Librarian note: An alternative cover for this ISBN can be found here.
An ancient evil is stirring in the bowels of the earth, and the land is blighted. After being entombed for one hundred years, the necromancer Razaak has been re-awoken and is poised to fulfil his promise of death and tyranny. His army of undead are at large across Allansia, bringing death and destruction to all who resist.
It is up to YOU to find the only weapon to which Razaak is vulnerable - his own magic sword! Only then might you survive the dangers that await you in his evil lair - the Crypt of the Sorcerer!
Part story, part game, this is a book with a difference: one in which you become the hero! A pencil and an eraser are all you need to make your journey. YOU decide which route to take, which creatures to fight & which dangers to risk.
Sir Ian Livingstone is an English fantasy author and entrepreneur. Along with Steve Jackson, he is the co-founder of the Fighting Fantasy series of role-playing gamebooks, and the author of many books within that series. He co-founded Games Workshop in 1975 and helped create Eidos Interactive as executive chairman of Eidos Plc in 1995.
Take Creature of Havoc, remove the great story and the new gameplay elements, crank the frustrating difficulty and absolutely linear path up to eleven, add a whole lot of Ian's nonsensical number memorization quiz tests, and top it all with a literally nigh-on-impossible (I'm talking 5.5% odds of victory with maxed stats) boss fight, and you have Crypt of the Sorcerer.
Illustrations are still pretty good, though. But even that's not saying much, as illustrations in just about all Fighting Fantasy books are top-notch. The writing is also fine, good even, barring the bits where it throws those number quizes at you.
But overall, there's not a whole lot to see here. You may as well give this one a skip.
Evil sorcerers just don't stay dead (3 September 2012)
Once again we return to one of Ian Livingstone's adventures and I reckon, no, I know, that I have played this one once before. It is a little more difficult, and frustrating, than some of the others that I have played, but it was a lot easier than some of Steve Jackson's gamebooks. In this one an ancient evil in the form of a sorcerer is awakening. Basically a hundred years ago he was rampaging across Allansia and the only way to kill him was by using his own sword. A mighty warrior found the sword and slew him, but discovered too late that the sword had a curse, namely it turned him into an undead fiend. The sorcerer was buried and forgotten about, however for him to remain dead he had to be left undisturbed for a hundred and ten years, but surprise surprise, ten years before the time was up, his coffin was opened and out he comes. This book runs more like Island of the Lizard King than some of the others in that most of the journey is linear, however there are a couple of places that if you turn the wrong way you miss some very important parts. Further, there are a number of pieces of information that you need to collect which don't become relevant until right at the end where you are given a number of questions. Once again Livingstone uses numbers hidden in the text to make the answers to these questions difficult. However the problem that I found with the linear nature of this book was that there were some things that I could not find that were important in finishing the book. Early in the adventure you discover a silver rod with a number on it, but it is only half of the rod meaning that I had no idea where the other half was located. Fortunately, when you come to use the rod the number that was on it had little meaning and you can easily bluff your way through by trying each of the options on the page. The second thing that stumped me was that one of the questions involved knowing the number that was tattooed on the sorcerer's zombies, however I do not know where I was to actually locate these zombies to learn what the number was. Once again I was able to bluff myself through this part of the adventure. When you get to the end the options that are put to you end up being a choice between life and death, and in many cases there are no hints as to which choice is the correct choice. Fortunately when you die, if you keep detailed notes (or keep your finger in the previous section) you can return and try the other section. Also, some of the numbers are hidden in the text meaning that whenever you actually come across a number you should make a note of it. Such include knowing the record of the number of ears shoved into a troll's mouth, and the price of a battleaxe in Port Blacksand. You may have come across the answer, but you will not make a note of it until you realise that you actually need it. In this adventure you also pick up a couple of companions who travel with you for fair way, and they come with you right up to the entrance to the last dungeon. However there is a catch, if you go with them into the dungeon you land up at a spot where every choice you make ends with death, which means that you need to find a way to ditch them before you can complete the game. In the end, this was enjoyable, however it was not of the high standard of some of the earlier ones. Rather it is simply going back to what they were like in the early days of the series.
Do you dare to travel the wastes and forests of Allansia, and ultimately to battle Razaak in his lair?
