The Seven Serpents
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.
Fine sword, leather tunic,
locket, Ragnar's Armband,
Gauntlet of Weaponry, Serpent Ring,
large backpack, torch, tinderbox,
20+ GP, Libra,
Blimberry juice, 2 Goblin teeth,
beeswax, Bone Bracelet, Sun Jewel,
Green-Haired Wig, Gold-Backed Mirror,
2 Lucky Talismans, bow and silver arrows
130 You can command the Serpents [Serpent -14]
1 Use your magic to deal with the Nighthawks
178 Use a LAW spell
430 You order them to fly off southwards St-4
314 You must destroy the Archmage's Serpents [Shadrack the Hermit]
48 Head east as the face in the tree advised
150 Rejoin the main trail next morning [Air Serpent body], Galehorn
230 Be friendly to the three Centaurs
111 Draw your weapon
313 Throw yourself into their midst and attack
70 Kill HORSEMEN 8/7 7/6 7/8, allow surrender At+2 Sk- St-
35 You consider his advice and continue 4 GP, sand, [Moon serpent flame]
273 Head to the north-east
85 Fight the Baddu-Beetle with magic Lu-1
191 Choose a SUN spell
334 The Beetle retreats into its hole St-1
24 Trek north-east Stone dust
12 Approach the dark-cowled creature
104 Prepare to cast a spell
310 Choose a MAG spell
452 Spare the BALDING MAN 6/9 At+2 St-2
72 You watch as he keels over backwards 9 GP, Chakram, yellow powder
143* Command the Serpent to reveal information
129 The Serpent hisses loudly [4 guards protect the entrance]
143 You have the means to make fire
155 Fight the MOON SERPENT 7/6 with fire Chakram
62 It shrivels into a ball Crystal Orb
285 Head north-westwards for several hours
137 Show the caravan you mean no harm
259 Tell the old Black Elf you are after food
215 Follow him to the kitchen tent
321 You don't wish to buy food
192 Tell them you wish to trade for food
79 You will be given a meal in exchange -Bow and silver arrows
163 The Whortle soup has a strange effect
18 You are breaking out in red blotches 1 GP
231 Amuse the Elves by telling them jokes St+2 Lu+
275 Ask to visit their store to trade
198 They will offer you their best prices [Half price, one free]
315 The old Elf gives you a fine Pearl Ring
124 The ring is a fine piece of jewelry Pearl Ring
86 Barter for the suit of chainmail -Sun Jewel
153 The Chainmail may minimize battle damage Chainmail Sk+1
86 Barter for the bag of Vittles -Stone dust
17 Vittles are pastry balls with meat inside 4 Provisions
86 Barter for the Crystal Orb -Crystal Orb
88 The Orb would make a dangerous missile Crystal Orb
86 Barter for "Secrets of the Baklands" -Yellow powder
203 The parchment is worn and faded Parchment, [Sham gifts, Snatta plants]
86 Barter for the Spell Book -Parchment
8 You may brush up your knowledge Spell Book
86 Ask the old Elf for shelter for the night
46 Pay and follow him to the trailer -3 GP
125 March in a north-north-westerly direction St+3
15 Stop to wait for the wind to die down
97 Ignore the miniature whirlwind and leave -Spell Book
322 Head in a north-easterly direction
73 Continue to see who the small creature is
162 Treat the gnome-like creature as a friend
134 Give it a gift as a token of friendship
50 Your lucky choice has been a success -Gold-Backed Mirror
290 The Sham has disappeared in the distance Serpent Staff, Lu+2
[Earth Serpent contact],
glass vial [Sleepless Ram]
114 Head northwards
283 Do not eat Provisions on the rock
300 Cast a WOK spell to avoid falling rocks St-1
477 The magical shield will protect you -1 GP St-1
30 You slip and land with a thump
98 Cast a MUD spell on the boiling hot rock St-1
371 You lift yourself out of the pit -Sand St-1
43 Try to get rid of the small green snake
263* Command the Serpent to reveal information
