Checking out the page info, you can see the older version of the webpage was last modified on the 3rd of March, 2007; whereas the current page was at time of writing last modified today.
My browser still does the same thing when I select www.ffproject.com from my drop-down address bar, sending me to what seems like an older version of the homepage. Typing in www.ffproject.com/index.htm brings up the current version of the homepage, as does the home link. According to my understanding, when you type in an address such as www.website.com, the browser looks for and displays any page called .../index.htm as a default start page. It seems there are essentially two homepages, and our browsers are selecting the older one by default. Since I am sure the webmaster would know if he had 2 versions of the home page on the host, perhaps the older page is from a previously used host? I seem to recall a change of host being mentioned at some point. Not sure if what I am suggesting is possible or not.
Plausible suggestions, but not what was happening in this case. You are right that a similar effect was produced when I changed hosts, but this was back in 2005 and only lasted for a few days until the internet caught on following the change.
Originally, pages such as the home page were static : they existed on the server as HTML files. Each of them contained the entire menu, so any change to the menu - such as adding a new gamebook - meant updating all the files. The pages are now dynamic : they are created from scratch each time you request them.
All seemed to be going well, then all of a sudden this file stopped working for reasons that I don't understand. As a result, requesting http://www.ffproject.com was once again interpreted as a request for http://www.ffproject.com/index.htm. As I had not deleted the old static page, this is what the server provided.
And now, as I mentioned, the problem seems to have gone away again.
The reason you are seeing the wrong page now is because it is cached in your browser. Refreshing the page, or failing that deleting the cache should cure the problem.
Look on the first level of the pallis. ITs in the offices, though I'm not sure if its randomly rolled or if its in a spacific office. I always found it at the end of the coridor in the rright hand office.
A clue for getting to reference 1000 in The Diamond Key:
SPOILER
You need two items. One is a golden ring, the other is a condor amulet made from amethysts.
END SPOILER
I am reluctant to post a complete solution since I have found, with myself at least, that if it is there, I will look at it. Maybe I lack self discipline. Anyway, let me know if you want further clues.
Firstly, I want to wish everyone the best for 2008 and hope that you all enjoyed the holiday season. Secondly, I don't know if it is me, but why has the diamond key disappeared from the front page of ffproject.com? It appears on the other pages but not the front page and I was wondering if there is a problem with my browser. Any suggestions welcome.
I don't know why this happened, but it seems to have sorted itself out now.
Is something wrong with the diamond key? It's not up on the list of gamebooks anymore. Also Ulysses, can I have just a few more hints as to the ening of 1000? I haven't figured it out, and oubt I ever will.
700 - You manage to kill Darm, but also Kianmay. Forlorn and guilty, you wander the city and decide to become a paladin of the White Goddess. 800 - You slay Darm, then say goodbye to Kianmay and return to your life as a merchant guard. 850 - The Big White Elephant... 885 - You sacrifice your life to save Darm from his own evil. 900 - Kianmay and a repentant Darm disappear. You wander the city, astounded at what you have seen and decide to become a paladin. 1000 - You save Darm, get the girl, and glory.
The Serpent people are an embodiment of the force that on the material plane we know as magic. As such, they are beings of great power, and have been sought out by sorcerers. The Agreement the serpent queen speaks of is that those who come seeking power must have their requests granted, but the queen is free to chose how. When a serpent-person is joined with a human, it increases the human's magical ability. In crude terms, it is like adding extra muscle. Thus many sorcerers have come seeking this, including Darm. So, after being joined, any spell that you cast in the final encounter with Darm is amplified. Specifically, the spell scrolls you find in the Royal Sorcerer's study. Without the joining, these spells are ineffective. However, in the text version at least, the real reason to go to the Serpent People's realm is to gain the great treasure hidden in the cavern with all the skeleton warriors. However, I have been unable to get to it yet. The serpent amulet on the wall is not it. If the treasure can be obtained, it leads to 2 more of the 6 endings.
END SPOILER
None of this has anything to do with reaching the ending in 1000. I gave away big clues in earlier posts.
I finally figured out the gems in the spiral serpent. However, I haven't figured out the true solution yet. I stabbed Darm with the crystal dagger, but it still led to ending 800. How does the joining benefit us?
I wrote about 200+ references for my game book but lost steam along the way.
I think using what I've wrote in a colleborative book would be a good idea.
I might be interested.
Shadow Dragon Sat Dec 22 10:18:17 2007 General Chat
This does indeed sound interesting. I have always wanted to try my hand at a gamebook, but I don't think I have either tha patience nor the ability to do a full-fledged one alone. I'd definitely be interested in joining up if this turns into anything.
I was just wondering what people think about the idea of writing a collaborative gamebook? Each of the paricipants could be in charge of a different section of, say, 30 references. We would need rules such as: Each section must end with no more than two paths for the next section to start with; each section must require no more than one object/spell/codeword to unlock a special area/bonus; each section can provide only, say, three new objects/spells/codewords. The above numbers are just arbitrary suggestions. We would also need to decide the general setting of the story (ie, fantasy, historical, modern, sci-fi, or unlimited), and the style (humerous, or serious). This way those who don't have the time or patience to write a fully-fledged gamebook can still get their writing out there. Anyway, I invite expressions of interest.
The order of the gems is given somewhere in the palace. It's not hidden, nor is access to the location restricted. You just need to look at everything.
END SPOILER
Mat: Thanks for your generous comments. I think a big difference here is that the original FF books were written for children or young teenagers, whereas I am writing for adults. For example, I loved Deathtrap Dungeon when I was 12. At that time, a random series of puzzles and monsters was all I needed. Reading it again recently, let's just say I was very unimpressed. I personally need a good, or at least realistic plot to sustain my interest in working through the challenges in a gamebook. Otherwise, it seems rather pointless.