Post by champskees on Jan 20, 2014 3:43:27 GMT
Legend of Zagor is a very unique title in the series as it allows you to choose a character to play. In this solution, I have provided a different walkthrough for each character, but I do note that most of it is exactly the same as the rest. I liked the book overall; I like the fact that you can return to areas you have explored via the passageways, and thought that it played very much like a HeroQuest adventure. There are several problems, including the ridiculous amount of fights involved, and the balancing of the characters.
In terms of the solution, I have worked out an optimal route based on minimum gold rolls (i.e. starting with 5 gold, except for Stubble, who would start with 10). If you play a character with more gold, you may want to skip the Skeletal Dragon fight completely (or buy Grave Dust to halve its stamina).
Braxus & Anvar Solution
Braxus
Skill: 7-12 (recommended 9+)
Stamina: 14-24 (recommended 19+)
Luck: 4-9 (min is fine)
Magic Points: 3
Advantage: Versatile (None)
Disadvantage: Versatile (None)
Braxus is one of the best choices. He can equip both magic armour & a magic weapon and has a decent amount of magic points & skill. For this adventure, I recommend a Skill of 9+. Separately, you could defeat almost all of the combats in this solution with a Skill of 9, but the high amount of combats, high enemy stamina scores & number of combats where you fight enemies together makes it very hard to win with a Skill 9 Braxus, especially considering you have such a poor luck score. You can complete this book with 4 Luck though, which I think is great, just remember that you will probably take 3 Damage every time you open a Tower Chest...
You start with:
- 12 Food.
- Backpack, Leather Armour & Shield.
- Lantern.
- Knife (1 Damage to enemy per hit).
- Sword.
- 3D6+2 Gold Pieces.
Anvar
- Skill: 7-12 (recommended 10+)
- Stamina: 19-24 (min is fine)
- Luck: 5-10 (min is fine)
- Magic Points: 1
Advantage: Cannot be surprised (no damage from being surprised)
Disadvantage: Cannot wear plate mail, no attack bonus from wearing chainmail, -2 attack strength when using crossbows
Anvar is one of the poorer choices. He can’t equip magic armour but he has a decent amount of skill & stamina. For this adventure, I recommend a Skill of 10+. His low magic points are not that bad, as you can use magic rings to restore lost points. I don’t think the advantage of not being surprised is really that great, and because he is a barbarian, he misses out on some really good items that other characters get to use.
You start with:
- 12 Food.
- Backpack, Leather Armour & Shield.
- Lantern.
- Knife (1 Damage to enemy per hit).
- Battle Axe.
- 3D6+2 Gold Pieces.
Sanctuary
- Consult one of the king’s sages for advice or help before you set sail.
- You are willing to pay the 5 Gold Pieces (-5 Gold Pieces).
- Add note: Knight destroyed by lions.
- Add note: Hellhorn Champion destroyed by chevrons.
- Add note: War Dragon falls to the stars.
- Add note: Ogre Mutant falls to the goblets.
- Add note: Onyx Staff allows you to use these symbols.
- If you have no Gold Pieces left:
o Try to acquire some extra money.
o Help out with labouring work at the docks.
o Take 2 Gold Pieces.
o Test Luck. Fail = Lose ½ Gold Pieces (rounded up).
- Head for the ship to take you to Tower Island.
- Spend a point of Luck to avoid an encounter (-1 Luck).
Castle Argent: First Floor
- Head straight for Castle Argent.
- Try to force the doors.
- Test Skill+2. Fail = 2 Damage.
- Test Luck.
o If Fail:
o Fight Sk 7 St 6 Great Orc & Sk 7 St 6 Great Orc together.
o Fight Sk 7 St 6 Great Orc & Sk 7 St 6 Great Orc together.
o Take 1 Gold Piece.
- Open the large doors ahead.
- Open the second door along the north passage.
- Take Iron Rod (-1 to future Test Skill when forcing open a door).
- Open the second door along to your left.
- Make a prolonged search (-1 Food).
- Take Magic Ring.
- Take Open Scroll (+1 Luck).
- Test Spot Skill.
o If successful:
o You want to open it.
o You have a lantern.
o Simply open the door.
o Attack the Dark Elf.
o Fight Sk 8 St 10 Dark Elf Wizard.
• If enemy wins first round: 4 Damage with Fireball.
o Search the room (-1 Food).
o Take 3 Gold Pieces.
o Take Silk Tapestry (worth 4 Gold Pieces).
o Take Magic Ring.
o Take Open Scroll (+1 Luck).
o Add note: Wizard Remstar beyond the Heartfires.
o Open the first door along the north passage.
o Take Empty Glass Bottle.
o Make a search of them.
o Take 4 Food (+1 Luck).
o Test Skill. Fail = -2 Attack Strength for next combat.
o Fight Sk 7 St 9 Corpse Lizard.
o You would rather search elsewhere in the castle.
o If fail:
o Open the first door along the north passage.
o Take Empty Glass Bottle.
o Make a search of them.
o Take 4 Food (+1 Luck).
o Test Skill. Fail = -2 Attack Strength for next combat.
o Fight Sk 7 St 9 Corpse Lizard.
o Track the route the monster used to get here.
o Open the secret door.
o You have a lantern.
o Simply open the door.
o Attack the Dark Elf.
o Fight Sk 8 St 10 Dark Elf Wizard.
• If enemy wins first round: 4 Damage with Fireball.
o Search the room (-1 Food).
o Take 3 Gold Pieces.
o Take Silk Tapestry (worth 4 Gold Pieces).
o Take Magic Ring.
o Take Open Scroll (+1 Luck).
o Add note: Wizard Remstar beyond the Heartfires.
- Head for the west passage.
West Passage (First Floor)
- Make for the first door to the south.
- Spend some time searching (-1 Food).
- Test Spot Skill. Note error: Should say if you are successful. Note that passing this test is crucial in order for this solution to be effective.
o If success:
o You have a lantern.
o Explore the secret passageway.
o Test Spot Skill.
• If successful:
o Crawl along it.
o If you are Braxus: -3 Attack Strength for next combat.
o If you are Anvar: -4 Attack Strength for next combat.
o Fight Sk 5 St 4 Castle Imp & Sk 5 St 4 Castle Imp together.
o Enemies only deal 1 Damage per hit.
o TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
• If odd: Take Golden Talisman.
• If even: Take Silver Dagger.
o Open the door to the east (2 Damage).
o Talk to them.
o Add note: Cohsturre is the merchant’s name.
o If you want to hire him (-4 Gold Pieces):
• Add note: Can use thief for three combats (+2 Attack Strength when used).
• Add note: Turn to Para 316 once thief leaves you – option to buy Lockpick for 2 Gold Pieces.
- Make for the second door to the south.
- Beat the door down.
- Roll D6.
o If 1-3:
o Test Skill. Fail = 2 Damage. Fail by more than 3 points = 4 Damage.
o Fight Sk 7 St 6 Great Orc.
o Fight Sk 7 St 6 Great Orc.
- Use an Open scroll (-1 Magic Point).
- Remove the triangle.
