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- ~Amberstar
-
- Solution obtained from The Adventure Probe BBS.
-
- ` AMBERSTAR - Thalion
- ` Playguide by Brian Burke
-
- ~Continued from previous article...
-
- ~MERA'S HOUSE (SPRITE CAVES)
-
- Time to make use of those Mushrooms by exploring Mera's garden
- shed.
-
- Map reference 140/265
-
- Map on a 33 x 48 Grid
-
- Located southeast of the jetty on the west side of the island.
-
- After you've talked to Mera and benefited from her magic mushrooms
- talk to her to discover that she's lost her Broom. Enter the
- garden to say "Mera" to the Puzzlemouth. If you don't have a full
- complement of heads you can recruit the cat. Talk to the cat
- anyway to learn of the Frog Pond.
-
- Go down the ladder to enter the Caves in the southwest corner.
- Two steps in, you Teleport to the east. Enter the false wall south
- and the wheel on the wall opens the northern end of the passage
- you just Teleported from. Regain this passage by moving east
- through a false wall and head north then east to enter a door
- west. Enter the Teleport to be transported into the centre east of
- the map.
-
- Ignore the Teleport to the north here as this sends you back
- outside the Caves. Instead head northeast to find the Labyrinth
- Key. Now thread your way to the southwest of this area to find a
- Keyhole in the Wall where you use the Labyrinth Key. This opens up
- the route to the south and east.
-
- Just before the door east is a passage with a wheel at the end.
- Ignore this for the moment. The wheel opens up a passage behind
- you to the west. Go east and thoroughly explore the area to the
- east. You'll find five sets of Gems. You'll receive around 550
- Gold for each gem from the Shopkeepers.
-
- After picking all the Gems up go south and west to find three more
- sets of Gems and a Puzzlemouth in the southwest corner. This
- puzzle took me ages, the answer is "Sprite". The passage to the
- west opens up and at the end is the missing Broom.
-
- Back to the small passage with the wheel. Once activated go west
- and down a passage west. Watch for the spinner halfway down. Enter
- a door north. Thread your way through a series of False Walls and
- impassable passages to enter a door to the east in the northeast
- section of this maze. Ignore the Teleport to the southeast as it
- takes you back outside to caves.
-
- In the passage west there are some Rocks. These are an illusion.
- You must now cast an Anti-Magic spell to avoid being Teleported
- out the caves should you step beyond the rocks. Explore the rooms
- to the north to find four Chests containing Jewels and Gems.
-
- Once through the room with many pillars you head south and east to
- go up to the northeast where the Sprites concede defeat. Now
- return to one of the exit Teleports to return the Broom to Mera.
- She tells you of the Frog Pond.
-
- ~THE FROG POND.
-
- This is located to the southeast of Mera's House. Enter the trees
- and the Pond area is enlarged. Talk to each Frog until one answers
- and tells you his sorry tale. Swim to the island in the centre and
- underneath the rock is a Piece of Amberstar.
-
- ~HALLS OF PEACE.
-
- Warning - you are advised to have decent swimming stats before
- entering.
-
- Map reference 315/076
-
- Map on a 9 x 18 Grid but there are Five non-Automap areas off.
-
- Located in the rocks at the end of the Desert northeast of
- Crystal.
-
- Entry point is in the mid south. Meet the Puzzlemouth and say
- "Jasmin". This name derived from talking to Olfin in the Jewel
- Inn in Crystal. Forward to meet a Planthulk to the east and
- another in the room south of here.
-
- Going through the door north and heading west will bring another
- Planthulk battle. North and east via Area C meet the final
- Planthulk monster. Taking the five outer areas in the following
- sequence -
-
- ~EDCAB
-
- Area A. - Fight Krakens on the shore line, hang about and tempt
- them onto the beach, or in the shallows if your swimming abilities
- are up to it. When they're all kaput head to the opposite shore
- line and take the Lily from the altar.
-
- Area B. - Same tactics as in Area A with the Krakens. The target
- shoreline is to the west. Then north to discover the Forget-me-not
- flower on the altar.
-
- Area C. - This links rooms together. You'll now meet Trents which
- are Tree Monsters and they're tougher than Krakens. There are a
- few of these to dispose of before crossing a bridge to find
- another cave entrance.
-
- Area D. - More Krakens. Head north to find Clover.
-
- Area E. - Krakens yet again. Then go northwest to find the altar
- and a Rose.
-
- Head for the Temple and use your flowers in the following order -
- Cloverleaf, Rose, Lily and Forget-me-nots. Head north to hear the
- voice telling you that you are worthy. You can now either sell the
- Flower to Olfin for around 5500 Gold or be noble and trade it with
- Gwendolin for a Teleport directly into Sanri's Temple. If you're
- low on experience and hits points I'd recommend calling in on
- Olfin and taking the cash.
-
-
- ~ILLIEN - THE VILLAGE OF THE ELVES
-
- Map reference - 157/134
-
- Located west of Crystal in a clearing deep in the woods.
-
- Map on a 23 x 16 Grid.
-
- There are entry points north, south, east and west. Entering from
- the north you will immediately see statues. The statues carry the
- names of the Guardians of the Eyrie. More of the Eyrie in a
- moment. The names are -
- Tillien - the First Guardian
- Gelinda - the Second
- Solomon - the Third
- Elathon - the Fourth
- Pelanis - the Fifth
-
- Pelanis is the current Guardian and it is he you must talk to
- to learn of the quest you must undertake. Successful completion
- gains the gift of a magic flute that summons your own personal
- flying machine - a friendly eagle. Pelanis lives in the southeast
- of the town. He'll tell you the tale of the female Dragon and how
- she threatens the Eyrie. You must destroy the unhatched dragon egg
- and slay the Dragon as well.
-
- To reach the island home of the Dragon you can use a raft that is
- moored at a jetty to the northwest of Illien. The Dragon's pretty
- tough so your Party need to be in good shape before confronting
- her.
-
- Elsewhere in Illien is a very useful Herb shop in the northwest
- and an even more useful Potion shop south of here. Wandering
- around this area is Samrais who'll tell you about the Dragon and
- Pelanis. There's a shop in the centre of the village and a Temple
- is in the southwest. In the southeast is a Ration shop where
- rations only cost 10 Gold.
-
- The pathway to the Inn is from the east. Before taking the
- northern route to the Inn go south and talk to Bothor. Say
- "Amberstar" to receive a letter to his uncle Donner. Donner is
- working a mine in the south of the island. The entrance is
- directly west of the jetty which itself is west of Gemstone. Cross
- the river to find the cave entrance.
