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Post by champskees on Oct 21, 2013 5:22:57 GMT
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. 1-2 = 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. - Spur your horse on further east. - 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 not daubed yourself with Chameleonite blood (2 Damage). - Test Skill. Fail = Death. - You are wearing the Crystal of Sanity. - Use something else. - Use Silver Rod. - A rod of paralysis. - A rabbit. - Take Gargantis Horn. - Test Luck. If Fail: o 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.
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Post by DAMON on Apr 9, 2015 17:33:48 GMT
you need to eat a pickle.
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Post by Bane Braddock on May 11, 2015 18:33:23 GMT
Arion III is right on the Masks of Mayhem thread. My character, Bane Braddock, friend of Yaztromo, finder of the Warhammer of Stonebridge and slayer of Malbordus, did meet his doom in the lair of Razaak, but at least he killed Razaak first, following Champskees' path. Starting stats, Skill 12, Stamina 17, Luck 9. Very lucky (but never fudged) dice rolls to survive the Harpoon insects that paralyze and the clay Golem (my sword stuck on the killing blow!) Very lucky rolls on the final conflict with Razaak too. He never scored two consecutive hits. But not quite lucky enough. Stats at the end of the game, Skill 12, Stamina 5, Luck 2. Not quite enough Stamina to escape the cave-in. HOWEVER, with Razaak dead too I count this as success, something that I could NEVER achieve on Masks of Mayhem with that damned super-low-probability die roll needed to get the vital Crystal Orb. That said, Crypt of the Sorcerer has got to be the second most difficult FF to survive. So my rankings for the first 26 Titan books in order of difficulty would be Mayhem, Crypt and Trial of Champions. Maybe I should stick Seas of Blood in there somewhere. It's not easy to win that bet without very high initial crew stats!
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kieran
Baron
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Post by kieran on May 11, 2015 20:25:03 GMT
Hmm I dunno, I would say the Razaak fight alone is harder than the entirety of Masks of Mayhem. Be interesting to see some numbers. Offhand you have a 1 in 6 chance of rolling a Skill of 12 and another 1 in 6 chance of retaining that score until the Razaak fight. With a skill of 12, Razaak has about a 20% chance of killing you with his special ability every two rounds. Even if he doesn't, he's likely to take at least 10 Stamina off you. With the tough enemies and limited healing your Stamina's not going to be high. Your Luck is unlikely to be of much use as there are few places to restore it. And even if you beat him, chances are you won't escape the crypt. Add into that the harpoon flies, clay golem, giant and the plethora of high Skilled enemies and I honestly can't see how it's easier than Masks of Mayhem.
Although maybe Blood of the Zombies is tougher...
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Post by Bane Braddock on May 11, 2015 20:48:04 GMT
@ Kieran, like I said, I didn't make it out of Razaak's crypt alive, but I rolled insanely well throughout the book: I only got hit by 1 harpoon, I used Luck once in the Golem fight and my sword still got stuck (but on the killing blow). I retained my 12 Skill all the way to Razaak and had amazingly lucky die rolls against him. Initial stats Skill 12, Stamina 17, Luck 9. Stats at time of death Skill 12, Stamina 5, Luck 2. Even though I died in the cave-in and will probably be a living Skeleton forever, I count that as a win since I saved Allansia. I'm certainly not going to play the book over just for the lame final paragraph where I celebrate with Yaztromo, Borri and the other guy. Maybe it's a matter of preference, but with a high stats character I'll play Crypt over Mayhem any day. I was lucky with Crypt but I didn't have to cheat to win. With Mayhem, I had to re-roll 7 times to get the right roll for finding the vital Crystal Orb.
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Post by Bane Braddock on May 11, 2015 20:55:05 GMT
And I'm not forgetting the Chameleonite blood thing either. Tough book indeed, but still second place to Masks of Mayhem if you ask me.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,677
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on May 11, 2015 23:13:26 GMT
i can't see the logic behind this. you even said yourself that you rolled insanely well 'throughout' the book. that means you needed more than just several lucky rolls to win through compared to the single lucky roll required in Masks. getting those lucky rolls at exactly the right times does not make the book any easier or fair. it's improbable that you can win Crypt without cheating but not impossible. whereas with Masks, it just requires time and patience and eventually you'll make that roll when required.
