YOU are a Magehunter, tracking down evil-doers and bringing them to justice. Your trusty flintlock pistol and fine steel broadsword have seen many fights, and you have the knowledge, skill and equipment to capture the craftiest sorcerer. But disaster strikes. Magic drags you far from your familiar world, to a land of treasures, traps, and treachery.
Strange tales and bizarre transformations must all be endured if you are to win through, defeat your enemy and return to your homeland.
It has been quite a while since I have read one of these Fighting Fantasy gamebooks, and since I am now on break I thought it might be an idea to start reading some of them again. Yeah, there is still a number that I have to get through mind you, and they have been gathering dust over the years. It was my intention to read through all of them so that I could add some more books to my lists on Goodreads, though I note that I have quite a few books listed already. Mind you, this is also one of those books that is really hard to get your hands on.
I would say that this is a little different, but they had been playing around with a number of concepts at this end of the series. Mind you, that is definitely a good thing namely because I am now reaching the tail end of all of these books, which means that they needed to keep on coming up with new concepts to keep people reading them. However, I suspect some of the ideas were used in a couple of the previous books as well.
The story is that you are a magehunter, and I probably don’t need to go any further to describe the technicalities of the role. Anyway, you have just captured this mage, but it turns out that your mentor has died, and you are attending his funeral when you notice that the host disappears. Well, it turns out that the mage has escaped, and you have to then go after him. The catch is that you have crossed over to another world, one that has a lot more magic than the one you live in.
Like a couple of other books in this series, you are asked to jot things onto your sheet which indicate some of the paths that you have taken. This is a good idea because it means that you can fit much more into the book than otherwise. However, one of the things that did sort of put me off was that you go to this storyteller and the story moves from being a story to actually being the adventure itself. Yeah, a part of me missed the point when I moved from the story back into the adventure, but I suspect that this is sort of the point.
Once again, like a lot of these books, there are a number of red herrings, which I have to admit is pretty cool. Mind you, I am pretty much just rushing through them these days, despite the fact that I do rather enjoy them. I guess in part it has something to do with not having huge amounts of time, or more so, that I have a lot of other things that I sort of want to do as well. Still, these books are rather fun, and I do appreciate how they are continuing to explore more concepts.
The 57th title in the fighting fantasy series was and still is one of my favourites, haven't played it for years and still have my old one so was refreshing to play again after so long: Magehunter features an enticing plot that has you, the main protagonist flung into the mystical and surreal world of Titan, rich with magical forces and alien inhabitants. Pursuing an evil mage called Mencius, who you captured but escapes thanks to the young yet hot-headed and disillusioned heir to the Margrave called Reinhardt, the adventure has its share of twists and turns as the hunt ensues. In the first pages of Magehunter is a handy set of methods set on defeating or capturing evil sorcerers and mages entitled The Most Revered Treatise of Magehunting. These range from silver bullets being able to hurt mages, tying up a mage with a rope of human hair will restrain and prevent any sorcery being used, to things like every 101st footprint left by a mage is that of a cat or accepting a gift of a cloak will put that person in the wizard's power. A useful list to commit to memory. In the background, and in your items, is the useful tactic about surrounding a mage with mirrors to stop an escape which could later prove fruitful.
The illustrations by Russ Nicholson give the adventure a mystical and eastern flavour...
