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LEGENDOF ZACOR

Tagorl The very name ol the W.rlo.k of Lrelop Mounrain {rikes teEor Inlo a1ltaho hear it. Bani$ed from I\e vro'ld of Titan by a hmic advmtuer the sorGr is slowly but sdy 'again,ng hr, +rength ir anolher lan4 t,r, fd away. Within Castle AJgent in the dngdom of Andrillia, Zasor has been haftfod€d into a Dedonj sn his maEroi powere will know

Two dice, a pocil and m erass are aI you Deed to embark

- F ishtins Fanta s! Gan ebaoks Steve fackson and

THE WARLOCKOF fIRETOP 23 PHANTOMS OF FEAR Presenr ' MOUNTAIN : THE CITADELOF CIIAOS 10 CIIASMS OF MALICE WARRIOR J THI FORESTOI DOOM ;]. BATTLEBLADE THE ABYSS 4 STARSHIPTIAVELLER 1:. SIAVES OF 5 CITY OF THIEVES 6 DEATHTRAPDIAICfON J4 STEALEROF SOUIS OF DARKNESS 7 ISLANDOF THELIZARD KJNC 1T DACGERS ;; ARMTES oF DEAII 9 CA\'€INS OF THE SNOW YfIICH J3. VAULT OF TH! VAMPIRES r1 TALISMAN OF DEAIH 41.r"t-AsTER Ol CtrAos 1] FREEWAYFICIITER &. BLAC( I'EIN PROPHEC1 THF LICHLORD 4 TIM?LE OF TERROR 4] THEKIEP Of 15 THERINGS OF XETHER 44 LECENDOf THESHADOW 17 APPOINTMINTWITH FE'A R ,T5SPECTML STALKERS 46 TOWEROF DESTRUCTION 19 DEMONSOF THEDEEP 47 THE CNIV'ISONTIDE 20 S}IORD OF THE SAMURAI 43 MOONRUNNER :1 49 SIEGEOF SIARDATH Z2 ROBOTCOMMANDO RITURN TO fIRITOP :3 I4ASKSOF MAYHEM 'O MOIJNTAIN 24 cREATtmE OF IIAVOC 51 PLAGUEOF THEUNDEAD :5 BENEATHNICH'IMARE NICHT DRACON Ian Livingstone CASTLE 'T SPELLBREAKER 26 CR1?I OF THE SORCERER 'J Illrctratedby Martin McKenna

Stevela&sons SORCERYI 1 THE SHAMUTANTI HILLS THE SEVENSERPENTS ] KHARE CITYPORTOI TRAPS 4' THECROWN OF KINCS

IICmING FANTASY - The lntroductorv Rolc Plavin8 Cme THE RIDDLINC REAWR - Fou Thn ing Adventures Ihe Iichbnr f'nrxv Novel. rrr riolllooTH wAPs ch'o, ln\ider AIJni' DEMONST€ALER Chadda Da mme Retums SHADOW\,jASTER Chadda Darkmne md D@th The Adveea Fighting lmtcay S]std OUT OF THE PIT - Fi3lltu\S Fantasv Monsten TITAN The FEhhnr F,nt:sv wo d D. Nr oNLLR A; h rrcd o rR Wdld ol {o'.PL,tra c.ne' BLACKSANDT More Adlancd'.t'o FightingFadtasv PUFFINBOOKS CONTENTS Publilh€dby r|f Pcisuin crcup P€isuin 3@k Ltd :7 w4hk lji! r,ndor w3 tq Eistcn Pssuii Book.usA hc, rTt Hu&o Sh4r,N.w yqL Nq yo r@r,Lrs^ Phsurn B.qis Ausdalji Lrd"Rinswood, v(b6 Audbth Pcnsun B.ok C.ndr Lt4 f AL:m Av.nui Tqonb, or1e. Ced. qv ,E P.$uh 8..& Na u4 ,3-tF w.nu Rdd Alrdtird te New zcirnd p{suin j]4 Eot' n s d.d or6.G frnmndlwotdr Mitlxq rJshnd INTRODUCTION 7 ADV!NTURE SHEET coiept.opFcht E skx dcoi mdhi Llv'ns$.i.,reel re (pFshl o rr Lvrnd@. te, 32 l[6h'r"-@pvlBtu@ MfrMd@ aF] 4htJ *Md BACKGRouND ^x Jv Th.-o J' sh'q,rturForhsber,-1r,o LEGEND oF zAGoR rypld bv Ddq rnbmdjotutLid, Eunsay surotk FrmRtn MdndPhordPrdho 45 Frinr€da bshnd by chF ltd sr 116 Plc

F:ct dE utuh{ s.b oa rln h@r * erd r6id rorh.otrdirimrh{ishallnor,bywryolhrd!qodlryie'' ^nda bctar, elold, hrad our,q orheMn! dE nlkrt wnhourrhe p![tra.,?r prio,.onmr h ey fom or bindinsor.ovs orhs rhanthd i whrchft n publin\cddd wirhoul : ini|fi coDdi6@hdudins thD oidit on h€ill8 inpo$l n Lh. pNhs4 'ulslqued INTRODUCTION

Beforeembarking on your advenLue,you musLfirst determineyour strengthsand wealnesses.These are parLlydetermined by dice.You mustiniLially choose a Hero to play in the adventure;6rst you may wish to read through this Introduction and the Background which follows and then return here lo make the choice of whichcharacter to play.Your oplionsare, Anvar the Barbarian: As a Barbarian.you are im- menselytough and resilient Hardenedby years of living, hunting and travelling in hills and mor:ntains, you are as skilful a fighter as any in the land of Amarilliaand you are proud of yow skill. You know almost nothing of the ways oI magic, though and, in all irr-rth,you don't muchcare for it Magic is lhe affair of book-readingmilksops! You prefer a good, clean fight andyou fearnothing and no man Braxus the Warrior: Your name bespeaksyour honou! it is Lhename of a long-deadAmarillian king and, who knows, noble blood may flow n your veins,too You areas skrlful a warrioras any Barbarian and,while you areslightly less resihent, you arebetter able Lo use magic PerhapsLhe most versatileof any type of adventurer,you are skilled with sword and bow, andable to usemagical weapons lo besteffect Stubble the Dwarf, Grumpy and tetchy you may be ('Stubble houble: is a commonwamihS among those rolled. If you are Sallazaradd 4 to the number rolled. who know you),but a tough warrioryou certainlyare. Enter your total in the sKrLLbox on the Adoenture You have that nativestreak of good luck which many Sheet. Dwarfs fiom Grundia possess,and when exploring dunSeonsand mines you havesome special advantages Slamina merehLrmans do notpossess.You'lluse rnagic ifyouhave Eachcharacter determines his srAMrNAdifferently, If to, but you preferLo put your faith in your trusLyaxel you are Anvar roll one dice and add rB to the number rolled. If you Sallazar the Wizard: No bard will ever sing epic talesof are Braxusor Stubble,roll two dice and add you yourprowesswith weapons,but what doesthab maLter? 12 to the total rolled.If areSallazar, roll three diceand Yotr area masteroi magic:you cancommand spells to add 6 to lhe total. Enterthe completetotal in the srrvrr,r avoid,conluse. weaken ordefeal enemies, and you know box on theAdvenlure Sheet. how [o use magical items in ways mere warriors could not-You ar€an advenLurer ofguile and stealth, and if you Luck Roll you areforced to ffghL- well, you will not die easilyat the one dice.lf areStubble, add 5 to the number rolled.If you handsof anyenemyl By a quirkof fate,you havethe same areAnvar, add a to the numberrolled. lf you name as the one-time Grand Wizard of Amarillia, and are Braxusor Salla?rr,add 3 to the number rolled. Enter your you immodesflyaspirc to his rank,if not his tragicfate. tolal m the Lucxbox on the AdomhneSheeL On pages3z-5 there areAdoenture s,sefr which you Megic Poillts may use to record fhe details of your chosencharacter. Your character starts the advmfure with a certain On it you wrll ffnd boxesfor recordingyour sxrr-r- number of Magic Points. If you are Anvar, you have r STAMTNA, LUCKand Magic Point scores.You are Magic PoinL If you are Braxus,you have 3 Magic advisedeilher to recordyour scoreso^ the AdoenLure Points.If you areSlubble, you have.z Magic Points,If Sfuafin pencil or to make photocopiesof the sheet for you are Sallazar,you have 7 Magic Points. use in fufure adventures. For reasonsthat will be explained below, sxrr.r-, srAMINn"LUCK and Magic Point scoreschange con- Skill, Stamina,Luck and Magic stantlyduring an advenLure,You mustkeep an accurate record of these scores and for this reason you are skitL advised either to write small in the boxes or to keep an eraserhardy. Roll one dice.If you areAivar or Braxus,add 6 to the Br.rtnever rub out your lrifi4l scores. numberrolled. If you areStubble, add 5 to the number Although you may be awarded additional sxrr.r-. E STAMTN, LucK and Magic Points,these totals may The sequenceof combat is then: never €xceedyow InitiaLscores except on very rare r. Roll for the creature occasjons,when you will be instructedto this eff€ct two dice once and add its sKrLL score. This total is the creature'sAtback Strength. Your SKILLscore reflectsyour swordsmanshipand yourself, generalfighting expertisejLhe higher Lhebetter. Your 2. Roll two dice once for Add the number your sTAMINAscore reflects your constitution rolled to current sKrLLscore, This total is Seneral your your will to survive, your determination and overall Altack Strength. fitness;the higher your srAMrNA"the longer you 3. If your ALtackSbength is higherthan that of your will be able to survive Your LucK score indicates opponent,you havewounded ib proceedto Step4. how naturally lucky a person you are (and whether If Lhe creature'sAttack Strength is higher than you are able to avoid ceftain hazardsand perils yours, it has woundedyou; proceedto Step 5. If during your adventure).Your Magic Points score is a both Attack Strengths are the same, you have measureof how effectively you are able to use spells avoided each other's blows; start the next Attack and magical items you may 6nd along the way (and Round from step r" above. also how adept you are at avoiding magical kaps You have the treature, 2 points and hazards). Luck - and magic are very much 4. wounded so s,ubtract from its score.You rnay your ruc( factsof life in the fanfasykingdom you are about to sraMrNA use (see exProre, here to do additional darnage below). Proceed to step6. you, Battles 5. The creaturehas wounded so subtractz pohts from your own srAMrNA score.Again, you may You will often come acrossparagraphs in the book userucK at this sta8e(see below), which instructyou to ffghLa creatureof someso . An option to fleemay be given,but if il is not or if you 6. Make the appropriate adjusfments to €ither the your (a.nd your chooseto attack the creaLureanyway - you must creature'sor or4.nsr,tvlr.re score to LUCKscore if you usedLucK; see below). resolvethe battleas described below Round Firstrecord the creatures sKrLrand sraMINAscores in 7. Begin the next Attack by returningto step until the first vacantMonster Encounter Box on your,4tr4r- 1. This sequenceconlinues the STAMINAscore you you has twe Sheet.The scoresfor each creatureare siven each of either or Lhecreature are fighting zeroor below (death). time you have an encounter, beenreduced to Fighting Mo.e Than One Creature of these are given in the relevant paragraphs),you may call on your LUCKto male the outcomemore If you come acrossmore than one creaLurein a favourableto you But beware!Using r-ucx is a risky particularencountet lhe instructionson that pagewiJl businessand, if you are Unlucky,the resullscould be tell you whetheryou musl fight the crealuesone at a drsastrous, time or all together The procedure your If yor.rare instructedto fight the creaturessingly, the for using rucr is as follows,roll Lwodice. lf the numberrolled is lessthan equal battleproceeds exactly as describedabove Howevet or fo your currenLLUCK scor€, you have Lu&y if you defeatthe 6rst creaturelisted, you must then been and the resultwill go in your favour If the numberrolled immedialelybegin fighting Lhesecond ceature on the is higherthan your cunent lucr score,you have Iist. You fight the creatures one at a time but you been Unlucky and you will be penalized. must continuefiShting until all your enemiesare slain (or until you are) You may not pausebetween fighting This procedure is lrnown as Testingyour Luck. Each differentcreatures for any reason(such as takingsome trme you Tesl your Luck (regardlessof the outcome) stepsto restorelost srAMrNApoinls). you musf subtract1 point from your curent LucK If you are inshucted to ffght all the ceatures together, score. Thus you will soon realize that, the more you you musl ffght all of them in one baLtle.In st€p 1of rcly on your LUcr; the morerisky thrswill become the combatsequence above, you must calculateAltack Strengthsfor all the creaturesattacking you ln stepj, UsingLuck in Battles if fhe Attack Strengthof any ol yotf opponentsis ln ce ain paragraphsof this book you will be told that you higher than yours, you must proceed to step 5. If you must Tas, your Luck and you will be told the have the highestAtlack Strengthof all, proceedto consequencesof beingLudc5' or Unlucky.However, in step4 and you may choosewhich o{ your opponents battles you always have the option of using your you have siruck Again, combatproceeds until erther LucK either to inflict more seriousdamage on a you or all of your enemiesare slain. creatureyou have lust wounded or to minimizethe effectsof a wound your opponent has just inflicted on Luck vou If you have jusLwounded your opponent,you may At vanous times during your advenLure,either in Tesfyour Lwk as describedabove. If you are Lucky, battlesor when you ftrd yourself ln a situatjonin you have inflicted a severe wound and may subbract which you could be either Lucky or Unlucky (details an extra 2 points from the creature'ssrAMrNA score. However,if you are Unlu&y, the wound was a mere failure mean when you Tesfyour 5ki11howevea you grazeand you musLrestore r point of Lhecreature's do rof have to subtractany poinls from your sKrLL STAMINA(so that, insteadof scoring the normal 2 scorefor Tes[ingyour Slill in this way. This is a sucial pointsof damage,you havenow scoredonly r) way in which Testingyour Skill is different fuorl Tesfing yourLuckl If the creaturehas just woundedyou, you may Irsf yaur Luck to try Lo minimizethe wound If you are Sometimesyou may have to face a difficult task in Lucky,you havemanaged to avoid the full damageof which your sKrLLis testedto the full - for example, the blow; restore1 point of srAMrN^(so that instead you may be instructedto Teslyout Skill,'addingz to of causingz porntsof damage,it hascaused only r). If the numberrolled'. \r'y'hat this m€ansis that when you you areUnlucky, you. have taken a moreserious blow roll two dice,you must add z bo the tota| if you had Sublract l exka sr^MrNA point from your cunent rolleda 4 and a 3, say,your modifiedtotal would be tolal 4 + 3 + 2 = 9. You then comparethis final total with your sKrLLfo discoverthe outcomeof Testirg Rememberthat you subkact must 1 point fiom your yourSkilL. own LUCKscores each time you Teslyour Luck,whether you are successfi:,lor not. Testing your Spot Skill Testing your Skill This is a specialcase of testing your skll which applieswhen you may or may not discover(spot) Fromtime to timeduring yotr adventureyou will find somethinghidden or concealed.The procedurehere is yolrself in a situation your in which physicalshengfh exactly the same .Ls for Testin| gaw Sbil but the reflexesand agilitl' may affectwhethlr you areable to rel€vantparagraphs will insteadinskuct you to Trit avord some hazardor perform someaction (such as yourfuot Skill. climbinga difhcultand treacherousswface). When this is fhe case,you will often be instructedto TestVour skill Magic Points

The procedurefor this is as follows:roll two dice If Magic Pointsare usedin h^/oways in lhis advenfure: they the total rolled is less than or equalto your curr€nt are usedfor caslingspells and for using magical ltems. sKrLLscor€, you have been successful. the total is Breaterthan your curenLs(rLL score, you havefailed. Someimportant magrc iLems you may find on your The relewantparagraphs will tell you what successand adventureneed to be primedwith magrcin order to make them function.lf you find such an ilem, you must subtract 1 from your currenf Magic Points score Restoring Skill, Sramina,Luck and Magic in order to be able to use it. Thereafler,you can us€ Points ihe magicrtem as instrucledIf you do not have any Magic Points and you ffnd such a magic item, you skit! may choose to keep the item and makea note of its Your sKrLLscore will nol changevery often during powers Later in the adventure,you nay be able to your advenlure.Occa\ionally a paragraphmav give an (notably gain 1 or more Magic Points from Magic instructionto increaseor d€cteaseyour SKILLscore. Rings)and, you you i[ do, wil] thenbe ableto use the Your srrrr scorecannot exceed its .iairidllevel unless magicitem. you are specificallyinstructed to the conhary. You Any advenlurermai use magic items during this may have the chanceduring this adventureLo acquire advenfure,although some magic items may not be items,such as a magicalweapon, which will increase usableby all adventurers;the descripLionof the magic your Atta& Strength.If you manageto acquiretwo item will state who can and who cannot use it. All suchweapons, you cannotSarn bonuses to your Attack adventurers can also cast magic spells from magic Strengthfor bofh of them so that, for example,you scrollsdiscovered dwing the adventure,although I cannotuse boLh a Magic Sword and a Magic Axe at Magic Point musl be spenl to castthe spellFom the the sametime! Likewise,stronSer armour will add a scroll. However, Sallazaralone latows a nurnoeror bonus to your Attack Strengthand, obviously,you sPellswhich are describedin the Anan ian Grinone, cannotwear more than one suit of armourat a timel below, arrd he alone can use any of lhese spells (providedhe hasenough Magrc Poinls, of course)The Staminsancl Pr oo i sions descriptionof eachof thesespells explains when and Your srAMrNAscore will go up anddown a lot during whereit may be used,and ils effectsIf you chooseto your adventureas you fight enemiesand undertake have Sallazaras your adventuretyou may l4/ishto arduoustasks As you near your goal,your sTAMINA photocopy the spell book for easy rcferencewhen scorc may sink dangerouslylow and battles may playingthe adventure becomeparticr-rlar)y risky, so be carefull Adventuren other than Sallazarmay sometimesbe Your backpa& containsenough Provisionsfor rz ableto use a spell,usually by Endinga magicalscroll meals.You may resLand eat at ary time excePtwhen on v/hich th€ spellis inscribed.If you 6nd a spell in 6ghting. Eating a meal restores4 sr^MINA Points this way, you shonld refer to the Attlarillian Ginloire When you eat a meal,add 4 porntsto your curent for detailsofwhat the spelldoes. slAMrNAscore and deduct I from the Provlsionson someopportunities for spending'LUCK. You your AdoentureSheet. A sepa.?te Provisions box is will be askedwhether you wish to deduct r point from your provided on your . rlr:enlureSheeL tor recording detalls currentLUc( scorein orderto increaseyout chance of Provisions.You havea long way to go, so useyour of a successfuloutcome for example,if yor.rare Provisionswiselyl Remember Lhat your srAMrNAscore told to makea diceroll, you canoften modify it by spending may never exceedits Initial value unlessyou are rucx (in thrscase, you must decidewhether specificallyinstructed otherwise in a paragraph. to spend the r-ucr point beforeyoo roirlthe dicet).Of course Therewill be timesduring your adventurewhen you LLrcKpoints are preciousand you cannotafford this will be told that you mrcl eat a meal.When you have luxury very often Making lhe riSht choice dbout lo do this, deduct 1 point from your Provisionson whetherto spenda LUCKpornL In this way can be yoJJ AdDenfurcS/plf but do nol regain any lost importantfor successin thisadventure. sTAMIN^for doing this If you are told to eai a meal but you don't have any Provisionsleft, you must subLract2 polnh from your crlrent sTAMTNAscore During your adventure,however, you shouldbe able Lo acquireat least some extra Provisionsto add to lhoseyou beganwith. Thiswill enableyou lo maintain STAMINAthroughout the adventure.However, yr-)u cannotcarry more than 12 Provisionsal any onetlmel

Luck Your lucr scorewill alsogo down dunng the adven Mogic Points fure as you Teslyour Luck.Additions to your LucK scoremay be awardedwhen you havebeen especially fortunate,and similarly you may be told to rei&ceyour t-ucx when you makean rmportantmistake, detajls of suchevents are given in the approprrateparagraphs of However,your Magic Porntsscore cannot exceed its the book.Remember lhat, aswith sKrLLand sraMrNlu lnilial value unlessyou are speciffcallyinstructed to your LUCKmay nev€r exceediLs -lnilirl value unless the contrarylMagic Points are precious,and you do you arespecifically fold this not have very many of them; be sure Lo use what nagic you havewisely and well Apart from Tesfinsyour lack, you will alsobe given fi 19 Equipment Advantages You sLartyour advenhuewith some simpJe,basic Eachof the adventurers- Arvar, Braxus,Stubble and equipmentthaL you will needfor the adventureahead; Sallaz:r has somespecial advant€e which he alone you alsohave some Cold Pieces,and you will be able to purchasesome exlra items when Lhe adventure begins.All of Lhe adventurershave the following Anvar has a sixth sensewaming him of imminent items:a suit of thin leatherarmour, a smallshield and attackslSometimes you will meeta creature(or evena a Iantem to allow you to see in the dark You also trap)which is able to surpriseyou and inflict damage have a backpackfor carrying items, with enough beforeyou areable to altackit yourself Anvar cannot Provrsionsfor 12 mealsinside it You have a small be surprised,so, if a paragraphinslructs you to los€ spareknife, which you can use if you should ever srAMrNApornts or you find yourselftrapped in some sufferthe misfortuneof losing your mainweapon; buf way becauseyou are surprised,Anvar doesnot suffer rf you ever have to r.rsethis knife to fighl with, your any damage,because he is able lo react and defend blows will causeyour opponentto loseonly r pornt hrmselfin trme. from his sr,c.vrNain combat If you are Bmxus,you Braxr.:s'slalent is his versatjlity.He can freely use dl alsohave a sword;if you are A.nvaror Stubble you armourand weaponswhich other advenfurerscannot have a battle axe; if you are Sallazar,you carry a Thereforehe doesrlt sufferany of the disadvantages strong wooden staff. You carry a s[ringed leather otheradventurers have (see Disadvantages below). por.rchwith a numberof Gold Pjecesrn rt; roll three dice and add 2 to the LoLalrolled: this is how many Stubblehas a specralknowiedge of certain underground Gold Piecesyou havewiLh you (between5 and 2o).I( monstersand how best to strike at them, knowing you are Shrbblethe Dwaf, you have 5 extra Gold their weak spots If you confronl a creaturewith th€ Pieces- the dwarffshlove of gold is well knownl word 'Stone'rn its name(like StoneSlatr,re or Stone Golem), You may find treasue, in the form of Gold Precesor Stubbie can add z to his Attack Shength whenfighting valuableobjects or items,along Lheway; whenever suchmonsters- you comeacross any treasure,you shouldmake a note Sallazaris very perceptiveand eagle-eyed.Whenever of it in the Treasurebox on your AdomtweSheet.\ott he has to Test his SpofS/

If you are lucky enough to find any other magical items,make a note of what eachitem can do Lo help you in your quest Using the right ma8icalitem at the righl time may makeall th€ differencebetween failure Someof your €vil opponentsand enemieswill even andglodous success stoop to usinSpoisoned weapons against you Such i\.eaponswill inflict damagedoubly, a wor:ndfrom the rveaponifself and extra damageFom the venom or poisonsmeared on the weapon.Keep a note of damage ) ou sustainboth from poisonand from weaponaLtacks; ihey will both reduceyour srAMrNA but lhe effecLsof poison may be relieved by specificanlidotes and r€mediesHowever, such antidotes will not affectany rvoundsyou may sufferfrom acLualweapon blows. Hints on Play You must collect as many Colden Talismansand Silver Daggers as possibleduring your adventwe. journey Your will be perilousand you may well fail at However,in orderLo do this,you will haveto explore your first att€mpt Makenotes and draw a mapas you lhe dungeonsthoroughly, thus nsking many more jn explore,a map will prove invaluable laLerforays in combatswilh hosLilecreatures and encounteringmore thtsadventure, and it will enableyou to progressmore haps and hazards You will have to balanceyour rapidlylo un€xploredr€gions. You will be exploringa desirefor Talismansand Da8gersagainst the need to very large area, and sometimesyou may wish to avoid unnec€ssarycombats and hazards.When your your relracc stepsin orderto revisitplaces of parlicular resources(Provisions, Magic Points, LUCK,etc.) are value or to checkareas left behind you. Without a beginningto weakenand you cannotreplenish them you map may not be ableto follow the dght path to easily,you musl try and make for the most direcL roule io your finalenemy - if you know itl Not all areascontain treasureor usefulinformation; Seekfor ways to swap your heasurefor equipment many coniain traps or creatureswhich you will no and help during your adventure.Gold Piecesare of doubt fall foul of You may take wronS turnings Ltile use:you carmoteat them,use them in combats, your dLrring questand, while you may indeedprogress or castspells with them But they will buy you food, through your to ultimafedestinatron, it is by no means rveapons,even magic - rf you can find someoneto you certainthat will find what you are searchingaor- tradewithl However,the mor€ areasyou explore,the better will be your chanceof successin the adventureahead You will soonrealize that paragraphsmake no sensef fead in numericalorder. It is essentialthat you read Be wary about Tesfinsyour Lrck unlessa paragraph only lhe paragraphsyou are instructedlo go Lo. you tells that you must do thisl Generally,when it Readingother paragraphslessens the excrtementand comesto fighfs, you should TesLyour Luck only to surpriseduring play The only Lrueway to successin yourself keep aliveif an opponent'sblow would other- ihis adventureinvolves minimizing risk; any player,no wisekillyou The otheroccasion when you shoulduse matterhow weakhrs or her initial dicerolls, should be LUCKis to inflict extra damagern Lhe6nal combat ableto strugglethrough to glory in the end againslyour direenemy in thisadventure if youve got enough LUCK left Lo usel Don't Ierf yd'rr lrrf, in order to try to inflict extra damageupon your enemyunless this is realiy essential!LUcx points are Precrousl

26 27

L THE AMARILLIAN GRIMOIRE kaverseLhe obstacle safely. This spellcarmoL be cast duringa combat

Lighf (Eachspell costs 1 Magic Poinl to cast unlessoiherwise Il you loseyour if it no this noted. If Lhe spell is found by picking up a saoll, the lanLern,or longer works, spell a smallsphere which samenumber of Magic Points is requrredto cast it. For creates longJashng of light can lantem need spellswhich can be cast irnmediately before a combat, be sloredand used as a wheneverthe arises you may cas[ only one before each combat You Each use of the spell illuminatesonly one seclionof passageway,however You canroLcast this cannot, for example. cast both the Skill Spell and the Fasl Hands spell before a combat; only one spell is al spellduring combat lowedl) LuckSpell CrealeFood This spell increasesyour currenl LucK score by 1 Thrs spell ceates exfra Provisions If you spend r polnt, Your current LUCKscore cannot exceed its Magic Poinf, you can add r to your Provrsions;rf you InittaLvalue, and you cannotcast this spell durinB a combat. spend 2 MaSic Points you can add 3 to your Provi sions, if you spend I Magic Points, you carl add 5 to your Provisions This spell cannot be cast during OP"" combat. This srmplespell opens one trappedtreasure chest or lockeddoor safely.If the chestor door hasa trap,it is l"p renderedharmless by the spel)(even it if is a Magic ThJs spell enablesyou to leap safely a distanceof up Trap).You cannolcast this spellduring combat to six metres If you are faced with an obstacle (a chasm,a kapped corridor, etc which is not stated [o ) SkillSPdl be longer than six metres, you may use this spell to This spell enablesyou Lo react and move faster, adding1 to your currentsKrLL for a short time.It can be castjust beforea combatbegins (not during onel) to aid you in fightrng,or jusl beforeyou have Lo Trsl rorr Ski/Jfor somereason The spellexpires as soonas onecombat has hnished, or afberyou have Testedlrour 28 skilt.

29 (costs FasfHarils z Magic PoinrsT a glowrng ball of white-hot electricityand loses 7 This spellcan be castilimediately before any comoar srAMrNApojntsl but not durinSone For the 6rst threeAttack Rounds of the you combat, may rolJdice twice when working Ielepoli(costs 4 Magic Poinfs) out your AtbackStrength and take the higher total This speJlenabies you to move long distancesthrough rolled a dungeonby instantmagical teleportation, avoidurg many hazardsand enemies.You can cast this speLl Firsrall(costs ? MagicPoints) only at certain specialmagical porlals. lr'y'henyou This spellcan be usedin any Aftack Roundinslead of confronlsuch a portal,you wrll be askedwhelher you a weapon attack. Cast this spell befarerolling tor wish to castthis spell;if you do, you will be rnstrucled the Attack Shenglhsof your opponentand yourself If accordingly. you have the higherAltack Strength,your aoversarys body is shroudedin llamesand he loses5 srevrra points.If you havethe IowerAttack Slrength,though, you spellis ruinedand the creaturehrts you.

MagicScreen (costs z Magic Pornts) You can cast this spetl at any time exceptduring a combat.Once it is cast,the next spellwhich is castat you by an enemy will not affect you. The Magic Screenonly n€utralizesone spell cast at you, however

Draf, 5/e//(cosfs j MagicPoinrsl This spell can be cast in any Attack Round If you have lhe higher Attack Strength,this spell kills in- StealTreasurc (costs 5 Magic Points) slantly any creaturewith a sKrLLscore of 9 or less. This spell summonseifher a Colden Talismar or a This spell will not affect any Undead creahrreor SilverDagger (you may choosewhich) from the fudden Zagor,your nemesisl ireasuresoi the dungeon Add r to your tally of the approp.iaieSpecial Treasure. You may nol castSleal Ihanderlolf(cosis 3 Magic Points) Treasuremore than twice during the adventure,and This spellworks just lik€ a Fireball€xcept that, if you Iou do not gain any LUcx points for acquirin8a castthe spellsuccessfully, your opponenfis struckby Talismanor Daggerrn lhis way

3o ITDVENTURESIIEET

!ossEsstoNs :]AXUS POSSESSIONS BARBNRI N ..ARRIOR

r\DVANTACES DISAT]V,\NTAGES ADVANTACES DISADVANTACES

TREASURE l*l TREASURE l*l l*1 l*l l*l l*l

NOTES NOTIS STUBBLE- POSSESSIONS :]LLAZAR PO55E55tON5 DWARF '' IZARD

ADVANTACES DISADVANTACES ADVANTACES DISADVANTAG!5

TREASURE l*l TREASURE l*l l*l l*l l*l l*l lers I need here in Sanctuary.I can scarcely do wibh anoLherone. Come.'He rises and leavesthe fhrone BACKGROUND room and marches along a narrow corridor to his personalchambers. Somewhat startled by his informal- ity, you follow him. years armies of Lhe It rs five long and weary since lhe took,' he saysas he stridesacross to a table,picks up beautifuL Bone Demon laid waste so much of the a black doth embroideredwith golden runes and perilous land of Amarillia- The Zombies and Orcs genlly polishes a large chunk of blue-white crystal. lhe land were foul irnough, which infesled the plains of The crystalhums slighLly and a ghostly sceneappears but the Demon's War Dragons slev/ thousandsof h the midst of the room. A white-haired old man is men, Dwa/s, Elves.andCentaurs before the Demon sitting in the most cluttered sfudy you have ever seen: inside the Casketof Souls. itself was fhally happed papers,crystal balls, bundles o{ babs'wings, bottlesof Victory was had at last,but at what a costl Zombies herbs, and a jumble of other articles are scatteredall for thereare few warriors andworse still stalkLhe land, over lhe floor andwalls. left Lo deshoy them. The court of the boy-king, IdaD is said to be riven by petty squabblesand scheming lnitably, the old man looks up at you 'Eh?What is il?' advisers.Most folk live behindshultered windows and he snaps. to a Lravellersuch bolteddoors these days. Hospitality 'Gereth, the hero I spoke of is here. Relate once more yourself as is but a memorynow. whal you told me - andperhaps you haveleamt evm Many days of foolwearying kavel have brought more?' you court within Lhe island to Sanctuary, the royal 'Oh, yes, hmmm. Well, I suppose you ve told him furthest island of Icecap known as Lhe Cauldron, the aboul the Demon Throne and explainedLhe Laws of range You are ushered swi{tly into an audimce vvi[h FracturedResonance and -' the king You are startledby his appearance'mosL people still call him 'boy-king, but Irian has grown The king intenupls the ghostly apparition. Time almosLto full staturenow and, while he is still very grcwsso sho*. You canexplain much beLter than I.' in the arLsof king- strong and surely inexpedenced The old man's gaze tums upon you. He looks faintly his manner as ship, his voice is commanding and disapproving 'Hamlmph. Very well, then listen sured dosely,young whippersnapper.I take it thal at least 'Greelings,'he says as you kneel beiore his throne. you know aboul King Kraal and the defeat of the 'Oh, do pleasestand up. I alreadyhave all lhe grovel- BoneDemon of the BottornlessPit?'

