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Post by paulmc on Feb 28, 2020 13:11:45 GMT
BACKSTORY Aged just 17 you fled away from home back to the city you grew up in as a small boy. You had moved to a village at 15 with your parents in their bid to seek rural life. After a horror filled time at the school you went to in the village you befriended a boy named Luca. You became very close and romance blossomed, however the small minded folk in the village did not like or accept this. Your father by now had become an abusive alcoholic and the village drunk. He was a laughing stock and as a result took his anger out on you. After threatening to kill you if you saw Luca again you and Luca eloped to the city in the middle of the night. You settled in the city with the help of a couple of old friends. You cut off contact with your family which upset you at first but you settled into your life with Luca and became very happy. On a cold New Year’s Eve, Luca asked you to marry him. Elated, you said yes to the cheers of your friends. You have started to plan your wedding with Luca and it is now only a few months away. News however got to your father. He was angry and disgusted and kidnapped Luca and locked him away in a labyrinth in the mountainside. The labyrinth was created by your grandfather and acted as his home, storage for his ill-gotten gains and a place to torture and dispose of people. The labyrinth was left to your father and he uses it as his home as he was eventually driven out of the village for his drunken ways. You came home to find your place broken into and Luca gone… a note was left which reads… “You disgusting abomination! You have brought shame on my family and shame on me. You will not get away with this and you will pay. You are supposed to obey me I am your father, but you are nothing to me… nothing. You cannot continue your dishonour anymore, I have taken Luca away where he will be kept in my Labyrinth until I put him to death. You know where I am, come and see him die watch me end this atrocity.” With tears and anger you immediately embark upon a quest to rescue him. You take a sword, a breastplate, enough food for 10 meals and a lantern. A long trek takes you to the mountainside where you see the entrance to a cavern which is the start of this labyrinth. You are scared however your love for Luca will see you through this quest. Cautiously you creep into the cavern.
1. Walking through the mouth of the cavern you enter the labyrinth. It is dimly lit with small fairy lights. You take a few more steps into this rocky entrance and look around you, the ground his quite rocky and there are cobwebs hanging from the rocky ceiling. Up ahead is a junction where you can go either West or East however before you get to that there is a door on the left hand wall and there is a wooden chest on your right. Open the chest (Turn to 47) Open the door (Turn to 327) Ignore and continue to the junction (Turn to 166)
2. Against your better judgement you down the green liquid. It is horrible and a moment later your stomach is in agony, LOSE 3 STAMINA. However this liquid is a crude antidote to poisons so if you are deducting stamina due to a poison/venom then you can stop. You gather yourself together trying to ignore the pain in your stomach. Open a jar with black liquid in (Turn to 159) Open a jar with blue liquid in (Turn to 227) Look at the shelves instead (Turn to 70) Carry on through the door ahead (Turn to 386)
3. The tailor’s cries become more frantic and he rushes over to attack you!! His German Shepherd dog joins in the defence of his master and starts biting at you as well. TAILOR IN RAGS: SKILL 5 STAMINA 8 GERMAN SHEPHERD: SKILL 7 STAMINA 6 After 3 attack rounds (Turn to 45)
4. You pull open the door on your left and step into the room. It is a study with a solid oak office desk and chair in one corner of the room. Looking over, there are some papers on the desk and one of the draws in the desk seems to be ajar. In the other corner is a book case with leatherbound books. In the centre is an oak table with a class top and four antique chairs. On the table is a half full bottle of red wine, a three quarter full bottle of white wine and a board with various cheeses on it. Investigate the book shelf (Turn to 343) Go to the office desk (Turn to 366) Go to the table with the cheese and wine (Turn to 275) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
5. The Pentacle of Neptune glows and feels warm on your chest. You take it off your neck and immediately the river becomes calm and your boat becomes sturdy. Grateful for this you row to the other side of the river bank. You get out of the boat and dust yourself off on the dry land before contemplating your next move (Turn to 50)
6. The door creaks open and leads to a narrow stone passageway in the rock. It is poorly lit but atleast the floor is quite smooth and the walls are not too jagged so you can get your bearings in this darkened tunnel. A number of steps later you see a door on your left, however the tunnel continues on past the door into the darkness. Try the door (Turn to 332) Continue through the tunnel (Turn to 156)
7. Onwards you continue through this passage until a coupe of moments later you arrive at a black metal gate. Behind the metal seems to be a massive mutated spider, however you can't see beyond the spider. The spider is huge with massive pincers and takes up the width of the passage beyond the gate. You try to push and pull the gate open but it is locked and for good reason, this mutated spider beyond it is menacing. Your movements have attracted attention to the spider and it charges towards the gate but cannot manage to get its pincers through it. This has unnerved you and you freeze for a moment. The spider then backs away from the door. You suddenly notice that on the side of the rock wall next to the gate is a box with a lock on it. You assume that opening the gate is key operated and you have to open the box by a key of some description If you have a green key and want to try that (Turn to 368) If you have a blue key and want to try that (Turn to 215) If you have a red key and want to try that (Turn to 37) If you have a sliver key with yellow handle and want to try that (Turn to 126) If you have none of those keys (Turn to 121)
8. You continue North through this damp and poorly lit corridor when you see a lever on your left in the rocky wall. It has a lightning bolt symbol next to it in the corner. The corridor is this poorly lit and continues past the point which you can see. Pull the lever (Turn to 62) Ignore Lever and continue (Turn to 211)
9. Your father gets up from his seat, chuckling to himself. His eyes meet yours. "Well, well, well," he says. "I admire your valiant effort to rescue your abomination but it will be futile. Now you can watch him die." He sneers at you and points to a button on the back wall. "I press this and it will be the end of your precious Luca. All of your family are watching this moment in the cinema room along with my friends. Watching your reaction will make it more of a show for everyone. I always win." He goes right up to you and cackles in your face. Enraged, you leap forward and attack him. YOUR FATHER: SKILL 10 STAMINA 15 Note you cannot test luck in this battle and no matter what you possess you will always do 2 damage on a successful attack round, no more and no less. If you win 4 attack rounds (Turn to 167) If you win an attack round by more than three (Turn to 369)
10. You clear your throat. The man in the centre puts down his cigar rises from his seat and exclaims,"And who are you?" If you wish to introduce yourself as your father's son (Turn to 74) If you wish to introduce yourself as Luca's fiance (Turn to 384)
11. You head South into the blackness. The path becomes increasingly cold and rocky. To your horror your lantern goes out. This is scary and doesn’t feel right. Dare you continue? Continue South (Turn to 114) Go North instead (Turn to 305)
12. Because you are wearing a plush robe the three men think you are friends with your father. They ignore you and you walk through the archway to the rope bridge. The rope bridge is very rickety and sways a little bit. It doesn’t fill you with much confidence but nevertheless it is the only way to the other side of a raging river below. Carefully step by step frightened by every creak you make it to the other side of the bridge. Beyond the bridge is some rocky stairs down to a clearing. You descend those stairs and then have a rest in the clearing (Turn to 150)
13. You drop your weapons and agree to let him live as long as you get to leave with Luca. He reluctantly agrees and tells you to take him and go. He hands you a key from his pocket you. You take it from him and thank him. "Maybe you have a heart after all," you tell him. You take the key and place it in the lock. Unfrotunately as you are turning the key to open the door your father has a change of heart, sneaks up behind you and stabs you in the back.
14. You are not quick enough to dodge the boulder hurtling towards you. Test your luck. If you are lucky (Turn to 283) If you are unlucky (Turn to 304)
15. You walk along this well-lit corridor. 30 metres later you come to a door in the rock after the door the path heads North. You put your ear to the door but there is no sound coming from the room. Looking North the corridor remains well lit. Open the door (Turn to 53) Head North (Turn to 206)
16. You plead with him that you are only here to save Luca and you were just looking around the room. The man's anger drains from his face and he puts down the axe. He walks over to you and shakes your hand. You ask him what this room is for and why he is here. "This is the playroom of my son." He says trying to hold back a tear. " I loved my son very much and I loved my wife too who bore me my son, but your father wanted my wife. He stalked her every day I tried to plead with him to stop, really I did but he just had me beat up. We hid in this mountainside and I made this room for our son but my wife wanted her home back and refused to be driven out." He starts crying but then stops to compose himself. He continues... "She went back home but your father spotted her and tried to grab her. She tried to run away holding hands with our son but ran into the road and a car knocked her and our son down. They would still be here if it wasn't for your father." Aghast, you offer words of comfort however you soon realise the time frame means that he would have been cheating on your mother and this has enraged you. The man then tells you his son was very clever and asks you if you can answer this riddle. If a man weighs 100lbs + half his weight, how much does he weigh. If you think the answer is 100lbs (Turn to 193) If you think the answer is 150lbs (Turn to 263) If you think the answer is 200lbs (Turn to 323)
17. You open the door. It reveals a small studio room with a bed, desk and chair. There is a wardrobe in the corner. Sat at the desk is a poorly dressed man who you believe to be one of your father’s servants. As soon as you open the door the man jumps up with a start and throws a dagger at you. Test your skill If you are skilful (Turn to 75) If you are unskilful (Turn to 117)
18. The sweet stand has a pic 'n' mix section with boxes of various types of sweets, from boiled sweets, to penny sweets to select chocolates. On the right of boxes is an old set of weighing scales with a bowl at the front to put the sweets on and a large needle that goes from 0 to 2kg. To the left of the boxes is a popcorn machine that makes fresh sweetened popcorn with disposable cups on the side that you can fill. The smell of the popcorn is very appetising and draws you to it and you grab a cup and fill it with the fresh popcorn. Without a spare thought, you put a handful in our mouth. The pop corn is delightful, RESTORE 1 STAMINA. Turning back towards the sweets you notice a small notice one of the boxes. You strain your eyes to read the notice on the box. It reads... 'Attention! Maximum of 500g sweets per person, You must weigh your bag before sitting down.' Follow the instructions and weigh the sweets (Turn to 260) Fill a bag and not bother weighing (Turn to 365) Not get any sweets and sit down (Turn to 375)
19. Slightly nervously you utter the words to the Lion's head statue. "Please sir, I would like to see my father. Which path should I take?" The Lion replies with a deep groaning voice. "My friend welcome to this Labyrinth I will of course tell you the way young man." He then tells you what direction to go him. Follow his advice (Turn to 118) Ignore his advice and go the opposite way (Turn to 140)
20. You pour the water into the glass and gulp it. It tastes refreshing but you then get a taste of sediment at the bottom of the glass. You start to feel light headed and realise you have been drugged. You collapse to the floor and by the time you have come round from your slumber you have been imprisoned in a room that is moving and swaying. After coming to your senses you realise you are on a boat being smuggled by one of your uncles, a human trafficker, where you will be sold into a life of loyal servitude.
21. The rubber boots you are wearing protect you from much of the elctrical current and save your life, however you are not completely unscathed. A huge shock goes up your arm, LOSE 3 STAMINA. There is a loud bang and some sparks. Your actions have shorted the circuit and the gate swings open. Beyond the gate is a chamber you step into it (Turn to 153)
22. You’ve had enough of this and run out still holding the mannequin. It must be of value. As you close the door and head North you feel a sharp pain in your leg. His dog has bitten you, LOSE 2 STAMINA. You kick the dog in the face until you can slam the door shut. With the door securely in place you head up the corridor hearing screams and then cries from within the room. The cries are of genuine sorrow and you feel guilty and remorseful, LOSE 1 LUCK. You continue North (Turn to 255)
23. You head East down a passage which starts to get brighter and warmer. Soon the passage turns North and you continue through this passage. Walking along you see a lever in the right hand wall around the lever is a set of red LED lights flashing. Meanwhile the passage turns West a few metres in front. Pull the lever (Turn to 54) Continue and turn West (Turn to 78)
24. You rummage around the top shelf but it appears to be bare. Test your luck If you are lucky (Turn to 158) If you are unlucky (Turn to 201)
25. You step out of the lift and into a stone cave. The cave is fairly dark and you walk for a while along a narrow path until you come to a wooden door up ahead. With seemingly nothing of any not in this passage leading to the door you push the door open. You step to through the door and to your horror it slams shut behind you. There is no handle so you are unable to open it again. Beyond this door is a poorly lit pantry. You hold your lantern up and slowly look around. On the shelves there is cheese, bread, cakes, biscuits dried fish, cured ham, white wine, red wine and whisky. To your relief there is also another door on your right hand side. Before making your way to the door you can eat or drink anything from the pantry that you desire. Make a note of this and (Turn to 42)
26. You push open the door and immediately feel a waft of heat hit you. This room is very warm indeed. Peering in you notice the room has many different sorts of plants in rows. Over in the corner is a shelf with various jars with different coloured liquids. The room has a weird smell to it and in the other corner opposite to the jars one of the plants seems to be groaning. Curiosity gets the better of you and you step in for a nose. Investigate the rows of plants (Turn to 223) Investigate the jars (Turn to 252) Investigate the groaning plant in the corner (Turn to 35)
27. You follow the direction of the sign for the lifts and head North West. Before long you arrive at a lobby with two lifts up ahead. Both have a grey metal sliding door with a small glass panel in the middle. The lifts look like typical lifts from a block of flats. On approaching the lifts you notice a centre console between the lifts with 2 black buttons on, one above the other but there are no markings or information next to the buttons. Press the top button (Turn to 209) Press the bottom button (Turn to 281) Leave the lift block and instead head towards the stairs (Turn to 226)
28. The usher can't apologise enough. He then makes space on one of the couches and announces to everyone who who are and that you are guest on honour. The usher then provides you with sweets from the pic and mix and some popcorn. A man who is sat on the couch with you turns you and says. You are really going to enjoy this viewing." He smirks at you and utters an evil laugh. You feel very unnerved by this laugh but you sit with him waiting for an appropriate moment to move. (Turn to 253)
29. You try pushing and then pulling the gate but it is locked. You, look for a lock, a lever or way of opening the gate but nothing. Your father looks at you and sniggers through, the glass. "You have come the wrong way you fool." You can see through the glass the smirk on his face. Desperate, you have no other option but to go back to the lion's head and follow the other route (Turn to 388)
30. Your father has been weakened by the attack but carries on the fight against you. YOUR FATHER: SKILL 9 STAMINA 7 If you win two attack rounds (Turn to 194)
31. The guard slumps to the floor, you snatch the keys and open the cage and release the girl. She jumps on you giving you a big hug out of grattitude, you lose your balance and fall to the floor, LOSE 1 STAMINA. You give her the keys and she releases the old man, climbs the stairs and opens the hatch. As her and the old man clamber out she tells you that she knows you want to see your father. She tells you to take the South West route at the lion's head.You thank her as she climbs through the hatch, RESTORE 1 LUCK. You leave the room (Turn to 308).
32. You stop at the red flashing lights and adhere to the warning. A few seconds later a pendulum with a steel blade swings across the tarmac from one side to the other. The lights then stop flashing. After deciding that it is safe to do so you walk across the tarmac to the other side and continue without incident (Turn to 8)
33. Sadly in that battle the snake injected a lethal dose of venom inside you. You start to feel week and begin shivering. Moments later you develop muscle spasms getting more and more violent. You collapse to the floor, your whole body contorting. Within minutes you are dead.
