Sorcery! Part 3

Sorcery! Part 3

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"Sorcery! Part 3: The Seven Serpents" Walkthru / Guide
By Analand Sorceress
A walkthru of Inkle's "Sorcery! Part 3: The Seven Serpents".
   
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Intro.
Greetings adventurers and welcome to my guide for "Sorcery! Part Three: The Seven Serpents".
Yet again i am behind schedule on my guides, as there are just so many distractions.
So what's a very busy sorceress supposed to do? Of course: cast the SIX spell and use my five clones to help me complete this guide far more rapidly....


This walkthru assumes that you have followed my guides for parts one and two are now continuing your saved game from that point.

https://steamcommunity.com/sharedfiles/filedetails/?id=2758265881
https://steamcommunity.com/sharedfiles/filedetails/?id=2888546052
You have already crossed the lawless Shamutanti Hills and found your way thru the dangerous cityport of Khare.
Now you must become the first person from Analand to travel across the vast wilderness of the Baklands.
In addition to merely surviving your journey across the Baklands, you have an additional task.
Seven winged serpents, spies of the archmage, have discovered your mission and are speeding back to Mampang to warn him. You must locate and destroy all seven of them as they travel thru the Baklands, else the archmage will prepare a deadly welcome for you.
The serpents are extremely powerful opponents, but each one has a unique weakness which can be exploited if you can discover it.
Sorcery.
Sorcery is usually more efficient than swordplay. You are a powerful sorceress, so make the most of your skills!

You have a huge range of spells (each identified with a three letter code) at your disposal. There are also several additional spells, which you may learn during your quest.
Some spells incur a small stamina drain when you cast them. Others require an artefact to work, but these spells incur no stamina loss. Remember that some of these spells (eg: POP or RAZ) consume the artefact in question, whereas others (eg: TEL or JIG) do not. The spellbook in your menu provides details.
Unlike the original gamebook, this version allows you to take the spell book with you so you can refer to it during your quest.
Remember that at any given place and time there are only certain spells which can be cast. However, there is usually at least one useful option available.

Note that certain letters (d/D and f/F) seem to be case sensitive when you cast spells. I don't know why this is....
Swordplay.
Occasionally, magic just isn't an option and you have to take a more crude approach to dealing with enemies. Fortunately, you are also a capable sword-mistress, so this shouldn't present a problem.

During your quest you can acquire artefacts, armour and better weapons which can increase your attack strength. Your attack strength bonuses will automatically add on.
Note that you will only gain a bonus for your best weapon. Additional weapons do not add further bonuses, altho it is still useful to collect extra weapons as reserve items. Also, some seemingly lesser weapons can be useful in specific situations. (axes, daggers, etc)
If you should, for a particular reason, choose an option in the text to use an inferior weapon in battle, your attack strength will automatically adjust itself for that specific battle.

The combat system in this game is rather unusual and it takes a while to master the balance between attack & defence. However, once you have, it makes battles more interesting than random dice rolls. Beware: some of the more skilful opponents have a very intelligent balance of attack/defence.
Rations & Sleep.
The Sorcery! epic is broken into days. The text will notify you as each day progresses. You can also see the representative sun/moon graphic in the rewind box in the lower part of the screen.

In parts one and two the end of each day occurred at fixed points in the game, irrespective of how much you had done during that day.
As part three is free-roaming however, the passing of time is measured against your movements. Each time you move on the map a certain period of time passes, which appears to be approximately proportional to the distance you travel.
I don't know if it really makes any difference, but draw straight lines between map locations when choosing your next destination. (Tapping the tab key will do this for you. Repeatedly tapping it will scroll thru the various options available.)

To stay healthy you must eat at least once per day and sleep each night. If you do not, you will incur stamina penalties. You can eat at almost anytime. It is better to choose a specific food item from your inventory depending on how high your stamina is, as some food items restore extra stamina.
A blimberry potion can also be consumed as a meal.
To make your rations go further, only eat more than once per day if your stamina becomes dangerously low.

