Post by champskees on Oct 27, 2013 9:16:24 GMT
This book was interesting. The design is refreshing, as the book is made up of lots of mini adventures and it can be completed with a minimum stats character. The path you take is not set either; you travel to other places based on rolls of a die. I got a bit sick of reading about acid though...just seems like everything described in this book is acid, spits acid, or is on acid (which probably explains the front cover too). All in all a good book, but a bit disjointed and isolated at times.
This solution covers a lot more than it needs to, but allows the reader to continue playing even if they don’t get an opportunity to acquire a Glowcandle, although you do get three 50% chances to do so, then 2-3 50% chances to get a shot at the Hunting Horn. Victory is almost assured using this walkthrough, and there are zero combats. Recommended you use minimum stats.
- You have 8 Gold Pieces remaining.
- Unwrap the cloth & look at its contents.
- Set off to search the strange building.
- Choose a corridor. Turn to Para 243.
- Push the door open & walk through the doorway (1 Damage).
- Restrain your anger & reply to his question.
- Accept his offer.
- Take Vial of Siccator.
- Tell Wayland how you received the Aleph.
- Think about your mysterious burden & rely on its influence to choose your destination.
- Wait for them to capture you.
- Finish off Syzuk & bundle him out of the chariot.
- Take Rune Engraved Wheel Hub.
- Roll D6:
o If Even: Go to Future Khul.
o If Odd: Go to Garden World.
Garden World
- Greet these people.
- Wait until the spell is cast (+4 Stamina).
- Take Jewel of Sleep.
- Use the Aleph to leave this world.
- Roll D6:
o If Even: Go to Future Khul.
o If Odd: Go to Desert World.
Future Khul
- Raise your open hands in a gesture of peace.
- Accept his offer of accommodation.
- You are too suspicious to try it.
- Do not eat here.
- Throw yourself at the intruder.
- Take Silver Dagger (+1 Luck).
- Take Inn Sign.
- Roll D6:
o If Even: Go to Desert World.
o If Odd: Go to Pawn Battle.
Pawn Battle
- You think you should be the one to move.
- Move forward to square E4.
- Take 10 Gold Pieces.
- Take Blue Gemmed Ring (restores 6 Stamina, can be used once at anytime).
- Roll D6:
o If Even: Go to Desert World.
o If Odd: Go to Magic Show.
Desert World
- Take Glowcandle (-1 Gold Piece).
- Go to the village and offer to help the villagers.
- You have a Vial of Siccator & wish to use it.
- Test Skill.
o If fail:
o Take 2 Damage.
o Run.
o Test Skill D6 times, -1 to each subsequent roll. Fail = 2 Damage.
- Choose the box.
- Take 5 Gold Pieces & +1 Initial & current Luck.
- Roll D6:
o If Even: Go to Magic Show.
o If Odd: Go to Survey Ship.
Survey Ship
- Flick some switches at random then jump back on the platform.
- Roll D6:
o 1: Go to Magic Show.
o 2: Go to Elf Cavern.
o 3: Go to God’s Dream.
o 4: Go to Zwinian World.
o 5: Go to Metron the Mapmaker.
o 6: Go to Ziggurat World.
Magic Show
- Accompany her backstage.
- Let yourself be shoved into the backroom.
- Use the Aleph to transport you away from this place.
- Roll D6:
o If Even: Go to Elf Cavern.
o If Odd: Go to God’s Dream.
Elf Cavern
- Use the Rune Enscribed Wheel Hub.
- Show the Aleph to Grondel & the priest (+4 Stamina).
- Add 1 to Trail Score.
- Take Ring of Light.
- Roll D6:
o If Even: Go to Metron the Mapmaker.
o If Odd: Go to God’s Dream.
God’s Dream
- If you possess a Glowcandle:
o Decide to stand well clear.
- If you do not possess a Glowcandle:
o Stand in the path of the hunters to get their attention.
o Test Skill.
o If successful:
• Take Hunting Horn.
• Stow it in your backpack.
o If fail:
• D6 Damage.
• Test Luck.
o If successful:
o Take Hunting Horn.
o Stow it in your backpack.
- Roll D6:
o If Even: Go to Zwinian World.
o If Odd: Go to Metron the Mapmaker.
Zwinian World
- Remain hidden.
- Use the Aleph to travel elsewhere.
- Roll D6:
o If Even: Go to Metron the Mapmaker.
o If Odd: Go to Toyroom.
