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Post by champskees on Jul 27, 2014 6:15:06 GMT
The second book of the epic series. A lot of cool and inventive creatures and encounters. Of particular mention is the mantis man and the disembodied corpse! An interesting adventure which sucked me in. My only complaint is the limited options when dealing with the Deathwraith, I mean come on, you play a wizard. Magic should be able to defeat this type of enemy or at least help in some way. You start with:
- Items brought over from previous solution entry. - You have the key from Book I. Turn to Para 12. - You met Flanker in Book I. Turn to Para 79. - Add mental note: If you arrive at Para 244, turn to Para 111. - Add mental note: If you arrive at Para 110, turn to Para 222.
Khare
- Lose key. - Enter the building & greet the man. - Cast spell: DOP (2 Damage). - Turn left. - Apologise for disturbing them & leave. - Continue on your way. - Continue ahead. - Stop at the general store in the centre of this area. - Buy a pair of gauntlets, the honeycomb of beeswax & the vial of dust (-10 Gold Pieces). - Take Beeswax (honeycomb will last for the rest of your adventure). - You bought a pair of gauntlets. - You bought leather. - Take Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is < 5 in combat). - You bought the vial of dust. - Take Sand. - You did not buy the Potion of Mystery. - Leave the area, following the road ahead. - Enter the hut behind the statue. - Take Bone Bracelet. - Take 15 Gold Pieces. - Cast a spell: LAW (4 Damage). - Take Golden Locket (worth 8 Gold Pieces). - Take Sun Jewel (+1 Luck). - Turn to the right. - Carry straight on. - You recognise Flanker here. Turn to Para 111. - You do not have any lines of the spell & let Flanker take you to his friend. - Hand him your weapon. - Puzzle: Number of runes on each scrap. 5,3,6,2,4. 1 completes the set of numbers. Turn to Para 274. - Spell line: ‘So tumblers two sealed deep inside.’ - Take Green Wig. - Restore Luck to Initial Level. - Stop & look. - Look at the firemaster’s fires. - Enter his hut. - Cast a spell: MAG (2 Damage). - Take 10 Gold Pieces. - Take Gold Backed Mirror. - Turn to the right. - Carry straight on. - You recognise Flanker here. Turn to Para 111. - You have already visited Lortag. - Leave the festival. - See what is going on. - Try your luck (-2 Gold Pieces). - Test Luck. o Success = Select option 3. Take Lucky Talisman (-1 to Test Luck rolls). o Fail = Roll D6. 1: Nothing. 2: You now have fleas (nothing). 3: Take Lucky Talisman (-1 to Test Luck rolls). 4: Take 2 Throwing Darts (Test Skill if used at start of a combat. Less than Skill = 2 Damage to enemy). 5: Take Bone Bracelet. 6: -1 Food. - Turn left. - Turn down another street to the right. - Investigate. - Take up his challenge. - Puzzle: 6 Sons. o Son 1: 13 Gold. o Son 2: 11 Gold. o Son 3: 9 Gold. o Son 4: 7 Gold. o Son 5: 5 Gold. o Son 6: 3 Gold. o Total Gold: 13+11+9+7+5=48. - Answer is 48. Turn to Para 48. - Spell line: ‘I bid you, portals, open wide.’ - Restore Luck to Initial Level. - You recognise Flanker here. Turn to Para 222. - Take 5 Gold Pieces. - Eat before you rest. - Eat here (+3 Stamina, -4 Gold Pieces). - Accept his offer & continue the conversation (+2 Stamina). - Tell him you must be getting some sleep. - You have enough money to afford a room (-4 Gold Pieces). - Do not eat here. - Release it (+1 Luck). - You rest (+2 Stamina). 3 Damage if you did not eat yesterday. - Turn left. - Take a side street & avoid them. - First right, next right, first left. - You would like to see what he has to offer. - Cast a spell: DUD (2 Damage). - Lose Bone Bracelet. - Take Lucky Talisman (no Luck loss if fail Test Luck). - Take Large Backpack (ignore leave one item behind rule). - You have finished with the little gnome. - Take the right fork & visit the Gambling Halls of Vlada. - You can gamble here, but this walkthrough assumes you make no money. - Leave the Gambling Halls of Vlada. - You would rather leave (+2 Luck if you made a profit gambling). - Browse the market stalls. - Take 3 Food (-9 Gold Pieces). - Enter the crypt. - Cast a spell: HOW (2 Damage). - You wish to enter. - Follow this downwards. - Draw your weapon. - You are using a sword. - Fight Sk 9 St 8 Deathwraith. o When you first hit enemy, no damage to enemy. o When you hit enemy again, Test Luck. Fail = Keep fighting. - If lucky, pray to Libra. - Add note: You have used Libra’s help in this adventure. - Spell line: ‘One lock made out of Golem’s hide’ (+2 Luck). - Don’t bother. - Eat here (-1 Food, +2 Stamina). - Give him a Gold Piece (-1 Gold Piece). - Help the old man. - Use your magic. - Cast a spell: WOK (1 Damage, -1 Gold Piece). - In next combat, -2 Attack Strength for enemies attacking you. - Fight Sk 6 St 6 Harpy while Sk 2 St 8 Beggar fights Sk 7 St 6 Harpy. o If you miss your enemy in the first round or when first enemy is at 4 Stamina, Test Luck to finish it off (if you fail you will have to Test Luck again if you hit it next round). - If the beggar dies, start over (you have missed a vital clue). - Spell line: ‘By Courga’s grace and someone’s pride’. - Add note: The left eye leads the way. - Take Serpent Ring (turn to Para 130 when you start Book III). - Enter the Shrine of Courga. - Cast a spell: DOC (1 Damage). You have Blimberry Juice or a Medicinal Potion. - Restore Stamina to Initial Value. - Investigate the idol. - Try. - Puzzle: o On Courga’s face you kiss across (a cross pattern). o And finish with the lips. o For answers to your questions you. o Must err not else me spits. - Kiss its left eye. - Kiss its right eye. - Kiss its forehead. - Kiss the lips. - Ask what the name of the God of Pride is. - Add note: God of Pride’s name is Fourga. - Cast a spell. - Cast a spell: RAP (1 Damage). You have a Green Wig. - You know the four lines of the spell. - Puzzle: Arrange the lines in the appropriate order and use Fourga’s name: o So tumblers two sealed deep inside. o One lock made out of Golem’s hide. o By Courga’s grace and Fourga’s pride’ o I bid you, portals, open wide. - Number is 214. Turn to Para 214. - End of Book II.
