dragonislechain
**Dragon Isle Chain (Irda)

This zone is hidden in the ocean north of Kalaman.  To find it, find the old 
elven fisherman and follow this path: 
 
n,n,w,n,e,n,n,e,n,n,w,w,w,w,s,s,e,n,n,e

Starting at A Strange Lagoon, the entire zone is no_summon and (I think) 
no_poof.  Head eastward inside, kill Jargin and his elementals.  He loads ‘a 
belt of seashells’ (waistworn saves_spell druid/mageish).  Follow path to the 
village gate and kill the human guards.  Head all east into the zone, stop at a 
closed tree north.  Go in and kill Veros, loot the key, go up, unlock/open 
hatch, and loot the trunk in the room above.  Take the leaves (if they loaded) 
to the alchemist (a few rooms further east and 1 north) and give them to 
yourself to receive ‘an orange potion’ (norent fastdecay AMS potion).  Head all 
east, and turn all north.  Go eastward through the door and kill the 
priests/Clagon.  Loot the key, mem, and head south.  Unlock the door and send a 
tank into the nomagic room to ‘rub pentagram (or similar)’.  Htoll will appear, 
and the tank should flee.  Close the door once it tracks into the room Wizinvis.  
Have the tank flee and instantly reenter to force Htoll visible.  Keep him 
bashed, and overbash/frag him hard when he hits bad.  He can escape and hide 
no_hassle if bashes fail or he dies too slow.  Htoll loads spellbooks (clair, 
ams, relo, monstersummoning, maybe mirror).

Once done with Htoll head back outside the temple and all south to the other end 
of the city.  Go through the gate and follow the path.  Fight off the blink 
dogs/irda scouts.  Kill the 2 giants at the castle gates, be careful of their 
special.  Once memmed, send the tank through the gate and wait for the horns to 
blow before going in.  Lots of trackers here, area and assisting rule.  Raylax 
is the only one who hits remotely hard.  Raylax loads ‘a light golden shield’ 
(autolight shield) and a key.  Take his key and move through the door at the 
north end of the courtyard.  Move all north.  2 west of this room is a 2man room 
with a hermit.  The hermit loads ‘a staff of meditation’ (+2int prime blud).  He 
is a dangerous fight.  The room is 2man nomagic and the hermit has a para 
special he likes to spam.  2 tanks need to kill him/disarm the staff as quickly 
as possible, fleeing for heals.  Once done with the hermit, head all east an 
north.  The next fight is very tough, so spell up before heading east into the 
nomagic room (quaffing the AMS potion if it loaded is a good idea for a healer).  
When ready, move east and say ‘Laniru’ to open the door.  This fight order is 
bard, terahio, lord.  The bard is reflect and needs to die as fast as possible.  
Bard has a hold/entangle special he enjoys spamming and fleeing is impossible 
while he’s alive.  Area works well.  Once the bard dies bash lord to stop him 
from casting.  Bard loads ‘an ancient tome’ (gate/animate/strength of one 
clerical book).  Terahio loads ‘a silver slicer’ (nice offhance lblade) and ‘a 
pair of barbed wire boots’ (+2dam footworn).  Lord Loklomin loads ‘a flowing 
robe of oak leaves’ (+8th slot druidonly aboutworn), ‘a silver chain of maple 
leaves’ (antievil/goodonly +2int autoinvis neckworn), and ‘a rod filled with 
multicolored gas’ (norent mageonly prism wand).  Loot the key from Loklomin and 
mem (hermit room is cleric mem).

Move to room south and west of Loklomin, open the wooden, and move west until 
you can move north. Head north until you can see The Barracks on exits.  Send 
the tank and let the lammasus track in.  Kill/bash them.  Move east, open the 
steel door, and kill Tarl south.  Tarl loads ‘a horned helmet’ (nv headworn) and 
the other key.  Loot his key and ‘combine key’ with the piece from Loklomin.  
Move north, west, and south some and find the up exit (not the tower).  Go up 
and east.  Behind a closed N door on 2nd floor is Vestiv, a nobash cleric mob 
that loads ‘a sky-blue robe etched with gold’ (+wis aboutworn).  All east on the 
2nd floor leads to a closed E door, behind with is a sun child and Mazuz.  Send 
the tank in and have him flee to make the sun child track out.  Afterword go in 
and kill Mazuz.  Mazuz loads ‘a helm composed of wispy blue flames’ (+dam 
rangeronly headworn) and some type of orange flaming potion (rentable haste 
potion).  Head back all west and down to first floor.  Head further down into 
the basement and go a few east until a closed door E.  Open it and kill/bash uzo 
joslen invoker, frag down the skinned golem.  Once their all dead ‘open 
tapestry’ go south, and loot the tuning fork.  Head back west and follow the 
path to the dead end.  ‘Tune fork’ to shatter the wall.  Move further to the 
vault.  Unlock it with the combined key.  Vault loads ‘a black demon skull’ 
(3wis evil cleric only headworn det invis), ‘a black belt with a skull buckle 
(+str con or dam I can’t remember and a big container for evil waistworn), ‘an 
ancient jade ring’ (+8th slot mageonly ring), ‘a serpentine ring’ (+bludgeon 
skill), ‘a bone-twined leather breastplate’ (antineutral bodyworn +heal), and a 
possible druid tablet I am unsure of.  A book also loads here that can be taken 
back to the city (need to kill the mage guildmaster for a key) and turned in to 
an imp for good exp for evils.  The phoenix east of the vault spawns a tougher 
one each time you kill it until ‘an ancient phoenix’ which is nobash.  It loads 
‘a belt inlaid with fiery opals’ (casterish immune_heat waistworn) and ‘an egg 
of the phoenix’ (charmie creation item).