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Fighting Fantasy #56

Knights of Doom

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Break loose the Knights of Doom

For years the brave Knights Templar of the Demonkeep have kept the peace in Ruddlestone. But now an ancient evil has reawakened in the land: the sorcerer Belgaroth has returned from the dead and will use his powers to bring chaos and terror to this peaceful kingdom.

To ensure his plans succeed, the evil sorcerer has enlisted the services of the Knights of Doom. One heroic knight – YOU! – must creep through a land plunged into war, penetrate the enemy lines and overcome the deadliest foe of them all!

288 pages, Paperback

First published January 1, 1994

94 people want to read

About the author

Jonathan Green

267 books159 followers
Jonathan Green is a writer of speculative fiction, with more than seventy books to his name. Well known for his contributions to the Fighting Fantasy range of adventure gamebooks, he has also written fiction for such diverse properties as Doctor Who, Star Wars: The Clone Wars, Warhammer, Warhammer 40,000, Sonic the Hedgehog, Teenage Mutant Ninja Turtles, Moshi Monsters, LEGO, Judge Dredd and Robin of Sherwood.

He is the creator of the Pax Britannia series for Abaddon Books and has written eight novels, and numerous short stories, set within this steampunk universe, featuring the debonair dandy adventurer Ulysses Quicksilver. He is also the author of an increasing number of non-fiction titles, including the award-winning YOU ARE THE HERO – A History of Fighting Fantasy Gamebooks.

He has recently taken to editing and compiling short story anthologies, including the critically-acclaimed GAME OVER and SHARKPUNK, published by Snowbooks, and the forthcoming Shakespeare Vs Cthulhu.

To find out more about his current projects visit www.JonathanGreenAuthor.com and follow him on Twitter @jonathangreen.

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Displaying 1 - 4 of 4 reviews
Profile Image for David Sarkies.
1,933 reviews382 followers
March 15, 2019
Another Opportunity to Save the World
13 March 2019

One of the big differences that I have noticed between the earlier gamebooks and these later gamebooks is that these later gamebooks seem to be much longer. I guess the main reason for this is that with these later ones you don’t find yourself taking one of two or three different paths but rather have a single paths with multiple options of taking a side route, some of them being beneficial for your quest while others being a complete and utter waste of time. Time, however, is also an incredibly important aspect as well in that while taking too long might not necessarily kill you, it will certainly make your quest substantially harder.

Once again, this one is slightly different in that you are actually a knights templar, or something similar. Yeah, I suspect that the order is probably based on the Knights Templars of the real world, and in this adventure you basically play a warrior-priest. Another interesting thing is that at the beginning of the adventure you are given the option to take four skills, two warrior skills and two priest skills. As it turns out, there is a skill that if you don’t take you basically can’t finish the game (though isn’t that the case with all of these books?).

Yeah, there happens to be this dagger that unless you have that certain skill, you can’t kill it. Okay, you can get away from it, but this dagger has a really, really nasty habit of turning up at the most inopportune moments. It’s pretty much like some sort of magical bloodhound, or just a magical pain in the neck, and if you can’t kill it that first time, you ain’t going to be able to kill it at any other time either.

The story itself is pretty stock standard, but I have also come to expect that of most of these books as well. So, you have this bad guy that was supposed to be dead, but he isn’t, and he brings a horde of chaos soldiers into the world to attempt to pretty much destroy everything. Yeah, one of those stories. Oh, and the good old excuse as to why they need you is that a lone person could succeed where an army couldn’t – which actually makes me wander whether something like that has every happened in the real world. It seems like lone people have more of a propensity of starting wars than ending them – that seems to require an army, or a nuclear device (which fortunately has only happened once). However, I suspect that probably has more to do with this being an adventure than a strategy game, though you do have the option of raising an army.

I should point out though that I actually quite enjoyed this one, even though it was basically a simple wander through the wilderness towards your destination collecting stuff and fighting nasties on the way. However, the puzzles are certainly getting a lot trickier here, as is the case with the secret number that is hidden in poems and are basically discovered by taking the first letter of each of the lines (and one of them needing you to decode the text first). Not surprisingly, you aren’t actually told that you need to do that, so you have to figure it out yourself, just like the next you need to decode isn’t placed right in front of your face, but rather off to the side somewhere.