-
- In the Inn there's an amusing encounter with the landlord's wife,
- particularly if you've noted the ladder outside the Inn earlier.
- You'll find Kelvin inside. He'll tell you about his lost Harp and
- that the Riddle Master has it. The Riddle Master's Tower is
- located on an island way down southeast of the island. Take a
- bearing from the most eastern point east of the White Wizard Tower
- and sail your boat south until you sight the island. Use the
- Crystal Ball as a navigation aid. You'll also meet Thaer who tells
- you about the harp.
-
- Sub quests identified, in order of battle difficulty -
-
- 1. Donner's Mine
- 2. Tower of Riddles
- 3. Dragon Island
-
-
- ~DONNER'S MINE.
-
- Map reference 090/359
-
- Cave entrance in rocks located due west of Gemstone. You can
- enquire about Donner in the Inn.
-
- Map on a 28 x 9 Grid.
-
- Entry point is from the southeast heading west. Keep south and
- west to use your Pickaxe on rocks prior to fighting Caverats to
- the north.
-
- Forgive my memory but I believe that there's a set of Bones to be
- found at the end of the passage here. Search them to find loads of
- Treasures - 845 Gold, 3 Lockpicks and weapons, armour and a
- Potion.
-
- Return to take a passage north. Keep north to go west through a
- door and west again to fight more Caverats. Go south then west and
- meet Spiders. Follow the passage north and just before the
- passage turn east again find the door that leads to Donner. At the
- end of the passage east is a barrel containing four Torches.
-
- Look for Donner and give him Bothor's letter. He'll then tell you
- about the Dwarven Crown into which is set a piece of the
- Amberstar. The Dwarves live in a Volcano in a valley to the east
- of Twinlake. If you bring the Crown back to Donner he'll prise the
- Amberstar free for you.
-
- Take the letter Donner gives back to Bothor in Illien. He'll tell
- you about the Puzzlemouth password necessary to enter the Dwarf
- Mine.
-
-
- ~TOWER OF RIDDLES.
-
- Map reference - Tower - 365/368
- Riddle Masters House - 377/361
-
- Located on an island way down southeast of the main island.
-
- Map 5 levels - all on 9 x 9 grids.
-
- Visit the Riddle Master in his house to talk about Kelvin and his
- Harp. The Riddle Master throws down a challenge and gives you the
- Key to his Tower which is located on a nearby island.
-
- Entry point on the first section is from the east. Use the key on
- the first door and go northwest to find a Puzzlemouth. Say "Ear".
- This opens up a door behind the Party in the centre of the map and
- releases Rats. Fight the Rats and head northeast to find Stairs to
- the next section.
-
- Entry point here is from the northeast heading west. A passage
- south leads to a Pit which merely drops you down to level one.
- Take the second passage south and fight more Rats then head east
- through six false walls before going north to a Puzzlemouth.
- There's another Puzzlemouth two squares west of this one - go
- south and north again to find it. The Riddles are inter-related
- and took a 'phone call to Germany to resolve. I was climbing the
- walls for a week and my Thesaurus wasn't helping at all. To the
- question "It flew featherless, into a tree leafless. Who ate it?"
- The answer is "Sun". To the question "A woman came mouthless and
- ate the Bird featherless. Who was flying?" The answer is "Snow".
- Easy when you know how!
-
- The correct answers open up a corridor east in the western passage
- where Rats are waiting. Ignore the Teleport to the south as it
- merely sends you back down again. Head north and east to climb
- another set of stairs.
-
- Entry point in the Third Section is from the mid-east. Ahead of
- the Party is a Puzzlemouth. "What has no body but is still
- visible?" answer "Shadow". The rocks to the north disappear. There
- are Purpurslimes (yes, that is the right word!) waiting to the
- northwest and east. Once disposed of, go to the western corridor
- and south through a door to meet another set of these strangely
- named monsters.
-
- Round a couple of corners to another Puzzlemouth. To the riddle
- "Neither air nor wind are as fast as I, I travel through worlds
- never seen by human eye. I am here and there in seconds", forget
- turning up your copy of Cosmos, the answer is "Thought". The rocks
- south of the first Puzzlemouth open up allowing access to Stairs
- in the southeastern area.
-
- Entry point on the fourth level is heading north in the eastern
- half of the level. There's an anti-light square on the third
- square up just before the door. Ignore the Teleport in the passage
- south beyond the door as this takes you right back to a sarcastic
- Riddle Master. Enter the door that leads south to find a
- Puzzlemouth. "Once white as snow, then green as clover, then red
- as blood. You know me well". Answer "Cherry"
-
- The route south down the extreme west passage opens but you must
- fight three sets of Skeletons on your way to the next Stairway. In
- addition there are two Anti-light squares in the southern passage.
-
- Entry point in the fifth and final section is in the northeast.
- South through a couple of doors to fight Rats just beyond the
- second door. Then through a third door in the west to fight
- Purpurslimes. North to a Puzzlemouth, "It is a beautiful bridge.
- No man has ever crossed it. It is a wonderful sight because the
- waters hang over it". Answer "Rainbow".
-
- The wall north opens and you fight another set of Purpurslimes.
- There are then four sets of stairs in front of the Party. From the
- west -
-
- 1. Fight Purpurslimes in the north and south rooms.
-
- 2 Go north to find the harp in a Chest to the west. You can use
- the Teleport to exit the Tower.
-
- 3. Go south to fight Sprites and Goblins.
-
- 4. To the north and south fight Skeletons and Mummies.
-
- Return to the Riddle master and use the "EYE" on the Harp to
- receive the last riddle. "You do it all the time. It is nothing
- but it is everything. It is the greatest riddle of all in the
- Universe" (wow!). Answer "Life". I think that you now receive a
- Scroll.
-
- Back to the Tower to use the harp at the point in the first
- corridor where you hear the Harp. A door opens up to the south.
- Head west fighting one set of rats and discover 2158 Gold, A
- Sickle of Returning (Boomerang), a Pipe of Levitation and a Wand
- of Winds. Hightail it back to Illien and return the harp to
- Kelvin who gives you a Piece of Amberstar as a reward. It's fun to
- play the Harp as there are 19 separate pieces of music with some
- intriguing titles, I was quite loathe to hand it back!
-
-
- ~PHARAOH'S TOMB
-
- Be ____ well prepared with Rations and potions before entering the
- Tomb. The wall closes behind the Party after the first Puzzlemouth
- so the only way out is via the correct Teleport after umpteen
- battle or in a wooden box back to Shandra (and that's presuming
- you haven't "died" earlier in the game and blown your resurrection
- staff).
