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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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references to section number references. Please accept our apologies
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The author(s) of the original document and members of Project 64 make
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or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

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The Project 64 etext of the Dragon Wars reference card and manual,
converted to etext by anonymous.

DRAGWA10.TXT, February 1997, etext #166.

*********

The Project 64 etext of the Dragon Wars Reference Card.

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                             DRAGON WARS
                  Reference Card: Commodore 64/128
                          BEFORE YOU BEGIN

You must play with a backup of Side 1 -- not your original disk -- and
we recommend you play only with backups of all disk sides. Back up all
sides of Dragon Wars onto blank disks with any copy program, or use
the backup program in the "Utilities" section. (See below.)
  
                        LOADING INSTRUCTIONS
  
l. Insert Dragon Wars disk Side 1 (label facing up) into your disk
drive.
2. Turn on your disk drive, then turn on your computer.
3. Commodore 64: Type LOAD "8",8,1 and press the RETURN key.
   Commodore 128: The program will load automatically.
After it finishes loading, the title page will appear. Press the "U"
key to go to the Utilities screen, or any other key to stop the music
and continue. (See "Starting the Game" on page 2 of this reference
card.)

                        DRAGON WARS UTILITIES
  
From the Utilities screen, you may back up your Dragon Wars disks, or
transfer characters from Bards Tale I, II, or III into the Dragon Wars
world. To back up your disks, press "1". From this point the copy
program will prompt you to insert disks when needed.
  
To transfer characters from Bards Tale I, II, or III, press "3" from
the Utilities screen and then follow the prompts to copy the
characters into the Dragon Wars world. Note that transferring
characters will destroy any existing characters and saved game on your
Dragon Wars disk. Your characters will not be transferred perfectly,
either; expect them to lose all of their magic items and most of their
power and spells. Transferred characters get 12 character points. Once
your party has started the game, press X to distribute the points.


                          STARTING THE GAME
  
If you are playing for the first time, the computer will list the four
starting characters, and ask if you want to begin. You may press "B"
to begin a game of Dragon Wars with this party, or you may delete some
or all of the characters and create your own. (See "Creating
Characters.") To delete a character, press the character's number and
then press "D" to delete. From this list, you can also rename and view
characters with the "R" and "V" keys. (A quick note throughout Dragon
Wars: Whenever you're prompted to hit <-, you may also press the space
bar.)

If you have a game in progress that you have saved before, the
computer will ask if you want to Begin a new game, or Continue your
old game. Pressing "C" will resume the game where you left off;
pressing "B" will destroy your saved game and start your characters
from scratch with a new game. Any accumulated experience will be
retained, but all items will be lost.


                         CREATING CHARACTERS

You can create a character if there are 3 or fewer characters in your
current party. (You can make room by deleting some characters.) Press
"C" from the character list at the start of the game to create a
character. New characters cannot be created in a continued game.

After deciding on a name and sex for       Bonehead has      50 left.
your character, you'll be presented             Skill     Amount  Cost
with a list of skills, as shown to the     + A) Strength  :10     :1
right. Use the keys A through E to           B) Dexterity :10     :2
select an ability, and then use the          C) Intell.   :10     :1
+/- keys or left and right CRSR keys         D) Spirit    :10     :2
to spend points to increase your skills.     E) Health    :10     :2
The number under "Amount" shows your
current level of that skill, and the         + add 1
number under "Cost" shows how many           - subtract 1
points it will cost to increase that         z next menu
skill by one level. The other skills
are shown on the other two skill screens,    Stun :10
which you can reach by pressing the "Z"      Power :10
key. (The same keys are used to select
your skills on the other two skill screens, too.) If you wish, you 
may spend all 50 points on skills at the start of the game, or you may
save some points to increase your skills in the future. For
explanations of the skills and attributes, see the "Creating
Characters," "Character Profile," and "Skills" sections of the manual.
  
When you have adjusted your character to your satisfaction, press <-
or the space bar to return to the initial character menu.
  
                         PLAYING DRAGON WARS
    
Forward  ---           The movement keys shown to the left will take
         |I|           you where you want to go when traveling
  Turn ------- Turn    around the Dragon Wars world. If there is a
  Left |J|K|L| Right   door in front of you, the "K" key will make
       -------         your party try to open it. If there is a secret
         Kick          or concealed door in the wall in front of you, 
        Forward        "K" will try to smash it in.
    (through door)

                            COMMAND KEYS
  
The number keys and keys in this table correspond to these actions:
  
            Key  Effect              Key  Effect
             C   Cast spell           S   Save game
             D   Dismiss character    U   Use item or skill
             O   Order                X   Experience screen
             P   Pictures on/off      ?   Automap
             Q   Quit game

Cast spell: The program will prompt you for who should cast the spell,
what class of magic you wish to cast, what type of spell (Combat,
Heal, or Miscellaneous), and finally the spell name. Type the first
letter of the selections you wish. If the spell lets you invest
variable amounts of power in its casting, you'll also be prompted for
a number of power points. Dragon Wars will then tell you how it went  
whether you successfully cast the spell, or if the casting failed.

Dismiss character: If you want to get rid of a character from your
party, pick this option. It will work on both player characters (those
you create) and NPCs (those you recruit in your journeys). Warning: If
you dismiss a character, that character is gone forever, along with
all items, spells, and abilities!

Order: This option lets you pick a new marching order for your
characters. You'll want to put the characters with the best AV, DV,
and AC in the first four character slots, because only the first four
slots can hit opponents with weapons or be hit by opponents. Magic and
missile weapons can be used from any slot.

Pictures on/off: Turns the combat pictures on and off. Turning the
pictures off will speed up encounters by reducing disk access.
 
Quit: Exits Dragon Wars, abandoning the present game, and exits to
BASIC. Be sure to pick Save Game before quitting if you want to save
your progress!

Save game: Saves your current characters and position so you can
resume later. Only one game can be saved on the Dragon Wars disk.

Use: This multipurpose command lets you use an item, skill, or
attribute. After pressing "U" for "Use," you will be prompted for
which character (type a number) and whether an item, skill, or
attribute is being used (press I, S, or A). If you pick "S" for Skill,
you'll further be asked whether the skill is a Lore skill, a Knowledge
skill (including the Magic skills and Bureaucracy), or an Ability
(most other skills). Then you'll be asked what you want to do from a
final list of skills or items. After picking what you want to do, you
may be asked for a target; for instance, with Bandage skill, you'll be
asked which character you want to bandage. When you find a spell
scroll, Use the scroll to read it. If you have the appropriate magic
skill, you will then remember that spell forever.

Experience: This command brings up the character point allocation
screens (see Creating Characters on page 2). If you're notified that a
character gains a level, you may wish to go to the Experience screen
so you can use the newly gained character points to learn some skills
immediately.

Automap: This brings up the overhead view that shows where you have
traveled on the present map. In Automap, you may use the I-J-K-L keys
to move up, left, down, and right on the overhead view. Black areas
are places you have not entered; you must walk through an area to
place it on the automap. Number keys and arrow keys: You may press any
number key to bring up the View screens for a character. The left and
right CRSR keys adjust the speed of message display during combat.
  
                         VIEWING CHARACTERS

    View...        Typing the number of a character will let you view
General overview   the character, giving you the choices at left.
Abilities          Choosing "Abilities" will give you a list of the
Low magic          character's skills and levels; choosing one of the
High magic         magic classes will give you a list of the known
Druid magic        spells in that magic class. Picking "General
Sun magic          Overview" will bring up a list of most of the
Misc magic         character's attributes and equipment, and it's on
                   this screen that your character can equip items for
                   use.

The screen to the right is an    Kreeplowe' s statistics
example of a General Overview    Str:14    Dex:24     Int:10   Spr:10 
for Kreeplowe. At the top of     Attack:6  Defense:6  Level:1  AC:2 
the screen are his attributes.      Health 12/14          Stun 6/14 
"Attack" shows his AV and           Power: 0/0            Exp: 573 
"Defense" shows DV. Note that a 
"12/14" Health means that                    Carried items 
Kreeplowe has been hurt for 2             A) Gold $1271 
points of Health. If he's hit             B)-Battle Axe 
for 12 more points of damage,             C) Bolts #10 
he will die. You may press any            D)+Gauntlets 
letter that's next to a carried 
item if you want to Trade the item to another character, Drop the item
for good, or Equip the item so you have it ready for use instead of
just toting it around.

If you press "A" for your gold when looking at the General Overview,
you'll get a screen where you can:
   Pool gold: All party members give all their gold to one character
   Share gold: That character's gold is divvied up equally to all
               party members
   Trade gold: Give any amount of gold to one other character

The minus sign next to Kreeplowe's battle axe means that he cannot
equip the item -- in this case, it's because you need a 17 Strength or
higher to use a battle axe. The plus sign next to the gauntlets means
that Kreeplowe has successfully equipped the gauntlets -- he's wearing
them so they protect him in combat. The "#10" next to the "Bolts"
means that Kreeplowe is carrying 10 bolts.

Note that you can equip one each of armor, shield, gauntlets, boots,
weapon, and helm, and you can equip as many miscellaneous items as you
want. To equip a weapon that launches missiles, like a bow and arrows
or a crossbow and bolts, you must first equip the weapon, then the
missile.

One final note about viewing characters: At almost any time, you can
press another character's number to jump to that character, even when
you're looking at spells or items or your gold.

                           THE MAIN SCREEN

Under each character's name will be two or three colored bars. The
first (red)indicates the character's current health, the second
(green) indicates stun, and the third (blue) indicates power and will
only be listed if the character has a magic skill. If the bar is all
the way to the right, that statistic is at 100% of its maximum value.

Be sure to watch your health bar because your health may drop without
warning. For example, a character without Swim skill will take
drowning damage if he tries to swim.

Commodore 64 art conversion by Troy Miles.
Special thanks to Thomas R. Decker.

*********

The Project 64 etext of the Dragon Wars manual.

*********

We're very proud to present Interplay's third game in a line of
quality products. Getting it right on every game is very important to
us. In fact, each new product we create takes 1 to 2 years to
complete.

Our first game we released was entitled Neuromancer, where you assume 
the role of a computer hacker in a run-down, hi-tech city of the
future. Neuromancer was received very well, winning numerous awards,
such as "Best Adventure Game of the Year" from Computer Gaming World. 

Our second release was a completely animated version of the ancient
game of chess, appropriately entitled Battle Chess. Battle Chess was
the most graphic product Interplay had done, and we were quite pleased
when the SPA awarded Battle Chess the "Best Graphics Achievement"
award for 1989. 

We hope Dragon Wars brings you many hours of enjoyment. 


Please write us at: Interplay Productions 
1575 Corporate Drive 
Costa Mesa, CA 92626 
Should you have any problems you can reach us at (714) 549-2411. 

Battle Chess and Dragon Wars are trademarks of Interplay Productions. 
Neuromancer is a trademark of Cabana Boy Productions. 

Dragon Wars 
Program: "Burger" Bill Heineman 
Designed by: Paul Ryan O'Connor 
Brian Fargo 
Artwork by: Todd J. Camasta 
Produced by: Brian Fargo 
Assistant Producer: Bruce Schlickbernd 
Music by: Kurt Heiden 
Cover art: Boris Vallejo 
Design Consultant: Steve Peterson 
Manual by: Paul Ryan O'Connor 
Bill "Weezmonster" Dugan 



                           Table of Contents
Introduction .....................................................1
Objective ........................................................2
The party ........................................................3
Creating characters ..............................................4
Character profile ................................................5
Skills............................................................6
  Skill Descriptions .............................................6.1
  Skill Use ......................................................6.2
Magic ............................................................7
  Low Magic ......................................................7.1
  High Magic .....................................................7.2
  Sun Magic ......................................................7.3
  Druid Magic ....................................................7.4
  Miscellaneous Magic ............................................7.5
Combat ...........................................................8
Getting Around ...................................................9
Paragraph Explanation ...........................................10
Items ...........................................................11
Dilmun Map ......................................................12
Dragon Wars Paragraphs ..........................................13


                             DRAGON WARS
                          1 - INTRODUCTION

Orbiting the star Sirius, millions of miles away from any other
intelligent life, a tiny ball of hot water is home to amazing
adventure. Sirius is three times the mass of our own star, and sixty
times brighter; its huge bloated mass spans the entire horizon of the
humid world of Oceana.

Oceana is a world 85% of water and getting wetter, as the baleful fury
of Sirius erodes her diminutive polar ice caps year by year. Oceana is
a world younger than our own, wedded to a star with but a fraction of
the life expectancy of Sol. It is a world burning the candle at both
ends, enjoying twice the light in half the time, and spinning all the
faster toward annihilation and the Void.

Her surface is dotted with ten thousand islands. Some are home to
thriving civilization, while others are all that remain of greater
achievements long since sunk beneath the waves. Oceana is a violent
world of capricious storms, where natural geographic barriers and
hostile sea life hold people and empires apart. In no time of her
history has Oceana known unified rule.

Of all the islands of Oceana, the most fabled by far is Dilmun, "The
Land Where The Sun Sets". Located on a score of nautical charts, each
time in a different place, Dilmun is always just over the horizon. It
is the home to all that is best of Oceana -- the home of her eldest
empire; the seat of her finest culture; the lair of her most terrible
beasts. It is an isle of dragons and a destination of pilgrims.
Beneath Nisir, "The Mountain of Salvation", is the secret heart of
Magan, the Under-world.

As your adventure begins, you find yourself aboard an armored
pilgrim's barge, nosing through the still waters of a silent fjord,
nearing the moment you will drop the plank on an isle you believe to
be Dilmun. Perhaps you are a pilgrim in search of peace and
enlightenment, or an adventurer on the trail of fabled treasure, or a
weary mercenary seeking retirement and eternal slumber in vaults held
high above the waves. Hopes are high as the incredibly ancient
architecture of this isle's lone port swims into view. Rapture is just
off the bow. 

As it turns out, Purgatory is just off the bow...rapture may or may
not lay beyond the walls of the port city. No sooner does the
pilgrim's barge enter the harbor than she is boarded by city
officials, who quickly put all crew and passengers under arrest.
Stripped of all possessions and wealth, one pilgrim in every ten is
separated from the pack for sacrifice to the Dragons. Your party is
among the fortunate remainder dropped naked and defenseless into the
slums of Purgatory, there to fare as you will. The armored barge is
confiscated and made a part of Dilmun's rapidly growing navy -- a navy
that will one day sally out across the seas of Oceana, at long last
bringing her beneath the heel of a single ruler: Namtar, the Beast
From The Pit.

Back to basics in one of the most dangerous neighborhoods anywhere,
you know only you've been had. A well-intentioned traveler, you've
been treated like a beast by Namtar, and consigned to a life of
perpetual poverty in Purgatory. No one escapes Purgatory alive, and
few know the luxury to die in bed within her walls. Starting hip-deep
in mud, you must use every trick just to stay alive, much less worry
about sticking it to The Beast From The Pit.

                            2 - OBJECTIVE

You and your party are adventurers in the magical land of Dilmun, an
island of salvation perverted into a world of horror by Namtar. You
begin the game armed only with your wits in the savage streets of
Purgatory. You must find a way to survive in Oceana's most dangerous
slum, locate a way out of the same, and accept the impossible task of
toppling Namtar. Vengeance must be yours! 

Examine your reference card to determine how your mundane computer
becomes a portal to the mystic world of Oceana. The card will show you
both how to boot up your game and what keys to press to execute game
commands and summon various menus. Once the game is up and running, 
you'll find a party waiting to begin the adventure in the middle of
the stinking city of Purgatory. We'd tell you to watch your purse --
but you don't have one! Nor do you have a belt from which to hang a
purse, or pants from which to hang a belt, or...you get the idea.

                            3 - THE PARTY

A party can have up to four characters, plus up to three non-player
characters. Non-player characters are summoned creatures or heroic
individuals you may meet in your travels. Everyone else is one of your
own people.

The game provides a beginning batch of characters for your use should
you wish to jump directly into the adventure. All characters are
able-bodied and have no brain damage -- use them, or create your own.
If you'd like to create your own characters, read the "Creating
Characters" section.

It may also be possible to transfer characters from other computer
games into DRAGON WARS -- check the reference card for details. Be
warned that such translation is inexact...characters arriving in this
game from other "worlds" will find none of their magic objects and few
of their spells make the journey with them. 

                       4 - CREATING CHARACTERS

When the game fires up, you'll see the names of the default characters
displayed on the screen. If you want to create your own characters,
you'll have to delete those already present to make room. Type the
number of the character you want to delete and follow the screen
prompts -- when you open a space in the party, the computer will offer
you the chance to create a new character.

There's also an option to rename the default characters, which allows
you to personalize your party without having to create a whole new
batch of heroes.

The process of character creation requires you to spend points to
custom-design your character. You are provided fifty character points
to spend on attributes and Skills. Characters begin with a default
value of ten in all attributes, and have no Skills. By following the
prompts, you can page through the character creation menus to modify
attributes and purchase Skills.

Character creation is an art, and you'll have to experiment if you
want to arrive at the "perfect" design (if such a thing exists). To
get you started in the right direction, consider the following 
design guidelines.