Sleep also restores some stamina and generally sheltered places offer a better chance of uninterrupted sleep than exposed places.
This walkthru will enable to you eat at least once a day and sleep each night.
Do not be tempted to keep travelling thru the night. You will incur a stamina penalty and the extra progress you make will not benefit your quest. It does not matter how many days you take to cross the Baklands, as long as you defeat all seven serpents and avoid activating the beacons. If you manage this, you will arrive in Mampang before the Archmage is aware of your mission, making your task of infiltrating the fortress in part four much easier.
Divine Intervention.
Watching over your progress is your deity, who can offer occasional assistance during your quest. In part two you chose to become a follower of Courga, deity of grace.
Courga can help in the following ways:
A healing stamina boost.
Remove of curses/diseases.
Divine intervention in a crisis.
The first of these can be chosen by selecting the blue box at screen top-right. The other two options may appear as choices in the text.

Be aware that once you have called on Courga for help, He will become dormant for a period before you can pray for assistance again.
You can check whether He is active/dormant by checking the blue box at screen top-right.
The Winds Of Time.
A new mechanism is introduced for part three: "the winds of time".
Due to a curse placed on the Baklands, the past and present are intertwined and locations can be encountered in either the past or the present.
(There are a few locations on the map which the winds of time do not appear to reach, so these can only be encountered in the present.)
You will notice swirling patches on the map, which change the appearance of the terrain in that area. If you move to a location when it is covered by the winds of time you will encounter that location in the past rather than the present. These areas drift and sometimes disappear completely so, if you wish to go to a location in the past, you may need to wait and time your move just right. This requires a certain amount of patience and practice....

As the game is free-roaming, you may return to locations and what you find there will be influenced by whether or not you have already visited that place, but also whether you visited it in that time. At the same location in the two different times, you will find completely different scenarios.

In this basic route the majority of encounters will be in the present, as this is where the seven serpents are found. The walkthru will specifically state when you need to use the winds of time to enter a location in the past. Otherwise you need to avoid them to ensure that you encounter locations in the present

In each of the six zones of the map is a beacon tower. When activated, a beacon creates a "beam of time" in whichever direction it is pointed, causing the area of the map covered to remain in the past until the beacon is deactivated. (This would make crossing the Baklands considerably easier.)
However, the beacons have been laid as a trap by the archmage and should not be used.
This walkthru will enable you to cross the Baklands and defeat all seven serpents without using the beacons. (You will need to enter one of the beacon towers, but not actually activate the beacon, which is ok.)
If you cross the Baklands without using the beacons and also defeat all seven serpents, the archmage will be unaware of your mission no matter how long you take, giving you a big advantage in part four.
Overview.
"There is more than one way to skin a snattacat."
As part three is completely free-roaming, it would be impractical to list all possible encounters. Instead i will describe a basic route, which enables you to easily defeat all seven serpents without using the beacons, and still gain a decent quantity of gold, weapons, magical artefacts etc.

You will go thru lower baddu-bak to upper baddu-bak to collect an essential item.
Then you must return to lower baddu-bak and use this item to acquire another essential item.
You will then return to upper baddu-bak, before crossing the mountains to the forest of the snatta.
Next you will move on to the klatta-bak steppes, before crossing the mountains to lake iklala.
Then you must travel up the lake to the area above the northern shore, before returning back down the lake to take the path towards Xamen and Mampang.
This route seems complicated, but it is not viable to travel directly from the lower baddu-bak plains to the klatta-bak steppes, or directly from the forest of the snatta to the northern shore, without using the beacons.

The encounters with each of the seven serpents are emphasised in bold type in the walkthru and their locations are marked (approximately) by red numerals on the map below.

Along the way i will also mention some other encounters which can gain some useful loot. These are marked by yellow letters on the map if they occur in the present and blue letters if they occur in the past.
Lower Baddu-Bak Plains.
DAY NINE....continued.
Walk on, away from Khare. Look up at the stars.
When you hear the screech, cast YAP. Roll to one side, then cast LAW. -3 sta
Order them to attack each other.
Run forwards. When the goldcrest eagle appears, turn and face it. Bow, then take the tube.
(This message from the King describes your extra quest to defeat the seven serpents.)

Move on. When you reach the cliff edge cast SUN. Climb down, then keep going. -1 sta
Choose to rest at the foot of the cliff. (You have found a safe, sheltered hole.)
If you haven't eaten today, do so now. +2 sta, -1 ration
You sleep. +2 sta


DAY TEN.
Move on, follow the cliff to the north.
When you reach the holes, look at them and then cast GOB. - goblin's tooth
Order it to investigate. + giant's tooth

Head north towards the ruined bridge.
Look at the crevasse and the bridge. When you see the movement wait, then fight the lynch bug.
Cast DOZ -1 sta, then jump across. -2 sta (Not sure why this works, but it does....)
Upper Baddu-Bak Plains.
Follow the road. Move on.
Go north, then northeast. Investigate the moss, then eat some. +3 sta
(This yellow moss is found occasionally in the Baklands and is edible, providing a useful free meal. Elsewhere in the Baklands you may also find green moss, but that is poisonous.)

