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Anvil of the Dawn - Part 2
THE BARRIER
Quest Items: Spring Equinox Disc
Before you enter this place, turn right and go into the ruined house. You
will find an old man there who wants to trade with you. Buy everything he has.
You will get some useful items. Now head back to the barrier.
This place is a simple maze. You can cut straight through it once you solve
the place, but first you need to deal with some headaches. The monsters here
are the hilarious Clansmen, who sound like Scotty on Star Trek, and the
Colossal Baboons who are no laughing matter.
You can avoid the baboons by freeing their king. But to do that you have to
fight a bunch of clansman. The main goal here is gather up four ivory lion
keys and place a stone block on each of the four pressure plates found at each
corner of the dungeon.
When you enter the East entrance of the place you find dying warrior who tells
you the tale of the place. Past him to the west is a door opened by a switch
on the wall. This will lead to an area with a spinner. There are four
directions you can go in this spinner area. Go north. It takes some getting
used to but eventually you can do it without a lot of effort.
Due east of the north door in the next room is a Healing and Mana Altar.
Now, you can go north, east, or west when you enter the north door. Unless you
need to use the altars, go north.
The first room you enter has a side passage to the west full of stone blocks.
Destroy the first block and you will see an illusory wall. Enter and follow
the passage around. When you come out the other side, push the block in front
of you north onto a pressure plate. Now destroy the block to the west. You can
then enter a secret area and find members of the resistance. Take four stone
block figurines from the chests in there. They're needed for this level.
Go back past the blocks and head north. West is an area with lots of plates.
Cast a reflections on the lake spell and walk over the plates until the door
to the west opens. Go inside and find the withered hand key and the first
plate you need to weigh down. Put a block on it.
Before you explore anymore of the north section, go back to the spinner and
head through the south door. Either fight or avoid the baboon that you see,
but head due south of the door until you find a Green Baboon behind a force
field. He's their king. Talk to him, then use the withered hand key to free
him. All the baboons will vanish from the game and you will not have to fight
them. If you want to fight them, save the king for last.
Behind the king are some chests. One of them has the Spring Equinox disc. Put
it away with the sun disc and the other quest items.
Go north again and finish off the north area. Heading west of the North door,
you will find more chests. Heading east, past the altars, you will come to a
twisty passage that heads North East. When it dead ends, fine the switch that
opens a wall. Cast a Reflections on the Lake spell and move through the next
area as fast as you can. There are doors that open and shut in the walls. If
you move fast you can catch them all before they close. When you see the
pressure plate, put a block on it.
Now go through the south door again.
Head east. You will come to an area with a row of plates. Walk over the plates
then put a bag of rocks on the first plate. Find the SE corner plate and put a
block on it.
Now head west. The SW plate is in a hidden area. Find an illusory wall on the
south wall. Behind it is a teleporter. It will take you to the area with the
SW plate. Put a block on the SW plate and one rock on the other plate to
activate an escape 'porter. Now head down the south west passage and you will
come to an area where four doors need four ivory lion keys. You should have
three by now. A Clansman will drop the fourth one when you kill him. Open all
four doors and throw all four switches. The blocks you put in the four corners
opened inner doors here. If you failed to place any of the blocks, these doors
will be closed.
Throwing the switches opens the way due west. Go back to the spinner. Head
west. Unlock the first door then throw all the switches you see on the way
out. These turn off spinners.
You are now across the scar and ready for the Temple of the Moon.
THE TEMPLE OF THE MOON
Quest Items: Tears of the Weeping Moon, Three Soul Houses
Leaving the Barrier, head due west until you see some strange rock formations,
like dark fingers. Turn north and you will see a white towered city. Head
straight for it. It's the Temple of the Moon.
This place is on three levels. The main level is large. There are two floors
above which are slightly smaller. The South Eastern exit leads to the City of
the Dead where you need to go after finishing this place off.
When you enter the temple, a blank scroll will be on the floor. Pick it up and
click on the floating pen in front of you. It will answer your questions by
writing on the scroll. You need a blank scroll for each question and these you
will find throughout the first floor of this dungeon.
In the next two rooms are chests. One has an iron mark. The other has a blank
scroll. North is a door to a long hallway where a rolling rock moves east and
west. Another hall just like it runs parallel to the north. Destroy the blocks
in-between so you can avoid getting hit. I'll refer to these halls as the
north and south halls. The south being the one closest to the entrance.
