Well, any attempts at a 6-day complete playthrough are out the window now. Although I wonder if getting ALL the maximum stamina gains is possible in a 6-day period (while including all the other stuff, of course). The fact that you can't carry both feathers at the same time complicates matters alot. Continuing from my original run here, going north after the fire serpent gives us the 1st yellow feather, and then the logical next step would be to continue south to the Stranglebush and transport to the caves; but then you can't pick up the second feather. So maybe I have to drop the entire stranglebush shortcut, seeing as a perfect route will have to include a visit to Kariamma anyway. Oh well
I have now completed an 8-day run with 30 maximum stamina and all available spell ingredients. I decided to skip Kariamma because 1) it requires you to sleep and 2) I don't think it's possible to focus the beacon on both Kariamma and Ca-oth simultaneously, so it adds time for back-and-forth as well.
I've got a 8 day run with 31 stamina done but I'll confirm with a second playthrough later and post the steps once confirmed. It is possible to focus the beacon on both ca-oth and Kariamma at the same time but you can only get the west entrance of Kariamma and not the south entrance.
Thanks, maybe I'll give it a try. Fiddling with beams is my least favorite part of the game. Although I prefer killing the Time Serpent at the stone circle, it drives me crazy trying to focus the Lake beacon just right to open up the path to the south and encompass the Steppes beacon.
Here's something really weird for Cheezzhead's Google doc. In the variable item location in the marsh, I found Borrinskin Boots in my last playthrough! To my knowledge this item from Sorcery 1 hasn't had any use so far. Is it possible it actually makes a difference when you ZIP from the Steppes beacon to the top of the mountain? I almost never use this route because I don't like having to swim and lose my rations/crystal tooth.
Interesting find. So it is now possible to have both the locket containing the portrait of a woman and the Borrinskin boot! For information only, I say this because in the books, that was a very important choice to take in Sorcery 1, as you could not have both at the same time. And the locket let you avoid a critical skill test in Sorcery 4, with instant death on failure, while the Borrinskin boots were only useful to avoid a difficult battle against a Baddu-Bak Beetle with potentiel skill damage (fixable by calling Libra). Anyway, in Inkle versions, the Borrinskin boots seem indeed quite useless. I did not take them in my 'perfect' Sorcery 1 playthrough, getting the locket instead, though it may not be as useful in Inkle's Sorcery 4 as it was in Jackson's book.
Ok I can post a playthrough for getting all magical items (except usable items like teeth, etc) It's possible to meet flanker but that requires missing out on throff's temple. There's slight differences between achieving both so if anyone is interested just ask and I'll give the flanker playthrough. This playthrough will be tight on time and that means traveling as straight as possible. Day 1: get the galehorn, activate the first beacon aim it at the broken tower above - go to Bria and get the ring, if you meet the pickpocket near the air funnel cast TEL -jump down the chute at Bria, rush to the south central tower (don't waste time at the temple just go to the well and carry on) Day 2: meet the seven spirits, activate the tower and teleport to the first beacon - go to dark elf caravan, use ZIP at broken bridge and go by north east tower but don't go in (this is the first time dependent event, you'll access the caravan just as evening is starting but it's very easy to miss this) - Carry out your business with the caravan, go back to the north east tower and teleport to central south tower, learn TUF - teleport back and aim the beam at Kariamma and Ca-oth ( you can get both entrances to the village, the marker for the God is easier than the south entrance so aim more towards the village) go to Ca-oth. Day 3: reach the God, pray and draw your sword, don't hit the woman, after the conversation rewind this point and call the God a liar to get +1 (do not rewind to this point as you will lose the health bonus and it will not come me back) -go