Dungeon Magic: Sword of the Elements/Sword of the 4th element

Exploring the south
Exploring the south

The town
The people of Zandor say that you need a flower that blossoms in the darkness in order to talk with the spirits.

Dungeon West of Zandor


The four entrances give access to four separate areas. North and west are just fake gates. The south gate holds a weapon. The east gate allows access to the rest of the dungeon.
 *  Ground floor:

This floor has the feeling of a prison for goblins. Maybe this is in reference to what the soldier in Bell said?
 *  Floor −1:

The map of the floor shows the silhouette of a creature. Is that Taz the ruler? Or a mandragore, maybe? The latter it is a magical plant, and you came here to look for a magical "flower" (a mushroom). Sure it reminds of the pokémon.
 *  Floor −2, outer:

In the north-east corner, the path to the stairs splits in two. Take the north-west passage: you will face two enemies only (1 goblin, 1 lizardman), the others are locked behind doors.

South-east path: 6 enemies:

Small corridors bring you back up to the ground floor, then down again to floor −2. Two or three unavoidable lizardmen.
 *  Connecting corridors:

You can outmaneuver the enemies in here, if you are quick. Attract them to the south-west, then run to the chest in the north-east and back to the safety of the stairs.
 *  Floor −2, inner:

Sunken chamber
As soon as you get the mushroom/flower, nobody seems to be interested in it anymore. Instead, people direct you to the sunken chamber in the gulf south of Bell. Use the Earth runes 3+3 to part waters.

In the sunken chamber, the sea dragons are nigh invincible: impervious to physical attacks, too tough to be taken down with magic.

Quick path to the magic book
Use the map spell and move around until the monsters in the inner halls are crowded up in the north-west and in the north of their areas, then run to the southmost staircase in the east. The two chimeras should be a minor nuisance. Dodge the dragons, take down the chimeras, try and defeat the minotaurs. If the latter are too strong, leave the dungeon and grind enemies for one more experience level. The book you are looking for is at the end of the passages.
 *  Entrance floor, outer corridor
 *  Floor −1, south-east
 *  Entrance floor, inner halls

Thorough exploration
You can find a trousers upgrade and a red elixir. The halls on the west are free from monsters. There is just one dragon, in the room to the north. Take advantage of the door and dispatch the other monsters. The three chests contain items that can be sold. The northern corridor holds just a red potion. For the sake of 100% completion, you will have to edfeat three minotaurs and run around the dragon that guards it. Chances are that you will have to drink two potions to get one.
 *  Floor −2, main area
 *  Floor −1, main area
 *  Floor −1, twisting corridors

The southern corridor holds a new armour, unfortunately guarded by another dragon. Currently, your most efficient attack spell is made of Spirit and Earth runes (Fire runes are pretty much useless).

Dragon's lair
With the mushroom/flower and the rune book, you can listen to the ghost in the south-west graveyard. Then, the townsfolk will direct you to the two entrances to the next cave.

If you enter from the hole in the forest, turn south straight away. A spellcasting demon will be behind you, where it will be unable to attack you (this game has honorable monsters: they are forbidden to stab you in the back).

Magi's armour is in a chest in the south. Villagers warned you about the bad mood of the Dragon King: you should better wear the ancient hero's armour before you go and talk to him in the north section.

It is getting clear now: Magi is the name of the ancient warrior, Tores is the name of his sword.