Amberstar – Walkthrough Part 2
Playguide by Brian Burke — continued from Part 1.
Mera's House (Sprite Caves)
Time to make use of those Mushrooms by exploring Mera's garden shed.
Map reference 140/265. Map on a 33×48 Grid. Located southeast of the jetty on the west side of the island.
After you've talked to Mera and benefited from her magic mushrooms, talk to her again to discover that she's lost her Broom. Enter the garden and say "Mera" to the Puzzlemouth. If you don't have a full complement of heads you can recruit the cat. Talk to the cat anyway to learn of the Frog Pond.
Go down the ladder to enter the Caves in the southwest corner. Two steps in, you Teleport to the east. Enter the false wall south and the wheel on the wall opens the northern end of the passage you just Teleported from. Regain this passage by moving east through a false wall and head north then east to enter a door west. Enter the Teleport to be transported into the centre east of the map.
Ignore the Teleport to the north here as this sends you back outside the Caves. Instead head northeast to find the Labyrinth Key. Now thread your way to the southwest of this area to find a Keyhole in the Wall where you use the Labyrinth Key. This opens up the route to the south and east.
Just before the door east is a passage with a wheel at the end. Ignore this for the moment — the wheel opens up a passage behind you to the west. Go east and thoroughly explore the area to the east. You'll find five sets of Gems. You'll receive around 550 Gold for each gem from the Shopkeepers.
After picking all the Gems up, go south and west to find three more sets of Gems and a Puzzlemouth in the southwest corner. This puzzle takes some thought — the answer is "Sprite". The passage to the west opens up and at the end is the missing Broom.
Back to the small passage with the wheel. Once activated, go west and down a passage west. Watch for the spinner halfway down. Enter a door north. Thread your way through a series of False Walls and impassable passages to enter a door to the east in the northeast section of this maze. Ignore the Teleport to the southeast as it takes you back outside to caves.
In the passage west there are some Rocks — these are an illusion. You must now cast an Anti-Magic spell to avoid being Teleported out of 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
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 9×18 Grid but there are five non-Automap areas off it. 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 is obtained by 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.
Take the five outer areas in the following sequence: E – D – C – A – B
Area A
Fight Krakens on the shoreline — hang about and tempt them onto the beach, or into the shallows if your swimming abilities are up to it. When they're all defeated, head to the opposite shoreline 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 — they're tougher than Krakens. There are a few 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 Sansri's Temple. If you're low on experience and hit points, calling in on Olfin and taking the cash is recommended.
Illien – The Village of the Elves
Map reference 157/134. Located west of Crystal in a clearing deep in the woods. Map on a 23×16 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:
- 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 in order 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 moored at a jetty to the northwest of Illien. The Dragon's pretty tough, so your Party needs to be in good shape before confronting her.
Elsewhere in Illien: a very useful Herb shop in the northwest, and an even more useful Potion shop south of it. 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 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 south until you sight the island. Use the Crystal Ball as a navigation aid. You'll also meet Thaer, who tells you about the harp.
Sub-quests identified, in order of battle difficulty:
- Donner's Mine
- Tower of Riddles
- Dragon Island
Donner's Mine
Map reference 090/359. Cave entrance in rocks located due west of Gemstone. You can enquire about Donner in the Inn. Map on a 28×9 Grid.
Entry point is from the southeast heading west. Keep south and west to use your Pickaxe on rocks prior to fighting Caverats to the north.
There's a set of Bones to be found at the end of the passage. Search them to find loads of treasures — 845 Gold, 3 Lockpicks, weapons, armour, and a Potion.
Return to take a passage north. Keep north to go west through a door and west again to fight more Caverats. Go south then west and meet Spiders. Follow the passage north and just before the passage turns east again, find the door that leads to Donner. At the end of the passage east is a barrel containing four Torches.
Give Donner Bothor's letter. He'll then tell you about the Dwarven Crown, into which is set a piece of the Amberstar. The Dwarves live in a Volcano in a valley to the east of Twinlake. If you bring the Crown back to Donner he'll prise the Amberstar free for you.
Take the letter Donner gives back to Bothor in Illien. He'll tell you about the Puzzlemouth password necessary to enter the Dwarf Mine.
