Post by champskees on Oct 28, 2013 11:47:27 GMT
I like Keith Martin. I don’t like this book. I reckon it is his weakest title, and the weakest of the 40-49 FF series (which I think are otherwise great). The puzzles were too hard for me when I was a kid; I could never work out the musical notes puzzle, so I used to cheat to win. In fact to solve it this time around, I again cheated and reverse engineered the ‘one hundred’ paragraph section. I would have also liked Keith to remind me when to add another day to my ‘days elapsed’ total, as it is far too easy to skim over a rest paragraph. Encounters are at times interesting, but there seems to be so much dice work that it soon becomes a chore. I found myself amending my adventure sheet almost every couple of paragraphs...very tedious.
There are many, many errors present. A lot of these errors wreck a true path walkthrough, so what I’ve given below works based on a mix of interpretation and what is written in the text. The Stone Jaguar rules are stupid, the Silver Fox, an explanation of ‘action time’ and many more. The Ice Bird is a major problem too; it states that the book & the bird are as one, so I don’t think it is wise to learn any spells.
Skill is definitely the most essential stat here; you need minimum 11+ to stand a decent chance, considering all the Skill Tests and tough fights throughout the book.
Travel Part I
- Do what you can to help the injured.
- Test Luck. Fail = 2 Damage & -1 Skill penalty for the next 4 days.
- Add 1 Honour Point.
- Take Climbing Gear, Flask of Brandy (2 Swigs: heal 4 Stamina each).
- Restore Stamina to Initial Level.
- Add 1 Day to Time Elapsed.
- Try the trees to the right.
- Move ahead regardless.
- Add 1 Day to Time Elapsed.
- Visit Tasrin.
- Eat a meal (-1 Food).
- Test Skill -1. Success = Sneak carefully around, looking for clues (2 Damage to enemy).
- Fight Sk 9 St 12 Smoke Demon.
o -1 Skill penalty for duration of fight.
- Go in & investigate.
- Take Tasrin’s Ring.
- Take Potion of Stamina (heals ½ Initial Stamina points).
- Take 3 Gold Pieces & 4 Food.
- Add 1 Day to Time Elapsed.
- Roll D6 (do not use a Luck Point):
o 1-3: Add 1 Day to Time Elapsed.
- Take Snow Fox.
- Eat a meal (-1 Food).
- Add 1 Day to Time Elapsed.
- Eat a meal (-1 Food).
- Detour and investigate.
- You have Climbing Gear.
- Clean his wound & stay with him to ensure he is all right.
- Accompany Torsten.
- You think you have something you can sell him.
- Sell the Silver Fox (error) for 4 Gold Pieces.
- Sell Flask of Brandy for 2 Gold Pieces.
- You want to buy something from him.
- Buy Crossbow & 10 Bolts (-4 Gold Pieces).
- Buy Potion of Stamina (heals ½ Stamina points, -5 Gold Pieces).
- Settle down to sleep.
- Add 1 Day to Time Elapsed.
- Take 3 Food.
- Take Akavit (+5 Stamina & +1 Skill for next combat when used).
- Eat a meal (-1 Food).
- Add 1 Day to Time Elapsed.
- Eat a meal (-1 Food).
- Set off outside & head north.
- Test Luck.
o If Fail:
o Attack the Dragon.
o Fight Sk 10 St 13 Ice Drake.
o Take Bronze Medallion.
- Eat a meal (-1 Food).
- Add 1 Day to Time Elapsed.
- Eat a meal (-1 Food).
- Test Skill -2 (you have Climbing Gear). Fail = 4 Damage.
- Fight Sk 7 St 7 Ice Ghost & Sk 7 St 6 Ice Ghost together.
o On successful hit, Roll D6. 1-3 = Only 1 Damage to enemy.
o When first Ice Ghost is killed, take 2 Damage.
- Continue in the same way.
Total Days Elapsed: 7-8
The Sphere
- Take the left hand passage.
- Stay & see what happens.
- Fight Sk 8 St 9 Smoke Wraith.
- Enter the spherical chamber & search it thoroughly.
- Test Skill. Fail = Repeat above until successful.
- Open the secret door.
- 5 or more days have elapsed.
- Take 2 Damage.
- Fight Sk 7 St 9 Barbarian Zombie.
