Post by champskees on Oct 27, 2013 9:04:04 GMT
After mapping it out, it is obvious that Stephen Hand knew how to write a gamebook. Very well designed, lots of places to go & alternative routes to complete the journey. One of my favourite gamebooks (though I must say that a lot of the 40+ books are fantastic).
This walkthrough is designed for a character with 9+ Skill. Good luck (10+) will help immensely, and you really want decent stamina too (18+ should be fine). The Ring of Agility is highly recommended, as even a 9 Skill character should make almost any skill check roll (33/36 chance with armour). The Chainmail is also fantastic.
- Take 12+2D6 Gold Pieces (Save 3 Pieces for Circus Freaks).
- You would rather leave.
- Visit eastern side.
- Buy (in order):
o Rope & Grapple (-4 Gold) east side
o Ring of Agility (-4 Gold) west side
o 4 Food (-4 Gold) west side
o Lantern & 1 Additional Skin of oil (-2 Gold) east side
o Chainmail Armour (-1 to Test Skill, -1 Damage per hit. Takes 10 Hits. -3 Gold) east side
o 1 more lantern skin (-1 Gold) east side
- You have not yet visited the western side of the market.
- You did not deal with Bartolph.
- You are heading west.
- Buy items (see above)
- Go left.
- You are not carrying a Loaded Die.
- Enter the magician’s abode.
- Go over to the magician’s desk.
- Add Note: Hegmar’s Warning.
- Leave the building.
- Enter the temple grounds.
- Turn the handle in the sun (2 Damage).
- You think the correct answer is the solstice.
- Take Green Leaf Brooch.
- Go right.
- Listen to a man in black who raves and shouts.
- Silence him with your fists.
- Join in & help them restore order.
- Fight Sk 8 St 7 Agitator. Use luck once.
- Take Scroll of Civic Pardon (+1 Luck).
- Leave by the East Gate.
- Approach the East Gate on foot.
- You have a Scroll of Civic Pardon.
- Admit that you cannot hope to fend off all five united and flee. Use luck up to three times in next battle.
- Roll D6:
o 1: Fight Sk 9 St 9 First Shadow Warrior.
o Warrior has Two Attacks per round.
o 2: Fight Sk 9 St 9 Second Shadow Warrior.
o Each round Roll D6. 5-6 = 2 Damage. Cannot use luck or armour to reduce damage.
o 3: Fight Sk 9 St 9 Third Shadow Warrior.
o Deals 4 Damage per hit. Cannot use luck or armour to reduce damage.
o 4: Test Luck. Fail = Lose Weapon (-1 Skill for battle).
o Fight Sk 9 St 9 Fourth Shadow Warrior.
o 5: Test Skill. Fail = Death.
o Fight Sk 9 St 9 Fifth Shadow Warrior.
o 6: Roll D6 Again.
- Turn to Para 72.
- Attempt a running jump across the deep ravine.
- Test Skill. Use Ring of Agility. Fail = Death.
- Head east in search of the hermit (+2 Luck).
- Continue on your way (+2 Stamina).
- Try to stop the hermit.
- Fight Sk 5 St 7 Hammicus.
o After one round of combat:
o You are still determined to stop him (+1 Luck).
- Add Note: If you kill a Shadow Warrior from now on, turn to Para 223 instead of 335.
- Follow the road back west.
- Keep going westwards. Use luck once next battle.
- Roll D6:
o 1: Fight Sk 9 St 9 First Shadow Warrior.
o Warrior has Two Attacks per round.
o 2: Fight Sk 9 St 9 Second Shadow Warrior.
o Each round Roll D6. 5-6 = 2 Damage. Cannot use luck or armour to reduce damage.
o 3: Fight Sk 9 St 9 Third Shadow Warrior.
o Deals 4 Damage per hit. Cannot use luck or armour to reduce damage.
o 4: Test Luck. Fail = Lose Weapon (-1 Skill for battle).
o Fight Sk 9 St 9 Fourth Shadow Warrior.
o 5: Test Skill. Fail = Death.
o Fight Sk 9 St 9 Fifth Shadow Warrior.
o 6: Roll D6 Again.
