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Richard:
I keep forgetting about inner force! I'll try that.

Funt Solo:
Loving combat-tactics discussion for WotT.

Richard:
Way of the Tiger 1, play through 5

This time I choose arrow cutting skill (which lets me catch or deflect arrows), climb the rigging when the pirates attack, throw my shuriken ninja death star at the first pirate, all to deprive him of just one endurance point! Then I attack him and use up one of my inner force points, and this doubles the one more point of damage I manage to inflict! Well that was worth it! But I manage to kill him, use another inner force point to kill the captain, and finally make it to the Cobra Man who finished me off on my first play through.

This time I survive that encounter (without needing my anti-poison skill) and, avoiding a side quest, I enter the city of Mortavalon. This is the kind of place where, I am told, the largest temple is to the god of Death, whose priests sacrifice children. But there is also a small monastery where the monks follow the same god I do, and they help me out by telling me about an old hermit who can offer me some more useful help. I go there, and the knowledge I acquired at the very start of the book when I became a grandmaster enables me to earn the hermit's trust. I gain more knowledge about my enemies' whereabouts and also learn a new ninja technique which amounts to an extra point on my attack strength whenever I kick people.

After that I get into a couple of fights, and follow the hermit's directions to the next city, where I survive a cowardly assassination attempt. Leaving the city I pursue my targets to a castle, where I catch my first sight of them entering the gate. I try to enter the castle by pretending to be a wandering minstrel, but the guard seems a bit suspicious of my lies and I sneak away in case he's gone to fetch reinforcements. Instead I swim the moat at night and climb the wall, but I fail a dice roll and the guards hear me, leading to an instant death paragraph.

Play throughs 6 to 10

I am killed another five times trying to get into this fucking castle!

I didn't start over at the beginning, I used the paragraph where I arrive there as a checkpoint. There are a variety of ways to get in, all of them difficult, but when I finally managed to bluff my way in as a minstrel (much harder than getting into Balthus Dire's citadel!), I was at least able to do a bit of recon before the guards escorted me out again. This info not only offered me a new route into the castle on my assassination run, and a map of the castle, but there is also a lengthy paragraph which describes two of the three targets I have to kill, and they are very bad mofos indeed! I don't know how I'm going to deal with these two when I get to them! I'm starting to think all the guards and monsters defending the place are actually doing me a favour by killing me before I get to their employers!

As I've said before, all this description makes for a more engaging and immersive experience than most FF books. The structure of the book at the section where you're trying to infiltrate the castle has been well thought through and there are intelligent choices, particularly when your scouting of the castle as a minstrel leads to new and useful information about a vulnerable point of access.

On my last go I made it as far as the roof of the keep, and it feels like I'm about to reach the endgame as my targets live in three turrets at the top of the keep. But it's late, so I'll try again tomorrow.

Dark Jimbo:
Loving these write-ups. Think I'll have to add WotT to 'the list'...

Barrington Boots:
Great writeup!

Sounds like you missed the arena in Mortavalon, which is a shame as it's excellent. Kwon's flail is the business!
I think the descriptive paragraphs, and the need to make intelligent and thematic rather than random choices, really elevates this book.

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