249 The Earth Serpent hisses at you [Offer no gold to Valignya]
263 Fight it with a HUF spell
351 A gust blasts the Serpent into the air St-1
127 It is easy to destroy the small snake
220 You catch your breath then set off again
165 Ahead of you is the Forest of the Snatta
133 Camp on the outskirts of the forest
55 You settle down and drift off to sleep -1 Provision St+2
235 Choose the left-hand path into the forest St+3
13 You take some useful gatherings Sand, 2 Provisions
117 Leave the path and follow the red snake
226 Walk up to the tree ready for danger
123* Command the Serpent to reveal information Sk- St-
109 The Serpent coils and hisses at you [Eat not from Throg's larder]
123 You have something else in mind
197 You have some sand with you
148 Kill the SNAKE 5/6 -Sand Chakram, At+2
306 Take the right fork on the trail
214 Investigate the soft plop sound
193 Learn more about your invisible attacker -Large backpack St-2
90 You pick up your pack to continue Large backpack
25 Cast a YAZ spell on yourself
398 You leave under your cloak of invisibility St-1
271 Follow the path to the right
329 Cast a FIX spell on the bush
448 You free yourself from the Stranglebush St-1
106 Take the left-hand path through the woods
119 Creep up to the wooden door
171 Cast a FAR spell first
354 You have a Crystal Orb St-1
492 You see a figure gazing into a similar Orb
171 Open the door
265 Creep along to the end of the passageway
190 Politely announce yourself
282 Ask Fenestra whether she has any magic
234 You chat and exchange spell artifacts -2 Goblin teeth, Jewel-Studded Medallion
183* Command the Serpent to reveal information [Water cannot abide oil], flask of oil
169 The trapped creature hisses [Beware the Mucalytics' breath]
183 Ask her for other advice on the Serpents
76 Ask for advice on crossing Lake Ilklala [Marsh Goblins chant]
132 Exchange for the ferrymaster whistle -Pearl Ring, ferry whistle
324 Choose a lucky charm gift
195 You collected a whistle earlier Snake charm Lu+
221 You thank Fenestra and leave her home [Morning shore 199] Lu+3
92 Take the center path
146 You stop to rest in a clearing -1 Provision St+2
20 You camp on the shores of the great lake
264* Blow the whistle to summon the ferryman
199 Pay the scruffy man his fee -4 GP
110 Do as he says and start rowing
293* Command the Serpent to reveal information Sk-1
279 The Serpent hisses [Do not light the blood candle]
293 See what has happened to the ferryman
21 Rip the shriveled snakeskin apart
34 All that remains are puffs of smoke
213 See what the bubbling ahead is
28 You hold on to the side of the boat Lu-1
118 An unnatural stillness hangs in the air
303* Command the Serpent to reveal information
289 The creature hisses [Pay respect to Naggamanteh]
303 Fight it another way
172 Look through your backpack for something
245 Use a flask of oil
14 You have defeated the Water Serpent -Flask of oil
75 You have crossed the lake Sk+1
147 You wade through onto marshy ground Lu-1
182 Stay where you are but hide -1 Provision St+2
136 Reveal yourself to the Marsh Goblins
91 Cast a RAP spell
396 You have a Green-Haired Wig St-1
410 You promise to destroy the Serpent Scroll [LIX]
295 Cast a spell
53* Command the Serpent to reveal information
39 The Serpent hisses as it hangs in the air [The Archmage may be disguised]
53* Hold up the scroll and recite the chant
59 Defeat the SERPENT OF TIME 1/14 Chakram, Staff, At+2
4 You rest and leave the swamplands
393 You have killed or trapped seven Serpents
357 You are a worthy champion of Analand [Unannounced 237] iSk+2 St+ iLu+1
498 Ahead of you lies the Mampang Fortress