Solução – Freeway Fighter

Freeway Fighter Solution

By Carrot

This is the most direct route to completing this adventure. In some cases, with some experimentation, you may find a alternative route to achieve the same objectives at a slightly lower cost. In addition to driving the petrol tanker from San Anglo to New Hope, this solution allows you to save the kidnapped New Hope council leader: Sinclair. All Skill and Luck rolls are assumed to be successful (some failures could result in being killed).

Note – After the Blitz Race (ref 111), it doesn’t say in the text that you get the credits you initially bet on the race back or not! If you do get it back, you can buy a supercharger, for your Dodge Interceptor, at Spark Plug Pete’s, which gives you an advantage in the race with the E-type jaguar (ref 351). This solution assumes that you don’t get the money back!

1 – You leave New Hope along the highway. You stop at a small town.
126 – Investigate the gunshot you heard!

274 – Tell him you’re from New Hope. Johnson warns you about Joe’s Garage.

34 – You drive on.

167 – Don’t talk to the woman! Drive on.

188 – Destroy the Red Chevvy. Stop to inspect it. You learn about Sinclair’s kidnapping on your radio!

341 – Leave the highway, drive east.

22 – Leave the Ambulance, drive east.

203 – Drive east.

372 – Shoot a rocket at the road-block!

95 – Race after the Bikers!

249 – Destroy the Motor-bike.

206 – Check the locked pannier on the crashed bike.

346 – Bag the hand-cuffs, map and the 200 credits. Head back to your Interceptor.

157 – Following the map, drive south to Rockville.

222 – You’re lucky! The bazooka misses!

53 – Drive after your attackers

78 – Chase them!

199 – Shoot a rocket at the farm house to kill them, it’s much safer!

262 – Investigate the cry for help you hear, it’s Sinclair, the council leader of New Hope!

112 – Check out the General Store. You find a full canister of petrol!

252 – Search the house.

185 – Open the left door. You find some wire-cutters!

246 – You leave the house.

353 – Drive south.

61 – Head east.

272 – Continue south.

323 – Empty the petrol canister you found into you tank.

276 – Sleep in your Interceptor for the night.

128 – After a quiet night, you drive on south.

165 – Release an Oil Spray!

234 – The armoured car skids off the road, crashing in a ditch!

47 – You accelerate away.

117 – Head west.

189 – Head south.

24 – Check out the rough side road.

300 – Talk to the tattooed man, drive through the gate.

240 – Bet your money. Challenge him to a Blitz Race.

3 – Start of the Blitz Race. You get a good start!

354 – He rams you! You’re lucky.

27 – Break hard! Let the Yellow Ford pass.

139 – Ram the Ford!

8 – You skilfully drive past the Ford.

340 – Accelerate away from your opponent.

318 – Use your Iron Spikes!

63 – You’re lucky! Your Iron Spikes give the Ford a slow puncture.

334 – Battle the Yellow Ford!

35 – Accelerate your Interceptor to the bridge.

379 – You keep your nerves.

20 – At the last minute, swerve to the left!

111 – You win the Blitz Race! You’re given a full canister of petrol!

156 – Your gang is called the ‘Black Rats’.

207 – Going back to the road, you head south once again.

88 – Give Spark Plug Pete the elbow, continue south.

271 – Keep driving south.

166 – Check the wrecked car for spares. You find a tyre!

253 – Have a look inside.

2 – Use a Med-Kit to heal the Snake bite. It was worth it to get the plastic tube!

13 – Drive south.

361 – Release an Oil Spray!

96 – You drive on.

180 – Empty the petrol canister you won in the Blitz Race into your tank.

243 – Drive south.

49 – Leave the abandoned Police car, drive south.

91 – Battle the Chariot! Drive on.

230 – Drive east.

15 – Talk to the mechanic about repairing your Dodge Interceptor.

169 – Pay him 200 credits, he repairs your Interceptor.

259 – Drive off east.

291 – Don’t pay up! Challenge him to a duel.

208 – You survive.

196 – Drive along the winding road.

351 – After the landslide, drive on.

358 – No Supercharger!

54 – You win! If you lose, you’ll have to fight them. If you have a rocket left, use it.