Metron the Mapmaker
- Emerge from the chamber.
- Refuse to allow Metron to see any of your possessions.
- Stifle your anger & buy the map.
- Take Spherical Map & Paper and Pencil (-2 Gold Pieces).
- Use the Aleph to take you elsewhere.
- If you have a Hunting Horn:
o Your only concern is to hurry to the end of your quest.
o Go to Ziggurat World.
- If you do not have a Hunting Horn:
o You are keen to continue your travels in search of more significant items.
o Go to Toyroom.
Toyroom
- Follow the path through the forbidding doorway.
- Flee into the castle.
- Stay in the room.
o If you have a Glowcandle or a Ring of Light:
o You may eat here.
o Take Clown Puppet in a Glass Ball.
o If you do not have one of these items:
o Add 1 to your Trail Score.
o Make a stand against the army of toys and ghosts.
o You may eat here, but it only restores 2 Stamina points.
o Take Clown Puppet in a Glass Ball.
- You are keen to reach the conclusion of your quest.
- Go to Ziggurat World.
Ziggurat World
- Test Trail score. Using this solution, your maximum would be 2, so you automatically pass this test.
- Add 1 to your Trail Score.
Check your items. Having either a Glowcandle or the Hunting Horn is key here (though you can still get lucky and win).
Part One:
- Walk towards the cliffs and take advantage of the rising land.
- Walk towards the plains.
- If you have a Hunting Horn:
o Advance on the grassland to intercept the animal.
o Seize it with your bare hands & try to grapple it to the ground.
o 7D6 Test Skill+Stamina.
o Success:
• Say you are Globus’ enemy (+4 Stamina).
o Fail:
• 2 Damage.
• Say you are Globus’ enemy.
o You have a Hunting Horn. Blow it (+4 Stamina).
o Take Heatsword (Deals an extra point of damage in combat).
- If you don’t have a Hunting Horn:
o Turn and take the cliff face path.
Part Two:
- You can eat a meal here.
- If you have a Glowcandle & a Clown Puppet in a Glass Ball (or a Clown Puppet & no Hunting Horn):
o Take the path to the right.
o Investigate the tower rising from the pinnacle of rock nearby.
o You do not have a Hunting Horn.
o Try to use the Aleph to escape from the predicament (+1 Luck).
o You have a Clown Puppet in a Glass Ball.
o Lead them down through the trapdoor.
o Set off alone through the trapdoor.
o Peel off the disgusting stuff with your bare hands (+4 Stamina).
o Try the door to darkness.
o You have a source of light.
o Puzzle: Each trap step is the sum of the 2 most recent trap steps plus one.
o 0+0+1 = 1
o 1+0+1 = 2
o 2+1+1 = 4
o 4+2+1 = 7
o 7+4+1 = 12
o 12+7+1 = 20
o Avoid the 20th step (2 Damage).
o Investigate the contents of the jars.
o Drink from the jar marked with a plain figure (+6 Stamina).
- If you do not have a Clown Puppet in a Glass Ball OR you have a Hunting Horn:
o Take the path to the left.
o Approach it.
o Test Skill. Fail = D6 Damage.
o Remain a prisoner of the Ophidians (2 Damage).
o Explore the right hand tunnel (3 Damage).
o Take Ophidian Armour (-1 Skill).
o Take Pipes (+1 Luck).
o You can eat a meal here.
o You are wearing Ophidian Armour.
o Leave the paths and force a way through the beds of glass flowers.
o Force passage through the flowers while wearing Ophidian Armour.
o Cross the bridge.
o Remain stubbornly silent.
o Leap forwards into the mouth of the doorway.
Part Three:
- If you have a Heatsword or a Glowcandle:
o Go into the room containing the huge cube.
o You have a Glowcandle and try to melt the ice.
o Add Note: Baratcha is with you.
- If you do not have either of these items:
o Go through the dark doorway.
- Is Baratcha with you?
o Yes: She sacrifices herself.
o No: You do not have a talisman.
o 6D6 Test Stamina. Fail = Death.
- Do not give the Aleph to Globus.
- Insist on keeping it.
- At last agree to the Archmage’s demand and pass the Aleph to him through the wall of the prism.
- On the lowest level of the world the Wood Elves, Mantirs & Vaskind receive you as a conquering hero and during several days of feasting & rejoicing, they load you with gifts and precious gems. You eventually return home to Neuberg, and when you do, although your backpack is still stuffed with jewels, the Aleph is nowhere to be seen...
