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Sorcery! 2: Kharé Cityport of Traps (Fighting Fantasy Gamebook 11) Paperback – 7 Apr 2003
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"A fantastic time guaranteed for all with authors Ian Livingstone and Steve Jackson." -- Venue
"Bound to appeal to fans of the fantasy worlds of Harry Potter and Lord of the Rings." -- PTA magazine
"Relaunched and as gripping as ever, fans of role-playing adventures will lap [these books] up." -- Funday Times
"[Steve Jackson and Ian Livingstone are] the Lennon and McCartney of the adventure book world." -- Big Issue
Khare, where every doorway and alley may conceal sudden danger - or unexpected help! As a warrior relying on force of arms, or a wizard trained in magic, you must brave the terror of a city built to trap the unwary. You will need all your wits about you to survive the unimaginable horrors ahead and to make sense of the clues which may lead to your success - or to your doom!See all Product description
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The book itself is amazing, stacked though with nostalgia. If you're into fantasy games at all or have children who are interested, this book is highly recommended.
If you've played fighting fantasy, the Sorcery books are the next level, introducing a simple, but fun magic system that gives you more interaction than fighting monsters. I love that you have to memorise spells (although you can cheat).
There are obvious parallels to the earlier `City of Thieves' as the adventure takes place within the confines of a city. Khare is somewhat less linear though. There is a sense that you are exploring the city in great depth even though the gameplay is still essentially reaching junctions and choosing directions. It is not as open plan as some of the later Fighting Fantasy books based upon cities.
There is much to be explored and plenty of scope for re-reading to discover alternative routes and scenarios. Four lines of information must be discovered if the adventurer is to escape the city; some relatively easy to find and others more difficult. Overall though the book is not too tricky to complete and there isn't really much to be learnt or found that is particularly needed for the next two books in the series. Further attempts at the adventure can be worthwhile, however, if you wish to collect various equipment necessary for spell casting. You will need a good memory for the spells available though as this list of equipment is fairly comprehensive. How much shopping or searching you do really depends on how much you intend to rely on magic in the later adventures.
There are a vast variety of allies and foes to be encountered. Some are quite novel and imaginative, but none are important to the overall series. There is also the opportunity for different character interaction depending upon what you may have done during the first adventure, `The Shamutanti Hills'. The adventure lacks any major villains or opponents, however, unlike the other three books of the series.
Although, perhaps, marginally the weakest of the Sorcery series in terms of plot or characterisation this is still another strong gamebook from Steve Jackson and it has plenty of atmosphere to engross the reader.
The benefit this 'hindsight' brought, was a smooth progression through even the toughest dungeon.
With Cityport, such an option is not available. Almost impossible to solve without cheating, and even then it's no guarantee, I've yet to meet anybody who has ever finished this book.
Despite its toughness, it's still an enjoyable trek through the worlds created by Steve Jackson, although you'd be forgiven if you thought you'd heard some mad cackling in the background!
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