Ambermoon Walkthrough --------------------- Written April-July, 1999 © Michael Böhnisch Published by Thalion Webshrine I. Preface ---------- This file describes a complete walkthrough of the Thalion game "Ambermoon" - still one of the finest RPGs I've ever seen. I played version 1.05 (German) when I finished the game for the first time back in 1995. For the walkthrough I used version 1.07 (English) and I found some minor differences. Wherever I noticed a change from v1.05 to v1.07 I added a corresponding remark. Although there is a general plot in Ambermoon, the sequence you play the smaller sub-quests is not strictly fixed. Often you may solve them in arbitrary order or even do one of them in part, go somewhere else if you get stuck and return later. This freedom of action greatly enhances the fun of the game and adds to realism. Feel free to vary the order given in this text. Using special knowledge acquired later in the game (or by reading this walkthrough) you may become tempted to use shortcuts to the storyline. Be warned! Not only you might easily miss parts of the game, there are several consistency checks built into the program that try to detect cheating. Cheaters might suffer nasty surprises... I describe the first steps in Lyramion, the world that stages the Ambermoon story, in great detail. I did so to make the start easier for less experienced gamers. In case you are a leather-necked role playing game swashbuckler, please forgive my talkativity. I'll gradually reduce the depth of the description. References to common equipment like torches or slingstones will be left out in the description of treasury later in the text. Be sure, though, I'll hint you to any exotic or important item and place in the game. Also, because I'm writing this text partly for my own pleasure, I allowed myself to exert some wicked sense of humour. It tends to be a little lewd now and then. Please don't feel offended by the few places I followed the advice of that little red demon that whispers in my ear and try to read the text in the same relaxed manner it was written. Have fun, Michael Böhnisch II. Spannenberg & Environs -------------------------- 1. Exploring your home You start your quest at home in the sleeping room of your grandfather. He is in his bed, deadly sick. Say "HELLO" to him and listen what he's got to say. Your first task is to fetch some of the old equipment of your grandpa from the cellar of the house. But first you should prepare yourself - even the cellar of the house you live in is not without dangers. There is a wardrobe at the northern wall of your grandpa's sleeping room. Open it and you'll find a robe, a pair of leather shoes, a buckler, 6 healing potions II, 3 healing potions III and 3 potions of cure poison. Take everything out and wear the clothes. You can discover some other armour in your own room, but the things of your grandfather are better. There is a locked chest near the eastern wall of the room. Ignore it for now, you need a special key to open it. Now go south, then east and into the entry hallway. On the northern wall, east of the door hangs a magical picture. Take it and use it. It will provide you with a view that permanently indicates day and night on Lyramion's surface - even if you are deep in some dungeon. Located to the east of the hallway is your own sleeping room. The wardrobe at the northern wall contains clothes, a pair of sandals and a hat. Take out the hat and wear it. The chest to the east holds 2 lockpicks, a rope and 37 gold coins. Take out a single lockpick and leave the rest. Head back for the hallway and go north to the dining room. A book shelf to the west has the Book Of Arachnids. Get and read it, it contains a hint how to handle a certain kind of spider's web. The cupboard at the north wall contains a set of silver cutlery. Leave it there for the moment, later you can sell it and get some money to buy better weapons and armour. Put the book into the cupboard. Once you have read the hint, there is no need to burden yourself with it anymore. Go west into the kitchen. A cupboard near the north-western corner holds two knives, a dagger and 15 rations of food. Take out the dagger only and ready it. To the west of the kitchen there is a small storage room. The baskets here contain 6 rations and 5 torches. Take all of it and use a torch. This is a good opportunity to save the game for the first time. You're ready now to overcome the lurking horrors of your grandpa's cellar! 2. Grandfather's cellar Go down the stairs and follow the passage first east, then south. You'll find a square-sized room with doors to the east, the south and to the west. Don't bother if you encounter a small spider at the ceiling or running around on the floor. These small ones won't harm you - probably they feel more fear than you do. (At least that's what my mommy kept telling me when I was little. Check the number of legs you own before you enter my room, though. Chances for survival are low if your count exceeds two.) It's easy to loose orientation in the 3-D dungeons if you're not used to the steering. Simply use the map gadget whenever you're not sure of your location. A well can be found in the centre of the room. Do not touch it yet! Pass the east door and discover a short sword in the south east corner of the adjacent room. Ready it and keep your dagger in your backpack. Unfortunately your inexperienced hero is a bit clumsy and tends to break his weapons when using them. Try to always have some replacement in store. Go back to the room with the well and have a look at it. Isn't there something moving beyond the water surface? Try to grab it and stir up a deadly, dangerous pond lizard! This vicious beast horrendously darts at you and attacks! It is one feet and some inches long - at the very least!!! Defend your ankles, fight for your life and finish the monster off. Congratulations! You just killed the first in a long row of opponents in the adventures to come. Be sure to take the tasty remains of the lizard with you (two rations of food). Some supply of food always is handy to have. During a rest your character needs one ration to regain health after a fight. If you broke your sword or your robe during the fight, this is very bad news right now and hard to take. There are some more fights to win until there is an opportunity to get equally suited replacement. You might as well reload your saved game and retry the fight for a better result. Also, this is the main reason why should save your game now and after any further melee if everything went well. Make this a habit until you are sure of a reasonable supply of equipment. Later in the game the danger to break some invaluable equipment becomes smaller gradually. Of course, if you feel this is cheating, you may as well show you have the guts to continue without reloading after such an accident. Be sure of my deep respect. Now go through the west door and head north. You'll get attacked by a big spider but you should be able to handle the fight. The room you just entered holds 2 potions of cure poison, 5 potions of healing I and a potion of healing II. Go to the west into a food storage room. Yummy! 39 rations of food just for you alone! Go back to the door to the well's room but do not pass it. Instead follow the passage to the south. After a bend to the west, pass a door south and your way is blocked by a spider's web. Simply walk through it, it's easily ripped, just to be attacked by another big spider. Follow the passage until another web is in your way. This one is not as easy to destroy as the first one. Save your game now! The next fight is quite tough and there is a good chance of not surviving it. As an option you may well ignore the web for now and return here later. If you decide for heroism now, you have to find a way to destroy the web. Do you remember the hint from the Book of Arachnids? Stand right in front of the web and use a torch. The web will burn up and a big spider and a poison spider will attack you. As a hint for the fight, use a healing potion if your health drops below 5 points, concentrate on one enemy first and finish him off before attacking the next one. The poison spider will cast some intoxication spells on you first (with a very moderate success rate). If you get poisoned, ignore this for now. Use a potion of cure poison after the fight to cure the condition. As a reward you get a nice dose of 65 experience points and you find a chest in the north-west corner of the spider's lair. Use the lockpick on the chest and collect as many items as you can carry. The contents of the chest is quite impressive: 3 healing potions I, 1 healing potion II, 2 potions of cure poison, 1 revitalizing flask, 4 spell point potions I, 1 spell point potion II, 1 scroll of Dispel Undead, 3 scrolls of Light, 2 scrolls of Blink, 1 scroll of Magic Shield, 1 scroll of Hurry, 4 scrolls of Monster Knowledge, 1 scroll of Knowledge, 5 scrolls of Magical Compass, 1 scroll of Find Persons, 4 scrolls of Magical Projectile, 1 scroll of Sleep, 2 scrolls of Mudsling, 1 scroll of Winddevil, 1 stonesling, 3 ropes, and 58 coins of gold. The scrolls with white letters are for healers, the blue coloured ones are alchemist's scrolls, the yellow ones hold mystic knowledge and the black ones have inscriptions of destructive powers. Close windows and lock your door before using them. In a single, continuous stroke draw a thirteen-pronged star to the floor. Place a black coloured, cursed candle into each of the corners. Dance three times around the freshly chopped head of a rabbit. Anti-clockwise. Incant the words for evocating a major demon. If you now sense a strange odour you just created a good opportunity to change your pants. To be honest, the scrolls are not of much use for you now. Keep them in store in your house, though. Later you and your companions can learn spells written on them to aid thee in your quest. Note that character class restricts which scrolls you are able to use. Some classes can read scrolls only, not learn the spells, a feature that might help in desperate situations. Fighters can't use them at all. Most probably you cannot carry that many items. Transport as much as you can back to your room up in the house, put the scrolls and ropes into a chest, cupboard or other container. Return here and pick up the rest. Now go back to the room with the well and go through the south door. In the south-east corner of the room you will find 6 torches. To the north-west there are 13 slingstones. There is a door to the south. Pass it and follow the passage up to a wall with a riddle mouth. Talk to the mouth and tell him the code word "WINE", just as your grandfather instructed you. The wall with the mouth will vanish and allow passage to the east, then north. A sign next to the door you now see indicates that you are about to enter the wine cellar of your grandpa. Go in and collect the 27 slingstones found on the west side. The north wall has a button. Touch it using the "hand" gadget and a wall opens to the west, just to release another big spider. Kill the creep and climb down the ladder to... 3. The Old Cave - first level To the west you will stumble upon "Shandra's Amber", a small amber stone that looks innocent but is an important item later in the game. As you approach the south wall you will notice that further passage is blocked by a cave-in. Return to your grandfather. 4. Spannenberg Talk to grandfather and show him the amber stone. He has no idea why Shandra gave it to him in the past but suspects it may be needed to contact the dead mage. Tell him about the "CAVE-IN" and he instructs you to journey to the city of Spannenberg, where you shall meet a horse-dealer named Tolimar. He can provide you with the tools needed to remove the obtrusion. Store the amber into a chest and get the silver cutlery from the dining room. Collect all gold from your home, the suit of clothes, the sandals, the two remaining knives and the stonesling. Leave most of your rations at home. 5 rations are enough as a waybread. Leave the house and follow the road to the west until you reach the city. Do not travel at night, you may easily overlook some river, fall in and drown. Enter the town and save your game. Explore the town by yourself, but take care of bandits! The places you will want to visit first are the equipment shop and the fight trainer. Whenever you're short of hit points you should have a look at the map. Glowing spots mark visited places you can reach "directly" by clicking on them. You do not have to make the possibly perilous travels through backstreet alleys to return to the city gate. Leave the town on occasion and take a nap outside - this is much cheaper than resting at the inn. As a general guideline you should talk to everyone you meet. If you get attacked, try to collect as much valuable equipment from your prey and sell it at the shop. Armour is generally more expensive than weapons and thus is preferred loot. Always use the best equipment you can afford. Keep your fingers away from the barrels you can see in some corners, they're nothing more than traps. First, a short overview: A. The Merchant (east) Sell any excess equipment you bring with you from home. After combat, sell the collected equipment here and buy better equipment for yourself. Also note that money has weight, too. You may want to return home now and then to store excess money - you will need the treasure later. Another good idea is to use the chest in Sandra's room at the healer's place for intermediate storage. See the walkthrough for details. B. The Trainer (west) Train your attacking skills as much as possible. Attack is the best defence! Don't bother about parrying. Later, when you have put the more important skills to maximum you can think of some additional defence training. A new party member can be picked up here. C. Tolimar's Horse Shop (south-east) Buy horses and start a quest. D. "The Limping Rogue" inn (south) A place to spend the evenings listening to rumours and to regain health sleeping overnight. Sleeping at the inn is expensive, though. Use the healer's place for a cheaper room or simply camp outside the town. The landlord of the inn is somehow related to the local thieves guild. Also there's that strange stairs behind the desk... E. The Wharf (south-west) This shop is closed at the moment - Captain Torle, the owner, is on a journey. F. The Healers (west) This place is a treasure trove of knowledge. Keep away from the cellar, we'll go there as soon as it is of use. You cannot get healing in the healer's shop at the moment as Father Anthony is away but you're always welcome to stay overnight for a few gold coins. The healer's library sells magic scrolls. There's no need to buy them. G. The Sage (west) Mystic scrolls are sold here. Nearly never in the game you have to buy expensive scrolls, spend your money for something else. Also you can identify items here for some gold. H. The cemetery (north-west) Do not enter here until you have some good weaponry and gained some experience! Especially restrict yourself from going through the passage in the hedge to the east... I. Townhall I (north-east) In this house you find a fisherman and his deadly sick child. To save the little girl from death is your main and final quest on your home island! J. Townhall II (north-east) A couple lives here that was stolen a pair of golden goblets. Returning the goblets is rewarded. K. The palace of Baron George (north) Lady Heidi and her husband, Baron George live here. He's got problems with the bandits and Orcs that terrorize Spannenberg. Also he misses his chain of office. L. The City Garden (centre) Explore the garden. In the centre you'll discover a well. M. The Food Shop (east) Most probably you will not need this shop at all - if you ever start running out of food, return home and fetch some rations from your storage. Killing a bandit gives you three rations for free... First, meet the merchant at the east side of the city. If you get ambushed by bandits, don't be worried. They're not that dangerous. The silver cutlery sells for enough money to give you a good start. Get rid of the clothes, the pair of sandals and the knives, too. Buy leather boots and sell your leather shoes. Avoid longswords for your character. You'll break them too often until you're level 7 or 8. Buy a second short sword as soon as you can afford. If you already have been "robbed" sell your robe and wear a leather armour. Sell any daggers and excess leather armours. The merchant's hold can keep a limited number of different items only. If it runs out of space buy one of the special items at the end of the list, e.g. the rune alphabet to create new space. Use the rune alphabet when you have it to get clearance to use the rune sheet that came packaged with the game. Other items that should make you curious are the wind pearl and the emerald stone. They are expensive but they are needed later in the game. Currently, they are of no use for you. Buy them if you have a lot of money you don't know how to spend otherwise and keep them in a safe place. The same applies to the jewellery found in other shops. Second, go to the trainer at the west side of the city. In the western training room you will find Egil, a young warrior. Talk to him when he's watching the attack training and question him about "ORKS" and "BANDITS". Invite him to join your party. He's not too bright but strong as an ox and a good companion. He will happily help you slaughtering bandits, Orcs and undead creep and also is a big aid in carrying items. His magic abilities are comparable to the secret powers hidden in an ordinary wooden spoon, though. Do not forget to give him training, too. Also, you should arrange the fighting formation of your party to something reasonable as soon as he joins you. He is able to handle most weapons and armours and only very seldom breaks an item. The longsword is OK for him now. Explore the rest of the city and enjoy killing bandits. Tolimar, the shop keeper of the stables is happy to provide you with horses (buy some, makes traveling the island easier a lot) - in exchange for money, of course. Also, he will give you the needed digging tools to enter the cave below your house - if you return him a complete set of four golden horse-shoes that have been stolen from him first. You will hate this guy. Prepare some special place in your heart reserved for him exclusively - about directly below garter snakes and murderers. In the centre of the town you will find a garden and a well. This is a wishing well! In the course of your adventures you will collect magic coins. When used at these wells (there are more spread all over Lyramion) one of the stats of your whole party is raised! Thus, it would be a shame to use coins for yourself only. Keep them in reserve until your party is complete. The well in Spannenberg raises the party's strength. At times you'll find a woman dressed in a red cloak in the garden or around. She offers you to sell you a stone called "Monster Eye" for the modest sum of 5,000 gold coins. Buy this, when you can afford to do so and use it. The Monster Eye indicates the presence of monsters in your vicinity. Also Otram, a young adventurer may be found here, preparing for a journey. Inquire him about "JOURNEY", "BROTHERHOOD", "NEWLAKE" and "TOWN PARK". Visit the palace of Baron George. Talk to Lady Heidi and Baron George. Ask him about his "PROBLEMS", with "ORKS" and the "BANDITS" of the "SILVERHAND" gang. He offers a reward if you bring evidence of successful actions in these issues. There is a housekeeping woman that hints you to ask Lady Heidi about "FAIRIES". Do so and she tells you about her encounter of the third kind. Her story sounds so strange and unbelievable she's not sure by herself it has not been a dream only. Go to the far northeast of the town and visit the house of Wat, the fisherman. Talk to him to find out about his sick "DAUGHTER" and an "ANTIDOTE" to cure here. Across the street you'll find the home of Canth and her husband Norlael. Talk to Canth to find out why there is some discordance in the house. Ask Norlael of the "WINE GOBLETS" - another one of the many sub-quests found in Ambermoon. There seems to be some dispute between Canth and Norlael who stole the first of the goblets. Of course, Canth only had a daydream when she saw some green-skinned fairy take it and fly with it away. Or is she right? At the Healer's Place talk to everyone you see. Do not enter the cellar, there is nothing to be done for now. Talk to Clementine, and find out about "SANDRA" and her "DAUGHTER" "SABINE". Find the head of the house, Sandra. Ask her of her "DAUGHTER". She will give you a key to a chest in her room and ask you to find out why her daughter Sabine - she is working as a healer in the city of Burnville Lady Sandra is one of the many crosslinks to other games. She's been the little girl playing in the streets of Twinlake, seventy years ago when your grandpa dealt with the Amberstar. Her "TOMCAT" was kidnapped by an evil rat king and ol' gramps saved the cat. The cat's name was "FELIX", you have no possibility to find that out from the Ambermoon game. In return for the name Sandra has a nice reward: she bestows you with the ability to talk to animals! There will be good use of this later in the game. Enter her room to the north-east of the building and open the chest using the key. It contains a Holy Horn, a staff of Gala, 5 healing potions II, 3 healing potions IV, the Burnville key and a small fortune in gold. Feel free to help yourself. This chest also is a safe place to store excess money, food and items while you're in Spannenberg or around. Near the entrance of the building you'll find a bookshelf. Search it and find a scroll with a story. Read it and memorize the trick the bird used to raise a water level. To the south of the city, near to the city entrance you can find "The Limping Rogue" inn. Talk to everyone you meet here. Also note the stairs behind the table. Find Aman the thief and ask him about "THIEVES GUILD", "THING" and "BANDITS". He tells you about the underworld war between the local thieves guild and a gang of bandits coming from the Hoimon Desert. Also, he asks you for bringing him an item (a brooch) from Gordon, the gardener of the cemetery in the north-west corner of the city. Find old Landis in the inn and listen what he's got to say. Do not enter the cemetery before you reached experience level 5! Undead monsters (skeletons, zombies) have risen from their graves. Of course, there's some unholy magic going on! Gordon, the gardener of the graveyard has started an interesting new hobby - necromancy. This term describes the arcane art of calling the dead corpses of humans back into a half-life. A strong will may take over the emptiness in the heads of the soulless bodies and turn them into fierce fighting