9
Final tally for stats and equipment at the end of the first book was as follows. Skill: 8, Stamina: 18, Luck 13. Equipment: My Sword, 24 gold coins and 1 provision left - the honey from a bee hive. Spell Components: Bamboo Pipe, 4 Goblin Teeth, 1 Giant Tooth, some miscellaneous monster teeth, BeesWax from the same put-upon bees, a Vial of Glue, Nose Plugs, 4 Pebbles and a Black Skullcap. Treasures: A Bomba Fruit which will double Stamina recovery if eaten during a rest period, a Torch and Tinderbox, a Copper Key to the Khare Jail marked 206, and a Key to Khare's South Gate marked 12. I also a obtained a promise of help from Flanker the Assassin and an as yet un-fulfilled, (or perhaps missed,) riddle from an old man. I have 1 chance to call upon Libra to save me for this adventure. All set I look to entry 1 which is a page of prose, and a full page illustration too, that gives a brief history of how the city developed into its current state and elaborates on the situation I am in. Before I read any further though I remember that I have some unfinished business. In the previous book I met Flanker, an Assassin, and after fighting and sparing his life he promised to assist me. I was instructed then to reffrence entry 79 upon arrival in book 2. So I do so now. Flanker has arrived in Khare a day ahead of me and I have to now memorize two sets of events to recognize him again. If I come to entry 244 I can then go to entry 111 to see what happens, and if I come to entry 110 I can opt to check entry 222 to see here what transpires. This taken care of I return to entry 1. This is day seven of my travels. Khare is a sprawling city that grew upon one of the few safe crossing points of the Jubaji River. But as the city grew so did the population of more malevolent beings. Citizens now protect themselves with elaborate traps. Hence the citys moniker. My mission lies well past Khare. But it is the only way beyond so through the city I must go. I approach the South Gate and here I have the option to use the key gifted to me by the Svinn chief. Were I somehow lacking the key I have the options of Knocking to bring the Guard, or casting a spell. I have the key and head to entry 12 to use it. I insert the key and sure enough the gate opens and I slip inside. But as I close the door I realize too late that the key is still in the lock on the outside... oook! Oh well. Scratch one key off inventory. Least I didn't lock myself OUTSIDE! Once in I spot right off a stone building with barred windows and an old man sitting within. I can either enter and greet the fellow or continue on. I decide to approach this person and head to entry 169. They key is in the lock and I open the door and enter. But as I do the door slams shut and the key turns, locking me in! oook pt2! I am directed to entry 254. A page of prose and a full page illustration greet me. Also greeting me is that old man. Seems he is a former sorceror who lost an arm and is now imprisoned. Here though I learn that Khare's North Gate is sealed with a magical spell. Worse yet only one person knows the full spell. But 4 prominent citizens are entrusted with 1 part each of the spell. One is a Scholar apparently. I am also informed that the guards will release us in a day or so after checking up. Here now I have the option of either waiting for release, or using a spell to try and bust out. Lets see if magic can get me out of this. One spell option is a fake, one I can't cast for lack of item, so that leaves 3 possible spells. DOP, a sort of door opener spell is an option here so I try that. Off to 432. I spend 2 stamina, reducing me to 16 and the tumblers spin into place and the door pops open. The old sorcerer and myself make a speedy exit. But the old fellow is even faster than I and darts off ahead of me. I am directed to entry 81. I am now free in the city streets and said street splits off along three seperate roads. I see the old man dash off into a hut along the right- hand road though. Hmmm. This sorceror seems to be in a rush to get somewhere so I follow him down the right-hand junction. On to entry 292. The old man ducks into a large hut and here I have the options of following him inside, investigating some interesting scents across the street, or just moving on. I step into the building and I follow him to entry 66. I have entered a Chain Makers shop and chains of various type hang everywhere, with illustration. No one is present though and I have the option of either calling for the owner or having a look at the stuff here. I opt to have a glance about. Entry 215. The chains have the potential to make noise as I poke about so I must Test my Luck here. I draw a 6, a success and am directed to 181. ***NOTE: Pretty much my first 2 luck tests when Im at full are now automatic successes.*** I also had the option of not testing and either calling for the owner or departing. My luck is now 12.

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Page 1: Khare Cityport of Traps walkthrough

Final tally for stats and equipment at the end of the first book was as follows.

Skill: 8, Stamina: 18, Luck 13.

Equipment: My Sword, 24 gold coins and 1 provision left - the honey from a bee hive.

Spell Components: Bamboo Pipe, 4 Goblin Teeth, 1 Giant Tooth, some miscellaneous monster teeth, BeesWax from the same put-upon

bees, a Vial of Glue, Nose Plugs, 4 Pebbles and a Black Skullcap.

Treasures: A Bomba Fruit which will double Stamina recovery if eaten during a rest period, a Torch and Tinderbox, a Copper Key to the

Khare Jail marked 206, and a Key to Khare's South Gate marked 12.

I also a obtained a promise of help from Flanker the Assassin and an as yet un-fulfilled, (or perhaps missed,) riddle from an old man.

