DRAGON LORE II
The Heart of the Dragon Man
 

GAME TIPS.
1. Eat to restore your stamina.
2. Always use protection and weakness spells if you're facing tough enemies, such as goblins, demons, magicians.
3. Talk to everyone about something new, sometimes you'll get farther in the game by talking with people.
4. If you're out of money, go back to Nenisma and ask for the talon (even without a dagger.) Take it to the priest for more money.

THE WALLENROD'S CASTLE.
This paragraph only applies to some versions of the game!
First talk to the wizard. He'll tell you about the main quest. Gain as much info as possible (try it by choosing the options starting from the second choice.) Open the gate and enter the underground city. On the left of the pond is a locked gate to armory. Near it, is the entrance to the saddlery. Enter it and browse around. Get the bag on the table then pick up chart of forest, valley and a gourd from inside the cupboard. Talk to Ghewissel. Ask him about the key to the armory.

In the armory, get all the equipment inside four cupboards. This include: sword of Erena, Long blade, battle axe, saber, wooden shield, knight shield, and pikes. Then visit the Dragonet, it's on the right side of the pond. Inside take rope, purse of Tarks (money), and tinderbox from the cupboard; and also pick up the food ration on the table. Talk to Sarel about the jousting tournament. Ask him to prepare the Dragonet. Outside the city you'll meet the wizard who gives you the Ring of Life. Take it and fly away to find Maraach, the Dragon.

THE FOREST OF WARKALDT.
On the way there you'll be attacked, by some dragons, and fall to the forest. Pick up the food ration near the foot of the Dragonet and your gourd next to its head (at left edge of screen.) Heading west than north. You'll arrive in front of the river, turn right and pick up the cutting stone. CRITICAL; fill your gourd with the water from the river. Turn around and go straight (west), once.

Turn left and you'll see a strange rock. Go to it. Use the cutting stone on the rock. A writing will appear on it. Use the reading spell to read it. You can restore your stamina after sleeping here, but doing so puts you on a tight schedule. Now back up, then turn right. Go straight twice until you can't go further, turn left. Go straight (N.) Then turn left. Go forward.

You'll arrive in the goblin's camp. Tell them you have the sword of Erena and, The dragon is hovering above. Get the meat from the fire-pit. Then go straight. This is the crossroad to the gnome. Turn right, go straight to the clacking tree, then go east. You'll meet the gnome (be truthful.) Talk to him and accept his help. Follow him to his house.

Ask him about the strange rock. Then ask him for food. Get one of each dish. Ask the gnome 'how to leave the forest' and ask about the 'rooted guardian.' Now turn left and back up. Turn right, go forward, turn left, go forward, turn right, go forward. You should see The Guardian (it's the old tree.) Talk to him. Accept his bargain on planting the seed. Take the seed.

Back up; you return to the crossroad near the gnome. Go forward and turn left. SAVE! Make sure you have the Axe and a Shield selected. You're about to fight a forest beast. When you see it, quickly use the protection spell, then the weakness spell. Go forward and fight. Then turn right, go forward, turn right, then forward twice. SAVE! You're at the swamp. Plant the seed in the sandy ground. Use spells of protection and weakness. Battle the demon.

Later on, come back, when your powers are high, and take the demon amulet on the stump. It's for increasing your magic points and is a great help later in the game. After beating the demon, go back to the gnome; turn left, go north, turn right, go east. Then turn left, go east, turn right, go east to the gnome. This time ask him to heal you. When you say goodbye this time, he should offer you a magic acorn. Take the acorn.

To get the amulet; from the gnome's house, turn left and back away. Turn left, go south, turn right, go north, turn left, go south twice. Make sure your vitals are up. If not, take a bite or two to raise them. SAVE! Take the amulet from the stump and defeat the demon a second time. Now for the Guardian Tree again; turn left, go north twice, turn left, go west to the tree.

Tell the tree you've planted the seed. Then tell it that you want to get out from the forest.

Before you ride the animal, turn around and follow the path. You'll see a fight between a man and an animal. After you kill the animal, give the man a drink then talk to him. Promise to help him and you find out about the temple of Draconia. Take his purse and the serpent dagger. Now go ride the animal.

THE CITY OF DRACONIA: Day Eight.