-
- Map reference 290/270
-
- Map Nine areas - Entrance area 7 x 11: Then 18 x 18: There are
- then six Shrine areas which all appear on the same Auto-Map so
- it's either six times 21 x 10 OR one 43 x 32. The final graves
- area 23 x 23.
-
- Located in a Desert area in the southeast near the coast.
-
- Entry point is in the south. Head north to the Puzzlemouth and say
- "Relanukh". Move north and pray you're well equipped as the wall
- closes behind the Party. At the junction go east and south to
- descend stairs to a new section. Head east through a door and keep
- east to meet your first, but by no means last, encounter with
- Skeletons. Through the next door and round the corner to find a
- Chest with a Sun Key.
-
- Back upstairs now to go west and south down the next set of Stairs
- to another point in the next level. North to find a door where you
- need to use the Sun Key. Fight more Skeletons through this door.
- Keep east till you find a long passage leading north and pass over
- four sets of Bodies. Yuk!.
-
- Through the door west and south down the corridor to find six
- Teleports, three to the east and three to the west. All take you
- to separate areas in the Shrine level. Each of these relate to the
- name of a God and it is under these names that I'll explain each
- section. Firstly the eastern Teleports north to south -
-
- GEB - Entry point is in the northwest. Head east after the first
- door and, passing a door south, fight Skeletons in the northeast.
- Return to the door south and go west, fighting Skeletons through a
- door west. South and then east again and another battle before
- finding a Puzzlemouth. Say "Geb" and the wall opens to the east
- allowing progress north. Battle with Mummies and Skeletons to
- allow you free access to a Chest containing the Armour of Geb.
- Through the door east to find the Teleport back to the Red Circle
- square just north of the original Teleport.
-
- BALA - Same entry point. Once through the third door head north to
- find the enemy through the second door north and again in the
- northeast area. Back to head through the door south and head
- progressively east to find another Puzzlemouth. Take time out to
- dispose of Skeletons to the north just before you enter the door
- to the Puzzlemouth. Say "Bala" to go north. After the battle find
- a Black Necklace in the Chest. Then teleport back to the Red
- Circle.
-
- SOBEK - Same entry point. South then east stopping only to bash
- Skeletons hiding behind a door to the north in the southern centre
- of the map. Then north. Skeletons again behind a door west in the
- mid-eastern area. West past one more set of Skeletons to say
- "Sobek" to the Puzzlemouth and the battle. Find a good Longbow in
- the Chest.
-
- Now the Teleports to the west in north to south order -
-
- NUT - South then east just past the first door. Go north to
- scatter the Skeletons before continuing south and east. In the
- southern passage take the passage north to find another set of
- Skeletons then regain passage and south before going north to the
- Puzzlemouth. Say "Nut" and it's the same format. In the Chest is a
- Robe.
-
- HARACHTE - Yes, I think they did miss an "I" out but when you see
- the Levitation (sorry - Lavitation !) Scroll spelling you know
- that Thalion's Quality Control lost some vigilance somewhere along
- the way. Same entry point and same scenario. Three sets of
- Skeletons to bash before finding the Puzzlemouth in the southeast
- and saying "Harachte". In the Chest is the Staff of Harachte.
-
- GALA - This area's a little trickier due to the Spinners. Watch
- your Compass as there are two down the central corridor and
- another in the central southern area. Again three sets of
- Skeletons to find before locating the Puzzlemouth in the
- southeast. Say "Gala" and find a Broach of Gold and Diamonds in
- the Chest.
-
- Now we're done with the Teleports so it's back to the northern
- passage to continue west. You will turn south, keep south and
- ignore the passage west for now. In the passage south go the end
- of each alcove where you'll be asked to show each of the Treasures
- obtained from the Chest. There are three in this area - Geb, Bala
- and Sobek. The other three are to the west of the map.
-
- En-route to the Harachte, Nut and Gala alcoves find a Chest in the
- northwest containing a Rope and a Spade. Battle with Skeletons
- just south of this point. In the southwest area is also a Chest
- containing a Rope and a Pickaxe. You'll fight Skeletons before
- reaching the chest.
-
- Upon showing the last Treasure return to the northern passage to
- find the way open to a Teleport. Enter this to be taken to the
- Graves area.
-
- GRAVES AREA - Entry point is in the southeast heading north. You
- cannot pass the light ahead of you. Enter a false wall just before
- the light to either east or west. Skeletons are waiting for you.
- Head north after the fight a couple of strides and return through
- a false wall to the original passage having bypassed the light.
-
- There are loads of crossroads in this area. Salient points are
- that there are two spinners at crossroads, one around the central
- northeast and another in the southwest. Another spinner in the
- central northwest area is next to an area with doors galore. There
- are Mummies and Skeletons to fight here. The light in the central
- north passage Teleports you to the bottom of a passage in the
- northeast. One light in the southwest Teleports the Party slightly
- southeast, not far. And the light next to where you land sends you
- back again.
-
- There are three sets of Skeletons beyond the false wall. One set
- in the northeast and the other two to the southwest. The
- interesting section is to be found in the northwest area of the
- map. In the central west find a door north with alcoves each side.
- As you pass through, the wall will seal behind you. Each alcove in
- the passage ahead contains a Chest in which there are Treasures
- beyond the dreams of avarice (thanks to a certain C.Dickens for
- the quote). There's far too much to carry so be reassured that you
- can enter Pharaoh's Tomb again and ultimately carry off all seven
- Chests worth of goodies.
-
- First you have to get out of here. Rest now and recharge your
- Health and Spell casting points. As you step on the square that
- leads to the third alcove the wall ahead opens. Revealed now are
- Mummies and Skeletons plus the dreaded Relanukh. After the battle
- recuperate as there is another set of Skeletons waiting outside
- near an Oasis.
-
- The Piece of Amberstar is in the third Chest up on the east side.
- The Blue Disc is in the fourth Chest up on the west. When you've
- loaded your Party up head north to find two Puzzlemouths. Don't
- enter any of the three doors yet as two of them are death traps.
- To the question "What does everyone want to become but no-one want
- to be?" say "Old", and to "Hole by hole - but still it holds" say
- "Chain". The eastern door is then the only one remaining so it's
- north into the sunlight. The Tomb entrance is north of the Oasis.
- Fight the last set of Skeletons and hightail it to the nearest
- Shop in your new found transport.....
-
- ~SWAMPSTATION
-
- Map reference 172/286.
-
- Map on a 38 x 37 Grid.
-
- Located in the south, to the northeast of Gemstone.
