Friday, 4 April 2025

Asterix Alea Jacta Est - The Meeting of the Chieftains - Review


The Meeting of the Chieftains
is the first in the Alea Jacta Est! Asterix themed gamebook series, published by Hodder & Stoughton in 1989. Alea Jacta Est is 
Latin for "the die is cast", a phrase attributed to Julius Caesar when in 49BC he led his army across the Rubicon River in defiance of the Roman Senate and beginning a long cvil war.

Having more of a traditional gamebook structure, these books are distinct from the other three H&S Asterix gamebooks, written by the prolific Steven Thraves, which included a plethora of cardboard and plastic items to use. Three Alea Jacta Est! books were translated from the original French into English, with a fourth version, Le Grand Jeu, never to be converted. Being printed like the Asterix comic books really adds to the allure of Chieftains, it being an A4 style, full colour tome, which is easy to spread out on the table and play.

The back cover claims this is, "The first in an exciting new series of Asterix gamebook. YOU are the hero." As it turns out we are not the generic YOU character of other gamebooks but instead we take on the character of Justforkix, nephew of the village chief and a rather divisive character who first appeared in Asterix and the NormansComing from trendy Lutetia (Paris), he comes across as a bit spoilt and annoying, with some fans considering him to be the Scrappy Doo of the Asterix universe. But following on from Normans, Justforkix has now toughened up and is ready to set out on adventures across Gaul.

Playingtrix

Unlike the other three Hodder & Stoughton Asterix books, which rely heavily on the chance roll of a die, the gameplay system here is solid. We start with three standard stats: skill, fighting fitness and charm. Each of these start at 10 points, with another 15 points available to divide between them as we wish. We'll also get to choose some helpful secondary aptitudes later in the book. We have capacity for 5 objects we might find during our French follies, alongside a gourd of magic potion and a purse for money.

The battle system is refreshingly simple and effective. All we do in a fight is roll the die and deduct the score from our enemy's fighting fitness. We then do the same for ourselves until one of us reaches zero points and loses. Fighting points are then reset to their initial level once the fight is over. 

We also might have to face attribute tests. These involve rolling x number of dice depending on the difficulty of the situation and rolling under our attribute value to succeed. Then again, if we drink a dose of magic potion before a fight or fighting fitness test (not a skill or charm test), we automatically win. That's a nice touch, both tying in with the Asterix theme and providing some bonus power ups.

We keep all our stats on an "adventure slab", and there's even a roman numeral based "chance board" at the back of the book, a bit like the random number page in Lone Wolf, which acts as a replacement for a D6 if you don't have one.

Inthemix

Onto the adventure and the gamebook is divided into 5 specifically themed chapters, each representing a stage of your journey. The paragraphs are self contained within each chapter instead of being spread throughout the book. For example, Chapter I is covered by sections 1 to 29 and Chapter II by 30 to 107. This works well to keep the structure tight and limit how much you could accidentally see about what might happen next.

We begin by deciding to take a holiday in the famous Gaulish village. Straight away we're given the option to choose a secondary attribute from a choice of four - business skills, livestock-rearing, hunting or a good head for drink. We decide hunting might be useful as there's bound to be boars to catch. This is an Asterix adventure after all!

Chapter I is mainly an introductory section, spent exploring the village and interacting with a few of the familiar inhabitants. Arriving after finding our chariot has broken again (see Asterix and the Normans) we visit our aunt Impedimenta. She serves up a delicious boar before slipping us 5 sestertii (Roman currency) to add to the 35 we arrived with. This gift is said to be a trifling amount, perhaps the Gaulish equivalent of a 90s grandma taping 50p into a birthday card.

Avoiding one of the famous village punch ups, we soon find out what our mission is by visiting the old druid Getafix. We must go fetch our uncle, Chief Vitalstatistix, who's been out of the village for some time healing his bloated liver at a spa town. An important meeting with another local chief is coming up and if Vitalstatistix doesn't attend the other chief is likely to form an alliance with the Romans. Rather amusingly at this point, we're given the option to stay and holiday in the village rather than to set off in search of the chief. Refusing this call to adventure leads to an immediate "your adventure is over."

