
                                   DRAKKHEN
                                   --------


STUFF ADDED/CHANGED IN THIS VERSION:
------------------------------------
- cracked, filed, packed/repacked, linked
- HD compatibility
- Falcon030/TT compatibility
- 8/16 MHz switchable on MegaSTE
- all data + save data fit on one single floppy disk now
- fixed some screen flicker in main game
- fixed a bug where a character could loose almost all of his hitpoints
  when a very high level was reached
- fixed some bugs in the built-in cheat screen
- fixed a bug in the creator program (show incorrect amount of money)
- added quit option
- added memory snapshot option
- added in-game trainer with easy access to built-in cheat mode plus
  a couple of new options


SOURCE:
-------
Pasti images from original disks


NOTES:
------
- When you start DRAKKHEN.PRG the program will always default to the
  original party and start position. To load your last position or to use
  a new party from the creator program click on the disk symbol and then
  on "Load adventure".
- There's only one save slot when you use "Save adventure". If you want
  to have more than one saved game it's more sensible to use the memory
  snapshot feature instead.
- There's one room in Prince Haaggkhen's castle (the one with the draw
  bridge slamming shut when you step onto it) where your characters
  might seem to get stuck at certain points in the room. I'm not sure
  whether this is a bug or if that's done intentionally. Anyway, I left
  it as it was in the original. You can 'unstuck' your character by
  selecting a character that's in another room and then switch back to
  the stuck character.
- I've read about a bug where magicians or priests may loose all their
  magic points when they have reached a very high level (about level 20
  or so). I was not able to replicate this bug in my version. There was
  a similar bug though, which reduced the maximum hitpoints to almost
  zero when you had a very strong character with 250+ hitpoints and
  levelled up again. This bug has been fixed.
- At the moment you can not import your old saved game disks into this
  version. I might add this feature in a future build. In the meantime,
  if you're desperate to play with your old party, just send me an image
  of your old characters disk and I'll incorporate it into this version.


A FEW QUICK TIPS TO GET YOU GOING:
----------------------------------
Many people don't know what to do in this game or even don't know how
to move their party around. So here are a few quick hints:

- To travel the landscape hit the RETURN button, then use the cursor keys
  or the joystick to walk around. Hit RETURN again or click the left mouse
  button for the GUI.
- Equip your characters by right clicking on their pictures on the top
  left part of the screen. The character info will appear. Right click
  on the green inventory items to equip them.
- To get past the shark in front of the first castle wait until its fin
  is to the right of the drawbridge, then enter.
- Click on the sword icon to put your party into auto fight mode. When
  inside a castle leave auto fight off when you're not being attacked.
- To cast a spell instead of using your weapon right click on the sword
  icons in the lower left of the screen. Click on the arrows to select
  the spell you want to use.


EXTRA KEYS IN THIS VERSION:
---------------------------
Control D        - quit to desktop
Control 1 - 9    - save memory snapshot #1 - #9
Control F1 - F9  - load memory snapshot #1 - #9

Hidden keys on the Klaz intro text screen:
H - toggle 50/60Hz (on Mega/ST/E)
L - toggle internal speaker on/off (on Falcon/TT)

Please see below for original game controls and the keys you can use
with the in-game trainer.


TRAINER OPTIONS:
----------------
The in-game trainer will activate the original built-in cheat/test mode
as well as adding a few new options.
Note that the trainer keys will only be available when your party is
visible on the main screen, i.e. when you're not travelling around. Use the
following keys:

- F7
  add 1000 to treasure

- F8
  add 1000 to experience
  This will also cause your characters to 'level up' when the threshold for
  a higher level is met.

- F9
  maximize all stats
  Sets all primary attributes, except for protection, to a value of 240.
  You should have no problems to defeat any opponent now, even with your
  bare hands. :-)

- F10
  heal/resurrect party
  Repairs all damage done to your characters. Dead characters are
  resurrected.

- ALT
  show cheat/test screen
  Note: this option will only be available when you're not in a castle and
  not standing directly in front of it. The original game allowed this but
  would crash when actually using some of the functions.
  The cheat/test screen allows you to instantly teleport your party to any
  of the 8 castles as well as to other places of interest. You may also
  kill any monster that's on screen, view the end sequence or summon any of
  the 60 monsters the game has to offer. The second column from the left,
  with the numbers in it, has no function associated with it.
  Left click to select an option, right click to leave the cheat screen.

