ADVENTURE TIME
It’s Autumn
1991 and you’re about to take another quest through the Knightmare Dungeons.
Beware, though, for now Lord Fear will be watching your progress all the way,
and will send his minions to defeat you wherever he has the opportunity to do
so.
1
Treguard
welcomes you into his Dungeon home. Once he and his assistant Pickle have
prepared you for the long journey ahead, you prepare to set out into the
Dungeon and beyond. Your quest is for the Sword of Freedom. The quest begins
with a short ride in the Descender, which brings you into a forest. This is the
Wolfglade, and it should lead you to Wolfenden eventually. After walking a
short distance, you reach a clearing by a woodcutter’s hovel. There is a clue
table here, containing a scroll, a horn, a bar of gold, a green arrow and a
bottle of poison. You pick up the scroll and read what it says: Aniseed will pay the wyrm. Some weapons
belong to friends. Based on this information, decide which two objects you
wish to take and then leave via the hovel by going to 34.
2
You are in a
large red room that features an oversized joker playing card. Motley the jester
is trapped inside it, and he’s none too happy with the situation.
“Oi, you!” Motley hails you. “Get me out of
this, will you? I’ve been stuck in here for ages. Just call out the name of the
game that’ll release me, and I’ll tell you something very useful.”
If you decide
to leave the jester where he is and continue on your way, go to 28.
If you wish to
release him, which game will you shout out?
Whist. Go to 53.
Poker. Go to 35.
Snap. Go to 32.
3
You have
reached the causeway. The hexagonal tiles are decorated with swords, clubs,
helmets and shields. Which path will you take?
Swords and
clubs. Go to 56.
Shields and
helmets. Go to 16.
4
“Bribery yer trying on Skarkill, is it?” the
goblin master slurps. “Well it’s tempting but, no, my boss has got my number;
it’s the irons for you, lovely!”
If you have
the silver bottle from the clue room and wish to open it, go to 25.
If you did not
take the bottle then you can do nothing to stop Skarkill from taking you to
Mount Fear and your adventure ends here.
5
Mace is too
drunk to pay you any further attention, so you leave him to his own devices.
You find your way out of the inn and negotiate some more forest until you reach
a darkened castle courtyard where you can hear a goblin horn blaring. Go to 50.
6
“Well, that’s your choice, I suppose”
Hordriss says, almost sadly. “But I think you’ve made a fatal error, my young
warrior.”
Go to 22.
7
Decide which
object you wish to give to Sylvester Hands and replace it on your list with a
joint of venison. Hands scoots off before you can change your mind, leaving you
to continue to 51.
8
The blocker
retreats, leaving you free to exit. You next find yourself suspended over
another causeway, this time decorated with the symbols of fire, Earth and
water. Which path will you take?
Fire, Earth, water. Go to 44.
Earth, fire, water. Go to 55.
9
Aesandre is
frozen in a block of ice and is powerless to reach you. You set off for the
castle moat. Go to 45.
10
The blocker
shoots forward and devours you. Your adventure ends here.
11
You wipe away
the silver tarnish to reveal the word SKATER printed on the floor. Note down
this spell and then go to 49.
12
“Ah, my apologies” Gwendoline says when she
sees the arrow. “You are carrying the token of the green wardens, and I must
therefore allow you passage through the forest. When you reach the causeway,
the path of defence will save you. Now, pass on.”
If you take your
leave of Gwendoline, go to 3.
If you think
you can still help her find her poacher, go to 43.
13
The blocker
shoots forward and devours you. Your adventure ends here.
14
The Descender
clanks downwards and stops as you have directed it. You exit through the only
door and find yourself in the Corridor of Blades. You have taken the wrong
path, and you are soon sawn in half. Your adventure ends here.
15
The bridge
reforms itself and you step onto the island. Here you discover the Sword of
Freedom at last, but it has been frozen in ice.
If you still
have the spell FIRE, go to 36.
If not, you
will be unable to release the Sword from Aesandre’s magic prison and must
abandon your quest at the very brink of victory.
