Walkthroughs: rewarding events in Steve Jackson’s Sorcery! 3: The Seven Serpents


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(Updated at 9 pm EST on May 4th, 2015.)

Some advice/warnings

This is a growing guide for Steve Jackson’s Sorcery! 3: The Seven Serpents. (And here are guides to Sorcery! 1 and Sorcery! 2.)

Edit: in this guide, I link to a very spoilerific map. The comments that y’all have been leaving have been awesome (I’d definitely advise everyone to look at the helpful and thoughtful tips that readers have been leaving.)

  1. The big red speech bubble featured in my gameplay screenshots was for reporting bugs during beta testing, and shouldn’t display in your version of the game. I play-tested the beta version of Sorcery! 3, so please let me know if anything in this guide differs from the released version.
  2. Since you can visit places in various order, my tips are in random order.
  3. Many, many spoilers ahead. (Here’s a list of the full spellbook, additional spells, and counter-spells.)
  4. 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.)
  5. 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…?)
  6. 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.
  7. 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.
    1. 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.
  8. 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.)

This game is the most wander-friendly out of the current array of apps (possibly to compellingly induce the feeling of “lost in the wilderness,” the way of life in the dusty Baklands.) There is also a nifty new rewind feature (tap the beautiful sky orb at the middle-bottom of your screen to pick where you’d like to rewind to. Nevermore will people accidentally rewind to a way-early point in time of the story [this is a reassuringly rare mistake, however.]) Perhaps you’d also like to rise to some of these entertaining challenges compiled by the dev team! (You can get married in Sorcery! 3!)

Here’s the list of equipment that I started this game with. (If you’re starting from a new game, fear not! You’ll automatically have a collection of appropriate equipment and plenty of interesting opportunities to gain more [even special items received in previous games.] inkle games are very thoughtful like that.)


Steve Jackson’s Sorcery! 3 – a list of walkthroughs to memorable and rewarding events

Travel | There is another way onto the bridge asides from paying Vancass’s pretty expensive bridge toll(s.)

  • (Awesome people in the comments have reminded me that I’ve forgotten to include this bit in the guide! I hope this enhances people’s adventures if you are hoping to cross that grand bridge without bowing to Vancass.)
  • Vancass, you were a lot more chill in the first Sorcery! game (aka in the future! Maybe time mellowed him.) Vancass will ask you for pretty good stuff if you want to cross his bridge, and there is a strong chance that he will actually throw away the first thing that he telepathetically prompts you to give. And he can ask you for a body part as payment instead. What gives, Vancass!?
  • Make sure beams are hitting the bridge so that the entire bridge appears, or just most of the western part of the bridge appears. (I’d go for the former – where you have the whole bridge – just in case.)
  • Go into the marshland near the bridge. There are important things that could happen here:
    • Are you sinking every few steps? Casting fAL should help! The marshland nearest the bridge is not too soggy, so you can even rest there at night or walk along there.
    • You can bump into marsh goblins (please look for them in this guide) who can give you a parchment in a foreign language with clues to defeating the Serpent of Time.
    • Lorag (the scholar from Sorcery! 2) can appear to you to look at your parchment (please look for him in this guide. He may need to come back again to actually give you the translation.)
    • When you are near the bridge (around here, I believe) you will find a series of rungs/ladder leading up to the bridge!
      • You’re not done meeting odd people on the bridge, however. There’s one just up ahead.

Companion Deity | If you have Courga as your deity instead of your spirit animal (or are considering entering into his worship in Sorcery! 2,) and wonder how Sorcery! 3 would be like with Courga, here is a link to some of my thoughts.

  • Summary: I would recommend him (especially for players who often use the prayer feature. Courga, being the god of grace, accepts more prayers and awakens sooner for your next prayer than other deities/spirit animals do.) Few things displease Courga (but if you do disappoint him [by killing someone outside of self-defense or asking children to steal for you] – he will go to sleep for a while so you cannot pray to him for aid during that time.)
  • There is at least one local god in Sorcery! 3 that you can worship in the stead of Courga or your spirit animal (the goddess Throff’s ruined temple is found south of the Forest of Snatta. Keep reading the inscriptions inside the temple to receive the option to have her as your goddess.)
    • One character does warn you to be careful of the local gods (they can be your undoing if you wrong them. You can only keep one companion deity at a time.)

Pathway Suggestion | How to avoid the “excuse me” boy – in the lower left-hand corner of the map. I played through the game’s entirety more than a few times to help beta test it (which was truly a most enjoyable honor!) — and quickly grew wary of the “excuse meboy from Kharé (who always steals your gold-backed mirror/other magical item! No dialogue choice can dissuade him from discreetly pilfering. If you ignore him instead of talking with him, he then steals your black facemask/another artifact. No matter what, he steals something important from you.)

  • You can meet him very early on in the game – when you walk in some parts of the lower-left quadrant of land that are in the past (as he lives in the past.) He is a helpful child information-wise, but you can learn all the information he could tell you elsewhere. You can avoid ever meeting him by either shining a Beacon’s time-altering light on the landmarks-in-the-past in the lower-left part of the map – thus putting these locations back in the dusty, lifeless present (a time during which he doesn’t exist) – or by only traveling via the following places, although that would mean taking a slightly longer route to get to your destinations.
    • Shadrack’s rock
    • The whirlpool
    • The holes in the ground
    • The locations near Ethelma’s(?) (or was her name Elthera?) cave

Treasure | Carefully check the well by Throff’s temple.

