Saturday, 3 March 2012

Fighting Fantasy #2 - The Citadel of Chaos


Title: The Citadel of Chaos

Author: Steve Jackson

Illustrator: Russ Nicholson

Published: 1983

Level of previous knowledge: I remember the objective very well, and some of the encounters, but the specifics of the route and what items are needed along the way are completely unknown to me. As with TWoFM, I suspect some things will come back to me as I go along.

Plot summary: Once again I’m to invade the home of a wizard-type person with the intention of murdering him and stealing his treasure. What? There’s no treasure this time? Pah…

OK, so this time there’s a reason for all the madness. Apparently Balthus Dire is assembling an army of Chaotics and is preparing to attack the peaceful Vale. The king has called for his assassination and for some reason, rather than sending a squad of elite ninjas or a fleet of dragons, he’s asked a wizard’s apprentice to enter the Citadel, fight past all the evil minions and take out the sorcerer on his own.

Rules: Standard rules with one major addition – the magic system. This lets me choose 2D6+6 spells from a list: Creature Copy, E.S.P., Fire, Fool’s Gold, Illusion, Levitation, Luck, Shielding, Skill, Stamina, Strength and Weakness.  

Adventure Log:

Attempt #1
Stats rolled: SKILL 8, STAMINA 15, LUCK 12, MAGIC 11
Spells selected: Creature Copy x2, Fire, Fool’s Gold, Illusion, Levitation x2, Shielding, Stamina, Strength, Weakness

Not remembering much of the adventure, I went for a wide selection of spells, making sure to take two Creature Copy spells to help accommodate my fairly poor combat skills. I did vaguely remember that the Levitation spell comes in handy somewhere late on so I grabbed a couple of those too, along with three Stamina spells.

At the gates to the Citadel I met the bizarre guards – a dog-ape and an ape-dog. To those unfamiliar with this book – yes, you read that right. It has been postulated that Steve Jackson was already running out of ideas for monsters when it came to choosing the gate guards, however they’re no more bizarre than the usual array of unfortunate hybrids that dwell in these lands. One of them definitely got a better deal than the other, though.  I was immediately given the option of bluffing them, bluffing them, or bluffing them. Picking the second option, I was forced to use a Fool’s Gold spell to prevent the situation getting ugly.

Entering the courtyard beyond, I saw a multitude of potential confrontations. My stats not quite being up to the standard they were in the first book, I decided that sneaking about was a sensible option. Despite this, I was pulled into an argument between two men over the price of a dagger. I went for a conservative estimate, not wanting to upset either of them particularly, and they came to an agreement. Apparently still pretending to be a merchant I then had an unhelpful conversation with the seller, but he did mention that merchants are despised inside the Citadel, so I made a mental note to abandon that particular charade.

The next denizen of the Citadel I came across (I’m obviously not very good at this sneaking thing) was a strange whirlwind woman. I convinced her that there was another similar creature in the courtyard that she’d apparently managed to avoid bumping into all these years, and ran off while she was distracted.

Knocking politely on the door to the keep, I was asked for a password by the rhino-man type thing within. I showed him a bunch of weeds I’d acquired from somewhere instead, and explained that I was a herbalist, in the hope that herbalists aren’t also despised here. Fortunately the creature displayed no more intelligence than the previous encounter and let me through.

After descending some steps and breaking down a door, I entered a room containing a small levitation man dressed in green. Upon seeing something flying at me, I proceeded to waste my Shielding spell to prevent myself from being hit by a tomato. Annoyed at the waste of a potentially critical spell, I drew my sword, only to find it floppified. Resigning myself to some kind of riddle, I asked his advice as to how to proceed, and received some cryptic guidance regarding the three doors before me. As the order of the doors was not specifically revealed to me, I made a couple of assumptions and went for what I thought was the middle door.

I instantly regretted this decision when I found myself blinded with some creature’s teeth embedded in my leg. Desperately using my Weakness spell to no effect, I ‘passed out’ from the pain. I awoke to discover that the whole experience was an illusory trick by the leprechaun! Ahahahahaha! Hilarious. Despite being annoyed at wasting yet another precious spell, I somehow found it in myself to forgive him, and we ended up having a friendly chat. He then handed over a shiny sword (with a most welcome +1 Attack Strength) and a mirror to help me on my way.

Once again picking the middle door, I eventually found myself confronting a dark figure in a wine cellar. Deciding that so far the denizens of this place haven’t been so bad, I opted to take the friendly approach, and he offered me a sample of one of his fine wines. Not wanting to appear uncouth, I accepted a sample of the Rosé, and promptly spilled all the details of my mission! Angered, I drew my sword and engaged in my first combat since entering the Citadel. Despite having an edge in combat skill, I was severely wounded before managing to finish him off. Sampling the red wine in the hope that it would have some kind of healing properties, I was disappointed that it made me hallucinate. At least this time I didn’t have a Shielding spell left to waste, instead being struck by an imaginary flying bottle and being unhurt.

