"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~""" 8""""8 8 8 eeeee eeeee eeeee eeeee eeeee e e e eeeee eeeee e eeeee 8e 8 8 8 8 8 8 8 8 88 8 8 8 8 8 8 88 8 8 8 8 8 88 8 8eee8e 8eee8 8e 8 8 8e 8 8e 8 8 8 8 8eee8e 8e 8e 8 88 8 88 8 88 8 88 "8 8 8 88 8 88 8 8 8 8 88 8 88 88 8 88eee8 88 8 88 8 88ee8 8eee8 88 8 88ee8ee8 8eee8 88 8 88eee 88ee8 FAQ/Walkthrough PC 1984 Version: 1.1 released on the 24th of April 2010 Author: odino http://www.gamefaqs.com/features/recognition/47976.html This guide is EXCLUSIVELY available at GameFAQs. .============================================================================. | .========================================================================. | | | TABLE OF CONTENTS | | | '========================================================================' | |============================================================================| | 01.) Introduction | G0100 | | 02.) Basics | G0200 | |----------------------------------------------------------------+-----------| | 03.) Command Walkthrough | G0300 | | 04.) Full Walkthrough | G0400 | |----------------------------------------------------------------+-----------| | YY.) Version History | GYY00 | | ZZ.) Credits & Thanks | GZZ00 | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'Dragonworld' for the PC, a text adventure released by Byron Preiss Multimedia in 1984. It was also released on the AppleII and C64. There are two walkthroughs available to pick from. The first is only the list of commands you need to input in order to complete the game. The second includes all the text description outputted by the game. The latter includes spoilers so only play if you are reading it more like a novel. Suggestions, comments or errors - email me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== It is up to you to rescue the last dragon in this world. You and your companion Hawkwind must go and save him from the kidnappers. Dragonworld is a pure text adventure so all your input are commands. The parser will try to understand and the story unfolds if they are acceptable. All commands are listed starting with '>' but you do not need to type this as well ignoring capitalization as you please. QUIT exits the game. No confirmation required. SAVE saves the game. Use the slot you want to save under and what name by pressing the number and inputting a title. RESTORE loads a saved game. Select a slot with the numbers. RESTART goes back to the beginning of the game. INVENTORY checks your current items. The Dragonpearl (DP) is used for dangerous situations you need to get out of. You have five uses during the game which will teleport you to a save location from where you need to continue your journey. Directions are input as follows: Down - D Northeast - NE South - S Through East - E Northwest - NW Southeast - SE Up - U In (side) Out Southwest, SW West, W North, N List of verb the game understands: `````````````````````````````````` Add Drop Lash Set Agree Eat Lasso Shatter Aid Embrace Laugh Shout Answer Empty Launch Show Apply Enter Leap Signal Argue Escape Leave Sing Ascend Examine, Ex Lift Sit Ask Exit Light Slide Assure Explore Like Smash Attack Extinguish Loan Sneeze Bash Fandora Look (L) Sound Be Fasten Love Soothe Bend Fear Lower Speak Bide Feed Make Spread Bite Fight Mount Sprinkle Blow Fill Move Stab Board Fish Offer Stand Borrow Fit Open Start Break Fix Order Steal Breath Flag Paddle Stir Breathe Flame Pass Strike Bribe Flee Pay Surr Build Fly Pick Swim Burn Fold Place Swing Buy Follow Play Take Call Free Pour Talk Calm Gather Prepare Taste Carry Get Present Tell Catch Give Pry Thank Chase Go Pull Throw Choose Greet Purchase Threaten Chop Guard Push Tie Claw Hack Put Topple Climb Hang Raise Toss Close Help Read Touch Collect Hit Reassure Try Comfort Hoist Refuse Turn Console Hold Release Unfasten Construct Hook Remove Unfold Consult Hug Repair Unfurl Continue Hurt Repay Unhook Cook Hurtle Rescue Unlock Count Ignite Return Unmoor Crawl Insert Reverse Untie Cut Inspect Ride Use Decipher Inventory, Inv, I Ring Wait Descend Invoke Rope Wake Destroy Join Row Walk Dig Jump Rub Want Disembark Kallus Sail Wave Dismount Kill Say Wear Dive Kiss Scramble Wet Don Knock See Wish Drag Land Send Yell Drink List of nouns the game understands: ``````````````````````````````````` Alchemist Dragonmount Meal Sound Alembic Dragonpearl | DP Menu Soup Alyn Dragonsblood Mine Spikes Amber Dragonscale Mirror(s) Splint Arm Dragonsea Moat Stable Armor Dragonstones Monarch Staircase Armorer Drinks Money Stairs Arrows Duke Moneylender Stairway Art Elixir Monkey Stairwell Artist Encyclopedia Monster Starsword Artwork Ephrion Mooncrystal Statue Ashes Fingers Mosaic Steed Assassin(s)('s) Fire Music Stone(s) Axe Fireplace Name Stool Back Flame Noises Stuff Bar(s) Floor Oar(s) Stump Bartender Flute Ocean Supplies Beach Food Ointment Swim Bear Forest Opening Sword Beggar Fork, Tuning Paddle Table Bell(s) Furnace Painting Tablet Belongings Gag Palace Tailor Bench Garrison Passage Talma(s) Blackstar Garrote Pate Tangleweed Board Gates Pattern Tanium Boat Gems Payment Tanna Book(s) Girl People Tasran Boulder Glass Philosopher('s) Thalos Box(es) Graffiti Physician Thief Branch Groom Picture Thieves Brazier Grunting Piece(s) Things Break Guard Pit Throne Breaths Hammer Place Time Bribe Hand Plank Titanium Bricks Hawk Plaque Tooth Brush Hawkwind Platform Topaz Bush(es) Hello Pod(s) Torch Cage Help Poison Tormalion Cape Her Pony Trap Castle Him Possessions Trapdoor Cauldron Hole Pot Tree Cenotaph Hook Potion Trunk Chain Horn Pouch Tune Chamber Horse Prince Tuning Fork Chest Instrument(s) Quartz Turret Chute Inventory Raft Underbrush City Island Rayan Vados Cloak(s) Islet Ring Vault Coldrake Ivory Rock Vials Conch Jade Room Vines Cover Jewel(s) Rope(s) Visor Cowl(s) Jocana Rowboat Volcano Crack Kandesh Saddle Volume Craft Key Sail(s) Wagon Crypt Kiln Salad Waiter Crystal Knocker Salve Wall Cupola Kuln Scale Warrior Cure Ladder Sea Water Cushion Lava Seat Waterfall Dagger Leaves Sentry(ies) Wealdsman Danger Library Sergeant Weeds Dazikar Light Shaft Wheel Dealer Liver Shell Window Depths Loan Ship Windriders Diamond Lock Shore Windship Dinghy Logs Skeleton Wine Doctor Magnifier Skiff Wineskin Door Man | Men Skylight Wolf('s) Doorway Map Smoke Woman | Women Dragon Mast Song Wood Dragonbane Maze Soothsayer Xylophone Other words the