Saturday, February 29, 2020

The Sorcery of Sorcery! 2: Khare - Cityport of Traps

This is the second in a series of posts investigating how useful the various spells in the Sorcery! epic actually are, and where the different spell components can be found. I'm covering the second book, Khare - Cityport of Traps in this post, but I've already covered Book 1 previously. As before, this post is chock-full of spoiler, so scroll down at your own risk.

SPELL COMPONENTS

Below are listed the spell components that can be found within the cityport of Khare.

  • Beeswax for the RAZ spell - bought from the shop in the dwarven quarter, and the back-alley gnome shop. Both are enough wax to last the entire quest.
  • A Bamboo Flute for the JIG spell - bought from the back-alley gnome shop
  • Goblin Teeth for the GOB spell - 6 can be bought from the back-alley gnome shop
  • Giant Teeth for the YOB spell - 1 can be bought from the back-alley gnome shop
  • A Vial of Glue for the GUM spell - found in the chainmaker's shop
  • A Medicinal Potion for the DOC spell - gifted by gnomes, and found in the chainmaker's shop
  • Pebbles for the POP spell - 3 may be gifted to you by gnomes
  • Sand for the MUD spell - A bag may be gifted to you by gnomes, or bought at the shop in the dwarven quarter
  • A Cloth Skullcap for the TEL spell - found in the chainmaker's shop
  • A Black Facemask for the GAK spell - may be gifted to you by Vangorn the murderer, or found after killing some Black Elves
  • A Gold-Backed Mirror for the KIN spell - found in the Flayer's house, or stolen from the Firemaster's tent
  • A Sun Jewel for the SUN spell - found in the Mantis Man's locket
  • A Bracelet of Bone for the KID spell - found in the Mantis Man's hut, and the Cabinet of Fortune)
  • A Green-Haired Wig for the RAP and YAP spells - gifted to you by Lortag the Elder

The components above duplicate nine of those found in The Shamutanti Hills - those for RAZ, JIG, GOB, YOB, GUM, DOC, POP, MUD and TEL. The nose-plugs needed to make NIF safe to cast are so far only found in The Shamutanti Hills. The spells GAK, KIN, SUN, KID, RAP and YAP are made available with components found in Khare. Including those spells that don't require a component, this means that 36 spells may be cast out of a possible 48. Given how you can loop around in the early stages of Khare, I do believe it's possible to pick up most of the components in that book. The major exceptions are the items gifted by the gnomes, who give you a choice of one out of three, but those are all items you can pick up in book 1.

The spells that still can't be cast are: GOD, PEP, ROK, NIP, HUF, FIX, NAP, ZEN, YAZ, ZIP, FAR and RES.

SPELL USES:

There are a dozen spells unusable due to lack of material components, which leaves 36 at the player's disposal. Below I've grouped these spells by the number of times they are useful during Khare - Cityport of Traps.

Spells Used 6 Times:

  • DOC
    • Restores your Stamina to its initial level at the crypt entrance.
    • Restores your Stamina to its initial level in the Shrine of Courga.
    • Restores your Stamina to its initial level before fighting the Barbarian.
    • Cures Vangorn's poison.
    • Restores your Stamina to its initial level in the Gnome's shop.
    • Restores your Stamina to its initial level inside the crypt.

Spells Used 5 Times:

  • TEL
    • Reveals that Vangorn is trying to poison you.
    • Reveals that the Mantis Man is not a statue.
    • Reveals that the Firemaster's hut is trapped.
    • Allows you to recover your most valuable possession from the Orclings.
    • Warns you of the nature of the Red-Eyes.

Spells Used 4 Times:

  • MUD
    • Allows you to flee from the Bronze Statue
    • Kills the Red-Eyes but also makes your stolen gold irretrievable.
    • Kills the Chainmaker.
    • Lets you safely take the gold piece from the fish fountain.
  • SUS
    • Allows you to safely escape the home of Vangorn the Murderer.
    • Gets you safely past the trap at the entrance to the crypt.
    • Warns you of a trap in the Shrine of Courga (but given that you can't fall into this trap it probably shouldn't count),
    • Warns you that the Mantis Man is dangerous.
  • YOB
    • Summons a Giant to fight the Bronze Statue
    • Gets destroyed by pursuing Red-Eyes, but still allows you to escape them
    • Summons a Giant to fight the Barbarian in your place.
    • Summons a Giant to free you from  the Chainmaker's net.

Spells Used 3 Times:

  • DIM
    • Reduces the Skill of the Bristle Beast.
    • Allows you to steal from the Flayer.
    • Has a chance to take one Harpy out of the fight.
  • DUD
    • Gets you past the guards at Khare's north gate.
    • Can be used to trade with the Gnome shopkeeper.
    • Frees you from the slave ship.
  • GAK
    • Causes the Bristle Beast to faint from fright.
    • Allows you to get any stolen gold back from the Red-Eyes and escape.
    • Allows you to escape the Red-Eyes.
  • HOW
    • Warns you to run from the Mantis Man.
    • Gets you safely past the trap at the entrance to the crypt.
    • Lets you know that the fish fountain is not dangerous.
  • WOK
    • Reduces the Living Corpse's Attack Strength by 2.
    • Reduces the Flayer's Attack Strength by 2.
    • Reduces a Harpy's Attack Strength by 2.

Spells Used 2 Times:

    • DOP
      • Opens Khare's south gate
      • Frees you from the south gate prison.
    • GOB
      • Summons a Goblin who will investigate the Mantis Man or his hut.
      • Summons Goblins to help you fight the Harpies.
    • GUM
      • Allows you to easily kill the Bristle Beast.
      • Lets you escape from Vangorn the Murderer.
    • JIG
      • Allows you to escape from pursuing Red-Eyes.
      • Allows you to escape from the Slime Eater.
    • KIN
      • Allows you to get any stolen gold back from the Red-Eyes and escape.
      • Allows you to escape the Red-Eyes.
    • NIF
      • Allows you to escape from pursuing Red-Eyes.
      • Breaks up the fight between the Sprite and the Pixie (which probably shouldn't count because it's pointless).
    • POP
      • Damages the Living Corpse
      • Frees you from the south gate prison.
    • RAZ
      • Increases damage dealt when fighting your painted double.
      • Increases damage dealt when fighting the Chainmaker.
    • SAP
      • Reduces the Skill of your painted double.
      • Reduces the Skill of the Chainmaker.
    • SIX
      • Distract's the Living Corpse's head.
      • Allows you to recover up to six stolen possession from the Orclings.
    • ZAP
      • Frees you from the south gate prison.
      • Frees you from the slave ship.

    Spells Used 1 Time:

    • DOZ
      • Reduces the Skill of the Slime Eater.
    • DUM
      • Reduces the Attack Strength of your chosen fighter in the fight at the festival, but there's a chance you might cast it on the wrong one.
    • HOT
      • Gets you through Khare's south gate.
    • KID
      • Gives your chosen fighter a free attack in the fight at the festival.
    • LAW
      • Allows you to get the Mantis Man's locket and safely escape.
    • MAG
      • Protects against the Firemaster's trap and allows you to steal his treasure.
    • SUN
      • Reduces damage dealt to your chosen fighter in the fight at the festival.
    • WAL
      • Lets you escape from Vangorn the Murderer.
    • YAP
      • Gets you past the guards at Khare's north gate.

    Spells Used 0 Times:
    • FOF
      • Can be cast numerous times, but is never useful.
    • BIG
      • Can be cast numerous times, but is never useful.
    • FAL
      • I don't think this is ever given as an option.
    • FOG
      • I don't think this is ever given as an option.
    • RAP
      • Never used, although there aren't a lot of places it would come up after you obtain the green-haired wig.
    • ZED
      • Doesn't come into play until the very end of the series.

    Looking at the six spells that the book calls out as the best to memorise, it's pretty obvious that this is a load of hokum. ZAP gets used twice, FOF isn't useful at all, and the other four are all useful in exactly one situation. Steve is somewhat redeemed though, as he remembers the existence of SAP this time around: it wasn't given as an option at all in The Shamutanti Hills, but here it's used twice.

    Spell Usage Across All Four Books:

    Below I've added the amounts of times that spells are useful in both books 1 and 2. I'll be keeping a tally for the whole series.

    • HOW - 7 times
    • DOC - 7 times
    • SUS - 7 times
    • WOK - 7 times
    • ZAP - 6 times
    • YOB - 6 times
    • FOF - 5 times
    • LAW - 5 times
    • DOP - 5 times
    • RAZ - 5 times
    • GOB - 5 times
    • TEL - 5 times
    • HOT - 4 times
    • BIG - 4 times
    • SIX - 4 times
    • JIG - 4 times
    • GUM - 4 times
    • MUD - 4 times
    • DIM - 4 times
    • DUD - 4 times
    • WAL - 3 times
    • DUM - 3 times
    • DOZ - 3 times
    • POP - 3 times
    • GAK - 3 times
    • MAG - 2 times
    • NIF - 2 times
    • SAP - 2 times
    • KIN - 2 times
    • FAL - 1 time
    • FOG - 1 time
    • SUN - 1 time
    • KID - 1 time
    • YAP - 1 time
    • GOD - 0 times
    • PEP - 0 times
    • ROK - 0 times
    • NIP - 0 times
    • HUF - 0 times
    • FIX - 0 times
    • NAP - 0 times
    • ZEN - 0 times
    • YAZ - 0 times
    • RAP - 0 times
    • ZIP - 0 times
    • FAR - 0 times
    • RES - 0 times
    • ZED - 0 times

    NEXT: My next post will be an Exploring Titan on Khare, then it's on to the wrap-up posts for The Seven Serpents.