37 You shudderslightly Everyoneknows how the armies Cxket of Souls was taken after the Denon was of the Bone Demon were finally confionted and the badshed At Crstle Aryent,' The old man pauses for BoneDemon was imprisonedin th€ Casketof Souls,in lreath 'He is named ZaSor and he is a grcat wizard, the barrenexpanse oI the Plainsof Peril, where the oneof the mosLpowerful my world hasever seen,My BottomlessPit slill smokesand chums to this day. r,;orld is called TiLan,I supposeyou've heard your This was someyears past, buf the scarsof that terrible :cholarsmention iL, hmmm?Great Allansiawith its war markAmarilha still. ;ricked Port Blacksand nrled by the wretched Lord Vzur andhis corruptcronies, the greafcivilizations of Jre Old World, the crawlingchaos of Khul ... you have heard of it? Well, anyway,I won't rambleon about my home, I'll becomesentimenLal and wasLe lime. Lefs get back to Zagor. Twice we have believedhlm slaio but twice he has resunectedhimself All that was left of his original lorm is a skeletalarnr, but that is enough.I4hen he rvas drawn into your worl4 his berng became fused tvith the trapped Demo& and now a demonic form of 'And you know of lhe Caskelof Souls?'You nod. Zagorgrows even as I speak.Although I am powerless 'Well, when it was made,magic was woven inLoiL to Lo prevenLit happening,from the seclusionof my enablethe Demon'sbanishment lo Lheouter planes. rvorl4 I detected Zagor being drawn into yours, and I Unfortunately, however, there was a slight flaw in the was able to smd somemagic after him: some talismans way the magicwas woven. Smce that magic allor,red a of gold and daggersof silver.They will be scattered magicalcreaLure to be drawnoal of youl world,it also aroundthe lair wiLhin which Zagor is now growing. createda resonanceallowing certain magical seatures Eachof them will weakenhim, so, when you get there, inlo yolrr world as well. I'm rather alraid,' the old man 'oesure to collecl as many ixi you cirn ' saysin a schoolmastenshtone as he adusts the slightly ridiculouslenses perched on his nose,'that a definitely You aren'f sure you like th€ way the old man jusl magicalcreature has done just thaL.Appeated in your assumesyou're going to marchstraight rnto the deso- world, lhat is. Out of mine.I can't say we're sorry to iate, evil ruins of Castle Argentl It's hundredsof see him leave us, but our gain is going to be your loss 'dlomettes away, across the Frozen WasLesand the unlessyou can stop him emergingin his full power. dangerougmonster-infested iry seas.But he goes on Worse still, he is enLeringyour world where Lhe falkinganyway

AE 39 'This time, Zagor simply has to be destroyed.It,s not The crystalexpJodes into a thousandfragments You enoughto krll him. You'll have to makesure his body ard King Irian look down, sfunned,at the smoking is bumed Lonothingness in the Heartfiresbelow CasLle remainsof the tableit stood upon You do not know Argent Where the Grand Wrzards of yoLrr world wherethe magic,which banishedthe old man backto centredthe conjuringof the GreatFire Wall from the his world, camefrom, but a feelingof evii and menace outermost pointsof Amarillia- thoughyou'll know all han8sin the air aroundyou aboutthat, of course.' 'Braveadventurer,' lhe hng beseechesyou. 'l haveno 'l thought this was merely a tale or a deception,, one else to send. My wizards give all ihey can, murmursthe king sadly,'until Cereth Lold me about prcservingthe Fi.e Wall which 8@rds all Amarilliaj certainchanges made al CastleArgenl. My own spies my loyal knighis and thc few noblesI can trust have wereable Lo verify thosedetarls.' morework than they can perform,simply prevenbing thjs kingdomfrom Leafln8itselJ apart I beg you, go to CastleArgent A ship is r€adiedfor you Destroy ihe wizard-fiendwho comesto ravishour 1and.Return to me alter carryingout deedsworthy of the knighthood I shallthen grant youl' With the weight oi a world's fate resting on your shoulders or so it fecls - you cannot refus€the questTum to paragaphr

ieamt somefhingof the ways of magis and it seeks revengefor JLsdefeat by allying wiih Zagor to wreak havoc on all Amarillia. Perhaps,in its madness,it thinks of him as the Demonrt onceserved. Which, of course,Zagor is , in part.' The ghostly scenebegins lo fadc and hemble.Faint white sparkscrackle aL the edge of the crystal.The old mans voire rrsesin surpflseand annoyance.'Not ye| i should tell you aboutthe -'

-j a A ship has been readied lo carry you wesLwardslo the coastlineof Tower Island,where the forbiddrngmaj- esty of ruinedCastle Argent lies.If you decideto set off immediately,hrn to zzo. If you wanL to spend someGold Piecespurchasing equrpment, tum Lo55. If you want to try acquiring some extra gold for buying equipment,hlm Lo2o5. If you want to consultone of the king's sagesfor advice or help before you set sail fum to 154.

You must eat a meal during your time here. Sfuffed insde a pillow, you find a Magic Ringl What'smore, you also 6nd a scroll with an Open spell stuffed under the mattressGain 1 LUCKpoint for this find. Tum lo

3 You sland al the end of a long passageway,Iooking wesL You can see three doorc along the souLh wall, andon the northemside there is a passagewayleading off northwardsbetween the fusL and seconddoors. Thereis alsoa door on the no h sideof the passage, direclly opposite the Lhird and mosLdistant o{ Lhe soulh-facingdoors- At the far end oi the weslem passage,a door facesyou as lhe passagetums norLh- wards.You feel surelhat lhis passagewayleads deeper into the heart of CastleArgent. Choosean areahere whichvou havenot explored.Will vou makefor, +-5 6

The 6rst door b the south? Turn to 32o the south wall then a conidor leading south. and The seconddoor Lo the south? Trjm to r,14 finally, 'I some mekes before the end of the passage, he no+h sidenassa"er Tum to zr8 thereis a door in the souLhwall direclly oppositea The third door to the south? Turn to 378 northwardsleading passage. You shouldhead for an The singledoor to the north? Tum to 196 areayou havm't exploredbefore. WilJ you, The far end of the west passage? Tum to 557 Headdue south? Turn to j99 Open the greendoor bo the easb? Tum to 26t 4 As the monsterassembles itself, you can pe orm two Make for the crossroadsto the easl? Tum lo 92 actionsbefore you willhave to fight it, suchas casting Open the white door bo the west? Turn to z:4 a spe[ eating a meal (only one of your bwo actions Open the seconddoor to the west? Tum to 275 can be eatrnga meal),drinking a Pofion,and so on. Go westand down the south You can make a free attack with either action, Lhis PassaSe? Turn to Z2 allows you to subtmcl2 points for eachatLack from Co west ard down the norLh bhesrarurre of the SkeletalDragon as shown below. Passage? Tum Lo jE5 SKELETALDRAGON srrrr ro srAMrNA20 lf you win, a searchhere reveals a finehaul of treasure. You find a Tower Chest and a separaLesmall caskel which contains7 Gold Piecesand a slim wand made of ebony inlaid with silver runes.This ward is useful to you only if you are Sallazarthe wizardi if you are Sallazar,tum lo 25. If you arenot, it's time [o exp]ore elsewhere;tum Lo5r 6 Tesfyour Skill, adding 2 to the nr.rmberrolled, for the doors are very heary. If you are successfulyou open You are standingmid-n'ay alonS the Passageof Hal ,lG. the doors with a great shove. If yor-r fail, you shll Looking south,you can see [he door by which you marage to open the doors, but you sprain some enLeredthis Ievel of the castle.To the east,there is a musclesin yor.rrside from shoving so hard Deduct z greendoor in the southwall, then a crossroads,then poinLsfrom yorr sraMINA Now you must Tesfyort fhe passagecontinues east wiLhout any further doors llr,lc If yor,rare Lucky, tum to aoj If you are Unlucky, leading fiorn it To the west, there is a white door in turn Lo 265- ? unlessyou d be interestedin buying a little something? You are back in the greaLconidor known as the Infomation, perhaps?Maybe some Orcbane?'You BronzeStride, and you march to the middle of it to hagglea little with the Elf,and finally agreebo a list of takeyour bearingsand decidewhere to explorenext pricesfor the help he'sprepared to oifer. Io consider Turn to 41, the iLemshe has for sale,tum to 65, To considerthe inJomationhe couldgive yorl, tum to 22. I The crystal doors below the wooden stairway are sundered;you ffnd that all doors open before you as A hanquil, shallow pool of slighfu mrlky water glearns the howl of angry, chaoLicmagic swirls and screams goldena few metresin front of you as you enter this abouLyou. All is pandemonium.You feelas if you are dark cavemand look aroundat the smooth,ages-old moving in a dream,hardly awareany longerwho you sialagmitesand stalactiteswithn it You thinl you can just are or where exacLlyyou are going, guided now drmly rememberLhe legend of CastleArgent's onwardsby intuition,willpower and sheergutsl You Pool of Gold: it was createdby a long-deadalchemrst racethrough the camageof Thulu'sThrone Room and who brought this precious metal to Amarillia, which southwards towards the stone bridge. This has taken originaily had none of its own. Eagerfor treasure,you you another 1oo seconds. Now you must make a step forward to collect some of the precious gold. crucialdecision as you race acrossLhe stone bridge. When you wade into the shallow water, however, The more LUcx poinls you spend,the fasteryou will whatyou took for a largeboulder stirs and rises up on be ableto move,dodging obstacles and the like - but a pair of knobbly,cylindrical 'legs' and movesto repel the more difficult any Tesl your Lutk rcll will becomel youl In order to gel your gold, you musl fight this You may spend up to 5 LUCKpoints. Decide how strangeenemy. If you prefer to run or flee from you many want to spend,then Lum to 222 combatat any time, the s[rangestone creature$rill pursue you to bhe main cavem buh will noL enter it 9 (furnto at6). 'l am Elrarel, Masler Thiel This is one of my old haunls,Castle Argen[ I've lifted more pleasinglittle STONE GUARDIAN sKrLLI srAMrNA14 iLemsIrom round here than you could possiblycounl If you wrn, roll one dice and add z to the number up Nol much left thesedays though,no[ with these rolled;this is fhe mrmberof smallchunks of gold (each stinkingOrcs around They've looted so much of the the equivalentof 1 cold Piece)which you scavenge place,and vandalizedthe rest.This is probablymy last fiom the Pool of Gold. You also 6nd a crystalvial visit. Time to [eleport home I reckon.- - That is, holding a colourlessoil you may use this for one combat only, if you do nol have a magic weapon well named Lheirhorns are powerful and they will (some monste$ can be struck only by enchanted try Lo butt you with them, as well as using their weaponry). If you pour lhe oil over your weapon, it whips.)ou mu(t fi8hl themtoSethel tum to r74 Lo will make your weapon magical for the duration of a ngnr. single combat (but you gain no bonus to your Attack Strength for this). Now, you can explore the side- a2 passageon Lheway out, if you haven't done so before It takes a long time to searchthe many dormltory (turn to 2o8), or make for the main cavem acrossthe rooms thoroughly, so you must eaL 2 meals here rope bridg€ (tum to 186). However,in a sealedtin carefLrllyhidden behind a shield hanginSon one wall you find two flasksof herballiqueur, each of whtch will restore4 porntsof srevrNa when drunk (whichyou can do at any hme exceptduring a comba!) You also find three thrck slabsof oatmeal,magically crafted survival raiions for soldiers,each of whjch is enoughfor a whole meal, theseare so light you can carry them in addition to your usualfood, so they don't counLtowards your Provisionslmil Cain 1 LUCKpoint Unfo.tunalely, your extendedsearch means that you fall foul of a truly ghastly prowier As you are about to leave,a aa shambling,rolting corpsem ragslurches towards you Unfortunalely,the guardsbehind you areev€r,viSilanf- and a miasmaof flies buzzesabout rts suppuratmg You are surprisedas a whip blow knocksyou to your flesh.You have no chanceto flee,and you sensethat knees.Lose z srAMrNApoints, and you mustdeduct z ihis creatureis extremelydangerousl points from your Attack Strengthfor the first Attack Roundwhile you get to your feet.What's worse, your PLACUEBEARER SKILL 5 assailantshere are formidable - andhorlble - enemies. lf lhe Plagr.rerBearer strikes you evenonce, rum to 45 Standingwell over two metres tall, the Hellhoms, If you win, you can open one of the coloureddoors which Zagor drew with him from some plane of hereif you haven'tdone so before:you may choose nightmareand chaos,carry great whips in their mon lhe bluedoor (tum to 527)or the yeliow door (tum to strous, clawed hands Powerful and muscular,these :o5), or leavebhe barracks area and exploreelsewhere creaturesare still taintedwith chaosand orseaseiror- hrm to 54) ting fleshhangs from their skeletalfaces, and fhey are The door here ls plain ani looks qeal-y and slightly warped,but it is locked.Forcing the door open,your arm is slashedby a vicious,serraled srything blade which slicesdown out of bhelrame opposite the lock. Deduct 2 points fiom your srevw,r, Yelping with pair! you prepare to confront the creahres belund the trapped door. However, what confionts you are tluee starving,ragged, and very young men - one of them hardly grown to manhood.As well as the ramshackle bedding,Lhe wonky tableand the dilapidatedchairs in this room - which is lit by the blueglow of a magical torch- you seea woodenchesl. The young men back away fiom you, heavy lcrivesalready in their hands. They are dearly alraid of you and are nol altacking. If you want to fiAht theflL tum to 59- If you prefer to talk to then fum to 1oo.

As you race through the guardroomson your way to the southem passageway,lhe screamof chaotic magic in Castle Agent becomesalmost unbearable. Weird phantasmsand illusions dance before your eyes; ducking and dodging to avoid them, you need another 3o secondsto cross the passageway(a Potion of Flying will not reduce this time buL if you hav€ a Ring of Truesight, you may reduce the time to 10 seconds).You fling opm the door leading to the chasm of Lhe Heartfires and race to the edge. If you have4 or more srAMrN^ points left, tum to 4oo, If you have J or fewer StlvrN,t points left, tum to J10, a5-a5 a7-aS

a5 himself)- The genie bottle costs ro Cold Pieces.These A crmning plan begins to hatch in yolu mind. Much of iterns are indeed expensive,so the merchantoffen you the cosmeticpowder that has been left here is very a form of part-exchangehe has somemagic artefacts pale in colour and, by daubinga great deal of it on of his own that need rechargingso, for eachMagic your face and hands- mixed with someof the oily Pointyou areprepared to spendhelping hlm with lhis, skin-creamshere - you might jusl be ableto passas a he will knock 1 Cold Pieceoff the price of one of his Zombie.You may be able to fool other Zombiesor goods If you buy any of his items, rememberto equally mindlessminions. You can take enough cream amendyour AdoentuteSheet accordingly- If you want and powder to disguiseyourself, if you wish to do so; to buy anything elsefrom the me.chant,tuln to a58. If you will be askedlater on whetheryou're using this you want to leaveand search elsewhere, tum to 218. disguiseor nof. Now, you can head along Lhenorth passa8ewayopposrte (tum to 585) or go back east a7 alongthe Passageof Hawks(tum to flr). You frnd a small sliding panel in the easLernwall which, you suspect,may well be trapped. lf you a6 decideLo open it, tum to j4. If you don't want to take The merchant has four Magic Arrows which cost I the drance, you leave and open a door in the Tlrone Gold Piece each Each can be used jusl once, and Room which you haven't opened before;will it be: counLs the same as an arrow or bolt fired from a longbow or crossbow He also has two unique and The door in the west wall? Tum to 39o very usefulitems. The first is a small,sealed blue white The centraldoor in lhe north wall? Tum to 91 cryslal vial with a pinch of grave dust inside it. If The westemmostdoor in fhe notlh you use this in combat by shatteringthe vial and wall? Tum to 282 finging the dust over an undead creature. you can automatically inflict damage equal to hall its Current a8 srAMrN^ (you will be told when you encountera Thevicious bite of the VampireBats produces continu- monster which js undead).This vial cosls 8 Cold ous bleedingwhich is hard to stop.Roll one dice;bhis Preces.The merchantalso has a genie bottle, from is Lhenumber of srAMrNApoints you must lose as which you can summona genie just once during a soon as the combatends, since blood keepsgushing combat The genie will us€ magic to paralyseyour irom the bite-marks(you camoLeat a mealduring this enemy,allowing you to overcomehim automatically time, but you can drinl< a Potion, a liqr.reur or a (this will not affect any undeadcreatureq however, or restorative to stop this exka damagefrom killing you) any Dragon, Golem or Animated Armotr, or Tagor Worse, you now have Vampiric Plague Every hme you entera room or pasraSewiLh an undeadmonster tum lo ja8- If you wanL Lo leave and open the inside it (Zombie,Skeleton, Speche, and so oni you doubledoors at the lar end of the entrarcehall, tum will be toLdwhen you meet an rmdeadmonster), you lo j76 musl subtract2 from both your Current and your Inifial sreurra as the plaguewealens you over time. You can only reversethis process,restoring your full You have faken too long! The taloned nails of the Initial sr r,Mntt, if you find a Healerwho rs willing to Zagor-Demon's hands drive far into your body and help you or if you have or can find PlagueAntidote. pierce your vital organs.You fall to your kneesas the Now you can make for lhe fountain (lum to 47) or monstrosity rises above you, ready to np you apart back away from this room, fearing furlher hidden . you were so close Lo vicLory, buL your adventure attackers(tum to j). has endedjusf before you could Lruly tnumphl

a9 Your deceptionworks: the monstershere don't react 'Cood informationdoesn't come cheap,you know,' to you immedjately,though they will as soon as you Elranelgrins You must pay him z Gold Piecesfor the begin attackingthem. You have one free action:Lhis chanceto ralk about eachof the following topics(he can be castinga spell,striking one opponent(make a rvill tell you about one subjectfree of chargei[ you note to subtractthe appropriatenumber of sr,rvrr^ bribedhim io talk), points from fhe first opponentyou must face in the ThroneRoom), Launching a specialmagic sword if you Magicalweapons in CasLleArgent Turn to 81 can,or throwing in a Lava Sphere(if you have one). Tower Chestsand whereto find Decideupon your freeaction, Lhen lum to j9 to fight. Turnto 1o8 Healing(or PlagueAntidote) Turn to 176

20 GeneralrnJormation about this caslle You find yourselfin a barrackscomple>r, where many level Turn to J92 of CastleArgent's brave defenders were once stationed How to get into the GreatTower before they and King Kraal fell, viclims of the whereZagor lies Turn to 351 t€rrfying BoneDemon and his War Dragons.The aii In eachcase, pay the Elf Lhenturn to lhe paragraph hereis musty,Lhe floor rs coveredin dust,and the area noled You must subtractpayment lrom your Treasure appearslong deserted.If you want Lo make a pro- for eachchoice, of course(Elranel accepts boih Gold longed search,tum to 5J If you prefer to leaveand Piecesand any valuableitems of treasureyou have open the door opposit€,not having done so before, iaken from the casLle- except armour, whrch he 23-25 26 won't buy) Next, if you contemPlatebuying any stairwayto the Greal Tower aboveyorl you gain a itemsElmnel has for sale,tum to 66. I{ you've com- bonusof z to your Attack Strength!Lastly, just once pleledyour dealingswith Elranel,tum to 239 If you during your adventure in Caslle Argent you can call get greedy aJld aLtackhim in the hope of taking his upon the magic of lhis wand to help you by either excellentLreasures, tum lo 157 resLoringyour CurrenLMagic Points lally to its full Initiallevel or by resLoringyour CurrentsrAMrNA to iLsfr:ll In,fial level. You c:rmoL use this one-o{f special There'sa skangetwist to thesen-mes - whaLthey are power while you are fighting, however, and be sure is a trap laid againstmagical entry! You realizethat, not lo callupon this poweruntil you.eally needil, for had you castan Open spell,you would have set off it will be grantedonly once.Gain 2 LUCKpoints {or Lhetrap This tells you that whoever is behind lhe this wonder{ul 6nd! Now hrm to 5r to explore else- door rs scaredoF wizardsin particularlYou can now where. open the door normally (tum to 559) or decidelo leaveand search elsewhere (hrm to 376). 25 A very deep pit behind you now blo&s your saJe 24 passagesouthwards as you clamberpainfully out If you choose Rabellanor Reindrech,there is no Unfortunatelythe enlirelength of the passagelo the response,tum Loi6 to exploreelsewhere If you Lried south,as far as the Passageof Hawks,has openedup you to communicatewiLh Chanquia tum to 523. If as a secondpit hap is belatedlyhiggeredl Retuming triedto communicatertiLh Donick, Lumlo 5o8. that way won'l be easyunless you canfind someway of resettingthe pit trap, it's too far for even a Jump spellto get you across.So, you arenow Iacedwith a You havefound the Wand of the Hawk, oncewielded wooden door to your right, another one directly by the greateslwrzard at the court of the kings herel opposileon your left with a ceramicplaque showing a With Lhis wand, both your Currenl and lnitial Magic sjlver crown on il, and aheadof you an east-west Poinlstotal is raisedto 9. You can alsoadd r to both passagein Lhe distance.You should exPlore an area you your Current a a Initial sKrLLi the wand grves you haven't enteredbefore. Will yor:: magicallyenhanced speed of reaction.You may also touchthe wand Lothe handweapon you useso lhat it Open lhe door to your dghL? Tum to 55 now countsas a ma8rcweaPon (some crcatures can be Open the door to your left? Tum to tz harmedonly by magicweapons, so this is imPortantl) Male for the junclion beh^'eenthe Whal is more, once you have crossedthe wooden two passages? Tum to 45 Sacksof mouldy flour, rotted cereals,smashed ceramic pots anddecayed food greeLyou everywher€,buL you alsofind somewax-sealed iarc of Dres€rvedfruits and garva a highly nutritiousroot veg;tablefrom {ar Crab I.land.ndd 4 to your Provisions,and Bain r LUcx porntfor thisfortunate find.

Unfortunately, your pleasure at thrs discove4/ is marred when you hear a snuffJing and squelching soundcoming hom the passage.Whatever's causinS lhe noiseis betweenyou and Lheexit, so you move to investigate.What you find appalsand disgustsyou: a while lizardlike thing, two metreslong, with leprous, purple-lngedyellow blotchesall over its skin.Worse still, the horror looks as if it has been stitched together from the body-parts of various qeahlres - induding a human or two, judging fiom its handlike front paws. The gross Lhing hisses and spits a gobbet of filthy yellow phlegm al you Tesfyour SkilLif you are successful,you avoid the missile, but if you fail, you lake a face6..rlof filth which leaves you droking and sick" and you must subtract z ftom your Attack Strength during this combat-

CORPSELIZARD SKILL 7 STAMINA 9 If you win, you noticethal the monsterhas left a slime trail behind it as it moved.If you want to track the routethe monstertook to get her€,tum to a16.If you would rather search elsewhere in the castle. tum to 376. 29 28 20 -death, The knight will ffght to the nerther showing nor expectmgany quarLer.You will have to battle valiantly to overcomehiml

STRDAVIAN SXILL 12 ST,TTMINA16

lf you.win, SKILL STAMINA the wooden chest containsonly some FirstGREAT CROWN items.ofondinaryclothing and but a singleGold piece, ZOMBIE 8 az and the ojt-lahp hasused almost all its fuel and is of SecondGREAT CROWN ZOMBIE a a2 5e3t 33-35

5o r.ucK lf Lhefinal lotal is :i or less,you lose -z Gold Along the wesl wall of this northwards-rurming Pas PiecesIf the total is 4, you breakeven. If the total is 5 sagea coupl€of bricks are clearlyout of placeand, or higher,you win 4 Gold PiecesNow you havelittle after a swrft check,you find that many are loose. timelefL, so you musLhurry; tun to ry3. Removing lhem, you drscover a narrow crawlway leadinga few metrcs Lo the west beyond the portal you haveexcavated, and at the end of it therers some You leavethe looted guestchamber and tum to make krnd of wooden objecl in an end-chamberlHowever, your way back \^rest.Test vaur SpafSkill. If you arc scrambljngalong fhis narrow passageis gorng to be success6:1,hrm to r4r. lf you farl, tum to 575. very drfficult (exceptfor Stubblel) If you want lo crawl along rt, tum, Lo 86. If you prefer to conLinue 54 northwards,lum to 27a Testyour Skill If you are successful,you slide the panelacross safely II you fail, a pononedblade flies out and slashesdeep into your wrist; you must deducL Zagor'sexpression tums huly livrd and he is clearly 2 pointsfrom your STAMINAfrom the deepgas[ and aboutto unleashsome very unpleasantmagical altack a further-z srar,'lr\e points because of lhepoison: you You really shouldBeL to close quarten with himt If musLalso lose 1 point of CurrenLand Initial sKtLL you prefer to stay al long distance,you can use a becauseyour weaponhand is injuredlWorse still, lhe caLapultatLack i[ you haven'tdone so before(turn to compa*menLbehind lhe sliding panelis empty; what f49); otherwlseyou musLtry to 8et nearerto ZaSor v/as once hidden here has evidently been removed by using a Polion of Flying if you have one (hlm lo Now you may leave and open a door rn the Throne 585), by racingup lhe stepsto get to him (tum Lo Roomwhich you haven'lopened before; will it be, zo), or by using a magicalweaPon to cleavea safe The door in the wesl wall? Tum lo 59o pathup lhe sLeps(tum to 155). The centraldoor rn the north wall? Tum to 91 The n'esLernmosLdoor in the north wall? Turn to 282 You needfo be smartand eagle-eyed,and used to the wicked ways of card-sharpsand 6xed dice, rf you are going to makemoney gamblingin the seaboardtav- If Lhelirsl Orc is invisible,you musl deduct 2 from emsof SancLuarylRoll onedice: unless you areAnvar, your Attack Strength when fighting him. As you you may add 1 to Lhenumber rolled You may also confrontlhe first Orc, Lhesecond Orc runs iLssword add r to the diceroll if you chooseto spenda porntof through the white-robedman and a pool of blood 35

spreads across the floor. Fight the two Orcs sepa- retum you [o the Bronze Stride - you can op€n them rately. at any time). Will you open:

SKIIL STAMINA The east doors? Tum to 7 FirstGREAT ORC I 7 The plain door to the north? Turn to zz4 SecondGREAT ORC I 7 The north door wilh the shieldon it? Turn to 124 The unmarkeddoor to the south? Tum to a85 If you win, help neiLheryou the dying healercan nor The southdoor wrlh the crown himsel{,although he managesto whisperto you that on it? Turn to 152 he was forced to use his healing to help the Orcs, sincethe denizensof the castlehave no healingskills 37 oI Lheirown. 'Thereis anotherhealer . chainedup The runes of lhe onyx door befray the presenceof by Thulu, beyondthe ThroneRoom .. ' and then he someform of magic pertainingto Elementalswithin is dead A swift searchhere tums up only r Cold the chamber.This spellsdanger to you, so you should Pieceand some stale food (add r to your Provisions). expectto have to use powelul magichere. You also You leave the temple and head west along the passage- know that Elementals cannot be harmed without a n'ay outside (tum to J5z). magical weapon, lf you dont carry such a $/eapon. you are very unlikely to be able to slay an Elemental ,6 by spells alone. for they are strong. lf you want to Sbandingin the middleof the long passagewayof the open the onyx door, tum lo 78. If you wanf to open wesLwing, the layout is clearlyslrnmekical To the ihe door bearingthe shield,tum to r59. north thereis an unmarkeddoor nearthe exit ftom the wesLwing and,much furlher along to thewest, another door with the design of a plain, black shield and a glowing sun etchedupon rt To the south,there is an unmarkeddoor closeto Lheexit, anda door someway to the west bearingthe imageof a silver crown upon it. To the eastof you, doubledoors leadback to the gr€at passageknown as the Brorue Shide; far to the west, broken-down doors opened into the ruins of the destroyed west tower, so you judge that little is lo be gained from enterrng there.You should try a door you have not opened before (except the east doors which 58 t9

58 39 The greathearth in the north wall, wrth its hobs and Thulu remains seated on his throne, but the other pols and roastinSspits, tells you that this mustbe the monstersswarm to attackyou. You inust 6ght them kitchenof the lower castle,though the hre has long together.in pairs,in the order shown below, Orcs, beenextinguished To your left thereare some hatches thenGreal Orcs, then Mutant Orcs,then GreatCrown in the wall, beyond which is a barely lit chambel Zombies.You canneither resL nor performany actiory peeringin, you see Lhatit is a huge FeastHall, and such as drinklng a Potion or eating a meal, between you guessyou could get inlo it thror-rghthe double fighting eachpair of enemies- doors in the passate outside. You can't make out muchof what is insidethe FeastHall unlessyou usea S(IIL STAMINA FirstORC Lrght spell (if you can and wish to do this, tum to 6s SecondORC 279).You find an empty glassbottle in the kitchen, 6S but nothingelse of any useto you, You decideLo take FirstGREAT ORC 7 6 a chanceon opening the door in the west wall of the SecondGREAT ORC 7 o kiLcherl and you 6nd that beyond it lies a small, ThirdCREAT ORC nilrow passageway.off which you see a couple of 7 6 FourthGREAT ORC tiny boxrooms, that the domestic servanls must have 7 6 occupied,and somelarge larder cupboards. It's higlrly FrrstMUTANT ORC 7 I unlikely that anything edible has been left after all SecondMUTANT ORC 7 a theseyears, if you want to a of them, but, make search FirstGREAT turn Lo 27. you reLurn of CROWN Otherwise, to the doorway ZOMBIE the entrancehall to this castlelevel and choose arorner SecondGREAT areato explore; Lo CROWN tum J76- ZOMBIE I{hen you are fighting the Great Gown Zombies,you haveone specialoption: you canatlempL Lo knock the ebony circlet from a Zombie'shea4 rather than striking nomally. lf you do thi(, you recejvea penaltyof 3 to low Attack Strength;but if you succeedin shiking :he Zombie, it loses z points from its sKrLLano o cornts Fom its sreNrrr.r,c.instaatly. lf you win this irociously diffrcl.lt combat, tum to Er. 40 As you walk inio the triangle,tendrils of magicalforce reachinLo yor-ll body, chilhng and numbrng you. Lose5 srAMrNApoinLs! There is a suddenscream from theback of the cavem,and matelalizing before your eyesis the ghostlyform of a wizard,Lorment written largeacross his face and flickering flamesdancing at his fingertips If you want to attackhim, tum to 114.If you want lo talk andyou thinkyouknowhisname, convert his name Lo a numberusing the code A = r,R = z, C = j, andso on Add togetherthe numberscorresponding to the letters in his name,double the total, then Lumto the paragraph with that number(if a nameis noLLhe second word in that paragraph,you have guessedwrongly, retum to thisparagraph and chooseanolher action). If you want to try to bnbehrm in someway not to attackyotl, tum to 57r Ifyou want to flee,tum to Jj5

41 You are sLandingrn the middle of the great castle passagewayknown as the BronzeSlride The walls hereare covered in bronzeplaques on which the faces of great heroesof Amanllianhistory are etched To the south is a door which you cannotopen To the north, there is a door which has a lacqueredblack surfacewith gold etchingand detailsAdjacent to il is a door with four shallowdepressions in it. Far to the east,there is a set of doubledoors which give admit- tanceto the eastwrng of the castle;likewise, far to the westof you is a set of doubledoors which give entry to the west wng of the castle.You must open a door whichyou haven'tpreviously opened. Will it be: 4+44 4f4' ,INe The black and gold door? Turn to jj2 and says, head for the River Celd and, hopefully, The other door to the north? Tum to 216 a greeling from mj' own people - Lhose few who The doors to the eastwing? Turn to ]61 remain in the lands upskeam. We will come back for The doors to lhe west wing? TrIm Lo 248 you when the moon is new, hoping {or your safe return - and news of a triumph. If you are not more, when 42 waiting,'he pauses,'wewill come once Roll one dice.If you roll r-g, tum boj88; if you roll the moon is new over the world. All our hopesride 4-6, tum to 2o3. with you'You leave and row for the shore;tum Lo

43 You aresLanding in the middleofan east-weslpassage 45 way, and the sLinkof Orcsis very strongherel To the The touchof the honor transformsyou instantlyinto east, you can see two doort one [o your left and a PlagueBearer yourself, doomed to wanderin ZaBor's another one, further along, to your right. The left- servicelor evet transfomlngother poor wretchesinto diseasedwanderers. Your adventureends herel hand door is, unmistakably,the -mkance to an Orc barracks,here the smellis sLrongest.To the west the passagewayswings round lo the north. Explore an 46 areayou haven'Lentered before. Will you now, The Dark Knight has a magnificent,magical, two- handedsword, which you cantake and use. This gives Open the door to the Orc barracks? Tum to 2o4 a bonusof r to your Atta& Strengthin all combalsi Open Lhefurther door lo the east? Tum to 67 againstany Dra8on or againsl Zagor himself- it Headwest and thennorthwards? Tum to j68 gives a bonus of 2 lo your Altack StrengthlGain 2 LucK poinLsfor this find. Leavingthis chambet you 44 seLoff north for the crystalline doors. Tum to 135. After many days at se4 your vesselis within five kilometresof Tower Islandilself. Evenfrom thaLdis- 47 tanceyou can see the greaLtowered mass of CasLle As you sLride towards Lhe founlair; the hedge of Argent rising inLo the leadenskies jusl beyond the thomy, hard-stemmedplants shains forward to sLrike shoreline The galley can go no further in the shallow at youl If you arewearing metal armour (chain mail or bay, so you thank the crew who brought you here and plate mail), you suffer no damagefrom this, but if you Lakeyour belongingsinio the slout rowing boal being are not wearing such armolrr you must deduct 2 Iowered for you. Carannus shakesyour hand firnrly pointsfrom your srAMrr.rathrough cuts and abrasions. a6 49-50

If you are stjll aljve,you force a way through to the 49 founbain.The waters of the founLainare clear and Dure. Test your Skill- If you are successhrlyou manage a Drinling fiom il restores4 points of sr^MrNA.layou bow shot which snagsyour rope round a draSon'sjaw have any empty glass bottles, you may fill them here, arch; a swift hrg tells you it will take your weight, so eachfull bottle will restoreI Dointsof lost STAMINA tum to 6g. If you fail, the rope is not attachedsecurely when you drink it, which you can do at any time and iL would be folly to climb it; lum to 1to and exceptduring combat.However the healingmagic oi chooseanolher way of gelting up to the platform. the water fadesbeyond this chamber;once you have cossed a stairway, the water will no longer be magical, 50 and drinking it from a botde will not heal you Also, You had better overcome this Plague Zombie swiftly; as you fum to leave; the formtain's waters run dry, so if if strikes you, you will contract a terrible malady you cannot retum here for further healing draughts. indeedl As you leave,there's a door direclly oppositeyou as you look north; if you want to open it, havinSnot PLAGUEZOMBIE sKtLL 7 STAMINA6 done so before, lum If you your to 196. want to male If you win, you can take the silver rin& it is a Ring of way further weshvards lo the end of the long passage Truesight. allowing you to seethrough ceftain illusions outside, turn to you to 557. If want searchelsewhere, (rnakea note of this paragraphnumber on your,4/Drr- rumro3 ture Sheet.HoweveL if th€ Plague Zombie struck you evenonce, you now have UndeadPlague. This mea.ns r'8 ihat you may yourselfchange into one of the Undead TheMutanl is down,buL it isn'tfinished. As iL collapses at any time. Eachtime you entera room you haven't backwards, ils huge belly writhes and squirms as explored before you must roll two dice- If you roll a flailing tentades become detached from its body and total of 1i or ea you will become hamformed, and thrashwildly aroundon the floor. A deep rumbJing your adventure will end in a fate literally worse than arisesfrom the monster.What will you do? Will death Only a Healer or the use of PlagueAntidote, youl wrll cure you of this.Now, you may leavethis room or open one of the other casketswhich you have as you Run away as fast as can? T[Jn to J5 yeLleft unexplored so will you: Peform some action (drinldng a Potiorr etc.[ Turn to ao1 I-eaveard explore elsewhere? Tum to 599 Carry on hiLtingth€ monslerwith a Open the casketwith lhe silverstaff? Tum to 5o9 weapon? Tum to 156 Openth€ casketwith the woodenbox? Tum to 60 5a-52