- Use an Open scroll (-1 Magic Point).
- Take 2 Gold Pieces (-1 Food).
- Take Fast Hands Scroll.
- Take Herbal Flask (+4 Stamina when used).
- Take Magic Ring (+1 Luck).
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Make for the north side passage.
- Open the door at the end of the passage.
- Knock on the door.
- Ask what he has for sale.
- If you know the name of the merchant:
o Cohsturre = 3+15+9+19+20+21+18+18+5=127. Turn to Para 127.
o Add note: If you spend 8+ Gold Pieces at his store, take Green Crystal Key.
- Take 1 Flask of Lantern Oil (-1 Gold Piece).
- Add note: If you acquire more gold, you may return to Para 194 to buy again until you cross a stairway in the castle.
- You want to leave and search elsewhere.
- Return to the east end of the main east-west passage.
- Make for the single door to the north.
- If bow, deal 2 damage to enemy.
- Fight.
- Fight Sk 8 St 10 Crown Zombie.
- Fight Sk 8 St 10 Crown Zombie.
o Don’t worry about the circlet, not worth it.
- Open one of the doors & attack at once.
- Attack the second Orc (2 Damage).
- Fight Sk 8 St 7 Great Orc & Sk 8 St 7 Great Orc together.
- Take Potion of Invisibility (-2 Attack Strength to enemy when used).
- Take 1 Gold Piece.
- Take 1 Food.
- Restore Stamina to Initial Level.
- Remove one disease.
- Add note: Zuqurulm is imprisoned on the next floor above.
- If you are Braxus: +1 Luck.
North Passage (First Floor)
- Open the door with the grille.
- You have a lantern.
- Open the third door on your right.
- Search this foul place thoroughly.
- Take 2 Vials of Acid (4 Damage if used & hit enemy in combat).
- Open the second door on your right.
- If you have a hireling thief with you: use him to open the door.
- If you don’t: batter it down (4 Damage).
- Fight Sk 7 St 19 Mungus.
o Enemy deals 3 Damage per hit.
- Take 6 Gold Coins.
- Take Magical Chainmail (+1 Attack Strength if you are Braxus, worth 12 Gold Pieces).
- Take 6 Iron Spikes (+1 Luck).
- Head back south to the end of the passageway to search elsewhere.
- Open the door at the passage junction.
- Use lantern oil on the winch.
- You have a lantern (-1 Food).
- Make for the cavern ahead.
- Fight Sk 8 St 14 Stone Guardian.
- Take D6+2 Gold Pieces.
- Take Vial of Colourless Oil (weapon counts as being magical when used).
- Explore the side passage on the way out.
- Walk through it & suffer its effects (5 Damage).
- You want to talk & you think you know his name.
- Remstar = 18+5+13+19+20+1+18=94. 94*2=188. Turn to Para 188.
- You are willing to give up some of your life-force (-1 Initial & Current Luck).
- Take 5 Gold Pieces.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Turn over the first of these cards.
- Take Silver Dagger (+1 Luck).
- Make your way back to the main cavern you entered.
- Return to Para 194 to buy again from the merchant.
- Take Vial of Anti-Venom (-3 Gold Pieces).
- Take Vial of Plague Antidote (-6 Gold Pieces).
- Take X Food (-1 Gold Piece per Provision, ensure you have 10+ Gold for the Genie Bottle).
- Inspect the merchant’s extra special magical items.
- Take Genie Bottle (-10 Gold Pieces, automatically defeats an enemy when used).
- Take Green Crystal Key (you have spent 8+ Gold Pieces in his shop).
- Leave and search elsewhere.
- Go to the western end of the main east-west passage.
- Open the second door on your left.
- Fight Sk 8 St 12 Great Crown Zombie.
- Fight Sk 8 St 12 Great Crown Zombie.
- Open the door in the west wall opposite.
- Fight Sk 8 St 8 Skeleton Warrior.
- Fight Sk 8 St 8 Skeleton Warrior.
- You are ready to ascend the stone stairway (+4 Stamina, +1 Luck, +1 Magic Point).
Main Level (Second Floor)
- If you have a Green Crystal Key:
o Open the second door to your right.
o Cohsturre = 3+15+9+19+20+21+18+18+5=127. 127*2=254. Turn to Para 254.
o Open the casket with the wooden box (+2 Stamina, +1 Luck).
o Take Sapphire, Topaz, Ruby and Emerald.
o Open the casket with the silver ring.
o Fight.
o Fight Sk 7 St 6 Plague Zombie.
o If hit, you contract Undead Plague.
• Each time you enter a room, Roll 2D6. 11 or 12 = Death.
• Use Plague Antidote.
o Take Ring of Truesight ‘50’.
o Leave & explore elsewhere.
- Open the door at the far right.
- Test Spot Skill.
o If successful:
o Open it.
o Take Lava Sphere (+1 Luck).
• Costs 1 Magic Point to activate.
• When used, deals D6 Damage to all enemies in a combat.
- Leave here & take the west passage.
- Open the door to your left.
- Test Skill (-1 as you are using a crowbar).
o If successful: +1 Luck.
o If fail:
o Fight Sk 6 St 3 Orc.
o Fight Sk 6 St 5 Orc.
- Take 2 Food.
- Take Lantern.
- Go to the west to the north turning of the passage.
- Open the door here.
- Test Spot Skill.
o If successful:
o Open it.
o Try to parley with him.
o If you are Braxus:
• Use the armour (-1 Magic Point).
• Take Magical Plate Mail Armour (+2 Attack Strength, +1 Luck).
o Remember to remove your magic chainmail bonus.
o Ask Davian about the knight with the magical sword in the painting.
o Add note: Sir Bethel had the sword.
- Go northwards to the Passage of Hawks.
Passage of Hawks (Second Floor)
- If you are Braxus:
o Open the second door to the west.
o You are Braxus.
o Disguise yourself as a Zombie.
o Go back east along the Passage of Hawks.
- Open the green door to the east.
- Fight Sk 8 St 13 Plant Golem.
o If hit by enemy, Test Skill. Fail = -1 Attack Strength (max -3 penalty).
- Add note: 7 Red Lions.
- Take 4 Gold Pieces.
- Take Potion of Stamina (restores ½ Initial Stamina rounded up when used).
- Head west.
- Open the white door to the west.
- Fight Sk 8 St 10 Animated Armour.
- Fight Sk 8 St 10 Animated Armour.
- Add note: 3 Blue Chevrons.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Go west then along the north passage.
- You want to open the onyx door.
- 2 Actions:
o Use the Genie Bottle here (automatic win).
o Use healing items if you wish.
- Test Luck. Fail = 1 Damage & -1 Attack Strength for next combat.
- Fight Sk 12 St 15 Air Elemental.
o Every third round, Test Luck. Fail = 1 Damage & -1 Attack Strength for the next round.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Take Onyx Staff (+1 Luck).
o Add note: Costs 1 Magic Point to be able to use it in future.
- Open the door with the shield inlay.
- Search the barracks thoroughly (-2 Food).
