Under Construction

Return to
Firetop Mountain

Adapted from a book by Ian Livingstone

Background

Ten years is not a long time in a wizard's life — some live for over two hundred years, keeping themselves alive by their own magic and potions. There is a well-known saying among wizards which goes: You're a long time dead, so let's live instead' Some wizards even went one step further: they cast a spell on themselves so that, in the event of their being slain or assassinated, they were able to raise themselves after a predetermined time when their assailant was long gone. The wizards who chose to come back from the dead were, however, always aligned to evil, for it was dark magic that was needed to cheat death. One of those wizards was known (and feared) by the name of Zagor, the infamous Warlock of Firetop Mountain. Ten years have passed since the day when he was killed by a brave adventurer who risked the guards and deadly traps deep inside Firetop Mountain to save Allansia from his evil magic. But killing Zagor is one thing; keeping him dead is another. Nobody knew that Zagor had cast the Raise Dead Spell on himself, otherwise the adventurer who killed him would have sealed him inside his mountain tomb.

But all that was ten years ago. in the last six months, sinister events have begun to happen around Firetop Mountain. First, the top of the mountain, which was famous for its red-coloured bracken, has turned deathly black. Livestock which have grazed on and around the mountain for decades have started to die a sickening death, and recently people have even disappeared, dragged inside the mountain (it is said) by hideous creatures of the night. Those good people who remain are terrified, for it is rumoured that Zagor has risen and is building himself a new body, bit by bit, from the unfortunate villagers of Anvil!

You are an adventurer, a sword for hire, wandering through the lands. Coming to the village of Anvil, you decide to stop for a rest after your week-long march. However, as soon as you enter the village you sense that all is not well. The villagers look frightened and women quickly push their children indoors as you walk along the main street. You decide that the local tavern would be the best place to find out what is troubling the villagers, so you enter the Two Moons. The chatter inside dies down quickly to a low murmur and the customers eye you as you walk up to the bar. The barman stares at you sternly, and you can see by the look in his eyes that he is a proud man trying to hide his fear.

'Yes? he grunts in a low voice.

You tell him that you are an adventurer seeking a new quest that will end in riches and honour. He frowns, not knowing whether to trust you.

'Does the name Zagor mean anything to you?' he asks softly, watching you closely for a reaction.

'Zagor, you reply confidently, 'was the Warlock of Firetop Mountain until he was slain, ten years ago."

'Is the Warlock of Firetop Mountain,' the barman says dramatically. ‘He's come back to life! He is building himself a new body and is sending his evil servants to Anvil to take back live donors!'

The barman seems to accept you as a friend and quickly goes on to tell you about the doom that has befallen Anvil, thanks to Zagor.

'We need help, stranger!' he says desperately. 'None of us here has the power to defeat Zagor ... but maybe you do. We are poor and cannot pay you what you deserve to take on such a task, but we do know that there are chests full of gold inside Firetop Mountain. Will you help us ?

By now the tavern is silent. All eyes are upon you. How can you let them down ? Slowly you smile and nod your head.

'On one condition,' you say.

'Name it,' the barman replies.

'That I get a hot bath and a room for the night!' you laugh.

'Done!'

Everyone in the tavern lets out a cheer, and they all gather round to slap you on the back and offer to buy you some ale.

In the morning you find the barman, whose name you learn is Moose, cooking a large breakfast for you.

'You must set off south immediately to visit the grand wizard Yaztromo. He alone can prepare you for such an adversary as Zagor. Don't even think about tackling Zagor on your own. He is stronger than ever and his magic is deadly,' Moose says earnestly.

You thank him for his advice and bid him farewell.

Continue

p1

Leaving Anvil and its villagers behind, you set off east deep in thought. Firetop Mountain is only a short distance from Anvil, but to go all the way to Yaztromo's Tower first would mean losing many days' valuable time, How could Yaztromo help? Ever since he single-handedly defeated eight ghoulish Dark Elves on the edge of Darkwood Forest, the place where he built his famous tower, his reputation has grown. Wise, good, powerful, philanthropic and many other words were used to describe the great Yaztromo. Many sought his help against evil and none were turned away. Suddenly there is a shout from behind you. You spin around, to see Moose running towards you. You notice that his sword is drawn and there is a look of alarm on his face.

'Zagor will know of your plan unless we can catch the two Trackers I saw running from Anvil, a few minutes ago. They must have overheard us and are running back to inform Zagor. Quick, follow me, we must catch them, Moose says hurriedly, still panting. He runs off into the undergrowth, shouting at you to follow him.

If you wish to do so.

If you would rather continue to walk along the path alone.

Now the undead CHAOS WARRIOR can be defeated only by piercing its heart.
As it lumbers towards you with its great sword outstretched,
you try an upward thrust with your sword in order to strike under its breastplate.

If you missed its heart.

If you pierced its heart.

On turning the comer,
you come across an old wooden bench above which there is a sign,
but the painted words on the sign have all but flaked off.
All you can make out is the first word, which is 'Rest'.

If you want to sit down on the bench.

If you would rather walk on.

It is not long before you arrive at a great iron door in the right-hand wall.
The door is firmly locked, but there is a large keyhole in the door.

If you have an iron key, use it.

If you do not have an iron key, you will have to walk on.

As you lean over the rack and reach for the skeleton's finger,
you hear a smothered laugh coming from above.
Looking up, you see a weighted net dropping down on top of you.

Will you look up ? or

Will you try to get out of the way of the net ?

You wait for a gap to appear between the worms on the floor, then you jump.
The SUCKER WORMS show no interest in you, preferring to feast on the dead flesh of the dog.
However, one of the worms has rolled over on top of the box.

Will you wait for it to slide off the box ? or

hack at it with your sword straight away ?

As soon as you touch the wizard's hand, he starts to laugh out loud.
His body starts to shimmer and soon you are able to see right through him;
this is because you are shaking the hand of a DOPPELGANGER, not the hand of Yaztromo.
The ghost-like figure has the ability to drain you of your life;
when you look down, you see that your own body is turning transparent too.
You try to pull your hand away but it is too late.
You are doomed to live in a twilight world forever.

Your adventure is over.

To start again from the beginning click here.

As the morning wears on, dark clouds appear overhead and the wind quickly picks up.
The unstable boat is caught by a sudden gust and tilts disconcertingly over to one side.

If the crew consists of five or fewer members (including yourself).

If there are more than five crew left on board.

You soon come to another door, but this time there is no window to look through.
You press your ear to the door and hear what sounds like somebody moaning in pain.

If you want to open the door.

If you would rather walk on.

With not a moment to spare,
you take the garlic out of your backpack and thrust it out in front of you to halt the GORGON ...
but garlic is useful only against the Undead; it is useless against a creature like a GORGON.
Transfixed by fear, you stare blankly at the monster towering above you.

Among boulders set back some thirty metres from the path,
you see a drawing roughly daubed in white paint on a small rock.

If you want to take a closer look at the drawing.

If you would rather press on towards Firetop Mountain.

You fill the bucket with straw from the bed and set it on fire,
using the torch that is set in the wall.
As the smoke begins to fill the cell and stream out between the cell door bars, you start shouting.
You hear the Goblin curse and stand by the side of the door,
ready to leap on the Goblin if it falls for your trick.

If the Goblin falls for your trick.

If the Goblin ignores you.

You come to the end of the tunnel, where it joins a cross-tunnel.
An iron portcullis blocks your way and it is far too heavy to lift.
On the wall to your right are two levers.
On closer inspection you see that the left-hand one is a dummy
made out of old black wax — a trap laid many years ago.
You decide to pull the other lever.
Slowly and noisily the portcullis rises into the ceiling and you walk safely under it.
Looking to the left, you see that the tunnel ends at the mass of rubble of a cave-in.
Looking right, the tunnel continues for thirty metres before bearing left.

If you want to go to the left to the end of the tunnel.

If you want to go right.

The box contains bits and pieces that the CHAOS WARRIOR must have collected over the years.
Among the items you find a rat's skull, a copper bracelet,
3 Gold Pieces, 2 Silver Pieces, a page from a tiny book, a horseshoe,
a calling horn, and a silver pendant on a beaded cord.
You put them all into your backpack except the page from the book,
the copper bracelet and the silver pendant.

Will you now:

Read the page from the book ?

Put the copper bracelet on your wrist ?

Hang the pendant round your neck ?

Put the bracelet and the pendant in your backpack ?

Take a look at the weapons, if you have not done so already ?

Leave the room and walk on up the tunnel ?

Although in pain, you fight blindly on, swinging your sword from side to side.
You suffer many bites from the GORGON's snakes.

You continue with the fight

You take the article out of your backpack and hand it to the Troglodyte,
who examines it with a smile on his face.
You explain to the Troglodyte that,
regrettably, you do not have time to stay and watch the competition,
but he is too engrossed in admiration of the prize to hear you as you slip quietly out of the room

and turn right along the tunnel.

p28

After gathering some wood, you soon have a fire burning.
You settle back against the boulder and are soon fast asleep.
Unknown to you, however, the wood has been left there on purpose by one of Zagor's servants.
The flames start to jump about and then take on the shape of a small, human-shaped being.
The FIRE SPRITE leaps out of the fire and grabs your outstretched arms.
You awake in pain, trying desperately to shake the FIRE SPRITE off your arm,
but it does not loosen its flaming grip.

Will you attack it with your sword ?. or

try to smother it with your blanket ?

'So!; shouts the hunchback, 'you are in the employ of Zagor, are you?
Well, any servant of Zagor is an enemy of mine.'
Before you have time to explain, the old man hits you across the back with his crooked stick.
This is no ordinary stick, however, but a withering, stick!
The blow in itself is not too painful,
but your back seems to bend and contract, quickly stiffening and locking in its new position,
and you find yourself unable to stand up straight.
You draw your sword and shout at the old man to undo the damage he has done you.
'Come another step closer and I'll whack you again, you evil leech!' the hunchback shouts back.

If you wish to attack the old man.

If you would rather try to reason with him again.

You turn your head away before the hideous creature can look you in the eyes,
knowing that catching her glance for just a second will be enough to turn you to stone.
You must act quickly to defeat her.

Will you attack her with your sword, with your free hand covering your eyes ?

or search your backpack for an item to use against her ?