Go east.
Map A.
(This next encounter will yield some important loot, but you have to be very careful what you do and say. It is important to follow the suggestions below.)
Approach the camp. Hold up your hands, then approach again. Stride in.
Let the elder speak until he has finished.
I'm here to trade with you. Thank him.

Go to the trading tent.
I am a traveller. (Do not reveal that you are a sorceress, or he will ramp-up his prices.)
Enter. Start with books & scrolls. Look at the scroll. Read it. Buy it. -2 g.p.
Read it, then ask him to read it to you. Give him the scroll. What else? + info
Tell him it was not worth it. (He will reduce his other prices.)

Look at the leather tome. (Do not open it! If you seem interested, the price will go up.)
Ask how much. Buy it. -7 g.p. Stash it. (You have discovered a new spell: ZOB.)

Browse supplies and food.
Look at the vials. Look at the clear vial. Ask him about it. Buy it. + holy water, -6 g.p.

Browse magical items.
The ring. Try to pocket it. Cause a distraction. Pocket the ring. + pearl ring
Look at the horn. Buy it. -7 g.p. + galehorn
Look at the crystal orb. Put it back.
Look at the brass pendulum. Shake your head.

Browse weapons and armour.
The chainmail shirt. Look at the axe. How much? Take it. + hewing axe

Sell something. The legendary sword. Sell it. +35 g.p.
Cast YAZ. Steal something. Steal the brass pendulum. Steal the chainmail shirt. (+2 a.s.)
(If you try to steal more than two items, you are caught.)
Slip out of the caravan.

Go to the camp fire. Greet them. I'm the worst criminal there is. Lake Ilklala.
Tell them a joke. The one about the goblin wedding. Give the punchline.
Talk about something else. Ask about food.
Leave the fireside. Go to the kitchen tent. Buy the meal. -6 g.p., +3 sta
Eat everything. Wait and see what happens.
Ask about provisions. Buy one ration. -2 g.p.
Leave the camp.
(The pearl ring & brass pendulum are important spell artefacts in part four. Take care of them!)

(Having obtained the holy water, you must now backtrack to the lower baddu-bak plains to obtain another essential item.)
Head south. Move on south. Go west.
Back to the fissure. Rest here. Close my eyes.
(Because there is no sheltered place to sleep, you will have a disturbed night.)
Explain. Vow to do better. Cast POP, twice. -2 pebbles
Take the key. + mystery key
+2 sta


DAY ELEVEN.
Cast DOZ. -1 sta, then jump across. -2 sta
Return To Lower Baddu-Bak Plains.
Move on. Follow the road. Turn around. Shake this off.
Move on. Along the road. (southeast) Take the road east. Move on.
Go south. Look at the rock. Move on. Move on regardless.
(Do not search for Shadrack! Altho he means well, if you meet him, he will freeze the winds of time. This will render it impossible for you to enter the steppes beacon tower later, preventing you from completing this walkthru....)

Go south. Walk on. Take the mountain path. Look east.
Wait and watch. Grab a pebble. +pebble
Look for shelter. In the fissure. Wait it out. Wriggle. Cling on. Look up.
Cast KIN. Watch. Dodge left. Keep watching. Take the tooth. Struggle on.
+ rock demon tooth (-2 maximum stamina while you have it)

Map B.
Go off the path. Look at the tombstone. Cast RES. - holy water
Pour the water down the pipe. Turn back. Look down. Help it free. Wait.
Help it up. Cast TEL. Ask about the baklands. Enough talking.
Look at the bones. Take the ring. + ring of green metal
(This artefact is essential to completing part 3. Take great care of it!)

