(Updated on May 6th, 2015: how to get the two halves of the torn note found in the throat of Noble Moulas, the living corpse.)
This is a growing guide for Steve Jackson’s Sorcery! 2: Kharé – Cityport of Traps. (And here are guides to Sorcery! 1 and Sorcery! 3.) Get your virtual dice ready for many rounds of Swindlestones. 🤞🎲🎲🎲
- Since you can visit places in various order, my tips are in random order.
- Many, many spoilers ahead. (You can just read the bolded titles per section if you don’t want too many spoilers! Links may contain spoilers.)
- Do cast spells when you can; you are indeed a sorcerer/sorceress, and there will always be at least one or two spells that can really turn a situation around, make something interesting happen, or prevent injury. I’ve found the stamina cost to usually be negligible. (Here’s a list of the full spellbook, additional spells, and counter-spells.)
- Do try to finish fights well (getting the “0/X stamina lost. Flawless fighting!” or other good dialogue.) Losing a lot of stamina might really eat into your adventure (or make it more intense and exciting…?)
- Please do feel free to share any awesome gameplay events that you’ve experienced! I’d be very grateful if you corrected me about any character names I got wrong, and informed me of the names I’ve forgotten/neglected to include.
- You can start your adventure anew in each game (you’ll automatically be given appropriate equipment in Sorcery! 2 and 3 since these are sequels.) The “cloud save code” that Sorcery! 2 and 3 allow you to input when you start up the apps enables you to continue your adventure from the previous game(s). This allows you to retain your relationships, equipment, items, learned spells, and knowledge, making for an incredible, elongated game experience.
- Your game save can be sent to the cloud once you have finished your playthrough. You can have many saves per Sorcery! game, and can choose which save you want to continue from in subsequent games.
- I played through the games on Android as a female Analander (some events and pivotal character relationships may differ for male and female main characters.)
Steve Jackson’s Sorcery! 2 – a list of walkthroughs to memorable and rewarding events
Perhaps you’d also like to rise to some of these challenges to up the ante in your gameplay! And here is a wonderfully-interesting thread where players share various experiences and discoveries.
Map | My attempt to maximize the places you go in Lower Kharé.
If you have tips on experiencing more of the map, I am sure that everyone playing and I would love to hear them! My latest (pictured) playthrough resulted in the following collection of items at the end of the game. (I decided not to go down the wells or step into the Portal Traps.** You can gain each item from a great variety of events, some of which I have not listed here. So fear not if you decide to miss an opportunity to obtain anything; you’ll likely get another chance soon.)
- This is the one you start Sorcery! 1 with.
- Legendary sword (+4)
- Silver sword (-3)
- … Heavens, I forgot where I picked this up from. I am so sorry; I will try to figure this out. If anyone knows, I’d be grateful to hear you out!
- Silver chain
- You can acquire this enchanted Svinn-made chain from the chainmaker, located southwest of the Festival of Thieves. (If you are alright with pilfering, you can steal a variety of items and/or gold from the chainmaker’s hut. You can eventually obtain these items soon enough via other means, however.)
- You can use it in fights against wraiths (who cannot be harmed by non-silver weapons.)
- [Magical items]
- 2 quantities of beeswax
- Cloth skullcap
- There are a few ways to get this item. If you don’t have one when you meet him, you can win it from the Red-Eyes man sitting (with his eyes closed) outside of an orphanage.
- Vial of glue
- … I’m trying to remember where I got this. It might be from the Artist’s Quarter…
- Nose plugs
- 6 pebbles
- You can readily gain pebbles throughout the game (a grateful goblin gives you some after witnessing you defeat the living corpse.)
- 4 doses of Blimberry juice
- Take your time looking at the surrounding pathways here (always look at things/surroundings when you get the opportunity to.) Eventually, a passing cart accidentally drops a crate of Blimberry juice (the cart-driver doesn’t notice you waving him down.)
