Solução – The Rings of Kether

The Rings of Kether Solution
By Carrot

Introduction
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.

Note – There are two ways to complete this adventure; by capturing ‘Blaster’ Babbet or blowing up the smugglers’ asteroid base. If you want to capture Babbet, follow the normal references coloured yellow. If you want to blow up the asteroid base, you’ll have make a small detour by following the references coloured light blue, when they appear.

1 – You drop out of lightspeed, arriving in the Kether System.

333 – Head for the main Spaceport on Kether.

299 – Conduct some ‘discreet’ enquiries.

30 – Ask the Barmaid about underworld contacts at the bar.

323 – Stump up the required cash for the tip.

343 – Check out your tip; the fat, middle-aged woman playing cards at the table.

304 – Invite yourself to a game of cards with them. Zera Gross Orders her men to beat you up!

80 – Check out the City Central Library.

41 – Look up anything on Organised Crime.

256 – Check out the address of Zera Gross’ friend; B.Babbet.

217 – You arrive at a derelict warehouse.

188 – Check around the outside of the warehouse first.

3 – Check out the door on the right.

315 – Go to the ‘Cafe Heroes’ to investigate the meeting between Clive and Arthur.

276 – Nobody shows up! Try to find Clive Torus’ address.

198 – Tell Clive’s wife you’re a Narcotics Investigator.

120 – Ask to look through his personal papers.

44 – Agree to meet Mrs Torus when she gets the documents from the bank.

376 – Meet her. A sniper opens fire!

191 – Chase the Sloop.

113 – Flag down a passing vehicle.

202 – No, you didn’t stop to shoot at the Sloop!

163 – Slow down!

115 – Go Faster!

76 – Don’t try to push the Sloop off the road.

310 – Draw level with the Sloop.

291 – Shoot at them!

37 – You fall back (this way you don’t have to make a skill roll).

135 – Ram them! They crash their vehicle!

359 – Pull over and stop. Check out the documents they tried to steal.

330 – Hire a Helijet. Fly out to the smugglers’ island base.

311 – Check out the ordinary entrance.

272 – The password to get past the sentry robot is ‘WRENCH’.

77 – The sentry lets you pass.

379 – Take the side passage.

340 – Get the key (this is important), go back down the corridor (now go to reference 253, the sixth reference below this one).

281 – Investigate the Antigrav Dray.

292 – Drive it through the freight door!

28 – Have a look around the freight hold.

350 – Search the dead guy in the corner. You find 4 PEP pills!

389 – Leave the freight hold.

253 – Go down corridor.

214 – Answer the chrome robot’s riddle; ‘A’ for the star Antares (you can blast it if you’re bored!

58 – You arrive at a T-junction.

360 – Go down the left passage. You come to Zera Gross’ office.

282 – This is your chance to get your own back! Fight with Zera, hand-to-hand (don’t blast her! You need her alive).

243 – Once you’ve beaten her senseless, she mumbles a combination: ‘up then left’.

126 – You investigate the main control room, learning the location of the smugglers’ asteroid base!

87 – In space, blast your way through the minefield.

312 – Tackle the asteroid’s defences (Use any Smart missiles you have. You won’t get another chance to use them).

273 – Dock at the emergency airlock.

195 – Go down the corridor, meeting the flying sentry.

78 – Blast it!

263 – The flying sentry explodes! Move on.

185 – You reach a crossroads. Straight ahead.

293 – You enter a room with metallic spheres and alien creatures.

137 – Jump from one sphere to the next.

59 – First sphere!

361 – Second sphere!

244 – Third sphere!

283 – You come to a chemical lab which you destroy.

205 – Go down corridor, take a sample of Satophil-d (not for personal use).

166 – Go back to the chemical lab. Go through the door.

127 – Throw the Satophil-d tablets into the alien guardian’s mouth. He promptly dies and falls off the bridge.

49 – Cross the bridge. You reach a T-junction.

20 – Take the right corridor.

391 – You arrive at the reactor core! Use the key to set the core on overload, then escape to your ship. After you escape the smugglers’ asteroid base explodes! Well done, you’ve smashed the drug ring on Kether!

