174
Turn to 198.
175
You are standing in a narrow corridor. Behind you is a secret door to the east. Ahead of you is a crossroads. To go through the door, turn to 177. To walk to the crossroads, turn to 267.
176
As you walk up the passage, it visibly widens and eventually you find yourself standing at the mouth of a rough cavern, a natural cave in the rock. As you look into the darkness, the cavern appears to be about 30 metres deep, with no visible exit. Do you want to go into the cavern (turn to 270) or go back to the junction (turn to 375)?
177
You are standing in a north-south passage. To the north you can see a passage off to the east. To investigate, turn to 52. To the south, the passage turns westwards. You may go to the southern end of the passage by turning to 391. In the west wall in front of you is a secret door. To go through this, turn to 175.
178
You tiptoe precariously across the room to the door in the north wall. You open the door and proceed through it. Turn to 162.
179
You swing round to face a strange-looking creature, half man, half bull - who is glaring at you.
You have entered a large square room. Broken pottery lies scattered all about. One large clay vase is untouched and is full of clear liquid. A large bowl is full of gold coins. As you enter the room the door slams behind you and you swing round to face a strange-looking creature, half man, half bull - who is glaring at you. He is a MINOTAUR, and he stalks towards you!
He lowers his head, horns pointing at your chest, and charges. You must fight him:
MINOTAUR SKILL 9 STAMINA 9
After three Attack Rounds, you manoeuvre yourself round to be able to run through the door. If you wish to Escape at this time, turn to 54 and pay the penalty. If you continue fighting and kill him, turn to 258. If you have already been in this room on this adventure and killed the Minotaur, you find it empty. Leave and turn to 54.
180
The passageway goes west and then south. Finally you come to a stop at a dead end. You may return to the three-way junction and go east (turn to 70) or north (turn to 329), or you may investigate the dead end (turn to 22).
181
You run along the wall searching for a door but find none. Your ears are on fire with the agony! Lose 1 SKILL point. You may try either the west wall (turn to 355) or the north wall (turn to 265), but you must find a way out soon!
182
Two of the keys fit the locks perfectly. The other doesn't. You leap to one side as a jet of clear liquid spurts from the chest. It just misses, but you lose 2 STAMINA points as the liquid emits an acidic vapour which makes you cough and choke.
You return to the chest and try another combination of three keys. Add the key totals and turn to that section.
If you have no more keys to try, you sit down exhausted and in despair after having got so near to your goal. Remember to look for keys next time you enter the dungeon!
183
You search the bodies of the dead Ores but find only a few teeth, nails, bones and knives in their pockets. You search the cupboards around the room but find only crude bowls, plates and spoons. But under the serving hatch you find a thin leather case half a metre long. You may open the case (turn to 266) or you may leave it behind and walk out of the door (turn to 237). You are proud of your victory and may add 1 SKILL and 5 STAMINA points.
184
You are alone in the Boat House and have some time to search before the Skeletons will inevitably return.
You may either search the drawers (turn to 322) in the room, or may investigate the tools (turn to 34) before they come back. As you begin to search you hear a noise from behind the door in the north wall.
185
The hand withers and shrinks back into the floor. At the same time, the other hands stop dead and slowly fade away downwards into the riles. You decide this time to step on the star-shaped tiles, and step carefully across to the door in the north wall. The door opens. Add 2 LUCK points. Turn to 162.
186
Turn to 198.
187
You are standing in the corner of a bend in the passage. To the north the passage ends in a dead end. To investigate this, turn to 171. To go eastwards, turn to 308.
188
He now stands just under two metres tall. He advances towards you. His body is hairy. His teeth are pointed. His eyes flash. His fingernails are sharp claws. His nose has become a rat-like snout. He is a WERERAT!
WERERAT SKILL 8 STAMINA 5
Resolve your battle with him. If you win, turn to 342. If you decide to Escape, you may run over the rickety bridge (turn to 209).
189
This room is splendidly decorated, with a polished marble floor and rough walls painted white.
The door opens into a short corridor which ends several metres ahead at another door, similar to the one you have just come through. You listen and hear nothing. You try the handle and it turns, allowing you into another room of a similar size. But this room is splendidly decorated, with a polished marble floor and rough walls painted white. On each of the four walls hangs a painting, and there is another door in the north wall. You can either go straight through the room (turn to 90) or you may stop to look at the paintings (turn to 25).
190
You are in a narrow north-south corridor. There is a dead end to the north. You may check the dead end (turn to 167) or give up and return to the crossroads (turn to 359).