Return to the path. Head back downhill. Walk on. Go north.
Look inside the cave. Rest here. Eat a ration, if you haven't yet done so today. +2 sta
Rest. +2 sta


DAY TWELVE.
Take the pebbles. +3 pebbles
Move on. (Ignore the message!)
Go to the flag marked "whirlpool". (North)
Ignore it and follow the road. (Northwest) Follow the road north towards the fissure.
Move on to the fissure.
(You now have the ring of green metal, so there is a better way to cross the fissure.)
Cast ZIP.
Return To Upper Baddu-Bak Plains.
Move on. Go north.
Fall backwards. Scramble backwards. Cast JIG. Play faster.

Move on. Go northeast.
Go north. Make a move. Avoid the pit. Look.
Move on northeast. (towards the cliff)
Eat a ration, if you haven't done so yet today. +2 sta
Rest here.
(Because there is no sheltered place to sleep, you will have a disturbed night.)
Map 1. This is the FIRE SERPENT.
Open your eyes. Use an item. Throw sand at it (-sand) then finish it with your sword.
+2 sta


DAY THIRTEEN.
Move on, southeast.
Map C.
(This is a useful encounter, but the sorceress Dintainta is extremely particular about manners. Be very polite!)
Wait and watch. Hail it. "You are the sorceress Dintainta."
Is that your true form? I was told to find you.
I seek the crown of kings. I wish to restore it. What should i do?
Ask about the serpents. +info
(Don't bother asking about the sleepless ram. It will not be important in part 4. In the original book it was a critical encounter.)
Enough questions. Wave her on.
Something you need to give me. Wait, stop! The staff. + oak sapling staff

Up the slope. Go uphill. Go up the steps. Stop to look.
Map 2. This is the MOON SERPENT.
(It's weakness is fire, but there is a more impressive approach which also works well here.)
Cast ZOB. - rock demon tooth, +2 maximum stamina
Command it to attack. +orb of crystal

Move on. Go south.
Stop and listen. Cast MAG. -1 sta
Cast DIM -1 sta. (You now know about counterspells.)
What is the meaning of this? Threaten him. Give me everything you have!
Take the disc and powder. + yellow powder, + chakram
Enough talking. Let him go.

Go back further up the mountain. Look east. Look over the eastern edge.
Move on. Skid down to the east!
Concentrate on balance. -3 sta (You could pray to Courga, to land safely, if you are able.)
Forest Of The Snatta.
Get up and move on, until you reach the path.
Waste no time, keep walking. Go south.
Keep moving. Go south until you reach the bridge.
Eat a ration, if you haven't done so yet today. +3 sta
Rest here. +2 sta


DAY FOURTEEN.
Map D.
Look up at the arch. Move on. Climb the pillar. Climb. -longsword
Keep climbing, -2 sta, until you have the option to climb inside the bridge.
Look at the mountains & forest, then when you hear the noise look in the weeds.
Whip out the chain. Look in the bushes. (It's Flanker!)
Ask what he is doing there & why he is going to Xamen.
Ask about the serpents, then ask if he will he accompany you,
Finally, ask for his help. +info
(The real point of this detour up onto the bridge is that you gain a decent bonus at the end of part 3, if you encountered Flanker here.)
Climb down.
(Your longsword has been stolen. Don't worry tho, you will recover it later today.)

Move on. Head north. Continue north, then east as the path bends round.
When you encounter the yellow moss, eat it. +3 sta
Continue east until you reach the hillock, then skirt the hill.
Map 3 / Map E.
Go round to the east and examine the door.
Knock, then go inside. (The sorceress Fenestra is very particular about manners. Be very respectful!)
Announce yourself. Sit and greet her. Ask who she is.
Tell her you are going to Lake Ilklala. Buy her whistle. -5 g.p. +whistle
Thank her, then ask about her orb. Look into it and ask about about the creature.
This is the SUN SERPENT.
Why not destroy it? But it might escape. Insist on taking the orb. Ask her what the second condition is. Tell her you shall.

Leave and head southeast. Go south. Investigate the bushes. Use your hewing axe.
Map F.
Cut free the door, then enter the hut. (It's your weapon!) Take the blade. +longsword
Eat some of the moss. +3 sta
Look around . Look at the doorway. Search the corners of the hut. Keep the vial. +holy water
Go back outside, then continue south.
(The holy water is an important spell artefact in part four. Take care of it!)

