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  FIGHTING FANTASY BOOKS
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  LEGEND OF ZACOR
  Tagorl The very name ol the W.rlo.k of Lrelop Mounrain
  {rikes teEor Inlo a1l taho hear it. Bani$ed from I\e vro'ld of
  Titan by a hmic advmtuer 
  the sorGr 
  is slowly but sdy
  'again,ng hr, +rength ir anolher lan4 t,r, fd away. Within
  Castle AJgent in the dngdom of Andrillia, Zasor has been
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  into a Dedonj sn 
  his maEroi powere will know
  Two dice, a pocil and m erass are aI you Deed to embark
  
  ' 
  THE WARLOCK OF fIRETOP
  MOUNTAIN
  : THE CITADEL OF CIIAOS
  J THI FOREST 
  OI DOOM
  4 STARSHIP TIAVELLER
  5 CITY OF THIEVES
  6 DEATHTRAP DIAICfON
  7 ISLAND OF THE LIZARD KJNC
  9 CA\'€INS OF THE SNOW
  YfIICH
  r1 TALISMAN OF DEAIH
  1] FREEWAY FICIITER
  4 TIM?LE OF TERROR
  15 THE RINGS OF XETHER
  17 APPOINTMINT WITH F E'A R
  19 DEMONS OF THE DEEP
  20 S}IORD OF THE SAMURAI
  :1 TRIAL OF CHAMPIONS
  Z2 ROBOT COMMANDO
  :3 I4ASKS OF MAYHEM
  24 cREATtmE OF IIAVOC
  :5 BENEATH NICH'IMARE
  CASTLE
  26 CR1?I OF THE SORCERER
  Steve la&sons SORCERYI
  1 THE SHAMUTANTI HILLS
  ] KHARE CITYPORT 
  OI TRAPS
  23 PHANTOMS OF FEAR
  10 CIIASMS OF MALICE
  ;]. BATTLEBLADE WARRIOR
  1:. SIAVES OF THE ABYSS
  J4 STEALER OF SOUIS
  1T DACGERS OF DARKNESS
  ;; 
  ARMTES oF DEAII
  J3. VAULT OF TH! VAMPIRES
  41. r"t-AsTER 
  Ol CtrAos
  &. BLAC( I'EIN PROPHEC1
  4] THE KIEP Of THF LICH LORD
  44 LECEND Of THE SHADOW
  ,T5 SPECTML STALKERS
  46 TOWER OF DESTRUCTION
  47 THE CNIV'ISON TIDE
  43 MOONRUNNER
  49 SIEGE OF SIARDATH
  'O 
  RITURN TO fIRITOP
  MOIJNTAIN
  51 PLAGUE OF THE UNDEAD
  'T 
  NICHT DRACON
  'J 
  SPELLBREAKER
  ' 
  THE SEVEN SERPENTS
  4 THE CROWN OF KINCS
  Ian Livingstone
  Illrctrated by Martin McKenna
  Steve fackson and Ian Livingstone
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  IICmING 
  FANTASY - The lntroductorv Rolc Plavin8 Cme
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  Fighting lmtcay 
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  OUT OF THE PIT - Fi3lltu\S Fantasv Monsten
  TITAN 
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  CONTENTS
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  rJshnd 
  INTRODUCTION
  7
  ADV!NTURE SHEET
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  BACKGRouND
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  LEGEND 
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  INTRODUCTION
  Before embarking on your advenLue, you musL first
  determine your strengths and wealnesses. 
  These are
  parLly determined by dice. You must iniLially choose a
  Hero to play in the adventure; 6rst you may wish to
  read through this Introduction and the Background
  which follows and then return here lo make the choice
  of which character to play. Your oplions are,
  Anvar the Barbarian: As a Barbarian. you are im-
  mensely tough and resilient Hardened by years of
  living, hunting and travelling in hills and mor:ntains,
  you are as skilful a fighter as any in the land of
  Amarillia and you are proud of yow skill. You know
  almost nothing of the ways oI magic, though 
  and, in
  all irr-rth, you don't much care for it Magic is lhe affair
  of book-reading milksops! You prefer a good, clean
  fight and you fear nothing and no man
  Braxus the Warrior: Your name bespeaks your
  honou! it is Lhe name of a long-dead Amarillian king
  and, who knows, noble blood may flow n your
  veins, too You are as skrlful a warrior as any Barbarian
  and, while you are slightly less resihent, you are better
  able Lo use magic Perhaps Lhe most versatile of any
  type of adventurer, you are skilled with sword and
  bow, and able to use magical weapons lo best effect
  Stubble the Dwarf, Grumpy and tetchy you may be
  
  ('Stubble houble: is a common wamihS among those
  who know you), but a tough warrior you certainly are.
  You have that native streak of good luck which many
  Dwarfs fiom Grundia possess, and when exploring
  dunSeons 
  and mines you have some special advantages
  mere hLrmans 
  do notpossess. 
  You'lluse rnagic ifyouhave
  to, but you prefer Lo put your faith in your trusLy axel
  Sallazar the Wizard: No bard will ever sing epic tales of
  yourprowess with weapons, 
  but what does thab maLter?
  Yotr are a master oi magic: you can command spells to
  avoid, conluse. 
  weaken ordefeal enemies, 
  and you know
  how [o use magical items in ways mere warriors could
  not- You ar€ an advenLurer 
  ofguile and stealth, and if you
  are forced to ffghL - well, you will not die easily at the
  hands of any enemyl By a quirk of fate, you have the same
  name as the one-time Grand Wizard of Amarillia, and
  you immodesfly aspirc to his rank, if not his tragic fate.
  On pages 3z-5 there are Adoenture 
  s,sefr which you
  may use to record fhe details of your chosen character.
  On it you wrll ffnd boxes for recording your sxrr-r-
  STAMTNA, 
  LUCK and Magic Point scores. You are
  advised eilher to record your scores o^ the AdoenLure
  Sfuaf in pencil or to make photocopies of the sheet for
  use in fufure adventures.
  Skill, Stamina, Luck and Magic
  skitL
  Roll one dice. If you are Aivar or Braxus, add 6 to the
  number rolled. If you are Stubble, add 5 to the number
  E
  rolled. If you are Sallazar add 4 to the number rolled.
  Enter your total in the sKrLL box on the Adoenture
  Sheet.
  Slamina
  Each character determines his srAMrNA differently, If
  you are Anvar roll one dice and add rB to the number
  rolled. If you are Braxus or Stubble, roll two dice and
  add 12 to the total rolled. If you are Sallazar, 
  roll three
  dice and add 6 to lhe total. Enter the complete total in
  the srrvrr,r box on the Advenlure 
  Sheet.
  Luck
  Roll one dice. lf you are Stubble, add 5 to the number
  rolled. If you are Anvar, add a to the number rolled. lf
  you are Braxus or Salla?rr, add 3 to the number rolled.
  Enter your tolal m the L ucxbox on the Adomhne SheeL
  Megic Poillts
  Your character starts the advmfure with a certain
  number of Magic Points. If you are Anvar, you have r
  Magic PoinL If you are Braxus, you have 3 Magic
  Points. If you are Slubble, you have .z Magic Points, If
  you are Sallazar, you have 7 Magic Points.
  For reasons that will be explained below, sxrr.r-,
  srAMINn" LUCK and Magic Point scores change con-
  stantly during an advenLure, 
  You must keep an accurate
  record of these scores and for this reason you are
  advised either to write small in the boxes or to keep
  an eraser hardy. Br.rt never rub out your lrifi4l scores.
  Although you may be awarded additional sxrr.r-.
  
  STAMTN 
  , LucK and Magic Points, these totals may
  never €xceed yow InitiaL scores except on very rare
  occasjons, 
  when you will be instructed to this eff€ct
  Your SKILL score reflects your swordsmanship and
  general fighting expertisej Lhe higher Lhe better. Your
  sTAMINA score reflects your Seneral constitution
  your will to survive, your determination and overall
  fitness; the higher your srAMrNA" the longer you
  will be able to survive Your LucK score indicates
  how naturally lucky a person you are (and whether
  you are able to avoid ceftain hazards and perils
  during your adventure). Your Magic Points score is a
  measure of how effectively you are able to use spells
  and magical items you may 6nd along the way (and
  also how adept you are at avoiding magical kaps
  and hazards). Luck - and magic 
  are very much
  facts of life in the fanfasy kingdom you are about to
  exProre,
  Battles
  You will often come across paragraphs in the book
  which instruct you to ffghL a creature of some so . An
  option to flee may be given, but if il is not or if you
  choose to attack the creaLure anyway - you must
  resolve the battle as described 
  below
  First record the creature s sKrLr and sraMINA scores in
  the first vacant Monster Encounter Box on your,4tr4r-
  twe Sheet. The scores for each creature are siven each
  time you have an encounter,
  The sequence of combat is then:
  r. Roll two dice once for the creature and add its
  sKrLL score. This total is the creature's Atback
  Strength.
  2. Roll two dice once for yourself, Add the number
  rolled to your current sKrLL score, This total is
  your Altack Strength.
  3. If your ALtack Sbength is higher than that of your
  opponent, you have wounded ib proceed to Step 4.
  If Lhe creature's Attack Strength is higher than
  yours, it has wounded you; proceed to Step 5. If
  both Attack Strengths are the same, you have
  avoided each other's blows; start the next Attack
  Round from step r" above.
  4. You have wounded the treature, so s,ubtract 2 points
  from its sraMrNA score. You rnay use your ruc(
  here to do additional darnage (see below). Proceed
  to step 6.
  5. The creature has wounded you, so subtract z pohts
  from your own srAMrNA score. Again, you may
  use rucK at this sta8e (see below),
  6. Make the appropriate adjusfments to €ither the
  creature's 
  or your or4.n sr,tvlr.re score (a.nd to your
  LUCK score if you used LucK; see below).
  7. Begin the next Attack Round by returning to step
  1. This sequence 
  conlinues until the STAMINA 
  score
  of either you or Lhe creature you are fighting has
  been reduced to zero or below (death).
  
  Fighting Mo.e Than One Creature
  If you come across more than one creaLure in a
  particular encountet lhe instructions on that page wiJl
  tell you whether you musl fight the crealues one at a
  time or all together
  If yor.r are instructed to fight the creatures singly, the
  battle proceeds exactly as described above Howevet
  if you defeat the 6rst creature listed, you must then
  immedialely begin fighting Lhe second ceature on the
  Iist. You fight the creatures one at a time but you
  must continue fiShting until all your enemies are slain
  (or until you are) You may not pause between fighting
  different creatures 
  for any reason (such as taking some
  steps to restore lost srAMrNA poinls).
  If you are inshucted to ffght all the ceatures together,
  you musl ffght all of them in one baLtle. In st€p 1of
  the combat sequence 
  above, you must calculate 
  Altack
  Strengths for all the creatures 
  attacking you ln step j,
  if fhe Attack Strength of any ol yotf opponents is
  higher than yours, you must proceed to step 5. If you
  have the highest Atlack Strength of all, proceed to
  step 4 and you may choose which o{ your opponents
  you have siruck Again, combat proceeds until erther
  you or all of your enemies are slain.
  Luck
  At vanous times during your advenLure, either in
  battles or when you ftrd yourself ln a situatjon in
  which you could be either Lucky or Unlucky (details
  of these are given in the relevant paragraphs), you
  may call on your LUCK to male the outcome more
  favourable to you But beware! Using r-ucx is a risky
  business 
  and, if you are Unlucky, the resulls could be
  drsastrous,
  The procedure for using your rucr is as follows, roll
  Lwo dice. lf the number rolled is less than or equal fo
  your currenL LUCK scor€, you have been Lu&y and
  the result will go in your favour If the number rolled
  is higher than your cunent lucr score, you have been
  Unlucky and you will be penalized.
  This procedure is lrnown as Testing your Luck. Each
  trme you Tesl your Luck (regardless of the outcome)
  you musf subtract 1 point from your curent LucK
  score. Thus you will soon realize that, the more you
  rcly on your LUcr; the more risky thrs will become
  Using Luck in Battles
  ln ce ain paragraphs 
  of this book you will be told that
  you must Tas, your Luck and you will be told the
  consequences 
  of being Ludc5' or Unlucky. However, in
  battles you always have the option of using your
  LucK either to inflict more serious damage on a
  creature you have lust wounded or to minimize the
  effects of a wound your opponent has just inflicted on
  vou
  If you have jusL wounded your opponent, you may
  Tesf your Lwk as described above. If you are Lucky,
  you have inflicted a severe wound and may subbract
  an extra 2 points from the creature's srAMrNA score.
  
  However, if you are Unlu&y, the wound was a mere
  graze and you musL restore r point of Lhe creature's
  STAMINA (so that, instead of scoring the normal 2
  points of damage, you have now scored only r)
  If the creature has just wounded you, you may Irsf
  yaur Luck to try Lo minimize the wound If you are
  Lucky, you have managed to avoid the full damage of
  the blow; restore 1 point of srAMrN^ (so that instead
  of causing z pornts of damage, it has caused only r). If
  you are Unlucky, you. have taken a more serious blow
  Sublract l exka sr^MrNA point from your cunent
  tolal
  Remember that you must subkact 1 point fiom your
  own LUCK scores each time you Tesl your Luck, whether
  you are successfi:,l 
  or not.
  Testing your Skill
  From time to time during yotr adventure you will find
  yolrself in a situation in which your physical shengfh
  reflexes and agilitl' may affect whethlr you are able to
  avord some hazard or perform some action (such as
  climbing a difhcult and treacherous 
  swface). When this
  is fhe case, you will often be instructed to Test Vour
  skill
  The procedure for this is as follows: roll two dice If
  the total rolled is less than or equal to your curr€nt
  sKrLL scor€, you have been successful. the total is
  Breater than your curenL s(rLL score, you have failed.
  The relewant paragraphs will tell you what success and
  failure mean when you Tesf your 5ki11 howevea you
  do rof have to subtract any poinls from your sKrLL
  score for Tes[ing 
  your Slill in this way. This is a sucial
  way in which Testing your Skill is different fuorl Tesfing
  your Luckl
  Sometimes you may have to face a difficult task in
  which your sKrLL is tested to the full - for example,
  you may be instructed to Tesl yout Skill,'adding z to
  the number rolled'. \r'y'hat 
  this m€ans is that when you
  roll two dice, you must add z bo the tota| if you had
  rolled a 4 and a 3, say, your modified total would be
  4 + 3 + 2 = 9. You then compare this final total
  with your sKrLL fo discover the outcome of Testirg
  your SkilL.
  Testing your Spot Skill
  This is a special case of testing your skll which
  applies when you may or may not discover (spot)
  something hidden or concealed. 
  The procedure here is
  exactly the same .Ls for Testin| gaw Sbil but the
  rel€vant paragraphs will instead inskuct you to Trit
  your fuot Skill.
  Magic Points
  Magic Points are used in h^/o ways in lhis advenfure:
  they are used for casling spells and for using magical
  ltems.
  Some important magrc iLems you may find on your
  adventure need to be primed with magrc in order to
  
  make them function. lf you find such an ilem, you
  must subtract 1 from your currenf Magic Points score
  in order to be able to use it. Thereafler, you can us€
  ihe magic rtem as instrucled If you do not have any
  Magic Points and you ffnd such a magic item, you
  may choose to keep the item and make a note of its
  powers Later in the adventure, you nay be able to
  gain 1 or more Magic Points (notably from Magic
  Rings) and, i[ you do, you wil] then be able to use the
  magic item.
  Any advenlurer mai use magic items during this
  advenfure, although some magic items may not be
  usable by all adventurers; 
  the descripLion 
  of the magic
  item will state who can and who cannot use it. All
  adventurers can also cast magic spells from magic
  scrolls discovered dwing the adventure, although I
  Magic Point musl be spenl to cast the spell Fom the
  scroll. However, Sallazar alone latows a nurnoer or
  sPells which are described in the Anan ian Grinone,
  below, arrd he alone can use any of lhese spells
  (provided he has enough Magrc Poinls, of course) The
  description of each of these spells explains when and
  where it may be used, and ils effects If you choose to
  have Sallazar as your adventuret you may l4/ish to
  photocopy the spell book for easy rcference when
  playing the adventure
  Adventuren other than Sallazar may sometimes be
  able to use a spell, usually by Ending a magical scroll
  on v/hich th€ spell is inscribed. If you 6nd a spell in
  this way, you shonld refer to the Attlarillian Ginloire
  for details ofwhat the spell does.
  Restoring Skill, Sramina, Luck and Magic
  Points
  skit!
  Your sKrLL score will nol change very often during
  your advenlure. Occa\ionally a paragraph mav give an
  instruction to increase or d€ctease your SKILL score.
  Your srrrr score cannot exceed its .iairidl level unless
  you are specifically instructed to the conhary. You
  may have the chance during this adventure Lo acquire
  items, such as a magical weapon, which will increase
  your Atta& Strength. If you manage to acquire two
  such weapons, 
  you cannot Sarn bonuses to your Attack
  Strength for bofh of them so that, for example, you
  cannot use boLh a Magic Sword and a Magic Axe at
  the same time! Likewise, stronSer armour will add a
  bonus to your Attack Strength and, obviously, you
  cannot wear more than one suit of armour at a timel
  Stamins ancl Pr oo i sions
  Your srAMrNA score will go up and down a lot during
  your adventure as you fight enemies and undertake
  arduous tasks As you near your goal, your sTAMINA
  scorc may sink dangerously low and battles may
  become particr-rlar)y risky, so be carefull
  Your backpa& contains enough Provisions for rz
  meals. You may resL and eat at ary time excePt when
  6ghting. Eating a meal restores 4 sr^MINA Points
  When you eat a meal, add 4 pornts to your curent
  slAMrNA score and deduct I from the Provlsions on
  
  your Adoenture Sheet. A sepa.?te Provisions box is
  provided on your . rlr:enlure SheeL 
  tor recording detalls
  of Provisions. 
  You have a long way to go, so use your
  Provisions wiselyl Remember 
  Lhat your srAMrNA score
  may never exceed its Initial value unless you are
  specifically 
  instructed otherwise in a paragraph.
  There will be times during your adventure when you
  will be told that you mrcl eat a meal. When you have
  lo do this, deduct 1 point from your Provisions on
  yoJJ AdDenfurc S/plf but do nol regain any lost
  sTAMIN^ for doing this If you are told to eai a meal
  but you don't have any Provisions left, you must
  subLract 
  2 polnh from your crlrent sTAMTNA 
  score
  During your adventure, however, you should be able
  Lo acquire at least some extra Provisions to add to
  lhose you began with. This will enable you lo maintain
  STAMINA throughout the adventure. However, yr-)u
  cannot carry more than 12 Provisions al any one tlmel
  Luck
  Your lucr score will also go down dunng the adven
  fure as you Tesl your Luck. Additions to your LucK
  score may be awarded when you have been especially
  fortunate, and similarly you may be told to rei&ce your
  t-ucx when you make an rmportant mistake, detajls of
  such events are given in the approprrate 
  paragraphs 
  of
  the book. Remember 
  lhat, as with sKrLL and sraMrNlu
  your LUCK may nev€r exceed iLs -lnilirl value unless
  you are specifically 
  fold this
  Apart from Tesfins your lack, you will also be given
  fi
  some opportunities for spending' LUCK. You will be
  asked whether you wish to deduct r point from your
  current LUc( score in order to increase 
  yout chance of
  a successful 
  outcome for example, if yor.r are told to
  make a dice roll, you can often modify it by spending
  rucx (in thrs case, you must decide whether to spend
  the r-ucr point before yoo roirl the dicet). Of course
  LLrcK points are precious and you cannot afford this
  luxury very often Making lhe riSht choice dbout
  whether to spend a LUCK pornL In this way can be
  important for success 
  in this adventure.
  Mogic Points
  However, your Magic Pornts score cannot exceed its
  lnilial value unless you are speciffcally instructed to
  the contraryl Magic Points are precious, and you do
  not have very many of them; be sure Lo use what
  nagic you have wisely and well
  19
  
  Equipment
  You sLart your advenhue with some simpJe, basic
  equipment thaL you will need for the adventure ahead;
  you also have some Cold Pieces, and you will be able
  to purchase some exlra items when Lhe adventure
  begins. All of Lhe adventurers have the following
  items: a suit of thin leather armour, a small shield and
  a Iantem to allow you to see in the dark You also
  have a backpack for carrying items, with enough
  Provrsions for 12 meals inside it You have a small
  spare knife, which you can use if you should ever
  suffer the misfortune of losing your main weapon; buf
  rf you ever have to r.rse this knife to fighl with, your
  blows will cause your opponent to lose only r pornt
  from his sr,c.vrNa in combat If you are Bmxus, you
  also have a sword; if you are A.nvar or Stubble you
  have a battle axe; if you are Sallazar, you carry a
  strong wooden staff. You carry a s[ringed leather
  por.rch with a number of Gold Pjeces rn rt; roll three
  dice and add 2 to the LoLal rolled: this is how many
  Gold Pieces you have wiLh you (between 5 and 2o). I(
  you are Shrbble the Dwaf, you have 5 extra Gold
  Pieces - the dwarffsh love of gold is well knownl
  You may find treasue, in the form of Gold Preces or
  valuable objects or items, along Lhe way; whenever
  you come across any treasure, 
  you should make a note
  of it in the Treasure box on your Adomtwe Sheet.\ott
  may find yourself in the position of being able to
  trade treasure for equipment, help or information in
  this adventwe, so be honest and keep an accuraLe
  record of how much freasure you acquirel
  Advantages
  Each of the adventurers 
  - Arvar, Braxus, Stubble and
  Sallaz:r has some special advant€e which he alone
  Anvar has a sixth sense waming him of imminent
  attacksl Sometimes 
  you will meet a creature (or even a
  trap) which is able to surprise you and inflict damage
  before you are able to altack it yourself Anvar cannot
  be surprised, so, if a paragraph inslructs you to los€
  srAMrNA pornts or you find yourself trapped in some
  way because 
  you are surprised, 
  Anvar does not suffer
  any damage, because he is able lo react and defend
  hrmself in trme.
  Braxr.:s's 
  lalent is his versatjlity. He can freely use dl
  armour and weapons which other advenfurers 
  cannot
  Therefore he doesrlt suffer any of the disadvantages
  other adventurers 
  have (see Disadvantages 
  below).
  Stubble has a specral knowiedge of certain underground
  monsters and how best to strike at them, knowing
  their weak spots If you confronl a creature with th€
  word 'Stone' rn its name (like Stone Slatr,re 
  or Stone
  Golem), Stubbie can add z to his Attack Shength
  when fighting such monsters-
  Sallazar is very perceptive and eagle-eyed. 
  Whenever
  he has to Test his Spof S/<ill, he can subtract z from the
  dice roll He is also able to read special magical tomex
  and he understands some defails of magical runes,
  whrch olher characten do not,
  
  Disadvantages
  Each adventurer also has some wealness, Limitation or
  disadvantage 
  which balances 
  hrs special tatent
  Anvar is very uncornfortable wearjng any kind of
  metal anour (chain mail or plate mail); it's cumbersome
  and reslnctive. 
  As AnvdJ you simply cannot wear
  pldte mail and. while you can lolerate 
  chain mail (and
  wear lt), you will gain no bonus Lo your Attack
  Strength for using it. And, while you can use a
  longbow and anowq you are not lrained in the use of
  a crossbow; if you do use one, you must subtract 2
  from your Attack Strength.
  Sallazar 
  has a similar problem, but it is more severe: he
  cannot use chain mail or piate mail armour af all (the
  wzard could barely mooe rn plate mail!) Moreover,
  Sallazar cannot use a crossbow, a longbow, or a two-
  handed sword, he must keep at least one hand fiee for
  spell castingl
  Stubble cannot use a two-handed sword it's too big
  for him - and the longbow is also too large for a
  Dwarf to use- He can wear chain mail, but he cannot
  use plate mail armour unless it rs specifically Dwarf-
  size (if you are not specifically 
  told that a particular set
  of plate marl armour is Dwarasized, then Stubble
  cannoL 
  use rt)
  Braxus is so versatile he has no such disadvanlagesl
  For the other characters, 
  be sure to note their disadvan-
  tage which is recorded in Lhe appropriate box on their
  Atloenture 
  Sheet.
  Special Treasures
  During your pedlous quest you may find many freas-
  ures However, in the dungeon where your adventure
  awails you, there are several k€asures which are simi-
  lar: the Tower Chests. Each of these is a small, locked,
  wooden caskeL with a trap placed upon rt. vvhenever
  you find one of these Tower Chesis, if you wish lo
  open it (you do not have to do so) you must Tesf yo r
  Luck. \f you are Lucky, you open the chesl safely If
  you are Unlucky, you will lrigger a scything blade
  inside the lid which will slash your anns, and you
  must deduct 3 points from your sr^MrNA. The trap
  can be bypassed by using a simple Open spell (if you
  canl) which automaLically opens the chest wiLhout
  harming you.
  Each time you 6nd one of these Tower Chests and
  you open it, roll one dice. If you roll an odd number.
  you will 6nd a Golden Talisman lf you roll an even
  
  number, you will find a Silver Dagger. You may
  increase 
  your current rucr score by 1 point each time
  you take a Talisman or Dagger from a Tower Chesi.
  Keep a careful record in the Talismans and Daggers
  boxes on yow Adomture Sheef, 
  of how many of each
  item you acquire during your adventure They will be
  very precrous io you in your desperalely 
  perilous final
  battlel
  If you are fortunate, you may also find one or more
  Magic RinSs Each fime you find a Magic Ring, you
  regain 1 sp€nt Magic Point (obviousiy, you do not
  have to spend a Magic Point io use such a Magic
  Ring). If your MaSic Points lotal is at its Initial level,
  you can keep the ring and use it once your Magic
  Poinls total has been redLrced. 
  You cannot use a Maglc
  Ring fo increase your Magic Points totai above its
  lnitiallevel
  If you are lucky enough to find any other magical
  items, make a note of what each item can do Lo help
  you in your quest Using the right ma8ical item at the
  righl time may make all th€ difference between failure
  and glodous success
  Special Hazards
  Among the hazards you may encolrnter in yolf quest
  are plagues aJld poisons. You may conlract one or
  more forms of plague from the a[tacks of inJected rats
  or hom vampire bats or worse. You will be jnsLructed
  in the relevant paragraphs what will happen if you
  contract any form or forms oi plague If you are
  rvretched enough to suffer two - or even more -
  krnds of plague at the same Lime, fhe effecLs are
  cumulativel Be sure to [ake whatever precaulions you
  can against these dread maLadies; 
  seek help and healing
  without delay, should you contracl plague.
  Some of your €vil opponents and enemies will even
  stoop to usinS poisoned weapons against you Such
  i\.eapons 
  will inflict damage doubly, a wor:nd from the
  rveapon ifself and extra damage Fom the venom or
  poison smeared 
  on the weapon. Keep a note of damage
  ) ou sustain both from poison and from weapon aLtacks;
  ihey will both reduce your srAMrNA but lhe effecLs 
  of
  poison may be relieved by specific anlidotes and
  r€medies However, such antidotes will not affect any
  rvounds you may suffer from acLual 
  weapon blows.
  
  Hints on Play
  Your journey will be perilous and you may well fail at
  your first att€mpt Make notes and draw a map as you
  explore, a map will prove invaluable jn laLer forays in
  thts adventure, and it will enable you to progress more
  rapidly lo un€xplored r€gions. You will be exploring a
  very large area, and sometimes you may wish to
  relracc your steps in order to revisit places of parlicular
  value or to check areas left behind you. Without a
  map you may not be able to follow the dght path to
  Not all areas contain treasure or useful information;
  many coniain traps or creatures which you will no
  doubt fall foul of You may take wronS turnings
  dLrring your quest and, while you may indeed progress
  through to your ultimafe destinatron, 
  it is by no means
  certain that you will find what you are searching aor-
  However, the mor€ areas you explore, the better will
  be your chance of success 
  in the adventure ahead
  Be wary about Tesfins your Lrck unless a paragraph
  tells you that you must do thisl Generally, when it
  comes to fighfs, you should TesL your Luck only to
  keep yourself alive if an opponent's blow would other-
  wise killyou The other occasion when you should use
  LUCK is to inflict extra damage rn Lhe 6nal combat
  againsl your dire enemy in this adventure if you ve
  got enough LUCK left Lo usel Don't Ierf yd'rr
  lrrf, in order to try to inflict extra damage upon your
  enemy unless this is realiy essential! LUcx points are
  Precrousl
  26
  You must collect as many Colden Talismans and
  Silver Daggers as possible during your adventwe.
  However, in order Lo do this, you will have to explore
  lhe dungeons thoroughly, thus nsking many more
  combats wilh hosLile creatures 
  and encountering 
  more
  haps and hazards You will have to balance your
  desire for Talismans and Da8gers against the need to
  avoid unnec€ssary 
  combats and hazards. When your
  resources (Provisions, Magic Points, LUCK, etc.) are
  beginning to weaken and you cannot replenish them
  easily, you musl try and make for the most direcL
  roule io your final enemy - if you know itl
  Seek for ways to swap your heasure for equipment
  and help during your adventure. Gold Pieces are of
  Ltile use: you carmot eat them, use them in combats,
  or cast spells with them But they will buy you food,
  rveapons, even magic - rf you can find someone to
  trade withl
  You will soon realize that paragraphs 
  make no sense f
  fead in numerical order. It is essential that you read
  only lhe paragraphs you are instructed lo go Lo.
  Reading other paragraphs lessens the excrtement and
  surprise during play The only Lrue way to success 
  in
  ihis adventure involves minimizing risk; any player, no
  matter how weak hrs or her initial dice rolls, should be
  able to struggle through to glory in the end
  L
  27
  
  THE AMARILLIAN GRIMOIRE
  (Each spell costs 1 Magic Poinl to cast unless oiherwise
  noted. If Lhe spell is found by picking up a saoll, the
  same number of Magic Points is requrred to cast it. For
  spells which can be cast irnmediately before a combat,
  you may cas[ only one before each combat You
  cannot, for example. cast both the Skill Spell and the
  Fasl Hands spell before a combat; only one spell is al
  lowedl)
  Creale Food
  Thrs spell ceates exfra Provisions If you spend r
  Magic Poinf, you can add r to your Provrsions; rf you
  spend 2 MaSic Points you can add 3 to your Provi
  sions, if you spend I Magic Points, you carl add 5 to
  your Provisions This spell cannot be cast during
  combat.
  l"p
  ThJs spell enables you to leap safely a distance of up
  to six metres If you are faced with an obstacle (a
  chasm, a kapped corridor, etc ) which is not stated [o
  be longer than six metres, you may use this spell to
  kaverse Lhe obstacle safely. This spell carmoL be cast
  during a combat
  Lighf
  Il you lose your lanLern, or if it no longer works, this
  spell creates a longJashng small sphere of light which
  can be slored and used as a lantem whenever the need
  arises Each use of the spell illuminates only one
  seclion of passageway, 
  however You canroL cast this
  spell during combat
  Luck Spell
  This spell increases your currenl LucK score by 1
  polnt, Your current LUCK score cannot exceed its
  InittaL value, and you cannot cast this spell durinB a
  combat.
  OP""
  This srmple spell opens one trapped treasure chest or
  locked door safely. If the chest or door has a trap, it is
  rendered harmless by the spel) (even it if is a Magic
  Trap). You cannol cast this spell during combat
  Skill SPdl
  This spell enables you Lo react and move faster,
  adding 1 to your current sKrLL for a short time. It can
  be cast just before a combat begins (not during onel)
  to aid you in fightrng, or jusl before you have Lo Trsl
  rorr Ski/J for some reason The spell expires as soon as
  one combat has hnished, or afber you have Tested 
  lrour
  skilt.
  28
  29
  
  Fasf Harils (costs z Magic PoinrsT
  This spell can be cast ilimediately before any comoar
  but not durinS one For the 6rst three Attack Rounds
  of the combat, you may rolJ dice twice when working
  out your Atback Strength and take the higher total
  rolled
  Firsrall (costs ? Magic Points)
  This spell can be used in any Aftack Round inslead of
  a weapon attack. Cast this spell befare rolling tor
  the Attack Shenglhs of your opponent and yourself If
  you have the higher Altack Strength, your aoversary s
  body is shrouded in llames and he loses 5 srevrra
  points. If you have the Iower Attack Slrength, though,
  you spell is ruined and the creature hrts you.
  Magic Screen 
  (costs z Magic Pornts)
  You can cast this spetl at any time except during a
  combat. Once it is cast, the next spell which is cast at
  you by an enemy will not affect you. The Magic
  Screen only n€utralizes 
  one spell cast at you, however
  Draf, 5/e// (cosfs j Magic Poinrsl
  This spell can be cast in any Attack Round If you
  have lhe higher Attack Strength, this spell kills in-
  slantly any creature with a sKrLL score of 9 or less.
  This spell will not affect any Undead creahrre or
  Zagor, your nemesisl
  Ihanderlolf (cosis 3 Magic Points)
  This spell works just lik€ a Fireball €xcept that, if you
  cast the spell successfully, 
  your opponenf is struck by
  3o
  a glowrng ball of white-hot electricity and loses 7
  srAMrNA 
  pojntsl
  Ielepoli (costs 4 Magic Poinfs)
  This speJl enabies you to move long distances 
  through
  a dungeon by instant magical teleportation, avoidurg
  many hazards and enemies. You can cast this speLl
  only at certain special magical porlals. lr'y'hen you
  confronl such a portal, you wrll be asked whelher you
  wish to cast this spell; if you do, you will be rnstrucled
  accordingly.
  Steal Treasurc (costs 5 Magic Points)
  This spell summons eifher a Colden Talismar or a
  Silver Dagger (you may choose which) from the fudden
  ireasures 
  oi the dungeon Add r to your tally of the
  approp.iaie Special Treasure. You may nol cast Sleal
  Treasure more than twice during the adventure, and
  Iou do not gain any LUcx points for acquirin8 a
  Talisman or Dagger rn lhis way
  
  BARBN RI N
  !ossEsstoNs
  :]AXUS
  ..ARRIOR
  POSSESSIONS
  ITDVENTURE 
  SIIEET
  r\DVANTACES
  TREASURE
  DISAT]V,\NTAGES
  l*l
  l*1
  l*l
  ADVANTACES
  TREASURE
  DISADVANTACES
  l*l
  l*l
  l*l
  NOTES
  NOTIS
  
  STUBBLE-
  DWARF
  POSSESSIONS
  :]LLAZAR
  '' IZARD
  PO55E55tON5
  TREASURE
  DISADVANTACES
  l*l
  l*l
  l*l
  ADVANTACES
  TREASURE
  DISADVANTAG!5
  l*l
  l*l
  l*l
  ADVANTACES
  
  BACKGROUND
  It rs five long and weary years since lhe armies of Lhe
  Bone Demon laid waste so much of the beautifuL
  perilous land of Amarillia- The Zombies and Orcs
  which infesled the plains of lhe land were foul irnough,
  but the Demon's War Dragons slev/ thousands of
  men, Dwa/s, Elves.and Centaurs before the Demon
  itself was fhally happed inside the Casket of Souls.
  Victory was had at last, but at what a costl Zombies
  and worse still stalk Lhe land, for there are few warriors
  left Lo deshoy them. The court of the boy-king, IdaD
  is said to be riven by petty squabbles 
  and scheming
  advisers. 
  Most folk live behind shultered windows and
  bolted doors these days. Hospitality to a Lraveller such
  as yourself is but a memory now.
  Many days of foolwearying kavel have brought
  you to Sanctuary, the royal court within Lhe island
  known as Lhe Cauldron, the furthest island of Icecap
  range You are ushered swi{tly into an audimce vvi[h
  the king You are startled by his appearance' 
  mosL
  people still call him 'boy-king, but Irian has grown
  almosL to full stature now and, while he is still very
  strong and surely inexpedenced 
  in the arLs of king-
  ship, his voice is commanding and his manner as
  sured
  'Greelings,' he says as you kneel beiore his throne.
  'Oh, do please stand up. I already have all lhe grovel-
  lers I need here in Sanctuary. I can scarcely do wibh
  anoLher one. Come.' He rises and leaves the fhrone
  room and marches along a narrow corridor to his
  personal chambers. Somewhat startled by his informal-
  ity, you follow him.
  took,' he says as he strides across to a table, picks up
  a black doth embroidered with golden runes and
  genlly polishes a large chunk of blue-white crystal.
  The crystal hums slighLly and a ghostly scene appears
  h the midst of the room. A white-haired old man is
  sitting in the most cluttered sfudy you have ever seen:
  papers, crystal balls, bundles o{ babs' wings, bottles of
  herbs, and a jumble of other articles are scattered all
  over lhe floor and walls.
  lnitably, the old man looks up at you 'Eh? What is il?'
  he snaps.
  'Gereth, the hero I spoke of is here. Relate once more
  whal you told me - and perhaps you have leamt evm
  more?'
  'Oh, yes, hmmm. Well, I suppose you ve told him
  aboul the Demon Throne and explained Lhe Laws of
  Fractured Resonance and -'
  The king intenupls the ghostly apparition. Time
  grcws so sho*. You can explain much beLter than I.'
  The old man's gaze tums upon you. He looks faintly
  disapproving 'Hamlmph. Very well, then listen
  dosely, young whippersnapper. 
  I take it thal at least
  you know aboul King Kraal and the defeat of the
  Bone Demon of the Bottornless 
  Pit?'
  37
  
