Author: Andrew
Chapman
Illustrators: Christos
Achilleos (cover), Geoffrey Senior (interior)
Published: 1985
Level of previous
knowledge: Ummm. Errr. Hmmm. I have to assassinate some space? Yeah, very
little. For some reason I remember this book has possibly the shortest ever
ending paragraph in a gamebook, not that I know if I got there honestly or not.
Plot summary: A mad scientist named Cyrus is plotting to
use our planet as a giant petri dish, threatening to spawn hideous mutants and
rain viruses down upon us all. I have been contracted to seek out this lunatic
on his spaceship and dispose of him by whatever means possible. Armed to the
teeth and protected by cutting edge armour, I smuggle myself aboard the Vandervecken
and begin my mission…
Rules: This book introduces the ARMOUR statistic
which helps determine whether an opponent’s shot penetrates your armour and
does damage in gunfire combat, which is a new combat type also described. There
are no rules for using LUCK in combat. Weapons are bought with a D6 roll of
currency at the beginning of the book and can do various amounts of damage, as
well as thrown weapons such as grenades. Spare currency (ha!) could be spent on
extra ARMOUR points. Provisions are replaced by Pep Pills which are sadly quite
limited in number (apparently they blew the budget on the armour).
Oddly the rules
mention nothing about SKILL, LUCK or ARMOUR exceeding the Initial score, but
I’m going to play as if the usual rules are in place. Rather than just popping
all my pep pills at the start...
Attempt #1
Stats rolled: SKILL 9,
STAMINA 20, LUCK 12, ARMOUR 8
Equipment: D6 roll: 6
– Assault Blaster, Electric Lash, +4 ARMOUR (now 12)
Entering the ship
via an airlock I found myself in a small corridor with the body of some kind of
alien critter. Poking it carefully, I discovered it was in possession of a
weird, incomplete device attached to its body, with a button under its finger.
Disconnecting it from the deceased creature, I stowed it in my pack in the hope
that I might find the other parts later on (in the absence of any idea of what
it could be, I scribbled ‘weird device’ on my Adventure Sheet).
Picking a
maintenance hatch, I headed down a cramped tunnel, soon arriving at a door
behind which I could hear a gurgling sound. Intrigued, I entered the room to
find a robot guarding two cells, one of which was the source of the sound.
Rather than mess about I took out the robot with my assault blaster, and was
offered the robot’s identical weapon for free at the end of the brief combat. I
could have spent those three points on something more fun, like a gravity bomb
– damn it! Giving up my attempts to graft a second assault blaster to my suit I
turned my attention to the cells. One of them contained nothing, but while I
was looking a ‘screaming little ball of fur and legs’ leapt on to me from
above, taking a hefty bite out of my armour before running off and glaring at
me from a distance. Muttering, I checked the other cell to find an old man,
battered and covered in bandages and scars. No explanation for these was
forthcoming, but he did give me some rather random advice that if I should ever
meet the pilot of the ship, I should pretend not to know anything about
thinking or feeling. Hmmm.
The next hatch along
the corridor took me into a laboratory of some sort, occupied by a pair of
rodent-like creatures who, despite their alien appearance (I assumed I didn’t
look like one of them, at least) spoke my language perfectly. Maybe this was
because they were extremely intelligent scientists, as evidenced by the white
lab coats. I threatened them into submission, and made them strip before tying
them up (the imagery here is fascinating and quite honestly disturbing). Taking
their key-like devices, I continued through a security door into another
corridor, where I soon came to a lavish but oddly-furnished kitchen-diner,
discovering a couple of energy bars which I took with me, ignoring the
undescribed unpalatable food options.
The next room I
entered contained another security robot, which again I chose to blast into
smithereens rather than hang around and chat. Investigating the room I
discovered a safe embedded in the floor with three coloured buttons. Pressing
one at random, I caused a soundless explosion which blew me and the smithereens
next to me, to smithereens. Huh.
Conclusion: Failure. So it’s that kind of book.
