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Post by champskees on Jul 26, 2014 11:34:16 GMT
The first book of the epic journey. Really liked the adventure/camping style of this book, really is a great way to start the series. An easy adventure up to the manticore, still no problem for a wizard though. This book has some of the most overpowered items in the four books and they are fairly easy to acquire. This walkthrough covers the wizard path using minimum stats. You should just scrape through for the entire series (Book I to IV), as there are a couple of dicey encounters along the way. It is strongly recommended that the +1 Broadsword is purchased instead of the Sword that deals 3 Damage per hit. This is because an increase in attack strength provides increased defence as well as offence. It is easier to hit your enemies & it will be harder for your enemies to hit you. This is vital in Book II, where you will need to hit a mandatory Skill 9 opponent twice. Considering the series as a whole, Stamina points can be hard to restore & testing your luck in battle is worthwhile throughout the series as there are plenty of items and permanent boosts to increase your chances of success. As a wizard, you have a slightly greater chance of success if you use the Broadsword.
You start with:
- Sword. - Backpack. - 20 Gold Pieces. - 2 Food.
Shamutanti Hills
- Tell him you are a trader. - Buy herbalist’s potion (-4 Gold Pieces). - Buy the broadsword (-2D6 Gold Pieces) – Note this walkthrough assumes you paid 12 Gold for this item. - Leave the merchant. - You have bought artefacts from him. - The potion. - Take Blimberry Juice (+3 Stamina when used or spell artefact). - The broadsword. - Take Broadsword (+1 Attack Strength when used in combat). - Continue onwards. - Refuse & fight them. - Cast spell: FOF (4 Damage). - Take Spell Page ‘102’. - Investigate the buzzing coming from the tree. - Climb up the tree to investigate. - Roll D6. 1-4 = 1-4 Damage. 5-6 = No Damage. - Take Beewax. - Take 1 Food. - Follow the path into the valley. - Prefer to continue. - Find a suitable site to camp for the night. - Eat here (-1 Food, +2 Stamina). - Stand up & hail them. - Attempt to speak with him. - Join them. - You rest. 3 Damage if you did not eat yesterday. - Continue along the path on your side of the water. - Leave the path & go up into the hills to try to avoid it. - Try to continue (+1 Luck). - Follow this path. - Take 12 Gold Pieces. - Lose Beewax. - Take Locket with picture of woman. - You do not wish to use a spell (3 Damage). - Look for an inn for the night. - Buy some nourishing food (-2 Gold Pieces). - Eat here (+3 Stamina). - You wished to eat but not rest. - Do not eat here. - You rest (+1 Stamina). 3 Damage if you did not eat yesterday. - Choose to follow path leading to Para 125. - Go westwards. - Enter the house. - Help her. - You do not have a key. - Cast a spell: DOP (2 Damage). - Ask for aid in combat. - Take Ragnar’s Armband of Swordmastery (+2 Attack Strength when using a sword). - Take 7 Gold Pieces. - Cast a spell: HOT (4 Damage). - Try to make contact with the villagers. - Ignore them & continue. - Buy provisions (-6 Gold Pieces). - Take 3 Food. - Leave the village in search of a suitable place to camp for the night. - Eat here (-1 Food, +2 Stamina). - Continue through the night (2 Damage). 3 Damage if you did not eat yesterday. - Continue onwards through the village. - Talk to it. - Allow it to stay on your shoulder. - Head for the Crystal Waterfall. - Pay the price & visit the waterfall (-3 Gold Pieces). - Restore Skill, Stamina & Luck to Initial Levels. - Cure all diseases. - Leave the village & find a place to bed down. - Eat here (-1 Food, +2 Stamina). - You rest (+3 Stamina). 3 Damage if you did not eat yesterday. - Follow the path downhill to the west. - Do not eat here. - Prepare to do battle. - Fight Sk 8 St 6 Assassin. o It is worth Testing your Luck once to do additional damage here. o When enemy is reduced to 3 Stamina or less, spare him (if your Stamina is 6+). o If your Stamina falls below 7, use Libra to restore your Stamina to Initial Value. - If you spared your enemy: o Add note: Turn to Para 79 when you begin Book II (+2 Luck). - If you killed your enemy: o Take 3 Gold Pieces.
