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 Why Caverns?

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T O P I C    R E V I E W
Eternalknight Posted - 23 Apr 2003 : 13:53:23
Hi guys! Just wondering: How did you come to the decision of doing Caverns of the Snow Witch first? Why not, say, Citadel of Chaos?
15   L A T E S T    R E P L I E S    (Newest First)
Rabel Posted - 09 Nov 2003 : 22:59:02
No no no no no no no no no no no.

I disagree.

There most definitely *was* a problem with Starship Traveller but it was only in the early print runs. Later print runs corrected it. When I have the time, I will try to give you a definitive source on this.

You *are* right, Jamie.
Feldrin Posted - 04 Nov 2003 : 14:49:41
I completed it, there's a "right path" leading to the end but it's a very tricky one.
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SPOILER
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I think the main problem is getting the second half of the code enabling to finish the book. It's hidden in a weird maze, you're cast in it by alien creatures, I don't remember their name though, and since I own a french copy of the book it possibly wouldn't help anyway...

The first part of the code is on the planet where kids are smarter than adults if I remember well.

Hope that helps, this book is awfully difficult to end
Eternalknight Posted - 03 Nov 2003 : 13:20:32
Then that makes two of us mate.
jamie Posted - 01 Nov 2003 : 14:41:07
I always remember reading somewhere that there was a co-ordinates problem with ST (FF4) making it impossible to complete. However, I have just had an email back from Dave Holt of AFF.com saying that there were no errors with this FF book to his knowledge.

So.... that means that the reason I could never complete Starship Traveller is because I am useless and not due to a printing error (which made me feel better).

Jamie Wallis
Author
Myriador LTD
Eryx Posted - 29 Oct 2003 : 10:57:13
What was the problem with Starship Traveller? I must admit that I was never able to find a way home but I thought it was me being useless.

jamie Posted - 28 Oct 2003 : 19:23:02
I realise that this topic has not been continued for 5 months or so but I though you guys might like to know something (as we were talking about Creature of havoc).

I emailed Simon Flynn at Icon books to ask him if the problems with Creature of Havoc, Starship Traveller etc. had been rectified before the new reprints with the FANTASTIC new covers. His answer... YES!! So now you can play Creature of Havoc without having to know where the problem is To me, that was worth getting the new copy out and having a go. I dont know about you guys, but once I found out there was a printing error that made it impossible to complete I didnt play it any more.

Jamie Wallis
Author
Myriador LTD
Rabel Posted - 28 May 2003 : 15:25:01
Oh yeah! The spellbook! Never bothered with it. Forgot all about that.
And cheers for the Creature of Havoc guide, robsterman. Might have to go back and do that one again. Love the Alan Langford artwork.
Hanuman Posted - 28 May 2003 : 14:33:19
Well I am just glad I have almost all of the world books (still missing Riddling Reaver)but it was Blacksand that gave me the most grief as I had lent the book to a friend and it was in his car when it got stolen. I tried for ages to find it again but to no avail,then strangely enough I found it in a musty old newsagency where it had been knocked under a shelf it was dusty but otherwise in good nick. When I asked the fellow at the counter how much it was he looked at me blankly for a second and then said " Wadda ya mean how much! we a don sella books ere, justa magazines an a newspapers,books pah" I blinked a couple of times closed my mouth and said "Oh sorry" and put five dollars on the counter and walked out when I looked back he had pocketed the fiver and gone back to reading his race guide.
I chalked the whole experience down to being some weird Fighting Fantasy Karma (never loaned it out again though).