34. You open the door into a plush bed chamber. Despite other parts of this area being dirty and unkempt this has been kept rather nice. There is a fire in the corner burning which makes the room nice and warm and there is a beautiful ornate pattern carpet on the floor. Looking around the room there is a bed and a closet. There is a bed side table with a jug of water placed on it and an empty glass next to it. As you walk over to the bed you notice there is someone in it. She is a teenage girl with long blonde hair, several earrings in her ears and a piercing in her nose. Wake the girl (Turn to 101) Drink the water (Turn to 20) Open the closet door (Turn to 66) Leave the room and continue (Turn to 257)
35. You decide to look at the groaning plant in the corner. It is a small green plant with thin leaves in a pot. The groaning appears to be coming from the soil. There is nothing of any interest on this plant other than the groaning. Would you be foolhardy enough to rummage through some groaning soil? Rummage through the soil (Turn to 60) Investigate the jars if you have not done so (Turn to 252) Investigate the other plants if you have not done so (Turn to 223) Leave the room (Turn to 64)
36. You walk towards the back wall and begin to notice the opening is an archway with some steps beyond. You continue towards this. Test your Luck. If you are Lucky (Turn to 203) If you are Unlucky (Turn to 92)
37. You push the red key into the box and turn. There is a loud click which sounds really promising. You tug on the black gate and it begins to open (Turn to 380)
38. The dog growls loudly as a final warning to leave but you decide to stay and fight the dog. It’s a powerful German Shepherd with fierce teeth. The guy in rags is now shouting “Kill, Kill!!” GERMAN SHEPHERD: SKILL 7 STAMINA 6. You can escape at any time at the cost of 2 stamina and continue North (Turn to 255) If you win (Turn to 84)
39. You open the wardrobe door which triggers a small red light to come on inside the wardrobe. The wardrobe is bare but for a chest on the floor of it. There is a shelf above the wardrobe but it’s too high for you to see if anything is on it. At the back of the wardrobe is a full length mirror. You look in the mirror but to your shock the mirror casts no reflection of you. You step closer to the mirror and see the glass seems to be shimmering. Investigate the mirror further (Turn to 162) Investigate the chest (Turn to 306) Rummage on the top shelf to see if anything is there (Turn to 24) Ignore the wardrobe and get into the bed if you’ve not done so (Turn to 79) Ignore everything and leave the room (Turn to 57)
40. The guard crashes to the floor, you snatch the keys and begin to open the cages. You open the cage with the old man in it first. "Brilliant," says the old man. "Now I can slay you and bring your body back as an offering to appease the man round here." He lands you a body blow to the ribs which you were too shocked to dodge, LOSE 2 STAMINA. You must fight this old man. OLD MAN: SKILL 5 STAMINA 5 If you win (Turn to 182)
41. You turn the handle and push the door, at first the door is jammed and would not budge but ongiving it a harder push it slowly opens. On the right hand side are three cages to house prisoners, one is empty, one has an old man inside slumped in the corner and one has a young girl crying. On the back wall are some stairs going up to a hatch in the ceiling which is closed and on the left hand side are various torture devices including a wrack and an iron maiden. There is what looks like a guard slumped against the back wall sleeping, he is wearing a guard uniform and holding a bunch of keys. Approach the woman crying (Turn to 163) Approach the slumped old man (Turn to 65) Approach the guard (Turn to 192) Climb the stairs and try opening the hatch in the ceiling (Turn to 370) Leave the room and continue (Turn to 308)
42. So what did you take? Bread, cakes and biscuits give you an extra stamina point each. Cheese and meats give you an extra 2 stamina. Alcohol reduces your skill by 2 for the next 10 references but increases your luck by 1. After finishing your food you push the door open on your right and step through. If you had the cured ham or the red wine (Turn to 128) If you didn’t (Turn to 262)
43. The girl stops looking at you so menacingly and breaks out a warmer smile… “Friend,” she utters. “I am so glad to see you. Please find Luca and make him safe for me. Your father is an evil man. I knew something was wrong when I didn’t hear from Luca and found out he has been captured by him. I tried to stop him myself but I have been trapped here. They have told me that if I try and leave here and get caught I will be dead but I must get out of here.” She begins to cry and explains to you that there is a boat leaving to traffic people to an island to be sold as slaves. You look in horror and are disgusted with your father as it’s obvious they are going to put her on this boat and sell her as a sex slave. “Do not get on the boat, instead cross the river from the banqueting hall. The bridge may be rickety but it will hold you.” You offer to bring her with you but she tells you that she is planning on sneaking out of the entrance to the mountainside which you encountered at the start of your quest. She bids you farewell, directs you to the banqueting hall and you walk out of the room RESTORE 1 LUCK. Do you follow her instructions and go to the banqueting hall (Turn to 262) Or instead investigate the metal door by her room (Turn to 257)
44. You manage to defeat one of the most poisonous snakes in the natural world, it’s notorious for its venom. However has it poisoned you? If you won every attack round (Turn to 141) If the snake won 1 attack round (Turn to 91) If the snake won 2 or more attack rounds (Turn to 33)
45. While in mid battle the mannequin flies in the air and crashes to the floor breaking into several pieces. The tailor lets out a harrowing cry and collapses to the floor, the heartbreak of his mannequin being destroyed has killed him. The dog lays on his master and starts whimpering. You take no chances and plunge your sword into the dogs, chest killing it. As you look on the floor something is glistening. You bend down and pick up a copper key. While you are here you search the room (Turn to 160).
46. The boatman crashes to the floor. You search him but he possesses nothing at all. You feel sorry for his life and demise but you have to get across the river. You get in the boat and start to row (Turn to 110)
47. You pull the lid open on the chest. To your shock a large rat jumps out however before you have time to think it scurries out of the mouth of the cavern. You are thankful the rat didn’t bite. After investigating the chest all that is in there is a piece of paper. You grab the piece of paper and look at it, holding it up to the lantern you realise it is a message. You begin to read.
‘That rat in the chest is a symbol of what I think of you. You disgust me, I would rather have that rat as my son than someone as repugnant as you. Part of me wants you to die on this quest, the other half wants you to get to see me kill your precious little Luca. For this to happen you will need to find a copper key and a large silver key. Beware, there are many traps, as I’ll be satisfied if you die.’
You throw the piece of paper back into the chest and continue. Open the door if you haven’t done so (Turn to 327) Ignore and continue to the junction (Turn to 166)
48. Fortunately your rubber boots stop being electricuted but you still get a nasty shock through your body, LOSE 3 STAMINA. The electrical surge has blown the lock on the gate and you are able to to pull it open (Turn to 380)
49. You tug the door but it won't budge. You pull again with all your might this time and the door flings open sending you flying. Behind the door is a junk cupboard filled with tools and other bric-a-brac crammed in. The opening of the door causes all of this clutter to crash down on top of you!! LOSE A DIE ROLL OF STAMINA. In pain, you pull yourself from all of the junk and rummage through it to see if there is anything of any value. You find a crucifix, a mirror and a gold goblet. You take these and head for the other door (Turn to 207)
50. You arrive at a small outside clearing at the other side of the river. The clearing is small with some weeds and mushrooms growing in a clump. beyond the small clearing is a cave leading back into the mountainous rock. At this point you can't see what is inside the cave entrance but it's the only way you can go now you have crossed the river. Head into the cave entrance (Turn to 184) Investigate the weeds and mushrooms (Turn to 171)
51. You pull on the gate in front of you. It is electrified! Are you wearing rubber boots? If yes (Turn to 21) If no (Turn to 157)
52. You decide to press the button on the wall... Big mistake! All of the doors of the cages spring open and the mutated mice jump out in lighting speed. In a panic you make a run for it but trip over the rotting door. The mutated mice have been starved in an experiment and are particularly ravenous. You try and fight them off but there is just too many of them. They bite chunks out of your body while you scream in agony before eating your internal organs. An hour later all that is left are your bones.
53. The door creaks open to reveal a small room with a tiled floor. There is nothing in this room except for an old wooden table with four chairs surrounding it. The room is dusty and damp. Investigate the room further (Turn to 125) Head North (Turn to 206)
54. You pull the lever and wait for a minute. Absolutely nothing happens. You wait another minute but still nothing. Note on your adventure sheet that you have pulled Lever A and (Turn to 78).
55. You make your way to the other door and can hear the faint sound of people talking. Pressing your ear to the door you can hear that theres a few people but you can't make out anything that they are saying. Open the door (Turn to 152) Investigate the chessboard instead (Turn to 216) Investigate the shuffleboard table (Turn to 218) Investigate the pool table (Turn to 317) Ignore everything and leave the room as you came in and try the door opposite (Turn to 4) Ignore everything and leave the room as you came in and head toward the double doors (Turn to 177)
56. You take the copper key to the gate and begin to place the lock. Your father is not frantically shouting at you to give him the key and trying to grab it from your hand. Give your father the key (Turn to 259) Open the lock (Turn to 250)
57. You continue through this plush corridor but there is darkness up ahead. Just before you descend into the darkness there is a door on your left and a door on your right. Try the left hand door (Turn to 251) Try the right hand door (Turn to 165) Continue into the darkness (Turn to 354)
58. You capture the knight and place the piece at the side of the board. In an instant the knight transforms into a real life knight with a sword. "Prepare to die, traitor" the knight screams at you before swinging his sword towards your throat. Test your skill. If you are skillful (Turn to 148) If you are unskilful (Turn to 292)
59. Slightly nervously you utter the words to the Lion's head statue. "Please sir, I would like to see my father. Which path should I take?" The Lion replies with a deep groaning voice. "My friend welcome to this Labyrinth I will of course tell you the way young man." He then tells you what direction to go him. Follow his advice (Turn to 140) Ignore his advice and go the opposite way (Turn to 118)
60. You rummage through the soil, it begins to groan louder and you feel something moving in it, test your luck. If you are lucky (Turn to 82) If you are unlucky (Turn to 116)
61. The cheeseboard is a wooden round board with pretty etchings on the edge. On the board are some crackers and four different types of cheese, Wensleydale, Brie, Camembert and Stilton. You are a little hungry and help yourself to some cheeses. If you have all four cheeses (Turn to 180) If you only have Brie or Camembert and no other cheese (Turn to 372) If you have Wensleydale and Camenbert, Brie and Camenbert, Brie and Wensleydale or all three of these cheeses (Turn to 196) If you have both Stilton and Wensleydale, Stilton and Brie or all three of these cheeses (Turn to 387) If you have Wensleydale only (Turn to 242) If you have Stilton, Camembert and Brie, Stilton Camenbert and Wensleydale or just Stilton and Camenbert (Turn to 289) If you have Stilton only (Turn to 243)
62. The corridor lights up. You have turned on a light and can now see where you are going. You look down at the ground and notice that it has been tiled with white and black octagonal tiles. Further up is an East West junction. Walk to the junction ignoring the tiles (Turn to 136) Walk only on the white tiles (Turn to 190) Walk only on the black tiles (Turn to 80)
63. You reach into your pack and hand him the orb. He gets out of the boat, snatches it off you and runs away in the direction you came from! “Wait!!” you shout, but he is long gone. He has left his boat though so you climb into the boat and begin to row to the other side of the river (Turn to 110)
64. You decide you have had enough of this weird plant room and go to leave. During your time here you had the chance to investigate the jars, investigate a groaning plant and look at rows of other plants. If you have done only one of those things (Turn to 111) If you have done two of those things, or only investigated the jars and opened the blue liquid (Turn to 161) If you have done all three of those things or opened the blue liquid from the jar whilst doing at least two of those things (Turn to 295)
65. You approach the cage with the old man in it. The old man sits up and his eyes gaze into yours. "Help me brother," he calls out. "I worked for the man in charge here but we fell out and now I'm be held here to be sold as a slave. I am to old to be a slave and it will kill me." Do you wish to help the old man escape? If so the guard is still sleeping and you could try and sneakily take the keys from him. If not you can still talk to the girl or try and see what is beyond the hatch. Help the man (Turn to 280) Approach the woman crying (Turn to 163) Climb the stairs and try opening the hatch in the ceiling (Turn to 370) Leave the room and continue (Turn to 308)
66. You open the closet door but there is nothing but blackness. You feel around for anything but you feel nothing. Step into the closet (Turn to 142) Wake the girl if you haven’t done already (Turn to 101) Drink the water (Turn to 20) Leave the room and continue (Turn to 257)
67. You push the button with two down arrows and the lift starts to descend. It judders as it heads down. Twenty seconds later you hear the sound of a roaring lion and feel the lift shaking. In a panic you press all the buttons in the lift but the lift continues downwards. The lift then stops and the metal doors open… Into a lion’s cage. You are so scared you stand paralysed unable to scream. The starving Lion licks its lips and rushes into the lift making short work of you.
68. "Very well," says the guard. "Get out of here and go and see your father. You don't need reminding to ignore the advice of the lion's head and take the South East fork." He lets your body off the rack and scowls at you. You gingerly leave this horrible place (Turn to 308)
69. You make it across to the other side but the tough test has sapped some of your strength, LOSE 3 STAMINA. You dry yourself off at the other side and look at your surroundings. You are now in a clearing (Turn to 150)
70. You have a look at the shelves in the store room. There are several bottles of red wine and a few of white that have been unopened. On a higher shelf there are some unopened cheeses. You look at the cheeses and there is some Wensleydale, Stilton, Brie and Camenbert. Looking around there is nothing else on the shelves of any use. Eat some cheese (Turn to 217) Drink some wine (Turn to 338) Investigate the huge boxes opposite instead (Turn to 347) Carry on through the door ahead (Turn to 386)
71. "I knew it!" Cries the guard. " There is only one place for people like you, Hell." The guard and old man working together drag your weak body off the rack and force it into the iron maiden next to it. You try and scream and fight them ooff but your weakened body is unable to do it. Forcing you in, the guard slams the door shut with rusty iron nails impaling all of the organs in your body.
72. "Please, spare me my life and I will let Luca go," he cries. You agree and help him to his feet. "I assume you found the key to open the cage and let him go. It was hidden in a mannequin," he says. He then says "Give it to me and I shall open the door for you." If you have the key and wish to give it to him (Turn to 259) If you have the key but don't trust him and want to open the cage yourself (Turn to 56) If you do not have the key (Turn to 186)
73. You refuse bluntly to answer the question as being called a trespasser has irked you, and you instead demand to know who this guy is. The old man is not interested in telling you and instead becomes angrier. "I demand you tell me who I am you are not wanted here at the shrine of my son!! Tell me now or I will strike you with my axe." Insist you want no trouble and you are here to rescue Luca (Turn to 16) Tell him you have come to see your father (Turn to 376) Attack the man (Turn to 143)
74. "Ahh!! My humble friend," says the man in the middle. "It is a privilege to have you in our company. Do come and take a seat and have a little drink with us." You sit down with him and he pours you a glass of wine while another man deals a set of cards. Drink the wine (Turn to 287) Politely refuse (Turn to 352)
75. In the nick of time you spring out the way from the dagger as it flies past. The servant picks another weapon up and charges towards you!! You have no option but to fight. SERVANT: SKILL 7 STAMINA 9 Deduct two from your attack strength for the first two attack rounds as you are off balance. You may escape after three attack rounds at the cost of two stamina by running out the room (Turn to 57) If you win (Turn to 134)
76. The shock and horror have taken their toll, LOSE 2 STAMINA. However while investigating the corpse you came across a small piece of paper. It is too dark for you to see what is written on the paper however when you get to a place where it is light enough to read you can (Turn to 320) to read what it says on it and then turn back to the page you are on. Cautiously you walk through the arch and down the stairs. They double back on themselves and you walk down the rest of the steps until you get to the bottom (Turn to 319)
77. “Ahh to rescue Luca,” he says. “Luca is a friend of my son and a lovely person. I hope you manage to rescue him as your father is a horrible bitter man for doing this to the both of you. Luca always speaks highly of you and says how lucky he is to have you.” The tailor then beckons you to come into the shop. You walk into the dusty room cautiously. Tattered clothes hang up on hangers on the walls and there is a dusty counter in the corner with an old till. The rags are of no value at all but for one plush robe hanging up in the corner of the room. As you gaze at the robe the dishevelled tailor looks at you. Do you possess a mannequin? If yes (Turn to 240) If no (Turn to 362)
78. The passage heads West and you walk down it for several metres until you see a pentacle on the floor. You pick it up and try it but there are no immediate effects. The pentacle is made of silver with small sapphires engraved into it and inscribed on the reverse are the words ‘Pentacle of Neptune.’ You decide to wear the pentacle and continue on your journey. The passage then descends down some stairs (Turn to 107).
79. You get into bed and immediately fall asleep as your head hits the pillow. You are asleep for a short while but sleep well. You wake up happy but very comfortable in the bed not wanting to get out of it, RESTORE 4 STAMINA. Your brain is telling you that you must get up but a little bit more sleep is very tempting as the bed is warm. Have another little doze (Turn to 256) Get up (Turn to 228)
80. A giant boulder heads hurtles out of nowhere towards you and you will have to act fast. Test your skill If you are skilful (Turn to 109) If you are unskilful (Turn to 14)
81. The men put a ruby amulet and enough provisions for one meal on the table. You must take an item from your backpack on the table for the gamble. You play another round, Test your luck. If you are lucky you win the amulet, the provision and keep your own item, if you are unlucky you lose and forfeit the item you have just gambled. After this the men bid you a good day and you leave the room. You leave the gamesroom altogether. Try the door opposite (Turn to 4) Head towards the double doors (Turn to 177)
82. The movement below the soil line has perturbed you somewhat and you pull your hand out. You decide it is best not to investigate that plant anymore. Investigate the jars if you have not done so (Turn to 252) Investigate the other plants if you have not done so (Turn to 223) Leave the room (Turn to 64)
83. You take the copper key and place it in the lock. As you turn it a massive electrical charge goes through the entire cage killing both you and Luca.
84. The guy in rags is frantically running towards you distraught that you have killed his dog. He starts screaming “murderer” at you and looks ready to attack you himself!! Do you possess a mannequin? If yes (Turn to 240) If no (Turn to 102)
85. The chest is locked down, you try tugging it but it won't open. You might be able to prise open the chest with a mallet and some nails. If you have this you may test you skill and see if you can use that to open the chest. If you have a mallet and nails and are skillful (Turn to 267) If you do not have a mallet and nails or are unskilful you give up and continue on (Turn to 7)
86. You try pushing and then pulling the gate but it is locked. You, look for a lock, a lever or way of opening the gate but nothing. Your father looks at you and sniggers through, the glass. "You have come the wrong way you fool." You can see through the glass the smirk on his face. Desperate, you have no other option but to go back to the lion's head and follow the other route (Turn to 388)
87. With a great struggle you manage to clamber out of the lift. You dust yourself down and follow the corridor you have clambered onto whcih heads eastwards (Turn to 392)
88. You capture the bishop and put it to the side of the board. Your hand has not even left the piece when there is a whoosh and the bishop piece transforms into a real bishop. The bishop then curses you telling you "God does not like your sort and I am now going to send you to damnation. He goes in for the attack. BISHOP: SKILL 6 STAMINA 11 If you win (Turn to 385)
89. You turn and head North and the passage widens with more granite, marble and chandeliers. The passageway ends at a large set of double doors. Just before the double doors is a door on your left and a door on your right. Open the door on your left (Turn to 4) Open the door on your right (Turn to 105) Ignore both doors and continue to the double doors (Turn to 177)
90. You get in the lift and press the button inside. The doors close shut and the lift slowly trundles upwards. After about a minute it jerks to a stop and the doors open. You get out of the lift and there is only one way you can go which is eastwards (Turn to 392)
91. Unfortunately the snake has injected enough venom into your veins to slowly kill you unless you find an antidote for it. As the poison slowly weakens your body you must DEDUCT 1 STAMINA EVERY REFERENCE until you are instructed otherwise (Turn to 141)
92. Something sharp has gripped your left ankle and left a nasty gash that cuts to the bone LOSE 4 STAMINA and 1 SKILL. You wince in pain and begin to gingerly walk forward but whatever has gripped your ankle won’t budge (Turn to 155)
93. As you are pondering around this cinema room, several people have arrived and all of the comfy couches are taken. There are only the red tip up seats left. As you go to find a red ip up seat you once again notice the sweets and popcorn stand. Go over to the stand (Turn to 130) Just go to a red tip up seat (Turn to 375)
94. A pendulum with a steel blade swings across the tarmac narrowly missing you. You breathe a sigh of relief and continue your journey (Turn to 8)
95. On searching the room further you see nothing of any interest on the floor or the desk, the bed however looks very inviting. It is a luxury divan with embroidered patterned sheets. Also there is a wooden wardrobe in the corner but the doors are closed. Get into the bed (Turn to 79) Investigate the wardrobe (Turn to 39) Leave the room and continue (Turn to 57)
96. You were not quick enough in slamming the metal door shut and one of the lions flies through the doorway knocking you to the floor. You attempt to writhe away from the Lion but it is futile a Lion knows how to seize their prey. Piece by piece the three lions tear up your flesh and organs, after an houe the only sign of you left is a pile of bones and blood dripping from the lions' teeth.