Tower of Riddles
Map reference — Tower: 365/368; Riddle Master's House: 377/361. Located on an island way down southeast of the main island. Map 5 levels, all on 9×9 grids.
Visit the Riddle Master in his house to talk about Kelvin and his Harp. The Riddle Master throws down a challenge and gives you the Key to his Tower, which is located on a nearby island.
Level 1
Entry point is from the east. Use the key on the first door and go northwest to find a Puzzlemouth. Say "Ear". This opens a door behind the Party in the centre of the map and releases Rats. Fight the Rats and head northeast to find Stairs to the next section.
Level 2
Entry point here is from the northeast heading west. A passage south leads to a Pit which merely drops you down to Level 1. 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 — go south and north again to find it. The riddles are inter-related:
- To the question "It flew featherless, into a tree leafless. Who ate it?" — Answer: "Sun"
- To the question "A woman came mouthless and ate the Bird featherless. Who was flying?" — Answer: "Snow"
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. Head north and east to climb another set of stairs.
Level 3
Entry point 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 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: "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." — Answer: "Thought". The rocks south of the first Puzzlemouth open up, allowing access to Stairs in the southeastern area.
Level 4
Entry point 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. There are also two Anti-light squares in the southern passage.
Level 5
Entry point 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:
- Fight Purpurslimes in the north and south rooms.
- Go north to find the Harp in a Chest to the west. You can use the Teleport to exit the Tower.
- Go south to fight Sprites and Goblins.
- 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." — Answer: "Life". You then receive a Scroll.
Back to the Tower — 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 to discover 2158 Gold, a Sickle of Returning (Boomerang), a Pipe of Levitation, and a Wand of Winds. Return to Illien and give the Harp back to Kelvin, who rewards you with a Piece of Amberstar.
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 many battles, or in a wooden box back to Shandra.
Map reference 290/270. Map: Entrance area 7×11; then 18×18; then six Shrine areas (each 21×10 or collectively one 43×32); and a final Graves area 23×23. 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 — 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 Skeletons. Through the next door and round the corner to find a Chest with a Sun Key.
Back upstairs to go west and south down the next set of Stairs. North to find a door where you 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. 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.
Geb (East Teleport – 1st)
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. Battle with Mummies and Skeletons to reach 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 (East Teleport – 2nd)
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. Dispose of Skeletons to the north just before 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 (East Teleport – 3rd)
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 — say "Sobek" to the Puzzlemouth and fight the battle. Find a good Longbow in the Chest.
Nut (West Teleport – 1st)
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 the passage and go south before going north to the Puzzlemouth. Say "Nut" — same format as before. In the Chest is a Robe.
Harachte (West Teleport – 2nd)
Same entry point and scenario. Three sets of Skeletons to bash before finding the Puzzlemouth in the southeast. Say "Harachte". In the Chest is the Staff of Harachte.
Gala (West Teleport – 3rd)
This area is 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 before locating the Puzzlemouth in the southeast. Say "Gala" and find a Brooch of Gold and Diamonds in the Chest.
Alcoves and Graves Area
Now done with the Teleports, return to the northern passage and continue west. Turn south and keep south, ignoring the passage west for now. At the end of each alcove you'll be asked to show each of the Treasures obtained from the Chests. There are three in this area — Geb, Bala, and Sobek. The other three are to the west of the map.
En-route to the Harachte, Nut, and Gala alcoves, find a Chest in the northwest containing a Rope and a Spade. Battle with Skeletons just south of this point. In the southwest area is also a Chest containing a Rope and a Pickaxe. You'll fight Skeletons before reaching the chest.
Upon showing the last Treasure, return to the northern passage to find the way open to a Teleport. Enter this to be taken to the Graves area.
Graves Area
Entry point is in the southeast heading north. You cannot pass the light ahead. Enter a false wall just before the light, either east or west — Skeletons are waiting. Head north after the fight, a couple of strides, and return through a false wall to the original passage, having bypassed the light.