machines. Before you take him out you might want to spend some nights on the place to use the occasion for your own hobby: turning undead corpses back into completely dead corpses. This should boost your experience level quickly and as a further reward you may collect their considerably valuable equipment as booty. Once you killed the necromancer the fun is over... Note, there is a freshly dug, unused grave in the north-west corner of the cemetery. Be prepared for a tough fight - the necromancer is dangerous. You encounter Gordon if you go through the hedge hole in the graveyard. As a hint for the fight: have the Holy Horn from Sandra's chest in your backpack. Use it in the fight to finish off the necromancer's undead company quickly. Close in on him as fast as possible and kill him while he still fires magical missiles on you. Once he's done with his puny magic he'll start using a bow and magical arrows. On occasion, he deals out "critical" hits that instantly kill a party member. Collect everything he carried, especially the Necromancer's Brooch, a clock, a red mushroom and a Necromancer's Dagger. Bring the brooch to Aman in the "Limping Rogue" and give it to him. In return you'll receive a password to be used in the thieves' hideout. Go through the cellar of the "Limping Rogue". Be sure of having some torches ready. Explore the dungeon and find the stone head that asks for the password. There are no real dangers in the hideout, only groups of big spiders now and then that are handled with ease. To the south of the dungeon 10 bottles of liquor can be found that may be of help if your party gets exhausted. Give the password "SILK" to the head and enter the thieves guild. Explore it but do not try to pass the door labelled "test of thieves". You do not have a thief with you yet that may profit from the solution of the test. Silk was the name of a thief in the party of your grandfather. Obviously he started a successful career after the Amberstar adventure. Fans of epic fantasy literature may remember this name and probably noted by themselves that Ambermoon contains a lot of references to the books of David Eddings. Have a look at his "Belgariad" saga and you'll recognize many of the characters and names from this ten book epos. The thieves guild consist of three places where you may train lockpicking, finding and disarming traps. A shop sells some nice items. Especially note the compass, when used it provides you with a permanent view of the direction you're heading. Buy and use it as soon as you can afford. In the map view the blue peg that marks your position gets an arrow added that hints on your direction of view, too. Roam the city until you have all the special items mentioned (Monster Eye, clock, compass) and own the finest armour and weaponry available. Be sure to have a spare weapon in your backpack. Buy horses, about 10 lockpicks, two lanterns. Have some healing potions in stock. Remove anything unnecessary from your backpack and put it into some chest. This especially applies to gold - you do not need it for some time - and rations. Five rations per character are enough. Make sure you're completely rested and well-trained in the martial arts. Leave the city, mount your horses and save the game. You'll now going to free Spannenberg from a menace by... 5. Looting the Silverhand Gang The hideout of the bandit hordes in Spannenberg is located in the centre of the Hoimon Desert, as you already found out. Unfortunately the desert is inhabited by Desert Lizards. Travelling the area is hazardous but that can't be helped. From the bridge you crossed to reach Spannenberg ride north to the border of the desert. Head in north-north-east direction from there until you find a crude stone wall that encloses a building. The entrance is to the south of the building. What's that? A tripwire! The bandits get a warning when you enter the house. Four groups of three bandits await you when you go north. Kill them - should be simple after you plastered the roads of Spannenberg with the guts of their comrades. In a room near a stair you'll find a chest that may be opened with a lockpick. It contains a golden horseshoe, a Sun Helmet, a potion of constitution, a healing potion III and 350 coins of gold. Take out the helmet only and wear it. It's a better protection than your hat and may be used a few times to provide you with light. Leave the rest of the items in the chest and put in any booty from your fight you just finished. You'll need the spare place in your backpack to carry away more treasure later. Climb the stairs and surprise some more bandits (three groups of one, two and three). The fireplace in the first floor hides a secret treasure: a target bow, another golden horseshoe, a potion of constitution and 500 coins of gold. Leave everything in. To the southwest of the room there is a chest. Open it using a lockpick and find 5 lockpicks, a potion of dexterity, a sword called "Firebrand", the third golden horseshoe and 1000 coins. Let your character drink the dexterity potion. Give the Firebrand to Egil. This is a very powerful weapon. You may not use a shield at the same time because it's a two-handed sword but Egil gains some more strength when wielding it. Besides of the ordinary attacking function you can "use" the sword during a fight and evoke a deadly fireball that is hurled onto a selected foe. Use this feature with avarice, it works only a few times. The fights in the hideout quite often involve bandit chieftains. These guys attack from a distance using bows and are able to deal out critical hits. It is vital for your survival to reserve the few fire balls you have for these opponents. With this hint as a guideline it's easy to win the next fights. Return to the entry hall of the house and save your game. Have a look at the chimney in this room. Entering it you'll find a secret switch that opens a passage north. Go north and get attacked by a group of several bandits and one chieftain. Use the firebrand on the chieftain in the very first fighting round, do not hesitate. Kill the rest of the bandits the ordinary way. As a special item after the fight you will find a piece of paper written in rune letters. Get the rune sheet from your package and decipher it. At the end of the passage walk a staircase down. 6. The Bandit's Headquarter North of the stairs you'll find a row of three small areas where the air seems to glitter. The hint on the paper suggests you enter the left one. You will get magically transported in a room to the north that has three similar teleports. This time the one to the right is correct. Another row of teleporters, enter the middle one. Repeat a last time using the rightmost teleporter. In case you enter a wrong teleporter you'll end up in a trap where some beasts attack you. Should you survive, search for wall switches similar to the switch you already encountered in the wine cellar. They will open a passage to freedom - or set free more monsters. If all went well, you're now in the headquarters of the bandits. Hunt down any group of bandits you encounter. To the far northeast you may find another teleporter that can transport you back to the entrance. On occasion you'll encounter locked chests and doors. Open them using lockpicks and take anything you like. There is a chest in the north-west of the dungeon that holds clothing, armour and some weaponry. Very useful are the small tower shield, the horn helmet and that terrific chain mail armour that contrasts the red blood dripping from your sword so nicely. Another chest in the centre of the dungeon holds some potions. There's more gold than you are able to carry. After some exploration of the cellar you'll meet Nagier, the bandit's chief. Surprisingly, he's not some brute but an honourable elderly man that offers you two options: fight him and expect tough resistance or negotiate to a peace treaty. Be wise and accept the treaty. Talk to him and receive a letter and a key. He promises to avoid Spannenberg now and also invites you to visit the bandit's arms master. There you can train the art of critical hits, provided you have the potential to learn this ability. You and Egil cannot learn critical hits but in the future more party members may join that profit from this training. Of course, you also may decide to fight the shit out of Nagier and attack him. Note however, the guy did not lie to you and you await some tough minutes. If you win the fight you find the hand prosthesis made of silver Nagier owned. There is a small difference between v1.05 and v1.07 of Ambermoon here. If you decide to accept the treaty, remaining bandits vanish from the cellar in v1.07. You may hunt down the rest in v1.05. Find the switch in Nagier's bedroom to open a short cut passage out of the hideout. You'll have to press another switch outside the bedroom. Also, open the chest in his bedroom and take out everything. It's not necessary to bring back all items you find in the hideout at once, but make sure you have the letter/prosthesis, the wine goblet and all four horseshoes in your backpack. Travel back to Spannenberg. Return the wine goblet to the couple in town hall II. Give it to the woman. You'll receive a brooch that when worn boosts your charisma. The result is raised profit when selling items to the shops. The hand/letter is evidence of your success to Baron George. Give it to him and receive treasure chest key I. It opens one of the chests in his throne room and makes a second holy horn available to you. Bring the set of golden horseshoes to Tolimar, the horse dealer. He'll exchange them for a crowbar, a pickaxe and a shovel, not without pooping on you for being silly enough to exchange iron for gold. Remember what I told you regarding him when you met him first? Did you prepare that special place? Now put him there and always remember what pile of shit this Tolimar guy is. (The text in German is several degrees more rude than in the English version.) Probably, you gained enough experience to train some more attacking ability. Do so now. Sell everything you don't need from your backpack. Store gold and excess food. Return to the hideout and completely plunder it. You may have to repeat this journey several times until you grabbed everything of value. Consider to cover your Amiga keyboard with a towel while collecting the riches - you are drooling. 7. Grandfather Dies Now return to your home and find the cave-in in below the cellar. Use the pickaxe to remove the rubble. Some scream from above alarms you and you should immediately return to your grandfather's bedroom. A healer that introduces himself as "Father Anthony", informs you your grandfather has died while you enjoyed playing carefree around somewhere else. He advises you to at least visit his grave in Spannenberg. Also, he has put a key on the table of your own room. Then he leaves. What does he expect of you? Grandpa - the old fart simply died, leaving you alone, no hint how to survive in this crude and cold world and without a word of good-bye! Grumbling, you decide to decide to get the key from your room and open the locked cupboard in ol' shit heads bedroom. You find an iron ring and a document inside - your grandfathers last will. It makes the house and everything inside your own. That beloved old man! You always honoured and respected him and your constantly pure mind and heart finally is rewarded. You actually manage to shed some tears and nearly overlook the last passage of the scroll. Go to the dining room and stand in front of the left fireplace. Use the bucket to the left of the chimney (you have to click the "hand" gadget). The fire in the chimney is now extinguished and you may go in and find a secret room. You'll find some empty chests inside that are useful as additional storage room. In a locked chest you find the Wand of Netsrak. It casts a magic compass when used. See the cheats section at the end of the walkthrough for it's secret power. The iron ring creates a magical aura around you when worn that prevents some monsters from successfully attacking you. You'll receive messages "monster cannot penetrate the magical aura" during fights. Return to Spannenberg, visit the cemetery. It's the grave in the north-west corner. The dead soul of grandfather has some last information for you. Now go to the healer's house. In the chapel Father Anthony awaits you. Ask him about an "ANTIDOTE" for the sickness of the fisherman's little daughter. Also note, the healer's shop in the south-east corner of the chapel is opened now that Father Anthony is back. It can heal any condition including the death of some party members. 8. Introducing: Nelvin, Black Magician It's time to expand your party now. Mount your horses and travel the Hoimon Desert, this time in NNW direction. You'll enter a forest that makes travelling somewhat difficult. Work your way to the far west and search the Alchemist's Tower in the woods near the west coast of the island. In the ground floor you'll find a stone head that grants passage when giving him the password "ANTHONY" Work your way up to the second floor and meet Alkem, the owner of the tower. Talk to him and find out about his lost ring. He'll give you a key to the crypt where he lost it. A guest room is inhabited by Nelvin, a black magician. Interview him, too and ask him about "MAGIC" and "SPHERE OF OPENING". Invite him to join your party and arrange fighting ranks to put him in the second row behind you and Egil. He's not good at fighting with weapons but his powerful destructive magic will be a *big* help in the future. He needs some more experience, though, and learn more spells. In addition, he is talented to speak the tongues of a lot of races, humans, dwarfs, gnomes and elves. If you have him talk to Lady Sandra repeating "FELIX", animal language is added. His teacher was Trasric the Dark, a companion of your grandfather during the Amberstar quest. Leave the tower and travel back. Find the Necromancer's Dagger in your stores and let Nelvin wield it. It'll make it easier to learn spells. 9. Bug Hunting in the Old Cave Do you remember why you had to go to the wine cellar in the first place? There is some old equipment of your grandfather hidden there that may aid in your quest. We'll now enter the old cave below your house to actually find it. Also, you may already have noticed the arachnid population of your cellar and it's about time to completely wipe out this creep. Go to the opening you created when removing the cave-in. A somewhat twisted cave awaits you, inhabited by big spiders, some poison spiders and cave lizards. There should be no problem defeating them. The map shows some skull signs suggesting traps. They refer to green puddles on the floor. You may ignore these without harm as long as your heroes wear shoes or boots. Find four ladders leading down to sections of a second, deeper floor. Search the four levers that open a closed door in the maze above. In the NW section there is an illusionary wall behind a spider's web that hides a crate with some treasury. Pass the now open door in the central section of the upper floor. Follow the twisted but basically unbranched passage and pull all levers you encounter. Finally you meet the reason for the alarming messages you got before. It's an ancient giant spider called "Gigantula". She's not that dangerous, to be honest. Using some magic - maybe you have a fireball left from the firebrand sword - or some destructive spells casted by Nelvin she is killed quickly. The accompanying big spiders and poison spiders should be no problem anyway. Around a corner you find a half-destroyed crate. Remove the rubble using the pickaxe. Open it with a lockpick and look at its contents. Many items are broken, but you should take them with you anyway. They may get repaired later in the game. Take with you the Quartz Crystal, the broken Crystal Ball, the broken Locator Device, the broken Magical Disk, the Mother-o-Pearl Chain, the Windpearl and the various magic scrolls. The plate armour is good protection for Egil, but it's heavy. Decide for yourself if you prefer greater safety during fights or to be able to carry more gold and items. The same applies to the steel helmet. Return to the ground floor of your house and save the game. 10. The Sylph Cave You should have a black scroll "Lame" in your store. Give it to Nelvin, make sure he is wielding the necromancer's dagger. Enter the resting menu and click on the "learn scrolls" icon. Let him learn this spell. If he fails, the scroll is destroyed and lost forever. Restore your saved game and retry until you are successful. It is vitally important Nelvin knows this spell. Have your party completely rested and ride west. Pass Spannenberg and continue to travel west. After some farmland you can see a volcano. Ride closer and get ambushed by some Orcs. Orcs and even more their captains are tough opponents that handle axes, slings and bows with great skill and have two attacks per fighting round. They protect their bodies with strong leather armour and it takes many hits to kill them. Fortunately, they are very susceptible to lulling and laming spells. Cast a lame spell on the captain in the first round of the fight. Once an Orc is lamed, he is unable to overcome the spell for the rest of the fight. He cannot cast magical spells and is therefore absolutely helpless. Continue the laming spells until all foes are banned motionless. Now you can take your time to kill them without any further risk. Continue west and encounter the entrance to a cave. There's a tree - have a look at it and find a strange triangular stone. It seems Lady Heidi was not dreaming at all when she followed the green fairies to the cave. Make sure Nelvin is fully rested before you continue. If he's too exhausted to cast laming spells the Orcs are too dangerous. Explore the dungeon. There is nothing of interest let aside some more Orcs and a locked door in the far north of the cave. Search the door and unlock it using the triangular stone as a key. You found a secret place of the sylph people! They are fairy-like, green-skinned women that may change to parallel universes by the magic of their wings. They are extremely shy, so it's no wonder they flee in panic when you enter the place. Only a single member of their community seems to be more valiant and dares to stay. Talk to Sariel and find out all about her "SISTER" that was kidnapped by Orcs and the "SYLPH" people. She asks you to free her sister and gives you the password "OKNARD" for the Orc's home cave. Also, she bestows on you the ability to talk the Sylph language. Then she vanishes. You'll find a crate here that holds a Chain of Office, the second missing gold goblet, a set of silver cutlery, wishing coins and a wind pearl. Return the chain to Baron George, it's his, and receive another wind pearl in return. Give the goblet to Norlael in town hall II. He rewards you with some gold. 11. Rog, the Hill Giant Travel west again up to the volcano mountains. Follow the eastern mountain side to the north and find the double entrance to the Orc's cave. It does not matter which of the entrances you take. Explore the dungeon and fight the Orcs you meet - use the laming spell to overcome them. Always rest after a fight to regain spell points. If you cannot rest because the required eight hours did not pass, simply use the sandglass gadget to skip the remaining time. There are brass gongs spread all over the dungeon. Hit them to remove obtrusive walls and get attacked by some Orcs. The stone head near the entrance expects the word "OKNARD" to grant passage. Stay away from the central room until you completely investigated the rest of the dungeon. There is a cell block to the west with a locked door to the middle cell. You cannot enter here without a special key. Prepare for a difficult fight and save your game. Enter the central room and meet Rog, a hill giant that lords over the Orcs. You have to fight him, an Orc captain and two Orc soldiers at the same time. Cast a sleep spell on Rog and avoid further aggression against him for a moment. While he is sleeping he will not attack you and also is unable to cast spells. If you attack him he will awaken and plaster you with destructive magic or crushing club hits. While he takes his little nap, finish off his Orc lackeys using the laming spell tactics. Now close in on him, wait with attacks until you are successful with a laming spell put on him. His magic is bad enough so you don't want his brutish force as an additional danger. Kill him using your conventional weaponry, cast winddevil spells if you have some spell points left. He'll attack you with some really forceful spells, so keep an eye on your health and use healing potions if necessary. Collect his head and the prison key. There is a crate in this room, open it using a lockpick. The mage robe is a fine item for Nelvin. It raises maximum spell points and maximum hit points when worn and also protects well against weapon attacks. The throwing sickle is a far-distance weapon that befits a mage. It keeps him out of melee range and does not take ammunition. The sickle magically returns to the thrower after each use. Get the wind pearl and walk to the locked cell door. Open the door using the prison key and find Selena, the kidnapped Sylph. She was badly tortured by the Orcs. In particular they ripped off her wings and crippled this way she is unable to return to her people. Invite her to your party. She is quite weak but fast as lightning and becomes a brilliant thief later in the game. Also, she can be trained to deal out critical hits. Due to her fairy-like heritage she's moderately resistant to evil magic. She cannot weave spells like a magician does, but is able to read magic scrolls. It's a good idea to let her use potions, scrolls and other magical items during combat to keep the hands of her comrades free for other things. For now, put her in a safe position in the back row of your party. You need light but high-quality equipment for her to make her optimally efficient. Thus, we return to Spannenberg to stand... 