They certainly are getting a lot harder, but that is probably to be expected because they do happen to be game books. Sure, I would hardly consider this to be a work of literature, and unfortunately they don’t seem to have the twists that some computer games happen to have these days (and once again they have also morphed from simply being dungeon hacks that are loosely joined together by a rather boring story), but that are still interesting, and quite fun.
Profile Image for Alexander Curran.
Author 6 books469 followers
October 8, 2018
Knights of Doom by Jonathan Green is an incredible adventure, set in a medieval style fantasy realm, full of intrigue, mystery, arduous battling and scintillating mysticism. Ruddlestone is beset by a dark menace in the form of Belgaroth the dread lord who wants dominion and control of the land and beyond.
The 56th outing for Fighting Fantasy is definitely a challenge and worthy instalment where you are given a near impossible task, just the way we like it, to thwart the forces of Chaos and some high stats are recommended as there are plenty of difficult battles to be undertaken.
There are many esoteric as well as mythical and legendary encounters that come with Knights of Doom such as the Green Men, the Elves of the forest, Oddfellows mummers in a medieval style public performance, a trial by combat against the champion of the mercenaries whom you try to recruit, and crazed enemies, a few examples, in the form of a spidery limbed necromancer and a cult of Blackthorn with a thirst for the shady side of gardeners world. A thorn in our side and I'm dead tired now.


The detailed illustrations by Tony Hough really give the book a medieval and refined atmosphere breathing life into proceedings...

A fine addition to Knights of Doom is that you can choose from a range of special skills which are Battle Tactics, Ride, Target, Tracking, Weapon, Arcane Lore, Banish Spirit, Commune, Holy Strike and what you choose obviously comes in very useful depending on the many situations you are to face.
Being a lawful warrior and Templar of the Knights of Telak you have your magic sword and trusty steed Firemane, the king relies on you on a mission to defeat the newly risen Belgaroth and there is plenty to keep you busy. A search for the legendary spear Aelfgar, a dubious traitor to expose, beast men and Chaos warriors, villagers and peasants blaming your order for the pestilence and evil going on in the land and plenty of opportunities to earn Honour points, where you start with 6 and another clever category to show your worth and rewarding for doing great and good deeds that help rid the land of the evil and corrosive elements emphasised by the newly risen Lord Belgaroth.

Jonathan Green is one of my favourite and best authors when it comes to FF and his works, absolutely continue to love how he incorporates the mythological and legendary creatures such as the shrill cockatrice, the terrifying banshee, the ancient Wodewose of the Forest, the incredible Celastrix bird of the Gods, and the Celtic Green Man all give a very magical as well as medieval feel to the adventure. A mysterious and dark beauty in the form of the Mistress of Sight and the enigmatic pure Elves of the forest also spark the imagination and gives the reader a sense that you are taking part in a legend that is larger than life itself and making a difference to a World in turmoil.
The puzzles in Knights of Doom are also wonderful and feels very rewarding and satisfying to unravel and solve, the Alchemist puzzle was fun as well as the decoding of the runes from the Knight's sarcophagus, cleverly using the illustrations to show us the puzzles themselves. (Interesting note: The keywords are spelt backwards regarding clues and triggers.)

Overall Knights of Doom is an inspiring and challenging affair which keeps you busy with gruelling battles and a great story drives the gameplay forward in a display of finesse matched with complexity. When you actually succeed and prove victorious it feels worth it and that you actually had to work for it is a sweet and sour savoury feeling. KoD will more than likely take a few attempts although commit it to memory and finding the right path will be in your grasp. A favourite from my teenage years and a pleasure to revisit and complete again after so long, Knights of Doom has lost none of its potency and vastness in a very detailed and epic quest that will keep you thinking long and hard about it afterwards.



My Solution: ( Warning Spoilers ahead! )
Stats=Skill: 10 Stamina: 21 Luck: 10
Special Skills chosen=Ride, Weapon: Spear, Banish Spirit, Arcane Lore

