Fighting Fantasy Gamebooks - the Forest of Doom

105
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Transcript of Fighting Fantasy Gamebooks - the Forest of Doom

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u( f1 50AUST 5395

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l ' .u st(,ry, artgame, his s a bookwl.r l Icr('nce one in which YOIJ becorlh( 'h(.rr , !

}.IGHTINC ITANT-ASYAMEI'OOKS

1 Thc WarlockoI FiretopMountain2 Thc Citadelof Chaos

3 Th€ Forest f DoonlColcl i l lustrat ion hy tain MccaiB

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FICH'J INCFA\I ASY

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PUFIIN BOOK9

THEFORESTOF DOOM

Only thc foolhardy or the very bravc would willingly sk a

ioumey into Darkwood Forcst, where strange, twistingpaths wind their lvay into the eeiie depths llho knowswhatmonst ous.reahrres urk in the threa eningshadows,or what deadly adventuresawait the unwarv traveiler?Do

L a despcrate 'ce a8ainst ine, dccp within Dark{'ood,your quest rs to find the nissnrg pjcces of the iegendaryHammer ofStonebridge,whjch was ashioned y Dwarfstoprotectpc.ceft| S oneb.idgeagainst ts ancientdoon

Two dice, a peh.il and an eraserareallyou necd to ehbarkon this thrilling advenhue of sword and sorcery,completelvith itsclabor.te comba systemand a scorcsheet o Nordvour gamsand osses

\ianr dan8ers ie ahead and your successs bt, no meanscertarn Powerful advelsariesare ranged against you andofrenyou!only choice is o ki orbekilledl

Trvo more Fighting Fantas]'Gamebooksare published inP[tfln: The Wo ock of EtretopMoLnhh and The Citndel aJ

E

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Ian Livingstone

Thq roRqsforDooM

IllustratedbyMaIcoImBarter

Puffin Books

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Purl Bliot. n.1sJ,n aor. I d H4rnald\$or .

PensL,. Bmr\ 40 vFr _no s,Prns n Bo,r3 AL'd D I d,RhFmd!\r,on, AulrEtn

Fir{ Published 9s3ReFri.red re3l (four dqs)

copyrkbL o r,n LNi.esone, reslIlllrErjons copyriehro Mrlcolh Bsirer, res3

ser D Linouon Fshdro bvRoursndPhorlFes{ons t_rd,Bury Sr Ednunds, Sufiotr

Pnntcd and bound o cretlri8iD b!c. x & \vynr.rrd, Reedn!

ExleF i. rhc unned skEs or Amerci.,tu book r sold sub,ecrb rhe coodnion

rhfl iL sh3llnorj by wsy or fade or olhrsrejb! renq e soldjhtr.d our, or.rh

*rhour tr Nbl'shd\ prior condrd'.s d. cov{ odrr lhu dar n shkh jr r

'ndudiq

dr coodn'onbeinsmpos.d

For Liz and Carol

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CONTENTS

I{OW TO FIGHT TIIE CREATURESOF

DARKWOODTOREST

9EQUIPMENT AND POTIONS

16

HINTS ON PLAY

77

ADVENTURE SHBET

18

BACKGROUND

20

THE TORBST OF DOOM

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HOW TO FIGHTTHE CREATURESOF DARKWOOD FOREST

Beforeembarkingon youradventure,you mustfustdetermine your own strengths and weaknesses.You have in your possessiona sword and a back-packcontaining provisions (food and drink) for thetrip. You have been preparing for your quest byrraining ourselfn swordplay ndp\ercising igor-ously to build up your stamina.

fo seehow effectiveyour preparationshave been,you must use the dice to determine your initials(ILL and srAMrNA scores.On pages16 19 here san Adoenture heet hich you may use o record hedetailsofan adventure.Onityou will find boxes orrecordingyour sKrLLand sraMrNA scores,

You are advised o either record your scoreson theAdoentureSheetl pencil, or make photocopiesof

the page o use n future advenfures.

Skill, Stamina and Luck

Roll one die. Add 5 to this number and enter thistotal n the s(rLL box o^ the Adoenture heet.

Roll both drce. Add 12 to the number rolled andente! this total n the sTAMTNA ox.

There s alsoa LUCKbox.Roll one die, add 6 to thisnumber and enter this totalin the LucK box.

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For reasonsthat will be explained below, sKrLL,STAMTNAnd rucr scoreschangeconstantlydur-ing an adventure,You must keepan accurateecordof thesescoresand for this reasonyou areadvisedeitherto write small n the boxesor to keep an eraser

handy. But never tub out your hifr?l scores.Although you may be awarded additional sKrLL,STAMTNAnd Luc( points, these otalsmay neverexceed our l,Tift l scores,excepton very rare occa-sions, when you will be instructed on a particular

Pa8e.

Your sKILLscore eflectsyour swordsmanshipandgeneral fighting expertisej the higher the better.Your 5TAMINA score reflects your general con-shfution, your r /ill to survive, your determinationand overall itness; he higheryour STAMTNAcore,the longer you will be able to suNive. Your LUCKscore ndrcateshow naturally lucky a person youare. Luck - and magic are actsoflife in the fantasykingdom you are about to explore.

Batt les

You will often comeacross ages n the book whichinstruct you to ight a creafure of some sort. Anoption to flee may be given, but if not or if youchoose o altack he creature n).way you mu\tresolve he battleas describedbelow.

Iirct record the creature's S(ILL and STAMTNAscores n the firstvacant Monster Encounter Box on

2,

\.o\n AdpenturcSfteuf. he scorea or each creafure

are given in the book eachtime you have an encoun-

ter.Ihe sequence f combat s then:

1.

3.

4.

Roll both diceonce or the creature Add its SKILL

score.This otal s the creature'sAttack Stren8th.

Roll both dice once for yourself. Add the number

rolled to your current sKM score.This total is

your Attack Strength.if your Attack Skength is higher than that of the

creature,you have wounded it. Proceed o steP

4. lfthe creature'sAttack Strength s higher than

yours, it has wounded you. Proceed o step5 If

both Attack StrenBlh totals are the same/ youhave avoided eachother'sblows- start the next

Attack Round from step1 above.

You have wounded the ceatule, so subtmct 2

points from its srAMtNA score. You may use

your LUCK here to do additional damage(see

over).

5. The creature has wounded you, so subtract 2

points from your own srAMrNAscore Agaln youmay useLUCK t this stage seeover).

6 Make the appropriateadjustments o either the

creafure or )oLlr own STAVI\A scores andyour LUc( score f you used LUCK- seeover).

7. Begin the next Attack Round by retuming to

your cunent sKrLL coteand rePeating tePs -6.

This sequence ontinuesuntil the srAMrNAscore

of either you or the creatureyou are ighting hasbeen educed o zero (death).

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Escaping

On some pages you may be given the option ofrunning away from a battle should things be goingbadly for you. However, i{ you do run away, thecfeature automaticallygets n one wound on you(subtract2 srAMrNApoints) asyou flee. Such s the

FightingMore ThanOneCr€ature

If you come acrossmore than one creatute in aParhcularencounter,the instructionson that pagevvill tell you how to handle the battle, Sometimesyou will treat them as a single monster; someomesyou will fight eachone n turn.

Luck

At varioustimes during your adventure, either inbattlesorwhen you comeacross ituations n whjch

you could either be lucky or unlucky (detaitsoftheseare given on the pages hemselves), ou maycall on your luck to make theoutcomemore avou;-able.But bey/are!Using uck is a risky businessandifyou are anlucky, the;esults could be disastrous.

The procedure or using yourluck is as ollows: roll

two dice. f the number rolled s equal o or ess hanyour curnentLucx score,you have been ucky and

the result will go in your farour. If the number

roled is higher than your current LucK score,you

nasebeen unlucky and you will be penalized.

This procedure is know^ as Testingyour Ll^ck.Each

tlme yo:uTest ourLuck, ou must subtractonePointtrom your current LUc( score.Thus you will soon

Falize that themore you rely on your luck, the more

risky this willbecome.

UsingLltck in Baltles

On certain pagesofthe bookyou will be told to Tesl

-voaract and will be told theconsequencesf you!

being lucky or unlucky. However, in battles,youali{ays have the option of using your luck eithe! to

mflict a more seriouswound on a creature ou have

i ust wou nded, or to minimize the effectsof a wou ndthe creaturehasjustinflicted on you.

Il vou have ust wounded thecreature, ou may lesf

vou L ck asdescdbedabove. f you are ucky, you

have nflicted a severewound and may subtractan

erfriT2 points llom the creatule's STAMTNAcole.Howevel, iJyou are ur ucky, the wound was a meregrazeand you must restore1Pointto the creature's

srAMrNA i.€. nsteadof scoring he normal2 Pointsof damage,you havenow scoredonly 1)

lf the creaturehas Lrstwounded you, you may lcsfvorrrLuc,t o try to minimize the wound. I{ you are

lucky, you have managed o avoid the full dama8e

oftheblow Restore pointof srAMrNA i.e. nsteadof doing 2 pomts of damage t hasdone only 1). lf

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you are unlucky, you have laken a more seriousblow. Subtract1extra srAMrNApoint.

Rememberhatyou mustsubtract point romyourown LUCK core ach irl]le o:d estlouf Luck.

RestoringSkill, Starnina ndLuck

skitl

its hrfirl value unless specfically instructed. Drink-ing the Potion of Skill (see ater) will restorc yours(rLL to its In tirl level atany time.

S attl na andPr oais otls

Your sreulNl scorewill changea lot during youraclventule as you fight monsters and undertakearduous a6ks.As you nea your goal.your s rAMr-\a levelmaybedangerouslyow andbdtt lesmaybeparticularlyrisky, so becareful!

to your STAMTNAcore and deduct 1 point from

rour Provisions.A seParateProvisionsRemarning

to\ is provided on th eAdoellture Sheet or recordir.g

letaili of Provisions. Remember hat you have a

:rrngway to go, so useyour Provisionswiselyl

Remember lso hat your sraMINA scoremay nevere\ceed ts r?ihrl value unlesssPecificallynstructed

l-)na page. Drinking the Potion of Stlength (see

later)will restoreyour srAMrNA o its ltlifr4l evelat

any time.

Luck

Additions to your LUCK coleareawarded hrou8h

the adventure when you have beenPa

icularly

lucky. Detailsare given on the pagesof the book.

Remember hat, as with sKrLL and STAMINA, our

LUCK €Oreluryneverexceed ts lfiitrl value unless

specifically nstructed on a Page.Drinking the Po-

tion of Fortune (see ater) $'rll restore your LUc( to

its hitial level at any time, and increase our Inililrl

LUCKbv ooint.

a5

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EQU]PMENTAND POTIONS

You wil start your advenfure with a bare minimumof equipment, but you may find or buy other itemsduring your fuavels,You are armed with a swordand arc dressed in leather armour. You have abackpack o hold yout Provisionsand anytreasuresyou may come acr:oss,

In addition, you may take one bottle of a magicalpotion which will aid you on your quest. You maychoose

o tale d bottleof any of the following:A Potion of Skill - restoressKrLLpointsA PotionofStrentth- restores raMrNA pointsA Potion of Fortune - restores LUcx Doints andadds 1 to r1li4l LucK

Thesepotionsrnaybe akenat any time during youradventure (exceptwhen engaged n a Battle).Tak-ing a measureof potion will restotesKrLL, srAMr-NA or LUc( scores to their lflilidl level (and thePotion of Fortune will add I point to yo.:J InitialLUCK corebeforeLUcK s restored).

Eachbottle of potion containsenough for oflemea-sure, i.e. the charactedsticmay be restored onceduring an adventure, Make a note on your ,4do?r-t!/e Sreel when you have used up a pohon.

Rememberalso hatyou may only chooseoneof thethree potions to takeon your trip, so choosewisely!

a6

\

HINTSON PLAY

Tlere is one true way through Darkwood Forestand twill takeyou severalattemPtso find it Make

noiesand drawa map asyou explore thismap will

re invaluable n future adventuresand enableyou

to progress apidlythrough to unexPloredsections-

\ot all areas contain treasure; many merely contain

baps and cleatureswhichyouwill no doubt fall foul

ot. I hereareman) wild goose ha5ePassagesnd

rr'hile you may indeed Progress hrough to youriitimate destination, t is by no meanscertain hat

vou wil l f ind whatyou aresearchingo

It will be lealized hat ent es makeno sensef rcad

in numerical order. t is essential hat you lead only

the entriesyou are nstructed o read.Readingother

entrjeswill only cause onfusionandmay essen he

excitementdurinB play.

The one true way involves a minimtm of nsk arrd

any player, no matter how weak on nitial dice olls,

should be ableto get hrouth fairly easily.

May the luck o{ the gods go with you on the adven-

tureahead!

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ADVqNTURqShEET

EQUIPMENT

LIST

GOLD

IEWELS

POTIONS

PROVISIONS

REMAININC

\IONSTER ENC O UNTER BOXES

skil/:

stiil=

Skil/=

skill=

Skiil=

5kr/l=

1E a9

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BACKGROUND

You are an adventurer, a sword for hire, and havetreen roaming the northem borderlands of yourkingdom, Having always spumed thedullness ofvillage life, you now wander the lands n searchof

slayingevil men and beastswith vour trusty swoid.Not once during the ast en days sinceenfe ng thenorthern borderlands have you set eyes uponanother percon. This does not worry you at all, aSyou arc happy with your own company and enjoythe slow, sunny days hunting, eatingand sleeping.

It is evening, and having feasted on a dinner ofnbbit, spjt-roastedon an open fire,you settledown

to sleepbeneathyour sheepskinblanket- There'safull moon, and the light sparkles on the blade ofyourbroadswordskeweredintotheroundbyyourside. You gazeat it, wondering when you will nexthave to wipe the bloodofsomevile creaturefrom tssharp edge. These are strange lands, inhabited bywetud and loathsome beasts goblins, trolls andeven dragons.

As the flame of your camp fire gently dies, you

20

lEgin to ddft asleep. and images of sqeaming,jreen-faced trolls flicke! through your mind. Sud-denly, in the bushes o your left, you hear he loudcack of a twig breakingunder a clumsy foot Youleapup and grabyour sword ftom the ground You

s?nd motionlessbutalert, ready to pounceon yourrnseen adversary.Then youheara 8roan, ollowedbr the dull thud of a body falling to the Sround. s ita trap?Slowly you walk over to thebushwhere thenoise is commg {rom and carefully pull back thebranches.You ook down to seea ittle old man witha greatbushy beard, his face contorted with pain.\ou crouchdown to remove the ron helmet cover-

rng his balding head and notice wo clossbowboltsprotruding faomthe stomachof his plump, chajn-mail-clad orso.Pickinghim up, you carryhim overto the fire and stir the dying embers nto life. After.overing him with the sheepskinblanket,you man-ageto get the old man to drink a little water Hecoughsand moans. He sits up rigid, eyessta ngixedly ahead,and starts o shout.

.I'll get them!f[get them! Donlt you fear,Gillibran,Bigleg s coming to bring you the hammer.Oh yes,indeed am Ohyes. . . '

The dwarf, whose name you presume o be Blgleg,is obviouslydelirious from the poison-tippedboltslodged rn his stomach. You w3tch as he slumpsdown again to the ground, then whisper his namein his ear. His evesstareunblinkngly at vou, as heaeainstarts o shout.

2l

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'.{mbushl Look out! Ambushl Aaghl The hammerlTake he hammer to Gillibranl Save he dwarfs!'

His eyeshalf closeand the painseemsoeasea ittle,andas hedelirium subsides,he speaks o you again

m a low whispe!.Tlelp us, friend . . . take the hammer to Gillibran. - only the hammer will unite our peopleagainstthe trolls, . . I,Vewere on our way to Darkwood insearchof the hammer . . . ambushedbv the littlepeople . . others$l)ed . . , the map n m1 pouchtlill take you to thelhome of Yaztromo, the masterma8eof thesepalts . . . he hasgreatmagics or sale

to protect you against lhe cleatures of Darkwood. . take my gold . . I begyou to {ind the hammerand take t to Cillibran, my Lord of Stoneb dger ou will be well rewarded. . .'

Biglegopens his mouth to start another sentence,but nothing comesout excepthis lastdyingbreath,You sit down and ponder Bigleg's words. Who isCillibran? Who is Yazlromo? Wlrat is all the fuss

about the dwarfish hamrner?You reachover to thestill body of Bi8legand remove the pouch from theIeatherbelt around his waist. Inside vou find 10Gold Pieces and a map (opposite).

2t

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Jingling the coins in your hand you think of thepossible rewards which may await you just forrcturning a hammer to a villag€ of dwa s. Youdecide to try to find the hammer in DarkraroodForesti t's beena few weekssince our lastgood

battle,and,what s more,you are ikely o be wellpaid or this one.

With your mind madeup, you settledown to sleep,having takenback the sheepskinblanket rom poorBigleg. n the morning you bury the old dwarf andgather up your possessions, ou examine hemap, ook up to the sun, and find you! bearings.Whistling merrily, you head off south at a goodpace,eager o meet this man Yaztromoand seewhat he has o offer.

NOW TURN OVER

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t4- - .r -) ' : '

. , : . ' .Ha+.l

1 Thc to.eetb xt ho.kan thc cdgeof Da*.nod, solncffy netrcsanq!

fnnthc path

\

a

)'our walk to Yaztromo's take8a little over half aday, and you arrive at his stone tower home dir tyand huntry. As the tower is setbackon theedgesofDarkwood some fifty metrcs away from the pathrou have been following, it is diflicult to find.Finally you walk up to the huge oak door, some-hhat relieved to find that it does exist and thatBigleghad not been speaking wildly in his delirium.

-\ large brassbell and gong hang from the stone

aJchway. As you ring the bell, a shiver runs clownvour spine and you realize that the loud 'bong'invadesa deep silence,which you had not noticed'-"efore.There are no sounds of birds or animals to beheard.Youwait anxiouslyat the doorand hearslowfootsteps escending tai$ ftom the ower above.Asmallwooden slot in the door slidesopen, and twoevesaPPear and examine you .

lVell, who are you?' demands a grumpy voicethrou8h the hole.

You answer hat you arc an adventuiei in seaEhof'}Ie master mage Yaztromo, intending to purchasenagical items ftom him to combat the creaturesofDarkwood Forest.