- You have spent more than 5 days to get to the sphere.
- Fight Sk 7 St 8 Ice Ghost.
o On successful hit, Roll D6. 1-3 = Only 1 Damage to enemy.
- Fight Sk 10 St 10 Man-Orc Champion.
o Only fight for three rounds.
- Take 2 Damage.
- Look carefully at the Demon statue to check for any clue.
- Take 2 Damage.
- Try striking at the gem you just saw glow.
- Test Skill +1. Fail = 2 Damage & Try again until successful.
- Take 2 Damage.
- Finish off with Fight Sk 10 St X Man-Orc Champion.
- Take Magic Scimitar (+1 Initial Skill, to max of 12).
- Open the door to see what is beyond.
- Add 1 Honour Point (+1 Luck).
- Help him get out of the Sphere.
- Take 4 Damage.
Travel Part II
- Restore Stamina to Initial Level.
- Take Potion of Stamina (heals ½ Stamina points).
- Fill backpack with meals (10 Food: Max)
- If you have a Bronze Medallion:
o Take the Large Brandy Flask (2 Swigs: Each heals 4 Stamina).
- Dash off & enter the fray.
- Fight Sk 9 St 14 Polar Bear.
- Take 6 Gold Pieces.
- Take Bag of Salt.
- Take Extra 3 Food on sled.
- Eat 2 meals (-2 Food).
- Leave any extra food & sled behind.
- Scout around & look for another way to get in.
- Go in through the gatehouse.
- Draw your sword & try to get closer to the archer.
- Fight Sk 8 St 6 Dark Elf.
- Fight Sk 8 St 7 Dark Elf.
- Take 1 Food.
Ice Palace
- Go to the Tower of Shielding.
- Head for the door at the base of the tower.
- Take 4 Damage.
- Fight Sk 8 St 7 Dark Elf.
- Take Shield of Warding (whenever attacked by missile weapon, or spell with ‘bolt’ in name, Roll 2D6. 2-8 = No damage taken).
- Leave the tower.
- Go to the Tower of Airy Light.
- Enter the blue light beam.
- Search the rooms you see.
- Eat a meal (-1 Food).
- Take Blue Potion.
- Enter the yellow light beam.
- 2D6+Skill against 2D6+Sk 8 Ice Mite.
o Fail = Roll D6+2. Lose 3rd-8th item on list.
- Enter the beam of pure darkness.
- Roam around the gallery upstairs.
- Puzzle: 24 hour clocks, Hours x arrowheads.
o 10 x 1 = 10
o 5 x 4 = 20
o 15 x 2 = 30
o 20 x 2 = 40
o 10 x 5 = 50
o 20 x 3 = 60
o 14 x 5 = 70
o unknown = 80
- Turn to Para 80.
- Take Silver Amulet (+1 Luck).
- Add note: Mealin gave you the amulet.
- Enter the red beam.
- Find somewhere else to search in the Ice Palace.
- Go to the Great Tower.
- Fight Sk 8 St 8 Stone Jaguar.
- Go up the spiral staircase.
- Draw your crossbow & fire at the Dark Elf.
- Take D6 Damage.
- 2D6+Skill against 2D6+Sk 10 Dark Elf.
o If successful: Make a note you have hit the Dark Elf with a bolt (-2 Stamina to enemy).
o If fail: Take 5 Damage (use Shield of Warding).
- 2D6+Skill against 2D6+Sk 10 Dark Elf.
o If successful: Make a note you have hit the Dark Elf with a bolt (-2 Stamina, -1 Skill to enemy)
- Fight Sk 10 St 9 Dark Elf Leader.
o If enemy is reduced to 1-2 stamina:
o Spare his life.
o Bind and gag him & leave him here.
- Take his keys and open the door in the basement.
- Take 4 Food.
- Take 3 Elven Weybread (same as Food but do not count as part of 10 food limit).
- Take Potion of Flying.
- Test Luck. Success = Take Potion of Speed (First 3 rounds of a combat, 2 attacks per round).
- Pick up stone jaguar statuette.
- Take Guenhwyvar (Sk 8 St 8 Stone Jaguar fights with you in one fight).
- Leave and search elsewhere in the great palace.
- Go to Tower of Rainbow Ice.