1) Test luck, rolled 7, turn to 57
57) Use banish spirit, turn to 105
105) Turn to 356
356) Take Griffin Shield & Helmet of Ventarc, turn to 80
80) 20 gold pieces + 5 provisions + rune of Healing, try to talk your way out, turn to 197
197) Test skill + 1, rolled 6+3 + 1 =10, success
348) 200
200) Test luck, rolled 4+3=7, lucky, turn to 75
75) Use Banish Spirit
141) +1 luck, +1 day, +2 stamina
285)
317) -1gp + 1 stamina, ask about inn's name
134)
268) Sage's whereabouts
362) Search for sage
102)
26) Test luck, rolled 3+3=6, lucky
99)
166) make a search
274) Roll die, rolled 3
111) look for miller
74) enter mill
187) Helmet? Yes
25) -1 stamina, fight HOODED ATTACKER sk8 st8, finish him
354) +2 provisions, +6gp, read letter, note word "rellim"...
377)
49) Meet rider
147) Go with messenger to Cleeve Manor
325) Listen to minstrels
281) Clue = THREE 3* ballad of Sir Rhyaddan
40) Reveal future from soothsayer -3gp
258) +1 luck
125) +4 stamina & +1 day, go left
385) Arcane lore = yes
87) Try to gather Ironbane
250) Test skill, rolled 5+5=10, successful
266) gathered Ironbane
8) Test luck, rolled 1+2=3, lucky
291) Test skill +1, rolled 6+6=12+1=13, fail
30) Investigate glinting
112) Runic script: See notes/letters/picture, take the shield
55)
353) Test skill, rolled 6+4=10, successful
256) Fight GREAT BOAR sk8 st10, win
86) Investigate chanting
365) Burst into clearing
352) Fight THORNBEST sk8 st10, win, note word="nroht"
312) Test luck, rolled 1+3=4, lucky
394) Fight CLERIC sk6 st6, win
46) Take Cleric's Talisman
17) +1 honour, recruit some of Varis's soldiers
288) Note word "Ecrof"
82) +3 provisions, test luck, rolled 2+2=4, lucky
38) Fight first MURDERER sk7 st7, second MURDERER sk6 st8, third MURDERER sk7 st7, when first 2 are defeated turn to 293
293) Pursue on Firemane
3) Test skill, rolled 5+3=8, successful
156)
121) Take Raven charm & 3gp
241) -3gp, +2 stamina, +1 day, visit markets
334) enter mind's eye
367) -5gp, yes
123) Find out through cards
277)
248) buy Ziridian Charm + rope + mirror 4+1+2=-7gp, enter building
193) Buy Witherwell + antitoxin + Healing Draught 4+3+3=-10gp, help the alchemist
227) 13+21 = 34
34) 2nd clue THREE 3* +gp given back for potions for helping, recruit small army
139) Agree
53) Fight MERCENARY CHAMPION sk10 st11, win
117) Word "Ecrof"
314) Mummers
188) Test luck, rolled 5+1=6, lucky
328) Fight MUMMER'S DRAGON sk8 st7, win
387) Test skill, rolled 4+3=7, successful
162) fight KNIGHT 7 6 WITCH 6 6 HORSEHEAD 6 7 PICKPOCKET 6 5 ODDFELLOW 7 7, win
152) +1 honour & +8gp
45) have both words
77)
93) wear green hood + cloak, knock
172) wearing hood/cloak
307) Password= Wolfsbane = 97
97) Use Witherwell potion
41) -4st +1 luck, roll one die, rolled 3
157) Fight INTIATE 7 6, win in less than 6 rounds
287) I have Cleric's Talisman
89) Fight BRYAR 9 9, win
185) Roll one die, rolled 6, note Fear of Heights, +1 honour, twisted staff
219) Head directly
130) Test skill x2, have ride, 3+6=9 first roll successful, 6+4=10, successful (only just!)
205) fight (Add 1 to my attack for being on horseback) CUT-THROAT 6 5 BANDIT 7 6 RENEGADE MONK 6 7 WOLFSHEAD 8 7, win
246) +8gp & silver locket
332) Help people of Assart
148)
5) roll 2 dice, 4+1=5X2=10 damage
31) Meeting house
215) Name of necromancer Cadaver
31) bell tower
195) (Provisions X3) stop bell ringing
234) -1 from undead +1 luck, fight VAMPIRE BAT 7 6, win
31) Graveyard
381) enter
94) Banish spirit
190)
289) Test luck, rolled 6+3=9, lucky
243) Arcane lore
16) North
109) Prepare
304) Speak necromage's name using alphabet code at his doorway, go south
361) search last sarcophagus
214) Illustration=runes, clue 3* EIGHT, -3st, take the ring
131) Test skill, rolled 3+3=6, success, add shield ring
