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Errors

This area of AdvancedFightingFantasy.com has been developed to highlight any inconsistence, mistakes or errors within the works of the FF genre.

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Most Recent Updates and Additions to The Errors area can be found with the *NEW* highlight.

DEATHTRAP DUNGEON

- In early editions of this book the list of starting equipment neglected to mention that you have a shield. This was eventually corrected in later books.

Section 242 says, "You fall unconscious to the floor," but one of the sections to which it leads (section 48) claims, "Only your immense strength and grim determination keep you from falling unconscious to the floor."

Section 164 states, "You see wet footprints, made by the same boots that you followed earlier," but the illustration for section 299 depicts the Barbarian who made those prints with bare feet. This error was first pointed out by someone else in the letters column of Warlock magazine.

CAVERNS OF THE SNOW WITCH

The main error in this book is compounded by the fact that it is impossible to encounter the Crystal Warrior without first having befriended the Genie. All paths leading to the Warrior pass through the chamber with the Illusionist in, where the player has the choice of attacking him or, if (s)he has a magic flute, trying to bluff him.

Attacking the Illusionist leads to the release of the Genie (unless the adventurer gets killed). Bluffing him leads to being trapped in a corridor from which escape is only possible with an iron key, and that key lies on a different path from the one on which the magic flute does.

Thus, the only way past the Illusionist is to fight him, thereby befriending the Genie, so there is no point in asking whether or not (s)he can call on the Genie.

Another one:

When you meet the Crystal Warrior in Caverns of the Snow Witch, you are asked if you possess a warhammer. If you do, you MUST proceed to battle a SKILL 11 creature. If you don´t, you are sent to another section and asked whether you have a Genie friend who can help you to avoid the fight, which means that you don´t lose any time or STAMINA. So bringing the warhammer along is actually a penalty. Why not offer the chance to use the Genie right from the beginning of the encounter?

HOUSE OF HELL

- In this book if you avoid getting knocked out and go straight to bed once you're given a room, you doze off and awaken to find that someone has brought you a drink.

This event provides you with the option of drinking it or trying to break open the door. If you go for the door, once you've given up trying you hear someone approaching the room. This person turns out to be Shekou, bringing the drink that's already on the bedside table. Weird?

SPELL BREAKER

- In the first edition of this book the directions at the end of section 83 lead to the wrong section.

MAGEHUNTER

- on the 'adventure sheet' all of the attributes say Skill (instead of Skill, Stamina and Luck). The character sheet has 3 boxes for SKILL, and none for STAMINA or LUCK.

 

 

CREATURE OF HAVOC - below is a guide to all the codes from Creature of Havoc.In section 166 - "west" should be changed to "east"; and "jthjfme" should be "jthifme" in section 7). Also, the (in)famous section 213 which says "You reach a dead end.", when it should read, "You find yourself.." according to the previous paragraph(s) about using the magic pendant.

- when you face Thugruff, in the book Creature of Havoc, if you bring his stamina to 4 or less he blow a whistle and you're dead, but what happens if you roll a double in your attack in give him an Instant Death blow? How he gonna blow a whistle if he is dead? The mysteries of fighting fantasy are more deep then a simple mind can bear..

- In section 306 you are told to subtract 20 to a paragraph if it begins with "You cannot see a thing" - section 257. Then, in section 237 it says that if you reach a section starting with the phrase "You find yourself" to add 20 to your paragraph number. This is at section 20, so the doorway opens by turning to section 40. HOWEVER section 213 - which is necessary to visit - begins with the phrase "You reach a dead end". You are supposed to +20 and turn to 233 to continue the adventure and reveal the secret door, but there is no actual indication that you should do this. Therefore, section 213 should begin with the phrase "You find yourself.." to properly allow completion of the book.

REVENGE OF THE VAMPIRE - There is a large error in this book. To get Sewarth's Codex you need to buy a horse and then buy a room in the Inn. However, to buy a horse it costs you ALL of your gold pieces, no matter how many you have (ref 276), and with no opportunities to get gold on your trip, it is impossible to get into the inn. If you don't buy the horse, Reiner leaves the inn before you get there. Therefore, it is completely impossible to get Sewarth's Codex without cheating!

Lastly, in Revenge of the Vampire, in one of the rooms in the counts manor you are asked to turn to a certain reference if you have a jeweled bracelet, that you may have got off the counts servant when you killed him earlier in the adventure. If you have it, you have to fight him again, but if you don't, he's not there, so you must kill him either twice or not at all.

The second edition fixed the errors above, switching around sections 142 and 210 so you only have to fight Igor once.

Section 8 gives you the option of asking about a part of the monastery of which you might have learned. To do so you must change the word for it into a number (using the standard A=1, B=2 etc formula). The word in question yields the total 57, but the section which starts with the phrase that indicates you got it right is number 56.

Section 180 gives you the option of trying to break the heart-shaped gem on the monolith within Crab Peak. However, you have to leave the mountain as soon as you obtain the gem, so you can only go to the monolith before you get the gem.

CAVERNS OF THE SNOW WITCH - When you meet the Crystal Warrior in Caverns of the Snow Witch, you are asked if you possess a warhammer. If you do, you MUST proceed to battle a SKILL 11 creature. If you don´t, you are sent to another section and asked whether you have a Genie friend who can help you to avoid the fight, which means that you don´t lose any time or STAMINA. So bringing the warhammer along is actually a penalty. Why not offer the chance to use the Genie right from the beginning of the encounter?

BATTLEBLADE WARRIOR - In the book Battleblade Warrior(FF 31), when your are living the town (Vyrmona) breaking out by force you can fight the Lizard Man Champion (ref 333) as many times as you want (not that I would recommend it), because after you win the battle you have two choices:'ride a lizard to escape (ref 59)' or 'escape on foot(ref 144)'.the first choice take you to death, the second one take you to fight a dead lizard(who do you think that
lizard is?).

CLASH OF THE PRINCES - The Warlocks Way - first print - 1986. On the contents page, the adventure sheet and the "trial of kingship" are the wrong way round.

TOWER OF DESTRUCTION - Tower of Destruction, you are given the option of using a bronze medallion to summon a pegasus to carry you to the tower. However, it is impossible to get the medallion into the ice palace, as you have to trade it with some barbarians.

ISLANDS OF THE UNDEAD - First print - 1992. On the adventure sheet, there is a "time elapsed" box instead of a "presence" box.

Island of the Undead, section 79 gives you the option to turn to 46, when it should say 146. *NEW*

 
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