104 – Check the parked articulated truck.

306 – Use your plastic tube to siphon the petrol out.

118 – Drive on.

99 – Fill you tank with petrol.

21 – Carry out some repairs on your Dodge Interceptor. Use a Med-Kit to increase your strength (It’s important that you have at least 10 stamina points later).

221 – Head south. Pick up Amber.

7 – You’re lucky!

319 – You’re lucky (again)! Amber has some Energy Pills.

32 – You head off, towards the Doom Dogs’ camp.

76 – You’re lucky (yet again)! If you’re unlucky, knock the guard out.

198 – Crawl to the fence.

85 – Use your Wire-cutters.

107 – You should be strong enough to reach your Interceptor safely.

158 – You jump into your Dodge Interceptor.

67 – Battle with the Station Wagon!

200 – Dodge the Station Wagon’s ram, otherwise….

102 – Opt for the shoot out. Don’t fight the Animal.

154 – You kill the other gang members. The Animal gets angry and gives you a bear-hug (!?)

376 – Amber knocks the Animal unconscious with a spanner.

90 – Drive south with Amber. You reach San Anglo!

147 – Take command of the panicky San Angloians!

235 – You lucky!

40 – Run through the cross-fire.

81 – Quickly pull the thug from the Tanker cab. The Doom Dogs retreat. You leave San Anglo in the Petrol Tanker.

218 – Sleep in the Tanker cab all night.

52 – Machine-gun the Biker!

190 – Sit it out! Don’t opt for the duel, it’s too risky.

345 – You’re lucky! His crossbow bolt misses.

74 – You beat him in a hand-to-hand fight!

380 – You escaped being bitten by a rat. You’ve safely driven the Petrol Tanker back to New Hope, saving the New Hope council leader Sinclair along the way. Well done, your mission is a complete success!

Hints & Tips
In this adventure, fighting your opponents can be fairly risky. Even though you’ll start the adventure with a higher initial stamina score, everytime you get shot, you stand to lose 1 – 6 stamina points plus an additional stamina point permanently when you get shot more than once! It’s generally safer to let your Dodge Interceptor take as much punishment as possible, considering that you can get quite extensive repairs done to it before you reach San Anglo anyway.
Also, guard your Dodge Interceptor’s supply of rockets! In this solution, you only have to use two of the four you carry with you. It’s well worth keeping at least one back, just to protect you if you get into a tight corner.

Solução – Talisman of Death

Solution #1 by Tristan Taylor
Solution #2 by Jeff Poteralski
Solution #3 by Greg Galon

Solution #1

Introduction: Talisman of Death thrusts you into the intriguing world of Orb, the brainchild of authors Mark Smith and Jamie Thomson. These experienced gamebook authors (whose repertoire include the Way of the Tiger and Duelmaster series) have incorporated the Fighting Fantasy gaming system into their intricate world, and the result is Talisman of Death. This adventure throws you, a humble Earthling, into a divine mission in the fabulous world of Orb. Your task: to guard the Talisman of Death, and destroy it before the minions of the dark god seize it for their evil purposes, preferably by taking it back to Earth. There are several paths within the book, but this solution provides you with the most direct path. If you wish to learn more about the wonderful city of Greyguilds-on-the- moor, the ‘red herring’ paths, not indicated in this solution, provide a wealth of knowledge, although a pointless waste of time if success is your only goal.

Like in every good solution, I assume that you win every fight, successful when testing your luck or skill etc.

1: You start the adventure by being transported from the tranquil Garden of the Gods into a huge vaulted chamber, deep underground.

30: You hold your ground and draw your sword.

13: A group of four humans approach you.

247: No point in lying (especially when a loaded crossbow is being pointed at  you), you tell the group you have come from another world.

100: The group are the survivors of a mission sent to steal the Talisman of Death from the Rift, the dark chasm which you are presently located. It appears as if you must relieve them of their burden. You receive 10 gold pieces and the Talisman of Death.

125: Oh no! A horde of Dark Elves and Cave Trolls burst into the cavern and attack the Crusaders. Luckily, the wizard finishes his spell.