Youth! We have enough youth, what we need is a fountain of Smart!
jamie Posted - 25 Apr 2003 : 21:20:02
By way of Quintet I was incorperating the old spell book as well
.... sorry if i was mis-leading in my posting

Jamie Wallis
Author
Myriador LTD
robsterman Posted - 25 Apr 2003 : 20:57:38
There were FIVE Sorcery books. However, the 5th book was simply a Sorcery spell book (which was reprinted in books 3 and 4).
robsterman Posted - 25 Apr 2003 : 20:56:26
1) You awaken in pain. What is going on? A Dwarf. Kill it. Nothing is to be learned

(185) Kill the Dwarf (TRANSLATE) and examine the body

(399) A hide with strange writing! (make a note of reference 337, to refer to once you know how to TRANSLATE)

(308) Roll a 1, 2 or a 3 on one die and go west. You enter a lit chamber ahead.

(205) You attack a party of adventurers . You kill the Hobbit (Sk:5 St:6) in 3 straight rounds.

(160) You eat the Hobbit. (TRANSLATE) Test your Luck.

(292) You kill the man in red robes (-2 Stamina) and fight the Armored Knight (Sk:8 St:9)

(446) You eat the man in red robes (restore Stamina). Flying creatures! A locked door.

(101) Roll 3-6 to break down the door. Corpses litter a cave where a battle took place. Something strange is happening..

(234) Roll 1, 2 or 3 to investigate the bodies further.

(447) There are invisible creatures eating the corpses!

(89) You must fight the Flesh Feeders (Sk:6 St:6/Sk:6 St:7/Sk:6 St:6)

(382) You discover a Flask among the bodies - (TRANSLATE) - A Vapour! (+2 Luck)

(51) You CHOOSE the west passage. You run into another party! Strongman (Sk:7 St:8)

(320) Fight the Warrior (Sk:7 St:7) and the Thief (Sk:8 St:6)

(281) Take the dull metal pendant; it can help you find secret doors

(306) If a passage begins "You cannot see a thing..." DEDUCT 20 from current reference (+1 Luck)

(115) Eat the bodies (+4 Stamina) You must descend a dangerous stairway to a stinky river

(166) Pass a Luck Test and cross the smelly Bilgewater river. Continue North.

(358) The cave becomes dark. You enter a large chamber.

(257) "You cannot see a thing..." Use your pendant. (257-20=???)

(237) Now, if a passage begins "You find yourself..." ADD 20 to the current reference (+1 Luck)

(458) Enter the secret cave. Take the green rock (club).

(110) A crystal club! (Make a note of reference 333 to use). Leave the chamber.

(257) Back in the dark - go west.

(309) You reach a junction. Go west again.

(280) Creatures approaching! Continue ahead.

(342) Two humans! Attack them.

(258) Warrior (Sk:8 St:9) and Fighter in Leather Armor (Sk:7 St:8)

(13) Poke through the sack that the first adventurer laid to one side

(147) A casket with a vial - another Vapour! (TRANSLATE)

(283) The Secret of the Code is revealed (make note of this reference) (+1 Luck)

(137) At the junction, head east to a sturdy locked door

(204) Use the ball to hit the plate

(435) A Rhino Man comes out. (TRANSLATE) You can understand him!

(62) Take his message (make note of Legionnaire 29 if you wish; not used in the solution) and leave

(298) Climb the stairs to a T-junction. Go east

(373) The corridor ends at two doors. Choose the left one.

(241) Two Blood Orcs and an old blind man (TRANSLATE). Fight the Orcs (Sk:7 St:7/Sk:8 St:7)

(7) A blind man (TRANSLATE) You can understand him!

(200) Hannicus gives you info and a Silver Ring to defeat Darramouss (+2 Luck)

(360) Do not give it back. (make note of instructions to defeat Darramouss)

(138) You leave the man and continue to another door...

(15) A creepy workroom with wooden boxes. Ignore them and leave the room.

(436) Choose the east door (quickest).

(49) A bridge over a smelly chasm. Test your Luck!

(457) You are Lucky! You ignore a side passage and continue eastwards

(122) Two doors at the end of a passage. Enter the north door.

(154) It's locked. Break it down. (-1 Stamina)

(396) A desk with parchments. Pick one up and read it.

