Ash, hope you nailed "Hellfire". Sounds like you got stuck at that section where several spells are needed in swift succession to get through the adventure. I enjoyed it, but had some issues:
SPOILER
The author claims you can play with low statistics. This is not true, particularly with SKILL & LUCK. Not every monster is an illusion, and the Trinotaur has a SKILL of 12 even when reduced. Also, some situations are unfair. An example is the ''living bag", which should not be able to take your hand if you successfully test Luck. Also, there's no clue in the text that tells you when to use the Time spell. There should be a trigger word.
Like most amateur writers, the author was also given to melodrama. It would have been more chilling had there been no contact with the Trinotaur until the very end, and even then it should hardly speak. A really good way to do this adventure would have been to constantly use the right items so that there are in fact NO physical fights until the very end. This was done quite successfully with the Blood Beast; Soul Demon; Abomination etc, so why not the entire journey?
I planned a 200 ref sequel called The Valley of Bones but have never got around to writing it. Maybe one day...
If you like that style of adventure though, join my Fabled Lands Yahoo group. As well as the Fabled Lands adventures, there's my 100 ref adventure The Hills of Phoros which was an entry in Wayne Densley's 2008 Windhammer Gamebook Prize.
No unfortunately I didn't. I did plan out 200 refs for the sequel to Isle of the Cyclops (called 'The Valley of Bones'), but never actually started writing it.
At the moment I've got too much on my plate to start writing it now, though it may still happen in the future. After all, a lot of my adventures here were originally planned years ago and only finished relatively recently.
Having said that, if you like the style of Fabled Fantay, you might like 'The Hills of Phoros' which was my 100 ref entry for Wayne Densley's 2008 Windhammer Gamebook competition. You can find a copy here:
That last entry was meant to be in a Spoiler box, and for some reason it didn't happen. Apologies. I suppose at a glance a few rows of numbers won't give too much away.
Just a thought - as Mark J. Popp's site features solutions to the original books, why have solutions for the online versions as well? I'd be happy to map out the solution to Hellfire.
Thanks for the offer, but I don't intend to put solutions on the site. I'll continue to leave this kind of thing in the hands of the authors or anyone else who wants to respond to requests for help.
Love the site, brings back great memories of sitting in the garden as a kid reading Firetop Mountain :) Sadly though it has caused something of a midlife crisis and I have now bought books 1-30 on ebay :( Fantastic games here though, thanks for all your hard work and I was wondering if you ever considered releasing them all on disk for purchase?
The idea of an offline version of the site has been suggested before. However, as it's not a straightforward or interesting task, it won't happen. Also, the rise of broadband means that most people now should experience the same performance from the site itself, so not many people are likely to want it on a disc anyway.
Thanks for the kind words though, I'm glad you like the site.
Nice to revisit this site, as I have always loved Fighting Fantasy. Eagerly awaiting my 25th anniversary edition of ''The Warlock of Firetop Mountain''!
You need to use an item. If you don't have this item, its because you didn't use a different item earlier. If you don't have that item, it's because you didn't find it when you were looking for another item... A perhaps more helpful comment is that when I originally wrote WWGB as a text adventure I used secret passages a lot. Almost all of the items have a number associated with them in their name (e.g. the Spinalot 16 electric screwdriver, which in the text version meant to turn to reference 16 to use it. So be mindful of names and numbers during your adventure, and you should find the way through.
I have the screwdriver and can open the parent-bot but how do you reprogram it?
END SPOILER
@ dark There is a yahoo group that around the fabled lands series. I think they have pdfs of it. I actually have the physical books myself but am reluctant to have them leave my possesion.
Ah, nice to come back to this site and play "Hellfire". The same old chestnut still applies, however, being that you need maxed out stats (SK: 12; ST: 20 + and the all-important L: 12) to survive the constant tests. Still, it is fun.
I have an idea for a story and would happily write it if someone can transpose it into computer format.
Thanks Gaetano, I'll try soul tracker again and choose other options. I genuinely wasn't sure whether the ending was intended to be that way, ---- or whether I'd in fact missed a better ending.
Knowing there is a better one I'll have a look.
About the flap fabled lands jarva project, unfortunately, it interfaces very badly with screen readers. I've talked to a programmer I know, and he stated it would take quite a rewrite to get things working correctly as it wasn't created with accessibility in mind.
that's why I'm looking into getting hold of the actual books. Thankfully, people (actually two people separately), have been kind enough to send me coppies of the first book, which is good.
Great site. Brings back great memories. Really enjoyed trying some of these new books online. Really liked the humour of Beggar of Blacksand and Lair of the troglodytes.
Not played them all but Midnight Deep seems more in keeping with the gamebooks from old. Personally found Outsider quite annoying/boring/unsatisfying. Not really my cup of tea I suppose.
Again great site.
PS @Dark. The fabled lands were written into an open sourced java interface. It similar to this site.
If you're getting to the option that you brought up, you're definitely missing an earlier piece of information. (Actually, an item which helps you get the information). There are two main paths through the book. You must visit the Lochton Heath on one of them, or visit Teddy Two-Ton in the other.
Is there actually a way to save the city in soul tracker?
I got to the end, and tried both options, ---- Darkheart's campeign hq, and the wearhouse, and both times quite literally all hell broke loose and the ending was rather grim and dysmal.
I wasn't sure if this was simply the way the book ended, ----- I don't know if the author is planning a sequal, or whether I missed something somewhere along the line which would give a slightly better outcome.
the problem is with the hole tone of the book being depressed goth meets ghost busters (I deffinately could picture Wesley snipes in the lead roll), I wasn't certain if indeed this was meant to be the end.