-
- Access is gained via a small house. Go past the old lady and south
- to gain entrance. Entry point is in the southeast heading north.
- At the Puzzlemouth say "Water". A passage south leads to rocks
- that can only be unblocked by "unlocking" eight separate keyholes
- which are located deep within the Swampstation. The water thus
- released clears this set of rocks and another set further along
- this passage. The "Keys" are various precious stones that the
- Party find in other island locations as well as two actually in
- the Swampstation.
-
- Head north again and take the next passage west. Fight three sets
- of Swamp-rats in this area. There's nothing else of interest here.
- Return to passage and head north again before yet again going
- west. The door north yields up more Rats. West again to another
- door north to find a Yellow painted circle.
-
- Not to bore you with the rest of this area. The circles to
- discover and their relevant keys are -
-
- Yellow Circle - use Bernstein (German for Amber and can be bought
- from the Shop in Twinlake)
- Brown Circle - use Earth Stone (find in the southwest area)
- Multi-Coloured - use Rainbow Stone (find in a Chest in the
- northeast)
- Blue Circle - use Topaz (? found on your travels elsewhere)
- White Circle - use Diamond (find in Pharaoh's Tomb, Grave area)
- Green Circle - use Emerald ditto
- Red Circle - use Ruby ditto
- Light Blue - use Mountain Crystal (? found somewhere)
-
- I apologise for the two stones whose source I don't know. Frankly
- until you enter the Swampstation you haven't a clue that the
- Stones have a purpose and can't be sold just like the Gems can. I
- was storing them up for a rainy day and didn't realise their
- significance.
-
- Other rock areas can be cleared with a Spade in one instance and a
- Pickaxe in another. In the far northwest is reference to the Rune
- chart that came with the game. Rather irrelevant halfway through
- the game! In the northeast is a Chest that contains a Paper that
- gives you the Keyhole/Key relationship described above. There
- aren't many Rats to fight, roughly three sets in the northwest,
- one in the northeast, one in the centre and two in the southwest.
-
- The Map locator is found once both sets of rocks in the south
- passage are cleared. "Action" it to place it in the grey window
- and from now on it's much easier to find your way around the
- island.
-
-
- ~DRAGON KEEP
-
- Map reference 102/078
-
- Located on an island northwest of the the island. Travel northwest
- of the northern jetty on the raft that's waiting there.
-
- Map two areas - one on a 19 x 27 Grid. The other on a 29 x 29 Grid.
-
- Entry point is from the mid south. Head north to meet Bolina, a
- Thief. If you've room recruit him as he's got some useful items.
- Say "Gelinda" to the Puzzlemouth to open up the wall north. The
- door ahead leads to a Large Lock which needs an Eagle Key to
- activate it. Both the passage east and west have Firebirds waiting
- to ambush you. The Puzzlemouth to the west needs the answer
- "Lugthir".
-
- The password is obtained by seeing a Statue in the northeast area
- of the map. To reach it, take the passage east of the Large Lock.
- Beyond the first set of Firebirds are another four sets in the
- southeast area and two more in the north.
-
- The Puzzlemouth opens up the wall and the Party teleports to the
- second section of the map. The new area is entered at a crossroads
- in the eastern section. To the southeast are two sets of
- Firebirds. Through the door west and north to fight two more sets
- and find a Teleport. Don't enter this yet as it is the route back
- to the Puzzlemouth on the first level.
-
- Take the door east again and again fight two sets of Firebirds.
- Take either eastern door north or south and east again to one
- set of Firebirds. East once more to find two more sets of
- Firebirds. South now through a door to another lot of Firebirds.
- Then south down the passage to another door south. For
- completeness sake go west and north before entering the door south
- to blast the penultimate set of Firebirds.
-
- Through the door south then west, south, east then south and west
- to fight the last set of Firebirds. In the western alcove is the
- Eagle Key. Use the Teleport in the other passage to land right in
- front of the door that leads to the Large Lock. Use the Eagle Key
- on the lock to open up the wall north of the lock. Take the stairs
- up.
-
- There's room to map this new section on your Level One Map. Just
- miss one square north as you enter the Old Hall of Knights.
- Through the door north and keep north to fight Firebirds in the
- northern passage. Then through the door west to enter a room with
- a door south. Gird up your loins and so on as the Dragon awaits.
- She's got around 500 Hit Points to dispose of so I hope you've got
- plenty of Tornado spells or scrolls to use on her.
-
- Once you've overcome the dreaded Dragon go south to find the nest
- with the Egg and a Piece of Amberstar. In addition you recover the
- Key that will unlock the door to the Homeward Teleport on
- Jonathan's "Lost Island" to recover another Piece of Amberstar.
- There are also four Gems here and a Broach of Luck.
-
- Take the Egg back to Illien and give it to Pelanis. In return you
- receive a super present - the Flute that gives you the power to
- call on the Eagle and thus fly everywhere. One of the first places
- to zoom off to is ....
-
- ~THE GUILD OF MONKS
-
- Map reference - 177/044
-
- Located in the middle of a Swamp in the northeast of the island.
-
- No automatic mapping available but it's only a small area.
-
- Land on the island and say "Mork" to the Puzzlemouth. Strictly
- speaking you shouldn't pick this information up till you've been
- to Snakesign Village where the Party can meet with Melchlor. Enter
- the Guild to meet Balthar. Say "Quest" and he'll tell you about
- Bothor, the Jewellery Dealer in Gemstone. He'll also refer to The
- Guild of Rangers where you should go to meet Annorel. Also say
- "Library" to be referred to his wife Melina.
-
- Saying "Document" gives a reference to Melgrim who was one of the
- thirteen wizards who cast the spell against Tarbos. He's gone to
- ground in a cave beneath the Whirlpool and has a piece of the
- Amberstar. Leave this area till last.
-
- Go west and meet Melina and say "Potions", then go south to
- discover the stock that she tells you of. You can also buy lots of
- useful potions in the Guild so use that Gold up and purchase Spell
- Regeneration and Healing 5 Potions.
-
- ~GUILD OF RANGERS
-
- Map reference 080/233
-
- Located on an island off the west coast of the main island.
-
- Enter the Guild and go north. If Annorel is not around accelerate
- Time until she appears then ask about the "Amberstar". She'll tell
- you that the original Rangers' Guild is elsewhere, in the Bay to
- the right of Crystal, and that there is a piece of Amberstar
- hidden in the old Cellar rooms. You'll then receive a Rod of
- Opening with which you open up the entrance to the Guild.
