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- ANVIL OF THE DAWN WALK-THRU
- By James D. Hudnall (76507,1175) - Yes, I am the comic book writer
-
- The purpose of this walk-thru is to help you make it through Anvil of the Dawn
- without too many headaches. The game is fairly easy, but there are a few
- places that are hard to figure out. I am not going to list where every item is
- to be found in the game, but only tell you what you absolutely need to know.
- That way, you won't have the whole game spoiled for you.
-
- The game allows a player to take any course they want, rather than follow a
- predestined path. But there is a right order to follow and a wrong order. Some
- people have made it into desolation without getting all the pieces of the
- chest they will need. Here is the dungeons one should conquer, in order:
-
- Gryphon Keep
- The Dark Lantern
- The Undersea Maze
- The Sunken Ship
- The Underground City
- The Land of Roots/Elder Tree
- The Barrier
- The Temple of the Moon
- The City of the Dead
- The Eye of Clay/Sanctuary
- Gorge Keep (optional)
- The Reed Plain (optional)
- The Iron Titan
- The Quagmire
- Fire Mountain
- The Warlord's Tower
- The Anvil of the Dawn
-
- We'll detail what you need to do in these places, but first let's deal with
- the basics.
-
- STARTING OUT
-
- You can choose from five different characters. Each has an advantage in the
- four statistics (Strength, Agility, Stamina, Power), except the mire lurk, who
- has even stats across the board. You can modify any character's stats if you
- want, so you don't have to choose Brice (the big hairy guy) for a strong
- fighter. But the stats are limited to the amount given and only a modifier
- like a talisman or a potion will allow you to increase them later. You don't
- get to increase them permanently later in the game. So choose them well.
-
- CONTAINERS
-
- The inventory screen has an area that shows what you're carrying. Everything
- is placed there in a jumble if you right click to add your items to inventory.
- In order to keep things organized you will come across containers in the game.
- They come in two forms: Sacks and Chests.
-
- I recommend you use sacks to hold rocks and chests to hold other items. There
- are a lot of places in the game where you will need to weigh down a pressure
- plate with ten rocks. You won't always have a block figurine to spare. Using a
- bag full of rocks is a lot easier to deal with because to can pick it back up
- in a jiffy when you're ready to leave. Fill each sack with ten big rocks and
- you will have perfect tools for dealing with those annoying plates. Always
- test a plate first to see if it can take only one to three rocks, because you
- don't want to tie up a whole sack of you only needed one rock. AND ALWAYS
- REMEMBER TO TAKE YOUR BAG WHEN YOU LEAVE THE AREA. You will get three bags in
- the game. One in Gryphon Keep, one in the Dark Lantern, and one in the Sunken
- Ship.
-
- The Chests are great for storing items. You get three of them eventually. I
- recommend putting all pieces of the quest in one chest, use another for money
- and temple tokens and a third for magic items like potions and power-ups. That
- way you will be able to access things without sorting through a big mess. Keys
- should be left available on the main screen in a neat pile, because you won't
- be carrying them around long.
-
- ARTIFACTS
-
- These come in many forms. Most are offensive spells, but there are also
- amulets that enhance your stats and potions that enhance them temporality.
- There are two potions in the game that enhance your stats permanently. They
- are the potion of Mortal Enhancement and the Potion of Magical Enhancement.
- When you take these they raise your maximum health or mana (magic) points
- permanently. However, the number they give you is random. Always save before
- drinking one, then restore and try again if the new points are low. The max
- for health seems to be 10. I never accept less than an 8. The max mana seems
- to be 80. I never accept less than 65.
-
- The block figurine is one of the most useful items you come across. Using one
- creates a stone block for weighing down a pressure plate. Use these things
- sparingly. I will tell you where you need to use them. You should use rocks
- whenever possible, and save these for the places where a block is really
- needed.
-
- THE MAP
-
- The auto map is very useful in this game because it will not only show you
- what areas you missed, it can be used to spot enemies and see if doors have
- opened outside of your field of vision. When you step on a plate or throw a
- switch you can check the map to see if it changed anything on the map. This is
- very useful. Monsters appear as green squares and those annoying rolling rocks
- are shown also in relation to where they are when the map was called up.
