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- AMBERSTAR - Thalion
-
- Playguide by Brian Burke
-
- Part 1 - Introduction, General Information and Hints
- _____________
- 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.
-
- I understand that folks trying to play off floppies on the Amiga
- have had a problem but the guy I spoke to at Thalion in Germany
- seemed to think all was OK now. Playing off a hard drive with only
- 1 meg you'll need to use Control-D to cut out Workbench loading.
-
- 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. Piece of cake!
-
- 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. Scrolling is a joy throughout.
-
- 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 reminiscent
- of Faery Tale. 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. This is reflected by the amount of
- map that you can see on screen. Time can be accelerated by use of
- the "Zzz" icon.
-
- The final scenario is the Battle mode. The less active amongst us
- will be delighted to know that this is 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. You just sit back and drink your coffee
- whilst the hapless protagonists slug it out crying such
- encouragement out as "Hit him, you twit" and so on.
-
- _________________
- 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.
-
- ______________________
- Movement over the Map.
-
- At an early stage it is advisable to buy a horse from the Stables
- in Twinlake. This means that you only lay out 150 gold for your
- single character. Subsequent additions to the Party all clamber
- upon the back of this poor creature without detriment to its
- performance! If you've two characters when you buy a horse then
- it's 300 Gold and so on. Having a horse means that Rivers can be
- crossed without losing Life Points by not having sufficient
- swimming skills. You'll also not be allowed to enter Lakes or the
- Sea. To enter Woods and Forests though you must be on foot so
- will have to park Dobbin in a place where you can find him (her)
- again. Think I'm joking? - this is a BIG game.
-
- Twinlake offers Rafts for sale but two of these are to be found
- for free. One at the end of a jetty on the western shore line and
- another in the north west of the map. A Boat, on the other hand,
- you have to buy at some point. As these cost 5000 Gold it'll be a
- little time before you acquire one. Whilst this sum of money can
- be found in Crystal I recommend that you use that to fund other
- purposes first. Boats can be bought in Crystal or from an
- extremely remote island in the north west.
-
- Later in the game a "Blue Disc" can replace the horse and best of
- all the ultimate way to travel is via your own tame Eagle - shades
- of Questron (no gambling in this game though).
-
- Finally there's a method known as "The Windgates". These are
- croquet type hoops that transport the Party, from a central island
- to the south of Twinlake, to locations that are close to points of
- interest. Before the Windgates can be used the artefact that
- enables them must be obtained. There are two of these to be found.
-
-
- _______________________________
- Fighting & Character Promotion.
-
- As usual sending the baddies to their version of Valhalla is the
- only way to gain Experience. Entering each relevant Guild gives
- your character information as to how many points are required to
- reach the next level. Each promotion costs so have your purse
- available. Some classes cost more than others.
-
- At each promotion you are invited to allocate points to the
- disciplines I described above. Briefly these should initially be -
- Warriors - Attack/Parry skills
- Thief - Pick Locks
- Paladin - Read and Use Scrolls OR Attack/Parry
- Wizards - Read and Use Scrolls
- There are also Monk and Ranger classes which I did not employ but
- who are available in the game.
-
- Misreading the manual I mistakenly thought my Human character
- could enter a multitude of classes so when I'd acquired 30
- experience points I beetled into the Warrior Guild for my extra
- skill points and to receive my extra Life Points. When I then
- tried to enter another class and was turned away I was
- inconsolable. In the event I was well pleased as I set up my
- Battle formation with a Warrior at either side of the first row
- with all four weaker characters on the back row.
-
- The Warriors cannot advance beyond the second row of the grid.
- The enemy come down the screen towards your team and can only be
- hit by the front men if they are adjacent or directly in front of
- your characters. Black Wizards are the guys with offensive
- spells. They can cast spells on any retreating baddies in
- individual or group mode dependent on the type of spell. White
- Wizards are the Clerics and Grey Wizards cast defensive spells.
-
- ____________________
- 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. Some of
- those ailments take your character out of a battle scenario so be
- warned.
-
- Herbs can be bought that offer an "on-line" cure mode. There's a
- shop in the north west of Illien, the Elf Village that sells -
- 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 that do the same job. Again there's a
- shop in Illien to the south of the Herb shop and the Monks Guild
- also stock a good many. I can't replicate all the Potion symbols
- due to the limitations of my keyboard but hopefully you'll
- recognise which is representative of what from those below -
-
- M = Healing 5 potion. This is the preferred one.