Number of combats:
2
Attempt #2
Stats rolled: SKILL
8, STAMINA 21, LUCK 9, ARMOUR 9
Equipment: D6 roll: 5
– Electric Lash, Gravity Bomb, +2 ARMOUR (now 11)
Taking the same
route as last time, I took out the guard robot guarding the cells with my basic
starting weapon and helped myself to the free upgrade. Continuing along the
familiar path and destroying the second robot, I was again faced with the
decision as to which coloured button to press. The first button caused the dial
to light up, which I took as a good sign. The second button caused a huge
explosion, which I didn’t.
Conclusion: Failure.
Number of combats:
2
Attempt #3
Stats rolled: SKILL
10, STAMINA 24, LUCK 7, ARMOUR 12
Equipment: D6 roll: 5
- Electric Lash, Gravity Bomb, +2 ARMOUR (now 14)
Retracing my steps
again, I pressed the correct sequence of buttons to find something extremely
important to my quest… another gravity bomb. I should have expected that, given
the fate of the previous two assassins. Stepping through a door, I found myself
in a laboratory of some sort, where I was attacked by a small laser-firing
globe. Dispatching it with a single, unnecessarily devastating shot, I searched
the room to find a dead crab, some tablets and a can of nerve gas. I was sure
there must have been a funny story behind this collection of items, but I was
damned if I could come up with it. Junkie that I was, I took one of the tablets
(don’t try this at home, kids) and was pleased that it was a health restoring
pill. Grabbing another two, I went back to the previous room and moved on.
The next room was a
library of some sort, where, given a choice of interesting reads, I opted for
the one most unlikely to be of any use, because it was probably the one most
likely to be of use. Soon an expert in the nervous systems of molluscs, I
continued on to a room containing a glass cage of insane squirrels. Offered a
closer look, I didn’t realise that meant opening the cage and reaching inside,
resulting in a mass escape effort, at which all but one of them were
successful. Grabbing the creature, I fed it some fruit from a nearby crate, and
it decided that I wasn’t so bad after all and sat happily on my shoulder.
Wondering about the pros and cons of a purring squirrel on the shoulder of an
intergalactic space assassin, I pocketed some more fruit and headed back to the
corridor.
At the end of the
passage, two nondescript buttons were positioned on the wall. Pressing both at
once, I was alarmed when the floor gave way beneath me and I slid for several
minutes down a chute of some kind, before being ejected above a doughnut-shaped
planet. Absorbing the breathtaking views and apparently not concerned at all
about my imminent death from plummeting to the surface, I suddenly came to a
gentle stop just above the ground and landed gracefully in the middle of a
grassy plain. Utterly baffled at this point, I wandered wonderingly in a random
direction, unsure as to how I was supposed to get back to the ship. Soon
finding myself in a forest, I was greeted by a large unfriendly shrub which
grabbed me with its vines and ate me alive. Hmmm.
Conclusion: Failure.
Number of combats:
4
Attempt #4
Stats rolled: SKILL
9, STAMINA 19, LUCK 10, ARMOUR 9
Equipment: D6 roll: 2
– Electric Lash, +2 ARMOUR (now 11)
After getting my
free assault blaster, I took a slightly different route and ignored the hatch
leading into the room with the furry scientists. Instead I entered a much more
fun-looking room, the door to which was adorned with a sign. I didn’t read it
properly but it said something about danger and authority, nothing to worry
about. Inside was a long narrow room and along its walls were long, red
fluorescent tubes. Walking to the other end, I opened a box containing two
levers, which I couldn’t resist pulling. The first caused the lights to pulse
unnervingly and a menacing hum filled the air. Undeterred, I pulled the other
one and… oops! I started a countdown to the destruction of the entire ship.
Silly me!
Running for my life,
I hurtled down the corridors until I was lucky enough to come across an escape
pod. Strapping myself in, I launched clear of the ship just in time. I was
congratulating myself on an easy victory when I realised that the exploding
ship would deposit its deadly viruses all over the planet, and I had only
hastened the fate of my people. Doh.
Conclusion: Failure.