-
- When you enter a dungeon or exit a stairway, ALWAYS turn around and look back
- the way you came so the map will register it. Otherwise the exit will show up
- blank. You should want to know where the exit is at all times. You can also
- make notes on the map by clicking on the pen box. I recommend this for
- confusing areas.
-
- Now for the game...
-
- THE CASTLE OF THE LADY
-
- Okay, your character has just awoken and you have to start the game. Grab
- what's in the chest in your room, turn the knob on the wall that opens the
- door (it's on an artsy pattern next to the door) and talk to each character on
- your way down the stairs. You don't need to talk to the guards or the servant
- boy, but you can if you want to.
-
- The first person you need to see is the castle wizard. He will teach you the
- spell of healing and an optional offensive spell. I recommend choosing the
- water spell "Shackles of Ice". This spell freezes your opponent temporarily so
- he can't fight back. The other spells are okay, but they are slow and don't
- give you as much of an advantage. You will get all these spells later so don't
- worry about missing them here. But make sure you talk to the wizard because
- he's the only source of the heal spell and you need it to win the game.
-
- Next up is the armorer. I suggest you get a sword (Slashing weapon). Swords
- are the best weapon in the game. You will end up with two really powerful
- swords later on, so spend your skill points on slashing before you start to
- improve any others.
-
- Always check the damage a weapon does when you get it by bringing it up to the
- eye on the inventory screen and clicking on it. The higher the damage, the
- more deadly the weapon. Ranged weapons aren't much use in this game except in
- a few places. You don't really need them.
-
- Finally, you meet the old man who tells you what your mission is. He will
- direct you to a portal that will take you to the wine cellar of Gryphon Keep.
- Enter and you are on your way.
-
- GRYPHON KEEP
-
- Goal: Find the Spell of Heavenly Mend, Find Exit
-
- This is the easiest dungeon in the game and serves to educate you on the game
- mechanics. You start out in a wine cellar. Make your way to the door opened by
- a pressure plate on the floor. Stepping on the plate opens it. Step inside and
- fight the guard. You may find it closing on you before you can do that. This
- is because the guard stepped on a plate on his side. Step back on your plate
- and the door will open again.
-
- The wine cellar/basement level is pretty small. There are a few guards to
- kill. Two will drop keys which will open the rooms on this level. In one room
- you will find Lord Gryphon, who is dying. Talk to him and he will give you his
- signet ring. You will need this when you finish the keep.
-
- The ground floor is pretty straight forward. In four corners of the keep are
- stairs that go to four separate towers. Each has some useful items. There are
- long halls on either side of the castle and lots of rooms in between. I will
- break down the areas by compass direction on the map.
-
- The South West Tower entrance has no door. There is a healing altar nearby.
- This is where you use the strange looking tokens that you find to heal
- yourself. The gold ones heal all your points, the flesh colored ones heal a
- random amount of points. Upstairs in the tower are two pressure plates. You
- need to weigh down the one in front of the door first, with three rocks. Then
- step on the other plate. This will open the door to the next room. A round
- switch on the wall opens an alcove where two chests are hidden. There is also
- a chest on this level with the spell of "Heavenly Mend of Unseen Artisans". Do
- not leave the keep without this spell. It is essential to winning the gam and
- this is the only place you find it.
-
- The South Corridor of the Keep has a flying skull spell coming down the hall
- like clockwork. Wait for it to pass. You will see a door with no way to open
- it. Find a side passage nearby. At the end is a switch on the side wall. Throw
- the switch. A rock will roll back and forth, opening the door in the south
- hall every now and then. Go to the door and wait for it to open. You may get
- hit by a skull spell, so make sure you are healed up.
- Inside you get your first shield in the game.
-
- The South East tower entrance is opened by pushing a stone block onto a nearby
- plate. You will enter a room with rolling rocks. Find the stairs. In the tower
- is a Mana Altar which can only be accessed by putting a gold coin in the hole
- in the wall next to the door.
-
- At the East side of the keep is the exit to outside. Make sure you finish the
- keep before leaving. You can reach the exit by pushing a block onto a plate
- near the door. This leads to a hallway with some chests before the true exit.
-
- Across from the Exit hall is a big Throne room where there are several chests.