Additionally there are 2 built-in cheat options that can be invoked when
using the party creator program:
- Enter SUPERVISOR as the first character's name, then press Enter.
  Enter any name for the remaining characters, then begin game play.
  Press F10 to heal all damage and resurrect any dead characters.
  Note: you will have the same option enabled when you use the trainer in
  the main game.
- Enter 31415927 as the first character's name, then press Enter.
  Enter any name for the remaining characters. All characters will have
  (slightly) higher attributes.


MEMORY SNAPSHOTS:
-----------------
Memory snapshots can be saved/loaded at any time once the program has
loaded to the Drakkhen intro. There may be a delay until loading/saving
actually starts when the program is busy loading or unpacking data.


Klaz, November 2011


--------------------------------------------------------------------------
--------------------------------------------------------------------------



Below you'll find the original manual and a walkthrough. The docs are taken
from various places and left mostly unedited, so there may be a few spots
that differ from what you will see in my version.

Other Drakkhen docs of interest:

For a visual map of the Drakkhen world look here:
http://www.gamewinners.com/walkthrough/drakkhen/index.html

For another very detailed and accurate walkthrough for the SNES version
(which is almost 100% identical in gameplay to the the ST version, save
for the final end game) go here:
http://faqs.ign.com/articles/497/497675p1.html


===========================================================================
**************************** DRAKKHEN MANUAL ******************************
===========================================================================


I - BEGINNING OF THE ADVENTURE
------------------------------

IN DRAKKHEN TERRITORY
Your four characters appear in the action zone. You are in CHARACTER mode.
It is the most often used mode; you can move your characters individually
and let them act, fight, take objects, speak to creatures, meet etc. It is
also the mode which is used inside the dungeons.

Press RETURN; they will dissapear and you can move your team through the
world with the arrow keys or with a joystick. Beware of obstacles!!!! This
movement and visualization is called the GROUP mode (you move your team).
Direct yourself to the dungeon, you enter automatically CHARACTER mode. To
switch back to GROUP mode, press the RETURN key and keep on exploring.



II - CONVENTIONS
----------------

For easy understanding of these instructions, there are a few regulary used
terms which are explained here.
- To SELECT something, simply place the cursor on it and then confirm your
selection by pressing the left or right mouse button or an equivalent key.



III - MOVEMENT COMMANDS
-----------------------

IN GROUP MODE
You see what your characters see. They dont appear on the screen. The
environment around you moves.
Use cursor keys or a joystick for movement of your characters. This mode of
movement is available only in exteriors, not inside castles and dungeons.

IN CHARACTER MODE
You are in this mode :
- When having pressed RETURN in GROUP mode,
- Automatically when you meet somebody,
- Always inside the dungeons.
In this mode the characters are visualized. They move in an unchanging
environment.
With the mouse or the keyboard:
- Select your ACTIVE character,
- Choose where you want the active character to go and confirm (left
  button).
Inside the dungeons left click on a door to go to another room.



IV - SCREEN DESCIPTION
----------------------

           -----------------------------------------------------
          |          |                                          |
          |CHARACTER |                                          |
          |   STATE  |                                          |
          |          |                                          |
          |          |         ACTION ZONE                      |
          |          |                                          |
          |          |                                          |
          |          |                                          |
          |          |                                          |
          |----------|------------------------------------------|
          |WEAPON /  |                            |   COMMAND   |
          |     SPELL|                            |             |
          |          |   DIALOGUE ZONE            |     ZONE    |
          |   ZONE   |                            |             |
          |          |                            |             |
           -----------------------------------------------------

ACTION ZONE
All game events are displayed in this zone.

CHARACTER STATE
This window contains information concerning the condition of each of the
adventurers.

1) Visualization.
Each is represented visually. You can check what clothes they are wearing
and the weapons they are carrying. The character framed in red is the
ACTIVE character.
2) Level lines.
You can at any time check the general level of a character. Just look at
the three lines situated above above and beneath his picture.
3) Light.
If the light is red, then that character is the group leader.

DIALOLOGUE ZONE
This zone is reserved for specific descriptions and dialogues with
creatures you meet in the game. Some commands also appear in this window.

COMMAND ZONE
All directly accessible commands appear in this zone.

WEAPON/SPELL ZONE
This zone signals to the player that his characters are ready to use either
their weapons (sword symbol) or a magic spell(Drakkhen script). Each symbol
corresponds to a particular player. By placing the cursor on one of the
symbols, you will notice that a red frame is displayed around the
corresponding character (in the CHARACTER STATE zone).



V - ACTIONS
-----------

Activating a command : You have to be in charater mode.
In the COMMAND ZONE, left click on the command character of your choice.
NOTE: The ACTIVE character (framed in red) will carry out the command.