- Bamboo flute
- 4 goblin’s teeth
- A giant’s tooth
- Black facemask
- There are a few ways to obtain this item. I cast the spell TAK (and waited for the black sparks) at the top of the Temple of Courga (a massive ziggurat.) (If you want the black facemask earlier, I believe you can find one in the black elven opium den if you chill there for a while, or drink Vangorn’s drugged ale and save yourself by calling upon Vik [Vangorn gives you a black facemask as an apology,] or get locked up with the one-armed old man in the beginning of the game and wait through the night to get let out in the morning [stay up so the old man doesn’t steal from you. Upon your release, a body bearing a black facemask tumbles into view.])
- Green-haired wig
- There are a few ways to obtain this item in Sorcery! 2. The earliest you may get it might be when you visit this tent (the one with the winking elven woman who assures you that the tent’s attraction, a male entertainer, is very funny) at the Festival of Thieves. You can have the tent’s occupant willingly cast aside the wig (so you can retrieve it) by casting SAP on him to make him depressed.
- Bracelet of bone
- Found in Mantis-man’s house of bones.
- 2 sun jewels
- Found here. For sun jewel #1, look up, see a glint, and then cast BIG to see and obtain the jewel. Sun jewel #2 is trickier… You have to defeat Mantis-man (he is wearing the jewel on a chain around his neck.)
- The easiest way to defeat Mantis-man might be to control his mind with the spell LAW – and instruct him to cut off his own head.
- Found here. For sun jewel #1, look up, see a glint, and then cast BIG to see and obtain the jewel. Sun jewel #2 is trickier… You have to defeat Mantis-man (he is wearing the jewel on a chain around his neck.)
- Gold-backed mirror***
- Gain this item by visiting the Flayer’s kitchen. Look under the table in order to notice it in a box (that also holds a scroll written in a strange language, and some coins.)
- Asking the Flayer about the box seems to always result in a fight. The most peaceful way to get all of the box’s contents is casting dIm (d-i-m) on the Flayer.
- [Other items]
- Fire of danger
- Purchased from a flame master(?) at the Artist’s Quarter.
- Two halves of a note
- You can get this from the Flayer’s kitchen (look under the table to notice it in a box.)
- Asking Lorag about the scroll leads you to find out that it is a recipe for soup, but hang onto it! Returning the scroll to its rightful owner leads to an increase in max stamina in Sorcery! 3 (in Kariamma Village.)
- Sketch of the First Noble
- Sketch of the Fifth Noble
- Sketch of the Seventh Noble
- These well-done sketches can be gotten from the arm-less artist at the Artist’s Quarter.
- Essence of bark
- This (and the poison) are found in the house of Vangorn(?). He readily attacks you if you do not drink the poisoned ale he offers; you can only get these two items if he is dead. (If you do drink the ale and call upon the name of “Vik,” Vangorn revives you and gives you a black facemask and some gold coins. You can get the black facemask in a few other ways and at Courga’s temple.)
- Borrinskin boots
- 3 apes’ teeth
- 2 snattacats’ teeth
- Fire of danger
- Handful of berries
- These berries aren’t… easy on the body, so your character holds onto them instead of eating them like rations (despite them being stored under rations. Tempting!)
- You can find these berries near the ruins.
- An apple
- Handful of berries
- Kharé gate key
- The Svinn chief from Sorcery! 1 gives you this key in gratitude after you rescue his daughter.
- Copper key
- Given to you by the blind beggar in Sorcery! 1 after you give him a gold coin. It is a key to let you out of the Red-Eyes jail should you be captured.
- Silver key
- Lorag’s spell-line
- Theetah’s spell-line
- Shinva’s line
- Moula’s line
- Here is a map that shows where you can get both halves of the torn note (upon which Moulas’s spell-line is written.)
- Noble Moulas is a living corpse that can be found along the street [row of houses] parallel to the Festival of Thieves. (You’ll find a person laying facedown in the alley. One of the fastest ways to defeating him if he attacks you is casting SIX to fight each of his body parts with a clone of yourself! There won’t even be an actual fight if you do this, by the way.) Look in his throat for a torn piece of paper. This is part of poor Moulas’s spell-line.
