Saturday, May 16, 2020

Freeway Fighter - Attempt 4

So far every single try that I've had at Freeway Fighter has ended the same way: with my Dodge Interceptor running out of petrol, and me left to find my way back to New Hope on foot.  It's not the most exciting way to end an adventure, but it's good to know exactly what my goal is at all times.  It just means that at the end of every game I'm going to be annoyed that the people of San Anglo aren't the ones making the journey.  You know, the people with a whole tanker full of petrol, not the people with enough to fill a car and one spare canister.

Anyway, for this game my dice were on fire.  I rolled a Skill of 12, a Stamina of 35, a Luck of 12, a Firepower of 8 and an Armour score of 28.  Well, they were on fire for my physical stats anyway. Those car stats could be a problem.

I began my journey by ignoring the first few encounters, and blowing the Red Chevvy off the road with a rocket.  At the first junction I turned west, because I knew from previous games I could find petrol that way.  Plus my Skill was super-high, so I was in no danger from jumping the bridge.  Continuing west, I drove right past a motorcyclist who tried to flag me down.  It's a pointless combat encounter, and I was hoping that the throwing-knife it provides wasn't vital to my mission.  Soon I came to a car pile-up, where I found a crowbar and a can of petrol before continuing south.

I came to a junction and turned east (trying to cover as many paths as possible that I hadn't been down in earlier games).  I drove a long way east, ignoring two roads from the north, before eventually turning south, where I had to refill my petrol tank.  I spent the night sleeping in my car before moving on.  (Don't ask me how sleeping in a car restores Stamina.  I've done it more than a few times, and restful it ain't.)

As I was driving, I spotted an armoured car coming up behind me in my rear-view mirror.  It fired a shell at me which exploded to my left.  I responded by spraying an oil slick onto the road, and laughed as the armoured car went skidding off the road.  (This required a roll on one die, with only a roll of 6 resulting in the car staying on the road.)

Nice dutch angle. Must be a Batman villain
in that armoured car.

At the next junction I turned west, and drove a long way before finding a road heading south again.  Soon I spotted a rough road to my right, with lots of fresh tyre tracks.  I decided to investigate, and what I found was a barbed wire gate guarded by a bare-chested man with a machine-gun.  He asked me what gang I was from, and I quickly replied "Black Rats".  He informed me that there was a blitz race going on, with some heavy bets being laid.  I played along, and drove my car through the gate to check it out.

The post-apocalypse has been kind to
Chuck Norris.

As I pulled up, a small man with a scarred face challenged me to a race.  I'd have to stake 200 credits, but the prize was a can of petrol.  I couldn't pass that up, so I accepted the challenge, and handed over all of my money.  He explained the rules of the race: we had to drive 8 km to a white house and back, and anything was legal except for bullets and rockets.  I noted with chagrin that his Ford was armed with a grenade launcher.

The race started, and I pulled ahead (with a successful Skill check).  The Ford, with its supercharged engine, accelerated to ram me, but I was able to keep my car under control (with a Luck test that reduced my score to 11).  I decided to race away rather than let him overtake me, but the other driver anticipated, and fired a grenade in front of my car.  I hit the gas, hoping I could drive past before it exploded.  Again I was lucky (reducing my Luck score to 10), and the grenade failed to explode.  I was fifty metres ahead of the Ford.

It was time for me to use my own weapons, but I decided against the oil spray, as I was pretty sure it would soak harmlessly into the dirt road.  Instead I released some iron spikes, but the canister they were contained in failed to open (because I failed a Luck test, reducing my score to 9).  The Ford fired another grenade at me, and this time it exploded underneath me, heavily damaging the Interceptor (reducing my Armour from 28 to 21).

I reached the white house and turned around, and the Ford did likewise.  It caught up to me, and we engaged in a ramming duel (it was Skill 8, Stamina 16, and I had to survive four rounds of ramming).  The Ford was no match for my Interceptor, and I managed to get through its ramming onslaught with just a little damage (reducing my Armour to 19).

With one kilometre to go, the road narrowed to a single lane over a bridge.  I accelerated to cross first, and the Ford stayed with me: we were in a game of chicken.  At the last second his nerve broke, and I crossed the bridge first.  (This was done by rolling a die, and adding to each of our Skill scores.  With my Skill of 12 and his of 8, it was not much of a contest.)

As we neared the finish line, the Ford's super-charged acceleration became obvious, and I knew that it would pull out of my slipstream and overtake me at the last second.  I took a guess and swerved left.  Luck was with me, and I blocked his pass.  I had won the race, and was grudgingly gifted with a can of petrol.  (And my Luck was restored to 10.)

(This is the best encounter in the book so far, but it kind of sucks that after everything it all comes down to a left-or-right guessing game.  Also, do I get my credits back?  If it was placed as a wager I should, but the book makes no mention of it.  I'll assume I don't have them anymore.)

After the race, the man from the gate approached me, and asked me to remind him what gang I was from.  I remembered that I had earlier told him "Black Rats", and he accepted my answer and left.  I took my petrol and headed back down the road, turning south again.

Further down the road, I passed a sign that said "Pete Makes Engines Sweet."  Soon I came to a place called Spark Plug Pete's, where Pete offered to modify my engine for 150 credits and a couple of packs from my med-kit.  I no longer had the credits he wanted, so I had to reluctantly decline.

Pete makes engines sweet!

Coming to a junction, I turned east, and drove a long way before turning south again.  Once again I had to refill my fuel-hungry car with petrol before continuing on.

After an hour of driving, I noticed two trails of dust on either side of the road.  They were two dune buggies, headed right for me and obviously hostile.  I blew one up with a rocket, and engaged the other in battle with my machine guns.  The Dune Buggy (Firepower 7, Armour 10) was no match for my Interceptor, and I shot it to pieces without taking any fire in return.  (This would have been a battle with two cars at once, and I didn't believe my Firepower was high enough to get through that without a lot of damage, so I took out the first buggy as quickly as possible.)

It's hard to feel all that threatened by a
dune buggy.

The road soon ended at a range of flat-topped hills, and I was faced with the choice of turning east or west.  I decided to head east, but I didn't get far finding that the road was blocked.  Someone had piled up a barricade of logs across the road, and there was an ominous gun barrel protruding from the pile.  I tried to negotiate with the person behind the barricade, but he told me that this was a car-free zone, and that I should go back.  I didn't like the look of his gun, so I heeded his advice and drove west.

I'm not taking this thing on.

After a while driving through the desert my engine started to misfire.  Checking it out, I discovered that there was sand in the carburettor. Just as I was finishing the job, I heard an engine overhead, and looked up to see an armed helicopter hovering above. The pilot told me to empty all of the rockets from my car.  I told him to go screw, and jumped back inside my car, which was still immobile.  Since he wanted my rockets so badly, I let him have one right in the face, and watched in satisfaction as the helicopter exploded in a ball of fire.  (My Firepower would have been reduced by 2 for this fight, because my car couldn't move.  I thought it better to use a rocket rather than risk such a disadvantage.)

I'm still wondering how this thing
snuck up on me.

I continued west until reaching a junction and turning south.  I passed an abandoned police car, and decided to stop and investigate.  The boot was locked, but I was able to pry it open with my crowbar.  Inside I found a bullet-proof vest, and happily took it with me. (This restored my Luck to 11, and gave me a +1 Skill bonus. I go back on forth on applying Skill bonuses from items that would take me over my Initial total.  In this instance, I decided not to apply it.)