12. The Test Of Thieves Go to the thieves' guild in the cellar of the "Limping Rogue" and find the locked door you did not open yet. Now invest a lockpick and enter the test area. You are in a corridor crossing with one door to the north and one to the south. Pick the lock of the southern door and follow the circular passage to the NW corner of the dungeon. There is a door to the central section leading south. Pick the lock and go in. You can avoid the ambush on your way south by extinguishing your light first. But why should you? You always have use for some extra experience points. At the end of the passage you find a chest. It's locked, of course, and as easily opened by a lockpick as the doors before. You find a key inside. Take it back to the entry corridor of the test area and use it to unlock the northern door. Behind, there is a lever that opens a passage east when pulled. Follow the corridor to the east and find some slingstones. To the north there is a room with a well in the centre. Floating down in the well you can see a wooden chest that holds another key. Unfortunately it's out of reach. Do you remember the bird story from the healer's bookshelf? Use the slingtones while standing in front of the well. Most probably you do not have enough slingstones in your backpack to raise the water level enough. Visit the Spannenberg town merchant and make sure you own at least 150 slingstones in total. It's not necessary to have a single character carry them all, it's the sum that counts. Go back to the well and have one character use his slingstones. The chest will swim up and you have another key now. There is a single locked door left to the west in the test area now. The key fits to this door. Fight a final easy fight and get your reward. It's some equipment especially fitted for a thief. Make Selena wear the shadow belt, cloaking cap and the swift shoes and her thievery abilities, speed, armour protection level and dexterity get boosted nicely. The murder blade is also made for her, but a short bow and magic arrows is better suited for now. Leave the blade available in her backpack, though, and ready it before you plan to search for traps on chests or pick locks. If you have not already done so, introduce her to the attack trainer in Spannenberg and train her fully. Spend her remaining training points in equal parts on trap discovery, trap disarming and lockpicking. Make sure, though, she keeps 2 training points left. 13. Dead Men Walking Get the magical horns you collected up to now, there should be three in total. Also make sure you have the crypt key ready you got from Alkem, the owner of the Alchemist's Tower. Visit the arm's master in the bandit's hideout and let Selena train her critical hit ability. Two percent probability do not sound much but now and then some really malicious foe is taken out by her with a single blow. You'll start appreciating this when you encounter your first magic-proof opponents. From the hideout, ride north-west to the Alchemist's Tower. A little to the east of the tower there is the entrance to the crypt. Use the crypt key to open the entrance. The crypt is inhabited by several types of undead monsters. Skeletons and Zombies are well-known playmates of your cemetery diversions. Ghouls and Banshees are new sparring partners to be encountered here. Both of them may cast evil spells on your party so it's probably easiest to handle them using the holy horns. The horns never failed me and always instantly banned the undead punk I aimed at. Action starts in an entry hall. In the centre you can see a statue of Bala, Goddess of Death. There are doors to the west and to the east. The exit door is to the south. Enter the rooms behind the doors and find rows of crosses. In both rooms there is one cross that stands up from the ground at an odd angle. Touch these crosses to straighten them into a vertical position and a fourth door appears to the north of the entry hall. Continue to the north and enter a small room with doors north and south and a spinner trap hidden in the centre. You will encounter these essentially harmless traps more often later. They consist of a rotatable floor plate that turn you into another direction when you tread on them. Watch your compass closely and correct your direction of view when necessary. Go north again into am equally sized room, doors north and south and wall switches at the walls to the east and the west. Activate both switches and return south to the spinner room. New doors appeared here to the east and to the west. Enter both rooms behind these new doors and find two coffins and two rows of three gravestones in each room. One of the coffins is empty, the other one pops a ghoul when touched. The centre gravestone in each row must be touched to make doors appear in a place to the north we did not visit yet. Both rooms have illusionary walls to the north that hide chests. Use lockpicks to open them if you have some left or try out Selena's professional abilities as a thief. Both chests are protected by nasty little mechanisms so be sure to find and disarm the traps before Selena picks the locks. The contain some potions, magic scrolls, another holy horn and a staff of Gala. Return to the spinner room, go on to the buttons room and continue north. The central room here has doors to the west, the east and two doors to the south, not counting the exit. There are spinner trapes in the middle of the room. Enter each room behind and find a switch of the already known cross type behind each. Straighten each cross and open four doors in total to the north of the central room. The rightmost and leftmost doors lead to coffins with buttons on the lid. When pressed, ghouls are released. The two middle doors are interconnected by the passage behind so it does not matter which one you take. You'll encounter banshees here for the first time, and they are a pest to begin with. They cast all kinds of evil magic and the easiest way to deal with them is by using the holy horns. On the other hand you probably have noticed that when you use the horns all equipment and gold that was carried by the undead monsters is banned along with them. Banshees have banded mail armours that are heavy (5 kilogram) but are a better protection for your fighters than the chain mail shirts you probably wear now. Decide for yourself whether you want to fight them by sword and gain the armoury or by sorcery and have an easy time of it. You may have to take a break in exploring the crypt and make a visit at the Spannenberg healer's shop to have any healed bad conditions, for example lameness, that was inflicted by the banshees. To the far north there are two switches that activate two teleporters in the central room. Enter one of the teleporters and get transported to a corridor. Follow it and find a wall switch you should press. Return to the central room by another teleporter at the end of the corridor. For completeness' sake you may want to use the other teleporter in the central room, too. From the central room go through one of the middle doors to the north and find a door to the far north of the passage behind. You'll see a large coffin and in one corner of the room, buried in the dust you'll find the ring of Alkem. As soon as you pick up the ring, the coffin opens and the lich lord that lives in this crypt blocks your retreat. Strictly speaking, you cannot say he "lives" here, because he actually happens to be as dead as his minions you already encountered. But due to the fact there is no continuous verb form that sufficiently describes "being dead all the time and not beeing too happy about it" let's stick to the somewhat inexact phrase he lives here. Most dead people prefer spending their afterlife in some more or less nice place according to their religious believes, be it Valhalla, Paradise, Nirvana, Hell or whatever they call it. This guy likes a dark and dusty crypt and this choice sheds a suspicious making light on the probable state of his mind. Nevertheless, he's quite a mighty wizard, he does not like noisy adventurer groups that dump wrappings of their food rations all over the crypt while scaring his undead servants to death (he, he... ) and most of all he hates getting disturbed when taking a nap for a year or two. To make a long story short, he's pissed. Before making the first move in the fight, find the ring you just picked up in your inventory and make Nelvin stick it on a finger. It will boost his magic abilities. Take care of the lich lord's company using the holy horns, be sure to kill the banshee in the first fighting round. Close in on him and fight with all you have, including magic spells (winddevil). Don't waste dispel undead magic from the holy horns on him, he's immune to this spell. The remains of the lich lord include a mage robe, a throwing sickle and most important the liche crown. Give it to Nelvin and make him wear it. It boosts the success probability when reading/learning magic scrolls and whenever you plan to learn new spells you should make the corresponding character wearing the crown first. Moreover it offers good protection. Leave the crypt and go to Alkem in the Alchemist's tower to the west of the crypt. Return him his ring. He will give your party members training points as a reward and also opens his two shops in the basement of the tower. 14. The Temple of Life From Alkem's potion shop do not forget to buy an empty flask. We'll need it very soon. We now face the final and hardest test on the starting island, the temple of Gala, goddess of life. You find the temple near the east coast of the island in the mountains enclosing the Hoimon desert. Be sure of an appropriate supply of food, you'll probably have to rest and recover often after the fights to come. Your job is to gain access to the fountain of life and fill an empty flask with it's waters. Sounds simple enough, but the temple is stuffed with traps to make sure only really worthy heroes get the holy liquid. It is protected by an army of guardians in the form of living stone and granite golems. They have crushing strength, some magic ability and are quite resistant to weapon attacks. Maybe it's an accepted part of Lyramion's religion that if you're not worthy enough to visit the temple of life (!) you might as well get shred into many very small pieces. The key you got from Father Anthony opens the door to the temple. You start in the entry hall of the temple, a statue of Gala can be seen in the centre. It's surrounded by some unlit candles. To the east pass a door and find a set of steel and flintstone on a table. Around a corner you discover a strange pulsating light floating in the air. The leader of your party may touch the light and his stamina gets increased. Return to the entry hall. There seems to be no further door, only the exit and the door to the east you just tried out. North of the statue there is a crystal ball that shows the saying "There Is Always A Way", in rune letters, of course. Have a look at the north wall. There are two illusionary walls. The right ones has another pulsating light behind it, this time strength is increased. The left hides another crystal ball (maybe a predecessor of ASCII terminals?) that reads "Gala Must Stand A Bright Glow". The candles must be lit. Use the steel & flintstone set on each of them. When all four candles are lit, a passage to the north opens. Go north up to a crossing. A spinner trap will turn you around. Correct your heading and continue north. There are illusionary walls to the east and the west in the short corridor you enter now. Pass them and find pulsating lights that rise dexterity (west) and speed (east) when touched. Continuing north you find a room with a grid like ornament at the north wall. Have a look at it and you'll notice a socket where a small object may get placed. Return to the spinner trap and go east. Two stone golems will attack you if you try to pass between them. This is a tough fight. Be ready to spend some healing and spell point potions to overcome the golems. Continue east, then north. Another pulsating light grants a charisma boost. Rest now and go south. Approach the granite golem you see now and he attacks. Kill him and you find a Gala Stone. Put the Gala stone into socket of the ornament and the wall will vanish. Another wall with the same kind of lock blocks the way. Return to the spinner and handle a similar situation to the west. The only difference here is the pulsating light that boosts intelligence instead. Open the second ornamented wall and follow the corridor to the north up to a bend east. There is an illusionary wall in the south wall after the bend, you'll find a pulsating light that increases resistance against magic. Let Selena touch this, she is the only one to profit from this light. The corridor leads to a crossing. Take the way south and enter a room with a crystal ball in the middle and two teleports, one east and one west. Looking at the crystal ball gives the text "You have to decide". Use the west teleporter to a chest containing magic scrolls. The east teleporter gives you fights with three groups of stone golems in increasing difficulty. Save your game and let Nelvin learn the spell "Windhowler". It's similar to the Winddevil spell you already know but does more damage. "Irritation" is another important spell. If successful, it prevents a monster from using magic for the rest of a fight. Remember to wear the lich crown while learning! Return by teleporter and go to the crossing again. This time we'll solve the east puzzle. A crystal ball hints you that not all walls really are walls and thus, search the northern wall for an illusion. The next is also to the north, then west and last south. You'll have to fight stone golems for each secret passage you find but there is a reward. A pulsating light grants a boost of luck. Return to the crossing and head north. Save your game before you enter the room behind the door. You'll encounter many moving teleporters. Choose one of the many wrong teleporters and have a fight with some golems or find the single correct one and be transported to a short but winded passage. Fortunately, any transporter you try will vanish after use, so you have a reasonable chance to get away without having to stand dozens of fights. When you found the passage, enter the teleporter at it's end and be transported to the far south west of the temple. Around a corner you'll find stairs up leading to a small spring. Jump in for a swim, it will bring hit and spell points to maximum for all party members. Use the empty flask you bought at Alkem's near the edge of the spring and it gets filled with the water of life. Go back into the temple, find the lever that reveals a door to the east. The door leads to the entry hallway of the temple. You've done it! Thorough adventurers don't leave things unfinished, though. The fights with the golems give some nice experience and you might want to find and hunt down all of them if you not already did so. 15. The Antidote There is a second ingredient necessary for the medicine against the swamp fever. Mount your horse and make a journey to the far northeast end of the island. There is a swamp and far to the east it has a little pond. Traveling the swamp is dangerous, bubbling gas fountains may poison you. Fortunately your horses watch their steps very closely: as long as you stay mounted, you are safe from the gas. Unmount the horses at the western shore of the pond, go a step closer. Swimming in the centre you can see the swamp lily, just in reach. Get as many as you like and return to Spannenberg. In the healer's place find Father Anthony and give him the flask with the water of life. He'll take a swamp lily, too and prepare the antidote from the two items. Bring the antidote to town hall I, where the fisherman's daughter still struggles for her life and use the potion on her. She awakes and recovers immediately. Talk to her and she'll present you a Ring of Sobek as a gift. Congratulations! You just finished the little introduction quest of Ambermoon! Face it, even if you know the solution of this game by heart it takes several days to play Ambermoon from start to the very end. III. Burnville -------------- 1. Killing the party Don't mind if the headline of this chapter puzzles you - this is intentional :-) Make your own character wear the ring of Sobek and release Egil from the party. Now leave Spannenberg and find the quay just southwest of the town. Jump in the water. Nelvin and Selena will drown quickly but you yourself are not harmed. Your relative safety results from the ring of Sobek little Sally gave you! It makes a character a perfect swimmer when worn and has further magic properties we will encounter soon. Swim to the south until you reach the shores of another island. Follow the coastline to the west until you reach a quay and a raft that awaits you there. Mount the raft and go back to Spannenberg. Visit Egil at the fighting trainer and recruit him again. You did follow my advice to build up some gold tresure in the chest of Sandra, the healer? If yes, get some gold from your stores and go to the healer's shop in the chapel. Reviving Nelvine and Selena costs 1000 gold coins each, but that's nothing compared to the hassle travelling all the island and two dungeons to recruit them again. This is a second option, of course: release all your party members before getting the raft and save 2000 gold, but I don't recommend it. Nelvin has his quarters in Alkem's tower where you met him first and Selena moves to the Sylph cave. You should check your equipment now. Make sure you have three to four lanterns, about 20 rations of food per character, your remaining potions of healing and spell points and about 5000 gold coins. Several special items are advisable to have in your backpack: the sphere of opening, the ring of Sobek, the staff of Gala, the Burnville key, the iron & flintstone and the sun helmet. There's some broken stuff you got from the chest in grandfather's cellar. Take with you the locator device, the magic disk and the crystal ball. You should have gained several experience levels in the Gala temple and in the process of saving Sally. Visit the trainer to put the attack abilities of your party to maximum. Selena should have enough training points left to visit the thieves' training in the guild below the Tavern. Go to your raft and sail it to the place you found it. To the east of the quay there is the entrance to a tunnel. 2. The Burnville Tunnel Enter and find what is left of the Orc tribe that besieged Spannenberg. Obviously, they fled here and found a new home in the tunnel. Observe how easy you can win over them now you're experienced a little more! Especially Egil should have reached level 10 by now and thus may attack twice per combat round. Clean out the tunnel entrance area and find a locked door. The Orcs did not manage to open it but you have the Burnville key to unlock the door. Follow the tunnel until you encounter a fire giant. We'll now try out a new fighting tactics especially suited against slow monsters that are able to use magic attacks. Let Nelvin cast the "Irritate" spell on the giant. It will prevent him to use any evil magic. If you successfully add a "Lame" spell, he's lost. If the irritation fails several times in a row he will probably hurl all kinds of fire balls on you. You have to find a means to kill him quickly in this case. The ring of Sobek is an aid here. When used in combat, it evokes a "Waterfall" spell that works very nicely against all kinds of fiery monsters and does a lot of damage. In a niche to the west there are some baskets. Leave everything in except the scimitar. You probably want Egil wield it, he's the best fighter in your ranks. Give your own character the firebrand sword if you did not break it yet. Note, you may use a shield together with the scimitar. Leave the tunnel through the south exit. You're at the north east corner of a desert. Journey a little to the south. In the centre of the desert you find an oasis with the city of Burnville. 3. Burnville I Burnville is surrounded by water. Be careful not to fall in! There are bridges to the west and to the east of the town you may use. Find the city gates to the south and enter. Burnville does not have any inhabitants! Traces of destruction can be found everywhere, the city seems to have suffered a big fire. All shops are closed. Find the house of the healers to the north and enter. Located in the southwest corner of the building there is a small living room with a bookshelf. Have a look at it and find Sabine's diary and a key. Read the diary and learn about the catastrophe that came upon the city. Sabine, the head of the town healers and daughter of Lady Sandra is the only person that escaped slavery and now is trying to free her people. Find the building that you face when you enter the town and go to it's north side. A strange blue light seems to shimmer through a crack in the wall. Touch the wall and it vanishes. You'll see a ladder down to the underground mage school. The keeper of the school does not seem to leave his home very often and he simply did not notice all the people in the town are gone! Nevertheless, train Nelvin in the ways of magic. Using magic is more important than scroll reading, you have the necromancer's dagger and the lich crown as an aid. He should have enough training points left to bump his "use magic" abilities to maximum. Spend the rest for raising his scroll reading abilities. Using magic is important also for your own character. Use his remaining training points for this feature. The scroll shop has some magic scrolls that are useful to Nelvin. Buy "Thunderstorm", "Earthquake" and "Earthslide" and make Nelvin learn these spells. There is a magic well to the north of the Burnville that will rise the intelligence of all party members when a wishing coin is thrown in. Leave the town and travel to the south east corner of the desert. 4. The Bollgar Tunnel You find an entrance to another tunnel. Enter and explore the area. In the northwest stir up a fire giant and kill him using the irritate & lame tactics. Now that Nelvin is trained in the arcane arts he hardly ever blunders when weaving spells. Monsters still might be lucky and deflect spells now and then. The giant's lair holds a crossbow, bolts, some potions, wishing coins and some gold. I never had much use for the crossbow, your mileage may vary. I recommend take it with you and sell it later. To the west you will encounter a door. Use the Bollgar key to unlock it and continue. To the northwest there is another heap of treasures: a wind pearl, two gems, a steel helm, a plate amour and some gold. Leave these items, we will take them with us on the way back. Fight another fire giant and leave the tunnel through a second exit to the southwest. 