Accepting the mission, Getafix stocks us up with a gourd of his famous potion, along with some more cash, food and a few torches. Back to the village and we get a chance to visit some of the locals. Our friends Asterix and Obelix aren't home and our aunt's gone out too, so we decide to go see the old codger Geriatrix. This is a good move. As long as we answer his question correctly and sit through one of his old war stories, we get to borrow Geriatrix's old sword. That's got to come in handy for bashing any Romans that come in our way. Hasn't it?

A real boar

Off we go to find our uncle and head off to the town of Condatum (Rennes) where we've been told we need to buy a horse or chariot for the long journey ahead. Feeling hungry we get the first chance to use our hunting skill and successfully manage to catch a little piglet for dinner. Settling down for the night we decide to sleep up in the branches of an oak tree. But woken up by a nightmare we have to pass a skill test to stop ourselves falling out of the old acorn dropper.

Not much happens next. We have a whistle to ourselves, ignore a peasant who looks friendly enough but is wielding a dangerous looking garden fork, and then arrive at our destination of Condatum. With such an uneventful journey we wonder if perhaps we've missed something either important or fun, especially given that we flicked passed an interesting looking full page image of a Roman camp earlier on, which looks something like a game.

Throwasix

Arriving in Condatum, its evening again and we get the choice of staying the night at one of two inns, The Happy Boar or Armorican Pancake. Having eaten boar once per chapter so far we decide to have a change of scran and go to the pancake specialist. Its a similar story however, as served on top of the pancake is another boar, this time in cream sauce. 

Elsewhere in the inn, a group of sailors are playing darts and we get the chance to have a go. We turn to 131, but think the editor missed a trick here by not having the reader turn to 180.

This is the first really fun part of the adventure, as we get to play one of the book's full page minigames. On the page is depicted a dartboard with six different coloured rings. While the rules are slightly unclear, we work out that we have to roll a die to determine which section of the board the four sailors each hit. We then have to try beat the best throw by dropping a pencil from 50cm above the printed dartboard and noting where the point lands.

This game is actually quite easy and after hitting a II on the first game and bullseye on the second we've made 40 sestertii from the old sea dogs. Not wishing to get them too angry, we leave our bit of bully and go to bed. 

Can you hit the boars-eye?

Next day we find ourselves at a used chariot dealer. Flush with 100 sestertii after the darts win last night we can easily afford the most expensive copper sports chariot, at just 50 sestertii. This is seemingly a good choice and we're told that any skill tests with the chariot will require the roll of just 3 dice.

A skill test soon comes up as we're forced to swerve to avoid a tree trunk lying across the road. It's all action now, as jumping out of the trees come some bandits demanding our cash. We have a chance to gulp down some of the magic potion for the first time and PIF! PAF! SPLOT! the Gaulish gangsters are soon lying in a heap on the forest floor.

Still having a heavy purse we decide to spend the night at an inn rather than sleep on the grass or in our chariot. Surprise, surprise, we bump into our friends Asterix and Obelix inside the inn, learning that the chief has gone off on a gastronomic tour of Gaul's best eateries and has probably forgotten about his upcoming meeting. Saying farewell, Asterix generously pays the bill and leaves us to find Vitalstatistix. 

Out in the country again, our hunting skill comes in useful once more, and we tuck into our fourth boar of the adventure before scaring off some wolves with a torch. After another night in the open, we decide to sell our ride to a used chariot dealer before entering the spa town where our uncle was having his kidneys polished.

Chapter IV continues the fun, and interestingly brings in the consequences of some decisions you could have made back in Chapter II. There's some more Roman bashing, espionage, mingling with the local Gauls and yes, we do eat another boar. That's all before we catch up with Vitalstatistix and enter into an exciting finale in the town of Gergovia in Chapter V.

Nitpix

While this was generally a fun book to play, there are many small errors and weak gameplay elements  which could easily have been improved upon with a bit more editing.

