( r'v.r ,ur,l i | | || r Ir ., t I| || i l,y l.rl' Mr( rlH ' ' (i$ A FUltl rt(ri ,fi PUFFIN BOOKS DEATFITRAPDUNGEON

Down in the dark, twisting labyrinth of Fang, unlnown horroE await you Devised by the devilish mind of Baron Sut(hvit, the labyrinth rs riddled with fiendish traps and blmithiEty monsters, which will test ,vou skils almost beyond the limit of endurance Comtl€ss adventulels b€fore you have takcn up the dE]leng€ of the and walked through the cafled mouth of the labynnth, never tobe seenagain DoYOUdareenter? Tempted by the promis€ofa fabulousprize andthelure of the unbeatenchallenge - YOU are one of six seasoned Iighters prepared to take on the labyrinth. Only one of you may win through - the rest will perish. But which of you wilitbe? Two dicc, a pencil and an eraser are alt you need to emba* on this thillint adEnture of sword and so.c€ry, complete wi th its elaboEte smbat system and a s.ore sh€et to record you. Sains dd losses Many dangere lie ahead and your successis by no means certain. Powerful adversanes are rang€d against you and often your only choice is to kill oi be killedl Other Fighting published in Puflin are: The Wa ockof Firctop Mo ntain, Thz CiLonelof Chaas,The Eotestol Doon, sta6hip Ttrueltet, city ol ni@es and Islandof @

Illustratedlry Iain Mccaig

Puffin Books Puffrn Books, PcnFin Books Ltd, r]3mon&softh, Mrddlesex, Ensknd For and Pe4uD Books,4o\vc$:3!d Srrclr, Ncw Yor!, Neu york rmroj U S A Jacques OctaztieGelautle gwdod,vi.roi4 Aurralra Pmsxin B.dLs CaDadaLrdj ?3or lohn S(e*, Mekhm, onono, (]lmd, r3R ra Pengun Books(Nz ) LLd, 13: reo veim! RGd, Auckrs.d ro, Ne* ze'la.d F;$ Fublished1934

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Fublished3n,l wtho!r e snilsr condnrn in.ludiDgthis conditionbeug mposed I CONTENTS HOW TO FIGHT THE CREATURES OF DEATHTRAPDUNGEON

Beforeembarking on your adventure,voumustfirst determine your own strengths and weaknesses You have rn your possessiona sword and a back- pack containing provisions ({ood and drink) for the trip. You have been preparing for your quest by lrdininB yourself in swordplayand erercising vigor- ously to build up your stamina. To see how effectiveyour pieparations have been you must use the dice to determine your initial srrn and srlrttua scores,On pages18 r9 thete is an Ad)entwe Sheetwhich you may use to record the d€tailsof an adventure. On it you will findboxes for recording your s

Skill, Stamina and Luck RoJl one die. Add 5 to this number and enter this total in the sKrLLbox ol the Ad:LtentureSheef Roll both dice. Add 12 to the number rolled and enter this total in the srAMrNAbox.

9, There is also a LUCKbox. Roll one die, add 6 to this First record the creature's sKrLL and srAMrNA number and enter this total in the LucKbox. scoresin the fust vacantMonster EncounterBox on yoltt AilL)entwe The scoresfor each creature For reasons that will be explained below, skILL, Sheet are given in book each time you have an en suvrNl and tucx scoreschange constantly dur- the counref. ingan adventure.You mustkeep an acclrtaterecord The sequenceo{ combatis then: of these scoresand for this reasonyou are advised either to w te smallin the boxesor to keep an eraser 1 Roll both dice once for the creature. Add its handy. But never rub out your /rifidl scores. s(rLL score. This total is the creature'sAttack Although you may be awarded additional sKrLL, Strength. srawrr,rl and rucr points, these totalsmay never Roll both dice oncefor yourself. Add the number exceedyour lrifidl scores,except on very rare occa- rolled to your current sKrLL score This total is sions, when you will be instructed on a particular your Attack Strength. Page. J. Ifyour Attack Strengthis higher than that oI the Your sxILt scorereflects your swordsmanshipand creature,you have wounded it. Proceedto step general fighting expertise; the higher the better. 4. Ifthe creature'sAttackStrength is higher than Your srAMrNA score reflects your general con- yours, it has wounded you Proceedto step 5- If stitution, your will to survive, your determination both Attack Strength totals are the same, you and overallfitness;the higheryour srAMrNA score, have avoided eachothe/s blows - start the next the longer you will be able to suNive. Your LucK Attack Round from step l above. score indicates how naturally lucky a person you 4- You have wounded the creature, so subhact 2 are. Luck - and magic- arefacts of life in the fantasy points ftom its STAMTNAscore. You may use kingdom you are about to explore. your LUCKhere to do additional damage (see over). 5- The creature has wounded you, so subtmct 2 points ftom your own srAMrNA score. Again Battles you may use LUc( at this stage(see over). You will often comeacross pages in thebook which 6. Make the appropdate adjustmentsto either the instruct you to fight a creature of some soit. An ceature's or your own STAMINA scores (and option to flee may be given, but if not or if you your rucr scoreif you used tuc< seeover). choose to attack the creatureanyway you must 7. Begm the next Attack Round by returnin8 to resolve the batdeas describedbelow. your current SKILL score and repeating stePs

1() 11 1-6. This seouence continues until the srAMrNA able. But beware!Using luck is a risky businessand score of either you or tlte creature you are if you are rrrlucky, the rcsults could be disastrous- fighting has been reduced to zero (death). The procedurefoi using your luck is asfollows: roll two dice. lf the number rolled is eaualto or lessthan Escaping your currentLUCK score, you havebeen lucky and the result will go in your favour. If the number On some pagesyou may be #ven the option of tolled !s higher than your cullent LucK score,you running away from a battle should things be goint havebeen unlucky and you will be penalized. badly for you. However,if you do mn away,th€ ceature automaticallygets in one \r'oundon you Thisprocedure is known aeTestin| your Luck. Each (subtract2 STAMINApoints) as you flee.Such is the timeyo|u Test your Luck, you mustsubtract one point priceof cowardice,Note that you mayuse LUCK on from your curent LUcr score,Thus you will soon thiswound in thenormal way (seebelow).You may realizethat the more you relyon yourluck, the more only Escapeif that option is specificallygiven to you risky this will become. on the pa8e. UsingLuck in Bdttles On ccrtain pagesof the book you will be told to Test Fighting More Than One Creatuie your Luckar\d willbe told the consequencesof your If you come across morc than one creature in a beinglucky or unlucky. However,in baltles,you particularencounter/ the instructionson that page alwayshave the optionoI usingyour luck eitherto will tell you how to handlethe battle Sometimes inflict a moreserious wound on a creatureyou have you will treatthem asa singlemonster; sometimes just wounded,orto minimizethe effects of a wound you will fight eachone in turn. the creaturehas just inflictedon you. lf you havejustwounded the creature, you maylesf Luck yourLuck as descibedabove. If you arelucky, you havernflicted a severewound and maysubtract an At varioustimes during your adventure,either in extra2 Doi^tsfrom the cleature's9TAMTNA score. battlesorwhen you comeacross situations in which Howevir, if you areunlu cky, the wouncl was a mere you could either be lucky or unlucky (details of grazeand you must restorer point to the oeature's theseare given on the pagesthems€h,es), you may srAMrNA (i. e. insteadof scoringthe normal 2 points call on vour luck to make the outcomemore favour- of damage,you havenow scoredonly 1).

a2 11 If the creaturehas just wounded you, you may Tesl Your backpackcontains €nough Provisionsfor ten ya r Luck to try to rrinimize the wound. If you are meals. You may rest and eat at any time excePt lucky, you have managedto avoid the full damage when engagedin a Battle. Eahng a meal restores4 of the blorir'.Restore r point ofsraMrNA (i.e. instead sTAMINApoints. When you eat a meal,add4 Points of doing 2 points of damagert has done only 1) If to your srAMrNA score and deduct 1 point from you are unlucky, you have lalen d more serious your Provisions. A separatePrcvisions Remaining blow- Subtract1 extra STAMTNApoint. box is provided on th e Adventwe SheetIot rccordi^g details of Provisions. Remember that you have a Rememberthatyou 1 point ftom must subtract your long way to so use your Provisionswisely! own LUc( scoreeach lime yolu.Test your Luck. Bo, Rememberalso thr Lyou! srAM| \A \coremay ne\ ar exceedits lfirhal value unlessspecilically inshucted RestoringSkill/ Staminaand Luck on a page. Drinking the Potion of Strength (see later) will restoreyour sTAMINAto its lulttdl level at skiLl any time. Yoursrrlr scorewrll not changemuch during your Luck adventure- pa8e may give instruc- Occasionally,a Additions to your LUcx $ore are awarded through tions to increase your sKrLL ot decrease score. A the adventure when you have been particularly Magic Weapon your sKrLL, may increase but re- lucky Details are given on the of the book. member that canbe Pages only one weapon usedata timel Rememberthat, as with gKILLand sraMrNA, your You cannot claim 2 9KILLbonuses for carrying two LUC( SCOremay never exceedits /rllMl value unless Magic Swords. You! 9(rLL scorecan never exceed specifically instructed o a page. Dinking the its I'?ifi0lvalue unlessspecifically instructed. Drink- Potion of Fortune (seelater) will restoreyour LucK ing the Potion of Skill (seelater) lvill restore your to ils lnititrl level at any time, and increaseyour sI

DeathtraPDungeon You u/ill start your adventurewith a bare minimum There is one true way through to find it. Make of equipment, but you may find or buy other items and it will take you severalattempts this maPwill during your travels. You are armed with a sword notesand draw a map asyou exPlore- and enableyou and are dressed in leather armour. You have a be invaluable in future advenfures sections. backpackto hold your Ptovisionsand any treasures to progressrapidly through to unexPlored you may comeacross Not all areascontain treasute;many merely contain In addition, you may take one bottle of a magical traps and creatureswhich you will no doubtfallfoul goosechase'Passages and potion which will aid you on your quest. You may of. There aremany'wild to your chooseto takeabottle ofanyofthe following: while you may indeed ptogress through ultimate destination, it is by no means certain that A Potion of Skill- restoressKrLL points you will find whatyou are seatchingfor. A Potion of Strength restoressrAMrNA points if read A Potion of Fortune restoresrucK points and It will be realizedthat entnes make no sense adds 1 to lnitirl LucK in numencal order. ltis essentialthat you read only theentries you areinstructed to read. Readingother Thesepotions maybe takenat any time during your entrieswill only causeconfuslon and may less-enthe adventure (except when engagedin a Battle).Tak- excitementduring Play. ing a measureof potion will restoresKrLL, s.rAMtNA a minimum of dsk and or LucK scoresto their lzlfr,allevel (and the Potion of The one true way involves Forfune will add 1 point to your rTiltal lucr score anyplayer, nomatterhowweak oninitialdicerolls, beforeLUcKis restored). should be ableto get through fairly easily. go you on the adven- Eachbottle of potion containsenough fot orr mea- May the luck ofthe gods with sure, i.e. the characteristicmay be restored once ture ahead! during an advenfute. Make a note on your Adoen- irlp Srl.ciwhen you ha! e usedup a potion. Rememberalso that you may only chooseore of the three potions to take dn your trip, so choosewisely! a6

BACKGROUND rvits as well as weaponskill. When he was finally satis6edthat all was complete,he put his labyrinth to th_etest. He picked ten of hrs finest guards and, fully armed, they marchedinto the labyrinth. They rvere never seen asain. The tale of the ill-fated Despite its name, Fang was an ordinary small town guardssoon spreadihroughoutthe land, anditwas in the northeln province ofChiangMai. Situatedol1 then that Sukumvit announced the first Trial of the banks of the Rrver Kok it made a convenient Champions. Messengersand ne\,rs-sheetscaffied stopover for river tradersand passengerstfuough- his challenge- ro,oooGold Piecesand the freedom out most of the year. A few barges, rafts and of Chiang Mar forever to any person surviving the sometimes even a large sailboat could usually be perils of the labyrinth ofFang. The firstyear, seven- found moored at Fang. But all that was long ago, teenbravewardors attempted 'The Walk', asltlater before the creationof the Trial of Champions.Now cane to be known. Not one reappeared As the once a year the river is crammed with boats as vearspassed ancl the Trial of Championscontinued, people arrive from hundreds of miles around, hop- it attracted and more challengersand spec- inBLo wilness the brealinSl of anancient tradition in rytore tators. Fangi/prosperedand would prepare itself Fangand seea vlctor in the Trial of Champions. months in :rdvancefor the spectacleit hosted each On r May each year, warriors and heroescome to May. the town would be decorated,tents erected, Fangto facethe test of therr lives. Survivalis unlike- dining-\alls built, musicians, dancers, fire-eaters, ly, yet many take the risk, for the prize is great - a illusionists and every sort of entertainerhired, and purse of 1o,oooGold Piecesand the freedom of entries re8isteted lrom hope{ul individuals intent Chiang Mai forever. However, to become Cham- on making'The Walk'. The last'A/eekofApdlfound pion is no easy task. Some yeats ago, a powerful the peopJe of Fang and its visito$ in wild cel- baron of Fang called Sukumvit decided to brinA ebration. Everybody sang, drank, dalced and attention lo his town by creating the ultimate con- laughed until day broke on 1 May, when the town test. With the help of the townspeople, he con thronged to the gates of the labvrinth to watch structed a labyrinth deep in the hillside behind the first challengerof the year step forward to {ace Fang, from which there \4'asonly one exit. The the Trial of Champlons. labyrinth was filled with all kinds of deadly tricks and traps and loathsome monsters. Strkumvit had Havrng seenone of Sukumvit's challengesnailed to designed it in meticulous detail so that anybody a tree, vou decide that this year you will attempt hoping to facerts challengewould have to us; their 'The l4'alk' For the last five vears vou have been

20 attractedtoit, not for the rewards,but for the simple streets,moving quietly through the momingmist- fact that nobody has ever yet emerged victorious spectatorson their way to the labyrinth no doubt, ftom the labyrinth. You intend to make this theyear hopin8 to find good vantage points ftom which to in which a Champion is crowned! Gathering up a watch the competitors. You turn away and walk few belongings,you set off immediately.Two days' over to a wooden table on which your trusty sword walk takes you west to the coast, where you enter hes You pick it up and cut the at with a mighty the cursed Port Blacksand.Washne no time in that sweep, wondering what beastsits sharp edge may city of thieves,you buyyour passageon a smallboat soon have to meet. Thenvou oDenthe doorinto the sailing north to where the River Kok meetsthe sea, corridor. A small man with slantedeyes greets you and ftom thereyou takea raft up-river for four days, with a low bow as you ernergefrom your bedroom. until finally you arrive in Fang. 'Pleasefollow me,' he says He turns to his leIt and walks quickly towards the sta s at the end of the The Trial beginsin three days'time, and the townis collloor. in an almost hysterical mood of excitemenL.You | . registeryour entry with the o{ficialsand are given a Leaving your Buest-house,he darts dolr'n na[o\,v violetscarf to lie aroundy our arm,informing every. allel'ways between houseF,and you have to walk one of your status.For thiee days you enjoy Fang's quickly to ke€p up with hitr. Soon you come into a greatesthospitality and are treatedlike a demigod. wide dirt road lined with cheerins clowds. When During the long merriment, you almostlorget your they see your violet scart they cfeer even louder purpose in Fang; but the evening before the Trial, and start showering you with flowers. The long the magnitude of the task aheadbegins to dominate shadows cast by the people in front of you shrink your thoughts. Later, you are taken to a special as the bright yellow sun rises higher in the mom guest-houseand shov,,nto your room. There is a ing sky. Standing there in ftont of the noisy and splendid four-poster bed with satin sheetsto help vibrant crowd, you feel shangely alone, aware you rest. But thereis little time le{t for sleep. of your coming ordeal. Suddenly you feel a tug on Just before dawn a trumpet call awakensyou ftorn your shirt and seeyour small guide eagerlybeckon- vivid dreamsof flaming pits and giantblackspiders. in8 you to follow him. Ahead you see the looming Minutes later, there is a knock on your door, and a hillside and the dark mouth of a tunnel disappear rnan's voice rings out saying, 'Your challengebe- ing into its inner depths. As you get closer, you gins soon. Pleasebe ready to leavein ten minutes.' notice two great stone pillars on either side of the You climb out ofbed, walk over [o the window and tunnel entrance.The pillars arecovered with ornate open the shutters.Already peopleare thronging the carvings:writhln8 serpents,demons, deities, each

22 seeming to scleanr a silent warninS to those who would passbeyond them. You seeBaron Sukumvit himself standingby the entrance,wai ting to greetthe contendersin the Trial of Champions. You count five others standing proudly in line, their violet scarvesdisplayed for all to see. There are two bare-chest€dBarbarians dressedin furs. They stand completelymotionless, legsstrarght and slightly apart, alms thrustforward to rest on the hilts of thetu long, double-headed battleaxes.A sleek, elven woman with solden hair .tnd lelinegreen pyes is ddiustingthe cioss-beltof daggerswrapped around her leather tunic. Of the two remaining men, one is covered from head to footin iron-platearmour with a plumed hehnetand I a crestedshield; the other is cloakedin blackrobes, only his dark eyes showing b€tween the swathes of his black face-scarves. Long knives, a wire gari66 and other silent death-weaponshang from his belt. The five contendeE acknowledgeyour arrival with almost imperceptible nods of the head, and you turn to face the exultant crowd for the last time. Suddenly a hush falls over the crowd as Baron Sukumut stepsforward holding six bamboo sticks. You draw one from his outstretchedhand and read the word'Fifth'. Then the Trialbeeins. The Knight is first He salutes the crowd before NOW TURN OVER disappea ng into the tunnel, and is followed half an houllaterby the elf. Nextgoes a Barbarianand then the dark assassin.Now it is your turn to salute the crowd Holding your violet scar'{alo{l, you takeone final deep breath of cool fresh air before tuming to pass between the stone-pillared gateway into Sukumvit's coDidors of power, to face unknown pedls on 'The Walk' through the mighty baron's . The clamour of the excited spectators gadually fades behind you as vou venture deep lnto the gloom o{ the caverntunnel. Large crystalshang from the tunnel roof at twenty- metre inteNals, radrating a solt light, just enough for you to see your way. As your eyes gradually becomeaccustomed to the neardarkness,youbegin to see movement all around. Spiders and beetles crawlingup and dowi the chiselledwallsdisappear quickly into cracksand crevicesas they senseyour approach;rats and mrcescurryalong the floor ahead of ,vou.Droplets o{ water drip into small pools with an eerie plopping sound which echoesdown the tunnel The ail is cold, moist and dank. After walk- ing slowly along the tunnel for about five minutes, you arive at a stonetable standrngagainst the wall to your le{t On it there are six boxes,one of which hasyour name painted on its lid. If you wrsh to open the box, turn to 27o If you prefer to continue walking north, tum to 66.