Number of combats:
1
Attempt #5
Stats rolled: SKILL
10, STAMINA 16, LUCK 9, ARMOUR 7
Equipment: D6 roll: 4
– Electric Lash, +6 ARMOUR (now 13)
Electing not to blow
up the ship this time, I wandered down a wider tunnel and entered a hatch at
the end, to find a man in white overalls laying in his bunk and looking rather
upset. Deciding to befriend him, I learned that the man was a technician who
hated Cyrus because he was demanding that he shut down the command robot, which
had developed a personality of its own and a belief that Cyrus was dangerously
insane. The technician refused to do this because it would be tantamount to
murder. Not wanting to get into an ethical debate I eventually managed to
extract myself from the conversation with a security key that would help me
open some of the doors on the ship.
In the next room I
attempted to strike up conversation with some repair robots, but as it turned
out they were in need of repair themselves and unable to respond. Feeling a bit
silly, I rooted around and found a talking robot head, which at least talked
(although didn’t appear to listen at all), so I added it to my inventory.
Moving on, I opened another hatch and ducked as a nasty-looking disk flew
directly at my head, then turned around and came at me again. Shooting it out
of the air I had a look around and found some armour that looked particularly
effective, however as my own ARMOUR score was so high at this point I decided
against taking it.
Entering the next
room I was confronted by eight pillboxes which all opened fire on me. Assuming
I had to fight them all at once, and really wishing I’d brought a grenade with
me, I managed to defeat them all, but at the expense of the vast majority of my
armour. Dearly wishing I could go back to the previous room for the super
armour now that my own was in tatters, I was railroaded reluctantly onwards.
There were two doors
in front of me, and one of them had levers, and levers are fun, so I pulled at
them randomly to see what would happen. I should have guessed really, I mused
as the floor slid away and I found myself plummeting towards a gentle landing
on a familiar yet alien planet.
Heading relentlessly
in the opposite direction to the hungry plants that ate one of my previous
selves, I eventually found myself at a chasm, into which I descended via the
extremely perilous stairs cut out of the rock. Then I wandered along the base
of the chasm until I came to a lake and, left with no alternative (except you
know, doing something sensible), I swam out into it. Unsurprised when something
grabbed my leg, I ended up in hand-to-hand combat with a gigantic octopoid,
wishing that I was as well-read as the afore-mentioned previous self. Barely
surviving the encounter I swam down to find a submarine, which I popped into
for a look around. Luckily the submarine required a very basic level of
seamanship to master – that of pressing a single button to set it going.
Destination unclear, I settled down for a quick nap.
Eventually, and
bafflingly, the submarine emerged into a room which appeared to be inside the Vandervecken.
Opening the only door, I found myself on a path floating above distant
countryside below, which I was informed was also inside the Vandervecken.
Starting to giggle hysterically I edged carefully along a path for quite some
distance, taking a turning and eventually arriving at a floating aluminium cube
with a door in its side. Entering, I found myself in some kind of cryogenic
stasis centre containing two sleeping occupants. Reviving one of them, I was
first subjected to small talk and then physical violence when the apparent
human turned into some kind of bat mutant and attacked me. The other occupant
was a horrific spider-like creature but, having just learned not to judge on
appearances, I attempted to communicate it by waving my arms around and making
clicking noises. Happily it wasn’t as offended by this as it should have been
and we ended up having a nice conversation. It gave me a sachet of
‘Anti-mollusc formula four’ which I assumed would be highly useful for some
reason, and I left him to it.
Back on the weird
path I took another turning and arrived at a gigantic wall which appeared to
extend for miles below. Opening the handy door I stepped into some kind of
security check point where I was confronted by two guards. Finding nothing of
use in my pack I did the most reasonable thing and opened fire on them, fortunately discovering that they were awful
shots. As an alarm went off I nipped through a security door and found myself
in a room containing nothing but a pool of water, with a bridge across and a
path around it. Opting for the path, I made it halfway around before a pair of
disgusting tentacled mutants emerged from the pool and oozed threateningly at
me. Armed for the situation, I pulled out the sachet of anti-mollusc formula
four and sprinkled it on them, causing a catastrophic reaction (for them) and
no small amount of squealing. As they retreated into the water I ran for the
exit.
The next room
contained a rather intimidating alien clad in thick metal armour, who was
mostly intimidating due to the fact that it was pointing a disintegrator at me.