Wait for the rock to roll East then walk West down the South Hall. On the way
you can enter a room to the south by hitting the wall switch. In there you'll
find a gold Ankh key.
Keep on going west. Before the hall ends you'll see an illusory wall to the
north. Inside is a chest and two harpys.
At the west end of the south hall is a door with a switch on the wall and a
plate om front of it. Weigh down the plate with a bag of rocks. Then throw the
switch. The door will open. Now go around the room turning on every wall
switch you see. There will be an area where you will see some pressure plates.
Ignore that for a second. You will see a side room with a Lightning Wild spell
roving the hall. Cast a Reflections on the Lake spell and go into this other
room and search it. After making a circle of the rooms and turning on all the
wall switches, you can take back your rocks bag without exiting the room. Go
to the area with two pressure plates in an alcove. Step on the plates, back
and forth until you see another area next to this one has opened up. Weigh
down that plate with two rocks. A secret passage will open up nearby with a
chest inside.
In the Southwest corner is a room opened by an opal moon key. You should have
got the key off of one of the monsters you killed while combing the area.
Inside there is a side passage with a pressure plate in front. Step on the
plate, wait for the fire spells to wear off, the go inside and get a soul
house. You will need this later. Search the rest of the area, then go out into
the main room and look for the teleporter that came up when you hit a wall
switch. This will take you to the east side of the south hall.
Before you explore this area to much, go into the south hall and raid the room
next door, which is opened by a wall switch. Now return to the South East area
and raid any chests you find. To the south is a teleporter in a hallway. Keep
entering it until you are on the other side and able to enter the room. The
first time another teleporter will block you way. This will be gone the next
time. It is activated by a plate you are standing on.
Once you are in this room you will see an east, west and south door. Ignore
the south door because that leads to the City of the Dead and you aren't going
there yet. Go to the East door. One of the monsters you kill will drop an opal
moon key. Raid the chests then go to the West door and open it with the key.
You will find a second Soul house in a chest in this room. Take it.
Now, go to the North Hall and avoid the rock. Go all the way to the west door
leading north. The East door can only be opened from the inside. Use the Gold
Ankh key to get in.
You will find yourself in a room leading to the tower stairs. In the North of
this area is a Healing Altar. Find the stairs and head up.
The second floor is pretty simple. You come up the stairs and find a
teleporter to either side of you. It doesn't matter which one you take. They
both go to an identical room where two harpies will attack you. Choose which
one you want, kill the harpies and make for the hall directly south. The
teleporter you se in these rooms takes you back to the stairs.
A long hall goes east and west. Go East all the way and enter a southern area.
You will see a room off to the East. It opens by pulling the Cross shaped wall
switch. Inside is a Mana Altar and two chests. Go down the south hall, step on
a pressure plate and it opens a wall to the north hiding a chest with the
third Soul House. You now have all of them.
Continue south down the hall and the last room has something called the Sacred
Sipher in it. You need this bottle so don't forget it. Read the note on the
floor.
Go all the way west down the hall, ignoring the center southbound hall for a
moment. You will enter an area were a rolling rock opens and shuts a door. Go
in the door and follow the rolling rock to your right as it enters a
teleporter. You will find yourself in a room with a chest. In the chest is a
powerful weapon.
Now, return to the main hall and go to that center south bound hallway. Wait
for the teleporters to blink off them move down that hall as fast as you can.
At the end is an illusory wall. Enter it and raid the chest. Now go up the
nearby stairs.
He third floor is a series of doors and teleporters leading to the Oracle. You
need eight gold coins and two iron marks to get through them. The first bunch
of doors take one coin each. The last door takes an iron mark on either side.
Take the teleporter and look for an illusory wall. Inside is a room where the
Oracle weeps. Talk to her, holding the sipher in your cursor. When she weeps,
move the sipher to the tears and click. When you see the Sipher become blue
you now have the tears of the Moon. Put it away with the rest of your quest
pieces.
Now head for the exit to the City of the Dead. It's in that hall in the South
West of the first floor. The south passage. You will enter into a bend. An
illusory wall will be to your west. Put a block on the plate behind it, then
step into the teleporter.
