Post by champskees on Oct 21, 2013 5:44:10 GMT
This is the item method. I recommend taking the Potion of Fortune. To get some of the items is risky (50% chance of death for one, 1 in 6 death chance for the other), but apart from that this method is quite achievable. You will need decent Power to complete this adventure without too much trouble (recommend 12+). Spirit fight rounds are roughly 40/60 in favour of the enemy & you will usually recover any power lost during a spirit fight.
- Take the one to your left and proceed towards the health of the forest (+1 Power).
- Head west.
- Seek their company.
- Step through the trees into the clearing like a boss (+1 Power).
- Tell the travellers something of your mission.
- Turn to Para 50.
- Roll D6:
o 1 or 6: No encounter.
o 2: Fight Sk 7 St 6 Wolf.
o 3: Fight Sk 6 St 12 Moose.
o 4: Fight Sk 7 St 14 Bear.
o 5: Fight Sk 9 St 9 Forest Giant.
- Take 2D6 Food.
- Turn to Para 376.
- Fight Sk 6 St 5 Wild Boar.
- Take Boar’s Tusks.
- Leave the sapling to your right.
- Make a bed under some bracken in a little dell.
- If Power is 14+:
o Start walking.
o Stay where you are (+2 Power).
o Go back to sleep (for some extra story).
- If Power is less than 14:
o Fight Power 16 Vampire Bat. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
• If you win: +1 Power.
• If you lose: -1 Power.
- Go north-west.
- Preserve your Power and continue through the valley.
- Approach the death ground.
- Ask for a gift.
- Take Antler Horn – 12 Branches (+1 Luck).
- You will find a cave (+1 Luck).
- Spend the night in this cave (+2 Power).
- Continue up the hillside.
- Stay where you are.
- Test Luck. Fail = -1 Skill, -1 Power, 2 Damage.
- Bathe in the pool (+2 Luck, +2 Stamina).
- Roll D6. 6 = Death.
- Take Silver Branch – 22 Branches.
- Walk around it & keep to the trees.
- Fight Sk 6 St 12 Roots.
- Follow the trail.
- Go into the fenced off area.
- Make the attempt.
- Test Luck. Fail = 2 Damage.
- Lie where you are for a while.
- Do as he says.
- Bide your time.
- If your Power is 17+:
o Take Amber – Number 20.
o Accept his invitation.
o Fight Power 16 Tree. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
• If you win: +1 Power.
• If you lose: -1 Power & 2 Damage.
o The Wild Man is still alive.
o Accept his company (+2 Luck).
o Do not investigate.
o You have a companion.
o Fight Sk 8 St 6 Dark Elf.
o Fight Sk 7 St 6 Dark Elf.
o Fight Sk 7 St 8 Dark Elf.
o Fight Sk 8 St 7 Dark Elf & Sk 5 St 4 Dark Elf together.
- If your Power is less than 17:
o Seize the opportunity to grab your sword and fight.
o Fight Sk 8 St 18 Wild Man.
o Roll D6. 5-6 = Take Amber – Number 20.
o Fight Power 16 Tree. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
• If you win: +1 Power.
• If you lose: -1 Power & 2 Damage.
o Crawl back through the holly bushes and continue on your way.
o Do not investigate.
o You do not have a companion.
o Run to break through their circle.
o Fight Sk 8 St 6 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 7 St 6 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 7 St 8 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 8 St 7 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 6 St 6 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 6 St 8 Dark Elf.
- Add +2 Luck for defeating the Dark Elves.
- Note: You can switch from real world to dream world from now on.
- Note: * in Real World = -20 to travel to dream world.
- Note: # in Dream World = +50 to travel to real world.
- Take the path to your right.
- Go over to the bones (+1 Luck).
- Travel to dream world (84-20 = 64). Go to para 64.
- Go north.
- Carry on along the river.
- Fight the monster (+1 Power).
- Give in to this inclination.
- Explore the garden (+1 Luck, +1 Power).