The next room was guarded by some kind of stone golem. Anticipating that any move towards the door or the nearby boxes would cause it to attack, I again tried the diplomatic option and attempted to speak to it, to no avail. Reluctantly I moved forward and this produced the expected result.  Feeling lucky, I used a Creature Copy spell and sat back to watch the ensuing fight, which my creation won easily. Turning my attention to the boxes, some fiddling around with keys earned me a human-faced spider in a jar, which I shoved into my pack – who wouldn’t want such a lovely gift item?

Arriving in a large dining room, I steer well clear of the suits of armour (just in case), and head upstairs. Picking a door at random, I warily pass some goblinesque children, who surprisingly make no move to impede my progress or alert anyone to my presence. Feeling like I’d missed something here, I continued up the stairs and picked another door (maybe I should have been making a note of which route I was taking?).

I entered what appeared to be someone’s living room, and met some kind of were-chair. Attempting once more to be polite got me nowhere, and he revealed himself as a were-chair-snake and slithered towards me threateningly while a dog’s head flew off the wall at me. Briefly wondering if this was some kind of delayed effect from the wine I drank earlier, I rummaged through my pack and attempted to bribe him with some gold pieces. Remarkably this worked, and I was allowed on my way, minus all my gold, for which (I hoped) I would have no further use anyway. They also warned me to beware of the Ganjees – this immediately rang a bell in the back of my mind – a bell that sounded like ‘oh crap’…

Casting one of my Stamina spells on the stairs, I entered the next, pitch black room with trepidation. I was met by ghostly white faces and immediately cowered like the brave adventurer I was. Gathering my wits, I attempted to chuck a Fire spell at the Ganjees, but it fizzled out immediately. Fumbling in my pack, all I could find was the spider in a jar – and would you believe it, he was a friend of theirs! They freed him and he scuttled over to me, bit me on the leg and I keeled over and died. Doh.

Conclusion:  Failure. The meeting with the Ganjees brought back a few unpleasant memories. I’m guessing I needed one of the other items that were offered while I was rummaging through my pack, neither of which presented themselves to me on this playthrough. I guess next time I’ll try different doors…

Number of combats: 3 (one of which was won by a Creature Copy)


Attempt #2
Stats rolled: SKILL 12, STAMINA 16, LUCK 10, MAGIC 16
Spells selected: Creature Copy, E.S.P., Fire, Fool’s Gold x2, Illusion x2, Levitation x2, Luck, Shielding, Stamina x2, Strength x2, Weakness

More spells this time, but also a much better SKILL, so hopefully no need for more than one Creature Copy spell. Otherwise a fairly random selection as the only spell of much use to me last time was Fool’s Gold.

Approaching the bizarre guards again, I posed as a herbalist this time, to avoid having to spend my Fool’s Gold spell, but was then asked for the name of the guard I had come to visit! I guessed a name at random, and remarkably named a guard correctly, although the text did helpfully reduce the millions of potential options to a mere three.

In the courtyard I took a different route to last time (as I don’t recall finding anything useful previously), and met an old man who had been beaten about the head with a club and required some healing. Feeling his pain, I cast a Stamina spell on him. He appeared thankful and told me about the evil Ganjees who had beaten him, sadly not providing any information as to how I could avenge him. Moving on to the subject of the Citadel itself, he suddenly gasped in pain, unable to say anything, then attempted to bite my arm off. Feeling some empathy with the Ganjees who successfully sought my death in my previous incarnation, I bashed him on the head and moved on. 

Inexplicably acquiring some berries from a gnarly-looking bush, I moved on towards the doors to the keep, with an occasional glance behind me. Knocking politely once more, I bluffed the guard on the premise that I could hopefully deal with him if it turned nasty, but violence was avoided and I was allowed in. Taking a different route again, I was presented with a bell which I rang to summon the butler. He looked like a trustworthy chap (left), so I followed his directions, only to come across a sleeping Gark (fortunately there was a picture and description to tell me what this was). Unfortunately my tiptoeing attempt was clumsy and he woke up. Fumbling for my sword, I stammered something about being a guest, and surprisingly the creature let me through, imploring me not to tell anyone that he was asleep at his guard post.

Taking a door at random, I found myself dragged into some kind of gambling den with a bunch of vaguely-described creatures. Not wanting to offend, I was told that I accepted a drink of ale, and downed it in one, obviously in an attempt to impress the creatures with my hardiness. Then I was asked to play a game, so I choose one called Runestones. Annoyingly this turns out to be a pass-the-ticking-bomb-type game, and my initial luck soon wore off, leaving me with burned hands and a SKILL penalty that would have crippled my previous character. Rather than doing the sensible thing and calling it quits at this point, I asked about the rules of the more tame-sounding game of Knifey-Knifey. This turned out to be even more dangerous than Runestones (who’d have thunk it?) and I was forced to use an Illusion spell to fake my participation while I sneaked off and found myself in the dining hall.

Even though I knew that the staircase I used last time was perfectly safe, I took the other route up to the balcony this time, that being the Levitation spell I cast when the stairs collapsed from under me.