  • Use your backup weapon/tool to dig out gems in the dried-up well outside of the Temple of Throff. (Do first lower the well’s bucket all the way down and then pull it back out to remove a territorial snake from the gem hoard.)
  • You can repeat this act. (I am not sure how many times you can do this, since I never reached a “this is the last batch of gems” dialogue. However, each time you dig out gems with your blade, you will dull it.)
  • Warning: digging gems out with weapons dulls the weapons.
  • There is a priest trapped in the trapdoor in the yard of the temple ruins.
    • I should add that you find out later that he has yellow plague and you got it from him when he embraced you out of gratitude. However, you can immediately pray or travel on until you reach a place where you can cast dOC on a Blimberry juice potion to cure yourself.

Clues and Items | Ethelma(?)/Elthera(?) (I’ve forgotten the name of the nice young woman you play Swindlestones/Mindstones with in the beginning of the game) has something important to tell you – “long after she has died.”

  • In the past, climb the steps up to Ethelma’s cave.
  • After talking and interacting with her, you can gather rock dust from the ground of her cave.
  • Enter the back of her cave.
  • Look at everything (casting SUN with your sun jewel so you can see) and cast ROK (with the rock dust you just picked up) on the soft metal in the ceiling of the back of Ethelma’s(?) cave. (If you cast SUS, you will learn that Ethelma(?) will have something important to tell you “long after she has died.”) Pick up the rope ladder and any other items here.
  • In the present, direct the Beacon’s light (I used the Beacon nearest Kariamma) carefully onto the path leading up to Ethelma’s cave so that the path is in the past within the Beacon’s time-altering light, but the cave stays in the present (link takes you to a screenshot of what this may look like.) Walk up the path, cast HUF when you can’t go further (you need a horn for this spell; Shadrack gives you one in the beginning of the game) and grab the bush in order to not shoot past the modern-day entrance to Ethelma’s cave.
    • Stephen has a great tip! —
      “Another option for getting to Ethelma’s cave is instead of using HUF (if for some reason you decided not to get the horn), use ZIP to teleport if you’ve already gotten the green ring from Bria.”
  • Since you fixed her cave in the past, it should not be collapsed in the present!
  • Inside the cave, you can read a clue-filled poem about how to defeat many of the Seven Serpents.
    • This step is not vital if you have gotten enough clues from elsewhere – but I couldn’t let Ethelma’s hard work to go to waste.

Item | Getting the giant tooth pendant of Ethelma(?)/Elthera(?).

  • (Please do remind me of the name of the young woman you play Mindstones with if you remember it. Thank you so much!)
  • One way to get Ethelma’s giant’s tooth necklace is to go to the holesin the present (I think) – west of Shadrack’s rock and summon a goblin (with GOB,) instruct him to look into the holes for you, and retrieve the giant’s tooth when it comes flying out in a burst of fiery steam. (You can tell it’s hers because it has a hole drilled through it – just like on the tooth hanging on her necklace.)
  • Bringing this tooth back to older Ethelma didn’t result in additional options allowing me to give it back to her; it would seem this tooth is yours to keep. (Now that I think about it, she’s probably still wearing the tooth when you meet her aged self in the past.)

Event | Give a good gift to the gnome.

  • Good gifts include a giant’s tooth, a sun jewel if you have extra, or any nice magical artifact (that you have extra[s] of so that you are not without after giving away something.)
  • The gnome usually comes speeding over the hill to you in… the north-west part of the map, I think (the part of the map with the reclining god and Kariamma Village.) (Please do correct me if I’m wrong!)
  • The gnome should not be a gnome anymore if you gave it something good enough!
    • For players who are continuing their game from Sorcery! 2, you may have gotten a tip from Lord Shinva: “for sleeping of the Sleepless Ram, seek out the one they call The Sham.” Guess who you are looking at? Now you can ask her about that Ram.
  • One item you may receive during this meeting is a staff of oak sapling (useful in the flying fish fight. Argh.)
  • (You can read more about The Sham/Dintainta here, in the original Sorcery! 3 role-playing book.)

Character Meeting | Meet Flanker the assassin again by climbing up from the ground onto the broken bridge (in the present.)

  • Note: you can’t climb all the way up and end up on top of the broken bridge. (Please search for “rungs” in this guide if you are looking for a way onto the bridge in the past!)
  • You realize that you cannot climb this bridge with your legendary sword (from Sorcery! 2) buckled to you, if you have it. (Please see people’s helpful comments if you are prompted to leave another sword behind.) If you want to climb up, you must leave it behind for now.
  • Don’t jump off the bridge when you sense someone approaching. If you already know Flanker from a previous game(s), he and you share a useful and honest chat. He’ll tell you one of a few of the hardest-to-get clues (Flanker is the only one who says anything about the Sun Serpent, asides from Fenestra.)
  • For those who started Sorcery! 3 anew: because I started Sorcery! 3 with a save code from previous games, I am unsure if the “fight Flanker and face a choice” event happens if you start Sorcery! 3 afresh – but it seems that event is likely to happen for you so that you can make Flanker’s acquaintance!
  • Your legendary sword (you were prompted to leave it at the base of the bridge so that you can climb up) will be missing when you climb down from the bridge. But no worries! (Find it again – and gain new artifactsin the lonely empty hut that belongs to Alizji [if you want to meet her, try sleeping in the hut overnight.])
  • Flanker will leave you something special and very powerful at the end of the game.

