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Post by firebead on Sept 11, 2021 18:46:22 GMT
KEY
A – Agility C – Combat E – Endurance [ ] – Jump to paragraph I hope Sylas won't mind if I use his scheme for this solution. In any case, let me know.
THE WICKED WIZARD OF OZ - DOROTHY GALE SOLUTION Dorothy’s path is the easier, hands down. She doesn’t gain many stats power-up, but she’ll gain more abilities than the ones she starts with. If you gain all of them, you’ll have to fight only 1 or 2 enemies with this walkthrough. In the first part, after you have been reunited with the Scarecrow and the Lion, you have the option to go into the Munchkin mine. Since the items you cold gain in there would give you 4 damage but would reduce your C by 1, and you’ll gain a password useless for the best path, there’s no need for Dorothy to go there. Each of the 4 “base” character has a personal subquest in the second part of the gamebook: Dorothy’s one is in Winkle Country, to the West of the Emerald City. Don’t forget the special paragraphs reserved to Dorothy: anytime you see the symbol of a cyclone, subtract 10 from the number and turn to this new section immediately.
[1] If you choose to search the house, you’ll gain 4 Eggs (each one can restore 4 Endurance) and a Jar of Honey: however, you’ll have to fight a Winged Monkey (C6, E6), but you can easily use The Pen is Mightier. Anyway, you’ll have to gain the codeword Scamper. Continue to search the house and you’ll gain 4 other Meals, a Bottle of Sarsaparilla and a Cleaver (3 damage instead of just 2).
[96] If you want to know what happened to the Wizard of Oz, go East but be prepared to use your Sarsaparilla. Otherwise, go West. You have to fight a Murder of Crows (C6, E12), or use the Pen is Mightier: if you choose to fight and win in 5 rounds or less, +1C. In any case, you’ll gain 3 uses of Summon Winds and the codeword Squawk. Head into the woods. Light a fire. Eat a meal, or you can take a fruit (you’ll gain 2 Endurance and 3 Meals, but you’ll have to fight a Sword Tree).
[520] Head South along the river. Use the boulders. Agility test: if you fail it, Endurance test: if you fail it, -3 Endurance. Now, if you have at least 24 Endurance (don’t forget that you can raise your statistics without limits) go through the poppy field; otherwise, avoid the poppy field, but you’ll have to fight an Automaton. If you chose to enter the poppy field, you can make an Endurance test: if you pass it, you gain a Pouch of Poppy Pollen (it lets you win automatically a fight against an “organic” enemy); if you fail it, -2A and -2C. Don’t investigate the mine (or the hole) and continue on.
[10] You have 2 codewords. Random roll: in any case, demand to see the leader (in this way you’ll gain a new ability). Lose 4E. Gain 3 uses of Lightning Bolts. Use Lightning Bolts. Gain codeword Intelligence. Go through the double doors. Run toward the glass window. Use Summon Winds. Split up with you friends. Go West to Winkle Country.
[777] Investigate the lights. Random roll: if you fail it, -1C for the next fight and [496]; otherwise, attempt to save the pumpkin man. Use Summon Winds: if you are lucky, you won’t have to fight and you’ll regain an use of Summon Winds; if not, you'll have to fight 2 Wheelers (C6, E5; C5, E6). Gain codeword Pumpkin and continue West. Choose the swamp and use the Jar of Honey. Gain 4 Healing Herbs (+3 E each).
[736] Keep exploring the castle. Pore over the magical library, random roll and gain 1 use among Summon Winds, Lightning Bolts, Crow Master or Beastmaster. Peer into the crystal ball. Take an Agility test: if you fail it, you’ll lose random E. Say I’ll make you pay. Ask her what she means. +10E, +1A and +2C; gain 1 use of Summon Winds, 1 use of Lightning Bolts and 3 uses of Flight. Gain the codeword Inferno. Use Flight. Set off for the Emerald City.