Opening another door, I saw a large stone gargoyle on a pedestal. Having no sparkly jewel embedded in its head to tempt me with, it wasted no time trying to fool me and immediately advanced. A Weakness spell slowed it down enough for me to slip past, into a familiar corridor.

Choosing another door, I entered a room containing a large chest surrounded by a deep trench. Despite the obvious trap potential, I was becoming quite concerned by this point that I still hadn’t found anything that might help me against the Ganjees, so I cast a Strength spell and leapt heroically across the pit. Opening the chest, I find it full of lead shot, and my sense of triumph faded as I realised I did not have the required musket to load with it. I managed to jump back across the trench before my Strength spell faded and then opened the door on the other side of the room. However…

…this was the Ganjees’ room, and I still had nothing to offer them. Valiantly drawing my sword, I heard one of them yell ‘Boo!’ and bravely fled through the open balcony door. After a moment to catch my breath, I realised that I was in mid-air, I attempted to cast my remaining Levitation spell only to find that the Ganjees had sucked my mana pool dry and I became a stain on slopes of Craggen Rock.

Conclusion: Failure. A shame as I started with good stats. I found practically nothing of use during this run, so will be exploring new doors next time. There can’t be that many more, surely? Interestingly I made it that far without any combat – so much for SKILL 12, although it’s nice that there does seem to be an alternative to physical violence in most cases.

Number of combats: 0


Attempt #3
Stats rolled: SKILL 8, STAMINA 16, LUCK 12, MAGIC 14
Spells selected: Creature Copy x2, E.S.P., Fire, Fool’s Gold, Illusion, Levitation x2, Shielding, Stamina x3, Strength, Weakness

With stats remarkably similar to my first attempt, I chose a similar spell list also. I’m sure that E.S.P. spell will come in handy somewhere…

Armed to the teeth with prior knowledge, I had no problem with the guards. I strode boldly out into the courtyard, only for a voice to order me to halt, and an arrow to miss me by inches.  A couple more steps and this happened again. Rather than become a pincushion I made a run for it, hoping to get out of range as quickly as possible, and was lucky enough to make it to the strange temple-like structure in the middle of the courtyard.

Inside were three chalices, each containing different coloured liquid, and some winged gremlins who scarpered as I approached. Picking a chalice at random (it would be rude not to), I drank and collapsed in a fit of giggles. Unable to try the others as well, I continued across the courtyard, and with my wits still addled by the chuckle potion, decided to prod at a mysterious mound on the floor. A second later a giant tentacle was wrapped around my leg and life wasn’t so funny any more. A timely Fire spell took care of it, however, and I was free to approach the door to the Citadel.

Successfully bluffing the guard again, I rang the bell for the butler, but this time ignored his direction and took a different passageway. Opening the first door I came to, I walked straight into a trap, tumbling down a chute and losing consciousness. I woke up in a prison cell guarded by some kind of two-headed lizardman. Ignoring the food he brought me on the basis that I hadn’t yet lost any STAMINA, I tried to engage him in conversation. Sadly I was unable to provoke an argument between the two heads, so I was left to consider my options. I chose to cast an Illusion spell in an attempt to fool him into thinking I had disappeared or escaped. The spell wore off just as the creature caught on, so I was forced into combat, but not before casting a Weakness spell to make things a lot easier.

Leaving the jail behind, I soon found myself at a dead end, but some expert searching revealed a secret door, leading to another door, which I broke down. I entered the next room and had a second to consider how familiar it was before a tomato flew at my face. Groaning inwardly, I allowed it to hit me and took the friendly approach with the leprechaun, shook his hand, and promptly lost a SKILL point as my arm went numb. Scowling, I asked his advice, received the magical sword, chose a door, was mauled once again by his illusion (this was precisely as hilarious the second time as it was the first), and went on my way.

Soon I came to the side of an underground river, beside which an old lady was washing her clothes. Something didn’t seem quite right here, so before approaching I cast my E.S.P. spell to find out who she was. It turned out she was the ghost of a washer woman killed by Balthus Dire himself, doomed to wash clothes for all eternity. Wondering if she might be able to help with the tomato stains on my tunic, I struck up a conversation with her. She was friendly and warned me that I needed to find a Fleece to be able to see the master, but she was unable to provide any laundry services so I bid her farewell.

The next room contained the stone golem, which I dealt with using a Creature Copy spell and unlocked the boxes to find the spider in a jar. The dining hall was next, so I took the safe stairs to the balcony and picked the only door beyond which I had yet to explore. Casting a Strength spell, I still managed to lose 8(!) STAMINA points in the process of battering it down. Long past any pretence of stealth, I strolled into the room, which turned out to be the bedroom of a pretty lady. Flushing with embarrassment I offered her a gift – the silver mirror I was given earlier. Apparently not a fan of her own reflection, she refused my generosity and fired jets of fire from her eyes. I instinctively cast my Shielding spell in an effort to defend myself, but it was ineffective against the magical attack so it burned into my eyes and I dropped dead.

Conclusion: Failure. This isn’t going very well, is it?