-
- ~DWARF MINE
-
- Map reference - 260/225
-
- Located in the north of a swamp. The swamp is northwest of
- Pharaoh's Tomb. Make sure you have a Levitation scroll before
- entering.
-
- Map three areas - all on 19 x 19 Grids.
-
- Once you arrive on the "sandy" part outside the Mine Entrance the
- Party has to fight Spiders and Caverats. After the battle read the
- sign "Doras Mine" then go to the Puzzlemouth and say "Sarod". This
- password is obtained from Bothor after Donner's letter is
- delivered.
-
- Enter the mine only to fall down after four steps into another
- level. Head north then either east or west to discover a Teleport
- in the south. You are sent southwest. Go through the door north
- and fight Rats before travelling east. Ignore the Teleport in the
- passage to the south of the door east for now. You will need to
- return here when all areas of the Mine have been explored. The
- Teleport takes you back to the corridor in which you fell when
- first entering this level.
-
- Follow the corridor round then north to fight more Rats. North and
- east to meet Spiders. East again and south. At a junction south
- first go west and down a corridor east, just before a door west,
- use a Pickaxe on the Rocks to reveal three sets of Rats. At the
- end of the passage find one red and one blue mushroom. Take these
- to Mera's House to benefit.
-
- Through the door west fight Spiders. Return to the junction and
- head east and south. Beyond the door south fight another set of
- Spiders before seeing a set of Stairs to the next (and third)
- level.
-
- The Stairs take the Party to enter this level from the southeast
- corner. Fight Spiders before wending your way east and then north
- to battle some Rats. North again through two doors. Keep north
- once past the second door and enter a false wall. Follow the
- passage round to find a Chest containing a Mine Key.
-
- Regain the corridor east and make your way to a set of Stairs in
- the southeast region of the map. You'll fight another lot of Rats
- and two sets of Spiders en route. The centre area of the map will
- be accessed later.
-
- Now we're back on the Entrance level. Heading from the east beware
- the Spinner at the first crossroads. Initially go south past some
- Rats to discover three torches in a Barrel. Then straight north
- from the crossroads through a door and then east and north to zap
- Rats again. More rats through a door west in the northern
- corridor. Keep west to fight Spiders in the west before heading
- south. Through the second door south a "Shadow" drops down in
- front of the Party. Make his day and keep south. Fight again in
- the south at the end of a passage. Then east and north to use the
- Mine Key on a Keyhole and discover the passage out to the fresh
- air.
-
- Back now to the first level to enter the Teleport mentioned
- earlier. From the corridor you land in stand beneath the Pit and
- use a Levitation spell. You are taken up to level two. Enter the
- door north.
-
- To the east through the door find a Chest with 546 Gold and some
- Mithral Mail. Down the adjacent alley find two Gems and 859 Gold.
- The corridor to the west leads south through a door to the Crown.
- Back down the pit to follow the convoluted route out of the mine.
- Take the the Crown back to Donner's Mine for him to extract the
- Piece of Amberstar.
-
- ~OLD RANGER GUILD
-
- Map reference 310/107
-
- Located on an island in the Bay east of Crystal.
-
- Map two levels - one on a 9 x 18 Grid. The other on an 18 x 19
- Grid.
-
- Use the Rod of Opening obtained from Annorel (from the new
- Ranger's Guild) to enter from the southeast. Before heading north
- enter the door at the end of the passage to find various articles
- of Clothing. Don't take or wear the Clothes of Moira as they are
- cursed and weigh tons. Do grab the Robes of Nickademus.
-
- North then and through the door to be confronted by three sets of
- Bloodsuckers! In the alcove ahead find 45 Gold and an Iron Ring.
- The door to the southeast hides more Bloodsuckers and 23 Gold plus
- a Buckler. West of the door is an alcove with 29 Gold and a Silver
- Ring. Search all the alcoves in this section to find other small
- portions of Gold and Treasures.
-
- North again to discover a Staircase down to the next level. Before
- descending go west and through a door north to find 89 Gold and a
- Gem. More vital Treasure is to be found going east and keeping
- northeast through a false wall to find another Staircase down.
- This leads again to another section of the lower level. Enter the
- door west of the staircase to open a Chest that contains 7 Torches
- and a Rusty Key.
-
- Return to the first set of stairs and descend into a smallish
- area. Make your way east to find Ranger bones and lots of useful
- items plus 348 Gold. In the north of this section are a set of
- Bloodsuckers.
-
- Back upstairs and down the other set of stairs and head east,
- there's nothing of use to the west. As you travel east look in the
- first set of alcoves north and south to pick up loads of useful
- Herbs. Keep at least one Packet of Herbs to give to Atacar in the
- Cave of Manyeyes later in the game. Through the door east to
- encounter Bloodsuckers and again through the second door south. Go
- right down to the southeast to polish off another set.
-
- Use your Pickaxe on the Rocks to the west and fight two more sets
- of Bloodsuckers before using the Rusty Key on the Keyhole in the
- Wall. A door is created to the south. Enter it and go north
- through two doors to be rewarded with the discovery of a Chest
- containing a Piece of Amberstar, 7 Gems and 825 Gold.
-
- ~SNAKESIGN VILLAGE
-
- Map reference - 217/345
-
- Located on the large island due south of the main island. Can only
- be reached by flying on the Eagle or by use of the Windgates and
- you can't use those unless you've got the Artefact that's inside
- Sanri's Temple!
-
- Map Snakesign on a 15 x 15 Grid.
-
- There are four points of entry to the Village, north, south, east
- or west. In the southern area meet Melchlor, a Monk who tells you
- about Sansri the Goddess of Snakes. Say "Mork" and "Temple" for
- further information. Note the ladder leaning against the locked
- window for a smile later on upstairs in the Inn.
-
- To the west is the Food shop, rations here only cost 5 Gold so
- stock up here in future if money is a problem. In the northwest is
- a Healer who you'll need if you haven't equipped yourself with the
- appropriate healing Herbs once inside Sansri's Temple. To the
- northeast meet Shi'ra who Melchlor referred to earlier. Say
- "Temple" to be advised that the Entrance to the Temple proper only
- opens at Midnight. To the east also is a Wiseman who'll assess
- (Identify) your possessions for a price.
-
- In the southeast is a Shop that sells an item you'd have given
- your eye teeth for earlier - yes, it sells Lockpicks amongst other
- things! Programmers can be right so-and-so's now and then.
-
- In the centre of the Village is the Tower Inn. Speak to the young
- man inside to learn that, once inside the Temple, stepping on the
- Snake symbols causes the male members of the Party damage.
- Upstairs meet the Landlord's wayward wife who seems to think
- Woodpeckers can climb ladders!
