Anvil of Dawn (Part 6) Author unknown @~Continued from Issue 46 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 are 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 off 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. 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, I 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 embedded 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 knight's 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 Lord's...I mean the Warlord's tower. @~The last part of this solution will be in Issue 48 - o -