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Knights of Doom

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Break loose the Knights of Doom For years the brave Knights Templar of the Demonkeep have kept the peace in Ruddlestone. But now an ancient evil has reawakened in the land: the sorcerer Belgaroth has returned from the dead and will use his powers to bring chaos and terror to this peaceful kingdom. To ensure his plans succeed, the evil sorcerer has enlisted the services of th Break loose the Knights of Doom For years the brave Knights Templar of the Demonkeep have kept the peace in Ruddlestone. But now an ancient evil has reawakened in the land: the sorcerer Belgaroth has returned from the dead and will use his powers to bring chaos and terror to this peaceful kingdom. To ensure his plans succeed, the evil sorcerer has enlisted the services of the Knights of Doom. One heroic knight – YOU! – must creep through a land plunged into war, penetrate the enemy lines and overcome the deadliest foe of them all!


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Break loose the Knights of Doom For years the brave Knights Templar of the Demonkeep have kept the peace in Ruddlestone. But now an ancient evil has reawakened in the land: the sorcerer Belgaroth has returned from the dead and will use his powers to bring chaos and terror to this peaceful kingdom. To ensure his plans succeed, the evil sorcerer has enlisted the services of th Break loose the Knights of Doom For years the brave Knights Templar of the Demonkeep have kept the peace in Ruddlestone. But now an ancient evil has reawakened in the land: the sorcerer Belgaroth has returned from the dead and will use his powers to bring chaos and terror to this peaceful kingdom. To ensure his plans succeed, the evil sorcerer has enlisted the services of the Knights of Doom. One heroic knight – YOU! – must creep through a land plunged into war, penetrate the enemy lines and overcome the deadliest foe of them all!

30 review for Knights of Doom

  1. 5 out of 5

    David Sarkies

    Another Opportunity to Save the World 13 March 2019 One of the big differences that I have noticed between the earlier gamebooks and these later gamebooks is that these later gamebooks seem to be much longer. I guess the main reason for this is that with these later ones you don’t find yourself taking one of two or three different paths but rather have a single paths with multiple options of taking a side route, some of them being beneficial for your quest while others being a complete and utter Another Opportunity to Save the World 13 March 2019 One of the big differences that I have noticed between the earlier gamebooks and these later gamebooks is that these later gamebooks seem to be much longer. I guess the main reason for this is that with these later ones you don’t find yourself taking one of two or three different paths but rather have a single paths with multiple options of taking a side route, some of them being beneficial for your quest while others being a complete and utter waste of time. Time, however, is also an incredibly important aspect as well in that while taking too long might not necessarily kill you, it will certainly make your quest substantially harder. Once again, this one is slightly different in that you are actually a knights templar, or something similar. Yeah, I suspect that the order is probably based on the Knights Templars of the real world, and in this adventure you basically play a warrior-priest. Another interesting thing is that at the beginning of the adventure you are given the option to take four skills, two warrior skills and two priest skills. As it turns out, there is a skill that if you don’t take you basically can’t finish the game (though isn’t that the case with all of these books?). Yeah, there happens to be this dagger that unless you have that certain skill, you can’t kill it. Okay, you can get away from it, but this dagger has a really, really nasty habit of turning up at the most inopportune moments. It’s pretty much like some sort of magical bloodhound, or just a magical pain in the neck, and if you can’t kill it that first time, you ain’t going to be able to kill it at any other time either. The story itself is pretty stock standard, but I have also come to expect that of most of these books as well. So, you have this bad guy that was supposed to be dead, but he isn’t, and he brings a horde of chaos soldiers into the world to attempt to pretty much destroy everything. Yeah, one of those stories. Oh, and the good old excuse as to why they need you is that a lone person could succeed where an army couldn’t – which actually makes me wander whether something like that has every happened in the real world. It seems like lone people have more of a propensity of starting wars than ending them – that seems to require an army, or a nuclear device (which fortunately has only happened once). However, I suspect that probably has more to do with this being an adventure than a strategy game, though you do have the option of raising an army. I should point out though that I actually quite enjoyed this one, even though it was basically a simple wander through the wilderness towards your destination collecting stuff and fighting nasties on the way. However, the puzzles are certainly getting a lot trickier here, as is the case with the secret number that is hidden in poems and are basically discovered by taking the first letter of each of the lines (and one of them needing you to decode the text first). Not surprisingly, you aren’t actually told that you need to do that, so you have to figure it out yourself, just like the next you need to decode isn’t placed right in front of your face, but rather off to the side somewhere. They certainly are getting a lot harder, but that is probably to be expected because they do happen to be game books. Sure, I would hardly consider this to be a work of literature, and unfortunately they don’t seem to have the twists that some computer games happen to have these days (and once again they have also morphed from simply being dungeon hacks that are loosely joined together by a rather boring story), but that are still interesting, and quite fun.