- N = healing
- D = cure Poisoning
- 1X1 = replace spell points _
- X = Replace Spell Points This is the preferred one
- < = cure Blindness
- The same with an additional half a chevron = cure Disease
- (sickness).
- P = cure Paralysis (stun)
- There's also one for "Treat Weapon with Balsam". Go on - get the
- edge.
-
- ____________________________
- Weapons and Special Objects.
-
- As your Party root and loot their way through dusty crevices and
- rusty Chests they come across all manner of goodies. Practically
- everything is worth taking as this is the way to fill your purse
- with Gold. The bad news is that you are limited by the strength
- of each character as to just how much weight each can carry. There
- is an on-screen statistic that will tell you this. The Shops in
- Illien, Twinlake, Gemstone, Crystal and Snakesign all do
- reasonable second hand deals so these are the places to bring your
- Treasures and turn 'em into cash. The Shop in Crystal is run by an
- enterprising fellow who's open all day, every day. The others have
- homes to go to and their opening hours can be read outside each
- shop.
-
- Frankly, apart from Torches and empty Flasks you can find most of
- the armour and weapons as you go. Torches are essential to
- progress in the Sewers and Cellars. Unless they're lit the Automap
- facility will not register and you simply can't see. Once an area
- has been mapped then by all means save your stock and alternate
- between map and direction arrow mode as you retreat or re-enter a
- previously mapped level.
-
- The weight problem and the sheer number of objects, potions and
- scrolls you find will have you scuttling through areas more than
- once. For this reason it's as well to have a manual version of
- the on-screen map to hand.
-
- The fact that an object is "special" will become apparent by
- virtue of its resale price. In Twinlake and Snakesign are Wise
- Men who will identify those items. Beware as once identified they
- won't look at that item again so to quote Terry Wogan "Write it
- down". Each object costs 250 Gold so best to save outside the shop
- and restore when you've submitted those objects you want
- Identifying.
-
- I won't claim this list as exhaustive by any means but here are
- some notes I made -
-
- Armour -
- Object _____________ Attribute ____________ Class
-
- Metal Helmet .. Shield 6 Warriors & Paladines
-
- 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 / Paladine
-
- Chainmail .. 8 Warrior / Paladine
-
- Banded Mail .. 10 Warrior / Paladine
-
- Mithral Mail .. 12 All
-
- Girdle of Thieves .. 9 Thief
-
- Robe .. 2 All
-
- Robe of Nut .. 5 Wizards
-
- Robe of Nickademeus .. 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 / Paladine
-
- Simitar .. 25 All except Wizards
-
- Sickle of Returning 20 Thief/ Monk / Wiz / Ranger
-
- BucklerShield .. 2 + Damage 2 War / Paladine / Ranger
-
- Tower Shield .. 12 + Life Points 5 + White Magic
- + Reincarnation 5 Paladine / W.Wizard
-
- 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 x 5 - All
-
- Wand of Light - guess!
-
- One to avoid even picking up is the "Coat of Moira" - there are
- two of these and they are cursed. Not only that but they weigh a
- ton too. A "Remove Curse" spell is the only way to lose them once
- in your inventory.
-
- There are other special objects that you will find on your travels
- and others that you will be rewarded with in return for 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 a purpose. Some, like the flute you receive for destroying
- an evil Dragon and is subsequently used to summon an Eagle, remain
- as part of your luggage. Whilst others, such as the Compass and
- Clock, are transported to a grey display window on the right of
- the screen.
-
- ______________________
- Character Interaction.
-
- You can only learn about your quest(s) from "Talking" to the other
- characters in the game (They all look like they're exercising on a
- pogo stick). Some of these will be able to join your party if you
- have room. It's possible to be ruthless and drop a character,
- pick up another one, filch all their goodies, then go back and
- have the other guy join up again. Once a character has been
- dropped they can be found again in the place that you first met
- them.
-
- Only those characters who speak the same language as the
- individual you're trying to converse with will get any sense out
- of them. Otherwise you receive a negative message so be sure your
- leading character is the appropriate one.
-
- From memory I believe the only words present in your on-screen
- vocabulary at the start are "Hello" and "Key". Either keep a
- pencil and paper record of these words or develop a good memory as
- key words are added to this list each time you talk. For example
- talking to the little girl outside your parents home in Twinlake
- brings out keywords such as "Felix" (her cat) and so on. For this
- reason and the fact that some dialogue responses contain keywords
- required later in the game it is important to take a note of all
- conversations. Not verbatim but certainly noting keywords and
- names. The same is true for pictures on the wall of some rooms.