The 26th puffin edition of Crypt of the Sorcerer by Ian Livingstone brought back a lot of memories which I played years ago with friends. It is linear in its design and route, and it is very difficult due to dice rolls yet retains a very epic fantastical feel. Despite the frustration from dying a few times, and upon replaying I missed an item called a Crystal of Sanity which meant I had to start again... Going the wrong way and missing clues and items you need can be a major headache. The A to B formula of the adventure also means there aren't many extras to find or hidden pathways yet once you complete it means a feeling of accomplished relief. Rolling the dice for instant can be a heart wrenching task as it can lead to certain doom. An example ir two is a clay golem which comes to life and if you roll a 1 means death or even Razaak himself with stats of skill 12 and stamina 20 is very difficult to defeat, not to mention if he wins two rounds in succession you lose... The harboon flies at the beginning by the river was also up to the roll of a die 5 and 6 meaning death shows this adventure is a tricky affair. 3 and 4 meaning loss of skill and stamina. I memorised the correct path after a few attempts, recording my choices, but even that means you can still lose thanks to these excruciatingly painful dice rolls. It is possible and the luck of the dice can prove favourable eventually. Certainly tests your patience.
Colour map by Leo Hartas
Crypt of the Sorcerer is winnable and maximum stats are definitely required to achieve this goal... There are some very tough encounters and formidable creatures as briefly mentioned. The fantasy world is brought to life by memorable characters who help you on your quest such as the grouchy wizard Yaztromo, the hunter Symm, and the dwarf warrior Borri… Whether it is riding in a hot air balloon and being pursued by a red dragon, or fighting a legendary creature called a Gargantis whom is huge, or fighting undead foes animated by Razaak Crypt of the Sorcerer proves to be full of action and suspense especially when played for the first few times. An interrogation by a skeleton lord tests your knowledge from the adventure via collected clues vital towards letting you past into the crypt... Knowing the number code to the granite door is required as well... Then there are certain artefacts that must be collected to keep you from harm when Razaak uses his arsenal of spells against you. Razaak must be one of the hardest bosses in the fighting fantasy series plus surviving to escape is nerve racking. Do I have enough stamina after such a hard fight? Hopefully after getting through all that. Not impossible but blooming hard.
Illustrations by John Sibbick
Overall, Crypt of the Sorcerer tests your wits and your dice rolling... I suppose if I wanted to suggest anything to add it would be multiple pathways and a few different endings. The linear approach reminded me of the Island of the Lizard King as it follows a certain route that has been set. The high stats of enemies also means any low stats like 7,8 or 9 for skill mean you more than likely won't be able to win. That goes for low stamina too in your stats. Trekking through the moonstone hills to find Razaak's sword the only weapon that can harm him, rescuing Yaztromo from a hellish creature, journeying to acquire the Gargantis horn, then getting to the crypt itself shows Crypt of the Sorcerer has a lot to offer and an imaginative, action-packed adventure. It can be dark and deadly in places, humour in others especially from your companions Symm and Borri whom provide some comic relief at times. Very enjoyable overall to revisit this gamebook from childhood.
