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Post by champskees on Jul 30, 2014 7:41:34 GMT
The final book of the epic series, with a lot to offer. I was wondering the whole time what the ZED spell would do, really liked how the whole Farren Whyde situation was conceived, pretty clever. When Farren said the Archmage has a nearby tower he lives in, I was actually thinking, god Steve, that’s so ridiculous! Jackson is particularly cunning with his use of Jann. If you play as a wizard, you have been conditioned by now to know that magic will not work around the Minimite. I exhausted all other options before I decided to try a spell when I was imprisoned, after mulling over my map for a good while looking for any unresolved nodes. Well played! Inexcusable way to resolve the Archmage situation and the saga with a cardboard cutout ‘demon’. No explanation after four books? My impression with the Throben Doors, Jann’s story, the capture of Farren Whyde and the backstory of the ZED spell in the spellbook was that the Archmage was the Necromancer of Throben, who had used the ZED spell and wound up in Kakhabad, building up his power base in order to strike out against the rest of the world he was now stuck in. Overall I was impressed with the saga and can see myself having future plays with this one. Everything up to the final combat was brilliant.
You start with:
- Items brought over from previous solution entries. - You have defeated the seven serpents from Book III. Turn to Para 237. - Add note: Whenever you are recognised as ‘The Analander’, deduct 40 from current para.
Xamen
- Try the smallest cave. - Enter the cave & face whatever is inside. - Enter with weapon drawn. - Reassure yourself that there is no one at the back of the cave. - Open the bottle. - Take Parchment. - Add note: deduct ’20’ from para when you want to ask someone about the parchment. - Eat here (-1 Food, +2 Stamina). - You rest (+2 Stamina). 3 Damage if you did not eat yesterday. - Take Stone Dust. - Take 3 Pebbles. - Choose the right path. - You have not come across these creatures before. - Draw your weapon and hurl some equally offensive insults back at them. - Go along with them. - Ask her about the parchment. 545-20=525. Turn to Para 525. - Add note: You will not need to exchange items to receive her offerings. - Take Hardwood Spear. - Add note: If you know where Colletus is, deduct 30 from para when you are there. - You are playing as a wizard. - Take Potion of Fire Water. - Take Sun Jewel. - Take Pearl Ring. - Take Pair of Nose Plugs. - Take Brass Pendulum. - Take Orb of Crystal. - Take Orange Powder. - Rest & take provisions. - Add note: Colletus is at Groaning Bridge. - Eat here (-1 Food, +2 Stamina). - Follow the trail straight ahead. - Try crossing the bridge. - Call for Colletus. 183-30=153. Turn to Para 153. - Call on his professional skills as a holy man. - You have a Hardwood Spear. - Add note: The Hardwood Spear is now blessed. - Take Medicinal Potion. - Take Vial of Holy Water. - Take Cloth Skullcap. - Add 1 to Initial Luck (restore Luck up to 8). - Add note: -1 Skill until you enter the Fortress. - Run to get through the pass before you are spotted. - Ignore them & run on through the pass. - You may eat here (-1 Food, +1 Stamina). - You are still faithful to your goddess, Libra. - Add note: Libra cannot help you once you are inside the Fortress. - Add note: Deduct 92 from para when you want to use a password to open a secret door. - You did not spend the night in the hoof prints cave. - You rest (+2 Stamina). 3 Damage if you did not eat yesterday. - Knock on the door. - Wait to see what the guard does. - Wait to see whether more guards appear. - Wait. - Drop to the ground.
Mampang Fortress Part I
- Try the door to your right. - Stay to listen at the doorway. - Smash the door open into whoever is coming. - For next combat: First enemy -3 Skill. - For next combat: You will inflict a hit even if attack strength is equal to your opponents. - Cast a spell: RAZ (1 Damage). You have beeswax. - For next combat: You inflict double damage. - Fight Sk 8 St 6 Guard & Sk 7 St 7 Guard together. - Take Large Key.