I have 1 chance to call upon Libra to save me for this adventure.

All set I look to entry 1 which is a page of prose, and a full page illustration too, that gives a brief history of how the city developed into its

current state and elaborates on the situation I am in. Before I read any further though I remember that I have some unfinished business. In

the previous book I met Flanker, an Assassin, and after fighting and sparing his life he promised to assist me. I was instructed then to

reffrence entry 79 upon arrival in book 2. So I do so now.

Flanker has arrived in Khare a day ahead of me and I have to now memorize two sets of events to recognize him again. If I come to entry

244 I can then go to entry 111 to see what happens, and if I come to entry 110 I can opt to check entry 222 to see here what transpires.

This taken care of I return to entry 1.

This is day seven of my travels. Khare is a sprawling city that grew upon one of the few safe crossing points of the Jubaji River. But as the

city grew so did the population of more malevolent beings. Citizens now protect themselves with elaborate traps. Hence the citys moniker.

My mission lies well past Khare. But it is the only way beyond so through the city I must go. I approach the South Gate and here I have the

option to use the key gifted to me by the Svinn chief. Were I somehow lacking the key I have the options of Knocking to bring the Guard, or

casting a spell. I have the key and head to entry 12 to use it.

I insert the key and sure enough the gate opens and I slip inside. But as I close the door I realize too late that the key is still in the lock on

the outside... oook! Oh well. Scratch one key off inventory. Least I didn't lock myself OUTSIDE! Once in I spot right off a stone building with

barred windows and an old man sitting within. I can either enter and greet the fellow or continue on. I decide to approach this person and

head to entry 169.

They key is in the lock and I open the door and enter. But as I do the door slams shut and the key turns, locking me in! oook pt2! I am

directed to entry 254.

A page of prose and a full page illustration greet me. Also greeting me is that old man. Seems he is a former sorceror who lost an arm and is

now imprisoned. Here though I learn that Khare's North Gate is sealed with a magical spell. Worse yet only one person knows the full spell.

But 4 prominent citizens are entrusted with 1 part each of the spell. One is a Scholar apparently. I am also informed that the guards will

release us in a day or so after checking up. Here now I have the option of either waiting for release, or using a spell to try and bust out. Lets

see if magic can get me out of this. One spell option is a fake, one I can't cast for lack of item, so that leaves 3 possible spells. DOP, a sort of

door opener spell is an option here so I try that. Off to 432.

I spend 2 stamina, reducing me to 16 and the tumblers spin into place and the door pops open. The old sorcerer and myself make a speedy

exit. But the old fellow is even faster than I and darts off ahead of me. I am directed to entry 81.

I am now free in the city streets and said street splits off along three seperate roads. I see the old man dash off into a hut along the right-

hand road though. Hmmm. This sorceror seems to be in a rush to get somewhere so I follow him down the right-hand junction. On to entry

292.

The old man ducks into a large hut and here I have the options of following him inside, investigating some interesting scents across the

street, or just moving on. I step into the building and I follow him to entry 66.

I have entered a Chain Makers shop and chains of various type hang everywhere, with illustration. No one is present though and I have the

option of either calling for the owner or having a look at the stuff here. I opt to have a glance about. Entry 215.

The chains have the potential to make noise as I poke about so I must Test my Luck here. I draw a 6, a success and am directed to 181.

***NOTE: Pretty much my first 2 luck tests when Im at full are now automatic successes.*** I also had the option of not testing and either

calling for the owner or departing. My luck is now 12.

Page 2: Khare Cityport of Traps walkthrough

I find 3 coins that bring my total to 27. I can now Test Luck again or depart. I continue to look around and draw a 7. My luck is now down to

11 and I am directed to entry 134.

Here I discover 2 vials. One has some Blumberry Juice, usefull for the DOC spell, and the other has Glue in it. I can either search further or

depart and I do not feel like testing my luck a 3rd time so its off to 9.

Stepping outside I have the options of checking out the house the pleasant smells are coming from or heading on down the street. Hoping

for maybee a bakery and provisions I approach the house and entry 171.

The door is open and here I have the options to either knock or just barge in. Lets try the polite approach and entry 90.

I announce my presence and someone inside the house advises me to be carefull opening the door. I heed this advice by propping it open,

thus triggering a small vial to fall and miss me. Safe now I enter and am directed to entry 43.

I step into some sort of very well furnished kitchen that is occupied by a bizzarre being and a lavish illustration. The cook is some sort of

biped, but instead of a head and arms it has a sort of jellyfish where the head would be. I also note a box under one table that has a scroll

protruding from it. I have the options to speak with the being, cast a spell, attack it, or leave. Lets try the diplomatic approach. Entry 145.

The creature drops the ladle and spoon it was holding in its tentacles and now I have the option of either threatening it or asking it if I can

buy food. Lets stick to the less violent approach. Off to entry 283.

