Post by champskees on Oct 20, 2013 4:04:06 GMT
Creature of Havoc is a personal favourite of mine. The book is very well designed, very interesting, creative and well written. I recommend a luck and skill score of at least 9, as there are several deaths from failing tests. The only real flaw imo is the issue with the ‘secret passage’ trigger, which is misprinted. I worked it out as an adult, but was forever trapped as a child.
This walkthrough also translates everything in the paragraphs you are at just so you know what they actually said!
The Beginning
- Bring your foot down heavily on his neck.
- The Dwarf says ‘Leave me alone’.
- Examine the body.
- Add note: Turn to Paragraph 337 when you can read.
- Roll D6.
o If roll is 1-3, skip to next section (‘the adventurers’).
o If roll is 4-6:Roll D6:
• If roll is 1-2, skip to next section (‘the adventurers’)
• If roll is 3-6:Roll D6.
o If roll is 1, skip to next section (‘the adventurers’)
o If roll is 2-6:
• Fight Sk 9 St 14 Clawbeast.
• Roll D6. 1-4 = +2 Stamina.
• Roll D6.
o If roll is 4-6, skip to next section (‘the adventurers’).
o 1-3 = Varied deaths.
The Adventurers
- Fight Sk 5 St 6 Hobbit.
o If you defeat it in three attack rounds:
o The knight says ‘Control its mind shaman! It may be able to lead us to that Swinebeard cur!’
o Test Luck. Fail = Death.
o If it takes you longer than three rounds:
o The knight says ‘Control its mind shaman! It may be able to lead us to that Swinebeard cur!’
o Roll D6. 1-4 = Death.
- Take 2 Damage from back attack.
- Fight Sk 8 St 9 Armoured Knight.
- Restore your Stamina to initial level.
- Roll D6. 1-2 = -1 Skill (until you reach daylight).
- Roll D6. 4-6 = 2 Damage.
- Fight Sk 6 St 6 Flesh Feeder, Sk 6 St 7 Flesh Feeder & Sk 6 St 6 Flesh Feeder together.
- Vapour says ‘I am released from my rest. Foul creature what do you know of the forces with which you tamper. But nonetheless my purpose is ordained. I bestow on you the power of reason. From now on you are in control of your own destiny. And now – may I return to my peaceful rest until once more the heavens take their positions.’ (+2 Luck).
- Leave through the door to the west.
- Fight Sk 7 St 8 Strongarm.
- Fight Sk 7 St 7 Warrior & Sk 8 St 6 Thief together.
- The dull metal pendant.
- Take pendant (+1 Luck, +4 Stamina).
- Add note: Reference ‘You cannot see a thing...’ deduct 20 from current paragraph.
- Test Luck. Fail = Death.
- Continue north.
- At paragraph 257, use pendant. 257-20 = 237. Go to para 237.
- Add note: Reference ‘You find yourself...’ add 20 to current paragraph for secret doors.
- Enter the secret door you have just found.
- Choose the rock.
- Take Crystal Club.
- Add note: Turn to ‘333’ to find out what happens when you use the club.
- Go west.
- Go west.
- Continue in the direction you are heading.
- Attack them.
- Fight Sk 8 St 9 Warrior.
- Fight Sk 7 St 8 Fighter in Leather Armour.
- Poke through the sack that the first adventurer laid to one side.
- Vapour says ‘I have been awakened from my slumber! Who calls on the Vapour of Tongues? The heavenly bodies have taken their positions. My gift is granted. For better or for worse my release bestows upon you the understanding you desire.’
- You now understand the code (on paragraph 283):
o Firstly, each vowel is replaced by the following letter.
o Secondly, spaces between words are replaced by the last vowel to have been used.
o Finally, the actual spaces between words as they appear are entirely random. They mean nothing and serve only to mislead (+1 Luck).