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Post by champskees on May 12, 2015 9:24:51 GMT
And I'm not forgetting the Chameleonite blood thing either. Tough book indeed, but still second place to Masks of Mayhem if you ask me. Yeah, but statistically speaking, you must accept that Crypt of the Sorcerer is unequivocally the more difficult of the two books - as long as you are not counting the skill bonuses as attack strength bonuses (as per the rules).
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Post by Bane Braddock on May 12, 2015 16:52:24 GMT
@ Champskees, I'm not about to argue with the man who posted the solutions to both books! Statistically speaking, I am willing to accept that Crypt is the more difficult of the two books. I never allowed the items with Skill bonuses to take me over my Initial Skill, although I did make an executive decision that if I was already at max skill I would wait to put on the chainmail or use the Defender shield until I actually needed the bonus (basically holding Skill bonuses in reserve). If that is cheating, I can live with it. The kind of cheating that bothers me is the kind needed to complete Masks of Mayhem, which consists of re-rolling two dice until a 2,3, 11 or 12 comes up after the alligator fight in order to get that Crystal Orb. It took me seven rolls to get it last time. Maybe I was saving all my lucky rolls for Crypt of the Sorcerer.
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Post by Bane Braddock on May 13, 2015 21:50:24 GMT
Does anyone else think Razaak is too good a fighter? Okay, he's a real wizard with the sorcery and necromancy etc (pun intended), but when it's time for hand-to-sword combat, shouldn't he be a little more feeble? He looks like he should be in a nursing home! I certainly don't think he works out as much as Balthus Dire.
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kieran
Baron
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Post by kieran on May 14, 2015 13:37:08 GMT
I assume his high Skill reflects the spells he's hurling at you and whatnot. Same with Malbordus.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,677
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on May 14, 2015 17:54:25 GMT
also sometimes a high Skill represents the difficulty in you finding an opponent's weaknesses.
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Post by CharlesX on Jun 26, 2015 20:23:19 GMT
No one has mentioned Skylord. Skylord might be tougher than Masks of Mayhem if not as tough as The Crypt Of The Sorceror.
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Post by Pete Byrdie on Jun 30, 2015 12:29:25 GMT
No one has mentioned Skylord. That's because nobody played it beyond one attempt.
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Post by celestialconquerer62 on Apr 10, 2016 19:49:49 GMT
No one has mentioned Skylord. Skylord might be tougher than Masks of Mayhem if not as tough as The Crypt Of The Sorceror. That's cos it's a stupid sci-f- bore (thankfully the last one) and shouldn't be included here. It always bothered me that all these sci-fi ones were forced into the FF section, they should be in their own. Nothing to do with the fantasy realm, and lousily so.
