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AMBERSTAR - Thalion
Playguide by Brian Burke
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
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
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
with the Egg and a Piece
Key that will unlock the
Jonathan's "Lost Island"
There are also four Gems
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.
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.
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
---------------------------------`
-----`
`
----------------`
Sand
Marsh
`
--------`-------`CASTLE
------`
Marsh
`
----------` Grass
`----------------------------
--------------------------
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
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.
2.
3.
4.
5.
6.
7.
8.
9.
Lay
Lay
Lay
Lay
Lay
Lay
Lay
Lay
Lay
Knowledge
the Ally
Master of the Sea
Mother of Life
Falsehood
Friend of Eagles
Evil
Power of the Earth
Mother of Death
=
=
=
=
=
=
=
=
=
Mork
Bralkur
Sobek
Gala
Sansri
Nut
Lord Tabros
Geb
Bala
`
`
`
=
=
=
Harachte
Marmion
Talmit
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)
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