The being sizes me up shrewdly and demands 5 gold for a meal. I can pay up and recover some stamina, or decline and try a spell, attack or

leave. Never one to pass up saving provisions I fork over the gold, bringing me down to 22 coin and my stamina back to 18. On to entry

100.

While not the best of meals I do succeed in eating it and the creature offers me a drink too. Here I "accidentally" spill the drink and while

the creature is bustling off to get a mop I have a glance at that box. I am directed to 29.

I peek inside the box and discover a Gold Backed Mirror. This is a spell component so I pocket that, a strange scroll, and 2 coin. Bringing me

up to 24 gold now. I depart while I may and am directed to entry 294.

I continue down the street I am on. No sign of the one-armed sorceror. But I do detect the bustle of what may be a market or fair. I can

either investigate or take a side road here. Market it is and entry 244.

This is indeed some sort of market festival. But first I remember the note at the beginning to look for Flanker here. I go to entry 111 to see

what comes of sparing the assassins life.

I do indeed spot Flanker here and he is quite boisterous as we exchange tales of travel and daring. I ask him about the gate spell and while

he does not know of it. He does know of a sage that just might. I allow him to guide me to this persons home and entry 140. ***NOTE: Had

I already found Lortag the Elder then I could have just bid Flanker farewell and continued on.***

I am left before a large elaborate door with a equally elaborate knocker. I give it a rap and am soon greeted by an elderly man in a robe and

accompanied by a spikey lizard. He offers me to enter. But on the condition that I leave my weapon. I can either agree or threaten the sage.

I'll take a risk here and trust Flankers judgement. I hand him my sword and head on to entry 229 apprehensively.

He leaves the weapon by the door and seems friendly. This is Lortag the Elder and I am directed to entry 336.

A full page illustration for this meeting. His study is well furnished with scrolls and books. Lortag is a scholar and teacher, trying to civilize

Khare. I ask about the gate spell and he does know something of it. BUT... First I must help him decipher a puzzle he has come across. He

shows me 5 pages with runes on them and I must select from one of four more pages which one completes the set. The pages are shown in

the illustration and are quite odd. While the pages to select from are additional illustrations with a entry number to go to. This one is very

tricky. The pages shown have respectively 5 symbols, 3 symbols, 6, 2 and 4 symbols. While the possible selections have 4, 3, 1 and 3

symbols each. Out of all of these there is only one with a single symbol. And this stands out to me so I select that and am directed to entry

274.

He seems interested in my decision. I explain that each page represents pips on a dice. The last one being the missing single pip. ***NOTE:

Though they looked nothing like dice pips or even remotely like square pages... ahem...*** He is quite happy to have this solved and offers

me in reward the first line of the spell. "SO TUMBLERS TWO SEALED DEEP INSIDE" and since the creatures of Khare are oft knowledgeble of

secrets he gifts me a Green Wig. This is the spell item needed for two of my communication spells! I thank him, collect my sword, and then

depart. As an added bonus for this fortune my luck score is restored. 13 again. I am directed to entry 133.

A little ways further along and I come across some artists and tradesmen showing their wares. I can have a look or move on. Lets have a

peek shall we? Entry 3.

Page 3: Khare Cityport of Traps walkthrough

Two artists are of particular interest. A painter without hands and a fire sculpter. I can check out one or the other or move on. I decide to

have a look at the firemaster fires and then will check out the painter after. Entry 96.

The fire artists creates diffrent hued flames with special stones. Not much use to me. But pretty to look at. He offers to show me his special

creation inside. I can accept or decline and check the painter. I step inside to have a look at what he is so keen to have me see. Entry 108.

Inside the tent is a large fire that generates no heat. Even more unusual is a chest in the center of the blaze that is not even smouldering. I

have the options of investigating the chest by stepping through the flame or trying a spell, or just leaving the area alltogether. I glance at

the spell options and one if MAG, which is a spell to protect from magical effects. I opt for this and head to entry 453.

I spend 2 stamina for the spell, dropping me again to 16. Then walk through the flame and open the chest. Inside I find 10 silver coin and a

silver backed mirror. But as I examine them they turn to gold!?! I pocket both and then slink off for 137 then after the fire artist asks me

what I think of his work. I now have 32 gold.

I come to a "Y" junction and am directed to entry 191.

I have two choices here. Straight or Right. I try the righthand road. This leads me to 84.

Another crossroads. Right or Straight. Right should take me back the way I came so I proceed straight. On to entry 322

Another junction. But this time I hear voices off to the left and am directed to entry 244.

hmmmm... I have found my way back to the festival I met Flanker at. Now I can have a look at the fair. There is quite alot going on here and

myriad creatures wandering the attractions. Muscians and dancers are performing, a dwarf with a trained bear, and a ringside tent with a

challenge to beat the champion. I can investigate any one of these or move on. The challenge seems interesting so I head for that. Entry 33.

The contest is between a barbarian contender and a ogre who is the current champion. Here I get a suitably freakish illustration of the fight

ring and the beings therin. Bets are being wagered on the outcome and I have the options to either place a bet or even participate for the

15 cold reward. All considered I think I'll sit this one out and see how the betting works. I head to 190.