You should be in a room leading out to the City of the Dead. Near the door, if
you are playing one of the male characters, you will see Foxwen, the blonde
woman, dying from a bunch of arrows. She will tell you to look for Nula in the
City of the Dead. If you are playing one of the women, you won't see anything
in the alcove.
THE CITY OF THE DEAD
Quest Items: The Soul of the Warrior, The Knight's Armor, Anti-Poison Shield.
This place is on two levels. The ground floor is a necropolis, a city of the
dead. But many tombs have stairs leading to underground areas. The Lurking
Stench monsters are poisonous, but you will find a poison proof shield in this
maze, which will make you invulnerable to poison once you start using it.
If you have any Wyvern Blood flasks left, this is a good place to use them.
The Tormented Souls that hang around this place shoot arrows at you from far
away. It can get real annoying. Lightning Wild spells seem to hurt them badly,
though, so you may want to fire off some now and then.
Go around the path and head south. Explore the three southern tombs first and
the game will be easier. The one closest to the entrance in the south west has
two stairs leading down. You will find yourself in a huge area with a bunch of
Infernal Bones standing over armor and weapons. At the far south of this area
is a throne. In front of the throne is a shield that will make you 100%
invulnerable to poison. Start using this shield. There is also an axe that
casts Raging Hero spells. Take what you want, but most of the armor and
weapons in this dungeon are stuff your probably threw away earlier.
The next tomb to the south of the City is a small one. You will find a
portable chest inside. If you are playing a woman character, it will have a
Fall Equinox disc inside. If you are playing a man, it will be empty.
The tomb in the South East corner is very important. In the center is the blue
knight. Do not take his soul yet. Talk to him. Do not open the chest south of
him. Leave it for later. You can raid the other two chests if you want. Go
through an illusory wall to the east and down some stairs. You will find the
fourth disc (Moon Disc) in a chest. You now have a complete set.
Now, head north along the easternmost wall of the city from the blue knights
tomb. Throw a switch and open a north wall. Beware of the rolling rock. You
will see a stone block to your left. Destroy it and throw a switch. Keep
moving north. You will see a pressure plate in an alcove to your left. Put a
stone block on it (or a rock bag). Now go around to the west side of this tomb
and enter. You will find an illusory wall on the inner east side in an alcove.
Enter and take the stairs down. You will find the evil spirit the blue knight
talked about. Talk to this clown, then take his soul. Drop the soul house on
the floor, because you won't need it. Enter the room to the north. Talk to the
lady ghost. Do NOT take her soul. Let her go. Now, return to the blue knight's
tomb. Tell him what happened then take his soul. You can get rid of the third
soul house. It's not needed. You know have another quest item. Store it away.
Go ahead and take the armor in the chest now. It was cursed before. Now it is
the best armor you will find in the game. It also looks a lot better than any
other armor (I like the War Armor the best, but it's wimpy). Too bad they
don't have a dry cleaners in this world. The blood stains are annoying.
Anyway, you can now explore the city anyway you like. Here are descriptions of
the more tricky tombs.
NW of the City is a healing altar. A few paces east of there is a Mana Altar.
Both are at the north. A few more paces east of the Mana altar is an exit to
an outside viewing area, where you can look at the scar. You will meet Nula
there if you are playing a male character. She will give you the Fall Equinox
disc. If you are playing a woman character, no one will be there.
South of the healing altar is a tomb. There is a illusory wall on its east
side that leads to a complex area. Take the stairs down, get all the rocks you
can from the chest and surrounding area. A plate in the floor opens a wall. Go
in and ignore the plate near the east wall. Put a bag on rocks on each of the
two plates in the side passage and enter the teleporter. You are now in a room
with four pressure plates. Put one rock on each plate, then step through the
'porter. Take your rock bags off the two plates and you can now enter the
area. Near one of the chests is a spinner. Make sure you are facing the right
way. It has a ruby shard. Now go back to the door with the hold next to it and
load in the ruby shard. You will get a wand of unmaking which is a very
powerful weapon. Save it for the nasty monsters later in the game.
Just south of the NW area is a graveyard. One of the monsters will drop a Onyx
Raven key that'll let you into a tomb nearby.