  You shudder slightly Everyone knows how the armies
  of the Bone Demon were finally confionted and the
  Bone Demon was imprisoned in th€ Casket of Souls, in
  the barren expanse oI the Plains of Peril, where the
  Bottomless Pit slill smokes and chums to this day.
  This was some years past, buf the scars of that terrible
  war mark Amarilha still.
  'And you know of lhe Caskel of Souls?'You nod.
  'Well, when it was made, magic was woven inLo iL to
  enable the Demon's banishment lo Lhe outer planes.
  Unfortunately, however, there was a slight flaw in the
  way the magic was woven. Smce that magic allor,red a
  magical creaLure 
  to be drawn oal of youl world, it also
  created a resonance 
  allowing certain magical seatures
  inlo yolrr world as well. I'm rather alraid,' the old man
  says in a schoolmastensh tone as he adusts the slightly
  ridiculous lenses perched on his nose, 'that a definitely
  magical creature has done just thaL. Appeated in your
  world, lhat is. Out of mine. I can't say we're sorry to
  see him leave us, but our gain is going to be your loss
  unless you can stop him emerging in his full power.
  Worse still, he is enLering your world where Lhe
  AE
  Cxket of Souls was taken after the Denon was
  badshed At Crstle Aryent,' The old man pauses for
  lreath 'He is named ZaSor and he is a grcat wizard,
  one of the mosL powerful my world has ever seen, My
  r,;orld is called TiLan, I suppose you've heard your
  :cholars mention iL, hmmm? Great Allansia with its
  ;ricked Port Blacksand nrled by the wretched Lord
  Vzur and his corrupt cronies, the greaf civilizations of
  Jre Old World, the crawling chaos of Khul ... you
  have heard of it? Well, anyway, I won't ramble on
  about my home, I'll become sentimenLal 
  and wasLe
  lime. Lefs get back to Zagor.
  Twice we have believed hlm slaio but twice he has
  resunected himself All that was left of his original
  lorm is a skeletal arnr, but that is enough. I4hen he
  rvas drawn into your worl4 his berng became fused
  tvith the trapped Demo& and now a demonic form of
  Zagor grows even as I speak. Although I am powerless
  Lo prevenL it happening, from the seclusion of my
  rvorl4 I detected Zagor being drawn into yours, and I
  was able to smd some magic after him: some talismans
  of gold and daggers of silver. They will be scattered
  around the lair wiLhin which Zagor is now growing.
  Each of them will weaken him, so, when you get there,
  'oe sure to collecl as many ixi you cirn '
  You aren'f sure you like th€ way the old man jusl
  assumes 
  you're going to march straight rnto the deso-
  iate, evil ruins of Castle Argentl It's hundreds of
  'dlomettes away, across the Frozen WasLes and the
  dangeroug monster-infested 
  iry seas. But he goes on
  falking anyway
  39
  
  'This time, Zagor simply has to be destroyed. It,s not
  enough to krll him. You'll have to make sure his body
  is bumed Lo nothingness 
  in the Heartfires below CasLle
  Argent Where the Grand Wrzards of yoLrr world
  centred the conjuring of the Great Fire Wall from the
  outermost points of Amarillia - though you'll know all
  about that, of course.'
  'l thought this was merely a tale or a deception,,
  murmurs the king sadly,'until Cereth Lold me about
  certain changes made al Castle Argenl. My own spies
  were able Lo verify those detarls.'
  ieamt somefhing of the ways of magis and it seeks
  revenge for JLs defeat by allying wiih Zagor to wreak
  havoc on all Amarillia. Perhaps, in its madness, it
  thinks of him as the Demon rt once served. Which, of
  course, Zagor is , in part.' The ghostly scene begins
  lo fadc and hemble. Faint white sparks crackle aL the
  edge of the crystal. The old mans voire rrses in
  surpflse and annoyance. 'Not ye| i should tell you
  about the -'
  The crystal expJodes 
  into a thousand fragments You
  ard King Irian look down, sfunned, at the smoking
  remains of the table it stood upon You do not know
  where the magic, which banished the old man back to
  his world, came from, but a feeling of evii and menace
  han8s in the air around you
  'Brave adventurer,' lhe hng beseeches 
  you. 'l have no
  one else to send. My wizards give all ihey can,
  prcserving the Fi.e Wall which 8@rds all Amarilliaj
  my loyal knighis and thc few nobles I can trust have
  more work than they can perform, simply prevenbing
  thjs kingdom from Leafln8 itselJ apart I beg you, go to
  Castle Argent A ship is r€adied for you Destroy ihe
  wizard-fiend who comes to ravish our 1and. Return to
  me alter carrying out deeds worthy of the knighthood
  I shall then grant youl'
  With the weight oi a world's fate resting on your
  shoulders or so it fecls - you cannot refus€ the
  quest Tum to paragaph r
  
  a
  A ship has been readied lo carry you wesLwards lo the
  coastline of Tower Island, where the forbiddrng maj-
  esty of ruined Castle Argent lies. If you decide to set
  off immediately, hrn to zzo. If you wanL to spend
  some Gold Pieces purchasing 
  equrpment, 
  tum Lo 55. If
  you want to try acquiring some extra gold for buying
  equipment, hlm Lo 2o5. If you want to consult one of
  the king's sages for advice or help before you set sail
  fum to 154.
  You must eat a meal during your time here. Sfuffed
  insde a pillow, you find a Magic Ringl What's more,
  you also 6nd a scroll with an Open spell stuffed under
  the mattress Gain 1 LUCK point for this find. Tum lo
  3
  You sland al the end of a long passageway, 
  Iooking
  wesL You can see three doorc along the souLh wall,
  and on the northem side there is a passageway 
  leading
  off northwards between the fusL and second doors.
  There is also a door on the no h side of the passage,
  direclly opposite the Lhird and mosL distant o{ Lhe
  soulh-facing doors- At the far end oi the weslem
  passage, 
  a door faces you as lhe passage tums norLh-
  wards. You feel sure lhat lhis passageway 
  leads deeper
  into the heart of Castle Argent. Choose an area here
  which vou have not explored. Will vou make for,
  
  +-5
  The 6rst door b the south? 
  Turn to 32o
  The second door Lo the south? 
  Trjm to r,14
  'I he no+h side nassa"er 
  Tum to zr8
  The third door to the south? 
  Turn to 378
  The single door to the north? 
  Tum to 196
  The far end of the west passage? 
  Tum to 557
  4
  As the monster assembles 
  itself, you can pe orm two
  actions before you willhave to fight it, such as casting
  a spe[ eating a meal (only one of your bwo actions
  can be eatrng a meal), drinking a Pofion, and so on.
  You can make a free attack with either action, Lhis
  allows you to subtmcl 2 points for each atLack from
  bhe srarurre of the Skeletal Dragon as shown below.
  SKELETAL DRAGON 
  srrrr ro 
  srAMrNA 20
  lf you win, a search here reveals a fine haul of treasure.
  You find a Tower Chest and a separaLe 
  small caskel
  which contains 7 Gold Pieces and a slim wand made
  of ebony inlaid with silver runes. This ward is useful
  to you only if you are Sallazar the wizardi if you are
  Sallazar, 
  tum lo 25. If you are not, it's time [o exp]ore
  elsewhere; 
  tum Lo 5r
  You are standing mid-n'ay alonS the Passage of Hal ,lG.
  Looking south, you can see [he door by which you
  enLered this Ievel of the castle. To the east, there is a
  green door in the south wall, then a crossroads, 
  then
  fhe passage continues east wiLhout any further doors
  leading fiorn it To the west, there is a white door in
  6
  the south wall then a conidor leading south. and
  finally, some mekes before the end of the passage,
  there is a door in the souLh wall direclly opposite a
  northwards leading passage. 
  You should head for an
  area you havm't explored before. WilJ you,
  Head due south? 
  Turn to j99
  Open the green door bo the easb? 
  Tum to 26t
  Make for the crossroads 
  to the easl? 
  Tum lo 92
  Open the white door bo the west? 
  Turn to z:4
  Open the second door to the west? 
  Tum to 275
  Go west and down the south
  PassaSe?
  Co west ard down the norLh
  Passage?
  6
  Tesf your Skill, adding 2 to the nr.rmber rolled, for the
  doors are very heary. If you are successful you open
  the doors with a great shove. If yor-r fail, you shll
  marage to open the doors, but you sprain some
  muscles in yor.rr side from shoving so hard Deduct z
  poinLs from yorr sraMINA Now you must Tesf yort
  llr,lc If yor,r are Lucky, tum to aoj If you are Unlucky,
  turn Lo 265-
  Turn to Z2
  Tum Lo jE5
  
  ?
  You are back in the greaL conidor known as the
  Bronze Stride, and you march to the middle of it to
  take your bearings and decide where to explore next
  Turn to 41,
  I
  The crystal doors below the wooden stairway are
  sundered; you ffnd that all doors open before you as
  the howl of angry, chaoLic magic swirls and screams
  abouL you. All is pandemonium. 
  You feel as if you are
  moving in a dream, hardly aware any longer who you
  are or where exacLly you are going, just guided
  onwards by intuition, willpower and sheer gutsl You
  race through the camage of Thulu's Throne Room and
  southwards towards the stone bridge. This has taken
  you another 1oo seconds. Now you must make a
  crucial decision as you race across Lhe stone bridge.
  The more LUcx poinls you spend, the faster you will
  be able to move, dodging obstacles and the like - but
  the more difficult any Tesl your Lutk rcll will becomel
  You may spend up to 5 LUCK points. Decide how
  many you want to spend, then Lum to 222
  9
  'l am Elrarel, Masler Thiel This is one of my old
  haunls, Castle Argen[ I've lifted more pleasing little
  iLems Irom round here than you could possibly counl
  up Nol much left these days though, no[ with these
  stinking Orcs around They've looted so much of the
  place, and vandalized the rest. This is probably my last
  visit. Time to [eleport home I reckon. - - That is,
  unless you d be interested in buying a little something?
  Infomation, perhaps? Maybe some Orcbane?' You
  haggle a little with the Elf, and finally agree bo a list of
  prices for the help he's prepared to oifer. Io consider
  the iLems he has for sale, tum to 65, To consider the
  inJomation he could give yorl, tum to 22.
  A hanquil, shallow pool of slighfu mrlky water glearns
  golden a few metres in front of you as you enter this
  dark cavem and look around at the smooth, ages-old
  sialagmites 
  and stalactites 
  withn it You thinl you can
  now drmly remember Lhe legend of Castle Argent's
  Pool of Gold: it was created by a long-dead alchemrst
  who brought this precious metal to Amarillia, which
  originaily had none of its own. Eager for treasure, you
  step forward to collect some of the precious gold.
  When you wade into the shallow water, however,
  what you took for a large boulder stirs and rises up on
  a pair of knobbly, cylindrical 'legs' and moves to repel
  youl In order to gel your gold, you musl fight this
  strange enemy. If you prefer to run or flee from
  combat at any time, the s[range stone creature $rill
  pursue you to bhe main cavem buh will noL enter it
  (furn to at6).
  STONE GUARDIAN 
  sKrLL 
  I 
  srAMrNA 14
  If you wrn, roll one dice and add z to the number
  rolled; this is fhe mrmber of small chunks of gold (each
  the equivalent of 1 cold Piece) which you scavenge
  fiom the Pool of Gold. You also 6nd a crystal vial
  holding a colourless oil you may use this for one
  
  combat only, if you do nol have a magic weapon
  (some monste$ can be struck only by enchanted
  weaponry). If you pour lhe oil over your weapon, it
  will make your weapon magical for the duration of a
  single combat (but you gain no bonus to your Attack
  Strength for this). Now, you can explore the side-
  passage on Lhe way out, if you haven't done so before
  (turn to 2o8), or make for the main cavem across the
  rope bridg€ (tum to 186).
  aa
  Unfortunalely, the guards behind you are ev€r,viSilanf-
  You are surprised as a whip blow knocks you to your
  knees. Lose z srAMrNA points, and you must deduct z
  points from your Attack Strength for the first Attack
  Round while you get to your feet. What's worse, your
  assailants 
  here are formidable - and horlble - enemies.
  Standing well over two metres tall, the Hellhoms,
  which Zagor drew with him from some plane of
  nightmare and chaos, carry great whips in their mon
  strous, clawed hands Powerful and muscular, these
  creatures are still tainted with chaos and orseasei 
  ror-
  ting flesh hangs from their skeletal faces, and fhey are
  well named Lheir horns are powerful and they will
  try Lo butt you with them, as well as using their
  whips. )ou mu(t fi8hl them toSethel tum to r74 Lo
  ngnr.
  a2
  It takes a long time to search the many dormltory
  rooms thoroughly, so you must eaL 2 meals here
  However, in a sealed tin carefLrlly hidden behind a
  shield hanginS on one wall you find two flasks of
  herbal liqueur, each of whtch will restore 4 pornts of
  srevrNa when drunk (which you can do at any hme
  except during a comba!) You also find three thrck
  slabs of oatmeal, magically crafted survival raiions for
  soldiers, each of whjch is enough for a whole meal,
  these are so light you can carry them in addition to
  your usual food, so they don't counL towards your
  Provisions lmil Cain 1 LUCK point Unfo.tunalely,
  your extended search means that you fall foul of a
  truly ghastly prowier As you are about to leave, a
  shambling, rolting corpse m rags lurches towards you
  and a miasma of flies buzzes about rts suppuratmg
  flesh. You have no chance to flee, and you sense that
  ihis creature is extremely dangerousl
  PLACUE BEARER
  SKILL 5
  lf lhe Plagr.rer 
  Bearer strikes you even once, rum to 45
  If you win, you can open one of the coloured doors
  here if you haven't done so before: you may choose
  lhe blue door (tum to 527) or the yeliow door (tum to
  :o5), or leave bhe barracks area and explore elsewhere
  hrm to 54)
  
  The door here ls plain ani looks qeal-y and slightly
  warped, but it is locked. Forcing the door open, your
  arm is slashed by a vicious, serraled srything blade
  which slices down out of bhe lrame opposite the lock.
  Deduct 2 points fiom your srevw,r, Yelping with
  pair! you prepare to confront the creahres belund the
  trapped door. However, what confionts you are tluee
  starving, ragged, and very young men - one of them
  hardly grown to manhood. As well as the ramshackle
  bedding, Lhe wonky table and the dilapidated chairs in
  this room - which is lit by the blue glow of a magical
  torch - you see a wooden chesl. The young men back
  away fiom you, heavy lcrives already in their hands.
  They are dearly alraid of you and are nol altacking. If
  you want to fiAht theflL tum to 59- If you prefer to
  talk to then fum to 1oo.
  As you race through the guardrooms on your way
  to the southem passageway, lhe scream of chaotic
  magic in Castle Agent becomes almost unbearable.
  Weird phantasms and illusions dance before your
  eyes; ducking and dodging to avoid them, you need
  another 3o seconds to cross the passageway (a Potion
  of Flying will not reduce this time buL if you hav€ a
  Ring of Truesight, you may reduce the time to 10
  seconds). You fling opm the door leading to the
  chasm of Lhe Heartfires and race to the edge. If you
  have 4 or more srAMrN^ points left, tum to 4oo, If
  you have J or fewer StlvrN,t points left, tum to
  J10,
  
  a5-a5
  a5
  A crmning plan begins to hatch in yolu mind. Much of
  the cosmetic powder that has been left here is very
  pale in colour and, by daubing a great deal of it on
  your face and hands - mixed with some of the oily
  skin-creams 
  here - you might jusl be able to pass as a
  Zombie. You may be able to fool other Zombies or
  equally mindless minions. You can take enough cream
  and powder to disguise yourself, if you wish to do so;
  you will be asked later on whether you're using this
  disguise or nof. Now, you can head along Lhe north
  passa8eway opposrte (tum to 585) or go back east
  along the Passage 
  of Hawks (tum to flr).
  a6
  The merchant has four Magic Arrows which cost I
  Gold Piece each Each can be used jusl once, and
  counLs the same as an arrow or bolt fired from a
  longbow or crossbow He also has two unique and
  very useful items. The first is a small, sealed blue white
  cryslal vial with a pinch of grave dust inside it. If
  you use this in combat by shattering the vial and
  finging the dust over an undead creature. you can
  automatically inflict damage equal to hall its Current
  srAMrN^ (you will be told when you encounter a
  monster which js undead). This vial cosls 8 Cold
  Preces. The merchant also has a genie bottle, from
  which you can summon a genie just once during a
  combat The genie will us€ magic to paralyse your
  enemy, allowing you to overcome him automatically
  (this will not affect any undead creatureq however, or
  any Dragon, Golem or Animated Armotr, or Tagor
  a7-aS
  himself )- The genie bottle costs ro Cold Pieces. These
  iterns are indeed expensive, so the merchant offen you
  a form of part-exchange he has some magic artefacts
  of his own that need recharging so, for each Magic
  Point you are prepared to spend helping hlm with lhis,
  he will knock 1 Cold Piece off the price of one of his
  goods If you buy any of his items, remember to
  amend your Adoentute Sheet accordingly- If you want
  to buy anything else from the me.chant, tuln to a58. If
  you want to leave and search elsewhere, 
  tum to 218.
  a7
  You frnd a small sliding panel in the easLern wall
  which, you suspect, may well be trapped. lf you
  decide Lo open it, tum to j4. If you don't want to take
  the drance, you leave and open a door in the Tlrone
  Room which you haven't opened before; will it be:
  The door in the west wall? 
  Tum to 39o
  The central door in lhe north wall? 
  Tum to 91
  The westemmost door in fhe notlh
  wall? 
  Tum to 282
  a8
  The vicious bite of the Vampire Bats produces continu-
  ous bleeding which is hard to stop. Roll one dice; bhis
  is Lhe number of srAMrNA points you must lose as
  soon as the combat ends, since blood keeps gushing
  irom the bite-marks (you camoL eat a meal during this
  time, but you can drinl< a Potion, a liqr.reur or a
  restorative to stop this exka damage from killing you)
  Worse, you now have Vampiric Plague Every hme
  
  you enter a room or pasraSe wiLh an undead monster
  inside it (Zombie, Skeleton, Speche, and so oni you
  will be toLd when you meet an rmdead monster), you
  musl subtract 2 from both your Current and your
  Inifial sreurra as the plague wealens you over time.
  You can only reverse this process, restoring your full
  Initial sr r,Mntt, if you find a Healer who rs willing to
  help you or if you have or can find Plague Antidote.
  Now you can make for lhe fountain (lum to 47) or
  back away from this room, fearing furlher hidden
  attackers 
  (tum to j).
  a9
  Your deception works: the monsters here don't react
  to you immedjately, though they will as soon as you
  begin attacking them. You have one free action: Lhis
  can be casting a spell, striking one opponent (make a
  note to subtract the appropriate number of sr,rvrr^
  points from fhe first opponent you must face in the
  Throne Room), Launching 
  a special magic sword if you
  can, or throwing in a Lava Sphere (if you have one).
  Decide upon your free action, Lhen lum to j9 to fight.
  20
  You find yourself in a barracks comple>r, 
  where many
  of Castle Argent's brave defenders 
  were once stationed
  before they and King Kraal fell, viclims of the
  t€rrfying Bone Demon and his War Dragons. The aii
  here is musty, Lhe floor rs covered in dust, and the area
  appears long deserted. If you want Lo make a pro-
  longed search, tum to 5J If you prefer to leave and
  open the door opposit€, not having done so before,
  tum lo ja8- If you wanL Lo leave and open the
  double doors at the lar end of the entrarce hall, tum
  lo j76
  You have faken too long! The taloned nails of the
  Zagor-Demon's hands drive far into your body and
  pierce your vital organs. You fall to your knees as the
  monstrosity rises above you, ready to np you apart
  . you were so close Lo vicLory, buL your adventure
  has ended jusf before you could Lruly tnumphl
  'Cood information doesn't come cheap, you know,'
  Elranel grins You must pay him z Gold Pieces for the
  chance to ralk about each of the following topics (he
  rvill tell you about one subject free of charge i[ you
  bribed him io talk),
  Magical weapons in CasLle Argent 
  Turn to 81
  Tower Chests and where to find
  Turn to 1o8
  Healing (or Plague Antidote) 
  Turn to 176
  General rnJormation 
  about this caslle
  level 
  Turn to J92
  How to get into the Great Tower
  where Zagor lies 
  Turn to 351
  In each case, pay the Elf Lhen turn to lhe paragraph
  noled You must subtract payment lrom your Treasure
  for each choice, of course (Elranel accepts boih Gold
  Pieces and any valuable items of treasure you have
  iaken from the casLle - except armour, whrch he
  
  23-25
  won't buy) Next, if you contemPlate buying any
  items Elmnel has for sale, tum to 66. I{ you've com-
  pleled your dealings with Elranel, tum to 239 If you
  get greedy aJld aLtack him in the hope of taking his
  excellent Lreasures, 
  tum lo 157
  There's a skange twist to these n-mes - whaL they are
  is a trap laid against magical entry! You realize that,
  had you cast an Open spell, you would have set off
  Lhe trap This tells you that whoever is behind lhe
  door rs scared oF wizards in particularl You can now
  open the door normally (tum to 559) or decide lo
  leave and search elsewhere 
  (hrm to 376).
  24
  If you choose Rabellan or Reindrech, there is no
  response, 
  tum Lo i6 to explore elsewhere If you Lried
  to communicate 
  wiLh Chanquia tum to 523. If you
  tried to communicate 
  rtiLh Donick, Lum lo 5o8.
  You have found the Wand of the Hawk, once wielded
  by the greatesl wrzard at the court of the kings herel
  With Lhis wand, both your Currenl and lnitial Magic
  Poinls total is raised to 9. You can also add r to both
  your Current a a Initial sKrLLi the wand grves you
  magically enhanced speed of reaction. You may also
  touch the wand Lo the hand weapon you use so lhat it
  now counts as a ma8rc weaPon (some crcatures can be
  harmed only by magic weapons, so this is imPortantl)
  Whal is more, once you have crossed the wooden
  26
  stairway to the Greal Tower above yorl you gain a
  bonus of z to your Attack Strength! Lastly, just once
  during your adventure in Caslle Argent you can call
  upon the magic of lhis wand to help you by either
  resLoring your CurrenL Magic Points lally to its full
  Initial level or by resLoring your Current srAMrNA to
  iLs fr:ll In,fial level. You c:rmoL use this one-o{f special
  power while you are fighting, however, and be sure
  not lo call upon this power until you.eally need il, for
  it will be granted only once. Gain 2 LUCK points {or
  this wonder{ul 6nd! Now hrm to 5r to explore else-
  where.
  25
  A very deep pit behind you now blo&s your saJe
  passage southwards as you clamber painfully out
  Unfortunately the enlire length of the passage lo the
  south, as far as the Passage 
  of Hawks, has opened up
  as a second pit hap is belatedly higgeredl Retuming
  that way won'l be easy unless you can find some way
  of resetting the pit trap, it's too far for even a Jump
  spell to get you across. So, you are now Iaced with a
  wooden door to your right, another one directly
  opposile on your left with a ceramic plaque showing a
  sjlver crown on il, and ahead of you an east-west
  passage in Lhe distance. You should exPlore an area
  you haven't entered before. Will yor::
  Open lhe door to your dghL?
  Open the door to your left?
  Tum to 55
  Tum to tz
  Male for the junclion beh^'een the
  two passages? 
  Tum to 45
  
  Sacks of mouldy flour, rotted cereals, smashed ceramic
  pots and decayed food greeL you everywher€, 
  buL you
  also find some wax-sealed 
  iarc of Dres€rved 
  fruits and
  garva a highly nutritious root veg;table from {ar Crab
  I.land. ndd 4 to your Provisions, 
  and Bain r LUcx
  pornt for this fortunate find.
  Unfortunately, your pleasure at thrs discove4/ is
  marred when you hear a snuffJing and squelching
  sound coming hom the passage. 
  Whatever's causinS
  lhe noise is between you and Lhe exit, so you move to
  investigate. What you find appals and disgusts you: a
  while lizardlike thing, two metres long, with leprous,
  purple-lnged yellow blotches all over its skin. Worse
  still, the horror looks as if it has been stitched
  together from the body-parts of various qeahlres
  - 
  induding a human or two, judging fiom its
  hand like front paws. The gross Lhing hisses and
  spits a gobbet of filthy yellow phlegm al you
  Tesf your SkilL if you are successful, 
  you avoid the
  missile, but if you fail, you lake a face6..rl of filth
  which leaves you droking and sick" and you must
  subtract z ftom your Attack Strength during this
  combat-
  CORPSE 
  LIZARD
  STAMINA 9
  SKILL 7
  If you win, you notice thal the monster has left a slime
  trail behind it as it moved. If you want to track the
  route the monster took to get her€, tum to a16. If you
  would rather search elsewhere in the castle. tum to
  376.
  
  28
  SKILL 
  STAMINA
  First GREAT CROWN
  ZOMBIE 
  8 
  az
  Second GREAT CROWN
  ZOMBIE 
  a 
  a2
  29
  20
  The knight will ffght to the -death, nerther showing nor
  expectmg any quarLer. You will have to battle valiantly
  to overcome himl
  STR DAVIAN
  SXILL 12
  ST,TTMINA 16
  lf you.win, the wooden chest contains only some
  items.of ondinaryclothing and but a single Gold piece,
  and the ojt-lahp has used almost all its fuel and is of
  
  5e3t
  5o
  Along the wesl wall of this northwards-rurming Pas
  sage a coupl€ of bricks are clearly out of place and,
  after a swrft check, you find that many are loose.
  Removing lhem, you drscover a narrow crawlway
  leading a few metrcs Lo the west beyond the portal
  you have excavated, 
  and at the end of it there rs some
  krnd of wooden objecl in an end-chamberl 
  However,
  scrambljng along fhis narrow passage is gorng to be
  very drfficult (except for Stubblel) If you want lo
  crawl along rt, tum, Lo 86. If you prefer to conLinue
  northwards, lum to 27a
  Zagor's expression tums huly livrd and he is clearly
  about to unleash some very unpleasant 
  magical altack
  You really should BeL to close quarten with himt If
  you prefer to stay al long distance, you can use a
  caLapult atLack i[ you haven't done so before (turn to
  f49); otherwlse you musL try to 8et nearer to ZaSor
  by using a Polion of Flying if you have one (hlm lo
  585), by racing up lhe steps to get to him (tum Lo
  zo), or by using a magical weaPon to cleave a safe
  path up lhe sLeps 
  (tum to 155).
  You need fo be smart and eagle-eyed, 
  and used to the
  wicked ways of card-sharps and 6xed dice, rf you are
  going to make money gambling in the seaboard tav-
  ems of SancLuaryl 
  Roll one dice: unless you are Anvar,
  you may add 1 to Lhe number rolled You may also
  add r to the dice roll if you choose to spend a pornt of
  33-35
  r.ucK lf Lhe final lotal is :i or less, you lose -z Gold
  Pieces If the total is 4, you break even. If the total is 5
  or higher, you win 4 Gold Pieces Now you have little
  time lefL, so you musL hurry; tun to ry3.
  You leave the looted guest chamber and tum to make
  your way back \^rest. Test vaur Spaf Skill. If you arc
  success6:1, 
  hrm to r4r. lf you farl, tum to 575.
  54
  Test your Skill If you are successful, 
  you slide the
  panel across safely II you fail, a pononed blade flies
  out and slashes 
  deep into your wrist; you must deducL
  2 points from your STAMINA 
  from the deep gas[ and
  a further -z srar,'lr\e points because 
  of lhe poison: you
  musL also lose 1 point of CurrenL and Initial sKtLL
  because your weapon hand is injuredl Worse still, lhe
  compa*menL 
  behind lhe sliding panel is empty; what
  v/as once hidden here has evidently been removed
  Now you may leave and open a door rn the Throne
  Room which you haven'l opened before; will it be,
  The door in the wesl wall? 
  Tum lo 59o
  The central door rn the north wall? 
  Tum to 91
  The n'esLernmosL 
  door in the north
  wall? 
  Turn to 282
  If Lhe lirsl Orc is invisible, you musl deduct 2 from
  your Attack Strength when fighting him. As you
  confront lhe first Orc, Lhe second Orc runs iLs sword
  through the white-robed man and a pool of blood
  
  35
  spreads across the floor. Fight the two Orcs sepa-
  rately.
  SKIIL 
  STAMINA
  First GREAT ORC 
  I 
  7
  Second GREAT ORC 
  I 
  7
  If you win, the dying healer can help neiLher you nor
  himsel{, although he manages to whisper to you that
  he was forced to use his healing to help the Orcs,
  since the denizens of the castle have no healing skills
  oI Lheir own. 'There is another healer . chained up
  by Thulu, beyond the Throne Room .. ' and then he
  is dead A swift search here tums up only r Cold
  Piece and some stale food (add r to your Provisions).
  You leave the temple and head west along the passage-
  n'ay outside (tum to J5z).
  ,6
  Sbanding in the middle of the long passageway 
  of the
  wesL wing, the layout is clearly slrnmekical To the
  north there is an unmarked door near the exit ftom the
  wesL wing and, much furlher along to the west, another
  door with the design of a plain, black shield and a
  glowing sun etched upon rt To the south, there is an
  unmarked door close to Lhe exit, and a door some way
  to the west bearing the image of a silver crown upon
  it. To the east of you, double doors lead back to the
  gr€at passage known as the Brorue Shide; far to the
  west, broken-down doors opened into the ruins of the
  destroyed west tower, so you judge that little is lo be
  gained from enterrng there. You should try a door you
  have not opened before (except the east doors which
  retum you [o the Bronze Stride - you can op€n them
  at any time). Will you open:
  The east doors? 
  Tum to 7
  The plain door to the north? 
  Turn to zz4
  The north door wilh the shield on it? Turn to 124
  The unmarked door to the south? 
  Tum to a85
  The south door wrlh the crown
  on it?
  Turn to 152
  37
  The runes of lhe onyx door befray the presence of
  some form of magic pertaining to Elementals within
  the chamber. This spells danger to you, so you should
  expect to have to use powelul magic here. You also
  know that Elementals cannot be harmed without a
  magical weapon, lf you dont carry such a $/eapon.
  you are very unlikely to be able to slay an Elemental
  by spells alone. for they are strong. lf you want to
  open the onyx door, tum lo 78. If you wanf to open
  ihe door bearing the shield, tum to r59.
  
  58
  58
  The great hearth in the north wall, wrth its hobs and
  pols and roastinS spits, tells you that this must be the
  kitchen of the lower castle, though the hre has long
  been extinguished To your left there are some hatches
  in the wall, beyond which is a barely lit chambel
  peering in, you see Lhat it is a huge Feast Hall, and
  you guess you could get inlo it thror-rgh the double
  doors in the passate outside. You can't make out
  much of what is inside the Feast Hall unless you use a
  Lrght spell (if you can and wish to do this, tum to
  279). You find an empty glass bottle in the kitchen,
  but nothing else of any use to you, You decide Lo take
  a chance on opening the door in the west wall of the
  kiLcherl and you 6nd that beyond it lies a small,
  nilrow passageway. off which you see a couple of
  tiny boxrooms, that the domestic servanls must have
  occupied, and some large larder cupboards. 
  It's higlrly
  unlikely that anything edible has been left after all
  these years, but, if you want to make a search of them,
  turn Lo 27. Otherwise, you reLurn to the doorway of
  the entrance hall to this castle level and choose arorner
  area to explore; tum Lo J76-
  39
  Thulu remains seated on his throne, but the other
  monsters swarm to attack you. You inust 6ght them
  together. in pairs, in the order shown below, Orcs,
  then Greal Orcs, then Mutant Orcs, then Great Crown
  Zombies. You can neither resL nor perform any actiory
  such as drinklng a Potion or eating a meal, between
  fighting each pair of enemies-
  t9
  First ORC
  Second 
  ORC
  First GREAT ORC
  Second 
  GREAT ORC
  Third CREAT ORC
  Fourth GREAT ORC
  Frrst 
  MUTANT ORC
  Second 
  MUTANT ORC
  First GREAT CROWN
  ZOMBIE
  Second 
  GREAT CROWN
  ZOMBIE
  S(IIL 
  STAMINA
  6s
  6S
  6
  o
  6
  6
  I
  a
  7
  7
  7
  7
  7
  7
  I{hen you are fighting the Great Gown Zombies, you
  have one special option: you can atlempL Lo knock the
  ebony circlet from a Zombie's hea4 rather than striking
  nomally. lf you do thi(, you recejve a penalty of 3 to
  low Attack Strength; but if you succeed in shiking
  :he Zombie, it loses z points from its sKrLL ano o
  cornts Fom its sreNrrr.r,c. 
  instaatly. lf you win this
  irociously diffrcl.lt combat, tum to Er.
  
  40
  As you walk inio the triangle, tendrils of magical force
  reach inLo yor-ll body, chilhng and numbrng you. Lose 5
  srAMrNA poinLs! There is a sudden scream 
  from the back
  of the cavem, and matelalizing before your eyes is the
  ghostly form of a wizard, Lorment written large across
  his face and flickering flames dancing at his fingertips If
  you want to attack him, tum to 114. If you want lo talk
  and you thinkyouknowhis name, convert his name Lo a
  number using the code A = r,R = z, C = j, and so on
  Add together the numbers corresponding 
  to the letters
  in his name, double the total, then Lum to the paragraph
  with that number (if a name is noL Lhe second word in
  that paragraph, you have guessed wrongly, retum to
  this paragraph and choose anolher action). If you want
  to try to bnbe hrm in some way not to attack yotl, tum
  to 57r Ifyou want to flee, tum to Jj5
  41
  You are sLanding rn the middle of the great castle
  passageway 
  known as the Bronze Slride The walls
  here are covered in bronze plaques on which the faces
  of great heroes of Amanllian history are etched To
  the south is a door which you cannot open To the
  north, there is a door which has a lacquered black
  surface with gold etching and details Adjacent to il is
  a door with four shallow depressions 
  in it. Far to the
  east, there is a set of double doors which give admit-
  tance to the east wrng of the castle; likewise, far to the
  west of you is a set of double doors which give entry
  to the west wng of the castle. You must open a door
  which you haven't previously opened. Will it be:
  
  4+44
  The black and gold door?
  The other door to the north?
  The doors to the east wing?
  The doors to lhe west wing?
  Turn to jj2
  Tum to 216
  Turn to ]61
  TrIm Lo 248
  42
  Roll one dice. If you roll r-g, tum bo j88; if you roll
  4-6, tum to 2o3.
  43
  You are sLanding 
  in the middle ofan east-wesl passage
  way, and the sLink of Orcs is very strong herel To the
  east, you can see two doort one [o your left and
  another one, further along, to your right. The left-
  hand door is, unmistakably, the -mkance to an Orc
  barracks, 
  here the smell is sLrongest. 
  To the west the
  passageway swings round lo the north. Explore an
  area you haven'L entered before. Will you now,
  Open the door to the Orc barracks? Tum to 2o4
  Open Lhe further door lo the east? 
  Tum to 67
  Head west and then northwards? 
  Tum to j68
  44
  After many days at se4 your vessel is within five
  kilometres of Tower Island ilself. Even from thaL dis-
  tance you can see the greaL towered mass of CasLle
  Argent rising inLo the leaden skies jusl beyond the
  shoreline The galley can go no further in the shallow
  bay, so you thank the crew who brought you here and
  Lake your belongings inio the slout rowing boal being
  Iowered for you. Carannus shakes your hand firnrly
  4f4'
  and says, ,INe head for the River Celd and, hopefully,
  a greeling from mj' own people - Lhose few who
  remain in the lands upskeam. We will come back for
  you when the moon is new, hoping {or your safe
  return - and news of a triumph. If you are not
  waiting,'he pauses,'we will come once more, when
  the moon is new over the world. All our hopes ride
  with you'You leave and row for the shore; tum Lo
  45
  The touch of the honor transforms you instantly into
  a Plague Bearer yourself, doomed to wander in ZaBor's
  service lor evet transfomlng other poor wretches into
  diseased 
  wanderers. 
  Your adventure ends herel
  46
  The Dark Knight has a magnificent, magical, two-
  handed sword, which you can take and use. This gives
  a bonus of r to your Atta& Strength in all combalsi
  against any Dra8on 
  or againsl Zagor himself - it
  gives a bonus of 2 lo your Altack Strengthl Gain 2
  LucK poinLs for this find. Leaving this chambet you
  seL off north for the crystalline doors. Tum to 135.
  47
  As you sLride towards Lhe founlair; the hedge of
  thomy, hard-stemmed 
  plants shains forward to sLrike
  at youl If you are wearing metal armour (chain mail or
  plate mail), you suffer no damage from this, but if you
  are not wearing such armolrr you must deduct 2
  points from your srAMrr.ra through cuts and abrasions.
  
  a6
  If you are stjll aljve, you force a way through to the
  founbain. The waters of the founLain are clear and Dure.
  Drinling fiom il restores 4 points of sr^MrNA. layou
  have any empty glass bottles, you may fill them here,
  each full bottle will restore I Doints of lost STAMINA
  when you drink it, which you can do at any time
  except during combat. However the healing magic oi
  the water fades beyond this chamber; once you have
  cossed a stairway, the water will no longer be magical,
  and drinking it from a botde will not heal you Also,
  as you fum to leave; the formtain's waters run dry, so
  you cannot retum here for further healing draughts.
  As you leave, there's a door direclly opposite you as
  you look north; if you want to open it, havinS not
  done so before, lum to 196. If you want to male your
  way further weshvards lo the end of the long passage
  outside, turn to 557. If you want to search elsewhere,
  rumro3
  r'8
  The Mutanl is down, buL it isn't finished. As iL collapses
  backwards, ils huge belly writhes and squirms as
  flailing tentades become detached from its body and
  thrash wildly around on the floor. A deep rumbJing
  arises from the monster. What will you do? Will
  youl
  Run away as fast as you can? 
  T[Jn to J5
  Peform some action (drinldng a
  Potiorr etc.[ 
  Turn to ao1
  Carry on hiLting th€ monsler with a
  weapon? 
  Tum to 156
  49-50
  49
  Test your Skill- If you are successhrl you manage a
  bow shot which snags your rope round a draSon's jaw
  arch; a swift hrg tells you it will take your weight, so
  tum to 6g. If you fail, the rope is not attached securely
  and iL would be folly to climb it; lum to 1to and
  choose anolher way of gelting up to the platform.
  50
  You had better overcome this Plague Zombie swiftly;
  if if strikes you, you will contract a terrible malady
  indeedl
  PLAGUE ZOMBIE
  sKtLL 7
  STAMINA 6
  If you win, you can take the silver rin& it is a Ring of
  Truesight. allowing you to see through ceftain illusions
  (rnake a note of this paragraph number on your,4/Drr-
  ture Sheet. HoweveL if th€ Plague Zombie struck you
  even once, you now have Undead Plague. This mea.ns
  ihat you may yourself change into one of the Undead
  at any time. Each time you enter a room you haven't
  explored before you must roll two dice- If you roll a
  total of 1i or ea you will become hamformed, and
  your adventure will end in a fate literally worse than
  death Only a Healer or the use of Plague Antidote,
  wrll cure you of this. Now, you may leave this room
  or open one of the other caskets which you have as
  yeL left unexplored so will you:
  I-eave ard explore elsewhere? 
  Tum to 599
  Open the casket with lhe silver staff? Tum to 5o9
  Open th€ casket with the wooden box? Tum to 60
  
  5a-52
  5a
  Staks descend into the danl, unlit depths of the fetid
  dungeons that comprise the castle's jail. This area is
  your search here head ba& south to the end of the
  passageway to search elsewhere (turn to 557)- Other-
  wise, descending 
  the.stairs you can see three doors to
  fhe right and two more to the left. spaced along a
  seemingly 
  endless 
  paqsd8e 
  lhat stretches 
  dhead of you.
  Explore an area you haven'l entered before; will you
  oPen:
  The 6rsl door on your right? 
  Turn to 158
  The second door on your right? 
  Tum to 184
  The third door on your right? 
  Tum to 281
  Either of the left-hand doors? 
  Tum to 118
  52
  Standing in the middle of the main passage 
  of Lhe east
  wing, you can see six doors. TM/o larce doors in the
  north wdll both bear the symbols of dragon's heads,
  oPen:
  The door bo the west?
  The left-hand door in the north wall?
  The right-hand door in the north
  wall?
  The door with the waming sign?
  The other southem door?
  The door to the east?
  Tum to 7
  Tum to 95
  Tum to 545
  Tum to 22a
  'ffin to a57
  Tum to 156
  You must eat a meal during your lengthy search,
  opening the doors to a waren o( individual dormitory
  rooms ind livine chambers. 
  You don't fhd anything
  of value, but y-ou must Tesf your Skill- Il you are
  successiil, fum to aJ2. lf you fail, tum to t27
  s4
  A howling crescendo of magical force is whipped up
  inside the Throne Room! You regain 5 STAMINA
  points from the powerful vortex of magic within th€
  ioo-- You can see a treasure chest behind ZaSor's
  throne. If you want to oPen it. tum to 34o- [f you
  don t want to do thir tum to t46.
  