Character Meeting and Items | Looking for anything taken from you? Try the “lonely hut” by the eastern end of the modern-day broken bridge.

  • If your weapon was stolen when you climbed the western part of the bridge in the present, you should look in this mysterious house.
  • This place is overgrown; if you don’t want your weapon to dull when you cut away the branches to get in, try casting RAZ (if you have beeswax) before you cut – or use a hewing axe.
    • You can get a hewing axe for free from the black elves’ trading caravan (if you’ve purchased some things already, I believe,) or steal one from the Svinn construction site (in the past. The construction site is located near/at the site of the snake charmer [who is found in the present.])
  • Alizji’s house holds other useful things, such as holy water (she’ll tell you that you can keep it if you try to give it back to her) and yellow moss (which you must eat right away, but serves as one ration so you don’t have to eat anything else that day.)
  • If you ask Alizji to steal something for you from Fenestra’s hut and your deity is Courga, Courga will not approve of your actions (this causes him to go to sleep for a while and not be able to answer any prayers during that time.)
    • According to Mike in the comments (thank you!) – if you do not have a serpent ring, here is one way to acquire it: you may ask Alizji, “Would you steal something for me?” when you take her to Fenestra’s hut. The ring can be stolen for you from there.
      • “What use is a serpent ring?”
        • When you wear it and use the SSS spell (you can use spell summons whether or not you have actually learned it already in the game, I believe) – you can force Serpents to tell you clues before you fight them.
  • Does anyone know of any dialogue chains with Alizji that may help you also gain the snattacat’s ability to be invisible? (I know you may learn clues about this creature’s invisibility throughout the game, but am unsure if you can use that ability for yourself by drinking snattacat’s milk after learning about it from Alizji.)
  • What are your experiences with Alizji? She always winked out of existence for me eventually after traveling with me for a while, and never could be convinced to visit her neighbor, Fenestra (who Alizji likely fears because [1] she stole many things from the latter and [2] she probably saw the latter talking angrily with the orb-sealed Sun Serpent while using a serpent ring, and misunderstood her to be a Serpent in disguise.)

Stamina Increase | Show the scroll written in a foreign language (can be gained from the Flayer’s kitchen in Sorcery! 2) to the Kariamma cook.

  • Walk into the kitchen in Kariamma Village when the chef is in (which is most of the day.)
  • Read the signboards to realize they’re written in the same language as the scroll.) This should give you the option to show the scroll to the cook, who says that she wrote it!
  • Do drink her nightshade soup (at nightfall/evening in the sleeping hut) to gain a permanent rise in maximum stamina!
  • Please let me know if and how you were able to get the scroll after beginning a new game in Sorcery! 3.

Sun Serpent Location, Items, and Clues | Ask Fenestra about what she sees in her crystal orb.

  • Fenestra lives under a grassy hill (like a hobbit!) in the Snattacat Forest, right above Aliizi’s overgrown hut. To meet her, you can either knock on her door or sleep outside her hut (she’ll carry you inside because “you looked cold.” Very kind of her!)
  • You can learn about her quest for vengeance on behalf of her late father, and accept a flask of oil (the Water Serpent’s weakness.)
  • After talking with her, you have the option to ask her about what she sees in her crystal orb – or learn a counter-spell from her (I think she casts ROK, against which the counter-spell is fAL.) I strongly recommend you choose the former (this is, as far as I have figured out, the only time you can discover the location of the Sun Serpent, who is actually trapped in Fenestra’s crystal orb! I believe you’ll never get another chance to defeat the Sun Serpent if you do not acquire this orb from Fenestra.)
  • If you have Theetah’s serpent ring from Sorcery! 2, you can cast SSS to force the Sun Serpent to give you information.
  • Do not grab the orb from Fenestra. Ask her for it instead. She will give it (!) to you after giving you good advice and making you promise to destroy the Sun and Water Serpents in her stead.
    • The option to throw the Sun Serpent’s orb into water (to weaken it drastically) occurs when you are in/near most bodies of water.

Spell | Don’t forget to cast SSS if you have a serpent ring (can be gained from Lord Theetah in Sorcery! 2 or in-game) to learn information from each of the Seven Serpents when you meet them.

  • You can learn the SSS spell from the Sorceress Bria, who lives in a little hut at the top of the mountain ridge – immediately east of the woodcutter creature (who can give one of his “22 water gourds.”)
    • I am not sure if Bria teaches you the spell if you don’t have a serpent’s ring when you meet her. I’m certain, however, that you can pick up this spell elsewhere!
  • Bria also teaches you a nice amount of counter-spells, presents you with you a green ring so you can use the teleportation spell, and teaches you how to use her magical chute (so you needn’t climb down the steep mountainside.) Whoo!

Magical Items and Treasures | The trading wagon in the black elves’ caravan is full of useful things.