You finish the book with:
- Broadsword (+1 Attack Strength). - Sword. - Large Backpack. - Locket with picture of woman inside. - Ragnar’s Armband of Swordmastery (+2 Attack Strength when using a sword). - Torch. - Tinderbox. - Honeycomb of Beeswax. - Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is < 5 in combat). - Sand. - Golden Locket (worth 8 Gold Pieces). - Sun Jewel. - Green Wig. - Gold-Backed Mirror. - Lucky Talismans (one or both) (-1 to Test Luck & no Luck loss from being unlucky). - Serpent Ring in Book III ‘130’. - 21+ Gold Pieces. - 3-4 Food.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,677
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Jul 28, 2014 1:29:56 GMT
does not affect outcome of solution but i'm not sure if more than one Lucky Talisman can be worn even though they do different things, in the same sense that you cannot wear two different magical gauntlets or wield two different magic swords.
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Post by champskees on Jul 28, 2014 7:58:55 GMT
^I agree with this. I have suggested that a player go for both Lucky Talismans because:
1) There is no guarantee that you will win the Lucky Talisman from Hanna's Cabinet of Fortune.
2) Hardcore players may interpret the bonuses as per the text. Para 167 states that as long as you have this item, you receive the bonus. Para 20 states that you only receive the bonus if you wear the item. It could be argued that both can be used simultaneously because you actually only need to wear one.
Of course, Para 167 also suggests that the effect will not be doubled if you have two. The text is obviously referring to the other Lucky Talisman you can pick up in Shamutanti Hills, but this is often extended to the one on Para 20 because they have the same name.
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Post by champskees on Aug 2, 2014 2:46:47 GMT
Warrior Solution
The path taken by a warrior is slightly different to that of the wizard, a lot easier though. The Deathwraith is much easier to deal with when you play as a warrior because you have a higher Skill score. Remember, you can call on Libra once to restore your Luck and Stamina at any time during your adventure. You start with:
- Items brought over from previous solution entry. - You met Flanker in Book I. Turn to Para 79. - Add mental note: If you arrive at Para 244, turn to Para 111. - Add mental note: If you arrive at Para 110, turn to Para 222. - You have the key from Book I. Turn to Para 12.
Khare
- Lose Large Key. - Enter the building & greet the man. - Wait for their return. - Do not eat from your provisions. - Stay awake & keep an eye on your backpack. - Stay awake (2 Damage). 3 Damage if you did not eat yesterday. - Turn left. - Apologise for disturbing them & leave. - Continue on your way. - Continue ahead. - Stop at the general store in the centre of this area. - Buy a pair of gauntlets, the honeycomb of beeswax & the vial of dust (-10 Gold Pieces). - Take Beeswax (honeycomb will last for the rest of your adventure). - You bought a pair of gauntlets. - You bought leather. - Take Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is < 5 in combat). - You bought the vial of dust. - Take Sand. - You did not buy the Potion of Mystery. - Leave the area, following the road ahead. - Ignore this temptation & continue. - Turn to the right. - Carry straight on. - You recognise Flanker here. Turn to Para 111. - You do not have any lines of the spell & let Flanker take you to his friend. - Hand him your weapon. - Puzzle: Number of runes on each scrap. 5,3,6,2,4. 1 completes the set of numbers. Turn to Para 274. - Spell line: ‘So tumblers two sealed deep inside.’ - Take Green Wig. - Restore Luck to Initial Level. - Continue on. - Turn to the right. - Carry straight on. - You recognise Flanker here. Turn to Para 111. - You have already visited Lortag. - Try your luck against the champion. - You do not wish to bet. - Resolve combat between Sk 9 St 12 Ogre & Sk 7 St 8 Barbarian. - Take up the next challenge. - Do neither of these & start the fight. - Fight either Sk 9 St 12 Ogre or Sk 7 St 8 Barbarian (whoever won the above combat). - Take 15 Gold Pieces. - See what is going on. - Try your luck (-2 Gold Pieces). - Test Luck. o Success = Select option 3. Take Lucky Talisman (-1 to Test Luck rolls). o Fail = Roll D6. 1: Nothing. 2: You now have fleas (nothing). 3: Take Lucky Talisman (-1 to Test Luck rolls). 4: Take 2 Throwing Darts (Test Skill if used at start of a combat. Less than Skill = 2 Damage to enemy). 5: Take Bone Bracelet. 6: -1 Food. - Turn left. - Turn down another street to the right. - Investigate. - Take up his challenge. - Puzzle: 6 Sons. o Son 1: 13 Gold. o Son 2: 11 Gold. o Son 3: 9 Gold. o Son 4: 7 Gold. o Son 5: 5 Gold. o Son 6: 3 Gold. o Total Gold: 13+11+9+7+5=48. - Answer is 48. Turn to Para 48. - Spell line: ‘I bid you, portals, open wide.’ - Restore Luck to Initial Level. - You recognise Flanker here. Turn to Para 222. - Take 5 Gold Pieces. - Eat before you rest. - Eat here (+3 Stamina, -4 Gold Pieces). - Accept his offer & continue the conversation (+2 Stamina). - Tell him you must be getting some sleep. - You have enough money to afford a room (-4 Gold Pieces). - Do not eat here. - Release it (+1 Luck). - You rest (+2 Stamina). 