You soon arrive at another door,
this time in the right-hand wall of the tunnel.

If you want to open the door.

If you would rather walk on.

You prise the lid off the box with the tip of your sword,
and you discover a small leather pouch inside.
The pouch contains a small wooden ball and a small wooden brick.
Deciding to keep them, you put them in your pocket.

If you have not done so already,
You may now examine the clay pots or

Go to sleep.

If you would rather find somewhere else to sleep.

You whip the dagger out of your boot and throw it at the Goblin.

If you hit the Goblin.

If you miss the Goblin.

'So, you must indeed be a friend,' Zoot says excitedly.
'Alas, I will not be able to recognise you.
While I was flying back to Kaad on my giant eagle, a Fire Dragon attacked.
I was blinded and my beautiful eagle was badly burnt.
We crash-landed in some trees.
The eagle in her last heroic moment saved my life but gave up her own, trying to shield me.
An Orc patrol picked me up and brought me here,
gleefully telling me that my left arm was to be sewn on to Zagor in place of his own rotten bones.
Set me free and I'll help you defeat this evil warlock.'
You prise open his iron shackles and help him to his feet.
I may be blind but I'm still a Half-EIf.
My sense of touch may well prove useful in this trap-infested hell-hole. Let's go.'

You lead Zoot out of the room and turn right along the tunnel which ends, however, at a stone wall.
There are footprints on the floor, which all point towards the end wall.
You tell Zoot that you think there may be a secret door in the wall.
He runs his fingers slowly over the wall, searching for hairline cracks.
He soon finds a loose stone and carefully pulls it out.
There is an iron handle in the recess.

This handle will open the secret door, but I think there's a hidden trap attached to it.
There may be another way of opening the door.'
At the foot of the all he finds another loose stone with another handle behind it.
'This will be the one, I'm sure.
Hello, I've found something else.
Here, take a look and tell me what it is.'

It is a large tooth made of solid gold which has the number '186' stamped on it.

Zoot smiles when you describe it to him.
'Stand back while I turn this handle.
You never know, I've been wrong before.'

He turns the handle and you hear a click.
The secret door swings open inwards —
but at the same time the floor stone on which Zoot is standing drops away beneath him.
You hear his loud scream fade away as he falls to his death at the bottom of a spiked pit.
Spurred on by sudden anger, you leap across the pit and through the doorway, landing safely in a cross-tunnel.
The secret door swings slowly back and slams shut, and now you cannot even tell that it is there.

Looking to the left, you see an iron portcullis in the left-hand wall
of the tunnel which goes on for another twenty metres before ending at the mass of rubble of a cave-in.
Looking right, the tunnel continues for twenty metres before turning left.

If you want to take a look at the portcullis.

If you would rather go to the right.

A few metres up the tunnel you see three doors in the right-hand wall.
You walk up to the first door and press your ear against it, but you can hear nothing.
The handle turns in your hand.

Will you open the door ? or

walk on to the second door ?

There is just a single sentence on the page; it reads:
The Water Elemental of Light is numbered 27 and destroys the Fire Elemental of Chaos.

You memorise the words while you walk on up the tunnel.

A white dove circles then lands on the deck,
and you notice that a small pouch is attached to its leg.
The bird appears to be unconcerned as you untie the pouch from its leg.
Inside you find a message from Moose:
'Zagor has sent a doppelganger, a ghost-like impostor of Yaztromo, to trap you when you reach Kaad.
But, as you know, doppelgangers always have green eyes and Yaztromo's eyes are blue. Beware!
Wondering how Zagor has found out about your mission, you throw the message into the river.
The dove flies off as the boat continues its rapid journey downstream.

Continue.

You are conducted to a table, set up in the middle of a large room,
around which three contestants are sitting, each with a plate of sheep's eyeballs piled high in front of him.
You sit down to join them and gulp at the sight of the eyeballs in front of you.
You look at the others and try to raise a smile.
Your opponent to the left is an old Barbarian wearing furs and a leather headband.
The one to your right is a Neanderthal-looking caveman
and the one sitting opposite you is another Troglodyte who,
although of small build, has a pot belly ...
and everybody knows that sheep's eyes are a Troglodyte delicacy.
The Barbarian looks at you fiercely and asks in a gruff voice,
'Do you want a side bet on this ?'

If you want to have a bet with the Barbarian on the outcome of the competition.

If you don't want to bet.

The tunnel ends at a wooden door with many strange symbols carved on it.
Various objects are nailed to the door, including old coins,
a rabbit's foot, various small skulls, a copper triangle and a shrivelled ear.
You listen at the door and hear a woman's voice
ordering someone to bring her a bowl of crushed maggots.

If you want to open the door.

If you want to turn back and go past the last junction.

You climb up through the hole in the ceiling into a small,
candlelit room with stone walls and a low roof,
too low to allow you to stand upright.
There is a narrow tunnel in one of the walls.
A large sword hangs on the wall next to the tunnel entrance;
its blade is made of a dark, almost black metal.

If you wish to take the sword.

If you would rather squeeze through the narrow tunnel.

The crew try frantically to ease the sails and balance the boat, but the wind is too strong.
The boat flips over on to its side, spilling you and the crew into the cold water.
A number of RAZORFISH converge and attack you without warning.

If there are as many (or more) RAZORFISH as there are crew.

If there are fewer RAZORFISH than there are crew.

You listen intently at the door, but you can hear no sounds coming from the other side.
You turn the handle and find that the door is unlocked.

If you want to enter the room.

If you would rather walk on to the third door.

'That is indeed my name, stranger,
but how did you know it ?
Have we met somewhere before ?
Before I can trust you,
I need to be convinced that you do know me.
Can you tell me the number of my house in Hobnail Street ?'

If you know the number of the house.

If you do not.

p60

Opening the door, you see a hunched, pock-marked creature
wearing tattered grey rags and staggering under the weight of a dragon's skull
which it is carrying across a filthy room.
One of the teeth in the dragon's jaw sparkles; it could be made of gold.
There is a large wooden crate at the back of the room,
filled with straw, towards which the creature is walking.

If you want to attack this creature.

If you would rather close the door and walk further up the tunnel.

You are surrounded by a pile of broken bones which
you have to brush aside with your sword in order to make a path.
You search the cupboards in the room but find only crude bowls, plates and spoons.
But under the serving hatch you discover a thin leather case, half a metre long.

If you want to open this case.

If you would rather leave it un-opened, walk back down the tunnel and turn right at the last junction.

The copper bracelet is a magic healing band.
Your wounds are healed and a sudden feeling of strength surges through your body.

If you want to hang the pendant round your neck.

Otherwise, if you have not done so already.

You may take a look at the weapons.

Leave the room and walk further up the tunnel.

The day rolls by without incident until you make out the sound of somebody running towards you.
You turn around to see a all, ugly humanoid whose face is lumpy and beast-like.
From its mouth it is drooling spittle all over itself as it strives to catch up with you.
Its clothing is primitive, no more than loincloth made of animal skins.
It is an OGRE and it is armed with a spear and a heavy club.

If you want to stand your ground and fight.

If you prefer to try to outrun the OGRE.

If you are carrying any of the following items,
you have time to grab just one before the advancing GORGON is upon you.

Will you choose:

Garlic ?

A mirror ?

A whistle ?

If you have none of these articles, you will have to
attack the GORGON with your sword after all.

The slime flies past your head, only just missing you.
The blind worm starts to writhe around and falls off the box.
You seize your opportunity, grab the box and scramble up out of the pit.
Back in the tunnel you shake the box but can hear nothing rattling inside it.
You lift the lid gently, only to find that all the box contains is a page from a tiny book.
You turn the box over and see that the word 'Fire' is scratched on the base.
The box is quite large but you decide fit it in your backpack and take it with you.

You may now either read the page from the book or
walk further up the tunnel.

The tunnel is dark and you are forced to use your hands
to grope along the floor ahead of you to avoid the chance of falling down an unseen shaft.
About twenty metres further ahead,
your hand encounters an iron spike that has been driven into the stone floor.
Beyond the spike, the floor disappears and becomes a total black void.
You are fairly sure that the tunnel ends at the far side of the shaft,
since you can just make out a wall — a certain dead-end.
Just as you are wondering how far down it is to the bottom of the shaft,
you hear the unnerving sound of metal grating on stone coming along the tunnel behind you.
You feel trapped — perhaps it's the Goblin,
but how could he be behind you, since you did not find him in his room ?

If you want to turn around and crawl back along the tunnel.

If you'd rather attempt to climb down the shaft.

If you are lucky.

If you are unlucky.

Your outstretched hand grasps the door handle
at the same moment as three spears thump into your back.
You stumble forward, fall against the door and slide down to the floor.

Your adventure is over.

To start again from the beginning click here.

With her sails hoisted and trimmed,
the boat is quickly under-way and the war canoes are soon left far behind.
'No more stops until Kaad,' snarls Lorrie, pulling hard at the helm.
Feeling guilty, you sit alone on the rack, watching the vivid landscape speed by.

If you are Lucky.

If you are Unlucky.

You uncover your eyes and see the hideous creature
lying in a pool of green slime which oozes from its wounds.
Bathed in sweat, you slump against a wall to recover,
not daring to take your eyes off the GORGON and the snakes on her head,
which continue to writhe around.
A minute or so later, you feel you are ready to move on.

If you want to open the new door.

If you would rather look inside the adjoining chamber from where the GORGON emerged.

Lighting your lantern, you find yourself in a small,
empty chamber which has a tunnel leading from its far wall.
There appears to be a message on this wall, written in yellow chalk.

If you want to read the message.

If you would rather walk straight along the tunnel.

There is just a single sentence on the page; it reads:
The Fire Elemental of Light is numbered 315 and destroys an Earth Elemental of Chaos.
You memorise these words and decide what to do next.

If you want to take the dragon's head.

If you would rather leave the room as it is and turn left into the tunnel.

You place a Gold Piece on the palm of your hand
and shove your arm through the cell bars,
urging the Goblin to approach and communicate with you.
With Zagor's coins you hope to convince him
that you are an ally, a fellow-servant of Zagor.

If you are Lucky.

If you are Unlucky.

A few hours later it is beginning to get dark
and with Firetop Mountain now plainly visible in the distance,
you wonder whether to settle down and sleep out on the open plain or to press on.
A group of large boulders, two hundred metres to your left,
offer some sort of protection, but you can see nowhere else to take shelter.

