Walkthrough forAmberstar

Playguide by Brian Burke — Part 1

Introduction

Amberstar is a large, colourful and enjoyable RPG. The programmers' objective was to out-Ultima the guys at Origin. Having never played an Ultima game whether they've succeeded or not I don't know. What I can say is that the control system is excellent once you've sussed out that the manual, though seemingly comprehensive, does not provide all the answers to which icon does what. You can't beat a bit of hands-on experience.

The task is to find 13 parts of the Amberstar and join them in a special place to allow the party access to the Fortress of Godsbane and thus smite down the nasties.

The Graphic presentations come in four types of display. The opening scene finds your character in Twinlake Graveyard in an Ultima style scene. Some interior scenes replicate this such as in a house, a Guild or an Inn.

Entering a town or a cellar etc brings up a scene that's a cross between SSI and Dungeon Master. Until a Compass or the Staff of Direction is obtained the only way to tell which is North or South is to use the auto-mapping facility. In Cellars and underground locations the auto-mapping will not work unless a Torch is activated.

Leaving a Town, Cave or Tower brings an overhead view. The game map is very large and whether your Party is walking, riding, sailing or flying you will encounter dawn, day, evening and night changes. Time can be accelerated by use of the “Zzz” icon.

The final scenario is the Battle mode — not realtime. Actions such as fight or cast magic spells and movement can be planned on a character by character basis and a single icon press will carry out those instructions.

Character Set-Up

Although the game starts with a single character who becomes your alter-ego you do need, in time, to fill all six character slots up with a selected group. The character stats need to be created prior to starting the game proper. Be patient and keep the dice rolling until you are satisfied with the figures. Subsequent promotions will enable such attributes like Strength, Attack and Parry prowess, Read and Use Magic scrolls, Swimming, Pick Locks, Find and Disarm Traps to be increased.

At each promotion you are invited to allocate points to the disciplines:

  • Warriors — Attack/Parry skills
  • Thief — Pick Locks
  • Paladin — Read and Use Scrolls OR Attack/Parry
  • Wizards — Read and Use Scrolls
  • Monk and Ranger classes are also available

A suggested Battle formation: a Warrior at either side of the first row with all four weaker characters on the back row. The Warriors cannot advance beyond the second row of the grid. Black Wizards are the guys with offensive spells. White Wizards are the Clerics and Grey Wizards cast defensive spells.

Movement Over the Map

At an early stage it is advisable to buy a horse from the Stables in Twinlake. This costs 150 gold for a single character; subsequent additions to the Party all ride along. A horse means that rivers can be crossed without losing Life Points. However, to enter Woods and Forests you must be on foot, so park the horse somewhere findable — this is a BIG game.

Twinlake offers Rafts for sale but two can be found for free: one at the end of a jetty on the western shore line and another in the northwest of the map. A Boat costs 5000 Gold and can be bought in Crystal or from an extremely remote island in the northwest.

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.

Finally there are the Windgates — croquet-type hoops that transport the Party from a central island to the south of Twinlake to locations 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.

Build your initial Experience points by walking over or sailing under bridges. 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.

Healing and Defence

It's as well to cast Anti-Magic spells as soon as you enter battle and follow that up with Armour Protection and Weapon Power in subsequent turns. Healing your folks when they are poisoned, go mad, blinded, stunned or made ill is a pain and expensive.

Herbs can be bought that offer an “on-line” cure mode. There's a shop in the northwest of Illien, the Elf Village:

  • Dolden — use to heal Poisoning
  • Blueplant — use to cure Madness
  • Redplant — reverses Ageing
  • Drelben — cures Paralysis (stun)
  • Packets of Herbs — cure Sickness (disease)

Using these is much cheaper than the Temple healers. Potions are also available from a shop in Illien to the south of the Herb shop and from the Monks' Guild:

  • Healing 5 Potion — preferred healing potion
  • Healing potion
  • Cure Poisoning potion
  • Replace Spell Points — preferred spell point potion
  • Cure Blindness potion
  • Cure Disease/Sickness potion
  • Cure Paralysis (stun) potion
  • Treat Weapon with Balsam potion

Weapons, Armour and Special Objects

As your Party roots and loots its way through dusty crevices and rusty chests it comes across all manner of goodies. You are limited by the strength of each character as to just how much weight each can carry. The Shops in Illien, Twinlake, Gemstone, Crystal and Snakesign all do reasonable second-hand deals.

