ADVENTURE TIME
It’s Autumn
1992 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.
“Lord Fear’s power in the Dungeon grows ever
stronger,” Treguard warns you. “Watch out for his tricks and traps, and keep
your wits about you. Your quest is for the Cup.”
You enter the
Dungeon and find yourself in a dwarf tunnel that leads to an area of woodland.
There is a small settlement here called Holngarth, and you enter a wooden hut
to find a clue table. There is a horn, a bar of gold, a pouch labelled FREEZE
and a scroll. You read the scroll: Sprinkle
to impair. Fair trade is no robbery. In the light of this, decide which two
items you wish to take and then go to 27.
2
You make it
across the causeway and reach the fabled Rocks of Bruin. Here there are portals
to level three, but a large metal robot guards your way. This is Dreadnort, and
he will not let you pass on unless you can appease him.
“I seek a word” Dreadnort growls at you.
“Give me a word! If it is the correct word, you may pass. If it is the wrong
word then I take a limb instead: perhaps an arm, perhaps a leg, or maybe even a
head! You cannot escape. Give me a word now!”
What word will
you give him?
Cauldron. Go to 23.
Broomstick. Go to 35.
Wand. Go to 40.
3
You move on
and enter the Dungeon once again. You find yourself in a pink room where there
is a table with an open bottle on it. A pooka is floating around the room and
Motley is trying to avoid its marauding form.
“Oi, Helmet Head” Motley calls when he sees
you. “Lend us a hand will you?”
You eye the
jester, the pooka and the bottle questioningly.
“I found this bottle and opened it to see
what was inside, but now I wish I hadn’t” Motley explains hastily. “How was I
to know there was a pooka inside, and a hungry one too? Have you got any
moondust, then? It’s the only thing that can despatch a pooka.”
If you have
the moondust and decide to give it to Motley, go to 34.
If you do not
have it, or decide against using it, go to 15.
4
You are in a
room that contains one exit and a bench. On this there is a bar of gold, and a
scroll that reads A fair journey deserves
a fair price. To cross, take the uneven path. If you wish, you may abandon
the empty potion bottle here and take the gold in its place. When you have
decided about this, go to 14.
5
You take your
leave of Elita and step further in to the depths of level three. The next
cavern you enter contains two goblins, and they sound their horns as soon as
they see you. A moment later, Skarkill comes hobbling into the room and sees
you.
“Right, got ya!” he declares triumphantly.
“Skarkill’s caught you, hasn’t he? Now hold still because there’s no hope of
escape. Stand still while I get the irons on you. Lovely!”
If you offer
Skarkill a gauntlet, go to 28.
If you have
the pipes of Pan and wish to use them here, go to 37.
If you offer
Skarkill a scarf, go to 16.
6
You are in a
small pink room with one door. All of a sudden a metal wall shoots into the
picture and a blocker grinds forwards to block your path.
“Password!” it demands.
If you say frightknight, go to 39.
If you say pooka, go to 29.
If you say stormgeist, go to 19.
7
You are back
in the Great Hall of Knightmare Castle. Treguard rises to greet you with a
smile on his face, but Pickle eyes you disdainfully.
“You have returned alive!” Treguard booms
optimistically.
“But where is the Cup, Master?” Pickle asks.
“Surely this young hero has not been so foolish as to leave level three without
it.”
But of course
that is just what has happened, and you have failed in your quest. Your
adventure ends here.
8
“I’m glad to see how wise you are” Julius
tells you as he greedily accepts the gold. “Ooh, what a lovely sight this is!”
“The password is…?” you prompt him.
“Oh, yes, the password” Julius says absently.
“Yes, er, the password is… frightknight. Well, don’t just stand there, then.
Off you go.”
Julius
Scaramonger appears to have nothing more to say to you so you leave the
village. Go to 17.
9
You cancel the
spell and Hordriss is sent back. You move further and deeper in to the Mines of
Gore. Go to 33.
10
Captain
Nemanor gruffly accepts your payment and sheathes his sword. You explain to him
the nature of your quest.
“If you are against Lord Fear then I wish you
luck” Nemanor tells you. “My ship will deliver you as far as the Mines of Gore,
where the Dungeon’s final challenges await you. Beneath this deck, in the hold,
are some items I have collected together that have been left on my ship in the
past. If you wish, you may take some of these to aid you in your quest.”