191
He shrieks and hides behind his desk. He is terrified of your aggressive manner. His squeaky little voice explains that he is the Maze-master in charge of The Maze of Zagor. You talk to him and reassure him that you mean no harm and he eventually comes out from behind the desk. He sits down and as his confidence returns, a strange thing happens. His manner becomes firm and self-assured. He refers to a book, points his finger and the book slips from the shelf and floats on to the desk in front of him. You deduce that he is a Wizard of some power; perhaps even the dungeon Master himself, come to investigate you. You ask him the way out of the maze. He tells you to leave by the south door, walk past a door on your right until you can go no further and turn left. Go over a crossroads and turn left at the next one.
If you take his advice, leave through the
south door and keep going until you reach
the second crossroads
Turn to 308
If you leave through the south door but
intend to make your own way round
Turn to 392
If you leave via the west door
Turn to 46
192
Turn to 169.
193
Mosaics and marble inlays give this room a kind of beauty you have never seen before.
The door opens and you enter a small room. Your eyes widen as you look around to see that the walls of the room are covered in ornate stonework. Mosaics and marble inlays give this room a kind of beauty you have never seen before. In a corner of the room is a large metal statue of a one-eyed creature. In its single eye is a sparkling jewel. As there appear to be no other ways through the room, you will have to go back to the junction - but that large jewel is very tempting. Will you leave it alone and go back to the junction (turn to 93) or try to take the jewel with you (turn to 338)?
194
You load the bow and fire, but despair as the arrow flies through the air directly at him, stops centimetres from his chest and falls to the floor. He looks up and smiles at you with an evil, gloating smile. What can you do:
Draw your sword and advance?
Turn to 142
Try something else from your
backpack?
Turn to 105
195
This is a rather unlikely story, considering that they see very few humans around. Nevertheless, Skeletons are pretty dim - you knew this and that's why you tried the story. Roll one die. If you roll a 1 or 2, they don't believe you
and keep on advancing. Turn to 140.
A 3 or 4 means that they aren't sure, and send two of their number off through the north door whilst the rest hold you at bay with their weapons. Turn to 164.
A roll of 5 or 6 means they've believed you and they all get back to work! Turn to 9. Add 2 LUCK points.
196
You search the room. Try as you may you cannot find the secret switch to open the door in the bookshelf - the old man must have locked it from the inside. You do find 5 Gold Pieces in a drawer in the table. You decide to return to the junction to the south. Turn to 280.
197
At the top of the stairs the passage turns sharply to the east. As you pause to get your bearings, you hear a creaking in the rock behind you. You spin round in time to see a heavy portcullis drop to seal off the passageway behind you. Your only way now is forward! You may either press on forward (turn to 48) or may check the walls for secret passages (turn to 295).
198
One of the keys turns, but the other two will not fit. As you struggle to try to make them turn, you hear two small clicks and then 'pings' as two miniature darts shoot from the chest at you. You leap backwards to try to avoid them, crack your head on the wall behind you, and slump to the floor, unconscious.
Test your Luck. If you are Lucky, the darts miss you, and you awake with a sore head. Lose 2 STAMINA points. If you are Unlucky, the darts strike and you never recover consciousness. If you were Lucky, you may try different keys (remember - one of the keys you just used fits perfectly). Add the key totals and turn to that page.
If you have tried all combinations for the keys that you have, you bury your head in your hands and weep after having got so far. You are so near to achieving your objective, but you will have to try again. Re-enter the dungeon - but remember to look for keys as you progress!
199
The passageway ahead widens and you can see ahead a large cavern. As you shine your lantern around it you can see crude stone weapons on the floor and a smouldering fire in the centre of the cave. But you see no way through. As you turn to make your way back you stop in your tracks to see two Neanderthal CAVEMEN barring your exit. They grunt aggressively at you. You draw your sword and must prepare to fight.
SKILL
STAMINA
First CAVEMAN
7
6
Second CAVEMAN
6
4
Fight them one at a time. If you win, leave the cavern and return to the junction. Turn to 283.
200
Turn to 387.
201
You sink to the floor. You pull the dart out and decide to bandage the wound. This gives some relief, but you still feel weak. You decide to take it easy and examine the contents of the chest, but if you wish you may eat some Provisions here. There are 25 Gold Pieces and the label on the bottle shows it to be a Potion of Invisibility, good for one dose. The glove is a mystery. You may put any or all of these into your haversack and leave the room. Turn to 293.