game understands: ````````````````````````````````` Again Empty Marble S&D All Flat No Steep Along For Off Then And Gold(en) Seated Thin Back Inside Silken Together Big Large Skeleton Untitled Black Little Sleeping While But Locked Sloping Yes Dead Long Small Embossed Magnifying Smashed =============================================================================== 03.) COMMAND WALKTHROUGH G0300 =============================================================================== >Enter Boat >Raise Sail >Untie Rope >E >Take Vines >Take Pod >Take Logs >Build Raft >Enter Raft >E >Take Underbrush >Get Jewels >Use Glass >Ask Windriders >Wait >E >Ask Ephrion >S >U >Use Pod >S >Take Leaves >SE >S >S >S >Take Torch >S >Kiss Woman >S >Use Torch >S >Move Rock >SE >Examine Skeleton >Take Key >U >S >S >W >Ask Hawkwind >E >S >S >Ask Hawkwind >Show Tooth >S >S >SE >SE >Sit At Table >Pay >Ask Doctor >Give Leaves >S >NW >NE >NE >A | S | D | F (copy the monkey's tune) >SW >SW >E >Ring Bell >Ask Alchemist >Take Ring >Open Furnace >Enter Furnace >Open Trapdoor >Take Stone >W >Show Tooth >W >W >Take Armor >Take Fork >Take Gems >Take Money >U >Take Cowl >D >S >E >S >S >S >S >U >U >Take Cowls >Take Ivory >Take Key >Take Plank >D >D >N >N >E >Place Plank On Pit >E >E >Use Stone >SW >SW >U >Wear Cowls >W >W >W >N >N >NW >S >Buy Elixir >N >SE >SE >N >PAY >S >W >Buy Rope >Pour Wine On Rock >Buy Starsword >E >NW >S >SW >SW >W >Ask About Dragon >E >SW >NW >W >S >Place Bear On Branch >S >S >Open Door >S >Take Ivory >N >N >N >N >W >Enter Boat >Untie Boat >W >Dive >W >E >W >Open Chest >Take Shell >E >U >W >Exit Boat >W >Pry Ivory With Dagger >Play Flute >Take Ivory >E >Enter Boat >E >E >Exit Boat >E >E >SE >NE >S >S >S >S >S >W >Throw Jewels >S >Climb Chimney >Open Trapdoor >U >Throw Ring In Lava >S >Unlock Door With Jade Key >S >Use Fork >Use Dagger >E >Turn Wheel >W >Ask Hawkwind >Take Sticks >Put Elixir In Cauldron >Put Leaves In Cauldron >Put Dragonscale In Cauldron >Rub Sticks >Put Cauldron On Fire >Throw Rope >U >Put Ivory In Pattern >S >U >Use Starsword >Give Cure To Dragon >Say "Darkness Fears The Flame" Your quest is complete. You are Heroes! =============================================================================== 04.) FULL WALKTHROUGH G0400 =============================================================================== You are Amsel of Fandora, a clver and inventive dreamer. You have had many adventures in your time, but none so dramatic as your trip to neighboring Simbala. It is there that you met the heroic monarch Hawkwind, an adventurous leader who joined with your fellow Fandorans to defeat a threat from the North. That threat was from the coldrakes, dragon-like creatures who are now ruled by the Last Dragon, the wondrous figure of legend whose presence brought peace to Fandora and Simbala with your help. You have been studying an object entrusted to you by the Last Dragon, the Dragonpearl. It is a gem-like object that sends the Last Dragon's throughts into your mind. You have been waiting for the Last Dragon to come and claim it, but suddenly, in the pearl's cloud depths, you get a message: On his trip to meet you, the Last Dragon has been drugged and kidnapped! The message you receive from the Dragonpearl is garbled and incomplete, but you perceive that somewhere in the southland of Simbala, the Last Dragon is being held captive. His breathing is labored and you sense that he has only days to live. You must save him! You quickly gather some belongings and the Dragonpearl and make your way to the shore of Fandora. You will set sail in your small boat to seek the aid of Hawkwind for your quest. You are on a sandy beach. Waves lap the shore. In front of you a small, single- masted boat is tied to a stump. A west wind is blowing. The small boat sways in the surf. The sail lies at the base of the mast. >Enter Boat You climb in. It seems quite sea-worthy. >Raise Sail Done: A west wind is bowing. The sail is up. The wind fills the sail. >Untie Rope Done: You begin your journey. The boat moves eastward on the wind. You sail the dangerous waters of the Strait of Balomar. >E Mountainous waves toss the boat about. A tiny islet comes into sight. A breaker smashes the boat against the rocky shore. You stumble ashore, unhurt. You are on a tiny islet in the Strait of Balemar. The wreckage of your boat floats on the waves. Nearby are logs which have washed ashore. The trees are laced with vines. On a nearby bush grow small, aromatic black pods, which you know to be Dragonbane. >Take Vines You collect strong loose viens from the trees. >Take Pod Taken. >Take Logs You gather logs together. >Build Raft You tie the logs together. Soon a raft floats in the water. >Enter Raft Done: The raft floats away from the islet, and, on it, you drift out into the strait of Balomar, heading toward the shore of Simbala. A wave leaves you beached. The raft rests on a rocky beach. Waves lap the shore, and a west wing is blowing. A paved road leads into the forest to the east. The rocks of Dragonhead rise majestically to the south. >E You climb out onto the shore. You walk up the beach to a paved road that leads into a dense forest. A west wind is blowing, and from behind you comes the sound of waves breaking on the beach. You are in the Overwood. Giant trees, some inlaid with sparkling jewels, line the road, along with dry underbrush. Birds sing melodiously. A feeling of peace and serenity pervades all. >Take Underbrush You gather some dry underbrush together and leave it in a small pile on the roadside. >Get Jewels You gather a few that have fallen to the roadside. >Use Glass You take out the magnifying flass that you carry. The smoke curls up into the sky. The windship spirals down towards you. A rope ladder is lowered. You climb up, the windriders help you on board. The windship lifts and soars eastwar. You stand on the narrow deck of a Simbalese windship, traveling east. Two windriders work the sails and are pouring wataer on sindril jewels to make them burn. The sindril gas fills the balloon sails. One of the windriders removes some pods from the box, and sets them onto the ouside of the ship. You recognise them as dragonbane pods. >Ask Windriders One of the windriders says respectfully, "We wil arrive at the palace within moments, Mesire Amsel." Another continues by describing how they set dragonbane in