- In several sections there is the issue of illusion of choice, where no matter what decision you make, it ultimately ends up with an identical outcome. For example, at the village in Chapter I you're given the opportunity to leave your meal and join a fight. But if you choose to go for the scrap you're just sent back to the other option to finish your meal without even being punished or rewarded for it. Again in Chapter IV, if you either choose to drink with the Roman legionaries or not you get exactly the same choices in the next paragraph you turn to.

- In Chapter I if you choose to go see Geriatrix and correctly give him the right answer to his question, he lends you his old sword. But this turns out to be immaterial because, contrary to being hinted at in the game rules, there is no explicit fighting fitness bonus given to the sword. In contrast, when you find a shield in the Roman camp in Chapter II you're specifically told it has a +5 bonus. 

- There's more sword errors in Chapter II at the point when you're captured by the Romans and have your possessions taken. At this point you may or may not have a sword. The only opportunity to get one at this stage is from Geriatrix, as above. As a prisoner in the Roman camp, the text first acknowledges that you might not have a sword but then a few paragraphs later says that you "must get the sword and the potion back." Exploring the camp, you can find the sword that Geriatrix may or may not have lent you in one of the Roman tents. All this is just bad editing. In this scene, it's also strange that the Romans have decided to take your weapon and magic potion but leave your purse and equipment lying next to you.

- There's a few parts in the book where passing an ability test has no discernible positive outcome, and in fact can result in a worse outcome. In Chapter III, passing the charm test with the innkeeper's daughter gives no tangible benefits whatsoever but stops you from having the chance to speak to other people in the inn who could give you a modest clue. Passing a test in a gamebook should never have a worse outcome than failing it - see Fighting Fantasy #42 Black Vein Prophecy for an extreme example of this.

- There is a truly bizarre "insta-death" served up if you agree to let Asterix & Obelix accompany you on your mission when offered the chance. Having been offered the company of two of the greatest warriors in the world, you're suddenly told that they're going to deal with the situation themselves and you might as well bugger off home.

- In Chapter III there is a two section infinite loop where your horse wakes you, you choose to go back to sleep, then the horse wakes you again, you choose to sleep etc etc...

- When your aunt Impedimenta gives you 5 sestertii in Chapter I you complain that its "hardly worth a thing." But in Chapter III a room for the night in Condatum costs 5 sestertii. Hotel rooms must have been cheap in 50BC! In contrast, a room at the 3 star Hôtel Campanile Rennes Centre Gare, as I write in early April 2025, would cost at least £65 a night this weekend.

- The second chapter is titled "An eventful start." But if you make the right choices and pass a skill test all that happens is you eat some food, sleep in a tree, sing to yourself and ignore a peasant. Hardly an adventure worthy of inspiring a bard!

- There are four people on table 191 of the full page image inn picture in Chapter IV. But when you sit down on the empty seat the text says there's only three of them.

For those that appreciate historical accuracy, at the inn in Chapter IV you can eat a delicious boar with a sauce that contains tomatoes. If you were paying attention in history class you'll know that tomatoes didn't get to Europe until the early 16th century, about 1,570 years after Asterix is set. As Mark Corrigan in Peep Show would attest, Asterix the Gaul doesn't provide reliable evidence of historical facts. 

This isn't the first confusion over vegetables in the Asterix universe. In Asterix in Britain, the titular hero is see outside his hut peeling potatoes, which also didn't arrive in Europe until the 1500s. This was eventually picked up on in the Asterix in Britain audio book read by Willy Rushton where Asterix is said to be peeling "new world tubers" apparently picked up on a trip across the ocean in another adventure.



Final banquet

The question with The Meeting of the Chieftains, is do you judge it as being an Asterix book or as a gamebook in its own right? 

As an Asterix book, is has many of the elements that you would expect - bashing Romans, rushing from town to town through the Gaulish countryside, boars, magic potion and colourful illustrations. This format makes for a excellent setting for an adventure gamebook. What it unfortunately lacks is the abundance of clever puns which the Asterix books are known for, perhaps due to the format not really allowing them to shine in a text heavy/illustration light gamebook context. For that reason, comparing it to the comic books is unfair.

