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Post by paltogue on Sept 30, 2013 12:17:40 GMT
Here's Champskees House of Hell solution:
Note that you will need a score of 9+ for Fear as you must add 8 Fear points during your adventure.
- Rap the door with knocker.
- Wait for the host to arrive.
- Relax and drink the brandy (-1 Fear).
- Choose the red wine.
- Eat duck or lamb.
- Choose the fruit, coffee and brandy.
- Try to leave the room.
- Break the door down.
- Test Skill. Success = 2 Damage. Fail = 2 Damage.
- Door is too strong so stop trying.
- Hide behind the door.
- Nip out of the room quickly.
- Follow landing around to the left.
- Enter Azazel Room.
- Investigate the room further.
- Examine the liquids in the glass vials.
- Drink the yellow liquid (Ignore the next two wounds you take).
- You came from the right.
- Enter the Mephisto Room. Or Head towards the two doors in the corner of the landing.
- Force the door open.
- Take the Knotted Rope.
- Go through the other door.
- Investigate the window instead.
- Read ‘Mordana in Abaddon’ (‘88’).
- Try the unmarked door.
- Search through things on shelves.
- Take Garlic & Dagger (+3 Skill).
- Return to the landing.
- Ignore and go on.
- Turn right & follow the landing.
- Follow the passageway around.
- Enter Belial Room.
- Rest here (+4 Stamina).
- Sheets are moving (+1 Fear).
- Grab the sheet (-1 Fear).
- Enter Abaddon Room.
- Walk over & wake her (+2 Fear).
- Wait & see what happens.
- Ask her questions.
- Fight Sk 7 St 6 Great Dane.
- Fight Sk 6 St 6 Great Dane.
- Search the room.
- Ask about secret rooms.
- Say her name (‘Mordana’) Go to 88.
- About the secret rooms in the house.
- Learn about Secret Door under cellar stairs (deduct 10 from paragraph when there).
- Try door on the left.
- Have a tipple from the decanter (+3 Stamina).
- Take Brandy.
- Examine the fireplace.
- See what lies behind the wooden face.
- Try another approach.
- Move back towards the window.
- Press button (+1 Fear).
- Test Luck. Fail = -1 Skill.
- Spring behind door to surprise whomever is approaching.
- Step forward and announce yourself.
- You have met him before.
- Jog his memory.
- Offer him a drink.
- Follow the passageway (+1 Fear).
- Hide under cellar stairs.
- Use Secret Door under cellar stairs (deduct 10 from paragraph when there) to turn to paragraph 310.
- Look for secret doors.
- Try a password.
- Drumer = Murder.
- Enter.
- Take Kris Knife (+3 Luck).
- Climb the stairs to the ground floor.
- Enter the door opposite (+1 Fear).
- Investigate the room further.
- Grab the case and take it with you.
- Dive through the mirror.
- Take Golden Key.
- Go through right door.
- Use Golden Key.
- Take Iron Key (’27’) (+2 Luck).
- Step back through mirror.
- Turn right and follow hallway around.
- Go through left door.
- Use Iron Key (323 – 27 = 296).
- Ring for butler.
- Attack Franklins first.
- Continue to pursue him.
- Fight Sk 8 St 8 Franklins (you only have to inflict one wound on him, add +3 to your Skill if using Kris Knife).
- You are using Kris Knife (+3 Fear).
- Fight Sk 14 St 12 Hell Demon (add +6 to your Skill if using Kris Knife).
- Escape from the House of Hell.
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Post by paltogue on Sept 30, 2013 12:20:04 GMT
Greenspine said: There's no actual need to go into the Mephisto Room and get the rope. And at the end of the landing, going through the unmarked door and eating the snack is another viable way of restoring what little Stamina you'll have lost by this stage. Plus, it saves you having to amend your Fear score up and down as in the Belial room. Just don't look in the cupboards.
Gallicus said: "- Spring behind door to surprise whomever is approaching. -Step forward and announce yourself. -You have met him before. -Jog his memory. -Offer him a drink.": This is not possible if you follow the plan above by escaping from the bedroom at the start. You have to attack the hunchback and get him down to less than 4 Stamina, otherwise you can't later claim that you know him.
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Post by The Editor (Alex B) on Oct 1, 2013 8:55:45 GMT
Gallicus said: "- Spring behind door to surprise whomever is approaching. -Step forward and announce yourself. -You have met him before. -Jog his memory. -Offer him a drink.": This is not possible if you follow the plan above by escaping from the bedroom at the start. You have to attack the hunchback and get him down to less than 4 Stamina, otherwise you can't later claim that you know him. Champskees argued that knowing of his existence (as opposed to fighting & talking to him) was enough to count as "having met him before". The Tin Man Games app disagrees. You *have* to fight him the first time around for it to count as having met him.
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Post by paltogue on Oct 1, 2013 9:22:30 GMT
Here's the solution for CoM (with one minor edit incorporating something I spotted that was wrong with it):
30) Chasms of Malice Solution
Here is my solution to Chasms of Malice. I'm too lazy to upload my hand drawn maps so i'll just tell you what to do. Basically by using this method you will only fight a few bad guys, test your luck three or so times, and most importantly, only fight two one-strike combats throughout the book.
Beginning: - Go left. - Go left again. - Eat the damn fish. - Just hide and watch. - Go down the same tunnel as them. - Go down the dragon's head tunnel. - Stay cool and keep a low profile. - Go to the door in front of you. - Confide in the blind thing. - Test your luck. Fail = Death. - Ignore the screaming turd. - Go left. - Learn the cyphers. - Go right. - Third one. - NE, NE, NE, NW, Trapdoor. Temper your sword and learn the weakness of Orghuz. - Climb down the rope (-1 stamina point) - Go right. - Attack!!! Oh wait, your cat ate them. - Go up. - Check your adventure sheet for skill, stamina and luck. Why? Get the spell of life. - Crawl like a baby and get caught. - Go left. - Go left. - Slope to the right. - 3d6 stamina roll. Fail = Death. - Drop to ledge below. - Fight Sk 8 St 10 Gryphon. - Go right. - Fight two 'One Strike' combats. This is the hardest part of the book. - Take the right rope (get it?). - Go left. - Trade gauntlets for the ring (which lets you win a combat automatically). - Go left. - Stay where you are. - Hand over your sword. - Refuse to wear a bracelet/necklace/girly item (you are a real man). - Do not eat slime. - Get your sword back & see the traitor (crossed daggers). - Slip out. - Go right. - Run past the hut. - Double 1 check (35/36 chance survival). - Go up the volcano. - Double check Fail = D6 Damage. - Double check Fail = 2 Damage. - Go right. - Go right. - Seriously, go right. - Go up to them and say hi. - Look at parchment. - Stay on the cart. - Fight Sk 8 St 8 Mist Wraith. - Go around. - Walk along the wall. - Dagger sector. - Fight Sk7 St 10 Stone Guardian. - Test your Luck Fail = Death. - Use cypher to open door. - Go north. - Test your Luck Fail = Death. - Go west. - Fight Sk 6 St 6 Chef Orc & Sk 5 St 4 Apprentice Orc - Go north. - Go north. - Sleep test Fail = Fight Sk 8 St 10 Trolls (two of them) & Sk 7 St 8 Troll. - Fight Sk 9 St 10 Silent Warrior. I recommend using the ring's ability here (according to the rules this is allowed, but really, it wouldn't be much use against this guy when you think about it) - Go right. - Go west. - Go south. - Fight Sk8 St 12 Sludge. - Go south. - Go east. - 3x Double Test Fail = 3 Damage. - Go north. - Go north. - Attack right. - Fight Sk 10 St 12 Orghuz. Auto win if you have spell of life still. - Left knee. - Middle guy. - You win.
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Post by paltogue on Oct 1, 2013 9:23:00 GMT
And the only other one I've been able to retrieve:
51) Island of the Undead - Solution
Island of the Undead is one of the best Fighting Fantasy books I have ever read. In my opinion, the evilness of the main nemesis, the darkness and mystery of the Island was very special to me. I have given it a note of 9.5 (out of 10), which is second only to Crypt of the Sorcerer (a true masterpiece), and equal with House of Hell. I really like the adult nature of the book; it has a special place in my memories.
This solution is designed for a reader who likes to win, and yet also feel the book. In my opinion, you have to feel the environment of the book in order to win, otherwise how can it be special for you? So do not cheat with die rolls. It is easy enough so you should be able to win, especially if you have won all of the prior entries in the FF series.
As the main opponent in this book is an evil sorcerers apprentice (a powerful wizard indeed!), I recommend maximum stats. This will make it in my opinion, one of the most epic showdowns of all.
- Fight Sk 6 St 7 Sea Zombie.
- Go south towards the woodlands.
- Take the northern fork.
- You have the Book of the Flowers. Turn to Para 205.
- Fight Sk 14 St 22 Earth Elemental.
- Search for similar interests.
- Take Brown Container.
- Go north.
- Go around the bend and turn west.
- Walk again.
- Test Luck. Fail = 2 Damage.
- Enter the house.
- Go down the basement.
- Watch the ceremony.
- Let her die (+2 Faith).
- Ask for a bailout (-1 Faith).
- Fight Sk 10 St 10 Economic Nightmare.
- Choose meditation skill.
- Fight Sk 7 St 6 Western Tolerance.
- Take English Dictionary. Do not read it.
- Investigate what lies beyond the door in front of you.
- Always choose the darkest option.
- Add note: It is recommended you drink a Potion of Common Sense.
- Keep walking.
- Test Skill. Fail = Take 4 Damage.
- Talk to the moderator.
- Choose to debate subjective, superfluous points about the wizards interests.
- Remind everyone that he is without doubt the best villain of them all.
- Skim over my work as usual.
- Do not read any of the advice; just make a shallow comment at the end.
- Bluff your superiors.
- Take Book no.26.
- Tell them you have played by the rules & won it.
- Fight Sk 13 St 5 Hell Demon.
- Make ten to twenty one line comments a day (2 Damage).
- Ignore criticism (-10 Respect Points).
- Add note: You are now one of the top posters (+2 Skill; your posts now carry more weight with other readers).
- Get cool sorcerer tattoo (+4 Luck).
- Act like a Troll.
- Make sure you are wearing the Dunce Cap.
- Sit in the corner.
- Fight Sk 12 St 8 Commenter.
- Fight Sk 10 St 8 Commenter.
- Fight Sk 9 St 10 Commenter.
- Fight Sk 11 St 10 Commenter.
- You can’t win.
- Try to use logic.
- Test Skill+3. Fail = Write a one line response.
- Buy a Grocer’s Diary.
- Try using it instead to write your every thought (+2 Luck).
- Enter the sorcerer’s chamber.
- Fight Sk 4 St 5 Slave.
- Use Magic Undergarments.
- You do not understand.
- Attack the butler.
- Fight Sk 6 St 5 Regular Butler.
- Fight Sk 11 St 18 Kaazar. Each round, roll D6. If number is odd, death.
- You kill the old mage and rejoice. The villagers make a portrait of you standing in the sand, in a spiritual pose. Now you have become the new master and will rule the land for all eternity!
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Post by paltogue on Oct 1, 2013 9:46:09 GMT
05) City of Thieves Solution
This book is very linear and does not offer many paths to victory. The city section is very fun and interesting to read, but the endgame is a bit silly, particularly the Skill 11 Moon Dog & the random 'choose the correct ingredients' at the end.
- Take Potion of Fortune & 30 Gold Pieces.
- Use Potion of Fortune immediately.
- You’re going to see Nicodemus.
- Get taken away.
- Don’t listen to the old man.
- Attract the guards’ attention.
- Tell them you have the plague.
- Take 2 Gold Pieces & Merchant’s Pass.
- Go east down Clock Street.
- Talk to him.
- Fight Sk 5 St 5 Madman.
- Smash ball.
- Place it on your head (+1 Luck).
- Take Helmet (+1 attack strength).
- Keep going northwards.
- Test luck. Fail = Lose all gold.
- Go west.
- Go west.
- Enter shop.
- Take Ring of Fire (-8 Gold Pieces).
- Lose 1 Gold Piece or an item you possess.
- Walk past him.
- Walk past him.
- Take Iron Spike and Meat Hook as insurance for ‘Bays’ Ball’ (-6 Gold Pieces).
- Walk past clairvoyant (you’ve got me).
- Press on.
- Climb down steps.
- Go down Candle Street.
- Go east.
- Go east.
- Climb over the wall.
- Join in their game of Bays’ Ball.
- Test skill. Fail = Lose two items you possess.
- If successful = Take 8 Gold Pieces, Silver Flute, Potion of Mind Control, Chalk & Eye Patch (+2 stamina).
- Toss a Gold Piece (-1 gold piece, +1 Luck).
- Continue along Harbour Street.
- Hide behind barrel.
- Go on board ship.
- Climb rope ladder.
- Creep along deck to stairs.
- Go left door.
- Cut it loose.
- Test luck. Fail = Fight Sk 6 St 6 Pirate, Sk 5 St 4 Pirate & Sk 7 St 4 Pirate.
- Take Black Pearls (+2 Luck).
- Go north.
- Go east along Clog Street.
- Walk on.
- Continue east.
- Enter Silversmith.
- Pay for arrow (-10 Gold Pieces or 2 magic items or all your food).
- Take Silver Arrow.
- Go east into Stable Street.
- Pay for potion (-2 Gold Pieces, +1 Luck & +3 Stamina).
- Lift the manhole cover.
- Climb down ladder.
- Go north.
- Fight Sk 4 St 4 Rat.
- Fight Sk 5 St 4 Rat.
- Fight Sk 5 St 5 Rat.
- Continue north.
- Use Potion of Mind Control.
- Take Hag’s Hair.
- Climb up ladder.
- Go back to Tower Street.
- Continue north.
- Continue east.
- Continue north.
- Hand him over to the town guards.
