As you might have guessed, writing these took some time, and intensive study of the books. I only got through a few before I abandoned the whole thing. There wasn't really an outlet for them anyway, this being the days before I had ready internet access. But now I have a blog, and a gamebook blog at that. I figured that I might as well dust off these scenic solutions, and while I'm at it write some new ones as I go. I realise that I'm delaying my progress through the Fighting Fantasy series even further, but hell. I'll go for depth over breadth.
So here it is, the first in a series: the Scenic Solution for The Warlock of Firetop Mountain, as written by me circa 1996.
Starting Equipment: You begin the adventure with a sword, leather armour, a rucksack, a lantern, ten provisions and the choice of one potion from the following options: a Potion of Skill, a Potion of Strength or a Potion of Fortune.
The quest for the Warlock's treasure begins! (You lousy robber.) (Turn to 1)
Turn
east at the junction. (Turn to 278)
Charge the
door down. (Turn to 156)
Your SKILL
roll succeeds and the door opens. (Turn to 343)
Lose 1
STAMINA for the fall. Leave the
room. (Turn to 92)
Return to
the junction and head west. (Turn to 71)
Approach the sleeping Orc sentry. You are Unlucky and the Orc wakes up. (Turn
to 248)
Kill the Orc (Skill 6, Stamina 5). (Turn
to 301)
Open the door. (Turn
to 82)
You attempt to steal the Orc’s box, but are Unlucky. (Turn to 33)
Fight the Orc (Skill 6, Stamina 4). (Turn to 147)
Leave the room and open the box. Take 1 gold piece and restore 2 LUCK. (Turn to 208)
Open the door. (Turn
to 397)
Open the box. (Turn
to 240)
Kill the Snake (Skill 5, Stamina 2). (Turn to 145)
Take the Bronze Key with the number 99 carved on it. Add 1 LUCK. (Turn to 363)
Continue north, and marvel at the aural delights of Orcish
drunkenness. Investigate the hideous
din. (Turn to 370)
Draw your sword and leap forward at the Orcs. (Turn to 116)
Kill the two drunken Orcs (Skill 5 Stamina 4; Skill 5
Stamina 5). (Turn to 378)
Open the box. (Turn
to 296)
Learn the Dragonfire Spell, then leave the room. (Turn to 42)
Go west at the junction.
(Turn to 257)
Investigate the angry shouting. (Turn to 168)
Spring at the mean ol’ Orc Chieftain in the hope that his
poor little servant will aid you. (Turn
to 65)
The Chieftain attacks you, and so does his servant! Ungrateful bastard. Continue the fight! (Turn to 372)
Kill the Orc Chieftain (Skill 7, Stamina 6) and his Servant
(Skill 5, Stamina 3). (Thus did I learn a
most valuable lesson: never trust an Orc.)
(Turn to 21)
Smash the lock on the Orc’s chest with your sword. (Turn to 339)
You are struck by a poison dart! Roll a
die and subtract the result from your STAMINA. (Turn to 201)
You may eat Provisions.
Take the 25 Gold Pieces, the Potion of Invisibility, and the Black Silk
Glove. (Turn to 293)
Return to the junction and head east. (Turn to 113)
At the next junction, go east. (Turn to 78)
Go through the door.
(Turn to 159)
Be bold and prepare to attack the five Orcs! (Turn to 365)
Kill the five Orcs (Skill 6, Stamina 4; Skill 5, Stamina 3;
Skill 6, Stamina 4; Skill 5, Stamina 2; Skill 4, Stamina 4). (Turn to 183)
Restore 1 SKILL and 5 STAMINA.
Open the case. (Turn to 266)
Take the Giver of Sleep.
You may eat Provisions. Restore 1
LUCK. (Turn to 237)
Return to the junction and head north. (Turn to 285)
Open the door. (Turn
to 213)
It is locked. Your
SKILL roll succeeds. (Turn to 36)
Shout at the man to calm him down. (A friend of mine dubbed
him Mad Johnny Chairleg). (Turn to 263).