Number of combats: 2


Attempt #4
Stats rolled: SKILL 10, STAMINA 17, LUCK 10, MAGIC 17
Spells selected: Creature Copy x2, E.S.P., Fire, Fool’s Gold, Illusion, Levitation x2, Luck, Shielding x2, Stamina x3, Strength, Weakness x2

A nice MAGIC score allowed me to choose a wider array of spells, and I had a decent SKILL to fall back on.

Bluffing the guards in the usual manner, I approached a group sitting around a fire in the courtyard, and joined them without asking. This seemed to throw them off their guard slightly, to the extent that they gave me the password for the Citadel, but they got upset when I pressed for further information and things got ugly. After wiping their blood off my blade, I searched them and found some gold, some ointment and a ‘Potion of Magik’ which would allow me to cast two spells without crossing them off. I also found a key but for some reason I was only allowed to take two of the items, and in my previous attempts I had yet to find a door I couldn’t break down.

I then met the whirlwind woman again and decided to try and ignore her. After getting angry at her repeated harassment, I managed to get away from her without much trouble. I was then able to pass the door guard without resorting to bluffing as I knew the password this time.

Avoiding the route to the leprechaun’s room for now with the knowledge that I might end up there later anyway, I rang for the butler and followed his directions. This took me to the Gark’s room, and rather than mess about, I drew my sword and taught him a lesson. Stealing his money and a hairbrush (aha!).

Continuing on, I entered a library and read a book about the secrets of the Black Tower, and stumbled across the combination for the lock to Balthus Dire’s room! I then read about Balthus Dire himself, noting with particular interest a passage about sunlight being poisonous to him. Pleased with finding so much potentially useful information, I hung around for too long and got myself captured by orcs.

Waking up in a rather familiar-looking prison cell, I ate the food and then cast an Illusion spell at the Calacorm jailer, this time convincing him that he was being attacked. As it turned out, he was terrified of mice, so my illusory rodent persuaded him to let me ‘escape’. Dealing with the leprechaun in the usual way (the way that didn’t involve wasting spells or losing SKILL points!), I entered the wine cellar. Sampling a different wine at the elf’s request, I enjoyed a refreshing sip of the red and moved on my way, disappointingly without confrontation.

The stone golem proved slightly more challenging, however, as my Creature Copy spell was insufficient for once and I was forced to finish it off myself. Collecting the spider-in-the-jar, I continued into the dining room, climbed the safe staircase, and picked the same door as last time, in the hope that this time the lady within would accept a gift more graciously. I gave her the hairbrush I was carrying, and unperturbed by the Gark dandruff she became fascinated with it. I took the opportunity to grab the Golden Fleece that was on the bed, and ran for it before its original owner showed up (although the ram’s skull mounted at the end of the bed made me less concerned about this).  Ignoring the chest trap in the next room, I opened the door to the Ganjees’ room with trepidation.

After cowering in fear from the ghostly creatures, I rummaged in my backpack and pulled out the only new item I had the option to use – the jar of ointment. Apparently they revered this item (although how they intended to apply it to their ethereal bodies I had no idea) and allowed me to pass on condition that I left it behind.

Entering the next room, wondering what on earth could follow the Ganjees, I stopped in my tracks as a six-headed hydra reared up before me. Wondering why the only spell option given to me at this point was Creature Copy (six Weakness spells might have done the trick?), I rummaged once more in my backpack and pulled out the first thing that came to hand – the golden fleece. The monster cowered, then snatched it from me but made no further move to attack. Relieved at my good fortune, I dashed through the door.

Climbing some stairs, I came to a locked door – fortunately my browsing the library earlier revealed the combination for the lock. I prudently cast a Stamina spell at this point. As I opened the door, a trident flew directly towards my neck, and I immediately used a Shielding spell to deflect it. Balthus Dire doesn’t mess around with pointless illusions! Composing myself, I took a look around and spotted the sorcerer standing before me, looking (from the illustration) a bit like one of his experimental potions had gone a bit wrong. Briefly distracted, I managed to miss the giant Clawbeast standing behind me. In the nick of time, I chucked a Weakness spell and it collapsed into a pathetic heap.  Chuffed with my success, I took the opportunity to cast E.S.P., in an attempt to identify any weakness Balthus Dire may have. Receiving a garbled mess of images which weren’t a lot of help, I considered my options. In the meantime, the sorcerer was busy casting some kind of earthquake spell. I countered with a Levitation spell, and given the option of where to float, chose the window as my destination (if the roof falls in, I’m out of here!). He reacted strangely, and being advised to act quickly I pulled the drapes off the window… and sunlight streamed in! I had actually forgotten about his weakness to sunlight – however, he obviously hadn’t, and duly collapsed and died. Well, that was lucky!

Conclusion: Success! Finally! I was fairly fortunate to get through the final confrontation on the first time of asking, but the rest of the book was mostly deduced using knowledge from my previous attempts. This was a tough one, but it was a matter of time until I got the right combination of directions to get the right items.