The odds are 3 to 1 against the Barbarian. I can place a wager of any amount on one or the other. If I bet on the Barbarian I win 3 gold per

coin, But if I place the bet on the Ogre then the reward is 1 gold per 3 coin. hmmm... I opt to wager 15 gold on the Barbarian and am sent

to entry 234.

I must roll combat for both combatants. The BARBARIAN has 7 skill and 8 stamina while the Ogre has 9 skill and 12 stamina. The odds are

somewhat against the challenger. But interestingly enough I have the option to "tweak" the odds in my choosen combatants favour via a

spell. This seems rather a risky idea in a packed crowd so I opt to let the fight play out as it may.

Round 1: 15 and 17 respectively. Barbarian is down to 6 stamina.

Round 2: 15 and 14 respectively. Ogre is down to 10 stamina.

Round 3: 14 and 16. Barbarian is down to 4.

Round 4: 15 and 12. Ogre is down to 8.

Round 5: 18 and 15. Ogre is down to 6.

Round 6: 15 and 14. Ogre is now down to 4 stamina.

Round 7: 12 and 17. Barbarian is now down to 2 stamina.

Round 8: 17 and 14. Ogre takes another hit. He's down to 2 points left.

Round 9: 15 and 13. The Barbarian lands the KO and the Ogre goes down! whoo!

I am 45 gold richer! I now have a grand total of 78 gold and am directed to entry 136.

Having seen how the new champion fights I have the option of challenging him myself for a 15 gold purse or leave the fair. I decide not to

press my luck and head on with my quest. On to entry 263.

I leave the ringside tent and head on down the street. But as I go a sign reading "Cabinet of Fortune" catches my interest. I can enter or

not. Curiosity gets me and I enter. On to 240.

Page 4: Khare Cityport of Traps walkthrough

Inside I am greeted by a shabby fellow, with illustration, and a strange glass cabinet containing all sorts of trinkets, and a Mite. For 2 gold I

can try my luck. I can either go for it or, suspecting a scam, depart. I think I'll give it a go. Entry 318.

I fork ofer 2 coin, dropping me to 76 gold and the showman presses a button on the side of the cabinet causing the mite to leap up and

flutter around inside. It will pick up an item and drop it in the chute. I must make a single draw to determine what the item is. Alternatively

I can Test my Luck and just choose a number. Thats an automatic success for me so I go for it, reducing luck to 12. I am given a clue here.

Only one number from 1-3 has a good item, while two items from 4-6 are good. After some thought then I select #5 and head to entry 71.

The Mite drops into the chute what turns out to be a bracelet made from Drawf knuckle bones. A rather macabre prize. But a Bracelet of

Bone happens to be a spell component so Im fine with the grab. I depart and am directed to entry 160.

The dwellings become more densly packed as I delve deeper into Khare. Finally the street splits, one road heading towards the seaport and

the other heading off in a diffrent section. I decide to avoid the seaport after reading the Khare introduction and the mention of pirates

and robbers. This leads me to entry 202.

The road soon divides again. I can head straight or turn right. Right it is and entry 139.

I come upon a chappel that seems to have some activity inside. I can enter or move on. I decide to have a look. On to 187.

This entry has a remarkably intricate illustration. People are talking of the white robed priest's powers and here he offers to grant the wish

of anyone who can solve his riddle. But failure means one must renounce their god and accept Slang: God of Malice thereafter. This seems

risky. But maybee I can get some info off this guy. I give it a shot and head to entry 156.

The priest is interested and after making light of Libra proceed to present to me a puzzle. "Bigfoot the Elder walked 3 furlongs south sowing

oats, 2 east sowing corn, 5 north sowing wheat and then 4 south-west with hay. Then I am directed to 301 to find out what the question is.

And the question is... "What was his favorite colour?" aaagh! After some mirth at my expense he lays down the real puzzle. Bigfoot is

dividing his gold amongst his sons, The second youngest gets 5, the eldest gets 13, and the fourth youngest gets 9. I must deduce how

much he gave to each son and then add up the total. This will give me the entry to go to. Ok. Taking the numbers in the order of sons I get

5-9-13 and 3 missing numbers. ***NOTE: I am absolutely awfull at algebra puzzles...*** The sequence though is familliar so on a hunch I

guess the set is all odd numbers, so the missing ones should be 3-7-11. This totals to 48 and I go check this number.

Correct! wow! See - Staying awake in those classes does pay off eventually. The priest is dissapointed that he didn't get another convert.

But does answer my question of the gate puzzle. He knows one of the lines. "I BID YOU PORTALS OPEN WIDE" I thank him and depart. For

guessing correctly my luck score is restored to full. 13 again. I am directed to entry 165.

Night is now approaching and I should be looking for a place to bed down at. I ask a woman on the way and she directs be to a portside inn.

Not long later I arrive at the Wayfarer's Rest and am directed to entry 110.

I enter into a rowdy and boisterous tavern accompanied by an equally boisterous illustration. But first off this is the second number given

to find Flanker so I head to entry 222 to see what transpires.