As a gamebook in its own right The Meeting of the Chieftains is fine, one of the better licenced gamebooks available, with a solid plot backed up by an equally solid rules system and entertaining mini games. There are some really nice touches, like the situation where eating a garlic smothered boar makes you less charming when chatting up the innkeeper's daughter, and the adding of extra distance to the darts game if you're drunk.

Unfortunately, the book is let down somewhat by execution due to the numerous minor and sloppy flaws mentioned above. These aren't game breaking in themselves but do lower the quality noticeably. If they were given a bit more attention this could have been a great book, rather than being just ok/quite good.

RATING

Story & plot - A meat and potatoes Asterix adventure. 7/10

Illustrations - Mainly cut and paste from other Asterix books but still classic. 8/10

Gameplay system - Simple and effective statistics system but many unclear and lazy elements throughout. 6/10

Writing - Mainly fine but lacking in puns and the magic charm Asterix is know for. 6/10

Atmosphere - The illustrations and text work well together to create an evocative adventure. 7/10

Nostalgia & subjective enjoyment - Bonus points due to being an Asterix fan. 8/10

OVERALL - 42/60


GIVEAWAY!

We are giving away a copy of The Meeting of the Chieftains as somehow we have ended up with two. This version is in good condition but with a few pages fixed back in with Sellotape its one ideal for playing not collecting.

For a chance to win simply come up with your best Asterix style pun name and put it in the comments section below - example, the village breakfast chef, Weetabix.

We will decide the winner on a date yet to be determined, by Toutatis!



Wednesday, 15 January 2025

Caves of Fury by Stephen Thraves - Review

 


Half of the short lived, two book Battle Quest series, Caves of Fury was written by the prolific Stephen Thraves and published back in 1992. In common with the rest of the Hodder & Stoughton Adventure Game Book series (entirely written by Thraves), the original book came with a host of additional specially printed playing items including custom dice, password cards, decoding overlays and treasure/strength counter devices. That probably accounts for the high price at the time - £5.99, which is about £13 in today's money accounting for inflation.

Three decades later and its hard to come by the full pack in its complete form. Many of the big second hand internet book sellers will list Caves of Fury at between £4-£6 but at that price you're probably just getting the book only. Complete sets of some H&S books in good condition can sometimes go for up to £50 on eBay. But the Caves of Fury full kit can usually be bought for about £12 if you're lucky.

Here at Adventure Gamebooks we were lucky enough to buy a copy of Caves of Fury on Music Magpie for just £3.44. It unexpectedly came with all the additional pieces except for the treasure counter, which isn't strictly needed for playing the game - you can just write down the number of treasures you get on paper. In terms of devaluation, losing the pieces to these books is equivalent to writing in pen on a Fighting Fantasy adventure sheet. 

No Treasure counter

Crazy Old Cave Men

Off into the caves we go! We are a barbarian hero off into a shadowy, mythical world to fight big monsters, outwit cunning wizards and find some treasures. Standard fantasy fare. Finding more treasures equals a better game result, and we should be aiming to get at least 6 out of the maximum 8 treasures available in the book to consider our adventure complete.

After a long sea voyage we arrive on shore to meet Sageor, a stereotypical fantasy old man. He's made a plea for a big strong warrior to come out and go to the Island of Fury, run by stereotypical fantasy bad guy Cragcliff. The island is apparently a Deathtrap Dungeon type scenario, where Cragcliff has filled his lair with a load of treasures and wants greedy young warriors to go and die there.

It seems that the treasure filled island is incredibly tempting as Sageor has lost all four of his sons to its deadly dangers. Well three sons, with one of them having come back home as a petrified mute. You would have thought that the third son at least would have been a bit hesitant in going off to the island after it claimed two of his brothers. "Er dad, don't you remember what happened to Gartax and Throgdalon?" But four is just silly. It seems that Sageor is just as bad as Cragcliff in encouraging buff young men to go off to their doom.