The rest of this place is pretty simple. Just look for illusory walls and you
won't miss a thing.
When you're done, go back into the Temple and take the 'porter to your left.
You will be taken to the exit of the temple.
THE EYE OF CLAY/SANCTUARY
Quest Items: The Sacrifice of Clay
After finishing the Temple and Necropolis, you will have four white discs. Go
back to that area where the strange rock formations sprout up and walk around.
It goes in a circle. To the side are four altars with round holes. Put the
discs in the holes until you have filled all four of them.
You will also see a stranger hiding behind a rock. Talk to him and take the
Wreath of Hallowed Leaves. You'll need this at the end of the game.
Keep walking around and you will find a center area. When you walk into it
after putting all the discs in you will be transported to Sanctuary.
This is a weird place but rather simple to explore. On the north walls are six
dragon imprints. To the south is a door that looks like an eye. East and West
are four teleporters.
You need to enter each of the teleporters and get the dragon pieces, then
place them on the dragon imprints to open the doors to the Eye of Clay. Let's
deal with the teleporters one by one.
To the East are two 'porters. One is in a recessed area the other is not. The
same as in the west side.
Eastern Non-Recessed 'porter: This takes you to an area with shifting walls.
Just keep moving ahead into what looks like hallways before you. Eventually
you will come across three chests. The exit is behind a illusory wall with a
plate in front of it. Stepping on the plate causes a 'porter to appear behind
the wall (or disappear).
Eastern Recessed 'Porter: You end up in a big room with a pressure plate at
one side. Step on the plate to open a wall in the north. Beware of fires and
flying fists. Enter the two 'porters behind the wall to get to the two chests.
Western Non-Recessed Porters: This area has a bunch of plates between walls.
Rolling rocks patrol along the far walls. You must weave yourself around the
center walls, walking across the plates as if you were sewing a thread. This
will open two doors on one side and one on the other. Three chests await.
Western Recessed 'Porter: Save this one for last. It takes you to an area
where a Mana and Health Altar are. Stepping on the plate will create a Jester
to fight you. Finish your business then teleport out. Now enter this 'porter
again and you will be in a new area. This place has a plate that requires one
rock. It opens a door to a chest. Teleporting out you will end up back in the
altar room. Using that escape porter takes you to a north/south hall with a
porter at each end. Go into the north porter, but beware of the spinner that
will try to make you head south. You will arrive before the final chest and
get the last dragon piece.
Once all pieces are in place, you can enter a hallway to the north. Open the
door to the west and raid the chests. Now go east and follow the twisty
hallway around. You will see a rolling rock and an illusory wall. Pass through
the wall and keep going. Beware of spinners. Eventually you will come to a
teleporter. Take it and talk to the tree in the north.
Now that you have the sacrifice of clay, teleport out. Nearby is a porter in a
recessed area. Take it to the exit.
You can now cross over to desolation and the last stage of the game. The way
you take is up to you. I list both methods below. If you choose Gorge Keep,
just go back to the Temple of the Moon, but turn north right before you enter
the gates. Follow along the path, enter a waterfall on the way to pick up a
spell, then make your way to the keep. You will see Brice, the big bearded guy
crucified in front of the keep if you are not playing him.
If you choose to go through the Reed Plain, cross back over the scar on either
the Ward Bridge or the Barrier. Go back to the top of the Elder Tree. Move
north and the tree will bend and take you across the Scar. It will only do
this if all the roots were healed earlier.
THE REED PLAIN (optional)
Goal: Cross the place to get to the Iron Titan
This area is optional, but if you cross into desolation from the Elder Tree,
you have to pass through it. There are a lot of Slog Riders and a few Will O'
Wisps here, but you can move in any direction. Beware of hidden spikes in the
reeds. The only things to find here are the spell of unmaking in a chest
surrounded by spikes and Skaracs. Skaracs are scorpion things. You only need
one. When you exit at the north west side you'll come to a bridge guarded by a
two headed giant. Talk to him and you'll eventually find the skarac to be
useful.
GORGE KEEP (optional)
Goal: Cross the Scar to get to the Iron Titan.
If you decide to cross into desolation through Gorge Keep get ready for a
fight. This place is good for racking up fight and spell points because it is
full of enemies. The layout is really simple and there are no heavy tricks to
the place. Enter and you find yourself in a huge room full of Slog Riders.