'Oh!Well in that case, f you are interested in buying

:ome of my merchandise, you had better come up. Iam Yaztromo.'

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6-9| 2-5

He then turns and slowly ctmbsWill you:

Followhim up thestairs?

r.ish to place he told crown on your head, turn to

lll. If you wish to leave he alcoveand climb uP the

restof the steps o the roof of the cavern, urn to 249

6

{s you walk past the Goblin he growls unlikeanyihing you hive ever heard befole,a Srowl that

rou would not exPect a Goblin to make Feeling a

httle neNous you headquicklynorth. Turn to 14E.

7)'ou draw your sword and PrePare o meet theyellow- and black-stripedattackers.They are KIL-

LERBEESand will attack n sePaGtedroves, eachdrovecountingasa singlecreature.

STAMINA

J44

the stone stairs.

Draw your sword and attackhim?Tum to261Turn to 54

Your advenfureends herc asyour tasty resh flesh sabout o become savoury east or the victodousGhoul.

tYou follow five more alrows to the trunl<of an old

dead ee stillrooted

n theglound. You

see hat thetrunkis hollow and thatthe hole continues hroughthe trunkinto the ground to makea tunnel.lt is darkdown the hole and you cannot seehow farit is to thebottom. Do you have a Ring of Lighr? If you do, turnto 322, fyou do not possesshis item, turn to r2o.

Lose4

srAMrNA points. lf you are still alive you

manage to pull the affow from your shoulderalthough the pain is agonizing, If you stil l wish to

enter the cave, urn [o 49. fyou wish to crawl backto the iunctiorL turn to 93.

t

Sitting in the ornate throne you feel strangelyun-comfortable.The two Clone Warriors grovelon the

floor in front of you in completesubservienceDothey expectyou to become het new master? fyou

SKTLL

FirstKILLER BEES 7SecondKILLERBEES IThird KILLER BEES 7

If youwin, turn to 23,

8lValking along the path, you hear IootstePsand

arguing voices ahead o{ you. If you wish to meet

theirowners, tum to 3r7. If you would ftther hide

rn the bushes to let them walk by, tum to 392

9\ ou unlock he door and stePback,drawingyour

srvord in case he Goblin trjes to attack you Hepicks up a wooden stool and, waving it in the air,

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ao-12

kicks he dooropenandcharges t you screaming.Youmustfight.

COBLIN sKrLL5 STAMINA 4

lfyou win, turn to 176.

1( )

You pick up a good-sized ock offthe floor and takeaim. You throw the rock with all your might at theOgrebut are dismayed o seeitfly pasthis headandcrashagainst he far wall of the cave.You curse,bufdecidenevertheless o rush into the cave to attackthe Ogre (turn to 29o).

11

You start to loseyourbalanceas he llusion distortsyour mind- You closeyoureyes and hold your headin your hands but it makesno difference.You reelaround the room and then fall to the floo! uncon-scious.Turn to 35j.

a2

You tell the Gnome that perhapsyou had been alittle hastyin drawingyour sword, butyou had tobeprepared for anything within the evil boundary ofDarkvr od ForesLHe replie5 hat hal s no e\cusefor drawing your weapon on a defenceless ld manand, ifyou want your sword back, t will costyou 10Gold Piecesor two items of heasure from yourbaclpack.You pa1 him what you wil l and, o your

relief. your beloved sword is retumed. l{ you wishto continue the conversationwith him, tum to 271.

a3-44

Ir vou have had enough of the Gnohe and wouldGther head west along the path, turn to 57.

13The vibrations eel ike shockwaveswhich seem o

hammer your body. Your legs feel like lead and youare unable to move them. Suddenly the hut col-Iapsesand crashes o the ground. The sky darkensand a wind starts to howl all about you. The wind'rlows

harder and becomesas strong as a gale, itslorce flocking ou to the ground.Youcling o theporch and shield youi face from the dirt arld deb sthrown up by the gale. Above thedeafening noise of

thewind you hear laughter followed by adeep voicerejoicing, I'm free! 'm free!' You have releas€danEARTHELEMENTAL on to theworld-lose J LUCKpoints. Gradually the howling wind dies down andtheskiesbrighten.You pick yourselfup from out ofthe rubblea;d walk slowly back o the palh to heddnorth again. Tutn to 149.

L4Thepit is circularwith smooth sidesandyou are oorveak rom your fall to climb out. You call for help,but nobody comes hoyour aid. You sil down dndponder yout fate. After about an hour you hear anoiseoverhead.You ook uD o see hebeardedfaceof a stocky man wearing a fur hat. He looksannoyed. He is a fur trapper and you have ruinedhis trap. He shoutsdown to you that if you expect

him to throw a rope down to rescue ou, it is goingto cost you I Gold Pieces.Failing that, he will take

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qE-

vau se theshin! tiPol thepotw batbofa hqe Stingwnth

conin{ sialght at Vau

15-1b

any magical tem you care to give him ftom your

hckpack. After you agree to pay off the angry fur

Fapper he throws down a rope to you and you climbqrt of the pit. You hand over the fee, crossing t off

Iour Equipment List, and glare at the unftiendly fur

u'apper before setting off north again dovrn thetorge. Turn to 255.

The slope is steep and you slip on the slime, tum-

bling head over heelsdown the hole to the bottom,

irto; large earthen cavern.You tumP to your feet

and are alarmed o see he shinytip ofa Poisonbarb

on the tail end of a huge STING WORM comingstraightat you. The StingWorm is about ive metres

longandhashugeyellowse8ments,butallyoucareabout s plotecting yourcelf from the barb. There s

no time ro scramble out of the hole - you must draw

vour sword and fight.

STING WORM sKrLL8

IIyou win, turn to 217.

STAMINA 7

a6You shout at the threehumanoidswho are tendinga palchof red-toppedungi.ABain hey gnore ou,

continuins with their work. You take hold of a

fungus top, breakinga pieceoff, and start to eat. t

tastesgood but a terrible pain gdps your stomach.The fungus is poisonous. Do you have a Potion of

-AntiPoison? f you do, tum to 211. f you do nothave his potion, tum to 345.

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a7-t.8

a7A ladder runs down the insrdeof the well to the

waterbelow. However, there appears obe a funneljust above he surfaceofthe water, running north, ltrs circular and has a diameter of one metre. You

may:

Tossa Cold Piece nto thewellto makea wish

Descend he adder to look downthetunflel Turn to 256

Retulnto thepath toheadwest Tumto236

18

Your plan works and thefever diesdown. Merciful-ly the haiI on the backofyourhands djsaPPears ndyou slump back to sleep again, exhausted. n the

moming you collect your belongings and head

north along he path into the hills, Tum to 19E.

Turn to69

19-24

a9

-\lthough weak from the fever, you manage to situp. You takehold of your sword and, gritting yourteeth, cut yourself where the Werewolf bit you.Bloodruns quickly from the wound, and, hopeful-

h', the diseasewith it. Lose1 srAMrNApoint due tolossofblood. Ifyou are still alive,tum to IE.

20

lvalking east you come acrcss a bEnch in the pathheadingsouth You decide o gnore tand continueeast.Turn to 272.

The pain increases nd you quickly reach nto youibackpack to pull out the small bottle labelled Potionof Anti-Poison. You gulp down its contents.Yourbody relaxesand the effects of the poison wearaway. You ponder what else might be in storc forvou in this forest and tum north up the path. TuInlo 226

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22-24

The gas is toxic and your eyes stalt to water. Youcough and hold your breath, running round thecave trying to escape rom the gas cloud vrhichenvelopsyour face.Your lungs feelas though they

are bursring and you are forced to nhale. Reduceyour sKrLL y 2 and your srAMrNAby heamountof one die roll. If you areshll alive, you are relievedto see he gas cloud fade away. You put the silverbox n yourbackpack ar,d eave he caveimmediate-Iy to continue your questnorthwards.Tum to358

You wipe the sweat rom yourforeheadand wonderwhat else heseevil lands have n store oryou. Yousrt down and rest for a while. Later you set offtowards the sound of the flowing water. Turn to

3J9.

24The muscles n your neck start o stiffenand you feeltheeffectsofpojson from the darts unning through

your body. You reach quiclCv nto your backpackand pull out the small botrle labelled Potion ofAnti-Poisonand gulp do\,!'n ts contents.Your bodyrelaxesand the effectsoI the poisonwear away Onseeing this, the Pygmies urn and r.un olf into thegrasses- i l l you:

Draw yoursword and run into thegrassafter hePygmies? Turn to

377Contnue north along he path? Tumto 92

t

25-28

:.entually the pathlevels out andyou findyoursell:r a valley floor. The path continuesnorth but alsoa-:\'path leadsofI to the west.

26':.ru decide to start your search at the wooden:ielr.es. All the books are written in a language:riamiliar to yoLr and contain strange diagrams.re chartsand scrollsare also unintelligible o you.': lru open cupboardsand drawers but all you Iind

::e more books, eather-boundand dusty. You are:iout to give up searchingthe room when you:.rtice one more book on the floor, acting as airpport for a broken table eg. Will you:

Tocontinue north

To go west

Pickup thebook?

Give up your searchand retumto the path to headnorth?

Turn to369Turnto 56

Turn o91

Turnk)22o

,';iplng the thlck green sap-blood rom your sword

-rusetoff north again. You are relieved o see hat:1e reesareat lastbeginning to thin outand appear

--:rshreatening Tum to 329.

28

-: 'ou possess n ArrnbandofStren8th, turnto52 If: riu do not possess his1tem, urn to 256

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: : '

a't: il",ti,(t

.--a*

.{| .",,ls$t

. ,$

29 In n s"nll clenui9 nnidst hc nus vau sethM smallctmturcs.lith nflrtYskrl

t

29-32

29In a small clearing amidst the trees you see twotmall creatures with warty skin, dressed in leatherarmour.Theyappear to.be rguingoverwho shouldt'e n chargeof the rabbrtwhich isbeing spit-roasted

over an open fire, On seeingyou, they cease heirargument and draw their short swords. You aregoingto have o light the ORCS advancing owards

FirstORCSecond RC

If you win the battle, tum to 3t3. If you wish toEscapeuring the battle,you may do so by runningback o the path and headingnorth. Turn to 254.

30Lose z suurrlA points for the deep cut on yourforehead. f you are still alive, tum to 225.

You crawl out ofthe tunnel and stepon to the addertu the wall of the well- You climb ou t of the well andrehrrn to the path. Tum to 362.

You reach into your backpack and hand over roCold Piecesand two objects o Arragon. Make thenecessary eductions o your EquipmentList Aira-

qon hen commandsyou to eaveandyou runout of:hecottageback to the iunction rn the path. Lose I

SKILL

55

STAMINA

56

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3t-14

LvcK point and head north along the path. Tum to450.

5tThe ftiar shakes is head,saying, Theledoesn't

seem o beanychadty n theworldanymore.'Withashru8 of theshouldeE he setsoff south again.Youwatch him disappearbefole continuing your iour-neynorth.Turn to39o.

34As you rub the lantem, green smoke slowly starts tolise from the wick and take shape. It forms the

outline of a fat old man with a baldheadsittine on acushion.His mouth opensslowly and h a deepvoice he sayg/ Well, what do you want?' You tellhim of your quest but he tells you he is unable tooffer you material gain or wealth. He cad only off€ryou personal well-being. You may le8tore yoursKrLL/srAMINAor LucK score o its /rljfMi evel. Assoon asyoumake yourchoice,the geniedisappearsand the lantern turns black. You throw it to theglound and headnorth. Tum to 231.

L

15-37

t5Lose4 steuru points for the in;ury caused ythe edble bum. ff you arc still alivetum to 132

36

Thinkin8about he robedstranger ou feela littleuncomfortable. herc was somethingabout hishanner that you did not trust. Youstopto takealook in your backpack nd are annoyed o findsomethings missing.Themanwasa thieflDeducteitherall your remainingGoldPieces r two of themagic temsyou may havepurchased rom Yaztro-mo fror yo:urAiloentureSfteet. ou are n two minds

\{hetheror not to run after he thiefbut you sensethathewill not be wherehe saidhewasgoing.Youcurse ndstartoff northagain.Tum to 187.

37You reach into the tree and pluck a pear shapedtruit which is Durlrle n colour.You take a small biteand t lastes erybitter. f yoUwish o spit t outandcontinue nofth up the path, tum to 225. If yourrould ratherswallow the ftuit, tum to Jj6

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tE Yo cansee t ottl lDhnr in SntbbycLothescadnq oneol seL,enlboak bll thefrcside

i.

1E 40

36'lou peerthrough the smalldirtywindow of the hut!o see an old woman in glubby clothes with artinkled faceald walty nose eadingone of severalrooks by the fireside on the far wall of the hut. Aiunchbacked servant is carrying more books to heriom shelvescrammed with old books,chartsand\=rolls. f you want to ente! the hut turn to 315. f

!'ouwould rather retuln to the path and headnorthagain, urn to 22o.

39You spread the net out and then whirl it aroundfour head.You releaset in the directionof the Cave

Trolland watch as t flies silently through the air toknd on its stationary target. t wlaps itselJaroundthe CaveTroll, who wakes quickly from his sleep,growls oudly and tries oshuggle rom the net. Yourush to thestonechairand take he eatherbag rom

',heenraged Cave Troll. You run out of the caveleaving he CaveTroll to fight his way outof thenet.Turn to 287.

4oYou get to your feet and curse, brushing the dirttrom your clothes with your hands. You aretemptedtowait aroundto discoverwho set he hap,butdecideagainstit. To continue nothwards, turnro 274.

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4a-44

4aYou run back down the path to the iunction wherethe clow is still sitting on the sitnpost. You tum left,and run eastwards,shouting, 'Good aftemoon!' tothecrow as you passhim. Tum to 239.

The old woman tfuows back her head and roarswith laughter asyou start to make conversation. Sheis an evil woman. Lose1 LUc( point and draw yoursword. Turn to J42.

43You draw your sword and charge the Wild HillMen, who stop their argument and furn towardsyou. screaming and wielding axes.

SKILL STAMINA

FirstWILDHILLMAN75

SecondWILD HILL

MAN64Iight themoneat a time. f you win, tumto50. YoumayEscapey running north along hepath.Tum toaE8.

44Lose 2 srAMrNA points. If you are still alive, youfind your Nose Filters in a side pocket of your

baclpack and hastily slip them insideyour nostrilsYou slowly i nha e the poisonous a r around you, bu t

45-47

all is well and you are able to breathe reely. After

a rvhile the gas cloud fades away However, there

doesnot seem o bemuch Point in stayin8hereany

longerandyou walk over to the stePs nthe far wall

Tum to 293

Lose2 srAMlNA Points.165.

45lf you are still alive, umto

46ThecaEot flies through the air but before t reaches

the Gnome it changes nto a butterfly and flutters

respect nd aPologize o the Gnome Tum to 12.

Tum to 25

Tum to 22o

47

While you are distractedby the servant he Witchshouts some strangewords into the air. Suddenly

she vanishes in a bright flash and reappears as a

smallbatwhich fliesout of the oPendoor' On seein8

this, the hunchbackslumPs o the floo!and starts o

cry. You mayi

Search he hut for something

useful

Leave the hut and refurn to ihepath to head north

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48-49

48)'ou lift the chest above your head and send itsashinB to the floo!, lt bursts open and amidst the:plintered wood lies a large, ight blue eggnearly arnetre ourld. You tap it with your finger. It is cold

and hard, and feels ike rnarble. Suddenlya crackappearsand before you can move the egg explodes,iending fragments of razor-sharp shell flying$rough the air. Roll one die to delermine how.nany splinters of shell stick in you, and lose IsrAMrNA point for each. f you are still alive, youstaggerout of the room and continue north alongihepath. Turn to 2EE.

You press on down49the tunnel into the cave

entrance.The roof of the cave s no higher than thetunneland you are unable to stand up. The cave svery srnall and filled with tiny bits of furniture andall manner of objects and curios. Standing n the

middle of the caveare wo sreen-skinnedcleaturesrvith srnall bodieo and lirge heads; they havepointed ears and long nosesand thefuclothesaremade from sacks.They appear very alarmed andcharge t you with theirdag8e6-You must fight theCREMLINS as you are unable to tum round andescaDe,

SKILL 6TAMINA

Fist GREMLINSecondGREMLTN

33

+9 StandratM then;ddleal thc':auorc uo !rcer sk,rncrl,eatutesuith snall hodiesnd ar$ hcads

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F 50-52

You fight the Gremlins one at a time but mustreduce your Attack Strength by 3 for each round ofcombatbecause ou are ighting on your hands andknees. f you win, furn to 32.

Around the neck of one of the W d H l Men youfind a small silver key hanging on a small leathercord. You untie the leathercord and put the key inyour backpack.You se off north again turn to 188.

Your walk along he greenvalley floor brings you toa junction in the path. If you want to head no h,turn to 199. f you wish to continue east, urn to397.

5-

Quin explains that he will wager some Dust ofLevitation againstanitem or coins o the value ofloGold Pieces.As you sit down at the table oppositehim, you deftly slip the Armband of Strength on toyour arm. You put your elbow on to the table and

lock handswith him. His grip is ike an ron jaw andhis dark slanted eyes look confident. His biceps

bulge and he givesbegin. You start to

53-54

the signal for the contest to

push his arm down and ale

am-azed t vour own ;trenglh. SweaL reaksout on

his foreheadand you can see he di.belief and pain

on his face.You push harderand lorce his arm on

to the tabte in defiat - tu:rn to 7E.

The musclesn you! neck start o stiffenandyou feel

the effects of the poison from the darts running

through your body. You pluck the darts from your

neck, bui irs too late. You sink to your kneesand

then roll over unconscious When you wake uP, you

6nd that vou still haveYourswoid and possessions,

but all yo'urgold s goni. ThePygmieshave stolen t

all. You shJkeyour fist at the unseen thievesand

start to walk north a8ainalong he Path Tum to 92.

54

him up the stairs, urn to 261.

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r

57y \t t.o r n lona rcd, ard tr . k tt r t o re .1 J.d!,a-t,{. a,tt,, I

tlVutq doun to ts ltt|r.

I

\

55-57

tt

side of the head, knocking him unconscious.Theoeature in the cage jumps:uound even morefrantically han before.Do you:

Takea closer ook atthecreah.ue n the cage?