    Sunday, February 23, 2020

    Kharé - Cityport of Traps: Final Thoughts


    Kharé - Cityport of Traps, written by Steve Jackson and illustrated by John Blanche, is the second installment in the Sorcery! epic. As such, it's kind of difficult to know what to say about it that I didn't already get to in my look at The Shamutanti Hills. Yes, the magic system is fun and innovative. John Blanche's illustrations provide exactly the right tone and feel. The ability to take the same character through all of the books gives it an added dimension over the regular Fighting Fantasy series. All of that was true for The Shamutanti Hills, and it's still true here.

    I guess the thing to do is focus on what makes Kharé different to its predecessor. The most obvious thing is the setting: whereas the first book was a travelogue taking the protagonist through hills and villages, this book is set in a city that's full of thieves, murderers and traps. The plot is similar, in that the hero is just trying to get through to the other side of the city, but this time there's more to it than just walking: Kharé's north gate is wizard-locked, and only by finding all four lines of the spell are you able to pass through.

    What sets it above The Shamutanti Hills is that Steve Jackson starts to let loose with his more bizarre sensibilities. Strange characters and situations abound, and there's a palpable sense that everyone in this book is perhaps just a little bit mad, like living in Kharé has warped their minds. John Blanche joins in with the fun here as well, letting loose with some illustrations that are full of fun background details. He's not quite operating on the same level as Iain McCaig was in City of Thieves, but there's not a huge gulf between them.

    The book is well-balanced, and finding the right path through shouldn't take too many tries. Lortag's puzzle is perhaps a bit too obscure, and the kissing ritual of Courga perhaps too deadly, but it shouldn't take more than a few tries to get through this one, especially with a character who has already been through book 1.

    Overall, Kharé displays all of the strengths of The Shamutanti Hills and turns them up. The magic system is just as good, but applied to more interesting situations. The setting and characters and more flavourful. The illustrations have a little more inspiration. It's a bit more of a challenge to get through. The Shamutanti Hills was a really solid gamebook, and Kharé is that little bit better in just about every way.

    COOL STUFF I MISSED
    Despite passing through this book in excess of a dozen times, I didn't do all that much exploration, because I was deathly afraid of missing the lines to the North Gate spell. So I missed quite a bit, especially in the first part of the book: the Mantis Man, all of the activities at the market, Honest Hanna's Mystery Box. The sad thing is that I could have done all of this stuff, because the book is designed so you can loop around and catch most of it. But like I said, my focus was on getting through, so much of what the book has to offer was missed.

    MISTAKES AND RED HERRINGS
    There don't seem to be any major errors in this book. I found a few items that seemingly have no use: a vial of poison, some essence of bark, a golden locket (which is worth 8gp, so it at least has some value), a piece of moldy goat's cheese, a tinderbox, a snake-bite antidote, and a serpent ring. Those last three I know for certain are useful in the next book.

    As for the unused items from the last book, I found a use for the gaoler's key and the key to  Kharé's south gate.

    BEST DEATH

    Surprisingly, this book only has 13 instant death passages, and most of those are from saying the spell wrong at the end; I had thought it was much deadlier than that. This here is my favourite.



    S.T.A.M.I.N.A. RATING

    Story & Setting: Let's get this one out of the way: the premise of this book is kind of ridiculous. A city whose north gate only opens to a spell known to one person? But there are four prominent citizens who know one line each? I dunno, it's kind of far-fetched and impractical, but it is a pretty good set up for a city adventure. It's dumb, but I like it, what can I say. The setting is where this book really shines, leaving behind the more grounded elements of The Shamutanti Hills and diving into that Steve Jackson weirdness that I love. Kharé is a crazy place, full of cults and murderers and odd monsters, and I find it a bit more flavourful than Port Blacksand. Rating: 5 out of 7.

    Toughness: Survival in this book is less a matter of statistics, and more one of finding the correct path. At first I was going to ping it for being a bit too linear, but having discovered how many paths you can take at the start and still win, I can't really do that. For the most part the book takes you past the places you need to go, and for those it doesn't it gives you some extra chances (particularly for those who've finished book 1). My main issue with the book is Lortag's puzzle, which to me just seems to come down to guesswork. Maybe there is someone out there who figured it out from the illustrations, but I've never met them. Rating: 5 out of 7.

    Aesthetics: The book shines here, with John Blanche's depictions of the splendour and squalor of Kharé being particularly vivid, and Jackson's prose an able companion to those. If I have one complaint, it's that I don't really love the cover; it's not all that representative of the tone or contents of the book. Rating: 5 out of 7.

    Mechanics: Sorcery! continues to push the envelop in this category, with the magic system still being employed to great effect, and some items with unique combat rules being introduced. Sometimes those items can get a little over-complicated, but they're still mechanically sound, and on the whole the basic FF system is used in this book to good effect. Rating: 6 out of 7.

    Innovation & Influence: The systems being used in this book are innovative, particularly the magic, but it's nothing that wasn't already brought in by The Shamutanti Hills. Rating: 4 out of 7.

    NPCs & Monsters: This being a city adventure, it's full of memorable characters: Flanker the assassin, Vangorn the murderer, Slangg, that one innkeeper who tries to chop you up for stew. It even manages to bring in some fun new monsters: the Mantis Man and the Red Eyes are particular standouts. If it's missing on thing, though, it's an antagonist; I know the plot doesn't really call for one, but it still feels like the book is missing a character or force to work against. Rating: 5 out of 7.

    Amusement: Kharé is full of interesting encounters, and all of them provide plenty of options; there's nothing less fun than an encounter that leaves you with no choices beyond combat. It's also much less linear than I had thought, meaning that a player can actually experience most of them as they go through the city. I look forward to tackling this one again one day, now that I know I'm not locked into a single path. Rating: 6 out of 7.

    Kharé gets the bonus point. The above scores total 37, which doubled gives a STAMINA Rating of 74. That puts it even with City of Thieves, sitting equal 5th, a pretty good showing.

    NEXT: My current plan is to update on Sundays, so next week I should have the next installment of The Sorcery of Sorcery. Hopefully if I can keep things up I'll have an Exploring Titan up the week after that.

    Friday, February 14, 2020

    Exploring Titan 11: The Shamutanti Hills

    And so, I come to it at last: an in-depth dissection of the setting of the Sorcery! epic. It's taken me a while to get going with this, because let's face it - it's daunting.  The Sorcery! gamebooks are the most complex in the series to date, and there's a lot to unpack.  Sadly for me at this moment, a lot of that unpacking is front-loaded in the first book, The Shamutanti Hills.  This post isn't going to write itself though, no matter how much I wish it would, so there's nothing for it but to roll up my sleeves and get to it.

    THE OLD WORLD

    Sorcery! is set in the continent known as The Old World, although I don't believe it's ever called that during the series; I suppose that it gets that name in either Out of the Pit or Titan. We learn quite a bit in the Introduction of The Shamutanti Hills.  The empire of Femphrey is the largest in the "eastern world". (East of what? Allansia, perhaps? I'm not sure that there are any concrete connections between this series and the rest of the Fighting Fantasy books.)  Neighbouring Femphrey are the kingdoms of Ruddlestone, Lendleland, Gallantaria, Brice, and Analand.  Together these nation-states make up the Femphrey Alliance. And nearby, separated from these peaceful kingdoms by mountain ranges and a wall, is the lawless land of Kakhabad.

    THE FEMPHREY ALLIANCE & THE CROWN OF KINGS

    The kingdoms of the Femphrey Alliance are at peace now, but only centuries ago - in a time known as the Dark Ages - whole regions of the world were undiscovered, with mere pockets of civilization that had their own races and cultures. This changed when Chalanna the Reformer discovered the Crown of Kings. The Crown's origin is unknown, but it has magical powers, bestowing upon its bearer supernormal qualities of leadership and justice.  Some have said that those powers are divinely inspired, and others that they are all in the mind.  Regardless, with the crown Chalanna turned Femphrey into a powerful, prosperous empire.  But rather than conquer his neighbours, Chalanna decided to forge alliances, passing the crown from ruler to ruler. Thus the Femphrey Alliance was born, and Ruddlestone, Lendleland, Gallantaria, and Brice all benefitted from their four years in possession of the Crown. Analand was next in line, and had the Crown for two years before it was stolen. (If each of these nations held the Crown for four years, and Analand had it for two before it was stolen, Chalanna found the Crown at least 18 years ago. Add in the time it took him to strengthen Femphrey and it could be 22 years or more.)

    ANALAND

    What we know about the countries of the Old World is scant, except to say that they seem to be more civilized than Allansia. Analand, being the kingdom that the protagonist hails from, is the one we know the most about. Even the details we get here are pretty thin though. The kingdom was peaceful and prosperous, but since the Crown was stolen law, order and morale had broken down, the King had lost the confidence of his subjects, and the neighbouring kingdoms were looking suspiciously across their borders, to the point that there were rumours of invasions.  Some other nuggets of information:

    • It's people give prayers to Libra the goddess of Justice.
    • The Shamutanti Wall separates Analand from Kakhabad. There's an Outpost Settlement not far from the Cantopani Gate, which is the only doorway through the wall. The wall is guarded by Sightmaster Warriors, who are chosen for their powers of telescopic vision. The origin of these powers is not revealed, although the illustrations do indicate that their eyes are larger than those of a regular human. They are commanded by a Sightmaster Sergeant.

    THE MAGIC OF ANALAND

    Those who are learned in magic are called Grand Wizards, and one who knows all 48 spells is an Imperial Sorcerer.  Given the "imperial" moniker I'd say this extends throughout the Femphrey Alliance. It seems likely that if they are friendly enough to pass around an artifact like the Crown of Kings, they'd also be happy to share their magical knowledge.