SAVE! In the next two days from now, the tournament will begin. In this town you can meet a lot of interesting characters, including Nenisma, Prince Arthus and the beautiful Princess Carmine. There's no special order to go in town, but do the following if you want.

Day Eight; Morning.
At the main gate to the city, talk to the guard and bribe him by asking for "Some kind of an agreement." Agree to pay 20 Tarks (by accepting) to keep the serpent's dagger (you need it later), then say farewell. Enter the city and talk to the stall man. Ask him about the Temple of Draconic. Back up, turn right and climb the stairs. Turn left, go forward and watch Karr Straupsihk threaten Quentin, a kid. Choose the following dialogues to help him:

1. Straupsihk, this outburst is unworthy of you. Save your strength for the arena.
2. Far be it from me,.....
3. I'm sure he already regrets his lack of respect for you.
4. Believe me, I don't think he'll.....

Tell the kid "It's nothing", then "accept the invitation."

Then you follow the lad to Dragon Hearth tavern. Choose the following dialogues:
1. You were lucky.....
2. Forget that and.....
3. Who is Princess Carmine?
4. Did Straupsihk insult the princess?
5. What are you to the Princess?
6. Call me Werner.
7. How do you know my name?
8. And what else do you know?
9. Believe me the feeling is Mutual.
10. Why do you hate the Duke?
11. Oh, you seem to be privy.....
12. Keep me informed with your progress.

Turn left and forward. Talk to Hellaynea of Artica, the pretty woman sitting behind the table:
1. You frail ? There isn't a man.....
2. We may have the occasion.....

Keep on talking to her until the choices of flattering her shows up; but nothing can flatter her now. Turn around and talk to the other woman, Tanathya. Talk a second time and ask about her 'motive to enter the tournament.' (if you can't seem to get out of the conversation, click the little button in the lower left of the game screen.) Then talk to the innkeeper and get a room for the night. In the corner near Hellaynea of Artica, there's gamblers sitting at a table.

They're only one source of money in the town. When you're short of money, you can play with them if you want to, but it's not easy guessing the role of the dice. There's easier ways to get money. Now exit the tavern and follow the left path. Continue the path to the temple.

Then talk to Tochmar (the man who is practicing his sword skill) using the following choices:
1. For the moment, I prefer.....
2. Since you insist.....
3. Have you any advise.....
4. I take good counsel.....

He advises you to find the blacksmith for a good weapon. Back away, turn right and go forward twice, then turn left. This is Dihcar's Alchemy Shop with colored windows. Inside, turn left. You can buy all potions that you'll need during the game.

This includes magic powder, life potion, antidote potion, strength orb, and a chest that will hold 25 items. For now, buy the chest and the life potion. Talk to Dihcar. Ask for his reading on the Magic Acorn. Now go to the temple. Talk to the priest about the dying man outside the forest of Warkaldt:

1. I come on behalf of a traveler.....
2. Perhaps. But before I tell you.....
3. Just before he died.....
    The priest should tell you about Nenisma, the holder of the Talon.
4. I'll see what I can do.....
5. Thank you, goodby.

In the temple you can heal and boost up your stamina points with a price of 5 Tarks each. Now go outside and go forward once, turn left and go forward twice to reach the Heraldry, the big bright building on the left. Go through an archway on the other side of the Heraldry, The Dragon Way, to the fountain. It might turn dark, so all you can do is fill your gourd with water.

If it's dark, jump ahead to the section, First Day, Night. Keep in mind that you will have to do the Daylight Ending section on the morning of the Second Day.

Daylight Ending.
In the fountain you can fill up your gourd. Near the fountain you'll see a young woman. Talk with her. She's Cinders, the daughter of the herald. Now enter the only shop in the fountain area. It's the general store. SAVE! (in case you botch the conversation.) In a close-up of Nenisma, Do NOT talk to her at first. Instead, click the serpent's dagger on her. Then choose the following:

"Never mind. I've come for the Purple Talon."
    Talk again.
"That depends. What have you got."
"Alright, I'll take it." (the poison)

Ask her about Dihcar and Draconia. Here, you can buy food rations, tinder box, mirror, rope, city map, and gourd. It's up to you what you want to buy, but you need the mirror and the lantern.

TIP: During combat, you can go into inventory and eat to restore energy! You should always carry two full cakes of rations if you can afford it.

Go out. Now, the day should turn out to night. Walk back to the temple through the narrow pathway beside it.