The Scorpion manages to hold you in its pirters long enough to flick its segmentedtarl forward over its head and sting yoLrwith its poisonousbarb. The eflect is {atal and you slump to the ground 1n the Arena of Death, wonderin8 u'hether Throm r{'il] w1nthrough. 3-5 5-8

6 The Gnome shakeshis head and says, 'I am afraid Knowing that the Manticorc will fire the spikes in its you have failed the Trial of Charnpions. Baron tail at you, you run for cover behind one of the Sukumvifs DeathtrapDungeon will keep its secrets pillars. Before you reach it, a volley of spikes flies for another year, as you will notbe allowed to leave through the air and one of them sinksinto your arm. here. You are appointed my servant for the rest of Lose u sreurN.q points. lf you aie still alive, you your days, to prepare and modify the dungeon for 'ivasteno time and attack the Manticore with your future contestants. Perhaps iri another life you will sword before it has time to unleash more of its succeed. . .' deadly spikes. MANTICORE sKrLL11 srAMrNA11 4 In the total darkness you do not see the pipe's llyou win, turn to 364. downward turn. You slip and, unable to get a grip on the slimypipe, slideover the edge.Yourscreams 7 echodown the pipeasyou fall thefiftymehes tothe Beforeyou have time to reacha doorway, the boul- bottom.You havefailed the 1 rialof Champions. der is upon you. You cry out in pain and tedor asit crushesyou to the floor. Youradventure ends here.

8 The Mirror Demon grabs you by the wdst. Im- mediatelyit startsto pull you towardsthe mirror. Its shength is incredible, and, despiteall your efforts, vou cannot prevent it from pulling Fdu relentlessly towards the mirror. When it touchesthe mirror, it seemsto disappearstraight through it. With horor vou see your own arm disappear,followed by the 5 rest of your body. You are now in a miitor world You crawl along the floor and find yourself in the of another dimension, from which you can never lair of a tribe of TROGLODYTES. As you creep return. past them, your scabbardbangs against a rock on the floor. Testyour Lrck. If you are Lucky, turn to r85 . If you are Unlucky, turn to 395. 9-ao 1()-11

9 surface and look around. There is nobody to be The Hobgoblins have nothing of any use to you on seen/ so you climb out of the river and cross the them, so you decide to open the bag on the floor. bridge to the northern bank Any remaining Provi- Inside you find a corked earthenware jug. You sions you may have are now sodden and inedible. uncork it and sniff fhe liquid inside. lf smellssharp Cross them off your AdpentureSheet. \ot) co li^!e and acrid. If you wish to dnnk some of the liquid, to walk through the vast cavernuntil at lastyou see tum to 15E.If you wish to dip a piece o{ cloth in it, a tunnel in the far wall. You walk down it until you rurn to 375. come to a heary wooden door, which is locked. If you have an ironkey, turn to 86.Ifyou do not havea key, tum to 276.

aa You look down and seethe crumpled bodies of the 10 Flying Guardianslying motionlesson the floor. You Strllmnning as fast as you can, you reachinto your start to p se out the idol's emeraldeye with the tip backpackandpulloutthewoodentube. Yoriplanto of vour sword At last it comes free, arld you are lie under the surface of the water, breathing surpdsedby its iveight. Hoping thatitmaybe o{ use through the tube With luck, the Troglodytes will later, you put it in your backpack.If you now wish assumethat you will be swept to youI death down- to pdse out the ght eye, tum to 14o.If you would river as the torent disappearsintothe depths of the rather dimb down the idol, tum to 46. mountain. You seize the tube between your teeth and lower yourself into the water Holding on to one of the underwater bridge pillars, you keep perfectly still for ten minutes. When you finally think the Troglodytes have gone, you nse to the a2-43

a2 The door opens into a large, candle lit room filled rvith the most extraordinadly lifelike statues of knights and waffiors. A white-haired old man dressedin Latteredrags suddenly jumps out from behind one oi Lhe\t"tues dnd.tarts to giggle. Though he looks like a {ool, the sparklein his eyes nakes you think there is more to him than is appa- rent. In a high-pitched vorce he says, 'Oh 8ood, another stone for my garden. I'm glad you have cometo join your friends Now, I'mafahmanand soI'll ask you a question.lfyou answercorrectly, I'll let you go free-butilyour answeris wron8, l'll tum vou to stonel'He slarts to chuckleagain, obviously pleasedwith your allival. Will you: Wait for his question? Turn to j82 Attack him with youl sword? Tum to 195 Make a run for the door? Turn to 25o

The tunnel makes a sudden turn to the left and headsnorth for as far asyou can see.The footp nts vou are following start to peter out as the tunnel becomesgradually dder. Soon you are beyond the drippingroof and the pools on the floor. You notice the atubecoming hotter and you find youNelfpant in8 even though you are walkin8 quite slowly. In a small recesson the left-hand wall you seea section of bamboostanding on 1tsend. Li{tingit down, you see it is filled wlth a clear liquid. Your throat is ab'47 a4-a5 16 \ ou iu't havelime to hedr the Cnome sdy,'Thrce beforea rvhiteboll o( energyshoots out from 'lullc' the lock into your chest,knocking you unconscious Roll one die, add 1 to the number and reduceyour srAMrNAby the total. lfyou arestill alive,you come L4 to and are t;ld by theGnome to try again.Youchose leads into a dark chamber coveled in The tunnel the wrong gems last time, so you won't try that Clawing your wa-Ythrough them, thick cobwebs. combinationagain. vou t p overa woodencasket. lf youwishtotryto open tire casket, tum to 157. If you would mther AB c 16 continue north, turn to 31o. Emerald Diamond Sapphire Tum to Diamond Sapphire Emenld Turn to 392 Sapphire Emerald Dlamond Tutn to 177 Emerald Sapphire Diamond Turn to 287 Diamond Emerald Sapphire Tutn to 132 Sapphire Diamond Emerald Tum to 249

a7 rt You are not shong enough to force open the heavy door. The water is now waist-high ajrd you are

good fortune, you set off west once again Tum to 74. 16-21

16 Luckily for you, the cobra's fangs sink into you! leathe! wristband. The snakerecoils quickly, ready to strike again, as the Dwarf tells you to have another try. Roll two dice. If the total is the sameas or less than your S(ILL. tuln to 55. If the total is gleate! than your 9(rLL, turn to 2o2.

a9 You cannot resisLthe Medusa's beguiling gaze as she looks into your eyes.You feel your limbs begin .{lthough you are slightly uneasy in each othe/s to stiffen and you panic helplessly as you turn to company, knowing that there can only be one win- stone.Your adventure ends here. ner in the T al of Champlons,you areboth content to 'hare in thebenefits ut d tempurdryallian(c Y;u 20 beginto tell eachother ofyour exploitsso Iar, ofthe Or y your incedible strenSth could withstand monsters and traps encountered and the dangers the poisonous spider's bite. However, you are overcome. Walkrng along, you soon come [o the rveakenedand you notice your hand trembling as edgeofa wide pit lt is too deep and dark to seethe you pocket the Gold Piece.Reduce your srrn by r bottom. The Barbarian offers to lowe! you to the point. You cursethe personwho dropped theback- bottom with his rope, saying he has a torch which pack and set offnorth again.Turn to 279. he can light for you to use Willyou: Accept the Barbadan'soffer? Turn to 63 Offer to lower The wound hashad no effecton the Bloodbeast,and him down if he is so ea8er to investigate it continues to attack you as furiously as before. the pit? Turn to 184 SuBgest that you jump Conhnue yourcombat and as soon asyouwinyour both over the pit instead? Turn to next Attack Round, ?est lour Luck.If you,arc Lucky, 311 turn to 97. Ifyou are Unlucky, tum to 116. 23-2b

The paper bearsa simple waming written in dried blood: 'Beware the TriaLnasters' You replace the paper on its nail and run back down the tunnel to rejoin the Barbarlan Turn to 154.

24 Setback in an archedalcove in the tunnel wall you seean ornate wooden charrcarved jn the shapeo{ a demon like bird of prey. If you wish to sjt in the chair, tuin to 324. If you would raiher keep going north, tum to 188.

Although the tempeiature in the tunnel is higher than you could normally tolerate, the liquid from the bamboo pipe keepsyou alive Turn to 197.

26 The pill makesyou feel dull and lethargic.Lose two 5(ILL points. The Dwarf tells you that you can now progressto the secondstage o{ the test He reaches for a wickerbasketand tellsvou that thereis a snake inside 1t He tips up the basketand the snakedrbps onto the floor; it rsa cobraandit rearsup into the air readyto st ke.The Dwa#says hewants to testyour reactions.You must grasp the cobra bare-handed below its head, avoiding its deadly fangs You crouch down on the floor, tensrngyourself for the moment at which to seize it Roll two d1ce.If the total is the sameas or lessthan your sKrLL, fuin to 55.Ifthetotalis greater thanyoursKrLL, turn to2o2 2E-1a

2g The Dwarf 's chainmail coatis of finest quality iron, obviously made by a master armourer. You st p it frorn his body and place it over your head. Add r s(rLL point There is nothinfi else of use to you in the chamber, so you decide to investigatethe new You step up to the frightened man and cleavethe funnel. Turn to 213. chain with your sword He drops to h1sknees and bows, thanking you over and over again. He tells 29 you that four years ago he entered the Trial o{ The tunnel leads north for some distance before Championsbut failed. He fell down a pitand had to coming to a dead end. The mouth of a chute pro- be rescuedby a T almaster,one of Baron Sukum- trudes from the tunnel's easternwall. lt seemsto be vit's dungeon administrators. He lvas offered a the only way out- You decideto risk it and climb into choice between death or servitude in Deathtrap the chute. You slide gently down and comeout in a Dungeon asthe Trialmaster'smrnion. Choosingthe room, landing on yourback. Turn to 90 latLer,he worked Jikea slaveuntil he could stand it no longer and tried tb escape Alas, he was unsuc- cessful and was captured by the Trialmaste/s wandering Orc guards. To teachhim a lesson,they cut off his hand and condemned him to a year's imprisonment in this cell. You ask him whether he has anyinformation thatmightbe of use to you. He scratcheshis head 'Well, I haven't exactly done very well in here 'but myselt'he says, I do know 30 that you need to collectgems and preciousstones if Taking a step forward, you leap towards the far you hope to get out. I don't know why, but there it edgeof the pit Testlaur Luck.It yo1rare Lucky, tum is.' Without anothei word, the ragged pdsoner to 160.If you are Unlucky, tum to 319. dashesout of the room, tuming left into the tunnel. You decide to keep heading north and tum right 3a into the tunnel. Turn to 78. Ihe Gnome smilesand says,'Good Now, haveyou a sapphire in youl possession?'lf you cto have a sapphire,turn to 376.if you do not, turn to j. 32-J3 31-36

34 You soon come to another junction in the tunnel You hy to force the point of your sword under the One branch leads east, but the wet footprints you emerald eye. Much to your surprise, the emerald have been following continue north and you decide shatterson contact,releasing a jet ofpoisonous gas to follow their tuail Turn to 37. straightinto your face.The gasknocks you out and vou releasethe rope, bounce down the idol and crash on to the stone floor. Your advenfurc ends nere.

The funnel continues west for several hundred metres, finally ending at somesteps leading up to a closedtmpdoor. You climb the steps slowly, hear- ing muffled voices aboveyou. In the dim light you cansee that the trapdooris not locked.Ifyou wishto knock on the kapdoor, turn to 333. If you wish to burst through the trapdoorwithyouI sword dEwn, rurn rc 124.

35 It was a mistake to reach into the hole with )tour You run faster than you have ever run in your life sword an-n.It is coveredwith round suckermarks before, but still th€ boulder is catchingup on you. and feels as if it has been crushed Lose 3 srtrr Roll two dice- If the total is the sameas or lessthan points. You peer into the hole and seethe bleeding both your srrl-I- and srAMrNA scores,tum to 34o. teRtaclestump hanging limply. You carefully pull lf the total is greater than either your sKrLL or out the grappling iron and leatherpouch, rn which STAMINA SCOteS/turn tO 7. you find a tiny brassbell You pack away your new Possessionsand head north. Turn to 292. 37-39

37 The passageopens out into a wide cavem which ls darkerbut much d er. Ahead you seethe footprints gradually fade, then disappear.There is a large idol in the centreof the cavern,standing approximately sixmetres high. It has rewelled eyes,each as big as vour fist. There are two giant stuffed bird-like crea turesstanding on either sideof the idol. lfyou lvrsh to climb the idolto takethe jewels, turn to 351.lfyou rvish to walkthrough the cavem to the tunnelinthe oppositewall, tum to 239.

JB The man standsby silentlywhile you Bulp the water and wolf down the bread. A sharp pain Bripsyour stomach and you fall to your knees The old man looks at you scornfully and says, 'Well if you will eat poisoned food, what do you expect?' Lose I sTAMINA points. He shu{fles o{f, leaving you lvrithing in pain on the floor. lf you are slill alive, you eventually regain enouSh of your strength to continue west. Turn to 1o9.

39 You manage to evade the outstretchedlegs of the drvin8 Giant Fly. Stepping back, vou draw your sword and prepare to fr8ht the hideous insect as it turns to attackyou again.

CIANT FLY SKLLL 7 STAMiNA 8 lJ you win, turn to 111.You may Escapeby running backmto the tunnel to head north. Turn to 252 40-42 43-46 4o You callout to the Dwarf thatyou are ready to fight 43 The tunnel turns sharplv to the dght and continues the MINOTAUR. The wooden door dses slowlv lorth for as faras you can see.There is a doorin the and you seethe fears.rmebeast, half man, l.ralfbuli, .. lr-hrnd wall vlhich is ajar.\ ou hearstrrrrcune rry step into lhe arena. Stealnblows from its nostdls as :.r helpfrom theother )rdc of lhe dour.lt yuu wish it works itself up into a rage, ready to attack. Sud- :iJopen it, tum to 2oo.Ifyou would rather continue denly rushes forward, swinginq it. double- ,rt ]1orth,tum to 316.

MIN-OTAUR sKrLL9 STAMINA 9 44 If you win, turn to 163.

4a You rvalk slorulvover to the alcove,carefully check ing the floor {or any more hidden traps. You seethat ihe goblet containsa sparkling red liquid. Will you:

D nk the red Lquid? Turn to 98 Leavethe goblet and walk back to searchthe Barbarian(if you have not done so aiready)? Turn to 125 Leavethe chamberto continue west? Tum to E3

42 The razor-sharp disc thuds into your back with The cobra's fangs sink deep into your wrist and ternbleeffect. Lose r sxrn pcrintand 4 srAMrNA you feel its poison starting to creep through your ooini'i.Tf ) oLrdre still ali\ e. you 5lrugglelo pull the borly. Lose 5 srAMrNA points. lf you are still alive, .1rscIrum vour bacl dst he \inia throw,iyel another the Dwarf has no mercy but tells you to try again. one at you. Turn to 312. Roll two dice. If the tot;l is the sa;e as or lessihan your sKrLL/ turn to 55 If the total is greater than 46 vour S(ILL, furn to 2o2_ Yotr lower yourself carefully dor,r'nthe idol and, wasting no mote time in the cavern,run torward to ihe tunnel in the northern wall, Turn to 239. 47-50

47 Have you got a hollow wooden tube? If you have, turn to 10. Ifyou have not, turn to 335.

4& Only your immense strength a4d grim determina, fion keep you from falling unconsciousto the floor. You Brit your teeth and presson resolutely.Turn to 497.

49 You peep round the corner and seetwo small crea- tures running away from you. Both are dressedin baggy clothes and wear pointed floppy hats They are mischievousLEPRECHAUNS. II you wish to follow them, turn to 2o5.If you would rather walk backto the lastjunction to head north, turn to 241.

5o You wake to find Throm pulling the ring off your fin8er. He puts it on the floor and ctushesit with the head of his battleaxe.Then, grunting to show his disapprovalofyou, he stridesoff east.You standup stowly and staggeroff after him. Tum to 221. 5a-52 s1-54

vicious tongue which it wraps around its victims before it drags them into its pool. As the victim's flesh starts to decompose in the vile slime, the Bloodbeastwill feed ftom it. You tell Throm altout the grotesqueBloodbeast, but he merely shrugshis shouldersand tells you to get going Ifyouhavenot done so already, you nuy open the black book - turn to 138. Otherwise you must continue north 5a with Throm - tum to 369. The Hbbgoblinsare unprepated foryourattack, and you are able to kill.the first one belore he can draw his sword. You turn to face the remaining Hobgob- The Bloodbeastis too bulbous to climb out of its lin, who snarlsatyou with hatred. pool, butits longtonguewhips outand triesto wrap itself around your leg. Fortunately,you have fallen HOBGOBLIN sKrLL6 STAMINA 5 beyond its reach. The air at ground level does not Ifyou win, turn to 9. contain any of the poisonousfumes, but you wake with a pain in your throat. You cover your mouth with your sleeveso thatyou can bteathe through it, As you open the book, it be8insto disintegrateand and decide what td do. lf you wish to run lound the the pagesturn to dust in youl hands You manageto pool towards the tunnel, turn to 37o.If you wish to keep a few ftagments and read the handwritten attackthe Bloodbeastwlth your sword, turn to 348. script. The book appearsto be about monsters,and ftom what you can make out it contalns a lull 54 descriotionof a monstercalled the Bloodbeast.Itis a The lassoloosens itself and you are ableto shakeit ho ificbloated creaturewith tough, sPinyskin and freeofthe idol's neck. It falls to thefloorwith a loud facial blisters which burst open to become mock clatter.You quickly coil the rope up againand Putit eyes, evolved to hide the Bloodbeast'sonly weak in your backpack. Wasting no more time in the spot - its real eyes. Bloodbeastsusually dwell in cavein, you run fon /ard to the tunnel in the north- pools of fetid slime which Bive off a poisonous8as ern wall. Turn to 239. This gas is so stuongthat it can easilyknock PeoPle unconscious.The Bloodbeast,although too bulbous to haul itself out of its slime Pool, has a long and 56-59

56 Withlightning speed,you thrust your hand outand You see that the obstruction is a large, b'rown, grip the cobrajust below its open mouth. You lift it boulder-like object. You touch it with your hand up and/ arm outstretched/dangle it in ftont of the andare surprised to tiod thatit issoft and spongy. lf Dwarf. He doesn't flinch but says in his calm ex- vou wish to try to cljmbover il, tum to l7l. lf ydu pressionlessway, 'Pleaseput the cobraback in the lvish to sliceit open with your swotd, tum to 215. basket and prepare for the final part of the test. Follow me.' You do what he says and follow him bdck inlo the chamber, where Throm is pdcing up Although you check the chest carefully for any and dou,n, obviously ill at ease.You wave to him hidden devices,you areunable to seethe trap inside wh e the Dwarfopens a secondsecret doorand tells it As you lift the lid, an iron ball hanging on a cord youto walkon fhroughand waitfor him.Againyou swings back, shattering the glasscapsule fixed in comply, and you find yourself in another circular side the lid. A cloud of poisonous gas is instantly room, although this one resemblesa small arena releasedinto the air and you staggerbackcoughing The floor is coveredwith sand, and a smallbalcony and spluttering. Lose 4 sTAMtNApoints. lf you are runs around the arena wall- Opposite the secret still alive, tum to 198 door by whrch you entered is an ominous-looking wooden door. Suddenly you hear a shout, and vou 58 look up to see thq smiling Dwarf standing on the You step slowly betweenthe poles,taking carenot balcony. He throws Lwo piecesof paper down to to touch any of them Roll two dice.II the totalis the you. On one of them, the words NO CROP IS are sameas or less than your sKrLL scote,turn to 80, If w tten, on the other, RUIN MOAT. In his ever- the total is greater than your sKrLL score, turn to calm voice he says, 'If you rearrangethe letters of ,46 the words, you willfind the namesof two creatures. You may choosewhich one to fight in my Arena of 59 Death.'lfyou can identify the creatureby rearang- Aheadin the far distanceyou hear the sou4d ofslow ing the letters NO CROP IS, turn to 143.If you can footsteps coming towards you. Unsure of who or identify the creature bV rearranging the letters what might be approachmg,you look around for a RUIN MOAT, turn to 40. If you cannot identi{y place to hide, You find a large crack in the tunnel either of the creatures,tum to 347. rvallwhichlies rn shadow.Ifyou wish to standyour ground with your sword drawn, turn to J4r. Ifyou rvould rather hrde in the shadows,tum to 283. 60