- The message on paragraph ‘337’ says: Swinebeard of Yore. You have been found guilty of the crime of wilful and malicious arson, a most serious offence in the dry regions of Salamonis. As punishment you are sentenced to undertake a perilous mission of recovery. You must travel northwards and enter the underground domain of Zharradan Marr thereto seek out and recover flasks containing swirling vapours. These are the Vapours of Stittle Woad. You must find the three flasks containing these vapours and return them to this court. On no account must they be opened. This is the sentence of the court and the geas has been cast. This is your punishment. You must succeed in your mission or die in the attempt.
Vapour of knowledge / - Flaxenmane of Silverton =/- Winged helmet.
- Continue north.
- Pass through the chamber as quickly as possible.
- Turn east.
- Try the door to your left.
- Human says ‘Who is it? What is happening? What has disturbed us? Please god, release this black eye curse.’
- Fight Sk 7 St 7 Blood Orc & Sk 8 St 7 Blood Orc together.
- Human says ‘Have mercy on a blind man whoever you are. If you are friend then lead me from this place. If you are foe then leave me be. You are strangely silent. Who are you? Do you understand me? My god intruder. If your plan is to do away with me then do it quickly. Otherwise be off with you.’
If you can understand the human, turn to reference two hundred.
‘So what is it to be? Is not my misery enough? Show some pity. Give me gold and feed me, or leave me be.’ Turn to para 200.
- Don’t give it back to him (+2 Luck).
- Take Ring of Holy Blessing.
- Add note: Opportunity to grab Darramouss, add 50 to current reference.
- Ignore what you see.
- Take the east door.
- Test Luck. Fail = Death.
- Try the door in the north wall.
- Break down the door (1 Damage).
- Pick up a parchment and see what it says.
- Battle the demon.
- Return your attentions to the parchment.
- The message says: Biography of Z. Marr page ninety three: ...thus came Marr to abandon the physical world and take refuge in his own. A strange netherworld which occupies no space in the world we mortals know. A world of illusion in which where he appears to be he is not. And a world in which those searching for him would instead find themselves. He has but one weakness in his new world and that is a Crystal Club which may be used to destroy forever the gateway between our world and his!
If at some time in the future you believe you have located the entrance to Marr’s netherworld, deduct the page number above from the reference you are on at the time and turn to this reference. If you are correct you will meet the necromancer. For having the good fortune to find this parchment you may restore your luck score to its initial level.
- Leave through the door in the south wall.
- Charge the door (1 Damage).
- Fight Sk 7 St 8 Manic Beast. When you damage it, enemy get +2 attack strength for next round.
- Eat the human carcass (+4 Stamina, +2 Gold Pieces).
- Drink the green liquid (Restore Stamina to initial level).
- Creep or charge into the room.
- Investigate the room further.
- Thing from the alcoves says ‘Over here. Come over her if you want to learn of great riches in these parts. Do you not understand the human tongue? Perhaps then you speak the troll language’ (the rest is trollish & not decipherable).
- Enter the arch and talk to the owner of the voice.
- Try another arch.
- Climb through & investigate the glittering lights.
- Note: You have been covered in Elven Dust.
- Go through the door in the north wall.
- Try the passage to the west.
- Use pendant (printing error). 20+213 = 233. Go to para 233 (+1 Luck for finding a secret door).
- Step through and explore the secret passage.
- Sharp voice says ‘Your progress has been watched foul creature of destruction. So far you have done well though you know not why or what. But you have caused two of the Vapours to be lost. Zharradan Marr himself has decreed your destiny. You shall remain in his dungeons and do my bidding. For I am Darramouss, your master!’
If you can understand him, turn to reference ninety.
‘Your first order is this. Report for duty at the Yellowstone Mines. Leave now and head there immediately. I will be watching.’ Turn to para 90.
- Use ring. 50+90 = 140. Go to para 140.
- Head north.
- Nod to let him know Darramouss has allowed you to leave.
- Make no gesture.
- Remain where you are until he returns.
- Pay his price & give him the pendant.
- Regain lost skill point if you lost it earlier from the bats.
- Look around the old building.
- You wish to undertake their quest (+8 Stamina, +2 Luck).
- Head south.
- Leave Coven along a street leading west.
