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Читы для Dragon Wars

Чит-файл для Dragon Wars

Dragon Wars

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Interplay Productions
Издатель:Interplay Productions
Жанры:RPG
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1990 г.

Solution [ENG]

Информация актуальна для
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
. 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.


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. 

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 . 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.
 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 . 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  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 . 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  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 .
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  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 , 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  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 . 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 . 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 
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 . 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  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  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 , 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 . 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 . 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 , 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 , 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  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. 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 . 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!

• 1990 by Wyvern (Wyvern@cup.portal.com).

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