Amberstar - Part 2

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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 gardenshed.

    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 mushroomstalk to her to discover that she's lost her Broom. Enter thegarden to say "Mera" to the Puzzlemouth. If you don't have a fullcomplement of heads you can recruit the cat. Talk to the catanyway 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 southand the wheel on the wall opens the northern end of the passageyou just Teleported from. Regain this passage by moving eastthrough a false wall and head north then east to enter a doorwest. Enter the Teleport to be transported into the centre east of

    the map.

    Ignore the Teleport to the north here as this sends you backoutside the Caves. Instead head northeast to find the LabyrinthKey. Now thread your way to the southwest of this area to find aKeyhole in the Wall where you use the Labyrinth Key. This opens upthe 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 behindyou to the west. Go east and thoroughly explore the area to theeast. 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 moresets of Gems and a Puzzlemouth in the southwest corner. Thispuzzle took me ages, the answer is "Sprite". The passage to thewest opens up and at the end is the missing Broom.

    Back to the small passage with the wheel. Once activated go westand down a passage west. Watch for the spinner halfway down. Entera door north. Thread your way through a series of False Walls andimpassable passages to enter a door to the east in the northeastsection of this maze. Ignore the Teleport to the southeast as ittakes 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

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    out the caves should you step beyond the rocks. Explore the roomsto the north to find four Chests containing Jewels and Gems.

    Once through the room with many pillars you head south and east togo up to the northeast where the Sprites concede defeat. Nowreturn 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 treesand the Pond area is enlarged. Talk to each Frog until one answersand tells you his sorry tale. Swim to the island in the centre andunderneath the rock is a Piece of Amberstar.

    ~HALLS OF PEACE.

    Warning - you are advised to have decent swimming stats beforeentering.

    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 ofCrystal.

    Entry point is in the mid south. Meet the Puzzlemouth and say"Jasmin". This name derived from talking to Olfin in the JewelInn in Crystal. Forward to meet a Planthulk to the east andanother in the room south of here.

    Going through the door north and heading west will bring anotherPlanthulk battle. North and east via Area C meet the finalPlanthulk monster. Taking the five outer areas in the followingsequence -

    ~EDCAB

    Area A. - Fight Krakens on the shore line, hang about and temptthem onto the beach, or in the shallows if your swimming abilitiesare up to it. When they're all kaput head to the opposite shoreline and take the Lily from the altar.

    Area B. - Same tactics as in Area A with the Krakens. The targetshoreline is to the west. Then north to discover the Forget-me-notflower on the altar.

    Area C. - This links rooms together. You'll now meet Trents whichare Tree Monsters and they're tougher than Krakens. There are afew of these to dispose of before crossing a bridge to findanother cave entrance.

    Area D. - More Krakens. Head north to find Clover.

    Area E. - Krakens yet again. Then go northwest to find the altarand 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

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    voice telling you that you are worthy. You can now either sell theFlower to Olfin for around 5500 Gold or be noble and trade it withGwendolin for a Teleport directly into Sanri's Temple. If you'relow on experience and hits points I'd recommend calling in onOlfin 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 fromthe north you will immediately see statues. The statues carry thenames of the Guardians of the Eyrie. More of the Eyrie in amoment. 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 toto learn of the quest you must undertake. Successful completiongains the gift of a magic flute that summons your own personalflying machine - a friendly eagle. Pelanis lives in the southeastof the town. He'll tell you the tale of the female Dragon and howshe threatens the Eyrie. You must destroy the unhatched dragon eggand slay the Dragon as well.

    To reach the island home of the Dragon you can use a raft that ismoored at a jetty to the northwest of Illien. The Dragon's prettytough so your Party need to be in good shape before confrontingher.

    Elsewhere in Illien is a very useful Herb shop in the northwestand an even more useful Potion shop south of here. Wanderingaround this area is Samrais who'll tell you about the Dragon andPelanis. There's a shop in the centre of the village and a Templeis in the southwest. In the southeast is a Ration shop whererations only cost 10 Gold.

    The pathway to the Inn is from the east. Before taking thenorthern route to the Inn go south and talk to Bothor. Say"Amberstar" to receive a letter to his uncle Donner. Donner isworking a mine in the south of the island. The entrance isdirectly west of the jetty which itself is west of Gemstone. Crossthe 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 andthat the Riddle Master has it. The Riddle Master's Tower islocated on an island way down southeast of the island. Take a

    bearing from the most eastern point east of the White Wizard Towerand sail your boat south until you sight the island. Use theCrystal Ball as a navigation aid. You'll also meet Thaer who tells

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    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 canenquire 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 tothe north.

