Anvil of Dawn (Part 2) Author unknown @~Continued from Issue 42 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 finding 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 every one. 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 ones 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 way 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 your 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. @~To be continued next issue - o -