This room is a magic free zone, so you can't use spells. You have to fight.
Run if you have to or choose a corner and fight them one by one. To the north
is a long hall leading to the other exit. But it's useless to go that way
until you have raised the portcullis. Enter to the east of the large room and
go all the way north. Kill all the guards until you get a key. Take that key
back to the large room and enter the western area. Go north and find a chest
with a glowing ember inside. Take that to the south eastern room where a man
is encased in ice. Drop it on the floor. He will give you a key when he thaws
out. Go north to the one room you couldn't get into before. Use the wooden
dowel you should have found earlier and insert it in the mechanism. Move it
all the way to the left. Also throw all the switches on the wall to turn off
the spinners. Now you can make it to the north exit. But get ready to fight
three messengers waiting for you.
THE IRON TITAN
Quest item: Invincible Iron
This three level area is one of the most complex of all the dungeons. It is
also full of some nasty monsters and traps. It's the first dungeon to have
pits, so watch your step. The monsters here are poisonous, so start using the
anti-poison shield when you enter this joint.
This place is really tough to get through and a nuisance to back out of, so
make sure you have all the quest items you need before trying on this maze.
The only things you won't have by now are the Wood and the Iron for the chest.
These you get here and the next dungeon.
Okay, upon entering you will see a big area to the north with lots of blocks
and four pressure plates. It's kind of a simple puzzle. You want to push the
blocks next to the plates onto the plates, which creates teleporters. Then
push the remaining blocks into each of the teleporters and step through. This
will take you to four separate rooms with pressure plates. Push the blocks
onto the plates and take the escape 'porters outta there.
This will open up some halls around the rest of the first floor. Before you
weigh the blocks down, there will be holes in the floor that will drop you
down below. Unless you want to deal with that, just push them blocks.
The puzzle is simple. To the north and south of the plates are the blocks you
push on them. The other four blocks go into each of the teleporters that
appear. Shove them on the plates in those rooms.
Straight to the north of the entrance is a giant head coming out the floor.
Talk to him and hear his story. He needs you to use a magic immersion spell to
free him. But the area he is in is a no magic zone. There is a switch to the
east that will shut it off. Go into the east hall and follow it around to the
north. On the way you will come across a pressure plate that opens up a room
with two altars in it.
To the west is some chests with goodies and a cube of magic immersion maker.
For some weird reason, if you use the cube sitting on the floor, another will
appear. I always do it just because it may have some purpose in the game.
Shrink the big guy's head, then walk past him and head for the stairs. A lot
of blocks will be in your way. Either push them or destroy them. After the
first block you will find an illusory wall. It leads to a room full of stamina
potions. You may want to use them to help you with the blocks, but I never
bother.
Now head down to the second floor.
First, go north until you have to turn right past four closed doors. A rolling
rock will be in this area. You will see a south passage near the fourth door.
Go down it. Put a bag of rocks on the pressure plate, then throw the switch on
the wall. This will shut of the no magic zone on this level. Now walk past the
plate and take your bag back.
Go back to the south. The hall wraps around and you will see a hole in the
floor. A plate in an alcove closes the hole. Go into the illusory wall and
shrink the giant's torso the way you did before. Now go back to the hall and
keep on going west. It will curve like a snake. Beware of holes in the floor
that open and close and spinners. On the way you will see a mana altar.
Eventually you will come to a room with a plate in the center and four pebbles
on the floor. Pick up the pebbles. Step on the plate. A teleporter will
appear. Step into it. Drop a pebble on the plate where you appeared. Enter the
escape 'porter and repeat until you have visited four separate rooms and
weighed down four plates.
Now make your way back to the area to the north east where the four closed
doors were (and the switch). The doors will be open. The first three have
chests. The fourth takes you to a Packrat's lair. This is the only Packrat I
found in the game. If you find any others, let me know at the above e-mail
address.
Now you can go to the third level. Pass the shrunken body. You will enter a
room with lightning wild tornadoes and rolling rocks. Do a reflections on the
lake spell and find the chest to the north. The stairs down are in the west.
The third and final level is pretty easy. Explore all the rooms you can until
you have five iron dragon keys. The monsters down here are Swarm Maidens. I
found the Fountain of Scorching Vapors spell kicks their ass. Usually only one
does the trick. You should have got that from the guy in the waterfall in
front of Gorge Keep.
