Phantoms of Fear
From Wikipedia, the free encyclopedia
Fighting Fantasy Gamebooks | |
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The cover of Phantoms of Fear illustrated by Ian Miller |
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Outline | |
Location: | Khul, Titan |
References: | 400 |
Publication details | |
Author(s): | Robin Waterfield |
Illustrator: | Ian Miller |
Puffin | |
Cover illustrator: | Ian Miller |
First published: | 1987 |
Number | 28 |
ISBN: | ISBN 0-14-032411-9 |
Wizard | |
Cover illustrator: | N/A |
First published: | N/A |
Number | N/A |
ISBN: | N/A |
List of Fighting Fantasy Gamebooks |
Phantoms of Fear is a single-player roleplaying gamebook written by Robin Waterfield, illustrated by Ian Miller and originally published in 1987 by Puffin Books. It forms part of Steve Jackson and Ian Livingstone's Fighting Fantasy series. It is the 28th in the series in the original Puffin series (ISBN 0-14-032411-9). There are currently no announced plans to republish this book as part of the modern Wizard series.
The book has two different successful endings and unlike most of the other Fighting Fantasy books the 400th reference does not contain an ending to the adventure.
Contents |
[edit] Story
A humble Wood Elf you may be, yet it's YOU the Gods have chosen to take on Ishtra and his gathering army of evil, chaotic creatures. YOU must penetrate this force before it becomes invincible. As a Demon Prince, Ishtra cannot be overpowered by weapons made by any Earthly race - even by the most magical sword of the High Elves - so what can YOU do against him?
Perhaps the Wood Elves' powerful art of dream-control could give you important advantages and allow you to cast spells at vital moments in your adventure...
The player is an elven prince who must journey alone through Affen Forest and defeat the Demon Prince Ishtra, who is threatening the kingdom. There are two ways to successfully complete the quest, which result in different final paragraphs. One is by collecting magic items to defeat Ishtra in the real world, the other is by combating Ishtra in the 'dream world'.
[edit] Rules
Gameplay involves the ability to cast spells and an extra score, POWER, which is reduced by one every time a spell is cast. POWER is also used in combat when the player sleeps and enters a 'dream world' at various points in the book.