~Dragon Lore (CD-ROM)

RPG by MINDSCAPE

First part of a solution by John Johnson-Apoo and Lu Richardson, 
with a few crucial clues from S. Blease


First part
----------

General tips:

At each screen, move the cursor around all over, very carefully, to 
see what can be picked up or manipulated.  Don't go around with a 
weapon equipped because if you approach someone while armed, meaning 
to have a chat with them, you might instead clobber them over the head 
with a hammer - and that won't do at all.

When you right-click on someone to talk to them, you get a close up 
and speech.  Keep clicking till the character starts repeting the 
last sentence.  Sometimes you get automatically separated from the 
close up - right click again to make sure you've got all the info.

Every time you get a spell, it's a good idea to look at it (by 
placing it on Werner's face) and make a little drawing of it, so 
that it's handy.  You must put each scroll in the spell book as soon 
as you get them.

You can avoid almost all fights, save for a few, by walking past 
the nasty.  You'll have to decide how aggresive you are going to 
be.  At any rate, when you have killed someone, click on the bodies 
to collect whatever they are carrying.

Finally, the game is all about getting the Dragon Knights on your 
side so that they'll vote in your favour.  As you talk to each one 
you will find out how to win them over - whether you do or not, is 
up to you.  Preferably, talk to them again after sorting out their 
patch.


THE FARM

The game begins with Werner unloading some logs and taking time to 
knock a fly on the head with a branch.  Oh my, that's what I call 
quick reflexes!

As soon as you are in charge, save and experiment with the cursor 
till you are comfortable with it.  Reload and walk around the farm - 
pick up the hammer and put it in the inventory.  Find the old 
servant (Guthrie) by the door and talk to him.  He will ask you to 
get something for milking the cow.  Turn around and leave the farm 
through the gate.  Take the right path and you will walk past a 
dog, though it looks more like a hellhound, guarding the barnyard.  
Keep going and turn left.  You will come to the cowshed and you will 
see a bone - take it and give it to dog, which will let you pass 
into the barnyard.  Pick up the bowl and take it to Guthrie.  Talk 
to him and he will say the cow has escaped again and tells you to 
put it in the cowshed.

Follow him into the house and pick up a rope you will see hanging on 
the wall.  Leave the farm through the gate and go to the left.  You 
will see the cow in the vegetable patch.  Ignore the dog in the 
background for now.  

Use the rope on the cow and it will follow you, so walk to the 
cowshed.  The cow will place itself by a tree.  Walk around the 
other side of the cow and use the rope on the tree.  Now you can go 
back to Guthrie.

He will reveal who you are and will give you two useful items (open 
the inventory and use them on Werner's face to find out what they 
are).  He also invites you to take anything in the farm that you can 
use; so take everything not actually part of the scenery.  Don't 
forget to equip the armour and the shield.  Leave the house now and 
pick up the sword laying in the cart by the gate.  

Go out and turn left.  When you come to the dog blocking your path, 
use the whistle (go into the inventory and place it on Werner's 
face) and the dog will let you pass.  Carry on along this path and 
you will come to...

THE WARRIORS' CIRCLE

When you come to the big monolith, turn to your right and look at 
the static warriors surrounded by dolmens.  They will eventually 
ask you to join them if you choose the right path, i.e., you must 
choose between Violence and Wisdom, you'll find out more as you go 
along.  Go back to the monolith and continue along here.  You will 
meet the first Dragon Knight.  Talk to him and he will tell you how 
to behave if you want to win his vote (yes, folks, you will be voted 
Dragon Knight of the year if you can get enough of the other knights 
on your side).

Continue travelling and you will come to a...

CAVE

You can go through the first door, but you will find you that can't 
go through the next one.  Never mind.  Turn to your left and you 
will see a loose panel.  Use the hammer on it and retrieve the spell 
book.  Go back the way you came to where the static warriors were 
and go under...

THE LEFT SKULL

Just go in and pick up a key you will find laying on the floor.  
Leave and go under...

THE RIGHT SKULL

Open the door with the key.  Equip your sword.  Save the game.  Go 
in and turn right.  You will have to fight a skeleton.  Once he's 
dead (?!), go along the corridor it was guarding.  Note a panel on 
the wall on your right.  When you activate it, an enormous ball 
comes towards you, but luckily you get out of the way automatically.
It will roll past you and shatter.  Go back to it and examine it.  
You will find another key.