  55-56
  55
  -{s you are about to open this plain wooden doot you
  notice that it is just ajar and you hear Orcish squeals
  and a deep grunt coming from behind it PeekinS
  cautiously in, you see an Orc poking the poinL of a
  sharp wooden spear fhrough the bars of a small cage
  to torment the creature inside it- You ve never seen
  anything lke the imprisoned animal beforer it re-
  sembles 
  nothing so huch as an over-sized piglet, with
  iron plates along its back and legs. It has a thid! long
  pink snout which the hateful Orc is jabbing at The
  poor thing Brunls and whimpers in fear of the Orc lf
  you want to attack the Orc, tum to 6a- If you decide
  not [o, fum to 28o.
  s6
  In the markets and shops of the peaceable Lown of
  Sanctuary you can buy many things, but your most
  likely purchases may well be:
  Chain mail armour
  Longbow and arrows
  Crossttow and arrows
  PoLion of Stamina
  MagicRing
  Vial ofPlague Antrdote
  Empty glass bottle
  Rope (ro metres long)
  Flask of herbal liqueur
  Potion of Fire Resistance
  If you wear chain mail armour lhis does not add to
  your Attack Strength during combats, but it does
  7 Gold Pieces
  4 Gold Pieces
  4 Gold Pieces
  7 Gold Pieces
  j Gold Pieces
  6 Cold Pieces
  r Cold Piece
  1 Cold Piece
  j Gold Pieces
  5 Gold Pieces
  
  provide some protection against cetLain nazaros you
  may encolmter during your adventures. With either
  al-any lime, except during a combat. Once dnrnk. the
  eltecls o[ the latter last for the duratron of the ne\t
  combat in whi(h you are attacked by fire tsuch as
  uragon bre"th or a Frreball 
  spellr: durin8 this time,
  you can halve the srAMrNA loss such allacls do lo
  549
  and two ornate and very unusual playmS cards- Thelr
  backs are uppermost, and they bear a strange elliptical
  desigr - a snake swallowing its own tajl - in red on a
  black background. 
  If you ti'ant to tum over fhe first of
  these cards, turn to ry5. If you want to tum ov€r the
  second oi these cards, turn fo 245 If you would rather
  not turn over either of them, you can exPlore the
  cavem at the end of ihe passage 
  beyond, if you have
  nob already done so (tum to 1o), or return to fhe main
  cavem you enLered 
  by (turn fo 186)-
  5E
  You 6nd nothing of value in Lhe course o[ your
  thorough search (you must eat a meal), but you manage
  to cuL yorlr hand badly on some broken glass equiP-
  menti lose 2 STAMINA 
  Points, Do you now want to
  open the south door (turn to 56s) or make for the
  main passage 
  outsrde (hrm to 28o)?
  s9
  You move forward to altack. You must fight the
  thieves lwo at a tim€; once you have killed the first or
  
  Third THIEF
  SXILL 
  STAMINA
  76
  second thief, the third one u'ill step into his place to
  ffght you.
  6a-62,
  Seated round the table are many of King Kraal's
  nobles and courtiers - or their remains, to De more
  accurate. Silent, skeletal forms wiLh scraps of ruined
  robes and doublets form an eerie phalanx in the silent,
  dark vastness of the hall. In the north wal some
  serving hatches reveal a kitchen beyond which you
  guess, you will be able to enter through the first door
  along to the north in the passage outside the hall- The
  silverware here has long been ransacked, but you 6nd
  a pair of omately decorated pottery bowls which look
  valuable, so you take Lhem. The hall is large and the
  search takes Lime, so you musL eat a meal. There is an
  odd, disturbing atmosphere 
  about the dead here. You
  feel as iI something of their spirits may remain in this
  houbled place. lf you wish to spend a Magic Point
  trying to conLact any spirits here, tum to 16z. If you
  want lo set out for lhe kitchens, not having explored
  there already, tum to jg Obher'l,ise, 
  you leave and
  seardr elsewherq hrm to j76.
  62
  Ruby, ememld, sapphire, topaz 
  Rest! You place the
  gems in fhe depressiom in the given order: ruby first,
  6
  6
  7
  E
  lf you win, you use fhe keys on one of the bodies Lo
  open the chest, which contains : Gold Pieces and a
  small package of peppered cheese, wrapped in pale-
  green leaves (add z .to your Provisions). There is a
  lockpick here which you can use for opening Tower
  Chests If you do use fhis lockpick, yor.r are allowed to
  Tesf your Skill when opening Tower Chests and trying
  to avoid the traps in them (this saves LUCK points and
  so is very usefr:l!). You can also take the magical torch
  if you wish to do so, though you must spend r Magrc
  Point to be able to use it; the torcfi will cast a constart
  light for you in fufur€ whenever you wish it to do so
  (so it is equivalent to a lantem) Leaving this room,
  you can either head lor the crawlway thar goes wesr
  and then north, if you haven't been there before (turn
  to 355), or retum to the main caslle (tum to 5).
  6o
  You stumble and fall, banging your head on sfone;
  deduct 4 points from your suurre. If you are still
  alive, you pick up the body again and stagger on. Roll
  two dice and multiply the number rolled by ten; add
  tlus many seconds to the time elapsed (a Potion of
  Flying does not reduce [his time). You are so, so close
  now, but will you triuinph? Tum to r-4
  
  63
  emerald next, then sapphire, then topaz. The door to
  lhe Chamber of Meditation slides open silently Inside
  is an omate chair, stufu with cushions, which looks
  incredibly inviting. You can avail yourself of the magic
  of the Chamber of Meditation only once during your
  advenfr.rre. 
  Thrs can be noyr, jf you wish, or you can
  come here at any later time when you are in fhe Bronze
  Stride (when you retum to paragraph 
  4r to make a fresh
  choice of an area Lo explore) Afler spending an hour or
  so dozing comfortably in Lhe safeiy of the chair, you
  must ea[ a meal when you do, your Current sreurr.rr
  will refum to its 6rll, .h ial level! After you have reste4
  you should furn to 41 and explore elsewhere.
  63
  You manage to get haif-way up the rope when there
  is a sudden gust of wind from the vortex and you are
  shaken like a leaF in an auLumn gale Test Von Skill
  addrng r to the total rolled if you are wearing chain
  nail armour or.z if you are wearing plafe mail armour-
  If you are successful, you hang on for dear life. If you
  fail, you are flung to the ground below and must lose
  10 srAMrNA points! If you ar€ still alive, your rope
  has broken fiee and you must 6nd another way of
  ascending. 
  so will you:
  Use a Potion of Flying (if you have
  one)?
  Climb one of the rope-ladders?
  Enter the swirling vorte& hoping to
  be carried upwards?
  Turn to j64
  Trrl. to 272
  Tum to 53,4
  Decline to dirnb up, ard challenge
  the Dragon from where you are? Tum to f45
  61-4s
  64
  Leaving bhe barracks behind, you head southwards
  along the passageway. To your left is an onyx-inlaid
  doo4 if you haven't opened it before and wish to do
  so now, Lurn to 78. Ab the end of this passage 
  lies the
  Passage 
  of Hawks, with a door direcLly opposite the
  conidor you're walking along if you want to open
  that door, tum to 2Zj Otherwise, you tum east al the
  end of this southem passage and make for the mid-
  way point of the Passage 
  of Hawks, to choose some-
  where else to search; tum to 5.
  05
  There is a faded brass plaque on this door which reads
  faintly: 'PLEASE KNOCK BEFORE ENTERING'
  Below this is a brass door-knocker fashioned in lhe
  shape of a Pegasus' head, wiLh a lucky horseshoe
  nailed undemeath for good measurel You're not sure
  what to make of a.ll this - what if there are grlards or
  monsterc inside using this paraphemalia 
  as a trap? If
  you want to larock on lhe door, tum lo j84. If you
  
  65
  decide to open it wifhout knocking, turn to 90. If you
  prefer to search elsewhere, 
  lurn to 218.
  66
  Elranel can offer you Lhe following items:
  Potion of Stamrna 
  8 Gold Pieces
  Pohon of Luck 
  5 Gold Pieces
  Vial of Orcbane 
  5 Gold Pleces
  Scroli of the spell Fast Hands 
  4 Gold Preces
  Scroll of the spell Fireball 
  7 Gold Pieces
  Magic Ring 
  5 Gold Pieces
  'All an absolute bargain,' he says sadly. 'My wrves ano
  chrldren will surely sLarve to death if I'm forced to sell
  at these prjces. By all the gods and goddesses, 
  I'm too
  soft-hearted 
  a soul, huly I am' The Potion of Stamina,
  when drunk, restores lost srAMlNA equal lo half your
  Inilial s.ore (round fractions up) The Potion of Luck,
  when dnurl restores 1 j LosL LUcK polnts (roll one
  dice and round fractions up)- Eiiher Potion can be
  drunk at any time, except during a combat The
  Orcbane can be applied to any edged weapon (axe,
  sword or dagger) before you 6ght Orcs and, for the
  firsl six Attack Rounds, any hit you achieve wjll cause
  2 extra pojnts of srAMrNA (this damage t^'orks on any
  67
  type of Orc, including their chieftains, and Mubant
  Orcs too!) I( you decide to buy anything, adjust your
  Aloenture Sheel accordingly; 
  Elranel accepls either Gold
  Pieces or any valuable treasures 
  you have taken from
  Castle Argent (except for armour which is of no use
  to him). Next, if you want to buy some informahon,
  ium to 22. If you've compleLed your dealings wrth
  Elranel, tum to 259 lf you get greedy and attack him,
  in Lhe hope oi taking his excellent treasures, 
  tum Lo
  67
  You have entered the rooms of the Argent Knights,
  the elite defenders of the caslle This network of
  roorns, though very extensive, has been thoroughly
  pillaged by the Orcs. However, most of [he doors stil]
  bear bhe shield designs of the Argent Knights, together
  with their names lf you are Sallazar, lum to 595. If
  there is a specific knight whose name you know and
  whose room you want to find, tum to 1q. Otherwise,
  even making a search of a few rooms will be time
  consuming, 
  if you want to do lhis, tum to 159. If not,
  fum to 43 and explore elsewhere.
  
  5H9
  6a
  Behind the door, alone in a very long, narrow chamber,
  an old crone sits at a spinning wheel, absent'mindedly
  toying wibh strands of oddly shimmering silver lhread
  She is clad all in dusty,6lthy black, and there are
  cobwebs in her hair Her eyes are opaque, afflicted
  wiLh cataracts, 
  but she sees you - you have no doubt
  of that A black cat besrde her hisses as you enter lhe
  room is full of junk, bric )'brac, a iotal muddle of
  rubbish and dusty things you can hardly make out in
  the gloom. The hag cackles as you stand uncertainly n
  the doorway. 'Well, dearie, what is it you wanl with
  old, Grizzell, eh? Speak upl' If you want lo attack the
  hag, tum lo :9o. If you prefer to talk to her, turn to
  ro9. If you simply wanl to leave here, go back to the
  passage 
  and make for the iron door, tum to 255.
  69
  Thewily brute rubs a ring on his left hand and disappears,
  only Lo reappear a split second later, at the top of the
  tower, standing on the wooden platfon,rl Straining his
  muscles 
  and sinews, the huge monst€r is hying to wheel
  the ballista a huge, spear flrnging device around to
  face youl One strike from such a weapon would inflict
  enormous damage on you, perhaps even kill you
  outright Ifyouwant to flee, Groolwilllob a rock at you
  as you go; turn to j77 lf you want Lo continue fighhng,
  you have the following choices: you can fire a bow or
  catapult at Grool, or cast spells at hrm (bum to 95 to do
  either), make for the stone sfeps and try to climb up on to
  the platform (tum to ca), or use a Potion of Flying (if
  you have one) to reach the platform at once (turn to q2).
  
  7o
  You use the yall keys to enter a huge cell-bJock
  complex. Along a corridor stre[ching far into the
  distance scores of cells, each with ifs own locked door,
  are ranged on either side Checkmg them all will
  clearly take a Iong time. If you want Lo search a
  raLher search somewhere 
  else, tum to 51
  a complex symbol and it suggests that a powerrur
  wizard must have inscribed it. If you want to smash
  down thrs door, tum to 255. If you want to use an
  Open spell, turn to a9 If you don't want to risk the
  effects of the trap, ium to 5 and search elsewhere-
  Looking south along this passageway, 
  you can see a
  73"71
  casile level, Lo explore an area you haven'L entered
  yet, tum to J,99 If you want fo retum east to the mid-
  way pomt of the Passage 
  of Hawks, tum to 5. If you
  decide lo press on wesLwards, you can open Lhe
  south-facing 
  door (tum to 225) or stride out alonS the
  nor[hem passage opposite it, if you have nol been
  there beiore (tum fo 585)
  Opening a door with axe-blows eiched deep mto the
  rvood, you find yourself in the old Hall of Dwarfs of
  thc Castle, where an elte phalanx of dwarfish warriors
  once sefted the kings The Orcs have trashed bhis
  room very thoroughly; littered bones around the floor
  and skeletons sLrspended 
  from the oak ceiling beams
  show what happened to the Dwarfs here TesL yolar
  Spot Skill (f you are Stubble, you must add r to the
  total rolledr you are so furious at what you see here
  that it isn'f easy to concentrate) If you are successful,
  turn to 122 If you fail you leave this room; you can
  head along either the westem passage 
  oulside (turn to
  l99r or lhe northem pds\age 
  {lum to rf9).
  74
  Now you are face to face wth the greatest threat
  Amarillia has ever knownl There will be no rrercy, ncr
  surrenderi 
  it's you or Lhe Demon thing. Magrcal forces
  whrrl around in the Great Tower and dispel any Magic
  Screen spells (both yours and ht, ihis is a stmight
  68ht to the finish. Each Attack Round, you musL
  decide how you plan to attack the Zagor-Demon (by
  weapon, by spell, with acid if you have it, elc) You
  
  74
  cannot drink any PoLions or eat Provisions (though, if
  you have been taught how, you may be able Lo cast a
  certain form of healing spell upon yourself) Then
  work out Atlack Slrengths ior yourself and Zagor for
  each Aitack Round. The sraurre score shown below
  for Zagor is his basic srAMlNA score; you should
  adjust this for the number of Silver Daggers you
  possess, 
  any damage you may have done to Zagor by
  atiacks from a distance (using acid, etc ), and whefher
  Zagor gained any extra srAMrNA points while you
  were ascending 
  the steps
  ZAGOR-DEMON
  SXILL 16
  t5
  poinls without killing it, tum to 254 If you defeal fhe
  Zagor-Demon, Lurn to 54.
  Explore ruins to the west?
  Explore mins to the east?
  Head straight for Castle Argent?
  You should also consult the table below, which shows
  the attacks the Zagor-Demon will use, and lhe damage
  they will do lf he hrrs you
  Attack aw1 Damage
  Thunderbolt spell. you lose 7
  STAMTNA pornts
  Fireball spell; you lose 5 suvrNr.
  pomts
  Life Drain spell: drains r point
  from your srrrr and z points
  6om your srnlrrrl
  Poisoned 
  dagger;you 
  lose r point
  liom your srrvIw.,g plus -z
  extra srAMrNA 
  points due lo
  polson
  Taloned 
  fisi:you lose.z srr.vrNr.
  polnts
  You stand on the shoreline of Tower Island. Before
  you is a long, straight sfone road leading up to the
  gates of Castle Argent itself, but on either side of that
  road are many ruined buildings, razed by Orcs and
  Zombies in the war against the Bone Demon. In the
  shattered nxns, little or nothing of any valu€ or use to
  you is likely to be left after the destruction here There
  may be some remnanLs 
  of the Demon's armies here,
  scrounging what they can. However, if you wanf to
  explore the ruins, you may do so. Will you now:
  Tum to 169
  Tum to 33a
  Tum to 192
  1st
  znd
  .lrd
  4th and jfh
  oth onwards
  lf you reduce the Zagor Demon to 2 or fev\ er s r AMrNA
  
  76-r7
  76
  The huge body explodes, splashing you with acid as
  you run lke one possessed through the dooiway.
  Deduci 4 poinh from your srewrNei Jf yorire strll
  alive, the room you just l€ft 
  when you dare to look
  back 
  is covered in slime and acid, and everything
  inside it is drssolving as the room iills with acrid
  smoke; you will not be able to find anyLhing of use
  here now You set off for the main passage to search
  elsewhere; fum to 28o
  77
  You force open lhe door and peer along a lururel that
  is lit by the dlm glow of distant flames Aiter some
  fifty mctres you come to a great chasm whrch drops
  info fiery depths below These are fhc Heartfires, a
  source o[ great magicaL energres oncc used by thc
  king's wrzards in Castle Argent. On lhe far side of the
  chasm is a broad, low roofed cavem sirewn with
  boulders; lcadng across to Lhat cavem is a frail-looking
  rope bndge with a wooden plaLform. Examining it,
  you see that a metal winch apparatus is used fo move
  the platform, with ropes used lo pull the traveller from
  one side of Lhe chasm io the other Obviously the
  rop€ bridge must be fire-resistanL 
  or it would not still
  be here However, the winch is rusted and seems to be
  jammed If you can and wjsh Lo use a lump spell lo
  cross here, tum to 295 Altematively, you could oil
  the winch using lantem oiL so Lhat the pLatform could
  be use.l to ferry you across (if you do this, but you
  have no spare lanLern oil, you will not be able Lo use
  your lantem in dark areas unless you get some more
  7A
  orl to replenish it) If you want to do this, turn to 295
  I[ you wanl to ta]e a run-up and make a hcroic leap
  aooss Lhe chasm, which is some six melres wide at its
  narrowest point, tum to 1j6 If you decide not to
  cross the chasm, tum Lo 357 to explore elsewhere.
  ta
  The first thing you notice in thrs chamber is the set of
  interlocking cJrcles 
  drawn on the floor, next, fhe many
  blue and yellow wall-hangrngs and a pair of huge,
  gilded copper urns set in the comers o[ its east wa]l
  To the north, there is a doorway;ust round the comer
  from you t he ail here is heady wrth a strarlge, musky
  perfume Within the central circle of the magical set,
  somethin8 is beSifling Lo materialize 
  rn the air as a faint
  shimmering IL grows stronger, denser, higher, as you
  watch it, forming into a whirlwind hke vortex several
  metres tall tfyou decrde to fl€e, turn to 97.Ifyoq choose
  to stay, you can perform two actions (such as eating some
  provisrons, 
  drinking a Potion, casting a spell, etc.)before
  whalever it is that is maferjalizing 
  here is fully formed
  Decide which two actions to iake. If you want to spend
  one action trying to open thc door to the north, tum Lo
  45 Otherwise, ready yours€lf io 6ghl and tufn io 19o
  
  ,9-ao
  ,9
  Opening the door will release 
  an ingenious mechanical
  trap which threatens to decapiLate 
  you with its slicinS
  blades!You can bypass the trap if you have a lockpick,
  if you use an Open spell, or if you have a thief
  hireling with you. If you car use any of these means,
  tum to jo7. If you carurot, Lhen you must either open
  the door and risk suffering the damage the Lrap may
  do to you (tum to 46) or decide to leave this door
  unopened and explore elsewhere 
  (turn to 52).
  EPa2
  81
  'There's ar Orc-slaying sword around here somewhere,
  used to b€ used by one of the knights I thinl it's
  pretty close to here, only a couple of rooms away. IL
  can be used by anyone, I think.' If you are Anvar, turn
  to 257 If you are Braxus, tuJn to 511 OLherwise,
  82
  The monstrousLy 
  bloated figure of Thulu the chreftain
  rises ursLeadiLy 
  from its throne- It looks down at you
  unbelievingly, then howls in fury and screams 
  abuse aL
  you Frothing at the mouth, the nonster whirls its
  mighty axe around in a cirde, its arms ardhands shaking
  uncontrollably. 
  Fortunately for yoLr, the monster Lakes 
  a
  while to get itseliback urder controlbefore rt can attack
  you. This gives you time [o perform fwo free actions,
  such as drinking a Poiion or herbal liqLreur, 
  casling a spell,
  etc. (butnot any free attacks by weapon or by spell, since
  lhese will make Thulu fight at once). Decide what these
  actions will be, and then you must fight for your life
  8o
  You open the casket gently, whisperng the hope that
  the priest rs resfing well rn dealh, and you take the
  wooden box from his 6ngers. A feeling of peacefulness
  comes over yoLr, you feel refreshed. 
  Regain 2 sTAMIN^
  points and r LUCK 
  poini. The box itself feels as i[ in
  some way iL mighl heLp you regain lost slrength and
  vrtalty, and you open iL lo find iour gems inside, a
  sapphrre, a topaz, an emerald and a ruby. Now will
  you:
  Leave and explore elsewhere? 
  Turn to j99
  Open lhe casket wrth the silver staff? Turn to jo9
  Open the casket with the silver ring? Tum to 285
  THULU
  srrLL 9
  It you win, tum to u5.
  STAMINA 17
  
  A5
  Az
  Mungus the iarler was condemned to be fed to bhe
  War Dragons, years ago, for incompetence, 
  whaL was
  left of him afterwards was stilched together by some
  demented wizard, using the body parts from equally
  powerful and evil creatues. Mungus is the size of a
  half-Ogre, more or less, well over lwo mehes tall and
  nearly as broad Livid, purple bnrising runs along the
  stitching lines of his forearms and round his ne& and
  the mdead monster hefts a huge maul in his shovel-
  sized hands. Mungus may be slow and lacking in
  combat skill, bub he is very powerful and strong (if he
  hits yorl you must deduct j poinLs from your sTAMINA
  rather than the usual z) and very hard to destroy.
  MUNCUS
  sKrLL 7
  STAMINA 19
  If you win, you search the jailer's room; in a wooden
  chest you find 6 Gold Pieces and a suil of magical
  chain mail! Wearing Lhis adds r to your Atlack
  StrengLh. Gain 1 LUCK poinL for this valuable ffnd
  (r:nless 
  you are Sallazar, 
  who cannot wear this armour)
  If you can find a merchant to sell this chain mail lo, he
  will pay you 12 Coid Pieces for it You also find six
  large iron spikes which you hope wrll come in useful.
  If you wish to leave the jails now, you head south
  along the passageway ouLside to explore elsewhere
  (tum to :sz). If you want lo explore the jails ftulher,
  will you:
  Open the door to your right? 
  Tum to 28a
  Open the door to your left? 
  Tum to r58
  Open either of the doors facing you? Tum [o aa8
  
  a4-85
  A4
  You hear Orcish voices in Lhe distance, ard they are
  geiting louder! Frantically you look around for some
  way oul of the trap. If you have at ieast 1 MaSrc Point
  left, you mLrst spend it now as you strain all your
  senses and intuitron to search for some means of
  escape; 
  fum to jo5 lf you do not have a Ma8lc Poinl,
  tum to j55
  .E5
  Make a note ihat, when you have taken 5oo seconds
  or longer on your joumey, you must note down the
  number of your paragraph Lhen turn at once to 219
  Fot now, you carry the body down the steps and
  through the arch to the beam of lighf, whrch deposits
  you on the Dragon's stone platform. This tak€s 50
  seconds, 
  Turn to 16a-
  a6
  As you make your way along th€ passage on hands
  and knees, little srde doors open half-way along and
  from each doorway a liny, implike ceature armed
  with a long skewering pin stabs at you! You can't back
  ouL and you are forced to ffght. If you are Anvat you
  must deduct 4 from your Attd( k Skength here rbeing
  big. you Find it hard to move around in this cramped
  passagel). 
  If you are Braxus, you must deduct J from
  your Attack Streng[h here Ii you are Sallazar, you
  must deduct 2 from your Attack Strength here If you
  are Stubble, you can fight normally. Finally, if you are
  wearing plafe mail armour, jts bulk is a disadvanLage
  a7
  here and you musf deduct r further point ftorn your
  Altack StrengLh. The spells Fireball or ThunderbolL
  cannol be used here because the area is so cramped.
  Fight the lmps togethe4 they are small, and a succeisful
  hit irom one of them will cause you to lose only r
  point from your sT,aMrNA
  sK'LL 
  STAMINA
  If you wiry you marage to reach the charnber beyond
  the crawlway. Within the chamber is a Tower Chest.
  Taking iLs contents, you retum to the main north
  secret passage 
  and contrnue northwards; tum to z7r
  E7
  'll's Elranel Blurcloakl Blimey, 'e's the one woL got into
  the arboretum and nicked the Chancellor's green
  shootsl' the young thief bturts out.
  The Elf grins modestly. 'Very nice maSical plants they
  were, too. Traded lhem for a good few gold, I can tell
  you- That is, if you are planning to talk to me rather
  than attempt any violence.' If you want to lalk to this
  strange Elf, tum to 9 (unless you are Str.rbble, 
  in which
  case tum to 515) lf you want to fight him - he does
  have a sack of treasure, after all - hun to 152.
  First CASTLE IMP
  Second 
  CASTLE IMP
  
  86-9o
  88
  The Orc turns to m€et you as you move rn to altack
  Its wooden spear is a poor weapon so, if it stnkes you,
  you will lose only r point from your srAMrNA
  oRc
  SKILL 6
  9a-92
  Plains of Cabaal, standing before a veritable keasure-
  trove - you can see armour, Food, weapons and morel
  If you decide to attack him, turn to 267 If you want
  to ask what he has for sale, tum Lo 194, but you must
  make a nole lhat, because of yotf rudeness in iust
  walking straight in, the merchant will charge you r
  Cold Piece extra for every item shown as costing 4
  Cold Pieces or more-
  9a
  You enter a short hallway which is bare of any
  decoration and which has a srngle door at its northem
  end You stride ahead and Lhrow ,t open: you find
  yourseif standing in a broad and almost endl€ss corri
  dor 
  and the door behind you slams shul! You will
  not be able to open it now, either by magic or by
  force Tum it to ,{1.
  92
  Standing at the crossroads, 
  you see that the passage-
  way going east has no doors. To the north, there n
  one door on either side of the passageway, 
  which
  terminaLes 
  in another east-wesl passage To the south,
  there are two doors in the east side of Lhe passage,
  which Lhen tums westwards, back to the area where
  you entered this castle level. If you want to retum
  south and west to where you have entered this castle
  level, tum Lo 599. To the west, the Passage 
  of Hawks
  continues for some distance; if you want lo head this
  way, Lurn to 5. Otherwise, you must oPen a door you
  haven'L opened before; will this be:
  I[ you wrn, you open the cag€ to free the whimp€ring
  pdsoner It rubs rts snout against your ieg happily and
  makes a soft noise almost like the purring of a cal
  Then it grves out a more distressed 
  noise, whrch mlher
  alams yow olher Orcs could hear it, and they may
  noL be as easy to kill as lhe one you have just
  despatched Tryrng to hush the creature jusl makes it
  noisier- You guess that it may be hungry, buL rt tums
  ih snout up at an offer of Provisions. If you have
  some iron spikes, tum to j74 If you haven't any of
  these, tum Lo f58
  89
  An Open spell here will remove only one of the three
  parts of fhe magical symbol You need two spells to
  remove two elements, and three spells to rcmove the
  complex glyph enLirely Decide now which elemenLs
  (web, circle, hiangle) you wanl to remove, then tum
  to aE2
  90
  'lt's exhemely rude to come callng withoul ffrst knock-
  ing on the doorl'Lhe occupant of the chamber yells at
  you as you stride in You're astonished 
  to encounLer 
  a
  white-haired old man, in flowrng brou'n and cinnamon
  robes which surely mark him ouL as being from lhe
  
  93-95
  Ether of the doors to the north? 
  Tum to jE9
  The filst door to the south? 
  Tum to 55j
  The second door to the south? 
  Tum to Zj
  93
  Compute Attack Strengths as normal. lf you have the
  higher Attack Strength Zagor Toses 
  z srAMrNA poinLs.
  If he has the higher Atta& Strength, his spell drains r
  point from your Cunent sKrLL and 2 points from your
  Current sraMrNlv and your Arrow misses him. Turn
  Lo 299 [o d€cide a course of action for the next Attack
  Ror.rnd.
  94
  Renstar, I iust want to talL you begfi but the Dark
  EII'S face contorts in utter fury; a mixfure of habe and
  fear plays across his features. l(ou are an ally of
  RemstarJ' he scteains. 'l keep his sfiade at bay and he
  sends an assassin 
  to slay me!' The Dark Elf completes
  his spell-casting 
  and s€nds a ball of fue llying across
  lhe room at you. DeducL 4 poinLs fiom your STAMINAI
  lf you are still alive, you can either light (tum to 25iE)
  or flee (tun to 198).
  Behind this door with the Dragon sl.rnbol on it, walJs
  have been knocked down to create a huge single
  chamber. It is filled with desiccated and shrivelled,
  egg-like objects, but they are grotesquely large. The
  equally shrivelled shapes of baby Dragons irside the
  eggs show what they once were, You have entered
  947
  one of the Bone Demon's old War Dragon hatdreries!
  It look as if everything here perished and withered
  years ago, but, if you want to explore this massive
  are4 tum Lo j25. lf you would rather search elsewhere
  in fhe east wing, tum to 52.
  96
  You have two Altack Rounds to finish Grool off
  before he succeeds 
  in getting the ballista fuing at you.
  These are fiee attacks; he is still wheeling the machine
  into place. If you kilJ the Ogre, tum to r5a. If you do
  not, he will ffre a five-metre long spear straight at you;
  TesL 
  Grool's Skill. lI he is success6J, 
  h€ hits you, lose 10
  srAMtNA points! If he fails. the huge spear misses you
  - iust. You ve got to flee (tum to 57), make a run for
  the stone steps (tum to 1rj), or use a Potion of Fb/in&
  if you can, to get to Grcol (tum to r7r).
  97
  Standing in the middle of this passageway, 
  you should
  open a door you haven t tried before, or altematively
  yoLr should rehrm souLh and east to the mid-poinl of
  the Passage 
  of Hawks, if you've searched this whole
  area. So, will you:
  Open Lhe onyx-runed door? 
  Tum !o 78
  Open the door with the shield inlay? Tum to 259
  Open the door to the soutll opposite
  this passage? 
  Tun to 2tji
  March off south, then east, along the
  Passage 
  ofHawks? 
  Turn to5
  
  9a-99
  9a
  Shorlly after dawn, when you are stretching your legs
  on the deck, there is a sudden chuming of the seas on
  the starboard side of lhe vessel- You draw your
  weapon buL, jusl as you are lookrng over Lhe side of
  the ship, the true danger swoops down from the
  foggy skies above A greaL white reptil€, many metres
  long, with ragged-edged, 
  horny claws, a great mouth
  and a spiny, barbed tail is heading straight for you
  You are surpnsed, and the monster's claws kno& you
  down, deduct j poinLs from your sravrre. Now you
  must 6ght for your lifel
  FOC WYVERN
  SKILL IO
  If you win, the captain ard crew help you to your feeL
  and bring food and healing draughts of a herbal brew
  to you (reslore youi sTAMINA to its lnifial levet) as
  other men begin the work of getting the huge reptilet
  carcass off the deck. Carannus looks unhappily at the
  monsler ThaLs not a natura-l 
  monster.' he say<. I
  know these Wyvems, and that tail's malformed. Look
  at that crooked law and lhe way the bones of the
  spine protrude through its back. There's some bad
  magic at work here.' The Centaur's eyes harden and he
  turns lo help his men fhrow the carcass into the sea.
  Tum Lo 44.
  99
  The chamber of the Hellhom guards is nothing more
  fhan a befouled, hideous abatforr' gnay/ed bones and
  chunl<s of rotted flesh lie everywhere. Forcing back
  your disgusl, you search for anythrng that may be oI
  
  value to you when, lo and behold, you find a small
  copper um lvhich has a secret compartment in the
  botlom - containing 2 Magic Ringsl Cain 1 LUCK
  point, but there is nothing else here you might wish to
  take. There is, however, a door at Lhe western end o[
  the north wall here; ii is unmarked and quite ordinary
  in appearance, 
  but who knows what kind of horror
  may be a neighbour to the Hellhorns? If you wanL to
  open it, turn lo 68. If you prefer to leave and go north
  tc the greal wrought iron door, fum io r97
  100
  The bedraggled thieves are very glad that you don't
  rvant to hght them; they have a hard enough lime just
  surviving, stealing enough food to keep them alive
  and staying away from the Orcs and Zombies of the
  castle The thieves wam you of the Castle Imps: they
  have a lair to the wesl of the thieves'hideout. On the
  main floor above, they tell you that a feast hall and
  kitchens lie due west of the double doors at the end oi
  the entrancc hall, and that north of that area rs a
  smithy and an armourer's West oF the library, there
  are a wizard's chambers and a skange indoor Sard€n
  with a small magical fountain. At the end of Lhe north
  passageway, 
  opposiie the wizard's chambers, 
  there is a
  crazy merchant, Cohstune, from whom the threves
  sometimes buy iood in retum for purloined valuables
  North of fhe indoor garden, in turn, there is a temple
  which is guarded by undead monsters To get to the
  nexi floor of the castle. you leave Lhe Lbrary and head
  west and then norfh to a guardroom with a west-
  facing door; a north-facing door there leads down to
  the jail dungeon (they shiver at the mention of this).
  Finally, the youngest of the thi€v€s boldly offers to
  accompany you a little turther into the castle, hoping
  thereby lo gel some extra food or equipment for
  himself and his impovedshed lriends If you want to
  consider hiring him, tum lo 160 If you want to leave
  and take the crawlway to the west, having nof done
  so before, fum to 355. If you want to retum to the
  main castle, turn to j
  aoa
  The huge body explodes and splashes 
  you wilh acid;
  deducl 6 points from your srevrn,rl If you're still
  alive, the room is covered in slime and acid, and
  everything in it is dissolvlng as fhe room fills with
  acrid smoke. You will not be able to find anything o[
  use there now. You head for the main passage to
  search elsewhere; 
  fum to:8o
  
