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
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Front Entrance
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Rap the door with the knocker
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The Butler informs his master of your arrival
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Wait for him to arrive (not much is to be learned from the paintings)
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Drink the Brandy and ask to use the telephone [Subtract 1 Fear Point]
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Go to the Dining Room
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Drink the Red Wine
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Eat the Lamb (the duck is good too!)
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The Earl of Drumer tells you about himself
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Choose Fruit, Coffee and Brandy for dessert
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To the Erasmus Room for bed…
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Attempt to leave the room
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Pretend to go to sleep [Add 1 Fear Point]
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You hear a shuffling sound outside
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Hide behind the door
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Leap on the Hunchback
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Reduce his stamina to 4 or less
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Force him to answer your questions
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Ask about the people in the house
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Leave the room
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Turn to the right, see a Ghost Woman! [Add 1 Fear Point]
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Follow the Ghost Woman to Apollyon Room
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Decide to help the Ghost Woman
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Azazel Room - a laboratory
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Investigate the room further
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Examine the glass vials
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Drink the yellow liquid - protection!
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Someone’s coming!
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You came from the right, right?
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Two doors in the corner of landing
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Door with no name
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Investigate the window (88 reference)
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Back to the landing
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Try the unmarked door - Storeroom!
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Search the things on the shelves, Garlic, Weapon (3 Skill added)
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Return to the landing
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Ignore the next door and continue onwards
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Follow the landing to the right
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Continue following the landing
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Try the door of the Abaddon Room
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Wake the old woman [Add 2 Fear Points]
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Wait to see what will happen next
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Ask her information about the house
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Defeat the Dogs and search the room
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Ask about Secret Rooms in the house
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“Mordana In Abaddon”
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Learn how to find a Secret Room
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Leave the room
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Go downstairs
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Choose the door on the left
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Explore the room further
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Examine the Ornaments - Weapon! Flask! Brandy!
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Examine the Fireplace
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Read through the Letters - Get Password (Pravemi?)
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Examine the Face on the Clock - Fire Sprites!
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Try another approach to defeat them
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Back up toward the window - fizzle
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Examine the secret button again
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You fall down a trap door! [Add 1 Fear Point]
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Spring behind the door to surprise whoever is approaching
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Step forward and announce yourself to him
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You follow the Hunchback from the room
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You’ve met this Hunchback before!
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You jog his memory
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Offer Shekou a drink of Brandy - the correct Password is hinted at
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You decide to follow his directions to get upstairs
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Hide under the stairs and use Mordana’s advice (320-10=???)
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Of course you want to look for secret doors!
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You’ll try a password
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The name of the house (Drumer) mixed up can only be MURDER!
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Enter the secret room
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You open the box on the table
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You have found the Kris Knife!
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Climb the stairs and return to the main floor
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Enter the door opposite
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Investigate the room
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Grab the case and take it with you
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Dive through the mirror - Golden Key!
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Step through the mirror
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Right-Hand door
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You’ve got the Golden Key! Now you’ve got Iron Key #27!
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Leave the chamber
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Step back through the mirror
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The people have left. You leave too.
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Follow the hallway to the right
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Try the door on the left. Use Iron Key #27 (323-27=???)
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You are back in the Dining Room. This time it is different.
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Pull the rope for the Butler and get on with business.
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Attack Franklins the Butler first
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Continue pursuing the Butler
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The Butler makes a startling transformation! [Add 3 Fear Points]
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You are armed with the Kris Knife (thankfully) You battle the Hell Demon
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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
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Drink the Brandy and ask to use the telephone [Subtract 1 Fear Point, if you have any]
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Pretend to go to sleep [Add 1 Fear Point]
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Turn to the right, see a Ghost Woman! [Add 1 Fear Point]
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Wake the old woman [Add 2 Fear Points]
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You fall down a trap door! [Add 1 Fear Point]
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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!)