    Forgive my memory but I believe that there's a set of Bones to befound at the end of the passage here. Search them to find loads ofTreasures - 845 Gold, 3 Lockpicks and weapons, armour and aPotion.

    Return to take a passage north. Keep north to go west through adoor and west again to fight more Caverats. Go south then west andmeet Spiders. Follow the passage north and just before thepassage turn east again find the door that leads to Donner. At theend of the passage east is a barrel containing four Torches.

    Look for Donner and give him Bothor's letter. He'll then tell youabout the Dwarven Crown into which is set a piece of theAmberstar. The Dwarves live in a Volcano in a valley to the eastof Twinlake. If you bring the Crown back to Donner he'll prise theAmberstar free for you.

    Take the letter Donner gives back to Bothor in Illien. He'll tellyou about the Puzzlemouth password necessary to enter the DwarfMine.

    ~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 hisHarp. The Riddle Master throws down a challenge and gives you theKey to his Tower which is located on a nearby island.

    Entry point on the first section is from the east. Use the key onthe 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

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    releases Rats. Fight the Rats and head northeast to find Stairs tothe next section.

    Entry point here is from the northeast heading west. A passagesouth leads to a Pit which merely drops you down to level one.Take the second passage south and fight more Rats then head eastthrough six false walls before going north to a Puzzlemouth.

    There's another Puzzlemouth two squares west of this one - gosouth and north again to find it. The Riddles are inter-relatedand took a 'phone call to Germany to resolve. I was climbing thewalls for a week and my Thesaurus wasn't helping at all. To thequestion "It flew featherless, into a tree leafless. Who ate it?"The answer is "Sun". To the question "A woman came mouthless andate 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 passagewhere Rats are waiting. Ignore the Teleport to the south as itmerely 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 ofthe Party is a Puzzlemouth. "What has no body but is stillvisible?" answer "Shadow". The rocks to the north disappear. Thereare Purpurslimes (yes, that is the right word!) waiting to thenorthwest and east. Once disposed of, go to the western corridorand south through a door to meet another set of these strangelynamed monsters.

    Round a couple of corners to another Puzzlemouth. To the riddle"Neither air nor wind are as fast as I, I travel through worldsnever seen by human eye. I am here and there in seconds", forget

    turning up your copy of Cosmos, the answer is "Thought". The rockssouth of the first Puzzlemouth open up allowing access to Stairsin the southeastern area.

    Entry point on the fourth level is heading north in the easternhalf of the level. There's an anti-light square on the thirdsquare up just before the door. Ignore the Teleport in the passagesouth beyond the door as this takes you right back to a sarcasticRiddle Master. Enter the door that leads south to find aPuzzlemouth. "Once white as snow, then green as clover, then redas blood. You know me well". Answer "Cherry"

    The route south down the extreme west passage opens but you mustfight three sets of Skeletons on your way to the next Stairway. Inaddition 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 thesecond door. Then through a third door in the west to fightPurpurslimes. North to a Puzzlemouth, "It is a beautiful bridge.No man has ever crossed it. It is a wonderful sight because thewaters 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.

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    2 Go north to find the harp in a Chest to the west. You can usethe 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 toreceive the last riddle. "You do it all the time. It is nothingbut it is everything. It is the greatest riddle of all in theUniverse" (wow!). Answer "Life". I think that you now receive aScroll.

    Back to the Tower to use the harp at the point in the firstcorridor where you hear the Harp. A door opens up to the south.Head west fighting one set of rats and discover 2158 Gold, ASickle of Returning (Boomerang), a Pipe of Levitation and a Wandof 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 toplay the Harp as there are 19 separate pieces of music with someintriguing titles, I was quite loathe to hand it back!

    ~PHARAOH'S TOMB

    Be ____ well prepared with Rations and potions before entering theTomb. The wall closes behind the Party after the first Puzzlemouthso the only way out is via the correct Teleport after umpteenbattle or in a wooden box back to Shandra (and that's presumingyou haven't "died" earlier in the game and blown your resurrectionstaff).

    Map reference 290/270

    Map Nine areas - Entrance area 7 x 11: Then 18 x 18: There arethen six Shrine areas which all appear on the same Auto-Map soit's either six times 21 x 10 OR one 43 x 32. The final gravesarea 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 wallcloses behind the Party. At the junction go east and south todescend stairs to a new section. Head east through a door and keepeast to meet your first, but by no means last, encounter withSkeletons. Through the next door and round the corner to find aChest with a Sun Key.