o Note: Considering you have Libra at your disposal, it is extremely unlikely to be in a position where you have to kill Flanker. For this reason the solution assumes you have spared him. - See what she wants. - Wait for her to return & drink the one she has given you (+1 Stamina, +1 Luck). - You have a Page from a Spell Book. - You want to get rid of Jann. 102+103=205. Turn to Para 205. - Add note: Jann is no longer with you. - Attempt to make contact with the villagers. - Eat here (-1 Food, +2 Stamina). - Settle down to sleep for the rest of the night. - You rest (+2 Stamina). 3 Damage if you did not eat yesterday. - Eat here (+2 Stamina). - You are thinking only of the rich treasures you may win. - You do not have Jann the Minimite with you. - Take Torch. - Take Tinderbox. - Go left. - Go left. - Cast a spell: FOF (4 Damage). - Cast an attacking spell. - Cast a spell: HOT (4 Damage). - Cast a spell: WAL (4 Damage). - Restore Skill, Stamina & Luck to Initial Levels. - Cure all diseases. - Remove all curses. - Take 10 Gold Pieces. - Take Large Key. - Add note: You may Turn to Para 12 at the beginning of Book II. - Add 1 to Initial Luck. - End of Book I. You finish the book with:
- Broadsword (+1 Attack Strength). - Sword. - Backpack. - Blimberry Juice. - Locket with picture of woman inside. - Ragnar’s Armband of Swordmastery (+2 Attack Strength when using a sword). - Flankers Assistance in Book II ‘79’. - Torch. - Tinderbox. - Large Key in Book II ‘12’. - 22+ Gold Pieces. - 2 Food. - +1 Initial Luck.
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Post by champskees on Aug 1, 2014 9:14:36 GMT
Instead of creating another post for the warrior guide, I thought I would save half the space by simply posting after each wizard solution. Wish I could change the title of these four Sorcery! posts by deleting the word 'wizard' out of the solutions though...
Playing as a warrior is rather straightforward in contrast to the wizard option. The first book is an easy adventure up to the manticore. This guy is arguably the greatest challenge for a warrior player throughout the entire series. 9+ Skill and 18+ Stamina are recommended. Min luck is ok, more helps. It is strongly recommended that the +1 Broadsword is purchased instead of the Sword that deals 3 Damage per hit. This is because an increase in attack strength provides increased defence as well as offence. It is easier to hit your enemies & it will be harder for your enemies to hit you. By using this weapon, a Skill 9 Warrior stands a decent chance of defeating the manticore, as he will still have Libra available to heal him mid-battle. Considering the series as a whole, Stamina points can be hard to restore & testing your luck in battle is worthwhile throughout the series as there are plenty of items and permanent boosts to increase your chances of success.
You start with:
- Sword. - Backpack. - 20 Gold Pieces. - 2 Food.
Shamutanti Hills
- Tell him you are a trader. - Buy herbalist’s potion (-4 Gold Pieces). - Buy the broadsword (-2D6 Gold Pieces) – Note this walkthrough assumes you paid 12 Gold for this item. - Leave the merchant. - You have bought artefacts from him. - The potion. - Take Blimberry Juice (+3 Stamina when used or spell artefact). - The broadsword. - Take Broadsword (+1 Attack Strength when used in combat). - Continue onwards. - Refuse & fight them. - Fight Sk 7 St 6 Bandit. - Fight Sk 7 St 8 Bandit. - Take Spell Page ‘102’. - Investigate the buzzing coming from the tree. - Climb up the tree to investigate. - Roll D6. 1-4 = 1-4 Damage. 5-6 = No Damage. - Take Beewax. - Take 1 Food. - Follow the path into the valley. - Prefer to continue. - Find a suitable site to camp for the night. - Eat here (-1 Food, +2 Stamina). - Stand up & hail them. - Attempt to speak with him. - Join them. - You rest. 3 Damage if you did not eat yesterday. - Continue along the path on your side of the water. - Leave the path & go up into the hills to try to avoid it. - Try to continue (+1 Luck). - Follow this path. - Take 12 Gold Pieces. - Lose Spell Page. - Take Locket with picture of woman. - You cannot use spells (3 Damage). - Look for an inn for the night. - Buy some nourishing food (-2 Gold Pieces). - Eat here (+3 Stamina). - You wished to eat but not rest. - Do not eat here. - You rest (+1 Stamina). 