Listen to what the man knows of Firetop Mountain. Restore 1 LUCK. (Turn to 314)
Open the door. (Turn
to 223)
It is locked. Force
it open. (Turn to 53)
Your SKILL roll succeeds. (Turn to 155)
Take the Shield and discard the Black Silk Glove. (Turn to 300)
Open the door. (Turn
to 102)
Draw your sword and fight the Goblins. (Turn to 19)
Kill the two Goblins (Skill 5, Stamina 5; Skill 5 Stamina
6). (Turn to 317)
Take the Cheese.
(Turn to 303)
At the portcullis, pull the left lever (we’ll assume you’re
forgetful). (Turn to 243)
Roll a die. If you
rolled odd, lose 3 SKILL and 1 STAMINA.
If you rolled even, lose 1 SKILL and 2 STAMINA. Pull the right lever. (Turn to 128)
Turn east at the junction. (Turn to 58)
Stop and eat Provisions.
(Turn to 15)
It's an enchanted bench, Restore 6 STAMINA and 1 SKILL. (Turn to 367)
Turn east at the junction. (Turn to 323)
Continue east at the junction. (Turn to 255)
Open the door. (Turn
to 193)
Try to take the jewel from the Iron Cyclops. (Turn to 338)
Kill the Iron Cyclops (Skill 10, Stamina 10). (Turn to 75)
You may eat Provisions.
Take the Eye of the Cyclops, and the Small Key with 111 carved on
it. Restore 3 LUCK. (Turn to 93)
Return to the junction and go north. (Turn to 8)
Kill the Barbarian (SKILL 7, STAMINA 6). (Turn to 273)
Take the Wooden Mallet and five Stakes. (Turn to 189)
You enter the next room.
Look at the paintings. (Turn to
25)
You tremble in fear at Zagor’s mighty visage. Lose 1 SKILL.
Look through your pack for a weapon to use against the warlock. (Turn to 340)
Hold a jewel up in front of the painting. (Turn to 31)
Restore 2 SKILL. You
leave the room. (Turn to 90)
You may eat Provisions.
(Turn to 253)
You enter a pear-shaped room. Examine the bits of wood. (Turn to 328)
Don’t take the Y-Shaped Sticks. Examine the rope. (Turn to 125)
You are Lucky, and defeat the rope. (Turn to 73)
You reach the river.
(Turn to 218)
Swim across. (Turn to
316)
Your STAMINA roll succeeds. (Turn to 151)
Swim toward the turbulence. (Turn to 158)
Kill the Piranhas (Skill 5, Stamina 5). You may eat Provisions. (Turn to 218)
Risk the bridge this time. (Turn to 209)
You don’t roll a 6, and manage to keep your footing. (Turn to 47)
You roll a 6, and plunge into the river below. (Turn to 158)
Fight the Piranhas (Skill 5, Stamina 5). You may eat Provisions. (Turn to 218)
Punt the raft across this time. (Turn to 386)
Trust in your strength to get to the other side. (Turn to 55)
You roll over your LUCK or STAMINA, and fall in. (Turn to 166)
You roll a 5 or a 6.
(Turn to 158)
Fight the Piranhas (Skill 5, Stamina 5). You may eat Provisions. (Turn to 218)
Give up and ring the bell. (Turn to 3)
Threaten the tight bastard. (Turn to 127)
Prepare to attack.
(Turn to 188)
Kill the Wererat (Skill 8 Stamina 5). (Turn to 342)
Take 2 Gold Pieces. Restore 2 LUCK. Row to the north
shore. (Turn to 7)
You are on the north shore. (Turn to 214)
Take the passage north-west. (Turn to 271)
Go through the door.
(Turn to 336)
Wake up the old man.
(Turn to 172)
Tell the old man his boots are undone. (Turn to 165)
Tell the old man of your quest. (Turn to 141)
Try to pacify the old man. (Turn to 111)
The man orders his dog to attack. (Turn to 249)
Kill the Dog (Skill 7, Stamina 6). Restore 1 LUCK. Stay in the room. (Turn to
304)
Kill the Werewolf.
(Turn to 203)
Restore 1 LUCK. You may
eat Provisions. Take the Boat House
Keys. Leave through the west door. (Turn to 38)
Take the Pickled Eggs.
You return to the Werewolf’s room and leave through the south door. (Turn to 66)
Go down the passage running eastward. (Turn to 99)
You investigate the door. (Turn to 383)
Charge the door down.