Does Sageor want the island lord dead for the loss of his sons? No. Apparently the only way he can get revenge is by taking Cragcliff's treasures away. And you, the adventurer, can keep them. Ok old man, I accept this bizarre quest. But I ain't coming back this way for a party if I get out alive.

Strength, Strikes, Spells and Scrolls

Mission accepted and we get our instructions. We have 6 strength points to start with and set these on the special counter. Points are lost by being wounded by a monster, strenuous activity or just being silly (being hit by an old man's stick maybe).

The battle rules are given (more on that later) but in summary, to have a fight we roll the special dice provided with the book to find out the outcome of an attack round. Monsters will have a certain number of hit points needed to kill them but we must scarper after taking only one hit - that does not sound heroic!

On our journey we might come across some other equipment and magic spells - represented by the rest of the things in the game kit - but we don't start with any. Finally, we have a treasure counter (actually we don't) to keep track of how much booty we can snaffle from the furious island. As this wasn't included in the game kit we'll just write it down.

Cavern Club

With Sageor creepily watching us, we get back on the water once again before we've even had the chance to dry off our naked muscular torso. 

Got an umbrella mate?

There's a storm a'blowing so we make the wise decision to row ourselves over a mile to the Island of Fury in a, we kid you not, "little rowing-boat". We're not doing anything here to counter the stereotype that barbarians are a bit thick. Surely that decision should mean a strength point lost at least (and a stupidity point gained) before we've even got to this titular angry island. 

In the distance we spy three cavernous entrances to the island and get our first blind choice of the book. Shall we use our aching biceps to row towards the left, central or right chasm? With no clues given as to which is the better choice we arbitrarily choose the middle route.

Our choice is seemingly a good one and we end up on a narrow beach in front of the caverns where we're given the chance to have a rest or do a bit of exploring. Acting on the call to adventure we decide to have a shufti round the shingles. While bloodcurdling howls come from the caves we stumble upon a password scroll in an old bottle. Bonus! Somewhere along the way the practically naked hero depicted in the image above has somehow acquired a haversack, into which we put the scroll - meaning we can use the password card from the adventure pack from now on.

G-ape-ing chasms  

Now into the caves themselves its not long before we come across our first monster. An pointy toothed, slit eyed, flared nostrilled ape like creature. It's telling here that the monster isn't given a specific name like in the Fighting Fantasy books, where you also get the name in capital letters (GIANT PIXIE) to know you're about to have a scrap. Here, we just get a general description, and a bit of not much more than incidental art of the monster.

Now we get a chance to fight the beast, which tempts us towards it with a sparkling diamond, potentially our first treasure. There is also the option to avoid it, hoping to find an easier creature to fight. As this is our first encounter its difficult to know how tough the baddy will be to kill so we decide to have a go at it anyway.

As it turns out, it doesn't look like we've chosen wisely. This creature will only be defeated if we get to wound it a rather high 8 times. Remember that according to the rules we have to run away if we get hit only once, so victory doesn't seem likely. After 3 rolls of neutral clashes we get our first hit on the beast and take it down to 7 points. But the next throw after that it hits us, meaning we lose our first point of strength and have to head to the next cave with our tail between legs - the tail sprouted from the same place the haversack did.

Cavernous

Moving on we plough through the dark and gloomy caves, facing yet more blind choices where we generally seem to have a one in three chance of not losing a strength point. Our first chance to use the sandy password scroll comes about and following a successful answer a friendly wizard lets us use a second item - the trance spell. Battling on we reach another creature feature and choose to fight the first one we come across again. Another bad idea as the fanged, muscular brute has 9 hit points and by the 4th throw of the dice we are whimpering away again.

The rest of the book follows a similar pattern - blind choice, item test, colourful characters (including twin goblins, witches and prophetesses), followed by a parade of monsters to choose to fight or avoid.

We soon die on our first attempt at the book but after careful map making and replays we eventually reach the final encounter where we finally meet the bad guy Cragcliff and have the chance to win the diamond from his crown, the largest and most precious jewel ever found. We won't spoil the ending but note that Sageor, the old man who sent us here in the first place, has seemingly been watching us from his clifftop perch the whole time!