LOOK AT COMMAND ZONE (bottom right of screen).

     -----------
    | 7 | 8 | 9 |     1 - INSPECT     6 - ACTIVATE
    |-----------|     2 - LEAVE       7 - GREET
    | 4 | 5 | 6 |     3 - DISK        8 - QUESTION
    |-----------|     4 - TAKE        9 - IMPRESS
    | 1 | 2 | 3 |     5 - COMBAT
     -----------



VI - COMBAT AND SPELL COMMANDS
------------------------------

Remember that your characters will fight with the weapons or spells
previously chosen in the WEAPON/SPELL zone.

WEAPONS/SPELLS
Weapons: If you want to replace a weapon with a spell, move the cursor
corresponding to the chosen character (see red frame) in the Weapon/Spell
zone, and click the right mouse button. The selected weapon is the one the
character is holding in the Character state zone. To change a weapon, see
the Character Sheet.

NOTE: A character can only hold one weapon at a time.

Spells: If the character has a number of spells at his disposal, you can
choose to change the currently ready spell by left clicking on the little
arrow displayed right or left of the spellin the Weapon/Spell zone. To
replace a spell with a weapon, place the cursor on the spell and right
click.

INDIVIDUAL ATTACK
The active character will attack the creature you have selected by right
clicking on it. At each click, your character will strike a blow.
NOTE: The Active character will attack with the weapon you have previously
selected. You can change the Active character whenever you like.

GROUPED ATTACK
Left click on the COMBAT icon, and all your characters will approach and
attack the creature at the same time. To stop Grouped Combat, left click on
the COMBAT icon.
NOTE: You can, at any moment, select a new weapon or spell.



VII - CHARACTER SHEET
---------------------

Each character is defined by a number of personal characteristics, objects,
weapons and equipment. All these details can be seen in the CHARACTER
SHEET.

DESCRIPTION
To access the character's CHARACTER SHEET, place the cursor on the
character in the CHARACTER STATE zone, and right click. To leave the
character sheet, left click outside the character sheet. In the bar at the
top of the screen, from left to right appears: The class of the charater,
his name, his level then his points of experience.
Below are the explanations of the abreviations shown on the screen.

 Hpt.......Hit points
 Magic.....Magic points
 Strgt.....Strength points
 Dext......Dexterity points
 Intel.....Intelligence points
 Educ......Education points
 Const.....Constitution points
 Luck......Luck points
 Prot......Protection points

What they all mean:

NAME:- Name of character.

CLASS:- The character will be one of the following: Fighter, Scout,
Priest, Magician. The number of hit points varies from Class to Class.

LEVEL:- The character's level will rise as he gains Experience points.

EXPERIENCE POINTS:- A character wins these when he eliminates a monster or
suceeds with any attempted action.

HIT POINTS:- Any character with zero Hit points has taken more damage than
he could handle and is a dead character. Keep an eye on the current level
by looking at the red line in the CHARACTER STATE ZONE.

MAGIC:- The level of the magic points is indicated on the blue line in the
CHARACTER STATE ZONE.

STRENGTH:- This is a measure of the character's physical strength. Fighters
are supposed to have more than magicians.

DEXTERITY:- This indicates the character's manual dexterity. Scouts should
have plenty.

INTELLIGENCE:- Brainpower. Priests use more of this than fighters.

EDUCATION:- This is a measure of the character's general cultural level.
Magicians are usually well educated people. Not like scouts.

CONSTITUTION:- This is the character's level of health and robustness.

LUCK:- Some actions have a better chance of succeding when luck takes a
hand.

PROTECTION:- This depends on the armour and weapons the character has.

TREASURE:- Your characters will be using JADE coins.

OBJECTS:- All the objects the character is carrying.

ABILITY:- The charater's particular gifts or skills.

PIT:- Throw unwanted objects in to the pit.

NOTE: Each character may carry up to 8 items of clothing or weapons and 8
objects (flasks, rings...)

COMMANDS ACCESSIBLE THROUGH THE CHARACTER SHEET:

TAKE A WEAPON IN HAND OR PUT ON AN ITEM.
Right click on the object in question. You will see the object displayed on
the character in the CHARACTER STATE ZONE. The objects held by the
character are in red, while the objects he's carrying in his pack are
green.

