ADVENTURE TIME
It’s Autumn 1993 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 Majida have prepared you for the long journey ahead, you prepare to set out into the Dungeon and beyond. Your quest is for the Crown.
“Lord Fear has employed many more evil creatures and monsters to aid him in his bid to take over the Dungeon this year” Treguard warns you. “However, remain true to the code of chivalry and justice and you’ve as good a chance as any who’ve gone before.”
Your quest begins in a castle courtyard, where there is a barrel with some objects on it. These include a scroll, a key, a horn and a bag of gold. You pick up the scroll and read it: Seek the apothecary to unlock the path to truth. Big is beautiful. Make your choice of objects and then go to 9.
You are in a large room with a mural on the wall in front of you. There is also a door. As you make for this, a great cracking and splitting overcomes the wall in front of you, and you find yourself face-to-face with Lord Fear’s brainwashed Celtic monster.
“My knowledge has been stolen from me!” Brollachan declares in ringing tones. “You will feed my hunger for knowledge, or I feed on you! Lie to me and I will consume you. Tell me; is the penguin a bird or a mammal?”
You will quickly have to say something in response to this, as Brollachan is notorious for his impatience. What will you say?
“Bird.” Go to 19.
“Mammal.” Go to 29.
You come to a large door with a golden lock. There is no way past this obstacle unless you have the right key.
If you still have the key from the clue table, go to 13.
If Fidjit is with you, go to 27.
Failing either of these options, you are trapped and your adventure ends here.
You pass safely through the bombarding balls and reach the doorway. The next chamber is a grand throne room, where Queen Greystagg is sitting regally.
“Oh, a dungeoneer” the witch queen remarks disinterestedly. “How tiresome. Well, if you want my help in your pitiful quest, you must first offer me a gift. What do you have?”
If you offer Greystagg a bag of silver, go to 33.
If you offer her a green glass sphere, go to 25.
If you wish to leave this chamber straight away, go to 14.
You are in a grand chamber where sits Grimaldine, the green sorcerer. You approach him and he greets you amiably.
“Hello, adventurer” he says softly. “I am Grimaldine of the Green. I know of your mission here in the Dungeon, and I will help you if I can.”
If you have a green stone, go to 23.
If not, Grimaldine cannot help you and you must carry on to 2.
You are back in the pink room you were in earlier. Hordriss is still here, and he looks up hopefully as you enter.
“Ah, you have returned” he remarks. “So, can you help me?”
If you have the spell RELEASE, go to 22.
If you don’t have this spell, you cannot free Hordriss and your adventure ends here.
You come to another courtyard. Here you meet Sidriss, the only and beloved daughter of Hordriss. You find it quite difficult to talk to her, however, as she is only about a foot high!
“I’ve had another ghastly accident with my magic” Sidriss explains to you tearfully. “I just know that Daddy will be very angry if he finds out. Can you help me?”
If you bought the Growme potion from Rothberry and wish to make use of it here, go to 24.
If not, you must leave Sidriss in her current state and continue to 18.
You must now concentrate on leaving this chamber through the locked door.
If you have a red key to open it, go to 36.
If not, you are trapped and your adventure ends here.
You are in the town of Warlock, which is an official sanctuary in the Dungeon. There is a road leading through the town and into the woods, beside which there has been set up a ramshackle stall where a man in white robes is mixing potions.
If you approach the man, go to 21.
If you want to leave the town straightaway, go to 34.
10
You cast the spell and Lord Fear is trapped behind a swirling green forcefield. Seizing your chance, you grab the Crown from the statue’s head. There is a moment of sudden weightlessness, and you are back in Knightmare Castle. Treguard comes forward to take the Crown from you as Hordriss arrives to present your trophy.
“This is only a small reward” Hordriss concedes. “But then you have achieved what few have achieved: the fame. And with the fame, what need the fortune?”
“Congratulations, adventurer” Treguard beams at you. “You have proven equal to the Knightmare challenge, and your name will join our roll of honour.”
Well done for completing series 7, but are your wits up the challenges of series 8 as well? Come back for Adventure Time next issue to find out.