Torches are essential to progress in Sewers and Cellars. Unless they're lit the Automap facility will not register.

The fact that an object is “special” will become apparent by its resale price. In Twinlake and Snakesign are Wise Men who will identify items — each identification costs 250 Gold.

Armour and Equipment Reference

Object                  Attribute                 Class

Metal Helmet            Shield 6                  Warriors & Paladins
Horn Helmet             3 + Damage 2              War/Pal/Ranger/Thief
Iron Ring               1                         All
Brooch of Gala          1                         All
Hat                     1                         All
Armour of Geb           10 + Strength 15          Warrior/Paladin
Chainmail               8                         Warrior/Paladin
Banded Mail             10                        Warrior/Paladin
Mithral Mail            12                        All
Girdle of Thieves       9                         Thief
Robe                    2                         All
Robe of Nut             5                         Wizards
Robe of Nickademus                                Wizards
Necklace of Bala        2 + Damage 2              Thief/Ranger
Silver Ring             Picklock Skills
Dagger                  Damage 4                  All
Assassins Blade         18 + 10 Speed + 15 Attack Thief
Shortsword              8                         War/Pal/Ranger/Thief
Morning Star            14                        War/Pal/Ranger
Firebasher              15                        Warrior
Icebiter                20                        War/Pal/Ranger
Two Handed Sword        20                        Warrior/Paladin
Simitar                 25                        All except Wizards
Sickle of Returning     20                        Thief/Monk/Wiz/Ranger
Buckler Shield          2 + Damage 2              War/Paladin/Ranger
Tower Shield            12 + Life Points 5
                        + White Magic
                        + Reincarnation 5         Paladin/W.Wizard

Notable wands and special items:

  • Wand of Winds — creates STORM damage — All
  • Globe of Harachte — creates Light 3 spell — All
  • Pipe of Levitation — levitates Party — All
  • Orb of Magic — creates a Magic Sphere x5 — All
  • Wand of Light — creates light — All

One to avoid even picking up is the Coat of Moira — there are two of these and they are cursed. They also weigh a ton. A Remove Curse spell is the only way to lose them once in your inventory.

Other special objects are obtained by completing sub-quests for characters in the game. Once these items are in your Inventory, clicking the Action Icon on them will make them fulfil their purpose. Some, like the flute received for destroying an evil Dragon (used to summon an Eagle), remain as part of your luggage. Others, such as the Compass and Clock, transfer to the grey display window on the right of the screen.

Character Interaction

You can only learn about your quest from “Talking” to other characters in the game. Some will join your party if you have room. It's possible to drop a character, pick up another one, take all their goodies, then go back and recruit the first one again — a dropped character can be found in the place where you first met them.

Only those characters who speak the same language will communicate usefully. From memory, the only words present in your on-screen vocabulary at the start are “Hello” and “Key”. Keep a record of these as keywords are added each time you talk. Take note of all conversations — some dialogue responses contain keywords required later in the game. The same is true for pictures on the wall of some rooms.

Saved Game, Life & Death

The bad news is that there is only ONE saved game. It's true that you can die once and be resurrected — should this befall the Party your dead bodies are transported to Shandra, a helpful Wizard who lives in Twinlake. He tells you that's your lot, or that he can only help once more.

Retreat when the odds are against you and keep at least one character's Life Points up at all times — preferably a Paladin or a White Wizard. Keep the Rod of Resurrection handy once you've found it.

Resting restores Spell and Life Points, but you must have Rations to consume. Rations can be obtained from:

  • Twinlake — 15 gold
  • Crystal — 12 gold
  • Gemstone — 10 gold
  • Snakesign — 10 gold
  • Manyeye Cave Village — 30 gold

An alternative for Life Points only: bathe in the Healing Pools found in the Crypt in Twinlake Cemetery.

Building a Party

Here is the full recruitment list:

  • Drobonir — Warrior — Gemstone Inn
  • Trasric — Black Wizard — Crystal, Jewel Inn
  • Grylan — Paladin — 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

A Black Wizard, a Thief, and characters with Grey and White Wizard ability are vital. The Warrior should be your number one recruit.

