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AMBERSTAR - Thalion
Playguide by Brian Burke
Parry prowess, Read and Use Magic scrolls, Swimming, Pick Locks,
Find and Disarm Traps to be increased.
~Movement over the Map.
At an early stage it is advisable to buy a horse from the Stables
in Twinlake. This means that you only lay out 150 gold for your
single character. Subsequent additions to the Party all clamber
upon the back of this poor creature without detriment to its
performance! If you've two characters when you buy a horse then
it's 300 Gold and so on. Having a horse means that Rivers can be
crossed without losing Life Points by not having sufficient
swimming skills. You'll also not be allowed to enter Lakes or the
Sea. To enter Woods and Forests though you must be on foot so
will have to park Dobbin in a place where you can find him (her)
again. Think I'm joking? - this is a BIG game.
Twinlake offers Rafts for sale but two of these are to be found
for free. One at the end of a jetty on the western shore line and
another in the north west of the map. A Boat, on the other hand,
you have to buy at some point. As these cost 5000 Gold it'll be a
little time before you acquire one. Whilst this sum of money can
be found in Crystal I recommend that you use that to fund other
purposes first. Boats can be bought in Crystal or from an
extremely remote island in the north west.
Later in the game a "Blue Disc" can replace the horse and best of
all the ultimate way to travel is via your own tame Eagle - shades
of Questron (no gambling in this game though).
Finally there's a method known as "The Windgates". These are
croquet type hoops that transport the Party, from a central island
to the south of Twinlake, to locations that are close to points of
interest. Before the Windgates can be used the artefact that
enables them must be obtained. There are two of these to be found.
~Fighting & Character Promotion.
As usual sending the baddies to their version of Valhalla is the
only way to gain Experience. Entering each relevant Guild gives
your character information as to how many points are required to
reach the next level. Each promotion costs so have your purse
available. Some classes cost more than others.
At each promotion you are invited to allocate points to the
disciplines I described above. Briefly these should initially be Warriors - Attack/Parry skills
Thief - Pick Locks
Paladin - Read and Use Scrolls OR Attack/Parry
Wizards - Read and Use Scrolls
There are also Monk and Ranger classes which I did not employ but
who are available in the game.
Misreading the manual I mistakenly thought my Human character
could enter a multitude of classes so when I'd acquired 30
experience points I beetled into the Warrior Guild for my extra
skill points and to receive my extra Life Points. When I then
tried to enter another class and was turned away I was
inconsolable. In the event I was well pleased as I set up my
Battle formation with a Warrior at either side of the first row
Frankly, apart from Torches and empty Flasks you can find most of
the armour and weapons as you go. Torches are essential to
progress in the Sewers and Cellars. Unless they're lit the Automap
facility will not register and you simply can't see. Once an area
has been mapped then by all means save your stock and alternate
between map and direction arrow mode as you retreat or re-enter a
previously mapped level.
The weight problem and the sheer number of objects, potions and
scrolls you find will have you scuttling through areas more than
once. For this reason it's as well to have a manual version of
the on-screen map to hand.
The fact that an object is "special" will become apparent by
virtue of its resale price. In Twinlake and Snakesign are Wise
Men who will identify those items. Beware as once identified they
won't look at that item again so to quote Terry Wogan "Write it
down". Each object costs 250 Gold so best to save outside the shop
and restore when you've submitted those objects you want
Identifying.
I won't claim this list as exhaustive by any means but here are
some notes I made ~Armour `Object _____________ Attribute ____________ Class
`Metal Helmet ..
Shield 6
`Horn Helmet ..
3 + Damage 2
`Iron Ring ..
1
`Brooch of Gala..
1
`Hat ..
1
`Armour of Geb..
10 + Strength 15
`Chainmail ..
8
`Banded Mail ..
10
`Mithral Mail ..
12
`Girdle of Thieves .. 9
`Robe ..
2
`Robe of Nut ..