97. You pull the right hand lever and suddenly a panel in the wall next to the sweet stand opens. revealing a stone spiral staircase leading downwards. You look around and notice you have attracted the attention of the other people in the cinema room and they are walking towards you. Frightened you go through this new panel and start descending the sprial staircase. Thankfully the panel in the wall shuts behind you before anybody else manages to go through it. This sprial staircase goes on for an age but several minutes later you are at the bottom of the staircase and it reveals a deep and dim stone underpass heading South. You begin to take that passage south (Turn to 179)
98. You arrive at the metal door and push it. It is locked. You try to force it but there is no way of opening it. Suddenly you ntice a circular slot to the left of the door and above it says "Insert pearl orb to open door." Do you have a pearl orb? If you do (Turn to 398) If you do not (Turn to 231)
99. The dart lands right into your leg but doesn’t actually cause much damage. Relieved you begin to run through the arch but suddenly feel groggy and collapse to the floor. The dart was a tranquiliser. Eventually you come round and immediately feel seasick. You try to move but you are chained to the floor. You have been captured and shipped out to spend a life as a servant on an island. You never see Luca again.
100. The room is a massive cinema room. On the back wall is a grand scale blank cinematic screen. There are lights in the ceiling but they are dimmed however it's bright enough for you to be able to see around the room. There are comfy leather sofas near to the screen and behind those sofas are several rows of red tip up seats. In the far left corner of the room appears to be a popcorn and pic 'n' mix stand. You look around but there appears to be no other doors out of this room. Go to the popcorn and sweet stand (Turn to 130) Sit on one of the comfy sofas (Turn to 93) SIt on a red tip up seat (Turn to 375)
101. You go up to the girl and shake her. She takes a few seconds to come round but after some groans and stretches she sits upright on the bed. Her eyes look deep into yours. She is wearing a pink nightgown and there are a lot of slash marks up her left arm. Slowly she stands up but her gaze is still strongly fixed onto you. Are you wearing a plush robe? If yes (Turn to 195) If no (Turn to 293)
102. You try to calm the frantic ragged man down but to no avail. He picks up a broken coat hanger and starts attacking you with it. TAILOR IN RAGS: SKILL 5 STAMINA 8 You can escape at any time at the cost of 2 stamina and head North (Turn to 255) If you win you may search the room (Turn to 160)
103. You tiptoe around the edge of the banqueting hall to the other side using tables to disguise you. The three men are very busy chatting. You make it to the door but as you step towards the arch there is a creak in the floor, test your luck. If you are lucky (Turn to 135) If you are unlucky (Turn to 233)
104. You grab a handful of berries and put them in your mouth. At first nothing happens so you make your way towards the cave entrance then you suddenly feel very tired and lethargic. You sit on the ground to have a rest but then your eyes close and you fall asleep on the clearing. Your breathing and pulse go slower and slower until they stop completely. This is a sleep you will never awaken from.
105. You open the door and peer in. A grand site awaits you, this is a huge and beautiful games room. Plush red patterened wallpaper fills the walls and two beautiful chandeliers hang down from the ceiling. The floor is a stone tiled floor with Victorian patterns on. In a corner of the room is a shuffleboard table, in the centre is a large pool table and in another corner is a beautifully crafted ornate chess board. At the other side of the room is a wooden door with a brass handle on. Investigate the chessboard (turn to 216) Investigate the shuffleboard table (Turn to 218) Investigate the pool table (Turn to 317) Make your way to the other door (Turn to 55) Leave the room as you came in and try the door opposite (Turn to 4) Leave the room as you came in and head toward the double doors (Turn to 177)
106. You get in the lift and press the button with the up arrow on it. The door closes and the lift whirrs up for about a minute until it stops suddenly. The lights go out and you are trapped in the lift. You press the up arrow a few times and the door open button but nothing happens. There is a yellow alarm button with a bell on it or you could try and prise the door open. Press the alarm button (Turn to 242) Try to prise the door open (Turn to 276)
107. You slowly and carefully descend the stone stairs into another stone passage. This passage is more cave like and stalactites hang down from the wall. The floor is wet and rocky. You walk for a short while and the cave like passage widens. Up ahead you see a large beam of white light shining down from ceiling to floor. The light is quite ghostly but intriguing. You wonder what the light does and ponder the idea of walking into the light. Walk into the light (Turn to 237) Walk around the light (Turn to 393) If you still have a mannequin you can push that into the light instead (Turn to 303)
109. Just in time you dodge the boulder which you are very grateful for. You continue your journey (Turn to 334)
110. The torrent in this river is growing stronger and stronger as you struggle to control the rickety wooden boat. Large currents are crashing against the side as you struggle to row. Do you have the Pentacle of Neptune? If yes (Turn to 5) If no (Turn to 312)
111. You decide to leave and approach the door you came in. You notice some of the vines are beginning to wrap around the door. You know that it won't belong before you open the door in place. You decide to open the door immediately and leave which you do. As you walk out the door slams shut behind you causing a crack in the glass. You decide to continue your quest (Turn to 300)
112. The tailor becomes furious at the way you have spoken to him and starts screaming in your face. “How dare you be so insolent and disobedient!! This is a disgrace!!” He demands to know why you are here. Tell him you have come to see your father (Turn to 311) Tell him you have come to rescue your fiancée Luca (Turn to 77) Push him away and continue North (Turn to 133)
113. A pendulum with a steel blade swings across your path and slices you in half. Death is instantaneous.
114. You continue down the pitch black path unable to see anything. A couple of steps later, to your horror, the ground gives way. You begin to fall helplessly through the black. Test your luck. If you are lucky (Turn to 232) If you are unlucky (Turn to 391)
115. You head North East down a dark and rocky corridor. It continues until you arrive at two sets of stairs both of which are made of stone. Climb the ascending stairs (Turn to 145) Go down the descending stairs (Turn to 107)
116. Only a fool would rummage beneath soil that is groaning at you. You feel a sharp bite on your finger, LOSE 2 STAMINA. The bite is poisonous. Are you currently losing stamina due to a snake bite? If yes (Turn to 204) If no (Turn to 122)
117. You try and dart out of the way of the dagger but it lands in your shoulder, LOSE 3 STAMINA AND 1 SKILL. You wince in pain but you have no time to worry about your shoulder as the servant picks another weapon up and charges towards you!! You have no option but to fight. SERVANT: SKILL 7 STAMINA 9 Deduct two from your attack strength for the first two attack rounds as you are still off balance. You may escape after three attack rounds at the cost of two stamina by running out the room (Turn to 57) If you win (Turn to 134)
118. You collect your thoughts and fix your back pack. You begin to trudge down the South East fork (Turn to 388)
119. It takes all of your might but you finally get to a bank on the other side of the river. The task has completely exhausted you and you must DEDUCT 4 STAMINA. Gratefully you stagger out of the boat onto dry land. You rest for a minute and contemplate your next move (Turn to 50)
120. You pull on the gate and it creaks open without incident, revealing a chamber beyond. You cuatiously step beyond the gate and into this chamber (Turn to 153)
121. Unfortunately you have no keys to operate the box on the wall. Glumly you turn around and trudge back in the other direction but on your way back you come to another locked gate. You realise you are trapped in this passage. You scream and shout as loud as you can but no-one is there to hear you. You spend the rest of your days starving to death in a rocky passage.
122. The poison from this unknown bite is slowly killing you. DEDUCT 1 STAMINA after every reference you read unless you find an antidote. Investigate the jars if you have not done so (Turn to 252) Investigate the other plants if you have not done so (Turn to 223) Leave the room (Turn to 64)
123. The river looks too dangerous to swim in so you get in the boat. The boat appears to be empty so you sit in a small cabin and relax. Suddenly the boat begins to make a sound and move. There is smoke pouring out of a funnel at the back of the boat. You sit and enjoy the comfort of the boat as it sails but then something dawns on you. The boat is not crossing the river!! The boat is heading West. You realise you need to get off this boat but it is too late. You have missed the river bank and you are trapped on a boat going out to sea. The boat arrives at an island a week later. You look in horror as screaming slaves are dragged out of the boat in cuffs ready to be sold to rich people on the island. You manage to escape the slavery but are stuck on the island unable to return and rescue Luca. Whether your father spares his life you will never know but you will never get to see Luca ever again.
124. You approach the trainset. Plenty of time and effort was spent building this set and you start to play with it. It still works. An old intercity 225 whizzes around the track while a steam locomotive trundles into a siding. This is much fun but you decide to stop as you need to carry on with what you are here for. As you gather your next thoughts you hear some footsteps heading towards the door (Turn to 272)
125. You look more carefully around the room and in the corner notice a wooden mallet and some nails. You take them as they may be useful to you. There is nothing else in this room of any interest so you leave the room and continue North (Turn to 206)
126. You try the sliver key with the yellow handle and push it into the lock. You turn the key and there is a loud click. Suddenly the ground below you opens ups and you begin to freefall. The key has released a trap door. You fall 30 feet down a pit to your death.
127. You get up and leave the table. The voice echoes "So you don't want to play then, why bother coming here?" The voice then demands you leave. Slightly scared of this voice you choose to leave the room. Go through the door opposite (Turn to 4) Go towards the double doors (Turn to 177)
128. As you walk through the door you clutch your stomach violently and begin to sweat. You are in agony. You have stepped into a large banqueting hall that your father uses to entertain his guests but he also has a sinister side. He uses the banquets to poison people who he deems are a problem in his life and what you have eaten or drank is poisoned. You begin to have massive heart palpitations and collapse to the floor as your legs are too weak to hold you. You wonder if your father is that cruel that is would want to kill his own son. You’ll never know that but whether he wanted to kill you or not, he has done.
129. Roll 1 die... If you roll an odd number (Turn to 19) If you roll an even number (Turn to 59)
130. You head over to the sweet and popcorn stand and begin to look at what is on offer. As you are looking around an usher approaches you. He tells you sternly that these sweets are only for VIP guests and that you must go and sit down. He is quite angry at you. Obey the usher and go and sit down (Turn to 375) Tell the usher that your father owns this place and therefore you are a VIP (Turn to 28) Point blank refuse to do as he says (Turn to 174)
131. The wine is a dry white wine but very palletable, an expensive vintage wine indeed. You have another swig but this leaves you slightly tipsy, LOSE 1 SKILL BUT RESTORE 2 STAMINA. The strength of the wine does take away your appetite though so you don't have any of the cheese that is on the shelf. Investigate the huge boxes opposite (Turn to 347) Carry on through the door ahead (Turn to 386)
132. Satisfied you have seen enough of the gamesroom and card room you leave and continue your quest.. Go thorugh the door opposite (Turn to 4) Head towards the double doors (Turn to 177)
133. You push him away and begin to continue your journey when you feel a kick to the back of the legs, LOSE 1 STAMINA. The tailor has kicked you in anger and then ran back into the room but he has left the door open. Continue North (Turn to 255) Run into the room and confront the tailor (Turn to 147)
134. The servant’s body crashes to the floor. Relieved you pause for a couple of minutes to catch your breath and then search the servant. He has a small silver key in his pocket and he is also wearing a bracelet made out of a strange alloy. You look at the bracelet and it begins to shimmer. Put the bracelet on (Turn to 224) Leave the bracelet but search the room further (Turn to 95) Leave the room and continue (Turn to 57)
135. You make it through the arch and onto a rope bridge. The rope bridge is very rickety and sways a little bit. It doesn’t fill you with much confidence but nevertheless it is the only way to the other side of a raging river below. Carefully step by step frightened by every creak you make it to the other side of the bridge. Beyond the bridge is some rocky stairs down to a clearing. You descend those stairs and then have a rest in the clearing (Turn to 150)
136. Test your luck twice. If you are lucky both times (Turn to 190) If you are unlucky either time (Turn to 80)
137. You feel your way along the right hand wall of the room. The wall is rough and a sharp bit cuts your hand, LOSE 1 STAMINA. You continue and soon you are at the back wall. You feel something on the wall and grab it. It is a large iron key. You take the key, RESTORE 1 LUCK. You notice that at the back of the room is an archway leading to a set of stairs. Just as you get to the archway something knocks into you but doesn’t do any damage. You can’t really see what it is that has knocked into you but it is hanging from the ceiling. Curiously you feel around to see what it is but when you realise you jump back in horror (Turn to 340)
138. Unfortunately you do not have a key to open the lock. You ponder desperately what to do but have no solution. Ten minutes later, the gate flies open and a gang of men in suits fill the room. They are associates of your father and are very angry you killed him. You try and fight them but there is just to many. They pin you to the floor and batter you until your eventual death. They spare Luca's life after your death but he is trafficked on a boat to an island where he spends his life as a slave.
139. Beyond the door is another passage but this time with a flat marble floor. The walls and ceiling are still rock. Slowly you walk through this new dimly lit passage nervous of what will await you but happy that the air in here seems to be fresher and less musty and dank. It is not long before you come to an iron gate with glass panelling between the spindells. Peering through the glass panelling you notice your father sat in a chair drinking out of an ornate goblet. You decide to open this gate and confront your father once and for all. Now throughout the adventure you may or may not have pulled certain levers and you will have recorded this on your adventure sheet. Look on your adventure sheet now. If you have not pulled any levers at all (Turn to 29) If you have pulled either lever A or lever B but no other levers (Turn to 51) If you have pulled lever C only (Turn to 86) If you have pulled lever D only (Turn to 120) If you have pulled either lever A or Lever B and pulled lever C but not lever D (Turn to 229) If you have pulled either lever A or Lever B and pulled lever D but not lever C (Turn to 269) If you have pulled either lever A or lever B and pulled both lever C and lever D (Turn to 350) If you have pulled levers C and D only (Turn to 378)
140. You collect your thoughts and fix your back pack. You begin to trudge down the South West fork (Turn to 278)
141. You look into the chest to see if the snake was hiding anything and see a large pearl orb. You pick the orb up and it shimmers in the light. You put this orb safely in your backpack. Investigate the mirror (Turn to 162) Get into the bed in the room (Turn to 79) Leave the room and continue (Turn to 57)
142. You step into the closet but to your horror there is no ground beneath you. You fall down nearly 20 feet to the ground below. You have badly hurt your knee and your arm, LOSE 6 STAMINA, 2 SKILL AND 2 LUCK. You eventually pick yourself up and realise you are in another passage. It takes you a while to get your bearings so disorientated, you stagger in a Westerly direction (Turn to 319)
143. You've had enough of this and you decide to attack this mad axe man. You are not answering to him there's no way of that. MAN WITH AXE: SKILL 6 STAMINA 5 Every time you lose an attack round roll a die, rolling a 1 means that he has done 3 damage and not 2 rolling a 2 means that the wound has also cost you 1 skill. If you win you leave the room (Turn to 156)
144. You wipe the goblet clean with a small cloth on the table and decide that a nice glass of fine wine is in order. But what is wine of choice? White (Turn to 299) Red (Turn to 355)
145. You walk up the stone stairs to another passage. This passage is brighter, wider and smells better. A few metres later the passage widens again and then forks. Both passages are quite wide and reasonably lit. Take the West fork (Turn to 248) Take the East fork (Turn to 394)
146. As your hand touches the bottom of the chest youfeel something metallic. You pull the metallic object out of the chest and find it is a silver key with a yellow handle on it. Slightly more optimistic you place the key in your backpack, RESTORE 1 LUCK. However you now reek of the smell of the mutated maggots and the hideous odour is affecting your ability to concentrate, LOSE 1 SKILL. You continue on through the passage (Turn to 7)
147. You burst into the room and angrily confront the tailor, he is also in a fit of rage and ready to fight as well. Loyal to his master his German Shepherd dog joins the attack and starts biting at you. GERMAN SHEPHERD: SKILL 7 STAMINA 6 TAILOR IN RAGS: SKILL 5 STAMINA 8 You can escape at any time at the cost of 2 stamina and head North (Turn to 255) If you win you may search the room (Turn to 160) If you possess a mannequin, then after three attack rounds (Turn to 45)
148. Your quick movements stop the knight from slitting your throat but his sword has sliced a gash in your shoulder, LOSE 3 STAMINA. The knight is going to take aim again and this will be a fight to the death. KNIGHT: SKILL 11 STAMINA 10 If you win (Turn to 261)
149. You turn the handle and pull the metal door open. Immediately your wonder turns to horror as behind the door are three ravenous underfed lions. They react to you opening the door and are bounding towards you with a fierce stare and saliva dripping from their teeth. You need to close this door and fast, test your skill. If you are skillful (Turn to 337) If you are unskillful (Turn to 96)
150. Having made it safely across the river you now find yourself in a small wooded area with trees to the left and rock with moss growing on to the right. You gather your thoughts and then continue through a beaten path on the edge of the trees. A couple of hundred metres later you are at an arched door with a brass handle on the left. You take a little look in the area of trees but other than the pleasant small animals in the trees and the idyllic scenery you find nothing so proceed to open the door (Turn to 6)
151. You swig the contents. It is very refreshing. Unfortunately not being a man of god by drinking this water you are drinking damnation LOSE 2 LUCK, however the water has some medicinal properties, RESTORE 1 SKILL AND 3 STAMINA. You walk away from the bookshelf and ponder what to do. Go to the office desk (Turn to 366) Go to the table with the cheese and wine (Turn to 275) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
152. You open the door and see a small room with a table in the centre. Sat at the table are three men in suits smoking cigars, drinking wine and playing cards. The stench from the cigars is quite potent. The men are very busy and don't seem to have noticed you. Make your presence known (Turn to 10) Quietly close the door (Turn to 373)
153. Stepping into the chamber you notice a marble patterned floor and tiled on the wall. Your father is sitting in a wooden chair drinking brandy from a goblet. You look to your left and there is a cage with black metal bars. As soon as you look inside the cage you are filled with horror. Luca is stood there crying with a noose around his neck. His body is battered and bruised and his clothes are ripped. He looks weak and pale, your father has obviously been mistreating him. He looks at you and smiles. You look at him a for a moment then trying to hold back the tears, you turn to your father (Turn to 9)
154. You and the three men make your way to the shuffleboard table. It is a grand expensive table with beautiful carvings and it is well polished. As you look around the table a trap door opens beneath you and you fall several feet down a pit!! The men look over you from the top of the pit and mock you with their laughter. "This is what we do with your sort," sniggered one of the men as he closes the trap door over. There is no escape from this as the hunger and cramps take their toll. This is a lonely way to end your life.