- You can enter this room by putting one stone on the plate in front of the
- door. In this room is a messenger monster. These guys are really tough to
- fight. I suggest using the offensive spells you find earlier to soften him up
- first. If he is hurting youbadly, try running away and healing up, then come
- back and finish him off.
-
- The North East Tower entrance is opened by entering the room next door and
- placing three rocks on each of the two pressure plates inside. There are two
- doors that open periodically due to a rolling rock. Wait for them to open. One
- leads to the tower. Upstairs you will find two pressure plates next to a
- switch in the wall. Move back and forth on the plates until you can throw the
- switch. An alcove opens revealing two chests.
-
- The North West Tower entrance is opened by a switch in the wall. Near this
- entrance is a room with armor. It doesn't hurt to get it before you go on.
- Upstairs in the tower are two pressure plates you have to walk over before
- reaching the chests. Move fast and then sidestep. These chests activate traps
- that send Earthen Fists flying at you from behind.
-
- After you have searched every room, go outside the castle and turn to face the
- ruins one step from the door. You will meet Parselfal, whom Lord Gryphon spoke
- to you about. Parselfal will hand you a bag of gold coins which come in useful
- later.
-
- Head on straight down the way you were coming to the Dark Lantern, your next
- dungeon.
-
- THE DARK LANTERN
-
- Goal: Talk to Wizard, Get Sea Shell of Summoning
-
- When you reach the causeway leading to the Lantern Tower, you will see it is
- gone. Use the spell of "Heavenly Mend of Unseen Artisans" to repair the
- causeway, then head to the tower.
-
- This is a small place except for the basement. On the first floor you will
- have to put three rocks on the pressure plate near the entrance to make a
- teleporter vanish. Then, put a rock on the pressure plate the teleporter was
- hiding. This will open the door to the rest of the tower.
-
- In the north is the exit to the pier. You will leave this way when you finish
- the tower so make a note of it. There is a block nearby. Push it onto a plate
- to open the two doors leading down and up. Take the down stairs first. You
- should finish the basement level before going on to the rest of the tower.
-
- Next to the stairs is a healing altar. A gargoyle guards the entrance to the
- north section of the basement. Talk to it and find out you need to "unsummon"
- it.
-
- Go south to a long hall, then west. In a north side passage is a switch. This
- opens a wall to the south. In this area are some chests and a clue to
- unsummoning the gargoyle.
-
- Down the hall, west of there is a side passage to the north. There are lots of
- chests in here, guarded by Wyverns. The chests are hidden behind illusory
- walls. You can always tell an illusory wall because it flickers. Pay close
- attention to each wall.
-
- Further west is a pressure plate that makes a teleporter appear. Enter the
- teleporter and find yourself in an area guarded by a juggernaut. There is
- better armor in a chest nearby. There is also a section with two rolling
- rocks. This section will have a chest with one part of the unsummon spell. You
- need to get it then teleport out and reenter the hall teleporter. This will
- take you to another identical area. Go to the rolling rock spot and get the
- second part of the unsummon spell.
-
- At the west end of the long hall is a plate and a wall switch. Step on the
- plate and then flip the switch. It opens a door to the south.
-
- This area comes in two parts. Behind an illusory wall is a big room with four
- wyverns guarding chests. The middle chest contains a sea shell. You need this
- to get to the sunken ship. The other area has two hidden chests revealed at
- the far west end by stepping on a pressure plate. Unfortunately, the plate
- also causes a screaming skull spell to come flying at you. If you avoid the
- spell, it goes into a teleporter nearby and comes around again. Every time you
- step on the plate, more skulls fly. If you keep avoiding them you will soon
- see lots of flying skulls. This is very dangerous because you will get hit
- sooner or later, so take it like a man and empty those chests.
-
- Now you can go back the way you came and unsummon the gargoyle. You will then
- find a long hall with a door to the south and a door to the west. You need a
- key to go west so enter the south door.
-
- You will find yourself in a large room with rocks neatly laid out. Walk the
- length of the room along the north wall and head south toward the entrance to
- the next room. There is a spinner going on in this room that will try to mess
- up your sense of direction. Try doing moves in reverse when this happens and
- make your way into that room. It takes some effort. You will find a chest with
- the key and three teleporters guarded by a juggernaut. The middle teleporter
- will take you to the exit of the rock room so you don't have to deal with the
- spinner again.