- Eat a meal (-1 Food).
- Fight the Ice Golem.
- Fight Sk 9 St 9 Ice Golem.
o If enemy hits, Roll D6. 1-3 = 3 Damage instead of 2.
- Take right hand passage.
- Puzzle: Squared Prime Numbers.
o 0 + 1² = 1
o 1 + 3² = 10
o 10 + 5² = 35
o 35 + 7² = 84
o 84 + 11² = 205
o 205 + 13² = 374
- Turn to Para 374.
- Take Brown Book & Ice Bird.
o Note: You cannot separate them.
o Note: The Book has 180 pages.
- Head on up the stairs.
- Use your Potion of Flying to get at the Incense Burner.
- Take Incense Burner.
- Take the stairs down, leave the tower & search elsewhere.
- Go to the workshops.
- Visit a weaponmaker’s workshop.
- Test Skill. Success = Take 4 Ice Bolts (Crossbow bolts that do 4 Damage to an opponent).
- Enter the darkened chamber.
- Reach for the hand, to help if you can (2 Damage).
- Stay and hold the spirits hand (6 Damage).
- Add 1 Honour Point (+1 Luck).
- Leave and search some other part of the Ice Palace.
- Go to the stores.
- Try to get past the gates and down the steps.
- Add note: Turn to Para 98 when you find Ice Keys & you have competed your searches elsewhere.
- Explore the stores and warehouses.
- Roll D6. 1-2 = Fight Sk 8 St 10 Snow Tiger.
- Take 8 Food.
- Eat 2 meals (-2 Food).
- Go to the Tower of Black Ice.
- Go down the steps.
- Prepare to fight the creature.
- Fight Sk 10 St 14 Spectre.
o At end of combat:
o If the spectre hit you during the fight: Roll D6.
• 1-5 = -1 Skill.
- Add 1 Honour Point (+1 Luck).
- Make your way up the stairs.
- You have an Ice Bird with you.
- The book has 180 pages. Turn to Para 180.
- Add Note: Each wing has 10 rainbow arcs each of 7 coloured rays.
- Go to the Ice Cathedral.
- Number of arcs of colour = 2x10x7 = 140. Turn to Para 140.
- You do not have a Silver Brooch.
- You have an Incense Burner (+1 Skill, +1 Luck).
- Look at the tombs here.
- Open the tomb of the adult male elf.
- Take Ice Sword.
o Note: It is not magical.
- Lose 1 Honour Point.
- Perform some other action.
- Take the Ice Keys.
o Add Note: There are 44 of them.
- Look at the ice organ.
- Puzzle: Musical Code.
o Each line & each gap represents a letter.
o 4 lines, 4 gaps = 8 letters per set.
o Each set is marked by ticks on the end of each note (I apologise for the incorrect metalanguage, I have zero musical talent).
o 2 ticks = A-H set (A is bottom line, B is bottom gap, C is second lowest line and so on).
o 1 tick = I-P set (I is bottom line, J is bottom gap, K is second lowest line and so on).
o 0 ticks = Q-X set (Q is bottom line, R is bottom gap, S is second lowest line and so on).
o Note: Call Elokinan One Hundred Times.
- Leave here and search elsewhere in the Ice Palace.
- You now have the Ice Keys. Turn to Para 98.
- Use Ice Keys. Turn to Para 44.
Ice Crypts
- You have a Bag of Salt.
- Drink a potion.
- You have a Blue Potion & you wish to drink it.
- Take the path to your right.
- You have a silver amulet.
- Mealin = 13+5+1+12+9+14 = 54. 54*5 = 270. Turn to Para 270.
- Enter this chamber.
- Fight Sk 8 St 9 Cloak Haunt.
o -1 Attack Strength for duration of combat.
o 1 Damage each round until enemy is dead.
- Take Wand of Cold (Use instead of weapon in combat, 5 Damage if it hits).
- Enter in order to put the disturbed dead back to rest.
- Fight Sk 8 St 9 Elf Ghost.
- Continue working here.
- Add 1 Honour Point.
- Eat a meal (-1 Food).
- Fight Sk 8 St 9 Elf Ghost.
- You are content to continue toiling.
- Add note: You have a Mark on your Forehead.
- Go down the left hand passage.