- If you want more food & healing items:
o Take 2 Flasks of Herbal Liqueur (+4 Stamina when used).
o Take 3 Magic Food (do not count towards total provisions, +1 Luck).
o Fight Sk 5 St 4 Plague Bearer.
o If hit by enemy, death.
- Open the yellow door.
- Fight Sk 8 St 10 Animated Armour.
- Fight Sk 8 St 10 Animated Armour.
- Add note: 8 Green Stars.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Open the blue door.
- Fight it.
- Fight Sk 8 St 18 Stone Colossus.
o I recommend using the thief hireling here.
o If hit, Roll D6. 5-6 = 3 Damage instead of 2.
o If enemy rolls 11 or 12 for attack strength, -1 Magic Point or die.
- Add note: 2 Yellow Goblets.
- Take 3 Gold Pieces.
- Take Magic Ring.
- Take Skill Scroll (+1 Luck).
- Leave the barracks & explore elsewhere.
- Turn east at the end of this southern passage & make for the midway point of the Passage of Hawks to choose somewhere else to search.
- Make for the crossroads to the east.
- Open either of the doors to the north.
- Your only option is to stride forward and hope for the best.
- Test Luck (-2 if thief hireling is still with you). Fail = 6 Damage.
- Test Skill.
o If fail:
o 8 Damage if no armour, 6 Damage if you are wearing chainmail, 4 Damage if you are wearing platemail.
o Test Skill+3 twice (-1 if you have 20+ metres of rope).
• If fail both times:
o Spend a magic point (-1 Magic Point) or die.
o Explore that way again (-1 Food).
o Go back and repeat from ‘your only option is to stride forward...’
Past the Pit Trap
- Open the door to your right.
- Attack the Orc.
- Fight Sk 6 St 6 Orc.
o Enemy only deals 1 Damage per hit.
- You have some Iron Spikes.
- Add note: Ironhog is now with you for D6+1 combats.
o If Ironhog fights with you, -1 to enemy’s Attack Strength if they are wearing armour.
o Runs away immediately if it sees a dragon.
- Open the door opposite with the ceramic plaque.
- If you have a hireling thief with you:
o You want to talk to this strange Elf.
o Consider the items he has for sale.
o Sell Silk Tapestry.
o Take 4 Gold Pieces.
o Buy some information.
o Ask about Tower Chests & where to find them (-2 Gold Pieces).
o Take Silver Dagger (-6 Gold Pieces).
o You have completed your dealings with Elranel.
- If you don’t:
o You want to talk to him.
o Roll 2D6 (-3 if you pay 4 Gold Pieces).
o If 7 or less:
• Consider the items he has for sale.
• Sell Silk Tapestry.
• Take 4 Gold Pieces.
• Buy some information.
• Ask about Tower Chests & where to find them (-2 Gold Pieces).
• Take Silver Dagger (-6 Gold Pieces).
• You have completed your dealings with Elranel.
- Leave & head north to the east-west passageway.
East-west passageway (Second Floor)
- Open the further door to the east.
- If there is a specific knight whose name you know & whose room you want to find:
o Bethel = 2+5+20+8+5+12=52. 52*6=312. Turn to Para 312.
o Take Orc-Slaying Sword.
o Costs 1 Magic Point to activate.
o Attacks for D6+2 rounds, dealing 3 Damage per round to an Orc of your choice.
- Make a general search of the rooms here (-1 Food).
- Test Spot Skill.
o If successful:
o Thrust your hand into the hole in the wall to see what may be concealed there (1 Damage).
o Fight Sk 6 St 2 Castle Rat.
• -2 Attack Strength for duration of combat.
• All attacks deal 1 Damage in this combat.
o Test Skill.
• If successful: Take Potion of Flying (+1 Luck).
- Explore elsewhere (Para 43).
- Head west & then northwards.
- Open the door on your left.
- Add note: For next combat, fight first enemy alone for three rounds before other enemy joins in.
- Fight Sk 9 St 10 Hellhorn & Sk 9 St 10 Hellhorn together.
o I recommend using the thief hireling here.
o If hit by enemy, Roll D6.
o 1 = 1 Damage.
o 2-4 = 2 Damage.
o 5 = 2 Damage, -1 Skill for duration of combat.
o 6 = 2 Damage & 2 Poison Damage.
- Take 2 Magic Rings (+1 Luck).
- Leave & go north to the great wrought-iron door.
- You are ready to move on.
Throne Room (Second Floor)
- If you are Braxus:
o You have disguised yourself as a zombie.
o 1 Action:
o Throw a Lava Sphere or activate Orc Slaying Sword (-1 Magic Point for either option).
- Fight Sk 6 St 5 Orc & Sk 6 St 5 Orc together.
- Fight Sk 7 St 6 Great Orc & Sk 7 St 6 Great Orc together.
o -1 Attack Strength to enemies if Ironhog is still with you.
- Fight Sk 7 St 6 Great Orc & Sk 7 St 6 Great Orc together.
o -1 Attack Strength to enemies if Ironhog is still with you.
- Fight Sk 7 St 8 Mutant Orc & Sk 7 St 8 Mutant Orc together.
- Fight Sk 8 St 12 Crown Zombie & Sk 8 St 12 Crown Zombie together.
- 2 Actions:
o Heal yourself.
o Activate Orc Slaying Sword if you really want to (-1 Magic Point).
- Fight Sk 9 St 17 Thulu.
o -1 Attack Strength to enemy if Ironhog is still with you.
- Take 3 Food (+1 Luck).
- Open the far right door in the north wall.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Test Spot Skill. If successful = Don’t open it.
- Open the westernmost door in the north wall.
- Take 1 Gold Piece.
- Open the door in the west wall (+8 Stamina).
- Cured of all plagues.
- You know the name of this healer. Zuqurulm = 26+21+17+21+18+21+12+13=149. Turn to Para 149.
- Learn Stamina Spell (Costs 1 Magic Point; restores ½ Initial Stamina rounded up when used).
- If you are Braxus:
o Learn Special Stamina Spell (Costs 3 Magic Points; used in combat, if you win attack round when you cast it, restores ½ Initial Stamina rounded up).
- Open the door in the middle.
Bronze Stride
- If you have the four gems:
o Open the other door to the north.
o You have the gems. REST = 18+5+19+20=62. Turn to Para 62.
o Add note: You may return to the Chamber of Meditation only once during your adventure while in the Bronze Stride. When you do: eat 1 meal (-1 Food) & restore Stamina to Initial Level.
- If you are Braxus:
o Open the black & gold door.
o You have not opened the eastern door before.
o You have an Onyx Staff with you.
o Activate the Staff (-1 Magic Point).
o 7 Red Lions. Red = 18+5+4=27. 27*7=189. Turn to Para 189.
o Fight Sk 11 St 17 Dark Knight.
o Onyx staff effect: -2 to enemy’s attack strength & 2 Damage to enemy every round.
o You are Braxus.
o Take Magic Two Handed Sword (+1 Attack Strength/+2 Attack Strength vs. Dragons & Zagor, +2 Luck).
o You don’t have both sets of keys.