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Post by celestialconquerer62 on Apr 10, 2016 20:17:00 GMT
Does anyone else think Razaak is too good a fighter? Okay, he's a real wizard with the sorcery and necromancy etc (pun intended), but when it's time for hand-to-sword combat, shouldn't he be a little more feeble? He looks like he should be in a nursing home! I certainly don't think he works out as much as Balthus Dire. I'd like to know if anyone here had completed it without the walkthrough, cos some things are hidden so deviously that there's no way, unless you love the book so much you try it a hundred times or so that you're going to know to make some of the right decisions to come across crucially hidden stuff (the Seeing Eye in the Clay Golem, the name tag on the Zombie, and not least protection from certain spells Razaak will throw at you should you get to him, AND the other half of the silver rod which is EVERY BIT AS HARD as getting the Orb in 'Masks Of Mayhem' in the sense they're both hidden in such a clever way you can't possibly KNOW how to get them, unless you stumbled upon one weirdo decision by accident or out of the sickest curiosity. Both Orb and second part of Silver Rod are hidden so perfectly it's brilliant, only it's really unfair of Livingstone to conveinetly FORGET or just muddle himself over TWO different lightning bolts being cast down at different points in the book. In a way this is even more unfair than the way of getting the Orb-in fact, all you have to do there is take a roll of 2-3 or 11-12 during your Attack Strength on fighting the Alligator and then use it instead of what you do get if you're under the water, if multiple times of doing it is driving you mad. BUT how many times would someone actually DO the book BEFORE they even knew where the Orb was, and even then you run the risk of not having your helmet, or lifting the crown first and then dying. It's interesting that Waterfield's 'Phantoms Of Fear' book, while decently challenging, is a lot calmer, a bit fairer, but in all honesty, 'Masks' is a triumph. Plus also no one could honestly search Marsh Vile in 'Masks' and find where they should be going straight away without many deaths nor just giving up and keeping away from the marsh. One thing is silly in all the books. HOW can you physically fight ANY Giant without them doing double damage to you whenever they hit you-hell, their weapons are often clubs that are easily the size of any player (unless they're a Giant too) having been ripped from tree trunks, and embedded often with spikes. Another likeness between these 2 books has a Hill Giant attacking you if you go a certain way in 'Masks' but on the direct route in 'Crypt' which has almost everything on it. Also, why is it whenever a Giant is landed a killing blow, you are NEVER told to roll dice to get out of the way in time before the bloody thing falls on you-I mean they take up enough room standing so must therefore ttake up an equal amount when they fall to the floor. Even more dumbly in 'Crypt'-it's believed you're RIDING A HORSE while fighting him if you choose. That horse must have the guts and never of a whale-sized wolverine not to just throw you off and run for the hills surrounding the valley. You're really likely to damage a Giant one handed with a mini-sword with one hand on a saddle. If you lose LUCK against the Giant, it's even stupider-how the hell do you harm something that big without magical aid? Attacking the Clay Golem with it is bad enough as a normal sowrd isn't even supposed to be able to destroy it, but then again if it didn't, the book would be even worse than it is, and clearly Livingstone and Jackson want to forget about some of the monster stats and features that Dungeons & Dragons created in the first place. A pity. Another was Werewolves shouldn't be able to be killed without silver weapons, so technically that Werewolf, if killed, in 'Crypt' should actually be hunting you down and catch up with you at the Lost Lake! Would have been fun. Not. But fair enough if you're not going to kill it with normal weapons, but like I said, they sometimes forget about this when they want loads of encounters in. Waterfield forgot that Wights can't be hit without magical/silver weapons, and didn't even say that the sword you get from it is magical, but at least say it goes above your SKILL, which is more than Livingstone does, but I take my SKILL above Initial level whenever I get The Defender shield, otherwise what's the point in having it?! Even moreso, what's the point in having it at a certain graveyard if the text makes no mention. When I picked it up it said" defends against magically cast lightning bolts as well as blades", it didn't say "only against any lightning bolts your enemy casts at you should you meet him!" To my mind, a bitch laughing from the wind as the sky grows dark as soon as pick up the second part of Roddy McStills Bunnypoos as a lightning bolt is thrown at me reeks of evil sorcerous protection to stop me from getting a powerfully protective magical weapon REEKS of a MAGICALLY CAST LIGHTNING BOLT!" Dear oh falming dear, Livingstone, I did endure 101 bloody encounters in the first quater of the book even BEFORE I got the bleeding sword from the lake just to have YOU poo-poo all my hard-won efforts to have you completely forget that. Don't know he bothered having a Crystal of Sanity protect against a Werewolf bite!