Mampang Fortress Part II
- Take a route tending to the left & heading towards a pillory. - Leave the wretch along & continue. - Avoid the guards & walk towards a ragged shape on the ground. - Toss her a Gold Piece & stop for a chat (-1 Gold Piece). - Ask her about the mongrels. - Offer to rid her of her tormentors. - Add note: If you kill all three tormentors deduct 100 from para when searching bodies. - Go ahead to your right where another group of vaguely familiar creatures are. - Approach as he wishes. - If undetected: 568-40=528. Turn to Para 528. o Tell them you have no need of their help. - Otherwise: Attack them quickly. - You have a Blessed Hardwood Spear & wish to use it. - Take 20 Gold Pieces. - Take Sand. - Take Glue. - Take 3 Food. - Take Ring of Green Metal. - You have killed all three tormentors. 340-100=240. Turn to Para 240. - Add 1 to Initial Luck (restore Luck to new Initial Value). - Take Holy Water from the Tinpang River. - Walk over to the door in the corner of the wall. - Pass through the door on the left. - Ignore it & rush towards one of the other doors. - Cast a spell: NIF (1 Damage). You have a pair of nose plugs. - Leave the rusty sword. - Take Bracelet of Bones. - Take 2 Goblin Teeth. - Take 5 Gold Pieces. - Head through the door opposite the one you entered through. - Go into the empty room to rest. - Eat here (-1 Food, +2 Stamina). - You have met someone named Shadrack in your travels. - Turn left & head for the room with the message over the door. - Ask him his name & what he’s doing here. - Continue to refuse. - Do not offer him any gold. - Draw your weapon & leap at the fat man and his Jaguar. - Add note: Password for Throben Doors is ‘Alaralatanalara’. - Take 10 Gold Pieces (+2 Luck). - If undetected: 141-40=101. Turn to Para 101. - Otherwise: You have a Blessed Hardwood Spear (4 Damage). - Try to open them with a password. - Use password ‘Alaralatanalara’.
Mampang Fortress Part III
- Take the path to the left & risk the birdmen. - Choose the nearest door on the left. - Try to talk to them. - Try to be polite & ask how their families are. - Apologise for offending them & continue the conversation. - Tell them you are from Analand. - Admit your interest & ask why they want to know. - Take Silver Whistle (+2 Luck). - Turn left & try the door at the end.
- You do not have a Silver Key. - Test Luck. o Success = 1 Damage. o Fail = 3 Damage. - If undetected: 251-40=211. Turn to Para 211. o Accept his offer. - Otherwise: Offer him a rich reward if he will help you. o Offer 10 Gold Pieces (-10 Gold Pieces). - Compliment him on his fine torture chamber & ask him about the Throben Doors. - Add note: Turn to Para 399 when you step through double doors & into fire. - Take the door in the corner on the left. - See what the merchant has for sale. - Purchase some of his merchandise. - Take Candles (-2 Gold Pieces). - Leave the merchant. - Try the smaller door. - Test Luck. Success = Weapons have a +1 Attack Strength bonus. - Investigate the large double doors. - Take Oak Sapling. - Risk an all or nothing run through the inferno. - Take the torture master’s advice. Turn to Para 399. Mampang Fortress Part IV
- You have a candle. - Use an ordinary candle. - Doesn’t really matter what path you choose, but I go Para 87, Para 341, Para 52. - Face the captain to see what he has to say. - If undetected: 508-40=468. Turn to Para 468. o Look at illustration in Para 375. - Otherwise: Look at illustration in Para 375. - Offer him something from your backpack. - Give him a locket (From Book I). - Take Key ‘17’. - Add note: Deduct key number from para when at Throben Doors. - You may either: o Cast a spell: MUD (1 Damage). You have sand. o OR Test Luck. Fail = 2 Damage. - You have something you can use against this creature. - Try a Glass Vial of Liquid (From Book III). - You were given it by a woman. - Turn the handle & step through the doors. - You have a key to use in the lock. 224-17=207. Turn to Para 207.
