Deathtrap Dungeon: The Interactive Video Adventure

Deathtrap Dungeon: The Interactive Video Adventure

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"Deathtrap Dungeon: The Interactive Video Adventure" Walkthru / Guide
By Analand Sorceress
A walkthru of Branching Narratives' "Deathtrap Dungeon: The Interactive Video Adventure".
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Intro.
Greetings adventurers!
To attract visitors to his remote northern port of Fang, the sinister Baron Sukumvit devised a deadly challenge for anyone daring-enough to accept. He ordered the construction of a massive labyrinth beneath the town hillside (from which there was only one exit) and filled the tunnels with mighty monsters and deadly traps. The dungeon was devised so that an extreme combination of brains and brawn would be required to survive.
When the Baron was satisfied that it was ready, he sent ten of his finest guards into the labyrinth, fully armed. They were never seen again.
Since then his "Trial Of Champions" has taken place each year and numerous adventurers have attempted "the walk" as it has commonly become known. No-one has ever emerged alive.
The chances of survival are almost zero, but the prize to anyone who can triumph is the immense sum of 10000 g.p.
This year you have decided to attempt the challenge, so pack your sword, provisions and potion-of-your-choice and head for Fang!
Stats.
The difficulty level of this adventure is very nicely balanced. It starts fairly easily, but provides several tough battles towards the end. You will need a decent Skill score and reasonable Luck score if you are to triumph.
The real challenge is finding the correct route, as described below. You must find certain essential info & items (marked in bold type) and if you miss anything you cannot complete the final puzzle.

If you need to listen to a paragraph again, use the reload symbol. (lower-left)
If you wish to skip the narrative in a paragraph and go straight to the options, use the arrow symbol. (lower-right)
Optional Changes To The Original Rules.
This interactive version of the gamebook has a few minor (optional) changes to the format.

The game offers a short-combat format, where you only fight each enemy for three attack rounds and then, if you have survived, you win automatically. I think that this option makes the game too easy, unless your Skill score is very low.
If you prefer to use the original combat rules, where you fight each enemy to the death, you can select this option just before your quest begins.
Selecting auto-attack off in the menu (cog symbol, top-right) allows you time to decide if you wish to take a luck test before the next attack round.

You still choose the traditional FF potion-of-your-choice at the start of the game, but in this version your potion contains two doses, not one. Again, i feel that this makes the game a little too easy, so if you prefer you can simply limit yourself to using your potion once.

You have the option to either roll your own stats and choose a potion, or to select one of three "ready-made adventurers" with predetermined stats and potion choice.
The Labyrinth Of Fang - Part One
Choose the potion of fortune.

There are five other challengers this year: a knight, two barbarians, a ninja and an elf maiden.
You will enter fifth. By following this walkthru, you will discover the fate of all five of your rivals....


Stop to open your box. +2 g.p., + info
Ignore the arrow and go east.
Continue east.
Climb over the obstacle.
Drink the liquid. +1 sta

(You drank the liquid.)
Slide the iron plate.
Jump over the pit. + rope

Roll 1d6:
1/2: temporary -4 skill, whilst you battle the orcs*
3/4: -3 sta
5/6: no damage
Then fight two orcs: Sk 5 St 5 & Sk 6 St 4
+1 g.p., + hollow wooden tube
(* This temporary skill reduction can make this seemingly easy battle a stamina drainer.)

Open the door. (This barbarian is rival #1.)
Search the barbarian.
Eat the dried meat. +3 sta.
Leave the chamber.

Climb the idol to take the jewels.
(You have a rope.)
Take the LEFT eye.
Fight flying guardians (with temporary -2 skill) : Sk 7 St 8 & Sk 7 St 8
(Again, this temporary skill reduction makes this battle tougher than it looks.)
+ emerald
Leave the right eye
and climb down the idol.
Luck test: pass: keep rope, fail: - rope.
(The rope is important. You can complete the trial without it, but if you manage to keep it now, you can avoid a terrifying battle much later on.)
The Labyrinth Of Fang - Part Two
Ignore the door, keep walking north.
Walk through the light. + info.
Ignore the door and continue along the tunnel.
Go east.
Jump over the pit.
Luck test: pass: ok, fail: -1 skill, -2 sta, + ruby

Open the door.
Wait for his question. (The knight is rival #2.)
Answer 200 pounds. +1 skill, +1 sta, +1 luck

Open the door with X scratched in the panel.
Take the parchment.
Fight skeleton warrior: Sk 8 St 6
+ info.
Ignore the mushrooms & step thru the archway.

Burst thru the trapdoor!
Fight goblins: Sk 5 St 4, Sk 5 St 5
Leave thru the north door.

Open the door with the hand.
Cut him free. +info.

Crawl down the pipe.
Crawl back out of the pipe and examine your find. + sapphire, + iron key
, +1 luck

Wear the necklace: +1 skill, +1 sta
Head west with the barbarian. (This barbarian is rival #3.)
Accept his offer.
Read the black book.
Drink the liquid. +2 luck
Read the red book. + info.

