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.
Weiter mit: Komplettlösung Anvil of Dawn: The QuagmireE
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