The Shamutanti Hills
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, leather tunic,
backpack,
20 GP, 2 Provisions, Libra
1 Your quest has begun
178 Tell the villager you are a trader
264 You are interested in a musical pipe
22 Pay the price to purchase the instrument -GP
280 Choose the herbalist's potion
141 Pay the money and take the flask -4 GP
280 Choose the bag of teeth
5 Buy the bag of creature teeth -3 GP
280 You have considered three artifacts
91 You bought artifacts from the merchant
126 Investigate the pipe
249 It gives off a lively little note Bamboo Pipe
126 Investigate the potion
274 There is enough for one dose Blimberry juice
126 Investigate the bag of teeth
190 The teeth are from various creatures 4 Goblin teeth, 1 Giant tooth,
2 Snattacat fangs
126 You continue onwards through Cantopani
95 Fight the two rough-cut villagers
104 Choose a JIG spell
308 The Bandits jerk in time to the music St-1
131 You leave and continue into the hills
183 Investigate the buzzing around the tree [Elvin key], page #102
200 Climb up the tree
270 You knock the hive down and cut it open Beeswax, honey St-
9 Follow the path into the valley
164 Stop at a flat grassy bank to eat
136 You rest and then continue your journey -Honey St+2
65 Find a suitable site to camp for the night
76 Stand up and hail the three creatures
12 Attempt to speak with one of them
113 Join his companions
216 You eventually get some sleep
148 Continue along your side of the river
209 Leave the path to avoid the village
156 Try to continue into the undergrowth
94 You are soon walking through a prairie Lu+1
105 Follow the trail through the grass
57 You notice the grass bending towards you 12 GP, -beeswax
159 You eventually reach the river-bank again Locket [portrait]
231 Protect yourself with a WOK spell
296 You pass safely through the acorns -1 GP St-1
7 You follow the path into a hill village
28 Find an ale-house and relax
266 Sit next to an old wrinkled man -1 GP
192 Spend the night in the inn Bomba fruit Lu+2
211 Buy nourishing food
161 Have Skunkbear stew but do not rest -2 GP St+3
62 You try to sleep under a tree St+1
45 Leave Kristatanti on a path into the hills
125 Continue westwards to Alianna
154 Enter the picturesque house
119 Help the young woman out of the cage
4 Try a DOP spell on the cage door
409 You would like an aid in combat St-2
122 She hands you an Armband of Swordmastery Ragnar's Armband At+2
87 Cast a JIG spell on the Wood Golem 7 GP
339 The bulky creature starts twitching St-1
169 You leave and head north towards Dhumpus
54 You follow the path into a small village
176 Try to make contact with the villagers
34 Ignore the Hill Dwellers and continue
106 Buy a finely crafted sword -6 GP
194 Ask the merchant for your money back 6 GP, -sword, Lu-1
fine sword
75 You leave in search of the local inn
134 Eat and stay at the inn for the night -3 GP St+3
115 You settle down for a refreshing sleep -3 GP St+2
30 You rise early to leave Dhumpus
208 Follow a downhill route into a wood
127 Eat then cross the rope-and-wood bridge -1 Provision St+2
27 Try answering Vancass' questions
41 Answer "Alianna"
143 Answer "Cantopani, Kristatanti, Dhumpus"
262 You mark his words and cross the valley [Left passageways] Lu+2
220 Get rid of the creature with a SIX spell
387 You are wasting your time using magic St-2
171 Tell Jann you would rather travel alone Jann
37 Jann has hitched a ride on your shoulder
111 Visit Glandragor's Tavern
230 You have something for the proprietor
182 You do not have an axe
29 He offers you a mug of ale and chats -2 Snattacat fangs
191 Try to lose Jann and creep off to the inn St+2 Lu+1
92 Leave Birritanti village and bed down
21 You get a good night's sleep St+3
67 Choose the path downhill to the west
51 Eat then talk with the tall man in black -1 Provision St+2
103 The stranger ignores your words
117 Spare the ASSASSIN 8/6 At+2
187 You have made a valuable contact here [Flanker 79] Lu+2
212 See what the old woman wants
243 Drink the cup of tea she has given you
146 You have a page from a Spell Book St+1 Lu+1
184 You pull the page from your pack -Page #102
114* She will rid you of the Minimite pest
205 You leave and continue along the path -Jann
232 Attempt to make contact with the Svinns
282 They march you off to a hut
71 Settle down to sleep for the night
109 You wake early the next morning St+2
222 Think of the treasures you may win St+2
100 You do not have Jann with you
197 Take the passageway on the right Torch, tinderbox
3 Turn left at the junction
63 Call on Libra
273 Return and take the left-hand passage -Libra
16 Go left at the fork
151 You comfort the young Svinn girl Girl
195 Cast a DOZ spell on the Manticore
325 Cast an attacking spell St-2
364 Cast a HOT spell as the Manticore turns
346 You fling a large fireball at the beast St-4
420 Choose a WAL spell
447 You fence it in and run from the cave St-4
456 The path is leading you towards Kharé 10 GP, -girl, Sk+ St+ iLu+1
large key [12]