                      DRAGONWORLD              PART I

You are Amsel of Fandora, friend of the Last Dragon. Suddenly, you receive 
a message from the last dragon in the dragonpearl that he has been drugged 
and kidnapped by the Duke of Darkness and is being held in the Southland. 
You decide to obtain the assistance of the Monarch of Simbala, Hawkwind, 
another old friend. 

 The journey will be long and hard. There are many ways of finishing the 
quest. Some puzzles have more than one solution and others need not be 
solved at all. This is but one possible solution. Remember that the arcade 
sequences are for your amusement or frustration and are not necessary to the 
quest!! You may find the picturesoff command useful in speeding up your 
quest. 

 So you board your boat, untie it and set sail east toward Simbala. As you 
travel east you soon find your vessel destroyed and yourself beached on an 
island. Quickly you discover vines and logs which you tie together to make a 
raft. You also find dragonbane which will ward off those evil coldrakes! You 
board the raft and soon drift east to Simbala where you are beached. 

 You head east where you find yourself in a dense forest. You keep heading 
east when you spot a windship overhead. Quickly gather the dry underbrush 
and start it on fire using your magnifying glass. The windship picks you up. 
As you wait you discover that the vessel is powered by jewels which burn 
when water is poured on them. You also learn that the dragonbane is placed 
outside the ship to keep away the coldrakes. 

 Finally you arrive at the palace. You enter and are taken to a large 
chamber. While there, you talk to Hawkwind who agrees to help you. You also 
talk to Ephrion who gives you some valuable information. Then exit the room 
to the south and you will find yourself on the stairs. Hawkwind asks whether 
you wish to take the horses or the windship. Either will do. If you go up, 
board the windship and set off to the south. A coldrake approaches!! You put 
the dragonbane outside the ship and Hawkwind swerves to avoid the beast. 
Unfortunately, you crash. The ship is destroyed but you are both unhurt. 

 You find the ship caught in a tree so you climb down and continue east on 
foot. The trail then leads south, southeast and finally east where you come 
to a fork. Avoid the swamp to the south with its dreaded swamp monster and 
head southeast to a north-south road. Keep going south until you find the 
road overgrown. There you see some rare tanna leaves which you gather up. 
The path continues to the southeast. You then follow the path south to the 
mine entrance. Enter the mine and take a torch. 

 You head south but find a crying woman blocking your way. Comfort her and 
she gives you a wolf's tooth, the symbol of the thieves guild. You remember 
that Ephrion mentioned a book in the Kandesh library with a wolf's tooth! 
The woman slips away into the shadows, and you continue south only again 
finding your way blocked! This time by the Kuln. Fortunately, they are 
afraid of light and they let you pass when you wave the torch. 

 Continue south where you find a pile of rock. Move the long flat one which 
reveals a tunnel and another cavern to the southeast. There you find a 
skeleton. You examine the skeleton and find a small key. Take the key and go 
up into a small cave. Follow the daylight to the south and you find yourself 
on an ancient road. To the south are the ruins of a villa. Go south to the 
ruins and then west to an old atrium. 

 You see a tree sculpture with ancient amber treebears. You try to reach 
them but they are too high. Ask Hawkwind to help you and he lifts you up and 
you take one. Then go back to the road and keep going south to the gates of 
Kandesh. You see a large knocker and try to reach it. Again Hawkwind comes 
to your assistance and knocks for you. The guard eyes you suspiciously but 
lets you pass when you show him the tooth. You then enter the City of 
Kandesh and head south past the residential area to the plaza. 


                      DRAGONWORLD             Part II

 You find yourself in a large plaza, unsure of where to start. You notice 
the Garrison to the west which you decide would be best to avoid. Head 
northwest to the restaurant. You decide not to dine despite the hunger pangs 
and go south. You see the medicine man is selling an elixir which you decide 
may be useful in the future. Pay him the 40 talmas and go north and then 
southeast back to the plaza. 