  • Here is a way to get the maximum amount of items from this location – thanks to the ever-helpful kaboobie71:
    “I think you may have to look at the [spellbook] before you can steal it. I don’t think I always saw that option. After trying several things I think it is best to purchase provisions, steal the pearl ring by creating a distraction, look at the orb, buy the pendulum, and put the elf to sleep to steal the chainmail and the spellbook.”
  • One way to gain access to the trading wagon is by telling the wary black elves that you have gold and that you would like to trade.
    • Christopher J has helpfully provided the following tip:
      “By the way, since we’re mentioning the elven caravan – I found that you can gain the most gold at swindlestones if you play directly after talking to the female elf by the fire the first time.
      Assuming you win all three rounds in a row, you get 10/6/4=20 gold.
      I found that if I played after exhausting all other dialogue including the joke, the bets go 6/4/3=13 gold.”
  • Defeat the Moon Serpent before going here to already have a crystal orb in your collection — and therefore be able to buy a brass pendulum (the crystal orb will be on sale instead of the pendulum if you do not already possess an orb. I’m not sure what the Moon Serpent drops if you already have a crystal orb on your person when you fight it.)
  • Other things for sale: rations (Vittles,) holy water, various magical artifacts that you do not already have, scrolls (featuring amusingly self-indulgent stories that will help you figure out the locations of Fenestra and the Sorceress Bria if you need help,) and a free hewing axe (there will be a lot of times when you need to chop away overgrowth and branches; doing so with your own weapon without casting RAZ first will result in your blade permanently dulling. The hewing axe is perfect for cutting foliage without fear of losing your edge.)
  • Alex in the comments has kindly reminded me that there is also a spellbook for purchasing (a thick leather tome.) Check the book’s inscription. You are shocked when you see this special book of your kingdom’s secrets in the hands of the elves (so don’t show your surprise or you will be asked to pay more than usual for this spellbook.)
    • Look through this spellbook, buy it (or steal it,) and then read it. Then you’ll learn a summon for a rock demon: ZOB (you’ll need a rock demon tooth per rock demon that you summon. Growing list of spells, spell information, and counter-spells here.) (Alex commented that he found this spell in his newly-purchased spellbook; I have the feeling that I might have picked up another spell instead in my playthroughs when I got it… I will have to check!) I highly recommend buying (or stealing) the spellbook in order to add this page to your current spellbook and to keep your homeland Analand’s spells safe.
      • The helpful kaboobie71 says:
        “An alternative to buying/stealing the spellbook: if you are carrying a rock demon tooth (you can find and kill a demon in an avalanche before meeting Shadrack) when you visit Bria, she will comment on it and give you hints to figure out the [ZOB] spell.”
    • You think to yourself that you will soon “burn this spellbook” when you get the chance – in order to protect your kingdom’s secrets.
      • This opportunity may arise in a very dark (literally) area of the map… and you will be able to see some really cool things that Mike in the comments describes! I never did access the option to do as Mike did (which is “burn the spellbook” in the tunnels of Kariamma, which “lasts longer” as a flame, according to the helpful Mike.) (Perhaps I had nothing to burn it with [I did gather a new spell from the spellbook, so if it burned, it would be okay. I wonder what actions I would have to do in order to get to burn it.])

Conflict | Survive crucifixion.

  • After you follow the black elves’ leader to his tent, he orders you to be tied up onto the X-shaped cross. Should you own a black facemask – you can cast gAK to frighten/disturb the elves enough so that you can make your escape. I am sure there are other ways of escaping this fate as well.
  • After performing some actions elsewhere (so that some time elapses,) you can return to the caravan’s abandoned camping grounds to find that, unfortunately, the black elves’ leader was crucified instead by his malcontent followers (you can bring his corpse back to life temporarily with the spell RES and a vial of holy water, and learn some clues from him about the Serpents – including the Serpent of Time – and reassure him before he passes on once more.)

Magical Items and Making Money | Maximize your visit to Tinpang. (D’oh! When I first wrote this section, I forgot to finish it. Many apologies!)

  • Visit modern-day (ruined) Tinpang (when the city is ruined) before visiting past Tinpang.
  • Pick up the snattacat teeth in the high-end district of modern-day (ruined) Tinpang.
    • Then, in the past, find the “dental” store (there’s a tooth and a pair of tongs on the door) and sell any teeth you’d like for a good price (you can even offer your own teeth! I decided to keep mine in my mouth.)
      • If you have ape or snattacat teeth (which you may have picked up in Sorcery! 1,) these haven’t been usable in spells so far, but will fetch great prices in this shop! (Apparently, ape teeth are good for burglaries. I wonder if that will come up in the fourth game!)
      • If you have a rock demon tooth (the large crystal tooth that you can pick up once you pass through the Kariamma tunnels,) you can haggle and sell this tooth for a whopping amount of gold!
        • Or… if you learned how to summon a rock demon (whoa) in your playthrough, you’d need a rock demon tooth whenever you get the opportunity to cast this summon. So perhaps you may like to keep it!
  • In the lower-end district of Tinpang, here is a jewel of gold that will be revealed after you cast the HOT spell after you look at the wall carvings of a curled-up cat.
    • (If you visit past Tinpang before getting the jewel of gold, you can pay an enigmatic sewage creature 1 gold coin for a hint as to where the jewel can be found. If you already have the jewel of gold, the sewage creature doesn’t appear.)
  • You can get a bottle of yellow powder (for casting the speed-up NIP spell) from the factory (in the past) by asking for some.
    • You can also get some more yellow powder (as well as other magical items) from the apologetic specter-creating prankster just south of the Moon Serpent’s location (and I believe this might be when you can create “six giant, invisible clones,” hahaha!)

