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- Anvil of The Dawn Anvil of The Dawn
- ---------------------------------------------------------------------------
- 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. 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.
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