The once-peaceful world of Orb is in terrible danger!
Dark forces are at work to unleash the awesome might of the Evil One, but their plans cannot be completed without the legendary Talisman of Death. YOU are the one who carries the Talisman, and only YOU can stop the Dark forces. YOUR mission is to destroy the Talisman before the dark lord's minions reach you. But beware! Time is running out!
Two dice, a pencil and an eraser are all you need to make your journey. YOU decide which way to go, which dangers to risk and which monsters to fight.
'Talisman of Death' is one of the best regarded Fighting Fantasy gamebooks. Although it's certainly not bad and does some things very well, it does have its faults.
It isn't set in the usual FF world of Titan, it's set in the world of Orb. But you, the reader, aren't a native of Orb, you're an Earthling who has been plonked there by the gods to carry out a task for them. You are to take the Talisman of Death and return to your own world with it, thus removing it from the reach of the Death cultists, who want to summon Death into Orb and extinguish all life.
I've never liked fantasies that start like this, casting you as a displaced Earth resident. It prevents immersion and denies role-playing a well-developed character based in that world. GrailQuest is the only series that manages to pull this off successfully. In 'Talisman of Death', it makes the ending logical, but otherwise feels strained. There's also far too much interference by assorted gods in this book; they work best in a fantasy setting when they're remote and dangerous.
The book has very obvious D&D roots. When you first meet the 4 crusaders who give you the talisman, you 'sense their goodness', just as they sense yours, as if it was a tangible substance. This smacks of the old D&D alignment system and jarred with me; good and evil should be judged by deeds, not words, and certainly not by some vague 'sense'.
The actual story is very linear and is not shy about punishing you with a variety of unavoidable deaths if you miss something essential. For example, if you walk the wrong way and don't chat with the sage in the city, it gives you no opportunity to escape the city on your own. No matter what you do, you're caught and killed. I groused a lot about this: surely you should be able to find a bloody door in the wall on your own? Like 'Island of the Lizard King', it favours a strong narrative by limiting deviation from the line. This makes for a good initial read, but gives little incentive for replay.
Some of the paragraphs seem to 'jump' a little, as if disconnected from the one that led you there. Nothing too terrible, but it jars a little when it happens. Some of the encounters are very punishing unless you have a high set of scores. But the book doles out Luck points so often, this particular attribute might as well not exist.
The actual story is quite good and its various sections (wilderness, city, wilderness, plateau) give a real sense of the passage of time and travelling a great distance. The city section is the longest one in the book. The city is well described and well populated, quite believable. The Thieves' Guild section and the raid on the temple are interestingly done.
Flawed and sometimes frustrating, but an engaging story.
One of the mid-range FIGHTING FANTASY adventures. The authors are Jamie Thomson and Mark Smith. This one's set on a different world, called Orb, and the adventurer is transported there from Earth at the outset in order to fight evil.
One of the first things that becomes apparent is that the author mines the work of J. R. R. Tolkien for inspiration. Here are just a few of the similar situations:
A band of adventurers are being pursued through huge underground caverns by an army of goblins, led by something huge and demonic. Cf. the Mines of Moria and the Balrog in The Fellowship of the Ring.
The hero is crossing a moorland when he's approached and surrounded by horse-riding warriors who stop him and question his presence. Cf. Aragorn, Legolas and Gimli surrounded by the riders of Rohan in The Two Towers.
The hero is transporting a magical artifact and is often ambushed by horse-riding wraiths who want it for themselves. Cf. the Ringwraiths in Lord of the Rings.
Said magical artifact must be destroyed by taking it to the top of a remote mountain. It gets heavier and more dangerous the closer the hero gets. Cf. Frodo and the ring in Return of the King.
The hero encounters a huge and wily red dragon sleeping atop a mountain of treasure. Cf. Bilbo and Smaug in The Hobbit.
The mid-part of the adventure sidesteps these cliches and is my favourite part of the book. There are multiple possibilities for advancement and the hero must enlist the help of various thieves, rogues and strangers in order to win back his stolen talisman. The ensuing skullduggery, backstabbing and rooftop antics are pretty engaging. Unfortunately, the monster fights are pretty routine, and only the battle with Hawkana, the high priestess, proves anything of a challenge, and the story as a whole is just too cliched to make it one of the better in the series.
Man I enjoyed these game books when I was young. What joy I had fighting orcs and barbarians. Working out puzzles and completing the quest. Those were the days. Bliss.🐯👍
A tricky quest to protect an artifact 29 June 2012
It seems that the original creators of the Fighting Fantasy gamebooks are now beginning to take a back seat and allowing other authors to contribute ideas to the genre. This is not the first one where this has happened though as the American Steve Jackson had already written a gamebook, but now we are beginning to see other authors become involved and we are also beginning to see a movement away from the fantasy setting that the previous books have used. I have noticed though that when they do create a fantasy book they will use the world that Ian Livingstone (and to an extent Steve Jackson) has developed.