Flanker again greets me and it seems he was about to step out with some shady looking characters. But first he gifts me with 5 gold as he

has had a good luck streak at the Vlada Gambling Hall. He also warns me to not drink more than 2 mugs of ale as it is very potent. I now

have 81 coin and its back to 110.

I eventually get the attention of the innkeeper while myriad people and creatures bustle about singing and drinking. I ask for a room for the

night and learn that a room costs 4 gold and a fine meal costs another 4. I can eat first, go straight to bed, or slink off to sleep on the street.

I have the coin to cover this and I'd rather not use up my last bits of provisions so I fork over the 4 gold, reducing me to 77 coin now and

directions to entry 331.

I dig in, and since I'd already eaten today I recover only 1 stamina bringing me up to 17. A Sailor though joins me and tries to strike up

conversation while I eat. He offers to buy me a mug of ale and this restores me 1 more stamina. Back to 18 once more. I ask him agout the

gate spell and he mentions that I might have to fight the undead to get it. That doesnt sound heartening. But he offers to buy another mug.

I can accept or decline. I accept to try and get more info. Off to 253.

The second drink restores 2 more stamina. But Im full up already. The sailor elaborates that one of the city nobles holding part of the spell

was cursed with undeath by one of the other nobles who is possibly a vampire. I also hear of a sailor killed while trying to kiss the idol of

Cougra on the cheek. He offers me another mug. But I recall Flankers warning and opt to head to my room. I head to entry 86.

I can fork over the 4 gold for a room, or its the street for me. I pay up, now down to 73 gold and head to my room and entry 282.

Page 5: Khare Cityport of Traps walkthrough

The room is dark and I have no candle. But I find the bed and sit down. Here I have the option to eat a meal if I had not already. I lay down

and am directed to entry 227.

I have a strange dream that I have been captued by a madman and tortured. I awaken at the dawn and am horrified to discover that I am

strapped into bed and a guillotine is poised over my neck!!!!! And nightmarisly illustrated too! The innkeeper wants meat for todays stew

and it might just be me! He unties one of my hands and places a rope in it that is attatched to the guillotine. I can pull or release the rope.

One will mean my certain death! I study the illustration nervously and by tracking the many gears and pullys of a Rube-Goldberg sort of

contraption I get the impression that releasing the rope will in fact cause the guillotine to be raised. Assuming the illustration is accurate to

the death-trap. I fearfilly look to entry 15 as I release the rope!

The deadly blade rises and the innkeeper departs in a huff that I am not on the menu today. I could recover 1 luck and 2 stamina for the

harrowing, but oddly restfull, night. But I am fine on both and so depart on day eight of my quest. I am directed to entry 267.

Here I get the usual check to see if I ate yestersay. I did so no penalty. I am Directed to 325.

The inn turns out to be close to the crossing of the river and I do so, entering the second half of the city on the far side. Here the road

splits. Left or Right. I tried right before so this time I'll try left and entry 132.

I am now in a very strange section of the city. I see thin people with closed eyes and spindly frames populating this area. Up ahead I see a

group of youths, all with eyes closed yet they seem to see me coming. This is illustrated and I have the option to greet them, pass by warily,

or duck into a side street and avoid them alltogether. I opt to put distance between me and them. On to 24.

They give chase and here I have three options of street corners to dodge along, or the choice to try a spell. One of the spell options is NIF

and I happen to have the nose plugs to use this spell and Im curious what it will do so I try that. Entry 407.

I expent 1 stamina point, dropping me to 17. The spell makes a potent cloud of noxious fumes that stops my strange pursuers long enough

for me to duck down a side street. Had I not had the plugs I'd have taken 3 damage too! I dash down the street while the cloud blocks the

way and am directed to entry 41.

I come to a hut along the street and hear the sound of renewed pursuit. I slip into the house and am directed to entry 324.

Another remarkably intricate illustration greets me. The house is covered top to bottom in all manner of trinkets and items and sitting here

is a Gnome. Apparently he is interested in bartering items and I have the choice of either offering something from my collection or moving

on. Curious what he has to trade I accept. On to 264.

This is another odd rules set to follow. I must select four items from my pack and assign a number 2-5 each. Then select 2 items from the

batch the gnome is offering and roll. On a roll of 1 he doesnt want anything I have, on a roll of 2-5 he offers an item one for one, and on a

roll of 6 he wants 2 items for his one. I also have the option of casting a spell here. The items up for grabs are a Flute, Goblin Teeth, a Lucky

Talisman, a magical Compass, a large Backpack, and some Beeswax. There are entries for each item to reffrence assuming I win any. The

Talisman and the Backpack catch my interest. More luck is allways good, and Im curious whats in the backpack that its for sale. I decide first

though to try a spell. Of these DUD seems a viable one so I am directed to entry 490.

I spend 2 stamina, dropping me to 15, and then turn to reach into my pack while casting the illusion on one of my items. This vastly

increases its value in the eyes of the Gnome and I can now trade it for the two items I selected. I have a duplicate Gold Mirror and this is

the item I trade. I am now directed back to the original entry and can now check out the two items.