Endgame
- Calm the man down & try to talk to him. - Cast a spell: DOC (1 Damage). You have a Medicinal Potion with you. - Restore Stamina to Initial Level. - Turn left & investigate the stone wall. - Use Libra’s clue. 546-92=454. Turn to Para 454. - Test Skill. Fail = 1 Damage & try again. o Note you must roll lower than your Skill to pass this roll. - 1 Damage when successful. - Try the door on the right. - Enter the room & look around. - Take Black Facemask. - Search your own equipment for something to use. - You don’t want to risk breaking either. - If undetected: Add note: You are no longer undetected. - Draw your weapon & fight him (Lose Blessed Hardwood Spear). - Tell him Farren Whyde’s story. - Add note: Deduct 111 from para if you meet Farren Whyde again. - Ask Jann his opinion. - Consider a spell to cast. - If your Stamina is less than 8, you will fail here. - Listen to his story. - Add note: If you cast the ZED spell, turn to Para 631. - Cast a spell: ZED (7 Damage). - You have met Farren Whyde again. 321-111=210. Turn to Para 210. - If your Stamina is 4 or less: o Draw your weapon & attack. o Fight Sk 7 St 7 Netherworld Demon. - If combat takes 6+ rounds, death. - If your Stamina is 5+: Cast a spell: ZAP or HOT (4 Damage). - Open your pack & look for something to use. - Use the Silver Whistle (you can use the Holy Water first if you want to save Farren Whyde). - You have succeeded in your mission. The Archmage is dead. Your adventures will become legends, passed on through generations of your people.
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Post by champskees on Aug 14, 2014 7:27:14 GMT
Playing as a warrior is much easier than playing a mage at this point. With such a high attack strength, the fights in the final book are laughable. The skill test to open the secret door is not much of a problem, and you have magical fruits to heal you on this leg of the journey! You start with:
- Items brought over from previous solution entries. - You have defeated the seven serpents from Book III. Turn to Para 237. - Add note: Whenever you are recognised as ‘The Analander’, deduct 40 from current para.
Xamen
- Try the smallest cave. - Enter the cave & face whatever is inside. - Enter with weapon drawn. - Reassure yourself that there is no one at the back of the cave. - Open the bottle. - Take Parchment. - Add note: deduct ’20’ from para when you want to ask someone about the parchment. - Eat here (-1 Food, +2 Stamina). - You rest (+2 Stamina). 3 Damage if you did not eat yesterday. - Take Stone Dust. - Take 3 Pebbles. - Choose the right path. - You have not come across these creatures before. - Draw your weapon and hurl some equally offensive insults back at them. - Go along with them. - Ask her about the parchment. 545-20=525. Turn to Para 525. - Add note: You will not need to exchange items to receive her offerings. - Take Hardwood Spear. - Add note: If you know where Colletus is, deduct 30 from para when you are there. - You are playing as a warrior. - Take 4 Healing Fruits (+4 Stamina when used). - Ask for the bottle with the stopper in it. - Take Spirit in a Bottle. - Add note: Use Genie when there are two asterisks (**), deduct 80 from para when you are there. - Rest & take provisions. - Add note: Colletus is at Groaning Bridge. - Eat here (-1 Food, +2 Stamina). - Follow the trail straight ahead. - Try crossing the bridge. - Call for Colletus. 183-30=153. Turn to Para 153. - Call on his professional skills as a holy man. - You have a Hardwood Spear. - Add note: The Hardwood Spear is now blessed. - Take Medicinal Potion. - Take Vial of Holy Water. - Take Cloth Skullcap. - Add 1 to Initial Luck (restore Luck up to 8). - Add note: -1 Skill until you enter the Fortress. - Run to get through the pass before you are spotted. - Ignore them & run on through the pass. - You may eat here (-1 Food, +1 Stamina). - You are still faithful to your goddess, Libra. - Add note: Libra cannot help you once you are inside the Fortress. - Add note: Deduct 92 from para when you want to use a password to open a secret door. - You did not spend the night in the hoof prints cave. - You rest (+2 Stamina). 3 Damage if you did not eat yesterday. - Knock on the door. - Wait to see what the guard does. - Wait to see whether more guards appear. - Wait. - Drop to the ground.
Mampang Fortress Part I
- Try the door to your right. - Stay to listen at the doorway. - Smash the door open into whoever is coming. - For next combat: First enemy -3 Skill. - For next combat: You will inflict a hit even if attack strength is equal to your opponents. - Fight the guards. - Fight Sk 8 St 6 Guard & Sk 7 St 7 Guard together. - Take Large Key.