Go around the shape, then head west towards the pool. Cast ZIP.
Cut thru the branches with the hewing axe. Make a move, enter the tower.
Wait for your eyes to adjust, then climb up. Look at the carving.
(You have learned a new spell: SSS. You can cast this when you first encounter the serpents. However the info you gain is of little/no use as it relates to plot elements from the original books, which are of no use in this game.)
Climb to the top and rest there. +2 sta


DAY FIFTEEN.
Look at the views, then climb down.
Cast FOF, -3 sta, then leave. Go back across the pool. (Your spell will keep you dry.)
Forage. Take the nuts (+1 ration) but leave the mushrooms!

Make a move. Go west.
Head south. Keep going south. Keep walking, don't stop. Keep going south.
At the junction, leave the forest.
Klatta-Bak Steppes.
Look at the village. Move on. Go to the village.
Cast KID. Invisibility. Enter the village and go to the large hut. Enter.
Greet him. Examine his workbench. Show him your pack. Thank him. +magic compass
Leave the hut. Slip away from the village. (west side)

Go west. Smell the flowers, but only once . +3 sta
(I assume they are black lotus flowers, like in the Shamutanti Hills, which are deadly intoxicating.)
Continue west. Rest here. Look at the klattaman's compass.
Eat a ration, if you haven't done so yet today. +2 sta. Close my eyes.
(Because this is not a sheltered place to sleep, you will have a disturbed night.)
Open my eyes. Roll left. Look closer.
Cast GOD. (You don't have a jewel of gold but they do, so the spell still works.)
Take it. +jewel of gold
Tell them to leave. You sleep. +2sta
(The klattamen village is a good place for a free meal and a safe night's sleep, but by sleeping in the open on the steppes, you have this encounter which yields a useful jewel of gold.)


DAY SIXTEEN.
Map G.
Gather the moss and eat it. +3 sta
Look around. Bang on the pole.
Converse with him until the option "I would like to learn more from you" appears.
Then, pick up the medallion, cast ZEN and float to the top.
Yes, you are a sorceress. Ask about the serpents. +info
Then, keep him talking until the gigantic bird appears. Wait and watch.
Take the medallion. +jewel-studded medallion Cast ZEN and return to the ground.

Move on. Go south.
Look for shelter. Head for cover. Grab onto my belongings. -2 sta. Wait it out.
Keep walking. Continue south. Head for the ruin.

Map H.
Go to the well. (Ignore the main ruins.)
Drop a stone in. Climb in. Use my rope ladder. Look at the crystal.
Use your original Analand sword. Keep digging.
+fistful of gems (These can be traded for a magnificent cutlass +6 a.s. in part 4.)
Leave the well. Leave the area and head east.

Ignore the object and head south. (towards the stone circle)

Map 4. (It is important to follow the next section exactly.)
Look around. Look at the figures. Approach. How can you help? Tell me the chant.
Cast MAG. -1 sta
Follow their chant. (You are now protected from their evil.) Look to the sky.
This is the SERPENT OF TIME.
Cast FIX. Kill it!.
Head north.

Move to the flag marked "the mountains" (the beacon tower) in the past.
(This bit can be infuriating and may require numerous attempts/rewinds. The steppes beacon tower can only be opened in the past. The winds of time only cover this beacon occasionally and briefly, so you will have to wait for them and time your move perfectly. If you are successful, the image of a tower will appear with the text.)
Map I.
Cast DOP -1 sta, then enter.
Cast POP (-1 pebble) then finish the creature with your sword.
Search the shadows. Take the money. +3 g.p.
Go up the steps. Rest here. Close my eyes. +2 sta


DAY SEVENTEEN.
Look at the view. Cast ZIP.
(You are teleported to the summit of the mountain. You must descend or you will lose stamina rapidly due to the cold.)
Look in the snow. +jewel of gold
Try to cast a spell. -1 sta
Start walking. -1 sta
Eat your remaining ration now. +2 sta (Otherwise it will be ruined when you fall into the lake.)
Jump! Stretch out my arms.
(You have safely glissaded into the lake. Yay!)
Lake Ilklala.
Swim towards the nearest island. -1 sta

Go ashore. Blow your whistle. Ask his price. Pay him. -6 g.p.

Make conversation with him, it doesn't matter too much what you say.
Head east, below the island. Demand your money back. Take it. +6 g.p.
Head towards the middle of the lake, then head towards the beacon island.
Ask about the serpents. Tell him you have defeated several.
Map 6.
When the ferryman goes silent, shake him. Help him.
This is the AIR SERPENT.
Look at the ferryman. Search his clothing. Take the skin. Tear it apart, completely.