5a Staks descendinto the danl, unlit depths of the fetid dungeonsthat comprisethe castle'sjail. This areais

your search here head ba& south to the end of the passagewayto searchelsewhere (turn to 557)- Other- oPen: wise,descending the.stairs you can seethree doors to The door bothe west? Tum to 7 fhe right and two more to the left. spacedalong a The left-handdoor in the north wall? Tum to 95 seeminglyendless paqsd8e lhat stretches dhead of you. door in the north Explorean areayou haven'l entered you The right-hand before;will Tum to oPen: wall? 545 The door with the waming sign? Tum to 22a The 6rsl door on your right? Turn to 158 The other southem door? 'ffin to a57 The seconddoor on your right? Tum to 184 The door to the east? Tum to 156 The third door on your right? Tum to 281 Eitherof the left-handdoors? Tum to 118 You must eat a meal during your lengthy search, openingthe doorsto a waren o( individualdormitory roomsind livine chambers.You don't fhd anything of value, but y-ou must Tesf your Skill- Il you are successiil,fum to aJ2. lf you fail, tum to t27 s4 A howling crescendoof magicalforce is whippedup inside the Throne Room! You regain 5 STAMINA 52 pointsfrom the powerfulvortex of magicwithin th€ Standingin the middleof the mainpassage of Lheeast ioo-- You can see a treasurechest behind ZaSor's wing, you can see six doors. TM/o larce doors in the throne. If you want to oPen it. tum to 34o- [f you north wdll both bear the symbolsof dragon'sheads, don t want to do thir tum to t46. 55-56

55 -{s you areabout to open thisplain woodendoot you noticethat it is just ajar and you hear Orcish squeals and a deep grunt coming from behind it PeekinS cautiouslyin, you see an Orc poking the poinLof a sharpwooden spearfhrough the barsof a smallcage to torment the creature inside it- You ve never seen anything lke the imprisonedanimal beforerit re- semblesnothing so huch asan over-sizedpiglet, with iron platesalong its backand legs.It hasa thid! long pink snout which the hateful Orc is jabbing at The poor thing Brunlsand whimpersin fearof the Orc lf you want to attack the Orc, tum to 6a- If you decide not [o, fum to 28o.

s6 In the marketsand shopsof the peaceableLown of Sanctuaryyou can buy many things,but your most likely purchasesmay well be: Chainmail armour 7 Gold Pieces Longbowand arrows 4 Gold Pieces Crossttowand arrows 4 Gold Pieces PoLionof Stamina 7 Gold Pieces MagicRing j GoldPieces VialofPlague Antrdote 6 Cold Pieces Emptyglass bottle r Cold Piece Rope(ro metreslong) 1 Cold Piece Flaskof herballiqueur j Gold Pieces Potionof FireResistance 5 Gold Pieces If you wear chain mail armour lhis does not add to your Attack Strength during combats,but it does 549 provide someprotection againstcetLain nazaros you and two ornateand very unusualplaymS cards- Thelr may encolmterduring your adventures.With either backsare uppermost, and they beara strangeelliptical desigr- a snakeswallowing its own tajl - in red on a blackbackground. If you ti'ant to tum over fhe first of thesecards, turn to ry5. If you want to tum ov€r the secondoi thesecards, turn fo 245 If you would rather not turn over either of them, you can exPlore the cavemat the end of ihe passagebeyond, if you have nobalready done so (tum to 1o),or returnto fhe main cavemyou enLeredby (turnfo 186)-

al-any lime, exceptduring a combat.Once dnrnk.the elteclso[ the latter last for the duratronof the ne\t combat in whi(h you are attackedby fire tsuch as uragon bre"thor a Frreballspellr: durin8 this time, you can halvethe srAMrNAloss such allacls do lo

5E You 6nd nothing of value in Lhe course o[ your thoroughsearch (you musteat a meal),but you manage to cuLyorlr hand badly on somebroken glass equiP- mentilose 2 STAMINAPoints, Do you now want to open the south door (turn to 56s) or make for the mainpassage outsrde (hrm to 28o)?

s9 You move forward to altack. You must fight the thieveslwo at a tim€;once you havekilled the first or 6a-62,

second thief, the third one u'ill step into his place to ffght you.

SXILL STAMINA 76 7 6 ThirdTHIEF E 6 lf you win, you use fhe keys on one of the bodiesLo open the chest,which contains: Gold Piecesand a smallpackage of pepperedcheese, wrapped in pale- Seated round the table are many of King Kraal's green leaves(add z .to your Provisions).There is a noblesand courtiers- or their remains,to De more lockpickhere which you can use for openingTower accurate.Silent, skeletal forms wiLh scrapsof ruined ChestsIf you do usefhis lockpick,yor.r are allowed to robesand doubletsform an eeriephalanx in the silent, Tesfyour Skill when opening Tower Chestsand trying dark vastnessof the hall. In the north wal some to avoid the traps in them (this savesLUCK points and serving hatches reveal a kitchen beyond which you so is very usefr:l!).You can also take the magical torch guess,you will be able to enter through the first door if you wish to do so, though you must spend r Magrc along to the north in the passageoutside the hall- The Point to be able to use it; the torcfi will cast a constart silverwarehere has long been ransacked,but you 6nd light for you in fufur€whenever you wish it to do so a pair of omatelydecorated pottery bowls which look (so it is equivalentto a lantem) Leavingthis room, valuable,so you take Lhem.The hall is large and the you can eitherhead lor the crawlwaythar goes wesr searchtakes Lime, so you musLeat a meal.There is an and then north, if you haven'tbeen therebefore (turn odd, disturbingatmosphere about the deadhere. You to 355),or retumto the maincaslle (tum to 5). feelas iI somethingof their spiritsmay remainin this houbled place.lf you wish to spenda Magic Point 6o trying to conLactany spiritshere, tum to 16z. If you You stumbleand fall, banging your head on sfone; want lo set out for lhe kitchens,not having explored deduct4 points from your suurre. If you are still therealready, tum to jg Obher'l,ise,you leave and alive,you pick up the body againand stagger on. Roll seardrelsewherq hrm to j76. two dice and multiply the number rolled by ten; add tlus many seconds to the time elapsed (a Potion of 62 Flying does not reduce [his time). You are so, so close Ruby, ememld,sapphire, topaz Rest! You place the now, but will you triuinph? Tum to r-4 gems in fhe depressiomin the given order: ruby first, 63 61-4s

emeraldnext, then sapphire,then topaz.The door to 64 lhe Chamberof Meditationslides open silently Inside Leaving bhe barracks behind, you head southwards is an omate chair, stufu with cushions,which looks along the passageway.To your left is an onyx-inlaid incrediblyinviting. You canavail yourself of the magic doo4 if you haven'topened it beforeand wish to do of the Chamberof Meditationonly onceduring your so now, Lurnto 78. Ab the end of this passagelies the advenfr.rre.Thrs can be noyr, jf you wish, or you can Passageof Hawks,with a door direcLlyopposite the come here at any later time when you are in fhe Bronze conidor you're walking along if you want to open Stride(when you retum to paragraph4r to makea fresh that door, tum to 2Zj Otherwise, you tum east al the choiceof an areaLo explore) Afler spendingan hour or end of this southempassage and makefor the mid- so dozing comfortablyin Lhesafeiy of the chair,you way point of the Passageof Hawks,to choosesome- mustea[ a meal when you do, your Currentsreurr.rr where elseto search;tum to 5. will refum to its 6rll, .h ial level! After you have reste4 you shouldfurn to 41 andexplore elsewhere. 63 You manage to get haif-way up the rope when there is a suddengust of wind from the vortex and you are shakenlike a leaFin an auLumngale TestVon Skill addrngr to the total rolled if you are wearingchain nail armouror.z if you arewearing plafe mail armour- If you are successful,you hang on for dear life. If you fail, you areflung to the ground below and must lose 10 srAMrNApoints! If you ar€ still alive, your rope has broken fiee and you must 6nd another way of 05 ascending. you: so will There is a faded brassplaque on this door which reads Use a Potion of Flying (if you have faintly:'PLEASE KNOCK BEFOREENTERING' one)? Turn to j64 Below this is a brassdoor-knocker fashioned in lhe Climb one of the rope-ladders? Trrl. to 272 shapeof a Pegasus'head, wiLh a lucky horseshoe Enterthe swirlingvorte& hoping to nailed undemeath for good measurelYou're not sure be carried upwards? Tum to 53,4 what to make of a.ll this - what if there are grlards or Declineto dirnb up, ard challenge monstercinside using this paraphemaliaas a trap?If the Dragonfrom whereyou are? Tum to f45 you want to larockon lhe door, tum lo j84. If you T 65 67 decideto open it wifhout knocking,turn to 90. If you type of Orc, including their chieftains,and Mubant preferto searchelsewhere, lurn to 218. Orcstoo!) I( you decideto buy anything,adjust your AloentureSheel accordingly; Elranel accepls either Gold Piecesor any valuabletreasures you have takenfrom CastleArgent (exceptfor armour which is of no use to him). Next, if you want to buy someinformahon, ium to 22. If you've compleLedyour dealingswrth Elranel,tum to 259 lf you get greedyand attackhim, in Lhehope oi taking his excellenttreasures, tum Lo

66 Elranelcan offer you Lhefollowing items: 67 You have enteredthe rooms of the Argent Knights, Potionof Stamrna 8 Gold Pieces the elite defendersof the caslle This network of Pohonof Luck Gold Pieces 5 roorns,though very extensive,has been thoroughly Vial of Orcbane Gold Pleces 5 pillagedby the Orcs.However, most of [he doorsstil] Scroliof the spellFast Hands 4 Gold Preces bearbhe shield designs of the Argent Knights,together Scrollof the spellFireball Gold Pieces 7 with their names lf you are Sallazar,lum to If Magic Ring Gold Pieces 595. 5 thereis a specificknight whosename you know and 'All an absolutebargain,' he sayssadly. 'My wrvesano whoseroom you want to find,tum to 1q. Otherwise, chrldrenwill surelysLarve to deathif I'm forcedto sell even making a searchof a few rooms will be time at theseprjces. By all the godsand goddesses,I'm too consuming,if you want to do lhis, tum to 159.If not, soft-hearteda soul,huly I am' The Potionof Stamina, fum to 43 andexplore elsewhere. when drunk,restores lost srAMlNAequal lo half your Inilial s.ore (roundfractions up) The Potion of Luck, when dnurl restores1 j LosLLUcK polnts (roll one dice and round fractionsup)- Eiiher Potion can be drunk at any time, except during a combat The Orcbanecan be applied to any edged weapon(axe, sword or dagger)before you 6ght Orcs and, for the firsl six Attack Rounds,any hit you achievewjll cause 2 extrapojnts of srAMrNA(this damage t^'orks on any 5H9

6a Behindthe door,alone in a very long,narrow chamber, an old cronesits at a spinningwheel, absent'mindedly toying wibhstrands of oddly shimmeringsilver lhread She is clad all in dusty,6lthy black, and there are cobwebsin her hair Her eyes are opaque,afflicted wiLhcataracts, but shesees you - you have no doubt of that A blackcat besrdeher hissesas you enter lhe room is full of junk, bric )'brac, a iotal muddle of rubbishand dusty thingsyou can hardly makeout in the gloom.The hag cacklesas you standuncertainly n the doorway.'Well, dearie,what is it you wanl with old,Grizzell, eh? Speak upl' If you want lo attackthe hag, tum lo :9o. If you preferto talk to her, turn to ro9. If you simplywanl to leavehere, go backto the passageand make for the iron door,tum to 255.

69 Thewily bruterubs a ringon hisleft handand disappears, only Loreappear a split secondlater, at the top of the tower,standing on the woodenplatfon,rl Straining his musclesand sinews, the huge monst€r is hying to wheel the ballista a huge,spear flrnging device aroundto faceyoul One strikefrom sucha weaponwould inflict enormousdamage on you, perhapseven kill you outright Ifyouwant to flee,Groolwilllob a rockat you asyou go; turn to j77 lf you want Locontinue fighhng, you have the following choices:you can fire a bow or catapultat Grool,or castspells at hrm(bum to 95 to do either),make for thestone sfeps and try to climbup on to the platform(tum to ca), or usea Potionof Flying(if you haveone) to reachthe platform at once(turn to q2). V

73"71

7o casilelevel, Lo explore an area you haven'Lentered You use the yall keys to enter a huge cell-bJock yet, tum to J,99 If you want fo retum eastto the mid- complex. Along a corridor stre[chingfar into the way pomt of the Passageof Hawks,tum to 5. If you distancescores of cells,each with ifs own lockeddoor, decide lo press on wesLwards,you can open Lhe are ranged on either side Checkmgthem all will south-facingdoor (tum to 225)or strideout alonSthe clearly take a Iong time. If you want Lo searcha nor[hem passageopposite it, if you have nol been therebeiore (tum fo 585)

Openinga door with axe-blowseiched deep mto the rvood,you find yourselfin the old Hall of Dwarfsof raLhersearch somewhere else, tum to 51 thc Castle,where an elte phalanxof dwarfishwarriors once sefted the kings The Orcs have trashedbhis room very thoroughly;littered bones around the floor and skeletonssLrspended from the oak ceiling beams show what happenedto the Dwarfs here TesLyolar SpotSkill (f you are Stubble,you must add r to the total rolledryou are so furiousat what you seehere that it isn'f easyto concentrate)If you are successful, a complex symbol and it suggeststhat a powerrur turn to 122 If you fail you leavethis room;you can wizard must have inscribedit. If you want to smash headalong either the westempassage oulside (turn to down thrs door, tum to 255. If you want to use an l99r or lhenorthem pds\age {lum to rf9). Open spell,turn to a9 If you don't want to risk the effectsof the trap, ium to 5 andsearch elsewhere- 74 Now you are face to face wth the greatestthreat Amarilliahas ever knownl Therewill be no rrercy,ncr Looking southalong this passageway,you can seea surrenderiit's you or LheDemon thing.Magrcal forces whrrlaround in the GreatTower anddispel any Magic Screenspells (both yours and ht, ihis is a stmight 68ht to the finish. Each Attack Round, you musL decidehow you plan to attackthe Zagor-Demon(by weapon,by spell,with acid if you have it, elc) You f 74 t5 cannotdrink any PoLionsor eat Provisions(though, if poinlswithout killing it, tum to 254 If you defealfhe you havebeen taught how, you may be ableLo cast a Zagor-Demon,Lurn to 54. certain form of healing spell upon yourself) Then work out Atlack Slrengthsior yourselfand Zagor for eachAitack Round.The sraurre scoreshown below for Zagor is his basic srAMlNA score;you should adjust this for the number of Silver Daggers you possess,any damageyou may havedone to Zagor by atiacksfrom a distance(using acid, etc ), and whefher Zagor gained any extra srAMrNApoints while you wereascending the steps

ZAGOR-DEMON SXILL 16 You shouldalso consult the tablebelow, which shows the attacksthe Zagor-Demonwill use,and lhe damage they will do lf he hrrsyou Attackaw1 Damage 1st you Thunderboltspell. lose7 You stand on the shorelineof Tower Island.Before STAMTNApornts you is a long, straightsfone road leadingup to the znd you Fireballspell; lose5 suvrNr. gatesof CastleArgent itself,but on eitherside of that pomts road are many ruined buildings, razed by Orcs and .lrd LifeDrain spell:drains r point Zombiesin the war againstthe BoneDemon. In the your from srrrr andz points shatterednxns, little or nothingof any valu€or useto your 6om srnlrrrl you is likely to be left afterthe destructionhere There jfh 4th and Poisoneddagger;you lose r point may be someremnanLs of the Demon'sarmies here, liom your plus srrvIw.,g -z scroungingwhat they can.However, if you wanf to extra duelo srAMrNApoints explorethe ruins,you maydo so.Will you now: polson oth onwards Talonedfisi:you lose.z srr.vrNr. Exploreruins to the west? Tum to 169 polnts Exploremins to the east? Tum to 33a Head straightfor CastleArgent? Tum to 192 lf you reducethe Zagor Demonto 2 or fev\er s r AMrNA Y

76-r7 7A

76 orl to replenishit) If you want to do this,turn to 295 The huge body explodes, splashing you with acid as I[ you wanl to ta]e a run-upand makea hcroic leap you run lke one possessedthrough the dooiway. aoossLhe chasm, which is somesix melreswide at its Deduci 4 poinh from your srewrNei Jf yorire strll narrowestpoint, tum to 1j6 If you decidenot to alive, the room you just l€ft when you dare to look crossthe chasm,tum Lo357 to exploreelsewhere. back is covered in slime and acid, and everything inside it is drssolving as the room iills with acrid ta smoke; you will not be able to find anyLhing of use The first thing you noticein thrschamber is the set of here now You set off for the main passageto search interlockingcJrcles drawn on the floor, next, fhe many elsewhere;fum to 28o blue and yellow wall-hangrngsand a pair of huge, gilded copperurns set in the comerso[ its eastwa]l 77 To the north, thereis a doorway;ustround the comer You force open lhe door and peeralong a lururelthat from you t he ail hereis headywrth a strarlge,musky is lit by the dlm glow of distant flames Aiter some perfume Within the centralcircle of the magicalset, fifty mctresyou come to a great chasmwhrch drops somethin8is beSifling Lomaterialize rn theair asa faint info fiery depths below Theseare fhc Heartfires,a shimmeringIL grows stronger,denser, higher, as you sourceo[ great magicaLenergres oncc used by thc watch it, forminginto a whirlwindhke vortex several king's wrzardsin CastleArgent. On lhe far sideof the metrestall tfyou decrdeto fl€e,turn to 97.Ifyoq choose chasm is a broad, low roofed cavem sirewn with to stay,you canperform two actions(such as eating some boulders;lcadng acrossto Lhatcavem is a frail-looking provisrons,drinking a Potion,casting a spell,etc.)before rope bndge with a wooden plaLform.Examining it, whaleverit is that is maferjalizinghere is fully formed you seethat a metalwinch apparatusis usedfo move Decidewhich two actionsto iake.If you want to spend the platform,with ropesused lo pull the travellerfrom oneaction trying to openthc door to the north,tum Lo one side of Lhechasm io the other Obviously the 45 Otherwise,ready yours€lf io 6ghl andtufn io 19o rop€ bridgemust be fire-resistanLor it would not still be here However,the winchis rustedand seemsto be jammed If you can and wjsh Lo use a lump spell lo crosshere, tum to 295 Altematively,you could oil the winch usinglantem oiLso Lhatthe pLatformcould be use.l to ferry you across(if you do this, but you have no sparelanLern oil, you will not be ableLo use your lantem in dark areasunless you get somemore l

,9-ao EPa2

,9 81 Openingthe door will releasean ingeniousmechanical 'There'sar Orc-slayingsword around here somewhere, trap which threatensto decapiLateyou with its slicinS used to b€ used by one of the knights I thinl it's blades!Youcan bypass the trap if you havea lockpick, pretty closeto here,only a coupleof roomsaway. IL if you use an Open spell, or if you have a thief canbe usedby anyone,I think.'If you areAnvar, turn hirelingwith you. If you car useany of thesemeans, to 257 If you are Braxus,tuJn to 511 OLherwise, tum to jo7. If you carurot,Lhen you must eitheropen the door and risk sufferingthe damagethe Lrapmay do to you (tum to 46) or decideto leavethis door 82 unopenedand explore elsewhere (turn to 52). The monstrousLybloated figure of Thulu the chreftain risesursLeadiLy from its throne-It looks down at you unbelievingly,then howls in fury and screamsabuse aL you Frothing at the mouth, the nonster whirls its mightyaxe around in a cirde,its armsardhands shaking uncontrollably.Fortunately for yoLr,the monster Lakes a whileto get itselibackurder controlbeforert canattack you. This givesyou time [o performfwo freeactions, suchas drinking a Poiionor herballiqLreur, casling a spell, 8o etc.(butnot any freeattacks by weaponor by spell,since You open the casketgently, whisperng the hope that lhesewill makeThulu fight at once).Decide what these the priest rs resfing well rn dealh,and you take the actionswill be,and thenyou mustfight for your life woodenbox from his 6ngers.A feelingof peacefulness comesover yoLr,you feelrefreshed. Regain 2 sTAMIN^ THULU srrLL9 STAMINA 17 pointsand r LUCKpoini. The box itselffeels as i[ in It you win, tum to u5. someway iL mighl heLpyou regainlost slrengthand vrtalty, and you open iL lo find iour gemsinside, a sapphrre,a topaz,an emeraldand a ruby. Now will you: Leaveand exploreelsewhere? Turn to j99 Open lhe casketwrth the silverstaff? Turn to jo9 Open the casketwith the silverring? Tum to 285 A5

Az Mungus the iarler was condemned to be fed to bhe War Dragons,years ago, for incompetence,whaL was left of him afterwardswas stilchedtogether by some dementedwizard, using the body parts from equally powerfuland evil creatues.Mungus is the size of a half-Ogre,more or less,well over lwo mehestall and nearlyas broad Livid, purple bnrisingruns along the stitching lines of his forearmsand round his ne& and the mdead monsterhefts a huge maul in his shovel- sized hands.Mungus may be slow and lacking in combatskill, bub he is very powerfuland strong(if he hitsyorl you mustdeduct j poinLsfrom your sTAMINA ratherthan the usualz) andvery hardto destroy.

MUNCUS sKrLL7 STAMINA 19 If you win, you searchthe jailer'sroom; in a wooden chestyou find 6 Gold Piecesand a suil of magical chain mail! Wearing Lhis adds r to your Atlack StrengLh.Gain 1 LUCKpoinL for this valuableffnd (r:nlessyou areSallazar, who cannotwear this armour) If you can find a merchant to sell this chain mail lo, he will pay you 12 Coid Piecesfor it You also find six large iron spikes which you hope wrll come in useful. If you wish to leave the jails now, you head south along the passagewayouLside to explore elsewhere (tum to :sz). If you want lo explorethe jails ftulher, will you: Open the door to your right? Tum to 28a Open the door to your left? Tum to r58 Open eitherof the doorsfacing you? Tum [o aa8 a4-85 a7

here and you musf A4 deduct r further point ftorn your Altack StrengLh.The spells Fireball You hear Orcish voicesin Lhedistance, ard they are or ThunderbolL cannolbe usedhere becausethe geiting louder!Frantically you look aroundfor some areais so cramped. Fightthe lmpstogethe4 they aresmall, way oul of the trap.If you haveat ieast1 MaSrcPoint anda succeisful hit irom one of them will causeyou left, you mLrstspend it now as you strain all your to lose only r point from your sT,aMrNA sensesand intuitron to searchfor some means of escape;fum to jo5 lf you do not havea Ma8lc Poinl, sK'LL STAMINA tum to j55 FirstCASTLE IMP SecondCASTLE IMP .E5 If you wiry you marageto reachthe charnberbeyond Make a note ihat, when you have taken5oo seconds the crawlway.Within the chamberis or longer on your joumey,you must note down the a Tower Chest. Taking iLs contents,you retum to numberof your paragraphLhen turn at once to 219 the main north secretpassage and contrnue Fot now, you carry the body down the steps and northwards;tum to z7r through the archto the beamof lighf, whrchdeposits you on the Dragon'sstone platform.This tak€s50 seconds,Turn to 16a-

a6 As you makeyour way along th€ passageon hands and knees,little srdedoors open half-wayalong and E7 from each doorway a liny, implike ceature armed 'll's ElranelBlurcloakl Blimey, 'e's the one woLgot into with a long skeweringpin stabsat you! You can'tback the arboretum and nicked the Chancellor'sgreen ouLand you are forcedto ffght.If you areAnvat you shootsl'the young thiefbturts out. mustdeduct 4 from your Attd(k Skengthhere rbeing The Elf grinsmodestly. 'Very big. you Findit hard to move aroundin this cramped nicemaSical plants they were,too. Tradedlhem for a good few gold, I passagel).If you are Braxus,you must deduct from cantell J you- That is, if you are planning your Attack Streng[h here Ii you are Sallazar,you to talk to me rather than attemptany violence.'If you want must deduct2 from your Attack Strengthhere If you to lalk to this strangeElf, tum to (unlessyou areStr.rbble, in are Stubble,you can fight normally.Finally, if you are 9 which casetum to lf you want fight wearingplafe mail armour,jts bulk is a disadvanLage 515) to him - he does have a sackof treasure,after all - hun to 152. 86-9o 9a-92

88 Plainsof Cabaal,standing before a veritablekeasure- The Orc turns to m€et you as you move rn to altack trove - you can seearmour, Food, weapons and morel Its wooden spearis a poor weapon so, if it stnkesyou, If you decideto attackhim, turn to 267 If you want you will lose only r point from your srAMrNA to askwhat he hasfor sale,tum Lo 194,but you must make a nole lhat, becauseof yotf rudenessin iust oRc SKILL 6 walking straight in, the merchantwill chargeyou r I[ you wrn,you open the cag€to free the whimp€ring Cold Pieceextra for every item shown as costing4 pdsoner It rubsrts snoutagainst your ieg happilyand Cold Piecesor more- makesa soft noise almost like the purring of a cal Thenit grvesout a moredistressed noise, whrch mlher alams yow olher Orcs could hear it, and they may 9a You enter a short hallway which is bare of any noL be as easy to kill as lhe one you have just decorationand which hasa srngledoor at its northem despatchedTryrng to hush the creaturejusl makesit end You stride aheadand Lhrow ,t open: you find noisier-You guessthat it may be hungry,buL rt tums yourseifstanding in a broadand almostendl€ss corri ih snout up at an offer of Provisions.If you have dor and the door behindyou slamsshul! You will someiron spikes,tum to j74 If you haven'tany of not be able to open it now, either by magic or by these,tum Lo f58 force Tum it to ,{1. 89 An Open spellhere will removeonly one of the three 92 parts of fhe magicalsymbol You need two spellsto Standingat the crossroads,you seethat the passage- removetwo elements,and threespells to rcmove the way going easthas no doors.To the north, there n complexglyph enLirelyDecide now which elemenLs one door on either side of the passageway,which (web,circle, hiangle) you wanl to remove,then tum terminaLesin anothereast-wesl passage To the south, to aE2 there are two doors in the east side of Lhepassage, which Lhentums westwards,back to the areawhere 90 you enteredthis castlelevel. If you want to retum 'lt's exhemelyrude to comecallng withoul ffrstknock- southand west to whereyou haveentered this castle ing on the doorl'Lheoccupant of the chamberyells at level,tum Lo599. To the west,the Passageof Hawks you asyou stridein You'reastonished to encounLera continuesfor somedistance; if you want lo head this white-hairedold man,in flowrngbrou'n and cinnamon way, Lurnto 5. Otherwise,you must oPena door you robeswhich surely mark him ouL as being from lhe haven'Lopened before; will thisbe: 93-95 947

Ether of the doors to the north? Tum to jE9 one of the Bone Demon's old War Dragon hatdreries! The filst door to the south? Tum to 55j It look as if everything here perished and withered The seconddoor to the south? Tum to Zj years ago, but, if you want to explore this massive are4 tum Lo j25. lf you would rather searchelsewhere 93 in fhe eastwing, tum to 52. ComputeAttack Strengthsas normal.lf you have the higherAttack StrengthZagor Toses z srAMrNApoinLs. If he has the higherAtta& Strength,his spelldrains r 96 You have two Altack Rounds to finish Grool off point from your Cunent sKrLLand 2 pointsfrom your beforehe succeedsin getting the ballistafuing at you. CurrentsraMrNlv and your Arrow misseshim. Turn Theseare fiee attacks;he is still wheeling the machine Lo299 [o d€cidea courseof actionfor the next Attack into you you Ror.rnd. place.If kilJthe Ogre, tum to r5a. If do not, he will ffre a five-metre long spearstraight at you; TesLGrool's Skill. lI he is success6J,h€ hits you, lose10 94 srAMtNA points! If he fails. the huge spear missesyou Renstar, I iust want to talL you begfi but the Dark - iust. You ve got to flee (tum to 57), make a run for EII'S face contorts in utter fury; a mixfure of habeand the stone steps(tum to 1rj), or use a Potion of Fb/in& fear plays across his features. l(ou are an ally of if you can,to get to Grcol (tum to r7r). RemstarJ'he scteains.'l keep his sfiade at bay and he sendsan assassinto slay me!' The Dark Elf completes 97 his spell-castingand s€ndsa ball of fue llying across Standingin the middleof this passageway,you should lhe room at you. DeducL4 poinLsfiom your STAMINAI open a door you havent tried before,or altematively you lf are still alive,you can eitherlight (tum to 25iE) yoLrshould rehrm souLhand eastto the mid-poinl of (tun or flee to 198). the Passageof Hawks,if you've searchedthis whole area.So, will you:

Behindthis door with the Dragonsl.rnbol on it, walJs Open Lheonyx-runed door? Tum !o 78 have been knocked down to create a huge single Open the door with the shield inlay? Tum to 259 chamber. It is filled with desiccated and shrivelled, Open the door to the soutll opposite egg-like objects, but they are grotesquely large. The this passage? Tun to 2tji equally shrivelled shapesof baby Dragons irside the March off south, then east, along the eggs show what they once were, You have entered PassageofHawks? Turn to5 9a-99

9a Shorllyafter dawn, when you arestretching your legs on the deck,there is a suddenchuming of the season the starboardside of lhe vessel-You draw your weaponbuL, jusl as you are lookrngover Lheside of the ship, the true danger swoops down from the foggy skiesabove A greaLwhite reptil€,many metres long, with ragged-edged,horny claws,a greatmouth and a spiny, barbedtail is headingstraight for you You are surpnsed,and the monster'sclaws kno& you down,deduct j poinLsfrom your sravrre. Now you must6ght for your lifel

FOCWYVERN SKILL IO If you win, the captainard crew helpyou to your feeL and bring food and healingdraughts of a herbalbrew to you (resloreyoui sTAMINAto its lnifial levet)as othermen begin the work of getting the hugereptilet carcassoff the deck.Carannus looks unhappilyat the monslerThaLs not a natura-lmonster.' he say<.I know theseWyvems, and that tail'smalformed. Look at that crookedlaw and lhe way the bones of the spine protrude through its back. There'ssome bad magicat work here.'The Centaur'seyes harden and he turns lo help his men fhrow the carcassinto the sea. Tum Lo44.