 Then go northeast to the music shop. You hear some strange music in the 
alcove and go northeast to investigate. You find a monkey playing sleep 
inducing music on the flute. He asks you to imitate his tune. Quickly and 
carefully play D S F A on the xylophone. The monkey is delighted and gives 
you his magical flute. Leave the alcove and head back southwest to the 
plaza. 

 You remember Ephrion mentioning a book, so you head southwest to the 
library. You find the reading room door locked. Break the lock with your 
sword and enter. You find nothing much of interest so go west. Here You see 
a huge dazikar chomping on books!! Quickly head upstairs where the beast 
can't follow you. There you find the book with the wolf's tooth! Unlock it 
with your key. It tells you of a safe place under the city! 

 Your excitement turns to fear when you realize you must get past the 
monster. Your mind races. You decide to give him a really good meal and take 
the encyclopedia and throw them at him. While he is hiding in his hole, 
quickly run down the stairs and out of the library the way you came in. You 
are back in the plaza. 

 The music in the bazaar is alluring and you head southeast. You see a Rayan 
woman who for 5 talmas may tell you some very important information, then 
again she may only give you a flower. You decide not to visit the physician, 
the artist, the moneylender or the gaming house. The armorer you will save 
for another visit. If you decide to enter or leave Castle Doomhaven by the 
front entrance you will need an assassin's cowl which you can purchase from 
the tailor. In this walkthru a cowl is not needed. 

 Go southeast to the tavern. You and Hawkwind sit down at the bar and order 
a drink. Pay the bartender, who gives you wine called Dragonsblood. Before 
you can drink it you find yourself injured and robbed in a brawl. Hawkwind 
carries you to the Physician's tent. You talk the physician into letting you 
owe him the 20 talmas and leave your dagger with him for insurance. Leave 
the tent to the south then go northwest back to the plaza. 

 You decide to visit the Alchemist and go east to his shop. Ring the bell 
and he angrily answers saying his Philosopher's stone was stolen. He then 
throws a ring at you. You take the ring and see the word LAVA etched inside. 
You then examine the unused furnace and find you can enter it. 

 You do and find a trapdoor which you leads you to a tunnel. You look around 
and see a very black stone which you take. Hawkwind tells you its the 
Philosopher's stone! Then go west into the thieves den. They look at you 
suspiciously and demand identification. Show the tooth and they greet you 
warmly. Leave to the west. You keep west until you find the thieves treasure 
trove. Take the talmas and the tuning fork and go upstairs. 

 You find yourself in the Garrison's vault. Exit north into the plaza, and 
go southwest to the bazaar, then north to the physician and pay him the 20 
talmas. He gratefully gives you back your dagger and some dragonscale as 
well! You leave to the south and reenter the bazaar. You go west to the 
armorer. You buy some rope and ask him about the starsword. 

 You remember the Rayan woman saying "The blood of dragons will set the 
sword of dragons free". Pour the dragonsblood on the rock and take the 
starsword. The armorer asks for 100 talmas for the sword which you gladly 
pay him. You are warned that the sword can be used only once. You leave the 
armorer happily to the east and head northwest to the plaza. 


                      DRAGONWORLD             Part III

 Head south from the plaza to the Boulevard of Death, then west to the 
cemetery and south to the Cenotaph. With Hawkwind's help you move the marble 
door and enter finding a crypt with a crystal cover. You hit the tuning fork 
and the pure note moves the crystal, revealing stairs leading down. At the 
bottom of the stairs you find yourself in a north-south corridor beneath 
Castle Doomhaven. Go south and then up the stairs to the strong room. Take 
the jade key, the ivory and the plank and go back to the bottom of the 
stairs. 

 Head north to the cistern and then east. You are at the edge of a pit. You 
place the plank across the pit and go to the eastern side. Continue east and 
you find yourself in front of a lead cell with Prince Alyn inside. You 
remember the Philosopher's stone! Touching the stone to the lead bars indeed 
turns them into soft gold that can easily be bent. You release Alyn and head 
southwest to the bottom of the stairs. 