If you wish to go over to the boulders.

If you would rather walk on in darkness.

p87

You enter a derelict room that was once a torture chamber.
All manner of instruments of pain are strewn about;
branding irons, knives, chains, thumbscrews, ropes, whips and an iron maiden,
all long since abandoned, lie covered in dust and cobwebs on the stone floor.
In the middle of the chamber you see a rack, the most feared torture instrument known.
The skeleton of an unfortunate victim is still tied to the rack;
the skeleton's jaw hangs open, as though screaming in agony.
On closer inspection you notice a gold ring on one of the fingers of the skeleton.

If you wish to take this ring.

If you would rather leave the torture chamber and carry on up the tunnel.

You swim to the northern bank of the river
and scramble up it, panting in exhaustion.
You look back and see the boat drifting off downstream,
but no crew members are left alive,
just the thrashing waters as more RAZORFISH swim in to feed.

If you wish to rest for a while.

If you would rather set off to the west towards Kaad.

You reach down into the compartment until your hand touches a jelly-like substance at the bottom.

If you are wearing leather gloves.

If you do not have a pair of gloves on.

The box is empty, apart from a ball of string.
You put the string in your backpack and
leave the room through the door in the far wall.

You make a bed out of ivy tendrils, covered with an old sack.
After eating some bread and cheese, you close the trapdoor and settle down to sleep.
In the pitch-black darkness you can hear scratching sounds
as the insects come out of hiding, but soon you are fast asleep.
In the morning, you wake to the sound of footsteps crossing the floor above you.
You grope slowly for your sword, trying not to make a sound.

If you are Lucky.

If you are Unlucky.

The GORGON catches sight of her own deadly gaze in the mirror and lets out a brutal, ear-piercing scream.
Suddenly motionless, she begins to tremble and her scaly skin slowly lightens until it is the colour of sand.
In a few seconds she turns to stone, to become a statue in her own lair.
You allow yourself a grim smile while
wondering what other hideous creatures still lie in wait inside Zagor's mountain labyrinth.

If you want to open the door in the far wall.

If you would rather investigate the adjoining chambers from which the GORGON emerged

The tunnel continues straight ahead,
and you soon arrive at yet another door in the right-hand wall.
You press your ear against the door but can hear nothing.

If you wish to open the door.

If you would rather walk on.

You snatch up your blanket and wrap it round yourself and the FIRE SPRITE.
An eerie sound comes from under the blanket, as though the FIRE SPRITE were gasping for air.
Suddenly the blanket goes limp and drops to the ground in a smouldering heap;
the FIRE SPRITE has been banished back to the Plane of Fire.
After bandaging your wounds, you spend a painful and uncomfortable night, hardly able to sleep at all.

At crack of dawn you set off determinedly towards Firetop Mountain which,
in the morning light, appears to rise menacingly out of the plain.
With luck, you estimate that you will reach it by midday.

Continue.

Protected by thick silver scales,
RAZORFISH attack by viciously ripping at their victims' flesh with rows of razor-sharp teeth.
The river is soon red with the blood of the crew
as two fish swim to attack you.

Will you swim of towards the bank.

Will you try to fight off the RAZORFISH.

You lower yourself over the edge of the shaft, hanging on to the iron spike.
Your feet do not touch solid ground, so you take a deep breath,
let go of the iron spike and drop down into the dark depths below.
You land heavily on the stone floor, a few metres below, and twist your ankle badly.

If you are carrying a lantern.

If you do not have a lantern.

As soon as you place the pendant round your neck,
the CHAOS WARRIOR's body starts to twitch.
With its head tilted horribly to one side,
revealing the gaping wound of your fatal blow, it climbs back to its feet.
You tear the pendant from your neck and throw it on the floor,
frantically wondering how to deal with the undead warrior.

If you want to fight it.

If you would rather make a run for the door and escape up the tunnel.

Resolving not to go down the sewer after all,
you now have to decide whether to

sit on the oak chair or

open the door in the far wall.

You walk along the tunnel, following it round a long right-hand bend,
until you come to a door in the left-hand wall.
You can hear a noise like the flapping of small wings coming from inside.

If you want to open the door.

If you would rather walk on.

You snatch up the spear and steady yourself to throw it at the advancing OGRE.

If your aim is good.

If your aim is poor.

The spear thumps into your back and bowls you over.
In seconds the Lizard Men are upon you,
'Keep this intruder alive for another hour in case Zagor asks for a new arm or something,'
one of the Lizard Men growls in a deep, gurgling voice.
You are carried off in chains and thrown into a dark cell.
Less than thirty minutes later, a white-robed man enters the cell holding a long, sharp knife.
He has come to take a part of your body for Zagor.

Your adventure is over.

To start again from the beginning click here.

The axe thuds into the back of Fyll,
who topples over into the river, dead even before he hits the water.
The boat sails on, her crew silenced by the unexpected loss of one of their number.

If you are Lucky.

If you are Unlucky.

Your worst suspicions are confirmed:
the tunnel is blocked by a solid iron portcullis which you cannot possibly move.
Suddenly the floor beneath you gives way and you fall a few metres on to a stone floor, landing painfully.
You find yourself in a small, dimly lit room,
which is bare except for a straw-covered wooden bed and an iron bucket.
There is a wooden door in one wall and a small, barred window.
Through the bars you observe the smiling face of the Goblin!
You are trapped in his cell.
You stand up and go across to the door;
peering through, you see that the Goblin is standing in his torture chamber;
you hadn't spotted this door when you first entered — it was tucked away in a dark corner.
The Goblin lopes over to the rack and gleefully starts to get it ready for you.
Then it starts to sing, an awful, repetitive chant,
gurgled out of key by a sadistic little creature from whom you still hope to escape.

But how ? You think hard.

Will your escape plan make use of:

The bucket ?

A Gold Piece with the letter 'Z' stamped on it ?

A silver key ?

An iron key ?

The door opens into a dingy cell.
Two rats scurry across the dirty, straw-covered floor as you enter.
On the far wall you see a thin man wearing red trousers;
he is sitting on the floor and his hands are chained to the wall;
a bandage covers his eyes.
The man panics as he hears your footsteps.
He presses himself against the wall and cries, 'No! No more pain! No more pain!'
You think you recognise his voice and try to think of his name.

Is it Zoot Zimmer ? or

Fergus Finn ?

The case opens quite easily, but you find nothing inside.
An inscription inside the lid of the case says:
'The giver of sleep to those who never can.'
Disappointed at not having found anything useful,
you walk back down the tunnel and turn right at the junction.

An hour or so later, you hear a cry for help coming from a wood in the middle of the scrub-land to your right.

If you want to investigate.

If you prefer to keep on walking.

The door opens into a short corridor which ends,
a few metres ahead, at another wooden door.
You listen but hear nothing.
You try the handle and it turns, and you walk into a room which is richly decorated.
The floor is of polished marble and the walls are painted white,
although: grown dull and faded over the years.
There are four paler square patches, one on each wall,
where, you guess, paintings used to hang.
There is a door in the far wall which suddenly opens,
and a tall, muscular creature with long arms enters the room.
It stops in its tracks when it sees you and starts to drool.
Its long, tusk-like teeth protrude menacingly from its bottom jaw.
Armed with a spiked club, the savage CAVE TROLL runs forward to attack.

If you attack and win.

If you want to escape though the door in the far wall.

Smiling at the old man's audacity, you take a coin from your pocket and spin it towards him.
One sinewy hand snatches it out of the air, and he puts it in his mouth to bite down on it.
He grunts with satisfaction then screws up his eyes to examine it more closely.
'Is that the letter 'Z' I see embossed on this Gold Piece I have here between my fingers ?'
the hunchback asks slowly.

If you choose to reply that it is the letter 'Z'.

If you prefer to say that it is the letter 'N'.

Your legs are fresh and you soon begin to pull away from the tired OGRE.
Realising that he cannot catch you, he stops and hurls his spear at you.

If the spear goes over your head.

If the spear hits you.

The Goblin ducks and the dagger flies past his head.

Continue.

The text on the page is too small to read.

If you have a magnifying glass.

If you do not have a magnifying glass,
you may either take the dragon's head or

leave the room and turn left into the tunnel.

The green smoke continues to escape from the canister,
but it does not do you any harm; it soon disperses and drifts away.
Inside the canister you find a dragon's tooth made of gold
and with the symbol of a heart inside a flaming circle stamped on its base.
After examining it, you place it carefully in your pocket.

If you have not done so already,
you may now rummage around in the dirt

Otherwise, you are left with no choice but to go out of this room
and walk on to the second door.

As your boat speeds by the Orc,
he snarls and hurls a throwing axe at it.

If he hits his target.

If he misses his target.

You run over to the door in the far wall while the creature is slithering into the room,
but the door is firmly locked.
You glance over at the creature and discover that it is not just a giant snake.
Standing upright on its huge, coiled tail,
you see the large, scaly torso of a fearsome woman,
brandishing a silver sword.
Small snakes writhe on top of her head in place of hair.
Her burning red eyes with their deadly stare slowly search the room for the intruder.
You are trapped in the GORGON's lair.

If you are Lucky.

If you are Unlucky.

The tunnel soon ends at a wooden door which looks as if it was boarded up many years ago.
You listen at the door but can hear nothing.
You are just on the point of turning around and walking back to the junction
when you catch sight of a bottle, tucked away in the corner of the tunnel by the wooden door.
On picking it up, you see that it is made of dark-blue glass and is stoppered.
There is a metallic object inside which rattles when you handle the bottle.
You uncork the bottle, but the metal object will not come out through the narrow neck.

If you want to break the bottle.

If you would rather put it back on the floor,
walk back past the junction and go on down the tunnel.

The huge door swings slowly inwards, creaking on its old hinges.
You find yourself in a short corridor which leads into a large room.
At the end of the corridor you spot a Goblin.
At the same moment the Goblin sees you and reaches across to a lever, set in the wall.

If you have a throwing dagger tucked down your boot.

If you do not have a throwing dagger.