99 The chamberof the Hellhom guardsis nothing more fhan a befouled,hideous abatforr' gnay/ed bones and chunl

100 The bedraggledthieves are very glad that you don't rvantto hght them;they havea hard enoughlime just surviving,stealing enough food to keep them alive and stayingaway from the Orcs and Zombiesof the castle The thieveswam you of the CastleImps: they havea lair to the wesl of the thieves'hideout.On the main floor above,they tell you that a feasthall and kitchenslie due westof the doubledoors at the end oi the entrancchall, and that north of that area rs a smithy and an armourer'sWest oF the library, there are a wizard'schambers and a skangeindoor Sard€n with a smallmagical fountain. At the end of Lhenorth passageway,opposiie the wizard'schambers, there is a aoa crazy merchant,Cohstune, from whom the threves The huge body explodesand splashesyou wilh acid; sometimesbuy iood in retum for purloinedvaluables deducl 6 points from your srevrn,rl If you're still North of fhe indoor garden,in turn, thereis a temple alive, the room is covered in slime and acid, and which is guardedby undeadmonsters To get to the everythingin it is dissolvlngas fhe room fills with nexi floor of the castle.you leaveLhe Lbrary and head acridsmoke. You will not be able to find anythingo[ west and then norfh to a guardroomwith a west- use there now. You head for the main passageto facingdoor; a north-facingdoor thereleads down to searchelsewhere; fum to:8o 102 ao4 TesLyour Luck If you are Lucky, you lose only 1 Testyour Skill,addtng 3 to the numberrolled (the litLle srAMINapoint from the fall, surelyLhe heavens have beastis very, very fast) If you are successful,tum to smiled upon your Gain z LUCKpornts If you are 19j. If you fail,hlm to 153 Unlucky, Iose 6 sTAMINApoints - but even that is betterthan )ou mighthare expecled. \o 8ain I IUcK point anyway You take another3o secondsto get lhroughthe Dragon'schamber. To headonwards, tum to 286

ao5 There is a trrpwiretrap behindthe doors,but fortu- naLelyyou seeiL and stepover safely.You now stand in bhegreat entrancehall of CastleArgent Flanking ao5 the long walls here are pennantsand shieldsof the Teslyour Luck whlle forcingthis door open.If you are provincesof Amarillia,but manyhave been defaced or Lucky,you open the door safely.If you are Unlucky, brokenand flung to the stony floor Inegularlyplaced you trigSer a vicious poisoneddari trap and must wall-torchesbum dimly and provide a low light, deduct4 points{rom your srAMrNA The spartanand enoughkr seeby, but they alsosuggest there must be barelyfumished room beyond is lhat of the castle's living creaturesherein, and ihis spellsdanger- There rs old masLerarmouret and the trap used to deter cor- a door to eitherside of this enLrance,and from behind wardly Orcishsoldiery hom enLering.You find inlact one of thcm you canmake out the gruntsand guttual a suit of chain mail armourrthis gjves no Attack speechoi Orcsl They will surely be simpleguards, Strengthbonuses, but theremay be Limeswhen it will rvith no gold or items of value, so it's pointless be usefll to youl Leavinghere, you can makefor bhe wastingyour strengthon them.You edgc forward as door furtheralong lhis easfempassage, if you haven't quietlyas you can Beforeyoq thereis a smalldoor to doneso before(tum to :69), or elseretrace your sleps your left and one Lo your righL,and a pair of larger southand search elsewhere (turn to 575). doorsdircctly ahead Will you now open- ao6 Thc right-handdoor? Tum to zo You gather r5 Gold Pieces and a faLlot of usebhey The left-handdoor? fum !o 318 areto you whenyou're aboutto confrontZagor! Turn The largedoors ahead? Tum to 376 lo 262,

A II

ao7 Polions,however; she can use Lhese to wet lhe spindle You push open a nckety door vvilh Oicish SraJfiti sheworks at, and they help her createher darkmagic. in the frameand a wretched daubed blood round door lf you are preparedLo Sive up any Potions,she will sceneunfolds before your eyes. In a once-pleasant glve you the followin8 in exchange(one item per guest-chambereverything has been vandalizedand Poiion);a Magic Ring,a vial of PlagueAntidote, or a daubedwith long dried blood and filth. You see a sooll containinga Magic Screenspell If you rvant coupleof brokenskeleions Lhe size of Dwarfsamong to trade with the hag, amend yow AdoentureSheet the wreckage;in a leatherpouch on oneof the dwarven accordinglythen leave and head for the great iron skeletonsis a shrivelledpiece of parchmentUnfolding door fo the north; tum to r97 II you don'l want to it carefully,you find that the scriptis in the dwarfish irade,or tf you hav€ no Potionsto frade w'[h, furn tonSleryou cannotread this unlessyou areStubble or to 2,tt Sallazar(Sallazar musL spend 1 Magrc Point to decode it by magicalmeans) Ii you cannotread the wrjling, 110 you must searchelsewhere, turn Lo 2a8. If you can Un[orturately,the runes were specificallyset to be readLhe writing, tum to ,,j. activatedby any spellcasi at Lhedoor. They explode in a white-hota.c of electricalenergy. Deducf 4 points 108 fromyour srevrre - or o pointsif you arewearing 'Hmm. Well, of course,they've appearedhere just metalarmour, since this conductsthe electricityinto recenLly.I've only been able Lo geL at one myself' your bodyl Frombehind the door you can hearsome- Elranel flourishesa Silver Dagger; f you want lo one or sorneLhingscrabbling and screamingLhtreaLs buy this, ii will cost you 6 Gold PieceslWhether You have no time to eat someprovisions or drink a you buy or noL Elranelcontinues: There's certainly PoLionhere, so m your weakenedstate you may well one in the treasurybehrnd the Throne Room, and chooseto flee,retuminS wesL and south(turn to j76). Grool, Lhemonstrous Ogre in the east wing, he has If you decideto throw the door open and confronL one too. I believe there is one in the wesl wing, whaLlies behrnd rl, tum lo Jj9 guarded by the greatest of Lhe Hellhoms - vile things, they are. Beware their whips and pojsonl' aaa Retumto 22. You stand iooking up and down Lhelong east-west Passageof Hawks,with severaldoors and passages ao9 leadingfrom it. You decidebo male {or the mrd-way The hag isn't interestedin any sort of parleyingor point of the passageand take carefulstock of every- you smalltalk. Sheis interestedin whelher have any thingyou cansee. Turn to 5 at2 Opening the dooa you 6nd yourself in a ransacked room with another silvereddoor rn the west wall. Standingin the middle of room, carryinga sack,is a leatherclad Elf. He's tall and slim,and he reactsswftly to your prcsence, drawing a long dagger dripping wrth an oily greenliquid He has a strange,crooked smile,and a livid red scarruns down the right sideof his face.He wearsa plarngrey cloakwhich shimmers oddly and,as you look at him, it seemsas if his body is swimrningrn and out of focus.If you have a thief hirelingwith you, tum Lo 82. If you haven't,turn to

aaJ If you have already opened the east door here, you know thal lhere is nothing there for you now, so you march on fo the systalline doors to the nort\ tum to r35. If you have not openedthe eastemdoor before, tum to a65.

414 The wizard-ghostwill casla spellfrom his fiery hands in eachof the firsl two Attack Rounds.If he has the higher Attack Strength,the power of his spell will makeyou lose4 points of sr^MINA. If you have the higherAttack Strength,his spelJis deflectedand you sufferno damage.fiereafter, he ffghts by touching you with his numb,chilling hands and yor: will losez si^MlN^ pointseach time he strikesyou.

WIZARD-GHOST sxrll 9 aarraE

If you win, you can search the skange cavem. You that something - or someone- intelligmt must have find a Tower Chest and in a leather pouch you ffnd 5 despatchedthe lizard and closed the door behind it. Gold Piecesand two omate and very unusualplayrng Opening the secretdoor may well lead you to a srnart erds. Thar backs are uppermost. and they bear a and probably powerfirl enemy. If you decide to open sbange elliptical design - a snakeswallowing its own the secret door, tum to r7r- If you prefer to search tail - in red on a b)ack background. If you want to elsewherqyou head back west and south; tum to 376. tum over the first of thesecards, tum to t47.If you wanL to fum over the secondcard, tum to 245. If you prefernot to examineeither, you canleave and explore the cavem at the end of the passagebeyond if you havenol alreadydone so (tum to ro) or headback lo lhe maincavern (tum to 186).

145 Did you cast a Magic Sseen sPell before entering Zagcx s -fowefl lf you did not, Zagols spell drains r point Fom your Current srtll and 2 Points fiom your Current sr^MlN,rr tum to 299 to decidewhat to do in the next Attack Round.If you did castthis spellbefore entering,yor.r spelland Zagor'scancelled each other's out; fum to 51 aa7 1a5 Convert the name of lhe knight into a number using The slimy trail oI the Corpse Lizard heads north the codeA = a, B = 2,6 = 3 and so on. Add the outside hhedoors to the kitchensand leads to bhe numberstogether, multiply the total by si;c then tum point at which the passagetums eart. There is only to the paragraph with lhat nuhbff (if the lcighfs you you one door along this Passageand it is on your left - nameisnL the fust word read, are incoEect but the slime trail go€s in a skaight line to the md of and you must tum to r59). dre passageand stops at the walll There must be a secret door here, and indeed you 6nd one, flush with 7.a6 the end of the passage.However, since lizards aren'l The two doors hereare very sfurdrly constructedof iron- usually able to close doors behind them, this suggests shoddarkwood and haveheavy locks,You cannotbatter them down, and an Open spellwill not get you past whereLhere is a doorinscribedwith a hugeletterZbefore lhem; they havebeen enchanled fo resistsuch magrc. you. If you have a Ring of Truesighl,you know the You canonly openthemwrth a selof jailer'skeys.Ifyou number of the paragraphwhere you for.rndiq multlply possesssuch a setofkeys, you knowhow manyare in the thaLnumber by seven,then tum to the paragraphwibh bunch If you want to openthe first door along,tum to thaLnumber.Ifyou do not haveLhis ring, all you cando ls the paragraphwith lhe sarnenumber as the number of open the door here,but you had better mre every keysyou have.If you want to open the seconddoor possibleprecaution before entering- Male useof every along,multiply the number of keysby three,then tum to thingyou have;there is but oneenemy left. If you want lhe paragraphwiLh that number.Ifyou do not haveany to useanOpen spellto open the doorhere, tum'to 3r1if jailer'skeys, turn to 5r andsearch elsewhere you just want to open the door normally, turn to Jo4 aag If you spend1 Magic Point,you can use this fluid to createa Potion of FireResistance You will be ableto You 6nd a panelin the eastwall which is not quite dnnk thrsat any time,except during combat. The effecls flushwith the marnstonework: a secreldoorl II you of the Potronlasl for one combat You can halve lhe want to openrl, tum to a64 If you decidenoc co,you damageof any hery attack Dragonbreath or magic leave and can follow either the west passage(tum to such as a Fireball spell during this combat (rounding 399) or the norlh passage(tum to r59). fraclionsup). Now tum to 5z to exploreelsewhere in the eastwing, or tum to 7 to retum to the BronzeSLride. Rushingto the stonestepr you will be able to evade 420 the ballista,since the Ogre can't point rl al you Flowing chevronsbursL from the staff and fly as However,now he will Lry to drop rockson your head deadly magicalarrowheads towards the Champion, from a pile on the top of the platform Il will fake impalinghim on a stnng of magicalbarbs! He loses8 threeAttack Roundsfor you to get to the top of the srAMrNApointsl ReLum Lo 2jJ to continuethe 6ght, stonesteps (four Attack Roundsif you areStubble). In amendingthe Champion'ssrAMrNA score accordingly eachAttack Round yoa must TestGrcol's 5/cil4rf he is successftrl,he catchesyou wilh a rock and you must a2a lose z sreurre points If he fails, Lhe rock sails Thereis only oneway to reachZagor from here: enter the harmlesslypast your head.You have no time Lo do white light beam.Stepping into thebeam, you arehfted anythingexcept race up the sleps,bul, rf you are still rlpwards and are able to step out on to a circular ledge alve afterGroofs rock hurlingexploits, tum to r7z. I

424 The black shield looks forbrdding, even with the symbolof the warrn sun on ib as you push open the dooa you find a mighly enemy ready and waiting Cladin blackplate mail with the rdenticalrmage of the sunon hrs breastplate,the creatureLhat was once the Crand Templar of the kings court rajsesa huge, demonicaxe lo fight you. His mind destroyedby magicand now becomea pawn of the Demon, lhe Templarhas changed rnto a ChaosChampion, and you l'ill nol be able to rrur from him. When the Chaos Championwins an Altack Romd, you must roll one dice:if you roll a 6, his demonicaxe has causedyou specialdamage, in addton to losing the normal z points from your srAMrNA.Roll again,on the table below.fo deferminenhat lhat exrra damage ir. CHAOS CHAMPION srlrr ro STAMINA15

Dict Roll Ertra Danage You losel extra srAMrNApoinL 3 You loser sral.rrre pojJ:.tfuom Inifial

4 You lose1 sKrLLpoint lrom Irilial

5 You loser Magic Pointfromlnitial

6 Frenzyl(see below)

If lhe ChaosChampion goes into a frenzy,he losesj srAMrNApoints hrmself,but you must lose Lwo dice worth of sr,lvrr-l pointsllf yoLrmanage to overcome lhis terrrfyingenemy, tum to 572 a2a-a29

hio a warm smjleand he replies,You've heardof me, The body of the hideouschieftain lies aL your feel ihen?Do they still speakof me in far Cabaal?'You You have triumphed;garn 1 LUCKpoint. A great haveno rdeawhether they do or not, but you flatler reward is surelyyours somewherelYou find some him,assuring him how well thoughtof he is and how scrapsof edibiefood on the banquetrnglable in this pleasedyou are to meet him. At lhis, the merchant place,though almosteveryLhing here is rotLen(add j beginsto take a shine to you and is pleasedto do to your Provisions)Looking around and rgnoringthe busrness.If you spendat least I Gold Piecesat his pathetic arrd mindlessmrnrons since Lhey offer no store,he will grveyou a smallgreen olslal pendantin threatto yorl you obs€rvefour doorsin the chamber. the shapeof a key 'Don't know what it's good for, threeare along the north wall, and one is in the north but I'm sureit openssomething round here,'he says comerof the westwall- Wrll you open: offhandedlyTum to r94 to look over what he hasfor saLe, The door in the west wall? Tum Lo39o The far left door in the norlh walh Tum to 282 The central door in the north walh Tum to 9r The far lght door in the north walh Tum to 244

a26 The StoneColossus sy/ings its dub, eachLime it hits yol! you musLroll one dice,on a 5 or 6, you losef a28 poinl5of srAMrNArather than the usual.r. If. at ar1 Insidethe hole, a thick and syrupy hquid oozesover time when you roll dice to determineihe Alta& the ground;you broke the vial containingit wilh an StrengLhfor the Colossus,you roll a total of rr or rz, ill tmed knife thrust. Bad luckl Now, if there is a tum at onceLo ryo. kmght whosename you know and whosesword you to exploreelse- STONECOLOSSUS sKrLL8 STAMINA 18 seek,turn to rr7. Otherwise,turn to 43 where If you win, lum lo 29j. 429 427 You decideto take a risk and tell lhe man that you 'Ah, you must be thaL excellentmer&art o{ great have come Lo destroy the evil that rs ruling the repute,Three-Eyes Haa8l' you say,offedng a hand in castle.He looks lirst confused,lhen despairing,and friendly greeting.The strangeold mar's face breaks blwts out that your quesLis hopeless.He is Sr 432-454

Davian,one oi the last Argent Knights,and it is all he can do to keep the Orcs at bay and delay his Standing in one large room and thinking about own dealh He breaksdown and admitsthat he had where lo go n€xt, you hear voices.They are very been afflictedwith magicalfear by one of ihe War faint but they're coming from below the stone floor, Dragonswhich assaulLedthe castleduring Lhewars, and you even manage Lo make out a word or Lwo and that he IiterallyfainLed wrth fear after fleeing- as you kneel down and put one ear to the floor: and found himselfhere Now he hides,in fear for his Down bhecrawlway .. keasue there,sure of it, a life. If you are Braxus,tum to i78 If you are any c-hest... trap ... dangerous-'Searching arourd for a othercharacter, tum to 25o, loose flagstone, you can't 6nd one, so there's no way of discoveringwho the whisperingdenizens of . 450 the under-castlemay be, though they sounded Oncethe laboratoryof the alchemistsof CastleArgenl, human.Tum to rr7. thisplace has been iransformed into oneof unspeakable horror It is htteredwrth the preservedparts of mutanL monstersand strangelydesigned equrpment- A palp- You str*e the baseof the steps with your magical ablesense of evil lingersin the air, fhoughall is silent, weapon,and a resoundingcrash reverberates around savefor a rhythmicslurping nois€ coming from under the Tfuone Room.A blueline of magicalforce snakes a door in the southwall Taking a step or tvro closer upwards from where you sland as far as Zagols feet towardsthat noise,the hairson lhe napeof your neck al the top of the steps.You have lost some of Lhe sein apprehension.Will you, magic of yor.rrweapon now but only temporarily, Searchthis laboratorymore subhactr from your Atlack Strengthfor lhe next two thoroughly? Tum to 5E Attack Rounds As Zagor stands,looking stupefied, Open the southdoor? Tum to j55 caughLofI balance,you racelo the top of the stepsto Leaveand retum to the northwards- assaulthiin! Tum to 24. leadingpassage? Tum to 28o 44 a3a Abor-rt half-way along lhis north-facing passageway At the boltom of the stars, the secretpassageway there is a lone single door to the west, Lhen the runs {or a lon8 way eastwardsthen tums norlh T€sf passagemeets the long east-wesfPassage of Hawks If your SpotSkill here, if you have a lanLemor a Lrght you want fo retum to LhesouLh to explore an area speil (if you have neither.tum to z7r) If you are you haven'fyet entered,tum to j99 I[ you wanr ro successfrJ,tum to Jo If you fail, tum to z7r. openthe door here,not havingdone so before,tum to t35-1,56 457

lt you want to pa.sage 39. male for the of Hawks bottoo of fhe chasmfar below.Ii you are successful, aheadot you, tum to ta1. you land,sprawling across Lhe floor, and hit a boulder Deduct 2 points from your sreulN,r, but at least ]'ou'reacross, Tum fo 29j

437

open aSain any door lhal youve opened already In\rdeerlher wing. Turn Lo 4r to choosewhere to 80.

;: -':it

a36 a3a-a39

a38 The undead guardians of the temple are Zombies, as you suspected,but they are wearing stranSe copper circleLsround their heads and are far rnore dangerous thanusual. You can attacklhem in the normalway or you can Lry to rnale a specificstrike at the head.If you wrsh to do bhelatter, you must subtractf from your Atta& Shength.However if you do makea successful headstrike, knockrng off the circlet,the Crown Zombie will lose-z points from rts SKILLand 4 pointsfrom its STAMTNAinstanlly. You canfight the Crown Zombies one at a time as you rush into the temple.

SKILL STAMINA FirsfCROWN ZOMBIE I ao SecondCROWN ZOMBIE 8 10 If you win, you hear a rumpus coming from behind the doors LheCrown Zombies were guarding Orcish voices are raised in alarm, you can also hear a man's tenified voice. The Orcs are dearly preparing lo 6ght. You have three choices.You can atla& at once, openingone of the doors;tum to 2Ej AllemaHvely you can perform one action (suchas forcing some Provisions down or quaffing a PoLion),then open the door to altackthe Orcs, tum to 362. Lastly,you can decide fhat another 6ght skaighLaway is just too dangerousand tum on your heel.Losearch somewhere elsq down Lo lhe far eastemend of the passageway outside(tum to j).

439 Lookrng northwards along Lhis passage, you see a f t 4a-143

door to yor:r right, a few meLresbefore lhe passage 144 reachesa crossroads.At Lhecrossroads, the easl-facrng You spot a secretdoor at the end of the passage,flush passagehas no doors,but you can seeseveral to the with lhe east wall. If you want Lo open it, having not norLhand the west.You shouldexplore an areayou done so before, tum to azl If you would rather nol, haven'tentered before, so will you: you will haveto headback west and southto explore elsewhere;tum to g76. Open the door beforethe crossroads?Tum to j53 Headon northwardsLo the 142 ciossroads? Tum lo 9z You rehieve a very simple, sheerblack orb, no bigger Go backsouth and wesl, lo where than a goose egg, from the small compartmmLbehind you enLeredthis levelof lhe the secret panel. The Orb of the Templar can be castle? Turn to j99 activated by a simple effort of will, at any time. \Men you use it, you can increaseyour Currerit sKrLL(which may exceedyo!tr lrlitial srrlr, due to the power of Lhis magic).In total, the Orb has enough magic for you to gain j extr4 temporary sKrLLpoints in this way (you en use these all at once or at different Limes).Each temporary incease in sxrn will last for the duration of one combat only, and it will also help if you have to Test your SLill dr-ting a lengthy combat. Gain r rucr point for maling this find. Now, you can search elsewherein the wesb wing (fum lo 56) or male lor the BronzeShide (lurn to 7).

143 The circle nearest the northem door glows brightly and, as you bouch lhe wrought-iron door-handle on 140 the north door, a violent shock of electricily jolts The Elf looks you r.rpand down, and doesn't seemthe tfuough your bodyl Deduct 4 poinLs from your leastbit afraidof you If you want to talk to him, tum srevlNt" The door will not open either.Now you to 3r5 If you decideto altack him for the bag of have one action left before you must fighl (turn to treasurehe is carrying, tum to a5Z r9o), otherwire you must flee (lum to 97). 14-145 t4r14a

144 If you are still alive, you have Iound your way into This door bears a simple magical rune buL it has no Moranes'sExploratorium. The famed Moranes was an visible lock. So will you Castan Open spell(if you can)? Tum to 2oj Beatthe door down? Tum to42 Searchelsewhere? Ttun to 3 ihat, when he got things right, he must have been a greathelp to the defencesof CastleArgent Clearly, eploring here may be dangerous if th€ trap on the door is anything to go by. If you want to tinker with Voranes'smodels and examinehis notesand desigrs, tum to 5o7. If you decidethat this is too hazardousa Focedure, fum to 5r and explore elsewhere.

147 This is a card from Zagols own magical pad(, lost to him when he was hansported herel Tuming it over, you see lhe image of a silver dagger etdred on its 145 hce. This countsas a Silver Dagger,which you can The little creature rushes from the roonv it is very use to wealen the monster when you encounter him. swift, so you won't be ableto follow it. Will you open Gain r rucr point for this find, If you now wanr ro the door opposite with the ceramicplaque. if jou eramine lhe face of the second card, tum to 245. If haven'lalready done so (tum to ia.2),or rnaltefor the you prefer not to examine it, you can leave and endof the northpassage (tum to 4j! explorethe cavemat the end of the passagebeyond d you have not dlreadydone so (tum to ro7, or maxe 146 your way back to the main czrvem you entered by As you opm the door, a pair of heavy iron blades rtum to aE6). whirl out from Lheframe towardsyou. One, at knee hej8hl.stabs forwald; the other is placedto strikeyou lAE acrossthe back of lhe head. You lme 5 sreurre You are wise not to falry - yow quest was to destroy points (unlessyou are Stubble,who loses only z the ZagorDemon, not to geLgold for yourselftGain r srAMrNApornts since the head-hightrap misseshim). lucK point Tum to 2j5. 151

149 ableto useit to dealthe Hellhom Championa mortal 'Zuqumlm,I -'But he hasalready stopped dead in his blow If you know which symbolcan defeatit, and if tIacKs you havealso found a heraldicdesign on a chestwith that symbolon rt, you 'My hue name was knowr only to my acolytel'he kaow how many symbolswere on that chest,and says-YoLr explain how you savedthis acolyle from what colourthey wer€-Convert the lettersof the = the CreatOrcs in the basementof the castleZuqurulm colourinto numbersusrng the codeA 1, B = z, = js overjoyed;he had thought his studentlong dead C 5, elc.Add the numberstogether then multiply 'Thenyou havesaved both of us My debt to you is that total by the numberof the syrnbolsyou found doubled Friend,now you have slainall the vile ser on the chest Clhus,for example,if you think thal the you vantshere, w€ havesome time- There is a specialspell I slar defeatsthe Champion.and had Found hve white \iars Inscribed you can teachyou which may help you prevail at lasL' on a chest, would tum toparagraph3z5r = + You rest and meditatewith Zuqumlm as he Leaches WHITE 23 I + g + 20 + = 65, you j.) you the StaminaSpell This costs 1 Magic Point Lo r and would multiply that by Tum to the paragraphyou cast;when you castit, you regainlost srAMrNApoints have calculaled;if the nameof the symbol equalto half your lrtlidl total (roundfractions up) You isn't the secondword you read in that para- you cai castthis spellat any fime,except durinS combat 8raph, arewrong and shouldretum to paragraph 22j to Now, if you areBraxus or Sallazar,tum Lo2j2- If you continuefighling You should also do this if you have areAnvar or Stubble,h.tm to 21a. the staff but do not know which s]'rnbol defeatsthe Champion.

a5a As you look closelyaL the painting,the face of the wizard changesswiftly and dramaficallytHis kindly feafuresseem to swim out of focusard mutaLeinto lhe livid, red faceof somehorriEc Demon fiom your worst nightmar€sllt ]s Zagor himself,and his eyes move as if searchingfor somethingThey meeLyours and the visage breaks into a crooked grimace of 150 hatred. Words form with your mind, a telepathic The onyx staff has four symbolson it: Ion, chevron, screamfrom the enragedmonster: You darechallenge goblet and slar. If you have spenta Magic Point to tnA'Lose I LUCKpojnLr Filled with fear,you rush out activatethe staff (or if you do so now), you may be of this room andpress on northwards.Tum Lo92.

.L- t

a52-454

452 You open Lhedoor quietly and gaze rnto a majestic andbeautiful chamber. A hugecrrcular table dominates the room, wrLhthrones seated all round itj theremust be fifty or so. ln the huge hole rn the middle of the tableis a crystallinedome from which a faint green flow emanales-There is a glowing image of some objector otherinside that dome,but you cannotmake out what it is from Lhedoorway - not leastbecause the twenty-metrelongdozing reptile curled round the tabletopis betweenyou and the domelThis must be a yoLrngDragorr you guess,but any Dragonis a formid ableenemy. On the otherhand, it doeshave a pile of treasureclasped beLween its forepaws,and its scales lookiust a little out of condiLion.lf you want to attack it, you haveone freeachon (striking it with a weapo& attacking with a spell, shooting with a bow, etc.); subtractthe damageyou do Fom the si^MrNA of the Dragonwhen you fight it, tum to 176 to fight If you decideto leavewell alone,turn Lo56 to exploreelse-

453 The faceof a Demon shinesout from bhecardl You are cursed,you must deduct 1 from your Atback Strengthand also lose r point from your LUCK.IL's timeto fight, Lumto 299.

154 Sanctuaryhas its fair share of dubious fortune-[ellers and charlatans,but the king's quemlous old sage Yon- daleis saidto have lhe SighLso you makeyour way 155 aj*a5a

to his chambers.When you enter,lhe ancient-loolong a56 wiz:rd-sageis in animateddiscussion wrth a merchant Sinceyou are slandingclose Lo the monsterwhen it who is bearinga smallwooden casket He asksyou explodes,you are drenchedin Lhecorrosive acid and what you want and, when you ask Ior his help, he filth which burstsout; lose 12 srAMrNApoints! What's snapsat you, 'This wretchwants 5 Gold Piecesfor a more,the hugecarcass is still churningand writhing.If meregrumnet of Banabangranshimmerlizard tailsl It's yoLrwant to pick up the woodenchest here, you must an outrage!Pay him for me,and I'll tell you somethrng Tesfyour Skill If yoq aresuccessful, tum to 199; if you of useto you'If you arewrllng to pay the 5 Gold fail, turn to 5a7. If you would rather leave at once, Pieces,turn to J82. If you won't (or can't)pay, you tum to 28o. can buy some equipment(lum to 56), try to make someextra money (tum to 206), or makefor the ship to takeyou out of Sanctuary(turn to 22o). Elranelrs a very dangerousenemy- UnJess you havea Ring of Tmesrght,you must deduct r from your Attack Skength, since hrs magicalcloak makeshim hardto hit Also he hasa poisonedweapon; if he strikes you,you will losel point fiom your sr^MrNAbecause of his daggerblow - but you must also lose z extra points from your srAMrNA through the effects of poison.His fusLsix attackswill usepoison; after that, the poisonruns ouL and his hits will causeyou only 1 point of damage.LasLly, if you have a thief hireling with you, he will not help you fight here,instead, he runs away.

ELRANELTHE THIEF SKILL12 STAMINA 13 At the point where the conidor tums east, there is a If you reducehis srAMrNA Lo 4 points or belor{ door opposite you in the norfh wall There is also a without killing him outriSht,turn to 2j9. If you kill small door along lhe eastempassageway, again on the him,tum to r95 north wall. If you want lo open the door at the poini where the passagetums, tum to ro5 Ii yc'u wanr ro 158 open the door turther along the eastem passage,turn You have enleredthe jailer'srest-room where a huge to 269 stone staLuestands guard. The monster has been t a5f1,5o a5?fi^ craJtedin the shapeof a demon,wiLh stony wings and you must open yourself, and the thief cannot open homs set above its humanoid body. It has huge, doorswiLh magical locks or nrnesof them.Second, the dubbedhands and a networkof spikeson iLshead and little thiel can help you fight, so while he is with you along its neck and spine,and rt reachesforward to you can add 2 Lo your Attack Strength.However, graspyou as soon as you enLecyou have no chance once Lhe thief has helped you with Lhreecombats, to flee here. This is going Lo be a tough combat fhat's as much of a risk as he is prepared lo tale, and against a powerfld enemy; your only good fortune is he will then leave (keep a note oI the number of that, unlike many of its kind, this huge Colem is combaLshe helpsyou with, if you hire him). You can vulnerable to all weapons, so you can fight it nor- choosewhich combatshe will help you with they mally do not have to be the frst three but the thief will not 6ght any Dragory nor will he enter the Throne CIANT STONE COLEM sKrLL9 srAMrNA16 Room on the floor aboveor crossany wooden stair- If you wry you ffnd a set of keys to the jarls;there are way Decide whelher to hire hirn; if you do, make a noLeto tum the thief leavesyou (after 7o keysaltogether. Leaving the chamberwith lhesein to 916 when your hand,will you try to open: Lhreecombats). Now you set off for the main body of Lhe caslJe,laking the thief's advjce not to risk a The next door on your righL? Tum to a84 conJrontationwith [he vjciouslitlle Imps lo the west. The last door on your right? Tum to 281 Tum lo 3 Eitherof the left-handdoors? Tum to 118 a6a 459 If you have Lakena Potion of Flying, you can now Searchingthrough the chambersof the Argent Knights, swoop down without taking any Lime;turn to 286. you must eat a meal lesf your SpotSkill If yor ate OLherwise,you have a choice you can climb down successful,tum to 257. lt you fail, you find nolhing one of the rope-laddershanging from the platform unusual,so tum lo 4j and searchelsewhere (hrm to j25) or you can pray to lhe gods and goddessesof Amarillia to protecl you and jump the a6o ha/entyfrve metres to Lheground (tum to roz). If you wanL to hire the yor-rngthief, you must pay him 4 Gold Pieces.trn rehrm, he can help you in the a62 followingways Firsl he canpick any lo&s you come The magicalenergy makesLhe hall shimmerout oI aoossand bypassany traps,so you will not have to focls for a split second, then the ghostly form oI a take damagefrom haps on doors;but Tower Chests young knight standsbefore you. He is unce ain, buL

t 15j a64-155 whenyou assurehim as to the natureof your questhe off you see that the defensiveiron plates on the seemsmore willing to help you. He tellsyou that you creature'sback and legs havegrown ihicker.DodginS may find help in the temple,dr.re west of here,and Lhat your blow, the animalraces lor the door.Tum to r45. oppositelhe lemplelhere is anothersource oi healng to be had from a magrcalformtain though thereis a64 one of far greaterpower above He wams you that in A small, cramped, secret charnber here rs filled with the GreatHall, on the next floor above,the greatOrc toul and mustyaia but it alsohas some valuable rtems chieftain,Thulu, holds court over a mutaled and Thereis a suit of Dwarf-sizedplate rnailarmour, only undead€ntourage of 6erceOrcs and monslers,bLrt he Stubblecan wear this,and he gainsa bonusof r to his addsthal Thulu guardsa powerfulmagical swordl The Attack Shengfhin combatwhen wearingit Furthet GreatHall hasblack wrought-irondoors and is unmis- thereis a leadcasket which contains a lumpy,elliptical, takableHe warnsyou nol to ent€rLhe dungeon pflson somewhategg-like object thaL measuresabout 20 of the castlej there is a very strong Golem guard centimetresfrom end to end.This is one of the fabled there,though there is alsosome lost magicof consider LavaSpheres of lhe Dwarfsof Grundia,and it canb€ a ableinteresl to any wizardssealed up there He also devastatingweapon If you throw it into an area(a saysthaf you shouldtry fo find lhe crazyold merchant room or passage)where you have to fight, it will (knovr.nas Three,EyesHaag becauseof the eyeglass explode in a ball of flameswhich harms al your he always carries),for he may have equipmentor opponentsin the cornbat;roll one dicefor eachoppo- magic for sale.Incredibly, the old man has boarded nenl separalelyto determinethe numberof srAMrNA himselfup in the castleand has managed to surviveall points he wlll lose (this will not harm Zagor or any theseyears 'And bewarethe wings, easLand west,' fire breathingcreature, however). You must spend r [he young man addsas his ghostly form fadesIiom VagicPoint to activatethe LavaSphere. Gdin r LUCK sight, 'bewareGrool, Keeperof the ..' Then he is point for finding it. You find a one-waydoor in the gon€.It's time to searchelsewhere, for you can hear north wall; iI you want to open it, turn to 56J, morerats approachingj t[rn to 576. otherwiseyou may leave here and take the west Passage(turn to:99) or the north passage(tum to a63 aI9) The litlle animalleaps at you and scrabblesat your armourwrth its clawsand snout.Great rents appear in a65 your armouras the beaslgobbles up the metallYour A suddenintuition tells you that a powerfulmagical metal armour is ruined (though,forturately, you still rveaponyou seeklies behind this eastemdoorl You wearyour leatherarmour beneath it). Trying to fendit nrst haveit! Tum to 34.

'l- ft6-a57

a66 You are standingin the circularground-floor chamber of the easbtower The tower riseshigh aboveyou; a set of stonesteps leads up to a wooden platformon which you can see a huge wooden war machine pointinSaway from yorr, out through a portal at the top of the tower Thereis alsowhat is unmistakablya Tower Cheston the plafform.However, the guardian of the tower is not jusf goinS to let you takeitl Grool, the gigantic,one-eyed, mutant Ogre, heftsa club that must be the size of you, and he growls hatefullyas you enLer.If you want to takethe treasurehe has,you will have to kill this huge brute If you don'Lwant to fight him, prefening to flee, tum to 377 Otheruse, do your bestlIf you have an onyx wand and wish Lo useit here,tum to 246 immediafely.