Number of combats: 5


Review

Writing: Again we have a classic plot, albeit one which is more fleshed out than TWoFM’s. This time we have a believable backstory, a real villain, and a potential hero with a real motivation for taking said villain down (well, a motivation beyond ‘ooh shinies’). The environment itself made more sense, with rooms appearing to have a purpose rather than just being an arrangement for an adventurer to pass through. The creatures that dwell in the Citadel are imaginative and varied, and while they do verge on the bizarre, even this makes sense given the premise of the location and its master’s leanings towards Chaos. The robustness of the backstory and setting are perhaps reflected in the writing in this book – most of the rooms and creatures are described in great detail. That said, I found some of the directional descriptions a bit confusing – perhaps this was intentional, but for some sections of the book I had no real idea of where I was in the Citadel in relation to other areas.

I did find it a bit odd that such a powerful sorcerer had such a lame weakness – sunlight? Really? Unless he was a closet vampire, it’s amazing that someone so unlucky as to have such a severe allergy, survived long enough to become a powerful sorcerer. I can only assume he did all his invading at night. Also, section 400 is sadly lacking in triumphant prose, and together these two factors provide a little bit of an anti-climax to an otherwise fun duel.
Writing: 3/5

Artwork: Russ Nicholson’s art seems better suited to The Citadel of Chaos than The Warlock of Firetop Mountain, and in most cases he captures the atmosphere very well. There are still some illustrations where the lighting doesn’t seem quite right, but all in all it’s pretty good stuff.
Artwork: 4/5

Design: The Citadel layout, although very simple on the surface, has some subtleties which make progress not quite as straightforward as you’d think. Taking certain routes can mean you skip past a lot of important content, and the true path which I found actually involves taking one route, getting yourself captured, and then escaping to the first room on the other route. This is a little counter-intuitive, and I can’t help but think it would have been better to allow players to backtrack rather than take such a circuitous route with no mistakes. Maybe some kind of time mechanic could have been built in to prevent the player from hanging around for too long. I might be wrong – there might be another route which works more neatly – but without reading my own adventure log I couldn’t remember the exact route I ended up taking on my 4th attempt – that’s how confusing it was!

On the other hand, I did enjoy the fact that in most cases, there is an alternative to simply fighting your way through (and in some cases, physical violence will get you killed). Most of the spells seem to have valid uses, some more than others (Creature Copy and Weakness are a godsend for low-SKILL characters) and this also means that this is one of those rare books where you can get through with very poor initial stats. It might even be possible without taking part in a single combat yourself, although you’d need two Creature Copy spells and some luck to get past the hydra.

There was one example of a clumsy mechanic where I was only allowed to pick up two of three small items – I understand the need to avoid handing everything to the player on a plate, but this could have easily been prevented by placing one of the items on an alternative path. Otherwise I felt the mechanics worked well, and were a vast improvement over the first book. The magic system is simple, generally giving you enough spells that you’ll usually have options as an alternative to combat in most situations.
Design: 3/5

Fairness: I found this gamebook quite hard in the sense that finding the correct route took quite a few attempts, and even then it didn’t really seem intuitive. However there are several solutions to most problems, and even with minimum stats it’s possible to avoid directly fighting anything that outclasses you.
Fairness: 4/5

Cheating index: 0 Razaaks (if I hadn’t managed to complete the book on my 4th attempt I might have started registering on this scale)

Average enemy stats
Successful path
5 encounters, SKILL 6.2, STAMINA 7.6
Entire book
34 encounters, SKILL 7.4, STAMINA 8.4

Instant death paragraphs: 21

Any player can win no matter how weak initial dice rolls – This is a rare occasion indeed, but would appear to be TRUE.


Final thoughts

This is an enjoyable gamebook with lots of interesting situations rather than a focus simply on hack n slash. Trying to find the correct route was fun at first, but started to grate after a few attempts, as there were no real clues as to where I was going wrong. For a single playthrough, however, I would definitely recommend this book.

Final score: 6/10


Links

Saturday, 18 February 2012

Fighting Fantasy #1 - The Warlock of Firetop Mountain


Title: The Warlock of Firetop Mountain

Author: Steve Jackson and Ian Livingstone

Illustrator: Russ Nicholson

Published: 1982

Level of previous knowledge: Although I remember the premise extremely well, specific encounters and locations elude me. All I remember are the warlock, a dragon, a maze (shudder), and some skeletons… I’m sure the rest will come back to me though.

Plot summary: Um. This isn’t really explained in the version of the book I own (the green zip-zag version) but apparently I’m supposed to enter a cave in a mountain, fight my way past a horde of monsters and traps, then kill a powerful wizard-type person for no reason other than to steal his treasure. Apparently this will make me a ‘hero’, although I suspect a nominal one at best.

Rules: The rules are fairly standard for this one as I recall, except perhaps the restriction on eating Provisions only when offered by the text. I’ll abide by this rule, at least to begin with, as I understand the attempt to prevent players from wolfing down a whole backpack full of food in the seconds leading up to combat (this is something I’ll try to avoid doing in future gamebooks anyway).