HAND AN OBJECT TO SOMEONE.
Let's suppose the fighter wants to give his shield to the scout.
- For this purpose the characters have to be in the same room of a dungeon.
- Open the Fighter's Character Sheet,
- left click on the shield,
- keep the button down and drag the shield to the scout (in the CHARACTER
  STATE ZONE),
- Relaese the left mouse button.
Now open the Scout's Character Sheet; one of two cases will be true:

1) You can see the shield.
It's shown in green: The scout is carrying the shield in his pack but he's
not holding it in his hand. If you want the scout to take the shield in his
hand, then right click on it.

2) You cant see the shield.
This means the Scout is carring a maximum of 8 items and can't carry the
shield. The fighter keeps it.

NOTE: Certain character classes cannot carry certain objects.

THROW AWAY AN OBJECT.
To get rid of an unwanted object that one of your characters is carrying,
open his character sheet and left click on the object, keeping the button
pressed down. Drag the object in to the pit in the bottom right hand corner
of the character sheet. Release the mouse button; the object has
disappeared down the bottomless pit.

READ (Parchment, magic book....)
In the Character Sheet right click on the object. The object will appear in
red, which means he's holding it. The text will then be displayed on the
screen.

FILL AN OBJECT (Flask, container....)
Open the character sheet and left click on the object to hold it (it turns
to red). If there's a source of liquid nearby (fountain, lake....), the
object will be filled. The number of doses it contains is displayed in the
character sheet.

EMPTY THE OBJECTS OF AN OBJECT (Flask, container....)
Take the object in hand. Keep the left mouse button down and drag the
object to the pit. The object empties. Release the button; the empty object
re-appears in the character sheet.

DRINK THE CONTENTS OF A FLASK
Right click on the object in the character sheet.
Each time you click, the character drinks a dose.

REMEMBER: what a character's carrying or holding.
The GREEN objects are carried in the character's pack.
The RED objects are what the character's holding in his hand.



VIII - LEADERSHIP
-----------------

The group has a leader. The others follow him when the group moves from
room to room inside dungeons (assuming they're in the same room as the
leader). A red light shines above or beneath him in the CHARACTER STATE
ZONE.

CHANGING THE LEADER
Left click on the black (switched off) light of the character you wish to
designate as leader.



IX - THE ACTIVE CHARACTER
-------------------------

The active character is framed in red in the CHARACTER STATE ZONE. He's the
character you command at any given moment. If the active player is not the
leader, he can leave the group without being followed.

CHANGING THE ACTIVE CHARACTER
Left click on the character of your choice in the CHARACTER STATE ZONE or
in the ACTIVE ZONE.



X - CREATING A CUSTOM PARTY OF CHARACTERS
-----------------------------------------

Launch DRCREATE.PRG

You will play with a group of four adventurers, men or women. Each of the
four characters will have a number of qualities or characteristics:
strength, dexterity, intelligence, constitution and education. These
qualties will be at difering levels, represented by a certain number of
points; you will decide on the various levels when you create the
adventurers.

A)
First choose the characters sex. Click (left button or equivalent) on MAN
or WOMAN in the bottom left of the screen window.

B)
Select the character's class. Left click on one of the available choices:
Fighter, Scout, Magician or Priest.

C)
Name the character. Type on the name on the keyboard (Max 11 chars), then
press the RETURN key to confirm.

D)
Distribute the available points among the characteristics. The dice throw
gives you five figures (visable in the centre bottom screen). You decide
which figure is attributed to which characteristic. Do that by pressing and
keeping down the left mouse button on the figure of you choice, then
dragging the figure (score) to the chosen characteristic zone. NOTE: It is
a good idea to bear the character's class in mind when deciding his
characteristics.

E)
Satisfied?
If the adventurer you've just created doesn't satisfy you, left click on
NO. The dice are thrown once again. Remember, though, that you can only
restart two times. If you throw the dice for a second time, the program
will automatically choose the version with the last dice throw. Now create
the other characters the same way. You can check the characteristics of one
adventurer while creating another; just click on the character you want to
check. Keep the button down to see all his scores. Release the button to
return to the character you are already creating. You can choose to scrap
the group you have created, and start again. When the following message is
displayed: "Group Completed. Do you want these characters?", left click on
NO to start again.

F)
When you have clicked on "Yes" your party will be saved. Now press CTRL-D
to quit to the desktop, launch DRAKKHEN.PRG and click on the disk symbol.
Click on "Load adventure" to play with your created characters.
NOTE: when you have only 512kB of RAM you'll have to reset your machine
to quit the creator program.



XI - AT THE WEAPONSMITH'S
-------------------------

If you go to the weaponsmith's the playing system alters a little.