Page 1 + 2 of my solution
My solution and route Warning answers/spoilers ahead My stats(High stats recommended/required): Skill: 12 Stamina: 20 Luck: 11
1) Follow river north up into hills, 146 146) North, 249 249) Watch out Harpoon flies! Roll one dice, rolled 3, 388 388) - 6 Stamina, - 2 Skill, - 1 Yaztromo healing potion tot, 185 185) Look at cave, 97 97) Enter cave, 310 310) Try lifting lid, 45 45) Fight the Rad-Hulks, 143 143) Fight first RAD-HULK sk10 st5 second RAD-HULK sk10 st6, win, 87 87) Break crate open, 295 295) Try on chainmail suit, 328 328) + 1 skill (Skill: 11), 235 235) 284 284) See what is causing the smoke, 33 33) See if he is still alive, 52 52) + 1 stamina, note gold nugget worth 10gp, knife, holy water, put chain around neck, 352 352) Now wearing Crystal of Sanity, 137 137) Roll two dice, rolled 1+2=3, less than skill score, 39 39) 239 239) On horse-back +2 attack strength, first CHAMELEONITE sk7 st7 second CHAMELEONITE sk6 st6 third CHAMELEONITE sk7 st6, win, 356 356) Dab some Chameleonite blood on body, 124 124) Roll one dice, rolled 3, 361 361) +1 luck, 180 180) Approach, 70 70) Attack him, 134 134) Fight BONEKEEPER sk5 st6, win, -3 luck, 287 287) Try on moon ring, 10 10) Try on skull ring, 265 265) Ride east, 369 369) Examine words, 306 306) Note granite door = 184, ride on, 324 324) Allow horse to drink, 376 376) + 1 stamina, 391 391) Attack, 60 60) Fight first GOBLIN sk5 st5, second GOBLIN sk5 st6, third GOBLIN sk6 st5, fourth GOBLIN sk6 st6, win, 116 116) +2gp, cracked mirror, eat cheese, 140 140) + 2 stamina, 292 292) Ride towards the wood, 203 203) 365 365) Rolled two dice, rolled 1+1=2, less than skill, 232 232) Fight WOOD DEMON sk9 st10, win, 89 89) Find the demon's lair, 319 319) Examine silver rod, 360 360) Open backpack, 175 175) Open scroll and read, 268 268) Clue about Gargantis + horn, (Western Flatlands) return to horse, 221 221) 168 168) Ride around, 302 302) 194 194) 252 252) Fight WEREWOLF sk8 st9, win, not bitten, 36 36) 178 178) Fight GRIFFIN sk10 st10, win, 230 230) Investigate, 358 358) Take the shield, 131 131) Note shield "defender", defends against cast lightning bolts, +1 skill (Skill: 12) +1 luck, 29 29) Open the box, 205 205) Take the doll, 299 299) Fight CLAY GOLEM sk8 st9, didn't roll 1, win, 362 362) Put ring on finger, 102 102) Note ring with jewel, 339 339) Note Razaak's sword, 165 165) Fight CENTAUR sk10 st10, win, 289 289) Ride off without taklisman, 304 304) Ride to knoll, 127 127) Cut her down, 258 258) Swallow some powder, 48 48) Roll one dice, rolled 5+2=7, + 7 stamina recovered, warning about boulder beasts, 382 382) Attack, 118 118) Roll one dice, rolled 5, 173 173) Fight HILL GIANT sk9 st10, win, 282 282) +1gp, search for giant's cave, 241 241) Break the globe, 367 367) Note smoke grants immunity to fire attacks, +1 luck, open chest, 80 80) Still wish to lift lid, 25 25) Yes wearing armour, 192 192) 211 211) Note old parchment 66, leave the cave, 386 386) 67 67) Ride over to fire, 183 183) Reply 'lawful', 308 308) Trust the man and agree, 103 103) + 2 stamina, fight the hill men, 196 196) Fight WILD HILL MAN sk6 st5, win, 200 200) 148 148) Stop to investigate, 237 237) Note "Suma 11", ride north, 377 377) Fight DEMONSPAWN sk6 st6, win, 278 278) Set off now, 157 157) + 2 stamina, healing potion back to 5 tots, investigate, 244 244) - 1 tot, +1 luck, yes wearing skull ring, 139 139) Fight first SKELETON sk6 st5, second SKELETON sk6 st6, third SKELETON sk5 st6, win, 290 290) Note age of Tamal, Razaak's father, 108 years, pull rod out of the grave, 389 389) Test luck, rolled 5+4=9, lucky, 121 121) 300 300) Note rod 13, yes I have other half, add together: 37+13=50 50) Note Rod of Paralysis, +1 luck, 234 234) Ride into Stonebridge, 316 316) + 2 stamina, 353 353) Reply Western Flatlands, 135 135) Test luck, rolled 2+6=8, lucky, 59 59) Turn right, 90 90) Fight first DORAGAR sk9 st9, second DORAGAR sk9 st10, win, 144 144) Note bronze key, continue along tunnel, 398 398) Investigate, 214 214) Walk up to