-> No one character can do it all...nor should they. While everyone
will benefit from weapon and magic Skills, it helps if your characters
specialize. It's better to have a character who is very good at
something and useless in other fields than to have one who can do a
little bit of everything.
-> This is a game of slow character growth. Don't expect your
characters to change very much, even if they earn vast amounts of
experience.
-> When buying Skills for beginning characters, it is rarely wise to
purchase more than one level. Situations requiring skill levels of two
or higher are rare in the game, and you'll know them when you find
them. If you find an instance where your Skills are insufficient, you
can always pursue another path, then return later when you've improved
the relevant skill through experience.
-> Finally, be aware that a character must master Low Magic before any
other variety of magic can be learned. 

                        5 - CHARACTER PROFILE

See your reference card on how to view a character's profile. After a
character is called up, you can perform a variety of functions, such
as viewing statistics and managing your inventory of gold and items.
As with character creation, just follow the prompts. A few minutes of
hands-on experimenting will show you everything you need to know about
the character profile.
 
Characters are represented by a series of words and numbers, the
significance of which are illuminated below: 

STRENGTH (STR): The most immediate effect of great strength is the
ability to cause additional damage to foes. Strength is also useful
for breaking things, lifting heavy objects, and opening stubborn pop
bottles. High strength is required to use certain weapons; strength in
excess of a what a weapon requires provides additional damage.
Inquiring at a weapons shop will sometimes tell you the strength
required to use certain weapons.

DEXTERITY (DEX): A high dexterity makes you light on your feet,
improves your chance of hitting the bad guys, and diminishes the
chance of getting nailed yourself. Dexterity also determines the order
in which a character acts in combat, starting with the highest
dexterity and moving down to the lowest. Consider designing some
magic-users with low dexterity, so they can cast healing spells at the
end of a combat round.

INTELLIGENCE (INT): Ultimately, your characters are only as
intelligent as are you. This statistic measures a character's abstract
intelligence; it is important for learning spells and solving puzzles.
Intelligence also affects your chance of successfully hitting an
opponent with a spell.

SPIRIT (SPR): On Oceana, the mundane realm is just one part of life.
Spirit reflects the strength of a person's soul, and is important for
casting spells and resisting evil spirits. Spirit also determines the
number of power points retained by magic-users.

POWER (POW): Power is derived from spirit, and represents spell points
used for energizing magic spells. Once spent on a spell, power points
do not naturally regenerate...you will need to use a Dragonstone or
find some other means of regenerating Power. For this reason, power
points should be used with discretion. Power is twice your Spirit. 

HEALTH: Health is terrifically important, for when health is reduced
to zero, the character dies. Health can be restored only by certain
spells, retaining the services of a healer, or through use of the
BANDAGE skill. Death is usually permanent on Oceana, but legend holds
that somewhere in the depths of the Magan Underworld can be found the
Well of Souls, within which resurrection is possible. 

STUN: Stun is derived from health, and represents the ability to
resist damage before a character falls unconscious at a stun value of
zero. Characters generally run out of stun before they run out of
health. Stun fully regenerates following every melee -- you'll find
yourself taking a lot of stun damage in the game, but it isn't really
serious unless the whole party gets stunned all at once. 

SEX: Male, female, sometimes, or never. 

EXPERIENCE: Experience points are an abstract measure of a character's
activity. The more things a character does -- the more monsters he
slays, the more secrets he discovers -- the more experience points
will be earned. Experience points translate into levels. 

LEVEL: Levels are gained automatically as a character earns experience
points. The computer will let you know when a character attains a new
level. Initially your characters will rapidly gain levels, but after
the fourth or fifth level you'll notice character growth is
considerably slowed. This is because it requires progressively greater
and greater amounts of experience to reach the higher levels. When
your character reaches a new level, he receives two new character
points that can either be saved or spent on Skills and attributes. 

ARMOR CLASS (AC): This rating indicates the quality of your armor. The
more (and better) armor you wear, the more damage it can absorb before
it starts counting against your health and stun. Armor does not make
it harder for opponents to hit you. It does increase your life
expectancy by taking damage that would otherwise be taken by your
skull, ribs, etc. Remember, armor does not contribute to your DV -- it
may actually reduce AV. But your AC will rise if you wear 
armor, and it will help you survive.

ATTACK VALUE (AV) & DEFENSE VALUE (DV): These factors are based on
your dexterity value divided by four, and are the basic statistics
influencing combat. You'll want these numbers to be as high as
possible, as they determine how often you will hit your enemies with
weapons and spells, and how often you will be hit by the same. Some
items increase or decrease AV and/or DV. Weapons usually improve AV,
while armor actually decreases your combat values -- armor will
encumber you and may impair your performance slightly.

Your AV is different for magical combat and weapon combat, depending
on your magical Skills and weapon Skills. These Skills do improve your
AV but the improvement is not shown on the AV gauge. For example,
Raggletok has a Dexterity of 16 and a crossbow skill of 1, and no
other weapon Skills. His base AV is 4; that's his Dexterity divided by
four. When using a mace in combat, Raggletok's AV is 4, since he has
no weapon Skills to increase his combat proficiency. However, when
using a crossbow, his AV is 5 because of the influence of the crossbow
skill. Remember, whichever Skills he may be using at the time, Dragon
Wars will display only his base AV without skill modifications --
modifications for actual weapons or armor will be reflected.

                             6 - SKILLS

Skills reflect a character's areas of expertise. Correct selection and
use of Skills is the key to completing the DRAGON WARS adventure.
 
Skills are defined by type and level. In most cases a skill need not
exceed level one to be useful, but to complete the game certain Skills
will have to be higher. For instance, a single level of skill is
perfectly adequate for most of the LORE Skills. Eventually attaining
two or three levels of skill in LOCKPICK, BANDAGE, CLIMB, and the
weapons and magic Skills is recommended. Skills always begin at level
one, but can be initially purchased at higher levels, or improved
during play by the accumulation of experience points.

It isn't necessary for every character to have every skill. You can
divide the labor to your advantage if you decide to have one LOCKPICK
specialist, for example, a couple of characters with BANDAGE skill,
and a CLIMBer. As long as you work as a team, specialization will help
you survive. 

                      6.1 - SKILL DESCRIPTIONS

BANDAGE: A very important skill, as healing services are scarce in
Dilmun. With greater skill, more health can be restored to an injured
character.

CAVE LORE: Many of Dilmun's dangerous and exciting places are found
underground, and having this skill may yield important information at
appropriate moments.

CLIMB: Use this skill to climb over rocks, up into trees, and down to
certain doom. Some obstacles require high levels of skill to overcome. 

FOREST LORE: Dilmun is largely a wild place, and this skill yields
knowledge of how to operate in a wooded environment. This skill is
important to the Druids, who inhabit the forest lands of Dilmun's
wilderness.

HIDING: If you can't kill something, and you can't outrun it, your
only hope is to hide. Note that once you're in combat, it's too late. 

TRACKER: While your characters' mundane eating and sleeping concerns
are invisibly maintained by the game, you might find it useful to hunt
every now and then. Using this skill allows you to track various
creatures, be they men or beasts.

LOCKPICK: Valuable objects are usually locked within chests or behind
doors. Seeing as how Namtar robbed you of all your worldly goods,
you'll doubtless want to engage in a little first hand social reform
by robbing from the rich (everyone else) to give to the poor
(yourself). Knowing how to pick a lock is important to resolving your
quest. 

MAGIC SKILLS: The Skills of LOW MAGIC, HIGH MAGIC, DRUID MAGIC, & SUN
MAGIC are required to learn spells of a specific type. Furthermore,
you must have the LOW MAGIC skill before you can learn any of the
others. High levels of magic skill are useful, as they determine the
maximum number of power points you can invest when casting a spell --
the higher your applicable magic skill level, the greater the
potential of your spells. A higher level of magic skill also increases
the chance your spells will accurately hit their targets.

MOUNTAIN LORE: Fabulous treasures and fearsome beasts reside in
Oceana's mountainous climbs. Knowledge of the world's high mountain
places might save your life.

FISTFIGHTING: Adds to your ability to hit when using fists.

ARCANE LORE: Dilmun is a magical place, and it's important to know
about the world's magic, mysticism, and gods. A well-rounded sorcerer
will combine magical might with arcane lore.

BUREAUCRACY: To liberate Dilmun from Namtar's foul grip, you will need
to sway hearts and minds. To this end, skill in public speaking is
important, as represented by the BUREAUCRACY skill. You might also
have success using this skill on stubborn guards and petty officials. 

SWIM: While it is generally not possible to swim between the islands
of Dilmun, this skill will help you should you find yourself
unexpectedly underwater. A character who can't swim could 
find himself in deep water.

TOWN LORE: You will visit many of the towns of Dilmun in the course of
your adventures -- this skill will provide you with local legends and
history.

PICKPOCKET: Times are hard in Dilmun, but there may still be a few
unwary folk that you can practice this age-old skill on. 

WEAPON SKILLS: You need not have the relevant skill to use a weapon,
but doing so will improve your performance with the weapon in
question. Each level of weapon skill adds 1 to your AV when you use
that type of weapon. Note that the effects of weapon Skills are not
shown on the display of your AV, but rest assured the additional
effects of your weapons Skills are invisibly maintained by the
computer.

For example, if Muskels the Barbarian has a 20 Dexterity, he'll have a
base AV of 5. Armed with a flail and a Flail skill of 1, his AV with
the flail will be 6, but Dragon Wars will only display his AV as 5,
because the effects of weapon Skills are not shown on the display.

When creating characters, there are several ways to get your AV up.
You can either have a high Dexterity, which will increase both your AV
and DV, or you can choose to add to your weapon Skills, which will
increase only your AV at a cheaper cost. Adding to weapon Skills also
restricts you to a certain weapon if you want the additional AV. 

                           6.2 - SKILL USE

In some cases, merely knowing a skill will be enough to benefit from
it. This is sometimes the case with the Lore Skills, which yield
useful bits of knowledge at the appropriate time if a sufficient level
of Lore knowledge is present. If one of your characters suddenly notes
an odd detail and you didn't select the USE command, then a Lore skill
has kicked in.

Other Skills will require that you actually use them to be effective.
If you're confronted by a puzzle or obstacle which you think can be
solved by skill use, select the skill you want (see the reference
card) and follow the prompts. You can use items and attributes using
the same prompts. If you fail, but are still convinced you've used the
proper skill, you probably need a higher proficiency level in the
skill in question -- come back and try again after you've learned a
thing or two.

                              7 - MAGIC

Namtar, the Beast From the Pit, is the mightiest sorcerer of Dilmun.
Smart boy that he is, Namtar has manipulated King Drake of Kingshome
into declaring a general ban on magic, thus giving Namtar a monopoly
on this world's true power. The City States of Dilmun, none too
closely allied to begin with, did not take kindly to this decree, and
open warfare resulted. Spellcasting legions were chewed up in the
opening weeks of the war, while conventional forces continue the
struggle to this day. Namtar's Stosstrupen, a sort of magical secret
police, eliminated most of Dilmun's top individual sorcerers before an
effective resistance could be organized.

Namtar has all but won the war, and the formal practice of magic has
been outlawed in Dilmun. Rumors persist that magic is still taught in
secret out-of-the-way places, and it is one of your tasks to recover
the world's lost magical knowledge.

Learning a spell always entails using magic scrolls. After a scroll is
used, it vanishes forever, although the character reading the scroll
will remember the spell for the rest of his life. Using scrolls is
easy -- finding them is the difficult part, but no one said the life
of a hero was simple.

There are four branches of magic in DRAGON WARS. All wizards must
begin with Low Magic. There is no established school of Low Magic;
teaching chores are handled by assorted bush wizards and holy men.
Because teaching of Low Magic is so widespread -- and because Low
Magic is relatively mundane -- Namtar has done little to shut it down.
There's actually a functioning Low Magic shop in Purgatory. 

The acknowledged master of High Magic was Lanac'toor, a dangerously
unstable being formerly in residence in the City of the Yellow Mud
Toad. Lanac'toor was the Stosstrupen's first target -- he was ambushed
while torpid following an excessive feast of lampreys. Lanac'toor's
body was first turned to stone and then smashed to pieces. With
Lanac'toor's demise, the practice of High Magic all but vanished from
Dilmun, but rumors persist Lanac'toor himself had a teacher, and that
the teacher resides somewhere in the Eastern Isles.

Oddly, Sun Magic remains public and legal. The Master of Sun Magic is
Mystalvision, a great public hero in residence at the Temple of the
Sun in Phoebus. Sun Magic has gained popularity in recent years as the
great star Sirius gradually drowns the planet by melting the polar
icecaps. Sun Magic combat spells are the most potent in the game.

Druid Magic is the way of the elements and the beasts, and is the
purest of all magic, although not nearly so powerful as High Magic.
The most skillful druid is Zaton the Displaced, of which the current
whereabouts are unknown. The Druid Magic cult has been driven
underground by Namtar's persecution, but worship of the cult's patron
deity, the beast-man Enkidu, continues at the various Druid shrines.

There is one further "class" of magic in Dragon Wars: that which is
called "Miscellaneous Magic." These three spells are usable by anyone
who has skill in any of the four standard classes of magic.

When you cast a spell, the computer always deducts a certain number of
Power points from the caster. In some cases, you'll be prompted to
indicate the number of points you want to invest in a spell. In such
cases, the extra points will increase the duration of the spell or its
damage or effectiveness. The number of points you can invest in these
spells is limited to twice your current skill level in that area of
magic.

The following few pages contain descriptions of all the world's known
spells. Although many spells are well-documented through centuries of
use, some descriptions are incomplete because of the spells'
experimental or foreign nature. And, perhaps, because some
spellcasters have placed themselves in great peril by playing with
forces they do not know.... Because of this, you will have to
experiment with spell use to learn the best application of magic in
each situation. In fact, creative use of spells may be a vital element
necessary to solve the game. 

                        LIST OF MAGIC SPELLS
                            Key to spells

SPELL NAME
Description of the spell,     Effect:  Damage or other effects 
miscellaneous notes, and      Range:   Distance the spell can be cast 
tips on casting               Target:  Who is affected by spell 
                              Time:    Duration of spell 
                              Power:   Power points taken
 
 Char 1 character            1-6 x P Damage shown multiplied by power 
Group 1 group of monsters            points expended 
Party Every character in         hr. Hour in the game (not real time)
      your party
  Var Variable. The more      Combat Duration of entire encounter.
      points you expend,             Once one side or the other is
      the more damage or             defeated or flees, the spell
      extended time. Maximum         ends.
      equals 2 times your skill
      in that magic class. 


                           7.1 - LOW MAGIC

MAGE FIRE
The beginning zap spell, and          Effect:  1-8 pts
always worth falling back on           Range:  30'
if nothing more powerful is           Target:  1 foe
at hand.                                Time:  --
                                       Power:  2
CHARM
This simple enchantment               Effect:  +1 AV
offers a small bonus to a              Range:  Heal
character's ability in combat,        Target:  Char
and will heal 1-2 points of             Time:  Combat
damage.                                Power:  3

LESSER HEAL
A simple heal spell, restoring up     Effect:  1-4 pts
to four points of health. Heal         Range:  Heal
spells are very important, because    Target:  Char
you can't use the Bandage skill         Time:  --
in combat. Learn a heal spell if       Power:  2
you want to survive! 

DISARM
This incantation disarms one          Effect:  Disarm 
foe -- that is, if it carries a        Range:  30' 
weapon. Dragons' claws                Target:  1 foe 
not affected.                           Time:  --
                                       Power:  4 
LUCK
If you'd rather be lucky than         Effect:  +2 DV 
good, cast this spell on               Range:  --
yourself or a friend. It              Target:  Char 
improves your DV for the                Time:  Combat 
duration of the combat.                Power:  3

MAGE LIGHT
Useful for exploring dark             Effect:  Light 
places when a mundane source           Range:  --
of light is not available.            Target:  Party 
A "torch" icon will appear for          Time:  Variable 
the duration of the spell.             Power:  1=3 hr 


                           7.2 - HI MAGIC
                          Hi - Combat Spells

FIRE LIGHT
An improved zap spell. The            Effect:  1-6 x P      
greater the power of the               Range:  30'     
caster, the more damage this          Target:  1 foe   
spell will do.                          Time:  --
                                       Power:  Var     

POOG'S VORTEX
An improved version of                Effect:  4-24 pts
Elvar's Fire, created by the           Range:  20'
arch-wizard Poog to suck              Target:  Group
away the life force of his              Time:  --
foes.                                  Power:  11


BIG CHILL
An area-effect version of             Effect:  4-24 pts
Ice Chill that will inflict up         Range:  30'
to 24 points of damage to all         Target:  All
opponents within range.                 Time:  --
                                       Power:  15

MYSTIC MIGHT
Instant muscles for the friend        Effect:  +15 Str
of your choice, lasting for            Range:  --
the entire combat.                    Target:  Char
                                        Time:  Combat
                                       Power:  4

COWARDICE
Fearsome foes suddenly fear you.      Effect:  Foes run
They will either run away, or          Range:  60'
continue to stand and fight if        Target:  Group
they resist the spell. Works            Time:  --
best against weaker opponents.         Power:  6

ELVAR'S FIRE 
This was Lanac'toor's favorite        Effect:  2-12 pts
method of dispersing autograph         Range:  30'
seekers. While this spell doesn't     Target:  Group
pack much punch, it is an area-         Time:  --
effect weapon, and can sometimes       Power:  6
take out whole groups of lesser foes.

