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Fighting Fantasy Gamebooks
Outline
Location: TBA
References: 470
Publication Details
Author(s): Charlie Higson

Illustrator(s): Vlado Krizan
Puffin
Wizard (Series 1)
Wizard (Series 2)
Scholastic
Cover illustrator: Robert M. Ball
First published: April 5 2018
Number 12
ISBN: ISBN 1-40718-630-2
Previous Book: The Shamutanti Hills
Next Book: TBA


For other uses of The Gates of Death, see The Gates of Death

The Gates of Death is a single-player role-playing gamebook written by Charlie Higson, illustrated by Vlado Krizan and originally published in 2018 by Scholastic Books. It forms part of Steve Jackson and Ian Livingstone's Fighting Fantasy series. It is the 12th in the Scholastic series (ISBN 1-40718-630-2).

CreationEdit

BackgroundEdit

RulesEdit

Equipment ListEdit

Cover and IllustrationsEdit

Main article: The Gates of Death (illustrations)

Covers

The Gates of Death through the years
2018
TBA
Circle
£6.99

Illustrations

Intertextual ReferencesEdit

Other MediaEdit

Main CharactersEdit

YOU: Hero of The Gates of Death

LocationsEdit

EncountersEdit

Further NotesEdit

ErrorsEdit

  • At (73) it is possible to leave the shop alive and to get to Titan Square to find some hidden treasure, while if you simply try to leave, you might get killed by the Demons waiting outside.
  • At (105) you are asked if you are wearing a pair of magic boots, but you cannot possess one at this stage of the adventure, due to the fact you lost almost all your equipment before. This renders the book unbeatable without cheating.
  • At (118) after a demon swallows us and spits us out through the roof, we find ourselves back in the Garden, somehow without a scratch.
  • (129) says that there are double-headed axes on the table, however the picture on (420) is showing the beast to be holding one-headed axes.
  • At (151) there is a six-pointed star symbol on Logaan's chest, on (132) it turns into a six-headed arrow.
  • At (171) you get a silver ring from Lady Webspinn as a marker item that you decided to go with her. However at this point you can still abandon her, keep the ring and continue on the main road, while she goes onwards into a small courtyard. If you later enter a different courtyard further down the road, due to the ring, she will suddenly be there, waiting for you.
  • (193) is missing the option that we have already taken the Seed of Knowledge.
  • At (200) you greet Lady Webspinn as an old acquaintance, even though there exists a route where you can avoid her completely.
  • After buying the adventurer's box from Sandford Swann, it is possible to turn it into a blue frog at (425). However, there is a check for the frog sooner, at (344). This suggests that the writer's intent was that you should be able to ask about the adventurer and then the adventurer's box after you've bought and destroyed the box (otherwise you would never be able to reach (304)). As an extension to this, you should also be able to ask about the box multiple times after you've bought it and opened it with the Icefinger Key the first time. Which means you should be able to buy the box multiple times as well.
  • It is possible to return to (298) and get the hidden gold several times. (At least the skill deduction limits the number of times it is safe to return here.)
  • At (384) if you choose to ask about the temple, you are told to go to (234). The correct section is (440).
  • (402) suggests that the Seed of Mastery might increase the Initial skill as well (or at least allow the skill points it to go above the Initial value), but there is no confirmation of this at (389).
  • At (422) you may be in a situation where you can not choose one of the three given options. The possibility to go back to (406) needs to be added.
  • There is a loop that is causing multiple issues. The loop is the following: You get to the herder's track (either by fleeing from the Highwaymen, or not joining Lady Webspinn in Silverton). You enter the house. You refuse to help Fossick's daughter. You either flee from the house or fight (and subsequently kill) him. You steal his horse from the barn while it's still night (you can have a second chance of killing him). You decide to steer the horse to a direction of your own choosing. After all this you'll be back in Silverton.
    • If, at this point you decide not to go with Lady Webspinn, you get back to the herder's track, which will take you to Fossick's hut again, restarting the whole encounter. Even if you have already killed him.
    • You can witness Lady Webspinn's black coach preparing to leave Silverton in the morning over and over again, if you keep coming back with Fossick's horse.
    • Should you decide to join Lady Webspinn in the coach, she'll greet you as if she knew you, even though you can get here without meeting her previously.
  • (351) contains a short encounter with Logaan, where the Trickster God puts our pants on fire for lying about having 200 Gold Pieces. However there are two ways to get this much money without anything that can be considered cheating. On one hand the loop makes it possible to obtain 5 GP each time (you can get it from the Hay Thiever). With a high enough skill value, Fossick can easily be killed 40 times. On the other hand, buying the adventurer's box costs 10 GPs, but it contains 20 GPs, making it a nice money-maker.
  • The story suggests you should be using the Weakwater (obtainable at (409)) to easily get killed by the Obsidian Giants. However if you do that, you have a very good chance to die in the next two batles. At (366), the skill should probably be reset to its Initial value as well.
  • If the Demon Horde beats us and we get to (60), we pass back to the realm of the living, with unknown stamina points.
  • You can complete the book without giving a smoke-oil to the High Priestess. You don't even have to have any smoke-oils with you when you enter Throff's Temple.

DedicationEdit

See AlsoEdit

ReviewsEdit

External LinksEdit

ReferencesEdit