    Back upstairs now to go west and south down the next set of Stairsto another point in the next level. North to find a door where youneed to use the Sun Key. Fight more Skeletons through this door.Keep east till you find a long passage leading north and pass overfour 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 youto separate areas in the Shrine level. Each of these relate to thename of a God and it is under these names that I'll explain each

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    section. Firstly the eastern Teleports north to south -

    GEB - Entry point is in the northwest. Head east after the firstdoor and, passing a door south, fight Skeletons in the northeast.Return to the door south and go west, fighting Skeletons through adoor west. South and then east again and another battle beforefinding a Puzzlemouth. Say "Geb" and the wall opens to the east

    allowing progress north. Battle with Mummies and Skeletons toallow you free access to a Chest containing the Armour of Geb.Through the door east to find the Teleport back to the Red Circlesquare just north of the original Teleport.

    BALA - Same entry point. Once through the third door head north tofind the enemy through the second door north and again in thenortheast area. Back to head through the door south and headprogressively east to find another Puzzlemouth. Take time out todispose of Skeletons to the north just before you enter the doorto the Puzzlemouth. Say "Bala" to go north. After the battle finda Black Necklace in the Chest. Then teleport back to the Red

    Circle.

    SOBEK - Same entry point. South then east stopping only to bashSkeletons hiding behind a door to the north in the southern centreof the map. Then north. Skeletons again behind a door west in themid-eastern area. West past one more set of Skeletons to say"Sobek" to the Puzzlemouth and the battle. Find a good Longbow inthe Chest.

    Now the Teleports to the west in north to south order -

    NUT - South then east just past the first door. Go north toscatter the Skeletons before continuing south and east. In the

    southern passage take the passage north to find another set ofSkeletons then regain passage and south before going north to thePuzzlemouth. Say "Nut" and it's the same format. In the Chest is aRobe.

    HARACHTE - Yes, I think they did miss an "I" out but when you seethe Levitation (sorry - Lavitation !) Scroll spelling you knowthat Thalion's Quality Control lost some vigilance somewhere alongthe way. Same entry point and same scenario. Three sets ofSkeletons to bash before finding the Puzzlemouth in the southeastand saying "Harachte". In the Chest is the Staff of Harachte.

    GALA - This area's a little trickier due to the Spinners. Watchyour Compass as there are two down the central corridor andanother in the central southern area. Again three sets ofSkeletons to find before locating the Puzzlemouth in thesoutheast. Say "Gala" and find a Broach of Gold and Diamonds inthe Chest.

    Now we're done with the Teleports so it's back to the northernpassage to continue west. You will turn south, keep south andignore the passage west for now. In the passage south go the endof each alcove where you'll be asked to show each of the Treasuresobtained from the Chest. There are three in this area - Geb, Balaand Sobek. The other three are to the west of the map.

    En-route to the Harachte, Nut and Gala alcoves find a Chest in thenorthwest containing a Rope and a Spade. Battle with Skeletons

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    just south of this point. In the southwest area is also a Chestcontaining a Rope and a Pickaxe. You'll fight Skeletons beforereaching the chest.

    Upon showing the last Treasure return to the northern passage tofind the way open to a Teleport. Enter this to be taken to theGraves area.

    GRAVES AREA - Entry point is in the southeast heading north. Youcannot pass the light ahead of you. Enter a false wall just beforethe light to either east or west. Skeletons are waiting for you.Head north after the fight a couple of strides and return througha false wall to the original passage having bypassed the light.

    There are loads of crossroads in this area. Salient points arethat there are two spinners at crossroads, one around the centralnortheast and another in the southwest. Another spinner in thecentral northwest area is next to an area with doors galore. Thereare Mummies and Skeletons to fight here. The light in the central

    north passage Teleports you to the bottom of a passage in thenortheast. One light in the southwest Teleports the Party slightlysoutheast, not far. And the light next to where you land sends youback again.

    There are three sets of Skeletons beyond the false wall. One setin the northeast and the other two to the southwest. Theinteresting section is to be found in the northwest area of themap. In the central west find a door north with alcoves each side.As you pass through, the wall will seal behind you. Each alcove inthe passage ahead contains a Chest in which there are Treasuresbeyond the dreams of avarice (thanks to a certain C.Dickens forthe quote). There's far too much to carry so be reassured that you

    can enter Pharaoh's Tomb again and ultimately carry off all sevenChests worth of goodies.