He directs you
below decks and, sure enough, you find a barrel that contains a gauntlet, a
firestone, a scarf and a set of panpipes. You may take any two of these you
like. When the ship reaches the Mines of Gore, you disembark. You find yourself
in a dingy cavern that contains a rock with a scroll on it. You read the
scroll: Push or Pull? Both of these
are spells, and you must choose which one to cast. Choose carefully, though,
for only one will allow you some chance of further success. Which spell will
you choose?
PUSH. Go to 26.
PULL. Go to 38.
11
You step on
the first number and plummet helplessly into the abyss. Your adventure ends
here.
12
You are back
in the Great Hall of Knightmare Castle. Treguard rises to greet you with a
smile on his face, and Pickle rushes to take the Cup from you.
“You have returned alive!” Treguard booms
optimistically.
“And with the Cup that Heals in hand” Pickle
adds approvingly.
“Well done” Treguard commends you. “You have
proven equal to the Knightmare challenge and will walk from these halls as a
champion of chivalry.”
Hordriss
appears on the telescreen and delivers your frightknight trophy to you along
with his own words of congratulation. You have now mastered series 6, but are
you up to the challenges of series 7? Read Adventure Time next issue to find
out.
13
“Ah, dragon mint, eh?” Smirkenorff rumbles
with pleasure. “Most acceptable. Well, don’t just stand there, get in and sit
yourself down in the saddle. And don’t forget to leave the fare in the saddle
pouch provided.”
Smirky beats
his great wings and soon you are airborne. He flies you over the sea and lands
in the grounds of a castle, where you dismount. You are in an open courtyard area that contains a clue table. The
choice is between a red stone, a bottle of moondust, a bag of silver and a
green bottle labelled shield. There
is also a scroll that reads Welcome to
Witch Haven. Only amber jewels will please the grey sisters. Make your
choice of objects and then go to 3.
14
You are in a
long hall that is adorned with grand furniture. Here you are met by Heggaty,
the diminutive witch.
“Eeh, hello then” Heggaty grins toothily at
you. “What you doin’ in Witch Haven then, eh, eh, eh? Witches don’t take kindly
to your sort, eh, eh, eh.”
You explain
that you are traversing the Dungeon on the quest for the Cup.
“Well then, you could do with some help to
reach level three” Heggaty tells you. “The only way from here is by ship, but
you don’t look to be in any fit state to make that journey at the moment.
Still, if you want Heggaty’s help you’ll have to earn it. What have you got for
me, then, eh, eh, eh?”
If you can
offer Heggaty witch amber, go to 31.
If not, you
must leave without her help. Go to 18.
15
You move on to
a chamber that is filled with the ominous sound of cackling. Before long,
Peggaty the witch flies in on her broomstick and begins throwing fireballs
across your path to the only exit. You are trapped.
If you have
the shield drink, go to 41.
If not, you
stand no chance of dodging all the witch’s fireballs and your adventure ends
here.
16
“What would I want with that?” Skarkill leers
horribly. “No, nothing can save you now. It’s the irons for ya. Lovely!”
You are
powerless to stop the goblin master from doing his worst to you and your
adventure ends here.
17
You leave the
village and find yourself back in the Dungeon. After negotiating another dwarf
tunnel, you find yourself in a large purple room where Sylvester Hands has
Sidriss tied up with his magic rope and is about to whisk her off to Mount
Fear.
“Oh help me, please” Sidriss begs you. “Daddy
will be so angry if he finds out about this!”
“Quit yer yapping” Hands growls at Sidriss.
“And you stay out of this, dunger-person, or I’ll take you to meet my friend
Lord Fear as well.”
If you follow
Hands’ advice and leave the room, go to 6.
If you have
the FREEZE powder and wish to make use of it, go to 32.
18
You leave the
hall and find yourself at the causeway. The hexagonal tiles in front of you
contain different numbers, and you must again find the correct path across.
If you step on
the numbers 2, 4, 6, 8 and 0, go to 11.
If you step on
the numbers 1, 3, 5, 7 and 9, go to 2.
