WILLPOWER point.
Turn to 2 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
151
With a frown, the Elessi guard returns the Copper Coin and ushers you down the steps, away from the palace. You decide it would be prudent to wait until nightfall before trying to slip into the palace unseen.
Turn to 121 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
152
At the cost of 1 WILLPOWER point, you touch the Gyronome with your mind. The device is not magical but mechanical. Reaching out for a trace of its previous owner, Slypate, you see a vision of the old Academician working on his invention with loving care. There is nothing evil about the device. Why then does the Gyronome point to the ground?
If you wish to fly lower, turn to 135 .
If you have the Magical Power of Prophecy and wish to use it, turn to 147 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
153
The beast roars and speeds towards you at an alarming pace. It rears its large horned head and bares its yellow fangs, preparing to blast dragon-fire at you. The penetrating stare of its old, veined eyes fills you with dread.
Suddenly, Tanith steps forward. ‘Katta sai, juno keese,’ she shouts, speaking the words of command that give mastery over all beasts to the Wytches of Shadaki. The dragon slows in mid-flight, hovers, and finally settles its great bulk on the ground. It bows its huge head meekly to Tanith and makes to leave.
If you wish to speak with the dragon, turn to 242 .
If you do not, turn to 197 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
154
You take careful aim and fire at the Jahksa, using 2 WILLPOWER points. However, he has seen you and raises his staff to fend off the bolt of flame.
‘Many thanks, brother,’ he shouts, ‘for feeding the fire.’
You realize the truth of what he says. He is tricking you into behaving like an enemy of the Vale people. Without their help you will never find the Gate that leads to the realm of the Moonstone. It is important that you show these people that you are their friend.
If you have the Magical Power of Elementalism and wish to use it, turn to 169 .
If you wish to engage the Jahksa in personal combat, turn to 159 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
155
Gulping a deep breath, you jump to the ground. You land heavily and a stab of pain runs up your leg: lose 2 ENDURANCE points. Fortunately, the injury is not serious and you find you are able to walk with little difficulty. You enter a busy street and mix with a crowd of Elessin. Your disguise ensures that you are not challenged as you walk through the city, searching for a clue to the whereabouts of the Threnogem.
If you have the Magical Power of Prophecy and wish to use it, turn to 5 .
If you do not have this Power, or if you do not wish to use it, turn to 79 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
156
You are already well versed in the ways of illusions and enchantments and, although half the strange, chaotic sights are enough to drive a man insane, you are able to challenge the illusion and dispel it.
Turn to 187 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
157
With your heart thumping against your ribs you rush past the guard. He shouts some kind of insult at your back but does nothing. You breathe a sigh of relief and enter the city.
Turn to 175 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
158
At last you come to the Moaning Mountain. You find the cavern and, after some careful manoeuvring, you edge the flying machine forward into the depths of the lonely peak.
Turn to 300 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
159
Heedless of the flames, you climb onto the rooftop close to where the Jahksa stands. ‘So!’ he exclaims. ‘It's sport you want.’
He whirls his staff around his head and, with a blood-curdling yell, aims straight for your legs as you balance on the narrow roof. Swiftly, you parry, incandescent sparks flying where your
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