-
- Once you unlock the west door you find yourself in a similar room. The far
- west door needs a key, the door to the south is opened by a pressure plate.
- There is a stone block you need top destroy to free a pressure plate. This
- will open the door to a room with a bunch of chests. One of the has the key to
- the third area.
-
- The third area is the same. You'll need a key to go further west. Entering the
- south door you'll see rolling rocks. Enter their halls and find the gaps to
- get across to a room. Throw any switch you see. Get the key in a chest.
-
- The fourth area is the final area. A door to the south leads you to a room
- full of switches. Throw all the switches. Doors open revealing chests. One
- door leads to the final room. To get in you have to go to a side passage, kill
- the juggernaut and put a block on the pressure plate. The other pressure
- plates will then let you in the door.
-
- Now head upstairs to the second floor of the tower. There are three doors
- leading to the stairs to level three. To open them you must do the following:
- Near the doors is a switch in a recessed area. It causes a
- stone to roll onto a plate. Throw it. Now, there is a pressure plate east of
- the stairs. Put three big rocks on it. Another plate in the south requires a
- block. A wall opens and closes periodically. It has the block, but I'm not
- sure if you push it into one of the plates in this area or on the plate to the
- north. I just made sure there is a block on the first plate in the hidden area
- and the one exposed.
-
- The doors will then be open, go on the way to the stairs is a side passage
- with an illusory wall. Throw the switch on the other side and rob the chest.
- Head upstairs and you will walk across a plate that opens a wall. Inside,
- behind a illusory wall is a chest with a key inside. Get it. East of the
- stairs is a Mana altar. Throw the switch nearby. This will cause rocks in
- another room to roll which will open the door to the Wizard's lair.
-
- You will find that he's already dead. Get the yellow globe on the floor and
- put it in the fish's mouth. Go to the nearby chest and read the scroll inside.
- Then click on the globe. The wizard will tell you his story. In the locked
- room is a chest with a good sword.
-
-
- Now that you've cleared the tower, make your way to the pier exit on the
- ground floor. You can take the teleporter in the hidden room where in the key
- was, but it takes you to the causeway exit. Use the pier exit. Go to the end
- of the pier and use the sea shell. Talk to the elemental, then enter...
-
- THE UNDERSEA MAZE
-
- Goal: Get to ship
-
- This area is pretty simple. It's a maze with the center as the goal. But you
- must inspect every square inch of the place before you try to enter the
- center. You'll need to find eight pearls to reach the center. You should also
- find Aegis, the best shield in the game. Throw away your old shield when you
- find it. The maze has blood thorns which can poison you, so save up on those
- poison cures. Only use them when you really need them. If you can fight a
- couple monsters while poisoned, hold out until you must use the cure. That way
- you won't run out.
-
- There is a teleporter on each side of the maze that will take you to the
- opposite side. There are two exits. One takes you to a land pier to the south
- of the underground city. The other takes you to the lantern pier. If you
- accidentally exit the maze, call the elemental with the shell again and click
- on GREET.
-
- The Mana Altar is in the North West part of the maze, the Health Altar is in
- the South West part of the maze.
-
- Once you reach the center of the maze, teleporters will block your way. You
- need to enter them until you are next to a chest with the final pearl.
- Teleport back and put the pearl in the hole in the wall. The next teleporter
- will take you to the center where another teleporter whisks you away to an
- area north of the maze, the entrance to the ship.
-
- THE SUNKEN SHIP
-
- Goal: Talk to Demon
-
- You enter the ship and find yourself in a room with two exits to the north.
- Either one takes you to a huge room in the center of the ship. The far west
- side of this room is a altar of healing. You need a gold coin to get in. The
- far east is a room with the demon the wizard told you about. The demon wants
- eight hearts, which you get by killing the sailors on the ship. You get four
- on the first level and four on the upper level. You may want to wait until you
- have all the hearts before talking to the demon to save trips back and forth.
-
- The north east door of the great hall is opened by pulling the anchor switch.