You give the green stone to Grimaldine, and he smiles gratefully.
“There is a fire puzzle on this level” he tells you. “I gift you the spell FIREPROOF, that you may pass safely through.”
Grimaldine seems to have nothing more to say to you, so you continue on your way to 2.
You are in a large blue room where Brollachan is waiting on the wall beside you.
“Knowledge is thine!” Brollachan declares in ringing tones. “It shall be mine. Tell me; is the caracal a dog or a cat?”
What will you say this time?
“Dog.” Go to 29.
“Cat.” Go to 17.
You try the key in the lock, but it does not work. You try again and again, but to no avail. This is a magic lock, and requires an expert hand to open it. Without the help you need from Fidjit, your adventure ends here.
There is one door leading from Greystagg’s throne room, so you go through it.
If you have the codeword MALEFACT, go to 6.
If you do not have this codeword, go to 31.
15
The path is completed and you make your way along the ledge and through the door. You emerge into a yellow room where a goblin statue stands in front of you. There is a large golden crown on its head. As you reach for the magical artefact, Lord Fear crashes into the picture before you.
“Ah, so we meet at last” Lord Fear smiles at you sinisterly. “Well, you didn’t think I was just going to let you take that Crown, did you? Your adventure has been going on for far too long, so now I am going to put a stop to it!”
If you have the spell ARKEN, go to 10.
If you do not have this spell, you are powerless in the face of Lord Fear and your adventure ends here.
You unlock the stocks and Fidjit is released. He stealthily pockets your key.
“Thanks for that, youngster” he says to you gratefully. “Now, I don’t have that much time to waste helping you on your quest, but I’ll see you’re okay for a little while. Come on.”
Fidjit leads you from the courtyard. Go to 3.
“Knowledge is satisfying” Brollachan approves. “You may live a little longer.”
You leave of this chamber as quickly as you can and emerge into a large grey room. There is one locked door, and also something that you cannot see.
If you have the wand called REVEAL, go to 28.
If not, go to 8.
A maze of dwarf tunnels leads you onto the 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 firestone, go to 30.
If you offer anything else you will find that Smirkenorff is unwilling to fly you to level two, and your adventure ends here.
“Knowledge is satisfying” Brollachan approves. “You may live a little longer.”
You take your leave of the grumpy creature and exit the room. You find yourself in the Fire Room, where fireballs are shooting out across the moving floor. The floor itself should present no problem as you are not blindfolded, but the fireballs are coming out of the wall somewhat faster than usual, and there is little hope of getting across if you are unprotected.
If you have the spell FIREPROOF, go to 4.
If you do not have this spell, go to 35.
You are in a pink room with one door. There is also a set of stocks, where a very angry-looking Hordriss is trapped. He calls you over to him.
“Ah, greetings, adventurer” he says casually. “As you can see, I’ve got myself in a spot of bother by falling into one of Lord Fear’s infernal traps. These are no ordinary stocks, mind you, and it would take powerful sorcery to release me. Whilst I am imprisoned I cannot work my magic, but if you were to find a spell to release me then I would certainly reward you well. Do you accept this pact?”
If you say yes, go to 32.
If you say no, you leave the room by going to 5.
The stallholder tells you that his name is Rothberry the Apothecary. You tell him of your quest, and he shows you several potions he has concocted that he thinks might be of use to you.
“I don’t like to mention money” Rothberry tells you apologetically. “But it does cost me an awful lot of money to make these potions. I’m afraid I can’t let any of them go for less than one bag of gold apiece.”
If you have a bag of gold and wish to spend it here, you must choose which potion to buy: Freeze, Growme or Beauty. Make your purchase, if any, and then go to 34.
“Thank you, young adventurer” Hordriss says gratefully as he is released from the stocks. “You have done me a great service and so, as promised, I will secure your path to the third level.”