 Go north and up the stairs to the crypt. Exit the Cenotaph, go through the 
cemetery and east to the Boulevard of Death. You go north to the park and 
then southwest past the hedges to the palace. Enter the palace to the west. 
The guards recognize Prince Alyn they let you pass. Alyn brings you into 
Tormalion's chamber. Tormalion thanks you and asks you how he may help you. 
You ask him about Dragonmount. As you exit, he rewards you with a large 
diamond and the guards escort you out. 

 You end up usually back at the park. You then decide to poke around the 
palace and go southwest past the hedges to the palace entrance and then 
north. You find a path and go west. The path continues west and south. You 
go south and find a large mosaic with treebears. One branch is empty. Place 
your amber treebear on it and a door opens. Enter and follow the hall south 
to the treasury. Open the door and enter. Inside you find a piece of ivory 
and take it. Then go north until you are again outside the palace on the 
path. 

 Go north and then west to the dock. Enter and untie the boat and row west. 
You then see a sunken ship. You may examine the ship if you like but it's 
dangerous and the conch shell you find is of no use to the quest. Keep going 
west to the beach. Get out of your boat and go west. You find a rock with a 
piece of ivory in it. You pry it loose with your dagger but find that the 
crack is the mouth of a monster! In fact the island IS A MONSTER!! 

 You remember from the Rayan woman that "music soothes the savage.....". 
Play your magic flute and the monster falls asleep. Take the ivory and run 
to your boat. Board the boat and row east back to the dock. Leave the boat 
and continue east until you reach the south path to the front of the palace 
and follow it south. From the front of the palace you go northwest past the 
hedges to the park. You then follow the road south to the southern gates fo 
Kandesh. 


                    DRAGONWORLD               PART  FOUR

 Leave Kandesh and follow the road south. To the east you hear singing and 
go there to investigate. There you find a Rayan camp but something catches 
your eye to the south. It looks like a sail. You go south to the Rayan 
clearing and see a Simbalan windship. Climb up the rope to the ship. Pocket 
a few jewels and then pour water on the jewels in the brazier. The jewels 
start to burn and you take off to the west. 

 You land at the base of dragonmount, again with your ship destroyed! Go 
west to the waterfall, Hawkwind suggests that you divert the river. You 
remember the jewels and throw them in the waterfall. An explosion occurs and 
reveals a cave to the south. As you enter the cave the walls covered with 
spikes begin to close on you. Quickly climb up the spikes and open the 
trapdoor. You go up into the middle of a volcano with molten lava in front 
of you. 

 Suddenly, you remember the ring and throw it into the lava. The lava 
solidifies into rock and you make your way south to a beautiful door. The 
door unlocks easily with the jade key and you enter a mirrored room. A huge 
warrior threatens you. You are disoriented by all the mirrors so you begin 
to break them with your sword. As you do this, you notice that it is having 
the opposite effect on the guard. He is more disoriented! 

 Finally, several exits will appear...but you still have to contend with the 
guard. You ask Hawkwind for help. When the guard is faced with fighting 
Hawkwind without the mirrors, he runs for his life!! Avoid the exit to the 
south since it goes to the maze. Go east into the room with the wheel. When 
you turn the wheel the room goes up and reveals a new room to the west which 
you enter. There you find some runes which Hawkwind helps you decipher. They 
give you a recipe for a captive's cure. 

 Follow the insructions and place the elixir, dragonscale and tanna into the 
cauldron. Get the sticks and rub them to start a fire in the fireplace. 
Place the cauldron on the fire and take your cure when it is finished. 
Examining the room you discover a hook. Throw the rope up at it and climb up 
to the cupola. You see a pattern of a dragon carved in the crystal. After 
searching your possessions, you decide to try the ivory pieces. Insert the 
ivory pieces into the pattern which reveals a hidden doorway to the south. 

 You enter and find yourself in a crater with a platform to the west. The 
Last Dragon is on the platform drugged and chained. Go to him. Cut the chain 
with the starsword and give him the cure. The dragon is back to himself 
again! Then the Duke of Darkness appears and threatens all of you. You 
remember then what Ephrion said to you and you say "Darkness fears the 
flame" The Last Dragon bursts forth with a huge flame and the Duke is 
defeated. You have suceeded in your quest and the Last Dragon is very 
grateful. 


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