Magical Items | Lucrative meeting south of Moon Serpent.

  • This location is directly south of [one of?] the Moon Serpent’s haunt(s). (I think some people may meet the Moon Serpent in other places asides from this one place where NPCs [non-playable characters] and I have consistently found him.)
  • Meeting an old prankster here can be quite a boon for you, resulting in you gaining yellow powder, a chakram (which is a bladed/spiked throwing disc,) and a new counter-spell. I spoil a lot of things in this game and believe you may have fun figuring out which spell to cast in order to have a new counter-spell automatically added to your spellbook. (If you need help, Stephen in the comments tipped me off to this counter-spell and how to get it!)

Magical Items | Firefox teeth on an island in Lake Ilklala.

  • I believe that on the southeast island, you’ll have a run-in with a fightin’ firefox. If you fight and win, you can collect its teeth (which can create flame when crushed!)
  • I think that casting WOK (requires one gold coin) may help protect you against its formidable flames.

Event | That dang strong whirlwind in the lower right-hand quadrant of the map (north of Shadrack’s rock.)

  • When you first get there, hang out long enough for a young boy (a messenger from the kindly Shadrack!) to find you there. Do save him from being sucked into oblivion!
  • If you hang out a little longer after the boy’s passed all of his helpful messages on to you, a creature comes along. If you decide to keep him away from the whirlwind, casting TEL might help you understand his intentions better. What have your interactions been like with this creature?
  • Based on SUS and the book the game is based on… this whirlwind is truly too OP [“over-powered.”] As far as I know, defeating it is out of the question. But has anyone had a different experience with this whirlwind or the ones in Kariamma’s tunnels?

Item | Rope ladder get!

  • Based on my experiences alone, I think you cannot receive the rope ladder from Shadrack the tree. But fear not! There are multiple rope ladders in this game (one is in the marshland, I believe.) … With my terrible memory, this tip is pretty useless. Dear reader, where have you found rope ladders? Please do share in the comments!

Advice | Picking the strongest feather.

  • Don’t take the yellow feathers from the nest in the tree when you are in the Snattacat Forest. Having them on hand will prevent you from picking up a feather in the mine tunnels above Kariamma.
    • By the way, spells cannot be cast in Kariamma’s pitch-black tunnels, so light a fire of danger (you may have one from the second game) or similar item (like a firefox tooth, perhaps?) that may help you see the tunnel’s feathers on the ground (this is past the side passage with the jars and horn and sand on the floor.)
    • Has anyone been able to get the attention of the creature who seems to live in the tunnels? Or save Kitty, the dog belonging to the cook’s daughter?
      • Perhaps you may find the dog if you shine a Beacon on the exit of the tunnel (so that the Beacon’s light converts it to how it was in the past, when the dog was lost in there?)
  • So, yes, take that epic feather from the Kariamma mines/tunnels.
  • If you take the feathers from the nest, you will be unable to cast the TUF spell at the Stonehenge-like monument by the Steppes Beacon. Canaries might not be TUF enough to make this spell work.
  • To cast the TUF spell and increase your maximum stamina, make sure to have the feather from the Kariamma tunnel with you and have a Beacon cast light on the Stonehenge-like monument (so the monument is in the past. The modern-day monument is in ruins.) After ‘miring the monument, stand on the middle stone and cast TUF. (I don’t believe you need to wait till nightfall in order to be able to cast the spell. Perhaps the “wait for nightfall” option is so that you can discover the spell by looking up into the stars at night to read them.) Keep holding onto that feather!

Treasure | Picking up a pricy rock demon tooth.

  • There is a weighty crystal tooth (sounds pretty!) located at the exit of the Kariamma mine tunnels.
  • Since this rock demon’s tooth is so heavy, carrying it will bring down your maximum stamina by a little bit temporarily (you’ll be fine once you sell or use the tooth.) It’s worth it.
  • You can sell it for a great price (after haggling) in Tinpang (in the past) at the “dentist’s” shop (the venue with the tongs and tooth signs. Located in the high-end district of Tinpang.)

Get Rich | What to do with all of these teeth that I can’t currently use in spells?

  • All of the teeth that you have (including your own, it would seem) can be sold for pretty attractive prices at the “dentist’s” shop in high-end Tinpang (located in the high-end district in the past.)

Unsolved | You can bring ingredients to the eccentric potion master who lives alone on the island in the middle of Lake Ilklala.

  • I apologize; I haven’t yet brought her anything she could use. Would anyone have any suggestions? (I have not tried the egg from the Forest of Snatta because I couldn’t bring myself to pluck it from its nest. But she cannot use the six-lobed leaf or feathers from the forest [I don’t recommend that you pick up the latter. Ctrl+F and look for “TUF” on this page.])

Spell | Learn a very cool new spell from the spellbook (thick leather tome) in the black elves’ trading caravan.


Event | Getting married and getting a-head.