As night gradually closes in, you find that walking along the path becomes increasingly difficult.
Before long you can hardly see the path at all and,
as you are still a long way from Stonebridge,
it seems pointless to go on any further in virtual darkness.
Just as you are wondering where you will find a safe place to sleep,
you hear the almost silent flapping of wings above you.
Drawing your sword, you strain your eyes towards the dark sky
and catch sight of the predatory creature that is swooping down to attack.
It is a VAMPIRE BAT and it wants to suck your blood!

Will you fight him in the darkness ?

or will you escape back the way you came ?

As you open the door, a terrible stench assails you.
The door opens into a room with a sunken floor.
Looking down, you see three bloated worms,
each four metres long, slithering over the carcass of a dead dog.
They are yellowish-white and have large, oval, suckered mouths,
with which they are blindly trying to grip the dog in order to suck out its juices.
There are several rotting, carcasses in the pit, and these are the cause of the nauseating stench.
As one of the SUCKER WORMS rolls to one side,
you notice an ornately made brass box lying on the floor of the pit.

If you want to jump down into the pit to retrieve the box.

If you would rather close the door behind you and carry on up the tunnel.

The pain from the snake bites is so great that you lower you arm momentarily.
Aware that the GORGON is about to strike with her sword,
you are unable to resist looking up at her.

Proceed.

Your sword slashes through the air in an attempt to fend off the attacking weapons.
The sharp noise of steel clashing upon steel rings through the air.
For a few moments you manage to hold your own,
but the sheer number of blades chopping at you through the air is too great.
Silence quickly returns to the room,
and the weapons pull themselves from your body and fly back to their racks.

Your adventure is over.

To start again from the beginning click here.

You open the door and walk along a narrow tunnel.
It turns briefly to the right and then to the left, where there is a small alcove.
Walking on, you arrive at another wooden door with a carved bone handle.
Hearing no sound coming from the other side of the door, you turn the handle.
You enter a strange, pear-shaped room with a rough stone floor;
there is another door in the far wall and on one side of the room there is a pile of rubble.
You suddenly spot a small creature lying asleep on the rubble pile;
it has large ears and a long nose, and is wearing only a loincloth.
A dagger and a pouch lie by the Troglodyte's head.

If you want to tiptoe over to the next door.

If you prefer to sneak up to the Troglodyte and take its dagger and pouch.

You wake up the next morning feeling as though you have slept for a hundred years.
Still yawning, you walk back to the path
and continue southwards.

You arrive at a wooden door in the left-hand wall.
Listening at the door,
you hear the sound of feet shuffling slowly across a stone floor.

If you want to open the door.

If you would rather walk on.

The tunnel ends at a solid wooden door with metal hinges: it does not appear to be locked.
You listen at the door and hear a noise like that of clinking bones.

If you want to open the door.

If you would rather retrace your steps back to the last junction and turn right.

Exhausted by your struggles in the river,
you decide that a short nap will do you good.
Some time later you awaken with a start
as you feel something long and smooth slithering over your body.
It is a poisonous snake!

If you are Lucky.

If you are Unlucky.

The spear flies over your head, only just missing you.

If you wish to stop and throw it back at the OGRE.

If you would rather keep on running.

You sense danger. Something is not as it should be.
The old man is being too friendly, not the way grumpy old Yaztromo behaves at all.
Suddenly you have it. His eyes are green, whereas Yaztromo's eyes are blue!
The impostor in front of you must be a DOPPELGANGER, a ghost-like assassin sent to slay you.
You must pierce its ethereal heart with your sword before its flesh touches yours,
or you will be doomed to immaterial existence in a twilight world.

Either the DOPPELGANGER's heart is pierced by you or

it touches your flesh.

By midday the sun overhead is shining brightly and it is uncomfortably hot as you walk along the dusty path.
You hear the sound of someone whistling, then in the distance you see an old man, leading a donkey.
Two large wicker baskets, piled high with mushrooms, are strapped to the donkey's back.
As you approach the man, he comes to a halt and,
standing boldly in front of his donkey with his arms folded across his chest, he says,

'I'm Dungheap Dan
the mushroom man
I'd rather be a poet
than a man who has to hoe it'

He smiles and bows, as if waiting for applause.

If you want to talk with Dan.

If you would rather ignore him and keep on walking.

You soon arrive at a junction in the tunnel.
There is another cave-in in the left-hand tunnel, some thirty metres further on.
The roof of the funnel to your right has also caved in,
but there is a new branch in the left-hand wall just before the cave-in.
You decide to make a quick right-left turn and make you way up the new branch.
The new tunnel soon ends at a sturdy wooden door; you try the handle and it turns.
You peer round the door and see a human skeleton lying on the floor of a dust-covered room.
There is a fine-locking sword in the skeleton's hand.

If you need a sword.

Otherwise, you may either open an old box that is in one comer of the room or

Leave the room through the door in the far wall.

The Goblin grunts his acceptance of your proof of loyalty to Zagor,
and unbolts the cell door.
You nod your head at the Goblin as you calmly walk through the torture chamber.

You turn right into the tunnel.

There are two small objects inside the skull:
one is a tiny dragon's head carved out of bone,
no bigger than a button, and the other is a page from a tiny book.

If you wish to take the dragon's head.

If you wish to read the page.

If you would rather leave everything where it is, exit the room and turn left into the tunnel.

The object in your hand is the original lucky charm.
It was made by the wizard Probabus who held strange beliefs
as to what things in the universe were important and what were unimportant.
He held that luck was the all-important force,
and that some people and creatures were born with it:
he did not believe that good or bad luck happened to people as the result of random occurrences.
Probabus liked lucky people and disliked unlucky ones,
condemning them as worthless if they had not received their measure of luck.
You are a lucky person, and Probabus wants you to be rewarded for possessing that quality.
The lucky charm detects your high luck factor.

You put the lucky charm back inside the skull
and leave the room, turning left into the tunnel.

You recognise the drawing as that of a Gargoyle,
perhaps representing the Gargoyle Constellation of the northern skies.
In any case, it does not make much sense to you.
You walk around to the other side of the boulder and see the number '92', also painted in the same white paint.
Finding nothing else of interest,
you set off again towards Firetop Mountain.

Eventually you come to a bend in the tunnel.
As you turn the corner, you hear a loud click and the floor gives way beneath you.
You fall through a trapdoor on to a bed of iron spikes, some ten metres below.

Your adventure is over.

To start again from the beginning click here.

Crook slips as he is pulling on the rope to hoist the mainsail
and the rope flies out of his hand; the sail comes crashing down on the deck.
Another hail of arrows hits the boat and reduce the number of the crew remaining alive.

If any crew are left alive.

If none are left alive.

'I thought as much. You are just another servant of Zagor.
You won't get any information out of me.
Kill me if you like, but I won't utter another word,'
You try to convince Zoot that you are not his enemy,
but he remains completely silent — maybe his injuries have sent him mad.
You try to undo his chains, but he waves his arms about wildly to stop you.
You realise you cannot help him and leave the room,
to walk further up the tunnel.

Your fingers feel their way through the jelly at the bottom of the compartment
and come into contact with a small cylindrical canister.
You lift it out and are surprised to see that your glove is now smouldering
the jelly must have been acidic, you deduce, and it was fortunate that you were wearing gloves.
You see that the canister is made of iron and that the lid will unscrew.
You decide to unscrew the top slowly; as you do so, green smoke starts to creep out.

If you want to throw the canister back through the hole in the wall.

If you would rather continue unscrewing the top.

You leave the ruined hut and walk over to some rocks,
hoping to find a safe place in which to sleep.
To reach the rocks, you have to walk through a patch of plants that are red in colour,
the same fiery red that made Firetop Mountain famous.
On brushing the plants' long leaves with your leg,
you become aware of a very sweet smell in the air.
You immediately feel relaxed and very tired ... so tired,
in fact, that you cannot keep your eyes open a moment longer.
You topple to the ground in the middle of the Sleeping Grass,
and you fall into a deep sleep full of vivid dreams.

If you are Lucky.

If you are Unlucky.

The red-eyed Vampire shrieks at the sight of the garlic and backs against the wall,
hissing with fear and hatred.
With the garlic held out in front of you,
you step slowly into the room and pick up the small box,
then you walk backwards out of the room and slam the door behind you.
Inside the box you find a quill and an ink bottle full of blood!

You decide to abandon your find and walk on up the tunnel.

You soon arrive at the outskirts of the town,
and all about you you sense an atmosphere of despair.
The occasional person you meet looks either ill or scared,
and there is a slight whiff of decay in the air.
A cart track runs from the tributary to the town pates,
and you see an old man walking along it towards you.
He is dressed in long, flowing, scarlet robes and his hair and beard are long and white.
From twenty metres away he calls out to you, saying,
'Welcome stranger. I am Yaztromo, the wizard you are seeking, I believe.'
On reaching you, he puts out his hand in greeting.
His face is suddenly lit up by the sun as the cloud passes by, and his green eyes sparkle.

If you wish to shake his hand.

If you prefer not to shake his hand.

The Goblin hauls on the lever, and a metal plate comes crashing down
from the ceiling to block the corridor between you and the Goblin.
No amount of pushing can move this barrier and it is far too heavy to lift.
You have no option now but to go back down the corridor and
turn right into the tunnel.

The spear finds its mark, thumping into the chest of the advancing OGRE,
whose face betrays a bewildered look as the large beast sways back and forth, before toppling to the ground.
When you have satisfied yourself that the OGRE is dead, you begin a search of its body.
A leather pouch on its belt contains a silver key and a lump of cheese.
You decide to eat the cheese and keep the silver key.
You wrench the spear free, thinking that it may prove useful later on,
and set off once more for Firetop Mountain.

The axe sails over the boat, missing all on board.
The crew jeer at the Orc, shaking their fists angrily.
Soon the Orc is left far behind as you speed on through the green landscape.

If you are Lucky.

If you are Unlucky.

The FIRE SPRITE is invulnerable to your sword:
its blade cuts through the fiery creature, but the flames join up again immediately,
and another burning hand grabs your leg.
Reeling around in agony, it dawns on you that you must try to smother the evil fire with your blanket.

Proceed.

The door handle turns and you walk in on a sight to chill the blood:
a fearsome-looking warrior practising his swordplay
on a human-shaped block of wood that is suspended from the ceiling.
Splinters of wood fly in all directions
as the warrior's heavy two-handed sword crunches into the wooden dummy.
The warrior is wearing thick metal armour with spiked shoulders;
his helmet is homed and covered with demonic symbols —
there is no mistaking a CHAOS WARRIOR.
On seeing you, the Warrior raises his sword and lets out a war cry.