    The magic of Analand doesn't have to be prepared in advance like the spells taught in the Forest of Yore (from The Citadel of Chaos); nor do they rely on spell gems, like those handed out by the wizards of Fenmarge (from Scorpion Swamp). The spells cast in Analand draw directly on the strength of the caster: they can cast their spells as many times as they like, so long as their stamina holds out. Some spells require a special object or material focus, and these spells are not as taxing on the caster as others.

    Here are some other tidbits gleaned from the spell descriptions:

    • The ZIP spell requires a ring of green metal. This green metal is said to be mined from the Craggen Rock. Craggen Rock is the highest peak in the Craggen Heights, and the site of Balthus Dire's Black Tower (where The Citadel of Chaos happens). This is the only direct reference I've found that indicates Sorcery! is set in the same world as the other Fighting Fantasy books. (I've noticed in maps of the Old World that there's a mountain range called the Cragrock Peaks. These apparently come from Steve Jackson's Tasks of Tantalon, so it's possible he was thinking of these mountains for the location of this green metal.)
    • The ZED spell is mysterious, and beyond the powers of concentration available to most minor conjurers. It's only ever been cast once, by a Necromancer from Throben. (Where Throben is isn't clear, but given some references in the final book it's probably not far from Mampang.) The Necromancer was never seen again, but his notes on the spell were later found. To this day, no wizard knows what the spell does. Book 4 reveals that this spell allows the caster to travel backwards in their own timeline, with the ability to change things from that point forward.

    KAKHABAD

    Kakhabad, also described as the Verminpit at Earth End, is a haven for all manner of lawless creatures and evil men. It's sheltered from the civilised lands by various mountain ranges (the Zanzunus and Mauristatia, also known as the Cloudcap Mountains) as well as the Shamutanti Wall.

    Several warlords have tried to rule Kakhabad over the centuries, but none have succeeded. While a dangerous land, it poses little threat to the kingdoms surrounding it. With no ruler it had no army, and the lawless inhabitants were prone to internal struggles. The closest thing it has to a ruler is the Archmage of Mampang Fortress, and now with the Crown of Kings at his command he has the power he needs to unite Kakhabad and become a major threat to the Femphrey Alliance.

    What other knowledge the protagonist learns about Kakhabad is told to him by the Sightmaster Sergeant:

    • Beyond the Shamutanti Hills is Khare, a cityport on the Jabaji River.
    • Beyond Khare are the Baklands, which are unknown to the people of Analand. It is said that day and night are controlled not by the sun but by supernatural forces. (I'm not entirely sure this pans out. As far as I can recall, day and night pass in a fairly standard manner during The Seven Serpents, but I could be wrong.)

    Finally, we have this map which is probably much more useful than anything the Sightmasters have to say:



    THE ARCHMAGE

    The major villain of the series, the Archmage, is something of a blank slate at this point. We know that he lives in Mampang Fortress high in the Zanzunu Peaks, and that he has a number of subjects, including the Birdmen of Xamen. We know that he has an ambition to rule over Kakhabad, and that he has stolen the Crown of Kings to give him the power to do so. Otherwise, he's not described. We're in generic evil wizard territory for now.

    THE SHAMUTANTI HILLS

    These hills, in the southern regions of Kakhabad, extend from the Shamutanti Wall north to the Jabaji River and the Cloudcap Mountains. They are far less dangerous than the other areas of Kakhabad, and are inhabited by relatively peaceful folk. The protagonist can pass through six villages on his way to Khare:

    • Cantopani: Situated about an hour's walk from the Cantopani Gate, this is a settlement of traders. According to the Sightmaster Sergeant most of them are thieves, and sure enough there are bandits who try to rob the protagonist on the village's outskirts.
    • Kristatanti: This village has an ale-house, and little else to speak of, except to note that the villagers all wear their hair long and piled up on their heads.
    • Dhumpus: Again, there's nothing out of the ordinary about this village, which has little more than a market and an inn. (I almost forgot, the protagonist can get a job digging cesspits here.)
    • Plague Village: In this unnamed village, everyone has the plague, and they try their best to hide from travellers so as not to pass it on. I'm tempted to name this village Gorretanti; it's one of the wrong options given when the hunchback Vancas asks you about villages you've passed through. There's no other place with that name, so I'll happily apply it to the one nameless village in the book.
    • Birritanti: This seems to be the biggest village in the Shamutanti Hills (although I think that's more of a gut feeling on my part than anything that's confirmed in the book). When the protagonist visits, it's in the middle of the festival of the young, a time when the village's children are allowed free reign. Not far from Birritanti is a Crystal Waterfall that will heal all wounds and ailments. (The people from the plague village really ought to visit this place, it's only a couple of hours away at most.)
    • Torrepani: This is the village of the Svinns, a race of half-orcs, situated not far from Khare.

    Monsters of the Shamutanti Hills

    This book has a decent selection of standard fantasy creatures and animals (a wolfhound, giant bats, werewolves, goblins, ogres, hill giants, a troll and a manticore), but it also provides quite a few new types which I'll discuss below.

    • There are some green squirrel-like creatures that eat the protagonist's provisions. They're not really notable outside of their colouring though.
    • Elvins - a race of mischievous imps - are new, but I'll talk about them in their own section below.
    • Skunkbears are a hybrid creature, with the size and strength of a bear and the spraying stench of a skunk. At least one tavern serves them up as food, so it seems they are edible.
    • Pilfer Grass grows in the Shamutanti Hills. The grass is mobile and seems to be at least somewhat sentient, having an inexplicable habit of stealing artifacts from passing travellers.
    • The Spirit of Mananka is a malevolent being that is found trapped in a chest in the Elvin village. It will curse anyone who releases it, unless they can defend themselves with magic. It's pretty similar in appearance and behaviour to the Nanka, a creature that will appear later in Out of the Pit, so there's probably some sort of relation there.
    • Red-Eyes are mentioned in this book, by a blind beggar who implies that they were the cause of his blindness. More on them when I cover Book 2.
    • The Bird-Men of Xamen are also mentioned, as servants of the Archmage who made off with the Crown of Kings. They'll be dealt with in more detail when I cover Book 4.
    • The Svinns are a breed of Man-Orc, that live in the village of Torrepani. More on them below.
    • Minimites are a small, fairy-like creatures who negate magic in their immediate vicinity. A Minimite named Jann attaches himself to the protagonist, making things quite difficult if they happen to be a wizard. (I get why a wizard would get rid of Jann, but why can't you keep him if you're a warrior? Especially since you're planning to go up against the Archmage, a portable anti-magic pet seems like a pretty good thing to have.) Jann is quite cheerful, and also quite annoying, but he seems to mean no harm. More on Jann in Book 4.
    • Finally, there's a mysterious two-tailed serpent that can turn invisible, who will guide you through the wilderness, and give you a cheeky wink when he's done. Nothing else is said about the creature's nature, and it's never met again in the series. The encounter has some of the dream-like strangeness of the Seven Serpents confrontations from Book 3, but given its general benevolence it's probably not connected. Given that it's encountered in the Vale of the Elvin, I'm inclined to say that it's an Elvin giving you a bit of help.

    The Headhunters

    There's a tribe of headhunters that lives in the hills between Cantopani and Kristatanti, not far from the Schanker Mines. The borders of their territory are marked with heads on spikes, and the lands within are full of pits and spike traps to catch or kill unwary travellers. The headhunters are a small, black-skinned people that do not speak the same language as the people of Analand (and the rest of Kakhabad). They are, as genre tropes demand, cannibals.

    It's something of a staple of Fighting Fantasy to have primitive tribesmen living in areas otherwise inhabited by typical fantasy villagers. A lot of this comes from the need to provide a large number of threats, and the way FF mashes up genre tropes, but it's interesting to speculate how these people got there. I'm thinking that they are probably the original human inhabitants of Kakhabad, or at least the Shamutanti Hills. The rest of the humans encountered in this series are conversant with the protagonist, and are probably outlaws and immigrants from the countries of the Femphrey Alliance.

    The Schanker Mines

    These mines are situated in the hills between Cantopani and Kristatanti.  It seems to be a gemstone mine, although the exact type of gem is never specified. The mines are currently being worked by some goblins and an ogre, led by an old blind goblin. It's never made clear who these goblins are working for. It's possible that they're mining for their own gain. The blind goblin has a key on his person that unlocks the door to the torture chamber in Mampang Fortress, so it seems likely at the very least that this group has come from that place. If they're working for anyone, the Archmage seems like the best bet.

    The Elvins

    These creatures live in the Vale of the Elvin, between Cantopani and Kristatanti. They are small, winged, impish creatures that delight in mischief and practical jokes. Although they will fight with short swords when pressed (or even when their hospitality is refused), they also have a number of innate magical powers: they can make their bodies glow, move objects via telekinesis, and become invisible at will.

    The nature of the Elvins' mischief ranges from harmless to somewhat cruel. When they meet the protagonist they might try to give him a fright by vanishing and appearing suddenly in front of him, or pelt him with acorns (which admittedly is capable of killing him). At worst, they will steal some of his items and then release him. They did the same thing to the old man in the tree outside of Cantopani, and they left the witch Alianna locked in a cramped cage for two days (I suspect they weren't going to return to set her free). Generally, though, if their victim keeps good humour or amuses the Elvins with some music or magic tricks, no harm will befall them.

    The Elvin village is a cluster of thatched huts made of twigs and branches, with brightly coloured drapes over the doors. It's found along a river. When strangers approach, it seems as though their defense is to become invisible and lull the invaders to sleep either with enchanted music or smoke from the village's central fire.

    Elvins are known to keep at least one pet or guard animal, a wolfhound.