Adventure Log

Attempt #1
Stats rolled: SKILL 10, STAMINA 18, LUCK 12
I selected the Potion of Strength to take with me, noting that it contains enough for two uses. Surely I’ll be invincible!

While it was nice of the villagers to advise me that the ferryman would require a gold piece to take me across the river, I would have liked the opportunity to earn or borrow one before wandering off to the mountain. Oh well, maybe the ‘warty-faced goblins’ which they warned me guard the entrance to the cave will be carrying some coinage. If they exist. Which they don’t. Curse you, villagers!

Entering the mountain, I soon arrived at a T-junction where I picked a direction at random, and found myself in front of a locked door. In true adventurer style, and given my apparent motivation for being here (sheer greed), of course I attempted to smash it down. I succeeded heroically, and charged straight into the pit behind the door. Oho! This warlock is cunning, yes? He was obviously toying with me, as some poisoned spikes or some kind of hungry pit monster would have improved this trap (from his point of view) greatly.

Clambering back out, I headed back past the junction, and upon the lack of any option to return to the outside world and nurse my scuffed knee, went down the other passageway. I came across a sleeping goblin, which I was forced to attempt to sneak past, rather than the sensible option of impaling him in his sleep. Fortunately I was unable to fail this LUCK test and moved on, arriving at a door, behind which I could hear snoring. Nice to know the warlock had top-notch security in case some kleptomaniac adventurer came to visit! Opening the door I found another sleeping goblin which I was prevented from callously slaughtering, instead choosing to quietly steal his wooden box. It contained a gold piece and a mouse, which apparently made me so lucky I received 2 LUCK points.

The next door led to an empty room with another small box. Given my 100% track record with boxes so far, I opened this one, only to be viciously attacked by a snake! After crushing its skull under my boot I found a bronze key with a number on it, which I threw away as it was obviously useless (OK, I might be kidding).

Judging from the singing, the next room obviously contained someone who was actually awake. Confident in my abilities, I pushed open the door to meet two orcish-looking guards, and another small box. Unable to resist the lure of potentially great treasure (maybe this one would contain a hamster) I charged in and butchered the drunken creatures. Opening the box I found a book about Dragonfire, containing the words of a spell used to fight evil dragons, which I scribbled down, just in case. You never know!

Turning a corner and passing another junction, I arrived at another door with sounds of life behind it. This time there were five orcs, and after a quick calculation (2 orcs = 0 stamina lost, 0* 5/2 = 0) I rushed in eagerly. After polishing them off, taking a couple of unlucky wounds in the process, I was rewarded with 1 SKILL and 5 STAMINA points, because I was ‘proud of my victory’.   I found yet another box, this time long and thin, which contained a bow and silver arrow, and a cryptic inscription.

My next encounter was with another locked door, which I charged down more carefully than the last one. Inside was an old man who was imprisoned for trying to steal the warlock’s treasure. Sadly I wasn’t given the option to let justice take its course and let him rot (and I guess this may have been considered hypocritical) and instead let him go, receiving some useful information for my efforts. If not for the rule about LUCK not exceeding its Initial score, mine would have been somewhere around the 15 mark by now.

Forcing the next door earned me a shiny shield, and the opportunity to leave any item behind in order to accommodate it. The idea of leaving behind a tiny key in exchange for the shield did appeal to me, but in the end I went for the sensible option of leaving behind my existing shield instead, while making a note to make sure I carry as much junk as possible around in future so I’m never forced to leave anything useful behind.

The next room saw me take on two goblins who were busy torturing a dwarf. I was under the impression that goblins were generally weaker than orcs, but these ones had evidently been training hard and put up more of a fight. No boxes this time, but I took some smelly cheese from one of the goblins (see previous paragraph) and moved on.

Following the old man’s advice, I pulled the correct lever at the portcullis and it lifted. Passing by a wooden bench with a sign offering me the chance to rest (surely any adventurer would consider this an obvious trap?)  I wandered down a few more passages and started to get rather lost. Eventually I opened a door to find a statue of a cyclops, with a sparkling jewel for an eye. Surely the consequences of stealing this should be fairly obvious, but… sparkly jewel!   Attempting to prise it out provoked the expected fight, and the cyclops battered me to within an inch of my life. Spending 5 LUCK points to scrape through on 1 STAMINA, I immediately drank the first draught of the Potion of Strength I had brought with me. Phew! As well as the jewel, I found another numbered key inside the statue. There’s nothing like being rewarded for a bit of greed…

Shortly afterwards a random barbarian threw himself on to my sword, and I found a mallet and wooden stakes. Pondering this item, I came to the conclusion that I probably didn’t want to find out where it could be used. Rushing straight through the room containing eerie-looking portraits (stopping for an art critique seemed like a bad idea), I found some Y-shaped bits of wood (leaving the cheese behind in order to pick them up, ha!) and was throttled slightly by a sentient rope.

I then arrived at the river, and immediately cursed my luck – the villagers had told me to save ‘a gold piece’ for the ferryman (and I had one), but the sign here indicated that the price was double that. Muttering something about inflation, I thought it best not to waste the ferryman’s time and headed for the rickety old bridge instead. Remarkably this wasn’t a disaster and I made it across.  