There are loads of crossroads in this area. There are two spinners at crossroads — one around the central northeast and another in the southwest. Another spinner in the central northwest area is next to an area with doors galore, with Mummies and Skeletons to fight. The light in the central north passage Teleports you to the bottom of a passage in the northeast. One light in the southwest Teleports the Party slightly southeast, and the light next to where you land sends you back again.
There are three sets of Skeletons beyond the false wall — one set in the northeast and two to the southwest. The interesting section is in the northwest area of the map. In the central west find a door north with alcoves each side. As you pass through, the wall will seal behind you. Each alcove in the passage ahead contains a Chest with treasures beyond the dreams of avarice. There's far too much to carry — you can enter Pharaoh's Tomb again and ultimately carry off all seven Chests worth of goodies.
Rest now and recharge your Health and Spell casting points. As you step on the square that leads to the third alcove the wall ahead opens. Revealed now are Mummies, Skeletons, and the dreaded Relanukh. After the battle recuperate, as there is another set of Skeletons waiting outside near an Oasis.
The Piece of Amberstar is in the third Chest up on the east side. The Blue Disc is in the fourth Chest up on the west. When you've loaded your Party up, head north to find two Puzzlemouths. Don't enter any of the three doors yet as two of them are death traps. To the question "What does everyone want to become but no-one want to be?" say "Old", and to "Hole by hole — but still it holds" say "Chain". The eastern door is then the only one remaining — head north into the sunlight. The Tomb entrance is north of the Oasis. Fight the last set of Skeletons and hightail it to the nearest Shop.
Swampstation
Map reference 172/286. Map on a 38×37 Grid. Located in the south, to the northeast of Gemstone.
Access is gained via a small house — go past the old lady and south to gain entrance. Entry point is in the southeast heading north. At the Puzzlemouth say "Water". A passage south leads to rocks that can only be unblocked by "unlocking" eight separate keyholes 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 found in other island locations, plus two actually in the Swampstation.
Head north again and take the next passage west. Fight three sets of Swamp-rats in this area. Return to the passage and head north again before going west. The door north yields more Rats. West again to another door north to find a Yellow painted circle.
The circles to discover and their relevant keys are:
- Yellow Circle – use Bernstein (German for Amber; can be bought from the Shop in Twinlake)
- Brown Circle – use Earth Stone (find in the southwest area)
- Multi-Coloured Circle – use Rainbow Stone (find in a Chest in the northeast)
- Blue Circle – use Topaz (found on your travels)
- White Circle – use Diamond (find in Pharaoh's Tomb, Graves area)
- Green Circle – use Emerald (ditto)
- Red Circle – use Ruby (ditto)
- Light Blue Circle – use Mountain Crystal (found somewhere on your travels)
Note: until you enter the Swampstation you have no clue that the Stones have a purpose and can't be sold like ordinary Gems can. 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. In the northeast is a Chest that contains a Paper describing the Keyhole/Key relationship 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 — 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 main island. Travel northwest of the northern jetty on the raft waiting there. Map two areas: one on a 19×27 Grid, the other on a 29×29 Grid.
Entry point is from the mid south. Head north to meet Bolina, a Thief. If you've room, recruit him as he has some useful items. Say "Gelinda" to the Puzzlemouth to open 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 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 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 through a door to another lot of Firebirds. Then south down the passage to another door south. For completeness 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 the wall north of the lock. Take the stairs up.
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. The Dragon awaits — she has around 500 Hit Points, so bring plenty of Tornado spells or scrolls.
Once the Dragon is defeated, go south to find the nest with the Egg and a Piece of Amberstar. You also recover the Key that unlocks the door to the Homeward Teleport on Jonathan's "Lost Island" to recover another Piece of Amberstar. There are also four Gems here and a Brooch of Luck.
Take the Egg back to Illien and give it to Pelanis. In return you receive the Flute that gives you the power to call on the Eagle and thus fly everywhere.
The Guild of Monks
Map reference 177/044. Located in the middle of a Swamp in the northeast of the island. No automatic mapping available, but it's only a small area.
Land on the island and say "Mork" to the Puzzlemouth. Strictly speaking you shouldn't pick this information up until you've been to Snakesign Village where the Party can meet with Melchlor. Enter the Guild to meet Balthar. Say "Quest" and he'll tell you about Bothor, the Jewellery Dealer in Gemstone. He'll also refer to The Guild of Rangers where you should go to meet Annorel. Also say "Library" to be referred to his wife Melina.
