Here is the complete graph for The Citadel of Chaos.
Tl;dr: The idea here is to use directed graphs to provide optimal walkthroughs of Fighting Fantasy gamebooks; in this case, The Citadel of Chaos. Check out the beginning of the Deathtrap Dungeon post for tips on how to read the graph. Citadel's is similar but required more annotations since there is more going on.
Overall Impressions
This is the second book I've graphed, after Deathtrap, but Citadel is clearly more sophisticated even though it's earlier in the series. It's less linear and has fewer bottlenecks, though it still has enough that I was able to split the story into a sequence of unavoidable episodes. However, Citadel's graph splits enough that it's easy to miss whole chunks of the book, bypassing required items without warning. This is where the "replay value" comes in, I suppose.
The average Deathtrap section had just two options (Go left or right? Fight this thing or run?). The average Citadel section offers more options due to the magic system (Which of these spells do you want to use?) and the sheer number of artifacts (Give them the ointment, the pocket myriad, or the spider in a jar?). In graph theory, a vertex's degree is the number of edges incident to it. A directed graph like ours distinguishes the degree of incoming and outgoing edges into indegree and outdegree. So, the average outdegree in Citadel is higher than in Deathtrap because there are more choices. A section with a high indegree is a bottleneck of sorts since it ties many story threads together, so having a high average indegree is an indicator of how bottlenecked a story is.
Citadel has fewer instant death sections than Deathtrap, which isn't much of a surprise: 18 (4.5%) compared to Deathtrap's 31 (7.8%). Most of them occur in the final boss fight against Balthus Dire.
Required Spells
You'll need an Illusion spell to get out of jail, a Shield spell to protect yourself from Balthus Dire's trident trap, a Weakness spell for the CLAWBEAST, and E.S.P. and Levitation spells for the final battle with Balthus Dire. Other spells are optional.
Episode 1: The Entry (1) to the Courtyard (251)
The first encounter is with the guards: The iconic APE-DOG and DOG-APE. The goal here is to avoid combat, which you can do through four paths. You can either bluff your way in by posing as a herbalist (261) or trick them with fool's gold (96). The herbalist route has a number of complicating factors. The easiest thing to do is say you came to treat "Kylltrog" (81), evidently a pal of theirs.
Episode 2: The Courtyard (251) to the Citadel Door (218)
Episode 3: The Citadel Door (218) to the Narrow Hallway (177)
This is a brief episode. The only way to not fight the RHINO-MAN guard is to give the correct password (371) or to bluff your way in by Testing Your Luck (198).
Episode 4: The Narrow Hallway (177) to the Grand Dining Hall (169)
This episode takes up about half the book and is fairly interconnected. The one essential thing to get is the combination to Balthus Dire's quarters (obtained in 238, from a library book), which is cleverly just the number of the section that opens his door. It's presented in the text as, "Do you know the combination? If so, turn to the section of the book with that same number." Without it, you're doomed to a non-failure outcome of "trying again" (164).
From the Narrow Hallway (177), take the door (5) and ring for the butler (40). Trust the butler's advice and take the left fork to the GARK (243). This bypasses the useless encounter with the WHEELIES and puts you on the path to the combination. You'll need to fight the GARK to get his hairbrush, so prepare to use a spell (11) and either cast Creature Copy (262) or fight him yourself (16). Either way, you must kill him (180) and not just run away. Why this guy has a hairbrush with only a tiny little ponytail is anyone's guess - maybe he has a girlfriend.
Proceed to the T-Junction (99). Take the right-hand door (38) and enter as instructed (132). You're now in the library. Ask the librarian for the secrets of the Black Tower and you'll learn the combination (238). If you then go to the section about Balthus Dire himself (18), you'll learn how to defeat him without combat. Counter-intuitively, you'll want to press your luck and read another book (84) only for the librarian to get suspicious and sic some guards on you. They'll give you some roofies and throw you in jail (234).
The only way out of jail is to use an Illusion spell and convince the CALACORM guard that he's being attacked by an enemy (a mouse).
This course takes you inevitably to the LEPRECHAUN (210), which is an emotional rollercoaster but relatively benign. Playing it cool with the LEPRECHAUN makes him friendly enough to grant you a silver mirror and a magic battlesword (323).
The mini-episode to the next bottleneck diverges into three paths: One to the wine cellar (the copper door, 144), where you can get a pocket myriad from the BLACK ELF, one to the sewers (the brass door, 386), and one to the LAUNDRY LADY (the bronze door, 338), which is really just a short cut past the sewers. The LAUNDRY LADY can give you a hint about needing a golden fleece. It's arguable which path is simpler since both involve combat and/or Testing Your Luck. You'll need either the myriad or fleece to get past the HYDRA later.