First Day, Night.
Through a small archway on the right of the temple, you'll meet a beggar. Talk with him and pay him for the story. He wants you to kill a goblin in return of a secret. Accept his offering. Enter the temple. Give the Talon to the priest and you'll be rewarded by 100 Tarks. Then ask him for information about the Clairvoyant. Tell him that you want to meet the clairvoyant.

Talk to the Clairvoyant and choose:
"Verily, a great day, in truth."
"I don't understand."
"Please continue, I'm all ears."
"The pact.....Do you have it.
".....did he find it."

Then ask about your past. Take the upper part of the rune from the table.

Go out of the temple. Make sure your health is near maximum (eat some ration.) Walk around until you meet the goblin (it's in the pathway near the tavern.) Choose the following options for gaining information about the secret passage under the city:

1. Out of my sight, toad.
2. Yes, does it bother you?
3. You mean the one next to the arena?
4. You've just told me, cretin.

Then kill him as fast as you can (I prefer using the rusty axe for this one, and try to use the hack strategy: point the axe on the left and right side of the goblin alternatively.) Remember, you must keep your health point above 40 before you take a rest at the inn. That should keep you alive. Use the life potion if you want it, or eat a little bit.

After that, take his purse, talisman, and the dagger (you can use it again with Nenisma to get the talon and gain more money from the priest.) You can ask for the talon as much as you want, even without the dagger, each time you're out of money. Go back to the beggar. Report the fight. He'll tell you about a parchment containing a clue for the secret passage. Then go back to the inn and take a nap.

DAY NINE.
Second Day, Morning.
First, take the crystal ball on the table (it's the connector to arch wizard, your guiding man.) Just go outside to use the crystal ball and put it on the screen. The wizard will give you one hint per day. Then go out of the tavern. Move left and follow the path. At the corner, turn around. Now you'll facing the blacksmith. Keep your Axe, shields, and serpent dagger, but sell all other weapons. Here you can buy weapons (or sell weapons no longer needed), and his advice for the tournament, especially on Hellaynea.

Buy the Sacred Pike, you need it later on. Go back to the tavern and speak with Hellaynea. Praise her with the blacksmith's word (she's the number one seeded in the tournament.) She'll tell you to talk to the herald for an advice. Now go to the Heraldry (the big bright building) and enter. Inside, go forward, left, forward, left. Talk to the herald and book your place in the tournament.

Tell him that Hellaynea sent you to meet him. Ask for his advice on the mount. Go out and go to the warehouse. Talk to the propietor about the tournament and Dihcar. Go to the training center. Talk to the man near cart. He'll tell you about some clues for the tournament. Now go to Dihcar, ask him about the parchment. Hmm.. nothing yet. Now just walk around until the night comes, or you can play some dice in the tavern.

Second Day, Night.
Nothing much to do now. Go to the temple. Talk about Harssk, the Lost Labyrinth, and the Dreamer. Ask the priest for a meeting with the Clairvoyant. Ask about your future this time. Then return to your inn and take a nap. Prepare for the big day tomorrow: The Tourney of Seven Lances.

THE TOURNEY OF SEVEN LANCES: Day Ten.
You'll be facing 6 warriors in the tourney. You can beat them all (Tanathya is the hardest), but don't waste your time on that unless you're desperate on money. Anyway, Tanathea will be the winner in the tourney wether you defeat her or not. Before entering the arena you can talk to your opponent in the hallway. Ask the herald for the rules of the tourney.

First, pick your opponent by taking his/her flag. Then choose your weapon and mount. If your vitals are low before the tourney, use some healing balm (in small niche of wall in arms room) If you get hurt, heal yourself with the healing balm after each match. Repeat this step before each match. It's a good idea to SAVE before each match, and restore till you win that match.

After the tourney, Prince Arthus will talk to you. He'll introduce you to Countess of Cyrene (it seems that the countess is having a problem.) Then accept Hellaynea's offer to train together. Remember, you have 10 days before the Tourney of Cennmar begins. Exit the arena and go to the fountain. Talk to Cinders. Promise her you'll talk to her father.

Go to Nenisma's shop. Ask her about the goblins and the Lost Labyrinth. She told you that the entrance to the labyrinth can only be accessed at night. Go back to the Heraldry and talk to the herald. Go back to Cinders at the fountain. Tell her that you've kept your promise. Now you have a new ally. Go to the alchemist and ask for the parchment. Now, he'll tell you about it.