5
`Robe of Nickademeus ..
`Necklace of Bala .. 2 + Damage 2
`Silver Ring
Picklock Skills
`Dagger
Damage 4
`Assassins Blade..
18 + 10 Speed + 15
`Shortsword ..
8
`Morning Star ..
14
`Firebasher ..
15
`Icebiter..
20
`Two Handed Sword.. 20
`Simitar ..
25
`Sickle of Returning 20
`BucklerShield ..
2 + Damage 2
`Tower Shield ..
12 + Life Points 5
`
+ Reincarnation 5
Rations are obtainable from Twinlake - cost 15 gold, Crystal cost 12, Gemstone - cost 10, Snakesign - cost 10 or Manyeye Cave
Village - cost 30 gold. An alternative to spending money on
Rations, but effective for Life Points only, is to bathe in the
Healing Pools found in the Crypt which is located in Twinlake
Cemetery.
~Building a Party.
There are a number of characters in the game who are willing to
help you solve your quest. Frankly you'll get absolutely nowhere
without them. Here is a list for your recruitment campaign Character ____ Class ____ Where Found
Drobonir - Warrior - Gemstone Inn
Trasric - Black Wizard - Crystal - Jewel Inn
Grylan - Paladine - Crystal - unclassified & weak at first
Silk - Thief - Twinlake - Dragon Inn
Satine - Grey Wizard - Tower of White Wizard Guild
Boldina - Thief - Dragon Keep - Castle of Gelinda
Melchlor - Monk - Snakesign Village
Crag - White Wizard - Tower of White Wizard Guild
Sheba - Ranger - Cave of Manyeye village - in her house
Spike the Dog - Animal - Twinlake - in the kitchen of your home
Shir'kar the cat - Mera's House - garden
You certainly need Black Wizard skills. A Thief is essential.
Characters with Grey & White Wizard ability are also vital. I'd
suggest that the Warrior is your number one recruit.
Build your initial Experience points by walking over or sailing
under bridges. Make sure the Warrior and Black Wizard are with
you. This way you fight single Bridge Trolls on a random basis.
Fighting the first Rats in Twinlake Sewers is also good
preparation for your characters' first promotions. It's important
to get Life Points under your belt to eliminate the frustration of
early deaths.
~General Hints.
It took me ages to realise that, although I could click the mouse
button on Clothes and Weapons to take them from the Inventory and
place them on the Figure, in order to action say, a torch, I had
first to click on the Hand icon in the lower right of the Monitor
screen and then on the Inventory item I wanted to action.
The game isn't exactly linear BUT it is true to say that some
places are easier than others. My explanatory is in the order in
which I tackled the game which isn't necessarily the easiest path
but I do know and will advise which areas were hard.
There were two scenarios where doors closed behind the Party
irrevocably. This is no fun when there's only one saved game and
it's midnight and you know that it'll take ages and three days to
get out in one piece. Not only that but you don't know if you've
enough Life Points and equipment to stay the course! The two
places are - Pharaoh's Tomb and The Cave under the Whirlpool. This
latter area should be left till last as it's quite (British
understatement) tough.
You will need to leave areas from time to time in order to unload
your Inventory. Keeping a note of your characters' Experience
Points will enable you to see just when they can gain those vital
additional Life Points and Spell Casting & Learning Points. All
this takes time. Until you acquire the Map Locator in the
Swampstation to facilitate this activity it's a task that you have
to live with.
When learning
of "SSI type"
next it's OK.
successful or
Read signs and Signposts as these will give you trigger words in
your speech Inventory.
~TWINLAKE.
Map Reference x axis first then y - 210/215
Town area can be mapped on a 32 (horizontal) x 28 (vertical) grid.
Your start point is in Twinlake graveyard standing close to the
grave of your parents. Use the "Eye" icon to look around and head
northeast to find the Crypt. Use the "Zzz" icon to advance time
and stop when Gwendoline appears.
