TEXT: Cover Design: Richard H. Britton
  System Editor: Coleman Charlton
  Editorial Contributions: Suzanne Young
  Production: Larry Brook, Kurt Fischer, Leo LaDell,
  Jessica Ney, Paula Peters, John Ruemmler, Suzanne
  Young, Richard Britton, Coleman Charlton
  Other Narnia Solo Games ™:
  The Sorceress and the Book of Spells
  Upcoming Narnia Solo Games ™:
  Leap of the Lion (June 1988)
  The Lost Crowns of Cair Paravel (August 1988)
  © 1988 EPISCOPAL RADIO-TV FOUNDATION, Inc.
  Narnia Solo Games™ and all characters and places therein
  are trademark properties of EPISCOPAL RADIO-TV
  FOUNDATION, INC.
  Produced and distributed under an exclusive worldwide
  license by Iron Crown Enterprises, Inc., P.O. Box 1605,
  Charlottesville, VA 22902.
  ISBN-0-425-11028-1
  All Rights Reserved.
  PRINTED IN THE UNITED STATES OF AMERICA
  Distributed by The Berkley Publishing Group, 200 Madi-
  son Avenue, New York, New York, 10016.
  RETURN TO
  DEATHWATER
  by Curtis Norris
  Content Editor: Jessica Ney
  Managing Editor: Kevin Barrett
  Cover Art: Angus McBride
  Illustrations: Ellisa Martin-Schobe
  BERKLEY BOOKS, NEW YORK
  Scanned and compiled by Underdogs
  Home of the Underdogs
  http://www.the-underdogs.org/
  
  AN INTRODUCTION TO
  THE LAND OF NARNIA
  Based on the works of one of the greatest fantasy
  writers of all time, Narnia Solo Games™ invite the
  reader into the magical realm of daring children,
  talking animals, evil witches, Asian the Lion, and
  noble kings and queens. The enchanted land of
  Narnia, rich in conflict and wonder, provides the
  perfect background for solo games. Welcome to the
  fantasy and excitement of C.S. Lewis' Narnia!
  THE FOUNDING OF NARNIA
  Near the very beginning (but not quite exactly at
  it), the Lion named Asian opened his mouth and
  blew a long, warm breath over the creatures who
  stood in a wide circle around him. There were
  rabbits and moles and badgers. There were dogs and
  leopards and horses. There was even a pair of
  elephants! The beasts swayed as though pushed by
  a strong wind, and clear, silvery voices from beyond
  the sky (it was the stars) sang in chorus. A quick
  flash like lightning (that burnt nobody) made every
  drop of blood in the animals' bodies tingle. Then
  Asian spoke in a deep, wild voice.
  
  "Narnia, Narnia, Narnia, awake. Love. Think.
  Speak. Be walking trees. Be talking beasts. Be
  divine waters." Wild people stepped out from the
  trees, gods and goddesses of the wood holding the
  hands of Fauns and Dwarfs and Satyrs. The river
  god and his Naiad daughters rose from the watery
  depths of the river. All these and all the beasts
  answered the Lion in their different voices, low or
  high, thick or clear. "Hail, Asian. We hear and obey.
  We are awake. We love. We think. We speak. We
  know."
  Thus Narnia became the land of the Talking
  Animals, waking trees, and living waters. It was not
  a country of men (as Trufflehunter the Badger later
  told Prince Caspian), but it was a country for a man
  to be King of. At the Lion's order, the Dwarfs
  forged two crowns from a tree of true gold; they set
  the one with rubies and the other with emeralds.
  When the crowns had been cooled in the river,
  Asian placed them on the heads of King Frank and
  Queen Helen in solemn ritual.
  "Rise up King and Queen of Narnia, father
  and mother of many Kings that shall be in
  Narnia and the Isles and Archenland. Be just
  and merciful and brave. The blessing is upon
  you."
  The royal pair and their children lived happily in
  that pleasant land. The boys married nymphs and
  the girls married wood-gods and river-gods. The
  second son became King of Archenland, and his
  descendants were always great friends to their
  cousins in Narnia. And their subjects prospered in
  joy and peace.
  Many hundreds of years later, evil came to Nar-
  nia. A wicked Witch brought the snow and ice of
  everlasting winter: a winter that would last one
  hundred years without Christmas or Spring. Four
  children (named Peter, Susan, Edmund, and Lucy)
  brought an end to her rule and took the four thrones
  in Cair Paravel at Asian's command.
  ADVENTURE
  IN NARNIA
  Now, Asian will challenge
  you to show honor, courage,
  and courtesy during your
  own adventures in Narnia.
  But fear not — if you fail to
  do the Lion's bidding, just
  play again! And keep in
  mind Prince Rilian's words
  to Jill, Eustace, and Pud-
  dleglum the Marshwiggle:
  "Friends, when once a
  man is launched on
  such an adventure as
  this, he must bid fare-
  well to hopes and fears,
  otherwise death or de-
  liverance 
  will both
  come too late to save
  his honor and reason."
  Go now, and seek the adventure that
  Asian sends!
  
  Character Record
  Skill
  Fighting
  Trickery
  Action
  Talking
  Perception
  Inner Strength
  Treasures & Equipment
  KEY SHEET
  
  USING THE GAMEBOOK
  This gamebook describes hazards, situations, and
  locations that may be encountered during your
  adventures. As you read the text sections, you will
  be given choices as to what actions you may take.
  What section you read will depend on the directions
  and whether the actions you attempt succeed or fail.
  THE GAMEBOOK
  Text sections are labeled with three-digit num-
  bers (e.g.," 123"). Read each section only when told
  to do so. Often text sections will direct your "move-
  ment" in areas described by the text. In these cases,
  it can be very useful for you to keep track of what
  you encounter and where you go (i.e., you should
  record and map your path of travel).
  KEYS
  In this gamebook, you may gain information and
  take actions that may be important later on. So the
  text will sometimes instruct you to: Check Key xx
  ("xx" is a number). When this occurs, check the
  appropriate box on the "Key Sheet" found at the be-
  ginning of the book. You should also record the
  information gained and note the text section num-
  ber on the line next to the box. You may copy or
  photocopy these sheets for your own use.
  PICKING A NUMBER
  Many times during your adventures you will need
  to pick a number (between 2 and 12). There are
  several ways for you to do this:
  1) If you have two six-sided dice, roll them. The
  result is the number which you have picked.
  (You can also roll one six-sided die twice and
  add the results.) or
  2) Flip to a random page in the book and look at the
  small boxed number in the inside, bottom cor-
  ner of the page. This number is the number
  which you have picked, or
  3) Turn to the Random Number Table at the end of
  this gamebook, use a pencil (or finger or pen or
  similar object), close your eyes, and touch the
  Random Number Table with the pencil. The
  number touched is the number which you have
  picked. If your pencil falls on a line, try again.
  Whenever you are instructed to pick a number
  and add a "bonus", treat results of more than 12 as
  "12" and treat results of less than 2 as "2".
  
  YOUR CHARACTER
  CHOOSING A CHARACTER
  There are two ways to choose a character:
  1) You can use the completely created character
  provided on the opposite page. If you choose
  this option, read the "Background" section just
  before the "Prologue". or
  2) You can create your own character using the
  blank Character Record and the simple charac-
  ter development system included in the next
  section of this book.
  TREASURES AND EQUIPMENT
  Whenever you acquire treasures and equipment,
  record them on your Character Record in the pro-
  vided spaces. Certain equipment may affect your
  abilities; the text will show you how.
  SKILL BONUSES
  For each skill on your Character Record, you
  have a Bonus that is used when you attempt certain
  actions. When the text instructs you to "add your
  bonus", it is referring to these Skill Bonuses. For an
  explanation of these skills refer to the Creating
  Your Own Character section.
  STARTING TO PLAY
  After reading the rules above, begin your adven-
  tures by reading the Prologue found after the rules
  section. From this point on, read sections as indi-
  cated by the text.
  Character Record
  Skill
  Fighting
  Trickery
  Action
  Talking
  Perception
  Inner Strength
  
  CREATING YOUR OWN
  CHARACTER
  If you do not want to create your own character,
  use the pre-created character found in the front of
  this book. If you decide to create your own charac-
  ter, follow the directions given in this section. Keep
  track of your character on the blank Character
  Record found in the front of this book. It is advis-
  able to enter information in pencil so that it can be
  erased and updated. If necessary, you may copy or
  photocopy this Character Record for your own use.
  As you go through this character creation proc-
  ess, refer to the pre-created character on the preced-
  ing page as an example.
  SKILLS
  The following "Skill Areas" affect your chance of
  undertaking a successful action during your adven-
  tures.
  1) Fighting Skill: This skill reflects your ability to
  fight.
  2) Trickery Skill: Use this skill when trying to
  move without being seen or heard (i.e., sneak-
  ing), trying to steal or take something, picking
  a lock, escaping from bonds, etc.
  3) Action Skill: Use this skill when directed to
  perform certain physical activities by the text,
  including: Running away, Swimming, Climb-
  ing, Tracking, Hunting, and Riding.
  4) Talking Skill: This skill reflects your ability to
  talk with and gain information from intelligent
  beings.
  5) Perception Skill: This skill reflects how much
  information you gather through observation
  and exploration.
  6) Inner Strength: Not really a skill, it is a repre-
  sentation of your goodness and your resistance
  to the forces of evil. During an adventure it may
  change due to your actions and reactions.
  SKILL BONUSES
  For each of these skills, you will have a Skill
  Bonus that is used when you attempt certain ac-
  tions. When the text instructs you to "add your
  bonus" it is referring to these Skill Bonuses. Keep
  in mind that these "bonuses" can be negative as well
  as positive.
  When you start your character, you have six "+1
  bonuses" to assign to your skills.
  You may assign more than one "+1 bonus" to a
  given skill, but no more than three to any one skill.
  Thus, two "+1 bonuses" assigned to a skill will be
  a "+2 bonus", and three "+1 bonuses" will be a "+3
  bonus". Each of these bonuses should be recorded
  in the space next to the appropriate skill on your
  Character Record.
  If you do not assign any "+1 bonuses" to a skill,
  you must record a "-2 bonus" in that space.
  During play you may acquire equipment or inju-
  ries that may affect your bonuses. Record these
  modifications in the "Bonus" spaces.
  
  BACKGROUND
  (Read this section if you are using the Pre-created Character.)
  Your name is Chris Porter (is that short for Christopher
  or Christina?) and your cousins tease you all the time about
  it. They call you Swiss Kris Kringle, because your mother
  is at a sanitarium in Switzerland. She's very ill, and it's not
  very nice of them to plague you with it. Father had to go to
  Switzerland to be with Mother, and the sanitarium isn't a
  place for children (that's what your uncle said). That's why
  you're staying with Uncle Jonathan and Aunt Elizabeth.
  Your cousins are a jolly lot, but there are six of them and
  they're so noisy! Harold is the eldest, and he likes nothing so
  well as cricket. He's always trying to get his brothers and
  sisters (and you) to play a game. Sophia, Alice, Robin, and
  Bertram are the next in age, and they like Tig and Blindman's
  Bluff and Find the Slipper. Even Aubrey, the baby, coos and
  giggles and screeches.
  They just don't understand that sometimes you want to curl
  up in the windowseat of the playroom and read quietly by
  yourself. Or stare out at the garden, thinking of the times when
  Mother was well.
  The worst of staying with the Traverstocks (that's Uncle
  Jon's surname) is that it's term time. You've been put in your
  cousins' school because your own is too far away. All of your
  classmates are strangers who ignore you or tease you. At least
  you've made one friend - a decent chap who goes by the name
  Eustace. The meanest of the bullies are afraid of him, so they
  leave you alone. Except for Albert, who always steals your
  lunch.
  RETURN To DEATHWATER
  by
  Curtis Norris
  PROLOGUE
  You have always found the city's natural history museum
  a delightful place, full of masks, weapons, and other fascinat-
  ing objects from faraway lands and even more distant times.
  But, oh! How slow and sleepy a class visit to one can become,
  especially when the tingling spring air calls for you outdoors,
  and the cool woods beckon. Fortunately, you have the com-
  pany of your friend, Eustace Clarence Scrubb (a friendly sort
  of fellow, for all the misfortune of his name). At the tail end
  of a shuffling group of classmates, he is trying to keep you
  entertained with another of his stories about the other-worldly
  land of Narnia.
  The tale is a rousing one, but you are glad that it is only a
  story, for you would hate making such difficult decisions
  yourself (which, as you know, is required of every true
  adventurer). When the class arrives at a display of pinned
  moths, Eustace moves to the front of the group to have a closer
  look. Not being the least bit interested in moths, you are left,
  for the moment, alone to seek your own diversion.
  Looking about the echoing hall (its high, arching ceiling
  makes you feel small and unimportant), you note a large
  alcove that you cannot remember ever having seen in the
  museum before. Curious, you separate from the group to see
  what is on exhibit there. You are not disappointed. A large,
  stuffed lion lies among some ferns on a low platform; a lion
  larger and more beautiful than any you have ever seen or
  
  imagined. The attention to detail is marvelous. Why, it almost
  looks as if the beast were alive! Delighted, you look about to
  see what else the alcove might have to offer. Sadly, there is
  nothing more within the tiny niche, but a heavy curtain covers
  the back wall with a sign that says "KEEP OUT!" in bold,
  black letters.
  Something very special must be behind that curtain, you
  think to yourself, even more special than the extraordinary
  lion. Perhaps a little peek wouldn't hurt; but, oh dear, your
  class is already moving on!
  • If you return to your class, turn to 142.
  • If you go behind the curtain, turn to 328.
  100
  You stand by the natural dam of the azure lake where the
  eastern stream takes its first leap through a narrow opening in
  the rock wall. The lake is surrounded on the other three sides
  by low cliffs topped with coarse grass. Four black caves are
  lined against the farthest cliff face, hinting at dark, under-
  ground adventures. A ledge leads past these caves to a natural
  staircase that climbs to the top of the cliffs.
  The water of the small lake is deep and crystal clear. Blue
  stones cover its bottom, but that's not all. Something else lies
  on the stony floor near the center. As you stare into the water,
  the sun comes out from behind a cloud, and the object takes
  on a lusterous glow. It's the statue of a man lying on his face
  with his arms stretched out in front of him, and he's made out
  of solid gold!
  • If you dive into the water, turn to 295.
  • If you want to explore the caves, turn to 163.
  • If you climb to the top of the cliffs, turn to 117.
  • If you want to leave the area, turn to 341.
  
  101
  "What's in the gourds?" you ask the two men.
  "Healing waters from the western stream, O inquisitive
  master" says one. "Take them with the blessings of all my
  fathers. They're yours to use or discard as you wish."
  "Well, they might come in handy sometime. Thank you."
  So saying, you pack up the gourds and head out of the tiny hut.
  Check Key 11. Turn to 303.
  102
  Violence will only make matters worse. Perhaps you will
  be able to sneak back inside later, but for now it's best to
  comply with the Dwarf's demands. In response to your pliant
  manner, the Dwarfs blindfold you, but do not bind your hands
  or feet. With a Dwarf at each arm, you are led back into the
  fresh air outside and down the mountainside. Eventually, you
  can hear the crash of the ocean and feel the rocky beach under
  your feet. Turn to 412.
  103
  The Zephyr Reginalis anchors in the quiet bay on the south
  side of the island, and you and Cheekimeek are lowered gently
  to the water in a small rowboat. You pull the oars while the
  Mouse spys the land ahead.
  "Hmm," m u m b l e s Cheekimeek, "Two streams, one
  coming from the east and the other from the west, empty into
  this bay. Seems we have three choices," he continues, strok-
  ing his whiskers thoughtfully. "We can either row up the east
  stream, row up the west stream, or land on the bay's beach in
  the middle. Which will it be then, child?"
  • If you row up the east stream, turn to 167.
  • If you row up the west stream, turn to 387.
  • If you land on the beach, turn to 300.
  104
  Nearing the right-hand door, you note that it is slightly ajar.
  You also discover something very out of place in the cold,
  stone surroundings: the smell of something delicious baking!.
  The heavy aroma (rather like gingerbread, only better) ca-
  resses your nose lovingly and beckons you to come nearer.
  You've stumbled onto the kitchen, no doubt, but are any
  answers to be had there? Does it make any difference?
  • If you enter, turn to 171.
  • If you check the other door, turn to 195.
  • If you pass farther down the passageway, turn to 306.
  105
  Taking a candle along for light, you and Cheekimeek walk
  slowly into the cave beyond. When you reach the main
  chamber, you find not one, but three large dogs lying on piles
  of clean straw.
  "Have you brought us something to eat?" one of the dogs
  asks, opening a sleepy eye. Apparently he was expecting
  someone else, for when he sees you, he leaps to his feet,
  growling, the hairs on his back standing briskly at attention.
  The other two dogs (one brown, the other gray) join in at their
  brother's side. They seem to be in no mood for explanations
  and eye you hungrily. You swallow hard, as Cheekimeek
  stifles a little squeak.
  • If you have Volmar's flute {checked Key 5) and play it,
  turn to 152.
  • If you fight the dogs, turn to 198.
  • If you have some food (checked Key 21), and want to feed,
  the dogs, turn to 147.
  
  106
  A bath would be just the thing! Removing your shoes, you
  leap into the water and send a splash of the cold liquid onto the
  Mouse. "Loons and ladles!" sputters Cheekimeek, upset.
  "Doesn't the name Deathwater mean anything to you? You
  could have killed us both!"
  You realize that the Mouse is right, and that you acted
  foolishly, but are too refreshed by the water to let it upset you
  much. "But look," you say. "It hasn 't harmed me a bit. In fact
  I feel wonderful! This isn't Deathwater at all!"
  • If you have a gold finger (checked Key 20), turn to129.
  • Otherwise, turn to 132.
  107
  The water flies swiftly from the wide mouth of the golden
  pipe to splash into the channel in the floor. Could this be the
  source of one of the streams outside? If so, which one? In any
  case, it certainly does look fresh and cool, and you do have
  such a thirst...
  • If you drink the water, turn to 114.
  • If you test the water, turn to 115.
  • If you leave it alone, turn to 285.
  108
  With the eastern shore to your backs, you and Cheekimeek
  ponder where to go next.
  • If you head inland, turn to 242.
  • If you follow the rocky shore north, turn to 283.
  • If you wander south down the beach, check Key 9 and
  turn to 225.
  109
  The Dwarfs gently tie blindfolds about your heads, but do
  not tie your hands or feet. You are led a long way through
  many caves, caves you might have explored if things had not
  come to this. Then it's outside and another long walk over the
  island. At last, you hear the rushing of the ocean waves and
  feel the rocky beach beneath your feet. Sadly, you feel your
  adventure coming to an end. Turn to 412.
  110
  You dip your finger into the water to see if it is too cold to
  drink. Indeed, it must be very cold, for your finger goes numb
  immediately. Removing it, you are shocked to see that it has
  turned into gold! Check Key 20.
  • If you know of a cure (checked Key 10), turn to 165.
  • Otherwise, turn to 285.
  1ll
  "I think we're going to make it," you whisper to the Mouse.
  Just then, you step on a brittle twig that snaps with a resound-
  ing crack! Instantly, the dog leaps to his feet and looks directly
  at you.
  "Aha!" he snarls. "Trying to sneak by, were you? Come
  here, and state your business."
  Nervously, you and Cheekimeek enter the clearing.
  • If you fight the dog, turn to 317.
  • If you talk to the dog, turn to 401.
  • If you have Volmar's flute (checked Key 5) and use it,
  turn to 236.
  
  112
  Walking around to the door on the western (or so you guess)
  side of the tower, you witness an even more beautiful sight
  than the golden edifice itself. Carved into the door (which
  itself is black as night) is the delicate image of a woman more
  fair than any you know from your own world. She is tall and
  slender, with hair that seems to float above her shoulders. The
  portrait sheds an unearthly, heavenly light, making her beauty
  even more extraordinary.
  For a long while, you and Cheekimeek stand riveted before
  the image, unable to speak a word for fear of disturbing the
  woman. Then the Mouse suggests quietly, "Perhaps, we
  should see if it opens."
  Slowly and respectfully, you approach the door. Finding no
  handle anywhere, you give it a gentle push. The smooth, black
  material does not budge, even though you try harder a second
  time. Cheekimeek puts his shoulder to the door, and together
  you try a third time, but you cannot move it. Defeated, you rest
  from your efforts while the image of the woman smiles
  enigmatically down upon you.
  Suddenly a thought pops into your head. "A password!"
  you say. "A door like this would definitely have a very special
  password. If we can say it, then it will probably open."
  "You might be right there, child," declares the Mouse. "But
  what could it be? I must admit I'm not very good at guessing."
  Desperately, you try to recall every story you've ever read
  where the hero faced a magic door. After a few moments, you
  have to give up. You put your head against the rough stone of
  the cave wall and close your eyes to shut out your failure. If
  only Asian were here to help you! The Lion's loving image
  fills your mind's eye. Your lips shape a soundless request for
  his help. Pick a number and add your Inner Strength bonus:
  • If 2-3, turn to 441.
  • If 4-12, turn to 442.
  113
  Using a candle from the wall, you stick one end into the
  falling water. It turns immediately into gold! Aghast, you drop
  it into the water, where it sinks to the bottom as a solid piece
  of metal. "Deathwater," mutters the Mouse quietly. Turn to
  285.
  114
  The water washes refreshingly down your throat, making
  you feel light on your feet again, as though you had just
  awakened from a good night's rest.
  • If you have a gold finger (checked Key 20), turn to170.
  • Otherwise, turn to 285.
  115
  Holding your breath with expectation, you insert the end of
  a candle into the falling stream. To your horror, the rush of
  water takes a hold of the candle and pulls your hand into the
  current. You give a terrible cry as if in pain, but discover
  immediately that it was unnecessary. Nothing has happened.
  Or has it?
  • If you have a gold finger (checked Key 20), turn to 170.
  • Otherwise, turn to 285.
  116
  The climb demands every ounce of your strength, but you
  finally reach the top. Cheekimeek pulls you onto the cave
  floor, where you lie still for a moment, scraped and badly
  shaken. Eventually you are ready to leave. Turn to 149.
  
  117
  Climbing to the grassy tops of the cliffs, you get a clearer
  view of the curious statue lying at the bottom of the lake. As
  you turn to Cheekimeek, the Mouse shouts, "Ouch!" He grabs
  his right foot in pain, and then starts to fish about in the grass.
  "What is it?" you ask. Pick a number and add your
  Perception bonus:
  • If 2-5, turn to 382.
  • If 6-12, turn to 222.
  118
  As the tension of the moment ebbs, you decide that killing
  the Dwarfs would accomplish nothing and tell Cheekimeek to
  put away his weapon. The Dwarfs sigh with relief, but wait
  nervously to find out what you plan to do next.
  • If you decide to talk to them, turn to 166.
  • If you just want to leave, turn to 127.
  119
  Though you search as hard as anyone could be expected,
  and then search the whole area again (just in case), you simply
  cannot spot the herbs the magician needs. "I'm sorry, Volmar.
  I can't find them anywhere," you say, giving up at last.
  "Not to worry, child," says the old man, shaking his head
  at the cluttered table. "These things usually turn up when
  they're needed most. In the meantime, I'll make do with
  something else. Now then, you had better get some sleep, and
  I had better get back to work. Pigeons and potions, but I'm
  busy!"
  Bidding Volmar a good night, you return to your room.
  Turn to 286.
  120
  As you put the last knot in the bonds of your pirate, you spot
  two gourds filled with water in the corner.
  • If you take the gourds and leave, turn to 101.
  • If you leave the gourds behind, turn to 303.
  121
  Should you read this? After all, you wouldn't very much
  like it if a couple of strangers got into your journal. On the
  other hand, if you knew they meant to help you, then you
  might not mind. If the journal can shed some light on the
  mysteries of the island, that might justify the small invasion
  of privacy, mightn't it? Convinced, you open the cover and
  begin to read the magician's neat handwriting.
  Most of the passages are of no interest to you or your
  mission, but the last few pages do provide some interesting
  clues:
  "...tonight as I watched her shining in the night sky, I
  was surprised to see her suddenly plunge toward the
  earth. What caused her to do this I could not guess, but
  I knew that I must go to her. Therefore, I have worked
  out the particulars of her descent, and determined that
  she has landed on an island in the eastern seas. Tomor-
  row, I will hire a ship, and go in search of her."
  "..After many days sailing, my good captain and I have
  at last reached the island. I have discovered a lake
  surrounded by cliffs on the eastern side. Since I have
  found no sign of her above ground I shall venture into
  the bowels of the mountain to continue my search. May
  Asian protect me."
  
  The journal stops there, and so do you, feeling suddenly
  guilty for having read this stranger's private thoughts. Still,
  you wonder who "she" is, and if Razmon ever found her. It's
  rather sad that he should have given up his astronomical
  investigations and the woman of his search for the shallow
  satisfaction of gold. With a sigh, you put the book into your
  pocket, thinking that if you ever meet Razmon, he might 1 ike
  to read it and remember what his days were like before he felt
  the lure of the precious metal. Check Key 6.
  • If you check the bed, turn to 124.
  • If you look in the chest, turn to 217.
  • If you leave the cabin, turn to 304.
  122
  At your signal, you and Cheekimeek raise your weapons to
  finish off your helpless captives. Suddenly, a ferocious wind
  knocks you to the ground while a thunderous roar deafens
  your ears.
  It's Asian! As large as an elephant and as fierce as a tigress,
  he glares at you. You can barely meet his gaze, so terrible are
  his eyes!
  "Human child," he says with a stern voice, "you were about
  to commit the worst of all sins, the needless taking of
  another's life. If you are so blind to compassion, then you shall
  be as lost as the blind on this island!" Choose a letter:
  • If "A", turn to 169.
  • If "B", turn to 251.
  • If "C", turn to 293.
  • If "D", turn to 339.
  123
  The Calormene leader draws his scimitar, and in a brilliant
  flash of steel, Cheekimeek draws his rapier to meet the attack.
  The other pirates, seeing that you are as unarmed as they, rise
  to their feet and approach menacingly. Pick a number and
  add your Fighting bonus:
  • If 2-7, turn to 307.
  • If 8-12, turn to 354.
  124
  You peer beneath the tiny cot, and remove its pillow and
  blankets neatly, but discover nothing. "What now?" asks
  Cheekimeek, sneezing at the dust that has risen into the air.
  • If you look in the chest, turn to 217.
  • If you examine the desk, turn to 240.
  • If you leave the cabin, turn to 304.
  125
  Quietly, you approach to within a yard of the nearest
  courtiers, and at the first opportunity give a timid cough.
  Turn to 259.
  