    The Lea-Ki

    This is the Lea-ki, the domain of the great ones, otherwise known as Hill Giants. It's entrance is through a gate many times larger than a regular man-made gate. Otherwise, the Lea-ki consists of two large caves, one of which houses a giant and the other of which is empty when the protagonist arrives. There are signs that it's inhabitant is simply elsewhere at the time, so it seems that at least two Hill Giants make this place their home.

    Glandragor the Protector

    In Cantopani, the protagonist can buy an axe marked with the following writing: "This axe was crafted in the Year of the Ox for Glandragor the Protector. It's powers may be realized only by its owner.".  It also has the number 233 carved upon it. The axe is well-used, and looks as though it will not survive too many more battles. True to the writing on the axe, it's nothing special when used by the protagonist in battle.

    Glandragor currently resides in Birritanti, living with his wife and running 'Glandragor's Tavern'. He is friendly and happy to talk to strangers. If presented with his old axe, he is overjoyed. Little else is revealed about Glandragor, but the state of his axe suggests that he used it a great deal, and probably earned his nickname of "The Protector". He has many connections in the city of Khare, including an influential man named Vik. 

    Gaza Moon and the Old Man

    Gaza Moon is a witch who lives in a hut between Birritanti and Torrepani. She is hospitable, but may become murderously angry if that hospitality is refused. For those who accept, she will test their trustworthiness with drugged tea, and steal from those who try to trick her. She has a justifiable hatred of Minimites.

    Four days ago Gaza Moon was visited by a traveller who stole a page from her spell book. The traveller took off at great speed when caught, fast enough that Moon suspects him of being a powerful wizard. She cast an Ageing spell upon him as he fled, which eventually transformed him into an old man. Later in his travels the old man was robbed by Minimites, who left him stuck in a tree. The identity of this man is a mystery, and it is odd that he seems to retain no magic to help him get down from the tree. The d20 RPG adaptation names him Alias Gumar, but I'm not sure if those products count as canon.

    The Old Man's Rhyme

    The old man will tell the protagonist a rhyme, which goes as follows:

    'See him though he sees you not;
    The black-eyed creature creeps.
    A guardian once, but now his lot:
    The key to freedom keeps.'

    He mentions that the Elvins are searching for the key in question, so presumably he learned this rhyme from them as well.

    There are two potential candidates for the solution to this rhyme in The Shamutanti Hills. The first is the blind goblin in the Schanker Mines. He can't see, and he does have a key in his possession. That key unlocks the door to Mampang's torture chamber, which is definitely a place from which to be seeking freedom. The only problem here is that it has no connection to the Elvins.

    A better candidate is the blind beggar outside of Kristatanti. His eyes are painted with a dark dye, which definitely marks him as a "black-eyed creature". Years ago this beggar lived in Khare, and watched over prisoners in the gaol, which covers him being a guardian. In his possession he has a key to said gaol, which currently contains an Elvin prisoner. All of these clues add up to the solution to this rhyme.

    Vancass and the Troll

    Vancass is a hunch-backed old man who lives in a hut near a bridge between Dhumpus and Birritanti. He will only allow passage over the bridge to those who can answer his rhyming questions, which tend to be general knowledge questions about the places and inhabitants of the Shamutanti Hills. He is not physically powerful, but possesses magical powers, and can cause pain with a wave of his hand. If the protagonist answers these questions, Vancass rewards him with a rhyme that gives hints about the future dangers he might encounters in the Manticore's lair. It's likely that he has some powers of prophecy or foretelling. As to why he's here guarding a bridge, I have no idea (except that Steve Jackson put him there).

    In the same forest nearby is a Troll, who I normally wouldn't comment upon except that he is described as being a sentry, which implies that he's guarding something. With no other obvious candidates, I'd say that he's a servant of Vancass put there to guard other paths through the woods. It's as good an explanation as any.

    Flanker

    Flanker is an assassin and thief from Khare, who likes to attack wayfarers for combat practice. He seemingly has no compunctions about killing these victims, but if he is beaten and his life is spared he becomes a loyal friend.

    Flanker is on his way to Khare, but will not accompany the protagonist along the way. The obvious question is, what exactly is Flanker up to out here? Is he really just hanging around for travellers to fight? Or has somebody hired him?

    In Torrepani, one of the Svinns mentions that his friend was killed by an assassin's blade. Flanker is the obvious culprit, but random Svinns don't really seem worthy of being assassinated. I suspect that this was a case of Flanker harassing someone on the road for sport.

    One possibility is that Flanker is working for the marauders who kidnapped the Svinn chief's daughter. Maybe he's being paid to kill Svinns, or maybe he did the kidnapping himself. It's all pure speculation, but I do like to fit this stuff together sometimes.

    The Svinns

    The Svinns live in the village of Torrepani, not far from Khare. They are said to be an "aggressive-looking race of Man-Orcs", but to be honest they seem no more aggressive than the other villagers in the area. In fact they seem a little depressed, as the village chief's daughter has been taken by marauders and offered as a sacrifice to a powerful cave demon (actually a Manticore). Apparently there is a prophecy that says that a dreadful scourge will overrun the village should the chief's line end. (It's never said where this prophecy comes from, but one suspects that it's been put out there by the chief's family to stop them being deposed. I also wonder why the chief can't just have another child to forestall the prophecy, but perhaps he is too old. As for the identity of the marauders, they remain a mystery.)

    The chief's name is Proseus, and he has sent several of his own men into the caves; none have returned. Despite his general friendliness, he's more than willing to force the protagonist into rescuing his daughter. The only other notable inhabitant of Torrepani is a healing-priest, who is capable of healing all of the protagonist's wounds, curing any disease he may have caught, and banishing Minimites.

    Lastly, I should note that a traveller passed through Torrepani from Khare two years ago, vowing that he would never return. This traveller left Proseus with his key to the city gates. It's probable that this traveller isn't meant to be anyone specific, but if I had to put an identity on them I would go for either Glandragor or the blind beggar. Both have definitely been to Khare, and neither seems all that likely to go back there.

    Monday, December 9, 2019

    The Sorcery of Sorcery! 1: The Shamutanti Hills

    Given that the magic system is so central to what makes the Sorcery! epic great, I've decided to do a series of posts that bring it into focus a little bit. Mostly what I want to do is catalogue all of the spells, how often they're useful, and where the various spell components can be found. It's all going to be very spoilery, but this whole blog is one giant spoiler, so if you're worried about that you're probably not reading it in the first place. Regardless, this is your final warning, there be spoilers ahead.

    The protagonist of the series is a wizard of Analand. (I guess you can play as a warrior, and I suppose I should try it some day, but I still don't know why anyone would.) There are 48 spells in the Sorcery Spell Book, and it's interesting to note that these are all the spells known in Analand. A wizard who knows all of these spells is said to be a true Imperial Sorcerer.

    This isn't the first magic system introduced in Fighting Fantasy: Steve Jackson himself used a completely different one in The Citadel of Chaos. That one works much like the system in Dungeons & Dragons, with the wizard having a number of spells prepared and using them up as they are cast. If you begin your adventure with three Fire spells, you can only cast that spell three times. Getting those spells back isn't addressed in The Citadel of Chaos, but presumably it happens after a rest of some sort.

    In Sorcery! each spell has a three-letter code, and it's up to the caster/reader to memorise that code and use the corresponding spell when appropriate. The only limit to how many times a spell can be used is the wizard's Stamina, as these spells draw power directly from the caster. There are four levels of Stamina drain caused by the spells. The lowest, those spells that only drain 1 Stamina point, also require an object of some kind, such as a green wig or a sun jewel; perhaps the item helps lessen the strain on the caster somehow. The spells that drain 2 Stamina points seem to be a little more specialised, and are perhaps not as powerful as the more strenuous spells. There are six spells that drain 4 Stamina per use, and these are supposedly the most powerful and versatile; the book claims that you can get through the adventure using only these spells, and recommends them as the first ones you commit to memory. Finally, there is the mysterious ZED spell, which drains 7 Stamina points and has never been cast by anyone living. This spell is a whole class in itself, and can only be used at one very specific place in the final book.

    I've never read any complaints about the differing magic systems on Titan, but there are always fans around who get irritated by inconsistencies. I don't have a problem with it, though. Just because magic exists doesn't mean that every society has to use it in the same way, and Analand is a long way away from the Vale of Willow. At this point they're not even established as existing on the same world, so it's something of a moot point.

    SPELL COMPONENTS

    Of the 48 spells in the game, 28 require some kind of object to cast.  Below I've listed the spell components that can be found in this book, along with their locations.

    • Beeswax for the RAZ spell - found in a tree near Cantopani
    • A Bamboo Flute for the JIG spell - bought from the Cantopani trader
    • Goblin Teeth for the GOB spell - 4 can be bought from the Cantopani trader, and a further 8 can be found if you kill some goblins outside of the Schanker Mines
    • Giant Teeth for the YOB spell - 1 can be bought from the Cantopani trader, and an indeterminate amount can be taken from a giant's corpse in the Lea-Ki
    • A Vial of Glue for the GUM - given as a gift by Alianna
    • A Medicinal Potion for the DOC spell - bought from the Cantopani trader
    • Pebbles for the POP spell - 4 are given as a gift by Alianna
    • Sand for the MUD spell - a bag is found if you loot Alianna's hut
    • Nose Plugs for the NIF spell - given as a gift by Alianna
    • Cloth Skullcap for the TEL spell - bought from the Dhumpus merchant

    You can't find all of these in a single play-through, but you can get very close: if you follow the correct path you can get all of them except for the bag of sand. I'll be interested to see if it's possible for an adventurer to be able to cast every spell in the game.

    No other spell components can be found in The Shamutanti Hills, which means that the following spells cannot be cast: GAK, GOD, KIN, PEP, ROK, NIP, HUF, FIX, NAP, ZEN, YAZ, SUN, KID, RAP, YAP, ZIP, FAR, and RES.

