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Article: 11968 of rec.games.misc
From: Wyvern@cup.portal.com (Jeanne Wyvern Harlan-Marriott)
--

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 and the Ultima
series . 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
and the MAGAN UNDERWORLD 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 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 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. 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
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. 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 and another on
the thiefly skills . 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
. 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 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. 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 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 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
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            a great axe!
                Speed Wand
                Bomb <3 quantity>
                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       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 which will cause damage to your party> and reap the following:
ARMORY:          Axe of Kalah      str 18
                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 . 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        
                Dazzle            
                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.
    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 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 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 . 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      
                Vorn's Guard      
                Cowardice        
In the northwest are of Dragon Valley there is an encounter with the Queen
Dragon. Use the DRAGON GEM 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 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
                Spike Flail
                Mystic Might      
TREASURE 2:      Crush Mace
                Spell Staff
                Healing Potion
TREASURE 3:      Gold <1000>
                Dragon Horn       Rage of Mithras
    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 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        
                Charm            
                Luck              
                Lesser Heal      
                Mage Lite        
                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      
                Mystic Might 1000      
                Rev. Glamour 1000      
                Sala's Swift 1000      
                Vorn's Guard 1000      
                Cowardice    1000      
                Soften Stone 1000      
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      
                      Spell Staff
                      Charger          
At the Brew Brother's you will find the volunteer Halifax who is a better
addition to your group than Louie . 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 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            
                Fire Column            
    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 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 on this island an Ambush area
on the northeast coast which will result in you being thrown into the
dungeon under Kingshome .

KINGSHOME CASTLE:
    Accessable from the Kingshome Dungeon and from King's
Island . 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 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        
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
                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        
                Zak's Speed      
                Kill Ray          
                Mage Fire        
                Dazzle            
                Sun Stroke        
TREASURE 3:      Lanac's Spectacles                                     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 or the Lansk Undercity 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  
Kings Ticket      50g              Wood Spirit   100g  
Citizen Papers   100g              Cure All      100g  
                                  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 . In the center of
this area is a 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 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 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    
                Fire Summon      
                Fire Light        
                Elvars Fire      
                Ice Chill        
                Big Chill        
                Dazzle            
                Group Heal        
    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 . 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 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 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        
                Holy Aim                
                Armor of Lite          
                Major Heal              
                Summon Salamander      
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            
                Reveal Glamour          
                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 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 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      
                Fire Blast        
                Insect Plague    
                Scare            
TREASURE 2:      Brambles          
                Greater Heal      
                Cure All          
                Invoke Spirit    
                Beast Call        
                Wood Spirit      
    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        
                Insect Plague    
                Scare            
                Inferno          
                Big Chill        
    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 in the Lansk Undercity. Passage to Lansk
Undercity costs 500g. Wearing Pilgrim's garb 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      
                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    
                Major Heal        
                Disarm Trap      
                Wood Spirit      
                Holy Aim          
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 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    
                Sun Stroke        
                Death Curse      
                Create Wall      
                Mithra's Bless    
TREASURE 2:      Plate Mail
                Tri-cross        
                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        
                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 .
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 .
    Paragraph notes for Quag Bridge: 47

RUINS:
    See TAR'S RUINS

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 .

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 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 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 . 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 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      
                Sun Stroke        
TREASURE 2:      Healing          
                Cloak Arcane      
                Sense Traps      
                Scare            
                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        
                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 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 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      
                Old Peg Leg
                Hook
                Parrot
                Heavy Plate
                Jade Eyes        
    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 . 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      
                Jewels            
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 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 . There is a locker
to be found in this area 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 :
    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        
                Elvar's Fire      
                Exorcism          
                Guidance          
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: 23

TAR'S RUINS :
    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        
                Death Curse      
                Sun Stroke        
                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 , DRAGON HORN mithras spell>, and the SPEED WAND . 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 ,
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 square wide hallway> use the DRAGON GEM. The Queen Dragon will answer and
rout Namtar's army 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 in the extreme south
of the Magan Underworld. Namtar will spring to
life yet again. Defeat him and use his ashes
 
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. 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 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.

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