Amberstar - Thalion (Part 3a) Playguide by Brian Burke @~Continued from Issue 25 JONATHAN BURGAND'S HOUSE. Map reference 232/196 Map first level on a 13 x 13 grid. Map second level on a 23 x 23 grid. Map third level A on a 8 x 13 grid. Map third level B on a ........... this level is long, long, very long. It actually connects up with the Dragon Inn Cellar level two. Up to the point that these meet it can be mapped on an 8 x 80 grid. Located to the northeast of Twinlake. The key referred to in the Dragon Inn is hidden in a bush. The bush is just off a corner of the path before entering the trees to enter the house proper. Don't go near the house if you haven't already found or bought a crowbar. You can buy one in Gemstone or find one near the entrance to the cellar (in a barrel) in the Dragon Inn. As you approach the house the Party falls into the southeast area of the cellar (within level 2). Use the crowbar on the door to explore the cellar. In the northeast find 26 Gold and some torches. In the southwest are clothes to be found. The exit stairs up to Level 1 are in the west. Entry to Level 1 is in the southeast corner. Four Orc battles to go through in this level. The good news is that the door to the outside world is in the centre south and you can come and go at will. You'll need to do this to offload your excess baggage and to buy rations so you can recover Spell and Life Points. Don't forget to use the Crypt pools in Twinlake Cemetery as you're so close. These only replace Life and not Spell points though. You need Orc communication skills to pass the time of day with the guy in the northern room. As I didn't have that we'll carry on! A door in the northwest has a trap that could blind your leader so if the screen goes black the game's not crashed, it's just that you can't see. I had to wait a long time to develop sufficient picklock skills to enter here but try your luck with the Thief anyway. The chest beyond has loads of Scrolls, 325 Gold, a good sword, good helmet and other useful treasure. The stairs down to the rest of Level 2 are located in the northeast. Entry point is north just right of centre. Search to flush out more Orcs. Round a winding passage to find a door to your left. Break this down with a crowbar but don't enter the Teleport in the south just yet. THE LOST ISLAND. The reason why is that you Teleport to a "Lost Island". The only way back from here is via another Teleport that is concealed behind a locked door. This door is resistant to lockpicks and can only be opened by means of a key obtainable from the Castle of Gelinda on the Dragon Island. The bad news is that the Dragon is sitting on the wretched thing. On the Lost Island is the body of Olgur, the missing Orc, there's a few bits to pick up before entering the House. In the house the southeastern room contains a Chest with 1248 Gold, 5 Potions and 2 Scrolls and a vital Piece of Amberstar. Then use the key on the western room to access the Teleport back. I guess that having a Teleport Scroll could be an alternative option? Go right and north instead to find a door south halfway along this corridor. There are then three doors off each side of this long passage south. The first door west, the second door east and both third doors, west and east, conceal Orcs so expect trouble. Just keep popping out as before to recharge your attributes. Through the door south there is another Orc battle. Going left or right in the corridor beyond takes the Party to two different areas. The eastern stairs lead to the long, long, long passage that eventually links up to the Dragon Inn (Area B) whist the western stairs lead to Jonathan's Laboratory (Area A). Let's go to the smaller section first. Down the stairs to see a Puzzlemouth. Naturally the answer is "Jonathan". Watch the spelling. The passage then opens up the rest of the area. Beware of three spinners in the room beyond. Use the auto-map feature to see which in direction you are headed. There is a door in the southeast of this room that leads to a room with Teleports. Your objective is to reach the door in the southwest of this area. Behind the door is the 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. There are more Diary entries on the Tables. The Signet Ring that'll allow entry to Dreblin's Cellar in Crystal is here. In the Chest are a few Treasures including a Tunnel Key that is the means of opening up the passage from Area B to the Dragon Inn. If your Thief isn't up to opening the Chest then you'll have to return when his skills are improved. The Diary entries are significant as they lead you to other areas. The Blue Disc device is a travelling bubble that enables the Party to move over land or shallow seas. It is located in Pharaoh's Tomb. The entrance to the tomb is in the southeast of the island near rocks in a Desert area. The Locator Device gives you grid map references and is very useful for finding your way around. The device is deep within the Swampstation. The reference to "Water" in the Diary entry is the means by which you flush out the blockage in the sewerage system. More of that later. The Swampstation is located in the southwest. Now return and head down the other set of stairs to enter the long, long.. you know the rest.. passage. This heads north. Fight Rats about a third of the way up. Beyond the point where the passage takes a left is a door that leads south. Take this route before heading north. The passage winds its way right down to a square room with a Chest. On the way meet two sets of Rats before encountering another set in the room itself. The chest is booby trapped so have someone