  126
  Removing a candle from the wall, you dip its lower end
  carefully into the water. "Something's pulling on it!" you say
  to the Mouse, who yanks your hand away from the water. To
  your amazement, the candle comes with it. To your even
  greater amazement, you discover that the bottom half has
  turned to gold.
  "That's why you thought something was pulling on it,"
  says Cheekimeek. "It just suddenly got heavier, that's all."
  Your amazement turns to horror, however, when you think
  of what might have happened if you had tried to enter the
  water yourself! "Let's get away from here!" you exclaim.
  • If you take the exit from the cave, turn to 369.
  • If go back to the 4-way corridor, turn to 291.
  127
  "Somebody will find them and set them free, won't they.
  Cheek?" you ask the Mouse.
  "I think so. They don't work for themselves on this island,"
  he replies.
  "Good, then let's go."
  • If you hike to the north side of the island, turn to 283.
  • If you fallow the cliffs south, turn to 245.
  128
  You stand in the middle of a wide, smooth corridor. "This
  looks man-made," you remark to the Mouse, who corrects you
  by saying that Dwarfs have obviously been working here.
  There are two doors, one to the left and one to the right. The
  corridor continues to run into the distance, curving downward
  at the extent of your vision.
  • If you continue along the corridor, turn to 306.
  • If you go to the door on your left, turn to 195.
  • If you go to the door on your right, turn to 104.
  129
  Suddenly, you notice something else. Your finger has
  returned to normal! The water has reversed the curse. Elated,
  you dry off and leave the cave, advancing further into the
  complex. Add +1 to your Fighting bonus and erase your check
  on Key 20. Turn to 321.
  130
  You look absolutely everywhere for something sharp
  enough to cut your bonds, but find nothing. Together, you and
  Cheekimeek sit glumly in the darkness, haunted by your
  private thoughts. What will happen next?
  At last, the Dwarfs return saying, "The master won't see
  anybody. We have his orders to send you back to Narnia."
  Before you can protest, the blindfolds are replaced and you
  are shoved back outside. After another long and roundabout
  trek over the island, the sound of the sea reaches your ears.
  Turn to 412.
  131
  Your strength holds out for a few feet; then your grip
  loosens on the slippery vines and you tumble back down to the
  ground. Fortunately for you (and unfortunately for
  Cheekimeek), you land on the Mouse, who had not yet started
  climbing.
  "I guess we won't be getting in that way," you say, helping
  the Mouse to his feet and brushing away the dirt.
  "Thank Asian for that!" he says.
  • If you scramble down to the east, turn to 252.
  • If you follow the cliffs west, turn to 402.
  132
  After you have dried yourself off sufficiently, you leave the
  cave, advancing further into the complex. Turn to 321.
  
  133
  You have a hunch that this water may be able to do more
  . than it seems. Figuring you have nothing to lose, you stick
  your golden finger into the pool, and watch in amazement as
  it becomes flesh and blood once more. What a delightful
  surprise, and an even more important discovery! Erase your
  check on Key 20 and add +1 to your Fighting bonus. Turn to
  321.
  134
  You step into a large, echo-filled cavern with a wide pit near
  its back wall. The cave has but one entrance, and you are
  tempted to leave through it immediately, but the mysterious
  hole in the floor invites you to stay.
  • If you check the pit, turn to 332.
  • If you leave, turn to 149.
  135
  Near the top of the mountain, the path runs into a dead end.
  A high, ivy covered cliff impedes your progress southward,
  and the trail turns neither to the right nor the left.
  "This is most peculiar," says Cheekimeek. "Why would
  anyone make a path to a dead end?"
  Precisely, you think to yourself, scanning the cliff-face for
  some clue. Pick a number and add your Perception bonus:
  • If 2-5, turn to 233.
  • If 6-12, turn to 398.
  136
  Climbing the steep slope of the mountain, you scramble
  over the rocks edging the stream bank. The water roars
  hypnotically as it leaps from stone to stone into glittering
  pools. At last, you reach a misty waterfall. The cliff over
  which it tumbles blocks your way. As you consider where to
  go next, something in the bushes bounds away to the west.
  "Oh, my goodness!" exclaims Cheekimeek, jumping. "What
  was that?"
  • If you follow the noise west, turn to 351.
  • If you follow the base of the cliff east, turn to 292.
  137
  The Mouse gives an involuntary squeak when you hug him,
  and his eyebrows leap up around his ears. When you finally
  let him loose, he gives an annoyed cough, brushes his fur back
  into place, and leaves with a short nod. It would seem that
  hugging him was not the proper thing to do.
  "I'm afraid Cheekimeek comes from a very proud line of
  mice," says the King, "but don't worry, he will have forgiven
  you come morning." Check Key 1. Turn to 346.
  139
  Standing at the edge of the stream, you notice an odd
  tickling sensation inside the boots you borrowed from
  Razmon's chest. You tell Cheekimeek about it, and he de-
  clares "I'm not surprised. They're full of magic."
  Full of magic, he says? I wonder...
  • If you cross, turn to 156.
  • If you go back to the 4-way intersection, turn to 291.
  
  140
  You are afraid of fighting the Dwarfs, but you are even
  more frightened of what might happen if you do not.
  Cheekimeek has read the decision in your face, and places his
  hand on the hilt of his sword. At his signal, you both try to
  force your way past the dwarfs. Pick a number and add your
  Fighting bonus:
  • If 2-5, turn to 173.
  • If 6-12, turn to 329.
  141
  Leaving the Calormene to fend for himself, you find Asian
  waiting for you outside. You have never seen him look so
  horrible! His mane stands on end, his teeth are bared, and his
  eyes flash with angry lightning.
  "How can you leave a proven friend in such distress? Child,
  you must learn to know me better! My way is not one of guilt
  and envy and pride! Remember that he who lives by the sword
  dies by the sword. Child, know your own weakness," the
  Lion's roar gentles to a growl.
  As you hang your head, Asian lets forth another roar so
  tremendous that it hurts your ears and knocks you to the
  ground. Stumbling back to your feet with an apology quiver-
  ing on your lips, you are heartbroken to find yourself back in
  the museum. As you shuffle back to your classmates, you vow
  to make a better person of yourself, so that someday you might
  return to Narnia and solve the mystery of Deathwater.
  It's easy to return to Narnia! Just go to the Prologue and
  start again!
  142
  You don't want to leave, but you don't want anybody
  worrying about where you are either, so you start to head back,
  hoping that Eustace has finished looking at the moths.
  As you walk away, a deep voice says, "Don't go!" When
  you turn around to see who it was that spoke, all you find is the
  stuffed lion, and nothing else. Maybe the voice came from
  behind the curtain. Perhaps it was just your wishful imagina-
  tion playing tricks on you.
  • If you wish to investigate further, turn to 328.
  • If you return to your class, turn to 404.
  143
  Loridan interrupts your thoughts to say, "Shall we sail
  round the island once, so that you might get a clearer picture
  of where you are going?"
  "Oh, yes, thank you, captain," you answer, but it is not only
  because you want to see more of Deathwater; you are also
  delaying the inevitable start of your adventure.
  Loridan orders the ship to take an easterly course around
  the island. The waters of the easternmost side are filled with
  sharp crags, and the waterlogged remnants of a shipwreck
  cling to these teeth. The wood of the wreck is black, and you
  wonder if it was once a Calormene pirate ship. Also from this
  side, you can see that the eastern stream pours out of a tiny lake
  high up on the mountain's side.
  The ship continues on to the north of the island, and you spy
  the first sign of life just off the shore. A small sailboat lies
  anchored a few feet from the beach with a crude gangplank
  connecting the deck to the sand.
  Cheekimeek comes to your side, and says, "Now that looks
  like a good place to start solving a mystery. Shall we land here
  on the north side, or would you prefer the south?"
  • If you land on the north side, turn to 234.
  • If you sail back around to the south side and land there,
  turn to 103.
  
  144
  Loaded with fresh stores, the Zephyr Reginalis is rowed by
  her crew out to sea. When she is free of the harbor, the majestic
  mainsail is raised, snapping taut with a friendly wind. The
  journey continues. Turn to 277.
  145
  You cannot leave the Calormene here to die, so you quickly
  undo his ropes. Rubbing his sore wrists, Paksha Tarkaan rises
  to his feet
  Nodding wisely, he says, "I thank you, child, for your
  greatness of heart, and you. Mouse of valour, for your keen
  wit. My men (may Tash punish them for an eternity) heard
  rumors of gold on this island and committed mutiny. The
  jackals knocked me unconscious and left me here to perish. I
  seek to bring the faithless ones to justice if I may. Before I
  return to them in vengeance, how may I repay you, my saviors?
  Paksha Tarkaan has nothing that does not now belong to you.
  Ask and it shall be yours."
  "Can you tell us anything about the island?" you ask,
  hoping to solve some of the mystery with the kind
  Calormene's help.
  "Alas, my knowledge concerning this isle is poor. The
  waters of the lake outside and the stream that pours forth from
  it have the cursed power to turn all things immersed to gold.
  "Within this mountain crawls a labyrinthine maze of cav-
  erns. Only Tash can say what dwells at the heart of the cursed
  peak. If you truly wish to explore the shadowy depths, the
  portal beneath the earth is the second cave from this one.
  Would that I had more mysteries to reveal to you!'
  "Thank you, sir," says Cheekimeek, bowing. "The rela-
  tionship between our two countries has always been, shall we
  say, strained? Today has given me new faith in the goodness
  of people everywhere and new hope for a better future. If you
  require any assistance in dealing with your men, you will find
  the Zephyr Reginalis anchored on the south side of the island.
  Tell the captain you are our friend, and he will lend his aid."
  "I, too, have great hopes for the future, wise friends,"
  Paksha says. "Come now. Let us leave our dark prison and
  return to the golden sunshine beyond."
  Together you leave the small cave, passing onto a narrow
  ledge outside. A small lake spreads before you (very bright
  after the darkness of the cave) surrounded on three sides by
  low bluffs. Paksha points to three other cave openings and
  reminds you that it is the second one from the cave you just left
  that leads into the underground complex.
  "Farewell, kind and gentle friends! May Tash bring us
  together again very soon," says Paksha, before disappearing
  beyond the lake. -
  "Farewell!" you and Cheekimeek call after him. Then you
  both turn to contemplate the caves. Turn to 163.
  
  146
  A deep stream flows through a channel in the floor, and you
  are determined to find its source. The question is: will it be a
  source of answers or dangers? Both you and Cheekimeek are
  determined to find out! Turn to 380.
  147
  "We've come to feed you," you tell to the dogs, even
  though it isn't exactly the truth. The dogs stop growling and
  their tails begin to wag with anticipation. As quickly as you
  can, you remove the bread and meat from your pockets, and
  hand it over to the dogs.
  "Well, I guess we'll be running along now," says
  Cheekimeek, tugging at your arm. "Enjoy your meal."
  "Good bye," say the dogs, as they smack contentedly at
  their food. You wander further down the dim corridor. Turn
  to 128.
  148
  With ten pirates pulling on the rope, you doubt that you will
  be able to remove the hook from the railing. Instead, you start
  chopping at the thick twine with the sharp edge of your saber.
  Your crewmates do the same at the other ropes. In unison,
  your blades cut through the ropes, and you toss the wicked
  hooks into the water. The pirates curse and maneuver with
  their oars to get in closer.
  "By Aslan!" exclaims the captain. "Without a wind, those
  pirates are bound to get the better of us sooner or later. Well,
  we won't go without a proper fight, will we men?"
  As one, the sailors give a resounding cheer. Your heart is
  not in it, however, and you wonder if you will ever see your
  own world again. Then, above the uproar, a distant voice
  murmurs in your ear, "Raise the mainsail!" Turn to 161.
  149
  From where you now stand, you can see that the passage
  runs up to the northeast (or so you guess) and down to what
  must then be the south. There is a heavy door on the western
  wall of the corridor which feels oddly warm. Loud noises like
  the clash of weapons reach your ears from the other side. Is a
  battle raging on the other side? Cheekimeek has his hand at the
  hilt of his rapier, and seems eager to investigate. You sink
  under the opposite emotion, and would sooner face a whole
  ship of Calormene pirates than open that door!
  • If you do open the door, turn to 288.
  • If you head back down the corridor, turn to 410.
  • If you forge ahead up the corridor, turn to 134.
  150
  "What am I going to do?" you cry, working yourself into a
  frightful state of panic
  "Have no fear, child," replies the Mouse bravely. "Where
  there's a curse there's a cure, as my mother used to say. And,
  by the Lion, I'm going to find it for you. Follow me!"
  Determined, you and Cheekimeek continue to explore the
  caves, and exit through the far end of the cavern. (Note:
  Unfortunately, you've become rather clumsy with your
  golden finger. Subtract 1 from your Fighting bonus. Check
  Key 20. Turn to 221.
  
  151
  Staring at the bank for some clue, you suddenly spot it. On
  the opposite bank, a clump of long grass bends over the
  stream. Its feathery tips dip in and out of the water with the
  breeze. And the tips are made of gold! Amazed and curious,
  you pick up a twig and dip it into the water. When you pull it
  out, the end has been turned into the sparkling yellow metal.
  "Golly! I could have been turned to gold!" you gasp.
  "Now we know why they call this island Deathwater," says
  Cheekimeek.
  "That's right. I guess we've solved that mystery!"
  • If you are on the east bank (checked Key 9),
  turn to 421.
  • If you are on the west bank (checked Key 8),
  turn to 289.
  152
  As you run your fingers along the holes in the flute, you get
  the feeling that you are playing it with more than just your
  breath. Pick a number and add your Inner Strength bonus:
  • If 2-4, turn to 337.
  • If 5-12, turn to 775.
  153
  "Oh, dear," says Cheekimeek. "I'm afraid we might be too
  late if we go outside. Who knows, maybe the effect spreads!"
  Then he reconsiders and says, "Sorry. I didn't mean to make
  you any more worried than you already are. If Deathwater
  flows through these caves, perhaps the western stream does as
  well. Come on then. Let's keep looking, and do be careful!"
  (Note: Unfortunately, you've become rather clumsy with
  your golden finger. Subtract 1 from your Fighting bonus.
  Check Key 20.) Turn to 221.
  154
  Your knuckles rap gently enough on the heavy crimson
  door, but you seem to have startled the person on the other
  side. The sound of thin glass breaking is followed by an
  irritated yell. Then shuffling footsteps approach the door
  which swings open to expose the magician, Volmar, blinking
  out into the corridor. After a long moment, he looks down and
  his face brightens with recognition.
  "Oh, the child! Is it morning already? But, no, it couldn't
  be; it's just a little past midnight! No matter. Come in! Come
  in! But mind the glass. I'll clean it up as soon as I find the time.
  You must realize I am so busy these days. I could really use
  a full time assistant. In fact, as long as you're here, you could
  help me look for some herbs I seem to have misplaced.
  They're called hexa-, uh, hixa-, uh, huxa-, oh, the name's not
  important; they have star shaped leaves and yellow berries.
  They're on this table somewhere...! think."
  Climbing on a stool, you search the table's scattered
  collection of books, crucibles, and other arcane bric-a-brac
  for the lost herbs. Pick a number and add your Perception
  bonus:
  • If 2-5, turn to 119.
  • If 6-12, turn to 249.
  155
  You remove one of the thin, white candles from the wall,
  and place the lower half into the water. Pulling it back out and
  giving it a thorough examination, you can find nothing wrong
  with it at all. "This certainly doesn't seem to be Deathwater,"
  says the Mouse. "I wonder if it does anything at all?"
  • If you have a gold finger (checked Key 20),
  turn to l33.
  • Otherwise, turn to 321.
  
  156
  Gingerly, you put a foot out over the water. "Good heavens,
  child! What are you doing?" squeaks the Mouse, but you pay
  him no mind and step directly into the stream. No, not into the
  stream, but rather onto it. Your hunch was correct: the boots
  allow you to walk on water! Somehow you can feel the water
  coursing beneath your feet, but you are not swept along with
  it. You may go where you please, bouncing on the springy
  surface of the stream.
  Laughing, you gather up the Mouse in your arms and carry
  him once around in a big circle on the stream. Check Key 18.
  • If you cross and continue on, turn to 360.
  • If you head back to the 4-way corridor, turn to 291.
  157
  One of the Dwarfs stands nearby, examining a large piece
  of paper covered with lines and figures. He seems to be in
  charge. Cheekimeek thinks that he is the one to talk to, so you
  go over and introduce yourselves. As it turns out, the Dwarf
  (whose name happens to be Layabrik) is the chief architect for
  the whole complex, and a very friendly sort of chap. When
  you explain to him what you are doing on the island, he seems
  very eager to help and tells you all he knows.
  "Of course, the rumors about the island being cursed are
  correct," he says, offering you and the Mouse chairs. "The
  water of the eastern stream turns things into gold, but that's
  not too bad when you consider that the western stream can
  turn them back again. Of course, I don't want to think about
  what might happen if a greedy heart should ever find out about
  the gold. No good would come of that I'm sure."
  "But, of course, you are working for someone,"
  Cheekimeek reminds the Dwarf.
  "Oh, yes, Razmon. He is my friend, but you needn't worry
  about greed troubling his heart. No, his burden is far heavier
  than that, I fear. If only he would confide in me, perhaps I
  could help him. But he justs sits in his tower all day, or works
  himself ragged in the laboratory. If only I knew..." a sorrowful
  look comes over the Dwarf as he speaks. It seems the more
  terrible because you know it is not a selfish emotion, but that
  felt for another.
  You decide that it is time to change the subject and ask the
  Dwarf what he and his Dwarfs are working on.
  "Oh, I think you'll like this. Come, I'll show you." Your
  idea has worked! The Dwarf's mood brightens as he leads you
  over to the stone chair in the middle of the large cavern. In a
  loud voice, he asks the other Dwarfs to stop their work for a
  moment and extinguish their lights. They all do so at the same
  time, and you find yourself standing in an immense darkness.
  Layabrik tells you to sit down on the chair, and guides you
  gently onto the stone seat.
  What happens next is hard to explain. All of a sudden, it is
  no longer like you were inside a cave, but outside. Only now
  it's nighttime, and all the stars are out much brighter than at
  home (Narnian stars are closer to the earth). All those gems in
  the ceiling are shining to create the illusion.
  Now that you know what to look for, you can see the dark
  patches in the northern portion of the "sky" where the Dwarfs
  have yet to finish. Sooner than you could ever wish, the
  lanterns are relit and the impossible sky disappears.
  "That was marvellous! I've never seen anything like it,"
  you exclaim, for not even the planetarium at home could
  match what you saw.
  
  "Thank you," replies the Dwarf proudly. "Razmon contrib-
  uted a little magic, of course. When it's finished, he says he's
  going to make a gift of it to someone, but he never tells who.
  Now then, we both have work we must return to. If you want
  to find Razmon, look for him in the golden tower. I doubt you
  can get in, but I wish you luck just the same."
  You ask for specific directions on how to get to the tower,
  and the Dwarf obliges. Shaking his hand, you pass down a set
  . of stairs and follow the twists and turns of the corridors, just
  as Layabrik instructed. Check Key 10 and turn to 380.
  158
  A small boat lies anchored a few feet off the shore with a
  gangplank allowing access to its deck. Smoke rises from a
  chimney on the ship's tiny cabin.
  "An island full of mysteries," mutters Cheekimeek to
  himself. Check Key 22.
  • If you hail the boat, turn to 349.
  • If you would rather avoid it, turn to 283.
  159
  You are nearly moved to pity the man, but he is a Cal-
  ormene, and you have neither seen nor heard anything good
  about them. Best to leave him tied up in the cave, you think to
  yourself and leave.
  Outside, Asian is waiting with look of disappointment on
  his face. "You have forsaken another being in his hour of
  need. Child, you must learn to know me better! My way is not
  one of guilt and envy and pride! Remember that he who lives
  by the sword dies by the sword. Child, know your own
  weakness," the Lion's roar gentles to a growl.
  You hang your head in shame. "Oh, Asian, now could I be
  so blind!" you cry. "I promise I'll do better next time!"
  "Indeed, you shall, dear heart," comforts the Lion. "Now,
  be valiant and true, child! Continue with your quest, and I will
  attend to the Calormene myself."
  You watch Asian enter the cave, and then turn to examine
  your surroundings. A small lake spreads out before the ledge
  on which you stand, emptying on the far side to create the
  eastern stream. Peering into its waters you see a curious statue
  of a man. Looking closer, it appears to be made of gold! Low
  cliffs surround the lake on three sides, casting cold shadows
  over the surface of the water. The stoney ledge leads past the
  cave you just came out of to three other caves. Since Asian has
  commanded you to finish your quest, these caves impress you
  as the best places to investigate next. Turn to 163.
  160
  "Paddle for your life!" you shout to Cheekimeek, for at the
  moment it does seem as though your life depends on it.
  Fighting to move the heavy paddles through the water, you
  push the boat slowly forward. The water is turning its planks
  rapidly into gold, however; the gunwales are but an inch
  above the surface. At last, the boat becomes too heavy for the
  water to support it. With an awful sucking noise, the craft is
  pulled under, you and Cheekimeek along with it.
  There is no time for dismay or even surprise; there is no
  time for anything, for the magic of the water takes effect
  immediately. You and the valiant Cheekimeek are turned to
  gold, sinking quickly to join the mysteries of Deathwater.
  This adventure has ended. Turn to the Prologue to begin the
  next one!
  
  161
  "Raise the mainsail," you say over and over again, echoing
  the voice inside your head. Your hands tug at the ropes.
  Obeying the commands of their captain, several other
  sailors come to your aid, so that the vast expanse of sailcloth
  bearing Asian's image fairly flies up the mainmast. Once the
  sail is set, everyone stands in silent expectation. Even some of
  the pirates have halted, confused by the raising of the sail on
  such a windless day. At first there is nothing, then the sailcloth
  begins to ripple, giving life to Asian's face on the forward
  side. You can almost see the lion's cheeks puff up with air as
  the sail pulls away from the mast, then snaps full. Slowly, the
  ship begins to move, then faster, and yet faster. Behind you the
  angry pirates have hoisted their own sails, but no wind deigns
  to touch their dirty canvas. Before long, the pirate ship is but
  an unpleasant memory on the distant horizon. Turn to 384.
  162
  "Good heavens, child!" gasps the Mouse. "Whatever do
  you want to go back in there for?"
  "I was in such a hurry to get out before, that I didn't look to
  see if it went anywhere else," you explain.
  "Evidently I saw more than you did," Cheekimeek replies.
  "It goes nowhere. You are either in or out of that cave, and now
  that I am out, I plan to keep it that way!"
  Even if Cheekimeek were not a very brave and honest
  Mouse (and he is), you would be willing to take his word that
  the cave led nowhere. With that dead end out of the way, you
  consider the other openings one more time.
  • If you enter the cave with the giant step, turn to 310.
  • If you wish to explore the cave with the "stoop,"
  turn to 403.
  • If you investigate the cave with the moss, turn to 302.
  163
  Now that you stand before them, the caves bear a definite
  resemblance to great gaping mouths. If you had your way, you
  would not enter any of them. Yet that was your decision, and
  you think that you should stick by it.
  • If you would like to enter one of the caves, turn to 172.
  • If you climb to the top of the cliffs, turn to 117.
  • If you leave the area, turn to 341.
  164
  Surely, Favian would appreciate the gold. And by the looks
  of it, there will be enough to make you a King as well! You
  open your mouth to accept the pirate's offer when something
  makes you stop. Pick a number and add your Inner Strength
  bonus:
  • If 2-4, turn to 241.
  • If 5-12, turn to 363.
  
  165
  "Quick, Cheekimeek. I need some water from the western
  stream!"
  "Well, if this water flows into the eastern stream, then..."
  Without finishing his sentence, Cheekimeek grabs you by the
  arm and pulls you around to the other side of the tower where
  the pipe spews forth its water. To your extreme horror, you
  watch as the Mouse takes your finger and forces it into the
  stream. It is relief you feel, however, when he pulls it back out
  to reveal a healthy, pink finger once again.
  "Sorry to put you through that," says the Mouse, wiping his
  brow, "but I had to act fast, and my hunch was right. We've
  discovered the source of the two streams outside. This pipe
  here flows into the western stream, and the other one, well,
  you know what that one does." Erase your check on Key 20,
  and add +1 to your Fighting bonus.
  Still sighing with relief, you thank the Mouse. Turn to
  285.
  166
  You don't want to slay the Dwarfs, but you do plan to get
  some information before you leave. "Tell us what you know
  about the island," you demand, surprising yourself with your
  confidence (even if they are tied up, the Dwarfs appear
  dangerous).
  "We don't know much," says the leader. "We just guard the
  place for our master, Razmon. If you're after his gold, I
  suggest you turn back now. He keeps a terrible dragon inside
  the mountain. But if you insist on going in, then look for the
  entrance on the southern side of the island, about halfway up
  the mountain between the two streams. That's all we know,
  honest." Pick a number and add your Perception bonus:
  • If 2-7, turn to 435.
  • If 8-12, turn to 437.
  167
  The eastern stream leaps down from the mountain in
  flashing cascades and rushing Whitewater. Even the water at
  the mouth, which is calmer, is barely wide or deep enough for
  your tiny rowboat. Panting, you paddle against the current just
  the same.
  "I must be getting old," Cheekimeek says. "This oar of
  mine weighs a ton!"
  You notice that your own paddle has become exceptionally
  heavy as well. Raising the oar out of the water, you can hardly
  believe what you see. The lower half of the oar, the half you
  had in the water, has turned into pure gold!
  "Cheekimeek!" you cry out. "The water has turned our oars
  into gold! If it will do this to everything, that may be why this
  place is called Deathwater!"
  "No doubt you are right," says the Mouse nervously. "And
  if it turns everything it touches to gold, then the bottom of this
  boat must be undergoing the same change."
  As Cheekimeek squeeks, the boat starts to sink rapidly.
  • If you jump onto the western bank, turn to 407.
  • If you jump onto the eastern bank, turn to 193.
  • If you think you can save yourself by paddling onward,
  turn to 160.
  168
  This cave proves even narrower than the others. Soon, you
  can go no further and feel rather like an apple forced to dress
  up in the peel of a grape. "Oh, bother!" you say to
  Cheekimeek. "Let's go back. There's nothing here for us!"
  Turn to 302.
  
  169
  The Lion's breath rushes over you hot and fast, sweeping
  you off of your feet and spinning you about dizzily in the
  middle of a tornado. Following a confusion of wind and tilting
  sky, the spinning slows and stops. At last, you return to the
  ground, sick and thoroughly lost. Turn to 416.
  170
  Something else comes to your attention: your finger has
  returned to normal. "Cheekimeek, look!" you cry, wiggling
  your finger at him. "The water has washed away the gold!"
  "I see, child, I see!" replies the Mouse, backing away from
  your dangerous digit. "There is also hope on Deathwater."
  Erase your check on Key 20 and add +1 to your Fighting
  bonus. Turn to 285.
  Your growling stomach has made the decision for you.
  Without fear (for what is there to fear from gingerbread?), you
  open the door wider and cross the threshold. It is, indeed, a
  kitchen on the other side, but one that seems to be made for
  children. The table in the center is low, with tiny stools all
  around it. Even the stove is small. Then the cook comes out
  from behind a cupboard, and everything is clear to you. He is
  a Dwarf!
  The red haired little man carries a bag of flour over his
  shoulder and whistles a merry tune. He does not seem alarmed
  to find you in his kitchen, but tips his high, leather hat to you
  in greeting and sings out, "Hello! Are you lost, or have you
  come for lunch?"
  You are delighted to find such a friendly person in these
  cold caves, and tell the Dwarf freely of your mission.
  "Mysteries?" questions the Dwarf. "1 didn't know there
  were any mysteries on the island, other than the master
  himself. He keeps himself locked away in that tower all day.
  Of course, I thought everybody knew about the water: how the
  eastern stream turns things to gold and the western one turns
  them back again. Not really worth coming all this way just to
  find that out! Would you like something to eat?"
  Without hesitation, you accept a large bowl of thick stew
  (Cheekimeek's is somewhat smaller). The meal is deliciously
  satisfying, but your mind is filled with questions.
  Who is this Razmon? Why does he stay locked up in a tower
  all day? Is he responsible for the magic water? Is he just a
  greedy old man living on a mountain of gold? You try to get
  some answers from the cook, but he seems more interested in
  how you like his stew and gives you no further clues.
  At last, you take your leave, thanking the Dwarf heartily for
  all he has given you. You stalk down the corridor, suspecting
  it might lead the way to Razmon's tower (if such a thing can
  be called a tower underground). Check Key 10 if you haven't
  already. Turn to 306.
  171
  
  172
  While Cheekimeek fashions a simple torch from a nearby
  bayberry bush, you examine the peculiar characteristics of the
  four dark openings.
  The one furthest to the left squats nearly level with the
  surface of the lake, while the second one rises above its
  neighbor with a natural stone step of at least a foot. The third
  one is interesting, for you can almost imagine a door being
  placed in its high, regular shape. Indeed, the way the ledge juts
  out in front might almost be a very proper front stoop. The
  fourth one is not so nice as the others, being more of a crack
  than an opening and having dry, brown moss hanging from its
  roof.
  "Which cave shall we explore first?" Cheekimeek asks,
  inspecting his torch with satisfaction.
  • If you wish to explore the squat cave (the left-most one),
  turn to 347.
  • If you enter the one with the giant step, turn to 310.
  • If you explore the cave with the "stoop," turn to 403.
  • If the ugly one on the end (the one with the moss)
  interests you, turn to 302.
  173
  You fight bravely, but the Dwarfs outnumber you. Before
  you know what is happening, one of them knocks you boldly
  on the back of the head, and you fall to the ground
  unconscious. Turn to 409.
  174
  You are surprised by your skill as you and Cheekimeek
  manage to subdue the dwarfs. It takes all your energy, how-
  ever, and leaves you thoroughly exhausted. The dog (who did
  nothing more than growl during the whole melee) easily
  chases you out of the clearing when the fight is over.
  • If you run toward the western stream, turn to 245.
  • If you flee toward the eastern stream, check Key 8 and
  turn to 225.
  • If you escape up the slope of the mountain, turn to 341.
  • If you go toward the shore, turn to 300.
  