This opens another gate further along the corridor.  Once inside, 
click on the trap door and go down it.  Now you must use the ring 
Guthrie gave you to open the ornate door.  Once inside, make a bee 
line for the large casket in the middle of the room (yes, I have 
noticed the green dragon; no, I won't forget about it).  Look at the 
right side of the casket and you will see a ruby on it.  Walk right 
around to the left side and you will see a hollow.  Attempt to 
manipulate this and the green dragon will talk to you.  Evidently, 
you need another ruby.  He will also give you an Open Door scroll.

You can now go to the Cave where you got the spell book.  Face the 
door which wouldn't open, put the spell book in Werner's hand, click 
on the right runes and then right-click in the center of the door.  
This should open it.

THE INN

Advance along here till you come to a crossroads.  Turn left and 
enter the inn.  Talk to the guys behind the counter.  Keep talking 
till they ask you to do a job for them.  They will give you a ladle.

Go out and across to...

THE SPIDER'S CAVE

Save before you enter, arm the character and go for it.  Once you've 
killed the spider, advance till you come to the nectar container and 
use the ladle on it, emptying it.  The ladle should change colour.  
Take it back to the inn and you'll get a Fire Ball spell plus other 
goodies.  Go out of the inn and turn left.  Continue till you come to...

THE SPIDER'S WEB

All you have to do here is cast a Fire Ball spell and the web will 
disappear.  Advance to...

THE DOCK

Here you will meet with the villain of the piece, Diakonov, so arm 
yourself and go for him.  He will speak to you and an orc will 
appear.  Fight him and, preferably, kill him.  Click on the body and 
retrieve what he is carrying, specially the oar.

Advance along the dock and use the oar on the barge, then step on 
it.  This should take you to the other side, where you will meet 
another Dragon Knight.  Talk to him and continue on your way.  
Eventually you'll come to a...

MAN-EATING PLANT

Keeping a respectful distance, pick up a strange skull from near the 
plant (to its right).  Combine this with the rope in your inventory 
and you get a grappling hook.  Use it on the tree to the left of the 
plant and you'll swing over safely.

Then you meet yet another Dragon Knight - she gives you some useful 
information.

Keep going and you'll come to a mushroom patch - at the end, another 
Dragon Knight puts in her twoppeny's worth.  Keep going till you get 
to a...

FOUNTAIN  

Go to the left and walk to a house where you'll find a winged lady.  
Speak to her and she will give you a cog.  Go upstairs (clicking on 
the right hand side of the exit), where you'll find a piece of cloth 
in a drawer.  Go back to the fountain and this time go to the right.

Advance to the water's edge and pick up and apple.  Turn right and 
feed it to the pussycat (looks more like a Bengal tiger to me).  It 
will move away and you will be able to pull a lever behind him.  
This will take you to the treehouse.  Speak to the other winged 
lady.  She will give you a key.  Go to the door, pull the lever and 
go back to the fountain.

Now go along the central path and you'll come to a garden.  Attempt 
to pull some flowers and you'll pass out.  Watch the sequence.  Talk 
to the knight, then use the piece of cloth in the fountain and place 
it on Werner's face.  Go back to the garden and pick up some blue 
flowers.

Go back to...

THE MUSHROOM PATCH

Eat the blue flowers (i.e., put them on Werner's face) and you'll 
shrink.  First, you have to kill the scorpion.  Next, enter the 
nearest house.  An Elf will thank you and give you a scroll, and 
you'll also get a blue potion outside (a healing potion).  Go 
outside and enter another house (it will seem empty because the 
elves have made themselves invisible, but you'll hear funny 
noises).  Search amongst the flasks and you'll find a green potion.  
Go outside and drink the green potion, and you'll be restored to 
your normal size.  Talk once more to the knight and then go back to 
the garden (ensure you are wearing the cloth over the face).  You 
will find another path by the red flowers.  Go through to...

THE GEAR HOUSE

Go and examine the gears and you will see an empty peg, so put the 
cog on it.  If you try to pull the lever it won't work.

Another Dragon Knight will appear - talk to him.  To the right of 
the house there is a wall and you will see the outline of a door.  
Cast Dispel Illusion and you'll get through to...

