Anvil of Dawn (Part 3) Author unknown @~Continued from Issue 43 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 by-pass 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 an 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 plates, 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 the top ones to 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 re-enter the teleporter and get to the other hall. When you're done, teleport out of there by re-entering 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 its 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 any more 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. @~More next issue - o -