General Hints

To action an object (e.g. a Torch), first click the Hand icon in the lower right of the Monitor screen and then on the Inventory item you want to action.

The game isn't exactly linear, but some places are easier than others. Two scenarios have doors that close behind the Party irrevocably — Pharaoh's Tomb and The Cave under the Whirlpool. The Cave under the Whirlpool should be left till last as it's quite tough.

When learning scrolls, save the game first as some dice rolling takes place — you may fail and then succeed on the next attempt. Save between scrolls as well.

Read all signs and signposts as these give you trigger words in your speech inventory.

Twinlake

Map Reference: 210/215 — 32×28 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. Hang around till midday to meet Gwendoline — 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 talking to Olfin in the Jewel Inn in Crystal will reveal that it is a cave entrance northeast of Crystal in a rocky desert area.

Stay in the Crypt 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. Inside find a Sword, Armour and 589 Gold. Both Sword and Armour can only be used by a Paladin, so take the cash for now and return later. There's a character in Crystal keen to get hold of these items.

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.

The first place to head for in town is your parents' home, located down a passageway off the lane opposite the Shop and past the Food Shop. You will meet Sunni, a small girl, in this area. She has lost her pet cat Felix. While she mentions the Cemetery, Felix is actually held prisoner in the Sewers. When you return Felix, the lead character in your Party learns the gift of talking to animals. Sunni also offers Hats at 3 Gold each.

Before you enter the Sewers there is much to do. Use the Key on the lock of your parents' home. In the Dining Room, find a Magic Picture in an alcove — actioning this shows whether it's night or day. In the Kitchen meet Spike the Dog — once you can speak to animals, he can join your Party. At the end of the northeast corridor find a Chest with a small Key and an old Robe. Use the key in the Bedroom to the east and find a Wardrobe with 487 Gold, Armour, weapons, a potion and Boots.

Head south to find the Dancing Dragon Inn. Talk to everyone. One guest refers you to Jonathan's House, located to the nor'nor'east of Twinlake, tucked just in the trees. The key to the house is hidden in a bush at the side of the path before you enter the trees. Jonathan's House should not be entered until you have found a crowbar — located in a barrel near the top of the cellar steps.

In the Kitchen meet the Cook and say “Quest” — he wants you to find his ring. Recovering it from the Sewers earns you a Crystal Ball. Use this when trekking through woods and hopelessly lost — it provides an aerial view of the surrounding countryside. Save before use, then restore and head off in the right direction.

In the area to the north of the Dining Room meet Breth, the innkeeper. In the cellar find an old Wine Bottle that Breth will pay 100 gold for. Also in the Inn is Silk the Thief, well worth recruiting. He carries three lockpicks — only use these if he fails to open chests or locks by hand. Develop his Lockpick skills to 95% before any other skill, then concentrate on Search. Also present is Cyrlis the Cat — once you can speak to animals, she'll tell you where the hidden door to the Thieves' Guild is.

Resting in an Inn is generally not worthwhile as you can rest just as effectively outside the city or in your parents' home.

Visit Shandra, whose house is in the east of the town just past the entrance to the Lord Chancellor's quarters. Say “Hello” to obtain the key to his Laboratory. In the chest are lots of goodies — note them for now and come back when your Party is larger. Shandra tells you of a female Wizard waiting in the Grey Wizard Tower (on an island off the northeast shoreline). Say “Potion” to Shandra and give him an empty flask — he'll mix you a Healing 5 potion, very useful in the early stages.

Head south from Shandra to visit Karwain, the Lord Chancellor. Say “Hello: Quest: Sewers: Key” to obtain the Key to the Sewers.

The Armoury shop in Twinlake also sells an item called a Bernstein (a translation error from the German for “Amber” — needed in the Swampstation area).

Twinlake Sub-Quests Summary

  1. The Sewers
  2. Dragon Inn Cellar
  3. Jonathan's House
  4. Halls of Peace
  5. Tower of Grey Wizards

Before tackling any of these, visit Gemstone and Crystal to recruit a Warrior and a Black Wizard.

Gemstone

Map Reference: 129/369 — 19×19 grid. Entrance door in the south. Located in the southwest, tucked between two mountain ranges.