185: Having exited the Rift, you head west towards Greyguilds.

256: By going through the forest, you encounter a SHE-WOLF.

52: Not wishing to create a scene, you give the SHE-WOLF and her two cubs a portion of your provisions. In return for your kindness, Wodeman, the Guardian Druid of the Sacred Grove, rewards you with a golden apple, which will restore 4 Stamina points when eaten.

159: You Test your Luck to sneak past a huge brown-scaled lizard.

267: You are successful, and avoid a nasty confrontation with the BASILISK.

270: An old woman is drowning in an algae-covered dew pond.

65: Leaving the old woman to her fate, you exit the forested hills. You are accosted by twenty warrior-women on horseback.

35: By making out some gestures, you give the warrior-women the impression that you are deaf and dumb. They decide to give you a lift to Greyguilds, where they form the Watch.

197: After hearing their qualms against the followers of the All-Mother, the Captain signals that they are under ambush.

224: Keeping up appearances, you do not flinch. The warrior-women drop you off in Greyguilds. You now look for a way home.

296: You wander around the streets of Greyguilds-on-the-moor.

357: Contuining your travels down Store Street, you encounter a woman.

198: Again, you tell the truth, and inform the lady that you did indeed cross the wilderness.

166: You tell the lady that you met Wodeman in the forest. The lady introduces herself as Lillantha, a priestess of the All-Mother.

117: After praying to the All-Mother, Lillantha presents you with a suit of magical chainmail armour (+1 skill). Lillantha tells you about the movements of the All-Mother in the city, before you continue down Store Street.

130: The undead envoy of Death encounters you and asks for the Talisman.

271: Not giving in without a fight, you attack the ENVOY OF DEATH.

254: After defeating the envoy, you leave Store Street and enter Booker’s Walk.

346: You enter the largest library in the Manmarch.

336: Whilst reading a book on the Gods of Orb, you find a reference to the Talisman.

186: You stumble into a hidden man-trap after leaving the library (-2 stamina).

162: You are forced to surrender the Talisman to the priesthood of Death, who in turn have it stripped by the Watch, the warrior women of Fell-Kyrinla.

128: A good Samaritan rescues you from the man-trap, and offers you his hospitality.

143: You sleep deeply (+4 stamina). Your host asks you about what happened.

98: You tell your whole story to Apothecus, a sage of history and your host.  Apothecus believes that Hawkana, high-priestess of Fell-Kyrinla, now holds the Talisman in her temple, and that you will need to enlist help from the Thieves Guild in order to get it back. He invites you to dinner, and gives you a jade rose, 5 gold pieces, and a ring that increases your skill at arms (+1 skill).

57: Apothecus directs you to the Red Dragon Inn, in the street of Seven Sins.

156: You ignore the quarelling men and enter the Inn.

3: Purchasing a drink of ale (-1 GP), you scan the Inn for possible thieves.

280: A motley group of six men present themselves as likely candidates, so you approach them.

246: After informing the thieves that you need help with some unfinished business, they tell you to meet them at the Thieves Guild, via the coal-hole  in Hornbeam Road.

169: Two newcomers enter the Inn, and you are informed that they are Tyutchev and Cassandra. The thieves leave you, whilst Cassandra sits down opposite you.

363: Tyutchev orders you to stay when you decide to leave the Inn.

374: Backing down, you return to your stool. Tyutchev and Cassandra interrogate you over your dealings.

386: Claiming that you came in only for a drink, Tyutchev scoffs at your reply.

289: You leave the Red Dragon Inn and live to tell the tale (+1 luck).

229: Whilst walking to the sage’s house, a small boy asks for you help.

216: Accepting the offer, you walk with the boy to the Guilds of Learning. Two scholars, Moreau and Polonius, offer you 20 Gold Pieces in the name of science.

182: The two scholars dabble in vivisection – the art of creating life. They have created a war-beast consisting of various parts from cockroach, crocodile and ogre. They want you to fight the beast for the 20 Gold Pieces.

189: You fight the VIVISECT.

176: After killing the VIVISECT, Moreau and Polonius are heart-broken. Red-faced at not having the promised 20 Gold Pieces, the scholars offer you a Scroll of Agonizing Doom.