- Add Note: You have banished a Shadow Warrior (note the number).
- Turn to Para 11.
- You have a Green Leaf Brooch.
- Leave them alone & head for the town centre.
- Do as the woman commands.
- You do not have a mirror.
- Make for the other end of the alley after the woman.
- Veer off and head for the nearest portion of the town wall.
- You have a Rope & Grapple and use it to scale the wall.
- Stay on the Main Trade Route.
- You have a Green Leaf Brooch (+6 Stamina).
- Take Spear of Doom. Note D6+5 Life Force. Can use 1 point of life force to auto kill any enemy.
- You did not come here from Hustings.
- Hurry along and ask the troupe for a lift.
- Ask her to give you a chance to prove your worth.
- Test Skill. If Fail: Pay 3 Gold Pieces.
- Ask the clown about the madness at Gornt.
- Answer no (+1 Luck).
- The name ‘Korin’ does not mean anything to you.
- Search the clown’s wagon.
- Test Luck. Fail = 1 Damage.
- Look at the safe.
- Take 10 Gold Pieces.
- Search the Hall of Dreams wagon.
- You have read Hegmar’s Warning (+1 Luck).
- Rush all nine of them in a surprise attack.
- You have read Hegmar’s Warning.
- Kill D6+2 Mandrakes (from the bottom of the list first)
- If you have any Skins of Oil:
o Use each one to eliminate 2 Mandrakes.
- Fight Sk 9 St 10 Clown.
- Fight Sk 7 St 7 First Mandrake.
- Fight Sk 5 St 6 Second Mandrake.
- Fight Sk 7 St 8 Third Mandrake.
- Fight Sk 8 St 5 Fourth Mandrake.
- Fight Sk 6 St 3 Fifth Mandrake.
- Fight Sk 9 St 5 Sixth Mandrake.
- Fight Sk 7 St 6 Seventh Mandrake.
- Fight Sk 7 St 7 Eighth Mandrake.
o Fight them all together.
- Take Ring of Destiny (Do not lose a Luck point when successful in testing luck from now on).
- Search in the stores (+2 Stamina).
- Take Mace (3 Damage per hit, 4/0 if you use Luck, -4 Gold).
o Obviously you will want to use your luck in combat to prevent damage to you from now on)
- Continue your search in the taverns.
- Use all your remaining gold to buy 3-4 Food (-2 Gold per Food).
- Go to the square.
- You cannot pay the beggar.
- Roll D6:
o 1: Fight Sk 9 St 9 First Shadow Warrior.
o Warrior has Two Attacks per round.
o 2: Fight Sk 9 St 9 Second Shadow Warrior.
o Each round Roll D6. 5-6 = 2 Damage. Cannot use luck or armour to reduce damage.
o 3: Fight Sk 9 St 9 Third Shadow Warrior.
o Deals 4 Damage per hit. Cannot use luck or armour to reduce damage.
o 4: Test Luck. Fail = Lose Weapon (-1 Skill for battle).
o Fight Sk 9 St 9 Fourth Shadow Warrior.
o 5: Test Skill. Fail = Death.
o Fight Sk 9 St 9 Fifth Shadow Warrior.
o 6: Roll D6 Again.
- Add Note: You have banished a Shadow Warrior (note the number).
- Turn to Para 48.
- Enter the Forbidden Caves.
- Test Luck.
o If Fail:
o 1 Damage.
o You have a Rope & Grapple.
- Go left.
- Continue around this corner.
- Risk searching through all the things here.
- Take Copper Key.
- Add Note: You may not return to Para 296 again.
- Go straight ahead.
- Open the door.
- You have a Copper Key.
- Add Note: Turn to Para 16 to view Science of Numbers.
- You would rather be on your way.
