Sorcery! Parts 1 & 2

Sorcery! Parts 1 & 2

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"Sorcery! Part 1: The Shamutanti Hills" Walkthru / Guide
By Analand Sorceress
A walkthru of Inkle's "Sorcery! Part 1: The Shamutanti Hills".
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Intro.
Greetings adventurers and welcome to my guide for "Sorcery! Part One: The Shamutanti Hills".

I had intended to complete this guide before now, but there are just so many distractions.
So what's a very busy sorceress supposed to do? Of course: cast the ZED spell and travel back in time to publish it....


The fabled Crown Of Kings, symbolic of peace & prosperity, has been stolen from the Kingdom of Analand. It was taken by birdmen sent by the evil archmage of Mampang, who wishes to use the power of the crown to further his own aims of power and conquest. The archmage resides in the forbidding Mampang fortress, in the distant mountains of High Xamen. Unless the crown is retrieved from Mampang, Analand faces certain destruction.
Given the nature of the task a military invasion is out of the question, so instead a lone heroine must make the journey. One volunteer has already set-out, but never returned, so now you have chosen to head off into Kakhabad.
First you must cross the lawless Shamutanti Hills. Then you must enter and travel thru the dangerous cityport of Khare, the only crossing point of the Jabaji river. Next, you must travel across the vast unknown wilderness of the Baklands. Finally, you will have to ascend into the mountains of Xamen and find a way to breach the defences of the Mampang fortress, before defeating the formidable archmage.

The journey thru the Shamutanti Hills in part one is fairly straightforward. There are only a few main branches in the route, offering various alternative encounters. Even so, it would be impractical to list all possible choices. Instead i will describe my own optimum route, which i feel gains a decent quantity of gold, weapons, magical artefacts etc. with only moderate risk.
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....

A tutorial of how to cast spells is available at the mage's hut before you leave Analand.
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.

A tutorial of how combat works is available from the sightmaster sergeant before you leave Analand.
Rations & Sleep.
The Sorcery! epic is broken into days. The text will notify you as each day progresses.
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.
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.
Divine Intervention.
Watching over your progress is your animal spirit guide, which can offer occasional assistance during your quest. Your spirit guide can help in the following ways:
A healing stamina boost.
Remove of curses/diseases.
Divine intervention in a crisis.
The first of these you can choose by selecting the blue box at screen top-right. The other two options may appear as choices in the text.

Your spirit guide will be dormant at the start of your quest, but will become active at the start of the second day.
Be aware that once you have called on your spirit guide for help, it will become dormant for a period before you can pray for assistance again.
You can check whether it is active/dormant by checking the blue box at screen top-right.
Your spirit guide may change form over time in line with your character, but the principal remains the same.
Day One.
Note that altho the text specifically states that you have breakfast here, it doesn't appear to count as your meal for day one. You will need to eat again today.

Greet the people, then the sergeant. Take his offering. +24 g.p.
Go thru the basic combat training with the sergeant. Practice until you understand how it works.
Go to the mage and collect the spellbook. Ask for instructions, if required.
Go to the market stall and buy four rations. - 8 g.p.
(This will give you a useful backup supply. Food prices are generally higher than this further ahead.)

Approach the Cantopani Gate and cast DOP. -1 sta
You have begun your epic journey.

(The atmospheric pestilence in the Baklands reduces your maximum stamina to 10. Each morning your maximum stamina will increase again by 2 until it returns to 20.
For the first few days you must be extremely careful, especially in combat.)


Follow the low rise and head into Cantopani.
Look at the man, then tell him you want to buy equipment.
Wait to be introduced. (His prices will be lower.)
Agree to look at his wares.
Search the room and take the vial. + Blimberry potion
Buy the bamboo pipe & the bag of teeth. Haggle for the axe, then buy it. (-11 g.p. total)

Examine your loot.
(Note: The axe belonged to Glandragor.)
+4 goblin teeth, +1 giant's tooth, +2 snattacat teeth, +3 ape teeth
The snattacat teeth can also be used for sorcery. (altho you don't know the spell, yet)
The ape teeth could be sold for an astronomical profit at Tinpang (past) in part three.

(The blimberry potion is an extremely important spell artefact in part four. Do not use it unless specified!)

Deal with the thugs. Cast JIG. Send them back to the village.

At the fork in the path, look for around for the noise.
Help the old man down and accept the torn spell page. (It appears that the "old" man is actually the previous Analander sent on this mission, who disappeared.)
Investigate the beehive. Cast DOZ. -1 sta, + honeycomb ration, +2 beeswax

Go right.
Make camp. Settle down for the night. -3 sta.
Cast JIG to deal with the giant bat. (That bamboo pipe has been worth the money already....)
Eat the honeycomb. +2 sta
Sleep. + 3 sta
Day Two.
(Your spirit guide is now active. The section thru the Schanker mines is potentially stamina draining, so you may wish to pray for healing there.)

Climb the path to the right.