3 Damage if you did not eat yesterday. - Turn left. - Take a side street & avoid them. - First right, next right, first left. - You would like to see what he has to offer. - Offer Beewax (from Book I), Green Wig, Honeycomb of Beewax & Sand. - Roll D6. o 1 = Give him your old Sword (it says any article for a Roll of 1. Otherwise give him your Blimberry Juice). o 2-5 = Lose one of your offered items. o 6 = Lose two of your offered items. - Take Lucky Talisman (no Luck loss if fail Test Luck). - You have finished with the little gnome. - Take the right fork & visit the Gambling Halls of Vlada. - You can gamble here, but this walkthrough assumes you make no money. - Leave the Gambling Halls of Vlada. - You would rather leave (+2 Luck if you made a profit gambling). - Browse the market stalls. - Take 2 Food (-6 Gold Pieces). - Take Bow & Silver Tipped Arrows (-5 Gold Pieces). - Enter the crypt. - Jump over the circle. - Test Luck. - If fail: o Do not duck (3 Damage). o Continue ahead, then first left, first right, first right, first left. o First right & continue as far as possible (2 Damage, +2 Luck). o Go back towards the cityport to investigate a building standing in a graveyard (enter the crypt again as above). - Delve into your pack to pull out something useful. - Take out the bow & arrows. - Follow this downwards. - Draw your weapon. - You are using a bow & arrows. - Test Skill & -1 Arrow. Success = 2 Damage to enemy. - Fight Sk 9 St 8 Deathwraith. o You started with 10 Arrows total. If you run out of arrows, death. o When you hit enemy, -1 Arrow & Test Skill. Success = 2 Damage to enemy. o Remember you do not get your attack strength bonuses here. - Spell line: ‘One lock made out of Golem’s hide’ (+2 Luck). - Do not eat here. - Don’t bother. - Eat here (-1 Food, +2 Stamina). - Give him a Gold Piece (-1 Gold Piece). - Help the old man. - Fight the winged beasts. - Fight Sk 6 St 6 Harpy while Sk 2 St 8 Beggar fights Sk 7 St 6 Harpy. o Use Luck here to deal extra damage. - If the beggar dies, start over (you have missed a vital clue). - Spell line: ‘By Courga’s grace and someone’s pride’. - Add note: The left eye leads the way. - Take Serpent Ring (turn to Para 130 when you start Book III). - Enter the Shrine of Courga. - Investigate the idol. - Try. - Puzzle: o On Courga’s face you kiss across (a cross pattern). o And finish with the lips. o For answers to your questions you. o Must err not else me spits. - Kiss its left eye. - Kiss its right eye. - Kiss its forehead. - Kiss the lips. - Ask what the name of the God of Pride is. - Add note: God of Pride’s name is Fourga. - Offer them a bribe. - Offer 3 Gold Pieces each (-9 Gold Pieces). - You know the four lines of the spell. - Puzzle: Arrange the lines in the appropriate order and use Fourga’s name: o So tumblers two sealed deep inside. o One lock made out of Golem’s hide. o By Courga’s grace and Fourga’s pride’ o I bid you, portals, open wide. - Number is 214. Turn to Para 214. - End of Book II.
You finish the book with:
- Broadsword (+1 Attack Strength). - Possibly Sword. - Large Backpack. - Locket with picture of woman inside. - Ragnar’s Armband of Swordmastery (+2 Attack Strength when using a sword). - Possibly Torch. - Tinderbox. - Possibly Beeswax or Honeycomb of Beeswax. - Gauntlet of Weaponry (re-roll one of your attack strength dice if stamina is < 5 in combat). - Possibly Sand. - Possibly a Green Wig. - Bow with Silver Tipped Arrows. - Lucky Talismans (one or both) (-1 to Test Luck & no Luck loss from being unlucky). - Serpent Ring in Book III ‘130’. - 1+ Gold Pieces. - 2-3 Food.
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Post by johnbrawn1972 on Nov 12, 2014 21:23:58 GMT
^I agree with this. I have suggested that a player go for both Lucky Talismans because:
1) There is no guarantee that you will win the Lucky Talisman from Hanna's Cabinet of Fortune.
2) Hardcore players may interpret the bonuses as per the text. Para 167 states that as long as you have this item, you receive the bonus. Para 20 states that you only receive the bonus if you wear the item. It could be argued that both can be used simultaneously because you actually only need to wear one.
Of course, Para 167 also suggests that the effect will not be doubled if you have two. The text is obviously referring to the other Lucky Talisman you can pick up in Shamutanti Hills, but this is often extended to the one on Para 20 because they have the same name. I completely agree with 2 and the last paragraph.
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Post by fallingmast on Dec 19, 2014 9:52:45 GMT
SORCERY! SOLUTION - KHARE - CITYPORT OF TRAPS
THE 'GOLDEN PATH' PART TWO (Wizard)
To complete this book, you need to find four lines to a magic spell to open the North Gate, and you have to find them in the right order, so as to give you the correct reference to turn to. Now we're playing this strictly, so there's no excuse to simply waltz up to the gate and reel off the spell because you've remembered it from playing the book before. Also even though one of the lines doesn't actually contain a number of the reference you need to turn to, the text of the book clearly states that you need ALL FOUR lines to complete the book. This route will obviously allow you to get all four lines in the correct order.