6o fhe tunnel ends at a large oak door. Throm wastes no time in testing the handle and is somewhat strrprisedto find the dooi unlocked He pushes it open and walks into a torchlit chamber Sitting aloneon an ornatechairis a DWARF, whobidsyou enter the chamber As you do so, the oak door swlngs shut behind you 'Adventurers, you have done rvell to get this fai,' saysthe Dwarl in a deep voice. 'However, as you both know, there can only be one winner in the T al of Champions As Trial- master,it is my duty to Baron Sukumvit to let only the most able conhnue Therefore.I musr uevrsea test of wlts and strength to eliminate one o{ you. Pleasedo not attempt to disposeofme. It would be utterly porntless, for, as you can see, there is no obvious way out of this chamberand only I know h'here the hidden exit lies. Now if you would careto decidebetween you who will go first, I shall make the necessarypreparations.' You look at Thro , suddenly angry that your e{fective patnership might come to an end He leansover and whispeF in vour ear that you should try to kill the Dwa and worry about the exit later. Ifvou wish toJoin Throm in attacking the Dwarf, turn to 179 If you wouJd rather persuade Throm to go through with the Dwarf's tesL,turn to j65. 6a-62 6t

b1 B C Despitethe terible nging sound in your ears,you Emerald Diamond Sapphire Turn to 16 hear footstepscoming down the tunnel. Your loud Damond Sapphire Emerald Tum to 392 screamshave athacteda tunnel guardian Standing Sapphire En/erald Diamond Tum to 177 over you is a HOBGOBLIN. His facebears a sickly Emerald Sapphire D€mond Turn to 287 smile as he pressesthe point of his sword against Diamond Emerald Sapphire Turn to 132 your neck. You are unable to defend yourself and Sapphire Diamond Emerald Turn to 249 prevent the Hobgoblin from running you through. Your advenfure ends here,

62 The Gnome jumps in the air, yelling, 'Well done - nobody has ever managed to find all three gems beforel Now get ready for the final test, which I will 63 explain onceand onceonly. As you cansee, thelock You tie the rope aroundyourwaist and take hold of on this door has three slots, labelled A, B and C, the lighted torch given to you by Throm, as your each of which is built to accepta specificgem. You Barbarianally callshimself Taking hold o{ the slack have to put one of your three gems in each of the rope, Throm lowers you slowlyoverthe edgeof the slots in the conect order. If you managethis at the pit and down into the dark depths below. You can first attempt, fine. Hor/ever, ifyou put the gemsin seeby the light of the torch that the sidesof the pit the rvrong slots, you will be blasted by a bolt of are extremely smooth. You drop about twenty energy from the lock, causin8you injury. Anyway, metres before hitting the bottom of the pit. There as I said, I am allowed to help you a little. lf you you seeanother funnel heading north and you call placeone gem in its correctslot but Betthe other two up to Throm and tell him of your discovery He calls wrong, I shall shout, "One crown and two skulls." back,saying that he is going to tie the rope arounda If you placeall threegems incorrectly, I shall shout, protrudjng rock on the edgeofthe pit and will come "Three skulls." You will be allowed totry againand down and ,oin you. You hear him climbing down again until you either succeed or die. Are you and soon you are together a8ain. Throm retijeves ready?'You signal your readinesswith a nod of the his rope by shaking it off the rock, and you set off head,and walk forwardto placethe threegemc in north along the new tunnel. Turn to 19t. the slots. Decide which gems you will place in the labelled slotson the nextpage: 64-66 67-68

64 As soon as you put the dng on your finger, your wholebody startsto shake.Roll two dice.Ifthe total is the sameas or less than your S(ILL score,turn to 115.If the total is greaterthan your s(ILL score,tutn to 19o.

67 You grab one of the underwater bridge pillars and cling to it, holding your breath. Meanwhile the Troglod]'tes reach the ver bank and decide that vou must have been swept to your death down- river as it drsappearsinto the depths of the moun tain By now your lungs are bursting lor air Trsf VoutL ck agal1\.1+you are Lucky, tuln to 46.l{you are Unlucky, turrr to 219

68 65 You walk down the passageand soon find vourself Have you drunk a Potion {ound inside a black standingat the edgeofa deep, dark pit. The passage leatherbook? If you have,tum to lf you have 345. continueseaston the otherside ofthepit You think not drunk it, turn to 372. you could probably jump over the pit, but you are not sure. There is a rope hanging down lrom the 66 cetlingover the centreo{ the pit. Will you: After walking down the tunnel for a few minutes, you come to a junction. A white arrow Painted on Throwyour shleldover the pit one wall points west- On the floor you can seewet andjump afterit? Turn to 221 {ootprints madeby thosewho enteredbeforeyou. It Jumpover the pit carryingall is hard to be sure, but it looks as ihough three of your Possessions? Turn to Jo them followed the direction ofthe arrow, while one Reachfor the rope with your sword decidedto go east.Ifyou wish to head west, turrr to to enableyou to swing across 293.I{you wish to head east,turn to 119. the pit? Turn to 212 69-7o

69 Ivy does not notice you opening the door. You slip Once again you reach for the parchment, only this out of her room, closethe door quietly behind you iime it is lying amidst a pile of broken bones. Un and findyourselfat the end ofanother tunnel. Turn ioldingit,you seea mapof aroomwitha drawingof to 3o5. a hideous creatureinslde it. Beneaththe monster is a rhvme which reads: 7o 'Should you meeLthe Manticore, You just manage to dive to the side before the Of its tail be$'are. boulder smashesinto the tunnel floor, splitting the Shieldyoursel{ agarnst the spikes stone.As you dustyourselfof{, you suddenlynotice Flying throu8h the ar ' daylight at the end o{ the tunnel You run forward towards a beautiful sight oI blue sky and green You fold up the piece of parchment and put it in trees. Runnin8 out of the tunnel, you expect to be \'our backpack.Repeating the rhyme over and over greeted by cheering crowds, but are horrified at io vourself, you walk acrossto the alcove.Turn to what you do see.There is no hero's welcome from 128 the people all around you All are dead You are in Iact standing in a cold chamber littered with armoured skeletonsand bodies the exit to victory was just an illusionl Only the corpsesofpast adven- furersarereal.You runback towardsthe tunnel, but hlt an invisible ballier. You are trapped and des- tined to end your days in the chamberof the dead. The Mirror shatters, sending fragments of glass l]ving everywhere. The Mirror Demon's four faces cry out rn agony, and cracksappear all over them Then they too shatterand fall to the lloor in a pile of broken glass. Un{ortunately, vou cut your sword arm badly while smashing ihe miruor Although lour strength is una{fected, vour weaponskill is diminlshed. Lose 2 sKrLL points belore continuing \ ourJourneynorthTurn to f2. 7i-75

lfyou have not done so aheady,you may walkback to search the Barba an - turn to 126. Otherwise, leavethe chamberto continue west turn to E3.

74 Ihe tunnel takes a sharp right turn and you find yourself iri a sort of gallery lined with mirrors for some twenty metres.A human skeletonappears to ::=ls be pulled halfway through the mirlor along the right hand wall. Suddenly a grotesquebeing with four aros and four screamingfaces emerges from the minor, barring yourwayahead. It walks slowly towards you, eacharm outstretchedto grab you. It is a MIRROR DEMON from another dimensional plane, come to takeyour spirit. Will you Make a wish (if you are wearing a Ring ofWishes?) Turn to 255 Try to smashthe mirrors? Turn to 3oo Attack the Mirror Demon with your sword? Turn to 327

You rub the liquid into your wounds, but they do notheal. Staringinto the empty bottle, you wonder what exactlythe liquid was. Ifyou have not done so already, you may open the red book - tum to 52. Otherwise, you must continue north with Throm - turn to j59 76-78 79-42

46 79 You step round the great bulk of the dead Rock You grip the arms ofthe chair tightly, hall expecting Grub and peer into the darknessof its borehole.You a surgeof energyor pain to rushthrough yourbody. can only seea lew metres,but are able to make out Testyour Luck.If you are Lucky, turn to 106.If you that it inclines slightly and is wet from the secreted are Urllucky, turn to 383. slime of the Rock Grub. If you wish to explore the borehole, turn to 312.Ifyou would ratherwalk west Fo along the tunnel, tum to 117 YoLrtakeyour time and inanageto stepover the last pole without having touched any of thern. You 77 hurry on east, still following the two pairs of foot- Youstaggerthrough the open doorway into another prints. Turn to 313. tunnel, at the end of whrch is the welcomesight oI daylight Much to yoursurprise, youseetheGnome lving dead halfway down the iunnel. A crossbow bolt prohudes from the side o{ his head The Gnome, in his bid for freedom, has lallen foul of BaronSukurnvit's final trap. You walk pasthim and 81 The only furniture in the Goblin's room is a table, outinto brilliant sunshine.Turn to 4oo two chairs and a cupboard on the wall. There are rR two closeddoors, one in the westwall andthe other Thereis an open pipe in the ght-hand wall, abouta in the north wall. Will you: metre in diameter. It is too dark to seefar down it. Open the cupboard? Tum to 3o7 You shoutintoitand hear yourvoice echoingdown Open the west door? Turn to 263 the iron pipe until eventuallythe soundfades away Open the north door? Turn to 136 If you wish to crawl down the pipe, turn to 3or. If you would rather conhnue notth, turn to 142. 82 As the PitFiend slamsits body againstthe wall, you let go of the rope and drop salely to the floor. You run towards the double doors arirdare relieved to feel them swing open asyou push on them You let them swing shut behind you and head north a1on8 rh- +"---l r".- r^ ", 83-85 85-E8

83 The passagesoon leads to a junction You notice more footprints on the floor, possibly as many as three paus, headinBnorth from the south passage You decideto {ollou'them. Turn to 3Z

84 Roll two dice. lf the total is more than eight, tum ro 85 152.lfthe total is eight or less,tum to 121- The key turns in the lock and the door opens into a four way intersectionof the tunnel. There is noth- ing to be seeneither to eastor to west apart from the now familiar ceiling crystals giving off their dim lght. Suddenly you hear a voice calJingyou, 'Ihis !vay, this way You are on the dght tmck.' It seems to be coming from somewhere directly ahead of vou. Your curiosrty gets the better of you and you decideto walk towards the beckoningvoice. Tum to a67

87 The door opensinto a large room. Turn to 381.

85 88 Beforeyou areable to do anvthing else,the old man As soonas they see you, the TROGLODYIES raise mumbles a few stmnge words into the air. You feel their bows and run to surround you. To your hor- your muscles harden and your skin go taut. You ror, their leader then steps forward and declares start to panic,but thereis nothlng you cando to stop thatyouare their pnsonerandmust subiectyourself the petrifactionofyour body. Your adventureends to t al by their ancientite, the Run of the Arrow. If here, you are willing to take part in the Run of the Arow, turn to 343.Ifyou would rather try to fiSht your way out, turn to 258. 89-90 9a'92

9a The Orc's morning star thuds into your arm, knock- ing your sword to the floor. You must fight them bare-handed, reducing your sKrLL by 4 for the duration of the combat. Fortunately, the tunnel is too narrowforboth Orcstoattackyou atonce Fight them one at a time.

S(ILL STAMIN E9 A First ORC Backonsolid ground onceagain on thecavernfloor, ' I 5 SecondORC 6 4 you try to shake the rope off the idol's neck Test uoutI u(k. ll you are I ucky, turn to 54. lf you dre lf you win, turn to 257. Unlucky,turn to 26r.

90

believed.Its bodyis greenand coveredall over with 92 fearcomelooking spikes_Its faceis a massof crim- Summoning all your shength, you deal the Mirror Demon one final blow with your sword With an ear-splitfing sound, cracksbegin to .un acrossits faces and limbs. Its many mouths cry out rn the agony ofits death throesbefore the Demon shatters completely and falls to the ground in a pile of tiny BLOODBEAST in a leather-boundbook, turn fragments.You heavea huge sigh ofrelie{and then to 172.Ifyou have not read this book, turn to 357. hurry on past. Tum to D2. 91-94

93 The door opens into a small dark room, which is empty apart from a sturdy wooden chest]ying on a shel{on the lar wall. The floor is thick with dust, and vou can clearlysee fresh footprints leadingfrom the door to the chest and back again. You wonder whether one of your rivals is stjll ahead of you on 'The Walk', or whether the chest has only recently beenplaced on the shelfby one of thb Trialmasters- lf you wish to enter the room and open the chest, tum to 284 If you would rather keepwalking down rho h,hnol h,.6 r^..^

94 Taking a deep breath, you lean over the pit and plunge your forearm into the mass of wriggling t worms. They arecold alrd clammy and feel extreme ly nasty, but at least they are harmlessand you are ableto seizethe daggerby the hilt. You give it a hard tug and it comesaway ftom the crackin which the hp l{'as embedded. Admiring its beauty, and wonderin8 whether it might oncehave belongedto someluckless contestant, you put the opal studded dagger frrmlv m your belt and leave the cavem Turn to 124 95-97 9E-1oo

95 98 The iron ring is attachedto a small trapdoor. lt lfts Lifting the gobletreleases a sprungcatch,anda dart up easily, and inside a small compartmentyou find shootsout of the wooden tableleg Testyour Luck.If a finely crafted shield made of the purest iron. you are Lucky, turn to 1o5.If you are Unluckv, turn Marvelling at its splendour,you strap it on to your to 235 arm. Add 1 sKrLL point You walk towards the double doors and push them open Turn to248.

96 I Your secondblow alsofails to smashthemfuror. The Mirror Demon reachesout, grabs your wdst and startspulling you towards the milror Its strengthis incredible,and, despiteall your efforts, you cannot resist. With every second you come closer to the mirror. When the Mi or Demon touches the mir- i 99 ror, it seemsto disappearstraight through it. With Smiling, you tell Ivy that you think she and Sour L horroryou seeyour own arm disappearthrough the belly look very alike Then, whrle she staresadmir mi or too, and the rest oI your body soon follows ingly at the painting, you pick up a broken stool, You are now in a mi[or world of another dimen- creepup behind her and smashheroverthe backof I sion, ftom which you can never return, the head with it as hard as you can. To your im menserelie{, she slumPsunconscious to the floor If 97 you wish to searchher room, tum to 266. I{ not, Unknown to you, the Bloodbeast has only one leaveby the door in the eastwall. You lind yollrself weakness:its real eyes. More by chance than by standing at the end of a tunnel. Turn to 3o5. design, you plunge your blade deep into one of them, and rheBloodbeast immediately slumps back 100 into its pool. AJter a few massive convulsions, it Only a few metres fufther down the passage,you sinks beneath the oily su ace of the pool Not see another closed door in the left-hand $'all. The waiting to seewhether it will recover,you run into letter X is scratchedinto its centre panel. Putting the tunnel, anrjous to get away from the Blood your earto the door, you listen intentlybut canhear beast's toxic chamber as fast as possible. Tum to nothing If you wish to open the door, turn to 87. If 434 you would rather keep walking north, turn to 217 L0L-10J 104-106

ao4 Reacting quickly, you manage to tump over the outstretchedtongue and run into the tunnel, leav- ing the Bloodbeastwallowing in its pool to arvalt another victim. Turn to 134

105 101 Your reflexesare sharp and you quicklyjump aside The fiver current is quite strong and, encumbered The dart $'histles past, only just missrngyou, and to by your armour and backpack,you are unable thLrdsinto the opposite wall. You see the goblet you swim against it Within seconds are swept lying on the floor and the red liquid running awayin river bank, the under the bridge Standing on the rivulets over the stone.Atleasi the gobletmay Troglodytes jeeringa. you Brey look on Jaughingand be of use,so you put it in yourbackpack If1'ou have the drift to your death down-iver in the depths of not done so alreadv, you ma,rrwalk back to search mountain, the Barbarian- turn to 126. Othen{ise, leave the chamberto continuewest turnto83. ao2 You enter a room which is small and completely empty As soon as you are inside, the doot slams shut behind you. Suddenly a voice booms out of nowhere, shouting, 'Welcome to Deathtrap Dungeon, the ingenious killer labyrinth of my mas- ter. Adventurer,I trust you will pay yourrespectsto my master by shouting out his name?' Will you shout: L06 Hail, Sukumvit? Tum to 133 Squeezing the arm of the chair tri8gers a secrei Sukumvit is a worm? Tum to 251 panel which springs into the air. You find a glass phial lyrng ln a cavlty. You pick it up and read the ao3 label: 'DoppelgangerPotion - one dose only This You breathein the poisonousgas and startto choke Lquid will rnakeyourbody take on the shapeolany Losej srAMrNA points lf you are still alive, tum to nearbybeing ' You placethe strangepotion in your 77. backpackand continue north. Turn to 188 1o7-1O9

ao7 You come to an arched doorway set in the righF hand wall of th€ tunnel The heavy stone door is closed,but thereis an iron latchand a round handle tf yorl wrsh to try the door, tuln to 168.Ifinstead you \\'ish to continue along the funnel, tuln to 257.

108 Thereis a largepanel olglassinthe left-hand wallof the tunnel Through ityou can seea bight. torchlit room teeming with CIANT INSECTS of every possibledescription. Bees,wasps, beetles, ticks - even the mites are over six centimetreslong. The noise is threatening In the middle of the toom, a jewelled crou'n lies on top of a small table What lookslike a large diamond is setin the middle ofthe crown. Will you: Breakthe glassand try to snatch the crown? Tum to 394 Continue west? Tum to 59 Return to the junchon to head north? Turn to 14

ao9 You arrive at another junction in the tunnel If you wish to keep heading west, turn to 43. Ifyou wish to go north, tum to 24 17,O-a7.2 aa3-aL6

aao aa1 The tunnel soon takes another sharp right fuin The wooden ball whistles past the skull, hitting the Followingiteast, you arriveata shangeobstruction: far wall with a loud 'crack'. If you wish to hy again a line of tweive wooden poles acrossthe tunnel with the other ball, turn to 371.If you have aheady They are fixed to the walls about halfa mehe off the thrown twice,or do noLwish to lhrow again,you floor and spaceda metre apart. If you wish to step may decide to clo\e the door and continue\ est beLweenthe poles, turn to 5E. If you wish to walk along the tunnel -tum to 74- acrossthe top of the poles,tum to 223. aa4 111 The Cavemanis wearing a leather wristband with You wipe the vile yellow slime from the blade of four small rats'skulls hanging ftom it. I{ you wish to your sword and walk quickly to the door, back into put it on your own wrist, turn to 336.If you would the funnel and head north. Turn to 262. rather set off north again, tum [o 298.