Read the notice outside the Crypt first and make a point of
reading these and the signs outside Shops and guilds as you come
across them. They give you keywords also and thus facilitate
conversation. Hang around till midday to meet Gwendoline. She's
pretty distraught. Say "Hello" and watch the keywords for further
conversation.
She requests that you obtain the Flower (Rose) of Sadness which is
to be found in the Halls of Peace. She doesn't know where this is
but if you talk to Olfin, who's to be found in the Jewel Inn in
Crystal, he'll be only too pleased to tell you that this is a cave
entrance located northeast of Crystal in a rocky but desert area.
Staying in the Crypt note the two Healing Pools and advance time
to midnight in order to meet Sir Marrilion, Gwendoline's better
half. Speak to him of Gwendoline to obtain the Key to the Tomb.
In here find a Sword, Armour and 589 Gold. Both Sword and Armour
can only be used by a Paladin so it's best just to take the cash
for now and return later for the other stuff. There's a little guy
in Crystal who's dying to get his hands on these things. More of
him later.
Leave the Crypt and head for the Cemetery exit in the southwest.
The only other thing of interest here is a statue in the southeast
of the graveyard. Entering the town brings up a different
perspective and enables the Auto Mapping facility. Click on the
icon to see where you've been. A super assistance to manual
mapping.
The first place to head for is your parents' home. This is located
down a passageway which is off the lane opposite the Shop and past
the Food Shop. You will meet Sunni, a small girl, in this area.
Say "Hello" etc to learn that she has lost her pet cat Felix.
Whilst she makes reference to the Cemetery the poor feline is
actually held prisoner in the Sewers. The reward when you return
Felix is that the lead character in your Party at the time learns
the gift of talking to animals. She also offers to sell you Hats
at a price of 3 Gold.
But before you enter the Sewers you have lots to do first. Use the
Key on the Lock of your parents' home. Enter. In the Dining Room
find a Magic Picture in an alcove to the right behind the table,
use the "Eye" icon. Actioning this transfers the picture to the
large grey area in the mid-right of the screen and enables you to
see if it's night or day.
In the Kitchen you meet Spike the Dog. When you have the gift of
talking to animals he can join your Party. He's great at Rat
eating but I never found anywhere that enabled Animals to be
promoted so his Life Points always stayed at 40. Better really to
develop another class of character but useful in a battle until
you fill up all six slots.
At the end of the long corridor in the northeast find a Chest
with a small Key and an old Robe. Use the key in the Bedroom to
the east and find a Wardrobe stuffed with 487 Gold, Armour,
weapons, a potion and Boots.
Leave the house and head south to find the Dancing Dragon Inn.
Talk to everyone in here. One guy is an old friend and refers you
to Jonathan's House (note the spelling) which is located to the
nor' nor' east of Twinlake - tucked just in the trees. The key to
the house is in a bush at the side of the path to the house before
you enter the trees. Jonathan's house is an entire separate area
and should not be entered until you have found the crowbar which
is to be found in a barrel. The barrel is located near the top of
the steps which lead down into the cellar. Again the cellar is a
completely separate area which, in time and the right key, links
up with Jonathan's house. More of that later.
In the Kitchen meet the Cook and say "Quest". He wants you to find
his ring. Recovering it from the Sewers means that he gives you a
Crystal Ball in exchange. This should be actioned when your Party
is trekking through the woods and you're hopelessly lost. It
provides an aerial view of the surrounding countryside, just
enough to get your bearings. It does have a limited usage so I'd
suggest saving the game prior to use then restoring and heading
off in the right direction.
In the area to the north of the Dining room meet Breth, who's mine
host. In the cellar you'll find an old Wine Bottle for which he'll
pay you 100 gold. Accompanying him will be Silk. He's a Thief and
well worth recruiting. He's carrying three lockpicks for a start.