  2. 4 out of 5

    Alexander Curran

    Knights of Doom by Jonathan Green is an incredible adventure, set in a medieval style fantasy realm, full of intrigue, mystery, arduous battling and scintillating mysticism. Ruddlestone is beset by a dark menace in the form of Belgaroth the dread lord who wants dominion and control of the land and beyond. The 56th outing for Fighting Fantasy is definitely a challenge and worthy instalment where you are given a near impossible task, just the way we like it, to thwart the forces of Chaos and some h Knights of Doom by Jonathan Green is an incredible adventure, set in a medieval style fantasy realm, full of intrigue, mystery, arduous battling and scintillating mysticism. Ruddlestone is beset by a dark menace in the form of Belgaroth the dread lord who wants dominion and control of the land and beyond. The 56th outing for Fighting Fantasy is definitely a challenge and worthy instalment where you are given a near impossible task, just the way we like it, to thwart the forces of Chaos and some high stats are recommended as there are plenty of difficult battles to be undertaken. There are many esoteric as well as mythical and legendary encounters that come with Knights of Doom such as the Green Men, the Elves of the forest, Oddfellows mummers in a medieval style public performance, a trial by combat against the champion of the mercenaries whom you try to recruit, and crazed enemies, a few examples, in the form of a spidery limbed necromancer and a cult of Blackthorn with a thirst for the shady side of gardeners world. A thorn in our side and I'm dead tired now. The detailed illustrations by Tony Hough really give the book a medieval and refined atmosphere breathing life into proceedings... A fine addition to Knights of Doom is that you can choose from a range of special skills which are Battle Tactics, Ride, Target, Tracking, Weapon, Arcane Lore, Banish Spirit, Commune, Holy Strike and what you choose obviously comes in very useful depending on the many situations you are to face. Being a lawful warrior and Templar of the Knights of Telak you have your magic sword and trusty steed Firemane, the king relies on you on a mission to defeat the newly risen Belgaroth and there is plenty to keep you busy. A search for the legendary spear Aelfgar, a dubious traitor to expose, beast men and Chaos warriors, villagers and peasants blaming your order for the pestilence and evil going on in the land and plenty of opportunities to earn Honour points, where you start with 6 and another clever category to show your worth and rewarding for doing great and good deeds that help rid the land of the evil and corrosive elements emphasised by the newly risen Lord Belgaroth. Jonathan Green is one of my favourite and best authors when it comes to FF and his works, absolutely continue to love how he incorporates the mythological and legendary creatures such as the shrill cockatrice, the terrifying banshee, the ancient Wodewose of the Forest, the incredible Celastrix bird of the Gods, and the Celtic Green Man all give a very magical as well as medieval feel to the adventure. A mysterious and dark beauty in the form of the Mistress of Sight and the enigmatic pure Elves of the forest also spark the imagination and gives the reader a sense that you are taking part in a legend that is larger than life itself and making a difference to a World in turmoil. The puzzles in Knights of Doom are also wonderful and feels very rewarding and satisfying to unravel and solve, the Alchemist puzzle was fun as well as the decoding of the runes from the Knight's sarcophagus, cleverly using the illustrations to show us the puzzles themselves. (Interesting note: The keywords are spelt backwards regarding clues and triggers.) Overall Knights of Doom is an inspiring and challenging affair which keeps you busy with gruelling battles and a great story drives the gameplay forward in a display of finesse matched with complexity. When you actually succeed and prove victorious it feels worth it and that you actually had to work for it is a sweet and sour savoury feeling. KoD will more than likely take a few attempts although commit it to memory and finding the right path will be in your grasp. A favourite from my teenage years and a pleasure to revisit and complete again after so long, Knights of Doom has lost none of its potency and vastness in a very detailed and epic quest that will keep you thinking long and hard about it afterwards. My Solution: ( Warning Spoilers ahead! ) Stats=Skill: 10 Stamina: 21 Luck: 10 Special Skills chosen=Ride, Weapon: Spear, Banish Spirit, Arcane Lore 1) Test luck, rolled 7, turn to 57 57) Use banish spirit, turn to 105 105) Turn to 356 356) Take Griffin Shield & Helmet of Ventarc, turn to 80 80) 20 gold pieces + 5 provisions + rune of Healing, try to talk your way out, turn to 197 197) Test skill + 1, rolled 6+3 + 1 =10, success 348) 200 200) Test luck, rolled 4+3=7, lucky, turn to 75 75) Use Banish Spirit 141) +1 luck, +1 day, +2 stamina 285) 317) -1gp + 1 stamina, ask about inn's name 134) 268) Sage's whereabouts 362) Search for sage 102) 26) Test luck, rolled 3+3=6, lucky 99) 166) make a search 274) Roll die, rolled 3 111) look for miller 74) enter mill 187) Helmet? Yes 25) -1 stamina, fight HOODED ATTACKER sk8 st8, finish him 354) +2 provisions, +6gp, read letter, note word "rellim"... 