Reviews by ChanceOfFire

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Temple of Terror, by Simon Woodroffe and Mike Woodroffe
Collect all the Dragons, May 20, 2025

Another mission to destroy an evil wizard who wants to destroy the world.

Your task here is to head to a temple in a lost city and retrieve five Dragon artefacts before the bad guy is able to do so. In the world of Fighting Fantasy, this means another semi linear adventure where you need to pick up all five key items or lose the game at the very end.

Unlike other FF gamebooks, there is a simple magic system here. You get to choose from a small number of spells you can master, and can cast them during the game at the cost of a small amount of stamina. Magic helps in some areas, although there is one spell which doesn't appear to be used anywhere.

Finding all five Dragon items can be a challenge, and the one true path does require you to go down a route which takes away a huge chunk of your money and beats you up in various ways. When you reach the temple, there is also an interesting adversary which can kill you if you trigger a certain number of events. Some enemies here also have high stats, so be prepared to roll the dice hard.

As with Caverns of the Snow Witch, you do not learn much about some of your adversaries here. (Spoiler - click to show)There is Malbordus, whom you fight at the very end. There is also the High Priestess of the temple, who is supposedly a secondary antagonist of sorts, but all you do is chase her until she vanishes somewhere. Still, the setting, with the middle eastern vibe, is pretty interesting.

There are some interesting ideas here and there, and I remember having a bit of fun with this one. Still, there are other titles which stood out to me more.

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City of Thieves, by Ian Livingstone
A long treasure hunt and a lucky choice, May 20, 2025

An evil undead prince threatens the town of Silverton unless the Mayor agrees to his demands. You are tasked to slay the undead fiend. But first, your adventures take you to the infamous Port Blacksand.

Port Blacksand is full of criminals ready to screw you over at every corner. On the other hand, you do get choices to break into houses and rob people in the game as well, so I guess the player fits in just nicely. Some encounters didn't make much logical sense, but that's a Fighting Fantasy gamebook for you. (Spoiler - click to show)Like two old ladies dressed as kids fighting with each other and asking for toys.

Anyway, as this is a Fighting Fantasy gamebook, your job here is to figure out the right path and find a set of key items, or meet a game over at the end. You'll need a total of five things here, and on top of that, you will need to make an entirely random decision near the end, of which choosing wrongly will also cause you to lose the game. You'll either need a lot of replays or a lot of luck. Honestly, this game didn't interest me as much, and I pretty much made my way to the finish line by pretending that I had the right items and made the right choices, since I just wasn't in the mood for legit replays.

This was one of the later titles I tried as a kid, and I didn't really like it as much. A decent gamebook, but there are others I liked more.

On another note, a certain nasty character who gets a mention in Deathtrap Dungeon shows up here.

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Bloodbones, by Jonathan Green
Fantastically made and fantastically punishing, May 20, 2025

Bloodbones is tough to rate. Compared to your average Fighting Fantasy gamebook, Bloodbones is well written with creatively made gameplay elements, as opposed to the more linear Livingstone style. Some parts of the game allow you to explore different areas in a more sandbox style as opposed to walking down the slightly branching road. I would say Green brings plenty of interesting ideas to the table.

Nevertheless, this game is also fiendishly difficult, with plenty of dead ends, checkpoints which will happily annihilate you if you failed to find the one key item and enemies with very high stats, some impossible to avoid. You'll probably want to cheat on dice rolls here since the game stacks the deck against you anyway, and is one gamebook I have never completed legitimately due to the difficulty.

Otherwise, the game is well written, with free exploration elements we really ought to see in more gamebooks. The plot is a somewhat basic revenge plot, but I loved the pirate and tropical setting. Just be prepared for the fiendish challenge. (And anyone who wants to cheat in this game should feel free to do so.)

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The Forest of Doom (Fighting Fantasy Classics), by Ian Livingstone
How often does a gamebook give you a second chance, May 20, 2025

The dwarves of Stonebridge have lost their magical Warhammer, and it's up to you to retrieve it.

The forest setting is not the most unique one, but it provides a fairly entertaining environment for this gamebook. As with other Fighting Fantasy gamebooks, you will need to collect some key items (in this case two) to win. The objectives are laid out pretty clearly from the start. Additionally, you start with some gold and can purchase magical items at the start of the game to help you on the adventure, and some do come in useful.