115 Yout body continues to vibrate intensely and you feel asif you areabout topassout But your strength is great, and you mana8e to withstand the tremendousshockto your system.Finallyyou calm down and begin to feel the ng's beneficialpowers working on you. Add I srAMrNA points. You see Throm looking at you anxiously, so you reassure him thatyou aie fully recovered.He stridesoffeast and you follow him eagerly.Turn to 221.

aa6 You cannotbelievethat the Bloodbeastis unaf{ected Apart from two portions of yqur Provisionswhich by its new wound. You hesitatea moment too long were saturatedand are now inedible, all your other and it lunges folward, crackingyour skull with its possessionsrcmain intact, You repack them care- jaws. Then it dragsyou into itspool, where you will fully inside your backpackand set off north again be predigestedand later consumedby the hrdeous Turn to 356. creature aa7-aaB aa9-121

aa7

head east,turn to 135. a1g Ahead you can seea largeobstruction on the tunnel floor, although it is too dark to make out exactly whatitis. The wet footpdnts you have beenfollow- ing cary on towards the obstruction.llyou want to continue east, turn to 56. I{ you would rather go 118 back to the luncfion and head h'est,turn to 293.

420 Lying in a hole about a metre deep, you see a Brappling iron and a leather pouch. lf you wish to reach down for them, tum io 228 If you would rather ignore them and continue north, tuin to 292

The Dwarf looks at the dice. 'Not very good at playing rhe odds, are you?'he sneers.'l regret you must suffer a penalty before you can conhnue.' Fromoutofhis pocketheproduces two pills,Oneis stamped h'ith the letter S and the other stamped with the letter L. He asks you to chooseone and swallow it. II you wish to swallow the pill stamped with the letter S, turn to 26. If you wish to swallow the other pill, turn to 354. I 122-424

In {ront of you are two flights of stone steps sep- arated by a banister of rat skulls. You may dimb either the l€ft-hand flight of steps- turn to 176 or the ri8ht-hand flight - turn to 384. r23 The necklaceis an amulet of strength. Add 1 sKrLL pointand 1 srAMrNA point and continueyour quest north. Tuln to 282. 124 You throw the trapdoor open and run up the steps rnto a bright, lantem-lit room. Two GOBLINS are sharpening their short swords on a stone set in the middle of the floor. You catchthem momentarily off Buard, but they quickly recover and both rush for- ward to attackyou. S(ILL STAMINA FirstGOBLIN 54 SecondCOBLIN Both Goblins will have a seParate attack on you in each Attack Round, but you must choosewhich of the two you will fight. Attackyour chosenGoblin as in a normal battle. Against the other you must throw for your Attack Shength in the normal way, but even if your Attack Strength is greater you will not wound it. You must lust count this as though you have defended yourself against its blow. However, if its Attack Strength is gleater, it will have wounded you in the normal way. If you win, turn to El, I 425-427 1.28-1.29

You tiptoe towards the door while Ivy Prattleson. Testyaur Luck.Ifyovare Lucky, turn to 69 Ifyouare Unlucky, tum to 139.

a26 The pouch on the Barbadan'sbelt is emPty apart fionasomestran8e-lookinB dried meat wraPPedin a cloth. Will you: Eat the dried meat? Turn to 226 Leavethe meat and walk over to the alcove(ifyou have not done so already)? Tuln to 41 a28 Leavethe chamberand head west? Tu to 83 At the back of the alcove are some steps leading down into a cellar.Cobwebs brush your faceas you descend The cellarceilingis quite low, and the floor is strewn with rubbish and debris In the middle of the wall opposite vou is an archway whrch leads into another crystal lit tunnel. There are large mushroomsgrowing on the rubbish to yourright. If you wish to step through the archway, turn to 35 If you wish to stop to eat some of the mushrooms, hrln to 233.

427 429 The only possibleway out of the hall as far as you You tie the rope to the grapphng iron and hurl it can see is by using the chute in Lhenorthern wall over the top ofthe wall. lts hooks dig into the stone You decide to give it a Bo and climb into the chute. and you beBinto haul yourself up Peeringover the You slide gently down and emerge into another top of the wall, you seean enormous dinosaurlike room.landinB on your bacl.Turn Lo90 monster thmshing about in a sand-coveredpit. Its tough hide is a mottled green colour, and it stands sometenmetres tallonits muscularhind legs Rows 430 131-a32 of razor-sharp teeth line its gigantic iaws, which a3a open and closewith bone-snaPPingPower. There is The crossbow bolts fly over your head and thud a large double door in the wall on the far side o{ the into the opposite walli fortunately, you are still pit, which appears to be the only way out of this crouching on the floor. Now that the trap has been sectionof the dungeon. Willyou: sprung, you canleave the room by the doorthrough which you entered.Back in the tunnel you head on the roPe Lower yoursel{down on west Turn to into the pit to fi8ht the 74. PITFIEND? Turn to 349 monkey charminto Throw yourbone You just have time to hear the Gnome say, 'One (if you have one)? Turn to the pit 351 crownand two skulls', beforea white boli of energy the PIT FIEND with the Try to hook shootsout ftom the lockinto your chestand knocks iron while sitting on grap-pling you unconscious Roll one die, add 1 to the number Turn to 167 top of the wall? and reduce your sraMrNA by the total If you are still alive, you come to and are told by the Gnometo try again. You know you placed one gem in the corect slot,but which one?You sigh and tentatively try a new combination B c Emerald Diamond Sapphire Tull1 to 16 Diamond Sapphire Emerald Turn to a10 392 Sapphire Emerald Diamond Tum to 177 stop rheir fight immediately. They The Hobgoblins Emerald Sapphire Diamond Turn to 287 what you are sayingand snarl at do notunderstand Diamond Emerald Sapphire Tum to 132 Then they draw the short swords you vjciously Sapphire Diamond Emerald Turn to 249 and run iorward to attackyou. FiSht them one at a trme,

SKILL STAMINA FirstHOBCOBLIN 75 SecondHOBGOBLIN 65 Ifyou win, tum to 9. rit-415

Once again,the mysterio;; voicecalls out, onlythis time its toneis full of contemptand derigion,'So,we have a snivelling weed in ourrnidst, do we?'sneers the voice. 'My master has a special gift for you, loathsome creep.' Suddenly water starts pouring into the room throu8h a hole in the ceiling. lt soon rises above your ankles, and there is no apparcnt way of escape.You wade back to the door. lt is firmly locked,but in desperationyou try ramming it with your shoulder, Roll two dice. If the total is the sameas or lessthan your sKrLLscore, tum to r78. lf the total is gieaterthan your sKr L L score,tuln to 12.

434 The turnel leads into a large room, its ceiling sup- ported by several marble pillars. As you enter the room? you suddenly see a skange beast to your right. lt has the body of a lion with dragon-like wings attachedto it, butitsheadis like fhatofanold beardedman If vou have read the ooem wlitten on the Skeleton Wirrior's oarchment',tuln to 222. If you have not read this p;em, tum to 242.

1J5 Passing the Rock Grub s borehole on your lelt, you soon arrive at the iunction, You take a quick look down the tunnel leading south, but do not see anybody approaching. Quickening your step, you hurry on east.Turn to 6E. rJ6-L3'8 439-142

aJ6 439 The door opens into another tunnel, which rises gently into the distance.After walking uphill for a while, the tulnel levelsoutand you soon arrive ata door in the righfhand wall, to which a withered hand is nailed. lfyou wish to open the door, tum to 21o If you would mthercontinue north, fumto7g. IVY sKrLL 9 srAMtNA 9 417 If you win, turn to 2or. Walkingalongthe tunnel, you are surpdsedto seea 440 largeiron bell hanging down from the ceiling.Ilyou You try to Iorce the point of your wish to ring the bell, tum to 22o.Ifyou would rather sword under the emerald eye. Much fo your surprise, it shatters walk round it and continue west, turn to ?52. on

138 a4a The book s pages arc sealedtogether, but a small hole has been cut out in the middle of them, iust large enough lo hold a smallcorked bot e contain. ing a clearliquid. You show it to Throm, who holds up his hand, indicating that he doesnot wantyou to come anywhere near him with itj his distrust of sKrLL, tum tO96. things unknown is strongly evidenf, Will you: 442 Drink the liquid? Tuln to 397 Tiere is anew branchin the tunnel on your left, and Rub the liquid into your wounds? Tum to 25 ahead you see two bodies lying on the floor. you Open the red book (if you have not done so already)? Turn to 52 Leavethe bottle and book to continue north with Throm? Tum to ?6q a4t

a4J You call out to the Dwart telling him to sendin the SCORPIONbecause you areready to fight. Slowly the wooden door rises,and a huge, grotesqueblack Scorpion squeezesunderneath it and enters the room. You draw your sword in readinessand pre- pare to flght the sinister creature with its huge pincersand deadly sting

GIANT SCORPION sKrLL10 STAMINA 1O The Scorpion attacks you with both pincerc, and you must treat eachpincer as a separatecreature as though you were fighting two creatures.Both pin- cershave a sKILLof 10and will attackyouseparately in each Attack Round, but you must choosewhich of the two voLrwill fi8hL.ALtdcl one pincerd5 in a normal battle. Against the other pincer you must throw {or your Attack Strengthin the nolmal way, but you will not wound it even i{ your Attack Strength is greater;you must count this as though you have just fended off its blow Of course,if its Attack Strengthis greater,itwill have\4ounded you in the normal way. If, during any of the Attack Rounds, the Scorpion's Attack Strength totals 22, turn to 2. If you manageto kill the Scorpionwithout it scoringanAttack Strengthof 22, tum to 163. 444-145 a46-147

1,!6 The pain in your lungs forces you to riie to the surfaceforair. Fortunately,noneof the Troglodytes seeyou and they all disp€rse.You dimb out oI the river and aoss the bridge to the northem bank. Any rcmaining Provisions you may have are now ined- ible- You continue to walk through the vast cavern until at lastyou seea tunnelin thefar wall. You walk down it until you come to a hea\,y wooden door 444 which is locked.Ifyou havean iron key, tum to 86. Still smiling, the old man looks at you and says Ifyou do nothavea key, t.utnto 276. quietly, 'Wrong.' Tum to 85.

r{t The Dwa is expecting your move. Furthermore, you arc not as fast as you should be becauseof your recent ordeal, so he easily evades your Punch, sayin& 'I could kifl you now if I wished, but I yearn fora hand-to-handfight.'Then he throwsdown his crossbowand drawsan ax€ftom his belt. DesPite your fatigue,you think only ofvenSeance. DWARF SKILL8 STAMINA 6 During eachAttack Round you must reduceyour Attack Strengthby 2 becauseof your condition.If you win, turn to 28. t47 The waler in the bamboo pipe is welcomingly re- freshing. Add t sr.rurrr. poittt. ll also conlains a maBical solution which will enable you to be ex- Posedto melting-point temperatureswithout harm. Discardingthe bamboo,you start off north againin good spi ts. Turn to 1E2. a4a-a49 150-154

q6 150 There is nowhere to go exceFt down the steps Having had the sensenot to put your sword arm towards the barking dogs. You reach the bottom into thehole, the effectsof fhe tentacledarmarenot and, with your sword drawn, face Lhetwo huge too serious.Lose 1 s(rr-L point. You reachback into black GUARD DOGS, which leap at you one at a the hole and pull out the grdppling iron and the trme leather pouch lnside the pouch you find a tiny brass bell You pack away your new possessrons SKILL STAMINA and continue north. Turn to 292. FirstGUARD DOG 77 SecondGUARD DOG Z8 If you win, turn to 175.You may Escapeafter killing the first Guard Dog by running east down the tunnel. Turn to 315.

449 Yori let go of the rope and hearit fall to the bottom of the pit. The Barbariancurses, promisingto kill you if 451 your paths should cross again. You step ba& and As you touch the idol's emerald eye you hear a take a running jump. You land safelyon the far side creakingsound below you Looking down, you are of the pit and continue west. Further down the shockedto seethe two stuffed birds flying off. Their tunnel, you step on a floor stone which tilts for- wings flap in jerky movements, but they are soon ward, triggering a trap which releasesa boulder aboveyou andlook setto attack.Fight the FLYING loosely set in the ceiling. You look up just as it is GUARDIANS one at a time, butreduceyour sKrLL about to crash on top ol yort. Testyour Luck.Ifyott by z during this combat becauseof your restdcted are Lucky, turn to 70. If you are Unlucky, turn to Position.

SKILL STAMINA FirstFLYING GUARDIAN 7 6 SecondFLYING GUARDIAN 8 8 Ifyou win, Lurnto 24o. 1.52-L51

The Dwarf congratulatesyou for guessingcorrectly. He tells you that you must now progress to the second stage of the test. He reachesfor a wicker basketand tellsyou that a snakeis held irithin it. He hps up the basket and the snake drops on to the floor; it is a cobra,and it rearsup in the air ready to st ke. The Dwarf tells you that he wishes to test your reactions. Bare-handed,you must grasp the cobrabelow itshead, avoidingits deadlyfangs.You crouch down on the floor, tensing yoursel{ for the moment to seizeit. Roll two dice. lf the total is the same as or less than your sKrLL, tum to 55. If the total is gleater than your sKrLL, turn to 2o2.

The dooropens intoa small room in which thereis a human skull with jewelled eyesresting on top of a marbleplinth. A row of loaded crossbowsis fixed to the left-hand wall, and two small wooden balls lie on the floor justinside the door. Will you: Walk into the room and pick up the skull? Tum to 39o fltrow a wooden ball at the skull ftom the doorway? Twnto 37a Closethe door and continuewest, taking the wooden balls with you? Turn to 74 15{-156 r17-a6o

454 Running down the tunnel, you soon catch up with The casketopens eagily,and inside there is a black the Barbalian and tell him that the eastempassage velvet bag containing a large pearl. Add I LUCK comes to a dead end- He nod8 his head in silent point. Af[er putting the pearl in your pocket, you understanding and sets off towalds the west with presson through the cobwebs.Turn to 31o. you at his side- Tum to22. 158 You lift the jug to your lips and take a swig of the liquid It bums so much that you drop the jug and grab your throat in agony. You have swallowed acidl Lose 1 s(rLL point and 4 srAMrNA points, If you are still alive, tuln to 275.

r59 Your reactionsarestillslow becduseoflhe poison in 155 your system,and although you try to i ump over the The words of her poem flash through your mind: outstretchedtongue, your legs let you down. The 'When corridor doth water meet, do not make a sticky tongue wraps itselfaround your leg, flipping quick retreat. . .'Ofcourse, it is hele that shewants you over, and starts to pull you towards the pool. you to dive into the water, Now you must decide Your sword has slipped out of your hand and you what to do, lf you wish to dive into the water, turn start to panic If you have a dagger, turn to 294, If to 378. If you would rather walk back down the you do not have a dagger, tum to 334. tunnel, tum to 322.

a56 The small plate slides open easily, arrd you 6rrd yourself peering into a room h,ith a deep pit in the floor behind the door- On the opposite wall there are two iron hooks, on one of which hangsa coil of 15o rope. If you wish to open the doo!, jump over the pit Your armourand swold weighyou down, but you afld take the iope, tum to 208.If you would rather just manaBeto landsafely on thefar edge ofthe pit continue north along the tunnel, tum to 326. Youwaste no timeand headeast Tum to 237. a6r-1.63 a64-a66

16a 164 of $'ater atain start You push past the tra/oLePrechauns and head off As you walk along, droplets You foot- norlh, the;oise of jeeringdnd laughterrin8in8 in falJing from the tunnel ceiling. see wet prints, made by the sameboots that you followed earlier, heading west. The footprints lead to a dosed iron doorin the right-hand wall of the tunnel, but do not seemto go any further. If you wish to open the door, tull1 299. lf you would rather keep going thieving Leprechaunsand set off north again Turn to west, turn to 83 to 29.

162 1.65 There is in the padlock into which you place Removrn8the box lid by the liSht ofthe tunnel, you a slot the the lockclicks apart, and you find an iron key and a large gem. lt is a saPphire coin. lmmediately are able the stilts. You place them on Add 1 LUc( point. Placing the items carefully in to unchain your and again set off north. Turn to yourbackpack,you setoffnorth onceagain Tumto shoulder once 2J4. 442

a63 1,66 As you of theidol, youheara The Dwarf calls down from the balcony, congratu- touch the emeraldeye creakingsound below you, Looking dovr'n,you are l.rlrnsvou on voLrrvictor\ ' He throwsa sac[do$ n shocked to the two stufled birds taking flight. into ihi arenaind tellsyou to relarand regain vour see Their wings flap in jerky movements, but they are soon above vou and look set to attack Fighi the FLYINC GUARDIANS one at a time, but leduce your srrrr, by 3 during this combaibecause ofyour restrictedposition. offerings, turn to 361. If you would rather just sii down and await his tetutn, turn to 3o2 SXTLL STAMTNA FirstFLYING GUARDIAN 7 8 SecondFLYING GUARDI AN 8 8 lfyou win, turn to 11. 1.67-1.6E

ao7 You swing the grapplingiron aroundyourhead and hurl it at the beastbelow. The Pit Fiend'shugejaws snap tight over the gappling iron, then it jerks its head back. Still holding the rope, you arepulled off the wall and tumble to the bottom o{ the pit. Lose 4 srAMrNA points. Ifyou are still alive, turn to 2o3.

16E Lifting the latch and pushing the heavy stone door open, you find yourselfin a largecavern. The light is dirn and murky, but as your eyesbegin to adjust, you seethat the walls arecovered in greenalgae and running with moisture. The floor is strewn with straw. The atmosphere is warm, damp and fetid, and a soft humming sound fills the air You step gingerly through the straw towards a corner of the cavern, where there appea$ to be a shallow pit. Peeringwa ly into the pit, you are disgustedto see a nlass of pale writhing worms, some as much as half a metre long. Utterly nauseated,you are about to turn awaywhen you notice that thefuundulating bodiesare swarming round a dagger,its pointheld fast in a crack in the pit floor. The hilt is casedin black leather studded with opals, and the blade is fashioned from a srrangereddish-black bumished metalyou havenever seenbefore. You lon8 to touch the dagger,buL this \aould mean plunging your hand in among the w:rithing worms. Do you reach for the dagger- tum to 94 or back away in disgust and leave the cavem - l1j.r'nto 267? 471-a72 471-474 a7a The door swings open into a small room, but before

when entering rooms. Inside the room you seetwo iron hooks on the wall opposite the door. A coiJof rope is hangingon one of them,you pu( it in your backpacl.lump backor er the pit tu le;vethe room and head north. Turn to 32b.