16
You make it
across the causeway and reach the blocker’s chamber. The wall grates towards
you and demands the password. What will you say to it?
Shepherd. Go to 13.
Goatherd. Go to 40.
Cowherd. Go to 10.
17
You are in a
large square room. There is an open door before you, but the area just in front
of it is glowing with a strange silver tarnish.
If you have
the mop from the clue table, go to 11.
If not, go to 49.
18
Julius loses
all interest in you, so you must leave without the aniseed. You make your way
through the village and back into the forest. Go to 30.
19
You are in an
icicle-filled room with one door. Beside this is a large chest.
If you have
the key and wish to open it, go to 47.
If not, you
must exit straight away by going to 17.
20
“Ah, greetings young dungeoneer” Hordriss
says cautiously. “I can’t help but notice that sphinx bone you are carrying,
which is one of the ingredients I need for a potion I have in mind. If you
agree to give it to me, I will arm you well to face the challenges of level
three. Well now, do we have a bargain?”
If you say
yes, go to 52.
If you say no,
go to 6.
21
Mace is too
drunk to pay you any attention, so you leave him to his own devices. You find
your way out of the inn and negotiate some more forest until you reach a
darkened castle courtyard where you can hear a goblin horn blaring. Go to 50.
22
You are on
another snow-covered field that leads to the moat of a castle. You start to
make for this, but there is a flash of lightning and Aesandre appears before
you in all her cold, evil glory.
“There is an uncomfortable warmth disturbing
my realm” Aesandre says accusingly to you. “It offends me; it disturbs me. I
must put an end to it once!”
The witch
begins to weave her frost magic, and you must act quickly.
If you cast
the spell FIRE, go to 37.
If you cast
the spell FREEZE, go to 9.
If you have
neither of these spells, you are defenceless in the face of Aesandre’s power
and your adventure ends here.
23
Julius takes
the gold and gives you a pouch of aniseed. He then loses interest in you, so
you make your way through the village and back into the forest. Go to 30.
24
The Descender
clanks downwards and stops as you have directed it. You exit through the only
door and find yourself in the Corridor of Blades. You have taken the wrong
path, and you are soon sawn in half. Your adventure ends here.
25
You uncork the
bottle and Pixel flies out of it – you must have been expecting that! The
little pixie stings Skarkill and the goblins with her needle until they run
off, vowing revenge on you. You thank Pixel for her help.
“Well, that’s alright” Pixel tells you. “I
hate that smelly old goblin master anyway. Thanks for letting me out of that
bottle. Bye.”
You exit the
courtyard and find yourself facing another blocker. The wall grates towards you
and demands the password. What will you say to it?
Sadness. Go to 13.
Happiness. Go to 10.
Laughter. Go to 8.
26
Elita turns
you off Smirkenorff. With no way to reach level two your adventure ends here.
27
The bridge
crumbles beneath you and you are sucked into the unfathomable depths of the
moat. Your adventure ends here.
28
You are in an
inn. The only other person you can see is Brother Mace, drinking himself silly,
so you approach him.
If you have a
leather-bound book, go to 48.
If not, go to 21.
29
The spell forms
a magic path of ice across the moat and you skate across to Knightmare Castle.
A fanfare sounds as you enter the Great Hall and Pickle rushes forward
excitedly to take the Sword from you.
“Congratulations” Treguard booms as he
presents you with your frightknight trophy. “You have proven equal to the
Knightmare challenge, and shown Lord Fear that his presence in this Dungeon is
far from welcome. Step from these halls as a true champion of chivalry.”
Congratulations
on winning series 5, but will you be able to handle the pressures of series 6?
Find out next issue, if you dare.
30
You are
stopped in your tracks by a female archer, who is levelling her bow at you.
“Stop right where you are!” Gwendoline the
green warden demands. “One more step and I’ll make a pincushion out of you,
poacher.”
If you are
carrying a joint of venison and/or a bottle of poison, go to 46.
If you are
carrying a green arrow, go to 12.
If you are
carrying none of these objects, go to 39.
31
The bridge
crumbles beneath you and you are sucked into the unfathomable depths of the
moat. Your adventure ends here.