Search hrough the contentsofthe cave?

Leave he cave mmediatelyand contin uenorth wards?

Tum to158

Tum to3r3

Turn to35t

56Walkingalong he tranquilvalleyfloor, you arriveata junction in the path. You see hat the way southleads back to th; hils so decide to disrniss thatoption. Ifyou wish to continuewest, tum to 2r3. If

you wish to head north, tum to 163.

57

its mouth towards yo1r,Testyour Luck.If yo:uareLnck, the fire bolt missesyou and explodes'byyour

5E 59-62

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feet - turn to 132. f you are Unlucky, the fire boltslamsnto yourback,knocking ou to heground-turn to 35.

5E

You.eachnto yourbackpackandullout hesmallbottleof Holy Water.Quicklyrcmoving he corkyou throw the water at the advancingGHOUL.Thicksmoke isesnto the air from the-burnmarksmadeby the Holy Wateron the putrid fleshof theGhoul.The Ghoul appears o be n greatpain butthrouShts wide-openmouthno sound s heard. tcrawlsntoacoherof the oom,desperateo escapeyour goodlyeveapon. ouwalk over to thecoffinand ook nsid€.Youareove4oyedo see, swellas25Gold Pieces,an obtect hat the Ghoul wasusingas a head regt - a bronze hammerhead with thelefter G inscribed in it. You happily put yourfindings nto your backpack ndwalk backup thestairs o leave he cryptand retum to the path toheadnorth.Turn to 12,

t t

You arrive at another junction in the Path lSnoring

the way south, you conhnue east- rum to a7r

60

ousgas turn to 44.

61

Soonyou arebackat the irstjunction. Ifyou wish to

crawl;outh back to the well, turn to 398. J you wish

to continue east turn to 15r .

62

As you draw youl sword Iaomyour last oPPonent

thewhite stalliongalloPsoff€ast along he Pathout

of sight. You bum and set off west again Turn to

20E.

6j-65 66-68

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53On seeing he arrow fly pastyou the Centaur rea$up on hrs hind legsand then charges nto a gallopshaight at you. You have to jump back to avoidbeing run down. He gallopspast you in a cloud of

dust and stops some ten metres away down thepath you have ust come along.Maybe fighting thenoble Centaur s not such a good idea after all. Yousheatheyour sword and decideto wade across heriver. Tum to 1iE.

, .64Before he dngleweedErr=dragou to theground

65Thebridge s in a terriblestateof r;pair, but youmanageo crosstsafely.Youareat he ootof some

65

You step carefully along the sliPPerystones o the

other side of the ver. You see hat the Path con-

tinuesnorth into the hillsbut as t is gettingdarkyou

decide to make camp for the night under a large

solitary tree to the right of the Path.You build a

large ire and settledown to sleepwith your sword

by your side.Turn to 325.

67

You arive at another unction in thePath The way

south leads back into the hills so ignore it and

continue west (furn to 113).

58You drink the clear iquid slowly ftom the bottle. t

tastesvery bitter and you are aPPrehensive bout

what you have done. But then a glow ndiates

through your body and you feel invigorated. You

have drunk a health polion add J s TAMINAPointsto your score.You set off eastalong thePath. Tum

to 59.

5170

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69 ;1Dll. ph ;kt a' d hu'uno,Jt dpptdt obp te,,trB(.o,|'ald Jercr rorourc.rt'une

59The tunnel goes deeper underground, headingwest some sixty metles belore opening out into alast cavern with Breenslimy walls, A shaft of day-light shines down ftom the rcof of the cavern illurni-

natingthe floor. Small,pale-skinnedhumanoidsarescattered boutand they appear o be tending cropsof different-coloured fungi. A stream tricklesthrough the cavern.Stonesteps ise pastalcovesonthe far wall to a hole in the roof throueh which thedaylight streams. You draw your sword andapproachone of the small humanoids. As you getneareryou see hat they are hairleSs nd their eyesare blank. They seem totally uninterested n yourpresence, walking slowly between theu rcws offun$ and bending down occasionally o removeunwelcome nsectsand weeds rom the croos-Youmay:

Attackoneof the small humanoids Tum to254Chopdownoneof the ungi Tumto143Demandtoeatagreen-toppedungusTum o269

Demand oeatarcd-toppedungus Tumto 16

7oThesword smagnificent nd wasobviouslymadeby a mastercraftsman. t feels powerful n yourhand.Add 2 points o your currentsKrLL coreoryourenchanted word Cuttingyour newweaponthrough the air you set off north down the gorge(turn o

3j4).

T-7374-76

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7LOn pulling back the curtain you see a uny treen,skinned creaturewith a large head. He has longnose and pointed eals and weats brown canvasdothing. A largemedallionhangs rom his neckonasilver chain. The ffea ture is sitting a a tableexamin,ing a red clay figur€ of a human hand. On seeingyou enter the cavehe taLesa stonehammerandsmasheshe dayhand. He is a GREMLIN chief andjumps to his feet to faceyou with his hammer.you

must fight him.

GREMLIN 9KILL 5 SAAMINA 5

Du ng eachAttackRoundyou mustreduce our

Attack Strengthby 3 because f your crampedfightingposition. f youwin, hrm fo273.

The path endsat a junction.The way south eadsback o the orest oyou decide o headnorth (tumto 13t).

73You step back and then charge at the door, Roll twodice. If the number rolled is equal to or less thanboth yout Luc( and sKrLL scores, he door fliesopen - turn to 327. f the number rolled is qreaterlhan eitheryour r ucK or 5Kt

'.co.e,yor 6ounce

off the door and rub your bruised shoulder. you

decideagainstrisking any furtheriniury to yourselland return to the path

to headnorth (turn to 112).

74Youliftthe €ather agofftheback fthe stone hairand tiptoe out of the cave. Outsideyou stop toexamine he contents f the bag. nsideyou find 5Gold Piecesand a small brassbell. You put these n

your backpackandwalk back to the iunction in thepath o headnorth.Turn to 25.

75Your legs feel very vulnerable and you half expectthem to bebitten any moment by someunseen ivercreafure. However, nothing happens and you man-age to doss safely. You arc now at the foot of somehills and it is getting darker as night closes n. Youdecide o camDbehind some ocks o the left of thepath and settle dowi to sleepwith your sword byyour side. Tum tojjo.

'16The path tulns sudder y to the right and proceedsnorthwards into the denseundergrowth. Turn to205.

77"7'!t Eo-81

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I

The Pygmies quicklygrasses.Will you:

SKILLFirstVAMPIRE BAT sSecondVAMPIREBAT eThird VAMPIREBAT j

Ifyou win, turn to386.

Drawyourswordandrun nto thegrassafterthem? Tut'I toJn

Continuenorth alont thepath? Turnto-9i

ntum and run off into the

7q

L:liflg,wi h. orlrbacio rhe ree nop epae o

nSnr rne VarhpireBats.you fight them oneat a tlmeas rheyswoop down on you.

STAMINA

55

7

EoTheredoesnot seem o be muchpoint il stayinghereany ongerand you walk over o thesteps nthe arwall. Tum to 293.

ErAhead you hear high-pitchedvoices ranticallycall-ing to eachothe!.The unnelendsat a smallcaveentrance.Suddenlyan alrow fliesout of the cavetowardsyou. Test oltrLuck.Ifyou areLucky, hearrow whistles pastyour head turn to49) f you areUnlucky, t lodgesnyour shouldertumto4)-

62

DoyoupossessPotionof tillness?fyoudo, urnto2r5. fyou donot, um o 13.

t3You reach or your backpackand takeout the bella-

donna. It is poisonous but its effect will stop you

from tulning into a Werewolf yourgelf. Lose 2

srAMrNA points for the effects of the poison- If you

are still alive,turn to r39,

I84-85 87-89

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84As you approach the boulder you are even moresurpnsedto see t suddenly riseup on what appearto be two stumpy stone egs. Then two stonealmswith huge club-shaped istsspring out of its sides.You stare in disbelief as the boulder lumbers

to-wardsyou and raisesoneofits greatstone ists.Yousnap out of your bewilderment and draw yoursword o f i tht the BOULDERBEAST.

BOULDER BEAST sKrLL8 srAMrNA 1

If you wjn, turn to 146.You may Escape fter threeAttack Rounds by running north down the pathinto the valley.Tum to 245.

85

credureand eave hecare oconfinue our oumey

northwatds, turn to 358.

86As you crouch down in the tall gnss you hear thesoundof gallopinghoovesamidstthebarking. Thenyou see he legs of four houndsand one horseracepast you in a cloud of dust. The soundof the huntquicl ly fadc\ nlo the distance nd you \iep out on

to hepathdBain.Wondering bout hepoorold fo\you setoffwesl oncemore, urn to 208,

67The pathleads alonga ridge of the hilland comes o

another unction. You see hat the way south leads

backto the river, soyou decide o headnorth again.

Turn to 90

Climbing the steps you soon reach the secondalcove.You seevagueshapes n the dark and hear

thesound of shufflinB eet. f you wish to enter the

alcove, urn to 212. fyou wish to continueclimbinE,

8E

turn ro 1o7,

.E9

Thecoin ands n thewaterwith aSentlePloP make

the deduction o your EquipmentList). You wish formoreGold Pieces ut nothinghaPpens this s not a

wishing well. You rnay:

Descend he adder to look down

the tunnelRetum to the path to head

east

Return to the path to headwest

Turnto 256

Turnto 281

Tum to 238

/

90-94

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90 Tua sineu! nlcn wilh lory hair antl bed s sptrl| lnn behnd d

kuldcr

90The path runs north down the hill between arge

bouldersand rocks.You haveanuneasy eeling hat

arestill alive, turn to 34E

9aYou oDen he book and are surpised to see hat the

pages rehollowedoLrtn the middle LyinS n Lhe

iav-itys a small ewelon a 5ilver hain Besidet i 'd

parchmentwhich reads:

EYr or AMBIRInsttuctionsoruse

Place he necklacearoundyour neck

and question hoseYou eat

No matterwhat they trYto say,

it's only truth you'11hear.

92-9495-95

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wish to changeyour mind and leturn to the path toheadnorth again, uin to 144.

95You try with all your might to move the stoneslab,but it will not budge. Do you have any Dust

ofLevitatron?lfoudo, turntor7j. I Inot, tumtoJ68.

96As you Iift your arm to shike the dog it growlsfiercelyand leapsat you.

HUNTING DOG sKTLL

Try to run to the water aheadanddivein

StandandfighrDrink a Potionoflnsect Control

Gfyou haveone)

Turn to299Turn to 7

Turn to 1oo

of the two you will fight. Attack your nominatedtargetas in a normal batde.Against the other youwill thlow for your Artack Strength n the normalway, but you will not wound it if your AttackStrength s greater- you must count this as though

you have ust paried its blow. Of course f its AttackStrength s greater, t willhave wounded you ln thenormal way.

First pair: HUNTING DOGHUNTINC DOG

Secondpair: HUNTING DOGMASKED MAN

Ifyou win, tum to 62.

9TAMINA 5

SKILL STAMINA

66

566587

Back ,t le iunction ou?iayeither oeasrturn o01) rkeep oing outh turn o27o).

97-99

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99 You cco drg. nan trh dn* skitt ittingdto abk mth. miLtdk

97The path leads evernorthwards but atlast the treesarebeginning o thin out dnd appedr essmendcingasdaylight sheams hroughbetween hem. On theighFhand side of the path you seean old oakchaircoveredwith

moss.fyou

wishto

sitin the chair torestand eat, turn to 32E. f you would rather presson no*hwards, turn to 1r8.

9EOn your long walk around Darkwood Forest youare attacked by a large group of Wild Hill Men,probably the samegroup who attackedBigleg andhis party two days eairer Test o r Luck.llyouare

Lucky, you manage o run awayfrom themwithoutbeing hit by the rain of afiows which fallsall aboutyou; tum to r. If you areUnlucky, you slip and fallas you run/ pierced by many arrows. You! adven-ture ends here.

99Ahead vou see that the oath ends at the door oI a

largehut made o{ dried mud. lt hasa domed roofanda singlewindow Youpeerthrough thewrndowand seea largeman with dark skin sitting at a tablein the middle of the hut He is bare-chested nd rsflexing the musclesofhis arms. fyou wish to enterthe hut, turn to 2o9- f you would rathei retum tothejunction in thepath, tum to 349.

aoo-aoJ104

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100

wards hesoundofflowingwater.Turn o339.

ao1,You lift the leather bag off the stone chair and walk

decide o headnorth. Turn to to5.

103The

path opensout into a small clearing.To yourright you see a pile of branches, grassan"dpieces of

ra8, the lair of some argecreature.Amongst hedebris ndold bones catteredboutyoucatch ightof somethin8glittering. f you want to look moreclosely,um to57. fyou wish tohurry nofth alongthepath, um to360.

ao4TheBANDIT womansteps orwardwithherswordraised, houting'Deatho the ntruder!'Shes thei!leaderand ou must ightherfirst.

BANDIT SXILL 8 STAMINA 6

lfyou manageo de(eather, oumustnow ight theother our Bandits n pairs.Bothmembers f a pairwill havea sepalate ttackon vou in eachAttackRound,but youmust choosewldch of the wo youwill fight. Attackyour chosen anditasn anormalbattle.Against he otheryou rvill throw foi yourAttackStrength n the normalway, but you willnot wound it if your Attack Strength is greatetyou mustcounf his as houghyotrhave ust fend-ed off his blow. Of course f his Attack Strencth s

8rearcf,way.

he will havewoundedyou in thenormal

Firstpair:

Second air:

BANDIT ABANDITBBANDITABANDITB

sKILL

76

STAMTNA

6

456

75

If you win, turn to 311.

L05-1.o7

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105

-n the distance o the right of the path you see arge:irds circling in the sky As you get closer you:ecognrze hem as mlturcs lf you wish to stepoif the path to see what or whom Lhe vultures.rfe nterested n, turn to

384.f you wish to ignore

:he vulfures and conlinue walking north, fum to

394.

ao6There s a fire-blackened opper kettle n the ashesof the fire which you pickup to nspect.You removethe id and find a gold ring with a largeeme.aldsetin it. It has a value of 15Gold Pieces You arevety

iortunateand may add 2 LUcx points. Happy withvour new treasure ou decide o ignote thewoodenchestand leave he room to continue northwards.Tum ro288.

ao7

Just as you reach the last steps before the nextalcove,a jet of Ilame shoots oui to bar your wav.

Then a huge dark shape steps out from the alcovelvith flame shooting {rom its nostrils- Blacksmokecurlsup into the air. The beast s shapedLkeaman,but has wings and carries a flaming sword in onehand and a whip jn the other, A goldencrown sitson its head. lt facesvou motionless on the stepsaboveyou Suddenly t cracks tsta'hipand raises tsfiery sword The only way out o{ this cavern Les

beforeyou at the top oI the steps To get there,you

108-1Og

will have to fight the FIRE

aao-aaz

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DEMON, masterof the 11(}

I you wish to search hrough the Gremlin's eather

)ackpack, tum to 25j. lf yot! wish to leave the:unnel without any further delay, turn to 31.

laaThe expression on Arragon's face changes rom

confidence o fear. Perhapshe is not all that he

makeshimselfout tobe. Suddenlyhe apologizes or

beingso aggressivebutexplains hatthese ands are

filled with bandits and murderers and he has to

protect himself by pretendin8 to be a wizard of

supremepower. He begs orgiveness nd offersyou

5 Gold Pieces f you will leavehim in peaceand tell

nobody of his disguise.You accePthis offer andleave he cottage.You walk back to the junction in

thepath and head north; turn to 15o.

The path presses n northwards through the dense

hees Then it makesa sudden turn to the riSht and

headseast The path is so over8rown n places hat

you have to useyour sword to cut through it. Youlwalk east is lon8 and tiring. At last you reach ajunction in the path. Looking at Bigle8'smaP you

decide to head north again in the direction of

Stonebridgeandi8nore the narrow path continuing

east Tum to 1o3.

FIREDEMON sKr l t 10

1o8The pain increasesand becomesalmost unbearable.

I fvou want ogowestIfyou want to go eastIfyou want to continuenorth

Turn to 124Turn to 72

Turn to3o9

11.3-11.5

aa)

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The path makes a sudden turn to the right andheadsnorth across he valley floor. To theleftof thepath you seea largepond with a small woodenhutwith a thatched roof by its edge. If you want toinvestigate he hut, tum to 324. f you wish to ignorethe hut and continue north along the path, tum to149.

fhe Treeman umbersslowly towardsyouon latge,

splayed oots. If you possess ire Capsules, urn to35o. f you do not possess hem, draw youi swordand turn to 123.

115

The path sooncomes oajunction. lfyouwish to gowest, tuln to382. f youwish to go east, urnto27Z.

a1.6Eventually you manage o get back to sleePbut are

awake early. In the morning liSht you notice a

gold-studded eather collar round the neck of the

laigest Wolf. It must be worth 15 Gold Pieces.

PutLingthecoliarinyourbackPackyou wonder who

theWolf s owner mightbe. You collect our belong-

ings and head north alongthe path Tum to 314

You unlock the door and step back, drawing your

sword in case he Goblin t es to attack you. Hepicks up a wooden stool and, waving it in the air,

kickr he door openand chdrge5 t you screaminS.You must fight.

COBLIN s(rLL 5 STAMINA 4

Ifyou win, turn to 232.

11E-119

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118 A lirgc btow pi\-likccftaturubursts uta ta hepathandlqtts thlrc.

1lE

The path eventually emergesrom thehees on to avastplain.Beyond ou see isingground eadingolow hills. The waist-highgrassesn €ithersideofthe path sway gendy n the warm bleeze All i6

peacefuland thedangersaheadseemunimportant.You are enjofng your walk when suddenly hesilences bloken by the sound o{ squealing ndgrunting o the ghtof thepath.Youcansee pathbein8made hrough he grass y an unseen eastmoving quickly towardsyou. You draw yourswordin rcadiness.A few yardsaheadof you a largebrown pigJikecreature uists out on to the pathand halts here. t hastwo long tusksprotrudingfrom a shortstubbysnout.Steamises nto the ai!from ts sweating ody. ts smalleyes ook at youbefore t puts its head down to chargeat you. Youmust ieht the WILD BOAR.