-
-
- ~TEMPLE OF SANSRI
-
- Map reference - 199/357
-
- Located southwest of Snakesign Village.
-
- Map 5 areas. Entrance level on a 19 x 28 Grid - this has a small
- sub-level on a 6 x 9 Grid.
- Sanctum level on a 19 x 28 Grid.
- Two Tower levels on 9 x 9 Grids.
-
- Entry point is from the mid-south. Go north and wait until
- Midnight then slip into the Temple after fighting Snakes. In the
- next room there's a Pit to the east that you should avoid. It
- drops into a small sub-level with three Teleports. The northern
- one takes you back into Snakesign Village and the other two take
- you into the vestibule.
-
- Going west you will receive damage as you pass over the Snakesign.
- Fight more Snakes before passing through the door north. More
- Snakesigns in the next room but head north via either east or west
- door. The Statue you pass advises the Party that it needs to find
- eight signs and join them.
-
- North to fight Snakes and then use a Pickaxe on the Rocks ahead.
- Behind them find Treasure amid the bones, Potions, Lockpicks, 875
- Gold, Brooch of Luck, Iron Ring, excellent Armour of Endurance and
- a super Scimitar (these things cost a fortune). You cannot
- progress north now without entering false walls to the east and
- west. These by-pass the closing walls. Both the eastern and
- western routes should be explored.
-
- First the west. Going west through the false wall note the Sign
- "P" from the Puzzlemouth. Head north then east to see Stairs down.
- Leave these till all the Entrance level and the Towers are fully
- explored. Head south fighting two sets of Snakes. Look out for and
- avoid the Snakesigns in the floor. You can get through by entering
- false walls. Eventually you'll see a passage south that leads to
- Stairs up to the Left Tower. To the west and north at this point
- is a set of Snakes to dispose of.
-
- You enter the Left Tower from the southeast. Head north at the
- junction and find a Puzzlemouth with the sign "T" in the eastern
- passage. Regain the corridor west and enter the door north to get
- an "E" sign. Along the corridor passing through an anti-magic
- square then relight your lamp and head north and pass through a
- Blindness trap before fighting Snakes. Onwards over a Snakesign in
- the floor.
-
- In the northwest search the corpse for 621 Gold, 4 Torches, 2
- potions, a Snake Ring (which is needed on the lower level, you
- must ensure that the Ring is actioned by a Female character) and
- clothing. Through the door east fight Snakes and obtain the sign
- "E".
-
- Now return to enter the false wall east. Again ignore the Stairs
- that lead to the same level down that the other set of stairs to
- the west do. Going south fight two sets of Snakes and again you
- can side-step the Snakesigns in the floor by the use of false
- walls. Same scenario as before with Snakes to the east before
- climbing up into the Right Tower.
-
- Enter the Right Tower from the southwest. Through the door north
- is the sign "N". East and north to fight a set of Snakes before
- entering the door west for an "R" sign. Fight two more lots of
- Snakes before encountering a Snakesign in the floor and a Poison
- Cloud trap beyond. Enter the door for an "S" sign.
-
- Back now to enter one of the two down staircases. Entry is in the
- mid-north. Gain the main corridor via a door south and firstly
- explore west. Through another door south after a few bends. Fight
- the Snakes and walk through the Snakesign maze to find another
- door south. Once through you'll see two adjacent doors. The
- eastern door leads a scrap with Snakes and the southern one to
- another door south. North of here use your Pickaxe on the Rocks to
- find, I think, a Small Golden Key.
-
- South again to find a door and use the Golden Key. Fight more
- Snakes then over the Snakesign to discover three alcoves and a
- Statue. The message on the Statue says "Sansri". The central
- alcove contains a Chest with loads of good goodies - 2549 Gold
- (hope you're not too weighed down as there's loads more to come),
- Globe of Harachte (gives Light when actioned), Brooch of
- Waterwalk, Bi-handed sword etc. The two other alcoves should be
- entered as they both raise the level of your Characters' skills.
-
- Back then to the entrance corridor to go down the eastern route.
- Fight Snakes in the east first. Entering the door south you'll be
- confronted with moving walls. Make your way south watching out for
- two Snakesigns in the floor en-route. Through three more doors
- south, fighting a set of Snakes after the second door, to enter a
- false wall going east. Once in the false wall head north then
- east through another false wall then south to gain access to a
- passage east. To the north in this passage talk to the Puzzlemouth
- to get the "S" sign then use your Pickaxe on the Rocks to the
- south to step on a Pressure Plate that triggers an opening in a
- passage to the west. To access this opening return to the first
- false wall and go south to see the opening to the west.
-
- There's a Stun Gas trap before confronting the Puzzlemouth and
- saying "Serpents" which is the result of the sign anagram. The way
- opens into the Inner Temple. Fight the Snakes then action the
- Snake Ring, only a Female character can do this, to enter the
- Throne Chamber. After the battle look behind the Throne to find
- loads of Treasure, Gold x 2563 & 2857, the Wind Necklace, Sansri's
- Collar and Whip.
-
- Enter the wall behind the Chests to find the Piece of Amberstar to
- the right and the Pact between Marmion and Bralkur. There's also
- another 4256 Gold which I doubt you'll be able to carry. Make sure
- that you've mended and healed everyone before entering the
- Teleport as there's a further three battles ahead before the Party
- can leave by the final Teleport. Now you can use the Windgates or
- use the eagle to fly around.
-
- The map location of Windgate Island is 118/313.
-
- ~CAVE OF MANY EYE.
-
- Map reference - 146/011
-
- Located within the Whirlpool which is north of the main island.
- Be warned that this is a tough area and that characters should be
- well equipped with Potions, Rations and Light spells before
- entering. There is no way back until the castle has been found and
- explored. However - should entry be via the Windgates a key is
- needed, as the key is only to be found on the other side of the
- door ... you do need to first enter by the Whirlpool but can
- use the Windgate if you need to return rather than go through the
- pain of walking through the Marshes.
-
- Maps - the cave area needs to be hand drawn and it's a bit of a
- pig. I've attempted below to show roughly where the places of
- interest are.
- `-----------------------------
- ` Sand Sand -----------------------------
- `------ -------- Grass "Ships End village"
- ` Entry point Sand ---------------------------
- ` Ship wrecks --------
- `------- ------------ ---------------------------
- ` Sand ------ Marsh
- `------- Sand ----------------------------------
- ` ------
-
- ` ----------------
- ` ----------------- Treasure north of Volcano
- ` Sand Marsh -------------
- ` ---------
- `--------
- `CASTLE -------
- ` Marsh
- ` ------- -----
- ` Grass
- `---------------------------- --------------------------
-
- Map two main areas - Castle of Manyeye Tower level on a 33 x 33
- Grid and the other level on a 23 x 23 Grid.