Mampang Fortress Part II
- Take a route tending to the left & heading towards a pillory. - Leave the wretch along & continue. - Avoid the guards & walk towards a ragged shape on the ground. - Toss her a Gold Piece & stop for a chat (-1 Gold Piece). - Ask her about the mongrels. - Offer to rid her of her tormentors. - Add note: If you kill all three tormentors deduct 100 from para when searching bodies. - Go ahead to your right where another group of vaguely familiar creatures are. - Approach as he wishes. - If undetected: 568-40=528. Turn to Para 528. o Tell them you have no need of their help. - Otherwise: Attack them quickly. - You have a Blessed Hardwood Spear & wish to use it. - Take 20 Gold Pieces. - Take Sand. - Take Glue. - Take 3 Food. - Take Ring of Green Metal. - You have killed all three tormentors. 340-100=240. Turn to Para 240. - Add 1 to Initial Luck (restore Luck to new Initial Value). - Take Holy Water from the Tinpang River. - Walk over to the door in the corner of the wall. - Pass through the door on the left. - Ignore it & rush towards one of the other doors. - Draw your sword & fight it. - Fight Sk 8 St 9 Mucalytic. o If you are hit 3 times, death. - Leave the rusty sword. - Take Bracelet of Bones. - Take 2 Goblin Teeth. - Take 5 Gold Pieces. - Head through the door opposite the one you entered through. - Go into the empty room to rest. - Eat here (-1 Food, +2 Stamina). - You have met someone named Shadrack in your travels. - Turn left & head for the room with the message over the door. - Ask him his name & what he’s doing here. - Continue to refuse. - Do not offer him any gold. - Draw your weapon & leap at the fat man and his Jaguar. - Add note: Password for Throben Doors is ‘Alaralatanalara’. - Take 10 Gold Pieces (+2 Luck). - If undetected: 141-40=101. Turn to Para 101. - Otherwise: You have a Blessed Hardwood Spear (4 Damage). - Try to open them with a password. - Use password ‘Alaralatanalara’.
Mampang Fortress Part III
- Take the path to the left & risk the birdmen. - Choose the nearest door on the left. - Try to talk to them. - Try to be polite & ask how their families are. - Apologise for offending them & continue the conversation. - Tell them you are from Analand. - Admit your interest & ask why they want to know. - Take Silver Whistle (+2 Luck). - Turn left & try the door at the end. - You do not have a Silver Key. - Test Luck. o Success = 1 Damage. o Fail = 3 Damage. - If undetected: 251-40=211. Turn to Para 211. o Accept his offer. - Otherwise: Offer him a rich reward if he will help you. o Offer 10 Gold Pieces (-10 Gold Pieces). - Compliment him on his fine torture chamber & ask him about the Throben Doors. - Add note: Turn to Para 399 when you step through double doors & into fire. - Take the door in the corner on the left. - See what the merchant has for sale. - Purchase some of his merchandise. - Take Candles (-2 Gold Pieces). - Leave the merchant. - Try the smaller door. - Test Luck. Success = Weapons have a +1 Attack Strength bonus. - Investigate the large double doors. - Take Oak Sapling. - Risk an all or nothing run through the inferno. - Take the torture master’s advice. Turn to Para 399.
Mampang Fortress Part IV
- You have a candle. - Use an ordinary candle. - Doesn’t really matter what path you choose, but I go Para 87, Para 341, Para 52. - Face the captain to see what he has to say. - If undetected: 508-40=468. Turn to Para 468. o Look at illustration in Para 375. - Otherwise: Look at illustration in Para 375. - Offer him something from your backpack. - Give him a locket (From Book I). - Take Key ‘17’. - Add note: Deduct key number from para when at Throben Doors. - Test Luck. Fail = 2 Damage. - You have something you can use against this creature. - Try a Glass Vial of Liquid (From Book III). - You were given it by a woman. - Turn the handle & step through the doors. - You have a key to use in the lock. 224-17=207. Turn to Para 207.
Endgame
- Calm the man down & try to talk to him. - Ask the man for his advice. - Turn left & investigate the stone wall. - Use Libra’s clue. 546-92=454. Turn to Para 454. - Test Skill. Fail = 1 Damage & try again. o Note you must roll lower than your Skill to pass this roll. - 1 Damage when successful. - Try the door on the right. - Enter the room & look around. - Take Black Facemask. - Search your own equipment for something to use. - You don’t want to risk breaking either. - If undetected: Add note: You are no longer undetected. - Draw your weapon & fight him (Lose Blessed Hardwood Spear). - Tell him Farren Whyde’s story. - Add note: Deduct 111 from para if you meet Farren Whyde again. - Ask Jann his opinion. - There are two asterisks (**). 414-80 = 334. Turn to Para 334. - You have met Farren Whyde again. 321-111=210. Turn to Para 210. - Draw your weapon & attack. - Fight Sk 7 St 7 Netherworld Demon. o If combat takes 6+ rounds, death. - Open your pack & look for something to use. - Use the Silver Whistle (you can use the Holy Water first if you want to save Farren Whyde). - You have succeeded in your mission. The Archmage is dead. Your adventures will become legends, passed on through generations of your people.