Our other objectives in this solution are:
1) to collect two lucky talismans that will greatly increase all future LK tests in the series 2) to collect some leather gauntlets that will greatly increase our chances of survival in fights (if ever your ST is five or less, you can re-roll 1 dice when rolling for your ATST) 3) to get enough PR and GP for the remainder of the journey.
Our wizard currently looks like this:
SK5 (ATST+2), ST14, LK7 (8 initial), 1PR, 23GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords). Items: bamboo flute*, blimberry juice (restores 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, bomba fruit (doubles ST gain from a PR), torch & tinderbox, Svinn key for Khare's South Gate.
Right then, let's get cracking!
Day Seven - Let's Get Ready To Gamble
- Remember to start at ref 79 for Flanker's assistance. To help remember, turn to 111 when you first get to the festival. - Use (and then lose) the Svinn key. Greet the man, get the exposition, cast DOP (-2ST, ST is now 12) to escape. - Turn left, apologise to the black elves and leave. Ignore the talking fish and continue. - Continue ahead and enter the store. Buy the leather gauntlets, unlimited beeswax, & vial of sand for a total of 10GP (13GP left). The gauntlets' bonus is mentioned above; the other items are only needed to increase our chances of bartering with the gnome tomorrow. It's better not to buy food here and keep the money for gambling at the festival later, and we can buy more provisions tomorrow. - Follow the road ahead, enter the hut, get the bracelet of bone and 15GP (28GP left). - Cast LAW (-4ST, 8ST left) on the statue to get a golden locket (with a trade value of worth 8GP, but no change given) & a sun jewel. Add 1LK (LK is now 8). The sun jewel is needed to avoid the potentially crippling baddu-beetle in book 3. - Turn right, then carry straight on. At the festival, spot Flanker and turn to 111; then let him take you to Lortag. - Hand him your weapon, solve the riddle (the single rune) and get the first line of the spell and a green-haired wig. Your LK is already at max. - Look at the tradesmen and artists, then visit the firemaster. Enter his hut, and cast MAG (-2ST, ST is now 6) to steal 10GP (you now have 38GP) and a gold-backed mirror. - Turn right, then carry straight on to return to the festival. Try your luck against the champion. When another challenger steps forward, don't do anything silly here: just bet as much as you can on the champion to win. As we have 38GP, we can stake a bet of 36GP and when the champion wins (which he surely will), we'll win 12GP and get our stake back, leaving us with a total of 50GP (don't use the golden locket here as collateral; it will be more useful as a tradable item against the gnome tomorrow).
(I'd like to pause for a moment to talk about the gamebook mechanics of this fight, as I spent a long time reviewing and calculating the permutations of this encounter. Although you may win more money if the challenger wins, it is statistically improbable. First, there's only a 50% chance the correct spell will connect correctly, and even when it did, the champion still won most of the fights I simulated. Save your ST here and just bet on the champion. I would also like to add I don't think it's worth fighting the champion yourself: although not specifically mentioned in the text, I think it would be highly unlikely that they would let you use a sword in what is (as indicated in both the text and illustration) an unarmed boxing/wrestling/brawling match; therefore you would get pulverized without the ATST and -3ST bonuses.)
- Try the cabinet of fortune and pay 2GP (48GP left). You either need to successfully test your luck and pick item number 3, otherwise cross your fingers and hope you roll a 3 (LK is now 7). This will get you a lucky talisman (-1 from dice when testing your LK) which should make things easier against that water serpent in book 3. Although it is still perfectly possible to complete the books without it, it's still obviously very useful: for the purposes of this solution, it is presumed that we have acquired the talisman. - Turn left, then turn right, then investigate the chapel. Accept the challenge (first son has 13 pieces, second has 11, third has 9 etc.): get the second line of the spell and restore LK to initial value of 8. - We've got plenty of cash now and we need to get our ST up for a tricky fight with a deathwraith tomorrow, so in the Wayfarer's Rest, buy a meal for 4GP (44GP left) and restore 2ST. Get another ST point with the free mug of ale to raise your ST to 9. - Accept one more ale (+2ST, ST is now 11), then get some sleep (-4GP, 40GP left); eat your last PR to gain 1ST (ST is now 12).
Stats so far: SK5 (ATST+2), ST12, LK7 (8 initial, but subtract 1 from dice roll for luck test), 0PR, 40GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST). Items: bamboo flute*, blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, bomba fruit (doubles ST gain from a PR), torch & tinderbox, unlimited beeswax, vial of sand, bracelet of bone, golden locket (exchange value of 8GP), sun jewel, green-haired wig, gold-backed mirror, lucky talisman (-1 from dice when testing your LK).
....and we have the first two spell lines!
Day Eight - Worst. Alarm Clock. Ever.
- Release the rope!!!! Restore 1LK (LK is now at maximum of 8) and 2ST for the sleep (ST is at maximum of 14). - Ignore the ST penalty. Turn left, then take a side street to avoid the red-eyes. - Take the option of 1st right, next right, 1st left to evade them and barter with the gnome. The only item we want from him is the lucky talisman. Don't bother wasting ST on a spell here as we need a lot of ST to survive the deathwraith in a moment, and don't lose a spell item you may need later. The items you want to put up for trade should be as follows: 1) bamboo flute, 2) vial of sand, 3) unlmited beeswax, 4) golden locket, 5) green-haired wig. Some of these may be useful but none are essential, and I've listed them in a rough order of usefullness (1 being low). Let's presume we roll a six here and the gnome wants 2 items (flute & sand); we now have another lucky talisman (no luck loss if unlucky)! - Enter the gambling halls but don't play anything, just leave.
(Not that I would condone it for an honest playthrough like this, but there is a way of cheating on the wheel of fortune. Reference 98 (with the illustration of the sprite/pixie fight) has the 20GP jackpot on it. Flick through the book just aside from your focused vision until you get to what feels about a quarter into the book, and see if it has an illustration out of your peripheral vision; if you get the right illustration, you'll win 20GP and 2LK if you do it in less than 20 attempts.)