- If anyone would know of a way to release Moulas from being a perpetual living corpse, please consider letting me know! Thank you! (It seems you may have caused enough damage to stop him from reanimating once again when you take him down by casting SIX, but this seems not for certain.)
- When you are traveling in the Fallen Quarter (while looking for Theetah,) do sit when you get the option to do so. You’ll sit down on a rock and notice something sticking out from underneath it; this is the other half of the torn piece of paper. Moulas, sensing his impending demise, wrote down his spell-line and hid half of the parchment here in the hopes that someone would find it.
- Kharé gate key
- Added the ZEd spell
- 70 gold pieces
- Play Swindlestones with the citizens of Kharé and outwit everyone at the Gambling Halls of Vlada! Feel those bulging pockets. And then buy the legendary sword from the blacksmith for 40 gold pieces.
- … And/or exploit this goblin.****
- Badge of the Seventh Noble
- Theetah, the Seventh Noble, didn’t want to regain his badge again; I held onto it as a memento.
- Serpent Ring
- A grateful Theetah gives you this. This is a very cool artifact in Sorcery! 3.
- 70 gold pieces
- Four Nobles know the spell
- First Noble Sansa knows
- Fifth Noble Shinva is dead
- The order of the lines
- The use of silver weapons
- Vik’s teeth…
- Glandragor and Vik
- You learn this clue in Sorcery! 1 if you return Glandragor’s axe (purchased in Cantopani) to him.
- Portal Traps are circular
- You can pick this clue up from Flanker.
- ‘Vik for First Noble!’
- One place to pick up this phrase is to ask the blacksmith about werewolf armor or ask wary locals about Vik.
- The Sleepless Ram
- Seventh Noble Theeta is a beggar
- Lord Theetah is in the Ruins
- Lord Lorag is a scholar
- The scholar’s house
- Second Noble Moulas is a corpse
- The Shrine of Slangg
- The answer to the question…
- The ritual of the god Courga
Event | **You can meet the Goblin King who lurks underground and throw a big wrench in his plans to overrun the city of Kharé.
- Climb down wells when you get the chance to… or step into a Portal Trap. You may eventually run into quite a lot of goblins (and find yourself unable to cast spells for the time being.)
- To make the goblins rebel against him, pretend to be unconscious in front of the Goblin King.
Glitch | Get swole. A glitched item in Dwarftown makes for infinitely-increasing offensive strength.
- You can go shopping at the store in Dwarftown and drink the mystery potion (which turns out to be a strength potion!) an unlimited number of times to become super strong in battle. This is a glitch; I wonder if it’s been patched yet. Please let me know if this still works, or if it is patched!
Glitch | ****Gold exploit: taking advantage of the goblin’s bathhouse eavesdropping mission.
- You can already earn a hefty amount of gold coins by winning at Swindlestones in the Gambling Halls of Vlada and when various Kharé dwellers challenge you (and vice versa.)
- This is an additional way to leave the city with a bulging purse… It exploits a glitch.
- A surreptitious goblin emerges from his home to offer you four gold coins to spy on his “friend’s” secret meeting down the street in a bathhouse (the four gold is for the bathhouse entry fee.) This goblin retreats into his house after promising you more coins when you return with the info when you’re done visiting the bathhouse.
- Put off entering the bathhouse and bombard the goblin with visits.
- He’ll keep emerging from his home to proposition and pay you as if nothing ever happened (“Hey, you. Wanna make some money? […] Deal. Be seein’ you, again. Here. Shortly.”)
- The gamer who found this bug posted about it in the midst of surpassing gains of 400+ coins from the goblin (and says you can keep makin’ it rain.) Note to players: I haven’t tried to exploit this bug, so I’m unsure if you miss meeting Flanker the assassin at The Wayfarer’s Inn (after he invites you to meet him there when you two talk at The Festival of Thieves) if you spend a lot of gametime (time passes a little per action) shaking the goblin down.
- Would anyone remember this goblin’s name? I’d be very grateful for your help in making it possible to add his name to this guide.