3 Damage if you did not eat yesterday. - Choose to follow path leading to Para 125. - Go westwards. - Enter the house. - Help her. - You do not have a key. - Try breaking the lock. - Use your original sword on the lock. - Test Skill. Equal or fail = -1 Skill when using this weapon (you never will) & try again. - Ask for aid in combat. - Take Ragnar’s Armband of Swordmastery (+2 Attack Strength when using a sword). - Take 7 Gold Pieces. - Fight Sk 8 St 6 Wood Golem. - Try to make contact with the villagers. - Ignore them & continue. - Buy provisions (-6 Gold Pieces). - Take 3 Food. - Leave the village in search of a suitable place to camp for the night. - Eat here (-1 Food, +2 Stamina). - Continue through the night (2 Damage). 3 Damage if you did not eat yesterday. - Continue onwards through the village. - Talk to it. - Allow it to stay on your shoulder. - Head for the Crystal Waterfall. - Pay the price & visit the waterfall (-3 Gold Pieces). - Restore Skill, Stamina & Luck to Initial Levels. - Cure all diseases. - Leave the village & find a place to bed down. - Eat here (-1 Food, +2 Stamina). - You rest (+3 Stamina). 3 Damage if you did not eat yesterday. - Follow the path downhill to the west. - Do not eat here. - Prepare to do battle. - Fight Sk 8 St 6 Assassin. o It is worth Testing your Luck once to do additional damage here. o When enemy is reduced to 3 Stamina or less, spare him (if your Stamina is 6+). - If you spared your enemy: o Add note: Turn to Para 79 when you begin Book II (+2 Luck). - If you killed your enemy: o Take 3 Gold Pieces. o Note: Considering your massive attack strength, it is extremely unlikely to be in a position where you have to kill Flanker. For this reason the solution assumes you have spared him. - See what she wants. - Wait for her to return & drink the one she has given you (+1 Stamina, +1 Luck). - You do not have a Page from a Spell Book. - Attempt to make contact with the villagers. - Eat here (-1 Food, +2 Stamina). - Settle down to sleep for the rest of the night. - You rest (+2 Stamina). 3 Damage if you did not eat yesterday. - Eat here (+2 Stamina). - You are thinking only of the rich treasures you may win. - You have Jann the Minimite with you.
- Add note: You may not cast spells while Jann is with you (it doesn’t matter). - Take Torch. - Take Tinderbox. - Go left. - Go left. - Fight the creature. - Fight Sk 12 St 18 Manticore. o If hit, Roll D6. 5-6 = Test Luck. Fail = 6 Damage. o Remember you can call on Libra at any time to restore your Skill, Stamina & Luck to their initial values. This gives a Skill 9 Warrior a fair chance of defeating this enemy. - Restore Skill, Stamina & Luck to Initial Levels. - Cure all diseases. - Remove all curses. - Take 10 Gold Pieces. - Take Large Key. - Add note: You may Turn to Para 12 at the beginning of Book II. - Add 1 to Initial Luck. You finish the book with:
- Broadsword (+1 Attack Strength). - Sword (possibly with a negative modifier). - Backpack. - Blimberry Juice.
- Beewax. - Locket with picture of woman inside. - Ragnar’s Armband of Swordmastery (+2 Attack Strength when using a sword). - Flankers Assistance in Book II ‘79’. - Torch. - Tinderbox. - Large Key in Book II ‘12’. - 22+ Gold Pieces. - 2 Food. - +1 Initial Luck.
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Post by fallingmast on Dec 19, 2014 9:39:37 GMT
SORCERY! SOLUTION - THE SHAMUTANTI HILLS
THE 'GOLDEN PATH' PART ONE (Wizard)
Key: SK=skill, ATST=attack strength, ST=stamina, LK=luck, PR=provisions, GP=gold pieces. Spells cast will be marked in bold e.g. ZED (-7ST).