- Travel to real world (139+50 = 189). Go to para 189.
- Fight Sk 7 St 6 Orc Guard (first round enemy has Sk 6).
- Take Bowl – Number 9 & Key.
- Use key to lock door behind you (+1 Luck).
- Go left.
- Go straight ahead.
- Test Skill. Fail = 2 Damage.
- Fight Sk 9 St 8 Banshee.
- See if the Banshee’s cave leads anywhere.
- Take Crystal Ball – Number 30.
- Put it in your pack and go east.
- Turn right.
- Open the doors and step into the room.
- Say you are on your way to the kitchen.
- Go straight ahead.
- Wait a while and return to the dining hall (+1 Luck).
- Keep rolling until you roll a double. Once you roll 3 & 3, stop rolling.
o 1,1: Go to para 11 (-1 Luck).
o 2,2: Go to para 22. Try another door.
o 3,3: Go to para 33. Take Ice – Number 33. Walk on up the corridor.
o 4,4: Go to para 44. Roll dice for another room.
o 5,5: Go to para 55. Eat the food in the larder (+4 Stamina).
o 6,6: Go to para 66. Death.
- Turn left.
- Travel to dream world (73-20 = 53). Go to para 53.
- Fight Power 10 Harpy. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
- Restore your power to pre fight level -1.
- Fight Power 12 Clawbeast. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
- Restore your power to pre fight level -1.
- Fight Power 14 Wraith. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
- Restore your power to pre fight level -1.
- If you lost all three fights you die.
- Fight Sk 8 Pr 20 Morpheus (Use Power as Stamina for this fight).
- Stop fighting enemy when his Stamina reaches 2 or 1.
- Restore your power to its score before you entered Morpheus’ cavern.
- Choose to meet him in the real world.
- 12+22+20+9+30+33 = 126. Go to para 126.
- Arrange the elements so they are opposite each other.
- Your power score is more than it was at the start of your adventure.
- You have rid Titan of Ishtra, and his army has now fallen into disarray due to the animosity between factions. You escape, and have secured the safety of your forest and of Titan!

- Take the one to your left and proceed towards the health of the forest (+1 Power).
- Head west.
- Seek their company.
- Step through the trees into the clearing like a boss (+1 Power).
- Tell the travellers something of your mission.
- Turn to Para 50.
- Roll D6:
o 1 or 6: No encounter.
o 2: Fight Sk 7 St 6 Wolf.
o 3: Fight Sk 6 St 12 Moose.
o 4: Fight Sk 7 St 14 Bear.
o 5: Fight Sk 9 St 9 Forest Giant.
- Take 2D6 Food.
- Turn to Para 376.
- Fight Sk 6 St 5 Wild Boar.
- Take Boar’s Tusks.
- Leave the sapling to your right.
- Make a bed under some bracken in a little dell.
- If Power is 14+:
o Start walking.
o Stay where you are (+2 Power).
o Go back to sleep (for some extra story).
- If Power is less than 14:
o Fight Power 16 Vampire Bat. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
• If you win: +1 Power.
• If you lose: -1 Power.
- Go north-west.
- Preserve your Power and continue through the valley.
- Approach the death ground.
- Ask for a gift.
- Take Antler Horn – 12 Branches (+1 Luck).
- You will find a cave (+1 Luck).
- Spend the night in this cave (+2 Power).
- Continue up the hillside.
- Stay where you are.
- Test Luck. Fail = -1 Skill, -1 Power, 2 Damage.
- Bathe in the pool (+2 Luck, +2 Stamina).
- Roll D6. 6 = Death.
- Take Silver Branch – 22 Branches.
- Walk around it & keep to the trees.
- Fight Sk 6 St 12 Roots.
- Follow the trail.
- Go into the fenced off area.
- Make the attempt.
- Test Luck. Fail = 2 Damage.
- Lie where you are for a while.
- Do as he says.
- Bide your time.