ICE CHILL
A precise spell that usually results  Effect:  1-4 x P
in a frigid death for the victim.      Range:  50'
Like the Fire Light spell, Ice Chill  Target:  1 foe
is power-based, and while not so        Time:  --
potent as Fire Light for beginners,    Power:  Var
it works at greater range.

DAZZLE
Use this spell to befuddle            Effect:  Miss turn
simple foes, but make sure             Range:  30'
someone is on hand to                 Target:  1 foe
exploit your enemy's                    Time:  --
hesitation.                            Power:  3


REVEAL GLAMOUR
A very important spell that           Effect:  Dispel
will (usually) dispel illusions.       Range:  40'
All is not as it seems,               Target:  Group
especially in the Eastern               Time:  -- 
Isles.                                 Power:  2


VORN'S GUARD
Originally developed to protect a     Effect:  +2 AC
king and his entourage, this spell     Range:  --
is excellent for parties desiring a   Target:  Party
blanket of magical protection.          Time:  Combat
Improves armor class (i.e. damage      Power:  6
absorbed), but has no effect on DV. 

SALA'S SWIFT
Improves the dexterity of             Effect:  +8 Dex
a single character, for the            Range:  --
duration of an entire combat.         Target:  Char
This will improve the target's          Time:  Combat
AV and DV.                             Power:  --

                          Hi - Other Spells

AIR SUMMON
Conjures an air elemental for         Effect:  Summon
whatever lofty goal you                Range:  --
pursue. See the "Summoning"           Target:  --
notes after the spell listing for       Time:  Var
further information.                   Power:  1=4 hr

EARTH SUMMON
Creates a potent creature from        Effect:  Summon
stone and soil, under your             Range:  --
command. The earth elemental          Target:  --
is somewhat stronger and more           Time:  Var
durable than the air elemental.        Power:  l=4 hr

WATER SUMMON
Allies a spirit of the water          Effect:  Summon
for a time. Water elementals           Range:  --
are a bit more powerful and           Target:  --
stronger than earth elementals.         Time:  Var
                                       Power:  1=4 hr

FIRE SUMMON
Summons a fire elemental.             Effect:  Summon
Guaranteed to brighten up              Range:  --
a party. The fire elemental           Target:  --
is the most powerful known.             Time:  Var
                                       Power:  1=4 hr

SENSE TRAP'S
Safely guides you past                Effect:  Sense
dangerous deadfalls without            Range:  --
tripping the traps.                   Target:  Party
                                        Time:  Var
                                       Power:  1=2 hr

CLOAK ARCANE
Renders the party partially           Effect:  +2 AC
invisible, diverting both              Range:  --
the light around you and              Target:  Party
the force of your opponents'            Time:  Var
blows.                                 Power:  1=1 hr

HEALING
More potent than the Low              Effect:  1-6 pts
Magic 'Lesser Heal' spell,             Range:  --
this enchantment can set              Target:  Char
broken bones and stop                   Time:  --
internal bleeding.                     Power:  3

GROUP HEAL
A group medical plan the              Effect:  1-6 pts
entire party will appreciate.          Range:  --
Restores up to six points             Target:  Party
of health to each character.            Time:  -- 
                                       Power:  6

                           7.3 - SUN MAGIC
                         Sun - Combat Spells

SUN STROKE 
The Sun Magic version of              Effect:  1-8 x P
'Fire Light.' Subtle                   Range:  20'
distinctions are claimed              Target:  1 foe
by those familiar with                  Time:  --
both spells.                           Power:  Var

RAGE OF MITHRAS
A hideously powerful spell            Effect:  1-6 x P
thankfully restricted in that          Range:  70'
it can only harm one victim           Target:  1 foe
at a time. Can hit an enemy             Time:  --
up to 70 feet away.                    Power:  Var

FIRE STORM
Simply the most hideous               Effect:  6-36 pts
spell known to man.                    Range:  60'
                                      Target:  All
                                        Time:  --
                                       Power:  20

HOLY AIM 
Sheds divine light on a melee,       Effect:  +2 AV
and guides a righteous group          Range:  --
in smiting their foes.               Target:  Party
                                       Time:  Combat
                                      Power:  5

COLUMN OF FIRE
Sheets of flame fall from            Effect:  Stops
the heavens, preventing               Range:  40'
a group of opponents from            Target:  Group
advancing during their                 Time:  --
turn in combat.                       Power:  5

EXORCISM
The undead cannot abide               Effect:  6-36 pts
the light of the sun.                  Range:  50'
Usually. Not effective                Target:  Group
against the living.                     Time:  --
                                       Power:  5

WRATH OF MITHRAS
An even more hideously                Effect:  1-4 x P
powerful spell, featuring              Range:  90'
a small blast radius. Damage          Target:  Group
is lower than the Rage of               Time:  --
Mithras, but affects a group.          Power:  Var


INFERNO
An underpowered version of            Effect:  1-4 x P
Fire Storm. In the hands of            Range:  40'
an experienced character, it          Target:  All
can actually cause more                 Time:  --
damage while using less power.         Power:  Var

BATTLE POWER
Significantly improves the           Effect:  +10 Str
muscle ability of any band            Range:  --
of heroes.                           Target:  Party
                                       Time:  Combat
                                      Power:  8

MITHRA'S BLESS
Shields a group from harm            Effect:  +3 DV
 with a blanket blessing,             Range:  --
courtesy of an alien god.            Target:  Party
                                       Time:  Combat
                                      Power: 5

LIGHT FLASH
Produces a blinding flash that       Effect:  lose turn
might disorient foes. Especially      Range:  50'
useful against underground           Target:  Group
enemies and creatures                  Time:  --
unaccustomed to the light.            Power:  6

ARMOR OF LIGHT
Cloaks a character in                Effect:  +2 AC
gleaming magic armor proof            Range:  --
against most attacks.                Target:  Char
                                       Time:  Combat
                                      Power:  6

                        Sun - Healing Spells

SUN LIGHT
Improves the health of any           Effect:  1-6 pts
one character. A little               Range:  --
sun light never hurt                 Target:  Char
anyone.                                Time:  --
                                      Power:  3

HEAL
A potent heal spell which            Effect:  2-8 pts
affects one character.                Range:  --
                                     Target:  Char
                                       Time:  --
                                      Power:  4

MAJOR HEAL     
The best value in Sun Magic          Effect:  1-6 pts
heal spells when more than one        Range:  --
character is injured. Dispenses      Target:  Party
one 'Sun Light' spell on each          Time:  --
party member.                         Power:  6

                         Sun - Other Spells

CHARGER
The perfect pick-me-up for           Effect:  Charge
depleted magic items.                 Range:  --
Non-addictive.                       Target:  1 item
                                       Time:  --
                                      Power:  8

DISARM TRAP
Will safely trigger a trap.          Effect:  disarm
All you have to do is walk            Range:  --
into a trap, and it'll safely        Target:  --
be sprung.                             Time:  Var
                                      Power:  1=2 hr

GUIDANCE
Accurately tells you the             Effect:  Compass
direction you face. Very              Range:  --
useful underground, where            Target:  --
your friendly direction gauge          Time:  Var
is useless.                           Power:  1=3 hr

RADIANCE
The best light spell known           Effect:  Light
to wizardkind.                        Range:  40'
                                     Target:  Party
                                       Time:  Var
                                      Power:  1=2 hr

SUMMON SALAMANDER
Either this spell conjures a         Effect:  Summon
potent magical creature, or it        Range:  --
blows the caster's skull off.        Target:  --
Give us a call and let us know.        Time:  Var
                                      Power:  1=4 hr

                          7.4 - DRUID MAGIC
                        Druid - Combat Spells

DEATH CURSE
A savage spell left over from        Effect:  3-18 pts
the bad old days, designed to         Range:  40'
punch the ticket of someone          Target:  1 foe
you hate. Causes up to 18              Time:  --
points of damage to the target.       Power:  6

FIRE BLAST
This potent spell unleashes          Effect:  4-24 pts
a minor fire storm on one             Range:  30'
group of foes. Use with              Target:  group
discretion.                            Time:  --
                                      Power:  12

INSECT PLAGUE
A formidable way to weaken           Effect:  -2 AV, DV
some monsters' defenses,              Range:  60'
and a real drag at picnics.          Target:  Group
Reduces a group's AV and               Time:  Combat
DV, making them vulnerable.           Power:  4

WHIRL WIND
Possibly transports one or           Effect:  Push 30'
more foes away from you               Range:  40'
on a twisting cone of                Target:  Group
howling winds.                         Time:  --
                                      Power:  4

SCARE
If cast at the right time, can       Effect:  +2 AV
improve your party's ability          Range:  --
in the eyes of your foes.            Target:  Party
                                       Time:  Combat
                                      Power:  4

BRAMBLES
Erects a temporary barrier of        Effect:  Miss turn
thorns between your party             Range:  60'
and a group of opponents.            Target:  group
Use the time thus gained to            Time:  1 round
plan an effective attack.             Power:  5

                        Druid - Other Spells
CREATE WALL
Erects a barrier of stone            Effect:  Create
before the party. Also of use         Range:  --
in repairing old buildings.          Target:  --
                                       Time:  --
                                      Power:  5

SOFTEN STONE
A very powerful spell popular        Effect:  Remove
with civil engineers. Useful          Range:  --
for underground construction         Target:  --
and removing certain walls.            Time:  --
                                      Power:  6

BEAST CALL
This holy spell of Enkidu is         Effect:  Summon
used in secret Druid rituals.         Range:  --
                                     Target:  --
                                       Time:  Var
                                      Power:  1=4 hr
 
WOOD SPIRIT
Creates a helpful ally from          Effect:  Summon
wood and bramble.                     Range:  --
                                     Target:  --
                                       Time:  Var
                                      Power:  1=4 hr

INVOKE SPIRIT
Summons a friendly spirit to         Effect:  Summon
aid you in battle. See the            Range:  --
restrictions and features            Target:  --
described in the "Summoning            Time:  Var
Spells" section.                      Power:  1=4 hr

                       Druid - Healing Spells

GREATER HEALING
Uses natural energies to             Effect:  1-6 pts
rejuvenate and heal the               Range:  --
wounds of any one character.         Target:  Char
                                       Time:  --
                                      Power:  4

CURE ALL
The most powerful and                Effect:  1-8 pts
efficient healing spell that           Range:  --
ancient Druid learning has           Target:  Party
devised.                               Time:  --
                                      Power:  6

                      7.5 - MISCELLANEOUS MAGIC

ZAK'S SPEED
Named for a sorcerer of long         Effect:  +15 Dex
ago, a nifty spell that improves      Range:  --
the Dexterity of all characters      Target:  Party
in the party.                          Time:  Combat
                                      Power:  10

PRISON
Pins a group of foes beneath         Effect:  Halt
the weight of a magical               Range:  60'
barrier, preventing them from        Target:  Group
advancing or running away.             Time:  Combat
                                      Power:  8

KILL RAY
Courtesy of the demented             Effect:  10-80 pts
Czar Strahkenhorc out of              Range:  50'
centuries past, this deadly          Target:  1 foe
beam will waste anything it            Time:  --
strikes. Beware the terrible          Power:  15
cost of this spell, as it can
quickly drain a weak or
weary wizard.


A note on spell icons: The computer shows you that certain spells
(most notably the light spells) are active by displaying an
appropriate icon on the screen. When the icon vanishes, the spell has
run out of juice and is no longer active. In the case of light spells,
this usually results in the sudden onset of darkness. For the detect
spells, it means you're no longer likely to detect danger at a
distance. 

Monster Summoning: A word is warranted on the subject of conjuring up
creatures from other locales or dimensions for use in combat. Several
High Magic and Druid Magic incantations bring forth creatures of this
sort to do your bidding. All of these spells have some things in
common: you must have an open character slot in your party to
accommodate the summoned creature. You should also be aware that
summoned creatures do not last forever, and will eventually return to
the magic worlds from which they appeared, leaving a lifeless husk
behind. The more Power points you invest in summoning a creature, the
longer you can expect it to stick around. Finally, the lengthy and
precise summoning spells cannot be cast in combat. Although summoned
creatures come complete with their own armor and weaponry, you may be
able to equip them with any items you choose. 

                             8 - COMBAT

Unless you're willing to roll over and die, you're going to have to
fight. Fortunately, you have lots of options during combat, and if you
exhibit the proper mix of prudence and courage you should emerge
victorious more often than not.

You'll know a fight is brewing when a picture of some nasty being
appears on the screen. The computer will tell you what you've
encountered, and set the range at which the encounter begins. You'll
have to close to within ten feet of the enemy before you can enter
hand to hand combat, but spells and missile weapons can be used at
varying ranges.

When facing a battle you can always run away, but it's more fun to
fight. The game offers you two types of combat: Quick Fight, and
Fight. 

Quick Fighting gives you more limited combat options to speed
encounters along.

If you choose Fight, instead of Quick Fight, you have a few more
options. First off, you'll have the option of striking a normal blow
(just like the quick fight option), a mighty blow (reduced chance of
hitting, but improves damage done to the target), or a disarm blow
(try to knock your opponent's weapon away without doing much damage).
You also have a chance to rearrange your party, which is important if
one or more characters have been incapacitated or killed -- only the
first four characters in the party order can actually fight in
hand-to-hand combat. Finally, you can attempt to block, which improves
your DV against the attack of a single foe.

In either type of combat, you always have the option to use an item,
run (shame on you! ), dodge, or cast a spell. Dodging is similar to
blocking, but it works against all enemies in the combat and is less
effective.

Note that if you run from an encounter, the computer will actually run
you across the map you are on for several moves...if you return to the
scene of your defeat, don't be surprised if you run into the same
enemies again. Just because you turned tail doesn't mean the bad guys
are going to pack it in!

                         9 - GETTING AROUND

The computer simulates the perspective view available to your
characters. Think of the computer as a window to the world of DRAGON
WARS. Check your reference card for specifics on how navigate around
the world.

If you lose track of where you are, or start to develop a dangerous
case of tunnel vision, try using the automap feature. (See your
reference card for how to invoke automap.) You'll call up a top-down
view of your character's present position, showing exactly where you
are in relation to the local terrain. Black areas on the map represent
areas you haven't explored yet -- you must actually move through a
square with your party to fill it in on the automap. Black areas that
you cannot reach may indicate secret adventure areas worthy of further
investigation. Then again, they may be solid rock.

Speaking of secret stuff, you'll find plenty of it in the game. Secret
doors are indistinguishable from normal walls...until you walk through
them. Clever use of the automap may reveal where secret doors "should"
be. You'll know a locked door when you bump into it -- try battering
the door down with strength, or maybe use your lockpick skill. The
game also features exotic and rare one-way doors, teleporters,
spinners, and...well, find out for yourself.

                     10 - PARAGRAPHS EXPLAINED 

Frequently you will be instructed by the computer to read a certain
numbered paragraph. The paragraphs are printed in the paragraph text
section of this manual, and supplement the briefer on-line text
present in the program. Paragraphs frequently elaborate on the
information provided by the computer, but are an important source of
clues and are not to be overlooked.

You'll greatly increase your enjoyment of the game by only reading
those paragraphs to which you are specifically referred by the game.
"Reading ahead" could spoil some of the surprises that await you in
DRAGON WARS. Don't try to read the paragraphs consecutively, as they
are printed out of order and will prove confusing.

Ultimately, you put down your hard earned cash for this game, and you
can of course do what you damn well please with the paragraphs.
However, should you use the paragraphs as a free "cheat book", beware
the wrath of Namtar...and be advised certain paragraphs are pure ya-ya
that will do nothing to improve your performance in the game. In fact,
acting on ill-gotten information could prove hazardous to your health.
You have been warned. 

                             11 - ITEMS 

Almost as important as your attributes, spells, and Skills arc the
items you will discover during your quest. An item is anything you can
pick up. A very few items are worthless, but everything else you find,
buy, or steal in DRAGON WARS could be important to completing the
game. 

Simple items are things like weapons (used to do mayhem to the bad
guys) and armor (used to prevent the bad guys from doing the same to
you). Magic armor and weapons can also be found in Dilmun -- and there
are no cursed magic items. Certain weapons could actually decrease
your AV, but this means they're harder to use, not that they are
imbued with evil magic. As Muskels the Barbarian said of his Crush
Mace, "Yeah, it was harder to swing, but boy did it crack skulls!" 

The use of many items may not be immediately obvious. Sometimes you
will need to discover secret knowledge or clues to determine what to
do with an item. Other times an item may be useful only in some part
of the world you have not discovered. Keep track of the items your
party carries, and try to use them in novel ways. The secret to item
use is to consider all the things an item can do...if you find a key,
it is probably used to open a lock. If you haven't yet found a lock,
remember you have a key, and keep your eyes open for locked doors or
chests as you explore. No character can carry more than twelve items.

IMPORTANT: If you "discard" an item, it is gone forever...and along
with it may go your only hope of solving the game, so manage your
items carefully.

The various stores in Dilmun can only keep certain mundane, plentiful
items in stock; there is high demand for the unusual. If you find
unique items during your adventure and sell them to a store, they will
be sold to other adventurers, and you cannot buy them back. 