For the purposes of these solutions, battles will be noted slightly differently. The opponent will be listed with their SK and ST scores, followed by a note of what is the MINIMUM stamina you will need left to successfully continue the story, and how many LK points you may wish to USE during the fight. For example:
Jib-jib (SK1 ST2); min 1ST, use all LK
In this example, although your opponent is pretty useless and you are likely to win without taking a hit, there's probably an opportunity just around the corner where you can restore your ST and LK to your initial values (thanks, Libra!!!); therefore it doesn't matter how many ST or LK you lose, so long as you survive. I will also incorporate these stats for other non-battle situations, e.g. repeated SK tests or LK tests to open a door.
In this walkthrough, it will be presumed that our wizard will take the maximum amount of damage each encounter without being unable to complete the book: you should find that this should more than compensate for any unlucky dice rolls you may encounter in battles. Because of this, most of the journey will have our wizard limping around with his stamina score circling the drain, but don't worry, he'll be fine. Just!
The solution will also be divided up into individual days that take place in 'game' time, to help keep track of when you will need to eat (the ST penalties for not eating or sleeping are inconsistent, but this route will avoid any unnecessary PR usage or losses to ST).
I know you all know the books like the back of your hand, so most of the choices or routes may be bleeding obvious, but some of them might raise a few eyebrows: so where possible, I will try and give explanations as we go along to show why they are preferable (hopefully without getting too bogged down in the gamebook mechanics).
We will be using an absolute, rock bottom minimum stats wizard here, which is SK5, ST14, LK7, and we only start with 2PR and 20GP; it will be easy to complete the story with these stats, so if you were to play the books with a wizard with even a single point extra of any of these stats, the route will become significantly easier. For those who may not know, the single riskiest point in all 4 books is the lethal luck test before the water serpent in book 3 (unlucky = death). With a starting initial luck of 7, it will be (effectively) boosted to 9 by that stage of book 3, so your chances of being lucky are still about 83%, so that's not too bad. The end of book 4 also gets tough with stamina losses, so every single stamina point counts. In short, a SK5 ST14 LK7 wizard should have an 83% chance of success, but if you were to twist my arm in asking me what is the recommended stats, a SK6 ST15 LK10 wizard should have no trouble (a LK of 10 will guarantee success with the water serpent encounter).
Here are a few guidelines for how this solution will go:
1) Provisions may only be eaten when instructed, and you may only eat one provision at a time. Your first meal of the day will only add 2ST: any subsequent meal you have during that day will only add 1ST. If you don't eat during the course of a single day, you will lose 3ST. Trust me, planning when to eat and when not to was one of the hardest things to balance in the game, so where possible I will mention when will be the absolute optimum time to eat/pray to Libra/use a luck charm etc.
2) The rules about how many weapons you can carry are inconsistent. There is no mention in the beginning that you are limited to only one weapon. Some weapons can only be taken 'if you leave your current weapon behind'; some references state 'you lose your weapon and must lose x skill points as you are now unarmed', but some references contradict this and state 'you may keep this weapon as a spare'. To avoid any controversy and cries of foul play, only one weapon will be carried throughout the book (so no hardwood spear, but objects that can be thrown before a fight are ok).
3) This will be something of a speed-run with minimum risk; namely, all non-essential routes or items will be ignored. And, where possible, if you have a choice between an easy route with a slight chance of failure, or a more elaborate and 'stamina costly' route with no chance of failure, the elaborate route will be chosen. So given a choice of a fighting an average opponent or automatically splitting him in half with a ZAP spell, well....what would you expect from a wizard?
4) You may think this is pretty obvious but it's probably worth pointing out again: although you may remember which spells require what item and what the ST cost is, you may ONLY cast them when given the option in the text. This is especially important with the DOC spell, otherwise the series would be a lot easier (you may NOT restore your ST to its initial score whenever you pick up a medicinal potion: you HAVE to hold out until you are specifically given the option in the text to cast it, and there's not many of them!). This is a rule I certainly ignored when I first 'completed' the series when I was about ten years old (when I got the unlimited beeswax, I used RAZ in every fight!). Tsk. The foolishness of youth, eh?