- Take 5 Gold Pieces.
- Enter the Gardens (-1 Gold Piece).
- Pick a flower.
- Use Ring of Fire. Otherwise, Fight Sk 6 St 6 Leaf Beast.
- Take Lotus Flower.
- Walk down lane.
- Get tattoo (pawn Silver Flute & Eye Patch for 6 Gold Pieces if short on funds).
- Get a silly permanent tattoo on forehead (-10 Gold Pieces, -2 Respect).
- Walk past the trolls.
- Show them your Merchant’s Pass.
- Answer ‘no’.
- Get thrown out of the city.
- You should now have everything you need to fight Zanbar Bone (+2 stamina).
- Fight Sk 4-8 St 4-7 Random Monster.
- Use your provisions to heal to max stamina.
- Fight Sk 9 St 10 Moon Dog.
- Fight Sk 11 St 9 Moon Dog (I recommend using luck twice for damage against this bad boy).
- Pull on cord.
- Tell him you’re lost.
- Explore the tower.
- Climb to third floor.
- Climb to next floor.
- Open the white door.
- Open sarcophagus.
- Use Ring of Fire. Otherwise fight Sk 7 St 12 Mummy.
- Take Ring of the Golden Eye (+2 Luck).
- Enter black door.
- Walk over to chest.
- Use Ring of the Golden Eye.
- Fight Sk 6 St 7 Skeleton.
- Fight Sk 8 St 6 Skeleton.
- Fight Sk 7 St 7 Skeleton.
- Test luck. Fail = Death.
- Use lotus flower and hag’s hair.
- Rewarded with Gold Orb (worth hundreds of gold pieces).
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Post by paltogue on Oct 1, 2013 9:46:51 GMT
06) Deathtrap Dungeon Solution (Revised solution in post 26) (PALTOGUE - HAVEN'T BEEN ABLE TO GET HIS REVISED SOLUTION)
This book is hard. You need high initial stats to stand a chance (skill, stamina & luck), as there are many mandatory Skill 11/12 opponents, minimal health recovery towards the end, and many critical luck rolls to be made throughout.
I recommend taking the Potion of Skill because towards the end you cannot avoid losing at least 1 skill point & you will need at least Skill 11 or 12 to stand a chance (12 being realistic). You can also fight the Guard Dogs for an extra 2 points of luck.
- Choose Potion of Skill.
- Open box.
- Take 2 Gold Pieces.
- Go east.
- Continue east.
- Climb over it.
- Drink liquid (+1 stamina).
- Pass through the heat unscathed.
- Slide the iron plate.
- Jump the pit.
- Take Rope.
- Roll D6. 1-2 = -4 skill for following orc fights, 3-4 = 3 Damage.
- Fight Sk 5 St 5 Orc.
- Fight Sk 6 St 4 Orc.
- Take Gold Piece & Hollow Wooden Tube.
- Open door.
- Search barbarian.
- Eat the meat (+3 stamina).
- Leave the chamber.
- Climb the idol.
- Use rope.
- Prise left eye.
- Fight Sk 7 St 8 Flying Guardian (-2 to your attack strength for this fight).
- Fight Sk 8 St 8 Flying Guardian (-2 to your attack strength for this fight).
- Take Emerald.
- Climb down.
- Test Luck. Fail = Lose rope.
- Keep walking north.
- Walk through light & Memorize spirit girl’s poem.
- Continue along tunnel.
- Jump carrying all of your possessions.
- Test Luck. Fail = -1 Skill, -2 Stamina, take Ruby Gem.
- Open door.
- Wait for question.
- Answer is 200 pounds.
- Receive +1 Skill, +1 Luck & +1 Stamina.
- Open door.
- Take the parchment.
- Fight Sk 8 St 6 Skeleton Warrior.
- Learn Manticore attack.
- Step through archway.
- Burst through trapdoor.
- Fight Sk 5 St 4 Goblin & Sk 5 St 5 Goblin (together).
- Go north.
- Keep walking.
- Crawl down the pipe.
- Crawl out of the pipe and examine your find.
- Take Iron Key & Sapphire (+1 Luck).
- Wear the necklace (+1 Skill, +1 Stamina).
- Go with the barbarian.
- Accept the barbarian’s offer.
- Read the black leather book.
- Drink the liquid (+2 Luck).
- Read the red book.
- Learn all about the Bloodbeast.
- Continue with Throm.
- Fight Sk 10 St 11 Cave Troll.
- Continue on.
- Head straight for archway.
- Persuade Throm to go through with the test.
- Guess that it will total less than eight.
- Roll 2d6. 8+ = Fail (-2 Luck or Skill)
- Skill Test. Fail = Test Luck. Fail = 5 Damage then Skill Test. Repeat until Skill Test successful.
- RUIN MOAT = Minotaur.
- Fight Sk 9 St 9 Minotaur.
- Eat and drink (+2 stamina).
- Fight Sk 10 St 12 Throm.
- Walk into tunnel.
- Walk west.
- Continue west.
- Stand your ground.
- Talk to the big stud.
- Pay for his advice (-1 Gold).
- Learn the secret about the demon bird chair.
- Go north.
- Sit in the chair.
- Yes you have talked to the servant.
- Take Doppelganger Potion.
- Recall the spirit girl’s poem.
- Dive into the water.
- Test Luck. Succeed = -2 Food. Fail = lose all food & one other possession.
- Enter cavern.
- Help the Elf out.
- Take 2 Daggers, Mirror & Monkey Charm.
- Eat bread (+3 stamina).
- Lift grille.
- Reach down for items.
- Test Luck. Succeed = -1 Skill. Fail = -3 Skill.
- Take Grappling Iron & Brass Bell.
- Keep walking.
- Drink Doppelganger Potion.
- Dive into river.
- Use Hollow Wooden Tube.
- Lose all remaining Food.
- Use Iron Key.
- Give the man something (lose Mirror).
- Talk your way out.
- Just keep talking.
- Leave the room.
- You do not have an old bone.
- Fight Sk 7 St 7 Guard Dog.
- Fight Sk 7 St 8 Guard Dog (+2 luck).
- Use Coil of Rope & Grappling Iron.
- Throw Bone Monkey Charm into pit.
- Test Luck. Fail = 5 Damage & Fight Sk 12 St 15 Pit Fiend (+1 skill).
- Do not abandon your weapons.
- Test Luck. Fail = -1 Skill & 4 Damage (possible use of potion of skill here).
- Fight Sk 11 St 9 Ninja.
- You still have your weapons.
- Eat the rice & rub in the ointment (+4 stamina).
- Take Diamond.
- Leave.
- Recall Bloodbeast information.
- Fight Sk 12 St 9 Bloodbeast (only win two rounds).
- Recall the Manticore information.
- You do not have a shield (2 damage).
- Fight Sk 11 St 11 Manticore.
- Show the emerald.
- Show the sapphire.
- Show the diamond.
- Use Sapphire, Emerald & Diamond combination.
- Test Luck. Fail = 3 damage.
- Receive 10,000 Gold Pieces!
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Post by paltogue on Oct 1, 2013 9:47:09 GMT
08) Scorpion Swamp Solution
This book allows you to choose from three different quests to undertake. They are all relatively simple for a character with Sk10+. I have worked out a solution for each, and will post below.
This is the path suggested to complete Selator’s quest (good wizard). Luck doesn’t really matter, so use it on enemies when possible. I chose an extra Stamina spell in case you had a run of bad luck or rolled a low Stamina character.
- Politely explain you are determined.
- Agree with him.
- Interrupt him (+2 Initial Luck).
- Choose spells: Fire, Friendship, Bless, Skill, Stamina x 2.
- Jump over the soft part.
- Go west.
- Cast a Friendship spell.
- Follow him in.
- Learn secret wolf word.
- Go north.
- Wade across very carefully (take 1-6 Damage).
- Go north.
- Fight them with your sword.
- Fight Sk 9 St 12 Sword Trees.
- Take Sword Tree Seeds.
- Go north.
- Cast Bless spell.
- Take Luck & Friendship spells.
- Go east.
- Leave.
- Go east.
- Attack with your sword.
- Escape (2 Damage).
- Use Stamina spell.
- Go east.
- You do not have a Magnet Charm (-1 Skill).
- Use Skill spell.
- Fight Sk 6 St 7 Swamp Orc, Sk 7 St 7 Swamp Orc & Sk 6 St 5 Swamp Orc together.
- Go north.
- Go east.
- Have a drink (+3 Stamina).
- Go west.
- Test Luck. Fail = D6 Damage.
- Go north.
- Go on bridge.
- Go north.
- You have neither.
- Back away.
- Go west.
- Leave the clearing while it eats the Dwarf.
- Go north.
- Go east.
- Talk to giant.
- You do not have a red cloak.
- Go north.
- You do not have a Wolf Amulet.
- But you can use the secret wolf word (woof).
- Pick the Berry.
- You are serving Selator, and can identify it as being an Antherica Berry.
- You did not kill the giant.
- Go west.
- Go south.
- Go east.
- You did not fight the eagle.
- Leave.
- Go south.
- Cross the bridge.
- Go south.
- Leap over them.
- 2D6 Stamina Test. Fail = 3 Damage.
- Go east.
- Go south.
- You slew them all.
- Go west.
- You did not kill the grass.
- Fight with your sword.
- Escape (2 Damage).
- Go south.
- Cast Fire spell (3 Damage).
- Go south.
- Rest on a stone (+1 Stamina).
- You don’t want to know.
- Go west.
- Jump over the soft part.
- 2D6 Stamina Test. Fail = -1 Skill.
- Go south.
- Report your success.
- To Selator.
- Give him the Berry.
- Feel well and happy.
This is the path suggested to complete Poomchukker’s quest (neutral merchant). They don't tell you what the strange merchant deals in, but I think his name is a clue (take out the letter 'm' to reveal his true occupation). Luck doesn’t really matter, so use it on enemies if possible, or to reduce damage taken when you escape.
- Politely explain you are determined.
- Agree with him.
- Hear him out.
- Seek out Poomchukker.
- Tell him about the Brass Ring.
- Refuse to sell it.
- Choose spells: Fire, Ice, Illusion, Skill, Stamina.
- Just jump over the soft part.
- Go east.
- Leave the clearing.
- Go north.
- Cast a Fire spell (3 Damage).
- Go north.
- Fight with sword.
- Escape (2 Damage).
- Go east.
- You do not have a Magnet Charm (-1 Skill).
- Use Skill spell.
- Fight Sk 6 St 7 Swamp Orc, Sk 7 St 7 Swamp Orc & Sk 6 St 5 Swamp Orc together.
- Go north.
- Go east.
- Have a drink (+3 Stamina).
- Go west.
- Test Luck. Fail = D6 Damage.
- Go north.
- Go on bridge.
- Go north.
- You have neither.
- Back away.
- Go west.
- Leave the clearing while it eats the Dwarf.
- Go north.
- Go west.
- Ignore it and go south.
- Cast an Ice spell.
- Go west.
- Cast an Illusion spell.
- Go north. You have made it to Willowbend.
- Go to the Bent Spear (+2 Stamina).
- Leave Willowbend.
- You tricked them.
- Escape (4 Damage).
- Go east.
- You killed the slime.
- Go north.
- Ignore it and go east.
- Go south.
- Go east.
- You did not fight the eagle.
- Leave.
- Go south.
- Cross the bridge.
- Go south.
- Leap over them.
- 2D6 Stamina Test. Fail = 3 Damage.
- Go east.
- Go south.
- You slew them all.
- Go west.
- You did not kill the grass.
- Fight with your sword.
- Escape (2 Damage).
- Use Stamina spell.
- Go west.
- Leave immediately.
- Go west.
- Run away.
- Go back east.
- Go west again.
- Go south.
- Fight them with your sword.
- Fight Sk 9 St 12 Sword Trees.
- Take Sword Tree Seeds.
- Go south.
- Wade in carefully (1-6 Damage).
- Go south.
- Obey and leave.
- Go east.
- Jump over the soft part.
- 2D6 Stamina Test. Fail = -1 Skill.
- Go south.
- Report your success.
- Poomchukker.
- You reached Willowbend.
- Receive a large emerald & half of Poomchukker’s future savings!
This is the path suggested to complete Grimslades’ quest (evil wizard). Luck doesn’t really matter, so use it on enemies if possible. Strategy is: Curse everyone! Muhahaha...I chose an extra Curse spell in case you wanted to kill Grimslade at the end. Alternatively you could go for more Amulets (choose an Illusion spell instead to get the Amulet of Frogs, Master of Gardens is the toughest one), but I just cover the method to complete the main objectives (he wants at least three, he gets three). Alternately, you could take an extra Stamina spell instead of Curse.
- Politely explain you are determined.
- Agree with him.
- Visit Grimslade.
- Go to the door.
- Tell him you fear nothing.
- Stand and fight.
- Fight Sk 7 St 6 Goblin Statue.
- If you were not injured take Magic Sword (+1 Skill, recover all Luck points). If <6 Damage taken, recover all Stamina and Luck points. If 6+ damage taken, tell him it was his idea to have the fight in the first place and kill him!
- Choose spells: Wither, Stamina, 3x Curse, Skill.
- Jump over the soft part.
- Go east.
- Leave immediately.
- Go north.
- Cast a Curse spell on him.
- Fight Sk 8 St 9 Cursed Master of Spiders.
- Take Spider Amulet.
- Go north.
- Attack with sword.
- Escape (2 Damage).
- Go west.
- Leave as quickly as possible.
- Go west.
- Run away.
- Go back east.
- Go west again.
- Go west (-1 Skill).
- Run through flowers (-1 Skill).
- Go north.
- Ask to meet its mistress.
- Grimslade.
- Ask for the amulet.
- Take Bird Amulet.
- You left them alive...run! (-1 Skill).
- Cast Skill spell.
- Go east.
- Go south.