  • When wandering north of the black elves’ caravan (in the present,) you may (literally) stumble across a skull protruding from the earth.
  • It is actually the top of a skeleton buried up to its neck in the ground. (You can manually pull the skull away from the rest of the skeleton and keep it. I wonder if you can sell the teeth from the skull to the “dental” shop in [past] Tinpang! – I wouldn’t recommend using your weapon to lever the skull; this dulls your weapon and you might not get dialogue informing you of this damage.)
  • If you visit this area while in the past, a voice calls out to you; it turns out the skull was that of a goat-thief’s! He (would it be a she if you are playing as a man? My character is a woman) was buried up to his neck in mud as punishment for stealing livestock. If you help free him, he offers to marry you out of gratitude and give you information about Kariamma should you see him again (I could not find him again afterwards in my playthroughs.) (The skull remains in your inventory even if you free him. I hope he didn’t re-offend and get reburied!)

Magical Items | Getting two jeweled medallions.

  • You do not need two of this artifact, I believe, but the locations where you can receive these items are relatively close to each other.
  • You can get one jeweled medallion from visiting the old man sitting atop the pole directly west of the Klattaman Village.
  • The other jeweled medallion can be crafted at the Klattaman Village (for a whopping amount of gold pieces [30 for me]) in the craftsman’s hut should you allow the Klattaman inside to search your bag (and find the gems from Throff’s temple, or the jeweled collar.) You can save your gold; I haven’t yet found a need for an extra medallion in this game.
    • Since the Sorcery! games are very responsive to what’s in your inventory (what you do and don’t have, rations, and amount of gold,) people have reported receiving other items (like a gold-backed mirror) from this master Klattaman craftsman.

Max Stamina Increase Locations | Spend time and/or bring the required appropriate items to Klattaman Village, “Stonehenge” monument, and sleeping hut at Kariamma.

  • In Klattaman Village (south of the Forest of Snatta,) do spend enough time chatting, eating, cooking, and interacting at the fire and the village champion – a massive Klattaman – will come and unceremoniously challenge you. Win the fight and be healed by the kind village sorcerer (and gain +1 in max stamina!) (Thank you for reminding me of this, adventurous Sewcid in the comments!) Afterwards, you can resume your fireside chats and interactions.
  • Do get the feather from the Kariamma tunnels (you may need to light up the magic-blocking tunnels somehow to see the feather on the muddy ground) and bring it to the Stonehenge-esque stone monument west of the Steppes Beacon. Stand on the middle stone and cast TUF while hanging onto the feather!
    • Do not pick up the feathers from the little nest in the Forest of Snatta if you want to acquire the Kariamma tunnel feather.
    • For anyone who has had trouble with this part, here is kaboobie’s great advice:
      “I posted this in your main thread, but I did ultimately find out that you need to visit the circle at night first, look at the stars to discover the TUF spell, and sleep there to cast the spell the next morning.”

      • I play-tested the beta version of Sorcery! 3, and was able to do things at the stone monument that might have been patched in the final release – such as casting the TUF spell without doing these steps; please do comment if you were able to find another way to cast the TUF spell!
  • Do bring the scroll (written in a foreign language and obtainable in Sorcery! 2) to the cook in the cooking hut at Kariamma Village. Do show the scroll to the chef; when she has it, she’ll be glad to invite you to come eat her nightshade soup in the sleeping hut within the village. It’s her own special recipe! But you will have to return at/wait until nightfall to get to eat it. Gain +1 in max stamina – and a wonderful rest!
    • Would anyone know where to find this scroll in Sorcery! 3 – if you haven’t played Sorcery! 2, and are therefore starting from a new game? Thank you, gracious readers, for any and all tips!

Character Meeting | Learning counter-spells from the Sorceress Bria.

  • Keep at it! Learning counter-spells by successfully countering against Bria’s spells adds new knowledge to your spellbook. And she gives you a gift.
    • Need help? Or missed this encounter but still want to know the counter-spells for the last and upcoming Sorcery! 4? SUN counters FOG, gUM counters ZIp; fAL counters ROK. (I’m sure I’m missing one. Would anyone remember if Bria teaches you more?)
  • In the lovely Beacon that houses a massive tree (the one in the middle of the little lake in the Forest of Snatta,) you can observe wall carvings that hint at counterspells (a hand squeezing grapes VS a fireball [dOC counters HOT – you may need this when confronted in a certain Beacon,] and a person in a bubble countering rocks gone haywire [FOF counters mUD, I think…])

Magical Items | Add a sun jewel to your hoard of sun jewels! Find it in the Forest of Snatta.

  • Casting SUN with a sun jewel will help keep snattacats at bay (especially when you are using your weaker weapon, if your best weapon is currently missing.) You should cast it before they are too close for a less violent journey by night in the Forest of Snatta.
  • I believe you can acquire at least two sun jewels in Sorcery! 2, which can be carried over into 3 via your cloud save code.
  • After you meet and interact with the old bearded man atop of the pole, you can find a sun jewel in a bloody bundle of rags at the top of a tree in the northern part of the Snattacat-infested Forest of Snatta.
  • There is also a beard in this bundle of rags (possibly to indicate who the former owner of this jewel was… he was indeed tragically carried away by a bird of prey.)
    • Despite the protests of my character, I decided to keep the beard on a few of my playthroughs to see what I could do with it (perhaps Alizji could wear it as as disguise when you try to take her to Fenestra. Such an option did not arise. I still haven’t found a use for the beard [I hope that it is not a potion ingredient!] I opted not to keep the beard on my latest playthrough.)