CROOL SKILL 9 If you reduceGrool's suvrrl to 8 or ress,maxe a note of his Curren[ srrrr and srlvrre scoresand lum at onceto 59. lf you manageto kill him outright, Lumto 252. If you are forcedto flee,you may do so at any time; tum to tZ.

a67 The Mutant ChaosOgre is a lruly formidableenemy. EachAttack Rouad,roll one dice If you roll a 6, the monslerwill spit out a blob of corosive acid at you, and you must lose j srevrr,l points (this happens whetheryou have the higher Attack Strengthor not, andis additionalto any damagethe brute may do by strikingyou). So you mustkill this monsterswiftlyl

rl a6A a69-a7o

MUTANT CHAOS OGRE srrn 7 srAMrNA14 a69 It is not easyfo throw a vial of acidso far-You must If you slaylhe Ogre,tum lo 48. subtract2 pointsfrom your Altack Strengthlor throw- ing it (but you could use it normallyin hand-Lo-hand a68 combat),unless you have a catapultto fue it with. If It you think you lqrow the name of the merchant, you have the higher Attack Strength, you cause converthis name into a numberusing the followrng damageon Zagor.If he hasthe higherAtta& Strength, code,A = r, B = 2, f = and so on. Add together 3, his spellcauses you to loser point from your Curent the numberscofiespondjng to lhe letLersin his name srllr and z poinfsfrom your Currentsuurrl Tum then tum to the paragraphwith the samenumber. If to 299 Lodecide a courseof actionfor the nexl Atback Lheparagraph 'Ah, you does 4ot begin must be . . .', Round- you haveguessed wrongly and you musf tum to 194 instead.If you don'L larow his name, you ask the merchanthow he has survivedhere He repliessimply thal he hascertain magical defences against marauding Orcs and the like; afler he killed two of them who were toring to loot his shop, they kept away for a while,and now they evencome to buy food now and again.'Mind you, itt not easygelting suppliesthese days. The castlefolk who fled into the old village bring what they can,but you iust can'tget the service Lhesedays,' he reflectssadly You think thal he's probably crazy but he does have some worlhwh € thingsfor sale;turn to r94

470 The Colossusalso strikes you with its whip, which is madeof enchartedBasilisk lealher! You must spendr \4agicPoint to avoid its magicaleffects. If you haveat ieast r Magic Point, retum to ar6 to continuethe ight. If you haven't,fhen you aretumed to stone,and i-ouradventure ends here! 475-a74 art A chiselledset of stone sLeps,leading norLh, lies You have spent some hours ln a rough-and-tumble behindthe secretdoor. There is a sLicky,slimy sub- parl of Low& wherepickpockets and cutpursesthrong stanceon th€ floor so you descendcarefully It is dark the streetsand tavems.You must TeslVout L ck If here so you needa lantem(or a Light spell)to light you are Lu&y, you have managedto keep all your your way If you do not use one or other, you will gold.If you areUnlucky, you losehalf of [he gold you stumbleard lall heavily,losing 2 srAMrNApoinLs The had(round fractions up) - a threfhas dipped into your stepsend at a landing with a single door opposite pocketslNow, will you: you The door doesn't look very strong, nor is it Buy someequipmenl? Turn to locked,but lhereis a glowing paltem of magicalrunes 56 Consultone of lhe king'ssages? Tum to 154 on it If you are Sallazar,you can read theserunes; Headfor the ship to takeyou lo tum to j86 Otherwis€,you can simplyopen the door Tower Island? Tum Lo2ro (tum to 539),use an Open spellto bypassthe runesif you can (tum to aao),or decidenot lo take the risk andsearch elsewhere (tlm to jZ6)

474 The Hellhornsare {erociousenemies and you will be lucky to survive lhe onslaughtof bulting homs and flailrngwhipsl As you arriveat the top of the platfom, Grool lets a potion vial fall from his lips; the calty monsterhas SXILL STAMIN,{ FrrstHELLHORN drunk a healingdraught Roll one dice and add r to 910 SecondHELLHORN the numberrolled; the total is the numberof pointsof 9ao lost sTAMINAhe hasregained. Raising his club above If a Hellhom hits you, you must roll one dice and his head,the OBre preparesto 6ght to the death If consult th€ table below to see the extent of the you wlr! tum to 252 damageit doesto you: 115 a76-L7J

DiceRoll Elfect a76 'Thulu, a 1 Glancingblow from whiP: lose r the Orc chieftain in the Throne Room, holds prisoner. jail the west wall srAMlNAPornt Healer The cell liesbehind Whrpblow, lose z srr'uIn,lPotnts Het the only way you could heal plague,if vou've you the hag, but her price 4 Headbuth lose 2 srAMlNAPoints caughtit. Oh, unless Pay of the king's old lAhite 5 Specialwhipblow, lose z suvlre *o"td b" high. She'sone pointsand 1 sKILLPoint 6 Specialheadbutt,lose:sr,c.vtNa Points,Plus 2 extrasraMrNA Points from poisonedhomsl Room And bewareher cat- rt's exlremelydangerous.' Any SKILLpoinLs you may lose becauseof a speciaL R€Lumto 22. wlup blow areonly temporaryand areregamed-when theiombat ends.If you win, you enterthe Hellhoms' guard chamberthrough the oPenwest door; tum to 99

This is a card lrom Zagois own magicaLpack, lost lo him when he was hansPortedherel Tuming it over, you see the image oi a srlverdagger etched on ik face This countsas a Silver Dagger,which you can when you encounterhrm- use to weakenthe monster If the 6rsLOrc rs invisible,you must subbract2 hom find Holding the second Gain 1 LUcx poinLfor this your Attack Strength when fighting him. As you that this card,howe'er, you feel a suddenintuition confront the second Orc, he draws his sword to unpredictablein iLs effects card may be dangerously defendhimqeLl leaving the robed man cowering on lhe floor.You mustfight the Orcstogether.

SKILL STAMINA IirstCREAT ORC a7 SecondGREAT oRc ara ry9

If you win, you can take 1 Gold Pieceand somefood - but you }lce the look of that plate mail he is hom lhe Orcs (add r Lo you Provisions).The old rvearinglBoldly you say to him, 'SrrKnitht, if you can healerexplains thal he was imprisonedand forced to ffght no longer,you can slill help me-I havecome to usehis curalivearts on the Orcs i[ they ever suffered destroy the evil which condemnsyou to such a injuriesHe is deeplygraleful to you and declaresthat rvreLchedexisLence, cloisLered here, and I could male he will use hrs healingenergies to help; resLoreyour good use of the armou you are wearing.If you will sraMINA to its Iniiirl level. The healercan also cure not fight at my side,surely you will give me fhat?' any one form of plagueyou may have(but only one). Ihe manlooks ashamed of himselfbut fhenacquiesces He tells you that his old menfor, the great healer He gives you his fine madcal plate ftail armour!You Zuqurulm,is imprisonedon the next floor aDoveoy mustspend 1 Magic Point Lo be ableto qseit; if you the Orc chreftain,Thulu Thulu has a great guard of do lhat, thisarmour will addz to your Attack Slrength Crown Zombiesand mutant Orcs about him; if you in all futurecombatsl Cain 1 LUCKpoint. Now, if you can deshoy that terrible force, however, Zuqunrlm want to askDavian about the knight with the magrcal would certainlyhelp you If you are Braxus,lum to sword in the painting you have seen,Lhough lhis 2ol Otherwise,fhe old man saysthat now he wants could be tactless,fum lo 2o:. Otherwise,you must to leave Castle Argent and help ihe handful of leaveand explore elsewhere; you canmarch sor.rth and wretchedsouls atiacked by Orcs on Tower Island,so then eastwards(tum to j99) or northwardsto the you allow him to go. Now rt is time to search Passageof Hawks(tum to 1aa). elsewhere;you Leavethe templeand headwesl to the end of the passageway,where iL turns north (tum to 479 The chamberat the top of lhe GreatTower is sealed. Soon the ZaSor-Demonwill begin to regenerateand nse up beforeyou You may be able to overcomeit agai&bul you will neverbe able to destroyit you are doomed!You have failed at bhe lasL and your advenLureends here.

a78 The kright is clearlysurJ< deep in desparr,unable to rousehimsell no longera Lruewarrior such as yourself 18o

18o What you see in thrs middle chamberof the Great Tower alrnost defiesbelief; lhe sheerscale of il is gigantic breath-taking Hovering some twenty-Iive metresabove you is a giant stoneplatfom, more or lesssquare in shapewith a cupolaabove it and arches on all sidessculpled in Lheshape of enomous dragon jaws. A turbulenl vortex oI air whirls below lhe platForm,drawing up dust and debrir into a spinning conewhich sesbo the baseof the platform.Trailing from the platform down to grorlnd level are four ricketyJookingrope-bridges. From the top of thecupola a beamof milky lighLascends to lhe ceiling,where a white archalmosL out of your rangeof visibn stands, dose lo the top of the tower.

And then there is the War Dragon . . Reclining on the platform,Lhe monster appears lo be asleep.It must measureforty metresfiom snout to lail, and you're going to haveto kill it.

Think carefully about what you wish to do before you choosehow to ascendto the platform If you have an onyx wand,tum lo 260. The Dragonwill be bhemost powerfulfoe you have facedin CastleArgent, so you must do all you can to improve your chancesof victory. Then you must decidehow to get up to the Dragon.If you have at leastlhi*y mekes of rope to tie logeLher,you can use a bow (or a Magic Anow) to fire a line up to the platiorm and then clamber up lhe rope;if you wish to do this, tum to 49. If not, will youi aafaA2 a8ya86 Use (if you a Potionof Flying have aE3 one)? Tum to j64 Climb one of the rope-bridges? T1lJr. to 222 Enterthe swirlinSvortex, hoping to be caniedupwards? Tum lo jj4 DeclineLo cl,mb up, and instead challengethe Dragon? Turn to f46 aa4 aBa You gather 15 Gold Pieces' worth of gems . . not that they will be of any uselo you whenyou have to fight Zagor,of course.Tum to 262-

tum to a5. If you car't open the door, you will either have to batter it down (tum to 265) or leave and searchelsewhere in the jail complex(tum to 5il).

a85 There is the unmistakablestench of Hellhom here. You re certain thal there is a Hellhom behind the door! a82 Hellhoms are powerful enemiesindeed; consEer care- If you choseto removethe web only, or the web and tully whetheryou reallywant to enterhere. If you do, the circle,you cannow open the but door, the symbol tttrn to 22j. If yor.r would rather explore elsewhere, will explodein a brilliantflash of orangefue and you ttim to j6. mustdeduct 6 pointsfrom your sraMtNA,furn to 229. I[ you removedthe circle only, tum to 253 If you 186 removedthe LrianSleonly, or the triangleand the circle, you fry to open the door but cannot do so, fhough you come Lo no ham, Lum to 597. If you removedthe kiangleand lhe web,or if you erasedall threeparts of the symbolwith threeOpen spells, tum to :29. dr-a66 aafrgo

a8, IE9 Which card you manageLo snatchin mid-air cannot be predicted. Roll one dice to determine which card you get; if you want Lo spend 1 Magic Point to add r to the number rolled, you may do so (but you must decide whether or not to do this before you roll the dice!). If you roll 1 or 2, tum to gj. If you roll 3 or 4, hnn to 2jo, If you roll 5 or higher, Shength, since he is trying to fend off the magical tum to 2.75. lion as well as you! Retum to 514 to continue the hght. . a86 'Wizard Remstar,I come in peacel'is all you can think of to say- The ghost wavers, unsuE what it shoulddo next. 'l am nob here to disturb you or fo fight. I have come to deal with the evil inside thrs castle.' For a second,the ghost looks infinitely sad, as if tormenledbeyond despair,then it whjspers,Tree me from this tormmt- The Demon made me its servanbI was Lorturedin the tenible dungeonsby the monster, Mungus,and put to a lenible death I am condemned to wander here for ever, unless some soul will free me,' If you want to free Remstarfrom his torment,you musl Bive up 1 Magic Point, or 1 point of sKrlr" AIR ELEMENTAL sKrlr 12 STAMIN^or LUCK(froln your Cunentand Tzitral score). srAMrNA15 By givrrg something of your life-force, the ghost can When you first win an Attack Round,do you have a be freed and regah peace. tf you are willing to do thit tum to 57. ll you arc not the ghost will be angeredby your refusal,and you must fight il (tum to a4)' Iaf1,AA aaf19o

aa7 a8g Which cardyou manageto snatchin mid-af cannotbe Lions are the bane of the Knight. you raisethe staff predicted Roll one dice to determrnewhich card and concentrateon the symbol of the lion, and from you get; rf you want to spend l Ma8ic Point to add r to the number rolled, you may do so (but you must decidewhetber or not to do this before you rolJ fhe dicel)-If you roll 1or 2, tum to r53 lf you roll j or 4, tum to 23o. If you roll 5 or higher, Shength,since he is trying Lo fend off the magical !)m to 273. lion as well as youl Retum to j14 to continue-lhe hght. ' 188 'Wizard Remstar,I come in peacel'is all you can ihink of to say. The ghost waven, unsurewhat iL shoulddo next 'l am noL here to disturb you or lo fight. I have come to deal with the evil jnsrdelhis castle.' For a second,the ghost looks infinitely sad, as if tormenLedbeyond despair, then il whispers,'Free me from this torment The Demon mademe its servan!I The Air ElemenlalthaL forms here is not as srroneas was torturedin the terribledungeons by the monster, mary of its fype, but it is sliil a formidabl.enemy. Vou Mungus,and put to a terribledeath I am condemned must Testyour Lutk.lf you are Unlucky,the whirling to wander here for ever, unlesssome soul will free Elementallslocks you off your feet, and you musi subtractr from your AttackStrength for the fusl Attack If you wanL to free Remstarfrom his torment,you Round,as well aslosing r point from your suvrwa must give up l Magic Point, or l point of sKrlr- AIR ELEMENTAL sl

A 493 has causedthe ElemenLallo lose sraMINA Pointsas youl ILsgreat, iron-shod gales lie al the endof the road, normal.If your weaponis not magical,but you do havea whichthen angle down inlo the earthso thatany going way of makingit maSicalfor thisone combaL you musL into the castlemusb first enterby subtenanean chambers. take one ALtackRound to do this (during which time the Above ground the walls of the castle are far too high Elementalstrikes you; lose 2 srAMINAPoints)Conlinue for you to climb.You seethal the castlehas a central keep,with eastand wesl wings,and on the sideof the castlefurthest from whereyou arestands Lhe northern- most GreatTower, risinS lo a spireamong swooping seagulls.At iLshighest pornt is a throneroom where scoresoI kingshave undergone the Ritualof the Sword the followingAttack Round lf you win, tum to zr7 beforerulingAmarillia from thismighty fortress.Surely, you Feel.lhat is wherethe mons(er, Zagor. is growingin evil might. There is no LimeLo lose; you stride forward Lo the seeminglyunguarded otadel. The massiveiron. gales, lheir brassplaques now defacedby crude, Orcish scawl, are closed.If you can,and wish Lo,use an Open spellto enLer,tum to ao3. If you cannotuse this spell, 491 your only option is to Lry to lorce Lhedoors, fum to 5.

493 The little brule tries to leap up and sink its claws into your armourl You have to 6ght the animal;it's slarving and won t be fended off. PARNASSANIRONHOC sKrLL8 srAMrNA4 lo the numberrolled!) If you have al least20 metres If the honhog wins even a singleAtlack Round,tum of rope, however,you can reducethis additionby 1 to 15j. Olherwrce,turn to 214. point. lf you are successfuleilher time yo'u Test !o11r s/rtll tum to 26. If you fail both times,turn to 84

492 The stone-builtmass of CasdeArgent standsbefore r94

494 The merchanthas the following items for sale: Provisions r Gold Pieceeach Lantem oil, r flask 1 Gold Piece Rope,ro metres 1 Gold Piece Longbow arrdanows 5 Gold Pieces Platemail armour 12 Gold Preces Magic Ring 6 Cold Pieces Potionof Luck 5 Gold Pieces Vial of PlagueAntrdote 6 Gold Preces Vial ofAnti-venom 3 Gold Preces If you buy the longbow, you will be inslructedlater on when you can use it The plate mail armourwill add r to your Attack Shength (the merchanthas human-sizedplate mail only). The Potion of Luck can be dmnk at any time, exceptduring a combat,and it rcsLores1 j losl LUCKpoints (roll one diceand halve the numberrolle{ rounding{ractions up) A vial of PlagueAntidote will cureone (andonly onel)form of plague which you may be unfortunateenough to catch,restorinS all lossesfrom hilial (but not from Current)sraMrNA The Anti-venom can be dru* at any time (except during combat) and, for lhe first three combatsafter you drink it, it will preventyou being harmed by porson The merchanlalso has a limitedsupply of exlra special,but expensive,magical rtems;if you want to inspectthese, lum to 16. If you wanl sell an item here, the merchantwi]l pay you 1 Gold Pieceless than the selling pnce listed above Make your purchasesor sales and amend your AdoentureSheet accordingly. Note that, if you 495 r95-rEz you acquire more gold and wish to buy again, a96 may retum here by tuming to this pamgraph until you cross a stairway in the castle Now it's time to leaveand search elsewhere; tum to ur8.

beautift-rlsilks, linens and paintings, it is now defaced"

unmoving. though they hold long. cruelly barbed halberds,and the stenchof deathis in the air. lf you have a bow, yotr can ffre an arrow at one of them and inflict 2 points of damage to its sr,A.MrNAwith a surpriseattack, but then you will be forced to fight. If you wish to 6ght, tum to at8. Otherwise, you camot 195 The Elf falls dead, but his bag of heasuresvanishes as he falls;a powerful spellplaced on it ensureslhat it will teleportaway from whoeverslew hrm! Also, his dagger no longer carries the poison it did before you However, may take his strange doak. Provided 49, you are not wearing any kind of m€tal amour, when You know that a truly awesome chalJengeawaits you wear this cloak you can subkact 1 fiom the you beyond the wrought-iron door. The sheer scale Ahack Shength of all your enemies,since they crnnot see you clearly in order to strike at you (but this does nol affectZagor or any DraSon).You must spendr Magic Point to be ableto usethis cloak Now you can open the westerlydoor in this room (hrm to 15o), tum to 5oo. If you aren't yet ready to matce an leave and open the door opposite,if you haven't assaulthere but prefer to backtracksouth and east alreadydone so (tum to or leaveand go north to 55), to explore an area you haven't entered yet, turn to the (turn east-westpassageway to 4j). 43. a98 204 As you run up lhe sLaircbeyond the Dark Elf's 'ln the north wing of Lhecastle is to be found a greaL chamber,he flings a throwing daggeralto you You magical sword, a mighty weapon in hands such as m$t Testyour Stl/l adding r to the numberrolled. If yours.You musLseek itl Findthe BronzeStride beyond you aresuccessful, you manageto dodgethe attack.If the ThroneRoom, and takethe norLhemdoor. Now I you are Ltrsuccessful,you are wounded in lhe back wish to leave, to care for those poor souls who and must lose 2 STAMINApoints. Tum to 376 lo wander Tower Island refugeesfrom the castlewho exploreelsewhere. have survivedthese many years' Cain 1 LUCKpoinL for this helpful hint! You leave the lemple and head wesl alongthe passagewayouLside, to the point where it turns north (h.rmto 352).

'Sir BeLhelwas my friend He was a mighty wamor, and he used a magicalflyrng sword. It would fight independentlyof him, dancingn the air and slicing through Orcs like a kmfe lhrough buLter Alas, he perishedin the wars, of course.To frnd his rooms, when you leave here you should head norLhwards, Lheneast along LhePassage of Hawks to the coss- 199 roads Once there, you should havel northwards and You grab the chesLand drag it out of the room. take the easlemroute at the end of that passageway Unlortunately it conLainsonly a single Gold Pieceand That is where you will 6nd the chambersof the somebroken and uselessglasswarel Cursing your ill- Argent Knights.'You thankDavian for his help.Noyr fortune,you leaveto searehelsewhere, tum [o z8o you must leaveand exploreelsewhere; you can head southand then eastwards(tum io 399) or northwards 200 (hrrnLo all) A huge, glowing goblet emergesfrom the lip of the wand, qses over Grool's head and pours a cascadeof 203 steaminSacid on to himl The Ogre thriekcIn Pdind< Once again, this is a room that has been looted: he loses rz srAMrNA porntsl Turn to 156 to conLinue tumiture and paintings have been smashedup, grafGti fighting, reducing his sTAMINAscore accordingly. are scrawledall over the place,and it seemsthat a couple of Orcs couldn't hold their be€r and brought it Orcs is. f youi€ going to plurge fruther into the back up over tlp remains of the desk Little is left to barracks,lhis is where you want to make for, rather show what this room was once usedfor but to the than wasting lime chopping up dozensof Orcs all southLhere is a door oppositethe oneyou enteredby over lhe place- after all, only the leaderwill have any and on it a network of magicallines, resemblinga worthwhile treasure. If you want to head for the spider'sweb set fir$t within a circle then within a leader'sden, hrn to 352. If you preferto leavq now hiangle- You suspect a magical trap here. If you are that you can see how large the barracksis from the Sallazar,tum to 7r If you want to smashdown this map, hlm to 4J. door, fum to 255. lI you want to use an Opm spell, tum to 89. If you don't want to risk the ef{ectsof the 205 trap,tum to 5 andsearch elsewhere, To your delight, the room beyond the yellow door

204 The Orc banacksare extensive,a honeycomb of small rooms and guard po9ts. Near the entrancedoor, how- ever, is a small guardroom fiom which you cnn hear they will chaseyou out of the barracksas far as the the sound of guttural voices sluieking and chucHing. passateway outsidq turn to 64. f you wish to ffBht, Taking a very carefirl peek round the door, you see a you can back into a comer and fight these magical coupleof Goblinsrolling dice.They are using toenail guardiansone at a time. clippingsto gamblewith, one of them has just won four dippings on a big bet and is about to chew bhem, SKILL STAMINA washing them down wiLh a tankard of foul, Goblin FirstANIMATED ARMOUR 6 ro beer. You don't hesitate but walk straight in to altack SecondANIMATED these feeble servants of the Orcs Frght them both ARMOUR 6 ro together. lf you win, [he Tower Chest here STAMINA has a sma]l shield on SKILL its lid, FirstGOBLIN showing eight green starson a yellow back- 55 ground.When you SecondGOBLIN have openedit, you leave here; you can open the blue door, if you haven'tdone so lf you win, you find a cudely drawn map of the Orc (turn to jrt), seareh the many barracks rooms barracks on the wall here, and from this you c:m s€e thoroughly, if you haven t bothered before (tum to approximately where the room of the leader of the r:), or leave the barracksand head south (tum b 64. couple of Orcs couldn t hold their beer and brought it Orcs is. If youre going to plunge furlher into the back up over the remains of bhedesk. Little is left to banacks, this is where you want to make for, rather show what this room er'asonce used for, but to lhe than wasting time chopping up dozens oI Orcs all soulh Lhereis a door opposilethe one you entercdby over the place afterall, only the leaderwill haveany and on it a network of magical lines, resembling a worthwhrle treasure If you want bo head for the spider'sweb set fust wilhin a circle then within a leader's den" tum to 552. lf you prefer to leave, now triangle. You suspect a magical trap here If you are fhat you can see how large lhe barracks is from the Sallazar,turn to 7l If you want to smashdown this maP,tum ro 45 doot tum Lo z5g. 1l you v/ant to use an Open spell, turn to 89. If you don't want to risk the effectsof the 205 trap,tum lo j andseareh elsewhere. To you delight, the room beyond the yellow door conlainsa Tower Chest and a pair of guards.two 204 suils of lacqueredyellow plale mail carrying heavy The Orc barra&sare extensive, a honeycombof small pikesin therrgaunlleted hands The magically animated roomsand guardposts. Near the entrancedoor, how- suitsof armouratLack at once If you chooseto flee, ever, is a small guardroom from which you can hear they will chaseyou out of the barra&s as far as the lhe sound of guLtural voices shrieking and chuckling. passagewayoutside; tum to 54. If you wish to fighL, Taking a very careful peek round the door, you see a you can ba& into a comer and 6ght thesemagical coupleof Goblinsrolhng dice They are usinStomail guardiansone at a time. clippingsto gamblewith; one of them has just won fourclippingson a big bel andis aboutto chew them, , s(ILL STAMINA washing Lhem down with a tankard of foul, Goblin FirstANIMATED ARMOUR 8 ro beer You dont hesitatebut walk slraighLin lo attack SecondANIMATED thesefeeble servanLsof lhe Orcs. Fighl them both ARMOUR 8 10 together. If you win, lhe Tower Chest here has a small shield on SKILL STAMINA its lid, showing erght green stars yellow FirstGOBLIN on a back- 55 ground. When you have openedit, you leave here; SecondGOBLIN 55 you can open lhe blue door, if you haven'tdone so I[ you win, you {ind a cmdely drawn map of the Orc (tum to 327), search the many barracks rooms baracks on lhe wall here, and from this you can s€e thoroughiy,if you havent botheredbefore (tum to approximately where the room of the leader of the 12),or leavethe barracks and head soulh (tum to 64)

.T to6-2o7 zot-ro9

206 2oE You havea few hoursbefore your shipsets sail on the The side-passageleads inLo a cavem which has a very next trde. You may be able to acquire some gold by faint glow coming from its crystalline walls and ceiling. puttrngyour handsto use,helping out with labouring Sharp, angular stalactites hang like chandeliersin the work at lhe docks (lum to zs6) or you could try warm air. There is a distinctiveaura of masic about gamblingin a tavem (tum lo 5z). If neitherprospect this placeand, as you creepcautiously Forw;d, a blue appeals,will you now: triangle of glowing energy appearsin mid-air, blocking the entrance.If you areSallazar, you canuse 1 Magic Buy someequipment? Tum to 55 Point to dispelthis trap if you so choose(tum to 40 Consult one of the king's sages? Turn to a54 but ignore the instructionsregarding srAMrN^ loss). you Wait for the ship to Jake to Otherwise, it needsno specialmagical ability to realize Tower Island? Tum to 2zo this must be a trap Lhathas been acLivatedby your approach.If you decide to walk through it and suffer 207 its effects,tum to 4o. If you don't want to take this You feel yor-uselfbeing magically slowed down as you ris( you can either make for the cavem further along; try to race up the steps:Zagor is casting a spell at you if you haven't al.readyentered it (tum to 1o), or refum while you dirnb- He summons one o( his Demonic to the main cavem where you entered(tum to rt6). Servants,a wretched, gibbering thing that resembles nothing so muchas a dwarf-sizedtoad with tentacles where its fronLlimbs shouldbe and a ragged,barbed and forked longuehaaging out of its crookedmouth The thing lollops in hont of you and attempts to attack with its tentaclesand forked tongue; if it shikes you, you lose 1 point from your srr{MrNAbecause of 209 jls buffeting, plus 1 additional point from your Alas! The hag has casl a Magic Screm spell upon STAMINAfrom the poisonin its acidicdrool. herself, and your spell simply fails. She gets a free aLtackagainst you (a Fireballspell if this is the 6rst or DEMONIC SERVANT sgrt 7 sraMrNAj secondAttack Round, a poisoned dagger attack other- Keep tnck of how many Attack Rounds it takes you wise) and her cat also bites you, so you lose another I [o despatchthis creahrei eachAtta& Round, Zagor sr^MtN^ point. If you cast anotherspell at the hag, gains 1 srAMrNApoint! When you win, you rush lo however,her Magic Screenspell has now dissipated. lhe Lhroneto attack Zagor, tum to 24. Retum to ,.9o and continu€ the fight. This cell-block has some forty individual cells along manymeLres of corridot bul at the end of the conidor is a quite different door, A black, wrought-ron image of a Dragonhas been sealedinto the hard,varnished wood of the door's surface.It Lakesthe largesLkey from your keyring to fil the lock,but you can open rr at last and peer into the large chamberbeyond. What you seehere strikesfear into your heart!Round Lhe room scoresand scoresof huge,yellowed bones are strewn and, as you stare at the sheerscale of Lhis place, the bones be8in to move together, jerkily at fust, then, as Lhe spine and limbs of the skeletal monster assemble,a Dragon-likecreahx.€ suddenly riseson all fours.Given ihe sizeof this monsLeryou may prefer to 0ee; if you do so, you have to leave the jails behmd yoq so tum to J57 to searchelsewhere If you want to fighl, you wrll have a little Lime to perform some actions before the Skeletal Dragon assembles,which will give yotr a slight advantige.

2aa The healer concenlratesall his powers on his magical ring - and disappearsin a puff of magical smoke!Now you musLleave and open one of the doors in the Throne Room which you haven't openedbefore, all arealong the north wall, sowill you open:

The left-handdoor? Tum to 28r The door in the middle? Tum to 91 The right-handdoor? Turn to 244 214-245

274 You didnL want to ki]l the animal,but you couldn't One of the bookcasesseems to be everso slightlyout afford to loseyour preciousarmourl Now, sincelhere of alignment with the south wall Further examination is nolhing elseof interestin thrs chamber,will you shows that it can be pushedso that it rolates,and open the door oppositewith lhe ceramicplaque, if behindil is a secretpassageway which leadsdown to you haven t already done so (lum to ro), or make for the east It is darkhere so, if you enterand you do not the endof thenorth passage(tum to 4j)? havea lantem(or a Lrghtspell), you must ternporarily subtmcl2 polnts from your srrLl for as long as you are in an unlit area If you decide to explore the secrel passageway,turn lo a,51If you would ratherexplore elsewhere, tum to 5, but make a note that you can retum to explorethis secretpassageway later if you wish by tumrng to thrsparagraph, as long as you are still on this level of the castle(but not rf you have crossedany stafways). 245 The angry horde of ravening,diseased vermin rushes ar youl The dust is powerfully magical, taken hom the tomb of one of Amarillia'smost fabledwizards of a bygone RAT HORDE sKrLL 7 5TAMINA 8 your age,Restore Cunent sKrLL,srAMrNA and LUCK If you win, did Lhe Rat Horde win a single Attack to theirfull, hrilal levels.Tum to 262. Round? If they did, you have contracted a terrible pestilencerBubonic Plague. Now you must colmt the nunbersof new rooms,chambers or cavemsyou enter after leaving the FeastHall. After you have enLered 6ve, lhe plagLrebegins to take hold; you must deduct 2 points from both your IniLialand CurrentsrAMrNA for eachnew room (cavern,chamber) you enLer When yo\n Ifiitial sr^MrNA reacheszero, you die from plaguelThis lerribleprocess can be endedonly if you can find a Healer or f you already have or manage Lo acquirePlague Anlidote (whrch resloresyour lflirdl

i za8

but not your Crment, sTAMINA).Now you are in a Behind the door you 6nd a small cubide with a Tower raceagainsL time, and not jusLbecause the squeaking Chestl You also find an omate onyx sLaff,it has four you can hear from holes in the walls suggeslsthat s1'rnbolselched along rts length,a lion, a goblet,a star more rats may be on Lheway! If you wsh to search and a chevron.Cain 1 LUCKpoinL for thesefinds. You the FeastHall, tum Lo 61. If you wanL lo explore do not know as yet exaclly what Lhestaff does but, if elsewhere,you shouldleave Lhe FeasL Hall and retum you useit at somefuture time,you will have Lospend to the doorwayto the entrancehall, tum to j76. r Magic Poinl to be ableto do so Now Lumto 97 to searchelsewhere. 2A6 A small plaque above the depressionsset into Lhis door carriesthe legend:'Chamber of Meditation' If you have a wooden casketwith four gemsinside il, you can place the tems into the depressionsin Lhe door and so gain admiLtance If you have the gems, Lakethe inilial letters of their namesand rearrange them to form a word. Take the numbersconespo4ding to thoseinitial letlers (A = 1, B = 2, C = j, elc.) 2aE then add them together Tum to the paragraphwith Looking along the torchlit northern side-passage, this number-If you do not have thesegems, you standingat the point where it joins Lhe east-west cannot open this doori tum to to searchelsewhere 4r passageway,you cansee th,r:ee doors: one close Lo you on the west sideof Lhepassage, another fiither along, and a door aL the end of the passage,on the north side. If you want to reLum to bheeasL end of the main east-westpassage, fum lo j. If you wan! to go to the wesLem end of the main east-west passage,tum to 557. Otherwise, you should open a door along this north passagewhich you havenot openedbefore. Will 247 you oPen: The omatecrrcles on the floor dim, the light of magic sparking out of Lhem Since this chamber is nearly The first door on your left? Tum to 598 bare,you try the north door, wonderingwhat may lie The seconddoor on your left? Turn to ro7 behindit, sincethe Elementalwas a powerfulguardian. The door at the end of the passage? Tum Lo65

l 249 The voyage bearsouL his oplimism The greal vessel The Zagor-Demon's eyes jerk open and its taloned skirts the warm Stream of Zephyrs and, after some hands grab at your body, clutching you tightly and days, tums south-westpasl the coast oI LheFrozm hampering your every movement From now oo lhe Lands.BuL on the margins of the warm seaflonts, fogs number of seconds you take to progress wiLh the beginto sp ng up as you headfor Tower Islanditself. body will be doubled for all movement to the Hearr You jusl keepyour fingerscrossed and hope that no fires! If your joumey takes Eoo seconds or lonSet predatonof the deepare sensing the greal shipabove make a note to tum to 21 immediately Now lum back them.If you want to spenda poinl of LucK Lo avoid to the paragraphyou camefrom even the chanceof such an encountet turn to 44. Otherwise,tum to 98.