  175
  You doubt that you have ever played more beautifully in
  your life. Clear, sweet music floats over the dogs, and they fall
  slowly into a peaceful slumber to dream of chasing across the
  downs and rolling in the heather. When you reach the end of
  the tune, you wake Cheekimeek, who was also overcome by
  the magic of the flute, and leave the cave quietly.
  • If you wish to examine the door on the other side of the
  corridor, turn to 370.
  • If you wish to walk farther down the corridor,
  turn to 128.
  176
  The wind dies altogether, the sea flattens, and it seems as if
  the Zephyr Reginalis is nailed to the spot. Changeless minutes
  go by, and you become bored with your post. Then there is a
  movement, so tiny and far off you are not sure that you have
  seen it at all. Straining your eyes, you peer out toward the
  distant horizon. There it is again. This time you are sure you
  saw something: a black ship approaching. Have you heard of
  such ships before?
  • If you have (checked Key 4), turn to 191.
  • Otherwise, turn to 280.
  177
  It is almost uncomfortable not to feel the ship rocking as you
  lie in bed, but the wind has died altogether and the ship gives
  only the slightest hint of movement. Staring up at the ceiling
  you wish that something, anything, would happen to relieve
  the monotony. Then something does happen, and you vow to
  be more careful with your wishes in the future.
  "Pirates!" someone is shouting above. You rush on deck to
  find all hands hurrying to the starboard side. In the distance
  you can see a long, black ship approaching. Turn to 367.
  178
  The battle was fast and furious, and in the end you lost. I
  dare not say more than that! Turn to 409.
  179
  "Perhaps we'll find out what they're up to if we listen to
  what they are saying," you observe. You lean closer and cup
  a hand to your ear. Fortunately, none of the pirates knows how
  to talk below the level of a shout and their words reach you
  clearly.
  "O, lice of a thousand camels, hasten thy sluggish limbs!"
  bellows the one with the sword (the one doing no work at all
  himself). "O, rats of a thousand fleets of warships, before Tash
  the terrible and divine puts out the sun this evening, thee shall
  complete this raft of labor or forfeit even one beetle's share of
  gold."
  "The poets, whose minds are far sharper than your sword,
  say let not the lion's share go to the one who roars the loudest.
  The gold belongs to all of us," protests another, rising to his
  feet. "Were we not in accord that none should order another,
  but all have authority alike?"
  "I, O foolhardy cousin, possessed the only mind of suffi-
  cient sharpness to remember that a weaponless man is a slave.
  And slaves possess the authority of an ass. My sword is not
  soft, useless gold, but wicked steel. I command here!" snarls
  the first man, drawing his blade threateningly.
  
  A few are frightened by this vulgar display; the others grow
  angrier and rise to their feet. A fight may break out at any
  moment, and you don't know if you want to be around to
  witness it. Yet you are intrigued by their talk of gold. Cer-
  tainly, this is one of the mysteries you were sent here to solve!
  • If you approach the men, turn to 223.
  • If you sneak to the beach and travel north, turn to 283.
  • If you head inland (west) through the trees, turn to 252.
  • If you sneak to the beach and walk toward the southern
  bay, check Key 9 and turn to 225.
  180
  Something's bothering you, isn't it, child? Pick a number
  and add your Inner Strength bonus:
  • If 2-4, turn to 141.
  • If 5-12, turn to 378.
  181
  Even the captain feels sympathy (in his way) for your
  plight, but there is neither relief nor cure on board for what you
  are experiencing. Cheekimeek suggests that you go below
  where the ship's motion will not be so apparent. Too sick to
  do anything but agree, you retire shakily to your berth where
  the next few days pass with intolerable slowness and consid-
  erable discomfort.
  By the time you have acquired sea legs, the Zephyr Regi-
  nalis has already visited Narrowhaven. The ship's supplies
  were replenished while you groaned in your bunkbed without
  ever gazing upon the town's white roofs. Turn to 277.
  182
  Dipping a hand into the water, you feel a sudden, heavy
  numbness in one of your fingers. Could it be the cold?
  Removing it immediately from the water, you are shocked to
  find that your finger has turned to pure gold!
  "Cheekimeek, help!" you shout. "Look what's happened to
  me."
  "Don't panic," says the Mouse, rushing to your side.
  "There must be a cure somewhere. Oh, me! I can see why they
  call this place Deathwater. Imagine if one of us had fallen in!"
  • If you know the cure (checked Key 10), turn to 205.
  183
  By Jove, you've won! Cheekimeek subdued two himself,
  but you made a good showing of yourself with the third. It's
  really too bad it had to happen at all, though, for you shall
  leave this cave no smarter than when you entered.
  • If you wish to examine the door on the other side of the
  corridor, turn to 370.
  • If you wish to continue down the corridor, turn to 128.
  184
  Cheekimeek is very brave, but also very small, and the dog
  leaps right over him to get at you. Never before have you been
  so frightened, and you freeze, not knowing what else to do.
  The beast jumps on you with a snarl, and you fall to the
  ground, hitting your head on a rock. As you drift off into
  unconsciousness, you see the dog raise his head to give a
  triumphant howl. Turn to 409.
  
  185
  That same evening, the ship is caught in a fierce storm.
  Without a captain to command them, the pirates make a
  terrible mess of sailing the reeling ship. Amid the uproar, you
  prowl around looking for a lifeboat. What's that? A loose
  yard-arm swinging in the wind knocks you overboard as you
  move toward the boat.
  For what seems like hours, you fight the waves to stay
  above the water. At last, all your brave strength has been used
  up. With a gasp you fall into an exhausted sleep and the arms
  of chance or mercy.
  When you awake, there is daylight and the wonderful
  solidity of ground beneath you. Sitting up, you find that you
  are on a small island with a single large mountain rising at its
  center. Looking to your right, you give a gasp of surprise and
  delight. Cheekimeek stands at your side!
  "Cheek!" you cry, giving the Mouse a hug (he doesn't seem
  to mind a bit, and returns the embrace warmly). "Where am I?
  How did you get here?"
  The Mouse explains that the Zephyr Reginalis was blown
  off course by the magical wind. "We missed you immediately,
  child. Honor and duty bade that we return for you, but Asian's
  wind drove us to Deathwater Island. I chose to continue your
  quest, in memory of your courage."
  "Courage!" you cry in surprise. "How can you call me
  brave when I was almost too afraid to sail from from Cair
  Paravel at all?"
  "You embarked on your quest despite fear, child," replies
  the Mouse. "Therein lies your courage."
  You tell the Mouse all of your adventures aboard the
  Calormene ship and in the storm-tossed waves when you were
  knocked into the sea. "Obviously, Asian has seen to your
  safety," says Cheekimeek. "Well, rest up a bit. Then we can
  carry on with our mission." Turn to 300.
  186
  What a wet place Deathwater is! You walk into a small cave
  that seems to be filled with the dancing reflections of a small
  pool in its center. A merrily bubbling stream flows in from a
  passage opposite you to feed the pool. Its clear water seems to
  invite you to wash away all the dust of your adventure and be
  refreshed.
  • If you dive into the pool, turn to 106.
  • If you test the water, turn to 155.
  • If you leave by the opposite passage, turn to 321.
  187
  No, killing the pirates would solve nothing. They have
  suffered enough, being shipwrecked on this island. The gold
  might be sufficient payment for what they did...
  • If you take the gold and leave the island, turn to 164.
  • If you simply leave the area, turn to 108.
  188
  They might have appeared clumsy when you first saw
  them, but the Dwarfs prove to be able fighters. In a flash, you
  are mercifully (if rather painfully) subdued. Turn to 173.
  
  189
  You had begun to develop a rather bad impression of
  Razmon, what with the curse and the gold and all. But seeing
  him has changed all that. There is something sad, yet tender
  about the man standing at the well. You listen quietly to what
  he is saying.
  "Let me tell you again, my radiance," he murmurs softly
  into the water, "about the day when I shall free you from your
  watery cell, and you will rise to shine brightly once more.
  How all the curses will come to an end, and how happily
  together we shall live out our remaining days in this paradise
  that was once our prison."
  What peculiar talk! Could it be that the magician is a bit
  crackers? You are almost convinced of this, when something
  makes you stop cold. A voice rises up from the well: a voice
  so far away and mournful that it nearly wrenches your heart
  right out of your body to hear it.
  "Oh, Razmon," the silvery voice sings, "every day you
  come to me and speak of my release; every day for years and
  years. But do you do it? Do I, at this moment, walk freely
  where I will, as is my due? Or do I sit here yet, waiting for the
  day that will never come? Oh, Razmon, do you not think me
  beautiful, more beautiful than any of Asian's creations? You
  have said you do. Well, then, forget this talk of curses and
  dreams for the future. What good are they to me? Forget the
  ache in your back and your tired eyes. Work, Razmon, work
  for my release! Can the world go on without me?"
  A harsh mistress, indeed, you think to yourself. At this
  pause in the curious conversation, you decide that it is time to
  let your presence be known. Turn to 194.
  190
  Oh, no! You've slipped! "Cheeeeeeeeeeeek!" you cry as
  you slide faster and faster away from your friend. You fall for
  what seems like hours, always waiting to finally hit bottom,
  but you never do.
  Eventually, the wall begins to curve under you, slowing
  your descent until you are sliding along a nearly horizontal
  surface (like you do on your dining room floor at home). You
  wonder when this trip is going to end, and if you are ever going
  to see daylight again, when something heavy brushes across
  your face like a curtain.
  On the other side there is light. You have returned to the
  museum, spinning to a halt before the display of the stuffed
  Lion. Of course, now you know it is Asian. He says, "Fate has
  returned you to your own world before you could finish your
  adventure. Do not worry. Someday you will return to com-
  plete it. Until then, fulfill my quest here! Learn to know me by
  my other name! Farewell, dear heart!"
  Giving the lion one last hug, you head back to your
  classmates, eager to tell Eustace of your adventures and to
  wait for the day when you will return.
  It's easy to return to Narnia! Just turn to the Prologue and
  begin again!
  
  191
  It's one of the pirate ships Loridan told you about, and it's
  approaching fast! "Pirates to aft starboard!" you shout down
  to the captain. All hands rush to that side of the ship to see if
  it is true. Seeing the black, low-slung vessel, they begin to
  murmur nervously amongst themselves. A sailor comes to
  relieve you of your post, while you climb back down to find
  what will happen next. (NOTE: Your eyesight has obviously
  become sharper here in Narnia! Add 1 to your Perception
  bonus.) Turn to 367.
  192
  You decide that it would be wrong to kill the unarmed men,
  and begin to tie them with the hope that their friends will find
  them later. "Mind you," says Cheekimeek, "if we meet on the
  sea again, I shan't be so kind!" Turn to 120.
  193
  'This is ghastly!" you exclaim. "Why, can you imagine if
  we had dipped a hand or a paw into the water, or dabbled a toe
  or a tail?"
  "Ugh!" agrees Cheekimeek. "Deathwater is an appropriate
  name for this island. My ancestor, Reepicheep, named it well.
  Come, we must find out what is the cause behind this awful
  curse, and see what can be done to remove it."
  "I am with you, Cheekimeek." Your fear of danger has not
  grown less, but you shudder at the thought of anyone acciden-
  tally stumbling into these waters.
  "We dare not risk crossing over the water now," declares
  the Mouse. "Shall we follow the beach or head inland from
  here?"
  • If you head inland, turn to 242.
  • If you follow the beach around to the eastern side of the
  island, turn to 314.
  194
  "Excuse me, sir," you say in a clearing-your-throat fashion.
  Razmon jumps at the sound, doing a fine impression of a
  dancing marionette. For all the surprise on his features, you
  would think a winged elephant had suddenly popped into the
  room, rather than a Mouse and a child.
  "Great glowing heavens!" he cries, grasping the edge of the
  well for support. "Who are you?"
  "I've come from Narnia to investigate the mystery of
  Deathwater," you reply, though you have grown rather tired
  of explaining yourself all the time.
  "Mystery?" says the magician with a poorly fashioned look
  of innocence on his face. He repeats the word several times (to
  let you know he has no idea what you could be talking about)
  and positions himself between you and the well to hide it.
  "Yes, mystery," you continue. "Our search has uncovered
  many questions, and they have led us here to you. Now, we
  don't want to pry, but we have reason to believe that you and
  your island pose a threat to people and animals everywhere."
  "Threat?" says Razmon with a worried look. "Oh, no, no,
  no! Not that! I mean, that's not exactly right."
  "Besides," you add, "it looks as though your are badly in
  need of a friend."
  "Ah, you're right there, child," he mutters, looking mourn-
  fully at the floor. "Yes, I've kept my secret too long, and it has
  become heavy. Come, then. If it is answers you want, you
  shall have them. But if you are looking for solutions, I'm
  afraid I can be of little help."
  Razmon's words are not terribly encouraging, but at last
  you feel as though you are getting somewhere. The magician
  steps around to the other side of the well, and motions for you
  to come over. "I want you to meet my greatest secret, and even
  greater love...Abadin."
  
  Obeying his gestures, you peer into the well. It is perfectly
  round, and goes down for at least a hundred feet. The water is
  so clear that you hardly notice it at all, and seem to be gazing
  down a long tunnel filled with a shimmering blue light. All
  this is nothing, however, to what you find at the very bottom.
  It is a woman just like the one on the door, but more
  beautiful because she is living. She, too, seems quite aware of
  her beauty, and assumes several dainty poses to please her two
  new admirers at the top of her well.
  You are just wondering how it is that she can be alive down
  there, and what that light is that seems to radiate from her
  body, when Cheekimeek says, "My whiskers, that's a star!"
  "Indeed," says Razmon, beaming with pride. "A star not
  seen in the night sky for many a year." He anticipates your
  questions and continues, "She fell to earth ages ago, long
  before either of you were born, and was swallowed up by this
  dead volcano of an island. The underground lake in which she
  landed bubbled forth to form the two streams. Obviously,
  strong magic was involved, for many curses followed. The
  eastern stream turns everything it touches to gold, and though
  the western stream has the power to restore these unfortu-
  nates, there are few who know about it."
  "What's the other curse?" you ask.
  "Ah, that, my child, is the worst of all. Abadin is trapped
  forever at the bottom of the well. The most beautiful star in all
  the heavens, condemned to spend eternity underground! I
  have tried to free her. All these years I have tried, but the magic
  is more powerful than even I feared, and the solution beyond
  me. You seem a clever sort, child; at least you were clever
  enough to find me. Do you think you could free Abadin from
  her watery prison?"
  "Think, child, think!" cries the woman's voice from deep
  beneath the water. "My beauty fades with every moment that
  I pass at the bottom of this horrid well! Surely, you can see that
  a loveliness such as mine was not meant to be locked away,
  but free to roam at will and be admired by all that bear witness
  to it!"
  Proud words to say the least! Still, you do want to help.
  Little hope flutters in your heart or in the eyes of the magician.
  Almost, you are about to tell the magician that you are sorry,
  but you can think of nothing. Yet suddenly, you do think of
  something, and a very important something at that.
  The dream poem that King Favian recited back at Cair
  Paravel rushes back into your mind with perfect clarity. It has
  proven to be of little use, but now perhaps it will give you an
  answer! Ignoring everything else, you concentrate on the
  poem, trying to eke out some solution from its mysterious
  rhyme.
  Here is the poem for you to read again:
  Coursing darkly through the night.
  Onward in her jealous flight,
  Makes herself a prison tight,
  Prison far from sky and light.
  Argent water, golden curse.
  Seeks the peace, hut makes things worse,
  Seeks the peace in Self immersed,
  Immersed like clues within the verse.
  Only look and you shall see,
  Nothing else can set her free.
  • If you think you understand the poem's solution,
  turn to 204.
  • If you are stumped, turn to 207.
  
  195
  There is nothing fancy about the wooden door on the left
  wall; well made, but nothing more. Nearing it, you can hear
  low voices on the other side. The worst thing about doors is
  that anything can be behind them, absolutely anything...
  • If you enter, turn to 316.
  • If you listen at the door, turn to 250.
  • If you go to the other door, turn to 104.
  • If you go farther down the corridor, turn to 306.
  196
  Cheekimeek tries to talk you out of the dangerous descent,
  but you are insistent. While he holds a candle, you descend
  into the pit. The first few feet go well; the sides are cold and
  wet, but your hands and feet find secure holds. Farther down,
  however, the moisture begins to increase.
  When you have reached the limits of the candlelight, your
  hands encounter a slippery coating of moss in the shadows.
  Suddenly, you are no longer interested in what is at the bottom
  of this horrible pit. You attempt to move upward, but it proves
  to be much more difficult than you thought it could be! Pick
  a number and add your Action bonus:
  • If 2-5, turn to 190.
  • If 6-12, turn to 116.
  197
  You start to open the journal, but an uncomfortable feeling
  makes you stop and think a moment. Pick a number and add
  your Inner Strength bonus:
  • If 2-6, turn to 121.
  • If 7-12, turn to 323.
  198
  Foam flies from the dogs' powerful jaws as they lunge at
  you and Cheekimeek. The air becomes filled with shouts and
  growls, and you find yourself feeling quite sick with fear and
  anger. Moments later, you are struggling on your back in the
  straw, a snarling dog standing on your chest. Pick a number
  and add your Fighting bonus:
  • If 2-6, turn to 178.
  • If 7-12, turn to 183.
  199
  "Water from the western stream! I must have some to cure
  my finger," you say.
  • If you have the gourds (checked Key 11) turn to 274.
  • Otherwise, turn to 153.
  
  200
  Studying the stream reveals nothing that should disturb
  you, and the nagging feeling goes away. Confidently, you
  wade into the current. As you do, though, your legs grow
  numb and very heavy. When you stand in water up to your
  waist, you find that you cannot move them at all. Looking
  down, you are shocked to find that every inch of your body
  below the surface of the water has turned to gold!
  "Cheekimeek, help!" you cry, turning your head. Staring
  into the horrified eyes of the Mouse, you lose your balance and
  fall. As a golden statue, you sink to the bottom of the stream
  to become another of Deathwater's sparkling mysteries.
  Alas, this adventure ends here. Turn to the Prologue to
  begin the next one!
  201
  You could reach him with your hand, but it occurs to you
  that the tall captain would be too heavy to lift all by yourself,
  so you decide to lower him a rope. Braving the slippery deck
  without the aid of the guideline, you slide over to the coil of
  rope, and, attaching it securely to one of the wooden pins that
  hold the ropes of the sail, lower it down to the waiting captain.
  Just as he gets a firm grasp on it, a tremendous wave claps
  down on top and takes him under. You look on with unbeliev-
  ing horror, thinking him lost to the tempest, but are relieved
  in a few moments when he emerges from the foam-flecked
  water, climbing the rope with surprising agility.
  For the first time since you have met him, the captain smiles
  (a very handsome smile), and claps you on the shoulder
  warmly. A quick thank you is all he can afford, however, as
  he is compelled to reassume the command of his tempest-
  tossed vessel. I do not care to detail the horrible hours that
  followed, but am glad to say that the storm was ridden out with
  not a man lost and only one bone broken. Check Key 3. Turn
  to 244.
  202
  As you get nearer to the edge of the pool, you feel a curious
  tickling inside the boots you borrowed from Razmon's chest.
  You tell Cheekimeek about the feeling, and he says, "Doesn't
  surprise me a bit. They're probably full of magic. I'd be
  careful with them, if I were you."
  Magic, he says? I wonder...
  • If you enter the pool, turn to 266.
  • If you leave by the exit, turn to 369.
  • If you return to the 4-way corridor, turn to 291.
  203
  Climbing the stairs, you enter a vast cavern brilliantly lit
  with bright lanterns. Dwarfs fill the dome, cutting gems and
  scaling ladders. In the center of the chamber sits a simple stone
  chair, like a throne. You cannot possibly imagine the purpose
  of such a place, nor what the Dwarfs are doing there. There is
  only one way to find out.
  • If you talk to a Dwarf, turn to 157.
  • If you go back down the stairs, turn to 445.
  
  204
  After several frustrating moments spent coming up with
  nothing, everything seems to fall neatly into place. You are
  pretty certain you have an answer (doesn't it always seem to
  happen that way?). It almost makes you want to laugh, it is so
  simple. Turn to 449.
  205
  "The water from the western stream!" you cry. "Only that
  can cure me. Oh, Cheekimeek, please, hurry!"
  • If you have the gourds with you (checked Key 11),
  turn to 261.
  • Otherwise, turn to 415.
  206
  Entering the cave cautiously, you are startled by the unex-
  pected sight of a man sprawled on the floor. You turn to flee,
  but see that he is bound and wears a pained expression on his
  face. When you do not run away, but approach him, his mood
  changes from one of pain to one of hope. With great courtesy,
  he says, "If Tash has sent you for my destruction then, pray,
  be swift! If you are my salvation, then be no less quick to cut
  these cruel ropes that bind me!"
  Cheekimeek, leans toward you and whispers warningly,
  "He's a Calormene."
  Calormene! Like those pirates who attacked your ship?
  "What is your name?" you ask.
  "Paksha Tarkaan, seventh son of Rashta Tarkaan and Chief
  Explorer to the Tisroc (may he live forever). O stranger who
  comes in the dark, let us leave the formalities for later. For
  now, hearken to the mercy I know stirs within your hearts, and
  cut these ropes!"
  • If you untie Paksha, turn to 145.
  • If you want to leave him, turn to 406.
  207
  You can remember the poem, but the solution remains
  elusive. Suddenly, you have a good idea. Noticing a pencil in
  the sleeve of Razmon's robe, you ask to borrow it for a
  moment, and quickly write down the poem on the floor.
  There, that's got it fixed! Now you are able to study it at your
  leisure. Pick a number and add your Perception bonus:
  • If 2-4, turn to 209.
  • If 6-12, turn to 224.
  208
  Playing the flute causes the pirates to stop a moment in
  wonder, but they soon return to their savage temper. Then you
  remember that Volmar said the flute worked upon animals
  (not simply brutes). All hope of escape has vanished, and you
  must fight for your life! Pick a number and add your
  Fighting bonus:
  • If 2-7, turn to 307.
  • If 8-12, turn to 354.
  209
  "Oh, it's no use!" you say, stamping a foot in frustration. "I
  can't work out a solution at all."
  "Don't be too hard on yourself, child," says the magician.
  "If I couldn't undo the curse after all these years, what chance
  have you got? But go now. I want to be alone with my
  problems."
  As you return to the ship, Cheekimeek does his best to cheer
  you up, but it does no good. With a heart full of disappoint-
  ment, you sail back to Narnia. Turn to 226.
  
  210
  Ever wary, you creep into a large cave dimly lit with
  candles every ten paces. Three smaller caves hunch darkly
  along the northern wall. The air is fresh in here, and there is
  no evidence of bats. Yet there is something unpleasant about
  the room that makes you want to leave.
  • If you want to explore the smaller caves, turn to 440.
  • Otherwise, you must return to the 4-way corridor you just
  left. Turn to 291.
  211
  You notice a shadow on the sand. It shows in outline a man
  holding a stick over his head as if he were about to strike
  someone. You have a good idea of who that someone is!
  Grabbing Cheekimeek by his belt, you roll from the log. At
  that moment, the shadow swings its stick just as its real twin
  splinters onto the log where you had been sitting.
  Scrambling to your feet, you find yourself nearly sur-
  rounded by advancing pirates. Their leader has drawn his
  scimitar, and smiles evilly.
  • If you stand and fight, turn to 123.
  • If you attempt to flee, turn to 318.
  • If you have Volmar's flute (checked Key 5) and use it,
  turn to 208.
  212
  When you get to the table, breakfast has already been set
  out, and everyone is helping himself to thinly sliced ham,
  omelettes, scones, cheese, and warm cakes with mulberries
  and cream. Cheekimeek (who does have some cheese on his
  plate, though no more than any of the others) motions for you
  to sit next to him. Throughout the meal he entertains you with
  stories of his many past adventures both in Narnia and abroad,
  and asks many questions about life in your own world.
  While the morning repast is underway, a sun-bronzed
  gentleman with high boots enters the hall, and bows before the
  King.
  Favian greets him and turns to you, saying, "This is Lori-
  dan, Captain of the Zephyr Reginalis, the ship you will be
  taking to Deathwater."
  You bid a meek good morning to the imposing figure, who
  gives you a thorough looking over from his great height. You
  get the distinct impression that this man has no love for
  landbound persons, especially those who come from worlds
  outside of Narnia. At last, the captain breaks the tension by
  barking this question at you: "On which side of the ship is
  port?"
  • If you say the right side, turn to 334.
  • If you say the left side, turn to 345.
  
  213
  Should you stay above and help your friends through the
  storm? No, you decide. This a job for men who know what
  they are doing. You would just get in the way. Besides, you are
  terrified by the howling wind, and are eager to return to the
  relative safety of your bed below. Turn to 269.
  214
  You are just about to consent to leaving, when it suddenly
  dawns on you why Abadin still seems sad. "Oh, Razmon,"
  you say, grasping the old man's hand in yours.
  "What's wrong, child?" asks the magician with a con-
  cerned look on his face.
  "Oh, it's too terrible," you cry, wishing you had left after
  all. "Don't you see? Abadin can't stay here with you, though
  I daresay she would. But she's a star! She belongs in the sky,
  not underground."
  You cannot bear to gaze at Razmon, so sad and deflated he
  looks. Abadin says nothing, but smiles sadly at her friend.
  After several painful moments, the magician gives a soulful
  sigh, and says, "Ah, I suppose you're right. She's not a
  treasure to be locked away. Go then, my radiance. Return to
  the sky where everyone can appreciate your beauty. I shall
  look for you every night, and rue the clouds that keep us
  apart."
  "And I shall shine just for you, Razmon, the truest of all
  friends," replies the star, who already shines brighter than
  before.
  "Hurry, friends," Cheekimeek says, wiping away a tear.
  "Dawn is approaching outside. We just have time for Abadin
  to return to the sky."
  Without wasting another moment, you all leave the golden
  tower (which, by the way, has turned to normal stone), and
  hurry to the southern beach. All of the Dwarfs, dogs, and
  MacTwitter the gull, join your procession to the shore when
  you tell them the good news. They marvel at the star whose
  radiance illuminates the entire party.
  "Thank you, my little friend," Abadin sings, giving you a
  kiss on the cheek. Then the star bids you all a final farewell,
  and launches into the night sky. Like a white hot spear, she
  flies into the heavens to take her position just above the eastern
  horizon, the brightest star in the heavens.
  