- Open the doors to the east wing.
- Open the door to the east.
- You have an Onyx Staff & wish to use it here.
- 2 Yellow Goblets. Yellow = 25+5+12+12+15+23=92. 92+8=100. 100*2=200. Turn to Para 200.
- Fight Sk 9 St 22 Grool.
o Onyx staff effect: 12 Damage to enemy.
o If Grool’s stamina is reduced to 8 or less:
o Make for the stone steps & try to climb up onto the platform.
o Test Grool’s Skill (9). Success = 2 Damage.
o Test Grool’s Skill (9). Success = 2 Damage.
o Test Grool’s Skill (9). Success = 2 Damage.
o Restore D6+1 enemy’s Stamina and defeat enemy.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Take 5 Food.
- Take Dragonbone Keys ‘116’.
- If you are Anvar:
o Take Magic Barbarian Axe (+1 Attack Strength/+2 Attack Strength vs. Dragons & Zagor, +1 Luck).
- Open the door to the west.
- Open the doors to the west wing.
- You have a magic weapon.
- Fight Sk 10 St 14 Spectre.
- I recommend using the thief hireling here.
o If hit by enemy at least once, Roll D6. 1-5 = -1 Current & Initial Skill.
- Open the plain door to the north.
- You want to use a magic point to summon Dorrick (-1 Magic Point).
- You tried to communicate with Dorrick.
- You have not visited them yet.
- Go to the Templar’s rooms immediately.
- Add note: Turn to Para 348 if you slay the Grand Templar.
- Fight Sk 10 St 15 Chaos Champion.
o Use Potion of Invisibility here.
o If hit, 2 Damage & Roll D6.
o 6 = Roll D6.
• 1-2 = 1 Damage.
• 3 = -1 Initial Stamina.
• 4 = -1 Initial Skill.
• 5 = -1 Initial Luck.
• 6 = 2D6 Damage, 3 Damage to enemy.
- Turn to Para 348.
- 3 Damage & Test Skill. Fail = 3 Damage & try again until successful.
- Take Orb of the Templar (3 Skill points used for 1 combat only, can go over Initial Score, +1 Luck).
- Search elsewhere in the west wing.
- Open the unmarked door to the south.
- Enter here.
- You have an Onyx Staff & wish to use it here.
- 3 Blue Chevrons. Blue = 2+12+21+5=40. 40*3=120. Turn to Para 120.
- Error: instructions should say return to Para 223.
- Fight Sk 10 St 16 Hellhorn Champion.
o -1 Attack Strength unless you have taken Anti Venom.
o Onyx staff effect: 8 Damage to enemy.
o If hit by enemy, Roll D6.
o 1 = 1 Damage.
o 2-4 = 2 Damage.
o 5 = 2 Damage, -1 Skill for duration of combat.
o 6 = 2 Damage & 2 Poison Damage.
- Take 3 Gold Pieces.
- Take Minor Loot (worth 10 Gold Pieces).
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Take Dragonbone Keys ‘161’.
- Leave the stone hammer behind.
- Open the east doors.
- Open the black and gold door.
- If you are Braxus:
o You have already opened the east door here.
- Try to open the crystalline doors.
- You possess both sets of Dragonbone Keys. 161+116 = 277. Turn to Para 277.
o Note that the thief hireling will leave you here.
Endgame
- You cannot cast a Jump spell.
- Test Luck. Fail = -1 Skill while in corridor.
- Counter this by using a Skill scroll.
- Test Luck. Fail = 3 Damage.
- You have a lantern & throw this at the Mummy.
- Test Skill+2. Success = 2 Damage to enemy & 2 Damage to enemy every attack round.
- Fight Sk 10 St 22 Great Mummy.
- You have an Onyx Wand.
- 8 Green Stars. Green = 7+18+5+5+14=49. 49*8-100=292. Turn to Para 292.
o Error: Calculation should include a subtraction of 100.
- If you have a Potion of Flying:
o Use a Potion of Flying.
- Otherwise:
o Enter the swirling vortex, hoping to be carried upwards (6 Damage).
o Test Skill. Success = +1 Luck. Fail = Death.
- Fight Sk 15 St 20 War Dragon.
o Onyx staff effect: 2 Damage to enemy after each round for eight rounds. -2 enemy’s Attack Strength after first round.
o If hit by enemy, Roll D6.
o 1-2 = 2 Damage.
o 3 = 3 Damage.
o 4 = 1 Damage.
o 5-6 = 4 Fire Damage.
o Recommended you use Fast Hands Scroll for this combat & some Orb power.
- Spend a Luck point to snatch three.
- Grab wooden chest.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
o +1 Luck if you didn’t trigger a trap.
- Grab potion bottle.
- Take Potion of Flying.
- Grab handful of dust.
- Restore Skill, Luck & Stamina to Initial Levels.
- You have taken your three items.
- If you have a Ring of Truesight: 50*7=350. Turn to Para 350.
o Enter anyway.
o -1 Current & Initial Luck & +1 Initial & Current Skill.
- Open the entrance normally.
- Recommend using the Fast Hands scroll for this fight.
- Each Golden Talisman = -1 Zagor’s Skill.
- Each Silver Dagger = -2 Zagor’s Stamina.
- Set about the business of attacking Zagor immediately.
- Add note: Zagor’s Skill is 16 (before any reductions).
- If you possess less than 9 Silver Daggers:
o Run up the steps.
o Fight Sk 7 St 5 Demonic Servant.
o If hit, take 1 Damage & 1 Poison Damage.
o Each round, Zagor restores 1 Stamina point.
- If you possess 9 or more Silver Daggers:
o Use some of the magic from your weapon to cleave through the steps & create a passage upwards (-2 Attack Strength for first two attack rounds)
- Fight Sk 16 St 20 Zagor-Demon.
o If hit by enemy:
o 1st round: 7 Damage.
o 2nd round: 5 Damage.
o 3rd round: -1 Skill, 2 Damage.
o 4th & 5th round: 1 Damage & 2 Poison Damage.
o 6th round+: 2 Damage.
o If Zagor’s Stamina is reduced to 2 Stamina or less & is still alive:
o Test Luck. Fail = 4 Damage.
- Don’t open it (+5 Stamina, +1 Luck).
- Bridge is made out of Rope. Rope = 18+15+16+5=54*6. Turn to Para 324.
- Drink a Potion of Flying & a Potion of Stamina or Cast the Stamina Spell (-1 Magic Point).
- Add 40 seconds.
- Add note: Potion of Flying halves travelling time.
- Add note: If take 500+ seconds: Turn to Para 219.
- Add 25 seconds (originally 50 seconds).
- You have taken a Potion of Flying.
- Test Luck.
o If success: +50 Seconds.
o If fail: +100 Seconds.
- Add 50 seconds (originally 100 seconds).
- Spend no luck.
- Add 60 seconds (originally 120).
- Test Luck. Fail = 4 Damage & Add 2D6*10 Seconds.
- Add 10 seconds if you have a Ring of Truesight (originally 30 seconds).
- If you have 3 or less stamina: death.