Only use these if he fails to open chests or locks by hand. Ensure
that you develop his Lockpick skills up to 95% before any other
skill then concentrate on Search. Also in the Inn is Cyrlis the
Cat. When you've acquired the gift of speaking to Animals she'll
tell you where to find the hidden door to the Thieves' Guild.
It's really not worthwhile staying in an Inn as it only costs
money and you can rest just as effectively outside the city or in
If you say "Potion" to Shandra and give him an empty flask he'll
mix you a Healing 5 potion, very useful in the early stages when
you're trying to build experience stats.
In order to start acquiring those vital points head south from
Shandra to visit Karwain, the Lord Chancellor. Say "Hello: Quest:
Sewers: Key" to obtain the key to the Sewers. You'll have passed
this door en-route from the cemetery.
The Shops in Twinlake sell Rations and Arms. In the Armoury shop
is also an item called a "Bernstein". This is a translation error
from the original German as in English it means "Amber" which you
need when you enter the Swampstation area.
In summery we've now identified the following sub-plots/quests:
1. The Sewers
2. Dragon Inn Cellar
3. Jonathan's House
4. Halls of Peace
5. Tower of Grey Wizards.
I've listed the above in terms of difficulty.
Presuming that you're still alone, now is the time to recruit some
assistance. A Warrior and a Black Wizard are necessary for sure so
I recommend that Gemstone and Crystal are visited, in that order,
before coming back to Twinlake. As stated earlier this is a big
map so it'll take a couple of game days to find Gemstone.
~GEMSTONE.
Map reference 129/369
Map on a 19 x 19 grid. Entrance door is in the south.
Located in the southwest, tucked between two mountain ranges.
Not a great deal to find here. There are
Shops. One, in the east, sells Tools and
Pickaxe. The crowbar you should already
in Twinlake. In northwest of the town is
a couple of specialist
for sure you need a
have from the Dragon Inn
a Jewel shop. It can be
In the kitchen meet Erek the cook and the Landlady who directs you
outside to meet Orlando. He's a bit busy right now but will
help you once you present him with a Golden Wine Goblet. The
Goblet is hidden in his Cellar. In return he presents you with an
Old Key which will open up the keyhole in the wall which is
en-route to the Paladin Guild in Crystal. Before you go charging
off into the cellar your Party needs to obtain a few promotions
first so keep exploring the rest of Crystal for now.
Leaving the Tavern head north and east to find a Shop. In the shop
is an old woman and the shopkeeper behind the counter. The woman
warns of the dire consequences of visiting Dreblin, the Lord
Chancellor. Don't be tempted, as I was, to waste your precious
lockpicks on either the door to his room or the Chest in the room.
In the Chest is a sarky message that says the equivalent of "Yah,
Boo, Sucks". This shop is open all day every day and you and the
sarky shopkeeper will do good business together.
Head east to find the Market area. To the lower east here find the
Ration Shop. A place you will visit frequently as it's easier to
find Crystal then Gemstone and the price difference is only 2
gold.
To the northeast of the Market down a passage meet Firlas. Poor
fellow has lost his Bone of Wisdom in Twinlake. Your reward for
safely returning it is a Runic message and more importantly a
Piece of Amberstar. But first you must complete Twinlake Sewers,
return Felix the Cat to Sunni who gives you the gift of talking to
animals and then recruit Spike the Dog from your parents' kitchen.
A healing Temple is around here and right in the north is the
Boatyard where you can spend the 5000 gold you've just acquired.
My recommendation is that you save this money for Rations and
suitable armour and weaponry. The Black Wizard Tower is by far too
tough a place for the Party right now.
Moving west you'll see the Lord Chancellor's House in the
southwest. By all means walk in and have a look round. Talk to
his wife, crying in the kitchen, and his son, cowering in the
Bedroom. You won't be able to enter the cellar area yet as the
Seal on Dreblin's Signet Ring is required as a pass key. The ring
is deep within Jonathan's House. Make a note of the four portraits
on the wall in the entrance hall. You need this information later
on inside Dreblin's Cellar area.