    SPELL USES

    With 18 spells unusable due to unavailable components, that still leaves a whopping 30 at the player's disposal. I've detailed below every time a spell is useful during The Shamutanti Hills, and grouped them together starting with those used the most times and ending with those used the least.

    Spells Used 5 Times:

    • FOF (force field)
      • Protects you from the Bandits outside Cantopani
      • Allows you to survive the flooded room in the Manticore's labyrinth
      • Protects you from getting sick in the plague village
      • Blocks the Manticore's stinging tail
      • Protects you from being pelted with acorns by Elvins

    Spells Used 4 Times:

    • ZAP (lightning)
      • Kills the blind Goblin in the Schanker Mines
      • Kills the Wolfhound in the Elvin village
      • Allows you to finish digging holes faster if you take the job in Dhumpus
      • Kills one of the Goblins outside of the Schanker Mines, and may cause the other two to flee
    • LAW (mind controls stupid creatures)
      • Temporarily controls the snakes in the pit in the Manticore's labyrinth
      • Allows you to avoid battle with the random creatures that attack by night (this can happen multiple times, but I've only counted it once)
      • Allows you to avoid battle with the Skunkbear
      • Stops the weird two-tailed Serpent near the Elvin village from attacking you
    • BIG (growth)
      • Scares off the random creatures that attack by night, or doubles your Skill in the ensuing battle (this can happen multiple times, but I've only counted it once)
      • Doubles your Skill when fighting the Hill Giant in Lea-Ki (this fight can happen in two different place, but I've only counted it once)
      • Allows you to finish digging holes faster if you take the job in Dhumpus
      • Drives off the trio of Elvins you meet before their village, or doubles your Skill in the ensuing battle
    • WOK (turns a gold coin into a shield)
      • Creates a shield in the fight with the Troll Sentry (giving it a -2 Attack Strength penalty)
      • Creates a shield in the fight with one of the Elvins you meet before their village (giving it a -2 Attack Strength penalty)
      • Protects you from being pelted with acorns by Elvins
      • Creates a shield in the fight with the Ogre in the Schanker Mines (giving it a -2 Attack Strength penalty)
    • HOW (tells you best course to take)
      • Tells you to use the DOP spell to open the locked door in the Schanker Mines
      • Warns you not to enter the dark passage in the Schanker Mines
      • Warns you to avoid the Ogre's room in the Schanker Mines
      • Tells you not to attack the weird two-tailed Serpent near the Elvin village, and to let it guide you instead

    Spells Used 3 Times:

    • HOT (fire)
      • Kills Alianna's Wood Golem
      • Kills one of the three Elvins you meet before their village
      • Injures the Manticore
    • DOP (open doors)
      • Opens Alianna's cage
      • Opens the locked door in the Schanker Mines
      • Opens the door to the Ogre's room in the Schanker Mines
    • RAZ (sharpens sword)
      • Opens Alianna's cage
      • Increases damage dealt when fighting the blind Goblin
      • Increases damage dealt when fighting the Goblins outside of the Schanker Mines
    • SUS (warns of traps and danger)
      • Prevents death and lessens chance of injury when falling into the pit in the Schanker Mines
      • Gives you a chance of surviving the flooded room in the Manticore's labyrinth, at the cost of your provisions and any other inventory items that would be spoiled by water
      • Warns you not to enter the dark passage in the Schanker Mines
    • GOB (creates goblins)
      • Helps you fight the Wolfhound in the Elvin village
      • Impresses the Elvins, allowing you to leave their village unmolested
      • Helps you fight the Manticore

    Spells Used 2 Times:

    • WAL (force wall)
      • Stops the rolling boulder in the Manticore's labyrinth
      • Allows you to escape from the Ogre in the Schanker Mines
    • DUM (makes monsters clumsy)
      • Makes the Troll Sentry drop its halberd, giving it a -4 Skill penalty
      • Makes the Hill Giant in Lea-Ki drop its club, giving it a -3 Skill penalty (this encounter can happen in two locations, but I've only counted it once)
    • SIX (creates illusions of caster)
      • Impresses the Elvins, allowing you to leave their village unmolested
      • Gives you a chance to escape the Skunkbear
    • JIG (makes enemies dance)
      • Allows you to avoid combat with Alianna's Wood Golem
      • Allows you to avoid combat with the Bandits outside Cantopani
    • YOB (creates a giant)
      • Helps you fight the Hill Giant in Lea-Ki (either inside or outside the cave)
      • Helps you fight the Manticore
    • DOZ (sleep/drowsiness)
      • Slows Alianna's Wood Golem, giving it a Skill penalty of -4
      • Dazes the Manticore, stopping it from stinging with its tail and giving it a -4 Skill penalty for 4 rounds if you attack straight afterward.

    Spells Used 1 Time

    • DOC (cure disease)
      • Cures the family in the plague village
    • DUD (fool's gold)
      • Impresses the Elvins, allowing you to leave their village unmolested
    • MAG (protects from magic)
      • Allows you to escape from the Spirit of Mananka in the Elvin village
    • POP (exploding rocks)
      • Temporarily drives off the snakes in the pit in the Manticore's labyrinth
    • FAL (float instead of falling)
      • Allows you to fall safely into the pit in the Schanker Mines
    • DIM (dims monster's mind)
      • Allows you to escape from the Ogre in the Schanker Mines, or gives it a -4 Skill penalty if you opt to fight it
    • FOG (makes fog, duh)
      • Allows you to escape from the Spirit of Mananka in the Elvin village
    • GUM (makes glue)
      • Stops the rolling boulder in the Manticore's labyrinth
      • This spell should be usable later in the adventure when you're attacked at night, but the book still assumes that you don't have any glue, even though you can find some.

    Spells Used 0 Times:

    • MUD (turns ground to mud)
      • Not used, but the sand required can't be found until later in the book.
    • NIF (makes noxious gas)
      • Not used, but the nose plugs required can't be found until later in the book.
    • TEL (telepathy)
      • Not used, but the skullcap required can't be found until later in the book.
    • SAP (saps will of opponent)
      • Not used, despite having no material component required.
    • ZED (it's a mystery!)
      • Doesn't come into play until the very end of the series in Book 4.

    Looking at the results above, the six spells recommended for memorisation by the book aren't necessarily the most useful. FOF, ZAP, and LAW are right up there near the top, but HOT, DUM and WAL are lingering somewhere closer to the middle, surpassed by a number of other spells.  SAP is the real oddity here; there are certainly occasions where it would have been handy, and I can't see a reason why it wouldn't be used anywhere in this book. Perhaps Steve just forgot about it? I don't recall ever using it, and I'm wondering now if it gets included anywhere in the series. I'll keep an eye out for it.

    Next: I'll finish up The Shamutanti Hills with an Exploring Titan post (where I go through the book's various elements and try to fit them together with the world of Titan as it's developed so far). Then it's on to Khare - Cityport of Traps. I'll be doing Final Thoughts, Sorcery of Sorcery! and Exploring Titan for all of the books, so expect this blog to be mired in the series for a good long while yet.

    Saturday, November 23, 2019

    The Shamutanti Hills: Final Thoughts




    Well, that took longer than expected. Normally the posts I do when I'm wrapping up a book take longer than my regular ones, because I like to go through the entire gamebook and explore every path. This time around it took even longer than that, because tackling Sorcery! in this way is pretty daunting. Nevertheless, I'm back, and ready to finish up with the series, starting with my final thoughts on The Shamutanti Hills.

    Written by Steve Jackson with illustrations by John Blanche, The Shamutanti Hills is the first part of the Sorcery! epic. Jackson has often said that he thinks Sorcery! is the best of the gamebooks he wrote, and it's hard to argue with. The series, as a whole, is one of the landmark works of the genre. As one singular work, it's brilliant, but now I have the difficult task of rating each part as a work on its own.

    Like most early gamebooks, the story set-up for Sorcery! is dead simple: the Archmage of Mampang has stolen the Crown of Kings that provides peace and prosperity to your homeland, and he's planning to use it to unite the chaotic forces of Kakhabad. You, as either a wizard or a warrior, have to venture into Kakhabad and retrieve the crown, or die trying.

    The innovation of the series comes not from the story (although it is well-realised in comparison to the other books of its era), but from its gameplay. The first of these innovations is that the story continues across four books, and the player can take the same character - with stats and equipment earned - from one book to the next. (The other early innovator in this field was Joe Dever's Lone Wolf series, but The Shamutanti Hills was published in October 1983, as opposed to Flight From the Dark in June 1984. I feel reasonably confident in saying that Sorcery! did this first.)

    The second innovation comes with the unique Sorcery! spell system. Players had been able to cast spells in gamebooks before, most notably in Jackson's own The Citadel of Chaos, but the system used there was fairly reminiscent of the one in Dungeons & Dragons, where the character had a number of spells "memorised" and would cross them off once they were used. In Sorcery!, Jackson takes that concept to its most literal extreme, basing the spell system not on the character's memory, but on that of the player. Each spell is given a three-letter code, and it's up to the player to remember them. Every time a spell can be cast, a number of options are presented and the player has to pick the one they think is correct. Some of those options will be fake spells, red herrings designed to trip you up, and making the wrong choice can be the difference between life and death. Sure, you can always look things up in the spell section at the back of the book (or the separate spell book if you're using an older copy), but by the rules the spells can't be consulted once you've started your adventure. It's all up to the player's memory, and it's like nothing else I've seen in any other gamebook.

    With the generalities out of the way, it's time to discuss The Shamutanti Hills proper. Outside of the background, it might have the most simplistic plot and goal of any Fighting Fantasy gamebook: all you have to do is get through the titular hills and make it alive to the city of Khare. Sure, the hills can be dangerous, but there are no special items that you're required to find, no keys or passwords. It's a gentle start to the series, before Steve starts to ramp up the difficulty.