5. Luminor's Tower From the exit go south. There are a lot of small channels that may be crossed without harm at narrow places. If you happen to incur some damage, simply take a rest before you journey onward. You will see a hut. Enter and find an altar. Use the sphere of opening at the altar and some obstacles to the north west are removed. Leave the hut and head north west until you encounter a large tower. This is the former Black Magician Tower - you probably know it if you played Amberstar before. After the catastrophe that changed the face of Lyramion there are no more black magicians left in the tower and it's now inhabited by the demon that enslaved the Burnville people. Enter and find yourself in an entry hall without further exits. There is an unlit torch at the east wall. Use the steel & flintstone to light it and a passage north opens. A fire dragon awaits you that can be handled with the same irritate & lame tactics that worked so well against the fire giants. There are doors in the south west and south east corners of the room. Use the SW door, but take care! There's a deadly trap around a corner and it's easy to stumble in. Hidden behind an illusionary wall to the south you may find a wall switch that deactivates the trap. Go down the stairs and enter the torture chamber where the Burnville people are imprisoned. To the south meet Sabine the healer and invite her into the party. You need a special to key open the prison door. To the south east of the torture chamber there is pool filled with bubbling lava. While in v1.05/Ger you cannot cross it's border, you may enter the pool in v1.07/Eng. You are not harmed by the heat but it definitely looks strange having your party stand in the molten mass. Return to the ground floor of the tower and pass through the second door in the dragon's room. The same kind of trap lurks in your way, so use the switch behind the illusionary wall to the south first. Ascend to the first floor and follow the corridor up a door. Save your game now. Behind the door you are ambushed by a fire dragon and a fire giant. Watch your step! There are puddles of molten lava on the floor that inflict great damage when touched. In the centre of the room a huge flame emerges from the ground. Get closer carefully until you get a message in rune letters. The transcription reads: I AM HIS POWER AND HIS MIGHT. THE HIGHER I BURN THE STRONGER HE IS. HE WILL NEVER DIE AS LONG AS I LIVE. Don't come closer to the flame or you get incinerated. From the entry door head exactly north. In a niche at the north wall you'll see an ugly stone face with an open mouth. Leave the room and save the game. Follow the corridor up to a stair up. The room you enter now has two statues and doors to all directions. Go through the northern door first. Floating in the air you can see a strange amulet. Touch it and a creature half feline, half human is ripped from a parallel universe and transported to this chamber! Talk to him and learn his name is Valdyn. Ask him about the "AMULET" and the "CURSE" he hoped to remove with it. Actually he's the hero of the Thalion platformer "Lionheart"! I just love these crossovers... Invite him to your party and because he's got nothing better to do anyway he'll join you. Valdyn is a ranger. He's a strong and dextrous fighter but has certain limitations to the armour he can wear. His equipment he brings from the parallel universe is quite good for now. Make him wear his amulet and arrange fighting position to have him in the front row. Return to the statues room and go west. Make Valdyn leader of the party and have him touch the pulsating light you see. It will raise his ability to use magic. From the statues room now go east. You find another pulsating light that increases the ability to read scrolls. Continue south and find a third light. I never found out what the effect of this one is. Leave the statues room to the south and find an illusionary wall to the west. It hides a chest that holds a flask of icy cold water. The chest is pretty well protected by booby-traps so use a lockpick or have Selena find and disarm the traps before you pick the lock. Put the flask into your backpack, we'll need it soon. Climb up the stairs to the next level and save your game! There is a door to the north. Behind you find a room with lava puddles and flames moving erratically on the floor. Both are deadly when touched! Still, you have to find a way to the north east corner of the room. This area is extremely hazardous and you probably have to try several times until you reach the chest on the other side. Open it and find another flask of ice water. Save your game to a new slot and work your way back to the door. To the west there is a spear trap. You may disarm it by finding the illusionary wall to the north immediately in front of it and pressing the button behind. Another spear trap awaits you and again a switch behind an illusionary wall - located to the east this time - deactivates it. There is another door to the east. Enter the chamber behind and fight against some fire dragons. Other than stationary lava puddles there is no further danger here. You will find a third chest and another flask of ice water. Climb the stairs to the next level. Some more fire dragons await their fate. In the west wall, south of the stairs there is another illusionary wall that hides a fourth chest and flask of ice water. There is a door to the east but do not pass it! You really don't want to fight the fire demon Luminor at the peak of his might. Descend three levels to the room with the huge flame and the stone face. Stand in front of the face and use the four flasks of ice water, one at a time and watch the flame shrink with each flask you feed the head. When all four flasks are used, the flame has reduced its size dramatically. Climb up the stairs all the way again and pass the one door in the upper floor you have not tried out yet. Follow the corridor to another door and enter Luminor's living room. He's a fearsome demon now but that was not the case when your grandfather met him in the Amberstar adventure seventy years ago. If you have Amberstar, too, see if you can find Luminor in the Black Mage's Tower and compare him to the massive form he's in Ambermoon. Seventy years seem pretty sufficient for a demon to grow up and mature :-) Fight him with all you got, maybe the ring of Sobek has some charges left. He's immune to irritation, sleep and laming spells, so use Windhowler and, of course, your swords to kill him. If you think he's a dangerous opponent I now would like to tell you that you may also encounter him without extinguishing his life flame below first. You really should try this in case you do a second try at Ambermoon - he'll be eight times stronger. Each flask of ice water you find and use cuts down his health by 200 points... When you kill him, you discover a key to the prison in the cellar. Around a corner find a button to open you the way out of Luminor's inner chambers. Just west of the button is an illusionary wall and a chest. It holds potions that rise a character's stats. Use it in on the party members that profit most of the effects. In addition you'll find wishing coins, a target bow, a second ring of Sobek, an anti-magic ring and another Windpearl. Go down all the way to the torture chamber and release the Burnville people from the prison using the Luminor key. One of the prisoners is Captain Torle, the owner of the wharf in Spannenberg and he asks you to visit him when you are back to Spannenberg. 6. Burnville II Travel back to Burnville and don't forget to collect the treasury you left in Bollgar tunnel. The people of Burneville have returned to their homes and shops are open again. Go to the artist's house and speak to some very interesting people. Find Dieter Rottermund, the artist that painted the cover of the game box and ask him about "ARTIST". He'll give you a picture he's painted and asks you to bring it to Baron Karsten of Newlake. Talk to Michael Hellmich, the Thalion co-worker that created the map from the Ambermoon package and did the manual illustrations. He will explain you his "CARTOGRAPHY" and give you a map. If you use it the game gives you clearance to use the map that came packaged with the game. (Did you wonder why I did not reference it as an aid for orientation on Lyramion yet? From now on I'll do :-) Milzor will tell you all about "MAGICAL WORDS", like "SCHNISM" and "TEMPUS FUGIT". Basically, it's a spoiler for a built-in cheat in Amberstar. Theresa is a jewellery craftsman. She has the ability to do "REPAIRS" of jewellery and sells "RINGS" of power in her shop. The shop indeed has some powerful (and expensive!) items in stock. Buy what you can afford but don't forget the Ruby and the Windpearl. Visit the merchant and have a look at his offers. Most probably you cannot afford to buy the scimitar he offers for the modest sum of 25,000 gold coins, but I'm sure your remaining treasure in Spannenberg is sufficient for this item. We'll visit Spannenberg soon and you may make a short shopping trip to Burnville before you continue with the next adventures. Other items of interest here are a Windpearl and an Earthstone. At the west side of the town a locksmith has a repair shop. Bring here the broken items of your grandfather, the locator device, the magic disk and the crystal ball and have them repaired. Use the locator device and get coordinates of your current position added to your display. The magic disk is a means of transportation, a mixture of horse and raft and easily carried in your backpack. It's not that important because you'll soon acquire even better transportation devices. The crystal ball is an item you won't want to miss. It is able to provide you with a map view of your vicinity. Unfortunately it has no charges left currently but this also will change in the near future. The tavern offers extremely cheap accommodation. Out of gratefulness for you saving the Burnville community the tavern keeper charges only a single gold coin per party member. IV. Lyramion ------------ 1. Spannenberg again Voyage home to Spannenberg and visit the Wharf. Captain Torle will present you a ship he just built as a gift. Find Shandra's Amber in your treasury and have the picture you received from Dieter in your backpack, too. You may want to collect some money from your treasure to buy items you saw in the Burnville shops and make a shopping trip first. Don't mind if your bargain goes down to zero, there will be replacement soon. Use the ship you find at the quay near Spannenberg for your trip. It allows you to travel rough waters you were not able to cross swimming, using the raft or the magical disk. You can sail further to the south much closer to the city of Burnville and don't need to pass the tunnel again. 2. Newlake We'll now deliver the picture to Newlake. Have a look at the map that came with Ambermoon and sail to the island west of your home. Newlake is located at coordinates [348,352], try to sail as close as possible before you deboard your ship. Do the rest of the way by feet. Explore the city and find the palace of Baron Karsten to the nort west of the town. From the entry hall go to the far north west corner and pass a door north. You'll see another door shifted a little to the west, also leading north. You'll find Baron Karsten here or in his sleeping room [19,8] to the far east of this hallway. Talk to the Baron and give him the picture. If you ever thought of quitting your job as an adventurer and heroic saviour of worlds, you might want to consider art business. Baron Karsten rewards you with 12,000 experience points for each party member and 10,000 coins of gold. You did not even paint that picture, you just did a delivery! In addition he immediately trusts you enough to give you the key to a vault in the north east of the city. Ask him for "TROUBLE" to learn more about the brotherhood of Tarbos. In a chest [17,7] you discover the novel the Baron is writing currently. Use it for your amusement (he did not write that much yet) and leave it in the chest. Have a look at the wall at [11,15]. This is the picture you just delivered and discover it's the Ambermoon box cover painting :-) Now explore the rest of the palace and fight the guardian golems you encounter. From the entry hall go to the west and behind illusionary walls at [3,15] and [3,16] find two levers that open passages south and east in the palace. At [3,27] find a chest with lightning boots. They're usable by all classes, protect like ordinary boots and make the character wearing them faster a lot. Another chest at [16,25] holds an anti-magic ring. Sharp-eyed adventurers may notice a graphics bug in the auto map view: one of the walls does not look right. Leave the palace, and find the library in the eastside of Newlake. We will "borrow" some of the scrolls and books. At [12,17] look east and search the shelves. You'll find a nice set of alchemist's scrolls here. More scrolls can be found at [5,10] looking west (mystic) and [5,18] looking east (healer). The Paladin book at [12,8] (south) gives a hint about the last Paladin Gryban who sleeps in castle Godsbane. Amberstar veterans might remember him as a companion of your grandfather. We'll visit him later. The shelves at [13,11] (west) hold the Book of Herbs, the Windgate Book and a shrine key. Read the Windgate Book and you know why you collected all those windpearls and the mother-o-pearl chain. The Book of Herbs has information regarding places where to find some rare herbs. By now your characters should have collected a lot of spell learning points. Leave the town, save the game and have Sabine learn some spells. Start with Resurrection and learn any other spell you think useful until her learning points are used up. Don't forget to have her wear the lich crown first! Your own character and Valdyn also may want to learn some magic. Decide by yourself which ones. It is important that you return to your home now and store all excess scrolls and items in chests in your house. Sell any "ordinary" equipment you don't need to some merchant. Keep the vault key and Shandra's amber, though. Go to the north-east corner of Newlake and open the vault. You will meet hordes of undead monsters now and you don't want to kill them the easy way using the holy horns, dispel undead or holy word spells. Instead kill them with your swords or black magic. The earthquake spell comes in handy here. As a reward, collect all gold and items the undead creep carries and sell the booty at the merchant's shop in Newlake. You should be able to fatten your purse quite nicely and be able to buy the third scimitar sword. By now, Egil, Valdyn and yourself should own a scimitar. Note, you can use a shield together with it. In the vault open the coffin at [5,14] and find a magic throwing axe, a target brooch and a parry ring. These are excellent items any character may use but I recommend giving the axe and the brooch to Selena. It releases her from carrying arrows for her short bow and keeps her left hand free for a buckler shield. Note, the buckler (and horned helms, not to forget) are not purely defensive in character but also raise the weapon rating of the character that wears them. As an additional benefit, Selena's critical hit probability is raised to 3% when wielding the axe. Give the parry ring to any first-row fighter. It magically adds some armour protection. You may use the coffin to store gold or items collected in the fights against the undead. At [9,15] an illusionary wall hides a cross switch that when erected opens a passage north. Fight your way through the ghouls and banshees and enter the crypt where grey magician Shandra is buried. Use Shandra's amber near the coffin and hear the dead mage speak. In his coffin you find a book key. It fits to a door in the north wall of the library. Go to the library and open this door. At [11,6] facing north find some destruction magic scrolls, at [5,6] (north) a recipe. The scrolls bury the finest in destruction magic available. Stow the recipe carefully away in your backpack and keep it at a place in your home. You'll need it later in the game as a key item. Leave the town and learn the three spells Iceball, Iceshower and Icestorm. You cannot cast them very often in a fight but they're extremely damaging. 3. Nera The ship's a fine transport device but it's slow and you cannot take it with you when you're travelling the dry land. It becomes annoying to have to search your ship whenever you want to leave an island again. Sail to Mera's island and find a hut at [283,519]. An evil witch master lives here and you'll kick his ass now. Enter and find the living room. Four bookshelves contain heaps of scrolls. Collect them all and have Nelvin learn some of the spells if he's got some spell learning points left. There's a tomcat in the room and now it pays Lady Sandra taught you animal language. Talk to the cat, his name is Necros. He's pleased to meet someone who looks able to take revenge for his tail, burned by the witch master. He tells you a secret that gives you access to Nera's private treasure chest without having to fight him. Find the stairs leading down in the south east corner of the house and go down. Click the hand icon to touch the wall to the south and it will vanish. Find a chest with some good items and even more scrolls. Put all items you don't need right now into the chest, including all your gold. You may notice there's some stuff in the chest you don't have use for because you already own them. It is a sign of a good game design to have duplicates of some items in case you missed them earlier. There's a teleporter in the room. Save the game and jump in. You'll find a room with a cauldron at [11,11] and you get attacked by two groups of minor demons. Finish them off, take a rest and go west. Nera and two of his demons will attack you. He will change himself to a dragon for the fight. Be careful! Nera's got four attacks per round and he hits hard. Cast Iceballs on him and concentrate on him with all fighters. When he's done, kill the two demons. You will find more scrolls and two items you don't want to miss for sure. Take Nera's ring and give it to Nelvin, it will raise his maximum spellpoints. The other item is the witch's broomstick and this device is the reason for coming here. You may carry it wherever you like and when used allows you to fly! It's fast and can fly over any terrain except mountains. East of [9,7] is an illusionary wall that hides a lever. Pull the lever and a passage at [5,13] opens. Climb the stairs and you're on a small island at [272,536]. Use the broomstick and fly back to Nera's hut. Explore the rest of the cellar, fight some more minor demons and find crystal globes at [13,3] and [13,5] that show strange videos of flying ships and dwarfs fighting through a jungle. Most probably you're not able to carry all treasures at once. Use the broomstick to fly to Spannenberg [584,478] and back until the booty is sold or stored in your home completely. 4. The Gnome's Labyrinth Fly to [270,559] and enter the labyrinth cave of the gnomes. Mine spiders and mine lizards are the monstrous opponents in this maze. Fight the lizards by sword, they're strong and arduous and even can cast some minor destructive spells but they're not close as mean as you are already. The spiders are much more dangerous. They may cast very nasty spells like blindness, illness or madness. Most probably Sabine does not know all necessary healing spells to handle these diseases and even if she does you might run into problems if she is hit by madness herself. Thus, I recommend you to use the Ice Storm spell against the spiders. This is close to overkill, but it avoids a lot of hassle. Don't forget to rest after a fight to regain spell points. Pressing a wall switch at [7,17] opens a passage at [13,21]. A teleporter at [19,11] transports you to [21,11] where you can find a crate with some useful stuff at [23,12]. Return to [18,23] using the teleporter at [22,16]. An illusionary wall east of [18,23] hides a lever [23,23]. Pull it to open the passage at [13,11]. A door at [7,11] now grants entry to the underground gnome city. Pass the door at [5,8] and talk to Bralum, chief of the gnomes. Ask him for his "PROBLEM" and "NERA". Since you already took care of the evil witch master you may show him Nera's ring. Don't offer it to him, it's too valuable to give it away for nothing. As a reward receive the key to Bralum's treasure chamber. Use the key to open the door at [6,3] and find a crate holding a lot of gold, some gems, an emerald, a wind pearl and two wishing coins. At [11,6] you may train searching, the shop at [13,6] offers a wind pearl, an amber gem and a ruby s special items. The Inn of the Shaft is located at [23,5]. Sleeping here is expensive, camp in the tunnels if you are in need of a rest. Talk to the gnomes you meet here and get more information about dwarfs and a beast that roams a neighbouring island. Meet Targor, a gnome mystic in the south west dormitory of the inn. He may join your party but the maximum of six characters is already reached. Decide by yourself if you want to go on with the old party members or if you want replace someone with the mystic. Even if you decide not to take him with you, you should release Egil from your party now and let Targor join instead. Strip him naked, take all gold and items from his backpack and kick him out. Fly back to Spannenberg [584,478] and recruit Egil once again. 5. Hunting for the Beast Fly to the hut of the forest ranger [174,679] and talk to Norel. Ask him about his apprentice "KAY" and the "BEAST" that lives in a cave near the northern end of the island. You'll receive a key to the locker at the north wall. Open the locker to find an elf bow, a magical throwing axe and a bundle of magical arrows. The bow may be handled by a thief so it might be a good idea to have Egil and your own character wield the throwing axes and let Selena use the bow. It is a mighty weapon with an attack value of 30. Fly to the cave entrance at [222,542]. You will meet imps in the cave. They are moderately strong fighters, have moderate 75 hit points each and are able to cast some moderately destructive spells like Windhowler or Earthslide. These were the good news. The bad news is, they are nearly perfectly immune to magic. Don't waste spell points casting destructive magic against imps, it won't work anyway. Near [12,7] get alarmed by noises from the south and find an illusionary wall at [14,7]. Pass it and enter the lair of the vicious beast. Cast iceball spells and attack. Once you killed it, you find an amulet that belonged to Norel's missed apprentice Kay. He was the beast himself! You cure his lycanthropy by killing him and may return the amulet to Kay. Show it to him and receive a staff made from a rare kind of wood. 6. The Shrine of Winds By now you should have encountered 12 wind pearls in total. If you have not done so already, buy the remaining ones from the shops we visited. Have the xenobil staff and an ordinary gem in your backpack. Get the wind shrine key from your stores (the key you found in the Newlake library). You'll need twelve wind pearls and the mother-o-pearl chain from grandfather's broken chest. Take all these items to [266,635] and enter the shrine using the key. You'll find two altars inside. Use the xenobil staff at the left altar and together with an ordinary gem it will change into a construction staff. This is a device to repair the broken blue shimmering gates you probably already observed while travelling the islands. At the right altar use the mother-o-pearl chain and get a wind chain in return. Use the chain and it appears in the display of permanent items. It will allow you to use the wind gates. Wind gates work in pairs and only if both of one pair is OK. One of the gates of each pair is located on the island of winds, the other ones are spread all over Lyramion. Enter a gate and get transported to it's counterpart. The island of winds acts as a central crossing - one gate of each pair always is located here. Unfortunately all gates are broken with one exception but we will not make use of it now. Repairing s broken gate is rewarded by a good deal of experience points. I recommend to restrain yourself from this task for some time, though. There are a number of characters to hire you have not met yet and you don't want to waste a valuable source of experience on characters that won't stay with your party anyway. Once you've decided for yourself who is to belong to your "final" party feel free to perform the repairs. 