WILD BOAR 9KILL 6 STAMTNA5

lf you win, turn to 124.

aagThe ground is quite steepas thepath wends ts wayinto the hills. By the time you reach he top the sunrs quite hot. All around in the distanceyou see hegreen circle of Darkwood Forest. Mist still han8s inthe tall grassbehindyou, butaheadyou seeavalleyfloor bathed in sunlight. A1l s quiet. As you sta lt

down fhe far sideof the hillyou seea unction in thepath. You may either continue north down the hill

I

a2o-7.21

(turn o9o)or headwestalong henewbranchtum

L24-L27

424

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to 215)-

120

You drop a stonedown the hollow tree trun-k o thetunnel below. It must be some five metres to the

bottom. Do you possess Ropeof Climbing? f youdo, turn to 94. If you do not, tum to 38o

Backat the junction you may eithergo east turn to6r)or keep going north (turn to 81).

122

At the bottom of the adder you see hat the tunnelruns quite a distancenorth.You aresurprised o seethat it is lit bv torchesat .egular intervals along tslength Ifyou wish [ocrawlalontthe tunnel, urn torj5- If you wish to climb back up the ladder andreturn to the path, turn to352.

r21

The Treeman ashesout at you with two ofits mainbianchesand you leap nto the attack

TREEMAN sxrLL8

The path endsat anotheriunction. The way southleadsback o the orestsoyoudecide to headnorth.Turn to 18o.

425As you descend into the hole, you notice largeamountsof slime secreted y somehugecreafure. fyou wish to climbback out of the holeand continuewalking northwards up the path, tum to 337. fyouwish to carryon down the hole, tum to 15.

t26Yougentlyprise thelidoffthe box, but asyou do so,

a yellow gasescapes nd envelopsyotrr face. f youpossessNoseFiltels, turn to 155. fnot, tum to 22.

Youclimbonto theCentaur'sbackandhe turnsandwalks nto the ver. Thewater s a dark greencolourand you wonder what kind of creaturesmight belurking in its depths-Soonyou reach he other side

and you pay the Centaut his 3 Gold Pieces-Hethanksyou and waves goodbye,wishing you goodluck. You are now at the foot of somehills and it isbeginning o get dark. You see he path winding itsway north up into the hills. You decide to campunder a great, old oak tree to the right of the pathand settledown to sleepwith your sword by yourside. Turn to 29E

STAMINA 8

You must defeat he Treeman wice, once or eachmarnbranch,b€fore t wil l die I f youwin, tumto27.\ou may Escape uring battlebyrunning back othe unction in the path turn to 234.

a28-aJo

128

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You cut the thrck ropesholdin8 the Barbadan.He

Brunfs,and slts up to rub his wrists and ankles-Helooks at you and sneers He is either deljrious orungrateful, for he pulls out one of the woodenstakes tom the

tround

and turns to attackyou!

BARBARIAN SKILL 9 STAMINA 7

If you win, turn to 222.

a29Your arm is sore rom the effort and the oss of goldto Quin makes you dejected.Lose 2 LUCKpoints.You leave the hut and the smiling Quin. Outside

you walk back to the junction in the path Tum to349

430The path forces ts way through the gnarled treesand thorny bushes. You hear growling above youand look up to seea creaturewhich appears o behalf-cat and half-girl lying on a branch over the

path. It has short black shiny fur like a panther butthere are paws at the end of its armsand legswithsharp claws lts face has human features withslahted eyesand long teeth. t looks as f it is aboutto pounce. If you wish to draw your sword andfight the CATWOMAN, turn to r53 If you wishto run quickly ahead, lose 1 LUCKpoint and tumto 355.

tj o c .o)\. . . \rh t t .1ra. - . r , a\nt r , trtL!hntt.nrtr. . t . , i ,aAtnn(tt ut tht ptth

l fa-r3J

a3aat4-47

Srrengthduring combat.Note this on your EquiP-

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You drag yourselfout of the wateron the far bank ofthe ver, You see hat thepath continuesnorth intothe hills but as tis gettingdark, you decide o makecamp fo! the night under a largesolitary tree o theright of the path. You build a large fire and settle

down to sleepwith your sword by your side. Tumto 325.

L)1

The cleature andrng n front ofyou is a WYVERNIt looks at you and opens ts huge mouth to let outanotherbulning roar. tis about enmetres cnganoits thlck scales ook hard to penetratewtrn your

sword. Do you possess flute. ' [ you do, tu;n to258 If you do not, turn to 167.

433Slipping the ring on to your middle finger you areruddenlygrippedby an dgonizing ain.EventuallvthePainsubqidesut you areunable o tdkeoft therinB. You are wearing a cursed Ring of Slownesswhich

will force you to subtract 2 points Irom allfuture dice rolls when computing your own Attack

I

ment List. lfyou wish to try on theSauntlet, urn to

lZ4. If wish to i8nore the Sauntlet (or have already

tried it on) you must walk notth again along the

path turn to 35o.

434\ uu make wi*h br.rl othinShaPPensose LUck

point. lf you wish to rub somehot mud on to your

ivounds, turn to 2E3. f you wish to set off notth

along he path, tum to lo3.

435

The tunnel conLinues orth until at astyou arriveat

a unction. I{ you wish to crawl west, turn to 284. f

vou wish to crawl east, um to 151

at6

You climb down the roPe o the tunnel below Soon

vour eyesbecomeaccustomed o the dark and you

see hatthe tunnelis only onemetre hi8h Youmust

crawl along on youl hands and knees o explore t.

Turn to 69.

417

Ii you possess Glove of Missile Dexterity, turn to

55 lf you do not,tum to 10.

I

a38-a4o

13E

a4a

path wends its way up into the hills. By dle time you

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As you walk along the path through the waist-high

Srasses ou watch the grass ippling in the windSoon you get the uncomfoftable feeling that thegmss has a will of its own and is moving indepen-dently of the wind. Suddenly a clump of grassstretches out across the path and wraps itselfaround your ankle. Other clumps of grass try tograb your arms and legs. You realize that you aresurroundedby TANGLEWEED. If you have a Po-tion of PlantContiol, turn to 64. fyou do not, turn.o 159.

439

The effects of the belladonna and the bite of the

440

You step arcund the bulbous mass of the GiantSpider and settle down again to a neNous sleep.You awake

early in the morning and set off northalong he path. Thegroundis quitesteepnowasthe

reach the toD the sun is quite hot. All around in the

distance you see he tighi green ckde of Darkwood

Forest. Mist still hangs in the tall grassesbehind you

but ahead you see a valley floor bathed in sunlight.

All is ouiet. As vou start down the far side of the hill,

you se; a unction in the path. You may:

Continue noith down the hill

Go eastalong the new pathTurn to 25

Turn to267

1,/l7,

You ask the Dwa if he comes from Stoneb dge.He glarcs at you and jumps to his feet, grabbinghis axe. He tells you that he hates the dwarfs ofStonebridge and that he is searching Darkwood

Forest for Gillibran's war-hammer to take it back tohis village,Mirewater, in the west. He tells you thathis name is Trumble and that his favourite eagle hasbeen ost while attempting to seizeGillibian's war-hammer. You rcalize that you are talking to anenemy of Stonebrid8e; ose 1 LUc( point. If youwish to attack Trumble, tum to 347, If you wishto tell him that you are unable to help him, bidhim farewell and continue east along the path -tuln to 59.

442-L44

442

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42 Standingroudly in frct1tolyou isa nagnifreflt uhite tlJast,hrlf nan, hot|horse.

As the path proceeds northwards, the grass be-comesshorter and the g.ound starts o riseBently-Ahead you can hear the sound of flowing water.Ytrusuon reach hebanl of a Bentl) lowing iver.There s no bridge but you see hat the path continuesnorth on the other sideof the ver. Standingprcudly in frontofyou ls amagnificentwhite beast,half-man,half-horse,A bow and a quiver ofattowsare slung behind his back. He is a CENTAUR. Willyou:

Try to Startaconversationwithhim? Tumto366

Walkaround

himand wade

ntothe river? Turn to 178

Draw your sword and attackhim? Tuh to 251

443Yoursword(u15lhrough he metre-highungu*aseasily s f i t werebutter.A great louj of sp6re: sreleasedrom the stem making tdifficult to breathe,You start to cough and splutter. Lose 2

srAMrNApoints. If you are still alive, turn to Eo.

444Continuing yourwalk along the valley loor you seethe dark wallof DarkwoodFoiest oomingup beloreyou onceagain.The pathleadsdfectlyinto the hickundergrowth and soon you are walking betweenlall treesand qowded thom bushes. t is dark andquiet. Before ong, the path comes o a junction If

445-147

you wish to head west, tum to 213. f you wish to

148-asa

right. Ifyou want to look through the windowof the

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headeast, um to 382.

L+J

You untie the boat and start to row affoss the verto the far bank. You are about half-way when you

no Lice hat thebottom of the boat s beginningto fillwrth water Leaksappear everywhere The boat isrottenand tdrts o\inL. Yougrabyourpossession,and swim across o the other side. You climb out o{theriverand aredismayedto see hat all the remain-lng Provisions n your backpack (if you have any)have dissolved in the rvater. It is getting dark asnight closesinandyou decide ocamp behind some

rocks o the dght of the path You build a large ireand settledown to sleep with your sword by yourside. Turn to 285

146

take a pieceol stone that was part of the BoulderBeast or later examinatton,note it on your Equip-ment List. You now retum to the path and heidnorth down into the valley. Turn to 245

The path headsnorth into the thickforest. In one ofthe few clea ngs between he treesyou seesmokerising from the chimney of a wooden hut to your

hut, turn to 3E. f you wish to keep walking north,

turn to 22o,

a48The path continues north and you soon reach

another junction If you wish to continue north,turn to 97. fyou wish to go east, urn to 20.

449As you walk across he valleyyou see he darkgreen

wall o{ Darkwood Forest ooming up before you

The path leadsdiectly into thick undergrowth andsoon you are walking between tall dark treesand

thomybushes. lt is dark and quiet. The path forksl{ you wish to walk east, urn to 13o. f you wouldmther continue north, tum fo 3o5.

450

Walking north across he gleen valley you see hedark green wall of Darkwood Forest looming upbefore you. The path leads straight into the thick

underglowth and soon you are walking betweentall dark trees and thorny bushes. It is dark andquiet and the path abruptly endsat a unction. If youwish to walk west, tum to 357. f you wish to headeast, urn to 12.

Thefunnel endsat a caveentrance.A curtainhangsover he entranceand you areunable o seeinside.lfyou wish to throw back the curtain and enter the

452-154

cave, furn to 7I. If you wish to tum round and

15j-1.5E

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452

In its dying throes he blackFireDemon s engulfedbyits ownfire. You step orward and grabits crownas t slumps o theground n a smoulderingheap. tsalcoveair scolddnd danl. Inside here sa magni-ficent throne in front of which cower two CloneWarriors on their hands and knees,bowing to youin worship You have defeated their master. Youmay:

retum to the junction in the ttrnnel, tum to 296.

)'ou do, turn to 83 Otherwise tum to 259

156

hnuewalking northwards uP thePath, turn to 337'

158

the seNant throws a wooden chairat you Tesi o'll

lacl. I f vouareLuck\, lhe chairm sses turn o 47'

lfyou

aie Unlucly,t-he hairhitsyou on thesideof

th; head,knockinByou unconsoous-turn to 353'

Place he crown on yourhead

Siton the throneStep over the Fire Demon andclimb up to the roof

CATWOMAN sxnt 8

The Catwoman gtowls and snarls belore leapingdown from the tree oattackyou. You stepbackandprepare o fight.

Tum to3J3

Tuln to 5

Turn to 249

STAMINA 5

If you win, turn to 2o2.You may Es.apeby runningeastalongthe path-turn to 355.

454You get to your feet and see that the Lantem hasturned a dull black colour. You decide to have nomore to do with it and set off north along the path

(tun to 231).

159-a6o

459Despiteyour struggles he Tangleweedmanages o

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, . " , \

giab your limbs and drag you to the Bround. Yousee he grassbegin o cuil itselfroundyour neckandtighten its grip. You choke and try to cough. Butthenyou realize hat the Tangleweed s not trying to

strangle you it is just trying to make as muchcontactas t can \,vith your exposed lesh so that itcansuckyourblood!With horror, you seehundredso{ liny blood-ringed punctures on your arms andlegs Finally the weed, having drunl enough, re-leases ts gip. Lose srAMrNA points. lf you arestill alive, you rise to your feet and stand shakilyrubbing your wounds. Relievedto be alive, you

start walking nor th agam.Turn to 142

16o

The narrow path continues to cut its way throughthe tangled forest. Strangeanimal cries and noisesecho through the trees.At last the path widens toapproximately a metre across.Soon you ardve at amoss-coveredwooden signpost, on top of whichsits a large ciow The arms of the si8npost read

'North' and 'East'. lust as you are deciding whichway to continue, you hear the words 'Good after-noon.' You look up in the direction of the voice andsee the crow looking down at you inquisitively.'Good afternoon . . .,'you reply slowly, feeling alittle foolish. The crow speals again, asking whichway you are headed. You reply that you arelooking for two goblins, small, sinewy creatures760 You rrri@ ot omoss-nurctl uoad.n s i|,past,

antap

oluhichstBd LatSetau

7.61-a62

with brown, scalyskin 'r Gold Piecewitt buy rnyadvice,'states he crow confidently.Will you:

a63-164

is closing n, so you decideto camp behind some

rocks o the right of the path. You build a large ire

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Pay hecrow or its advice?Ignore hecrowand urn

north?Ignore he crowand carryon

eastwards?

and settledown to sleepwith your sword by your

srde.Turn to 285.

a63

Although jt ls a bright sunny day a tiny grey cloudappears n the sky. lt is very low and aPPearso be

moving towardsyou. As it aPProachesou see hat

it is moving very quickly. Finally it hovers above

you some five metres off the ground. Suddenly a

bolt of lightning shootsout from the cloud, hittingyou on the shoulder.Lose3 STAMINAPoints lf you

are still alive you see he cloud shooto{f to the west

at high speed.You pullyourself togetherandsetoffnorth again, um to 375

a64You climb the astfew stepsand then you are out of

the cavern standing on the ch green grassof the

valley floor. To the east you see the hollow tree

trunk down which you descendedsome hme be-

fore You pass t and return to the path, where you

headnorth again.Tum to 144.

Turn to f43

Turn to 8

Turn to 239

a6aAs your hand descends nto the inky blacknessofthevase t is grippedbyan intensepain.Firstitfeelsas f it is being crushedand then it feelsas f it is onfire. If you wish to pull your hand out of the vase,turn to 185 If you want to {eel around to find

outwhatis inside the vase, urn to 341.

a62There s nothing of use or value in the Fish Man'scave/ so you walk round to the north side wall.Steps ead back through the waterfall and up thenorth wall of the gorge o the top. You areat thefootof somehills and can see he path climbing up intothetumidst in the north. lt is getting dark and night

fi5-a6Z

a65The smallGremlin is agile,beingableto runaround

fi8-a69

168

inside ihe cage a small, sinewy creafure with

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you while you have difficulty in moving about onyour hands and knees.You back up againsta wall

brown, scalyskin is umping uP and down - he s a

GOBLIN. Round his neckhangsa black shiny rod

on a leather cord. If I'ou want to unlock the cage

door, turn to 117. If you want to leave the cave

and continuenorthwatds, turn io 358.

and drqw youi sword.

GREMLIN sKrLL5 sTAMINA 3

During eachAttackRoundyou must reauce ourAttack Strengthby 3 because f your crampedfightingposition.fyou win, turn to242.

The friar smilesand says'Blessyou.'He bo 's andsetsoff south along the path, whrstling as he goes.Add 2 Luc( points and head north (tun to 39o)

a67The W)'vem's ongtail swishes tom side o srdeandsmoke curls up ftom its nostrils. You draw yoursword and prepare o fight this {earsomemonster

WYVERN SKILL 1O

a69

turn to358.

a66

I iyou win, urn oJo5.

STAMTNA 11

I470

You walk into a well-furnishedroom adomed with

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17o Sittiflgatadcskisanold a! wutingp tple cbesdtja

Iine objectsand woollen rugs. Sitting at a desk bythe far wall ol lhe room is an old man wearin8purple robes and a conical hat. He rises from hischairand says, I am Arragonandyou arean nsig-

mficantmortal. You have the neNe to walk into myhousehold uninvited, no doubt to rob me of mywealth and treasure.You are wrong/ stranger, or Iivi l l rel ie\eyoLr f yourwealth.Ur essyouBiveme10Cold Piecesand two objects rom your backpackto add to my exquisitecollection, will turn you tostone.' Are you wear in8 the Eye of Amber? If youare, tum to 223. fnot, turn to345.

a7aThe path comes o another unction. Theway southleadsback to the valleyso you decide o stay n theforestand headnorth. Turn to 19o.

472

A ladder runs down the inside of the well to the

waterbelow. However, thereappears obea tunneljustabove he surfaceofthe water, runningnorth.Itis circtrlar and has a diameter of one mehe. Youmay:

Tossa Gold Piecemto the wellto make a wish Turn o E9

Descend he adder to look downthe tunnel Tum to 255

Retum to thepath to head east Turn to 281

an-474

a7iYou tale from your bachpack he glassphidl con-

a75-477

475

The ron lock on the chestisold and rustedand will

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taining he sparkiingduit and spinkte it on theslone lab. Slowly he ,tone slab;tarrs o n\e Intotheair. Youpeerinto theboxand alehorrifiedto see

you see ts eves licl open. You are n a crypt madeloL bysomeunknot^ fol lowerot arkness. lowlythe creaturerises out of its coIfin and moves to-wards you with outstretchedarms.Do you possessanyHolyWater? If you do, tum to58, f not, tuIn to

474As you draw your sword from the carcassof the

not open. If you wish to try to lift the chestand

smash t on the floor, furn to 372 If you would

rather eave t and rummaBe hrough the firePlace

instead, um to 106

a76You bend down over the lifelessbody oI the mad

Goblin and examine he rod around its neck The

rod is made of ebony and there s a screw hread at

one end. You are excited o see he letter G neatly

inscribed at the other end of what must be the

handle of the dwarfish war-hammer.You put yourfind in yourbackpackand eave he cave o continueyour questnorthwards- Turn to J58.

