Fighting Fantasy Classics

Fighting Fantasy Classics

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Fighting Fantasy Classics - "Caverns Of The Snow Witch" Walkthru & Achievements Guide
By Analand Sorceress
A walkthru of Tin Man Games "FF Classics" game "Caverns Of The Snow Witch",
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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 assistance from the constellations in this part of Titan, so there will only be swordplay here. (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 than usual. Even on the optimum route there is an almost relentless succession of opponents, many with high stats.

In Adventurer mode this quest will be tough, unless your initial stats are high. Choose the potion of fortune.

In Hardcore Hero mode, even with the best possible initial stats, this quest is brutally difficult and two of your three provisions will be gone in no time.
If you choose the potion of strength to counteract the dearth of provisions, 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.
Moderation Of The Original Game.
The original version of this game was a very tough FF quest.
In this "FF Classics" release Tin Man Games have made several changes (four, as far as i can tell) from their original "standalone" release of the game, to lower the difficulty. These changes provide significant assistance:

1. The mammoth in Icefinger Mountains has been reduced from Sk 10 St 11 to Sk 8 St 9, making it easier to take this route, thus avoiding the risky crevasse and two snow wolves.

2. The yeti has been reduced from Sk 11 St 12 to Sk 8 St 8, making it only a moderate opponent. In Hardcore Hero mode in the original version, this battle could end your quest when it had barely begun.

3. After you have passed the door with the dagger embedded in it, you no longer automatically deduct up to two provisions. (If you had any left.) You now simply lose two stamina.

4. The silver flute is now recognised as a silver item which can be given to the pegasus. This avoids a minor battle and a death-or-glory luck test right at the end, if you won the elven boots of silence.

I have also provided a walkthru for the original "standalone" version of this game, on the respective page, for those who are interested. This includes a full guide for completing the artwork gallery.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2426506027
Steam Achievements.
There are seven Steam achievements for this title.
Three are self-explanatory: Free-read win, Adventurer win & Hardcore Hero win. Simply follow this guide to complete the quest in each mode.

Three of the other achievements Speed Reader, With Friends Like These and Horsefly can also be completed during this winning walkthru. They are indicated in the walkthru where they occur.

The remaining achievement is unlocked as follows:
Curses!:
Follow the walkthru until you reach the dwarf stranded in a pit, but refuse to help him.
Icefinger Mountains.
The choice at this first option is now changed from the original "Standalone" walkthru:
Walk around the crevasse.
Fight mammoth: Sk 8 St 9

Dig a shelter. -2 provisions (but no stamina gain)
(In Hardcore Hero mode this almost finishes your provisions immediately.)

Enter the hut.
Warm up the stew. +3 sta
Leave the weapons.
-1 stamina

Fight yeti: Sk 8 St 8

Luck test. Pass: ok, Fail: Skill test. Pass: ok, Fail: Luck test. Pass: -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 good, 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. Pass: go to **
Fail: Tell them you are here to play the flute.
Luck test. Pass: go to **
Fail: Skill test. Pass: 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. Pass: ok, Fail: Luck test. Pass: 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. Pass: you skewer her. Fail: DEATH!

You have defeated the snow witch. Yay!

Fight sentinel: Sk 9 St 9
Take 150 g.p. as you will need some money later on. Discard one item.
You must keep the following items: Silver Flute, 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. Pass: Learn chant "gul sang abi daar" + 1 luck, Fail: -1 luck
Steam Achievement: Speed Reader if you passed this skill test.

Ignore the dagger and open the door.
-2 sta

Go left.
If you learned the chant "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. Pass: take Luck test. Pass: 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
Steam Achievement: With Friends Like These.
You have some metal discs.
Conceal the square disc.
You have defeated the snow witch. (Again) Yay!

Luck test. Pass: 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. Pass: ok, Fail: -2 sta
Fight bird-man: Sk 12 St 8 (Use two luck tests to win more quickly, if necessary.)
Resist the temptation to drink. -1 sta

+1 stamina
Luck test. Pass: ok, Fail: Fight werewolf Sk 8 St 10

Fight two hill trolls: Sk 9 St 10 & Sk 9 St 9

Luck test. Pass: 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
Ignore the vine and 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. Pass: ok, Fail: Take 2nd Luck test. Pass: -1 sta, Fail: DEATH

-1 sta
Skill test for Ash. (His skill =9) Pass: 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 elven 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. Pass: ok, Fail: DEATH!

You possess a dragon's egg.
You have drunk the dragon's egg concoction.
Skill test. Pass: ok, Fail: Take 2nd skill test.
Pass: Fight banshee: Sk 12 St 12, Fail: Fight banshee: Sk 12 St 12 (with -2 a.s.)

You have a silver item. - silver flute
Steam Achievement: Horsefly.

You believe the bird to be a phoenix.

You are cured of the death spell and have completed your adventure. Yay!
4 Comments
Analand Sorceress  [author] 30 Jan @ 1:35am 
Hi. Yes, strangely there is a gain to leaving these weapons, altho it is not immediately obvious.

If you take the weapons:
The spear will give you an advantage against the yeti Sk 8 St 8, but this is a battle that you should win easily anyway. But later on, because you took the warhammer, you will have to fight the crystal warrior Sk 11 St 13, which is a very tough battle.

If you leave the weapons:
You should still defeat the yeti easily with your sword but, when you encounter the crystal warrior, because you didn't take the warhammer an option will appear to summon the genie so that you can evade the crystal warrior without needing to fight. The option to summon the genie will only appear if you didn't take the war-hammer.
Hope this helps. :TalismanSorceress:
omnivore 29 Jan @ 3:14am 
Hi, your guide says to leave the weapons - but what is the downside of taking them?
If you take them - the game says you are encumbered - but I didn't notice any actual penalty
Analand Sorceress  [author] 6 Jan, 2024 @ 12:02pm 
I believe you can command it to fight the white dragon, which appears if you didn't have the ground minotaur horn.
Ghostfriendly 20 Apr, 2023 @ 4:56am 
Bah, that's what the genie was for! What was the use of the copper ring that summons a warrior, though?