Follow the sound, then make a break for the cave entrance.
Go right.
Try the door. Cast DOP. -1 sta
Approach the ogre, cast DIM (-1 sta) then battle.
Search the machinery, table and room thoroughly. +2 emeralds

Now take the left fork. Open the door.
Fight the goblin. (or cast ZAP if you prefer)
Search the room. + silver key
Go onward.
Grope thru the dark.
Push on ahead.
Cast fAL. -1 sta
Grasp the object. + borrinskin boots

When you encounter the creature, freeze. Try to edge round it. Go to the left.

Eat one of your daily rations, if you haven't yet done so today. +2 sta, -1 ration

Look at the village, then enter Kristatanti.
Enter the alehouse, greet the owner and sit with the old man. (Be polite and honest.)
When he mentions a war and the crown, reply "Not if i can help it."
Accept his offer to pay for your drink.
Ask for info. + bomba fruit (This ration can restore 4 sta.)

Sleep outside. (It's safe here.) +3 sta
Day Three.
First, follow the path between the buildings.
Give the man a coin. -1 g.p.
Accept the copper key. (This is the key to the gaol in Khare, should you be unlucky.)
Then, turn back towards the trees.

Move cautiously thru the trees, then at the fork head towards Alianna.
(It is important that you follow the encounter with Alianna as described below. Otherwise she can turn nasty.)
Knock on the door, then enter.
Call out. Locate her.
Ask what happened. Agree to help.
Break the lock.
Ask for aid in combat. Accept it. + Ragnarista's armband of swordmastery*
Ask to be fed. Then, ask if she will share your food. +7 g.p., -1 ration

*You cannot obtain this item anywhere else in the Sorcery! saga. It provides a useful +1 bonus to your attack strength, when using a sword.
The magical artefacts which you would have received instead are ok, but can all be found elsewhere.


When you hear the noise in the forest, wait and look. Cast DOZ (-1 sta.) then walk away.

Enter Dhumpus.
Talk to the villagers. (You must do this before you explore the village.)
Bow your head, then leave your weapon outside. +1 sta
Listen to them, then tell them you have been there.
Say they must help them. They will place Kristatanti in their debt.
You will help those that need it.

Explore the village.
Buy the black skullcap. -4 g.p.
(The black skullcap is an important spell artefact in part four. Take great care of it!)
Buy the longsword. -6 g.p. (+2 attack strength for this fine weapon)
Ask if there is any work to be had.
Follow the merchant and agree to do the work.
Cast BIG. -1 sta
You receive pay +3 g.p. and food +2 sta and a safe room for the night. +2 sta
Day Four.
Go uphill towards the village. (This is Urrustanti.)
Watch for a while. Watch some more. Stay away. Look back.

Descend into the valley. Look around and examine the river bed. Take some stones. +3 pebbles

Investigate the Jaiker mines.
Go inside. Cast HOT. -3 sta
Hurl the fireball.
(Somewhat improbably, there is a point to this encounter later on....)
Eat one of your daily rations. +2 sta, -1 ration

Look at the hut.
Wait to see what the troll does, then go inside the hut.
Search the blankets, then take the money. +3 g.p.
Leave and slip away.

Approach the town. Keep going.
(You are now stuck with the irritating minimite for a while. You cannot cast spells if the minimite is nearby. This is a real nuisance to a sorceress, so it is necessary to get rid of it ASAP.)

Enter Birritanti. Leave the old woman.
Enter the tavern. Greet Glandragor, the owner, and return his axe. +2 sta
Tell him you are here for only one night. + free pass to the crystal waterfall
Be polite and honest, he will provide some background info.

Head to the waterfall.
Greet him and show him Glandragor's note. (Stamina restored to maximum.)
Wait, it cures diseases. People should know about it. Start walking.
(Eventually the minimite will talk you into letting him go back to Urrustanti instead of you. You are now rid of him and have your sorcery skills unhindered once more. Yay!)

Choose to sleep outside Birritanti.
Settle down for the night. +2 sta
Throw something. Choose a stick. Throw it into the trees.
Day Five.
Go right.

Keep going. Look into the darkness. Prepare to fight.
Cast WOK (-1 g.p.) then fight him.

This assassin is an extremely skilful opponent. If you are too reckless he will cause you serious problems. The safest method is to keep blocking (your magic shield will prevent any stamina loss if you fully block) until immediately after his strong attacks, then launch a full power attack yourself. You will gradually whittle his stamina down, without injury yourself. It will be slow, but safe.

Spare him. Why did you attack me?
Tell him you are travelling to Khare and will remember him there.
Help him and bind his wounds.

Flanker is an extremely valuable ally. He can be encountered again in Parts Two, Three & Four. (By comparison, if you had killed him here you would have gained 3 g.p. and you wouldn't even have been given the option to take his magnificent assassin's sword....)

Greet the woman. Approach her and go inside.
Drink the tea. Drink your own cup. +1 sta
Give her the spell page you received from the old man.

Approach Torrepani.
Contact the villagers first.
(You might as well be friendly and helpful here as, whichever options you choose, they will insist that you rescue the chief's daughter for them. You will be held captive until the next day.)
Eat a daily ration, if you haven't yet done so today. +2 sta, -1 ration
Then settle down to sleep. +2 sta
Day Six.
Accept his apology, then eat the food. +2 sta
Agree to help him.