Testyout Spol Skill. If you are successful,twr. to If 220 29. you The Gloryof Anarillia is a tully armedwar-galley, and fail, tum to 146 to your arnazementthe captarnis a BarrabangCentaurl Centaursare hardly renowned for seamanshrp,but the to get acrossthe magicaliron shoeson the Centaur'sfeet allow him to You take an exLra 12o seconds of lucr you walk on water,as you discoverwhen he literallywalks bridge,less 15 secondsfor eachpoint (if aboardafter you decidedlo spend you are usinga Potion of Flying, Lhe basic rzo secondsis reduced to 60, but Lhe 'ThereIs a fair northerlywind' CaptainCaraurus says absoluteminimum time you need to cross,no maLter as he snffs at the bitlerly cold air. 'We shouldget to how many LUCKpoints you spent,is 1() seconds). the end of the Icecapklands without fog to worry Righl at the bottom of the bridgeyou must Tesfyorr about. Only icebergsand whaLevermonsters of the lrck II you are Lucky, tum to i4. If you are Unlucky, deepmay wait in store,eh?' tun to 60. 225

225 You have bearded the Hellhom Champion in its lair! Among a pile oflooted treasurebefouled fumishings and decorand gnawingon an Orc l€g, the thee-mehe-tall Championrises up on iLsmassively muscled legs and cracksits whip angrily at your intrusion.Op€ning an enormousmouth filled with discoloured,yellowish teeth, bhemonster breathes a fetidcloud oifilth asit oreparesto assaultyou r,ritha flurry of hom-buttsand wiip :trikes. Unlessyou havetakenAnti-venom, the poisonous brealh of theChampion nauseates and sickens you, makingyou wealqyoumuslsubtracl :r from yourAttackStrength for thiscombat.ll you havean onyx slaff,turn at oncero r5o HELLHORNCHAMPION ser[L10 srAMrNA16 If the Hellhom Champion hits you, you must roll one drce and consult the table below to s€e what damaee it doesto you: Dice Roll Effe.t 1 Glancingblow from whip,lose r STAMTNAPOlnl \44ripblow: lose z sr,,tMrNApoints 4 Head-butt:lose 2 srAMrNApoints 5 Specialwhip blow: lose2 sr,{MrNA poinLsand 1 sKrrl poinf 6 Specialhead-butL lose 2 sr^MrNA points,plus 2 extraSTAMTNA points from poisonedhoms! Any sKILLpoints you lose becauseof a special whip blow are only temporary and are regained when this combat ends.If you wir! tum to 5j5. 225

firsL doorway, you are surpdsed as a shadowy hand The white lacquereddoor opensinto a largechamber reachesfrom the gloom and chills you with ih dark which,to your delight,contains a Tower Chest;how- touch.Deduct z poinls from your sr,lwrr,r You have ever, ftom this distanceyou cannotdiscem in deta been ambushedby a vicious and malign undead crea- lhe heraldicsymbol on it. The room also containsa ture, a Skulking Shade,the ghost of an especially pair of suitsof armourmade of while lacqueredplate spitefuland wicked servant of Evil. The shadonyform mail and grasping halberds in their mailed gauntleLs; is vaguely human in shape but any humanity in its lhey snap stiffly and loudly to attention as you entet featureshas long sincedeparted. Now you must fighl pointing their weapons directly at you. If you prefer the wretched creature. to oee,tum Lo5. Olherwise, fight them one at a Lime. SKULKINCSHADE SKILL 7 STAMINA 7 SKILL STAM]NA If you win, you open the door and find to yow First ANIMATED ARMOUR I 10 disappointmenLlhat the room beyond is completely SecondANIMATED bare.You walk along as far as the two doors aL the ARMOUR I 10 end of the passage;will you open the plain wooden (hlm If you win, you 6nd that the heraldicsymbol on fhe door to 28) or lhe door with the grille setinLo iL (turn Tower Chest shows Lhreeblue chevronson a while Lo5iI backgroundWhen you areready to leave,you should explore an area you haven't enLeredyeL along Lhe 226 Passageof Hawks,so will you: The Orc leader gasps his hammerfirmly in his power ful hands and leaps down from his throne-like chair. Go easlto lhe mid-waypoint of the 'l'll knockyore headoff, yoo runt!' he screams.As he Passageof Hawks? Turn [o 5 runs at yoLL you have time to perform one action Go wesl thenalong lhe south (caslinga spell,drinking a Potion,etc, but not eating passage? Tum to 72 some Provisions- you don't have enough time). Go wesl thenalong the north Decidewhal this action will be, then 6ght {or your passaSe? Tum to J85 life The Orc leader hafes Dwarfs in parlicular, so, i{ Open the singledoor lo the west? Tum to 275 you are Stubble,you musL add l lo his AtLack Strengthl 225 As you stndepast bare stone walls with lhe irregularly ORC LEADER SKILL 8 placed, dimly buming torches and sland beside the If you win, you cantake the leader'streasure, which is

^{ 23et3a hiddenin a woodenchest under his lhrone You tind 4 find a scrawlednote, perhapsleft for an apprentice Gold Pieces,a Magic Rmg and a scrollwiLh the Skill now long dead,whrch suggeststhat the wizard here Spellinscribed upon it somethingthe Orcs couldn't fearedhe was to be takento thejails andnoting Lhat use for their own benefit.The hammeauifortunately, he would lalcehis'precious ebony'with him. Finally, rs an Orcish weapon,usable only by thal unpleasant thereis a glowing blue mirror here;it is far Looheavy racelLeaving the barracksbehind you, tum to 4f Lo to carry,bul if you are Sallazaryou realizeLhat Lhis is exploreels€where. a teleportrngporLal. If you wish Lo use it, you must standbeside it andcast a TeleporLspell to conveyyou into the miror and out through the portal beyond.If Leavingthe barracksbehind, you may open the door you wish to do Lhis,tr.rm lo :98 I{ you do not want opposiLeyou, if you haven'tdone so already(tum to to do Lhisnow but think you may wish to do so Jr8), or elsemake for the largedouble doors at the far later, make a noLeof this paragraph;you can retum end of the entrancehall (tum to j76). here from any chamberon this floor of the castlein order Lo teleport later (but not after you have 2,2,4 crossedany stairways!).If you wish io retum to the If you want to 80 to the Templar'srooms immedlately, main westempassage outside the wizard'schambers, tum to 124 lf you want to searchelsewhere 6rst, tum rum ro f. to j6 ln either case,male a note that, if you slay the Grand Templar rn his rooms, you should then 250 tum to j46 to searchfor the secretpanel Dorrick The card rs blank - or rs it a loker?Or, most confus- told you of. ingly, both at the sameLime? WhaLever it is, iL seems Lohave no effecton you or on Zagor.Tum to 299.

The brainlessOrcs and Zombresof the lower castle 2ta could not breach Lhis room becauseof its magical TheDark LIf isn't going to talkto youjhe is screaming banier,so the wizard'schamber is in[act You searchiL at you Loget ouLas he edgesround the room in order thoroughly,so you must eaLa meal here.You find z to get his back against the safety of a solid wall. Gold Pieces,a scrollof the spellFast Hands, a flaskof However,he isn'fmaking any obviousJyhostile moves. fine herbalrestorative (you regain4 pointsof sr^MIN,{ If you want to retreatslowly and then exploreelse- thror-rgh you can do at any time dnnking this, which where,you can get away safely;tum to 576.1f you exceptduring a combat),a Magic Rhg, and a Tower decideto attackthe Dark EIf, who clearlyhas a spell ChestlGain r lucx point for this ffnebooty. You also readyto launchat you, turn to 258 252-234 235

you, acrossthe room, is a great sprrallingstone stair Zuqurulm can teach you a specialform of the Stamina way leading acrossa deep,6ery chasmup to a landing Spell This costsj Magic Pointsto cast,buf it may be far aboveyou. FortunaLelyfor you, SkelelonWaniors castduring a combat,at the starLoi any Altack Rourd are lhe only guards herq you can fight them one at a (if you have enoughMagic Points to do so).If you timehere. have the higher Attack Strength, you regain lost sreulre equal to half your Inifral score (rounding SKILL STAMINA Iirst SKELETONWARRIOR E 8 fractionsup). If you do nof have the higher Attack SecondSKELETON 8 8 Strengthin fhat Attack Round,however, the spell is WARRIOR ruined and you do not regain any srAMrNApoints (your enemywill damageyou instead).As usual,you If you win, and you are rcady to ascendthe stone mustdecide whether you aregoing to castLhis spell in stairway,tum to 298. If you want to visit somearea of an Atlack Round before you roll dice to determine the castle'slowest level before setting off upwards,go AttackStrengths!Now tum to 211 insteadto the southemend of lhe passagewayoutside this room;tum to j5Z

'Now, don't you go leaving old Grizzell and poor 235 little Wackethere,' the hag saysthreateningly as you You have defeatedZagor . but you still have to tum to go. You look around,to see the hag toying destroyhiml You shouldknow how io do this- but, i( with a discolouredsilver dagger, and her pet lickingiLs you k:now whereto do it, you will know what lhe lipsin Lhatceftain way catshave when Lhey're anlicipaL- bridge which hung over ihe chasmthere is madeof, int a tasty morsel.You will have to give the hag 4 won't you?Take the nameof the materialand convert Cold Piecesor any one Potionas a bnbe to leaveyou it into a number,using the codeA = a,R = 2-C = j, alonc, If you do, you can head for the wrought-iron and so on Add the numberstogether, multiply the total door in the passageoutsidq tum to 192.If you can't, by six,then Lum to the paragraphwith thesame number. or won'1,pay the bribe,you'Il have lo tight; tum to If you do not know what thisnumb€r is, tum to y9. 290-

234 You havefound the final guardiansof the entranceto the greatcastle level above. In Lhischamber you stand with your backto a door in the eastwall and aheadof 256-234

236 In a crampedchamber behind the slidingpanel you 6nd a dark-haired,middle-aged man sittingon a dilapidaled bedwilh his headin his hands.A smalloil-lamp bums on a tablebesrde hrm, and you can seethe cornerof a wooden chest poking oul from under the bed. The man is weadngplate mail armourand he reactswith alam to your enLry,you can see from his demeanour thal he knowshow to usethe heavybroadsword he is gripping firmly in his lefL hand while raising a shield with the oLher He is alsowearing a curiouslyomate gold ring on his righLinciex finger He yells at you to leaveand is clearlygoing Lobe a tough opponentto 6ght. If you want to attackhirn, tum to :9 If you try lo parley with him, hr:n to rz9. If you back avray and leave,you must exploreelsewhere; you can set off to lhe souLhand then eastwards(tum to 599) or north- wardsto the PassageoI Hawks(tum to rt).

Moving one of the pallet beds,you noLicea ragged hole in the wall behindfhe bedleg. However,you can alsohear a scrabblingnoise coming hom the hole, so theremay well be arr elemenfof dangerinvolved. If you wanl to Lhrustyour handinto the hole in the wall to seewhaL may be concealedthere, Lum lo 265 If you prefer to leave well alone, you retum to the main PassageLo explore elsewherq tum to 4J. 238 Testyour Skill at openinglhe door.lf you aresuccessful, tum to 529; if you fail,Lum to 251. 239-24o

244 239 The on1'xstaff has fow symbolson iLi llon, chevron, Soblet and star.If you have spenta Magic Point to actrvatethe sfaff (or rf you do so now), you may be ableto useib to dealthe Dark Knight a mortalblow. If you know which symbol can defeathrm, and if you have alsofound a heraldicdesrgn on a chestwith that symbol upon it, you know how many syrnbolswere and head north to the east-west passageway(tum Lo on that chestand what colourthey were. 4i. Convertthe letters of the colour into numbersusing the code A =

found two white goblets inscribedon a chesL,you wouldlum to paraSraphtlo: WHI lL = 2j + E + o + 20 1-5 = o.. andyou wouldmultiply that totdl by z) Turn to lhe paragraphyou have calcuJated;if lhe nameof the slmbol isn't the fusLword you seeh that paragraph,you are r4Tongand shouldretum to paragraphjr4 to contrnu€fighting. You shouldalso do this if you have the staff but do not know which symboldefeats [he Knighf 240 When you cast the Cold Pieceinto the well, the waters below seelheand boil, then all at once become placid again.The faceof an old woman shinesup at you, and the vision puts a thoughf into yo.rr mind, 245-244

242 243 You mustreduce your Altack Strengthhere because of The arow is cursed,and you lose r point each of the confinedspace: subtracL 4 if you are Anvar, 2 if Ifiifial sKrLL,sr,lvrre and LUCKITum to 262 you are Braxus,and r if you are Sallazar(Stubble can 6ght normally), and a further 1 point if you are wearing piate mail armour.Nor can Sallazarcast a Fireballor Thunderboltspell at the Imps,because the spaceis too restricted.For Lhefirst two Attack Rounds, the Imps will continueLo pour boiling oil over you and you must loseJ srAMrNApornts each round, but you shouldstill ro11d.ice for ALtackSkenglhs in the usualway to seewhelher you damagethem There- after,the Impsfight with long needles,whjch cause you only r point of damageif lhey hit you. Fighl the Imps togelher.

SKILL STAMINA FirstCASTLE IMP 5 I SecondCASTLE IMP 5 4 244 If you win, you gel Lhroughto the Imps' little living You havemade your way inlo the Chancellerywhere chamberand LakewhaL meagretreasure they have: lhe kings of Amarillia kept Lhelrkeasurel Of course only r Gold Pieceand somescraps of nuts arld tubers muchhas beenlooled but, to your dehght,there is a (add r to your Provisions)Crawling back southwards, Tower Chest herel After opening it, you must Teit you canopen the door to the east,if you haven'tdone your Spot Skill If you are successful,tum to so before (turn to 13), or retum to the mam castle ry Otherwise,you leavehere, and now you must open a (tum lo j) door in the Throne Room which you haven'topened before;will thrsbe, The door in the wesl wallr Tum to 59o The centraldoor in lhe north wall? Tum to 91 The westemmostdoor in the north wall? Tum Lo 282 245-246

245 symbolswere on that chest,and what colour they The horri6c,grinning face of a madman,dripping with were Converi the leLtersof Lhecolour into nu.'nbers = ( = Add the blood,slares al you from the faceof this maligncard. trsingthe codeA - 1, B 2, 3, sl6. As you stareat it, the eyesof Lheimage begin to glow numberstogeth€r, add 8 lo cometo a 6nal tobal,then and the facecontorts into a murderousgnmace, and it multiplythat by the numberof the symbolsyou found feelsas if the imprisonedhomicidal maniac is somehow on the chest.(Thus, for example,if you think that the lrying to slrugSleout of the cardrLself to gel at youl lion defeatsthe Ogre, and you had iound four white You drop fhe cardand run in Lenor-Tesl your Lucki1l lionsinscribed on a chest,you would tum to paragraph = = you areLucky, you manageLo clamber across Lhe roPe -z,9::WHITE 4 + I t g + zo + s 65t bridge above the chasmof the Heartfireand make adding8 gives 73, and you would multiply thal total your way backto the"castle,so turn to j57 to explore by 4.) Turn to the paragraphyou havecalculated; if lhe elsewhereIf you are Unlucky,you plunge headlong nameof the symbolisn't Lhefourih word you readin into the chasmrtself, and your adventureends here! that paragraph,you are wrong and shouldretum to paragraph166 to continuefightrng You shouldalso do this if you have the staff but do not know whrch symboldefeats Grool.

247 Testyour Luck If you areSallazar, you may subhact2 from Lhelolal rolled on the dice;i{ yor.rare Stubble, you must add 1 to Lhelolal rolled;if you are Anvar, you must add 2 to the lotal rolled.If you are Lucky, tum to -!7o.If you areUnlucky, tum to 56o.

246 The onyx slaff has {our symbolson it, lion, chewon, goblei and star.If you have spenta Magic Point to acLivatethe stlf (or if you do so now), you may be able to use it to deal Lhemonstrous Ogre a mortal blow- If you know which symbolcan defeathim, ard if you have also found a henldic designon a chest with that syrnbol upon it, you know how many 244-249

244 You push open the doubledoors leadingto Lhewest wi^g of Lhe castle and find yourself gazing down a long, long passagewaythat stretchesbefore you - but a malign,r:ndead presence awarts you herelThe mad- denedshade of a casLleknight, who has beentortured mosthorribly by servantsof evrl,is now too crazedLo distingrishyou lrom one of rts old lomentors. You will not be able to flee; lhe Spectrewill chaseyou any'whereyou go. li you do not havea nagicweapon lo ftght the Spectreand if you have no other means of deslroying rt by magic, you will perish here, sincenon-magrcal weapons have no effect upon this creaLure

SPECTRE SKILL 10 STAMINA 14

If you win but the Speclrehit you even once,you musLroll one dice If you roll any numberother thana 6, you must lose 1 point from both of your Current and Irlital sKrLLthrough the lfe-drainingtouch of the monster You walk forward som€ forty meLresto reachthe mid-waypoint of this long westempassage' way in orderto takeyour bearmgs;tum to J6

249 Unfortunately Zagor canno[ be harmedby non magical weapons, so your arrow rs uselessagainst him His spell drarns r point from your Current SKILLand 2 pornts ffom your Currenl srAMrNA Tum to 299 and choose another course of action for the next Attack Round. 252-254

250 The wretchedknight is sunkin depressionand despair, Your rewardfor overcomingCrool is a Tower Chest, clearlyhe can offer you no help. If you want lo ask plusa tableladen down with looted castlewines and him aboutthe knighl with the magicalflying swordin preservedfood (add 5 to your Provisrons)on the lhe painting you have seen, though thrs may oe ballistaplatfornr. There is also a set of Dragonbone tactless,tum Lo 2o2 Otherwise,you must leaveand keyshere; 116 of thernin all, althoughyou spot one exploreelsewhere; you can headsouth and lhen east- huge one thaf is clearly the masterkey lf you are wards(turn to j99) or northwardsfo the Passageof Anvar or Braxus,tum to f9j. Otherrvise,you clamber Hawks(tum to 1aa). down the stone steps here and head to the main passageoutside the tower to exploreelsewhere; tum !o 52 Your entry awakensa pair o[ Orc guardswho were dozingpeacefully, so you areable to slrikeone wjlh a free blow beforethey can react.They snatchup lheir weaponslo aLtackyou but, backedinto the doorway, you can fight them one at a time

SKILL STAMINA FirsiORC SecondORC If you win, their armourand weaponsare of litllc use The symbol on lhe door deLonatesas the triangle lo you, but you gathersome food from Lhisguardroom glows a brilliant orangecolour and showersyou wrth (addz to your Provisions)and thereis a lantemhere, flames;deduct 6 pointsfrom your srevnrl If you are shouldyou needto takeit. Leavingthis room,you can Sallazar,however, you can lps, your Skill ard, if you returneastwards to explore(tum to 199) o. go west' aresuccessh:I, you lose only 2 srAMrNApoints since wardsto the right-handtLrmrng in the passage(hlm to ) ou manageto avordthe worst effectsof this magical a34) hazard.But even you cannotopen ihe door. Tum to 397

214 You slp the key into fhe lo& and the door swings open soundlessly.In a long, hallJike chamberleft 255-25a untouched by the castlet evil denizens,a row of 256 priesLsreclne, embalmed after therr deaLhs, in a row of I1 you are Sallazar,you get no offers of work: wizards aJe too pun1 lo be dockerst you cdn try gambling it vou w_r\hrtum to j:): rl nol, lum fo i7l. If you are any ol lhe olher heroes, you edm 2 Cold pieces h retr.rmfor some back-breakingwork Tum to ry5 handsare restingon a goldensphere at its end,while anotherhas a silv€r signetring set with an amethysi on his riSht hand.A third caniesa smallwoooen Dox

item,will thisbe: 257 The silveredstaff? Tum to Jo9 The silverring? Tum to 285 The woodenbox? Tum to 80

The chaoficmagrc swirling aroundCastle Argent af- fectsyou. If you drink any Potion,it will have little effect: a Potion of Luck restoresI point of LUCK only, and a Pohon of Slaminawill restore only a few sr.rvrN,c (roll points one dice:thrs is th€ number 258 ol srAMrNApoint) you regdin.to a maximumof You ar'e engaged in mortal combat with the crazed hal( your Initial scorel It you casf dny spell. you must TesLya r Luck: if yolu are Unlucky, the spell wili simply fail (if you are Lucky,your spell,casfing will work normally).Retum to the paragraphyou cahe from. 259

spell.Thereafter, the Dark Elf will frght with his two doors,one with a lacqueredblue coating dagger.If at anytime you decide to flee,turn to r98. and the other with a simrlarcoating of yellow lacq-uer.Will DARK ELFWIZARD sKrLL8 srAMrNA1rl Jf you win, you can searchthe room.This takessome Searchthe banacksthorouehlv? Tum to 12 time,however slnceeverything is so clukere

26o whose army decimatedCastle Argent, and that he lives in mortal fearof a ghostlywizard, Remstar, who ts said to be teyond the Heart6res'.There is also some Sruesomenotes concerningthe Dark Elf,s in_ volvement in necromanticmagic, creatmg muLated monstersand using magic io animatethem, wtth a referenceto the 'silverroom' wherethese experrmenrs were conducLed.Now i!'s time to leave here and searchelsewhere; turn to j76.

2s9 Behrnd the door with the shield inlay on it is a barrackscomplex, a networkof smallparade chambers, do.mitoriesand the like. At the northem end of this network of rooms is a broad east-wesfpassag€ with 26a You are half,waydown the corridor,and it seemsto have takenan etemity gelting Lhisfar. As you strarn your eyesto seewhat lresahead of you, a shamblng figure in rotting bandageslurches along the corndor to attack you The most powerful of the castle's Lrndeadguardians, the Great Mummy's rotting affns reachforward to stranglethe life out of youl I[ you can,and wish to, casta Fireballspell at the Mummy, tum to 356. If you have a lanLemand you decrdeto throw this at the Mummy, turn to j79. Otherwise, tum lo 288

262 You've tnumphedlYou have slain a Dragon single- handed,a featof whichno more thana handfulof men on Amarillia can boast.And, of course,Dragons are legendaryfor their treasurehoards - aren't they? Thereis not a Gold Piece,not a Bem,in sightt You look aroundfrantically and, in the north,eastcorner of the platform floor, you 6nd somelhing very odd indeed,lhere is a shimmeringwheel paLtemin the floor,whrch now is begirmingto turn and almostfade evenas you stareat il. As you look the wheel spins iaster;but you can makeoul that rt has six segments and thai each sectionhas an image wjthin ii The Dragon must have hidden its treasurern the magical sectoro[ someextm-planar space and, now the Dragon rs dead,the magicallink is fadrng You have time to take two of the items you can see before the wheel iadescompletely; if you spcnda LUCKpoinL, you can snalchthree. However, you have no time to regain

,iL 265-264 265 lost suvrr.re by drinkinga Potion,eating some provi- 265 sions,etc-, jf you are to Satherthis LreasurelDecide You fail to spot a tripwhe hap and fall heavrlyto the which imaSesyou wrsh to reachout and grab After grotmd.From two doors on either srdeof yoLryou you havetaken your lwo (or three)ilems, tum to 121. hearcries of alarm,and you get to your feet just as a CreaLOrc comesrushing lhrough What's Gold Tum Lo 106 eachdoorl worse,in eachroom thereis another Gems Tum to 181 creature,dragging itself off a bunk bed and putting on its amour. You Woodenchest Tum to 291 havelo overcomefour of theseOrcsl Fight eachpair Potion boftle Tum lo j28 togethe4 you Glowing anow Tum to 245 when have killed the firsl pair, lhe secondpair will be readyto iighl Handfulof dusi Tum lo 215 SKILL STAMINA FirstGREAT ORC SecondGREAT ORC ThirdGREAT ORC FourthGREAT ORC If you win, you male a hurried searchof the guard chamberson the other side of the doors. Save for mouldy and half-rotlen food and befouled 263 Orcish clothes,your searchtums up only Beahngdown the door, you trigger a viciouslrapi a a singleGold Piece. You walk further along the entrance front of springloaded spear hurtles from the wall behindyou hall. In you thereis a smalldoor to your lo your and strikesyou in the back.Deduct pointsfrom your left and one 4 righl, and a pair of larger doors directly ahead Will srAMrNA,but you manageto force the door open at last.Tum to 85. The right handdoor? Tum Lo 20 264 The lefLhand door? Turn to j18 The Zagor-Demongoes into a frenzyl Teslyour Lt& The largedoors ahead? Tum Lo ,76 If you are Lucky,it collapsesas iL tkashes helplessly abouti turn to 54 If you are Unlucky, rn its wrld flailingit will strikeyou andyou must deduct4 points from your srr,vrr.r,l. lf you are still alive, tum to s4 266-26z z6V27o

266 2.64 You inseft your fingers inlo the hole and suffer a You have landedon a concealedpit trapl Below you parnfulrat bite for your pains!Lose 1 srAMrNApoint the Sroundsimply gives way and opensup to reveala The hole is too smallfor you to use a weaponof any deeppit filled with spikes You must leap forward to size,but you can thrusi a knifeinside to attackthe rat avoid this Testyour Skill (add z to the dice roll if you (whichwill bile your hand agamwhen you do). You are Stubble),If you are successfulium to 26. If you must subtncL z from your Attack Strength while fail,Lurn to r9r trying to skewerthe rodent,since you can'i really see what you're doing. For both you and the rat, a 269 sLrccessfulhit herewill causeonly I point of sr^MINA The door herers half ajar and you pushit openeasily. damage. The room beyond musLhave beena guest chamber, ihe comlortof the bed,fumrture and rugs here suggest CASTLERAT s(rLL6 srAMrNA2 ihat It was looted long ago, of course The bed sags If you win, you musi leif your Skill. lf you are in the middlefrom Orcs jumping up and down on it, successful,turn to j5o. If you farl,turn to ez8. andthe fine rosewoodLable and chairs have had Orcish narnescarved cmdely into them. If you want to makea prolongedsearch, tum to 2. Otherwise,tum to i5.

267 As you raiseyour weaponto strike the old man,he picks up a golden lamp and rubs rt hastiLyA genie appearsbefore your siartledeyes, simply crooksrts 270 index finger at you - and you are roofed to Lhespot, As you seat yourself in the hag's chair and begin paralysedlNow you know why the Orcs of the castie your work, the spindlemoves fasterand fasteruntil weren'table to kill the merchanLbefore you got here, you becomedizzy, trying to keepyour eyesfocused but the realizationcomes too iate. Your adventure on it. Then it stops abruptly - it has fashioneda magrcalgarment for youl Roll one dice and consult the tablebelow to seewhaL you havemade for your- passagewinds and twsts furLhernorlhwards and it self. becomesa crawlwayafLer a few metresIf you want to open lhe you Dice Roll ILem door Lo the easttum to lj. If want to head west and then north, which meansa crawl on Lucky Neckerchref handsand lcrees, turn to If you warlt to return to 5 NeckerchiefofInvrsibilty 555 the libraryand the passagewayoutside it, then 6 Neckerchjefof Wizardry expJore elsewhere,turn Loj. A Lucky Neckerchiefadds r lo your Current and lnitial rucr (your Initial rucr cannolexceed r.z, how ever) A Neckerchiefof Invisrbilitycan be used twce during your adventureand its effecl lasts for the durationof a singlecombat, during lhis tjme you can subtmct2 from the A[tack Strengthof any and all enemies,since they cannotsee you easily (thrs does not work againsLZagor or any Dragon) If you havea Neckerchreiof Wizardry, gain 1 point of LUCK,for this garmentrarses your Magic Pointsscore to its full You must TsslVo r Lucktwice during your ascentIf Inifial level- you car puLlhis on at any iime, except you areUnlucky eilher hme,the Dragonwill wakeup during a combat(but its magicwill work only once andils hugehead will breathefire over you If you are for you) Now you leave and head for the great Unluckyon the 6rst diceroll, LheDragon breathes on wrought iron door in the passagewayoutside Tum !o you twce; you musLlose 6 srAMrNApojnts from each 497 attack!If you areLucky the 6.rsltime but Unlucky Lhe second hme, you suffer only one attack fiom Lhe Dragon'sbreath; lose 6 srAMrNApoints. If you arestilJ alive,you get to the platformat last;tum to 5r5.

Thc card showsa Giant.As you gaz€at rt for just a second,something of the strengthand mrght of giants flows into you. You may add 4 to your Cuirent The passageway ends at a junction To the east, a srAMrNAscore (you may exceedyoJJ Initi^l scorc) short secLionleads to a door To the west, a nanow andgain 1 LUCKpoint- Tum to 299 214-215

A gruesometrophy room lies behindthe door here. Rows and rows of severedheads line the walls;ser vants of ihe Bone Demon decapitatedmany of the castle'sdefenders in the jails,and one oI Mungus the Jailer'shobbies was shrin-kingand preservrngihem. In this ghoulishauditorium, one row of headsseems to have been exaltedabove the others,since Lhereare four headsindividually mounted on wall piaques,with lheir nameselched upon them. They are (or were): Chanquinlhe Court lester, Field Marshal Rabellan, Count Reindrechof Cabaaland Dorrick the Castellan. If you want to usea Ma8ic Point to seewhether you can communicatewith these heads in some way, chooseone fo try lo summon,then LumLo 24 If you cannot,or don't wish to, do Lhis,tum to j5 to explore elsewherein the west wjng, or Lum lo Z to retum to theBronze Stride

You find yourself in a powder-roomused by the glitterrnglybeautiful women of CastleArgenl before its fall. Their valuablegilded minors, crystal scenl- bottles and jewellery boxeshave been pillaged,and make-uplies in small mor.mdson the broken and vandalizedmarbled tables. If you areAnvar or Stubble, you leave herej you can male your way along the norih passagewayopposite, if you haven't explored that areabefore (turn lo j85), or go back eastalong the Passageof Hawks(turn to 111) If you are Braxus or Sallazattum Loa5- 216-277 277

276 its sheer size and grim appearance.You sLepforward The Dragon is yor.rngand its fire-breathrngability is and, as you do, the doors behind you slam shut. A not yet 6:1lydeveloped, but it is still dangerous.Each gloating,eerie laugh mocks you asil resonatesaround Atlack Round,if the Dragon has the higher Attack thehigh-vaulted chamber of the stairway;Zagor araraits Slrengih,you must roll one dice If you roll r 4, the you, and you will not retum alive unlessyou have Dragonclaws and bites, and you mustdeduct 2 points slainhim! You strideforward grimly and begin your from your suvrN,l. If you roll 5 or 6, the Dragon ascentof the stairway. breathes6re at you andyou lose sravlre points! 4 Someminutes later, you throw open lhe grearooors YOUNG WAR DRAGON SKILL10 STAMINA16 below the Jaw Archway and grit your leeth as you senselhe heacherousnessof n'haLlies beforeyor.r. A If you wiry thereis an.angurshedroar from somewhere corridor shetchesoul some twelve metresinto the far, far off in the Creat Tower as the Dragon falls at distance,and its walls arelined with skullssel inLothe your feet. It soundslike the noisea very, pery angry stone The walls look as if the skulls where tfuown Dragon mrght make. . Shiveringa liLtle,you gather into liquid stonewhich Lhencongealed, trapping them up the Dragon's treasurehoard You find 6 Gold on its surfaceThe effectis deeplydislurbing and, as Preces,a smallpile of tiny moonstonesworth 10 Gold you edge forward towards a chamber you can see Preces,a Magic Ring,and, rn an rvory tube sealedwilh ahead,you have to fight backa rising senseof panic. wax al both ends,a scrollcontaining the Skill Spell II Clearly some magic here is affecting yoq making you you wanl to takea dose look at whateverit is that is swealand tremblewith fed! If you can (andwish to) glowing inside the crystaldome, lurn to 538. If you casta lump spellhere, tum to 16r If you carurol,or would ratherexplore elsewhere in the west wing, tum do not wish to, do this,tum to 296 to j6, if you want to return to lhe BronzeStride, tum to7

You slip the two long Dragonbonemaster-keys inLo the locksin the crystaldoors and lhey open In front of you a great woodm stairwayrises in a graceful curveLo an archwayhigh above.The greatfaw Arch way is apLlynamed: it appearsto be craftedfrom the jawboneof somermpossibly vast, repLilian monster, a deathlyleprous yellow-white in colour,forbidding in 27E-2Ao 2aa-2az

t78 way ends at an east-we9tjunclion. Explore an area IF you have lhe higher Attack Strength Lhis Attack you havenot visitedbefore. Will you: Round, fum to If Zagot has the higher Attack sag. Open your qrrpnofh h'm t- rrE lhe door to leit? Turn to a12 Open the door to your nght? Turn to 55l Headfor the passagejunction? Turn to 4j

28a The room beyondihe door here is a crossbetween a torture chamberand a mad wizard'slaboratory It is slrewnwith bonesand huge jars filled with the limbs and organsof variouscreatures, and you hastilyavert your eyesfrom the gruesomescene. If you decideto searchLhis foul placethoroughly, jo5. The glaringlight of your spellrevealsa highly unpleas Lumto Other- wise,turn to Losearch ant scenewithin the FeastHall, for the tablesand 51 elsewhere. chairs are crawling with fat, sleek, black rats! You makea mentalnote not to go in there!You decideto tale a chanceand open the door in the west wall of the kitchen,and you find that beyond it lies a small, narrow passageway,off which you see a couple of tiny boxroomsthe domesticservants must haveoccu- 282 lt's highly picd. and 'ome large lardercupboards. The bedchamberofthe kings of Amadllia lies before unlikelytheres anything edible left after all these you; looLedand ransacked,ljttie of valueremains in it. years,but, if you want [o makea searchof Lhem,tum You find a single Gold Pieceon the floor here bul lo z7 Otherwise,turn to 576 and searchelsewhere in thaL'sall so you leave,and now you mustopen a door lhe castle in the Throne Room which you haven'LinvestigaLed before.Will this be: 2Eo The door in lhe west wall? j9o You are standing in the middle of a north-facing Turn to The centraldoor in the north wall? passa8eOn your left is a door bearinga .eramic Turn to 91 The eastemmostdoor in the no h plaquewith a srlvercrown design.To your right is a walll Tum to 244 plainwooden door. Directly ahead of you, the Passage- 243-244 245-2aG

283 lhey swiftly despalchyou. You end up as a tasry You forceopen one of Lhedoors insrde the templeand roast,a chargefrom the Orc's usualdiet of rats.Your fud two Orcs clad in part-armoLrtwith weapons adventureends here readied.One of them turnsto faceyou while the other standsover lhe coweringbody of a terrified,middle 2E5 agedman. dre*ed in !\hiterobes and 11ing prone on As you openthe caskel,a suddengust of foul-smelling the floor. One of the Orcs lets fall a crystalvial of wind blows ihrough the room. The chaoLicand evil liquid he was clearlyjust about to dnnk. You haweto magicof Zagorhas been drawn to the bodyof thepriest, fighl, but makea note that if you wrn the combathere and in a maiter of secondsthe body decomposesand you will be able to take thts vial of liquid It is a beginsto crawlwith maggots Honibly, the comrpted magicalPotion of InvisibiliLyand can be drunl(immedi corpselhen sits bolt upright and its lividly glowing ately before any one combat Its effectslast for the eyeballsglare at youasitreaches out with skeletalhands durationof that combat,and during thrslime you car to strangleyoul If you want to Free,you canTesf your subtract: from the Attack Strengthof your enemies, Skil/;ifyou aresuccess{ul, you n:n beforeyou cancome srnceLhey cannot see you easily(this doesnot work to harm,so turn to J99 to exploreelsewhere Ifyou fail againstZagor or any Dragon) Now, i[ you wanl to or if you chooseto fighl, turn to 50. atlack the Orc facingyou, hlm lo f5. If you want to atLackLhe second Orc, you cando so,but lhe first Orc 2E6 will get rn a free blow againslyou as you force your The dreadedComdor of Fearawaits you - can you way pasthim, so you must lose2 STAMINAPornts If sustainyour will andnotbe sloweddownby the terrible you decideto atLackLhe second Orc anyvray,tum Lo phantomsof fearand despairLhaL awaiL you here?Tesf a7r. youtLuck- If y or ateLucky, you get Lhrough the conidor in 5o seconds;ifyou areUnlucky, it takes1oo seconds (a Potion of Flying will not alter these times).With mountingdesperation you raceever onwards; Lum to 8!