    Even the encounters aren't particularly difficult or deadly. If anything, they err on the side of the mundane. There are a lot of villages, and regular folks just trying to get by, mixed in with some of the more common types of fantasy creatures, such as Goblins, Ogres, Trolls and Giants. Jackson is sure to throw in a few monsters of his own invention, such as the mischievous Elvins, but for the most part he keeps his customary weirdness in check. It's somewhat to the book's detriment, I feel; often it can feel like you're doing nothing but camping and eating between villages. But there are interesting encounters to be had, and Steve really makes up for it in the books to follow.

    One of the ways that the book makes its encounters more interesting is to make them feel interconnected. In the Sorcery! epic, there's very little that happens in a vacuum, and most of the encounters have a connection to something somewhere else in the series. The Shamutanti Hills might be a less fantastical setting than in some other gamebooks, but its inhabitants really do feel like they live there, existing beyond their short interactions with the protagonist.

    But the main thing that sets this books encounters apart is the spell system. Every hostile encounter gives you the opportunity to try out some spells, and it gives every battle a bit of variety. Yes, you can play it as a warrior, without using any spells, but I have no idea why you'd want to. With the option to cast spells there's always something new to try, and you're never stuck fighting an enemy that's too strong for you.

    Overall, I really do like The Shamutanti Hills. It's a welcoming, non-threatening introduction to the series and its mechanics, with a number of fun encounters to explore. It's main drawback is that it feels like a prologue, and as such it's very much overshadowed by its sequels. It's a good book, but one that gives the sense that the author is holding back his best material.

    COOL STUFF I MISSED

    I had to go back to this book a lot, so I covered most of it. The only memorable things I think that I missed were a fight with a Troll (which is ultimately inconsequential), and finding a locket which I'm pretty sure would have helped me in Book 4.

    MISTAKES AND RED HERRINGS

    Given the nature of this series, there are a lot of items that aren't useful during the first book: a silver key, a pair of borrinskin boots, a locket, a dog collar studded with green gems, a copper key, and the key to Khare's south gate. I'm pretty sure that all of these come in handy somewhere in the series, though. There are also a bunch of items that I'd lay odds on being genuine red herrings: death-hound teeth, ape teeth, snattacat teeth, a giant's broken stool, a giant's net, a giant skull, and the many unspecified giant body parts that you're invited to carve out of the poor bugger after you kill him.

    As for genuine mistakes, there's no way to reach paragraph 319, in which you try to use YOB on the giant but don't have a giant's tooth.

    BEST DEATH

    By my count the book has 17 instant deaths (though it's always possible I've missed some). Regrettably a lot of those deaths are duplicated, being the result of casting the wrong spell in a deadly situation, so there's not as much variety here as I would like. In the end, I went for the one that is most insulting towards the protagonist.



    S.T.A.M.I.N.A. RATING

    Story & Setting: As I mentioned above, the background story is a basic "get the macguffin back from the evil wizard" plot, albeit one that's quite well fleshed out and detailed. The plot of The Shamutanti Hills on its own is almost nonexistent, being a simple story of travel and survival. The hills themselves are more mundane than is usual for an FF book, but the encounters that are there are well designed and interconnected; the denizens of the hills actually feel like they coexist in the same space, which can be a rarity in these types of books. Rating: 5 out of 7.

    Toughness: There are certainly ways to die in this book, but on the whole it's not that difficult for even a first time reader to make it through. This is especially true for anyone with a good memory for the spell system. That said, as the beginning of a 4-part saga. it's probably pitched at about the right level: you might die through stupidity or rotten luck, but otherwise getting through isn't hard. Rating: 5 out of 7.

    Aesthetics: Jackson's writing is evocative and effective at setting the grimy tone, and it's perfectly complemented by Blanche's illustrations. I don't think there's another artist in the FF canon who can convey "squalid" as well as he can. But while I like John Blanche, I don't think he gets the opportunity to show off his best here; there are too many illustrations of villagers and taverns and other non-fantastical things. They're good, but there's better to come. Rating: 5 out of 7.

    Mechanics: Jackson's books are always mechanically interesting at the very least, and here he debuts one of his best ideas: the Sorcery! spell system. It's a simple idea (and easy to cheat), but when played straight the spell system is great, providing a lot of flexibility in encounters while always carrying a certain sense of risk. It also becomes more useful the more you play, and become familiar with the various spells. It's certainly the best magic system in Fighting Fantasy, and I'm hard-pressed to come up with one from another series that works better. Rating: 6 out of 7.

    Innovation & Influence: As far as I can tell, this is the first gamebook that's part of an ongoing series, where you keep the same character from book to book. It also earns points for its magic system, which is unlike anything I've seen in a gamebook before or since. Rating: 6 out of 7.

    NPCs & Monsters: As I've mentioned before, Jackson sticks to the more mundane side of the fantasy spectrum for this book, relying on a lot of mainstays such as goblins and ogres. There are also a lot of encounters with regular people, as well as the odd witch. All of these monsters and people are well-realised, and there are no monsters that are there simply so you can kill them, but I don't find many of the book's encounters to be particularly memorable. Rating: 4 out of 7.

    Amusement: This has never been one of my favourite gamebooks, but it's never a chore to revisit, because there's always something new to try, or some new path to take. It's a little bit easy and lacking in Jackson's trademark weirdness for my tastes, but everything that's in the book is well done, and the options given by the spell system mean that there's always at least a little bit of fun to be had on a reread. Rating: 4 out of 7.

    I'll give this book the bonus point, because I'll definitely reread it again some day. The above scores total 36, which doubles give it a S.T.A.M.I.N.A. Rating of 72. That's very respectable, putting it equal sixth with the House of Hell preview from Warlock magazine. It's just below City of Thieves, and well above Forest of Doom and Talisman of Death.

    NEXT: I might do a post on the magic system as it relates to The Shamutanti Hills, and then en Exploring Titan. After that, it's on to wrap up Khare - Cityport of Traps.

    Saturday, August 24, 2019

    Sorcery! Attempt 15 and 16 - Books 1-4

    On my last attempt, I made it all the way to book 4, and did quite well I thought. Of the four Throben Doors I had to penetrate to make it to the Archmage, I got through two. That's seems pretty good to me for my first serious foray into Mampang Fortress, especially in a book that's renowned for being pretty tough. I'm feeling confident about this one.

    For attempt 15, I rolled a Skill of 6, a Stamina of 19, and a Luck of 9. I played this ages ago, and I don't know why I never wrote about it. My memories are vague, but looking at my notes I can see that I died in Book 3 to an illusionary Deathwraith. Normally I would have dispelled this thing with a MAG spell, but I only had 2 Stamina left and no recourse but to fight it. Obviously, I lost. Perhaps I was so demoralised by my failure that I couldn't bear to post about it, but it's long ago enough that I don't remember.

    For attempt 16, I rolled a Skill of 8, a Stamina of 20 and a Luck of 8. It doesn't get any more average than that. Stats aren't as important in Sorcery! as they can be in the main series, but I was still a little nervous about this guy.

    I got through the first three books with no problems, and started The Crown of Kings with the following scores: Skill 10; Stamina 20; Luck 9; 0 gold pieces; 5 provisions; a sword, a backpack, a broadsword (+1 attack strength), a bamboo pipe, a silver key numbered 111, an Armband of Swordmastery (+2 AS with swords), a skullcap, a magic chain, a mirror, a green wig, a lucky talisman (no Luck lost when unlucky), a bow and silver arrows, another broadsword (-1 AS, +1 damage), a tinderbox, a serpent ring, a galehorn, a chakram, a crystal orb, a suit of chainmail (+1 Skill, -1 damage on  a roll of 5-6), a hewing axe, a pearl ring (worth 10gp), a brass pendulum, Sham's vial, a serpent staff, some sand, a whistle numbered 199, and a cure disease potion. I had also lost the sight in my right eye while fighting a Baddu-Beetle, which hasn't had any negative effect on me so far. Finally, I defeated all seven serpents during book 3, so I could be confident that I was entering Mampang in secret (I could deduct 40 from the current paragraph whenever someone called me the Analander).

    Climbing up the Zanzunus towards Mampang Fortress, I had the choice of three caves in which to take shelter for the night. One of those had hoof-prints leading inside. Despite the potential danger, I decided to enter that cavern and see who the hoof-prints belonged to.

    Inside, I saw a human-like figure leaning against the cavern wall. It's legs were like those of a goat, and it was unmoving.

    This one's for the furries AND the necrophiliacs.


    I called out to attract its attention, but got no reaction. Warily I reached out to touch it, and to my shock I found that it was dead. I probably should have found another cave to sleep in, but I was already here, and what could possibly go wrong for me if I bedded down next to the fresh corpse of a goat-man? I ate a meal (leaving me with 4) and went to sleep.

    In the morning I left the cave, taking some pebbles and a handful of stone dust with me. There were two paths onward: one via a rope bridge over a gully, and another winding up the mountainside. I chose to go up.

    Further along the path I encountered a pair of goat-women, who got my attention by hurling spears at me. They were obviously of the same race as my sleeping companion from the night before, so I told them about their dead friend. They were grateful, and explained that Sh'himbli had disappeared from the village days before, presumably to die of fever in peace. They offered to take me to their village, and I accepted.

    At the village I was taken to the leader, who I told about Sh'himbli. She nodded gravely, and informed me that Sh'himbli's disease was contagious, and that by sleeping with the corpse the night before I had almost certainly contracted it. Luckily, they had recently learned that Colletus the Holy Man was able to cure the disease, and that by whistling in a certain way at the right place (and by subtracting 30 from that paragraph) I'd be able to call him. I was also offered a selection of items that I could trade for, but I opted not to trade anything. (It looks like, by getting infected with the disease, I missed out on getting the blessed spear. Hopefully it's not too important.)