Section 275 describes the pocket myriad as "an enchanted gadget that can become any one of a number of weapons or useful artifacts." The ELF turns it into a knife, but of course it's damaged in the fight and merely becomes another inert object for you to barter with.
Whichever way you go, you wind up in the GOLEM room (257). The only thing to be gained here is the SPIDER-MAN in a jar (a critter the GANGEES identify in section 39 as "Racknee"). Since he's not very useful, it's best to run for the door (200 to 237), which opens to the Grand Dining Hall (169).
Interestingly, taking the left route after the GARK takes you to a game room where you can play three different games to earn power-ups: Six Pick (171), Knifey-Knifey (365), and Runestones (278). Each are pretty inventive games-within-a-game. I definitely remember playing these as a kid. Visiting the game room will bypass the library though, so will prevent you from learning the combination.
Episode 5: The Grand Dining Hall (169) to the Tower Staircase (140)
You'll inevitably wind up at the balcony (363), but the quickest and safest path is to go up the right-hand staircase (197).
If you opted to go to the sewers in the last episode, you won't have the pocket myriad so will need to get the golden fleece. Take the left door (228) and either smash it down (88) or use the copper key (296). It leads to the bed chamber (292). You must give the lady the GARK's hairbrush and successfully Test Your Luck in order to pull the golden fleece off her bed.
The bed chamber unfortunately skips the most interesting encounter in the book: The nursery (64). It's an incongruous room with three small orc-children, their beds, and a bunch of stuffed animals. This section used to puzzle me as a kid, when I identified somewhat with the little guys. I wondered what their life must be like hanging out in that room. Did someone bring them food? Did they ever leave? If so, did the MIKS or the GARGOYLE or the BED LADY give them any trouble? This being FF, you are given the option to kill them. The result is pathetic and somewhat troubling.
This episode also contains the only "bug" in the book: an orphaned section, 258, which isn't accessible from any other section. It appears to let you offer something general to the orc-children. It must have been replaced by section 3, which lets you offer something specific.
Regardless, you proceed to the spiral staircase that leads to the upper tower (140).
Episode 6: The Tower Staircase (140) to the Combination Lock (229)
This is the home stretch to Balthus Dire, and the only episode where you have nothing to gain. The best you can do is get through it as quickly as possible.
Take the left hand door to the island room (25). This bypasses the useless encounter with the MIKS. The trunk is a trap, so simply walk around the trench to the door on the other side (206). This leads to the dreaded GANJEES room (182), which is infamous among FF adventurers as a likely place to die. In fact, you will die here unless you present them with either the ointment or the charmed amulet. You can only get the amulet from the SCOUTS in Episode 2 if you forego the combination to Balthus Dire's quarters, so give them the ointment (291) and proceed to the HYDRA (328).
You'll want to "use something from your backpack" (226); specifically, the golden fleece (37), which lets you pass the HYDRA without combat or penalty and proceed to the locked door to Balthus Dire's quarters (229).
Episode 7: The Combination Lock (229) to the End (400).
It's interesting that this endgame episode has a whopping 64 entries (16% of the book!). Navigating through it in the simplest way either requires hard-won foreknowledge, absurd luck, or the god-mode provided by an annotated graph.
Turns out you only need the proper combination and four spells to get through it, no combat required.
First, enter the combination (217) to open the door. You'll want to immediately cast your Shield spell (293) to avoid the trident trap, then proceed to the gentleman himself (374).
If you do get sucked into fighting him, you'll find him a tough opponent with SKILL 12 and STAMINA 19. Fortunately, there's an easier way.
Cast a Weakness spell to quickly dispatch the CLAWBEAST (158) and an E.S.P. spell (187) to read Dire's mind. Follow that with a Levitation spell (279) to avoid his earthquake spell, then run over the window (78) to pull the drapes over his head (124). This has the unintended side effect of exposing him to sunlight, which kills him and makes you wonder why his room had a window at all.
Congrats, you've won (400).
Final Thoughts
Though not as difficult as Deathtrap Dungeon, Citadel is plenty tough and offers a number of alternate routes to victory. You can succeed with minimal combat, though it's essential to fight the group in the courtyard to get the ointment. Again, you can get past the GANJEES with the charmed amulet instead, which the SCOUTS give you freely, but doing that means not finding the lock combination.
Then again, what ten year old is going to insist in starting from zero knowledge each play through? Clearly, you're supposed to build up knowledge through trial and error and not be an insufferable (middle-aged, knuckleheaded) purist who insists on starting from scratch each time. A perfect run-through with zero assumptions would require an astronomical amount of luck.
Citadel was my first FF book and is probably my favorite for that reason. I liked that the monsters included animals with swapped heads, which you'd expect from a chaos wizard. The orc-kids and gambling games were especially memorable.