5) Unlike some other books we could mention, the rules between skill bonuses and attack strength bonuses are crystal clear, with the glaring exception of the chainmail in book three. It clearly states 'you may add 1 skill while you wear this chainmail'; shouldn't it either be 'restore 1 lost point of skill' or 'increase initial skill by 1'? How would wearing chainmail increase your chances of passing a skill test, like jumping over a chasm or opening a sturdy door? To be honest, if you want to interpret it as +1 attack strength instead, that's fine by me as it makes more sense. In the interest of strictness, I will not.
6) Speaking of strictness, no peeking at the spellbook! The amount of items you get can be baffling, but some of them won't be needed, so you don't have to remember all of the spells. This route will keep track of which spell item to get, where to get it, when to get it, and when it becomes obsolete and can be traded or sold. Remember though, some spells need an item, some don't, and some will use up an item when the spell is cast. It's a good idea not to waste your gold buying spell items you won't use, but it is recommended you have a couple of 'dud' spell items that can be traded or lost. If you want to plan ahead, here is a chronological list of all the mandatory spells you will need to cast on this path:
In book one: JIG (needs bamboo flute), DOP, JIG, DOZ, HOT, WAL Book two: DOP, LAW, MAG, SUS, WOK (1GP) Book three: LAW, SUN (sun jewel), MAG, HOT, WOK (1GP), HUF (galehorn), RAP (green-haired wig). The DOC spell before fighting the Ferryman is very useful, but is not necessarily essential if you've got higher-than-minimum stats. Book four: RAZ (beeswax), NIP (yellow powder), NIF (noseplugs), DOC (medicinal potion), either KID (bracelet of bone) or GOB (a single goblin's tooth will suffice), ZED.
....So, for no particular reason, here is an alphabetical list of the only necessary spells to complete the quest: DOC (at least once), DOPx2, DOZ, HOTx2, HUF, JIGx2, KID (or GOB), LAWx2, MAGx2, NIF, NIP, RAP, RAZ, SUN, SUS, WAL, WOKx2. Although all the other spells won't be needed, it's still good to collect their prerequisite items for trading or sacrificial purposes (such as if you have to lose an item from theft, for example).
So there we are. Paradoxically, the Shamutanti Hills actually proved much tougher to plan than the other books, because whenever I missed something in the later books, I had to almost completely re-write the start from scratch (damn you, borrinskin boots!)
Anyway, let's go give that pesky Archmage a wedgie!
Day One - Analand; Nation Of Magic, Posterity And Wisdom, But Apparently No Horses
Starting stats: SK5 (ATST+0), ST14, LK7, 2PR, 20GP. Weapons: sword. Items: none.
-At Cantopani, tell him you are a trader. Buy the musical pipe (which you find out is a bamboo flute) for 6GP, the herbalists potion for 4GP (which is blimberry juice: can be used for spells or can be used at any time except battle to restore 3ST), and the teeth (4 goblin, 1 giant) for 3GP (7GP remaining). Ultimately, you have to buy these as the other 3 items aren't worth it. The benefits from returning the axe to Glandragor can be largely found elsewhere, the jewel is worthless and the broadsword is not essential - there is another sword later on in this book which has similar benefits and statistically costs less, and you won't encounter any fights until you reach it in Dhumpus. Save the blimberry juice to use at the end of book 4 when your stamina may be critically low and you won't have the option to cast a DOC spell. -When leaving Cantopani, fight the bandits but cast JIG (-1ST) to avoid the fight (ST is now 13). -Get the spell book page (number 102) from the old man, then investigate the buzzing. -Climb the tree, lose 0-4ST (let's say we get stung for the full 4ST, reducing us to 9ST), get beeswax and +1PR (3PR remaining). You might think this is unneccessarily risky, but we need a 'useless' item to lose to the pilfer grass soon, and we can afford the ST hit for now. -Follow the path into the valley, then continue on. -Find a site to camp for the night; now you may eat (2PR remaining, ST is now 11). Hail the elvins, speak with one of them, then join them. By staying with them, you manage to avoid the 'night encounter' feature where you roll a dice to see what creature you might get attacked by.
Stats so far: SK5, (ATST+0), ST11, LK7, 2PR, 7GP. Weapons: sword. Items: bamboo flute, blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, spellbook page number 102, beeswax.
Day Two - Lose Three Stamina? From Acorns? Really?
