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.