243) West
391) I have shield ring
320) -1 from enemy attack round +1 luck
391) fight SKELETAL DOG 7 6, win
42) Say name of cadaver, C=3 A=1 D=4 =A=1 V=22 E=5 R=18, 3+1+4+1+22+5+18=54X5=270
270) Fight DEATHSHEAD 9 5, win
116) Fight CADAVER 10 12, win
199) +2 luck +1 honour
374) +5gp & 3 provisions, restore stamina +10, +1 day, Ecrof: recruit villagers of Assart, set off in search of Aelfgar
308) 378 from poems/clues
378) Give Connor healing draught
267)
72) note word "Ronnoc", shield (rampant lion), test skill, rolled 4+4=8, success
37) roll die, rolled 4/2=2(-2st) fight first ORC WOLF-RIDER 7 6 Second WOLF-RIDER 6 6 Third ORC WOLF-RIDER 7 5, win
136) +1 honour, I have twisted staff
315)take bottle of sap/lifeblood of Lien, take elven amulet
278) continue
324) wait
76) Go with them
368) add up points +3 +2 +2 -1 -1-1-1=3, roll 2 dice, 5+1=6, total is higher
280) fight KNIGHT OF THE FLAME 12 12, win
33) +1 stamina, +1 day, I have fear of heights
165) Fight FIRE IMP 9 4 FIRE IMP 8 4 FIRE IMP 7 5, win
222) wait
58) Stay
286) Take Aelfgar spear, cross off fear +1 luck, shield, yes
344) Golden Dragon
395) Restore ALL stats + 1 honour
23) Test skill X4 - 2(Ride skill) , success on all rolls
10) fight HILL GIANT 9 11, win
173) Ecrof word? Yes!
306) add 4+5+3=12, taken 6 days or less
184) Enemy Battle strength lower, my advantage
149) Fight BEAST MAN CHAMPION 12 14, win
236) Varen's soldiers, yes
35) Fight SOLDIER 7 7, win in less time
302) Retreat, continue with mission
322) Investigate
340) Test luck, rolled 6+2=8, lucky
326) Sneak past
151) Test skill, 4+2=6, success
247) throw food
342) -2 provisions
110) Fight MULGRIM 10 11, win
242) Celastrix, +1 luck +1 honour
296) +2 st, +1 day, fight CHAOS KNIGHT CHAMPION 12 12,(Hard one!)
351) +1 luck, look
142)
167) -1st
294) Fight REPTILIAN 10 15, win
329) Fight IRON-EATER 4 5, win
47) Test skill. rolled 5+2=7, success
240) Fight POLTERGEIST Skill 9, after 5 rounds
198) Search dead end
335) Succeed
313) Answer = 6
6) Arcane lore, yes
70) Answer=One Hundred and Ninety Six
212) Use Ironbane
372) Lucky X2 (4&3)
100) I have word "Ronnoc"
54) Test luck, (7), lucky
122) Note word "Rotiart" +1 luck
14) Fight her
29) fight MORGWYN 9 9, win
290) Use Lien Sap
129) Speak word of power, see 70
196) Roll 3 dice, 5+1+3=9, less than stamina
229) roll die= 5+5=10, (12) 2 left, CHAOS KNIGHT 10 12 10 12, win
138) roll die, 2+7=9, less than honour score
218) Use Aelfgar
262) -5 stamina
162) Fight BELGAROTH 12 17, no word, reduced his stamina to 7 or less
251) Have word "Rotiart"
360) Taris Varen T=20 A=1 R=18 I=9 S=19 V=22 A=1 R=18 E=5 N=14 20+1+18+9+19+22+1+5+14=127
127) Fight RAVEN 7 8, win
176) Fight NIGHT-MARE 10 11, when reduced to 6 or less
120) C=3 E=5 L=12 A=1 S=19 T=20 R=18 I=9 X=24, 111X3=333
333) Test skill -2 because of Ride skill, 5+5=10-2=8, success
396) Turn to 11, elven runes on spear
11) Test skill, rolled 2+6=8, success
400) THE END
143 reviews
May 17, 2024
As literature, this is a pretty decent read. As a gamebook, though, it doesn't really succeed, because it's another one where (unforgivably) you have to fail a roll at one point to succeed in the quest. Given the difficulty of some of the combats, this makes the game essentially unwinnable if played according to the rules.
Profile Image for J.D. Mitchell.
Author 4 books15 followers
June 14, 2024
This could have been a great gamebook; what a shame! Good illustrations, solid prose, great rules, classic Warhammer setting, a rising denumount. All spoiled by impossible combats, a necessary failed roll, buried clues, and endless do or die tests. With some tweaks this could have been the best.
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