7. Illien Illien, the home city of the elves is located at [376,277]. It has four small town park in each of its corners and a riddle mouth hidden in each. The riddles they ask are somewhat difficult - at least if your literacy and combinatorial talents don't surpass the abilities of brain-dead seaweed. Here are the solutions to the riddles: "NOSE", "NEEDLE", "MIRROR" and "MAGIC RING". Which words make which riddlemouth disappear is left as an exercise to the reader. Solving any of the riddles is not vital - the vanishing mouths grant access to more wishing wells. The magic wells increase strength (SW), stamina (NW), luck (NE) and anti-magic (SE). In the town centre find the palace of Pelanis, the head of the local elves. Ask him about his "CONCERNS" or the "CURSE" that struck the eagles and their guards. You learn about the Snake Goddess Sansrie - Amberstar veterans probably remember her - and you are expected to get a pint of her blood as a charm for the curse. This will be one of the next adventures. Visit the master harper Matthias (Matthias Steinwachs, the composer of the in-game music) at the west side of the town and ask him for a "HARP". He'll offer you to buy one of his own making for the sum of 10,000 gold pieces. Buy if you can afford easily - for now it's only use is as a kind of music-box. You can listen to any musical score built into the game when you use the harp. Later it becomes a key item of the adventure, but you can delay the expense until then. The tavern asks exorbitant prices for the service it offers - resting outside the town is advisable. You should visit the tavern to meet Leonaria, though. She's one of the mightiest characters you may hire. Being a level 25 alchemist she probably is more experienced than your whole party altogether right at the moment. Decide yourself if you want her to replace any of the other characters. Even if you want to avoid her you should temporarily take her into the party. (Strip her naked, take all her gold, equipment and food to aid thee in thy noble quest. Then kick her out again.) The weapon shop north of the palace has some nice items to complete your equipment. Note the rainbow stone it sells. 8. Sansrie's Island Fly to the Island of Winds and enter the gate at [273,623]. It's the only gate that works currently and it will transport you to Sansrie's island. You cannot get here using the broomstick because the whole island is completely surrounded by mountains. Fly to [442,697] and enter the town of Snakesign. The equipment shop offers some extremely good items, for example a pair of lightning boots, a magical throwing axe, a target brooch and most notably a mithril chain mail. This armour offers 15 points of armour bonus to a character of arbitrary class and weighs merely half a kilogram. You have to spend 15,000 gold coins for it, but it's worth the price. Keep 2,500 gold coins to be able to buy a serpentstone. You need it as a passkey to the temple of Sansrie. Note, finally, the topaz gem for sale here. Leave the town and fly to [431,745], the entrance to Sansrie's temple. The monsters that guard the temple are minotaurs, bull-headed giant humanoids wielding large battle axes. They have two attacks per round and may do around 30 points of damage with a single hit. Also, they may cast some minor spells (earthquake, earthslide, mudsling). They can take 220 points of damage before they fall. Their main weakness is their mediocre speed which make them susceptible to the "Dance of Death" tactics described in the Cheats & Dirty Tricks appendix. The good news is, the axes they carry sell well. By the time you're done with the temple chances are, the Snakesign equipment shop becomes Lyramions main distributor for used battle axes. Add to this the fact that the minotaurs seem to carry their whole bargain with them on guard (very careless in these times) and you can imagine the fatness of your purse once you leave. Enter the temple and head north. A teleport will appear in the northern niche of the entry hall if you bring a serpentstone along with you. Enter the teleporter. There is an exiting teleporter to the south but using it will destroy the serpentstone so you might want to avoid it. Head west and enter a great hall. In the south east corner of the hall there is a system of illusionary walls. Work through it to find a lever. It'll open a passage between the entrance hall and this hall. You don't need to buy more serpentstones just for a short axe-selling trip to Snakesign and back. If you get lost between the illusionary walls, try a spell of magic mapping to make the passages visible in the map view. The great hall has an exit west. Follow the passage behind until you get warned, then attacked by two minotaurs that guard a door north. There are illusionary walls east and west of [5,30]. Behind you'll see big hourglasses. The maze to the north features seven levers that you must pull in order to open a passage at [16,10]. They are located at [5,15], [5,26], [11,15], [14,19], [22,13], [22,19] and [26,15]. There is a trick needed to access the lever at [22,19] since a wall blocks further passage when closing in on [21,21]. Find the chest at [6,19] and take out the timestopper. Go to [5,30] and behind the illusionary walls stand in front of the hourglasses. Use the timestopper to smash them. The obstacle at [21,21] will disappear now. When you have pulled all levers, go to [16,10] and follow the passage east then north. You'll enter a large hallway. Follow it to the west, pass the door and find the next door leading south. At [11,9] there is an illusionary wall to the east. A treasure chest behind holds some magical rings and a little fortune in gold. The chest is a good place to store some excess axes and gold in case you are burdened with too much riches. Follow the staircase into the next level of the temple. Notice the graphics slip here: the stairs seem to lead up, yet you enter a sewer-like dungeon halfway filled with water. This level is easy structured. Follow the only way south, then north up to a 3×3 area of teleporters. The eastmost teleporter in the middle row transports you to Sansrie's throne room, the others to a fighting area with two sets of minotaurs. The minotaurs seem to pop up anew whenever you enter this area so you may want to remember this place as a good source for money and experience points. In Sansrie's throne room fight her and two minotaurs. She tries to impress you by turning herself into a five-headed hydra, giving her five attacks per fighting round. She's able to cast some mediocre spells but she's slow, in fact even slower than the minotaurs. Handle her by the "Dance of Death" tactics or simply slay her without further fuss. You may have to cast some healing spells during the fight in this case. With her material body broken she is banned from Lyramions face for some time. She's a goddess after all and your grandfather performed similar blasphemy on her seventy years ago so I suppose she's not really dead. She leaves a flask of her blood, a necklace and a ring. The last two items are very useful for any spellcaster but are restricted to female characters. There also is a key that opens a door in the middle of a tunnel, entrances are at [415,709] and [413,722] on the surface. There are two teleporters in the NW and NE corners of the room. The NE teleporter transports you into the minotaur arena in the same level, the other one brings you all way outside of the temple in front of the entrance. In case you want to explore Sansrie's Tunnel first, there are some nice items to collect here. There is a pair of sorcerer boots that is broken but make a nice footwear for Nelvin once they're repaired. You may also find a snake helmet. Don't wear it or receive a nasty surprise, it's a cursed item. You may take it with you in your backpack without harm. It sells for a few gold coins. Return to the wind gate at [470,729] and go to Illien. Give Sansrie's blood to Pelanis and receive a flute and a key to a treasure room in the palace. The flute is an extremely useful item. You may use it as often as you like to call a giant eagle. It carries you at great speed even over mountains and is the most convenient transportation method. There are several places that are reachable on the eagle's back only. Unfortunately the eagle's flight is the source of another annoying Amiga bug. When you land and dismount the eagle, an internal error "out of memory handles" is generated on occasion, terminating the game. I recommend saving the game often when using the eagle's service. Another quirk is the fact you are allowed to fly over mountains but certain building roofs seem to be an obstacle. This is no grave problem but goes against logic a little bit. The treasure also contains a topaz gem. 9. Gryban The library in Newlake featured the Paladin book and you receive further hints on the last of the Paladins when you talk to people in Illien. Gryban is the name of the paladin companion of your grandfather during the Amberstar adventure. He is said to be asleep in castle Godsbane, the place where an evil magician once tried to evoke a demon lord. Using a token of might, a star-shaped amber stone, your grandfather and his companion prevented the completion of the evocation. Thornahuun, the demon lord, was banned into an asteroid circling Lyramion. It was this asteroid that crashed on Lyramion's surface - you can watch this in the intro sequence of Ambermoon. Gryban is said to have stayed in Godsbane castle to guard the Amberstar. Use the eagle flute and fly to [404,77], the entrance of the castle. You cannot go here by other means. The castle itself is not hard at all. The guard golems are more a nuisance than a danger. Find the two levers at [3,13] and [17,13] that remove walls at [17,23] and [3,23]. You now have access to two teleporters. The one at [17,23] beams you to a riddle mouth that asks for the sleeper's name "GRYBAN". He may get invited into your party as a forceful fighter with additional healer's capabilities. He can use the best equipment available and is nearly as good at fighting as a fighter. Paladins have the same multiple attack feature and since Gryban is already at level 35 he makes heavy use of it. His healer's abilities are limited but nevertheless may prove useful. If you decide to invite him, don't forget to complete his training later. A teleport at [3,3] brings you back to the castle's entry hall. The other teleport at [3,23] transports you in front of the Amberstar keep. Enter and take it out of the chest you see. Return to the entry hall using the teleport at [17,3]. 10. The Tower of Lebab During your travels all over Lyramion you probably already noticed the huge tower located at [438,562]. There are several cave entries in the surrounding mountains at [462,565], [441,557], [413,561] and [425,576]. You will meet gargoyles here. They're stronger than imps but your party should have no problem with them. There are a lot of gargoyles in the caves and the tower, which makes this episode take some time. Gargoyles carry a big supply of magical arrows. If you are using bows yourself this is a good opportunity to collect enough arrows for the rest of the game. Start at [425,576]. This small cave features a crate with some treasury as it's only highlight. Next enter the cave at [413,561]. Meet Drek the Mage who seems to responsible for this gargoyle plague. Note, he attacks because he suspects you to be sent by Lebab - a guy you've not even heard of yet, let alone you have not been weaving evil plots with Lebab against this paranoid Drek guy you also meet for the first time! Take care you make this the last time you meet him, too. Sometimes people are easier to handle if you act as they expect. In his possessions you'll find a key. The entries at [441,557] and [462,565] are interconnected by a maze. Since you already own the flute it does not matter which entry you take but I'd suggest you start at [462,565]. Work through a series of spinner plates and take a bath in the blood of dozens of gargoyles until you finally leave the cave at [441,557]. You're now in the valley with the tower. Use the key you found when you fought Drek to open the tower entry at [438,562]. In the first level there are illusionary walls to the north of [5,6] and [10,6]. Behind you can find a pulsating light that explodes when touched. I was not able to find out what the effects of this are, it does no harm nor does it affect a character's stats. The other illusionary wall hides a barrel containing a mithril shirt that definitely is of use for you. Take the stairs to level two and follow the passage. There's a spinner disk halfway. Another staircase leads up to level three. Follow the passage up to a door. Save the game now. Behind the door is a room with erratically moving floor holes. You have to guess which hole is the right one to jump in. Chose the single right one and enter a small room with two teleports in level two. Chose any of the others and you suffer some damage, get transported into a passage with two spinner plates and a wall button to the far north. Press the button and a wall to the south vanishes. You may jump down another hole here and end up in the entry hall in level one. Run up to level three and retry until you're successful or read the corresponding section in the Cheats & Dirty Tricks Appendix. When you luckily jumped down the right hole you are offered two teleports. If you take the western one, you get transported to the entry hall and you have to start the whole process over again. Take the eastern teleport and get beamed to level four. A teleport west of you brings you back to the teleport choice room but you can ignore it. Level four features more nasty surprises. Do not use any exit other than the one located at [5,13] or fall all the way down outside the tower. In several places all your timed magical spells get blown out, including your light source. Fight the gargoyles and find the exit at [5,13] to ascend to level 5 of the tower. At [12,11] there is an illusionary wall to the south. A lever behind makes a staircase appear in the centre of the level. Go to the central room and watch a group of gargoyles get kills by stone golems. Go north and get attacked by the golems. It should be no big deal to transform them into some nice heaps of pebbles. Finally, go up the stairs to the top of the tower. There is a lever at [11,13]. Pull it to open a shortcut from level 1 of the tower directly to the top level. The teleport at [8,8] offers the easy way there and back again. An illusionary wall south of [6,10] hides a chest some potions, a wind pearl you don't need any more, a wishing coin and a scimitar sword. Find Lebab in his room and talk to him about "DREK" and the "TOWER". The shop in the north east of the level is run by Lebab's daughter and offers recharging of magical items. Recharge the crystal ball you found at your grandfather's cellar here. It will provide a map view of the surrounding area when used outside. There will be very good use of this item later. 11. Eye of the spider, slime of the snake... You will now do some nice cooking but you need some ingredients for the very special food additive you will prepare. You'll have to fly all over Lyramion to get them but fortunately, this walkthrough directs you to the places you have to visit. Remember to save the game before you are using the eagle. I was struck by the "out of memory handles" internal error just after collecting the final item and immediately enriched the vocabulary of my family by a whole bunch of new and interesting words. Get the following items: A leaf of the Fire Thistle from [248,475], a blossom of the Swamp Lily from [657,307], a leaf of Kalmir Herb from [473,582], a red mushroom from the shop at Burnville [530,594], a blue mushroom from the Spannenberg shop [584,478], a set of steel & flintstone from the Thieves Guild Shop in the cellar of the Limping Rogue, also in Spannenberg, an empty phial from Alkem's shop in his tower at [521,328] or from the drink shop in Illien [376,277], and finally the recipe you found in the Newlake library [348,352]. Fly to Nera's hut (for simplicity, use the entry at [272,537]). Stand near the cauldron at [11,11] and use the recipe to prepare the Demon Sleep Potion. 12. Thornahuun Several people in Spannenberg, Newlake and Illien hinted you to the Temple of the Brotherhood guarding the Shrine of Thornahuun. Have the Amberstar you got in Godsbane Castle [404,77] with you in your backpack. The temple is located at [444,398]. In former times, before the asteroid fell on Lyramion this was the place of your grandfather's home town Twinlake. Save your game before you enter, there are some nasty enemies awaiting you. In the entry hall you'll see a crystal wall north. You can't pass here for the moment, so surround the structure and continue north until you see a huge demon guarding a door. Don't get closer than the last crossing before him or he'll attack you. You don't want to fight him for three reasons. First, he'll crush you. He's completely immune to magic and his armour protection is far beyond your fighting capabilities. However strong you may be, your party can swallow a limited amount of Ice Storm spells only. Second, there is another game bug that crashes your Amiga when certain spells are cast upon your party. You may try out this sometime, it provides you with some really colourful patterns on your monitor until you give your girlfriend the famous "three-finger-salute". Third, there is a very simple way to handle him. To the west of the crossing you'll find his food bowl. Use the Demon Sleep potion near his dinner and wait until he decides to eat it. He'll fall asleep and just as described in the recipe, he's unable to keep his material form while sleeping and simply vanishes. Go north into a square room with doors to all directions and a spinner plate in the centre. You'll now have to deal with magical guardians and these enemies are about the toughest opponents you'll encounter on Lyramion. They are fairly resistant to magic, they're well protected against regular attacks and may deal out critical hits, immediately killing a party member. The cure against this pest is a tactics that works with many role-playing games and is commonly called "Dance of Death". Place the quickest Party members into the first fighting row with some distance in between. Let these characters move left or right in every fighting row and the guardians will miss them. The back row uses magical throwing axes or good bows to finish off the guardians in the meantime. I normally use this formation: Va Se Th Ne Sa Gr Where Va=Valdyn and Se=Selena play the role of the dancing decoys and Th=Thalion (your character), Ne=Nelvin, Sa=Sabine and Gr=Gryban do the fighting. When there are more opponents you may have to put a third character into the first row to prevent the enemies from infiltrating your ranks and thus, spoiling your tactics. Go through the east door and the south through another door. Follow the passage up to a staircase and go down. You'll find a door that can be opened using the Amberstar as a key. Make sure you're fully rested before you enter and save your game! You now meet Thornahuun, God of Chaos, King of Hell in person. It's a good idea to prepare your party with the Magical Attack, Magical Wall and Magical Sphere spells before you go near his coffin. The Dance of Death tactics works against him, too, but be prepared he casts some Fire Pillar or Fire Storm spells in the first fighting rounds. In case you're a little confused Thornahuun is sometimes called Tarbos, here is the explanation. Thornahuun is the demon lord that tried to gain power over Lyramion by a fusion with an overambitious human magician over thousand years ago. Tarbos was the name of the combined entity of Tar and Thornahuun. Fortunately he was banned by the combined efforts of the white mage guild. Seventy years ago when the misguided magician Marmion tried to evocate Tarbos and free him from his prison, your grandfather prevented the final step of the ceremony. When Thornahuun is killed you'll find one half of a broken amulet. Leave the temple on the way you got in. It's not necessary to explore it completely for now. 13. The Madman Fly to Spannenberg and visit the house of the healers. Find Clementine, the cook and ask her about the "CELLAR" and the "MADMAN" that lives there. Go down the stairs now and have a look at the chest to the east. It holds an old and torn robe, the key to the cell on the west and a part of a broken amulet that seems familiar to you. Indeed, it's the other halve of the piece you already own. Go to the cell but do not enter! Instead wait until the man inside comes close enough to the cell bars to talk to him. He's a little confused but shows some reaction when you show him a part of the amulet. Leave Spannenberg and meet Theresa at the artist's house in Burnville. Ask her to repair the amulet (simply give her one part) and she'll fit the parts together. The complete amulet seems to embarrass her somewhat. Return to Spannenberg and give it to the madman. The man seems to receive a shock when he gets the amulet and something seems to change about him. He collapses sobbing. Now you may unlock the cell and enter. Talk to the man again and learn he's Tar, known as "The Dark". He shows regret over his failure to resist Thornahuun and all the evil things resulting from that and asks to join your party. Tar is a level 35 mage and has knowledge of all destructive spells available. It's a good idea to replace Nelvin by him. Tar is the final hireable character you'll meet on Lyramion and you should decide now which characters you want to belong to the party that finishes the game. The available characters are: Name Class Race Gender Home Egil Fighter human M Spannenberg trainer's house Selena Thief sylph F Sylph cave Nelvin Mage half-elf M guest chamber in Alkem's tower Sabine Healer human F healer's house in Burneville Valdyn Ranger feline M Bolgar tower Targor Mystic gnome M inn at subterranean Gnome city Gryban Paladin half-elf M Godsbane castle Tar Mage human M healer's house in Spannenberg Leonaria Alchemist elf F inn at Illien town Monika Healer human F Thalion office Netsrak Mage thalionic M Thalion office Eric Warrior dwarf M Thalion office Mando Thief half-elf M Thalion office Chris Mystic elf M Thalion office Nearly any combination is conceivable, each character has strengths and drawbacks. The most powerful party probably consists of yourself, Gryban and Valdyn in the fighting ranks and Tar, Sabine and Leonaria as magical support in your back, Note however, there are some good items that can be used by females only. Also, you need at least one character that has knowledge of the dwarf language so you should take with you one or more of Nelvin, Targor or Gryban. 