472

BLOODBEAST sKrLL72 As soon asyou winyour secondAttackRound, turn to 27E. 475 479 Attached to the collar of one of the Guard Dogs is a metal capsule. You prise off the top and find a small 479 tooth inside. It is a teprechaun's tooth which will As you rush towards the Dwarf, he pulls two hand bring you good fortune. Add z LUc( points. You darts from his belt and he throws them at you and put the tooth in your pocket and set off easralong Throm, hitting both of you in the leg. You are both the tunnel. Tum to ja5. rnstantly paralysedby the poison on the tip of the dart Lose 2 srAMrNA points. As though glued to a76 the floor, you can only watch as the Dwarf retrieves Treading carefully, you slowly make your way up his dart ftom your thigh. He asksyou whether you the steps. You soon reachthe top without mishap. are willing to enter his contest now. You strain to Continue alon8 the new tunnel. Turn to 272. nod your head. Slowly, the e{fectsof the poison wear off and mobility returns The Dwarf beckons you to follow hlm, telling Throm toawaithis return. He opensa secretdoor in the chamberwall andyou follow him into a small circular room. He closesthe door behind you and hands you two bone dice, You just have time to hear the Gnome yell, 'Three ielling you to throw them on the floor You roll a six crowns!', before the lock clicksopen. As the hearT and a two, a totalofeight. The Dwarfasks you to roll door swings slowly outrr'ards, the Gnome rushes again,but thjs time you mustpredict the total: will it towards it, hurling the glassball atyourfeet. Green be the same, or higher or lower than eight? If you gas escaPesftom the broken glass, and you try to wish to guessthat it will be the same,turn to 29o.If avojd inhaling it. Testyour Luck.If you are Lucky, you wish to guess that it will total less than eight, tuln to 243.If you are Unlucky, turTlta1o3. turn to 191. If you wish to guess that it will total more than eight, turn to 84. a78 The door cannot withstand the furious battering you are giving it. The centrepanel cracksand splin- ters, enabling you to kick a hole in it large enough Ior you to squeezethrough. Wetbut happy to have survived your ordeal, you set off north again.Tum ro i44 i

18o-181 a82-183

1gO As you make a lunge at ihe Bloodbeast,you sud- denly start to feel faint. The gas rising up from the pool is highly toxic and you slump to the floor unconscious.Test laur L1tck.Ifyou are Lucky, tum to Ifyou are Unlucky, turn to 272. 53. 182 The temperature continues to rise and you find vourself d pping with sweat. As you struggle on, the heat intensifies untilit feelslike $'hite heat and becomesso unbearablethat you beginto passout. lf you drank the liquid ftom the bamboopipe, turn to 25 Ifyoudid nol stop to drink, turn Lo242.

183 You climb on to your stilts and take a few tentative stepsacross the floor. Your confidencegrows, and you soon feel able to tackle the walk across the slime. Smoke sesfrom the baseof the stilts as the slimestarts tobum them away. You plod stolidly 181 on and finallyreach firm ground again-Unfortunately, The tunnel leads into a marble-floored hall with the stilts aresLillcovered in slimeand youare forced pillars dsing right up to the ceiling.Asyou crossthe to dump them. Setting o{f north, you come to a floor, your footsteps echo through the hall. The junction If you wish to go west, tum to j86. Ifyou hairs on the back ofyour neck start to prickle asyou wish to contlnueno h,tumto218, senseunseen eyes watchingyou. unknown to you, one of your vals is hiding behind a pillar. Itisthe NINJA, the deadly assassindressed in black robes. Without a sound, he stepsout ftom behind the pillar and throws a star-ed8eddisc at your back. Instinc tively, an inner voice tells you to dtick. Testyour Luck l( yort are Lucky, fum to 312 II you are Unlucky, tum to 45. t ' at4 r85-rE6

185 The Troglodytes are too involved in their tribal dancing to hear the clatter of your sword, and you crawl past. When you think you are far enough away, you standup andrun acrossthe cavem floor. Ahead you see an underground river running east to west through the cavern with a wooden b dge a84 crossingover it. Hea ng a noise, you tlance back TheBarbarian,who tellsyouheis calledThrom, ties and realizeyou have been spotted.The Troglodytes the rope around his waist, givin8 you the free end, are chasng you. If youwishto run ove! theb dge, As he lights the torch, you seea look of distrust in turn to31E.lf youwish to dive into the river, tu to hjs eyes, Slowly, he climbs over the edge of the pit 47. while you braceyourself and tal

1E5 Slowlyand carefully,you beginto climb the idol. You are about to grabhold of its largeear when suddenlyyour foot slips.Iesf rorl lrck, If you are Lucky,turn to 260.If you areUnlucky, turn to 356. 1,87-788

aE7 The tunnel bends sharply to the right, and around the corneryou seea little oldmanwitha longbeard, coweringbehind a largewi&er basket.The basketis tied to a rope, the other end of which disappears into the ceiling.The old man soundsvery worried as he says, 'Do not a ttack me, stranger- I pose no threat to you. I am here slmply to help you- If you would be so kind asto offer me somesort of remuneration, I will gladly haul you up in the basketto the upper level. And believe me, thai is where you ought to be.' If you wish to give the man somethiflg flom your backpackfor his services,turn to 160. If you would rather walk past him down the tunnel, tum to 2Eo.

18E The tunnel starts to slope downwards and finally comes to an end at a deep pool enclosedby the tunnel wall. If vou can remember the spirit gill's Poem, turn to 155, If you have not seen the spirjt gll, turn to 224. 189-19o aga-L94

189 aga The Orc's morning star sinks agonizingly rnto vour Roll two dice If the total is less than eight, turn to left thigh Lose I srAMrNA pornts You stagger 152 If the totalis eight orhigher, turnto12l. backwards, but mana8€ to regaln vour balancein time to defend yourseif fortunately, the tunnel is 192 toonarrow forboih Orcstoattackyouatonce Fight Walking along the tunnel, vou notice an iron grilie them one at a time in the floor. Ifyou $'ish io stop andllftit up, tum to

SKILL STAMINA 12o If vou prefer to keep walking, turn to 292. FirstORC 55 SecondORC 64 Ifyou win, turn to 257.

190 Your body vibrates wildll. and you are unabie to stopyourself passing out. LoseJ sraMrNApoints. l{you are still alive, turn to 50 493 The acid burns through your stomachwall, eahng rts way into your vltal organs You collapseuncon- Scious,never to recover Your adventureends hete.

494 On a stone led8e in the tunnel wali you see two dusty Jeather-boundbooks Throm grunts his con- tempt for the written word, urging you to leavethe booksand hurry on. Will vou:

Open the red leatherbook? Turn to 52 Open the black leatherbook? Turn to 138 Continue north along the tunnel? Tum to 369 a95-196 r97-499

197 Mercifully, the tempeiature now starts to drop rapidly, and soon it feelsalmost cool again. On the left-hand side of the tunnel is a closeddoor. Ithas a small iron phte in it, whrch might possiblyslide oPen.wlll you: Try to openthe door? Turn to r7r Try to 495 slidethe iron plate? Turn to 156 Continue You draw vour sword and rush towards the old north up thetunnel? Turn to 326 man He raiseshis left arm and suddenly you hit and bounce off an invisible shield. 'Do not be {ool- 198 ish, my powers are great,' the old man sayscalmly. 'lf you do not believefte, watch this,'From out of nowhere a flying fist appears,which smasheslnto your face before ,vou can duck. Lose 1 srAMrNA point. You shakeyour head and rub yourjarv. You outof the appearto haveno alternativebut to try to answerhis room and up the tunnel. Tum to 2Jo. question.Tuin to 382, ag9 The crossbow 19b bolts are far too many to evade.Roll one die to You raise vour shield in front of you just in time to determine the number oi bolts that sink lnto your protect yourseff from a vollev of spikes released body, and lose2 srAMrNA points for each one. If from the Manticore's tail and aimed straLghtat your you arc stitl alive, you must rist here a long time herrt. They \inl intu your rhield and you remJin to recover from your wounds. Lose I LucK point. When unharmed. Swiftly you draw your sword and ad- you eventually feel strong enough to carry on/ you vanceon the Manticore. leave the loom and continue west along the tunnel. Tum to 74. MANTICORE s(ILL 11 STAMINA 11 I{ you win, tum to j64. 200-202

200 The door opens into a small room with a sttaw- covered floor In the centre of the room there is a large draped cagestandlng some two metreshigh. There is a cord fired to the top of the drape which runs up through an ron ng in the ceiling and hangs down to the floor If you wish to pull the drape up, turn to 321 If you would prefer to leave the room and head notth along the tunnel, tum to 3a6.

204 You search through the cupboards and boxes in Ivy's room, but you find nothing exceptfor an old bone.A door liesin theedrt r alloflhechamberdnd you decide to leave, taking the old bone with you if you wish. You now find yourself standing at the end of another tunnel. Turn to 3o5.

202 The cobra'sreactions are quickerthan yours, and its hnodedhedd \hoot\ forwdrdto biie you. ll..t yorl Luck. ll yorl are Lucky, turn Lo1E. If you are Un- lucky, tum to 42 2O1-205 206-2O7

203 206 You stagBerto your {eetand draw your sword You The stalactitescontinue to {a11all around you, but are only just in time, for the fearsome beast is you haven't enough stfength to do more than crawl closingin on you fast This is going to be one of the towards the archway Suddenly you feel an arm tou8hest fights of your life. around your waisL picking you up, and realize in Your semi-consciousstate that Throm is carrying PIT FIEND sKtLl 12 STAMINA 15 you. He lays you down in the safetyof the tunnel lfyou win, turn to 258. and tends your wounds. You decideto eat someof your Provisions to help regain your strength, and 204 you also &ive one porhon to Throm in gratitude for There is an unseen pressure plate on top of the his rescuing you He apologizes {or starting the plinth, and as soon as the skull is put backon it, the rock-fall and offers you his hand to shake.Desplte device is sprung. Immediately the crossbowsre- the pain, you managea smile and shakehis hand. lease a shower of bolts acrossthe room Teslyo,r' When you have finally recovered,you standup and lrck. If you are Lucky, turn to 131. lI you are head east,with Throm leading the way. Turn to 60. Unlucky, turn to 199. 207 205 You takeoffyour shirt and tearit in hal{. You wrap a Running after the Leprechauns, you hear more piecearound eachfoot to give yourself somesort of laughter,onlynowitisbehindyou. Youlookround protection against the cofiosive slime, and dash and see six more Leprechaunsemerging from be acrossit in giant leaps.On the firm ground beyond hind a hidden door in the tunnel rvall Suddenly, the slime, you lrantically try to ip the burning shirt yet another Leprechaundrops on your back hom a off your feet with your sword. However, some of ledBefixed to the ceiling.Shaking him offyour back, the slime has eaten its way through to your ankle. you drawyour sword, whereupon the Leprechauns Lose3 sreurul points. Sethngoff north again,you laugh even louder. If you wrsh to attackthem, turn come td a junction If you wish to go west, tum to to 306. II you would rather try to walk past them, 386 I{ you wish to continue north, turn to 218. turn to 161. 208-210

208 The door swrngs open into the room, and you step backandjumpover thepit Youput therope rn your backpackand lump back over the pit to leave the room and head north Tum to326.

209 You are dismayed to find that not onl)' are all your remarning Provisions safuiated and inedible, but one of the treasuresyou found is missing, Crossoff one item on your Equipment List, or one of your jeu,els or potions. You carefully repack your re maining possessionsand set off north again Turn to356.

2ao You enter a room in which a manin tatteredclothing is standing chained to the wall by hrs left arm. You seethathisright handis missingand realize thathis mlrst be the hand nailed to the door Pleadingfor mercy, he cowersback from you as far ashrs charns will allow. If you wish to cut him free ftom his chains, turn to 27. If you would rather leave the room to head north, tum to 78 2aa-243 2a4-2a6

214 You malage to free yourself from lv]r's grip and Walking along, you seed red line Paintedacross the draw your sword Picking up a broken stool as a lunnel floor ind noticed sign on the wall which weapon, she advancestowards you, reads:'No weapons beyond this Point' If you wish to abandon any weaponsbefore continuing north, IVY sKrLL STAMTNA 9 9 turn to J89. If you would rather ignore the notice Ifyou win, turn to 2o1. and carry on north, turn to 181.

242 245 Gripping the rope firmly, you step back to take a Your sword easily pierces the thin outer casingof runningjump. However, in the dim light you do not the giant spore ball. A thick brown cloud of sPores notice that someonehas cut the rope almostin two bursts out ofthe ball andenvelops you. Someofthe just a little way above the sectionyou are holding. spores stick to Your skin and start to ltch teribly. As you swing out acrossthe pit it suddenly breaks, Great lumps come up on your faceand arms, and and you screamwith fearasyou plunge headlongto your skin feels as if it is on fire. Lose 2 5TAMINA the depths below. Tum to 285. points. FranticallyscraichinB your itching lumPs ytru step over the now deflatedspore ball and head east Tum to 13.

2a6

243 The tunnel soon divides into two. You hear a buzz- ing sound coming ftom the western branch. If you to J16 wish to walk west to investigate who or what is making the noise, turn to ro8. If vou would rather continue north, turn to 14. The passageslowly stafts to climb, leading you relentlesslynorthwards. You do not come acrossa single junction. There are no doorways or even an alcoveto investigate,and you becomeless guarded as you plod on. After a while you becomeso non chalant thatyou fail to noticea thin tripwire stretch- ed low acrossthe passage.It is only when your foot catchesit and you hear a distant rumble that you realizeyour mistake.The rumbling sound swells to an almost deafening level, and suddenly out o{ the gloom of the tunnel ahead you see a masstve boulder roiling towards you, gathering speedwith everysecond.Droppingyourshieldif youhaveone (lose l sKrLL point), you tum to flee the oncomrng boulder Turn to 36

218 You soon arrive at a double door in the left hand wall You listen at the door but hear nothing You try the handle, it turns and you open the left door slightly and peer through the crack. An armed warrlor is lying face down on the floor of a bare room with smooth walls and a lol{ ceiling. He is presumablv dead, for he makesno movement even u,hen you call out io him. A large jewel, perhaps a dramond, lies just be,vondhis outstretchedarm. lI you wish to enter the room and take the jewel, turn to 65 If vou would rather continue north, turn to 252 249-224

249 The pain'in your lungs forces you to rise to the You recognize the beast it is a MANTICORE surface for air. Unfortunately, one of the Troglo- Taking heed o{ the poem's warning, you watch out dvtes seesyou and yells to his comrades You watch {or its tail which sproutsa pro{usionofsharp spikes, helplessly as the bowmen take aim, and a hail of thick and hard as iron bolts, at its tip. lf you have a arrows falls on you with fatal impact. Your lifeless shield, 196. If you are not carrying a shield, -intci turn to body floats down-river, down the hidden turn to 6. depths of the mountain.

220 A dull 'bong' sounds ftom the bell like a death toll. Evbrything around you starts to vibrate, and you your teeth as your head too startsto shudder Brit --t Your whole body is trembling and you fall to the You step confidently on to the first pole and stride floor. You quiver and shake,w thing convulsively acrossto the next As you land on the third pole, it on the floor asthe vibiations intensify. Lose2 s(rLL immediately releasesa shower of shary splinte$, points and 2 STAMINApoints. You searchdesper- each severalcentimetres long. Lose 2 LUcK points. ately for a way of stopping the bell. Will you: They fly outin all directionsat greatspeed, andyou cannotavoid being hit. Roll two dicefor the number Screarnas loud as you can? Turn to 61 of splinters that sink into your flesh. Each one Try to deaden the bell with reducesyour STAMINAby one point l{ you are yourboot? Turn to j45 still alive, you mana8e to scrambleover the remaining poles and sit down to the pain{ul task of removing 224 the splinters lron your body. After resting for a The tunnel leadsinto a damp, high-ceilingedcavem while, you set offeast again.Turn to 31j. with a rock-strewn floor. Long dripping teeth-like stalactiteshang down threateningly, their constant 224 d pping creating milky pools on the floor. The There does not appear to be any way of travelling tunnel caries on throu8h an archway carvedin the furthernorth. You turn around and walk backdown shapeofa demonicmouth.lfyou wish to searchthe the tunnel, passing the wooden chair. You soon chamber, tuIn to 374. If yon would rather head arrive at the junction and turn right to head west. shai8htfor the archway, tum Lo60. Turn to 43. 225-227 22E-229

228 You react quickly and manageto cleavethe Blood- You reachdown into the hole. Suddenlyyour blood beast'soutstretched tongue with one swipe of your runs cold as you feel something warm and sticky blade The beast screamsin pain and hurls itsel{ wrapping itself around your arm. You manage to forward to try and claspyou betweenitsblood-filled pull your arm out of the hole, but a hideous ten- jaws. This will be a fiSht to the death. tacled limb with unbelievably strong suckers is clingrngto your arm. By the time you manageto cut BLOODBEAST sKtL 12 STAMINA 10 yourself [ree, your arm ls trembling with pain Tesf As soonas you win your first AttackRound, Iesl yolLrLuck. If yo.u are Lucky, tum to 15o. If you are your Luck.Il you arc Lucky, tum to 97. If you are Unlucky, turn to 33. Unlucky,turn to 21. 229 As soon asyourhead goesunderthe blue light, you hear the sound of muffled voices. The {acesare no longer laughing, but have changed their ex- pressionsto ones of despai and anguish. A young girl's sad {ace hovers in front o{ you, and she be8ins to whisper a poem. Transfixed you listen intently, believing that she has a specialmessage for you as she recites: 'When corridor doth water meet, Do not make a quick refueat. 225 Take a breath and jump deep in The meat contains herbs which will increaseyour I{ your Trial you hope to win.' stren8th. Add 3 to your STAMTNAscore. You may either walk over to the alcoveif you have not done Memorizingthe spirit girl'spoem, you stepthrou8h so already - furn to 41 - or leave the chamber to the shaft of light and quickly head on north Turnto continuewest turn to 83 ao7.

Still smiling, the old man looks at you. 'Wrong,'he saysquietly. Turn to 85. 230 The tunnel starts to widen, and ahead you see it open into a huge cavern ftom where you can hear the sound of many high-pitched voices.You creep up to the entranceand take a look inside. There are about twenty tiny people with long nosesand ears runningin acirclearound a large golden e{Iigy.Will you: Walkup and talk to them? Try to creeppast them? TuIn to 5 Drink a DoppelgangerPotion (if you have one)? TurTtto 385

214 You find a pool behind the dead Hobgoblins and take greatgulps of the coolwater asfast asyou can. This neutralizes the acid and slowly you begin to recover.Still in pain, you standupand setoffnoth. Turn to 11o

If you are unarmed, turn to 286 If you still have your weaPons/tutn to 32o. 2t3-215 46-48

216 You break off a largepiecJif the mushroomand biie The fist retractsand preparesto strike again. With into it eagerly. lmmediately your stomach feels your frge hand you draw youi sword and hy to cut bloated and you can even seeit beginning to bulge the handle of the door. Although you do not recog- below yourbelt. Your whole body startsto exPand, nizeit, you are being attackedby the fluid form ofan bursting out of your clothes with a loud ripping I\4TTATOR. sound You grow biSgerand bigger, and soon yout faceis pressedagainst the ceiling. The mushrooms IMITATOR s(rLL 9 STAMINA 8 you have eatenare much sought after bywizards for As soonas you win your firstAttack Round, turn to their growth potions, but to you they spell doom. ]a4. You are too large ever to leave the cellar, and your adventure ends hete -t/ The tunlel rnakesa sudden left turn and continues .>;; north for as far as you can see,You soon a ive at a closed wooden door in the left-hand wall. lf you wish to open the door, turn to 12. I{ you would rather keep BoinBnorth, tum to 1oo.

21E 234 ' As you fall, you manageto grab the rope with your a tunnel A little fartheronyou cometo sectionofthe hands. Slowly you haul youmelfover to the far side thick green slime. It looks which is covered with and scrambleup on to the floor. You lift the helmet to testit lirst with a piece threatening,so you decide off the pole and put it on your head. It has been jelly bums the cloth o{ cloth- The slime's conosive made by a highly skilled ironsmith. Add r sxrrr a pair instantly, leaving no trace.Ifyou arecarrying point. Not vr'ishingto risk walking back acrossthe you not havethem, turn to of stilts, tuln to 183.If do tighhope, you decide to crawl along it. Safelyback 207. on firm dround, you step through the archway and head north up the tunnel. Turn to 291. 235 You have no time to reactbefore the dart thuds into your thigh Lose z sr,r.wrNe. points. lf you are still alive,turn to 73. 239-244

You shake your head, tryin8 desperately to stop yourself ftom blacking out, but the heatis too much for you irnd you {a11unconscious to the floor. Roll two dice If the total is the sameas or lessthan your 5KILL, turn to 48. I{ the total is greater than your sKrLL,tum to 365.