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Post by celestialconquerer62 on Apr 10, 2016 20:50:05 GMT
@ Champskees, I'm not about to argue with the man who posted the solutions to both books! Statistically speaking, I am willing to accept that Crypt is the more difficult of the two books. I never allowed the items with Skill bonuses to take me over my Initial Skill, although I did make an executive decision that if I was already at max skill I would wait to put on the chainmail or use the Defender shield until I actually needed the bonus (basically holding Skill bonuses in reserve). If that is cheating, I can live with it. The kind of cheating that bothers me is the kind needed to complete Masks of Mayhem, which consists of re-rolling two dice until a 2,3, 11 or 12 comes up after the alligator fight in order to get that Crystal Orb. It took me seven rolls to get it last time. Maybe I was saving all my lucky rolls for Crypt of the Sorcerer. Fair enough, but like I said, swap any 1-3 or 11-12 roll you get fighting the Alligator for rolling to notice that 'thing' on the bed of the pool. My worry is that this isn't the big surprise because some people may just be so lazy they want a walkthrough after just a few (or even one tries)> I'd only ever use it as a last resort cos the book is patethic and meaningless crap ('Creature Of Havoc') or so riddled with nonsense or errors ('Curse Of The Mummy', 'Revenge Of The Vampire', 'Seige Of Sardath' even? and apparently many in between No.44-65. It ruins things that have stayed perfectly hidden otherwise. For instance, Champskees might not even have noticed nor come across the Spriggans, Blackhearts before, nor found the Doragar family in the mine the first time he went in there (that mine is riddled with dangerous ways to die and finding them is hard, despite their size, especially if you don't map, cos I like to keep things in my head memory-wise as I think it helps the book stay fresher; he might not then have asked the farmer's wife in thr eruined village, if he came across her, for any info. But I have to thank Waterfield for putting an Alligator in the book, instead of a Croc, which is what all the others use. I do reckon that as far as a direct route goes, 'Crypt Of The Sorcerer' is one of the easiest to remember, cos Livingstone is so obsessed with throwing everything at you that he can that it also becomes a weakness-in other words, alomst every area is necessarily covered on your route that whatever you're missing can't really be hiding for too long really as law of averages say there's only a few places left, no matter how deviously he has chosen to hide something. He may be thrilled at how hard it is, but I think other far less touted books like 'Demons Of The Deep' and 'Portal Of Evil' to name two are absolutely magical as you can miss whole areas by simply making a decision at a paragraph that sounds quite sensible. I got a real shock how over the months that I did them how much these two, particualrly 'Portal' opened up whole new area to me and that suddenly things referenced in earlier paras like "from the Wizard" and "you got a Ring Of Zombie Warding'/'a Pteranadon egg?'/'Sack Of Igneolite'?, plus the acquiring of a Warrant and some Gold and Candle Stubs all made sense. Likewise 'Demons Of The Deep'-who knew all those wonderful denizens could live below one masoleum? Both of these book are extremely notable for featuring beings on the cover (certainly 'Demons' does) that is flipping hard to come by on the cover. In fact Stev Jackson (the American one, bless him) made this book so daftly easy in some respects (i.e allowing you to fight a living GUARDIAN STATUE with a Sword?! that I wrote it couldn't be done unless I'd bought a Borerfish at a certain point (noting how out of all the Toolfish it was the most likely to damage rock, and not losing you LUCK for evilly slaying a Doplhin if you so sickly choose to, plus he doesn't even say the Bone Demon can only be harmed by I STAMINA point, it being skeletal!! Plus the many passages where you live, I ignore them all unless I (a) killed the Pirates or at least defeated them so they'd respectfully fear me forever (b) acquire enough treasure to live on when I get home and (c) AM able to get home-I'm in the middle of a seemingly dangerous ocean for God' sake. Bizarrely with the US Steve, he has a supposedly deadly Swamp in FF8 and a whole section of ocean at his disposal, yet both his books together are flipping safer than just the short trek from the start to pick up Razzak's sword from Kull's skeleton, never mind going any further! What does this say for different planning styles?
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kieran
Baron
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Favourite Gamebook Series: Fighting Fantasy
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Post by kieran on Apr 12, 2016 12:05:33 GMT
There are many words I'd use to describe Sky Lord but boring isn't one of them!
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bsocks
Squire
Posts: 6
Favourite Gamebook Series: FF
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Post by bsocks on Jun 15, 2016 13:12:33 GMT
Hi so... why nr26? Isn't crypt of the sorcerer nr22 ?