Is it any good?

Stephen Thraves is a good writer and in Caves of Fury he does a decent job of scene setting and writing evocative text. Throughout the book you definitely get the feel that you're in some dark, dank caves and that there's a lot of furious creatures in there. 

The artwork by Terry Oakes tries to have a go at this but falls just a bit short of the mark. There's only one full page illustration at the start of the book (which is good) but the rest of it is mainly incidental art and just ok attempts at depicting the nameless creatures that you may or may not choose to battle with.

Some gamebook fans think that having the additional playing items like the custom dice and cards is gimmicky but we've always liked this idea and enjoyed using them. Actually using items like your hero does in the game can make you feel more a part of the adventure.

Along those lines, we always thought that a great concept would be if a book publisher partnered with a beer/wine company and you got a few drinks provided along with your gamebook. The drinks would be written into the text, so when you enter a tavern and buy a drink the book would instruct you to open your specially brewed bottle of Orcsblood Ale and quaff it like your character would. Booze Your Own Adventure anyone?

In terms of structure, Caves of Fury follows a familiar layout to the other Hodder & Stoughton adventure gamebooks. There are essentially a number of "acts" in the book which typically start by forcing you to make a three way blind choice - do you take the right, left or middle passage for example. Blind choice means that you receive no clues whatsoever as to which is the best course of action, which is a deeply unsatisfying gameplay mechanic.

Depending on what choice you make there's typically three outcomes with minor variations - good, bad and less bad. In this book the good outcome might see you finding an additional item for your adventure and no loss of strength points during the act. The bad outcome will see you lose at least one and possibly two strength points. The less bad outcome will be either no loss of strength or maybe a 1 point loss.

After the acts finish they converge at a pinch point and then you then progress into a section which has the potential monster meetings. Not choosing to fight a particular monster will move you onto another bad guy until you either choose to fight one or run away from them all. The section then ends at another pinch point and we rinse and repeat again.

Bogus Battles

The worst thing about Caves of Fury is the combat system. When doing battle, every monster you choose to fight is going to have a certain number of hit points needed to defeat it. These range from 2 to 9, but are most likely at the higher end of that as low score monsters are rare. All of the monster sections have a number of high strength enemies (between 7-9 hit points) and only one low strength enemy (between 2-4 hit points).

You'll only know how strong a monster is after you decide to fight it, and there are no clues as to its power beforehand in the given description. To take one example, in the tombs section near the end of the book you first meet a two-headed lizard demon with a muscular human body. Avoid that, and you then come across a horned fiend, with horns sprouting from all over its body, adding to jets of fire blowing from each nostril. Both adversaries sound similarly nasty but the first monster has 9 hit points and the second only 2! 

You inflict a wound (one hit point) on the baddy if you throw a certain combination on the two special combat dice (D6) provided in the adventure pack. This now gets a little complicated. 

One of the dice is coloured red and represents the battle from the perspective of the monster. Four of the sides of this die show a fanged creature's head, which represent the monster being exposed during the battle. This symbol coming up is at worst bad for the monster and at best neutral for the monster. The other two sides of the red die show a sword, which represent the monster making an attack. At best this is good for the monster and at worst neutral.

But to know the full outcome, you also need to know what's been rolled on the blue die, which represents you the adventurer. Three sides of this die show a shield, whish shows you've defended yourself; two sides are a sword, showing an attack; and one is your face, showing you've (figuratively) exposed yourself.

Red die: "Grrrrr this battle system is shit".

This system is complicated but can be summarised into three outcomes:

Good - you hit the monster.

Neutral - neither side hits each other.

Bad - the monster hits you.

Getting the probability calculator out, the way the Battle Quest fighting system has been designed means that the odds of you wounding any monster you face in any one attack round (good outcome) are 1 in 4.5, around 22% of the time. That's any monster, from a flame belching, metal plate armoured dragon to a 2ft tall, straw pants wearing gnome. 