155. You try and free your foot while in agony but the attempt is in vain. You have been caught in a bear trap. This part of the labyrinth is not used by your father or any of his people so you are stuck in this bear trap with nobody coming to rescue you. Eventually you pass out from pain and hunger but this will be a slow and painful end to your life.
156. The tunnel continues on for a while and begins to get brighter until it reaches a Y-junction. There is a sign on the wall of the split in the junction reading 'Stairs' with an arrow pointing North East and 'Lifts' to an arrow pointing North West. Head North West towards the lifts (Turn to 27) Head North East towards the stairs (Turn to 226)
157. The surge of electricity ravages right through your body. 1000 volts is too much for your heart to take. You clutch your chest and fall to the floor... dead.
158. On rummaging through the shelf you feel something at the back. You pull it off the shelf and look at it. It is a small green key. There is nothing else on this shelf. Investigate the chest (Turn to 306) Investigate the mirror (Turn to 162) Ignore the wardrobe and get into the bed if you’ve not done so (Turn to 79) Ignore everything and leave the room (Turn to 57)
159. You open the glass jar and immediately a pungent smell is released sending you light headed. The black liquid is a deadly potion which shuts down all your nerves. You fall to the floor… Dead.
160. On searching the room you head for the till but it is empty. There is nothing of value in the room except for the plush robe hanging up on the wall. You take the robe with you and put it on. It feels very nice to wear but nothing major seems to have happened on wearing it. Pleased with the robe you close the door and head North (Turn to 255)
161. You go to leave but unfortunately while you have been in the room some of the vines from the potted plants have began wrapping themselves around the door trapping you in. It is going to take some skill and strength to get out!! You begin pulling at the door and attacking the vines. Test your skill. If you are skillful (Turn to 234) If you are unskillful (Turn to 295)
162. The shimmering glass draws your attention. There is still now reflection of you but the reflection of everything else in the room is perfect. You gently touch the mirror and to your shock your hand passes through the glass!! You stand there bemused and disturbed by your mirror and eventually collect your thoughts. The room is making you feel uneasy. You have a decision to make… Step through the mirror into the unknown (Turn to 314) Investigate the chest if you haven’t done so (Turn to 306) Rummage on the top shelf to see if anything is there if you haven’t done so (Turn to 24) Ignore the wardrobe and get into the bed if you’ve not done so (Turn to 79) Ignore everything and leave the room (Turn to 57)
163. You go up to the woman who is crying. She starts screaming, "Help me!! They're shipping me off the a slave!! I don't want to go and be a slave, it's my dad that owes them money, not me!! She starts sobbing uncontrollably. "Grab the bunch of keys off the guard, please, I beg of you." Her screaming and sobbing have woken up the guard and as you turn round he is upon you ready to attack. GUARD: SKILL 9 STAMINA 9 If you win (Turn to 31)
164. The wine is beautiful, an expensive vintage wine indeed. You have another swig but this leaves you slightly tipsy, LOSE 1 SKILL BUT RESTORE 2 STAMINA. The strength of the wine does take away your appetite though so you don't have any of the cheese that is on the shelf. Investigate the huge boxes opposite (Turn to 347) Carry on through the door ahead (Turn to 386)
165. You push the door and it creaks open, beyond the door is pitch black and you can’t really see anything that is beyond the door. You can barely make out that it is a room. Do you wish to investigate further?? Walk into the room (Turn to 322) Instead try the door opposite (Turn to 251) Ignore the room and continue on (Turn to 254)
166. You continue through the rocky cavern until you get to the East West junction. The West path is quite well lit however the East path is pitch black. Go West (Turn to 15) Go East (Turn to 264)
167. Your father holds his hands up and pleas with you to spare his life. Spare his life (Turn to 13) Keep attacking (Turn to 30)
168. You open the jar with the green liquid in. It smells a horrible acrid smell almost knocking you sick. The liquid is a dirty green colour inside and it seems to be fizzing slightly. The liquid seems vile but is it worth drinking? Drink the liquid (Turn to 2) Open a jar with black liquid in (Turn to 159) Open a jar with blue liquid in (Turn to 227) Look at the shelves instead Carry on through the door ahead (Turn to 386)
169. The distance to the river bank and the current eventually become too much for you. Your arms and legs give up as the torrent washes you down the river. You struggle to keep your head above water but the struggle is futile. You eventually drown in your panic.
170. You turn North West down another rocky passage. Written in large red letters on the left hand wall reads, “You double down and you die.” You ponder this information and you continue walking. Eventually the passage ends at a metal door which on further inspection is the door to a lift. On your right is a green button. Call the lift (Turn to 199) Head back and go North East (Turn to 115)
171. Curiosity gets the better of you and you start looking through the weeds and some mushrooms. There are some horrible smelling green mushrooms but you are a little hungry after your quest so far. There is also some black small berries growing in the weeds. Eat the berries (Turn to 104) Eat the mushrooms (Turn to 258) Ignore and continue (Turn to 184)
172. You pull down the left lever but nothing happens! Note you have pulled lever D. Pull the right lever (Turn to 97) Go and sit down with the sweets (Turn to 375)
173. You pour the wine into a goblet and drink it. The wine is beautiful, an expensive vintage wine indeed. You have another glass but this leaves you slightly tipsy, LOSE 1 SKILL BUT RESTORE 2 STAMINA. Satisfied and happy you get up ready to continue your quest (Turn to 132)
174. Furious, the usher grabs you and begins to drag you towards a seat. Absolutely disgusted at your treatment from this other you swing a punch at him and it lands in his face! The usher refuses to back down and fights back. USHER: SKILL 8 STAMINA 9 The first three attack rounds are as normal but every round after that you must test your luck. If you win, you head over to the sweet stall (Turn to 18) If you are unlucky (Turn to 326)
175. The tailor sits on the counter and starts talking to you. “I was a prosperous master tailor.” He says. “I learned the trade from my father and he had learned the trade from his father. I had my own shop in the city with many customers. I started making clothes for your Grandad here and he paid me a fair fee. Your Grandad was a rogue but he was good to me. I was very sad when he died but he left me some money in his will as a thank you for keeping him looking smart. However your drunken father has taken over this mountainside labyrinth and is running it into the ground. His drunken anger has drove the people working for your Grandad away but I had nowhere to go. Your father in his bitterness took everything I had from me and left me here starving and penniless and now he seems to be taking his bitterness out on you because he knows you were happy without him.” You nod and agree. Your father is a cruel man indeed. “Before you go I will give you some advice. Avoid swimming in the river and do not sit in the cinema room for it is a trap. You thank the tailor and leave him in peace continuing North (Turn to 255)
176. A couple of seconds after pressing the up arrow the lift judders into life. It slowly stutters upwards for about a minute then stops suddenly. The door opens revealing what appears to be a stone cave. Step out into the stone cave (Turn to 25) Stay in the lift and press the button with the down arrow (Turn to 221) Stay in the lift and press the button with two down arrows (Turn to 67)
177. Your walk through this corridor finally gets you to a set of double doors. The doors are wood and solid, there is no window or glass panelling in the doors so you can't see the other side of them. The handles are in the centre and they seem to open outwards. To the left of the doors is a lever that you can pull down. Pull the lever down (Turn to 197) Pull the handle on the left door (Turn to 377) Pull the handle on the right door (Turn to 284)
178. On opening the electrician guide a piece of lined paper inside the book falls out and lands on the floor. You bend down to pick it up. Unfolding the paper you being to read it.
On combinatons: A only, B only, C+D
You put the paper in your pocket trying to work out what it means before deciding what to do next. Pull the stopper off the vial in the bible (Turn to 205) Go to the office desk (Turn to 366) Go to the table with the cheese and wine (Turn to 275) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
179. You are in a long, dark passage deep below ground, with a jagged rocky floor, rocky walls and a rocky ceiling. 50 feet later and the floor smooths out and is tiled with black and white ceramic squared tiles. The passage continues ahead for sometime. Keep walking ignoring the tiles (Turn to 331) Walk only on the white tiles (Turn to 341) Walk only on the black tiles (Turn to 359)
180. You eat a few bites of the cheeses but it isn't long before your stomach is in agony and you are wrenching. Your stomach churns and you puke all of the cheeses all over the table, LOSE 3 STAMINA. The stench of your own vomit is knocking you sick and you immediately leave the room. Go through the door opposite (Turn to 105) Go to the double doors (Turn to 177)
181. You make it across the bridge but only just. The bridge collapses as you step onto the other side, LOSE 1 STAMINA as the fear and running has affected you. The three men groan in frustration. You walk down some stone steps to a clearing the other side of the raging river (Turn to 150)
182. Despite the shock of that you still open the other cage and rescue the girl. She jumps on you giving you a big hug out of grattitude, you lose your balance and fall to the floor, LOSE 1 STAMINA. You give her the keys and she climbs the stairs and opens the hatch. As she clambers out of the hatch she tells you that she knows you want to see your father. She tells you to take the South West route at the lion's head.You thank her as she climbs through the hatch, RESTORE 1 LUCK. You leave the room (Turn to 308).
183. You run through the tarmac and are almost at the other side when whoosh, a pendulum with a steel blade flashes across the tarmac putting a deep gash in your side, LOSE 6 STAMINA. You wince in pain you have injured your stomach in this and thus you cannot eat any of your provisions until it is healed. Roll a die every reference you turn to until you roll a 6 then your stomach is healed. You continue your journey (Turn to 8)
184. Cautiously you head into the cave entrance. It is very dark inside and difficult to see. The floor is rocky and jagged but it is atleast dry 100 metres or so inthe passage ends with 2 doors in the wall, one on the left and one on the right. Both doors are made of wood and have a brass handle on it. Open the door on your left (Turn to 342) Open the door on your right (Turn to 207)
185. You decide to open the jar with the blue liquid in. The lid is very tight and as you try to force it open you drop the jar spilling the blue liquid all over the floor. You curse your clumsiness. The blue liquid has no smell to it and you are not affected by it but you do notice the liquid slowly trickling into the flowerbeds. Maybe it’ll have an effect on the plants. Investigate the rows of plants if you haven’t done so (Turn to 223) Investigate one of the other jars (Turn to 252) Investigate the groaning plant in the corner if you haven’t done so (Turn to 35) Leave the room (Turn to 64)
186. Unfortunately you do not have the key. Your father laughs at you and says. "Well it looks like there is no Luca for you after all." Enraged, you smack your father right in the face. Your punch was a fatal blow and your father collapses to the floor, dead (Turn to 138)
187. Turning that key was the last thing you will ever do. 1000 volts of electricity go right through your body to the wet floor below. Your heart stops and you fall to the floor... dead.
188. You try to keep your balance but the stairs are too slippery. You slip on a metal step and badly gash your leg, LOSE 3 STAMINA. Wincing in pain you limp to the bottom where you are the other side of the river just beyond the river bank (Turn to 50)
189. Again you are in a landing with long industrial flourescent light beams although a few of them appear to be broken. The landing takes you to a set of stairs which you follow downwards. You are still travelling east when you get to another red door with a glass panel on. With no other option you open the door to reveal a large store room. The whole of the Northern wall is floor to ceiling with huge boxes while on the Southern wall are various shelves with little boxes on them. At the other side of the room is a solid oak door with a brass handle. Investigate the huge boxes (Turn to 347) Investigate the shelves (Turn to 70) Head straight for the other door (Turn to 386)
190. You continue through the corridor without incident. You don’t know how lucky you are. (Turn to 334)
191. You tell him that you do not have a pearl to give him. He gets angry and scowls at you ready to pick a fight. You demand he gets back in the boat and does his job but this makes him even angrier. “You are just like your father,” he shouts. “An arrogant horrid little man. A day will come and you will die and burn in hell.” He takes a swipe at you and you have no choice but to fight him. MAN IN BOAT: SKILL 6 STAMINA 6 If you win (Turn to 46)
192. You approach the guard, he is sleeping soundly. There is a set of keys on his pouch. Do you wish to take them. Take the keys (Turn to 235) Approach the woman crying (Turn to 163) Approach the slumped old man (Turn to 65) Climb the stairs and try opening the hatch in the ceiling (Turn to 370) Leave the room and continue (Turn to 308)
193. "Unfortunately you are wrong." says the man. "My boy really was a smart boy." He wishes you luck for the rest of your quest and tells you to beware of the cinema room and not so sit down in there. You part ways and carry on (Turn to 156)
194. Your father once again collapses to the ground. You go to strike one final blow to finish him off but he begs you for mercy. Show mercy (Turn to 72) Finish him off (Turn to 339)
195. She screams loudly and swipes at you. “You are not taking me away, you are evil, you are one of them!!” Her screams are frantic, you try to calm her down but she is not interested. She swipes at you again and catches you slightly, LOSE 1 STAMINA. You have no choice but to fight her FRANTIC GIRL: SKILL 7 STAMINA 5 Note she is that frantic with all her limbs flailing and of her swipes could catch you. Roll a die every attack round, if the result is a 1 or 2 one of her swipes has caught you and you must deduct 1 stamina. If you win (Turn to 222) You can escape at the cost of 2 stamina but you would leave the room (Turn to 257)
196. The cheese is delicious. A fine aged top quality cheese it was indeed. You are enjoying this random bit of pleasure in your perilous quest, RESTORE 3 STAMINA. You contemplate also having a glass of wine but are unsure whether you should quit while you are ahead, besides you need to be pressing on. Spend some extra time here and drink some wine (Turn to 144) Investigate the book shelf if you haven't already Go to the office desk if you haven't already (Turn to 366) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
197. You pull the lever down and hear a click. You wait for a minute and nothing seems to happen. You wait again but still nothing. Make a note on your reference that you have pulled Lever C. Uneasy you realise you will just have to pull the double doors open. Pull the handle on the left door (Turn to 377) Pull the handle on the right door (Turn to 284)
198. Alas you were too slow. You almost get to the other side but the severed ropes can no longer take your weight and the bridge collapses. You fall into the raging river below badly injuring yourself. The current of the river finishes you off and you are swept away.
199. You call the lift. There is a low whirr until the lift arrives and then a clunk. The metal door slides open and you step into a metal room. As you ponder what to do the metal door slides shut. There is a panel with three white buttons on it, one has an up arrow, one has a down arrow and one has two down arrows. There is no button to reopen the door so you will have to pick one. Press the button with the up arrow (Turn to 176) Press the button with the down arrow (Turn to 221) Press the button with two down arrows (Turn to 67)
200. The room is a massive cinema room. On the back wall is a grand scale blank cinematic screen. There are lights in the ceiling but they are dimmed however it's bright enough for you to be able to see around the room. There are comfy leather sofas near to the screen and behind those sofas are several rows of red tip up seats. In the far left corner of the room appears to be a popcorn and pic 'n' mix stand. You look around but there appears to be no other doors out of this room. Go to the popcorn and sweet stand (Turn to 18) Sit on one of the comfy sofas (Turn to 346) SIt on a red tip up seat (Turn to 375)
201. Rummaging on the top shelf of the wardrobe reveals nothing. Investigate the chest (Turn to 306) Investigate the mirror (Turn to 162) Ignore the wardrobe and get into the bed if you’ve not done so (Turn to 79) Ignore everything and leave the room (Turn to 57)
202. The man in the boat scowls at you. “Stranger, what business it is of yours to be here.” You tell him who you are and that you have come to see your father. He seems a little agitated with you. “Boy,” he says, “If you have a pearl orb I will take you across as I need that orb to get into the herb garden. I need those herbs my body is craving them.” He then looks at you impatiently. If you have a pearl orb and wish to give him it (Turn to 63) If you do not have the pearl orb or you don't want to give him it (Turn to 191)
203. You manage to make it to near the archway, however just as you get there something bumps into you that is suspended from the ceiling. Due to the darkness you cannot really see what it is but it has done you no damage. You decide to feel about to investigate what has knocked into you. You realise what it is and cry in horror (Turn to 340)
204. The poison that has entered you along with the poison from the snake is too much to bare. Your body goes weak and into shock. Your last moments are a sorry sight of you clutching your chest and whimpering.