[18] Go to the Throne Room. If you don’t have the codeword Pumpkin, use Lightning Bolts and gain an Electro-sword. Go back and take the Blueprints. Use Flight. Use Lightning Bolts. You have the codeword Intelligence. Take an Endurance test: if you fail it, Agility test: if you fail it, -2E and -1C. Fight Toto (C8, E8) using Lightning Bolts. Gain codeword Fried. Use Summon Winds. Use Flight. You win.
NOTE This Solution does not make a single use of the Over the Rainbow ability, since (like with Curioser of Curioser in the first book) most of the results are bad for you.
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Post by firebead on Sept 11, 2021 18:48:18 GMT
KEY
A – Agility C – Combat E – Endurance !! – Enemy has initiative [ ] – Jump to paragraph THE WICKED WIZARD OF OZ - SCARECROW SOLUTION The Scarecrow’s adventure is very similar to Dorothy’s one, since only the start is different. His stats aren’t really high, with Endurance even less than Dorothy, but he can regenerate almost all damage sustained at the end of combat (but watch out, he isn’t invincible!): his biggest problem is the low Agility, which will be used in a vital test. His abilities rating is medium-high: all of them have their uses. Each of the 4 “base” character has a personal subquest in the second part of the gamebook: Scarecrow’s one is in Munchkin Country, to the East of the Emerald City. Don’t forget the special paragraphs reserved to the Scarecrow: anytime you see the symbol of a crow, subtract 20 from the number and turn to this new section immediately. [250] Use Crow Master. Pick up the Scythe (4 damage). Use Fearsome. Fight the KING CROW!!. Gain the code Squawk. [94] Head into the woods. Head South along the river. Use the boulders. Agility test: if you fail it, Endurance test: if you fail it, -3 Endurance. Go through the poppy field. Gain a Pouch of Poppy Pollen (it lets you win automatically a fight against an “organic” enemy). Don’t investigate the mine and continue on. [10] You have 1 codeword. Demand to see the leader (in this way you’ll gain a codeword for the final battle). Lose 4E. Try freeing yourself using physical strength, taking an Endurance and an Agility test: should that fails, use Brains. Use Fearsome: if you are lucky, you won’t have to fight the Captain of the Emerald Guard (C9, E9). Gain codeword Intelligence. Go through the double doors. Run toward the glass window. Use Crow Master. Split up with you friends. Go East to Munchkin Country. [606] Enter the wreck of the caravan. Search for Scraps. Don’t use your abilities. Use Fearsome. Search the ground floor. Explore the floor. Try to communicate: gain the codeword Beware. Continue your search of the room: +4E and 4 Magic Glue (+4E each). You have the codeword Beware. If you have only 2 uses of Brains and want to keep 1 for the final fight (if you are lucky, it will make you win right away), fight Chopfyt; otherwise, use Brains. Gain the Glass Cat (+1C and +1damage in 1vs1 fights); gain code Patchwork. [41] Tell him about your quest. Leap onto the Juggernaut. Agility test: if you fail it, you’ll have to use Brains and fight the Juggernaut!! (C9, 12E), else you’ll die; if you pass it, make sure the machine is deactivated. Use Brains. Press both buttons. You have the codeword Patchwork: +4E. Set off for the Emerald City. [18] Go to the Throne Room. You don’t have the codeword Pumpkin. You don’t have any abilities. Fight Emerald Guard (C8, E8). Pick up the weapon and gain an Electro-sword (add 1 use of Lightning Bolts). Go back and take the Blueprints. Use Crow Master. Use Lightning Bolts and discard the Electro-Sword. You have the codeword Intelligence. Take an Endurance test: if you fail it, Agility test: if you fail it, -2E and -1C. Take an Agility test, reducing by 2 the number rolled: watch out, it’s a Vital test! If you want, you may grab one of the guard’s weapon: if you pass a Combat test, you’ll gain the code Fried; if you fail it, you’ll have to fight an Emerald Guard!! (C8, E8). If you still have 1 use of Brains, you can disconnect the supply power: make an Agility test first and then an Endurance test (watch out, it’s a vital test). Then, random roll: if you are lucky, you’ll win right away, if not you’ll gain the code Shutdown. If you don't have any use of Brains left, use the Blueprints to gain the code Haywire. Fight the AI (C10, E18): since you have both Intelligence and Haywire codes, -2 its C and -5 its E; if you have Fried too, -2 its C and -6 its E; if you have Shutdown, -1 its C and -2 its E each round. Win the fight to win the book.