Magical Item | Look around at your surroundings and pick up sand (useful for spellcasting and other events) when you can.

  • There is some sand at the Klattaman Village’s bonfire (keep in mind that when some fires are heated up during the night, you cannot pick up pebbles and such without getting burned and losing some stamina. I think the sand is safe to pick up whenever from this particular fire, however!)
    • If you are struggling with the nearby Fire Serpent, keep a distance from the tree even though it wants you to come closer. Then, after it has turned from a small snake into a big Serpent, you can cast SSS with your serpent ring to wring information out of it, climb up into the tree, and drop sand down onto it.
  • I love the funny hints that the Klattamen try to give you when you ask them about defeating the Serpents.

Counter-Spell | What does Vancass want?

  • Trying to read the mind of the finicky Vancass with TEL results in him countering your spell with YAZ. I’m sure that you can pick up more counter-spells from him (he’s always mentally one step ahead!)

“I played Sorcery! 2, so Lorag came to help me read the parchment that Sorceress Bria gave to the marsh goblins. But he disappeared before he told me what it meant!”

  • If you don’t have this piece of parchment yet, you can run into a harried group of marsh goblins in the past Forest of Snatta [when it was all marshland. You may need to cast fAL every few steps in order to not sink into the ground.] I usually ran into them somewhat near the bridge.
  • Casting RAp so you can communicate with the marsh goblins is one way for you to ask them for the letter.
  • You cannot decipher the writing, so either Lorag or Fenestra, another sorceress, can be of aid!
    • Lorag will appear to you at random after you receive the parchment (this seems to usually happen in the past/present Forest of Snatta) and ask to see the parchment. However, he disappears before sharing its meaning with you. He should appear again sometime later (this happened after I crossed over to the last third of the map) and relay its translation to you (adding it to your clues.)
    • You can also visit Fenestra and ask her to translate the parchment for you.
  • This parchment contains an important clue to defeating the Serpent of Time.
    • The parchment contains a poem that instructs you to shine four beams of Beacon light on the Serpent of Time to defeat it (this assumes that the Serpent of Time has gone to its island [southwestern rocky island in Lake Ilklala] or other location where it will lay in waiting for you. The Serpent can go and stay at the island after you visit the “Stonehenge” monument of rocks and interact with the seven spirits.)
    • Christopher J has come up with what is probably the funnest way to defeat the Serpent of Time – using one of my favorite spells, JIG (of all things!) —
      “I found a super easy way to defeat the Serpent of Time, it took me about 5 or 6 rewinds, but I can be stubborn at times 🙂
      “I met the serpent next to the temple of throff, in the form of the spectral cultists. There is a point before reciting the first chant where you can cast a spell (the game text will mention that you feel magic). Cast mAG, then chant their chant. After the serpent reveals itself, cast JIG (bamboo flute needed), make it come to your feet and stab it. DONE. No fight!
      “Never expected JIG of all spells to defeat it, especially since I must have tried all possible spell combinations.”

Character Meeting | Meet a dear character you have not seen in quite some time in Lake Ilklala.

  • This meeting is quite sad. I really didn’t want to leave this character. In the present, go to the small island marked with a “!” (for those who don’t want to look at the linked spoiler-y map, in Lake Ilklala, there is a small island in the upper right-hand corner of the lake. It’s one of the first islands you can go to in the ferryman’s boat.
  • For those who may not get this event, please use your cursor to highlight (if you’re on mobile, here’s a screenshot of) the following spoiler-filled recap:
    • The character you meet again on this island is the Sightmaster from Sorcery! 1, a guardian-type figure who patiently tutors you on how to fight in a fun tutorial and escorts you to the gates so you can begin your journey. He also offers advice because, as a Sightmaster, he can see a great portion of where your journey may take you in the Shamutanti Hills [Sightmasters are chosen from birth for their extraordinary power of vision.] (The advice: “Even from Kharé, your journey [in the Baklands in Sorcery! 3] will be watched.”)
    • The Sightmaster apparently had been a steady figure in your life before your quest took you away from your homeland, Analand… and on the lonely island, you meet him again in a wretched state.
    • You can search for him using TEL and try to mentally comfort him in his agony. You find him bound to a tree. He’s been tortured and physically broken, but the worst of it is might be this: the Archmage (who purportedly stole the Crown from your king [who sent you on a quest to retrieve it] and wreaked havoc subsequently) fears your arrival and therefore took your friend, the Sightmaster, by force and converted his eyes into those of a Red-Eyes.
      • Red-Eyes, fueled by hatred, can produce incinerating beams from their eyes; hence, they usually keep them closed and can function fine without seeing.
    • The Archmage then secured the Sightmaster to a tree on the deserted island on Lake Ilklala – and left him there to hopefully tempt you to come rescue him and open his eyes and burn you.
    • But the Sightmaster kept his eyes closed day and night despite being in an awful state, and with his eyes shut tight, begs you to stay away. He’s not sure how much longer he can keep this up.
    • You can comfort him, unbind him, and stay with him for a while, but I haven’t found any way to save him from never being able to open his eyes again without burning half the land. (“Analander, how I long to see your face again. [You can encourage him to open his eyes, but he insists he cannot or he will burn what he sees.] But, I am a Sightmaster. I can see far.”)
    • You can help him wrap a cloth around his eyes, but he knows that won’t work.
    • The Sightmaster is an upright man to the end; he knows what he must do and insists you continue on your quest. When you leave the island, you hear a shout and witness a fiery beam flare upward. The Sightmaster is gone; revisiting the island results in this dialogue: “It would seem the Sightmaster chose to look down the moment he opened his eyes.”
    • .。.:*・゜(´^`)゜・*:.。.