205. You pull the stopper from the vial and sniff the water, it is odorless. Would you like to drink the liquid? If yes (Turn to 151) If no you can either... Go to the office desk (Turn to 366) Go to the table with the cheese and wine (Turn to 275) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
206. You continue North through this cold but lit corridor in the mountainside until on the left you see a door in the West wall. You approach the door which is made of wood and see a plaque on it saying “Master Tailor, Ring bell for assistance.” To the left of the door is a bell. Ring the bell (Turn to 330) Push the door open (Turn to 381) Ignore the door and continue North (Turn to 255)
207. You pull the door open and the only thing behind it is a stone spiral staircase. Ascend the staircase (Turn to 236) Try the other door if you havent done so already (Turn to 342)
208. The tailor is ecstatic at being reunited with his mannequin and as a reward he hands you the plush robe. You try the robe on and it feels nice to wear but nothing significant happens after putting it on. The tailor sits down and starts talking to you (Turn to 175)
209. You press the button and wait for the lift. You only have to wait a few seconds before a bong sounds and a red up arrow lights up above the door on the left. The door slides open to reveal a well polished lift. Get in the lift (Turn to 106) Press the other button to try and get to the other lift (Turn to 281) Head down the other fork to the stairs (Turn to 226)
210. The spiders pincers leave a huge gash and secretes a posion leaving you paralysed and unable to move. You collapse to the floor as the spider clambers on top of you. You fear it is going to eat you alive but it has other sinister ideas, it decides to mate with you. A sharp spike begins to tear into your colon. A minute later the mutated spider secretes its seminal fluid which is a strong acid. This acid burns through your abdomen corroding all the organs in your body, the last five minutes of your life being indescribable torture.
211. You continue through the poor lit corridor hardly able to see what is in front of you for several more steps. Test your luck twice. If you are lucky both times (Turn to 190) If you are unlucky on either occasion (Turn to 238)
212. You go to the wooden toybox and prize it open. There are various toy cars, action figures and even what looks like a toy shop checkout. After rummaging around you notice a power ranger helmet. You look at it, it is a purple one and looks really good and you contemplate putting it on. Put the helmet on (Turn to 277) Approach the train set (Turn to 124) Approach the TV and games console (Turn to 348) Leave the room (Turn to 156)
213. You carefully put your hand in and rummage through the draw. It is empty aprt from something small and metallic. You wriggle it to the open part of the draw and pull it out. It is a blue key, RESTORE 1 LUCK. Investigate the book shelf if you haven't already done so Go to the table with the cheese and wine if you haven't already done so (Turn to 275) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
214. You search the three men and find enough provisions for one meal and a ruby broach. There is still some wine on the table if you want to drink some. Drink the wine (Turn to 173) Leave the room (Turn to 132)
215. You push the blue key into the lock on the box. There is a loud bang and sparks fly out of the box. Are you wearing rubber boots? If yes (Turn to 48) If no (Turn to 187)
216. You head over to the chessboard and sit down beside it. It is a grand table with handcrafted wooden edges and a marble top. The pieces are also made of marble with fine smooth felt at the bottom. You eye the magnificent pieces and pick up the white queen. It is perfectly smooth. You carefully place it back on the board and sit back down. To your amazement one of the white pawns moves a space forward. A voice booms from above... "your turn". Play a move (Turn to 266) Get up and leave the table (Turn to 127)
217. You help yourself to some of each of the cheeses. They are delicious cheeses from high quality sources, RESTORE 3 STAMINA. Satisfied, you ponder your next move. Drink some wine (Turn to 338) Investigate the huge boxes opposite instead (Turn to 347) Carry on through the door ahead (Turn to 386)
218. You have a look at the shuffleboard table. It is expensive, high quality and beautifully polished. You look in wonder and the markings on the shuffle board when suddenly the floor opens beneath you and you end up falling several feet down a pit badly injuring yourself, LOSE 5 STAMINA. Looking around you look hopeless but notice the walls are coated in wood and there are pieces of wood on the floor. There is no way you can climb out without any sort of help but if you have a hammer and nails maybe you could use that and the wood to clamber yourself out. If you have a wooden mallet and nails (Turn to 328) If you do not (Turn to 371)
219. As you peer beyond the door you hear some hideous high pitch squeaking and immediately feel a sharp stabbing pain in your leg. You look down and there is a giant mutated mouse biting your leg. You try fighting the mouse off but suddenly several mutated mice corner you and viciously attack. The man in the boat had entered one of the sceret labs and released all the mice. They have burrowed through the rock below them and ended up reeking havoc in this passage. They managed to burrow through rock as they are that mutated and they make light work of you.
221. The lift whirrs downwards quickly for a short space of time and stops abruptly. The door opens into a lavish corridor with chandeliers on the ceiling and a plush red carpet on the floor. The corridor continues for some distance. Step out of the lift (Turn to 239) Press the button with the up arrow (Turn to 176) Press the button with two down arrows (Turn to 67)
222. The girl screams and falls to the floor. A quick search of her reveals nothing. You now wonder what to do. Drink the water (Turn to 20) Open the closet door (Turn to 66) Leave the room and continue (Turn to 257)
223. You investigate the rows of plants in this hot room. It is obvious that these plants are being deliberately grown to make drugs and poisons. You have no knowledge of what they do but they do look very pretty. There are rows of flowering plants, some red, some lilac and a few pale yellow. One row appears to be vines and cactuses. Looking at these plants has been quite therapeutic and you may RESTORE 1 STAMINA. Investigate the groaning plant if you have not done so already (Turn to 35) Investigate the jars (Turn to 252) Leave the room (Turn to 64)
224. You put the bracelet on and instantly feel weaker. You try to take the bracelet back off but it locks onto your wrist and starts to glow. You become more weary and tired as though the bracelet is sucking the very life out of you. Finally you hear a voice in your head. “Listen drudge, I am your master and you belong to me,” it says chillingly. You recognise the voice and the voice is in fact your father. You try to block the voice out of your head but it continues. “Now drudge, get some important rest for we have a busy day tomorrow. The slaying of Luca. You will be up handy to wear some ceremonial clothes and slit his throat.” You cry and try to resist but you dutifully find yourself walking towards the bed and climbing in. Almost immediately you fall asleep. You are now controlled by your father and tomorrow you will obediently take part in this ceremony and kill your one true love.
225. The maggots are slimy and repulsive and rummaging through them makes the smell unbearable, LOSE ANOTHER STAMINA POINT. You feel around until your hand reaches the bottom of the chest. Test your luck. If you are lucky (Turn to 146) If you are unlucky (Turn to 353)
226. You follow the sign's instructions and head North East towards the stairs. Soon you arrive at a stairwell with an ascending staircase that goes up for quite a while. You cannot see the top of the stairs. The stairs have a metal bannister and look like a typical set of stairs in a block of flats. Climb the stairs (Turn to 285) Head North West towards the lifts (Turn to 27)
227. You try to force open the jar with the blue liquid in but the lid won't budge. You pull with all your might but in your clumsiness drop the jar on the floor. The glass smashesand the blue liquid goes everywhere. You decide to leave this room before doing any further damage and getting caught and head through the door opposite (Turn to 386)
228. You decide to get up out of bed. You need to get on with this quest and you are sensing a trap but this bed is so comfortable and hard to get out of that you will need to muster all of your willpower to get up. Test your skill. If you are skilful (Turn to 310) If you are unskilful (Turn to 374)
229. You push the gate and it opens. You step into a chamber beyond the gate. Your father is sat in a seat with a drink of brandy in his hand laughing and singing to himself. On entering the chamber he gets up from his seat and giggles at you. Only at this point do you look to your left and see a cage. On looking in the cage you are filled with horror and dread. There is Luca, hanging in a noose, dead. You cannot see the bottom of his legs as they are through the trap door below. The tears on his cheek have dried up and his torso is badly beaten and bruised. Enraged, you launch an attack on your father punching and kicking out of control. Very quickly you kill him without even taking any damage. You then collapse to the floor beside the cage sobbing uncontrollably. Luca was the only person you ever loved and your father has taken him away from you.
230. You fumble around for the key to fit into the lock on the door of the cage Luca is in. Precious seconds count at this moment as you see the life draining from him. You put the key in the lock and turn it. Your father is grabbing hold of you trying to stop you. A huge electric current rips through the cage Luca's noose is connected to it so Luca is electricuted to death but you won't notice as the current goes through you and your father into the ground killing both of you.
231. Without the orb you cannot open the door meaning you are stuck in this corridor. Disheartened you investigate all the rooms of the corridor to find a means of escape but there isnt one. Eventually you push the blue button in the room with the wooden door and all the mice in the room escape from their cages. The mutated mice corner you and slowly put you out of your misery.
232. As you fall your head smashes against a protruding rock shattering your skull and killing you instantly. This is the luckiest thing to happen to you as you are not alive when you encounter the horror at the bottom of the blackness.
233. You make it through the arch to the rope bridge but the three men have got up to give chase. You step onto the rickety rope bridge. It is swaying in the wind and doesn’t fill you with much confidence. It is also very hard to cross at any speed without falling over as it’s made of rope. You look back and see the three men have got to the bridge. You keep walking thinking they’ll keep chasing you but they’ve stopped. You breathe a sigh of relief and take another step. However a second later when turning round to check they have stopped chasing you, you look back in horror. The three men have knives and are trying to cut the ropes. You need to get across quickly before the bridge falls, test your skill. If you are skilful (Turn to 181) If you are unskilful (Turn to 198)
234. With great effort you manage to yank the door open and are back out into the corridor. The strength of the vines slam the door behind you as you step out shattering the glass panel and sending you sprawling to the floor. A shard of glass scrapes your side leaving you with a gash. That and the fall have left you badly hurt, LOSE 3 STAMINA. You continue through the corridor (Turn to 300)
235. You go to prise the keys off the sleeping guard, test your luck. If you are lucky (Turn to 274) If you are unlucky (Turn to 329)
236. You carefully step up the stone spiral staircase until you get to the top. It reveals a marble passage with a granite floor heading West. You cautiously start walking down this marble passage your feet making loud footstep sounds on the granite floor. The ceiling is still stone from the cave it is in however ornate black chandeliers with dim candlelights are attached to it. After a short while the passage turns north (Turn to 89).
237. You walk into the light and feel an uplifting sense of power. A rush of warmth flows through your body, RESTORE 3 STAMINA and also if you are unable to eat then you are now able to. You stand awe inspired in the light when a ghostly voice starts talking to you. “Listen, lover of Luca. Your quest for his rescue will be a perilous one for your father is a spiteful and evil man. There will be many fiendish traps laid out to stop you. Some paths may lead to your doom and some friends may be foes. Do not trust the Lion’s head at the fork junction for one day he tells the truth and the next day he lies. Take the wrong fork and you shall indeed die and your father in his malicious cruelty will finish Luca off. You should ask the head where he would send you if he had come the day before and then go the opposite way. This is the only sure way to go. I bid you good luck” The voice fades and the light slowly disappears, RESTORE 1 LUCK. If you meet the Lion’s head at the fork deduct 20 from the reference you are on to ask this question. You continue along your quest (Turn to 393).
238. Unable to see your markings on the floor you have triggered a trap and a giant boulder is hurtling towards you, by the time you even see it you it is only a metre away from you!! Test your luck. If you are lucky (Turn to 283) If you are unlucky (Turn to 304)
239. You step into a plush corridor and immediately sense a feeling of high class. You stride regally through the corridor until you see a wooden door on your left. There is a glass panel in the wooden door and you try to look through it however the glass is frosted so all that you can make out is that the room is quite bright. Open the door (Turn to 17) Ignore and continue (Turn to 57)
240. The man suddenly cries “My mannequin!! My mannequin!!” He becomes frantic jumping up and down over this mannequin. He demands that you hand it over. Hand over the mannequin (Turn to 208) Refuse to hand over the mannequin (Turn to 3) Try and run out of the room with the mannequin (Turn to 22)
241. The cheese is delicious. A fine aged top quality cheese it was indeed. You are enjoying this random bit of pleasure in your perilous quest, RESTORE 2 STAMINA. You contemplate also having a glass of wine but are unsure whether you should quit while you are ahead, besides you need to be pressing on. Spend some extra time here and drink some wine (Turn to 144) Investigate the book shelf if you haven't already Go to the office desk if you haven't already (Turn to 366) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
242. You press the alarm button on the lift and a loud bell rings out and you wait. A few minutes later a voice appears through a speaker in the lift. It is your father. "Hahaha," he cackles. "You really thought you could defy me and stop me killing dear Luca. You fool, you will never get one over on me. I have decided that you are no son of mine and watching you die is going to amuse me before I get on with killing Luca... Goodbye." As soon as he has finished speaking the lift freefalls all the way down the shaft until it smashes at the bottom atleast 100 feet below. Your thigh bones shoot through your abdomen slicing all your main arteries and your skull shatters leaving your brain to splatter all over the lift, death is instantaneous.
243. The stilton was a good aged Stilton and sharp in taste. Satisfied you sit down and contemplate drinking more wine when suddenly you feel a sharp pain in your stomach. You double over and wince but there is no relief from the pain. You collapse to the floor and contort violently. The stilton is poisoned and this poison is lethal. You die in agony minutes later.
244. You dont know the code for the door but try pushing it anyway and to your surprise it opens. Someone has been a little lax with their security. The room reveals a crude lab where various chemicals are made. A desk in the corner has some charts and paperwork on it but you don't understand anything on the charts. You do see an order list with various chemicals written on it to order including plant food and food for mice. There is also some machinery, a bunsen burner a freezer and a small oven. You have a little nose around and while interesting there is nothing of any note to the quest other than the knowledge that your family use this place to make and sell drugs, poisons and possibly explosives on the black market. You decide to leave the room. Try the wooden door opposite if you haven't done so already (Turn to 344) Continue to the metal door at the end (Turn to 98)
245. You do not have a key for the lock. You sob uncontrollably as the life drains away from Luca. With his last breath, he utters, "I love you," as his eyes glaze over. You collapse to the floor as your father is standing over you laughing.
246. The men shake your hand and bid you a good day. You get up and walk out the room and leave the gamesroom as well. Head through the door opposite (Turn to 4) Continue to the double doors (Turn to 177)
247. The man in the suit agrees to let you sit next to him as long as you go and get some sweets and popcorn for him. It's a reasonable request but he sounds very condesecending and bossy and you fear this is the start of him using you as a personal gopher. Politely decline and move to a tip up seat (Turn to 375) Refuse and demand respect as this is your father's place (Turn to 296) Go to the sweets and popcorn stand (Turn to 18)
248. You take the West fork and walk down a short passage. Half way along the passage becomes carpeted with a plush red shag pile carpet. It continues until you come to an ornate wooden door with a golden handle on it. Slowly you turn the handle and the door creaks open (Turn to 262)
249. You carefully climb the stairs and use the key to open the hatch. It opens like a flap and you squeeze through it. As you clamber into the hatch shuts behind you meaning you and with the passage so narrow there is no going back into the room. You crawl several metres on your hands and knees until there is another hatch that you push open. You clamber through this hatch into open air. You are by a river bank. As you take in your surroundings you feel a dart fly into your leg. The dart doesn't do any damage but suddenly feel groggy and collapse to the floor. The dart was a tranquiliser. Eventually you come round and immediately feel seasick. You try to move but you are chained to the floor. You have been captured and shipped out to spend a life as a servant on an island. You never see Luca again.
250. You ignore his frantic screams and turn the key in the lock. A huge electric current rips through the cage Luca's noose is connected to it so Luca is electricuted to death but you won't notice as the current goes through you and your father into the ground killing both of you.
251. You turn the handle on the door it opens. The room is bare and poorly lit but the light in the corridor makes you able to see as the room is small. There is a lever on the other side of the wall with a red box around it. You investigate the walls to see if there is any other doors or passages but there does not appear to be one. Pull the lever (Turn to 307) Try the right hand door (Turn to 165) Continue into the darkness (Turn to 354)
252. You go to the shelf in the corner and there are 4 glass jars which look like small jam jars. One has a black liquid in, one has a blue liquid in, one has a green liquid in and one appears to be empty. Open the jar with black liquid in (Turn to 159) Open the jar with green liquid in (Turn to 279) Open the jar with blue liquid in (Turn to 185) Open the empty jar (Turn to 309)
253. The screen lights up and some cinematic music plays. Your intrigue immediately turns to horror when your father appears on the screen next to Luca. Luca has a noose around his neck and is standing above a trap door. The crowd cheer. Your father gives a long speech about how we are here to see Luca die and how great an event this will be. You scream out in horror but your screams are drowned out by the cheering crowd. The trap door on the screen is released while you look on horrified and unable to move. Youve just watched your one true love be hanged at the hands of your father. The crownd jump up and down, sweets and popcorn being thrown in the air while some celebratory music starts playing. You run out of the room and wail in horror and then double over to vomit. Whatever happens in the future now is inconsquential, you will never see Luca again.
254. You put the key in the lock, “click,” the key turns and releases the catch. You flip back the lid on the chest, look inside and immediately jump back in horror. Inside the chest is a snake!! It is several feet long with a light and dark green patterned skin and is hissing at you. It jumps at you ready to bite and you have no option but to fight the snake. SNAKE: SKILL 8 STAMINA 5 If you win (Turn to 44)
255. You continue for some time until the passage forks to form a Y-junction. The North East passage is made of marble and well lit but the North West passage is dark and rocky. Go North East (Turn to 115) Go North West (Turn to 170)
256. You switch the pillow round to get the cold side and decide another little doze won’t harm you. You fall asleep and drift into a deep peaceful sleep. A very deep peaceful sleep, one you never awaken from.