  102
  TesL your Luck If you are Lucky, you lose only 1
  srAMINa point from the fall, surely Lhe heavens have
  smiled upon your Gain z LUCK pornts If you are
  Unlucky, Iose 6 sTAMINA points - but even that is
  better than )ou might hare expecled. 
  \o 8ain I IUcK
  point anyway You take another 3o seconds to get
  lhrough the Dragon's chamber. 
  To head onwards, tum
  to 286
  ao5
  There is a trrpwire trap behind the doors, but fortu-
  naLely you see iL and step over safely. You now stand
  in bhe great entrance hall of Castle Argent Flanking
  the long walls here are pennants and shields of the
  provinces of Amarillia, but many have been defaced or
  broken and flung to the stony floor Inegularly placed
  wall-torches bum dimly and provide a low light,
  enough kr see by, but they also suggest there must be
  living creatures 
  herein, and ihis spells danger- There rs
  a door to either side of this enLrance, 
  and from behind
  one of thcm you can make out the grunts and guttual
  speech oi Orcsl They will surely be simple guards,
  rvith no gold or items of value, so it's pointless
  wasting your strength on them. You edgc forward as
  quietly as you can Before yoq there is a small door to
  your left and one Lo your righL, and a
  doors dircctly ahead Will you now open-
  Thc right-hand door?
  The left-hand door?
  The large doors ahead?
  pair of larger
  Tum to zo
  fum !o 318
  Tum to 376
  ao4
  Test your Skill, addtng 3 to the number rolled (the litLle
  beast is very, very fast) If you are successful, 
  tum to
  19j. If you fail, hlm to 153
  ao5
  Tesl your Luck whlle forcing this door open. If you are
  Lucky, you open the door safely. If you are Unlucky,
  you trigSer a vicious poisoned dari trap and must
  deduct 4 points {rom your srAMrNA The spartan and
  barely fumished room beyond is lhat of the castle's
  old masLer 
  armouret and the trap used to deter cor-
  wardly Orcish soldiery hom enLering. 
  You find inlact
  a suit of chain mail armourr this gjves no Attack
  Strength bonuses, 
  but there may be Limes when it will
  be usefll to youl Leaving here, you can make for bhe
  door further along lhis easfem passage, 
  if you haven't
  done so before (tum to :69), or else retrace your sleps
  south and search elsewhere 
  (turn to 575).
  ao6
  You gather r5 Gold Pieces and a faL lot of use bhey
  are to you when you're about to confront Zagor! Turn
  lo 262,
  A
  
  I
  ao7
  You push open a nckety door vvilh Oicish SraJfiti
  daubed in blood round the door frame and a wretched
  scene unfolds before your eyes. In a once-pleasant
  guest-chamber 
  everything has been vandalized and
  daubed with long dried blood and filth. You see a
  couple of broken skeleions Lhe size of Dwarfs among
  the wreckage; 
  in a leather pouch on one of the dwarven
  skeletons is a shrivelled piece of parchment Unfolding
  it carefully, you find that the script is in the dwarfish
  tonSler you cannot read this unless you are Stubble or
  Sallazar (Sallazar 
  musL spend 1 Magrc Point to decode
  it by magical means) Ii you cannot read the wrjling,
  you must search elsewhere, turn Lo 2a8. If you can
  read Lhe writing, tum to ,,j.
  108
  'Hmm. Well, of course, they've appeared here just
  recenLly. I've only been able Lo geL at one myself'
  Elranel flourishes a Silver Dagger; f you want lo
  buy this, ii will cost you 6 Gold Piecesl Whether
  you buy or noL Elranel continues: There's certainly
  one in the treasury behrnd the Throne Room, and
  Grool, Lhe monstrous Ogre in the east wing, he has
  one too. I believe there is one in the wesl wing,
  guarded by the greatest of Lhe Hellhoms - vile
  things, they are. Beware their whips and pojsonl'
  Retum to 22.
  ao9
  The hag isn't interested in any sort of parleying or
  small talk. She is interested in whelher you have any
  Polions, however; she can use Lhese to wet lhe spindle
  she works at, and they help her create her dark magic.
  lf you are prepared Lo Sive up any Potions, she will
  glve you the followin8 in exchange (one item per
  Poiion); a Magic Ring, a vial of Plague Antidote, or a
  sooll containing a Magic Screen spell If you rvant
  to trade with the hag, amend yow Adoenture Sheet
  accordingly then leave and head for the great iron
  door fo the north; tum to r97 II you don'l want to
  irade, or tf you hav€ no Potions to frade w'[h, furn
  to 2,tt
  110
  Un[orturately, the runes were specifically set to be
  activated by any spell casi at Lhe door. They explode
  in a white-hot a.c of electrical energy. Deducf 4 points
  from your srevrre - or o points if you are wearing
  metal armour, since this conducts the electricity into
  your bodyl From behind the door you can hear some-
  one or sorneLhing scrabbling and screaming LhtreaLs
  You have no time to eat some provisions or drink a
  PoLion here, so m your weakened state you may well
  choose to flee, retuminS wesL and south (turn to j76).
  If you decide to throw the door open and confronL
  whaL lies behrnd rl, tum lo Jj9
  aaa
  You stand iooking up and down Lhe long east-west
  Passage 
  of Hawks, with several doors and passages
  leading from it. You decide bo male {or the mrd-way
  point of the passage and take careful stock of every-
  thing you can see. Turn to 5
  
  at2
  Opening the dooa you 6nd yourself in a
  room with another silvered door rn the
  Standing in the middle of room, carrying a sack, is a
  leather clad Elf. He's tall and slim, and he reacts swftly
  to your prcsence, drawing a long dagger dripping
  wrth an oily green liquid He has a strange, crooked
  smile, and a livid red scar runs down the right side of
  his face. He wears a plarn grey cloak which shimmers
  oddly and, as you look at him, it seems as if his body
  is swimrning rn and out of focus. If you have a thief
  hireling with you, tum Lo 82. If you haven't, turn to
  aaJ
  If you have already opened the east door here, you
  know thal lhere is nothing there for you now, so you
  march on fo the systalline doors to the nort\ tum to
  r35. If you have not opened the eastem door before,
  tum to a65.
  414
  The wizard-ghost will casl a spell from his fiery hands
  in each of the firsl two Attack Rounds. If he has the
  higher Attack Strength, the power of his spell will
  make you lose 4 points of sr^MINA. If you have the
  higher Attack Strength, his spelJ is deflected and you
  suffer no damage. fiereafter, he ffghts by touching
  you with his numb, chilling hands and yor: will lose z
  si^MlN^ points each time he strikes you.
  ransacked
  west wall.
  WIZARD-GHOST 
  sxrll 9
  
  If you win, you can search the skange cavem. You
  find a Tower Chest and in a leather pouch you ffnd 5
  Gold Pieces and two omate and very unusual playrng
  erds. Thar backs are uppermost. and they bear a
  sbange elliptical design - a snake swallowing its own
  tail - in red on a b)ack background. If you want to
  tum over the first of these cards, tum to t47.If you
  wanL to fum over the second card, tum to 245. If you
  prefer not to examine either, you can leave and explore
  the cavem at the end of the passage beyond if you
  have nol already done so (tum to ro) or head back lo
  lhe main cavern (tum to 186).
  145
  Did you cast a Magic Sseen sPell before entering
  Zagcx s -fowefl lf you did not, Zagols spell drains r
  point Fom your Current srtll and 2 Points fiom your
  Current sr^MlN,rr tum to 299 to decide what to do in
  the next Attack Round. If you did cast this spell before
  entering, yor.r spell and Zagor's cancelled 
  each other's
  out; fum to 51
  1a5
  The slimy trail oI the Corpse Lizard heads north
  outside hhe doors to the kitchens and leads to bhe
  point at which the passage tums eart. There is only
  one door along this Passage 
  and it is on your left -
  but the slime trail go€s in a skaight line to the md of
  dre passage and stops at the walll There must be a
  secret door here, and indeed you 6nd one, flush with
  the end of the passage. However, since lizards aren'l
  usually able to close doors behind them, this suggests
  aarraE
  that something - or someone - intelligmt must have
  despatched the lizard and closed the door behind it.
  Opening the secret door may well lead you to a srnart
  and probably powerfirl enemy. If you decide to open
  the secret door, tum to r7r- If you prefer to search
  elsewherq you head back west and south; tum to 376.
  aa7
  Convert the name of lhe knight into a number using
  the code A = a, B = 2,6 = 3 and so on. Add the
  numbers together, multiply the total by si;c then tum
  to the paragraph with lhat nuhbff (if the lcighfs
  name isnL the fust word you read, you are incoEect
  and you must tum to r59).
  7.a6
  The two doors here are very sfurdrly constructed of iron-
  shod darkwood and have heavy locks, You cannot batter
  
  them down, and an Open spell will not get you past
  lhem; they have been enchanled fo resist such magrc.
  You can only open themwrth a sel of jailer's keys.Ifyou
  possess 
  such a set ofkeys, you know how many are in the
  bunch If you want to open the first door along, tum to
  the paragraph with lhe sarne number as the number of
  keys you have. If you want to open the second door
  along, multiply the number of keys by three, then tum to
  lhe paragraph 
  wiLh that number.Ifyou do not have any
  jailer's keys, turn to 5r and search elsewhere
  aag
  If you spend 1 Magic Point, you can use this fluid to
  create a Potion of Fire Resistance 
  You will be able to
  dnnk thrs at any time, except during combat. The effecls
  of the Potron lasl for one combat You can halve lhe
  damage of any hery attack Dragon breath or magic
  such as a Fireball spell during this combat (rounding
  fraclions up). Now tum to 5z to explore elsewhere 
  in
  the east wing, or tum to 7 to retum to the Bronze SLride.
  420
  Flowing chevrons bursL from the staff and fly as
  deadly magical arrowheads towards the Champion,
  impaling him on a stnng of magical barbs! He loses 8
  srAMrNA pointsl ReLum Lo 2jJ to continue the 6ght,
  amending the Champion's srAMrNA score accordingly
  a2a
  There is only one way to reach Zagor from here: enter the
  white light beam. Stepping into the beam, you are hfted
  rlpwards and are able to step out on to a circular ledge
  where Lhere 
  is a door inscribedwith a huge letterZbefore
  you. If you have a Ring of Truesighl, you know the
  number of the paragraph where you for.rnd iq multlply
  thaL number by seven, then tum to the paragraph wibh
  thaL number.Ifyou do not have Lhis ring, all you can do ls
  open the door here, but you had better mre every
  possible 
  precaution 
  before entering- Male use of every
  thing you have; there is but one enemy left. If you want
  to usean Open spellto open the doorhere, tum'to 3r1if
  you just want to open the door normally, turn to
  Jo4
  You 6nd a panel in the east wall which is not quite
  flush with the marn stonework: a secrel doorl II you
  want to open rl, tum to a64 If you decide noc co, you
  leave and can follow either the west passage (tum to
  399) or the norlh passage 
  (tum to r59).
  Rushing to the stone stepr you will be able to evade
  the ballista, since the Ogre can't point rl al you
  However, now he will Lry to drop rocks on your head
  from a pile on the top of the platform Il will fake
  three Attack Rounds for you to get to the top of the
  stone steps (four Attack Rounds if you are Stubble). In
  each Attack Round yoa must Test Grcol's 5/cil4 rf he is
  successftrl, 
  he catches you wilh a rock and you must
  lose z sreurre points If he fails, Lhe rock sails
  harmlessly past your head. You have no time Lo do
  anything except race up the sleps, bul, rf you are still
  alve after Groofs rock hurling exploits, tum to r7z.
  
  424
  The black shield looks forbrdding, even with the
  symbol of the warrn sun on ib as you push open the
  dooa you find a mighly enemy ready and waiting
  Clad in black plate mail with the rdentical rmage of the
  sun on hrs breastplate, 
  the creature Lhat was once the
  Crand Templar of the kings court rajses a huge,
  demonic axe lo fight you. His mind destroyed by
  magic and now become a pawn of the Demon, lhe
  Templar has changed rnto a Chaos Champion, and you
  l'ill nol be able to rrur from him. When the Chaos
  Champion wins an Altack Romd, you must roll one
  dice: if you roll a 6, his demonic axe has caused you
  special damage, in addton to losing the normal z
  points from your srAMrNA. Roll again, on the table
  below. fo defermine 
  nhat lhat exrra damage 
  ir.
  CHAOS CHAMPION 
  srlrr ro 
  STAMINA 
  15
  Dict Roll
  3
  4
  5
  6
  Ertra Danage
  You lose l extra srAMrNA poinL
  You lose r sral.rrre pojJ:.t fuom Inifial
  You lose 1 sKrLL point lrom Irilial
  You lose r Magic Pointfrom lnitial
  Frenzyl (see below)
  If lhe Chaos Champion goes into a frenzy, he loses j
  srAMrNA points hrmself, but you must lose Lwo dice
  worth of sr,lvrr-l pointsl lf yoLr manage to overcome
  lhis terrrfying enemy, tum to 572
  
  The body of the hideous chieftain lies aL your feel
  You have triumphed; garn 1 LUCK point. A great
  reward is surely yours 
  somewherel You find some
  scraps of edibie food on the banquetrng lable in this
  place, though almost everyLhing here is rotLen (add j
  to your Provisions) Looking around and rgnoring the
  pathetic arrd mindless mrnrons since Lhey offer no
  threat to yorl you obs€rve four doors in the chamber.
  three are along the north wall, and one is in the north
  comer of the west wall- Wrll you open:
  The door in the west wall? 
  Tum Lo 39o
  The far left door in the norlh walh 
  Tum to 282
  The central door in the north walh 
  Tum to 9r
  The far lght door in the north walh Tum to 244
  a26
  The Stone Colossus sy/ings its dub, each Lime it hits
  yol! you musL roll one dice, on a 5 or 6, you lose f
  poinl5 of srAMrNA rather than the usual .r. If. at ar1
  time when you roll dice to determine ihe Alta&
  StrengLh 
  for the Colossus, 
  you roll a total of rr or rz,
  tum at once Lo ryo.
  STONE COLOSSUS 
  sKrLL 
  8
  If you win, lum lo 29j.
  STAMINA 18
  427
  'Ah, you must be thaL excellent mer&art o{ great
  repute, Three-Eyes 
  Haa8l' you say, offedng a hand in
  friendly greeting. The strange old mar's face breaks
  a2a-a29
  hio a warm smjle and he replies, You've heard of me,
  ihen? Do they still speak of me in far Cabaal?'You
  have no rdea whether they do or not, but you flatler
  him, assuring him how well thought of he is and how
  pleased you are to meet him. At lhis, the merchant
  begins to take a shine to you and is pleased to do
  busrness. 
  If you spend at least I Gold Pieces at his
  store, he will grve you a small green olslal pendant in
  the shape of a key 'Don't know what it's good for,
  but I'm sure it opens something round here,' he says
  offhandedly Tum to r94 to look over what he has for
  saLe,
  a28
  Inside the hole, a thick and syrupy hquid oozes over
  the ground; you broke the vial containing it wilh an
  ill tmed knife thrust. Bad luckl Now, if there is a
  kmght whose name you know and whose sword you
  seek, turn to rr7. Otherwise, turn to 43 to explore else-
  where
  429
  You decide to take a risk and tell lhe man that you
  have come Lo destroy the evil that rs ruling the
  castle. He looks lirst confused, lhen despairing, and
  blwts out that your quesL is hopeless. He is Sr
  
  Davian, one oi the last Argent Knights, and it is all
  he can do to keep the Orcs at bay and delay his
  own dealh He breaks down and admits that he had
  been afflicted with magical fear by one of ihe War
  Dragons which assaulLed 
  the castle during Lhe wars,
  and that he Iiterally fainLed wrth fear after fleeing -
  and found himself here Now he hides, in fear for his
  life. If you are Braxus, tum to i78 If you are any
  other character, 
  tum to 25o,
  . 
  450
  Once the laboratory of the alchemists 
  of Castle Argenl,
  this place has been iransformed 
  into one of unspeakable
  horror It is httered wrth the preserved parts of mutanL
  monsters and strangely designed equrpment- 
  A palp-
  able sense of evil lingers in the air, fhough all is silent,
  save for a rhythmic slurping nois€ coming from under
  a door in the south wall Taking a step or tvro closer
  towards that noise, the hairs on lhe nape of your neck
  se in apprehension. 
  Will you,
  Search this laboratory more
  thoroughly?
  Open the south door?
  Tum to 5E
  Tum to j55
  Leave and retum to the northwards-
  leading passage? 
  Tum to 28o
  a3a
  At the boltom of the stars, the secret passageway
  runs {or a lon8 way eastwards then tums norlh T€sf
  your Spot Skill here, if you have a lanLem or a Lrght
  speil (if you have neither. tum to z7r) If you are
  successfrJ, 
  tum to Jo If you fail, tum to z7r.
  432-454
  Standing in one large room and thinking about
  where lo go n€xt, you hear voices. They are very
  faint but they're coming from below the stone floor,
  and you even manage Lo make out a word or Lwo
  as you kneel down and put one ear to the floor:
  Down bhe crawlway .. keasue there, sure of it, a
  c-hest ... trap ... dangerous-' 
  Searching arourd for a
  loose flagstone, you can't 6nd one, so there's no
  way of discovering who the whispering denizens of
  the under-castle may be, though they sounded
  human. Tum to rr7.
  You str*e the base of the steps with your magical
  weapon, and a resounding crash reverberates 
  around
  the Tfuone Room. A blue line of magical force snakes
  upwards from where you sland as far as Zagols feet
  al the top of the steps. You have lost some of Lhe
  magic of yor.rr weapon now but only temporarily,
  subhact r from your Atlack Strength for lhe next two
  Attack Rounds As Zagor stands, looking stupefied,
  caughL ofI balance, 
  you race lo the top of the steps to
  assault hiin! Tum to 24.
  44
  Abor-rt half-way along lhis north-facing passageway
  there is a lone single door to the west, Lhen the
  passage 
  meets the long east-wesf Passage 
  of Hawks If
  you want fo retum to Lhe souLh to explore an area
  you haven'f yet entered, tum to j99 I[ you wanr ro
  open the door here, not having done so before, tum to
  
  t35-1,56
  39. lt you want to male for the pa.sage of Hawks
  ahead ot you, tum to ta1.
  open aSain any door lhal youve opened already
  In\rde erlher wing. Turn Lo 4r to choose where to
  80.
  a36
  457
  bottoo of fhe chasm far below. Ii you are successful,
  you land, sprawling across Lhe floor, and hit a boulder
  Deduct 2 points from your sreulN,r, but at least
  ]'ou're across, 
  Tum fo 29j
  437
  ;: -':it
  
  a3a-a39
  a38
  The undead guardians of the temple are Zombies, as
  you suspected, but they are wearing stranSe copper
  circleLs round their heads and are far rnore dangerous
  than usual. You can attack lhem in the normal way or
  you can Lry to rnale a specific strike at the head. If you
  wrsh to do bhe latter, you must subtract f from your
  Atta& Shength. However if you do make a successful
  head strike, knockrng off the circlet, the Crown Zombie
  will lose -z points from rts SKILL and 4 points from its
  STAMTNA 
  instanlly. You can fight the Crown Zombies
  one at a time as you rush into the temple.
  SKILL 
  STAMINA
  Firsf CROWN ZOMBIE 
  I 
  ao
  Second 
  CROWN ZOMBIE 
  8 
  10
  If you win, you hear a rumpus coming from behind
  the doors Lhe Crown Zombies were guarding Orcish
  voices are raised in alarm, you can also hear a man's
  tenified voice. The Orcs are dearly preparing lo 6ght.
  You have three choices. You can atla& at once,
  opening one of the doors; tum to 2Ej AllemaHvely
  you can perform one action (such as forcing some
  Provisions down or quaffing a PoLion), then open the
  door to altack the Orcs, tum to 362. Lastly, you can
  decide fhat another 6ght skaighL away is just too
  dangerous 
  and tum on your heel.Lo search somewhere
  elsq down Lo lhe far eastem end of the passageway
  outside (tum to j).
  439
  Lookrng northwards along Lhis passage, you see a
  
  t
  ciossroads?
  Go back south and wesl, lo where
  you enLered 
  this level of lhe
  castle?
  door to yor:r right, a few meLres before lhe passage
  reaches 
  a crossroads. 
  At Lhe crossroads, 
  the easl-facrng
  passage has no doors, but you can see several to the
  norLh and the west. You should explore an area you
  haven't entered before, so will you:
  Open the door before the crossroads? 
  Tum to j53
  Head on northwards Lo the
  4a-143
  144
  You spot a secret door at the end of the passage, flush
  with lhe east wall. If you want Lo open it, having not
  done so before, tum to azl If you would rather nol,
  you will have to head back west and south to explore
  elsewhere; tum to g76.
  142
  You rehieve a very simple, sheer black orb, no bigger
  than a goose egg, from the small compartmmL behind
  the secret panel. The Orb of the Templar can be
  activated by a simple effort of will, at any time. \Men
  you use it, you can increase your Currerit sKrLL (which
  may exceed yo!tr lrlitial srrlr, due to the power of Lhis
  magic). In total, the Orb has enough magic for you to
  gain j extr4 temporary sKrLL points in this way (you
  en use these all at once or at different Limes). Each
  temporary incease in sxrn will last for the duration
  of one combat only, and it will also help if you have
  to Test your SLill dr-ting a lengthy combat. Gain r
  rucr point for maling this find. Now, you can search
  elsewhere in the wesb wing (fum lo 56) or male lor
  the Bronze Shide (lurn to 7).
  143
  The circle nearest the northem door glows brightly
  and, as you bouch lhe wrought-iron door-handle on
  the north door, a violent shock of electricily jolts
  tfuough your bodyl Deduct 4 poinLs from your
  srevlNt" The door will not open either. Now you
  have one action left before you must fighl (turn to
  r9o), otherwire you must flee (lum to 97).
  Tum lo 9z
  Turn to j99
  140
  The Elf looks you r.rp and down, and doesn't seem the
  least bit afraid of you If you want to talk to him, tum
  to 3r5 If you decide to altack him for the bag of
  treasure he is carrying, tum to a5Z
  
  14-145
  144
  This door bears a simple magical rune buL it has no
  visible lock. So will you
  Cast an Open spell (if you can)? 
  Tum to 2oj
  Beat the door down? 
  Tum to42
  Search elsewhere? 
  Ttun to 3
  145
  The little creature rushes from the roonv it is very
  swift, so you won't be able to follow it. Will you open
  the door opposite with the ceramic plaque. if jou
  haven'l already done so (tum to ia.2), or rnalte for the
  end of the north passage 
  (tum to 4j!
  146
  As you opm the door, a pair of heavy iron blades
  whirl out from Lhe frame towards you. One, at knee
  hej8hl. stabs forwald; the other is placed to strike you
  across the back of lhe head. You lme 5 sreurre
  points (unless you are Stubble, who loses only z
  srAMrNA pornts since the head-high trap misses him).
  t4r14a
  If you are still alive, you have Iound your way into
  Moranes's Exploratorium. The famed Moranes was an
  ihat, when he got things right, he must have been a
  great help to the defences of Castle Argent Clearly,
  eploring here may be dangerous if th€ trap on the
  door is anything to go by. If you want to tinker with
  Voranes's models and examine his notes and desigrs,
  tum to 5o7. If you decide that this is too hazardous 
  a
  Focedure, fum to 5r and explore elsewhere.
  147
  This is a card from Zagols own magical pad(, lost to
  him when he was hansported herel Tuming it over,
  you see lhe image of a silver dagger etdred on its
  hce. This counts as a Silver Dagger, which you can
  use to wealen the monster when you encounter him.
  Gain r rucr point for this find, If you now wanr ro
  eramine lhe face of the second card, tum to 245. If
  you prefer not to examine it, you can leave and
  explore the cavem at the end of the passage beyond
  d you have not dlready done so (tum to ro7, or maxe
  your way back to the main czrvem you entered by
  rtum to aE6).
  lAE
  You are wise not to falry - yow quest was to destroy
  the Zagor Demon, not to geL gold for yourselft Gain r
  lucK point Tum to 2j5.
  
  149
  'Zuqumlm, I -'But he has already stopped dead in his
  tIacKs
  'My hue name was knowr only to my acolytel'he
  says- YoLr explain how you saved this acolyle from
  the Creat Orcs in the basement of the castle Zuqurulm
  js overjoyed; he had thought his student long dead
  'Then you have saved both of us My debt to you is
  doubled Friend, now you have slain all the vile ser
  vants here, w€ have some time- There is a special spell I
  can teach you which may help you prevail at lasL'
  You rest and meditate with Zuqumlm as he Leaches
  you the Stamina Spell This costs 1 Magic Point Lo
  cast; when you cast it, you regain lost srAMrNA points
  equal to half your lrtlidl total (round fractions up) You
  cai cast this spell at any fime, except durinS combat
  Now, if you are Braxus or Sallazar, 
  tum Lo 2j2- If you
  are Anvar or Stubble, h.tm to 21a.
  150
  The onyx staff has four symbols on it: Ion, chevron,
  goblet and slar. If you have spent a Magic Point to
  activate the staff (or if you do so now), you may be
  151
  able to use it to deal the Hellhom Champion a mortal
  blow If you know which symbol can defeat it, and if
  you have also found a heraldic design on a chest with
  that symbol on rt, you kaow how many symbols were
  on that chest, and what colour they wer€- Convert the
  letters of the colour into numbers usrng the code A =
  1, B = z, C = 5, elc. Add the numbers together then
  multiply that total by the number of the syrnbols you
  found on the chest Clhus, for example, if you think
  thal the slar defeats the Champion. and you had Found
  hve white \iars Inscribed on a chest, you would tum
  toparagraph3z5r 
  WHITE = 23 + I + g + 20 +
  r = 65, and you would multiply that by j.) Tum to
  the paragraph you have calculaled; 
  if the name of the
  symbol isn't the second word you read in that para-
  8raph, you are wrong and should retum to paragraph
  22j to continue fighling You should also do this if
  you have the staff but do not know which s]'rnbol
  defeats the Champion.
  a5a
  As you look closely aL the painting, the face of the
  wizard changes swiftly and dramaficallyt His kindly
  feafures seem to swim out of focus ard mutaLe into
  lhe livid, red face of some horriEc Demon fiom your
  worst nightmar€sl lt ]s Zagor himself, and his eyes
  move as if searching for something They meeL yours
  and the visage breaks into a crooked grimace of
  hatred. Words form with your mind, a telepathic
  scream from the enraged monster: You dare challenge
  tnA'Lose I LUCK pojnLr Filled with fear, you rush out
  of this room and press on northwards. Tum Lo 92.
  .L-
  
  a52-454
  452
  You open Lhe door quietly and gaze rnto a majestic
  and beautiful chamber. 
  A huge crrcular table dominates
  the room, wrLh thrones seated all round itj there must
  be fifty or so. ln the huge hole rn the middle of the
  table is a crystalline dome from which a faint green
  flow emanales- There is a glowing image of some
  object or other inside that dome, but you cannot make
  out what it is from Lhe doorway - not least because
  the twenty-metrelong dozing reptile curled round the
  tabletop is between you and the domel This must be a
  yoLrng Dragorr you guess, but any Dragon is a formid
  able enemy. On the other hand, it does have a pile of
  treasure clasped beLween its forepaws, and its scales
  look iust a little out of condiLion. 
  lf you want to attack
  it, you have one free achon (striking it with a weapo&
  attacking with a spell, shooting with a bow, etc.);
  subtract the damage you do Fom the si^MrNA of the
  Dragon when you fight it, tum to 176 to fight If you
  decide to leave well alone, turn Lo 56 to explore else-
  453
  The face of a Demon shines out from bhe cardl You
  are cursed, you must deduct 1 from your Atback
  Strength and also lose r point from your LUCK. IL's
  time to fight, Lum to 299.
  154
  Sanctuary has its fair share of dubious fortune-[ellers
  and charlatans, but the king's quemlous old sage Yon-
  dale is said to have lhe SighL so you make your way
  
  155
  to his chambers. 
  When you enter, lhe ancient-loolong
  wiz:rd-sage is in animated discussion 
  wrth a merchant
  who is bearing a small wooden casket He asks you
  what you want and, when you ask Ior his help, he
  snaps at you, 'This wretch wants 5 Gold Pieces for a
  mere grumnet of Banabangran 
  shimmerlizard 
  tailsl It's
  an outrage! Pay him for me, and I'll tell you somethrng
  of use to you'If you are wrllng to pay the 5 Gold
  Pieces, turn to J82. If you won't (or can't) pay, you
  can buy some equipment (lum to 56), try to make
  some extra money (tum to 206), or make for the ship
  to take you out of Sanctuary 
  (turn to 22o).
  At the point where the conidor tums east, there is a
  door opposite you in the norfh wall There is also a
  small door along lhe eastem passageway, again on the
  north wall. If you want lo open the door at the poini
  where the passage tums, tum to ro5 Ii yc'u wanr ro
  open the door turther along the eastem passage, turn
  to 269
  aj*a5a
  a56
  Since you are slanding close Lo the monster when it
  explodes, you are drenched in Lhe corrosive acid and
  filth which bursts out; lose 12 srAMrNA points! What's
  more, the huge carcass 
  is still churning and writhing. If
  yoLr want to pick up the wooden chest here, you must
  Tesf your Skill If yoq are successful, 
  tum to 199; if you
  fail, turn to 5a7. If you would rather leave at once,
  tum to 28o.
  Elranel rs a very dangerous enemy- UnJess 
  you have a
  Ring of Tmesrght, you must deduct r from your
  Attack Skength, since hrs magical cloak makes him
  hard to hit Also he has a poisoned weapon; if he strikes
  you, you will lose l point fiom your sr^MrNA because
  of his dagger blow - but you must also lose z extra
  points from your srAMrNA through the effects of
  poison. His fusL six attacks will use poison; after that,
  the poison runs ouL and his hits will cause you only 1
  point of damage. LasLly, if you have a thief hireling
  with you, he will not help you fight here, instead, he
  runs away.
  ELRANEL THE THIEF 
  SKILL 
  12
  STAMINA 13
  If you reduce his srAMrNA Lo 4 points or belor{
  without killing him outriSht, turn to 2j9. If you kill
  him, tum to r95
  158
  You have enlered the jailer's rest-room where a huge
  stone staLue stands guard. The monster has been
  
  a5f1,5o
  craJted in the shape of a demon, wiLh stony wings and
  homs set above its humanoid body. It has huge,
  dubbed hands and a network of spikes on iLs head and
  along its neck and spine, and rt reaches forward to
  grasp you as soon as you enLec you have no chance
  to flee here. This is going Lo be a tough combat
  against a powerfld enemy; your only good fortune is
  that, unlike many of its kind, this huge Colem is
  vulnerable to all weapons, so you can fight it nor-
  mally
  CIANT STONE COLEM 
  sKrLL 
  9 
  srAMrNA 16
  If you wry you ffnd a set of keys to the jarls; there are
  7o keys altogether. Leaving the chamber with lhese in
  your hand, will you try to open:
  The next door on your righL?
  The last door on your right?
  Either of the left-hand doors?
  459
  Searching through the chambers of the Argent Knights,
  you must eat a meal lesf your Spot Skill If yor ate
  successful, tum to 257. lt you fail, you find nolhing
  unusual, so tum lo 4j and search elsewhere
  a6o
  If you wanL to hire the yor-rng thief, you must pay him
  4 Gold Pieces. trn rehrm, he can help you in the
  following ways Firsl he can pick any lo&s you come
  aooss and bypass any traps, so you will not have to
  take damage from haps on doors; but Tower Chests
  a5?fi^
  you must open yourself, and the thief cannot open
  doors wiLh magical locks or nrnes of them. Second, the
  little thiel can help you fight, so while he is with you
  you can add 2 Lo your Attack Strength. However,
  once Lhe thief has helped you with Lhree combats,
  fhat's as much of a risk as he is prepared lo tale, and
  he will then leave (keep a note oI the number of
  combaLs 
  he helps you with, if you hire him). You can
  choose which combats he will help you with 
  they
  do not have to be the frst three 
  but the thief will
  not 6ght any Dragory nor will he enter the Throne
  Room on the floor above or cross any wooden stair-
  way Decide whelher to hire hirn; if you do, make a
  noLe to tum to 916 when the thief leaves you (after
  Lhree combats). 
  Now you set off for the main body of
  Lhe caslJe, laking the thief's advjce not to risk a
  conJrontation 
  with [he vjcious litlle Imps lo the west.
  Tum lo 3
  a6a
  If you have Laken a Potion of Flying, you can now
  swoop down without taking any Lime; turn to 286.
  OLherwise, you have a choice you can climb down
  one of the rope-ladders hanging from the platform
  (hrm to j25) or you can pray to lhe gods and
  goddesses of Amarillia to protecl you and jump the
  ha/enty frve metres to Lhe ground (tum to roz).
  a62
  The magical energy makes Lhe hall shimmer out oI
  focls for a split second, then the ghostly form oI a
  young knight stands before you. He is unce ain, buL
  Tum to a84
  Tum to 281
  Tum to 118
  t
  
  15j
  when you assure him as to the nature of your quest he
  seems more willing to help you. He tells you that you
  may find help in the temple, dr.re west of here, and Lhat
  opposite lhe lemple lhere is another source oi healng
  to be had from a magrcal formtain though there is
  one of far greater power above He wams you that in
  the Great Hall, on the next floor above, the great Orc
  chieftain, Thulu, holds court over a mutaled and
  undead €ntourage of 6erce Orcs and monslers, bLrt he
  adds thal Thulu guards a powerful magical swordl The
  Great Hall has black wrought-iron doors and is unmis-
  takable He warns you nol to ent€r Lhe dungeon pflson
  of the castlej there is a very strong Golem guard
  there, though there is also some lost magic of consider
  able interesl to any wizards sealed up there He also
  says thaf you should try fo find lhe crazy old merchant
  (knovr.n as Three,Eyes Haag because of the eyeglass
  he always carries), for he may have equipment or
  magic for sale. Incredibly, the old man has boarded
  himself up in the castle and has managed to survive all
  these years 'And beware the wings, easL and west,'
  [he young man adds as his ghostly form fades Iiom
  sight, 'beware Grool, Keeper of the ..' Then he is
  gon€. It's time to search elsewhere, 
  for you can hear
  more rats approachingj 
  t[rn to 576.
  a63
  The litlle animal leaps at you and scrabbles 
  at your
  armour wrth its claws and snout. Great rents appear in
  your armour as the beasl gobbles up the metall Your
  metal armour is ruined (though, forturately, you still
  wear your leather armour beneath it). Trying to fend it
  a64-155
  off you see that the defensive iron plates on the
  creature's 
  back and legs have grown ihicker. DodginS
  your blow, the animal races lor the door. Tum to r45.
  a64
  A small, cramped, secret charnber here rs filled with
  toul and musty aia but it also has some valuable rtems
  There is a suit of Dwarf-sized plate rnail armour, only
  Stubble can wear this, and he gains a bonus of r to his
  Attack Shengfh in combat when wearing it Furthet
  there is a lead casket which contains a lumpy, elliptical,
  somewhat egg-like object thaL measures about 20
  centimetres 
  from end to end. This is one of the fabled
  Lava Spheres 
  of lhe Dwarfs of Grundia, and it can b€ a
  devastating weapon If you throw it into an area (a
  room or passage) where you have to fight, it will
  explode in a ball of flames which harms al your
  opponents in the cornbat; roll one dice for each oppo-
  nenl separalely to determine the number of srAMrNA
  points he wlll lose (this will not harm Zagor or any
  fire breathing creature, however). You must spend r
  Vagic Point to activate 
  the Lava Sphere. 
  Gdin r LUCK
  point for finding it. You find a one-way door in the
  north wall; iI you want to open it, turn to 56J,
  otherwise you may leave here and take the west
  Passage 
  (turn to:99) or the north passage (tum to
  aI9)
  a65
  A sudden intuition tells you that a powerful magical
  rveapon you seek lies behind this eastem doorl You
  nrst have it! Tum to 34.
  
  ft6-a57
  a66
  You are standing in the circular ground-floor chamber
  of the easb tower The tower rises high above you; a
  set of stone steps leads up to a wooden platform on
  which you can see a huge wooden war machine
  pointinS away from yorr, out through a portal at the
  top of the tower There is also what is unmistakably 
  a
  Tower Chest on the plafform. However, the guardian
  of the tower is not jusf goinS to let you take itl Grool,
  the gigantic, one-eyed, mutant Ogre, hefts a club that
  must be the size of you, and he growls hatefully as
  you enLer. If you want to take the treasure 
  he has, you
  will have to kill this huge brute If you don'L want to
  fight him, prefening to flee, tum to 377 Otheruse,
  do your bestl If you have an onyx wand and wish Lo
  use it here, tum to 246 immediafely.
  CROOL
  SKILL 9
  If you reduce Grool's suvrrl 
  to 8 or ress, maxe a
  note of his Curren[ srrrr and srlvrre 
  scores and
  lum at once to 59. lf you manage to kill him outright,
  Lum to 252. If you are forced to flee, you may do so
  at any time; tum to tZ.
  a67
  The Mutant Chaos Ogre is a lruly formidable enemy.
  Each Attack Rouad, roll one dice If you roll a 6, the
  monsler will spit out a blob of corosive acid at you,
  and you must lose j srevrr,l points (this happens
  whether you have the higher Attack Strength or not,
  and is additional to any damage the brute may do by
  striking you). So you must kill this monster swiftlyl
  rl
  
  a6A
  MUTANT CHAOS OGRE srrn 7 srAMrNA 14
  If you slay lhe Ogre, tum lo 48.
  a68
  It you think you lqrow the name of the merchant,
  convert his name into a number using the followrng
  code, A = r, B = 2, f = 3, and so on. Add together
  the numbers cofiespondjng to lhe letLers in his name
  then tum to the paragraph with the same number. If
  Lhe paragraph does 4ot begin 'Ah, you must be . . .',
  you have guessed wrongly and you musf tum to 194
  instead. If you don'L larow his name, you ask the
  merchant how he has survived here He replies simply
  thal he has certain magical defences 
  against marauding
  Orcs and the like; afler he killed two of them who
  were toring to loot his shop, they kept away for a
  while, and now they even come to buy food now and
  again. 'Mind you, itt not easy gelting supplies these
  days. The castle folk who fled into the old village
  bring what they can, but you iust can't get the service
  Lhese days,' he reflects sadly You think thal he's
  probably crazy but he does have some worlhwh €
  things for sale; turn to r94
  a69-a7o
  a69
  It is not easy fo throw a vial of acid so far- You must
  subtract 2 points from your Altack Strength lor throw-
  ing it (but you could use it normally in hand-Lo-hand
  combat), unless you have a catapult to fue it with. If
  you have the higher Attack Strength, you cause
  damage on Zagor. If he has the higher Atta& Strength,
  his spell causes you to lose r point from your Curent
  srllr and z poinfs from your Current suurrl 
  Tum
  to 299 Lo decide a course of action for the nexl Atback
  Round-
  470
  The Colossus also strikes you with its whip, which is
  made of encharted Basilisk lealher! You must spend r
  \4agic Point to avoid its magical effects. If you have at
  ieast r Magic Point, retum to ar6 to continue the
  ight. If you haven't, fhen you are tumed to stone, and
  i-our adventure ends here!
  