Saying "Document" gives a reference to Melgrim, who was one of the thirteen wizards who cast the spell against Tarbos. He's gone to ground in a cave beneath the Whirlpool and has a piece of the Amberstar. Leave this area till last.
Go west and meet Melina and say "Potions", then go south to discover the stock she tells you of. You can also buy lots of useful potions in the Guild — use that Gold up and purchase Spell Regeneration and Healing 5 Potions.
Guild of Rangers
Map reference 080/233. Located on an island off the west coast of the main island.
Enter the Guild and go north. If Annorel is not around, accelerate Time until she appears, then ask about the "Amberstar". She'll tell you that the original Rangers' Guild is elsewhere, in the Bay to the right of Crystal, and that there is a piece of Amberstar hidden in the old Cellar rooms. You'll then receive a Rod of Opening with which you open up the entrance to the Guild.
Dwarf Mine
Map reference 260/225. Located in the north of a swamp, northwest of Pharaoh's Tomb. Make sure you have a Levitation scroll before entering. Map three areas, all on 19×19 Grids.
Once you arrive on the "sandy" part outside the Mine Entrance the Party has to fight Spiders and Caverats. After the battle, read the sign "Doras Mine" then go to the Puzzlemouth and say "Sarod". This password is obtained from Bothor after Donner's letter is delivered.
Enter the mine only to fall down after four steps into another level. Head north then either east or west to discover a Teleport in the south — you are sent southwest. Go through the door north and fight Rats before travelling east. Ignore the Teleport in the passage to the south of the door east for now — you will need to return here when all areas of the Mine have been explored. The Teleport takes you back to the corridor in which you fell when first entering this level.
Follow the corridor round then north to fight more Rats. North and east to meet Spiders. East again and south. At a junction, first go south, then 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 third level.
Third Level
The Stairs take the Party to enter 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.
Entrance Level (Return)
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. Keep south and fight again 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.
Hidden Level (via Levitation)
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 2. 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 Dwarven Crown back to Donner 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 9×18 Grid, the other on an 18×19 Grid.
Use the Rod of Opening obtained from Annorel to enter from the southeast. Before heading north, enter the door at the end of the passage to find various articles of Clothing. Don't take or wear the Clothes of Moira as they are cursed and weigh tons. Do grab the Robes of Nickademus.
North then, and through the door to be confronted by three sets of Bloodsuckers! In the alcove ahead find 45 Gold and an Iron Ring. The door to the southeast hides more Bloodsuckers and 23 Gold plus a Buckler. West of the door is an alcove with 29 Gold and a Silver Ring. Search all the alcoves in this section to find other small portions of Gold and Treasures.
North again to discover a Staircase down to the next level. Before descending, go west and through a door north to find 89 Gold and a Gem. More vital Treasure is to be found going east and keeping northeast through a false wall to find another Staircase down — this leads again to another section of the lower level. Enter the door west of the staircase to open a Chest containing 7 Torches and a Rusty Key.
Return to the first set of stairs and descend into a smallish area. Make your way east to find Ranger bones and lots of useful items plus 348 Gold. In the north of this section are a set of Bloodsuckers.
Back upstairs and down the other set of stairs — head east, as there's nothing of use to the west. As you travel east, look in the first set of alcoves north and south to pick up loads of useful Herbs. Keep at least one Packet of Herbs to give to Atacar in the Cave of Manyeye later in the game. Through the door east to encounter Bloodsuckers and again through the second door south. Go right down to the southeast to polish off another set.
Use your Pickaxe on the Rocks to the west and fight two more sets of Bloodsuckers before using the Rusty Key on the Keyhole in the Wall. A door is created to the south. Enter it and go north through two doors to be rewarded with the discovery of a Chest containing a Piece of Amberstar, 7 Gems, and 825 Gold.
Snakesign Village
Map reference 217/345. Located on the large island due south of the main island. Can only be reached by flying on the Eagle or by use of the Windgates (and you can't use those unless you've got the Artefact that's inside Sansri's Temple!). Map on a 15×15 Grid.