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Post by fallingmast on Dec 19, 2014 10:30:55 GMT
SORCERY! SOLUTION - THE CROWN OF KINGS
THE 'GOLDEN PATH' FINAL PART (Wizard)
Ok, we've got this far and we're in pretty good shape. We've got all the useful items from the first three books for spells and fight bonuses, and all the clues from the seven serpents. Paradoxically, this should be our easiest (and most linear) solution, as we have avoided detection by the serpents and will avoid most of the traps in book.
Now that we have had our SK boosted to 7, this should significantly increase our chances of successfully using our two 'throwing' weapons - the chakram and the crystal orb 'missile'. But whatever you do, DON'T risk losing the orb until you face the demon at the end.
Also, you will find you will collect a lot of spell items in this book, but most of them won't be needed. Because it isn't necessary to keep track of all of them, I will ONLY mention items that are necessary to complete the book.
You will also collect more than enough GP and PR in this book alone to complete your quest, so don't worry about them: you should by now have a minimum of 2PR and 9GP, more than enough to complete your quest.
Stats so far: SK7 (ATST+2), ST14, LK9 (9 initial, but subtract 1 from dice roll for luck test), 2PR, 9GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST), chakram (before battle, roll less than your skill to inflict 2ST damage), crystal orb 'missile' (same as chakram, but roll a dice to see if it shatters (odd) or not (even)), chainmail (if you are hit, roll a dice; 5 or 6 = only 1ST damage). Items: blimberry juice (can be used at any time except battle to restore 3ST), woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, green-haired wig*, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring*, yellow powder, glass vial from the (female) Sham, one medicinal potion, ferry whistle*.
We're almost there. Let's do this!
Day Twelve (Continued) - I Probably Need A Shower By Now
- Remember to start at ref 237 to get the clue for avoiding being recognised as 'the Analander' (sounds like a Belgian pornstar!). This will appear in this solution as a '@'. - Take shelter in the smallest cave, then face whatever is inside. Enter with weapon drawn, then check the back of the cave. - Open the bottle to get a parchment. You don't need to eat here as you already ate earlier in the day during The Seven Serpents.
Day Thirteen - Hooray For Goat Boobies
- Go right to meet the she-satyrs (who you have not encountered before). Do as she asks, and tell her you are from Analand. - Accept her invitation, then give your parchment to Sh'houri as soon as you meet her (-20 from reference). Any items she offers will now be free gifts, instead of having to exchange something for them. - As I mentioned in Part One, we cannot take the hardwood spear: don't worry, it's not needed. Remember the clue for summoning Colletus. - We are playing as a wizard, but we'll only need the noseplugs. - Eat a PR in the alcove (1PR left); we don't get any ST restoration, but it does make us find the message from Colletus so we now know where to find him. - Follow the trail straight ahead, then try crossing the bridge. This is where we call for Colletus (-30 from ref). - Ask him about Mampang, and he gives you another medicinal potion (we now have two), some holy water, and you may increase your initial LK by 1. Our initial LK is now 10, but our current luck remains at 9. - At long last, we have reached the fortress of Mampang! Ignore the temporary SK penalty as we will not encounter any fights until we are inside. Run through the pass, then ignore the drunk guards and keep running. - You don't need to eat here. In a dream, Libra appears and gives you a password to use near the end of the book, before sodding off for the rest of the quest (gee, thanks!). Before she buggers off, you may as well call on Libra here to revitalise you just to get your LK to its maximum of 10.
(I'd like to take this opportunity to address the option of using Libra's help in this book. Greenspine eloquently argued elsewhere in this forum that it's unlikely Libra will be able to assist you at all in this book, as she refers in the text that she's putting herself in danger just by talking you you, and would therefore probably be putting herself at further risk by hanging around doling out free ST points like there's a sale on. The counter-argument is that she does also state that she cannot help you while you are inside the fortress (not near, or approaching, but inside the fortress). At this stage we are just outside the fortress: as this solution has been following the text and the rules to the letter, I am satisfied that you would be ok to call on her assistance at anytime in this book until the moment you scurry past the four guards at the main entrance. Ultimately it's not very relevant though, as at this stage of the solution all her help will provide here is 1LK point, so it's not critical. I leave it up to you to decide.)