-Yes, you ate yesterday. continue along your side of the water, then leave the path to avoid the village. -Try to continue (ignore the LK point, you're still at maximum), then follow the path. -Find 12GP (we now have 19GP) but lose one item to the pilfer grass (lose the beeswax, everything else you have so far will be needed). -Take the woman's locket. Whatever you do, keep it - we'll need it to get us out of a tight scrape in book 4!!! -Don't bother casting a spell to protect yourself from the elvins, it's not worth it. Lose 3ST (ST is now 8). In case you were wondering why I chose to took the ST hit instead of casting a WOK spell, it's because there's plenty of ST boosts later in this book, and the more gold we take into Khare the better, as we can gamble more! -Find an ale house in the village, and note that the village is called Kristatanti. Pay 1GP (18GP left) and sit next to the old man. He gives you an all-important bomba fruit which will double your ST gain when consumed with a PR (very useful!). Ignore the LK bonus (we're still at max LK), then sleep rough (save the gold for Khare!). -Don't eat today, it's not crucial; but restore 1ST for the sleep (ST is now 9).
Stats so far: SK5, (ATST+0), ST9, LK7, 2PR, 18GP. Weapons: sword. Items: bamboo flute, blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, spellbook page number 102, woman's locket, bomba fruit (doubles ST gain from a PR).
Day Three - Crazy B*tch In A Cage
-No, you didn't eat yesterday; lose 3ST (ST is now 6). Choose the first path (ref 125). -Go west to 'Alianna'. Enter the house, then help the woman by casting DOP (-2ST, ST is now 4). -Ask for a combat aid as a reward. Ragnar's armband now gives you +2ATST with swords! -She also gives you 7GP (we now have 25GP) before randomly deciding she now wants to kill you! -Cast JIG (-1ST, ST is now 3) to avoid fighting the golem. You will not need to cast JIG again on this solution, so the bamboo flute may now be used for trading, selling or as an item for a DUD spell. -In Dhumpus, make contact with the villagers. Ignore the Hill Dwellers and continue. -At the merchants, don't worry about getting the skullcap or the provisions (you'll get plenty of options to get the skullcap later, and save the money for some betting in Khare); just buy the sword for 6GP (19GP left). Errata: although it appears you can buy all three, if you turn to any reference for the item you have just bought, you do not get the chance to turn back to read the other references, unlike any other shop or trading encounter you come across in the series. It doesn't matter; we only want the sharp sword, which does 3ST damage instead of 2. Our old sword is presumably left behind.
(I'd like to add a side note about this sharp sword and how it affects combat according to the rules of the game. As we know, a RAZ spell will double the ST damage; if we test our luck after hitting someone, it does 1ST less damage if unlucky, but an extra 2ST damage if lucky. When we apply these rules to our new sword, it means if we land a hit normally, it will inflict 2ST (unluckily), 3ST normally, or 5ST (luckily). However, a RAZzed sword will inflict 5ST (unluckily), 6ST normally, or 8ST (luckily)!!! Because of this, any fights where we have to win within a certain timeframe (such as versus Flanker, the harpies in Khare, the netherworld demon in Crown of Kings) will be over a lot quicker. Bearing in mind that there are plenty of luck bonuses littered around these books, and there are hardly any enemies with double-digit ST scores, fights should be a walk-over from hereon in (and the bonus from Ragnar's armband isn't too bad, either! My my, this wizard isn't looking to puny now, is he?)
-Now this is important: DON'T eat at the inn, but DO stay the night at the inn. The reason for this is that for some reason you don't get any penalty for not eating the next day, but only if you stay at the inn: I've checked and checked again, but it just isn't there, so there's no point wasting gold for food here. And don't worry about the low ST - there's a max ST boost soon. Another key point is that again, for some explained reason, it is impossible to get to Vancass unless you spend the night at the inn. There's no logic or gamebook mechanic behind it: the option simply isn't given. Therefore it is essential you spend the night at the inn to get Vancass' clue (which helps you avoid all the fatal traps near the end of this book). -Pay 3GP (16GP left) and restore 2ST for the sleep (ST is now 5).
Stats so far: SK5 (ATST+2), ST5, LK7, 2PR, 16GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords). Items: bamboo flute*, blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, spellbook page number 102, woman's locket, bomba fruit (doubles ST gain from a PR).