    Not far out of the village I found an alcove where I stopped to eat (leaving me with 3 provisions). Inside I saw a message written on the wall, telling me that Colletus could be found at the Groaning Bridge.

    Further along the path I saw a narrow crevasse, and a rope that could be used to swing across, but I thought better of it. Continuing along the path, I came to another crevasse blocking my way. There was a bridge spanning the crevasse, but when I stepped upon it, it let out a series of disturbing groans. This was obviously the Groaning Bridge, so I whistled to summon Colletus.

    The blind holy man appeared, and I ask about his powers of healing. He was more than happy to cure me, and did so with a simple palm on my forehead (or at least so he claimed; it's not like I'd had any negative effects, so how would I know if he's legit?). I questioned him further about Mampang, and he revealed that the Groaning Bridge was an illusion, which would have disappeared once I was halfway across. He summoned the real bridge, and I was soon on my way. Before I left, he gave me three items to help me: a skullcap, some holy water, and a medicinal potion. He also gave me a blessing of good luck (that increased my initial Luck score to 10).

    I crossed the real bridge and entered a pass leading to Mampang Fortress. The sight was imposing (lowering my Skill by 1 until I was inside). I crept cautiously, looking out for guards, and was able to sneak past a pair that were asleep (with a successful Luck test that reduced me score to 9).

    I found a sheltered spot to sleep in, but during the night I was contacted by my goddess, Libra. She informed me that the netherworld deities that ruled Mampang were strong, and that she could not aid me once I was inside. She also told me of another follower of hers, who had escaped from the fortress via a secret door. She told me the password, and I took note of it before going back to sleep. (When I wanted to use the password, I could subtract 92 from the passage I was on.)

    (At this point, Libra also told me about the effects of the trembling disease. Apparently, I wouldn't be able to regain any Stamina, and when choosing spells I'd have to roll a die, and only have the option of casting the spell that was randomly selected. Nothing's said here about being cured by Colletus, so I could interpret this as meaning that the old charlatan hoodwinked me. He's on the level about everything else, though, so I'm choosing to believe that I've already been cured.)

    In the pre-dawn gloom I approached the fortress and made my way to the front gate. I gave it a knock, then climbed to a perch above. A guard came out to investigate, but didn't spot me hiding. I decided to wait, and a second guard appeared. Still I waited, until a third and a fourth guard appeared. Then I dropped to the ground, and slipped inside the gate while they were preoccupied.

    Ahead of me were two double doors, and there were also doors leading left and right. I took the left-hand door, opening it as silently as possible (with a Luck test that reduced my score to 8). It opened into a short passage, with a door at the end and another to the right. I opened the door to the right, despite the horrid smell coming forth.

    That Gandalf rune cracks me up.
    What was he even doing here? Nobody in
    Lord of the Rings poops.


    It was a latrine, and I had to resist the urge to vomit (reducing my Stamina to 19). I decided to search the room anyway, and although I was able to once more resist vomiting (with a Luck test that reduced my score to 7), the flies buzzing around had given me an unpleasant illness. (I immediately lost another point of Stamina, reducing me to 18. I also lost 1 Skill point for battles only. The disease would progress further by the time I first encountered the Archmage, and would seemingly be fatal. It was all pretty moot, because I cured it immediately with a cure disease potion that I had found during book 3.)

    Ignoring the door at the end of the passage, I went back to the entrance and chose the left door. I could hear gruff voices beyond, so I kicked the door down to murder whoever lay beyond. It was another pair of Guards (Skill 8, Stamina 6 and Skill 7, Stamina 7). I was able to kill them with the element of surprise, but not before one of them was able to wound me twice (reducing my Stamina to 14). In a drawer I found some keys, which I used to unlock the double doors and progress further into the fortress.

    I was in a courtyard, milling with inhabitants of the fortress. I tried to cross as inconspicuously as possible, but a group noticed me and headed in my direction. Trying to avoid them I veered to the left, heading towards a pillory.

    Stock image.


    A pitiful man was held captive in the pillory, He asked for some food, and I gave him one of my provisions (leaving me with 2). I stopped to chat, and he revealed that he had been placed in the stocks because of his wagging tongue. He then asked if I was another of the Archmage's warmongers, before stopping himself, afraid that he might have gone too far. I threatened him unless he told me more, but he refused to get himself into more trouble. Figuring that I didn't want to be caught freeing prisoners, I left him to his fate.

    There were some guards ahead, but I instead turned aside to investigate a ragged shape on the ground. It was a toothless old woman, who held out a hand and begged me for a copper piece.

    That's some very chill, casual begging.


    I wanted to give her a gold piece, but I didn't have any. Instead, I reluctantly parted with my pearl ring, which was worth 10 gold pieces. She gave me words of thanks, then went to shuffle off, muttering something about her friends from Schinn. I questioned her about them, but she was reluctant to reveal anything until she had touched my face to discern whether I was trustworthy. I let her do so, and she told me that the Samaritans of Schinn were a faction among the Archmage's Birdman allies that were plotting his overthrow. I was told that I could identify the Schinns by asking about their parents; loyalists would only talk of their fathers, while the Schinns would honour their mothers. (My Luck was restored to 9 by learning this information.) I asked her how to get through the doors ahead, and she told me a little about the Throben Doors, but nothing of use. I bid her farewell.

    To my left were some guards, and to my right another group who looked vaguely familiar. I ignored them both and went straight ahead, where I saw some double doors. There was also a door in the corner of the wall, and I investigated this. Inside, a short stocky man asked if I was here to torment the Mucalytics. There were two doors onwards, and the left led to the Mucalytics, so I chose that one.

    Inside was a room covered in filth. A strange, elephantine creature was slumped in the corner. I decided to ignore it and leave through another door, but it got to its feet and swiped at me with a blubbery arm. I slowed it down with a DOZ spell (reducing my Stamina to 12), but I still had to fight the Mucalytic (Skill 4, Stamina 9). I made short work of it with my broadsword, and searched through the filth. I found a rusty sword, which I left behind, a bracelet made of bones, two goblin teeth and 5 gold pieces.

    Going through the door opposite, I entered a passage with a small chamber off to the side. Seeing a raised portcullis over the entrance, I decided not to enter, and continued up the passage. Passing through another door, I entered a plush chamber. A man in a turban with a pet jaguar under his table greeted me. He said that I had to give him a gold piece to enter. Instead I asked him his name, and learned that he was Valignya, First Assistant to the Lord Treasurer of Mampang.

    I had been warned about Valignya by one of the seven serpents, so I continued to refuse to give him any gold. Instead, I gave him my serpent ring, which I no longer had a use for. In return he gave me the password for the next Throben Door: "alaralatanalara". I thanked him and left, swiping a pouch containing 10 gold pieces on my way out (raising my total to 15, and restoring my Luck to 10).

    I was able to return to the courtyard and the double doors without incident, where I used the password to get through. (I would have been accosted by guards here, but because I'd slain all seven serpents I was able to avoid this encounter.)

    Beyond there were two doors leading into the inner keep. The main entrance looked to be guarded by Birdmen, two of which nipped inside while I was watching. The other appeared to be unguarded, but I decided that I wanted to contact the Samaritans of Schinn, so I headed for the main gate.

    The door was unlocked, so I slipped inside. I was in a wide hallway, and I could hear Birdman voices approaching. Without much time to think, I had a choice of doors to the left and right. I nipped through the right door. The room was uninhabited, but the Birdmen outside had heard me, and a trio of them entered. I asked them about their mothers, but this only angered them further, as they told me that they had been taught to hunt and kill by their fathers. These were obviously not Samaritans, so I drew my sword and attacked the three Birdmen (Skill 8, Stamina 10; Skill 9, Stamina 8; and Skill 8, Stamina 9). Luckily they could only attack me one at a time, and they only managed to wound me once before I killed them all (reducing my Stamina to 10).

    Looting their corpses, I found 6 gold pieces, (raising my total to 21), some worms, and enough bread for two meals. I ate some of the bread right away (restoring my Stamina to 12, and leaving me with 3 provisions).

    Leaving quickly, I came to a T-junction. One of the passages ended in a metal door, with a noose hanging over it. This path looked more interesting than the other, so I tried to metal door. It was locked, so I tried the silver key that I had found all the way back in the Shamutanti Hills. To my surprise, it fit, and I was able to enter, avoiding a spiked mace that had been set up as a trap (weirdly, there were no rolls to avoid this, it just happened automatically).  The room beyond was a torture chamber. The torturer was an Ogre, with an eyepatch and a whip.

    Naggamanteh does not care for leg day.


    He didn't recognise me (because I'd killed all of the seven serpents), so he made me an offer: he would give me what help I asked for, then he would ask me a question. If I couldn't answer, I would be his "amusement" for the rest of the day.

    I agreed to his offer. Earlier, one of the seven serpents had given me a clue: "pay your respects to Naggamanteh the torture-master". With this in mind, I complimented him on his torture chamber before asking what he knew of the Throben Doors. Naggamanteh was quite touched by my compliment, and told me that the next Throben Door would be open, but when I entered I would be seemingly plunged into a pit of hell-fire. This would be an illusion, and I would be best to ignore it. (I was told to turn to paragraph 399 when stepping through the door, rather than the paragraph indicated.) Naggamanteh had forgotten about his own question, so I slipped away while he was distracted.

    I left through a door to the left, and soon came to a small courtyard. There was a passage onward, with a door to the left, and another to the right. The right door had a sign that said "Nylock - Merchant", so I walked up to investigate. The room was lined with shelves filled with objects, and Nylock eyed me suspiciously from behind his table.