There are a couple of specialist shops. In the east is a Tools shop — you need a Pickaxe. In the northwest is a Jewel shop where you can convert excess Gold into gems.

Drobonir the Warrior is waiting in the Inn. The counter clerk Andamael is of no use now but comes into play later in the game. Take Drobonir and head northeast together to Crystal.

Crystal

Map Reference: 235/120 — 28×28 grid. Entrance gate in the south. Located in a bay on the mid east of the island.

Take the right fork as you enter and find the Jewel Tavern. In the entrance hall is Captain Brix, looking for Orlando the Landlord, who hovers outside the Wine Cellar to the south of the kitchen area.

Inside you meet two potential recruits. Grylan is a wannabe Paladin — take him on, but be aware that initially he's as weak as your own character. Of far more immediate use is Trasric the Black Wizard, found through a couple of bedrooms. He tells you where his Guild is, accessible only by boat.

Thonion is in one of the rooms. He tells you of the White Gates and how to Teleport around the island with the appropriate artefact. The necklace is found in the Temple of Sansri on a small island off the south coast, accessible only by air (via the Eagle) or by completing the quest set by Gwendoline — returning the Rose of Peace to her in Twinlake Crypt, which earns you a Teleport spell that takes you right into the heart of Sansri's Temple. Alternatively, sell the Rose to Olfin for around 5500 Gold — just enough to buy a Boat.

An old man here is looking for Kevin the Bard, who is drowning his sorrows in a bar in Illien, the Elven Village. He can wait for now.

In the garden find a pond — hop over to the tree to find 5000 Gold and a Parchment. The Parchment refers to the Sphere of Opening, hidden in a Plant Pot in the room with many Plants. Go south and east in this room to find the Sphere. This is what will open the circle of rocks guarding the Black Wizard Tower.

In the kitchen meet Erek the cook and the Landlady, who directs you outside to Orlando. He'll help you once you present him with a Golden Wine Goblet (hidden in his Cellar). In return he gives you an Old Key that opens the keyhole in the wall en-route to the Paladin Guild in Crystal. The chest beyond contains 657 Gold and a Piece of Amberstar.

Leaving the Tavern, head north and east to find the Shop — this is the shop open all day every day. Head east to find the Market area and the Ration Shop to the lower east.

To the northeast of the Market meet Firlas, who has lost his Bone of Wisdom in Twinlake. Your reward for returning it is a Runic message and, more importantly, a Piece of Amberstar. But first you must complete the Twinlake Sewers, return Felix the Cat to Sunni, and then recruit Spike the Dog.

A Healing Temple is in the north, and also here is the Boatyard where you can spend 5000 Gold on a Boat. Recommendation: save this money for Rations and suitable armour first.

In the southwest is the Lord Chancellor's House. Talk to his wife in the kitchen and his son in the Bedroom. You cannot enter the cellar area yet — the seal on Dreblin's Signet Ring is needed as a pass key, and that ring is deep within Jonathan's House. Note the four portraits on the wall in the entrance hall — you'll need this information later inside Dreblin's Cellar. Upstairs there are monsters lurking — SAVE before taking them on. The Teleport in the Bedroom takes you downstairs to just outside the Cellar.

To the north on the western side find the Paladins' Guild where White Magic scrolls can be bought.

Crystal Sub-Quests Summary

  1. Twinlake Sewers
  2. Jewel Tavern Wine Cellar
  3. Halls of Peace (to find the Rose)
  4. Jonathan's House
  5. Black Wizard Tower
  6. Dreblin's Cellar
  7. Temple of Sansri

Dreblin's Cellar

A tough area — only tackle after several class promotions.

The cellar does not auto-map. It contains Mummies and Skeletons in the Crypt area. The strategy: take one monster at a time, nip upstairs to recover and save, then clear the next one.

In one section find three graves — one conceals two Blue Mushrooms. These are not for eating; they enhance your attributes when administered by Mera the Witch. Her house is to the west — find the jetty on the western shore and go southeast. Red Mushrooms enhance Speed and Blue Mushrooms enhance Strength.

Having noted the portraits in Dreblin's entrance hall is necessary to complete the Cellar. The Puzzlemouths will ask you who is:

  • The Rooster = Calwell
  • The Pirate = Maltor
  • The Mourner = Fenora
  • The Blue Pearl = Leonore

You will pass through several doors until the Party comes to a large Water tank. Defeating the Demon here gives you a cage key with which to release Dreblin. Wait for the wooden Bridge to fall into place before entering.