- Test Skill. Fail = 6 Damage.
- You want to continue.
- You cannot use a spell here (2 Damage).
- Reply ‘Tassaskil’.
- Your Honour score is 10.
- You have an Ice Sword.
- Add note: Ice Sword now confers +2 Init Skill bonus!
- Ask for help against a Demon.
- Add note: Ice Sword now deals 3 Damage per hit to Demons!
- Add Note Ice Sword confers additional +1 Skill bonus when fighting Demons!
- Add note: Ice Sword is now magical.
- Go down the ice steps.
- Call one hundred times. Turn to Para 100.
- Your Honour is 10.
- You have a Mark on your forehead.
- Raise Initial & current Stamina to 25 (+2 Luck)!
- Take Potion of Invisibility.
- You have a magical Ice Sword.
Tower of Destruction
- You do not have a Potion of Flying or a Bronze Medallion (you give it to the Barbarians for a Flask of Brandy before you reach the Ice Palace).
- You have a magical ring, so no damage taken.
- Fight Sk 8 St 7 Demonic Servant.
o If you hit enemy twice in a row, enemy dies.
- Walk on past the open doorway.
- Test Skill.
o If fail:
o Fight Sk 8 St 8 Nightgaunt & Sk 8 St 8 Nightgaunt together.
- Go up.
- You do not have a Potion of Flying.
- Decide to fight alone.
- Fight Sk 11 St 16 Great Golem.
o -1 Skill for duration of fight.
o If you are hit: Roll D6. 5-6 = 3 Damage instead of 2.
- Step into the darkness (3 Damage).
- Wade in & force your way through (-1 Skill for next combat).
- Test Skill +2. Fail = 5 Damage (use Shield of Warding).
o If you have any magical crossbow bolts:
o Use a crossbow.
o 2D6+Skill against 2D6+Sk 10 Zeverin (you can do this four times).
o Successful: Note you have inflicted 4 Damage to enemy.
o Fail: Take 3 Damage.
o If you have hit him twice:
• Fire a Wand of Cold at Zeverin.
• Note: You have inflicted 8 Damage to Zeverin.
• You have already inflicted 8 damage from crossbow fire, so he is dead.
o If you have run out of bolts first:
• Fire a Wand of Cold at Zeverin.
• Note: You have inflicted 8 Damage to Zeverin.
• Grip your sword and wait for a chance to fight (5 Damage).
• Fight Sk 10 St 13 Zeverin.
o Deduct any Damage you have already inflicted on him.
o Use the Stone Jaguar here.
o If you do not have any magical crossbow bolts:
o Fire a Wand of Cold at Zeverin.
o Note: You have inflicted 8 Damage to Zeverin.
o Grip your sword and wait for a chance to fight (5 Damage).
o Fight Sk 10 St 13 Zeverin.
• Deduct any Damage you have already inflicted on him.
• Use the Stone Jaguar here.
- You have three actions available (error):
o Drink Akavit.
o Drink Potion of Speed if you have it. Otherwise Brandy/ Potion of Stamina.
o Drink Potion of Stamina if you need it.
- You have a Magical Ice Sword.
- You have a Shield of Warding.
- You have a magical ring. Tasrin = 20+1+19+18+9+14 = 81. 81*3 = 243. Turn to Para 243.
- Take D6 Damage.
- You have an Ice Bird.
o If you took >3 Damage: Use a Potion of Stamina or a Swig of Brandy.
o If you took 3 or less Damage: Inflict 3 Damage to opponent.
- Fight Sk 14 St 25 Relem.
o Your sword gives you +3 Skill & 3 Damage per hit against this enemy.
o Akavit gives you +1 Skill for this battle.
o Potion of Speed (if you used it) gives you two attacks for the first 3 rounds.
o Enemy inflicts 3 Damage per hit.
o If your Stamina falls to 6 or less & you hit enemy twice with sword:
o +2 Stamina & +1 Attack Strength for next three rounds.
- You want to run through the ring of fire & you have a magic ring (4 Damage).
- Take the other passage.
- Test Skill +1. Fail = Death.
- Test Luck. Fail = 2 Damage.
- Wait briefly to see what happens in the chamber.
- Test Luck. Fail = 2 Damage (use Shield of Warding).
