FANGS OF FURY
Luke Sharp
Reviewed by Mark Lain
Luke Sharp’s
final FF book to date is the third in a trilogy linked by being set in the same
general south-western Khul location and by the wizard Astragal, a man who seems
to spend a huge amount of his time saving the local area from destruction. This
time you begin in the citadel of Zamarra having just volunteered to save the
region from an evil alliance of the luridly-named Ostragoth the Grim and his
insane wizard side-kick Jaxartes. Zamarra is under siege and, normally, the
citadel is protected by six Stone Sentinels who guard it with their fiery
breath. The flame itself originates from the titular Fangs Of Fury (a volcano)
but it has been extinguished leaving the citadel defenceless. Your mission is
to break through the siege somehow, get yourself to the mountains where the
Fangs Of Fury are, relight the flame using a special torch that Astragal has
given you, and thusly allow Zamarra to avoid falling to Ostragoth’s hordes. To
make things that little bit more tricky (and to ensure that you don’t simply
just run off) you are fitted with a bracelet that glows every time one of the
citadel’s fourteen walls is breached – once the last wall has fallen the
bracelet will kill you. So, perhaps volunteering for this task was not the
wisest move then!
The premise
of this book has distinct echoes of LS’ previous two Khul-based FFs (#30 Chasms Of Malice and #35 Daggers Of Darkness) with its combination
of seemingly lost cause and race against time, but this time the plot is
bordering on being slightly silly. OK, volunteering for a mercy mission is
classic gamebook fodder and the bracelet/walls mechanic gives you a sense of
urgency and regularly reiterates your purpose, but if you begin to think about
the concept too much it becomes rather far-fetched. The most obvious question
is why is the volcano so far away from the Stone Sentinels and how the hell
does the flame get all the way down to the citadel from it? But there is
another odd element to the (admittedly dense) premise too. Your main allies are
a religious group called the Wazarri and you need to find them and get their
help to complete the mission. For reasons that are never made clear, their
symbol is a cube (more on this later) and they cannot mention the religion’s
name or else they will die within seven days - is that not just hugely
impractical for followers? You do have to wonder whether the depth of the
material here is by design or because LS has just randomly written a load of
ideas on bits of paper, thrown them all up in the air, and used whatever landed
face up. Yes, there’s plenty here to build an interesting world, but it makes
very little real sense all mixed together into this particular concoction.
Whatever you
might make of the basic ideas here, there is no doubt that a lot of effort has
gone into at least making sure you know exactly what it is you are trying to
achieve and constantly reinforcing this. You could be forgiven for initially
being a bit confused as the rules tell you that you have 4 Black Cubes, can
collect various types of jewels, and explains the citadel wall mechanic, all before you read the six pages of
background spiel, but the introduction leaves you knowing exactly what the deal
is which is a relief as otherwise this could have become incomprehensible
before you’d even turned to section 1. What then follows (the adventure proper)
involves you escaping the siege, then making your way (via various helpers and
hinderers) to the volcano itself to reignite the flame, whilst en route you
must also avoid being captured (you become increasingly wanted as the mission
progresses) and kill Jaxartes. For some reason, Ostragoth never comes into the
equation, but your real purpose is lighting the flame so I can just about
accept this one loose end. Key to your success is the acquisition of as many
Black and White Cubes as possible. Black Cubes make you impervious to fire
(handy in a volcano) and White Cubes seem to be a sort of mystical indication
of how enlightened you have become. Obviously then, Black Cubes will stop you
from dying, but the less obvious White Cubes actually serve to determine how
tricky or not your path through the Fangs Of Fury themselves will be at the
end.
So there are
three primary functions at work here: 1) do not allow the citadel to fall (or
you will die); 2) protect yourself from fire with Black Cubes (or you will
die); 3) make the end as easy as possible for yourself by achieving inner
knowledge (or whatever) through White Cubes (or you could well die). Summarised
like this, it seems that this is going to be yet another
heavily-stacked-against-you gamebook but, curiously, that is not the case and,
if anything, Fangs Of Fury is one of
the easiest books in the entire FF series to complete. Black Cubes are in such
abundance that you will almost never die by burning. White Cubes actually make
the black ones seem scarce as, due to how they are found, they are literally
everywhere that has an accompanying illustration once you pass the point where
they are explained to you. And, it seems to be effectively impossible to manage
to get all fourteen walls destroyed, so the bracelet is realistically never
going to kill you, even if you take an unnecessarily long-winded routed. These
three elements alone would make this very easy as they are the central
maguffins of the book. But the book’s method of going easy on you does not end
there. Most fights are very easy and, at the very least, involve low-Skill foes
– even Jazartes only has a Skill of 10 – and there are no fights at all with
more than one simultaneously-attacking opponent. There are a huge number of
ways to regain Stamina and many of these are disproportionately generous (often
4 or 6 points are awarded) which, when joined to the fact that you get the
requisite 10 Provisions and the usual choice of three Potions at the start,
makes failure by Stamina loss quite unlikely. Skill and Luck boosts can also be
found, along with the occasional bonus that even lets you exceed Initial
scores. Plus, there is no true path and there are umpteen ways of getting
through which are made all the easier by having several substitute options if
you should be missing certain items or knowledge at key critical moments that, in
any other book, would be win or lose situations. Granted, Sharp cannot resist
several instant deaths by failing Luck tests (and a high Luck is very useful,
but not a prerequisite, to success) and his trick of having you roll dice to
establish a layout of a trap or a length of something to be negotiated, then
have you counter-roll against these to determine success or failure, is back
again, but this is about all the challenge that this book really presents.