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Post by firebead on Sept 11, 2021 18:48:29 GMT
KEYA – Agility C – Combat E – Endurance [ ] – Jump to paragraph THE WICKED WIZARD OF OZ - TIN WOODMAN SOLUTION Among the 4 “base” characters, Tin Man’s adventure is the most different, since he has a unique first part. His Agility is abysmal, but at the start it can be rised by 1 point, together with Combat; this, with its +1 damage inflicted and -1 damage received, makes the Tin Man a beast in combats. However, since his abilities are still good, you can evade most of them (but try to keep at least 1 Brains!). The Tin Man’s personal subquest is in Gillikin Country, North of the Emerald City. Don’t forget the special paragraphs reserved to the Tin Man: anytime you see the symbol of a gear add 10 to the number and turn to this new section immediately. [500] Try to connect with the computer. Try to guess: here you can try different codeword and gain some abilities, choose “Robots” to gain 1 extra Lightning Bolts. Activate your speech unit. State my designation. +2E, +1A, +1C. Use the keypad. Try asking the Tik-Tok man. [429] Go right. Grasp the terminal: +4E, +1 use of Lightning Bolts. Leave it alone. Take the axe (3 damage, 4 in total). Head right. You don’t have any code. Take the Grappling Gun and 4 Fuel Cells (+4E each). Use Lightning Bolts. Leave through the exit. Try to disguise yourself. Agility test: if you fail it, lose 5-10E. Don’t have the code Download. Lose 1 Brains. Accompany your friends (to gain a code for the end fight). [25] Lose 4E. Try freeing yourself using physical strength, taking an Endurance and an Agility test: should that fail, use Lightning Bolts. Use Lightning Bolts again. Gain codeword Intelligence. Go through the double doors. Run toward the glass window. Cross off the Grappling Gun. Split up with you friends. Go North to Gillikin Country. [191] Stand your ground. Use Lightning Bolts: if you are Lucky, you won’t have to fight; otherwise you fight some Winged Monkeys. Agree to help the Gillikin. Search their remains: take the Lightning Bolts. Accept the help. Agility test: if you fail it, -5E, -2A, -1C and code Sawhorse, then use Strength: Combat test, if you pass it, you regain 1 use of Strength, if you fail it you fight Quox. If you pass the Agility test, use the Lance and take a Combat test: if you fail it, gain the code Sacrifice, then use Strength: Combat test, if you pass it, you regain 1 use of Strength, if you fail it you fight Quox. If you pass the Combat test, use Lightning Bolts. Gain 4 Power Cells (+4E each). Make your request to the Gillikin, but continue. [407] If you can and want use Strength, otherwise Endurance test: if you fail it, Agility test, if you fail it, you die. Answer the Mist Maidens’ question. Use Brains: gain codeword Spectrum. You have Spectrum. [620] Lose 4E. You have the codeword Intelligence. If you have it, use Strength; otherwise, take an Endurance test: if you fail it, Agility test: if you fail it, -2E and -1C. I hope you still have 1 Brains use! If you want, you may grab one of the guard’s weapon: if you pass a Combat test, you’ll gain the code Fried; if you fail it, you’ll have to fight an Emerald Guard!! (C8, E8). Since you still have 1 use of Brains, you can disconnect the supply power: make an Agility test first and then an Endurance test (since it’s a vital test, better use Strength, if you can). Then, random roll: if you are lucky, you’ll win right away, if not you’ll gain the code Shutdown. Fight the AI (C10, E18): since you have the code Intelligence, -1 its C and -2 its E; if you have Fried too, -2 its C and -6 its E; if you have Shutdown, -1 its C and -2 its E each round. Win the fight to win the book.