Events | Here are the places where you can meet Flanker once again (if you have met him already in the first game and refused to take his life, and then started the second game with your save code from Sorcery! 1. – If you don’t have a save code from the first game, I feel certain that you will still be able to meet Flanker and experience the “fight Flanker and face a choice” event from the first game.)
If you don’t meet him immediately, nay frets. After you perform some actions, you’ll notice him show up!
- Meet him twice in the The Festival of Thieves (once during the daytime/afternoon – and once again after nightfall – when the Festival has been trashed.)
- The dialogue for both meetings is amusingly similar (likely because experiencing one of these dialogues should have negated the other; otherwise, it sounds like Flanker and you completely forgot about meeting each other earlier in the day!)
- Meet up with Flanker at The Wayfarer’s Inn after he invites you to join him there.
- After you win at Swindlestones against him, he’ll offer to take you to The Council of the city.
- How to keep Flanker in your debt: at The Wayfarer’s Inn, don’t lose to Flanker in Swindlestones and don’t step into the Portal Trap in The Council’s room while he’s in the room with you.
Location | Win cool prizes at an honest tent in the northern part of the Thieves Festival! And catch wind of an assassination plot…
- Visit this isolated tent at The Thieves Festival and goad the little creature into picking a quality prize out for you.
- Judging from the vicious thoughts you hear when you cast TEL in the tent – and the conversation you overhear at the bathhouse, this grumpy little creature might just be the assassin whom Lorag the Scholar defeated with magic (and turned into a harmless “sideshow attraction.”)
Event | Cast JIG to help the musicians out at The Thieves Festival!
- And therefore get invited to hang out with them and share a tasty meal (you need to eat once per day) at the dubious Meat & Cleaver later that night, and pick up clues about Vik and the Red-Eyes.
- (JIG is one of my favorite spells to cast. You can subject burglars to it and lighten them of their items, would-be enemies shimmy onto uneven ground and twist an ankle and no longer pose a threat, amazing enemies can be brought down with it… I find it surprising what JIG has helped make possible in the game series.)
Character Meeting | “Lorag the Scholar is missing from his mansion by the time I get there. Where is he and what happened?”
- Lorag the Scholar had, in my playthroughs during which I was taken to the Red-Eyes jail, seemingly been assassinated already when I arrived at his home after escaping my jailbreak (presumably because being in jail delayed getting to him in time. For the sake of the 4th game (not yet released,) it seems to be advisable to make it in time to Lorag’s mansion [by turning right at this fork in upper-right-hand Kharé] instead of ending up in the Red Eyes jail by turning left at that fork.)
- I replayed Sorcery! 2 a number of times (changing up my actions) to pinpoint which action it was that delayed me arriving before Lorag’s demise; my conclusion is that all actions are safe prior to crossing the bridge to East Kharé. (You can take your time wandering before you make it across the river – via the bridge or swimming or sewers or another way.) It seems that ending up in the Red Eyes jail takes just long enough (you seemingly cannot get out soon enough so as to visit Lorag when he is alive.)
- Lorag will go into detail about the powerful ZED (archaic version: AFE) spell. (Should Lorag be missing/dead, you find this spell written on a sheet of paper in his home.)
- It’s possible that you can still get thrown into the Red Eyes jail after visiting Lorag the Scholar. (You can also use the BIG spell to acquire a sun jewel [on the earthen wall-edge] before going to jail or after visiting Lorag.)
- The merit of going to jail would be that you can befriend your jailmate, a black elf.
- This black elf is met once more at the very end of the game – he is the man leading Vik’s werewolves and who approaches you right before you go to the Northern Gates. He has not forgotten your help and you have some extra dialogue options with him (such as getting him to tell Vik to come help you attack the goblins. This is not necessary to defeat the goblin uprising since you can use the powers of the Northern Gates to eradicate the goblins.)
- As an aside, I think it is possible to get a green-haired wig (if you do not own one already) from Lorag’s little experiment.
Item | ***Acquire a (very useful) gold mirror.