As I drove on, I was confronted by an odd sight: a pick-up truck converted to look like a Roman chariot, complete with a helmed gladiator in the back.  I engaged the Chariot (Firepower 9, Armour 15) in battle, but after it hit me once (reducing my Armour to 13) I decided to end thing quickly with a rocket.  I had none left now, and would be forced in the future to rely on my machine guns.

I wish I could play as this guy.

I soon drove past a sign that said "engine and body repairs", pointing down a road to the east.  I turned that way, but was disheartened when the mechanic asked for 200 credits to fix my car.  I had no choice but to continue east.

Ahead I saw a range of hills, and the road soon passed under them through a tunnel.  Blocking the tunnel was an abandoned bus.  I got out to see if I could start the bus and move it, but a masked man jumped out of the bus and held me at gunpoint.  He said that I would either have to pay him 200 credits to pass, or engage him in a pistol duel.  I had no money, so the duel was my only way forward.

This guy is way too happy for someone who's
about to be shot at.

The man pulled out a mahogany box with two pistols inside, and we stood back to back.  We each took ten paces, turned, and fired.  The Duellist (Skill 9, Stamina 9) missed his shot, and I hit him dead center (I rolled a 6 for my damage).  He survived the wound, and graciously moved his bus out of the way.

I drove through a canyon, and the road turned gradually south.  There was a landslide, but I was able to stop my car and wait for it to finish before proceeding.  (This landslide is just described in the text, and doesn't appear to be any sort of danger. I'm not sure what the point of it is.)  I soon drove out of the canyon, only to find that the road was blocked by two cars.  Two men in uniforms approached and told me that I'd only be able to pass if I took on their champion in a drag race.  The champion was a former baseball player named Leonardi, who pulled up in an E-type Jaguar.  I'm not sure why I couldn't just drive around these chumps and keep going, but for some reason I found myself racing against Leonardi.  Without no supercharger on my engine, the Interceptor was too slow, and I lost the drag race.

Piss off Leonardi.

(This wasn't an automatic loss, I had to race Leonardi by rolling a die for each of us in turn, and adding the results until one of us got to 24.  He got the first roll, and so had an advantage.  I started well by rolling a 4 and two 6's, but after a slow start he rolled a 4, a 5, a 6, and a 5, and blitzed past me.)

I decided to honour the result of the race rather than drive past everyone, so I headed back through the canyon.  Luckily the duellist didn't accost me again this time, and I was able to drive all the way back to the main road and turn south.  The road soon ended, apparently having not been finished before the virus wiped out civilisation (a fact which reduced my Luck to 10).  There was nothing to the south but sand, so I drove east across some rocky terrain.  Along the way one of my tyres was punctured, but I was able to change it with a spare.

Eventually I reached a north-south road (presumably the same one that Leonardi and his fellow chuckleheads were blocking).  I turned south, and came to an overturned truck.  I decided to stop and examine the truck, and was delighted to find that its tank was full of petrol.  Unfortunately, the tank was made from reinforced steel, and I would need a length of tube to siphon it out.  I didn't have one, so I had no choice but to leave, with the feeling that my mission was now doomed.  Sure enough, a bit further down the road my car ran out of petrol, and I had to get out and try my best to walk back to New Hope.  (At this point, wouldn't I be closer to San Anglo?  Why don't I try going there to complete the mission? I'd appreciate the option, even if it was an instant failure.)

THE POST-GAME
Predictably, I once again failed due to lack of petrol.  I know where to find that length of tube though, so I should be good for my next attempt.  I suspect that this might be the last petrol can I need, but I'm not certain about that.  Still, I'm confident that I can get past that petrol barrier next time around.

Friday, May 8, 2020

Freeway Fighter - Attempts 2 & 3

Well, I'm back for another couple of cracks at Freeway Fighter.  Last time I stupidly drive over a bridge that was obviously dangerous.  I tend to get a lot of instant deaths in my early play-throughs, because I am not at all cautious.  What can I say, I like to explore my options and try everything.  Hopefully I'll do better this time.  Obviously the post title gives away the result of Attempt 2, but hey, there's always Attempt 3 to keep you in suspense!

ATTEMPT 2

For this attempt I rolled a Skill of 9, a Stamina of 29, a Luck of 11, a Firepower of 11, and an Armour score of 30.  I can't really remember how tough the vehicle combats in this book are, but I figure those stats are all good enough to get through.  Time will tell.

Starting off on my drive from New Hope to San Anglo, I decided to ignore the initial encounter with the guy who is heading for New Hope.  All he does is give you information, so there's no point now.  I did stop at Joe's Garage, and fought the Thug.  He hit me once (dropping my Stamina to 27).  His girlfriend/accomplice drove off, and this time I decided to give chase.  Unfortunately, she had placed a small mine under my front wheel during the battle, and when I tried to take off it blew up one of my front tyres.  I was forced to replace it with a spare (and also to reduce my Luck to 10).  (I have to call bullshit on this a little bit.  So if I chase here she placed a mine, but if I don't chase her she didn't?  How does that work?  The placement happened before my decision, either the mine is there or it isn't.  It's a bit annoying, but I can fudge it in my head like this: she used a weak adhesive to place the bomb, and if I choose to explore the garage it falls off before I get back to the car.  You're welcome Ian.)

Further up the road I fought a Red Chevvy, which caused me some trouble before I blew it off the road (dropping my Armour from 30 to 21).  After that - and a radio warning from New Hope about the kidnapping of the leader Sinclair - I came to a T-junction.  I'd gone east last time, so I decided to head west.

After a bit the road ended at a bridge over a river.  The bridge was slightly raised, so I'd have to fire my Interceptor up to 180 kp/h to jump it.  I decided to give it a go, and made the jump (with dice roll under my Skill).  Unfortunately, there was an overturned truck on the road on the far side, and I plowed right into it (after rolling over my Skill).  My car was badly damaged (reducing my Armour to 14), but I survived, and was able to keep driving.

I soon came to another junction, and decided to turn south in the direction of San Anglo.  Soon I came to another junction, and turned left.  This was followed by yet another exciting junction, where I turned south again (with no option from the book).  Then my car ran out of petrol, and my adventure was over in one of the most banal fashions ever.

ATTEMPT 3

This time I rolled a Skill of 12, a Stamina of 33, a Luck of 11, a Firepower of 12 and an Armour score of 29.  Those were some cracking stats; as long as I could find petrol I'd be in business.

I blew through the early stages, ignoring the first couple of encounters and blowing the Red Chevvy to bits with one of my rockets.  At the first junction I turned west again, and with my high Skill I had no trouble jumping the bridge and avoiding the overturned truck.  At the next junction I continued west instead of turning south as I had last time.

As I drove on, a man in jeans, jacket and a motorbike helmet ran onto the road and tried to flag me down.  I pulled over, and spotted that his motorbike was lying down beside the road.  I warned him over my loudspeaker not to try anything, and got out of the car.  As soon as I took a few steps, he jumped into a ditch just a grenade came flying out of nowhere to land at my feet.  I avoided the worst of the explosion (with a successful Luck test that reduced my score to 10; the explosion dropped my Stamina to 31), and drew my pistol.  I was in a shoot-out with two Bikers (Skill 7, Stamina 13 and Skill 5, Stamina 14).

