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