244 Trying Lo flee is hopeless;the yellsof the Orc leader soonsummon a hordeof Orcs lrom nearby rooms and ,4,

28' The greenJacquereddoor opensreadily, and the cham- ber beyond appearsvery strangefor it is filled with dead vegetalion!You can see a wooden chest,half- buried under trailing vines in the distance,so you enterin order to take a closerlook As you do so, a huge shapearises from the half-rottenplani remains, roughlyhLrman-shaped, the thing is composedof vines, andiL reachesou[ for you, its knobbled'limbs' trailing twitchingvines along lhe ground.If you want to flee, tum to 5. If you decideto fight the PlantGolem, do your besLto despachit swiftly- Eachtime the Plant Golem wins an Attack Round, yolu rrrust Test your Skill. If you fail, it has wrappedsome of its trailing vines romd your legs and arms, rnaking it harder for you to move fieely and ffght il, and you must subtract r from your Attack Strength. It can do this up to three times as lhe thing binds you tighter and tighter in its suffocatinggrasp!

PLANTCOLEM SKILL 6 STAMINA IJ

If you win, to your dismayyou 6nd as you open it that the chesthere is not a Tower Chesbbut has a heraldicdevice parnted rnside rts lid; this show6sev€n red lions on a greenbackground. Inside the chestyou 6nd 4 Gold Piecesand a Polion of Stamina,drinking thrs restoressrAMrNA equal to half ibs -lritial total (roundfractions up) and you can drink it at any time except during combat.Now, leaving Lhisroom and entering the Passageof Hawks,will you head west (tum bo5) or eastLo the crossroads(Lum ho 9t)? 2AA-290 29L-29t

288 AtLackStrength, you must tum immediatelyto jj6. If Deduct any poinLsfrom the Mummy's srAMrNA if at any time you casta spellagainsl the hag, turn to you havealready struck it wiLha fiery atta&. 209. GREAT MUMMY sKrLL10 srAMrNA22 SKILL HAC 8 9 If you wiry you presson along fhis accursedcorridor WACKETTHE CAT 8 Lowardsa cavemouschamber beyond As you ap- lfyou proach,swirling patlerns of lighl flashfiom the cham- wrn,Lurn to 575 ber, and you have to screw up your eyes in a squint Lo 294 seewhat is inside.Turn Lo18o This is a Tower ChestlIf you open lhi\ without triggeringany trap, you may Sain 1 LUCKpoinL. Tum 289 to 252 You must Testyour tlct while yor.r are pleading that you do noL yrant to aLtackthe Dark El[ If you are Lu&y, he won't attack tum Lo23a If you areUnlu&y, A whirl of green stars will fly {rom the on1'x staff ydth he atLacksimmedialely a brilliant bolt of fue as upon command cirding the Dragon's head and bury- he completeshis spell; deduct 4 points from your ing themselvesin it, causinggreat pain. One slar will sraMINA becauseof Lheaction of the searingflames, be impaledin LheDragon's head eachAtlacl Round, and you must now either fighl (tum lo 25E) or flee up to the eighth (if Lhecombat lasts thal long). Each (tum to a9a). starwill causethe Dragon Lo lose 2 STAMINApoints. after the first slar has struckit, you may sublract2 290 from its Atlack Skengthdue to iLspain and confusion. You have to fight the hag and her cat, Wacket, If you have spenta Magic Point Lo activatethe staff, together The hag will casta Fireballspell at you rn you can unleashthis effectas soon as you get on to (if the 6rct two Attack Rounds she has lhe highest lhe Dragon'splat{orm but how will you get there? Attack Strength,you will have to lose 5 sraMrNA Will you, points from the 6ery assault).Afterwards, she will attack you vvith her poisoneddagger (lose 1 poinL Use a Potion of Flying (if you have from your srluru becauseof the yr'eapor!plus 1 onel Tum to j64 exlra point from the poison) The caLwill try to bite Climb one of the ropeladders? T:uur\to 272 you; if it succeeds,you rnust lost 1 sraMINA point, Enter Lheswirling vorte>qhoping to but, rf you rc1711 ot 12 on the dice for the cat's be carried upwards? Tum lo 534 295-294 295-296

293 The Colossuscollapses at lasUWeary with the effort, you drag yourself over Lo the wooden ch€st and examineit carefullyThe smallshield design on its lid showsa pair of yellow goblelson a blue background. lnsidethe chestyou find 3 Gold Pieces,a MagrcRing and a scrollwith ihe Skill Spellwrilten on it cain I Searchingthrough the cavern,you must ea{ a xrear; LUCKpoint! Now it's time to searchelsewhere. If you eventuallyyou find a passagewayhidden behind a haven'texplored everything in the barracksarea, you Iargeboulder that you pushaside with muchgrunfing can open Lheyellow door (fum to zo5) or searchthe and swealingat the exertion.The passageis dark and, dormitodesand paradd rooms thoroughly (turn to rz); if you do not havea lantemor d Light spellto seeby, you alLernatively,you can leave Lhebarracks and explore will stumbleand fall, losing 2 srAMrNApoints: elsewhere(turn Lo 64). you must alsosubtract 2 from your Attack Strengthin any combaLshere (until you retum acrossthe rope bridge). Peeringalong the winding and twisting tunnel, you seea singleside-passage lo your right and,some mekesfurther along, the passage terminates in anoLhet smallercavem where you think you can see a faint gleamof gold. If you want to take the sidepassage, 'ii,." tum to 2o8 If you want to makefor ihe cavemahead, 294 Ihrs secretchamber was used by the rnightrestdefend- 296 It is desperatelyhard going, draggingyourself even half-waydown this corridor Your feet feel as if your bootsare lined with lead,and your calvesache abomin- poinl of Current and Initial sfiu or 2 points of ably. TesLyour Luck. lf you are Lucky, you keep Current and lrifinl STAMTNAYou do not have to trudging on as normal,buL if yor-:arc Unlucky you transmuteyour LUCKln Lhisway if you do not wish mustJose r from your Cr:rrentsrrll scorefor aslong to do so, however and the transmutafionwill be as you are in lhis corridor.You musLnow Tsslyo?/ (affectin8 tempoEry only your combat with ZaAot\ Luck againl l( you are Lucky, tum to z5r. If you are Choosewhat you wanl to do here, then be sure to Unlucky, fum to gr7 I 29r294 299

297 299 You have a certarnamounl of time to get to the The Zagor-Demon screamsits fury {rom its fell Heartfires;you do noLknow how muchtime but from throne-'You dare standbefore me?I have not been now on you mustkeep hack of lhe numberof seconds banished{rom my own world to be confrontedby a it fakesyou to get lhere.If you have pickedup any wretch like youl'He spits contemptand ftgel Now Cold Zagorc,you have already taken roo seconds. batlle is truly joined. Zagor slards at the head of You have Laken8o secondsfor eachporLion of provi- the sleps,preparing to casta deadly spell.His sKrLL sionsyou haveforced down. EiLherdrinkrng a Potion scoreis 16 (lessa reducLionfor any Golden Talis- or castinga spellwill have ta-kenyou zo seconds.If mansyou may have),so use this to work out Attack you havedmnk a Potion of Flyng, however,you will Strengths and keep hack of the damage you do to be able to move more swiftly and unlessyou are told him (you may subtractLhis from his suurNe score oLherwrse,you can halve the numberof secondsyou when you finally gel inLo hand-to-handcombal with take for all movementto LheHeartfires (you will be him) You can either try to geL closer to him or told how many secondsyou need for varrousmove altackhjm from a distance.lf you want to get near mentsin laLerparagraphs). You may stop andperform io him, you can use a Potion of Flying, if you have any of theseaclions during your joumey, buL you one (tum Lo j83), run up the steps(tum to 2o7) must add the appropriaLenumber of secondsto Lhe or you have a third option: if you suspecLthe steps time elapsed:if you want to performany acuon,you may be trappedand if you have a magicalweapon, mustmale a note of the paragraphnumber where you you can use some of the magic from that weapon sLopand perform thal acLio&Lhen tum Lo 255.Now fo cleave Ll,uoughLhe steps and create a passage you pick up Zagor's body; tum to 85 upwards;if you do this, however, you will lose at least some of the magic your weapon has (if you 294 choose this option, tum to r3.5).If you want to A great slone stairway rises in {ront oI you, giving standyour groundand attackZagor from a distance- accessLo the main level of the castle above and at leastto beginwith chooseone of the following bringing you closer to the Great Tower where Zagor oPnons: lies!As you crossa stonebridge, you feel strong magrcal energies playing round you; you regain 4 points of Use a catapult? Tum to 349 sr,lurra, r pornt of LUcK and 1 Magic Porntl Feeling Use a spell? Tum to 278 invigorated and refreshed,you open lhe door at the lop Use a bow? Turn Lo 249 of lhe stairway and stlde acrossan empty chamberto Use a Magic Arrow? Tum to 95 another door in the far wall; you open it Tum to 399. Throw acrd? Tum to 169

l' 300 'Pandemonium'would be a modestdescription of the Throne Room which lies behind the iron clad doors. The room is filled wjth drooling, mindlesscreatures slobberingand grrmacing at oneanother. in onecomer, somethingthat may once have been an Elf plucks randomlyat a seven,sLringedinstrum€nt, picking out a hideousrefrain. A lethargicOgre thumpsperiodically at a tympanito add fo the drn,while mindlessCoblins blow into conchesand flutes Howevet not everyone here is a mrndlesscreatue, many of the monstersare capableand dangerous-Nearest you aretwo armoured Orcs,then four GreatOrcs are standing togelher, then comelwo Orc mutants,and behindthem is a pair of Zombieswearing ebony-black circle ts roundtheirheads. Behind theIl! in the far drstance,the figure of Thulu, GreatChieftain of the Orcs,siLs, semi-comatose, on his

Potionof Invisibihty,lum to 19. Otherwise,tum to 39.

304 The monsLerinside the foul-smellingroom l€apsout to attackyoul The giant spiderhere is coveredin foul smellingslime and ordure,so you must deduct1 point f?omyour Attack Strengthwhen ffghting it sincethe stenchnauseates and w€akensyou (unlessyou are Stubble,who suffers no penalty)-Your monstrous enemyraises its slmeJripping mandiblesand massive clackingclaws to strikeyou downl 302 303-504

CIANT SPIDER sxrLL STAMINA 8 7 503 If you win but the Ciant Spiderstruck you evenonce, You find z vials containing powerh.rl, lime-green cono- you now have a foul diseasefrom the 6lth and muck sive acidamong the equipmentrn this laboratory.You on rts body - Blood Piague!If fhis is left tmtreated, can use the vials in combatby flingrng them al an you developseptic boils and painful soresover your enemy rnsteadof using a weapon;tf you have the body,and you will loser point from your Cunentand higher Attack Strength,the acid hits and causes4 Irilirl srAMrNAeach fime you entera room with any pointsof damage.It may alsobe usefuJin other ways monsterin it. If your Inifiul srAMrNAscore rcaches too Now tum to 51 to searchelsewhere. zero,you die. Yor.rmrls[ talcecare where you explore, and seekhelp swiitlyr you need a Healer,or Plague Antidote,lo restoreydur t ifirl srAMrNAand curethe plague Thereis none to b€ found in the chamberthe GiantSpider occupied, for this areais sirnplythe castle lafrines,befouled by Orcs and utterly disgustinSTum to 218 to exploreelsewhere.

304 Belore you confront your nemesis,do two things. FirsL,mal

305 with you If you tradespells in combatwith the Dark At the very last momenLyou ffnd a slidingpanel on Elf who lives here, you must subtract2 from your the westwall of the pitl You struggleto forceil open, Altack Strengthwhen you cast a spell becauseof then hide in the pitch darknessbeyond Above you, thesedefences If you want to attackthe Dark Elf, Lum Orcish voices growl 'Wrelchedthing's set itselJorf to r58. lf you decideto run, tum boa98 again,'one of the Orcs yelis 'Bettertell Skunkheadto reseLthe lever'You have Lo wait a long time before you can be sure that the Orcs have really gone, so yori must eat a meal.Rather than re-enterthe pit, you decideto dimb up LhesLone steps on the otherside of the secretdoor, and you follow a winding passageto 307 another secret door. Stepping out of it, you 6nd Test llo t L ck If you are Lucky, you find a hand yourselfemerSrng from a hiddenwall-panel ai the far caLapultwith a glowing black stone ln its leather easternend of the Passageof Hawks Setting off pouchn'hich certainly proves interesting. You canuse wesLwards,you reacha crossroadsito the north, the this to attackfrom a distancemuch like usrn8a bor ', piL traphas clearly been reset. If you decideto explore but if you hit your opponenLwith it, he w l lose 6 fhat way agarr turn lo j89. If you would ratherhead srAMrN^points because of the powerfulenchantment on westwardsto the mrd-waypoint of the Passageway on the stone-You can get only one shot from the of Hawks in order to searchsomewhere you haven't catapult,however, and you cannoLuse iL in hand-to- exploredyet, tuJn[o 5. hand combat(if you are Stubbleor Sallazaryou must subtractr from your srrlr when usingthis unfamiliar weapon).If you are Unlucky, you do not 6nd this weapon.Tum to 52 to exploreelsewhere in the east wing of the castle,or tum to t Loretum to LheBronze Stride.

304 Tall and silent,Domck's ghost stands solemnly before you. 306 Donick feil on his own sword in order to avoid The magicalcircles ar€ protective, the occupantof this the rlread6:1lorh:res of lhe Demon;his spidt, though room is clearlyterrified of someform of magicalattack trouble4 is not insane,unlike so many of the caslle's by a wizard,and you guesshe isn't going Lo parley ghosts You LellDomck about your questand what 309 5ao-aa you have achievedHe is impressed,but he shakes 3ao his head sadly. 'Unspeakableevil lies in the Creat You fall to your kneesto tip lhe body o[ the Zagor- Tower Beyond the Crystal Doors lies not only the Demon into the chasmof the Hearthres;as you do so monster who is taking demonic form even as we however, you lose your balanceand pitch forward speak,but also a mighty War Dragon.To overcome yourself!You have savedAmarillia, and the bardsof one would be rhe stuff oI legend.To slay both - it the land will sing their songs, guaranLeeingyour is hard to believe thal even one such as yourself everlastingfame throughout all the lands. . but they could accomplishsuch a thing' He ponders for a will be a posthumoushonourl moment.'But, perhaps,the Orb of the Templar. that might help. Listen:nexl door to thrs place Lhe Crand Templar of thg Court prowls the shadows still He is a mindlessthing, hrs heart and will de, stroyed by fell magic, and he is very powerful If you searchbehlnd the fireplacein his chambers,you will find a secret comparLment.Some power may still reside in the Orb He always used it in baltle lo slrengLhenhimself. Thal is all I can teli you' The ghost fadesslowly from vrew. If yor.rhave already been in the Templar'schambers, you set off th€re aSain noy,.i tum to j48. lf you have nol visited themyet, fum to 228

309 As you open the casket,the body of the p est ris€sto 1tsfeet and, its facesuffused with fury, pointsthe staff \aa aLyou and hurlsyou oul of this chamberwith a great 'But there'sanother sword aswell; only you could make bolt of magrcalforce. If you are Sallazar,deduct: bestuse of that.It's currentlyowned by a knight.I don't poinLsfrom your srAMrNAand tum to 599. Otherwise, know whelherit's alive,or whaLit is; all I've seenwith you lose 4 srAMrNA points and are teleportedto my limitedmagrc is a realbrute of a thing,clad head to anotherpart of the castle.Roll one drce.If you roll r toe in sprked,black plate mail. I know it's behindthe or 2, tum lo 599, if you roll 3 or 4, tum to 268; if you northem doors along the Bronze Stdde, lhe great roll 5 or 6, tum to 78. passagewaynorth of lhe ThroneRoom'Retum to 22. Bethel'schambers have been ransackedbul, to your surprise,a shortswordis lying on the table- and three dead Orcs are lying on the floorl The bloodstains round their bodieslook relativelyfresh, too As you arepondering Lhis scene, the swordspeaks ro your 'l'm an Orc-slayingsword,' it murmursnonchalanLly (anda bit needlessly,given the presenceof the corpses here).'lf you have magicalsirength, I can help you I just looekilling Orcs But I n€edmagic to help me to fighl to the b€stof myabilityl' If you wanL to take and use this sword, you need Ma8ic Points to useit effecLivelyIf you are fighting any kind of Orc, you can spend r Magic Point to The huge War Dragon6ghts with the fury and might activatethe sword This can be done in additionto that decimatedCastle Argent's defendersCan you makinga normalattack, buf not in addiiion to casting possrbly ih Furl?If you do nol havea rragic 'unive a spell When you havedone so, roll onedice, and add weapon,you cannoLaffect the War Dragon,and you z to lhe number rolled For thrs number of Attack will perishhere! Rounds,the sword wrll fly throughthe air and attack any srngleOrc (includingGreat Orcs, Mutant Orcs, WAR DRAGON sKrLL15 etc.,but not Thulu, the Orc chieflain)you can seern When lhe War Dragon wins an Attack Round, roil the room where combal is Lakingplace You may one dice to determinelhe type of atlackil has used choosewhich Orc to strike Eachtime it strikes,its andthe damageit inflicts iargetmrist lose j srAMrNApoinlsr The swordatLacks only Orcsin lhis way, howevet nol any otherkind of Dice Ra Attack and Dafiage monsLer Once iLs altacks are expended,you can Claw sLrike:lose z sreMrNA points alwaysuse anotherMagic Point to activateit again. 3 Bite: lose j srAMrNA points Now you can make a generalsearch of the rooms 4 Tail sweep(glancing blow): lose r here,if you haven'tdone so (tum to 159),or retun to srAMrNApornl the main passagewayoulside and searchelsewhere Fire breath:lose 4 srer'.rINapornts (turnto 4j). If you win, tum !o :62. 34-5a6

314 ln a small,bare chamber behind the door a figureclad head to toe in lacqueredblack plate mail conhonts you- 'Prepareto die,'he saysemotionlessly as he hefts a greal, two handedsword to strike at you. Terror gripsyou: you must do batlle with the Dark Knight of CastleArgenll If you have an onyx slaff wrlh you, tum to 24a If you do not, fight onl

DARKKNIGHT SKILL 11 STAMINA 17 If you win, and iI you areBraxus, tum immedialelyto 46 Otherwise,tum to j95

545 Perhapsthe capricrousEli will talk to yoo but maybe he prefersnot to Roll two drce.Add -z to the total rolled if you are Stubble(sjnce the Elf doesn'Liike Dwarfs much), and subtract 1 if you have a thief hirelingwith you. If you bribe the Elf with somegold, he is more Lkely to talk;you musl offer him 4 Gold Pieces(in which caseyou can subtract3 from the numberrolled) If the ffnaltotal is I or higher tum to r59 lf the totalis 7 or less,turn to 9

3a6 'Thankyou, you haveserved me well,'you say to the little scampof a thief He offersto sell you one 6nal object:he hasa lockpickhe uses,and he offersthis to you for 2 Gold Pieces.If you buy this,you can usejl for openingTower Chests;using a Jockprcr<,you are allowed to Tesfyour Still when opening Tower ChesLs and tryinS to avoid the traps(lhis savesLUCK poinLs, 517-5aa 349-324 andthus is very useft l).Decide whether or not to buy 349 this,then reh.rm Lo the paragraphyou camefrom. Your spellhas no effecton Zagor,because he had cast a Magic Screenspell before you entered.Howevet fus 347 spellwill causeyou to loser point from your CurenL You didn't spoLthe concealedpit trap in time.You fall s

As you casl your spell the door openssoundlessly, and a mirthlessvoice saysgloatingly, 'How good of you lo wastea little of your pitifld magicon sucha simpleliLtle spell Speakingfor myself,I would never botherwith anythingas trivial as a trap on the door. Do comeinl' Tum to 5o4. 32t-323 3t4-3zo

324 The design,though crude, is clearlyihat of a Barbarian You know you must fling lhe body of the Zagor- Axe Someinluition tells you that the axe is magical, Demon into the Heartfires.What you do not l:now is perhapsa very powerfulweapon rn your hands.You how swiftiy you musl do this.You mustdecide now makea note to try to find this creaLure,Grool, who not knowng how much time you have,as the Great possessesit and destroy himl Now you cantry explor- Tower shuddersaround you - if you wish lo do ing the nexi cell-block(tum to zro) or go elsewherein anything before yoLr begrn your descenlwith the ihe jails (turn to 5r); rf you wish Loleave the jails and body. You caa performas many acLionsas you wisb retumto the marncastle, fum Lof5Z eaLingsome Provisions, drinking a PoLionor castinga spell are Lhe mogt obvious options Decide whrch achonsyou wish to take beforeyou set off for the Heartfues,Lhen tum to 297.

Everythinghere is as it appearsto be, lifelessand decayed-You havemerely wasted time, and you must eata m€alduringyour search-Tum to5: lo searchelse-

326 You needr5o secondsLo dimb down safely,burdened wilh a body.Tum to 286 Lopress onwardsl The wretchedghost of the court Jesterstands beforc you- Hrs hair is white,prematurely aged by the terror of unspeakabletortures, and he is quite insane He stretchesforward to altackyou at once,and you know that the combinationof his madnessand ghostly por,verwould be Loogreat for you Lo withsLard:one touch from him could destroy your mind! You flee back lo the BronzeStrrde, leaving the moaningghost prowling lhe wesl wing, to whrch you cannot now retum.Tum Lo7. 32r328

Pushingopen the blue door, you find yourselfin the Royal Statuary:greal, life-sized statues of the kings of Amarillia once lined the grand, blue-fleckedmarbled walls here They are shatberednow - possibly by magic,you suspect:fiery blast-markspepper the walls behindthe remarnsof the statuesHowevet there is one slatu€here lhaL remains intact: rt is severarmerrcs high, and it comes Lo life with a very threatening Sestureas you enter, An expressionlessw;mior in shape,the enomous statue has a massive,spike4 stoneclub in one stone6st and a long, sienderwhip in the other It is clearlya formidableenemy Behindit you can seea wooden chest,decorated with a small heraldicsymbol of somekind, so it's guardingsome- thing which may be valuable.If you decidelo fight it, you must do so immediately,tum to 126. Altema- Lively,you can flee by closingthe door here;rn that case,will you: Open the yellow door, if you haven't done so already? Tum to 2o5 Searchthe barracksthoroughly, if you haven'tdone so? Tum to a2 Leavethe barracksand explore elsewhere? Tum to 64

324 You have acquireda magicalPotion of your choice: you mayhave a Potionof Luck,of Staminaor ofFlying. You may drinl a Potion at arly time except during combat,ard the elfecls are as follows, a Potion of J2n5a 55t-373

spendhere However,on your way backto the main road you shmble acrossa smallstone well, which has no bucketsbeside it andno mechanismfor drawingup water.Then you rememberdimly that therewas sau

329

nrinsif you haven'tdone so (tum to 359) or makelor the castleifself (tum to r9z).

explore(fum lo j99) or go to the west to the north tuming of the passage(tum to 1f.1)- with keyholescrafted in yellowed bone set into the 530 crystal.If you are Braxlrs,tum Lo 1aj now. If you wanf to open the easLdoor here,not having done so before-,lurn lo 1r4. lf you want to try lo open the crystallrnedoors. fum to 135.

The parchmentstaLes that the two deadDwarfs were wariors come to seek the Stonehammer,a mighty maSicalweapon crafted by the Graaitesmrthsof Grun dia centuriespast. The Dwarfsclearly belteved that a monstrousHellhom Champion- whateverthal may be, you have never heard of such a monster- had There is neiLher treasurenor anyfhing elseof use to possessionof this great weaponand that it is hidden yo! amonS the razedand lootedbuildings on the east somewherein the west wing of the castle above. srdeof town. You musteat a mealduring the timeyou Sadly,they perishedat the ha;ds of Orcs beforethey 554-335 ii6-fi4 couldretrieve their sought-afterprize. If you areStub- 336 ble,gain 1 LUCKpoinL for leamingabout this weaponl The cat'sbite goesdeep, and you areparalysed by its Now you must s€arch€lsewhere, wrth the hope of 5alivalYour ddventureends here, deieated by a cati obtaining this wondroushammer to urge you on in your arduousquesli tum Lo218 This door has a small,green, crystalline lod! and the 5J4 only way to open it is to use a greencrystal key lf You are lifLedup by the vortex at somespeed until you have sucha key, you know the nameof Lheman you reach the undersideof the Dragon's platform, you fook it from.Convert his nameto a number,using which you hit hard;lose 6 srAMrNApoinls! Now you theformula A = 1,8 = z,C = 3andsoon,then have to claw your way to the edge of lhe platform add the numberscorresponding lo lhe lelters in the and clamberover its side. Test'your Skill.Il you are nameand frnallydouble that total Tum to lhe para- successful,the Dragonwakes only asyou scrambleon graph wth Lhatnr.rmber. If you don't have this key, to the platform;gain 1 LUCKpoint and tum to 5r5 lf you musLsearch elsewhere; turn to j99. you fail, the Dragonis sitting awaiLingyour anival;as you try to make your way over the side of the platform,it smacksyou hard with its paws,knocking you fo the ground where you becomea spreading stainon the floo4 your adventureends here 334 The dim image of the Crown of Kings car be seen inside the dome Long removed lo Sanctuary,this Racingback Lowards the cavernin order to get to the magicalheasure of Amarilliaonce cured and healedall rope bridgeand safely,horribed you seea conidor of who came to view it, and somethingof its curative fire sprrngup as lhe ghostly wizardlays down a wall power still remain. By restinghere, you may regain5 of flamesrn front of you. Deduct 5 points from your points of lost sr^MINA and have any singleform of STAMINA.If you are still alive, you run for your ii{e plaguecured (if you are sufferingfiom any form of and drag yourself across the rope bridge, braving lhe this malady). However, since only one person can 6res below, and you manage somehow to scramble benefit only once fiom the healing magic of the crown acrosssafely Cain 1 LUCKpornt for this fortunale eachweek, you won't be able to retum here as often escape,but behindyou the rope bridge collapsesand as you pleasefor repeatedhealing! Tum to 56 to now you cannoLreturn acrossthe hery cavern,Turn exploreelsewhere in the westwing, or tum to Z if you to 557to fhd somewhereelse to search. want Loretum to the BronzeStride. 33r340

339 ln this subtenaneanroom there is a vast jumble of fumishingsand bac-i-brac,and all the walls are in- scribedwith magicalsymbols and signs.You seethe single occupantof the room, a cowering,emaciated Dark Elf wth a thin daggerin one hand and a small trail of fue ashdrifting from the other as he prepares to casta spellat you. If you areSallazar, you canmake out what the magicalwall-desrgns mean, so turn to 3o6 Otherwise,you haveseveral options here Ifyou want to atLackLhe Dark EU,tum to 25E.lf you would ratherparley, do you think you know what his na-'ne is?If you do, convert lhat name to a number using the codeA = LR = z, C = I and so on. Add toSether the numbers correspondrng to the letters in his name,therr turn to the paragraphwrth that number (unlessthe nameyou guessis the first word in that paragraph,you are wrong, and you will be forcedto fight; makea note to turn to 258 if this happens).If you don't know his name,but you still want to parley with him, lum to 289 If you decideto makea run for it, turn to a98

340 You 6nd a huge pile of gold corns,all with the Z symbolon one sideand a likenessof Zagor'sface on the other side You grab as many as you can - 5;o Gold Zagors and shove them into your backpack Shriekinghowls of a magicalgale are beginningto race around at the top of the Creat Tower! Tum to 344-542 343

344 nextcell block(fum to zro) or moveon elsewherein the The guards here are formidable- and hornble iails(tum to Sr); if you wish to leavethe jailsaltoSether enemiesThe Hellhoms,which Zagor drew with him andretum to the maincastle, tum Loj57_ frorn someplane of nightmareand chaosstand well over two met.es tall and hold great whips in their 343 monstrousclawed hands Powerful and muscular, these The legcndaryHall of Heroeslies behind this door. creafuresare neverthelesstainted with chaosand dis All the greaiestwarriors and kniShtsin Amarilla had ease;rotting fleshhangs from their skelefalfaces and their portraitsplaced here and, surprisingly, they have they are well named- their homs are power6ll and not been defaced.Enterin& you gaze sadly at the theywill usethem to buLtyou wit[ aswell aswielding pdntings,realizing that so many oi Amarrllia'stinest theirwhips Forhmat€ly,one of the two Hellhomshere was dozrn8when you enleredand is not immedialely ready to fighl. For the first threeAttack Rounds,you frght,one against one, with a singleHellhorn; thereafter, you must tight both Tum to az4 to fighfl

Otcs. Test!4aur Spot Skill; t you are successful,tum lo 581 If you fail, you spot noLhing unusual,so now you must leaveand exploreelsewhere; you can go south and then eastwards(turn to J99) or north- wardsto the Passageof Hau'ks(turn io rrr).

J42 Your searchis longindeed, youmust eat iwo mealshere However, among the graffiti scrawledon cellblock wallsyou pick up somescraps o{ informalion'Healing view crown. . westwing' rspainstakingly etched on onewall, while another shows the symbolofa greataxc with the word 'Grool'scrawled below lf you areAnvar, furn to 122 Otherwise,you cannow ify exploringthe

L 344-342 543

344 nextcell-block(lum to z10)or moveon elsewherein the The guards here are formidable- and horrible jails(turn to 51)jif you wish to leavethe ;arls altogether enemiesThe Hellhoms,which Zagor drew wrth hrm andretum to the maincastle, turn Loj57 from someplane of nightmareand chaossland well over two mekes tall and hold great whips in therr 343 monstrousclawed hands Powerfuland muscular, these The legendaryHall of Heroeslies behind Lhisdoor. creaturesare neverthelesstainLed with chaosand dis Al1 the greatesfwaniors and knighls in Amarilliahad ease;roLting flesh hangs from thet skeleLalfaces and therrportraits placed here and, surprisingly, they have they are well named their horns are powerful and not been defaced Entering,you gaze sadly al lhe theywill usethem to butt you with, aswell aswielding paintinSs,realizint that so many of Amarillia'sffnest theirwhips. Fortunat€ly, one of the two Hellhornshere waniorsmust haveperished in the terible war against was dozingwhen you enteredand is not immediately the Bone Demon and its armies One painting in ready to 6ght For the 6rst threeAttack Rounds,you particularcatches your eye:it depictsa platemail'clad 6ght,one against one, wifh a singleHellhorn; thereafLer, knight with flowing auburnhair and greeneyes; this you mustfight both.Tum to r74 to 6ght! youlh is hewingdown a groupof Orcssingle-handedly while an airbornesword flies about him striking at Orcs as well! Unfortunatelylhe plaque under this painting has been [om away possibly by irate Orcs TesLyour SpotSkll; it you are successtul,tum to 38r. If you fail, you spot nothing unusual,so now you musi leaveand exploreelsewhere; you can go south and then eastwards(tum to 399) or north- wardsto the Passageof Hawks(tum to rt).