  A chiselled set of stone sLeps, leading norLh, lies
  behind the secret door. There is a sLicky, slimy sub-
  stance on th€ floor so you descend carefully It is dark
  here so you need a lantem (or a Light spell) to light
  your way If you do not use one or other, you will
  stumble ard lall heavily, losing 2 srAMrNA poinLs The
  steps end at a landing with a single door opposite
  you The door doesn't look very strong, nor is it
  locked, but lhere is a glowing paltem of magical runes
  on it If you are Sallazar, you can read these runes;
  tum to j86 Otherwis€, you can simply open the door
  (tum to 539), use an Open spell to bypass the runes if
  you can (tum to aao), or decide not lo take the risk
  and search elsewhere 
  (tlm to jZ6)
  As you arrive at the top of the platfom, Grool lets a
  potion vial fall from his lips; the calty monster has
  drunk a healing draught Roll one dice and add r to
  the number rolled; the total is the number of points of
  lost sTAMINA he has regained. Raising his club above
  his head, the OBre prepares to 6ght to the death If
  you wlr! tum to 252
  475-a74
  art
  You have spent some hours ln a rough-and-tumble
  parl of Low& where pickpockets and cutpurses 
  throng
  the streets and tavems. You must Tesl Vout L ck If
  you are Lu&y, you have managed to keep all your
  gold. If you are Unlucky, you lose half of [he gold you
  had (round fractions up) - a thref has dipped into your
  pocketsl Now, will you:
  Buy some equipmenl?
  Consult one of lhe king's sages?
  Head for the ship to take you lo
  Tower Island?
  Turn to 56
  Tum to 154
  Tum Lo 2ro
  474
  The Hellhorns are {erocious enemies and you will be
  lucky to survive lhe onslaught of bulting homs and
  flailrng whipsl
  Frrst HELLHORN
  Second 
  HELLHORN
  If a Hellhom hits you, you
  consult th€ table below to
  damage it does to you:
  SXILL 
  STAMIN,{
  910
  9ao
  must roll one dice and
  see the extent of the
  
  115
  Dice Roll
  1
  4
  5
  Elfect
  Glancing 
  blow from whiP: lose r
  srAMlNA Pornt
  Whrp blow, lose z srr'uIn,lPotnts
  Head buth lose 2 srAMlNAPoints
  Specialwhip blow, lose z suvlre
  points and 1 sKILL Point
  6 
  Specialheadbutt,lose:sr,c.vtNa
  Points, Plus 2 extra sraMrNA Points
  from poisoned homsl
  Any SKILL poinLs you may lose because of a speciaL
  wlup blow are only temporary and are regamed-when
  the iombat ends. If you win, you enter the Hellhoms'
  guard chamber through the oPen west door; tum to
  99
  a76-L7J
  a76
  'Thulu, the Orc chieftain in the Throne Room, holds a
  Healer prisoner. The jail cell lies behind the west wall
  Het the only way you could heal plague, if vou've
  caught it. Oh, unless you Pay the hag, but her price
  *o"td b" high. She's one of the king's old lAhite
  Room And beware her cat - rt's exlremely dangerous.'
  R€Lum 
  to 22.
  This is a card lrom Zagois own magicaL 
  pack, lost lo
  him when he was hansPorted herel Tuming it over,
  you see the image oi a srlver dagger etched on ik
  face This counts as a Silver Dagger, which you can
  use to weaken the monster when you encounter hrm-
  Gain 1 LUcx poinL for this find Holding the second
  card, howe'er, you feel a sudden intuition that this
  card may be dangerously unpredictable 
  in iLs effects
  If the 6rsL Orc rs invisible, you must subbract 2 hom
  your Attack Strength when fighting him. As you
  confront the second Orc, he draws his sword to
  defend himqeLl leaving the robed man cowering on
  lhe floor. You must fight the Orcs together.
  Iirst CREAT ORC
  Second 
  GREAT oRc
  SKILL 
  STAMINA
  a7
  
  ara
  If you win, you can take 1 Gold Piece and some food
  hom lhe Orcs (add r Lo you Provisions). The old
  healer explains thal he was imprisoned and forced to
  use his curalive arts on the Orcs i[ they ever suffered
  injuries He is deeply graleful to you and declares that
  he will use hrs healing energies to help; resLore your
  sraMINA to its Iniiirl level. The healer can also cure
  any one form of plague you may have (but only one).
  He tells you that his old menfor, the great healer
  Zuqurulm, is imprisoned on the next floor aDove oy
  the Orc chreftain, Thulu Thulu has a great guard of
  Crown Zombies and mutant Orcs about him; if you
  can deshoy that terrible force, however, Zuqunrlm
  would certainly help you If you are Braxus, lum to
  2ol Otherwise, fhe old man says that now he wants
  to leave Castle Argent and help ihe handful of
  wretched souls atiacked by Orcs on Tower Island, so
  you allow him to go. Now rt is time to search
  elsewhere; 
  you Leave the temple and head wesl to the
  end of the passageway, 
  where iL turns north (tum to
  a78
  The kright is clearly surJ< deep in desparr, unable to
  rouse himsell no longer a Lrue warrior such as yourself
  ry9
  - but you }lce the look of that plate mail he is
  rvearingl Boldly you say to him, 'Srr Knitht, if you can
  ffght no longer, you can slill help me- I have come to
  destroy the evil which condemns you to such a
  rvreLched 
  exisLence, 
  cloisLered 
  here, and I could male
  good use of the armou you are wearing. If you will
  not fight at my side, surely you will give me fhat?'
  Ihe man looks ashamed 
  of himself but fhen acquiesces
  He gives you his fine madcal plate ftail armour! You
  must spend 1 Magic Point Lo be able to qse it; if you
  do lhat, this armour will add z to your Attack Slrength
  in all future combatsl Cain 1 LUCK point. Now, if you
  want to ask Davian about the knight with the magrcal
  sword in the painting you have seen, Lhough lhis
  could be tactless, fum lo 2o:. Otherwise, you must
  leave and explore elsewhere; 
  you can march sor.rth 
  and
  then eastwards (tum to j99) or northwards to the
  Passage 
  of Hawks (tum to 1aa).
  479
  The chamber at the top of lhe Great Tower is sealed.
  Soon the ZaSor-Demon will begin to regenerate and
  nse up before you You may be able to overcome it
  agai& bul you will never be able to destroy it 
  you
  are doomed! You have failed at bhe lasL and your
  advenLure 
  ends here.
  
  18o
  18o
  What you see in thrs middle chamber of the Great
  Tower alrnost defies belief; lhe sheer scale of il is
  gigantic breath-taking Hovering some twenty-Iive
  metres above you is a giant stone platfom, more or
  less square in shape with a cupola above it and arches
  on all sides sculpled in Lhe shape of enomous dragon
  jaws. A turbulenl vortex oI air whirls below lhe
  platForm, drawing up dust and debrir into a spinning
  cone which ses bo the base of the platform. Trailing
  from the platform down to grorlnd level are four
  ricketyJooking rope-bridges. 
  From the top of the cupola
  a beam of milky lighL ascends to lhe ceiling, where a
  white arch almosL out of your range of visibn stands,
  dose lo the top of the tower.
  And then there is the War Dragon . . Reclining on
  the platform, Lhe monster appears lo be asleep. It must
  measure forty metres fiom snout to lail, and you're
  going to have to kill it.
  Think carefully about what you wish to do before you
  choose how to ascend to the platform If you have an
  onyx wand, tum lo 260. The Dragon will be bhe most
  powerful foe you have faced in Castle Argent, so you
  must do all you can to improve your chances of
  victory. Then you must decide how to get up to the
  Dragon. If you have at least lhi*y mekes of rope to
  tie logeLher, you can use a bow (or a Magic Anow) to
  fire a line up to the platiorm and then clamber up lhe
  rope; if you wish to do this, tum to 49. If not, will
  youi
  
  aafaA2
  Use a Potion of Flying (if you have
  one)?
  Climb one of the rope-bridges?
  Enter the swirlinS vortex, hoping to
  be canied upwards?
  Decline Lo cl,mb up, and instead
  challenge the Dragon? 
  Turn to f46
  aBa
  You gather 15 Gold Pieces' worth of gems . . not
  that they will be of any use lo you when you have to
  fight Zagor, of course. Tum to 262-
  a82
  If you chose to remove the web only, or the web and
  the circle, you can now open the door, but the symbol
  will explode in a brilliant flash of orange fue and you
  must deduct 6 points from your sraMtNA, furn to 229.
  I[ you removed the circle only, tum to 253 If you
  removed the LrianSle 
  only, or the triangle and the circle,
  you fry to open the door but cannot do so, fhough you
  come Lo no ham, Lum to 597. If you removed the
  kiangle and lhe web, or if you erased all three parts of
  the symbol with three Open spells, tum to :29.
  a8ya86
  aE3
  aa4
  tum to a5. If you car't open the door, you will either
  have to batter it down (tum to 265) or leave and
  search elsewhere 
  in the jail complex (tum to 5il).
  a85
  There is the unmistakable stench of Hellhom here.
  You re certain thal there is a Hellhom behind the door!
  Hellhoms are powerful enemies indeed; consEer care-
  tully whether you really want to enter here. If you do,
  tttrn to 22j. If yor.r would rather explore elsewhere,
  ttim to j6.
  186
  Tum to j64
  T1lJr. to 222
  Tum lo jj4
  
  dr-a66
  a8,
  Which card you manage Lo snatch in mid-air cannot be
  predicted. Roll one dice to determine which card
  you get; if you want Lo spend 1 Magic Point to
  add r to the number rolled, you may do so (but
  you must decide whether or not to do this before
  you roll the dice!). If you roll 1 or 2, tum to gj. If
  you roll 3 or 4, hnn to 2jo, If you roll 5 or higher,
  tum to 2.75.
  . 
  a86
  'Wizard Remstar, I come in peacel' is all you can
  think of to say- The ghost wavers, unsuE what it
  should do next. 'l am nob here to disturb you or fo
  fight. I have come to deal with the evil inside thrs
  castle.'
  For a second, the ghost looks infinitely sad, as if
  tormenled beyond despair, then it whjspers, Tree me
  from this tormmt- The Demon made me its servanb I
  was Lortured in the tenible dungeons by the monster,
  Mungus, and put to a lenible death I am condemned
  to wander here for ever, unless some soul will free
  me,'
  If you want to free Remstar from his torment, you
  musl Bive up 1 Magic Point, or 1 point of sKrlr"
  STAMIN^ or LUCK (froln your Cunent and Tzitral score).
  By givrrg something of your life-force, the ghost can
  be freed and regah peace. tf you are willing to do
  thit tum to 57. ll you arc not the ghost will be
  angered by your refusal, and you must fight il (tum to
  a4)'
  aafrgo
  IE9
  Shength, since he is trying to fend off the magical
  lion as well as you! Retum to 514 to continue the
  hght.
  AIR ELEMENTAL 
  sKrlr 12 
  srAMrNA 15
  When you first win an Attack Round, do you have a
  
  Iaf1,AA
  aa7
  Which card you manage to snatch in mid-af cannot be
  predicted Roll one dice to determrne which card
  you get; rf you want to spend l Ma8ic Point to
  add r to the number rolled, you may do so (but
  you must decide whetber or not to do this before
  you rolJ fhe dicel)- If you roll 1or 2, tum to r53 lf
  you roll j or 4, tum to 23o. If you roll 5 or higher,
  !)m to 273.
  ' 
  188
  'Wizard Remstar, I come in peacel' is all you can
  ihink of to say. The ghost waven, unsure what iL
  should do next 'l am noL here to disturb you or lo
  fight. I have come to deal with the evil jnsrde lhis
  castle.'
  For a second, the ghost looks infinitely sad, as if
  tormenLed beyond despair, then il whispers, 'Free me
  from this torment The Demon made me its servan! I
  was tortured in the terrible dungeons by the monster,
  Mungus, and put to a terrible death I am condemned
  to wander here for ever, unless some soul will free
  If you wanL to free Remstar from his torment, you
  must give up l Magic Point, or l point of sKrlr-
  sreulue or Lucr (from your Current and lrilial score)
  By giving something of your life-force, the ghosi can
  be freed and regan peace. If you are willing to do
  this, turn to 57. If you are not, the ghost will be
  angered by your rcfusal, and you must 6ghi it (Lum to
  a14)'
  aaf19o
  a8g
  Lions are the bane of the Knight. you raise the staff
  and concentrate on the symbol of the lion, and from
  Shength, since he is trying Lo fend off the magical
  lion as well as youl Retum to j14 to continue- lhe
  hght.
  The Air Elemenlal thaL forms here is not as srrone as
  mary of its fype, but it is sliil a formidabl. enemy. Vou
  must Test your Lutk.lf you are Unlucky, the whirling
  Elemental lslocks you off your feet, and you musi
  subtract r from your Attack Strength for the fusl Attack
  Round, as well as losing r point from your suvrwa
  AIR ELEMENTAL
  sl<ILL 1.2
  STAMINA 15
  \44ren you fus! win an Attack Ror-rnd, do you have a
  magic r^r'eapon? 
  Elementals 
  cannot be harmed by non-
  magrcal weapons. lf you have no magrc weapon, you
  must fleej tum fo 92 lo search elsewhere If you have a
  maSic weapon, you can fight normaily and your blow
  
  has caused the ElemenLal 
  lo lose sraMINA Points as
  normal. If your weapon is not magical, 
  but you do have a
  way of making it maSical for this one combaL 
  you musL
  take one ALtack Round to do this (during which time the
  Elemental 
  strikes you; lose 2 srAMINAPoints) Conlinue
  the following Attack Round lf you win, tum to zr7
  491
  lo the number rolled!) If you have al least 20 metres
  of rope, however, you can reduce this addition by 1
  point. lf you are successful eilher time yo'u Test !o11r
  s/rtll tum to 26. If you fail both times, turn to 84
  492
  The stone-built mass of Casde Argent stands before
  493
  youl ILs great, iron-shod gales lie al the end of the road,
  which then angle down inlo the earth so that any going
  into the castle musb first enter by sub tenanean chambers.
  Above ground the walls of the castle are far too high
  for you to climb. You see thal the castle has a central
  keep, with east and wesl wings, and on the side of the
  castle furthest from where you are stands Lhe northern-
  most Great Tower, risinS lo a spire among swooping
  seagulls. 
  At iLs highest pornt is a throne room where
  scores oI kings have undergone the Ritual of the Sword
  before rulingAmarillia from this mighty fortress. Surely,
  you Feel. lhat is where the mons(er, Zagor. is growing in
  evil might. There is no Lime Lo lose; you stride forward
  Lo the seemingly unguarded otadel. The massive iron.
  gales, lheir brass plaques now defaced by crude, Orcish
  scawl, are closed. If you can, and wish Lo, use an Open
  spell to enLer, tum to ao3. If you cannot use this spell,
  your only option is to Lry to lorce Lhe doors, fum to 5.
  493
  The little brule tries to leap up and sink its claws into
  your armourl You have to 6ght the animal; it's slarving
  and won t be fended off.
  PARNASSAN IRONHOC 
  sKrLL 
  8 
  srAMrNA 
  4
  If the honhog wins even a single Atlack Round, tum
  to 15j. Olherwrce, turn to 214.
  
  r94
  494
  The merchant has the following items for sale:
  Provisions
  Lantem oil, r flask
  Rope, ro metres
  Longbow arrd anows
  Plate mail armour
  Magic Ring
  Potion of Luck
  Vial of Plague Antrdote
  Vial ofAnti-venom
  r Gold Piece each
  1 Gold Piece
  1 Gold Piece
  5 Gold Pieces
  12 Gold Preces
  6 Cold Pieces
  5 Gold Pieces
  6 Gold Preces
  3 Gold Preces
  If you buy the longbow, you will be inslructed later
  on when you can use it The plate mail armour will
  add r to your Attack Shength (the merchant has
  human-sized 
  plate mail only). The Potion of Luck can
  be dmnk at any time, except during a combat, and it
  rcsLores 1 j losl LUCK points (roll one dice and halve
  the number rolle{ rounding {ractions up) A vial of
  Plague Antidote will cure one (and only onel) form of
  plague which you may be unfortunate enough to
  catch, restorinS all losses from hilial (but not from
  Current) sraMrNA The Anti-venom can be dru* at
  any time (except during combat) and, for lhe first
  three combats after you drink it, it will prevent you
  being harmed by porson The merchanl also has a
  limited supply of exlra special, but expensive, 
  magical
  rtems; if you want to inspect these, lum to 16. If you
  wanl sell an item here, the merchant wi]l pay you 1
  Gold Piece less than the selling pnce listed above
  Make your purchases or sales and amend your
  Adoenture Sheet accordingly. Note that, if you
  
  495
  acquire more gold and wish to buy again, you
  may retum here by tuming to this pamgraph
  until you cross a stairway in the castle Now it's
  time to leave and search elsewhere; 
  tum to u r8.
  195
  The Elf falls dead, but his bag of heasures vanishes as
  he falls; a powerful spell placed on it ensures lhat it
  will teleport away from whoever slew hrm! Also, his
  dagger no longer carries the poison it did before
  However, you may take his strange doak. Provided
  you are not wearing any kind of m€tal amour, when
  you wear this cloak you can subkact 1 fiom the
  Ahack Shength of all your enemies, since they crnnot
  see you clearly in order to strike at you (but this does
  nol affect Zagor or any DraSon). You must spend r
  Magic Point to be able to use this cloak Now you can
  open the westerly door in this room (hrm to 15o),
  leave and open the door opposite, if you haven't
  already done so (tum to 55), or leave and go north to
  the east-west passageway 
  (turn to 4j).
  r95-rEz
  a96
  beautift-rl silks, linens and paintings, it is now defaced"
  unmoving. though they hold long. cruelly barbed
  halberds, and the stench of death is in the air. lf you
  have a bow, yotr can ffre an arrow at one of them and
  inflict 2 points of damage to its sr,A.MrNA 
  with a
  surprise attack, but then you will be forced to fight. If
  you wish to 6ght, tum to at8. Otherwise, you camot
  49,
  You know that a truly awesome chalJenge awaits
  you beyond the wrought-iron door. The sheer scale
  tum to 5oo. If you aren't yet ready to matce an
  assault here but prefer to backtrack south and east
  to explore an area you haven't entered yet, turn to
  43.
  
  a98
  As you run up lhe sLairc beyond the Dark Elf's
  chamber, he flings a throwing dagger alto you You
  m$t Test your Stl/l adding r to the number rolled. If
  you are successful, 
  you manage to dodge the attack. If
  you are Ltrsuccessful, 
  you are wounded in lhe back
  and must lose 2 STAMINA points. Tum to 376 lo
  explore elsewhere.
  199
  You grab the chesL and drag it out of the room.
  Unlortunately it conLains only a single Gold Piece and
  some broken and useless glasswarel Cursing your ill-
  fortune, you leave to seareh elsewhere, 
  tum [o z8o
  200
  A huge, glowing goblet emerges from the lip of the
  wand, qses over Grool's head and pours a cascade of
  steaminS acid on to himl The Ogre thriekc In Pdin d<
  he loses rz srAMrNA porntsl Turn to 156 to conLinue
  fighting, reducing his sTAMINA score accordingly.
  204
  'ln the north wing of Lhe castle is to be found a greaL
  magical sword, a mighty weapon in hands such as
  yours. You musL seek itl Find the Bronze Stride beyond
  the Throne Room, and take the norLhem door. Now I
  wish to leave, to care for those poor souls who
  wander Tower Island refugees from the castle who
  have survived these many years' Cain 1 LUCK poinL
  for this helpful hint! You leave the lemple and head
  wesl along the passageway 
  ouLside, 
  to the point where
  it turns north (h.rm to 352).
  'Sir BeLhel was my friend He was a mighty wamor,
  and he used a magical flyrng sword. It would fight
  independently of him, dancing n the air and slicing
  through Orcs like a kmfe lhrough buLter Alas, he
  perished in the wars, of course. To frnd his rooms,
  when you leave here you should head norLhwards,
  Lhen east along Lhe Passage of Hawks to the coss-
  roads Once there, you should havel northwards and
  take the easlem route at the end of that passageway
  That is where you will 6nd the chambers of the
  Argent Knights.' You thank Davian for his help. Noyr
  you must leave and explore elsewhere; 
  you can head
  south and then eastwards (tum io 399) or northwards
  (hrrn Lo all)
  203
  Once again, this is a room that has been looted:
  tumiture and paintings have been smashed up, grafGti
  are scrawled all over the place, and it seems that a
  
  couple of Orcs couldn't hold their be€r and brought it
  back up over tlp remains of the desk Little is left to
  show what this room was once used for but to the
  south Lhere is a door opposite the one you entered by
  and on it a network of magical lines, resembling a
  spider's web set fir$t within a circle then within a
  hiangle- You suspect a magical trap here. If you are
  Sallazar, tum to 7r If you want to smash down this
  door, fum to 255. lI you want to use an Opm spell,
  tum to 89. If you don't want to risk the ef{ects of the
  trap, tum to 5 and search elsewhere,
  204
  The Orc banacks are extensive, a honeycomb of small
  rooms and guard po9ts. Near the entrance door, how-
  ever, is a small guardroom fiom which you cnn hear
  the sound of guttural voices sluieking and chucHing.
  Taking a very carefirl peek round the door, you see a
  couple of Goblins rolling dice. They are using toenail
  clippings to gamble with, one of them has just won
  four dippings on a big bet and is about to chew bhem,
  washing them down wiLh a tankard of foul, Goblin
  beer. You don't hesitate but walk straight in to altack
  these feeble servants of the Orcs Frght them both
  together.
  Orcs is. f youi€ going to plurge fruther into the
  barracks, lhis is where you want to make for, rather
  than wasting lime chopping up dozens of Orcs all
  over lhe place - after all, only the leader will have any
  worthwhile treasure. If you want to head for the
  leader's den, hrn to 352. If you prefer to leavq now
  that you can see how large the barracks is from the
  map, hlm to 4J.
  205
  To your delight, the room beyond the yellow door
  they will chase you out of the barracks as far as the
  passateway outsidq turn to 64. f you wish to ffBht,
  you can back into a comer and fight these magical
  guardians 
  one at a time.
  SKILL 
  STAMINA
  First ANIMATED ARMOUR 
  6 
  ro
  Second ANIMATED
  ARMOUR 
  6 
  ro
  lf you win, [he Tower Chest here has a sma]l shield on
  its lid, showing eight green stars on a yellow back-
  ground. When you have opened it, you leave here;
  you can open the blue door, if you haven't done so
  (turn to jrt), 
  seareh the many barracks rooms
  thoroughly, if you haven t bothered before (tum to
  r:), or leave the barracks and head south (tum b 64.
  First GOBLIN
  Second 
  GOBLIN
  lf you win, you find a cudely drawn map of the Orc
  barracks on the wall here, and from this you c:m s€e
  approximately where the room of the leader of the
  SKILL 
  STAMINA
  55
  
  couple of Orcs couldn t hold their beer and brought it
  back up over the remains of bhe desk. Little is left to
  show what this room er'as once used for, but to lhe
  soulh Lhere is a door opposile the one you entercd by
  and on it a network of magical lines, resembling a
  spider's web set fust wilhin a circle then within a
  triangle. You suspect a magical trap here If you are
  Sallazar, turn to 7l If you want to smash down this
  doot tum Lo z5g. 1l you v/ant to use an Open spell,
  turn to 89. If you don't want to risk the effects of the
  trap, tum lo j and seareh elsewhere.
  204
  The Orc barra&s are extensive, a honeycomb of small
  rooms and guard posts. Near the entrance door, how-
  ever, is a small guardroom from which you can hear
  lhe sound of guLtural voices shrieking and chuckling.
  Taking a very careful peek round the door, you see a
  couple of Goblins rolhng dice They are usinS tomail
  clippings to gamble with; one of them has just won
  fourclippings on a big bel and is about to chew them,
  washing Lhem down with a tankard of foul, Goblin
  beer You dont hesitate but walk slraighL in lo attack
  these feeble servanLs of lhe Orcs. Fighl them both
  together.
  Orcs is. If youre going to plunge furlher into the
  banacks, this is where you want to make for, rather
  than wasting time chopping up dozens oI Orcs all
  over the place after all, only the leader will have any
  worthwhrle treasure If you want bo head for the
  leader's den" tum to 552. lf you prefer to leave, now
  fhat you can see how large lhe barracks is from the
  maP, tum ro 45
  205
  To you delight, the room beyond the yellow door
  conlains a Tower Chest and a pair of guards. two
  suils of lacquered yellow plale mail carrying heavy
  pikes in therr gaunlleted hands The magically animated
  suits of armour atLack at once If you choose to flee,
  they will chase you out of the barra&s as far as the
  passageway 
  outside; tum to 54. If you wish to fighL,
  you can ba& into a comer and 6ght these magical
  guardians 
  one at a time.
  , 
  s(ILL 
  STAMINA
  First ANIMATED ARMOUR 
  8 
  ro
  Second ANIMATED
  ARMOUR 
  8 
  10
  If you win, lhe Tower Chest here has a small shield on
  its lid, showing erght green stars on a yellow back-
  ground. When you have opened it, you leave here;
  you can open lhe blue door, if you haven't done so
  (tum to 327), search the many barracks rooms
  thoroughiy, if you havent bothered before (tum to
  12), or leave the barracks and head soulh (tum to 64)
  First GOBLIN
  Second 
  GOBLIN
  SKILL 
  STAMINA
  55
  55
  I[ you win, you {ind a cmdely drawn map of the Orc
  baracks on lhe wall here, and from this you can s€e
  approximately where the room of the leader of the
  
  to6-2o7
  206
  You have a few hours before your ship sets sail on the
  next trde. You may be able to acquire some gold by
  puttrng your hands to use, helping out with labouring
  work at lhe docks (lum to zs6) or you could try
  gambling in a tavem (tum lo 5z). If neither prospect
  appeals, 
  will you now:
  Buy some equipment? 
  Tum to 55
  Consult one of the king's sages? 
  Turn to a54
  Wait for the ship to Jake you to
  Tower Island? 
  Tum to 2zo
  207
  You feel yor-uself being magically slowed down as you
  try to race up the steps: Zagor is casting a spell at you
  while you dirnb- He summons one o( his Demonic
  Servants, a wretched, gibbering thing that resembles
  nothing so much as a dwarf-sized toad with tentacles
  where its fronL limbs should be and a ragged, barbed
  and forked longue haaging out of its crooked mouth
  The thing lollops in hont of you and attempts to
  attack with its tentacles and forked tongue; if it shikes
  you, you lose 1 point from your srr{MrNA because 
  of
  jls buffeting, plus 1 additional point from your
  STAMINA 
  from the poison in its acidic drool.
  DEMONIC SERVANT 
  sgrt 7 
  sraMrNA j
  Keep tnck of how many Attack Rounds it takes you
  [o despatch this creahrei each Atta& Round, Zagor
  gains 1 srAMrNA point! When you win, you rush lo
  lhe Lhrone to attack Zagor, tum to 24.
  zot-ro9
  2oE
  The side-passage leads inLo a cavem which has a very
  faint glow coming from its crystalline walls and ceiling.
  Sharp, angular stalactites hang like chandeliers in the
  warm air. There is a distinctive aura of masic about
  this place and, as you creep cautiously Forw;d, a blue
  triangle of glowing energy appears in mid-air, blocking
  the entrance. If you are Sallazar, 
  you can use 1 Magic
  Point to dispel this trap if you so choose (tum to 40
  but ignore the instructions regarding srAMrN^ loss).
  Otherwise, it needs no special magical ability to realize
  this must be a trap Lhat has been acLivated 
  by your
  approach. If you decide to walk through it and suffer
  its effects, tum to 4o. If you don't want to take this
  ris( you can either make for the cavem further along;
  if you haven't al.ready entered it (tum to 1o), or refum
  to the main cavem where you entered (tum to rt6).
  209
  Alas! The hag has casl a Magic Screm spell upon
  herself, and your spell simply fails. She gets a free
  aLtack against you (a Fireball spell if this is the 6rst or
  second Attack Round, a poisoned dagger attack other-
  wise) and her cat also bites you, so you lose another I
  sr^MtN^ point. If you cast another spell at the hag,
  however, her Magic Screen spell has now dissipated.
  Retum to ,.9o and continu€ the fight.
  
  This cell-block has some forty individual cells along
  many meLres 
  of corridot bul at the end of the conidor
  is a quite different door, A black, wrought-ron image
  of a Dragon has been sealed into the hard, varnished
  wood of the door's surface. It Lakes the largesL key
  from your keyring to fil the lock, but you can open rr
  at last and peer into the large chamber beyond. What
  you see here strikes fear into your heart! Round Lhe
  room scores and scores of huge, yellowed bones are
  strewn and, as you stare at the sheer scale of Lhis
  place, the bones be8in to move together, jerkily at
  fust, then, as Lhe spine and limbs of the skeletal
  monster assemble, a Dragon-like creahx.€ suddenly
  rises on all fours. Given ihe size of this monsLer you
  may prefer to 0ee; if you do so, you have to leave the
  jails behmd yoq so tum to J57 to search elsewhere If
  you want to fighl, you wrll have a little Lime to
  perform some actions before the Skeletal Dragon
  assembles, 
  which will give yotr a slight advantige.
  2aa
  The healer concenlrates all his powers on his magical
  ring - and disappears in a puff of magical smoke! Now
  you musL leave and open one of the doors in the
  Throne Room which you haven't opened before, all
  are along the north wall, so will you open:
  The left-hand door?
  The door in the middle?
  The right-hand door?
  Tum to 28r
  Tum to 91
  Turn to 244
  
  One of the bookcases 
  seems to be ever so slightly out
  of alignment with the south wall Further examination
  shows that it can be pushed so that it rolates, and
  behind il is a secret passageway 
  which leads down to
  the east It is dark here so, if you enter and you do not
  have a lantem (or a Lrght spell), you must ternporarily
  subtmcl 2 polnts from your srrLl for as long as you
  are in an unlit area If you decide to explore the secrel
  passageway, 
  turn lo a,51 If you would rather explore
  elsewhere, tum to 5, but make a note that you can
  retum to explore this secret passageway 
  later if you
  wish by tumrng to thrs paragraph, as long as you are
  still on this level of the castle (but not rf you have
  crossed any stafways).
  The dust is powerfully magical, taken hom the tomb
  of one of Amarillia's most fabled wizards of a bygone
  age, Restore your Cunent sKrLL, srAMrNA and LUCK
  to their full, hrilal levels. Tum to 262.
  214-245
  274
  You didnL want to ki]l the animal, but you couldn't
  afford to lose your precious armourl Now, since lhere
  is nolhing else of interest in thrs chamber, will you
  open the door opposite with lhe ceramic plaque, if
  you haven t already done so (lum to ro), or make for
  the end of the north passage 
  (tum to 4j)?
  245
  The angry horde of ravening, diseased 
  vermin rushes
  ar youl
  RAT HORDE
  5TAMINA 8
  sKrLL 7
  If you win, did Lhe Rat Horde win a single Attack
  Round? If they did, you have contracted a terrible
  pestilencer 
  Bubonic Plague. Now you must colmt the
  nunbers of new rooms, chambers 
  or cavems you enter
  after leaving the Feast Hall. After you have enLered
  6ve, lhe plagLre begins to take hold; you must deduct
  2 points from both your IniLial and Current srAMrNA
  for each new room (cavern, chamber) you enLer When
  yo\n Ifiitial sr^MrNA reaches zero, you die from
  plaguel This lerrible process can be ended only if you
  can find a Healer or f you already have or manage Lo
  acquire Plague Anlidote (whrch reslores your lflirdl
  i
  
  but not your Crment, sTAMINA). 
  Now you are in a
  race againsL time, and not jusL because the squeaking
  you can hear from holes in the walls suggesls that
  more rats may be on Lhe way! If you wsh to search
  the Feast Hall, tum Lo 61. If you wanL lo explore
  elsewhere, 
  you should leave Lhe FeasL Hall and retum
  to the doorway to the entrance hall, tum to j76.
  2A6
  A small plaque above the depressions set into Lhis
  door carries the legend: 'Chamber of Meditation' If
  you have a wooden casket with four gems inside il,
  you can place the tems into the depressions 
  in Lhe
  door and so gain admiLtance If you have the gems,
  Lake the inilial letters of their names and rearrange
  them to form a word. Take the numbers conespo4ding
  to those initial letlers (A = 1, B = 2, C = j, elc.)
  then add them together Tum to the paragraph with
  this number- If you do not have these gems, you
  cannot open this doori tum to 4r to search elsewhere
  247
  The omate crrcles on the floor dim, the light of magic
  sparking out of Lhem Since this chamber is nearly
  bare, you try the north door, wondering what may lie
  behind it, since the Elemental 
  was a powerful guardian.
  za8
  Behind the door you 6nd a small cubide with a Tower
  Chestl You also find an omate onyx sLaff, it has four
  s1'rnbols 
  elched along rts length, a lion, a goblet, a star
  and a chevron. Cain 1 LUCK poinL for these finds. You
  do not know as yet exaclly what Lhe staff does but, if
  you use it at some future time, you will have Lo spend
  r Magic Poinl to be able to do so Now Lum to 97 to
  search elsewhere.
  2aE
  Looking along the torchlit northern side-passage,
  standing at the point where it joins Lhe east-west
  passageway, 
  you can see th,r:ee 
  doors: one close Lo you
  on the west side of Lhe passage, 
  another fiither along,
  and a door aL the end of the passage, on the north
  side. If you want to reLum to bhe easL end of the main
  east-west passage, 
  fum lo j. If you wan! to go to the
  wesLem end of the main east-west passage, tum to
  557. Otherwise, you should open a door along this
  north passage 
  which you have not opened before. Will
  you oPen:
  The first door on your left? 
  Tum to 598
  The second door on your left? 
  Turn to ro7
  The door at the end of the passage? Tum Lo 65
  
  249
  The Zagor-Demon's eyes jerk open and its taloned
  hands grab at your body, clutching you tightly and
  hampering your every movement From now oo lhe
  number of seconds you take to progress wiLh the
  body will be doubled for all movement to the Hearr
  fires! If your joumey takes Eoo seconds or lonSet
  make a note to tum to 21 immediately Now lum back
  to the paragraph you came from
  220
  The Glory of Anarillia is a tully armed war-galley, and
  to your arnazement 
  the captarn is a Barrabang 
  Centaurl
  Centaurs are hardly renowned for seamanshrp, 
  but the
  magical iron shoes on the Centaur's feet allow him to
  walk on water, as you discover when he literally walks
  aboard after you
  'There Is a fair northerly wind' Captain Caraurus says
  as he snffs at the bitlerly cold air. 'We should get to
  the end of the Icecap klands without fog to worry
  about. Only icebergs and whaLever monsters of the
  deep may wait in store, eh?'
  The voyage bears ouL his oplimism The greal vessel
  skirts the warm Stream of Zephyrs and, after some
  days, tums south-west pasl the coast oI Lhe Frozm
  Lands. BuL on the margins of the warm sea flonts, fogs
  begin to sp ng up as you head for Tower Island itself.
  You jusl keep your fingers crossed and hope that no
  predaton of the deep are sensing the greal ship above
  them. If you want to spend a poinl of LucK Lo avoid
  even the chance of such an encountet turn to 44.
  Otherwise, tum to 98.
  Test yout Spol Skill. If you are successful, twr. to 29. If
  you fail, tum to 146
  You take an exLra 12o seconds to get across the
  bridge, less 15 seconds for each point of lucr you
  decided lo spend (if you are using a Potion of Flying,
  Lhe basic rzo seconds is reduced to 60, but Lhe
  absolute minimum time you need to cross, no maLter
  how many LUCK points you spent, is 1() seconds).
  Righl at the bottom of the bridge you must Tesf yorr
  lrck II you are Lucky, tum to i4. If you are Unlucky,
  tun to 60.
  
