Some gamebook fans might remember Joe Dever's four-book post-apocalyptic series Freeway Warrior, originally published in the UK between 1988 and 1989. Now that Project Aon have finished releasing the Lone Wolf series, we've turned our attention back to this series.
On Wednesday (April 15 2015), we finally released Book 2: Slaughter Mountain Run, after a seven-year gap from our publication of the first book Highway Holocaust in July 2008. (I am starting to feel old...) The blog post is here and contains links to the downloads. We also re-released Highway Holocaust with a slew of minor improvements at the same time.
Oh God I remember these: I think I died in them more times than any other game books. Was Joe Dever copying Ian Livingstone or something? Pity, I loved the inventory management and the fact that it had ... guns :-)
Author of 'Hellfire', 'Riders of the Storm', 'House of Pain' (sequel to House of Hell) and 'Deathtrap' (prequel to Deathtrap Dungeon). All are available for download here or at: www.ffproject.com/download.htm
Did not go intpo thelater books, but for the first choose these stats: 19 combat strength (there are only a few fights, but they can be very draining) 20+ endurance, 8+ medikit (because your HP can be drained by all the rolls and fights. The situation is especialy critical after the 2nd fight)
Put 3 point into stealth (most crucial stat in the book), 1 into perception (this makes you avoid a fight)
Choose rifle as your weapon. It is sad that if the pacing would be better the best starter would be pistol. Shoitgun and machinegun are bad.
Starting items: Solar Torch makes you avoid serious damage. Binocular with minor luck makes you avoid a fight. Choose Meal as the 3rd item. No need for a 4th. Other items you'll have to pick up: salt, CB radio, fire extinguisher, grenade. It is optional to pick asecond melee weapon (there aren't any better). HINT: there is a point where you throw away your rifle, because of the game mechnaics.
I'll make an Optimal Route if I finish all four books.
19 combat skill (there aren't many fights, but they can be draining, especialy the 2nd in the 1st book where you are low on supply), 24 endurance (this helps in the later installments, but you have a chance even with minimal stat), 8+ medikit at the start (you WILL be harmed)
rules of transition: I picked up new extra equipment from the list, just like with the skill bonuses. Also full heal between books.
note on ammo: later in the series you might need 6*9mm ammo, so pack them along your 7.62mmm
note on medikits: as you can't breach your maximum, only use when necessary
walkthrough ------------ duck hold fire get into the shop test stealth test shooting + stealth + perception, -1 ammo
test field craft + perception -> if 13+ you'll use the binocular to avoid a fight
back to the convoy 66% chance on a ranged fight. It is advantageous to fight. Lost 2 water to this point. -1 ammo if fighting (doesn't matter wether it hits or not). if fight happened: loot: water, medikit, 1 food search the university keep searching check the crate: this is a hard random, very convenient if succeed if crate is open you get salt. If not, you'll loose 4 HP (very inconvenient at that point). Get back to the convoy. choose the bridge investigate the bus test: driving + perception. If fail: -4 HP and test driving. If that fails: game over. go for loot. To the storehouse. It has ammo. -1 meal explore item: CB radio loot: medikit throw away the CB radio and the binocular test stealth run there fight: 16/25 test stealth: 0-5 means game over. You probably loose 3 HP. you have torch take on his offer -1 meal (-3 HP if you don't have), -2 water choose the alley search the shop fight: 14/28 -2 ammo -1 medikit head Cross Plains -1 water, - salt test stealth + perception: make this roll 13+ or you loose all your weapons, what is very inconvenient jump behind the counter 33% that it is game over, 33% for -3 HP, 33% you passed without harm pick up the shotgun (do not keep it - I'm not sure you could anyway) -1 water item: CB rádió head east (this way our 4 perception will make us avoid a fight) -all meal throw away solar torch test: driving + stealth (yes, this has a lethal factor) test: driving + stealth (yes, this has a lethal factor) random roll, no consequence you don't have rope test stealth you have ranged weapon. Make sue shoting + endurance is 8+ -1 ammo loot: water medikit (watch out to not breach yourlimit), meal, grenade if you didn't yet, throw away the CB radio. Also throw away your rifle. Trust me. This is because game mechanics. north test: field craft + perception. If fail: -1 medikit, -2 water, -1 HP after another roll which if you don't make, it is game over. slowly get back -1 water you don't have ranged weapon rifle + 3 ammo head tothe factory test shooting: -1 ammo. If fail: test stealth. Patch up to make endurance + stealth 12+. Patch up after the above test that endurabce + perception be between 15-19. If that's not possible, still have 9+ or it is game over. At this point it is best if you don't have the CB-radio, but have a grenade. loot: medikit, water, ammo, fire extinguisher, -1 water rnd stealth + endurance + rnd should be as high as possible. 23+ is perfect. If you fail, you loose HP, and have to test endurance for 15+ or it is game over. fight: 17/25 -1 ammo (indifferent wether it hits) random: 33% -6 HP, 66% -2 HP you have fire extinguisher if endurance + stealth < 9 you loose 7 HP -1 ammo
Slaughter Mountain Run
skills: +1 perception, +2 driving, +1 shooting
items: pick a signal flare and a meal and binocular
------------- accelerate test: driving (automatic success with 5) stop search the hardware store stay loot: 6*7.62mm, plastic tube -1 water rnd: 0-4: -2 water you have binocular wait -1 water investigate. Drop binocular. make a detour investigate -> item: CB-radio -1 water you have CB-radio test: perception (automatic success with 5) -1 meal left test perception, if fail: test stealth you use ranged weapon: -1 ammo loot: medikit, water, grenade, meatcleaver (3), decanter (this is optional, but being able to hold more water is relaxing) hike ion the truck use signalflare use ranged weapon: -1 ammo fight: 19/26 You'll likely win in 7 rounds too. Before continuing, stealth + endurance shall be 15+
youdon't have anything to light with
get in the car. endurance +stealth shall be 17+ field craft + perception is under 9 -> loot: water, medikit search loot: medikit (don't forget you have a maximum), firestarter axe (3). Now you have two (3) melee wepaon. use ranged weapon: -1 ammo -1 water you don't have binocular/telescope -> 33% to pass. If fail endurance + stealth shall be 29+. If fail, give 6*9mm to the girl. rest rnd: 33% ok, if fail: endurance + perception 23+, if fail: field craft + perception 8+ -> rnd 66% ok, 33% loose 8 HP test driving + perception, if fail -2 HP you throw some dices, finaly you make a shot: -1 ammo (make sure it hits) loot: medikit -3 water north loot: not in the storehouse is a medikit if you need that. Other places are useless.
