Dragonworld - early moves You are Amsel of Fandora, friend of the Last Dragon. Suddenly, you receive a message from the last dragon in the dragonpearl that he has been drugged and kidnapped by the Duke of Darkness and is being held in the Southland. You decide to obtain the assistance of the Monarch of Simbala, Hawkwind, another old friend. The journey will be long and hard. There are many ways of finishing the quest. Some puzzles have more than one solution and others need not be solved at all. This is but one possible solution. Remember that the arcade sequences are for your amusement or frustration and are not necessary to the quest!! You may find the picturesoff command useful in speeding up your quest. So you board your boat, untie it and set sail east toward Simbala. As you travel east you soon find your vessel destroyed and yourself beached on an island. Quickly you discover vines and logs which you tie together to make a raft. You also find dragonbane which will ward off those evil coldrakes! You board the raft and soon drift east to Simbala where you are beached. You head east where you find yourself in a dense forest. You keep heading east when you spot a windship overhead. Quickly gather the dry underbrush and start it on fire using your magnifying glass. The windship picks you up. As you wait you discover that the vessel is powered by jewels which burn when water is poured on them. You also learn that the dragonbane is placed outside the ship to keep away the coldrakes. Finally you arrive at the palace. You enter and are taken to a large chamber. While there, you talk to Hawkwind who agrees to help you. You also talk to Ephrion who gives you some valuable information. Then exit the room to the south and you will find yourself on the stairs. Hawkwind asks whether you wish to take the horses or the windship. Either will do. If you go up, board the windship and set off to the south. A coldrake approaches!! You put the dragonbane outside the ship and Hawkwind swerves to avoid the beast. Unfortunately, you crash. The ship is destroyed but you are both unhurt. You find the ship caught in a tree so you climb down and continue east on foot. The trail then leads south, southeast and finally east where you come to a fork. Avoid the swamp to the south with its dreaded swamp monster and head southeast to a north-south road. Keep going south until you find the road overgrown. There you see some rare tanna leaves which you gather up. The path continues to the southeast. You then follow the path south to the mine entrance. Enter the mine and take a torch. You head south but find a crying woman blocking your way. Comfort her and she gives you a wolf's tooth, the symbol of the thieves guild. You remember that Ephrion mentioned a book in the Kandesh library with a wolf's tooth! The woman slips away into the shadows, and you continue south only again finding your way blocked! This time by the Kuln. Fortunately, they are afraid of light and they let you pass when you wave the torch. Continue south where you find a pile of rock. Move the long flat one which reveals a tunnel and another cavern to the southeast. There you find a skeleton. You examine the skeleton and find a small key. Take the key and go up into a small cave. Follow the daylight to the south and you find yourself on an ancient road. To the south are the ruins of a villa. Go south to the ruins and then west to an old atrium. You see a tree sculpture with ancient amber treebears. You try to reach them but they are too high. Ask Hawkwind to help you and he lifts you up and you take one. Then go back to the road and keep going south to the gates of Kandesh. You see a large knocker and try to reach it. Again Hawkwind comes to your assistance and knocks for you. The guard eyes you suspiciously but lets you pass when you show him the tooth. You then enter the City of Kandesh and head south past the residential area to the plaza......