14. Repairing the Gates Once you've put the party together you're ready to repair the broken windgates spread all over Lyramion. You need the staff of construction you made in the shrine of winds for this task. To repair a gate stand at one of the gate posts and use the construction staff. The gate will now be functional and every party member is awarded 500 experience points. The positions of the broken gates are: [513,168] [278,365] [612,388] [564,662] [398, 25] [427,565] [310,735] [225,690] [197,367] [283,253] [271,563] The gate at [470,729] (Sansrie's island) is not broken. There are other places of interest that you may want to visit just for completeness' sake: [277,75] A whirling maelstrom that drags ships under water and spits them out again in the inland water near the Temple of the Brotherhood. [524,155] An oasis with refreshing water. Jump in for a swim... 15. Gemstone Amberstar veterans will remember a small but noticeable dwarf population spread all over Lyramion. How many dwarfs did you meet during the Ambermoon adventure yet? Not a single one I'd guess. Interviewing the gnomes or the elves in Illien reveals that the people there have not seen any dwarfs for some time either. Sure, nobody in Illien seems to actually miss the dwarfs, but this may have to do with traditional resentments between the two races. The elves think of dwarfs as greedy little bags of shit who always can be found near places where some peaceful merchant had cut his throat recently and got robbed of a few valuable gems. There's no evidence for such deeds, though, mainly due to the fact that everybody who was stupid enough to volunteer as a witness against the dwarf community fell victim to a sudden and deadly illness (usually while eating lunch) or suffered tragic traffic incidents where one of the rare horse carriages accidently ran over the poor wretch two or three dozen times. Dwarfs, on the other hand, are absolutely convinced elves are fairy queens and they think of male elves when they use this term. Indeed, there is some affectionate behaviour to the elves and also, there's that traditional pink or mint coloured tight trousers elves use to call "trés chiquè". Rumour goes, there is an increasing frustration and sexual unfulfillment among elven maidens that comes close to starvation. Of course, this is all gossip and slander as thousands of half-elves around Illien are ready to confirm you. Do you remember the strange scenes visible in the crystal balls in the cellar below Nera's hut? The elves are not likely to be happy when you go to your next quest to find out what happened to the dwarfs. Unless, of course, you return with the good news all dwarfs died on an allergic reaction to jewellery. The dwarf capital of former times was named Gemstone. This looks like the best place to start your search for the dwarfs. Travel to [319,759] and visit the deserted city. There are two wishing wells. The one at [22,21] increases party speed and the second at [4,21] increases dexterity. Behind a door at [4,3] meet Bore, a real, living dwarf! Bore seems to be an enthusiastic fan of certain exotic herbs and mushrooms, though. He thinks the other dwarfs are "FLOWN AWAY" in a big boat to a "GREEN JEWEL", forgetting to take him with them. The only thing he says that seems to make some sense is he used to work for "DONNER" in a mine. He hid the key to the mine inside a maze on a nearby island. You have to push a rod into the stone to open the maze. Distracted for a moment he does not realize he drops the rod. You take the rod as he does not need it currently anyway. Maybe, when this is all over and peace reigns Lyramion again, you should try to find out what stuff Bore uses to become incredibly stoned like this. At [12,4] is a ladder down. You surprise a group of warriors pillaging the weapon store of the dwarfs. Kill them off and find two trunks with valuable weaponry. You realize how imprudent the dwarfs were to leave these items unwatched and you decide to take care of it. How easily something could get stolen! Perhaps it's best to keep the items in your backpack until the dwarfs return or even better in the stores of some trustworthy shopkeeper you happen to know in Spannenberg. Up in the town again find an illusionary wall east of [21,3]. A wall button at [23,5] makes appear a door into a building labelled "Kire's Palace". A lever at [11,18] opens a passage north. Enter the teleport at [12,14] and find some interesting things at [15,10], including a diamond gem and a book written by Kire. Behind a door east fight some spiders. There are several places in Gemstone you are attacked by opponents of early adventures - see how effortlessly you can beat them to pulps now! At [18,13] find several bottles with potions. There also is an illusionary wall to the west. Press the button at [15,14] and a wall at [9,12] vanishes. Find another button at [9,14] that activates a teleport at [9,17]. You have to pass the illusionary wall south of [8,15] to get to it. The teleport will bring you back to the entrance of the palace. Now read the book you found. Kire, the leader of the dwarfs of Gemstone, describes how his people installed machinery of unknown purpose below the Temple of the Brotherhood. They were paid by getting transported to a green jewel, using a flying ship big enough to hold all dwarfs of Lyramion. (Dwarfs ain't that big after all. Packed in units of seven they probably fit a twelve inch box. Simply chop off all extremities jutting out.) Kire mentions the members of the Brotherhood are somewhat shy and don't show their faces to other people. Put together the strange observations the people in Newlake made recently regarding the temple and the Brotherhood and you certainly know now there's something strange going on there. 16. Donner's Mine Fly home and store or sell all superfluous items. Take care you have a set of tools available in your backpack. You'll need a pickaxe and a crowbar. The monsters you'll meet are mine lizards and mine spiders. The spiders cast all kinds of nasty spells, e.g. madness, panic, lameness, and it's certainly a good idea to have some antidotes ready. Either have a healer or paladin learn the corresponding cure spells or have enough magic scrolls, herbs and potions ready to heal all kinds of diseases. We'll now visit Donner's mine Bore mentioned. Fly to [255,714] and stand next to the small stone formation you can see here. Use the staff of opening you took from Bore and a cave entrance appears. At [19,14] use a pickaxe to remove an obstacle to the north and go to [15,12]. Open the door to the west using a crowbar and find a crate containing Donner's key. There's a switch at the south wall of [11,15] that removes a wall to the west. South of [8,19] there is an exit to [223,717] on the surface. Use the key you just found to open the door north of [4,18]. Use the pickaxe at [3,7], [7,6], [9,8] and [13,9] for some fights. At [10,5] it allows access to a chest with some nice weaponry and armour. Finally, use the pickaxe at [14,7] and you'll find a crate with an earthstone and some gold. 17. The secret of The Brotherhood Return to the Temple of The Brotherhood at [444,398]. You'll finally have to find out what's wrong with these guys. From the room with the spinner plate go west and follow the unbranched path to the head priest's inner chambers one level down. Save your game now. Take the door west of [8,4] and meet S'orel. Obviously, he's not even human but some lizard man instead. Without any chance to avoid it he hurls a fire ball unto your party, causing great damage. Then, he and two magical guardians attack you. Be prepared for a tough fight, S'orel is a powerful magician and the guardians keep a part of your party busy. When you win the fight you'll find a key. Take it to the chest east of the door at [8,5] and use the key to unlock the chest. Get the hangar key and the S'orel News parchment. Read the parchment to reveal the unbelievable danger that threatens Lyramion. Morag, the home planet of S'orel, has been struck by an ecological catastrophe. To overcome the consequences the Moranians infiltrate Lyramion, using the fear from Thornahuun/Tarbos to cover their organization. The dwarfs are recruited to construct a devilish machine that may recreate the ecosphere of Morag, but will destroy Lyramion in the process. The dwarfs did not know the function of the machine and were betrayed, too. They are transported to one of the moons surrounding Lyramion they took to be a single huge green gem because of its colour. Of course, they were wrong. The surface of the moon is covered with primeval forest and swamps, plagued by horrible monsters and a deadly vegetation. The dwarfs , set out in this unhealthy place are struggling for their bare lives since twenty years ago. Go back to the ground floor of the temple and use the hangar key to open the door north of the spinner plate. Enter and ascend to the airship hangar. Explore the ship and find strange metal orbs at [4,5], [6,8] and [8,5]. Signs fitted to the walls next to the orbs read "Lyramion", "Morag" and "Forest Moon", indicating that the orb devices have the function of navigating the ship through space. You have no idea, though, how this is going to work. At [3,13] find the skeleton of a dwarf. He still clutches a scroll of parchment, an amber gem and a key. The scroll says he has been send by Kire to creep into the ship as a stowaway and get help from Lyramion. Kire was able to hide away an item called "navigation stone" in the old dwarf mine west of Spannenberg and protected it by locks only openable by certain gemstones. The key is for the chest that holds the stone. There are three chests at [8,15], [6,16] and [4,15]. They hold a Morag dart, an excellent long range weapon useable by any character except healers and a weight close to nothing. The character even gets stronger when wielding this weapon. You also find a Morag robe, an excellent armour suited for spellcasters, boosting magic abilities, speed and spell points. Make the airship your headquarter and bring all gold, rations, useful spell scrolls and potions here. Don't forget to have a reasonable stock of magical arrows, ropes, lanterns, tools and any item you think useful in a world of restricted supplies. Have your spellcasters learn as many spells as possible. Be sure to have your own character learn the jump spell. 18. Ye Old Dwarf Mine You will now need the various gems you collected during the previous adventures. In case you missed any of the jewellery, here is a mostly complete list: Gem Location Topaz Merchant in Snakesign [442,697] Treasure locker at Pelanis' palace in Illien [376,277] Ruby Shop in artist's house in Burnville [530,594] Merchant in gnome city [270,559] Emerald Merchant in Spannenberg [584,478] Bralum's treasure chest in gnome city [270,559] Earth Stone Merchant in Burneville [530,594] Donner's mine [223,717] Quartz Crystal Old cave below your home [626,461] Rainbow Stone Weapons shop in Illien [376,277] Diamond Kire's palace in Gemstone [319,759] Amber Gem Dwarf skeleton in airship [444,398] Merchant in gnome city [270,559] Most of the gems are available twice, but you need only one of each kind. The mine of the dwarfs is located in midst the volcanic area west of Spannenberg at [524,433]. The sign at the entrance reads LABYRINTH OF THE DWARFS - ENTER AT YOUR OWN RISK KIRE Inside you have to find metal sockets for the gemstones in the sequence given in Kire's parchment. Each time you use the correct stone at a socket another wall disappears in the dungeon and you can access the next socket. Socket Gemstone Wall removed [15,16] Topaz East of [ 7,19] [10,18] Ruby East of [17, 3] [20, 4] Emerald East of [ 4,14] [ 7,13] Earth Stone West of [20,18] [17,14] Quartz Crystal East of [17, 9] [20, 8] Rainbowstone East of [13,18] [16,19] Diamond West of [16, 6] [13, 9] Amber Gem North of [ 7,11] Now you can get to a crate at [7,6]. Open it using the key you found with the dead dwarf and find a Green Navstone. V. The Green Jewel ------------------ Return to the airship and use the navstone at [8,5] to journey to the Forest Moon. Be warned! There is no easy way back to Lyramion and whatever you leave here is not accessible to you until you find a means to return. The adventures on this moon are in my opinion the absolute highlight of the game. Enjoy the colourful and extremely detailed graphics and the story plot sparkling of ideas. 1. Dor Kiredon Leave the airship and go north to [180,130]. If you still have the broomstick in your backpack, a red-bearded demon appears and destroys it. Never mind, you don't need it anymore. (I suspect the demon to be an incarnation of Forest Moon designer Eric Simon. We have to ask him to be sure.) You'll reach Dor Kiredon, a stronghold city erected by the dwarfs. Go in and meet the inhabitants. Explore the city but avoid wandering around at night until you find a way to avoid these annoying curse wasp swarms. Enter Kire's Palace in the NW part of the town. Meet Kire and question him about his wife "DORINA". He will give you a letter and asks you to deliver it to her. Find Storgat, responsible for the experimental "MINE". He tells you, the mine has been closed due to a "TORNAK" invasion and Kire holds the "KEY". Kire, however, won't give the key to strangers when asked for it. At [19,65] discover 90 rations of food, at [21,65] a pick axe and some clothes. In the middle of the town you'll find an inn run by Doreb. Talk to him about his "INN" and hear he's a relative of "DORINA". He hints you to ask Brog about her, a dwarf that is expected to be around the inn in the evenings. Meet Darbog, a merchant from "DOR GRESTIN", a second dwarf city to the south-west of Dor Kiredon. It is inhabited by a group of dwarfs that try to arrange themselves with the wild nature of the moon instead of fighting it. At [26,14] find 110 rations. Take it as food is quite expensive on the Forest Moon. If you consider this stealing, don't mind. You're about to save the asses of the dwarfs so they'd better be not too picky about "mine" and "yours". A cupboard at [15,19] holds a pick-axe, some clothing and a gem. In the evenings the inn gets more populated. Ask Donner, about "HOME" and "FATE" and learn more about Kire's family. Brog tells you about the dwarf general ignorance regarding "MAGIC" and that "DORINA" was known to be a talented magician. As a further hint he mentions his brother Asrub from Dor Grestin who has more detailed knowledge about magic. Go to the Smithy of Ferrin in the SW of the town. Here you can have broken items repaired but Ferrin also runs a weapons shop. I cannot recommend the dagger sling available at his shop. The damage you can do with it is rather moderate compared to an elf bow, good ammunition is limited and expensive. Have a look a the Swift Stabbers, though. These are close combat weapons but quite damaging. They have a +3 magic bonus to weapon effect and increase speed when worn. If you decide to buy these, you should keep your magic throwing-axes in your backpack in case you need a good long range weapon. Ask Ferrin about his "MOURNING" and receive a key to the "STORAGE CELLAR" of the smithy. The entry to the cellar is at [38,23] but there's no need to go there immediately. 2. Dor Grestin Rest at the inn and leave Dor Kiredon. Travelling the Forest Moon is hazardous, but here is a hint that will make it easier for you: watch every step you take closely. If you have a sharp look at the map you will notice badges of area that are strangely iridescent. Do not move here or you'll get attacked by gizzeks, huge locust like insects. They are hard to kill, cast evil spells and may do great physical damage to your party. You won't even receive a reasonable amount of experience when killing these fierce foes. You still might get attacked by curse wasps now and then but that can't be helped at the moment. Dor Grestin has two entries, one at [104,165] and the other at [108,182]. Enter and explore the city. Note the mushrooms running around (!) in Dor Grestin. You should have a close look at them and put one of it into your backpack. The curse wasps don't like the intense smell of the mushrooms and they will avoid you as long as you own one of them. Visit the home of Asrub, the healer and talk to him about "MAGIC" and "HERBS". A survivor of a Tornak encounter is treated as a "PATIENT" in his hospital. Find Gorban at [20,9] in a bed. He'll tell you more about the "TORNAK" creatures. Especially notice the information that these beasts use to close passages they created. Gorban also has information about the experimental "MINE" in Dor Kiredon but it seems he does not tell you everything he knows. At [14,16] you can find a bottle of All-Healing potion, at [15,23] a healing potion II. There is a shop in the centre of the town that offers items from the Forest Moon's nature. As Asrub told you, there are some herbs that permanently affect a characters abilities. Sparkling Mushrooms increase a characters resistance to magic, Fragrant Herbs raise strength and Glowing Blossoms boosts speed. Other items of interest are bladder fruits and tornak eggs. In the SW corner of Dor Grestin visit the town's council hall. Talk to Leira and ask her about "KIRE". Meet Kire's son Ketnar and ask him about "DOR GRESTIN" and his elders "KIRE" and "DORINA". Show the letter Kire gave you to Ketnar and he'll be a little more informative regarding his mother. Unfortunately, something went wrong badly with the text translation here. Instead of the somewhat garbled things he says he's supposed to give you the information that contrary to popular belief Dorina is still alive and lives as a hermit in a "TREE" house. The tree is located behind a swamp SW of Dor Grestin and demands the password "SCHNISM" to allow entry. Before leaving the council hall and Dor Grestin you should go to the kitchen and talk to Drongeb, the cook. He likes to live in "DOR GRESTIN". Don't forget to try one of his "PASTRIES". 3. Ferrin's storage cellar Return to Dor Kiredon and find the storage cellar of Ferrin (Ferrin's Smithy, [38,23]). Open the locked door using the key Ferrin gave you and enter. You will need a pick-axe in order to solve the secret of Ferrin's lost daughter. Don't mind if you don't have one with you, there are some useful items in the cellar, including a pick-axe. Here is a table of the items you may find in cupboards, chests and crates here: [16, 5] shovel, rope [27, 5] bottle of Ferrin's Liquor [24,24] pick-axe [12, 4] lock-picks, crowbar [ 3,12] lantern [ 7,26] leather boots, horned helmet South of [25,28] there is a staircase leading down. In the cave below find following items: [15,17] an amber stone. You should take it with you. [ 8,17] some torches [ 7,14] some ropes Remember what Gorban told you about tornaks when you visited him in Dor Grestin? At [14,13] the eastern wall looks strange. Try to memorize the wall texture here, there are more places like this. Use the pick-axe in front of the strange wall and it opens! At [18,5] there is hole in the ceiling. It's a little bit hard to see if you have switched on the ceiling texture in the options menu. Cast a spell of levitation or use a rope to ascend to a tornak cave. Tornaks are horrible creatures that do an average of 85 points of damage in each fighting round. Watch your health while fighting them and cast healing spells in time. The good news is, at least you'll get some experience points for killing tornaks. Use your pick-axe at [8,7](N), [14,5](E), [12,7](S), [13,7](E) and [16,11](S). The letter in round braces appended to the coordinates denotes the direction of the wall that is removed by the action. Fight more tornaks and a tornak female to find a hole in the floor at [16,16]. Cast a spell of levitation, use a rope or simply jump down to descend. You finally find Ferrin's daughter gaily playing with the Tornaks! She seems to have ESP abilities that tames the tornaks and in fact it's not the little girl that was kidnapped by the beasts but happened more likely the other way 'round! It takes some sensible persuasion to make the dwarf child cooperate but finally she agrees to return with you to her parents. Talk to Ferrin after you are back and he'll reward you with a magic crossbow he made. This item is very useful. It raises the attack capabilities of the wielding character and is light enough to be used by all character classes, including healers. It does not need any ammunition as a further plus. 4. Dorina's Tree The tree is located at [64,237]. Talk to the door and say the magic word "SCHNISM" to enter. As you already learned, Dorina is a master of illusion so not everything you see in her tree is real. Be careful though, some of her illusions are real enough to hurt you badly. Parts of her home are infested by gizzeks and in difference to the outside world gizzek queens may accompany this plague. Although the queens are very resistant to magic, the "Dissolve Victim" spell worked for me most of the time. You may feel this is overkill to handle a mere "bug", but be warned. The queen's magic is bad enough but once she decides to attack using her claws she happily deals out critical hits. I had to revive my paladin several times after such fights until I changed tactics to take the queens out as early as possible by high-level magic. West of [20,5] there is an illusionary wall that hides a strangely glowing flower. The blossoms act as switches and this one extinguishes the flame obstacles south of [14,11]. Don't try to pass the flames without switching them off or you'll get a glimpse of how a steak feels at a barbeque party. Around [11,15] find a bladder fruit plantation. Follow the passage formerly blocked by the flames to find a ladder down. In the floor below find illusionary walls east of [14,19] and [16,19]. They hide another flower switch that removes a wall segment at [14,26]. An illusionary wall east of [18,23] hide eight flower switches arranged in this pattern: # # # # # # # # 4 8 # # 2 6 # # 3 7 # | 1 5 # # # # # # # # To deactivate the reaper plants¹ west of [12,30], switch plants 1, 2, 4, 5, 7 and 8 to orange and leave plants 3 and 6 switched to white. It's no good idea to come too close to an active reaper unless you're nature lover enough to offer a plant your own body as manure. ¹ Actually these plants do not have a name in Ambermoon. There is a similar plant monster in the Ultima series RPG's and I borrowed the name from there. As an alternative, you can use the jump spell to skip the reaper plants. Keep away from the rectangular area south of [7,18] and east of [8,25] unless you're in for some additional fights with gizzeks. The area is a trap, illusionary trapholes are solid floor and vice versa. Step on a hidden traphole and fall down one level, fight some gizzeks and find the ladder up at [18,15]. At [3,24] is a ladder down to Dorina's dwelling place. Pass the doors south of [7,18] and east of [8,25] to meet Dorina. Talk to her and give her Kire's letter. You will accompany her to Dor Kiredon where Kire and Dorina are united again at last. Talk to Dorina and receive a brooch (+15 spell points, +35 luck). Talk to Kire and he'll hand you two keys. Kire also hints you to ask his son Ketnar about the ancient ruins that were recently discovered. One key is for the door of the experimental mine in the NW corner of the town. The other one opens the door south of [5,33]. Search the chests and cupboards for valuable items and take whatever you like. You should not forget the amber stones at [6,45] and the potions at [5,66]. 