(From now on in the 'Stats so far' section, the asterisk (*) indicates a now-redundant item. For the purposes of strictness, I have not put an asterisk by the giant's tooth even though you won't need to cast YOB; this is because I regard the whole bag of teeth as a single item, and there are optional situations where casting GOB could be useful.)
Day Four - Look, Jann, Just Sod Off Will You?
-As I mentioned earlier, there's no hunger penalty here! Take the downhill route into a wood. -You don't need to eat here. Cross the bridge. -Answer Vancass' questions (you should know the answers if you've been paying attention!). The luck bonus doesn't affect us, but you now know to go left in the 'cave-demon's maze' later. -Talk to the minimite. As we all know by now, there's no point casting spells whilst he's around as magic won't work. If you want to be a purist and pretend you've never played the books before, you may cast SIX here if you want to find out for yourself. -In Birritanti, head straight for the crystal waterfall. Pay 3GP (13GP left) and restore everything to your initial values (our SK and LK scores haven't budged, so we only get the ST bonus: our ST is back up to 14). -Save your gold and leave the village. Eat a PR here (only 1PR left), if only to avoid the hunger penalty tomorrow.
Stats so far: SK5 (ATST+2), ST14, LK7, 1PR, 13GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords). Items: bamboo flute*, blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, spellbook page number 102, woman's locket, bomba fruit (doubles ST gain from a PR).
Day Five - Who's The Flanker In The Black?
- Yes, we ate yesterday, so no ST penalty. You must go west to avoid the Black Lotus field (instadeath!). - Don't eat here, then you have to fight the assassin (as magic won't work thanks to the minimite):
Assassin (SK8 ST6): min 6ST, use all LK (you HAVE to have at least 6ST to be able to 'spare' his life)
- You MUST spare his life, as his assistance to complete book 2 will be very helpful. This should be pretty easy now, as despite having an effective SK of 7 and 14ST, we only have to win 1 round out of 9 (thanks to our lovely sharp sword). Remember to start book 2 at ref 79; restore 2LK. - Visit the old woman, and drink the tea she has given you (restore 1ST and 1LK; don't worry about current stats, we'll be using Libra soon). - Give her the spellbook page (the opposing page would be page 103, of course) and get rid of that minimite. - Contact the Svinn villagers; don't eat in the hut, and you may as well stay awake all night.
Stats so far: SK5 (ATST+2), ST is at least 7, LK is at least 1, 1PR, 13GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords). Items: bamboo flute*, blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, bomba fruit (doubles ST gain from a PR).
Day Six - The Lair Of Stingy Mcbeardface
- For some reason, there is no ST penalty for not eating yesterday here. Eat the meal given to you (restore 2ST). Accept the challenge to rescue the chief's daughter. - Note that the Svinns give you a torch & tinderbox to light your way. Use your prayer to Libra here to restore all your stats.
From here on in, it's a cakewalk, as we know from Vancass' clue to go left both times. In the encounter with the Manticore, you will have three opportunities to cast a spell: cast DOZ, then HOT, and then finally WAL to save the girl without a fight! After you stay the night in the village, The svinns give you a key to use in Khare, restore all your stats to initials and give you 10GP (23GP left). Note that although you can now increase your initial LK by 1, it does not say that you may restore your LK to this new level (as the LK increase comes AFTER your stats are restored). So although your initial LK is now 8, your current LK remains 7.
Day Seven - Actually, Sod Khare, Let's Find A Ferry
And that's it! Our end stats are:
SK5 (ATST+2), ST14, LK7 (8 initial), 1PR, 23GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords). Items: bamboo flute*, blimberry juice (can be used at any time except battle to restore 3ST), 4 goblin teeth, 1 giants tooth, woman's locket, bomba fruit (doubles ST gain from a PR), torch & tinderbox.
Total fights: 1
Spells cast: 6
Notes: the warrior's path is noticeably harder than the wizard's, purely because of the skill 12 manticore. There's no Mcguffins or prayers to help you other than the two swords and the armband. If you have a SK9 warrior, you need the +1ATST broadsword; SK10 or higher, get the sharpsword. Anything less and you can forget about it.
Khare awaits.....
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