In a rubble-strewn Arcane foundry hidden far below the castle, mechanical platforms and metal pipes jut out from rock faces while the background glows with the heat from the forge. Quill excitedly waves to the player to get their attention and points at an impressive statue of a Mole wielding a hammer. After interacting with it, the statue crumbles, freeing the hammer and allowing Quill to grab it. There’s something quite adorable about watching this tiny mouse heave around a hefty mallet, as with each swing you can see the weight of it pulling her body forwards.
It’s clear from the icon of a hammer on a nearby button what your goal is here, but it’s not as straightforward as you first think. Hitting the button causes the nearby platform to raise, but without Quill on it. However, charging the hammer causes an ethereal version of the weapon to float in the air — this can then be used by the player instead of Quill. While she scurries over to the platform, the player, as her ever-present companion, can use the ghostly hammer to hit the button for her. Problem solved.
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In the next room, the hammer proves that it’s more than just a tool for puzzle solving or smashing obstacles out of your path. Enemies come out to attack Quill, including an armoured screecher. Fortunately, Quill can smash the armour off and leave the screecher vulnerable to attacks. Not only can Quill swing that bad boy around by herself in battle, but once again, the player is able to charge it and use the cloned hammer to attack enemies too.
The hammer is just one of many new weapons that players can unlock in Moss: Book 2. The combat will be familiar to those who have played the first game, but the
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