- Test 4D6 Stamina.
o Success:
o Fight Sk 7 St 12 Guignol.
o Test 4D6 Stamina.
• Success:
o Leave the camp at once & continue your journey.
• Fail: Guignol is dead.
o You have a Rope & Grapple.
o Test Skill.
o Success: +1 Luck.
o Fail: Fight Sk 11 Pan-Terric Behemoth.
o At the end of each round Roll D6:
• 1-5: Keep Fighting.
• 6: Enemy is killed (+1 Luck)
o You can use the Spear of Doom if you have 9+ charges.
o Fail:
o Guignol is still alive.
o Fight Sk 7 St 12 Guignol.
o You have a Rope & Grapple.
o Test Skill.
• Success: +1 Luck.
• Fail: Fight Sk 11 Pan-Terric Behemoth.
o At the end of each round Roll D6:
o 1-5: Keep Fighting.
o 6: Enemy is killed (+1 Luck)
o You can use the Spear of Doom if you have 9+ charges.
- You have travelled with the Circus of Dreams.
- Add Note: If you guess correctly the first time, you will arrive early.
- Turn to Para 282 to view map.
- Travel to Battle Plains.
- Turn to Para 16 to convert place into numbers.
- Battle Plains = 2+1+2+2+3+5+7+3+1+9+5+1 = 41. Turn to Para 41.
- You have arrived early.
- You haven’t any Metal Rot but are willing try a desperate leap.
- Test Skill. Use Ring of Agility. Fail = Death.
- Face each of the three remaining Shadow Warriors one at a time.
o Remember you should use luck as much as possible until it is under 7.
o You can use the Spear of Doom if you have 9+ charges (strongly recommended for no.3).
- You have the Spear of Doom.
- Fight Sk 10 St 10 Voivod.
o At the end of each round:
o 2D6 Test Life Force:
• Success: You give Voivod life.
• Fail: -1 Life Force & continue to fight.
o You cannot hurt Voivod.
o Any damage Voivod inflicts on you is added to his total.
o If you kill Voivod, you die.
- You stand there on the windswept battle plains and put your arm around the old man who is crying with the simple joy of being alive.
This walkthrough is designed for a character with 9+ Skill. Good luck (10+) will help immensely, and you really want decent stamina too (18+ should be fine). The Ring of Agility is highly recommended, as even a 9 Skill character should make almost any skill check roll (33/36 chance with armour). The Chainmail is also fantastic.
- Take 12+2D6 Gold Pieces (Save 3 Pieces for Circus Freaks).
- You would rather leave.
- Visit eastern side.
- Buy (in order):
o Rope & Grapple (-4 Gold) east side
o Ring of Agility (-4 Gold) west side
o 4 Food (-4 Gold) west side
o Lantern & 1 Additional Skin of oil (-2 Gold) east side
o Chainmail Armour (-1 to Test Skill, -1 Damage per hit. Takes 10 Hits. -3 Gold) east side
o 1 more lantern skin (-1 Gold) east side
- You have not yet visited the western side of the market.
- You did not deal with Bartolph.
- You are heading west.
- Buy items (see above)
- Go left.
- You are not carrying a Loaded Die.
- Enter the magician’s abode.
- Go over to the magician’s desk.
- Add Note: Hegmar’s Warning.
- Leave the building.
- Enter the temple grounds.
- Turn the handle in the sun (2 Damage).
- You think the correct answer is the solstice.
- Take Green Leaf Brooch.
- Go right.
- Listen to a man in black who raves and shouts.
- Silence him with your fists.
- Join in & help them restore order.
- Fight Sk 8 St 7 Agitator. Use luck once.
- Take Scroll of Civic Pardon (+1 Luck).
- Leave by the East Gate.
- Approach the East Gate on foot.
- You have a Scroll of Civic Pardon.
- Admit that you cannot hope to fend off all five united and flee. Use luck up to three times in next battle.
