
| Choose a section / location below: |
SKILLS and ABILITIES
Dragon Wars uses a skill based system - any time your characters
advance a level, you decide how the characters advance and what
skills impriove. The documentation that comes with the game
advises that you spread the knowledge/skills around among your
characters, which is also our recommended. There are many options
and it is highly unlikely that you can make one character completely
skilled (unless you play 24 hours a day, for several years ...
or cheat). Before distributing skill points, it is advised that
you have one character concentrate on Lore (arcane,
mountain, forest, etc) and another on the thiefly skills
(pickpocket, lockpick, hide etc.).
Get all the skills covered one way or another, but spread the
"workload" over all your characters. I strongly advise having
a character with a high bandage skill, as this character
can heal characters, without wasting magical energy.
When a character advances a level, that character gets 2 points
to apply to their skills/attributes. 2 points are not alot to
work with, so it is often difficult to know how to spend these
points. Many skills and attributes cost 1 or 2 points to raise
the skill 1 point. Obtaining a new magic knowledge
costs 10 points! By the end of the game, your character should
be over the 10th level, which means they had 20 points to distribute
throughtout the course of the game - considering the number
of skills and attributes, and their costs, that isn't alot to
work with.
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MAGIC POWER
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 using Dragon Stones/Eyes.
The other is to find a magic pool that restores energy (there
are pools in Forlorn, Purgatory and the Magan Underworld). Dragon
Stones restore 20 points of power and Dragon Eyes restore 30
points. Dragon Stones can be purchased in many locations throughout
Dragon Wars for 250 gold, or they can be found as treasure.
Dragon Eyes can only be found as treasure. Magic pools
restore all magic points and have the added advantage of being
free. . Make good use of these pools to restore your magician's
power and allow you to heal your characters as you explore the
land.
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INVENTORY
Inventory in Dragon Wars can be frustrating. Your characters
can only carry a certain number of items (regardless of weight).
This limited "space" can cause a problem, as inventory
fills up fast. 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 (hence, the treasure disappears when you leave).
Certain items found in treasures are unique and needed to solve
the game, but disappear if you don't pick them up at that time
(not allowing you to finish the game). It is not always clear
which items are important and which are not. 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.
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, nor
what spells can be cast by the item. To get a rough idea of
the powerful a weapon is, look at SELL value. The more valuable
an item, the more powerful it is. Some weapons/items can cast
certain spells and can be very useful (as you can cast a spell
without wasting magical energy). Some of these "magic"
items 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 extra weapons and item for money. Note: items sold in stores
disappear after sale. You can't return to the shop later to
buy the item back.
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QUICK WALKTHROUGH
In Dragon Wars, there are many puzzles. Few are *absolutely*
essential to the game, but some give you powerful items that
may help improve your party more quickly than a lot of fighting
could. Here is a list of absolutely essential tasks in order
to complete the game
- Get the golden boots from the Mud Toad. This is done with
the use of "Create Wall" at the source of the Mud Toad's
leak. You can buy a copy of "Create Wall" in Lansk Underground.
After casting the spell, visit the Mud Toad temple. (Optional,
but recommended - buy an anhk from the shop while in the
city)
- At the Smuggler's Cove, enter the pirates building (using
some thief skill to impress the pirates). They will tell
you that you are welcome in their building, but warn you
not to go through one of the doors. Go through the door
and fight Ugly and his crew. You need his boat to get to
Freeport and get Soften Stone (which is necessary to find
Namtar's army).
- (optional - but recommended) Go to Lansk Underground and
find the secret passage (in the east side of the middle
structure) leading to the Lansk Dragon. Use the Ankh (purchased
in Mud Toad) on the dragon and he will give you a large
gem. Now, go to Dragon Valley and find the Dragon Queen.
As she considers what to do with you, use the dragon gem,
which will befriend the Dragon Queen and gain her assistance.