  Razmon stands at your side, weeping quietly (in fact, many
  eyes are shedding tears, though most don't know exactly
  why). He murmurs, "Goodness! Whatever am I to do with
  myself now?"
  "Why, return with us to Narnia, of course," you say
  cheerily. "There's all sorts of work for you to do there, isn't
  there Cheek?"
  "Indeed, yes," answers the Mouse. "Volmar, at the very
  least, needs an assistant!"
  "Well, then," declares the magician, smiling. "It seems
  everything is going to turn out all right after all!"
  As if they could hear you, the entire crew of the Zephyr
  Reginalis lets out a magnificent cheer that flies to you across
  the water. The dogs begin to bark merrily, and the Dwarfs
  burst into joyous song.
  Before the sun has quite risen, everyone has boarded the
  Zephyr Reginalis. The ship sets sail for Narnia with a beauti-
  ful silver star at her back. Turn to 226.
  215
  In three quick jumps you are over the railing of the pirate
  ship. For a moment, it seems as though you hang in the still,
  warm air, and then you land with a splash in the sea and all
  becomes a wet world of green water and swirling bubbles.
  When you have surfaced, you strike out after the vanishing
  Zephyr Reginalis. Oh, but she is much too far away for you to
  catch her! With teary eyes, you swim on, wishing that you
  were back in the museum and hoping that it all will be over
  soon.
  Just then, you hear something moving through the water
  behind you. A shark, you think at first, then realize that
  whatever it is, there is far too much noise for it to be a shark.
  Suddenly, an arm grabs you about the waist, and you look into
  the wet face of one of the Calormene sailors.
  "Leave me alone, you nasty pirate!" you shout at the man.
  You do not want to drown, but less still do you want to return
  to the black ship.
  "Be still, little one," says the Calormene. "My name is
  Paksha Tarkaan. I am no pirate, but the captain of the ship you
  see there. The men on board have committed mutiny, and are
  cutting a pirate's course for the legendary island of gold. I
  wish to take them back to justice, but must bide my time until
  the opportunity presents itself. Until then, you will be safe
  with me, and might be able to escape when we reach the
  island."
  Together, you return to the ship, where you are granted
  limited freedom below decks. Check Key 14. Turn to 185.
  216
  Moving closer, you strain your ears to find out what all the
  mumbling is about.
  "Crows and crucibles!" mutters someone. "Where did I put
  those herbs? If I weren't so busy, this place would never get
  into such a state. Oh, and now the dandelion elixir is bubbling
  over! Oh, me!"
  Whoever it is, he sounds very busy. You should probably
  leave him alone. But perhaps you could help?
  • If you go back to your room, turn to 286.
  • If you knock on the door, turn to 154.
  
  217
  Brushing a thick layer of dust off the chest, you find it to be
  beautifully carved with the images of stars. "Twas said he
  used to dabble in astrology," MacTwitter declares (but he
  means astronomy). "Before he got interested in gold!"
  Opening the chest, you discover it to be filled with clothing.
  Digging underneath to see if anything has been hidden, you
  find a pair of boots at the bottom. They seem to be made of an
  odd material, like rubber, but slipperier and very light.
  "Well," says Cheekimeek, "nothing useful there."
  "I wonder..." you murmur, looking at the curious boots.
  • If you take the boots, turn to 301.
  • If you check the desk, turn to 240.
  • If you investigate the bed, turn to 124.
  • If you leave the cabin, turn to 304.
  218
  Listening at the door reveals nothing. If there is anyone on
  the other side, they are very quiet. Knocking does no good
  either, so you are left with no choice but to open it. You turn
  the cool, gray door knob and push, but the door refuses to
  open. Frustrated, you jiggle the knob repeatedly with no
  success.
  "It's locked," says Cheekimeek, pointing to a small key-
  hole beneath the knob.
  • If you have a key (checked Key 19), turn to 228.
  • Otherwise, continue with your exploration and
  turn to 380.
  219
  Moving quietly through the trees, you signal for
  Cheekimeek to sneak along behind you. Half-naked men with
  baggy pants and turbans are working in the shade on a large
  raft. One of the men has a curved scimitar at his side, and barks
  harsh orders to his fellows.
  "Calormenes," Cheekimeek whispers. "Pirates, no doubt.
  I wonder what they are doing here?"
  • If you checked Key 23, turn to 390.
  • Otherwise:
  • If you want to listen, turn to 179.
  • If you approach the Calormenes, turn to 223.
  • If you sneak to the shore and travel south along the
  water's edge, check Key 9 and turn to 225.
  • If you sneak to the shore and travel north along the
  water's edge, turn to 283.
  • If you head inland (to the west), turn to 252.
  220
  Now that you are leaving, the Calormenes show no grati-
  tude for your mercy and their spared lives. Indeed, as you step
  past a willow, they rain uncouth curses upon you (which I
  have no intention of repeating here). Turn to 108.
  
  221
  You arrive at a point where three passageways intersect.
  Through a channel in the floor, a swift flowing stream flows
  from the left passage to turn down the passage from which you
  just came. A door breaks the left hand wall of the corridor
  which stretches away directly ahead of you. While you
  consider which way to go, the noise of the stream fills your
  ears with what sounds like laughter, but you do not feel like
  joining in.
  • If you go down the left corridor, turn to 146.
  • If you go straight ahead, turn to 254.
  222
  The wind is strong and gusty up on the cliff, bending the
  long grass to and fro with its playfulness. As you watch the
  blades part, something shiny catches your eye. Reaching
  down, you find that the reflection was caused by a gold coin.
  "Look here, Cheek," you say, showing the Mouse your
  treasure.
  "A coin," he says, studying the golden disk. "Narnian, too.
  I wonder what else is hidden down here?"
  In a flash, you are both on your hands and knees, raking the
  tall grass with your fingers. In a few moments you have
  uncovered several more coins, the remnants of some chain
  mail, and an old sword hilt.
  "This is Narnian, as well," says the Mouse holding the hilt.
  "I wonder if these belonged to Restimar."
  "Restimar?" you say, trying to place the name.
  "Yes. You know, the lost Lord. Remember? We are sup-
  posed to find out what happened to him."
  "I nearly forgot," you reply, putting the pieces together.
  "Oh! Now I see! You think that..."
  You do not finish the sentence, but the Mouse knows what
  you mean. He thinks, as you do now, that the lost Lord got
  undressed on top of the cliff, then dove into the water where
  he was turned into solid gold. Restimar is the statue at the
  bottom of the lake! Deathwater, indeed! With fresh resolve,
  you set off with Cheekimeek to put an end to the island's
  baffling curse. Check Key 15.
  Arriving safely at the bottom of the cliff, it becomes clear
  that the time has come to investigate the four mysterious
  caves. Turn to 163.
  223
  When you walk into the clearing, the men ball their hands
  into fists in angry surprise and the leader puts his hand to his
  sword hilt. Then he sees Cheekimeek's rapier and his manner
  suffers a quick turnabout.
  "Greetings, O wayward strangers!" he declares. A broad
  grin displays his crooked teeth. "Has Tash the terrible and
  magnificent shipwrecked you upon this miserable isle as he
  has stranded us, his devoted servitors?"
  "No," you answer shortly. You are not certain why, but you
  do not trust this man. He motions for you and Cheekimeek to
  come into the camp, where your unbelieving eyes spot for the
  first time a large pile of gold rocks, branches, and scimitars.
  Where did that come from? You open your mouth to ask, but
  the Calormene leader is talking again.
  "If Tash, in his infinite wisdom, has not washed you onto
  these barren shores, may this humble warrior ask the purpose
  of your visit here?"
  Cheekimeek clears his throat warningly.
  • If you tell the truth, turn to 396.
  • If you make up a story, turn to 257.
  
  224
  Cheekimeek distracts you for a second by sneezing, and
  when you look back, there it is: the answer! Now that you have
  spotted it, you cannot imagine how you had ever missed it in
  the first place: the first letter of each line, when put together,
  spells the word "COMPASSION."
  Aha! Turn to 449.
  225
  As you push through the heather, the thorns of a gorse bush
  snag your shirt sleeve. With some help from Cheek, you pull
  free of the briars to stand on the bank of the eastern stream.
  The water is clear and inviting as it gurgles over sand and
  pebbles on its way to the harbor. In the heat of the sun, its cool
  wetness seems very appealing, and your throat suddenly feels
  very dry.
  • If you take a drink, turn to 253.
  • If you cross the stream, turn to 393.
  • If you test the water, turn to 405.
  • If you head upstream, turn to 341.
  226
  Back at Cair Paravel, there is a lot of cheering and hugging
  and general celebration to get through before King Favian
  takes you and Cheekimeek aside to discuss your adventure. At
  last, you sit down together around a small table in the King's
  private chambers. A platter of grapes and apples rests on the
  polished tabletop between you.
  Favian begins the conversation by saying, "I've asked you
  here alone so that you may speak freely without embarrass-
  ment about the success or failure of your adventure. Now tell
  me, for starters, did you discover what became of Restimar on
  Deathwater?"
  • If you know (checked Key 15), turn to 309.
  • Otherwise, turn to 311.
  227
  Though you would much prefer to shut out the storm with
  your pillow and blanket, you know that your friends will need
  your help (no matter how little you may think it is) and decide
  to go to their aid above. Turn to 299.
  228
  As you hoped, the little golden key turns the lock, and you
  push the door inward. Inside lies a rather plain bedroom,
  whose only furniture is a tiny cot in the corner. One other item
  rivets your attention. A large piece of paper attached to the
  back wall shows a fine ink drawing of a beautiful woman. She
  is tall and slender, and her hair seems to fairly float off of her
  shoulders. Suddenly, you are aware that this is a private place
  and leave quietly, not wanting to disturb the gentle lady on the
  wall. Turn to 380.
  229
  Timidly, you approach the nearest Dwarf and tap him
  lightly on the shoulder. He seems surprised to see you, but is
  too practical to let it get in the way of business. "What can I
  do for you?" he asks, seeming eager to return to his work. As
  briefly as you can, you explain your mission to him and ask to
  see the master of the island.
  "You've come to see Razmon?"he asks in surprise. "I don't
  think you can get in to see him, but you can try. Just go out the
  door, turn right, and keep going down the corridor."
  "Thanks," you say for both you and the Mouse as you return
  to the passageway.
  • If you turn left up the passageway, turn to 134.
  • If you turn right down the passageway, turn to 445.
  
  230
  "Golly!" you say to the captain. "I'd like that."
  Loridan laughs good naturedly (his spirits seem to have
  brightened since his brush with death) and orders two crew-
  men to help you up the thick rope webbing that serves as a
  ladder to the ship's towering crow's nest. You seem to be on
  top of the world, as you sway to and fro at this great height.
  Peering toward the horizon in all directions, you keep a sharp
  look-out for the sight of land. Pick a number and add your
  Perception bonus:
  • If 2-5, turn to 356.
  • If 6-12, turn to 176.
  231
  "Thank you, captain," you say, "but if it's all right with you,
  I think that I'll rest in my cabin until we arrive at Deathwater."
  "As you wish," says Loridan, and you go below. Turn to
  177.
  232
  Like a cowboy on some watery ranch, you swing the rope
  high above your head and let it fly toward its target, the
  captain. With unbelieving eyes, you watch it land no more
  than a foot in front of Loridan, who hesitates not a moment to
  grab it. Hand over hand, he pulls himself through the looming
  waves. Back on board, he gives you a rare smile and claps you
  on the shoulder, saying, "You have saved my life, child. I will
  never forget it." There is no time for more thanks than that;
  several more hours of storm are left to be weathered. In the
  end, the wind dies and the waters calm, with no one lost to the
  temper of the sea. Check Key 3. Turn to 244.
  233
  After careful inspection, the cliff reveals nothing unusual.
  Cheekimeek seems relieved (he was rather afraid that you
  were going to ask him to climb the ivy), and asks cheerily
  which direction you will try next.
  • If you scramble down through the briars to the east, turn
  to 252.
  • If you follow the cliffs to the west, turn to 402.
  234
  You and Cheekimeek are lowered to the water in a small
  rowboat. Loridan tells you that the Zephyr Reginalis will be
  anchored in the bay on the south side. Cries of good luckreach
  your ears as you work the oars, and the two vessels part slowly
  like good friends. Within a few minutes you have pulled the
  row boat behind some bayberry bushes clumped along the
  shore, the Zephyr Reginalis is gone from view.
  "Well, child," Cheekimeek says with a light in his eyes,
  "our adventure begins."
  You find yourself filled with fear and delight at the
  Mouse's words. Turn to 386.
  
  235
  Cheekimeek stands by for your command. You are so
  angry with the Dwarfs that you want to kill them, but some-
  thing inside causes you to pause and reconsider the matter.
  Pick a number and add your Inner Strength bonus:
  • If 2-5, turn to 122.
  • If 6-12, turn to 118.
  236
  You begin to play a simple tune on the flute, and the dog
  perks up his ears at the sound. As you play, however, you get
  the queer feeling that the music comes from within your heart,
  and that you are playing with more than just your breath and
  fingers. Pick a number and add your Inner Strength bonus:
  • If 2-4, turn to 408.
  • If 5-12, turn to 298.
  237
  You forge a short distance into the broken land, but soon
  can go no farther. "Oh, Cheek," you say, removing some
  thorny branches from your clothing, "I think we'll have to turn
  back."
  The Mouse, who is having an easier time moving through
  the undergrowth, answers, "It's just a matter of choosing your
  path carefully. Give it another go, and if things don't get
  better, then we can always turn back later. All right?"
  • If you decide to continue onward, turn to 238.
  • If you want to turn back, turn to 283.
  238
  "All right. I'll try," you answer, but there is little hope in
  your voice. Following the Mouse's advice, you scan the
  overgrown terrain for a friendlier route. Pick a number and
  add your Perception bonus:
  • If 2-5, turn to 239.
  • If 6-12, turn to 243.
  239
  A few routes appear to be more traversable than the others,
  but each one you try gets you so tangled in a web of brambles
  and branches, that you can go no further. "I'm sorry, Cheek.
  It looks like we'll have to turn around."
  "Don't worry, child. We couldn't all have had the good
  fortune to be born as mice." Turn to 283.
  240
  Poking about the desk, you find the usual things: paper, ink,
  and some pens. In the drawer, along with some diagrams of
  the night sky, rests a small, leather-bound book (which proves
  to be a journal of some sort when you flip through it). Its cover
  bears the image of a very beautiful star. You show the contents
  of the drawer to MacTwitter, who says, "Aye. Twas said the
  master was passin' fond of stargazin'. I don't s'pose he has
  much time for that anymore, though, what with strikin' it rich
  and all."
  Poor man, you think to yourself, locked away in some old
  mountain, leaving all his dreams behind for the cold pleasures
  of gold.
  "Weil," says Cheekimeek, "let's have a look inside that
  journal. Maybe we can leam something that will help us solve
  this mystery."
  • If you want to read the journal, turn to 197.
  • Otherwise:
  • If you check the bed, turn to 124.
  • If you investigate the chest, turn to 217.
  • If you leave the cabin, turn to 304.
  
  241
  Cheekimeek tries to persuade you not to take the gold.
  (Could it be he wants it all for himself?) You turn your back
  on him and rush to the pile of treasure in the shade. As you
  stuff your pockets with chunks of the precious metal, you
  suddenly feel very alone.
  Turning around, you find you are alone. All the others have
  gone. No, not quite alone. As you wonder, Asian paces toward
  you along the beach. His eyes are sad and his terrible, heavy
  paws move slowly.
  "Child, how will mere gold solve the mysteries of Death-
  water? How will a metal fulfill the hopes and needs of your
  friends back at Cair Paravel? How will glitter restore accursed
  stream to life?" the Lion's voice deepens with each question.
  "I don't know," you whisper. "How?"
  "Dear heart, gold cannot replace the warmth and wonder of
  love and trust. You know the value of friendship and loyalty
  in your deepest soul. But, young one, you forget so easily!
  Strive to remember me better!" Asian's gentle tone rises to a
  roar. You are sad, ashamed, and suddenly very dizzy. Asian's
  face swims before you, and then all is black. You awaken on
  the floor of the museum, surrounded by your classmates.
  If you are ready to return to Narnia, go to the Prologue and
  begin again!
  242
  Walking through the shimmering shade of the woods, you
  arrive at an area where several trees have been cleared away
  quite recently. Their stumps are freshly cut, and a wide path
  of crushed grass leads away to the east.
  "What's been going on here?" you ask the Mouse.
  "I do not rightly know, child," he says, "but the answer most
  likely lies along that path."
  • If you walk down the path toward the beach, turn to
  308.
  • If you climb the slope of the mountain, turn to 341.
  • If you wander north, turn to 252.
  • If you go south, check Key 9 and turn to 225.
  
  243
  Peeking through some leaves, you are surprised to find a
  narrow path running more or less due south. You fight your
  way through the intervening briars, and walk along the
  smooth ground for a few yards. The brambles seem to open
  up before you, and you travel with ease. "You were right,
  Cheek! I looked, and here's a path."
  "Yes," says the Mouse, walking thoughtful beside you,
  "but the question is: who could have made this path in the first
  place?"
  You had not thought of that before, and now that you have,
  you are filled with dread. What sort of animals might live on
  this island? Do they have anything to do with the mystery of
  Deathwater? Just then, there is a loud commotion in the briars
  to the right of you. Something has been startled, and is
  running away to the west.
  Cheekimeek draws his rapier in a flash and asks, "Do we
  give chase?"
  • If you follow the noise, turn to 351.
  • If you continue along the path, turn to 135.
  • If you head east, turn to 252.
  244
  The storm gives way to fair weather, and the next few days
  are excellent sailing.
  • If you saved Loridan's life (checked Key 3),
  turn to 248.
  • Otherwise, turn to 177.
  245
  You stand looking up at where the western stream tumbles
  down a misty waterfall, to land noisily in a pool at the foot of
  the cliff face. Watching, you are freed for the moment from
  the dangerous responsibilities of your mission, and remember
  that beauty abounds in the world. You are rudely shaken out
  of your dream, however, when something in the bushes
  bounds noisily away to the west.
  "Good heavens! What was that?" asks Cheekimeek, peer-
  ing into the brush.
  Another of the island's mysteries, you think to yourself.
  • If you follow the noise west, turn to 351.
  • If you head east along the base of the cliff, turn to 292.
  • If you go downstream (south), turn to 391.
  246
  The attack which the Calormene pirates made on the
  Zephyr Reginalis is still fresh in your mind. You feel that they
  should pay for what they did, but a stirring inside of you
  makes you stay your hand for a moment. Pick a number and
  add your Inner Strength bonus:
  • If 2-4, turn to 389.
  • If 5-12, turn to 187.
  247
  Look out! As you look at the map, you feel a sharp pain at
  the back of your head, and the daytime sky is suddenly full of
  flickering lights. The next moment, you fall unconscious to
  the ground. Turn to 307.
  
  248
  The brisk wind becomes a playful breeze several days later,
  and the crew breaks out the oars. Loridan approaches you and
  says, "Well, mate, we'll be approaching Deathwater soon.
  How would you like to take a watch in the crows nest?"
  You gaze up at the tiny perch on top of the main mast, and
  think that it might be fun, but are daunted somewhat by the
  height and the responsibility belonging to the literally lofty
  position.
  • If you want to take the watch, turn to 230.
  • If you turn down the offer, turn to 231.
  249
  "Here they are!" you call out triumphantly, as you pull the
  dry weeds out from under a heavy book.
  "So they are," Volmar says, smiling. "If it weren't for you,
  my child, I would have been looking until winter; and because
  you have been such a help to me, I would like to return the
  favor."
  You wonder what the old man might mean, as he walks over
  to a cluttered shelf, and starts to sort noisily through its
  contents. "Aha! Here it is. I knew I had put it somewhere!" he
  says, returning with a small, wooden flute in his hand. "This
  is for you. Its music has the power to tame the hearts of
  ferocious animals. Well, usually it does; it all depends upon
  the person playing it, of course. Please, take it along with you
  on your adventure. Maybe it will come in handy, and if it
  doesn't, its music is always a joy to listen to in its own right.
  Now then, you had best be getting to bed, and I to my work.
  Oh, me. I am so busy!" Check Key 5.
  Thanking the magician several times, you leave his room
  unwillingly, and return to your quarters. Turn to 286.
  250
  You place your ear against the cool wood of the door and
  listen to the voices on the other side.
  "Did you feed the dogs yet?" says one deep voice.
  "No, I haven't even fed myself!" answers another. "Why
  don't we get them, and take a walk over to the kitchen? We
  don't have another patrol until dusk."
  "Fine," says the first. "Just let me get my things put away."
  Things become quiet, and you remove your head from the
  door.
  • If you enter the room, turn to 316.
  • If you avoid these guards by running farther down the
  corridor, turn to 306.
  251
  The Lion's breath rushes over you hot and fast, sweeping
  you off of your feet and spinning you about dizzily in the
  middle of a tornado. Following a confusion of wind and tilting
  sky, the spinning slows and stops. At last, you return to the
  ground, sick and thoroughly lost. Turn to 420.
  
  252
  You step into a small clearing among the alders where a
  crude hut woven of heather branches slumps to one side.
  Voices mumble within. What a busy place, you think to
  yourself.
  • If you want to listen, turn to 315.
  • If you enter the hut, turn to 343.
  • If you wish to avoid it altogether, turn to 303.
  253
  Bending at the water's edge to take a drink, you stop
  suddenly. Something isn't right. Pick a number and add
  your Perception bonus:
  • If 2-4, turn to 182.
  • If 5-12, turn to 151.
  254
  You stand in front of the door you saw from the intersec-
  tion. Even though it looks plain and unthreatening, you are not
  eager to find out what waits beyond it. Yet, you must do
  something!
  • If you want to check the door, turn to 423.
  • If you want to continue along the passage, turn to 296.
  255
  Inching quietly along, you notice that the sides of the
  corridor have been worked with a chisel. I suppose if you
  lived in a cave, you might want to take off some of the rough
  edges, wouldn't you? No time to answer, for you've come to
  an intersection of sorts. The passage you are in now continues
  on, but a narrower one also goes to the right. You hear muffled
  voices coming from the right hand way.
  • If you go to the right, turn to 425.
  • If you go straight ahead, turn to 291.
  • If you leave the cave altogether, turn to 163.
  256
  Walking through the heavy iron door, you enter an
  unorganized laboratory. A heavy cauldron sits at one end,
  bubbling dangerously over a low fire. The table is littered
  with beakers, bottles, and books. Looking over the items
  there, you find one book with the name "Razmon" stamped on
  the front cover in large, black lettering. Most of the papers
  strewn about the tabletop bear meaningless figures and nota-
  tions, but one grabs your attention. Written under a five
  pointed star is the word "Abadin."
  "That is odd," agrees the Mouse. "But it doesn't seem to
  help us much. Let's keep looking, and maybe something
  useful will turn up." Pick a number and add your Percep-
  tion bonus:
  • If 2-4, turn to 273.
  • If 5-12, turn to 264.
  257
  You are busily concocting a story to tell to the Calormenes,
  when an odd sort of tickling strikes you within. Pick a
  number and add your Inner Strength bonus:
  • If 2-6, turn to 422.
  • If 7-12, turn to 324.
  
  258
  Wiping your mouth on your sleeve, you say, "Thank you,
  that was delicious!"
  "Really? What an angel!" says the big, brown bear enfold-
  ing you against her soft belly. "Have all you want. There's
  plenty enough to fill you up and feed the court tomorrow. But
  wait! There's something I know you'll like even more."
  Releasing you from the bear hug, she bustles over to a large
  cupboard and removes a great round jar. "I just baked these
  yesterday," she says removing four golden cookies from the
  jar. She wraps them in a clean cloth and pushes the bundle into
  your hands. "Here. You can eat these on the ship. They're just
  the thing for a long sea voyage. Well then, you should be
  getting on to bed. We both have a lot of work to do tomorrow.
  Now scoot, and don't be eating those cookies in bed!"
  In a flurry of good nights, you thank the bear again, and
  leave through the swinging door. Check Key 2. Turn to 286.
  259
  A cheerful looking man in a blue tunic turns around to see
  who made the peculiar noise. Spotting you, his bright eyes
  widen, and he says, "Oh, ho! Who have we here? A little
  visitor, it seems. Volmar, come see! By Asian, it looks as
  though your spell worked after all!"
  A great commotion rises up in the hall as every head turns
  to catch a glimpse of you. Before you can say anything, you
  are passed from hand to hand until you stand in the center of
  the circle in front of the old man, who looks at you with
  pleased astonishment. After a moment of mutual inspection,
  the old man speaks.
  "Welcome to Narnia!" he says. "My name is Volmar,
  Magician to the court of King Favian. You have been sum-
  moned here to help us with a problem that the oracles assure
  us only you can solve. The King himself can tell you more
  about the great adventure that awaits you. Make way for King
  Favian!"
  The crowd parts, and you see a boy about your age step
  down from a throne. He is dressed in a doublet of purple
  velvet, and bears a crown upon his head; but for this, he might
  have been a classmate from your own world. Of course, you
  have heard of boy kings before, but seeing one is another
  matter. "Welcome to Cair Paravel," he says. "I am Favian,
  and I mean to tell you all that I know about the mysterious
  matters at hand. But come, let us make you comfortable."
  
  Along with the others, you follow the King into a long
  dining room where you all sit at a wooden table; merry
  servants fill your cup with a refreshing peach nectar, and a
  light repast of cheese and grapes is served from engraved
  silver platters. When all has settled, Favian resumes his talk.
  "One of my ancestors was King Caspian, who sailed east on
  the Dawn Treader in search of the seven lost Lords exiled by
  the tyrant Miraz. His adventures were thoroughly chronicled
  — with the exception of an Island named Deathwater. Little
  is known of this island save that it is very dangerous, and that
  one of the seven Lords was found there. Narnians have
  avoided the place ever since, but the mystery continues to
  plague us. A fortnight ago, however, as I tossed and turned in
  restless sleep, I had a most peculiar dream. In this dream,
  Asian told me to find the fruit of Adam and Eve that would rid
  Deathwater of its curse. Then he recited this poem, which I
  daresay I shall never forget, even if I never do quite under-
  stand it:
  Coursing darkly through the night,
  Onward in her jealous flight,
  Makes herself a prison tight.
  Prison far from sky and light.
  Argent water, golden curse.
  Seeks the peace, but makes things worse,
  Seeks the peace in Self immersed.
  Immersed like clues within the verse.
  Only look and you shall see.
  Nothing else can set her free.
  "I went to the oracles to find out what all this meant, and
  they told me to send for you from the lands where High King
  Peter dwelt before his reign. You are the one to solve this
  riddle and make Deathwater a happy place again," concludes
  Favian.
  "What is it you want me to do?" you ask, feeling a bit
  overwhelmed by the responsibility being discussed.
  "Discover how Deathwater earned its name, how the sev-
  enth Lord died, if possible, and uncover the other mysteries
  which the poem seems to hint at so maddeningly. I don't know
  what sort of dangers await you there, but you won' t be entirely
  alone. Cheekimeek! Come forward, please."
  The sound of a chair being pushed back is heard, then a
  large Mouse (he is at least two feet high) with a rapier at his
  side and a medal on his baldric approaches your chair.
  "This is Cheekimeek," says the King. "He is a valiant
  fighter and a loyal friend. As an honored member of the Order
  of the Coracle, he bears the right to accompany you in this
  adventure."
  The Mouse gives you a graceful bow and says that he is
  honored. He is at once so proud and yet cuddly that you are
  not sure how to react. In fact, he puts you rather in mind (just
  a bit) of the teddy bear you used to hug at bedtime when you
  were little.
  • If you hug the Mouse, turn to 137.
  • If you just bow to him, turn to 432.
  