32
Motley comes
flying out of the playing card and lands beside you. He is smiling now.
“Thanks a lot, Helmet Head” he says to you
gratefully. “Now, I’m off out of here before the Opposition finds me again, but
before I go, you should remember this: the way past the blocker can be found
with the word laughter. Good luck to
you.”
Motley leaves
you to find your own way out. You walk through the only exit and find yourself
back in the forest. You continue on your way until you reach a building that
looks like a farmhouse, and you venture inside. Go to 28.
33
You cast the
spell and the Gate Tower creaks open to reveal the Descender. Before you can
enter it, however, the Gatemaster appears and blocks your way.
“I am the Gatemaster,” he says grandly. “I
stand at the gate of time, serving neither the Powers that Be nor the
Opposition. All you’ve achieved so far leads to me.”
Well, he
certainly has a high opinion of himself. You tell him of your quest, and he
nods in satisfaction.
“Very well” the Gatemaster booms. “You have
earned the right to enter the travelling gate and descend to the third level.
Now, concentrate. This device responds to your voice. Level three lies seven
levels down, eight levels up, and three levels back down again. Now, be on your
way.”
You enter the
Descender and consider your instruction. You will have to tell it to go down,
of course, but how many levels?
One. Go to 24.
Two. Go to 54.
Three. Go to 14.
34
You are still
in the Wolfglade. You have come to a clearing where you find Sylvester Hands
munching away on a piece of fresh meat. When he sees you, he immediately hides
the meat and rushes up to greet you.
“Hello, Dunger-person” Hands leers
unpleasantly. “I’ve got a lovely bit of grub here. You look very hungry, so if
you’d like to buy it from me I’ll happily swap it for one of those objects
you’re carrying. What do you say?”
If you agree
to this bargain, go to 7.
If you
decline, go to 51.
35
Magically, you
find yourself back in the forest, but Motley is nowhere to be seen. You shrug
your shoulders and continue on your way until you reach a building that looks
like a farmhouse, and you venture inside. Go to 28.
36
The spell
releases the Sword and you hold it aloft triumphantly. Now you must cross the
remainder of the moat and make it back to Knightmare Castle, but there is no
bridge to be seen this time.
If you have
the spell SKATER, go to 29.
If not, you
must abandon your quest at the very brink of victory.
37
Aesandre
screams and disappears as your magic lightning hits her. Feeling very pleased
with yourself, you set off for the moat. Go to 45.
38
Elita accepts
your payment and shows you to the saddle. Smirkenorff flies you to the second
level and lands you in a castle courtyard. You find your way inside and
discover another clue room. There is a scroll that reads: Read between the lines and uncork knowledge. You must choose
between a leather-bound book, a bar of silver, a corked silver bottle and a green
stone. Decide which two of these you wish to take and then go to 2.
39
“I’m no poacher,” you tell Gwendoline
defiantly.
“Hmm, well, you don’t look like a poacher,”
Gwendoline says suspiciously. “But I haven’t seen any other shifty characters
sneaking around the woods today; certainly not as shifty as you anyway. So tell
me, why should I believe you?”
If you tell
her about Sylvester Hands, go to 43.
If you run
away from her, go to 46.
40
The blocker
retreats, leaving you free to exit. You emerge onto the large green reptilian
back of Smirkenorff the dragon. You begin to approach the saddle, but you are
stopped in your tracks by Elita the cavern elf.
“Trying to sneak aboard for a free ride,
face-ache?” Elita asks you rudely. “Well Smirky isn’t in to those, I’m afraid.
Smirky likes aniseed, and lots of it, so you can either pay up or bog off!”
If you have a
pouch of aniseed, go to 38.
If not, go to 26.
41
The bridge
crumbles beneath you and you are sucked into the unfathomable depths of the
moat. Your adventure ends here.
42
“Thank you” says Brother Mace as he takes the
book from you. “The safe path across the causeway is by walking on fire then
Earth then water. The way to level three can be found via the Gate Tower, and
I’ll give you a small spell to open it. Its name is SESAME. Now, be on your
way.”