First I have a look at the Lucky Talisman at entry 20. Holy Smokes!!! This charm makes it so that I do not lose a luck point when I fail a luck

test! Next I look at the large backpack at entry 166. Hmmm. This pack is empty it turns out, and replaces my old one. But due to its extra

capacity I can now ignore any reffrence that instructs me to "discard an item to make space for the new one." Not a bad choice as I keep

accumulating spell components. I depart with my goodies and am directed to entry 158.

I have a cautious glance up and down the street to make sure the coast is clear and then continue on my way. I am directed to 89.

Another illustrated entry as I enter an area where the street forks. One will take me out of the main city and the other leads toward a

gambling hall that sounds like the one Flanker mentioned. There is also a huge bronze statue with a pot of coins at its feet and the option

to try and snatch some. Im curious though about this place Flanker mentioned so I set down that street. On to entry 56.

Another illustration as I enter the Vlada Gambling Hall. I see a Wheel of Fortune and a Dice game. I can try either of these or depart. The

Wheel sounds interesting so I head to entry 25 to see what it is.

I pay 1 gold per spin and am instructed to draw a number. Now comes into play something I'd noticed on a few pages. There are entries

with the dice that read, 5, 10, or 20 gold. I make a draw and if over the dice emblems is a gold reading. I win that. I can only win once. But

can try as many times as I like till I win.

Page 6: Khare Cityport of Traps walkthrough

Try #1: Nothing. Try #2: Nothing, Try #3: Nothing. Try #4: 10 gold. I now have 80 coin and depart the hall. I am directed to 39.

I pass a door marked "Portal Room" on the way out and have the option to investigate. But I opt not to and head on out to entry 197. And

since I left with more gold than I came in with I gain 2 luck. But I was at max anyhow.

Outside a street market is setting up and I have the option to have a look at whats for sale or move on. Lets see if I can loose my coin as fast

as I got it? heh. Entry 226.

Up fror sale are several interesting items. Provisions, A bow with Silver Arrows, Flint and Tinder, A broadsword and a bottle of snakebite

antidote. I decide to buy 3 rations of Provisions for 3 gold each, the unusual Bow for 5, and the Antidote for 3. I am down now to 63 coin

and am directed to entry 162.

I store all these, bringing my Provisions up to 4 and then continue on. I am directed to entry 83.

Not long later I pass an overgrown graveyard. At the centre is a crypt clearly marked as belonging to the 5th Noble of Khare. Now didn't the

saior at the inn mention a noble with part of this gate spell that was killed and turned into an undead? I have the option to investigate or

not. This is certainly worth the almost guaranteed hazard. I creep up to entry 47.

Approaching the crypt I see a circle of blackness before the entrance. I can just walk up to the door, leap over the circle, or try casting a

spell. I'll attempt the HOW spell to see whats the best cource since it is an option. Entry 395.

I spend 2 stamina, dropping me to 13 as I try to sense any local dangers. The circle is, but so is the crypt. My best course is to leave. I can

leave, enter, or select an item from my pack. I have a glance at my collection to see if anything can help here. On to entry 7.

If I have a Bow and Arrows or a Magical Chain I can ready one or the other. An odd option. But I do have the bow and so ready it first. I am

directed to 249.

I open the door and leap inside at the ready. But its empty? But at the back I spot stairs leading down wards. Down or Depart? Down it is to

164.

Down into the dank depts I delve, coming to a lager darksome chamber barely illluminated by the light streaming down the steps. In the

centre of the room is a large coffin and as I look on the lid starts to creak open! Then I spot a ghostly white apparition approaching me from

a corner! Complete with suitable phantasmal illustration. This is so unearthly that I cannot formulate a single spell! I can draw weapon or

flee for my life. I've come this far. Im not leaving till I get that spell fragment! Onwards to entry 99.

I am asked if I am weilding a sword, an axe, or a bow. ***NOTE: No mention of the chain option earlier?*** I have the bow and sword

readied So I start off with the sword. Entry 151.

This is a DEATHWRAITH with skill 9 and stamina 8.

Round 1: The ghost draws a total of 17 and I draw a total of 20. Oddly I am instructed to go to entry 189 when I land my first blow.

The apparition cannot be harmed by normal weapons!?! It gloats as my attack proves innefective. I must continue battling though, trying to

evade its attacks and am instructed to Test my Luck if I succeed and then directed to entry 38.

Round 1 pt2: 15 and 15. I parry its dagger but get not the breathing space I need.

Round 2: 17 and 17.

Round 3: 14 and 15. Finally I get an opening and Test Luck which is an automatic success but drops me to 12 points. Now to see what new

peril Im in.

Turns out that these things are vulnerable to silver weapons and I happen to have silver tipped arrows and can proceed to entry 147. Had I

not had the bow I'd now have the option of praying to Libra... Or Death...

