the Discipline of Grand Pathsmanship, turn to 237 .
If you do not possess this Discipline, turn to 149 .
126
The further you explore along this tunnel, so the sense of impending doom becomes greater. Although the plain grey walls, ceiling, and floor of this passage appear featureless and ordinary, you are soon brought to a halt by the overwhelming presentiment of danger. Instinctively you reach for your weapon, but before your hand tightens around it, a slick syrupy sound draws your eyes to the arched ceiling above.
Fear stabs like an ice-cold spike in your heart when you see three jelly-like discs peel away from the roof and come plummeting down towards your head. Each of the rubbery discs has two sets of snake-like fangs which trail sticky yellow venom. At once you recognize these deadly creatures: they are Plaak, live instruments of assassination employed by the Nadziranim.
Desperate to avoid their venomous fangs, you hurl yourself backwards and crash heavily to the ground. Breathlessly you unsheathe your weapon and get ready to defend yourself as the loathsome Plaak bounce off the floor and come arcing through the air towards your chest.
Plaak: COMBAT SKILL 39 ENDURANCE 20
These creatures are immune to all forms of psychic attack.
You may evade this combat after three rounds by turning to 138 .
If you win the combat, turn to 285 .
127
You step warily into the glimmering column of light and immediately feel yourself begin to rise. Bands of darkness flick past with growing rapidity, each one marking a passing level of this mountainous citadel. Then you feel yourself slowing to a halt. The column fades and you find yourself standing on a metal dais in the centre of a domed chamber. Ahead you see a great door, forged of Kagonite, and beside it there is a narrow staircase leading downwards.
As you approach the door, you notice the lock which secures it. It is inlaid with a series of numbers and, at once, you recognize that they are component parts of a combination lock. One number in the sequence is missing. By tapping the correct number upon the blank square, you will cause the lock to disengage.
Study the following sequence of numbers carefully. When you think you know what the missing number is, turn to the entry that is identical to your answer. 8
If you guess incorrectly, or if you cannot answer the puzzle, turn instead to 43 .
[8] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
129
You draw upon your Magnakai skill of Kai-screen to mask your presence here in the ruins, but the Vordak detects a mental resistance where there should be none. It shrieks an unearthly cry and at once the troop of Giaks respond by drawing their swords and charging towards your hiding place.
Confident of success, you emerge from the shattered building and challenge your enemy — six Giaks and their Vordak lieutenant — to combat on the street bordering the square.
Vordak & Giak patrol: COMBAT SKILL 37 ENDURANCE 40
If you win this combat, turn to 79 .
132
Defiantly you face the Helghast, your weapon at your side. The creature looks upon you and sneers, revealing two sharp fangs which protrude from its lower jaw. It emits a chilling cackle, full of hatred and contempt, and its eyes blaze like hot coals as it confidently quickens its gait. You focus on its ghastly visage and muster all your strength to summon a pulse of psychic energy. The pulse forms an invisible ball of power which speeds across the hall and slams into the head of the approaching Helghast. The concussive force of this psychic attack lifts the creature bodily into the air and sends it tumbling, like some hideous rag doll, backwards into the flame-filled moat.
As the last shriek of the doomed creature echoes through the hall, the two Drakkarim stumble to a halt and stare down into the all-consuming fire. Nervously they glance at each other, fearful of suffering a similar fate,
Alex Flinn
Stephen Greenleaf
Alexa Grace
Iris Johansen
D N Simmons
Lizzie Lynn Lee
Jeane Watier
Carolyn Hennesy
Ryder Stacy
Helen Phifer