THE TUNNELS

Now, it is important that you understand the nature of these 
tunnels.  You might go along one and enter a door - but when you 
come out, the geography of the place changes and you are channelled 
to the exit.  This is what you do.

First, here is the layout.  Once through the illusionary door, 
the corridor has two branches - to the right, you will find an 
upside down room.  To the left, a door leads to a corridor which 
branches once more.  To the left of it, there is a locked door which 
can be opened with the key the winged lady gave you; behind, there 
is a gold chest.  Don't touch it.  If you follow the right branch 
you come to another corridor which, once more, branches left and 
right.  To the right, you'll find a knight (you must talk to him) 
and a torch.  To the left, you'll find three buckets hanging upside 
down (you must get the middle one).  Opposite this there is a dark 
entrance to a room in which there is a skeleton.  On the other side 
there is a dark doorway.  OK?  Now you know where everything is, and 
that you have to go to the exit everytime you need to get to a new 
room, do the following.

Get the bucket and fill it in the upside down room by clicking it 
along the top of the screen.  Go outside and hang the full bucket on 
the lever above the gears.  This opens the gate.  Enter and grab the 
silver chest (which cannot be opened).  Go to the skeleton and place 
the chest on it.  This causes the tomb to sink and you get a ring 
from the top it.  Now go to the room with the knight, talk to him 
and get the torch.  Go back to the room with the skeleton and you 
will be able to go through the darkened door and outside.

THE PIKE AND THE WATERFALL

As you come out, speak to the Dragon Knight.  If you want to get his 
vote, advance till you get to the water edge.  Go forward and watch 
the sequence.  Once inside the pike, get the diamond.  Arm the 
character and take a swipe at the inside of the pike.  It spews you 
out on the other side of the river.  Turn left and keep going till 
you come to the water edge.  Jump in, turn left and click on the 
waterfall.  Once inside, use the diamond on the dragon - follow it, 
and then take the jewel.  Out, turn right, click on top of the rocks 
to climb up.  Advance and then cross the river by just jumping into 
it.  Get back to the knight and hand him the jewel.  Now you can go 
back, via the pike, to the waterfall.  Only, this time, use the 
three stepping stones to get on dry land.

Here advance to the end of the path and turn right to find the way 
up to the...

CIRCLE OF DOLMENS

Advance to the center of the semi-circle and watch the sequence.  
Talk to the knight and then give her the ring Guthrie gave you.  She 
will acknowledge you and suggest a sparring match.  Arm the 
character but don't fight back.  At the end, she will congratulate 
you and heal your wounds.  She will also give you a pickaxe, then 
disappear.  Find your way down from the circle, advance as though 
you were going back to the waterfall but turn to your left around 
the tree.  Move along here till you see some boulders blocking the 
way - use the pickaxe on them and you'll be able to go through, 
though you'll find difficulty in manoeuvring yourself in the right 
position.  This path leads to...

THE CLIFF

Diakonov appears again.  Talk to him and you'll get an axe.  Use it 
on the thick tree trunk, which will fall and bridge the chasm.  Go 
across and you will meet two guys.  Talk to them and then fight 
them.  Click on their bodies to find a bag.  Inside, a broken vase 
and a whole one.  Walk through the gap to...

THE CASTLE'S COURTYARD

Here you meet two characters, both of which want their vase in 
return for their vote.  Of course, you have only one, and it doesn't 
really matter who you give it to, you'll only get one vote.  
Afterwards, go under the central the arch to the castle gates.  At 
this point you have to change the disk, and this concludes the first 
part of this solution.



~Part 2 (CD No.2)
~----------------

I was going to save this till next issue, but as so many of you 
are stuck on the later half of the game, I didn't wantyou to tear 
your hair out waiting....
                         

Part Two By Lu Richardson, with the kind help of Steven Blease.


Sorry to keep you waiting, folks.  Harrrumph.  The instructions that 
follow are meant to direct you to the end of the game - but there is 
so much to see and enjoy along the way, it would be a pity if you 
did not take time to look around.  You don't get to see such superb 
graphics every day of the week!


THE CASTLE

Having changed the disk, advance through the gate, up the stairs and 
through the first door.  Note the sphere, try to pick it up and a 
dragon will give you a dirty look.  Leave it, move around and out 
the other door.