    First you have to get out of here. Rest now and recharge yourHealth and Spell casting points. As you step on the square thatleads to the third alcove the wall ahead opens. Revealed now areMummies and Skeletons plus the dreaded Relanukh. After the battlerecuperate as there is another set of Skeletons waiting outsidenear 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'veloaded your Party up head north to find two Puzzlemouths. Don'tenter 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 wantto 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'snorth into the sunlight. The Tomb entrance is north of the Oasis.Fight the last set of Skeletons and hightail it to the nearestShop 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.

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    Access is gained via a small house. Go past the old lady and southto gain entrance. Entry point is in the southeast heading north.At the Puzzlemouth say "Water". A passage south leads to rocksthat can only be unblocked by "unlocking" eight separate keyholeswhich are located deep within the Swampstation. The water thusreleased clears this set of rocks and another set further along

    this passage. The "Keys" are various precious stones that theParty find in other island locations as well as two actually inthe Swampstation.

    Head north again and take the next passage west. Fight three setsof Swamp-rats in this area. There's nothing else of interest here.Return to passage and head north again before yet again goingwest. The door north yields up more Rats. West again to anotherdoor north to find a Yellow painted circle.

    Not to bore you with the rest of this area. The circles todiscover 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 dittoRed Circle - use Ruby dittoLight 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 theStones have a purpose and can't be sold just like the Gems can. Iwas storing them up for a rainy day and didn't realise theirsignificance.

    Other rock areas can be cleared with a Spade in one instance and aPickaxe in another. In the far northwest is reference to the Runechart that came with the game. Rather irrelevant halfway throughthe game! In the northeast is a Chest that contains a Paper thatgives you the Keyhole/Key relationship described above. Therearen'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 southpassage are cleared. "Action" it to place it in the grey windowand from now on it's much easier to find your way around theisland.

    ~DRAGON KEEP

    Map reference 102/078

    Located on an island northwest of the the island. Travel northwestof 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.

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    Entry point is from the mid south. Head north to meet Bolina, aThief. If you've room recruit him as he's got some useful items.Say "Gelinda" to the Puzzlemouth to open up the wall north. Thedoor ahead leads to a Large Lock which needs an Eagle Key toactivate it. Both the passage east and west have Firebirds waitingto ambush you. The Puzzlemouth to the west needs the answer"Lugthir".

    The password is obtained by seeing a Statue in the northeast areaof the map. To reach it, take the passage east of the Large Lock.Beyond the first set of Firebirds are another four sets in thesoutheast area and two more in the north.

    The Puzzlemouth opens up the wall and the Party teleports to thesecond section of the map. The new area is entered at a crossroadsin the eastern section. To the southeast are two sets ofFirebirds. Through the door west and north to fight two more setsand find a Teleport. Don't enter this yet as it is the route backto 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 oneset of Firebirds. East once more to find two more sets ofFirebirds. South now through a door to another lot of Firebirds.Then south down the passage to another door south. Forcompleteness sake go west and north before entering the door southto blast the penultimate set of Firebirds.

    Through the door south then west, south, east then south and westto fight the last set of Firebirds. In the western alcove is theEagle Key. Use the Teleport in the other passage to land right infront 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 stairsup.

    There's room to map this new section on your Level One Map. Justmiss one square north as you enter the Old Hall of Knights.Through the door north and keep north to fight Firebirds in thenorthern passage. Then through the door west to enter a room witha 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 gotplenty of Tornado spells or scrolls to use on her.

    Once you've overcome the dreaded Dragon go south to find the nestwith the Egg and a Piece of Amberstar. In addition you recover theKey that will unlock the door to the Homeward Teleport onJonathan'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 youreceive a super present - the Flute that gives you the power tocall on the Eagle and thus fly everywhere. One of the first placesto 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.

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    No automatic mapping available but it's only a small area.

    Land on the island and say "Mork" to the Puzzlemouth. Strictlyspeaking you shouldn't pick this information up till you've beento Snakesign Village where the Party can meet with Melchlor. Enterthe Guild to meet Balthar. Say "Quest" and he'll tell you aboutBothor, 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 thethirteen wizards who cast the spell against Tarbos. He's gone toground in a cave beneath the Whirlpool and has a piece of theAmberstar. Leave this area till last.