377) 49) Meet rider 147) Go with messenger to Cleeve Manor 325) Listen to minstrels 281) Clue = THREE 3* ballad of Sir Rhyaddan 40) Reveal future from soothsayer -3gp 258) +1 luck 125) +4 stamina & +1 day, go left 385) Arcane lore = yes 87) Try to gather Ironbane 250) Test skill, rolled 5+5=10, successful 266) gathered Ironbane 8) Test luck, rolled 1+2=3, lucky 291) Test skill +1, rolled 6+6=12+1=13, fail 30) Investigate glinting 112) Runic script: See notes/letters/picture, take the shield 55) 353) Test skill, rolled 6+4=10, successful 256) Fight GREAT BOAR sk8 st10, win 86) Investigate chanting 365) Burst into clearing 352) Fight THORNBEST sk8 st10, win, note word="nroht" 312) Test luck, rolled 1+3=4, lucky 394) Fight CLERIC sk6 st6, win 46) Take Cleric's Talisman 17) +1 honour, recruit some of Varis's soldiers 288) Note word "Ecrof" 82) +3 provisions, test luck, rolled 2+2=4, lucky 38) Fight first MURDERER sk7 st7, second MURDERER sk6 st8, third MURDERER sk7 st7, when first 2 are defeated turn to 293 293) Pursue on Firemane 3) Test skill, rolled 5+3=8, successful 156) 121) Take Raven charm & 3gp 241) -3gp, +2 stamina, +1 day, visit markets 334) enter mind's eye 367) -5gp, yes 123) Find out through cards 277) 248) buy Ziridian Charm + rope + mirror 4+1+2=-7gp, enter building 193) Buy Witherwell + antitoxin + Healing Draught 4+3+3=-10gp, help the alchemist 227) 13+21 = 34 34) 2nd clue THREE 3* +gp given back for potions for helping, recruit small army 139) Agree 53) Fight MERCENARY CHAMPION sk10 st11, win 117) Word "Ecrof" 314) Mummers 188) Test luck, rolled 5+1=6, lucky 328) Fight MUMMER'S DRAGON sk8 st7, win 387) Test skill, rolled 4+3=7, successful 162) fight KNIGHT 7 6 WITCH 6 6 HORSEHEAD 6 7 PICKPOCKET 6 5 ODDFELLOW 7 7, win 152) +1 honour & +8gp 45) have both words 77) 93) wear green hood + cloak, knock 172) wearing hood/cloak 307) Password= Wolfsbane = 97 97) Use Witherwell potion 41) -4st +1 luck, roll one die, rolled 3 157) Fight INTIATE 7 6, win in less than 6 rounds 287) I have Cleric's Talisman 89) Fight BRYAR 9 9, win 185) Roll one die, rolled 6, note Fear of Heights, +1 honour, twisted staff 219) Head directly 130) Test skill x2, have ride, 3+6=9 first roll successful, 6+4=10, successful (only just!) 205) fight (Add 1 to my attack for being on horseback) CUT-THROAT 6 5 BANDIT 7 6 RENEGADE MONK 6 7 WOLFSHEAD 8 7, win 246) +8gp & silver locket 332) Help people of Assart 148) 5) roll 2 dice, 4+1=5X2=10 damage 31) Meeting house 215) Name of necromancer Cadaver 31) bell tower 195) (Provisions X3) stop bell ringing 234) -1 from undead +1 luck, fight VAMPIRE BAT 7 6, win 31) Graveyard 381) enter 94) Banish spirit 190) 289) Test luck, rolled 6+3=9, lucky 243) Arcane lore 16) North 109) Prepare 304) Speak necromage's name using alphabet code at his doorway, go south 361) search last sarcophagus 214) Illustration=runes, clue 3* EIGHT, -3st, take the ring 131) Test skill, rolled 3+3=6, success, add shield ring 243) West 391) I have shield ring 320) -1 from enemy attack round +1 luck 391) fight SKELETAL DOG 7 6, win 42) Say name of cadaver, C=3 A=1 D=4 =A=1 V=22 E=5 R=18, 3+1+4+1+22+5+18=54X5=270 270) Fight DEATHSHEAD 9 5, win 116) Fight CADAVER 10 12, win 199) +2 luck +1 honour 374) +5gp & 3 provisions, restore stamina +10, +1 day, Ecrof: recruit villagers of Assart, set off in search of Aelfgar 308) 378 from poems/clues 378) Give Connor healing draught 267) 72) note word "Ronnoc", shield (rampant lion), test skill, rolled 4+4=8, success 37) roll die, rolled 4/2=2(-2st) fight first ORC WOLF-RIDER 7 6 Second WOLF-RIDER 6 6 Third ORC WOLF-RIDER 7 5, win 136) +1 honour, I have twisted staff 315)take bottle of sap/lifeblood of Lien, take elven amulet 278) continue 324) wait 76) Go with them 368) add up points +3 +2 +2 -1 -1-1-1=3, roll 2 dice, 5+1=6, total is higher 280) fight KNIGHT OF THE FLAME 12 12, win 33) +1 stamina, +1 day, I have fear of heights 165) Fight FIRE IMP 9 4 FIRE IMP 8 4 FIRE IMP 7 5, win 222) wait 58) Stay 286) Take Aelfgar spear, cross off fear +1 luck, shield, yes 344) Golden Dragon 395) Restore ALL stats + 1 honour 23) Test skill X4 - 2(Ride skill) , success on all rolls 10) fight HILL GIANT 9 11, win 173) Ecrof word? Yes! 306) add 4+5+3=12, taken 6 days or less 184) Enemy Battle strength lower, my advantage 149) Fight BEAST MAN CHAMPION 12 14, win 236) Varen's soldiers, yes 35) Fight SOLDIER 7 7, win in less time 302) Retreat, continue with mission 322) Investigate 340) Test luck, rolled 6+2=8, lucky 326) Sneak past 151) Test skill, 4+2=6, success 247) throw food 342) -2 provisions 110) Fight MULGRIM 10 11, win 242) Celastrix, +1 luck +1 honour 296) +2 st, +1 day, fight CHAOS KNIGHT CHAMPION 12 12,(Hard one!) 351) +1 luck, look 142) 167) -1st 294) Fight REPTILIAN 10 15, win 329) Fight IRON-EATER 4 5, win 47) Test skill. rolled 5+2=7, success 240) Fight POLTERGEIST Skill 9, after 5 rounds 198) Search dead end 335) Succeed 313) Answer = 6 6) Arcane lore, yes 70) Answer=One Hundred and Ninety Six 212) Use Ironbane 372) Lucky X2 (4&3) 100) I have word "Ronnoc" 54) Test luck, (7), lucky 122) Note word "Rotiart" +1 luck 14) Fight her 29) fight MORGWYN 9 9, win 290) Use Lien Sap 129) Speak word of power, see 70 196) Roll 3 dice, 5+1+3=9, less than stamina 229) roll die= 5+5=10, (12) 2 left, CHAOS KNIGHT 10 12 10 12, win 138) roll die, 2+7=9, less than honour score 218) Use Aelfgar 262) -5 stamina 162) Fight BELGAROTH 12 17, no word, reduced his stamina to 7 or less 251) Have word "Rotiart" 360) Taris Varen T=20 A=1 R=18 I=9 S=19 V=22 A=1 R=18 E=5 N=14 20+1+18+9+19+22+1+5+14=127 127) Fight RAVEN 7 8, win 176) Fight NIGHT-MARE 10 11, when reduced to 6 or less 120) C=3 E=5 L=12 A=1 S=19 T=20 R=18 I=9 X=24, 111X3=333 333) Test skill -2 because of Ride skill, 5+5=10-2=8, success 396) Turn to 11, elven runes on spear 11) Test skill, rolled 2+6=8, success 400) THE END