the zombies, 256 256) Note figure 5 on zombie arms, 338 338) Try other passage, 222 222) Roll one dice, rolled 6, 166 166) 151 151) Keep walking, 281 281) Test luck, rolled 1+3=4, lucky, 392 392) 79 79) Fight CAVE TROLL sk8 st9, Symm (Skill:10) Borri (Skill:9) three attacks, win, 19 19) Open box, 188 188) Roll 2 dice, rolled 3+1=4, less than skill, 204 204) Tip up the cart, 366 366) Open the large box, 104 104) Rest and let Borri read the book, 266 266) Note troll record: 119 hobbit ears, 40 40) Go right, 315 315) Roll 2 dice X 3, rolled 6+5=11, less, rolled 2+1=3, less, rolled 5+6=11, less, all three less than skill, 72 72) 245 245) Pass between statues, 56 56) Daubed with chameleonite blood, yes, 24 24) I'm wearing a crystal around neck on gold chain, 193 193) Crystal of Sanity protects me, try something else, 375 375) Try silver rod, 128 128) I believe it is a Rod of Paralysis, 38 38) A rabbit, 311 311) Note down Gargantis horn, test luck, rolled 3+2=5, lucky, 54 54) 279 279) Roll two dice, 4+5=9, less than skill, 253 253) Hobgoblin misses, 226 226) Roll one dice, rolled 2, roll die twice, 2 and 5, both arrows miss, alive, 294 294) Continue conversation, 198 198) Note Warhammer costs thirty-five Gold Pieces in Port Blacksand, 152 152) Call the Suma, turn to 11 11) Walk to edge of hills and sleep, 28 28) + 2 stamina, wait to meet whoever, 167 167) Talk to him, 96 96) Reply you intend to slay Razaak, 179 179) Yes I have piece of parchment with strange writing, 336 336) Note word "Hamakei" and call out 66 if attacked by conjured animals or insects, 313 313) Investigate, 7 7) Help, 44 44) Fight WILD ELF sk7 st6, win, 212 212) Note escape from crypt immediately after slaying Razaak, 162 162) Wait for a servant of Razaak to appear, 81 81) Fight DEMONIC SERVANT sk8 st7, won 2 rounds, defeated, 93 93) Press on, 181 181) Squeeze through crack, 396 396) Walk down narrow tunnel, 297 297) Walk through archway into tunnel beyond, 264 264) Go left, 156 156) Wait, 191 191) Attack zombie, 101 101) Yes I have phial of holy water, 41 41) Roll one dice, rolled 5, 373 373) Fight (Deduct 5 stamina) ZOMBIE sk6 st6-5=1, win, 74 74) Note copper identity tag with number tag 283, go back, 199 199) Sit in the chair, 26 26) I have identity tag = 283 283) I have bronze key, 189 189) Answer I've been in Port Blacksand to buy weapons and persuade Lord Azzur to join Razaak in conquering Allansia, 364 364) Answer: Cost of Warhammer is 35gp, 35 35) Answer: 119 hobbit ears, 119 119) Answer: Zombies tattooed with number 5 in tunnels, 5 5) Answer: Razaak's father's age was 108 years when he died, 108 108) Numbers for granite door = 184 184) I'm not wearing talisman, 276 276) I'm wearing gold ring set with an iridescent jewel, 326 326) I've inhaled smoke from inside a smashed globe, 351 351) I have Hamakei parchment = 66 66) I'm carrying defender, 271 271) Fight RAZAAK sk12 st20, tested luck three times(3+1)(4+1)(4+1) 6 damage altogether, he didn't get 2 consecutive rounds, win, 84 84) Leave crypt as quickly as possible, 233 233) Stamina is 6 or higher, yes, (Stamina:11), 400 400) COMPLETED/THE END. Saved Allansia. Celebration time. :)
With a couple of notable exceptions (Master of Chaos) the quality of the Fighting Fantasy gamebooks went downhill after Trial of Champions (#21 in the original series), and Crypt of the Sorcerer continues the trend. The story here is a rehash of Forest of Doom and Temple of Terror that finds you journeying through the dangerous wilds of Allansia to acquire the only artifacts that can save the world from a bad guy who, of course, is the baddest bad guy in the history of bad guys. (The idea that a "villain" may be a complex character with some justifiable motives doesn't enter the picture here, as it does in better fantasy stories, including some of the other Fighting Fantasy books.) A couple of familiar characters like Borri the Dwarf and Yaztromo the Wizard make appearances as well, but they too might as well have "I am a plot device" tattooed on their foreheads.