- In Salvation, jump across the large chasm using the golden
boots. After going forward you will fall into Nisir, where
you find Namtar and his army. If you have the dragon gem,
use the gem to call the dragon queen, who will defeat the
army and leave Namtar for you to kill. If you do not have
the dragon gem, you have to defeat the army AND Namtar.
Once Namtar and his army are defeated, Namtar will respawn
(by himself). Kill him again. He will come back a third
time, so kill him again. At this point, you should now be
teleported just south and east of the regeneration pool.
Head toward the pit. Namtar should respawn after a few steps.
Kill him, and carry his corpse to the pit. At the pit, Namtar
will respawn a fifth and final time. Kill him and use his
corpse with the pit.
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END GAME 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 chargin up magic items with spells upon them. Of
particular use are Healing Potions, Battle Wand
(battle power), Dragon Horn (rage of mithras), and
the Speed Wand (zak's speed). You may choose to carry
others at this point, but the above will make your final fights
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 there, be certain to stock up on DRAGON STONES
before entering the end game. Clear out of your inventory of
anything that you do not need so that you can carry more dragon
stones.

This section details all areas of the game. As the game is open-ended,
players are meant to explore anywhere they want, and there is
no straight path to completion. If you are looking for a more
indepth walkthrough, I suggest you read the entries on Purgatory
and the Magan Underworld
first, and finish with the entries for Salvation
and Nisir.
BRIDGE 1 (between Isle of the Sun and Forlorn)
see map
This is the first bridge you cross in the game. A guard will
stop and ask for citizen's papers. Show the papers to pass easily.
If you do not show the papers, nothing will happen immediately.
However, if you don't show papers and then try to cross the
bridge, you will be attacked.
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BRIDGE 2 (between Isle of the Sun and Lansk):
see map
A group of Pikemen will ask to search your packs. If you allowed,
they will ask for a percentage in gold of what you are carrying
in order to allow you to pass. Refusal to pay results in an
encounter with 3 pikemen. This is not a difficult encounter
and better than paying the fee.
This bridge contains an Armory. Enter the building once will
get your party thrown out. Entering twice will cause the guards
to attack. Successfully defeating the guards allows you to reach
the armory and obtain the following:
BRIDGE 2
(between Isle of the Sun and Lansk) |
| Axe of Kalah |
Str 18 |
| Holy Mace |
Exorcism
|
| Gem Helm |
|
| Guantlets |
|
| Archers' Bow |
Dex 18 |
| Boomerang |
|
| Dragon Stones (10) |
|
BRIDGE 3 (Quag)
see map
You need the Governor's Pass to cross this bridge. The pass
is obtainable in either Lansk (tedious) or Lansk Undercity (easy
purchase).
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BYZANOPLE
see map
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 outside the city walls. If you get too close, you will
be fired upon by the city guards (you ARE coming from the Siege
Camp). Directly north and one square 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 to reveal an opening (Strength check - use
your strongest character). 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 and a blacksmith:
Byzanople Armorer
| Scale |
250 |
| Chain |
310 |
| Plate |
3100 |
| Large Shield |
1000 |
| Dragon Stone |
250 |
Byzanople Blacksmith
| War Flail |
500 |
 |
Bow |
60 |
| Bladed Flail |
1000 |
Long Bow |
90 |
| Mace |
50 |
Crossbow |
60 |
| Dagger |
30 |
Bolt (20) |
60 |
| Short Sword |
50 |
Arrow (20) |
50 |
| Broadsword |
60 |
Javelin |
40 |
| Polearm |
90 |
Barbed Spear |
4000 |
| Long Mace |
2000 |
|
|
BYZANOPLE DUNGEON
see map
Accessable from Byzanople . This small area will
be filled with a number of encounters. In the northwest area
you will encounter the Princess, who will ask you to surrender
- do so. You will meet Prince Jordan and be 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:
| Byzanople Dungeon Treasure 1 |
| Magic Chain |
|
| Magic Shield |
|
| Big Chill |
high magic |
| Dazzle |
high magic |
| Long Bold (20) |
|
| Dragon Stones (7) |
|
On the west side there is a door leading into the ancient crypt.