5. Ancient Ruins Travel to Dor Grestin and question Ketnar about "RUINS". These are a leftover of an ancient culture, probably gone thousands of years ago. Their location is NNW of Dor Grestin, in a very dangerous area. Have some ropes in your backpack before you go there, unless you have the levitation spell available. Think of enough food, about 30 rations per character should do. You'll need at least one amber stone, too. Cross the swamps to [88,67]. The ruins are enclosed by a wood of dangerous plants with nettle tentacles and here is the only passage through them. Work your way west to [66,69] and enter the ruins. The ground floor features a closed door east of [13,8]. To open it you have to find the traphole at [12,4]. Fall down to find a strange looking metal socket. Use an amber stone here and it activates some mysterious energy source. Suddenly glass orbs at the ceiling provide some light and the door in the ground floor is open now. Use a rope or cast a levitation spell to escape the pit you're in. Switch off ceiling and floor textures if you have difficulties to locate the opening at [4,6]. Pass the now open door & climb the hole in the ceiling. Explore the area on the roof of the building and note the wall ornaments consisting of coloured triangles and circles. Descend back and enter the strange lift platform down at [16,10]. Explore the area and find more of the ornaments. There are two doors at [21,9] and [22,22] that ask a number when you touch them. Next to the doors is a sign with more symbols of the kind you found on the larger ornaments. At [4,14] you discover the remains of poor Dreblin, the scout sent by Ketnar. He has written down his observations in the ruins and thinks the ornaments at some walls and signs next to the doors represent a complex number system. You probably already found out yourself that the colours represent numerical values. To decipher a sign, note the triangles and add their values. Then add the values of the circles and you get two numbers. Multiply the numbers and you get the final result. The ornaments are example calculations using this system. Colours have the following meaning: Colour Value Red 1 Orange 10 Light Yellow 50 Light Blue 100 Thus, the door sign at [21,9] decodes to 1 + 10 + 50 = 61 and this is the number you have to enter to open the door. Find another amber stone at [18,6] in the room behind. The sign at [22,22] is ( 1 + 1 ) × ( 1 + 10 ) = 2 × 11 = 22. At [20,20] you'll see another socket. Use an amber stone here to activate a teleport at [17,21]. It will beam you to the surface in front of the ruins. On your way back to Dor Kiredon you may want to visit [90,89], [115,137] and [112,134]. Here are Blue Leaves you may take with you. 6. The Journey to the Middle of a Moon You are now ready to explore the experimental mine of Dor Kiredon. Enter using the mine key you got from Kire. There is a guardian dwarf here, his name is Gadrin. Talk to him and get a final warning of "TORNAK" beasts and he'll raise the "GATE" for you. Fortunately there is a way to reduce fiddlin' around with Tornaks to a minimum. Find the ladder at [28,17] and climb down to level 2 of the mines. At [19,15] you can kill a Female Tornak guarding a Tornak egg. As long as you have the egg in your backpack, no Tornak will attack you. Climb up again to level 1, take the amber stone at [20,14] and find the ladder down at [28,4] to another part of mine floor 2. If you use your pickaxe at [9,3] and [10,3] to dig a tunnel east, you can find some more amber. Ignore the ladders at [3,18] and [5,18], they lead to dead ends only. Descend to level three at [7,18]. Work your way to the south east until you reach an area with masonry walls and a closed door at [20,17] leading east. To open the door, dig a tunnel from [20,15](N), [20,14](N), [20,13](E) and [21,13](E) and reveal a cave with an amber socket. Use an amber stone at [25,7] to supply energy to the door at [20,17]. Now use the pickaxe at [19,19](E) and find the door code - a yellow, two orange and a red triangle. Add 50 + 10 + 10 + 1 = 71, enter this number at the door's code lock and gain access to a part of the cave that was not explored by dwarfs yet. Jump through a hole in the floor at [26,16] to enter an antique area. At [6,7] there is a closed door. To open it, use your pickaxe at [5,7](E) and use an amber at the [7,10] socket. Now the door is open, but a deadly energy barrier blocks the way. Dig through at [4,4](E) and find a wall switch [5,4] that deactivates the force field. At [11,9] open the door using the code ( 1 + 10 ) × ( 1 + 10 ) = 121 and get attacked by a group of guardians, levitating robots that are handled with ease. Find the wall switch at [12,13] to get rid of another force field at [14,7]. Use the pickaxe to dig a tunnel: [17,15](N), [17,14]E and [18,14](N). Set into the wall at [18,10](E) is a safe that holds an ancient book written in an unknown language. I've never found out what to do with the book - I think it was intended as a hook to the never written third part of the Amber Trilogy. At [4,17] find a lift down to ancient area level 2. This level is dangerous! There are erratically moving energy fields all over the place that make movement a difficult real-time task. Save your game before you proceed! Follow the corridor north and evade the moving energy fields. At [7,5] is a wall switch that opens the door next to it. When you are through the door, you're safe for a moment so take the opportunity to save again. To the east of [8,11] you'll find a circular corridor with energy fields moving anti-clockwise. You'll have to filter in between two fields and follow the corridor to flip eight wall switches at [10,13](E), [13,15](N), [16,15](N), [18,12](W), [18,9](W), [15,7](S), [17,7](S) and [10,10](E). These will open the door at [12,18]. This is a real-time task, too. It's easy to lose concentration here and end up "well done" in a glimpse, so it's a good idea to save your game to a dedicated slot whenever you reached a corner safely. On your tour around the corridor you will notice a door at [17,7](N) that opens on code ( 50 + 1 ) × 10 = 510. The room behind features a non-working teleport [11,4] and four safes at [18,3], [16,3], [14,3] and [12,3]. The one at [16,3] holds an ancient object that might come in handy in fights. It is a fireball-thrower that all characters may use. After you flipped all eight switches in the circular corridor the door at [12,18] is open and you may use the lift at [18,18] to descend to ancient area level 3. The room you are in now features wall switches at [28,18](W) and [28,16](W). The one at [28,18] activates a teleporter, but flip the one at [28,18](W), too! This switch selects teleport coordinates and if you leave it set as you find it you get transported into a hornet's nest of guardians and guardian chiefs. Guardian chiefs are bigger than the guardian robots you already encountered and they are much more dangerous! Of course, if you're feeling tough you may head on and give it a try - be prepared for a hard fight. You probably won't survive unless you make use of quite some healing/spell point potions. There is a reward if you choose to fight, though. Pick up a second ancient object (fireball thrower) at [24,4] and use the teleport at [21,11] to return to the level 3 entry room at coordinates [31,17]. The other setting of the [28,16] switch directs the teleporter to [21,16]. Have a look at the lamp hanging from the ceiling! There seems to be a loose contact somewhere; the lamp lights at the start of each hour and goes off again after five minutes. The teleport in this room transports you back to [31,17] when the light is off and to [9,18] when it's on. The area around [9,18] is tricky but allows to avoid fighting more guardians if handled the right way. There is a teleport at [11,15] that brings you back to [31,17] later. Go to [8,3](N) and flip the wall switch there. It will deactivate a force field at [8,4](W) and release a group of guardian robots. Run to [16,5](S) and flip the switch here. Look to the west and notice the two energy barriers that got erected by this switch. The robots followed you and probably are shut out from the room between the two barriers now. Switch the barriers off for a moment again, wait for the guardians to enter the room and trap them by activating the barriers again. Leave the place through the teleport at [17,3] to [9,18]. You now can enter the room at [8,4](W) and find another switch at [3,6](W). It will deactivate the barrier at [8,9](W). Repeat the above procedure by running to [16,9](S), trapping a second group of guardians and entering the teleport at [17,7] back to [9,18]. Another bug makes the trick unnecessary for the third group of guardians. Simply use the switch at [3,10](W) to remove the force field at [8,13](W), go there and enter without fear. The guardians here are placed on a small pile of stones and are unable to move. As long as you stay out of reach they cannot attack you. Thus, you can safely ignore the switch at [16,13](S) and the teleport at [17,11]. Use the switch at [3,14] to remove the last barrier at [8,17](W). Run to [16,18](S) and look whether the guardians are following you. Sometimes they get stuck at a corner and you have to close in on them, make them free themselves and lure them between the force fields. The teleport at [17,15] brings you back to [9,18]. Of course, if you are in the right mood you can also ignore the whole feeble encagement artistry and simply kill the guardians. A little inelegant, but still an effective method to get rid of them. Your way is now free to a lift at [4,17] down to ancient area level 4. There is a door at [9,17](W) that is coded by a blue triangle (100). Open the door and enter. There are three strongboxes in the wall to the south. They hold coloured carved discs, open [14,18](S) for yellow discs, [16,18](S) for green disks and [18,18](S) for blue disks. You will need a single yellow disc only. Be careful, the containers are booby trapped neatly! The teleport at [16,16] does nothing. Leave the room and find the next chamber to the south. There is strange machinery in here. Use the yellow carved disc at [13,12], an amber stone at [15,12] and pick up the yellow Navstone at [16,10] you just created! This machine is the key for your return to Lyramion and to reach Morag, the home of the lizard mage you encountered in the Temple of the Brotherhood. Feel free to make more Navstones, blue and green ones as many as you like. To finish the Ambermoon adventure a single yellow Navstone is the only one required. Still, there is a final surprise in the ancient installment. Search the skeleton in a third room to the south at [12,4] to find a red carved globe. There is another machine object in this room at [16,7]. Use the red globe here to activate a teleport at [16,5]. Enter the teleport for an... 7. Interlude in Gadlon You find yourself in a strange surrounding, titled "Gadlon Cellar 2". Explore the area yourself, find some totally ordinary chests behind ordinary wooden doors, guarded by ordinary green energieglobes. They are not very dangerous, fighting them is a picnic compared to the melees you had with the guardians before. Open the door at [9,11](S) to find a staircase up. Above, you enter Cellar 1, a place just as boring as Cellar 2. Behind the door at [20,12](E) is another staircase up to the ground floor. Meet Aderin, a young wizard apprentice and get to know more about Gadlon, the "SCHOOL" of "MAGIC". A more experienced looking wizard named Bellard may be questioned about the "TRAINING ROOMS" down in the cellar and he hints you to meet "RINAKLES" in the top floor of Gadlon. Follow his advice and ascend to the first floor using the staircase at [13,11] and next to floor two around the corner at [11,13]. Follow the corridor and, finally, meet Rinakles in his room behind the door [4,9](S). Note the inactive teleport at [3,12]. Talk to Rinakles and learn more about "GADLON" and "MAGIC". Also, ask Rinakles if he knows a way "HOME" for you. He'll activate his teleporter and if you use it you will get beamed back to the Forest Moon, just to the place where you started this weird trip. In case you did not notice yet, you just have returned from another fantasy story, "Dragon Flight". This ancient technology of travelling to parallel universes might help Valdyn to return to his own world later on. 8. There And Back Again You're done with the secrets of the Ancient Area now. Work your way back up to the dwarf mines' entry where faithful Gadrin still guards the door. Leave the mine and Dor Kiredon and enter the air ship. Use the yellow Navstone at [6,8]. The air ship will start once more and fly to Morag, the second moon of Lyramion. VI. Morag --------- 1. S'angrila I Leave the Airship and you're in a hangar, similar to the one in Temple of the Brotherhood. When you go to the exit and pass [19,8], your magical disk explodes in your backpack, so it might be a good idea to leave it in the airship. There's no need for this item any more, but the explosion may hurt injure some of your party members. Go past [19,16] and you are magically transported into a prison cell where you meet S'riel, a former member of the Morag high council. He'll teach you Moranian language and puts a spell on you that makes you look like Moranian people. Face it, you've never been much of a beauty but now with that icky slimy scale skin a half-blind toad might drop dead of disgust on your sight. He informs you about background to the machine that was built below the Temple of the Brotherhood and that you need a harp with crystal strings to remove the crystal wall that protects it. You'll have to get the strings from the Morag council members. Unfortunately the councillors won't be deceived by your disguise. Moreover, they know you're coming... Also note what he says about water, an extremely scarce and precious stuff on Morag. He then teleports you to his own palace, where you receive a warm welcome by S'arin, one of the councillors. 2. The palace of S'riel Fight the magic guards that attack you. Note, your magic is badly restricted on Morag. Since there's not much water here, all spells involving water and ice don't work on the whole planet. That means, your most powerful resource in fights fails you and you have to go back to the good ol' slaughtering craftsmanship again. The automap function is disabled in the palaces and the magic view spell also won't work. I think this was no good idea, it makes solving the palace dungeons more difficult but no more challenging at all. Thus, I'll give you maps of the palaces: 1 0 1 2 3 4 5 6 7 8 9 0 Legend: 0 1 # wall 2 # # # # # . floor 3 # . . . # + door 4 # # # . S . # # # 5 # b # . . . # a # a, b chest 6 # . # # + # # . # 7 # . . # . # . . # S start 8 # # . . . . . # # 9 # # # . # # # 10 # + # Collect the contents of the two chests. Chest "a" holds a Morag Robe and a Morag Dart, chest "b" contains a map, a key to the S'orel palace, your first crystal string and some Navstones. Take all items with you and leave the palace. 3. S'angrila II Use the map to get coordinates of many important places on Morag. S'angrila is at [22,133], this should be your next aim. While travelling the Morag surface, avoid the shadows of buildings - Morag Lizards and the dangerous Sand Lizards hunt here for imprudent adventurers. Sometimes even Morag Dragons lurk in the shadows. Explore S'angrila and visit the merchant. He has very interesting items in stock, e.g. Morag Darts to complete your weaponry. By now you should have five of these, and with Ferrin's crossbow this totals six excellent long range weapons. You can sell tinkertoys like magic throwing axes now; the Morag darts are better and lighter. Do not forget to buy the water bottle; remember its value on this dried out moon. At the inn look for S'rep and note his mother sells riding lizards at [78,136]. Resting here is very expensive, so you might prefer resting in the desert outside the town. In the south east side of the town is the prison. When you enter here have a look at the circular sandpit. A Morag lizard lives here that wears collar with key fitted to it. Kill her and you may open he cell door with it. Leave S'angrila, go to the riding lizard shop at [78,136] and buy one from S'reli. It'll make travelling the deserts faster. Now ride to [18,13] and you'll see another habitation tower. Meet S'krel inside and talk to him. He is in dire need of water and if you present him your bottle he will be very grateful. You'll receive an incredible experience points boost and also, he will give you a yellow carved orb, very similar to the one that sent you on the strange journey to Gadlon. Valdyn may get a chance to use it for his voyage home once you are done with the evil Morg councillors. (Note: I went back to the forest moon and tried the orb at the universe teleporter, but it did nothing.) Now you are ready to plunder the palace of S'orel, the councillor you dealt within the Temple of the Brotherhood. 4. The palace of S'orel Ride to [33,179] and enter the building. 1 1 1 1 1 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Legend: 0 1 # # # # # # # # wall 2 # # # . . . . d # . floor 3 # c + . . . . . # # # + door 4 # # . # # # # # # # a # # - illusionary wall 5 # . . # . . b . . # . . # 6 # . T # . . . . . # # - # a wall switch 7 # . . # . . . . . # . . # b, d chest 8 # T . # . . . . . # . . # 9 # . . # . . . . . # # + # T spear traps 10 # . T # . # . # . # . . # 11 # . . # # # + # # # . . # 12 # # . . # . . . # . . # # 13 # # . . . S . . . # # S start 14 # # # # + # # # # Behind the illusionary wall at [7,13](N) find a wall switch "a" that deactivates the traps T at [4,10], [3,8] and [4,6]. Chest "b" holds the finest in armour and short range weapons available in the game: a Morag sword, Morag shield and Morag armour. The door at "c" is opened by the S'orel palace key. Chest "d" has some magic scrolls, the key to councillor S'arin's palace and the second crystal string. 5. The palace of S'arin Enter the palace of S'arin at [87,26]. 1 1 1 1 1 1 1 1 1 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 Legend: 0 1 # # # # # # # # # # wall 2 # # # . . + i . . . # # # . floor 3 # # g # . . # # # # . # e # # + door 4 # . . # . . # . . . . # . . # |, - illusionary wall 5 # # - # # # # # f # # # # # - # # × spinner plates 6 # . . . # . . . . . . . # . . . # 7 # . . . + . # × # × # . + . . . # a, f riddle mouth 8 # . . . # . . . . . . . # . . . # b, c, d, e, g, h 9 # × . # # # # # . # # # # # . × # crystal balls 10 # . . | h # c # a # b # d | . . # 11 # . × # # # - # . # - # # # × . # 12 # . . . # . . . . . . . # . . . # 13 # # . . # . . × . × . . # . . # # S start 14 # # # # . . . . . . . # # # # 16 # b | . . × . × . . | c # 17 # # # . . . S . . . # # # 18 # # # # + # # # # There is a riddle mouth at "a" that asks the sum of the numbers visible on the four crystal balls at "b" and "c". The answer to the riddle is 46 + 46 + 75 + 75 = 242. There are more crystal balls at "d" (67), "e" (19), "g" (1) and "h" (15) and another riddlemouth at "f" that also asks a number. The correct answer here is 301. "What is all together when there are balls below a line and columns after a cross" Answer = all together / balls X columns 344 (The sum of the numbers visible on the eight crystal balls) 8 (sum of all crystal balls) 7 (sum of all Columns, 5 in the first room, 1 in leftmost and 1 in the rightmost room) The answer is: ((46 + 46 + 75 + 75 + 67 + 19 + 1 + 15) / 8)* 7 = 301 Use the S'orel palace key to open the door west of "i" and fight S'arin and two guards. When you are victorious, collect the key to S'endar's palace and crystal string number three. 6. The palace of S'endar This palace is located at [175,127]. 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Legend: 0 1 # wall 2 # # # # # # # # # # # . floor 3 # # # . . . . . . . . . # # # + door 4 # # . . . . . # . # . . . g . # # | illusionary wall 5 # # . . # # # # # P # # # # # . . # # 6 # # . . . # . . | . . . # # # # . . . # # P pendulum trap 7 # . . . . # f . # . . . # l . | . # . . # T spear trap 8 # # # + # # # # # # # P # # # # # . # . . # # Q metal disk trap 9 # . . . T . # . h # . . . | . . # . # . . . # 10 # . T . T . + . . # . . . # . e # . # . # . # a, b, c, d, e, f 11 # T . . . . # # # # # P # # # # # . # . # . # levers 12 # . . T . . # . . | . . . # # # # . # . # . # 13 # T . . T T # d . # . . . # m . | Q # . # . # g riddle mouth 14 # . T . . . # # # # # P # # # # # . # . # . # h, k chest 15 # . T . T . + . . # . . . | . . # . # . # . # i crystal ball 16 # . . . T . # . k # . . . # . c # . # Q # Q # 17 # T . . . T # # # # # P # # # # # # # o # # # l, m, n 18 # # # + # # # . . | . . . # # # # . . . . # wall switch 19 # . . . . # b . # . . . # n . | . . . . # 20 # # . . . # # # # # P # # # # # . . . # # o locked door 21 # # . . # . . # . . . | . . # . . # # 22 # # . + . i # . . . # . . # . # # S start 23 # # # . . # . S . # . a # # # 24 # # # # # + # # # # # Find the illusionary wall that hide the levers "a" to "f", each deactivates the next pendulum trap blocking the way north. Evade the spear traps T south of [5,8] and find a chest with Navstones at "h", a crystal ball showing the word "MORAG" at "i" and a chest with some equipment at "k". There is a strange game bug with the spear traps. If you get hit by one, you may plunder the chest at h from the place you are standing. Return north and go to the riddle mouth at "g", asking the password "MORAG". The places marked Q are deadly traps. Whirling, razor sharp edged metal disks, hardly visible to the party wait to decapitate all but the shortest party member. Use the wall switches "l" and "m" to remove the traps at [19,13] and [21,13]. Use the S'endar palace key at o to open the door south and fight S'endar himself. He does not need the S'trog palace key and his crystal string anymore once he's a goner. There is another wall switch at n that deactivates the trap at [23,16] but you don't have to bother with this trap anyway. 