- You have three actions available:
o Spit in the snow.
o Pee in the snow.
o Strike heroic pose in your own pee, blood & spit (+5 Respect Points, Elokinan grins).
- You have a Magical Ice Sword.
- You take a last look at the cloud of smoke rising from the debris of the Tower, and turn to find a man standing outside a nearby hut. He offers you some hot food: the prospect has never seemed so good...
There are many, many errors present. A lot of these errors wreck a true path walkthrough, so what I’ve given below works based on a mix of interpretation and what is written in the text. The Stone Jaguar rules are stupid, the Silver Fox, an explanation of ‘action time’ and many more. The Ice Bird is a major problem too; it states that the book & the bird are as one, so I don’t think it is wise to learn any spells.
Skill is definitely the most essential stat here; you need minimum 11+ to stand a decent chance, considering all the Skill Tests and tough fights throughout the book.
Travel Part I
- Do what you can to help the injured.
- Test Luck. Fail = 2 Damage & -1 Skill penalty for the next 4 days.
- Add 1 Honour Point.
- Take Climbing Gear, Flask of Brandy (2 Swigs: heal 4 Stamina each).
- Restore Stamina to Initial Level.
- Add 1 Day to Time Elapsed.
- Try the trees to the right.
- Move ahead regardless.
- Add 1 Day to Time Elapsed.
- Visit Tasrin.
- Eat a meal (-1 Food).
- Test Skill -1. Success = Sneak carefully around, looking for clues (2 Damage to enemy).
- Fight Sk 9 St 12 Smoke Demon.
o -1 Skill penalty for duration of fight.
- Go in & investigate.
- Take Tasrin’s Ring.
- Take Potion of Stamina (heals ½ Initial Stamina points).
- Take 3 Gold Pieces & 4 Food.
- Add 1 Day to Time Elapsed.
- Roll D6 (do not use a Luck Point):
o 1-3: Add 1 Day to Time Elapsed.
- Take Snow Fox.
- Eat a meal (-1 Food).
- Add 1 Day to Time Elapsed.
- Eat a meal (-1 Food).
- Detour and investigate.
- You have Climbing Gear.
- Clean his wound & stay with him to ensure he is all right.
- Accompany Torsten.
- You think you have something you can sell him.
- Sell the Silver Fox (error) for 4 Gold Pieces.
- Sell Flask of Brandy for 2 Gold Pieces.
- You want to buy something from him.
- Buy Crossbow & 10 Bolts (-4 Gold Pieces).
- Buy Potion of Stamina (heals ½ Stamina points, -5 Gold Pieces).
- Settle down to sleep.
- Add 1 Day to Time Elapsed.
- Take 3 Food.
- Take Akavit (+5 Stamina & +1 Skill for next combat when used).
- Eat a meal (-1 Food).
- Add 1 Day to Time Elapsed.
- Eat a meal (-1 Food).
- Set off outside & head north.
- Test Luck.
o If Fail:
o Attack the Dragon.
o Fight Sk 10 St 13 Ice Drake.
o Take Bronze Medallion.
- Eat a meal (-1 Food).
- Add 1 Day to Time Elapsed.
- Eat a meal (-1 Food).
- Test Skill -2 (you have Climbing Gear). Fail = 4 Damage.
- Fight Sk 7 St 7 Ice Ghost & Sk 7 St 6 Ice Ghost together.
o On successful hit, Roll D6. 1-3 = Only 1 Damage to enemy.
o When first Ice Ghost is killed, take 2 Damage.
- Continue in the same way.
Total Days Elapsed: 7-8
The Sphere
- Take the left hand passage.
- Stay & see what happens.
- Fight Sk 8 St 9 Smoke Wraith.
- Enter the spherical chamber & search it thoroughly.
- Test Skill. Fail = Repeat above until successful.
- Open the secret door.
- 5 or more days have elapsed.
- Take 2 Damage.
- Fight Sk 7 St 9 Barbarian Zombie.
- You have spent more than 5 days to get to the sphere.
- Fight Sk 7 St 8 Ice Ghost.
o On successful hit, Roll D6. 1-3 = Only 1 Damage to enemy.
- Fight Sk 10 St 10 Man-Orc Champion.
o Only fight for three rounds.
- Take 2 Damage.