Despite being caught in a crossfire (because I was shooting it out with both of them at the same time) I was able to kill them both and come out unscathed.  Searching their bodies I found a throwing-knife, which I slid into my boot.

Continuing west, I came to another junction.  The way further west was blocked by a huge pile-up of cars, but I decided to have a look around before turning south.  I found a crowbar, and started using it to jimmy open the boots of several cars.  At one point I got worried about leaving the Interceptor unattended, but I decided to keep exploring, and was rewarded for my diligence with a can of petrol (which restored my Luck to 11).

Heading south, I came to an east turn but decided to ignore it.  Further south my petrol gauge started running low, but I was able to refill it with my petrol can.  The sun was setting, so I decided to drive off the side of the road behind a wall and sleep in my car (which restored my Stamina to 33).

Further south I drove through some mines completely unawares (avoiding them with a 50/50 roll).  At another junction I turned east, but after 80 km the road ended at a junction and I had to turn south.

While I driving under a bridge, a crazy laughing man pushed a stone pillar off the top, trying to crush my car.  With supreme skill I swerved around it, and got out to deal with this miscreant.  Before I could get to the top of the bridge, he escaped on a motorbike.  There was caravan there, though, and I decided to search it.  Inside I found a tin of corned beef, which I ate, and a grenade, which I pocketed.

Soon I came to a four-way junction.  The way east was blocked with abandoned cars, so I decided to turn west.  Driving 80 km back west, I soon came to the end of the road and had to turn south again, into the desert.

On the side of the road I saw an overturned Dodge Interceptor.  I pulled over, and took one of its tyres as a spare.

On no, it's the Stig!

I decided to open the car and have a look inside, but to my horror I disturbed the nest of a rattlesnake.  The snake bit me.  I was able to stop the poison from killing me, but I was weakened by the ordeal (my Skill was reduced to 11, and my Stamina to 31).  I shot the snake dead (with vengeful glee, the book says) and found a coil of plastic tubing in the glovebox.

As I drove south, I spotted a motorbike with a sidecar coming up behind me.  It had a sidecar-mounted machine gun, and the passenger opened fire on me (reducing my Armour to 28).  I thought about taking them out with iron spikes or an oil spray, but I figured I could handle them with my machine guns.

The Motorbike and Sidecar (Firepower 9, Armour 8) proved more resilient than I expected, and inflicted some damage on my car before I killed them (reducing my Armour to 22).  Fearing they might be part of a gang, I continued south.

At that point my petrol gauge ran low, and I had no spare canister to do a refill.  Once again, with a great sense of anticlimax, my adventure was over.

THE POST-GAME

Attempt 2 was a complete bust, but I did find a petrol canister on the third go, which I consider a win.  The question is, do I have to go that way every time, or is there another canister on an alternate path?  Jumping the bridge requires a roll under Skill, and I suspect that failure will be an instant death.  It's fine to go that way if my Skill is good, but if it isn't I think I'll try the other path and see how it goes.  Knowing Ian, it won't go well, but you never know.

I've also started keeping a map, which I make in Trizbort.  It's designed for mapping text adventures like Zork, but it work's well for gamebooks too.

Clicken to embiggen

Saturday, May 2, 2020

Freeway Fighter - Attempt 1

Cover by Jim Burns

After a rogue killer virus, a vast, barbaric wilderness is all that remains of the world. Survivors like you either live in scattered, fortified towns, or roam outside as bandits. Life is lawless and dangerous.

YOUR mission is to cross the wilderness to the far-distant oil-refinery at San Anglo and bring vital supplies back to the peaceful town of New Hope. Even in the armed Dodge Interceptor you are given, the journey will be wild and perilous. Will YOU survive?

I can't tell you what a massive relief it is to be back playing a book in the main series.  Sorcery! is great, but tackling all of those wrap-up posts one after the other was a real slog.  I finished playing The Crown of Kings back in August, so they took the better part of a year.  I'm back on a more regular schedule now though - with all three of my blogs - and hopefully I can make some headway.  My whole goal with this blog was to make a point of playing every book in the series, especially those in the back half, so it's about time I properly got to it.

That brings me to Freeway Fighter, written by Ian Livingstone and illustrated by Kevin Bulmer, a book based on Australia's greatest contribution to science fiction and pop culture at large.  The UK gave us Doctor Who, the USA gave us Star Wars and Star Trek, and in return we gave the world Mad Max.  It's a smaller property, but for a window in the 1980s it inspired a shed-load of imitators in almost every medium you can name: movies, books, video games, pro-wrestling, you name it.  And yes, gamebooks, most notably Freeway Fighter and Joe Dever's Freeway Warrior.  (Jeez Joe, couldn't you have at least come up with a more original name?)

I'd be lying if I said I wasn't just a little disappointed to be playing a sci-fi book.  None of them are among my favourites, and if my memory is correct I never owned any of them when I was a kid.  My friends had them, and I'd happily borrow them - well, all of them except Sky Lord - but when the time came to choose I always went for the fantasy books.  I don't think I've ever met a Fighting Fantasy fan who felt differently.  At least this one has its own novelty, though, being the only non-fantasy book that Ian wrote (in the original series, anyway).

The premise is this: in July 2022, when civilisation is at its peak, a killer virus wipes out 85 percent of the world's population in four days.  The survivors are left to carry on, with some choosing to band together in small settlements and others living lawlessly on the outside.  The hero of the book lives in a town called New Hope, and he's been tasked with driving to the distant town of San Anglo to collect a big tanker of petrol.  To accomplish that task, he's been provided with a modified Dodge Interceptor, complete with machine guns, rockets, and other gadgets.  The premise is a little bit close to home right now, but Ian puts a silver lining on it by frequently reminding the reader that, if civilisation falls, at least you'll get to drive really fast with no police around.

Reading the rules for this book was something of a revelation for me.  I've played Freeway Fighter plenty of times, but I don't think I've ever played it properly.  Here's a summary of the things that have changed from the baseline Fighting Fantasy rules:

  • Instead of rolling 2d6 + 12 for Stamina, you roll 2d6 + 24.
  • Nothing is mentioned about being able to Test your Luck in combat.
  • Stats are rolled for your car.  Firepower is rolled on 1d6 + 6, and Armour is rolled on 2d6 + 24.
  • Melee combat follows the usual process, but punches only do a single point of damage.  The first opponent to lose 6 Stamina points is knocked out.
  • Shooting combat also works the same, but guns do more damage (usually 1d6).
  • Vehicle combat works like missile combat, with the car's Firepower standing in for Skill and its Armour standing in for Stamina.  You can win any vehicle combat instantly by firing a rocket.

I must have only ever skimmed there rules, because I've always played it with the standard number of Stamina points, and I've never used the knockout rule.  I don't think I ever knew that you could use rockets in battle, either.  No wonder I've always found this one difficult to win.

For Skill I rolled an 11, for Stamina a 31, and for Luck an 11.  For my car, I rolled an 11 for Firepower and a 31 for Armour.  Those were very solid stats all around, and I had some confidence of at least making it a decent way through the book.

For my mission I'm given 200 credits.  I guess I have a gun as well.  My car has an unlimited supply of bullets, four rockets, three canisters of iron spikes, and two rear-mounted oil sprays.  The Adventure Sheet shows that I have two spare tyres, even though they're not mentioned in the text.  I've also got a med-kit, with ten packs of medical supplies. Each pack can be used at any time to restore 4 Stamina points.