- Cast Wither spell.
- Take Sword Tree Seeds.
- Go south.
- Wade across carefully (1-6 Damage).
- Go south.
- Cast a Curse spell on him (D6 Damage).
- Cast Stamina spell.
- Fight Sk 7 St 5 Wolf.
- Fight Sk 6 St 6 Wolf.
- Fight Sk 9 St 8 Cursed Master of Wolves.
- Take Wolf Amulet.
- Go east.
- Jump over soft part.
- 2D6 Stamina Test. Fail = -1 Skill.
- Go south.
- Report success.
- To Grimslade.
- Three amulets.
- Demand payment.
- Receive 1,500 Gold Pieces!
OR
- Instead of demanding payment, give him the amulets.
- Go back to the cheating little turd and cast a Curse spell on him (D6 Damage).
- Run like hell!
- Receive...satisfaction.
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Post by paltogue on Oct 1, 2013 9:47:33 GMT
17) Appointment with F.E.A.R.
Ok, here is my proposed solution for Appointment with F.E.A.R. Because there are four super powers to choose from (and each requires a different route to win) I have put them all separately below. This book is a favourite of mine; Steve Jackson gives you a lot of choice, enemies are well balanced and the book has a very interesting design. It also has a lot of replayablility due to the inclusion of 'Hero Points' and the 4 different powers you can pick to win.
Super Strength Solution
- Add clue: when looking for Scarlet Prankster, subtract 50 to current reference.
- Buy a newspaper to find out about the robbery.
- See what else is in the paper.
- Add clue: Susan. Phone number 555-9999.
- Proceed to the bank as the Silver Crusader.
- Interrogate the Chief Detective investigating the case.
- You do not want to go.
- Go to Parker Airport.
- ‘Susan’ means something to you.
- Use clue: 5+5+5+9+9+9+9 = 51. Go to para 51.
- You have Super Strength.
- Add clue: Meeting on 27th (+2 Hero Points).
- Apprehend the pickpocket (+6 stamina).
- You automatically pass the skill test.
- Fight Sk 7 St 6 Pickpocket.
- Take the Casette Tape.
- Add clue: when you encounter Mustapha Kareem, double current reference (+1 Luck).
- Go to Wisneyland.
- Go to the Fun House.
- You have Super Strength.
- Use clue: 248-50 = 198. Go to para 198.
- Fight Sk 9 St 8 Scarlet Prankster.
- Add clue: Meeting begins at 9 a.m. (+3 Hero Points).
- Rest for the evening (+6 stamina).
- Go to the Natural History Museum.
- Look at the model reconstructions of dinosaurs.
- Do not go to the zoo.
- Go visit Gerry the Grass.
- Add clue: when you encounter Sidney Knox, deduct 40 from current reference (+1 Luck, +6 stamina).
- Use clue: 215 - 40 = 175. Go to 175.
- Take Circuit Jammer (+5 Hero Points).
- Go to Police Headquarters.
- Go to either the Cowfield Dairy or the drug store.
- Go to the army base.
- You fly out to investigate.
- Leave to find out what is happening at the Titan City Council Buildings.
- Go to Parker Airport (+6 stamina).
- Go to Xavier Hanger.
- Use time and date clues: 394+9+27 = 430. Go to para 430.
- Your power is Super Strength.
- You have a Circuit Jammer.
- Fight Sk 9 St 10 Titanium Cyborg.
- You have saved the world from F.E.A.R! (+10 Hero Points).
Psy Powers Solution
- Ignore all incidents and go to work.
- Nip into the toilet and change.
- Use your superpowers to aid the men.
- You do not have Super Strength or ETS (+1 Hero Point).
- Stop a potential explosion.
- You do not have ETS.
- Rush off to find a fire extinguisher.
- Go to Cowfield Dairy (+6 Stamina).
- Take the cat to a Cats’ Home.
- You have Psi Powers.
- Fight Sk 9 St 8 Tiger Cat.
- Add clue: Meeting to be held on 5th Avenue (-2 Stamina from use of Psy Powers).
- Add clue: Add 60 to current paragraph when you find evidence of Mantrapper’s activities.
- Receive 2 Hero Points and +1 Luck.
- Head for work.
- Get to work as quickly as possible.
- Spend the day at Wisneyland.
- Go to Fun House.
- You have Psi Powers.
- Check the Rotating Room (+1 Hero Point).
- Go downtown.
- Ask questions at the bakery.
- You have Psi Powers so read their minds (-2 Stamina from use of Psy Powers).
- Add clue: Meeting at 209th Street.
- Phone the details through to the police.
- Go to Verging Records.
- Go to the Natural History Museum.
- Look at the model reconstructions of dinosaurs.
- Do not go to the zoo.
- Go visit Gerry the Grass.
- Add clue: when you encounter Sidney Knox, deduct 40 from current reference (+1 Luck, +6 stamina).
- Use clue: 215 - 40 = 175. Go to 175.
- Take Circuit Jammer (+5 Hero Points).
- Go to Police Headquarters.
- Go to either the Cowfield Dairy or the drug store.
- Go to the army base.
- You do not have Super Strength.
- Leave to find out what is happening at the Titan City Council Buildings.
- Stay in town (+6 Stamina).
- Use avenue clue: 5*10 = 50. Go to para 50.
- Use avenue & street clues: 5+209 = 214. Go to para 214.
- Investigate the pawnbrokers.
- You have Psi Powers (-2 Stamina from use of Psy Powers).
- You have a Circuit Jammer.
- Fight Sk 9 St 10 Titanium Cyborg.
- You have saved the world from F.E.A.R! (+10 Hero Points).
Enhanced Technological Skill (ETS) solution
- Buy a newspaper to find out about the robbery.
- Proceed to the bank as the Silver Crusader.
- Interrogate the Chief Detective investigating the case.
- Go to beach immediately.
- You have ETS.
- Fight Sk 10 St 8 Shark. (if it inflicts four wounds on you, you will not receive a vital clue and will lose).
- Add clue: Add 50 to current paragraph when you find a lion’s cage.
- Apprehend the pickpocket (+6 stamina).
- Test Skill. Fail = you lose (as you need the clue to complete the book).
- Fight Sk 7 St 6 Pickpocket.
- Take the Cigarette Packet.
- You have ETS, so run it through your computer at home.
- Add clue: Meeting at 176, not 178.
- Take Phenolic Acid.
- Go downtown.
- Have an afternoon off and do nothing.
- Go to Verging Records.
- Go to the circus.
- Head for the lion cages.
- Use clue: 310+50 = 360. Go to para 360.
- Fight Sk 8 St 6 Ringmaster for one round.
- You have ETS (+1 Luck, +3 Hero Points).
- Add clue: Password for the meeting is ‘Quicksilver’.
- Add clue: When you find evidence of Ice Queen’s activities, deduct 20 from current reference.
- Go visit Gerry the Grass.
- Add clue: when you encounter Sidney Knox, deduct 40 from current reference (+1 Luck, +6 stamina).
- Use clue: 215 - 40 = 175. Go to 175.
- Take Circuit Jammer (+5 Hero Points).
- Go to Stanley Swimming Pool.
- Use clue: 97-20 = 77. Go to para 77.
- Go back to save them.
- You have ETS (+2 Hero Points).
- Go back to para 77.
- Track down the Ice Queen.
- You have ETS.
- Test Luck. Fail = 2 damage.
- Add clue: Meeting on 3rd Avenue (+4 Hero Points).
- Go to the army base.
- You do not have Super Strength.
- Leave to find out what is happening at the Titan City Council Buildings.
- Stay in town (+6 Stamina).
- Use avenue clue: 3*10 = 30. Go to para 30.
- Use avenue & building clues: 3+176 = 179. Go to para 179.
- Go into the Chinese laundry.
- You have a password you would like to try on him.
- Try ‘Quicksilver’.
- You have a Circuit Jammer.
- Fight Sk 9 St 10 Titanium Cyborg.
- You have saved the world from F.E.A.R! (+10 Hero Points).
Energy Blast solution
- Ignore all incidents and go to work.
- Nip into the toilet and change.
- Use your superpowers to aid the men.
- You do not have Super Strength or ETS (+1 Hero Point).
- Stop a potential explosion.
- You do not have ETS.
- Rush off to find a fire extinguisher.
- Go to Cowfield Dairy (+6 Stamina).
- Apprehend the villain.
- Fight Sk 8 St 8 ‘Chainsaw’ Bronski.
- Receive 1 Hero Point and +1 Luck.
- Head for work.
- Go in and look for a suitable gift.
- Go upstairs to the games department.
- You have Energy Blast.
- Test Skill. Take 2 Damage for using an energy blast. If fail, you lose (you need the clue to win the book).
- Test Skill. (-2 Stamina each time from using Energy Blast). You need to be successful twice.
- Chase after the last one.
- Add clue: Meeting on the 28th (+3 Hero Points).
- Run to work.
- Make sure you get an early start in the morning.
- Stay in and rest for the evening (+6 Stamina, +2 Luck).
- Visit your aunt.
- Take a leisurely stroll around the cemetery.
- Let them rob you (2 Damage).
- Go to ‘Home Appliances of the Future’ exhibition.
- Your first duty is to save the visitors from the mad android.
- You have Energy Blast.
- Take Circuit Jammer (+4 Hero Points).
- Watch the football game.
- You have Energy Blast (2 Damage from Energy Blast use).
- Fight Sk 8 St 8 Illya Karpov.
- Add clue: Meeting at 11am (+5 Hero Points).
- Go home and rest for the day (+6 Stamina).
- Head towards the waterfront.
- Use time & date clues: 11+28= 39. Go to para 39.
- Go to Clancey Bay.
- Go to the ageing submarine.
- You have Energy Blast.
- Use Energy Blast (2 Damage).
- You have a Circuit Jammer.
- Fight Sk 9 St 10 Titanium Cyborg.
- You have saved the world from F.E.A.R! (+10 Hero Points).
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Post by paltogue on Oct 1, 2013 9:47:51 GMT
22) Robot Commando Solution
I love this book. Very non linear, most of the book is extremely fair and it’s pretty original. One issue is that some of the rules are not clearly explained, but it’s a minor problem. There are three victory paths you can take, the easiest being the Potion or Supertank option, the hardest is probably the personal combat with Minos (which is still pretty straightforward).
Potion Method
This path can be completed with minimum stats. If you kill two of the lizards and you are running low on health, just escape and lose 2 stamina. The only other problem here is the man trap plant, but even a Skill 7 player can dominate the fight (helmet +1, robot +2, Sonic Gun shots!). This solution grabs all the ‘clues’ as well, as they come at no extra risk/cost.
- Choose the flyer.
- Take Dragonfly D (Ar 5, Speed Very Fast, Can escape from any opponent).
- Go to City of Industry.
City of Industry
- You are in the Dragonfly Robot.
- Go to the Robot Experimental Centre.
- Go to Second Floor: Interface Mechanisms.
- Take Interface Transponder (+1 Skill in robot combat if Skill < 11).
- Leave the Centre and return to your robot outside.
- Go to a new city.
- Go to the City of Knowledge.
City of Knowledge
- Go to the College of Medicine.
- Seek treatment for your own injuries.
- Take Medikit.
- Look for information on sleeping sickness.
- Try to compound this medication.
- Remain in the laboratory and check your work one last time.
- Note: You will need another Man Trap Flower.
- Take Blue Potion.
- Choice: either Test Luck or Fight 3 opponents.
o If Test Luck, Fail = lose Blue Potion (cannot complete this method without it).
o If Fight, then
§ Fight Sk 7 St 4 Giant Lizard.
§ Fight Sk 6 St 6 Giant Lizard.
§ Fight Sk 7 St 5 Giant Lizard.
§ Leave College of Medicine.
- Go to the Thalian Museum.
- Ask for information on the Karosseans.
- Go to Hall Epsilon to study Karossean history.
- Return to the front desk.
- Go down to investigate.
- Take Uniform.
- Leave the museum.
- You leave the building the way you entered.
- Go to the College of War.
- Try to pass as one of the invaders.
- You are wearing an enemy uniform.
- Choose ‘The City of the Guardians’.
- Note: Map reference is ‘22’.
- Take Myrmidon (Human Form: Ar 12, Speed Medium, -1 to skill rolls (see below). Can also turn into a plane).
- You have not read the manual on Karossean robots.
- Just leave.
- Stay in human (walker) mode.
- Go to another city.
- Go to the City of Storms.
City of Storms
- Your robot is not a flying type.
- Go to the coast.
- You are not flying.
- Investigate the glittering object.
- Shove your way in among them.
- Take 2 Medikits.
- Go to the Weather Bureau.
- Go inside the Weather Bureau.
- You possess a flask of potion.
- Note: You will need a flying robot and will have to get to the City of Worship for the storm.
- Go to another city.
- Go to the City of the Guardians. Use map reference. Go to para 122.
City of the Guardians
- You read the military volume on the city. Use map reference. Go to para 22.
- Choose a slow, powerful tank robot.
- Take Robotank (Ar 18, Speed Slow, Combat Bonus +2, 3x Sonic Gun. Sonic Gun: D6 to robots, 2D6 to Dinosaurs).
- Leave.
- Go to the City of Industry.
City of Industry
- Leave the City.
- Go to the City of the Jungle.
- You are travelling on the ground.
City of the Jungle
- Explore the jungle.
- You have a non flying robot.
- Go left.
- Go left.
- Pick a flower.
- You possess a Blue Potion.
- Change Blue Potion to Lavender Potion.
- Fight Sk 9 Ar 8 Man-Trap Plant. No speed modifier for this combat. Just use the sonic gun.
- Lose 2 Armour.
- Stay in your current robot to leave the city.
- Go to the City of Industry.
City of Industry
- Leave the city.
- Go to the City of the Guardians.
City of the Guardians
- You read the military volume on the city. Use map reference. Go to para 22.