There are four points of entry to the Village — north, south, east, or west. In the southern area meet Melchlor, a Monk who tells you about Sansri the Goddess of Snakes. Say "Mork" and "Temple" for further information.
To the west is the Food shop — rations here only cost 5 Gold so stock up here in future if money is a problem. In the northwest is a Healer you'll need if you haven't equipped yourself with the appropriate healing Herbs once inside Sansri's Temple. To the northeast meet Shi'ra, whom Melchlor referred to earlier. Say "Temple" to be advised that the Entrance to the Temple proper only opens at Midnight. To the east also is a Wiseman who'll assess (Identify) your possessions for a price.
In the southeast is a Shop that sells Lockpicks amongst other things. In the centre of the Village is the Tower Inn. Speak to the young man inside to learn that, once inside the Temple, stepping on the Snake symbols causes the male members of the Party damage.
Temple of Sansri
Map reference 199/357. Located southwest of Snakesign Village. Map 5 areas: Entrance level on a 19×28 Grid (with a small sub-level on a 6×9 Grid); Sanctum level on a 19×28 Grid; two Tower levels on 9×9 Grids.
Entry point is from the mid-south. Go north and wait until Midnight then slip into the Temple after fighting Snakes. In the next room there's a Pit to the east that you should avoid — it drops into a small sub-level with three Teleports. The northern one takes you back into Snakesign Village and the other two take you into the vestibule.
Going west you will receive damage as you pass over the Snakesign. Fight more Snakes before passing through the door north. More Snakesigns in the next room — head north via either east or west door. The Statue you pass advises the Party that it needs to find eight signs and join them.
North to fight Snakes, then use a Pickaxe on the Rocks ahead. Behind them find Treasure amid the bones: Potions, Lockpicks, 875 Gold, Brooch of Luck, Iron Ring, Armour of Endurance, and a Scimitar. You cannot progress north without entering false walls to the east and west — both the eastern and western routes should be explored.
Western Route & Left Tower
Going west through the false wall, note the Sign "P" from the Puzzlemouth. Head north then east to see Stairs down — leave these till all the Entrance level and the Towers are fully explored. Head south fighting two sets of Snakes. Eventually you'll see a passage south that leads to Stairs up to the Left Tower.
Enter the Left Tower from the southeast. Head north at the junction and find a Puzzlemouth with sign "T" in the eastern passage. Regain the corridor west and enter the door north to get an "E" sign. Along the corridor, passing through an anti-magic square, relight your lamp and head north, passing through a Blindness trap before fighting Snakes. In the northwest, search the corpse for 621 Gold, 4 Torches, 2 Potions, a Snake Ring (needed on the lower level — must be actioned by a Female character), and clothing. Through the door east fight Snakes and obtain the sign "E".
Eastern Route & Right Tower
Return to enter the false wall east. Go south, fight two sets of Snakes, side-step Snakesigns using false walls, then climb up into the Right Tower.
Enter the Right Tower from the southwest. Through the door north is the sign "N". East and north to fight a set of Snakes before entering the door west for an "R" sign. Fight two more lots of Snakes before encountering a Snakesign in the floor and a Poison Cloud trap beyond. Enter the door for an "S" sign.
Sanctum Level (Down Staircases)
Back to enter one of the two down staircases. Entry is in the mid-north. Gain the main corridor via a door south and firstly explore west. Through another door south after a few bends. Fight the Snakes and walk through the Snakesign maze to find another door south. Once through you'll see two adjacent doors. The eastern door leads to a scrap with Snakes; the southern one to another door south. North of here use your Pickaxe on the Rocks to find a Small Golden Key.
South again to find a door and use the Golden Key. Fight more Snakes then step over the Snakesign to discover three alcoves and a Statue. The message on the Statue says "Sansri". The central alcove contains a Chest with excellent goodies — 2549 Gold, Globe of Harachte (gives Light when actioned), Brooch of Waterwalk, Bi-handed Sword, and more. The two other alcoves should both be entered as they raise the level of your Characters' skills.