To use an item, follow your reference card's instructions on the "Use"
command, and follow the menus. Select the item you want to use and
give it a try. The worst that will happen is you'll look silly, and
most of the time no one is looking anyway. Actually, that's not
exactly true. Some magic items have limited uses. Once you've shot up
an item's charges it usually cannot be recharged, so a certain amount
of resource management should be applied to item use.

                          12 - A FINAL NOTE

DRAGON WARS is as much a story as a game. To complete your quest you
must pay careful attention to your environment, and realize you are in
the middle of a fully-developed fantasy world. Very little happens in
this game without a reason. Take note of details, consider what
motivates your enemy, and keep your eyes open. Finally, don't be
afraid to take control of your own life. You are the hero of this
saga, and without you there is no adventure. 

Good luck. 


                HOLIDAY GUIDE TO OCEANA AND DILMUN, 
                    THE LAND WHERE THE SUN SETS 

"Dilmun" is the name used to refer to the group of islands where the
DRAGON WARS adventure is set. Collectively, Dilmun is viewed by the
residents of the planet Oceana as a place of salvation and retirement.
Under Namtar's foul rule, this formerly fair land has been twisted
into a place of ruin and death. In better times, the Navigational
Guild compiled this map of Dilmun for the benefit of pilgrims. 

    _________                  _________ 
   /         \__Kingshome     |       __|
  /      O      __  O \        \     / 
 |__ Byzanople /  \___/        |    /
    \         /     __         /    \_
_   / KINGS   \     \ \       /       \____
|\_/  ISLAND   \     \ \__    \__ RUSTIC   \
|______     ____|     | O /      \_________|
       \___/         Nisir
                                ___
            _Lansk____         / O \
     ______/   O ____ \__      \__Necropolis
    /O Phoebus  |    \__ \_______
   /             \      \___     \_
  / ISLE OF     _|          | QUAG \_
 / THE SUN     /    _______  \       \_
|   ________  | ___/FORLORN\ |  O      \
 \ |_     __| |/___         \ \ Mud Toad|
  \__|   /   O_|   |    O   |  \________|
    Purgatory___   |___Ruins|
         \_____|


                     13 - DRAGON WARS PARAGRAPHS

1) In this dark chamber are warehoused several sculptures of decidedly
inferior quality. Mostly they are crude attempts at busts, or
full-figure nudes of decidedly pornographic intent. Whoever produced
these disasters, it could not have been the same artist that created
the rest of the artwork you've seen on the estate.

2) Renewed by the fruit of your sacrifice, the vampire lord emerges
from the tomb. "You have awakened me, and for this I am in your
debt,"' he lisps. "Do not presume to command me, however. You have not
obtained the Silver Wheel, and until you do, my soul is my own!"

The Lord of the Undead vanishes, leaving behind only an oily cloud of
smoke, and the bucket of deep-fried jumbo shrimp.  Back to the drawing
board.

3) This is a shrine to the dark lady Irkalla, queen of Magan, the
underworld of Oceana. Of all the structures in this area, this is the
best preserved. Simple offerings of weeds and rocks lay before
Irkalla, indicating some residents of this world worship the dark
queen.

Irkalla's image is blasted from bronze. She seems serene and
confident, with a terrible sort of beauty lurking in her fierce
countenance. The black pits of her eyes stare at you without emotion.
Here is a deity to be feared - perhaps also to beloved.

4) You stand before the gate to Purgatory's great public arena.
Bloodthirsty residents of the Dilmun interior come here to enjoy the
spectacle of outlander scum such as yourselves fighting to the death
on the floor of the arena.

A guard swaggers up to you He is clad in the trappings of authority
fine armor, a weather-beaten harness well-oiled weapons. "Oy there,
you filthy street scum," the guard growls. "you look fit enough to
hold a 
weapon. Why not haul your butt into the arena and make yourself
useful?" Why fight for another man's pleasure when life in Purgatory
is a daily struggle for survival? You're about to turn away when the
guard lays a heavy hand on your shoulder and adds,"You'll get your
choice of arms...and if you defeat your foe, which I doubt, you might
win Papers of Citizenship. Namtar help me - heathen dogs like you
living in Dilmun! I don't like it, but the law is the law."

5) With distaste you discover the source of the foul odor. Before you
is a low structure, not so much a building as an odd series of stone
slabs leaning against one another. Some ancient stonemason identified 
this place with a legend carved into the rock: "Morgue". A more recent
hand has added its own opinion: "The way out, chumps!".

The stench of the dead is overpowering, but sensing there's something
important about this place you hang around on the fringes and observe
the routine. Sallow work gangs of malnourished slaves, themselves more
dead than alive, slowly carry corpses from the building and stack them
in sloppy piles. You dimly wonder what crime or heresy landed these
poor souls a job as salves in a city of criminals.

From time to time additional corpses are brought here by the more tidy
citizens of Purgatory. These are deposited in the house or stacked in
the piles without seeming purpose. After a time, several of the slaves
bundle one or more corpses into a crude canvas sack and hurl the
bundle over the wall. Distantly, you think you hear a splash. you
judge you're near the harbor wall are the dead of Purgatory hurled
into the waters of the city's harbor?

It occurs to you a living man could lay with the dead, and journey
with them in a sack over the wall and to freedom in the harbor beyond.
How far do the sacks of corpses fall? Are they really tossed in the
harbor, or do they tumble into a well? Could you escape from a bag of
cadavers before it sank to the bottom of the sea, maybe forever mired
in muck and weeds? Perhaps the overpowering smell of this place is
starting to get to you. or perhaps this is your ticket out.

6) Here you find a simple wilderness shrine, tended by a lonely druid.
He welcomes you to his temple, saying the place of worship is open to
all.

The shrine is earthy and natural. The walls seem rooted in the depths
of the earth, the rock seems alive with animal spirit, the very air is
crisp and sweet. You see that the patron deity of this shrine is the
man-animal Enkidu. "He is the god of beast-men and man-beasts," the
druid explains. "He respects only the strong and pure, to whom he will
grant a powerful boon Before Namtar's purge, the god was in residence 
in this forest, where he presided over a vast druid colony. Now Enkidu
is gone, the brotherhood is broken, and knowledge of our magic is
lost."

7) You secure yourself in a bag full of only slightly stinking corpses
and wait patiently. Someone sews the bag up as you lie motionless.
After some moments, you hear a throaty voice call, '"Oy, yew! Run yer
sword throo them bogs, thar! You 'membar wot hopp'nd last week! We
don't wont any mar escayps now, do we?" You are bound and helpless!

8) A great cry of joy goes up as you debase yourself. In a city of
criminals, what shame is there in going native? Just to make you feel
at home, the beggars beat you steadily for a week. Properly initiated
into the world of mendacity, you eventually are set free to wander the
streets of Purgatory, better understanding if not entirely fond of the
city's lowest class of citizens.

9) A statue of Namtar, the Beast From the Pit, dominates this dirty
city square. You carefully examine the statue, trying to memorize the
features of the villain who exiled you to Purgatory. You struggle in
vain. The citizens of Purgatory, themselves no less fond of Namtar,
have taken it out on his image - the nose is broken, limbs are
chipped, and the mouth is deformed beyond all recognition.

As you watch, a wild beggar spits on the statue. "Filthy face of
stone!," she mumbles. "Layed down with lizards he did, that stone face
lies as much as he!" The poor mad creature wanders off, still spitting
and mumbling, leading you to wonder if a similar fate awaits you in
the months to come.

10) This back-alley building is in remarkably good repair. Curious,
you enter, and recognize the interior of a modestly-appointed magic
shop. A wizened gnome of a man springs from behind the counter and
scurries up to you. "Mercy, mercy me...customers! Bless me, customers
at last!"

The old man is insane but friendly. He explains all high magic has
been outlawed by order of Namtar, but instruction in the low arts is
still permitted in isolated regions. He is eager to teach you what he
knows, and will in fact refuse a fee, preferring to teach for the
simple joy of it. Unfortunately, the old man knows little useful
magic.

11) Try as you might, you just can't get your nose to remain on your
face. That Namtar sure has an odd sense of humor.

12) Just ahead you see a bridge. The bridge is covered and armored
doors bar the way across. The bridge appears to be the only way to
cross the water and reach the land beyond. A pack of guards lounge
before the entrance to the bridge. As you appear, they snap to
attention. A guard with a narrow forehead and small eyes approaches
you.

13) You're in the middle of the bridge. Although the bridge is
covered, you can hear water rushing beneath you. It is astonishingly
loud.

The bridge is longer than it appeared from the outside. You recognize
now that even a good swimmer would find it impossible to swim from one
island to the next. This bridge is the only way across.

14) Your knowledge of city lore serves you well. This place isn't so
much a city as a prison. The streets are unpaved and evidently double
as an open-air sewer system. Many of the city's structures are
buildings only in the loosest sense of the word - several have holes
in the roof (or no roof at all), others have been gutted by fire.
Everything is damp, showing this city is little different from any
other on Oceana...the rising sea level is eroding the land upon which
the city is located, and it is slowly sinking. Doubtless those
buildings that have basements will be at least hip-deep in water.
Graffiti is scrawled on walls everywhere, generally curses directed at
Namtar and crude pornographic renderings of all the species of Oceana
In all, Purgatory is an ugly place you would do well to leave as soon
as possible.

15) The guards retire a few steps and converse in low tones when you
show them the ring. One of them approaches nervously. "We're King's
men, you know. We don't want any trouble." He shuffles his feet and
won't look you in the eye. "We just went along with...with everyone
else. You have seen the King?" He frowns when you answer. "That ring
means you're on King's business, so you can pass...but if anyone asks,
we never saw you. Understand?"

You pass into the city. The guards still won't look you in the eye.

16) Before you is a tumble-down collection of huts. A group of
ill-clad unfortunates are gathered around a fire. They see you
approach and rush to your side. "We saw you swim across the bay", says
a toothless man who seems to lead the group. "Any enemy of Purgatory
is a friend of ours. C'mon in and sit by the fire."

17) This is the temple of the Yellow Mud Toad, dedicated to the patron
beast of this city. The temple is a run down and depressing as the
rest of the city. The center of the temple is dominated by a huge
statue of the Yellow Mud Toad, sunk fully a third of its height into
the muddy floor of the building. "Everything sinks these days," a
priest of the temple complains. "This whole city must be built on a
lake. We'll all sink away to nothing if this keeps up!"

18) The camp is deserted. Apparently everyone who lived here was slain
in your recent battle. You notice signs of habitation, but whoever
lived here was dirt poor. It's unlikely you'll find anything of worth
in the camp. Glancing back at the pile of bodies left in your wake,
and then at the bucolic scene of the camp, you sense there was
probably a better way of handling this situation. The man who
confronted you seemed a lot like yourself. Maybe he mistook you for
authority from Purgatory, and only sought to defend himself. This was
probably a time for words, rather than swords.

19) After about an hour, the sick man's fever breaks. He props himself
up on one elbow and smiles. "I was dreaming,"he says in a weak voice.
"I imagined I floated on a vast black pool far beneath the earth. I
think it was in the Underworld. I saw a goddess bound in chains. She
was stranded on an island guarded by monsters." He laughs. "I guess I
had a fever."

The man tries to stand up but finds he's still weak. You help him sit
up. "My name is Ulm," he says. "I guess I have you to thank for
breaking my fever. The guards at the bridge beat me up, and I just
can't seem to bounce back." Intrigued, you encourage Ulm to continue.
"I escaped from Purgatory through a secret door in the wall. I tried
to cross the bridge north of the city, but I didn't have the right
papers, and the guards beat me. I've been coughing blood ever since."

Ulm's eyelids begin to droop, and in minutes he's asleep again. A
moment later his body stiffens, and Ulm dies. At least his final
moments were pleasant ones.

20) In the center of the ruined tower that occupies the heart of this
city, you find a dais and what's left of a statue. The dais stands
about four feet high, and, from the looks of things, appears to have
been placed here since the tower was destroyed. A plaque on the dais
reads, 'This plaque marks the original location of Lanac'toor's Tower
and Magic Academy. This statue commemorates his feats." There used to
be a statue atop the dais, but it has been removed, leaving only
Lanac'toor's swollen feet behind. The statue appears to have broken
off clean at the ankles.

21) You pick your way through the ruins and come upon a spy post
maintained by the defenders of Byzanople. Several soldiers are
gathered here. They are gaunt from months of isolation - you surmise
that if the city does not fall by assault it will soon succumb from
hunger. The soldiers are led by a woman warrior dressed in white and
red. As yet, you remain unobserved.

22) This shack has been set up as a universal shrine for Dilmun's many
religions. A priest welcomes you and escorts you around the shrine.
The majority of the shrine is devoted to Irkalla, the Queen of the
Underworld, and her consort Nergal. The priest explains worship of
Underworld gods always spreads during times of strife, perhaps because
people come to view their own world as an extension of hell. Also
represented is the man-animal Enkidu, patron of the Druids, and the
obscene Refeek, god of things better left unsaid.

The priest lets you worship or observe as you see fit, neither
condemning nor encouraging your actions. "These are hard times," he
says, "you had better pray to them all. We can use all the help we can
get."

23) You intently scrutinize the murals for several minutes, and are
able to arrive at a few broad conclusions. It seems this city square
was used to confine a dragon. You remember a legend of the cities of
Dilmun holding dragons captive as defense against their neighbors. The
murals depict blood sacrifice and obtuse ceremony being used to pacify
the dragon. In one of the ceremonies, a priest is depicted aiming a
short metal rod at a dragon, seemingly holding the beast under his
sway. There is no rendering of the dragon in action. It seems the
dragon demanded a terrible price for a purely defensive weapon.
Furthermore, the ruins surrounding this square offer mute testimony to
the effectiveness of a dragon for city defense.

24)You board the ship as soon as the last of the pirates drops dead,
eager to see what it was the thieves were so deter-mined to defend.
You see the ship's name is the PRAIRIE MADNESS, and that it seems to
be fitted out for fast raiding missions. There isn't much of a cargo
hold, so the ship won't serve for long journeys, but it looks very
fast and dangerous.

25) "Welcome to Phoebus, City of the Sun!" chirps an odd mechanical
voice. You stop in your tracks, trying to identify the source of the
voice. After a few moments, you hear the message again, and determine
it is coming from a raised stone dais and plaque directly in your
path. Evidently the message is activated by your presence. "Welcome to
Phoebus, City of the Sun!" the voice says again, this time a little
slower than before. You examine the plaque and see it is a map of the
city. "Welllcoooome tooo Phoeeeeebussss, Ciiiityyy offff theeeee
Sunnnnnnnn..." the voice intones, now perilously slow. Something's
wrong with the device. a mechanical hand protrudes from the dais,
frantically trying to shake your hand, but there's no way you're
getting near it. Two stern looking gentlemen dressed all in black
stare at you, making you nervous. Committing the details of the map to
memory, you hurry away from the silly device.
"Wellllllllllllllcooooooooooommmmmeeeeee. . . !"

26) The walls of this city are of bright marble that seem to glow with
an inner light. The streets are paved and clean, and there is no sign
of poverty or disorder. The horse carts run on time. You can't shake
the feeling something is about to go tragically wrong.

27) You at last stand before the Sword of Freedom. The hilt of the
fabled blade is just inches from your grasp. a hush comes over the
city of Freeport. The furiously boiling waters previously surrounding
this isle have subsided. You look up and see the citizens of Freeport
have gathered all around the harbor, waiting to see what you will do
next. Some of the citizens appear happy, others are proud, many just
wear blank stares. One large man stands silent, but tears roll down
his cheeks.

You smell a faint scent of ozone. Somewhere, a baby cries.

28) Two officers occupy this building, evidently associated with the
military force drilling on the parade grounds outside. The officers
quickly shuffle aside the dice game they were playing when you
entered, and snap to attention. They relax when they see who you are,
and you sense a change in their attitude.

The elder of the two officers gives you a close inspection. "Such a
fine lot of patriotic types," he says. "It's about time someone from
this feeble little burg enlisted in the army! Welcome to the service
of King Drake. Hail Namtar!"

29) Perilously weakened from your long journey through the swamp, you
at last enter the City of the Yellow Mud Toad. The walls here are
sagging and brown with grime. The city smells almost as bad as the
swamp that surrounds it. Still pools of foul water and puddles of
bubbling mud clog the streets. The people of this city shuffle about
on their tasks, letting your greetings go unheeded and refusing to
look you in the eye.

30) Sheltered at the base of the ruined city wall you find a funky
little souvenir shop. a sign in the window identifies the place as
"Your Lanac'toor memorabilia shop!" Intrigued, you enter. An unseen
bell chimes an offensively sour note as you swing open the door to the
shop. Inside you find a remarkable selection of Lanac'toor souvenirs.
Images of the mad sorcerer are inscribed on mugs, bowls, plates,
bookends, trophies, boxes, candles, and lanterns. Lanac'toor grinning
face or family crest is embroidered on hats, ties, underwear capes,
and belts...a store clerk even offers to personalize any item you
select, sewing or engraving your name on your purchase. a very small
portion of the shop is given over to items unrelated to Lanac'toor.
Most of it seems like junk - bits of masonry from the city wall, tiny
images of the Yellow Mud Toad, and odd scraps of metal. You are amazed
by the single-minded devotion this shop shows to an historical figure
so insignificant outside the walls of the City of the Yellow Mud Toad.