Anyway, after you have all the keys you can unlock the five doors leading to
the exit. On the way you will pass a room with two altars. Take the stairs up
and up. When you reach the first level a messenger will attack you. He will
drop a Soul Link spell when you kill him.
Now head out the door and straight for the land with the hand.
THE QUAGMIRE
Quest Items: The Sword "Soul Wrought", Wood from the Wicked Tree, The Whistle
of Fiery Summons, the Spell of Dance on the Stone of Winds
This place is pretty cut and dry. With won't even detail it for you.
Basically, you're going to deal with a big, one level maze full of monsters.
There are some important things to do here though, so pay attention.
Turn on all switches you see. They look like wood knots in sticks imbedded in
the walls. Keep your eye peeled for illusory walls. There are lots of them on
this level and they hide a lot of important stuff. The monsters here are
poisonous, so keep using that anti-poison shield.
Near the entrance a messenger attacks you. He'll drop a whistle of fiery
summons. Save it for later. It's important.
Make your way to the North West first. You will find a lot of Mire Lurks,
those green snaky dudes who do bad Peter Lorre imitations. Here you will find
a lot of gold coins. You'll need them. Trust me. A big throne area around here
has two plates. If you drop a rock bag on each one a wall opens revealing a
chest with a suit of armor. This armor is inferior to the knights armor, but
it slows poison. If you have the poison shield, you don't need it. If you want
to look like a lizard man, this armor is for you, though.
North of this area is a hidden room, behind an false wall that moves when you
put a bag of rocks on a plate (behind an illusory wall). There are wind chimes
in a chest. Get them.
Once you clean out this area, head southeast. You will find some illusory
walls and lots of Murk Elementals. Eventually you will find a talking sword
being held by two magic chains. Put money in the holes to free it. This is the
second best sword in the game and you will need it.
In the west, behind some illusory walls, is a wind elemental. With the chimes
in your possession you can understand her. She will teach you an important
spell you will need in Fire Mountain.
Finally, go to the center where the Wicked Tree is. It's surrounded by rocks
and protected by those Beast of Trung. Use the yellow sword to chop off a
piece of wood. You now have all the pieces you need to build the dark slag
container.
Head to the north east and the exit. You will end up on top of the giant hand.
Use the whistle of firey summons and you will be taken to the Dark Lords...I
mean the Warlord's tower.
FIRE MOUNTAIN
Goal: Meet Black Gnarl, get him to make you the Container, find the words of
opening.
Okay, you need to go here after the Quagmire, but you've ended up on the
Warlord's doorstep instead. No problemo. Just enter the Warlord's tower. Two
Sword Thanes will attack you (and a Cacofiend, which you can ignore for now if
you like). One of the Sword Thanes will drop a gold ankh key. Use it on the
door to your right. Enter the 'porter and head for the nearest exit. You will
be facing Fire mountain. Step off the landing and you will be teleported
there. Now enter.
This place is on two levels. The first level is similar to the Barrier, in
that you need to open doors to get through the mountain so you can reach the
Anvil of the Dawn. But first you have to meet Black Gnarl and get your
container made. To enter the stairs leading down you will need to find four
iron marks and an amulet called the Sigil of Fire. You also need to find a
scroll with the Words of Opening on it. This is all fairly simple.
You enter in the west. To the north is an opening. This leads to two altars.
Ahead in the east-west hall are pressure plates. These open and close holes in
the floor. You do not want to fall through these holes because the second
level is deadly hot. You need to find the Sigil of Fire before you can go down
there. So be careful. The spell the wind woman gave you will allow you to
float over holes and move faster. But when you use this spell, make sure you
aren't standing over a pressure plate when it wears off. For some reason this
is deadly.
Anyway, down the hall, to the south are two illusory walls. The first leads to
an area you need to explore. In there, behind an illusory wall, you will find
a scroll with the words of opening on it. Read the scroll then toss it.
Another hall in this area is found behind an illusory wall. It has spinners
and holes in the floor. If you can make it to the end you will find a
teleporter. It will take you to an area where you can find the Sigil of Fire
in a chest. Put it on.