Back to the entrance corridor to go down the eastern route. Fight Snakes in the east. Entering the door south you'll be confronted with moving walls. Make your way south watching out for two Snakesigns in the floor. Through three more doors south, fighting a set of Snakes after the second door, to enter a false wall going east. Once in the false wall head north then east through another false wall then south to gain access to a passage east. To the north in this passage talk to the Puzzlemouth to get the "S" sign, then use your Pickaxe on the Rocks to the south to step on a Pressure Plate that triggers an opening in a passage to the west.
There's a Stun Gas trap before confronting the Puzzlemouth and saying "Serpents" — the result of the sign anagram. The way opens into the Inner Temple. Fight the Snakes then action the Snake Ring (only a Female character can do this) to enter the Throne Chamber. After the battle, look behind the Throne to find loads of Treasure: 2563 & 2857 Gold, the Wind Necklace, Sansri's Collar and Whip.
Enter the wall behind the Chests to find the Piece of Amberstar to the right and the Pact between Marmion and Bralkur. There's also another 4256 Gold. Make sure everyone is healed 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 fly around on the Eagle.
The map location of Windgate Island is 118/313.
Cave of Manyeye
Map reference 146/011. Located within the Whirlpool north of the main island. This is a tough area — 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. Entry must first be made via the Whirlpool, but you can use the Windgate to return rather than walk back through the Marshes.
Approximate layout of the cave area:
Sand Sand
------ -------- Grass "Ships End Village"
Entry point Sand
Ship wrecks --------
------- ------------
Sand ------ Marsh
------- Sand
------
-----------------
Sand Marsh
---------
--------
CASTLE -------
Marsh
------- -----
Grass
Treasure north of Volcano
Map two main areas: Castle of Manyeye Tower level on a 33×33 Grid and another level on a 23×23 Grid. The Village is small.
Once you've landed the Party needs Light. Avoid the shipwrecks as they cause damage. You'll almost immediately encounter an Octopus or two — these beasts have around 700 hit points and are really tough. There are around four sets of them.
Make your way to the Village and enter the Inn to meet Atacar downstairs on the patio. Say "Aching" after greeting him and give him a Packet of Herbs. He tells you about the Treasure Map hidden in a tree close to his brother's grave. Say "brother" and "Manyeye" for more. The tree is located south of the grave with the fresh flowers.
The map shows part of the cave with a Volcano at the centre — this is to be found in the southeast and is en-route to the Castle. Search just to the north of the Volcano, the north pile of ash. The Chest you find contains two Lockpicks, a Piece of Amberstar, 2478 Gold, Horn of Food, Orb of Magic, an Assassin's Blade, and a Mace.
Still in the Village, visit the house to meet Sheba, a level seven Ranger. Talk to her to learn the story of Manyeye. If you've a spare slot, recruit her. Otherwise head off to find the Castle via the Volcano and the Treasure — 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, 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. 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 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. There are Skeletons in the southern room; avoid the Pit as it dumps you back outside the Castle. In the northwest open the Chest to discover the Cell Key. There are two sets of Skullhunters to dispose of. In the south is a Bedroom with a Chest that contains 6420 Gold and, more importantly, a Master Key for use on the next level.
Back to release the girl, only to find her transforming into a Doppleganger. Defeat the monster to be rewarded with a Necklace of Defence and be thanked by the girl's spirit as she transforms into a Skeleton.
Go now to the mid-west area of the map. Enter through a door west — as you head west you pass through anti-Light squares whether going the northern or southern route. Travel clockwise round a series of Statues that give, collectively, the following message: "Find. The Secret Doors. Meet him. Way. Is. Manyeye. From. Only. Escape. The." Back through the door and north to find a Teleport. Bash the Skullhunters before entering it and be sent into the northeast area of the map. North to fight Skullhunters, then east and south to use Pickaxe on Rocks to expose more Stairs up.
Upstairs, read the sign on the door: "Transporter Room". To the north is a room with three Teleports. The western passage has a door west — fight the Skullhunters, then go south through a false wall to step on another symbol. Avoid the centre of the three Teleports as it's a trap. The other Teleports indicate "New Force".