1) SELL SOMETHING
- Open the selling character's character sheet (right click).
- Place the cursor on the object to sell in the opened Character Sheet.
- Press and keep the left button down as you drag the object onto the
  weaponsmith's head (beside the pit).
- Release the mouse button.
- The weaponsmith will make you an offer (in the Dialougue Window).
- Click on YES OR NO to accept accept or refuse the offer.

2) BUY SOMETHING
- Move the cursor round the Action Zone. Whenever into a magnifying glass,
  you can obtain information about the object on sale:
- Left Click.
- You will see a catalougue. Each page contains an object your character
  can buy. There's a little arrow on the book which changes direction as
  you move the mouse (or joystick); turn to a page, right click when the
  arrow is in the desired direction.
- Each time you turn a page, you can read information on the object in the
  Dialougue Window.
  TO BUY the displayed object, click on the TAKE icon.
  TO LEAVE the weaponsmith's, click on the LEAVE icon.



XII - POWERKEYS
---------------

Here are some of the keyboard shortcuts.

 RETURN - toggle CHARACTER MODE ans GROUP MODE

Choosing a character in the CHARACTER STATE ZONE:

  F1 - selects the top left character.
  F2 - selects the bottom left character.
  F3 - selects the top right character.
  F4 - selects the bottom right character.

Each command represented by an icon can be transmitted through the numeric
keypad:

     -----------
    | 7 | 8 | 9 |     1 - INSPECT     6 - ACTIVATE
    |-----------|     2 - LEAVE       7 - GREET
    | 4 | 5 | 6 |     3 - DISK        8 - QUESTION
    |-----------|     4 - TAKE        9 - IMPRESS
    | 1 | 2 | 3 |     5 - COMBAT
     -----------


---
Typed by SCOTT of ORACLE. Edited by PARASITE and Klaz.





===========================================================================
************************** DRAKKHEN WALKTHROUGH ***************************
===========================================================================


1 Introduction, Getting Started,
  Mini-Walkthru, Troublesome Spots
2 Detailed Instructions for
  Hordtkhen through Haaggkha
3 Prince of Earth Revisited, Endgame



DRAKKHEN
Part 1

INTRODUCTION

Two common problems can arise when playing this game. The first comes in
not understanding that the game has a linear quality. Some places need to
be visited before others. Some players wander all over, raising the levels
of their characters, but eventually seeming to run out of new places to go,
and not being able to collect the eight gems necessary to finish the game.
The second problem is that the player's party doesn't have enough
experience levels to accomplish certain tasks. This walkthru (which is
based on the Amiga version of the game) will help you solve both of these
problems.


CREATING CHARACTERS

It makes little difference in game play if the characters are male or
female. The graphic representation of your character changes, however. A
good starting party includes one of each class: Fighter, Scout, Mage, and
Priest.

Give your Fighter high strength, your Scout high dexterity, your Mage high
education, and your Priest high intelligence.

High strength is useful for all the characters: Your Mage and Priest can be
as effective with a sword as they are with spells.


THE INTERFACE

Study the Instruction Guide. The Interface is logical but needs to be
learned. For instance, your characters will have weapons and armor, but
only in their packs. You will have to equip your characters. Select the
character you want to equip (right click on the mouse) and the Character
sheet will load. Click on the items you want to equip. They will turn red,
and you will see the objects appear graphically on your character.

The Instruction Guide does not explain the circle near the pit you see on
the Character sheet. This is where the gems you will get from the Dragon
Princes and Princesses are shown. There are eight gems.

Remember, you can only save your position when you're outdoors (in Group
mode).


THE LANGUAGE OF MAGIC

Before casting a spell, you should be a bit familiar with the language.
Turn to "The Book of Spells." The first spell is HEAL MINOR. It is spelled
HEALMIN in Draconian. The Lightning spell is spelled LIGHTNG. Invisible is
spelled INVISIL. Cure is spelled CURE, Light is spelled LIGHT. Knowing the
Draconian alphabet will allow you to translate the various potions you
find. Remember that you will only find abbreviations of the spells on the
potions.


MINI-WALKTHRU

This game is classical CRPG. You _must_ develop your characters in order to
defeat monsters along the way. The monsters progressively get stronger;
therefore, your characters need to increase their experience levels, and
acquire better weapons and armor as the game progresses. There is no need
to progress beyond 16th level for any character.

You can pretty much explore at will (if you can survive the monsters); but
if you want to finish the game, there is an order of events to follow.

Generally, the objective of the game is to visit all eight of the Dragon
Princes and Princesses in the game, and get their gems (tears). Then your
characters can perform a final ritual and restore magic (and dragons) to
the Universe.