Al Bundy had a beloved Dodge.
You don't think...?

I tore out of New Hope in my Dodge Interceptor, surprised at how quickly the world had fallen into disarray.  About 15 kilometres out of New Hope, I stopped at a small town and switched off the engine.  (Why?  That's like a five or ten minute drive.  Did I forget to take a wee before I left or something?)  I was about to get back in the car when I hear a gunshot, and I decided to investigate.

I tried to be stealthy, but upon rounding a corner I heard a voice threatening to fill me full of holes.  He asked me where I was from, and I decided to tell the truth: I was from New Hope.  The man stepped out into view and introduced himself as Johnson.  His wife and son had been killed a week ago, and he'd just now been attacked by dogs while looking for food.  He seemed like a good bloke, so I directed him to New Hope.  In turn, he warned me to avoid Joe's Garage, where they apparently rob anyone who stops there.  We shook hands and said our goodbyes.

She must have found the last bottle
of conditioner in the wastelands.

Further down the road I came to Joe's Garage, where I saw a girl in jeans and a t-shirt.  Johnson hadn't mentioned anything about a girl, so I pulled over.  I stepped out of the car to try out some of my smoothest moves, but a before I could start a bearded man stepped out with a crowbar and demanded my keys and credits.  I wasn't about to allow myself to be robbed by anyone armed with a crowbar, so I pulled my knife and went for his neck.

The Thug (Skill 7, Stamina 10) took a few hits from my knife before passing out from blood loss.  The girl took off in a hot rod, but rather than chase her I decided to search the garage.  All I found was a heavy chain, which I took with me.

I took off again, smiling as I got my engine up to 190km/h.  Further up the road I spotted an armour-plated Red Chevvy (Firepower 8, Armour 15) coming right at me, with a machine-gunner in a turret on the roof.  The occupants were obviously hostile, so I let them have it with my machine guns.  I took a small amount of return fire (reducing my Armour to 27), but soon enough the Chevvy was destroyed and I was on my way.

Is he wearing a bathrobe?

Not long after I was contacted on the radio by one of New Hope's leaders.  A gang of bikers had attacked them, killing eight people and kidnapping Sinclair, the council leader.  I promised to keep an eye out for them.  (I'm going to pretend that this is actually Clive Sinclair, eccentric English entrepreneur and the man responsible for the Sinclair ZX Spectrum. Knowing Ian's gaming history, I doubt that he picked the name by accident.)

I also stopped and refilled by petrol tank.  With no petrol left, I was going to have to find more if I was going to make it to San Anglo.  (No wonder New Hope needs petrol, they only have enough to fill a car up twice.)

The road north soon ended at a road heading east and west.  I turned to the east, and soon spotted an ambulance parked off to the right.  Thinking that I might be able to find some petrol, I pulled over to investigate.  The cab was empty, and there were no other signs of life, so I decided to take a look in the back.

I got no caption here, it's just
an ambulance.

As I opened the rear door there was a blinding explosion, and I was sent reeling backwards (with my Stamina reduced to 30).  Feeling too weak to reach the Interceptor, I decided to crawl into the long grass at the side of the road. A scruffy man wearing a headband and smoking a cigar soon appeared to investigate.  He was carrying a gun, and when he saw my blood trail he turned and fired blindly into the grass.  His shot missed (because of a Luck test that reduced my score to 10), and I returned fire on the Highwayman (Skill 8, Stamina 12).

Hampered by my injuries (which temporarily reduced my Skill to 10), I had some trouble killing the Highwayman, and he shot me multiple times before I finished him off.  (This reduced my Stamina to 17, and made the aforementioned Skill loss permanent.)  In his pockets I found 150 credits and a pair of knuckle-dusters.

Taking off again, I came to a side road heading south, and decided to check it out.  After a few miles (make up your mind Ian, is this world metric or not?) the road ended at a river.  A crude wooden bridge crossed it, and there was a sign warning me to keep out.  No skull and crossbones could deter me, so I decided to cross.

I bet he doesn't really mean it.

I steered carefully across, but my caution was all for naught, as somebody detonated a bomb underneath the bridge when I was halfway to the other side.  My adventure was over.

THE POST-GAME

That went pretty badly.  I got shot up at the ambulance, and then my desire to explore everywhere - regardless of warnings - got me an instant death.  I should have known better than to go driving off in the opposite direction of my destination.

Saturday, April 25, 2020

Exploring Titan 14: The Crown of Kings

The final book of the Sorcery! epic - The Crown of Kings - deals with the end of the Analander's journey to stop the Archmage.  It covers his trek through the regions of Low Xamen and High Xamen in the Zanzunu Peaks, and his infiltration of Mampang Fortress, the Archmage's stronghold.

THE ZANZUNU PEAKS, LOW XAMEN and HIGH XAMEN

The high mountains that border Kakhabad to the north and west are known as the Zanzunu Peaks, a craggy range whose upper reaches are shrouded in billowing clouds.  Low Xamen and High Xamen are regions in the Zanzunu Peaks.  It may be that these are the only two regions of the Zanzunus, or simply that these are the regions most associated with the Archmage's territory.

Low Xamen begins at the foothills of the Zanzunus.  Its indistinct paths are not often traversed by creatures on foot, although the She-Satyrs sometimes come down this way.  The region has plenty of vegetation, and presumably has a high amount of rainfall; the Analander has to seek shelter from a storm while travelling through Low Xamen.  Among the creatures known to inhabit Low Xamen are Skunkbears and Jib-Jibs, although in general there is little wildlife to be found.

High Xamen covers the upper reaches of the mountains where the Archmage's fortress of Mampang is located.  The vegetation seems to thin out here, making way for steep rocky paths and crags, and the air is thinner as well.  Aside from the denizens of Mampang, High Xamen is home to two notable tribes of creatures: the Birdmen and the She-Satyrs.

Birdmen
The Birdmen make their nests in High Xamen, and are highly protective of their territory.  They are humanoid, held in the air by large feathery wings.  Their beaks are sharp and hooked, they have wild black manes of hair, and all four of their limbs end in sharp talons.

The Birdmen nesting in High Xamen are aggressive, and don't really show much in the way of intelligence, but those who serve the Archmage appear to have the same average intelligence as a human.  I'll discuss those more in detail below.

In the Old World, Bird Men are native to the Zanzunus, but there are Bird Men in the Moonstone Hills of Allansia as well.  One of them was encountered by the protagonist of Caverns of the Snow Witch.

She-Satyrs
The She-Satyrs are a tribe of bestial, goat-legged females who live in High Xamen.  Their goat-legs make them particularly nimble on the rocky paths.  They are said to be unruly, and prone to violent outbursts, but they are not truly evil, and are not aligned with the forces of Mampang.  Although they have a strong desire to visit other lands, this is impossible, as they can only breathe the rarefied air of the upper mountain regions.

The She-Satyrs live in a village that consists of caves on a wide ledge in the side of a mountain. Their current leader is named Sh'houri, and is older than the others of her race.  They are currently at the mercy of a highly contagious trembling disease that spreads through their people like a plague, but they are receiving healing from Colletus the Holy Man.  It is a custom of the She-Satyrs to go off alone and find a cave to die in peace; one of their number - Sh'himbli - recently contracted the trembling disease and left to die alone.

It's not clear if this tribe represents the entirety of the She-Satyr race, or just a part of it.  It's also curious that their race is completely female, and it's not clear how they reproduce without males, but I'm sure they manage. It's far from the oddest thing that goes unexplained in these books.

