
Guide for Caverns of the Snow Witch – Guide / Walkthru
Intro.
Greetings adventurers! It’s a long trek to the forbidding Icefinger Mountains in the far north of Allansia this time. There will be no a*sistance from the constellations in this part of Titan, so there will only be swordplay this time. (and plenty of it)
The evil snow witch Shareella is plotting to unleash a new ice-age upon the continent to further her ambitions of supreme rule. Somebody must find her lair in the Crystal Caverns and defeat her, before it is too late. Another great quest for the Analand Sorceress!
Stats.
Even by Ian Livingstone’s standards this quest is extremely combat-heavy. There are relatively few branches in the path, meaning that the quest is longer overall, and even on the optimum route there is an almost relentless succession of opponents, many with high stats.
In this adventure provisions are renamed “turkish delight” rations. (Presumably a nod to “Narnia” by C.S.Lewis.) They are used in the usual way and still restore 4 sta each.
In Adventurer mode this quest will be tricky unless your initial stats are high.
In Hardcore Hero mode, even with the best possible initial stats, this quest is brutally difficult to the point of being statistically almost impossible.
There is an early encounter with a skill 11 opponent (which you will be lucky to survive) and it doesn’t ease-off much thereafter. Your three turkish delight rations will be gone in no time.
If you choose the potion of strength to counteract the dearth of turkish delight rations, your luck will run down quickly, leaving you highly likely to fail critical luck tests later on.
If you take the potion of fortune to restore your luck when you really need it, your stamina will surely fail during the succession of tough battles.
(The only other FF mission which i have encountered so far which is this tough in H.H. mode is “Trial Of Champions.”)
Icefinger Mountains.
Cross the creva*se.
Luck test. Pa*s: ok, Fail: take 2nd Luck test. Pa*s: -1 sta, Fail: – 1d6 sta
Fight two snow wolves: Sk 8 St 7 & Sk 8 St 7
Dig a shelter. -2 turkish delight (no stamina gain)
Enter the hut.
Warm up the stew. +3 sta
Leave the weapons.
-1 stamina
Fight yeti: Sk 11 St 12
Luck test. Pa*s: ok, Fail: Skill test. Pa*s: ok, Fail: Luck test. Pa*s: -1 skill, Fail: DEATH
The Crystal Caverns.
Go right.
Drink some of the liquid. +3 sta, + restore any skill points lost to frostbite. (but not injuries)
Tell him you have come to join her followers.
Change your story. + cloak
Enter the kitchen.
Attack them.
Fight neanderthal: Sk 7 St 8
Search the cupboards.
Read the runes. + rune stick
Blow the flute. + silver flute
Smell the rose. +3 sta (If your stamina is near max. do this after you have read the book.)
Read the book. – 4sta.
Open the book.
Put the chain around your neck. + amulet of courage, +2 skill
You are wearing a cloak.
Luck test. Pa*s: go to **
Fail: Tell them you are here to play the flute.
Luck test. Pa*s: go to **
Fail: Skill test. Pa*s:fight ice demon: Sk 9 St 11 +1 luck then continue at ** below
Fail: fight ice demon: Sk 9 St 11 (with -2 a.s.) +1 luck then continue at ** below
** Go left.
Help the dwarf. + sling, + 3 iron balls
Attack him.
Strike the man to your right.
Try to smash his prism. + invisible genie wish
Enter the tunnel with the skull mouth.
Attack him.
You have the sling & balls.
Skill test. Pa*s: ok, Fail: Luck test. Pa*s: fight giant: Sk 10 St 10
Fail: -2sta, then fight giant: Sk 10 St 10 (with -2 a.s.)
Try on rings.
Gold ring. +1 luck
Copper ring. +1 luck
You don’t have war-hammer.
You rescued a genie. Call him now.
Go right.
Knock on the door.
Attack him. Zombie: Sk 6 St 6
Take +Ground Minotaur Horn, +Garlic, +4 Dragon Eggs.
Defeating The Snow Witch…. Not Once, But Twice….
You have some ground minotaur horn.
You have some garlic.
You have a carved rune stick.
If your Skill is 11+ you skewer her.
If your Skill is <11: Skill test. Pa*s: you skewer her. Fail: DEATH!
