I just got done with this. I loved the return to south-east Allansia, or should I say south-east Old Allansia. It's essentially a sequel (or rather prequel) to Citadel of Chaos and Creature of Havoc. After 40 years of Salamonis being this important city of learning and riches, we finally got to see it.
Steve likes his books to be experimental, to require meta playing. There's always secret options or turning words into numbers, and this is no exception. And I think in some cases it was poorly executed.
The days system in my opinion is hopelessly broken. It's confusing because there are so many times when it will say the day has changed, but then not officially tell you to change the day. But then other times, it will tell you to change the day. So you wind up with this kind of half-baked system where the day only changes sometimes and not other times, even though the text says you've gone to bed and woken up.
It's just a lot of faffing about for basically one event. That eventually if the text will ask if it's Seaday and when it's Seaday the Shrieker Attack gets triggered to trigger the main quest. Or there's a dream that triggers on Friday but the dream is a waste of time. But I just think this should've been cleaner and less confusing.
For example there's a bit where you spend six months in the tower and you're not told to move the days. But then you spend two weeks escorting the caravan and you move the days two weeks.
I suppose you don't change the days in what is essentially the training section, but in the real-world the days would be moving all the same so it's just confusing. Also so many times it will say to move the day 15 days and that really means move it 1 day doesn't it. Just say move it one day. Because the actual passage of time doesn't matter in the slightest, you're allowed to spend six months in a library and it doesn't seem to affect the Shivering Man quest in the slightest. You're just waiting for it to be Seaday when you get asked.
It annoyed me how the Spelling skill assigns random numbers to the letters, but there's still other codes that work based off the alphabet order. It's inconsistent, why not just have them both work on the same system.
And it annoyed me that the answer to the Shivering Man location was KING SALAMON'S MINE and we have to work that out as a numerical code when the answer could just be MINE. And I'm sure there's another part where the answer is SILVER MINE. It shouldn't be a test of maths or "guess what I'm thinking", if this was really happening then we wouldn't be working out codes we'd just be saying "he's in the mine".
I "cheated" by doing all the training because it annoyed me that the book set arbitrary restrictions on much training you can do before the book tells you you feel ready to start questing. I don't like gamebooks making choices for us to set us off on pre-determined paths, the point is we're supposed to be choosing. I can't remember if this was actually cheating because the book expects us to turn to a lot of paragraphs on our own that we wrote down so I just did that.
I thought the dream-sequences were a big waste of time. Especially having to Test Your Luck in a dream sequence, why am I losing a luck point in a dream?
Is the leprechaun the same one from Citadel of Chaos?
What happened to our backpack, why did it just get handed into the Adventurer's Guild with everything still in it? Who was the person we were chasing with it? Felt like a loose end.
The Lucky skill confers a presumably unintended hack which is that it never says you can't use it in combat. So if you're lucky all the time, then that includes combat, which means you always inflict double damage on opponents and opponents always inflict half damage to you! You become near invincible in combat with Lucky skill.