Indeed, I only count seven instant death sections that can be reached by
misadventure, which is very low by any FF’s standards.
So then, all
the elements of this book that should present you with obstacles to success
negate themselves by presenting just about everything on a plate. However,
there is something very important that needs to be said at this point and that
is the methods by which the book presents these to you. Firstly, there is the
White Cube hunt. Never have I known a FF book (and that statement includes
Keith Martin and Jonathan Green’s FFs that occasionally employ the mechanic)
that relies so heavily on the reader’s observation in finding clues hidden in
the internal art and this is a feature of this book that I cannot praise
enough. To find White Cubes you must scrutinise every illustration for sets of
White Cubes that are strung together. If you see some, you roll a dice and get
that many cubes. Yes, they are everywhere and there are very few pictures
without them but some are quite cunningly hidden (one has them in two sections,
the string having broken) and you do have to be far more observant here than in
any other FF book. In fact, this idea is much closer to those used in Fantasy Questbooks and it really makes
this outing feel unique in its execution. Similarly, the Wazarri use a written
pictogram language that, if you decode it, helps you avoid traps in the later
stages of the book. For me this does not work anything like as well as the
White Cube gimmick as it involves flicking back and forth between the picture
that explains the characters and wherever you are whilst you try to match the
sometimes unclear pictograms to their solutions. Furthermore, if you do take
the time to decipher them, they all make the book even easier so this is a
mixed blessing really, plus they are basically just semaphore so can hardly be
called original. That said though, it does add another layer to the puzzle-cracking
features of this book and it does give you something to focus on in a later
playthrough. Less obvious (as you can only find it once) is the solution to a
frankly annoying maze that you must get through to access the Fangs by a
particular route (although even this is avoidable). The map to the maze is in
an earlier illustration and shows the locations of the six objects you need to
operate the door mechanism that opens into the Fangs. Without the map (and some
pictographic prompts) the maze quickly grows exasperating and I have to say
that, once you find the numerical code, the paragraph you are sent to does not
make it entirely clear that you have got it right. This would have been a very
tricky section to negotiate but even this is reduced to being fairly
straightforward.
On the
subject of the maze, there are only two parts of this book that detract from
what is otherwise a very interesting and imaginative collection of locations
and encounters. The maze we have covered. The other more problematic part is
the initial siege, which seems to go on forever. On the one hand, this is a
good thing as it should not be simple trying to break through a siege
unscathed. However, there are so many different interconnected ways out
(pretend to join the opposing army, steal a horse, defect in a boat, etc) and
they go on for so long that I have to admit to having lost interest in this
book several times in initial playthroughs as I just couldn’t seem to find an
end to running about all over the place in a bid to escape the siege. I must
have played it half a dozen times before I found the staying power to get
beyond this stage which is a shame as most of the remainder of this book is
great. Paragraph 207 even has a wry nod to the length of this part when it says
“You are amazed at the difficulty you are having getting away from the siege”.
You’re not kidding Luke! Although “difficulty” is not the right word as the
siege is not hard to escape, it just
takes ages and is not especially exciting. Get past this though and the rest of
the book is well worth the effort mixing perils (eg: you keep finding your face
on “Wanted” posters), humourous asides (eg: a giant who is looking for “Djack”
and keeps saying “Fee-fi-fo-fum” and an Elf festival called the Feast Of Bradyliam
ie Liam Brady, so Sharp is an Arsenal fan, right?), intelligent moments of
mysticism (eg: Wazarri encounters and a focus on finding “The True Way”, not
that there is one in this book lol) and your gradual building-up of information
to help you reach the end (made all the more involving through the sheer number
of visual puzzles). There is a lot going on here and, whilst not all of it
seems to mesh, the fundamental concept stays very much to the fore throughout
and you never feel that you are anything but focussed on your singular goal.