There are many zombies encounters in this area. In the southwest
corner is a treasure:
| Byzanople Dungeon 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.
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DECAYING CITY
See Snake Pit.
DILMUN
see map
Dilmun refers to all the islands of Dragon Wars - 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.
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DRAGON VALLEY
see map
Accessable only from Eastern Isles with the ship
from Smuggler's Cove. This is a dangerous place to explore,
and in order to get past the Dragon Queen, you need the Dragon
Gem (obtained from the Lansk Dragon, using the Anhk). In the
south of this area, you will find a Dragons Tooth (a sword,
you can pick up as many as you wish). On the southwest you will
find a Dragons Nest:
| Dragon Valley - Dragon Nest |
| Dragon Tears |
| Holy Lance |
| Dragon Helm |
| Dragon Shield |
| Dragon Eye |
In the northeast corner you will find a treasure:
| Dragon Valley - Treasure |
| Sala's Swift |
high magic |
| Vorn's Guard |
high magic |
| Cowardice |
high magic |
Also in the northwest area of Dragon Valley is an encounter
with the Queen Dragon. She will threaten you and when there
is a pause (and you have access to your inventory), use the
DRAGON GEM to escape death. You can
recieve the Dragon Gem from the Lansk Dragon in Lansk Underground
(behind the secret passage) - just use the Anhk when you are
near the dragon.
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DWARF CLAN HALL
see map
The western most part of this area can be reached from the Magan
Underworld. The easter portion of this area can be reached from
the Dwarf Ruins (if you have the Jade Eyes from the pirates
at Smuggler's Cove). Each area is separated from the other by
an invisible barrier, which cannot be passed. However, if you
wish to go around the crystal barrier, feel free to use Soften
Stone to take down some walls.
On your first entry to the western portion of the hall, you
should find a forge and little else. If you have access to the
eastern portion, you will find a room of dwarf statues. Use
Soften Stone on the statues to bring back the petrified dwarfs.
Once the dwarfs are "awake" again, you will find that
there is now a smith at the forge (in the western portion).
If you have Roba's Skull, give the skull to the dwarf and he
will start work in the Sword of Freedom. He will tell you that
it will be waiting for you on the Isle of Woe in the Magan Underground.
There are 3 treasures to be found in the Dwarf Clan Hall. The
treasures are guarded by Automans which are fairly difficult
to defeat.
| Dwarf Clan Hall - Treasure 1 |
| Dragon Helm |
|
| Bomb (8) |
|
| Mystic Might |
|
| Zak's Speed |
misc magic |
| Mystic Might |
high magic |
| Dwarf Clan Hall - Treasure 2 |
| Crush Mace |
| Spell Staff |
| Healing Potion |
| Dwarf Clan Hall - Treasure 3 |
| 1000 gold |
|
| Dragon Horn |
Rage of Mithras |
DWARF RUINS
see map
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.
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EASTERN ISLES
These islands are part of Dilmun
and accessable using the ship from Smuggler's Cove. This area
contains the entrances to the Sunken Ruins and Dragon Valley.
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FORLORN
This area of Dilmun contains
Purgatory, Slave Estate, Tars Ruins, the Slave Camp and a weapons
cache. 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.
| Forlorn - Weapons Cache |
| Chain Armor |
|
| Broadsword (2) |
|
| Hand Axe |
|
| Brigadine (2) |
|
| Bow |
|
| Arrow (2x20) |
|
| Mage Fire |
low magic |
| Charm |
low magic |
| Luck |
low magic |
| Lesser Heal |
low magic |
| Mage Lite |
low magic |
| Dragon Stone (4) |
|
FREEPORT
see map
Accessable only with the pirates ship from Smuggler's Cove.