257. The corridor ends at this metal cast iron door which is very rusty. You push the door but it won’t budge. There is no lock on the door but the rust and the fact that the door is in a state of disrepair is preventing it from moving. You can try and force the door open (Turn to 270) Or turn back on yourself and take the West fork (Turn to 248)
258. You take a bite of one of the. It tastes horrible and you almost spit it out. You swallow it anyway and wait for anything to happen. Almost immediately there is a stabbing pain in your stomach. You double over in agony feeling sick, LOSE 3 STAMINA. However the news is not all bad. The mushroom is a crude antidote so if you are deducting any stamina as a result of being poisoned you can stop doing so now. You continue into the cave entrance (Turn to 184)
259. Your father takes the key from you. He tells you that this key is a trap and electrifies the cage. He pulls out another key from his pocket and opens the lock. The cage door creaks open. You carefully go up to Luca and untie the noose around his neck. You carry him out of the cage place him on the chair where your father was sat drinking brandy. Both of you are crying and for five minutes you wrap your arms around Luca and don't let him go. Your father goes down on his knees and begs you for forgiveness (Turn to 400)
260. You take various sweets from the boxes and put them in the bowl on the weighing machine. After what seems a very small amount of sweets the needle on the dial has reached the 500g mark. Do you respect the rules or do you weigh out a little more? Take your 500g worth of sweets and sit down (Turn to 375) Weigh out some more (Turn to 302)
261. The knight crashes to the floor knocking the entire chess set over with him. You take his sword and leave your own behind. Add 1 to your attack strength in future battles. You leave the room the way you came in. Go through the door opposite (Turn to 4) Head towards the double doors (Turn to 177)
262. The room you have now entered is a large banqueting hall. It was obvious that this was once a proud ornate hall with beautiful carved wooden chairs and tables, plush carpets, fine patterned wallpaper, chandeliers and expensive pieces of art on the wall. It is a shame that this has been left to fall into a state of disrepair. There are cobwebs on the walls and most of the chandeliers are broken. There is lots of stains on the carpet and there is a stench in the air. In the corner at the far end are 3 men in suits sitting and chatting. They are clearly friends of your father. Also at the far end is a large set of double doors arched and with stain glass windows like you would see in a church. You can just about see that beyond the door seems like some sort of a rope bridge. You realise that you have to get through the doors but how will you get there? Sneak past the men in suits hoping they won’t see you (Turn to 103) Walk to the door boldly as if the three men weren’t even there (Turn to 397) Run to the door and through it as fast as you can (Turn to 356)
263. "Unfortunately you are wrong." says the man. "My boy really was a smart boy." He wishes you luck for the rest of your quest and tells you to beware of the cinema room and not so sit down in there. You part ways and carry on (Turn to 156)
264. Your lantern just about lights the path in front of you, it is pitch black in this corridor. You feel around you but there is nothing of interest on this path. Eventually it arrives at a North South junction. The North path is dimly lit, the South path is pitch black. Take the North path (Turn to 305) Take the South path (Turn to 11) Double back and go West (Turn to 15)
265. You decide to walk on ignoring the warning lights. You step onto the tarmac area and all seems well. You take another step and whoosh. A pendulum with a steel blade swings across your path and slices you in half. Death is instantaneous.
266. You play your move. As someone who has played chess before you counter his move with the sicilian defense. He plays and then you play again. A few moves in you have the option to capture a knight or a bishop. Capture the Knight (Turn to 58) Capture the Bishop (Turn to 88)
267. At last the metal gives and the chest lid flies open. You are immediately overpowered by a foul smell that knocks you sick, LOSE 1 STAMINA. The chest is full of oversized mutated maggots. They are white and slimy and they are writhing about the chest. You wonder if the maggots are guarding something but would you really want to put your hand in a chest full of mutated maggots? Rummage through the maggots (Turn to 225) Continue down the passage (Turn to 7)
268. You walk along to the corridor made of stone. It is quite cold and damp and there is little of interest in it. After a short while the corridor turns North. You continue through the corridor but this section is brighter and there are tapestries on the wall one of which is of a hanged man which is very unnerving. On the other wall is a tapestry depicting your father holding Luca’s head on a silver platter. These tapestries and the dampness of the corridor is very distressing and for that you must LOSE 1 STAMINA. Whilst walking you notice a piece of parchment lying on the floor. You pick the parchment up and it reads, “Beware of traps, not all will harm you some will instead kill the one you love as your father is a sinister man.” You take note of this and continue through the corridor until it leads up a set of stone stairs. You walk up these stairs nervously and it leads to another corridor (Turn to 145).
269. You pull on the gate and it creaks open without incident, revealing a chamber beyond. You cuatiously step beyond the gate and into this chamber (Turn to 153)
270. You try and force the door open. It will be a difficult task this. Test your skill. If you are skilful the door opens (Turn to 282) If you aren’t the door stays shut and you must go back and take the West fork (Turn to 248) Either way you must DEDUCT 2 STAMINA as the effort has taken its toll.
271. You ask him why a tailor would be in a labyrinth on a mountainside. Slightly agitated he ignores the question and demands you tell him why you are wandering about here. You do not know him at all and know nothing about him. You ponder whether to tell him or not or whether to even lie. How do you wish to answer? Tell him you have come to see your father (Turn to 311) Tell him you have come to rescue your fiancée Luca (Turn to 77) Tell him it’s none of his business (Turn to 112)
272. You turn towards the door and see an old man carrying an axe walking into the room. His hair is very greyed and his face lined. He has very few teeth in his head and his clothes are ripped and stained. "Tresspasser," he cries, Explain yourself!" Insist you want no trouble and are just admiring the playroom on your way to rescue Luca (Turn to 16) Tell him that you were distracted and you have come to see your father (Turn to 376) Demand to know who he is instead (Turn to 73)
273. The spider suddenly lets out a hiss and suddenly a sticky white stringy material gushes out of it's spinarettes wrapping around you. You are stuck and unable to move. More and more of this material wraps around you like a cocoon. You will be stuck there until the spider wants to snack upon you in what will be a gruesome end to your life.
274. You stealthily manage to grab the keys off the guard without him waking. Pleased with yourself you put the keys in your pocket. Use the keys to open the hatch (Turn to 249) Use the keys to release the prisoners (Turn to 360) Leave the room and continue (Turn to 308)
275. You go to the table where the cheese and wine is and sit on one of the antique chairs. Although a hard chair it feels very comfortable and you enjoy a moment of relaxation. The cheeseboard smells and looks delicious and the wines seem to be of high quality. Drink some wine (Turn to 144) Eat some cheese (Turn to 61)
276. You try to prise the door open first with your hands and then with objects and weapons from your backpack. Suddenly a bong sounds and the door slides open. The lift has not properly reached the floor but you can clamber through a small opening at the top. The gap is just wide enough for you to squeeze through onto the floor above. You begin to clamber through the opening first with your arms and then try lifting your legs up, Test your luck. If you are lucky (Turn to 87) If you are unlucky (Turn to 316)
277. You put the helmet on. It is very sturdy and helpful in a battle. Add 1 to your attack strength in battles. You rummage around the toybox but there is nothing else of use to you. Deciding you need to continue with your quest you get up and leave the room closing the door behind you (Turn to 390).
278. You begin to trudge down the South West fork for what seems like a while. The air is dank and the rocky ceiling has water slowly dripping from it. The apssage eventually bends southwards and becomes very poorly lit. You trudge on further for a short while until it ends at a metal door. Also at the end of the corridor is a metal door on your left, both doors have sturdy metal handles and look like they open outwards. Try the door on your left (Turn to 149) Try the door straight ahead (Turn to 379)
279. You open the jar with the green liquid in. It smells a horrible acrid smell almost knocking you sick. The liquid is a dirty green colour inside and it seems to be fizzing slightly. The liquid seems vile but is it worth drinking? Drink the liquid (Turn to 396) Investigate the rows of plants if you haven’t done so (Turn to 223) Investigate one of the other jars (Turn to 252) Investigate the groaning plant in the corner if you haven’t done so (Turn to 35) Leave the room (Turn to 64)
280. You agree to help the man and sneak over to the guard to try and take his keys. Test your luck. If you are lucky (Turn to 294) If you are unlucky (Turn to 329)
281. You press the button at the bottom and wait. Suddenly there is the sound of a bell and a green up arrow lights up above the door on the right. The lift door slides open to reveal a porrly maintained lift with rusty walls and a smell of urine. Get in the lift (Turn to 90) Press the other button to try and get to the other lift (Turn to 209) Head down the other fork to the stairs (Turn to 226)
282. The door creaks open and reveals a metal bridge going over a raging river. Below you can see a man rowing a boat but he cannot see you. You decide against calling out to him because the bridge is too high for any encounter with him to happen. In the distance to the West there appears to be a larger ship but too far away to make much out. You walk along the metal bridge to the other side of the river where there is a set of metal stairs leading down to a clearing beyond the river bank. You have no option but to continue as the creaking rusty door has shut behind you. You get to the stairs and begin to walk down. They are very slippery. Test your skill. If you are skilful (Turn to 313) If you are unskilful (Turn to 188)
283. The side of the boulder smashes into your shoulder badly injuring it, LOSE 4 STAMINA AND 1 SKILL. You are lucky it wasn’t much worse. Gingerly and in pain you continue through the corridor (Turn to 334)
284. You give the handle a tug and the door opens smoothly. Peaking your head in it is quite dark but your eyes adjust to the light. You look in awe at what is a giant cinema room (Turn to 200)
285. You climb the stairs for what appears to be an age. The items you are carrying weigh you down and it takes its toll LOSE 1 STAMINA. Eventually you arrive at the top where there is a door that you go through leading to a corridor heading east (Turn to 189)
286. Further along the stone passage you find a wooden door on your left. On close inspection the door is made of solid oak with a sturdy iron handle. There is no window pannelling in the door so you canot see beyond it. Past the door the dimly lit passage continues into the darkness. Try the door (Turn to 41) Continue through the passage (Turn to 308)
287. The wine is beautiful, an expensive vintage wine indeed but it leaves you slightly tipsy, LOSE 1 SKILL BUT RESTORE 2 STAMINA. You carry on chatting to the men about your father careful not to let slip your real motive for being here. Another hand of cards is dealt and the guy dealing says "let's raise the stakes." You are also offered some more of the vintage wine. Have a glass of wine and play (Turn to 301) Politely still turn down a second glass but still play (Turn to 81) Thank them for their time but insist you must continue your day (Turn to 246)
288. You remember what you were told. If you ask the Lion's head which way he would send you if you asked yesterday and do the opposite of what he says then you are on the right path. You work out the logic of this. If he sent you the right way yesterday he would lie about it today and if he sent you the wrong way yesterday he would be telling the truth today. You ask the Lion's head "If I came here yesterday to see my father which way would you send me?" The Lion statue replies, "I would send you South East." You thank the Lion and head off South West (Turn to 278).
289. Test your luck. If you are lucky (Turn to 180) If you are unlucky (Turn to 387)
290. You jump into the cold river and begin to swim across. The torrent of the water is making it very difficult and the other side of the bank is further away than you thought. If you are going to make it across then it is going to take a lot of strength to do this. Test your stamina If you are successful (Turn to 69) If you are unsuccessful (Turn to 169)
291. He turns the wrack again, LOSE 3 STAMINA. He asks you one more time "Are you here to rescue that abomination, this is your last chance?" Admit the truth (Turn to 71) Deny again (Turn to 68)
292. The knight's swordsmanship was quick, deadly accurate and you did not have the skill to dodge his sharpened blade as it slices through your throat. You gasp for breath and fall to the floor as all your blood spurts out of your neck.
293. The girl looks at you and then asks in a cold voice “Who are you?” If you wish to introduce yourself as Luca’s fiancé (Turn to 43) If you wish to introduce yourself as your father’s son (Turn to 399)
294. You manage to snatch the keys off the guard without him waking up. You use the keys to open the cage to let the man out. He gets up and steps towards you. "Now I can help slay you to make amends with the masters of here," He shouts loudly in a deliberate attempt to wake up the guard. He tries to grab you and you push him away. Just as you do, you feel a heavy blow to the head and slump to the floor, LOSE 3 STAMINA. You are still conscious but dazed and unable to properly fight against the old man and the guard as he ties you to the rack in the corner. "I know who you are," scolds the guard to you. " You are trying to recuse that abomination who deserves to die!!" Admit this (Turn to 71) Deny this (Turn to 389)
295. Alas! You have spent far too long in this plant room and unbeknown to you some of the vines from the potted plants have wrapped themselves around the door holding it firmly in place. You try pulling the door but the vines are just too strong. Trapped in the room the vines begin to grow and wrap around you slowly pulling you into a huge flower which closes around you. Juices inside the flower corrode your body as you die in agony.
296. "My apologies," says the man. "You are more than welcome to share this sofa with me. You are really going to enjoy this viewing." He smirks at you and utters an evil laugh. You feel very unnerved by this laugh but you sit with him waiting for an appropriate moment to move. (Turn to 253)
298. As you pull a ball you potted back out the pocket you notice something glistening. It is a shiny red key. You put the key in your pocket and feel very happy with yourself, RESTORE 1 LUCK. You leave the table now. Investigate the chessboard Investigate the shuffleboard table (Turn to 218) Make your way to the other door (Turn to 55) Leave the room as you came in and try the door opposite (Turn to 4) Leave the room as you came in and head toward the double doors (Turn to 177)
299. You pour some white wine into the goblet on the table and begin to drink it. It is a dry wine but it is very delicious and satisfying. It is a strong wine and you begin to feel a little woozy, LOSE 1 SKILL BUT RESTORE 2 STAMINA. After a moments rest you stretch your arms, yawn and click your back ready to continue. Look at the cheeseboard and eat some cheese if you haven't done so already (Turn to 61) Investigate the book shelf Go to the office desk (Turn to 366) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
300. You carry on through the corridor until you approach a door on your left and a door on your right. The door on your left is a metal door with a digital code lock to the left of it. The door on the right is a wooden door held shut by a rope wrapped around a small latch. Further ahead the corridor ends at a metal door. Try the metal door on the left (Turn to 244) Try the wooden door on your right (Turn to 344) Continue to the door at the end of the corridor (Turn to 98)
301. You have another glass of that fine wine, RESTORE ANOTHER STAMINA POINT, as your body is now used to the alcohol you don't take anymore skill penalties. You continue to chat however the wine has made your tongue loose and you reveal the true nature of your quest. After an awkward moment the men in suits carry on chatting to you and deal you another hand. At this moment the men put a ruby amulet and enough provisions for one meal on the table. You must take an item from your backpack on the table for the gamble. You play another hand, Test your luck. If you are lucky you win the amulet, the provision and keep your own item, if you are unlucky you lose and forfeit the item you have just gambled. In fine spirits the man in the middle says, "Let's play shuffleboard." Losing track of time and slightly tipsy you agree and make your way to the shuffleboard table (Turn to 154)
302. The needle on the weighing machine goes past the 500g mark and the whole weighing machine lights up. Not wishing to draw attention to yourself you try and put some sweets back to get the machine back to 500g. As you do you notice two levers behind the sweet stand one next to the other. both are black and need to be pulled downwards. Pull the left lever (Turn to 172) Pull the right lever (Turn to 97) Go and sit down with the sweets (Turn to 375)
303. You push the mannequin into the light and there is a fizz and then a large bang!! The mannequin explodes everywhere pieces hurtling in all directions. Test your luck. If you are lucky (Turn to 333) If you are unlucky (Turn to 357)
304. The boulder hits you head on crushing you into the ground and shattering your skull. Your father sees your lifeless body some hours later with a smile of victory on his face.
305. The path is rocky, narrow and poorly lit. You walk through the path 20 metres or so when suddenly you hear an alarm ringing. Looking ahead you see a yellow light and inquisitively walk towards it. The yellow light goes out and two red ones flash intermittently like the lights you would see at a level crossing. Just past the lights is a section of tarmac with yellow hash markings and beyond that the path continues. There is a pole just beyond with a box facing away from you presumably the warning lights for people coming from the other direction. You ponder your options. Stop and wait while the lights are flashing (Turn to 32) Ignore them and walk through the tarmac part (Turn to 265) Run through the tarmac part (Turn to 183) Leap over the tarmac part (Turn to 318) Push the mannequin through the tarmac part if you have one (Turn to 358) Double back and head South (Turn to 11) Double back to the junction and head West (Turn to 15)
306. You look at the chest. It is made of wood with gothic patterns on it. It is small in size and has a convex lid. Down the centre of the chest is a brass strip with a small lock half way down. You try first to pull the lid open but the chest is locked and requires a small key to open. The key you found on the servant looks the right size although the chest looks worn and you might be able to force it open with one of your weapons. Use the key you found searching the servant (Turn to 254) Use a weapon to prise the chest open (Turn to 325) If you have a small green key, that is the same size as the lock and you my try that (Turn to 364) Alternatively you can leave the chest and investigate the mirror (Turn to 162) Or leave the room (Turn to 57)
307. You pull the lever but nothing seems to happen except for a red light appearing next to the lever, you wait for a minute but there is still nothing. Note that you have pulled Lever B. There is nothing else to see or do here so you leave the room. Try the right hand door (Turn to 165) Continue into the darkness (Turn to 354)
308. You are far underground and the passage continues on and on. It is a fairly dark stone passage with jagged rock on each side and it reeks. water is dripping slowly from some points of the ceiling. You head south for what is quite a while and your feet begin to ache on the rocky ground. After a while the passage seems to be a little brighter as though there may be some light creeping in from somewhere. You continue a little while longer until you come to a fork in the passage. In the centre of the fork is the stone head of a lion. The head is grand and beautiful. Below the head reads a plaque.