- Roll D6:
o 1: Fight Sk 9 St 9 First Shadow Warrior.
o Warrior has Two Attacks per round.
o 2: Fight Sk 9 St 9 Second Shadow Warrior.
o Each round Roll D6. 5-6 = 2 Damage. Cannot use luck or armour to reduce damage.
o 3: Fight Sk 9 St 9 Third Shadow Warrior.
o Deals 4 Damage per hit. Cannot use luck or armour to reduce damage.
o 4: Test Luck. Fail = Lose Weapon (-1 Skill for battle).
o Fight Sk 9 St 9 Fourth Shadow Warrior.
o 5: Test Skill. Fail = Death.
o Fight Sk 9 St 9 Fifth Shadow Warrior.
o 6: Roll D6 Again.
- Turn to Para 72.
- Attempt a running jump across the deep ravine.
- Test Skill. Use Ring of Agility. Fail = Death.
- Head east in search of the hermit (+2 Luck).
- Continue on your way (+2 Stamina).
- Try to stop the hermit.
- Fight Sk 5 St 7 Hammicus.
o After one round of combat:
o You are still determined to stop him (+1 Luck).
- Add Note: If you kill a Shadow Warrior from now on, turn to Para 223 instead of 335.
- Follow the road back west.
- Keep going westwards. Use luck once next battle.
- Roll D6:
o 1: Fight Sk 9 St 9 First Shadow Warrior.
o Warrior has Two Attacks per round.
o 2: Fight Sk 9 St 9 Second Shadow Warrior.
o Each round Roll D6. 5-6 = 2 Damage. Cannot use luck or armour to reduce damage.
o 3: Fight Sk 9 St 9 Third Shadow Warrior.
o Deals 4 Damage per hit. Cannot use luck or armour to reduce damage.
o 4: Test Luck. Fail = Lose Weapon (-1 Skill for battle).
o Fight Sk 9 St 9 Fourth Shadow Warrior.
o 5: Test Skill. Fail = Death.
o Fight Sk 9 St 9 Fifth Shadow Warrior.
o 6: Roll D6 Again.
- Add Note: You have banished a Shadow Warrior (note the number).
- Turn to Para 11.
- You have a Green Leaf Brooch.
- Leave them alone & head for the town centre.
- Do as the woman commands.
- You do not have a mirror.
- Make for the other end of the alley after the woman.
- Veer off and head for the nearest portion of the town wall.
- You have a Rope & Grapple and use it to scale the wall.
- Stay on the Main Trade Route.
- You have a Green Leaf Brooch (+6 Stamina).
- Take Spear of Doom. Note D6+5 Life Force. Can use 1 point of life force to auto kill any enemy.
- You did not come here from Hustings.
- Hurry along and ask the troupe for a lift.
- Ask her to give you a chance to prove your worth.
- Test Skill. If Fail: Pay 3 Gold Pieces.
- Ask the clown about the madness at Gornt.
- Answer no (+1 Luck).
- The name ‘Korin’ does not mean anything to you.
- Search the clown’s wagon.
- Test Luck. Fail = 1 Damage.
- Look at the safe.
- Take 10 Gold Pieces.
- Search the Hall of Dreams wagon.
- You have read Hegmar’s Warning (+1 Luck).
- Rush all nine of them in a surprise attack.
- You have read Hegmar’s Warning.
- Kill D6+2 Mandrakes (from the bottom of the list first)
- If you have any Skins of Oil:
o Use each one to eliminate 2 Mandrakes.
- Fight Sk 9 St 10 Clown.
- Fight Sk 7 St 7 First Mandrake.
- Fight Sk 5 St 6 Second Mandrake.
- Fight Sk 7 St 8 Third Mandrake.
- Fight Sk 8 St 5 Fourth Mandrake.
- Fight Sk 6 St 3 Fifth Mandrake.
- Fight Sk 9 St 5 Sixth Mandrake.
- Fight Sk 7 St 6 Seventh Mandrake.
- Fight Sk 7 St 7 Eighth Mandrake.
o Fight them all together.