- You drop the body of the Zagor-Demon into the chasm of the Heartfires and return to Sanctuary with the Centaur & his crew.

In terms of the solution, I have worked out an optimal route based on minimum gold rolls (i.e. starting with 5 gold, except for Stubble, who would start with 10). If you play a character with more gold, you may want to skip the Skeletal Dragon fight completely (or buy Grave Dust to halve its stamina).
Braxus & Anvar Solution
Braxus
Skill: 7-12 (recommended 9+)
Stamina: 14-24 (recommended 19+)
Luck: 4-9 (min is fine)
Magic Points: 3
Advantage: Versatile (None)
Disadvantage: Versatile (None)
Braxus is one of the best choices. He can equip both magic armour & a magic weapon and has a decent amount of magic points & skill. For this adventure, I recommend a Skill of 9+. Separately, you could defeat almost all of the combats in this solution with a Skill of 9, but the high amount of combats, high enemy stamina scores & number of combats where you fight enemies together makes it very hard to win with a Skill 9 Braxus, especially considering you have such a poor luck score. You can complete this book with 4 Luck though, which I think is great, just remember that you will probably take 3 Damage every time you open a Tower Chest...
You start with:
- 12 Food.
- Backpack, Leather Armour & Shield.
- Lantern.
- Knife (1 Damage to enemy per hit).
- Sword.
- 3D6+2 Gold Pieces.
Anvar
- Skill: 7-12 (recommended 10+)
- Stamina: 19-24 (min is fine)
- Luck: 5-10 (min is fine)
- Magic Points: 1
Advantage: Cannot be surprised (no damage from being surprised)
Disadvantage: Cannot wear plate mail, no attack bonus from wearing chainmail, -2 attack strength when using crossbows
Anvar is one of the poorer choices. He can’t equip magic armour but he has a decent amount of skill & stamina. For this adventure, I recommend a Skill of 10+. His low magic points are not that bad, as you can use magic rings to restore lost points. I don’t think the advantage of not being surprised is really that great, and because he is a barbarian, he misses out on some really good items that other characters get to use.
You start with:
- 12 Food.
- Backpack, Leather Armour & Shield.
- Lantern.
- Knife (1 Damage to enemy per hit).
- Battle Axe.
- 3D6+2 Gold Pieces.
Sanctuary
- Consult one of the king’s sages for advice or help before you set sail.
- You are willing to pay the 5 Gold Pieces (-5 Gold Pieces).
- Add note: Knight destroyed by lions.
- Add note: Hellhorn Champion destroyed by chevrons.
- Add note: War Dragon falls to the stars.
- Add note: Ogre Mutant falls to the goblets.
- Add note: Onyx Staff allows you to use these symbols.
- If you have no Gold Pieces left:
o Try to acquire some extra money.
o Help out with labouring work at the docks.
o Take 2 Gold Pieces.
o Test Luck. Fail = Lose ½ Gold Pieces (rounded up).
- Head for the ship to take you to Tower Island.
- Spend a point of Luck to avoid an encounter (-1 Luck).
Castle Argent: First Floor
- Head straight for Castle Argent.
- Try to force the doors.
- Test Skill+2. Fail = 2 Damage.
- Test Luck.
o If Fail:
o Fight Sk 7 St 6 Great Orc & Sk 7 St 6 Great Orc together.
o Fight Sk 7 St 6 Great Orc & Sk 7 St 6 Great Orc together.
o Take 1 Gold Piece.
- Open the large doors ahead.
- Open the second door along the north passage.
- Take Iron Rod (-1 to future Test Skill when forcing open a door).
- Open the second door along to your left.
- Make a prolonged search (-1 Food).
- Take Magic Ring.
- Take Open Scroll (+1 Luck).
- Test Spot Skill.
o If successful:
o You want to open it.
o You have a lantern.
o Simply open the door.
o Attack the Dark Elf.
o Fight Sk 8 St 10 Dark Elf Wizard.
• If enemy wins first round: 4 Damage with Fireball.
o Search the room (-1 Food).
o Take 3 Gold Pieces.
o Take Silk Tapestry (worth 4 Gold Pieces).
o Take Magic Ring.
o Take Open Scroll (+1 Luck).
o Add note: Wizard Remstar beyond the Heartfires.
o Open the first door along the north passage.
o Take Empty Glass Bottle.
o Make a search of them.
o Take 4 Food (+1 Luck).
o Test Skill. Fail = -2 Attack Strength for next combat.
o Fight Sk 7 St 9 Corpse Lizard.
o You would rather search elsewhere in the castle.
o If fail:
o Open the first door along the north passage.
o Take Empty Glass Bottle.
o Make a search of them.
o Take 4 Food (+1 Luck).
o Test Skill. Fail = -2 Attack Strength for next combat.
o Fight Sk 7 St 9 Corpse Lizard.
o Track the route the monster used to get here.
o Open the secret door.
o You have a lantern.
o Simply open the door.
o Attack the Dark Elf.
o Fight Sk 8 St 10 Dark Elf Wizard.
• If enemy wins first round: 4 Damage with Fireball.
o Search the room (-1 Food).
o Take 3 Gold Pieces.
o Take Silk Tapestry (worth 4 Gold Pieces).
o Take Magic Ring.
o Take Open Scroll (+1 Luck).
o Add note: Wizard Remstar beyond the Heartfires.
- Head for the west passage.
West Passage (First Floor)
- Make for the first door to the south.
- Spend some time searching (-1 Food).
- Test Spot Skill. Note error: Should say if you are successful. Note that passing this test is crucial in order for this solution to be effective.
o If success:
o You have a lantern.
o Explore the secret passageway.
o Test Spot Skill.
• If successful:
o Crawl along it.
o If you are Braxus: -3 Attack Strength for next combat.
o If you are Anvar: -4 Attack Strength for next combat.
o Fight Sk 5 St 4 Castle Imp & Sk 5 St 4 Castle Imp together.
o Enemies only deal 1 Damage per hit.
o TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
• If odd: Take Golden Talisman.
• If even: Take Silver Dagger.
o Open the door to the east (2 Damage).
o Talk to them.
o Add note: Cohsturre is the merchant’s name.
o If you want to hire him (-4 Gold Pieces):
• Add note: Can use thief for three combats (+2 Attack Strength when used).
• Add note: Turn to Para 316 once thief leaves you – option to buy Lockpick for 2 Gold Pieces.
- Make for the second door to the south.
- Beat the door down.
- Roll D6.
o If 1-3:
o Test Skill. Fail = 2 Damage. Fail by more than 3 points = 4 Damage.
o Fight Sk 7 St 6 Great Orc.
o Fight Sk 7 St 6 Great Orc.
- Use an Open scroll (-1 Magic Point).
- Remove the triangle.
- Use an Open scroll (-1 Magic Point).
- Take 2 Gold Pieces (-1 Food).
- Take Fast Hands Scroll.
- Take Herbal Flask (+4 Stamina when used).
- Take Magic Ring (+1 Luck).
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Make for the north side passage.
- Open the door at the end of the passage.