to Kariamma, learn of the north caves, give flayed scroll to cook (this is time dependent but not as harsh as others) - leave via south entrance, meet the sham, kill Moon serpent, meet the joker - go back to Kariamma and eat soup (this is time dependent, by being quick it's possible to eat the soup before the end of the day) Day 4: go through tunnels, get feather and demon tooth - go to fenestra and get Sun serpent (don't bother climbing the tree as there won't be a gold ingot or beard) - go to north central tower activate beacon, aim the beam at the left side of bridge and make it wide enough to get rid of the lake - climb left pillar of the bridge, cross it, get whistle from hut, kill Earth serpent, go to beach, blow whistle kill Air serpent with HOT (have high stamina before fighting the Earth serpent as it deals a lot of damage) Day 5/6: kill roach pig and get meat, go to Tinpang, carry out business there, sell the demon tooth (don't bother looking for the gold jewel there will be a jeweled medallion instead which can be got later) - aim beam at Time serpent, teleport to south central tower, go to stones and cast TUF - go to throff's temple, get gems and talk to Shalla - go to Klappman village and get the stamina upgrade there - go to priest's pole, sleep, cast gOD and get gold jewel Day 7: meet priest and get jeweled medallion, use bird - kill Fire serpent, go north and get second feather, cast LAW - go to north central tower and aim at Time serpent - teleport to south central tower and aim beam at Time serpent (annoyingly I cant seem to make it to the stones before the evening starts) - cast ZIP, jump into lake, swim to Time serpent island Day 8: kill Time serpent, swim to south shore, kill Sun and Water serpent along the way. - use crystal at sorcerer statue to teleport to south central tower, go to stones and cast TUF - go back to owed and teleport back, end game This playthrough scraps through in 8 days but loses rations except cooked meat and loses the lobbed leaves.
I did it too, and it wound up being easier than I thought it would. Here is my complete walkthrough with all stamina and all items in 8 days, without losing provisions! Day 0 Fight nighthawk Get message from Eagle Cast fAL and jump off cliff Walk toward Fishtail Rock Day 1 Ignore tree (I imported the rope ladder from Sorcery 2 to be safe, but you may have time to grab the ladder from the tree) Meet Shadrack and obtain Galehorn North to tower Activate Lower Ishtara beacon Focus beam on bridge Cross bridge and approach ruined tower Cast BIG to clear rubble and reach blue crystal Teleport back to Lower Ishtara beacon Focus beam on ruined tower to the north Southeast toward Bria’s hut Day 2 Climb hill and forage Watch creature and take gourd Visit Bria, learn SSS spell, obtain Ring of Green Metal Down chimney to Steppes East to Temple of Throff Use rope ladder to climb down well Use Analander sword to dig for gems (bypass priest, you gain nothing but the plague) East to stone circle Encounter Seven Spirits/Serpent of Time Enter Steppes tower Activate beacon Focus beam on stone circle Visit stone circle to learn TUF spell Return to tower and touch blue crystal Teleport back to Upper Ishtara beacon Tie rope ladder to tower and descend Up Northern Slopes to meet the illusionist and obtain Yellow Powder Confront Bug on way back down (cast RAP to resolve peacefully) Day 3 Visit Black Elf caravan and obtain Pearl Ring, Brass Pendulum, ZOB spell, chainmail Return to tower and climb rope ladder Activate Upper Ishtara beacon and focus beam on Kariamma (encompassing Ca-oth to the west) Back up Northern Slopes to meet the Sham and obtain Staff of Oak Sapling Up to Mountain Top to kill Moon Serpent and obtain Orb of Crystal Down mountain to the north and enter Kariamma Talk by the fire to learn location of tunnels Visit kitchen and give scroll to cook Visit sleeping tent and eat soup for +1 Stamina Day 4 Exit Kariamma to the west and approach carved statue Pray to Ca-oth with pregnant woman Draw sword, then sheathe it Rewind and confront Ca-oth for +1 Stamina Re-enter Kariamma and exit to the north Enter tunnels and obtain yellow feather #1 and Crystal Tooth Exit to Forest of Snatta and travel east to Fenestra’s hut Obtain whistle and Sun Serpent orb Travel south toward the Forest Pool Day 5 Fill