31) On the far distant horizon you spot the menacing shape of a black
sail. It seems these sea lanes are patrolled by pirates and other
scurvy beasts. The enemy ship is down-wind from you - it is only a
matter of time before you are caught !

32) Huddled in the shelter of the city's ill-repaired wall you find a
militia of wild-eyed men. "Is the war over?" one of them asks. "Does
Lanac'toor live?" wonders another.

You are able to piece together something of the history of this place.
The patron of the City of the Yellow Mud Toad was a wizard named
Lanac'toor. He occupied a tower that formerly stood in the center of
town. Lanac'toor quarreled with Namtar when a general ban on magic was
announced, and war broke out between the City of the Yellow Mud Toad
and Namtar's city of Kingshome. As soon as the war began it was over.
Kingshome legions summoned a dragon from the swamp to shatter the
walls of the City of the Yellow Mud Toad. Lanac'toor's tower was
destroyed and the wizard himself was turned to stone.

After Lanac'toor was killed, the enemy army withdrew, apparently
unconcerned with the fate of the City of the Yellow Mud Toad. The
citizens of the city are convinced the worst is yet to come, and thus
maintain a feeble city militia as defense. It seems unlikely the city
has anything worth defending. The men of the militia mutter to
themselves as you leave.

33) Ahead you see the walled city of Byzanople. The tattered banner of
Byzanople still flies above the city's unbreached walls. The
approaches to the city are occupied by the army of Kingshome. The
besieging army is spread across the countryside, indicating it has
been several months since Byzanople was invaded.

As you approach, several heavily armored soldiers launch an assault on
the city. They scramble over rubble and rush the city's gate, waving
their weapons and shouting war cries. a hail of arrows, stones, and
boiling oil descends upon the attackers wherever they stray too near
the wall. The defenders make short work of the Kingshomer assault, and
fewer than one in ten of the soldiers launching the assault make it
back to their camp.

34) a rough pile of rubble marks the perimeter of the Kingshome
advance siege camp. The cyclopean walls of Byzanople are just a few
yards away. a twisted path leads through the rubble toward the gates
of the city. The path passes beneath the walls of the city, forming a
savage killing ground. The path is littered with broken arrow shafts,
debris, and the bodies of others who have tried to take this city by
storm.

35) This massive central structure dominates the city of Lansk. Unlike
the walls that surround this city, this structure is fortified and
prepared for war. Armed Lansk guards patrol the battlements, looking
stern and ill humored. Written warnings in a variety of languages
advise passers-by to keep their distance. And not without reason, for
within the structure, visible through a thick glass panel, you see a
dragon. The beast is huge, completely filling the fortress that is its
home. It must weigh at least eighty tons. The dragon is asleep, but no
less fearsome for all of that.

a plaque explains the dragon is maintained by the city as its primary
means of defense. Should disaster ever threaten the city, you read,
the dragon will be set free, destroying both the city and the army
that would conquer it. The dragon is maintained by expensive blood
sacrifice - primarily by hurling criminals into the dragon bunker.

The dragon is impressive, but you feel vaguely disappointed. This
isn't a fearsome flying saurian; it's an overfed monster sitting in a
cage.

36) You alert the warriors to your presence. The soldiers are startled
when you speak, and when they turn you see they are pale with fright.
They realize you could have killed them before they knew you were
there. The soldiers regard you nervously as the woman in red and white
approaches.

"You're the infiltrators the Kingshomers sent from their camp," she
says. "I see you are surprised - my city might be losing this war, but
we're not without our resources."

The woman shakes your hand as she introduces herself. "My name is
Princess Myrilla," she says. "If you meant us harm you would have
attacked us from behind. You don't look like Kingshomers; I choose to
trust you." Myrilla barks some orders to her men in a language you
don't understand. Turning back to you, she continues, "Follow me. My
brother will want to speak with you."

Myrilla leads you through a secret passage into the heart of
Byzanople. It's odd this girl has so abruptly taken you into her
confidence. You decide to play along...if she can't make you a better
offer than the Kingshomers, this is certainly an easier way into the
city than storming the gate.

37) Several squat figures surround the entrance to a tunnel leading
under the walls of Byzanople. a wooden palisade shields the tunnel
entrance from the eyes and weapons of the city's defenders. You
recognize the figures as siege engineers, and surmise they are
attempting to undermine Byzanople's walls.

a short and powerful man covered with mud and sweat emerges from the
tunnel. "I think we're through," he says.  We had to find our way
through a patch of granite, but I think we've come up against a
cistern or basement wall. He looks at you expectantly. "All we need
now is a pack of brave idiots to try the tunnel, find their way into
the city, and open the gate for us."

38) Using your magic spell, you watch in wonder as color flows back
into the frozen dwarves. The chamber is filled with a noise
uncomfortably like the popping of popcorn as the dwarves return to
life, their joints made stiff from ages of disuse. Before long, the
entire clan is restored to life. The dwarves give you the once-over.

39) You find a hidden cove. There's a dock house by the water, and
beside it you can sec several small ships tied up to the dock. You
must pass through the dock house to get to the boats. To your right is
a small wayside shrine to some divinity or another. The cove is very
quiet, aside from the lapping of the waves and the rhythmic creaking
of the boats tugging at their ropes. It's hard to tell if this place
is inhabited or not.

40) a wave of fetid humidity strikes you like a slap in the face when
you open the door to this room. This place must be under an
enchantment. Within the room is exactly reproduced a hot and swampy
environment not unlike the Isle of Quag. The floor is a deep and
bubbling mud bog, wide-leaf palms grow here and there, and in the
underbrush you think you see small reptiles warming themselves on hot
rocks. a most unusual sight to find in a dungeon....all the comforts
of home (if you're a reptile).

41) The pirates are friendly enough when you pay them their gold. They
offer you a seat and serve you a brutal meal of calamari and grog. "My
name's Long John Ugly," the leader identifies himself. "And this here
is my gal, Peg." Ugly's girl has two peg legs and no teeth, but she's
by far the most presentable member of this motley crew.

You converse with Ugly and his band for several hours. Ugly used to be
a sailor in the Tarsian navy. He explains Tars was a minor city on the
isle of Forlorn, and that it was reduced to ruins in the early days of
the war with Kingshome."These ain't good times to be a sailor, me
bucko, Ugly growls, becoming increasingly maudlin as the grog does its
work."Namtar don't want folks sailing about from one island to the
other. Too hard to keep people in their place that way!".

You learn Ugly's band has scratched out a living raiding along the
coast, but pickings are slim. You also guess they do a bit of
smuggling. Ugly is hesitant to take you out in his boat, saying the
weather is wrong and the seas are too dangerous lately. When you
remind him of the gold you paid, Ugly smiles and Peg shrieks with
laughter.

"I didn't figure that gold covered the cost of a passage, mate!" Ugly
laughs. "That was just a fee for this fine repast and for not gettin'
yer throats slit." Peg whispers something in Ugly's ear. "But Peg
likes ya, and I'm in a charitable mood, so I'll do ya a favor. Seein'
as how ya should be dead anyway, I'm willin' to ferry ya over to the
Necropolis. There's plenty of loot to be had in that place, which
should suit you folks just fine." Ugly gestures over his shoulder and
points toward the south wall. "The dock's on the other side of the
south door. I'll meet ya out there in a minute." Ugly looks you
straightin the eye as he concludes, "And I do mean the south door.
You'll do as yer told if you've got any sense."

42) In this dusty and disused chamber you find what was formerly the
throne of King Drake of Kingshome, the mightiest ruler of Dilmun. The
throne is heaped in the corner and in poor repair. Carelessly tossed
behind the throne you find Drake's ceremonial crown. Maybe it will be
worth something, if there is ever a true king in Kingshome.

43) You sail through most of a day and night through thick fog. There
is no moon, and the going is slow and treacherous. Several times you
think you glimpse phantoms in the fog, or hear strange beasts bumping
against the hull of your vessel. Just when you think you may never
reach your destination, an island looms out of the murk.

The island is an irregular mass of black stone, covered in moss and
green slime. Ruins of impossibly ancient design are just visible in
the center of the island. Luminous eyes peer at you from dark hollows
and forbidding bogs nestled along the coastline.

44) The magic paint works as advertised. Now covered with the mystic
colors, the formerly ruined walls of the City of the Yellow Mud Toad
stand tall and strong. You hope strong walls will be enough to hold
off the growing terror you know lurks in the swamps, just a few feet
away.

45) The sail to Freeport is a long one, and your supplies are barely
enough to last the voyage. You sail east and away from the majority of
the Dilmun islands, headed into previously unknown waters. Once free
from the war-torn islands of the Dilmun interior, you are able to
enjoy the natural beauty of the maritime world of Oceana.

Presently you come in sight of a glistening modern harbor sheltered in
a strange coast. Your charts indicate this is Freeport, and anchor
your ship at a dock.

46) Your journey takes you to the frontier known as the Eastern Isles.
This area is unclaimed by any nation, and you experience no encounters
with hostile maritime forces.

The Eastern Isles have a rustic quality lacking in the Dilmun
Interior. Here things are unfinished and wild, and seem untouched by
the corruption of the Interior. This region is the closest thing
you've seen to the paradise you expected to find when you arrived in
Purgatory, many months ago.

Presently you spot what seems to be a ruined city, half-submerged in
the sea. You find a place to land your craft on a stretch of sand
southeast of the ruins.

47) Near the bridge you find a run-down building. a sign above the
door identifies the place as the 'Official Quag Visitors Information
Bureau'. The building is every bit as run-down on the inside as out.

An ugly little woman with a cluster of purple eyes enthusiastically
greets you. "Welcome to Quag, Isle of Luxury!" she says. "I'm so glad
you're here. We don't get so much business since the war." You learn
that Quag's only city - the City of the Yellow Mud Toad - is sinking
into the swamp and the priests of the Yellow Mud Toad are powerless to
stop it."But it's really quite safe for travelers," the woman is hasty
to add. "Quag remains an isle of wonders, and many still dream of
taking the vapors!"

You judge the woman quite mad. Saying good-bye, you depart.

48) a wall of rock stands athwart your path. Massive bronze doors
guard a way through the rock; fearsome beasts guard the way to the
door.

Two creatures guard the way through the rock. They are half scorpion
and half dragon, but in some ways they look like men. Their eyes glow
with balesome fury. They glow with an inner light, bathing the ground
at their feet in glory. They appear to be a man and a woman, and thus
doubly dangerous for the bond they must share.

49) After a few hours of cautious work, you're able to lash an
appropriate rock to the broken pick handle with the laces you received
from the dying man. The result is a serviceable if makeshift hammer.
The hammer probably isn't worth much as a weapon, but it might hold up
long enough to break the chains that bind you.

50) The door closed behind you with an ominous sound evoking the
finality of the tomb. The door and wall from the bridge must have been
sound proofed, for no sooner do you emerge from the bridge than a mad
chorus of howls assails your ears. Insane screaming seems to spring
from every direction, although you cannot see the source of the noise.
It's enough to drive a person mad!

51) You walk beside a clean and stylish harbor. Although you are near
the sea, this place has none of the stink associated with Oceana's
coastal places...either Freeport is not sinking, or the port is
engineered such that seepage is not the problem here that it is
elsewhere in the world.

The construction here is simple but attractive. There's rustic feeling
associated with the unfinished wood railings foliage, and crisp scent
to the air. The people of this place are dressed in effective leather
and cloth, and seem healthy and energetic. Everyone is armed, and you
judge the citizens of this place know how to defend themselves. You
are greeted warmly as you approach, but the citizens of Freeport do
not tarry to speak. Everyone seems engaged in a mission of great
industry.

52) To the south is a little island in the harbor. Standing in the
center of the island is an anvil, plunged to the hilt within the anvil
is a brilliantly gleaming magic sword. There seems no way to the
island...the water here seethes and boils with magical energy. It
doesn't take much imagination to surmise a swim to the island would be
fatal.

A Freeport citizen notices your interest in the island. "That is the
Sword of Freedom," he says. "Many years ago, the great hero Roba
delivered it from the Underworld. After many years of adventuring,
Roba retired here and founded our city. Shortly before his death, Roba
built this magical island to protect his sword."

The citizen is silent for a moment before continuing. "Legend says
that so long as the sword remains in the anvil, no harm can come to
Freeport, " he says. "At the same time, Roba warned a time would come
of great strife on Oceana. He said a champion would appear one day to
claim the sword. He who wields the Sword of Freedom will quell the
strife in Oceana, but at the same time will doom our city. Such is the 
sacrifice we must someday make."

The citizen wishes you well and leaves. The Sword of Freedom is just
out of your reach. It seems to taunt you. How to get it? How to get
it...?

53) In this cell you find a weak young man dressed in soiled motley.
"Good evening ladies and germs, it's good to be back at the palace,"
he says as you enter his cell. "a funny thing happened to me on the
way to the dungeon." The poor man was obviously a court jester. "I ran
into Sir Loin of Pork this afternoon - he said he was about to become
Baron of Greymatter." This guy really stinks. If wiser men than you
consigned this man to the dungeons, who are you to set him free. "I
got a million of 'em," the jester says, seeming to notice you for the
first time and perking up considerably. This confirms your worst
fears, and you slam and lock the cell door. "Cancel the Renaissance -
it looks like a reign of terror!" comes the muffled voice from behind
the door.

Even Namtar has a good idea now and then.

54) "Thanks for putting me back together - I feel swell!" Lanac'toor
grins. "I was a little nervous when you put my arms on backwards, but
I guess I'll get used to it. Having my elbows bend the wrong way will 
make it easier for me to scratch my back!"

55) a yawning chasm stretches before you. a violent gust of hot wind
rises from the chasm...the void must reach to the very roots of the
world, below even the Underworld. Out of the chasm, starting an
unknowable distance beneath you and stretching as far as the eye can
see, you view a vomitous mass of irregular black stone. The tower
stands piled atop itself and is at once designed and chaotic...from
one angle it looks like a sorcerer's stronghold, while from another it
seems like the exposed spine of a fantastic beast. Perhaps it is not
really there at all. More likely it exists in more than one dimension
at the same time, and is thus difficult to see in its entirety.

One thing is certain...this tower has nothing to do with god, or
salvation, or pilgrims. This is a tower of Evil. This is the Tower of
Namtar!

56) a tall and powerfully built man with a greenish complexion greets
you when you enter the building. "I am Tarkas, first citizen of Tars,"
he says. You learn that he and his fellow officers fled here to
Freeport when their home city of Tars was destroyed by the legions of
Kingshome. Tars was previously the foremost city of the Isle of
Forelorn. Now Tars is a sad ruin, while Purgatory passes for the
isle's only city. If you explore the ruins of Tars, Tarkas says, be
sure to seek the hidden chambers beneath the city - they might still
contain fabulous treasures.

Tarkas is bitter when he recalls the ruin of his city. "We were
betrayed," he says. "We relied on our dragon to defend us. We didn't
dream Kingshome would be so bold to assault us when our dragon was
healthy and awake. When they lay siege to our city, we released our
dragon...and the beast did nothing! A hundred years of blood sacrifice
to that terrible dragon, and what good did it do us in our hour of
need?"

Tarkas grows animated as he speaks, accidentally smashing a table as
he excitedly flails his arms. "I tell you, Namtar found a way to usurp
control of our dragon! Since Namtar rose Kingshome against all of
Dilmun, dragons have all but vanished! Namtar controls them
somehow...but no man can control the saurians without paying a
terrible price. If someone could learn what he's done with the dragons
- and learn how to wrest their control from Namtar...then Kingshome
would learn a thing or two!!"

57) This simple hall serves as the community meeting place for the
citizens of Freeport. You are greeted by minor city officials who
welcome you to their town and eagerly ask you for information of the
war in Dilmun. "These are dark days," the official says. "Soon
Kingshome will control all of Dilmun, then Namtar will cast his evil
gaze toward the Eastern Isle and our fair city."

The official scratches his head. "It's odd," he says. "My father was
an advisor to the court of King Drake at Kingshome. He said Drake was
a peaceful old man. His son, Jordan of Byzanople was a regular
firebrand...but not Drake. Why suddenly make war on his neighbors? It
doesn't make any sense...Namtar must have poisoned him." The official
shrugs."I wonder if something's happened to him. King Drake hadn't
been seen in public for over a year when I was last in Phoebus, and
that was some time ago. Maybe something happened to him."

58) After a long wait, you shuffle onto the block with a host of other
unfortunates. You are in better shape than the poor wretches that
surround you, and your group is instantly the subject of spirited
bidding. You shudder as you are sold to a man with a fat neck for more
gold than you are likely to see in a lifetime.

You are led away from the slave auction and linked one to another by a
continuous sequence of chains and collars. Presently your new master
appears and introduces himself. "I am Master Mog," he says. "From this
moment on, I am your mother, I am your father, I am your God, I am
your world. I am Mog - Mog is All. Abandon all hope of freedom. You
are my property, to do with as I please."

Mog leaves you to the hands of his slave bosses, who spend the next
several weeks attempting to break your spirit. During this time you
are loaded aboard a painfully slow cog and sail to Master Mog's
estate. You are afforded a brief glimpse of Mog's luxurious palace
before you are led beneath the earth and introduced to Mog's salt
mines.