This gamebook is surprisingly forgiving, as far as enemy difficulty goes. One really noteworthy part is that if you fail to find the key items at the end of the game, you are given the option to continue (restart) with (presumably) all your items and stats intact, as long as you beat a few dice rolls at the end. This simply means returning to section 1 and starting all over again, and will mean continuity issues down the line, as you have the same encounters, fight the same enemies and find the same items all over again. Still, enjoy this while you can, for other later gamebooks aren't anywhere as forgiving.

The plot and setting is solid even if not spectacular, and it's less harsh on players than other entries. It was a solid read for my much younger self, and could still get something of a recommendation from me today.

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Caverns of the Snow Witch, by Ian Livingstone
1 of 1 people found the following review helpful:
A bunch of disconnected stories, May 19, 2025

Caverns of the Snow Witch feels like a bunch of smaller adventures roughly put together to form a larger whole. Don't quote me on this, I might be wrong, but I think this was orginally a smaller adventure which got expanded somehow.

Your job is initially to take out some unknown creature, but you eventually get sidetracked and find yourself on a mission to fight the Snow Witch. Even by Fighting Fantasy standards, the Snow Witch is one of the most underdeveloped villians in the gamebook series, with your first encounter with her being short and quick if you survive, and your second encounter being a short luck based game you must win to beat her. (Spoiler - click to show)You get a pair of companions as well in the process. Afterwards, you escape her lair and find yourself on yet another mission to save your life. The events do not feel like a fully formed and solid plotline.

The icy setting makes for a fairly good change of pace from the usual fantasy settings, but I think this game could have been better with a plot fully around the Snow Witch as an adversary. As far as difficulty goes, there are some tough enemies, but also with ways to avoid them. As with most other Fighting Fantasy gamebooks, you will need to find the one true path by finding the 'right' items to secure a victory.

It was one of the first few gamebooks I played, but also one of the weaker ones in my opinion. It was a fair bit of fun, but I think there are better titles in the series out there.

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Trial of Champions, by Ian Livingstone
Back to Deathtrap Dungeon, with a twist, May 19, 2025

...and we're back to Deathtrap Dungeon. Everyone's favorite Baron Sukumvit has returned with another dungeon and a much larger cash prize. But this time, there's a catch. You're not entering as a willing volunteer. Instead, his evil brother has captured you (along with a large bunch of unlucky fools) and is putting you through an arena challenge to find the best of the bunch. Someone who will beat the new dungeon and humiliate his brother. It was pretty good to see that there is some extra story over just simply signing up for the second challenge, and the ending also presents another twist.

Your first stage is to survive the gladiatorial games and rise to the top of pile, over a mountain of dead bodies. This is quite challenging and death is possible. Furthermore, the dungeon itself also pits you against a lot of enemies with pretty high stats, some which can't be avoided. (That sound was me surreptitiously flipping the dice to a six when rolling my stats.) There are also no provisions in the game, so high personal stats are even more of a must here.

I prefer Deathtrap Dungeon to this one, although it's also pretty good, with an interesting selection of encounters and challenges in the dungeon. You will need to collect certain key items and find the one true path, and this will only be revealed to you as the story goes along. The true path, again, also has you (Spoiler - click to show)running into every other unlucky contestant, who are on average less nice than the ones in the first book. It requires you to find every single one of the key items with zero margin for error. Sukumvit was really tough when designing this one.

It's an entertaining read, but finding the true path can be challenging and will still require you to deal with a gauntlet of high stat enemies. Of course, you could simply pretend that number on your dice was a six, but you didn't hear that from me.

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Island of the Lizard King, by Ian Livingstone
One of the easier Fighting Fantasy gamebooks., May 19, 2025

Island of the Lizard King was one of the first gamebooks I beat on my first attempt. Looking back, it's not hard to see why. Unlike most other books in the series, you will only need one of two items to defeat the final boss (but finding both helps more) and one of said items is impossible to miss.

The premise made my head spin, with some mad ruler using an island (run by Lizard people) as a prison colony, before realizing that his plan is falling apart as he has way too many criminals in his domain, and that it would be cheaper to put the lawful people on Fire Island. Anyway, he abandons the prison colony, and the lizard people, now out of a job, run the island as a slave colony and start abducting more people for the slave labor.