Side note: I love the method in which you defeat your nemesis at the end of this book, very satisfying (to me at least). Still, I always like it when you at least have the option of fighting the guy at the end; I want to see Globus’ stats!
This solution covers a lot more than it needs to, but allows the reader to continue playing even if they don’t get an opportunity to acquire a Glowcandle, although you do get three 50% chances to do so, then 2-3 50% chances to get a shot at the Hunting Horn. Victory is almost assured using this walkthrough, and there are zero combats. Recommended you use minimum stats.
- You have 8 Gold Pieces remaining.
- Unwrap the cloth & look at its contents.
- Set off to search the strange building.
- Choose a corridor. Turn to Para 243.
- Push the door open & walk through the doorway (1 Damage).
- Restrain your anger & reply to his question.
- Accept his offer.
- Take Vial of Siccator.
- Tell Wayland how you received the Aleph.
- Think about your mysterious burden & rely on its influence to choose your destination.
- Wait for them to capture you.
- Finish off Syzuk & bundle him out of the chariot.
- Take Rune Engraved Wheel Hub.
- Roll D6:
o If Even: Go to Future Khul.
o If Odd: Go to Garden World.
Garden World
- Greet these people.
- Wait until the spell is cast (+4 Stamina).
- Take Jewel of Sleep.
- Use the Aleph to leave this world.
- Roll D6:
o If Even: Go to Future Khul.
o If Odd: Go to Desert World.
Future Khul
- Raise your open hands in a gesture of peace.
- Accept his offer of accommodation.
- You are too suspicious to try it.
- Do not eat here.
- Throw yourself at the intruder.
- Take Silver Dagger (+1 Luck).
- Take Inn Sign.
- Roll D6:
o If Even: Go to Desert World.
o If Odd: Go to Pawn Battle.
Pawn Battle
- You think you should be the one to move.
- Move forward to square E4.
- Take 10 Gold Pieces.
- Take Blue Gemmed Ring (restores 6 Stamina, can be used once at anytime).
- Roll D6:
o If Even: Go to Desert World.
o If Odd: Go to Magic Show.
Desert World
- Take Glowcandle (-1 Gold Piece).
- Go to the village and offer to help the villagers.
- You have a Vial of Siccator & wish to use it.
- Test Skill.
o If fail:
o Take 2 Damage.
o Run.
o Test Skill D6 times, -1 to each subsequent roll. Fail = 2 Damage.
- Choose the box.
- Take 5 Gold Pieces & +1 Initial & current Luck.
- Roll D6:
o If Even: Go to Magic Show.
o If Odd: Go to Survey Ship.
Survey Ship
- Flick some switches at random then jump back on the platform.
- Roll D6:
o 1: Go to Magic Show.
o 2: Go to Elf Cavern.
o 3: Go to God’s Dream.
o 4: Go to Zwinian World.
o 5: Go to Metron the Mapmaker.
o 6: Go to Ziggurat World.
Magic Show
- Accompany her backstage.
- Let yourself be shoved into the backroom.
- Use the Aleph to transport you away from this place.
- Roll D6:
o If Even: Go to Elf Cavern.
o If Odd: Go to God’s Dream.
Elf Cavern
- Use the Rune Enscribed Wheel Hub.
- Show the Aleph to Grondel & the priest (+4 Stamina).
- Add 1 to Trail Score.
- Take Ring of Light.
- Roll D6:
o If Even: Go to Metron the Mapmaker.
o If Odd: Go to God’s Dream.
God’s Dream
- If you possess a Glowcandle:
o Decide to stand well clear.
- If you do not possess a Glowcandle:
o Stand in the path of the hunters to get their attention.
o Test Skill.
o If successful:
• Take Hunting Horn.
• Stow it in your backpack.
o If fail:
• D6 Damage.
• Test Luck.
o If successful:
o Take Hunting Horn.
o Stow it in your backpack.
- Roll D6:
o If Even: Go to Zwinian World.
o If Odd: Go to Metron the Mapmaker.
Zwinian World
- Remain hidden.
- Use the Aleph to travel elsewhere.
- Roll D6:
o If Even: Go to Metron the Mapmaker.
o If Odd: Go to Toyroom.
Metron the Mapmaker
- Emerge from the chamber.
- Refuse to allow Metron to see any of your possessions.
- Stifle your anger & buy the map.
- Take Spherical Map & Paper and Pencil (-2 Gold Pieces).