(100) A powerful Rock Demon appears! Battle it.

(327) It's only an illusion cast on a mouse. Read the parchment.

(192) (TRANSLATE) Learn how to enter Marr's netherworld (subtract 93 at the suspected location)

(450) Leave through the door in the south wall - back to the hallway you entered from.

(263) You must charge the door to the east.(-1 Stamina) A Manic Beast! (Sk:7 St:8)

(209) Defeat the Beast and eat the human carcass.

(249) (+4 Stamina) 2 Gold Pieces. Drink the green liquid (Potion of Strength).

(318) (Restore Stamina to initial level). Leave.

(293) You arrive at a wooden door and hear voices. Creep slowly into the room.

(276) When you enter, you are surprised at what you see...

(161) Six dark arches ahead. Investigate the room further.

(104) (TRANSLATE) Someone is talking to you from an alcove. Enter.

(323) A creepy figure in the shadows (Chattermatter). Leave and try another archway.

(220) The next archway has a shower of strange dust. Investigate.

(56) You are showered with Elven Dust! (make note of this)

(405) Leave the recess and choose the north door.

(300) CLANG! A portcullis closes behind you. Crossroads. Take the west passage.

(213) A dead end. Use your pendant. (213+20=???) ("You find yourself..." is NOT stated!)

(233) A magical doorway opens! Step through.

(369) Darkness -- 4 ghostly faces appear. (TRANSLATE - and you'll be given a new direction)

(90) You confront Darramouss! Grab him? No! (90+50=???)

(140) You use your ring against him. Take the north secret passageway.

(184) Cross a bridge and confront an Dark-Eleven guard. Say you were allowed to leave.

(3) Make no gesture. He leaves to check with Darramouss.

(437) Remain where you are until the Elf returns.

(38) Darramouss couldn't be found. Give him your pendant (no more secret passageway finding!)

(442) You are granted exit from the dungeons! You come up in a creepy graveyard.

(123) Look around the old building - the three Women of Dree. They can help you learn your destiny.

(324) Accept their quest for Sculliweed Root. You sleep for the night. (+8 Stamina, +2 Luck)

(95) Head South. The peasant village of Coven. Leave along a street leading west.

(274) A man is fighting a Half-Orc. Assist the Half-Orc.

(291) Fight the village man (Sk:7 St:8). Grog the Half-Orc is your new companion.

(438) (While he's with you, subtract 52 from references ending with a 7 for bonuses.)

(107) There is a crossroads outside Coven

(107-52=55) Grog retrieves his special knapsack. He suggests going west to Rosina.

(177) You follow the trail to the countryside, where there is a hut.

(177-52=125) Grog points out that it is Rosina's hut. You enter.

(252) Rosina is a fortune teller. You pay her your 2 Gold Pieces.

(11) Your fortune is told. She tells of Sculliweed. She gives you a Rope (not needed). (+2 Luck)

(386) Back to the crossroads, you go north.

(130) Darkness falls. (+4 Stamina). Take the north-west trail. (The signpost is wrong).

(190) You enter a muddy swamp - "Bu Fon Fen".

(307) Two ways on: north and north-east. Choose north.

(307-52=255) Grog warns you about possible danger. (Rope not needed.)

(267) You chose north. You are being watched!

(267-52=215) Grog wants to leave this area.

(380) You investigate the plants by the side of the river

(106) You choose the plant with the blue stem (note the number 49 for this plant)

(18) You turn to leave, but the trail has disappeared! You follow the bank to a clearing.

(315) You confront a toad-creature with a trident. Fight it.

(145) Toadman (Sk:9 St:9)

(287) The Toadmen surround you! Is it the end?

(287-52=235) Grog comes to the rescue. You acquire his knapsack. (Potion of Fortune)

(92) Nightime again. You sleep and the Witch-Women of Dree come to you in a dream. You have a Sculliweed Root.

(92+49=141) Take note of everything they tell you. They give you a Ring of Truth. (restore Stamina to full.)