- Choose a speedy shape changing robot.
- Take Trooper XI (Human Form: Ar 12, Speed Medium, Combat bonus +2. Attack strength of 18+, all damage blocked. Plane Form: Ar 10, Speed Very Fast, Combat bonus +2).
- Change into Plane (flying) mode.
- Leave.
- Go to the City of Storms.
City of Storms
- Go to another city.
- Go to the City of Worship.
City of Worship
- You have a Flying Robot. Fly out over the city.
- Use all your Medikits.
- Fly into the storm.
- Test Skill. Fail = -2 Armour & -2 Stamina. Repeat until successful.
- Take 1 Damage.
- You have a Lavender Potion (8+6 =14. 14*10 = 140). Go to para 140.
- You have saved your people.
Robot Method
This path can be completed quite easily due to the three Robotanks available from the City of the Guardians, and the Seeker Missile. A min stats character has a fair chance on winning with this method. Use luck as much as you want; you won’t need to Test your Luck at all.
- Choose the flyer.
- Take Dragonfly D (Ar 5, Speed Very Fast, Can escape from any opponent).
- Go to City of Industry.
City of Industry
- You are in the Dragonfly Robot.
- Go to the Robot Experimental Centre.
- Go to Second Floor: Interface Mechanisms.
- Take Interface Transponder (+1 Skill in robot combat if Skill < 11).
- Explore further.
- Go to Third Floor: Weapons Development.
- Attack the robot.
- Fight Sk 8 St 10 Guard Robot.
- Take Seeker Missile (10 Damage to enemy in robot combat).
- Go to a new city.
- Go to the City of Knowledge.
City of Knowledge
- Go to the Thalian Museum.
- Ask for information on the Karosseans.
- Go to Hall Epsilon to study Karossean history.
- Return to the front desk.
- Go down to investigate.
- Take Uniform.
- Leave the museum.
- You leave the building the way you entered.
- Go to the College of War.
- Try to pass as one of the invaders.
- You are wearing an enemy uniform.
- Choose ‘The City of the Guardians’.
- Note: Map reference is ‘22’.
- Take Myrmidon (Human Form: Ar 12, Speed Medium, -1 to skill rolls (see below). Can also turn into a plane).
- You have not read the manual on Karossean robots.
- Just leave.
- Stay in human (walker) mode.
- Go to another city.
- Go to the City of Storms.
City of Storms
- Your robot is not a flying type.
- Go to another city.
- Go to the City of the Guardians. Use map reference. Go to para 122.
City of the Guardians
- You read the military volume on the city. Use map reference. Go to para 22.
- Choose a slow, powerful tank robot.
- Take Robotank (Ar 18, Speed Slow, Combat Bonus +2, 3x Sonic Gun. Sonic Gun: D6 to robots, 2D6 to Dinosaurs).
- Leave.
- Go to the City of Industry.
City of Industry
- Leave the City.
- Go to the City of the Jungle.
- You are travelling on the ground.
City of the Jungle
- Explore the jungle.
- You have a non flying robot.
- Go right.
- Attack the dinosaur.
- Fight Sk 9 Ar 12 Ankylosaurus. Speed slow. No special (Robotank has no legs, just tracks). Just blast it with Sonic Gun a couple of times.
- Investigate the glint of metal.
- Take Tangler Field.
- Go elsewhere.
- Leave the city.
- Go to the City of Industry.
City of Industry
- Leave the city.
- Go to the City of the Guardians. Use map reference. Go to para 122.
City of the Guardians
- You read the military volume on the city. Use map reference. Go to para 22.
- Choose a slow, powerful tank robot.
- Take Robotank (Ar 18, Speed Slow, Combat Bonus +2, 3x Sonic Gun. Sonic Gun: D6 to robots, 2D6 to Dinosaurs).
- Leave.
- Go to the City of Industry.
City of Industry
- Leave the city.
- Go to the City of Knowledge.
- You have already been here.
- You do not know the password.
- You do not know the proper countersign.
- Note: Password is 88.
- Fight Sk 9 Ar 7 Air Fighter. Speed Fast. Just use Sonic Gun a couple of times (it’s my answer to everything).
- Leave the city.
- Go to the City of Industry.
City of Industry
- Go to the Fuel-refining Plant.
- Try a ruse.
- Use password ‘88’. Go to para 88.
- Note: Countersign is 7.
- Challenged at the City of Industry (1 Damage).
- Leave the city.
- Go to the City of the Guardians. Use map reference. Go to para 122.
City of the Guardians
- You read the military volume on the city. Use map reference. Go to para 22.
- Choose a slow, powerful tank robot.
- Take Robotank (Ar 18, Speed Slow, Combat Bonus +2, 3x Sonic Gun. Sonic Gun: D6 to robots, 2D6 to Dinosaurs). That was the last one available. Attach your Seeker Missile to the tank.
- Leave.
- Go to the City of Storms.
City of Storms
- Go to another city.
- Go to the city of Worship.
City of Worship
- Visit one of the temples.
- Visit the Temple of Peace.
- Pray for Freedom.
- Restore Luck to Initial score.
- Go to another city.
- Go to Capital City.
Capital City
- Go to the enemy encampment.
- Approach in your robot.
- Travel on the ground.
- Use the countersign ‘7’. Go to para 7.
- You were challenged at Capital City.
- Continue in your robot.
- Attack immediately (auto win first round of combat).
- Fight Sk 8 Ar 14 Crusher. Speed slow. Inflicts double damage. Use Sonic Gun once.
- Use the Tangler Field.
- Fight Sk 12 Ar 16 Supertank. Speed slow. Inflicts additional 1 Armour Damage every round.
o Use your Seeker Missile (10 Damage).
o Use your two remaining Sonic Gun shots (2D6 Damage).
- You have defeated Minos and his Supertank. You will be known as a hero.
Sword Method
With this solution, you fight no combats in your robot! All hand to hand, baby. I have included Medikit runs just in case you manage to get hurt by the information robot. If you don’t, ignore the Medikit pickups. Depending on how you interpret the Sword of State bonus (I see it as a clear combat modifier), I recommend a Skill of 9-10. The only real tough fight is Minos himself (a Skill 12 Character). High luck and stamina will tip the odds in your favour.
- Choose the flyer.
- Take Dragonfly D (Ar 5, Speed Very Fast, Can escape from any opponent).
- Go to City of Industry.
City of Industry
- You are in the Dragonfly Robot.
- Leave the city.
- Go to the City of Pleasure.
City of Pleasure
- Visit the arcades.
- Play Dinosaur Hunt.
- Note: Cloak of Invisibility Model ‘3’ available at Dinosaur Preserve.
- Leave the arcade.
- Leave the city.
- You are in another robot.
- Go to the city of Industry.
City of Industry
- Leave the city.
- Go to the City of Knowledge.
City of Knowledge
- Go to the Thalian Museum.
- Ask for information on the Karosseans.
- Go to Hall Epsilon to study Karossean history.
- Spend an hour to study the material.
- Note: Learn how tribal disputes were solved, by duels ‘111’.
- Avoid the area and head back to the information desk.
- Ask for military information.
- Go to Hall Beta to look at military exhibits.
- Enter.
- Take Luck Amulet (+1 Initial and current Luck).
- Leave the museum.
- You possess an amulet.
- Test Skill. Fail = Fight Sk 6 St 10 Information Robot.
- Go to Dinosaur Preserve.
- Leave your robot and go into the Administration Building.
- Look for a specific object.
- Model ‘3’ + 50 = 53. Go to para 53.
- Take Cloak of Invisibility.
- Investigate the other building.
- Open the door.
- Take Super Cowboy Robot (Ar 14, Speed Medium, Combat Bonus +1. -1 to Dinosaurs you fight).
- Leave the Dinosaur Preserve.
- Visit the College of Medicine.
- Seek treatment for your injuries.
- Take Medikit.
- Leave the hospital.
- Get out of the city.
- Go to the City of Storms.
City of Storms
- Your robot is not a flying type.
- Go to the coast.
- You are not flying.
- Investigate the glittering object.
- Shove your way in among them.
- Take 2 Medikits.
- Go to another city.
- Go to the City of Worship.
City of Worship
- Visit one of the temples.
- Visit the Temple of Glory.
- Use Medikits to heal to full stamina if injured.
- Reply ‘Yes’.
- Fight Sk 10 St 10 Soldier. Use Luck for an edge.
- Restore your Stamina to Initial Score, +1 Initial Skill and current Skill.
- Visit the Temple of Peace.
- Pray for Freedom.
- Restore Luck to Initial score.
- Go to another city.
- Go to Capital City.
Capital City
- Go to the Capitol Building.
- Go on foot.
- Use the Cloak of Invisibility.
- Try to take the sword by stealth.
- Test Luck. Fail = Fight Sk 5 St 8 Guard. Fight Sk 4 St 9 Guard. Just escape (you take no damage).
- Take Sword of State (+1 to Skill when fighting with it).
- Enter enemy encampment.
- Go on foot.
- You cannot use the Cloak of Invisibility again.
- Use Duelling information. Go to para 111.
- Challenge Minos to a personal duel.
- Lose all possessions.
- You possess the Sword of State (sort of).
- Take Sword of State.
- Fight Sk 12 St 12 Minos. Use Luck if possible.
- You have slain Minos. Now the whole Karossean nation submits to your judgement. A holiday is named after you. You are truly now and forever, a hero.
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Post by paltogue on Oct 1, 2013 9:48:10 GMT
26) Crypt of the Sorcerer - Solution
Ah, the infamous Crypt of the Sorcerer/Necromancer. Needless to say, no walkthrough is going to help you here. No, what you need is loaded dice. The ridiculous number of ‘do or die’ rolls you need to make in this adventure indicates Livingstone doesn’t have a very strong grip on probability theory. Obviously I recommend above max stats.
- Take 5 tots of Healing Potion (each tot restores 4 Stamina).
- Follow the river north up into the hills.
- Keep heading north.
- Roll D6. 5-6 = Death. 3-4 = 6 Damage, -2 Skill. 5-6 = 4 Damage.
- Use a tot of Healing Potion (no stamina recovered).
- Cross the river to look at the cave.
- Enter the cave.
- Try lifting the lid.
- Fight the Rad-Hulks.
- Fight Sk 10 St 5 Rad-Hulk.
- Fight Sk 10 St 6 Rad-Hulk.
- Break the crate open.
- Try on the chainmail suit (+1 Skill).
- Take Chainmail Armour.
- See what is causing the smoke.
- See if he is still alive.
- Take Nugget (value 10 Gold), Knife & Holy Water (+1 Stamina).
- Put the chain around your neck.
- Take Crystal of Sanity Talisman.
- Test Skill. Success = +2 attack strength in Chameleonite fights. Fail = Test Luck. Succeed = 1 Damage. Fail = Death.
- Fight Sk 7 St 7 Chameleonite.
- Fight Sk 6 St 6 Chameleonite.
- Fight Sk 7 St 6 Chameleonite.
- Dab some Chameonite blood on to your body.
- Roll D6. 1 = You lose (can’t use Defender). 2 = -1 Skill, 4 Damage, camouflage ability. 3-6 = Camouflage ability (+1 Luck).
- Approach him.
- Attack him.
- Fight Sk 5 St 6 Bonekeeper (-3 Luck).
- Try on the Skull Ring.
- Take Skull Ring.
- Ride east out of the Valley of Bones.
- Dismount and examine the words.
- Add note: Granite door, ‘184’.
- Release the reins and allow your mount to drink (+1 Stamina).
- Charge down the hill to attack them.
- Fight Sk 5 St 5 Goblin.
- Fight Sk 5 St 6 Goblin.
- Fight Sk 6 St 5 Goblin.
- Fight Sk 6 St 6 Goblin.
- Take 2 Gold Pieces & Cracked Silver Mirror.
- Eat the cheese (+2 Stamina).
- Ride towards the wood.
- Test Skill. Fail = You possess a knife (-2 to your Skill for next fight).
- Fight Sk 9 St 10 Wood Demon.
- Tie your horse up and find the demon’s lair.
- Examine the Silver Rod.
- Add note: Rod ‘37’.
- Take Silver Rod.
- Open the backpack.
- Take 4 Gold Pieces, Candle.
- Open the scroll.
- Add note: Gargantis resides in the Howling Tunnels on the Western Flatlands.
- Return to your horse.
- Ride around the edge of the clearing.
- Fight Sk 8 St 9 Werewolf. If you suffer any wounds, you possess the Crystal of Sanity which protects you.
- Fight Sk 10 St 10 Griffin.
- Ride over to investigate.
- Take the shield.
- Take Defender Shield (+1 Skill & +1 Luck).
- Open the box.
- Take the doll.
- Fight Sk 8 St 9 Clay Golem. After each round, Roll D6. 1 = Death.
- Put the ring on your finger.
- Take Gold Ring with large jewel.
- Take Razaak’s Sword.
- Fight Sk 10 St 10 Centaur.
- Ride off without the talisman.
- Ride to the knoll.
- Cut her down.
- Swallow some of the powder (+ (D6+2) Stamina).
- Attack him with your sword.
- Roll D6. 1-2 = Death.
- Fight Sk 9 St 10 Hill Giant.
- Take 1 Gold Piece.
- Search for the Giant’s cave.
- Break the globe (+1 Luck, Immune to fire).
- Open the chest.
- Lift the lid.
- You are wearing armour.
- Take Faded Parchment ‘66’.
- Leave the cave.
- Ride over to the fire.
- Reply ‘Lawful’.
- Trust him.
- Ride around the Wild Hill Men (+2 Stamina).
- Stop to investigate.
- Add note: Suma ‘11’.
- Ride north into the forest.
- Fight Sk 6 St 6 Demonspawn.
- Set off now.
- Take up to 5 tots of Healing Potion (+2 Stamina).
- Investigate.
- You are wearing a Bone Ring with a skull etched into it (+1 Luck).