- Browse through the market and stock up on food (you don't need to buy anything else here). We have 40GP and no PR: we're on the eight day of our quest and it takes another six days to complete, and there will be opportunities to get about 7 more PR on the way. Because of all this, I recommend buying a maximum of 4PR here for 12GP (28GP left); anything more is unneccessary. This should leave you with enough PR and GP for the rest of your quest. - Enter the crypt, and cast SUS (-2ST, ST is now 12) to guarantee entry into the crypt (the alternative option is a LK test, but unlucky = miss obtaining a spell line). Now enter the crypt 'in safety'. - Go downwards and attack:
Deathwraith (SK9 ST irrelevant); min 2ST, use no LK
Tricky one, this: we have SK5 with a +2ATST, but that would still leave us 2SK behind the wraith. Because we can't harm it, we have to win 2 rounds before we can test our LK to back away from the fight, pray to Libra and 'tag her in', so to speak. It's not worth risking LK to minimise damage here: save it for the Libra attempt. However, we do have some tricks up our sleeve: we have both luck talisman bonuses, and the gauntlet bonus will kick in if our ST is 5 or less. Combined with our ST now at 12 and LK being at maximum of 8 (effectively 9 thanks to the talisman), this means we can take up to 5 (luck-unaided) wounds before dying. With these parameters, I simulated this battle 20 times and won 18, so our chances here are pretty good. Even when your ST gets low, you should find the gauntlet bonus will 'kick in' and really save your bacon. We'll presume we are victorious with 2ST remaining, and lost 1LK from the luck test.
- Pray to Libra to banish the wraith, get 2LK (LK is at maximum of 8) and the third spell line. - Ignore the well, then eat using the bomba fruit (-1PR, 3PR remaining: +4ST, ST is now 6). - give the beggar 1GP (27GP left) then defend him against the harpies. I recommend casting WOK (-1ST, 5ST left; -1GP, 26GP left) here to deduct 2 from the ATST of whichever harpy attacks you.
First Harpy (SK7 ST6), second Harpy (SK6 ST6); min 1ST, use all LK
(Remember the bonuses for the gauntlet, sword and talismans, and you should make short work of them; attack the first harpy, the beggar can take up to 3 hits. He must survive for you to complete the game. You never know, he may even land a hit himself! Again we will assume victory with a single ST point remaining: don't worry about your luck score for now.)
- Get the (incomplete) fourth line and the silver serpent ring from the beggar (start book 3 on reference 130). Also note the clue for starting the ritual for Courga. - Enter the shrine, and investigate the idol. Try the ritual; it should be easy, because we know where to start, where to finish, and to kiss a 'cross' (+) pattern. - Ask him who the god of pride is, and you will now have all four complete spell lines! - Bribe the guards 3GP each (-9GP, 17GP left). Recite the spell in order (look for the numbers 'hidden' in the spell), and that's it - open sesame! Slump through the gateway with a solitary stamina point remaining!
Stats so far: SK5 (ATST+2), ST1, LK? (8 initial, but subtract 1 from dice roll for luck test), 3PR, 17GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST). Items: blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, golden locket* (exchange value of 8GP), sun jewel, green-haired wig, gold-backed mirror, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring.
Total fights: 2
Spells cast: 5
Don't worry about your low stats, we will use Libra to revitalise us right at the very start of book 3.
Well, that's it for now. Book 2 in particular is ingenious in its design and layout, especially the first half of the city; it's fairly contorted in its layout, but the addition of the loopholes created by the assistance from Flanker and Vik make it positively labyrinthine. Plus, the final solution you see here has been constantly evolving; I changed it about 4 times, the last of which was when I was typing this up! I feel especially proud of the fact that this route allows you to get the sun jewel to avoid the beetle in book 3 AND retain the blimberry juice for the end of book 4.
Woh-aah, we're halfway there, WOH-AAH, 'CAUSE LIBRA HEARD MY PRAYER!
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Post by johnbrawn1972 on Dec 20, 2014 18:35:01 GMT
SORCERY! SOLUTION - KHARE - CITYPORT OF TRAPSitems you want to put up for trade should be as follows: 1) bamboo flute, 2) vial of sand, 3) unlmited beeswax, 4) golden locket, 5) green-haired wig. I do not understand trading the green-haired wig because you cast a RAP spell at the end The Seven Serpents.
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Post by fallingmast on Dec 22, 2014 20:21:57 GMT
hmm, thanks for that, let me see.....(rummages through book)....ok, instead of the wig, put the gold backed mirror or giants tooth up for grabs instead, you've already got them at that point. otherwise you can always trade 2 items for the wig from fenestra in book 3, you'll have loads of redundant spell items by then.
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Post by Akharis on Feb 15, 2018 13:56:13 GMT
So, who got the spell lines in the wrong order and got killed by the Sulpher Ghost? It's really just guess work!
So tumblers two sealed deep inside One lock made out of Golem’s hide By Courga’s grace and Fourga’s pride I bid you, portals, open wide
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Post by a moderator on Feb 15, 2018 18:36:09 GMT
Not pure guesswork.
The first two lines combine to make one sentence - the tumblers are 'sealed deep inside one lock' - which gives you the right order for them, and also indicates that the other lines cannot come between them. Splitting the remaining lines around that couplet makes the whole thing that bit too disjointed, so they belong together as well (and as only one of them contains a number, it's not that important gameplay-wise which way round they go). They could still go before or after in theory, but the 'So' goes nowhere if that couplet comes second, whereas there is at least a vague sense of building towards something if it comes first.