542 Your searchis longindeed; yoLrmusteat two mealshere Howevet among the graffili scrawled on cellblock walls you pick up some scrapsof informaLion 'Heahng - view crown west wing'is painstakinglyetched on one wall, whrle another shows the symbol of a great axe with the word 'Grool' scrawledbelow Ifyou areAnvar, lum to j22 Otherwise, you can now tly exploring the 544-346 547

344 TestVotlt Luck If you areLucky, tum to ao7.If yo:uarc Unlucky,turn to 5or

345 A huge chamber,created by knocking down walls b€tweenvarious castle rooms, lhis once houseilthe Dragon hatcherieso[ the demonic servantsof the castle,but the eggs rn their regularrows have long sinceshrivelled and dried up here The atmosphereis eerie;yoLr are standingrn a giganLicDragon mauso- leum. you 347 If want to searchit thoroughly, turn to The door here is wedged hght but you managedto g7o you Otherwrse ]eave and search elsewhere; forceiL open,and you find yourselfrn a smithy There rurnto 52 is a greal forge-fuein the south wall, but iLs flames have long been dimmed Any weaponsor armour once here have evidently been looled, but you may takea strong iron rod you End here.If in fuLureyou are askedLo Testyour Skill Lo force open a lockedor tightly shui door, you may subtractr from the loLal rolled for using lhis strongbar to help you open the door Leavrnglhis room and looking east along the corridoropposite lhe dooa you can seetwo doors to your left. The first of lheseis particularlystrong, and 346 containsa heavy lo&. You should now explore an The amount you yelling of noise make out your areayou haven'tenlered before, so willyou: challengewakes the Dragon-Wrth a mixedexpression of hatred and cont€mpt,it waves a paw to sealthe Open lhe 6rst door alongLo your entrancelo its chamberso you cannoLescape It left? Tum to ro5 simplystays where it rsand breaLhes a rapid succession Open Lhesecond door alongLo your of goutsof llameover you- You cannolhope to defeat left? Turnto 269 it from where you stancl and you are bumL to a Head backsouth and search cinder. elsewhere? Tum fo jZ5 348-349 55e554

744 To searchbehind the fireplace,you have to plunge your handsinto the magical6re, and you must also Tesfvout Skill. You lose 3 srAMrNA points for the damagethe fire causesyou, and if you fail, you do not find the secreLpanel Dorrick told you of. You can try again by Testingyour Skll. as mary firre' J' you wish, bul eachtime you will sufferdamage from the magical6rc If you finally succeed,iurn to 142. If you wart to abanclonyour atlemptto find the secrelpanel, tum to s6 to explore,elsewhere 550 Thereis a very carefullyconcealed portal which opens into a small chamberhere. You can senseMagical energiesplayrng aroundinside this chamber,though you haveno ideawhat they miSht do to you, should you enter If you decideto enteranyway, tum to 294 Otherwise,yoLr must open the obherdoor here,either normally(turn to 5o4) or by usingan Open spell([um ro 324). 349 ComputeAttack Strengthsas normal.If you use ihe one shot magicalstone here, and you have the higher The Eli flinchesat the mentronof Zagor's name.'I Aitack Strengih,you damageZagor. If he has the reallywouldnt use the Z-word round here.Walls have higher Attack Strengfh,his spell drainsl point from ears,you l.now- More importantly,there are Lhings your Current SKILLand 2 poinis from your Current that can oeep out of walls if they hear thai word srAMrNA,and your sLonemisses hrm- If you have Well, to ffnd you-know-whoatop the GreaLTower, alreadycast a spellagainst Zagor and have nof suffered you've got to 8et pastthe DragonDoors, north of the any ill-effectsfrom one of Zagor'sspells, tum to gr Throne Room, along the BronzeStride And to do Otherwise,turn to 299 to decidea courseof acfionfor that,you have Lohave the DragonboneKeys There's thc next Attack Round,you cannotuse this magical one set in both the east and west wtngs Crool has attackagain oneset, for sure.'Retum to 22 148-149 J5c55a

344 To searchbehind the fireplace,you have to plunge your handsinto the magicalfue, and you must also TesLyour SklL Yotr lose 5 srAMrNApoints for the damageLhe fire causesyou, andif you fail, you do not find Lhesecret panel Dorrick told you of You can try agailr,6y Tesfillgyour skill, as many times as you wish, but eachtime you will sufferdamage from the magicalfire. If you finally succeed,tum to 142 If you want Loabandon your attemptto find the secretpanel, lum to 36 to exploreelsewhere 350 Thereis a very carefullyconcealed porLal which opens inlo a small chamberhere You can senseMagical energiesplayjng aroundjnside this chambeathough you have no idea what they mrght do to yoa should you enter.If you decideto enteranyu/ay, turn to r94. Otherwise,you must open the other door here,either normally(lum Lojo4) or by usingan Open spell(tum to 121) 349 ComputeAttack Strengthsas normal-lf you use the one shot magicalstone here, and you have the hrgher The Elf ninchesat the mention of Zagols name-'l Attack Strength,you damageZagor. If he has the reallywouldn't use the Z-word roundhere Wallshave higher Attack Strength,his spell drairs 1 point from ears,you know More importantly,there are things your Current srrrl and z points from your Current that can creepout of walls if they hear Lhatword. srevrNr, and your stone misseshim- If you have Well, to 6nd you-know-whoatop the Great Tower, alreadycast a spellagainst Zagor and have noL suffered you'vegot to get pastthe DragonDoors, north oI the any ill-effects from one of Zagor's spells, rum ro 3r Throne Room, along the Bronze Stride, And to do Otherwisetum to 299 to decrdea courseof actionfor that,you have to have the DragonboneKeys. There's the next Attack Round;you cannotuse Lhismagical one set in both the eastand west wings. crool has attackagain oneset, for sure'ReturnLo 22, 352-353

552 You marchtowards the leader'shall, ducking into side- passagesoccaslonally in orderto avoid Orcishpakols. Eventuallyyou throw openthe door to the hall where the leader and his cronies are washing down a pre- lunch rat ma& with great gulps of black Orcish beer. The Orc guards stand between you and their leader, however, and you're going to have to get past them beforeyou canattack the leader.Fight the two body- guardstogether.

SKILL STAMINA FirstORC BODYGUARD a z SecondORC BODYGUARD 7 7 While you are fighting, the Orc leader himself joins in the fiay. but from a distance.He has a magical hammer, he throws it at your head and it then flies ba& to his hand, to be Lhrown again! In odd-nmbered Attack Rounds (first, third, fifth, etc.), you must Tut hi Skill, which is 9. I[ he is successful,it stikes you and you must deduct2 points from your srAMrNA If you are Stubble,you may add r to the numberrolled (you are smalland harderlo hit from a distance).If you roll rr or rz, the hammeraccidentally hrts one of fhe Orc bodyguardsl If you want to flee this cornbat at any tihe, tum to 284. lt you defeat the bodyguards, tum to 2,25.

The Hellhom Championhas f Gold Pieces,some rninor looted items of gold and silver pendantsand jewelleryworth ro Gold Piecesin all, and a Tower 354 555-556

Chesti There is a bunch of Dragonbone keys here numbering 161 in iotal, though lhere is just one large You are crawling along towards a small chamber Lo masterkey. There is also a heavy stone hammer beside the norih- whenruddenJy you Feela buming'en.a- the chest which may be of use to yoq unlessyou are Lion on your back and flames are licking at your Sallazar II you are Anvar or Braxus. this weapon will dothesl Deduct l point ftom your srAMrNA.Above nol give you any bonuses to your Attack Shength, yoll a pair of vicious,ImpJike creatureshave opened but it does count as a magic weapon if you do not little murderholes in the ceilingdnd dre pourinB haveone. li 1ou are Stubbre.thi. Sfonehamnergire. buming oil over youl If you want to aawl back to a bonus of r to your Atta& Strength in all future where you entercd you can do so: you musl lose 6 combats, and against Zagor or any Dragon rt adds z srAMrNApoints from the oil that is still beingpoured to your Attack Strength, so gain r rucr pornt for on Lo you and, if you are still alive, you can try recovering thisl Now turn to 56 to explore elsewhere makingfor the eastdoor providedyou haven'topened it before (tum to r5); or you can retum to the main castle(tum to 5).If you preferto fight, tum to z4z.

356 Your fiery attackspell will causeextra damageio bhe Mummy (deductI points from its srAMrNA)and it will set the monsteralight, so that is loses2 srAMrNA points in eachAtlack Roundunlil it expires,buml to 354 asheslTurnto 288 to fight the monster. You avoid Lheobvious tripwires, buL they aremerely decoys for the very fine and almost transparenf bleachedOrc-gtrt tripwiresl You must Teslyout Luck(J you havea Lhiefhireling with you, you may subhacL2 from the diceroll) If you areLucky, you get just over half-wayalong the happedpassage in saJety.If you fail, a volley of crossboltsis shot at you Sincelhese are aimedat headheight, you must lose 6 sraMINA points unlessyou are Stubble,in which caseall but one shol flies overhead(you lose 2 sTAMINApoints). Tum Lo268 351354 359.:360

359 At the end of the long strelch of passageleading You push open the double doors and ffnd yourself at westwards,your route Lumsto the north. There rs a the entrance to a very dimly lit but huge chamber. door in the westwall at the lmction of thesepassages, You raiseyour lanLemto take a closerlook dearly andyou canfeel a distnct sensationof warmthcoming Lhisrs a FeastHall, and around the huge dining table from behindit Along the northempassageway lhere arg skeletonsseated in lhe rags and remainsof what are two doors,to your left, somedrstance along and, was once 6nery. While you are taking all this in, a at the far end of the passage,facing yoq a stout, squeakingand turbulent massof huge black rats rushes lockeddoor wrth a grille and cover set rnto it aLeye down upon youl If you decrdeto fight, tum to 215.If level This last door looksvery muchlike the entrance you want to fleeand slamthe doorsshut behind you, to a jail block.You aresure that thr northernpassage- you must Trsf yo r Skll ft you are successful,you way will leadyou closerto the goal of your quest,so escapeand return to the doorway aL the end of the you follow rt Choose a door to open which you enlrancehall tum Lo j76 If you fail, you must fighb haven'topened before; wjll thrsbe: turn to -?15. The door at the passagejunction? Turn to 77 The first door on your left? Tum to z:5 The seconddoor on your left? Turn lo.r8 lhe door rith thegrille? Tum to 5i

j6o The spindleabsorbs some of your shmgth inLoitself It reducesyour Currentand Iniiial Magic Porntsscore by 1 point, to a minimum of r; if you are Anvar, it will reduceboih your Currentand IrihTl LUCKscore 354 by r point instead-Ki&ing over the malignLhing, you If you are wearing metal (charnmail or plate marl) leaveand headfor the wrought iron door to the north a.mour tum to ao4 If you arenot, turn to r45 of Lhepassageway outside. Tum to 197. t6a-S6S 364

36a the queensand princ€sses.Palntings oI ElvenMasLers Behindthe doors to the east wing is a very lengthy, of the King's Hunt have been contempLuouslysliced wide passagewhjch leadseasfwards. You marchfifty up with swords,and the hall has been thoroughly metresor so along it until you anive at the middle vandalized.However, a large portrait of an old, andtale your bearingsfhere Ttrrn to 5u grey-hairedwizard is still intact in its frame at one end of the gallery; if you wish bo examine ib closely, 362 fum Lo 151 Otherwise,you leaveby Lhewest ctoor You force open a door and find two armouredOrcs and80 norLhto the crossroads,tuln to 9.2 with swordsreadied One oi them rs almostrnvisible, appearingas a faint shimrnerjn the arr Thal Orc is the one facjngyou, the otheris standingover Lhecowering body of a lerrified,middle-aged mar, dressedin white robesand lying on the floor. You will have to fight here If you want lo attacklhe Orc facingyou, tum lo i5. If you wanf to attackthe secondOrq you can do so - but the 6rst Orc wrll get in a freeblow against 364 )ou as yorl force your way past him, so you must You fly up to the Dragon's platform and surprise the deductz pointsfrom your srAMrNAlf you decideto Dragonwilh a free athack(by weaponor spell) Make attackthe second Orc anyway,tum lo ry; a note of the amount of damageLhis does to the Dragon'ssrAMrNA, lhen tum to 5rg to fight, subtract- ing the appropriale anrount from the Dragon's STAMINA

555 Predictably,the king's arl galleryhas beendesecrafed by ihe Orcs of fhe castlerbroken sculpturesand shatteredcrystal lie everywhere,and the Orcs have daubedmoustaches and beardson fhe paintingsof s5r367

565 Yor: stand,open mouthed,Sapmg at the monsLrosity thai rearsup beforeyou. You're not surewhat it is - or what il zras,more Lkely. Perhaps,ludging by iLs size,it was an Ogre once But its ieet and hards have been greatly enlarged,and its fingersand toes have long, rakrng,hardened nails the size of daggers.Its belly is hugely distended,and it appearslo be blind, or maybeits eyesare just sunkba& into the fleshof its puffy, reddenedface, above a band of livid purple stitching round its throat. Various tentacleslink rts body to pulsatingbellows, flaslcs and jars; and the nse and fall of a greatrubbery valve, drippingwith thick slime,is what is makingthe ghastlynorse in here.You think you can seea wooden chesthalf hiddenin the pile of debris round the room, though you cannot be certain If you want to flee this lumberinghorror as iL squelchestowards yor! lum to 5or. lf you decideto fiBhl it, whateverit is, tum to 167

356 "Ere, Gutrot, come and Lakea look at this idiot we caughtl'sniggers a hatefulOrc, standinglooking down into the pit. The Orcs summontheir friends,and they useyou first for crossbowpractice Lhen for supper.

357 The office of the one time castellanof Castle Argent has been looted, of course,but there are still some aged,brittle papersand ledgersscattered among the shambles.You find a small scrap of paper headed 'Inventory of Magical Items held by thel then the 354-559 569 paperis tom. There is Justone item listed,an 'Orc ro meLrelength of ropeand an emptyglass bottle You slaying dancing sword', with a brief note thaL Lhe also 6nd some gold; roll one dice to dir.over fhe swordis temperamentaland makesawkward demands numberof Cold Piecesyou find hidden in a lea[her 'Cunently owned by Sir Be'is lhe Finalnote Clearly, purse that has been sLuffedrnto a hole in a wall sucha swordwould be very valuableto you if only Hor"u"., you alsorun into a Prowlinggroup of Orcs you knew the knight'sfull nameand whereLhe sword as you makeyour way back Lo the main road Three might be foundlSearch elsewhere by turnmgto i99. of themjump out from behinda crumblingslone wall and, whlle iheir armour is ragged, their a-xeslook 364 sharpenough. To your dismay,you observethaL these fust beyond the point at which the passageturns are GreaLOrcs - and, wolse still, one of fhem is a north there is a door in the west wall. Somemetres mutant with exceptionallypowerful limbs and shoul- further along, at lhe end of the passageway,is a ders.You must fight themall Logetheras they encircle forbiddrngblack door with wrought-iron decoration youl all over ib a racketof noiseis comingfrom behindthat door: creaturesare shouting wildly and discordant s(ItI 6 musicbrays forth If you want to open the door to FirstGREAT ORC 7 6 your left, fum to If you want to move on SecondGREAT ORC ? 34r- 8 northwards,Lum to 11 MUTANT ORC 9 If vou win. lhe Orcs haveno treasureand you cannot th" ruts they have in their food pouches!If you want"ui fo searchthe ruinson the otherside of town, not havmg alreadydone so, lum to 351 lf you wanl to makestraight for CastleArgenb, tum ho192

359 You spend some hours sifting tluough the least- deshoyedhomes, so you must eat a meal You find a 3rF3r2 375-574

3to crowd the walls, and ceremonialrobes and cap€shang You must eat a meal during your searchhere, bul you on pegs beside them. You really don't want to take noticethat one egg is slill seepingthick liquid from a anyLhingfrom this placerit may be taintedwith the crackin its leatheryshell. If you have an empty glass chaoticmagic which deshoyed the Templar'smind. boftle,you may collectsorne of this liquid.lf you are So, you can now exploresomewhere else in the wes[ Sallazar,hln to rr9 Otherwise, tum to a8f. wing (tum to 36) or makefor the BronzeShide (tum to y').

Tat your Spot Still- If you are unsuccessfuIhlm to 574 zrz. If you fail, you find nothing, so leave and turn to You musl bdbe the ghost with a Magic Ring, a 5 to searchelsewhere Colden Tahsman,a SilverDagger, or a Potion Lo let you leave in peace.If you are preparedto do this, 374 remove the item from your Adomlwe Sheetiyott can With exhaordinary agility, the little brute leaps on to now exploreLhe cavem where you saw the gleamof your back, rummagesin your backpack with its hard gold, if you haven'tbeen there before (tum to 1o), or liltle claws,snrffs out the iron spikes,grabs two of you canhead back to the main cavernyou enteredby themin its pawsand gobblesthem uP!\r'y'hen it jumPs (turn to 186) If you can't,or won'1,give up suchan down,you cansee that the iron plateson its backand item,you mustfight (turn to 1t4) or flee(tum to tjs). legs are visibly sturdier, and Lhe animal gives a soft growl of pleasureThe little beastwitl follow you and helpyou in future lf you meeLcreatures Lhat are made Eerily,the GrandTemplar's chambers are still as they of metal or which vr'earmeLal armour (GreabOrcs were in Lhegreat days of CastleArgent, thoughall is wear metalarmour, as do their leadersand chieftains; now coveredin dust A magicalfire bums hotly in a ordinary Orcs, Mutant Orcs and Zombies do not), gate but Bivesforth no smoke.Trophies of the hunL then this little beast will help you to 6ght them, 571376 3n

destroyingtheir armour. When fightlng thesecreatu.es, Lhereare two doorwaysfurther along on the west side you can subtract1 from their Altack StrengLhThe of this no+h-boundpassage and a door at Lheend of Ironhog helpsin all suchcombats hom nc,w or1 you it, and il hlms back eastwardsfar in the distance To cannotchoose which combatsrt will or will not help your lefL,the passagesoon tums wesl.Explore an area you wi{h'it.rutom.rh\ally allacks any armourwearing you havenot enLeredbefore Will you: or meLalcreature) Roll one dice and add 1 to the Head[or the wesLpassage? Turnto numberrolled; [his is the maximumnumber of combats 5 Open the doubledoors in fronLof in which the Ironhog will takepart beforeiL mns off you? Turn to (it runs away immedratelyif rt seesa Dragonl).Now, 359 Open the ffrstdoor along LhenorLh wilh this strangecreahrre in tow, will you open the Tum to door opposilewth the plaque,if you haven't Passage? 38 3eramic Open the seconddoor alongthe done so before(lum lo 112),or makefor the end of norLhpassage? T.Jdr\ to thepassage (turn to 34y 43I Go all Lheway to the end of the Tum to r55 375 The hag has some items of treasureconcealed rn a false comparLmentin the chair she was siLtrngon - 577 Grool catchesyou in the backwith a well-aimedrock you find a vial of PlagueAntidole, a scrollof a Magic as you ru& deduct points from your srevlue If Screenspell and a MaSic Ring-You are inlrlguedby 5 you are still alive, you ihe shut and her sprnningwheel; it is clearly magrcal,and the slam door flee straightback to the BronzeSlride, so tum lo Make ihought crossesyour mind whetheror noi you could 7. a note Lhatyou can.eturn to fight Grool laler; if you somehowuse it for your own benefiLI[ you want Lo do so and you manageto wound him, hrs srevrr.re take a chanceby splnningrt yourself,turn to 247 If scorewill have returnedto its full value (zz) because you don'l want to takethe chance,you leavehere and of magicalhealingthe monstercan user headfor the wrought-irondoor at the end of the north passageouLside, tum to 197

576 You standwith your back to the doors al the end of the entrancehall, looking wesL Immediatelyin front of you is anolherpair of doubledoors, while to lhe north a passagewaystrelches oul for many metres, 574-379

37E

Many are surviving, so the magic must still be here and,while Orcs have choppeddown heesand shrubs so thal the going is difficult underfoot,plant Iife sLill grows abundantlyhere. Garden chairs and tablesare dotted around together with rioLs of flowers and lemon-scentedgrass bordets. In the centreof the room is a long, hedgedpath, wiLh willowJike treesdrooping their silvery leavesalong it. In the disfance,to the south,you can seea smallfountain which still has a trickle of waler &ipping from its intricately carved head.You are making for the fountain when there is a rusfle of sound fiom the branchesof fhe trees and you are surprisedas a flock of bats flies to attack you (lose 2 5TAMTNApoints). These are no ordinarybals, how- ever:their blood-redglowing eyes,mzor-sharp canine teethand metrc-widewingspans reveal them Lo be HomedVampire Bats! HORNED VAMPIRE BATS srrlL 8 srAMrNA8 If you win, and the batshave inflicted any damageLo you at all, tun to 18. Obherwise,you can set off towards the fountain (tum to 47) or back away from this room, fuaring further hidden atta&ers (tum to 3)-

379 Yotr must Tesl your Skill as the Mummy approaches, addinS2 to the lotal rolled.If you are successfi:I,the J8eJ8a 342 lantem shikes the Mumrny and sets it alight! The 182 monsterloses 2 sr^MINA points,and it will continue You pay the merchantand he hands the casket to the to lose .z srevrre points aulomatically in every sub- old man. hrmping it carelesslyin a bronze dish, the sequentAttack Round. If you fail, your lantem misses sage turns his attention to you. 'Hmmm. Heading for the Mummy and smasheson the floor behindit You CastleArgent, eh?'Yor.r look startledat his Prescience, no longer have a lanLemlTuJn to 288 to fight the knowrng where you are headed;perhaps he has the monster. Sight indeedl'No, achrallythe king told me But, in facl,I did haveone of my visionsabout lhe placeonly the otherday Now, did I wdte it down?'He scrambles up a rickely stepladderwith an agility unusualin one so old, and dragsa thick,leabher-bound tome covered in dust from one of the topmostshelves He fumbles with the pages then, with a shriek of triumph, he recitesa verseof riddlesto you: The Knight mn be dutroyed by the liorc within the gfem: 580 to the cheuons in ttu You must eat a mealwhile exploringa dozenor so of The llellhom Championfalb the cells,but all you find aresome manacled skeletons, yellow-cloisferedstars, scrawJedgralfiti on cell-blockwalls, and a greatdeal of The War Dragonfalls fo the goblets the blue. mould growing on floorsand walls.Now you can try TheOgre Mutanl falls Lothe in fhue synbols explorngthe next cellblock(hm to 210)orgoelsewhere The Onp Sfalf empouersVou lo use in the jails (turn to 5r); if you wish to leave the jails alLogetherand retum Lothe main castle, h-m lo 557 'Well, that'siL,' he says.'l've no ideawhaL it means,of courseBut it; important.'Rather disappoinLedly, you 581 leave.Will you now: Thereis a well-concealedsliding panel behind one of lhe painhngson the westwall- If you want Loopen it, Buy someequlpmenf? Tum Lo55 tum to 215, If you do not wish bo do this,you must Try to acquiresome exha money,rf leave and explore elsewhere;you can head south and you haven't already tried? Tum to to6 lhen eastwards (tum to 599) or northwards to the WaiLfor the ship to tale you to Passageof Hawks(tum to rrl). Tower lslan& Tum to zzo 383-J65 ja6-jA,

343 someodd magicalrur€s. The door at the end of lhe passagehas a greal shieldinlay on it: the designof the old king, Kraal,himselfl I[ you are Sallazar,tum to 57. If you want to open the onyx doot hrm to If you want to open the door bearingthe shield, ground, 78. deductj poinLsfiom your STAMTNA,and you turn to 259 now find yourselflying on the sLonesteps. Turn Lo 207, 346 The runesare a magicalwarning to keePouL, and you ta4 judge in therrdesign ,yes, thal thereis a Dark Elf element Thereis an irritableshout from behindthe door: You are alsoslightly puzzledbecause they don't look yes, comein!' so you openthe door.You're astonished Ike standardwizard's runesi Lhis makes you uncertain abor.rLthe kind of spell-usingcreature thaf miShthave put themhere. Test your Spof Skill.lf you aresuccessful, tum to 25. lf you fail, you can castan OPen sPellon ihe door (turn lo alo), open it normally(Lum to 539) or think betterof il andsearch elsewhere (tum to 576). beforea veritabletreasure-trove insidethe room- you 3aj can see armour. food, weaponsand morel l[ you Creed has been your downfall;ensnared by writhing decideto attackhim and afterwardstake what you lentacles,you cannoLescaPe before anothermassive can,turn to 267. If yotwant to ask what he has for gout of acidrcfilth poursover you from the remainsof sale,tum to 16E. the Mulant and the suckerson Lhetrps of the tentacles. Your adventureends here- j8s Looking north along this passage,you can see two doorsopposite each other, half,way along the corridor, and one facing you at the far end. A swift check showsthal the weslemdoor hereopens rnto some bedchambersoi the laoiesof the court;the.e rooms have been r.:tlerlylooted and vandalized.The door opposite them has an onyx, paitemedinlay bearing 3A8-5ag 390

548 to use this spell,tum to ,68. If your only option is From the westernmostend of th€ passage,Orcs come to stride fotward and hope for the besL tum to runningto the attack,havng heardyor.rr loud attempts 354. to force this door. They let fly with a pair of crude crossbows;Tesl Vour 5ki1L. ff you are successful,you 590 dodge fhe missiles;rf you fail, you must deduct 2 This door is locked,but a swift searchlocates the keys points from your sraMrNAb€cause you are hit once on Thr.rlu'sbody and you throw open the cell which If you roll 3 or moreabove your Cunent sKlL score, Iies behind the door. On a bed of filthy straw, a red, both shots hit you and you must lose 4 srAMrNA eyed old rnan clad in once-white robes looks up at pointsl Dropping their bows, the Orcs draw short- you with an expressionthat is at fust hopelessbut swordsand closeto hand-to-handtighting Backedup then tums to one of delight and ioy as he seesthat againstthe wall, you canfight themseparately you arenot one of Thulu'screaLur€s. 'My friend,how can I ever repayyou for freeingme?' he says-'I am a SK'LL STAMINA healer,and suely you must have sr.rfferedmuch to FirstGREAT ORC 76 reach this far into this tenible den of evil ' If you have SecondGREAT ORC 76 the Plague, the healer will cure you of any and all If you win, the Orcs haveno treasure,so you go back forms you may have He can also Iay his healing to smashingdown the door Tum to zo3. hands upon you and restore up !o I poinls of STAMINA.He Lhenmshes up to Thulu's throne and 349 oPensa secr€tcompartment in iis base,reaching for a Lookingnorthwards, it is obvrousthat the passageway ring, which he slips on to his finger. 'My friend, I am here is littered with Lraps.There are vjsrbletripwires no fighter or wizard I can help you no longer wiLh on fhe floor and wall mountedcrossbows are perched, your quest;I have beenlocked up for so long that I ready lo deliver a nasty volley of shots at you. Imow nothing of the terrible changeshere, though I Clearly, getting past this stretch of corridor [o the have sensedthem. I must be gone,back fo my liege doorsand passagesin the drsLancewill not be simple. lord, the king.' If you think you know the nameof this If you do nol want to enLe.this trappedarea Jusr yer, healet converLhis nameto a numberusing the codeA bui preferto exFiorean areayou haven'tvisiled yet, = a, B = 2,6 = 5 and so on, add the numbers go west to lhe mid-way point of lhe Passageof corespondingto the letlersof his nameand tum to Ha$,ks;turn to 5. BecaLrsethe lrappedarea of corridor the paragraphwith that number If his namers not the is some 10 metresin iength, a Jump spell will take first word you see Lhere,or if you do not lcrow his you only part of the way along;if you can,and wish, natne, RlJn to 2a1 394-192

394 Suchineffable evil now sits on the great throne,atop wide,marbled steps, where once the kingsof Amarrllia held court to the wise and great. Rotling rags of purple,black and white robeshang from his body, bul the largeZ emblazonedacross his chestrs clear enough. He looks Lke both the most evrl man you have ever seenand a Demon,at one and ihe sametimel Stitches down both sidesof his facestand ouL proud 6om his gloating,demonrc skin as if they coveredveins ready to burst.His body is strong,his skin scalyas that o[ a Demon,but bonesshow beneaththe skin and on his lefl a skeletalarm, lacling a hand,is sunkinto the metal and wood of the throne,and a pulsingpurple radiance glows round it Zagor risesto his feet, and you see that the monsleris huge;he must standfour melres talll He grips a powerful,rune-etched staff and cash his armsoul wide, grirminga ghastly,crooked leer of tritrmph but as he doesthis, lacquered black and red cardsdrop from the folds of his robesl For a split second,the Zagor Demon's face seems to regisler concemThe cardsare falLng down all roundhim and, if you want Lograb one as it fallsand look at its face, you may do so; turn to 187 If you prefernot to, but would ratherset aboutthe businessof aLtackrngZagor imrnedrately,torll to 299

392 'Well,rfyou leavehere and Lum north, going eastwards takesyou to LheOrc barracks,so watch out Mind you, rf you go westwards,you'll geLlo the Hellhom guardsand the ThroneRoom itself.More monsLersin 39t-3 395 therethan you canshake a stickat. Cet tlrough Lhere Goblins slither down ropes from the beamswhere andyou're inlo the BronzeStridej from there,there aie they havebeen hiding. If you fail, yotr must sublractz doors to the eastand wesl wings and the doorsto the from yor.rrAttack Strengthas you fight the Goblins CreaLTower. Crool rules the eastwing from the old to8ether. war toweri the west ring is very dangerous,with Lhe Hellhom Championand all those severedheads S(ILL STAMINA gives me the creeps.Beware the Specfrebhere!' Retum FhstGOBLIN o o to 2.2,. SecondCOBLIN o 6 If you wirl you searchthrough the pile of weapons; you do not carefor the prospectof clamberingup the ropes to see what miserablescrap of treasurethe Goblinsmay havehoarded up abovelTest your Luck If

395 A great Barbarian Axe lies propped up againsl lhe chestlIf you are Braxus,you can use this [wo-handed doors at the far end of the enkancehall (tum to l7O)? weapon;you will not gain any bonusesto Altack Slrengthfor it. but it doescount as a maSicweapon (some 595 cr€aturescan be struckonly by suchweapons, You find a concealedmagical portal in one of the you so this may prove useful).If areAnvar, however, smallestchambers of the knights'quarters. If you want your this weaponadds r to Attack Slrengthfor all Lo casl a Teleportspell here, it will convey you past combats, and any againslZagor Dragon it adds2 lo someof the greatestdangers of this castlelevel - and yout Attack Strenglh.so gain 1 LUCKpoint for this past some treasures,Loo. If you want to use lhis findl You clamberdown the stonesbeps and back lo portal.you must casta Teleportspell and walk into ib the mainpassageway beyond the tower;Lum [o 52. turn lo 4r If you don't wish to use thrs portal now, you may be able to do so later.Make a note of this 394 paragraphnumber; you can refum here to Leleport You are surprisedby a werghtednet thaLsails down from any charnberon lhis level of the castle (not from the beamsabove. Unless you are Anv;r, you durlng combat,of course,and not once you have m.uslTest Vour Still to avojd being ensnaedby the crossedany staircaseon this castle level). Now, if thin rhetal mesh as a pajr of squealing,dirly little there rs a specific knighL whose name you know and 595-397 t9&-599

whoseroom you want to find, tum Lo fl7. Making a 394 searchof evena few roomswill be time-consuming;if There is a disgustingstench coming from behind thrs you want to do this,tum to a59.Othery/ise you leave slightly open door and it is pitch bla& inside.If you the rooms of the Argent Knights; you can open the do not havea sourceof light, you don't want to risk doors to the Orc barracks if you haven't done so entering here so you decde to explore the next door before (tum lo 2o4) or mak€your way west lo the to the north h]m to j44. If you have somelighL, you point where the passagewaybends north (turn to can eitherexplore the room on the other sideof this 368). door by tuming to jol or you can give lhe stinking room a missand continuenorth to the next door by 396 tuming to t{+ The onJytreasure here is theDark Knight's two handed sword whjch only Anvar can use If you are Anvar, (some thrssword countsas a maSicweapon creatures 399 may be struck only by magic weapons,so it may You are standingal a iunction oi passages:one runs prove useful).Now you leaveand headnorth for lhe easl end we\l rlo your right and left respectivelyt: crystallinedoors; tum to t55. another leading northwards, is straight in front of you. You areIooking towards the no h wrth the door 397 to the enLranc€chamber at your back.The corridorin The trianglehas disappearcd and Lheweb seemsLo be front of you runs for some fifteen metres,then it spreadingacross Lhe door, as if in a defensivereflex. meeLsa very extensiveeast-west passageway,the You guessthaL the web is the magicallocking elernent walIsof which bearplaques shov,ing the etcied figures here. Either you must use an Open spell to bypass it ol hunting birds: lhis i5 the Passdgeof Hawks. To (tum to 229 if you can,and wish,to do this);otherwise your right, thereare Lwo doots on the south side of you cannotopen lhe door.lf you can'topen this door the passage,which then lurns !o the north al lhis becauseyou don't have enoughMagic Pointsto cast point therers a door facing wesLwards.To your left, the Open spellrequired, or if you don't have a scroll therers a singledoor, againon the south sideof the of this spelland needone, you shouldmake a note of coridor, h/hichLhen tums northwards. All the passages this paragraphnumber so that you can retum here here are lit by dim torches; they give oui a faint later (you will not be able to retum here after you magicallight which grows weakerwith the passing have crossedany stainray).For now, however,you yearsbut which is sufficienffor you to see by. you leave, frustratedaL your inability to get into the should explote an area you haven'Lentered before wizards innersanctum; fum to j. Will you: Open the tirst door to your right? Tum to j6, Open the seconddoor to your right? Tum to 337 Open the door at the far right? Open the door to your lefi? Turn to :jd Headnorth to the Passageof Hawks? Headwest alonglhe passageto whereit tums north? Tum to 1j4 Headeast along Lhepassage to where ib turnsnorth? Tum to r39

. loo You drop ihe body of lhe Zagor-DemoninLo the chasmof the Hearl6res,and a terrible screamrises from the botlomlessdepths below. The firesbum with an unb€arableheal and you stagger backwards,going easLwardsalong Lhe passagewaybeyond the chasm, and reel ouL tkough the doors of Castle Argmt. You reallydon't remembertoo muchafter that. When you regainawareness, you f€ela cool sea-breeze playing acrossyour face.You coughand splutteras a draughtof besi Cmb Islandrum is poureddon'n your throat,The smillngface of a Centaur,with jusLa hrnt of tearsshining in his eyes,swims inLofocus above you. 'We had to deal with a few Orcs who seemed interesfed in running you through with their swords,' he sayssoftly, trut, well, that was the leasLwe could do. Welcomebackl' The sailorson the deck of the Gloryof Amarilliagive you a rousingcheer, and surely greaLerglory awaiisyou r{hen you refurn Lo Sanctu' ary.Amarillia is sfill a troubledland wilh manyevils - buLnow it hasthe chanceof survival,thanlG to youl "WHOOARES GHALTENGEME?" Thevotc€ of 166.vil md.id sorcel.rZasor .1,€llens63 ,ou. 6rav. Her.. to v6rturethrluth the nroFfill.d duos.on.ot Fi.sf.p tiioird.tn ,, tiir tfthdh/. 3{ Bll E F.'a!y (i..l. wi'lr. coma,rt, v.k. Ba$d onthe clEracterslrom rhb boo( tanLivtrysroB J Lefend0t Z.3o. r.m. t .r!r.s a 4* m.mdy.l|h wt i.$ control.tl'o.crton. Zatorls voic. lallr ourcomm.&. co,rrolllnr cohbatblrwee' playlr. a.d hb IrdBu, moF ersssi,! dirh.t voic syrtieir wi'|' @' 200dffennr serenccsand !ru..om.ly r€1bfl. somdeffers aid random.v€,rrs. lrrend 0f Z4a b fn I ro I phr... ard i.dd.s. 3{ 3 l.vsl dl/rtsor. 22 mtni.i/resand ovlr. hurd..dc.rdr ll..'nique and pl.rht pt.c.s

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