Colletus the Holy Man
Colletus is a holy man who dwells somewhere in High Xamen, around the approach to Mampang Fortress.  He appears as an old, bald man in a dirty brown robe, and his eyes are painted black to represent the fact that he is blind.  He is difficult to find, but can be summoned at the right location by whistling through cupped hands.  He claims to be the only lawful priest for many days' travel.  (The closest lawful priest in the books is probably the priest of Throff from the ruined temple in The Seven Serpents. It's possible that Colletus once served in that same temple.)  He worships Throff, the goddess of the earth, but also swears by the luck god Cheelah.

As a younger man, it was Colletus's mission in life to destroy the evil within Mampang, but the evil gods of Mampang struck him blind.  Now he roams the passes of High Xamen, and will excitedly tell anyone planning to go to Mampang that they should repent of its evil.  He is currently using his healing powers to help the She-Satyrs with their trembling sickness, in exchange for their protection.

The Traps Protecting Mampang Fortress
There are a number of traps protecting the approaches to Mampang Fortress from intruders.  The simplest of these is a swinging rope that appears to be a way across a narrow crevasse.  When the rope is used to swing across, it stretches so as to dash the person swinging against the crevasse's far wall.

Further along, the path to Mampang leads through a crevasse, and if the Analander tries to pass this way he is caught in a sudden landslide.  This could be a natural hazard, but the inconvenient timing suggests that it could also be a trap.

The most notorious trap protecting the entrance of Mampang, however, is the Groaning Bridge, a wooden bridge with a rope handrail which appears to span the crevasse that borders the fortress.  When the bridge is stepped on, it emits a series of unnerving moans and groans.  The bridge is an illusion, and when the person crossing is halfway across it disappears and sends them plunging into the crevasse as its moans turn to mocking laughter.  The real bridge, which is much stronger-looking, is beside it, hidden with a spell of invisibility.

MAMPANG FORTRESS

Mampang Fortress lies in High Xamen, nestled in a plateau inside an extinct volcano.  It is surrounded by rocky walls, and there is only one pass through that gains entrance to the fortress.

The fortress is imposing, with sharp angles and jagged points protruding on every surface, and gnarled spires twisting upwards toward the sky.  Demonic gargoyles line the outside walls.  The parapets are patrolled by Birdmen, and the front gate is guarded by Beastmen (more on them below).  The entrance to the fortress is a huge wooden gate with a smaller door set into its base.  This door is locked with magic that is too strong to be opened by the Analander's spells.

The fortress is split into five distinct areas.  The first is a small guard post, patrolled by Beastmen and Black Elves.  Beyond that is a courtyard, where the chaotic denizens of the fortress mingle.  Past the courtyard is the inner keep, which among other things houses the barracks of the Archmage's guards and Birdmen servants, the kitchens, and the torture chambers.  Beyond that is a gauntlet of traps, and the office of the captain of the guards. And finally, the Archmage's tower.  All of these areas are separated and protected by the Throben Doors, a series of doors that are magically locked and trapped.  More on those below.  Outside of the fortress is the Archmage's prison tower, hidden with a spell of invisibility, where he keeps his most valuable prisoners.

Very little is said about the origins of the fortress, but what is certain is that it is a place of palpable evil.  In several instances its evil is described as a living thing, and it is watched over by dark powers and Netherworld gods.

The Throben Doors
These four sets of heavy double doors each protect an area of the fortress, and reaching the Archmage's tower requires passing through all four doors.  They were enchanted by the Throben Necromancers' Guild, and each one is wizard-locked and protected with a deadly trap.  Each one requires a specific key or password to open safely.

The first Throben Door lies between the outer guard post and the courtyard. Its door handle is trapped with needles tipped with poison that is fast-acting and deadly.  It's opened by a simple key held by Beastman guards.

The second Throben Doors lies between the courtyard and the inner keep.  Anyone who tries to open it will be struck with complete memory loss.  It requires a password to open, which is kept by Valignya, the first assistant to the Archmage's treasurer.

The third Throben Door lies between the inner keep and the area where the guard captain has his quarters. Beyond the door is the illusion of a fiery inferno, and anyone who steps through will be burned alive unless they are certain that what they are seeing is not real. Naggamanteh the torture-master is one who knows the secret of this door.

The fourth Throben Door protects the Archmage's tower.  It has no special traps, but it is guarded by the Sleepless Ram, and can only be opened by a key held by Cartoum, the captain of the guards.

Other Traps of Mampang Fortress
There is a magnetic post, as tall as two men, embedded in the ground in the courtyard just outside of the second Throben Door.  It is covered in ornate markings, with all manner of faces and symbols cast into it.  The Analander surmises that it might be used by the guards to search prisoners, particularly those with magic powers who may be able to disguise their weapons. It's also used by the guards as a form of amusement, where they hold their weapons towards the pole and try their best to wrench them away.

Beyond the third Throben Door is a room known as the Chamber if Night.  It is completely dark inside.  The floor is made from wooden boards, and sharp blades protrude through them at irregular intervals.  Picking one's way through requires perfect balance, but is not too difficult for someone using a regular candle.  If someone uses a blood candle, however, they will be doomed, as the candle itself has a lust for the life-blood of its victims, and will flicker treacherously.

The final guardian before the fourth Throben Door is the Sleepless Ram, said by some to be the Archmage's deadliest servant.  It is also known as the Marbled Ram. It appears as a marble statue of a ram, and is about the size of a sheep or a large dog.  It attacks by charging with sufficient force to kill an armoured troll.  It seems to be impervious to physical attacks, and none of the spells in the Analander's arsenal are powerful enough to stop it (although a MUD spell can slow it down).  The only thing that can defeat it is a vial of liquid given to the Analander by the sorceress Dintainta, also known as the Sham.  The liquid is pungent and acidic, and when thrown against the Sleepless Ram it causes it to topple over. This effect is temporary, though, and the Ram will recover quickly.

Evidence suggests that the Ram is older than the Archmage.  It is spoken of in a couplet that was told to the Analander by Shinva, the Fifth Noble of Khare.  Shinva has been dead for an unspecified amount of time, but he says that the couplet dates back to ancient days.  So the Ram is very old indeed, and must have been found - or enslaved/recruited if it's actually sentient - by the Archmage in more recent times.

The Archmage
The ruler of Mampang is the Archmage, a powerful figure who has no other name that is known of.  In his most recognisable form, he appears as scrawny fellow with spiky black hair, wearing half-moon glasses and a sinister smile.  He seems to rely more on trickery and cunning than raw power.  When dealing with the Analander, he uses disguises to trick him, and never confronts him by choice unless he has the upper hand.

Even by the end of this book little has been learned of the Archmage's history.  We know already that he rose to power is Mampang some time ago, gathering allies such as the Birdmen of Xamen.  From The Seven Serpents we learned that - about twelve years ago - the Archmage battled and killed a hydra that lived in the caves of High Xamen. Taking all seven of the hydra's heads, he consecrated them to his netherworld gods and created the Seven Serpents, his most trusted messengers and allies.  More recently, with ambitions of uniting the whole of Kakhabad, the Archmage had his Birdmen allies steal the Crown of Kings from Analand.  What the Archmage's ambitions are beyond becoming the ruler of Kakhabad are never made clear.