273: You arrive at the sage’s house, and the manservant asks for you token.

6: Revealing the Jade Rose, you are allowed inside. Apothecus introduces you  to his friend and fellow sage, Diodorus, an expert on inter-dimensional travel. He believes that a portal on the summit of Mt Star-reach can transport you back to Earth. Apothecus tells you that you can leave Greyguilds via the cemetery. If you are in dire trouble, Apothecus tells you  that you can pray to the All-Mother. After dinner and a good nights sleep, you leave for the Thieves Guild.

64: You pass a magician with a gold ear-ring.

83: Not knowing about the storm drain…

149: …You find the coal-hole in Hornbeam Road. You arrive in the magnificantly furnished Thieves Guild.

209: You are brought before Vagrant, Guildmaster of Thieves.

276: After telling Vagrant that you need help to steal the Talisman of Death, he organises an expedtion.

241: Bloodheart and Jemmy the Rat ensure your entry into the temple of Fell-Kyrinla.

217: You silence the old man…

206: …with the pommel of your sword.

251: By knocking the dagger from his hand, you prevent the callous Lord Min from murdering the old man in cold blood.

283: However, the noise has raised the alarm.

180: When running down the stairs in front of you, you hear the tramp of feet. Time to Test your Luck.

140: Being successful, you continue through the temple, only to face a TEMPLE GUARD.

113: After defeating the guard within five attack rounds, you enter the Inner Sanctum to confront Hawkana, High Priestess of Fell-Kyrinla.

222: Hawkana prays to her Goddess for divine aid.

105: You are slightly caught by the heat of the blast (-3 stamina)

59: Time to use that Scroll of Agonizing Doom and attack HAWKANA.

44: After disposing of Hawkana you regain the Talisman of Death (+1 luck).

54: Will this lady never die?! Not until you remove her Ring of Regeneration  (+6 stamina).

16: You scramble to leave with the other thieves, and quickly evade the murderous thrust of Bloodheart’s dagger. Test your Skill.

163: Skillfully, you jump from the temple roof onto a nearby building. The thieves flee, leaving you to regain your breath.

235: You run into Tyutchev and Cassandra once again, with their friend Thaum  (the magician with the golden ear-ring), and his friend Harg.

141: Knowing that Thaum is a master of illusion, you calmly let Harg’s hammer hit you.

171: Thaum launches a fireball at you.

244: By running at Tyutchev, the fireball just sears your back (-3 stamina).

265: You fight TYUTCHEV.

301: After you hit Tyutchev, he turns invisible.

330: Better call on a God for aid.

248: By now you should have taken the hint of which God to call for.

375: Following Lillantha’s advice, you lie low until evening.

126: To kill time, you fight a DARK ELF.

249: The followers of the All-Mother let you leave the city (+1 luck).

8: You have a good nights sleep (+2 stamina).

287: Striking out south-east, you head for Mt Star-reach. You encounter a dark spectral figure, on a hellish steed.

207: You ward off the WRAITH by lighting a torch and standing your ground (+1 stamina).

154: You set off once more.

138: Readying yourself for the inevitable WRAITH attack, you inspect the Talisman.

46: You use the power of the Talisman to banish the Faceless Ones (+2 stamina).

20: You arrive at the base of Mt Star-reach.

328: Whilst climbing up the steps, several boulders plunge on you. Test your Skill.

308: The boulders hurtle past you.

192: A group of HOGMEN surround you.

151: You tell them you mean no harm…

133: …and offer them some dried meat to sweeten the deal. Pity it was salt pork you offered them.

365: You are bought before the Headhog, who demands to know what you are doing.

110: Telling the truth once again, you explain the reason which brings you to Mt Star-reach. The Headhog informs you that you will have to defeat a Dragon in order to reach your destination. He gives you a gourd of Gum of Amber Pine, in order for you to stick together three of the dragon’s scales, to shield you from it’s fiery breath (+2 stamina).

7: You enter the Dragon’s lair.

48: The narrow tunnel tacks you to the Dragon’s rear.

269: You pick up three of the Dragon’s scales.