477

Outside in the bright light you notice the dead

quietnessagain. A narrow Path leadsnorthwards

from the tall grass surrounding Yaztromo's ower

into the denseundergrowth of DarkwoodFolest ln

a few sddes you are surroundedby the dark and

tangled forest; stones arrd knotted roots seem io

Ia7a 1.79-r9o

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Leechback nto the dver and look arcund you. Youare now at the foot of somehills and it is beginningto Bet dark. You see lhat the path winds its waynorth upinto thehills andyoudecide to campundeia huge, old oak tree to the right of the path. Lateryou settledown to sleep with your sword by yourside. Turn to 29E.

479You place the helrnet on your head. A surge ofpowerstarts to run through your body, making you

feel strong and unafraid. The helmet has magicalpropertiesand will allow you to add 1 point to all

future dice rolls when computing youi own Attack

Strcngth during combatso ongas you wear t. Notethis on your Equipment List. You start walkng

north again.pleasedwith your new armour. Turn to

18oWalking quickly along the path through waisFhighgrass,you arive at another,unction in the path. Ifyou want to continuewallqng north, tum to 1o5. fyou wish to go west, turn to 35a.

TogowestToBoeast Tum to 289Tum to 160

a7a

somethings touching our egs,maybeweeds, uti l is dif f icult to tel l . Eventudlly ou reach he farbank and haul yourself out of-the fiver. you lookdown at your legs and arehorilied to seea bloatedbldLl L€e(h.some i\ inches ong,cl inging o yourthi8h. You redch nto your backpacland takesaltfrom your Provisions to rub on to the hideousLeech.It curls up and falls off your leg. Loseone

porhon of your Provisions.You kick the shrivelled

d1-183

181Youwalk along the step8 hrough thewaterfall nto

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a large cavern where thele is a pool of srill water.Thesteps un round the sideof the pool andthereisastone table and chair on the far side. You go to thetableand see 6sh scraps ymg on it. Suddenlyyou

hear a noise of splashing behind you. A strangecreafureclimbs out oI the pool and advances o-rvardsyou armed with a trident. His legs arc like aman's, but his faceand torso esemble argegreenfish with bulbous eyes. His arms are ike yours butare covered with large 6cales.He is a FISH MANandvou must fieht him.

FISHMAN sxtLL 7 srAMrNA 6

Ifyou win' turn to r52.

aE2You take hold of the sword and place your footagainst he rock. Roll two dice. fthe number rolledrsequal o orless fhan your current sKrLLscore, hesword slowly slidesout ofthe rock(tum to 70). f thenumber rolled is greater than your cunent sKrLLscore, the sword will not move. You tire and areforced to give up and continue north down thegorge; urn to 334.

183You slowly inhale the poisonous air around you,but all is well and you can breathe freely. After awhile the Bascloud fades away. Ho\,,rever, here

doesnot seem o bemuch sensen sta]'lnghere any41 A sttung dedturu Lithbsutalthepoat

184-186

longer and you walk over fowall. Turn to 293.

182-188

teethsinking into your thigh. You reachdown intothewater and feel the long thin body of a BLOOD

the steps on the far

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EELextending rom yourleg, You draw your swordand start to stabat the water.

18G

If you win, turn to 131.

a87

hands. He might be one of the Cobhns vou arelooking for. Will you:

BLOODEEL SXILL 5

Draw your sword and attacktheGoblin?

Try to starta conversationwith the Goblin?

lgnore him and conhnuewalking north?

STAMINA 4

Turn to 285

Turn to 2o3

Tuln to 6

a89-a92

189Thegreen-toppedungiarebeingwatered y h^o of

a91-a94

a9tA small green-skinnedGREMLIN steps off the

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lhe humdnoids.U yolr wdnt to eat someof thefungus, tum to 269. fyou wish to leave he cavemby thesteps n the farwall, um to 29J.

490

bushesoff the path, turn to 318.

aga

492

You draw your sword but the Gnome sits with his

tul.rl to 46.

ladder o enterthetunnel.Hestandsnomorehanametrehigh and s surprisedo see ou crouchednthe tunnel. He draws adag8er rom a pocket n hisjerkin.You must ighthim.

GREMLIN SKILL 4 STAMINA 4

During each Attack Round you must reduceyour

Attack Strength by 3 because of your cramPedfighting position. If you win, turn to 11o.

L94The man smiles and takes off his mask, explaining

that he wore it to protect him against he dust andnot to hide the face of a robber. You sheatheyour

sword and relaxa ittle. The man tellsyou thathe s a

hunter and that the best game n all the northern

borderlandscanbe found on this glassyplain with-rn Darkwood Forest.He says hat his hounds were

chasing a Wild Boar when they lost its scent andpicked up that of the fox mistakenly.He warns you

of some of the danserousbeasts hat lurk in theseparts and finally siys, 'And if you are going to

spend henight in Darkwood, you mi8htneed someof this.'He drops somebelladonna nto your handand umps back onhis stallion.Then with a suddenblow of his horn, the dogs un offeast.He turns andwaves to you before galloping off in pursuit of hisdogs. You put the belladonna nto your backpackand set offwest asain. Turn to 2o8.

ags-a96

t95

You reach the top of the vine and scrambleon to aNooden leaves ar-Id

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platform. A Sheetmade fromierns covers the entrance o a small covered iving

area. As you approach, the sheet s thrown back,

and from behind it steps a larSeand hairy aPelike

creaturewearing only an animal-hide oin cloth Heis holding a largebone in his right hand and gruntsatyou. He s an APE MAN. You may:

Draw your sword and attackhim

Jump off theplatform to theground five metresbelow

19b

You step into the dark cavem with your sword

drawn. The air is cold and moist, You hear a loud

snodng and asyour eyesadlust to the darkness ou

see the large bulk of a CAVE TROLL asleep n a

laree stone chair. His skin is brown and wrinkled,

ana he is wearine animal hides. A wooden club ies

acrosshis lap ana a large eatherba8 hangs on the

back of the stonechair. WillyourCreep up and take he eather

bagwhile the CaveTroll

sleeps?Take out the Net of Entangle-

ment (i f you have t)fromyour backpack?

Walkback to thejunction and

headnorth?

19j The credlurc Ls ol.tntgn krlt borc h hk haid owl gnl sol

vo!

Turn to 352

Tum to 156

Tum to 326

Turn to j9

Turn to 25

I aqrtgg

a97Ifyou possessPotionofAnti-Poison, urn ro24.

200'2o2

200

You take the small silver key from ouf of yourff

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not, urn to51. backpack and place it into the keyhole lt fits Per-iectlt and you give it a turn. The ock clicksand the

stone door swings open. Stone stairs ead down

from the doorinto gloomydePths.Youcannotseea

thing down the stairs. f you wish to descend hestairi, turn to 35r. If you wish to leave he building,

return to the path and headnoith, turn to 112.

207.

Ifyou havenotdonesoaheady, oumay rytooPen

the woodenchest tum to 3E9.Atternatrvelyoumay eavehealcove oclimb ultheruP thestePs

turn to 88.

2o2

The ears of the Catwoman are Piercedby rwo gold

studs. They are worth 5 Gold Pieceseachand you

put them into yourbackPack.You set o{f eastalong

the twisting path - turn to 355.

196Thegroundis quite steepas thepath wends ts wayinto the hills. By the time you reach he top the sunis quite hot. All around in the distanceyou see he

dark green circle of Darkwood Forest. Mist stillhangs n the tall trassesbehind you but aiead youseea valley floor bathed n sunlight All is quiet. Asyou start down the far side of the hill you see ajunction in the path. You may either continuenorthdown the hill (turn to 278)or head east along thenew bmnch (turn to 87).

499To the left of the path you notice a large mud poolbubbling oudly. Steam ises tom the thickbubblesbreaking he surfaceof the mud You may:

Tfuow a Gold Precen themud and makea wish

Rub somehotmud on to yourwounds

Continue north along the path

Turn to 134

Turn to 283

Turn to 3o3

As you start to speak201

the

2o1-2o4

Goblin looks up and

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smiles.Then he starts o metamorPhose eforeyour

eyes. He becomes aller and turns green. A large

sDinv tail extends rom his back, his arms thicken

andhis hands grow sharp claws. His {acedistorts

and becomes eptilian with red eyes,a wide mouthand dozensof tazor-sharp eeth.He is not a Goblin

buta SHAPE CHANGER, andyou must figh him

SHAPE CHANGER sKrLL10

If you win, tum to 323.

STAMINA 1O

204

The path leadsthrough the field toa

stonebddge

over a clearstream.Beyond he bridgeare he small

cottages nd wooden huts ofa village.A sign on the

bddge reads 'Stoneb dge' You cross the bridge

and lee rwo old dwarfs with long white tteards

standing by a cottage looking at you. Do you

have the hammer head and handle with the letter

G inscribed in them? If you do, tum to 4oo. I{

you possessneither or only one of these items,

turn to 381.

2o4 Bettond thc btitlge dre the snqll cottagesdflti uooden hrts of a

2O5-2O8 2O9-21,7.

209

As you enter the hut the big man smiles.He lookspleased to see you and starts to speak in a deeP

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206

109.

2o8

voice- Welcome shanger. My name s Quin and Iearn my living by my arms. Would you care for alittle wager perhapsat arm wrestlint?' If you wish to

accept the challenge,tum to t8, If you wish todecline his offer, you politely lefuse and return to

thejunction in the path turn to349.

2aoThe men curse and jump uP and down in anger at

having missed you. They start to argue and push

each other around They seem to forget all about

you. If you want to attack the WILD HILL MEN,

tum to 43. If you want to walk iast them along the

path while they are still ar8uin8, urn to 1E8.

2aa

You take the small bottle labelled Potion of Anti'

Poison from your backpack and gulp down the

contents.The pain in your stomachgraduallyfades

away and you relax. There doesnot aPpear o be

much sense n stayinghereanyJonger nd you walk

over to the stepson the far wall, Tum to 293.

242-214

242

Inside the alcoveyou see four more of the smallhumanoids. But these wear leather armour and

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21,2 au yefo r snall h nanotls'oeanng thu arnaur and

cnrryl"g otlg pearc

carry ong spears.They move to attackyou and youare forced to fight the CLONE WARRIORS. Theycomeat you one at a hme:

SKILL STAMINA

FirstCLONE WARRIORSecondCLONE WARRIORThird CLONE WARRIORFourthCLONEWARRIOR

546

5

56

56

If you win, tum to 321. You may Es.apcby rulrdng

outofthe alcoveand up the steps.Turn to 1o7.

The path twists and turns between the trees and

bushes, and then comes o another unction. You

realize that the way south leads back to the valley

and so you decide o gnore t and headnorth tum

lo jo6.

244

You reach nto yourbackpack and uncork the smallbottle containing the healing potion. The Pain in

your leg is agonizingbut rapidly dies down as the

potion takes effect. Soon your leg is fully mended

and you areable o standon your feet.Youreyes are

now accustomed o the dark and you see hat the

tunnel is only one metre high and you must crawl

along on your handsand knees o exploreit Turn to

69.

dr-n7218

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218Youcurseas you wonder who setthis infernal trap-AJter ten minutes you hear footstepsand begin topanic,making frantic swaying movements n theairtying to freeyourfoot from the noose. 'hen a small

boy dressed n green eather shotts and green shirtappears.He is chewing on what Jooksike a chickenbone. He walks undemeath you, looks up andsmiles, saying, Ha, ha, somebody'scaught n theOgre's tlee trap.' You ask him politely to passyouyour sword.

'That will cost you 5 Gold Pieces or perhapsyouhave a nice magical item for mez he says, eyes

widening.You are in no position to argueand must give theboy the gold or one of your magical tems (i{ youhdveany). Make he necessaryeduction n yourAdoeatureSheet.The small boy then passesyouyour sword and nrns away down the path. You cutthe rope holding your foot and fall heavily to the

Bround.You get o you! feetandbrushthe dirtfrom

your clothes.To continuenorthwards, tum to 224.

249-222 223

bursting and you are forced to inhale. ReduceyoursrAMrNA scoreby the amount of one die ro1l. fyouare still alive you see he cloud drift away at ast and

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220

There s no escaping he poisonousgascloud whichhaspnveloped ou. Your lungs eelds if lhey are

you arc able to breathe reely again.There doesnotseem o be much point in staying here any longerand you walk over to the steps on the far wall (turn

to 29t.

223The jewel halging round your neck starts to glow.

Perhaps Arra8on is not all that he sayshe is. Youdraw your sword and challengehim- The expres-

sion on Arragon's facechanges rom confidence ofear. He then apologizes or being soaggressive ut

exDlains hat these andsare illed with bandits and

murderersand he has o protecthimself by pretend-

ing to be a wizald of supreme power. He begsforgivenessand offers you 5 Gold Piecesfyou will

leave him in peaceand tell nobody of his disguise.

You accepthisoffer and leavehis cottage.You walk

back to the iunction in the passage and head north(turn to 15o)-

224-226

224

One of the Death Hawks has a silverband aroundoneofits legs.It hasan nsc ption on t which reads

227-229

The creafureabout to attackyou with its claws s a

GHOUL.

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'Death awaits you' You decide to leave he silverband and head quickly west (tum to 332).

You curse and pull youNelf out of the water on tothe entranceof the tunnel. You aresurprised o seethat it is lit by torchesat regular nteryalsalong tslength- fyou wish to crawl alongthe unnel, turn to135. If you wish to climb back up the ladder andreturn to the path, furn to 362.

225

To the rightof thepathyou hearvoicesarguing n astrange anguagecoming through the trees. f youwish to step off the path toinvestigate, urn to29. Ifyou would rather ignore the voicesand press onnodh along the path, turn to 254.

GHOUL s(rLL g STAMINA 7

It has the ability to paralyse you if i[ scores our

separatewounds on you durin8 this battle. If youdefeat the Ghoul, turn to i12. lf it kills you or

Palalyses ou/ turn to 2.

228

The pit is circular, with smooth sides, and you are

weak frorn your fall. You reach nto your backPackand pull out the brown leatherboots.They arevery

lighton

your feet. You crouch down and in one

mighty leapyou are out of the pit. You dustyourself

off and continueyour walk north down the gorge

Turn to 255

229

As you touch the wooden box, the lid fltes up

without your having to lift it. From out of the box

leaps a tiny Breen-skinnedcreature with a large

head. He has a long noseand pointed earcand hisclothes are made of sackin8. You are taken by

surpdseand the GREMLIN tries to stabyou with

his dagger. Testyour Luck. f you are Lucky, you

manage o dodge he thrustingblade turn to 165). f

you are Unlucky, the blade sinls into your thigh

(tum to 45).

23o-Ztt

210

Slowly you peer into the cave and see the hugeshapeof an OGRE walking slowly over to a wicker

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cagewith a bowl of water in his gleat hand. He isdressedn animal urs andcarriesa stoneclubin hisbelt There appears o be a smallcreature umping

around nside the ca8e.You mayjPickup a rock and throw it

at the OgreRush n and attack he Ogre

with your swordLeave the caveand continue

up the path

2a

Thepath twists and turniand then makesa suddensharp turn to the west. Following the new coulsevou are aware of squawking n the treesall aroundvou. You hear the flapping of wings and look up tosee hree arge birds swooping down on you. Theirbeak and talons ook razor-sharp.You only haveasecond n which to draw your sword to defend

vourselfatainst the DEATH HAWKS

Turn o 137

Turn to29o

Turn o358

FirstDEATH HAWKSecond EATH HAWKThirdDEATH HAWK

SKILL STAMINA

4443

Fight themoneatatime and ifyou win, turn to 224,You may escapeby running west along the path

Turn to 332.

21o An Oye u,alks lout.! aut ta a uicke/Ggcktirh ntlaut ol u|ter

n1xlsSreat End.

212-235

You bend down over the lifelessbody of the madGoblin and examine the rod around its neck. The

46-49

236

The path ends outside a stone cottage with a

thatched roof. A Plaque above the wooden door

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rod is madeof ebony and therc is a screw hread atone end. You are excited o see he letter G neath-inscribeddt the other end of what must be Lhi

handle of the dwadish war-hammer.you put yourfind in your backpack.Add r rucr point. lf youwish to search hrough the contents of the cive,turn to 263. If you want to leave the cave andcontinuenorthwards, turn to 358.

-t tTo the right of the path you see a stone well with abucket and tuming handle. If you

wish to take aclose! look at the well, tutn to 12. If you wouldEther continue your walk west, furn to 238.

reads Arragon the Arch-Mage'. f you wish to enter

the cottage, urn to a7o. f you would rather retum

to the junction in the path and head north, tum to

150.

You land heavily on the ground, and you hear an

ugly snapping sound.Pain shoots hrough yourleg

and you realize tis broken. Lose2 LucK Pomts.Do

vou possess Pohon of Healing? f you do, turn to

214. {you do not, furn to 3o4.

214You arive backat the unction in the path.Ignoringthe way south you head west. Turn to 382.

rurn to 149

238

Walking west alongthe valley floor, you pass a

junction in the path, which leads south and back

into the hills You decide o keep on walking west

Turn to 221,

239The path continues o cut ts way through the dense

undergrowth and you feel a little claustroPhobic

with the treesoverhangingyou on eitherside After

a while the path tums sharyly to the leFtat a tree

24o-242

bearingstrange tuit. I{you wish to stop o eatsomeof the ftuit, tum to 37. { you wish to proceednorthwithout stopping to eat, turn to 226

243-245

.our backpackwill have obe discardedThereisno

-itherexit from the caveand you have to crawl back

lown the tunnel to the unctjon (turn to 121).

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240

You gently p se the lid off the box, but asyou doso, a yellou' gas escapes nd envelops your face.ll you possessNoseFilters, um to 338. fnot, tum

to 169.244

As you wend vour way through the trees n thedirectionof the growlng, you suddenlycone laceto face with a huge, brown BEAR. A small dartprotrudesfrom its chestand it looksmad with painand rage. You draw your sword and prepare tofight.

tsEAR sx[L Z srAMrNA

If you win, turn to 219.