  260
  You introduce yourself and the Mouse, saying, "We have
  come on the Zephyr Reginalis to explore the island under the
  orders of Favian, King of Narnia."
  The dog bows at the mention of the King of Narnia.
  Obviously, he is doing a job that he thinks might be a trifle
  improper, since a guilty look shadows his eyes as he says,
  "Narnia! Oh, well then, pass without fear. But be careful!
  There are others besides myself guarding the secrets of this
  island."
  "Thank you, Dog," you say, turning to go.
  • If you go toward the eastern stream, check Key 8 and
  turn to 225.
  • If you skirt the mountain and travel west, turn to 245.
  • If you hike up this side of the mountain, turn to 341.
  • If you wander down to the beach, turn to 300.
  261
  "Calm down, child," says Cheekimeek. "There's no need
  to hurry. We have the gourds with the western water, remem-
  ber? Now, hold still, while I pour!"
  Relieved, you calm down long enough for the Mouse to
  pour some of the water from the gourd over your outstretched
  hands. For a moment there is no change, and you are afraid it
  hasn't worked. Then you begin to feel some sensations in
  your fingers. They are terribly heavy and numb, but they are
  definitely becoming fingers again. Slowly the gold color
  fades from your hands, and a few moments later there is no
  trace of metal left on them.
  "Well," says Cheekimeek, smiling again, "we've beat that
  test! Let's go find out what else this island has to challenge us
  with!"
  You do not share the Mouse's enthusiasm, but get to your
  feet with more confidence than before.
  • If you are on the west bank of the stream (checked
  Key 8), turn to 289.
  • If you are on the east bank of the stream (checked Key 9),
  turn to 421.
  262
  After a few day's sailing, the Zephyr Reginalis sails into the
  harbor of one of the islands and docks at the town called
  Narrowhaven. The white roofs of the buildings are tinged
  with pink from the rising sun, and all seems quite safe and
  peaceful. Captain Loridan approaches and says, "We are just
  stopping to replenish our supplies. Please, stay on board."
  Turn to 144.
  
  263
  You search everywhere for something, anything, sharp
  enough.to cut your ropes, and find nothing. Overcome with
  despair, you turn to Cheekimeek to tell him of your failure.
  But, wait a minute! Cheekimeek is a Mouse! He could chew
  through the ropes. You congratulate yourself heartily for
  being so clever, but hesitate to ask the proud Mouse to use his
  teeth on your bonds.
  "Uh, Cheekimeek. Do you think you could...? I mean, you
  are a Mouse...do you think that you? Uh, with your teeth, that
  is..." you give up with embarrassment.
  "Chew through the ropes!" says Cheekimeek, getting the
  idea. "Yes, of course! Why didn't I think of it? Come over
  here near me, and watch your hands."
  Relieved at Cheekimeek's response, you scoot across the
  cave floor to where the Mouse is sitting. In a short time, your
  hands are free, and you quickly return the favor (with your
  hands, not your teeth). Getting to your feet, you tiptoe out
  through the only exit from the cave with Cheekimeek at your
  heels. The tunnel is short, ending abruptly in another passage-
  way. To your left, a brilliant splash of sunlight marks the
  portal to the outside world. To the right, the passage grows
  dim and shadowy. A sputtering torch throws sparks into the
  gloom.
  "Well, Cheek," you whisper, "I never liked the dark all that
  much, but the clues all point to these caves as the place where
  the mysteries of Deathwater will be solved. Let's go!"
  The Mouse nods as you walk toward the shadows around
  the sputtering torch. Turn to 438.
  264
  Cheekimeek was right! Under a bowl full of orange liquid,
  you find a little golden key. Certainly, it should be of use
  somewhere, shouldn't it? You are eager to find out, and leave
  the room with the Mouse, while resolving to return the key at
  your earliest opportunity. Turn to 447.
  265
  Putting all of your strength into the effort, you struggle to
  pull the savage hook out of the wood of the railing. Try as you
  might, however, the pull of the pirates on the other end is
  greater, and the hook stays securely imbedded. As the black
  ship pulls ever nearer, its deck bristling with hostile sabers,
  defeat looks certain.
  "Fight bravely, Men and Talking Animals of Narnia! A
  happy life awaits us in Asian's Land!" says the captain, as the
  first clash of swords is heard between the two ships.
  Several of the pirates lean across the narrow gap between
  the two ships, slashing at you with their sabers. As you duck,
  a distant voice reaches your ears. It says, "Raise the main-
  sail!"
  • If you go to raise the mainsail, turn to 161.
  • If you stay to fight, turn to 313.
  266
  "Maybe these boots help you walk through water," you tell
  Cheekimeek, staring at your feet. "It would make sense for
  Razmon to take them on a long sea voyage."
  "I brought along a broad brimmed hat, but I wouldn't trust
  my life on the water with it," says Cheekimeek somewhat
  hotly. He doesn't quite have your imagination, but he does
  care for your safety.
  
  "Still, I'm going to try," you declare, bracing yourself for
  the first step. You expect to sink straight to the bottom. Yet
  you float as though you were actually walking on nothing
  more liquid than a very springy mattress.
  "By the Lion, it works!" Cheekimeek shouts, astonishment
  lighting up his eyes. Laughing, you scoop up the Mouse, and
  dance with him over the bouncing surface of the water.
  "We can go anywhere!" you sing.
  "Yes, well, do go somewhere!" insists the Mouse. Check
  Key 18.
  • If you take the exit out of the cavern, turn to 369.
  • If you go back to the 4-way corridor, turn to 291.
  267
  With your consent, the Dwarfs bind your wrists behind
  your backs and place heavy blindfolds over your eyes. Led by
  the hand, you walk and walk and walk. (You feel you must
  have traveled miles and even crossed continents!) A final
  steep climb (which you suspect is near the top of the island)
  brings you to level ground where the liquid sounds of a lake
  or a pool lap musically against rocky banks. Next you enter
  into a cave (you can tell by the smell, and the sound your feet
  make in the closed quarters). At last, you sit down on a rough
  floor and your blindfolds are removed.
  The leader of the Dwarfs stands over you, saying, "Now
  stay here. We'll go ask the master if he wants to see you."
  As they leave, one Dwarf laughs and whispers to his friend,
  "Well, that was easy. Took them without a fight! Won't have
  any problem getting rid of them either."
  Left alone, you look for a means of escape. Pick a
  number and add your Perception bonus:
  • If 2-5, turn to 130.
  • If 6-12, turn to 263.
  268
  Though Cheekimeek is very brave, he is also very small,
  and the dog leaps right over him to get at you. You cannot
  remember when you have been more frightened, and have no
  idea what to do.
  Then it occurs to you that the beast is actually just a big dog,
  and you decide to treat him like one. Trying to ignore his sharp
  teeth, you smack him as hard as you can upon the nose.
  Surprised, the dog stops a moment to rub a paw across his
  stinging nose. Cheekimeek spins about and slaps the other
  end of the dog with the flat of his rapier. Not used to such
  painful insults, the dog runs into the woods, yelping.
  Much relieved, you and the Mouse shake hands and con-
  gratulate each other on a successful encounter with the forces
  of Deathwater.
  • If you skirt the mountain and travel east, check Key 8 and
  turn to 225.
  • If you wander towards the western stream, turn to 245.
  • If you hike up the mountain, turn to 341.
  • If you turn your back on the mountain and go south,
  turn to 300.
  269
  Everybody else has gone above to help out during the crisis.
  Surely they don't need you! What do you know about sailing?
  Leaving it in the sailors' capable hands, you hide beneath
  your covers to weather out the storm. Inside the safety of your
  dark tent, a deep voice says, "Only those who are too sick to
  get out of bed should stay in it when their friends are in need
  of their help." Suddenly, your stomach feels very queasy.
  While those above fight the storm, you fight your own battle
  with seasickness. The bad weather passes within a few hours,
  but it is two days before you are able to go on deck again.
  Turn to 244.
  
  270
  "Come on Cheekimeek," you say, grabbing onto the thick
  vines. "I think we can reach that cave up there. Maybe it will
  lead us to some answers."
  "Or to a very nasty fall," replies the Mouse, looking up
  doubtfully. "Those vines don't look any too secure to me."
  Pick a number and add your Action bonus:
  • If 2-4, turn to 131.
  • If 5-12, turn to 336.
  271
  In your haste to leave the hall, you walk directly into a brass
  planter at your feet. The clanging of the metal echoes through-
  out the chamber and your heart beats faster with the fear of
  being caught. Turn to 259.
  272
  After some minutes the dwarf returns, shaking his head
  slowly. "I'm afraid Razmon doesn't want to see anyone
  today," he says. "We're going to have to send you back to
  Narnia. I don't know what you've seen already, but we're
  going to have to put these blindfolds on you. I'm sorry."
  Cheekimeek stiffens at what he considers the rude mention
  of blindfolds, and you, too, find yourself becoming angry.
  Imagine, after all you've been through, to be shipped off the
  island!
  • If you resist the dwarfs, turn to 335.
  • If you go along with them, turn to 102.
  273
  There might be something useful in this room, but it would
  take you a year of working with three dozen shovels to find
  it. After a few minutes of fruitless searching, you and
  Cheekimeek leave the room empty-handed. Turn to 447.
  274
  "Wait!" Cheekimeek says, brightening. "The gourds still
  have some water from the western stream in them. Here, give
  me your finger."
  Offering the Mouse your golden digit, he pours some of the
  gourd's water over it. At first you feel nothing, and fear the
  water has failed. Then the gold starts to fade, and within a few
  moments, it is as good as new. (And probably much more
  grateful to be a finger now that it has been gold for a while!)
  "Well," says Cheekimeek, smiling, "that's better. Shall we
  continue?"
  "Of course!" you declare. "Let's go!" Turn to 221.
  275
  "Now, where do you two think you're going?" asks one of
  the Dwarfs, his eyebrow cocked questioningly.
  Smiling meekly, you sit back down to wait for the return of
  the other Dwarf. Turn to 272.
  
  276
  At the sound of your footsteps, the bound man raises his
  head and with a look of hope on his face says, "My name is
  Paksha Tarkaan of Calormen. Will you, worthy saviors, untie
  me?"
  • If you untie the Calormene, turn to 145.
  • If you think it wiser to leave him, turn to 406.
  277
  Lying in bed one night, you awake to find the ship lurching
  and tossing violently. Above your berth, the footsteps of the
  sailors rush across the deck, and the captain shouts loud
  commands. The roar of thunder and the crashing of waves
  against the side of the ship is deafening. Apparently a terrible
  storm has the Zephyr Reginalis in its clutches! By the sounds
  of the chaos above, things are becoming desperate. What do
  you do now?
  • If you stay in bed, pick a number and add your Inner
  Strength bonus:
  • If 2-5, turn to 269.
  • If 6-12, turn to 227.
  • If you go above, turn to 299.
  278
  You grow angry at the thought that the Dwarfs might end
  your adventure and decide not to cooperate. Picking up a boot
  from off of the floor, you throw it at the nearest Dwarf, hitting
  him squarely on the nose. Cheekimeek follows your lead and
  begins to throw things as well. The Dwarfs become infuriated
  (can you blame them?) and, since you give them no choice,
  they knock you unconscious to the floor. Turn to 409.
  279
  The days pass by uneventfully below decks, and the excit-
  ing fear of adventure tarnishes into boredom. Turn to 262.
  280
  "A ship to starboard, captain!" you call down to Loridan.
  You watch the captain peer over the railing, then hear him
  shout, "All hands to their posts! Calormene pirates approach-
  ing!"
  Pirates! Oh, how quickly the stuff of adventure turns to the
  stuff of nightmare! A sailor climbs up to the crow's nest to
  relieve you of the post, which you give up gladly to return to
  the relative security of the crowded deck below. Turn to
  367.
  281
  You stand on the ledge near the top of the high cliff.
  Through the curtain of ivy that hangs in front of the cave
  opening, you see the sea lapping the northern shore of the
  island. Considering the effort you and Cheekimeek just spent
  getting up, you do not feel like climbing back down any time
  soon. The cave is actually a long, wide passage, lit with
  candles at short intervals. Cheek encourages you to follow it,
  and see where it leads. Turn to 358.
  282
  I shouldn't have left those pirates untied if I were you!
  While you left their camp, they snuck through the bushes to
  lay an ambush. Just as you are congratulating yourself on your
  handling of the adventure thus far, they leap out of the brush
  as though from thin air. "Arrr!" they cry, as their clumsy
  weapons pummel you into dreamless sleep. Turn to 307.
  
  283
  You stand among the bayberry bushes fringing the shore on
  the north side of the island. To the south, the mountain rises
  gradually, covered with heather and prickly gorse. The rocky
  coast stretches beyond sight to the east. To the west, crags and
  cliffs make the way impassable.
  • If you have not checked Key 22, turn to 158.
  • Otherwise:
  • If you hike inland up the mountain (to the south),
  turn to 237.
  • If you go east along the shore, turn to 314.
  284
  Removing a candle from the wall, you dip the bottom end
  into the water, half expecting some eight-legged monster to
  tear it from your hand. Nothing of the sort happens, of course.
  Yet, when you remove the candle, you are surprised nonethe-
  less. With eyes wide, you see that the lower half has turned to
  pure gold! Suddenly you throw the candle down as if it were
  a snake that was about to bite you.
  "Deathwater!" you exclaim in a trembling voice. "Just
  think if we had crossed!"
  Shakily, you return the way you came. Turn to 291.
  285
  You pause a moment with Cheekimeek to regard the
  awesome splendor of this most mysterious and marvelous
  chamber. Then, with a sigh, you continue your investigation.
  • If you examine the north spigot, turn to 322.
  • If you examine the south spigot, turn to 107.
  • If you examine the door of the tower, turn to 112.
  286
  Eventually, you become tired and you burrow deeply
  underneath the heavy silk quilts. As you sleep you dream of
  the unbelievable events of the day. When the rays of the
  morning sun finally pry open your lids, you are surprised to
  find that your dreams are reality: you are still in Narnia!
  Mixed with the delight, however, is the dread of the serious
  and dangerous adventure that still awaits. In the privacy of
  your bedroom, old doubts begin to creep into your heart. Are
  you brave enough? Can you do this? Should you try? There
  is little time to answer these questions. Already, a bell calls
  you to breakfast.
  • If you go out to breakfast, turn to 212.
  • If you sneak out your window, turn to 434.
  
  287
  You come to a swinging door, with light shining through
  underneath. Someone is humming on the other side. Peeking
  into the chamber, you see a small bear rolling dough on a
  broad wooden table. This must be the kitchen! That a bear
  does the cooking comes as no shock in a day already full of
  surprises.
  "Goodness me!" says the bear, noticing your head at the
  door. "If it isn't the human cub. Come in! Come in! I was just
  putting things in order for the morning's baking. Always a lot
  to do here in the kitchen, you know. Have to keep on top of
  things. So many mouths to feed, and now a little adventurer!
  Here, have a taste!"
  The bear's jolly attitude and ready tongue draw you to her
  side. Reaching a great paw into the mound of dough on the
  table, she pulls off a great dollop and hands it to you. You put
  the sticky morsel into your mouth, and chew happily on
  cinnamon and raisins. The bear awaits your opinion eagerly,
  and you think to compliment her, but then realize that she
  might never let you leave the kitchen if you are too apprecia-
  tive. Perhaps you should just excuse yourself and return to
  your bedroom.
  • If you excuse yourself and return to your room,
  turn to 286.
  • If you risk a compliment, turn to 258.
  288
  The iron door is huge (much larger than any you have at
  home), but you are able to move it easily with one hand. A
  blast of hot air drives you backward. Could there be a dragon
  inside? Peering in fearfully, everything is explained at a
  glance (well, almost everything).
  The chamber beyond appears to be one large smithy. At one
  end, a gigantic fireplace flames with a roaring blaze inside.
  Over the fire, a massive cauldron is hung on heavy chains, its
  bottom glowing red from the heat. The rest of the room is
  filled with smaller forges manned by Red Dwarfs, naked to
  the waist, with sweat pouring from their brows.
  Everyone is busy. Most of the Dwarfs stand at their stations
  clanging away at anvils with heavy hammers. Well, that
  explains all the noise! But what keeps them all so busy? Just
  then, the great cauldron is swung by several Dwarfs away
  from the fire. Pulling on another chain, they tip the cauldron
  slowly onto its side. A stream of what looks like liquid
  sunlight pours out of the cauldron across a large iron table
  with forms carved into it. Never before have you seen any-
  thing like it in your life!
  "Gold!" gasps Cheekimeek. "Why, they play with the
  fortune of a hundred kingdoms! What do you make of that?"
  The heat and the spectacle begin to overwhelm you. If only
  someone could give you some answers!
  • If you talk to the Dwarfs, turn to 229.
  • If you shut the door and go back down the passageway,
  turn to 445.
  • If you go up the passageway, turn to 134.
  289
  "Not so fast, child," says Cheekimeek. "We still don't
  know what caused this curse, or what became of the lost Lord.
  I would say this mystery is far from solved."
  "You're right," you reply. "I guess we had better stay and
  look around some more."
  • If you head away from the stream, turn to 300.
  • If you follow the stream up the mountainside,
  turn to 341.
  
  290
  "Oh, couldn't I stay and talk for just a little while?" you
  plead. "I'm not the least bit sleepy."
  "Well," says Cheekimeek, "I suppose it would do no harm.
  Not for a little while, anyhow. What would you like to talk
  about?"
  "Tell me about Deathwater."
  The Mouse places both of his forepaws behind his back,
  rocks thoughtfully on his heels, and begins: "It is a small
  island, they say, with a single mountain rising in its center, an
  extinct volcano I suspect. Other than that, all we know is that
  there are two streams that flow down the south-east and south-
  west sides of the mountain into a small bay. Like the King
  said, it is a very mysterious place."
  "Do you suppose the streams have anything to do with the
  island's name?" you ask.
  "That's what we're going to find out, child. Now, it's time
  you were off to bed. Good night." Turn to 286.
  291
  You arrive at a rather irregular four-way intersection. The
  candlelight wavers at the openings of all four misaligned
  passageways. You can hear the faint sound of running water
  to your left and further ahead. Your back is to the exit of the
  cavern complex.
  • If you go left, turn to 399.
  • If you go right, turn to 210.
  • If you go straight, turn to 340.
  • If you leave the way you came, turn to 163.
  292
  Walking through the shade of the willows and alders that
  grow between the two streams on the south side of the island;
  you wander into a secluded clearing. A huge boulder rests in
  a patch of sunlight. A soft breeze rustles the trees' leaves.
  Noting a large dog whose coat shines like copper, you pause
  before strolling into the clearing.
  Cheekimeek pulls you behind a tree, motioning for you to
  be quiet. "A beautiful creature, but dangerous," he whispers.
  Peeking around the trunk of the tree, you watch the dog
  sniff the air. He has not noticed you yet. What should you do?
  • If you fight the dog, turn to 317.
  • If you try to sneak by, turn to 352.
  • If you talk to the dog, turn to 401.
  • If you have Volmar's flute (checked Key 5) and use it,
  turn to 236.
  
  293
  The Lion's breath rushes over you hot and fast, sweeping
  you off of your feet and spinning you about dizzily in the
  middle of a tornado. Following a confusion of wind and tilting
  sky, the spinning slows and stops. At last, you return to the
  ground, sick and thoroughly lost. Turn to 283.
  294
  "Don't go," you say to the gull, as he is turning to leave.
  "We would like to talk to you, if we may. We're here to solve
  the mystery of Deathwater, and if you know who rules the
  island then you could help us out a lot. Please, may we come
  aboard?"
  "Investigatin' the mystery of the island, ye say?" replies the
  gull, puffing at his pipe more thoughtfully.
  "Under the auspices of Favian, King of Narnia," adds
  Cheekimeek pointedly.
  Like most gulls, this one loves gossip (and other bits of
  refuse), and your story has intrigued him. "Name's MacTwit-
  ter," he says. "Come aboard if ye've a mind to. I was just
  puttin' on tea."
  You and Cheekimeek follow the odd bird into the ship's
  main cabin, where a pot of tea is boiling on the stove. After
  you have both been served, and found a place to sit down, the
  gull begins to tell you what he knows.
  "Mind ye, this is all s'posed to be a secret," he says, "but
  seein' as how ye comes from the King, I'm thinkin' it be right
  to tell ye a wee bit o' the strange goin' ons around here. To
  begin with, the man who rules this island is a magician goin'
  by the name o' Razmon. He came to the island many, many
  years ago on this vera boat. Though it had a different cap'n
  way back then. I can't rightly say why he came in the first
  place. AS the story goes the magician returned to the ship
  weighed doon under five tons o' gold. He gave it all to the
  cap'n and told him to return to the mainland to get food,
  tools...and hire dwarfs. Above all, he told the cap'n to keep the
  island a secret. Well, eventually that cap'n died and the job
  passed on to others, until it finally fell to me."
  "What do you think he's doing here?" you ask.
  "It's as plain as me beak!" sputters MacTwitter. "He's got
  them dwarfs minin' for gold! If yer plannin' on goin' in after
  some yerself, ye'd best be ready for a fight, too. Watchdogs
  and dwarfs guard the place. If yer smart, ye'll leave him to his
  secrets."
  You begin to think that this is good advice, when
  Cheekimeek says, "You say this is the original boat, the
  magician used to get here?"
  "Aye," answers the gull. "Keeps it up with magic, he does.
  It's the original one, all right. In fact, that's the cabin he rode
  over in. Hasn't been opened since the first day he landed."
  Cheekimeek raises his eyebrows, and looks at you
  questioningly. Check Key 7.
  • If you are ready to leave the boat, turn to 283.
  • If you want to inspect Razmon's cabin, turn to 419.
  
  295
  "I must have a closer look at that statue," you tell the Mouse
  as you remove your shoes. Cheekimeek looks worried and
  tells you to be careful. You grin at the Mouse and dive into the
  lake.
  The grin freezes on your face. Though you cannot know it,
  you have been turned into a golden statue by the magical
  waters of the lake. Quickly, you sink to the bottom, becoming
  another of the island's watery mysteries.
  This adventure has ended. Turn to the Prologue to begin the
  next one!
  296
  Another intersection! Do these corridors go on forever?
  With a sigh, you pick a direction and carry on.
  • If you go left, turn to 445.
  • If you go right, turn to 149.
  297
  Tiptoeing down the echo-filled grand corridor, you ap-
  proach a crimson door that stands slightly ajar. As you draw
  nearer, strange noises reach your ears. You pause in the hall
  to hear various bubbles, hisses, and abrupt whistles. It puts
  you rather in the mind of an asthmatic calliope. Indeed, you
  hear a couple of coughs thrown in, followed by some dis-
  tracted mumbling.
  • If you listen some more, turn to 216.
  • If you knock on the door, turn to 154.
  • If you decide to go back to your room, turn to 286.
  298
  You play more beautifully than you ever have.
  Cheekimeek puts away his sword and sits back to listen to the
  floating melody. The dog abandons his aggressive stance. He
  sits down and his eyelids start to droop. A few notes later, he
  lies down and slowly falls asleep. Though you hardly want to,
  you stop playing and try to rouse Cheekimeek, who seems lost
  in a pleasant daydream. "Come on, Cheek," you say. "We
  have to get moving before that dog wakes up again."
  "That was lovely," says the Mouse, as you pull him through
  the bayberry bushes.
  • If you go toward the eastern stream, check Key 8 and
  turn to 225.
  • If you skirt the mountain and travel west, turn to 245.
  • If you hike up this side of the mountain, turn to 341.
  • If you wander down to the beach, turn to 300.
  
  299
  The wind is like the hand of a giant pressing against the
  hatch as you strive to open it. The deck lies at a terrible angle,
  so that it is rather more like climbing out onto a wall than
  anything like a floor. Huge waves wash on board, making the
  deck slick and dangerous. Men run everywhere shouting
  directions to each other, and pulling ropes this way and that.
  You attempt to make your way across the treacherous deck to
  help some sailors with the sail when the ship drops out from
  under you. Flying helplessly into the air, you land with a hard
  crash exactly where you had been standing before. Soaked to
  the skin and with both legs now badly bruised, you begin to
  wonder if you shouldn't go back down below where you can
  stay out of everybody's way. But what's that? Is it a cry for
  help? You listen more closely, but hear nothing more than the
  roar of thunder overhead.
  • If you investigate the cry, turn to 446.
  • If you go below, turn to 411.
  300
  You stand on the rocky southern shore of the island's one
  small bay. In the distance, the Zephyr Reginalis rocks at
  anchor. The two streams flow into this bay from the east and
  the west, while the mountain rises away to the north. The
  riddle of Death water surrounds you, offering many choices
  but no answers. After a bit of shuffling among the searocks,
  you decide that there is nothing for it but to pick a direction
  and go.
  • If you head inland, turn to 292.
  • If you walk toward the eastern stream, turn to 225.
  • If you follow the beach to the western stream,
  turn to 391.
  301
  The boots come up to your knees and are a little loose, but
  feel soft and strangely comfortable. An odd energy seems to
  pulse through your legs, and you wonder if they might not be
  magical. "I think I'll borrow these until we can find Razmon
  or we solve the mystery," you tell the Mouse. An uneasy,
  crawly feeling warns you that what you are doing may not be
  altogether right. Subtract 1 from your Inner Strength bonus.
  Check Key 12.
  • If you check the bed, turn to 124.
  • If you explore the desk, turn to 240.
  • If you leave the cabin, turn to 304.
  302
  This cave is very low, forcing you to stoop over like an old
  man to avoid giving your head a nasty bump. Two more
  openings at die back huddle together as though they, too, were
  cramped for space.
  • If you go through the right opening, turn to 168.
  • If you crawl through the left opening, turn to 305.
  • If you leave the cave, turn to 163.
  303
  From where you stand in the middle of a small grove of
  trees, every direction seems as good as the other, and not one
  seems as good as the road home.
  • If you head for the beach (east), turn to 314.
  • If you hike inland up the mountain (west), turn to 341.
  • If you go south through the trees, turn to 242.
  • If you walk around to the north side of the island,
  turn to 283.
  