Talk to Dreblin to receive a reward. In his chest find: a Clock (action it to show the time in the grey window), a Girdle of Thieves (considerably aids Lockpick ability), 1584 Gold, an Iron Ring, two Swords, and a Piece of Amberstar.

Twinlake Sewers

Located in the northwest area of town — 14×14 grid.

Prior to climbing down the ladder, search to find 3 torches under some rubbish by the barrels. Ensure 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 gets the first hits in. Explore every nook and cranny with a Lead Character who has good Search stats.

In the southeast find a dead body with 3 precious lockpicks. In the centre west find the Cook's Old Ring (return to the Cook 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 reveals the Soldiers who failed in their mission.

Return Felix to Sunni to receive the gift of talking to animals. You can now recruit Spike the Dog from home — and Spike has Firlas's Bone buried in the Garden! Next time you're through Crystal, return the Bone to Firlas to receive a Piece of Amberstar. 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 during) completion of the Sewers, sell excess Inventory, buy Rations, tour the Guilds for promotion, and head to the next location.

Jonathan Burgand's House

Map Reference: 232/196. Level 1: 13×13 grid. Level 2: 23×23 grid. Level 3A: 8×13 grid. Level 3B: 8×80 grid (connects to Dragon Inn Cellar Level 2).

Located to the northeast of Twinlake. The key is hidden in a bush just off a corner of the path before entering the trees. Don't approach the house without a crowbar (buy one in Gemstone or find one in a barrel near the entrance to the Dragon Inn Cellar). As you approach the house the Party falls into the southeast area of the cellar (Level 2).

Use the crowbar on the door to explore the cellar. In the northeast find 26 Gold and Torches. In the southwest are clothes. Exit stairs up to Level 1 are in the west.

Entry to Level 1 is in the southeast corner. There are four Orc battles on this level. The door to the outside world is in the centre south — you can come and go at will to offload baggage and buy rations. Use the Healing Pools in the Twinlake Crypt as you're so close. A door in the northwest has a trap that could blind your leader. Try your Thief's luck on the lock — the chest beyond holds Scrolls, 325 Gold, a good sword, a good helmet and other treasure. The stairs down to Level 2 are in the northeast.

Search to flush out more Orcs on Level 2. Round a winding passage find a door to the left. Break it down with a crowbar but don't enter the Teleport in the south just yet.

The Lost Island

The Teleport in Jonathan's House leads to a Lost Island. The only way back is via another Teleport concealed behind a locked door — resistant to lockpicks and openable only by a key from the Castle of Gelinda on Dragon Island (where the Dragon guards the key).

On the Lost Island is the body of Olgur, the missing Orc. Pick up a few things before entering the House. The southeastern room contains a Chest with 1248 Gold, 5 Potions, 2 Scrolls and a vital Piece of Amberstar. Use the key on the western room to access the Teleport back.

Jonathan's Laboratory (Level 3A)

Down the western stairs from Level 2. A Puzzlemouth asks a question — the answer is “Jonathan” (watch the spelling). Beware of three spinners in the room beyond — use the auto-map feature to see which direction you are headed.

There is a door in the southeast leading to a room with Teleports. Your objective is the door in the southwest, beyond which is the Laboratory.

Laboratory Teleport System

                        Door
                                  7 Teleports to 2
            1   2    3     4      3      ..      9
                                  1.. 2
            5   6  Pillar  7      6..13
                                 12.. 4
    8   9  10  11    12   13     16..11
                                 10.. 5
               14    15   16     14..15
                                 18..17
    Lab Door   17    18           8.. 4

Look in the Barrels to find a Parchment with Diary entries. The Signet Ring allowing entry to Dreblin's Cellar in Crystal is here. In the Chest find a Tunnel Key — this opens the passage from Level 3B to the Dragon Inn.