Upstairs is dangerous as monsters are lurking in a room there.
Use the Retreat option to escape or at least SAVE before taking
them on. When you "eye" the Globe up here the message is
"Mortals, Look deep into my eyes and see the pain my Prince is
preparing for you. No-one can stop the plans of Prince Bralkur. He
will suck your soul from your body the way you suck an egg."
Fighting talk indeed. The Teleport in the Bedroom takes you
downstairs to just outside the Cellar.
To the north on the western side you'll eventually find the
Paladins' Guild. In here you can buy White Magic scrolls. A
thorough exploration of the Paladin area will have revealed a
Keyhole in the wall. The key for this is obtainable from Orlando
once you've given him the Golden Wine Goblet from his cellar. In
the chest that is then revealed find 657 Gold and another Piece of
Amberstar.
So after exploring Crystal so far there are a few more sub-quests:
1.
2.
3.
4.
5.
6.
7.
Twinlake Sewers
Jewel Tavern Wine Cellar
Halls of Peace (to find Rose)
Jonathan's House
Black Wizard Tower
Dreblin's Cellar *
Temple of Sansri
~*DREBLIN'S CELLAR
This is a tough area and should only be tackled after a few class
promotions.
The cellar is an area that does not auto-map. It contains lots of
monsters which need clearing before you find Dreblin. Mummies and
Skeletons are occupying the Crypt where you will find a key with
which to release the imprisoned Dreblin. The strategy for the
cellar should be to take one monster on at a time and then nip
upstairs to recover, Save, and clear the next one and so on.
In one section you'll come across three graves, one of these
conceals two Blue Mushrooms. These aren't for eating, they enhance
your attributes when administered to you by Mera the Witch. Keep
the mushrooms in your Inventory until you find her house which is
to the west. Find the jetty on the western shore and go southeast
to discover her house and hand her the Mushrooms. Red ones enhance
your Speed and Blue your Strength.
Having noted the portraits in Dreblin's entrance hall is necessary
to complete the Cellar. In the final section Puzzlemouths will ask
you who is The Rooster = Calwell
The Pirate = Maltor
Mourner= Fenora
Blue Pearl = Leonore
You will go through several doors till the Party comes across a
large Water tank. Defeating the Demon here gives you a cage key
with which to release Dreblin from his prison. Wait for the wooden
Bridge to fall into place before entering.
Talk to him to receive a reward for rescuing him. In his chest are
loads of useful things. A clock that you can "action" which will
then show the time in the large grey window on your Monitor
screen. A Girdle of Thieves which considerably aids the picklock
ability of your thief. 1584 Gold. An Iron ring that gives Shield
assistance. Two Swords that'll help attack skills. And of course a
Piece of Amberstar.
----------------------My suggestion now is that you either head west and explore Illien
or return to Twinlake and, with your new recruits, explore the
Sewers. To build up some points before going down the Sewers try
crossing Bridges to fight the Trolls that then appear. Should you
head north of Crystal on the paths you will find the Orcs too
tough for an embryo Party.
~TWINLAKE SEWERS
Located in the northwest area of the town.
Map on a 14 x 14 grid.
Prior to climbing down the ladder search to find 3 torches under
some rubbish by the barrels. Ensure that you have a few torches in
your Inventory. The auto-map will show where you've been if your
light goes out but won't record any fresh territory.
The first brush with Rats is just along the initial passage.
Choose the attack icon to ensure that your Party get the first
hits in, otherwise the baddies bash you instead. Explore every
nook and cranny. Select a Lead Character who has good Search Stats
otherwise you may miss something.
In the south east find a dead body, goodies here include 3
precious lockpicks. In the centre west find the Cook's Old Ring.