Luckily he was a puzzly guard instead of a fighty one, and his question was
easy enough to answer. Choosing a door, I entered a room containing a host of
floating black spheres. That looked a bit scary, so I backed away and chose a
different door, which led to a choice of passageways, one of which had a clear
WARNING sign next to it. Never one to ignore a warning (ha!) I took the other
path, I ignored a dodgy-looking lever and climbed up into a small room with two
maintenance hatches, labelled ‘Accelerator 4B’ and ‘Transtube 113-24’. Not
liking the sound of either of them much, I picked the latter, and wandered down
a tunnel before suddenly being run over by whatever a high speed intra-vessel
transit shuttle is.
Conclusion: Failure.
Number of combats:
6
Attempt #6
Stats rolled: SKILL
9, STAMINA 19, LUCK 7, ARMOUR 18
Equipment: D6 roll: 5
– Electric Lash, Grenade, +6 ARMOUR (now 18)
Going back to a
previous strategy, I followed the route which took me through the laboratory
and o
btained a gravity bomb and a free squirrel. Arriving at the dead end with
the buttons, I mashed them in a different order this time and a corridor opened
up in front of me, revealing the strangest bunch of cleaners I had ever seen –
two fat bipedal cat-midgets and a man whose facial features seemed to consist
entirely of vegetables. They were also the least friendly cleaners I had ever
met, and I was forced to batter them into submission (to be fair they did their
share of battering) before moving on.
Opening a hatch, I
scrambled through a dark and cramped maintenance tunnel until I emerged into a
room containing a small hurt alien who whimpered something about nasty black
blobs causing his injury but refused to elaborate. Shrugging, I continued down
through another hatch and found myself on a familiar nonsensical mid-air path,
which I followed, much as I did before. A different turn took me to a
laboratory where a tentacle-armed man was strapped down, having apparently been
the victim of grisly experiments. I told him I was here to kill Cyrus, and he
whispered something about ‘always the middle’ before passing out.
Back in familiar
territory I reached the security checkpoint where my can of nerve gas worked
wonders on the guards, and carried on until I met the riddling alien with the
disintegrator. Answering his question again, I opened the middle door, and was
met once again with a room full of floating black spheres. At this point I was
conflicted – I had been told ‘always the middle’ but also warned that the black
‘blobs’ were extremely dangerous. Then I noticed that one of the options was to
walk down the ‘middle’ of the room, and went for it. The spheres floated out of
my way and I made it through the door at the other end, relieved to have all my
appendages intact.
The door opened into
a large hallway, flanked by strange metal representations of bizarre creatures
on pedestals. As I drew level with the first, they posed another riddle. Duly
getting it entirely wrong, I was forced to fight six of the creatures, who were
apparently offended at my level of stupidity. Surviving the combat by virtue of
a high ARMOUR score (a thing of the past by the end, however), I approached the final two creatures, next to
two doors. A poor variant of the ‘two guards’ puzzle followed, to which either
door could have been the correct answer, but luckily I chose correctly, or at
least I think I did. A pair of robotic sentinels awaited me in the next room,
armed with laser blasters. Spurning the opportunity to do something stupid like
vaulting on to the ceiling girders, I simply blasted them to pieces, taking
quite a bit of damage in the process.
I soon found myself
on the ship’s bridge, where a human-like robot pilot stood, linked to the
computer by some kind of umbilical cord. The robot asked me some deep
philosophical questions, but forearmed with the advice that I should not engage
in such a debate with the pilot, I bored it into letting me pass. A shame,
because I was curious about where the conversation might end up.
Again taking the
middle door, I was surprised to find an equally surprised Cyrus relaxing in an
armchair. Ignoring his offer of a drink, and scoffing when he pointed a
clockwork device at me and claimed it fired armour-piercing bullets, I lunged
straight for him. He scurried away, opening a suitably-villainous secret
passage and diving through. Following close behind, I was shocked to find that
in a few seconds he had managed to climb into a giant suit of robotic armour,
with which I was forced to engage in combat. Prevailing only due to the fact
that there is nothing in the rules to prevent the use of Pep pills in combat, I
dragged the unconscious scientist out of the machine and tied him up.