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Post by firebead on Sept 11, 2021 18:48:44 GMT
KEYA – Agility C – Combat E – Endurance !! – Enemy has initiative [ ] – Jump to paragraph THE WICKED WIZARD OF OZ - LION SOLUTION The Lion’s adventure is very similar to that of Dorothy and the Scarecrow. His stats are the best of all characters, so he shouldn’t have too many problems during tests and fights (he inflicts +1 damage like the Tin Man). This is good, since he got the short stick of abilities: almost all of them are useless, expecially Beastmaster, so he’ll have to fight, a lot. Since this means he has less options, he almost has a “true path”, expecially in the end section. The Lion’s personal subquest is in Quadling Country, South of the Emerald City. Don’t forget the special paragraphs reserved to the Lion: anytime you see the symbol of a lion head add 20 to the number and turn to this new section immediately. [750] Use Fearsome. Random roll: you may fight 2 Kalidas, one or none. Scramble up a tree. Drop something on it: fight Incapacitated Aracnoid and gain code Scramble. Pick some fruits: +4, +3 Meals (+4E each). [694] Head South along the river. Use the boulders. Agility test: if you fail it, Endurance test: if you fail it, -3 Endurance. Now, if you have at least 24 Endurance (don’t forget that you can raise your statistics without limits) go through the poppy field; otherwise, avoid the poppy field, but you’ll have to fight an Automaton. If you chose to enter the poppy field, you can make an Endurance test: if you pass it, you gain a Pouch of Poppy Pollen (it lets you win automatically a fight against an “organic” enemy); if you fail it, -2A and -2C. Investigate the min. Keep exploring: gain the Sledgehammer (4 damage, 5 in total). You don’t need to go further and can leva the Munchkin alone. [10] You have 1 codeword. Demand to see the leader (in this way you’ll gain a codeword for the final battle). Lose 4E. I don’t advise to try to use physical strength, since you’ll have to pass both an Endurance and Agility tests and if you lose on of them you die. So, use Strength. Use Fearsome: if you are lucky, you won’t have to fight the Captain of the Emerald Guard (C9, E9). Gain codeword Intelligence. Try to open the hatch. Use Strength. Head left. Split up with you friends. Go South to Quadling Country. [421] Try to find out why you aren’t welcome. Try to coax the Mayor into helping you. Help your people. Use stealth. Agility test: if you fail it, you’ll have to fight a Midnight Hunter; in case, use Fearsome and not Beastmaster (I told you is useless!). Rebuke the King Kalidah and fight him!! Gain the Crown of Control, the sword Sabretooth (+1C and 3 damage, 4 total), +6E and 1 use of Beast Master (why?!). You don’t need to go any further and may return to the Emerald City. If you want to continue, don’t trust the Princess and question her. Fight the Spider Changeling!! with -1C. In any case, return to the City. [18] Go to the munitions factory. You don’t have the codeword Pumpkin and can’t use The Pen is Mightier. Fight a Mark 2 War Droid!! Gain the code Balloon. Go back and take the Blueprints. You have the code Balloon. Jump onto the airship. Make an Agility test: if you fail it, you have to make a random roll to avoid death. You have the codeword Intelligence. Use Strength. Make a Combat test (watch out, if you fail you die!). If you want, you may grab one of the guard’s weapon: if you pass a Combat test, you’ll gain the code Fried; if you fail it, you’ll have to fight an Emerald Guard!! (C8, E8). Now, you can only use the Blueprints to gain the code Hayware. Fight the AI (C10, E18): since you have the code Intelligence, -1 its C and -2 its E; if you have Fried, -2 its C and -6 its E; if you have Haywire, -1 its C and -3 its E. Win the fight to win the book.
