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