order to repel coldrakes. "You know what a menace they were," he tells you. "We must protect against their reappearnce." He offers you some. You decline, "Thank you, but look: I have some myself." >Wait A windrider tells you, "We will bring you safely to the palace." The windship sails peacefully trhough the sky. Below you see the domes and minarets of Simbala. The windship docks in an open glade near the gigantic tree that is the palace. The windriders point you towards it. You climb from the ship and walk to the door. You stand on the steps of the magestic palace of Simbala. A guard confronts you and demands to know your business. Before you can make a move, Hawkwind, monarch of Simbala, steps into view, and says to you, "Amsel, my friend, come. We will talk!" >E You go into the palace and follow a tiled corridor until, to your right, you see a large vaulted chamber. You enter. You and Hawkwind stand in the throne room of Simbala. It is huge, with hanging tapestries and chandeliers. To the east is a balcony, and to the south a stairwell. The aged and wise monarch- emeritus Ephrion stands beside Hawkwind's throne. >Ask Ephrion The elder monarch says, "Remember these words: "DARKNESS FEARS THE FLAME". When you find the Last Dragon, this will be your cry to victory. One other thing that I can tell you is this: You must enter monarch Tormalion's province and the city Kandesh. There is a book, kept in the library of Kadesh, with the emblem of a wolf's tooth on its cover. It may aid you in your quest. Look for it. Now go, quickly!" >S You stand with Hawkwind on the landing of a winding staircase. Jade stes lead down; ivory steps lead up. "Shall we take the windship or the horses, Amsel?" Hawkwind asks you. North is the doorway to the throne-room. >U "So be it," Hawkwind says, and leads you up the ivory staircase to the platform high above the forest, where one of the windships of the Simbalese sits poised. You and Hawkwind board the royal windship and head south into the cloudless Simbalese sky. In the distance you see a large winged creature. Hawkwind exlaims, "A coldrake is approching," and tries to steer away from it. The wind is against you. >Use Pod The coldrake circles briefly, eyeing your ship and then heads off towards the north. You sail on. Hawkind guides the ship to the southeast, and as you approach a small clearing near an overgrown road, begins to bring the ship down. "We will leave the windship here. It will be best to continue on foot. Not far to the south is the city Kandesh. It has fallen into bad times; we may not find welcome there." As you alight, a chance breeze forces the sail into a small tree, ripping it beyond further use. You climb out of the ship. You and Hawkwind are standing at a place where the road north ends at its intersection with a path that runs to the south and southwest. The path to the south seems to be the route of the road before it fell into disrepair. To the southwest, the trail is very overgrown and slightly muddy. The windship sits to the side of the road, tangled on a tree. >S You follow the road southward. It becomes mroe overgrown as you go on. You and Hawkwind are on an overgrown trail. In some places the bushes are so thick that you can hardly pass. The trail seems to lead from north to southeast. There is somewhat of an opening to the northwest as well. As you struggle through you recognize a small tree whose leaves have falled around it. These are rare tenna leaves! >Take Leaves Taken. >SE You follow the path towards the southeast. You are standing at intersecting roads. An overgrown trail leads towards the northwest. To the north the road which intersects the trail disappears into overgrowth. It continues unobstructed to the south. >S You and Hawkwind are traveling on a well-tended road that runs from north to south. To either side of you the land is wild and impassable. >S You follow the road to the south. You and Hawkwind are at the entrance to the tanium mines. Around you are several shaft entrances. All but one have been bricked over. It opens to the south, and is almost hidden in moss. A road leads off to the north. >S Hawkind pushes aside the moss, and you enter the shaft. There are lit torches along one of the walls. The torchlight makes weird shadows on the walls. As you descend, the shaft grows narrow. From just ahead you hear movement. >Take Torch Taken. >S You go on to the south, further into the shaft. The tunnel is very narrow. Huddled in the shadows is a woman wearing the tattered garments of a beggar or thief. You and Hawkwind have startled her and she begins to cry. You cannot pass her unless she moves. >Kiss Woman You kiss the woman's wrinkled cheek. Gratefully she presses something into your hand, then melts into the shadows. You are holding the tooth of a cave wolf. >S You go on to the south, further into the shaft. You and Hawkwind are in a cavern filled with hundreds of limestone columns. Without warning, a horde of loathsome creatures pours out from behind the stalagmites. They have pallid, green skin and huge, sightless eyes. "Beware," Hawkwind cries, "the Kuln!" >Use Torch You hold the light towards them. They draw back in fear. They seem disorganized, but are preparing to attack again. >S The Kuln part before your light, revealing the tunnel into which you dash. You continue along a dark corridor until you feel sure that they have not followed you. Eventually you find that you have stepped from the corridor into a larger passage. You and Hawkwind are standing in a small, crumbling cavern. North of you the chamber tapers into shadow. Against the southeast wall of the cavern is a large pile of rocks. One rock, long and flat, sticks out at an odd angle. It seems to be holding the others in place. >Move Rock It takes you and Hawkwind together to pull the long, flat stone form the pile. When it at last jerks free, the pile of rocks collapses, just missind you. When the dust clears, you see a second tunnel leading to the southeast. >SE You crawl to another cavern. You have entered another a small, dark chamber. There are stones everywhere. Protruding from underneath a large boulder is the arm of a skeleton. At one end the floor rises to a gold in the ceiling. Dim light filters from above. To the northwest is another passage. >Examine Skeleton You see a key in the skeleton's hand. >Take Key Taken. >U