Then begins a mind-numbing series of repetitious chores. You are not
permitted to leave the mines. You work, sleep, and eat in the same
series of identical tunnels, never permitted to see the sun.

59) You are admitted to the camp and immediately pressed into service.
The army makes no attempt to provision or train you - it's evident
they consider you a band of cutthroats, and that they like you just
the way you are.

You are billeted in a siege camp located a few miles south of the
walled city of Byzanople, which for months has stubbornly resisted the
enlightenment of joining the unified Kingshomer Empire under Namtar
and King Drake. The besieging Kingshomer army is preparing to take the
city by storm. You are to be among the waves of unfortunates they wish
to send over the wall. You may not take kindly to this idea, but there
are many more of them than there are of you, and this is no
opportunity to desert.

60) These cramped quarters serve as home for Mog's unfortunate slaves.
Men sleep fitfully on the cold rock floor, encumbered by the stout
chains that bind them one to another. An examination of your
companions proves your chains will never be removed - some of the
sleeping men are still chained to companions who have long since
passed away.

61) The dying man gratefully gulps water from your cup. "You are
angels," he says. "I want to die, but not alone, and certainly not
thirsty!" The man wipes his mouth with his wrist. His parched lips
crack and smear his wrist with blood."Not much longer," he says with a
wan smile. "When I'm gone, I want you to have these." The dying man
shows you his boots. The soles are entirely worn away, but the tops
are still secured by stout leather laces. "The boots aren't much good,
but the laces are strong - maybe you can do something with them." The
old man is abruptly seized with a coughing fit. You know the end is
near. "I hope you fare better then me," he croaks.

62) The last of the guards drops dead and silence claims the mines. A
ladder leads up out of the salt mines. In the dim distance you can see
sunlight for the first time in uncountable hours, days, or months.
Freedom is at hand. But what awaits you at the top of the shaft?

63) Several people are huddled around a fire. One of them offers you
some stew which you eagerly accept - it's bland and watery, but it's
the first hot food you've had in days and you eat every drop. After
your meal you doze off by the fire, grateful to at last be in the
company of charity and good will. When you awaken, you feel as if
you've been reborn.

64) You stand before the gleaming city of Lansk. The streets are
clean, the people are orderly, and while the city is walled, there is
no gate. None of the busy citizens you spy carries a weapon. The city
shows no sign of war or occupation. However, it does seem like a very
rich place, and you can detect a faint smell of dragon in the air....

65) This guard room is occupied by several menacing men who stand when
you enter. "Well...look at this," one of them sneers. "Our prisoners
have 'escaped'. We have to 'recapture' them - perhaps several times."
The guards begin to close in. "Remember, men, these prisoners were
trying to escape...we won't be accused of beating prisoners in their
cells again ! "

66) This is Phoebus' incredible Temple of the Sun, renown all across
the world of Oceana. The sun's warm rays shine into an open atrium,
bathing the broad leaves of a variety of exotic heliotropic plants.
Acolytes of the temple are busy about on mysterious tasks. The floor
is inscribed with a gold design depicting the motion of Oceana and her
sister planets. From some unseen chamber you hear the soothing sound
of running water.

A gold curtain swings aside and a short, swarthy man enters the
chamber. He is dressed in blue robes inscribed with stars and moons,
and wears a pointed cap. It seems the man very much wants to look like
a wizard, but has no idea of what wizards actually look like.

"I am Mystalvision, High Priest of the Temple of the Sun," says the
wizard in a comically high and wet voice. "You are to be commended for
making it this far. I don't care that you cracked out of Purgatory,
but your behavior since entering my city has been intolerable."
Mystalvision snaps his fingers, and several cruel gentlemen dressed
all in black appear out of nowhere. "Namtar's Stosstrupen would like
to ask you some questions," Mystalvision sneers. "I should ask you to
come along quietly, but it will be more fun to do this the hard way "

67) This is an open-air slave market, filled with the cry of flesh
mongers and the laughter of a perfumed crowd. Here men and women are
for sale - people such as yourselves - to the jaded residents of the
Dilmun interior.

From the gate of the slave market you watch as several young men are
auctioned off. They seem less healthy than yourselves - maybe they've
been in the city longer than you. It seems a sad way out of this
place, to make yourself a slave...but isn't anything better than a
life of misery and slow death in the streets of Purgatory?

You scan the crowd, anxious to measure the character of citizens of
the Dilmun interior. Their faces seem cruel and aristocratic, with a
faint hint of the more-than-human. Here and there you spot a face that
seems kinder than most, but if you were on the block, what guarantee
would you have of receiving a kind master? Could you truly live with
yourself as a slave?

There is a long line of lost souls waiting for the auction block.
Nothing will stop you should you decide to join them.

68) The door to this hut is open, and from within you hear someone
singing. Entering the hut, you see a simple room...a pile of straw
serves as a bed, while a candle bums on a large rock that passes as a
table. Behind the rock you see a sad man who seems very old. His eyes
are empty sockets and both his hands have been amputated at the wrist.
You wonder why a blind man burns candles when he's alone.

The man stops singing and swings his head in your direction when you
enter. "You must be the outsiders everyone's so excited about," he
says with a firm voice. "I can smell Purgatory on you. Please come in.
I'd like to see some new faces...provided I could see."

You learn the man's name is Carson. He was a sorcerer at the Temple of
the Sun, in Phoebus. "That was before Namtar rose from the Pit," says
Carson, pausing to spit. "Damn Underworld types should stay in their
own world."

You talk with Carson well into the evening, pumping him for
information. You learn that Namtar is either a demon or a man - Carson
seems to use the terms interchangeably. About a year ago Namtar
appeared at the court of King Drake in Kingshome, and was welcomed as
the court magician. Within a year, Kingshome had mobilized and began
making war on its neighbors. At the same time, Namtar announced a
general ban on magic, using his secret police - the Stosstrupen - to
enforce the ban. A great magical war ensued, which Namtar and the
Stosstrupen won handily.

"Now sorcery is all but dead in Dilmun," Carson continues. "Take a
look at me. Ten years learning Sun Magic and it leads to this! All the
old Masters are gone...Lanac'toor was finally driven over the edge and
shattered into a score of pieces; Zaton exiled to the deep wilderness;
and Mystalvision..." Carson is silent for a long time, then says, "I
can't prove it, but I always thought Mystalvision was wrapped up with
Namtar. He's the High Priest at the Temple of the Sun. Our Order fell
to Namtar so quickly...we must have been betrayed. Beware of
Mystalvision!"

You talk with Carson late into the night, but learn little else of
value. He is either unwilling or unable to teach you any magic.
Heeding his advice, you take your leave of the old man.

69) When no one is looking, you crawl into an open sack filled with
disgustingly fresh corpses. You lay still as the sack is crudely sewed
shut. The darkness of the tomb descends upon you as the bag is closed.

None too gently, the entire sack is heaved onto the backs of the
slaves. Dead arms embrace you, long fingernails claw at your hair,
rotting grave mold seems to penetrate your body. There is a lurch and
a rasp as the bag clears the wall, and then you fall.

Your flesh crawls with anticipation. Will you meet your end, smashed
to death with a host of corpses on some unseen rocky spire? Or will
you splash into the warm waters of Oceana, at long last free from the
stinking hell of Purgatory?

You splash. You sink. You struggle. At last you win free of the sack,
and the dead hands that drag at you seemingly resentful of the life
you display. Lungs bursting, you break from the water at the base of
the harbor wall, and quickly clamber aboard some debris you find
floating close by and strike out for shore.

70) Mighty oaks intertwine above your head to form a living gateway to
this enchanted forest. A fresh coat of sparking dew lays over
everything, lending a fantastic quality to the scene. The ground is
covered with an inviting blanket of green moss. Faerie lights glimmer
from within the boles of dark yet pleasant trees. This is a magical
place.

71) Much to the garrison's dismay, the gates of Byzanople prove little
obstacle for you. The Kingshomer army streams through the open gate
and makes short work of the outnumbered city garrison. Byzanople has
fallen.

After putting the garrison to the sword, the victorious Kingshomer
soldiers gleefully get down to some serious pillaging. Buck Ironhead,
the commander of the Kingshomer siege camp, appears from the chaos.
"I've got to hand it to you," he says, "you really did a job on these
Byzanople jerks! Now Namtar's control of Dilmun is complete. I'm sure
the Beast From The Pit will want to thank you personally." Ironhead
smiles when you remind him of your bargain. "I haven't forgotten, I
assure you...but seeing as how you threw in with me so easily, I doubt
you have any real sense of honor. I wouldn't trust you clowns as far
as I could throw you!" Buck stands back as several of his soldiers
gather around. "Put these traitors in irons!" he snarls.

The guards close in. It's an epic fight, but no heroes can long
withstand sheer weight of numbers. Everything goes black as the last
of your party falls to the dust.

72) This shrine is formed from rocks and wood and moss - it seems a
profoundly natural thing, more an outgrowth of this enchanted wood
than a thing built by man. The divinity worshiped here is none you
recognize, but the feeling of the place is one of harmony with nature.

Upon closer inspection, you see dried bloodstains on the rock. The
stains are not large - this shrine is not used for sacrifice - but
perhaps its resident god is awakened by a token gift of life.

73) This hidden glade is charged with magical energy. The rocks
marking this clearing form a ring of deliberately-placed standing
stones, the focus of which is upon the earth where you now stand. You
feel power rushing from the roots of the earth and into your soul.
Enkidu himself stands and regards you.

74) Old Jack's eyes grow bright when you show him the signet ring.
"His majesty..." Jack whispers. You sadly shake your head, indicating
Drake is dead. Tears form in Jack's eyes as he sighs. "Me poor, poor
king...I knew ye'd come to nogood with that demon Namtar! "

After showing him your ring, Jack treats you like an honored guest,
forgiving all your misdeeds in the forest. "I'm a King's man, ye got
ta believe that," he says. "I love me King an' I never disobeyed him.
But I never like the looks o' that Namtar - he's a very devil, he is!
It must have been 'im wot killed old Drake." Old Jack pauses to spit.
"Someone's gotto bring Namtar down, and clear the way for young Prince
Jordan to take the throne. You've got the ring, so you're it!"

Old Jack solemnly hands you his bow. "This here's me bow, I call her
Nevermiss! Drake gave her to me when we were both boys, and she's
never failed me. Now I give her to you, to shoot down that foul
Namtar!" Jack is hesitant to release the bow, and even as you hold it
his eyes linger on the weapon. "She's like a lady, she is...you treat
her kind. You treat her kind."

Jack is abruptly eager to leave. He refuses to leave the forest,
saying it's his only home. He wishes you all good luck and melts into
the woods.

He will never be seen again.

75) After what seems an eternity, you locate the source of the
screaming. Nearly mad yourselves, you find a city of the mad squatting
on a desolate shore. Feeble huts made of driftwood and debris huddle
together in a feeble pile. White-haired loons with wild eyes stumble
to and fro, mumbling to themselves or shrieking like cats. Crazed
citizens of the place wrestle with one another, seeming like writhing
human serpents. It's a madhouse, and the inmates are running the
asylum. 

76) A mad artist inscribes designs on the sandy floor of his hut. "I
don't have to do this, you know," he says as you enter. It's uncertain
if he's talking to you, or if you walk in on him while he was talking
to himself. "I can make a good living as a tattoo artist!" he
continues. "But I will draw on you, mother earth, because everyone
else draws from you. You. Who. Moo. Moo?"

The artist jumps up and bounds about the hut. "Moo! Moo!" he howls.
"Don't you see? It's all so clear. At last! At last! The poor man
rushes past you and is quickly lost in the village of the lost.

77) Amid the ruins you come upon a remarkable sight. A bonfire
illuminates a shattered city square. Scores of people cavort about the
fire this is the greatest gathering of people you've seen since
arriving in Purgatory.

The occupants of the square constitute a cross-section of Purgatory's
citizenry. Blind beggars, mad poets, dog-faced children, and drunken
priests swarm about the fire like moths to a flame; drinking, singing,
loving, bleeding, brawling. Above them all, seated on a rude throne of
stacked masonry, you see the man you surmise to be the king of this
place. If he is a king, he is a king of thieves.

Astounded by this strange sight, you do not notice until it is too
late a score of scoundrels sneaking up on you. Surrounded by rogues,
you are urged toward the fire, where you come under the gaze of the
figure on the throne. "Outlanders!," the king roars, teetering atop
his perilous perch. "You've strayed far from your homes, little does
and kittens. This is the Court of Miracles, gathered to pay homage to
the King of Purgatory..." the king pauses, awaiting the proper moment
before continuing, "...me, Clopin Trouillefou!"

78) A group of ragged unfortunates sun themselves on this dismal
coastline. They sit in folding beach chairs, some beneath the shade of
colorful beach parasols. All the men and women are dressed in rags.
Few have teeth; fewer still have a proper tan. The day is cold and
grey.

"Hail Namtar!" a woman cries. "Great is he to take such care of us!
What have we to want for?" A one-armed young man elbows you in the
ribs, and says with a sidelong wink, "Quite a little resort we got
here, wouldn't you say? Boy, that Namtar sure is a swell egg!" "This
is a ritzy place - nothing less than a king retired here!" cackles
another. Similar comments come at every turn. You find this place is
called Toxic Beach, and these poor lunatics think it's some sort of
beach resort to which they've been sent as reward for faithful service
to Namtar.

A few bloated dead rats have washed up on the bleached coastline. An
odd tumble of rocks marks the north end of the shore. The rocks are
covered with debris, as if the remains of a shipwreck have washed up
here.

79) There is a deep rumbling as storm clouds gather. Abruptly rain
begins to fall in relentless sheets, threatening to flood the stone,
the forest, the entire world.

A supernatural hush falls over the glade. Even the pelting rain seems
to fall silent. Suddenly you arc surrounded by animals - bears, dogs,
deer, ducks, and even a penguin. You turn and see still more animals
crowding outside the door to the shrine. You see a lion lay down
beside a lamb. The animals are waiting for something.

Above the stone appears the ghost of Zaton. The ghost speaks. "My
friends, I am forever in your debt for liberating my soul. By
restoring me to the world, the world restores itself. The natural
order is reestablished. Man and beast may again live in harmony."

The animals begin to excitedly roar, bark, and bray. "My time in this
world is done," Zaton says. "But for you brave adventurers the task is
just beginning. Namtar is evil! He must be destroyed! To you I grant
the boon of knowledge...use it well!"

80) The center post of these communal huts shelters a secret chamber.
A skeleton dressed in the royal colors of Kingshome sits on a
makeshift throne. Whoever this was, he's been dead a long time. A
royal signet ring gleams on one skeletal finger. The ring seems both
valuable and important.

81) A dwarf springs up as you enter the room. He eagerly scans your
party, then collapses in disappointment. "No dwarves," he weeps.
"Never are there any dwarves. Poor Josephina is all alone." The dwarf
has a woman's name, but it's bearded and it smells and...well, no
matter, Josephina is probably just as crazy as everyone else in this
silly town.

"The kingdom is broken," cries Josephina. "The great clan hall is
sealed, and all the dwarves slumber in the vaults. Namtar stole the
eyes from our icon and hurled them into the sea. Every day I search
the coast, but never do I find the eyes." Josephina continues to weep,
hardly aware of your presence.

82) Nisir, the Mountain of Salvation, rises above you to an impossibly
great height, seeming to rip the sky. Although it is daytime, when you
look up you can see stars near where you guess the summit of the
mighty mountain must be. It seems to you the mountain must push
through the very atmosphere of Oceana to produce such a sight.

Ahead of you, a long line of pilgrims slowly files past the sole gate
leading from the harbor.

83) A prisoner lies babbling in the corner . "A secret tunnel connects
this prison to the Nisir", he says. "When you find the swamp within
the mountain, know you are near Namtar!"

84) The pilgrims stop one-by-one to kneel before this elaborate shrine
before continuing. The shrine depicts the image of the Universal God,
a faceless deity that looks in all directions at once, and raises its
arms to encompass both earth heaven, and underworld. You note with
relief that not even Namtar has dared to undermine the basic faith of
Oceana.

The pilgrims evidently expect enlightenment and salvation to result
from their visit to Nisir. You expect salvation of a different kind -
the sort that can come only from sending Namtar to his doom.

85) It is several days' sail to Nisir, the Mountain of Salvation, but
the route is easy to follow. The great mountain Nisir seems to rise
from the roots of Oceana and reach to the heavens - it is easily the
tallest mountain on the planet, and you are in sight of your
destination for most of the journey.

The harbor at Nisir is clogged with pilgrim's vessels. Several hundred
robed figures crowd the docks, slowly passing through the harbor's
only exit into the interior. The great mountain of Nisir looms above
you, stem and forbidding. You sense a moment of destiny is at hand.

86) You are pressed into service and sent directly to the front. The
army makes no attempt to provision or train you - it's evident they
consider you a band of cutthroats, and that they like you just the way
you are.