- The Village is small enough not to bother mapping.
-
- Once you've landed the Party needs Light. Avoid the shipwrecks as
- they cause damage. You'll almost immediately encounter an Octopus
- or two. These beasts have something in the region of 700 hit
- points, they are really tough cookies. I think that there are
- around four sets of these yo-yos around.
-
- Make your way to the Village and enter the Inn to meet Atacar
- downstairs on the patio. The Statues have no significance. If
- you're weighed down with Gold there's a good chance to get rid of
- some by buying a Scimitar from the counter. Say "Aching" after
- greeting him and give him a Packet of Herbs. He tells you about
- the Treasure Map hidden in a tree close to his brother's grave.
- Say "brother" and "Manyeye" for more. The tree is located south of
- the grave with the fresh flowers.
-
- The map shows part of the cave with a Volcano at the centre. This
- is to be found in the southeast and is en-route to the Castle.
- Search just to the north of the Volcano, the north pile of ash.
- The Chest you find contains two lockpicks, a Piece of Amberstar,
- 2478 Gold, Horn of Food, Orb of Magic, an Assassin's Blade and a
- Mace.
-
- Still in the Village visit the house to meet Sheba, a level seven
- Ranger, talk to her to learn the story of Manyeye. If you've a
- spare slot recruit her otherwise it's off to find the Castle via
- the Volcano and the Treasure. Doubtless you'll encounter many
- Swamp creatures on the way. Go southeast then west, north and
- west through a Marsh then south past the sand through another
- Marsh. South through a narrow channel and west, then north onto
- the grass and finally to the Castle ...
-
-
- ~CASTLE OF MANYEYE
-
- Entry point is from the mid-south. The door shuts behind the Party
- as you walk forward. At the first crossroads go west and south
- into an alcove to search Bones and find lots of Treasure including
- a Tower Shield, a two-Handed sword, a Metal Helmet and Plate Mail.
- Head into the southwest region to fight Skullhunters and use your
- Pickaxe on Rocks to expose a set of Stairs up.
-
- Up the stairs find a false wall to the east then go north to fight
- Skullhunters in the Laboratory to the south. Ensure that you
- trigger the Pressure Plate by stepping on the Symbol in the north
- before leaving. These Pressure Plates open up walls in a
- particular area later in the Castle.
-
- Return to the entrance crossroads and go into the southeastern
- region. Again just one set of Skullhunters here and, to the north
- from the fight, a set of Stairs up. Up the stairs you find a girl
- imprisoned in a cage. Dispose of the two Mutants before hearing
- her story. She can't be released until the Cell Key has been
- located. This will be found later in the Castle. Before leaving
- enter the north wall of the Cage room to step on the Symbol.
-
- In the northeast find another gang of Skullhunters. Beware of a
- spinner at a crossroads in the mid-east of the map. Go west at
- this point, fight more Skullhunters and find a Red Statue. Examine
- the Statue twice to find two Gems. West and south of the statue
- climb to the stairs.
-
- At the top of the stairs go east to find Melgrim's Diary. Now west
- to the Knights Hall, note the wine goblets - brrr. There are
- Skeletons in the southern room but avoid the Pit as it dumps you
- back outside the castle. In the northwest open the Chest to
- discover the Cell Key that'll allow the girl in the Cage to be
- released. There are two sets of Skullhunters to dispose of. In the
- south is a Bedroom with a Chest that contains 6420 Gold but more
- importantly a Master Key for use on the next level. It is to this
- area that you will need to return once all the Pressure Plate
- Symbols have been activated.
-
- Back then to release the girl only to find her transforming into a
- Doppleganger. Defeat the monster to be rewarded with a Necklace of
- Defence and be thanked by the girl's spirit as she transforms into
- a Skeleton.
-
- Go now to the mid-west area of the map enter through a door west.
- As you head west you pass through anti-Light squares whether going
- the northern or southern route. Travel clockwise round a series of
- Statues that give, collectively, the following message - " Find.
- The (beware the spinner between this statue and the next) Secret
- doors. Meet him. Way. Is. Manyeye. From. Only. Escape. The". I'm
- sure you get the gist. Back through the door and north to find a
- Teleport. Bash the Skullhunters before entering it and be sent
- into the northeast area of the map. North to fight Skullhunters
- then east and south to use Pickaxe on Rocks to expose more Stairs
- up.
-
- Upstairs read the sign on the door "Transporter Room". So this is
- the place referred to in the Diary. To the north is a room with
- three Teleports. The western passage has a door west. Fight the
- Skullhunters then go south through a false wall to step on another
- symbol. Avoid the centre of the three Teleports, it's a trap. The
- picture on the wall says "Transformer defective, please do not
- use" Ho ho ho, Thallion! The other Teleports say something about
- New Force.
-
- Back down to go right into the northeast corner and enter a
- Teleport that returns the Party to an alcove in the southwest of
- the map. Retrace your steps to the place where you first
- Teleported and go west. Look out for a spinner at the crossroads.
- Keep west then north past Skullhunters and round to another
- staircase up. The sign upstairs says "Storeroom" and there are
- Packets of Herbs to be found in the northwest barrel. Fight
- Skullhunters then find loads of Herbs in the northeast. Enter a
- false wall and in the southeast step on the final symbol. Before
- returning to the stairs in the centre of the map explore the
- mid-north area to find four alcoves. From west to east the alcoves
- contain Armour & Robes, Weapons, Helmets and then Five Torches &
- Six Potions. There are a set of Skullhunters to the west of the
- alcoves.
-
- Back upstairs to find that a passage has opened up in the north
- allowing the Party to progress. But first you must go through a
- series of traps. A Blinding Light in the first room and a Green
- Mist in the second. Finally Poison Gas Spores causing you Disease
- in the third.
-
- Onwards then to enter the next Level. Entry point is from the
- southeast. Proceed west, onwards through a false wall. Should you
- explore the northern passage first you find a message saying "If
- you find no way search where it is not possible". Once through the
- wall another message to the north of here says "You will see at
- the centre, the centre, and next to it is the only true way to
- go".
-
- Make your way southwest to find three Teleports. The western one
- takes you into the northeast area where you find three more
- Teleports. Use the centre one here as the other two transport you
- back to the start of the level. Again you'll see three Teleports,
- again take the centre one as the other two again lead back to the
- start. Now in the third room are three more Teleports. Once more
- take the centre Teleport to the room south and fight Mutants
- there. Go east and south to discover a Chest with a Piece of the
- Amberstar plus ten Gems. Return west to Teleport back into the
- southwest.