- Knock on the door.
- Ask what he has for sale.
- If you know the name of the merchant:
o Cohsturre = 3+15+9+19+20+21+18+18+5=127. Turn to Para 127.
o Add note: If you spend 8+ Gold Pieces at his store, take Green Crystal Key.
- Take 1 Flask of Lantern Oil (-1 Gold Piece).
- Add note: If you acquire more gold, you may return to Para 194 to buy again until you cross a stairway in the castle.
- You want to leave and search elsewhere.
- Return to the east end of the main east-west passage.
- Make for the single door to the north.
- If bow, deal 2 damage to enemy.
- Fight.
- Fight Sk 8 St 10 Crown Zombie.
- Fight Sk 8 St 10 Crown Zombie.
o Don’t worry about the circlet, not worth it.
- Open one of the doors & attack at once.
- Attack the second Orc (2 Damage).
- Fight Sk 8 St 7 Great Orc & Sk 8 St 7 Great Orc together.
- Take Potion of Invisibility (-2 Attack Strength to enemy when used).
- Take 1 Gold Piece.
- Take 1 Food.
- Restore Stamina to Initial Level.
- Remove one disease.
- Add note: Zuqurulm is imprisoned on the next floor above.
- If you are Braxus: +1 Luck.
North Passage (First Floor)
- Open the door with the grille.
- You have a lantern.
- Open the third door on your right.
- Search this foul place thoroughly.
- Take 2 Vials of Acid (4 Damage if used & hit enemy in combat).
- Open the second door on your right.
- If you have a hireling thief with you: use him to open the door.
- If you don’t: batter it down (4 Damage).
- Fight Sk 7 St 19 Mungus.
o Enemy deals 3 Damage per hit.
- Take 6 Gold Coins.
- Take Magical Chainmail (+1 Attack Strength if you are Braxus, worth 12 Gold Pieces).
- Take 6 Iron Spikes (+1 Luck).
- Head back south to the end of the passageway to search elsewhere.
- Open the door at the passage junction.
- Use lantern oil on the winch.
- You have a lantern (-1 Food).
- Make for the cavern ahead.
- Fight Sk 8 St 14 Stone Guardian.
- Take D6+2 Gold Pieces.
- Take Vial of Colourless Oil (weapon counts as being magical when used).
- Explore the side passage on the way out.
- Walk through it & suffer its effects (5 Damage).
- You want to talk & you think you know his name.
- Remstar = 18+5+13+19+20+1+18=94. 94*2=188. Turn to Para 188.
- You are willing to give up some of your life-force (-1 Initial & Current Luck).
- Take 5 Gold Pieces.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Turn over the first of these cards.
- Take Silver Dagger (+1 Luck).
- Make your way back to the main cavern you entered.
- Return to Para 194 to buy again from the merchant.
- Take Vial of Anti-Venom (-3 Gold Pieces).
- Take Vial of Plague Antidote (-6 Gold Pieces).
- Take X Food (-1 Gold Piece per Provision, ensure you have 10+ Gold for the Genie Bottle).
- Inspect the merchant’s extra special magical items.
- Take Genie Bottle (-10 Gold Pieces, automatically defeats an enemy when used).
- Take Green Crystal Key (you have spent 8+ Gold Pieces in his shop).
- Leave and search elsewhere.
- Go to the western end of the main east-west passage.
- Open the second door on your left.
- Fight Sk 8 St 12 Great Crown Zombie.
- Fight Sk 8 St 12 Great Crown Zombie.
- Open the door in the west wall opposite.
- Fight Sk 8 St 8 Skeleton Warrior.
- Fight Sk 8 St 8 Skeleton Warrior.
- You are ready to ascend the stone stairway (+4 Stamina, +1 Luck, +1 Magic Point).
Main Level (Second Floor)
- If you have a Green Crystal Key:
o Open the second door to your right.
o Cohsturre = 3+15+9+19+20+21+18+18+5=127. 127*2=254. Turn to Para 254.
o Open the casket with the wooden box (+2 Stamina, +1 Luck).
o Take Sapphire, Topaz, Ruby and Emerald.
o Open the casket with the silver ring.
o Fight.
o Fight Sk 7 St 6 Plague Zombie.
o If hit, you contract Undead Plague.
• Each time you enter a room, Roll 2D6. 11 or 12 = Death.
• Use Plague Antidote.
o Take Ring of Truesight ‘50’.
o Leave & explore elsewhere.
- Open the door at the far right.
- Test Spot Skill.
o If successful:
o Open it.
o Take Lava Sphere (+1 Luck).
• Costs 1 Magic Point to activate.
• When used, deals D6 Damage to all enemies in a combat.
- Leave here & take the west passage.
- Open the door to your left.
- Test Skill (-1 as you are using a crowbar).
o If successful: +1 Luck.
o If fail:
o Fight Sk 6 St 3 Orc.
o Fight Sk 6 St 5 Orc.
- Take 2 Food.
- Take Lantern.
- Go to the west to the north turning of the passage.
- Open the door here.
- Test Spot Skill.
o If successful:
o Open it.
o Try to parley with him.
o If you are Braxus:
• Use the armour (-1 Magic Point).
• Take Magical Plate Mail Armour (+2 Attack Strength, +1 Luck).
o Remember to remove your magic chainmail bonus.
o Ask Davian about the knight with the magical sword in the painting.
o Add note: Sir Bethel had the sword.
- Go northwards to the Passage of Hawks.
Passage of Hawks (Second Floor)
- If you are Braxus:
o Open the second door to the west.
o You are Braxus.
o Disguise yourself as a Zombie.
o Go back east along the Passage of Hawks.
- Open the green door to the east.
- Fight Sk 8 St 13 Plant Golem.
o If hit by enemy, Test Skill. Fail = -1 Attack Strength (max -3 penalty).
- Add note: 7 Red Lions.
- Take 4 Gold Pieces.
- Take Potion of Stamina (restores ½ Initial Stamina rounded up when used).
- Head west.
- Open the white door to the west.
- Fight Sk 8 St 10 Animated Armour.
- Fight Sk 8 St 10 Animated Armour.
- Add note: 3 Blue Chevrons.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Go west then along the north passage.
- You want to open the onyx door.
- 2 Actions:
o Use the Genie Bottle here (automatic win).
o Use healing items if you wish.
- Test Luck. Fail = 1 Damage & -1 Attack Strength for next combat.
- Fight Sk 12 St 15 Air Elemental.
o Every third round, Test Luck. Fail = 1 Damage & -1 Attack Strength for the next round.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Take Onyx Staff (+1 Luck).
o Add note: Costs 1 Magic Point to be able to use it in future.
- Open the door with the shield inlay.
- Search the barracks thoroughly (-2 Food).
- If you want more food & healing items:
o Take 2 Flasks of Herbal Liqueur (+4 Stamina when used).
o Take 3 Magic Food (do not count towards total provisions, +1 Luck).
o Fight Sk 5 St 4 Plague Bearer.
o If hit by enemy, death.
- Open the yellow door.
- Fight Sk 8 St 10 Animated Armour.