-
- _________________________
- Saved Game, Life & Death.
-
- The bad news about Amberstar is that there is only ONE saved game.
- Yes, just the one. Mistakes you don't make in this game. It's true
- to say that you can die once and then be resurrected. Should this
- fate befall the Party your dead bodies are transported to a
- helpful Wizard, name of Shandra, who lives in Twinlake. He then
- tells you that's your lot or that he can only help once more. The
- trick is to retreat when the odds are against you and to keep at
- least one character's Life Points up all the time. This should
- preferably be a Paladin or a White Wizard. Keep the Rod of
- Resurrection handy once you've found it.
-
- Emerging from a Battle licking your wounds you ponder how to
- regain your health. Resting is the answer, but you must have
- Rations to consume in order to restore Spell and Life Points.
- Rations are obtainable from Twinlake - cost 15 gold, Crystal -
- cost 12, Gemstone - cost 10, Snakesign - cost 10 or Manyeye Cave
- Village - cost 30 gold. An alternative to spending money on
- Rations, but effective for Life Points only, is to bathe in the
- Healing Pools found in the Crypt which is located in Twinlake
- Cemetery.
-
- _________________
- Building a Party.
-
- There are a number of characters in the game who are willing to
- help you solve your quest. Frankly you'll get absolutely nowhere
- without them. Here is a list for your recruitment campaign -
-
- Character ____ Class ____ Where Found
- Drobonir - Warrior - Gemstone Inn
- Trasric - Black Wizard - Crystal - Jewel Inn
- Grylan - Paladine - Crystal - unclassified & weak at first
- Silk - Thief - Twinlake - Dragon Inn
- Satine - Grey Wizard - Tower of White Wizard Guild
- Boldina - Thief - Dragon Keep - Castle of Gelinda
-
- Melchlor - Monk - Snakesign Village
- Crag - White Wizard - Tower of White Wizard Guild
- Sheba - Ranger - Cave of Manyeye village - in her house
- Spike the Dog - Animal - Twinlake - in the kitchen of your home
- Shir'kar the cat - Mera's House - garden
-
- You certainly need Black Wizard skills. A Thief is essential.
- Characters with Grey & White Wizard ability are also vital. I'd
- suggest that the Warrior is your number one recruit.
-
- Build your initial Experience points by walking over or sailing
- under bridges. Make sure the Warrior and Black Wizard are with
- you. This way you fight single Bridge Trolls on a random basis.
-
- Fighting the first Rats in Twinlake Sewers is also good
- preparation for your characters' first promotions. It's important
- to get Life Points under your belt to eliminate the frustration of
- early deaths.
-
-
- ______________
- General Hints.
-
- It took me ages to realise that, although I could click the mouse
- button on Clothes and Weapons to take them from the Inventory and
- place them on the Figure, in order to action say, a torch, I had
- first to click on the Hand icon in the lower right of the Monitor
- screen and then on the Inventory item I wanted to action.
-
- The game isn't exactly linear BUT it is true to say that some
- places are easier than others. My explanatory is in the order in
- which I tackled the game which isn't necessarily the easiest path
- but I do know and will advise which areas were hard.
-
- There were two scenarios where doors closed behind the Party
- irrevocably. This is no fun when there's only one saved game and
- it's midnight and you know that it'll take ages and three days to
- get out in one piece. Not only that but you don't know if you've
- enough Life Points and equipment to stay the course! The two
- places are - Pharaoh's Tomb and The Cave under the Whirlpool. This
- latter area should be left till last as it's quite (British
- understatement) tough.
-
- You will need to leave areas from time to time in order to unload
- your Inventory. Keeping a note of your characters' Experience
- Points will enable you to see just when they can gain those vital
- additional Life Points and Spell Casting & Learning Points. All
- this takes time. Until you acquire the Map Locator in the
- Swampstation to facilitate this activity it's a task that you have
- to live with.
-
- When learning scrolls it's best to save the game first as a degree
- of "SSI type" dice rolling takes place. One time you fail and the
- next it's OK. Watch the words as the scroll turns to dust whether
- successful or not. For this reason SAVE between scrolls as well.
-
- Read signs and Signposts as these will give you trigger words in
- your speech Inventory.
-
- - o -
- ə