-
- Back again in the southwest take the eastern Teleport to be
- transported to the northwest. Immediately fight Mutants. Before
- going north to Teleport back go south and through a door east to
- discover loads of scrolls.
-
- It's Wizard Heaven here. Once past the Mutants there are White,
- Grey and Black Wizard Scrolls galore. I dread to think what level
- one needs to be to learn some of these as even at the end of the
- game before the final confrontation I didn't have enough
- experience to learn some of these.
-
- Once loaded up return to the north to be Teleported back and now
- enter the Middle Teleport to be transferred to the mid northeast
- of the level. Travel south passing a group of Mutants and then
- north. Ignore the door north for the moment and go south again
- then west past more Mutants. Continue past the doors north and
- south, there's nothing behind them, to the crossroads where
- there's a Spinner. To the north and through the door east are
- twelve Potions to be found. To the south and through the door east
- are two Iron and Silver Rings plus a magical Necklace and Dagger.
- I didn't enter either the northwest or southwest Teleports, at a
- guess they land you back at the start of this level.
-
- Back then to the door north and use the master key on the lock.
- SAVE the game and enter the door west to fight Manyeye (also known
- in SSI games as a Beholder). Cast Anti-Magic spells at him and
- you'll win the day. After the battle you receive the Gate Key and
- gain a Windgate Necklace. Leave this room to head north and east
- to use the Gate Key on the door east that leads to the Windgate
- and out.
-
- ~ALTAR OF REUNIFICATION
-
- Map reference - 049/329
-
- Located in a forest clearing in the southwest of the island.
-
- Now you have all the pieces of the Amberstar it's time to join
- them together. This then provides the key to let the Party enter
- the Fortress of Godsbane and thus to the endgame battle. The
- pieces must be laid in a strict order. Failure means gameover
- time. Herewith the correct order -
-
- ` 1. Lay Knowledge = Mork
- ` 2. Lay the Ally = Bralkur
- ` 3. Lay Master of the Sea = Sobek
- ` 4. Lay Mother of Life = Gala
- ` 5. Lay Falsehood = Sansri
- ` 6. Lay Friend of Eagles = Nut
- ` 7. Lay Evil = Lord Tabros
- ` 8. Lay Power of the Earth = Geb
- ` 9. Lay Mother of Death = Bala
- ` 10. Lay the Fire = Harachte
- ` 11. Lay the Traitor = Marmion
- ` 12. Lay what is coming = Talmit
-
- On laying the final section the Amberstar appears in the same
- window as the compass and map locator etc. On then to Godsbane.
-
- ~FORTRESS OF GODSBANE.
-
- Map reference - 209/047
-
- Located within a Mountain range in the northeast. Only accessible
- by Air Eagle. The building near here can be explored at any time.
- There are a few Skeletons and Ghosts to vanquish and one or two
- Treasures to find.
-
- Map three levels, the first on a 38 x 38 and then the Tower and
- Cellar levels both on 13 x 13 Grids.
-
- Entry point is from the mid-south. Once through the first door
- possession of the reunited Amberstar will open the second.
-
- At the junction go west. Be wary down this corridor as at each
- crossroad there is a Spinner. In the southwest are two sets of
- Yellowslimes to fight and a third set up the first passage north.
- Head north at the final crossroads of the Spinner corridor and go
- east. Down the third passage south is a Chest containing a host of
- good Scrolls, Hurricane, Earthquake, Conversion of Dust, two
- Reincarnation and Salvation Scrolls plus a Magic Sphere and two
- Potions.
-
- At the end of the passage east is a door north. Avoid the centre
- of this room as there are four Spinners here. Go north and west
- disposing of Yellowslimes in the north. Through the door west
- round a twisty passage and fight another set before passing
- through a door north and finding another load of Yellowslimes. To
- the west is another set but your way lies east. Make your way
- east then north meeting two sets of Yellowslimes. Then west and
- south past another set before entering a door south in the centre
- of this area and flattening the final band of Yellowslimes. Hop
- down the stairs into the Cellar.
-
- Go either east or west in the Cellar to find doors east and west
- and battle a set of Yellowslimes in each room. The passage north
- in the centre of the southern corridor finds Bralkur blocking the
- door north. Fear not, he's easy to beat. In the Chest beyond is a
- Disintegration Scroll and a Staff of Runes which serves as the Key
- into where Marmion meets his nemesis.
-
- Return to your entry point on the first level and go east till you
- find the door north. Fight Yellowslimes - save your magic
- spellpoints as these guys are resistant. Then west and north to go
- east through a door. South here through a door south then east.
- Through two doors north to find an area with four Teleports in the
- centre.
-
- The southern Teleport takes you just to the southwest of your
- position. Round the bend to Teleport into a corridor in the west.
- No go here.
-
- The eastern Teleport takes you to the southwest and the Teleport
- ahead lands you in the same corridor as the southern one, only
- just a little further on.
-
- The northern Teleport takes you just west and again you Teleport
- into the corridor as described above.
-
- Finally the Western Teleport takes you again west but this time
- the Teleport you enter next sends you north. You immediately have
- to fight Yellowslimes. Head south after the battle ignoring the
- Teleport down the passage east you pass en-route. This
- northeastern area contains three more sets of Yellowslimes. After
- wiping them out find a door in the mid-north heading south and
- enter to climb a staircase up to the Tower level. In the Tower
- you'll find Cavetrolls to the east and west. When you've destroyed
- them travel south to go north into the centre of the map fighting
- a band of Cavetrolls and Yellowslimes on the way. Use the Staff
- of Runes you found in the Cellar on the Keyhole in the wall to
- access the door that leads to the final confrontation. Note that
- the wall closes behind the Party as you advance. Moving into a
- candlelit room you encounter Twelve Wizards and the dreaded
- Marmion. They attack. You will be unable use magic against the foe
- but do cast Anti-Magic spells. Keep your front men hacking until
- you destroy all the enemy. Then walk forward into the Light to
- activate the Amberstar.
-
- Shandra then provides an escape Teleport back into Twinlake where
- Lord Karwain addresses the Party. Sit back and enjoy a
- satisfactory end game sequence.
-
- - o -
-
-
- ~Obtained from The Adventure Probe BBS (0707) 334799 (21:00-06:00)
- ~Probably the largest collection of solutions for all formats on one
- ~BBS !!! Try it out.....
-