The order of events begins near where your characters are placed in the
beginning of the game, on the path to the Prince of Earth's castle. (It has
a shark swimming in the moat.) You must enter the castle and talk to the
Prince (use the "?" icon). He will send you to his sister's castle. You
will get a message there that she has been captured along with a human
prisoner.

Go back to the Prince of Earth and talk to him (bearing the tale of this
message), and he will tell you that the Prince of Water has the prisoner.
The Prince of Water's castle has a drawbridge that slams shut when you step
on it. You must find the prisoner hanging in a cage and release him. He
will tell you that the Princess of Air has your sister.

Go to the arctic and visit an Ice Palace near the Weapon Master's hut. You
will receive a message sending you to the second (more westerly) Ice
Palace. There, you can rescue the Princess of Earth, who will give you the
first gem, and tell you to go to the Princess of Water's castle. (It looks
like a Chinese Pagoda).

The Princess of Water will give you a weapon and armor and send you to kill
the Prince of Earth. After doing so and getting the second gem, revisit the
Princess of Water. She will give you the third gem, and send you to the
Princess of Fire (the white Minaret in the desert). You can get the fourth
gem from Princess of Fire's, without killing her. Walk into the next room
and kill her guards.

You will meet the Prince of Air in the Minaret. He will tell you to go kill
his sister (the Princess of Air). Go back to the Ice Palace and do so. You
will then receive the fifth gem, and after meeting the Prince of Air there,
you will get armor from him as well as the sixth gem.

You will be sent to kill the Water Prince at his Water Palace. Killing him
will get you the seventh gem. Now, you must kill the Prince of Fire in the
Pyramid to get the eighth gem.

Your characters must now perform the final ritual, and step on one of the
firepots to end the game.


TROUBLESOME SPOTS

THE MAGIC SKILL LINE (BLUE) DISAPPEARS. This only happens when the
character has reached the maximum (about level 21). Since the characters
need only go to level 16 or so, this problem need never come up.
NOTE by Klaz: I was not able to replicate this bug.

THE ATTRIBUTES OF THE CHARACTERS GET LOWER AND LOWER. This happens when you
throw away attribute building scepters and rings without first selecting
(activating) them. In other words, if you have a character whose strength
is normally 10, and he has a scepter which raises his strength to 12, make
sure you throw the scepter away (or sell it) when his attribute reads 12;
otherwise, he'll go from 10 to 8!



DRAKKHEN
Part 2

PRINCE OF EARTH (HORDTKHEN)

The game starts outside of the Prince of Earth's castle. You are facing
east. Go east and you will see the shark swimming around in the moat. You
need to sneak by the shark to enter the castle. You can wait until the
shark swims under the drawbridge and past your group, or you can have the
walking character use an invisibility spell to get by the shark.

Once inside the castle there are doorways with symbols on them. The symbols
are for Earth, Air, Fire, and Water. You will need to manipulate the earth
sign to de-energize the force field on the door. Don't worry about pressing
the wrong symbol. You're going to need to do that many times, anyway, in
order to build up some experience points. Hunchback type creatures come
out, but they are fairly easy to defeat.

If you win, exit the castle, and save the game. Random factors are built in
so that the hunchbacks can become very powerful; eventually, they will
probably defeat your group. Don't do battle with them more than once or
twice before saving and healing. (By the way, grab the shield on the wall.
A new one appears each time you leave and come back.)

Healing takes time. You can wait outside the castle until you've healed, or
you can speed up the time a little by using a Minor Heal spell. Have your
healer stand at an angle behind the damaged hero. Aim the heal spell at the
hero's knees. You should see a message that the character was healed so
many points. Major Heal is a much better spell. It heals everyone in the
group without having to aim the spell, but it takes a while to get the
spell.

When you're bored killing hunchbacks, you can always explore the paths
around the castle. One of them leads to a Tavern where you can pay for some
hints. The more money you have, the more hints you get. There are some huts
to the south and west of the tavern. Remember to go around the hut, and
you'll find another hut further west. You can get information from the
inhabitants of the huts.

Back to shark castle. After you have gained a level of experience, enter
the energy door. The monsters will be a little tougher inside, but you
should be able to defeat some of them. To the right you'll find
(eventually) a golden lizard in what looks like a laboratory. (Note on
opening doors: I usually used my scout who had an Unlock spell. You can
find keys, however.)