- Fight Sk 6 St 5 Skeleton, Sk 6 St 6 Skeleton & Sk 5 St 6 Skeleton together.
- Add note: Tamal is ‘108’.
- Pull the rod out of the grave.
- Test Luck. Fail = D6 + 3 Damage, -1 Skill.
- Take Rod ‘13’.
- Use halves (37+13=40). Turn to para 50.
- Take Rod of Paralysis (+1 Luck).
- Ride into Stonebridge (+2 Stamina).
- Go to the Western Flatlands.
- Test Luck. Fail = Walk north.
- Turn right.
- Fight Sk 9 St 9 Doragar & Sk 9 St 10 Doragar together.
- Take Bronze Key.
- Continue along the tunnel.
- Investigate.
- Walk up to the zombies.
- Add note: ‘5’ on zombie arms.
- Walk to the junction and try the other passage.
- Roll D6. 1-5 = -1 Skill & Fight Sk 4 St 5 Iron Eater. -1 Skill every round you lose.
- Keep on walking.
- Test Luck. Fail = D6 Damage.
- Fight Sk 8 St 9 Cave Troll with Sk 10 Symm & Sk 9 Borri.
- Tip up the cart.
- Open the large box.
- Let Borri read the book.
- Add note: Record is ‘119’ Hobbit ears eaten by a Troll.
- Go right.
- Test Skill three times. Any fail = Death.
- Pass between the statues.
- You have daubed yourself with Chameleonite blood.
- You are wearing the Crystal of Sanity.
- Use something else.
- Use Silver Rod.
- A rod of paralysis.
- A rabbit.
- Take Gargantis Horn.
- Test Luck.
o If Fail: Test Luck. Succeed = Hide in alcove (-2 Sk for first round). Fail = Roll D6. 1-3 = 2 Damage.
o Fight Sk 5 St 6 Rat Man.
o Eat the nuts (+1 Stamina).
- Test Skill. Fail = Test Skill. Fail = Death.
- Roll D6. Number of arrows. Roll D6 for each arrow. 6 = 2 Damage.
- Continue the conversation.
- Add note: ‘35’ Gold Pieces for a warhammer.
- Call on Suma ‘11’: Go to para 11.
- Walk to the edge of the hills to sleep (+2 Stamina).
- Wait to meet whoever is approaching.
- Talk to him.
- Reply that you intend to slay Razaak.
- You have a piece of parchment with strange writing on it.
- Add note: Hamakei spell on parchment.
- Just walk by.
- Wait for a servant of Razaak to appear.
- Fight Sk 8 St 7 Demonic Servant. If you win two consecutive rounds, instant k.o. opponent.
- Take Robe.
- Press on to find Razaak’s crypt.
- Squeeze through the crack.
- Walk down the narrow tunnel.
- Walk through the archway & into the tunnel beyond it.
- Go left.
- Wait to see if anyone comes to replace the candles.
- Attack the zombie.
- You possess a Phial of Holy Water.
- D6 Damage to Zombie.
- Fight Sk 6 St 6 Zombie.
- Take Identity ‘283’ Tag.
- Turn back and go past the T-junction.
- Sit on the chair.
- Use Identity Tag. Go to para 283.
- You possess a key. Do as the sign says.
- Answer that you have been to Port Blacksand to buy weapons.
- Answer is ‘35’ Gold Pieces. Go to para 35.
- Allansian record is ‘119’. Go to para 119.
- Zombie tattoo is ‘5’. Go to para 5.
- Tamal died at ‘108’. Go to para 108.
- Open granite door with poem. Go to para 184.
- You are not wearing the Horned Demon talisman.
- You are wearing a gold ring with an iridescent jewel.
- You have inhaled smoke from a smashed globe.
- Call on the Hamakei with parchment ‘66’. Go to para 66.
- You are carrying the Defender.
- Fight Sk 12 St 20 Razaak. If Razaak wins two consecutive rounds against you, you die.
- Leave the crypt as quickly as possible.
- If your current Stamina is less than 6, you die.
- Razaak is defeated. You celebrate with three guys. But you know you didn’t really win, so you do not enjoy the celebrations as much.
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Post by paltogue on Oct 1, 2013 9:48:28 GMT
27) Star Strider Solution
Like most of the FF Sci Fi adventures, this book’s pretty boring. There are no set pieces that stand out, and it has similar flaws as those found in Rings of Kether. I like Luke Sharp books because of the way you end up mapping them; it always ends up as a web of confusion, and mapping out the optimal route is always more fun when you have real options. In this solution I have gathered the main clues (the coordinates) but they are not entirely necessary.
Note the book does not cap Skill, Stamina or Luck to their Initial Rolls. To be honest it doesn’t really matter; minimum stats will do okay in this adventure even if you stick to the ‘common’ rules. The only difficulty in Star Strider is the random ‘roll 2D6 four times, double = death’ test at the end, which relies on nothing but pure chance. Why he likes including these silly dice rolls in his books, I have no idea.
Time taken using this method: 41 time units (includes 5 hrs of drink and eat time – optional).
- Have some food cubes (+1 Stamina).
- Talk to the android.
- Go along with them (-2 Time).
- Give him a name.
- Test Fear. Fail = 2 Damage.
- Trust the Grom, sit back & relax (+3 Stamina, -2 Time).
- Follow it first (-2 Time).
- Follow the android.
- Attack the android.
- Ask the robot where the Grom secret records are kept (-2 Time).
- Enter the basement (+6 Stamina, -2 Time).
- Keep a low profile.
- Raise your hands to show you will not fight (-2 Time).
- Choose the left circuit.
- Formula: A+B-1=C. 4+5-1=8. Go to para 8.
o Lol, I worked it out as:
§ 6,9 = +3. 9,14 = +5
§ 8,13 = +5. 13,20 = +7 (increments go up by +2)
§ 4,5 = +1. 5,? = +3. ? = 8
- 67,64 = -3. 64,73 = +9. 73,46 = -27 (alternate between + and -, increments go up by x3)
- 46 + (27x3) = 127. Go to para 127.
- Clue: Circle with horizontal line through it (-4 Time).
- Hurry on in your search (+6 Stamina).
- Approach the android (-2 Time).
- Go to the salt mines.
- Fight the craft.
- Fight Sk 7 St 8 Bandit Zipcar. Special Encounter (Do not reduce your actual stamina from this fight). This walkthrough assumes you beat this fight (you would have to be really unlucky to lose here).
- Clue: London Area, 169A.
- Run for the ZipCar (-2 Time).
- Risk pressing the button.
- Glide right (+2 Luck).
- Set course for Paris (+4 Stamina, -2 Time).
- Go quietly.
- Risk going in.
- Clue: 824B.
- Say nothing.
- Test Fear. Fail = 2 Damage.
- Test Fear. Fail = 2 Damage.
- Test Fear. Fail = 2 Damage.
o If you failed all three Fear Tests, you die.
- Choose the Knight (+2 Luck).
- Fight Sk 4 St 4 One Armed Excel.
- Go into the warehouse.
- Take the right door.
- Stamina Test: 2D6 vs. Stamina+D6. Fail = 1 Damage & repeat until successful.
- Go to the Silverhound terminal (-2 Time).
- Go back to the other one (+6 Stamina).
- Jump on & take it (+4 Luck).
- Travel flat out.
- Test Luck. Fail = Death.
- Go west (-2 Time).
- Test Luck. Fail = Fight Sk 7 St 8 Leech.
- Go north east (-2 Time).
- Go north east.
- Rest, eat & drink (-5 Time, +4 Stamina).
- Go north east.
- Go north east (-2 Time).
- Go north east.
- Go north. Note there is a door marked with a chess knight symbol in this chamber (-2 Time).
- Go east.
- Go east.
- Test Luck. Fail = 2D6-2D6 Damage.
- Go east (-2 Time).
- Go west (-2 Time).
- Choose Heading B.
- Roll 2D6. Double = Death.
- Roll 2D6. Double = Death.
- Roll 2D6. Double = Death.
- Roll 2D6. Double = Death.
- Carry the president out (4 Damage).
- Try the elevator.
- 2D6 Stamina Test. Fail = Death.
- Advise him to fire a missile at it straight away.
- You have saved the Galactic President. You receive an Iridium AmEx Credit Card (0%p.a for 6 months on any balance transfers).
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Post by paltogue on Oct 1, 2013 9:48:44 GMT
32) Slaves of the Abyss Solution
This is a great book, on par with Creature of Havoc & one of my top five. I would recommend a Skill of 10+ for this adventure.
- Volunteer to scout to the east.
- Slip it in your pocket to read later.
- Take Sige’s Pomander.
- You have Sige’s Pomander (-1 Time).
- Leap up before they advance further.
- Seek hospitality at the Temple of Fourga (-1 Time).
- Agree to empty your backpack.
- You don’t have the Fist.
- Stick to the roads.
- Examine the ox and cart.
- Stay with your hosts in the hut (+4 Stamina, -1 Time).
- Grab the rope.
- Take Reaver’s Bottle.
- Answer to the riddle: A riddle (+2 Luck, -1 Time).
- Search the buildings to your left.
- Examine the wizard’s paraphernalia.
- Continue rummaging on the desk.
- Take the Potion marked ‘Ghulsh’.
- Add note: Turn to Para 258 when you wish to use potion (Potion of Fortune +1 Initial Luck & Restore Luck to full).
- You have finished checking the potions.
- Examine the puppets & cupboard closely.
- Open it normally.
- Take Blow Pipe.
- Leave the house with Mema.
- Do not wash it off (-1 Time).
- Try to reach the village.
- Mema is with you.
- Ride to warn Kallamehr (-1 Time).
- You have Sige’s Pomander.
- Remove the Pomander (-1 Time).
- Climb out the window.
- Let go immediately.
- Try to disarm him.
- Test Skill.
o Success:
§ Learn how to throw your sword.
§ Learn Spitting Fly.
o Fail:
§ You have Sige’s Pomander, but you choose not to wear it (+2 Stamina).
- Take Buckler (+1 Skill, -1 Gold Piece, -1 Time).
- Wave goodbye to your old teacher and set off (-1 Time).
- If you have the Spitting Fly skill:
o Draw your sword & threaten the guardsmen.
o You are not wearing Sige’s Pomander.
o Fight Sk 7 St 8 Guard & Sk 6 St 7 Guard together.
o Go and investigate the keep (-1 Time).
o Take Coil of Rope.
o Test Skill. If Fail: Use Spitting Fly & Take Crossbow.
o Choose any wall.
o Return to your quarters.
o Creep cautiously down the passage.
o Rush to open the trapdoor.
o Use the blow pipe.
o Fight Sk 6 St 8 Quagrant (If you lose an attack round, 2 Damage every subsequent round).
o Use Spitting Fly.
o Hide in the stables & see what happens.
o Take Sealed Locket (-1 Time).
o Hold up the Sealed Locket.
o Try to open the locket.
- If you do not have the Spitting Fly skill:
o Insist you are on a vital mission.
o Take their advice and go back to the town (-1 Time).
o Mount the platform & demand the nobles hear your case.
o Fight Sk 8 St 17 Luthaur. If you take a wound, you die.
o Accuse one of the nobles of treachery.
- Ask Sige the Silent to kiss Carolina (2 Damage).
- Fight Sk 7 St 5 Sige the Silent.
- Add note: Your hand is coloured.
- You have heard of Enthymesis & wish to search for him (-1 Time).
- Test Luck. Fail = 2 Damage (-1 Time).
- Examine the tree & the plants which cover it.
- Take Foxgloves.
- Take the left path.
- Add note: ‘3’.
- Do not take the risk.
- Take the left path.
- Add note: ‘2’.
- Fight Sk 10 St 12 Ogre.
- Fight Sk 5 St 4 Goblin.
- Carry straight on.
- Add note: ‘1’.
- Remain quietly where you are.
- You have three numbers written down. ‘3,2 &1’. Go to Para 321.
- Take the trail which slopes downwards & to the left (1 Damage).
- Take the right hand path (+1 Luck, -1 Time).
- Walk under the hut.
- Say ‘Aletheia’.
- You have Sige’s Pomander.
- Add note: Paa, Maet & Teth herbs.
- You did not shoot the Troll with a crossbow bolt.
- Suggest he strips the leaves off the tree.
- Take Jheera Leaves.
- Fight Sk 7 St 9 Troll.
- You have Jheera Leaves and wish to prepare them now (-1 Time).
- Light the Jheera torch.
- You have a Jheera torch prepared.
- You have lit the Jheera torch.
- Make for the cave entrance you passed.
- Fight Sk 7 St 7 Caveman. If fight takes 6+ rounds, you die.
- Show the Reaver’s bottle.
o If you have the Spitting Fly skill:
§ Use Spitting Fly.
o If you do not have the Spitting Fly Skill:
§ Attack him with your sword.
§ Fight Sk 10 St 15 Slave Master.
- Investigate the tunnel.
- Dive through the flames.
- Wait for them to react.
- Run to the door.
- Check the Time Boxes on your adventure sheet. You have 13-15 crossed off.
- Take Small Silver Whistle.
- Wait to face the horror.
- Fight Sk 10 St 10 Maijem-Nosoth.
- You have Sige’s Pomander & know what to do with it.
- Add note: You have eaten the herbs.
- Make your way through the mist.
- Test Luck.
o If Success:
§ Don’t use the crossbow (if you have it).
o If Fail:
§ You have fewer than four (1 Damage).
- Head for the creaking.
- Test Skill. If fail:
o Fight Sk 6 St 5 Tentacles. If fight takes 5+ rounds, you die.
- Fight Sk 5 St 10 Anemorus.
- See if anything happens.
- Stay hidden.
- Creep around to surprise him as he leaves.
- Leap out and strike at him with your sword.
- Wrap yourself in the gatherer’s robe & approach.
- Drink some of the broth.