Returning it in exchange for the Crystal Ball. In the very centre
is a major battle. Defeat the Rat King to rescue Felix the Cat and
pick up the Rat King's Head. Hand the head to Lord Karwain to
receive 600 Gold reward and hear about Firlas. Searching the east
side of the Lair after the fight you discover the Soldiers who
failed in their mission.
Return Felix back to Sunni to receive the gift of talking to
animals. You can now nip home and recruit Spike the Dog. Guess
who's got Firlas's bone buried in the Garden! Yup. Next time
you're through Crystal drop in on Firlas to return the bone and
receive a Piece of Amberstar as a reward. The Runes on the scroll
read "Oh Talmit, Goddess of the future! Let me look deep into your
eyes - Find 13 parts - go to the clearing where many rivers wind.
Altar in Forest of Unity - Thank you, Talmit, for letting me see"
After, or indeed during, completion of the Sewers sell your excess
Inventory. Keep the good stuff, buy some more rations, tour the
appropriate Guilds for promotion and head to the next location.
Practically wherever you go now (in an area) you'll need either
Light Spells or Torches so stay well equipped.
The next 3 areas are all much of a muchness in terms of
difficulty. It may be better to go to the Cellar areas before
taking on the Orcs in Jonathan's House so you can build up Life
Points etc.
~JONATHAN BURGAND'S HOUSE.
Map
Map
Map
Map
reference 232/196
first level on a 13 x 13 grid.
second level on a 23 x 23 grid.
third level A on a 8 x 13 grid.
7 Teleports to 2
3
..
9
1.. 2
6..13
12.. 4
16..11
10.. 5
14..15
18..17
8.. 4
The passage winds its way right down to a square room with a
Chest. On the way meet two sets of Rats before encountering
another set in the room itself. The chest is booby trapped so have
someone qualified disarm the thing. Inside are goodies and Black
Wizard scrolls. Somewhere in this area is more Treasure in another
Chest. My records have a note of what you find but not where. In
this chest is a Compass which you should "Action". Direction
notes then appear in the Grey Window on the right of your screen.
Haul the Party back to head north. Firstly on the east side to
find and fight Rats through the second door east. Then north up
the western side. Keep west through a door to fight more Rats and
discover a Chest with Scrolls and other Treasures. The Silver Ring
will give the Thief additional Lockpick skills.
Advancing up the other passage brings you to a Keyhole in the
wall. Use the Tunnel key here to enter the Dragon Inn - Level
Two. Keep north and east to find an empty Flask, Healing Scrolls
and other treasure.
You can continue if you wish through the Cellars to exit
eventually in the Dragon Inn but I'll do that section as if you've
entered from the Inn.
New Quests discovered 1. Swampstation
2. Pharoah's Tomb
~DRAGON INN CELLARS
Dragon Inn located in Twinlake.
Map Level One on an 18 x 23 Grid.
Map Level Two on an 8 x 8 Grid (before it connects with Jonathan's
Cellar)
The entry point is in the mid-north. Turning right follow the
passage north to find a Flask. Then south to a room where there
are doors to the west and east. Explore the eastern door first.
Initially heading south then north to find another Flask and then
south to use a crowbar on a door south.
The door west here leads to a battle with Rats then west again to
go north to fight a Wine Slime. After disposing of this green
mucus you find a few goodies. Head to the small room beyond to
pick up an Old Flask of Wine that Breth, the Innkeeper, will pay
100 Gold for.
Return to the room where the door led west and use crowbar again.
Then north before heading south through a south door to fight more
Rats. East of this point find another Flask down a passage. Then
south again through a door to fight Rats. Go east down a long
passage to enter a false wall and descend stairs to Level Two.
At the end of level 2, which is pretty small find the Keyhole in
the Wall that needs the Tunnel Key from Jonathan's Laboratory to
open up the route into his cellars.