- Come to the aid of the Half-Orc.
- Fight Sk 7 St 8 Villager.
- Add note: While Grog is with you, if you tum to any references ending in a 7, deduct 52 from it and turn to this new reference.
- At paragraph 107, 107-52 = 55. Go to para 55.
- Follow his advice and go west.
- At paragraph 177, 177-52 = 125. Go to para 125.
- Take 2 Gold Pieces.
- Enter through the front door.
- You have the money (-2 Gold Pieces).
- Add note: Blue stemmed sculliweed (+2 Luck).
- Take Rope.
- Follow the trail to the north west (+4 Stamina).
- Continue into the rushes.
- At paragraph 307, 307-52 = 255. Go to para 255.
- Choose the trail to the north.
- Investigate the plants to the side of the river.
- Choose the one with a blue stem.
- Add note: Flower ‘49’.
- Fight the creature.
- Fight Sk 9 St 9 Toadman.
- At paragraph 287, 287-52 = 235. Go to para 235.
- Take Grog’s box & Potion of Fortune (restores Luck to initial value).
- The Women of Dree all want a root. Give them a root: D
- Use plant: 92+49=141. Go to para 141.
- Take Ring of Truth.
- Add note: Deduct 50 from current reference if you ask Weaseltongue any questions.
- Restore Luck & Stamina to initial value.
- Approach it calmly & attempt to mount it.
- Test Skill. Fail = Game over.
- Help him.
- Fight Sk 8 St 9 Brigand & Sk 8 St 7 Brigand together.
- Ask him what he knows of the Galleykeep.
- Use the Ring of Truth. 269-50=219. Go to para 219.
- Set off into the undergrowth.
- Test Luck. Fail = Test Luck. Fail = Death.
- Fight Sk 6 St 5 Goblin & Sk 5 St 5 Goblin together.
- Choose the jug of water door.
- Start with the mirror.
- Use Biography clue: 422-93 = 329. Go to para 329.
- Refuse to give him the box.
- You bathed in the Elven Dust.
- You have a Crystal Club.
- Use Crystal Club: 28+333 = 361. Go to para 361.
- Marr is now forever trapped in his netherworld, you turn back to your former self, and you are again the Commander of the Galleykeep!
This walkthrough also translates everything in the paragraphs you are at just so you know what they actually said!
The Beginning
- Bring your foot down heavily on his neck.
- The Dwarf says ‘Leave me alone’.
- Examine the body.
- Add note: Turn to Paragraph 337 when you can read.
- Roll D6.
o If roll is 1-3, skip to next section (‘the adventurers’).
o If roll is 4-6:Roll D6:
• If roll is 1-2, skip to next section (‘the adventurers’)
• If roll is 3-6:Roll D6.
o If roll is 1, skip to next section (‘the adventurers’)
o If roll is 2-6:
• Fight Sk 9 St 14 Clawbeast.
• Roll D6. 1-4 = +2 Stamina.
• Roll D6.
o If roll is 4-6, skip to next section (‘the adventurers’).
o 1-3 = Varied deaths.
The Adventurers
- Fight Sk 5 St 6 Hobbit.
o If you defeat it in three attack rounds:
o The knight says ‘Control its mind shaman! It may be able to lead us to that Swinebeard cur!’
o Test Luck. Fail = Death.
o If it takes you longer than three rounds:
o The knight says ‘Control its mind shaman! It may be able to lead us to that Swinebeard cur!’
o Roll D6. 1-4 = Death.
- Take 2 Damage from back attack.
- Fight Sk 8 St 9 Armoured Knight.
- Restore your Stamina to initial level.
- Roll D6. 1-2 = -1 Skill (until you reach daylight).
- Roll D6. 4-6 = 2 Damage.
- Fight Sk 6 St 6 Flesh Feeder, Sk 6 St 7 Flesh Feeder & Sk 6 St 6 Flesh Feeder together.
- Vapour says ‘I am released from my rest. Foul creature what do you know of the forces with which you tamper. But nonetheless my purpose is ordained. I bestow on you the power of reason. From now on you are in control of your own destiny. And now – may I return to my peaceful rest until once more the heavens take their positions.’ (+2 Luck).