Take the torch and tinderbox.
Go left and keep going left at every fork until you reach Tia, the Svinn girl.
Tell Tia to come with you.

(Rather improbably, the monster before you is the same manticore which you badly wounded in the distant Jaiker mines, two days ago. However, the fact that it is already badly wounded makes this encounter slightly less daunting.)

Cast FOG -1 sta
Cast HOT -3 sta
Cast POP -1 pebble
Finish it!
Tell Tia to call up.
Send her up first.
Wait for some time to be pulled-up, then return with them to Torrepani.
(Stamina restored to maximum.)
Day Seven.
Proseus gives you several gifts before you depart for Khare.
+ Khare South Gate key
+ 10 g.p.
He also buys your emeralds. +24 g.p.

Do not eat your last ration today!
Altho the text does not explicitly say so here, it appears that the Svinns also provide you with breakfast before you depart, because at the end of the day in Khare the text states that you do not need to eat again today.
(The subject of rations will be discussed at the start of part two.)


The first stage of your epic journey is complete. YAY!
You have safely crossed the Shamutanti Hills and are now nearing Khare, the cityport of traps....


Your journey is saved and continued from this exact point in my next walkthru:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2888546052&preview=true
Considerations.
As stated in the intro., the walkthru presented above is merely my personal preference of route. There are other routes, but none of them seem as productive.

The detour via the coast at Daddu-Ley enables you to learn the TOP spell, but that route does drain your stamina somewhat. Not ideal when your maximum stamina is only 10.
Importantly, you would miss out on Cantopani, where you can gain several useful items.
The TOP spell is not essential and you can learn it outside of the walls of the Mampang fortress in part four anyway.

The routes past the elven village or the headhunter village are both more risky than the Schanker mines and also yield far less in the way of loot.

Likewise, the route thru the Lia-Ki ruins seems less productive than the visit to Alianna.

The black lotus fields are deadly. You can only survive them if you gained the nose-plugs from Alianna, which in turn means you had to turn down the useful armband of swordmastery.
Even more importantly, if you go that way you miss the valuable encounter with Flanker.
15 Comments
Hans 28 Aug, 2024 @ 4:59pm 
I absolutely love this guide so much, I learned a LOT, my favorite finding being the casting of FOG to rob people in the marketplace for 11 gold and a sun gem! I also adore that this is posted this year and that people still play this old gem. I understand not wanting to add every little encounter but just for others that find this guide I have only a couple helpful points to make I think! I will post two separate posts to fit this all
A very small and my only note for the part 1 Shamutanti Hills guide is at the very end during the manticore fight the use of a pebble isn't necessary. This always applies to this guide when using 2 pebbles against the bat outside Theetah's mansion when approaching it
2 methods of getting extra gold that aren't mentioned is at the first Inn (The Crooked Finger), even though this guide says haggling doesn't do anything there, if you haggle for the room then go to leave the Innkeeper will challenge you to a game of Swindlestones
Moon Man 9 Apr, 2024 @ 6:15am 
Really good guide, thanks for your work on it and part 2 as well.
Analand Sorceress  [author] 5 Feb, 2024 @ 11:32am 
Yes, the only thing you gain in Daddu-Ley is the TOP spell, which is not essential anyway.
For completionists, who wanna learn all five extra spells, you can learn the TOP spell early in part four.
The detour to the sea gains you nothing that you cannot gain elsewhere later on, besides you miss out on some useful loot in Cantopani. :TalismanSorceress:
Pyrrhic Victory 5 Feb, 2024 @ 4:17am 
Is the TOP spell all you get in the Daddu-Ley hills? I susoect Lorag is after information that can only be obtained there.
Analand Sorceress  [author] 12 Dec, 2023 @ 11:09pm 
Thank-you. :steamthumbsup:
Not sure about this black skullcap issue. There are many variations in NG+ but i have never known any obvious changes in the original playthru.
However, there are still several opportunities to acquire a black skullcap in Part 2 or 3, long before it is needed at a main obstacle in Part 4. :TalismanSorceress:
Elisheva 12 Dec, 2023 @ 10:47pm 
Thx for this detailed guide! Though I am not sure whether it's a game edition problem or something else, but I followed it and didn't see the black skullcap as an option for sold at Dhumpus? I only saw long sword & portions.
Analand Sorceress  [author] 10 Nov, 2023 @ 12:29pm 
I can only suggest checking all options for examining the table, machinery & room after defeating the ogre.
My guide is based on the original playthru, it may not be valid for newgame+.
Best wishes, :TalismanSorceress:
Leylin Cassiel 9 Nov, 2023 @ 10:47am 
I've followed your guide but managed to find only one emerald in the cave. Is it rng based or something?
ShannonAUT 20 Feb, 2023 @ 8:21am 
How us part 2 coming along? Just finished part one and your guide helped alot.
joaopgdias 21 Dec, 2022 @ 10:31am 
Great. Keep up the good work