310: The gourd of Gum of Amber Pine…

385: …allows you to fashion a shield from the scales.

69: You encounter the Dragon near the portal to Earth.

382: Wasting no time, you run to attack the Dragon. Test your Skill.

34: The shield protects you from the Dragon’s breath, and you dodge it’s claw.

10: You attack the RED DRAGON.

29: The Dragon materialises into an old man.

12: Not trusting the deceitful Dragon in any form, you finish him off.

400: You step through the portal and arrive back on Earth, successful!

Not an overly hard book to complete, but Hawkana and the Red Dragon prove to be worthy opponents. Funnily enough, last time I played the book (with characteristics Sk: 12, St: 22, Lk: 11) Hawkana almost defeated me, despite having a reduced stamina, whilst I seemingly easily disposed of the Dragon. Luck of the dice I guess! The storyline, whilst filled with detail, cannot endanger you in any specific way other than combat and unsuccessful luck / skill roles. There are plenty of opportunities to restore stamina and luck (not to mention your ample supply of provisions), so the only characteristic  to make sure is good is skill. Of course, the more the better!

Here are the characteristics of the enemies you face: (Sk, St)

Envoy of Death
8, 4

8, 12

Temple Guard
7, 8

12, 6

10, 12

Dark Elf
8, 8

Red Dragon
12, 20

As you can see, not much difficulty with the combats in this adventure, except for the aforementioned Hawkana / Red Dragon encounters.

Solution #2

1   What’s going on???
100 Tell them you’re from another world
125 Wow, you have the Talisman already; this is going to be a short story….

185 Head towards the open field
134 Yikes! Run like crazy
227 Keep running
203 Beat up the willow weird, and stick your hand in the water to get a good bonus

39  Wade across the river
331 Claim you are deaf and dumb to these rascals
197 Don’t duck! (remember, you’re deaf)
139 Duck in here if you’ve lost your sword
104 Minion of Death- not too strong
278 Help the jeweller fight off the bandits, and be rewarded with a ruby and some gold

346 Read about the history of the city in this library
186 Unfortunately, the Priesthood of Death is going to take the Talisman…temporarily

128 What a nice guy
143 He’s Apothecus, the only decent person in this book…tell him your whole story
57  Give that brass tiger back to the owner (you don’t want it)

156 The Red Dragon Inn…well, you’re going to have to talk to those thieves, so just get it over with

169 Cassandra and Tyutchev…don’t try to fight them now (they reappear later on)…introduce yourself, say you’re looking for thieves, then get out

229 Follow the boy
216 Fight the Vivisect, and gain a wonderful Spell of Agonizing Doom

6   Back at Apothecus’ house
83  The Thieves’ Guild
241 Ignore the old man
283 You’ve been spotted….Run!
180 Silence the temple guard
222 Hawkana…try to roll low
59  Use your scroll of Agonizing Doom
44  By George, you’ve got the Talisman back!
54  But before you go, go back to her and steal her ring

235 Ignore the first illusion, but brace yourself against the second

265 Cassandra and Tyutchev and Thaum, oh my!
301 You’d better pray to the All-Mother to save your butt

261 Be civil to the monk, he’s not worth the trouble
287 Light your torch
33  Check out the cave
103 Pillar says to go through the dragon door
339 And so you’d better
352 Take the spear, and waste the mummy
328 Try not to get hit by rocks
192 Hogmen! Give them a ruby for being so cool
122 Go back to their village with them
72  Meet the Headhog
110 He’ll give you the gum of amber pine and some useful information

48  Get some loose scales
385 And make yourself a shield
69  Attack the dragon with your spear and homemade shield

29  You’ve come too far to be fooled by this illusion…kill that old fart

400 What a feat!

Solution #3

This is a rather difficult book, in a way. There are many ways to die or to lose Stamina and Skill points. The artwork is well done in places but is rather blotchy in others.

But when you get down to it this is a good addition to your collection.

Greyguilds-on-the-moor is a strange city, but those of you who are familiar with Port Blacksand will immediately recognise the dangerous bars, mysterious sages and tricky thieves (not to mention those cults!) You can avoid most of them if you choose correctly.