Unsolved | Interacting with the holiest of gods, Yb’ran.

  • What have your experiences been with Yb’ran? It is a bit difficult to get this god’s attention, as he has transcended even the realm of deities and does not deal with mortal affairs.
  • You can find and interact with his little statue on the same island, I believe, that the lonely potions master lives on (the one with the house in the middle of Lake Ilklala.)
  • I wonder what happens if you make and then break your promise to the god Yb’ran.

Event | Meeting the surprisingly helpful mama beetle and baby beetle bugs.

  • Sadly, the two giant beetles (heaven help me; I’ve forgotten the actual name of their species, so I would very much appreciate any jogging of my lacking memory) are separated across the river from each other [in the present.]
  • I believe you can meet the baby beetle at night when you try to rest at night in the lower left-hand quadrant of the map – the part below the river. He can give you clues about the locations of Serpents if you cast YAP with your green-haired wig (or RAp with your cloth skullcap) to speak with him.
  • The mama beetle can be found in the upper left-hand quadrant of the map above the river (the Baddu-Bak Gorge, I believe it is called. You’ll meet her in the present whether it is day or night.)
  • She looks formidable, but once you cast YAP/RAp, you realize that she thinks you are her baby beetle bug! Let her have her way with you and regain some stamina.
  • See Kace’s helpful comment – copied and pasted here:
    “Regarding your musings on helpful beetles: did you try casting LAW on the beetle that you meet on the plains with lots of holes in the lower left quadrant? If you jump on his back and ride him all the way into the gorge, you meet the (talking) Queen of the Beetles, who gives you a way to defeat the Water Serpent.”

Some thoughts

  1. You cannot use rewind 100% successfully at the site of the reclining god, Ca-Oth; choose your dialogue choices with him thoughtfully. He won’t allow you to change your answers. What have your experiences been with Ca-Oth?
  2. I believe that the ferryman is, sadly, no more. It seems that, in preparation for ensnaring you, the Air Serpent went ahead of you to the ferryman’s cabin (located on the slope of the mountain ridge west of Tinpang) and pinned him against the wall while stripping him of his belongings, clothing, and skin… so that the Air Serpent could disguise itself as the ferryman.
    1. When you first enter the presumably empty cabin, you notice that someone who had an interest in boats lived there (there’s a detailed boat model in a jar.) You also notice the cabin is curiously devoid of some items of basic living. You can rest there overnight if you would like.
    2. Upon waking up/turning to leave, you notice a skeleton pinned by blades against the wall by the door.
    3. The description of the corpse (a muscular man with a strong, large frame who seemed to regularly do strong work, like pulling oars to ferry passengers around all day) matches up with the illustration and characteristics of the ferryman.
    4. Casting RES (this spell uses up one vial of holy water) to temporarily revive the body and TEL (you need a cloth skullcap for this spell) to read his mind (since skeletons cannot form words, you’ll need to listen to his thoughts to find out what happened.
    5. It seems that after he opened his door one of the Seven Serpents took him by surprise and violently blew him back and pinned him against the wall with a whirlwind, knocking the breath out of him. The room filled with whooshing air. After killing the ferryman, the Serpent of Air likely took all of his stuff and pretended to be the poor man.
    6. When you whistle for the ferryman (get the ferryman’s whistle and a little gold from a tattooed corpse buried in the Steppes in the present; he’s wearing a hat and a peg leg, and only his knucklebones visible in the ground at first,) he takes a while to come (and you hear him ask for a minute and make shuffling sounds from behind a bush, as if he were pulling his clothes (or skin) on. In fact, he’s still arranging his clothes as he lumbers towards you.)
    7. When the Serpent of Air turns into gas and seeps out of the ferryman’s body, the human shell he inhabited deflates like a balloon and crumples over.
    8. It may not be a good thing to cast ZEN, float up, and un-pin the corpse as to lay him to rest on his cot. I thought this would be a respectful thing to do for the unfortunate ferryman, but Courga disapproved. I think it is because your character thinks there is not enough time to give the body a real burial (you only have time to place him on his bed.) Leaving the corpse exposed without a decent burial may be an understandably distressing thing to do.
  3. The beetle trap (that has a sign post giving you specific instructions for a receiving a blessing/gift from a god – and is located directly south of the Forest of Snatta, between the old man’s pole and the Klattaman Village) – has anyone received anything from it yet, or found anything in it? The most I have been able to do is defeat the cunning beetle and notice that he wears a tag with the inscription of the god’s name (which I have forgotten. Heaven help this game guide!)
  4. Has anyone successfully fed the injured wolf? (Cast TEL to gain a clue[s] from it.) No matter what other food I have on hand (like baked fish from Lake Ilklala,) my character always throws him a Vittle (homely dried meatballs from the black elves’ trading caravan.) Which makes him rage.

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.