The Archmage's true nature is ambiguous.  He appears to the Analander in the form described above, but he is also said to be in disguise as the imprisoned weapons specialist Farren Whyde.  When confronted as Whyde, the Archmage takes the form of a Netherworld Demon, and Whyde's body is discarded as a corpse.  After this demon is destroyed, the Analander is certain that the Archmage is dead.  This raises the question of whether the Archmage was ever human to begin with, and whether the version described above and depicted on the cover of the book is some some kind of impostor or stand-in.

As far as the book is concerned, it seems to treat the human Archmage and the demon possessing Farren Whyde as one and the same.  At least, there's no explicit confirmation that the human Archmage is not the real deal.  He certainly acts like he's the real deal.  Perhaps the Archmage was once human, and became possessed by a demonic entity due to his trafficking with netherworld gods.  It's possible that he now has the power to possess multiple bodies, and switch his essence between them, or to control multiple bodies at once.  It's all speculation, of course.  The only other explanation is that the human Archmage is a fake, which I'm not particularly thrilled with.

Farren Whyde
At the time of The Crown of Kings, Farren Whyde is dead, and his body is possessed by the Archmage of Mampang.  When he was alive, he was a scientist from Ruddlestone specialising in weapons. He invented gunpowder, which attracted the attention of the Archmage, who sent his Birdmen to carry Farren Whyde away to Mampang.  Whyde must have remained alive in Mampang for at least a little while, as he had long enough to befriend Peewit Croo and the Samaritans of Schinn.

The Samaritans of Schinn
Although the Birdmen of Xamen are the Archmage's most trusted allies, there is a faction from Schinn, east of the Nagomanti River, that fears his growing power.  They believe him to be a power-crazed madman, and have infiltrated the fortress to plot his overthrow.  Somehow the Archmage has learned of this, and has launched an inquisition, but because it's impossible to tell which of the Birdmen is from Schinn, many wrongful accusations have been made and loyal Birdmen tortured and executed.  The only way to tell if a Birdman is from Schinn is to inquire after their parents; loyalist Birdmen will talk only of their fathers, but those from Schinn worship their mothers.  (The way the Samaritans are spoken of it seems like they are quite numerous, but going back over the books it appears that there are only three of them.  Good luck with that overthrow, lads!)

Valignya
Valignya is the first assistant to the Lord Treasurer of Mampang.  He has his chambers near Mampang's courtyard, and part of his job is to collect taxes.  He is very fat, with brown skin and a turban perched on top of large bulbous ears.  (Possibly this kind of turban is worn by all of those in Mampang who deal with finances; there's a merchant in the inner keep who wears one as well.)

Valignya knows the password to the second Throben Door, but getting it out of him can be a dangerous affair.  Although not much of a physical threat (aside from his pet jaguar, Hashi) Valignya has a murderous passion for gold, and will do anything for the possibility to gain more of it.  Anyone who shows as much as one gold piece in Valignya's presence is almost guaranteed to die by poison, and to have his corpse stripped and dumped in a ditch outside the fortress.

Valignya appears to have at least some resistance to magic.  The only one of the Analander's spells that works on him is NAP, and that is only because he thinks the brass pendulum used for the spell is made of gold.  It's possible that even that spell may not have worked on him if his greed hadn't caused him to let his guard down.

Throg
Throg is a hobgoblin who serves as the head of the kitchens in Mampang, bossing her minions around by barking orders and whacking them on the head with a branch. Her menu is somewhat dubious, consisting of swine offal and lizard entrails, but it is her job to keep the guards fed.  She is very respectful towards the Archmage, and will allow guard officers to eat from her "special larder".  Refusal to eat is considered a grave insult, and she will attack anyone who so refuses her hospitality.  One of the delicacies in her larder are mutant meatballs, which while cause anyone who eats one to mutate in a manner that may be beneficial, detrimental, or outright fatal.

Naggamanteh
Naggamanteh is an ogre who serves as the Archmage's torture-master. He is brutally ugly, with a patch over one eye, and he wields a whip.  A particularly cruel torturer, he will reflect nostalgically on the time he gruesomely tortured a thieving Klattaman if prompted.  Despite his cruelty, he's particularly proud of his torture chamber, and immensely grateful for any praise it receives.  Under normal circumstances, this is the only thing that will get him to reveal the secret of the third Throben Door.  It seems, however, that he has a particularly sensitive nose, and creating a stink with the NIF spell  will also get him to reveal his secrets.

Cartoum
Cartoum is the captain of Mampang's guards, a tall, slim human with long hair down to his shoulders.  He is said to be a renegade from the lands east of Kakhabad.  (This is a detail that got missed by whoever designed the maps for Titan: The Fighting Fantasy World, because there really aren't any lands to the east of Kakhabad.)  Cartoum is loyal to his job, and incredibly difficult to bribe, as he realises that he can just take whatever he wants from his prisoners anyway.  He's not above treachery, and will kill the Analander with a poison dart if he lets his guard down.  At some point in his past Cartoum fell in love with a beautiful woman, and still keeps a portrait of her on his wall.  Whether the woman returned his feelings is unknown, and if she did  there must have been some reason that the two are now apart.  The Analander can find a locket with her portrait inside in The Shamutanti Hills.  How it got there is anyone's guess; presumably the pilfer grass in that area nicked it from someone passing through.  Regardless, the sight of this locket is enough to bring a tear to the captain's eye, and make him give up the key to the fourth Throben Door,

Jann the Minimite
Jann is currently being held in the Archmage's prison tower, where he deserves to be.  Apparently he thought he and the Analander were friends, and that he could be helpful. He followed the Analander across Kakhabad, avoiding Khare, and seeking guidance from the sorceress Fenestra, who he is good friends with.  The Analander crossed Lake Ilklala before Jann arrived, so he was forced to skirt the lake.  At some point he was captured by Red Eyes, had his wings cut off, and was imprisoned in the Archmage's tower.

Jann is eager to help - though not eager enough to kill himself so you can cast spells again - even though he can't escape himself.  He knows all about the Archmage's disguise, and the true nature of the ZED spell.  Casting the ZED spell in his presence makes him die in agony, although it's possible that - due to the time travel nature of ZED - he doesn't actually die at all.

The Beastmen Guards
The guards at Mampang are a race of bestial humanoids, They hail from Tinpang Valley in the Zanzunu foothills, and are described as hairy, black-skinned chaotics.  Otherwise they seem much like humans in terms of intelligence and behaviour.

The Sightmasters
Among the denizens of Mampang is a group of Sightmasters.  A race of spindly humanoids with enormous eyes, they possess the power of "ultravision" and are closely allied to the Analand crown.  A Sightmaster sergeant was one of those who saw the Analander off at the Cantopani Gate, at the beginning of his quest.  These particular Sightmasters are traitors, and may have been exiled from their homeland.  The Archmage has offered them large expanses of Analand in return for their service.

Javinne
Javinne is an old blind beggar who dwells in the courtyard of Mampang. In her youth she was a skilled healer. Her master, an old healer-priest from Daddu-Yadu who had been shipwrecked and washed up on the Earthend beaches, had wanted her to go south and use her skills to aid the lawful nations, but instead she went to live in prosperity at Mampang. Her undoing came when the Archmage recruited the Mucalytics, and she was unable to restore their voices or improve their hearing.  Her punishment was an "accident" that resulted in the loss of her sight.  (There really are a lot of blind characters in this series.) Now she is a beggar, constantly tormented by the Sightmasters, to the point that she will reward the Analander should he kill them for her.  She knows about the Samaritans of Schinn, but is afraid to seek them out for help.