You crawl upward through the small passageway. You and Hawkwind are standing in a small cave. All around you are quicksilver pools of tanium. You find that there are two ways down, one by ladder down a steep passage, and one by a more gradually sloping passage from the northeast side of the cave. To the south, you can see daylight. >S You and Hawkwind walk by the tanium pools towards a doorway out of the darkness. You put down the torch and go out into a daylight of green foliage and a blue sunlit sky. You hear the sound of running water. You and Hawkwind are on an ancient, weed-grown road. To the west a raging river parallels the road. To the east is a dense forest. South of you are ruins of a long-forgotten villa. To the north is a small cave. >S You and Hawkwind are standing in the ruins of an ancient villa. The walls, though weathered, still stand. West of you is what was once the atrium. >W You walk through the ruins to the atrium. You and Hawkwind are standing in the atrium of the ruins of an ancient villa, just west of the road. You see a sculpture of a tree, carved in a rare Simbalese jade. Nested between two branches is a marble sculpture of a little girl. On her shoulder and dangling from the jade branches are tiny treebears, sculpted in amber. On a crumbling wall nearby is a sign in Simbalese, "Take, ye traveler on this ancient road, a symbol of friendship from the royal family of Kandesh." >Ask Hawkwind Hawkwind lifts you up and you take one of the tiny treebears. "They were very commong among the royalty in days of yore but they are antiques now. Treat it as you would a rare coin." >E You walk back through the ruins. You and Hawkwind are standing in the ruins of an ancient villa. >S You continue on the road to the south. You and Hawkwind see the walls of a city just a short distance to the south. To the west, a raging river flows. To the east is a dense forest. In the distance, not far to the north, you see the ruins of the ancient villa. >S You and Hawkwind stand before the massive gates of the city of Kadesh. The road you are on runs north to south. Set high in the center of the left gate is the head of a sea worm carved in ebony. A circular brass knocker hangs from its mouth. >Ask Hawkwind Hawkwind lifts the knocker; echoes fill the air. A guard glares down at you. "State your business!" >Show Tooth The guard looks slyly about him. "The legion of the wolf, eh? Your guild's made it worth my while to let you in." He opens the gates for you. >S Welcome to Kandesh! You and Hawkwind walk past ramshackle huts and cottages which give way to the mansion of the merchants and nobility. South of you is the plaza, north of you are the city gates. >S You and Hawkwind are standing in the plaza, a circular open mall. North is a path to the residential area. Northeast is a music shop, eastward, and alchemist's shop. A bazaar lies to the southeast. Directly south is an unlocked door to a park path. To the southwest and west are the library and garrison, with a dead end alley between them. There is a restaurant to the northwest. Crowds of people come and go. >SE You and Hawkwind are in the bazaar of Kandesh, a huge dirt floored tent filled wth stalls and wagons. Norrth is a physician's wagon; a tailor's booth is to the northeast, east is moneylender's tent, southeast a makeshift tavern, and directly south a gaming house. An artist's studio lies to the southwest, and due west is an armorer's wagon. Northwest is the plaza. An old Rayan woman, wearing jewels and silk, wanders through the crowd. Hawkwind points to her "A soothsayer", he says. >SE You and Hawkwind are in a makeshift tavern. Along the eastern wall is a long wooden bar with rickety bat stools lined up before it. Rough wooden tables and benches are scattered about, some empty, some not. Northwest of you is the entrance. >Sit At Table You got to a table. As you sit down, you notice some graffiti on the wall: "Darkness fears the flame." The bartender comes and sets a bottle of wine before you. "Here you are, mesires. Five talmas please." >Pay "Thank you, mesires. I hope you enjoy the wine. We call it 'Dragonsblood.'" A fight starts in the back of the bar, and before you or Hawkwind can do anything, you are caught in the middle of it. Hawkwind dispatches several of the ruffians, but before he can help you, you are injured. During the fight, thieves have stolen all of your money. Hawkwind carries you to the physician. You and Hawkwind are in the phsyician's wagon. South of you is the bazaar. A bald man with a grey beard is mixing something in a flask. The phsyician examines you. "You're in a bad way, my friends. Fortunately, I have some healing herbs that will fix you right up." He strokes his bread. "I will, of course, have to ask for payment in advance." >Ask Doctor You tell the phsyician that you were robbed during the fight, and have no money left. The phsyician looks troubled. "I cannot abide human suffering. I will cure you, but you must return and pay me. As insurance, you must leave one of your possessions." Which will it be? >Give Leaves You give your LEAVES to the phsyician to keep until you pay him twenty talmas for the help he gave you. "That will do nicely," says the physician, and applies healing herbs to your injuries. In a moment, you both are completely healed. >S Together you leave the physician's wagon, and walk out into the teeming bazaar. >NW You and Hawkwind are standing in the plaza, a circular open mall. >NE You and Hawkwind are in the music shop. It is filled with various Simbalese instruments. To the north is a closed door, behind which you hear thumping sounds and muffled cries. Northeast is a shadowy alcove, from which comes haunting music that makes you feel drowsy. To the southwest is the plaza. >NE You and Hawkwind stand before the shadowy alcove. To the southwest is the opening to the shop. Before you on the floor sits a green monkey playing a flute. Besides you is a xylophone, with its hammers leadning against it. The monkey's music washees over you, making you sleepy. You stumble into the xylophone, and one of the hammers falls, striking a key. There are four keys, labeled "a", "s", "d", and "f". The monkey plays on the flute. Use the ASDF keys to imitate his tune on the xylophone. >A, S, D, F (copy the monkey's tune) The monkey looks up at you and hands you the flute. Then it