- Fight Sk 8 St 10 Animated Armour.
- Add note: 8 Green Stars.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Open the blue door.
- Fight it.
- Fight Sk 8 St 18 Stone Colossus.
o I recommend using the thief hireling here.
o If hit, Roll D6. 5-6 = 3 Damage instead of 2.
o If enemy rolls 11 or 12 for attack strength, -1 Magic Point or die.
- Add note: 2 Yellow Goblets.
- Take 3 Gold Pieces.
- Take Magic Ring.
- Take Skill Scroll (+1 Luck).
- Leave the barracks & explore elsewhere.
- Turn east at the end of this southern passage & make for the midway point of the Passage of Hawks to choose somewhere else to search.
- Make for the crossroads to the east.
- Open either of the doors to the north.
- Your only option is to stride forward and hope for the best.
- Test Luck (-2 if thief hireling is still with you). Fail = 6 Damage.
- Test Skill.
o If fail:
o 8 Damage if no armour, 6 Damage if you are wearing chainmail, 4 Damage if you are wearing platemail.
o Test Skill+3 twice (-1 if you have 20+ metres of rope).
• If fail both times:
o Spend a magic point (-1 Magic Point) or die.
o Explore that way again (-1 Food).
o Go back and repeat from ‘your only option is to stride forward...’
Past the Pit Trap
- Open the door to your right.
- Attack the Orc.
- Fight Sk 6 St 6 Orc.
o Enemy only deals 1 Damage per hit.
- You have some Iron Spikes.
- Add note: Ironhog is now with you for D6+1 combats.
o If Ironhog fights with you, -1 to enemy’s Attack Strength if they are wearing armour.
o Runs away immediately if it sees a dragon.
- Open the door opposite with the ceramic plaque.
- If you have a hireling thief with you:
o You want to talk to this strange Elf.
o Consider the items he has for sale.
o Sell Silk Tapestry.
o Take 4 Gold Pieces.
o Buy some information.
o Ask about Tower Chests & where to find them (-2 Gold Pieces).
o Take Silver Dagger (-6 Gold Pieces).
o You have completed your dealings with Elranel.
- If you don’t:
o You want to talk to him.
o Roll 2D6 (-3 if you pay 4 Gold Pieces).
o If 7 or less:
• Consider the items he has for sale.
• Sell Silk Tapestry.
• Take 4 Gold Pieces.
• Buy some information.
• Ask about Tower Chests & where to find them (-2 Gold Pieces).
• Take Silver Dagger (-6 Gold Pieces).
• You have completed your dealings with Elranel.
- Leave & head north to the east-west passageway.
East-west passageway (Second Floor)
- Open the further door to the east.
- If there is a specific knight whose name you know & whose room you want to find:
o Bethel = 2+5+20+8+5+12=52. 52*6=312. Turn to Para 312.
o Take Orc-Slaying Sword.
o Costs 1 Magic Point to activate.
o Attacks for D6+2 rounds, dealing 3 Damage per round to an Orc of your choice.
- Make a general search of the rooms here (-1 Food).
- Test Spot Skill.
o If successful:
o Thrust your hand into the hole in the wall to see what may be concealed there (1 Damage).
o Fight Sk 6 St 2 Castle Rat.
• -2 Attack Strength for duration of combat.
• All attacks deal 1 Damage in this combat.
o Test Skill.
• If successful: Take Potion of Flying (+1 Luck).
- Explore elsewhere (Para 43).
- Head west & then northwards.
- Open the door on your left.
- Add note: For next combat, fight first enemy alone for three rounds before other enemy joins in.
- Fight Sk 9 St 10 Hellhorn & Sk 9 St 10 Hellhorn together.
o I recommend using the thief hireling here.
o If hit by enemy, Roll D6.
o 1 = 1 Damage.
o 2-4 = 2 Damage.
o 5 = 2 Damage, -1 Skill for duration of combat.
o 6 = 2 Damage & 2 Poison Damage.
- Take 2 Magic Rings (+1 Luck).
- Leave & go north to the great wrought-iron door.
- You are ready to move on.
Throne Room (Second Floor)
- If you are Braxus:
o You have disguised yourself as a zombie.
o 1 Action:
o Throw a Lava Sphere or activate Orc Slaying Sword (-1 Magic Point for either option).
- Fight Sk 6 St 5 Orc & Sk 6 St 5 Orc together.
- Fight Sk 7 St 6 Great Orc & Sk 7 St 6 Great Orc together.
o -1 Attack Strength to enemies if Ironhog is still with you.
- Fight Sk 7 St 6 Great Orc & Sk 7 St 6 Great Orc together.
o -1 Attack Strength to enemies if Ironhog is still with you.
- Fight Sk 7 St 8 Mutant Orc & Sk 7 St 8 Mutant Orc together.
- Fight Sk 8 St 12 Crown Zombie & Sk 8 St 12 Crown Zombie together.
- 2 Actions:
o Heal yourself.
o Activate Orc Slaying Sword if you really want to (-1 Magic Point).
- Fight Sk 9 St 17 Thulu.
o -1 Attack Strength to enemy if Ironhog is still with you.
- Take 3 Food (+1 Luck).
- Open the far right door in the north wall.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Test Spot Skill. If successful = Don’t open it.
- Open the westernmost door in the north wall.
- Take 1 Gold Piece.
- Open the door in the west wall (+8 Stamina).
- Cured of all plagues.
- You know the name of this healer. Zuqurulm = 26+21+17+21+18+21+12+13=149. Turn to Para 149.
- Learn Stamina Spell (Costs 1 Magic Point; restores ½ Initial Stamina rounded up when used).
- If you are Braxus:
o Learn Special Stamina Spell (Costs 3 Magic Points; used in combat, if you win attack round when you cast it, restores ½ Initial Stamina rounded up).
- Open the door in the middle.
Bronze Stride
- If you have the four gems:
o Open the other door to the north.
o You have the gems. REST = 18+5+19+20=62. Turn to Para 62.
o Add note: You may return to the Chamber of Meditation only once during your adventure while in the Bronze Stride. When you do: eat 1 meal (-1 Food) & restore Stamina to Initial Level.
- If you are Braxus:
o Open the black & gold door.
o You have not opened the eastern door before.
o You have an Onyx Staff with you.
o Activate the Staff (-1 Magic Point).
o 7 Red Lions. Red = 18+5+4=27. 27*7=189. Turn to Para 189.
o Fight Sk 11 St 17 Dark Knight.
o Onyx staff effect: -2 to enemy’s attack strength & 2 Damage to enemy every round.
o You are Braxus.
o Take Magic Two Handed Sword (+1 Attack Strength/+2 Attack Strength vs. Dragons & Zagor, +2 Luck).
o You don’t have both sets of keys.
- Open the doors to the east wing.
- Open the door to the east.
- You have an Onyx Staff & wish to use it here.
- 2 Yellow Goblets. Yellow = 25+5+12+12+15+23=92. 92+8=100. 100*2=200. Turn to Para 200.
