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The Best of Select: Games Special 4
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THE BEST OF SELECT Games Special 4 (Select CD-ROM)(1996).iso
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3mberst2.txt
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1995-02-06
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~Amberstar
Solution obtained from The Adventure Probe BBS.
` AMBERSTAR - Thalion
` Playguide by Brian Burke
~Continued from previous article...
~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 x 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 to discover that she's lost her Broom. Enter the
garden to 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 took me ages, 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 the caves should you step beyond the rocks. Explore the rooms
to the north to find four Chests containing Jewels and Gems.
Once through the room with many pillars you head south and east to
go up to the northeast where the Sprites concede defeat. Now
return to one of the exit Teleports to return the Broom to Mera.
She tells you of the Frog Pond.
~THE FROG POND.
This is located to the southeast of Mera's House. Enter the trees
and the Pond area is enlarged. Talk to each Frog until one answers
and tells you his sorry tale. Swim to the island in the centre and
underneath the rock is a Piece of Amberstar.
~HALLS OF PEACE.
Warning - you are advised to have decent swimming stats before
entering.
Map reference 315/076
Map on a 9 x 18 Grid but there are Five non-Automap areas off.
Located in the rocks at the end of the Desert northeast of
Crystal.
Entry point is in the mid south. Meet the Puzzlemouth and say
"Jasmin". This name derived from talking to Olfin in the Jewel
Inn in Crystal. Forward to meet a Planthulk to the east and
another in the room south of here.
Going through the door north and heading west will bring another
Planthulk battle. North and east via Area C meet the final
Planthulk monster. Taking the five outer areas in the following
sequence -
~EDCAB
Area A. - Fight Krakens on the shore line, hang about and tempt
them onto the beach, or in the shallows if your swimming abilities
are up to it. When they're all kaput head to the opposite shore
line and take the Lily from the altar.
Area B. - Same tactics as in Area A with the Krakens. The target
shoreline is to the west. Then north to discover the Forget-me-not
flower on the altar.
Area C. - This links rooms together. You'll now meet Trents which
are Tree Monsters and they're tougher than Krakens. There are a
few of these to dispose of before crossing a bridge to find
another cave entrance.
Area D. - More Krakens. Head north to find Clover.
Area E. - Krakens yet again. Then go northwest to find the altar
and a Rose.
Head for the Temple and use your flowers in the following order -
Cloverleaf, Rose, Lily and Forget-me-nots. Head north to hear the
voice telling you that you are worthy. You can now either sell the
Flower to Olfin for around 5500 Gold or be noble and trade it with
Gwendolin for a Teleport directly into Sanri's Temple. If you're
low on experience and hits points I'd recommend calling in on
Olfin and taking the cash.
~ILLIEN - THE VILLAGE OF THE ELVES
Map reference - 157/134
Located west of Crystal in a clearing deep in the woods.
Map on a 23 x 16 Grid.
There are entry points north, south, east and west. Entering from
the north you will immediately see statues. The statues carry the
names of the Guardians of the Eyrie. More of the Eyrie in a
moment. The names are -
Tillien - the First Guardian
Gelinda - the Second
Solomon - the Third
Elathon - the Fourth
Pelanis - the Fifth
Pelanis is the current Guardian and it is he you must talk to
to learn of the quest you must undertake. Successful completion
gains the gift of a magic flute that summons your own personal
flying machine - a friendly eagle. Pelanis lives in the southeast
of the town. He'll tell you the tale of the female Dragon and how
she threatens the Eyrie. You must destroy the unhatched dragon egg
and slay the Dragon as well.
To reach the island home of the Dragon you can use a raft that is
moored at a jetty to the northwest of Illien. The Dragon's pretty
tough so your Party need to be in good shape before confronting
her.
Elsewhere in Illien is a very useful Herb shop in the northwest
and an even more useful Potion shop south of here. Wandering
around this area is Samrais who'll tell you about the Dragon and
Pelanis. There's a shop in the centre of the village and a Temple
is in the southwest. In the southeast is a Ration shop where
rations only cost 10 Gold.
The pathway to the Inn is from the east. Before taking the
northern route to the Inn go south and talk to Bothor. Say
"Amberstar" to receive a letter to his uncle Donner. Donner is
working a mine in the south of the island. The entrance is
directly west of the jetty which itself is west of Gemstone. Cross
the river to find the cave entrance.
In the Inn there's an amusing encounter with the landlord's wife,
particularly if you've noted the ladder outside the Inn earlier.
You'll find Kelvin inside. He'll tell you about his lost Harp and
that the Riddle Master has it. The Riddle Master's Tower is
located on an island way down southeast of the island. Take a
bearing from the most eastern point east of the White Wizard Tower
and sail your boat south until you sight the island. Use the
Crystal Ball as a navigation aid. You'll also meet Thaer who tells
you about the harp.
Sub quests identified, in order of battle difficulty -
1. Donner's Mine
2. Tower of Riddles
3. 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 x 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.
Forgive my memory but I believe that there's a set of Bones to be
found at the end of the passage here. Search them to find loads of
Treasures - 845 Gold, 3 Lockpicks and 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 pass