The Dungeon on Blood Island

This is not the shortest or easiest path; it is more gratifying to face difficult situations and barely succeed. Rather than minimizing risk, this solution includes as many interesting parts as possible, while avoiding sections that are blatantly harmful or provide no useful information. You may need high initial scores; this path assumes favorable dice rolls.
						Sword,
						backpack,
						10 Provisions, Potion of Luck,
						5 GP
  1  Remain standing in the Arena of Death				St-1
323  You feel dizzy and dehydrated					St-1
141  Team up with Thump	the Dwarf					St+1
291  Fire your arrow over his head		Bow, arrow
202  Choose the Thief for the next contest	-Bow, -arrow
 98  Your muscles burn and he drops his ball	Iron ball		St-2
267  You are exhausted but relieved		-Iron ball		St-1
310  Follow Thump across the line in the sand
398  Vote for the Priestess to be the anchor
130  Your opponents fall into the void
213  Fight the MAN-ORC 8/7
 69  Make a pact not to fight Thump					St+2
195  Stop to speak to the old man in the crowd
284  Speak to the tall man in a hooded cloak	[Don't choose five]
 91  Buy the long wavy bronze knife
371  You walk on to catch up with Thump		-2 GP, Craggen Knife
 12  Stand on slab number four
176  Stay where you are
342  Climb the ladder out of the Snake pit				St-1
110  Head east in the direction of the clanging
328  Help the Hobgoblin in the suspended cage
161  Throw the key up to him			Brass key
106  Decline his offer and walk to the arches	-Brass key, [stairs climbing]
393  Climb the spiral staircase
238  Open the wooden door
 79  Pick up the silver ring lying on the floor
126  Put the ice-cold ring on your finger
144  Fight the Warrior statue			Ring of Ice #111
231  Destroy the BRONZE WARRIOR 9/10
  4  Leave the cracked mirror room		Copper beetle charm
331  Open another door in the right-hand wall
272  Look at the dusty leather-bound books
 31  Open the book entitled "Mages and Magic"
263  Open the shimmering green book
216  Utter the words "Skoob Edils Tuo"
 66  Open the small box behind the bookcase
192  Open the "Dungeon of Despair" book		Copper Dragon Ball	Sk- St-2
152  Open the book entitled "Dead and Undead"	[Locks, Demons]
248  Say the words "Nush-Na-Ma-Gar" out loud
307  Close the book and leave immediately
179  Take the bloodied sword from the body
345  Pick up the small drawstring bag		-Sword, Doom Sword
 24  Keep on walking north			Brass Dragon Ball, bone die
145  Walk back to the cavern
169  Face whoever is coming up the staircase
364  The Goblin Guard's dagger flies past you				Lu-1
 59  You rummage through their belongings	Rabbit's-foot charm,	St+1
						2 throwing daggers, Mullweed Oil
207  Walk on past the acrid-smelling urn
 43  You hear loud stomping footsteps coming
261  Slay the RAPTOREX 11/10						At+2
 52  Set off again past the mangled Goblin	Copper bracelet
158  Open the door with chopping wood sounds
 72  Talk to the bearded man busily chopping
295  Give the Woodcutter one of your Provisions
114  Agree to solve his puzzle			-1 Provision
186* It would take 20 minutes to chop the log
 20  He wishes you good fortune and you leave	Hand axe, [bridge illusion]
386  Enter the door in the left-hand wall
229  Look at the ornate round shield		Bone die
325  Leave and continue up the tunnel		Sentinel Shield		At+1 Lu+1
 86  Jump across the narrow ravine
352  You land safely on the other side					Lu+1
174  Drink at the large fish head fountain
302  The water is pure and refreshing		Bronze key		St+2
365  You hear a female voice screaming
 29  Help Azurra Xang climb out of the pit
260  The Assassin will help you only once	Coil of rope, silver chalice,
						silver Dragon Ball, Worm Paste
124  Head east following the chalk arrows
340  Open the large wooden chest
135  You have a small bottle of Mullweed Oil
 54  Try on the finely crafted breastplate	-Mullweed Oil
204  You walk back to the junction		Steel breastplate	At+1
 33  You avoid being run down by the Imp
286  You set off again heading north
104  Open the wooden door with a peephole
 50  You have a bronze key
277  Fight each RATMAN 5/5 5/4			-Bronze key		At+2
  5  You rummage through their pockets		Black marble cat, Weezle Juice,
						glass eyeball
236  Head west into the gloom
333  Walk to the stone steps going up		Silver coin		Lu+1
  2  Climb up the staircase
292  Carry on climbing to the old woman
 34  Say "Yes" you have seen her little cat
156  You have a small cat made of black marble
 94  Show the black cat to the Ghost-Witch
 19  Say "No" you didn't steal her cat
128  Put the marble cat on her tray
221  Climb to the top of the staircase		-Black marble cat, Orc skull, bone die
327  Knock three times on the locked door
353  Fight the TROLL GUARD 7/6						At+2 St-2
245  Eat the bread and moldy cheese
168  Try the door at the back of the room				St+2
 67  Unbolt the heavy wooden door		Iron key
  8  Go into the Cyclops' chamber