    Go west and meet Melina and say "Potions", then go south todiscover the stock that she tells you of. You can also buy lots ofuseful potions in the Guild so use that Gold up and purchase SpellRegeneration 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 accelerateTime until she appears then ask about the "Amberstar". She'll tellyou that the original Rangers' Guild is elsewhere, in the Bay tothe right of Crystal, and that there is a piece of Amberstarhidden in the old Cellar rooms. You'll then receive a Rod ofOpening 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 ofPharaoh's Tomb. Make sure you have a Levitation scroll beforeentering.

    Map three areas - all on 19 x 19 Grids.

    Once you arrive on the "sandy" part outside the Mine Entrance theParty has to fight Spiders and Caverats. After the battle read thesign "Doras Mine" then go to the Puzzlemouth and say "Sarod". Thispassword is obtained from Bothor after Donner's letter isdelivered.

    Enter the mine only to fall down after four steps into anotherlevel. Head north then either east or west to discover a Teleportin the south. You are sent southwest. Go through the door northand fight Rats before travelling east. Ignore the Teleport in thepassage to the south of the door east for now. You will need toreturn here when all areas of the Mine have been explored. TheTeleport takes you back to the corridor in which you fell whenfirst entering this level.

    Follow the corridor round then north to fight more Rats. North andeast to meet Spiders. East again and south. At a junction south

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    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 theend of the passage find one red and one blue mushroom. Take theseto Mera's House to benefit.

    Through the door west fight Spiders. Return to the junction andhead 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 southeastcorner. Fight Spiders before wending your way east and then northto battle some Rats. North again through two doors. Keep northonce past the second door and enter a false wall. Follow thepassage round to find a Chest containing a Mine Key.

    Regain the corridor east and make your way to a set of Stairs inthe southeast region of the map. You'll fight another lot of Ratsand 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 bewarethe Spinner at the first crossroads. Initially go south past someRats to discover three torches in a Barrel. Then straight northfrom the crossroads through a door and then east and north to zapRats again. More rats through a door west in the northerncorridor. Keep west to fight Spiders in the west before headingsouth. Through the second door south a "Shadow" drops down infront of the Party. Make his day and keep south. Fight again inthe south at the end of a passage. Then east and north to use theMine Key on a Keyhole and discover the passage out to the freshair.

    Back now to the first level to enter the Teleport mentionedearlier. From the corridor you land in stand beneath the Pit anduse a Levitation spell. You are taken up to level two. Enter thedoor north.

    To the east through the door find a Chest with 546 Gold and someMithral 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 thePiece 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 19Grid.

    Use the Rod of Opening obtained from Annorel (from the newRanger's Guild) to enter from the southeast. Before heading northenter 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 arecursed and weigh tons. Do grab the Robes of Nickademus.

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    North then and through the door to be confronted by three sets ofBloodsuckers! In the alcove ahead find 45 Gold and an Iron Ring.The door to the southeast hides more Bloodsuckers and 23 Gold plusa Buckler. West of the door is an alcove with 29 Gold and a SilverRing. Search all the alcoves in this section to find other smallportions of Gold and Treasures.

    North again to discover a Staircase down to the next level. Beforedescending go west and through a door north to find 89 Gold and aGem. More vital Treasure is to be found going east and keepingnortheast through a false wall to find another Staircase down.This leads again to another section of the lower level. Enter thedoor west of the staircase to open a Chest that contains 7 Torchesand a Rusty Key.

    Return to the first set of stairs and descend into a smallisharea. Make your way east to find Ranger bones and lots of usefulitems plus 348 Gold. In the north of this section are a set ofBloodsuckers.

    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 thefirst set of alcoves north and south to pick up loads of usefulHerbs. Keep at least one Packet of Herbs to give to Atacar in theCave of Manyeyes later in the game. Through the door east toencounter Bloodsuckers and again through the second door south. Goright down to the southeast to polish off another set.

    Use your Pickaxe on the Rocks to the west and fight two more setsof Bloodsuckers before using the Rusty Key on the Keyhole in theWall. A door is created to the south. Enter it and go norththrough 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 onlybe reached by flying on the Eagle or by use of the Windgates andyou can't use those unless you've got the Artefact that's insideSanri's Temple!

    Map Snakesign on a 15 x 15 Grid.

    There are four points of entry to the Village, north, south, eastor west. In the southern area meet Melchlor, a Monk who tells youabout Sansri the Goddess of Snakes. Say "Mork" and "Temple" forfurther information. Note the ladder leaning against the lockedwindow for a smile later on upstairs in the Inn.