This city contains numerous shops.
| Freeport - Ryan's Armor |
| Scale |
250 |
| Chain |
310 |
| Heavy Plate |
4000 |
| Lg. Shield |
100 |
| Freeport - Magic Inc. |
| Dazzle |
high magic |
1000 |
| Mystic Might |
high magic |
1000 |
| Reveal Glamour |
high magic |
1000 |
| Sala's Swift |
high magic |
1000 |
| Vorn's Guard |
high magic |
1000 |
| Cowardice |
high magic |
1000 |
| Soften Stone |
druid magic |
1000 |
| Freeport - Freeport Arms |
| Bladed Flail |
high magic |
1000 |
| Hammer |
high magic |
40 |
| Long Mace |
high magic |
200 |
| Freeport - Bewitching Potions &
Elixers |
| Dragon Stone |
250 |
On the east side of the city you will find the Order of the
Sword. An encounter here will give you the following treasure:
| Freeport - Order of the Sword |
| Stone Hand |
|
| Soften Stone |
druid magic |
| Spell Staff |
|
| Charger |
sun magic |
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 what seems to be the "freedom sword". Cast
Reveal Glamour to show that this is really a trap set
by Namtar. If you decide to try and pick up the sword, one of
your characters will die.
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GAME PRESERVE
see map
Accessable from Rustic, the Game Preserve is located on the
northwest section of Rustic. There are many snare traps in the
area, but are easily removed (should you get caught) with the
use of any weapon. In the southwest, near the river, is the
home of the Game Keeper. Use the Signet Ring (obtained in Snake
Pit) and he will give you a MAGIC BOW. On the southeast is a
treasure:
| Game Preserve - Treasure |
| Magic Arrow |
|
| Battle Power |
sun magic |
| Fire Column |
sun magic |
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.
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KINGSHOME
This portion of Dilmun
contains Kingshome, Byzanople, Siege Camp, Nexus to Mystic Forest,
Old Dock, Old Bridge, Ruins and a Decaying City . Encounters
on this island are too rough for beginning characters. There
is also an Ambush area on the northeast coast which will result
in you being thrown into the dungeon under Kingshome.
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KINGSHOME CASTLE
see map
Accessable from the Kingshome Dungeon (once only) and from King's
Island (if you have the Signet Ring, see Snake Pit). 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, surrounding the
castle. 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.
| Kingshome Castle - Treasure |
| Polearm |
|
| Royal Robe |
|
| Rare Books |
|
| Boomerang |
Dex 12 |
| Lucky Boots |
|
| Magic Chain |
|
| Rusty Axe |
Good weapons |
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.
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KINGSHOME DUNGEON
see map
Accessable by being ambushed in the northeast of King's Island,
in Dilmun. Not for beginning characters - be prepared. 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. Pending survival, to the
east is a door that leads to stairs going up. Don't take them
until you have continued all the way 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:
| Kingshome Dungeon - Armory |
| Black Helm |
Zak's Speed |
| FireShield |
|
| Grey Arrow (20) |
|
| Gatlin Bow |
10 dex |
| 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.
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LANAC'TOOR'S LABORATORY
see map
Accessable only after restoring Lanac's statue in Mud Toad.
You will need the soften stone spell to successfully
complete this area. The map wraps upon itself - so if you start
at one point, go straight east, eventually you will return to
your start point. To the northeast of your point of entry, through
several walls, is a large room in which three treasures can
be found:
| Lanac'toor's Laboratory - Treasure
1 |
| Healing Potion |
|
| Battle Wand |
Battle Power |
| Dragon Shield |
|
| Lanac'toor's Laboratory - 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 |
| Lanac'toor's Laboratory - Treasure
3 |
| Lanac's Spectacles |
Needed to gain access to the Magic College |
To the northwest of point of entry is an entrance to the Magan
Underworld. It is a one way trip.