Stats so far: SK7 (ATST+2), ST14, LK10 (10 initial, but subtract 1 from dice roll for luck test), 1PR, 9GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST), chakram (before battle, roll less than your skill to inflict 2ST damage), crystal orb 'missile' (same as chakram, but roll a dice to see if it shatters (odd) or not (even)), chainmail (if you are hit, roll a dice; 5 or 6 = only 1ST damage). Items: blimberry juice (can be used at any time except battle to restore 3ST), woman's locket, torch & tinderbox, unlimited beeswax, bracelet of bone, green-haired wig*, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring*, yellow powder, glass vial from the (female) Sham, two medicinal potions, ferry whistle*, noseplugs, holy water.
Day Fourteen - The Final Day, In Which We Find Out Our Toughest Opponent Is A Rather Stiff Door
- Yes, we ate yesterday. Knock on the door. We know from the Moon Serpent how many guards are at the front door: wait for them to all come out, then nip in behind them through the door. - Try the door on the right. Stay to listen to the doorway, then smash the door open. Cast RAZ here (-1st, ST is now 13), and our sharp sword will now do double damage for this fight (so you should be able to kill the 1st guard in the first round):
1st Guard (with head injury) SK5 ST6, 2nd Guard SK7 ST7; min ?ST, use 2LK
(You should win this fairly quickly, but let's say we've won with 8ST and 8LK remaining.)
- Pass on the left side of the group. Approach the red-eyes, say you're from Khare, and you don't know the holy man's name. - Head towards the bundle of rags, and give the beggar 1GP (8GP left). Ask about her friends from Schinn. - Let her lay her hands on you, even though you have no diseases. She gives you a clue for identifying the samaritan birdmen, and get 2LK (puts our LK back up to maximum of 10). - Ask her how she became a beggar, then ask about 'those who have more than their fair share of what she lacks' (vision). - Offer to rid her of her tormentors, and note what reference to turn to when you kill all 3 of them, which will be very soon! - ....Told you! Head towards the vaguely familiar figures. Approach them @, but say you have no need for their help. Cast NIP (-1ST, 7ST left) to give you a decisive extra 3ATST bonus for this fight!
3 Sightmasters (SK7 ST4 / SK6 ST4 / SK6 ST5); min 6ST, use 4LK
(With all your weapons and armour bonuses, you should find the fights against the guards and the sightmasters pretty easy, but you MUST have a minimum of 6ST left by this stage to guarantee victory. You will regain four LK points before you reach the final stages of the book, so feel free to wear your LK down to a minimum of 6. We will presume we now have 6ST and 6LK at this stage.)
- Get 20GP (we now have 28GP) and 3PR (4PR left). This will give you more than enough PR and GP to complete the book. The other spell items aren't needed. Remember the clue to turn to the reference for killing the beggar's tormentors. - The beggar Javinne gives you your reward: some holy water from the Timpang river, and a lucky charm that will increase your initial LK by 1 and then restore your LK to that new value; to get the best use from it, save it for later. - Walk over to the door in the corner of the wall, then tell the man you want to go through the door to the left to the mucalytics (as Javinne has told you that the next set of throben doors lie past them). - Ignore the mucalytic (remember the sun serpent told us to avoid its breath) and rush to the door, then cast NIF (-1ST, 5ST left) to kill it. Take the 5GP if you want to (33GP left), and leave through the door opposite the one you came in by. - Rest in the empty room, where you may eat the last PR you will need in your quest (3PR left, ST is now 7). - Shadrack's spirit gives you some exposition, then head for the room with the message over the door. - Ask the fat man what his name is, and don't give him any money (thanks, earth serpent)! Leap across the table to threaten him. Get the password for the next set of doors, 10 GP (43GP left) and 2LK (LK is now 8). - Damn! We've been spotted! Oh wait, nearly forgot - @. Phew, that was close. - Use the password Valignya just gave you to open the throben doors.