(Turn to 264)
Lose 1 SKILL. Use the Boat House Keys. (Turn to 80)
Tell the Skeletons that you’re the new boss. (Turn to 195)
You roll a 3 or a 4.
The Skeletons aren’t sure whether to believe you. (Turn to 164)
Beat a hasty retreat.
(Turn to 129)
You return to the river and open the north door. (Turn to 104)
You open another door.
(Turn to 49)
You are knocked out.
Lose 2 STAMINA. (Turn to 122)
Try to talk to the Zombies. (Turn to 268)
Try to open the south door. (Turn to 13)
Kill the first Zombie (Skill 7, Stamina 6). Restore 2 LUCK.
Kill the three remaining Zombies (Skill 6, Stamina 6; Skill 6, Stamina
6; Skill 6, Stamina 5). (Turn to 115)
Go over to the dead body. (Turn to 313)
Take the Sword and the Crucifix. Restore 1 LUCK and 1 SKILL. (Turn to 221)
Examine the sword.
(Turn to 27)
The sword is enchanted, and will add 2 to your Initial
SKILL. Restore 2 LUCK. Throw away your old sword. (Turn to 319)
Investigate your second item. (Turn to 221)
Examine the Crucifix.
(Turn to 170)
It is worth 4 Gold Pieces. (Turn to 319)
You have investigated both items. (Turn to 81)
You investigate the north door. (Turn to 205)
Investigate the room further. (Turn to 254)
Approach the Vampire as he wishes. (Turn to 352)
Lose 1 STAMINA. Look
in your bag for some other means of attack.
(Turn to 279)
Try to kill the Vampire with a wooden stake. (Turn to 17)
You are Unlucky, and your stake doesn’t kill the
Vampire. Keep fighting! (Turn to 144)
You are Lucky. (Turn
to 101)
The Vampire is killed.
(Turn to 327)
Take the 30 Gold Pieces, the Book, and the Y-Shaped
Stick. Discard the Crucifix. You may eat Provisions. Restore 3 LUCK. (Turn to 380)
You go west. (Turn to
37)
Go south at the junction. (Turn to 277)
Search for secret passages. (Turn to 146)
Return to the junction and go west. (Turn to 11)
You watch the tools. Restore 2 STAMINA and 1 SKILL. Return
to the junction and go south. (Turn to 250)
You reach a dead end, then return to the junction and head north. (Turn to 366)
Continue east. (Turn
to 62)
Try the door. (Turn
to 6)
Go back up the passage and use the opening. (Turn to 89)
You descend some stairs.
(Turn to 286)
Search the first body.
(Turn to 294)
Take the 5 Gold Pieces. Restore 1 LUCK. Tiptoe through the
room. (Turn to 107)
Return and search the bodies, starting with the third. (Turn to 148)
The body springs up and attacks! (Turn to 230)
Kill the Ghoul (Skill 8, Stamina 7). (Turn to 390)
Take the Earrings.
You may eat Provisions. Restore 2
LUCK. Search the second body. (Turn to 393)
Take the 8 Gold Pieces.
Read the Parchment. (Turn to 212)
Take the Map. Test
the liquid. (Turn to 369)
You swallow some liquid.
(Turn to 109)
Look, a reference to Kaynlesh-Ma! Restore your STAMINA to 2 below your Initial level. Restore your SKILL to 1 below your Initial level. Restore 4 LUCK.
Go north. (Turn to 120)
You climb some stairs.
(Turn to 197)
Check the walls for secret passages. (Turn to 295)
You attract a wandering monster. (Turn to 161)
Kill the wandering monster.
It could be a Goblin (Skill 5, Stamina 3), an Orc (Skill 6, Stamina 3),
a Gremlin (Skill 6, Stamina 4), a Giant Rat (Skill 5, Stamina 4), a Skeleton
(Skill 6, Stamina 5) or a Troll (Skill 8, Stamina 4). (Turn to 48)
Go west. (Turn to 60)
The portcullis blocks your way. (Turn to 48)
Go east. (Turn to
391)
Check for secret passages as you walk north. (Turn to 362)
A secret door opens.
(Turn to 177)
Continue north. (Turn
to 52)
Go east. (Turn to
291)
Investigate the dead end. (Turn to 315)
Check for secret passages. (Turn to 306)
You attract a wandering monster. (Turn to 161)
Kill the wandering monster.