A troop ship conveys you to King's Island, where the walled city of
Byzanople stubbornly resists the enlightenment of joining the unified
Kingshomer Empire under Namtar and King Drake. Byzanople has been
under siege for several months, and the besieging Kingshomer army is
preparing to take the city by storm. You are to be among the waves of
unfortunates they wish to send over the wall. You may not take kindly
to this idea, but there are many more of them than there are of you,
and this is no opportunity to desert.

You are billeted in a siege camp located a few miles south of the
actual siege.

87) Directly ahead you see the semi-permanent camp of the Kingshomer
campaign army. The army occupies a valley between two mountain peaks.
A wooden palisade has been erected across the mouth of the valley,
providing the camp with a measure of protection against raiders from
the south.

There is no evidence of an enemy army anywhere in the area. From the
looks of the camp, it seems likely this is a base from which the
Kingshomer army is besieging an enemy fortress or city.

Several guards lounge before the entrance to the camp. They eye you
with suspicion.

88) Within this building you find a group of old men gathered around a
table. They're playing dice and speaking rapidly to each other in a
dialect you can barely understand. You are noticed and welcomed into
the game.

The men play for the joy of it. There's a complicated wagering scheme
involved, but no money ever changes hands, and the men don't seem to
care if you're rich or destitute. After a while, you begin to make
sense of their speech.

It seems these men are residents of the Dilmun interior, displaced to
this island of outlanders by war and oppression. From them you learn a
little of recent events in Dilmun. The Dilmun interior consists of
several large islands, each of which is dominated by an autonomous
city-state. Warfare has been frequent between the rival cities, but no
single nation has ever been able to rule all the others. Each city
keeps a dragon captive somewhere within its walls - if total disaster
ever threatens, the dragon will be let loose. This would almost
certainly lead to the destruction of both sides, but it serves as a
deterrent to conquest.

Recently, the city of Kingshome launched a bid for empire. Kingshome's
imperialism was aided by a sorcerer - Namtar the Beast From the Pit.
Thanks to Namtar, all magical opposition was quickly overwhelmed, and
Kingshome made rapid gains. For some unknown reason, the conquered
cities never launched their dragons against Kingshome.

The youngest of the men arrived at the camp just a few months ago. So
far as he knows, nearly all of Dilmun's cities have been conquered or
lay in ruins. The city of Byzanople on the King's Isle remains free,
although it has been under siege for several months. He also mentions
a city called Freeport in the Eastern Isles, but his companions scoff
when he does, saying Freeport is more myth than reality. Nevertheless,
the young man asserts he'll find Freeport someday - as soon as he can
find a ship bound for the Eastern Isles. Since the war, very few ships
travel the interior waterways, and it has become increasingly
difficult to use Dilmun's many bridges.

89) You restrain the hunchback and prevent him from hurling the
prisoner into the pit. Tears flow from the hunchback's already swollen
eyes. "Buth Gethtrude must eat!" he mumbles. The dragon's thrashing
intensifies, and the great beast begins beating its head against the
side of its pit, setting up a great rumbling through the dungeon.
''Now thuh manue hath hit thuth windmill!" the hunchback howls, trying
to flee down the narrow causeway to the edge of the pit. He doesn't
make it...with a great booming, the dragon lurches from his chains,
bumping against the platform on which you stand. The hunchback is
hurled screaming into the maw of the dragon...but now that beast is
free of its chains, no mere morsel can satisfy it!

You flee the scene as the dragon smashes at the supports of the
dungeon, and in so doing at the foundation of the entire city of
Phoebus. You find a crazy path to the surface uncovered by the
dragon's rage. You flee the vicinity of the city and watch from a
nearby hill as the dragon claws its way to the surface. Before long,
Phoebus is a flaming ruin as the dragon takes its terrible toll. The
city destroyed, the dragon slowly rises into the sky, and flaps off to
the east.

90) This is the office of the supreme commander of the campaign army
of Kingshome. General Buck Ironhead regards you from behind his desk.
Ironhead is a frightening sight. His arms are a mass of scar tissue
from a sequence of wounds too tedious to list. His face shows no
mirth. His hands continually clench and unclench. His head is
completely flat - you could balance an egg on it.

"It's about time ya goldbricks showed up!" Buck snarls. "What do ya
think this is - a soggin' country club?? Ain't ya ever heard of
reporting to yer commandin' officer??" Buck doesn't wait for a reply.
"Now, I know you clowns are a pack of liberal adventurers. You don't
like Namtar, you don't like the army - kid's today!! Ungrateful
whelps! Well, I don't care about any of that. I'm here to give you a
second chance."

Buck comes out from behind his desk and hobbles around his office as
he continues. "You're in the army whether you like it or not, so you
might as well do this the easy way. You may think you've got this
thing licked, but I know damn well you can't tell your elbow from a
dragon's blowhole. You keep your nose clean and serve with some
distinction at the front, and I'll do what I can about gettin' you a
full pardon. Namtar's a megalomaniac, but he's also a businessman, and
he needs creeps like you!"

Buck dismisses you. "This is yer only chance. Namtar's gonna control
everything sooner or later, so you might as well join the winning
side. Namtar's promised a kinder and gentler Oceana, but he can't get
on with it until guys like you toe the line.

"Get outta here!!"

91) Some bandits were evidently holed up here. Their campfire is still
warm. Evidently they were eating a meal when you showed up, as
half-finished bowls of gruel stand all around the fire.

They weren't very good bandits, or maybe they hadn't been at it for
long. There isn't much loot to be had in this camp. Maybe they were
adventurers such as yourselves, turned to crime in these hard times.

92) The magnificent stag lays dead. As you kneel beside your kill, the
shaft of an arrow buries itself to the feathers in the sod between
your feet. You look up and see an old but very dangerous-looking man
aiming yet another arrow at you.

"This is the private preserve of King Drake," the old man says. "An'
you have been poachin'." He glances over your party before continuing.
"These bein' hard times, I imagine ye gots to eat...but that was a
prize animal ye just killed, and I've gots to do me job."

The man keeps his bow half-cocked and watches you closely. He seems to
be waiting for you to make the first move. Maybe it would be worth
winning his trust.

93) "BRAAAAAP!" Nergal is crude. "That was delicious...l will
hallucinate later, and imagine Irkalla working for a living." Nergal
shifts his ponderous mass on his throne, leans forward, and leers.
"And now you will serve Nergal!"

With impossible speed, Nergal grabs the volunteer with both slimy
hands. His jaw seems to drop down to his belt as the black maw of his
mouth is exposed. He quickly slips the volunteer's head into his
mouth, and clenches his jaw with a sickening crunch. The volunteer's
body stiffens, then goes limp, collapsing to the ground without a
head.

All is silent. Nergal smiles.

94) You recall learning of waters like this during your mystic
studies. The pool of water ahead fits the description of Apsu
Waters...waters of the world ocean that underlies the surface of
Oceana. Apsu Waters are coterminous with the world of Oceana, the
mystical Magan Underworld, and dark dimensions where gods and devils
reside.

95) The slave boss is relentless. He offers you not a moment's rest,
nor a drop of water, or even a scrap of bread. All that matters is
that the tunnel be completed. No single man or beast may stand in the
way of the project. Night and day you are driven to finish your task,
with the sharp lash of the whip on your back, and the laughter of the
cruel slave boss ringing in your ears.

96) An old man leaps to his feet and lunges for his bow when you enter
the shack. "Glory be - ye got past me snare! ! ", he exclaims. "That's
quite a feat, but it still don't do to go bargin' in on honest folks
without so much as a knock! "

"Me name is Old Jack," he continues. "I'm the game warden hereabouts."
Jack keeps his bow half-cocked and watches you closely. He seems to be
waiting for you to make the first move. Maybe it would be worth
winning his trust.

97) The long line of white-robed pilgrims ends at this rocky shrine.
One by one the pilgrims pass before a huge and powerful image of the
Universal God. There are no guards here. None are required. The God
keeps its own order beneath its own roof.

Looking up into the faceless face of the god, you feel the hand of
destiny upon you. Namtar has not yet attempted to supplant Oceana's
primary religion...but can that day be far away? The gods risk
disaster when they come to the world in person - they must work
through champions to see their will is done. The Universal God seems
to need a champion, a legendary hero to serve the cause of Freedom.
Roba of Freeport was such a hero. Will you be another?

The God requires a sign.

98) You climb the Mountain of Salvation for several hours, but the
summit seems to draw no closer. Several pilgrims drop from exhaustion
along the path...the road to salvation is not for the weak of heart.

But a fraction of the way up the mountain, the path abruptly cuts into
the rock. A level plain has been cleared in the side of the mountain.
This is evidently the place to which the pilgrims travel. Turning
around, you look out at the world of Oceana from your lofty perch on
the world's highest mountain. To your alarm, you see you have long
since risen above even the highest clouds. The sky is purple and
strange stars twinkle - the huge bloated mass of the sun fully fills
half the sky. Truly, this place is close to God.

99) In this stuffy bedroom you find a journal. From it you determine
the master of this house was a man named Mog, a rich aristocrat who
made his fortune in the mining business. By all accounts he was a
crude man - wealthy but uncultured - who fancied himself an artist.
The journal is largely given over to a remarkably frank account of
Mog's failure as an artist.

Mog admits to experimenting with alchemy in pursuit of his art. At one
point he confesses using a potion to transform living flesh into
stone, but the artistic results were not satisfactory.

Near the end of the journal Mog mentions "acquiring an apprentice" by
supernatural means. It seems this apprentice was originally supposed
to assist Mog in his art. Toward the end of the journal, Mog admits
the apprentice has begun producing incredible works of art which Mog
displays in his garden and calls his own. Mog hints that the
apprentice demands a terrible price for his art, and that he fears
him. It is possible the apprentice might not be human.

100) Off the beaten path you find this is a temple to the Magan
Underworld. This seems a considerably older place than the other
structures on this plateau. The Underworld was before there was a was,
and doubtless it will still thrive when all of Oceana has long since
burned off into the void.

101)  You receive a note with your feeble meal for the day:

   'I am Berengaria, Acolyte of the Temple of the Sun. Mystalvision
has gone mad. He punishes me and the others for no reason. He has been
corrupted by Namtar.
   'We of the Sun serve justice; you must believe that. Mystalvision
has brought dishonor to our Order. These are dark times. You have been
unfairly imprisoned.
   'I have unlocked your door, and made certain the jailor is drunk.
If you are cautious, you should be able to sneak past him and escape.
The jailor's room adjoins the cell block. Look for the secret door in
the south wall of the jailor's room - beyond is a passage that leads
to people who will help you. I regret I cannot give you a
weapon...just doing this much has placed me in great jeopardy.
   'Should you escape, meet me at the Icarian Triumph tavern in the
northeast quarter of the city. I'll have something for you.
"For justice and the Sun, I remain your friend -
                                                      - Berengaria'

102) This is the jailor's room. The fat jailor snores in a drunken
slumber. He's slumped over his table, but there is a rope tied to his
hand, and a bell tied to his rope. Should he stir, the bell will ring,
possibly summoning guards. The jailor is asleep, and doubtless very
drunk, but turn-keys are notoriously light sleepers.

103) These are the private chambers of the master of the house. The
curtains are drawn across the windows permitting little light to enter
the room. In the murk, you can see that this room, like the others in
the house, is strangely devoid of wall hangings...and that no mirrors
are present.

The Master is in, sitting in his favorite chair. He wears the garb of
an artist - specifically of a sculptor...and he wants you to be his
next masterpiece!

104) In the dark shadows of the dungeon you find a pit, at the bottom
of which is a frothing dragon. The beast is constrained by a series of
chains, but it seems to you the saurian could hardly be bound by such
puny restraints.

Suspended above the center of the pit is a wooden platform, on which a
demented hunchback struggles with a bound prisoner. The hunchback is
about to push the prisoner into the pit, evidently intending him as a
sacrifice to the dragon. The prisoner struggles as best as he is able,
but his hands are tied behind his back, and he is weakened from long
captivity. The dragon thrashes back and forth, impatient to receive
its meal.

105) There are evident signs this chamber was formerly the lair of a
beast or large animal. A pile of straw in the corner indicates where a
large creature could have slept. The walls scraped with claw marks,
and the room is pervaded by an unpleasant odor. The room makes you
feel instinctively uneasy.

106) This torture chamber is a vision of misery. The walls are lined
with chains for securing prisoners in place; the center of the room is
occupied by racks, iron maidens, a fire pit, and other horrible
instruments. In the corner is a hole into which are hurled the grisly
remains of stubborn heretics.

A dying druid is stretched on the rack. You have rescued him from his
torture...at the same time, it is evident he will soon die. There is
nothing you can do to save his life, but perhaps you can ease his
final moments?

107) This tower chamber is in very ill repair. The supports are
sinking, and half the floor is flooded with inky blackwater. The
contents of innumerable vials and potions are emptied on the floor
alongside the smashed vials that formerly contained them. What was
once a great magical library has been destroyed by fire and water
damage.

Amid a pile of debris you find the fragments of a journal. Much of it
is in some magic language you can't understand, but a small part is
legible. The journal is dated prior to the destruction of the City of
the Yellow Mud Toad. You surmise the journal was maintained by
Lanac'toor.

'The chicken remains animate, not that it matters any longer. That
pinhead Mystalvision has changed the rules again. Where will I find a
vole in this weather?...Have resumed expansion of my tower's basement,
using Soften Stone and Create Wall spells to clear rock, but this
whole damn building is sinking. I keep running into pockets of water.
Furthermore, I uncovered an entrance to Magan, and all manner of
berserk Underworld denizens are running amok in my tunnels...The hell
of it is that I've lost my spectacles that Utnapishtim the Faraway
gave me. I'll never see the entrance to the College of Magic without
them. They're buried somewhere in the rock. I don't know if I can
locate them at this late date, with Namtar's thugs loose and my name
on the hit list. I should prepare the city for defense, but I haven't
done my laundry in weeks, and it's beginning to smell.'

Such are the concerns of sorcerers.

108) You are led to a secret throne room beneath the city of
Byzanople. There Prince Jordan and several advisors huddle around a
map in a council of war. Jordan is stunned when he sees his sister has
brought you into the heart of his defenses. Jordan's private guards
tense as they lock eyes with you.

Prince Jordan recovers his composure and listens with interest to his
sister's story. He is very interested to learn you are infiltrators
recently pressed into service with the Kingshomer army. "You are not
native to Dilmun, I can see that, "Jordan says. "This isn't your war.
No Outlander reaches the interior without going through
Purgatory...and Purgatory is administered by Kingshome. I know because
my sister was formerly Governor of Purgatory."

Jordan invites you to sit and offers you wine. "My father is King
Drake of Kingshome," Jordan says. "I haven't seen my father in over a
year - not since Namtar rose from the Pit. My father is a peaceful
man, and he loves his children...but he has recently dismissed my
sister from her post at Purgatory, and then layed siege to me here at
Byzanople. My father loves me and the succession is not disputed. I
want to see my father die in bed - I do not covet his throne. There is
no reason for the King to make war on me. It must be Namtar's doing.

"My father is not perfect, but it was never his way to imprison
Outlanders for no reason. Namtar has stolen my father from me; he has
robbed you of your dignity. He is our common enemy. I make you an
offer - reject Kingshome and join me in my struggle against Namtar.
When my father is restored to the throne, I will see you are richly
rewarded."

109) Jordan smiles. He leads you to the map he and his men were
examining. You recognize it as a plan of the Kingshomer siege camp.
Jordan pumps you for information concerning the camp and the size of
the force stationed there.

"We'll attack them tonight," Jordan decides. "There is a secret way
from the citadel to the enemy camp - we will take them by surprise."
Jordan looks at you as he continues, "Feel free to explore the city
until we are ready to leave.

110) "The time has come," Prince Jordan says as he meets you on the
stairs. Together with several of Prince Jordan's best fighters, you
sneak away from Byzanople through a secret passage. Only a skeleton
garrison is left behind - you realize Jordan is throwing everything
into this attack.

Using a local guide, you pick your way through the mountains
surrounding the Kingshomer siege camp. The guide seems to lead you
through solid rock at times, and you soon have little idea of where
you are. Suddenly, from ahead, you hear Buck Ironhead bellow orders to
a pack of new "recruits". The battle is about to begin!

111) You enter the dusty and perhaps forgotten ancestral crypt of
Byzanople. The murky vault stretches off into the darkness, harboring
the remains of several generations of royalty. Perhaps they were
buried with treasure...?

If you listen, you think you can hear a faint rattle of chains, and
the raspy sound of a corpse drawing breath.

112) Deep beneath the live volcano, you find the dragon hatchery. Here
fantastic riches are free for the taking. Your perilous journey across
the northern desert, so terrible in its undertaking, at last seems
worthwhile.

113) The priests gratefully accept your knowledge and help in
restoring the temple. "Truly you are people of the Toad,"says a
priest. "Please accept these boots as our gift." You are provided with
several sets of oversized golden boots. The boots are fashioned so as
to resemble the flipper feet of a toad. It will be difficult to walk
wearing such thing. "The owner of Magic Golden Toad Boots can leap
great distances!" the priest says with pride.

114) In the darkest heart of this palace of the dead you find an
incredible sight...the court of Nergal, consort to Irkalla and King of
the Underworld. The bloated white mass of Nergal slouches on a throne
of skulls, attended by a score of pallid goblins. Worms squirm in his
hair, bats nestle in his loins, and rodents peer at you from within
Nergal's mouth. About his neck, on a silver chain, you see a large and
ornate key.