- Look carefully at the Demon statue to check for any clue.
- Take 2 Damage.
- Try striking at the gem you just saw glow.
- Test Skill +1. Fail = 2 Damage & Try again until successful.
- Take 2 Damage.
- Finish off with Fight Sk 10 St X Man-Orc Champion.
- Take Magic Scimitar (+1 Initial Skill, to max of 12).
- Open the door to see what is beyond.
- Add 1 Honour Point (+1 Luck).
- Help him get out of the Sphere.
- Take 4 Damage.
Travel Part II
- Restore Stamina to Initial Level.
- Take Potion of Stamina (heals ½ Stamina points).
- Fill backpack with meals (10 Food: Max)
- If you have a Bronze Medallion:
o Take the Large Brandy Flask (2 Swigs: Each heals 4 Stamina).
- Dash off & enter the fray.
- Fight Sk 9 St 14 Polar Bear.
- Take 6 Gold Pieces.
- Take Bag of Salt.
- Take Extra 3 Food on sled.
- Eat 2 meals (-2 Food).
- Leave any extra food & sled behind.
- Scout around & look for another way to get in.
- Go in through the gatehouse.
- Draw your sword & try to get closer to the archer.
- Fight Sk 8 St 6 Dark Elf.
- Fight Sk 8 St 7 Dark Elf.
- Take 1 Food.
Ice Palace
- Go to the Tower of Shielding.
- Head for the door at the base of the tower.
- Take 4 Damage.
- Fight Sk 8 St 7 Dark Elf.
- Take Shield of Warding (whenever attacked by missile weapon, or spell with ‘bolt’ in name, Roll 2D6. 2-8 = No damage taken).
- Leave the tower.
- Go to the Tower of Airy Light.
- Enter the blue light beam.
- Search the rooms you see.
- Eat a meal (-1 Food).
- Take Blue Potion.
- Enter the yellow light beam.
- 2D6+Skill against 2D6+Sk 8 Ice Mite.
o Fail = Roll D6+2. Lose 3rd-8th item on list.
- Enter the beam of pure darkness.
- Roam around the gallery upstairs.
- Puzzle: 24 hour clocks, Hours x arrowheads.
o 10 x 1 = 10
o 5 x 4 = 20
o 15 x 2 = 30
o 20 x 2 = 40
o 10 x 5 = 50
o 20 x 3 = 60
o 14 x 5 = 70
o unknown = 80
- Turn to Para 80.
- Take Silver Amulet (+1 Luck).
- Add note: Mealin gave you the amulet.
- Enter the red beam.
- Find somewhere else to search in the Ice Palace.
- Go to the Great Tower.
- Fight Sk 8 St 8 Stone Jaguar.
- Go up the spiral staircase.
- Draw your crossbow & fire at the Dark Elf.
- Take D6 Damage.
- 2D6+Skill against 2D6+Sk 10 Dark Elf.
o If successful: Make a note you have hit the Dark Elf with a bolt (-2 Stamina to enemy).
o If fail: Take 5 Damage (use Shield of Warding).
- 2D6+Skill against 2D6+Sk 10 Dark Elf.
o If successful: Make a note you have hit the Dark Elf with a bolt (-2 Stamina, -1 Skill to enemy)
- Fight Sk 10 St 9 Dark Elf Leader.
o If enemy is reduced to 1-2 stamina:
o Spare his life.
o Bind and gag him & leave him here.
- Take his keys and open the door in the basement.
- Take 4 Food.
- Take 3 Elven Weybread (same as Food but do not count as part of 10 food limit).
- Take Potion of Flying.
- Test Luck. Success = Take Potion of Speed (First 3 rounds of a combat, 2 attacks per round).
- Pick up stone jaguar statuette.
- Take Guenhwyvar (Sk 8 St 8 Stone Jaguar fights with you in one fight).
- Leave and search elsewhere in the great palace.
- Go to Tower of Rainbow Ice.
- Eat a meal (-1 Food).
- Fight the Ice Golem.
- Fight Sk 9 St 9 Ice Golem.
o If enemy hits, Roll D6. 1-3 = 3 Damage instead of 2.
- Take right hand passage.