    To the west is the Food shop, rations here only cost 5 Gold sostock up here in future if money is a problem. In the northwest isa Healer who you'll need if you haven't equipped yourself with theappropriate healing Herbs once inside Sansri's Temple. To thenortheast 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.

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    In the southeast is a Shop that sells an item you'd have givenyour eye teeth for earlier - yes, it sells Lockpicks amongst otherthings! Programmers can be right so-and-so's now and then.

    In the centre of the Village is the Tower Inn. Speak to the youngman inside to learn that, once inside the Temple, stepping on theSnake symbols causes the male members of the Party damage.

    Upstairs meet the Landlord's wayward wife who seems to thinkWoodpeckers 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 untilMidnight then slip into the Temple after fighting Snakes. In thenext room there's a Pit to the east that you should avoid. Itdrops into a small sub-level with three Teleports. The northernone takes you back into Snakesign Village and the other two takeyou into the vestibule.

    Going west you will receive damage as you pass over the Snakesign.Fight more Snakes before passing through the door north. MoreSnakesigns in the next room but head north via either east or west

    door. The Statue you pass advises the Party that it needs to findeight 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, 875Gold, Brooch of Luck, Iron Ring, excellent Armour of Endurance anda super Scimitar (these things cost a fortune). You cannotprogress north now without entering false walls to the east andwest. These by-pass the closing walls. Both the eastern andwestern 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 fullyexplored. Head south fighting two sets of Snakes. Look out for andavoid the Snakesigns in the floor. You can get through by enteringfalse walls. Eventually you'll see a passage south that leads toStairs up to the Left Tower. To the west and north at this pointis a set of Snakes to dispose of.

    You enter the Left Tower from the southeast. Head north at thejunction and find a Puzzlemouth with the sign "T" in the easternpassage. Regain the corridor west and enter the door north to getan "E" sign. Along the corridor passing through an anti-magicsquare then relight your lamp and head north and pass through a

    Blindness trap before fighting Snakes. Onwards over a Snakesign inthe floor.

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    In the northwest search the corpse for 621 Gold, 4 Torches, 2potions, a Snake Ring (which is needed on the lower level, youmust ensure that the Ring is actioned by a Female character) andclothing. 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 tothe west do. Going south fight two sets of Snakes and again youcan side-step the Snakesigns in the floor by the use of falsewalls. Same scenario as before with Snakes to the east beforeclimbing up into the Right Tower.

    Enter the Right Tower from the southwest. Through the door northis the sign "N". East and north to fight a set of Snakes beforeentering the door west for an "R" sign. Fight two more lots ofSnakes before encountering a Snakesign in the floor and a PoisonCloud trap beyond. Enter the door for an "S" sign.

    Back now to enter one of the two down staircases. Entry is in themid-north. Gain the main corridor via a door south and firstlyexplore west. Through another door south after a few bends. Fightthe Snakes and walk through the Snakesign maze to find anotherdoor south. Once through you'll see two adjacent doors. Theeastern door leads a scrap with Snakes and the southern one toanother door south. North of here use your Pickaxe on the Rocks tofind, I think, a Small Golden Key.

    South again to find a door and use the Golden Key. Fight moreSnakes then over the Snakesign to discover three alcoves and aStatue. The message on the Statue says "Sansri". The centralalcove 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 ofWaterwalk, Bi-handed sword etc. The two other alcoves should beentered 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 beconfronted with moving walls. Make your way south watching out fortwo Snakesigns in the floor en-route. Through three more doorssouth, fighting a set of Snakes after the second door, to enter afalse wall going east. Once in the false wall head north theneast through another false wall then south to gain access to apassage east. To the north in this passage talk to the Puzzlemouthto get the "S" sign then use your Pickaxe on the Rocks to thesouth to step on a Pressure Plate that triggers an opening in apassage to the west. To access this opening return to the firstfalse wall and go south to see the opening to the west.

    There's a Stun Gas trap before confronting the Puzzlemouth andsaying "Serpents" which is the result of the sign anagram. The wayopens into the Inner Temple. Fight the Snakes then action theSnake Ring, only a Female character can do this, to enter theThrone Chamber. After the battle look behind the Throne to findloads of Treasure, Gold x 2563 & 2857, the Wind Necklace, Sansri'sCollar and Whip.