242

Rummaging through some bedding in a chest oIdrawers you Iind an ingot of gold. It is worth 28Gold Pieces.However it is very hea\y and iI you

wish to take it with you, some other object from

\ ou tell h1m that you are sorry, but you have not

seenhis brass bell The poor old friar frowns and:henasksyou if you would like to Sivehjm 1 Cold

Pieceor a good cause. fyou do, turn to 166. { you

lo not wish to make lhe donation,turn to 33

2+4The effects oI the fever finally \a'earoff and you

gratefully {all asleePaBain- In the morning you

.ollectyour belongingsand head north along the

path o the hills. Turn to 198.

iloor j'ou lind '!hat he Pathrdving on the ralle]'

5PLlrS.

To continuenothTo go r\.esi

To go east

Turn to 163Turn to 233

Turn to 393

/

I 246-249

246

25O-252

the ungi ield.Youshake.youread n disbeliefandrun up the last few stepsto the hole in the cavemroof.Tum to 16{.

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trees into a ploughed field You are out of Dark-

wood Forest!TuIn to 2o4.

247The loathsome Pterodactyl lies in a crumpled heapwhere i t crashed to the floor after the fa al blow from

444.

248

dimb further up the steps tuln to 88).

249You look back nto the strangecavern and see hehunanoid clone workets con in uing their labours in

250

The vase drops to the ground but does not break

althoughcracksappearallover t, Yoube8in o feelavibration and then you nohce clacks appearingall

over the porch and the sidesof the hut. The vibra-

hons become stronger- your whole body starts [o

tremble and your head feels as iI it is about to

explode. Lose 2 s'rAMrNApoints. lf you are still

alive, furn to E2.

254As you draw your sword the Centaur eachesJor isbow and arrows. Before1'oucan reach him he letsfly an arow straight at you. Roll two dice. If thenurnber rolled is less than or equal to your S(ILL

score,you manage o dodge the arrow; turn to 63

If the number rolled is greater than your sxrr-t,score, you are unable to dodge the arrow whichlodges tself into your shoulder. Lose

4srnurNl

points- If you are still alive, you pull the arrow,painfulty, out of your shoulder; urn to 260.

-t -You arive ata four-wayunction n thepath.Southleadsback othe orest oyoudiscount hatoptionIfyou wish o headnofth, turn o3o9.f you wish ocontinue east, urn to 22.

251-256

Clambering over the gnarled roots of the old beesyou head in the direction of the crjes. After a few

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25t A Dtutttfts.ld i ktngda*:olv; has Usoot a ght rr d tust.dnLlrir shnru

tE'

minutes you seea man dressed n long dark lobeswithhis foot caught n a rustedrabbit snare.His laceis maskedby therobesand only his dark browneyes

are visible. f you want to help the man free his footfrom the snare, tum to 344. If you decide atainsthelping him, return to the path and head northturn to 187.

254Further along the narrow path you hear a deepgrowl to your left in the trees, f you want to see

what creature s growling, tum to 241. fyou preferto ignore the creafureand continue north alont thepath, tum to3oo.

-) tContinuingdown thegorge ousee hehandleofasword sticking out frcm a lar8erock by the side ofthe path. f you wish lo try to pull the sword reefrorn he rock, turn to r82. f you wish to continuewalkingdown he gorge, urn o 334.

256

Climbing down the ladder you do not notice that a

rung is missing.You slip and loseyour footingTesfyoutuck.Ilyolu reLucky,youmanageo han8on to the adderwith yourhands; urn to12. lfyouare Unlucky,you fall off the ladderandplunge o

the waterbelow; um to 29j.

257-259

-J /Inside the backpack you find some elven breadwhich will rcstore 4 srAMrNA poinls if you eat it.

260-261

the €vercontinueso SriPyour bodyandyou are

hoirified to see hickbrowl hair appearing n the

back of vour hands.Shockcauses ou to lose2

additionil sreurue Points. f you are still alive,

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Add 1 LUc( point and tum to jr.

25E

You reach nto your backpackand pull out lhe tinybrass flute. You have a slrange feeling that you mustplayitnow, before he enragedW).vem.As you do,a softand gentlesoundplaygoutfrom the lute anda q..ri,zzicalook appearson the Wrr'ern's face. tsmouth closesand its eyelidsstart to drcop. You areplaying a magical Flute o( Dragonsleepand theWyvem is powerless to resist its soothing song

Slowly the Wyvern slumps to the ground and issoon ast asleep.Turn to 3o5.

259feel a burning sensation nside your body assink into a raghg fever You may be about

change into a Werewolf yourself! Lose 39TAMTNA oints and Testyour Luck l you are sl.lIalive. If the number rolled is equal to or less thanyour LUCK core, he fever dies down - tuln to 244.lf the number rolled is grea er than your L u cK score,

turn to19.

2fu

You sheatheyour sword and decide o wade acloss

the river. Tum to 178

26aYou follow the huffing and puffing old man in his

latteredrobesLlp he spiralstaircaseo a arte room

at the top of lhe tower- Shelves.cuPboardsand

cabinets ine the walls, al l filled with bottles, ars,

weaDOnS, fnou! and all manner of strangearte-

facts',Yaztomo shufflesPast heSeneral luttel and

slumps down in an old oak chair. He reachesnto

Yoouyou

I his top pocketand pulls oul a fragi.le airof gold-rimmedspectacles,lacin8 heseon his nose,hepick6up a piece fslateandthalk froma tablenextto his chairand begins o write ftantically. He thenhandsyou the slate.

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ITBM

Potionof Healing

Potionof PlantControlPotionof Stillness .PotionoflnsectConholPotionofAnti-PoisonHoly Water,- - --Ringof LightBoots fLeapingRopeofclimbing,

Net ofEntanglementArmband ofShengthClove of Missile DextentyRod of Water-findingGarlicBudsHeadbandof Conce.ntrationFireCapsulesNose Filters

- - 3 Gold Piecesj Cold Pieces

He tells you that all the instructions or use arewritten clea y on the labels ttachedo the tems,together ith theirsuggestedse.Hesighsandellsyou that unfortunatelyhe magic n the temsonlyworksonce, ut theyare hebestyou anbuyfor hemoneY.

lf you decide to buy any oI the items, pay for them

by reducing the amount of Cold on your Adtefllrrc

Siperand add the ilems to the relevantsectionson

it. Yaztromo then asksyou the reason or the Pur-chaseof the items, and you tell him your story and

king is unableto arousehis PeoPle,desPite he fact

thai the hill trolls threaten heirvillage.Rudourhas

it that an enviousking of anothervillage of dwarfs

sent an eagleto Stonebridge o steal the hammer'

which it mana8ed o do. But as it f lew bdckover

Darkwood, it was attackedby deathhawks and the

hammer dropped into the forest and was lost.Apparently, iv,ro orestgoblins found the hammer

bui could-not decide ho was to leeP it. They

wrestled for hours but gave uP Then they dis-

covered hat the handle unscrewed tom the head,

cosT

3 Gold Pieces

, --2 Gold Pieces3 Gold Pieces2 Cold Pieces2 Gold Pieces

I Gold Pieces

I Gold Pieces2 Cold Pieces

3Gold Pieces

3 Gold Piecc!3 Gold Piecesz Gold Piecesz Gold Piecesz Gold Pieces

3 Gold Pieces

262-263

doubled. I can tell you that the head is made ofbronzeand the handle is made of polishedebony.Bothhead andhandle have he letterG nsc bedonthem.Your taskis not easy.Good uck '

264

that is immediately visible, but on a stone shelf

above he bed, asmall silverbox catches our eye.lf

you want to open the sjlverbox, tum to 125. f you

would rather leave the caveand go north up the

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You thank Yaztromo and leave the room by thespiral staircase. urn to 177.

262

Youlookatthebottle in yourhand and then quicilygulp down its contents You wait severalseconds

Ior somereaction,but nothing happens.However,when you come o pick up your sword, which youhad put down to examine he backpack,a surgeofconfidence uns through your body. The iquid is aPotionof WeaponSkill which will allow you toadd rpoint to future dice ollswhen computingyout ownAttack Strengthduring combat. ts ef{ectwill lastforyour next two combatencounte$. Taking the gold,you scrambleup out of the earthen cavem to thepath aboveand continue your journeynorthwatds.Turn to 332.

263There s not much ofinterest o be ound in the caveA straw bed, stone ars, a table and a chair are all

path without the silverbox, turn to 358

264The smallhumanoid is a cloneand has no will ofits

own. It puts up no defence.Your sword cleavests

head from its shoulders and it slumPs to the

ground. The others take no notice of you You

wonder who is conholling them all. Suddenlyyou

notice hat the clonedhumanoid thatyou beheaded

is djssolvin8 nto a pool of purPle iquid and a new

fungus5prouLs ut of Lhe oil.A. lhe fungus ises,the purple pool drains nto theground. The fungus

has a purple top which moves round to faceyou

rou may:

Stay o watch the purple-topped ungus Twrr to 367

Head to\ rards he green-toPPed

fungus Tum to 1E9

Headtowards the red-toppedfungus Tum to 282

255-266

265The thumping and crashing gets ouder and sud-denly you seea huge leg appear n front of you.Looking up you see hat the leg belongs o a man

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265 TheCnn dwah to bc.uo hutry audrs -7bh[R t u nuShhcunturttarth ns l it ar@i t thct..

some five metres tall. He is wearing brown canvasclothing and fur boots.He appears o be n a hurry

and s crashin8throughtheundergrowthasthoughit isn't there. He is a FOREST GIANT. On seeinerou his eyeswiden and he raiseshis great woodeiclub.You must fieht him.

FORESIIGIANT sKrLL

I{ you win, tum to ,55.

STAMINA 9

266

Quin explains that he will wa8er some Dust ofl,evitationagainstan tem or coins o the value of 1oGold Preces. ou sitdownatthe tableoppositehrm.You put vour elbow on to the tableand lock handswith him. His grip is like an iron vice and his darkslantedeyes ookconfident.His bicepsbulgeand he

Bives he signal for the contest to begrn. Roll twodice. lf the number rolled is less than or equal to

your gKrLLscore,you manage with gleat effort topush his arm down siightly He is strong arrd willnot give n easily.Youmust roll successfully gainstyour sKrLLscore wo more timesbeforeyou areableto push his arm down on to the table op If you aresuccessful, um to 354. If any of the tfuee rollsexceecls our SKILLscore/your ann SNesway to

Quin's strength and collapees n to the table op -

tum to 129.

/

267-269

rt,,The path leads o a argeca;e entranceanddoesnotappear o go any furthereast. f you want to enterrnecave, urn to t96. f you would rather eturn o

27o-272

270The funnel ends at a caveentrance.On entedng hecave you see that the roof is no higher than thetunnel and you arc unable o stand up. The cave s

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the lunchon and go north, fum to 25.

268

the lair of an intelligent creatur€, for it containssmallpiecesof fumiture. Thereisawoodenboxiust

over a metre n lengthat the backof the cave. fyouwish to lift the id ofthebox, turn to 229 Ifyouwishto furn round and retuan to the junction in thefunnel, tum to 121.

\

You approach the Gnome with your arm extendedofferingtoshakehishand,nofferwhichheacceptswith a doubtful look onhis face.You then ell him ofyour quest,how you met poor Biglegand why you

decided to help the dwarfs oI Stonebridge.Youaskhim if he has anvinformation which migh helpyou. He replies that he does not care much fordwarfs but he does have some nformation whichmight be of use to you. However, that inJomationwill cost you either 5 Gold Piecesor an item oftreasure rom your backpack. f youwish to pay the

greedyGnome for his information, tuin to 297. fyou cannotafford to, or do not wish to payhim, yout€ll hlm whatyou think oI him and setoff $.es alongthe path turn to 67.

That is the last time you aregoinS o do anybody afavour for some time! Retuming to the path you

headnorth again.Turn to 394.

I273-275

273You take the medallion from the neck of the fallenCremlin. lt is madeof gold and is worth 9 ColdPieces. here s nothingelseof useor value n the

275

276

As you stepback o attack he masked ide!, thelargest f the four dogs eapsat you andyou areforced o fight t first.

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cave.There s no other exit from the caveand youmust crawl back down the funnel to the unction -tum to 295.

274You notice a knotted vine hanging down to theground tiom a hee on your left. You look up and seea roughly made tree house amid the branches. fyouwantto climbup the vine othetreehouse, tumto 195. f you wish to continuewalking notth, tum

ro1o9.

275You put your hand slowly into the dark hole. It

srAMrNApoinf. You see hat you havenof found ametalbowl after all. It isa bronzehelmetand t looksabout you. size. Will you:

Tryon thehelmet?Discardt andcontinue

north?

Tum to 179

Turn to 115

HUNTING DOG sxrl-l- 7 STAMINA 6

S(TLL

Firstpair: HUNTINC DOG 6HUNTINGDOG 5

Second air: HUNTINC DOG 6

MASKEDMAN 8Ifyou win, turn to 62.

If you defeat he Hunting Dog, you must now fiShttheother threedo8s and theirmaster n Pairs.Both

membersofa pairwillhave a geparate ttackonyou

in eachAttack Round, but you must choosewhichof the two you will fight. Attack\your nominatedtargetas in a normal battle. Against the other you

you in the nomal way.

STAMINA

66

5

7

The path continueseast or somedistanceand then

tuins sharply north, narrowing slightly. The trees

seem o crowd in on the Patheven mole than usual

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227 S"dtlcnl!,a brdnch'ohips t andknacksltotro ht grcutd

anda tingling down your spine ellsyou something

is not ght. Suddenlya branch tom one of the trees

to your right whips out and knocks you to theground.Lose1 srAMrNAPoint. You stagger o youi

feet to see hat the ttee has moved on to t\e path,

blocking your way. The tree is old, with thick,

crackedbark. You canJustmake outits hidden eyes

and mouth in the middle ofits trunk and realizeyou

havebeen attackedby a TREEMAN. You may:

Escdpey runningback to the

Turn to 234Turn to 114

278

The path runs through a narow Sorgebetween \ao

hills. You feel vulnerable and draw your sworcl,

expectingto be ambushedat anymoment. Unfortu-

nately, because ou areconcentratingon watching

the sidesof the Borge,you do not seea smallpatchofleavesandbrancheson thePathahead.Youl foot

goes ght through the thin coveringof a beal ttaP,

andyou plunge four metres o the bottom ofa rocky

pit. To add to yourmisfortune, awooden stakewith

a sharp tip points out of the cenhe of the Pit. Tesl

your Luck. t you are Lucky, you manage o avoid

landing on the wooden stake, but fall heavily to

the floor. Lose 2 STAMINApoints and turn to J19

junctionFlght the Treeman

279-28L

if.you are.still alive, If you are Unlucky, the pointof the stake piercesyour leg as you land. Lose 2STAMTNAoints for the fall, and a further 2 sr^M_INA points for injury to yourleg. lf you arestill aliveturn

282-284

282

The ed-toppedun8i arebeing endedby threeofthe humanoids. f you want to eat soDe oI thefungus, urnto16. fyouwish to eavehecavem y

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to 319.

Treat ll he itemsr, yotl?u""tpu.t u, ,ing. oojects, ncludingeachGold piece.Makbthe neces_sarydeductionso yourEquipment istand urn td246.

2go

zgr

thestep6 n the ar wall, um to293.

Your wounds heal before your eyes due to thema8ical properties of the mud. Add 4 srAMrNApoints to your score.Feelingmuch b€tteryou setoffnorth againalong the pathi turn to 3o3.

2E4You soon afiive at anotherjunction in the tunnel. Ifyou wish to head north, turn to El. lf you wish to

headsouth, tum to2Zo.

2ES-286

2E5

You have been asleep for about an hour when the

noiseofdeep growling wakesyou up. You standup

without making a noiseand gtab your sword You

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285Youheat oftoatst.ps ndsniffing,lououEdrty ua xrowtSTAMINA 1O

wait and listen. There s a full moon in the sky and

the lieht castgeerieshadowsall atound You hear

soft footstepsand sniffing followed by another owgrowl Then a shapewhich looks like a man stePs

out of the shadows to your right; as he gets doser

}/ou see that hts chest, arms and face are covered

with thick brown hair and lonS teethprotrudefrom

hismouth.He sa WEREWOLFandyoumustf iSht

him.

WEREWOLF 5(1LL E STAMINA 9

If you defeathim, tum to 3E8-

286

As vou raisevour sword to make he firstblow, the

creiture staris to metamorphosebeforeyour eyes

He becomes aller and tuins 81een.A largesPiny ail

extends from his back, his arms thicken and his

hands grow sharp claws. His facedistorts and be-comes reptilian with red eyes and a u/ide mouth

housing dozens of razor-sharp teeth. He is not a

coblin but a SHAPE CHANGER, and you must

fieht him.

SHAPE CHANCER 5(ILL to

Ifyou win, tum to t7r.

i

287-2go

287Outside hecave oustop o ale dquick ook nsidethe eather dg. ou find 5 Cold iecesanda smdlJbrassbell. t ou put these n your baclpacl and runbacl to the junction

291-292

large stoneclub from his belt. He grunts and loPes

towardsyou. PtePare or battle

5KTLL 8 STAMINA 12

If you win, tum to You may EscaPey running

OGRE

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n the path and head north.Tum to 25.

268Walkirrg down the hill path you see he valley floorstretching out ahead and beyond that the sinisterwall of hees- Darkwoodl On the other sideof the

you wish to investiga[e the boulder, turn to 84.Ifyou would rather head north into the vallet turnto 245.

289Thenarrow, overgrown path continues o weave ts

way through the crowded forest. Strange animalcriesecho hroughthe trees. t's not long be{oreyouarrive at another iunction in the path. If you wish tocontinue westwards, fum to 76. If you wish to turnnorth, tum to q7.

290You draw your sword as you enter the cave. The

Ogre throws down the wooden bowl and li{ts the

385.back o the path to head north TuIn to t5E

Walk down the stePs o the

baseof thewaterfall?

Row the wooden boat across

the river?

291

rocks and boulders.Steps ead down by the sideof

the \rate all to the bottom of the 8orge,although t

is difficult to seewhere they end becauseof the

sprd\ thrown up. Acrossheri\ er you see hepath

heaiing north into the distance. smallwooden

boat s ied to apost to your ri8ht where the river is

calm.Will you:

Tum to335

Tum to q5

292

The light from the candle casts eede shadows

around the room. n theyellow light you see he ace

293-294

ol an old man carued nto the stone slab toJof thebo\. Then you notice he egof a skeleton rotrud.ing from the shadows n the far comer ofthe room.You walk over to the skeleton to inspect it. Theskeleton s smallandthe skullhas sharp,prohuding

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teeth. It could be the skeletonof either a goblin oran orc. You walk

overto

the stonebox.The slabontop looks as { it could be moved. If you wish to tryto lilt the stone slab, turn to 95. If you wish toignore the slab, retum to the path and head north;rutn to 112.