  3. 5 out of 5

    Steven

  4. 5 out of 5

    Christian Ulrich

  5. 5 out of 5

    Sharrif Belweil

  6. 4 out of 5

    Dan

  7. 5 out of 5

    Neil B

  8. 4 out of 5

    Hiphop Clown

  9. 5 out of 5

    Nick Green

  10. 4 out of 5

    Gareth Brown

  11. 5 out of 5

    Matthew

  12. 4 out of 5

    David Magyari

  13. 5 out of 5

    Neil Wager

  14. 4 out of 5

    Leon Chia

  15. 4 out of 5

    Aaron

  16. 4 out of 5

    Haoie

  17. 5 out of 5

    Jonathan Green

  18. 5 out of 5

    Simon Thacker

  19. 4 out of 5

    Ryan Pascall

  20. 4 out of 5

    Sothea Chhum

  21. 4 out of 5

    mozzribo

  22. 5 out of 5

    Steve Sunpire

  23. 5 out of 5

    Bruce Tawilis

  24. 5 out of 5

    Nathan Russell

  25. 5 out of 5

    György

  26. 5 out of 5

    E J

  27. 5 out of 5

    Joanna

  28. 5 out of 5

    Cuniculus Potterton

  29. 5 out of 5

    Anthony

  30. 5 out of 5

    Daniel Adams

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