- Inside the room are seven switches. Pull them all. You can now enter seven
- doors off the hall.
-
- The south east door leads to the stairs going up. Save them for after you
- finish clearing level one.
-
- Somewhere near the western end of the great hall are two doors facing each
- other. They are opened or closed by a pressure plate. To hold down the plate,
- put a bag on rocks on it. Take them off to enter the opposite door. Both rooms
- are identical. They have a teleporter and a wall switch. Two pebbles will be
- on the floor. Get them, pull the switch, enter the teleporter. Put a pebble on
- each pressure plate in the room you have arrived in, then step in the
- teleporter to get sent back to the hallway. Only one teleporter does this. The
- other keeps you in the room.
-
- You can now get into four rooms at the west side of the ship.
-
- Now go upstairs. To the east of the ship is a area with rooms and chests. A
- hidden room can be accessed by fining an illusory wall near the area where a
- rolling rock is standing in a side room. Enter the wall, throw the switch and
- two rocks roll onto plates, opening up the hidden room to the far east.
-
- The middle section of the ship has a large room with four blocks in the
- center. Push them onto the four plates in each corner. This opens a door to
- the north that leads to the captain's quarters. On the way watch out for the
- rolling rock. There are alcoves you can jump in to let the rock pass.
-
- The captain's quarters is in a hidden area. You can only reach it by stepping
- on the pressure plate in the center of the room. A wall to the north opens. Go
- into the south room, pull the wall switch. Do the same to the north room and a
- west wall will start to open and close. Enter and find a suit of shell armor
- and some other stuff. The suit is the best one so far. It looks goofy, though.
-
-
- Go back and talk to the demon, give him the hearts. Now that you've
- accomplished that and found out what you need to do in the game, go back into
- the sea maze.
-
- The north west corner of the sea maze is the exit leading to the underground
- city. That's the best way to go.
-
- THE UNDERGROUND CITY
-
- Quest Items: Heartstone, Sun Disc, Trumpet of Earthen Quake
-
- This place is pretty creepy. If you came out of the sea onto the land pier
- you will enter the city from the East. If you go in from the Gryphon Keep side
- you will enter South. At the South entrance is an NPC who will tell you the
- story of the city. It is haunted by some horrible monsters. The Blood Spawn
- are especially tough. There are two other exits to this place. North is the
- Exit to the Elder Tree. West takes you to the Barrier.
-
- If you enter from the East follow the outer wall south until you get to the
- south entrance. This is a good starting point. Talk to the weird looking man.
- Following along the outer walls is usually safe. No monsters are around there
- unless they chase you there. The only threat are Iron fist spells which fly
- along a set path. These are easy to avoid. You can use a reflecting pool spell
- to deflect them anyway.
-
- There are two levels to this place. A huge main level with lots of buildings
- to explore and a small mine level where you will find the heartstone needed
- for your quest. Worry about the mine later. Save it for last.
-
- Throw away the Sea Conch if you want to. It's no longer needed.
-
- Since most of this dungeon is pretty cut and dry I will only describe the
- tricky parts. The main thing to remember is look for illusory walls, all picks
- stuck in walls are switches and be careful of those monsters.
-
- Like the sea maze, there are teleporters at each side of the dungeon, next to
- the exits, that will take you to the other side of the city. The altars are in
- two separate areas. The Health Altar is in a open area surrounded by a lot of
- monsters. It's near the center, north of the Enclave Area. You can just ignore
- the monsters and heal up if you are desperate. They don't immediately attack
- you unless you face them. The Mana altar is slightly north of the West exit.
- You need an Amethyst Hex key to get in. This is found in a house nearby,
- surrounded by four pressure plates. (See description below)
-
- We'll start with the south entrance and work our way around in no particular
- order. There are plenty of other places I don't describe here. Make sure you
- check everyone. Don't leave any section of the map blank.