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LANSK
see map
Accessable from Dilmun or the Lansk Undercity, this city 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.
| Lansk - Treasure |
| Druid Mace |
Cure all |
In the northeast area of the city, you will learn in the Quarter
Masters Office, Mog (the owner of the Slave Estate) has passed
away and left his estate to you. An odd point in the game, as
it is unknown why Mog left the estate to you. Even if you were
not one of his slaves (sold through Purgatory). Perhaps Mog
heard of your mighty exploits and favored you.
Encounters in this city are nasty for beginning characters,
if not impossible. They can and should be avoided until later
in the game.
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LANSK UNDERCITY
see map
Accessable to the Magan Underworld, or through Lansk (provided
you bribe an official in the city). 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. 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 |
25 |
Broadsword |
60 |
| Leather |
50 |
Greatsword |
80 |
| Brigadine |
80 |
Bow |
60 |
| Scale |
250 |
Longbow |
90 |
| Chain |
310 |
Crossbow |
60 |
| Plate |
3100 |
Arrow (20) |
50 |
| Shield |
1000 |
Bolt (20) |
60 |
| Large Shield |
1000 |
Javelin |
40 |
| EZ Paperwork |
 |
Magic Shop |
| Governors Pass |
200 |
Create Wall |
Druid magic |
100 |
| King's Ticket |
50 |
Wood Spirit |
Druid magic |
100 |
| Citizen's Papers |
100 |
Cure All |
Druid magic |
100 |
| |
|
Dragon Stones |
|
250 |
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 harmless dragon. 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 purchased 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 (unless you bribe a city official). Go this way only if
you have saved your game and are certain that you wish to.
Unverified Treasure (user submission, that has not been
verified by webmaster): The north west statue can be moved using
strength to reveal a locked chest which contains the "glow
sword" (2-handed sword that requires a strength of 24 to
use) and 12 "dragon stones".
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THE MAGAN UNDERWORLD
see map
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. 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)
Most encounters in the Underworld are random, so if you run
into a monster you think you can't beat, run away, and then
return to where the monster was before - it should be gone and
you can continue on your way. If you do get caught in a nasty
battle and someone dies, reload.
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 it has an armory, healer and a 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 (very useful).
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 have the Golden Boots).
There is a doorway (actually, two doorways, one after the other)
that goes into the larger of the two buildings, to the area
where you can see the location of the ISLE OF WOE. You can only
enter this area if you have provided the Purgatory statue of
Irkalla with a worthy sacrifice (see above). Inside this dooway
is an area 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, in order to return
to the Magan Underworld from the Mystic Woods, a character has
to use the climb ability. 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:
Magan Underworld Treasure
(Near Mystic Woods Entrance) |
| Rusty Axe |
Str 18 |
| Speed Wand |
Zak's Speed |
| Bomb (3) |
|
| Dragon Stones (10) |
|
To the east of point of entry (from Purgatory) 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 climb ability.
To the south our point of entry is an area with many fires.
Each of these fires causes damage to your characters (but if
a character is proficient with the bandage ability,
you can heal characters whenever needed at this point). An entrance
to the Dwarf Clan Hall can be found within the fires (you do
not need access to this area early on). In the north area of
the fires is another treasure:
Magan Underworld Treasure
(Near Fires) |
| Slicer Sword |
Str 17 |
| Dragon Stones (10) |
|
To the east of the fire area is a large pit and a 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.
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MAGIC COLLEGE
see map
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 Reveal Glamour and then
any fire spell. In the third room use Cloak 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). Utnapishtim will reward you with the choice of the Soul
Bowl, the Laugh Staff or the Sing Ring, choose the soul
bowl (used at Zaton's marker in the Mystic Woods).