Magehunter has some interesting mechanics not seen before in a gamebook, to my knowledge, where you can have a companion in the adventure, plus you can find out how to do a body switch when your scalp prickles. It turns out you, Reinhardt and Mencius have all swapped bodies as he cast his spell near the beginning, after being freed and transporting to a different world. I would of liked some puzzles where you have to use the body switch in order to solve them but other than that it works well. There is another path where you can pursue Mencius using his Book of Craft using the same spell he used to get away. Although it ages you by ten years and requires the correct dice roll + number to be successfully achieved. The former path means your initial skill and stamina actually work in favour if they are lower as Mencius is in your body which is a twist of fate in itself. I also found that there are many extras that can be found that aren't on a correct path such as encountering the Riddling Reaver, finding a ring with a genie in it that grants wishes, (Which actually belongs to the Riddling Reaver too funnily enough and fighting it is not advisable, it has a skill score of 12...), an underground network of what seem like dark elves, an encounter with a bird of prodigious size that carries you off and has to fight a winged serpent, and a frantic battle on a magic carpet with Reinhardt if you do a body switch where he ends up in Mencius and is not happy about it. Magehunter is quite a short adventure but makes up for it with different endings and all these details, creatures and the middle-eastern exotic part of Titan with the city of Kallamehr... I will try and list some extras in my solution part.
Overall, Magehunter is very enjoyable and imaginative, stories within stories that come to life as you choose what happens next, the storyteller part had a very Arabian nights feel to it, as with the battle with skeletons that gives an epic and legendary feel to proceedings. You also find out in this new world you find yourself in that not all mages are evil, unlike your homeland and original world, and that here it is Chaos, Neutral and Good ones that make it more complicated. Khasim the Unworthy, Al-Bakbuk the Prattler, both help learn the language spoken too and his brother all prove valuable allies in the adventure... Very warm and helpful characters. Upon following the correct path there are, unlike some previous and following entries, there are not many battles that need to be fought yet it doesn't feel like this has a negative impact overall. The final battle with Mencius was exhilarating and really tests your skills as a magehunter as he has become the most powerful nemesis you've ever faced. Paul Mason did a good job with this one and the superb illustrations by Russ Nicholson as well as the fantastical cover illustration by Ian Miller bring it all to life.
(Image = Page 1 + 2 of notes/map...) My Solution: ( Warning Spoilers ahead! ) My stats: Skill: 7 Stamina: 22 Luck: 11 1) Head for dungeons, 87 87) Rush him, 290 290) Examine him, 107 107) Remove silver bullet first, 219 219) Note down silver bullet, 67 67) Erase all items, I now have: Rapier, fine red clothes, jewellery, rope of human hair, 10 gold pieces, - 3 skill, -6 stamina, prepare to move, 175 175) Follow river downstream, 283 283) Test luck, rolled (4+3), 7, lucky, 296 296) Write 5 in Skill and 8 in stamina via companion box, tick switch box, to switch add paragraph numbers together: example: (2+8+3), 13, 13+283=296, now turn to 245 245) I do not have Book of Craft, 18 18) Note down "undyed clothes", 110 110) Enter town, 40 40) Spend time getting settled in, 293 293) Visit a doctor, 2 2) I have a bullet wound, 298 298) Note word bandage, companion box = stamina: 10, Skill: 6, scalp prickles, ignore it, 55 55) Note down 'basic kal', offer a piece of jewellery, 372 372) Cross the jewellery off, note down vizier's robe, when in the city seek out his