Back down to go right into the northeast corner and enter a Teleport that returns the Party to an alcove in the southwest. Retrace your steps to the previous Teleport and go west. Watch for a spinner at the crossroads. Keep west then north past Skullhunters and round to another staircase up. The sign upstairs says "Storeroom" — there are Packets of Herbs to be found in the northwest barrel. Fight Skullhunters, then find loads of Herbs in the northeast. Enter a false wall and in the southeast step on the final symbol. Before returning to the stairs, explore the mid-north area to find four alcoves: from west to east the alcoves contain Armour & Robes, Weapons, Helmets, and then Five Torches & Six Potions. There are a set of Skullhunters to the west of the alcoves.
Back upstairs to find that a passage has opened in the north. But first you must go through a series of traps: a Blinding Light in the first room, a Green Mist in the second, and Poison Gas Spores causing Disease in the third.
Upper Level
Entry point is from the southeast. Proceed west and onwards through a false wall. Once through, a message to the north says: "You will see at the centre, the centre, and next to it is the only true way to go."
Make your way southwest to find three Teleports. The western one takes you into the northeast area where you find three more Teleports — use the centre one here as the other two transport you back to the start of the level. Again you'll see three Teleports; again take the centre one. 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 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 — White, Grey, and Black Wizard Scrolls galore.
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 to the crossroads where there's a Spinner. To the north and through the door east are twelve Potions. To the south and through the door east are two Iron and Silver Rings plus a magical Necklace and Dagger.
Back to the door north — 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 provides the key to let the Party enter the Fortress of Godsbane and the endgame battle. The pieces must be laid in a strict order — failure means game over. The correct order is:
- Lay Knowledge — Mork
- Lay the Ally — Bralkur
- Lay Master of the Sea — Sobek
- Lay Mother of Life — Gala
- Lay Falsehood — Sansri
- Lay Friend of Eagles — Nut
- Lay Evil — Lord Tarbos
- Lay Power of the Earth — Geb
- Lay Mother of Death — Bala
- Lay the Fire — Harachte
- Lay the Traitor — Marmion
- Lay what is coming — Talmit
On laying the final section the Amberstar appears in the same window as the compass and map locator. On then to Godsbane.
Fortress of Godsbane
Map reference 209/047. Located within a Mountain range in the northeast — only accessible by Air Eagle. Map three levels: the first on a 38×38 Grid, then the Tower and Cellar levels both on 13×13 Grids.
Entry point is from the mid-south. Once through the first door, possession of the reunited Amberstar will open the second.
At the junction go west. Be wary down this corridor as at each crossroads there is a Spinner. In the southwest are two sets of Yellowslimes to fight and a third set up the first passage north. Head north at the final crossroads of the Spinner corridor and go east. Down the third passage south is a Chest containing a host of good Scrolls: Hurricane, Earthquake, Conversion of Dust, two Reincarnation and Salvation Scrolls, plus a Magic Sphere and two Potions.
At the end of the passage east is a door north. Avoid the centre of this room as there are four Spinners. Go north and west disposing of Yellowslimes in the north. Through the door west, round a twisty passage, and fight another set before passing through a door north and finding another load of Yellowslimes. To the west is another set but your way lies east. Make your way east then north meeting two sets of Yellowslimes. Then west and south past another set before entering a door south in the centre of this area and flattening the final band of Yellowslimes. Hop down the stairs into the Cellar.
Cellar
Go either east or west to find doors east and west and battle a set of Yellowslimes in each room. The passage north in the centre of the southern corridor finds Bralkur blocking the door north. He's easy to beat. In the Chest beyond is a Disintegration Scroll and a Staff of Runes, which serves as the Key into where Marmion meets his nemesis.
First Level (Eastern Route)
Return to your entry point on the first level and go east till you find the door north. Fight Yellowslimes — save your magic spellpoints as these guys are resistant. Then west and north to go east through a door. South here through a door south, then east. Through two doors north to find an area with four Teleports in the centre.
The southern, eastern, and northern Teleports ultimately lead into the same western corridor (a no-go area). The Western Teleport takes you west and 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. 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.
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 on the Keyhole in the wall to access the door that leads to the final confrontation. 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 to 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.