  304
  "I guess we'll be going now," you say politely to MacTwit-
  ter. "Thank you very much for the tea."
  "Yer welcome, mates," he says, leading you to the gang-
  plank. "One more thing. If yer lookin' to get in to see Razmon,
  then go to the lake on the east side of the mount'n. Ye'll find
  a way in there."
  "Thank you, again," you say, waving to the bird as you
  return to the pebbly shore. Turn to 283.
  305
  You crawl into another cave that has more space, but less
  interest. Finding nothing to help you in your mission, you turn
  around and leave. Turn to 302.
  306
  Following the slope of the corridor downward, you and
  Cheekimeek are drawn into a dark maze. Onward through the
  winding corridors and many stairwells, you pass deeper and
  deeper into the catacombs (for, indeed, that is what they have
  become). After a long time, you hear the sound of running
  water. Moving toward the liquid music, you feel your way
  cautiously down a side passage. Turn to 380.
  307
  When you wake up, the first thing you notice is a horrible
  pain in your head. The next is that you cannot feel the bump
  there, because both of your hands are tied uncomfortably
  behind your back. Looking about, you find that you sit in a
  musty smelling cave. Cheekimeek, who is also tied, crouches
  a few feet away, while another man is slumped in the shad-
  ows, apparently in the same condition.
  "Oh, Cheek, where are we?" you ask the Mouse.
  "The vile Calormenes dragged us up the side of the moun-
  tain. They plan to leave us here forever. From what they said,
  I gather the man over there is their captain, or used to be. By
  Asian, pirates don't even look after their own kind!"
  You do not believe that you have ever been in a worse mess
  than the one in which you find yourself at this very moment.
  Tears crowd your eyes, demanding to be let out. Yet, you
  know that if you are ever to get out of this situation, you must
  think quickly and clearly. As best as you can in the darkness,
  you examine the cave for a means of escape. Check Key 16.
  Pick a number and add your Perception bonus:
  • If 2-5, turn to 448.
  • If 6-12, turn to 320.
  308
  The broad aisle leads you down to the shore, where a loud
  commotion makes you hide behind some briars. Ahead on the
  rocky beach, several men in turbans and loose pants argue
  next to an unfinished raft. So that's what all those cut trees
  were about, you think to yourself. One of the men (the only
  one with a sword) seems to make up one side of the argument
  while the others complain together.
  "What do you make of all this?" you ask the Mouse.
  "Calormene pirates, no doubt," he replies. 'They have
  probably been shipwrecked and are building a raft to return to
  civilized lands. What they could be arguing about, I have no
  idea."
  • If you checked Key 23, turn to 395.
  • If you want to listen, turn to 179.
  • If you wish to approach the men, turn to 223.
  • If you sneak north away from the Calormenes,
  turn to 283.
  • If you sneak south away from the Calormenes,
  check Key 9 and turn to 225.
  
  309
  You tell Favian that you suspect Restimar was turned into
  a golden statue at the bottom of the lake.
  "Sad news, indeed," says the King, lowering his head a
  moment. "But what of the other mysteries?" Turn to 325.
  310
  Ghostly shadows dance along the rough walls as you
  crunch down the gravelly cave passage. Fifty paces later, you
  come to a branching of the way where two arms curve to the
  right and left like a giant "Y."
  • If you explore to the right, turn to 430.
  • If you try the left, turn to 392.
  311
  "I'm afraid we never discovered what became of the lost
  Lord," you admit to Favian, embarrassed.
  "Oh, well," says the King. "I sent you to solve greater
  mysteries than that." Turn to 325.
  312
  "Who do they think they are, givin' me orders?" the gull
  grumbles to himself. Then he turns to you and says, "I don't
  know who ye young uns be, but if ye've a mind to stay on the
  island I won't stop ye. Take them back to Narnia, indeed!"
  • If you stay to talk, turn to 294.
  • If you leave the ship, turn to 283.
  • If you leave Deathwater on board the gull's ship,
  turn to 381.
  313
  "Captain!" you cry over the clash of steel. "Raise the sail!"
  Loridan gives you an angry look. After all, he is not
  accustomed to taking orders on board his own ship. Nor is
  there a wind to fill the sail. Noticing the look of sincerity in
  your eyes, however, he orders the mainsail hoisted at double
  speed. When you see the face Asian emerging from the folds
  of sailcloth, you return to the battle, trying your best to keep
  a dozen pirates from climbing over your section of the railing.
  Alas! They are too many! You struggle vainly as three pairs
  of strong, hairy hands pluck you from the deck. You shout
  loudly for rescue, but your voice is lost in the confusion. With
  unbelieving eyes, you watch as the mainsail of the Zephyr
  Reginalis is raised and somehow filled with wind, though not
  the slightest breeze touches the sails of the pirate ship.
  Slowly at first, then with ever increasing speed your only
  hope of rescue pulls away into the distance. Yet, perhaps not
  all is lost. Astounded by the miraculous wind that filled the
  mainsail of the Zephyr Reginalis, the pirates have forgotten
  about you for the moment. Could you jump overboard and
  swim to safety? Check Key 23.
  • If you jump overboard, turn to 215.
  • If you stay on deck, turn to 185.
  
  314
  Walking along the eastern coast of the island, you can see
  cruel rocks rising out of the water several yards from shore.
  The remnants of a ship wreck are caught in the jagged teeth.
  Inland, you can hear muffled noises coming from a copse of
  alders. "Now what could that be?" Cheekimeek asks. You are
  not at all sure you want to know.
  • If you investigate, turn to 219.
  • If you head inland through the alders, turn to 252.
  • If you avoid the noise by going south along the shore,
  check Key 9 and turn to 225.
  • If you avoid the noise by going north along the shore,
  turn to 283.
  315
  With all the foliage surrounding the hut, you find it very
  easy to approach within listening distance. Straining your
  ears, you catch a strange conversation taking place between
  two men.
  "O, son of my mother's brother, as the poets said, the metal
  of sunshine and divinity warms the heart with a cold and
  rewarding flame. Shall I not amputate? The remaining nine
  shall gift you with sufficient dexterity, and the gold shall cool
  thine enemies' hearts!" says one.
  "O, son of my father's sister, pour the water of life over this
  precious wound. As the poet's said, the gifts of one' s birth, life
  and limb, rival all other gifts. Of what good is gold, without
  health? With heather and gorse and the land itself for alchemi-
  cal potential, what need have I for a finger of gold?"
  You look at Cheekimeek as if to say, whatever could they
  be talking about? He replies, "I don't know either. They sound
  like Calormenes. Perhaps we shouldn't get mixed up with
  them just now."
  • If you leave the area, turn to 303.
  • If you enter the hut, turn to 343.
  316
  Without knocking, you open the door and enter. As you do,
  five startled Dwarfs leap up from their stools and beds.
  Apparently, this is where they sleep and relax when not on
  duty. Once their surprise has worn off, they become embar-
  rassed for having been caught with their shoes off in front of
  strangers. Hurriedly, they scramble into their boots and tuck
  their shirts into their trousers.
  Cheekimeek tries to pretend he hasn't noticed, but you,
  who are less acquainted with the delicate art of diplomacy,
  cannot keep from giggling. When the Dwarfs have reas-
  sembled themselves, they assume a haughty attitude and
  demand to know what you are doing in their room. As
  seriously as you can, you explain to them the nature of your
  mission and ask to see their master.
  "It can't be done," says the lead Dwarf. "Razmon has given
  us strict orders to allow no visitors on the island. I'm afraid
  we're going to have to send you back to the mainland. Please,
  come with us peacefully."
  You cannot believe what you are hearing. Could it be that
  your adventure has ended here?
  • If you resist the Dwarfs, turn to 278.
  • If you go along with them, turn to 109.
  
  317
  "Lay on!" cries Cheekimeek, leaping to the attack.
  With somewhat less certainty, you advance towards the
  dog. Pick a number and add your Fighting bonus:
  • If 2-4, turn to 184.
  • If 5-12, turn to 268.
  318
  The pirates are furious, but disorganized. Still, they won't
  be long in getting themselves in order. If you want to run
  away, you will have to try it now, and by no means fail! Pick
  a number and add your Action bonus:
  • If 2-6, turn to 417.
  • If 7-12, turn to 319.
  319
  Fear makes you fleet of foot, and you fly from the pirates,
  making the barest impression on the soft ground as you go.
  Once you are certain that they are not following, you stop to
  catch your breath and to pick a new direction.
  • If you race inland, turn to 242.
  • If you scramble for the northern shore, turn to 283.
  • If you flee to the south, check Key 9 and turn to 225.
  320
  A close inspection of the cave turns up nothing but a ragged
  projection of rock rising from the cave floor, which you doubt
  is sharp enough to cut through your bonds. You are about to
  give up all hope, when a rather clever idea occurs to you. "Uh,
  Cheekimeek," you say hesitantly. "I was thinking. Well, you
  see, where I come from the mice are very smart and...well, you
  should just see how they can chew through all sorts of things:
  paper, boxes...ropes."
  For what seems like a long time, the Mouse says nothing,
  his eyebrows raised unbelievably high. You are afraid that
  you have offended him deeply, when he exclaims," I see! Yes,
  of course! Why didn't I think of it. Mind you, I am not
  accustomed to chewing on ropes, but for the sake of Narnia
  and our own safety, my teeth are always ready to serve. Come
  nearer, child, where I can reach your bonds."
  You scoot over to Cheekimeek, and within moments you
  are free. Quickly, you loose the Mouse from his bonds (with
  your hands, not your teeth). With Cheek at your heels, you
  walk over to examine the limp figure lying in the shadows.
  "Looks like a Calormene," says the Mouse, removing thin
  strands of rope from his teeth. Turn to 276.
  
  321
  Walking beside the rushing stream, you enter a cave with
  an exit at the far end. The stream, of course, flows in from the
  far passage and out through yours. An arched metal door is
  situated on the left wall. For the moment you have had your
  fill of water, and want to leave the stream to its own devices
  for a while.
  • If you check the door, turn to 256.
  • If you leave through the far exit, turn to 447.
  322
  The water flies swiftly from the wide mouth of the golden
  pipe to splash into the channel in the floor. Could this be the
  source of one of the streams outside? If so, which one? In any
  case, it looks fresh and cool, and you do have such a thirst...
  • If you drink the water, turn to 110.
  • If you test the water, turn to 113.
  • If you leave it alone, turn to 285.
  323
  Should you read this? After all, you wouldn't very much
  like it if a couple of strangers got into your journal. No, not at
  all. You decide to leave the book unopened, but slip it into
  your pocket. If you should meet Razmon, you can give it to
  him and perhaps get his mind off gold for a little while. Check
  Key 6.
  • If you check the bed, turn to 124.
  • If you look in the chest, turn to 217.
  • If you leave the cabin, turn to 304.
  324
  At first thought, it seems dangerous to tell the truth to these
  men. And so it might be! Yet you would merely be sinking to
  their level if you were to lie. You decide to tell the truth! Turn
  to 396.
  325
  "Tell me now, if you can, why is Deathwater called so?"
  • If you can tell the King, turn to 344.
  • Otherwise, turn to 353.
  326
  "Who do they think they are, givin' me orders?" the gull
  grumbles to himself. Then he turns to you and says, '"Course,
  yer welcome to sail back with me if ye've a mind to. But if ye
  wish to get on with your investigat'n, I won't stop ye. Take
  them back to Narnia, indeed!"
  • If you leave the ship, turn to 283.
  • If you leave Deathwater, turn to 381.
  327
  Your arms grow tired, and your wrists smart from bad
  scrapes. At last, you cut through the ropes. In an instant, you
  scramble to Cheekimeek's side, and soon you are both free.
  "Well done, child," says the Mouse. "We had better take a
  look at that other fellow now."
  Cautiously, you approach the figure slumped in the shad-
  ows. Cheekimeek takes in a sharp breath and whispers to you
  warningly, "A Calormene!" Turn to 276.
  328
  Walking slowly past the lion (was it a trick of the light, or
  did it wink at you?), you slip behind the curtain. The heavy
  cloth brushes against your back as you feel blindly along the
  wall for a door. You edge toward what you imagine must be
  the middle of the curtain, and still you find nothing. Surely,
  there must be an opening somewhere, you think to yourself,
  and continue to inch along the wall. Smooth marble slips past
  your fingertips; you reach the other end and emerge dusty and
  bewildered.
  
  Your confusion turns to astonishment, however, when you
  find that the museum alcove has apparently become the hall
  of some magnificent castle, and the curtain a rich and lovely
  tapestry. The hall is long and high, pillared on both sides, and
  adorned with banners. More magnificent still are the people
  assembled there. Men, women and children dressed in the
  fine, yet simple garb of lords and ladies stand at the far end
  with their backs to you. How wonderfully strange it all seems.
  But how did you get here? Could it be you slipped through a
  doorway behind the curtain without knowing it? Suddenly,
  you feel as though you are intruding on something very
  solemn and private.
  • If you leave the hall, turn to 355.
  • If you hide and watch the people, turn to 379.
  • If you want to approach the people, turn to 125.
  329
  They outnumber you, but Cheekimeek nimbly avoids their
  attacks and disarms them. You bind them securely with their
  own rope. After it is all through, you stand over your captives,
  shaking and out of breath. What should you do with them
  now?
  • If you decide to slay them, turn to 235.
  • If you want to talk to them, turn to 166.
  • If you just want to leave, turn to 127.
  330
  "Grab my hand, captain!" you shout above the sea.
  Loridan begins to reach out, but seeing that it is you,
  answers, "I'm too heavy for you. Get some rope!" Just then,
  a mighty wave plucks the captain off of the side of the ship as
  easily as a grape from the vine.
  Keeping a steady eye on his location, you get the coil of
  rope and attach it securely to the railing. You check the knot
  quickly and get to your feet. Twirling the rope's loose end
  above your head, you throw it in the direction of the flounder-
  ing captain. Pick a number and add your Action bonus:
  • If 2-5, turn to 428.
  • If 6-12, turn to 232.
  331
  Though the thought of food should be the furthest thing
  from your mind, the friendly bear's cookies suddenly pop into
  your head. She had said that they were just the thing for a long
  sea journey. Perhaps they could help. Swallowing your ill-
  ness, you unwrap the golden wafers, and take a small bite of
  one. To your surprise, you find that your appetite is returning,
  and you quickly finish off the rest of the cookies. By the time
  you have devoured the last crumb, there is no hint of sea
  sickness left, and the rocking of the ship fills you with nothing
  more than a pleasurable excitement. Turn to 262.
  332
  The mystery of the pit overcomes your fears, and you
  approach the edge. It is very deep, and though you shine a
  candle down, you cannot see the bottom. The sides of the
  round hole are knobby, but glisten with moisture. Hazardous
  handholds indeed! Yet you cannot help but wonder what is at
  the bottom.
  • If you climb down inside the pit, turn to 196.
  • If you leave, turn to 149.
  
  333
  When you knock on the door, Cheekimeek gives a little
  squeak and turns to see who could be outside his door at this
  hour of the night. Spying you in your nightshirt, he smiles and
  bids you a good evening (though by now it is well into the very
  early morning). "Just packing away a few things for the
  journey," he adds, tying his sea bag neatly closed. "Shouldn't
  you be asleep by now? It isn't a high tea we'll be traveling to
  tomorrow, but a full-fledged adventure!"
  There is a light that comes into the Mouse's eye at the word
  adventure, and you think that you might like to hear a tale
  before returning to bed. Still, it is late...
  • If you decide to go back to your room, turn to 286.
  • If you want to stay and talk, turn to 290.
  334
  "The right side, I believe, sir," you say (exactly what I was
  thinking), but the captain grimaces and says, "Wrong. Port is
  to the left side of the ship. You had better stay below if you
  don't want to fall overboard."
  So saying, the gruff captain retires to a seat at the other end
  of the table and helps himself to some breakfast. You, on the
  other hand, have suddenly lost your appetite, as well as your
  desire to go on any adventures. Cheekimeek leans over and
  whispers, "Don't let the captain fool you. He runs a tight ship,
  but he's as good-natured a Narnian as any of us."
  Little comforted, you thank the Mouse and pick at the food
  on your plate. Turn to 357.
  335
  All you said was excuse me! No need for them to go for their
  clubs. Well, if that is what they want, that is what they shall
  have! Pick a number and add your Fighting bonus:
  • If 2-6, turn to 188.
  • If 7-12, turn to 375.
  336
  You climb several feet up, finding strong holds for your feet
  and hands in the thick ivy. "You see, it's easy!" you call down
  to Cheekimeek who begins to follow. When you are sure that
  he will make it, you climb the rest of the way up to the cave
  entrance. The ivy has been drawn like a curtain across the
  opening and is easily moved to one side. With a grunt, you pull
  yourself into the cave and help Cheekimeek onto the ledge
  outside.
  Peering into the darkness, you mutter with fearful excite-
  ment, "I guess this is where the real adventure begins..." Turn
  to 281.
  337
  What are you thinking of? That's not how the melody goes
  at all, and the meter's all wrong. No, no! It's one, two, three,
  one, two, three. Keep your fingers over the holes. Don't—oh,
  well, it's too late now. The dogs have overwhelmed and
  subdued you! Turn to 409.
  338
  Surely running would be cowardly! And after all, who are
  you to argue otherwise in the face of duty? Just as you start to
  voice this opinion, something nagging catches in your mind,
  and you run through the situation one more time. Pick a
  number and add your Inner Strength bonus:
  • If 2-5, turn to 426.
  • If 6-12, turn to 350.
  339
  The Lion's breath rushes over you hot and fast, sweeping
  you off of your feet and spinning you about dizzily in the
  middle of a tornado. Following a confusion of wind and tilting
  sky, the spinning slows and stops. At last, you return to the
  ground, sick and thoroughly lost. Turn to 433.
  
  340
  You enter a cave filled almost entirely by a deep pool of
  water fed by a stream that flows in from a passage ahead and
  off to the right. As you stare into the rippling pool, one word
  fills your mind with dread: Deathwater!
  • If you are wearing Razmon's boots (checked Key 12),
  turn to 202.
  • Otherwise:
  • If you take the exit out of the chamber, turn to 369.
  • If you return to the 4-way corridor, turn to 291.
  • If you want to test the water, turn to 126.
  341
  You move to where the eastern stream tumbles down from
  a small lake surrounded by low cliffs.
  • If you want to investigate further, turn to 100.
  • If you pass by the lake and head north through the
  heather, turn to 283.
  • If you pass by the lake and head east toward a grove of
  alders and willows, turn to 242.
  342
  Skulking about has gotten on your nerves, and you decide
  to face these Dwarfs directly. Straightening yourself, you
  walk right into the room and say, "Excuse me."
  This startles the poor Dwarfs no end, who leap from their
  seats with exclamations of "Heavens!" and "By the star,
  what's that?" while at the same time, fumbling desperately far
  their clubs.
  Amazed and amused, Cheekimeek looks at you for direc-
  tions.
  • If you fight the Dwarfs, turn to 335.
  • If you talk to them, turn to 383.
  343
  Without knocking (there is no place to knock), you and
  Cheekimeek step through the doorway of the tiny hut, surpris-
  ing the two men inside. They are Calormenes, whom you
  recognize as two of the pirates that attacked the Zephyr
  Reginalis. One sits on the floor, and you are amazed to see that
  his right index finger is made of solid gold. The other man
  stands over him with a gourd full of water in his hand.
  "Aha!" cries Cheekimeek, drawing his rapier. "You did not
  expect to see us again so soon, did you, my friends? What shall
  we do with these two criminals, child?"
  They are unarmed, but seem frightened and on the verge of
  violence. Maybe you should subdue them while you still have
  the upper hand. But how did the pirate get his golden finger?
  And why is his friend holding the gourd of water as though it
  is something of great value? Cheekimeek awaits your answer.
  • If you decide to fight the pirates, turn to 373.
  • If you would rather talk first, turn to 414.
  344
  "How horrible!" exclaims the King, when you tell him
  about the curse of Deathwater. "You have done Narnia a great
  service! And do you know what caused the curse?"
  • If you do, turn to 364.
  • Otherwise, turn to 361.
  345
  "The left side, I believe, sir," you say.
  The captain brightens a little: "Correct! So you know your
  way around a ship, do you? Well, you're going to need to.
  Calormene pirate ships have been spotted sailing the waters
  between Narrowhaven and Deathwater. Black ships, child,
  low and fast. Keep your eyes open while you re on board, and
  we just might get you there and back alive." Check Key 4.
  
  Suddenly, your breakfast has grown cold, and the thought
  of adventure has lost some of its appeal.
  "Chin up," whispers Cheekimeek. "As long as we're sail-
  ing with the captain, there's nothing to worry about."
  "Thanks," you whisper back, though you feel little better.
  Turn to 357.
  346
  With the formalities over, the evening gives way to a
  magnificent feast. Long tables are brought out onto the lawn
  (the museum seems to have disappeared altogether) laden
  with a scrumptious evening's meal. There is rich potato soup,
  roast pheasant stuffed with chestnuts, great baskets filled with
  bread, and sugar-coated raspberries for dessert, not to men-
  tion the cheese and cakes between courses to keep you
  entertained! Finally, when every last bit of food has been
  eaten and every song sung, you and the other merry-makers
  retire to bed.
  Curled within the cozy warmth of three quilts, you cannot
  keep the approaching adventure out of your head. With so
  much to think about, it is difficult to sleep. A cheering idea
  pops into your head: I might take a look about the castle to see
  if anyone else is awake! On the other hand, tomorrow's
  adventure may demand the clear thought and steadfast cour-
  age that only a good night's sleep can provide.
  • If you stay in bed, turn to 286.
  • If you get up, turn to 439.
  347
  Have you been in this cave before?
  • If you have (checked Key 16) turn to 162.
  • If you have not, turn to 206.
  348
  "Oh, it's no good, Cheek,"you sigh, exhausted after several
  minutes. "The rock just isn't sharp enough to cut the ropes. I
  guess we'll never get out of here."
  "Don't be too sure, child," says the Mouse. "Listen."
  Suddenly, you hear footsteps approaching the mouth of the
  cave. You wonder if it could be the pirates come to finish you
  off and are surprised to see six Dwarfs enter with torches.
  "What's this?" says the Dwarf in the lead, his mouth
  hanging open. "Prisoners? Why, we haven't taken any prison-
  ers! The master isn't going to like this. We'd better get them
  down to MacTwitter before he finds out!"
  
  Before you can ask any questions, the Dwarfs have blind-
  folded you and lifted you onto their stout shoulders. Appar-
  ently, they have done the same with Cheekimeek, for you can
  hear him protesting loudly nearby. You are carried for a long
  time over the irregular terrain of the island until the roar of the
  ocean beats in your ears. At last, the Dwarfs place you back
  on your feet, and you can feel the rocky beach beneath your
  heels. Turn to 412.
  349
  "Hello!" you call out through cupped hands.
  At first there is no response, but then the door to the ship's
  cabin opens up, and a large seagull steps onto the deck. A
  stubby pipe is clenched in his beak, sending gray wisps of
  smoke towards the sky. Removing the pipe, the gull looks
  about to see who has hailed him. He spots you and says,
  "Brrristlin' bagpipes! Who's there, and what be ye wantin'?"
  You introduce yourself and Cheekimeek, to which the gull
  shouts back in a gruff voice, "Off wit' ye! Yer trrrespassin'!"
  "The nerve!" says Cheekimeek, tugging his whiskers with
  indignation. "Why, I ought to go show that old buzzard who
  he's talking to!"
  "Wait a moment, Cheek," you say (you've come to know
  your friend as Cheek, it being a friendlier and considerably
  shorter name). "If this land belongs to someone else, perhaps
  we shouldn't stay." The truth is that you are afraid the ruler of
  the island might become angry and hostile if he finds you, a
  fear for which I do not blame you at all.
  • If you want to talk some more, turn to 294.
  • If you want to simply leave the area, turn to 283.
  350
  The word duty buzzes about your head annoyingly, making
  your decision even more difficult. Wouldn't running be
  cowardly? Maybe not! You are on a mission for the King of
  Narnia to seek out and solve the mysteries of Death water. This
  should be your first responsibility and that of all those on the
  ship bound to take you to the shores of the puzzling island.
  Your course is clear then; you must go to Deathwater and
  leave the pirates for later. You explain your decision to
  Cheekimeek and Loridan. Though they are loathe to leave the
  pirates unpunished, they see that you make sense.
  The Captain orders the rowers to their stations, and the
  Zephyr Reginalis begins to slowly creep away from the pirate
  ship. The black vessel is the faster, however (compelled as it
  is by greed and a harsh master), and begins to overtake your
  own ship.
  "Muffins and mermaids!" cries the Captain. "If only we
  had a wind."
  Already you can see the cruel faces of the pirates, so close
  have they approached, when a distant voice reaches your ears.
  It says, "Raise the mainsail!" Turn to 161.
  
  351
  Partly hidden by the heather, a short figure sprints ahead of
  you. Tripping over roots and stones, you follow as best you
  can. Fortunately your quarry does not seem to be having any
  easier a time of things.
  Despite the rough ground, the mysterious figure draws you
  clear around to the west side of the island. Your legs feel
  rubbery, and still you don't gain on him. At last, the object of
  your chase breaks into clear ground, and you are able to see
  him clearly before he has disappeared on the other side. A
  dwarf!
  When you reach the turf covered slope, you can run no
  further. Cheekimeek emerges from the heather seconds later,
  and sits panting at your side. "I must rest," he says, and you
  agree. As you both wait for your wind to return, a commotion
  arises on all sides. Cheekimeek draws his blade as you
  scramble to your feet. Six Dwarfs with red hair and beards
  stride out of the bushes, short clubs and rope clutched in their
  hands. Check Key 13.
  • If you fight the Dwarfs, turn to 140.
  • If you want to talk first, turn to 397.
  • If you have the Volmar's flute (checked Key 5) and use it,
  turn to 443.
  352
  "There's no reason we have to deal with him, is there?" you
  ask Cheekimeek, hoping that he will not find one.
  "I suppose not," answers the Mouse. "If we are careful, we
  can sneak by through the trees."
  Greatly relieved, you begin to move quietly from tree to
  tree, keeping a wary eye on the dog just the same. Pick a
  number and add your Trickery bonus:
  • If 2-4, turn to 111.
  • If 5-12, turn to 436.
  353
  "The child does not know, Favian," .says a deep voice
  behind you. Turning, you see that it is Asian who spoke.
  Before you can apologize, the Lion says, "You left the
  adventure I gave you unfinished. Now it is time to go home.
  Perhaps, someday you will be ready to return."
  The next moment, you experience a terrific pull on your
  entire body. Things go black for a second, and when you can
  see again you find yourself back in the museum. Sadly, you go
  in search of your classmates, wondering when you might
  return to Narnia.
  It's easy to return to Narnia! Just go to the Prologue and
  begin again!
  354
  Cheekimeek meets the Calormene leader's scimitar with
  his rapier, while you grab up a stick from the fire to hold off
  the rest of the unarmed pirates. Several terrifying moments go
  by, during which you are not at all sure you are going to
  survive. At last, Cheekimeek disarms the leader. A drastic
  change comes over the pirates. They drop to their knees,
  begging the Mouse to leave them unharmed.
  "O valiant warriors, leave our lives and limbs intact that we
  may glorify your names to Tash the omnipotent until the end
  of time," chants their leader. "Let these treasures of divine
  metals repay you for your infinite mercy and wisdom!"
  Your gaze falls upon the pile of golden rocks, sticks, and
  scimitars that the pirates have gathered in the shade. Your
  head spins at the thought of such wealth.
  • If you take the gold and leave the island, turn to 164:
  • If you slay the pirates, turn to 246.
  • If you talk with them, turn to 394.
  • If you tie them up and leave the area, turn to 108.
  