Ian Livingstone apparently realized that the proceedings here weren't too inspired, and he tried to compensate by ratcheting up the difficulty level. At one point you battle a Godzilla-like beast that's virtually unkillable unless you hit on the right sequence of events to find the magic weapon to destroy it, and, as in a number of other FF gamebooks, if you don't begin with a skill level of 11 or 12 your odds of winning without cheating are effectively nil. By the end it seems like every other option you're offered leads to a grisly death; but these outcomes, too, are generic fantasy tropes, like when you turn into a werewolf or die hemorrhaging from poison gas or get pincushioned in a spiked pit trap. Finally I gave up any pretense of following the rules and just thumbed through the book until I found the right path. Starting over every time you die from an unforeseen trap or unlucky dice roll would take hours, and by that point I was thinking, man, I have better things to do with my life.
Has been a while since I've read a Fighting Fantasy game book and I enjoyed my trip through Allansia. The story is standard fantasy fare - you must find a magic sword by the Lost Lake and then seek out and kill a Necromancer with the sword. Alas, I was killed by a Barbarian girl on a Griffin before I could reach the Lost Lake! I'm a fan of FF books and love the art. Despite the books being aimed at kids (I guess) they never hold back on grisly detail. I enjoy finding items which have a number associated with them, such as in the words of a spell. These items can only be used if you know the number as that is the paragraph you need to turn to. This is cool and removes the urge to cheat! :-) Good book, but not the best FF book I've played.
I finally tried one of these books properly, with the calculations for the battles and no cheating on luck or anything! That meant I died twice and ended up having to leave the book behind without finishing it. Still, it was great fun and definitely made me want to revisit more of the collection that has been gathering dust in my parents' attic.
Plot: Previously, the warrior Kull defeated the necromancer Razaak with the necromancer's own sword. However, Kull died from the sword's curse, and his animated skeleton is doomed to ferry the sword across a lake until another adventurer takes it to strike down Razaak again on his return. Also, guess who's returned? And guess who's been chosen to go fight him?
This is definitely a Fighting Fantasy book by Ian Livingstone. What that means is that it features a lot of his design ticks which have been on display in books like Deathtrap Dungeon and Trial of Champions: a fairly linear book where deviation from the right path can lead to a walking dead scenario; heavy sets of item checks at the end of the book, where any failed result in instant death; companion characters you're railroaded into carrying (until you're railroaded into dropping them). If you go into the book expecting a lot of retries until the one path is found, it's... well, it's still pretty annoying, frankly. There's about a dozen bits of information and items you need going into the last stretch, or you'll automatically fail. Some feel pretty random, too, which leads to a sense that your reader-character saved the world by accidentally stumbling into the right ambushes rather than seek out items of magical power and defense. I hope you let Borri read a book on Troll World Records, because that's a tidbit that will, for some reason, make the difference between failure and success.
The two requirements that are particularly egregious feeling, however, are the Rod of Paralysis and the going solo requirement. If you go into the final dungeon with your two companion characters, you'll eventually stumble into a trap that triggers if three people go down a corridor, and automatically die. It feels unfair, particularly because Livingstone usually goes the other way: if you don't befriend character X, you'll die shortly after for a seemingly unrelated reason (which happens here as well, when you first encounter the ranger Symm). There's just no reasonable indication that at this point, that's the right thing to do. The second is less bad, but only because it can technically be skipped. At one point you fight a creature with a skill of 12 and health of 20--unless you rolled very high at the start, it probably will steamroll you. Alternatively, you can instant-kill it with the rod of paralysis. But to do so, you need both halves of the rod. And one you can only find if you get in a fight with skeletons at a graveyard. And that fight only happens if you have a skull ring, which you can only get by attacking a trader. Under any other circumstances, attacking an NPC is harshly, usually fatally, punished; for it to be nearly essential for success feels very non-intuitive. Again, there are literally a dozen items you need to collect and choices you need to make on very little information, but these two in particular feel like they rely on making the wrong choice.