  225
  225
  You have bearded the Hellhom Champion in its lair!
  Among a pile oflooted treasure befouled fumishings and
  decor and gnawing on an Orc l€g, the thee-mehe-tall
  Champion rises up on iLs massively muscled legs and
  cracks its whip angrily at your intrusion. Op€ning an
  enormous 
  mouth filled with discoloured, 
  yellowish teeth,
  bhe monster breathes 
  a fetid cloud oifilth as it orepares 
  to
  assault you r,rith a flurry of hom-butts and wiip :trikes.
  Unless you have takenAnti-venom, 
  the poisonous 
  brealh
  of the Champion nauseates 
  and sickens 
  you, makingyou
  wealq youmuslsubtracl :r from yourAttack Strength for
  this combat.ll you have an onyx slaff, turn at once ro r5o
  HELLHORN CHAMPION ser[L 10 srAMrNA 16
  If the Hellhom Champion hits you, you must roll one
  drce and consult the table below to s€e what damaee
  it does to you:
  Effe.t
  Glancing 
  blow from whip,lose r
  STAMTNA 
  POlnl
  \44rip blow: lose z sr,,tMrNA 
  points
  Head-butt: lose 2 srAMrNA points
  Special whip blow: lose 2 sr,{MrNA
  poinLs and 1 sKrrl poinf
  6 
  Special 
  head-butL lose 2 sr^MrNA
  points, plus 2 extra STAMTNA 
  points
  from poisoned homs!
  Any sKILL points you lose because of a special whip
  blow are only temporary and are regained when this
  combat ends. If you wir! tum to 5j5.
  Dice Roll
  1
  4
  5
  
  The white lacquered door opens into a large chamber
  which, to your delight, contains a Tower Chest; how-
  ever, ftom this distance you cannot discem in deta
  lhe heraldic symbol on it. The room also contains a
  pair of suits of armour made of while lacquered plate
  mail and grasping halberds in their mailed gauntleLs;
  lhey snap stiffly and loudly to attention as you entet
  pointing their weapons directly at you. If you prefer
  to oee, tum Lo 5. Olherwise, fight them one at a Lime.
  SKILL 
  STAM]NA
  First ANIMATED ARMOUR 
  I 
  10
  Second 
  ANIMATED
  ARMOUR 
  I 
  10
  If you win, you 6nd that the heraldic symbol on fhe
  Tower Chest shows Lhree blue chevrons on a while
  background When you are ready to leave, you should
  explore an area you haven't enLered yeL along Lhe
  Passage 
  of Hawks, so will you:
  Go easl to lhe mid-way point of the
  Passage 
  of Hawks?
  Go wesl then along lhe south
  passage?
  Go wesl then along the north
  passaSe?
  Open the single door lo the west?
  Turn [o 5
  Tum to 72
  Tum to J85
  Tum to 275
  225
  As you stnde past bare stone walls with lhe irregularly
  placed, dimly buming torches and sland beside the
  225
  firsL doorway, you are surpdsed as a shadowy hand
  reaches from the gloom and chills you with ih dark
  touch. Deduct z poinls from your sr,lwrr,r You have
  been ambushed by a vicious and malign undead crea-
  ture, a Skulking Shade, the ghost of an especially
  spiteful and wicked servant of Evil. The shadony form
  is vaguely human in shape but any humanity in its
  features has long since departed. Now you must fighl
  the wretched creature.
  SKULKINC SHADE
  If you win, you open the door and find to yow
  disappointmenL 
  lhat the room beyond is completely
  bare. You walk along as far as the two doors aL the
  end of the passage; 
  will you open the plain wooden
  door (hlm to 28) or lhe door with the grille set inLo iL
  (turn Lo 5iI
  226
  The Orc leader gasps his hammer firmly in his power
  ful hands and leaps down from his throne-like chair.
  'l'll knock yore head off, yoo runt!' he screams. 
  As he
  runs at yoLL you have time to perform one action
  (casling a spell, drinking a Potion, etc, but not eating
  some Provisions - you don't have enough time).
  Decide whal this action will be, then 6ght {or your
  life The Orc leader hafes Dwarfs in parlicular, so, i{
  you are Stubble, you musL add l lo his AtLack
  Strengthl
  ORC LEADER
  SKILL 8
  SKILL 7 
  STAMINA 7
  If you win, you can take the leader's treasure, 
  which is
  
  hidden in a wooden chest under his lhrone You tind 4
  Gold Pieces, a Magic Rmg and a scroll wiLh the Skill
  Spell inscribed upon it 
  something the Orcs couldn't
  use for their own benefit. The hammea uifortunately,
  rs an Orcish weapon, usable only by thal unpleasant
  racel Leaving the barracks behind you, tum to 4f Lo
  explore els€where.
  Leaving the barracks behind, you may open the door
  opposiLe you, if you haven't done so already (tum to
  Jr8), or else make for the large double doors at the far
  end of the entrance hall (tum to j76).
  2,2,4
  If you want to 80 to the Templar's rooms immedlately,
  tum to 124 lf you want to search elsewhere 
  6rst, tum
  to j6 ln either case, male a note that, if you slay
  the Grand Templar rn his rooms, you should then
  tum to j46 to search for the secret panel Dorrick
  told you of.
  The brainless Orcs and Zombres of the lower castle
  could not breach Lhis room because of its magical
  banier, so the wizard's chamber is in[act You search iL
  thoroughly, so you must eaL a meal here. You find z
  Gold Pieces, a scroll of the spell Fast Hands, a flask of
  fine herbal restorative (you regain 4 points of sr^MIN,{
  thror-rgh dnnking this, which you can do at any time
  except during a combat), a Magic Rhg, and a Tower
  Chestl Gain r lucx point for this ffne booty. You also
  23et3a
  find a scrawled note, perhaps left for an apprentice
  now long dead, whrch suggests that the wizard here
  feared he was to be taken to the jails and noting Lhat
  he would lalce his'precious ebony'with him. Finally,
  there is a glowing blue mirror here; it is far Loo heavy
  to carry, bul if you are Sallazar you realize Lhat Lhis is
  a teleportrng porLal. If you wish Lo use it, you must
  stand beside it and cast a TeleporL spell to convey you
  into the miror and out through the portal beyond. If
  you wish to do Lhis, tr.rm lo :98 I{ you do not want
  to do Lhis now but think you may wish to do so
  later, make a noLe of this paragraph; you can retum
  here from any chamber on this floor of the castle in
  order Lo teleport later (but not after you have
  crossed any stairways!). If you wish io retum to the
  main westem passage outside the wizard's chambers,
  rum ro f.
  250
  The card rs blank - or rs it a loker? Or, most confus-
  ingly, both at the same Lime? WhaLever it is, iL seems
  Lo have no effect on you or on Zagor. Tum to 299.
  2ta
  The Dark LIf isn't going to talk to youj he is screaming
  at you Lo get ouL as he edges round the room in order
  to get his back against the safety of a solid wall.
  However, he isn'f making any obviousJy hostile moves.
  If you want to retreat slowly and then explore else-
  where, you can get away safely; tum to 576.1f you
  decide to attack the Dark EIf, who clearly has a spell
  ready to launch at you, turn to 258
  
  252-234
  Zuqurulm can teach you a special form of the Stamina
  Spell This costs j Magic Points to cast, buf it may be
  cast during a combat, at the starL oi any Altack Rourd
  (if you have enough Magic Points to do so). If you
  have the higher Attack Strength, you regain lost
  sreulre equal to half your Inifral score (rounding
  fractions up). If you do nof have the higher Attack
  Strength in fhat Attack Round, however, the spell is
  ruined and you do not regain any srAMrNA points
  (your enemy will damage you instead). As usual, you
  must decide whether you are going to cast Lhis spell in
  an Atlack Round before you roll dice to determine
  Attack Strengths!Now tum to 211
  'Now, don't you go leaving old Grizzell and poor
  little Wacket here,' the hag says threateningly as you
  tum to go. You look around, to see the hag toying
  with a discoloured 
  silver dagger, and her pet licking iLs
  lips in Lhat ceftain way cats have when Lhey're anlicipaL-
  int a tasty morsel. You will have to give the hag 4
  Cold Pieces or any one Potion as a bnbe to leave you
  alonc, If you do, you can head for the wrought-iron
  door in the passage 
  outsidq tum to 192. If you can't,
  or won'1, pay the bribe, you'Il have lo tight; tum to
  290-
  234
  You have found the final guardians of the entrance to
  the great castle level above. In Lhis chamber you stand
  with your back to a door in the east wall and ahead of
  235
  you, across the room, is a great sprralling stone stair
  way leading across a deep, 6ery chasm up to a landing
  far above you. FortunaLely 
  for you, Skelelon Waniors
  are lhe only guards herq you can fight them one at a
  time here.
  SKILL 
  STAMINA
  Iirst SKELETON WARRIOR 
  E 
  8
  Second SKELETON 
  8 
  8
  WARRIOR
  If you win, and you are rcady to ascend the stone
  stairway, tum to 298. If you want to visit some area of
  the castle's lowest level before setting off upwards, go
  instead to the southem end of lhe passageway 
  outside
  this room; tum to j5Z
  235
  You have defeated Zagor . 
  but you still have to
  destroy himl You should know how io do this - but, i(
  you k:now where to do it, you will know what lhe
  bridge which hung over ihe chasm there is made of,
  won't you? Take the name of the material and convert
  it into a number, using the code A = a,R = 2- C = j,
  and so on Add the numbers together, multiply the total
  by six, then Lum to the paragraph 
  with the same number.
  If you do not know what this numb€r is, tum to y9.
  
  256-234
  236
  In a cramped chamber behind the sliding panel you 6nd
  a dark-haired, 
  middle-aged 
  man sitting on a dilapidaled
  bed wilh his head in his hands. A small oil-lamp bums
  on a table besrde hrm, and you can see the corner of a
  wooden chest poking oul from under the bed. The
  man is weadng plate mail armour and he reacts with
  alam to your enLry, you can see from his demeanour
  thal he knows how to use the heavy broadsword he is
  gripping firmly in his lefL hand while raising a shield
  with the oLher He is also wearing a curiously omate
  gold ring on his righL inciex finger He yells at you to
  leave and is clearly going Lo be a tough opponent to
  6ght. If you want to attack hirn, tum to :9 If you try
  lo parley with him, hr:n to rz9. If you back avray and
  leave, you must explore elsewhere; 
  you can set off to
  lhe souLh and then eastwards (tum to 599) or north-
  wards to the Passage 
  oI Hawks (tum to rt).
  Moving one of the pallet beds, you noLice a ragged
  hole in the wall behind fhe bed leg. However, you can
  also hear a scrabbling noise coming hom the hole, so
  there may well be arr elemenf of danger involved. If
  you wanl to Lhrust your hand into the hole in the wall
  to see whaL may be concealed there, Lum lo 265 If
  you prefer to leave well alone, you retum to the main
  Passage 
  Lo explore elsewherq tum to 4J.
  238
  Test your Skill at opening lhe door. lf you are successful,
  tum to 529; if you fail, Lum to 251.
  
  239-24o
  239
  and head north to the east-west passageway (tum Lo
  4i.
  240
  When you cast the Cold Piece into the well, the
  waters below seelhe and boil, then all at once become
  placid again. The face of an old woman shines up at
  you, and the vision puts a thoughf into yo.rr mind,
  244
  The on1'x staff has fow symbols on iLi llon, chevron,
  Soblet and star. If you have spent a Magic Point to
  actrvate the sfaff (or rf you do so now), you may be
  able to use ib to deal the Dark Knight a mortalblow. If
  you know which symbol can defeat hrm, and if you
  have also found a heraldic desrgn on a chest with that
  symbol upon it, you know how many syrnbols were
  on that chest and what colour they were. Convert the
  letters of the colour into numbers using the code A =
  found two white goblets inscribed on a chesL, you
  would lum to paraSraph 
  tlo: WHI lL = 2j + E +
  o + 20 1- 5 = o.. and you would multiply that totdl
  by z) Turn to lhe paragraph you have calcuJated; 
  if
  lhe name of the slmbol isn't the fusL word you see h
  that paragraph, you are r4Tong and should retum to
  paragraph jr4 to contrnu€ fighting. You should also
  do this if you have the staff but do not know which
  symbol defeats [he Knighf
  
  242
  You must reduce your Altack Strength here because 
  of
  the confined space: subtracL 4 if you are Anvar, 2 if
  you are Braxus, and r if you are Sallazar (Stubble can
  6ght normally), and a further 1 point if you are
  wearing piate mail armour. Nor can Sallazar cast a
  Fireball or Thunderbolt spell at the Imps, because the
  space is too restricted. 
  For Lhe first two Attack Rounds,
  the Imps will continue Lo pour boiling oil over you
  and you must lose J srAMrNA pornts each round, but
  you should still ro11 d.ice for ALtack Skenglhs in the
  usual way to see whelher you damage them There-
  after, the Imps fight with long needles, 
  whjch cause you
  only r point of damage if lhey hit you. Fighl the Imps
  togelher.
  SKILL 
  STAMINA
  First CASTLE IMP 
  5 
  I
  Second CASTLE IMP 
  5 
  4
  If you win, you gel Lhrough to the Imps' little living
  chamber and Lake whaL meagre treasure they have:
  only r Gold Piece and some scraps of nuts arld tubers
  (add r to your Provisions) Crawling back southwards,
  you can open the door to the east, if you haven't done
  so before (turn to 13), or retum to the mam castle
  (tum lo j)
  245-244
  243
  The arow is cursed, and you lose r point each of
  Ifiifial sKrLL, 
  sr,lvrre and LUCKI 
  Tum to 262
  244
  You have made your way inlo the Chancellery 
  where
  lhe kings of Amarillia kept Lhelr keasurel Of course
  much has been looled but, to your dehght, there is a
  Tower Chest herel After opening it, you must Teit
  your Spot Skill If you are successful, tum to ry
  Otherwise, you leave here, and now you must open a
  door in the Throne Room which you haven't opened
  before; will thrs be,
  The door in the wesl wallr 
  Tum to 59o
  The central door in lhe north wall? 
  Tum to 91
  The westemmost door in the north
  wall? 
  Tum Lo 282
  
  245-246
  245
  The horri6c, grinning face of a madman, dripping with
  blood, slares al you from the face of this malign card.
  As you stare at it, the eyes of Lhe image begin to glow
  and the face contorts into a murderous gnmace, and it
  feels as if the imprisoned homicidal maniac is somehow
  lrying to slrugSle out of the card rLself to gel at youl
  You drop fhe card and run in Lenor- Tesl your Lucki 1l
  you are Lucky, you manage Lo clamber across Lhe roPe
  bridge above the chasm of the Heartfire and make
  your way back to the"castle, 
  so turn to j57 to explore
  elsewhere If you are Unlucky, you plunge headlong
  into the chasm rtself, and your adventure ends here!
  246
  The onyx slaff has {our symbols on it, lion, chewon,
  goblei and star. If you have spent a Magic Point to
  acLivate the stlf (or if you do so now), you may be
  able to use it to deal Lhe monstrous Ogre a mortal
  blow- If you know which symbol can defeat him, ard
  if you have also found a henldic design on a chest
  with that syrnbol upon it, you know how many
  symbols were on that chest, and what colour they
  were Converi the leLters of Lhe colour into nu.'nbers
  trsing the code A - 1, B = 2, ( = 3, sl6. Add the
  numbers togeth€r, add 8 lo come to a 6nal tobal, then
  multiply that by the number of the symbols you found
  on the chest. (Thus, for example, if you think that the
  lion defeats the Ogre, and you had iound four white
  lions inscribed on a chest, you would tum to paragraph
  -z,9::WHITE = 4 
  + I t g + zo + s = 65t
  adding 8 gives 73, and you would multiply thal total
  by 4.) Turn to the paragraph 
  you have calculated; 
  if lhe
  name of the symbol isn't Lhe fourih word you read in
  that paragraph, you are wrong and should retum to
  paragraph 166 to continue fightrng You should also
  do this if you have the staff but do not know whrch
  symbol defeats Grool.
  247
  Test your Luck If you are Sallazar, 
  you may subhact 2
  from Lhe lolal rolled on the dice; i{ yor.r are Stubble,
  you must add 1 to Lhe lolal rolled; if you are Anvar,
  you must add 2 to the lotal rolled. If you are Lucky,
  tum to -!7o. If you are Unlucky, tum to 56o.
  
  244-249
  244
  You push open the double doors leading to Lhe west
  wi^g of Lhe castle and find yourself gazing down a
  long, long passageway 
  that stretches 
  before you - but
  a malign, r:ndead presence awarts you herel The mad-
  dened shade of a casLle 
  knight, who has been tortured
  most horribly by servants of evrl, is now too crazed Lo
  distingrish you lrom one of rts old lomentors. You
  will not be able to flee; lhe Spectre will chase you
  any'where 
  you go. li you do not have a nagic weapon
  lo ftght the Spectre and if you have no other means
  of deslroying rt by magic, you will perish here,
  since non-magrcal weapons have no effect upon this
  creaLure
  SPECTRE
  STAMINA 14
  SKILL 10
  If you win but the Speclre hit you even once, you
  musL roll one dice If you roll any number other than a
  6, you must lose 1 point from both of your Current
  and Irlital sKrLL through the lfe-draining touch of the
  monster You walk forward som€ forty meLres to
  reach the mid-way point of this long westem passage'
  way in order to take your bearmgs; tum to J6
  249
  Unfortunately Zagor canno[ be harmed by non magical
  weapons, so your arrow rs useless against him His
  spell drarns r point from your Current SKILL and 2
  pornts ffom your Currenl srAMrNA Tum to 299 and
  choose another course of action for the next Attack
  Round.
  
  250
  The wretched knight is sunk in depression 
  and despair,
  clearly he can offer you no help. If you want lo ask
  him about the knighl with the magical flying sword in
  lhe painting you have seen, though thrs may oe
  tactless, tum Lo 2o2 Otherwise, you must leave and
  explore elsewhere; 
  you can head south and lhen east-
  wards (turn to j99) or northwards fo the Passage 
  of
  Hawks (tum to 1aa).
  Your entry awakens a pair o[ Orc guards who were
  dozing peacefully, 
  so you are able to slrike one wjlh a
  free blow before they can react. They snatch up lheir
  weapons lo aLtack you but, backed into the doorway,
  you can fight them one at a time
  252-254
  Your reward for overcoming Crool is a Tower Chest,
  plus a table laden down with looted castle wines and
  preserved food (add 5 to your Provisrons) on the
  ballista platfornr. There is also a set of Dragonbone
  keys here; 116 of thern in all, although you spot one
  huge one thaf is clearly the master key lf you are
  Anvar or Braxus, tum to f9j. Otherrvise, you clamber
  down the stone steps here and head to the main
  passage outside the tower to explore elsewhere; 
  tum
  !o 52
  The symbol on lhe door deLonates 
  as the triangle
  glows a brilliant orange colour and showers you wrth
  flames; deduct 6 points from your srevnrl If you are
  Sallazar, 
  however, you can lps, your Skill ard, if you
  are successh:I, 
  you lose only 2 srAMrNA points since
  ) ou manage to avord the worst effects of this magical
  hazard. But even you cannot open ihe door. Tum to
  397
  214
  You slp the key into fhe lo& and the door swings
  open soundlessly. In a long, hallJike chamber left
  Firsi ORC
  Second ORC
  If you win, their armour and weapons are of litllc use
  lo you, but you gather some food from Lhis guardroom
  (add z to your Provisions) and there is a lantem here,
  should you need to take it. Leaving this room, you can
  return eastwards to explore (tum to 199) o. go west'
  wards to the right-hand tLrmrng in the passage 
  (hlm to
  a34)
  SKILL 
  STAMINA
  
  untouched by the castlet evil denizens, a row of
  priesLs reclne, embalmed after therr deaLhs, 
  in a row of
  hands are resting on a golden sphere at its end, while
  another has a silv€r signet ring set with an amethysi
  on his riSht hand. A third canies a small woooen Dox
  item, will this be:
  255-25a
  256
  I1 you are Sallazar, you get no offers of work: wizards
  aJe too pun1 lo be dockerst you cdn try gambling it
  vou w_r\h rtum to j:): rl nol, lum fo i7l. If you are
  any ol lhe olher heroes, you edm 2 Cold pieces h
  retr.rm for some back-breaking work Tum to ry5
  257
  258
  You ar'e engaged in mortal combat with the crazed
  The silvered staff?
  The silver ring?
  The wooden box?
  Tum to Jo9
  Tum to 285
  Tum to 80
  The chaofic magrc swirling around Castle Argent af-
  fects you. If you drink any Potion, it will have little
  effect: a Potion of Luck restores I point of LUCK
  only, and a Pohon of Slamina will restore only a
  few sr.rvrN,c points (roll one dice: thrs is th€ number
  ol srAMrNA point) you regdin. to a maximum of
  hal( your Initial scorel It you casf dny spell. you
  must TesL ya r Luck: if yolu are Unlucky, the spell
  wili simply fail (if you are Lucky, your spell,casfing
  will work normally). Retum to the paragraph you
  cahe from.
  
  259
  spell. Thereafter, 
  the Dark Elf will frght with his
  dagger. 
  If at any time you decide to flee, turn to r98.
  DARK ELF WIZARD 
  sKrLL 
  8 
  srAMrNA 
  1rl
  Jf you win, you can search the room. This takes some
  time, however slnce everything is so clukere<r, 
  so you
  mu\l eal d medl. trentualy you find r Cold tieces, a
  hne \ilk tapestry 
  worth a Cold Pieces 
  /it you c.jn find
  whose army decimated Castle Argent, and that he
  lives in mortal fear of a ghostly wizard, Remstar, who
  ts said to be teyond the Heart6res'. There is also
  some Sruesome notes concerning the Dark Elf,s in_
  volvement in necromantic magic, creatmg muLated
  monsters and using magic io animate them, wtth a
  reference to the 'silver room' where these experrmenrs
  were conducLed. Now i!'s time to leave here and
  search elsewhere; 
  turn to j76.
  2s9
  Behrnd the door with the shield inlay on it is a
  barracks 
  complex, a network of small parade chambers,
  do.mitories and the like. At the northem end of this
  network of rooms is a broad east-wesf passag€ with
  two doors, one with a lacquered blue coating and the
  other with a simrlar coating of yellow lacq-uer. 
  Will
  Search the banacks thorouehlv?
  Open the blue door?
  Open the yellow door?
  Leave and search elsewhere?
  Tum to 12
  'f]um to j27
  Turn to 2o5
  Tum to 64
  26o
  
  26a
  You are half,way down the corridor, and it seems to
  have taken an etemity gelting Lhis far. As you strarn
  your eyes to see what lres ahead of you, a shamblng
  figure in rotting bandages lurches along the corndor
  to attack you The most powerful of the castle's
  Lrndead 
  guardians, the Great Mummy's rotting affns
  reach forward to strangle the life out of youl I[ you
  can, and wish to, cast a Fireball spell at the Mummy,
  tum to 356. If you have a lanLem and you decrde to
  throw this at the Mummy, turn to j79. Otherwise,
  tum lo 288
  262
  You've tnumphedl You have slain a Dragon single-
  handed, a feat of which no more than a handful of men
  on Amarillia can boast. And, of course, Dragons are
  legendary for their treasure hoards - aren't they?
  There is not a Gold Piece, not a Bem, in sightt You
  look around frantically and, in the north,east corner of
  the platform floor, you 6nd somelhing very odd
  indeed, lhere is a shimmering wheel paLtem in the
  floor, whrch now is begirming to turn and almost fade
  even as you stare at il. As you look the wheel spins
  iaster; but you can make oul that rt has six segments
  and thai each section has an image wjthin ii The
  Dragon must have hidden its treasure rn the magical
  sector o[ some extm-planar 
  space and, now the Dragon
  rs dead, the magical link is fadrng You have time to
  take two of the items you can see before the wheel
  iades completely; if you spcnd a LUCK poinL, you can
  snalch three. However, you have no time to regain
  
  265-264
  lost suvrr.re by drinking a Potion, eating some provi-
  sions, etc-, jf you are to Sather this Lreasurel 
  Decide
  which imaSes you wrsh to reach out and grab After
  you have taken your lwo (or three) ilems, tum to 121.
  265
  265
  You fail to spot a tripwhe hap and fall heavrly to the
  grotmd. From two doors on either srde of yoLr you
  hear cries of alarm, and you get to your feet just as a
  CreaL Orc comes rushing lhrough each doorl What's
  worse, in each room there is another creature, 
  dragging
  itself off a bunk bed and putting on its amour. You
  have lo overcome four of these Orcsl Fight each pair
  togethe4 when you have killed the firsl pair, lhe
  second pair will be ready to iighl
  Gold
  Gems
  Wooden chest
  Potion boftle
  Glowing anow
  Handful of dusi
  Tum Lo 106
  Tum to 181
  Tum to 291
  Tum lo j28
  Tum to 245
  Tum lo 215
  First GREAT ORC
  Second 
  GREAT ORC
  Third GREAT ORC
  Fourth 
  GREAT ORC
  SKILL 
  STAMINA
  263
  Beahng down the door, you trigger a vicious lrapi a
  spring loaded spear hurtles from the wall behind you
  and strikes you in the back. Deduct 4 points from your
  srAMrNA, but you manage to force the door open at
  last. Tum to 85.
  264
  The Zagor-Demon goes into a frenzyl Tesl your Lt&
  If you are Lucky, it collapses as iL tkashes helplessly
  abouti turn to 54 If you are Unlucky, rn its wrld
  flailing it will strike you and you must deduct 4 points
  from your srr,vrr.r,l. lf you are still alive, tum to s4
  If you win, you male a hurried search of the guard
  chambers on the other side of the doors. Save for
  mouldy and half-rotlen food and befouled Orcish
  clothes, your search tums up only a single Gold Piece.
  You walk further along the entrance hall. In front of
  you there is a small door to your left and one lo your
  righl, and a pair of larger doors directly ahead Will
  The right hand door?
  The lefL hand door?
  The large doors ahead?
  Tum Lo 20
  Turn to j18
  Tum Lo ,76
  
  266-26z
  266
  You inseft your fingers inlo the hole and suffer a
  parnful rat bite for your pains! Lose 1 srAMrNA point
  The hole is too small for you to use a weapon of any
  size, but you can thrusi a knife inside to attack the rat
  (which will bile your hand agam when you do). You
  must subtncL z from your Attack Strength while
  trying to skewer the rodent, since you can'i really see
  what you're doing. For both you and the rat, a
  sLrccessful 
  hit here will cause only I point of sr^MINA
  damage.
  CASTLE RAT 
  s(rLL 6 
  srAMrNA 
  2
  If you win, you musi leif your Skill. lf you are
  successful, 
  turn to j5o. If you farl, turn to ez8.
  267
  As you raise your weapon to strike the old man, he
  picks up a golden lamp and rubs rt hastiLy A genie
  appears before your siartled eyes, simply crooks rts
  index finger at you - and you are roofed to Lhe spot,
  paralysedl 
  Now you know why the Orcs of the castie
  weren't able to kill the merchanL 
  before you got here,
  but the realization comes too iate. Your adventure
  z6V27o
  2.64
  You have landed on a concealed 
  pit trapl Below you
  the Sround simply gives way and opens up to reveal a
  deep pit filled with spikes You must leap forward to
  avoid this Test your Skill (add z to the dice roll if you
  are Stubble), If you are successful 
  ium to 26. If you
  fail, Lurn to r9r
  269
  The door here rs half ajar and you push it open easily.
  The room beyond musL have been a guest chamber,
  ihe comlort of the bed, fumrture and rugs here suggest
  ihat It was looted long ago, of course The bed sags
  in the middle from Orcs jumping up and down on it,
  and the fine rosewood Lable and chairs have had Orcish
  narnes carved cmdely into them. If you want to
  make a prolonged search, tum to 2. Otherwise, tum
  to i5.
  270
  As you seat yourself in the hag's chair and begin
  your work, the spindle moves faster and faster until
  you become dizzy, trying to keep your eyes focused
  on it. Then it stops abruptly - it has fashioned a
  magrcal garment for youl Roll one dice and consult
  
  Lucky Neckerchref
  the table below to see whaL you have made for your-
  self.
  Dice Roll 
  ILem
  passage winds and twsts furLher norlhwards and it
  becomes 
  a crawlway afLer a few metres If you want to
  open lhe door Lo the east tum to lj. If you want to
  head west and then north, which means a crawl on
  hands and lcrees, turn to 555 If you warlt to return to
  the library and the passageway 
  outside it, then expJore
  elsewhere, 
  turn Lo j.
  You must Tssl Vo r Luck twice during your ascent If
  you are Unlucky eilher hme, the Dragon will wake up
  and ils huge head will breathe fire over you If you are
  Unlucky on the 6rst dice roll, Lhe Dragon breathes on
  you twce; you musL lose 6 srAMrNA pojnts from each
  attack! If you are Lucky the 6.rsl time but Unlucky Lhe
  second hme, you suffer only one attack fiom Lhe
  Dragon's breath; lose 6 srAMrNA points. If you are stilJ
  alive, you get to the platform at last; tum to 5r5.
  Thc card shows a Giant. As you gaz€ at rt for just a
  second, something of the strength and mrght of giants
  flows into you. You may add 4 to your Cuirent
  srAMrNA score (you may exceed yoJJ Initi^l scorc)
  and gain 1 LUCK point- Tum to 299
  5 
  Neckerchiefof Invrsibilty
  6 
  Neckerchjef 
  of Wizardry
  A Lucky Neckerchief adds r lo your Current and
  lnitial rucr (your Initial rucr cannol exceed r.z, how
  ever) A Neckerchief of Invisrbility can be used twce
  during your adventure and its effecl lasts for the
  duration of a single combat, during lhis tjme you can
  subtmct 2 from the A[tack Strength of any and all
  enemies, since they cannot see you easily (thrs does
  not work againsL 
  Zagor or any Dragon) If you have a
  Neckerchrei of Wizardry, gain 1 point of LUCK, for
  this garment rarses your Magic Points score to its full
  Inifial level - you car puL lhis on at any iime, except
  during a combat (but its magic will work only once
  for you) Now you leave and head for the great
  wrought iron door in the passageway 
  outside Tum !o
  497
  The passageway ends at a junction To the east, a
  short secLion leads to a door To the west, a nanow
  
  214-215
  A gruesome trophy room lies behind the door here.
  Rows and rows of severed heads line the walls; ser
  vants of ihe Bone Demon decapitated many of the
  castle's defenders in the jails, and one oI Mungus the
  Jailer's hobbies was shrin-king 
  and preservrng ihem. In
  this ghoulish auditorium, one row of heads seems to
  have been exalted above the others, since Lhere are
  four heads individually mounted on wall piaques, with
  lheir names elched upon them. They are (or were):
  Chanquin lhe Court lester, Field Marshal Rabellan,
  Count Reindrech of Cabaal and Dorrick the Castellan.
  If you want to use a Ma8ic Point to see whether you
  can communicate with these heads in some way,
  choose one fo try lo summon, then Lum Lo 24 If you
  cannot, or don't wish to, do Lhis, tum to j5 to explore
  elsewhere in the west wjng, or Lum lo Z to retum to
  the Bronze Stride
  You find yourself in a powder-room used by the
  glitterrngly beautiful women of Castle Argenl before
  its fall. Their valuable gilded minors, crystal scenl-
  bottles and jewellery boxes have been pillaged, and
  make-up lies in small mor.mds on the broken and
  vandalized 
  marbled tables. If you are Anvar or Stubble,
  you leave herej you can male your way along the
  norih passageway opposite, if you haven't explored
  that area before (turn lo j85), or go back east along
  the Passage 
  of Hawks (turn to 111) If you are Braxus
  or Sallazat tum Lo a5-
  
  216-277
  276
  The Dragon is yor.rng and its fire-breathrng 
  ability is
  not yet 6:1ly developed, but it is still dangerous. 
  Each
  Atlack Round, if the Dragon has the higher Attack
  Slrengih, you must roll one dice If you roll r 4, the
  Dragon claws and bites, and you must deduct 2 points
  from your suvrN,l. If you roll 5 or 6, the Dragon
  breathes 
  6re at you and you lose 4 sravlre points!
  YOUNG WAR DRAGON SKILL 
  10 STAMINA 
  16
  If you wiry there is an.angurshed 
  roar from somewhere
  far, far off in the Creat Tower as the Dragon falls at
  your feet. It sounds like the noise a very, pery angry
  Dragon mrght make . . Shivering a liLtle, you gather
  up the Dragon's treasure hoard You find 6 Gold
  Preces, 
  a small pile of tiny moonstones 
  worth 10 Gold
  Preces, 
  a Magic Ring, and, rn an rvory tube sealed wilh
  wax al both ends, a scroll containing the Skill Spell II
  you wanl to take a dose look at whatever it is that is
  glowing inside the crystal dome, lurn to 538. If you
  would rather explore elsewhere 
  in the west wing, tum
  to j6, if you want to return to lhe Bronze Stride, tum
  to7
  You slip the two long Dragonbone master-keys 
  inLo
  the locks in the crystal doors and lhey open In front
  of you a great woodm stairway rises in a graceful
  curve Lo an archway high above. The great faw Arch
  way is apLly named: it appears to be crafted from the
  jawbone of some rmpossibly vast, repLilian monster, a
  deathly leprous yellow-white in colour, forbidding in
  277
  its sheer size and grim appearance. You sLep forward
  and, as you do, the doors behind you slam shut. A
  gloating, eerie laugh mocks you as il resonates 
  around
  the high-vaulted chamber of the stairway; Zagor araraits
  you, and you will not retum alive unless you have
  slain him! You stride forward grimly and begin your
  ascent of the stairway.
  Some minutes later, you throw open lhe grear ooors
  below the Jaw Archway and grit your leeth as you
  sense lhe heacherousness 
  of n'haL lies before yor.r. A
  corridor shetches oul some twelve metres into the
  distance, 
  and its walls are lined with skulls sel inLo the
  stone The walls look as if the skulls where tfuown
  into liquid stone which Lhen congealed, 
  trapping them
  on its surface The effect is deeply dislurbing and, as
  you edge forward towards a chamber you can see
  ahead, you have to fight back a rising sense of panic.
  Clearly some magic here is affecting yoq making you
  sweal and tremble with fed! If you can (and wish to)
  cast a lump spell here, tum to 16r If you carurol, or
  do not wish to, do this, tum to 296
  
  27E-2Ao
  t78
  IF you have lhe higher Attack Strength Lhis Attack
  Round, fum to sag. If Zagot has the higher Attack
  qrrpnofh h'm t- rrE
  way ends at an east-we9t junclion.
  you have not visited before. Will you:
  Open lhe door to your leit?
  Open the door to your nght?
  Head for the passage 
  junction?
  2aa-2az
  Explore an area
  Turn to a12
  Turn to 55l
  Turn to 4j
  The glaring light of your spellreveals 
  a highly unpleas
  ant scene within the Feast Hall, for the tables and
  chairs are crawling with fat, sleek, black rats! You
  make a mental note not to go in there! You decide to
  tale a chance and open the door in the west wall of
  the kitchen, and you find that beyond it lies a small,
  narrow passageway, 
  off which you see a couple of
  tiny boxrooms the domestic servants must have occu-
  picd. and 'ome large larder cupboards. 
  lt's highly
  unlikely theres anything edible left after all these
  years, but, if you want [o make a search of Lhem, tum
  lo z7 Otherwise, turn to 576 and search elsewhere in
  lhe castle
  2Eo
  You are standing in the middle of a north-facing
  passa8e On your left is a door bearing a .eramic
  plaque with a srlver crown design. To your right is a
  plain wooden door. Directly ahead of you, the Passage-
  28a
  The room beyond ihe door here is a cross between a
  torture chamber and a mad wizard's laboratory It is
  slrewn with bones and huge jars filled with the limbs
  and organs of various creatures, 
  and you hastily avert
  your eyes from the gruesome scene. If you decide to
  search Lhis foul place thoroughly, Lum to jo5. Other-
  wise, turn to 51 Lo search elsewhere.
  282
  The bedchamber 
  ofthe kings of Amadllia lies before
  you; looLed and ransacked, 
  ljttie of value remains in it.
  You find a single Gold Piece on the floor here bul
  thaL's all so you leave, and now you must open a door
  in the Throne Room which you haven'L investigaLed
  before. Will this be:
  The door in lhe west wall? 
  Turn to j9o
  The central door in the north wall? 
  Turn to 91
  The eastemmost 
  door in the no h
  walll 
  Tum to 244
  
  243-244
  283
  You force open one of Lhe doors insrde the temple and
  fud two Orcs clad in part-armoLrt with weapons
  readied. One of them turns to face you while the other
  stands over lhe cowering body of a terrified, middle
  aged man. dre*ed in !\hite robes and 11ing prone on
  the floor. One of the Orcs lets fall a crystal vial of
  liquid he was clearly just about to dnnk. You hawe to
  fighl, but make a note that if you wrn the combat here
  you will be able to take thts vial of liquid It is a
  magical Potion of InvisibiliLy and can be drunl( immedi
  ately before any one combat Its effects last for the
  duration of that combat, and during thrs lime you car
  subtract : from the Attack Strength of your enemies,
  srnce Lhey cannot see you easily (this does not work
  against Zagor or any Dragon) Now, i[ you wanl to
  atlack the Orc facing you, hlm lo f5. If you want to
  atLack Lhe second Orc, you can do so, but lhe first Orc
  will get rn a free blow againsl you as you force your
  way past him, so you must lose 2 STAMINA 
  Pornts If
  you decide to atLack Lhe second Orc anyvray, tum Lo
  a7r.
  244
  Trying Lo flee is hopeless; the yells
  soon summon a horde of Orcs lrom
  of the Orc leader
  nearby rooms and
  245-2aG
  lhey swiftly despalch you. You end up as a tasry
  roast, a charge from the Orc's usual diet of rats. Your
  adventure ends here
  2E5
  As you open the caskel, a sudden gust of foul-smelling
  wind blows ihrough the room. The chaoLic and evil
  magic of Zagor has been drawn to the body of the priest,
  and in a maiter of seconds the body decomposes 
  and
  begins to crawl with maggots Honibly, the comrpted
  corpse lhen sits bolt upright and its lividly glowing
  eyeballs 
  glare at youas itreaches out with skeletalhands
  to strangle youl If you want to Free, 
  you can Tesf your
  Skil/; ifyou are success{ul, 
  you n:n before you can come
  to harm, so turn to J99 to explore elsewhere Ifyou fail
  or if you choose to fighl, turn to 50.
  2E6
  The dreaded Comdor of Fear awaits you - can you
  sustain your will and notbe slowed downby the terrible
  phantoms of fear and despair LhaL awaiL you here? Tesf
  yout Luck- If y or ate Lucky, you get Lhro ugh the conidor
  in 5o seconds; 
  ifyou are Unlucky, it takes 1oo seconds 
  (a
  Potion of Flying will not alter these times). With
  mounting desperation 
  you race ever onwards; Lum to 8!
  