7. The palace of S'trog Next key, next palace at [15,83]. 1 1 1 1 1 1 1 1 1 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 Legend 0 1 # wall 2 # # # # # # # # # . floor 3 # # # . . . + . . . # # # + door 4 # # . . . . # # # . . . . # # |, - illusionary wall 5 # . . . . . # T # . . . . . # × spinner plate 6 # # . # # . . # - # . . . . . # # 7 # T c T # # # # . # # # # . . . # P pendulum trap 8 # c c c # . | . × . | T # . . . # T spear trap 9 # c T c # . # # . # # # # # # . # 10 # c c c # . . # - # . . . . # . # a, c illusionary trap 11 # T c T # # . # . # . . . . d . # b lever 12 # . . . . . . # P # . . . . # . # d locked door 13 # # # # # # # # . # # # # # # # # 14 # . . + . a . . . P . + . . # S start 15 # . . # # # # . # # # # . . # 16 # # . . . . # . # . . . . # # 17 # # # . b # S # . . # # # 18 # # # # + # # # # This is one of the places in the game I don't like at all because of a bad design. The pendulum trap at "a" is illusionary, the two others north and east of the crossing are real. The "clairvoyance" spell does not help here, you must make a random decision and get punished if it's wrong. Find the lever at "b" that deactivates the two real pendulum traps. A very similar situation awaits at the spinner plate at [10,8]. You have to decide which direction to go from here and may easily run into the spear traps behind illusionary walls north or east. The correct continuation is to the west and again you have to guess what to do. The traps "c" are illusionary, but there are five real ones between the illusions. At "d" use the S'trog palace key to open the door. Fight S'trog and his pet dragons, acquire the S'kat palace key and another crystal string. Do you notice a certain crude-obvious pattern? Guess what, it stays the same up to the last palace - run in, solve some badly designed or ridiculously stupid "riddles", fight a councillor for a string and the next palace key. Repeat until bored to death. It's a little sad that the quality of this game breaks down that much in the Morag part of the game, even more after the brilliant and detailed design of the Forest Moon. 8. The palace of S'kat This palace is located at [127,182]. 1 1 1 1 1 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Legend 0 1 # wall 2 # # # # # # # # # . floor 3 # # a # . d . # a # # + door 4 # # . . # . . . # . . # # 5 # . . . # . . . # . . . # a lever 6 # . . . # # # c # . . . # b removable wall 7 # # + # # # . . # # + # # c locked door 8 # . . . # # b # # . . . # d chest 9 # . . . . . . . . . . . # 10 # # + # # # . # # # + # # 11 # . . . # . . . # . . . # 12 # # . . # . . . # . . # # 13 # # a # . S . # a # # 14 # # # # + # # # # There are four levers in the places marked "a". You will have to fight Ips, Minotaurs, Fire giants and Fire Dragons to get to them. The wall at "b" will vanish then. Open the locked door at "c" using the S'kat palace key, fight S'kat. You'll find (surprise, surprise!) a crystal string and the key to the palace of S'lorwin. The chest at "d" holds more navstones and a parchment. 9. The palace of S'lorwin Bring the parchment you found to [184,189] and show it to S'Goldar, builder of Sand boats. It's a receipt for a transportation device that allows you to easily cross the moat. The palace is located on an island at [127,82]. 1 1 1 1 1 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 Legend 0 1 # wall 2 # # # # # # # # # . floor 3 # # . . . b . . . # # + door 4 # . . . . . . . . . # 5 # # # . . . . . . . # # # a locked door 6 # . # # # # + # # # # . # b S'lorwin 7 # . . . . . . . . . . . # 8 # . # # # # # # # # # . # S start 9 # . . . . . . . . . . . # 10 # . # # # # a # # # # . # 11 # # # . . . . . . . # # # 12 # . . . . . . . . . # 13 # # . . . S . . . # # 14 # # # # + # # # # As you can see from the map, this place is very simple built. No illusions, stupid riddles or traps. Simply unlock the door at "a" using the S'lorwin palace key, wade through a sea of Morag dragon blood to the last remaining Morag councillor at "b" and fight him. S'lorwin is the only highlight of the palace. He is a tough magician and is able to cast "dissolve victim" spells. This may become a nasty surprise to you, so I recommend a modified, whole-party dance-of-death tactics. Simply have all your party members move during the first few fighting rounds until his magic is exhausted. After this, he and his two lizards are troll fodder. Collect the seventh crystal string and leave the palace. Head for S'angrila [22,133], find the hangar and use a blue Navstone at the leftmost metal orb in the airship. VII. Welcome To The Machine --------------------------- Back on Lyramion, leave the Temple of the Brotherhood and call an eagle to bring you to Illien [376,277]. Visit Matthias the music master. Buy an elven harp if you do not already own one and hand him the seven crystal strings. He will fit the strings to the harp and give it back to you. The harp now can cast "dissolve victim" spells when used in combat - unfortunately it's too late to be of much use for you. Fly back to the Temple of the Brotherhood and stand in front of the crystal wall in the entry hall. Use the crystal harp and the sounds will make the wall crumble. Maybe it's a good idea to have signed an insurance contract before you give concerts in St. Paul's Cathedral or in front of the White House. Follow the passage and fight some more Magic Guardians and Morag Dragons. Remember, this is your home planet and there are no more restrictions in the use of certain combat spells. Finally, face the Morag Machine and fight the final skirmish in this battle. It may take a while to bring the machine down to its knees (yes - it owns legs and knees!) because it has around 2800 hit points. Watch your own health, cast healing spells now and then and killing it is a picnic. The entrance will be buried by a cave-in but a new exit opens in the wall behind the Morag Machine's remains. Take it and watch the end of game sequence. CONGRATULATIONS! You have made your way through the Ambermoon adventure. ======== APPENDIX ======== I. Bestiarium -------------- This table lists the stats for all monsters in Ambermoon. The experience value in the last column is equally shared between the characters surviving the fight. -------------------------------------------------------------------------------------------------------------------- Lizards STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Pond Lizard 25 20 32 75 18 15 50 0 20 10 99 0 0 0 0 8 0 8 1 1 0 2 10 Desert Lizard 75 35 45 80 50 50 50 0 55 45 0 0 0 0 15 45 15 17 1 8 0 2 75 Fire Dragon 90 70 65 50 76 25 50 5 76 60 0 2 0 0 99 130 130 20 2 8 500 0 1000 Mine Lizard 88 57 83 65 97 17 58 0 85 60 0 0 0 0 50 140 70 40 2 10 0 0 600 Morag Lizard 78 27 76 87 52 18 34 0 87 64 0 0 0 0 50 350 150 50 2 20 0 0 500 Sand Lizard 63 64 81 78 33 10 26 10 85 55 0 0 0 0 95 450 250 55 2 14 0 0 1000 Morag Dragon 97 81 63 53 89 34 65 0 90 80 0 2 0 0 60 500 350 65 1 15 856 0 1440 Sansrie³ 82 92 86 45 68 54 68 20 95 80 0 0 0 0 80 540 350 35 5 10 2489 0 15350 -------------------------------------------------------------------------------------------------------------------- Arachnids STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Big Spider 25 20 90 90 15 10 50 0 40 15 0 0 0 0 0 10 0 7 1 2 0 0 20 Poison Spider 20 35 95 95 25 12 55 0 60 20 0 0 0 0 35 20 30 11 1 3 0 0 40 Gigantula 50 75 60 20 75 50 50 5 70 30 0 1 0 0 99 35 35 18 1 5 0 0 260 Mine Spider 63 51 29 51 27 2 62 0 80 70 0 0 0 0 90 100 90 50 2 8 0 0 400 -------------------------------------------------------------------------------------------------------------------- Undeads STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Skeleton 50 25 35 15 25 5 50 0 55 40 0 0 0 0 75 14 10 11 1 6 25 0 30 Zombie 55 30 40 19 30 5 50 0 60 45 0 0 0 0 99 18 15 11 1 7 30 0 40 Ghoul 50 25 50 40 50 5 30 0 70 60 0 0 0 0 80 60 30 20 1 8 0 0 100 Banshee 65 50 63 50 36 5 35 0 90 70 0 1 0 0 99 100 90 50 1 10 0 0 120 Lich Lord 85 90 50 48 35 10 50 10 35 35 0 0 0 99 99 90 70 26 1 7 0 0 750 -------------------------------------------------------------------------------------------------------------------- Demons STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Imp 29 26 62 38 90 72 62 75 99 5 0 0 0 0 99 75 70 20 1 5 0 0 200 Gargoyle 25 77 59 53 36 20 50 0 75 15 0 0 0 0 99 130 130 25 1 8 0 0 225 Minor Demon 43 15 28 22 73 9 43 0 85 10 0 0 0 0 50 150 70 45 1 5 0 0 650 Luminor I² 95 80 65 70 78 50 50 10 90 68 0 3 0 0 99 800 750 40 2 12 2987 0 3000 Luminor II 95 80 65 70 78 50 50 10 90 68 0 3 0 0 99 600 600 40 2 12 2987 0 3000 Luminor III 95 80 65 70 78 50 50 10 90 68 0 3 0 0 99 400 450 40 2 12 2987 0 3000 Luminor IV 95 80 65 70 78 50 50 10 90 68 0 3 0 0 99 200 300 40 2 12 2987 0 3000 Luminor V 95 80 65 70 78 50 50 10 90 68 0 3 0 0 99 100 150 30 2 10 2987 0 3000 Thornahuun 92 93 84 79 85 27 50 15 92 85 0 1 0 0 75 792 580 80 1 12 0 0 7200 Gurdian Demon¹ *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** **** **** ** 1 ** **** ** ***** -------------------------------------------------------------------------------------------------------------------- Humans STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Bandit 40 45 50 18 35 30 50 0 42 25 0 0 0 0 0 9 0 8 1 5 55 3 45 Bandit Chief 45 50 50 50 25 50 50 0 40 40 0 1 0 0 0 50 0 26 1 9 250 2 200 Nagier 25 50 20 15 10 50 50 0 50 45 95 5 75 0 0 120 0 23 2 12 1000 4 1000 Gordon 20 50 35 35 30 15 30 0 35 15 0 0 0 0 80 35 42 16 1 5 158 2 120 Warrior 29 15 33 19 33 2 50 0 77 36 44 0 8 0 0 160 0 35 3 20 249 8 140 Nera 38 69 55 60 38 50 50 10 90 68 0 0 0 95 90 210 660 100 3 10 0 0 8000 Drek the Mage 35 32 41 45 31 24 25 0 30 5 81 0 0 26 94 110 165 18 2 12 684 6 2000 Kay (The Beast) 76 80 62 95 85 10 55 0 86 65 0 1 0 0 85 350 200 40 3 15 0 0 7500 Tar (Dark Mage) 45 50 38 44 37 45 38 0 35 35 5 0 0 99 99 300 800 30 2 30 0 0 5000 -------------------------------------------------------------------------------------------------------------------- Morag Councillors STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp S'orel 31 71 58 45 32 10 36 5 35 35 0 0 0 70 70 310 825 20 4 11 0 0 1500 S'arin 35 82 59 77 33 12 45 10 35 35 0 0 0 80 80 300 500 30 4 26 0 9 1500 S'endar 16 88 50 45 23 11 43 15 35 35 0 0 0 83 85 300 550 30 4 27 1500 11 4000 S'trog 25 57 74 64 16 6 29 20 35 35 0 0 0 90 85 330 750 30 4 27 2354 12 4500 S'kat 17 92 30 75 38 11 31 25 35 35 0 0 0 90 90 420 850 30 5 27 1000 22 5000 S'lorwin 10 95 28 20 28 10 50 30 35 35 0 0 0 99 99 540 600 30 7 26 999 11 10000 -------------------------------------------------------------------------------------------------------------------- Giants STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Reg Hill Giant 92 50 50 50 90 15 60 0 90 20 0 0 0 0 99 180 140 28 2 9 957 38 500 Fire Giant 92 20 35 30 90 16 50 10 65 5 0 1 0 0 99 120 100 26 1 8 289 0 600 -------------------------------------------------------------------------------------------------------------------- Golems STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Stone Golem 80 5 25 20 33 5 5 0 70 50 0 0 0 0 90 85 25 22 2 7 0 0 200 Granite Golem 85 10 30 30 95 5 50 5 85 60 0 1 0 0 99 100 45 28 2 5 0 0 500 Guardian Golem 80 15 52 48 66 25 50 20 90 40 0 0 0 0 50 350 150 50 1 10 0 0 1200 -------------------------------------------------------------------------------------------------------------------- Insects STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Curse Wasp 70 40 0 93 55 0 20 30 75 20 0 0 0 0 85 150 50 65 2 20 0 0 15 Gizzek 65 50 50 80 50 0 10 10 65 40 0 0 0 0 80 85 30 50 3 25 0 0 20 Gizzek Queen 80 75 50 90 65 0 20 50 85 80 0 2 0 0 99 400 80 65 3 28 0 0 500 -------------------------------------------------------------------------------------------------------------------- Mystic STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Energieglobe 50 60 3 70 50 1 50 25 84 45 79 1 80 0 80 80 95 10 1 8 0 0 120 Guardian 80 25 0 75 0 0 0 0 85 15 0 1 0 0 99 185 55 65 2 18 0 0 250 Guardian Chief 99 75 0 90 0 0 0 30 95 30 0 0 0 0 99 550 100 82 2 25 0 0 800 Magic Guard 77 64 75 40 86 61 65 25 85 70 0 4 0 0 0 290 0 57 3 15 0 0 1000 Morag Machine 95 90 40 35 85 1 50 20 90 85 0 3 0 0 90 2800 **** 240 1 25 0 0 32000 -------------------------------------------------------------------------------------------------------------------- Other STR INT DEX SPE STA CHA LUC A-M Att Par Swi Cri Sea R-M U-M H-P S-P WP APR AC Gold Rat Exp Orc 75 45 55 40 70 10 3 0 65 40 0 0 0 0 0 50 0 16 2 7 85 2 80 Orc Chief 80 35 45 45 80 10 40 0 76 50 0 0 0 0 0 95 0 21 1 9 245 0 120 Minotaur 70 12 46 88 60 50 50 5 90 70 0 0 0 0 50 220 100 50 2 12 421 2 525 Tornak 70 20 0 75 80 0 20 10 80 20 0 0 0 0 0 285 0 85 2 18 0 0 400 Female Tornak 95 85 0 86 85 0 10 10 90 30 0 0 0 0 0 650 0 85 2 24 0 0 0 -------------------------------------------------------------------------------------------------------------------- ¹ The guardian demon is invincible and immune to magic. There is no way to estimate it's power. ² The power of Luminor depends on the size of his life flame. ³ Sansrie usually has a human body but fights as a five-headed hydra. II. What's Where in Ambermoon, A Sightseeing Guide -------------------------------------------------- This section lists the surface locations of all places you can visit. A. Lyramion Cities: Burnville [530,594] Gemstone [319,759] Gnome City [270,559] Illien [376,277] Newlake [348,352] Snakesign [442,697] Spannenberg City [584,478] Dungeons/Temples/Towers/Dwellings: Liche Lord Crypt [542,327] Alkem's Tower [521,328] Lebab's Tower [438,562] Hill Caves [462,565]; [441,557]; [413,561]; [425,576] Temple of Gala [675,392] Temple of The Brotherhood [444,398] Temple of Sansrie [431,745] Orc Cave [534,438]; [539,438] Sylph Cave [538,466] Donner's Mine [252,713]; [223,717] Old Dwarf Mine [524,433] Cave of The Beast [222,542] Nera's hut [283,519]; [272,536] Your Home [626,461] Bandit's Hideout [627,411] Luminor's Tower [515,655] Burnville Tunnel [541,545]; [559,538] Bolgar Tunnel [581,657]; [545,649] Sansrie Tunnel [415,709]; [413,722] Hut of Norel [174,679] Godsbane Castle [404,77] Wind Gates: [513,168] [278,365] [612,388] [564,662] [398, 25] [427,565] [310,735] [225,690] [197,367] [283,253] [271,563] [470,729] Herbs: Fire Thistle [248,475] Swamp Lily [657,307] Kalmir Herb [473,582] Special Places: Oasis [524,155] Maelstrom [277,75] Wind Temple [266,635] Spring of Life [670,386] Tree hiding weird stone [538,466] Stone lock to Donner's Mine [255,714] Gate House (to Luminor's) [549,675] B. Forest Moon Dor Kiredon [180,130] Dor Grestin [104,65]; [108,182] Dorina's Tree [64,237] Ancient Ruins [66,69] (via [88,67]) Airship [178,138] Blue Leaves [90,89]; [115,137]; [112,134] C. Morag Morag Capital S'angrila [22,133] S'riel palace [187,91] S'orel palace [33,179] S'arin palace [87,26] S'endar palace [175,127] S'trog palace [15,83] S'kat palace [127,182] S'lorwin palace [127,82] Sandboat constructor [184,189] Riding Lizards shop [78,136] Moranian dying of thirst [18,13] III. Cheats & Dirty Tricks -------------------------- This section contains some cheats & programming quirks that can be exploited to ease gameplay. Using them may spoil the game so consider carefully whether you want to make use of them or if want to disdain them. However, I consider some cheats as less dangerous than others and I added a - somewhat personal - evaluation of this. The more `*' a cheat gets, the more dishonourable I estimate it's use. 1. Save/Load game trick [*.........] In several places of the game (Gala Temple, Tower of Lebab, Morag council member palaces) you have to make random decisions that get punished badly when wrong. In the Tower of Lebab you have a room with moving holes in the floor. You have to find out the right one to enter a special room one level below. Choose one of the other ones and fall four levels down, perhaps to the death of some party members, for sure to work up your way back to the holes to try again. I consider it a basically bad thing to make the player suffer for the lack of good ideas of the game designers. Thus, save the game before entering the room, choose a hole to jump in and reload your saved game if the decision was wrong. Repeat until successful. REALLY tough gamers accept this unfairness, though, and keep the jump/heal/run up cycle going until they have success, too. 2. Dance of Death [*.........] Some monsters really are a nuisance due to their ability to deal out critical hits - most notably the magical guardians that slash quite effortless through the thickest armour. It is possible to make use of the limited game intelligence by performing what I call the "Dance of Death". Put the two or three quickest party members in the first fighting row, keep one free square in the tactic view between them. Let them do a step to the left in one round, a step to the right in the next round. The slow guardians keep making holes into the air and are easily hacked to death with long range weapons thrown from the back fighting row. This is not really a cheat, more a means of kicking strong but stupid monsters into their asses. Use it or don't but don't break out into tears of regret when your +500 HP, +80 armour Paladin is killed by a single blow in round one of a fight and your only healer follows him in round two. 3. Never-ending monster pop-up [***.......] In the City of Spannenberg, before you loot the bandit's hideout you get ambushed by a group of two bandits now and then. After you finish them off, collect experience, gold and items and exit the menu. Don't move now. Instead centre the mouse pointer to make the "Zzz" sign appear and click the left mouse buttons several times. After a short period you get attacked again by the same rogues. Repeat until you cannot carry any more items, earned some new levels or until you're bored to death. The same trick works on the cemetery, before you kill Gordon, the gardener, but it's less profitable and more dangerous (poison spells of the zombies). 4. Tower shortcut bug [*****.....] You are able to enter the Tower of Lebab by flying through the tower walls just below its roof to the basement using the broom. The broom usually is not able to cross mountains, so it's clearly a programming bug exploitation to use this shortcut. 5. Netsrak staff cheat [********..] Get the staff of Netsrak from the secret room behind the chimney in grandfather's house. Take it to Spannenberg and find the place in the far north of the city with the strange, blue-glowing sign "Karsten was here". "Netsrak" is "Karsten" spelled backwards and Karsten Köper was one of the Thalion programmers. Face the sign and use the staff. You now enter a secret building, in fact the "Thalion programmer's guild" where all the Thalion people hang around as extremely mighty characters, ready to join your party and able to blast off all but the most horrible monsters by a single wave of hands. Moreover, the chests and lockers contain a copy of any item that is needed in the course of solving the game. Some items (e.g. the Sword of Mando) do not exist anywhere else in the game. Surely it's OK to have a look in this secret place and say "Hello" to the programmers. You really should not take anything with you from there, not characters, nor items. 5. Keeping key items [**********] Several (good) items have to be parted with to get vital information. For example, you have to bring the Necromancer's Brooch to Aman, the thief in "The Limping Rogue". In return you receive the password to enter the thieves' guild. Of course you may be tempted to keep this item to boost the abilities of a magician and walk to the riddle mouth straight away. Be warned, though! A consistency check function tests if you still own the brooche when entering the password and punishes you badly, though not deadly, for cheating. IV. Known Bugs -------------- Unfortunately, Amiga Ambermoon is not bug-free. This is to be expected with a program of this complexity, and all bugs are not severe or can be circumvented in some way. · Graphics bugs appear in the maps of the hill caves and Baron Karsten's palace in Newlake (walls are shown wrong) and to some Wind Gates when they get repaired (part of gate column missing). Workaround: ignore. · When starting/landing the eagle the game terminates occasionally with an "out of memory handles" internal error. Workaround: retry, it does not happen often. · Some building walls are penetrable to the broom when they should not (e.g. Lebab's tower). Workaround: ignore or exploit as a cheat. · The game crashes sometimes when fighting the Dark Mage (Tar) or the Guard Demon and certain spells are casted upon your party (e.g. Ice Shower). This is no "controlled" termination but a complete machine crash with colourful flashing effects. The machine has to be rebootet to recover. Workaround: avoid fighting the Dark Mage and the Guard Demon. There are ways to handle both monsters without a fight. · The "SP Stealer" spell sometimes drains more spell points from a monster than the monster has available and an underrun occurs in the variable holding the value. This is indicate by showing "***" in the "Monster knowledge" spell window (unless the monster has more than 999SP anyway) and, in effect, gives the monster an inexhaustable supply of magic. Moreover, if you do the spell a second time, you'll collect a negative amount of spell points, *reducing* your own points. Workaround: Use "SP stealer" only once on any monster. A second try is much less effective anyway. · The map of the airship is to be uncovered in each of the three landing places Temple hangar / Forest Moon / S'angrila hangar. Workaround: oh come on... · You are lost on the forest moon if you have no party members with dwarf language knowledge with you. Workaround: take care this does not happen. · In the second to deepest level of the ancient area on the Forest Moon a group of Guardians is placed on a rubble heap and is unable to move. Sometimes guardians trapped behind energy fences are able to penetrate the barriers. Workaround: ignore / blast 'em off. · The spear traps in the palace of S'endar offer you to plunder a nearby chest when they hit you. Workaround: ignore / avoid the traps. · Killing Female Tornaks is not rewarded with experience points. Workaround: don't mind.