Opening another door, I saw a sleeping man and a dog, which I assumed to be the pairing the old man referred to as guarding a key to the boat house. I was unsure as to whether I need access to the boat house, but having keys generally seemed like a better situation than not having them, so I thought I’d wake him up (he isn’t a goblin so I decided against attacking, even though I was given the option to slaughter his dog) and try the friendly approach. Sadly I was too honest about the nature of my avaricious quest and he became rather upset, sprouted hair all over his body, yelled something like ‘Arooo!’ and attempted to eat me, although he allowed his dog the first bite. Upon slaying them both I took the bunch of keys and wandered back towards the river looking for the boat house.

I found the correct door almost immediately, unlocked it and went inside to meet the hard-working skeletons inside. Foolishly I made up a tall tale about being their new boss, which they didn’t buy at all (and who could blame them?), so ended up having to smash them all to bits. So much for Firetop Boats Ltd! Finding a silver-bladed chisel and leaving a Y-shaped piece of wood behind, I dodged some more skeletons and entered the next room. This one contained a wooden box (it’s been a while) and a possibly dead/undead-looking person, whom I was not given the option of gutting like a fish, instead being given the choice of which way to tiptoe. I went for the box, naturally, and ended up having to fight the thing, which turned out to be a wight. After it raked me a couple of times I switched to the silver chisel as a weapon, then noticed the ‘If it hits you 3 times’ text and went for the silver arrow option. Fortunately it hit its mark and I looted the box of its gold pieces.

Feeling a bit weary of all the undead I seem to be upsetting, I groaned as I entered the next room. Three ‘dead’ bodies, huh? Maybe I should attempt a friendly chat before they spring up and tear me limb from limb? Nope, once again I was given the option to tiptoe through, but decided instead to search one of the bodies, hoping that my adventurer self would at least have the sense to check that they were genuinely dead before rifling through their pockets. Finding some gold pieces, I then pushed my luck by searching the next one, and clumsily tripped over the other one, which turned out to be a ghoul. Happily I defeated it without a scratch, and found an unhelpful ‘map of the maze of Zagor and a vial of liquid, which I threw away on the basis that I was fairly healthy and didn’t want to jeopardise that.

Moving on, I finally reached the fabled maze, and wandered aimlessly for a while before stumbling into a room containing the obligatory minotaur. Despite being slightly gored I won the ensuing fight and claimed another numbered key as my reward. Further wandering around the maze led me to a study of some kind, where an annoying old man waved his hands at me and teleported me to another part of the maze. After much frustrated meandering, I managed to find my way out of the maze purely by looking for section numbers which I hadn’t seen before (which I suppose is the equivalent of peering randomly down slightly different corridors and working out if you’ve been there before).

 The next room, uh, cavern (uh-oh), contained a hole in the roof, which instantly brought to mind the spell I had memorised earlier – and in true ‘evil dragon’ fashion, he introduced himself by shooting a jet of fire from the darkness. I cast the spell (fortunately my character had a good memory) and the dragon stomped off with a singed face.

Carrying on along a passageway, I eventually encounter yet another harmless-looking old man. Remembering where being polite got me last time (and frankly suspecting the worst – who would be guarded by a dragon?) , I drew my sword and burst through the door, trying to put him off his guard. He revealed himself as the Warlock, and didn’t seem upset in the least that I was here to rob him of his life savings, but I heroically rummaged through my pack (you’d think I would have done this before entering) for something to even the odds. Remembering how I’d almost died in the process of retrieving the sparkly red jewel I thought I’d give that a try first, waved it vaguely in his direction and watched as he shrivelled into a heap of dust. Oh.

Quite surprised at this fairly anti-climactic climax, I entered the treasure room while checking my backpack for keys. I had only three keys, so my only chance was the single combination they produced. Completely unexpectedly, the keys turned and the chest opened!

Conclusion:  Success! Well, I certainly didn’t expect to finish this one on the first attempt. Having looked at a map since this playthrough, there are two east-or-west decisions (one after the other) which have to be made correctly, to get one of the necessary keys (the cyclops one). It also seems I was fortunate to miss the key in the boat house (by searching the tools rather than the drawers) which would have confused the final decision somewhat.

Number of combats: 22

Review

Writing: Very much a classic plot – adventurer enters dungeon for no particular reason other than to loot the place of all its treasure and become a hero. Forgiveable given this book’s status as the first Fighting Fantasy book, but perhaps having been spoiled by much less shallow plots in more recent gamebooks, it doesn’t grab me in the same way. For some this gamebook might represent a gateway to a much-loved hobby, but in my case it wasn’t the first gamebook I played and therefore doesn’t make me all dewy-eyed with nostalgia. The writing is concise, with no unnecessary detail -  The dungeon itself makes little sense, with magical items dotted around for no particular reason, and the keys to the Warlock’s chest scattered at random. However the advantage of the basic plot is its simplicity which makes it easy to play without having to remember all sorts of details.
Writing: 2/5

Artwork: The artwork doesn’t always get across the dank atmosphere you would expect to experience in a dungeon of this kind and it’s a bit rough around the edges, but is very detailed and the familiar style does appeal to me.
Artwork: 3/5

Design: Gameplay is fairly straightforward – the player generally moves from room to room and has a series of discrete encounters, which when overcome reward the player with items which may or may not be useful for overall success. There are no situations where I felt unfairly punished for exploring – even wandering into a trap wasn’t too crippling, and none of the fights I was forced into were overly difficult (although the Iron Cyclops would have been impossible for a low-skill character and I think the true path requires you to fight him).