Meanwhile, the odds of any monster hitting you in one attack round (bad outcome) are 1 in 18, or just over 5%. This simply does not make sense and takes no account of the strength and skill of the enemy you are facing.

Adding to the bad design is that a neutral outcome, no hit on either side, is going to happen just over 72% of the time. So most of your rolls are going to result in no hits whatsoever. Where's the fun in that? Just keep rolling rolling rolling...

The odds may seem in your favour overall if you're around 4 times more likely to make a hit on your opponent than they are on you. But no. No no no.

Perhaps the worst thing about the Battle Quest fighting system is that all it takes is for you to "lose" the battle is by getting just one hit from the monster. For the monster its a fight to the death. But for you, the hero, its a fight to the scratch. 

The rules state that if you are wounded at any point during a battle you must "prudently take flight at once". This results in losing one of your strength points and while the monster might not kill you outright, you lose the chance of gaining a treasure and completing the game with all 8 of the available sparklers.

The flee on one hit rule makes the probability of victory against the monsters very low. To illustrate this, we simulated 100 fights on an Excel spreadsheet against a maximum 9 wound creature, of which there are many in the game, using the die roll probabilities. The results are depicted in this chart.


The chart shows that the neutral die roll outcomes (depicted in yellow) completely dominate the game. Yawn, yawn, yawn. This causes one of the simulated fights to last a snooze inducing 54 rolls!

To reflect the game rules, each simulated fight ends either when the monster hits you (red colour) or nine hits are scored against it (green colour). The simulation results showed that in only 12 of the 100 fights was the monster defeated.

We might have gone into a bit too much detail here but the point is that to complete the game fully you have to get all eight treasures, which you get by killing eight monsters. It states in the intro, "when you have obtained the maximum score...then you have indeed completely mastered the Caves of Fury". But if you end up fighting even just one 9 hit point monster during your quest, where in that fight alone there is only a circa 1 in 8 chance of victory, then your odds of complete mastery are very very slim. The low chances of success suggest that either the book was not play tested properly or that the author was suspiciously sadistic. 

Bad

Other points of annoyingness crop up elsewhere in the book, which in no particular order are:

- The back of the book says, "YOU, o fearless warrior, must employ your mighty strength and supreme battle skill to fight the evil monsters...". But there is no skill involved in the game's battles, its just random dice rolls which take no account of the fighting ability of either you or the monster.

- Too many blind choices.

- At some points when you need to use the password scroll you're given a list of 3/4 choices by the person asking for the password. What's the point of having a password if you have a few options to choose from? Why not just pick a random number or toss a three sided coin?

- Dying when told to lose your last strength point and not having the death fleshed out is unsatisfying. One of the most memorable things about the Fighting Fantasy books was the way your gruesome deaths are explained in all their glory detail. From tumbling down forever into a bottomless pit, to an agonised death standing up in a vertical cage in House of Hell, the text really brought to life the end of your adventure. But in Caves of Fury you don't ever get to read a single line saying your adventure is over. Its just, lose a strength point, oh yeah I have to stop now 'cos the rules said so. There are no instant deaths, which some may feel is a good thing, but this means there are no opportunities for deathly descriptions.

- Cragcliff the bad guy is a name only. His back story or reason for creating his danger cave is never given and his appearance in the book is fleeting.

- None of your adversaries are given names, they're all simply called a "creature".

- The formulaic book title, which is just another, "The [Geographical feature X] of [Negative/scary noun Y]". Have a go at making up your own name for the unpublished third book in the Battle Quest Series - The Mountain of Despair, The Esplanade of Sorrow, The Oxbow Lake of Disappointment etc...

Conclusion

On the whole, Caves of Fury is a frustrating and formulaic but sometimes enjoyable book. It seems a whole lot more could have been done with it given that  the writing is very good, evocative and the setting is classic fantasy fare with room for expansion. 

Just some minor tweaks to the battle system would propel it from being an overall average book to a moderately good book. But as it, Caves of Fury is practically impossible to complete on the first few read throughs. If you feel like playing it more than once, the key is to make a map, and find out where the bonus items and low strength monsters are. 