- You have not drunk or added either potion.
- You did not smash the goblet.
- You have eaten the herbs from Sige’s Pomander.
- Paa: 0+1+1=2. Maet: 3+1+1+2=7. Teth: 2+1+2+0=5. Go to Para 275.
- You have drunk Bythos’ broth.
- Leave the chamber through the door you came in by.
- Grab the chain before it floats away.
- Blow on him.
- Divide the liquid amongst the citizens of Kallamehr.
- You have the wound which changes colour.
- Your power grows ever greater. You unravel the mystery of travel between the planes, and embark on an adventure that spans the cosmos and concerns the gods themselves. So yeah, you’re kind of a big deal.
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Post by paltogue on Oct 1, 2013 9:49:05 GMT
35) Daggers of Darkness Solution
Daggers of Darkness is one of Luke Sharp’s better books. It has many features common throughout his books (hard to map, many random die rolls), but is definitely well designed. Difficulty is spot on, and there are many different paths to victory here. In short, this book is pretty good. This book can be completed fairly easily with a minimum stats character. Note that my solution takes advantage of the Medallion’s Power. This is the best path I could find (trust me, I tried everything).
Total poison damage (without using Medallion’s power): 7-9
- Take the Potion of Skill.
- Inspect the body first (+2 Poison, 1 Damage).
- Take the one on the right.
- Stand your ground.
- Tell them you are one of Segrek’s Select.
- Ride the grey mare (+2 Stamina).
- Escape into the darkness (+1 Stamina).
- Follow the Way of the Stallion.
- Lie down in the grass & hope no one will see you.
- Carry on along the road (+2 Stamina).
- Run to the left hand side of the road & hide (+2 Stamina).
- Reveal you are one of Segrek’s Select.
- Roll 2D6. Double = 4 Damage & +2 Poison. Repeat three more times. Hit twice = Death.
- (86.6% chance of surviving horse trample, 48.2% chance of no damage)
- Roll D6. 1-2 = 2 Damage. Repeat four more times. Hit three times = Death.
- Take 1 Poison unit.
- (79% chance of surviving in the saddle)
- (68.4% chance of surviving both tests)
- Go west.
- Go north (+3 Stamina).
- Go north.
- Go west.
- Fight Sk 7 St 8 Screecher.
- Go west.
- Take 5 Gold Pieces.
- Go north.
- Use 10 Gold Pieces (-10 Gold, +1 Luck).
- Take Bogomil Medallion. Add note: ‘1000’. Note that the Medallion allows you to auto win 3 fights leaving you with 4 stamina if you would normally die (-1 Skill, -1 Luck & +3 Poison per use).
- Eat food (-1 Food, +4 Stamina).
- Take the left path.
- Go down into the forest.
- Leave it alone & continue your journey (+4 Stamina).
- Take the left hand path (+1 Luck).
- You do not wish to encourage their venality.
- Fight Sk 8 St 9 Troll.
- Fight Sk 9 St 10 Troll (+2 Poison).
- If you used Medallions Power, use your Potion of Skill here & heal to full.
- Go left.
- Turn left into another road.
- Head for the fortress.
- Carry on looking for another way into the stronghold.
- Choose the Dagger.
- You have a medallion.
- Use medallion: 1000-641=359. Go to Para 359.
- You do not have a second medallion.
- Mix 1000 Fathom Seawater with Eye of Newt.
- Add new power: Invulnerable to Sword Strike.
- This was your first choice.
- Mix 1000 Fathom Seawater with Dragon’s Claw.
- Add new power: Storm-bringing.
- This is your second choice.
- You have the Power of Invulnerability to Sword Strike.
- Go to the left.
- You have the Power of Storm-bringing.
- Enter the door marked with the sign of Segrek.
- You have the Power of Invulnerability to Sword Strike.
- Fight Sk 4 St 4 Gremlin.
- Fight Sk 4 St 6 Gremlin.
- Fight Sk 4 St 6 Gremlin (+2 Poison).
- You do not have the Power of Persuasion (4 Damage).
- Do not mark off any more poison (+4 Stamina).
- Put your sword away and walk straight to the throne.
- You have sat upon the Throne of Kazan. Trade between Kazan and the rest of Khul flourishes and the land experiences a new era of peace & prosperity. You are hailed by many as a worthy successor to the great Segrek.
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Post by paltogue on Oct 1, 2013 9:49:21 GMT
36) Armies of Death
Another Livingstone book. Onto the positives then. I like the continuation from DD to ToC to this. I like the idea of controlling an ‘army’. Most of the individual combats are pretty fair. Unfortunately you need to collect a whole list of items... and this time you need to know the exact price of the things you buy. You cannot purchase food along the way, so your health is limited. The army choices and luck rolls etc don’t even matter; you will have enough troops regardless. You can buy everything you need with your starting gold. Oh and one of the items requires a successful 50/50 roll. Thanks Ian. I recommend a Skill of 11+ and decent Stamina (18+) for this adventure, because you do not have any provisions to restore stamina.
Total troops before 100+ check: 157-237
- Sail on the Flying Toucan (-50 Gold).
- Sail on without stopping.
- Test Luck. Fail = Lose 5 Troops.
- Test Luck. Fail = Lose 5 Troops.
- Let the raiders climb aboard.
- Take Shield (+1 Skill, +1 Luck) & 10 Troops (River Raiders).
- Sail on without stopping.
- Sail over to the man to investigate.
- Hire the Northmen (-100 Gold)
- Take 10 Troops (Northmen).
- Accept the gift.
- Take Yeti Tooth.
- Go ashore & find some long grass to sleep.
- Roll D6.
o 1,2,3: Lose 10 Troops (Warriors, -1 Luck).
o 4,5,6: Lose 5 Troops (Warriors, -1 Luck).
- Turn the Flying Toucan towards the north bank (+1 Luck).
- Pick up the Gold Ring.
- Fight the axeman.
- Fight Sk 8 St 8 Axeman.
- Take Axe.
- Take Gold Ring ‘45’.
- Run off with only the gold ring.
- Sit with a drunken rogue.
- Challenge him to a bet.
- Bet 50 Gold.
- Roll D6. 1-3 = Game over (you need the brooch). 4-6 = +1 Luck.
- Take Golden Brooch ‘89’.
- Go and sit with the three vagabonds.
- Tell them about your mission.
- You are willing to pay 100 Gold (-100 Gold).
- Add note: You need to visit the Oracle to defeat Agglax.
- Enter the pet shop.
- You would like a special creature.
- Buy the Hopper (-50 Gold).
- Add note: Hopper invisibility ‘111’.
- Take Hopper.
- Enter the shop.
- Take Brass Owl (-10 Gold).
- Take Green Vase (-20 Gold).
- Walk on.
- Walk on up the street.
- Enter the building.
- Pay Max the price she wants (-200 Gold).
- Take Troops (+10 Marauders).
- Spend the night at ‘Helen’s House’ (-2 Gold).
- Be patient & listen to the man’s story.
- See a drawing of the crew.
- Add note: There are eight people in the picture.
- Take Sword (+1 Skill).
- Go right (+2 Stamina).
- Turn left.
- Help the dwarf.
- Fight Sk 10 St 10 Shapechanger.
- Take Sensu Bean (+8 Stamina when used).
- Take Gold Seal ‘332’.
- Cross the River Kok & march south.
- Head south with 15 hand-picked warriors.
- Give her a Gold Piece (-1 Gold).
- Add note: Make sure you drink the water of the gods.
- Keep heading south towards Karn.
- Enter the Blue Pig Tavern.
- Tell him you want to go to the Starstone Caves.
- Reply ‘Yes’ (-30 Gold).
- Add note: Turn right at every junction & avoid ‘4s’.
- Go right.
- Try Key #93. Go to Para 93.
- Go right.
- Drink some water from the fountain.
- Put nothing in the box.
- Go through tunnel #273. Go to Para 273.
- Go right.
- You drank the water from the fountain earlier.
- You have a Brass Owl. You paid 10 Gold for it. Go to Para 10.
- You have a Green Vase. You paid 20 Gold for it. Go to Para 20.
- Test Luck.
o Success: Reply ‘Libra’.
o Fail: 8 Crew on the Harem. Go to Para 8.
- You own a Hopper.
- Use invisibility. Go to Para 111.
- You possess a gold brooch. Go to Para 89.
- Add note: Crystal of Light ‘Three, two, one – begone’.
- Pick it up and read it.
- You are carrying the Hopper.
- Add note: No right turns on the way out of the caves.
- You have a Gold Seal. Go to Para 332.
- Go left.
- Fight 10 Centaurs with 15 Warriors. Skirmish Battle.
- You have Thog with you.
- March on.
- Walk through the clearing.
- Go south along the path.
- Walk through the clearing.
- Keep walking.
- Lose 3D6+2 Troops.
- Chase your attackers through the undergrowth with 10 Warriors.
- You possess a shield.
- Give chase.
- You have an axe. Chop the tree down.
- Gesture that you want treasure.
- You have a gold ring and wish to put it on the finger. Go to Para 45.
- Take Crystal of Light.
- Follow it north.
- Hear the question.
- Reply ‘Yaztromo’.
- Take 5 Troops (White Knights).
- You are wearing the Tooth of the Yeti.
- You have Elven Archers left alive.
- You have 50 Elven Archers remaining. All Fire Imps are shot down.
- Lead your Knights into battle.
- Your Knights include 5 White Knights.
- Lose 4D6 Troops.
- Lose 4D6 Troops.
- You have 100+ Troops.
- Fight Sk 9 St 10 Hill Troll.
- Fight Sk 8 St 7 Mountain Orc.
- Roll D6.
o 1-2: Lose 40 Troops.
o 3-4: Lose 30 Troops.
o 5-6: Lose 20 Troops.
- Help the warrior on your right.
- You hired Max’s Marauders.
- Fight Sk 5 St 5 Goblin.
- Fight Sk 5 St 6 Goblin.
- Distract the enemy by throwing all your gold into the air.
- Use a crystal.
- Fight Sk 10 St 10 Elite Fanatic.
- Chant the rhyme. Go to Para 321.
- Agglax is defeated. You march your army back to Fang in triumph. Way to spend your retirement money.
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Post by paltogue on Oct 1, 2013 9:49:37 GMT
38) Vault of the Vampire Solution
Vault of the Vampire is actually one of the first 300-section FF books I had read (I got in through the Adventures of Goldhawk series) when I was a teenager. I loved it then; I still love it now, admittedly not as much due in most part to the high Skill level required to complete the adventure. At the end of the book, you must fight the Count; he is tough, and I recommend a Skill score of 11+ for this adventure. It is also recommended you have a Luck score of 9+ & Stamina of 18+.
Faith to be gained using this method: +7/8 (just before confronting the Count: +5/6).
- Ignore the coach, and ask a local how to get to the castle.
- Take 2 Gold Pieces.
- Try to parley with the figure, whoever it is (2 Damage).
- Take 2 Food.
- Valderesse the Ranger is with you.
- Go in & talk with him (+8 Stamina).
- Take Garlic.
- Test Skill. Fail = 1 Damage.
- Walk up & enter the half-open front gates.
- Open the door in the south.
- Move to the west door in the storeroom.
- Open the west door & go through.
- Test Faith +2. Fail = Fight Sk 6 St 5 Zombie. Fight Sk 7 St 7 Zombie.
- Try to get past it (D6 Damage).
- Press on upwards.
- Test Luck. Fail = Try again until successful. Note that this walkthrough assumes you make this test.
- Test Faith +3. Fail = Ring the bell.
- Take Magic Sword (+1 Luck, +1 Faith).
- Head for the main north doors.
- Open the north door.
- Open the east door.
- Test Faith +2.
o Success:
§ Get past them and through the entrance to the main kitchen.
o Fail:
§ Stand in the doorway and fight.
§ Fight Sk 6 St 5 Zombie.
§ Fight Sk 7 St 5 Zombie.
§ Fight Sk 6 St 6 Zombie.
§ Head to the main kitchen to the east.
- Take 6 Food.
- You are not searching for herbs for an Alchemist.
- Open the west door.
- Fight Sk 7 St 7 Tigerskin Rug.
- Take Treasure (worth 4 Gold Pieces).
- Take 2 Measures of Brandy (each restores 4 Stamina).
- Take Silver Mirror.
- Head down the eastern side passage.
- Open the north door.
- Take Book of Healers.
- Talk to him.
- Ask about getting into the library (-6 Gold Pieces or equivalent).
- Take Silver Key ‘378’.
- Leave the Sage to his musty old books.
- The Sage has given you an item, so follow his directions.
- You have a Silver Key. Turn to Para 378.
- Take Book of Swords ‘188’.
- Fight Sk 6 St 6 Zombie.
- Fight Sk 7 St 6 Zombie.
- You have neither affliction.
- Open the silver handled door in the middle of the south wall.
- Talk to him (+4 Stamina).
- Take Crucifix.
- Show Gunthar a book.
- You have the Book of Healers.
- You do not have an affliction.
- Take Potion of Healing (restores 4 Stamina).
- Open the north door closest to you (4 Damage).
- Fight it, weakened as you are (take a Brandy or the Potion of Healing before you fight).
- Fight Sk 8 St 11 Minor Thassaloss.
o -2 to your Skill for duration of combat.
o Each round, Roll D6. 1-3 = 1 Damage to you.
- Leave, hoping for less formidable opposition elsewhere.
- Open the north door along the corridor.
- You have a Magic Sword.
- Fight Sk 7 St 9 Vampire Mist.
o +1 to your Skill for duration of combat.
o If you are hit twice:
§ You do not have the Curse of the Healer.
§ 1 Damage to you every round until enemy is killed.
- Add Note: You have destroyed a Coffin (+1 Faith).
- Follow the corridor round to the south, past this door.
- Open the second easterly door.
- Talk with him.
- You have not met her.
- Take Castellan’s Keys.
