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This is for the Fighting Fantasy book House of Hell. The Fighting Fantasy books are “pick a path” or “choose your own adventure” books. This one in particular is one of my favourites, and it inspired me to write a novel, the first chapter of which is here.

What follows here is a page by page walkthrough of the book that’ll lead you to the conclusion. Note that this works for the video game adaptation too. Here’s a floor plan map - I don’t know who the author of this is, so I can’t credit them.

Your car is broken down

  1. Front Entrance

  2. Rap the door with the knocker

  3. The Butler informs his master of your arrival

  4. Wait for him to arrive (not much is to be learned from the paintings)

  5. Drink the Brandy and ask to use the telephone [Subtract 1 Fear Point]

  6. Go to the Dining Room

  7. Drink the Red Wine

  8. Eat the Lamb (the duck is good too!)

  9. The Earl of Drumer tells you about himself

  10. Choose Fruit, Coffee and Brandy for dessert

  11. To the Erasmus Room for bed…

  12. Attempt to leave the room

  13. Pretend to go to sleep [Add 1 Fear Point]

  14. You hear a shuffling sound outside

  15. Hide behind the door

  16. Leap on the Hunchback

  17. Reduce his stamina to 4 or less

  18. Force him to answer your questions

  19. Ask about the people in the house

  20. Leave the room

  21. Turn to the right, see a Ghost Woman! [Add 1 Fear Point]

  22. Follow the Ghost Woman to Apollyon Room

  23. Decide to help the Ghost Woman

  24. Azazel Room - a laboratory

  25. Investigate the room further

  26. Examine the glass vials

  27. Drink the yellow liquid - protection!

  28. Someone’s coming!

  29. You came from the right, right?

  30. Two doors in the corner of landing

  31. Door with no name

  32. Investigate the window (88 reference)

  33. Back to the landing

  34. Try the unmarked door - Storeroom!

  35. Search the things on the shelves, Garlic, Weapon (3 Skill added)

  36. Return to the landing

  37. Ignore the next door and continue onwards

  38. Follow the landing to the right

  39. Continue following the landing

  40. Try the door of the Abaddon Room

  41. Wake the old woman [Add 2 Fear Points]

  42. Wait to see what will happen next

  43. Ask her information about the house

  44. Defeat the Dogs and search the room

  45. Ask about Secret Rooms in the house

  46. “Mordana In Abaddon”

  47. Learn how to find a Secret Room

  48. Leave the room

  49. Go downstairs

  50. Choose the door on the left

  51. Explore the room further

  52. Examine the Ornaments - Weapon! Flask! Brandy!

  53. Examine the Fireplace

  54. Read through the Letters - Get Password (Pravemi?)

  55. Examine the Face on the Clock - Fire Sprites!

  56. Try another approach to defeat them

  57. Back up toward the window - fizzle

  58. Examine the secret button again

  59. You fall down a trap door! [Add 1 Fear Point]

  60. Spring behind the door to surprise whoever is approaching

  61. Step forward and announce yourself to him

  62. You follow the Hunchback from the room

  63. You’ve met this Hunchback before!

  64. You jog his memory

  65. Offer Shekou a drink of Brandy - the correct Password is hinted at

  66. You decide to follow his directions to get upstairs

  67. Hide under the stairs and use Mordana’s advice (320-10=???)

  68. Of course you want to look for secret doors!

  69. You’ll try a password

  70. The name of the house (Drumer) mixed up can only be MURDER!

  71. Enter the secret room

  72. You open the box on the table

  73. You have found the Kris Knife!

  74. Climb the stairs and return to the main floor

  75. Enter the door opposite

  76. Investigate the room

  77. Grab the case and take it with you

  78. Dive through the mirror - Golden Key!

  79. Step through the mirror

  80. Right-Hand door

  81. You’ve got the Golden Key! Now you’ve got Iron Key #27!

  82. Leave the chamber

  83. Step back through the mirror

  84. The people have left. You leave too.

  85. Follow the hallway to the right

  86. Try the door on the left. Use Iron Key #27 (323-27=???)

  87. You are back in the Dining Room. This time it is different.

  88. Pull the rope for the Butler and get on with business.

  89. Attack Franklins the Butler first

  90. Continue pursuing the Butler

  91. The Butler makes a startling transformation! [Add 3 Fear Points]

  92. You are armed with the Kris Knife (thankfully) You battle the Hell Demon

  93. You’ve killed the Hell Demon! You escape the burning House of Hell.


Creatures You Must Battle:

Shekou the HUNCHBACK Skill 7 Stamina 7

(but the battle will end when his Stamina is 4 or less)

Mordana’s Dogs:

First GREAT DANE Skill 7 Stamina 6

Second GREAT DANE Skill 6 Stamina 6

The Butler FRANKLINS Skill 8 Stamina 8

(but the battle will end once you’ve inflicted your first wound on him)

What the Butler becomes…

HELL DEMON Skill 14 Stamina 12


FEAR POINT TALLY

  1. Drink the Brandy and ask to use the telephone [Subtract 1 Fear Point, if you have any]

  2. Pretend to go to sleep [Add 1 Fear Point]

  3. Turn to the right, see a Ghost Woman! [Add 1 Fear Point]

  4. Wake the old woman [Add 2 Fear Points]

  5. You fall down a trap door! [Add 1 Fear Point]

  6. The Butler makes a startling transformation! [Add 3 Fear Points]

Total=8 Fear Points (So if you rolled a Fear Score of 7 or 8, you’ll die of fright!)