This book is somewhat different though as it is set on the world of Orb and you are actually not a native of Orb but rather of Earth. You are taken from Earth by the gods of Orb to assist in a very big problem that they are facing. You are given skills in swordsmanship and are then dumped in the middle of a dungeon where you encounter a doomed party of adventurers attempting to escape a rampaging horde with an artifact known as the Talisman of Death. They give the Talisman to you, tell you that you have to keep it out of the hands of the bad people, however what you are told to do with it is at this stage still to be found out.
I did not attempt to go through all of the paths in this book, and when you get to the city it becomes a little tricky. It seems that despite the authors telling you that there is only one true path there are actually a few paths that you can take. It also seems that most of the book is set within a city, however you first travel to this city and once you have done all that you need to do (which includes losing the Talisman and then regaining it after a very hard battle with a powerful priestess) you then escape from the city (with some nasty assassins on your tail) to travel to a mountain where you take the Talisman back to Earth.
This book was okay, but it seems that by the time we get to this book the original nature of the game books seems to be drying out. I remember that the earlier books I read multiple times, however, even though I had had this book for quite a while this was really the first time I actually read it through and completed it. I am not going to mark this book down as a part of my reading challenge though simply because first of all I did not give myself a big enough challenge, and also I technically do not count this as a book per se but rather as a game (which is a book).
This is probably one of the easiest Fighting Fantasy books I played. I finished in one go, without ever dying or needing to restart. Sometimes that's enjoyable too. The story is quite good, with interesting characters and situations. There is a huuuuge ripoff of Lord of the Rings. The talisman is just like the one ring, with the god of death replacing Sauron and his wraiths replacing the nazgul. But I can live with that. It's nice that if you die (I tried just to see what happens) the book "teleports" you back to a previous point, which changes as you progress in the story so that you don't have to restart from too far way back. An elegant mechanic indeed. But I didn't need it. The choices you face are almost always quite interesting. I rarely found myself in front of a crossroads where I could go left or right without any indication of what difference it would make until I make the choice. That's a signature trait of Ian Livingstone's super-mediocre books. I'm glad it was almost absent here and all the choices the book makes you face are meaningful. All in all a solid gamebook, well balanced, and enjoyable to read.
I recall as a child thinking this book was very hard to beat, which is one of the reasons I was so surprised that I defeated it on my second playthrough in my later years. The Talisman of Death is a well-written and engaging story, referencing Earth briefly before setting the tale in the world of Orb (which is heavily featured in the author's later gamebook series, Way of the Tiger). The reader must protect the Talisman of Death, keeping it out of the hands of Death and his minions, until you can find a way to return to Earth where the Talisman will be safe. Along the way you spend most of your time inside a city, coming across recurring characters (not a common thing to see the same people showing up multiple times in Fighting Fantasy books) which allows for some more development of those characters for a change, instead of the usual, "oh, look you've met somebody... nope, they're dead!" The mortality rate of this book is quite high, but the successful path through is logical and as long as the dice rolls behave themselves you can get through without straying too far from that path. The book is quite linear, and while there are many choices to be made, you will find you are quickly steered back to the main storyline (again, this allows for a better controlled and tighter tale). Interestingly enough, some of the better choices are not always intuitive. For example, at one point you have the opportunity of doing something very bad or choosing a more noble option. If you take the low road and do the bad thing, the book 'punishes' you by taking away a luck point. However, if you take the high road and try to be noble, you will be forced to test your luck, costing you a luck point anyway, but if you lose the luck check you also die! So in this instance, it is actually better to act the bad guy for a change. A good, fun, well-written book.
Well, fresh off being used as the Earl’s dick puppet I am relieved to be back on the fantasy world of Titan. But wait! It’s not Titan, it’s the world of Orb. Orb? Who names their world Orb? Was Globe already taken?
Whether intentional or not the world of Titan wound up being the richest and most interesting fantasy world I’ve ever known of, and I’ve known quite a few. I always love exploring it.
SKILL 11, STAMINA 21, LUCK 12
Wow! Very good! I’ll take a potion of STAMINA in this case and even that’s pretty good.
Okay, that’s the weirdest and lamest setup of any Fighting Fantasy book I’ve ever read. You are stolen from Earth, trained in swordplay and taken to the Garden of the Gods by a talking bird, and two people, an old guy who changes to an infant “so smoothly you cannot see the features change” and a chick with no eyes.
“We cannot fight him who would bring chaos to Orb. Rather we use men as our tools. I will not say whether you will succeed.”