gently lies back against the wall of the alcove and falls asleep. Hawkwind smiles. "He has given us the flute, Amsel. It is one of the fabled Flutes of Dreams." >SW You walk out of the shadowy alcove. >SW You and Hawkwind are standing in the plaza, a circular open mall. >E You and Hawkwind are in the alchemist's shop. Beside you is a table with an alembic bubbling over a candle flame. A small bell sits on the table. A massive furnace, obviously in disuse, with a fairly large door inn its side sits in the center of the room. West is adoor to the plaza. Above you is a skylight, and east is a locked door. >Ring Bell The locked door opens and a tall, beared alchemist, wearing dark robes enters the shop. He glares at you impatiently. >Ask Alchemist The alchemist waves his arms in rage. "Thieves! Thieves! you broke into my shop and stole my precious philosopher's stone! It is an outrage!. You haven't got my mooncrystal yet, but now you've come for my ring! Well, I won't let you steal it. Take it!" He throws a ring at you, turns and re-enters the room, slamming and locking the door behind him. >Take Ring Taken. >Open Furnace Looking inside, you see a small space with a trapdoor in its floor. The trapdoor seems large enough for both of you to pass through. >Enter Furnace You and Hawkwind are in a cramped dark place. It is very warm and smells of burnt chemicals and incense. North of you is a little door. Below you is a trapdoor. >Open Trapdoor You pull open the trapdoor. You and Hawkwind are in a short tunnel. From the west you hear a faint ringing of bells. Before you is a set of stairs with a trapdoor at the top. Lying in one corner is a stone so black that it seems to absorb all light. >Take Stone Taken. >W You move west. You and Hawkwind are in the center of a large, damp, circular room. There are wooden tables, low benches and fat cushions scattered about. Sconces hang on earthen walls. This room has three exists: a tall and narrow southern doorway, an eastern door, and a waster doorwy guarded by a pair of stone gargoyles. The ringing noise in the room is made by a curtain of bells hanging from the ceiling. The room is filled with people. A man notices you and comes over. "I don't recognize you," he says. "Identify yourselves as member of this guild!" >Show Tooth The man claps you on the back. "Welcome, brothers, to the thieves' guild meeting hall!" He rejoins his friends. >W You and Hawkwind are in an east-west tunnel, the acoustics of which magnify the sounds from the meeting hall. From the east comes the sound of conversation and laughter. To the west, the tunnel curves north. >W You and Hawkwind are in the treasure trove of thieve's maze. It is a round room piled high with the thieves' hard-earned loot. Priceless art is haphazardly strewn about the room. There is an exit south and stairs leading up. You see: 500 talmas, gems, tuning fork, armor. >Take Armor Taken. >Take Fork Taken. >Take Gems Taken. >Take Money Taken. >U You and Hawkwind are in a large stone vault. There is an open door to the north. Hawkwind notices what looks like an assassin's cowl, indigenous to Kandesh. >Take Cowl You stuff the cowl into your pouch. >D You go through the thieves' door. >S >E >S You and Hawkwind are in a damp tunnel that runs north to south. At the north end is a tall narrow doorway. From the south you hear rushing water. >S You and Hawkwind find yourself by a small underground reservoir. You hear the rushing of an underwater river at the western end of the cistern. A vaulted corridor runs south. There is a northern exit and a drafty passage east around the reservoir. >S You and Hawkwind are in a corridor with a high vaulted ceiling. South is a dark stairwell. North is Doomhaven's cistern. >S You and Hawkwind stand at the foot of a dark stairwell. Stone steps lead up. North of you is a vaulted corridor. Quartz-tipped arrows block a northeast passage. >U You and Hawkwind are at the intersection of two stone stairwells. One leads up into a turret. The other spirals down into gloomy black depths. A corridor slopes upward to the west. >U You and Hawkwind are in the strongroom of Castle Doomhaven. Here the assassins store the tools of their trade. Thin silken garrots, vials of poison, and so on. On the shelves are one or two assassins' cowls. Lying in a dusty corner is a jade key. On the floor lies a carved piece of ivory. Leaning against the wall is a sturdy plank. >Take Cowls Taken. >Take Ivory Taken. >Take Key Taken. >Take Plank Taken. >D >D >N >N >E You and Hawkwind stand at the edge of a bottomless pit. On the west side of the pit, a vaulted corridor extends westward. On the east side is a drafty tunnel. A cold breeze comes from the pit. You are on the west side of the pit. >Place Plank On Pit Hawkwind places the sturdy wooden plank across the bottomless pit. >E You are on the east side of the pit. Congratulations! >E You and Hawkwind are on the east side of an underground cage with bars made of lead. There are exits to the west and southwest. In the cage stands a young man wearing the tattered remnants of royal finery. The man notices you and Hawkwind and takes a defiant stance. Suddenly the young man seems to recognize Hawkwind. His eyes widen and he exclaims "Hawkwind, old friend... I entreat you, rescue me from this plight!" >Use Stone You touch the philosopher's stone to the lead bars. There is a blinding flash, and the bars are transmuted to the purest gold! Hawkwind bends the soft gold bars easily and Prince Alyn steps from the cage. "I am forver in your debt," he says. >SW You, Hawkwind and Alyn are in a one-way tunnel that curves southwest. The walls here are lined with flexible arrowshafts tipped with sharp quartz points. The shafts bed with you as you go southwest, but snap back to form an impenetrable barrier if you try to go east. >SW You, Hawkwind and Alyn stand at the foot of a dark stairwell. Stone steps lead up. North of you is a vaulted corridor. Quartz-tipped arrows block a northeast passage. >U You, Hawkwind and Alyn are at the intersection of two stone stairwells. One leads up into a turret. The other spirals down into gloomy black depths. A corridor slopes upward to the west. >Wear Cowls The three of you don cowls. >W You, Hawkwind and Alyn are in the keep of Castle Doomhaven. Assassins, all wearing black cowls, come and go around you. West of you is the