Do you let out a similar war cry and take him on.

Do you chicken out and close the door.

The spear misses the OGRE and lands harmlessly behind it.
You hardly have time to draw your sword as the enraged beast
lets out a blood-curdling howl and launches a ferocious attack on you with its club.

If you want to take on this fight

If you want to escape

You quickly make your escape, leaving the Skeleton Warriors behind in the room.
In the light of the tunnel, you see that the 'dragon'
is simply carved out of wood that has been painted gold.
You put it in your backpack
and continue up the tunnel.

Unable to sail the boat on your own, you are left helpless in the middle of the river.
You dive off the side of the boat, but three arrows hit you in mid-air.
Your body surfaces, to the cheering delight of the Orcs.
You are another victim whose blood has helped keep Red River's name notorious

To start again from the beginning click here.

The key is far too small for the large lock of the cell door.
Frantically you try to turn the key in the lock
but succeed only in snapping the key in half.
You throw the broken key on the floor and wonder what to do next.

If you want to use the bucket to escape.

Otherwise, if you have a Gold Piece with the letter 'Z' stamped on it.

Seeking revenge on the HUNCHBACK, you raise your sword and attack.
As a result of being hit by the withering stick, You loose the first attack.

Continue.

The weapons are all fairly ordinary
and are probably those taken from the victims of the CHAOS WARRIOR.
There is a leather whip, which you decide to take.

Will you now leave the room and walk on up the tunnel ? or

If you have not done so already,
will you now take a look at the contents of the box ?

The Goblin may be stupid but it is not that stupid.
It walks over to the cell door and laughs at you.
Through the smoke you catch sight of a bamboo tube pointing at you through the bars.
You feel a sudden sting on your neck.
You have been hit by a poisoned dart from the Goblin's blowpipe.
The poison takes effect at once, sending you into a deep coma.
When you wake up some time later, you find your hands and feet tied to the rack;
you are doomed to a slow and painful death.

Your adventure is over.

To start again from the beginning click here.

The door opens into a large room which has plainly not been cleaned in years.
There is rubbish all over the floor and everything is thick with dust.
The smell in the room is unbelievably bad: a mixture of rotten eggs and an Orc's armpit!
The room may once have been a dining room, judging by the crockery,
cutlery, pots and pans that are strewn all over the place.
There is a large table in the middle of the room,
around which five seated SKELETONS are squabbling over some rat bones they have found in a cauldron.
Your presence has not yet been detected by them.

If you want to enter the room.

If you would rather close the door, walk back to the last junction and turn right.

After sitting down on the bench, you begin to feel relaxed.
Your aches and pains are slowly soothed away by the healing properties of the enchanted bench.
With renewed energy and determination.

You set off down the tunnel.

The creature is a PLAGUE BEARER and, although it is not strong,
a single touch of its hand up on your skin will turn you too into a PLAGUE BEARER,
to live for ever in a twilight world of servitude.
If you lose even a single attack round,
you will become a PLAGUE BEARER and your adventure will be over.

If you want to attack.

If you want to go back the way you came.

The gold ring is stamped with the number '30'
and inscribed with the words 'Seeing Is Believing'.

If you want to place the ring on your finger.

If you would rather leave it with the skeleton,
you can now either climb up the rope in pursuit of the Goblin or

leave the room and go further up the tunnel.

As you draw closer to Firetop Mountain,
you are amazed at the sight of the once red peak, now coloured a deathly black.
When you reach the foot of the mountain at fast,
you can see how menacing it looks:
the steep face looks as if it has been savaged by the claws of some gargantuan beast.
You soon find the dark cave entrance that you hope will take you to Zagor.
You peer into the gloom and see that the walls are dripping with water
which has formed into pools on the stone floor.
At the back of the cave is a tunnel, lit by burning torches.
The air here is cold and dank and you can hear the sound of tiny feet scurrying across the floor.
Taking a last deep breath of fresh air,
you step into the cave and walk on into a tunnel, almost at once coming to a junction.

If you want to turn left.

If you prefer to turn right.

The door opens into a room which appears to have been long forgotten:
the floor is thick with dust and debris, and there are cobwebs everywhere.
The only light comes through the open door.
At the far end of the room sit two skeletons,
slumped in old oak chairs opposite each other and with a table between them.
Both are wearing armour and appear to have been playing some kind of board game
before meeting sudden death years ago.
You notice that the game pieces are all miniature dragons,
half of them coloured silver and half coloured gold.

If you want to inspect the game more closely.

If you would rather close the door and walk on up the tunnel.

The Mindbender watches as you hold the garlic out in front of you, then bursts out laughing.
'I'm not one of the Undead,' he says mockingly, 'I am very much alive.
But you won't be for much longer.
The only thing you are good for is as spare parts in our body pool.'
A mere flick of his fingers freezes your limbs.
You are carried off by Orc Guards to a busy room where Zagor's surgeons set to work on you.

Your adventure is over.

To start again from the beginning click here.

Before touching the sword, you make sure that it is not wired up to a trap.
When you are quite happy that this is not a trap, you take the sword.
If you were previously without a sword its your gain.
If you are already carrying a sword, you now have a spare, which you tuck into your belt.

If you wish to open the old box.

If you would rather leave the room through the door in the far wall.

The door opens into a small room which appears to have been an armoury a long time ago:
there are three broken swords standing in a rack,
some broken spears leaning against the wall in the far corner,
and various pieces of dented and rusty armour lying on shelves.
The floor is covered with a thick layer of dust
and you notice that there are footprints in the dust leading over to the far wall.

If you wish to walk over to the far wall yourself.

If you would rather close the door and walk on to the third door.

Three glass marbles are all that you find of interest in the pockets of the Hobgoblin:
one is purple, one is green and the third is transparent.
You put them in your pocket, hoping they may be of use later.
The Hobgoblin was also wearing a helmet which looks as if it may fit you.

If you wish to try it on.

If you would rather return to the path and continue south.

The text on the page is too small to read.

If you have a magnifying glass.

If you do not have a Magnifying glass, you will have to forget about the page
and set off along the tunnel.

You hurriedly take the mirror out of your backpack and,
with eyes light shut, hold it out in front of you,
hoping to reflect the GORGON's deadly gaze back at her.

If you are Lucky.

If you are Unlucky.

The spear flies past your head and clatters to the floor.
You run on without stopping until the Lizard Men are well out of sight.

Continue.

With the canister submerged in the acid jelly,
the wisps of green smoke disperse and disappear, causing you no harm.

If you have met done so already,
you may now rummage around in the dirt.

Otherwise, you have no choice but to leave the room

and walk on to the second door.

Half an hour later you come to a place where the path splits.

If you wish to keep walking east towards Firetop Mountain.

If you would rather turn south towards Darkwood Forest and Yaztromo's Tower.

A brisk three-hour march brings you to the outskirts of Stonebridge.
You walk into the village and are met by two Dwarfs.
News travels fast in Allansia, for one of them says, Welcome, stranger.
We have been expecting you.' Seeing your puzzled look, he continues:
'A messenger bird brought us the news from Anvil and we wish to help you so that you can meet Yaztromo.
It is your good fortune that you came to visit us, because Yaztromo is not at his tower at present.
He has gone to the town of Kaad, which is far to the west of Stonebridge, down the Red River.
Plague has broken out there and he has gone to help, but we are not sure if this is of Zagor's doing.
We have a fast sailing boat that can get you there in half a day; it is manned and ready to sail immediately.
Come now, follow us, we have no time to lose.'

You follow the two Dwarfs through the village to the banks of the Red River,
where a strange-looking sailing vessel is moored:
it is about ten metres long and is narrow, but with canvassed racks sticking out on both sides.
A five-metre pole pokes threateningly out of the bow, doubtless a ramming weapon.
The mast is tall and curved, somewhat resembling an enlarged long-bow.
The massive sails flap noisily in the wind, waiting for someone to harness their power.
Nine men stand in line before the boat, their faces brown and. lined, as all seasoned sailors' faces are.
The Dwarf points to the men and says, 'These men are good friends of the Dwarfs of Stonebridge.
They will take you to Kaad.' Pointing at the shortest man, who is standing at the head of the line, he continues.
'This is Sach, he's in charge.
The helmsman's name is Lorrie.
The others are Fyll, Eeyun, Stooy, Crook, Maak, Neel and Ndroo,'

You greet the crew and climb aboard.
The vessel feels very unstable, being so narrow, and starts to rock from side to side.
'We're out of here!' shouts Lorrie, jumping aboard.
The two Dwarfs untie the boat as the rest of the crew also jump on board.
They rush about their various tasks: pulling on ropes, balancing the boat, trimming the huge sails.
The boat pulls away immediately, ploughing through the water at an alarming rate.
Ahead, you notice a rowing boat lying upside-down and bobbing along downstream.
An Orc is clinging to the upturned hull.

If you want to tell Lorrie to slow the boat in order to pick up the Orc.

If you would rather sail on.

You prise the gold tooth out of the dragon's jaw and inspect it closely.
It is plain and has no markings.
You put it in your pocket and inspect the dirty room.
Against one wall stands a small table on which there is a human skull with a candle burning on top of it.
You notice that the top of the skull has been cut through.

If you wish to lift the top of the skull.

If you would rather leave this room and turn left into the tunnel.

After five minutes spent poking around in the dirt with your sword,
you come up with 1 Gold Piece, a tin whistle and an onyx egg.
You pack away your findings and decide what to do next.

If you have not done so already, you may tug on the chain which is bolted to the wall.

Otherwise, there is nothing for you to do but leave the room and walk to the second door.

You ignore the old man's plea and walk on towards Kaad,
leaving him spluttering and cursing behind you.

Continue.

After the fight you are exhausted, so you sit down on the ground for a few moments to recover.
A leather pouch on the OGRE's belt contains a silver key and a lump of cheese.
You decide to eat the cheese and keep the silver key.
You also decide to take the OGRE's spear;
you haul yourself to your feet
and set off again for Firetop Mountain.