I nock an arrow and let fly at the thing! I must now roll vs my skill score, If I roll equal or lower then my arrow strikes true. I draw a 4. A shot

that inflicts 2 damage on the phantom. I have only 10 arrows to kill the thing, now 9. If I cannot defeat it within that limit then I am

doomed. Each time I roll a successfull attack I must roll again to see if the arrow hits. Its now down to 6 stamina.

Round 1 pt3: 17 and 13. The Deathwraith stabs me. I am down to 11 stamina and 8 arrows.

Round 2: 13 and 18 respectively and a targeting draw of 7. A hit! Its down to 4 stamina now.

Round 3: 12 and 16 and targeting of 6. Another hit. Its down to 2 stamina and Im down to 7 arrows to finish this thing off.

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Round 4: 12 and 12. A standoff. 6 arrows left.

Round 5: 17 and 13. Im down to 9 stamina and 5 arrows.

Round 6: 12 and 15 and a targeting of 6. The arrow strikes true and the ghost is finished. I am directed to entry 54.

I pick up the skeletal remains and heave them into the coffin. Im exhausted and have the option to eat and recover a little. I expend one

provision, leaving me with 3 to restore me to 11 stamina. I am directed to 209.

As I am resting a figure rises from the coffin! But it is an old man this time and he thanks me for releasing him from a terrible curse. As

thanks he gives me the piece of the gate spell he knows. "ONE LOCK MADE OUT OF GOLEM'S HIDE" and he also recounts a strange poem

he came across. "FOR SLEEPING OF THE SLEEPLESS RAM; SEEK OUT THE ONE THEY CALL THE SHAM." He thinks it might prove usefull. I gain

2 luck for surviving. Restoring me to 13. I thank him and depart for 16. I leave my arrows sticking in the Deathwraith as Im sure not going to

risk the thing re-animating thus leaving me with 4 arrows.

I leave the crypt and make sure not to fall into the black circle as I head on down the road and am directed to 127.

A little further along I hear a womans voice seemingly coming from a well and offering to tell my fortune for a gold coin. I toss one in to see

what happens rather than moving on. I am sent to entry 217.

The voice now offers to grant me wishes for another coin. This seems suspicious as it didn't tell my fortune... I move on rather than waste

gold. I have 67 gold left. On to entry 319.

I leave the centre of the city and come whithin sight of the North wall and its magical gate. I have the option here to rest and eat if I had

not previously. Also I spot a blind beggar asking for coins nearby. I can toss the poor fellow a coin or move on. Remembering the kindness

of the last beggar I met I toss him a coin. On to 285.

I sit down to talk with the fellow after giving him a coin, reducing me to 61 gold now. But no sooner has he pocketed the coin than he is

beset upon by hidious Harpies. With a feakish illustration too. He beggs me to help him as they are after his gold and torment him

endlessly. I can leap to his rescue as one knocks him to the earth, or make a run for it. Im certainly not letting these things get away with

that so on to 97.

I can use magic or blade. Magic! Entry 310.

Dim is one of the options so I try this spell. Entry 473.

I spend 2 stamina, reducing me to 9 and aim it in the air at the Harpies. But they are flitting about so wildly that I must test my luck to hit

one or else the spell will miss alltogether! This is an automatic success, dropping me to 12 points luck and now one of the harpies is so

confused it will not be able to attack. I must flip a coin to see which one of the 2. I flip heads so its #1 that is now careening around dazed. I

am directed to 118.

Battle now ensues and the Blind Beggar is, kinda, helping me. Harpies stats are skill and stamina 7-6 & 6-6 respectively while the Bline

Beggar is a mere 2-6. He is blind after all. Harpie #1 cannot attack which is good as otherwise one of them would be on the old man till I

could take it down. Battle ensues and I focus my attacks on #2 while the beggar is assigned to #1. #2 I assign to attack me for now.

Round 1: 12 9 12 and 15 respectively. I clip the harpie down to 4 health and the beggar wacks #1 for the same.

Round 2: 14 9 12 and 18. Both harpies are down to 2 now.

Round 3: 14 9 9 and 13. I take 2 points, reducing me to 7 and the beggar doesn't land a solid blow.

Round 4: 13 15 12 and 14. I fell my harpie and the beggar misses.

Round 5: 11 14 and 14 respectively. The Beggar lands the killing blow before me!

Victorious I am now directed to entry 74.

Here its checked if the Beggar is still alive. Looks unscathed to me! On to 207.

It turns out that this was once one of the nobles of Khare before a disease overtook him. He knows part of the locking spell. "BY COUGRA'S

GRACE AND, er... someones, PRIDE" He cant remember the second name. But he believes Cougra does if I can pass its kissing test. He

advises me to start with the left eye of the god of Grace. He also gives me an intricate silver ring shaped like a coiled serpent. He believes it

is a charm for snakes. I am instructed to check entry 130 in the next book to discover its power. I thank him and continue my trek to 148.

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I am fast approaching the magical gates and between it and me is a lavish temple. Having a glance at the carvings I see it id for Cougra. I can

enter or move on. I need that forgotten name and seems this god might know. In to 73.