Now, once you clean out this section of the map, head back down the hall. The
second south passage leads to a door that requires and iron mark. You will
need at least three of them to enter through to the stairs leading down. So go
west down the hall to the first opening in the north. This leads to a hall of
teleporters. To the east is a illusory wall. Go down this hallway to an area
where there is a spinner that will make it really hard for you to weight down
a plate in an alcove. Do it anyway. An illusory wall in the north of this area
has a mark and some old armor. Go back to the teleporters. Enter and keep
entering them until you end up in a room to the west. You will find some
useful stuff in here.
Between the teleporters is an illusory wall to the north. Enter there, head
east then north. In the end of that hall is a room. In a south west wall of
this room is a switch that opens passages to the east and west. The western
room has some rad armor that is less powerful than the knight's armor but it
gives to 25% protection against fire spells. To the east is a complex area
with holes in the floor, and spinners. A south passage in this section has
illusory walls to east and west. Put on a Dancing Winds Spell and float into
these rooms. Put bags on the plates until a pressure plate is revealed at the
south end of the hall. Put something on it then repeat until a second plate is
revealed. After weighing this down, two rooms open up. In one of these rooms
you'll find War Render, the best sword in the game. Use it for everything
except the Castellan, whom you'll be fighting soon.
Once you've explored all the areas you can, head back to the room with the
mark doors to the south. Put an iron mark in the hole and you'll find another
door wanting a mark. In the next to last room an illusory wall to the south
will provide the fourth mark, if you need it.
Make sure you have that Sigil of Fire on. Now go downstairs.
This part is easy. There are a bunch of infernal bones in this place to fight.
There are blocks and rocks here. Push a block on one of the plates or roll a
rock onto one. A door will open in the center of the dungeon. There are four
plates controlling four doors. You only need to open one. Go in and find Black
Gnarl. He's hard to miss. Talk to him and he'll make you the Container.
Now head back to the Warlord's tower. By stepping off the landing in front of
fire mountain (the side you came in, west) you will end up back at the tower.
THE WARLORD'S TOWER
Goal: Get the Dark Slag
This place is pretty simple and by now you should find it easy to kill the
monsters because you should have the best swords in the game. Two words of
warning. Watch out for holes in the floor and keep a Reflections on the Lake
spell going at all times. You will keep out of harm that way.
The switches look like bull horns on a demon face. Pull them down whenever you
see them.
I think the best way to do this place is kill everything you see on the first
level and try to clean out every room. In the north of the first floor you
will find the barracks. Lots of Sword Thanes here. Kill them, get the keys.
The southern barracks room has a block standing near a pressure plate. Ignore
the teleporter in the alcove. Push the block onto the plate. It opens a door
down the hall. In that room you can find Cloudburst, a shield that helps make
you immune to lightning. Though I think a reflection spell is the best way to
go.
One room in the north has a lot of pressure plates and lightning spells going
off. Cast a Reflections spell, walk over the plates until the doors open
revealing the chests. Get the key you need inside.
The altars are right off the main entrance room. They are opened by using a
wren key. You need to hit the switches on either side of the room to reveal
the wren keyholes. But you have to move fast because rolling rocks are turning
off the switches. Pull it and a door opens. Use the key and you can get to the
altars.
When you have cleaned out this place, use the pearl serpent key to open the
door in the north of the entrance hall. This reveals a teleporter that takes
you to the stairs going up. But before you can find the stairs you have to
deal with a few annoyances. Avoid the rolling rocks. Go to the north east
hallway and put a block on the plate in the alcove east. Now walk through the
illusory wall to your west and step on the pressure plate. A wall opens
revealing a door. Use the sun key to get in and head upstairs.
On the second floor, keep your reflector spell going. You will enter a room
with three blocks and one rock. Destroy the block south of he rock with your
sword. Now get behind the rock and push it north into the blocks above it. Now
destroy the block to the east of it. Now go where that block was and push the
rock west, then south onto the pressure plate. If you return to the hall, you
will see a passage opened to the stairs going up.
On the third floor you will find an illusory wall north of where you come up
the stairs. A switch in there opens a nearby door. Pass the gold ankh door,
and head upstairs.
On the fourth floor, fight you way to the room with the Wither Priest. Take
the key in the chest. Now return to the third level.
