Anvil of the Dawn

Anvil of the Dawn

Introduction
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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 you badly,, 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 stoneblo 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 will 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 harpies. At the west end of the south hall is a
door with a switch on the wall and a plate in 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

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