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Wait, this doesn't look like a scorpion...

Scorpion Swamp is the eighth entry of the Fighting Fantasy series of gamebooks, written by Steve Jackson (the American game designer, not the co-creator of the FF range who co-wrote The Warlock of Firetop Mountain); it was the first entry in the series not written by either of its creators, the British Jackson and Ian Livingstone.

Being a hardy and experienced adventurer, you've heard many tales of the dreaded Scorpion Swamp: an infernal maze of trees and mud populated by terrible beasts and dangerous obstacles, from which no-one has ever returned alive, and the myriad of twisting paths and fog makes mapping impossible. However, one day, you help a fatigued old lady who rewards you with an enchanted Brass Ring. You soon discover that the ring not only can warn you of incoming dangers, but also lets you find the North with amazing precision. It was this very feature that gave you the idea to venture Scorpion Swamp, explore the confusing marsh and use the power of your ring to make a reliable map. And so, you arrive boldly in the town of Fenmarge, right south of the Swamp, where you're advised to seek the help of one of the town's three wizards, before embarking on your ambitious and dangerous task in the gloomy depths of the bog where a group of wizards known as the "Masters" have taken residence...

Scorpion Swamp is an experiment by Steve Jackson that greatly departs from the usual gameplay format of the series: not only does your hero have access to spells; akin to The Citadel of Chaos, but he has the option of choosing among three different Wizards at the beginning with different alignment and objectives, each granting different advantages and maluses, as well as multiple different endings depending on your course of action. Also, unlike the other games, you can freely explore the Swamp, even being encouraged to make a map as you proceed, taking note of encounters and items, with many paragraphs dedicated to re-visiting the same location with different features, making it overall easier than the standard adventure.


Scorpion Swamp contains examples of:

  • Alignment-Based Endings: You can have a different ending based on which one of the three sorcerers you helped first and whether you successfully ended your mission or not. Some of them are less satisfying than others.
  • Amazing Technicolor Population: Poomchukker has bright red skin, despite looking like an ordinary if large human.
  • Animal Motifs: The Masters of the Swamp tend to look after the animals they represent (Frogs, Wolves, Spiders and Birds) with the exception of the Master of Gardens.
  • Another Side, Another Story: The story of the game completely changes depending on which quest you're going for. Almost in any location you get a different view depending on your alignment.
  • Bad Boss: Grimslade, while being a man of his word, is very unpleasant and not above turning on you if you try to oppose him.
  • Bad Powers, Good People: Even if you can learn Evil spells, you can still play a good person, though possibly misguided.
  • Befriending the Enemy: The good aligned spell Friendship allows you to turn an enemy into a friendly ally. However, it won't work on certain enemies or creatures who cannot understand the idea of Friendship. It won't work on the good Masters, for instance, but it will tip them off to what you're doing. Good wizards are inherently friendly unless you attack them first, after all.
  • Benevolent Boss: Failing Selator's quest will make him sad but he won't hold that against you as he believes you did everything you could.
  • Big Bad: Technically speaking, the game lacks a proper Big Bad in the traditional sense, though Grimslade would fit the bill nicely.
  • Big First Choice: Which of the three sorcerers you help affects what spells you can use and which ending you get.
  • Big Fun: Poomchukker is a loud and jolly fellow if you manage to get him to like you.
  • Big Good: Again, only technically speaking, but Selator the gardening wizard is your good quest giver and his goal is the most noble among the three.
  • Bitch in Sheep's Clothing: The Thief who stole the Giant's handkerchief pretends to be a harmless, joyful fellow and even offers you some food.
  • Blob Monster: A Slime is encountered in the northern reaches of the Swamp. Casting Withering on him will make it change color from green to brown, hinting at a plant-like origin.
  • Boring, but Practical: Neutral spells end up being the most practical and useful for many situations, including spells that restore your SKILL, LUCK and STAMINA points.
  • Brainwashed and Crazy: What happens if you use a curse on the Mistress of Birds. It will turn her evil and while she can undo it's effects quickly, it's not quick enough to avoid your demise.
  • Call-Back: If you try to trick the Master of Frogs, you tell him that you serve Baron Sukumvit and you were sent in Scorpion Swamp to find more monsters for the Dungeon.
  • Cartography Sidequest: A minor but relevant plot point, you're encouraged to take advantage of the Brass Ring to explore and map down the forest. If you sided with Poomchukker, it becomes mandatory to travel across the Swamp to Willowbend, a village located northward, so that he can establish a caravan route which will make him (and you) rich.
  • Cast from Hit Points: The evil spell Curse deals a dice roll of damage to you but usually dispatches the enemy instantly.
  • Continuity Nod: The events of Deathtrap Dungeon are referenced in one paragraph.
  • Deal with the Devil: Highly implied to be the source of Grimslade's powers. If you kill him and wait a little inside the tower, a demonic shadow will appear to reclaim his soul by sending the whole tower to Hell... with you still inside!
  • Death by Materialism: If you get greedy and try to ransack Grimslade's tower after killing him, the demon sent to reclaim the wizard's soul will detonate the tower with you inside.
  • Detect Evil: The secondary power of the Brass Ring is to inform you if an enemy is hostile or not.
  • Doing In the Wizard: Downplayed, Poomchukker is actually a very rich and resourceful merchant, not a Wizard as the townfolk thinks, and the Spellgems he can offer you were obtained in his journey rather than crafted through magic.
  • Druidic Sickle: The Master of Gardens is rather druid-like and his only weapon is a sickle he probably uses for the intended job and it's more of an Emergency Weapon.
  • Elemental Powers: Neutral spells include Fire and Ice, which can be used in combat or to navigate certain obstacles.
  • Evil Tower of Ominousness: Grimslade's abode, predictably enough, is a grim and sinister stone tower overlooking Fenmarge.
  • Failure Is the Only Option: If you decide to fight Poomchukker you're doomed. You either are killed in battle, or seized by guards and arrested.
  • Faux Affably Evil: Grimslade the wizard will welcome you in his tower, but will also be devious, unpleasant and downright hostile if you do the wrong thing.
  • Friend to All Living Things: The Masters are implied to be this, at least the good aligned ones. The Mistress of Birds will be able to ignore your Friendship spell because of this trait.
  • Gem Tissue: The horrible Poolbeast has a massive violet jewel embedded on its forehead, which you can obtain upon killing it.
  • Gentle Giant: The Giant you can meet in the forest is boisterous but good natured, and would only attack in self-defense. If you recover his stolen handkerchief, he will be more than happy to help you.
  • Green Thumb: The Master of Gardens has control and powers over plants.
  • Hoist by His Own Petard: It is possible to insta-kill Grimslade with his own Curse spell.
  • Hopeless Boss Fight: Grimslade's summoned Demon can be fought, but has an unheard SKILL of 16, which is higher than most Final Boss enemies from later books. Also, Poomchukker, should you get involved in a fight with him: if you try to escape you're captured by the city guards, and if you reduce his Stamina to 6 or less, city guards will come to his aid and kill you.
