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Another problem is the sequential order they use for the walk through which makes following it difficult and confusing. It would be better to have a step by step walk through rather than one that was so confusing as to mislead the readers.
Besides these problems plus the map of one of the areas in the game being somewhat hard to read, the book is a fair read but my suggestion is that the buyer should be ware.
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to make shy guys turn into a fruit first you need the [heartfruit]then do a ground pound on the floor
(revive your yoshies)find white shy guys you can get 7 white shy guys choose the shy guy to get your yoshi back.
(melon race) hit a box that has a ?mark go thru the start line to the finish.
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The book is printed in full-color on glossy pages. Besides the architect's map of the rooms, you also get the gamer's view of each room - they had to combine several screen shots because the game camera never shows you the whole room, some hard work was definitely done here. All doorways or interactive objects are clearly designated with numbers and a full chart explains in detail what can be done or where the door leads to. These visual aids really help, especially if you've been frustrated with the text-based FAQs/walkthrus floating around the Internet.
For those impatient to read through the details, you can jump ahead towards the end of the book for a cut-to-the-chase walkthru. The walkthru tells you exactly what to do without skipping any steps or throwing in red herrings that you don't need. I managed to finish the First Chapter in about 30 minutes using the walkthru. The writing was concise, clear, and easy to understand.
The walkthru gives you the best of the multiple possible endings, and the book also tells you what conditions NOT to meet in order to get the other "bad" endings. Unlike game books for the major releases (such as the Resident Evil games) with the pressure of deadlines, this book is, as far as I can tell, free of errors or clues based on the Japanese original that have become unreliable due to American version changes.
It is clear that this book was being created by people who knows what they are doing and love their job, too. In the intro pages of the book, they tell you the game's origins on the Super Famicom and how one of the PlayStation releases was never ported for the U.S. market. You even get a bonus walkthru for the first Clock Tower game, now that's what I call getting more bang for your buck!
The backcover of the book has a bio for the authors, here's an interesting bit that might help you decide to buy this book if you have either the first or second game: "Mark wants to buy a truck, so please help him by purchasing this book." :)
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Otherwise, I would have to say that almost all the magic, wonder, and adventure that are associated with the 1,001 Nights are to be found herein. The Maxfield Parish paintings are wonderful.
One of the most dissapointing elements is the decision to not include the "frame story" about Sheherizade telling these tales over the fabled 1,001 nights. Also much reduced is the constant use of tales-within-tales, a hallmark of the Arabian Nights collection. Both these changes tend to simplify the book, perhaps in a way that will make it more accessible and less confusing to young readers. But, then, this is hardly the book for young readers who do not like a challenge, especially since writing relies upon a lot of outdated words and word usage.
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