- If your Power is 17+:
o Take Amber – Number 20.
o Accept his invitation.
o Fight Power 16 Tree. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
• If you win: +1 Power.
• If you lose: -1 Power & 2 Damage.
o The Wild Man is still alive.
o Accept his company (+2 Luck).
o Do not investigate.
o You have a companion.
o Fight Sk 8 St 6 Dark Elf.
o Fight Sk 7 St 6 Dark Elf.
o Fight Sk 7 St 8 Dark Elf.
o Fight Sk 8 St 7 Dark Elf & Sk 5 St 4 Dark Elf together.
- If your Power is less than 17:
o Seize the opportunity to grab your sword and fight.
o Fight Sk 8 St 18 Wild Man.
o Roll D6. 5-6 = Take Amber – Number 20.
o Fight Power 16 Tree. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
• If you win: +1 Power.
• If you lose: -1 Power & 2 Damage.
o Crawl back through the holly bushes and continue on your way.
o Do not investigate.
o You do not have a companion.
o Run to break through their circle.
o Fight Sk 8 St 6 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 7 St 6 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 7 St 8 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 8 St 7 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 6 St 6 Dark Elf. After 4th round, take 2 Damage per round until enemy killed.
o Fight Sk 6 St 8 Dark Elf.
- Add +2 Luck for defeating the Dark Elves.
- Note: You can switch from real world to dream world from now on.
- Note: * in Real World = -20 to travel to dream world.
- Note: # in Dream World = +50 to travel to real world.
- Take the path to your right.
- Go over to the bones (+1 Luck).
- Travel to dream world (84-20 = 64). Go to para 64.
- Go north.
- Carry on along the river.
- Fight the monster (+1 Power).
- Give in to this inclination.
- Explore the garden (+1 Luck, +1 Power).
- Travel to real world (139+50 = 189). Go to para 189.
- Fight Sk 7 St 6 Orc Guard (first round enemy has Sk 6).
- Take Bowl – Number 9 & Key.
- Use key to lock door behind you (+1 Luck).
- Go left.
- Go straight ahead.
- Test Skill. Fail = 2 Damage.
- Fight Sk 9 St 8 Banshee.
- See if the Banshee’s cave leads anywhere.
- Take Crystal Ball – Number 30.
- Put it in your pack and go east.
- Turn right.
- Open the doors and step into the room.
- Say you are on your way to the kitchen.
- Go straight ahead.
- Wait a while and return to the dining hall (+1 Luck).
- Keep rolling until you roll a double. Once you roll 3 & 3, stop rolling.
o 1,1: Go to para 11 (-1 Luck).
o 2,2: Go to para 22. Try another door.
o 3,3: Go to para 33. Take Ice – Number 33. Walk on up the corridor.
o 4,4: Go to para 44. Roll dice for another room.
o 5,5: Go to para 55. Eat the food in the larder (+4 Stamina).
o 6,6: Go to para 66. Death.
- Turn left.
- Travel to dream world (73-20 = 53). Go to para 53.
- Fight Power 10 Harpy. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
- Restore your power to pre fight level -1.
- Fight Power 12 Clawbeast. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
- Restore your power to pre fight level -1.
- Fight Power 14 Wraith. Spirit Fight. 2-7 = 2 Damage to you. 8-12 = 2 Damage to enemy.
- Restore your power to pre fight level -1.
- If you lost all three fights you die.
- Fight Sk 8 Pr 20 Morpheus (Use Power as Stamina for this fight).
- Stop fighting enemy when his Stamina reaches 2 or 1.
- Restore your power to its score before you entered Morpheus’ cavern.
- Choose to meet him in the real world.
- 12+22+20+9+30+33 = 126. Go to para 126.
- Arrange the elements so they are opposite each other.
- Your power score is more than it was at the start of your adventure.
- You have rid Titan of Ishtra, and his army has now fallen into disarray due to the animosity between factions. You escape, and have secured the safety of your forest and of Titan!