- Puzzle: Squared Prime Numbers.
o 0 + 1² = 1
o 1 + 3² = 10
o 10 + 5² = 35
o 35 + 7² = 84
o 84 + 11² = 205
o 205 + 13² = 374
- Turn to Para 374.
- Take Brown Book & Ice Bird.
o Note: You cannot separate them.
o Note: The Book has 180 pages.
- Head on up the stairs.
- Use your Potion of Flying to get at the Incense Burner.
- Take Incense Burner.
- Take the stairs down, leave the tower & search elsewhere.
- Go to the workshops.
- Visit a weaponmaker’s workshop.
- Test Skill. Success = Take 4 Ice Bolts (Crossbow bolts that do 4 Damage to an opponent).
- Enter the darkened chamber.
- Reach for the hand, to help if you can (2 Damage).
- Stay and hold the spirits hand (6 Damage).
- Add 1 Honour Point (+1 Luck).
- Leave and search some other part of the Ice Palace.
- Go to the stores.
- Try to get past the gates and down the steps.
- Add note: Turn to Para 98 when you find Ice Keys & you have competed your searches elsewhere.
- Explore the stores and warehouses.
- Roll D6. 1-2 = Fight Sk 8 St 10 Snow Tiger.
- Take 8 Food.
- Eat 2 meals (-2 Food).
- Go to the Tower of Black Ice.
- Go down the steps.
- Prepare to fight the creature.
- Fight Sk 10 St 14 Spectre.
o At end of combat:
o If the spectre hit you during the fight: Roll D6.
• 1-5 = -1 Skill.
- Add 1 Honour Point (+1 Luck).
- Make your way up the stairs.
- You have an Ice Bird with you.
- The book has 180 pages. Turn to Para 180.
- Add Note: Each wing has 10 rainbow arcs each of 7 coloured rays.
- Go to the Ice Cathedral.
- Number of arcs of colour = 2x10x7 = 140. Turn to Para 140.
- You do not have a Silver Brooch.
- You have an Incense Burner (+1 Skill, +1 Luck).
- Look at the tombs here.
- Open the tomb of the adult male elf.
- Take Ice Sword.
o Note: It is not magical.
- Lose 1 Honour Point.
- Perform some other action.
- Take the Ice Keys.
o Add Note: There are 44 of them.
- Look at the ice organ.
- Puzzle: Musical Code.
o Each line & each gap represents a letter.
o 4 lines, 4 gaps = 8 letters per set.
o Each set is marked by ticks on the end of each note (I apologise for the incorrect metalanguage, I have zero musical talent).
o 2 ticks = A-H set (A is bottom line, B is bottom gap, C is second lowest line and so on).
o 1 tick = I-P set (I is bottom line, J is bottom gap, K is second lowest line and so on).
o 0 ticks = Q-X set (Q is bottom line, R is bottom gap, S is second lowest line and so on).
o Note: Call Elokinan One Hundred Times.
- Leave here and search elsewhere in the Ice Palace.
- You now have the Ice Keys. Turn to Para 98.
- Use Ice Keys. Turn to Para 44.
Ice Crypts
- You have a Bag of Salt.
- Drink a potion.
- You have a Blue Potion & you wish to drink it.
- Take the path to your right.
- You have a silver amulet.
- Mealin = 13+5+1+12+9+14 = 54. 54*5 = 270. Turn to Para 270.
- Enter this chamber.
- Fight Sk 8 St 9 Cloak Haunt.
o -1 Attack Strength for duration of combat.
o 1 Damage each round until enemy is dead.
- Take Wand of Cold (Use instead of weapon in combat, 5 Damage if it hits).
- Enter in order to put the disturbed dead back to rest.
- Fight Sk 8 St 9 Elf Ghost.
- Continue working here.
- Add 1 Honour Point.
- Eat a meal (-1 Food).
- Fight Sk 8 St 9 Elf Ghost.
- You are content to continue toiling.
- Add note: You have a Mark on your Forehead.
- Go down the left hand passage.
- Test Skill. Fail = 6 Damage.
- You want to continue.
- You cannot use a spell here (2 Damage).
- Reply ‘Tassaskil’.
- Your Honour score is 10.
- You have an Ice Sword.
- Add note: Ice Sword now confers +2 Init Skill bonus!
- Ask for help against a Demon.
- Add note: Ice Sword now deals 3 Damage per hit to Demons!
