DRAKKHEN - Infogrames Playing guide sent in by Henry Rushing Make sure you take a Priest or Priestess in your party as these are the only characters that are able to cast healing spells against poisoning. (And believe me you're gonna need them!) And take a magician also. The best fighters to take are one male and one female Ranger. When generating characters make it a point to have a high Hitpoint value. Any character that has a value under 30 will be Dragon lunch. Dexterity values are also important, preferably over 14. Do not let yourselves be healed in a temple. Those priests are not to be trusted! Rather go to an Inn and rest for at least 15 minutes (or more if possible). Hit and Magic points will return, slowly but surely. This trick also works in the castles if you can find a quiet room. At the beginning don't waste time mosying around and looking at the scenery. Go straight for the castle that lies at the end of the path. You have 2 ways of getting by the sharks. 1.- Wait until the shark is just below the drawbridge and send the fastest party member across the bridge. 2.- Make a party member invisible. To turn off the energy fields push the 2nd symbol from the left. The shields on the walls are not just for decoration. Use them. Besides a few unfriendly Monsters and various objects that can be collected there are 2 things to know about this dungeon. First the little Gnome that you will find in the 2nd room left of the entrance hall. Switch off the auto-combat icon beforehand, because this gnome has a valuable clue. The same goes for the room of the Dragon Prince. Just speak with him and you'll find out he's not such a bad guy after all. Hordthken, as he is called, will give you the mission to bring his sister Hordthka a message. On the way to the Hordthka's castle that lies in the same area make a detour around the strips with the blinking triangles. It will be better for everyone. If you don't believe me find out for yourselves. A gnome will be waiting for you in Hordthka's castle. He will explain that his mistress is being held captive and if you could go and tell her brother this news. This doesn't put Hordthken in the best mood but he will give you at least one tip, that the priest, who was on board the Shadrak, is being held captive by the Sovereign of the Waters. At the castle Haaghken, domain of the S.o.t.W., your magician must cast a spell to open doors. Only after this will you get by safely. In the Hall you have to push the symbol to the extreme right to remove the energy fields. Again you go through the monster bashing, item collecting routine. Be careful of the room with chessboard pattern. Be as quick as possible, the floor can be hazardous to your health. In the southern rooms avoid the fire areas and switch the combat icon off, otherwise you'll be roasted by firespirits. In the room with the well just light a torch and send one member after the other down. The member holding the torch should be last. In the well you'll have problems with water puddles. Send one member at a time through the door. In the dark room, just beside, you'll find a red lever on the wall (hard to see). Pull it and the priest, who is in a cage hanging from the ceiling, will be freed. Having gained his freedom he will gladly give tips on asking. After this go left. Here you'll have to take care of the old witch and be careful of the armor. It tempting to want to take it but it's guarded by an energy field (good-bye hit points). Reaching the exit after this is kids play. The next castle on your adventure is the Prince Nakthken's ice stronghold. Make sure you make a visit to the blacksmith before- hand to pick up some extra weapons. In the welcoming atmosphere of the Prince's igloo you are again informed by another gnome (you should have guessed) that you are again too late. Prince Nakthken has, believe it or not, been taken captive by his very own sister. Luckily he gives you a ring with which you can enter the wicked sister's domain. When you've finally found it press the 2nd symbol from the right at the entrance. Keep to the right here. Besides many wonderful items you will discover Princess Hordthka, whom you may now finally free. She will be so overjoyed that she will give you the first Dragonstone and ask you to make way to her sister Haaggkha's. In the jewel red pyramid of Haaggkha leave the unicorns in the stalls alone. In the lever room you just have to figure out the right combination. This is very easy as long as you have a handbook. ("Drat! I knew I should have bought an original copy of Drakkhen!", said the pirate.) It quotes a strange verse with odd number combinations. Your reward for the right combination is a big, fat dragon in the adjoining room. If you manage to finish him there are nice goodies to collect. When you return to the entrance hall don't go right but head straight upstairs. Since you're expected the guards won't do anything and you gain immediate audience with the Princess. She gives you the mission of wiping out Prince Hordthken. As a reward you receive another Dragonstone and a couple of special items. After bumping off the Prince you report back only to be sent on another mission. This consists of paying a visit to Princess Hazhulka. On entering the mosque you unfortunately run into a small problem. If you enter without care you might lose your head! (literally!) To avoid this stay to the extreme right when you enter the door. Once inside it doesn't matter which of the 3 doors you go through. Sooner or later you'll run into Hazhulka. In the room to the rear you'll find Prince Nakthken, who's been having trouble trying to get rid of his sister. Your cooperative party should lend him a hand and finish the job for him. He rewards you graciously and gives you not just 1, but 2 (yes 2!) Dragonstones, his and Hazhulka's. The Prince also wishes that you pay a visit to his dear brother Hazhulken, with the same fate in mind as so many before have suffered, off with his head! (Bear in mind that you still don't have Haaggkhen's Dragonstone). So first, off you go to Castle Haaggkhen, doing your dirty work of sending the prince to that fantasy heaven in the sky, and thereafter confiscating his Dragonstone. Now to the last battle. To enter Hazulkhen's pyramid you must approach directly from the south. Don't ravage everything and everyone in sight. Some of the folk are willing to be cooperative. Besides, you can always make Dragonfeed out of them after they tell you what you want to know. After the bloodbath and the acquisition of the last Dragonstone make way back to the EARTH section of the land and locate a priest. Having made contact with him he will advise you further, giving you enough information to be able to finish your quest!