THE ZED SPELL

The ZED spell has long been shrouded in mystery. It is believed to have only ever been cast once, by a Necromancer from Throben, who was never seen again, but whose notes were found later.  In actual fact, the spell was created in Mampang by sorcerer-priests of Chronada, god of time.  A Minimite stole the secret, and later on sold it to the Throben Necromancer for unspecified favours.

The spell grants its caster the secret of travel through space and time, but unless the caster concentrates intensely upon their desired destination, the place they end up will be random.  It is even possible to end up in the far future or the distant past.  The Analander (assuming he was a wizard) used the spell to circle back in time to confront the Archmage a second time, and uncover his disguise as Farren Whyde.

THE NECROMANCERS OF THROBEN

The Necromancers of Throben are mentioned in relation to a number of things in Mampang Fortress.  The first and most notable of these is obviously the Throben Doors, which they helped to enchant.  It was a Throben Necromancer who was said to have first cast the ZED spell.  And the mutant meatballs were created by an apothecary from Throben, for a rebellious prince from the nation of Brice who wanted to create mutants to bolster his army.  Where Throben is, and who the necromancers are exactly, is never made clear, but it seems likely that it's a region that is close to Mampang, and may be ruled by magic-users.  It's even possible that the Archmage originated from there, assuming that he was ever human.

THE GODS OF MAMPANG

These seven gods are worshipped by the Archmage, and hold great sway over Mampang Fortress.  Such is their power that the goddess Libra is unable to influence events within Mampang.  When the Archmage slew the seven-headed hydra, it was these gods who imbued the heads with their powers to create the Seven Serpents.  They are as follows:

  • Chronada, god of time
  • Pangara, god of the air, whose bearded, stark-white face has puffy cheeks
  • Glantanka, goddess of the sun, who has sharp features, bright orange hair, and burning red fireballs for eyes
  • Hydana, god of water, whose face is green and scaly, with a pointed nose and gills in its neck
  • Lunara, goddess of the moon, who has a black face with large yellow eyes

Those are the ones specifically named in this book (although I may have missed a reference).  The other two would be gods of fire and earth.  The first of those would be Filash.  As for the latter, the only god or goddess of earth named in the books is Throff, who is a force for good (or neutrality, at the very least).  It seems very unlikely that she would have been involved in the creation of the Seven Serpents, or that she would ever be classified as a "netherworld god".

In later books all of these entities are treated like gods that are worshipped the world over, and were involved in the creation of Titan.  That doesn't really fit with their depiction here, where they seem to much more demonic in nature, and very much localised to Mampang.


CREATURES OF THE ZANZUNUS AND MAMPANG FORTRESS

There are a few creatures returning here from other books: the skunkbear, red-eyes, and black-elves all appeared earlier in the series.  Genies have appeared in the main Fighting Fantasy series, as have wolves.  I'm not sure about whether we've seen a jaguar elsewhere, but I'm not about to bother doing a write-up on a real-world creature.

These are the creatures that are new in this book.  I've already covered the She-Satyrs further up.

Jib-Jib
Appearing as a small,ball of fur on two legs, about the size of a cabbage, Jib-Jibs are harmless creatures, possessing neither teeth nor claws.  Their only defense mechanism is their horrendous voice, which they can use to make themselves sound like dangerous beasts.  They are known to the scholars of Analand.

Mucalytics
Mucalytics are hideous creatures, having bulky, blubbery bodies and elephant-like heads with a short snout.  With their inaudible voices and inability to hear, they can come across as quite pathetic, but their breath is instantly fatal, and it seems that they glean some amusement from using this breath on others.  Javinne mentions that they were cursed by the gods, which might be literal or just a figure of speech, it's difficult to tell.  Their status in Mampang appears to be incredibly lowly; it seems as though many of the other denizens enjoy taunting them.

Spiny Ones
The mysterious "spiny ones" live in a room in Mampang where no light penetrates.  They are never seen, only describes as a dark, bulky shape, and when they move it's said to sound like sticks scraping along the ground.  They kill by firing spines at their victims, like those of a porcupine, with a distinctive ping sound.  Whatever they are, they're incredibly deadly.

Minions
These small goblin-like creatures serve in the kitchens of Mampang, under Throg.  They are introduced as "Servant Minions", which could just be their job description but could also indicate that they were created or bred to be servants.

Goblin Mutants
There's a room in Mampang's inner keep that's filled with mutated goblins.  They seem to be locked in, and at one point the guard captain Cartoum is called away to deal with them, as they are getting agitated.  It seems likely that these goblins are the result of experimentation with the mutant meatballs from Throg's larder.

OTHER NOTES

  • The boatman from The Seven Serpents is given the name Tek Kramin, and is said to have been a notorious character; he must be if even the She-Satyrs, who can't leave the mountains, have heard of him.
  • Apparently the holy man of Slangg, from Khare, has never revealed his true identity to anybody, and only Slangg knows who he is.
  • Shadrack the Hermit, from The Seven Serpents, makes a cameo.  Two days ago the Archmage's servants went to his cave, tortured him for information, and staked him on a cross.  He sends his spirit for to tell the Analander about the Throben Doors, and presumably dies not too long afterwards.
  • There's a bald goblin-like creature, who is incredibly muscular but goes down to a single punch.  He's probably just a goblin, but what he is exactly is never specified.
  • While the Analander is fighting the illusory hydra, the battlemasters at the Academy at Chawberry are mentioned.

NEXT: At last, I'm done with Sorcery!  I love it, but I'm glad to be moving on.  I was going to read "The Dark Usurper" from White Dwarf, but I might save that one.  I want to get back to the main series, so my next entry will be on Freeway Fighter.

Saturday, April 18, 2020

The Crown of Kings: Final Thoughts


And so we come to The Crown of Kings, the final installment of Steve Jackson's Sorcery! epic.  It's been a long road (particularly for this blog; I started The Shamutanti Hills nearly five years ago, and The Crown of Kings in June of last year).  Endings can be very difficult; more than one long-running series has failed to stick the landing, or otherwise been just slightly disappointing.  So how does The Crown of Kings fare?

I'm pleased to say that The Crown of Kings is an amazing end to the series, and is probably my favourite book of the four.  It takes all of the strongest elements from the previous books and mixes them up to make what might just be the best gamebook Steve Jackson ever wrote.  (It's a toss-up between this, House of Hell, and Creature of Havoc to my mind.)

There are some minor problems with the book, to be sure.  It's a little too long and linear, which can make for some tedium on replays.  This is made up for by the incredible variety of outcomes within each encounter; the spell system is used to full effect here, and gives you a lot of options.  That said, the book's deadliness mitigates that variety somewhat.  When you find a safe path through an encounter, it can be a little too risky to try alternate options.

Did I mention that the book is deadly?  Because it really is.  Pretty much every encounter you have within the Fortress of Mampang can lead to death if you make the wrong choice, or cast the wrong spell.  It gives the book a really dangerous air, the feel that at any point you could be killed, or discovered and thrown into the Archmage's dungeons.  This is where it pays off to have played through the earlier books, particularly The Seven Serpents.  There are a lot of hints to be found earlier in the series, and The Crown of Kings definitely rewards someone who has gone through all four books.