291The stepsare made of stone,chiselled nto the wallof the cavern. They are wet from the slime which

drips down the walls. You see hat there are threealcoves eadingoff the steps nto the cavernwall atvarious nte.vals up to the roof. Theyare each hreemetres high. You climb the steps and peer intothe gloom of the first alcove, where you see a barreland a wooden chest.You may:

Look nside he barrelTry toopen hewooden hestContinue limbin8up thesteps

Turn to 215Tum to

389Turn o88

- . , . t t / , " " ' r ,

- I ------' t - ! :('ri'r.-_

294The hutconsistsofone room containinga fircplace,a wooden bed, a lable with two chai$, a washingbowl, a wooden chestand shelvescrammedend toend with birds' e8gs. There is a lot of dust on the

294 Ih.roa'iro.. i,'t tpv tohdJ, c,!n ,ucdapnnrth,

295-297floor and the room does not appear to have beenlived in for months. Willyou:

'

Rummagehrough he ireplace? fum to 106Open the woodenchest? Turn lo 175Leave the room

I

29E-299

298You have been asleepfor about an hour when aterrifying howl wakes you up with a stalt. It seemsto be coming from the west some distanceaway.You look up to see a full moon in the night sky.

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and carry onnorthwards? Tum to 288

295Yo! smash your head on the side of the well as youfall. Are you wearing a helmet? f you are, turn to225. I you are not/ turn to 3o.

296Backa the unction you may eithercrawlsou h backto the well (turn to

398)or continue west (turn to284.

297As he acceptshis paymenl, the Gnomesmilesandtellsyou thathe saw heskeietonofa Goblin nsideastonecrJ?t. Perhapst was he skeletonof oneofthetwo Coblins who you are looking for. perhapsnot.He says hat the crypt s some;here north n theforest but exactly where, he's not sure. you areannoyed that the Gnome does not have any moieinformation and set off west agajnal a fast pace_rurn to 67.

While ooking up you suddenly noticea largeblack

shape moving in the branches above you. Youforget about the howling and leap to your feet,grabbingyour sword at the same ime as a GIANTSPIDERdiops to the ground beside you. Its mas-sive rounded body moves slowly towards you onblack spiny legs. Not wishing to leave all your

Possessionsyou are lorced to fight-

GIANT SPIDER sKrl-r.T

Ifyou win, tum to 14o.

STAMINA 8

299You run asfastasyou can towards the noise o{ thewaterwith a onS railofKILLER BEES ightbehindyou. Soon you reach the bank of a river and, withno time to think, you dive straight in, You hold

your breath as long as you can and stay underwater. When you surfaceagain the Killer Bees avegone.You drag yourselfout of thewaterand start odry yourself out. Examining the contents of yourbackpack, ou aredismayed o discove! hat allyourProvisions have dissolved in the water. You lookarcund and see hat the path continuesnorth overthe ve! via a rickery old wooden bridge. If you

wish to cross he river via the bridge, tum to 65. If

rI 3oo-302you cto not want to trust the bridgeand wouldra her swim acrossthe river, tum to f5 .

J03-304

?o3High in the sky you seea ar8eflfng creature. t iscertainly bigger than any bird you have ever seen.As it comes closer you draw your sword. Itscreechesoudly and you cansee ts long head and

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Continuenorth?Co west?

Tum to 138Turn to 331

lou.requireny_ofhesetems, dd hem o your

bquipmentList.Turn to 157.

mouth full of sharp teeth. Its greenskin is reptilian

and its wings span somefive metres. There s no-where to take cover on thevalley floor and you hustfight the PTERODACTYL swooping down on you.

PTERODACTYL sKrLL7

Ifyou win, turn to 247.

STAMINA 8

to4Your egis

Boingo takea ong time to heal.You find

two brancheson the floor and strap them to yourbroken leg with the leather belt from around yourwaist. You sit back and begin your rest. You willhave to consume five portions o{ your Provisionsbefore being strong enough to move on. If you donot have ive portionsofProvisions eft, you will dieof starvation. If you su ive, ieduce you! sKrLLscoleby 2 points due to your disability. Your eyes

are now well accustomed o the dalk and you seethat the tunnel is only one metre high. You mustaawl along on your hands and knees o explore t.Turn to 69.

305-fo8

305Youwalkround the motionlessWyvern and start orummage through its lair and surrounding debrisYou find a gauntletmade of plate ron, a throwingknife, ro Gold Piecesand a gold ring. You put the

tq-3ao

tuming into a Shape Changer! At last you are re-lieved to feel the turmoil dying down - and youhave not become a ShapeChanger But you haveeatenMix-Up Mushrooms- your sKrLLscorenowbecomesyour LUCK scole and your LUCKscore

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knile and the Cold Pieces in your backpack. Willyou:

Try on theBauntlet?Try on theBold ing?Leavehesetemsandhead

northalong hepath?

Tum to324Turn to 133

Tum 5 360

306Amidst the trees to the left of the path you see asmall stone building coveredwith ivy and moss.lf you wish to examine he building, turn to 391. fyou wish to carry on north along the path, tum to142.

307The small man wakes up with a start, loses hisbalanceand falls off themushroom. He cursesashelands on the ground but jumps back on to themushroom shouting, Who did that?Whodid that?'

He looks at you and ftowns. You may eitherattackthe GNOME (turn to 192) or attempt to start aconversationwith him (tum to 271).

308On eating some of the mushrooms you feel a greatturmoil inside your body. You think you might be STAMINA 9

becomes our sKrLLscore.Feelinga little odd vou

setoff north again.Tum to qE.

309The path cuts through the grass which is aboutwaist high. Although your visibility is good, youfeeluneasyabout any creatureswhich maybe stalk-ing you on either side. Suddenly, he grass o yourleft moves and two wooden tubes appear, pointingstraight at you. They are blowpipes belonging totwo PYGMIES whoblow two daitsatyou. Iestyo /Lrck wice, once or eachdart. f you areLucky bothtimes, neither of the darts hits you. Tum to 77. Ifyou are Unluckp then either one or two darts willlod8e nto your neck. Tum to 197.

310The Cave Troll stands up and growls loudly. He isvery annoyed at seeingan intruder in his caveandwalks towards you swingin8 his club. You mustfieht him.

CAVE TROLL SKILL

Ifyou win, turn to 1o1.

3aa-343

314A searchof their clothing and pouches evealsnothing of interest apart ftom 2 Gold Pieces,whichyou put in your backpack.You set of{ north againalong the path and soon nohce he trecs beglnning

114

i

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to thin out on eithersrdeof the path Eventually he

path leadsoutofthe trees nto aploughed field. Youare out ofDarkwood Forest!Turn to 2o4.

342You stepover the still coryseof the Ghoul and lookinside the coffin You see z5 Gold Piecesbut areoverjoyed o seeanother object hatwas being usedas the Ghoul's head rest - a bronze hammer head

with the lettel C inscribed in it You happily putyour lindings into your backpackand leave thecrypt to return to the path and head northj turn to

11JThere snot much ofinterest o be ound in thecaveAstraw bed,stone ars,a tableand a chair areall the

things that are immediately visible. but on a stoneshel{ above thebed, a small silver box catches oureye Ifyou want toopen the silverbox, turn to 24o.lfyou decide to ignore the sih'er box and walk over tothe creature n the cage, urn to E5 If you decide oleave he cave mmediately wrthout the silverbox tocontinueyourJourney northwards, turn to358

but aheadyou seea valley floor bathed n sunlight.A1lis Ldet. syou startdownthe arside fthehil l ,

you n;dce a small wooden hut to ihe dght oI the

path wlth ils door slightly oPen lI you rvant o enter

the hut, turn to 294. f you wish to Presson north-

wards, turn to 2E8.

315You open a rough wooden door and walk into the

middle of a dingy hut. Will You:

II

Talk to the old woman?Draw yout sword?

Turn to 42Tum to 342

3a6Eventuallyyou manage o 8etback o sleepbut have

a restlessnight. In the morning you collect your

belongingsand head north along the Pathnto the

hills. Tum to 198.

147-32o

347

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117 Tlao tll.spnrll)r ttattu.s,.lad n ta derl clath

L-

LINS, and draw their swoldsto attackyou

FirstHOBGOBLINSecond OBGOBLIN

SKILL STAMINA

57

If youwin, tum to 3o1. f you wish to EscrPeudng

thebattle,you maydo sobyturning o41.

318You jump into the thick undergiowth by the side ofthe path. Peering out from behind the leavesyou

see he massive egs of some Siganticman stomPpd5tyou Jlong he path.Soonhe : goneand you

i.""p brck ou on to thePdthagdin ndheddnorLh;

turn to 231.

149

Do you possessBootsof LeaPinS?fyou do, tuln to228. fyou do not, tutn Lo14.

320

j21.-324C.remlin s floundering in the waler. you climb outor tnewellandreturn o thepathj urn to362.

324

'rrr-r.,fumiture or objects.You walk outsideagainandinspectheblue vase.You ook ngidebut, despitethesunlight, areunable to seebeyond herim. ihevases filled with an eerieblackness. ou shake tandheara attlingsound.You nay:

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127Walkingnorthyou sooria-rrive t a junction n thepath.Youmay:

ContinueorthGowest

GoeastTurn tou9rTurn o99Tum to oz

Drop thevaseon he ground

Putyourhand nside hevaseIgnore hevase nd etuin

to thepathandheadnorth

Turn to 25oTum to a61

TuIn to 149

You havebeenasleep or about an hour when thesoftnoise f f luttering ing6 akes ouup.yousitupand grabyoursw6ra,a=ndn ttre'tlgfrt f the utl

not, tum to 79r.

3rtStandingat the river,sedge, here doesnot appea!

to be any way of crossing the river other than theboat.Tutn to 145.

327Inside you seeslone stairs eading down from lhedoor into gloomy depths. You cannot see a thingdown the stairs. f you wish to descend he stairs,tum to 351. If you wish to leave the building, ietum

to the path and head north, turn to 112.

I

32E-J3o

328Despite eingmadeofha doaL. hechair ssurpri-ingly comfortable. You start to eat but instead c:feelingstrongeryou feelweaker.you aresittingrn:Chair o{ LiIe Draining which drains 4 points iror

' i3t-333

Slowly the three paiis of eyesadvance owardsyou-Fromout of the shadowsstep hreeWOLVES eadyto eap on you. They attackyou one at a time.

s(ILI 5'I'AMINA

FirsrWOLI 7 7

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329Daylightappears hrough the treeson eithersideoithe path as the forest hins out mo.e. Soon he pathleads out of the treeson to a large plain with tallgrasses. eyondyou see isingground eading c

low hil ls. A nen branchoff the path leadsei.rLon nurngyourquest you may:

Keep on walking northGo east

Turn to 18oTurn to z5:

3JoYou have been asleep for about an hour when a

terriffing howl wakesyou up wjth a start.you putnew wood on the glowing embersof the fire andurge it back to life You notice that there is a fullmoon n the sky.With yourback to the rocksand thefire in front of you, you stand and wait with sworidrawn. Soon you are aware of being watched andthen you see three pairs of eyes ahead of youglowing red by the Lght of the fire. Another ho$ ipierces the night air, followed by deep grora,ls

SecondWOLF E 7

ThirdWOLF 7 9

I{you win, tuln to 116

334You soon afive at another unction inthepat]-r Yousee hat the path leading south headsstraight backinto the forest and decideagainst t. Therefore,youmay:

ContinuewestGo north

Turn to 124Turn to 3o9

You soon arrive at another junction in the pathLooking at Bigleg'smap you decide o head northagain n the direction of Stonebridge, gnoring thenauow path which continueswest. Turn to 1o3.

33JThe crown fits perfectly on your head. The twoClone Warriors look up and stare n awe at vou.lvith the crown on your head you hear talking in

vour mind and realize hat the Clone War ors aretrying to communrcate telepathical ly with you

Theytell you that you are heir new masterand he\'

- zls-llg

33hA pain starts n your stomachand slowly spreads

through your body. If you have a Potion of Anti-

Poison, uin to 21. If you do not possess his item,

tumto 1o8.

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At last the trees begin to thin out and shafts oIsunli8ht beam down through the gaPs on either

side of the path. As the Pathwidens you seea arge

cave entranceset a few yards back on the nght lt

you want to examine he cave, um to 23o lf you

want to conhnue northwards uP the Path, turn to

358.

338The gas s toxic and your eyesstart to water. You

hold your breath long enough to find the Nose

Filters and slip them nto place nsideyour nostrils

You iniale tentatively,butallis well. After a while,

the gascloud around your face adesaway You Putthe silver box into your backpack. f you want to

walk over to the creature n the cage, um to 85 If

you would rather leavethe cave to continue yourjourney northwards, furn to 358.

i39\ ou soon reach he bankof d 8en{ly lowingriver'

You see hat the path continuesnorth over the river

via a rickety old wooden bridge.If you wish to cross

the river by the bridge, turn to 65 If you do not want

340-342

to trust the bridge and would rather swin! across heriver holding yourbackpackout ofthe wate! to keepthe contentsdry, turn to 75.

340Walking along the path you seea small man wdar-

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340

4=

A snnll nanuearins t no11ehnctnd o chaillnnilcoat ittingo'aw.

ing an iron helmet and a chainmailcoat sitting on a

log by the side of the path He is a DWARF and hedoesnot look very pleased o seeyou. Will you:

Try to start a conversationwith him? Turn to r4r

Draw your sword toattackhim? Turn to347Push him off the log and run

eastalong he path? Turn to 59

341The pain in your hand becomesalrnosl unbearablebut you still retain feeling n i t. At the bottom ofthevase your hand comes into contactwith severalobjects You Brasp hem and pull your hand quicklyout of the vase. You arc surprised to s€e no mark orsign of iniury on your hand. You examineyourfteasure and find 5 Gold Pieces,a dragon's ooth,

and a glassphial containing a Potion of Strengthwhich will rcstore5 srAMrNApointswheneveryoudecide to drink it Add i LUc( Dointand retum tothe path to head north; tum to q9.

342As you dlaw your sword, the old woman's facechanges rom an expressionof disinterest to that

343-344

of anger. From a drawer in a nearby able shepullsout some dead flowers and proceeds o rub a feh.petalson her palms, fitling the hut with a sweetsmell. As this happens, the room starts to spinbefore your eyes. lf you possess he Headbqndof Concentration, turn to 158. f you do not, turn

345-348

The pain in yoru stomach intensiliep and sweat

breaks out on your forehead You sthrt to shake

Lose45TAMINA oints. fyou arestill alive, hePaingradually fades way. There doesnot seemto be

much sense n stayinghereany ongerandyou walk

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to11.

You put the Gold Pieceon top of the signpostasrequestedby the crow, after whrch it says, 'Gonorth.' You ask the crow why it needsGold Piecesand it replies that it needs30 Cold Pieces o payYazhomo to tum rt back nto a.human again. Youbid the crow {arewell. f you want to tum north asadvisedby the crow, turn to 8. If you would rathercontinue eastwards, um to 239.

144You wedge your swoid between the jaws of thesnareand pull on it like a lever. The robed strangeradds his sLrength nd f inalJy he snare \pringsopen He thanks you over and over again and

explains hat he is in the forest ooktng for his longlost brother, who he thinks is living the life of ahermit somewhere in its depths. Together youscrambleback ver the rootsof the trees o the path.You ask him to accompany ou north but he politelydeclinessaying that he believeshis brother ives tothe south. You shake hands and bid each otherfarewell. Turn to j6.

over to the stePson the far wall. Turn to 293.

146

and draw your sword, turn to 111

347The Dwarf is a hardy old fighter and swingshis axewlth greatskrll

SKILL 6 STAMINA 5WARF

lfyou win, turn to 361.

34EThe men are umPing uP and dolvn with their arms

in the air in f'ts of gleeas they seeyou strugglingto

r,''alkpast themalong the Path vhile they confrflue

to laugh, turn to 188.

349-354

349You anive back at the crossroads.gnoring thewaysoufh back to the forest J.oumay go north (turn to291)or continue east turn to 1o2).

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151 Thefoo is thickuith dtn dnil thcreaft .otaaebsrery1atlEle

350You reach nto your backpackand pull out a smallcloth pouch containing the capsules.Thereare fiveof them, all shiny red, You takeoneoutand throwittowards the advancingTreeman. tlands inftont ofhim and explodes n a puffofwhite smoke,A jet offlame shoots up from out of the ground and forcesthe Treeman to back away. You seizeyour oppor-tunity and throw the rcmainrng capsulesat theTreeman.Flamesburst out all aroundhim and you

run pasthim i^rhilehe is trapped.Soonyou are wellaway from the Treemanandstop nrruring.Headingnorth you notice hat the treesareat last starting tothin out- turn to 329.

J5aYou step carefully down the stone stairs, feelingyour wav as you Bo. slowly your eyes become

accustomed o the dark and you begin o makeoutshapesat thebottom of the stairs You are standingin a small, square oomwith a ow ceiling.The flooris thick with dust and there are cobwebseverywhere. ln the middle of the room there is whataPPearso be a largestonebox, measulingaPProximately two metresby one metre.The top of it is agieat stoneslab.Along oneoI therough stonewallsyou

finda small

alcovewitha

candlen it. You may

352-354ejthe. ight hecandle tum to 292) r wall backupthe slairs, eLutn o thepathdndheadnorth; um to7.12.

155-1s8The dust in the phial sparldes n the light and youput it into your backpackand eave he hut. Outsideyou walk back to the junction in the path, Turn to149.

JJ '

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APE MAN S(ILL 8 STAMINa 7

You arrive at anotherjunction in thepath. Ignoringthe way south, you continue east- turn to J4o.