    Enter the wall behind the Chests to find the Piece of Amberstar tothe right and the Pact between Marmion and Bralkur. There's also

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    another 4256 Gold which I doubt you'll be able to carry. Make surethat you've mended and healed everyone before entering theTeleport as there's a further three battles ahead before the Partycan leave by the final Teleport. Now you can use the Windgates oruse 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 bewell equipped with Potions, Rations and Light spells beforeentering. There is no way back until the castle has been found andexplored. However - should entry be via the Windgates a key isneeded, as the key is only to be found on the other side of thedoor ... you do need to first enter by the Whirlpool but can

    use the Windgate if you need to return rather than go through thepain of walking through the Marshes.

    Maps - the cave area needs to be hand drawn and it's a bit of apig. I've attempted below to show roughly where the places ofinterest 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 asthey cause damage. You'll almost immediately encounter an Octopusor two. These beasts have something in the region of 700 hitpoints, they are really tough cookies. I think that there arearound 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. Ifyou're weighed down with Gold there's a good chance to get rid ofsome by buying a Scimitar from the counter. Say "Aching" after

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    greeting him and give him a Packet of Herbs. He tells you aboutthe Treasure Map hidden in a tree close to his brother's grave.Say "brother" and "Manyeye" for more. The tree is located south ofthe grave with the fresh flowers.

    The map shows part of the cave with a Volcano at the centre. Thisis 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 aMace.

    Still in the Village visit the house to meet Sheba, a level sevenRanger, talk to her to learn the story of Manyeye. If you've aspare slot recruit her otherwise it's off to find the Castle viathe Volcano and the Treasure. Doubtless you'll encounter manySwamp creatures on the way. Go southeast then west, north andwest through a Marsh then south past the sand through anotherMarsh. 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 Partyas you walk forward. At the first crossroads go west and southinto an alcove to search Bones and find lots of Treasure includinga Tower Shield, a two-Handed sword, a Metal Helmet and Plate Mail.Head into the southwest region to fight Skullhunters and use yourPickaxe 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 youtrigger the Pressure Plate by stepping on the Symbol in the northbefore leaving. These Pressure Plates open up walls in aparticular area later in the Castle.

    Return to the entrance crossroads and go into the southeasternregion. Again just one set of Skullhunters here and, to the northfrom the fight, a set of Stairs up. Up the stairs you find a girlimprisoned in a cage. Dispose of the two Mutants before hearingher story. She can't be released until the Cell Key has beenlocated. This will be found later in the Castle. Before leavingenter the north wall of the Cage room to step on the Symbol.

    In the northeast find another gang of Skullhunters. Beware of aspinner at a crossroads in the mid-east of the map. Go west atthis point, fight more Skullhunters and find a Red Statue. Examinethe Statue twice to find two Gems. West and south of the statueclimb to the stairs.

    At the top of the stairs go east to find Melgrim's Diary. Now westto the Knights Hall, note the wine goblets - brrr. There areSkeletons in the southern room but avoid the Pit as it dumps youback outside the castle. In the northwest open the Chest todiscover the Cell Key that'll allow the girl in the Cage to bereleased. There are two sets of Skullhunters to dispose of. In the

    south is a Bedroom with a Chest that contains 6420 Gold but moreimportantly a Master Key for use on the next level. It is to thisarea that you will need to return once all the Pressure Plate

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    Symbols have been activated.

    Back then to release the girl only to find her transforming into aDoppleganger. Defeat the monster to be rewarded with a Necklace ofDefence and be thanked by the girl's spirit as she transforms intoa 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 goingthe northern or southern route. Travel clockwise round a series ofStatues that give, collectively, the following message - " Find.The (beware the spinner between this statue and the next) Secretdoors. Meet him. Way. Is. Manyeye. From. Only. Escape. The". I'msure you get the gist. Back through the door and north to find aTeleport. Bash the Skullhunters before entering it and be sentinto the northeast area of the map. North to fight Skullhuntersthen east and south to use Pickaxe on Rocks to expose more Stairsup.

    Upstairs read the sign on the door "Transporter Room". So this isthe place referred to in the Diary. To the north is a room withthree Teleports. The western passage has a door west. Fight theSkullhunters then go south through a false wall to step on anothersymbol. Avoid the centre of the three Teleports, it's a trap. Thepicture on the wall says "Transformer defective, please do notuse" Ho ho ho, Thallion! The other Teleports say something aboutNew Force.

    Back down to go right into the northeast corner and enter aTeleport that returns the Party to an alcove in the southwest ofthe map. Retrace your steps to the place where you firstTeleported and go west. Look out for a spinner at the crossroads.