  • Improbable Aiming Skills: The Golden Magnet is a magical amulet that gives the enemy this skill, automatically attracting arrows to your chest.
  • Karmic Transformation: Using the Curse on the Master of Spiders will turn him into a grotesque human-headed spider monster you'll have to fight and kill.
  • Know When to Fold Them: If you managed to defeat Grimslade's Stone Goblin without suffering a single injury (or, by cheating, his Demon), the evil wizard will change his mind and negotiate with you.
  • Light Is Good: Selator is a benevolent sorcerer and he dresses in white.
  • MacGuffin: In the Good and Neutral quest, you must return from the Swamp with either an Antherica Berry or a map of a safe path through the marshes to Willowbend (which you automatically write as you proceed).
  • Non-Standard Game Over: Failing your quest, or helping Grimslade will leave you alive but not completely satisfied with the outcome.
  • Obvious Rule Patch: If you lose the duel with the bandits, then you have to give them a valuable item. If the only item you have to give them is your Brass Ring, then to avoid having to part with it the bandits are taken aback by your honesty and insist you take it back.
  • Oh, Crap!: The Master of Frogs and the Master of Gardens will react in shock if you attack them.
  • Oddball in the Series: As mentioned in the description, this is the only game where you can choose three different quests and end in multiple ways, not to mention that you can freely explore the Swamp, visit the same locations multiple times and map the whole place. It's also the first book in the franchise where paragraph 400 isn't the winning page.
  • Our Demons Are Different: The one summoned by Grimslade is a massive, green monster with furs and powerful hands, but has a tremendous SKILL score of 16, higher than bosses such as Myurr and Ishtra the Snake Demons.
  • Panacea: Selator's quest is to obtain a berry from the miracolous Antherica plant, whose fruits can heal almost everything. His plan is to use the berry to regrow another bush and spread its usage in Titan.
  • Permanently Missable Content: Upon killing the Master of Spiders, his glade will be engulfed in flames, which prevents you from walking through it ever again. Luckily, there's another path.
  • Pet the Dog: If you hand the Brigands your Brass Ring and have no other possession, they will be moved by your honesty and will give it back to you, along with indications on how to reach Willowbend.
  • Plot Coupon:
    • If you sided with Grimslade, you will have to find the Masters and obtain their Silver Amulets, either by violence or trickery.
    • If you decide to go for Selator's quest, the Antherica berry becomes this.
  • Poisoned Weapon: The Master of Spiders brandishes a poisoned, fang-tipped wand in combat.
  • Recurring Boss: The Sword-Trees only grow in a mandatory spot of the Swamp. If you didn't use fire on them, they will regrow every time you pass by that path, forcing you to fight them again.
  • Savage Wolves: The Master of Wolves command over the wolves of the Swamp, and he really doesn't like trespassers, though he's not evil. Also, giant wolves guard the Antherica Bush.
  • Scary Scorpions: As the name of the place implies, a giant Scorpion attacking a Dwarf can be encountered.
  • Serrated Blade of Pain: Grimslade can use his magic to turn his wand into a magical serrated sword you can take for yourself. Too bad there's nothing left to fight if you choose so.
    • Unless you talk to him to "join" him at the beginning; and intentionally botch negotiations. After killing him and taking his sword, you have the option to talk to the Neutral or Good quest-givers.
  • The Smurfette Principle: The Mistress of Birds is the only female Master of the Swamp.
  • Spiders Are Scary: The Master of Spiders is the creepiest of the Masters and also the only Evil one. In the illustration, the glade where he dwells seems to be unnaturally dark.
  • Swamps Are Evil: The setting is a dangerous, maze-like swamp, though your magical ring allows you to navigate it easily, and not all his inhabitants are evil.
  • Take Your Time: There's no time limit, so you're free to explore the swamp as much as you like, either by curiosity or to make next games easier.
  • The Unfought:
    • Out of the five Masters of the Swamp, the Master of Frogs and the Mistress of Birds are the only two you can't fight regardless of the choices you make.
    • Likewise, out of the three wizards you can help, the only one you can't fight is Selator. Somewhat justified as Selator is the wizard aligned with good and despite all the Video Game Cruelty Potential, the player character is also defined as someone that wants to help, so there's no reason to fight Selator.
  • Unwinnable by Design: In a very well hidden spot you can find a berry which you can keep or eat. If you eat it, the game will be unwinnable if you go for the "good" route, as it was your mission to bring it home safely and you can't find another one anywhere else.
  • Useless Useful Spell: Some of the Good and Evil spells may prove to be rarely useful in combat, by either being useless or by being counterproductive.
  • Video Game Cruelty Punishment: If you kill the Master of Gardens, you suffer a major LUCK penalty.
  • Walking Wasteland: The evil spell Withering causes plant life to die and wither, though it can only work on a single big target or on multiple, small ones.
  • When Trees Attack: The infamous Sword-Trees are malevolent trees with vague faces and the ability to hold sharp swords in their branches to slash at you. Plus, if you didn't burn them, they will regrow every time.

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