352 – Take the left corridor.

225 – You arrive at a cube-shaped room with doors.

313 – Using Zera Gross’ combination, press up.

186 – Move to the second cube-shaped room.

381 – Using Zera Gross’ combination, press left. You enter ‘Blaster’ Babbet’s room!

147 – Think of an alternative! Jump through the folding screen. Now you can fight Babbet hand-to-hand.

400 – You’ve defeated and captured Babbet! Well done, you’ve smashed the drug ring on Kether!

Hints & Tips
In terms of opponent strength, this book is quite easy, compared to some other Fighting Fantasy books. If you’re prudent, you can get away with barely fighting anything, apart from the laser battle with the smugglers’ asteroid defences! The only serious fights you deal with in the whole book is the hand-to-hand fight with Zera Gross in her office and the end punch up with ‘Blaster’ Babbet on the asteroid. If you choose to blow the asteroid up, you don’t even have to tackle these two! My tip is this: if you’re the sort of player who gets bored quickly, don’t spend your time conserving your stamina, blast anything that moves. Your opponents won’t be especially challenging (unless you make REALLY crap initial rolls for skill and stamina) and PEP pills makes healing much quicker.

Solução – Temple of Terror

Temple of Terror Solution
By Jeff Poteralski

1
180
213
102 Follow the old man
332 Robbers! but you get a telescope and 3 silver buttons for your trouble

379  Kill the pirate for a pearl and some gold
238
230  Answer “Gillibran”
327  Needle Flies
168  Key in pouch
10   Merchant (trade for water)
257  Sandstorm! (try to find the handbell in the sand)
26
303  Nomad (buy the onyx egg, the bracelet of mermaid scales, and the crystal key)

389  Giant Sandworm (if you’re still alive after this, you’re one heck of a dice roller) Don’t forget to take a tooth!

72  Avoid the oasis
39
116
164  You’re at the city gates! Now, either jump over the wall, open the door, or fight the serpent guard
111  Good helemet
140  The Messenger of Death
330  Pull them drapes
365  Kill the centipede and cut down the bucket…why, you’ve found the Bone Dragon!

21
46  Jump the pit
152 Use the onyx egg on the Eye Stinger
340 Ignore the grill
157
175 Kill the lizard man and take his iron key
125
329 Trade the gnome the telescope for the Crystal Dragon

262 Waste the mighty rat men
315
49
333 Kill the skeleton warriors and earn a shield
310 Open that door with the iron key!
88  Take the goblet (although you really don’t need it)
250
344
339 Fireflies!
38  Steer to the right of the idol
74  Use your bracelet of mermaid scales against the tentacled thing

91
347 There’s a Silver Dragon in that alcove!
59  Use a silver button on the phantom
190
40  Steal a tapestry
263 Have a seat (if you feel lucky)
202 Bathe your wounds here!
161 Chat with Murkegg after complimenting his work
376
66
98  Answer “300” for a good surprise
17
298 Ignore the slot
268 My, its dark
79  A night horror! use that handbell you found in the sand and steal his wand

178 Use that wonderful crystal key
2   Check out that carving, there’s an Ebony Dragon in there

93   Lie to the Dark Disciples
341  Battle the Swords
191 (the golden rain takes away your ability to cast spells, so don’t waste your strength)

354  Fight the slave guard, sleep, then hide!
68
273  Grab the copper ring from the white pot
20
307  The only thing worth it is the statuette (and you don’t even need it to win)

3
358  Enjoy some grapes
237  Waste the skeleton man
119  Kill the servant, then whip out your…..Sandworm tooth.  Run after her though, and ignore the chest

137  But stop long enough to find the final Dragon artifact (the Gold one) in the dog
47   Stop and talk to the Dwarf, for God’s sake…he looks like hell, and he went through it just for the opportunity to try to get to talk to you!  The war-hammer is necessary to win.

314  Smash the Bone Dragon first
288  Hopefully you’ve got that copper ring
380  Fight Malbordus
400  Ta-Dah! (But I agree with Carrot- why don’t you take over Allansia for yourself?)

Solução – Freeway Fighter

Freeway Fighter Solution

By Carrot

Introduction
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.