The rest of the day passes without incident and, as the light starts to fade,
you begin to think about finding a place to sleep for the night.
You know the Dwarf village of Stonebridge is not far away,
although you do wonder whether you will be able to reach it before nightfall.

Will you find somewhere to sleep while it's still light ?

or keep walking towards Stonebridge ?

The slime shoots out and a large gobbet splashes on your cheek:
it is acidic and starts to burn.
You wipe the mess off as fast as you can, but the acid continues to burn.

If you have a water bottle.

If you do not have a water bottle.

You try to dive ta one side, out of the way of the net, but your reactions are too slow.
The large net pins you to the ground and, before you can untangle yourself,
the point of a blade is being pressed against your throat
and a heavy boot is pressing your head to the floor.
Out of the corner of your eye you see a GOBLIN standing over you with an evil grin on its face.

Your adventure is over.

To start again from the beginning click here.

The portcullis bars your entry to another tunnel; it is too heavy to lift.
On the wall on the other side of the portcullis there are two levers, just out of reach.
You walk on to the place where the tunnel ends and poke around in the rubble.
Here you find a small metal canister which contains
a large bronze tooth with the number '280' stamped on it.
You put the tooth in your pocket
and walk back down the tunnel.

The VAMPIRE leaps at you with its mouth wide open, intent on sucking your blood.
You will be able to kill the VAMPIRE only if you are fighting with a silver dagger.
If you do not have a silver dagger, you will soon discover that your sword cannot harm it.

You may escape by running out of the room and up the tunnel.

If have a silver dagger you eventually win.

The old man stares at the coin for a few seconds longer,
then looks up and says,
'I don't know of anybody with the initial 'N' who coins his own Gold Pieces.
But who am I to complain ? A Gold Piece is a Gold Piece.
Thanks a lot, stranger.
I wish you luck. Goodbye. The old man walks away;
but he was a shaman, and wishing you good luck will bring you luck.
For a moment you watch him walking slowly down the track,
before you turn towards Kaan.

Your shaking hands fail to hold the mirror at the correct angle to reflect the GORGON's gaze back at her.
The towering monster is almost on top of you,
and now you will have to defend yourself with your sword.

Casually looking up:into the sky, you see a white dove flying towards the boat.
Before it can land, however, a large, jet-black, predatory bird swoops down on the dove,
clutching it in its long, sharp talons.
The dove flutters its wings in resistance but is carried off
by the sleek Blood Hawk to some distant nest to be fed to its young.

Continue.

With your back pressed firmly against a large boulder,
you think about the creatures of the night that stalk the plain.
There is some wood close by, enough to build a fire.

If you wish to make a fire.

If you would rather go to sleep.

The GORGON casts her gaze down at you and your eyes meet.
You are caught by her deadly stare and transfixed by it.
Terrible pain creeps through your limbs as they start to stiffen and turn to stone.
A fourth statue will soon adorn the GORGON's lair.
Your adventure is over.

To start again from the beginning click here.

'I only bet gold against gold,' the Barbarian continues
'No gold, no bet.'

If you have something made of gold that you are willing to bet with.

If you do not have a golden object to bet with,
you must tell the Barbarian that you don't want to bet after all.

Sitting down on the smooth, polished chair, you immediately feel very relaxed and drowsy.
You cannot stop yourself from falling into a long, deep sleep.
You eventually wake up — after how long you don't know — but when you try to stand up you find you cannot move.
You start to panic and try frantically to move, but you find it's impossible.
You have fallen victim to the Sap Chair.
In time you will shrink to a height of no more than ten centimetres and will form part of the ornate detail on the chair.
Your adventure is over.

To start again from the beginning click here.

Hours later, you arrive at a jetty on the riverbank where a tributary runs into the Red River,
and, judging by the number of people milling around, you deduce that you cannot be too far from Kaad.
The people are dressed in tattered clothing.
They all look downcast with their chins on their chests,
and hardly any of them are talking.
Most are carrying small bundles and sacks.
You decide to approach one of them, a tall man with a black beard, and ask him what is happening.
He tells you solemnly that he is waiting, for a boat to take him upriver to Silverton,
in order to escape the plague which is devastating Kaad.
You ask him if he knows the whereabouts of Yaztromo,
and he replies that he last saw the wizard, mixing potions to give the sick people, in the town square.
The man tells you to follow the narrow tributary north for a short distance, and you will come to Kaad.

Continue.

The next door in the tunnel is made of solid iron.
You press your ear against the cold metal but hear nothing.

If you want to open the door.

If you would rather walk further up the tunnel.

You grope around on your hands and knees and
discover that you are in a small, stone-walled chamber which you believe is empty.
You find a large hole in one of the walls,
and you deduce that this must be the entrance to another tunnel.
Seeing no sense in staying in the dark chamber,
you crawl along the new tunnel.

You soon arrive at a stretch of the tunnel where it curves to the right,
and you come across a short, humanoid skeleton propped up in a recess in the wall.
The skeleton is wearing leather armour which is dusty and cracked;
there are cobwebs over its face and its jaw hangs open.
It must have stood here, undisturbed, for years.
You walk on round the comer and see three doors in a row along the left-hand wall.
All three doors are heavily padlocked and iron bars are bolted across them;
they do not appear to have been opened for years.
You soon come to a junction.
Looking left, you see that in a further ten metres the tunnel ends at a wall.
You turn right and come to another junction.

If you wish to turn left here.

If you prefer to keep going straight on.

The door opens into a large room with a domed ceiling.
The floor is made of polished marble on which three statues stand facing you,
each mounted on a marble plinth.
The statues are of warriors,
and they all look as though their faces were set in stone at the very moment of a horrible death.
Their open mouths and screwed-up eyes give the impression of sudden and intense pain.
A fourth plinth stands on the floor,
but with no statue mounted on it, and there is another door in the wall opposite.
As you enter the room to take a closer lock at the statues,
the door behind you slams shut; at the same time,
a wide section of one wall starts to rise up.
You can see the tail of a huge snake flick out from under the rising wall
and you hear loud hissing sounds.

Will you:

Try to open the new door ?

Try to open the door you came through ?

Get ready to fight ?

A pouch on the CAVE TROLL's belt holds 3 Copper Pieces,
some garlic, a crude metal ear-ring in the shape of an earwig,
and a piece of paper with the word 'Leg' written on it.
Perhaps the CAVE TROLL was on a mission to find Zagor a leg for his new body.
You may take any or all of the Copper Pieces,
the garlic and the piece of paper, and decide what to do with the ear-ring.

If you want to wear it.

Otherwise, you walk up to the door ahead.

You open your mouth to speak, but Dan immediately interrupts with another rhyme.

'Take a mushroom, I won't tell;
When you're ill, it will make you well'.

You realise that talking to Dan would be a waste of time;
you accept his gift gratefully, putting the mushroom in your backpack.
Dan then sets off with his donkey towards Anvil, leaving you to continue east.

'Do not try to trick me by pretending to be friendly.
For a start my name is not Fergus Finn.
I was going to tell you my secrets, but I've changed my mind.
Kill me if you like, but you won't get another word out of me,' the man declares confidently.
You try an assortment of other names and do your best to convince the man that he can trust you,
but you get no response: he remains completely silent.
You even try to free him from his chains,
but he waves his arms about frantically, trying to keep you away.
You decide that the poor man has gone mad and decide to leave the room
and walk further up the tunnel.

While you are walking across the dusty floor, the door swings shut behind you.
The moment the door closes, some of the broken weapons start to move of their own accord:
the swords rise from their rack and the spears move out of the corner.
You find yourself surrounded by a circle of hovering weapons.

Will you:

Make a run for the door ?

Fight the weapons ?

Drop your own sword ?

With your help the skeleton crew manage to hoist the sails
and the boat is quickly under way, leaving the war canoes far behind.
'Lean out, you lot, and hike! No more stops until Kaad,' snarls Lorrie, pulling hard at the helm.
You ignore him, lost in the thought that you were responsible for the death of so many of the crew,
and you sit huddled in a cloud of despondency.
Nobody speaks for an hour.

If you are Lucky.

If you are Unlucky.

Will you fight your new adversary with your eyes open ? or closed ?

The SKELETONS suddenly break off their argument and turn to face the common foe — you!
Standing in a line, they attack you one at a time.

If you are lucky.

If you are unlucky.

As soon as you put the helmet on your head you get a terrible headache;
the pain increases and becomes unbearable.
Then you.take off the helmet and the pain stops.
But something awful has taken place:
you can no longer see anything in its real perspective.
The Helmet of Confusion has made everything appear distorted,
as though you were looking at a convex mirror.
All the trees and plants that surround you now look short and bulbous.
Feeling extraordinarily sad and confused,
you return to the path and head south,
trying to adjust to the new environment you are seeing.

You explain at great length how you obtained the gold
and why you are now on a mission to slay Zagor.
'Why didn't you say so in the first place?'
the hunchback retorts.'You didn't ask,' you reply sarcastically.
'And now, if you don't mind, how about straightening my back ?'
'Ah, slight problem there, I'm afraid, the hunchback mutters, looking a little sheepish.
Tim not quite up to that sort of hocus-pocus.
However, since you are on your way to see Yaztromo,
I suggest you get him to straighten you out; he's good at that kind of thing.
Or maybe someone in Kaad can fix you up.
Now I must be on my way.
Sorry about the confusion, but you just can't trust anybody these days.
Cheerio and good luck!'
Hardly believing what is happening, you watch the old man shuffle off,
leaving you to walk to Kaad, burdened by a not insignificant stoop.
But the old man was a shaman, and wishing you good luck will bring you good luck.

Continue.

You loop the rope round the metal spike
and lower yourself slowly down into the inky blackness of the shaft.
You reach the bottom, a few metres below, and retrieve your rope.

If you are carrying a lantern.

If you do not have a lantern.

The tunnel seems to be never-ending, but finally you arrive at a T-junction.

If you want to go to the left.

If you prefer to go right.

The door opens and you behold a lavishly furnished chamber:
the walls are covered with red and purple silk drapes and
there are large, brightly coloured cushions lying on the floor.
There is an alcove in the far wall out of which a young boy appears, carrying a bowl;
he is wearing a silver headband with a large jewel set in the centre.
He carries the bowl over to a glass table where a beautiful woman
is grinding components with a mortar and pestle.
She too is wearing a headband, but hers is made of tiny flowers.
Her gossamer-thin robes billow in the draught from the tunnel and she looks up and smiles at you.