It could be a Goblin (Skill 5, Stamina 3), an Orc (Skill 6, Stamina 3),
a Gremlin (Skill 6, Stamina 4), a Giant Rat (Skill 5, Stamina 4), a Skeleton
(Skill 6, Stamina 5) or a Troll (Skill 8, Stamina 4). (Turn to 291)
Try the door to the north. (Turn to 227)
Offer to play cards with the five Dwarfs. (Turn to 100)
Play fairly. (Turn to
346)
Gamble for a bit. Restore
2 LUCK if you win. (Turn to 131)
Listen to the Dwarfs.
You may eat Provisions, but will only gain 2 STAMINA as you must share your meal. (Turn to 291)
Go west. (Turn to 52)
Check for secret passages on the way north. (Turn to 234)
You attract a wandering monster. (Turn to 161)
Kill the wandering monster.
It could be a Goblin (Skill 5, Stamina 3), an Orc (Skill 6, Stamina 3),
a Gremlin (Skill 6, Stamina 4), a Giant Rat (Skill 5, Stamina 4), a Skeleton
(Skill 6, Stamina 5) or a Troll (Skill 8, Stamina 4). (Turn to 43)
Go north. (Turn to
354)
Check for secret passages on the way west. (Turn to 14)
You attract a wandering monster. (Turn to 161)
Kill the wandering monster.
It could be a Goblin (Skill 5, Stamina 3), an Orc (Skill 6, Stamina 3),
a Gremlin (Skill 6, Stamina 4), a Giant Rat (Skill 5, Stamina 4), a Skeleton
(Skill 6, Stamina 5) or a Troll (Skill 8, Stamina 4). (Turn to 117)
Go west. (Turn to
308)
Go north at the junction. (Turn to 54)
Go through the door.
(Turn to 179)
Kill the Minotaur (Skill 9, Stamina 9). (Turn to 258)
Take the 8 Gold Pieces and the Red Key with 111 inscribed on
it. You may eat Provisions. Restore 2 LUCK. (Turn to 54)
Go south. (Turn to
308)
Go west. (Turn to
187)
Investigate the dead end. (Turn to 171)
Investigate the wall.
(Turn to 337)
Gas knocks you out.
You awaken in unfamiliar surroundings. (Turn to 267)
You are at a crossroads.
Go north. (Turn to 312)
You travel north.
(Turn to 308)
A familiar junction!
Go back south. (Turn to 160)
You go south. (Turn
to 267)
Go east. (Turn to
349)
Investigate the dead end. (Turn to 30)
Pull the rope. (Turn
to 67)
Return to the crossroads. (Turn to 267)
Go west. (Turn to 79)
Search for secret passages. (Turn to 137)
Gas knocks you out, but this time you wake up in more
familiar surroundings. (Turn to 354)
Go west. (Turn to
308)
Go south. (Turn to
160)
You travel south.
(Turn to 267)
Go south. (Turn to
246)
Go back east. (Turn to 70)
You follow the passage east, north, east and north. (Turn to 267)
Go south. (Turn to 246)
Go west. (Turn to
180)
Investigate the dead end. (Turn to 22)
Knocked out again!
You wake up in unfamiliar surroundings. (Turn to 4)
Investigate the north passage. (Turn to 46)
Go back around the bend.
(Turn to 4)
Go south. (Turn to
332)
Go through the door.
(Turn to 329)
Open the door in the west wall. (Turn to 157)
Don't go through the door. (Turn to 329)
Go up to the door to the north. (Turn to 392)
Go through the door.
(Turn to 206)
You haven’t been in this room before. (Turn to 341)
Demand that the man answer your questions. (Turn to 191)
Leave through the south door, but don’t follow the man’s
directions. (Turn to 392)
Go south. (Turn to
329)
Continue south. (Turn
to 238)
A familiar junction!
Go back north. (Turn to 329)
Go up to the door to the north. (Turn to 392)
Go through the door.
(Turn to 206)
You have been in this room before. (Turn to 284)
Leave by the south door.
