You bloody twat, why you keep posting new books and I total miss reading them? It was the same for your last one, "House of Pain"... Took me a while to notice it.
Will try to play this soon and tell you what I think, but I am expecting great things from you :)
Well, I did try to advertise them, honest! A bit on here a bit on the Fighting Fantazine forum and on Facebook. I even contacted a few blogs but didn't get much back from them.
I collected the four dog tags, but every time I try to use them to open the study door, it's Game Over. I can't figure out what to do. Can anyone help?
I wouldn't say I have given up on this series, but writing gamebooks hasn't been a priority for me for a few years now. I have written significant portions of Episoides 8 and 9 (DON'T READ -and the secret 10th episiode -RESUME READING), so I would like to come back and finish them off.
To give you an idea of what the last two Episodes would entail:
Episode 8: The Platypus of Fate - Epsioide 7 had three possible endings, which I subsequently regretted creatign when I started to write the final episode. So I inserted this penultimate Episode for the sole purpose of weaving the three potential storylines back into a single storylines. As such it is an interdimensional adventure when you must make you way through the lives of your alternative selves to defeat an antiques dealer who cares more about collecting rare objects than he does about being a pleasant person that people enjoy being around.
Episode 9: Voyage of the Profiteer - This was envisaged as a massive adventure requiring you to to go and collect the most valuable thing you have encountered in all your adventures so you can buy into Pomplompotom's family, and finally win her fin in marriage. Or hand...it doesn't have to be a fin. She's a shape-shifter so it can be any appendage! Even a fin... Anyway, you can visit the former locations of the series to obtain the most-valuable thing, if you - the reader- think that's where it is. Meanwhile, other suitors are trying to increase their chances by killing you.
Still sounds fun to me. I will look at it again when I get some free time.
I’m sure that other commenters have mentioned it already, but this is the very definition of “a mixed bag”. I hate to state the obvious, but gamebooks are divided into two parts: games and books.
The “book” part has some legitimately hilarious writing. This guy has talent and after reading the opening I was really excited to read more.
The “game” part, however, is legitimately horrible. It’s like the absolute worst of the old text adventure games that are based on either luck or noticing incredibly obscure details.
HERE IS MY ADVICE: You should either A.) play until the twist where they reveal the “villain” of the story, then just give up, or B.) was through the other comments here and just cheat, because you are probably NEVER going to figure this out on your own.
I’m eager to play the sequel to this and I desperately hope the creator has altered his approach, because there actually is a lot of potential.
I first came upon this type of book when I was very young, probably at the age of 13 or so. The story didn't seem so goofy back then, but it's certainly different now. Still, it was good fun, until I got killed by a Gretch!
I have the first four tags (black dragon room, pantry, room with ghouls, room with schooner on the door), but I'm guessing the fifth one is in the back yard, and the door to that is locked. I've tried everything I could think of to open it. Is there a key hidden elsewhere in the house that I should be looking for?
Thanks! I thought the belladonna was in the room with the complicated lock.
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I can't figure out how to get the belladonna (and the final dog tag), though. If the belladonna is outside in the herb garden or the back yard, is there a way to get there?
Well, I got into the back yard by testing my luck, finding a pickaxe in the room with the fireplace, breaking the aquarium in another room and retrieving a brass key, then opening the door to the back yard so I could get the belladonna and the last dog tag. But after that, when I tried the study door, I still got killed.
You've reached the point where the book's implementation is harder to predict.
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My experience has been that trying the door without all the tags can be lethal even if you have only the 'right' ones.
If you have all five tags, you're aware that there is one too many for the lock. Is the combination giving you trouble? If so...
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A lucky traveler uses the tags that cannot be missed
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If you're dying despite entering the correct combination, you might have been too slow about it all.
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The original gamebook had a timer of sorts at the last set of doors, which does not seem to be very well implemented. I'd suggest using as few doors as necessary, but it's not guaranteed to work even then.
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And you may need more doors in the long run if you acquired any ailments during your exploration - it's possible to win even with them, if you like a challenge.
After going through the study door, I had to get out of the house, evade the militia and find the calamus root and blood of a ghoul. Also, I had to previously obtain the spikenard while avoiding the decoy dog tag. Managed to get rid of both the lycanthropy and the plague, and then it got easy after that, since the crazed chainsaw guy was quickly dispatched with the sparkling axe. There wasn't even an actual fight.
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Thanks very much for your help! This was super difficult, so I wouldn't have completed it on my own.
This was a step in the right direction from the prequel, but not much of one.
The writing continues to be very humorous and original, and this time there is a lot more content to the story as well. All of this was a welcome addition and I did end up enjoying it overall.
Having said that, the “game” part remains virtually unbeatable. The biggest problem is that it requires repeated trial-and-error in order to awkwardly stumble your way across the finish line. There is no way that you could make your way through this using only logic, skill, planning, or even just by being lucky! The only way to win is by losing over and over again, and even then you probably won’t figure it out.
I did actually enjoy the story in the end, but my advice is once again to just cheat and read the comments after you run out ideas.
Let me just start by saying I never played the original book "DeathTrap Dungeon" but I played the sequel "The challenge of the champions" or something similar. I am familiar with the background.
Didn't really saw any bugs at all.
Exactly the same applies to your "House of Pain", since you can read the text, some would consider it "metagaming".
About secret references:
I like how most secret references on your book are related to
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"jewels" but the hints to use the right one at the right time (especially the jewels you have to show to the trial masters, near the end) force you to be very carefull and adquire HINTS and not THE DEFINITIVE, right answer. Meaning I like that you have to make the association between "jewel name" and "Trial Master" name by yourselve
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The one, single exception to that rule is the one where
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you get the clue about which shadow member is the strongest only by killing yourselve.
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The reason why I dislike ONLY that one clue is exactly what I told you in the past, when I reviewed your "House of Pain" and talked about the "knowledge one life char have but shouldn't have".
Love the fack that Makes it a much fair adventure.
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failing some of the "Trial Masters" tasks don't instantly means you get *one shooted* and that you can actually go on.
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About the layout, the items needed to win and the
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final allies that help you in the last battle
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I think it was a incredible nice touch and made me actually having to be very carefull to mapping everything well.
I also believe the number of hints, items and help you get is on point: not to much, with the ocasional lies in the middle but not too little. Definately better than in your Hellfire adventure, thats for God damn sure xD
My favorite enemy there, is, of course and with no surprise from you (I bet).
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The ninja, of facking course!
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I just love battles like thoses, for the exact same reason I liked your vampire lady in your third book here, "House of Pain".
The others enemy are fair balanced and without asking for big power spikes.
If I recall well, in "The Trial of Champions", the right path makes you.
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found every contest at least once.
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I like the fact that here its the same, its a nice, little, lets say "easter egg" you put there and I love it.
Most of the things I have write here are pretty much some information not that diferent from the other reviews I have done, soo let me just add this one last note about
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The one that follows looking like *a cleric*"
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I think this was like "The Presence" in your other book but way, way way way better delivered and executed here. Love the notion that you put there, something in the lines of
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"The only thing you have to fear is fear itself." - thats the kind of feeling I getting when I read the passages with references to the cleric.
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Kudos for that.
All in all, I liked the book a lot, its definately a good "dungeon crawl" kind of adventure. I would even say that this book have a lot of the best things you had in "Hellfire" and "Riders of Storm" while clearly removing some of the worst offenders.
Its not my favorite book on this site (Your "House of Pain" trumphs this one, in my eyes) but its still a solid 2nd place.