Let's have a quick stats check: SK7 (ATST+2), ST7, LK8 (10 initial, but subtract 1 from dice roll for luck test), 3PR, 43GP. Weapons & Armour: sharp sword (does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST), chakram (before battle, roll less than your skill to inflict 2ST damage), crystal orb 'missile' (same as chakram, but roll a dice to see if it shatters (odd) or not (even)), chainmail (if you are hit, roll a dice; 5 or 6 = only 1ST damage). Items: blimberry juice (can be used at any time except battle to restore 3ST), woman's locket, torch & tinderbox, unlimited beeswax*, bracelet of bone, green-haired wig*, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring*, glass vial from the (female) Sham, two medicinal potions, ferry whistle*, noseplugs*, two vials of holy water (one of which is from the Timpang river), lucky charm (increase initial LK by 1, then restore LK to this level).
- Take the left path towards the birdmen. Choose the left door, then talk to the birdmen. - Ask about their families (remember Javinne's clue for identifying the samaritans). Continue the conversation and confess you are from Analand. - Admit your interest in the Crown, and Peewit Croo gives you a silver whistle (and +2LK, LK is now at maximum of 10). - Turn left and try the door at the end. Knock on the door and test your LK to see if the morning star smashes you in the face: lucky = lose 1ST, unlucky = lose 3ST. Paradoxically, you would actually be slightly better off being unlucky here, as you won't lose a LK point and we'll get to cast a DOC spell soon. We'll pretend we're unlucky and get knocked down to 4ST. - @ Accept Naggamanteh's offer, then compliment him (thanks, water serpent). Note his clue for passing the next throben door trap. - Take the left door, then visit the merchant: you only need to buy the candles for 2GP (41GP left: you won't collect or spend any more GP from now on). - Don't take the blood candle (thanks, air serpent)! - Try the smaller door here. If you successfully test your LK here, your sword will gain +1ATST! As our LK is effectively 11 at the moment thanks to our talisman from Khare, we'll presume we are lucky for a change (our sharp sword gives +1ATST and does 3ST damage, and our LK is now 9). - Use Naggamanteh's clue for passing through the inferno. Use the ordinary candle in the chamber of night to avoid any ST loss. As you stumble around, the exit can be reached on reference 52. - Face the guard captain @. Offer him a bribe from you backpack. The illustration shows you should give him the woman's locket you found waaaay back in book one (sneaky, Steve, very sneaky!) The captain gives you the key for the next throben doors. - Tread carefully past the statue, then test your LK. We'll pretend we're unlucky, losing 2ST (2ST left - don't worry, we'll make it!) - Use the Sham's vial against the Ram (she was a woman when she gave it to us). Try the door handle, then use the captain's key to open the doors. - Calm the bald man down. Cast DOC here to restore your ST to 14. Then turn left and investigate the stone wall.
At this stage, as there are no remaining uses for LK in our quest other than the final demon fight, use Javinne's lucky charm to put our LK up to 11.
Before we enter the final stage of our quest, let's have a quick stats check: SK7 (ATST+3), ST14, LK11 (11 initial, but subtract 1 from dice roll for luck test), 3PR, 41GP. Weapons & Armour: sharp sword (+1ATST & does 3ST damage), Ragnar's Armband (+2ATST with swords), leather gauntlets (If ST is 5 or lower, you can re-roll 1 dice for ATST), chakram (before battle, roll less than your skill to inflict 2ST damage), crystal orb 'missile' (same as chakram, but roll a dice to see if it shatters (odd) or not (even)), chainmail (if you are hit, roll a dice; 5 or 6 = only 1ST damage). Items: blimberry juice (can be used at any time except battle to restore 3ST), torch & tinderbox*, unlimited beeswax*, bracelet of bone, green-haired wig*, lucky talisman (-1 from dice when testing your LK), another lucky talisman (no luck loss if unlucky), silver serpent ring*, one medicinal potion*, ferry whistle*, noseplugs*, two vials of holy water (one of which is from the Timpang river), candle.