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Post by Jon on Feb 23, 2018 16:50:22 GMT
It's not strictly necessary, but you can collect five gold pieces from Flanker in the Wayfarer's Rest.
Would the gnome accept a single tooth as a bartering item? He gets offended if you offer him a complete goblin (conjured through the GOB spell). He goes; "A goblin! you offer me a goblin?! What use would I have for a goblin?"
Would a giant tooth be more impressive than a goblin tooth?
Regarding the sorceresses in part three, would they accept single gold pieces or single teeth as bartering items?
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Post by akharis on Jul 12, 2018 14:01:42 GMT
Just a little one here, don't you think you could speak the spell lines out of order and still open the north gate of Khare? After all, if you read them in the following order, the numbers are still correct:
So tumblers two sealed deep inside. One lock made out of Golem’s hide. I bid you, portals, open wide. By Courga’s grace and Fourga’s pride.
The 'I bid you, portals, open wide.' is superfluous really and probably stuck in for rhythmic symmetry alone.
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kieran
Baron
Posts: 2,435
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Jul 12, 2018 17:07:58 GMT
From a gameplay point of view, certainly. But it just doesn't sound right to me.
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Post by johnbrawn1972 on Aug 12, 2018 15:11:57 GMT
Khare 5/14/8(actual 5/14/7) 1 meal. 19gp -turn 79 -turn 12 -Will you enter the building and greet the man -Dop - -2 stamina 12st -Turn left -Apologize for disturbing them and leave -continue on your way -continue ahead -You may stop at the general store in the centre of this area -Decide which you wish to buy. Gauntlets -5gp. A small vial filled with dust -3gp. 11gp -If you bought any of the gauntlets -or leather -Gauntlet of Weaponry if stamina <5 re-roll lowest die -If so -sand -If you did not buy it -following the road ahead -Enter the hut behind the statue - 15gp. Bracelet of bones 26gp -Law - -4 stamina 8st -Locket 8gp. Sun Jewel. +1 luck 8L -or turn to the right -or carry straight on -turn 111 -If you do not have any of the lines -Will you hand him your weapon -turn 255 -oatmeal cake automatically lucky 2 -Will you stop and look -or the firemaster’s fires -If you wish to enter his hut -Mag - -2 stamina. 10gp. Gold-Backed Mirror 6st 36gp -or turn to the right -or carry straight on -Try your luck against the champion -if you do not wish to bet -If so -Vik -If you were not expecting this to be a spell - +2 luck -Yob - -1 stamina 5st -turn 352 -None -a keeper -Do you wish to walk up to the front door -Will you hand him your weapon -turn 274 -green wig. Restore luck to initial -or continue -or turn to the right -or carry straight on -Leave the festival -If you wish to see what is going on - -2gp If you wish to try your luck 34gp -Eat half of oatcake automatically lucky turn 167 -Lucky Talisman -1 to roll when Test your Luck -turn left -or turn down another street to the right -Do you wish to investigate -Do you wish to take up this challenge -turn 48 -Restore luck to initial -turn 222 - 5gp 39gp -If you wish to eat before you rest - -4gp. +2 stamina. +1 stamina. Will you accept his offer and continue the conversation 35gp 8st - +2 stamina. Or tell him you must now be getting some sleep 10st - -4gp If so 31gp -or release it - +1 luck. +2 stamina 12st -Will you turn left -or take a side street and avoid them -First right, next right, first left -If you would like to see what he has to offer -Barter 2 Locket 8gp 3 Goblin tooth 4 Beeswax 5 Bracelet of bones. Backup vial of sand, spare sword -Lucky Talisman -When Test your Luck do not deduct a luck point if you are unlucky -Large Backpack -Ignore leaving item behind when told to do so -take the right fork and visit the Gambling Halls of Vlada -or will you leave the Gambling Halls of Vlada -If you’d rather just leave -or just follow the road on out from Khare -Do you wish to enter the crypt -Sus - -2 stamina. Turn 249 10st -Will you follow this downwards -Will you draw your weapon -Are you using a sword -Deathwraith sk9 st8 -Deathwraith sk9 st8 2d6 <=luck=ok 7L 4st -If you have not yet used her help in this adventure - +2 luck 8L -If you’d rather not bother - -1gp Bomba +2 stamina. Will you give him a Gold Piece 0 meal 30gp 8st -Will you decide to help the old man -Will you use your magic -Wok - -1gp. -1 stamina 29gp 7st - 1st Harpie sk7 st6 2nd Harpie sk6 st6 Blind Beggar sk2 st8 3st -If so -Silver Talisman -Do you wish to enter the Shrine of Courga -Doc - -1 stamina 14st -Investigate the idol -If so -its left eye -the right eye -the forehead -or the lips -What is the name of the god of pride -Will you offer them a bribe -3 Gold Pieces each 20gp -turn 214
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Post by Ed on Sept 22, 2018 11:14:14 GMT
Perhaps it was unintentional on Steve Jackson's part but there is a strong streak of androgyny throughout the SORCERY ! epic.
This is especially apparent in the elvin prisoner you encounter in the Khare jail. A very feminine looking fellow to be sure.
And don't get me started on Jann who is so besotted with you that he stalks you across the length and breath of Khakabad.
Even Dintainta aka the Sham takes on a male form as a disguise.
So there you go, there are in fact several trans characters deeply embedded within the SORCERY ! epic.
Who knew ?
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Post by linflas on Sept 28, 2018 7:01:07 GMT
Imho, it is not intended by Jackson, except maybe for the Sham.
The rest concerns Blanche's style. His characters look androgynous because he pencils long and thin limbs, triangular faces and so on.
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Post by marblefigure on Apr 20, 2019 20:11:32 GMT
How did the probability calculators work for this one? Is it assuming the player is continuing on from the Shamutanti Hills, or starting in episode 2?