- The gentlest and cheapest way to acquire a gold-backed mirror would be to look under the table at the Flayer’s kitchen, cast the dIm (d-i-m) spell on the Flayer chef and, while he bumbles harmlessly about, you can eat his food for free (“the Flayer watches you briefly while you eat and suggests adding some salt”) and take all the contents of his box.
- The scroll (written in a language you cannot read) will benefit you greatly in Sorcery! 3.] He’ll attack you if you show interest in the box otherwise – and his several arms make him a formidable opponent.
- The text is very cute when you leave the dIm-struck Flayer: “the Flayer calls out a cheerful goodbye to you under a table where, for the moment, he has chosen to hide.”
Location | There is a secret hidden room in the mansion at the end of the row of houses (in southwest Kharé.)
- This eerie mansion is located here. (I love the creepy descriptions of the etched grooves and the haunted atmosphere – and how exciting that made the exploration feel.)
- In the front yard of the house, there’s a healing fountain and a giant bat lurking in the tree.
- If you have a green-haired wig (you can get one from the Thieves Festival,) you can cast YAP to talk with the horse tied by the street and pick up a clue. Stealing the horse will frighten him enough to take you on an uncontrollable ride to a variety of places throughout western Kharé (keep in mind that you might not be able to swing your way back south, and you can always walk to these places yourself as well. I don’t think you ever get to keep the horse.)
- Use DOP to enter the mansion, and step through the cool fire to enter the secret room. You need to use a thin, long object to open the door.
- If you don’t have a bamboo flute or something else that may work, there should be a cane in the upstairs bedroom. If you take it with you, you can return it to the owner of this mansion, Lord Theetah, later.
- Search the bandages for the Seventh Noble’s badge. Look around the haunting room for clues as to what happened to the estate’s owner.
- In a bush in the backyard, there’s a
Strategy | How to defeat the strong wraith in Lord Shinva’s mausoleum without fighting.
- The wraith is a powerful opponent with many advantages (and your silver weapons are not very strong.) The fight can be won, but may be difficult.
- Do not go down the stairs in the tomb without casting SUN with your sun jewel.
- To even the odds by a lot, use the gold-backed mirror and cast KIN to summon another wraith (who will fight on your side. Watch the fight.)
Event | Save a young woman (outside Lord Shinva’s mansion) from the plague.
- When you are close to Lord Shinva’s mansion, you’ll see a pained-looking creature (with a bell around its neck) shuffling towards you.
- When the creature is very close to you, cast dOC on a Blimberry juice potion and throw the liquid onto it. The creature’s boils fade away, revealing the healthy skin of a young woman!
- Some conversation options reveal that she is from the city (Birritanti, I believe it was) near the plague village from the first game. If you’re playing with a save file that includes your actions from the first game, you can pass on advice to her, such as where her ill family may be (at the plague village.) Or tell her to discard her disease-ridden cloak. It was very uplifting to see how much better she felt after being healed!
Clue | Learn the answer to the impossible question of the priest of Slangg – by exploring southwest Kharé.
- Go to this location to sit and eat with the poachers when they invite you over. Talk/interact with them long enough so that you are there when a woman named Sirisi comes over. Stay to meet her.
- (If the poachers are not there, it is because time passes when you travel/act, and they’ve moved on. Fear not! Other events will happen instead, and you can always hear a clue from multiple sources.)
- You can encourage one of the poachers to get his fortune told (getting yours told costs some coins.) After this, you can offer to tell Sirisi her fortune. Cast fAR. During the vision, choose the choice “Sirisi…”
- Sirisi owns a crystal orb, but I don’t think any choice you can make allows you to obtain it. Has anyone been able to get it? (Fear not! You’ll have a number of chances to get one in the sequel!)
- This is the answer to the impossible question – which is the question that has never been asked.
Item | Try to create a working spell at the Temple of Courga (the ziggurat.)
- At the foot of the ziggurat, I think you regain stamina if you insert a gold coin into the gargoyle’s mouth slot and gaze into its eyes.