19
The blocker
shoots off, leaving the exit clear. You go through the door and find yourself
at the causeway. The hexagonal tiles in front of you contain different numbers,
and you must find the correct path across.
If you step on
the numbers 2, 4, 6, 8 and 0, go to 24.
If you step on
the numbers 1, 3, 5, 7 and 9, go to 11.
20
You hand the
firestone to Elita and she receives it eagerly. Her expression then softens as
she speaks to you again.
“Thanks” she manages to say to you. “That’ll
save me some time and trouble. I must get this back to level one at once, but
not without first redressing the balance. I gift you the spell RETURN. Now, get
going, face-ache.”
Note down the
spell and then go to 5.
21
Ah Wok accepts
the gold and hands a dragon mint to you in return. He also tells you that the
password is stormgeist. Now you must
continue on your way to 17.
22
The spell
creates a glimmering shield of power around you. Not waiting for Lord Fear to
react to this clearly unexpected display of defiance, you grab the Cup and step
away from the evil sorcerer. But now your magic shield is weakening, and you
must escape from Lord Fear as quickly as possible.
If you have
the spell RETURN, go to 12.
If you do not
have this spell, Lord Fear waits patiently for your magic shield to disappear.
Once it has done so, he fries you with a fireball and your adventure ends here.
23
“That word is the wrong word!” Dreadnort
declares with a certain relish. “You have reached journey’s end!”
Regardless of
whether the metal giant eventually decides to steal an arm, a leg or a head from
you, your adventure ends here.
24
You cross the
causeway successfully and then find yourself on the vast reptilian back of
Smirkenorff the dragon. He swivels his head round to see you.
“Ah, the next offering” Smirkenorff says
grandly. “I suppose you’re on your way to level two. Well, little dungeoneer,
if you’ve come for a flight you must have the fare. So, what fare have you
got?”
If you offer a
dragon mint, go to 13.
If you offer
anything else you will find that Smirkenorff is unwilling to fly you to level
two, and your adventure ends here.
25
“Oh, very well” Hordriss relents. “I will
allow you one use of a powerful defensive spell called SHIELD. Now, return me
at once.”
You dispel the
PULL spell and send Hordriss back where he came from, then you move further and
deeper in to the Mines of Gore. Go to 33.
26
You cast the
spell and Lord Fear crashes into the picture behind you. He grins evilly at you
from beneath his silver helmet.
“You found my calling card, I see” Lord Fear
says to you. “Well, now that I’m here I shall carry out your request.”
Before you
quite know what is happening Lord Fear lunges forward and gives you a hefty
shove. You topple backwards and fall into one of the Mines of Gore where you
will fall into the enveloping blackness forever. Your adventure ends here.
27
The forest
paths bring you to the village of Wolfenden. It is market day, and two
tradesmen have set up their stalls. They both spot you at once.
“Ah, hello, young person” Ah Wok greets you
with his heavy Chinese accent. “You want to buy a dragon mint? It makes dragon
fly you where you want to go.”
“You don’t want to buy that, young
dungeoneer” Julius Scaramonger tells you at once. “When I can offer you the
password for level one at the very reasonable price of one gold bar. What do
you say, eh?”
If you have a
bar of gold and wish to accept Scaramonger’s offer, go to 8.
If you want to
talk to Ah Wok, go to 36.
If you wish to
leave Wolfenden empty-handed, go to 17.
28
“What would I want with that?” Skarkill leers
horribly. “No, nothing can save you now. It’s the irons for ya. Lovely!”
You are
powerless to stop the goblin master from doing his worst to you and your
adventure ends here.
29
The blocker
shoots forward and devours you. Your adventure ends here.
30
You now stand
in the final chamber. The Cup that Heals sits on an altar beside you, but
before you can reach for it Lord Fear appears just behind the altar and grins
at you menacingly.
“Welcome to my dominion, little dungeoneer.
Here my power reigns supreme, and you are at my mercy” Lord Fear gloats. “As
you can see, you have reached the Cup, but you’ll never get it out of here
before I swat you with one of my favourite fireballs. Speaking of which…”
Lord Fear
begins to weave his evil magic; you will have to act quickly.
If you cast a
SHIELD spell, go to 22.
If you cast a
RETURN spell, go to 7.