| Magic College - Utnapishtim Reward |
| Soul Bowl |
high magic |
| Poog's Vortex |
high magic |
| Fire Summon |
high magic |
| Fire Light |
high magic |
| Elvar's Fire |
high magic |
| Ice Chill |
high magic |
| Big Chill |
high magic |
| Dazzle |
high magic |
| Group Heal |
high magic |
| Back to top
|
MUD TOAD
see map
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. 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 (cast create wall). 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:
| Mud Toad - Shop |
| Lantern |
10 |
| Ankh |
50 |
| Dragon Stone |
250 |
| Short Sword |
70 |
| Broadsword |
80 |
| Greatsword |
100 |
| Bow |
60 |
| Arrow (20) |
50 |
| Bolt (20) |
60 |
There is a tavern in the northeastern corner of town. If you
have had your confrontation with Mystalvision in Phoebus (and
have escaped the Phoebus Dungeon), you will meet Berengaria
at this tavern. Berengaria will give you the following spells:
| Mud Toad - Berengaria Reward |
| Rage of Mithras |
sun magic |
| Holy Aim |
sun magic |
| Armor of Light |
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:
| Mud Toad - Treasure |
| Water Summon |
high magic |
| Reveal Glamour |
high magic |
| Barbed Flail |
Str 16 |
| Lucky Boots |
sun magic |
| Mountain Sword |
2-handed sword, mountain lore 1 required to use |
| Back to top
|
MYSTIC FOREST / MYSTIC WOOD
see map
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 (summoning spell).
In the northeast side you will locate Mushrooms that will be
needed in the Necropolis (only 1 is needed, though you can get
as many as you like). On the east side is an island containing
a shrine. Swimming to the island results in an encounter with
some nasty sea creatures. Alternatively, if you have the Golden
Boots (obtained in Mud Toad), you can jump over the island without
any encounter. Upon reaching the island, you will see a shrine.
Use one of your weapons and you will be presented with the Totem
of Enkidu (which allows you to cross the Scorpion Bridge). In
the south-west corner there is a treasure:
| Mystic Forest - Treasure |
| Death Curse |
druid magic |
| Fire Blast |
druid magic |
| Insect Plague |
druid magic |
| Scare |
druid magic |
In the south area of Mystic Forest there is a marker for Master
Zaton. If you have the Soul Bowl (obtained from the the Magic
College), use the bowl at this location and you will be given
the following:
| Mystic Forest - Zaton Marker |
| Brambles |
druid magic |
| Greater Heal |
druid magic |
| Cure All |
druid magic |
| Invoke Spirit |
druid magic |
| Beast Call |
druid magic |
| Wood Spirit |
druid magic |
| Back to top
|
Unverified Treasure (user submission, that has not
been verified by webmaster): On the north shore of the lake,
using "swim" at the right spot will result in finding
a ring called "the ring". "The Ring" casts
cloak arcane.
Unverified Treasure (user submission, that has not
been verified by webmaster): If you use attribute "spirit"
on the enkidu statue, he will come to life and challenge you
to a wrestling match. If any of your characters possess a high
enough strength to beat him, he will declare your character
champion and give them druid magic as well as a nice collection
of druid spells.
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NECROPOLIS
see map
This island (northeast of Quag) is accessable from Smuggler's
Cove. You will experience many encounters with undead in the
city of the dead, so come prepared. In the middle of the first
room you will find a treasure:
| Necropolis - Center Room Treasure |
| Stone Trunk |
|
| 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 (NOTE: you can not reach
this area in the Magan Underworld from anywhere else). In this
building is a well that will allow you to resurrect dead characters
(the only place in the game where you can do this). 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 in every square of 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 of
the city 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 the mushrooms (obtained
from the Mystic Forest) to get the following items:
| Necropolis - Nergal Reward |
| Silver Key |
Frees Irkalla |
| Holy Spear |
|
| Fire Lite |
high magic |
| Insect Plague |
druid magic |
| Scare |
druid magic |
| Inferno |
sun magic |
| Big Chill |
high magic |
Unverified Tip (user submission, that has not been
verified by webmaster): To lessen the pain of your parties escape
from necropolis, when you step onto the square with the message:
"this room is full of cobwebs" (or whatever it says),
cast a fire spell. A message will tell you that the webs are
consumed in flame and you will not encounter any spiders on
your way to the teleporter. This tip was found using "fire
blast", but it is assumed that any fire spell would probably
work.