239 241 Not much farthbr down the tunnel you come to a Covering your nose and mouth with your hand to closed door on your left. Putting your ear to the avoid breathing in thb gas, you follow the Gnome door, you listen intently but hear nothing. If you through theopen door You enteranothertunnel, at wish to open the door, turn to 1o2. lf you wish to the end of which is the welcome sight of daylight. keep walking north, turn to j44. Much to your surp se, you see the Gnome lying dead halfway down the tunnel. A crossbow bolt 240 protrudes from the side ofhis head. The Gnome, in You look down and see the crumpled bodiesof the hisbid for freedom, has fallen foul o{ BaronSukum- two Flying Guardjanslyngmotionless on the floor vit's final trap. You walk past him and out into You start to pdse out the idol's emeraldeye with the b lliant sunshine.Turn to 4oo. hp of your sword. At last it comesftee and you are surprisedbyits weight when itfalls into your hand. 244 Hoping it may be of use later, you put 1t in your He takes your Gold Piece and tells you that in a backpack.If you now wish to pdse out the right eye, northern funnel there is a wooden chair carved in turn to 34. lfyou would rather climb down the idol, the shapeofa demon bird.In the arm of the chat is a turn to 89 secretpanelwhichcontainsapotioninaglassphial 'lt's a Doppelganger Potion, if I remember right. 244 Good luck. I hope we meet again outside these A brown velvet curtain is draped over an archwayin inlernal tunnels.'The man shuffles off and you the eastern wall of the tunnel. If you wish to pull continue yourjourney. Turn to 1o9. back the curtain and walk through the archway, turn to 39J.Ifyou would rather continuenorth, turn to 29a- 245-246

245 You have no choicebut to open the door, as the wall is foo smooth to dimb. Taking a deep breath, you turn the handle and entera sand coveredpit. There, standing some ten metres tall on its huge hind legs in lront of large double doors in the oppositewall, rs an enormous dinosaurlike monster, It has a iough, moitled green hide and a mouth lined wrth razor sharp ieeth. Its jaws open and close with bone snapping power, and even you cannot help trembling as you approach it with your sword drawn,

PIT FIEND SKILL 12 STAMINA 15 Ifyou win, turn to 258

246 De\piLe being d5 cdreful as possible.lour leg brushes agarnst one of the poles It lmmediately releasesa shower of sharp splinters, each several .entimetreslong. Lose 2 LUCKpoints. They fly out at great speedand in all directions,and you cannot avoid being hit Roll two dice tor the number of splinters that sink into your flesh. Each splinter reducesyour srAMrNA by one point: lfyou are still alive, you sit down to the painful task of removing the splintersfrom your bodybefore settingoffeast. Turn to 313. 247-248 249-25o

249 You just have time to hear the Gnome say, 'One crown and two skulls', beforea white bolt ofenergy shootsout from the lock into your chest,knocking vou unconscious.Roll one die, add 1 to the number and reduceyour srawr^Ie by the total If you are still alive, you come to and are toldbv the Cnome to try a8ain. You know you placed one gem in the coDectslot, butwhich one?Yousighand tentahvely try a new combrnaLion. c Emerald Diamond Sapphire Turn to 15 Dramond Sapphire Emerald Turn to 392 Sapphire Emerald Diamond Turn to 177 Emerald Sapphire Diamond Tum to 287 Diamond Emerald Sapphire Turn to 1J2 Sapphire Dramond Emerald Turn to 249 250 .\s you run for the door, the old man calls out behindyou, 'Do not run, nobodyescapesme. Stop, or I shallturn vou to stonethis instantl' Will you: Kopn r,n n,nnin02 Turn to 44 MANTICORE s(ILL 11 STAMINA 11 Turn to attackhim with your s\^'ord? Tum to 195 If you win, turn to 364 Tell him vou will answer his question? Turn to 248 382 The doors open into a tunnel running north You r lo.e the doorsbehind you and .et oll onceaBain Turn to 214 25a-253 254-256

254 -Jl Once again the myste ous voice callsout, only this You draw your sword and advanceslowly towards time, to your greatsurprise, in a {arlessthteatening the huge, slimy Rock Grub. tone, 'Good, my masterlikes those 'ho show sPtrit ROCKCRUB SXILL Takethis gift to help you It will grant you one w1sh, 7 but one wish only. Farewell 'A gold ring magtcally If you wrn, turn to Z5 You may Es.apeafter two appearsout ofnowhere and landsatyour feetwith a Attack Rounds by running west down the tunnel. gentletinkle. You pick it up and put it on oneofyour Turn to 117. fingers. The door opens and you step back into the tunnel to continue north. TuIn to 344. 255 As you run round the na ow path, you suddenly start to feel dizzy. The gas from the pool is taking The tunnel contrnues norlh for quite a distance effect:your vision starts to Lrlurand you lose vour before coming to a dead end. The mouth of a chute balance.You areonly half awareof the Bloodbeasfs protrudes ftom the western wall, and it appearsto tongue as it wraps itselfaround your leg and drags be the only alternativeto turning back. You decide ) ou into the poolof \[me. After beingpredigesLed to risk it and climb into the chute. You slide Sently b1 the vile slime,the hideou: Bloodbea:twill con- down and emerge into a room, landing on your sumeyou atits leisure. back. Turn to 9o. , 256 Rememberingthe old man's advice,you searchthe You take the bone out of yourbackPackand throw it arm of the chair for a secret panel You find an down the stairs The barking grows louder, chang- almostinvisible crackin the am, which you start to ingto snarlsand growlswhen the bone lands on the press and squeeze.Suddenly a Liny panel springs floor. You walk slowly down the stePswith your ouf of the arm and you seea glassphia] Iying in a sword drawn and see two huge black GUARD cavity You pick it out and read the label: 'Doppel- DOGS fighting ovet thebone. You run quickly past gangerPotion - one doseonly. This liqurd will make them and on down the tunnel. Tum to 315 you assune the shape of any nearby living being.' You place the strangepotion in your backpackand continuenorth Turn to i88 257-260 26r-26j

26r Inside one of the Orcs' pocketsyou find one Cold Pieceand a hollou' \\,oodentube. You prlt vour findings in vorLrbackpack and set off lvest lurn to 1b4 :lorthern lvall and L'nter the tunnel Tum fu 2j9_ 258 You areexhausted and sit clolvn for a rest on the tail oI the dead beast Lookin8 clown at your feet, you suddenly noticean iron rin8 poking up through the sand. If you wish to pull the iing, turn to 95. If you would ratherleave the pit via the double doors, tum to 248

259 262 Ignoring the pain, vou run on. Ahead you see an The door opens into another tunnel underground river running eastto west through the running north. Ahead you see tw() stone fountains, cavern,with a wooden bddge crossingover it. You one on either side oI the tunnel, caruedin the look behind and seethe Troglodl.tesin hot pursuit shapeof cherubs. Watei spouts fron their mouths and cascaclesinto Ifyou u'ishto run overthebridge,tum to 118 I{you :mallborvls at theirfeet Will \'ou: u'ish to dive inio the river, iurn to 47. Drink at the Iourltain on yoor 260 left? Turn to 337 You just manage to gmb the idol's earlobe and Drink at the fountain on your regain vour footinB. You scrambleover jts faceand nght? Turn to 123 your sit down on the bridge of its nose You draw Conlinueyour lvalknorth? Turn to 368 sword and considerwhich jewelled eye to prise out first Ifyou wish toprise out the lefteye, turn to 166 263 If ),ou wish to prise out the right eye, turn to 14o Thedoor opens into anothertunnel. Walking west, i ou soon aril'e at a door in the north rvall If vor.r t:rh t,, rrpenthc door, turn t,' r53 lf vou nrruld rathercontinue west, turn to 74. 264-267

264 Aheadin the dim lightyou seetwo HOBGOBLINS righting, punching and kicking each other furl- ously.There is a leatherbaglyingon thefloor, and rt seemsto be this that the],are fighting over. Will you: fry to talk to them2 Turn to r3o Attack them with your sword2 Turn to 51 Trv to slip by them unnoticed? Turn to 355

265 You rub your nugic ring and wish for the Mifor Demon to be transported back to its own world, ruever to return. Still advancin€itowards you, it starts to shrmmer and fade away. Then it vanishes completely,and you areable to continuevourquest north-Turn to 122-

266 You search through the cupboards and boxes 1n lvy's room, but you find nothirlg except an old bone, whrch you may take with yoLLiI you wlsh. Leavingthe chamberby the eastdoor, vou now find yourselfsta nding at theend ofanother tunnel. Turn ro3o5.

267 The tunnel ends shortly at a junction Looking left rnJ right. \ ou seer narrowpa..age disappearinB :ntothe dim distanceIivouwish toheadwest,turn :.r152. Ifvou wish to go east,turn to 68. 268-27o

268 You leap foiward and try to grabtheleader to use as a hostage.However, the Troglodytesare ready for your move, and six of their bowmen immediately shoot their arrows at you- Their aim is deadly accu- rate and all six arrows find their mark. Lifeless,you fall to the floor. The Troglod]'teshave ended your joumey abruptly.

2b9 You empty the contents of the jar into your hand and apply them to your u'ounds. Their healing powers take immediate effectand you feel yourself growlng stronger. Add 3 sr.lrlrul Points lI you Iustas you ate about to releasethe shield and throw havenotdone so alreadv,you may eithereatthe rice il over Lhepit. it slips from vour fingersdnd rolls and drink the water turntollo orleavethehall, awav. Youdre unableto catchit beforeil fdllsover taking iust the diamond with you tum to 127

270 The lid ofthe box lifts off easil1,.Inside you find two Gold Piecesand a note written on a small plece of parchmentaddressed to you. After Placingthe gold time but head off east.Turn to 237. in your pocket, you read the message,which says: 'Well done At leastyou have the senseto stoPand take advantageof the token aid given toyou. Now I can advise you that you will need to {ind and use several iterns if you hope to pass triumPhantly through my Deathtrap Dungeon. Signed Sukum- vit ' Memorizing the advice on the noie, you tear it jnto hny preces and continue north along the rvill consumeyou at its leisure. tunnel. TuIn to 56 273-274 275-277

Thewooden -/t ball smashesinto the skull, knockingit Thick smoke risesup from the floor where the acid ofl the plinth and on to the floor. Much to vour hasfallen irom the brnkenjug. Yor,rcrawlalung the surp se, the crossbowsdo not releasethefu deadly 'l,x'r dc\perriely trUng to frnd drinldble wdtcr in bolts. You step into the room cautiously and pick lhe shallowpools of rhednppints iunnel. ft.,r the -y(.r/ skull up off the floor You recognizethe yelloB /ft41.ll vorr are Lucly. tum tL,2?r. lf you are eyesas topaz, ie$'elled andeagerlypluck themftom Unlurky. lLrrnto lo9. thelr sockels You put them in your backpack, wonderin8 I{'hether or not a trap still awaits you in theroom. Willyou: Get down on all fours and crawl out of the room holding fhe skull? Tum to 15 Replacethe skull on the plinth beforeleaving the room? Turn to 2o4

274 You step nervously on to the rope, not daring to look down. Halflvay actoss,you start to panic and 276 try lose your footing. Roll two dice If the total is the 1t l9y to charge down the door with your sameas or less than your sxrl-I-, tum to 23E.If the shoulder, you hear the shrieking voices oa the totalis higher than your sKrLL,turn to j59 Tro€ilodytes coming down the tinnel. you are trapped and draw your sword. The Troglodytes approach you, ther bows drawn, and a hail of arrows strikes you with fatal impact. your lifeless body^slumprtn thq groundin thc depth\ ot Derth- raP uUngeon.

277 278-28o 2E1

2?8 2E1 Your blade strikes one oI the Bloodbeast'sreal eyes With one swipe ofyour trusty bladeyou beheadthe with devastatin8effect. It slumpsbackinto its pool, Boa Constrictor. You uncoil its massivebody from thrashint about in a frenzy. You seizeyour oppor- around lhe Elf dnd tD to recu\citaleher. Her eyes tunity and run round the side o{ the pool to the open a little, but you can seethat there is no hope funnel exit. Tllrn to 134. Shelooks at you and smiles,then saysin a whisper, 'Thankyou I know it's too late for me, but I \,\' ttell you what I have learned. Your way out lies ahead, but you need gemsto unlock the final door One of them is a diamond, but I do not know what the others are. Alas, I have not found a diamond, but would urge you to look for one. Cood luck ' Her eyescloseandsheslumps downon to thecold floor. You watch sadly as she breathesher last Knowing she would not mind, you take two of her daggers and search her leather backpack. lnside you find someunleavened bread, a mirrorand a bonecharm in the shape of a monkey If you wish to eat the 279 bread, turn to j99 If you would rather just takethe Youa[ive at a junctionin thetunnel Anewbranch mirror and charm and return to ihe tunnel to head leads west, but the wet footpdnts you have been north, tum to 192. following contrnue nofth. You decide to keep fol- lowing the footpdnts. Turn to 32

280 The tunnel continues east for quite a long way before reaching a junction. The walls, ceiling and floor of the tunnel leading south are coveredwith a thick green slime You decide it would be safer to headnorth. Turn to 218. 282-284

282 The tunnel soon ends at a junction Standin8there aloneandwondedng whichway to go is one ofyour dvals.lt is one ofthe BarbarransYou callout to hlm, but ai first he does not answer, he merely staresat you coldl,v,his hands firmll' gnpprng his axe You walk up to him and askwhich way he is heading.He grunts his reply, saying that he is going west, and you may go u'ith him if you wish. If you would like to head west with the Barbarian,turn to 22 If you h'ould rather decline his offer and head eastalone, turn to 388.

283 You have to squeezeyoursel{ deep into the crackto conceal yourself completely. From thrs cramped position you are unable to seethe owner of the {eet that shuffle slonly by. A minute later all is quiet again, so you pull youmelfback out into the tunnel and head west. Tuin to 1o9-

284 Have you drunk a potion found in a black leather book? lf you have, turn to 398. If you have not swallowed this potion, tum to 57. 285-2E7 268

2E5 shoots out from the lock into your chest,knocking You land heavily on your back, but luckily your youunconscious Roll one die, add r to the number backpackcushions vour fall. LoseI sI(rLLpoint and and reduce your srAMtNA by the total lf you are 2 srAMrNA points. The darkness is almost pitch still alive, you come to and are told by the Gnome to black at the bottom of the pit, and you crawl along try a8ain. You know you Placed one gem n the the floor, groping in front of you. Suddenly your correctslot, butwhich one?You sighand tentatively hand touches something cold, hard and smooth try a new combination. The objectis smallandround, butyou cannotfigure AB C out what it is. You placeit in your backpack,hoping Emerald Diamond Sapphrre Tum to 16 to seewhat jt is once out of the pit You conhnue to Diamond Sapphire Emerald Tun to 392 crawl forward and soon reachthe pit wall. lt is too Sapphire Emerald Diamond Tum to 177 smooth to clihb, and you have to cut hand- and Emerald SepPhire Diamond Turn to 287 toe-holdsin it with your sword. This takes a long Diamond Emerald Sapphire Tum to 132 time, but finally you cLmb out ofthe pit on the east Sapphire Diamond Emerald Tum to 249 side. You immediately check out the objectin your backpack,and discoverthat you have found an orb 288 of blood-red ruby You areabsolutely delighted and You look to your left and seeThrom standing over head off eastin high spirits, rn/histhnBsoftly under the Cave Trolt he has slain. Blood is out your breath Turr. to 217. Pouring Irom a deep cut inhis shoulder,but it doesnot seem to worry him. You search the bodies of the Cave 286 I roll<,but find nolhinBapdrt from a bonering on d It was obviously a mistake to drop vour weapons leathercord hanginground the neckofone of them. earlier, but at least you can now take those of the The ring is engraved rvith a symbol which Throm deadNinia. You selectone of his long knivesand his recognizes.He explainsthat it must have belonged long curvedsword Ils steelculting edge is e\cep- to druids of the north and that an ancient talisman tionally hard, and you cannot help but admire its suchas this wtll increaseyour ilyourbody is awesomebeauty Add sKrLL points and turn to Powers 4 abletoacceptit. Throm will not touch it, and advises 320 you to leaveit well alone I{ you wish to Put the ring on, turn to 64 lf you would rathel continue east 287 wlth Throm, turn to 221 You just have time to hear the Gnome say, 'One crown and two skulls', beforea white bolt of energy 289-29L 292-29J

289 The drape rises to the top of the cageand there, to your horror, you see the face of an aged woman whose hair is a mass of seething snakes.lt is the dreadedM ED U SA! Test llourLack.Iiyo:u areLtcky , turn to 216.lfyou are Unlucky, tum to 19.