Even if you know the correct path through this adventures, you will need good dice rolls to finish (especially Stamina). There are many battles to be fought along the way, which will undoubtedly wear down your Stamina. This solution attempts to minimize the number of these battles. Take advantage of areas where you can restore your Skill and Stamina scores.


Starting Items: a sword, leather armour, a backpack, 10 provisions, 5 torches. (What do you need the torches for?! I never needed them anyway). My suggestion is that you take the Potion of Skill; you need a way to replenish both your Skill and your Stamina, but you’ve got food for your Stamina.

In this solution, I’ve assumed that all battles are won and all Skill and  Luck tests have been passed. If you don’t want to play it that  way, you can still follow along in the walkthrough, but do realize that many failed Skill and Luck tests are likely to at least lose you some Stamina.

Now the solution…





100 +Talisman of Death




52 -1 provision but +1 Luck, +1 Golden Apple (+4 Stamina when eaten)










198 The man’s name was Wodeman

166 Go with the woman to the temple

117 +Magical Chainmail (+1 Skill); back to Store Street

130 Ooh, the Envoy of Death threatens you! Oh no, you’re doomed. Doomed I tells ya! *hero sobs uncontrollably, then regains control* Just hit the damned thing.

271 Hits from the Envoy of Death drain 1 Skill point and 2 Stamina points

254 Regain all Skill points but 1; go to the library

346 Either choice is good, but my choice is better than just “good”


186 You’re caught in a mantrap (ouch). -2 Stamina points

162 You lose the Talisman of Death and it’s taken to the temple of Fell-Kyrinla

128 You’re released from the trap

143 Your host is certainly a little strange, but there’s no reason to distrust him

98 get Ring of Skill (+1 Skill) and 5 GPs





119 Hm, intresting story about this Tyutchev guy. Didn’t you read about the god he followed, Anarchil (in reference 336)?

280 You’ve really got to watch what you say here, because one wrong word and they’ll give you a fatal passageway to get to the Thieves’ Guild.


169 Looks like this Tyuthchev guy has a follower (or maybe partner) by the name of Cassandra. She’s the sulky type.

374 Or maybe she’s the aggressive type. Your burden to decide.



289 +1 Luck point



182 Oh, what a beautiful… uh… whatever that THING is. This should be interesting


176 +Spell of Agonizing Doom


6 More info, and 4 Stamina points






241 Don’t take a chance, knock out the old man!



239 -1 Luck point; looks like everyone’s going to bail out on you

222 Roll 1-4; if you roll 5 or 6, you get more damage

105 -3 Stamina points

59 Use the Scroll of Agonizing Doom; apparently it makes Hawkana lose 8 Stamina points

44 You get the Talisman of Death back and 1 Luck point

54 You get the Ring of Regeneration and 6 Stamina points



235 Uh oh, looks like Tyutchev’s caught up with you. And he’s brought company!



244 -3 Stamina points


301 You need a miracle. Who do you turn to for miracles?

330 Of course! The All-Mother!



261 It’s better not to fight that guy




99 +1 Luck point

8 +2 Stamina points; that sage told you to go South-East, so off you go


207 +1 Stamina point


138 There’s a subtle clue here as to what to do, read carefully. I’m not going to tell you (unless you look at the answer below – D’oh!)

46 +2 Stamina






120 Any of the choices will give you a subtle hint – it’s up to you as to which door to open (unless you peek at the answer again – D’oh! again)




395 “Dragonsbane” spear – gain +1 Skill






133 -1 provision


110 +stoppered gourd with Gum of Amber Vine, +2 Stamina points



269 +3 Dragon scales


385 +anti-Dragon’s breath shield








Creatures You Must Battle to Get Back to Earth:

ENVOY OF DEATH Skill 8 Stamina 4

VIVISECT Skill 8 Stamina 12

TYUTCHEV Skill 10 Stamina 12 (Only one successful strike needed)

MUMMY  Skill 8 Stamina 10

RED DRAGON Skill 12 Stamina 20 (Until its Stamina is 5 or less)

