Dungeon Magic: Sword of the Elements/Sword of the 2nd element

Town of Sull
After using the Earth sword, talk to all the characters in the four cities again. They all point to the town of Sull, that is east from Granville (you can learn this even without the map).

Chests on the road to Sull:
 * East from Granville: red potion, blue elixir, boots+1 (sell for 8 G), mace+2 (sell for 30 G)
 * Sull area: red potion, headgear+1 (sell for 5 G), (underwater: ring)

The underwater ring is better left alone for the time being, because sea enemies are too strong.

Dungeon of Doom
This dungeon is far more linear than the sanctuary of Selle. In fact, there is just one staircase between each two floors.

The entrance closest to the staircase down is the west one.
 * Ground floor

If you want to take down the two harpies before the werewolves, enter from the north gate. The first harpy is in the room just to the west, the other one is in the great central hall.

This floor is a true maze, but at least you can dodge most of the enemies on the way down. All the three types can be met: the easier werewolves, the poisoning harpies, and the tougher skeletons.
 * Floor −1

After the first crossroad, there are three ways to get through the central area. Obviously, choose the one that allows to avoid as many enemies as possible. After the "funnel" (to the east), the narrow southern corridors could make dodging quite difficult.

The magic ring of flight is in the chest to the north-east, protected by four poisonous harpies.
 * Floor −2

A free armour upgrade is in the four-doors portion to the south-east.

Cavern in the sky
If you have one or two blue potions left, sell them (for 23 G each) to make room in the inventory (beware: keep the unique blue elixir of life, worth 112 G).

Leave town and use the ring of flight: you will instantly fly to the island in the sky.

Use the ring of flight once, and it will go to the end of the "item" queue. You have to de-select and re-select it in order to use it again (or you can use any other four items and make it advance through the queue).

The cavern in the sky consists of a single floor on three areas. The two enemy species (golems and zombies) are purely physical, without any status ailment.


 *  East:

A new armour upgrade can be found in the north-west portion.


 *  North-west:

The magic blue ring is in the south-east portion, obviously as far as possible from any entrance.

The weapon upgrade is in the southern portion.


 *  South:

The helm upgrade is in a tunnel to the west.

Invisible chamber
In order to enter this building, you need both magic rings: the ring of flight and the sky ring.

Main gates (N-S-E)
When you use the ring of flight, you arrive on a tile to the east of the invisible chamber. Entering from that side brings you to a large area with many monsters and three chests (the last one on the lower floor).

West gate
The "back door" is the only one that allows to access the deeper floors of the invisible chamber, where the sword of element is hidden.

Enter from the west in order to access the lower floors of the dungeon.
 * Ground floor

A small area with a grey potion that you can sell.
 * Floor −1

To the south is an helmet you can sell, to the north an armor upgrade: the best gauntlet. Somehow near the gauntlet is the staircase to the next area.
 * Floor −2

There are two staircases down. Obviously, the one you want is the faraway one. On the positive side, this floor is peopled by many slimes and ogres, but no evil clerics. Note that there are two paths that both lead to the chest and the stairways; the north one has more slimes, the west one more ogres.
 * Floor −1 bis

The larger area holds just a red potion, guarded by many evil clerics. The sword of the second element can be found in the smaller portion, guarded by an ogre.
 * Floor −2 bis

The sword of the second element
Bring the sword to the wizard in Sull. If you started the game with faerie/spirit magic, the sword of faerie will stay in your inventory.

Faerie/spirit magic is probably the most useful: it visualizes maps (1-1-X, 1-2-X, 1-3-X, 2-1-X, 2-2-X), it visualizes your attributes and position (2-3), and it also visualizes the enemies' attributes and whether they flank you (3-1). All these spells cost zero health points to cast.