stones  250g

On the east side of the city you will find the Order of the Sword. An
encounter here will allow you access to the following treasure:

ORDER OF THE SWORD:    Stone Hand        Needed in Mud Toad
                       Soften Stone      <druid magic>
                       Spell Staff
                       Charger           <sun magic, USEFUL!>

At the Brew Brother's you will find the volunteer Halifax who is a
better addition to your group than Louie <found in the Slave Camp>. In
the southwest portion of the city is an island which you can reach using
the Golden Boots obtained in Mud Toad. Upon the island is the "freedom
sword". Don't you believe it. Cast REVEAL GLAMOUR to show that this is
really a trap set by Namtar. Not doing so will kill one of your
characters.

     Paragraph notes for Freeport: 51, 52, 56, 57, 27

GAME PRESERVE:

     Accessable from Rustic, the Game Preserve is located on the
northwest section of Rustic. There are many snare traps set about here
which are easily removed <should you get caught> with the use of any
weapon. On the southwest near the river is the home of the Game Keeper.
Use the Signet Ring and he will give you a MAGIC BOW. On the southeast
is a treasure:

TREASURE 1:      Magic Arrow<20>
                 Battle Power            <sun magic>
                 Fire Column             <sun magic>

     Paragraph notes for the Games Preserve: 96, 91, 74

ISLE OF THE SUN:

     This area of Dilmun includes the city of Phoebus and an entrance to
the Mystic Woods. Bridges connect this area with Forlorn and the portion
of Dilmun that holds the city of Lansk.

KINGS ISLAND:

     This portion of Dilmun <see map in documentation> contains
Kingshome, Byzanople, Siege Camp, Nexus to Mystic Forest, Old Dock, Old
Bridge, Ruins and a Decaying City <see related notes>. Encounters on
this island are too rough for beginning characters. There is also on
this island an Ambush area on the northeast coast which will result in
you being thrown into the dungeon under Kingshome <see related notes>.

KINGSHOME CASTLE:

     Accessable from the Kingshome Dungeon <once only> and from King's
Island <if you have the Signet Ring, see Decaying City>. If you came up
from the dungeon you will have a peaceful encounter with Namtar in the
north central area of the castle. Exiting his room will cause the door
to disappear forever. Doors in the north will lead you into the wall
area. On the west side is a gallery and a closet full of Pilgrim's Garb
<needed to take Pilgrim's ferry to Nisir>. On the east side is a
treasure and a library of rare books.

TREASURE 1:      Polearm
                 Royal Robe
                 Rare Books
                 Boomerang         dex 12
                 Lucky Boots
                 Magic Chain
                 Rusty Axe         <good weapon inspite of it's name>

This treasure chest will disappear when you leave whether you took
everything or not. The exit to King's Island is in the center of the
south wall.

     Paragraph notes for Kingshome Castle: 131, 130

KINGSHOME DUNGEON:

     Accessable by being ambushed in the northeast of King's Island. Not
for beginning characters, be prepared to do everything at one time. You
will not be able to return here once you leave. You will find your group
in a prison cell which is not locked. To the south are guards just
waiting to beat you up. If you survive that, to the east is a door that
leads to stairs going up. Don't take them until you have continued all
the east and north to the last door in the hallway. There are some big
encounters here, but this last room contains the King's armory:

KINGS ARMORY:    Black Helm        Zak's Speed
                 FireShield
                 Grey Arrow<20>
                 Gatlin Bow        10 dex <rather like a machine gun>
                 Throw Mace
                 Mage Ring         low magic 3 needed to use
                 Magic Axe
                 Dragon Stones<20>

After collecting this treasure, return to the stairs which will take you
up to Kingshome Castle.

     Paragraph notes for Kingshome Dungeon: 53, 65 

LANAC'TOOR'S LABORATORY:

     Accessable only after restoring Lanac's statue in Mud Toad. You
will need the spell SOFTEN STONE to successfully complete this area. The
map wraps upon itself both north to south and east to west. To the
northeast of your point of entry, through several walls is a large room
in which three treasures will be found:

TREASURE 1:      Healing Potion
                 Battle Wand       Battle Power spell
                 Dragon Shield

TREASURE 2:      Fire Storm        <sun magic>
                 Zak's Speed       <misc magic>
                 Kill Ray          <misc magic>
                 Mage Fire         <low magic>
                 Dazzle            <high magic>
                 Sun Stroke        <sun magic>

TREASURE 3:      Lanac's Spectacles <needed to gain access into Magic 
                                     College>

To the northwest of point of entry is an entrance to the Magan
Underworld. It is a one way trip.

     Paragraph note for Lanac's Lab: 107

LANSK:

     Accessable from Dilmun <outdoors> or the Lansk Undercity <no way
back to undercity though>, this is a bureaucratic nightmare. The
officials here will have you running all over the city to get paper work
done. This is easily avoided by making use of EZ Paperwork in the Lansk
Undercity. There is one treasure to be found on the west side of the
city.

TREASURE 1:

     Druids Mace                  Cure All spell

     In the northeast area of the city, you will learn in the Quarter
Masters Office the Mog the Slave Owner has left his estate, which is to
be found on Forlorn, to you. The Quarter Master doesn't know why Mog did
this and neither do I! ;)
 
     Encounters in this city are nasty for beginning characters if not
impossible. They can and should be avoided until later in the game.

     Paragraph notes for Lansk: 64, 35

LANSK UNDERCITY:

     Accessable to the Magan Underworld, this place was very useful to
me. Encounters here are rough for new and middle characters, but you can
do a lot of exploring here if you are careful.
 
     There are four shops and a healer in this area that are all useful.
The armorer, weapon and healer are all on the east side of this area. EZ
paperwork and the Magic shop are on the west. The magic shop is located
through a secret passage which is easily found.

Exeter's Armor                     Dr. Death's Weapons
Cloth              25g             Broadsword  60g
Leather            50g             Greatsword  80g
Brigadine          80g             Bow         60g
Scale             250g             Longbow     90g
Chain             310g             Crossbow    60g
Plate            3100g             Arrow<20>   50g
Shield           1000g             Bolt<20>    60g
Large Shield     1000g str 12      Javelin     40g
EZ Paperwork                       Magic Shop
Governors Pass   200g              Create Wall   100g  <druid magic>
Kings Ticket      50g              Wood Spirit   100g  <druid magic>
Citizen Papers   100g              Cure All      100g  <druid magic>
                                   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.

From: Wyvern@cup.portal.com (Jeanne Wyvern Harlan-Marriott)

--<eof>