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Post by champskees on Apr 21, 2019 3:26:50 GMT
How did the probability calculators work for this one? Is it assuming the player is continuing on from the Shamutanti Hills, or starting in episode 2? Probability is based on the solution i.e. Chance of completing book 1 & 2.
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Post by marblefigure on Apr 21, 2019 8:56:59 GMT
So the worst possible magical player character has roughly a 2/3 chance of getting from the edge of Analand to the edge of the Baklands. Actually lower than I thought... the only really dicey parts are the Death Wraith and the harpies.
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Post by Karnor on Aug 26, 2020 13:36:39 GMT
I think there is a slightly better way through this book if you are okay with visiting Lortag twice.
When you meet Flanker at the fair (reference 111) he gives you the option of visiting Lortag if you don’t have any lines of the spell. The idea being you get Flanker to send you to Lortag, give the wrong answer and get no spell line and then next time you meet Flanker at the fair you ask him to send you to Lortag again. A strict reading of reference 111 says that if you have no lines of the spell you can ask Flanker to lead you to Lortag. So, if you visited Lortag previously but didn’t get the spell line, you should be allowed to visit Lortag again.
The reason this is beneficial is that one of the wrong answers for Lortag (reference 255) gets you an oatmeal cake which allows you to twice automatically succeed at a test your luck roll. Very handy for both the Deathwraith and the Water Serpent in Book 3.
I do think it is slightly questionable using Flanker twice in this way to return to Lortag but a strict reading suggests to me it is allowable.
Another more legitimate method would be use Flanker once, get the oatmeal cake then later on fight the champion at the fair (reference 82) and call on Vik who can also get you to Lortag if you have no spell lines. You can even avoid fighting the champion by using Yob to get a giant to fight in your place (it will very likely lose, but that just means no winnings). You would need to get the axe in Book 1 to follow this route. But I suspect it would be worth it overall to be able to automatically succeed at two luck rolls.
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Post by Peter on Aug 27, 2020 8:28:49 GMT
Hahahahaha. Very good. Very dodgy, doing the time loop thing, but, strictly speaking, not against the rules. Not against the letter of the law.
Very clever. A new solution that I never even knew about, due to never considering deliberate failure, so never discovering the consolation prize.
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Post by Ossie1972 on Sept 1, 2020 23:25:06 GMT
I think there is a slightly better way through this book if you are okay with visiting Lortag twice. When you meet Flanker at the fair (reference 111) he gives you the option of visiting Lortag if you don’t have any lines of the spell. The idea being you get Flanker to send you to Lortag, give the wrong answer and get no spell line and then next time you meet Flanker at the fair you ask him to send you to Lortag again. A strict reading of reference 111 says that if you have no lines of the spell you can ask Flanker to lead you to Lortag. So, if you visited Lortag previously but didn’t get the spell line, you should be allowed to visit Lortag again. The reason this is beneficial is that one of the wrong answers for Lortag (reference 255) gets you an oatmeal cake which allows you to twice automatically succeed at a test your luck roll. Very handy for both the Deathwraith and the Water Serpent in Book 3. I do think it is slightly questionable using Flanker twice in this way to return to Lortag but a strict reading suggests to me it is allowable. Another more legitimate method would be use Flanker once, get the oatmeal cake then later on fight the champion at the fair (reference 82) and call on Vik who can also get you to Lortag if you have no spell lines. You can even avoid fighting the champion by using Yob to get a giant to fight in your place (it will very likely lose, but that just means no winnings). You would need to get the axe in Book 1 to follow this route. But I suspect it would be worth it overall to be able to automatically succeed at two luck rolls. Been playing this since it first came out in 1984 & this is the first time I've seen this idea! But I would say that I think for a full playthrough of all four books, the double Flanker option is the only one that works for a wizard, unless you risk fighting the champion yourself. To use YOB, the only chance you have so far to obtain a giant's tooth is at the merchant in the very start of book 1. You are only allowed to buy three items from the merchant, one of which must be the axe (to end up with the VIK option in the first place). The other two for most accepted wizard playthroughs are already the broadsword and the pipe (bamboo flute). You could get by without the flute, but there are two very useful fights in book 1 that use JIB. So for the VIK option, you either have to fight the champion yourself, or find non-JIG ways around the Bandits & the Wood Golem in book 1. I would guess the two luck rolls, with lucky charms etc, would be a better chance than fighting the champion as a wizard. Book 1 tends to be easy on Stamina, so you may be able to find ways around the Bandits & Wood Golem without JIG - from memory you can also beat the Wood Golem with HOT. You also visit the waterfall after this & before Flanker, so it may be possible - I'll have to double check the other options for the Bandits
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Post by Ossie1972 on Sept 2, 2020 0:03:59 GMT
I think there is a slightly better way through this book if you are okay with visiting Lortag twice. When you meet Flanker at the fair (reference 111) he gives you the option of visiting Lortag if you don’t have any lines of the spell. The idea being you get Flanker to send you to Lortag, give the wrong answer and get no spell line and then next time you meet Flanker at the fair you ask him to send you to Lortag again. A strict reading of reference 111 says that if you have no lines of the spell you can ask Flanker to lead you to Lortag. So, if you visited Lortag previously but didn’t get the spell line, you should be allowed to visit Lortag again. The reason this is beneficial is that one of the wrong answers for Lortag (reference 255) gets you an oatmeal cake which allows you to twice automatically succeed at a test your luck roll. Very handy for both the Deathwraith and the Water Serpent in Book 3. I do think it is slightly questionable using Flanker twice in this way to return to Lortag but a strict reading suggests to me it is allowable. Another more legitimate method would be use Flanker once, get the oatmeal cake then later on fight the champion at the fair (reference 82) and call on Vik who can also get you to Lortag if you have no spell lines. You can even avoid fighting the champion by using Yob to