gourd with water from pool Cast ZIP to reach tower Activate Forest beacon and focus beam on bridge to the north Teleport to Upper Ishtara beacon and retrieve rope ladder Teleport to Steppes beacon Visit stone circle and cast TUF for +4 Stamina Northwest to priest’s pole Talk to priest and cast ZEN to join him Offer him water to obtain Holy Water Wait to obtain Jeweled Medallion Get carried back to the Forest by the bird Kill Fire Serpent in the tree Travel north and forage to obtain yellow feather #2 Get dragged east by the Snattacat (cast LAW to escape) Travel north to the bridge and climb Day 6 Exit bridge to the east Find and kill Earth Serpent in the fissure Travel north to Tinpang Search lower ruins for pit and cast HOT to obtain Jewel of Gold Enter tower, activate Tinpang beacon and focus on the city Teleport to Steppes beacon Travel north to Klattaman village Talk by the fire and fight Klattaman Visit Shaman for +1 Stamina Exit village Day 7 Return to stone circle Cast TUF for +4 Stamina Enter Steppes beacon and focus beam on Time Serpent’s island Teleport to Forest beacon and focus beam on Time Serpent’s island Teleport to Tinpang beacon Exit to Tinpang and sell teeth to merchant Travel south (no time to revisit beacon and reach shore before night) Encounter roach pig (Cast YAP to resolve peacefully) Reach shore and blow whistle to summon Ferryman Get in boat and start sailing the lake Kill Air Serpent when Ferryman reveals himself Sail to southeast island and sleep (fight Firefox in the night) Day 8 Enter Island tower Cast dOC to destroy Grimalkin Activate beacon and focus beam on Time Serpent’s island Sail to Time Serpent’s island Kill Time Serpent Get back in boat and sail until Water Serpent appears Kill Water Serpent with Sun Serpent Kill Sun Serpent Sail to Statues (cast ZEN if necessary to ascend to shore) Continue on Xamen road to end of game
Lol, don't kill the pig, talk to him. He is a scholar and a gentleman. Don't you need to focus the beacon on the destroyed Xamen harbor in order to get on land?
I usually cast ZEN, although sometimes a corner of the Forest beacon catches the harbor. Also, if you time it right, the floating magic is strong after you kill the Time Serpent.
Do you get any extra text at the end of the game if you are blessed by Ca-Oth? Right now, if you refuse to kill the woman it says that you 'defied the will of the reclining god'.
How'd you manage to do the bolded bit? By focusing the beam on the circle, you bring the steppe tower into the present. You would be able to leave and learn TUF but a rockslide from within prevents you from re-entering the tower, sealing it off entirely unless you teleport in or use the lake beacon. And if the steppe beacon's beam is focused too wide, you can't even climb down from the tower! Narrowing the beam around the circle doesn't seem to help either.
I have had that exact problem when I kill the Time Serpent at the circle and use the Forest beacon to illuminate the Steppes tower. If I allow the Time Serpent to attack and send the Steppes tower into the past, I don't seem to have the issue of the tower reverting to the present when I'm on top of it (or when I try to get back in). Are you using beacon power or serpent power?
This comment hints at a way to succeed in a NBAS game: https://muddymelly.wordpress.com/2015/04/23/walkthroughs-to-rewarding-events-in-steve-jacksons-sorcery-3-3/comment-page-2/#comment-272 I'm working on it now. Casting DOZ and then jumping over the broken bridge works, I have no idea why! The game warns you the first time you choose jump, but if you choose it again it lets you, and you land safely. And the Black Elf trader has a Galehorn if you don't meet Shadrack!
I suppose it's both - was following your guide to a T ie get yourself killed. The tower doesn't revert to the present while you're on/in it. But step outside to the circle (or anywhere else for the matter) after the beacon is activated and the tower reverts. Screenshots attached.
Sorry to hear that, it didn't happen to me in this playthrough. Sometimes you can see the "magic winds" flickering in and out on the map, if you know what I mean. The flag on a location will flip between two states. You can rewind and keep trying to get back to the tower in the right time period. Anyone else have a better suggestion?