At the drawbridge you'll meet another dragon who questions your 
presence there - use your ring on it and it will disappear.  Arm 
yourself and continue into...

THE MAIN HALL

Here you will have to kill a zombie.  Go forward from the entrance 
until you get to the throne.  Click on the snake and watch the 
sequence.  Turn right around and face the entrance.  Get rid of all 
your surplus goods by throwing them - the items you really need are 
any weapon you fancy, the hammer, the spell book, the sulphur and 
flint (to make fire, you have to have them in your inventory and 
click with one on the other) and the rings.  If you kept the bag, 
this will be useful to carry extra goods in your inventory - and you 
are going to find plenty.

Turn to your left and go through the first door near the throne.  

THE STAIRS

Turn left and go down the stairs.  You'll come to a door on which 
something is missing.  Turn around to your right and pick up the 
sword under the stairs.  Turn some more and go up the stairs and out 
of the door.  Now turn to your left and go through the next door.

THE BEDROOM

Advance to the fireplace and click on the left iron.  Turn left and 
go through the curtain to the next room.  Get a key from the lamp 
over the chess table.  Turn left and come to the chest - use the key 
on it and you will get the first part of the seal.  Leave and, in 
the hall, turn left and advance to the next door.

THE LIBRARY

Look around and find the stand.  Click on it and you will see and 
hear all you need to know about freeing souls.  Observe the items 
well.  Go out of the door, turn left and advance past the entrance 
and turn left into the next door.

THE CHAPEL

Just inside, turn right and go along the pews to the end, turn right 
and enter the Vestry.  Click all over the place and get the candles 
and the bible.  Go outside and go to the altar.  Pick up the 
sprinkler and use the candles on the candlestick.  The altar opens 
and you get another piece of seal.  Leave now and go forward to the 
end of the hall, turn left and enter the next door.

THE DINNING ROOM

Inside, turn right.  First enter the little room on your left and 
get the statuette above the bed.  Leave this room and go to the 
dinning room proper.  Walk straight ahead and use the hammer on the 
flask - you get a stone eye.  Leave, turn left and into the next 
room.

THE AUDIENCE ROOM

Look at the shields and replace the missing sword.  This causes the 
shield to move and reveal the last piece of the seal.  Combine all 
three pieces by clicking with them on one another.  Now you can go 
down the stairs, face the door with the plaque and place the seal on 
it.  This will open it.

THE BASEMENT

First go to the door on your left.  This is the wine cellar.  Go up 
the ladder and get the broken key.  The little bedroom next door 
does not contain anything.  Leave the cellar and walk across to the 
next door.  Turn left and enter the first cell.  Click on the 
blanket but you won't be able to get what's underneath.  Don't 
worry, it's a red herring and I can smell it from here.  Move on to 
the next cell and click on the skeleton to get another stone eye.  
Walk out.  Go through the central door.

To your left is the kitchen (sorry, am I beginning to sound like a 
tour guide?).  Go inside and find a ladle.  Leave and walk across to 
the dinning hall.  Turn right and walk along the side of the long 
table to find a crowbar.  Leave through the central door and go to 
the next door to your left.

More cells; find a blanket, click on it and you'll get the third 
stone eye.  Go out, and the last door on your left is...

THE SMITHY

First, follow the wall to your left till you come to another door.  
Behind an unhinged gate you will find a bag of coal.  Pick it up and 
go back to the smithy.  Find a hammer and a hacksaw.  Standing in 
fron of the door and facing the furnace, put the coal in it, use the 
flint and sulphur to make fire, use that on the coal, use the belows 
a couple of times, put the broken key in the fire and then on the 
anvil.  Your hands must be made of asbestos.  Hit the key with the 
hammer, use the ladle on the trough to get some water, and then use 
the water on the key.  You've got a reforged key.  Now you can go 
below.  Leave this room and find the last door.  Face it and use the 
reforged key on it.  You will go through to what looks to me like...

THE DUNGEON

Turn to your left and enter the first room.  Inside, turn left and 
examine the second weapon stand - you will see the fourth stone eye 
on it.  Advance to the middle of the room and put the eyes in the 
skull's sockets.  This lifts the four glass cases and reveals the
weapons, shield and key.  If you are short of room in your 
inventory, you can leave everything here.