It gets an extra bonus point for the trance spell card having a swirly image on it.

RATING

Story & plot - 4/10

Illustrations - 5/10

Gameplay system - 2/10

Writing - 7/10

Atmosphere - 7/10

Nostalgia & subjective enjoyment - 6/10

OVERALL - 31/60

To read the full solution to Caves of Fury - CLICK HERE


Caves of Fury by Stephen Thraves - Solution

This solution does not guarantee that you will win all the available treasures and get the "best ending". That is down to the random dice rolls when facing monsters. However it should ensure that you reach the end in one piece. 

For the sake of simplicity we assume that all creatures are beaten in combat. If you lose and are forced to flee, as per the rules, you lose 1 strength point.

The walkthrough isn't the only way through the book but takes you through one of several safe paths, with a minimum of strength point losses, maximum items/spells acquired and chooses only the weakest monsters to fight in any one monster section. The wound points of the creatures fought are included in brackets, with a maximum strength monster of 4 hit points.


ISLAND ENTRANCE

1 - Choose the central chasm
84 - Explore the beach
285>57 - Pick up PASSWORD SCROLL

MONSTER 1

122>194>103 - Avoid creature (8)
278>36 - Avoid creature (8)
172 - Fight creature (2)
211 - Defeat creature
156 - Add 1 TREASURE

TRANCE SPELL

45 - Choose the middle path
249 - Enter the cave
342 - The password is GARLON
47>326 - Learn TRANCE SPELL

MONSTER 2

145 - Avoid creature (9)
304 - Fight creature (2)
176 - Defeat creature
152 
- Add 1 TREASURE

INFRA RED POWER

324>206>10 - Ignore the goblin's warning
320>288>77 - 
The password is QUADEN
4>49 - Take the right branch
134 - Step on stone
341 - Gain INFRA-RED POWER
127>81 - Follow his advice

MONSTER 3

51>106 - Yell once
314 - 
Fight creature (2)
149 - Defeat creature
173 - 
Add 1 TREASURE

BOOK OF WISDOM

54 - Take the steps in front
327>18 - Enter cave
216>82 - Choose the top book
337 - Take BOOK OF WISDOM
93 - Take the right tunnel

MONSTER 4

9>318 - Choose monster
114 - 
Avoid creature (9)
275 - 
Avoid creature (7)
184 - 
Avoid creature (9)
153 - Fight creature (2)
48 - 
Defeat creature
198 - 
Add 1 TREASURE

HALL OF MYSTERIES

26 - Choose the left arch
132>58 - At this stage you should have all the required spells, books and scrolls so all three paths in this section offer equal difficulty. For the solution we choose the most atmospheric - go left
276>34 - The hag on the right is lying
250>101>204 - The password is PHENDON

MONSTER 5 - CAVE OF STONE GUARDIANS

157 - Avoid statue (9)
52 - Fight creature (4)
16 - Defeat creature
333 - 
Add 1 TREASURE

PORTCULLIS & BEYOND

109 - The password is DRADVIL
228>66 - Choose the middle branch
142>38 - Choose right hole roof
188>33>112 - Choose crossing on right
22 - Choose right chest

MONSTER 6

104 >20 - Avoid creature (9)
87 - Fight creature (3)
199 - Beat creature
91 - 
Add 1 TREASURE

ICE CAVERN

50>139 - The password is TORZAD
89>147 - 
From here, there are again three possible paths in this section so we choose the most atmospheric - enter temple
329>233 - Choose chalice on left
119>74>325

MONSTER 7

97 - Choose the top row
248>133 - Avoid creature (9)
287 - Fight creature (2)
95 - Beat creature
239 - 
Add 1 TREASURE

UNDERGROUND RIVER

136>265 - The password is CHERLIN
76>189 - Choose centre arch
340>293 - Steer right
80>39

FINAL MONSTER

207 - Fight creature (3)
78 - Beat creature
323 - Add 1 TREASURE
120 - THE END!