202
You place the helmet on your head. It fits well. Suddenly a searing pain flashes across your forehead. You cannot think straight. This helmet is cursed and, try as you might, you cannot remove it! Reduce your SKILL score by 1. The pain soon subsides, but you still cannot shift the helmet. You stagger back to the junction, trying desperately to compose yourself. Turn to 87.
203
Add 1 point to your LUCK for defeating the Werewolf. You may rest and eat Provisions if you wish. As you look around the room there appears to be little of use, although the bunch of keys looks interesting, particularly the one marked 'Boat House'. None are numbered. You may take the keys if you wish. There are doors to the west and south. If you open the west door, go to 38. If you want to go south, turn to 66.
204
The old man does not look up from the table, but his devilish little pet eyes you suspiciously and starts chattering in a small squeaky voice. The old man grunts and asks you whether you are game for a wager. Will you accept (you may only do so if you have at least one Gold Piece with you)? If so, turn to 130. If not, you may either leave the room (turn to 280) or attack the man (turn to 377).
205
The room is very large. At one end is an altar, and various coffins are strewn about the room.
The door opens and you find yourself in a dark crypt of some kind. The room is very large. At one end is an altar, and various coffins are strewn about the room. There is a door behind you in the south wall, and also one in the west wall. If you want to investigate the room further, turn to 254. If the place gives you the creeps, you can leave via the west door (turn to 380).
206
You enter a large square room. In the centre of the room is a grey-haired old man sitting at a desk. His desk is covered in papers and parchments of various sorts and he holds a long quill pen. He is surrounded by books. Thousands of them line the shelves around the walls, from floor to ceiling. As you enter he looks up at you. Will he recognize you? If you have been in this room before, turn to 284; if not, turn to 341.
207
Going through the door you enter a large room. Various bits of wooden debris are strewn untidily across the floor. Apart from your entrance door, there is also a door in the north wall. In one corner is a crude wooden desk with a box on it. In another corner, apparently asleep (or dead), is a hideous-looking man-sized creature with warty skin, wild hair and long claws for fingernails. Will you tiptoe out through the north door (turn to 83) or tiptoe across to the desk to look at the box (turn to 154)?
208
Further up the passage along the west wall you see another door. You listen at it but hear nothing. If you want to try opening the door, turn to 397. If you want to continue northwards, turn to 363.
209
The timbers of the bridge are rotting and decayed from years of neglect. A single plank snaps under your toot. Roll one die. A roll of 6 sends you splashing into the river below - turn to 158. A roll of 1-5 means you regain your footing. Turn to 47.
210
Shortly along the passage you arrive at another junction where you may go either straight ahead westwards (turn to 225) or northwards (turn to 357).
211
Wights are vulnerable only to weapons made of solid silver. If the weapon you are using is not made of silver, have one more Attack Round. Remember that any wounds he inflicts on you will count, but your wounds will not harm him, and he will still be at full strength (SKILL 9 STAMINA 6) unless you have chosen a silver weapon.
It you have a silver weapon, you had better use it now and turn to 173. If you have not, or if you have suffered enough damage, you'd better run for the north door - turn to 360. Remember that you are Escaping here and he inflicts a final wound as you flee.
212
The parchment is well worn and almost illegible. It is a map of some sort, headed 'The Maze of Zagor'. You can make little sense of it, although a room to the north is marked '... GER' and another to the east is marked 'SM. . . P. . .LE'.
You fold up the map and put it in your pocket. If you have not yet tested the liquid and wish to do so, turn to 369. Otherwise, you can make your way northwards (turn to 120).
213
The door is locked. You may try to charge it down by rolling two dice. If the number rolled is equal to or less than your SKILL score, the door bursts open - turn to 36. If the number is greater than your SKILL score, the door remains locked, you lose 1 STAMINA point for your bruised shoulder and you must progress up the passage - turn to 314.
214
Facing northwards, the rock face is smooth and glistening with moisture. Moss of many different hues grows on the surface. There is an eerie silence punctuated only by the splashings of the river as it flows behind you. You have three options:
A passage runs off to the north-west.
If you take this route
Turn to 271
A large timber door is directly in front
of you in
the middle of the rock face.
If you open the door
Turn to 104
Another passage runs out along the
river eastwards. To follow this along
the riverbank
Turn to 99
215
You reach into your pack for the stick only to find it split in two pieces! It has broken during your adventure. What else can you try:
Draw your sword and advance?
The Warlock Of Firetop Mountain Page 6