On the floor are two messages that you will be able to read if you step on
them. After reading them, you'll be able to make use of the skull you see
in the room. Turn it until you hear two clicks. This reveals a secret door
which you should find in a room near the Prince of Earth. To find the
Prince, go left when you enter the energy door, and talk to him (with the
"?" icon). Have your group combat icon turned off when you talk to him.
He'll tell you to go visit his sister to the east. Before you leave, check
out his room. You may want to come back a few times. There is a set of
armor in a niche in the wall. Grab the armor, leave the castle, and save
the game. When you come back, grab the new armor that appears. Behind the
Prince of Earth you will find the room that should have a secret door
revealed. If the secret door isn't there, go back to the laboratory, and
experiment with the number of clicks turning the skull. Two is the number
that worked for me.

Beyond the secret door is a healing pool, among other things. (You can use
one of the empty flasks you find in the laboratory, and fill it.) The
healing pool restores hit points. Another secret door will be revealed if
you have a character stand on the grate, and keep him there while the
others explore. You'll find a room with sepulchers. They have writing
engraved on them. You will also find a room with four coffins. There are
some tough monsters in these rooms, so be careful, and realize that there's
nothing important here. Take a quick look and get out. You'll have to come
back to the sepulchers later, but not until the end of the game.


PRINCESS OF EARTH (HORDTKHA)

After you've been able to kill the golden lizard in the laboratory several
times, you can hunt for the Princess of Earth's castle to the east. The
first time you're in the laboratory, you may want to bring in only one of
your characters (after making him invisible). Let him turn the skull, and
grab a flask.

The easiest way to the Princess of Earth's castle is by going west. You'll
find a teleport in a grove of trees in the northwest. The teleports in the
game are a lot of fun. It's like flying over the whole country between
teleports. It's completely visual. Going west is a little tricky. You'll
want to go north to walk around the firepots, then south to pick up the
path again. Along the way you may find the Chinese Pagoda (home of the
Princess of Water).

When you reach a castle that looks exactly like the Prince of Earth's
castle (minus the shark), you'll have found his sister; she's not at home.
Report what you find to the Prince of Earth, and he'll send you to the
Prince of Water.


PRINCE OF WATER (HAAGGKHEN)

The Prince of Water's castle is almost due north from the Prince of Earth's
castle behind a river. You need to cross a bridge and pass by a destroyed
city. His castle has a drawbridge that slams shut when it's stepped on, and
crushes the character doing the stepping. A simple Unlock spell will
prevent this.

The Prince of Water's castle is very tough. You need to increase levels
before being able to explore it. I took my group further north into the
arctic, which is quite dangerous; there are lots of experience points to be
gained there.

Save before you go, and don't go too far. Win a battle, return to the Water
Castle, and save. Go back to the Arctic, and continue this routine until
your group is at least fifth level. (The Weapon Master is in the Arctic.
You can buy and sell items there, but make sure you pick up the two shields
he has for sale. He doesn't have much else of value.)

When your group is at least fifth level or so, you can try exploring the
Prince of Water's castle. Once inside, go north twice, then west. This
should place you outside the checkered room. This room is dangerous; the
birds inside are magically enhanced and can't be fooled by an Invisibility
spell. They can literally peck you to death as you cross the room. Send
your characters across one at a time. The Mage and Priest can use Haste
spells. They will probably pick up some damage, but they should be able to
make it through the exit door in the center.If they hang around in the room
outside, the birds will follow. It's best to have your scout and fighter
cross first, and kill the birds in that room, not in the checkered room.

After the checkered room, you go through a series of rooms, some of which
are guarded. You don't have to kill the guards if the characters can sneak
by them, but your scout and fighter should easily be able to kill them. Be
careful to NOT have the "Group" icon on when you go through the fireplace
rooms. The second fireplace has a trigger stone in the middle of the room.
Do NOT have more than one of your characters step on that stone. Preferably
the last one. You'll hear a click, and a secret door will be revealed in
one of the rooms past this point.

When you find the room with the secret door, enter the door. You'll find a
pool, another room or two, and, finally, a dark room. (Use a light spell or
burn a torch.) In the dark room there is a small fountain. Have a character
walk up to the fountain and examine it; he'll be transported into a Water
room. There is some useful armor on the walls of the Water room. If you
have Invisible rings for the mage and priest and Protection rings for the
fighters, it will be helpful. Water elementals spring up in a never-ending
supply in this room. You may choose to stay for a while and build up
levels. (Use a Heal spell whenever you're running low on hit points.) In
the room next to the water room, you'll find a prisoner in a cage.
Manipulate a trigger button near his cage and free him. He'll thank you if
you were successful. You will not be able to enter the ice palaces without
having first freed this prisoner.