brother, the storyteller Al-Haddar, now go shopping, 248 248) Buy six mirrors, 5 X 6 = 30, 10 = 1 gold piece, -3gp, 2 provisions, 5 X 2 =10, -1gp, continue search, 198 198) Draw a holy symbol, 78 78) No wizard's pouch, no scars, 341 341) Note 'Kal', erase 'basic', 48 48) No key or scar, 396 396) Box marked 'switch' is ticked, 266 266) In companion box erase current entries for stamina + skill and enter skill 6, stamina 12, erase shauca scar if you have it, 61 61) Note down Magic Amulet, yes I have Vizier's robe, 353 353) No shackles key, 227 227) Ignore prickle, 93 93) 100 100) No ruby ring, no scar and no word 'abandoned', 241 241) No crosses yet, make enquires and hunt for clues, I have 'Kal', 74 74) Hurry to bazaar in search of Saba, 364 364) Follow him discreetly, 134 134) Mark a cross, try something else, 241 241) Go to market, buy a lantern -2gp, mark a cross, 241 241) Approach the authorities, I have 'Kal', 47 47) Simply wish to make enquiries, no word 'early', 356 356) Mencius is at Rangor Tower, note 312, mark a cross, 241 241) If you have three crosses turn to 194 194) No book of craft, 275 275) Note down pistol, box of powder, lead bullet, do not follow, 241 241) Look for storyteller, I have 'Kal', 323 323) Al-Haddar, 182 182) Accept his hospitality, 158 158) No word 'trail', I have word 'Kal' and Vizier's robe, 397 397) Say a bird, 282 282) He freed him, 122 122) 371 371) Fight AL-RA'AD AL-KASIF sk6 st10, tested luck, (6+1=7), lucky, - 2 more damage, win, 228 228) Choose the raven, 354 354) Fight RAVEN sk7 st4, win, 95 95) Give him Vizier's robe, 382 382) Yes I gave him a Vizier's robe, 217 217) Note down the sacred mace, + 4 to attack strength, + 4 points of luck, 361 361) Place 6 mirrors round the tower, cross them off, note down the word 'reflect', restore stamina to full value, I have the sacred mace, 79 79) Fight first SKELETON sk6 st5 second SKELETON sk 6 st5 third SKELETON sk6 st5, win, defeated in 9 attack rounds, 392 392) I have a pistol and wish to shoot Mencius, 185 185) Chosen silver bullet S=10+I=27+L=3+V=9+E=4+R=13 = 66 66) I have a Magic Amulet, 289 289) - 1 stamina, no book of craft, 331 331) Fight MENCIUS SK(-2 your initial skill)5 ST22, tested luck 4 attack rounds that hit (-8 damage), win, reduced his stamina to 2, I have the word reflect, 124 124) Scalp prickles, do switch, 1 + 2 +4 = 7, 124 + 7 = 131 131) No key, no word 'lost', box marked switch is ticked, 400 400) You and Reinhardt arrive back home and in correct bodies: VICTORY/COMPLETED!
Extras
Obtaining the ruby ring, encountering the bird of prodigious size and winged serpent, and finding the Riddling Reaver: 1) Stay where you are, 234 234) 320 320) Note Book of Craft, make the attempt, roll a 1 or 2, rolled 2... Anything else = restart, 257 257) Aged ten years by sorcery, - 2 initial skill and -4 initial stamina, the key to Mencius's shackles, add it to Equipment List, bury body, 146 146) 336 336) + 1 to luck, current and initial, note down 'ruby ring', climb mountain top, 250 250) Make way to plume of smoke, 58 58) Attack immediately, 99 99) Strike with broadsword, 7 7) No scar, 384 384) Note wizard's pouch, continue along the valley, 118 118) Fight BIRD of PRODIGIOUS SIZE sk7 st15, if bird wins 2 attacks in succession note its stamina, turn to 352 352) I have shackles key, 251 251) Fight BIRD of PRODIGIOUS SIZE sk7 st(current) against WINGED SERPENT sk8 st9, bird wins, turn to 120 120) Fight BIRD of PRODIGIOUS SIZE sk7 st(current) first YOUNG BIRD sk4 st7 second YOUNG BIRD sk4 st6 third YOUNG BIRD sk5 st8, win, 11 11) Treasure hoard, note down 67 gold pieces, seven pieces of jewellery, a diamond large as one of your bullets, test luck, (3+2) 4, lucky, 94 94) Do not walk the plank, test luck, (4+4) 8, lucky, 164 164) I have ruby ring, 46 46) RR! 300 300) I have book and ring, 207 207) Cross off ruby ring, 368 368) Conversation with Riddling Reaver, roll 1 dice to recover stamina (2), +2 luck, 100 100) Kallamehr!
