62 The villagers fire their bows and every arrow strikes the dragon, yet none of them penetrate the creature's scaly hide. You muster your Kai powers and cause a strong gust of wind to strike the creature's belly as it soars directly overhead. It makes the beast shudder, but it fails to deflect it from its chosen course. The dragon circles the village once more and then hovers above the burnt-out remains of the central hut. You observe the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins. Turn to 85 .
64 The woman is disappointed that you will not pay her charge and she asks you to leave her shop. As you are walking to the door she calls out: ‘Zinair is well-known. Perhaps you should ask the City Guards. They won't charge you for information.’ You thank her for the free advice and return to the square. The City Guards seem to be the only option left, and despite your feelings of unease, reluctantly you approach them and ask for their assistance. Turn to 172 .
65 Using your Grand Master Discipline, you focus upon the heads of the rivets which fix the bolt to the cell door, and you cause them to vibrate. Within a few minutes these rivets have become red hot. They expand and then split. Once the strength of their iron has been sufficiently undermined, you are able to wrench open the door of your cell. Turn to 24 .
67 You steel yourself to attack the creature as it spreads its massive jaws and gets ready to devour you whole. Nigumu-sa: COMBAT SKILL 40 ENDURANCE 50 This creature is immune to all forms of psychic attack. Unless you possess Grand Nexus, reduce your COMBAT SKILL by 4 due to your desperate lack of oxygen. You are unable to consume any potions prior to the combat. If the Kai Weapon you wield is ‘Ulnarias’ or ‘Spawnsmite’, you will benefit from the bonus gained due to its unique properties. If you win the combat, turn to 260 .
68 A tingle rushes down your arm and a bolt of blue-white energy leaps from your hand to shatter the chain in two. The gate is blown open by the force of the blast and you and Melchar seize the opportunity to make a speedy escape. You emerge into the busy street outside the racetrack and Melchar shouts for you to follow him. He pushes his way through the crowd and enters a narrow alley separating two shops. Turn to 6 .
70 You utter the words of the Old Kingdom Spell Invisible Fist and project your open palm at the sniper. The force of your spell hits him in the chest and sends him tumbling backwards from his perch to land heavily upon the exposed roots of the tree. You hurry to his body and discover that his neck has snapped. To your disappointment, you also discover his blowpipe and horn are both useless, having been damaged by the fall. Quickly you hide his body in the undergrowth and then you move deeper into the jungle, guided and drawn by the strange incessant noise. Turn to 51 .
71 On entering the shop you are greeted by a tall woman with pale skin and long black hair. She wears plain robes of brown cloth and a miniature crystal ball that dangles from a chain around her neck. ‘Welcome, stranger,’ she says, ‘I am Giolaer the Soothsayer. How may I help you?’ You ask if she can tell you where you will find Lord Zinair, the Dessian ambassador. She looks into the miniature crystal ball for a few moments and then she replies: ‘I have that knowledge, and all it will cost you is 5 Nobles.’ If you wish to pay the Soothsayer 5 Nobles (or 5 Gold Crowns), turn to 283 . If you do not have enough money, or if you choose not to pay the sum she requests, turn to 64 .
73 You spring forward and take a running leap at the gate. The momentum of your run carries you high enough to grab the crossbar and pull yourself astride it. You offer Melchar your hand and as soon as he grips it firmly you haul him up. As he struggles to pull himself over the