(Turn to 392)
Go south. (Turn to
329)
Go east. (Turn to
299)
Check for secret passages along the way. (Turn to 260)
You find none. You
are on your way north. (Turn to 359)
Go south. (Turn to 94)
You walk south, then west. Don't check for secret passages. (Turn to 329)
Go east. (Turn to 299)
Proceed northwards without checking for secret passages. (Turn to 359)
Go east. (Turn to
121)
Investigate the dead end. (Turn to 103)
Pull the lever. (Turn
to 252)
Go south. (Turn to
226)
You travel south. (Turn
to 267)
Go south. (Turn to
246)
Go north. (Turn to
329)
Go east. (Turn to
299)
Proceed north. (Turn
to 359)
Continue north. (Turn
to 190)
Investigate the dead end. (Turn to 167)
Return to the junction.
(Turn to 359)
Go west. (Turn to
385)
Go south. (Turn to 114)
You travel south, then east. (Turn to 359)
Go west. (Turn to
385)
Go north. (Turn to
398)
Pull the knob. (Turn
to 12)
You attract a wandering monster. (Turn to 161)
Kill the wandering monster.
It could be a Goblin (Skill 5, Stamina 3), an Orc (Skill 6, Stamina 3),
a Gremlin (Skill 6, Stamina 4), a Giant Rat (Skill 5, Stamina 4), a Skeleton
(Skill 6, Stamina 5) or a Troll (Skill 8, Stamina 4). (Turn to 12)
Return to the junction. (Turn to 256)
Go north. (Turn to 398)
Push the knob. (Turn
to 364)
Climb through the doorway. (Turn to 373)
You go north. (Turn
to 85)
Go east at the junction.
(Turn to 318)
Search for secret passages. (Turn to 228)
Return to the junction.
(Turn to 85)
Go west. (Turn to 59)
You come to a junction.
(Turn to 150)
Go south. (Turn to
133)
You are knocked out and wake up elsewhere (this one’s a
really dirty trick, I reckon). (Turn to
52)
Check for secret passages on the way south. (Turn to 362)
A secret passage opens.
(Turn to 177)
Go through the secret passage. (Turn to 175)
Go to the crossroads.
(Turn to 267)
Go south. (Turn to
246)
Go north. (Turn to
329)
Ge east. (Turn to
299)
Proceed north. (Turn
to 359)
Go west. (Turn to 385)
Go west. (Turn to
297)
Continue west. (Turn
to 150)
Go north. (Turn to
222)
You travel north and then east. (Turn to 85)
Go north. (Turn to
106) (I'm pretty sure that I've covered every damned paragraph in the Maze of Zagor. Congratulations to anyone who stuck that all the way out, you’re a real glutton for punishment.)
Search your memory for another way to attack the Dragon. (Turn to 126)
Yes, the name ‘Farrigo Di Maggio’ means something to you. (Turn to 26)
You defeat the Dragon.
(Turn to 371)
You may eat Provisions. Restore 3 LUCK. You leave to the
west. (Turn to 274)
Knock on the door and greet the man courteously. (Turn to 356)
It’s the Warlock!
(Cue organ music). (Turn to 358)
Look around the room for another means of attack. (Turn to 389)
You are Unlucky.
(Turn to 112)
Search your backpack for a weapon to use. (Turn to 105)
Use a piece of Cheese (we’ll assume you've forgotten about the Eye of the Cyclops). (Turn to 368)
Lose 3 STAMINA. Try
something else from your backpack. (Turn
to 105)
Use a Bow with a Silver Arrow (the Giver of Sleep). (Turn to 194)
The Warlock stops it.
Try something else from your backpack. (Turn to 105)
Use a Y-Shaped Stick.
(Turn to 215)
It’s broken. Try
something else from your pack. (Turn to
105)
Use a Potion of Invisibility. (Turn to 39)
Kill the Warlock.
(Turn to 396) (I prefer this to using the Eye of the Cyclops. It’s only sporting to give Zagor a chance,
innit?)
You use two of your keys on the Warlock’s door. (Turn to 242)
Hack at the box with your sword. (Turn to 379)
You are Lucky, but your sword is destroyed. Use your keys. (Turn to 139)
Use the three keys you have found. (99+111+111=321. Turn to 321)
Ominous page-turning… (Turn
to 169)
Your keys fit! (Turn
to 400)
Congratulations, you’re quest is over, and the Warlock's treasure is yours!
Paragraphs Included: 243 out of 400 (60.75%)