Solução – House of Hell

House of Hell Solution
By Lafe Travis

I consider The House of Hell to be one of the hardest Fighting Fantasy book to solve, probably because of the numerous twists and turns of the passages. (Creature of Havoc is much harder.) Mapping the house on paper would be a real trick. When I get enough nerve, I may do that.
For over a decade, I was unable to escape from the house. Dozens of gruesome deaths later, I had though it was impossible and the authors had not playtested the book properly. I recently decided to tackle the house again and make detailed notes and flow charts, which explored every choice. It took three nights. In doing this, I discovered how the puzzle was written – and it all became clearer.
First I’ll offer some general tips, for those who want the fun and satisfaction of solving it on their own.
There are plenty of dead-end areas and red herrings to be avoided in the house. The whole search for the man in white is unnecessary, and can actually lead you into areas you don’t want to be in. True, he may have lots of information, but it’s not essential for escaping from the house. Also, the pentacle won’t do you much good, except take you to an area of the cellar with no exits. If you find yourself in the kitchen or the sacrificial chamber, you might as well start again. The torture chamber can be escaped, but there is nothing to be gained from there. Many doors in the house can be ignored. Most rooms will just wear down your Stamina and add points to your Fear score.
Also, if you’ve been knocked out and bound, you should restart, because the first encounter with Shekou in the Eblis room is important. Rooms can be arrived at from different directions, which will sometimes have you in a situation before you’ve got the required item to deal with it. Steve Jackson, the author, has skillfully connected areas of the house like tangled yarn. It’s one big maze. Other tricks he’s employed is having duplicate paragraphs, and worst of all — links which cannot be gotten to by any other links (requiring you to write down reference numbers and make mathematical operations to arrive at the new number).
Areas you should not miss are the two encounters with Shekou, the frosted window message, the dining room, Mordana’s room, the cellar with the bats, the drawing room, the magic mirror; but not necessarily in that order. If you don’t want to solve it on your own, the entire solution is detailed below, with the correct order of paragraphs you should follow.
The area I kept missing was the second encounter with Shekou, which is needed to get the password to the secret room. I suppose a person could correctly guess the password without Shekou’s help, but they’re taking a chance.


So now I present — the step-by-step solution to The House of Hell:
You are encouraged to play along in your book. This is only one solution. I’ve skipped many unnecessary rooms and areas and tried to make it as streamlined as possible. There are probably other ways through the house, but I haven’t found them. I’ve tried to provide a count of Fear Points and Inventory items.