The sheer
variety of interesting material, along with the fact that just about any path
you take can potentially still result in victory makes this book eminently
replayable. Its ease means that it is not soul-destroying as you never feel
that you are vainly trying to win (like so many gamebooks can be) but its
non-linearity makes it a book that you can go back to over and over again as
you try to find everything on offer and some cameos (especially the Elf trial
that wins you the fun-packed elfwings) are very fiendishly hidden. It is even
possible to lose your all-important torch and have to go on a side-quest to explore
the Dragonmen’s caves in a bid to amass a huge amount of treasure to get enough
money to buy back the torch for 500 gold coins. Indeed, once fully mapped-out
this book is huge and not one paragraph is wasted. There are even aside paths
where several choices are given, but certain options lead to extra perils
before returning you back to where you would otherwise have gone.
If I do have
a sight criticism of this book that would be LS’ off-hand prose style, which is
a problem with all his books, and his sentence structure can be overly curt and
to the point. Consequentially, some key moments leave you wanting for detail,
the all-important flame in particular, which has no description or image, even
when you are right in front of it. Given how much of the book relies on the art
it would have been useful to have a bit more extemporisation of this key
moment. That said, this book demonstrates none of LS’ usual excesses that make
his books so frustrating and, whilst Daggers
Of Darkness is his most impressive as it seems tighter and makes more
sense, Fangs Of Fury is definitely
his easiest, most accessible and most enjoyable gamebook (what can’t be fun
about using flaming wand swords?), and this is a million miles away from the
awkward humour/satire of Star Strider
and the utterly awful boring unfairness of Chasms
Of Malice.
As an aside,
there is one very odd moment that seems to be an error when paragraph 5 has you
fight your own exact replica with the same stats as yourself. This can be a
tough fight if you are strong but it is balanced by definition as neither side
has any advantage at all. The problem comes if you die as you are given choices
of sections to turn to whether you win or lose rather than just ending your
adventure by dying. Should this section not specify that any damage taken in
this fight is illusory in that case, as you do not get resurrected afterwards
if you “die”? Odd.
Sharp’s three
medieval FFs are all set in a region of Khul that no other FF author has ever
used and the locations have a unique feel about them with their mixture of
slightly Eastern tropes and region-restricted creatures that cross-populate his
books such as the ubiquitous Griphawks and Fangtigers. Indeed, one image/moment
in this book even has someone riding a Fangtiger, mirroring the cover and
incident from the previous Daggers Of
Darkness. Ditto, Garks make a welcome return again here. There are also
some unique creatures in this book which add variety rather than just
re-treading the same old territory and the stand-outs are the treasure-coveting
Dragonmen (Black Cubes are handy here, needless to say). I always like to see
coherent inter-linking between FFs and this is definitely one of Sharp’s big
strengths. There is even a blink-and-you’ll-miss-it moment where a Death-Spell
Dagger turns up!
The final
section is worth its own mention and the end “showdown” is very unusually
handled. The Fangs have seven different possible entry Levels and where you
enter depends on how enlightened you are (ie how many White Cubes you have
found). The lower the Level of entry, the more dangerous the path and Level 1
is particularly long and dangerous, although Level 3 can lead to an almost as
long route if you take a wrong turn. Naturally, seven different entry points
adds another seven different alternative routes to an adventure that has already
offered a plethora of different paths just to get to the volcano itself. This
means yet more replayability, of course. Similarly, there is no end baddie
battle to have to deal with (normally at a stage where you will be very weak)
and literally all you have to do is relight the flame and you will win. Yes,
this is easy, but something other than an insanely hard end fight makes a nice
change in an FF book.
The internal
art in this book is David Gallagher’s first outing as an interior artist
(although he had drawn a few FF covers previously). Obviously, as the art is so
central to the book’s concept and solutions you would anticipate something
rather elaborate, but, oddly, Gallagher’s art here rarely rises above being
workmanlike and functional. Thankfully, this does not affect the importance
that the art plays here, but it mostly seems a bit insipid and lacking in depth
and, particularly, any backgrounds. Likewise his dingy cover illustration does
not inspire you to want to pick this book up which is a shame as the contents
are well worth discovering.
Fangs Of Fury is a book that I really like. It is
very enjoyable and, whilst very easy, its huge amount of replayability and
diversity makes it worth the effort to play over and over, assuming you have
the patience to not give up during the overlong siege. Your characterisation is
well thought-out and, whilst you are certainly not useless, you definitely know
the value of acquiring knowledge and help as much as possible and for once you
are not the best of the best this time around. This is one of the few series
entries where low stats are unlikely to make much difference to your chances of
winning and it is very fair on the player. The huge game map adds to the value
even if the bizarre plot premise might leave you scratching your head as you
try to rationalise it. In summary, this is no masterpiece (only one of the
books in the 30s, Vault Of The Vampire,
could ever be said to be such), but it is certainly a lot of fun and is a real
pleasure to play.