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City of Thieves (Fighting Fantasy)

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This is a solo outing from Ian Livingstone, who devised some of the series' best adventures, and it's another winner.

Like is the case with The Warlock, there's really only about one path for you to take, which is one of those things I never much liked: it means that there's little reason for all the other colorful and interesting encounters and challenges, once you've gone through them once and realized that this was the wrong way around. I chopped him in two, and took his gold, some garlic, and some knuckle bones he happened to be carrying for some reason. This isn't an issue with most other encounters, and since this alley leads to one of the needed items, it's an unfair ploy.There is this one really nasty fight towards the end with two moon dogs, which is unavoidable and there is no cheap trick to win it by having a certain item. But theres enough fans out there that i know one day some wise ass will do this and it will be fucking awesome. Furthermore, the only shield they might have found before this gives an Attack Strength bonus, not a skill bonus. City of Thieves is a fantasy scenario in which the hero is retained by the village of Silverton to save them from Zanbar Bone, lord of the undead; to do this, the hero must first travel to Port Blacksand to enlist the aid of the magician Nicodemus. City of Thieves is a single-player role-playing gamebook written by Ian Livingstone, illustrated by Iain McCaig and originally published in 1983 by Puffin Books.

It was wonderful to revisit Port Blacksand after all of these years, but I'm afraid I have to be that kid who points out that the emperor isn't wearing any clothes. What follows is a series of challenges as the player must locate certain key items, escape Port Blacksand and eventually confront Bone.I guess it is reflective of our desire to see and compartmentalise the world into black and white as opposed to the shade of grey that exists in.

It seems this was the option to interrogate the man – he told me where I could get a silver arrow, from a local silversmith. There's also the one little detail of the recipe kill the final boss being wrong - you have to select two out of three items and there is no way of knowing which two. In the Wizard "Series 2" edition, instead of rolling the stats for a character as per tradition in Fighting Fantasy gamebooks, the player has the option of choosing a pregenerated character from three choices (see "Further Notes" below for choices). I got way too invested in this for several days and second only to almost getting hit by a car on my bike in the dark. The book in general follows the original rules set down in The Warlock of Firetop Mountain (see Game System).Eventful first attempt - won lots of fights and managed to gather a few of the required items to beat the baddie, but accidentally left the city while fleeing trolls and guards - meaning failure. It was later republished by Wizard Books in 2002 and 2010, and again in 2017 by Scholastic Books with new illustrations by Vlado Krizan. To a culture that sees a corpse as nothing more than a diseased shell to be destroyed, with the spirit being disconnected from it, then maybe it is not.

The endgame - when you leave the city and travel to Zanbar Bone's tower - is less good, unfortunately. Unfortunately, when we got to the tattooist we were ONE GOLD SHORT of affording the white unicorn in a yellow sun forehead tattoo we needed to carry forward.

Thankfully I'd drawn a map, so was able to go back and visit different locations, so on my second attempt, I found all the items I needed. Since Fighting Fantasy's huge success, he has become a major figure in world of computer games, and is currently Creative Director of Eidos, the name behind Tomb Raider. And it was so easy to obtain, I didn’t need to kill any trolls or solve any puzzles, I just had to ask for it. Ein überaus vergnügliches Buch, das mir von den wenigen der Reihe, die ich bislang spielen durfte, am besten gefallen hat. I don't mean to be hatin' on CoT, I don't deny any of the good points that you've pointed out, but I do prefer Steve Jackson's less linear, less knock-on-each-door-and-see-what-you've-got-for-me game designs.

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