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Post by firebead on Sept 11, 2021 18:49:14 GMT
Reserved
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Post by firebead on Sept 11, 2021 18:50:06 GMT
KEYA – Agility C – Combat E – Endurance !! – Enemy has initiative [ ] – Jump to paragraph THE WICKED WIZARD OF OZ - WIZARD SOLUTION The Wizard’s adventure is very similar to that of Dorothy, the Scarecrow and the Lion, despite is status of “special character”. His stats are on par with Dorothy’s, but he starts with more abilities even if less useful (but still can gain more). Be careful with your Endurance, you’ll have almost no occasion to replenish it! He doesn’t have any “personal subquest” so, at the crossroad, you can basically choose any way and won’t lose any special encounter. Walkthrough for every choice is provided. Don’t forget the special paragraphs reserved to the Wizard: anytime you see the symbol of a skull add 30 to the number and turn to this new section immediately. [314] Go airborne. Remain airborne. You want gain anything useful in the mines, so keep going. Take an Agility Test: if you fail it, lose 1d6+1 Endurance and possibly 1A and 1C; if you pass it, -2E. [414] Gain Fearsome and use it immediately: if you are lucky, you won’t have to fight the Captain of the Emerald Guard (C9, E9). Gain codeword Intelligence. Head right. Try fixing the machine. Use Brains: gain the Weather Machine and the Summon Winds ability X3. Gain the Blueprints too. Split up with you friends. It doesn’t really matter where you go, so choose freely. [191] If you go North, stand your ground and use Summon Winds. Endurance test: if you fail it, Agility test; if you fail it, you die. Answer the Mist Maidens’ question. Use Brains: gain codeword Spectrum. You have Spectrum. Lose 4E and go directly to the section [18], but start at “You have the codeword Intelligence”. [606] If you go East, follow the tracks. Use Over the Rainbow. Make sure the machine is deactivated. Use Brains. Press both buttons. Gain 2 Supplies (+4E each). Set off for the Emerald City and go to [18]. [421] If you go South, try to find out why you aren’t welcome. Try to coax the Mayor into helping you. Continue on the left-hand path. Don’t trust the Princess and question her. Prepare to fight the Spider Changeling, the use The Pen is Mightier. Return to the city. Go to [18]. [777] If you go West, investigate the lights. Keep following the lights. Attempt to save the pumpkin man. Use Summon Winds: if you are lucky, you won’t have to fight and you’ll regain an use of Summon Winds; if not, you'll have to fight 2 Wheelers (C6, E5; C5, E6). Gain codeword Pumpkin. If you want, you can go directly to [18]; if you want to continue, choose the swamp and use Summon Winds. Gain 4 Healing Herbs (+3 E each). After this, you may return to the city when you reach the Castle. Go to [18]. [18] Go to the Throne Room. If you don’t have the codeword Pumpkin, use The Pen is Mightier and pick up the weapon and gain an Electro-sword (add 1 use of Lightning Bolts). Use Over the Rainbow. You have the codeword Intelligence. Take an Endurance test: if you fail it, Agility test: if you fail it, -2E and -1C. If you have at least 8E, then use Summon Winds, preparing to fall down, and WIN! Otherwise, if you want you may use Over the Rainbow: if you pass a Combat test, you’ll gain the code Fried; if you fail it, you’ll have to fight an Emerald Guard!! (C8, E8). Since you still have 1 use of Brains, you can disconnect the supply power: make an Agility test first and then an Endurance test (watch out it’s a vital test). Then, random roll: if you are lucky, you’ll win right away, if not you’ll gain the code Shutdown. If you don't want to use Brains, use the Blueprints to gain the code Haywire. Fight the AI (C10, E18): since you have the code Intelligence, -1 its C and -2 its E; if you have Fried too, -2 its C and -6 its E; if you have Haywire, -1C and -3E; if you have Shutdown, -1 its C and -2 its E each round. Win the fight to win the book.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,744
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 11, 2021 21:45:54 GMT
You're fine to use my format. I found this adventure too easy tbh. There's very little challenge even if you don't find the optimal paths. Haven't tried using the Wizard or the Witch yet.