-
- Directly to the north of the south entrance is an area I call the Enclave. It
- is a large walled off area full of houses. The entrance has rolling rocks and
- spikes guarding it. Go straight through, watching out for the rocks and fire
- spells. You will find the place has lots of houses. Directly north of the
- entrance is the first place you should enter. Here are a couple Sword Thanes
- (like the one's guarding Gryphon Keep) inside. One of them will drop a gold
- skull key when you kill him. To the west of this room is another room opened
- by a pressure plate. A messenger will be guarding it. Kill him and take his
- hat. These hats are the best headgear in the game until you get the knight's
- armor, so throw away that stupid seashell helmet. An adjoining room is entered
- by stepping on the pressure plate again. Inside you will find a sun disc. This
- is an important item you will need later on.
-
- Two houses on either side of the enclave have pressure plates. They take one
- rock each. Now go around the enclave and clean out the other houses. The one
- locked by the gold skull key has a flame shooting crossbow inside. It's
- helpful against blood spawn. Especially when you enter the rolling rock house
- I describe later.
-
- Finished with the enclave? Okay, let's now go north of there to the healing
- altar. It's in an open area surrounded by what looks like square pillars.
- There are a lot of monsters here, so be careful. It's also a no magic zone, so
- you will have to use your weapons on the beasties. If you don't look at them,
- they usually won't attack, so if you are desperate for healing, just ignore
- them and head for the altar. One of the quivering pool monsters will drop an
- ankh when you kill him. This is needed to enter a house near the east exit. If
- you don't get an ankh in this area, you will probably get it from another
- quivering pool elsewhere. They are really small, so pay close attention to the
- ground.
-
- To the east of the enclave, just south of the altar area, is a house that must
- be opened with a blue tear key. Inside a rolling rock moves across your path.
- Monsters block your away ahead. You have to kill them without stepping in the
- way of the rock which will clobber you. The Inferno weapon comes in handy
- here. Also, the throwing star you found in the sea maze that comes back to
- your hand. Another method is just step up when the rock passes, take a whack
- at the monster, then step back. When the monsters are dead, go into the far
- room and throw a wall switch. This will open a door in the hall where the rock
- is rolling back and forth. Go right, raid the chest, then return to the
- switch, throw it again, and go left down the hall when the rock passes to find
- another chest. You will find an hour glass artifact that comes in real handy
- later.
-
- In the South East corner of the city is a house with three pick switches in
- its walls and a teleporter blocking the door. Fire spells keep starting
- periodically. Wait for the fires to die down. Go to the west/left switch. Pull
- it, then go to the east/right switch, pull it. The teleporter will have
- vanished. Then, pull the middle switch and enter. There are illusory walls
- directly in front of you. Behind them are some chests.
-
- Next door is a house with a rolling rock sitting motionless between two
- pressure plates. Nearby is a chest with a key and a wall switch. Get the key,
- throw the switch. Open the locked door with the key and you will see a rock
- rolled away to reveal a chest. Raid the chest, go back to the switch, throw it
- again and return to find another chest revealed.
-
-
- Near the East exit is a big house requiring an ankh key. There is a hole in
- the wall next to the door and a speaking statue. Use the ankh to enter, go to
- the door that has a wall switch next to it in the north east of the place.
- Throw the switch, enter and you will see a pressure plate. Step on the plate
- four times and it will open the other doors. Two rooms are empty. Two have
- monsters. One has a chest with another hourglass artifact.
-
- North East of the city, next to the Ankh house is a house opened by a blue
- tear key. Entering you will see two pressure plate doors and a door opened by
- a wall switch. The wall switch opens the center door which only leads outside.
- The north room has a chest containing the Trumpet of Earthen Quake. The south
- room has a sleepy imp inside. Talk to him then leave the room and shut the
- door. Now, without entering the room again, step on the plate and open the
- door. Use the hourglass you found to stop time. Enter the southern room and
- you should see the imp sleeping with a thought bubble over his head. Wait for
- the time spell to wear off and you will learn the spell of Fire Haven.
-
- Slightly west of the south exit is a house with two closed doors and a stone
- block. Destroy the block with your sword and the doors will open. The door
- farthest away from the block may need coaxing. Step on and off the plate until
- it opens up. You can check it with your map.
-
- Near the West exit is a house surrounded by four pressure plates. Put one rock
- filled bag (8 to 10 rocks per bag) on three of the plates. You should have
- three bags by now. On the fourth plate place a stone block. Now you can enter
- the house. If you don't have enough rocks or blocks, then try entering anyway.
