Drakan: The Ancients' Gates (Sony) - Dragons

Last modified on May 26th, 2004

The bastard relations of the Elder Breed populate the skies above Drakan. They are quite territorial and will attack Arokh and Rynn should they venture too near. They are best combatted singly as two will try to flank them. Target and backpedal if possible to stay out of range while blasting them all the while. Try to stay above the enemy dragon as much as possible as they don't tend to fire up at Arokh and Rynn.

Dragon TypeDescription
Blackwings
are the basic feral dragons of the land, who launch fire balls at Arokh and Rynn. They often attack in pairs, which may complicate your evasive attempts. They can be found around Surdana, Kragmor, and the Andrellian Isles.
Bonewings
are the undead guardians of the City of the Damned, Valley of the Fallen, and can also be found in the Sanguinade area. They attack with lightning breath. A mere four hits from one of them will send Arokh and Rynn tumbling to their dooms, so it's best to not get hit too much! Retreat and heal as best you can and note that they will follow.
Bluewings
inhabit the frozen reaches of Ravenshold. They are more powerful than the Blackwings and attack using their light blue ice breath.
Redwings
dwell in the Kragmor area, around Snotmaw's Lair, and in the Valley of the Fallen. They fire off pink balls with trailing yellow rings.
Mottled Icewings
lurk in the skies above Shiverbane. They can solidly freeze Arokh and Rynn, ensuring a quick drop to the earth below. They fire ice bolts very rapidly. Try using any available mountain crags for cover, and keep moving. Retreat as needed to heal.
Griffins
are technically not dragons, but are large creatures, part eagle and part lion. They fire off accurately homing bolts of yellow energy. They are saddled and wear armor, and may have been flying steeds for the minions of the Dark Union. They can be found in the Upper Ruins
Mezzidrel
is a two-headed Wyrm, that can fire homing bolts of electrical energy. She's Arokh's old "friend" Mezzidrel. Lock on to one of the heads and circle, while varying altitude and firing to avoid the homing electrical bolts. Should their health meter fall to one third, immediately unlock and head south out of range. Land and heal, save your progress and then return. When the head is destroyed so is Mezzidrel. Mezzidrel must be tackled near the end of their stay in the Andrellian Islands before she can head after Bonegrinder, who's been causing the unusual storms in the area.
Shaza and Tora
are two assassins for the Dark Order, and ancient enemies of Arokh's, as Arokh killed their brother. You'll encounter them in the Valley of the Fallen as Arokh and Rynn initially approach the Sanguinade. They fire homing shots of dark breath. They can quickly destroy Arokh and Rynn, so take off for the gate back to Surdana as soon as he can get airborne and save your game once out of danger. They will usually not follow them over the mountain gap back into the gate area. Heal if neccessary, then return and try to lure one out into the greater desert area. Rynn and Arokh have no chance if they have to fight the two of them at once! Try to stay just out of range and have Arokh hit them with whatever can make contact and is homing (probably his ice breath works best) as they continually backpedal. Retreat and save every time one is defeated (or even after some damage has been inflicted) or their health is too far depleted.

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