drawbridge. East of you is an intersection of two stone stairwells. >W >W >N >N >NW You, Hawkwind and Alyn are in the restaurant and marketplace of Kadesh. It is a noisy place, where vendors sell livestock and produce near tables where patrons eat. To the south, a medicine man is selling elixir from a stand. To the southeast is the plaza. Suddenly you realize how hungry you are. >S You, Hawkwind and Alyn stand before the medicine man's stall. The medicine man is a tall, flamboyantly dressed fellow. Before him on a table are small vials filled with amber elixir. The restaurant is to the north. >Buy Elixir You hand the medicine man 40 talmas and he hands you a vial, then pats your head. "Thank you, young fellow! Now run along." >N >SE >SE >N >PAY "It is so gratifying to encounter honest folk, mesires! I will now return what you have left with me," he tells you. "In addition, here is a token of my esteem for your honesty!" He opens a jar and takes from it a leaf-like dragonscale the size of your hand. You thank him and take the dragonscale. >S >W You, Hawkwind and Alyn are in the armory wagon. Hanging on the walls are daggers, axes, swords and ropes. In a corner is the armorer, a large man with bulging muscles and a moustache. The exit is to the east. The armorer looks up. "Welcome mesires, Thalos the Armorer at your service." Near the forge stands a black, shiny rock. A glittering black sword, the Starsword, is embedded hilt downward. >Buy Rope The armorer takes your 10 talmas and hands you the rope. "Thank you, mesires." >Pour Wine On Rock You pour wine on the glistering Starsword. A strange chemical reaction takes place, and the rock dissolves in a burst of energy, leaving the Starsword in a puddle of red wine. >Buy Starsword After accepting your 100 talmas, the armorer picks up the Starsword and hands it to Hawkwind. "Thank you mesires." >E >NW >S You, Hawkwind and Alyn are on a winding path that stretches north and south through a beautiful park. A fainter path heads to the southeast, and another to the southwest. Star-flowered bushes and temwood tress surround you. >SW You, Hawkwind and Alyn stand at an opening in a large, well-trimmed hedge laid out in a bewildering pattern of paths. A small sign in front of you reads "DO NOT ENTER." To the west, you can see the shining domes and minarets of the palace over the top of the hedge. You are standing at the intersection of a northwest path and a broad and well-kept road leading southwest to the palace. To the south you see a wagon; to the northeast is a flowery path. >SW You, Hawkwind and Alyn stand at the entrance of the palace of Kandesh. The huge, ornately carved doors are guarded by two armored sentries holding pikes. A faint trail leads north, another leads northeast. >W The sentries stand aside respectfully, only their military training preventing them from making a joyous outburst at Prince Alyn's safe return. "Follow me, my friends," Alyn says to you. You and Hawkwind and Alyn are in the splendid main hall of the palace of Kandesh. The walls are of luminous crystal and precious gems. At Prince Alyn's entrance, a joyous uproar begins. Trumpets sound, and magnificent. tapestries part to reveal the monarch Tormalion. He embraces Prince Alyn joyfully. Monarch Tormalion turns to you and Hawkwind with a warm smile. "Thank you, whoever you might be, for returning to me my beloved son. In return for your bravery and resourcefulness in rescuing him fomr the thieves, pray ask of me what you will." >Ask About Dragon We have learned that the Duke of Darkness used a windship disguised as a dragon to lure the Last Dragon south to Dragonmount. >E As you take your leave of the monarch and his son, Tormalion takes from his robe a diamond as big as your fist and presents it to you. "A small token indeed in return for the happiness you have brought me." The monarch and his son wish you luck as the palace guards usher you out. >SW >NW >W >S You and Hawkwind stand in front of an elborate mosaic wall. A stately tree with a trunk of hematite and leaves of chrysoprase is inlaid against a background of lapis and quartz. Perched in one branch is a large bear varved of topaz. On the right side of the topaz bear is a smaller corundum bear. To the left of the topaz bear is an empty branch. >Place Bear On Branch You insert the amber bear into the empty space. There is a click, and a secret door swings inward. >S You and Hawkwind are in a long north-south corridor which is lined with crystal panes. The floor is tiled with marble and onyx. Chandeliers gltter above. The corridor forks into a narrow hallway continuing south and a wide spacious hallway going southeast. >S You and Hawkwind stand at the end of a steep narrow hallway running north to south. The hall is brightly illumined by dozen of wall sconces. The southern end of the hallway ends in a huge door adorned with a brass knocker in the shape of a horned skull. The door is closed. >Open Door You open the door and see a small, quiet room. >S You and Hawkwind stand in the palace treasurey. It is a small and dusty room, with grey walls lined with shelves of metal boxes. All of the boxes appear to be locked. A door is on the north wall. On a shelf near you is carved piece of ivory. >Take Ivory Hawkwind says throughtfully, "I have heard Ephrion mention this... It may be of help to us during our quest. Let us take this ivory and return it at the earliest opportunity." Taken. >N >N >N >N >W You and Hawkwind are at a small dock. To the west, on the horizon, is a small island. Tied to the dock is a little wooden dinghy with two chipped oars. >Enter Boat You are in the small boat. >Untie Boat Done. >W You are in a small drab dingy in the middle of the lake. West is an island; east is the dock. Empty water stretches off in all other directions. Glancing overboard, you see through the clear water a sunken ship resting gently on the lake bottom. >Dive You and Hawkwind carefully place all your possessions in the boat and dive overboard. You and Hawkwind are at the bottom of the lake. Nearby is an underwater forest of tangleweed. West of you is a sunken ship, crusted with slime. There is a gaping hole in the side. Something moves inside. >W You swim toward the ship. Suddenly a giant marta hurtles our of the hole and swims toward you, its parrot-like beak snapping. Its tentacles unloop toward