'Come in and close the door,' she says in an alluring voice.
If you are wearing a gold ring with the words
'Seeing Is Believing' inscribed on it
.

If you are not wearing this ring.

The worm slips off the box almost immediately.
You seize your opportunity, grab the box and scramble out of the pit.
Back in the tunnel, you shake the box but can hear no rattling coming from it.
You cautiously lift the lid,
only to discover that the box contains nothing more than a page from a tiny book.
You turn the box over and see that the word 'Fire' is scratched on its underside.
The box is quite large, but you decide to put it in your backpack and take it with you anyway.

You may now either read the page from the book or

walk further up the tunnel.

You walk to the end of the tunnel and have a poke around in the rubble.
You find a small metal canister containing a large bronze tooth with the number '280' stamped on it.

You put the tooth in your pocket
and walk back down the tunnel.

The crew react by easing the sails and balancing the boat quickly
and without undue effort, their long experience making the task look easy.
The boat continues its speedy voyage downriver,
until at last it glides to a halt at a jetty on the riverbank,
where a narrow tributary from the north joins the river.
You jump off the boat and thank the crew;
as they turn the boat around to sail back upriver, you approach the people standing on the jetty.
There are quite a number milling around, most of them poor and dressed in tattered clothing.
They are carrying small bundles and sacks, and all appear sad and downcast.
You start a conversation with a tall man wearing a black beard
and learn that he is waiting for a boat to take him upriver to Silverton,
so as to escape the plague which is devastating Kaad.
You ask him if he knows the whereabouts of Yaztromo;
he replies that he last saw the wizard in the town square,
mixing potions to give to sick people.
The man tells you that if you follow the narrow tributary north for a short distance,
you will come to Kaad.

Continue.

If you have any garlic in your backpack.

Otherwise, you may, if you have not already done so,

take a look at the weapons.

or leave the room and walk further up the tunnel.

The tunnel ends at a solid wooden door.
You try the handle and it turns.
The door opens into another small,
stone-walled room with a door in the wall opposite.
There is a trapdoor in the floor in the middle of the room,
which is empty — apart from an ornate oak chair,
carved with figures, standing in one corner.

Will you:

Open the door opposite ?

Open the trapdoor ?

Sit on the oak chair ?

You soon come upon a man who is lying, stripped to the waist and staked out on the ground.
Somebody has spread honey over his chest and face
and he is being stung by hundreds of red ants that are crawling all over him.
You hasten to cut him free, then roll him in the dirt to get the ants off him.
Although he is in great pain from the angry red bite marks that cover his body, he is not in mortal danger.
'Bandits ambushed me while I was riding along the path.
Before taking off with my horse, they decided to make me pay for killing their leader in the fight.
Thanks to you, their plan has failed.
Here, take this as a reward, stranger: it's a Ring of Invisibility.
I suppose I should have used it to hide from the bandits, but it is a very old ring and has only one more charge left.
Off you go now. Don’t worry about me.
As soon as my horse is left alone for even a second by those infernal bandits, he'll come galloping back to me.'
After making sure the man is fit enough to be left on his own,
you head south along the path.

The OGRE'S throw is accurate; the spear thuds into your back,
sending you sprawling to the ground in a cloud of dust.
The OGRE reaches you quickly and wastes no time in finishing you off,
his mission for Zagor completed, Your adventure is over.

To start again from the beginning click here.

The object in your hand is the original lucky charm.
It was made by the wizard Probabus who held strange ideas
as to what things in the universe were important.
He believed that luck was the ail-important force,
and that some people and creatures were born with it;
he did not believe that people were lucky or unlucky as the result of random occurrences.
Probabus liked lucky people and disliked unlucky ones,
considering as worthless anyone who did not possess plenty of good luck.
You are down on your luck.
The lucky charm detects your want of good luck and punishes you.
If you are still alive, you throw the lucky charm to the floor,
leave the room and turn left into the tunnel.

The noise of breaking glass echoes down the tunnel,
and you grip your sword in case the noise attracts the attention of someone you do not want to meet.
On the floor you find a small brass egg.
You put it in your pocket,
then walk back past the junction and
march on down the tunnel.

The text on the page is too small to read.

If you have a magnifying glass.

If you do not have a magnifying glass.

Will you now:

Put the copper bracelet on your wrist ?

Hang the pendant round your neck ?

Put the bracelet and pendant in your backpack ?

Take a look at the weapons, if you have not already done so ?

Leave the room and walk on up the tunnel ?

The message reads: 'Demon’s breath, slow death:
Unless you eat some Orc fleas, you will die by this curse! Zagor'.
A short blast of warm, stinking air envelops you;
this is demon's breath you have inhaled, and it will slowly poison you.
If you fail to eat any Orc fleas you will die.

You waste no time entering the tunnel.

Sleek and protected by thick, silver scales,
RAZORFISH attack viciously by ripping at their victims' flesh
with their rows of razor-sharp teeth.
The river is soon red with the blood of the crew.
The water stirs near you as one of the RAZORFISH turns to attack you.

Will you swim of towards the bank.

Will you try to fight off the RAZORFISH.

You are instructed that on the count of three you must start eating,
the winner being the contestant to eat the greatest number of eyeballs in five minutes.
You pick one up, ready to begin,
but the cold and slimy texture of a raw eyeball makes you feel quite sick.
Then you hear the countdown: 'One, two, three — go!'
You shut your eyes and pop the eyeball in your mouth.

If you win the competition by eating the most eyeballs.

If the Barbarian either wins the competition or eats more eyeballs than you.

If you don’t win the competition but manage to eat more eyeballs than the Barbarian.

The Goblin is not won over by your ruse and hurls a chair at your cell door.
You withdraw your arm and step back.
A bamboo pipe suddenly appears through the bars
and you feel an immediate sharp pain in your neck:
you have been hit by a poisoned dart from the Goblin's blowpipe.
The poison works instantly.
Your adventure is over.

To start again from the beginning click here.

You leave the path and wander into the undergrowth;
eventually you come across the ruin of a wooden hut which looks as if it was burnt down years ago.
Ivy covers what's left of the walls and floor, and the people who once lived here have long since moved on.
You decide to poke around the floor of the hut with your sword.
After several stabs into the ivy, you hear a dull 'clunk' as your sword makes contact with something metallic.
You cut away the ivy and uncover an iron ting which is attached to a trapdoor.
Lifting it up makes a loud creaking noise,
and as you peer into the gloom you hear insects and small creatures fluttering and scurrying below.
On the top step of the stairs leading down you see a candle and a flint.
You soon have the candle lit and climb down into the darkness.
You find yourself standing in a small cellar with just enough headroom to stand up in.
Cobwebs are everywhere.
There are two clay pots on a shelf and a wooden box lies under a rickety old table.
Despite the profusion of insect life and small rodents,
it seems to be a safe enough place in which to spend the night.

Will you:

Go to sleep ?

Examine the clay pots ?

Examine the wooden box ?

Find somewhere else to sleep ?

The stone to which the chain is attached starts to move.
You pull even harder and the stone comes flying out of the wall,
almost knocking you off your feet.
You inspect the hole and realise that you have opened up a secret compartment.
You try to fit your head through the hole in the wall to see inside the compartment,
but your head is too big.

Will you:

Put your arm into the compartment ?

Rummage around in the dirt, if you have not done so already ?

Leave the room and walk on to the second door ?

As soon as you pick up one of the gold dragons,
the Skeletons jolt forward in their chairs, stand up and draw their swords.

If you wish to run out of the room with the dragon in your hand.

If you would rather stand and fight.

With trembling hands you take the whistle out of your backpack
and blow a few high-pitched notes on it,
hoping that some unknown magic will halt the GORGON.
But the whistle is not magical and the GORGON slithers ever closer towards you.
You are suddenly transfixed by fear and
stare blankly at the monster towering above you.

You jump back just in time as the heavy net crashes down on top of the skeleton.
Looking up, you see a hole in the ceiling.
A green, warty face with pointed nose, ears and chin is staring down at you.
It's a GOBLIN and it is angry that it has failed to capture you.
The GOBLIN shakes its fist at you and spits, then disappears.

If you want to climb up the rope that is hanging down from the ceiling and attached to the net, and chase after the GOBLIN,

If you would rather take the skeleton's gold ring,

If you want to leave the room and press on up the tunnel.

The Goblin is very stupid and unbolts the cell door.
As soon as the handle turns, you charge it, knocking the Goblin over.
Springing quickly to its feet, the Goblin draws its sword.
If you do not have a sword, you must fight the Goblin with your bare hands.

If you think you can win.

If the Goblin thinks he can win.

The door is chained and padlocked; but, using a spear taken from one of the statues,
you soon force the lock open.
The door looks as if it has been closed for years and you have to tug hard on the handle.
Slowly you manage to drag the door open while its rusty hinges creak noisily; beyond, you see a torch-lit tunnel.
About ten metres ahead there is a door with a barred window in it.
You tiptoe quietly along the tunnel and peep through the window.

Sitting at a rough wooden table, an ORC is being served
what looks like rat stew by a grisly-looking hunchbacked Dwarf.
An ugly purple scar runs down the Dwarf's face from his left eyebrow to his chin.
The ORC is as ugly and brutal-looking as they come.
You keep watching as the ORC pulls a rat carcass out of the stew
with his fingers and eats it, head and all.
Under the table you spot a wooden crate.

If you wish to open the door and attack the ORC.

If you would rather walk on down the tunnel.

As soon as your sword hits the floor,
the jagged weapons encircling you also drop to the floor.
You realise it is too risky to pick up your sword again
and are forced to leave the room without it.
Feeling defenceless,
you make your way to the third door.

You walk along the tunnel,
following it round a long left-hand bend until you come to a door in the right-hand wall.
Listening intently, you hear what sounds like somebody chopping wood.

If you want to open the door.

If you would rather walk on.

Still reeling from the unexpected attack,
you step warily off the path in search of some cover under which to sleep.
You stumble across a fallen tree and decide to sleep beneath its branches.
The night passes without incident and, not long after first light,
you return to the path and head south.