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Post by CharlesX on Sept 12, 2021 5:23:27 GMT
You're fine to use my format. I found this adventure too easy tbh. There's very little challenge even if you don't find the optimal paths. Haven't tried using the Wizard or the Witch yet. I've found both the Alice's Nightmare In Wonderland and Wicked Wizard Of Oz underwhelming from both a gameplay and an excitement point of view, although it did light my childhood wonder (and nostalgia). Particularly for his earlier gamebooks, J. Green seems to be stronger on world-building than the gameplay sphere; I don't know whether this is lack of talent or want of trying. His more recent NOTN and HOTW have raised the game, though.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,744
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on Sept 12, 2021 9:12:29 GMT
I think Jon suffers from the opposite of the Livingstone effect, where Ian went superhard after hearing readers say the books were easy, and Jon going supereasy after fans moaned that his early FF books were too hard. All Jon needs is a decent playtester and a bit more boldness in making his adventures more challenging without being unfair.
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Post by firebead on Sept 13, 2021 13:55:02 GMT
You're fine to use my format. I found this adventure too easy tbh. There's very little challenge even if you don't find the optimal paths. Haven't tried using the Wizard or the Witch yet. In a sense, you are right, however there are some tests or events in the final part which can spell your doom just at the end. I belive that the funniest part of the game is exactly that of find out when it's the best times to use each of your abilities to evade most of the risks. Regarding the extra characters: playing as the Wizard really doesn't add anything to the story, I am afraid. By a lore point of view, it lets you find out what was the Wizard doing, and why we don't see him in the game. However, his adventure - after a short, different start - plays out exactly as the other four. I suggest playing as the Witch, instead. For obvious reasons, her adventure is very different from the others, since you have different objectives. It's not enough to make you think you are playing a different book, but I think it's a pity the Wizard doesn't have a different quest, too.
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sylas
Baron
"Don't just adventure for treasure; treasure the adventure!"
Posts: 1,744
Favourite Gamebook Series: Fighting Fantasy, Way of the Tiger
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Post by sylas on May 8, 2023 22:08:25 GMT
A bit late to point this out but in the solutions, the claim that 'if you have at least 24 Endurance (don’t forget that you can raise your statistics without limits) go through the poppy field' isn't correct. In the rules regarding Restoring Your Attributes, it is stated that you can only restore LOST Endurance with sustenance. So even if your Endurance was at maximum and you have 3 Meals with you, you can't chomp them down to get a super high Endurance.
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Post by misomiso on Aug 25, 2023 8:30:20 GMT
I actually really liked this book.
There are a couple of very good design decisions, but also a couple of ones I didn't really enjoy.
I liked the how the four different characters were all a bit different with quite different powers, however I didn'y enjoy how the adventure was constructed with different beginnings and cross over's etc. It seemed unnecearsily complicated and tended to break the 'flow' of the adventure for me. A single adventure with maybe a few points of difference depending on special skills would have been better I think.
The skill system was very good as to have only 2 or 3 skills per hero and only around ten in total (I always find 12 too many for this type of thing) was more than sufficient, to have them more fantastical like 'Crow master' was much better than generic Fantasy powers, and for each character to have their own 'special' skill made each one distinct. I don't think having a limited amount of 'Uses' works for each skill though - it just complicates the system unnecesarily.
On the other mechanics, Endurance tests are a work of genius - I would like to see them incorporated into FF as a standard mechanic - but I strongly dislike having Agility as an additional stat. It just seems wrong tonally and is not that interesting to gameplay. If we are going to have another testable stat I would much rather it was something more esoteric or mental based like 'Mind' 'Bravery' or 'Intuition' as another physical stat doesn't add much, but 'Luck' imo is a better mechanic overall because of the deteriotating factor.
Structually the books is very good, with an Intro / set up system, a middle part of gathering the army, and then the final Battle. The 'Hub' part of the Secrets of Salamonis is much better and should be the standard going forward though - where you have a set of options but are only able to do some of them. This book was similar to Storm Chaser in that you had four options and really were expected to do all of them or One, but 3 from 5 would be a happy medium I think.
The book was very enjoyable though. It was an interesting interpretation of the Oz myth, and the Art was fantastic. I have a feeling with these books that the Art is the big cost and it's a shame as it was so good and I would have loved to have had more of it.
But great book and creative interpretation of the mythos!
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