qualified disarm the thing. Inside are goodies and Black Wizard scrolls. Somewhere in this area is more Treasure in another Chest. My records have a note of what you find but not where. In this chest is a Compass which you should "Action". Direction notes then appear in the Grey Window on the right of your screen. Haul the Party back to head north. Firstly on the east side to find and fight Rats through the second door east. Then north up the western side. Keep west through a door to fight more Rats and discover a Chest with Scrolls and other Treasures. The Silver Ring will give the Thief additional Lockpick skills. Advancing up the other passage brings you to a Keyhole in the wall. Use the Tunnel key here to enter the Dragon Inn - Level Two. Keep north and east to find an empty Flask, Healing Scrolls and other treasure. You can continue if you wish through the Cellars to exit eventually in the Dragon Inn but I'll do that section as if you've entered from the Inn. New Quests discovered - 1. Swampstation 2. Pharoah's Tomb DRAGON INN CELLARS Dragon Inn located in Twinlake. Map Level One on an 18 x 23 Grid. Map Level Two on an 8 x 8 Grid (before it connects with Jonathan's Cellar) The entry point is in the mid-north. Turning right follow the passage north to find a Flask. Then south to a room where there are doors to the west and east. Explore the eastern door first. Initially heading south then north to find another Flask and then south to use a crowbar on a door south. The door west here leads to a battle with Rats then west again to go north to fight a Wine Slime. After disposing of this green mucus you find a few goodies. Head to the small room beyond to pick up an Old Flask of Wine that Breth, the Innkeeper, will pay 100 Gold for. Return to the room where the door led west and use crowbar again. Then north before heading south through a south door to fight more Rats. East of this point find another Flask down a passage. Then south again through a door to fight Rats. Go east down a long passage to enter a false wall and descend stairs to Level Two. At the end of level 2, which is pretty small find the Keyhole in the Wall that needs the Tunnel Key from Jonathan's Laboratory to open up the route into his cellars. JEWEL INN CELLARS The Jewel Inn is to be found in Crystal. Map Level One on a 23 x 23 Grid. Map Level Two on another long long etc grid - 88 x 5. Entry Point is is the northwest corner heading east. After passing through the first door find a door to the south heading east. This is the way to go. There is another door south round the corner but there's nothing and no-one in the rooms beyond. Through the door east head either north or south. The doors south along the northern passage lead to another barren area. Go to the southern passage and 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. Find a door west and then travel south and west to fight more Goblins at the end of a passage. Back to go north and west through a door, round a couple of corners and another Goblin battle. South and head west to bash another set of Goblins. Go north from here round yet more bends, keep west and south to finally discover a Chest containing Flasks and a Golden Wine Goblet. Give this goblet to Orlando who'll reward you with the Old Key. This key then fits the Keyhole in the Wall in the area south of the Paladins' Guild in Crystal. The wall opens up and leads to a Chest containing 657 Gold and a vital Piece of Amberstar. The stairs down to level two are nearby, go west and south. Down a passage with three doors off. Behind each door are Goblins to be fought. Again the door east conceals Goblins. Explore and keep heading east. One of the small rooms has a Chest. In the chest is 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. Much to my disappointment showing this to Orlando or Captain Brix produced no response. You will fight another five sets of Goblins before emerging on an Island. Beware for there are more Goblins on the Jetty and in the surrounding landscape. ---------------------------------------------------------------- Time now to tackle the Wizard Towers. Each of the Towers has a fast track route to the Guild contained within. It's tempting to enter the password straight off BUT in doing so you won't gain the experience that builds your Party's statistics. The Puzzlemouths ask for the name of the Guild's founder and of course this is the last Puzzle you solve. I'll provide the solution but only at the point that the puzzle appears. In terms of easiest first - WHITE WIZARD TOWER. Map reference 280/168. Located southeast of Crystal. Map on a 23 x 23 Grid. Entry point is in the mid east heading west. The Puzzlemouth is before you. Head north and then south to enter a room with loads of 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. Through the door and go west ignoring the Teleport to the east. Half way along the passage is a false wall to the south. You may have to trigger this by visiting the Statue at the end of the passage who has the message "There is no way past me". Twice through the false wall. Going west at the end of the passage south leads to a barrel containing eight torches. Head east through a couple of doors to find and fight Skeletons. The lower ones in the three rooms are an illusion. Round and round the passages to find the Statue of the Founder whose name is "Kasimir". Back and north to find the Guild entrance and meet Crag, a level six White Wizard inside. Crag has a useful staff should you choose to recruit. Head east from the guild to use the password on the Puzzlemouth. @~Continued in the next file