The gamebook
doctor is in again, and he’s diagnosing the penultimate book in the GrailQuest series, Tomb of Nightmares. Whilst the series generally existed to be a bit
of a laugh, Tomb is a bit more
puzzle-orientated (though still very funny)… because the entire gamebook is
basically one big maze (that has a really evil tendency to randomly teleport
you back to the same section over and over again, which the book ends up
amusingly lampshading). Not only does the adventure feature a large number of
monster encounters and precious few opportunities for healing, it also features
an extra ‘secret doors’ mechanic, which works like this:
To search for a secret door in any section,
throw one die. Score 4, 5 or 6 and you are entitled to check the secret door
table which starts on page 186. Score less than 4 and you have missed any
secret door that might be there.
(Curiously,
a few earlier sections offer you the choice to check for secret doors in the
text as well as using the secret doors table, which seems a bit odd.) Anyway,
it’s a tricky book, and I was forced to map it by using a spreadsheet for this
article.
In section 137, it is stated that when you fight
Grott the Hoddle, none of your magic will work and all damage scored will have
a -3 modifier unless you learn a Death Ode from the Poetic Fiend. Unfortunately
this isn’t mentioned at all when you do meet Grott, meaning whether or not you
meet the Fiend and get the opportunity to learn an Ode is irrelevant.
In section 204, where you finally meet up with the
Hoddle, it informs you that he has access to every spell you know.
Unfortunately (and this is a problem that afflicts one or two enemies in the
earlier volumes), it gives you no indication of how he uses them, requiring the reader to interpret the book for
themselves – does he use them in rotation? Are you meant to use them randomly?
Loads of the spells aren’t actually intended for combat situations, so what do
you do with those?
A slightly
odd thing is that section 177 asks
you to roll two dice to discover how many Demons are in the pit you’re standing
by… even though you never have to fight or make contact with the Demons at all
and how many of them there are never matters one jot.
Now, going
back to the maze aspect… I often thought that some sort of proofreading error
was affecting the maze/secret doors system in this book and it might actually
be unwinnable, so I aimed to work out the book’s exact solution for this
article. Going backwards from the final paragraph:
224-209-222-204…
hang on.
There is, as
far as I can tell, no way whatsoever to reach section 204 in this book. Except you have to in order to reach the final
encounter. It’s definitely not in the secret doors table, and I’ve gone over
the rest of the book with a fine-toothed comb and I can’t see any way into it
from there either. Apart from this encoded message at section 221:
WZTK WT TBY
TY LSNIFJQ WTTI YJWHJX F QQFB JMY SN5R (69V5 49SPL1354. R514 213KW1R4S 16T5R
453049N7)
Now, this
message appears as part of an illustration… which is probably why it’s garbled
and apparently not wholly translatable. But it seems this is the message that’s
meant to lead to section 204. (I
have to admit I can’t work out what the code is myself and had to see what the
internet had to say about this; part of it comes out as ‘the wall a secret door
leading to two or four’, which should presumably read ‘two-oh-four’.) I think that
covers everything; the actual secret doors and maze geography all seem to be
sound.
Oh, and
there’s one other thing to note: this book has possibly the best plot of any
adventure game I have ever played, ever.
One thing I noticed about this particular gamebook in the Grailquest series is, at no point is *Bribery* possible with any opponent...(a pity, since I'd carried over quite a bit of gold from previous adventures)...and the only time one may spend one's gold at all in this adventure is purchasing the Death Ode from the Poetic Fiend!
ReplyDeleteAnother thing is the infamous Section 221 code---turns out it's REVERSE CAESARIAN CIPHER, just like Brennan used in that coded message given to Pip by the Punk in Realm Of Chaos (which had stymied me from completing that gamebook for decades!). The way to solve it is to use the online platform "Cache Sleuth Multi-Decoder"... go to the site (you must first type the word 'decoder' in the Google search bar), tap on the "Options" box, then scroll down the blue-highlighted boxes, tap on "reverse text", then type the code in the open box above, then scroll down to the green "Solve" box below (being sure to also tap on the blue-highlighted box titled "Show All Rotations"), then look at all the possible combinations until you find the one which makes sense...(in this case, it was Combination "Rot 5 [21]" )...
I noticed the proofreading error immediately---the second line of the code should read "MT" instead of "WT...substituting *M* results in an "h" rather than the "r", meaning that it now reads "two oH four" for the secret door code (rather than 'two oR four'...); also noticed that in Section 221, the message's big disclaimer about "The Wise Adventurer Will Decode Brackets First" is complete rubbish---after decoding the entire message via CacheSleuthMultiDecoder, it turns out that everything in parentheses is jumbled nonsense; the numbers don't mean anything, and the decoded letters don't match up into any kind of sense. I tried various anagram decoders but nothing fit into anything coherent!
On the subject of Caesarian Cipher, I noticed with wry humor that good old Brennan loves to use variations of it throughout this series (and I sincerely *hope* it's ONLY this series!). I know that in Kingdom Of Horror, one can acquire the Magical Decoder which can help decode some of his ciphers (this one and other gamebooks), but the best bet is to use CacheSleuthMultiDecoder, from my experience.
To close, I must admit that you were correct, sir---this gamebook is indeed the best plot of any gamebook out there (especially considering that most gamebooks the plot involves some sort of assassination or rescue mission or treasure hunt, etc.)...I'm surprised nobody has used the Tomb Of Nightmares plot as an idea for a film! The concept of only being able to find something that you're not looking for is an intriguing plot indeed.
P.S. I finally "bought you a Coffee"...should be listed on your "Co-Fi" page...and as I mentioned in my attached message therein, THANK YOU for all your work with these "Broken Gamebooks" listings!! They have been invaluable in aiding me in finishing certain gamebooks which had stymied me before (not only the Grailquest gamebooks but other series as well).
Thanks Again,
KEVIN METHEUS
Thank you very much indeed for your contribution, please rest assured it will go towards buying obscure gamebooks second-hand. Also thank you for such an excellent comment. x
DeleteThe "decode brackets first" thing is very odd -- assuming it wasn't just Brennan trolling, I have to presume there was a total breakdown in communications between Brennan and illustrator John Higgins about that puzzle somewhere along the road.
You are very welcome (and there shall be additional 'Coffee[s]' in the future. Your Ludicrously Niche blog has been a proverbial godsend, Mr. Wickham, for it has repeatedly helped me get through numerous gamebooks which have hitherto stymied me for years, decades even!
DeleteI forgot to mention this in my Comment above...your point about there being a general lack of Healing opportunities in TOMB OF NIGHTMARES is true, more or less, but what people forget--and what Brennan had mentioned before with a disclaimer in the earlier gamebooks of this series--is that items can be carried over from gamebook to Gamebook (with certain exceptions; Voyage Of Terror stands as an example), so I used my **Healing Wand** left over from REALM OF CHAOS, which saved me multiple times early on in Tomb Of Nightmares. Yes, the Wand IS faulty, but nevertheless it helped me more than it hurt me during the adventure.