Go ashore, onto the beacon island. Close my eyes.
(Because this is not a sheltered place to sleep, you will have a disturbed night.)
Wake up. Look at it. Cast NIF.
You sleep. +2 sta


DAY EIGHTEEN.
Push the boat out. Head north, up the middle of the lake.
When you encounter the sickly smelling bubbles, avoid them and keep going.
Continue north, between the islands.
Keep heading up the lake towards the north shore. Got to the shore.
The North Shore.
Walk along the shoreline. Gather some sand. + sand
Leave the shore. Head towards the mountains.

Map 6.
Rest here. Get up quickly. Dodge left. Cast FOF. -3 sta
Look up. Jump up. Cast ZEN, then float out of the pit.
Jump clear. Dodge left.
This is the EARTH SERPENT.
Try to run it thru. Cast HUF, then strangle it!
Gather some stone dust. +stone dust

Return to the lake shore. Walk the other way along the shore.
As you currently have no rations, drink a blimberry potion. +3 sta (You still have several remaining.)
Wait, until the option to rest appears. Close my eyes. + sta


DAY NINETEEN.
Push the boat out.
Return To Lake Ilklala.
(The encounter with the water serpent can appear at a random location on the lake, so you may need to row around until you find it.)

Row away from the shore.

b]Map 7.[/b]
When you notice a thin stream of bubbles (not described as foul-smelling) cast FOF. -3 sta.
Investigate. Lean over to look. Keep watching.
This is the WATER SERPENT.
(The water serpent's weakness is oil, but there is a more productive way to deal with the situation.)
Draw my sword. Throw something into the creature's mouth. The sun serpent orb.
Move back. Slice. Keep watching. Finish the sun serpent with your sword.
(The blast has killed the water serpent. The sun serpent's weakness is water, so your battle should now be fairly easy.)

Row on towards the centre of the lake. Head between the islands.
When you encounter the flying fish cast HOT (-3 sta) then finish them with your sword.
Collect some fish. (+2 raw rations: require cooking)
Keep on rowing down the lake. Eventually, head towards the statues on the southern shore.
Head for shore. Cast ZEN.

Take the road, towards Xamen.
Look at the sword. Draw the blade. +assassin's sword (+4 a.s.)
(This is your bonus for encountering Flanker in the forest of the snatta.)


You have safely completed your journey across the Baklands and defeated all seven serpents, without using any of the beacons. Part three of your epic journey is complete. YAY!
The archmage is still unaware of your mission, giving you an advantage in part 4.
]

Your journey is saved and continued from this exact point in my next walkthru:
https://steamcommunity.com/sharedfiles/filedetails/?id=3468989684
Summary.
This guide is only a basic summary of the most important encounters in the Baklands.
There are many other encounters which can also yield useful gains, particularly in Kariamma (past) & Tinpang (past), plus a story-line with Aliizi / Bria, but this walkthru has provided you with all (plus some) that you require for the assault on Mampang in part 4.
4 Comments
Analand Sorceress  [author] Apr 28 @ 11:25pm 
The option to rest seems to be very time-sensitive at some locations.Look at the day/night image on the rewind screen to see if night has fallen.
If the option doesn't activate immediately, you may be too early. If so, try wasting a small amount of time by looking around, or even move away one step then moving back there again.
This is the only limitation with this type of walkthru. It worked well for parts 1 & 2, but not so well for part 3. The only other option would have been to do a guide rather, than a walkthru, but then players still have to piece together their own route.
Hope this helps. :TalismanSorceress:
Hunter7734 Apr 28 @ 4:51pm 
so at fishtail rock, the guide says you can rest and end the day. and i've been following the gude to the letter. and its not an opton. and i missing a step.
"Note that certain letters (d/D and f/F) seem to be case sensitive when you cast spells. I don't know why this is...."

BTW, and I should have mentioned this before, this is because there are more than one spell with that initial letter, the small and capitals allow you to distinguish between the two. I'm not sure if this was the same in the original gamebooks (mine are in the attic - too lazy to go up there to check!).
Hello there, firstly thanks for this walkthrough, looks very good indeed, I followed the first two you made and apart from some silly errors on my behalf managed to make it through Khare following your route. I did a good job at writing down the cloud save word on a piece of paper - however I've lost it!

I don't suppose you have a cloud save word for the end of Khare so I can continue my adventures here?

Many thanks in advance
RP