"Beware traveller of this labyrinth. One of these forks may give you the answers you need however take the wrong fork and you will encounter certain death. You may ask me one question however I alternate each day between telling truths and lies. Risk it if you dare."
If you have been told a particular question to ask the Lion statue then you know what to do. Otherwise you can ask for his advice on how to get to your father and hope he tells the truth or choose not to and go your own way. Ask the lion's head which direction your father is (Turn to 129) Take the South West fork (Turn to 278) Take the South East fork (Turn to 388)
309. You open the empty jar. Inside smells a little bit but nothing of any not happens. You decide to keep the jar. A door to the shelf has slid shut concealing all of the other jars. Investigate the rows of plants if you have not done so (Turn to 223) Investigate the groaning plant if you have not done so (Turn to 35) Leave the room (Turn to 64)
310. You muster all your strength and finally get up. You do not realise how fortunate you are to do that, RESTORE 1 LUCK. Unfortunately the tiredness is lingering in your brain making you less alert, LOSE 1 SKILL. You can open the wardrobe and investigate (Turn to 39) Or Leave (Turn to 57)
311. You explain to him who you are and that you have come to reconcile with your father. His face goes red with disgust and anger. “Your father is a lowlife!!” He shrieks. “And you must be to be spawned from him!! Be gone you piece of filth.” With that he slams the door shut in your face and you have no option but to continue North (Turn to 255)
312. The torrent is getting worse and worse and there seems to be no let up. It’s going to take monumental strength to successfully row to the other side. Test your stamina. If you are strong (Turn to 119) If you are weak (Turn to 335)
313. You make it across the bridge and down the stairs without incident. You are in an area by the river bank (Turn to 50)
314. In a blind leap of faith you step through the mirror into a strange corridor which is narrow with a concrete floor. There appears to be two doors ahead on your left and one on your right. Up ahead at the far end is what appears to be a metal door. While assessing your options you turn around and see a solid wall. You push your hand against the wall but it will not budge. There is no way back through the mirror. You pause for a moment and then walk forward as it is your only option. You arrive at the door on your left it is a sturdy wooden door with frosted glass panelling and a metal handle. Open the door (Turn to 26) Continue on (Turn to 300)
315. The men realise that you are somebody who shouldn’t be there. “Hey!!” they scream. “You won’t get past us insolent boy.” You start to dash for the door but two of the three men get up and block your way. The third man is an older fat man and unable to fight in combat. You must fight these two men at the same time. You cannot escape them you must fight to the death. FIRST MAN IN SUIT: SKILL 10 STAMINA 10 SECOND MAN IN SUIT: SKILL 9 STAMINA 12 If you win you continue through the door and cross the rope bridge (Turn to 150)
316. You begin to clamber out of the lift first with your hands and then you try to lift your leg up. You manage to get half of your body onto the landing when the elevator starts moving downwards towards the lower floor. You try to drop back into the lift but it is too late.the moving lift slices your body in half at the midriff with the top half on the landing and the bottom half in the lift.
317. You look at the pool table. It is hanf carved wood with a blue felt top. The balls are racked up in triangle form. They are the traditional American spots and stripes balls. There is a cue on a ledge at the side of the table which you pick up in your hand and inspect. It's impressive. A thought crosses your mind. Should I have a go and break. Break (Turn to 367) Investigate the chessboard (Turn to 216) Investigate the shuffleboard table (Turn to 218) Make your way to the other door (Turn to 55) Leave the room as you came in and try the door opposite (Turn to 4) Leave the room as you came in and head toward the double doors (Turn to 177)
318. You leap over the tarmac part. While in mid-air you hear a whoosh. Test your luck. If you are lucky (Turn to 94) If you are unlucky (Turn to 113)
319. You are now heading West down a dimly lit corridor but you do see some light ahead. You keep walking towards the light and a short while later you are at a riverside. You notice in the riverside is a dock. You are on the South side of the river which is flowing fiercely in a westerly direction. Moored at the dock is a large ferry boat. There seems to be activity on the boat by what you can hear but you can see nobody on it. What you do know is you need to cross this river and swimming is going to be difficult. Attempt to swim the river (Turn to 290) Get in the boat (Turn to 123)
320. You open the piece of paper it reads. "Friends of Luca. This is corpse is a warning to you not to try and stop my plans. He WILL be punished and killed for what he has done. I'm just waiting for one of you fools to watch it as i think his demise requires an audience. You like a good horror film don't you? Well come to my cinema room, be my guest, help yourself to some sweets and drink and watch the greatest horror I've ever made hahahahahaha." You shudder in fright and put the piece of paper back into your pocket. (Turn back to the reference number you are on)
321. Your father's head hits the button and a trap door below Luca opens. Luca is now hanged in the noose. You must get at him out of this noose fast or you will surely be dead. Do you have a copper key from inside of a mannequin If yes (Turn to 230) If no (Turn to 245)
322. You step into the room and try and look around waiting for your eyes to adjust but it is still pitch black. The door behind you closes and clicks. You grab the door but it will not open. You cannot get back into the corridor. The darkness means you can’t see anything in the room but on the back wall there appears to be some sort of doorway. That is your only hope of leaving this room. You cannot see the ceiling or anything on the floor in front of you. Walk straight to the back wall and see if there is a door (Turn to 36) Feel your way around the wall on the left side of the room (Turn to 351) Feel your way around the wall on the right side of the room (Turn to 137)
323. "Correct," says the old man, his eyes lighting up. "My son would have loved you. Now when you go on your journey you might need to wear these..." He pulls out a pair of rubber boots. "There are many electrified traps round here, these might save you. Also do not sit down in the cinema room or that will be the end of Luca." He smiles at you and you thank him for the gift. You continue your mission (Turn to 156)
324. You peer in and are greeted by a massive set of vinesgrowing aggressively all over the walls ciling and the floor. As soon as the door opens vine tendrils shoot aout the door and in seconds wrap around all of the rock surrounding you leaving you with no means of escape. Trapped, the vines begin to grow and wrap around you slowly pulling you into a huge flower which closes around you. Juices inside the flower corrode your body as you die in agony. Little do you know that the vines have grown out of control and already killed Luca and your father before this point.
325. You push your weapon in and try to prise the worn chest open but to your horror, the weapon snaps and is useless. Whatever weapon you have used cross it off your possessions list, if it is your only weapon you must deduct 2 from your attack strength. Also you must LOSE 1 LUCK. Use the key you found searching the servant (Turn to 254) If you have a small green key, that is the same size as the lock and you my try that (Turn to 364) Alternatively you can leave the chest and investigate the mirror (Turn to 162) Or leave the room (Turn to 57)
326. Your fight with the usher has caused a major commotion. Suddenly an incensed mob of men in suits who were in the cinema rush to the ushers aid. Soon they have you pinned to the ground and are kicking and stamping all over your body and head. By the time they have finished your skull is fractured, your ribs are broken and you are bleeding from your head, ears and stomach. You are barely conscious but you know you are fatally wounded. The men drag your limp body onto one of the couches. Dazed, you see the screen and there is Luca, with a noose around his neck...your father then appears on the screen next to Luca. You notice that Luca is standing above a trap door. The crowd cheer. Your father gives a long speech about how we are here to see Luca die and how great an event this will be. The trap door on the screen is released while you look on horrified and unable to move. You've just watched your one true love be hanged at the hands of your father. The men look turn to your dying body and snigger. The usher mocking says "If you believe in an afterlife it's your lucky day. You are about to be reunited with Luca after all." The usher finishes you off with one last blow to the head.
327. You open a door in the wall, it opens only to reveal a small cupboard. A mannequin falls out of the cupboard onto the floor. Looking around you notice there is nothing else in this tiny cupboard. You may take the mannequin with you if you so wish. Open the chest if you haven’t done so already (Turn to 47) Ignore and continue to the junction (Turn to 166)
328. You use the wooden mallet and nails to attatch the pieces of wood to the wall. It takes a while but you clamber yourself out. You decide you have had enough of this room so leave the way you came in. Go through the door opposite if you havent done already (Turn to 4) Head towards double doors (Turn to 177)
329. Unfortunately as you grab the keys the jangle and wake up the guard. He grunts and huffs and rises from his slumped state with a start. "Tresspassing fool!! Prepare to die!!" he shouts in a gruff voice. He goes to grab you, you have no choice but to fight. GUARD: SKILL 9 STAMINA 9 If you win (Turn to 40)
330. You ring the bell and wait. You hear the sound of a dog barking coming from inside the room. A moment later a dishevelled man wearing some tawdry rags answers the door. Not what you would expect from a tailor of any description let alone a master tailor. “What?” he says sharply. Ask him what he is doing in the mountainside (Turn to 271) Ask him can you come in (Turn to 395) Apologise for disturbing him and continue North (Turn to 255)
331. Test your luck twice. The first time you are unlucky (Turn to 341) If you are lucky both times (Turn to 286)
332. The door is another wooden door with a brass handle and on turning the handle it creaks open to reveal what appears to be a children's play room. There are some posters on the wall of Teenage Mutant Ninja Turtles and Power Rangers and there is a weather chart on the other wall reading 'Tuesday 16th January 1995, raining.' In one corner of the room is a large train set with many tracks and branches as well as a few trains on it. In the other corner there is a large toybox next to the weather chart. Also against the far wall is an old TV and video recorder with a games console connected to it. Approach the train set (Turn to 124) Approach the TV and games console (Turn to 348) Investigate the toy box (Turn to 212) Leave the room (Turn to 156)
333. Fortunately all of the pieces of the exploding mannequin miss you. You breathe a sigh of relief and then look and see the light has gone. Looking down you notice something glistening on the floor. You bend down to inspect it and find that it is a copper key. You smile as you place the key safely into your pocket, RESTORE 2 LUCK. You continue through the passage (Turn to 393).
334. You arrive at an East West junction. The west is a well-lit and made of stone. The east passage is lit only with dim LED lights and is carved into the rock. Go West (Turn to 268) Go East (Turn to 23)
335. You put all your strength into rowing this boat but it was not enough. The boat capsizes and you fall into the raging waters. Your exhausted body is unable to resist as you are swept away.
336. You jump back in horror through the arch forgetting that beyond it is a stairway. You tumble down the stairs until you get to half way down. You wince in pain. You have badly hurt your arm and twisted your ankle LOSE 4 STAMINA AND 1 SKILL. You slowly pick yourself up and carefully descend the rest of the stairs which double back on themselves (Turn to 319)
337. Just in time you manage to close the door and the lion makes a dive for you. You hear the relief as the metal catch clicks securing the door. You hear roars of frustration from the lions as you collect yourself once more. Slowly and carefully you turn the handle on the door ahead (Turn to 379)
338. And what would be your wine of choice? Red (Turn to 164) White (Turn to 131)
339. With one last blow your father collapses to the floor dead. You breathe a sigh of relief and now go about rescuing Luca. You look at the cage and notice there is a lock. Do you have a copper key from inside a mannequin? If yes (Turn to 83) If no (Turn to 138)
340. After realising what you have felt the horror has made you sick. It is a human hanging in a noose. You investigate further and the long hair suggests that the hanging corpse is female. The small size of the corpse registers into your brain and makes the scene even more abhorrent. This is a child hanging there!! Test your skill and your stamina. If you fail the stamina roll (Turn to 349) If you pass the stamina roll but fail the skill roll (Turn to 336) If you pass both rolls (Turn to 76)
341. A dart flies out of the side of the rock behind you and flies right into your shoulder, LOSE 3 STAMINA. You wince in pain for while, gather your things and continue your quest (Turn to 286)
342. You turn the handle and pull the door. It moves about an inch but sticks in the doorframe. The door is obviously stuck but not locked. Maybe if you yank the door you can force it open. Yank the door (Turn to 49) Just try the other door instead (Turn to 207)
343. You walk over to the book shelf and have a look at the books. Most of them are leatherbound novels and other expensive, grand looking books including a beautiful antique copy of the bible. In the backof the bible there is a vial of clear liquid with a black stopper on it. You take the small vial from the back of the bible and inspect it. There are no markings on it. Also on the bookshelf is an electricians guide. The other books are indeed very nice and pleasurable to read but offer no information relating to the place you are in. Read the electrician's guide (Turn to 178) Pull the stopper off the vial (Turn to 205) Go to the office desk (Turn to 366) Go to the table with the cheese and wine (Turn to 275) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
344. You unwrap the rope from the latch and the door creaks open. The damp from these caverns have rotted the wood somewhat so the door falls to the floor off its hinges. Immediately you are greeted by a horrible smell. Looking around you see cages all around the room floor to ceiling with mice in them. In some of the cages the mice look normal but menacing, some of the other cages the mice are dead and rotting and more unnervingly some of the cages have mutated mice in them that have grown to the size of the cage. There is a blue button on the side of one of the walls. Other than that there is nothing to do in this room. Press the button (Turn to 52) Leave the room and try the metal door opposite (Turn to 244) Leave the room and head to the metal door at the end of the corridor (Turn to 98)
345. Fortunately as he falls backwards his head misses the button. Keep fighting until you win your fourth attack round and keep testing your luck if you win by more than three. Once you have won your fourth attack round (Turn to 167)
346. You sit on one of the leather seats at the front. A moment later a man in a suit approaches you. "This is my spot!" He exclaims. "You need to move." Move to a tip up seat (Turn to 375) Refuse and demand respect as this is your father's place (Turn to 296) Ask politely if you can stay in the seat (Turn to 247)
347. You rummage through the huge boxes in the store room and find various things. There are boxes of plant fertaliser and various other powders that you don't know what they are so you leave them alone. You rummage through some other boxes and there are various jars in them with different coloured liquids in them, black, green and blue. On the jars with the black liquid there is a label saying "Warning, danger of death. Wear mask when opening at all times. Apply a tiny drop in red wine only or it will be seen." On the jars containing the green liquid a label says "Crude antidote for bites, stings and poisons." On the jars with the blue liquid it just says "New formula to create deathly plants." Open a jar with black liquid in (Turn to 159) Open a jar with green liquid in (Turn to 168) Open a jar with blue liquid in (Turn to 227) Look at the shelves instead (Turn to 70) Carry on through the door ahead (Turn to 386)
348. You approach the old TV you notice that the video recorder below seems to have a tape inside it and the number counter is flashing with the numbers 1157 on it with two lines next to it indicating that the tape is paused. Also sticking out from a lead to the old TV is a Sega megadrive with a blank cartridge inside it but that seems to be switched off. You press the button on the TV, it works but no channels are tuned in you just get a screen of grey dots. Press play on the video (Turn to 383) Turn on the Sega Megadrive (Turn to 361)
349. After all the encounters so far, the shock and horror of being knocked by the hanging corpse of a child is too much to bear. A pain sears through your heart. You clutch your chest and fall to the floor… Dead.
350. You push the gate and it opens. You step into a chamber beyond the gate. Your father is sat in a seat with a drink of brandy in his hand laughing and singing to himself. On entering the chamber he gets up from his seat and giggles at you. Only at this point do you look to your left and see a cage. On looking in the cage you are filled with horror and dread. There is Luca, hanging in a noose, dead. You cannot see the bottom of his legs as they are through the trap door below. The tears on his cheek have dried up and his torso is badly beaten and bruised. Enraged, you launch an attack on your father punching and kicking out of control. Very quickly you kill him without even taking any damage. You then collapse to the floor beside the cage sobbing uncontrollably. Luca was the only person you ever loved and your father has taken him away from you.
351. You feel your way around the wall. The wall is quite rough but not too sharp as to cut your hand. You notice nothing around you as you go around the edge of the room. Soon enough you are at the back wall and you can make out there is an archway and possibly some stairs leading downwards. You finally get to the arch but as you do something knocks into you. It’s large and suspended from the ceiling but does no damage. You can’t really see what it is so you feel what is there. You soon realise what it is and jump back in horror (Turn to 340)
352. You politely refuse. The men are taken aback however secretly pleased at your decline of their offer as it is an expensive wine and they want it to themselves. You carry on chatting to the men about your father careful not to let slip your real motive for being here. Another hand of cards is dealt and the guy dealing says "let's raise the stakes." Play for higher stakes (Turn to 81) Thank them for their time but insist you must continue your day (Turn to 246)
353. You find nothing in the chest other than the maggots. That repugnant mission was for nothing, LOSE 1 LUCK. Also you have the stench all over you and it is affecting your concentration, LOSE 1 SKILL. Angrily, you slam the chest shut and continue through the passage (Turn to 7)
354. You continue through the darkness barely able to see. A short time later you see a fountain protruding from the left hand wall beyond that the passage widens and continues beyond where you can see. You look at the fountain, it is fully functional with water cascading down into the basin. The water looks refreshing. Drink from the fountain (Turn to 363) Ignore and continue (Turn to 382)
355. You pour yourself a glass of red wine and start drinking it. It is quite a fruity wine but it's strong and very enjoyable. You finish the glass and relax in the chair. You immediately feel quite sleepy and rest your head onto the back of the chair closing your eyes for the rest you need, drifting off into a nap. It has been a gruelling adventure so far so the rest is necessary. Unfortunately your sleepiness is because the wine is poisoned and you never awake from your slumber.
356. You run to the door and are nearly there when one of the men shouts “Sieze him!!” No time to stop you continue until you are almost at the arch when you hear a click. A dart flies towards you. Test your luck. If you are lucky (Turn to 233) If you are unlucky (Turn to 99)
357. One of the pieces of the mannequin flies into your leg leaving a gash, LOSE 2 STAMINA. You wince in pain and then look and see the light has gone. Looking down you notice something glistening on the floor. You bend down to inspect it and find that it is a copper key. You smile as you place the key safely into your pocket, RESTORE 1 LUCK. You continue through the passage (Turn to 393).