300  Battle the CYCLOPS 10/10						At+2
151  Go back down the staircase	and turn right	Gold key #270
265  Stand on the "Stand Here" iron plate
347  Open box number one
 41  Open the door with the key			Silver key		Lu+1
165  You leave the Room of Doom
198  Help the Mouseling escape the iron bars
100  Lift him down to the floor
183  Walk past the large hole			1 GP
232  Attack the SKELETON 5/6			-1 Provision		At+2 St-3
 78  You investigate the scratch marks		-Doom Sword, Vorpal Sword
 48  Let the hovering gauntlets reach the door
253  You slip through the open door
173  Open the solid oak door
 97  You are carrying an Orc skull
218  Take the armband from the Orc Skeleton	-Orc skull
 53  Put the intricately engraved armband on
 21  You dash through the door before it shuts	Silver armband
249  See who is coming down the lit tunnel
 15  Defeat CALDWELL 8/8						At+2 St-
 95  Drink the Mind Control Potion's last drops
268  Put the bone ring on your finger
330  Continue east past the Warrior-Knight	Bone ring
243  Walk through the arch holding your sword
125  Place 1 Gold Piece in the open hand
103  A small dart flies past your head		-1 GP,			Lu-1
						scroll [degrees N, E, W, S]
136  You are still carrying your sword
 71  You continue west back at the junction
 80  Jump down into the seething pit
119  Plunge your hand into the Cockroaches
146  Slide down the shaft into the new tunnel
329  Head north towards the door		-2 Provisions
279  Open the reinforced "Do not open" door
162  You jump out of the way of the long tongue
220  You slam the door in the Bloodbeast's face
101  Open the dusty furniture drawers
397  You leave the storage room			Gold key #90
 82  You made a bond with Thump
233  Take off poor Thump's helmet		2 GP, four-leaf clover, horseshoe charm
322  You head north along the corridor		Gold key #180
  6  Turn right in the wide passageway
215  Enter the copper mouth of the horned demon
362  Tell the bandaged Dwarf you are a "Friend"
273  Give Diggle one of your Provisions
 64  You say goodbye and head north		-1 Provision, magnifying glass
138  Keep on walking past the coin box
348  Decline the Monk's offer to team up
240  Head east at the junction
356  Continue east over the uneven floor	Frosted glass bottle
201  You hurry back west down the tunnel	[180 counterclockwise]	St+1
271  You catch up with the Monk
178  Fight the TROLL GUARD 9/9			[North 360, South 180]	At+2
 89  The Monk hides and you walk on north	2 GP
373  You helped the Assassin out of the pit				St-2
217  Decline her offer to join forces
282  You split up and head westward
366  Carry on walking uphill past the lever
312  A giant dragon skull blocks the tunnel
237  Walk east down the rough sloping floor
224  You drink from the natural spring					St+2
 87  You call out to the Assassin and team up	Azurra Xang
 65  An arrow is lodged in her shoulder
298  You charge into the room and attack
394  You are carrying a shield
191  Fight each ZANTH ARCHER 7/5 7/6					At+2
382  Battle the MONK 10/8			-Azurra Xang		At+2
209  Leave the lavish chamber by the back door	2 GP, gold key #360, Sukumvit's note
392  Open the door halfway down the paintings
 51  Buy the ring from the little old man
167  You suddenly feel extra alert		-1 GP,			Sk+1 Lu+1
						Ring of Dexterity
309  Place your bone dice on the table
324  Give the Dragonmaster your charms		-Bone dice
170  You roll your dice and win			-Copper beetle charm, -horseshoe charm,
						-rabbit's-foot charm, -four-leaf clover
357  Put your metal Dragon Balls on the table
395  You have three Dragon Balls
276  Fight the LIZARD MAN 8/9			-Dragon Balls		At+2
 32  You possess some gold Compass Keys
239  You have placed four keys on the table	-Gold keys
381* Choose the North key to open the top lock
360* Use the East key to unlock the second lock
 90* Select the West key to open the third lock
270  Give the Dragonmaster all your treasure
294* Open the fourth lock with the South key	-GP, -copper bracelet, -Weezle Juice,
						-glass eyeball, -frosted glass bottle
180  Turn the key counterclockwise
 45  You stumble but avoid the iron spikes				Lu-1
274  You walk slowly watching for more traps
 62  Battle the THORN DEMON 10/8					At+4
 39  You have drunk a Potion of Mind Control
283  Battle the HOWLING DEMON 12/10					At+4
367  You wade through the murky water					Lu-1
  9  You climb the steps to enter the tunnel
147* You are wearing a Ring of Ice
111  You run before the Demon can free itself
129  Search the opulent chamber
343  You possess a magnifying glass		Paper
203  Touch the eyes of the dragons
 60  Enter the passageway without the Orb
242  You lift the Orb out of the stone hand
387  Flames shoot out from the dragon's mouth	Golden Orb		St-
127  Show the Orb to the Gatekeeper
206* Lord Carnuss is now forty-two years old	-Golden Orb
 42  You walk out into bright sunshine		Golden Orb
400  You are a true champion			-Sukumvit's note