- Leave through the door to the west.
- Fight Sk 7 St 8 Strongarm.
- Fight Sk 7 St 7 Warrior & Sk 8 St 6 Thief together.
- The dull metal pendant.
- Take pendant (+1 Luck, +4 Stamina).
- Add note: Reference ‘You cannot see a thing...’ deduct 20 from current paragraph.
- Test Luck. Fail = Death.
- Continue north.
- At paragraph 257, use pendant. 257-20 = 237. Go to para 237.
- Add note: Reference ‘You find yourself...’ add 20 to current paragraph for secret doors.
- Enter the secret door you have just found.
- Choose the rock.
- Take Crystal Club.
- Add note: Turn to ‘333’ to find out what happens when you use the club.
- Go west.
- Go west.
- Continue in the direction you are heading.
- Attack them.
- Fight Sk 8 St 9 Warrior.
- Fight Sk 7 St 8 Fighter in Leather Armour.
- Poke through the sack that the first adventurer laid to one side.
- Vapour says ‘I have been awakened from my slumber! Who calls on the Vapour of Tongues? The heavenly bodies have taken their positions. My gift is granted. For better or for worse my release bestows upon you the understanding you desire.’
- You now understand the code (on paragraph 283):
o Firstly, each vowel is replaced by the following letter.
o Secondly, spaces between words are replaced by the last vowel to have been used.
o Finally, the actual spaces between words as they appear are entirely random. They mean nothing and serve only to mislead (+1 Luck).
- The message on paragraph ‘337’ says: Swinebeard of Yore. You have been found guilty of the crime of wilful and malicious arson, a most serious offence in the dry regions of Salamonis. As punishment you are sentenced to undertake a perilous mission of recovery. You must travel northwards and enter the underground domain of Zharradan Marr thereto seek out and recover flasks containing swirling vapours. These are the Vapours of Stittle Woad. You must find the three flasks containing these vapours and return them to this court. On no account must they be opened. This is the sentence of the court and the geas has been cast. This is your punishment. You must succeed in your mission or die in the attempt.
Vapour of knowledge / - Flaxenmane of Silverton =/- Winged helmet.
- Continue north.
- Pass through the chamber as quickly as possible.
- Turn east.
- Try the door to your left.
- Human says ‘Who is it? What is happening? What has disturbed us? Please god, release this black eye curse.’
- Fight Sk 7 St 7 Blood Orc & Sk 8 St 7 Blood Orc together.
- Human says ‘Have mercy on a blind man whoever you are. If you are friend then lead me from this place. If you are foe then leave me be. You are strangely silent. Who are you? Do you understand me? My god intruder. If your plan is to do away with me then do it quickly. Otherwise be off with you.’
If you can understand the human, turn to reference two hundred.
‘So what is it to be? Is not my misery enough? Show some pity. Give me gold and feed me, or leave me be.’ Turn to para 200.
- Don’t give it back to him (+2 Luck).
- Take Ring of Holy Blessing.
- Add note: Opportunity to grab Darramouss, add 50 to current reference.
- Ignore what you see.
- Take the east door.
- Test Luck. Fail = Death.
- Try the door in the north wall.
- Break down the door (1 Damage).
- Pick up a parchment and see what it says.
- Battle the demon.
- Return your attentions to the parchment.
- The message says: Biography of Z. Marr page ninety three: ...thus came Marr to abandon the physical world and take refuge in his own. A strange netherworld which occupies no space in the world we mortals know. A world of illusion in which where he appears to be he is not. And a world in which those searching for him would instead find themselves. He has but one weakness in his new world and that is a Crystal Club which may be used to destroy forever the gateway between our world and his!
If at some time in the future you believe you have located the entrance to Marr’s netherworld, deduct the page number above from the reference you are on at the time and turn to this reference. If you are correct you will meet the necromancer. For having the good fortune to find this parchment you may restore your luck score to its initial level.