Key information from the Diary entries:

  • The Blue Disc is located in Pharaoh's Tomb (entrance in the southeast of the island near rocks in a Desert area)
  • The Locator Device is deep within the Swampstation in the southwest
  • The reference to “Water” is the means of flushing out the blockage in the sewerage system

Level 3B — The Long Passage

Down the eastern stairs from Level 2 — this heads north. Fight Rats about a third of the way up. Beyond where the passage takes a left, a door leads south — take this route first. The passage winds down to a square room with a Chest; on the way meet two sets of Rats and another set in the room itself. The chest is booby-trapped — have someone qualified disarm it. Inside are goodies, Black Wizard scrolls, and a Compass (action it to display direction in the grey window on the right of the screen).

Head north again on the east side, fight Rats through the second door east. Then north up the western side — through a door west to fight more Rats and find a Chest with Scrolls and other Treasures. The Silver Ring here gives the Thief additional Lockpick skills.

Advancing further north 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.

New Quests Discovered

  1. Swampstation
  2. Pharaoh's Tomb

Dragon Inn Cellars

Located in Twinlake. Level 1: 18×23 grid. Level 2: 8×8 grid (before connecting with Jonathan's Cellar).

Entry point is in the mid-north. Turn right and follow the passage north to find a Flask. Head south to a room with doors east and west. Explore the eastern door first, then south and north to find another Flask, then use a crowbar on a door south.

The door west leads to a battle with Rats, then further west to a room north where you fight a Wine Slime. After defeating it find a few goodies, and in the small room beyond pick up an Old Flask of WineBreth the Innkeeper will pay 100 Gold for it.

Return and use the crowbar again, go north, then south through a south door to fight more Rats. Find another Flask to the east. Then south through a door to fight Rats again. Go east down a long passage to enter a false wall and descend stairs to Level 2. At the end of Level 2, find the Keyhole in the Wall that needs the Tunnel Key from Jonathan's Laboratory to open the route into his cellars.

Jewel Inn Cellars

The Jewel Inn is in Crystal. Level 1: 23×23 grid. Level 2: 88×5 grid.

Entry point is in the northwest corner heading east. After the first door find a door to the south heading east — this is the way to go. Through the door east, head either north or south. The southern passage is the right route — use your crowbar on the wall south (about 5 squares in from the eastern corner). You'll pass two drunken Goblins before fighting Goblins through a door south.

Continue through a series of Goblin battles and winding passages. Eventually discover a Chest containing Flasks and the Golden Wine Goblet. Give this goblet to Orlando in return for the Old Key. This key fits the Keyhole in the wall south of the Paladins' Guild in Crystal, opening access to a Chest containing 657 Gold and a Piece of Amberstar.

The stairs to Level 2 are nearby. Down a passage with three doors, each concealing Goblins to be fought, and another door east with Goblins beyond. In one small room is a Chest with a message and 1296 Gold. The parchment reads: “I would remind you again that you must be more careful! We don't want that old fool Orlando to notice that we are selling him his own Wine!” — signed Captain B.

After five more sets of Goblins you emerge on an island. Beware of more Goblins on the Jetty and in the surrounding landscape.

Wizard Towers

Each Tower has a fast-track route to the Guild contained within. It's tempting to enter the password straight away, but doing so skips the experience that builds your Party's statistics. The Puzzlemouths ask for the name of the Guild's founder — I'll provide the solution only at the point the puzzle appears.

White Wizard Tower

Map Reference: 280/168 — 23×23 grid. Located southeast of Crystal.

Entry point is in the mid east heading west. The Puzzlemouth is before you. Head north and then south to enter a room with Teleports:

        1    2    3
        4    5    6      All but 5, 7 & 10 take you back
        7         8      into the passage north
        9   10   11      5 takes you back to the entrance
       12   13   14      Access 7 and enter 10.

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. Go west ignoring the Teleport to the east. Halfway along the passage is a false wall to the south. You may need to trigger this by visiting the Statue at the end of the passage first. Twice through the false wall. Heading west at the end of the south passage leads to a barrel containing eight torches. Head east through a couple of doors to find and fight Skeletons.

Find the Statue of the Founder whose name is “Kasimir”. Return north to find the Guild entrance and meet Crag, a level six White Wizard. Crag carries a useful staff. Head east from the guild to use the password on the Puzzlemouth.

Tower of Grey Wizards

Map Reference: 090/138 — 28×28 grid. Located on an island off the northeast coast.