- A spinner will make it really hard but if you keep trying you will eventually
- get in. It took me a long time when I tried it without the rocks. Inside you
- will find the Amethyst Hex key needed to get to the Mana Temple.
-
- The Mana Temple is slightly north of the west entrance. You need the Amethyst
- Hex key to enter. There will be blood spawn guarding the place and it is a no
- magic zone.
-
- Near the North Entrance is a house opened by a steel circle key. This house
- contains a great sword, the best weapon you will find up to this point in the
- game. It can cause up to 16 points in damage. So I recommend you start using
- it.
-
- In the North West section is the entrance to the mine. It's a wood building
- with a rock rolling in front of the entrance. But before you enter, next to
- this building are two rows of small houses. Explore them and you will find a
- little girl. Talk to her before entering the mine.
-
- Back to the mine. Fight your way past two blood spawn to the stairs. The
- stairs lead down. You will find you way blocked by a collapse. Use the
- Heavenly Mend spell to raise all fallen debris. You will find a miner near the
- entrance. He is the father of a little girl NPC you can find upstairs. The
- miner will tell you about the heart stone and give you a tool for finding it.
- Once you have the stone you can leave the mine. It's not worth exploring as
- there are a lot of zones that steal your mana points and no treasure. You'll
- also fight Jesters, who are a pain in the butt. You may want to use the
- Reflecting Waters spell to avoid getting hit by their screaming skulls when
- you're not looking.
-
- Here is the directions to the heartstone if you want to get there without too
- much bother.
- Go south of the miner, take the first left, heading east, take the second
- right, heading south, go around the bend heading south. The next right and you
- will see the stone stuck in the south wall. Take it and get the hell out of
- there. It's not worth hanging around.
-
- Once you are finished with the underground city you will have one green leaf
- key left. Throw it away. Some programmer made a mistake in the game. Now head
- out the north exit and you will face the Elder Tree.
-
- THE ELDER TREE/THE LAND OF ROOTS
-
- Quest Items: Dragon Amber, Hallowed Staff of Elder Wood
-
- Now that you've beat the underground city, you should have the Trumpet of
- Earthen Quake in your possession. Head toward the tree and you will see the
- bridge is up, turn right and keep going until you see a big rock holding back
- the sea. Use the trumpet. You can now enter the Elder Tree.
-
- Once you enter the tree, you can get rid of the trumpet. You don't need it
- anymore.
-
- The Healing Altar is just outside the entrance room, to the west. There is no
- Mana Altar in this Dungeon.
-
- This place is divided into the ground floor called the Land of Roots, which is
- rather large, and the Elder Tree, which is a series of small floors leading up
- to the top. You need to go to the top floor before you do anything else.
-
- When you enter the tree, you start out in a room with a door to the north and
- a teleporter east and west. Go east to the teleporter that takes you to the
- stairs. Go north to the stairs, fight your way to the top. The Fungus Man and
- Earthbile monsters will poison you and there are no poison cure bottles on the
- way, so use your stash sparingly.
-
- The floors with the Fungus Men are a trap. There are hidden alcoves behind
- illusory walls where fungus men lie in wait. When you get attacked by a fungus
- man coming at you from the front, wait for him to come to you. DON'T stand in
- front of those illusory walls or you will be slammed from three sides! Kill
- the Fungus man and run for the stairs. If you really want to fight the others,
- go ahead, but you can bypass these levels once you reach the top. You don't
- need to come back this way.
-
- At the fourth floor you will see a pressure plate. Drop a bag of rocks on it
- and a wall opens up. You will get an Earthen Rot Spell inside a chest there.
- Now go up to the top and exit the tree. Turn to face the west and the tree
- spirit will appear. She will give you a wand of healing called the Hallowed
- Staff of Elder Wood. This thing makes your healing spells a lot more effective
- when you hold it.
-
- Now go back into the tree and take the teleporter to the second floor and head
- for the Land of Roots. You're ready to finish off the rest of this dungeon.
-
- Okay, let's start from the stairs and work our way back to the entrance.
-
- South of the stairs is a rolling rock that keeps entering a teleporter and
- coming back around. Wait for it to pass then enter the teleporter. It should
- take you west of it. If not try again, then move out of the way so you don't
- get clobbered by the rock.