- Leave through the door in the south wall.
- Charge the door (1 Damage).
- Fight Sk 7 St 8 Manic Beast. When you damage it, enemy get +2 attack strength for next round.
- Eat the human carcass (+4 Stamina, +2 Gold Pieces).
- Drink the green liquid (Restore Stamina to initial level).
- Creep or charge into the room.
- Investigate the room further.
- Thing from the alcoves says ‘Over here. Come over her if you want to learn of great riches in these parts. Do you not understand the human tongue? Perhaps then you speak the troll language’ (the rest is trollish & not decipherable).
- Enter the arch and talk to the owner of the voice.
- Try another arch.
- Climb through & investigate the glittering lights.
- Note: You have been covered in Elven Dust.
- Go through the door in the north wall.
- Try the passage to the west.
- Use pendant (printing error). 20+213 = 233. Go to para 233 (+1 Luck for finding a secret door).
- Step through and explore the secret passage.
- Sharp voice says ‘Your progress has been watched foul creature of destruction. So far you have done well though you know not why or what. But you have caused two of the Vapours to be lost. Zharradan Marr himself has decreed your destiny. You shall remain in his dungeons and do my bidding. For I am Darramouss, your master!’
If you can understand him, turn to reference ninety.
‘Your first order is this. Report for duty at the Yellowstone Mines. Leave now and head there immediately. I will be watching.’ Turn to para 90.
- Use ring. 50+90 = 140. Go to para 140.
- Head north.
- Nod to let him know Darramouss has allowed you to leave.
- Make no gesture.
- Remain where you are until he returns.
- Pay his price & give him the pendant.
- Regain lost skill point if you lost it earlier from the bats.
- Look around the old building.
- You wish to undertake their quest (+8 Stamina, +2 Luck).
- Head south.
- Leave Coven along a street leading west.
- Come to the aid of the Half-Orc.
- Fight Sk 7 St 8 Villager.
- Add note: While Grog is with you, if you tum to any references ending in a 7, deduct 52 from it and turn to this new reference.
- At paragraph 107, 107-52 = 55. Go to para 55.
- Follow his advice and go west.
- At paragraph 177, 177-52 = 125. Go to para 125.
- Take 2 Gold Pieces.
- Enter through the front door.
- You have the money (-2 Gold Pieces).
- Add note: Blue stemmed sculliweed (+2 Luck).
- Take Rope.
- Follow the trail to the north west (+4 Stamina).
- Continue into the rushes.
- At paragraph 307, 307-52 = 255. Go to para 255.
- Choose the trail to the north.
- Investigate the plants to the side of the river.
- Choose the one with a blue stem.
- Add note: Flower ‘49’.
- Fight the creature.
- Fight Sk 9 St 9 Toadman.
- At paragraph 287, 287-52 = 235. Go to para 235.
- Take Grog’s box & Potion of Fortune (restores Luck to initial value).
- The Women of Dree all want a root. Give them a root: D
- Use plant: 92+49=141. Go to para 141.
- Take Ring of Truth.
- Add note: Deduct 50 from current reference if you ask Weaseltongue any questions.
- Restore Luck & Stamina to initial value.
- Approach it calmly & attempt to mount it.
- Test Skill. Fail = Game over.
- Help him.
- Fight Sk 8 St 9 Brigand & Sk 8 St 7 Brigand together.
- Ask him what he knows of the Galleykeep.
- Use the Ring of Truth. 269-50=219. Go to para 219.
- Set off into the undergrowth.
- Test Luck. Fail = Test Luck. Fail = Death.
- Fight Sk 6 St 5 Goblin & Sk 5 St 5 Goblin together.
- Choose the jug of water door.
- Start with the mirror.
- Use Biography clue: 422-93 = 329. Go to para 329.
- Refuse to give him the box.
- You bathed in the Elven Dust.
- You have a Crystal Club.
- Use Crystal Club: 28+333 = 361. Go to para 361.
- Marr is now forever trapped in his netherworld, you turn back to your former self, and you are again the Commander of the Galleykeep!