  355
  Quietly, you pull back the tapestry to look for the door you
  must have come through. All you see is a stone wall—nothing
  more. If only you knew more about what was going on! Your
  gaze returns to the people at the far end of the hall.
  • If you hide and listen, turn to 379.
  • If you approach them, turn to 125.
  356
  Though you keep your eyes peeled as best you can, you do
  not spot the black ship rising above the horizon. Fortunately,
  the hands on deck have been watching as well, and one of
  them shouts the alarm. "Pirates!" The word strikes icy fear
  into your heart, and it is with shaky legs that you descend from
  the crow's nest to find out what will happen next. Turn to 367.
  357
  At last (though too soon for your tastes), the time has come
  to leave Cair Paravel and board the ship. King Favian leads the
  colorful procession down to the docks with you and
  Cheekimeek at his side. Loridan has already returned to the
  ship, which is as neat as a pin and ready to sail when you arrive
  at the waterside.
  Standing on the quay, you admire the vessel (if only you
  didn't have to brave the sea behind her proud planks). The
  Zephyr Reginalis is the most beautiful craft you have ever
  seen. Her prow is adorned with the magnificent carving of a
  lion's roaring head, whose wavy mane flows back into the
  golden sideboards. As the parade arrives, Loridan orders the
  raising of the mainsail. The sight is inspiring as well as
  imposing. A vast sheet of dark blue, the sail bears a fine
  depiction of Asian's stern face. His mouth is rounded as
  though he were filling the sail with wind himself.
  You are admiring the grandeur of it all when Favian turns
  to you with a bravely sad look and says, "This is where we say
  goodbye, my friend. On behalf of Narnia I wish you all the
  best in your uncertain future. May Asian return you to our
  shores very, very soon."
  A warm handshake is exchanged, followed by a tearful hug.
  Then you and Cheekimeek board the Zephyr Reginalis, and
  the ship pulls away to the sound of rejoicing trumpets. Soon,
  there is nothing of the land to be seen, and you are left alone
  for the moment while the crew tends to the operations of the
  ship.
  • If you go below, turn to 279.
  • If you stay above, turn to 368.
  358
  A wide corridor stretches into the distance (due south by
  your reckoning). A cool draft blows in from behind you.
  Eventually, you spot a door on the right wall, while the left
  wall has a simple, dark opening. From here, one choice looks
  as good as any other, although Cheek is partial to moving on.
  • If you continue along the main passage, turn to 128.
  • If you explore the opening to the left, turn to 424.
  • If you check the door on the right, turn to 370.
  359
  This would be a good time to apologize to the Mouse for
  embarrassing him earlier. You knock on the open door and
  wait outside for him to recognize you. He turns at the noise
  and says with a twitch of his whiskers, "Oh, hello child. Come
  in."
  "Hello, Cheekimeek," you say, entering shyly. "I just
  wanted to apologize for what I did today. This is all so new to
  me, and I was a little confused. I'm truly sorry."
  
  The Mouse nods to you respectfully. His manner seems to
  lighten, and he says, "Don't worry about that, child. Friend-
  liness is no crime here in Narnia. But, my whiskers, shouldn't
  you be in bed? We have a long journey ahead of us."
  • If you decide to go back to your room, turn to 286.
  • If you want to stay and talk, turn to 290.
  360
  Here the passage makes a precise turn to the right, leaving
  you with little choice but to forge ahead. Turn to 186.
  361
  "I have no idea," you answer.
  The King gives a look of disappointment that changes
  rapidly to one of astonishment. Leaping out of his chair, he
  bows low on one knee, saying, "Welcome, Asian."
  Surprised, you turn to see the huge Lion. His face displays
  little emotion, and he says, "You have done what you thought
  you could, child, though it was not all that was expected. Now,
  you must go home. Perhaps, someday you will return."
  There is no time to be sad, for your body suddenly experi-
  ences a powerful tug and everything goes black for a moment.
  When your vision returns you find yourself back in the
  museum. Bewildered, you wander off to find your classmates
  and await the day when you might return to Narnia.
  It's easy to return to Narnia! Just go to the Prologue and
  begin again!
  362
  You bend over to drink, but stop to test the water first to see
  whether or not it's too cold (you don't want a headache!).
  Dipping in a finger, you think it must be much colder than you
  expected, for your finger has gone totally numb. Removing it
  quickly, you are shocked and horrified. It has been turned into
  gold!
  "What's the matter, child?" asks the Mouse, noting the
  anguished look on your face.
  "Deathwater!" is all you are able to respond.
  • If you know of a cure for this curse (checked Key 10),
  turn to 199.
  • Otherwise, turn to 150.
  363
  Taking the gold would not solve the riddle of Deathwater.
  You suddenly realize the folly of your greed, and the danger
  of the island's golden enchantment. With a shrug, you shake
  off all further thoughts of becoming rich.
  • If you tie up the pirates and leave, turn to 220.
  • If you just leave, turn to 282.
  364
  The King listens with interested amazement as you tell him
  about how Abadin fell into the well and enchanted the water.
  "Of course," he says, "you undid the curse. Didn't you?"
  • If you did, turn to 372.
  • Otherwise, turn to 365.
  365
  "I tried," you say. "Honest, I did, but I couldn't figure out
  any way around the curse. I guess I' ve made a pretty fine mess
  of things."
  "You've done all that you could," says a deep voice.
  Turning, you see that it is Asian. "No one expects any more
  of you. Come, now. It is time to go home. But never fear,
  someday you will return to Narnia."
  Asian closes your eyes with gentle kisses. When you open
  them, you find yourself back in the museum. Hoping to return
  to Narnia someday, you wander off to find your classmates.
  It's easy to return to Narnia! Just turn to the Prologue and
  begin again!
  
  366
  You are about to turn and leave the Calormene, but some-
  thing in his eyes makes you stop for a moment. Pick a number
  and add your Inner Strength bonus:
  • If 2-7, turn to 159.
  • If 8-12, turn to 371.
  367
  Cheekimeek stands on the poopdeck with Loridan, and
  motions for you to come up. You climb the steps to the
  platform, and listen closely to what the captain has to say.
  "That is a Calormene pirate ship out there. She is approach-
  ing quickly, and we probably cannot outrun her. Not without
  a good wind at our backs anyhow. As captain of the Zephyr
  Reginalis I am duty-bound to rid the seas of this menace.
  Cheekimeek is likewise bound as a mouse-at-arms of Narnia.
  Since you are an important passenger on board this ship, we
  wish to hear your opinion as to what we should do."
  Oh, dear, why do you have to make all of these important
  decisions? As you consider the proper course of action, the
  Calormene ship draws nearer.
  • If you want to fight the pirates, turn to 338.
  • If you want to make a run for it, turn to 350.
  
  368
  You decide to stay on the deck of the ship, trying to find a
  place out of the way of the sailors. Looking out over the railing
  you feel as though you have just landed on another planet. The
  sea seems to go on forever, crashing and spraying in all
  directions, rolling you along with its alien motion. As the ship
  pitches on the waves, you are introduced to yet another new
  sensation: seasickness! Conditions become worse as the
  warm sun adds to your queasiness, and you suddenly wish you
  hadn't eaten so much breakfast.
  • If you have the bear's cookies (checked Key 2),
  turn to 331.
  • Otherwise, turn to 181.
  369
  You enter a a cave whose right-hand wall has obviously
  been worked with chisels. A swiftly flowing stream courses
  through a channel in the floor of the cave, entering from a
  passage in the far wall and exiting the way you just came.
  • If you drink from the stream, turn to 362.
  • If you continue on into the next corridor, turn to 221.
  370
  After listening at the broad door and hearing nothing, you
  decide to find out what is on the other side. It opens noiselessly
  onto a room filled with shelves. Rows of jars filled with
  preserved fruits and jams load down the sagging boards.
  Sacks of flour slump lazily against each other on the lower
  shelves, while fat barrels stand neatly on the floor at the back
  of the room.
  "They eat well here," says the Mouse, examining the fresh
  stores. "Which reminds me, I'm hungry! Surely, they won't
  mind if we take a little something to nibble on while we
  continue our search."
  So saying, both you and Cheekimeek take two small loaves
  of bread and a hunk of dried meat each, hoping to repay their
  owners when you finished your mission. Check Key 21.
  • If you wish to examine the opening across the corridor,
  turn to 424.
  • If you pass down the corridor, turn to 128.
  371
  Looking into the Calormene's eyes, you are suddenly
  aware that he is a person just like yourself and in need of your
  help. Calormene or not, you cannot just leave him here to
  perish, now, can you? Turn to 145.
  372
  "I see," says the King. "Once you got Abadin out of the well
  the curse was ended!"
  "Yes!" you agree, happily.
  "And did you make sure she returned to the sky?"
  • If you did, turn to 376.
  • Otherwise, turn to 374.
  373
  Looking down at the two pirates, you remember the hor-
  rible encounter on the high seas. Surely these two should now
  pay for their sins! Before you can give the command to
  Cheekimeek, an uncomfortable stirring within stills your
  voice. Pick a number and add your Inner Strength bonus:
  • If 2-5, turn to 122.
  • If 6-12, turn to 192.
  374
  "Oh, dear," you say meekly. "Should I have?"
  "Well," answers the King, "I don't see how a star can be
  happy living underground."
  
  "I guess I've failed," you say, feeling miserable.
  "No, child," says a deep voice. You turn to see that it is
  Asian who spoke. "You have done Narnia a great service, and
  made two people happier than they were before. Whatever
  problems remain, they will work themselves out over time.
  Meanwhile, it is time for you to return home. Now, give me
  a hug."
  You bury your face in the lion's deep mane. Its rich weight
  soothes your heart and eases your spirit. You know that when
  you are frightened or lonely, the Lion's warm presense will
  return with the memory to comfort your weakness.
  Moments later, you find yourself back in the museum. With
  the adventure still fresh in your heart, you hurry off to rejoin
  your class and await the day when you will return to Narnia.
  It's easy to return to Narnia! Just go to the Prologue and
  begin again!
  375
  You've won! Don't worry too much about the Dwarfs.
  They've just been knocked out for a while. In fact, they're
  already coming out of it. May I suggest you hurry?
  You exit the chamber with quick steps, turn right down the
  main passage, and delve deeper into the cavern complex.
  Check Key 17. Turn to 291.
  376
  "Yes!" you answer, and then tell the whole story of how you
  all went down to the beach and Abadin leapt into the night sky
  like a fiery spear.
  "Well done!" cries the King, smiling brightly.
  "Yes, well done," a deep voice echoes. You turn to find that
  it is Asian who spoke. "You have done Narnia a great service.
  No one will ever forget it. And now..."
  "It's time for me to go home?" you guess.
  "No," roars the Lion, shaking his great mane with a smile.
  "This is the best part! Your adventures are just beginning!"
  There is much cheering and crying, and many, many days
  of adventure to follow, and I envy you your future.
  THE BEGINNING
  377
  Leaning as far forward as you dare, you hear one Dwarf
  saying, "It's about time for a patrol, isn't it?"
  "Oh, we've still got time, yet," says another. "Haven't seen
  Razmon for days. The old magician won't mind if we play
  another round."
  At your questioning glance, Cheekimeek whispers,
  "Razmon must be their master. I certainly hope his magic isn't
  too strong."
  • If you approach the Dwarfs, turn to 342.
  • If you go back outside, turn to 163.
  • If you continue up the passage you started in,
  turn to 291.
  378
  "This man saved my life!" you say to Cheekimeek. "We
  must untie him!" Turn to 145.
  379
  Skulking from pillar to pillar, you sneak down to the other
  end of the hall. Several nobles cluster at one column; you
  marvel at the fineness of their features and the fairness of their
  skin. Then you spot something truly unbelievable: a large
  beaver standing on its hind legs and wearing a green and black
  checked vest! So strange, and yet somehow familiar. And then
  from somewhere it comes to you. Narnia! Could this really be
  the place Eustace told you about?
  
  The lords and ladies form a circle around a thin old man
  dressed in a shiny black robe (not unlike those worn by older
  students during commencement). The man seems very
  puzzled, and tugs his scanty beard while muttering, "I do
  apologize, your majesty. I must have put too much root of
  Asparagum into the powder. The child should have appeared
  right here. Why, I'm not fit to be called the Head Magician of
  Narnia!"
  So it is Narnia! You wonder if the child the old man referred
  to could be you. Then another voice says, "Do not blame
  yourself, Volmar. There is little we can do in these matters if
  Asian himself does not wish it to be so. Perhaps we must leave
  this baffling mystery unsolved for the present."
  You cannot see who spoke, but the voice was a young one.
  Probably, it was the King to whom the old man was talking.
  At any rate, there is little doubt in your mind that you are the
  one they mean, and you find yourself torn between fleeing and
  introducing yourself to them.
  • If you decide to leave, turn to 271.
  • If you approach the people, turn to 125.
  380
  You have entered yet another cave, but this one is a cave
  with a difference! It contains the most stunning sight you have
  ever seen in your life. In the very center of the vaulted cavern,
  rising from floor to ceiling, gleams a perfectly round tower
  made entirely of gold bricks! The candles on the surrounding
  walls dance and glint off of the burnished metal, fascinating
  and hypnotizing you to dizziness.
  Two golden spigots ornament the tower's walls near the
  floor: one on the north side, the other on the south. From these
  pour forth two streams into channels that run in either direc-
  tion out of the cave. A door on the western side of the tower
  draws your fleeting attention. For the moment, you are too
  awed by the spectacle of the gold edifice itself to inspect the
  portal more closely. Imagine the wealth that is piled before
  you!
  Cheekimeek notices your fascination, and shakes you
  while saying, "Do not be taken in by its spell, child. It only
  looks warm. The truth is, I pity the man who has to live behind
  those walls."
  You come out of your trance. It does seem rather sad, now
  that you think about it, to seem to have so much when really
  you have nothing. Suddenly, you want more than ever to end
  this adventure and return to your friends back at Cair Paravel.
  • If you examine the north spigot, turn to 322.
  • If you examine the south spigot, turn to 107.
  • If you examine the door to the tower, turn to 112.
  381
  The gull sails his ship around to the south side of the island,
  where you see the Zephyr Reginalis still anchored and board
  the grander ship.
  It is a relief to be back on board the Zephyr Reginalis,
  sailing for Narnia, but it is also something of a disappoint-
  ment. Nobody on the ship seems very happy, and the loss of
  adventure is an emptiness in your stomach. The days pass
  slowly, and the sadness increases as the forsaken isle of
  Deathwater falls further behind.
  
  When you finally arrive at Cair Paravel, King Favian asks
  some uncomfortable questions: "Did you find the lost Lord?
  Did find the cause of the curse? Did you solve the mystery of
  the poem? Did you..."
  "No!" you interrupt, not wanting to hear a detailed list of all
  the things you did not do on Deathwater. "Oh, I'm sorry! Is it
  too late to return to the island? I want to solve the mystery, I
  really do!"
  "I'm afraid it is too late," says a deep voice behind you.
  Turning, you see that it is Asian who spoke. "It is time for you
  to go home. Perhaps someday you will be ready to return to
  Narnia. Until then, farewell, child!"
  You start to protest, but your whole body feels a mighty tug,
  and things go black for a moment. When you can see again,
  you find yourself back in the museum. With a heavy heart, you
  shuffle off to find your classmates, and await the day when
  you might return to Narnia.
  This adventure has ended. Go to the Prologue to begin the
  next one!
  382
  After a while, you realize that you are getting nowhere atop
  the cliff. If you are ever to solve the mystery of Deathwater,
  you must take some more risks! Scrambling to the base of the
  bluffs, you stare uncomfortably at the four dark caves in the
  back wall. With a deep, brave breath, you lead Cheekimeek
  onto the stoney ledge in front of the gaping earthen mouths.
  Turn to 163.
  383
  In their haste, the Dwarfs fumble with their clubs, dropping
  the weapons on the floor. They begin to scrabble about on
  their hands and knees, but grow calmer when you stand
  quietly and make no hostile gestures.
  You're not supposed to be here, child," says one. "What is
  it you want, anyhow?"
  "I've come from Narnia at the command of King Favian to
  solve the mystery of this island. Can you help me?" you ask.
  "Hmm..." says the Dwarf. "You'll want to talk to our
  master, Razmon, about that. Wait here, and I'll see if he will
  talk with anyone. Mind you, he's a very private person, and
  doesn't like having guests drop in uninvited."
  There is a sad look in the Dwarf's eyes, that makes you
  wonder about this man called Razmon. You and Cheekimeek
  are left with the three other Dwarfs who return to their game
  at the table, giving you the perfect opportunity to sneak away.
  • If you try to sneak away, turn to 444.
  • If you decide to stay, turn to 272.
  384
  The Zephyr Reginalis is driven far off course by the
  magical wind, and it takes a full extra day to reach the isle of
  Deathwater. Approaching from the south, you lean over the
  ship's railing to admire the heather-covered slopes of the
  island. A mountain rises from its center, with two streams
  running down either side into a small bay. You wonder if the
  streams might have anything to do with the island's name or
  the mystery you must solve.
  On board, the crew is making the ship ready to anchor while
  you brace yourself for the adventure ahead.
  • If you saved London's life (checked Key 3), turn to 143.
  • Otherwise, turn to 103.
  
  385
  "Abadin!" you declare loudly to the door. As soon as the
  word has left your mouth, you hear a "click!" and see the door
  swing a little inward. You and the Mouse smile nervously at
  each other, then move into the chamber beyond. It is a round
  room, of course, but seems somehow larger from the inside.
  In the center stands what looks like a well (without a roof or
  bucket), from which two streams pour onto the floor to flow
  in two opposite directions. These streams leave the chamber
  through two pipes at either end.
  An old man in long, russet colored robes bends over the
  well. He focuses intently on something in the water, and
  mumbles gentle words to himself. Though he looks a trifle
  ragged and worn out, there is no doubting that he is Razmon,
  the magician of the island. At last, you have arrived at the heart
  of the curse and mystery of Deathwater. The only question
  now is: whatever are you to do about it?
  • If you attack the magician, turn to 429.
  • If you talk to him, turn to 194.
  • If you just want to listen a while, turn to 189.
  386
  The sailboat you spotted earlier rocks at anchor just up the
  beach. Smoke rises from a chimney on the ship's tiny cabin.
  "An island full of mysteries," mutters Cheekimeek to
  himself. Check key 22.
  • If you hail the boat, turn to 349.
  • If you would rather avoid it, turn to 283.
  387
  The western stream bubbles down the mountain's slope
  with playful gurgles and soft chuckles. It is no problem at all
  to paddle your little boat against its gentle current. Before you
  have gone very far, however, the bottom of the boat catches
  itself on the fine sand of the shallow stream bed.
  Cheekimeek, who has been rowing at the front, turns to you
  and says, "Well, friend, it looks like we either walk from here,
  or try our luck in the eastern stream. Mind you, on an island
  called Deathwater, I would just as soon stay away from all
  streams, but we do have a mystery to solve, and it won't get
  done sitting here. Whatever you decide is fine with me."
  
  How should I know what to do, you want to say to the
  Mouse; but as much as you dislike it, you know the responsi-
  bility is yours.
  • If you try the other stream, turn to 167.
  • If you leave the boat, and travel east through the heather,
  turn to 292.
  • If you walk upstream, turn to 245.
  388
  Taking each step with extra care, you succeed in sneaking
  out of the room. You exit to the main corridor, turn right, and
  move deeper into the complex. Turn to 291.
  389
  You can think of no reason why you should not go ahead
  and slay the pirates for what they have done not only to you,
  but to others, and you give the command to Cheekimeek.
  Turn to 122.
  390
  "Oh, no!" you gasp, grabbing the Mouse by the shoulder.
  "Those are the pirates who kidnapped me. They must have
  been washed onto the island too!"
  "Well, then," says the Mouse drawing his rapier silently.
  "They'll have a piece of my mind, and a bit of my sword as
  well!"
  "Not now, Cheek," you say nervously. "By the looks of it,
  they won't be going anywhere soon. Couldn't we wait till
  after our mission is through? Then we could get the rest of the
  Crew from the Zephyr Reginalis to help us."
  "I suppose you're right, child," agrees the Mouse,
  resheathing his weapon. "Come on, then. Let's be off."
  • If you sneak back to the shore and travel south along the
  water's edge, check Key 9 and turn to 225.
  • If you sneak to the shore and travel north along the
  water's edge, turn to 283.
  • If you head inland (to the west), turn to 252.
  391
  You arrive at the mouth of the western stream. The clear,
  bubbling water chuckles over sparkling pebbles and gleaming
  seashells as it spills into the bay. In the distance, the Zephyr
  Reginalis rocks on the incoming tide.
  • If you follow the stream up the mountain, turn to 136.
  (Note: You may not make this choice if you have checked
  Key 13.)
  • If you walk east along the shore, turn to 300.
  392
  The passage is narrow and curves tightly, causing the walls
  to scrape roughly against your arms. At every step, you expect
  something horrible to come from just around the bend. Before
  anything so nasty happens, you come out of the passage to find
  yourself right back where you started.
  "It was a loop!" says Cheekimeek. "We explored both
  passages at the same time. I guess that means we can go now?"
  "Yes, I think it does," you say, and you do. Turn to 163.
  
  393
  About to hop toward a steppingstone in the midst of the
  stream, you stop abruptly on the bank with a sharp intake of
  breath (as you do when you suddenly realize you are about to
  step on a snake). Carefully, you scan the scene before you.
  Something is not right. Pick a number and add your Percep-
  tion bonus:
  • If 2-5, turn to 200.
  • If 6-12, turn to 151.
  394
  Remembering the horrible attack on the ship, you tell the
  grovelling pirate, "You deserve to be punished, but I suppose
  that being shipwrecked is bad enough. Instead, tell us every-
  thing you know about the island."
  A look of relief crosses the face of the pirate, and his words
  flow freely. "O wise and merciful traveller, the water of the
  eastern stream turns all it touches to gold. A full and limpid
  lake near the top of the mountain is the source for both the
  accursed goldwater and the blessed water of life. The western
  stream restores transformed gifts to their true substance. A
  golden statue rests in splendor at the bottom of the enchanted
  lake whose cliffs harbor a maze of caves. O discerning and
  courageous youth, I implore your further mercy, for I know
  nothing else. Spare these poor limbs!"
  "Come along, Cheekimeek," you say to the Mouse, feeling
  more in control than you have since the beginning of the
  adventure. "We have some very good clues to follow now."
  Check Key 10, if you haven't already.
  • If you tie up the pirates and leave, turn to 220.
  • If you just leave, turn to 282.
  395
  "Oh, no!" you gasp, grabbing the Mouse by the shoulder.
  "Those are the pirates who kidnapped me. They must have
  been washed onto the island too!"
  "Well, then," says the Mouse drawing his rapier silently.
  "They'll have a piece of my mind, and a bit of my sword as
  well!"
  "Not now, Cheek," you say nervously. "By the looks of it,
  they won't be going anywhere soon. Couldn't we wait till
  after our mission is through? Then we could get the rest of the
  crew from the Zephyr Reginalis to help us."
  "I suppose you're right, child," agrees the Mouse,
  resheathing his weapon. "Come on, then. Let's be off."
  • If you sneak to the shore and travel south along the
  water's edge, check Key 9 and turn to 225.
  • If you sneak to the shore and travel north along the
  water's edge, turn to 283.
  396
  "We've come on the Zephyr Reginalis to explore this
  island and solve its mysteries," you say, trying to sound
  official. "Can you help us?"
  The leader looks at his men, then says with a smile, "O
  seekers of knowledge and wisdom, seat yourselves and be at
  rest. In words enlightened by Tash the terrible, if it be in
  accord with his divine will, I shall relate the tale of our
  adventures upon this perilous and curtailed gem of an isle."
  You and Cheekimeek are seated on a log next to a pile of
  driftwood. The Calormene removes a twig from the pile, and
  begins to draw a map in the dirt at your feet. You bend over
  to get a closer look, when an unexplainable shiver runs down
  your spine. Pick a number and add your Perception bonus:
  • If 2-4, turn to 247.
  • If 5-12, turn to 211.
  
  397
  "Don't hurt us!" you cry. "Cheekimeek, put away your
  sword. You're only going to make things worse."
  The Mouse seems frustrated with your request, but puts his
  blade in its sheath. Surrounding you, the Dwarfs approach
  with their own weapons still held at the ready. "What do you
  want?" one of them asks.
  Over the thumps of your racing heart, you explain why you
  have come to the island. The small men gather together for a
  whispered conference, before the one who spoke before says,
  "We will take you into the mountain, but you must allow us
  to bind your hands and blindfold you first."
  Cheekimeek gives you a look that lets you know of his
  suspicions, but it just makes your decision all the more
  difficult to make.
  • If you accept the Dwarf's terms, turn to 267.
  • If you decide to fight instead, turn to 140.
  • If you have Volmar's flute (checked Key 5) and use it,
  turn to 443.
  398
  Scanning the ivy, your eye notes an unnatural fluttering
  amongst the leaves halfway up the face of the cliff. Looking
  more closely, you spy the faint outline of a cave opening.
  Well, that would certainly explain the breeze. But what good
  is discovering a cave if you can't reach it? Still, there is the
  ivy...
  • If you attempt to climb the ivy, turn to 270.
  • If you scramble down through the briars to the east,
  turn to 252.
  • If you follow the cliffs to the west, turn to 402.
  399
  Keeping close to each other, you and Cheekimeek proceed
  down the passageway. Its sides are regular, and the floor
  smooth. Ahead, the sound of rushing water grows ever louder.
  Eventually, almost abruptly in the weak light, the passage is
  cut from right to left by a deep stream. It is ten feet across the
  stream to where the passageway continues on the other side.
  A mighty jump for man or mouse!
  • If you are wearing Razmon's boots (checked Key 12),
  turn to 139.
  • Otherwise:
  • If you cross the stream, turn to 418.
  • If you test the water, turn to 284.
  • If you go back to the 4-way corridor, turn to 291.
  400
  Bracing yourself for the unexpected, you throw open the
  door. Much to your relief, you find that what lies beyond is
  nothing more than an equipment room. Hammers, picks, and
  shovels hang neatly from hooks along the walls, while three
  wheel-barrows sit quietly at the back.
  "What do you suppose all this is for?" you ask the Mouse.
  "Mining most likely," he answers, "but I wouldn't take
  anything for granted in this place."
  Nodding your head thoughtfully, you close the door and
  continue along the passageway. Turn to 296.
  
  401
  "Maybe he's friendly," you tell the Mouse. "Why don't we
  go talk to him?"
  "All right," answers Cheekimeek, "but keep close to me. If
  he decides he wants to eat you, he'll get a taste of my steel!"
  You enter the clearing and the dog jumps to his feet, perking
  his ears up questioningly. "Who goes there?" he barks. Pick
  a number and add your Talking bonus:
  • If 2-5, turn to 413.
  • If 6-12, turn to 260.
  402
  After a flurried scramble over rocky ground, you arrive at
  the south side of the island on the bank of the western stream.
  Turn to 245.
  403
  Entering this cave, you find that you do not need
  Cheekimeek's torch, as candles have been placed at intervals
  along the walls. Fortunately, they provide flickering shadows
  to cover your cautious exploration.
  • If you continue, turn to 255.
  • If you leave the cave, turn to 163.
  404
  Worried that you may have lost your class altogether, you
  turn to hurry back to them. Just as you step from the alcove
  into the main wing of the museum, a deep voice says, "Stop!"
  You are so surprised that you don't even think of disobeying.
  Frightened, you turn around expecting to see an angry guard.
  There is no one there, just the life-like lion. But wait! Before
  the lion was lying down! Now it's standing on all fours, and
  its tail is swishing slowly back and forth!
  "Do not be afraid, child," says the lion, in a stern yet gentle
  tone. "I am Asian, and though you may not know it, you stand
  at the threshold of my realm, the land called Narnia."
  Narnia! Could it be those stories Eustace told you were
  true? The possible and impossible swim dizzily about in your
  mind so that you are no longer sure which is which. The
  ground seems to wriggle beneath your feet, but the lion roars
  quietly, and the earth becomes still again.
  "Human child," he says, "beyond that curtain there are
  people tangled in a mystery that only you can solve. At this
  very moment, they search for you. Go to them without fear."
  You hesitate. Suddenly the boredom of your class seems
  wonderfully attractive. Some of your fear dissolves as you
  look into the powerful eyes of the lion, and you are moved
  deep within to do what the lion asks. If there is someone only
  you can help, then you must go, no matter how frightening the
  thought may be. "I'm ready," you say.
  "Go then, and know that as you are my friend so is all of
  Narnia your friend." Turn to 328.
  405
  Yes, it is always wise to test the water on this island.
  Removing a thin branch from one of the bushes that grow
  along the stream, you dip it gingerly into the water. Removing
  it, you are amazed to find the tip has turned into solid gold.
  "Good heavens!" exclaims the Mouse at your side. "If that
  stream turns everything into gold, a person could acquire a
  huge fortune in no time at all!"
  "Or be turned to gold himself!" you observe shuddering.
  You throw the stick of gold away in horror. "Can you imagine
  if we had waded into that stream? Now I know why they call
  this island Deathwater! I guess we've solved that mystery."
  • If you are on the east bank (checked Key 9),
  turn to 421.
  • If you are on the west bank (checked Key 8),
  turn to 289.
  