- None of the following spells get added to your spellbook because the stars atop of the ziggurat aren’t accessible elsewhere, but they sure are useful/interesting!
- LAK – creates a torrent of rain.
- TAK – gain a certain item.
- [Wait twice]: The spell fades.
- [Close my fist] –> [Wait for the green sparks]: Obtain green-haired wig.
- [Close my fist] –> [Wait for the black sparks]: Obtain back facemask.
- [Close my fist] –> [Wait for the gold sparks]: Obtain gold-backed mirror or sun jewel.
- [Close my fist] –> [Wait for the white sparks]: Obtain bone bracelet.
- [Close my fist] –> [Just grab]: Obtain a random item.
- LUK – increases luck, thereby allowing you to know the phrase “Vik for First Noble” if you do not know it already. (This will help you once you climb down from the ziggurat.)
- PUR – causes all the cats around the city to meow for a while.
- TAR – coats your body with a hard shell that fades away and leaves you healed.
- TUK – regain 3 stamina and feel very full, as if you ate a big meal (I’m thinking that you probably won’t need to eat a ration for the current day if you cast TUK.)
Item | In the Artist’s Quarter, you can pick up clues regarding the Nobles and some items that may help in future games.
- The arm-less artist may be mischievous, but you can acquire lifelike sketches of some of the Nobles (for free or you can donate a coin to him) to add to your clues.
- Find and talk with the flame master (located to the southeast in the sprawling Artist’s Quarter.) The option to purchase a fire of danger eventually comes up. There will be opportunity for it to come in handy in Sorcery! 3 (or in your current playthrough. I think it is a single-use item.)
Event | You can listen to the entire assassination scheme and have a lovely time at the bathhouse.
- Pay the four coins to enter the bathhouse and first enjoy a swim (and regain stamina.) Then try out the sauna (where you can eavesdrop on the hired assassin’s conversation.)
Clues | You can learn about Vik’s character and plans early on by sleeping out in the rough.
- One way of learning about Vik’s shocking plan of creating a werewolf army (human enough to understand directions; animalistic enough to subjugate and control) is to sleep outside here.
- A female werewolf will prowl around you. After you fight her, you can pry off her werewolf-shaped armor (which kept her in werewolf form despite the phases of the moon) and see a tattoo of ownership on her neck (which reads “Vik.”) A few clues can be gained from this night.
Choice | Should you leave your Spirit Animal behind, and enter into worship of the deity Courga, the god of grace?
I would say yes. After comparing a number of playthroughs, I have found Courga’s presence both generous and helpful (his voice enters your mind to tell you of interesting facts at certain places.) In Sorcery! 2, you are indeed warned that Courga does not approve of ill-will or evil doing (it has proved to be no problem garnering a gamut of awesome artifacts, piles of coins, and many great experiences through memorable means – without doing any of the acts that Courga would disapprove of [the opportunities to do these acts do not add up to be overwhelmingly many.])
- You cannot enter into Courga’s worship if you kill a person outside of self-defense (Courga takes into account if you killed Tomas, the old military man at the beginning of the game who punches you in the nose, one of the guards doing his duty in The Council, or one of Vik’s men who you render weaponless on Vik’s slave boat.)
- If you have killed outside of self-defense, even if you perform Courga’s kissing ritual correctly, Courga turns you away (and you cannot enter into his worship or ask him for the deity’s name that Theetah forgot in his spell-line.)
- “Does stealing displease Courga?”
- At various points in the game, you can take food, items, and gold from characters whom you’ve dumbfounded with a spell or who have left the room. It seems that stealing does not dismay Courga (except for when you ask innocent people to do something underhanded for you.)
- “What happens if you do perform an action that displeases Courga?”
- You’ll “feel momentarily overwhelmed at Courga’s disapproval” (whereupon he goes to sleep for a while, so he won’t be able to answer prayers for a while.)
