follow Drear, turn to 81 .
If you wish to turn away, turn to 43 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
123
With a flurry of savage blows you engage the Jahksa.
Jahksa: COMBAT SKILL 30 ENDURANCE 30
If you are still alive after three rounds of combat, turn to 117 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
125
You walk down the stairs into a dimly lit cellar full of rusty armour. You have entered the tower's store room and the weapons of countless adventurers lie corroding at your feet. A tangle of cobwebs brushes against your face as your attention is caught by the glint of new metal. A closer examination reveals a large Bunch of Keys. If you wish to keep the Bunch of Keys, mark it on your Action Chart as a Special Item.
You climb back up the stairs.
Turn to 239 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
126
You call down to Tanith, who nods that she is ready. Your muscles are tired from the exertions of your climb and, panting heavily, you begin to pull on the Rope. Tanith is already overburdened by the added weight of your Backpack and her climb up the tower is made more difficult by the swinging of your Wizard's Staff. Suddenly, she gives a terrible scream and falls away from the tower. Her abrupt departure from the Rope jerks you from the ledge and you plummet to the ground after her. Neither of you survives the fall.
Your quest has failed and your adventure is over.
Beyond the Nightmare Gate
by Joe Dever and Ian Page
127
You peer into the gloom of the wooden hut. Two figures are sitting in the centre of the room: a gaunt-faced man in rags and Tanith. Your heart leaps with joy. ‘At last!’ you cry. ‘I've found you!’ Tanith and the gaunt-faced man turn and look at you with grief-stricken faces. They edge back to a corner of the room as you approach.
‘Get back!’ Tanith screams. ‘Go away; leave me alone.’
‘But … Tanith … ’ you falter, ‘it's me, Grey Star, your friend.’
‘You're no friend of mine, evil one!’ she spits. ‘You serve Shasarak now. You told me that yourself in the Crystal Tower.’ She and the man huddle together, cowering in fear. ‘Get out! Get out!’ she screams hysterically, throwing a cup at your head.
She believes that the Black Wizard, who bears your likeness, is truly you and that you have fallen into the service of evil. No matter how hard you try to explain, she will not understand. You feel sure that her fear is unnatural; for even if she does believe you have turned to evil, you have never before known her to exhibit such fear. She must have been placed under a powerful spell.
If you wish to speak to the Chaos-master, turn to 199 .
If you possess a Mind Gem and wish to use it, turn to 219 .
If you have the Magical Power of Prophecy and wish to use it, turn to 207 .
If you have the Magical Power of Enchantment and wish to try to rid Tanith of the enchantment which holds her, turn to 213 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
129
Suddenly the Ethetron is torn from the air by a strange, eyeless creature. Its huge, razor-sharp teeth close around the flying machine.
Your quest and your life end here.
Beyond the Nightmare Gate
by Joe Dever and Ian Page
133
A final blow with your Staff and the creature falls dead at your feet. But there are many more of them swooping around your head and dragging at the Ethetron.
Tanith stands by your side. If you have a weapon, you may give it to Tanith to help her defend herself. If you do, you may add 2 to your COMBAT SKILL for the remainder of your combats against the Chaos-birds.
If you have the Magical Power of Elementalism and wish to use it, turn to 78 .
If not, turn to 188 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
134
‘I ask no favour and will pay no price,’ you tell the Chaos-master.
‘So be it. But you will never leave this realm until you pay the price.’
There is silence. Where once there were myriad illusions
Meg Silver
Emily Franklin
Brea Essex
Morgan Rice
Mary Reed McCall
Brian Fawcett
Gaynor Arnold
Erich Maria Remarque
Noel Hynd
Jayne Castle