Fight cave troll: Sk 10 St 11
Put on the ring.
Skill test: pass: +3 sta, fail: -3 sta
Head straight for the archway.
The Labyrinth Of Fang - Part Three
Persuade throm to go thru with the dwarf's test.

Guess it will be less than 8.
Roll 2d6: Less than 8: ok, equal to or higher than 8: take the L pill. -2 luck

Skill test: pass: ok
fail: take luck test: pass: ok, fail: -5 sta. (Then whether you pass the luck test or not you must retake the skill test above and follow the result until you pass it or die.)

Answer ruin moat = minotaur.
Fight minotaur: Sk 9 St 9

Consume the food and drink. +2 sta.
Fight throm: Sk 10 St 12

Walk straight into the tunnel.
The Labyrinth Of Fang - Part Four
Walk west to investigate the noise.
Continue west.
Stand your ground.
Talk to him. (Don't try to eat the food, it's poisoned!)
Pay for his advice. -1 g.p., + info

Go north.
Sit in the chair.
(You talked to the servant.) + doppelganger potion

(You know the spirit girl's poem.)
Dive into the water.
Luck test: pass: -2 provisions, fail: - all provisions & -1 random object.
(If you lose the iron key / emerald / sapphire you cannot now complete the quest. Bah!
If you lose the rope or the doppelganger potion you can still complete the quest, but it will be far, far tougher....)


Enter the cavern and investigate. (The elven maiden is rival #4.)
Help her. +bone monkey charm, + mirror, +2 daggers
Eat the bread. +3 sta.

Lift up the iron grille.
Reach down.
Luck test: pass: -1 skill, fail: -3 skill
+grappling iron, +brass bell
Ignore the door and keep walking.

Drink the doppelganger potion.
Cross the bridge.
(You have the iron key.)

Give the man something from your backpack.
Offer him something else.
Offer him a coin. -1 g.p.

Try to talk your way out of paying her.
Continue the conversation.
(If your luck is at maximum, search the room and take the old bone. You can then use this to avoid the fight against the guard dogs.)
Otherwise, leave the room without searching it.

(You do not have an old bone.)
Fight two guard dogs: Sk 7 St 7 & Sk 7 St 8
(You can escape for -2 sta damage, if really necessary.)
If you win: + leprechaun tooth, +2 luck

If you don't have rope & grappling iron: Fight pit fiend*: Sk 12 St 15
If you have rope & grappling iron:
Throw the bone monkey charm into the pit.
Luck test: pass: escape, fail: -5 sta, then fight the terrifying pit fiend*: Sk 12 St 15

* (If you fight & defeat the pit fiend, lift the iron ring. +shield, +1 skill)

Ignore the notice. (Obviously!)
Luck test: pass: ok, fail: -1 skill, -4 sta
(The ninja is rival #5.)
Fight ninja: Sk 11 St 9
+diamond
Consume the rice & water. +1 sta
Use the ointment. +3 sta.
The Labyrinth Of Fang - Part Five
(You have read about the bloodbeast in the red book.)
Fight bloodbeast: Sk 12 St 10 (You only need to win 2 attack rounds.)

(You have read the skeleton warrior's parchment.)
(You have a shield.)

Fight manticore: Sk 11 St 11

You have an emerald.
You have a sapphire.
You have a diamond.

The exit door is a logic puzzle. You must place your three gems into the three slots, but only one combination will open the door.
If you guess correctly the door will open and you continue below.
If you guess incorrectly you will be blasted by a bolt of energy. - 1d6+1 sta.
If you survive, the gnome will tell you whether you guessed one gem correctly or no gems correctly.
You can then use this info to guess again. (Your previous attempts display on screen lower-left.)
You may continue trying until you either succeed or die.


(The exit door opens.)
Luck test: pass: ok, fail: -3 sta.

You have survived the labyrinth of Fang and become the champion of Deathtrap Dungeon. YAY! +10000 g.p.
6 Comments
Analand Sorceress  [author] 22 Feb, 2023 @ 4:51am 
Aha, thank-you for contributing that info. :steamthumbsup:
I wasn't sure if the gems were always in the same pattern, as in the original book, or if it was randomly generated each game for an extra logic puzzle.
I will amend the guide accordingly. :TalismanSorceress:
Basshunter 22 Feb, 2023 @ 2:50am 
my gems were different, top row was emerald, low left was sapphire and low right was diamond
GlendaleSteve 14 Oct, 2022 @ 4:55pm 
Thanks for the Guide!
Astral Projection 6 Aug, 2022 @ 11:10pm 
Nice. Thanks for this. :steamthumbsup:
Analand Sorceress  [author] 3 Jul, 2022 @ 5:49am 
Thank-you for the award. That's very kind of you. :steamthumbsup:
Pleased that you found it helpful. :TalismanSorceress:
Alienhell 3 Jul, 2022 @ 3:09am 
Thanks for the guide! Unicorn'd you.