Post by a moderator on Aug 1, 2023 18:22:24 GMT
The Dark Usurper was a Fighting Fantasy mini-adventure by John Sutherland and Graham Hill, which was serialised in issues 61-63 of White Dwarf magazine during the first quarter of 1985.
I'm no champskees or johnbrawn, so my solution isn't necessarily the safest or quickest route, but life is too short and the adventure too unengaging for me to work through every possible permutation of choices.
Right at the start, attempting to overpower the guard is almost certainly less risky than knotting together bedding, but the sequence of Test your Lucks that it involves gets so convoluted that charting all the possible ways in which it could play out would have practically doubled the length of the solution. If someone with a copy of the adventure and the patience to chart out the safer path wants to post a better solution, they are welcome to do so.
Part 1
- Begin to knot together your bedding in the hope that it will reach a lower window.
- Bravely begin the descent downwards.
- Attempt to swing over to the window.
- Test Luck. Succeed = +2 Luck. Fail = Die.
- Storm in, like a hero of old.
- Fight Sk 3 St 6 Guard (-1 to your Attack Strength for this fight).
- Fight Sk 5 St 4 Guard (-1 to your Attack Strength for this fight).
- Fight Sk 4 St 4 Guard (-1 to your Attack Strength for this fight).
- Towards the armoury to get a decent blade.
- Enter the room cautiously.
- Follow him.
- Escape through the secret passageways that Julian knows.
- Take your father’s sword.
- Emit a high-pitched whistle barely audible to the human ear.
- Mount your horse.
- Head for the woods over the hill.
- Continue to head for the woods.
- Gathering some leaves for a bed you fall into a fitful sleep.
Errata
The directions in section 28 are the wrong way round: if you are lucky turn to 84. If you are unlucky go to 27.
Section 63 is missing, but there are plenty of viable routes to success that don't include the one choice that can lead to it, so the impact on gameplay is negligible.
Parts 2 & 3 to follow.
I'm no champskees or johnbrawn, so my solution isn't necessarily the safest or quickest route, but life is too short and the adventure too unengaging for me to work through every possible permutation of choices.
Right at the start, attempting to overpower the guard is almost certainly less risky than knotting together bedding, but the sequence of Test your Lucks that it involves gets so convoluted that charting all the possible ways in which it could play out would have practically doubled the length of the solution. If someone with a copy of the adventure and the patience to chart out the safer path wants to post a better solution, they are welcome to do so.
Part 1
- Begin to knot together your bedding in the hope that it will reach a lower window.
- Bravely begin the descent downwards.
- Attempt to swing over to the window.
- Test Luck. Succeed = +2 Luck. Fail = Die.
- Storm in, like a hero of old.
- Fight Sk 3 St 6 Guard (-1 to your Attack Strength for this fight).
- Fight Sk 5 St 4 Guard (-1 to your Attack Strength for this fight).
- Fight Sk 4 St 4 Guard (-1 to your Attack Strength for this fight).
- Towards the armoury to get a decent blade.
- Enter the room cautiously.
- Follow him.
- Escape through the secret passageways that Julian knows.
- Take your father’s sword.
- Emit a high-pitched whistle barely audible to the human ear.
- Mount your horse.
- Head for the woods over the hill.
- Continue to head for the woods.
- Gathering some leaves for a bed you fall into a fitful sleep.
Errata
The directions in section 28 are the wrong way round: if you are lucky turn to 84. If you are unlucky go to 27.
Section 63 is missing, but there are plenty of viable routes to success that don't include the one choice that can lead to it, so the impact on gameplay is negligible.
Parts 2 & 3 to follow.