    Keep west then north past Skullhunters and round to anotherstaircase up. The sign upstairs says "Storeroom" and there arePackets of Herbs to be found in the northwest barrel. FightSkullhunters then find loads of Herbs in the northeast. Enter afalse wall and in the southeast step on the final symbol. Beforereturning to the stairs in the centre of the map explore themid-north area to find four alcoves. From west to east the alcovescontain Armour & Robes, Weapons, Helmets and then Five Torches &Six Potions. There are a set of Skullhunters to the west of thealcoves.

    Back upstairs to find that a passage has opened up in the northallowing the Party to progress. But first you must go through aseries of traps. A Blinding Light in the first room and a GreenMist in the second. Finally Poison Gas Spores causing you Diseasein the third.

    Onwards then to enter the next Level. Entry point is from thesoutheast. Proceed west, onwards through a false wall. Should youexplore the northern passage first you find a message saying "Ifyou find no way search where it is not possible". Once through thewall another message to the north of here says "You will see atthe centre, the centre, and next to it is the only true way togo".

    Make your way southwest to find three Teleports. The western onetakes you into the northeast area where you find three moreTeleports. Use the centre one here as the other two transport you

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    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 thestart. Now in the third room are three more Teleports. Once moretake the centre Teleport to the room south and fight Mutantsthere. Go east and south to discover a Chest with a Piece of theAmberstar plus ten Gems. Return west to Teleport back into thesouthwest.

    Back again in the southwest take the eastern Teleport to betransported to the northwest. Immediately fight Mutants. Beforegoing north to Teleport back go south and through a door east todiscover 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 levelone needs to be to learn some of these as even at the end of thegame before the final confrontation I didn't have enoughexperience to learn some of these.

    Once loaded up return to the north to be Teleported back and nowenter the Middle Teleport to be transferred to the mid northeastof the level. Travel south passing a group of Mutants and thennorth. Ignore the door north for the moment and go south againthen west past more Mutants. Continue past the doors north andsouth, there's nothing behind them, to the crossroads wherethere's a Spinner. To the north and through the door east aretwelve Potions to be found. To the south and through the door eastare two Iron and Silver Rings plus a magical Necklace and Dagger.I didn't enter either the northwest or southwest Teleports, at aguess 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 knownin SSI games as a Beholder). Cast Anti-Magic spells at him andyou'll win the day. After the battle you receive the Gate Key andgain a Windgate Necklace. Leave this room to head north and eastto use the Gate Key on the door east that leads to the Windgateand 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 jointhem together. This then provides the key to let the Party enterthe Fortress of Godsbane and thus to the endgame battle. Thepieces must be laid in a strict order. Failure means gameovertime. 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

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    ` 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 samewindow 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 accessibleby Air Eagle. The building near here can be explored at any time.There are a few Skeletons and Ghosts to vanquish and one or twoTreasures to find.

    Map three levels, the first on a 38 x 38 and then the Tower andCellar levels both on 13 x 13 Grids.

    Entry point is from the mid-south. Once through the first doorpossession of the reunited Amberstar will open the second.

    At the junction go west. Be wary down this corridor as at eachcrossroad there is a Spinner. In the southwest are two sets ofYellowslimes to fight and a third set up the first passage north.Head north at the final crossroads of the Spinner corridor and goeast. Down the third passage south is a Chest containing a host ofgood Scrolls, Hurricane, Earthquake, Conversion of Dust, twoReincarnation and Salvation Scrolls plus a Magic Sphere and twoPotions.

    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 westdisposing of Yellowslimes in the north. Through the door westround a twisty passage and fight another set before passingthrough a door north and finding another load of Yellowslimes. Tothe west is another set but your way lies east. Make your wayeast then north meeting two sets of Yellowslimes. Then west andsouth past another set before entering a door south in the centreof this area and flattening the final band of Yellowslimes. Hopdown the stairs into the Cellar.

    Go either east or west in the Cellar to find doors east and westand battle a set of Yellowslimes in each room. The passage northin the centre of the southern corridor finds Bralkur blocking thedoor north. Fear not, he's easy to beat. In the Chest beyond is aDisintegration Scroll and a Staff of Runes which serves as the Keyinto where Marmion meets his nemesis.

    Return to your entry point on the first level and go east till youfind the door north. Fight Yellowslimes - save your magicspellpoints as these guys are resistant. Then west and north to goeast through a door. South here through a door south then east.Through two doors north to find an area with four Teleports in thecentre.

    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.

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