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Post by Pete Byrdie on Jun 15, 2016 14:28:58 GMT
Hi so... why nr26? Isn't crypt of the sorcerer nr22 ? Nah, Crypt of the Sorcerer was #26 in the original run. #22 was Robot Commando. Unless they were ordered differently in Portugal. (I'm assuming you're from Portugal since your introductory post said you read them in Portuguese.)
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bsocks
Squire
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Favourite Gamebook Series: FF
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Post by bsocks on Jun 15, 2016 16:01:13 GMT
Hi so... why nr26? Isn't crypt of the sorcerer nr22 ? Nah, Crypt of the Sorcerer was #26 in the original run. #22 was Robot Commando. Unless they were ordered differently in Portugal. (I'm assuming you're from Portugal since your introductory post said you read them in Portuguese.) I guess they must have been! That's weird tho. Where can I see a complete list of the ordered books?
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Post by a moderator on Jun 15, 2016 16:20:24 GMT
There's a list of the original FF run in publication order here.
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Post by offm on Jun 15, 2016 16:38:27 GMT
Hi so... why nr26? Isn't crypt of the sorcerer nr22 ? Nah, Crypt of the Sorcerer was #26 in the original run. #22 was Robot Commando. Unless they were ordered differently in Portugal. (I'm assuming you're from Portugal since your introductory post said you read them in Portuguese.) Pete there is also a good fighting fantasy community in Brazil , and they speak Portuguese Too . ("don´t know if that´s the case" i just speak hypothetically).
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Post by Pete Byrdie on Jun 15, 2016 17:13:43 GMT
Nah, Crypt of the Sorcerer was #26 in the original run. #22 was Robot Commando. Unless they were ordered differently in Portugal. (I'm assuming you're from Portugal since your introductory post said you read them in Portuguese.) Pete there is also a good fighting fantasy community in Brazil , and they speak Portuguese Too . ("don´t know if that´s the case" i just speak hypothetically). Fair point! I wonder if different countries do have different orders, and if so, whether it was because some books were thought not to have an market in those countries or were thought to contain inappropriate content.
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Post by thealmightymudworm on Jun 15, 2016 17:22:45 GMT
There are some lists of book releases-by-language linked to from here. It seems that the release orders for Brazil and Portugal even differed from each other(!)
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bsocks
Squire
Posts: 6
Favourite Gamebook Series: FF
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Post by bsocks on Jun 15, 2016 17:27:14 GMT
Guys Robot Commando is nr20 here in Portugal, don't ask me why. If you want to I can provide you with portugal's list until nr 36.
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Post by Pete Byrdie on Jun 15, 2016 18:10:10 GMT
Thanks Jose, but Mudworm's link has Portugal's list. There are some curious alterations of order, and clearly there are some books missing. The last book in the Portuguese order is #39 Revenge of the Vampire, which is #58 in the original run.
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bsocks
Squire
Posts: 6
Favourite Gamebook Series: FF
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Post by bsocks on Jun 15, 2016 18:11:30 GMT
Thanks Jose, but Mudworm's link has Portugal's list. There are some curious alterations of order, and clearly there are some books missing. The last book in the Portuguese order is #39 Revenge of the Vampire, which is #58 in the original run. Wow! That's just sad... Anyway I should be able to buy some books in english through the internet. But damn...
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Post by 123 on Oct 24, 2016 13:20:28 GMT
Is it really necessary to fight the rad-hulks when you can avoid them and get to the burning village anyway? There doesn't seem to be any benefit in fighting them except a +1 Skill bonus, and fighting two Skill 10 foes is hard, especially if you have lost some Skill with the Harpoon Flies. Am I missing something?
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Post by philsadler on Oct 24, 2016 14:36:31 GMT
Is it really necessary to fight the rad-hulks when you can avoid them and get to the burning village anyway? There doesn't seem to be any benefit in fighting them except a +1 Skill bonus, and fighting two Skill 10 foes is hard, especially if you have lost some Skill with the Harpoon Flies. Am I missing something? It's been a long time since I played this dreadful book, but it seems to me that unless you gain something else from the Hulks, the fight is worthless?
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