- Take Silvered Stake.
- Add note: ‘Forward & Back’, code for magical lock.
- You have the Castellan’s Keys.
- Open the second door halfway along the southern spur.
- Run for the north door in this room.
- Roll D6. 1-2 = 1 Damage. 3-4 = 2 Damage. 5-6 = 3 Damage.
- Take Treasure (2 Gold Pieces).
- Take Ring of Regeneration (+2 Stamina at end of each fight).
- You have met Gunthar Heydrich.
- Test Skill+2. Success = Add note: You have destroyed a Coffin (+1 Faith).
- Head for the west door.
- Fight Sk 8 St 7 Horned Vampire Bat.
o Each round, Roll D6. 5-6 = 2 Damage & 1 Damage every round until enemy is killed, when enemy killed take another 3 Damage.
o If you are hit twice:
§ You do not have the Curse of the Healer.
§ Add the Curse of the Bat as an Affliction.
- Take Treasure (worth 4 Gold Pieces).
- Test Luck.
o Success = +1 Luck.
o Fail = -1 Skill, 2 Damage.
- Add note: You have destroyed a Coffin (+1 Faith).
- Open the first desk drawer.
- Take 4 Gold Pieces.
- Try opening the safe.
- Take Crypt Key.
- Test Faith +3. Success = Strike at the undead thing (2 Damage to enemy).
- You have a magic sword.
- Fight Sk 10 St 14 Spectre.
- Roll D6. 1-5 = -1 Skill.
- You have fought a Minor Thassaloss in the castle.
- Use clue: Go forward one letter, then next letter go back one.
- Transcription reads: ‘He he in the Armour of Siegfried the Chainmail of the Valiant One, Three Hundred & Fifty separate links of finest armourers craft’. Turn to Para 350.
- Take Magical Chainmail (+1 Skill in combat,+1 Luck, +1 Faith).
- You do not have the Affliction.
- Test Luck. Fail = 4 Damage.
- Enter the tomb of Boris the Drunkard.
- Investigate the sarcophagus.
- Inspect the contents of the bottle.
- Take Brandy (restores 4 Stamina).
- Head for the T-junction along the corridor.
- Open the south door.
- Walk towards her.
- Take Spell Ring.
- Roll D6 three times to obtain three different spells.
o 1 = Forcewall
o 2 = Greatstrike
o 3 = Jandor’s Bolt
o 4 = Luckspell
o 5 = Shatter
o 6 = True Heal
- If you have Shatter:
o Cast the spell at it.
- If you do not have Shatter:
o Fight Sk 10 St 15 Major Thassaloss.
§ Each round, Roll D6. 1-5 = 1 Damage.
- Take the northern steps.
- Open this door.
- Wait a while to see if anything happens.
- Take Holy Water.
- You have a Stake.
- You have a Crucifix.
- Test Faith+4.
o Success = Restore Stamina to Initial Value.
o Fail = +3 Stamina.
- You have the Book of Swords. 188/2 = 94. Turn to Para 94.
- You are ready to do this (+4 Stamina).
- Take Magic Sword ‘Nightstar’ (+2 Skill vs. Vampires, +1 Skill vs. Other enemies, +1 Faith, +2 Luck).
- Go down southern stairs.
- Roll D6. 1,2 = 1 Damage. 3,4 = 2 Damage.
- Test Faith+6.
o Success:
§ Get an item out of your backpack.
§ Use Silver Mirror (free 2 Damage against Count).
§ Throw Holy Water at him (D6+1 Damage to Count).
§ If you have Greatstrike or Jandor’s Bolt, cast a spell (both if possible).
o Fail:
§ You are wearing Garlic (2 Damage).
§ If you have Greatstrike, use this spell.
- You have a Magic Sword.
- Fight Sk 13 St 21 Count Reiner Heydrich.
- Fight until Count’s Stamina is 4 or less.
o If you have Forcewall Spell:
§ Cast the spell.
o If you do not have Forcewall Spell:
§ Heal with Brandy, Trueheal, Luckspell or Potion of Healing.
§ Add 8 Stamina to Count & continue fighting until he reaches 4 or less Stamina again.
- Fight Count until he is defeated.
o -2 to Count’s Skill.
o If you are hit twice, death.
- You have destroyed at least two coffins.
- You have the required items necessary (+2 Faith, +2 Luck).
- Free Nastassia (+4 Stamina).
- You have not met Katarina Heydrich before.
- Test Faith+4. Fail = Death.
- Make a first attack using your sword.
- Fight Sk 10 St 8 Katarina Heydrich.
o If your Stamina falls below 6, Sk 6 Natassia will aid you in the fight (Yep, she’s useless. Still, cool that Keith thought of that).
- You sheathe your sword & lead the girl back home, to the hero’s welcome that rightfully awaits your return.
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Post by paltogue on Oct 1, 2013 9:49:55 GMT
43) Keep of the Lich Lord Solution
Wow! What a great book! Hats off to Morris & Thompson for producing such a quality adventure. The gameplay is extremely well balanced, and it is obvious that there had been a lot of playtesting and tweaking involved before this went to print. The story kept me engaged and the pace is good, but I must admit that the design of the gamebook is what makes it really stand out.
This walkthrough is designed for a minimum stats character. There are a lot of other great ‘powerups’ and interesting fights that you will miss out on, so I do recommend playing without this solution first.
- Leave Siltport straight away.
- Go south through the hills.
- You do not have the word ‘Pirate’ on your adventure sheet.
- Enter the cave.
- Take the right colonnade.
- Test Skill. Fail = 3 Damage.
- Leave the temple without taking anything.
- +1 Initial & current Luck.
- Enter the inn first (+3 Stamina).
- Go and talk to the merchant.
- Buy nothing.
- You have finished talking.
- Go up to your room & get some sleep.
- Pass yourself off as an adventurer who made the mistake of coming to Stayng at the wrong time.
- Wait a few seconds to see what will happen.
- Agree to help her.
- Allow Elindora to cast a spell on you (+1 Resolve).
- Search the northeast corner (+1 Resolve).
- Take Ring of Fays.
- Go southeast towards Shamdabag Wood and then on to the village of Keladon.
- Investigate the clearing.
- Go over to the elves.
- You have the Ring of Fays.
- Take Polished Shield (-1 Skill to Undead enemies; only one at a time).
- Leave the clearing & carry on towards Keladon.
- Head for the cove.
- Leave Keladon.
- Press on.
- You do not have the Spear of Qadarnai.
- Carry on towards Borgos.
- Camp out & head for Bloodrise Keep tomorrow morning.
- Make your way towards the gatehouse.
- You do not have a copper coin.
- Stride across the middle of the courtyard & enter the keep.
- Add 1 to Alarm Value.
- Test Resolve.
o Success = +1 Resolve.
o Fail = -1 Resolve & -1 Skill in next fight.
- Fight Sk 7 St 9 Undead Guard.
o Use luck once against this enemy.
- Fight Sk 6 St 10 Undead Guard.
o If you take 2+ wounds against these enemies:
§ Add 2 to Alarm Value.
- Go through the door to your left.
- Head back to the entrance.
- Reduce Alarm Value by 2 (+1 Luck & +1 Resolve).
- Go through the right hand door.
- Test Resolve.
o Success = +2 Resolve.
o Fail = -1 Resolve & 2 Damage.
- Fight Sk 7 St 5 Undead Archer.
- Fight Sk 7 St 4 Undead Archer.
- Fight Sk 7 St 4 Undead Archer.
o Each round Roll 2D6 for each Archer not in combat:
§ 2-7 = Take 1 Damage.
§ 8-12 = Current enemy takes 1 Damage.
o If you defeat them all in 8 rounds or less:
§ Add 1 to Alarm Value.
o If you do not defeat them all in 8 rounds:
§ Add 4 to Alarm Value.
§ The remaining archers run off.
- Take 10 Gold Pieces & Iron Key.
- Test Luck.
o Success = Reduce Alarm Value by 1.
o Fail = Add 2 to Alarm Value.
§ Test Resolve.
· Success = +1 Resolve.
· Fail = -1 Resolve & 4 Damage.
§ Fight Sk 6 St 7 Undead Guard & Sk 7 St 6 Undead Guard together.
· I recommend not killing the first guard inside four attack rounds.
· If you have still not killed one of the guards after four attack rounds:
o Add 3 to Alarm Value.
o Second Undead Guard runs off.
o Side note: The book doesn’t actually instruct you to go back to the previous paragraph to finish off the remaining guard.
- Enter the chapel.
- Add note: You have the Charm of Disruption.
- Add note: When you wish to use it, turn to Para 253.
- Leave him sleeping and pass through the right hand door (+1 Luck).
- Test Resolve.
o Success = +1 Resolve.
o Fail = -1 Resolve & Add 2 to Alarm Value.
- Fight Sk 7 St 8 Davmori the Undead.
o Use luck if you want.
- Go down to the locked door.
- You have an Iron Key.
- Give him time to speak.
- Head back outside the castle.
- Test Resolve.
o Success = +1 Resolve & -1 Skill in next fight.
o Fail = -1 Resolve & -1 Skill in next fight & your attacks do 1 damage to enemy.
- Use an item against the Lich Lord.
- Use the Charm of Disruption.
- You have defeated Lord Mortis. You can now look forward to a hero’s welcome in Port Kanthos.
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Post by paltogue on Oct 1, 2013 9:50:12 GMT
45) Spectral Stalkers
This book was interesting. The design is refreshing, as the book is made up of lots of mini adventures and it can be completed with a minimum stats character. The path you take is not set either; you travel to other places based on rolls of a die. I got a bit sick of reading about acid though...just seems like everything described in this book is acid, spits acid, or is on acid (which probably explains the front cover too). All in all a good book, but a bit disjointed and isolated at times.
This solution covers a lot more than it needs to, but allows the reader to continue playing even if they don’t get an opportunity to acquire a Glowcandle, although you do get three 50% chances to do so, then 2-3 50% chances to get a shot at the Hunting Horn. Victory is almost assured using this walkthrough, and there are zero combats. Recommended you use minimum stats.
- You have 8 Gold Pieces remaining.
- Unwrap the cloth & look at its contents.
- Set off to search the strange building.
- Choose a corridor. Turn to Para 243.
- Push the door open & walk through the doorway (1 Damage).
- Restrain your anger & reply to his question.
- Accept his offer.
- Take Vial of Siccator.
- Tell Wayland how you received the Aleph.
- Think about your mysterious burden & rely on its influence to choose your destination.
- Wait for them to capture you.
- Finish off Syzuk & bundle him out of the chariot.
- Take Rune Engraved Wheel Hub.
- Roll D6:
o If Even: Go to Future Khul.
o If Odd: Go to Garden World.
Garden World
- Greet these people.
- Wait until the spell is cast (+4 Stamina).
- Take Jewel of Sleep.
- Use the Aleph to leave this world.
- Roll D6:
o If Even: Go to Future Khul.
o If Odd: Go to Desert World.
Future Khul
- Raise your open hands in a gesture of peace.
- Accept his offer of accommodation.
- You are too suspicious to try it.
- Do not eat here.
- Throw yourself at the intruder.
- Take Silver Dagger (+1 Luck).
- Take Inn Sign.
- Roll D6:
o If Even: Go to Desert World.
o If Odd: Go to Pawn Battle.
Pawn Battle
- You think you should be the one to move.
- Move forward to square E4.
- Take 10 Gold Pieces.
- Take Blue Gemmed Ring (restores 6 Stamina, can be used once at anytime).
- Roll D6:
o If Even: Go to Desert World.
o If Odd: Go to Magic Show.
Desert World
- Take Glowcandle (-1 Gold Piece).
- Go to the village and offer to help the villagers.
- You have a Vial of Siccator & wish to use it.
- Test Skill.
o If fail:
§ Take 2 Damage.
§ Run.
§ Test Skill D6 times, -1 to each subsequent roll. Fail = 2 Damage.
- Choose the box.
- Take 5 Gold Pieces & +1 Initial & current Luck.
- Roll D6:
o If Even: Go to Magic Show.
o If Odd: Go to Survey Ship.
Survey Ship
- Flick some switches at random then jump back on the platform.
- Roll D6:
o 1: Go to Magic Show.
o 2: Go to Elf Cavern.
o 3: Go to God’s Dream.
o 4: Go to Zwinian World.
o 5: Go to Metron the Mapmaker.
o 6: Go to Ziggurat World.
Magic Show
- Accompany her backstage.
- Let yourself be shoved into the backroom.
- Use the Aleph to transport you away from this place.
- Roll D6:
o If Even: Go to Elf Cavern.
o If Odd: Go to God’s Dream.
Elf Cavern
- Use the Rune Enscribed Wheel Hub.
- Show the Aleph to Grondel & the priest (+4 Stamina).
- Add 1 to Trail Score.
- Take Ring of Light.
- Roll D6:
o If Even: Go to Metron the Mapmaker.
o If Odd: Go to God’s Dream.
God’s Dream
- If you possess a Glowcandle:
o Decide to stand well clear.
- If you do not possess a Glowcandle:
o Stand in the path of the hunters to get their attention.
o Test Skill.
§ If successful:
· Take Hunting Horn.
· Stow it in your backpack.
§ If fail:
· D6 Damage.
· Test Luck.
o If successful:
§ Take Hunting Horn.
§ Stow it in your backpack.
- Roll D6:
o If Even: Go to Zwinian World.
o If Odd: Go to Metron the Mapmaker.
Zwinian World
- Remain hidden.
- Use the Aleph to travel elsewhere.
- Roll D6:
o If Even: Go to Metron the Mapmaker.
o If Odd: Go to Toyroom.
Metron the Mapmaker
- Emerge from the chamber.
- Refuse to allow Metron to see any of your possessions.
- Stifle your anger & buy the map.
- Take Spherical Map & Paper and Pencil (-2 Gold Pieces).