Learning the secret of the ruby ring: When you get to 336 follow river downstream, 159 159) Get settled in first, 293 293) Language, 55 55) Note 'basic kal',offer a ruby ring, 161 161) Ask it to teach the language, 387 (65 = fight DEMON OF THE RING sk12 st16) 387) Secret = when told add paragraph numbers together, 387; 3+8+7=18 then subtract from paragraph to find new paragraph...
Encountering strange energy orb and going underground to dwellers in the dark lair/nest: 384) Note wizard's pouch, follow river, 245 245) No book of craft, 18 18) Note undyed clothes, 110 110) Enter town, 40 40) Look immediately for Mencius, 198 198) Draw a Holy Symbol, 78 78) I have wizard's pouch, 286 286) Fight SCINTILLATING GLOBE sk9 st6, successful attack/win turn to 346 346) Roll one dice, rolled 3, turn to 243 243) 215 215) 28 28) I have bandage, 53 53) Fight SHROUDED SKULKER sk8 st6, four rounds win, second SKULKER sk7 st6 third SKULKER sk8 st6, fighting longer than 4 attack rounds, 307 307) Reinhardt is taken, continue fight, win, 258 258) Note large cloak, 142 142) 281 281) Fight DWELLER IN THE DARK sk8 st7, -2AS due to darkness, win, 173 173) Wearing cloak, 389 389) No serrated knife, 49 49) 109 109) Fight DWELLER IN DARKNESS sk8 st6 DWELLER IN DARKNESS sk7 st6, -1AS due to darkness, win, 17 17) Continue, 179 179) Fight DWELLER BELOW sk8 st6, win, 344 344) Escape underground and arrive at Kallamehr!
Shoot Mencius with a diamond and two bad endings: When you reach 185 185) (D=7+I=27+A=5+M=42+O=33+N=20+D=7) = 141 141) Shackles key or word 'lost' = 260 Otherwise = 101 260) Reinhardt didn't survive BAD ENDING. 101) End up in old Mencius's body, early retirement, BAD ENDING.
More endings: When you reach 131 131) Shackles key or word 'lost' = 260 260) Same as above... 309) Reinhardt is in wrong body (Mencius) and is executed, BAD ENDING.
Encountering Logaan, lord of trickster Gods, Neutral God, accompanied by the mysterious twins Kata and Petros who represent the pull between Order and Chaos, Good and Evil: When you reach 94, from the Riddling Reaver section: 94) Test luck, have to be unlucky, 328 328) Shoot the figure, 111 111) Cross off bullet used, note down number 333, next time you test luck turn to 333 333) Encounter Logaan and twins, Logaan tells you off for killing the Reaver... cheeky rascal!
This book is quite possibly the nerdiest book I have ever read (played?). I will start and finish my review in the following sentence: You need a dice to read it.
An Interesting book where you can tell they were trying to expand the FF rules and try something different in the final years of the initial series but ultimately a forgettable story and disappointing.
This feels like the closest Fighting fantasy ever got to the computer graphic (point and click) adventures that were big at the time, as it introduces time as a concept in the book, with different events occurring at different places at various stages of time, the problem with this of course is that a lot of entries are for events you'll never see and as a result the book is actually very short with well, not a lot actually happening beyond the beginning scene and the 'final boss' scenes although i believe there are multiple routes to the final boss.
Its also probably the gamebook with the least combat encounters or items of equipment in the entire series, and with little in the way of memorable scenes hard to recommend
The killing blow for this book is the price with this now costing around £300 through ebay, personally this is the one hole in my own Fighting fantasy collection but I can't justify spending that much so I admit this review is based off a PDF scan as i read through my collection.
A very interesting gamebook, and so complex! My only real issue with this one is its length. Since it has so many paths, each is incredibly short; probably the shortest in the entire series. I also stumbled on the ending so quickly, I thought it was a misprint. One minute a guy is telling me a story, the next, I'm battling the villain. That is, to say, the transitions aren't necessarily the greatest since they need to link to so many paths. Still, the story, setting, and gameplay are all interesting, and the illustrations are good. Worth a play.