- Use the Aleph to take you elsewhere.
- If you have a Hunting Horn:
o Your only concern is to hurry to the end of your quest.
o Go to Ziggurat World.
- If you do not have a Hunting Horn:
o You are keen to continue your travels in search of more significant items.
o Go to Toyroom.
Toyroom
- Follow the path through the forbidding doorway.
- Flee into the castle.
- Stay in the room.
o If you have a Glowcandle or a Ring of Light:
o You may eat here.
o Take Clown Puppet in a Glass Ball.
o If you do not have one of these items:
o Add 1 to your Trail Score.
o Make a stand against the army of toys and ghosts.
o You may eat here, but it only restores 2 Stamina points.
o Take Clown Puppet in a Glass Ball.
- You are keen to reach the conclusion of your quest.
- Go to Ziggurat World.
Ziggurat World
- Test Trail score. Using this solution, your maximum would be 2, so you automatically pass this test.
- Add 1 to your Trail Score.
Check your items. Having either a Glowcandle or the Hunting Horn is key here (though you can still get lucky and win).
Part One:
- Walk towards the cliffs and take advantage of the rising land.
- Walk towards the plains.
- If you have a Hunting Horn:
o Advance on the grassland to intercept the animal.
o Seize it with your bare hands & try to grapple it to the ground.
o 7D6 Test Skill+Stamina.
o Success:
• Say you are Globus’ enemy (+4 Stamina).
o Fail:
• 2 Damage.
• Say you are Globus’ enemy.
o You have a Hunting Horn. Blow it (+4 Stamina).
o Take Heatsword (Deals an extra point of damage in combat).
- If you don’t have a Hunting Horn:
o Turn and take the cliff face path.
Part Two:
- You can eat a meal here.
- If you have a Glowcandle & a Clown Puppet in a Glass Ball (or a Clown Puppet & no Hunting Horn):
o Take the path to the right.
o Investigate the tower rising from the pinnacle of rock nearby.
o You do not have a Hunting Horn.
o Try to use the Aleph to escape from the predicament (+1 Luck).
o You have a Clown Puppet in a Glass Ball.
o Lead them down through the trapdoor.
o Set off alone through the trapdoor.
o Peel off the disgusting stuff with your bare hands (+4 Stamina).
o Try the door to darkness.
o You have a source of light.
o Puzzle: Each trap step is the sum of the 2 most recent trap steps plus one.
o 0+0+1 = 1
o 1+0+1 = 2
o 2+1+1 = 4
o 4+2+1 = 7
o 7+4+1 = 12
o 12+7+1 = 20
o Avoid the 20th step (2 Damage).
o Investigate the contents of the jars.
o Drink from the jar marked with a plain figure (+6 Stamina).
- If you do not have a Clown Puppet in a Glass Ball OR you have a Hunting Horn:
o Take the path to the left.
o Approach it.
o Test Skill. Fail = D6 Damage.
o Remain a prisoner of the Ophidians (2 Damage).
o Explore the right hand tunnel (3 Damage).
o Take Ophidian Armour (-1 Skill).
o Take Pipes (+1 Luck).
o You can eat a meal here.
o You are wearing Ophidian Armour.
o Leave the paths and force a way through the beds of glass flowers.
o Force passage through the flowers while wearing Ophidian Armour.
o Cross the bridge.
o Remain stubbornly silent.
o Leap forwards into the mouth of the doorway.
Part Three:
- If you have a Heatsword or a Glowcandle:
o Go into the room containing the huge cube.
o You have a Glowcandle and try to melt the ice.
o Add Note: Baratcha is with you.
- If you do not have either of these items:
o Go through the dark doorway.
- Is Baratcha with you?
o Yes: She sacrifices herself.
o No: You do not have a talisman.
o 6D6 Test Stamina. Fail = Death.
- Do not give the Aleph to Globus.
- Insist on keeping it.
- At last agree to the Archmage’s demand and pass the Aleph to him through the wall of the prism.
- On the lowest level of the world the Wood Elves, Mantirs & Vaskind receive you as a conquering hero and during several days of feasting & rejoicing, they load you with gifts and precious gems. You eventually return home to Neuberg, and when you do, although your backpack is still stuffed with jewels, the Aleph is nowhere to be seen...
Side note: I love the method in which you defeat your nemesis at the end of this book, very satisfying (to me at least). Still, I always like it when you at least have the option of fighting the guy at the end; I want to see Globus’ stats!