- Use the Aleph to take you elsewhere.
- If you have a Hunting Horn:
o Your only concern is to hurry to the end of your quest.
o Go to Ziggurat World.
- Otherwise:
o You are keen to continue your travels in search of more significant items.
o Go to Toyroom.
Toyroom
- Follow the path through the forbidding doorway.
- Flee into the castle.
- Stay in the room.
o If you have a Glowcandle or a Ring of Light:
§ You may eat here.
§ Take Clown Puppet in a Glass Ball.
o If you do not have one of these items:
§ Add 1 to your Trail Score.
§ Make a stand against the army of toys and ghosts.
§ You may eat here, but it only restores 2 Stamina points.
§ Take Clown Puppet in a Glass Ball.
- You are keen to reach the conclusion of your quest.
- Go to Ziggurat World.
Ziggurat World
- Test Trail score. Using this solution, your maximum would be 2, so you automatically pass this test.
- Add 1 to your Trail Score.
Check your items. Having either a Glowcandle or the Hunting Horn is key here (though you can still get lucky and win).
Part One:
- Walk towards the cliffs and take advantage of the rising land.
- Walk towards the plains.
- If you have a Hunting Horn:
o Advance on the grassland to intercept the animal.
o Seize it with your bare hands & try to grapple it to the ground.
o 7D6 Test Skill+Stamina.
§ Success:
· Say you are Globus’ enemy (+4 Stamina).
§ Fail:
· 2 Damage.
· Say you are Globus’ enemy.
o You have a Hunting Horn. Blow it (+4 Stamina).
o Take Heatsword (Deals an extra point of damage in combat).
- If you don’t have a Hunting Horn:
o Turn and take the cliff face path.
Part Two:
- You can eat a meal here.
- If you have a Glowcandle & a Clown Puppet in a Glass Ball (or a Clown Puppet & no Hunting Horn):
o Take the path to the right.
o Investigate the tower rising from the pinnacle of rock nearby.
o You do not have a Hunting Horn.
o Try to use the Aleph to escape from the predicament (+1 Luck).
o You have a Clown Puppet in a Glass Ball.
o Lead them down through the trapdoor.
o Set off alone through the trapdoor.
o Peel off the disgusting stuff with your bare hands (+4 Stamina).
o Try the door to darkness.
o You have a source of light.
o Puzzle: Each trap step is the sum of the 2 most recent trap steps plus one.
§ 0+0+1 = 1
§ 1+0+1 = 2
§ 2+1+1 = 4
§ 4+2+1 = 7
§ 7+4+1 = 12
§ 12+7+1 = 20
o Avoid the 20th step (2 Damage).
o Investigate the contents of the jars.
o Drink from the jar marked with a plain figure (+6 Stamina).
- If you do not have a Clown Puppet in a Glass Ball OR you have a Hunting Horn:
o Take the path to the left.
o Approach it.
o Test Skill. Fail = D6 Damage.
o Remain a prisoner of the Ophidians (2 Damage).
o Explore the right hand tunnel (3 Damage).
o Take Ophidian Armour (-1 Skill).
o Take Pipes (+1 Luck).
o You can eat a meal here.
o You are wearing Ophidian Armour.
o Leave the paths and force a way through the beds of glass flowers.
o Force passage through the flowers while wearing Ophidian Armour.
o Cross the bridge.
o Remain stubbornly silent.
o Leap forwards into the mouth of the doorway.
Part Three:
- If you have a Heatsword or a Glowcandle:
o Go into the room containing the huge cube.
o You have a Glowcandle and try to melt the ice.
o Add Note: Baratcha is with you.
- If you do not have either of these items:
o Go through the dark doorway.
- Is Baratcha with you?
o Yes: She sacrifices herself.
o No: You do not have a talisman.
§ 6D6 Test Stamina. Fail = Death.
- Do not give the Aleph to Globus.
- Insist on keeping it.
- At last agree to the Archmage’s demand and pass the Aleph to him through the wall of the prism.
- On the lowest level of the world the Wood Elves, Mantirs & Vaskind receive you as a conquering hero and during several days of feasting & rejoicing, they load you with gifts and precious gems. You eventually return home to Neuberg, and when you do, although your backpack is still stuffed with jewels, the Aleph is nowhere to be seen...
Side note: I love the method in which you defeat your nemesis at the end of this book, very satisfying (to me at least). Still, I always like it when you at least have the option of fighting the guy at the end; I want to see Globus’ stats!
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Post by paltogue on Oct 1, 2013 9:50:51 GMT
33 Sky Lord Solution
Unfortunately, this sci-fi addition to the FF series is greatly lacking in many areas. To win this book, you will need to get extremely lucky with most vehicle combats (especially early on & against Mogs’ Cutter). I recommend a Skill of 9+ for this adventure.
- Light travel.
- Fight Rt 4 Ls 5 Sh 8 Fahbad Redneck (+1 Rating if rating = 3). Vehicle Combat.
- Examine the mysterious shape ahead.
- Fight Rt 6 Ls 4 Sh 7 Auto Drone (+1 Rating). Vehicle Combat.
- Enter the airlock when it is in a vertical position.
- Hit him with the pommel of your laser sword.
- Dive through a narrow chute to your right.
- Leave via small exit in the corner of the room.
- Take Electrostatic Inducer & Oxygen Cylinder.
- Climb a ladder to the level above.
- Try your skill at snooker.
- Take Medicine Ball & Darts.
- Flee on an exercise scooter.
- Turn your nose towards a run of strawberries (3 Damage).
- Take Plastic Hose & Strawberries.
- Fight Sk 7 St 4 Ludo Kludwig.
- Take Box of Cigars & Beer Can.
- Use all collected items. Total Points = 15 (2+2+1+2+2+2+2+2).
- Go to Aarok in time warp.
- Maintain speed & course (-1 Shields).
- Accelerate to 2000, roll +60, yaw -18 (-1 Shields).
- Maintain speed, roll +50.
- Maintain speed, pitch +50, roll -50.
- Halve speed, pitch +30.
- Maintain speed, pitch +55, roll +90, yaw +13.
- Fight Rt 6 Ls 2 Sh 6 Defence Module (+1 Rating). Vehicle Combat.
- Head towards the purple desert in the north east (2 Damage).
- Climb one of the pillars for safety.
- Plant your heel in the face of the first spider below you.
- Roll D6:
o 1-3:
§ Pretend you have been killed by his blow (1 Damage).
o 4-5:
§ Break its tip off (1 Damage).
§ Fight Sk 6 St 8 Spider Guard.
o 6:
§ Fight Sk 6 St 8 Spider Guard (-2 to skill for duration of combat).
- Fight Sk 6 St 8 Scorbeetle.
- Hide & wait until it passes.
- Kneel down & draw your laser pistol (2 Damage).
- Test Luck. Fail = 3 Damage.
- Fight Sk 7 St 8 Bandit.
- Hand it to him.
- Take Flask of Acid.
- Turn red & blue anti-clockwise (2 Damage).
- Follow Zud.
- Take Zud’s Cylinder.
- Tug at the Cylinder’s exposed end with all your might.
- Help Zud.
- Obey his request.
- Head over to the candle (1 Damage).
- Obey the Deik’s command and walk over to him.
- Answer ‘42’.
- Fight Sk 10 St 2 Axe Arm.
- Fight Sk 8 St 4 Sword Arm.
- Fight Sk 8 St 6 Mace Arm.
- Fight Sk 6 St 8 Flail Arm.
- Twist a spongy nodule.
- Close your eyes and push, pull or kick any control you touch (2 Damage).
- Press a red button.
- Punch your ship’s control panel.
- Fight Sk 6 St 14 Ogre-Oid.
- Lose Zud’s Cylinder.
- Jump on to a desk and draw your laser sword.
- Take Bottle of Acid.
- Step beneath the ring.
- March along the causeway south west.
- Relinquish your weapons.
- Help him.
- Steam at full speed across her bow.
- Fight Rt 9 Ls 2 Sh 10 Mogs’ Cutter (+1 Rating). You have Rt 6 Ls 3 Sh 7 Your Old Barge. Vehicle Combat.
- Take Rock Salt.
- Await his arrival.
- Avail yourself of his generosity.
- Drink the blue liquid (1 Damage).
- Go right.
- Take Infra Red Sensor Helmet & Audio Amplifying Headset (-1 Skill, -All Credits).
- Attempt to sweet talk Jym into providing you with a free trip.
- You do not have the Ionic Sphere.
- Fight Sk 7 St 8 Yellow Mutant.
- Turn the red ring two segments anticlockwise.
- Rotate the red ring two segments anticlockwise.
- Fight Rt 4 Ls 3 Sh 8 Glip. You have Rt 7 Ls 2 Sh 10 Grasshopper. Vehicle Combat.
- Rotate the red ring two segments anticlockwise.
- Fight Rt 5 Ls 2 Sh 12 Scuttlebug. You have Rt 7 Ls 3 Sh 10 Grasshopper. Vehicle Combat.
- You have none of these items (3 Damage).
- You have neither of these items.
- Fight Sk 8 St 8 Prefecta.
- Your weapons are taken (-1 Skill).
- Desist struggling & find the means to escape later on.
- Help L’Bastin.
- You have Rock Salt (2 Damage).
- Fight Sk 8 St 8 Warder.
- Take Warder’s Needle Gun (+1 Skill).
- Test Luck. Fail = Fight Sk 7 St 8 Mutated Rhino.
- You have the sphere containing the audio amplifying headset.
- Fight Sk 6 St 6 Last Prefecta.
- In the Dome of Marvels, the Grand Emperor will crown you - galactic superhero, and first ruler of New Aarok. Soon you will begin a long & just reign over a billion people...
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Post by paltogue on Oct 1, 2013 9:51:47 GMT
That's all the ones I've been able to find so far; NO NIGHT DRAGON YET! Poor old Vagsancho...
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Post by paltogue on Oct 1, 2013 10:26:50 GMT
Found about 20 more (no ND yet though!); Alex, are you happy for me to dump them like this in this thread or do you want a better structure?
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Post by a moderator on Oct 1, 2013 15:36:42 GMT
You missed a bit of follow-up on the 'Appointment With F.E.A.R.' solutions.
I have since then worked out the 'hunch-free' solution to the Super Strength path, which is identical to Champskees' one up until the fruitless visit to the Natural History Museum. Then it goes:
At which point it goes back to being the same as Champskees' version.
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Post by hynreck on Oct 1, 2013 15:49:50 GMT
That's all the ones I've been able to find so far; NO NIGHT DRAGON YET! Poor old Vagsancho... Any signs of Vagsancho in here yet? I suspect I won't be able to miss him once he does his triumphant return! If we want him here, I've heard that saying Razaak's name three times in the mirror is enough to make him appear. ( Vagsancho, not Razaak)
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Post by paltogue on Oct 1, 2013 16:11:58 GMT
Greenspine: I suspect there will be other stuff I've missed too - I've copied all the solutions I could find but not the conversations afterwards. Once I hear from Alex about how he'd like these laid out in the forum, I'll post the rest.
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Post by The Editor (Alex B) on Oct 1, 2013 18:59:27 GMT
Found about 20 more (no ND yet though!); Alex, are you happy for me to dump them like this in this thread or do you want a better structure? Go ahead. It keeps them all in one place.
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Post by champskees on Oct 2, 2013 1:56:36 GMT
Paltogue! Thankyou so much! I thought everything was gone, this has saved my life! Haha, I knew that old forum was going down when Yoko or whatever it was came around, so I started to copy paste my existing solutions back to my hard drive, but I went on holidays and only just came back. So I have solutions 40-47 on my computer, I'll get these ones together too, and sometime in the future I will finish off the last 15 or so, then go back and do the rest again, shouldn't be too hard considering you have saved most of the tough ones (which probably deserve a revision anyway...)
I reckon that it would be pretty cool to have a similar structure to what there was on the unofficial forum though...but I guess anything is better than nothing...
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Post by The Editor (Alex B) on Oct 2, 2013 2:05:25 GMT
I reckon that it would be pretty cool to have a similar structure to what there was on the unofficial forum though...but I guess anything is better than nothing... You are welcome to post either new solutions or revised solutions in new threads. This is simply a thread to achive what was posted at Unofficial forum.
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Post by champskees on Oct 2, 2013 4:02:33 GMT
YES!!!!!!! I have them all!!!!!
Whoever suggested we salvage the cached pages is a genius (Paltogue/Mudworm I think)!
I have managed to find EVERY single solution I have posted on that site. They are now securely saved on my HD & backed up - lesson learnt. Of course couldn't get that revised solution to DD, but that's fine. That means solutions for 1-47 will be availble soonish. Lucky i'm on school holidays atm.
I did copy the available suggestions from people when that mattered as well, and I have noted that I will have to make revisions to these solutions anyway (about 10 need some sort of revision made to them).
Oh and I meant to ask, who was Alex B on TUFF (he must have been there)? Was he Gallicus?
Cheers, expect some posts soon.
- Champskees
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Post by The Editor (Alex B) on Oct 2, 2013 4:23:47 GMT
Oh and I meant to ask, who was Alex B on TUFF (he must have been there)? Was he Gallicus? Yup, that's me.
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Post by paltogue on Oct 2, 2013 7:53:28 GMT
YES!!!!!!! I have them all!!!!! Whoever suggested we salvage the cached pages is a genius (Paltogue/Mudworm I think)! I have managed to find EVERY single solution I have posted on that site. They are now securely saved on my HD & backed up - lesson learnt. Of course couldn't get that revised solution to DD, but that's fine. That means solutions for 1-47 will be availble soonish. Lucky i'm on school holidays atm. - Champskees Excellent! Good to have you on here and looking forward to more solutions. So do you need me to post up any of the ones I've retrieved, or can I leave it in your capable hands, given that you will have incorporated fixes and will probably make sure they are formatted as you intended?
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