 I found the fact that I was forced to drop items at certain points in order to pick up others a little annoying, and this would have been downright frustrating had I really wanted to keep hold of everything. This rule made little sense in that there was no distinction between small and large items, so I could happily have left a key behind in order to pick up a shield, for instance. By the same token if I was carrying nothing but a key I would have been forced to do this. I guess this is a simplified way of forcing players to make decisions about what they carry, but I felt like a limited inventory size of 10 items or so would have been a better way to achieve this.

Being partly an Ian Livingstone creation, this book bears his trademark in that there are certain paths you must take, and certain encounters you must have, or you cannot complete the adventure successfully. Sadly this also means that there are certain paths and encounters you cannot experience on your way to successful completion, as there is no way to go back to a previous junction and go the other way. This is, in one way, a shame, but when you do eventually find that true path, it makes it all the more satisfying.
Design: 2/5

Fairness: Overall this isn’t a difficult gamebook although the odds are against completing it on a first attempt, due to the fact that one of the required keys is easily missable by taking a wrong turn.
Fairness: 4/5

Cheating index: Perfectly doable without cheating.
0 Razaaks

Statistics

Average enemy stats
Successful path
22 encounters, SKILL 6.3, STAMINA 5.8  
Entire book
67 encounters, SKILL 6.5, STAMINA 6.0

Instant death paragraphs: 4

Any player can win no matter how weak initial dice rolls – I doubt a SKILL 7 character could succeed here, so I'm calling this a LIE.

Final thoughts

I enjoyed my romp through Firetop Mountain despite the anti-climax. Maybe it’s because it’s been so long since I played any gamebooks properly. My final scores for each gamebook will be a combination of the scores for plot, design, artwork and fairness, plus my own bias which I reserve the right to apply as liberally as I wish!

Final score: 5/10

Links

Thursday, 16 February 2012

Introduction


Hello and welcome to my gamebook reviews blog!


I’ve been a fan of gamebooks since the 1980s. I discovered House of Hell in my school library when I was 12 years old, and although it gave me nightmares, I was hooked. For the next 7-8 years I sought out every last Fighting Fantasy gamebook that I could get my hands on, and spent most of my spare time  in my room, rolling dice and scribbling numbers on paper. I was gutted after 1995 when I realised that no more FF books were to be published, and that combined with the downturn in Lone Wolf books (I never enjoyed them after #20) led to a complete lack of further purchases for many years. Although I revisited my collection from time to time, eventually adult life took over and the books were left to gather dust.

Years later, I discovered Project Aon, a volunteer group of Lone Wolf fans who obtained permission to republish the Lone Wolf books in an online format. Then I heard that Wizard books had not only republished some of the books, but had released some new ones, which I snapped up. Recently, in a bored moment I did some random Googling and discovered several websites and blogs dedicated to Fighting Fantasy. After reading about other people’s experiences with gamebooks, I was imbued with the desire to play through my entire collection again. Not only that, but I thought I’d blog about it as well. I’m aware that this has been done before, but one thing I’ve learned about most gamebook fans is that they can’t get enough of this kind of thing :) 

The general plan is to start with the Fighting Fantasy gamebooks and work my way through the original series (1-59), the new Wizard books, the Sorcery! Series, and then move on to the Lone Wolf series (1-20 only, naturally) afterwards. Somewhat foolishly, I’ll be attempting each book over and over until I finally succeed. I’ll be playing honestly for the most part – certainly for any first attempt at a book, but may resort to minor cheating as the attempts go on! If I find that a Fighting Fantasy adventure requires a certain level of SKILL to have a hope of succeeding, for instance, I will be creative with rolling my stats – one alternative method I may use is to roll 2D6 for STAMINA as usual, but also roll 2 D6s and pick one for SKILL and one for LUCK. Certain books may require a greater degree of cheating than others, and I’ll be giving each book a rating for this, out of 5 Razaaks (yes, I remember him!) Also I obviously have previous knowledge of the books, although how much I remember of them will vary greatly, and I haven’t read the new Wizard books at all.



I’ll be posting a summary of each attempt, keeping an Excel adventure sheet and posting some stats about each attempt and the book overall. I’ll review each book in terms of its plot, writing, mechanics, design and artwork, and bore you to death with some analysis of how the book is put together. If I have any sanity left, I might also post a solution or a map or two. It goes without saying that these posts will be spoilerific in the extreme...

The first review will hopefully be up within a week or so, although I can make no promises about how regularly I post!