Structure and setting work a bit better. The book is divided into three parts: retrieving the sword from Kull, getting the Gargantis horn necessary to kill Razaak, and storming Razaak's lair. This is a wise division; without it, the book would feel more aimless. The downside is that the first two parts are divorced enough from the third that Razaak himself feels pretty bland; the origin story and Kull do a great job, and there's a bit between part 1 and 2 that reinforces his attempt to thwart the reader-character, but the minions are so underwhelming that he comes off as kind of a dime-store villain. Borri and Symm relieve things somewhat. The sidekick use is common for Livingstone at this point, and Borri is kind of annoying, but it's a deliberate annoyance, so it works a bit better.
The book isn't a total loss, but it's not particularly innovative, and its drawbacks are pretty noticeable. Not the best of the series by any means, and not Livingstone's best either.
This entire review has been hidden because of spoilers.
Ridículamente difícil, esta aventura de la popular serie «Fighting Fantasy» encapsula todo lo que tienen de bueno y de malo los librojuegos escritos por Sir Ian Livingstone. En primer lugar, las virtudes:
1) La trama funciona. No es el colmo de la complejidad, pero funciona. Hay que hacer una heroicidad suicida, pues se hace y ya está. Punto. 2) Es entretenido. Tienes un montón de criaturas, algunas buenas y la mayoría malas. Hay tortazos. Hay monstruos potentes y otros del montón. Hay trampas y acertijos. Ok. 3) Es coherente. Su lore no contradice en nada lo que ya sabemos del mundo de Titán y aparecen viejos conocidos, como el mago Yaztromo, y referencias a malos míticos, como Lord Azzur. Mola. 4) ¡Amiguetes! Y no son el típico compañero inútil que palma a las dos páginas, tan recurrentes en la serie. No, estos hacen cosas, como los catalanes. Pegan leches. Te llevan en globo por ahí. Y tienen diálogos absurdos entre ellos, que parecen salidos de una peli mala de esas de polis colegas. Funciona estupendamente.
Y aquí acaba lo bueno. Ahora, lo malo:
1) Acumulas miles de objetos, y, a priori, es imposible saber lo que va a servir de algo y lo que es, básicamente, un montón de basura. Classic Livingstone, vamos. 2) Ahondando en lo anterior, hay una infinidad de objetos malditos que hacen la puñeta pero bien, y ni la más mínima indicación de qué objetos van a ser imprescindibles para cargarse al malvado hechicero del título, y cuáles van a resultar desastrosos para nuestra integridad. 3) Instadeaths a manta y por cualquier motivo. Otro clásico de Sir Ian que acaba alcanzando proporciones ridículas en el último tramo de la aventura, sobre todo en el enfrentamiento con el malo maloso final. Sinceramente, no creo que a nadie, a esas alturas, se le ocurra volver al principio si lo matan (que seguro que lo matan), lo que se carga gran parte del fuste del librojuego. Acabe antes con mi sufrimiento, Sir Ian, please. 4) Tener que apuntar cualquier tipo de dato ridículo que te van contando (como el record guinness comiendo orejas de mediano que ostenta orgullosamente un troll... no me lo estoy inventando, esto pasa en el libro). Acabas loco. Pero, la verdad, esta chorrada tiene su encanto, como cuando tienes que gritar «¡cachondo!» (en la edición inglesa, ¿eh? No existe edición española de ese libro, que yo sepa) en «Return to Firetop Mountain» para activar los objetos mágicos al final. El cachondo es usted, Sir Ian.
Bueno, pues al final, lo comido por lo servido. La extraordinaria dificultad queda más o menos compensada por lo simpático de la aventura, por los guiños al seguidor fiel de la saga de librojuegos y porque está escrita por Ian Livingstone, coñe, un mito viviente que todavía sigue escribiendo Fighting Fantasies with a little help from his friends. Venga, a jugarlo y a morir. Once veces me he muerto yo y, por lo que he leído por ahí, todavía he tenido suerte...
Ian Livingstone’s ninth solo entry in the Fighting Fantasy series is a truly epic-feeling adventure, consisting of three distinct mini-quests: finding a magical sword, finding a magical horn, and finding and killing an evil sorcerer (that old chestnut).
Famously difficult, I decided to ditch the dice and just read it as a story, relishing the fantastic writing and the artwork.