After freeing the prisoner, you will find a room with more sepulchers with
writing on them, a very dangerous energy field (use a Shield spell to get
the armor if you want it), and a dangerous undead creature. Beyond this
room you will find the exit out of the castle. (You will need all of your
characters at this exit to use it.)

Upon finishing this part of your explorations, congratulate yourself on a
job well done: It's one of the hardest exercises in the game.


PRINCESS OF AIR (NAKHTKHA)

There have been clues telling you that the Princess of Earth was captured
by the Princess of Air. She lives in the arctic; it's time to go to the
North Country again. The green path that leads you to the Weapon Master is
also the path that will lead you to the Ice Palace. Don't take the branch
off to the Weapon Master. Follow the path to the next branch, and take that
one. You'll get a message that indicates no one is at home. You'll have to
go to the second Ice Palace. It looks exactly like the first one, but is
much further west, hidden from view behind a circle of inverted icicles.

In the second Ice Palace you will be able to find and release the Princess
of Earth from her dungeon cell. You can find it by going through the first
door to your right once you are past the energy fields. She will tell you
to go to the Princess of Water's castle (the Chinese Pagoda, remember?),
and she will give you a gem -- the first of eight tears you will get in the
game.


PRINCESS OF WATER (HAAGGKHA)

It is possible (and useful) to enter the Chinese Pagoda with the aid of a
teleportation spell earlier in the game. (Inside you will find a set of
golden armor and some dragon swords; these will make getting through the
Prince's Water Castle much easier.) You do not need the teleportation spell
now, however, because you are welcomed into the castle. You will find the
Princess in her throne room. She will give you her gem (number 2), some
armor, and a weapon. Then, she'll ask you to kill the Prince of Earth.


DRAKKHEN
Part 3

PRINCE OF EARTH REVISITED

Killing a prince is not an easy task. It takes lots of levels to do it
easily. If your characters aren't in their teen levels, you may want to go
back to the Water room in the Water Castle, and build them up a bit more.
(Above level 16 is unnecessary; above level 20, your characters may lose
their magic abilities.) I was able to kill the Prince with the dragon sword
+2 (given to me by the Water Princess). My level 12 Mage used it after he
boosted his own strength with strength spells. He was also protected by a
shield spell. You may need more experience levels, or find different
strategies that work. After killing the Prince (and getting the third gem),
go back to the Princess of Water for another mission.


THE FIRE PRINCESS (HAZULKHA)

The Princess of Water sends you to the desert. You must find the Minaret
and get the gem from the Princess of Fire. It is possible to get the gem
much earlier in the game. The Minaret opens only at dawn. You can kill the
Princess, but the fourth gem you seek is in the next room. You'll have to
kill her guards to get the gem. Explore the Minaret, and you'll find the
Prince of Air. He'll ask you to kill his sister, the Princess of Air.
(She's in the second Palace of Ice, remember?)


THE DEATH OF THE AIR PRINCESS

The Air Princess is in her throne room. It's a fairly easy battle. You get
your fifth gem, then later you'll meet the Prince of Air (Naakhtkhen).
He'll give you the sixth gem as an additional reward. He'll also send you
to kill the Prince of Water.


THE DEATH OF THE PRINCE OF WATER

The Prince of Water is in his throne room. This battle will be very hard.
You may need to have your characters at level 14 (or higher) before you can
easily defeat him. I used a level 14 scout armed with a dragon sword +2 and
two Shield potions. Killing him gives you the seventh gem.


THE PYRAMID AND THE FIRE PRINCE (HAZHULKHEN)

The last gem belongs to the Fire Prince. The battle against him is fairly
easy; getting into the Pyramid isn't either, it's just tricky. Go around to
the back entrance, line your characters up between the two arrow pools, and
face the Pyramid. You'll be able to get in that door.


ENDGAME

This is _very_ tricky. The only clue I found was something the old sage
that pops up in various places said. This time, I found him on a path near
the firepots. (Some people refer to this as the "Dragon's Landing Strip.")

Translating what he tells you, you must visit the rooms with the sepulchers
with the writing on them (there are four locations and eight sepulchers).
You must examine each sepulcher (this constitutes reading it), even if
you've examined them all before. The whole ritual reads:

"From Your Humble Servants, To Almighty God, Source of Life and Death, Free
The Remorse."

Having read that prayer (in any order), you can go to a firepot, and divest
your characters of everything they're carrying (e.g., armor, weapons,
rings, scepters, potions, etc.). You must turn off the "Combat" icon, and
make sure you have no spells in effect.

Now, step on a firepot. Enjoy the end sequence.
You deserve it because you've finished the game!