- Fight Sk 9 St 22 Grool.
o Onyx staff effect: 12 Damage to enemy.
o If Grool’s stamina is reduced to 8 or less:
o Make for the stone steps & try to climb up onto the platform.
o Test Grool’s Skill (9). Success = 2 Damage.
o Test Grool’s Skill (9). Success = 2 Damage.
o Test Grool’s Skill (9). Success = 2 Damage.
o Restore D6+1 enemy’s Stamina and defeat enemy.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Take 5 Food.
- Take Dragonbone Keys ‘116’.
- If you are Anvar:
o Take Magic Barbarian Axe (+1 Attack Strength/+2 Attack Strength vs. Dragons & Zagor, +1 Luck).
- Open the door to the west.
- Open the doors to the west wing.
- You have a magic weapon.
- Fight Sk 10 St 14 Spectre.
- I recommend using the thief hireling here.
o If hit by enemy at least once, Roll D6. 1-5 = -1 Current & Initial Skill.
- Open the plain door to the north.
- You want to use a magic point to summon Dorrick (-1 Magic Point).
- You tried to communicate with Dorrick.
- You have not visited them yet.
- Go to the Templar’s rooms immediately.
- Add note: Turn to Para 348 if you slay the Grand Templar.
- Fight Sk 10 St 15 Chaos Champion.
o Use Potion of Invisibility here.
o If hit, 2 Damage & Roll D6.
o 6 = Roll D6.
• 1-2 = 1 Damage.
• 3 = -1 Initial Stamina.
• 4 = -1 Initial Skill.
• 5 = -1 Initial Luck.
• 6 = 2D6 Damage, 3 Damage to enemy.
- Turn to Para 348.
- 3 Damage & Test Skill. Fail = 3 Damage & try again until successful.
- Take Orb of the Templar (3 Skill points used for 1 combat only, can go over Initial Score, +1 Luck).
- Search elsewhere in the west wing.
- Open the unmarked door to the south.
- Enter here.
- You have an Onyx Staff & wish to use it here.
- 3 Blue Chevrons. Blue = 2+12+21+5=40. 40*3=120. Turn to Para 120.
- Error: instructions should say return to Para 223.
- Fight Sk 10 St 16 Hellhorn Champion.
o -1 Attack Strength unless you have taken Anti Venom.
o Onyx staff effect: 8 Damage to enemy.
o If hit by enemy, Roll D6.
o 1 = 1 Damage.
o 2-4 = 2 Damage.
o 5 = 2 Damage, -1 Skill for duration of combat.
o 6 = 2 Damage & 2 Poison Damage.
- Take 3 Gold Pieces.
- Take Minor Loot (worth 10 Gold Pieces).
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
- Take Dragonbone Keys ‘161’.
- Leave the stone hammer behind.
- Open the east doors.
- Open the black and gold door.
- If you are Braxus:
o You have already opened the east door here.
- Try to open the crystalline doors.
- You possess both sets of Dragonbone Keys. 161+116 = 277. Turn to Para 277.
o Note that the thief hireling will leave you here.
Endgame
- You cannot cast a Jump spell.
- Test Luck. Fail = -1 Skill while in corridor.
- Counter this by using a Skill scroll.
- Test Luck. Fail = 3 Damage.
- You have a lantern & throw this at the Mummy.
- Test Skill+2. Success = 2 Damage to enemy & 2 Damage to enemy every attack round.
- Fight Sk 10 St 22 Great Mummy.
- You have an Onyx Wand.
- 8 Green Stars. Green = 7+18+5+5+14=49. 49*8-100=292. Turn to Para 292.
o Error: Calculation should include a subtraction of 100.
- If you have a Potion of Flying:
o Use a Potion of Flying.
- Otherwise:
o Enter the swirling vortex, hoping to be carried upwards (6 Damage).
o Test Skill. Success = +1 Luck. Fail = Death.
- Fight Sk 15 St 20 War Dragon.
o Onyx staff effect: 2 Damage to enemy after each round for eight rounds. -2 enemy’s Attack Strength after first round.
o If hit by enemy, Roll D6.
o 1-2 = 2 Damage.
o 3 = 3 Damage.
o 4 = 1 Damage.
o 5-6 = 4 Fire Damage.
o Recommended you use Fast Hands Scroll for this combat & some Orb power.
- Spend a Luck point to snatch three.
- Grab wooden chest.
- TOWER CHEST. Test Luck. Fail = 3 Damage.
o Roll D6 (+1 Luck).
o If odd: Take Golden Talisman.
o If even: Take Silver Dagger.
o +1 Luck if you didn’t trigger a trap.
- Grab potion bottle.
- Take Potion of Flying.
- Grab handful of dust.
- Restore Skill, Luck & Stamina to Initial Levels.
- You have taken your three items.
- If you have a Ring of Truesight: 50*7=350. Turn to Para 350.
o Enter anyway.
o -1 Current & Initial Luck & +1 Initial & Current Skill.
- Open the entrance normally.
- Recommend using the Fast Hands scroll for this fight.
- Each Golden Talisman = -1 Zagor’s Skill.
- Each Silver Dagger = -2 Zagor’s Stamina.
- Set about the business of attacking Zagor immediately.
- Add note: Zagor’s Skill is 16 (before any reductions).
- If you possess less than 9 Silver Daggers:
o Run up the steps.
o Fight Sk 7 St 5 Demonic Servant.
o If hit, take 1 Damage & 1 Poison Damage.
o Each round, Zagor restores 1 Stamina point.
- If you possess 9 or more Silver Daggers:
o Use some of the magic from your weapon to cleave through the steps & create a passage upwards (-2 Attack Strength for first two attack rounds)
- Fight Sk 16 St 20 Zagor-Demon.
o If hit by enemy:
o 1st round: 7 Damage.
o 2nd round: 5 Damage.
o 3rd round: -1 Skill, 2 Damage.
o 4th & 5th round: 1 Damage & 2 Poison Damage.
o 6th round+: 2 Damage.
o If Zagor’s Stamina is reduced to 2 Stamina or less & is still alive:
o Test Luck. Fail = 4 Damage.
- Don’t open it (+5 Stamina, +1 Luck).
- Bridge is made out of Rope. Rope = 18+15+16+5=54*6. Turn to Para 324.
- Drink a Potion of Flying & a Potion of Stamina or Cast the Stamina Spell (-1 Magic Point).
- Add 40 seconds.
- Add note: Potion of Flying halves travelling time.
- Add note: If take 500+ seconds: Turn to Para 219.
- Add 25 seconds (originally 50 seconds).
- You have taken a Potion of Flying.
- Test Luck.
o If success: +50 Seconds.
o If fail: +100 Seconds.
- Add 50 seconds (originally 100 seconds).
- Spend no luck.
- Add 60 seconds (originally 120).
- Test Luck. Fail = 4 Damage & Add 2D6*10 Seconds.
- Add 10 seconds if you have a Ring of Truesight (originally 30 seconds).
- If you have 3 or less stamina: death.
- You drop the body of the Zagor-Demon into the chasm of the Heartfires and return to Sanctuary with the Centaur & his crew.