-
- Due North West of the stone teleporter is a illusory wall facing a north
- passage. Enter and go to through the other illusory wall. Be aware that a
- spinner will trick you and make you face the opposite direction, so watch the
- map window on the lower corner of your screen. When your direction turns you
- can back up into the wall, or just turn yourself around again. Heal the root
- you find hidden away in there. Now go south the way you came, then west.
-
- There will be a door with a teleporter nearby. Enter the teleporter and you
- will find yourself in the room behind the door. When you're finished you
- should have a stone claw key. Step on the plate and you will be let out.
-
- Go south of there to find the room needing the stone claw key. The place is
- large and full of fungus men. West of this room is an illusory wall where a
- big rock rolls in and out. Follow the rock and you will find another root to
- heal.
-
- Back through the stone teleporter until you are back where you started. Head
- due east, then south down a twisty passage. When it comes to the T crossing,
- go east. You will enter a room with spikes and a rolling rock. Navigate around
- the rock and head north, turn east then go down another long passage, being
- careful to avoid another rolling rock. At the end are some chests with some
- useful stuff and another root. Now go slightly north and enter an illusory
- wall on the east. There is a teleporter inside. Take it.
-
- You will find yourself in a room in the North East section of the map. It goes
- in a circle around a area with no door. There are four pressure plates in this
- area. One of them will move when you step on it. Weigh this one down with a
- bag of rocks. Now repeat on plate, using blocks when you run out of bags. Go
- back to the first bag and pick it up. A door wil open in the wall. Kill the
- earthbile, raid the chests and heal the root.
-
- After retrieving your bags from the plates, enter the illusory wall and go
- around the teleporter. You will find another root to heal. Once you're done
- with it, you can enter the teleporter and make your way back to that T
- crossing.
-
- Go west, young man, but the passage will turn south. Go all the way south till
- you come to a room with four teleporters in it. The front two blink on and
- off. Wait for them top blink off then step into the back teleporters. You will
- find yourself in either a passage with a chest or a hall with a root to heal.
- Whatever, do your thing then reenter the teleporter and get to the other hall.
- When you're done, teleport out of there by reentering the 'porters until you
- are able to leave the room. Head north and face the east door that needs a
- copper sun key. You should have found one in the teleporter room. Open the
- door and do your thing. You will find a illusory wall to the south. Put a bag
- on rocks on it and it opens a wall in the main room, revealing a chest. The
- chest has some armor that's better than the Sea Shell stuff, but just as goofy
- looking. Don't worry. There's some fly armor coming up later in the game.
-
- Now head west again. In an area where blue fires sprout you will see a door to
- the south opened by a pressure plate. That's the entrance room. You want to
- pass it for now and keep going west. Take a north west route first. It leads
- eventually to a passage that heads south over two pressure plates. Step on the
- first one and a wall opens up nearby. Go inside, do your thing. Explore the
- rest of this small area, and so on.
-
- Due west of the entrance you will come to a shut door. South of there is an
- area with pressure plates and a block. Cast a Reflections on the Lake spell
- and push the block all the way west. The door will now be open. Talk to the
- purple rock and you will be almost be finished with this dungeon.
-
- In the south west corner of the dungeon there is a shut door and two pressure
- plates. Step on them to open the door. Heal the root inside.
-
- East of this door is an area with a rolling rock. Moves north and south in
- front of an illusory wall. Go inside and get some block figurines. They'll
- come in handy later on.
-
- Okay, you're almost done. Go back to the entrance room and take the teleporter
- to the dragon (the western 'porter). Put the ruby shard you found earlier into
- the hole in the wall next to a door and get the jar out of the chest. Now
- Click on the ornate hole in the wall where the dragon comes out and say it's
- name. MAKE SURE YOU HAVE THE JAR ON YOUR CURSOR ICON when you do this. A
- dragon comes out and spits amber. Gather it up with the jar on your cursor.
- You now have the second quest item the demon mentioned. Put it away with the
- heartstone.
-
- Now leave the tree through the way you entered. You are not ready to cross
- over into desolation yet. Go back to the underground city and take the west
- exit. Head for the Barrier.
-
-
-