The temple seems deserted despite its ornate furnishings. Overlooking the central chamber are four gargoyles and then the idol of Cougra.

Here I have many options. I can look for any occupants, check for traps, steal stuff, approach the idol, or try a spell. I am very low on

stamina so I opt to search for traps the old fashioned way. On to entry 224

hmmm... Turns out a large rug on the floor conceals a pit trap. I now know to avoid that spot and can proceed with the other options. I

approach the idol. Entry 122

A very detailed image of the idol greets me here, and looking rather female, and I am instructted to read the plaque over its head. This is

just barely discernable to read "ON COUGRA'S FACE YOU KISS ACROSS, AND FINISH WITH THE LIPS, FOR ANSWERS TO YOUR QUESTIONS

YOU, MUST ERR NOT ELSE... and the rest is hard to deciper." I can take the challenge or not. Take it I must. On to entry 252.

I have various locations on the face I can try. I start with the Left Eye as per the Blind Beggar's advice. Entry 284.

Taking the advice of the idol now I next kiss the Right Eye. Entry 78.

Since I must finish with the Lips it seems that the Forehead is the next choice and it also will make a cross if the riddle was alluding to that.

Also the sailor told of his friend getting zapped for kissing a cheek. Entry 52.

Still alive! Lastly the Lips. Entry 141.

The eyes flick open on the statue and Cougra offers to answer one question. I can ask who knows the last part of the spell, what my fate

will be in the Baklands beyond the gate, What is the name of the god of Pride, or how may I pass the gate guardians. I need the name of

the forgotten god so that is what I ask of. I head to entry 101.

The god of Pride is Cougra's brother Fourga. A long forgotten god in Khare. This completes the last line of the gate spell! I depart and am

directed to 109.

I am now in sight of the gate and must devise a way past the heavily armed guards. I am directed to 175.

The guards patroll in groups of three on a regular pattern and I wait for a clear moment to approach an isolated trio. They accost me,

barring access to the gate. I can either try to bribe them or cast a spell. I opt for the magical approach and on to entry 26.

Several spell options real and not are optioned here. One catches my eye though. RAP. So I try that and head to entry 483.

I spend 1 stamina, reducing me to 6 now and place the Green Wig on my head. I now speak in a strange language and the guards are

astonished as it is the language of their homeland Mauristatia. I convence them that I too am from there and persuade them to let me

pass. I proceed to North Gate and entry 271.

I approach the gate and a voice from no-where accosts me and warns me that I shall not pass without the spell and if I do not incite the

spell in the correct order then I will surely perish! Here I am instructed to look to the lines of the spell. Hidden in it are 3 numbers that

make up a page entry. I look at the lines and at first only pick out a 2 and a 1. After a moment more I realize that Fourga is 4! Using the

order I got the parts in this makes it 214 and I reffrence that.

CORRECT! The gate swings open and I can step through finally! I am directed to entry 511.

An illustration of the gate greets me here and I am now free of Khare! (No pun intended. aheh...) Before me is the Baklands and I recall

here the Sight-Masters warning that supernatural forces command the region beyond and that I will be WATCHED! Thus ends book 2 of the

adventure. No final rewards for the Herculean task of getting all those spell parts!

Next up. SORCERY! 3: The Seven Serpents.

Final tally:

Skill: 8, Stamina: 18 (currently 6), Luck 13.

Equipment: a Sword, a Large Backpack, 61 coin and 3 provisions left - Including still the honey from the bees.

Spell Components Found: Bamboo Pipe, 4 goblin teeth, 1 giant tooth, some miscellaneous monster teeth, some BeesWax, 2 Vials of Glue,

Nose Plugs, 4 pebbles, Skullcap, a Gold Mirror, A Blimberry Potion, A Green Wig, and A Bracelet of Bone.

Page 9: Khare Cityport of Traps walkthrough

Treasures: Bomba fruit, Torch and Tinderbox, unused Copper Key to Khare Jail marked 206, a Luck Talisman, A Bow with 4 silver Arrows, A

mysterious scroll, A Snakebite Antedote, and a Silver Serpent Ring .

Also I have two as yet un-fulfilled riddles from an old man and a blind beggar now.

This part of the game set was exponentially harder for the simple reason that there was pretty much only one or two paths to complete the

city if you do not have a few lucky encounters along the way. This was try #3 to make it through and find all the spell parts. Unlike part 1

where you could in general just meander from start to finish any-which-way-you-please. The fights on the other hand were few and far

between at least and not as deadly as the Manticore was for sheer combat power. But the number of death traps here more than made up

for the lack of combats. I note in Khare that there were several new sub-games to discover too. Some were unusual, like the Cabinet of

Fortune, others slowed things down slightly, like the bow and the ghost, but added a new aspect to the system. But it is nice to see Jackson

trying to spice things up in various ways.

All in all an interesting puzzle to solve and I like how something you do early on can have possibly far reaching effects later in the game. The

gradual accumulation of spell components is ever increasing my survival chances I think.