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Part 3: Find the Anvil
Journey

Part 3: Find the Anvil

Follow this detailed walkthrough for Part 3 of Journey: The Quest Begins to find the Anvil, including all commands, item mixes, and crucial decisions.

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Follow this detailed walkthrough for Part 3 of Journey: The Quest Begins to find the Anvil, including all commands, item mixes, and crucial decisions.

Walkthrough
  1. 1
    Proceed
  2. 2
    Hurth → Examine shadow
  3. 3
    Hide
  4. 4
    Praxix → Mix air and water
  5. 5
    Proceed
  6. 6
    Bergon → Leave (You almost find out the hard way what's in those rain puddles.)
  7. 7
    Bergon → Ask Umber about mudwargs
  8. 8
    Bergon → Get Advice
  9. 9
    Praxix → Examine Umber's sack
  10. 10
    Praxix → Mix black reagent with fire
  11. 11
    Praxix → Use Mix on staff
  12. 12
    Leave
  13. 13
    Curio Shop
  14. 14
    Hurth → Look Around
  15. 15
    Praxix → Reply
  16. 16
    Praxix → Examine gray stone
  17. 17
    Tag → Buy gray stone (Do not steal the stone, or you'll end up in an unwinnable situation.)
  18. 18
    Proceed
  19. 19
    Inn
  20. 20
    Check In
  21. 21
    Bergon → Accept
  22. 22
    Praxix → Examine pouch (At this point, you need: Earth essence for 3+ spells, Fire essence for 2+ spells, Air essence for 2 spells, Water essence for 1 spell.)
  23. 23
    Praxix → Mix gray reagent with fire (Only do this if you have at least 3 spells' worth of fire essence. Otherwise, skip this command and the one after it.)
  24. 24
    Praxix → Use Mix on innkeeper (Praxix will learn that fire essence mixed with gray reagent creates a mind-control spell.)
  25. 25
    Exit (You can also try mixing the black reagent with earth essence. Praxix will discover that black reagent only works in Umber's presence.)
  26. 26
    Tavern
  27. 27
    Hurth → Examine other table
  28. 28
    Praxix → Cast Invisibility (Good thing you still have some red rock left over.)
  29. 29
    Eavesdrop
  30. 30
    Eavesdrop (Remember the name of the drunken sea captain. It's randomized when you pass the Curio Shop, and you'll need to remember it pretty soon.)
  31. 31
    Exit
  32. 32
    Wharf
  33. 33
    Bergon → Yes
  34. 34
    (name of drunkard)
  35. 35
    Zephyr
  36. 36
    Bergon → Tell Truth
  37. 37
    Bergon → Accept
  38. 38
    Camp Out (You needed to check in at the inn and then camp out. You avoided a trap, but now you're in jail! If you had stolen the gray stone, the Curio Shop proprietor will rat out Praxix and the Sheriff will confiscate his magic essences.)
  39. 39
    Praxix → Mix gray reagent with fire (Do this first.)
  40. 40
    Praxix → Cast Tremor
  41. 41
    Praxix → Use Mix on sheriff (If you had already used the mind-control spell on the innkeeper, Praxix will merely think about leaving the jail cell.)
  42. 42
    Relax
  43. 43
    Praxix → Cast Elevation at Tag
  44. 44
    Praxix → Cast Wind (You just ran out of Air essence. Fortunately, not only do you not need any more...)
  45. 45
    Tag → Pick Up pouch (...but now there are only 7 powders to deal with instead of 8, narration to the contrary. That's vital in case all the residues from earlier in the game were medium-textured.)
  46. 46
    Tag → Mix ... with ... (Fire and Water essences. This is why you needed to record those colors and textures early in the game. This is also why you should have learned how to cast the Lightning spell, back when Praxix rescued Bergon from the snake trees.)
  47. 47
    Tag → Add Pinch ... (Earth essence. If you're having trouble figuring out which powders to use, I created a spreadsheet to automate it.)
  48. 48
    Tag → Cast mixture (_The end_ )

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