"Topsiders...in my Court!" Nergal roars. "Bad enough I am in exile
without fool clodhoppers barging in on me. Goblins! Ghoulies! Bring
them here!!"

115) "Haw! Most entertaining," Nergal laughs. The hideous god raises
one fist and his court of freaks - though you just hacked them to
pieces - lurch to their feet like puppets on invisible strings. The
goblins and ghoulies look ready to fight again...it's evident the
undead monsters will eventually wear you down. "You have entertained
me...but you must also feed Nergal and serve Nergal before you can ask
a boon of Nergal. That is the law!"

Nergal looks at you expectantly. A ghoul titters.

116) Just as advertised by the blind juggler, there was indeed a
secret tunnel out of Purgatory. Beneath the rock marked with the
secret sign you find fresh armor and weapons...thus armed, you are
ready to seek revenge for your imprisonment.

117) Here in the open garden you find an unusual statue. It is of an
apparently wealthy man, if the quality of his garments is any clue. He
is in poor shape, and appears to be afraid of something. The quality
of the work is excellent, but the statue is very unflattering.

118) A massive mechanical brass automaton stands at silent attention
in this chamber. It is a flawless piece of engineering, massive yet
agile, and heavily armed and armored from head to toe. It would not do
to run into this thing in a dark hallway.

119) This vault is filled with slumbering dwarves...but if they sleep,
it is the sleep of the dead, for the dwarves have been turned to
stone. The dwarves are frozen in all variety of poses - sleeping,
eating, working, and just a few while fighting. It seems the dwarves
were surprised by something terrible that turned them to stone.

120) The Dragon Queen recoils when you show the Dragon Gem. "Curse
you!" she hisses. "The Dragon Gem marks you as friend of dragons, and
binds me to your will." The Dragon Queen looms above you, seeming
impossibly large. "I grant you your life, and I dismiss you from my
presence. When next you use the Dragon Gem, I will respond...but the
sacrifice you offer must be sweet, or I will turn on you, and the
Dragon Gem be damned!!"

With a beat of her wings the Dragon Queen is gone.

121) Peals of hysterical laughter assail your ears. You've discovered
the secret under city of Lansk, and where the city above is staid and
conservative, this place is a true party town. Citizens stagger about
in drunken stupors, angry soldiers wrestle with one another, women and
animals run through the streets.

122) This statue represents Irkalla the reigning deity of the Magan
Underworld. It is to her you must appeal if you will long survive in
the Underworld. She frequently wars with her consort Nergal, sometime
King of the Underworld.

123) Here is a statue of Nergal the cowardly King of the Underworld.
When he is not getting along with Irkalla, Nergalis exiled to his
palace in the Necropolis, a city of the dead hidden on one of Dilmun's
many isles. Nergal is a bloated and ridiculous creature, but from the
look in his eye you surmise he might have a sense of humor.

124) This statue honors the Universal God, the most popular deity of
the surface realm of Oceana. The Universal God is a faceless deity
with multiple arms and hands. Each hand is posed in a different
signal, sending messages of hope and fear to the faithful. The
Universal God is said to offer power to those who serve Freedom - it
was a patron of the legendary Roba of Freeport. An ancient shrine to
the Universal God on the mountain of Nisir attracts millions of
pilgrims annually.

125) Here you find an image of Enkidu the beastman, patron deity of
animals and Druids. His worship is strong in the wild places, but has
declined in cities with the rise of Namtar and the destruction of the
Druid sect.

126) Here you find Lansk's dragon, perhaps first glimpsed from the
city square above. Up close the dragon is not nearly so impressive. It
is an old dragon - its fire has gone out, and its teeth have been
pulled. It is still a powerful beast, but age or drugs seem to have
robbed the beast of its fighting spirit. The animal looks at you with
something close to sadness in its eyes.

127) The cave is much larger on the inside than without. The interior
of the cave is lined with thousands of natural crystals that crazily
reflect the light. After your long dark journey through the
Underworld, you are dazzled by the sudden light, and become
disoriented.

A voice rings in your ears. "You are the heroes of Oceana, and to you
has fallen the burden of this adventure. Listen closely, for this is
what you must do...

"The fair world of Oceana is sinking as the seas swell ever larger -
there is little to be done for this. The world has its span of life
like any man or beast. The pilgrim Isles of Dilmun have been usurped
by Namtar, a renegade demon from the realm of this Underworld. He has
disposed of King Drake of Kingshome and rules in the late King's name,
using the King's legions to pursue his path of conquest.

"Namtar must be destroyed. He has isolated his enemies, dispersed the
magical brotherhood of the world and taken control of the dragons.

"The Sword of Freedom must be found and reborn in its forge. A
reconciliation of sorts must be set between Irkalla and Nergal, for
without accord in the Underworld, there can be no peace on the
surface. When all is ready, seek the Mountain of Salvation - Namtar
must be returned to the pit of hell from which he came."

The voice fades...

128) You sprinkle the ashes on the dark waters of the well, which
abruptly begin to swirl. Although the night of the Underworld is
absolute, you think you see a reflection of stars in the swirling
black waters. The motion of the water intensifies and the ashes are
sucked into the depths.

You stand back as a ghostly apparition rises from the well. At first
the form is a shade, then a ghost, then a spectre, then a living
corpse. Gradually the shape takes corporeal form...blood, bone,
muscle, teeth, hair is restored.

The ashes are restored to life!

129) The meeting of the Dilmun Underground is called to order. All
those in attendance at the meeting are cloaked in dark robes, and
although you recognize a few voices, no faces are visible.

130) Formerly the imperial court of King Drake, this hall retains none
of the splendor of ages past. Where once hung brilliant tapestries,
the walls are now bare. Empty pedestals mark where renowned sculptures
formerly stood. Blocks of marble are missing in several places where
materials have been removed to construct fortresses for Kingshome's
campaign army. This is not the court of a king in residence.

131) This is a private bed chamber. A man wearing a simple robe lays
on a divan. He seems neither old nor young. He has no distinguishing
marks or characteristics...there is no evil air to him, his eyes do
not piece to your soul, his brow has no spark of mad genius. He sits
up lazily as you enter, swings his feet to the floor, walks across the
room, and shakes your hand.

"I'm Namtar," he says. "I suppose you guessed that. You've given me
quite a lot of trouble." Namtar smiles. "Disappointed? Expecting
something more? Later - I promise you. Won't you sit down?" Namtar
offers you a chair.

Namtar looks sleepy. He keeps rubbing his eyes. "Administering the
conquest of the world is a bitch," he says. "If I'd known how much
work this was going to take, I doubt I ever would have started. Or
maybe I never had a choice. No matter. We need to talk.

"I am the son of gods. It is my destiny to rule men such as
yourselves. You don't have to like it - I sense you do not - but that
is the way of things. I have some grand plans, but I can't begin until
this futile resistance is quelled. It's just a matter of time. You
know that as well as I. Why don't you pack it off to the Isle of the
Damned - it worked for old Drake. You're not even native to
Dilmun...there's little reason for you to oppose me. Granted, that
episode in Purgatory was nasty, but into everyone's life a little
reign must fall. Ha ha. That was a pun."

No one laughs. Namtar sighs. "Ah well, I suppose we'll have to do this
the hard way. I'll be leaving now. If you're very dedicated, and very
lucky, we may meet again within the Mountain of Salvation. I will kill
you then. In the meantime consider yourselves to be living on borrowed
time. It's the least I can give you in gratitude for the entertainment
you've provided thus far.

"Oh...by the way. You can move again." Namtar's sorcery was so
complete, you did not notice you were under his compulsion until he
brought it up. "I wish you the worst of luck, my friends." Suddenly
Namtar is gone - no flash of light, no peal of thunder - just gone.

132) Aradrax screams as the first pint of blood is pumped from his
body. This is going to be a long night - a single pint will never
satisfy the Vampire Lord, but it seems none of the blood is going to
come easy. You check the machines and see they function as advertised,
but it still seems your volunteer is experiencing needless pain.

133) "You're all right," the troll laughs, wiping the froth from his
lips. "We have many other strange and wonderful customs of which you
should partake. Meet me at the crossed oaks when the moon is full, and
you will have your promised meeting with the king."

134) In the very heart of the valley you find the sacred hive of the
Dragon Queen. The Queen sits atop a mountain of eggs, some of which
hatch young saurians even as you watch. The Dragon Queen is colossal -
easily ten times the size of any beast you've confronted thus far. She
fixes you with a fierce glare.

"You carve your way through my valley," she hisses, "destroying my
creatures, and now enter the presence of the Mother Dragon. You will
die for what you have done, but you will die slowly...as food for my 
brood."

The Dragon Queen rears up and prepares to breathe a blast of poisonous
fire.

135) "I trust you have read Poe " Namtar laughs. "The best place to
hide something is in plain sight. You paranoid dolts would never
consider that, would you?" Namtar slides another rod into his arcane
box. "Soon my work will be complete...soon I will fulfill my destiny -
and then you will rue the day you laughed at me!!"

136) The galleries are crammed with fools, each exiled here for their
inability to follow directions. The fantasy is only so real as you
allow it to be, and while at times life may seem a fool's errand, it
is only what you make of it. There is little sense in cheating
yourself at solitaire.

137) Bound in chains upon this lonely Isle of Woe you find the dark
queen Irkalla, Mistress of Magan. The chains are made of enchanted
silver, and she is unable to move. "Topsiders!" she snarls when she
sees you. "It's always the same. The water level rises, your toilets
back up and everyone rushes to the Underworld for help! Well, I have
problems of my own, as you can see. That filthy half-breed Namtar
chained me here, and gave the key to the one creature who owes me no
favors."

Irkalla regards you. "Perhaps you could be of some use," she says, her
tone suddenly becoming incredibly seductive."Find the Silver Key and
set me free...you will be richly rewarded. Namtar is our mutual enemy.
Serve me, and I shall serve you to defeat him!"

138) You stand at the edge of the Isle of Woe looking out across the
dark waters, and are convinced nothing is going to happen when a
sudden flight of bats overhead heralds the arrival of momentous
events. An ominous ringing fills the air. A few yards offshore the
dark waters part, and offered up from the depths you see the legendary
Sword of Freedom. Forged from dwarven steel in the fires of hell,
powered by the essence of the legendary hero Roba, and tempered in the
Apsu waters that underlie creation, the most powerful artifact Oceana
has ever known has been reborn!

139) The dwarf has the engine running in no time. With a shudder and a
cough, the ancient airship lumbers aloft, and for the first time in
centuries something other than a dragon plies the airways of Oceana.

After several days journey to the west, you spot an uncharted island.
At the center of the island is an odd ring of standing stones, and in
the center of the ring you see...

140) You are up to see the dawn as the sun's rays brilliantly spread
across the waters of Oceana. Nights on the trail have their own sort
of beauty, but you can't hope helping it won't always be like this.
Someday you will no longer be an outlaw. Someday you will sleep
beneath a roof like other people, and at last be considered a true
citizen of Dilmun. You won't always be poor - this is just a phase.

141) In the next chamber, you see fires identical to the first. "Very
good," the voice intones. "You have potential, but I detected a flaw
in your form. Please negotiate this wall of fire for me, that I might
study your finer points."

142) "Now you are learning. Not everything is as it seems," says the
voice. You enter a chamber occupied by a stone gargoyle. The
gargoyle's gaze is fixed on the door through which you must exit the
room. "To be seen by the gargoyle is to know death," says the voice.
"Yet the gargoyle sees the exit. What to do, what to do...?"

143) "Now you have learned to listen. Excellent...you are half-way
home," says the voice. You detect genuine admiration in its tone.
"This college exists in the rarified atmosphere of the true academic,
but not everyone you will encounter appreciates the Art. You must
learn to deal with such ruffians." Out of thin air, a huge warrior
appears, wielding a sword in both hands. "I'm gonna split yer lobe,
highbrow!" he snarls.

144) "I'm sorry that was so brutal, but I had to prove a point," the
voice explains. "Some people can't appreciate Art...in such times, you
must rely on more direct measures." You find yourself in a chamber 
over which is suspended a huge block of granite. The block is hung by
a cable...the cable trails to a wall and down to the floor, where it
stretches across the floor as a trip-wire. It doesn't take much
intelligence to figure it would be unhealthful to trip on the wire.
The voice is strangely silent.

145) "That was novel. I don't think I've seen that solution before."
Across the room you see your mysterious host. "I am Utnapishtim, also
called the Faraway. I have been your teacher, now you must teach me
something. I want to see something novel and new. Give me your best
shot...you go first." The wizard waits for you to act.

146) This time it is Utnapishtim in the flesh who greets you. "Well
done!" he says. "Having learned to listen to me, you've learned you
don't have to listen to me. Lanac'toor could not have done better."
The old wizard shows no concern when you tell him Lanac'toor is dead.
"There's death, and then there's death. I wouldn't worry about Toor."

Utnapishtim shows you to a cabinet, within which are three magic
items. "For completing my gauntlet, you may select one item. I offer
the Soul Bowl, the Laugh Staff, or the Sing Ring. Which will it be, my
friends?" The wizard looks at you with a hint of impatience. From the
way he introduced the items, you judge he does not want you to select
the Soul Bowl.

147) You emerge from a narrow pass and look out on a hidden valley.
The valley is narrow and wet and confined on three sides by mountains
and by the sea on the fourth. The swampy mass of the valley floor at
first appears to be moving...until you look closer, when you realize
the valley floor is covered with a mass of living creatures, crawling
one atop another as far as the eye can see.

To venture into the Dragon Valley is to invite certain death.



INTERPLAY PRODUCTIONS LIMITED 90-DAY WARRANTY 
Interplay Productions warrants to the original consumer purchaser of
this computer software product that the recording medium on which the
software programs are recorded will be free from defects in material
and workmanship for 90 days from the date of purchase. If the
recording medium is found defective within 90 days of original
purchase, Interplay Productions agrees to replace, frce of charge, any
product discovered to be defective within such period upon receipt at
its Factory Service Ccnter of the product, postage paid, with proof of
date of purchase. This warranty is limited to the recording medium
containing the software program originally provided by Interplay
Productions and is not applicahle to normal wear and tear. This
warranty shall not he applicable and shall be void if the defect has
arisen through ahuse, mistreatment, or neglect. Any implied warranties
applicable to this product are limited to the 90-day period descrihed
above. If the recording medium should fail after the original 90-duy
warranty period has expired, you may return the software program to
Interplay Productions at the address noted below with a check or money
order for '$7.SO (U.S. currency), which includes postage and handling,
and Interplay will mail a replocement to you. To receive a
replacement, you should enclose the defective medium (including the
original product lahel) in protective packaging accompanied hy: (l ) a
$7.SO check, (2) a brief statement describing the defect, and (3) your
return address. EXCEPT AS SET FORTH ABOVE, THIS WARRANTY IS IN LIEU OF
ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESSED OR IMPLIED,
INCLUDING ANY WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
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BINDING ON OR OBLIGATE INTERPLAY PRODUCTIONS. IN NO EVENT WILL
INTERPLAY PRODUCTIONS BE LIABLE FOR SPECIAL, INCIDENTAL, OR
CONSEQUENTIAL DAMAGE RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF
THIS PRODUCT, INCLUDING DAMAGE TO PROPERTY AND, TO THE EXTENT
PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURY, EVEN IF INTERPLAY
PRODUCTIONS HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY
LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR 
CONSEVUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR
LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU
SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM
STATE TO STATE.
 
If you have a prohlem with your software, you may wish to call us
first at (714) 549-2411. If your media is defective and a replacement
is necessary, U.P.S. or registered mail is recommended for returns.
Please send the defective disk(s) only (not the box) with a
description of the problem and $7.50 to: 


WARRANTY REPLACEMENTS 
Interplay Productions 
1575 Corporate Drive 
Costa Mesa, CA 92626 

SYSTEM UPGRADES 

Interplay Productions has a system upgrade policy. At any time after
purchasing any Interplay product, you may send us your original disks
and a check for $15.00 (U.S. funds) and we will replace your disks
with the version for another computer system that you specify. (This
price is subject to change.)

COPYING PROHIBITED 

This software product is copyrighted and all rights are reserved by
Interplay Productions. Dragon Wars is protected by the copyright laws
that pertain to computer software. The Dragon Wars disk is not
copy-protected. This does not mean you can make unlimited copies. You
can back up the disk for your own personal use, and in fact, we
recommend that you play Dragon Wars on a backup copy, but it's illegal
to sell, give or otherwise distribute a copy to another person.
 
(C) 1989 Interplay Productions. All rights reserved.

NOTICE 
Interplay Productions reserves the right to make modifications or
improvements to the product described in this manual at any time and
without notice. 


BILL HEINEMAN 
Imagine my surprise when my boss told me I had to create a top-notch
fantasy role-playing game in four months and four disk sides. Much to
his dismay, it took a little more time than anyone thought but with
the talents of everyone involved, we were able to create a new gaming
experience for you to enjoy. My thanks to Paul O'Connor for his
excellent game design, Todd Camasta for his artistic touches, and to
Brian Fargo for putting up with me.

Now about that vacation...

*********

End of the Project 64 etext of the Dragon Wars reference card and
manual.

*********
