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Post by Dusk Fox on Jul 15, 2005 14:46:36 GMT
This is not a good guess, and it is incorrect as well.
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Post by Runeheart on Jul 16, 2005 13:30:41 GMT
Apply acid or an ointment specially found in the book (if you enter the correct room, answer the riddle, find the secret door, unlock the code, answer a minor mathematical equation, bring in the unrelated item from the other side of the dungeon, kill the minor denizen who guards it, etc etc etc...)
No Idea, just guessing, I'm taking the scatter gun approach if I put enough situations in here I'm bound to get something right...
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Manxman
Kai Lord
We Are The Vikings
Posts: 33
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Post by Manxman on Jul 16, 2005 20:35:22 GMT
Ok here's a lone wolf question, Vampirium book 27 section 137. why is the answer to:- the third number is equal to the number of islands in the northern gulf of the chai sea? not 3? because if you consult the map in the front of the book there are only 3 islands in the whole of the chai sea. and in the magnamund companion map of southern magnamund there are 8 islands in the chai sea. i have found the right section to continue the completion of the book but i had to search for it, and 3 wasn't far off actually.
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Post by Black Cat on Jul 16, 2005 22:06:29 GMT
Ok here's a lone wolf question, Vampirium book 27 section 137. why is the answer to:- the third number is equal to the number of islands in the northern gulf of the chai sea? not 3? because if you consult the map in the front of the book there are only 3 islands in the whole of the chai sea. and in the magnamund companion map of southern magnamund there are 8 islands in the chai sea. i have found the right section to continue the completion of the book but i had to search for it, and 3 wasn't far off actually. Is that actually a trivia question? If it is, then you have to wait your turn before asking it. Everytime someone guesses correctly the answer that another member asks gets the chance to ask one of his own question. If it is not a trivia question but just an interrogation that you have, then maybe you should make a separate thread for it?
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Post by Dusk Fox on Jul 17, 2005 4:08:32 GMT
Apply acid or an ointment specially found in the book (if you enter the correct room, answer the riddle, find the secret door, unlock the code, answer a minor mathematical equation, bring in the unrelated item from the other side of the dungeon, kill the minor denizen who guards it, etc etc etc...) No Idea, just guessing, I'm taking the scatter gun approach if I put enough situations in here I'm bound to get something right... Good guess, but no. The glamp will have killed you by the time this solution could possibly present itself. I'm surprised no one else has read this one. It's one of the few non-LW gamebooks I've ever played.
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Manxman
Kai Lord
We Are The Vikings
Posts: 33
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Post by Manxman on Jul 17, 2005 7:50:49 GMT
Appologies i did not see any rules and was not aware of the unwritten ones, please strike my question/interogation and i'll go back to my attempt at an answer to the standing question.
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Post by outspaced on Jul 17, 2005 8:43:41 GMT
I'm surprised no one else has read this one. It's one of the few non-LW gamebooks I've ever played. Sad man that I am, I own something in the region of 250-300 gamebooks, and I've never come across that one!
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Manxman
Kai Lord
We Are The Vikings
Posts: 33
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Post by Manxman on Jul 17, 2005 18:53:51 GMT
got it! after tireless research i have the answer. obviously this glamp is not to picked up, so once you realise this you flick back a few sections and reverse your choice and leave it well alone, if it was diguised as an object you will now realise you won't get the object so leave it. a perfect example of hindsight being 20/20 vision.
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Post by Dusk Fox on Jul 17, 2005 21:23:11 GMT
got it! after tireless research i have the answer. obviously this glamp is not to picked up, so once you realise this you flick back a few sections and reverse your choice and leave it well alone, if it was diguised as an object you will now realise you won't get the object so leave it. a perfect example of hindsight being 20/20 vision. This is an excellent answer, except that you cannot win if you do not pick the glamp up--it is a necessary part of finishing the book. No points this round.
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Post by Dusk Fox on Jul 17, 2005 21:36:31 GMT
I'm surprised no one else has read this one. It's one of the few non-LW gamebooks I've ever played. Sad man that I am, I own something in the region of 250-300 gamebooks, and I've never come across that one! You should pick this one up. The Badlands of Hark (and it's not-quite-as-entertaining sequel, Invaders of Hark) is a pretty good gamebook. It's often frustrating, as there is essentially only one correct path through the book (so remember every choice you've made), and you often have to make counterintuitive choices in order to succeed. The first book is going for 23¢ on Amazon right now, and the second for 89¢, so anyone interested in actually picking them up can do so on the cheap.
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Post by Doomy on Jul 18, 2005 9:54:29 GMT
Are they the sort of books which have the decency to kill you within a few sections of making the wrong choice, or did the author attend Jackson and Livingstone's School of Evil Gamebook Design?
It's easy to identify graduates of this establishment. They're the guys who sadistically allow the player to continue right up until the very end of the book, only to discover they have absolutely NO CHANCE of winning because they turned right instead of left an hour ago. I prefer gamebooks where the emphasis is on story rather than the ones which feel like you're solving a big puzzle by continual trial-and error and flowcharting.
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Post by North Star on Jul 18, 2005 10:48:50 GMT
The Fighting Fantasy books were ghastly in that respect! They had good stories and were generally a pleasure to read, but they were SO damn hard! NS, congratulating himself for picking up 31 of the original green-back version for £39 plus P&P.
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Post by Doomy on Jul 18, 2005 11:01:04 GMT
My recollection is that quite a few of the books by "guest authors" weren't nearly as difficult, but anything actually written by Jackson and/or Livingstone would have me tearing my hair out (with maybe two or three exceptions).
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Post by Runeheart on Jul 18, 2005 11:14:02 GMT
I have quite a few (maybe 20-30) of the old Fighting Fantasy books and as good as they are there are some I could happily burn in a small localized bon-fire... but at least the rules are simple enough to pick up without reading (and purchasing) the core rules and the locality guide (who remembers Gazeteers) then learning special rules for such-and-such and other rules that are exceptions to the forementioned...you get the idea. It was simple, roll the dice someone is wounded, get to zero your dead...
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Post by Dusk Fox on Jul 18, 2005 15:00:46 GMT
Are they the sort of books which have the decency to kill you within a few sections of making the wrong choice, or did the author attend Jackson and Livingstone's School of Evil Gamebook Design? Sort of. The Badlands of Hark usually kills you within a few sections of making a wrong turn (in fact, one of the three choices at the very beginning leads to immediate death), and you really cannot reach the end of the game unless you've had a glamp attached to you at some point (it's not even that you can't win--you can't even get there). The problem is that it has two cheap gamebook cliches--one is a truly frustrating maze, the other is a set of three doors at the end that transport you to somewhere else on Hark (back to the beginning, the maze, or the end). Invaders of Hark will let you continue on your wrong course for a very long time, even if there is no chance of you successfully completing the adventure. You're supposed to rescue the princess, which you can do at three points in the book, but only one of those points is the "correct" rescue (the other two just end in you getting killed). The real pisser is that events unfold differently based on the choices you make. Say there's a character guarding a door. If you choose to talk to him, he's hyper-violent, and kills you. If you choose to bribe him, he's a really nice guy who is offended at your bribe attempt, and has you arrested (but says he's really sorry). If you choose to attack him first, he cowers in fear and runs away. Or, more obviously, say you choose to run away from your captors, and they shoot you in the back and you die. But if you attack them, their rifles are empty, and you kill them with your bare hands. It's this sort of thing that drives me nuts--no continuity between sections, just a series of random, counterintuitive choices.
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