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NISIR
see map
Accessable only from Salvation, this area represents the most
complex area to map. The map wraps around itself and and includes
teleportors and turning floors (changing your direction). 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 with his army. Using
Soften Stone is the best way to get 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, use the DRAGON
GEM to call the Dragon Queen. The Dragon Queen will answer and
destroy Namtar and his army. If you do not have the Dragon Gem,
you will need to fight the entire army. After the army is defeated,
Namtar will spring back to life. Upon falling a second time,
his body will rise again - defeat him a third time and pick
up his ashes. With possession of the ashes (his corpse), your
party will be teleported to the Magan Underworld (near the energy
restoration pool). 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 deep pits
(see the map). Namtar will spring to life once again. Defeat
him and use his ashes (corpse) - resulting in Namtar being thrown
into the chasm that spawned him and his destruction! That completes
the game.
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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.
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OLD DOCK
see map
Accessable from the King's Island and from the ferry in Lansk
Undercity (with a King's Ticket). 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:
| Old Dock - Statue Treasure |
| Earth Summon |
high magic |
| Ice Wand |
|
| IBM PS/2 |
|
| Dragon Stone (7) |
|
This treasure will disappear after you leave the dock.
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PHOEBAN DUNGEON
see map
Accessable only by confronting and losing 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 sneak 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 (let him feed the dragon, otherwise
the entire city of Phoebus will be destroyed). West of that
you will find the torture chambers and the druid mentioned earlier.
Use bandage on the druid (or cast a heal spell) and he will
tell you that the password is "HALIFAX". To the north of the
druid is another encounter with Mystalvision - avoid this area
for now and return to where you heard the voices. Northwest
of this area are two treasures, one of which requires knowing
the password to reach:
| Phoeban Dungeon - Treasure 1 |
| Shovel |
| Mace |
| Dagger (3) |
| Battle Axe |
| Leather Armor |
| Scale Armor |
| Chain Armor |
| Phoeban Dungeon - Treasure 2 |
| Blow Horn |
Whirl Wind |
| Magic Ring |
Whirl Wind |
| Magic Quiver |
Endless supply of arrows and Mage Fire |
| Dragon Stones (5) |
|
Now, return to the spot where you can find Mystalvision. This
is a tough battle, and upon victory Mystalvision will slip through
your fingers. However, he will leave behind the following treasure
:
| Phoeban Dungeon - Mystalvision Treasure |
| Armor of Lite |
sun magic |
| Major Heal |
sun magic |
| Disarm Trap |
sun magic |
| Wood Spirit |
druid magic |
| Holy Aim |
sun magic |
Having searched the rest of this level, it is time to exit back
to Phoebus.
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PHOEBUS
see map
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 a 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 automatically
get you drafted into the army and moved 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:
| Phoebus - Treasure 1 |
| Poog's Vortex |
high magic |
| Sun Stroke |
sun magic |
| Death Curse |
druid magic |
| Create Wall |
druid magic |
| Mithras' Bless |
sun magic |
| Phoebus - Treasure 2 |
| Plate Mail |
|
| Tri-cross |
crossbow |
| Bolt (30) |
|
| Magic Shield |
|
| Dragon Stones (7) |
|
| Phoebus - Treasure 3 |
| Mage Cloth |
need low magic 1 to use, and Mage Light |
| Fire Spear |
Dex 14 |
| Magic Plate |
|
| Back to top
|
PILGRAM DOCK
see map
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 should
be 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.
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PURGATORY
see map
Upon starting the game, you find your characters in the city
of Purgatory with absolutely no equipment, money or clothes.
Purgatory is a prison where the unwanted are thrown, and you
are their newest inhabitant. If you want to stop Namtar, you
need to find a way out. First, lets get some equipment. In the
middle of the north end of Purgatory there is an arena where
people can enter and fight - and if you don't have any equipment,
the arena will give your characters some standard equipment
(be sure to equip the equipment before actually fighting). Unless
you are using an imported character, you will most likely lose
this fight. Losing a fight is not always terrible (unless you
have a character die). In this case, you may lose the battle,
but you leave the battle with your new weapons and armor. You
may want to save the game before entering the battle though
(just in case a character does die). Always restore when someone
dies. The game is alot easier with a full party.