I liked the setting a lot. Set on a tropical island, with dinosaurs, primitive warriors, as well as all manner of mutant plants and beasts from the Lizard King's experiments, there is much to like here. It's a breath of fresh air and pretty interesting.

There are a couple of difficult enemies, although some can be avoided with luck or the right items. The final boss is tough, but again, the fight can be made easier if you had managed to stumble on the right things.

It's an uncharacteristically easy book in the Fighting Fantasy series, but also a good bit of fun.

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Deathtrap Dungeon, by Ian Livingstone
A true classic, May 19, 2025

I had complained about the premise of the Warlock of Firetop Mountain in another review (and I'd do the same for a few other of Ian Livingstone's gamebooks.) Still, this one is solid.

Baron Sukumvit has built a fantasy obstacle course and is offering a reward for anyone who emerges successfully. While there are no cameras and televisions to entertain the hordes of people which visit Fang for the grand occasion every year, I guess the mystique is more than enough to entertain medieval folk.

Along with yourself, a few other contestants are also vying for the chance to win. Along the way, you can work with them or fight them, although the game doesn't really give you many options in that regard. (Spoiler - click to show)Interestingly, the true path has you running into every other contestant and seeing their untimely demise.

It's an entertaining adventure, with interesting encounters. There is only one true path to beat this game, and the specifics only revealed to you while walking through the dungeon. I remember playing several times to find the one true path and had plenty of fun with the encounters. This one is definitely great for the nostalgia.

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The Citadel of Chaos (Fighting Fantasy Classics), by Steve Jackson (U.K.)
A showdown with Balthus Dire, May 19, 2025

Now for another piece of my ancient childhood. The Citadel of Chaos largely improves upon The Warlock of Firetop Mountain in terms of premise and plot. A evil sorcerer plans to destroy the good folk of the nearby town, so it's up to you to stop him. It's not the best premise in the world, but it's definitely a drastic improvement over the first book.

There are plenty of interesting encounters in the citadel, and also visits to various rooms as you snoop around and try to find your way to the evil sorcerer. As with other books in the series, there is only one true path to victory, which you will only find through luck or trial and error. There are two must-have items you will need to reach the sorcerer, but once you encounter him, there are plenty of options to fight, such that a character with poor stats might still prevail. Still, it can be pretty unforgiving, with plenty of bad-ends in the battle if you are not careful.

In addition to the combat system, there is also a magic system which allows you to pre-select some spells to bring with you on the adventure. I strongly prefer the magic system in the Sorcery series, but this one is functional.

It is a solid adventure in the series. Again, it's true value to me lies in the nostalgia, but it was still a pretty good read for another piece of Fighting Fantasy history.

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Warlock of Firetop Mountain (Fighting Fantasy Classics), by Ian Livingstone and Steve Jackson (U.K.)
The first Fighting Fantasy gamebook, May 19, 2025

Long, long ago, when I was a kid, a family member gave me their used copy of the very first Fighting Fantasy gamebook. This marked my very first foray into Interactive Fiction. (I have another interesting story of how I played my first parser game, but that's a tale for another time.) Anyways... to the review.

The first gamebook serves as a foundation for the Fighting Fantasy system which other gamebooks in the series are built on. It's a simple but elegant system which provides a solid gameplay experience with a book, pencil and a pair of dice. This is the true prize this book offers: a fantastically simple system which gives it its place in history.

Now, for the bad. The premise is dumb. A powerful warlock with a massive treasure chest is minding his own business in his mountain home. As the 'hero' of the story, your job is to head in, kill him and take the treasure for yourself. Other Fighting Fantasy gamebooks have improved on this, but sometimes not by much.

The game is largely a mishmash of random dungeon style encounters, which do not quite build a coherent story about the warlock's residence. Enemies in the game are fairly forgiving in terms of skill checks (but this does not carry over to later books at all.) There are a few powerful enemies (stat-wise) in the game, but most of these (including the final boss) usually have alternate ways to beat them, so starting with low stats isn't strictly a killer.

This book is notable for being the one which started it all... but by itself, it's not a great entry in the series. Still, I read it again for the nostalgia, if nothing else.

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