  ,4,
  28'
  The greenJacquered 
  door opens readily, and the cham-
  ber beyond appears very strange for it is filled with
  dead vegetalion! You can see a wooden chest, half-
  buried under trailing vines in the distance, so you
  enter in order to take a closer look As you do so, a
  huge shape arises from the half-rotten plani remains,
  roughly hLrman-shaped, 
  the thing is composed of vines,
  and iL reaches ou[ for you, its knobbled 'limbs' trailing
  twitching vines along lhe ground. If you want to flee,
  tum to 5. If you decide to fight the Plant Golem, do
  your besL to despach it swiftly- Each time the Plant
  Golem wins an Attack Round, yolu rrrust Test your
  Skill. If you fail, it has wrapped some of its trailing
  vines romd your legs and arms, rnaking it harder for
  you to move fieely and ffght il, and you must subtract
  r from your Attack Strength. It can do this up to three
  times as lhe thing binds you tighter and tighter in its
  suffocating grasp!
  PLANT COLEM
  SKILL 6
  STAMINA IJ
  If you win, to your dismay you 6nd as you open it
  that the chest here is not a Tower Chesb but has a
  heraldic device parnted rnside rts lid; this show6 sev€n
  red lions on a green background. 
  Inside the chest you
  6nd 4 Gold Pieces and a Polion of Stamina, drinking
  thrs restores srAMrNA equal to half ibs -lritial total
  (round fractions up) and you can drink it at any time
  except during combat. Now, leaving Lhis room and
  entering the Passage of Hawks, will you head west
  (tum bo 5) or east Lo the crossroads 
  (Lum ho 9t)?
  
  2AA-290
  288
  Deduct any poinLs from the Mummy's srAMrNA if
  you have already struck it wiLh a fiery atta&.
  GREAT MUMMY 
  sKrLL 
  10 
  srAMrNA 
  22
  If you wiry you press on along fhis accursed 
  corridor
  Lowards a cavemous chamber beyond As you ap-
  proach, swirling patlerns of lighl flash fiom the cham-
  ber, and you have to screw up your eyes in a squint Lo
  see what is inside. Turn Lo 18o
  289
  You must Test your tlct while yor.r are pleading that
  you do noL yrant to aLtack the Dark El[ If you are
  Lu&y, he won't attack tum Lo 23a If you are Unlu&y,
  he atLacks immedialely ydth a brilliant bolt of fue as
  he completes his spell; deduct 4 points from your
  sraMINA because of Lhe action of the searing flames,
  and you must now either fighl (tum lo 25E) or flee
  (tum to a9a).
  290
  You have to fight the hag and her cat, Wacket,
  together The hag will cast a Fireball spell at you rn
  the 6rct two Attack Rounds (if she has lhe highest
  Attack Strength, you will have to lose 5 sraMrNA
  points from the 6ery assault). Afterwards, she will
  attack you vvith her poisoned dagger (lose 1 poinL
  from your srluru 
  because of the yr'eapor! plus 1
  exlra point from the poison) The caL will try to bite
  you; if it succeeds, 
  you rnust lost 1 sraMINA point,
  but, rf you rc17 11 ot 12 on the dice for the cat's
  29L-29t
  AtLack Strength, you must tum immediately to jj6. If
  at any time you cast a spell againsl the hag, turn to
  209.
  HAC
  WACKET THE CAT
  lfyou wrn, Lurn to 575
  294
  This is a Tower Chestl If you open lhi\ without
  triggering any trap, you may Sain 1 LUCK poinL. Tum
  to 252
  A whirl of green stars will fly {rom the on1'x staff
  upon command cirding the Dragon's head and bury-
  ing themselves 
  in it, causing great pain. One slar will
  be impaled in Lhe Dragon's head each Atlacl Round,
  up to the eighth (if Lhe combat lasts thal long). Each
  star will cause the Dragon Lo lose 2 STAMINA 
  points.
  after the first slar has struck it, you may sublract 2
  from its Atlack Skength due to iLs pain and confusion.
  If you have spent a Magic Point Lo activate the staff,
  you can unleash this effect as soon as you get on to
  lhe Dragon's plat{orm but how will you get there?
  Will you,
  Use a Potion of Flying (if you have
  onel 
  Tum to j64
  Climb one of the ropeladders? 
  T:uur\ to 272
  Enter Lhe swirling vorte>q hoping to
  be carried upwards? 
  Tum lo 534
  SKILL
  8
  8
  9
  
  295-294
  293
  The Colossus collapses 
  at lasU Weary with the effort,
  you drag yourself over Lo the wooden ch€st and
  examine it carefully The small shield design on its lid
  shows a pair of yellow goblels on a blue background.
  lnside the chest you find 3 Gold Pieces, 
  a Magrc Ring
  and a scroll with ihe Skill Spell wrilten on it cain I
  LUCK point! Now it's time to search elsewhere. 
  If you
  haven't explored everything in the barracks area, you
  can open Lhe yellow door (fum to zo5) or search the
  dormitodes and paradd rooms thoroughly (turn to rz);
  alLernatively, 
  you can leave Lhe barracks and explore
  elsewhere 
  (turn Lo 64).
  294
  Ihrs secret chamber was used by the rnightrest defend-
  poinl of Current and Initial sfiu or 2 points of
  Current and lrifinl STAMTNA You do not have to
  transmute your LUCK ln Lhis way if you do not wish
  to do so, however and the transmutafion will be
  tempoEry (affectin8 only your combat with ZaAot\
  Choose what you wanl to do here, then be sure to
  295-296
  Searching through the cavern, you must ea{ a xrear;
  eventually you find a passageway hidden behind a
  Iarge boulder that you push aside with much grunfing
  and swealing at the exertion. The passage 
  is dark and,
  if you do not have a lantem or d Light spell to see by,
  you will stumble and fall, losing 2 srAMrNA points:
  you must also subtract 2 from your Attack Strength in
  any combaLs here (until you retum across the rope
  bridge). Peering along the winding and twisting tunnel,
  you see a single side-passage 
  lo your right and, some
  mekes further along, the passage 
  terminates 
  in anoLhet
  smaller cavem where you think you can see a faint
  gleam of gold. If you want to take the side passage,
  tum to 2o8 If you want to make for ihe cavem ahead,
  296
  It is desperately hard going, dragging yourself even
  half-way down this corridor Your feet feel as if your
  boots are lined with lead, and your calves ache abomin-
  ably. TesL your Luck. lf you are Lucky, you keep
  trudging on as normal, buL if yor-: arc Unlucky you
  must Jose r from your Cr:rrent srrll score for as long
  as you are in lhis corridor. You musL now Tssl yo?/
  Luck againl l( you are Lucky, tum to z5r. If you are
  Unlucky, fum to gr7
  'ii,."
  
  29r294
  297
  You have a certarn amounl of time to get to the
  Heartfires; 
  you do noL know how much time but from
  now on you must keep hack of lhe number of seconds
  it fakes you to get lhere. If you have picked up any
  Cold Zagorc, you have already taken roo seconds.
  You have Laken 8o seconds for each porLion of provi-
  sions you have forced down. EiLher drinkrng a Potion
  or casting a spell will have ta-ken you zo seconds. If
  you have dmnk a Potion of Flyng, however, you will
  be able to move more swiftly and unless you are told
  oLherwrse, 
  you can halve the number of seconds you
  take for all movement to Lhe Heartfires (you will be
  told how many seconds you need for varrous move
  ments in laLer paragraphs). 
  You may stop and perform
  any of these aclions during your joumey, buL you
  must add the appropriaLe 
  number of seconds to Lhe
  time elapsed: if you want to perform any acuon, you
  must male a note of the paragraph number where you
  sLop and perform thal acLio& Lhen tum Lo 255. Now
  you pick up Zagor's body; tum to 85
  294
  A great slone stairway rises in {ront oI you, giving
  access Lo the main level of the castle above 
  and
  bringing you closer to the Great Tower where Zagor
  lies!As you cross a stone bridge, you feel strong magrcal
  energies playing round you; you regain 4 points of
  sr,lurra, r pornt of LUcK and 1 Magic Porntl Feeling
  invigorated and refreshed, you open lhe door at the lop
  of lhe stairway and stlde across an empty chamber to
  another door in the far wall; you open it Tum to 399.
  299
  299
  The Zagor-Demon screams its fury {rom its fell
  throne- 'You dare stand before me? I have not been
  banished {rom my own world to be confronted by a
  wretch like youl'He spits contempt and ftgel Now
  batlle is truly joined. Zagor slards at the head of
  the sleps, preparing to cast a deadly spell. His sKrLL
  score is 16 (less a reducLion for any Golden Talis-
  mans you may have), so use this to work out Attack
  Strengths and keep hack of the damage you do to
  him (you may subtract Lhis from his suurNe score
  when you finally gel inLo hand-to-hand combal with
  him) You can either try to geL closer to him or
  altack hjm from a distance. lf you want to get near
  io him, you can use a Potion of Flying, if you have
  one (tum Lo j83), run up the steps (tum to 2o7)
  or you have a third option: if you suspecL 
  the steps
  may be trapped and if you have a magical weapon,
  you can use some of the magic from that weapon
  fo cleave Ll,uough Lhe steps and create a passage
  upwards; if you do this, however, you will lose at
  least some of the magic your weapon has (if you
  choose this option, tum to r3.5). If you want to
  stand your ground and attack Zagor from a distance -
  at least to begin with 
  choose one of the following
  oPnons:
  Use a catapult?
  Use a spell?
  Use a bow?
  Use a Magic Arrow?
  Throw acrd?
  Tum to 349
  Tum to 278
  Turn Lo 249
  Tum to 95
  Tum to 169
  
  300
  'Pandemonium' 
  would be a modest description of the
  Throne Room which lies behind the iron clad doors.
  The room is filled wjth drooling, mindless creatures
  slobbering and grrmacing at one another. in one comer,
  something that may once have been an Elf plucks
  randomly at a seven,sLringed 
  instrum€nt, picking out a
  hideous refrain. A lethargic Ogre thumps periodically
  at a tympani to add fo the drn, while mindless Coblins
  blow into conches and flutes Howevet not everyone
  here is a mrndless creatue, many of the monsters are
  capable and dangerous- 
  Nearest you are two armoured
  Orcs, then four Great Orcs are standing togelher, then
  come lwo Orc mutants, and behind them is a pair of
  Zombies wearing ebony-black 
  circle ts round theirheads.
  Behind theIl! in the far drstance, the figure of Thulu,
  Great Chieftain of the Orcs, siLs, semi-comatose, 
  on his
  Potion of Invisibihty, lum to 19. Otherwise, tum to 39.
  304
  The monsLer inside the foul-smelling room l€aps out
  to attack youl The giant spider here is covered in foul
  smelling slime and ordure, so you must deduct 1 point
  f?om your Attack Strength when ffghting it since the
  stench nauseates and w€akens you (unless you are
  Stubble, who suffers no penalty)- Your monstrous
  enemy raises its slmeJripping mandibles and massive
  clacking claws to strike you downl
  
  302
  CIANT SPIDER
  If you win but the Ciant Spider struck you even once,
  you now have a foul disease from the 6lth and muck
  on rts body - Blood Piague! If fhis is left tmtreated,
  you develop septic boils and painful sores over your
  body, and you will lose r point from your Cunent and
  Irilirl srAMrNA each fime you enter a room with any
  monster in it. If your Inifiul srAMrNA score rcaches
  zero, you die. Yor.r mrls[ talce care where you explore,
  and seek help swiitlyr you need a Healer, or Plague
  Antidote, lo restore ydur t ifirl srAMrNA and cure the
  plague There is none to b€ found in the chamber the
  Giant Spider occupied, 
  for this area is sirnply the castle
  lafrines, befouled by Orcs and utterly disgustinS Tum
  to 218 to explore elsewhere.
  302
  As you race away, a deep rumbling sound rises from
  the belly of the Mutant behind you and a wave of
  conosive acid splashes across your baclq lose I
  srAMlNA poinLs. If you are still alive you run for dear
  lrfe back to the passage 
  beyond the laboratones, 
  then
  down to its end, vowing never to return herel Tum to
  43-
  303-504
  503
  You find z vials containing powerh.rl, lime-green cono-
  sive acid among the equipment rn this laboratory. You
  can use the vials in combat by flingrng them al an
  enemy rnstead of using a weapon; tf you have the
  higher Attack Strength, the acid hits and causes 4
  points of damage. It may also be usefuJ in other ways
  too Now tum to 51 to search elsewhere.
  304
  Belore you confront your nemesis, do two things.
  FirsL, mal<e sure you have a record of all the bonuses
  you have to your Altack Strength in the combat to
  come, and what magic yoLl may be able to use (don't
  iorget that a PoLion of Invisibility js useless against
  Zagor). Second, counL up how many Golden Talismans
  and Silver Daggers you have collected from the Tower
  Chests you have opened. Each Golden Talisman you
  possess reduces Zagols sxrr-r (as shown in a laLer
  paragraph) 
  by 1 pornt, each Silver Dagger you possess
  reduces his srAMrNA score (as shown in a laler para-
  graph) by 2 pointg so be sure to make the appropriate
  reductions when the time comes 
  Now you sLand in
  the Throne Room of the ZagoFDemon Your ariver-
  sary awaits you; hrm to j9r.
  sxrLL 7
  STAMINA 8
  
  3o5-3o6
  305
  At the very last momenL you ffnd a sliding panel on
  the west wall of the pitl You struggle to force il open,
  then hide in the pitch darkness beyond Above you,
  Orcish voices growl 'Wrelched thing's set itselJ orf
  again,' one of the Orcs yelis 'Better tell Skunkhead 
  to
  reseL the lever'You have Lo wait a long time before
  you can be sure that the Orcs have really gone, so
  yori must eat a meal. Rather than re-enter the pit, you
  decide to dimb up Lhe sLone steps on the other side of
  the secret door, and you follow a winding passage to
  another secret door. Stepping out of it, you 6nd
  yourself emerSrng from a hidden wall-panel ai the far
  eastern end of the Passage of Hawks Setting off
  wesLwards, 
  you reach a crossroadsi 
  to the north, the
  piL trap has clearly been reset. If you decide to explore
  fhat way agarr turn lo j89. If you would rather head
  on westwards to the mrd-way point of the Passageway
  of Hawks in order to search somewhere you haven't
  explored yet, tuJn [o 5.
  306
  The magical circles ar€ protective, the occupant of this
  room is clearly terrified of some form of magical attack
  by a wizard, and you guess he isn't going Lo parley
  3o7-3oE
  with you If you trade spells in combat with the Dark
  Elf who lives here, you must subtract 2 from your
  Altack Strength when you cast a spell because of
  these defences If you want to attack the Dark Elf, Lum
  to r58. lf you decide to run, tum bo a98
  307
  Test llo t L ck If you are Lucky, you find a hand
  caLapult with a glowing black stone ln its leather
  pouch n'hich certainly proves interesting. You can use
  this to attack from a distance much like usrn8 a bor ',
  but if you hit your opponenL with it, he w l lose 6
  srAMrN^ points because of the powerful enchantment
  on the stone- You can get only one shot from the
  catapult, however, and you cannoL use iL in hand-to-
  hand combat (if you are Stubble or Sallazar you must
  subtract r from your srrlr when using this unfamiliar
  weapon). If you are Unlucky, you do not 6nd this
  weapon. Tum to 52 to explore elsewhere in the east
  wing of the castle, or tum to t Lo retum to Lhe Bronze
  Stride.
  304
  Tall and silent, Domck's ghost stands solemnly before
  you. Donick feil on his own sword in order to avoid
  the rlread6:1 
  lorh:res of lhe Demon; his spidt, though
  trouble4 is not insane, unlike so many of the caslle's
  ghosts You Lell Domck about your quest and what
  
  309
  you have achieved He is impressed, but he shakes
  his head sadly. 'Unspeakable 
  evil lies in the Creat
  Tower Beyond the Crystal Doors lies not only the
  monster who is taking demonic form even as we
  speak, but also a mighty War Dragon. To overcome
  one would be rhe stuff oI legend. To slay both - it
  is hard to believe thal even one such as yourself
  could accomplish such a thing' He ponders for a
  moment. 'But, perhaps, the Orb of the Templar .
  that might help. Listen: nexl door to thrs place Lhe
  Crand Templar of thg Court prowls the shadows
  still He is a mindless thing, hrs heart and will de,
  stroyed by fell magic, and he is very powerful If you
  search behlnd the fireplace in his chambers, 
  you will
  find a secret comparLment. 
  Some power may still
  reside in the Orb He always used it in baltle lo
  slrengLhen himself. Thal is all I can teli you' The
  ghost fades slowly from vrew. If yor.r have already
  been in the Templar's chambers, you set off th€re
  aSain noy,.i tum to j48. lf you have nol visited
  them yet, fum to 228
  309
  As you open the casket, the body of the p est ris€s to
  1ts feet and, its face suffused with fury, points the staff
  aL you and hurls you oul of this chamber with a great
  bolt of magrcal force. If you are Sallazar, deduct:
  poinLs from your srAMrNA and tum to 599. Otherwise,
  you lose 4 srAMrNA points and are teleported to
  another part of the castle. Roll one drce. If you roll r
  or 2, tum lo 599, if you roll 3 or 4, tum to 268; if you
  roll 5 or 6, tum to 78.
  5ao-aa
  3ao
  You fall to your knees to tip lhe body o[ the Zagor-
  Demon into the chasm of the Hearthres; 
  as you do so
  however, you lose your balance and pitch forward
  yourself! You have saved Amarillia, and the bards of
  the land will sing their songs, guaranLeeing 
  your
  everlasting fame throughout all the lands . . but they
  will be a posthumous 
  honourl
  \aa
  'But there's another sword as well; only you could make
  best use of that. It's currently owned by a knight. I don't
  know whelher it's alive, or whaL it is; all I've seen with
  my limited magrc is a real brute of a thing, clad head to
  toe in sprked, black plate mail. I know it's behind the
  northem doors along the Bronze Stdde, lhe great
  passageway 
  north of lhe Throne Room'Retum to 22.
  
  Bethel's chambers have been ransacked bul, to your
  surprise, a shortsword is lying on the table - and three
  dead Orcs are lying on the floorl The bloodstains
  round their bodies look relatively fresh, too As you
  are pondering Lhis scene, the sword speaks ro your
  'l'm an Orc-slaying sword,' it murmurs nonchalanLly
  (and a bit needlessly, 
  given the presence 
  of the corpses
  here). 'lf you have magical sirength, I can help you I
  just looe killing Orcs But I n€ed magic to help me to
  fighl to the b€st of myabilityl'
  If you wanL to take and use this sword, you need
  Ma8ic Points to use it effecLively If you are fighting
  any kind of Orc, you can spend r Magic Point to
  activate the sword This can be done in addition to
  making a normal attack, buf not in addiiion to casting
  a spell When you have done so, roll one dice, and add
  z to lhe number rolled For thrs number of Attack
  Rounds, the sword wrll fly through the air and attack
  any srngle Orc (including Great Orcs, Mutant Orcs,
  etc., but not Thulu, the Orc chieflain) you can see rn
  the room where combal is Laking place You may
  choose which Orc to strike Each time it strikes, its
  iarget mrist lose j srAMrNA poinlsr The sword atLacks
  only Orcs in lhis way, howevet nol any other kind of
  monsLer Once iLs altacks are expended, you can
  always use another Magic Point to activate it again.
  Now you can make a general search of the rooms
  here, if you haven't done so (tum to 159), or retun to
  the main passageway oulside and search elsewhere
  (turn to 4j).
  The huge War Dragon 6ghts with the fury and might
  that decimated Castle Argent's defenders Can you
  possrbly 
  'unive ih Furl? If you do nol have a rragic
  weapon, you cannoL affect the War Dragon, and you
  will perish here!
  WAR DRAGON
  When lhe War Dragon wins an Attack
  one dice to determine lhe type of atlack
  and the damage it inflicts
  sKrLL 15
  Round, roil
  il has used
  Dice Ra
  3
  4
  Attack and Dafiage
  Claw sLrike: lose z sreMrNA points
  Bite: lose j srAMrNA points
  Tail sweep (glancing blow): lose r
  srAMrNA pornl
  Fire breath: lose 4 srer'.rINa pornts
  If you win, tum !o :62.
  
  34-5a6
  314
  ln a small, bare chamber behind the door a figure clad
  head to toe in lacquered black plate mail conhonts
  you- 'Prepare to die,' he says emotionlessly 
  as he hefts
  a greal, two handed sword to strike at you. Terror
  grips you: you must do batlle with the Dark Knight of
  Castle Argenll If you have an onyx slaff wrlh you,
  tum to 24a If you do not, fight onl
  DARK KNIGHT
  STAMINA 17
  SKILL 11
  If you win, and iI you are Braxus, tum immedialely to
  46 Otherwise, tum to j95
  545
  Perhaps the capricrous 
  Eli will talk to yoo but maybe
  he prefers not to Roll two drce. Add -z to the total
  rolled if you are Stubble (sjnce the Elf doesn'L iike
  Dwarfs much), and subtract 1 if you have a thief
  hireling with you. If you bribe the Elf with some gold,
  he is more Lkely to talk; you musl offer him 4 Gold
  Pieces (in which case you can subtract 3 from the
  number rolled) If the ffnal total is I or higher tum to
  r59 lf the total is 7 or less, turn to 9
  3a6
  'Thank you, you have served me well,' you say to the
  little scamp of a thief He offers to sell you one 6nal
  object: he has a lockpick he uses, and he offers this to
  you for 2 Gold Pieces. If you buy this, you can use jl
  for opening Tower Chests; using a Jockprcr<, 
  you are
  allowed to Tesf your Still when opening Tower ChesLs
  and tryinS to avoid the traps (lhis saves LUCK poinLs,
  
  517-5aa
  and thus is very useft l). Decide whether or not to buy
  this, then reh.rm Lo the paragraph you came from.
  347
  You didn't spoL the concealed 
  pit trap in time. You fall
  several metres on to hard stone; deduct : points from
  your STAMINA- 
  You daw your way back up and out,
  but you cannot restore your sraMINA straight away
  by eating food, drinking a Potion, or by any other
  means; you are jusl Loo desperate to get through this
  corridor. Tum to 261..
  5a8
  You have entered a huge drill hall, a marching square
  with banners and replica weapons lining the walls - or
  such as remain after Lhe rampagings of the servants of
  the Demon. A half-bumed pile of smashed-up weap-
  onry and tom pennants and bannerc lies aL the foot of
  the lar wall. Far above yo|, greaL oak-beams cdss-
  cross the cerling. If you wanL to walk over and search
  Lhrough it, hrm to 394, but beware, your fooLfalls echo
  loudly rn this high-ceilinged chamber! AltemaLively,
  you can leave and open the door opposile you (turn
  to zo) or male for the double doors at the fai end of
  the enlrance hall (tum to :25)
  349-324
  349
  Your spell has no effect on Zagor, because 
  he had cast
  a Magic Screen spell before you entered. Howevet fus
  spell will cause you to lose r point from your CurenL
  s<In and z points from your Cufient srAMrNA
  (unless you too have a Magic Screen spell of your
  onn, in which case this is now dispelled). However,
  his Magic Screen is now also dispelled and you can
  attack him with spells in later ALtack Rounds. Tum
  to 51
  320
  The lock on this door is srnashed, 
  so you gently push
  it open and find yourself in what must once have been
  a great library Alas, the beautiful leather-bound books
  and illuminaled manuscripts have been deshoyed in an
  orgy of senseless 
  rampaging; lhe Orcs have even buill
  a bonlne of books and bookcases, though a few of the
  latter still stand, empty and forlom, against lhe walls.
  There may be some dues lelt in the debrls, if you are
  willing to spend some time in searching. 
  If you decide
  to do this, you must eal a meal, then tum lo 57g. If
  you decide that this shambles 
  isn't worth investigating,
  tum to 5 and explore elsewhere.
  As you casl your spell the door opens soundlessly,
  and a mirthless voice says gloatingly, 'How good of
  you lo waste a little of your pitifld magic on such a
  simple liLtle spell Speaking for myself, I would never
  bother with anything as trivial as a trap on the door.
  Do come inl' Tum to 5o4.
  
  32t-323
  The design, though crude, is clearly ihat of a Barbarian
  Axe Some inluition tells you that the axe is magical,
  perhaps a very powerful weapon rn your hands. You
  make a note to try to find this creaLure, 
  Grool, who
  possesses 
  it and destroy himl Now you can try explor-
  ing the nexi cell-block (tum to zro) or go elsewhere 
  in
  ihe jails (turn to 5r); rf you wish Lo leave the jails and
  retum to the marn castle, fum Lo f5Z
  The wretched ghost of the court Jester stands beforc
  you- Hrs hair is white, prematurely aged by the terror
  of unspeakable tortures, and he is quite insane He
  stretches 
  forward to altack you at once, and you know
  that the combination of his madness and ghostly
  por,ver would be Loo great for you Lo withsLard: one
  touch from him could destroy your mind! You flee
  back lo the Bronze Strrde, leaving the moaning ghost
  prowling lhe wesl wing, to whrch you cannot now
  retum. Tum Lo 7.
  3t4-3zo
  324
  You know you must fling lhe body of the Zagor-
  Demon into the Heartfires. What you do not l:now is
  how swiftiy you musl do this. You must decide now
  not knowng how much time you have, as the Great
  Tower shudders around you - if you wish lo do
  anything before yoLr begrn your descenl with the
  body. You caa perform as many acLions as you wisb
  eaLing some Provisions, drinking a PoLion or casting a
  spell are Lhe mogt obvious options Decide whrch
  achons you wish to take before you set off for the
  Heartfues, Lhen tum to 297.
  Everything here is as it appears to be, lifeless and
  decayed- 
  You have merely wasted time, and you must
  eat a m€alduring your search- 
  Tum to5: lo search else-
  326
  You need r5o seconds Lo dimb down safely, burdened
  wilh a body. Tum to 286 Lo press onwardsl
  
  32r328
  Pushing open the blue door, you find yourself in the
  Royal Statuary: greal, life-sized statues of the kings of
  Amarillia once lined the grand, blue-flecked marbled
  walls here They are shatbered now - possibly by
  magic, you suspect: fiery blast-marks 
  pepper the walls
  behind the remarns of the statues Howevet there is
  one slatu€ here lhaL remains intact: rt is severar merrcs
  high, and it comes Lo life with a very threatening
  Sesture as you enter, An expressionless 
  w;mior in
  shape, the enomous statue has a massive, spike4
  stone club in one stone 6st and a long, siender whip in
  the other It is clearly a formidable enemy Behind it
  you can see a wooden chest, decorated with a small
  heraldic symbol of some kind, so it's guarding some-
  thing which may be valuable. If you decide lo fight it,
  you must do so immediately, tum to 126. Altema-
  Lively, you can flee by closing the door here; rn that
  case, will you:
  Open the yellow door, if you haven't
  done so already? 
  Tum to 2o5
  Search the barracks thoroughly, if you
  haven't done so?
  Leave the barracks and explore
  elsewhere?
  Tum to a2
  Tum to 64
  324
  You have acquired a magical Potion of your choice:
  you may have a Potion of Luck, of Stamina or ofFlying.
  You may drinl a Potion at arly time except during
  combat, ard the elfecls are as follows, a Potion of
  
  J2n5a
  329
  explore (fum lo j99) or go to the west to the north
  tuming of the passage 
  (tum to 1f.1)-
  530
  There is neiLher treasure nor anyfhing else of use to
  yo! amonS the razed and looted buildings on the east
  srde of town. You must eat a meal during the time you
  55t-373
  spend here However, on your way back to the main
  road you shmble across a small stone well, which has
  no buckets beside it and no mechanism 
  for drawing up
  water. Then you remember dimly that there was sau
  nrins if you haven't done so (tum to 359) or make lor
  the castle ifself (tum to r9z).
  with keyholes crafted in yellowed bone set into the
  crystal. If you are Braxlrs, tum Lo 1aj now. If you
  wanf to open the easL door here, not having done so
  before-, lurn lo 1r4. lf you want to try lo open the
  crystallrne 
  doors. fum to 135.
  The parchment staLes that the two dead Dwarfs were
  wariors come to seek the Stonehammer, 
  a mighty
  maSical weapon crafted by the Graaitesmrths 
  of Grun
  dia centuries past. The Dwarfs clearly belteved that a
  monstrous Hellhom Champion - whatever thal may
  be, you have never heard of such a monster - had
  possession 
  of this great weapon and that it is hidden
  somewhere in the west wing of the castle above.
  Sadly, they perished at the ha;ds of Orcs before they
  
  554-335
  could retrieve their sought-after 
  prize. If you are Stub-
  ble, gain 1 LUCK poinL for leaming about this weaponl
  Now you must s€arch €lsewhere, wrth the hope of
  obtaining this wondrous hammer to urge you on in
  your arduous quesli tum Lo 218
  5J4
  You are lifLed up by the vortex at some speed until
  you reach the underside of the Dragon's platform,
  which you hit hard; lose 6 srAMrNA poinls! Now you
  have to claw your way to the edge of lhe platform
  and clamber over its side. Test' your Skill. Il you are
  successful, 
  the Dragon wakes only as you scramble on
  to the platform; gain 1 LUCK point and tum to 5r5 lf
  you fail, the Dragon is sitting awaiLing your anival; as
  you try to make your way over the side of the
  platform, it smacks you hard with its paws, knocking
  you fo the ground where you become a spreading
  stain on the floo4 your adventure ends here
  Racing back Lowards the cavern in order to get to the
  rope bridge and safely, horribed you see a conidor of
  fire sprrng up as lhe ghostly wizard lays down a wall
  of flames rn front of you. Deduct 5 points from your
  STAMINA. 
  If you are still alive, you run for your ii{e
  and drag yourself across the rope bridge, braving lhe
  6res below, and you manage somehow to scramble
  across safely Cain 1 LUCK pornt for this fortunale
  escape, 
  but behind you the rope bridge collapses and
  now you cannoL return across the hery cavern, Turn
  to 557 to fhd somewhere 
  else to search.
  ii6-fi4
  336
  The cat's bite goes deep, and you are paralysed by its
  5alival Your ddventure ends here, deieated by a cati
  This door has a small, green, crystalline lod! and the
  only way to open it is to use a green crystal key lf
  you have such a key, you know the name of Lhe man
  you fook it from. Convert his name to a number, using
  the formula A = 1,8 = z,C = 3andsoon,then
  add the numbers corresponding lo lhe lelters in the
  name and frnally double that total Tum to lhe para-
  graph wth Lhat nr.rmber. 
  If you don't have this key,
  you musL search elsewhere; 
  turn to j99.
  334
  The dim image of the Crown of Kings car be seen
  inside the dome Long removed lo Sanctuary, this
  magical heasure of Amarillia once cured and healed all
  who came to view it, and something of its curative
  power still remain. By resting here, you may regain 5
  points of lost sr^MINA and have any single form of
  plague cured (if you are suffering fiom any form of
  this malady). However, since only one person can
  benefit only once fiom the healing magic of the crown
  each week, you won't be able to retum here as often
  as you please for repeated healing! Tum to 56 to
  explore elsewhere 
  in the west wing, or tum to Z if you
  want Lo retum to the Bronze Stride.
  
  33r340
  339
  ln this subtenanean room there is a vast jumble of
  fumishings and bac-i-brac, and all the walls are in-
  scribed with magical symbols and signs. You see the
  single occupant of the room, a cowering, emaciated
  Dark Elf wth a thin dagger in one hand and a small
  trail of fue ash drifting from the other as he prepares
  to cast a spell at you. If you are Sallazar, 
  you can make
  out what the magical wall-desrgns mean, so turn to
  3o6 Otherwise, you have several options here Ifyou
  want to atLack Lhe Dark EU, tum to 25E. lf you would
  rather parley, do you think you know what his na-'ne
  is? If you do, convert lhat name to a number using
  the code A = LR = z, C = I and so on. Add
  toSether the numbers correspondrng to the letters in
  his name, therr turn to the paragraph wrth that number
  (unless the name you guess is the first word in that
  paragraph, you are wrong, and you will be forced to
  fight; make a note to turn to 258 if this happens). If
  you don't know his name, but you still want to parley
  with him, lum to 289 If you decide to make a run for
  it, turn to a98
  340
  You 6nd a huge pile of gold corns, all with the Z
  symbol on one side and a likeness of Zagor's face on
  the other side You grab as many as you can - 5;o
  Gold Zagors and shove them into your backpack
  Shrieking howls of a magical gale are beginning to
  race around at the top of the Creat Tower! Tum to
  
  344-542
  344
  The guards here are formidable - and hornble
  enemies The Hellhoms, which Zagor drew with him
  frorn some plane of nightmare and chaos stand well
  over two met.es tall and hold great whips in their
  monstrous clawed hands Powerful and muscular, these
  creafures are nevertheless 
  tainted with chaos and dis
  ease; rotting flesh hangs from their skelefal faces and
  they are well named - their homs are power6ll and
  they will use them to buLt you wit[ as well as wielding
  their whips Forhmat€ly, one of the two Hellhoms here
  was dozrn8 when you enlered and is not immedialely
  ready to fighl. For the first three Attack Rounds, you
  frght, one against one, with a single Hellhorn; thereafter,
  you must tight both Tum to az4 to fighfl
  J42
  Your search is long indeed, youmust eat iwo meals here
  However, among the graffiti scrawled on cell block
  walls you pick up some scraps o{ informalion 'Healing
  view crown . . west wing' rs painstakingly 
  etched on
  one wall, while another shows the symbolofa great axc
  with the word 'Grool' scrawled below lf you are Anvar,
  furn to 122 Otherwise, you can now ify exploring the
  343
  next cell block (fum to zro) or move on elsewhere 
  in the
  iails (tum to Sr); if you wish to leave the jails altoSether
  and retum to the main castle, tum Lo j57_
  343
  The legcndary Hall of Heroes lies behind this door.
  All the greaiest warriors and kniShts in Amarilla had
  their portraits placed here and, surprisingly, they have
  not been defaced. Enterin& you gaze sadly at the
  pdntings, realizing that so many oi Amarrllia's tinest
  Otcs. Test !4aur Spot Skill; t you are successful, 
  tum
  lo 581 If you fail, you spot noLhing unusual, so
  now you must leave and explore elsewhere; 
  you can
  go south and then eastwards (turn to J99) or north-
  wards to the Passage 
  of Hau'ks (turn io rrr).
  
  344-342
  344
  The guards here are formidable - and horrible
  enemies The Hellhoms, which Zagor drew wrth hrm
  from some plane of nightmare and chaos sland well
  over two mekes tall and hold great whips in therr
  monstrous clawed hands Powerful and muscular, these
  creatures are nevertheless 
  tainLed with chaos and dis
  ease; roLting flesh hangs from thet skeleLal 
  faces and
  they are well named their horns are powerful and
  they will use them to butt you with, as well as wielding
  their whips. Fortunat€ly, 
  one of the two Hellhorns here
  was dozing when you entered and is not immediately
  ready to 6ght For the 6rst three Attack Rounds, you
  6ght, one against one, wifh a single Hellhorn; thereafLer,
  you must fight both. Tum to r74 to 6ght!
  542
  Your search is longindeed; yoLrmust eat two meals here
  Howevet among the graffili scrawled on cellblock
  walls you pick up some scraps of informaLion 'Heahng
  - view crown 
  west wing'is painstakingly etched on
  one wall, whrle another shows the symbol of a great axe
  with the word 'Grool' scrawled below Ifyou are Anvar,
  lum to j22 Otherwise, you can now tly exploring the
  543
  next cell-block(lum to z10) or move on elsewhere 
  in the
  jails (turn to 51)j if you wish to leave the ;arls altogether
  and retum to the main castle, turn Lo j57
  343
  The legendary Hall of Heroes lies behind Lhis door.
  Al1 the greatesf waniors and knighls in Amarillia had
  therr portraits placed here and, surprisingly, they have
  not been defaced Entering, you gaze sadly al lhe
  paintinSs, realizint that so many of Amarillia's ffnest
  waniors must have perished in the terible war against
  the Bone Demon and its armies One painting in
  particular catches your eye: it depicts a plate mail'clad
  knight with flowing auburn hair and green eyes; this
  youlh is hewing down a group of Orcs single-handedly
  while an airborne sword flies about him striking at
  Orcs as well! Unfortunately lhe plaque under this
  painting has been [om away 
  possibly by irate
  Orcs TesL your Spot Skll; it you are successtul, 
  tum
  to 38r. If you fail, you spot nothing unusual, so
  now you musi leave and explore elsewhere; 
  you can
  go south and then eastwards (tum to 399) or north-
  wards to the Passage 
  of Hawks (tum to rt).
  