(423) You awaken in another forest area. Try to mount the strange 4-legged creature (Ophidiotaur).

(127) You must roll lower than your Skill score to succeed

(5) The Ophidiotaur takes you to a clearing in the forest.

(366) Two Brigands are attacking a white-haired Elf (Daga Weaseltongue). Help him.

(429) Brigands (Sk:8 St:9/Sk:8 St:7)

(448) The Elf seems deceptive. You decide to use the Ring of Truth

(269-50=219) You learn how to get onto the Galleykeep

(189) Set off through the undergrowth and look for a trap. Test your Luck.

(341) You are taken aboard the Galleykeep. Fight 2 Goblins (Sk:6 St:5/Sk:5 St:5) on the deck.

(312) You must choose a door. (Remember the Elf's poem? ) Choose the door with the Jug of Water.

(346) The captain's quarters! Investigate the mirror.

(422) Nothing special about the mirror... (Remember the Biography of Z. Marr?)

(422-93=329) You have found Zharradan Marr! You learn of your past...

(121) The mystery is beginning to unravel.

(199) He demands Grog's knapsack (Vapour of Life within). Refuse to give it.

(133) Zharradan starts casting a spell. You bathed in the Elven Dust.

(417) His spell fails.

(28) You have the Crystal Club!

(28+333=361) You shatter the mirror with the crystal club.

(460) Zharradan's portal is closed and all of your memories return.

Rabel Posted - 25 Apr 2003 : 20:48:01
quote:
Originally posted by robsterman

My first FF book was Citadel of Chaos, so that always has a warm, fuzzy feeling for me. However, I'd have to say that Creature of Havoc is the best FF book. That is, once you get out of the dungeon (the #218 reference typo causes an infinite loop).



What?!?!?! There was a typo?! No wonder I couldn't get out of the damn dungeon. What are the exact details of the typo?

Oh, and Jamie? You mentioned the Sorcery! Quintet. Please tell me that this was a typo and that you meant Quartet: if I discover there has been a fifth book, I might just scream...
robsterman Posted - 25 Apr 2003 : 15:12:00
My first FF book was Citadel of Chaos, so that always has a warm, fuzzy feeling for me. However, I'd have to say that Creature of Havoc is the best FF book. That is, once you get out of the dungeon (the #218 reference typo causes an infinite loop).
Eternalknight Posted - 25 Apr 2003 : 02:54:31
Favourites? The Sorcery! series is definately up there, I'm quite fond of Night Dragon, as well as Robot Commando believe it or not. Absolute favourite? Deathtrap Dungeon.
robsterman Posted - 24 Apr 2003 : 22:54:32
Wow. Favorite FF books???

This isn't some nameless plug, but my board has the first 25 FF books ranked from worst to best. Check it out.

http://robsterman.hyperboards.com/index.cgi?board=FF

Note: My favorite gamebook has not yet been mentioned within this board.

Since the Sorcery books are not included, I'd like to add that they are awesome. A multi-part adventure was something unheard of 20 years ago. Kudos to Steve Jackson for pushing the envelope.

However, Titan, Port Blacksand, and Dungeoneer -- I couldn't get into those books (does anyone want to buy them?). Honestly, I never used the dice, and really wanted to see all of the different ways a person could die, as well as map out the "best" way to complete a FF adventure.

That may be a question -- who uses the dice to play v. just reads the text.

Also, inspired by these books, I completed three online FF adventures:

The Crypts of Confusion (which will be published later this year)
http://robsterman.hyperboards.com/index.cgi?board=crypts

The Two Towers (based on the LOTR novel)
http://robsterman.hyperboards.com/index.cgi?board=towers

The Ultimate Camping Trip
http://robsterman.hyperboards.com/index.cgi?board=camping

PLEASE NOTE: The Ultimate Camping Trip has an (M) rating, and should not be read by anyone under 17.

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