290 Roll two dice. lf the total is eight, tum to 152.If the total is any number other than eight, turn to 121

292 A door comesinto view in the left-hand wall of the tunnel You listen carefully at the door but hear nothlng. The door is not locked and the handle tumseasily.If you wish to open the door, h.rrnto 93. If you would rather keep walking along the hrnnel, rurn to 23o,

294 29J The tunnel continuesnoth a long waybefore tum- Following the three setsofwet footprints along the ing shary right. Around the corner you come to a west passageof the tunnel, you soon afiive at a dead end. Only the mouth of a wooden chutein the junction. If you wish to continue west, following wall offersany hope of further progress.You decide two sets of footprints/ turn to 137. If you wish to to takea chanceand climb into the chute. You slide head north, following the third set of footprints, gently down and emerge into a room, landing on turn to 382. yourback. Tuln to 90. 294-295 296-298

296 Ahead you see that the tunnel turns a colner, beyond which it continuesnorth. You stop before the comer, startled by the sound o{ hiSh-Pitched voices whispering and sniggering. II you wish to drawyour sword and lookround thecorner, turn to 49. Ifyou would rather walk back to fhe junction to head north, turn to 241. 294 You ?ull the dagger from your belt with your hee 297 hand and hack the Bloodbeast,s at tongue. The Losing your hard-ea ed Possessionsis becominga beast screamsin pain and rolls forward as far as ii bit of a problem. Lose 1 LUcr

295

298 You seea backpackpropped up agalnst the tunnel wall. You wonder i{ it belongsto one ofyoff vals Ifyou wish to look inside the backPack,tuIn to 3o4 lfyou would rather conlinue north, turn to 279 I I 299-3oo I 299 The dooropens into a largechamber, where you are shockedtoseeone of your vals,whohasobviously meta suddengory death.Itis one of theBarbarians, and he is impaled on severallong lron spikeswhich arefixed to a frame that has sprung out of the floor A lot of rubbish and debrislitters the floor, conceal- ing a hidden trip wire which he must have stepped on and thus releasedthe spiked frame. ln the far wall is an alcove,rn whichyoucan seea silver goblet standing on a small wooden table.Will you: Walk over to searchthe Barbarian? Tum to 126 Walk towards the alcove? Turn to 41 Closethe door and continue we3t? Turn to 83

Joo You swing your sword against the miffor with all youl might, but to no ef{ect. the mirror does not break, and the MiIIor Demon keeps advancing. If you wish to try and smashthe minor again, turn to r4r. If vou would rather attack the Mirror Demon instead, turn to J27. 394-3o2 303-Jo4

304 10J Thepipe iswet and slimy, butyou crawloninto the With your {ree hand, you reachinto your backpack danl darkness, slithering and sliding as you go. and take out the jug. Uncolking it with your teeth, Suddenly your hand touches something hard and you pour the acld over the door, which is in fact squarewhich feelsas ifitis made ofwood. Itrattles the fluid form of an IMITATOR A jet oI smoke asyou shakeit, and you decideyou must be holding rises from it with a loud hissing sound as the a box. Ifyou wish to crawl back out o{ the pipe and acid immediately starts to bum the Imitator. It examineyour find, turn to 162 lI you would rather melt. rapidly and vou dre able Lo sLep a\^ay presson turther down the pipe, taking the box with unharmed. Having no other choice, you some- you to examinelater, fum to 4. what apprehensively tum the handle of the other door. Turn to 262 Jo2 After about twenty minutes the Dwarfreappearson the balcony. He calls down to you, saying, 'Well, I do have an interesting problem on my hands Pre- pare to fight your next opponent.' The wooden door ses once again and you are surp sed to see a familiar face lt is Throml He is cut and badly 304 bruised, and doesn't seemto recognizeyou. He is clearlydelirious as he staggersforward wiih his axe raised lo attack you The Dwarf laughs and says, 'The cobrabit him, but he has the strength of an ox and managed to carry on, even though most men your mounting and are horrified to see a wouldhave Panic, died. Now you must fight him to decide BLACK WIDOW SPIDER.Before you canshake it finally whi ch of you will continue the Trial of Cham off, it sinksits poisonousfangs deePintoyourw st pions.' You shout abuse at the Dwart protesting Lose6 STAMINApoints. Ifyou are still alive, furn to against the cruelty of such a contest. He merely 2(,. laughs, and you have no option but to defend yourself againstpoor Throm. THROM sKrLL 10 slAMlNA 12 Despitehis wounds, Throm is immenselystrong. If you win, tum to 379. 3o5-306 1o7-1ao

107 The cupboard contains a wooden mallet and ten iron spikes, which you put in your backpackwhile wondering u'hich door to operl If you wish to open the u'est door, turn to 263 If you wish to open the north door, tum to 1J6-

308 The Medusa shrieksas vou enter her cage,keeping Vour eyes firmly closed and slashing your sword wildlv fuom side to side. You feel the blade sink deep into her side and hear a loLld thud as she slumps heavily to the ground. You open your eyes 105 The tunnel ends at a fliEihtof stone steps leading again and shudder at the sight of the prostrate downwards From the floor below you can hear the fLgureof the Medusa. Her gorvn is tbstened by a large brooch bearing a single bright fed gem It is a sound of barking do8s. Have you Bot an old bone wrth your If you have, turn to 253.[{ you have n6t, garnet,and you priseit out of its sethnS,Put it in tun to 148 ),our pocket and leavethe room to headnorth Turn to 315. 306 309 Beforeyou can take a sin8le step towards the Lep- You scramblefrantrcally around the floor in search rechauns,one of them throws somesparkling dust of a pool oI water, but do not find one. The acid at you. You are immediately ftozen to the spot, burns with a searingpaindeep downinyour throat unable to move a muscle You watch helplessly Lose J srAMrNA points. II you are shll alive, Iesl as the Leprechaunsrummage through your back- rlourLuck Il you are Lucky, turn to 231.I{you are pack and run of{ with all your possessions,leaving Unlucky, turn to 193. your backpack empty. Lose 2 Luc( points. About an hourlater the fueezingeffectofthe dustwears off 3ao and feeling reiurns to your limbs. You are angry at You reach the far wall oI the chamberand seetwo your loss and stomp oif norlh, determined to have doors Ifyou wish to open the door tovoLLrleit, turn your revenge-Turn to 29 to fj9- If you wish to open the door to your right, turn to 262. 3aL-344

3aa The Barbananreluctantly agreesto your alternative suggestion You both step back and take running jumps over the pit Landing safel)'on the other side, you continue down the tunnel. The Barba an, who is leadrng the way, suddenly stumbles on a floor stone which tilts forr^,ard, triggering a boulder loosely set in the ceiling It crashesdown on top o{ hrm, knocking him to the floor and crushing his skull. You must continue your questalone. Turn to

The razor-sharpdisc whistles past your head and bites deep into one of the pillars. Turning to lace your would-be assassin,you prepareyourself ashe advances,his long sword drawn.

NINJA SKTIL 1I STAMINA 9 If you wrn, tu to232.

343 The tunnel ends at a junction. The footpdnts you have been following turn north and you decide to stay\ iith them Tumto12.

344 Your sword cleavesthe handle and, beingseparated from its parent body, you watch the membrane shrivel away and drop on to the floor. Having no other cholce, you somewhat apprehensivelyhrrn the handle oI the other door. lurn to 262- 345-147 tag-32o

31E The funnel veerssharply to the left and comesto an After crossing the bridge, you run across the cavern end at a high wall in which there is a door. You hear floor. At last you seea tunnel in the far wall, which a ferociousroar from the other side o{ the wall and you race down until you reach its end at a hea\,y you wonder what gargantuan beast could make wooden door. The door is locked. lf you have an such a noise. If you have a coil o{ rope and a iron key, turn to 86. If you do not havea key, turn to glapplingiron, turn to 129.Ifyou do nothave these 276. l' items, turn to 245. 3a6 The tunnelcontinues forquite a dlstancebeforeyou reach a junction If you wish to head west into the new tunnel, turn to 295. If you would lather con- 349 tinue nofth, furn to 241. Your armour and sword weigh you downmore than you think. In mid-air you realize with horror that you are not going to reachthe other side of the pit. Tappin8 the side of the boreholewith your sword, You crashinto the side of the pit, sometwo mekes you tread your way b)indly through the sticky below the rim, and fumble head over heels to the slime. You followits twisting and turning coursefor bottom. Turn to 285. what seemsan age and begin to wonder where it might lead. Suddenly you hear a slithedng sound 320 up ahead. You freeze with fear, your eyes desper- You decide to searchthe Ninja and find a cloth bag ately trying to pierce the pitch-blackdarkness Be- in the folds ofhis robes. Inside it is a flask of water, fore you realizewhatis happening, youare gipped somerice wrapped in a palm leaf, a jar of ointment round the neck by the powerful mandibles of and a beautiful diamond. Will you: another Rock Grub. It is the mate of the Rock Grub you killed and has been attractedby the smell of Eat the rice and drink the water? Turn to 33o !i blood on your sword. lt squeezesharder until your Rub some of the ointment into i neck snaps like a small twig. Your adventure ends your wounds? Tum to 269 I here, Take only the diamond and i leave the hall? Turn to 122 ii ii i )24-J25 121-32) 324 J21 Have you talked to the crippled You plrll thc cord and watch thc Llrapcas it risesup servant of the Trialmasters?If you have, turn to lhe r,f.rr iron t age.Ihe\^,,mrn r \ oiccurFc- 256 lf you have 'ide' not, turn to you to be cllrick,telling vou thaLthc room is booby- 79 trapped so that the floor will lall n$,ayin one minute becauseof voLlrextra \\'eight. lf yoLrstill lvrsh b helF her, turu k) 289.If vou v!ould rather leavethe room andhead north up the tunnel,tum to J16

325 You stand up anclcarrv on dou'n the tunnel. Sud- denlvyou seedayhght at theend of the tunnel You iun forrt'ard iowards the most beautiful sighi you haveseen fora long timc, a clearblue skv nnd green 322 trces.You asyor cantowards theend of You prss the wooden chair and soon get backto the walkas fast ihe tlmnel and emcrgecxpecting to seetho wclcom- juncLion,trrrning right to headwosl Turn to 43 irrBsighi of chccring people- Bui there is no hcro's rvelcome{rom thc people all aroLrndyc'u lhey are 323 alldead.You are in a coldchamber littercd After tying thc rope around the rock, vou lo{er strnding lvith armouredskcletons and bodies Thc exit to slo\vl!' to the botbm ot the Throm )oursoll Pit. |ictory rvasjust an illusion.Oniv thecorpses of the retrieveshis ropebv shakingit ofi iherock, and yoLr past advenhlrers are real. Uiterlv dejt'cted, setoll totcthcr down the n€\' hrnnel Turn to 194 1'ou \!,alk back tou'ards the tunnel, but hit an iDvisible bnlrier. You are trapped in this Bhoulish place and ilestined to end your days in the chninber o{ the Ltead. 326-127

325

them swings its moming starat you, Roll one die. lf you roll a 1or 2, turn to91 If you ro11a 3 or 4, turn to 189.Ifyou roll a 5 or 6, tum to 38o.

The Mirror Demon, being solelv intent on grabbing your arm, makesno attemptto defend itself.

MIRROR DEMON s(rLL 10 STAMINA 1O 4 during any Attack Rourld, the MiEor Demon,s AttackStrength is greaterthan your own, turn to 8, If you manageto de{eatthe Miuor Demonu,ithout it everwinning an AttackRound, tum to 92- 128-329 130-J32

32E 330 You gaze round Ivy's room. Seeinga Painting of The Ninja's rations are basic but welcome. Add r another Troll hanging on the wall, you ask her ifhe sraMrNA point. If you have not done so already, is any relation. Suddenly her mood and expression vou may either rub someof the oinlment into your change. She loosens her Brip on you and smiles, rvounds- tum to 269- or leave the hall, taking just saying, 'Oh yes. Thar is my dear beloved brother, the diamond - turn to i2Z Sourbelly He has done very well for himself down south in Port Blacksand.He is now an ImPerial 331 Guard in Lord Azzur's elite troop.l'm veryproudof Touchingthe parchmenthasprecisely the effectyou him.' hry stares at the painting and continues to had feared The skeletonlurches forward and, ns- praise her brother. If you wish to slip out of the ing from its chair in a seriesof jerky movements, chamber through the door in the eastwall, furn to raisesits s\,\,ordto stdke yolr. Lunging sideways, 125.lfyou would Fther continue the conversation, you draw your sword to defend yourself. rurn ro 99, SKELETONWARRIOR sKrLL8 sraMrNA 6

129 lfyou win, turn to 71. You step up to the mirror and are amused by your distorted ret'lection Your head looks as latge as a pumpkin and your faceis exceedinglystiange. Sud- denly, without warning, a terrible Pain Pounds through your head and you try to look away ftom the mifior, butyou are unable to. Someevil forceis keeping your eyes glued to yotr own reflection- 132 You gip your head rvith your hands and realize Your gem drops into the pool h,ith a dull 'plop'. As with horror that it is expanding You can withstand you wait for something to happen, you start to feel it no longerand, blackingout with the pain, you fall faint The gas rising from the pool is toxic, and you uncon\crou\lo lhe flour,ncver lo w,rke slump to the floor unconscious. Testlaur Luck. If vou are Lucky, turn to 53 If you are Unlucky, tutn to 272. 1f3-334 3a5-318

,.- Still running as fast as vou can, you dive into the ; l ri\,ter.Test your L ck Ifyou are Lucky, turn to 67. If You are Unlucky, turn to 1o1

T6 The wdstband was made and cursed by a Hag. lt slows down your reachonsand dulls your senses 333 Reduceyorrr sxrLL by point5. You kick the tunnel You hear footsteps and suddenlv the trapdoor is 4 wall in anger and stomp offnorth. Tum to 298 thrown back. For a fe , secondsyou are completelv blinded by the bnghtlight from the room aboveand do not see the Goblin thrusting his spear dor.vn- 317 The cool water is refteshing, but comes from a wards, or hear his sadistic laughter as the poi11t source which has been cursed by a Hag. Add 1 pierccsyour neck Your adventureends here on the srAMrNApoint and lose2 LUcKpoillts. If you have stonesteps of the tunnel not done so already,you may either ddnk from the other fountain - turn to 17J - or corltmue north turn to 368

fi8 The bodiesare those of lwo Orc gtrards At leastone oiyolu vals in the lnal ofChampions must still be aheadof you A quick searchof the bodiesproduces nothing apart from a necklace of tceth hanging around the neck of one of the Orcs. lf you wish to 334 wearthe necklacevourself, turn to123 Ilyorwould You try to [rrench thc tongue from leE;$'ith ,vour rather set off no h without the necklace, turn to bare hands, but fail Slou'l1'yoLl are dragged vour 282. into the pool of shme, \'\'herc you will be pre' digestedand later corlslrmed by thehideous Blood- beast. 339-340

139 As you touch the door handle, it goes soft in your hand, and whe you try to pull yoff hand away. you find it is glued to the handle. A giant fist then forms in the centre of the door panel and shoots forward, punching you in the stomach. Lose 1 s'rAMrNA point. lf you have a jug of acid, turn to 3o3.If you do rrot, tuln to 236

J40 Your fear gives you a new surge of energy and somehow your hred legs manage to keep you in front of the boulder Ahead on your ght you see the welcome sight of a door-way.You lunge at the door and mercifully it flies open. The boL der thun- ders past and you are left lying exhaustedon the floorof a largeroom Tumto381. t41-342 34t

In thelr twitteing voices, the Troglodytes explain the rules of Run of the Arrow. They rvill shoot an arrow lnto the distance,and you will be allowed to walk unharmed to the point where it lands. How- J4a ever, you must walk barefoot,and you can see that A cdppled man with shackled feet shuft'lesinto the floor of the cavernis littered with sharp stones sight car+ng a \'\,oodentray laden rvith bread and As soonasyoureachthe arrow, the Tro8lodyteswill water. He looks tired and miserable and, quite start to chaseyou, and i{ they catchyou, they will unmoved by the slght ofyou, tries to walk past. \{ill kill you. Suddenly one o{ the Troglodytesreleases you: anarrorv high into the air Itlands a longway away, and immediately the Troglodytes urge you to walk Talk to him? Turn to 367 torvardsit. As you walk slowly towards the ariow, Take the breadand n'ater off you hear the Troglodytes screamrngexcitedly be his tray? Turn to 3E hind you. On reachingthe arro\,\',you lookroundto Offer him someofyour provisions seethe Troglo.lytes \,vavetheir arms in the air and (ifyou have any left)? Turn to 169 set off after you You start runnrng as fast as you can,vour feetbleedingftom the cutsinflicted by the 142 sharp stones and rocks- Lose 1 srANrrNA point. Yc.ur reactions are slow becauseof the poison in Ahead you see an undergrour1drrvel running east your system,and although you try to jump over the to west aaross the cavern floor, wiih a wooden outstretchedtongue, yourlegs wlll not liftyou hi8h bridge crossingit Ifyou $'ish to run overthe bridge, enough The sticky tongue wrapsitself around your turn to IfvoLl \a'ishto dive into the river, tllrn to leg and startspulling you towards the pool You are J18. draggedto the ground and areunable to tnsheathe 47 your sword.lf you havea dagger,tulnto294.I{you do not have a dagger,tun1 to 33,1 144-346

344 Ihe tunnel hvists and turns but keeps steadily north Ahead vou see a thin shaft of blue light streanrinfi down ftom the ceiling k) the floor. It sparklesand shimners, and you can seeinuges of laughing faces in the light If you wish to walk through the light, turn to 229. lf you would rather wirik round the hghL,turn to 1o7

You arc about to enter thc room whci the Potion crf Trap Detecbon begins to work and you are fillecl $'ith a ternble premonition of dangcr. 'lhe room is set u'ith i1deadllr trap. You decidc not k' go in and contrnuenorth alongthe tunncl Tornto252.

34b You pull vour boot off your foot an(i force yourselt to reach up and hold it atainst ihc bell Slowlt' the bell stof.s vibratin8 and the paln in your body qradually eases You mallace k) stand up, but vou d(r not releaseyour boot from the bell until it be comescompletelv still You put your boot backon your foot and therl contrnueyour jorlrneywest I urn to 352- 347-J49 350-351 147 The Dwarf shakeshis head, saying, 'All bruwn and no brainis not enoughto masterthe TrialofCham- pions. I regret you have failed, You will not be allowedto leavein caseyou impart its secretsto others.However, you havedone well to get so far and I will appointyou my servantfor the coming years to plepare the dungeon for its new con- festants,'

148 You lun8e at the Bloodbeast,.trying to avoid the tongue which flicks out to grab your leg. Roll two dice. If the total is the same as or less than you! sKrLL, tum to 225. If the total is greaterthan your J50 sKrLL, rurn ro 159. The Giant Fly dives down and setzesyou with four of its legs. lt climbs quickly back to the roof of the 349 You lower yourself down the rcpe into the pit with one hand, using the other to grip your sword- The Pit Fiend is one of the most fearsomebeasts you have ever seen,and you know this is to be one ofthe your STAMTNAscore. lfyou arestillalive, you draw hardestfights yourlife. of your sword just in time as the Giant FIy swoops PIT FIEND 9KILI- J2 STAMINA 15 down to try and recaptureyou. Tum to 39. If you win, turll to 258. The idol is very smooth and will be difficult to climb. Do 1'ouhave any rope?If you do, turn to 396.lfyou do not, furn to 186. J52-353

352 Ahead you hear the sound of rocks being grcund and crushed.The noise grows louderand suddenly you realize that the wall on your dght is startinB to collapse.Terrified, you watch asa large, hideous worm{ike creature with a gaping mouth and extraordinarilypowerful mandiblesslithers through a hole in the wall. Its great iaws continue to crunch the rock as it tums its head slowly from side to side, feeling the cool air in the tunnel It appearsto be totally blind. but seemsto know of your presence, perhaps sensing the heat of your body. lt startsto slithertowards you with its mandibleswide apart to attack. lf you wish b fight rhe ROCK CRUB, turn to 254. lf you would rather run back down the tunnel lo the iunction to head east. turn to 6E.

ttJ Before you have time to get out of the way, the boulder smashesinto your shoulder. Lose r s

tta tt/ Thepillmakesyoufeelas though thewhole world is The Bloodbeastflops around awku,ardlyinits pool, against l'6L| Lose 2 l-uck points. The Dwarf tells and the smell of the poisonous fumes makes you you that vou can nor4 go on to the secondstage of retch as gas bubbles break the surface and con- the test He reachesfor a wicker bas,ketrvhich, he ta inate the atmosphere Will yout informsyou, containsasnake- He tipsupthebaskei Run round and the snakeclrops out on to the floor. It is a cobra the side ofits pool towards and it rearsup in the air, ready to strike The Dwarf the tunnel? Turn to 255 Throw tells you that he wishes to test your reactions You a gem into its pool (ifyou must grasp the cobra bare-handedbelow its head, have one)? Turn to 332 Attack avoiding its deadly fangs.You crouch down on the it with your sword? Tum io 18o floor, tensin8 yourself lor the moment at which to seizeit. Roll two dicc l{ the total is the sameas or 358 You losevorr balanceand tumbleheadlong lessthan your s(rr.r , turn to lf the totalis grelter to the 55. floor. thanyours(lLI, tun) to zoz, Lose 2 srAt\,rrNApoints Yolr decide against trying to clinb the idolagajn, nn(l rult fon{a1.dto the tunnelin thenorthern u'all Turn to 2i9. You creep Ltpbehind the fighting Hobgoblins .rnct, ieapingout of theshadoivs, push theminto the wall as you rtrn by. You look back to see them sprarvled on the floor and chu(klc to yourselfas you hurry on north, Turn to 11o,