you. >E The marta follows you into the tangleweed and is hopelessly entangled. It thrases about fitfully. >W You and Hawkwind are inside the sunken ship. East of you is a hole in the side of the ship. Before you is a treasure chest. >Open Chest Opened. Inside the chest is a large, pearl-colored conch shell. >Take Shell You return briefly to the surface for air before diving again. Taken. >E You and Hawkwind are at the bottom of the lake. Nearby is an underwater forest of tangleweed. West of you is a sunken ship, crusted with slime. There is a gaping hole in the side. A giant marta struggles helplessy in the thick tanglewood nearby. >U You pull yourself into the boat. You are in a smal drab dinghy in the middle of the lake. West is an island; east is the dock. Empty water stretches off in all other directions. Glancing overboard, you see through the clear water a sunken ship resting gently on the lake bottom. >W You and Hawkwind are on a small beach. To the north and south, the island is ringed by jagged cliffs. The cliffs and the ground are of a strange purple color. Nearby is a rock on which is carved the legend "BEWARE! THIS IS MONSTER ISLAND. DO NOT WAKE THE SLEEPING DANGER!" >Exit Boat Done. >W You and Hawkwind are on Monster Island. The smooth purple landscape is mostly barren, though a few stunted trees grow in folds and crevasses where dirt has collected. There is a wide shallow crack in the ground before you. East of you is a small beach; in all other directions are unclimbable cliffs. Looking around, you notice that one of the strange purple rocks surrounding you seems to have a flat white object embedded in its surface. >Pry Ivory With Dagger Working with your dagger, you manage to loosen the flat white oject. All at one, the ground rumbles, and the ground folds and buckles. The crack before you widens and opens. A huge bellow shakes the air. In horror, you realize that the crack is a huge mouth! Monster Island IS the monster! >Play Flute You begin to play mesmerizing music on the flute of dreams. The mouth yawns, then closes again. Once more, Monster Island sleeps. >Take Ivory Taken. >E >Enter Boat >E You are in a small drab dinghy in the middle of the lake. West is an island; off in all other directions. Glancing overboard, you see through the clear water a sunken ship resting gently on the lake bottom. >E You and Hawkwind are at a small dock. To the west, on the horizon, is a small island. A small wooden rowboat drifts at the end of the dock. You are in the boat. >Exit Boat You lightly disembark. >E You and Hawkwind are on a footpath leading east and west. To the west, the path passes under a stone archway. A well-beaten track leads south. >E You and Hawkwind are on a faint footpath running southeast and west. Another path branches off to the south, following the palace wall. >SE You and Hawkwind stand at an opening in a large, well-trimmed hedge laid out in a bewildering pattern of paths. A small sign in front of you reads "DO NOT ENTER." To the west, you can see the shining domes and minarets of the palace over the top of the hedge. You are standing at the intersection of a northwest path and a broad and well-kept road leading southwest to the palace. To the south you see a wagon; to the northeast is a flowery path. >NE You and Hawkwind are on a winding path that stretches north and south through a beautiful park. A fainter path heads to the southeast, and another to the southwest. Star-flowered bushes and temwood trees surround you. >S You and Hawkwind are on The Boulevard of Death, a wide, lonely street that runs north and south. To the north is a park; to the west, cemetery walls. To the east is The Castle Doomhaven. South of you are the southern gates of Kandesh. >S You and Hawkwind stand before the south gates of Kandesh. The road that runs north to south has brought you here. The south gates are ornately carved. Hawkwind lifts a demon's tongue that serves as a knocker and lets it fall. A brass tone reverberates. A panel shaped like a warrior's visor opens, and a guard looks out. "Farewell, friends. A safe journey to you," he says. >S The gates open. You leave Kandesh. The gates close behind you. You and Hawkwind are on the road to Dragonmount. North of you are the southern gates of Kandesh. South of you the road continues out of sight. In all other directions is thick underbrush and impassable wilderness. >S You and Hawkwind are on the road that runs north to south between Kandesh and Dragonmount. You are standing near a grove of trees. Thick underbrush surrounds you. From the east you hear faint sounds of revelry and laughter. >S You and Hawkwind stand at the base of Dragonmount. To the south rises a majestic peak. The cliffs are too steep to climb. To the west you see a magnificent waterfall. >W You and Hawkwind stand next to a magnificent waterfall. It thunders into a raging river that flows to the northwest. You are at the end of the road to Dragonmount. >Throw Jewels Hawkwind throws the sindril jewels at the waterfall. There is a huge explosion, and when the dust clears, you see that the waterfall has been diverted by the reaction of the jewels hitting the water. the new position of the waterfall reveals a cave to the south. >S You enter the cave. A few feet into it the walls change from rough stone to smooth. You and Hawkwind look around you. There are holes in the east and west walls, and a trapdoor in the ceiling. The air and walls are quite warm; the heat seems to be emanating from the ceiling. To the north is a narrow chute through which you glimpse daylight. Suddenly a door slides down from the ceiling, and, with a resounding slam, imprisons you. You grope your way to a wall and find spikes emerging from the holes. With a groundshaking rumble, the walls begin closing in on you, while from somewhere you hear what could be laughter. >Climb Chimney You and Hawkwind climb the rapidly closing walls, using the spikes as hand and foot holds. You are at the ceiling. >Open Trapdoor It opens easily. >U You and Hawkwind slip through the trapdoor. Below you the walls grind together, and then slowly draw apart again. You and Hawkwind are standing on a narrow ledge next to a huge pit of molten lava. The room is extremely hot. On a northern perimiter of the room is a trapdoor leading downward. To the east of the pit is a small round opening. On the