]56Stuffed nside the ForestCiant's clothingyou Iind abrass antern with a greenwick. There Jno Lquidinside it to burn. Perhaps t is a nagic lantern.Youmay:

Rub the lantern and makea wishTry to light the wickThrow the lamp awayand head

north

Turn to34Tum to395

Turn o231

357

358Walkingalong he path, you do not noticea ropenoosehiddenbeneath ome allen eaves headofyou. Your foot catchesn thenooseandsuddenlyyouarehaulednto theairby the ropewhich

s hed

359-60to a sprung ree. n a second ou arehanBingupsidedown, suspendedby your trapped foot. TestlourLuck. lt yorr are Lucky, your sword remains in itsscabbard,and you are able o use t to cut yourselfdown from the man trap. Turn to 40. If you areUnlucky, your sword slips ftom its scabbardand

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360 Thelpt1ry wonon stcpsforuad and tcllslau thatlto arc

dropsto theground, leavingyou danBlinghelpless-

ly. Tum to 218

359To the left of the path you see4 stone well with abu&et and tuming handle. If you wish to take a

closer ook at the well, turn to 172. I you wouldrather continueyour walk east, urn to 2gt.

360Walking along the narrow path you suddenlyhear

the sharp crackof a twigbreaking and the whisper-ing of low voices. You draw your swotd and wait

anxiously with your back to a large oak trce. Thenfrom behind the trees oppositeyou step four menand a woman dressed n green funics. Each ooks

menacing and they stand with swords and axes n

their hands. The young woman steps orward andtells you that you are trespassing n their territory

and you must pay a le\,y of five objects from your

backpackor face he consequences.f you wish to

give themwhat they want, turn to 279. f you wouldrathei spit on the ground in reply and fight them,

mrn to 1o4.

I

I

161-64

36aFrom no[ too {ar ahead comes the sharp noise ofbarking dogsdrawing nearer.Suddenlya brownfoxwith eyes wide open in fear dashespast you run-ning east The frantic yelping of the dogs getslouder. If you wish to face the oncoming pack of

j65-166Stonebridge;he then umps down frcm his mount,throws back his capeand extendshis ri8h[ arm toshakeyour hand. You see hat eachofhis fingers sadornedby a argegold ring Will you:

Attack him for his gold?Carryon the conversation?

Turn to 276Tum to 194

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dogs, um to 396. f you would ra her hide n the all

Brasses ff the path and let them run pastin pursuitofthe fox, tuln to 85.

362Whrchway areyou heading? fyou wish to continueeast, urn to 281. fyou wish to continuewest, tumto 2j8.

363You rummage through the Dwarf's backpackandfind a corked bottle containing a clear liquid. If youwish to ddnk the contentsof the bottle, tum to 68. fyou would rather leave the bottle and set off eastagainalong the path, turn to 59.

'rJ4ou nod your head at the maskedhim good day. He nods back butYou tell him of your quest to help

rider and bidsays nothing.the dwarfs of

365The gas s toxic and your eyes start to water. Youhold your breath long enough to lind the NoseFiltersand slip them in"toplaciinside your noslrils.You inhale tentatively,but a ll is well. After a while,the gasdoud aroundyour face ad6saway. Youputthe silver box into vour backDackand leave the caveto continue your q-uest orthwards. TuIn to

l5E.

366You bid the Centaurgood-day, o which he repliesina similar manner. t ispleasing o meetsomebodywho is not attacking you on sight! You ask the

Centaur fhe hasany inlormation which might leadyou to your goalbut he doesnot know anything. He

says hat he doesnot wander much thesedaysashe

is getting old. He just wants to own a little gold forhis old age.He offers o carryyou across heriver forj Gold Pieces.Will you:

Accepthisoffer?ReIuse olitelyandwade nto

the river?

TuIn to 127

Tum to 178

J67-69

167There is a soft popping sound as the head of thefun8us splits open lollowed by the hrss of escaping

Bas.Youbecomeenvelopedbyadoud ofpoisonousgas.Do you possessNose Fjlters? fyou do, turn to50- f you do not, turn to 222.

370-172

170You franticalJy rope about n totaldarkness.Slowly your vision retums and you stand up again.With your own sitht fullyrestored you set offnorthagain along the path. However, while you wereon the ground an item fell out o{ your backpack

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368There s nothing more you can do in this room soyou decide o walk back up the stairsand return tothe path to head north; furn to 112.

369The valley floor is green and pleasant and youwonder why such a tranquil place should be the

hone of so many loathsome creatures. Walkingalon8 the path, you see n the distance he portlyshapeof a baldingman dressed n long brown robesheading n your direction. As he getscloseryou seethat he is a ftiar. Willyou:

Start a conversationwith him?Walk pasthim with a nod of

the head?

Turn to 191

Tum to 39o

I

Make the deduction to your Equipment List andturn ro 231,

1VThere are many hand made clay figuresof humanhands in different positions covedng every available surfacearea.They are all paint€d with b ghtred glaze. n a copper vaseyou find 3 Gold Pieces,which you put in your backpack.There s nothing

elseofuse or value o you in the cave.You leavebycrawling back the way you came to the junction,taking a clayhand with you ifyou wish; tum to93.

You bend down and tryto lift the chestbut tis veryheary. Roll two dice If the number rolled is lessthan or equal to your sKrLL score, you succeed

turn to 48. If the number rolled is greater than yoursKrLL,you injure your back lose 1 STAMTNAoint.You may try to lift the chestas many Limes \ youwish by repeating he aboveprocedure If you suc-ceed, turn to 48, If you do not manage o lift thechest,you decidenotto risk any more njury to yourback and leave the room exasperated.Continuenorth altd tum to 28t.

173-175

373You slump on to the log exhaustedalter vour longbattle. Sadly, the black rod r,!'as ust part of theShape Changer's illusion and it exrstsno moreHou'ever, you nohcesomevioletmushroomsgrowing behind the 1og.They areunfamiliar to you but

376-77376

Testyour Lt k- I yo'JareLucky, he doesnotwake upturn to 74 If you are Unlucky, you kick a small

stone which iattles across the cave floor andawakens he CaveTroll - tu lto31o.

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look tastv. If you lvish to eat some of themushrooms, turn to 3o8. { vou would rather continue north, turn to 148

You shp the gauntlet on to your hand and take holdo{ volr sword. Slicing he air }'ith it vou leel morethan usually skilled mth your rveapon You nort,possess Gauntlet o{WeaponSkill whichwillallow

. you to add 1 point to all future dice rolls whencomputing yoLr own Attack Strength dudng com-bat so lont as you wear it Notc ihis or1 vourEquipment List. If Vouwrsh o tN on th,. gold rinB,

turn b 133. fyou r{ruld rather gnore the gold rint(or lTaveaiready tried it on) you must head norlhagain along the path- turrl to 360

375A junction appears in the path If you rvish tocontinue north, tum to 15o If von wish to hcadlvest, tLLrn to 236.

377

You quickly catch up with the two brown-skinnedPygmies.They are weadng glassskirtsand as theystop and tunr to faceyou, you notice hateachhas asmall bone throulilr his nose They draw theirdaSgers nd both attackyou at once Both will havea separateattackon yol! in eachAttack Round, Lrutyou must choosewhich of the two you w l fight.Attack your chosen Pygmy as a normal battle.

Against the other you wjll throw for your AttackStrength n the normal way, but you will not waundit rf your Attack Strength s the greater;you mustjust count this as though you have fought off itsblow. Of cou6e if its Attack Strength s greater, thaswounded you in the normal way.

PYCMYA

PYGMYB

S(ILL STAMINA

55

56If you win, turn to 2o5. f you wish lo Escape,]unback o the path and tum north Turn to 92.

378-3aa)78

To the left of the path you seea small man with a

lonBgreybedrd' i t

l inB<fLJr: leggedn toPofa huge

.uil i oo.. He is wednnBd bf 'ghl red idcLet nd

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t,

378Asndll tonuithe lokgg/e! hea is srttiflg tass eggedr tol0ta t4r3e ushr.okt

west (turn to 67). \

379You may either try to charge he door down (turn to

73) or return to the Path and head north (tum to

a1,2).

380lf you wrsh to risk jumPing down the hollow tree

trunkto the bottom of the tunnel below,turn to237

Ifyou wish to return to thePath o headnorth again,

iurn to 144.

381You have failed in your quest to helP the dwarfs

Being unable to faceGillibran, their king, you de-

cide o headeast and find a Place o rest after your

perilous adventure. PerhaPs ,oumay try again? f

you do, you must walk around Darkwood Forest

back to iaz tromo's tower to Pulchasemore of his

ma8ical tems turn to 98

342184

382Coing west, the path soon brings you to anotherjunction. You decide to ignore the way south andhead north. Tum to 97.

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J84 A hrgc na, itrithmus.les ikeknat ed fir i stak.l].a thr

|rcrnd

J83

You search hrough the bagsand clothesofthe Orcsand find 2 Gold Pieces nd a small woodenwhistle.Add these o your Equipment List if you wish. Youmayalsoeatthe spit-roast abbit and add 2 points toyour sraMrNA. Suitably efreshedyou etum to thepath and head north. Tum to 254.

384Ahead n thegrasses oq hear a ow moan.Yotr ookup tosee hevulturcs patiently waiting overhead.AIew steps further arrd you see the ugly sight of ahuge man with musdes ike knotted rcn stakedoutto the Sround. His arms and legs are tied to fourlarge wooden pegs driven deep into the ground.The man is naked except or a small oin cloth andhis skin s badly blistered rom the sun. Hisface andchest show the bloodied signs of cruel orture, Hiscaptors aill not have gained the information theysought from him because e is a BARBARIAN! Ifyou wish to cut him ftee, turn to 128. fyou want toleave him in his agony and return to the path tohead nofth, tum to 394.

laa-39o

38EII theWerewolfwoundedyou duringcombat, urnto 155. f you did not receive ny wounds.add 1LUCK oint and turn to 316

389

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385

As the Ogre slumps to the ground, the creature nthe cage umps around even more frantically thanbefore.Do you:

Takea closer ook at thecreature n the cage?

Search hrough the contentsof thecave?

Leave he cave mmediatelyandcontinue northwards?

3E6You settledown to sleepagain but have a restlessnight. ln thc morning you wake early. You collectrrcur belongingsand set off north along the path.Turn o 119.

You rarse oursn'ordabove ourheadandsmashtdolvn on the wooden chest It splinters nto tinyprece' rnd ,rrnun8.l he brokenbit ' of wood 1.ruf ind8GoldPic(e-.Add r rLcLpuint .Tfyouhd|cn' idone so already, you may ookin the barrel(tum to215)or you may leave he alcove o climb further upthe steps(turn to 88).

390ln the distancevou see he dark brorvn wall of trees

loomin6;up beforeyou. The path leadsdirectly nto

Darkwood Forestand soon starts o trvist and turn

between tangled oots and bushes.The path even-

tually splits. If you wish to continue north. turn to

19o If you h.ish to head$'est, urn to 28o.

Tum to 168

Turn to313

Turn to 358

387On the ground in ftont of you lies a singte GoldPiece.You pick t up and toss tin theair rvitha flickolvoru thumb. Thenyou put it in your pocket Addr I-UcK ointand tum to 34o.

394-393

394The building measures only three mekes by threemetres and has no windows. The door is made ofstone and looks very solid. There s no handle andthere does not appear hat there s anotherway toenter he building. Thenyou noticea tiny keyhole nthe stone door. Do you possess

394-395

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I

silver key? f you

do, turn to 2oo. fnot, turn to379

392As you crouch in the bushes off the path, the voicesget louder. Then fwo pairs of spindly legs in tatteredcloth shuffle past you quickly, kicking up dirt anddust. The voicessoon fade away into the distance.You step out on to the path again and press onnorthwards. Turn to 152.

J93Leadingalong he quietvalley loo!, the path comesto an end at a junction. The way south leads backinto the hills so you decide against it and headnorth; tum to359.

394Gradually the grassaroundyoubecomesshorteras

the ground gently starts o rise.Aheadyoucanhear

the sound of flowing water. Soon you reach the

banl of a slow-f lowing iver. lhe ri\er ib very

shallow and steppingstonescross t to the farbank

where the path continuesnorth into the distanceWill you:

Cross he dver by the

steppingstones?Wade through the slpllow water

acioss he dver?

Turn to 66

Turn to 186

Instead of the wick ignitin8, ablinding flash comesftom the lantern, so briSht that you are unable to

see.You stumble and fall to the Sround. Tes,yorr

lrcl<. If you areLucky, you land without mj ury.r um

to r54. if you are Unluiky, your head smashes n a

log lose j srAMrNA points lf you are still alive,

turn to 37o.

396-98

196You draw your sword and stand tcr ace he packofdogs They come into vieh' in a cloud of dustgalloping ehind hem \ a mdsledT'derwearinglong flowing cloak and riding a white stallion. Heblows a horn and the pack of dogs comes to asudden halt in front of you Thereare four of them

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3,96A Dhsk.tl tLl. .i r r !!1itu rtrlttotl

$ltots toitntls tpr ir r Ltdil

and you see hat they arehunting dogs The stallionstandsmotionlessbehind them with steamblowingfrom ts nostri ls n two long ets Themaskedmanlooks at you without speaking.Wrll you

Starta conversationwith him? Turn to 364Attack the dot nearest o vou? Turn to 96

397You continue your rvalk alon8 the vallev floor,passinga junction in the paih whrch eadssouth tothe hills You soonarrive at another unction. Againone of the branches eads south to the hills. lf youwish to headnorth, furn lo 163. f you wish to caryon east, urn to 393.

398You reach the end o{ the tunnel and are about tostep out on to the ladder oq_thcwall of the wellwhen you hear footstepsaboveyou. Somebody s

comingdoh'n he adder lfyounishtoreachoutlnan attempt to grab hold of the first le8 that comesinto view, tum to 32o. f you would rather wait lorthe visitor to enter the tunnel, tum to 193

399-400399

You charge a Yaztromo but only reach the first stairwhen he lifts his right arm and;onchalantly mu[l-bles a few words. Time seems o stand still amid

terings and whispers amongst the crowd ofdwarfs and exDectant looks show on their faces.Soonyou arrive at the footofstone steps eading upto a stone building. Outside the building on anornate wooden throne sits a small old man with along beard.He is wearing a crown but looks miser-

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I1

picks1uuup. sayingwith d booming oice:

,looYou walk up to the old dwarfs and ask them totakeyou to Cillibran. Theyeyeyou suspiciouslybutagree o do so, cohmenting On your wounds andtorn clothing. 'You got those n Darkwood Forestpresume,' saysone of the dwarfs, pointing at va_rious gasheson your body with his ong cliy pipe.

)ome peopienever earn.Adventurers reall thesame. can't see he sensen it myself.,

ableand holds his head n his hands.You rurr up thesteps, taking the hammer head and handle fromyour backpack At the sightof them the old dwarfseyes ight up and he umps to his feet. Taking therneagerly rom you he starts o shout 'My hammerl

Myhammer!we aresaved.Now, my people,we areready to fight the trolls.'

Thewhole crowd e+uptsnto cheerinS,waving their

axes and swords in the air. You tell Gillibran ofBigleg's misfortune and why you decided to con-tinue his quest, and of all the monstersyou haveencountered on your way Gillibran listens and

frowns at the news of Bigleg his faithful servantThen he oDensa dlawer in the baseof the throne

and reachei nto it, pulling out a smallsilverboxand

a golden winged helmet, and hands them to you.

The helmet is worth hundreds of Gold Piecesandyou proudly place t on your head. A great roar of

approvalcomes rom the crowd. You oPenthesilver

box and find dozens of iewels and gems. You Putthese in your backpackand wave to the hapPy

dwarfs of Stonebidge. Your quest s over and you

arenow wealthybeyond your wildest dreams

ABOUTTHE AUTHOR

lan Livingstone is an intcrnationallv well known fieure inthe fantas],Bamesworid. Together with Steve ackson (co-

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r

author oI Thc yatlock f Fircl{,/'Morrrdtt he founded CamcsWorkshop Ltd, s'hich was set up to promote and distributerole playing games ike D r8corsn Drnsons,R0rQ!1sr andT/r.ell?r From ,ts tiny bcginnings in Sleph€rd's Bush,London, CamesWorkshop Ilasgrown rdpidl]' and isnow thclaryest UK companyspecializinS n ihcse games

Ian Livingstonc is nlso editor of W/r;t. Dn'rrt a migazinedevotedentirely io science iction and fantasy games,cr€atoror the highl]' successful,rl!. D,?ddgame, authot of Dic,rt

ltrlh Dngo"s, and co-organize. of Games Day, Britain'sla.Sest ndoor Sames onvcntion-

TW O MORT FICHTING FANTASY CAMEBOOXS

THE WARLOCK OF FIRETOP MOUNTAIN

bV steu ldcksonnnd Irn Litansstofle

Deep n thecavernsbeneathhe h rea eningcrags fljretopMountain, a powerful Warlock ives, guarding a mass oftreasure or so thc rumou. goes Seve.aladventLrrelsikc

WHAT ]S DUNGEONS AND DRAGONS?

Lu rhn Buttdietd'-Phil,r a te' dd Dn, d Hr, Sua\,|

A cornprehensi€ guide to onc of the most astoundingrole playing Samesever Du,Scors n,td Dmganscteatesalantasticand elaborateantasy$orld, pcopledby holls and

tubhr" . Sianr.d-dvJmp;* hIe@ magr. . h" l ind d. n-

8erstarkshePrayernmany cms

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yoBelf have set off for FiiehopMountain, but none hasrehirn€d Do you dare to follow them?Who knows wharterrorsyou mayfind.

THE CITADEL OF CHAOS

W Steu Intko,

You are thesiarpupil of theGrand Wizard of Yorcand yourmissionis toventureinto the da!k, doomladcn towerof thedemi sorcerer,BalthusD.e. RiskiDg

dcarh at every um ofthe passage,wilt you be able to overcome he sir,headedHydra, the peril of the Rhinoman and rhe deadly andmv\ ter iourCiniee.?Wirhonlvvou.swordandvourmJgi,al skills o aid you, your task s trulyawesomel

Whot s Dungnnsantl D gore?has b€en(ritten especiallyror Penguinb), hrec Etonschoolboys,lho have used herextensive nortedgc and expeitis€ o producea clear,con'ciseand rcadablc niroduction o eve.y aspectofthcvastandcomplcr worldof Dr"S.o,F dd Drrso',s