358. You push the mannequin through onto the tarmac when there is immediately a loud whoosh. A pendulum with a steel blade flashes across the tarmac smashing the mannequin into pieces. Just then the lights stop flashing. You compose yourself for a minute and walk onto the tarmac but something has caught your eye. Something is glistening on the floor which is now littered with broken bits of mannequin. You bend down to see what it is and it is a copper key. You place the key in your backpack ADD 1 LUCK. You walk over the junction and continue your journey (Turn to 8)
359. You make it across all the tiles without incident (Turn to 286)
360. You use the keys to open the cages of and release the prisoners. The woman jumps on you giving you a big hug out of grattitude, you lose your balance and fall to the floor, LOSE 1 STAMINA. You give her the keys and she releases the old man, climbs the stairs and opens the hatch. As her and the old man clamber out she tells you that she knows you want to see your father. She tells you to take the South West route at the lion's head. You thank her as she climbs through the hatch, RESTORE 1 LUCK. They were quite noisy with their exit though and they wake the guard up. Seeing what you have done, the guard immediately gets up to attack you. GUARD: SKILL 9 STAMINA 9 If you win you leave the room (Turn to 308)
361. You press the button to turn on the Sega Megadrive and there is a loud bang!! Sparks fly out from the console and an electric shock travels right up your arm, LOSE 2 STAMINA. You swear at the console and get up to leave the room angrily when suddlenly the doorway is blocked by an old man with an axe. Enraged that you are in this room he starts screaming at you something about disrespecting the shrine to his son whilst swinging his axe. You feel slightly bad for it and would like to calm him down and apologise but you have no time for that as he is swinging his axe at you once again. You have no choice but to fight him. He is blocking the door so there is no chance of escaping during battle. MAN WITH AXE: SKILL 6 STAMINA 5 During this battle reduce your attack strength by 2 as you are recovering from the electric shock. Also every time you lose an attack round roll a die, rolling a 1 means that he has done 3 damage and not 2 rolling a 2 means that the wound has also cost you 1 skill. If you win you leave the room (Turn to 156)
362. The tailor sees you are interested in the plush robe and tells you that he will give you it for two of your provisions, one for him and one for his dog. You can accept that deal if so the tailor continues to talk to you, if not you say your goodbyes and continue your journey. Accept the deal (Turn to 175) Continue North (Turn to 255)
363. You drink the liquid, it is very refreshing but leaves an aftertaste so you drink some more. Your thirst is now quenched and you may RESTORE 2 STAMINA. You continue into the wider cavern (Turn to 382)
364. You place the small green key into the lock and turn. There is a large bang and before you know it a bolt of energy has flashed through your body, thrown you across the room and out of the door. The force of it has caused the door to slam so you cannot get back into the room. The shock and the impact with the wall outside has done some considerable damage, LOSE 7 STAMINA, 5 for the shock and 2 for the impact with the wall!! Dazed and confused it takes you a while to get up and gather your senses. You continue up the corridor (Turn to 57)
365. You fill the bag right up with all of your favourite sweets and chocoloates. You have chocolate mice, fried eggs, mints and one of them long worms as well as various other sweets. You are slightly curious to see how heavy the bag is. Weigh the bag (Turn to 302) Go and sit down (Turn to 375)
366. You cautiously head over to the desk and sit down. The chair is hard and sturdy but not to uncomfortable. You begin to rummage through the papers, most of them are just old bills and invoices for his people trafficking business but one catches your eye. It is an invitation with gold lettering and caligraphy. You begin to read it.
My fellow people. It is time to see my betrayer go on his futile trip through my labyrinth only to watch watch Luca get hanged by my noose, little does he know. He has disgraced the family name as has this infidel Luca and we will watch them suffer and pay for it. Please take advantage of our hospitality and grab yourselves a seat in the cinema room, remember to prepare because once the screen comes on you will not be able to leave until the deed is done. Enjoy my games room in the meantime but do not go to the shuffleboard as you will fall through the trap door I'm unable to lock it at the moment.
You put down the invitation before deciding what to do. One of the draws is ajar but won't open any further. You will be able to put your hand in and rummage but you can't see what is in there. Put your hand in the draw and rummage (Turn to 213) Investigate the book shelf if you haven't already done so (Turn to 343) Go to the table with the cheese and wine if you haven't already done so (Turn to 275) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
367. You take the cue and hit the white ball with it as hard as you can. The balls bounce everywhere. Roll 2 die. If you roll below both your skill and your luck scores you have potted 2 balls. If you have rolled below either your skill or your luck but not both you have potted one ball. If the roll is more than both your scores you did not pot. Either way you decide to leave the pool table as it was and put the balls back in neat form and the cue back on the ledge. Roll 1 die for each ball you managed to pot. If you rolled a 4 on any occasion (Turn to 298) If you did not you leave the pool table to do something else. Investigate the chessboard (Turn to 216) Investigate the shuffleboard table (Turn to 218) Make your way to the other door (Turn to 55) Leave the room as you came in and try the door opposite (Turn to 4) Leave the room as you came in and head toward the double doors (Turn to 177)
368. The green key does not fit in the lock If you have a blue key and want to try that (Turn to 215) If you have a red key and want to try that (Turn to 37) If you have a sliver key with yellow handle and want to try that (Turn to 126) If you have none of those keys (Turn to 121)
369. Your father flies backwards towards the wall with the button on it. Test your luck. If you are lucky (Turn to 345) If you are unlucky (Turn to 321)
370. You quietly and carefully climb the small stairs to the hatch and try and push it open. It is locked with a padlock. You try and jimmy the lock but it won't budge. Carefully you climb down the stairs again. Approach the woman crying (Turn to 163) Approach the slumped old man Approach the guard Leave the room and continue (Turn to 308)
371. Alas you do not have the tools you need to get out of the pit. You scream for help but none is forthcoming. You give up the screams eventually and give up hope. The hunger and the cramps will eventually take their toll and this will be a long slow demise.
372. The cheese is delicious. A fine aged top quality cheese it was indeed. You are enjoying this random bit of pleasure in your perilous quest, RESTORE 1 STAMINA. You contemplate also having a glass of wine but are unsure whether you should quit while you are ahead, besides you need to be pressing on. Spend some extra time here and drink some wine (Turn to 144) Investigate the book shelf if you haven't already Go to the office desk if you haven't already (Turn to 366) Ignore all these, leave the room and go through the door opposite (Turn to 105) Ignore all these, leave the room and go to the double doors (Turn to 177)
373. You close the door and once again look around the games room. Investigate the chessboard (turn to 216) Investigate the shuffleboard table (Turn to 218) Investigate the pool table (Turn to 317) Leave the room as you came in and try the door opposite (Turn to 4) Leave the room as you came in and head toward the double doors (Turn to 177)
374. Your willpower is not enough, you just have to get some more sleep (Turn to 256)
375. You sit on one of the tip up seats near enough to the screen. By the time you have sat down several people have come through the doors and have taken their seats too. The screen lights up and some cinematic music plays. Your intrigue immediately turns to horror when your father appears on the screen next to Luca. Luca has a noose around his neck and is standing above a trap door. The crowd cheer. Your father gives a long speech about how we are here to see Luca die and how great an event this will be. You scream out in horror but your screams are drowned out by the cheering crowd. The trap door on the screen is released while you look on horrified and unable to move. Youve just watched your one true love be hanged at the hands of your father. The crowd jump up and down, sweets and popcorn being thrown in the air while some celebratory music starts playing. You run out of the room and wail in horror and then double over to vomit. Whatever happens in the future now is inconsquential, you will never see Luca again.
376. You explain who you are and who your father is. Enraged he screams at you, "Son of a murderer!! Vermin scum!!" He swings his axe towards you. You have no choice but to fight him. MAN WITH AXE: SKILL 6 STAMINA 5 Every time you lose an attack round roll a die, rolling a 1 means that he has done 3 damage and not 2, rolling a 2 means that the wound has also cost you 1 skill. If you win you leave the room (Turn to 156)
377. You pull the door on the left. It won't move at first but you give it a good tug and the door creaks open. You hear a click as the door opens which does perturb you but other than that nothing out of the ordinary happens. You peer into the room which is quite dark but your eyes soon adjust to the light. You look in awe at what is a giant cinema room (Turn to 100)
378. You pull on the gate in front of you. It is electrified! Are you wearing rubber boots? If yes (Turn to 21) If no (Turn to 157)
379. On pulling the handle, the door creaks open. Have you dropped a jar of blue liquid in at any point? If not, did you give an orb to a man in a boat? If you have dropped a jar (Turn to 324) If you didn't drop the jar but gave an orb to a man in a boat (Turn to 219) If you did neither (Turn to 139)
380. On pulling open the metal gate the mutated spider heads towards you swiping at you with its pincers. It's eyes meet yours and you let out a scream towards the hideous creature. The spider goes in for the kill and you have no option but to fight it. MUTATED SPIDER: SKILL 11 STAMINA 14 As soon as the spider wins an attack round (Turn to 210) If you manage to reduce the spider's stamina to 4 or less without being hit (Turn to 273)
381. You push the door open and walk in. You hear the sound of a dog barking furiously. Inside the room is a set of tattered clothes hanging up on hangers on the walls and there is a dusty counter in the corner with an old till. The rags are of no value at all but for one plush robe hanging up in the corner of the room. Just as you gaze up at the plush robe a man wearing rags frantically screaming “Trespasser!! Trespasser!!” A second later a large German Shepherd bounds up to you growling. You will have to go now or fight this hound. Run out the room, close the door and head North (Turn to 255) Fight the hound (Turn to 38)
382. The passageway opens out and becomes wider and wider. You continue down the widening chasm and in the distance you swear you can hear the sound of rushing water against some rock. Eventually the chasm leads to a large and deep river with the water gushing with force in a westerly direction. You have to cross the river but you can’t quite see where the other side is and to cross it will be very dangerous indeed. As you contemplate your options a small wooden boat idles towards you. It is being rowed by a very dishevelled man with tattered clothes and a great beard. You don’t recognise him but your father and grandfather have a reputation for making people who are indebted to them their slaves. The man in the boat smiles at you however his breath reeks and there is hardly any teeth in his head. He looks very creepy but you have no choice to cross the river and you ask him to take you across in his boat (Turn to 202)
383. You press play on the video and begin to watch. It is a home video of a child playing in the play room. The child looks about 7 years old and you can tell that this video is quite an old video. A short time later you stop watching the video and get up to contemplate your next move when you hear footsteps approaching the room (Turn to 272)
384. On telling them who you are the man in the centre clentches his fists with rage. "You!!" he shouts, "are a filthy abomination. You are a disgrace to your father and you and Luca must pay for this disgrace with your life." The man picks up his goblet of wine and throws the contents over you. In anger you swear at him but at this point all three of them head towards you fists clenched. You must fight these one at a time. FIRST MAN IN SUIT: SKILL 7 STAMINA 5 SECOND MAN IN SUIT SKILL 6 STAMINA 7 THIRD MAN IN SUIT SKILL 7 STAMINA 7 When fighting the first man roll 1 die every attack round, if you roll a 1 or a 2 one of the other men get a hit on you and you will LOSE 2 STAMINA. When fighting the second man do the same but only a roll of a 1 will cost you a hit. If you win (Turn to 214)
385. The bishop crashes to the floor and is lifeless. You have killed a holy person of God, LOSE 2 LUCK. On searching the bishop you find some holy water which you take. You immediately leave the room. Go through the door opposite (Turn to 4) Head towards the double doors (Turn to 177)
386. You turn the brass handle on the door and it creaks open to reveal a marble passage with a granite floor heading East. You cautiously start walking down this marble passage your feet making loud footstep sounds on the granite floor. The ceiling is still stone from the cave it is in however ornate black chandeliers with dim candlelights are attached to it. After a short while the passage turns north (Turn to 89).
387. You take your knife and eat a selection of the cheeses. They were all excellent ingredients and you enjoy this rather pleasurable break in the quest. Satisfied you sit down and contemplate drinking more wine when suddenly you feel a sharp pain in your stomach. You double over and wince but there is no relief from the pain. You collapse to the floor and contort violently. The stilton is poisoned and this poison is lethal. You die in agony minutes later.
388. Onwards you trudge through the damp jagged rocky path. There is silence except for water dripping from the rock above. After a short while you see a chest lying up against the wall on the left hand side. It is a wooden chest and locked down with a crude metal lock. The passage continues past the chest up to what in the distance looks like a metal gate. Try opening the chest (Turn to 85) Continue through the passage (Turn to 7)
389. "That's not true," you cry. "Liar," replies the guard. He turns the wrack, LOSE 2 STAMINA. He demands to know the truth and tells you that lying is futile and will only be more painful. Admit that you are here to rescue Luca (Turn to 71) Keep denying (Turn to 291)
390. You begin to head North up the corridor slowly when suddenly you feel your neck get sliced in two. An old man with an axe has came up behind you and chopped off your head! Your head falls to the floor and rolls for a couple of metres before your body crumples to the floor in a pool of blood. Unbeknowing to you this room was kept as a shrine to the man's son who was killed by your father and he felt you stealing that helmet was an act of disrespect. Unfortunately you didn't live long enough to find that out.
391. Some 30 feet below you hit some rocky ground. One of your arms is broken, as is one of your legs. You are bleeding out of your abdomen, one of your ribs is shattered and you are in agony. You have no energy to move or scream. Suddenly you feel a strange creature on top of you pushing your helpless body into the rock!! It’s a giant mutated spider. You fear it is going to eat you alive but it has other sinister ideas, it decides to mate with you. A sharp spike begins to tear into your colon. A minute later the mutated spider secretes its seminal fluid which is a strong acid. This acid burns through your abdomen corroding all the organs in your body, the last five minutes of your life being indescribable torture.
392. You head east down a corridor lit with industrial flourescent lights until you come to a door that you can push open. The door is painted red and has a push panel on the left. The door has a door closer at the top as well. You push the door open which leads to an eastern corridor (Turn to 189)
393. The passage continues for a while but becomes quite darker. You continue through the darkness barely able to see. A short time later you see a fountain protruding from the left hand wall beyond that the passage widens and continues beyond where you can see. You look at the fountain, it is fully functional with water cascading down into the basin. The water looks refreshing. Drink from the fountain (Turn to 363) Ignore and continue (Turn to 382)
394. You take the East fork. You walk for a while but the passage bends North again. You could tell this passage used to be an extremely plush corridor with fine wallpaper and chandeliers hanging from the ceiling. However the wallpaper is full of marks and several of the lamps on the chandelier are broken. Several metres later there is a door on your left. The passage continues on beyond the door and leads to a metal door. Open the door on your left (Turn to 34) Continue to the metal door (Turn to 257)
395. You ask can you enter. He grumbles and reluctantly lets you in. Tattered clothes hang up on hangers on the walls and there is a dusty counter in the corner with an old till. The rags are of no value at all but for one plush robe hanging up in the corner of the room. As you gaze at the robe the dishevelled tailor looks at you. Do you possess a mannequin? If yes (Turn to 240) If no (Turn to 362)
396. Against your better judgement you down the green liquid. It is horrible and a moment later your stomach is in agony, LOSE 3 STAMINA. However this liquid is a crude antidote to poisons so if you are deducting stamina due to a poison/venom then you can stop. You gather yourself together trying to ignore the pain in your stomach. Investigate the rows of plants if you haven’t done so (Turn to 223) Investigate one of the other jars (Turn to 252) Investigate the groaning plant in the corner if you haven’t done so (Turn to 35) Leave the room (Turn to 64)
397. You stride boldly to the archway. The three men in suits look up at you. Are you wearing a plush robe? If yes (Turn to 12) If no (Turn to 315)
398. You put the orb in the slot and push the door. It opens. On leaving the corridor you are now heading West in a dimly lit passage. You look around but there is no sign of the door you just went through. Putting the experiences behind you soldier on (Turn to 319)
399. You mention that you are the son of your father and that you have come to see him. Immediately she scowls at you. “Your father is an abhorrent man,” she says. Your whole family are, if they think they are putting me on that boat to become a sex slave they are mistaken, they wont take me alive!!” You shudder at the words and start to tell her that you hate your father but she doesn’t seem to believe you. You try to tell her that you are here to rescue Luca. Will she accept who you are? Test your luck If you are lucky (Turn to 43) If you are unlucky (Turn to 195)
400. You are still very angry at what your father has put you and Luca through and will find it very hard to forgive him but maybe in time you will. He ushers you through a passage behind the chamber leading out of the mountainside. Both of you are free. You help take Luca's battered body home and nurse his wounds. For weeks your father tries to get in contact with you. You don't contact him and carry on with your wedding plans and eventually get married at a lated date in front of all your friends and loved ones. It is the happiest day of your life. As everyone is about to leave the registry hall your father shows up. He is in a wheelchair being wheeled in by a nurse with sevral tubes and machines attatched to him. The alcohol has taken its toll and he only has days to live. He begs you for forgiveness and through tears tells you how deeply sorry he is. You hug your father and agree to forgive and make peace with him. He hands you a present and tells you it is for you and Luca. You open the present and it is a book and a large bunch of keys. "I don't need this anymore," he says. "This is all the keys to everywhere in the house in the mountainside. Make this home your own, sell it, do whatever you want. he book is a guide to all the rooms and passages. I hope you are very happy there." His eyes roll back in his head and he slumps in the wheelchair, those words to you were his last. You go to the place in the mountainside and with help, destroy all the mutated animals and plants. You also free everyone kept there for trafficking. Your father leaves you alot of money in his will as the family have made alot of money through ill gotten gains during the years. You use the money to do up the cave into a loving home and you turn the extra rooms into a safe house for people that were in similar situations to yourself. You and Luca live a long and happy life together.
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