- Take Ring of Destiny (Do not lose a Luck point when successful in testing luck from now on).
- Search in the stores (+2 Stamina).
- Take Mace (3 Damage per hit, 4/0 if you use Luck, -4 Gold).
o Obviously you will want to use your luck in combat to prevent damage to you from now on)
- Continue your search in the taverns.
- Use all your remaining gold to buy 3-4 Food (-2 Gold per Food).
- Go to the square.
- You cannot pay the beggar.
- Roll D6:
o 1: Fight Sk 9 St 9 First Shadow Warrior.
o Warrior has Two Attacks per round.
o 2: Fight Sk 9 St 9 Second Shadow Warrior.
o Each round Roll D6. 5-6 = 2 Damage. Cannot use luck or armour to reduce damage.
o 3: Fight Sk 9 St 9 Third Shadow Warrior.
o Deals 4 Damage per hit. Cannot use luck or armour to reduce damage.
o 4: Test Luck. Fail = Lose Weapon (-1 Skill for battle).
o Fight Sk 9 St 9 Fourth Shadow Warrior.
o 5: Test Skill. Fail = Death.
o Fight Sk 9 St 9 Fifth Shadow Warrior.
o 6: Roll D6 Again.
- Add Note: You have banished a Shadow Warrior (note the number).
- Turn to Para 48.
- Enter the Forbidden Caves.
- Test Luck.
o If Fail:
o 1 Damage.
o You have a Rope & Grapple.
- Go left.
- Continue around this corner.
- Risk searching through all the things here.
- Take Copper Key.
- Add Note: You may not return to Para 296 again.
- Go straight ahead.
- Open the door.
- You have a Copper Key.
- Add Note: Turn to Para 16 to view Science of Numbers.
- You would rather be on your way.
- Test 4D6 Stamina.
o Success:
o Fight Sk 7 St 12 Guignol.
o Test 4D6 Stamina.
• Success:
o Leave the camp at once & continue your journey.
• Fail: Guignol is dead.
o You have a Rope & Grapple.
o Test Skill.
o Success: +1 Luck.
o Fail: Fight Sk 11 Pan-Terric Behemoth.
o At the end of each round Roll D6:
• 1-5: Keep Fighting.
• 6: Enemy is killed (+1 Luck)
o You can use the Spear of Doom if you have 9+ charges.
o Fail:
o Guignol is still alive.
o Fight Sk 7 St 12 Guignol.
o You have a Rope & Grapple.
o Test Skill.
• Success: +1 Luck.
• Fail: Fight Sk 11 Pan-Terric Behemoth.
o At the end of each round Roll D6:
o 1-5: Keep Fighting.
o 6: Enemy is killed (+1 Luck)
o You can use the Spear of Doom if you have 9+ charges.
- You have travelled with the Circus of Dreams.
- Add Note: If you guess correctly the first time, you will arrive early.
- Turn to Para 282 to view map.
- Travel to Battle Plains.
- Turn to Para 16 to convert place into numbers.
- Battle Plains = 2+1+2+2+3+5+7+3+1+9+5+1 = 41. Turn to Para 41.
- You have arrived early.
- You haven’t any Metal Rot but are willing try a desperate leap.
- Test Skill. Use Ring of Agility. Fail = Death.
- Face each of the three remaining Shadow Warriors one at a time.
o Remember you should use luck as much as possible until it is under 7.
o You can use the Spear of Doom if you have 9+ charges (strongly recommended for no.3).
- You have the Spear of Doom.
- Fight Sk 10 St 10 Voivod.
o At the end of each round:
o 2D6 Test Life Force:
• Success: You give Voivod life.
• Fail: -1 Life Force & continue to fight.
o You cannot hurt Voivod.
o Any damage Voivod inflicts on you is added to his total.
o If you kill Voivod, you die.
- You stand there on the windswept battle plains and put your arm around the old man who is crying with the simple joy of being alive.