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Before we proceed, I would like to insert a chapter about the gamebook mechanics of the final part of our quest which, for reasons which will become clear, I will name 'The Blimberry Door'. The last part of our quest can be broken down into separate stages, which are (in order):
1) opening the stiff door (which will cost at least 1ST) 2) facing the (undisguised) Archmage (which will cost 1ST to avoid losing your sword and all its bonuses) 3) casting the ZED spell (which will cost 7ST) 4) fighting the demon
We have to have at least 8 ST to cast ZED, so therefore we should need at least 9ST to retain our sword from the Archmage. If we reach the Demon with 5ST or more, we can ZAP it and avoid the fight. From a starting ST at our initial of 14, we can calculate that if we can knock down the door within:
one attempt (at least 13ST left) = we will have enough ST to ZAP or HOT the demon (and kill it outright) between two and five attempts (ST between 12 and 9) = we will have to fight the demon with all our weapon bonuses intact six attempts (8ST left) = we will have to fight the demon with only 1ST, a SK of 4 and no sword/ATST bonuses!) seven or more attempts (7ST or less) = dead!
This is where the blimberry juice we have managed to retain from book one will be pivotal in increasing our chances of success. Unlike provisions or spells, it can be used at any time to restore 3ST, and at this stage of the book there is no option given to have another meal or cast another DOC spell. It therefore allows us to have another 3 attempts at opening the door. So, in other words, you should still have a perfectly good chance of completing the book if you can open the door within 8 attempts!
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- Use Libra's password at reference 546, then try to open the stiff door. Remember, you have to roll less than your skill to open it, so ATST bonuses won't help you here. As our SK is currently at 7, this means we have to roll 6 or less to open it, which is about a 42% chance of success. Each attempt costs us 1ST point (why is there no option here to cast BIG or PEP Steve? Eh? Eh Steve???), so obviously, drink the blimberry juice now if you need to. - Take the left door, then enter and look around. Ignore the bulky shape and continue towards the door, then try the handle regardless. - At last, the Archmage! He'll recognise you anyway, regardless of the @ hint. For some reason, you have to cast either KID or GOB here, as any other option will strip you of your sword and impose a crippling -3SK penalty. I'll choose KID (-1ST) just because it has a cool illustration. - Tell the minimite to about Farren Whyde's story to get the clue to use next time to meet him. - Ask Jann about his opinion of escaping, then consider a spell. If your ST is less than 8 and you didn't need to drink the blimberry juice, drink it now! - Ask Jann about the ZED spell to learn its secrets and the reference to turn to. Cast it (-7ST) and go back to Farren.... - So this is it, the final fight. Of course, if your ST is 5 or more, either HOT or ZAP will instakill it:
Netherworld Demon (SK7 ST7): min 1ST, use all LK: you MUST kill it within 5 rounds.
(If you do have to fight, throw the orb first, then the chakram, and remember all you weapon and armour bonuses, and you should be fine. Even if you only have 1ST left, your gauntlets will allow to to re-roll one dice for your ATST, your chainmail has a 2 in 3 chance of reducing your ST damage, and you can then successfully test your LK to avoid any ST damage altogether)
- Take the crown, then look for something from you pack to use: either the whistle or the Timpang holy water will lead to.....
....VICTORY!
Well, that's all folks. I think we can all agree that I scrutinized the crap of of that quest! I always wondered, should you revive Farren Whyde or not? Couldn't he still be the Archmage in disguise? It would seem a bit foolish to kill the bad guy only to revive him again.....
And for all you stats fans out there, this quest took 14 in-game days, 9 fights and a (minimum of) 25 spells. And no toilet breaks, which can't be good for you.
This has taken about six weeks to do and it's been a blast. I've checked and re-checked everything as much as possible, but please feel free to have your own playthrough and let me know if there's anything I've missed. I've tried to eliminate as much risk as possible, so if you follow this 'golden path' with a wizard of your own, you should have no trouble. Remember that this is a playthrough with an absolute rock-bottom stat wizard, and it even leaves out many other goodies available along the way such as the Sham's silver oak serpent staff and the (blessed) hardwood spear. Although our stats were dangerously low for most of the book, it was only assuming that we took the maximum amount of wounds/unlucky LK tests as possible; if you play along for yourself, you should find your stats should be nowhere near as low as stated here.
Hope you enjoyed it, and I would like to pay a special acknowledgement to johnbrawn: I know he's had a lot of trouble with submitting his own Sorcery solution and any other long posts on the forum (curse you, yubu!!!!!!) and has wanted to see an optimal Sorcery solution on this site since about February, as have I. He's been very encouraging with his support and advice, he'd obviously put a lot of work into finding the path himself, and I can only hope this solution is as good as his version. So cheers, jb - you rock!
Anyway, have fun, and give that Archmage a slap from me.
Thanks, Steve, nice job. Pleeeeease write another one!?!?!
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