Go to the door, open it with the gold key. Make sure you have the golden sword
"Soulwrought" equipped as your sword. You better do a save. And make sure you
are healed up. Head north, kill the cacodemons, avoid the rocks and find
Castellan. He's the dude in the purple armor to the north. Talk to him then
get ready for a fight.
When he's dead, enter the alcove, pull the switch. In the next room you will
find the dark slag. MAKE SURE YOU ARE HOLDING THE CONTAINER WHEN YOU PICK IT
UP. MAKE SURE IT GOES INTO THE CONTAINER. The container will be shut when it's
in there. If what I just said doesn't work, try picking it up with your hand
or variations, but it must go into the container or you will suffer.
All right. One last dungeon. Make your way to the exit and head for fire
mountain.
THE ANVIL OF THE DAWN
Goal: Destroy the Dark Slag
Enter fire mountain gain. Put blocks on the pressure plates to the north in
the east west hall to open the doors leading east. Exit the mountain and head
for that light in the sky.
After crossing the ice, you come to a mountain door guarded by an armless
giant. Talk to him, then use the spell of Heavenly Mend. Now talk to him again
and say the words of opening. You will now be able to enter the final part of
this game.
Just when you think you're almost done, they throw one more obstacle in your
path...an invisible maze. This part of the game can be the most frustrating.
But I will help you through.
The first area has three exits to the east and a rolling rock that sits on a
pressure plate to the south. Throw the two switches before you until you get
the rock to the north side. Then make it go south. You should now be able to
walk through the north most eastern opening.
This part is hard to describe, but feel your way east near the north wall,
then about half way, turn south and head for that plate in the center of the
room. You have to walk about one space past it or so then head back west all
the way until you see a switch on the wall. Throw it. Now feel your way over
to the plate and step on it.
Okay, you can now feel your way south to an illusory wall. Enter and stand a
pace or two away from the ice worm. Throw that spear Steelripper at it a few
times to kill it. Or fight it with your sword if you really want to. These
things are tough, though. A Vampire Mist spell doesn't hurt.
Enter the illusory wall to the north and push the block you will eventually
see over one. Then push it east onto a plate. There is an illusory wall to the
south. Enter and you will be in a room with one alcove and three plates. East,
South, and West. Step on the east plate and a teleporter appears in the
alcove. Enter. You should be in a room with two teleporters and a block. If
only one teleporter is there, go back to the plate room through the porter and
step on the south plate. Check your map to see if a second porter came on in
that other room. If not step back and forth on the east and south plates until
one does. Now enter that porter and push the block through the nearest porter.
Teleport into the plate room, push the block onto the east plate. Weight down
the south plate with a block or a bag of rocks and leave the area. You can
start divesting yourself of bags now. You only need two rocks after this.
After leaving the first room, head back to that plate in the middle of the
main room and step on it again. Now work your way east of there. You will be
able to go all the way east just north of a big eastern opening. When you hit
the wall, turn north then west and enter the illusory wall to the north. You
will be in a big room after stepping on a pressure plate to open a door. On
both sides of this big room are thrones. The old gods sat on these things.
Looks like they bought their furniture at Levitz. No variation. Anyway, ignore
these areas. Go all the way east and fight the ice worms. A chest in the back
has a silver chalice. Take it.
Now go back to the plate in the main room and step on it two times. You should
now be able to work your way south again to another illusory wall further east
on the south wall. A teleporter on the other side takes you to a room in a big
circle. Twelve plates are in this room like numbers on a clock. Put a rock on
the north and south plates. Now walk over every plate in the room, making a
circle. A passage will open to a teleporter to the main room. You can now work
your way to the big eastern opening. Kill the worm. Put the chalice in the
hole and a door will open. Almost there!
First, put on the wreath of hallowed leaves. Now activate a soul link spell.
Exit through the eastern door (do a save for the hell of it, you never know).
Heading east you will meet the Warlord himself. I guess he likes hanging out
in weird ass locales. Anyway, talk to him. He will lay a Darth Vader rap on
you. Don't accept the dark side, Luke. Trust me. After talking to him you can
only do one thing. Walk to the Anvil of the Dawn.
For an alternate ending, do everything I just said, but don't wear the wreath
or use a soul link spell.
See ya in the next game!