Now that your character's have some basic equipment, go to the
tavern in the north-east and ask for Volunteers. You'll pick
up a volunteer named Ulrik who has skills in Cave Lore and Axes.
He's not a great character, but he adds another member to your
party (which gives you another weapon attack, and one extra
target for enemies).
Now, let's get your characters some spells. For any character
who have the Low Magic ability, there is a magic shop in the
west of Purgatory. Fortunately, these spells are FREE.
Before trying to find an exit, it's best to get some gold (and
experience) first. Go to the south-west portion of the city.
Here you will find a thief who asks if you are one of them -
a no-good thief and criminal. Stoutly say "no," as
you don't want to be associated with the rabble of Purgatory.
They will give you a small quest to prove your worth - defeat
the Humbaba monster in the north-east corner of the city. (If
you are using a new party, you may want to strengthen them up
a little first - go around purgatory and fight a little). When
you are ready, go defeat the Humbaba and return to the challengers.
You will recieve 1000 gold pieces for your efforts!
With some gold, you can now visit the Purgatory Black Market.
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. 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 unnecessary within Purgatory
- on the south side of the city there is a magic pool which
will restore magic energy).
Purgatory Black Market
| Hand Axe |
60 |
 |
Bow |
60 |
 |
Cloth |
25 |
| Small Pick |
50 |
Longbow |
90 |
Leather |
50 |
| Pick |
60 |
Crossbow |
60 |
Brigadine |
80 |
| Battle Axe |
70 |
Arrow (20) |
50 |
Scale |
250 |
| Flail |
40 |
Bolt (20) |
60 |
Dragon Stone |
250 |
| Mace |
40 |
Javelin |
40 |
|
|
| Dagger |
30 |
|
|
|
|
| Short Sword |
50 |
|
|
|
|
| Broadsword |
60 |
|
|
|
|
| Greatsword |
80 |
|
|
|
|
There are several ways to escape Purgatory:
- Fight your way out through the front gate. This is a difficult
fight for starting characters and not recommended.
- Sell yourself to the slave market. Although selling oneself
as a slave seems a viable way out of Purgatory, it's not
the easiest route of escape. Plus, the Slave Estate offers
little value (although you do gain some experience checking
it out)
- Hide in the body bags and leave the city with
the rest of the dead.
- Find the secret passage (in the north-west) and swim out
through the hole in the wall (requires the swim ability)
- Find the secret passage (in the north-west) and the other
secret door.
- Exit through the Magan Underworld.
The Magan Underworld is not the safest place, but it is a good
option for escape. The entrance to the Magan Underworld is on
the west side of Purgatory, near the statue to Irkalla. Before
stepping into the Magan Underworld it would be wise to recieve
Irkalla's blessing. Offer the statue of Irkalla a worthy sacrafice
- a weapon should do nicely. If you recieve a response like
"Irkalla is pleased", then you should enter the Magan
Underworld (however, you may want to save first, as the Magan
Underworld is a dangerous place)
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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.
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QUAG BRIDGE
You need the Governor's Pass to cross this bridge. The pass
is obtainable in either Lansk or Lansk Undercity (easier).
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RUSTIC
One of the islands of Dilmun.
Accessable with the ship from Smuggler's Cove, this island contains
the Game Preserve, Scorpion Bridge and a Strange Building (the
Magic College).
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SALT MINES
If you sell yourself into slavery in Purgatory, you are sent
to the Salt Mines. 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 some experience and
eventually freedom from slavery. 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 with water),
a handle, a treasure of rocks and Dragon Stones (9 quantity).
You will find a thirsty man, use the filled cup and he will
give you his shoe strings. Using the laces |