Actually, the adventure can be successfully completed without going back in time. It is just extremely difficult since it means you have to fight the Operations Assistant armed with no more than a laserknife, and then fight the death-o-saur. But it can be done.
Going back in time is important, because you need to get something. Once you have it, you need to use it at the appropriate time. On another note, you mentioned previously fighting the Death-bot, and now the Death-o-saur. You certainly make things difficult for yourself, as it's not neccesary to fight either of these opponents.
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For everybody else who has completed tGC:
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I asked previously which creature people fought at the end, but no one replied. The reason for my curiosity is that the creature you fight at the end varies according to the path you take through the book, and hence how many of the shape-shifts you can kill before they merge together into the final monster. If you kill all of them, you just fight the Merchant Prince of Projudia. If you don't kill any of them, you fight the death-o-saur. Between these two extremes are 3 other creatures.
tToS and TotA were great, but I'm still struggling with tGC. I feel I've tried every combination
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I've worked out the secret of time travel, defeating the Death-o-saur, opening the crate and so on, but I seem unable to find Pomplompotom alive. Any hints where I should be looking?
The interstellar lumberjack who looks at you through the hole in the door is able to tell immediately that you are not one of his kind, because you are lacking one very obvious physical feature that no self-respecting logger would be seen without. In tGC every one of them had this feature, you don't, so you need to go and get one.
I'm just running through the golden crate and have come up against a small problem. I attempt to enter the chapter house up tree lane, but I am unable to answer the question the tree person asks about my validity to enter the chapter house. Can anyone advise of the answer? I've completed both wrong way go back and planet of the spiders so have played through from the beginning of the series. Thanks in advance.
The Triad Of Skulls by Stuart Lloyd. This is essentially his entry to the Windhammer competition, though he has subsequently made some revisions. Tomb Of The Ancients also by Stuart Lloyd. The Golden Crate by Ulysses Ai.
When I write a gamebook, I don't really have a plan, but just let it create itself as it goes along. I begin with an idea about how long it is going to be, what I ultimately want to happen, and things I want to include. The I just start writing and it all works itself out. In terms of practical advice, I create an excel spreadsheet with all of the reference numbers from 1 to, say, 100. I also have a sheet of paper on my desk, and at the top I write a 1, then when I finish writing the first reference, ending with, say, two choices on how to proceed in the story, I draw two branches from the '1' and label them with numbers randomly selected from the table of numbers in the excel spreadsheet. Then I delete the used numbers from the spreadsheet. As I write the references, I put them in in the correct order. So while I might write the references in an order like: 1, 45, 22, 75, etc, I insert whichever passage I am writing next into it's proper place. I tend to write all of the different paths at once, but I know that some people write the correct path, then go back and add on false paths, alternate routes and dead ends. Unfortunately, you can sometimes tell when they have done this because there is a drop in quality once you are off the correct path, as if the author is a bit bored with the other paths and just wants to get them done. If you have trouble planning out diffirent paths simultaneously, then do write the correct path out first without worrying about choices, just break it up into chapters at logical points. Then once you have finished, go back to the end of each chapter and think about how the story could have gone in a different direction, then start writing, and after another chapter or two on the parallel path, join it back into the main path. Some deviations can just be one chapter long (such as choosing to do something or not, but leaving the room afterwards regardless). But the best advice is to start small. If you have a brilliant idea that you don't think can be done justice in a small adventure, then don't write it yet. Think about an idea that is suitable for 20-30 references and write that first to build your skills.
My advice would be to map out your book on squared paper first because this helps get it all in your head. Then you can have fun filling up the locations with your favourite monsters, traps and spells.
Hi to anyone reading. I'm wondering about tips on how to make a gamebook. I have lots of Ideas but I don't know an easy way to mix up the paragraphs to make it unique and also I need help in making other paths and dead ends because I can do with my ideas is make a story and not a gamebook.
So tips would be helpful, thanks. Cablex
ADVELH (see the software section of the links page) provides an easy way to mix up the paragraphs. If nobody here volunteers any tips you could always ask at one of the Yahoo! groups. Alternatively, Mark J. Popp's old website (see the downloads page) has a section where several amateur authors offer general advice.
when you click on 'more' beneath the list of gamebooks, a list of all the titles come. Next to each title is a picture. i was wondering, is the picture of the zombie next to bad moon rising from an FF book?
Yes, it's from Revenge Of The Vampire and is by Martin McKenna.