Leave this room and turn to your left.  You will see some stairs 
going down (to a door which is locked) and a fountain.  Ignore all 
this just now and move on to the next door.  

When you enter you must turn right and you'll see some stairs going 
up and also a barred door.  This can be openned with the crowbar, 
but don't do it - it's just an alternative route, and I have a much 
better one.  Besides, it floods the dungeon and I don't want to get 
my feet wet, even if I'm wearing clogs.

Go up the stairs and jump into the pool.  Get the crank handle and 
ignore the two doors, we don't need them.  Get out of the pool and 
leave this room.

Go across to the next door.  This is the torture chamber.  You can 
kill the troll or you can ignore him and walk straight ahead.  On a 
little table to the right there is a pair of pliers you must have.  
Leave.

Next, to your left, there is a row of three cells.  Ignore the first 
one.  In the second one there is a small skeleton - pick it up.  I 
understand that the sword in this cell is not available in all 
versions of this game.  In my version, if you touch it a horrible 
monster appear and you have to kill it.  Touch it again, and the 
same thing happens.  I can only conclude that it is useful if you 
want to get your balance right (by this point, I was heavy on the 
Wisdom, though you wouldn't think it by looking at me); that is to 
say, you could do plenty of Violence to the poor monster and 
reddress the balance.  I didn't bother.

On to the next cell.  Step in front of it (but ouside) and use the 
bible, the sprinkler, the small skeleton and the statuette on the 
chained skeleton.  This gives you the Magician's key.

Go along to the next door and turn right; you will see another 
door.  Inside, on a chest, you'll find a handy bunch of maps.  
Leave, you can't take anything else.

Now walk across to the other side.  You can use the crank on the 
fountain in the corner.  It's a very pretty effect, but blessed if I 
know what good it did.  Never mind, go down the stairs.  Open the 
door with the key and go in.  Note the saddle and dragonlance to 
your right.  Again, if you are short of room in your inventory, 
don't take them.  You'll have to come down this way later anyway and 
you don't need them just now.  Go through the other door and talk to 
the dragon.  He will give you two potions and some instructions.  
Turn around and go back the way you came.

(The other exit of the cave, on the other side of the dragon, is the 
alternative route I was telling you about.  What you do is open the 
door by the pool with a crowbar, go up to the pool jump in and go 
through one of the doors and you finish up in the cave anyway.)

Right.  You should be up the stairs by now.  Now is the time to pick 
up the four items from the Armoury, and go all the way to the Main 
Hall.  Go across to the entrance and to the chamber with the 
sphere.  Use the sleeping potion (it has ZZZZ on it!) on the dragon 
and pick up the sphere.  Back to the stairs.  This time, use the 
other potion on the stairs and go up to...

THE FIRST FLOOR

Turn left and go up the stairs here.  You'll come to a guard room, 
and one of them obviously forgot that he's dead and is still walking 
around.  You can ignore him or not, up to you.  Go through the other 
door and you'll come to a bedroom.  Advance straight ahead and look 
at the bedside table - pick up the ball you'll see in the drawer.

Leave and go back to the door through which you entered this floor.
With your back to it, advance and go through the next door.

Turn to your left and advance to get the ball from the plant.  Don't 
bother to go upstairs to the next floor yet.  Go back to the door, 
turn left and advance to the wall and turn left.  Go through the 
door into the Nursery.  Advance and pick up another ball off the 
floor.  You could turn left and go amongst the cradles, where you'll 
find a red bottle.  I couldn't find any use of it, maybe you can.  
Leave through the same door you used to come in and walk across to 
the next.

This is the dinning hall - leave it for now and find the other 
door, almost opposite.  Go through and you'll be in a corridor with 
doors to your left and right.  Turn right, go into the bedroom.  
Step onto the balcony, turn right and you will see a statue.  Try to 
pick it up and it will talk to you.  I attended carefully to what it 
had to say and then I took it with me - although I did exactly as 
told, nothing happened, so I guess someone goofed here.  Never 
mind.  You can leave the statue safely, but do pick it up if you 
want.