Conclusion: Success! That last sentence contained more
words than paragraph 400…
Number of combats:
7
Review
Writing: I found
the writing in this book extremely variable. In places there are some amusing
descriptions, for instance ‘extremely fat bipedal felines with backpacks’, but
others, such as ‘fierce little easter eggs with bushes of hair’ and ‘screaming
little ball of fur and legs’ don’t really help much (luckily they are
accompanied by drawings – I wonder what the artist had to go on?). The story is
decent and set up reasonably well, but does not develop at all as the book goes
on. The book involves a series of bizarre encounters and situations with no
sense of progress until you stumble across the villain. The final encounter
seems like a missed opportunity (Cyrus is a potentially interesting villain, based on the strange encounters on the ship) and felt really anti-climactic, especially the
final paragraph.
Writing: 2/5
Artwork: Alternately
excellent and plain boring. The sterile nature of some of the drawings does
suit the book better than a fantasy-based one, but that doesn’t make them
particularly appealing. Others are very detailed and do a good job of giving
life to some of the bizarrely-described creatures on the Vandervecken. The
front cover is also very good.
Artwork: 3/5
Design: The book
plays like a series of isolated encounters with very little to tie them
together. There are a lot of random decisions (which button to press, which
door to open) and in the vast majority of cases zero clues as to which would
allow you to progress and which would lead to instant death. The book suffers
even more from the affliction that affected House of Hell in that you stand a
much better chance of success if you avoid all the interesting stuff. After 6
attempts I realised I still hadn’t actually turned to the paragraph containing
a complex-looking puzzle, nor had I found my way to what appeared to be some
kind of tank battle simulation. Presumably these encounters just provided more
ways to die, rather than being important to the plot or helping the player to
win, because I was successful regardless. The route to victory did not require
any items or clever decision making – you just need to be lucky enough to have
decent stats and make the right uninformed choices.
There is also some vagueness with the rules. It appears that
LUCK is not usable in combat in this book as may have been expected (at least
in hand-to-hand combat). In fact LUCK is hardly used in the book at all. The
worst thing was that the text was rarely explicit as to whether a combat was
hand-to-hand or ranged and left you looking for words such as ‘firing’ or
‘blaster’ to work it out – and in a couple of cases you don’t even get that.
The ranged combat system is at least a bit different but as
there are virtually no ways to repair your ARMOUR, it quickly becomes useless,
especially after a fight with 8 Portabots, for instance.
Design: 1/5
Fairness: The
book is riddled with instant death paragraphs, most of which, although
entertaining, seem to occur through no real fault of the player. Other than
that, the book is rather easy once you know the correct path.
Fairness: 2/5
Cheating index: 0
Razaaks
Average enemy stats
Successful path: 15 enemies, SKILL 7.5, STAMINA 4.8
Entire book: 45 enemies, SKILL 6.7, STAMINA 5.2
Instant death
paragraphs: 24
Any player can win no
matter how weak initial dice rolls: This book doesn’t actually make this
claim, but if it did, it would be a close thing. With a SKILL of 7 you might
just be able to do it with a decent ARMOUR score and if you find some
STAMINA-restoring items (and use them in combat, which the rules do not
forbid). With minimum rolls for everything it seems unlikely, but you never
know – this might be TRUE. Anyone fancy a minimum stats challenge?
Final thoughts: Some good ideas are in this book, but the
execution is so poor that it ruins the experience. The writing is all over the
place and there’s no excuse for the brief paragraph 400. There are some
entertaining moments, however, so it’s not completely terrible. Just mostly.
Final score: 3/10
Hmm, I think they should have used luck more, either as a replacement for those silly random instant death choices, or alternatively as a damage limitation from them (So you don't die but may lose 4 stamina or such).
ReplyDeleteYeah there's definitely a lot of cases where that might help. Not so much against a gravity bomb-fitted safe though :)
DeleteProbably the most notable thing here is that Geoffrey Senior is Geoff Senior, legendary Marvel UK artist.
ReplyDeleteDespite having killed many, many player characters in addition to yours, that puzzle which ended your first two attempts isn't random. Every hear of the RGB colour system? Or even just the standard sequence of colours in a rainbow?
ReplyDeleteNever thought of that :) On the first occasion I didn't know I was going to have to press all three buttons so I never thought about such combinations. On the second I thought I'd probably already seen the instant death combination so I'd be safe enough...
Delete