You have defeated the snow witch. Yay!
Fight sentinel: Sk 9 St 9
You can take up to 600 g.p. but must leave one item for each 150 g.p. you take. Keep these items: Sling, One Iron Ball, One Dragon Egg
Go left.
Pick up the orb.
Keep hold of it. +3 sta, +1 luck
Roll 1d6. 1-2: -1 skill, -4 sta, -1 luck
3-4: nothing.
5-6: Roll 1d6 again: 1-4: nothing, 5-6: +1 luck, + elf boots of silence
Fight caveman: Sk 8 St 8 + star metal disc
(You can escape after two attack rounds for -2 sta if necessary, as you don’t need this disc.)
You are wearing an amulet of courage.
Fight brain slayer: Sk 10 St 10
Look in the red pot. + square metal disc
Look in the grey pot.
Break the seal and read the scroll.
Skill test. Pa*s: Learn spell “gul sang abi daar” + 1 luck, Fail: -1 luck
Ignore the dagger and open the door.
-2 turkish delight (if you have any left)
Go left.
If you learned the spell “gul sang abi daar” take the shield. (Otherwise leave it and continue at ## below)
You recognise the words “gul sang abi daar”. + shield, +1 skill
## If you have the shield: ok, Otherwise: -4 sta, -1 luck
Fire an iron ball from your sling.
Skill test. Pa*s: take Luck test. Pa*s: ok, Fail: if sta >10 -1 skill, -4 sta, if sta 10 or less: DEATH
Fail: -1 luck, then: if sta >10 -1 skill, -4 sta, if sta 10 or less: DEATH
Fight dwarf zombie: Sk 8 St 9
Fight elf zombie: Sk 9 St 9
You have some metal discs.
Conceal the square disc.
You have defeated the snow witch. (Again) Yay!
Luck test. Pa*s: ok, Fail: -4 sta
Finding The Healer.
You would rather walk on. (Do not offer him money.)
Wait for the owner to arrive.
+2 sta
Drink the liquid. +1 skill, +4 sta, +1 luck
+4 stamina
Pay the man. -2 g.p. + info
Luck test. Pa*s: ok, Fail: -2 sta
Fight bird-man: Sk 12 St 8 (You might be able to utilise luck tests to win more quickly.)
Resist the temptation to drink. -1 sta
+1 stamina
Luck test. Pa*s: ok, Fail: Fight werewolf Sk 8 St 10
Fight two hill trolls: Sk 9 St 10 & Sk 9 St 9
Luck test. Pa*s: ok, Fail: Fight two more hill trolls: Sk 8 St 9 & Sk 9 St 9 (If you win: +1 skill)
You drank the potion of health.
-1 skill, -1 sta
Continue east following the river. -1 sta
Keep on walking up the river valley.
Walk up the footpath.
Enter the hut.
Ask if he is the healer.
Threaten him.
Swallow the pills. +4 sta
Keep on walking up the river valley.
Ask if he knows where the healer lives. -1 sta
Luck test. Pa*s: ok, Fail: Take 2nd Luck test. Pa*s: -1 sta, Fail: DEATH
-1 sta
Skill test for Ash. (His skill =9) Pa*s: ok, Fail: Fight death hawk: Sk 4 St 5 for 2 attack rounds.
Climb up the ladder to the tree house.
Fight man-orc: Sk 8 St 6 + tinder-box & candle
If you have elf boots of silence continue to $$ below.
If not, fight barbarian: Sk 9 St 8
+3 silver arrowheads
Wear the armband. +1 skill
$$ Enter the cave.
Removing The Death Spell.
– 1d6 sta
You possess a candle & tinder-box.
Skill test. Pa*s: ok, Fail: DEATH!
You possess a dragon’s egg.
You have drunk the dragon’s egg concoction.
Skill test. Pa*s: ok, Fail: Take 2nd skill test.
Pa*s: Fight banshee: Sk 12 St 12, Fail: Fight banshee: Sk 12 St 12 (with -2 a.s.)
If you have a silver arrowhead go to @@ below.
If not, fight hobgoblin: Sk 6 St 7
Luck test. Pa*s: ok, Fail: DEATH
@@ You believe the bird to be a phoenix.
You are cured of the death spell and have completed your adventure. Yay!
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