J56 There is an openinB on the leIt-hand stde of the funnel wall You are standin8 at the entranceof a large cavern, from which you hear a girl's voice crvrngfor help You canjust makeout the shaPeoi a human figure rolling about on the floor at the back oI the cavern If you wish to enter lhe cavern and investigate, turt to 17o- lf you \aould rather con tinue north aloig the tunnel, furn to 192 359-60 36a-36j 159 You fall off the rope and tumble h€ad over heels into 36r The lit Fiend's snapatthe the chasm- You imash your head on a rocky out- iaws monkeycharm and pluckit oul of theair. Suddenly jaws crop, and by the time you hit the bottom of the its springopen again, forced apa by the charm, chasmyou are alreadydead. which has ex- panded to fill its mouth. While the prr Fiend 360 After paying off the old man, you climb into the wicker basket and watch as he hlts his head back and shouts, 'Pull it up, Ivy!' The rope goes taut arrd with its massrve body. T.ft your the basket ris€s jerkily off the As you are Luck. lf you are 8lound. Lucky, turn to 82, Ifyou are Unlucky, hauled higher and higher, the old man calls out to tum to 32. you, saying, 'You'll like Ivy, she'sanice girl. We call her Poison I!yl' He stafts to laugh unconhollably 362 Thelun-nelveers sharply to the right (ontinues and vou wonder somewhat apprehensively just and norlh ior ds far as you cdn who is haulingyou up. The basketgoes through the see, You hear a tremendous commotion in the ceiling and you find youFelf in a small chamber, distance, growling and snarling and howling. You face to face with an ugly old fernaleTROLL. Her draw your sworJ and setoff in thedirection of thenoise. face is hairy and covered with warts. With a huge Turn to264. hand she reachesforward and hauls you out of the basket, which she then lets fall to the floor below. Shegrabs you round the throat and saysin a husky voice, 'I want paying too!'Will you: Offer her somethingfrom your backpack? Tum lo 29t 353 Try to talk your way out of The food and drinkare excellent,andyou feelmuch givin8 he! anything? Turn to 328 better. Add 2 sraMrNA points. Fully satis{ied,you sit down Attack herwith your sword? Turn to 211 and await the Dwarf s retum. Tur.nto 3oz. 364

364 As you are wiping the Manticords blood from your sword, you are surprised to see a small man with a large nose suddenly jump out from behind one of the marble pilla$. He is dressed in a tighFfitting green tunic and looks quite harmless,althoughyou are wary o{ the way he is holding an opaque glass ball with a shimmering green light. 'Greetings,'he sayschee ully. 'Myname is Igbut the Gnome,and I am the Trialmasterfor your final test, Needle6sto say,my magicalpowersare Ereat, so you should not try to attack me. You may have lealnt during your quest that gemsplay an essentialpart in the Trial of Champions. The iron door in front of you is the victory eit, but thereis only one way of openingit. Three gemshave tobeputinto the lock mechanism, in a particular order, for the door to open. Each gem radiates a unique energy which will trigger the mechanism- if you do it corectly, that is. I will help you to a degree,but first we need the coEectgems. Have you an emerald?'lf you possessan emerald, turn to 31. If you do not possessan emerald, turn to3 365-J66 j67-j68

165 You tell Thrcm that there is no point in killing the Dwarf as you will never find you! way out of the chamber alone. You ar8ue that an opportunity of tricking the DwarI might ariselater, once you have found the exit from the chamber,so you intend togo throueh with the Dwarfs test. You tell the Dwarf that ybu are ready and he beckons you to follow him, telling Throm to wait for his return. A secret te7 door opens in the chamber wall and you follow the Helooks at youwarily when you tell himyou are a Dwarf into a small circularroom. He closesthe door contestantin the Tlial of Champions. You ask him behind you and hands you two bone dice, tellinS what he is doing in the tunnels, and he replies you to throw them on to the floor. You roll a sir and rather reluctarltly that he is a servantof one oi the a two: a total of eight. The Dwarf asksyou to roll Trialmasters,Baron Sukumvit's appointed control- them again, butthis time you must predict whether lers of sectionsof his dungeon. After chatting for a the total will be the same as, or less or more than while, he admits thathewouldlike toescape,butno eight- If you wish to guessthat it will be the same, tum to 29o.lf you wish to guessthat it will total less than eight, tuln to 191. If you wigh to guessthat it will total more than eight, turn to 84. treasureis hidden. If you wish to pay for the old 366 man's adyice, iurn to 244. lf you would rather just The tempelature continues to rise steadily, far wish him weJland continue west, tum to to9. beyond the limits ofhuman tolerance.Lying on the near-molten floor of the funnel, you fail to regain 358 consciousness.Your advenfureends here. t€aning against the left-hand wall of the tunnel

you wish to buy the stilts, tum to 165,lf you would rather keep walking north. tum to 2j4. 369-r70 374-372

169 37a The tunnel turns sharply to the righr, contintring You take aim and hurl the wooden ball at the skull. eastfor as far as you can see.Throm stops alrd tells Roll two dice, If the number rolled is the sameas or you to halt as well. He tums his head slowly from lessthan your sxllr score,tum to zZ3.If the num side lo side, listening 'l hedr footstepscoming ber rolled is greaterthan your SKILLscore, rutn ro down the tunnel towards us,'he whispers. 'Draw aa3 your sword.' You both crouch down to hide in the shadows, and not a minute too soon, for a moment later you see the silhouette of two armed figures approaching.Throm jumps up and dashesforward, screaminga loud battle-cry There are two CAVE TROLLS in front ofyou, Throm attacksthe first one with his battleaxe,and you run to his ardand attack the secondCave Troll.

CAVE TROLL sKrr-Lio STAMINA I1 If you win, turn to 288. You finally reach the wi#or,s body, but as soon as J70 you touch the iewel, both it and the warior vanish As you run round the side of the pool, the Blood- into thin air. You hear the door slam behind vou. beastflicks out its long tongueonce again.Roll two followedby a suddenominous rumbling above you. dice. If the total is the same as or less than yout You look up and seethe ceiling start to lower. you SKILLscore, tuln to 1o4. lf the total is greaterthan run [o the door to tr]r to escape,but it i9 locked and your sKILLscore/ tuin to 342, there is no handle on the inside, The ceiling gradu- ally drops, until you are forcedto lie on the ground, trying to halt the ceiling'sprogtess with your hands and feet. Bul it is a hopeless task, and you are crushedto death in the stonevice. 373-174 375-377

You clamberon to the softboulder, halfexPectingto Acrid smoke rises ftom the jug as you lower the be engulfed by it at any moment. Getting over it is cloth into it. The liquid is unmistakably acid. You drfficult, as your limbs sink into its soft casing,but recork thejugand placeit in yourbackpack,hoping evenfuallyyou manageto struggleover it. Relieved it may be of use later. You sheathevour s\4'orclancl to be back on firm ground, you head east. Tum to presson northwards, Turn to 11o.

J76 The Gnome, still smjling, saysexcitedly, 'Excellentl tust one to go. Do you possessa diamond?' If you have {ound a diamond, turn to 62. If you have not found a dlamond, turn to 3.

374 You walk around the cavern, but find nothing of interest.Thromaallsoutbehindyou, sayingthathe has found a leather pouch undet a pile of rocks. Opening the pouch he laughs out loud as a tiny mouseruns throughhis fingersand scurriesoffinto a cievicebetween two boulders.Suddenlyyou hear the sound of ctackingrock aboveyou. and look uP to see stalactltesbreaking ofl the roof. Throm's booming laugh, which still echoes through the vibrate and break chamber,has made the stalacLites 377 off. You Jrellat Throm to run through the atchwayas The huge beastslams its body againstyour arm, and the stalactitesstart to crash to the floor. fesl yotrl you lose your grip on the rope. Crying out in pain, Luck. lI you are Lucky, tum to 118. If vou are you tumble to the bottom ofthe pit- Lose5 5 raMrNA Unlucky, turn to 295. points. Ifyou are still alive, turn to 2o3. 378-79 l8o

J7E Somewhat nervously, you take a deep breath and drve lllto the dark pool. The northem \^'alldoes not project \,ery far beneath the surfaceo{ the h'ater, and vou decide to take the risk and si!'im under it You soon start gasping for air, and are forced to swim upwards YoLLtry not to think thatvoumavbe trapped in an old submerged tunnel and are very relieved when yoLLsLlrface rnto cool air. You are on the other side of the wall, and can see the tunnel calmly,'but rememberthat only I know the way out rising out of the water anclcontinuing north into ihe of here Get up, it's time for you to leave.'Once on distance.You wade out of the water and check the your feet, the Dwarfindicates that you should walk contentso{your wet backpack.l'es,yoalLr.k Ifyou aheadof him. Backin the chamber,he crossesover are Lucky, turn to 1r2. If you are Unlucky, turn to to the northern n'all and pushes against one of tts .!\,all 209 stones.A door-like section of the svr.ingsout, opening into another crystal,lit hrnnel. With his crossbow slill aimed at your chest, the Dwarf smiles, saying, 'Cood luck.' If you wish to walk straight into the tunnel, tuin to 213.I{ you would tather take a punch at the Dwarf, turn to q5.

380 the Orc's moming starcrashesinto your shield and bouncesoffharmlessly. The tunnel is too narrow for both ofthem toattackyou al 379 once,so vou areable to fight them one at a time. Exhaustcdb)r vour lonS!duel,I'ou iall to your knees. As vou stareat Throm'sstill tody, a bitterloathing SXILL STAMTNA for tl,e Du,arffills your heart.Somehou,you wilJ FustORC 55 avengeThrom Engulfedinvourhatred, voudonot SecondORC 64 noticethe Dh'arf enter the arenauntil he is standing riEihtin front oi yoLl, a loadcd crossbo\,!'almed at If you tfin, turn to 252. vour chest. 'l know, whdt vo11are thinking,' he savs 381-3E3

381 You look round the room and seenothing of interest apart from an alcove in the west wall and a stone chair in the middle of th€ room. Sittingin the chaii is the skeletonofan armed wardor, possiblya contest- ant from years gone by. The skeletal fingers of its ri8ht hand are gripped round a piece of parchment. Ifyou wish to takethe parchmentfrom theskeleton, turn to 331. If you wotrld rather walk over to the alcove,tum to 128

' 1t2 The old man points at one of the statues,and you recognize it immediately. lt is the knight who started the Trial of Champions, the agonized look on his facelockedin stoneforetemity, The old man smiles, saying, 'This man riveighsroo pounds plus half his weight. How much does he weigh?' What u.ill ydu answer? roopounds? Turn to 44 15OPOundS? Tum to 222 zoo pounds? Tum to 39t

383 Muchto yoursurprise, nothing extraordinary hap- pens to you while you are sitting in the chair. There is nothing else to do but continue north up the funnel. Turn to rBE.

I 384-JEs 346187

384 bridge crossingover it. lf you wish to run over the The fourth step suddenly gives way under your bridge, tum to 3r8. Ifyou wish to dive into the dver, weight. Your leg sinks into a deep hole, and before IUrn to 47. you have time to pull it out, you feel a pain in your foot as unseen sharp teeth sink into it. The high- pitchedsqueakingyouhearbelowisbeingmadeby rats. They are staNed, and dp into your foot, hun- gry for your flesh. Lose 2 srAMrNA points. You regainyour balanceand manageto pull your leg out of the hole. Three rats are sLillhanging on to your 186 {oot with theirteeth. Kicking frantrcally,you smash You walk no more than three metres west before their heads against the banister until they let go. you hit an invisible barrier. lt starts fizzing and You then wrap crudebandages torn fromyour shirt crackling,and you are thrownback. You have hit an around your bleedingfoot and climb the stepsto set energy screen.Lose r srevwe point There is no offnorth again.Turn to 277. alternativebut to walk backto the junction and head north. Turn to 218. 385 You pour the contents of the glassphial into your 387 mouth and swallow the dear hquid. Although you Ahead you hear the thud of heavy footsteps do not leel any immediate change, you hope that approdchin8.Out of lheEloom slep5 d large,primi- the potion will creaLethe illusion that you are a tive being dressed in animal hide and carrying a TROGLODYTE just like the ones in front of you. stone club. On seeingyou, he grunts and spits on Taking a deep breath, you step boldly into the the floor, then raises his club and lumbers on to- cavern The Troglodytescontinue theirdbaldance, wards you, lookrng anything but friendly. You believingyou tobe one o{them. Youwalk past Lhem draw your sword and prepare to fight the CAVE- casuallyand head north UnJortunately,the ef{ects NIAN. o{ the potion are short-1ived.Suddenly you hear a CAVEMAN sKlLL shriek behind you as one of the Troglodytes spots 7 STAMINA 7 you, and you are forced to run acrossthe cavern Ifyou win, turn to 114. floor.A herd an undergroundriver running 1ou'ee east to west through the cavern and a wooden 388-39o 394-392

388 194 The tunnel soon comes to a dead end. A piece ol Still smiling, the old man looks at you and says, paper, brown and curled with age, is pinned to the 'Well done, Stranger.You have answeredcorrecily. end wall, lf you wish to pull it ofl the wall to see I wish you good fortune during the rest of the Trial whethcr there is a messager\rritten on it, tum to 23. If you would rather hurry back down the tunnel to join the Barba an, turn to 154-

389 and rucr scores.You bid the old man farewelland Without your weapons you are more vulnerable, leavehis room to continue north along the passage and the lossofyoursword leavesyou feelingalmost Turn to 1oo. naked. Losc 4 sKrLL points. Wondering whether you have made the right decision, you follo$' the 392 iunnel north. Tum to 181.

t90 You crotrchdon'n besidethe plinth below thecross- borvs'lineo[fire. You reachLLp and pullthe skul] off the plinth, expectingyour action to trig8er off the crossbows Much to vour surPrise, nothing hap- pens. Add 1 LUCKpoint Still croLrching,you pluck the jewelled eyesout ofthe skull. You recognizethe ABC yellow stunesa5 lopaz. dnd place thcm in your backpack. Looking at the row of crossbows,you wonder whether a trap still awaits vou in this room. Will you: Crawl out of the room holding the skull? Turn lo 15 Replacethe skull on the plinth before crawling out of the toom? Turn to 2o4 ?93-394

193 You enter a cold room divided by a deep chasm. A rope is stretched taut across the chasm to the far side, where a magrrificent winged helmet rests on top of a pole. lf you wish to walk acrossthe tight- rope to reachthe helmet/ turn to 274.If you would rather return to the tunnel to continuenorth. furn to 2q7,,

194 You smash the glass with the hilt of your sword, making a hole big enough to climb through. lm- mediately the Giant Insects 6iart swarming and jumping towards you. Wasting no time, you clam- ber into the room, grabbingone of the lit torchesto defend vourself. The 6re keeDsmost of the Insects at bay, but by the time you have snatched the crown and climbed back into the corridor, some will cer- tainlv have stung you. Roll one die and add 2 to the total. This is the numberofstings you h:rvesuffered and you must reduce yout SIAMTNAby 1 for each sting. The Giant Insects do not chaseyou, ptefer- ring the bright light of the room they are in. You examine the crown, and s€e with disgust that lt is merely painted r!on, and the'diamond'is just glass andtotally worthless.You throw iton the groundin a rage and wonder which way to go next If you \^.ishto head west, turh to 59 If you would rather retum to the iunction to head north, tum to q. 195-96 397-98

395 397 On hearing the noise of your scabbard,one of the The liquid is a magical potion which will enable you Troglodytesraises the alarm You standup and run to deteclhidden traps.Add 2 LUc( pointc.If you as fast as you can throu8h the cavern.One of their have not done so dlready,you may open the red bowmenlet. fly an arrowdF yru run. It piercesyour book - tum to 52 , otherwise, you must continue shoulder with deadly accuracy Lose I srAMrNA north with Throm tuln to 369. points.Ifyou arestill alive, turnto259. 396 Although you cannotseeanyvisible trap, youhave a strong feeling that the chest contains a hidden danger. The Potion of Trap Detection is working well. \ ou sLrndto one sideof the chestand lift thi lid with your sword, holdinB it at arm's lenBth. As the Lidri5es, an iron ballhanging on a cord .wings backand breaks.rglasscapsule tired insidethe lid, instantlyreleasinga gas.Fortunately, you havetime to iump back wilhout inhaling the poisonous fumes. Once the gas has cleared,you walk back to thechestandlookinsideit.Thereisapendantchain Iying in the bottom, but somebody has taken the slone ftom its setting. You feel so annoyed that you 396 throw the You make the rope into a lasso,whirl it aboveyour chain on to the floor and storm out of the room up headand throw it at the idol's head, smilinghappily the funnel. Tum to 21o. as it falls around its neck. You then tighten lhe noose and start to climb, hauling yourself up the rope. You are soon at the top of the idol, sitting on the bridge of its nose and holding on to the rope. You draw your sword and wonder which jewelled €ye to pdse out first. Ifyou wish to plise out the left eye/ turn to 151. If you wish to prise out the right eYe/lurn to 34, MorcFiih!i119 Fo,toslt il Ptt'lins 399-400

1 THE WARLOCK OF FIRETOP MOUNTAIN Ste?elack nn andlnii Lit iitsstone Dcppir thFcr\c,,'- ocne:lhlh, lhreilen,nS, r.rgs ^l to head north. Turn to 192. L ,rcp Vuu r.,n i pow.rf-l w"rl.ck li\c.. tsuJrdrg i tr.q of lrtsd-ur. or (.' thr .un^,,r g,r(-.spveril idv.n- iur€rs like r_ourscf have set off for Firetop Mountain, but none has r€turncd Do vou darc to follow (hem?Who kno{,s what teno^ you fiDdl 'nav 2 TIIE FORESTOF DOOM ldtt Lt-,titsstoIr Only the foolha.dy would risk an encounter with lhe unknown penk thailulk in themurky depthsofDarku'ood forest Yct tfere is no nltemativc, for vour qucst is n desperatcrace agaDst tine to fifd thc mjssnlgpieccsof the legcnddryHamtu.r oi Stoncbridse fashionedbv Dlvarfs toprotect thc villngec of Stonebridgeigninst theirincietrt

1 IHt l.I TA D I:L OI'CHAO> stftt'id.rsd,' Yo! are the siar p(pil of thc Grand Wizard of Yore and yoDr mission is to ventu.e into the dark, dmm laden tower of the demi-solcerer,Balthus Drft. Risking dt.th ai e!er! tu of fhc pas$ge, w,li vou trc lble to ovcrcome Dungeon. thc sjx-leadcd H.r'dra,t lc pe.il of thc ].lhino man and llre dendly And mvsteriofs Canjees?With only vour sword and your ma$.il skills tu aid you, your task is trulv 4. STARSHIP TRAV ELLER F lC llTI^-c FA NTASY St!\'c lackson Si.i,c /n.inr, 5uLl€d throueh l\p dopdl'inqnrshhnrc of lle S€ltsiJn Vord thest!r'hip l r.,v(litrem;rgei, rt the.rhcr \idc uf thr blacl hoteinto an unknown umverse.YOU are thecaPtain of the T.avellerand het fatelies in Your hands Will you be able to discovei the t'.ry back to Earth ftom the alien pFoplc,.lndpl,rr.l- vou L'nruunietorwrll you Indyour . reri ue doomed ro ro rm r-ra'hJrtcd

7 ISLAND OF THE LIZARD KINC lan Lifitllrtott

magrcand voodoo Will yod risk all in in attenPt io savc