You thank
Brother Mace for his help and find your way out of the inn. You negotiate some
more forest until you reach a darkened castle courtyard where you can hear a
goblin horn blaring. Go to 50.
43
You tell
Gwendoline about your meeting with Sylvester Hands, and how he was acting
suspiciously with a piece of meat.
“Thanks for the information” Gwendoline
smiles at you. “I’ll catch up with Hands later. Well, you’d best be on your way
now, but remember this: the password for this level is goatherd. Good luck with your quest.”
Go to 3.
44
You cross the
causeway and find yourself back out on open ground. The Gate Tower is before
you, but it is locked.
If you have
the spell SESAME, go to 33.
If you do not
have this spell there is no way for you to reach level three and your adventure
ends here.
45
There is a
bridge across the moat to an island in the centre, but it has crumbled in the
middle. Just in front of the break in the bridge is an inscription that reads I start with a vowel and am named after an
emperor of Rome. When am I?
What answer
will you give to this riddle?
April. Go to 31.
July. Go to 27.
August. Go to 15.
October. Go to
41.
46
“I knew it!” Gwendoline declares. “You’re the
poacher I’ve been chasing. Say your prayers, spoiler of the Greenwood!”
You try to
protest but suddenly find that there is an arrow piercing your throat. Your
adventure ends here.
47
The chest
creaks open to reveal a solitary sphinx bone inside. You may take this in place
of the key if you wish, and then go to 17.
48
“Ah, that looks like a fine tome” Mace
remarks. “I’m on the lookout for such things for the Church’s collection. What
say you give it to me in return for a bit of useful information?”
If you agree,
go to 42.
If you decline
the offer, go to 5.
49
You are in a
round blue room with two windows. Hordriss the Confuser is sitting at a grand
table and rifling through an old book. You try to attract his attention, but he
seems to be engrossed in his work.
If you have a
sphinx bone, go to 20.
If not,
Hordriss does not pay you a second glance and you must press on to 22.
50
Skarkill and
his goblins rush into the courtyard and surround you menacingly.
“Right, got ya!” Skarkill leers. “Your little
wanderings are over, my friend. Stay right where you are while I gets the irons
on ya. Lovely!”
If you try to
bribe Skarkill with a gem or some silver, go to 4.
If you have
the silver bottle from the clue room and wish to open it, go to 25.
If neither of
these options is open to you then you can do nothing to stop Skarkill from
taking you to Mount Fear and your adventure ends here.
51
After walking
a little further, you reach the village of Wolfenden. It is market day, and in
the market square you are approached by Julius Scaramonger.
“Hello there, young dungeoneer” he says
pleasantly enough. “Are you on the lookout for a bargain, then?”
“Not really” you tell him.
“Well I’ve got bargains aplenty, so step this
way” Julius tells you, quite undeterred. “I’ve got a fresh consignment of
aniseed here, just in today. There’s no way you can get to level two without
this, so what’ll you give me for it?”
If you have
the gold to pay for your aniseed, go to 23.
If you did not
take the gold, go to 18.
52
“Capital” Hordriss smiles as he takes the
bone from you. “In return, I gift you two spells: FIRE and FREEZE. One defeats
the sorceress Aesandre; the other releases the Sword from its prison. Now, be
on your way.”
Go to 22.
53
Magically, you
find yourself back in the forest, but Motley is nowhere to be seen. You shrug
your shoulders and continue on your way until you reach a building that looks
like a farmhouse, and you venture inside. Go to 28.
54
The Descender
clanks downwards and stops as you have directed it. You exit through the only
door and find yourself on a great snow-swept field. This is Winteria, and the
chilling realm of the winter witch Aesandre. You find a log with clue objects
on it. Decide which two of the following you wish to pick up, and then go to 19: a horn, a key, a red gem and a mop.
55
You step on
the first slab and plummet down into the abyss. Your adventure ends here.
56
The path of
aggression is always a treacherous one. You step on the first slab and it
topples down into the abyss, taking you with it. Your adventure ends here.