southern perimter, you see a beautiful glass door. You stand by the trapdoor. >Throw Ring In Lava You hurl the ring into the lava lake. There is a huge hiss of blinding steam. After a moment, the steam clears, and you see in front of you a lake of black igneous rock. >S In front of you is a huge glass door, ornately etched with cabalistic symbols. A huge lock of black jade secures the door. >Unlock Door With Jade Key Done. >S You and Hawkwind have steppped through a doorway and are in a long, narrow hallway lined with mirrors. The door closes behind you; it is impossible to find it again. The mirrors reflect into each other, multiplying themselves into infinity, making it impossible to tell how big the room is. You see thousands of Amsels and Hawkwinds all around you, and they are not alone. Reflected with you is a huge warrior, seven feet tall. Ais thousands of images are each encased in shiny armor with a lowered visor. Each one has an arm that ends in a huge mace. The images raise the maces threateningly. >Use Fork The mirrors shatter at the sound of the tuning fork. Facing you is a giant warrior, seven feet tall. He is encased in shiny armor with a lowered visor. His right arm extends into a mace. He raises the mace threateningly. >Use Dagger Hawkwind steps forward. "I am Hawkwind, monarch of Simbala. Prepare to defend yourself." Disoriented without the mirrors, the warrior is no match for Hawkwind. He runs for his life. >E You and Hawkwind are in a small wooded room. There is a small door to the west, and a wheel on one wall. Other than that, the room is empty. >Turn Wheel You turn the wheel. You hear a groaning noise beneath the floor. The door to the west seems to slide down beneath the floor as the small room rises rapidly. After a moment it stops level with another door to the west. >W You and Hawkwind are in a wide gloomy chamber. High above you is an opening through which filters diffused daylight. A hook protrudes from the ceiling next to it. On the wall next to you is a clear resin tablet with runes on it. East of you is a small doorway. Near you is a fireplace filled with wood. An old black cauldron sits in a corner. Lying on the groun are two sticks. >Ask Hawkwind Hawkwind says, "It seems to be a recipe written in an old Southland language, Amsel." As Hawkwind deciphers the plaque for oyu, you sense the Last Dragon's presence through the dragonpearl. TO CURE A CAPTIVE OF HIS ILL THE CAULDRON WITH ELIXIR FILL ADD TANNA LEAVES & DRAGONSCALE ALL THIS TO MAKE THE DARKNESS FAIL >Take Sticks Taken. >Put Elixir In Cauldron Done. >Put Leaves In Cauldron Done. >Put Dragonscale In Cauldron Done. >Rub Sticks You rub the sticks furiously together. After a few minutes, you have a nice little blaze going. Good work, scout! >Put Cauldron On Fire Done. Soon the contents of the cauldron are boiling merrily, forming a fragrant potion. You take the bubbling cure. >Throw Rope You tie a loop in the roop and toss it repeatedly at the hook. Finally, Hawkwind says, "Let me try, Amsel." He takes the rope from you and easily tosses it through the hook. >U Hawkwind checks the rope and finds that it holds his weight. He goes first to examine the cupola, then returns to boost you and wait until you are safely settled on top. He follows you up. You and Hawkwind are standing on a narrow ledge in a small cupola made of blue crystal. You see nothing through the crystal but diffused sunlight. Directly in front of you is a large circular dragon-shaped pattern. Below you a rope dangles down from a hook in the ceiling, disappearing into a gloomy chamber. >Put Ivory In Pattern You fit the ivory into the recessed pattern in the crystal. It is a perfect fit. The outline of a doorway openening southward appears before you in the cupola. >S You and Hawkwind go through the doorway. You and Hawkwind stand in a vast, windswept crater. Storm clouds move slowly overhead. North of you is a crystal cupola with a doorway in its side. The crater rim looms around you. West of you, on a huge platform of bloodstones, lies the Last Dragon. He is bound to the platform by a huge chain that ends in a visor around his head, prevening you from speaking or breathing flame. Stairs lead up to him. You hear evil chanting, but cannot tell where it comes from. He is alive, but drugged. >U You and Hawkwind stand at the top of a huge staircarse. Below you stretches a vast crater. STorm clouds move slowly overhead. The creater rim looms around you in all directions. Next to yo, the Last Dragon lies on a gigantic platform. He is alive, but breathing sluggishly. He is bound to the platform by a huge chain that ends in a visor around his head. >Use Starsword Hawkwind swings the starsword. the chain and the visor drop away, freeing the Last Dragon. >Give Cure To Dragon You give the potion to the dragon. He opens his eyes. "My friends!" he bellows. There is a shout of rage from behind you. Both of you turn to see the Duke of Darkness rise from a hidden trapdoor. He holds two long, curved swords in his hands. "So, you would thwart my magic at the last moment!" he cries, and rushes forward to attack. >Say "Darkness Fears The Flame" The dragon opens his mouth: a burst of white flame, brighter than a hundred suns, hurtles upward. The Duke covers his eyes. "No," he shrieks madly. "Not the flame!" He turns and runs toward the crater rim. Before you or Hawkwind can move to stop him, he has leapt over the edge! Th eLast Dragon looks down at you and Hawkwind. "Come, my friends," he says. "Let us go home. You and Hawkwind climb on board the dragon's neck. The dragon unfolds his old but sturdy wings and stands. "I was wise to entrust the dragonpearl to you, Amsel!" he says. He looks skyward and begins to ascend. Hawkwind smiles. Your quest is complete. You are Heroes! =============================================================================== YY.) VERSION HISTORY GYY00 =============================================================================== v1.0 Complete, command-only walkthrough (4th of October 2006) v1.1 Updated with full walkthrough (24th of April 2010) =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== GameFAQs for hosting this file. Byron Preiss Multimedia for the game. Their manual was used for this guide. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 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