1
4
7
9
12
2
5
10
13
3
6
8
11
14
The correct Teleport takes you north. Head round a bend or three
to find stairs leading to a small passage. There are three of
these. Beware the spinner in the third one.
Going south you enter a large room. Walking only on the bones make
your way to the door in the southeast corner. Through the door
and go west ignoring the Teleport to the east. Half way along the
passage is a false wall to the south. You may have to trigger
this by visiting the Statue at the end of the passage who has the
message "There is no way past me". Twice through the false wall.
Going west at the end of the passage south leads to a barrel
containing eight torches. Head east through a couple of doors to
find and fight Skeletons. The lower ones in the three rooms are an
illusion.
Round and round the passages to find the Statue of the Founder
whose name is "Kasimir". Back and north to find the Guild entrance
and meet Crag, a level six White Wizard inside. Crag has a useful
staff should you choose to recruit. Head east from the guild to
use the password on the Puzzlemouth.
~TOWER OF GREY WIZARDS.
Map reference 090/138
Located on an island off the northeast coast.
Map on a 28 x 28 Grid.
Entry point is in the mid south. At the intersection to the north
the Puzzlemouth is to the north. Go west through two doors and
north through the second door to find two Flasks at the end of the
passage. Head south to find two Mushrooms in one alcove and three
Flasks in another. Shandra, the Wizard in Twinlake, will place
Healing 5 Potions in your Flasks if you say "Potions" to him and
Mera will convert the Mushrooms to Strength or Speed enhancements.
Go north but beware the spinner in the narrow section. There are
three more Mushrooms to be found in a corner to the northwest.
Travelling east then north you discover a passage with five
Teleports. Each one takes you to an independent area in the
Entry point is in the mid south. The Passage turns east at the
Puzzlemouth and stairs lead to the next Level.
}From the stairs head southeast to find a Pit halfway down a
corridor. If you have a Rope now is the time to use it otherwise
just drop down and take the Hit Points. The next few battles are
tough. I suggest that you SAVE before dropping down just in case
the Party is still too weak to take on the three sets of Skeletons
that guard this room. Head east when the Skeletons are done with
and find a door north. There are more Skeletons through the door
and beyond them find 238 Gold and three Torches. Exit the room and
head south to a room with loads of false walls. Cross the room to
exit into a corridor in the northwest corner of this room.
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E W E
E W E W E X E X E X E
Door
KEY - E = Empty Space
X E X E W E W E W E W
W = Wall
E W E X E W E X E X E
X = False Wall
E W W E X E X E W E W
T = Teleport
T W E X E W E W E X E
The Teleport sends the Party west into a corridor where Skeletons
are waiting for you. There's another set round the corner to the
north. Follow the passage east and explore north before entering
the door east. Find a bit of Gold and three Scrolls in the
alcove.
Through the door and into an area with 14, yes fourteen Teleports.
Thirteen you can see and one you can't. Naturally it's the one you
can't see that is the correct one. All the others send you back to
rooms earlier in the level so you have the pain of finding your
way back again. The real Teleport is accessed from the north of
the central pillar. Enter the false wall to be sent into an
alcove.
}From the alcove find Skeletons waiting to the north. Zap them and
enter the door north and fight another set of Skeletons. The rooms
beyond have doors galore. Not only that but there are three
spinners along the central corridor. More Skeletons lurk in the
room to the extreme west. Make your way east to exit this area to
the north. You now follow passages in an anti-clockwise route. At
the extreme northwest is a door behind which is 198 Gold and a
good Helmet. Go south to find more Skeletons with another lot
much further on. Finally enter a door to find a Teleport which
takes you to the bottom of a long corridor north.
Up the corridor to enter a door to the south and Teleport again
into a small room in the east of the map. Through the door and
round to fight Skeletons in the south. Enter another room to
Teleport again to the east. South through the door and head north
fighting Skeletons as you enter another room in the northeast and
Teleport again.
Head south from the next room and head west to dispose of yet more