Thankfully the book isn't all that deadly statistically speaking: a character with poor stats could get through without major trouble, I feel, especially if they use their magic well.  An extra layer of difficulty is added on with the various keys, passwords and other forms of information that are required or helpful to get through the book.  Steve has been using these techniques since House of Hell, and they've been seen here and there throughout Sorcery!, but here he unleashes every trick that he has, and it makes for a very challenging book.

The encounters in The Crown of Kings may be deadly, but almost all of them are interesting.  Mampang is full of intriguing characters, and memorable monsters.  My only complaint here is with the Archmage himself, who is a bit of an anticlimax after four books of build-up.  I was hoping for a spell duel like the one at the end of The Citadel of Chaos, but instead it ends with a somewhat underwhelming battle with a Netherworld Demon.  Come on Steve, the book is already 800 entries long, surely another 200 wouldn't have been too hard?

Although the final battle with the Archmage is a minor anticlimax, the ending as a whole is excellent.  This is due in large part to the revelation of the true nature of the ZED spell, which was set up as a mystery from the very first book.  It's extremely cool, and the fact that it results in the screaming death of Jann the Minimite is just a little bit of extra icing on the cake.  I'm not sure that the warrior's ending with the genie is quite as impressive, but I doubt many players go through this as the warrior anyway.  (I intend to at some point, perhaps when the secrets of this series are a little less fresh in my mind.)

So that's The Crown of Kings, one of the very finest gamebooks out there.  It's always a good feeling when the end of a series outdoes its predecessors, and I feel like this book does that on every level.

COOL STUFF I MISSED

This is a long, somewhat linear adventure, so I wouldn't have expected to miss a lot.  But while the encounters are linear, there's a lot of variety to be had within each one, so I missed a fair bit.  I never did hook up with the Samaritans of Schinn, for instance, and I completely missed the Goblin Mutants, and the second Mucalytic encounter.  I never fought the God-Headed Hydra, which is a pretty cool encounter (even if I was rather disappointed to discover that it's not real).

MISTAKES AND RED HERRINGS

I could be mistaken here, but I'm pretty sure that paragraph 548 is orphaned, and can't be reached.  I checked this pretty thoroughly, but if anyone knows different I'd love to be proven wrong.

The encounter with the Sleepless Ram gives you the option of using a "yellowfruit skin" against it, but no such item is ever found during the series.

And now, here is the complete list of items that serve no purpose at all during the Sorcery! epic:

  • Death-hound, ape and Snattacat teeth, found in The Shamutanti Hills
  • A huge, broken stool, found in The Shamutanti Hills
  • A net with a wide mesh, found in The Shamutanti Hills
  • A giant skull, found in The Shamutanti Hills
  • Various other parts of a dead giant, found in The Shamutanti Hills
  • A parchment scroll, found in Khare
  • A vial of poison, found in Khare
  • Some moldy goat's cheese, found in Khare
  • A rat's spine, found in The Seven Serpents
  • Leaves, found in The Seven Serpents
  • Yellow bird feathers, found in The Seven Serpents
  • A long horn, found in The Crown of Kings
  • A flask of oil, found in The Crown of Kings
  • A bird's nest with a golden egg, found in The Crown of Kings

The vast majority of these are obvious rubbish to be discarded (although in Fighting Fantasy you can never be sure), or found so late in the saga as to serve no purpose.  Again, if I've made any mistakes here I'd like to know.

BEST DEATH

If I've counted correctly, there are 43 instant death paragraphs in this book, which is a lot even for such an oversized adventure.  A lot of them are extremely cool, so I had some trouble deciding this one.  This is what I went with:



There were loads of contenders, but in the end I went with one of the endings resulting from the ZED spell.  How could I not?

S.T.A.M.I.N.A. RATING:

Story & Setting: In some ways the story is is a rehash of The Citadel of Chaos, with your goal being to infiltrate an evil fortress and assassinate its ruler.  In terms of this category, however, it exceeds that book in almost every way.  Mampang is a functioning place in a way that the Black Tower wasn't, complete with a hierarchy and court intrigue.  Where it perhaps falters at the end is in it's final confrontation with the Archmage, which doesn't match up to the wonderful spell duel with Balthus Dire, but the revelation of the true nature of the ZED spell more than makes up for it.  Plus, this book bears the burden of being the climax to a series, and on that score it's very satisfying.  Rating: 7 out of 7.

Toughness: Make no mistake, this is a tough book, especially if you're tackling it as a solo effort.  Almost every encounter has the potential to end your quest if you make the wrong decision, but smart play and clues gathered from earlier books do a lot to mitigate that.  Thankfully, it's well balanced statistically, with no difficult combats that can't be avoided.  Yes, this book is hard, and very challenging, but it's pretty fair.  I might ding it a point for a couple of arbitrary instant death paragraphs though.  Rating: 5 out of 7.

Aesthetics: John Blanche really is on top form once again, and alongside the good illustrations this book probably has my favourite cover of the series (at least in its original form).  Steve Jackson's writing provides a lot of atmosphere, and overall this is a great-looking book.  Rating: 6 out of 7.

Mechanics: The Sorcery! epic as a whole has done well in this category, as the spell system really is very well done.  The Crown of Kings follows that trends, and backs it up with some extra tricks: Steve Jackson brings everything he has to this one.  If I have one complaint, it's that there are a number of spells that never get a chance to shine.  Rating: 6 out of 7.

Innovation & Influence: I have this book being released around February of 1985, so I feel pretty safe in saying that it beat Joe Dever's Shadow on the Sand to the bookshelves.  That would make it the first gamebook to close out a continuing series, and it does that in real style.  Steve Jackson also takes a lot of the tricks that he first used in House of Hell and ramps them up here.  These are the kinds of tricks that other gamebook authors will be using to make their books more difficult to come, so I feel like The Crown of Kings should rank highly here. Rating: 5 out of 7.

NPCs & Monsters: There are hardly any throwaway encounters in this book.  Everyone you encounter is a character in their own right, and their various quirks have the potential to end your quest if you aren't paying attention.  From Valignya to Naggamanteh to Throg to - and I hate that I'm saying this - Jann the Minimite, everyone in this book is intriguing and fun to interact with.  I have just one complaint, and that's the Archmage himself.  As the antagonist for Steve Jackson's magnum opus I was expecting more, but he never quite rises above the evil wizard stereotype, or inhabits it with a memorable personality like Balthus Dire did.  Rating: 6 out of 7.

Amusement: There's a lot to see in this book, and every encounter can play out in any number of ways.  But while the conclusion with the ZED spell is excellent, I couldn't help but feel a slight sense of anticlimax at the final encounter with the Archmage in his Netherworld Demon form.  Rating: 6 out of 7.

The above scores total 41, which doubled gives a score of 82.  I'll award this book the discretionary bonus point, which gives it a S.T.A.M.I.N.A. Rating of 84. That puts it equal second overall, on a par with House of Hell, a very good showing for the ultimate conclusion of the Sorcery! epic.  With seven-and-a-half out of the top ten books on the list so far, Steve Jackson is really racing ahead.

NEXT: I know I promised a mid-week post, but it didn't happen, sorry.  This quarantine has made me think I have more time than I actually do.  I'm back to work next week, so expect the final Exploring Titan for this series.  Then it's either on to Freeway Fighter or a detour to "The Dark Usurper", a three-part FF adventure from White Dwarf magazine which came out around this time.