- Add Note Ice Sword confers additional +1 Skill bonus when fighting Demons!
- Add note: Ice Sword is now magical.
- Go down the ice steps.
- Call one hundred times. Turn to Para 100.
- Your Honour is 10.
- You have a Mark on your forehead.
- Raise Initial & current Stamina to 25 (+2 Luck)!
- Take Potion of Invisibility.
- You have a magical Ice Sword.
Tower of Destruction
- You do not have a Potion of Flying or a Bronze Medallion (you give it to the Barbarians for a Flask of Brandy before you reach the Ice Palace).
- You have a magical ring, so no damage taken.
- Fight Sk 8 St 7 Demonic Servant.
o If you hit enemy twice in a row, enemy dies.
- Walk on past the open doorway.
- Test Skill.
o If fail:
o Fight Sk 8 St 8 Nightgaunt & Sk 8 St 8 Nightgaunt together.
- Go up.
- You do not have a Potion of Flying.
- Decide to fight alone.
- Fight Sk 11 St 16 Great Golem.
o -1 Skill for duration of fight.
o If you are hit: Roll D6. 5-6 = 3 Damage instead of 2.
- Step into the darkness (3 Damage).
- Wade in & force your way through (-1 Skill for next combat).
- Test Skill +2. Fail = 5 Damage (use Shield of Warding).
o If you have any magical crossbow bolts:
o Use a crossbow.
o 2D6+Skill against 2D6+Sk 10 Zeverin (you can do this four times).
o Successful: Note you have inflicted 4 Damage to enemy.
o Fail: Take 3 Damage.
o If you have hit him twice:
• Fire a Wand of Cold at Zeverin.
• Note: You have inflicted 8 Damage to Zeverin.
• You have already inflicted 8 damage from crossbow fire, so he is dead.
o If you have run out of bolts first:
• Fire a Wand of Cold at Zeverin.
• Note: You have inflicted 8 Damage to Zeverin.
• Grip your sword and wait for a chance to fight (5 Damage).
• Fight Sk 10 St 13 Zeverin.
o Deduct any Damage you have already inflicted on him.
o Use the Stone Jaguar here.
o If you do not have any magical crossbow bolts:
o Fire a Wand of Cold at Zeverin.
o Note: You have inflicted 8 Damage to Zeverin.
o Grip your sword and wait for a chance to fight (5 Damage).
o Fight Sk 10 St 13 Zeverin.
• Deduct any Damage you have already inflicted on him.
• Use the Stone Jaguar here.
- You have three actions available (error):
o Drink Akavit.
o Drink Potion of Speed if you have it. Otherwise Brandy/ Potion of Stamina.
o Drink Potion of Stamina if you need it.
- You have a Magical Ice Sword.
- You have a Shield of Warding.
- You have a magical ring. Tasrin = 20+1+19+18+9+14 = 81. 81*3 = 243. Turn to Para 243.
- Take D6 Damage.
- You have an Ice Bird.
o If you took >3 Damage: Use a Potion of Stamina or a Swig of Brandy.
o If you took 3 or less Damage: Inflict 3 Damage to opponent.
- Fight Sk 14 St 25 Relem.
o Your sword gives you +3 Skill & 3 Damage per hit against this enemy.
o Akavit gives you +1 Skill for this battle.
o Potion of Speed (if you used it) gives you two attacks for the first 3 rounds.
o Enemy inflicts 3 Damage per hit.
o If your Stamina falls to 6 or less & you hit enemy twice with sword:
o +2 Stamina & +1 Attack Strength for next three rounds.
- You want to run through the ring of fire & you have a magic ring (4 Damage).
- Take the other passage.
- Test Skill +1. Fail = Death.
- Test Luck. Fail = 2 Damage.
- Wait briefly to see what happens in the chamber.
- Test Luck. Fail = 2 Damage (use Shield of Warding).
- You have three actions available:
o Spit in the snow.
o Pee in the snow.
o Strike heroic pose in your own pee, blood & spit (+5 Respect Points, Elokinan grins).
- You have a Magical Ice Sword.
- You take a last look at the cloud of smoke rising from the debris of the Tower, and turn to find a man standing outside a nearby hut. He offers you some hot food: the prospect has never seemed so good...