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.
Thanks very much for your detailed review and, if you don't mind, I'd like to put it on a few other forums here and there to try and drum up a bit more interest because what you wrote sounds interesting.
I just didn't know which one was the decoy tag, so by a trial and error process I managed to discover it was the one in the ghoul-guarded pantry. I'd like to try this game again to see if I can win without picking up any deadly curses, because the fight in the ghoul-guarded pantry (to get the spikenard) is really difficult.
Greg Neill has sent me this collaborative gamebook, written mainly by him, Kieran Coghlan and Steven Doig. It is inspired by the Aleph in Spectral Stalkers.
A truly magnificent and super hard adventure of epic proportions! But one which was so damn hard it got extremely frustrating at times, so much so that one might just feel like pulling their hair out! There was times when I had to go back to near the beginning to go along the right paths in order to find the essential items required by the final foe at the end.