  544-346
  344
  Test Votlt Luck If you are Lucky, tum to ao7.If yo:u arc
  Unlucky, turn to 5or
  345
  A huge chamber, created by knocking down walls
  b€tween various castle rooms, lhis once houseil the
  Dragon hatcheries o[ the demonic servants of the
  castle, but the eggs rn their regular rows have long
  since shrivelled and dried up here The atmosphere 
  is
  eerie; yoLr are standing rn a giganLic Dragon mauso-
  leum. If you want to search it thoroughly, turn to
  g7o Otherwrse you ]eave and search elsewhere;
  rurn to 52
  346
  The amount of noise you make yelling out your
  challenge wakes the Dragon- Wrth a mixed expression
  of hatred and cont€mpt, it waves a paw to seal the
  entrance lo its chamber so you cannoL escape It
  simply stays where it rs and breaLhes 
  a rapid succession
  of gouts of llame over you- You cannol hope to defeat
  it from where you stancl and you are bumL to a
  cinder.
  547
  347
  The door here is wedged hght but you managed to
  force iL open, and you find yourself rn a smithy There
  is a greal forge-fue in the south wall, but iLs flames
  have long been dimmed Any weapons or armour
  once here have evidently been looled, but you may
  take a strong iron rod you End here. If in fuLure you
  are asked Lo Test your Skill Lo force open a locked or
  tightly shui door, you may subtract r from the loLal
  rolled for using lhis strong bar to help you open the
  door Leavrng lhis room and looking east along the
  corridor opposite lhe dooa you can see two doors to
  your left. The first of lhese is particularly strong, and
  contains a heavy lo&. You should now explore an
  area you haven't enlered before, so willyou:
  Open lhe 6rst door along Lo your
  left? 
  Tum to ro5
  Open Lhe second door along Lo your
  left?
  Head back south and search
  elsewhere?
  Turn to 269
  Tum fo jZ5
  
  348-349
  744
  To search behind the fireplace, you have to plunge
  your hands into the magical 6re, and you must also
  Tesf vout Skill. You lose 3 srAMrNA points for the
  damage the fire causes 
  you, and if you fail, you do not
  find the secreL 
  panel Dorrick told you of. You can try
  again by Testing 
  your Skll. as mary firre' J' you
  wish, bul each time you will suffer damage from the
  magical 6rc If you finally succeed, 
  iurn to 142. If you
  wart to abanclon 
  your atlempt to find the secrel panel,
  tum to s6 to explore,elsewhere
  349
  Compute Attack Strengths as normal. If you use ihe
  one shot magical stone here, and you have the higher
  Aitack Strengih, you damage Zagor. If he has the
  higher Attack Strengfh, his spell drains l point from
  your Current SKILL and 2 poinis from your Current
  srAMrNA, and your sLone misses hrm- If you have
  already cast a spell against Zagor and have nof suffered
  any ill-effects from one of Zagor's spells, tum to gr
  Otherwise, turn to 299 to decide a course of acfion for
  thc next Attack Round, you cannot use this magical
  attack again
  55e554
  550
  There is a very carefully concealed 
  portal which opens
  into a small chamber here. You can sense Magical
  energies playrng around inside this chamber, though
  you have no idea what they miSht do to you, should
  you enter If you decide to enter anyway, tum to 294
  Otherwise, yoLr must open the obher door here, either
  normally (turn to 5o4) or by using an Open spell ([um
  ro 324).
  The Eli flinches at the mentron of Zagor's name. 'I
  really wouldnt use the Z-word round here. Walls have
  ears, you l.now- More importantly, there are Lhings
  that can oeep out of walls if they hear thai word
  Well, to ffnd you-know-who atop the GreaL Tower,
  you've got to 8et past the Dragon Doors, north of the
  Throne Room, along the Bronze Stride And to do
  that, you have Lo have the Dragonbone Keys There's
  one set in both the east and west wtngs Crool has
  one set, for sure.' Retum to 22
  
  148-149
  344
  To search behind the fireplace, you have to plunge
  your hands into the magical fue, and you must also
  TesL your SklL Yotr lose 5 srAMrNA points for the
  damage Lhe fire causes you, and if you fail, you do not
  find Lhe secret panel Dorrick told you of You can try
  agailr, 6y Tesfillg your skill, as many times as you
  wish, but each time you will suffer damage from the
  magical fire. If you finally succeed, 
  tum to 142 If you
  want Lo abandon your attempt to find the secret panel,
  lum to 36 to explore elsewhere
  349
  Compute Attack Strengths as normal- lf you use the
  one shot magical stone here, and you have the hrgher
  Attack Strength, you damage Zagor. If he has the
  higher Attack Strength, his spell drairs 1 point from
  your Current srrrl and z points from your Current
  srevrNr, and your stone misses him- If you have
  already cast a spell against Zagor and have noL suffered
  any ill-effects from one of Zagor's spells, rum ro 3r
  Otherwise tum to 299 to decrde a course of action for
  the next Attack Round; you cannot use Lhis magical
  attack again
  J5c55a
  350
  There is a very carefully concealed 
  porLal which opens
  inlo a small chamber here You can sense Magical
  energies playjng around jnside this chambea though
  you have no idea what they mrght do to yoa should
  you enter. If you decide to enter anyu/ay, turn to r94.
  Otherwise, you must open the other door here, either
  normally (lum Lo jo4) or by using an Open spell (tum
  to 121)
  The Elf ninches at the mention of Zagols name- 'l
  really wouldn't use the Z-word round here Walls have
  ears, you know More importantly, there are things
  that can creep out of walls if they hear Lhat word.
  Well, to 6nd you-know-who atop the Great Tower,
  you've got to get past the Dragon Doors, north oI the
  Throne Room, along the Bronze Stride, And to do
  that, you have to have the Dragonbone Keys. There's
  one set in both the east and west wings. crool has
  one set, for sure'Return 
  Lo 22,
  
  352-353
  552
  You march towards the leader's hall, ducking into side-
  passages 
  occaslonally 
  in order to avoid Orcish pakols.
  Eventually you throw open the door to the hall where
  the leader and his cronies are washing down a pre-
  lunch rat ma& with great gulps of black Orcish beer.
  The Orc guards stand between you and their leader,
  however, and you're going to have to get past them
  before you can attack the leader. Fight the two body-
  guards together.
  SKILL 
  STAMINA
  First ORC BODYGUARD 
  a 
  z
  Second ORC BODYGUARD 
  7 
  7
  While you are fighting, the Orc leader himself joins in
  the fiay. but from a distance. He has a magical hammer,
  he throws it at your head and it then flies ba& to his
  hand, to be Lhrown again! In odd-nmbered Attack
  Rounds (first, third, fifth, etc.), you must Tut hi Skill,
  which is 9. I[ he is successful, 
  it stikes you and you
  must deduct 2 points from your srAMrNA If you are
  Stubble, you may add r to the number rolled (you are
  small and harder lo hit from a distance). 
  If you roll rr
  or rz, the hammer accidentally hrts one of fhe Orc
  bodyguardsl If you want to flee this cornbat at any
  tihe, tum to 284. lt you defeat the bodyguards, tum
  to 2,25.
  The Hellhom Champion has f Gold Pieces, some
  rninor looted items of gold and silver pendants and
  jewellery worth ro Gold Pieces in all, and a Tower
  
  354
  Chesti There is a bunch of Dragonbone keys here
  numbering 161 in iotal, though lhere is just one large
  master key. There is also a heavy stone hammer beside
  the chest which may be of use to yoq unless you are
  Sallazar II you are Anvar or Braxus. this weapon will
  nol give you any bonuses to your Attack Shength,
  but it does count as a magic weapon if you do not
  have one. li 1ou are Stubbre. thi. Sfonehamner gire.
  a bonus of r to your Atta& Strength in all future
  combats, and against Zagor or any Dragon rt adds z
  to your Attack Strength, so gain r rucr pornt for
  recovering thisl Now turn to 56 to explore elsewhere
  354
  You avoid Lhe obvious tripwires, buL they are merely
  decoys for the very fine and almost transparenf
  bleached Orc-gtrt tripwiresl You must Tesl yout Luck (J
  you have a Lhief hireling with you, you may subhacL 2
  from the dice roll) If you are Lucky, you get just over
  half-way along the happed passage in saJety. If you
  fail, a volley of crossbolts is shot at you Since lhese
  are aimed at head height, you must lose 6 sraMINA
  points unless you are Stubble, in which case all but
  one shol flies overhead (you lose 2 sTAMINA points).
  Tum Lo 268
  555-556
  You are crawling along towards a small chamber Lo
  the norih - when ruddenJy 
  you Feel a buming 'en.a-
  Lion on your back and flames are licking at your
  dothesl Deduct l point ftom your srAMrNA. Above
  yoll a pair of vicious, ImpJike creatures have opened
  little murder holes in the ceiling dnd dre pourinB
  buming oil over youl If you want to aawl back to
  where you entercd you can do so: you musl lose 6
  srAMrNA points from the oil that is still being poured
  on Lo you and, if you are still alive, you can try
  making for the east door provided you haven't opened
  it before (tum to r5); or you can retum to the main
  castle (tum to 5). If you prefer to fight, tum to z4z.
  356
  Your fiery attack spell will cause extra damage io bhe
  Mummy (deduct I points from its srAMrNA) and it
  will set the monster alight, so that is loses 2 srAMrNA
  points in each Atlack Round unlil it expires, buml to
  asheslTurn to 288 to fight the monster.
  
  351354
  At the end of the long strelch of passage leading
  westwards, your route Lums to the north. There rs a
  door in the west wall at the lmction of these passages,
  and you can feel a distnct sensation 
  of warmth coming
  from behind it Along the northem passageway 
  lhere
  are two doors, to your left, some drstance along and,
  at the far end of the passage, facing yoq a stout,
  locked door wrth a grille and cover set rnto it aL eye
  level This last door looks very much like the entrance
  to a jail block. You are sure that thr northern passage-
  way will lead you closer to the goal of your quest, so
  you follow rt Choose a door to open which you
  haven't opened before; wjll thrs be:
  The door at the passage 
  junction? 
  Turn to 77
  The first door on your left? 
  Tum to z:5
  The second door on your left? 
  Turn lo.r8
  lhe door rith the grille? 
  Tum to 5i
  354
  If you are wearing metal (charn mail or plate marl)
  a.mour tum to ao4 If you are not, turn to r45
  359.:360
  359
  You push open the double doors and ffnd yourself at
  the entrance to a very dimly lit but huge chamber.
  You raise your lanLem to take a closer look dearly
  Lhis rs a Feast Hall, and around the huge dining table
  arg skeletons seated in lhe rags and remains of what
  was once 6nery. While you are taking all this in, a
  squeaking and turbulent mass of huge black rats rushes
  down upon youl If you decrde to fight, tum to 215. If
  you want to flee and slam the doors shut behind you,
  you must Trsf yo r Skll ft you are successful, 
  you
  escape and return to the doorway aL the end of the
  enlrance hall tum Lo j76 If you fail, you must fighb
  turn to -?15.
  j6o
  The spindle absorbs some of your shmgth inLo itself
  It reduces your Current and Iniiial Magic Pornts score
  by 1 point, to a minimum of r; if you are Anvar, it
  will reduce boih your Current and IrihTl LUCK score
  by r point instead- Ki&ing over the malign Lhing, you
  leave and head for the wrought iron door to the north
  of Lhe passageway 
  outside. Tum to 197.
  
  t6a-S6S
  36a
  Behind the doors to the east wing is a very lengthy,
  wide passage whjch leads easfwards. 
  You march fifty
  metres or so along it until you anive at the middle
  and tale your bearings fhere Ttrrn to 5u
  362
  You force open a door and find two armoured Orcs
  with swords readied One oi them rs almost rnvisible,
  appearing as a faint shimrner jn the arr Thal Orc is the
  one facjng you, the other is standing over Lhe cowering
  body of a lerrified, middle-aged mar, dressed in white
  robes and lying on the floor. You will have to fight
  here If you want lo attack lhe Orc facing you, tum lo
  i5. If you wanf to attack the second Orq you can do
  so - but the 6rst Orc wrll get in a free blow against
  )ou as yorl force your way past him, so you must
  deduct z points from your srAMrNA lf you decide to
  attack the second 
  Orc anyway, tum lo ry;
  555
  Predictably, the king's arl gallery has been desecrafed
  by ihe Orcs of fhe castler broken sculptures and
  shattered crystal lie everywhere, and the Orcs have
  daubed moustaches and beards on fhe paintings of
  364
  the queens and princ€sses. 
  Palntings oI Elven MasLers
  of the King's Hunt have been contempLuously 
  sliced
  up with swords, and the hall has been thoroughly
  vandalized. However, a large portrait of an old,
  grey-haired wizard is still intact in its frame at one
  end of the gallery; if you wish bo examine ib closely,
  fum Lo 151 Otherwise, you leave by Lhe west ctoor
  and 80 norLh to the crossroads, 
  tuln to 9.2
  364
  You fly up to the Dragon's platform and surprise the
  Dragon wilh a free athack (by weapon or spell) Make
  a note of the amount of damage Lhis does to the
  Dragon's srAMrNA, lhen tum to 5rg to fight, subtract-
  ing the appropriale anrount from the Dragon's
  STAMINA
  
  s5r367
  565
  Yor: stand, open mouthed, Sapmg at the monsLrosity
  thai rears up before you. You're not sure what it is -
  or what il zras, more Lkely. Perhaps, ludging by iLs
  size, it was an Ogre once But its ieet and hards have
  been greatly enlarged, and its fingers and toes have
  long, rakrng, hardened nails the size of daggers. Its
  belly is hugely distended, and it appears lo be blind,
  or maybe its eyes are just sunk ba& into the flesh of
  its puffy, reddened face, above a band of livid purple
  stitching round its throat. Various tentacles link rts
  body to pulsating bellows, flaslcs and jars; and the nse
  and fall of a great rubbery valve, dripping with thick
  slime, is what is making the ghastly norse in here. You
  think you can see a wooden chest half hidden in the
  pile of debris round the room, though you cannot be
  certain If you want to flee this lumbering horror as iL
  squelches 
  towards yor! lum to 5or. lf you decide to
  fiBhl it, whatever it is, tum to 167
  356
  "Ere, Gutrot, come and Lake a look at this idiot we
  caughtl' sniggers a hateful Orc, standing looking down
  into the pit. The Orcs summon their friends, and they
  use you first for crossbow practice Lhen for supper.
  357
  The office of the one time castellan of Castle Argent
  has been looted, of course, but there are still some
  aged, brittle papers and ledgers scattered among the
  shambles. You find a small scrap of paper headed
  'Inventory of Magical Items held by thel then the
  
  354-559
  paper is tom. There is Just one item listed, an 'Orc
  slaying dancing sword', with a brief note thaL Lhe
  sword is temperamental 
  and makes awkward demands
  'Cunently owned by Sir Be'is lhe Final note Clearly,
  such a sword would be very valuable to you 
  if only
  you knew the knight's full name and where Lhe sword
  might be foundl Search elsewhere 
  by turnmg to i99.
  364
  fust beyond the point at which the passage turns
  north there is a door in the west wall. Some metres
  further along, at lhe end of the passageway, is a
  forbiddrng black door with wrought-iron decoration
  all over ib a racket of noise is coming from behind that
  door: creatures are shouting wildly and discordant
  music brays forth If you want to open the door to
  your left, fum to 34r- If you want to move on
  northwards, Lum to 11
  359
  You spend some hours sifting tluough the least-
  deshoyed homes, so you must eat a meal You find a
  569
  ro meLre length of rope and an empty glass bottle You
  also 6nd some gold; roll one dice to dir.over fhe
  number of Cold Pieces you find hidden in a lea[her
  purse that has been sLuffed rnto a hole in a wall
  Hor"u"., you also run into a Prowling group of Orcs
  as you make your way back Lo the main road Three
  of them jump out from behind a crumbling slone wall
  and, whlle iheir armour is ragged, their a-xes look
  sharp enough. To your dismay, you observe thaL these
  are GreaL Orcs - and, wolse still, one of fhem is a
  mutant with exceptionally powerful limbs and shoul-
  ders. You must fight them all Logether as they encircle
  youl
  s(ItI
  First GREAT ORC 
  7
  Second GREAT ORC 
  ?
  MUTANT ORC 
  8
  6
  6
  9
  If vou win. lhe Orcs have no treasure and you cannot
  "ui th" ruts they have in their food pouches! If you
  want fo search the ruins on the other side of town, not
  havmg already done so, lum to 351 lf you wanl to
  make straight for Castle Argenb, tum ho 192
  
  3rF3r2
  3to
  You must eat a meal during your search here, bul you
  notice that one egg is slill seeping thick liquid from a
  crack in its leathery shell. If you have an empty glass
  boftle, you may collect sorne of this liquid. lf you are
  Sallazar, hln to rr9 Otherwise, tum to a8f.
  574
  You musl bdbe the ghost with a Magic Ring, a
  Colden Tahsman, a Silver Dagger, or a Potion Lo let
  you leave in peace. If you are prepared to do this,
  remove the item from your Adomlwe Sheeti yott can
  now explore Lhe cavem where you saw the gleam of
  gold, if you haven't been there before (tum to 1o), or
  you can head back to the main cavern you entered by
  (turn to 186) If you can't, or won'1, give up such an
  item, you must fight (turn to 1t4) or flee (tum to tjs).
  Eerily, the Grand Templar's chambers are still as they
  were in Lhe great days of Castle Argent, though all is
  now covered in dust A magical fire bums hotly in a
  gate but Bives forth no smoke. Trophies of the hunL
  375-574
  crowd the walls, and ceremonial robes and cap€s hang
  on pegs beside them. You really don't want to take
  anyLhing from this placer it may be tainted with the
  chaotic magic which deshoyed the Templar's mind.
  So, you can now explore somewhere else in the wes[
  wing (tum to 36) or make for the Bronze Shide (tum
  to y').
  Tat your Spot Still- If you are unsuccessfuI hlm to
  zrz. If you fail, you find nothing, so leave and turn to
  5 to search elsewhere
  374
  With exhaordinary agility, the little brute leaps on to
  your back, rummages in your backpack with its hard
  liltle claws, snrffs out the iron spikes, grabs two of
  them in its paws and gobbles them uP! \r'y'hen 
  it jumPs
  down, you can see that the iron plates on its back and
  legs are visibly sturdier, and Lhe animal gives a soft
  growl of pleasure The little beast witl follow you and
  help you in future lf you meeL creatures 
  Lhat are made
  of metal or which vr'ear meLal armour (Greab Orcs
  wear metal armour, as do their leaders and chieftains;
  ordinary Orcs, Mutant Orcs and Zombies do not),
  then this little beast will help you to 6ght them,
  
  571376
  destroying their armour. When fightlng these creatu.es,
  you can subtract 1 from their Altack StrengLh The
  Ironhog helps in all such combats hom nc,w or1 you
  cannot choose which combats rt will or will not help
  you wi{h 'it.rutom.rh\ally 
  allacks 
  any armour wearing
  or meLal creature) Roll one dice and add 1 to the
  number rolled; [his is the maximum number of combats
  in which the Ironhog will take part before iL mns off
  (it runs away immedrately if rt sees a Dragonl). Now,
  wilh this strange creahrre in tow, will you open the
  door opposile wth the 3eramic plaque, if you haven't
  done so before (lum lo 112), or make for the end of
  the passage 
  (turn to 43I
  375
  The hag has some items of treasure concealed rn a
  false comparLment 
  in the chair she was siLtrng on -
  you find a vial of Plague Antidole, a scroll of a Magic
  Screen spell and a MaSic Ring- You are inlrlgued by
  her sprnning wheel; it is clearly magrcal, and the
  ihought crosses your mind whether or noi you could
  somehow use it for your own benefiL I[ you want Lo
  take a chance by splnning rt yourself, turn to 247 If
  you don'l want to take the chance, you leave here and
  head for the wrought-iron door at the end of the north
  passage 
  ouLside, 
  tum to 197
  576
  You stand with your back to the doors al the end of
  the entrance hall, looking wesL Immediately in front
  of you is anolher pair of double doors, while to lhe
  north a passageway strelches oul for many metres,
  3n
  Lhere are two doorways further along on the west side
  of this no+h-bound passage and a door at Lhe end of
  it, and il hlms back eastwards far in the distance To
  your lefL, the passage soon tums wesl. Explore an area
  you have not enLered 
  before Will you:
  Head [or the wesL passage?
  Turn to 5
  Open the double doors in fronL of
  you? 
  Turn to 359
  Open the ffrst door along Lhe norLh
  Passage? 
  Tum to 38
  Open the second door along the
  norLh passage?
  Go all Lhe way to the end of the
  T.Jdr\ to 34y
  Tum to r55
  577
  Grool catches you in the back with a well-aimed rock
  as you ru& deduct 5 points from your srevlue If
  you are still alive, you slam ihe door shut and flee
  straight back to the Bronze Slride, so tum lo 7. Make
  a note Lhat you can.eturn to fight Grool laler; if you
  do so and you manage to wound him, hrs srevrr.re
  score will have returned to its full value (zz) because
  of magicalhealing 
  the monster can user
  
  574-379
  37E
  Many are surviving, so the magic must still be here
  and, while Orcs have chopped down hees and shrubs
  so thal the going is difficult underfoot, plant Iife sLill
  grows abundantly here. Garden chairs and tables are
  dotted around together with rioLs of flowers and
  lemon-scented 
  grass bordets. In the centre of the room
  is a long, hedged path, wiLh willowJike trees drooping
  their silvery leaves along it. In the disfance, to the
  south, you can see a small fountain which still has a
  trickle of waler &ipping from its intricately carved
  head. You are making for the fountain when there is a
  rusfle of sound fiom the branches of fhe trees and you
  are surprised as a flock of bats flies to attack you (lose
  2 5TAMTNA 
  points). These are no ordinary bals, how-
  ever: their blood-red glowing eyes, mzor-sharp canine
  teeth and metrc-wide 
  wingspans 
  reveal them Lo be
  Homed Vampire Bats!
  HORNED VAMPIRE BATS srrlL 8 
  srAMrNA 
  8
  If you win, and the bats have inflicted any damage Lo
  you at all, tun to 18. Obherwise, you can set off
  towards the fountain (tum to 47) or back away from
  this room, fuaring further hidden atta&ers (tum to 3)-
  379
  Yotr must Tesl your Skill as the Mummy approaches,
  addinS 2 to the lotal rolled. If you are successfi:I, 
  the
  
  J8eJ8a
  lantem shikes the Mumrny and sets it alight! The
  monster loses 2 sr^MINA points, and it will continue
  to lose .z srevrre 
  points aulomatically in every sub-
  sequent Attack Round. If you fail, your lantem misses
  the Mummy and smashes 
  on the floor behind it You
  no longer have a lanLeml TuJn to 288 to fight the
  monster.
  580
  You must eat a meal while exploring a dozen or so of
  the cells, but all you find are some manacled skeletons,
  scrawJed 
  gralfiti on cell-block walls, and a great deal of
  mould growing on floors and walls. Now you can try
  explorng the next cellblock(hm to 210) orgoelsewhere
  in the jails (turn to 5r); if you wish to leave the jails
  alLogether 
  and retum Lo the main castle, h-m lo 557
  581
  There is a well-concealed 
  sliding panel behind one of
  lhe painhngs on the west wall- If you want Lo open it,
  tum to 215, If you do not wish bo do this, you must
  leave and explore elsewhere; you can head south and
  lhen eastwards (tum to 599) or northwards to the
  Passage 
  of Hawks (tum to rrl).
  342
  182
  You pay the merchant and he hands the casket to the
  old man. hrmping it carelessly in a bronze dish, the
  sage turns his attention to you. 'Hmmm. Heading for
  Castle Argent, eh?' Yor.r look startled at his Prescience,
  knowrng where you are headed; perhaps he has the
  Sight indeedl 'No, achrally the king told me But, in
  facl, I did have one of my visions about lhe place only
  the other day Now, did I wdte it down?' He scrambles
  up a rickely stepladder with an agility unusual in one
  so old, and drags a thick, leabher-bound 
  tome covered
  in dust from one of the topmost shelves He fumbles
  with the pages then, with a shriek of triumph, he
  recites a verse of riddles to you:
  The Knight mn be dutroyed by the liorc within the
  gfem:
  The llellhom Champion falb to the cheuons in ttu
  The War Dragon falls fo the yellow-cloisfered 
  stars,
  The Ogre Mutanl falls Lo the goblets in the blue.
  The Onp Sfalf empouers Vou lo use fhue synbols
  'Well, that's iL,' he says. 'l've no idea whaL it means, of
  course But it; important.' Rather disappoinLedly, 
  you
  leave. Will you now:
  Buy some equlpmenf?
  Tum Lo 55
  Try to acquire some exha money, rf
  you haven't already tried? 
  Tum to to6
  WaiL for the ship to tale you to
  Tower lslan& 
  Tum to zzo
  
  383-J65
  343
  ground, deduct j poinLs fiom your STAMTNA, 
  and you
  now find yourself lying on the sLone steps. Turn Lo
  207,
  ta4
  There is an irritable shout from behind the door: ,yes,
  yes, come in!' so you open the door. You're astonished
  before a veritable treasure-trove 
  inside the room - you
  can see armour. food, weapons and morel l[ you
  decide to attack him and afterwards 
  take what you
  can, turn to 267. If yotwant to ask what he has for
  sale, tum to 16E.
  j8s
  Looking north along this passage, you can see two
  doors opposite each other, half,way along the corridor,
  and one facing you at the far end. A swift check
  shows thal the weslem door here opens rnto some
  bedchambers 
  oi the laoies of the court; the.e rooms
  have been r.:tlerly looted and vandalized. The door
  opposite them has an onyx, paitemed inlay bearing
  ja6-jA,
  some odd magical rur€s. The door at the end of lhe
  passage has a greal shield inlay on it: the design of
  the old king, Kraal, himselfl I[ you are Sallazar, tum
  to 57. If you want to open the onyx doot hrm to
  78. If you want to open the door bearing the shield,
  turn to 259
  346
  The runes are a magical warning to keeP ouL, and you
  judge thal there is a Dark Elf element in therr design
  You are also slightly puzzled because they don't look
  Ike standard wizard's runesi Lhis makes you uncertain
  abor.rL 
  the kind of spell-using creature thaf miSht have
  put them here. Test your Spof Skill.lf you are successful,
  tum to 25. lf you fail, you can cast an OPen sPell on
  ihe door (turn lo alo), open it normally (Lum to 539)
  or think better of il and search elsewhere 
  (tum to 576).
  3aj
  Creed has been your downfall; ensnared by writhing
  lentacles, you cannoL escaPe before another massive
  gout of acidrc filth pours over you from the remains of
  the Mulant and the suckers on Lhe trps of the tentacles.
  Your adventure ends here-
  
  3A8-5ag
  548
  From the westernmost end of th€ passage, 
  Orcs come
  running to the attack, havng heard yor.rr loud attempts
  to force this door. They let fly with a pair of crude
  crossbows; Tesl Vour 5ki1L. ff you are successful, 
  you
  dodge fhe missiles; rf you fail, you must deduct 2
  points from your sraMrNA b€cause you are hit once
  If you roll 3 or more above your Cunent sKlL score,
  both shots hit you and you must lose 4 srAMrNA
  pointsl Dropping their bows, the Orcs draw short-
  swords and close to hand-to-hand tighting Backed up
  against the wall, you can fight them separately
  First GREAT ORC
  Second 
  GREAT ORC
  If you win, the Orcs have no treasure, 
  so you go back
  to smashing 
  down the door Tum to zo3.
  349
  Looking northwards, it is obvrous that the passageway
  here is littered with Lraps. There are vjsrble tripwires
  on fhe floor and wall mounted crossbows are perched,
  ready lo deliver a nasty volley of shots at you.
  Clearly, getting past this stretch of corridor [o the
  doors and passages 
  in the drsLance 
  will not be simple.
  If you do nol want to enLe. this trapped area Jusr yer,
  bui prefer to exFiore an area you haven't visiled yet,
  go west to lhe mid-way point of lhe Passage of
  Ha$,ks; turn to 5. BecaLrse 
  the lrapped area of corridor
  is some 10 metres in iength, a Jump spell will take
  you only part of the way along; if you can, and wish,
  390
  to use this spell, tum to ,68. If your only option is
  to stride fotward and hope for the besL tum to
  354.
  590
  This door is locked, but a swift search locates the keys
  on Thr.rlu's body and you throw open the cell which
  Iies behind the door. On a bed of filthy straw, a red,
  eyed old rnan clad in once-white robes looks up at
  you with an expression that is at fust hopeless but
  then tums to one of delight and ioy as he sees that
  you are not one of Thulu's creaLur€s. 
  'My friend, how
  can I ever repay you for freeing me?' he says- 'I am a
  healer, and suely you must have sr.rffered 
  much to
  reach this far into this tenible den of evil ' If you have
  the Plague, the healer will cure you of any and all
  forms you may have He can also Iay his healing
  hands upon you and restore up !o I poinls of
  STAMINA. 
  He Lhen mshes up to Thulu's throne and
  oPens a secr€t compartment in iis base, reaching for a
  ring, which he slips on to his finger. 'My friend, I am
  no fighter or wizard I can help you no longer wiLh
  your quest; I have been locked up for so long that I
  Imow nothing of the terrible changes here, though I
  have sensed them. I must be gone, back fo my liege
  lord, the king.' If you think you know the name of this
  healet converL his name to a number using the code A
  = a, B = 2,6 
  = 5 and so on, add the numbers
  coresponding to the letlers of his name and tum to
  the paragraph with that number If his name rs not the
  first word you see Lhere, or if you do not lcrow his
  natne, RlJn to 2a1
  SK'LL 
  STAMINA
  76
  76
  
  394-192
  394
  Such ineffable evil now sits on the great throne, atop
  wide, marbled steps, where once the kings of Amarrllia
  held court to the wise and great. Rotling rags of
  purple, black and white robes hang from his body, bul
  the large Z emblazoned 
  across his chest rs clear enough.
  He looks Lke both the most evrl man you have ever
  seen and a Demon, at one and ihe same timel Stitches
  down both sides of his face stand ouL proud 6om his
  gloating, demonrc skin as if they covered veins ready
  to burst. His body is strong, his skin scaly as that o[ a
  Demon, but bones show beneath the skin and on his
  lefl a skeletal arm, lacling a hand, is sunk into the metal
  and wood of the throne, and a pulsing purple radiance
  glows round it Zagor rises to his feet, and you see
  that the monsler is huge; he must stand four melres
  talll He grips a powerful, rune-etched staff and cash
  his arms oul wide, grirming a ghastly, crooked leer of
  tritrmph but as he does this, lacquered 
  black and red
  cards drop from the folds of his robesl For a split
  second, the Zagor Demon's face seems to regisler
  concem The cards are falLng down all round him and,
  if you want Lo grab one as it falls and look at its face,
  you may do so; turn to 187 If you prefer not to, but
  would rather set about the business 
  of aLtackrng 
  Zagor
  imrnedrately, 
  torll to 299
  392
  'Well, rfyou leave here and Lum north, going eastwards
  takes you to Lhe Orc barracks, so watch out Mind
  you, rf you go westwards, you'll geL lo the Hellhom
  guards and the Throne Room itself. More monsLers 
  in
  
  39t-3
  there than you can shake a stick at. Cet tlrough Lhere
  and you're inlo the Bronze Stridej from there, there aie
  doors to the east and wesl wings and the doors to the
  CreaL Tower. Crool rules the east wing from the old
  war toweri the west ring is very dangerous, 
  with Lhe
  Hellhom Champion and all those severed heads
  gives me the creeps. Beware the Specfre bhere!' Retum
  to 2.2,.
  395
  A great Barbarian Axe lies propped up againsl lhe
  chestl If you are Braxus, you can use this [wo-handed
  weapon; you will not gain any bonuses to Altack
  Slrength for it. but it does count as a maSic weapon
  (some cr€atures can be struck only by such weapons,
  so this may prove useful). If you are Anvar, however,
  this weapon adds r to your Attack Slrength for all
  combats, againsl Zagor and any Dragon it adds 2 lo
  yout Attack Strenglh. so gain 1 LUCK point for this
  findl You clamber down the stone sbeps and back lo
  the main passageway 
  beyond the tower; Lum [o 52.
  394
  You are surprised by a werghted net thaL sails down
  from the beams above. Unless you are Anv;r, you
  m.usl Test Vour Still to avojd being ensnaed by the
  thin rhetal mesh as a pajr of squealing, dirly little
  395
  Goblins slither down ropes from the beams where
  they have been hiding. If you fail, yotr must sublract z
  from yor.rr Attack Strength as you fight the Goblins
  to8ether.
  Fhst GOBLIN
  Second COBLIN
  If you wirl you search through the pile of weapons;
  you do not care for the prospect of clambering up the
  ropes to see what miserable scrap of treasure the
  Goblins may have hoarded up abovel Test your Luck If
  doors at the far end of the enkance hall (tum to l7O)?
  595
  You find a concealed magical portal in one of the
  smallest chambers 
  of the knights' quarters. If you want
  Lo casl a Teleport spell here, it will convey you past
  some of the greatest dangers of this castle level - and
  past some treasures, Loo. If you want to use lhis
  portal. you must cast a Teleport spell and walk into ib
  turn lo 4r If you don't wish to use thrs portal now,
  you may be able to do so later. Make a note of this
  paragraph number; you can refum here to Leleport
  from any charnber on lhis level of the castle (not
  durlng combat, of course, and not once you have
  crossed any staircase on this castle level). Now, if
  there rs a specific knighL whose name you know and
  S(ILL
  o
  o
  STAMINA
  o
  6
  
  595-397
  whose room you want to find, tum Lo fl7. Making a
  search of even a few rooms will be time-consuming; 
  if
  you want to do this, tum to a59. Othery/ise you leave
  the rooms of the Argent Knights; you can open the
  doors to the Orc barracks if you haven't done so
  before (tum lo 2o4) or mak€ your way west lo the
  point where the passageway bends north (turn to
  368).
  396
  The onJy treasure 
  here is the Dark Knight's two handed
  sword whjch only Anvar can use If you are Anvar,
  thrs sword counts as a maSic weapon (some creatures
  may be struck only by magic weapons, so it may
  prove useful). Now you leave and head north for lhe
  crystalline doors; tum to t55.
  397
  The triangle has disappearcd 
  and Lhe web seems Lo be
  spreading across Lhe door, as if in a defensive reflex.
  You guess thaL the web is the magical locking elernent
  here. Either you must use an Open spell to bypass it
  (tum to 229 if you can, and wish, to do this); otherwise
  you cannot open lhe door. lf you can't open this door
  because you don't have enough Magic Points to cast
  the Open spell required, or if you don't have a scroll
  of this spell and need one, you should make a note of
  this paragraph number so that you can retum here
  later (you will not be able to retum here after you
  have crossed any stainray). For now, however, you
  leave, frustrated aL your inability to get into the
  wizard s inner sanctum; 
  fum to j.
  t9&-599
  394
  There is a disgusting stench coming from behind thrs
  slightly open door and it is pitch bla& inside. If you
  do not have a source of light, you don't want to risk
  entering here so you decde to explore the next door
  to the north h]m to j44. If you have some lighL, you
  can either explore the room on the other side of this
  door by tuming to jol 
  or you can give lhe stinking
  room a miss and continue north to the next door by
  tuming to t{+
  399
  You are standing al a iunction oi passages: 
  one runs
  easl end we\l rlo your right and left respectivelyt:
  another leading northwards, is straight in front of
  you. You are Iooking towards the no h wrth the door
  to the enLranc€ 
  chamber at your back. The corridor in
  front of you runs for some fifteen metres, then it
  meeLs a very extensive east-west passageway, the
  walIs of which bear plaques shov,ing the etcied figures
  ol hunting birds: lhis i5 the Passdge of Hawks. To
  your right, there are Lwo doots on the south side of
  the passage, which then lurns !o the north al lhis
  point there rs a door facing wesLwards. 
  To your left,
  there rs a single door, again on the south side of the
  coridor, h/hich Lhen tums northwards. All the passages
  here are lit by dim torches; they give oui a faint
  magical light which grows weaker with the passing
  years but which is sufficienf for you to see by. you
  should explote an area you haven'L entered before
  Will you:
  
  Open the tirst door to your right?
  Open the second door to your right?
  Open the door at the far right?
  Open the door to your lefi?
  Head north to the Passage 
  of Hawks?
  Head west along lhe passage 
  to
  where it tums north?
  Head east along Lhe passage to where
  ib turns north?
  Tum to j6,
  Tum to 337
  Turn to :jd
  Tum to 1j4
  Tum to r39
  . loo
  You drop ihe body of lhe Zagor-Demon inLo the
  chasm of the Hearl6res, and a terrible scream rises
  from the botlomless depths below. The fires bum with
  an unb€arable heal and you stagger backwards, going
  easLwards along Lhe passageway beyond the chasm,
  and reel ouL tkough the doors of Castle Argmt. You
  really don't remember too much after that.
  When you regain awareness, 
  you f€el a cool sea-breeze
  playing across your face. You cough and splutter as a
  draught of besi Cmb Island rum is poured don'n your
  throat, The smillng face of a Centaur, with jusL a hrnt
  of tears shining in his eyes, swims inLo focus above
  you. 'We had to deal with a few Orcs who seemed
  interesfed in running you through with their swords,'
  he says softly, trut, well, that was the leasL we could
  do. Welcome backl' The sailors on the deck of the
  Glory of Amarillia give you a rousing cheer, and surely
  greaLer glory awaiis you r{hen you refurn Lo Sanctu'
  ary. Amarillia is sfill a troubled land wilh many evils -
  buL now it has the chance of survival, thanlG to youl
  
  OARES
  GHALTENGE 
  ME?"
  The votc€ of 166 .vil md.id sorcel.r Zasor .1,€llens63 
  ,ou. 6rav. Her..
  to v6rture thrluth the nroFfill.d duos.on. ot Fi.sf.p tiioird.tn ,,
  tiir tfthdh/. 3{ Bll E F.'a!y (i..l. wi'lr. coma,rt, v.k.
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  Lefend 0t Z.3o. r.m. t .r!r.s a 4* m.mdy.l|h wt i.$
  control. tl'o.crton. 
  Zatorls voic. lallr our comm.&. co,rrolllnr
  cohbat blrwee' playlr. a.d hb IrdBu, moF ers ssi,! dirh.t
  voic syrtieir wi'|' @' 200 dffennr serenccs and
  !ru..om.ly r€1bfl. somd effers aid random .v€,rrs.
  lrrend 0f Z4a b fn I ro I phr... ard i.dd.s.
  3{ 3 l.vsl dl/rtsor. 22 'nique mtni.i/res and
  ovlr. hurd..d c.rdr ll.. and pl.rht pt.c.s
  l..send 0t Ze6.. r. avathble now t" rt'e U.K ..d +. ortv t om .tl
  tood ramer iroclisrs. Shoutd 
  yoo I'av6lt v. drtficltry tocdtns
  rh 5a'h plcaa crll
  g€wlc.! oeparh.rr
  on 0580 s[(m.
  
SOURCE: textdata/thevault/Fighting Fantasy/FF54 Legend Of Zagor.pdf