Entry point is in the mid south. At the intersection to the north the Puzzlemouth is directly ahead. Go west through two doors and north through the second door to find two Flasks. Head south to find two Mushrooms in one alcove and three Flasks in another. Shandra will place Healing 5 Potions in your Flasks and Mera will convert the Mushrooms to Strength or Speed enhancements.

Go north but beware the spinner in the narrow section. Three more Mushrooms are in a corner to the northwest. Travelling east then north, discover a passage with five Teleports — each takes you to an independent area in the northern part of the map:

  • Westernmost Teleport — mid north area; go north through a door east to fight Orcs
  • Second from west — east of the previous area; follow round to fight Orcs and Goblins, enter Teleport in the north
  • Centre Teleport — extreme northwest of the map; north to find valuable treasures including Wands of Light and Fireballs, a Staff of Direction and, most vital of all, a Staff of Resurrection
  • Second from east — extreme northeast of the map; fight Orcs in the east and Teleport back from the opposite corner
  • Easternmost Teleport — dispose of Orcs before Teleporting back

From the intersection go east. Avoid a spinner in the next two rooms. The doors north and south in the first room lead to empty areas, but head north in the second room. Go west and north to encounter Mummies. North again then west to find a door west. Search the south passage before going through the door to find 359 Gold and a Torch. Search the barrels in the centre of the room to find useful Herbs and four Torches. The Herbs will cure the sickness etc that Mummies inflict.

Head west along the passage for a tough battle with more Mummies — the Staff of Resurrection will probably come into its own here. Follow the passage to a locked door. Use the Thief to pick the lock and find the Guild entrance in the southern passage. Inside the Guild, the Party meets Satine, a level six Grey Wizard and a great asset.

To the north of the Guild, find the Statue of the Founder “Landonis”. Return to the southern passage and enter the password in the Puzzlemouth.

Black Wizard Tower

Map Reference: 266/306. Located at the end of a rocky section accessible only by sea or air. Entrance Level: 33×33 grid. Level 1: 23×23 grid. Level 2: 13×13 grid.

To gain entrance you must first have the Sphere of Opening from the Plant Room in the Jewel Inn in Crystal. Use it on the altar to open the circle of rocks.

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. Use a Rope if you have one, otherwise drop down and take the Hit Points. SAVE before dropping as the Party must be strong enough to handle three sets of Skeletons guarding the room. Head east when the Skeletons are done and find a door north. More Skeletons through the door — beyond them find 238 Gold and three Torches. Exit and head south to a room with many false walls:

                  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 with Skeletons waiting, and another set round the corner to the north. Follow the passage east, explore north before entering the door east. Find some Gold and three Scrolls in the alcove.

Through the door: an area with 14 Teleports — 13 visible and one hidden. All the visible ones send you back to earlier rooms. 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, Skeletons wait to the north. Zap them and enter the door north to fight another set. The rooms beyond have doors galore and three spinners along the central corridor. More Skeletons lurk in the extreme west room. Make your way east to exit to the north. Follow passages anti-clockwise — at the extreme northwest is a door hiding 198 Gold and a good Helmet. Go south to find more Skeletons. Finally enter a door to find a Teleport taking you to the bottom of a long corridor north.

Up the corridor, enter a door south and Teleport 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 before another room Teleport. Head south and west to dispose of yet more Skeletons. Then north, east at the crossroads, and Teleport again. From the northern room, go south to Teleport for the last time on this level. South through the door and fight Skeletons en-route to the Stairs up to Level 1.

Entry point on Level 1 is mid east. Go north meeting Skeletons before a door north. Up and round fighting two more sets in the northern passage. Peek east to find three robes. Continue south through the door to the southwest corner of the map — enter a door north and bash the Skeletons within. Find Two Lockpicks, a Dagger and 99 Gold to the east. North and east to find Stairs up to Level 2.

Entry point on Level 2 is in the mid south. Go north and fight Skeletons in the western passage, then again in the north corridor before entering a door south. Just west through the door are two Flasks and a bit of Gold. South round the houses to find the Statue of the Founder in a southern alcove — “Nicademus”.

The Guild entrance is to the left and stairs down are on the right, leading back through Level 1 and down again to the Puzzlemouth on the Entrance Level. Enter the password and step out into the light of day. In the Guild, search the Barrels to find Dried Herbs and Three Blue Mushrooms.

Continues in Part 2…