Gosh. You guys are swell.
Something wonderful about these books that I only realize now is that they remember to remind you how it ‘feels’ to be on this adventure. ‘Your lungs are burning…’, ‘Your legs are beginning to grow heavy…’ So you can participate in this wonderful chase scene without rolling dice and make decisions along the way that alter its outcome. Lots of fun!
Anyway after waking up in a large chamber, a party of adventures runs up to you being chased by trolls and dark elves and after some potential misunderstanding and lying hand you the very Talisman of Death and tell you to take it back to your world for safekeeping. That’s your plan? They tell you to head for a city by a swamp as they beam you out of there. Thus the chase begins!
The fight with a WILLOW WEIRD (8/20) is unusual in that you don’t need to kill it - only make four successful attacks!
Well I tried some ‘reverse psychology’ when I was being chased and choose the option that looked the worst. This allowed Dark Elves to use foul sorcery on me and bind me hand and foot and take me back to the depths of the rift, never to be seen again.
Харесах доста "Талисмана на Смъртта" - макар да е част от "Битки Безброй" (плюс за едни, минус за други), действието е ситуирано в света на Орб, който е в Пътя на Тигъра и феновете ли сте на поредицата, ще останете доволни, препоръчвам. Основна част от действието се развива в град Грейгилдс, появяват се познати мутри като вечното трио Касандра-Тютчев-Таум, има сблъсък с монах от ордена на Алената Богомолка и разни други такива.
Сега, имаше типични 90-тарски дреболии в превода, които ми смъкнаха оценката с една звезда, ама без това не може. Градът в който се развива действието от Пътя на Тигъра го знаете като Грейгилдс, тук обаче е преведен Сивите братства на Степта (оригинално е Greyguilds-on-the-moor); Процепа е Падината; Таум е споменат като Факира; City of the Runes of Doom тук е Града на Съдбовното заклинание, докато в Орб е преведен просто като Анатема; Тъмните Елфи са преведени като Диви Елфи, Ghoul е върколак (в случая си бе чисто зомби, станало от гроб), Девица-воин (Shieldmaiden) - като Бронирана Девица, един престъпник упоменат като back-stabber директно го прекръстиха на Коварен Удар... Харесах обаче как един от главните босове - жрицата Hawkana бе преведена като Ястребина ;) Другото което ме накара да присвия устни - добре, естествено че мога да приема в един дарк-фентъзи свят да съжителстват заедно и да се сблъскваш с тъмни елфи, орки, паладини, дракони, грифони, бели вълчици, разни слуги на смъртта, живи дървета, жрици на мрачни богове, престъпници от всякакъв вид и калибър, ама вече като се добавят в тоя казан и динозаври, не става ли малко прекалено? Не се бъзикам, биеш се в книгата-игра с тиранозавър, трицератопс и птеранодон.
Въпреки това - чудесно заглавие за феновете на Битки Безброй, Пътя на Тигъра и книгите-игри като цяло.
One of the weaker early originals, over reliant on combat with very strong enemies, and set on a different, not memorable world to most FF books, with you transported there from Earth.
Spent an enjoyable lockdown winter’s morning doing this book today.
Talisman of Death is well-known among FF fans as being the only entry in the series to be set in the world of Orb. Written by Jamie Thomson and Mark Smith, the author team behind Sword of the Samurai (and Thomson also penned Keep of the Lich Lord, with Dave Morris), who together created the world of Orb, Talisman can also be seen as the first book in Thomson and Davies’ Orb-set gamebook series, The Way of the Tiger. It’s therefore one of the most unique entries in the entire FF series.
The book relies rather heavily on structural and aesthetic elements copied over from Tolkien, but is nevertheless very well-written; and the world of Orb which it constructs is perhaps even more thoroughly realised than Titan, and is a compelling, atmospheric place in which to lose a few hours. The throwaway Hamelt references were amusing, too.
Talisman of Death provides the reader with a fairly fun and rewarding adventure.
You're brought into the world of Orb and it's your job to save it.
The world of Orb is certainly interesting and the town that you spend most of your time in felt like a nice mix of Cyrodiil from Oblivion and Yharnam from Bloodborne. You've got a nice mixture of different factions with the occasional spook coming to try and nab the Talisman of Death from you.
It's fun, but there's something that isn't quite right for me and I think it's the segment with the thieves.
A single-player RPG in book form, complete with equipment and items to collect, secrets to learn, colorful NPCs, and even a save point halfway through! If you don't have the patience for frequent unavoidable battles, you can assume you win all of them, making this more of a typical Choose Your Own Adventure. There's really only one ending, although it may take a while to get there!
I didn't care for this one, which I'd never before played. It was a slog, and felt like a bad D&D session where the DM is only happy if the players are miserable.