get a giant to fight in your place (it will very likely lose, but that just means no winnings). You would need to get the axe in Book 1 to follow this route. But I suspect it would be worth it overall to be able to automatically succeed at two luck rolls. Been playing this since it first came out in 1984 & this is the first time I've seen this idea! But I would say that I think for a full playthrough of all four books, the double Flanker option is the only one that works for a wizard, unless you risk fighting the champion yourself. To use YOB, the only chance you have so far to obtain a giant's tooth is at the merchant in the very start of book 1. You are only allowed to buy three items from the merchant, one of which must be the axe (to end up with the VIK option in the first place). The other two for most accepted wizard playthroughs are already the broadsword and the pipe (bamboo flute). You could get by without the flute, but there are two very useful fights in book 1 that use JIB. So for the VIK option, you either have to fight the champion yourself, or find non-JIG ways around the Bandits & the Wood Golem in book 1. I would guess the two luck rolls, with lucky charms etc, would be a better chance than fighting the champion as a wizard. Book 1 tends to be easy on Stamina, so you may be able to find ways around the Bandits & Wood Golem without JIG - from memory you can also beat the Wood Golem with HOT. You also visit the waterfall after this & before Flanker, so it may be possible - I'll have to double check the other options for the Bandits ------------------------------------------------------------------- Been playing this since it first came out in 1984 & this is the first time I've seen this idea! But I would say that I think for a full playthrough of all four books, the double Flanker option is the only one that works for a wizard, unless you risk fighting the champion yourself. To use YOB, the only chance you have so far to obtain a giant's tooth is at the merchant in the very start of book 1. You are only allowed to buy three items from the merchant, one of which must be the axe (to end up with the VIK option in the first place). The other two for most accepted wizard playthroughs are already the broadsword and the pipe (bamboo flute). You could get by without the flute, but there are two very useful fights in book 1 that use JIB. So for the VIK option, you either have to fight the champion yourself, or find non-JIG ways around the Bandits & the Wood Golem in book 1. I would guess the two luck rolls, with lucky charms etc, would be a better chance than fighting the champion as a wizard. Book 1 tends to be easy on Stamina, so you may be able to find ways around the Bandits & Wood Golem without JIG - from memory you can also beat the Wood Golem with HOT. You also visit the waterfall after this & before Flanker, so it may be possible - I'll have to double check the other options for the Bandits It is possible - you need to use FOF for the Bandits (which might leave you low on Stamina?) and either DOZ or HOT for the Wood Golem (depending on whether you want to fight a weakened Golum after DOZ, or just finish it with HOT). Now looking forward to another playthrough to see if the above works through the rest of book 1!
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,677
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 2, 2020 0:45:55 GMT
Unorthodox, but yes, not against any rules as written. It's not the way I would play it but a good spot nonetheless.
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Post by Ossie1972 on Sept 4, 2020 5:55:45 GMT
I'm generally against any sort of meta-game play as well, especially with the FF books as there's generally a "true" path though them anyway which doesn't need it. But Steve Jackson generally didn't write adventures where success came down entirely to a single dice roll - a series of unlucky rolls with a battle, sure, but not one roll. Much less this, his magnum opus multi-book campaign. I've always been slightly bothered by the fact that the "true" path in Sorcery! did basically condense to the Water Serpent roll, and I do like the idea that there were breadcrumbs to avoid it if you played the entire series. Plus, the commonly accepted Wizard path doesn't encounter VIK in Book 2 at all, which seems kind of a waste - a potentially superior path that rewards you for playing the earlier books, which ends up being not used anyway? Never really gelled for me. You get benefit from Flanker, why not VIK?
I'd prefer if the Lortag paras were written more carefully to explicitly indicate that VIK's help after failing first time *was* a legitimate path. But in context, I can absolutely get comfortable with this: to reduce the danger of both the Deathwraith, and - more importantly - the Water Serpent roll, as well as actually getting some payoff from VIK. In my mind, this is not only acceptable, but my new idea of Steve Jackson's intended uber path!
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Post by a moderator on Sept 6, 2020 14:42:53 GMT
I'm not in favour of gamebooks rewarding incompetence (except in T&T's Solo for the Intellectually Challenged, where having nothing but bad-looking decisions with unexpected but sort-of-logical outcomes is the point). Not in Midnight Rogue, not in Lone Wolf book 5, and not here.
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kieran
Baron
Posts: 2,435
Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Sept 6, 2020 18:19:26 GMT
I'm not in favour of gamebooks rewarding incompetence (except in T&T's Solo for the Intellectually Challenged, where having nothing but bad-looking decisions with unexpected but sort-of-logical outcomes is the point). Not in Midnight Rogue, not in Lone Wolf book 5, and not here. What's the one in LW5?
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Post by a moderator on Sept 6, 2020 19:19:24 GMT
Your character has contracted an infection that will result in the loss of an arm unless it's quickly cured with a rare herb, of which there is a small store in the palace. You break into the palace, and eventually reach a choice between two doors. One bears the symbol of a pestle and mortar, the other a book.
If you choose the pestle and mortar door - congratulations! You have correctly identified the apothecary's chambers and, provided you deal with the guard, can get the required herb and heal yourself in the nick of time.
If you choose the book door - this, as you might expect, leads to the palace library. As a consequence of wasting time going through what is obviously the wrong door, you lose your arm get some treasure and can go out and try the other door with no adverse consequences whatsoever.
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Post by vastariner on Sept 7, 2020 9:15:38 GMT
Makes sense. You need the instructions for how to apply the herb.
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Post by bloodbeasthandler on Sept 7, 2020 19:16:34 GMT
With a name like oede I presume you skin it up or stick it in a pipe and smoke it?
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