Take the parchment from the wall beside the back shelves. Read it (click it on the game screen.) Talk to Dihcar again. Learn about the strange cloaked man. Now talk to guard at the stall near the front gate. Learn more about the Lost Labyrinth. Until nighttime, talk to people about the tourney.

THE LOST LABYRINTH.
When night comes, go to the fountain and talk with the ghost (if you've talked to ruby priest about the Dreamer, you should see a ghost in the fountain.) Ask who he is. First, reject his demand to find the remains of his body ("No, I don't want to.") After he promises to give you a magic stone in return, accept his task. Head back to the Dragon passage. Face the statue of Harssk. Use the mirror on his hands and a secret passage opens behind you. Use the tinderbox to light the lantern. SAVE!

Hold your lantern and enter the labyrinth. Go east. On the west wall is a lever; DON'T bother it yet. Use the reading spell to decipher the plaque. Go north twice, east, and south. SAVE! You can safely sleep here if your vitals are low. You're about to fight two goblins, one after the other. Go south and defeat the goblins. REMEMBER: You can eat during combat!

Use protection spell and hack them. Take the level I and II maps from them. Take a pouch of money and a sword. Enter the chamber and turn around. Exit back past the dead goblins. Go west, east twice, south, east, south. Use your rope on the ceiling beam of stone. Go south, and north. Get the skull. Turn around. Go west, and south. Use rope on stone ceiling beam.

Go west, north twice, south, north. Then go west, south, west, south twice and exit to the outside archway. Go back to the fountain. Talk to the ghost about the skull, then go to the temple. Tell the priest about the ghost and ask for the summoning. Give him the skull. Ask to see the Clairvoyant again, turn right and ask about your future. Go back to the fountain and tell the ghost about it.

After he vanishes, get the magic stone (it will protect you against magic.) The next morning, talk to Duke Eragg in the tavern. Then talk to Quentin on the next table to the left. Talk about Cinders with Big Pete your squire, when you see him, and Accept his gratitude. Afterwards, tell Cinders about Pete. Now you have one more thing to do with the lovebirds.

MARAACH THE DRAGON FIRE.
As soon as it's night on the thirteenth day at Draconia, the tavern man will give you a parchment from the Countess of Cyrene. Read the parchment, then SAVE! Go to the Prince Arthus chambers, through small double arches to the right of the temple or up the steps just past the warehouse. Tell the guard that you have a parchment from the Countess. Enter the room.

Talk to Countess and show her the Ring of Fire. Suddenly Prince Arthus (his imitation) comes in and attacks you. Throw the magic acorn to deflect Arthus' paralyze spell. Then wear the anti magic stone to deflect the spell and slash him with your weapon (use protection and weakness spell to help you.) After that, talk again to Countess, your long lost MOTHER! Retrieve the healing potion and the bottom part of the rune from the table. Drink the potion to heal you.

Unite the rune, then use the Ring of Fire with it. You'll be sent out to Maraach. Talk with him and be Proud of it! That's the way of Wallenrod. Listen to the twin stone story. Get the Crystallyan and go back to Draconia. Watch a movie.

ADAMOSTER AND CRYSTALLYAN: Day Eighteen.
Go back to tavern and talk with Duke Eragg and Tanathea (she is nicer now.) Go to the blacksmith and learn that Duke of Eragg has bought the sacred pike too, and you can't buy it now (luckily you have bought it earlier.) Talk with all the people in town, then go to the temple. Tell the ruby priest about Maraach. Show him the Crystallyan. You'll be guided to the Clairvoyant.

Ask him about the Adamoster. More puzzling answers. Go see your mother now. Talk about Maraach and Adamoster. Get the money from the table. Talk to Arthus. Pick the first choice to receive the Sword of Fire from him. Go to Heraldry. Choose the following options when you talk to the herald and you'll unite Cinders and Pete:

1. I come to see you on behalf of your daughter and Pete.....
2. I abhor such a rule, but.....
3. I am sorry to hear about your wife.....
4. Will you agree to their engagement?
5. I think you have made the right decision.