  406
  Have you ever met Paksha Tarkaan before?
  • If you have (checked Key 14), turn to 180.
  • If you have not, turn to 366.
  407
  "This is ghastly!" you exclaim. "Why, can you imagine if
  we had dipped a hand or a paw into the water, or dabbled a toe
  or a tail?"
  "Ugh!" agrees Cheekimeek. "Deathwater is an appropriate
  name for this island. My ancestor, Reepicheep, named it well.
  Come, we must find out what is the cause behind this awful
  curse, and see what can be done to remove it."
  "I am with you, Cheekimeek." Your fear of danger has not
  grown less, but you shudder at the thought of anyone acciden-
  tally stumbling into these waters.
  "We dare not risk crossing over the water now," declares
  the Mouse. "Shall we follow the beach or head inland?"
  • If you head inland, turn to 341.
  • If you walk along the beach to the west, turn to 300.
  408
  The flute is difficult to play, and try as you might, the music
  comes out wrong. When you hit a particularly bad note, the
  dog (who had been baffled by your display) lets forth a howl
  that pierces the air. You stop playing, thinking that you have
  made the dog angry. In truth, things are much worse than you
  suspect: four Dwarfs rush into the clearing with clubs and
  ropes in their hands. With no other way out, you brace
  yourself for the fight. Pick a number and add your Fighting
  bonus:
  • If 2-7, turn to 173.
  • If 8-12, turn to 174.
  
  409
  When you wake up (who knows how many minutes later),
  you find yourself inside a small cave with your hands tied
  behind your back.
  "Cheek!" you say, sitting up with a start that sets your head
  throbbing painfully.
  "I'm right here, child," answers the Mouse who sits at your
  side in the same bound condition. "We're somewhere inside
  the mountain. I heard one of the Dwarfs say they were going
  to try to see their master before they got rid of us. I suggest we
  don't wait around to find out what they mean by that."
  "Me neither!" you exclaim, looking about the cave for
  some means of escape. Pick a number and add your Percep-
  tion bonus:
  • If 2-5, turn to 130.
  • If 6-12, turn to 263.
  410
  Always a new decision to be made! You stand at the
  intersection of three passages. Two of them seem rather plain,
  but you can hear the sound of running water coming from the
  third. Urged on by Cheekimeek, you follow the watery
  chorus. Turn to 380.
  411
  You start to return to the relative safety of your cabin, when
  you are stopped by a disturbing sensation deep within you.
  Pick a number and add your Inner Strength bonus:
  • If 2-5, turn to 213.
  • If 6-12, turn to 431.
  412
  The Dwarfs remove your blindfold. You stand on the
  rocky, northern beach where a small ship lies anchored a little
  ways offshore.
  One of the Dwarfs gives a call, and a large sea gull smoking
  a pipe comes out on deck. "Hello, MacTwitter," says the
  Dwarf. "You have to take these two back to the mainland with
  you. Make sure they get there, and be back on time with the
  provisions."
  The gull says nothing, but puffs on his pipe a little faster,
  and mutters something out the side of his beak. The Dwarfs
  lead you up the gangplank onto the deck of the ship, and then
  leave to disappear into the woods. The gull watches them
  depart with a scowl on his face.
  • If you have talked to MacTwitter before (checked Key 7),
  turn to 326.
  • Otherwise, turn to 312.
  413
  You try to explain to the dog that you mean no harm, and
  only want to solve the mysteries surrounding the island, but he
  seems not to hear a word you speak. Instead, he points his nose
  to the sky and sends forth a mighty howl. Before you can
  figure out his strange behavior, four Dwarfs rush into the
  clearing with ropes and clubs in their hands. Is there no peace
  on this island? Pick a number and add your Fighting bonus:
  • If 2-7, turn to 173.
  • If 8-12, turn to 174.
  
  414
  Unarmed and defenseless, the pirates show no signs of
  wanting to fight, and their tongues wag freely.
  In answer to your question, the one with a gold finger says,
  "O curious traveller, know that this miserable digit of mine
  was infused with essence of Tash the terrible and divine,
  becoming gold when I bathed it in the enchanted waters of the
  eastern stream. The purer liquids of the western stream
  reverse the wonderous curse."
  You look at the pair with disbelief on your face, and he
  adds, "Witness the magnificent transformation when the son
  of my father's sister laves the digit with the waters procured
  from the western stream of redemption!"
  The other pirate pours the water from the gourd on the
  golden finger of his companion. Before your eyes the digit
  returns to flesh and blood, and the Calormene wiggles it to
  show you that it is truly healed.
  In joyful relief, the pirate rambles on, "O learned wayfarer,
  know that we servitors of Tash the terrible and divine have
  infused many objects with the god's golden essense. In piles
  and mounds the treasures lie gleaming to the east where the
  sun rises."
  The other pirate nudges his friend warningly, while you
  take in the information and try to make something of it. Check
  Key 10.
  • If you want to slay the pirates, turn to 373.
  • If you just want to tie them up, turn to 120.
  • If you simply leave, turn to 303.
  415
  With a look of fierce determination on his face,
  Cheekimeek says, "Don't fear, child! I'll see you to the
  western stream, even if I have to chew my way through the
  entire island to do it!"
  There is nothing you can say in return, nor is there any time.
  Cheekimeek has already grabbed you by the arm and is
  rushing you through the trees. In minutes, you arrive breath-
  less at the bank of the western stream. Carefully, the Mouse
  places your hands in the water. It feels cold on your arm, but
  your golden hands feel nothing.
  "It's not working!" you say, going into a bit of a panic. Then
  you feel something in your fingers. You peer into the water,
  and watch as the gold seems to wash away from your flesh.
  Seconds later, you pull your own healthy hands out of the
  stream and wrap them around the Mouse in a grateful hug.
  "All right, child, all right!" says the Mouse, returning the
  hug. "We've beat the island this time, but who knows what
  lies ahead of us?"
  Who, indeed? Turn to 245.
  416
  "Well," gasps Cheekimeek, tottering on his feet. "At least
  I know we're on the south side of the island now. There's the
  Zephyr Reginalis anchored in the bay."
  "Yes," you add. "And I think that's the western stream over
  there to the right, so the other stream must be to our left."
  "Good," replies the Mouse. "We can start again in a
  moment. But let's rest first, and stop to think a moment about
  how we got here in the first place."
  Both you and the Mouse catch your breath, and spend some
  time considering the foolish act of violence that brought
  Asian's wrath upon you. Then you head down the slope of the
  mountain. Turn to 292.
  
  417
  They've caught you! Snatched rudely off your feet in their
  massive arms, you protest much too loudly for their tastes. In
  a dazzle of stars, a savage blow to the head knocks you out.
  Turn to 307.
  418
  Entering the water, you are able to solve at least one of the
  mysteries of Deathwater. The water turns all it touches into
  pure gold! You are no exception, as you sink to the bottom of
  the pool to become yet another of the island's golden treasures.
  This adventure has ended. Turn to the Prologue to begin the
  next one!
  419
  "Do you mind if we take a look in the magician's cabin?" you
  ask.
  MacTwitter closes one eye and considers for a moment.
  Then, thinking that he would also like to find out what's inside,
  he says, "Well, if he hasn't given it a thought all these years, I
  can't see as how he'd mind ye takin' a bit o' a look. It's right
  through the door."
  Thanking the gull you go to the door and, finding it unlocked,
  open it slowly. The sleepy hinges whine at being awakened
  after so many years; you must really push to get the door all the
  way open. Beyond it, you find a small, dusty cabin with a cot,
  small writing desk, and a chest. As you stand at the threshold,
  you are torn between exploring further, and leaving the
  stranger's privacy unviolated.
  • If you leave the ship, turn to 283.
  • If you inspect the bed, turn to 124.
  • If you look inside the chest, turn to 217.
  • If you look inside the desk, turn to 240.
  420
  The first thing you recognize as you come out of the spin is
  the sound of water. Focusing your swimming eyes, you find
  that you sit beside a lake high up on the east side of the island.
  Cheekimeek sits beside you, holding his head in both paws
  and moaning, "Oh, Asian. I'm sorry! May I never raise my
  sword in haste again!"
  You, too, apologize to the Lion, wherever he may be. Then
  you help the Mouse to his feet. Turn to 100.
  421
  "Well, we haven't solved all of the mystery," says
  Cheekimeek. "We still don't know what caused this curse,
  and we haven't found out about the lost Lord yet."
  "You're right," you say. "I guess we had better stay and
  look around some more." You decide it is time to find out what
  secrets the mountain may be concealing. Granting the stream
  a generous berth, you follow it up the steep slope. Turn to 341.
  422
  After some thought, you decide it would be best to make up
  a story to tell the pirates. "Urn, we've come from Narrow-
  haven ! That' s right, Narrowhaven to, uh, get coconuts! We 're
  going to sell them in the market. We won't be here long."
  Apparently you've made a mistake. The pirate's face takes
  on a horrible expression, and he shouts, "You lie! There are no
  coconuts on this island. Men, seize them!"
  All at once, the pirates are on their feet and advancing. The
  leader draws his scimitar and goes after Cheekimeek. Perhaps
  you should have told the truth.
  • If you stand and fight, turn to 123.
  • If you attempt to flee, turn to 318.
  • If you have Volmar's flute (checked Key 5) and use it,
  turn to 208.
  
  423
  You listen at the door, but hear nothing. Is this a good sign?
  Or is the monster you expect to find on the other side merely
  sleeping?
  • If you enter, turn to 400.
  • If you continue up the corridor, turn to 296.
  424
  There are no candles in the room beyond the opening, no
  light at all to show what waits for you inside. You hear
  breathing, as if someone were sighing impatiently. What
  could it be? 
  Then someone inside says, "If I don't get
  something to eat soon, I think I'll just roll over and die." This
  odd statement is followed by the sound of a wet tongue sliding
  across who knows what sort of mouth.
  • If you go through the opening, turn to 105.
  • If you examine the door across the hall, turn to 370.
  • If you would rather pass farther on down the hall,
  turn to 128.
  425
  Slowly, you work your way to the entrance of a small room
  where four Dwarfs with red hair sit around a wooden table,
  mumbling to each other. Short, heavy clubs hang at their
  sides, neglected for now, but at the ready none-the-less.
  • If you head back, turn to 163.
  • If you approach the Dwarfs, turn to 342.
  • If you listen, turn to 377.
  426
  Duty and honor demand that you face the pirates. "We must
  fight and defeat these sea vermin!" you cry, much to the
  satisfaction of Cheekimeek and the Captain.
  Orders are given for arms to be passed all around, and soon
  everyone on board, including yourself, has a shiny cutlass in
  his hand. AH those who can be spared from tending the ship
  are rallied on the starboard side in preparation for the attack.
  Already, the dark ship is very close, her decks swarming
  with black-haired pirates. When they are within hailing dis-
  tance, the captain orders them to surrender in the name of the
  King of Narnia. The men merely laugh and prepare to throw
  their grappling hooks over. The next thing you know, the air
  between the two ships is filled with a hundred flying ropes,
  each one ending in a cruel barb.
  With a loud "thunk!" one of the hooks bites into the railing,
  right in front of you, just as a dozen of its brothers have done
  all along the starboard side of the ship. You must get it out, or
  the pirates will pull themselves alongside, and overwhelm the
  Zephyr Reginalis.
  • If you cut the rope with your saber, turn to 148.
  • If you pull the hook out, turn to 265.
  427
  Walking down the corridor and blinking in the bright
  moonlight, you come to a door that stands open. Looking
  inside, you see the Mouse, Cheekimeek, packing his sea bag
  with his back to you.
  • If you decide to return to your room, turn to 286
  • Otherwise:
  • If you have embarrassed Cheekimeek (checked Key I),
  turn to 359.
  • If not, turn to 333.
  
  428
  The rope flies like some unearthly serpent into the storm,
  but lands far to the left of the captain and sinks immediately.
  Tears of hopeless desperation come to your eyes, as you start
  pulling in the rope to try again. Suddenly, strong hands move
  you aside. Two crew members have discovered the captain in
  the water, and rushed to his aid. Together, they get the rope to
  Loridan and pull him from the grip of the merciless sea. You
  are thankful that he is alive, but disappointed that you failed
  to rescue him yourself. The captain would console you if he
  had the time, but there are hours of storm yet ahead and his
  hands are full. By the time it is over, all failures are forgotten,
  and only the wonderful feeling of having survived against the
  elements remains. Turn to 244.
  429
  Razmon may look a little tired, but he still seems rather
  comfortable for a man who has caused so much harm. When
  you think of how he spends his days in luxury, surrounded by
  his gold while innocent people suffer under the curse of
  Deathwater outside, it, well, it makes your blood boil, and you
  attack. You do not even wait for Cheekimeek to join you; this
  battle is yours.
  "Razmon!" you shout as you charge the old man.
  You would have thought a giant green tiger had suddenly
  appeared in the room for the look of surprise and fear on
  Razmon's face when he sees you. He is terribly unnerved, yes,
  but he has not totally forgotten his magic. "Go home!" he
  shouts, gesturing frantically. There is a blinding flash of light,
  and you find yourself back in the museum, running straight
  toward Asian.
  "Oh, Asian," you cry, full of dismay. "I've failed! Razmon
  sent me home."
  "Well, with a little help," says the Lion, smiling. Then, with
  a more serious face, he adds, "You were close, child, very
  close. But you let your heart get the better of your head, and
  they should always work together. But do not be too sad. The
  mystery of Deathwater will remain; it is yours to solve.
  Someday you will return. Until then, farewell, dear heart!"
  The mighty Asian touches your face tenderly with his
  tongue. Then you hurry off to rejoin your class, and await the
  day when you will return to Deathwater.
  It's easy to return to Narnia. Just go to the Prologue and
  begin again!
  430
  The passage is narrow and curves tightly, causing the walls
  to scrape roughly against your arms. At every step, you expect
  something horrible to come from just around the bend. Before
  anything so nasty happens, you come out of the passage to find
  yourself right back where you started.
  "It was a loop!" says Cheekimeek. "We explored both
  passages at the same time. I guess that means we can go now?"
  "Yes, I think it does," you say, and you do. Turn to 163.
  431
  Maybe somebody does need your help. If they do, you are
  bound to do your best to deliver aid. Your mind made up, you
  close the hatch securely. Turn to 446.
  432
  Cheekimeek appears to be a very proud Mouse, and proba-
  bly would not enjoy being hugged in front of all these people.
  So, instead, you bow as best you can (quite well, for not
  having had any practice) and tell him that you are very glad to
  have made his acquaintance.
  The Mouse smiles and says, "Likewise! I am sure we will
  get along famously!" Turn to 346.
  
  433
  The first thing you recognize as you come out of the spin is
  the sound of rushing water. Focusing your eyes, you discover
  that you have landed at the point where the western stream
  flows into the small bay on the south side of the island.
  Cheekimeek sits in the dirt beside you, holding his head in
  both paws and moaning, "Oh, Aslan! I'm sorry! May I never
  raise my sword in haste again!"
  You, too, apologize to the Lion, wherever he may be. Then
  you help the Mouse to his feet.
  • If you follow the stream north, turn to 136 (Note: You
  may not make this choice if you have checked Key 13).
  • If you wander east, turn to 300.
  434
  They've chosen the wrong person, you think to yourself.
  You dress quickly and go to the window with the hope of
  finding a way back home. As you open the hinged casements,
  however, you are blown back into the room by a warm wind.
  Asian, the golden-maned Lion, steps into the room as from a
  cloud and says, "Little one, a friend does not turn his back on
  a friend. If you have no confidence in yourself, then let the
  confidence your friends have in you suffice for now. They
  need you."
  Feeling ashamed for having wanted to run away, you hang
  your head. Asian paces forward to breath on you, and the
  warmth of his breath pushes away your shame and guilt. You
  raise your head and look him straight in the eye, saying, "I
  will, Asian. I promise." Under the Lion's quietly powerful
  gaze, you slip out the door to go to breakfast. Turn to 212.
  435
  A shadow passes over your mind for a moment, but fades.
  You decide that the Dwarfs have told you all they know, and
  leave the clearing to follow the new clues.
  • If you follow the cliffs west, turn to 245.
  • If you hike to the north side of the island, turn to 283.
  436
  The dog has not noticed you sneaking by.
  "Well," says Cheekimeek wiping his brow, "that was easy.
  Which way do we go now?"
  • If you head for the eastern stream, check Key 8 and
  turn to 225.
  • If you skirt the mountain and travel west, turn to 245.
  • If you hike up the side of the mountain, turn to 341.
  • If you wander down to the beach, turn to 300.
  437
  You notice the leader winking to his mates, and suspect that
  he is lying. "You're not telling the truth," you say sternly.
  "Tell us what you really know, or my friend will have to give
  you a poke!"
  Cheekimeek flashes his rapier to convince the Dwarfs, who
  cringe from the sharp point. "All right!" says the leader.
  "There is no dragon in the caves, but there are dogs! And the
  entrance isn't on the south side between the two streams, but
  by the lake near the top of the mountain! Now leave us alone!"
  "Thank you," you tell the leader. "Come on, Cheekimeek.
  I believe they're telling the truth." Trusting that the Dwarfs
  will eventually be found and released by their friends, you
  leave the clearing a little smarter than when you entered it.
  • If you hike to the north side of the island, turn to 283.
  • If you follow the cliffs west, turn to 245.
  
  438
  You arrive at a rather irregular 4-way corridor. Bluish
  daylight can be seen far down the left-hand passage. Though
  you are tempted to return to the outdoors, you realize that the
  answers to your quest must lie deeper within this complex.
  Farther ahead and to your right, you can hear the faint sound
  of running water. As your back is to a cave you have just left,
  you have a few choices.
  • If you continue straight ahead, turn to 399.
  • If you wander up the right hand passage, turn to 340.
  439
  You stand on the cool flagstones of the floor outside your
  cosy room. A wide, arched hallway runs away directly ahead
  of you, while two unadorned passageways stretch to the right
  and left. Moonlight streams through the window at the end of
  the right hallway. A few candles light the denser shadows of
  the left hall. Distant noises can be heard down each of the
  corridors.
  • If you go back into your room, turn to 286.
  • If you walk straight ahead down the arched hallway,
  turn to 297.
  • If you turn left into the candlelit passageway,
  turn to 287.
  • If you turn right into the moonlit corridor, turn to 427.
  440
  Two of the smaller caves prove to be empty, while the third
  one contains some short lengths of rope. "There is only one
  thing ropes this short could be used for, and that's tying people
  up," observes the Mouse grimly. The ropes serve as a stout
  reminder about the serious dangers surrounding your mission.
  With a renewed resolve to be very careful, you return to the 4-
  way corridor you left behind. Turn to 291.
  441
  Asian's image becomes faint in your mind, and you some-
  how know he cannot help you. Sadly, you lift your head from
  the wall and open your eyes. To your astonishment, you find
  yourself back in the museum. The adventure is over. Your feet
  heavy with disappointment, you wander off to find your class
  and await the day when you might return to Narnia.
  It's easy to return to Narnia! Just turn to the Prologue and
  begin again!
  442
  Presently (without your willing it to happen), the image of
  Asian changes in your mind to that of a falling star. A strange,
  powerful voice says the same word over and over: Abadin!
  "Could this be the password?" you say aloud (much to
  Cheekimeek's curiosity). Without asking further, you de-
  cide to try the word on the door. Turn to 385.
  443
  As you play a tune you learned in school, you suddenly
  remember Volmar telling you that the flute only calms the
  hearts of animals. These are Dwarfs! The realization causes
  you to forget how the tune goes, and you are forced to stop.
  You expect the red haired Dwarfs to pounce on you immedi-
  ately, but it seems the music has had an effect on them after
  all. Some of them smile, while their leader says, "You play
  well, for a human child. I suppose you are harmless enough,
  but if you're smart, you'll take a piece of advice. Get off of the
  island right away. There's nothing for you here but danger."
  With those ominous words, the Dwarfs disappear back into
  the heather as quickly as they arrived. "Let's leave the island
  now," you beg the Mouse, taking the Dwarf's advice to heart.
  
  "No!" says Cheekimeek. "We still have a mystery to solve.
  So what if there is danger? What else did you expect on an
  island called Deathwater? No, we must keep to our promise,
  and brave the ordeals as true adventurers."
  Reluctantly, you admit that the Mouse is right, and march
  onward as bravely as you can manage.
  • If you hike over to the north side of the island,
  turn to 283.
  • If you follow the cliffs to the south side, turn to 300.
  444
  You wait for the Dwarfs to become sufficiently distracted
  by their game, then make an attempt to escape. Pick a
  number and add your Trickery bonus:
  • If 2-6, turn to 275.
  • If 7-12, turn to 388.
  445
  In the middle of this passage, you discover a wide stairway
  climbing the right-hand wall. Two rails run beside the stair-
  way, upon which rest a wide cart, the sort of which you've
  seen outside of mines before. Sounds of construction tumble
  down from the top of the stairs.
  • If you climb the stairs, turn to 203.
  • If you go back up the passage, turn to 149.
  • If you continue down the passage, turn to 410.
  446
  Nobody else seems to have heard the cry for help, and you
  are the only one who is not busy doing something to save the
  ship, so you decide to investigate. Grabbing hold of a safety
  rope that has been strung along the deck, you inch your way
  towards the bow. Icy water stings your face, and the ship itself
  seems possessed by some oceanic demon, but you manage to
  make it to the other end.
  Yet when you look about, you see no one who might have
  called for help. Then you hear the voice again, and this time
  it sounds like it is coming from...the water! Looking into the
  inky turmoil of the ocean, you spy a figure fighting to keep
  afloat in the waves. Lightning flares in the sky, and in its glare
  you see that the figure is Loridan. Caught in one of the waves,
  the captain is thrown against the side of the ship where he
  manages to grasp ahold of one of its shields. Frantically, you
  try to attract the attention of the other hands, but no one notices
  you, and Loridan may be washed away at any moment. A rope
  lies coiled like a wet snake, ten feet away. You do not know
  if you can get it in time to save the Captain. But you think you
  might be able to reach him from the railing with your own
  hand. Whatever your decision, it must be made quickly!
  • If you reach for the rope, turn to 201.
  • If you try to haul him up yourself, turn to 330.
  447
  Your footfalls echo as you enter a large cave. A stream
  enters from a passage opposite you and leaves through the
  corridor you first entered by.
  "Rats!" you say, stomping a foot. Cheekimeek raises an
  eyebrow. "It's just another silly old cave. We're getting
  nowhere!"
  "I wish you would leave my relatives out of this," says the
  Mouse, twitching his nose. "Anyway, you're letting your
  anger get the best of you. You haven't even noticed that door
  to the left over there!"
  Why, there is a door! Its grey wood is barely visible in the
  candle light. You're going to have to keep a sharper eye out
  from now on.
  • If you want to check the door, turn to 218.
  • If you leave through the other passage, turn to 380.
  
  448
  A few minutes' search reveals nothing but a ragged projec-
  tion of rock rising from the cave floor. You doubt that it is
  sharp enough to cut through your bonds, but no better plan
  comes to mind. So you scoot across the rough floor to the rock
  and, as best you can, begin to saw your ropes across the stone.
  Pick a number and add your Trickery bonus:
  • If 2-7, turn to 348.
  • If 8-12, turn to 327.
  449
  "Silly Razmon," you say, being a bit more familiar than you
  had really ought to be. "You've worked all these years for
  nothing. Don't you see? Only Abadin can free herself from the
  well, and she's had the power to do it all along!"
  "What are you talking about," say Razmon, Cheekimeek,
  and the star in unison.
  You peer once more into the well, and tell the star, "This is
  going to sound rather stiff, Abadin, and I'm sorry. But if you
  ever want to get out, then you'll just have to listen, and not take
  it too hard."
  A fearful look comes into the star's eyes, as though she
  suspects what's coming next. She says nothing, and you
  continue. "You are very beautiful, Abadin. More beautiful,
  perhaps, than anything I have ever seen, but you know it too
  well. And you fear to be anything but the most beautiful, so
  that you find yourself hating all other things of beauty. With
  all your vanity, you've no room left for COMPASSION. This
  has been the cause of all your problems. Hasn't it?"
  The star is silent for a very long moment while her lovely
  features experiment with various emotions. At last, they settle
  for a look of shame, and she says, "You are right, child. It
  causes me no pleasure, and some great pain to admit it, but you
  speak the truth. I was jealous of this beautiful land which I was
  forced to look upon night after night. I did not fall from the
  sky, as Razmon thinks, but cast myself down at the earth with
  the intent to harm it. I should have perished, but Asian caused
  me to be swallowed up in this mountain. The rest you know,
  and more. Tell me now how it is that I can free myself from
  this horrible curse."
  "Don't you see?" you say impatiently, for, of course, you
  do see. "All you have to do is stop thinking about yourself for
  once, and care about what's going on around you. Take the
  water, for instance. Don't you know, people have perished
  because of the stream you yourself enchanted? Why,
  Cheekimeek and I could have fallen victim to it! And what
  about poor Razmon? Spending all these years by your side
  working to free you, when all you could think of was yourself.
  That's dedication, that is. The way I see it, you have a lot more
  to be grateful for than to complain about."
  Before you're quite through, you find that you've run out of
  words. That's all right, however; the message seems to have
  sunk in. Before your amazed eyes, a saddened Abadin rises
  from the bottom of the well. Then, she is standing in the room
  beside Razmon, who grasps her hand for the very first time.
  You are feeling very happy at your accomplishment, but
  Abadin is crying. She is just now discovering that it is more
  painful to care for others than just yourself. But she is no less
  happy than you are. Nor is Razmon, who says, "At last, we are
  together! Now we may pass our days untroubled. For look!
  The eastern stream has ceased to flow! The curse is ended!"
  Now everyone is smiling, though there seems to remain the
  slightest touch of sorrow on Abadin's lips.
  "Well," says Cheekimeek. "It seems our adventure here has
  come to an end. Time to return home, wouldn't you say?"
  • If you sail back to Narnia, turn to 226.
  • If you have more to say, turn to 214.
  
  RANDOM NUMBER TABLE
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  4
  6
  7
  9
  5
  12
  8
  11
  4
  6
  5
  8
  7
  5
  12
  8
  11
  4
  6
  6
  7
  5
  8
  10
  5
  7
  4
  10
  6
  7
  5
  8
  10
  5
  9
  2
  6
  9
  6
  7
  3
  11
  8
  9
  2
  6
  9
  6
  7
  8
  10
  9
  7
  3
  4
  6
  7
  9
  8
  10
  9
  7
  3
  4
  5
  8
  7
  5
  12
  8
  11
  4
  6
  5
  8
  7
  5
  12
  8
  7
  4
  10
  6
  7
  5
  8
  10
  5
  7
  4
  10
  6
  7
  5
  3
  11
  8
  9
  2
  6
  9
  6
  7
  3
  11
  8
  9
  2
  6
  
SOURCE: textdata/thevault/Narnia Solo Games/Narnia1 - Return to Deathwater.pdf