You feel like a trapped animal, with the blood pumping through your veins,
until your hand encounters the reassuring cold steel of your sword.
At any moment you expect the trapdoor to be thrown open.
You can hear muffled voices, but they do not sound human.
The sound of a horn suddenly blasts out and the creatures above you run off.
You wait five minutes, before slowly raising the trapdoor.
Peering out, you cannot see a living soul.
You climb out of the cellar,
make your way back to the path and head south.

The OGRE finally gives up its chase
and you are able to relax once more and resume a walking pace.
Glancing back occasionally to make sure you are not being followed,
you press on towards Firetop Mountain.

Scratched on the hilt of the sword is the name 'Darkblade Skullbiter'.
The name sends a shiver down your spine when you remember
that it belonged to one of the fiercest Chaos Champions who ever lived.
You wonder why Darkblade's legendary sword is hanging on a Goblin's wall
deep inside Firetop Mountain — but, for the time being, your question must remain unanswered.
With the Chaos Champion's sword in hand,
you squeeze yourself along the narrow tunnel.

You reason that the room is the living quarters of the CHAOS WARRIOR.
There is a straw-covered bed in one corner,
a table with a half-eaten bowl of gruel in another corner,
and a box of assorted objects on a wall shelf.
Numerous weapons are standing in a rack, propped against one of the walls.

Will you:

Take a look at the box ?

Take a look at the weapons ?

Leave the room and walk on up the tunnel ?

Clouds slowly fill the sky,
covering the weak glow from the moon so completely
that soon you cannot see your hand in font of you.
You have no option but to wrap your blanket round you,
hope for the best, and sleep out on the open plain.

Although you sleep uneasily and are awake just after dawn, the night passes without incident.
You look eastwards at the imposing sight of Firetop Mountain
in the shadow of the rising sun and estimate that you should reach it by midday.

Continue

You enter a dark room which has the smell of death about it.
A solitary candle is burning on top of a skull, which stands on a small table against the far wall.
There is a small box under the table and next to the table is an open coffin.
In the murky shadows in the far comer of the room you make out the vague outline of a dark-caped figure.
The cape suddenly flickers, displaying its scarlet lining.
The figure slowly steps forward and, as its face comes into the candlelight,
you see two long fangs protruding from its upper jaw.

It is a VAMPIRE!

If you have some garlic.

If you do not have any garlic.

You may either fight the VAMPIRE

or close the door behind you and walk further up the tunnel.

The key is too big for the keyhole.
No matter how hard you push and wiggle the key, it won't fit in the lock.
You must think of another way to escape.

If you want to use the bucket to escape.

Otherwise, if you have a Gold Piece with the letter 'Z' stamped on it.

You wake up the next morning, feeling as if you have slept for a hundred years.
Sitting up, you are startled to see an ugly,
warty-skinned creature in ramshackle armour lying near you; it too is stirring back to life.
This is a HOBGOBLIN and it was going to rob you while you slept,
but it became a victim of the Sleeping Grass as well.
It sits up and grunts, then suddenly remembers that it was on the point of attacking you.
It grabs its spiked club and turns to face you.
You must fight the HOBGOBLIN.

Will you use your left hand ? or

Will you use your right hand ?

You raise the iron ring on the trapdoor and lift it up.
At once you can hear high-pitched squealing, and a terrible smell wafts up from below.
Suddenly a huge rat leaps into the room and you let the trapdoor fall.
Many GIANT SEWER RATS clamber up into the room before the trapdoor slams down.
You fight them one at a time.
After you have killed them all continue.

In a series of jerky movements the SKELETON WARRIORS lurch forward to attack.
Each of them make a separate attack on you,
but you must choose which one you will fight first.

Will you fight them as they come at you ? or

Will you change your mind and escape ?

p371

The dagger finds its mark, hitting the Goblin squarely in the chest,
and it slumps forward on its face.
After retrieving your dagger,
you walk down the corridor and enter what appears to be a meeting room.
In the centre of the room is a long table surrounded by eight chairs;
the walls are lined with shelves full of books, manuscripts, scrolls and maps.
There are several piles of gold coins on the table and odd coins lie scattered about the room.
A door in the far wall suddenly opens and an old man enters;
he is wearing a long purple gown with a raised collar and a purple headband.
'Intruder,' he says grimly, 'you have no right to be here.
But if you are smart enough, you may be of use to me.
Answer my question and live — fail, and you die.
Tell me, how many gold coins are there in this room ?'

Look at the illustration and count them up.

If there are 52 coins.

If there are 48 coins.

The tunnel leads into a candlelit room;
it is littered with many skulls, human and animal alike.
Two candles, both of which are burning in their brass holders,
are mounted on wooden pedestals on either side of the tunnel's entrance.
In the opposite wall the tunnel continues into the distance,
lit by a long line of torches.
You step into the room and, as you do so,
the skulls start to shuffle towards you,
making the floor by the tunnel's entrance look like a cobbled path.

If you try to leap over the skulls.

If you would rather brave walking through them.

The tunnel eventually ends at a T-junction.

If you wish to go to the left.

If you wish to go to the right.

At first the jelly feels cold and slimy to the touch.
But suddenly your hand is gripped by pain as though the flesh were melting.
You pull out your arm and are horrified to see that your hand is smoking and blisters are forming.
The acid jelly is deadly.
You bandage your hand as best as you can and,
if you possess Healing Balm, you can use it to good effect.
If you have not done so already,
you may now rummage around in the dirt.

Otherwise, you have no choice but to leave the room
and walk on to the second door.

Following the track west along the bank of the Red River,
you observe a lone figure in the distance walking towards you.
Wary of Goblins and other loathsome creatures, you drop your hand to the hilt of your sword.
But the figure turns out to be just an old, hunchbacked man,
hobbling along slowly and leaning heavily on his crooked stick.
Staring at the ground, he takes no notice of you until,
drawing level with you, he suddenly turns his head towards you and says with surprising menace,
'Give me a Gold Piece!'

If you have a Gold Piece, and want to give it to the old man.

If you do not have a Gold Piece or do not wish to give the old man one.

'Everybody bets on the eyeball game,'
the Barbarian says menacingly.
'Maybe you ought not to be here.
Guards! Arrest this impostor!'
You push back your chair, get up and race out of the room,
turning right into the tunnel.
The Lizard Men chase after you, their spears raised.
The leading one hurls his spear after you as you run away.

If you are lucky.

If you are unlucky.

You run over to the door in the far wall while the creature is slithering into the room,
but the door is firmly locked.
You glance over at the creature and discover that it is not just a giant snake.
Standing upright on its huge, coiled tail,
you see the large, scaly torso of a fearsome woman,
brandishing a silver sword.
Small snakes writhe on top of her head in place of hair.
Her burning red eyes with their deadly stare slowly search the room for the intruder.
You are trapped in the GORGON's lair.

If you are Lucky.

If you are Unlucky.

If you are carrying some rope.

If you do not have any rope.

Nervously you slip the ring over your forefinger.
Nothing happens — except that a warm glow spreads slowly through your whole body.
The strange feeling subsides, and now it is time to decide your next action.

If you want to climb up the rope to pursue the Goblin.

If you would rather leave the room and go further up the tunnel.

The first pot is empty, but the second contains a large iron key with the number '142' stamped on its barrel.
You decide to keep the key, and you make a mental note of the number.
If you have not done so already,
You may now examine the wooden box or

Go to sleep.

If you would rather find somewhere else to sleep.

The tunnel ends at a stone wall.
You notice some footprints on the floor which all point towards the end wall.
You deduce that you are in a secret passageway and that there must be a secret door in the wall.
You run your fingers slowly over the wall searching fora tell-tale hairline crack or a hidden latch.
Then you discover a loose stone, about half-way down the wall.
Carefully pulling the stone out of the wall, you see an iron handle.
You twist it to one side and hear a click.
Your feeling of triumph is short-lived as a poisoned dart flies from above the handle and pierces your throat.
The poison is deadly and. acts quickly.

Your adventure is over.

To start again from the beginning click here.

As you run past the Warrior,
he lunges at you and makes a grab for your neck.

If he misses you.

If he gets hold of you.

The room is quite small and its floor is covered in bones, debris and dirt.
In the far comer you see a chain which is bolted to the wall.

Will you:

Rummage around in the dirt ?

Pull on the chain ?

Walk on to the second door ?

You watch as the VAMPIRE's body crumbles to dust;
in seconds only his cape remains.
Suddenly a bat emerges from the cape and flies out of the room.
You walk over to the box and find a quill and an ink bottle full of blood inside.
You decide to abandon your find and leave the room.

You turn left into the tunnel.

The hunchback drops his stick, staring almost disbelievingly at the wound on his arm.
Then he looks up at you and says, 'Go on then, finish me off!',
You sheathe your sword,
attempting to convince the old man that you are Zagor's enemy, not his friend.

Hampered by having to cover your eyes,
it temporarily reduces your skill while fighting the GORGON.
As you stand your ground before the advancing monstrosity,
her frenzied snakes lash out and try to bite the hand covering your eyes.

If you are still alive.

If the snake bites you.

The OGRE is a ferocious beast and it lets out a blood-curdling howl as it swings its club at you.

If you are lucky.

If you are unlucky.

Your blade slices into the huge worm with ease,
sending thick yellow slime everywhere.

If you are Lucky.

If you are Unlucky.

The crew quickly bring down the sails and the boat glides to a halt alongside the upturned rowing boat.
Ndroo throws a rope to the Orc, but the Orc turns and dives into the river.

'Ambush!' cries Fyll.
Looking behind you, you see two Orc war canoes,
that had been hidden beneath the branches of trees along the river, coming towards you.
A hail of arrows is loosed at your boat
Stooy clutches at an arrow that has gone right through his neck,
then gurgles a dying breath and slumps forward on to the deck, his legs twitching in spasms.
Ignoring him, the remainder of the crew scrambles to hoist the sails as the war canoes draw closer.

If you are Lucky.

If you are Unlucky.

doornortharrow


The contents of your backpack and pockets

3 Gold Pieces and 2 Silver Pieces +
Wooden Ball and Brick
Ball of String
Dragon's Tooth
Silver Key
Wood Dragon
Leather Whip
Marbles
Gold Tooth
Silver Key
Mushroom
Box
Bronze Tooth
Small Brass Egg
Iron Key