you have fire extinguisher obey +2 endurance use ranged wepaon: -2 ammo loot: ammo. At this point your case start to fill up. use grenade loot: 8*7.62 ammo, water, medikit -1 water do whatever you want test perception + stealth (has almost no effect) don't treat hereis some test of stealth + driving. Before doing it throw away the binocular if you have. Try to hold on to the fire extinguisher, plastic tube, and decanter. +3 endurance, ammo use ranged weapon: -2 ammo loot: leviathan item: signal flare use signalflare + leviathan
skills: +1 field craft, +2 driving, +1 shooting
items: a CB-radio and 3 meal
walkthrough ------------ go west, and meddle until you get some loot: 2 medikit, water, and 2 items rnd: if fail: shout -1 meal item: timed bomb there's barely any difference, but choose the first vehicle. -timed bomb rnd test stealth 10+: fail: -2 endurance, -2 item, -2 medikit, -6 ammo. This is highly probable loss, but if it doesn't happen, throw away the two items fromabove. test shoot 12+, -1 ammo, if fail: -X HP (at this point minor injuries are negligable) get in the trashcan duck -1 mael Make the detour. Actualy, you should try the other way, because that way you can't die, but there's an 50% chance you'll pick this route anyway. There's a 1:10 chance for instant death,but aside that this is the simpler solution. don't shoot loot: screwdriver stay -1 water you have CB-radio (you'll drink 1 less water) follow the trail -1 water endurance + stealth be 23+ if possible. Not mandatory. don't shoot if your stealth + endurance is 22+, volunteer 6*7.62mm let him drive test: shooting test: driving + stealth endurance + driving shall be 19+ -1 water head east check the post office -1 water -3 endurance rnd do not risk it endurance + stealth be 21+ -1 endurance test field craft, if fail: -2 endurance you have 4 field craft +4 endurance, max. water -1 endurance, -1 item (make that be the CB-radio) don't want to use get out try to door in fron of make endurance + stealth 20+ eather shoot the door (-1 ammo) or break it (-1 endurance) you have 4 perception endurance + stealth be 14+ -1 ammo run to the far side rnd: if fail: -2 endurance -1 mael walk the road item: meal lookaorund the village the drug store has medikit, hardware store has ammo and stuff if you need either
stay n the motorcycle
test drive: if fail you get hurt (who cares at this point for injury)
-1 water ascend. endurance + stealth + shoot be 21+. Watch out for negatives on stealth. -1 water loot: medikit, water, ammo, combatviewer test: drive: if 0-6: game over break. And make endurance + drive be 22+
The testrolls are theonly obstacle in book 2-3, face it.
brought items: combat viewer, plastic tube, screwdriver, fire extinguisher, and if you wanned to be sure: machinegun
skills: +4 field craft
items: solar torch, 3*meal
walkthrough ------------- go into the city (the other way has a chance of instant death) hold fire loot: medikit -1 water search wahetever building. Too bad this place has no machinegun. test: stealth (you get a +4 bonus from the axe) do whatever rnd: it is advantageous to fail and fight here if fough: loot: machinegun. water, 9mm ammo (you only need 6 to have) drive away Casa Grande (if you trust your endurance you could go to Aja. I didn't) -1 water, -1 meal youhave combat viewer stop don't need anything left switch on the lamp keep going you have screwdriver and field craft. Congratulation, you spared 2 endurance. 28 atropin wait -2 endurance, -1 water do whatever. In the meantime you gain 3 endurance. Makeyour stealth + endurance be 18+ stop you have combat viewer explore -1 water you have fire extinguisher (otherwise loose 4 endurance) Rex use ranged weapon: -2 ammo (if any is missed, melee combat) -1 meal go Mohawk stop
you have combat viewer
talk with him obey try to make driving + endurance 28+, otherwise risk of game over you have plastic tube 3 endurance, max. water -1 mael make driving + endurance 31+. If not can, make 25+. If not can, itis game over (this is why you should have 24 maximum endurance) test stealth: 6+/10+. For this to make easier throw away everything except the machingun (and the rifle), and the combat viewer. stop use ranged weapon, you have machinegun. teststealth + perception 10+. -1 water rnd: 0-4: fight, 5-9: use ranged weapon -1 water stealth + endurance be 26+/30+ -2 endurance stop head north. Stealth + perception 11 needed. shoot (make sure it hits) loot (indifferent at this point) +2 endurance youhave combat viewer go to the bycicle shop loot you have combat viewer goaway test driving: if fail -2 endurance -2 endurance -1 water item: ammo shoot (make sure it hits) test: shooting + stealth, if fail: -2/-4 endurance you have rifle, but don't try to shoot Testshooting. If fail, duck,and test stealth + endurance 23+. If fail: -10 endurance.
throw at him a melee weapon. You don't loose anything if it does not connect (field craft test), but he'llbe weaker if it does. Remember, you have 2 melee weapon, both (3).