I ticked off the first two quests but didn’t get very far into Razaak’s crypt, having failed to find a certain key among the profusion of items that Livingstone’s entries tend to be littered with.
It was a nice bit of nostalgia to enter again the Forest of Doom, and it was fun to see our wonderfully informative old friend Yaztromo in a compromising position there, for once.
The artwork, by John Sibbick, is variable in quality, but some of it is really special, in particular the hot air balloon (353), the ice ghosts (315), the Gargantis (56) and the red dragon (106). I thought the clay golem (299), on the other hand, looks like it’s high on ecstasy and raving at a nightclub. These encounters and moments, along with others, are quite memorable - the book is rich in nice ideas.
In keeping with many Ian Livingstone books, one must follow a very narrow path to victory, collect numerous items and pick up companions along the way. It's set in Livingstone's favourite and well trodden patch, being North West Allansia.
Irrespective, this is one of my favourite books from the FF range. It doesn't get the recognition I think it deserves. Some may argue that there are a few too many random rolls that lead to instant deaths and that the path to victory is too narrow. But the range of encounters are varied and enjoyable, the narrative vivid, some of Livingstone's best work, and the character of Yaztromo is fleshed out really well. So what's not to like? Just a really well constructed and enjoyable gamebook.
The artwork by John Sibbick is also top notch. To the point that I wrote to Mr Sibbick to sign my copy, which he duly did. What a gentleman.
You've been tasked with slaying Razaak, the undead necromancer, after some miners had accidentally released him from his tomb and it's urgent.
There's a fair challenge to the book as you need to collect many items and remember many references but it's done well enough so that you're given a chance to actually stumble across said items and references.
The encounters you have during the adventure are good and memorable and Razaak himself is a fun character.
This one's good. It's tough but fair and it feels like you get a lot done during your adventure compared to, say, Citadel of Chaos where you just sort of climb a few stairs, slay Dire and leave.
None of the gamebooks to date have felt so much like a good D&D adventure. Riding through the hills, hidden lakes, orcs, trolls, the undead, a dragon, dwarves, archers, a hot air balloon ride, and a plethora of fun cursed and magic items make exploration just plain fun. The illustrations are great, the writing solid, and the sense of progression satisfying. Sadly, the endless do-or-die checks and nigh-impossible end boss fight seriously hamper this adventure. What could easily have been a 5-star book quickly erodes to only 3.5 in the last quarter. Worth playing, but forget playing fairly.
Phew - had to resort to a solution guide on this one and I STILL died 23 times to random, unavoidable deaths while on the correct path to finish the book. 2 to the needle shooting bugs, 5 to the clay golem, 3 to a hill giant, and 13, yes 13 to beat the boss at the end of the book. I had starting skill of 11 and was at 12 because of items. Maybe there was an improvement to be found in the solution I used, but I don't feel like flipping through this one any further to figure out what it might have been. Story is fine, if standard enough fantasy fare, but the design just can't be forgiven.
Good book. Memorable adventure. The companions were nice and did not die in like the first few pages.. Very linear though. Also every route has some clue like a key so if you miss it, you'll be stuck later on..
**(SPOILER: I really liked the trick razaak did with fooling us into thinking its yaztromo)**
This entire review has been hidden because of spoilers.
Amei conhecer a história desse livro e viver um pouco as aventuras do guerreiro, entre monstros, sequestros, grifos e orcs, me entreter muito. Não cheguei até o fim pois fui morto pelo anão que comeu frutinhas envenenadas kkkkkkkk
A dinâmica é fácil para as lutas e as escolhas, amei amei, pra quem gosta de livro de rpg esse é uma ótima indicação para se sentir o propio indiana Jones.
Considered on of the best, but also one of the hardest, this book lives up to its reputation, on my 10th attempt I finally went up against the evil Razaak but lost! A 5 STAR adventure and what Fighting Fantasy is all about!
Another arbitrary Ian Livingstone gamebook, the sort of thing where it simply isn't fun to play the thing honestly, so why bother? Full review: https://refereeingandreflection.wordp...
This wasn't the one I thought it was! It slowly came back to me as I reread it; an insanely hard entry in the series, full of unfair instant deaths. On the plus side, call-backs to earlier books where welcome as a kid, and I enjoyed those rare books where you have a team. Decent art.