- I usually do other courses of action asides from prayer (as a variety of interesting actions are always available to you and you can always rewind if something goes awry [though not rolling with the punches might be seen by some players as cheating]) – but it seems Courga seems able to answer more prayers than your Spirit Animal or other gods can that you can worship. The number of opportunities during which you can pray for aid are limited per game, but Courga seems to have a higher limit than others and spends less time resting (asleep) between prayers (I peeked at him after asking him to cure my plague because choosing to cure myself – casting a dOC spell on a Blimberry juice potion – couldn’t happen for a while, and was surprised to see him wake up so soon.)
- Having the gentle Courga along was comforting; he provides his knowledge where he can.
Unsolved | How does one get to the Gardens of Briar? I am still figuring this one out.
- This is one place where many players would like to go but haven’t yet worked out how to get there. Would anyone know how to make it to the Gardens? Does one have to step into a certain Portal Trap or climb down into the sewers in a particular place?
- You can get Tomas (the old man you meet in the beginning of the game) his own ship to command! (Or you can be the captain for at least a rollickin’ good while.)
- After you’re captured by slavers, commit mutiny on board Vik’s slave ship after escaping the slave-holding hatch. Commend Tomas for captain, and then jump off and swim away (warning: being in water will ruin your water-damageable goods, such as rations, fruit, papers… Your spellbook should remain safe, however.)
- You can set the entire Artist’s Quarter on fire (that I think originates at the sly rug salesman’s shop.)
- Glandragor’s wife presumably can be found in Kharé! She may be the woman who tells you that her husband has been missing for ten years.
- If you see a plank laid across from window-to-window while wandering the city of Kharé, you can cast BIG and then pluck it from its place to thwart a thief clinging to it. Not sure if you find out more about this little event or earn anything for it.
- In Dwarftown, you see many dwarves (and notice they’re grumpy to creatures taller than them [including you, a human.]) One of the actions you can do is “walk on your knees next to them.” They are not impressed and you feel like a terrible person.
- To throw the fight (between the pixie and the sprite) at Dwarftown… you need to get there in time. A little time passes every time you walk somewhere and every time you make a choice. Many players (after having a rewarding time in Lower Kharé) arrive in Dwarftown too late to do anything.
- My conclusion that Lorag had been killed was because of the telltale aftermath in his home – and how angry his beloved companion, a pet Bristle Beast, was. It seemed the animal was stuffed into a cupboard, as it does not attack you when you sneak into the late Lorag’s empty home. It wouldn’t seem that Lorag, being fond of his pet, would have pushed him into a cupboard and then abandoned him (or perhaps Lorag was hiding the Bristle Beast from intruders.) Lorag’s attackers themselves were likely responsible for shutting the animal in there, as the loyal pet would have protected Lorag if given the chance. Casting SAP on the beast causes it to whimper in sadness (presumably about its owner’s demise) and retreat for good.
- Would anyone know what happens when you successfully play the little boy’s rock/stone apple game at the Thieves Festival?
- If you haven’t fought with your weapon a certain number of times before playing this game with the boy and his sister, you’ll have fun with them but not make any of the hits you’re aiming for (this is what happened for me.) I’d love to hear how it went otherwise for you!
Hopefully helpful links
This is part of a series of semi-walkthroughs or game guides to the marvelous role-playing app series – Steve Jackson’s Sorcery! 1, 2, and 3 (which I re-re-played during unhealthy all-nighters… despite owing massive deliverables of art and design work to the most patient population of people in the world.)
The hit series of role-playing books by Fighting Fantasy that these apps are based on are fully scanned in PDF form here*! – However, I immediately noticed when I hit the books that developer inkle (a team that includes the very people who created the books in the first place!) added a boggling amount of additional content, tons of dialogue, characters, and interactives to the existing books when they converted them wonderfully into apps.
*Steve Jackson’s Sorcery! 1 is based on The Shamumanti Hills. Sorcery! 2 is based upon Kharé – Cityport of Traps. The newly-released Sorcery! 3 is based upon The Seven Serpents. Sorcery! 4 (that will presumably be based upon The Crown of Kings) has not been released yet. A PDF of the spellbook used in the games can be found here.