    Check out the pictures of Ian and Steve.


    I bought the following from Nylock: a rusty cutlass, two candles, a nest containing a golden egg, and a pouch containing four ancient silver pieces. These cost me 11 gold pieces (leaving me with 10). The cutlass was not enchanted, and would reduce my Skill by 1 if I used it in battle. The candles were normal, one made of wax and the other made of blood from a Firefox. The egg was a mystery. The coins were cursed; a short time after placing them in my pack, they burned a hole in the bottom and fell out. This also caused me to lose my silver key. (I was told to cross off the third item on my equipment list.)

    I followed the passage around through a door. Ahead of me were two double doors, probably the next of the Throben Doors for me to confront. Off to the side was another door, but I decided to ignore this and make my way through the double doors. As soon as I stepped through I was confronted by a fiery inferno, but armed with knowledge I had gleaned from Naggamanteh I was able to step through safely.

    The next chamber had a sign that said "Chamber of Night". I opened the door and stepped through into a pitch-black room. One of the Seven Serpents had warned me about this room, and that I should not light the blood candle. Instead I lit the regular candle, revealing that there were many spikes protruding through the wooden floorboards. I slowly and carefully picked my way across the room, and was able to get through without injury.

    No sooner had I left the room than a pair of guards seized me by the wrists. They bundled me into another room, where I met Cartoum, Captain of the Guards. I decided to hear what he had to say.

    There's meant to be a clue in this picture,
    but I don't see it. It's probably the portrait
    on the wall?


    I was not recognised (again, because I'd killed all of the serpents), and the captain asked what my business was in the fortress. I decided to bluff, telling him that I had a message for the Archmage. He believed me (which required a successful Skill test), and offered to escort me to the Archmage personally. Along the way another guard appeared to tell him that some mutants had gotten out of hand. The captain had to rush off, but before he did he gave me a key (numbered 17) that he said would open the next Throben Door.

    I continued on, and the next chamber I entered was large, with an enormous carving of a ram in the centre.

    BAA RAM EWE


    As I stepped carefully across the room, the stone ram came to life, to absolutely nobody's surprise. It charged at me, but I was able to avoid it (with a Luck test the reduced my score to 9). It smashed into the wall behind, giving me a few moments to think. I remembered the Sham, who I had encountered in the Baklands, and the vial she had given me to counter the "Sleepless Ram". I still had the vial, so I threw it at the ram. The liquid inside gave off an acidic smell, and caused the stone ram to steam. It toppled over, and I raced for the far doors. Before the ram could recover, I opened the doors with the key the captain had given me, and escaped.

    I was at the foot of a spiral staircase, and I climbed up, anticipating my imminent meeting with the Archmage. I stepped through the door at the top, expecting an elegant study, but what I found was quite different.

    Maybe the most legitimately frightening thing
    I've ever encountered in a gamebook.


    Instead, I was in a squalid cell. I was confronted by a man in long undergarments, wielding a brass pot. He was obviously reluctant to attack me, so I spoke to him to calm him down. He introduced himself as Farren Whyde, a renowned inventor of weapons from Ruddlestone. The Archmage had kidnapped him for his knowledge, and imprisoned him in the tower. I asked him where I might find the Archmage, and his reply filled me with dismay. Apparently the Archmage rarely visited Mampang, and had a secret fortress elsewhere in the Zanzunus. Farren Whyde shouted some magic words out of his window, revealing the fortress to me. I asked how I might get there quickly, and he told me of a secret passage that could be opened with a password. Unfortunately, Farren Whyde did not know the password.

    I took my leave of him and investigated the wall where the secret passage was said to be. Remembering the password I had been told of by Libra, I tried it. It worked, and the door opened into a dark tunnel that zig-zagged down to a door that led outside. Ready to confront the Archmage, I raced over to the second tower and bashed it down with my shoulder (and a successful Skill test).

    Inside was a simple, bare room, with two doors leading on. I took the right door, and entered another room with a staircase at the far end. I started to ascend the staircase, but was startled by a sudden rumbling: the floor beneath me was rising! There was no escape as floor slowly raised, threatening to crush me against the ceiling. I tried to wedge it with my rusty cutlass, but it snapped. I tried searching in the straw for anything that could help, but found nothing. All I could do was wait for death.  My adventure was over.

    THE POST-GAME

    Well, that was disappointing, to come so far and fail at the final hurdle. I'm not sure how I could have avoided it, unless I was supposed to take a different path. There were no other options offered. Maybe there's an item I missed that might have given me a secret way out?

    Hang on.

    Wait.

    I'm not dead?

    No, this was not a deathtrap, but rather the Archmage's Floortrap Chamber, which he used to frighten potential enemies into surrender. A crack opened in the ceiling, and I found myself in a chamber lined with star-charts and a telescope. A scrawny fellow stood across from me, perhaps the Archmage himself. He knew who I was (even though I had killed the serpents), and he offered to give me the Crown of Kings, saying that he would be glad to be rid of it. I was suspicious, so I cast a MAG spell (reducing my Stamina to 10), and he was shocked to find that I was a magician. He tried to capture me with an animated rope, but my anti-magic spell protected me. Instead, the Archmage summoned some guards to take me away.

    I was in a cell at the top of the tower. A squeaky voice greeted me, and to my horror I was face-to-face with Jann, the Minimite who had accompanied me in the Shamutanti Hills. With him around, I would be unable to use my magic to escape. Apparently Jann had followed me all the way on my journey, but had been captured by Red-Eyes and had his wings cut off. He also explained that I was in a prison tower, and I had been tricked into thinking that the Archmage lived here.  I told Jann about Farren Whyde, and he informed me that Whyde was actually the Archmage in disguise. (I was told that should I encounter him again, I could deduct 111 from the paragraph to expose him.)

    I asked Jann for his opinion about how we should try to escape. He said that maybe I could ambush the guard when he brought me some food, or wait until the Archmage called for me. There was also the possibility of using magic, but only the very strongest of spells would work in Jann's presence. We went through my spells, and as I had "strength to waste" (my Stamina was greater than 8), Jann was happy to hear me out. He was shocked to learn that I knew the ZED spell, even though I had no idea what this spell was for. He explained that the purpose of the spell was to travel through space and time. With proper concentration, I would be able to arrive at the desired time and place. (I was told that I could turn to paragraph 631 after casting the spell.)

    I prepared to cast the spell, ignoring my weaker options and going for the ZED spell. The strain was enormous (reducing my Stamina to 3), and Jann was killed by the power of the magic. (Good riddance.) I could feel myself hurtling backwards in time, so I mustered all of my concentration. Past adventures flashed before my eyes, but with the knowledge given to me by Jann I was able to fix the destination in my mind rather than stopping at random.

    I was back at the bottom of the staircase leading up to Farren Whyde's chamber. I climbed up, but this time when he confronted me I exposed him as the Archmage. Whyde's expression changed, and he offered me his admiration. He stepped across to a drawer, and pulled out the Crown of Kings. While I was distracted by the crown, he stepped out of my sight. By the time I turned around, the form of Farren Whyde was lying on the ground, and a horrible demon stood before me.

    I'm so tired. Why did I commit myself to
    putting captions on every image in this
    stupidly long post?


    With precious little strength left (my Stamina score was 3), I couldn't risk a spell, so I stepped forward with my sword at the ready. The Netherworld Demon was still transforming, and was still weak (Skill 7, Stamina 7). Even so, it managed to hit me once; luckily my chainmail armour softened the blow (leaving me with 2 Stamina points). I killed the demon quickly, and took the Crown of Kings. I had almost reached my goal.

    The only thing left was for me to escape the fortress and return to Analand. I didn't fancy my chances of making my way back through Mampang, but I didn't have anything useful in my backpack. I considered the spells I had at my disposal. ROK would turn someone to stone, which didn't seem all that useful. NAP would put someone to sleep, which again seemed useless. LAW, to command someone? SIX, to create duplicates of myself? Neither seemed applicable, and LAW would definitely kill me in my weakened state. The only spell left was RES.  I cast it (surprisingly with no reduction in Stamina).

    I sprinkled some holy water on Farren Whyde's body while casting the spell. He woke up, and I explained the situation. Whyde (the actual person, not the Archmage), offered to get the Samaritans to help me. Pulling forth a crystal ball, he summoned an image of Peewit Croo, birdman leader of the Samaritans. He then gave me a silver whistle, and said that I could use it to summon the birdman.

    I blew the whistle, and Croo appeared. He gripped me in his claws, and we flew away from Mampang. The fortress was powerless now without the Crown of Kings, and I had succeeded in my mission. And best of all, Jann the Minimite was dead forever.

    THE ACTUAL POST-GAME

    What a relief. Especially so, given how dangerously low my Stamina was. I had a little bit of confusion at the end; when looking for items I could use to escape the fortress, I was asked if I had a silver whistle or holy water from the Tinpang River. I had a whistle, and I had holy water, but I suspect that these weren't the items I was being asked for. Also, I should have lost a Stamina point while casting RES; at least that's what it says in the spell book. I'm a little annoyed by it, to be honest, because I'd really like to have finished with only 1 Stamina point.

    Regardless, finishing at all feels pretty great, especially having done so by treating Sorcery! as one huge gamebook. It feels like an achievement, albeit a fairly pointless one. Ah well, pointless achievements are about all I have in me these days.

    NEXT: With one daunting task behind me, I have another one ahead of me. First, I need to give my Final Thoughts on each of the four books in the series, and to prep for that I have to thoroughly read through every path in each book. Then, I have four Exploring Titan posts lined up to cover the series. So for the next eight weeks, at least, the blog will still be stuck in Sorcery! mode. After that, it's back to the main series for Freeway Fighter.