Failing either
of those options you are powerless in the face of Lord Fear and your adventure
ends here.
31
Heggaty
accepts the witch amber eagerly and fixes you with a grateful smile.
“Heggaty likes witch amber” she says
approvingly. “Right, fair enough then. The password for this level is broomstick. Well, be on your way, then.”
Heggaty
scampers off, leaving you to do the same. Go to 18.
32
You chuck the
powder at the surprised Sylvester Hands and he is frozen to the spot. You then
help Sidriss to free herself and she smiles at you gratefully.
“Oh, thank you so much for saving me from
that horrible creature” Sidriss shudders. “Because you’ve been so kind to me, here’s
a clue: Don’t be odd, be even. Goodbye now.”
Sidriss
wanders off so you continue on your way. Go to 6.
33
You reach a yellow-bricked chamber where Elita
is conducting a ritual. When she sees you she marches up to you with a most
unpleasant expression on her face.
“Oi, face-ache” the rude cavern elf says to
you nastily. “You’re blighting my ritual. How am I supposed to conjure a
firestone with you standing there like that? Go on, push off.”
You ask her
why she wants a firestone.
“It’s for Smirkenorff” Elita tells you
gruffly. “He’s not well, and it’s the only thing that makes him better.”
If you have a
firestone with you and wish to give it to Elita, go to 20.
If you wish to
leave the obnoxious elf to her own devices, go to 5.
34
Motley
gratefully receives the moondust and chucks it at the pooka, which disappears
at once. The jester sighs with relief and slumps against the table for support.
Then, remembering you, he reaches into a pouch on his belt and removes a
necklace of yellow beads.
“You sure got me out of a tight spot” Motley
tells you gratefully. “Here, take this to help you on your quest. It’s called
witch amber, and the grey sisters love it. It should be more than enough to win
their favour, but make sure you get something else in return as well.”
You take your
leave of Motley and go to 15.
35
“That word is the right word” Dreadnort
declares. “Pass, friend, and live in fear!”
The metal
giant clanks away, leaving you to make your escape. You find a portal that
takes you through a dwarf tunnel and on to the deck of a ship. This is the
galleon Cloudwalker and it is bound for level three, but its captain, Nemanor,
is very inhospitable to stowaways, and even now he has caught sight of you on
board his ship without his permission.
“Hold your place, stowaway!” Captain Nemanor
calls to you from the bridge as he draws his sword. “I will not allow your like
on my ship. The fare for travelling to level three is as much gold as you’ve
got. Well, can you pay your fare, or are you going overboard to the sharks?”
If you have a
bar of gold to pay your fare, go to 10.
If not,
Captain Nemanor turns you off his ship and your adventure ends here. Still, at
least the sharks won’t go hungry.
36
“Ah, welcome to glorious mobile emporium of
humble servant, Ah Wok” he says as he bows to you. “Today I got for sale lovely
dragon mint as well as password for level one, all for one gold bar. That very
good value for money. What you say?”
If agree to
this deal, go to 21.
If you do not
have a gold bar, or do not wish to accept Ah Wok’s offer, go to 17.
37
You put the
pipes to your lips and begin to play. A serene tune fills the chamber and
Skarkill and the goblins are caught up in its spell. They dance powerlessly out
of the chamber as you make good your escape. Go to 30.
38
You cast the
spell and Hordriss crashes into the picture. He has been pulled into the third
level by your spell against his wishes, and he is not pleased about it.
“Invidious dungeoneer!” Hordriss declares
grandly. “How dare you summon Hordriss the Confuser against his wishes? Dispel
your magic at once, I command you!”
If you appease
Hordriss by doing this, go to 9.
If you insist
that he helps you first, go to 25.
39
The blocker
shoots forward and devours you. Your adventure ends here.
40
“That word is the wrong word!” Dreadnort
declares with a certain relish. “You have reached journey’s end!”
Regardless of
whether the metal giant eventually decides to steal an arm, a leg or a head
from you, your adventure ends here.
41
The potion
creates a magical forcefield around you and you are able to cross to the exit.
You emerge into a room that is bare apart from two doors in front of you. Which
will you choose?
If you go
left, go to 14.
If you go
right, go to 4.