(1)   Front Entrance
(357) Rap the door with the knocker
(8)   The Butler informs his master of your arrival
(277) Wait for him to arrive (not much is to be learned from the paintings)
(394) Drink the Brandy and ask to use the telephone [Subtract 1 Fear Point]
(309) Go to the Dining Room
(395) Drink the Red Wine
(196) Eat the Lamb (the duck is good too!)
(28)  The Earl of Drumer tells you about himself
(224) Choose Fruit, Coffee and Brandy for dessert
(5)   To the Erasmus Room for bed…
(59)  Attempt to leave the room
(63)  Pretend to go to sleep [Add 1 Fear Point]
(158) You hear a shuffling sound outside
(373) Hide behind the door
(399) Leap on the Hunchback
(220) Reduce his stamina to 4 or less
(234) Force him to answer your questions
(308) Ask about the people in the house
(350) Leave the room
(332) Turn to the right, see a Ghost Woman! [Add 1 Fear Point]
(73)  Follow the Ghost Woman to Apollyon Room
(257) Decide to help the Ghost Woman
(358) Azazel Room – a laboratory
(117) Investigate the room further
(341) Examine the glass vials
(161) Drink the yellow liquid – protection!
(385) Someone’s coming!
(26)  You came from the right, right?
(287) Two doors in the corner of landing
(86)  Door with no name
(110) Investigate the window (88 reference)
(193) Back to the landing
(377) Try the unmarked door – Storeroom!
(83)  Search the things on the shelves, Garlic, Weapon (3 Skill added)
(233) Return to the landing
(374) Ignore the next door and continue onwards
(272) Follow the landing to the right
(175) Continue following the landing
(335) Try the door of the Abaddon Room
(139) Wake the old woman [Add 2 Fear Points]
(246) Wait to see what will happen next
(170) Ask her information about the house
(19)  Defeat the Dogs and search the room
(321) Ask about Secret Rooms in the house
(88)  “Mordana In Abaddon”
(295) Learn how to find a Secret Room
(159) Leave the room
(132) Go downstairs
(353) Choose the door on the left
(119) Explore the room further
(192) Examine the Ornaments – Weapon! Flask! Brandy!
(303) Examine the Fireplace
(364) Read through the Letters – Get Password (Pravemi?)
(85)  Examine the Face on the Clock – Fire Sprites!
(145) Try another approach to defeat them
(64)  Back up toward the window – fizzle
(392) Examine the secret button again
(397) You fall down a trap door! [Add 1 Fear Point]
(6)   Spring behind the door to surprise whoever is approaching
(367) Step forward and announce yourself to him
(210) You follow the Hunchback from the room
(230) You’ve met this Hunchback before!
(198) You jog his memory
(93)  Offer Shekou a drink of Brandy – the correct Password is hinted at
(393) You decide to follow his directions to get upstairs
(320) Hide under the stairs and use Mordana’s advice (320-10=???)
(310) Of course you want to look for secret doors!
(276) You’ll try a password
(237) The name of the house (Drumer) mixed up can only be MURDER!
(174) Enter the secret room
(48)  You open the box on the table
(35)  You have found the Kris Knife!
(293) Climb the stairs and return to the main floor
(113) Enter the door opposite
(324) Investigate the room
(147) Grab the case and take it with you
(3)   Dive through the mirror – Golden Key!
(160) Step through the mirror
(294) Right-Hand door
(10)  You’ve got the Golden Key! Now you’ve got Iron Key #27!
(204) Leave the chamber
(349) Step back through the mirror
(131) The people have left. You leave too.
(58)  Follow the hallway to the right
(323) Try the door on the left. Use Iron Key #27 (323-27=???)
(296) You are back in the Dining Room. This time it is different.
(318) Pull the rope for the Butler and get on with business.
(351) Attack Franklins the Butler first
(336) Continue pursuing the Butler
(181) The Butler makes a startling transformation! [Add 3 Fear Points]
(109) You are armed with the Kris Knife (thankfully) You battle the Hell Demon
(400) You’ve killed the Hell Demon! You escape the burning House of Hell.


Creatures You Must Battle:

Shekou the HUNCHBACK Skill 7 Stamina 7
(but the battle will end when his Stamina is 4 or less)
Mordana’s Dogs
First GREAT DANE     Skill 7 Stamina 6
Second GREAT DANE    Skill 6 Stamina 6
The Butler FRANKLINS Skill 8 Stamina 8
(but the battle will end once you’ve inflicted your first wound on him)
What the Butler becomes…
HELL DEMON           Skill 14 Stamina 12


(394) Drink the Brandy and ask to use the telephone [Subtract 1 Fear Point, if you have any]
(63) Pretend to go to sleep [Add 1 Fear Point]
(332) Turn to the right, see a Ghost Woman! [Add 1 Fear Point]
(139) Wake the old woman [Add 2 Fear Points]
(397) You fall down a trap door! [Add 1 Fear Point]
(181) The Butler makes a startling transformation! [Add 3 Fear Points]
Total=8 Fear Points (So if you rolled a Fear Score of 7 or 8, you’ll die of fright!)


Closing Comments
Now that I’ve completed the House of Hell, I can get on with other Fighting Fantasy books. I plan on providing many other Fighting Fantasy solutions. Send me e-mail, if you’d like to see a solution for your favourite Fighting Fantasy adventure book; I hence call myself the FF-Solution Master!
Fans of The House of Hell might enjoy watching the Wes Craven movie “The People Under The Stairs”, which has many similarities. If you have a Nintendo Entertainment System, you should try Kemco-Seika’s “Uninvited” game, which I’m sure was inspired by The House of Hell. I’d like to make my own House of Hell computer game, using SSI’s “Unlimited Adventures” AD&D Dungeon Construction Kit. Believe it or not, my favourite Fighting Fantasy Book is NOT The House of Hell, but Deathtrap Dungeon. House of Hell ranks second.