Go to the fountain and tell Cinders the news. Then spend the day talking to the rest of the inhabitants of Draconia. Don't forget to buy at least 3 life potions and the Orb of Strength at the alchemist (you'll need it for the fight down in the Labyrinth.) Check your rations. Fill your gourd, with water from the fountain, if it is empty. Now you're ready. At night, go down to the Lost Labyrinth.

Pull the lever on the west wall, just past the entrance (it opens a wall on a path in level 2.) Go north twice, east, north, west 3 times, south to room B on level 2. Go straight across the room and exit. Back up (N.) Go north. Use reading spell to decipher plaque over door of room B. It's how to open the sun door in room B. Go straight back through the room and exit.

Go east twice, then north. Use the Crystallyan on the green mist. Go east, then south. Use reading spell to decipher the plaque above door to room C. Enter the room. Push the gems in this order: white, yellow, red, and green. Exit south between the Yellow statue on the left and the Red statue on the right. Go south to room B. Turn left and exit between the yellow and red gems again. Go east twice, south, west. Use your reading spell to decipher the plaque above the door.

Enter the room. Press the orbs in this order: Yellow, Red, White, and Green. Exit through door with Green statue on your right and Red statue on your left. Continue down some stairs. (if you didn't pull the lever at the entrance of level one, you should see a dead-end. Go through the false wall, then down the stairs to an empty fountain. You can safely sleep here. Don't forget, you can eat during combat.

Save your game. Fill the fountain with the water from your gourd. A door will slide open. Prepare to fight a four-armed beast. You can defeat it in 2 ways:

1. Use your sacred pike to hack him along with the protection and weakness spells. Also use the Orb of Strength to do more damage.

2. With the Sword of Fire in hand, use the Burning Spell. Use protection and weakness spells along with the Orb of Strength to do more damage.

NOTE: Use the Orbs when the hit points of the monster are low (under 60 or less) because you can't use anything from inventory after that. Use Life Potion to restore hit points during the fight.

After you defeat the monster, take the Adamoster. Now, back to the city. Go back up the stairs to the previous room. SAVE! Exit between the Green and White gems. Then, go E, N, W, W to room C. Exit between the White and Green gems. Then, go N, W. Use Crystallyan on the green mist. Go W, W, N, E, E. W, S, W, S, S. Now, go to the tavern and get a room for the night.

Until the 20th day and the Tourney of Cennmar, try to hanging out with the locals and find some info about the tourney. THE most important thing is prepare yourself for the final battle with Cariachan. Stock up with 14-15 life potions if your inventory will hold them. Take another blue talon to the priest if you're short on money.

Keep the Ring and Sword of Fire, Ring of Life, the Two stones, and the crystal ball. The others are of no use from this point. Sell what you can to the blacksmith, then burn the rest, making sure that you still have the two rings, Sword of Fire, the two stones, and crystal ball.

DAY TWENTY; before daylight.
Since you may be low on rations and nothing is open yet, get a meal at the tavern.

THE TOURNEY OF CENNMAR.
The tourney begins at daylight. Talk to Tanathea, Eragg, and Cariachan. For a nice kiss scene, talk to Hellaynea (she promises to give you a small reward if you defeat her.) Then talk to Arthus about Princess Carmine. Wow, you've been chosen as her champion. Talk to the herald about that. Then enter the arena. Choose the easy one, like Arthus, Rolon, or Thormac.

After you defeat 3 warrior, watch the cool video clip that showing the jousting between Hellaynea and Cariachan. What a dreadful scene to watch Hellaynea badly wounded. Use Crystallyan to help her. Promise to avenge her. Talk about Cariachan to Arthus. After that, Princess Carmine walks out of the corner of the room.

She's been masquerading as Quentin, the kid, since you arrived in Draconia! Promise her to defeat Cariachan. Take the amulet from her hand. Another kiss!

THE CORONATION JOUST.
This is the final part of the game. Summon Maraach with your Ring of Fire. Then ride him to the Cradle of the Sun, where the Coronation Joust takes place. Talk to Arthus. Then wear your Ring of Fire and The Sword of Fire.

Turn around and talk to Tanathea. Then face Duke Eragg. Cariachan will shows up riding Dagon, his evil dragon ally. Watch the joust. After you win it, Cariachan will protest the result. Fight him to the death. If you use the Sword of Fire, don't forget to cast the Burning Spell on it. Then watch the ending movie.