Walk along the balcony (enjoy the view) and enter the room again; 
pick up the ball in the bookcase.  Go through the door in fron of 
you and look at the scroll on the table.  This is a CLUE, would you 
believe?  And what about the three pots with Roman numerals?  Ah, 
well.

Go back to the bedroom and leave through the door to the corridor.  
Now you've got all four balls, enter the dinning hall through the 
central door and go to the fireplace.  Pick up the twig and go and 
face the bird on the chest.  You should see a key hanging from the 
ceiling.  Go into your inventory, make fire with the sulphur and 
flint and light the twig.  Use that on the bird.  Four holes will 
appear on the floor.  Put the four balls in.  The bird flaps and 
the chest opens.  Get the claw.

Go back to the corridor and this time turn left.  Enter the bedroom 
and step on the small balcony.  You will see the nest.  Go through 
the door next to the balcony and you'll come to another door, which 
leads to the Nursery.  Turn to your right and face the window.  Use 
the hacksaw on it and go through to the nest.  Turn right and take a 
step forward, then turn around and look at the egg.  Place the 
molten sphere in the nest and use the pliers on it.  You will see a 
large egg with the dragon's son in it.  Now, just go back through 
the window and throught the nursery all the way back to the cave 
under the pool.  You kind of "push" the egg alongside you.

When you get to the dragon speak to it.  He will ask you for an item 
(you get it back afterwards) and sends you to a secret place.  
There, pick up the scroll, look at it and shove it in the spell 
book.  Look inside the chest and pick up a flask.  Now get your 
spell book and cast Teleport - your maps will appear.  Leaf through 
the different pages and pick your spot.  Just point to the room you 
want to be in and right-click.  Since you want to go to the second 
floor, point to the Basement, near the stairs.  Make your way up 
to the stairs we ignored before, over the entrance to the Nursery.

THE SECOND FLOOR

Go up and use the key you found in the Armoury.  Once through, go 
through the door immediately opposite you.  Turn to your left and 
"advance" towards the pot.  You will see close-up of a pot with a 
hole in it.  Use the claw with the bit of string and watch what 
happens.  You now have another key.  Leave this room.  You could 
explore around here and go out on the battlements; it's very pretty 
but you'll find nothing.  Go instead up the stairs to the third 
floor.  Use the key you've just retrieved and go in.  

THE THIRD FLOOR

Turn to your left and enter the room.  Here you fill find 
Addlepate.  Speak to him and he'll give you a lot of information.  
He wants you to drop the three items from the Armoury in his 
pentacle, so step back and do so (you "use" them on the floor).  
Although he tells you you can pick them up, actually you can't.  
Fortunately, you don't need them.  He will now tell you to get the 
dragon armour.  Go through the opposite entrance to the one you used 
to come in and through a door.  Go up the ladder and look around.  
You should just be able to see the ruby.  Get it and go back to 
Addlepate.  Speak to him and he will give you a magic map. 

Cast Teleport and go through the leaves (click at the bottom to go 
forward and at the top to go back) until you get to the map, then 
point at the first stone circle.  You should be teleported there and 
left in front of the skull.  All you have to do here is go to the 
coffin, put the missing ruby in then walk around and interfere with 
the first ruby.  The coffin opens up and you get the armour and 
shield.  Equip them.  Now teleport to Addlepate.

THE FINISHING TOUCHES

Talk to Addlepate and he'll give you a chalice and will give you 
detailed instructions.  When asked, drop the flask with the blood in 
the pentacle, or "use" it on the floor.  Whassisname appears.  At 
the right prompt, go into your inventory, right click on the chalice 
to get the talisman and chuck it at him.  You get a statuette.  The 
next thing that happens is that you get more instructions and a 
crystal ball (for which I found no use, but I love getting 
presents).  Break the statuette (in your inventory, with the 
hammer).  All you have to do is teleport to the dungeon, go down 
the stairs, pick up the saddle and the dragonlance, and go through 
to the dragon.  Use the saddle on the dragon.

Now it's all over bar the shouting.  The voting takes place (very 
exciting) and you win the election (wot? you didn't?  You'll have to 
start over again!).  Diakonov gets exiled, you get his lands and 
goods, and everybody lives happily ever after; you also get the 
hook-up for Son of Dragon Lore and you are then returned to the game 
in case you want to wander around some more.


~                            THE END