Hordriss throws his hands up into the air and the pink room magically transforms into the Descender. Hordriss takes his leave of you before the lift clanks down to level three. When it stops you exit through the only door to find yourself in a long grey corridor with burning torches on the walls. This is Goth, Lord Fear’s citadel, and you must travel up the Black Tower successfully in order to recover the Crown. There is a clue table in this corridor, and you must choose between a red key, a silver wand and a white feather. There is also a scroll, which you read: Reveal will show the final spell. Play low to move on. Make your choice and then go to 12.
“I see you have an arken stone” Grimaldine remarks. “Such a thing is very useful to me. If you will allow me to take it from you, I will offer you in return a guaranteed safe path through the worst of Lord Fear’s traps on this level. Do you agree?”
If you agree, go to 11.
If not, go to 2.
With some difficulty, Sidriss swallows the potion that you set on the floor before her. The magic takes effect and the trainee sorceress shoots back up to her usual size, smiling now.
“Thank you” she beams gratefully. “Here, take this firestone in return for your services – it’s the least I can do.”
Make a note of the firestone and go to 18.
“Ah, my anode of power!” Greystagg exclaims joyfully. “I’ve been looking for that – I lent it to a dungeoneer a while ago but he didn’t give it back.”
Greystagg accepts the anode gratefully and points you in the right direction.
“I have a spell for you” the witch queen says before you leave. “It is called RELEASE. I just hope you’ve had the sense to be able to use it.”
Go to 14.
26
When you touch the card, the path below you crumbles and you fall helplessly into the abyss. Sorry, but aces are low in this particular game, as the scroll in the clue room warned you. Your adventure ends here.
“Right, let’s have a look at this, then” Fidjit says as he peruses the lock. “No problem. I’ll have this open in no time.”
The locksmith soon jimmies the door open with one of his skeleton keys, leaving your exit clear. He refuses to accompany you any further as he feels that he has repaid his debt to you, but you can continue on your way to 7.
“You lie!” Brollachan roars angrily. “Now I feed on you!”
I don’t know whether you were lying, as Brollachan seems to think, or whether you are simply ignorant. Either way, your adventure ends here.
“A firestone will do very nicely” Smirkenorff rumbles with pleasure. “Well, sit yourself down, then. I can’t sit here chatting all day.”
Smirky beats his great wings and soon you are airborne. He flies you over the sea and lands in the gloomy surroundings of the Great Rift of Angar, where you dismount. Just before the entrance to the mountains lie three clue objects on a rock. The choice is between a green stone, a bag of silver and a translucent green sphere made of glass. There is also a scroll that reads: Only one hue will serve you well. Sometimes envy prospers. Make your choice of objects and then go to 20.
You find yourself on a large chequered floor, like a chessboard. There is a door at the far side of the board, but before you can reach it a load of spikes shoot up from the squares on the floor. You are impaled immediately and your adventure ends here.
“Excellent” smiles Hordriss gratefully. “The fates will bring you back here to me when you have completed this level. If you release me, I will guarantee your progress to level three.”
Note the codeword MALEFACT and then go to 5.
“I’d hardly call that a gift fit for a queen” Greystagg sneers. “Go away, you tiresome urchin, and come back when you’ve gained some sense!”
You must now leave the chamber by going to 14.
You come to a courtyard where a man is being held prisoner in the stocks. He looks up at you as you enter.
“Here, you!” he calls in a brusque Yorkshire accent. “Give me a hand getting out of these, will you?”
This is Fidjit, the locksmith. You ask him what he will do for you in return if you release him.
“Dunno” Fidjit shrugs disinterestedly. “Thou’ll have t’find out when I’m free.”
You find that the stocks are locked, so unless you have a key you cannot let him out.
If you do have a key and wish to release Fidjit, go to 16.
If you pass on and leave the locksmith where he is, go to 3.
You step boldly forwards as carefully as you can, but you are soon hit by a fireball and sizzled to ashes. Your adventure ends here.
You are on a thin ledge that leads to a doorway. There is one large hole between you and the exit, and two blank playing cards on the wall just before the hole. As you approach, you see another playing card on the wall, just before the blank ones. You touch this card and it reveals itself as the Ace of Hearts. As you approach the gap in the path, the two blank cards turn over as well. They are the King of Hearts and the Two of Hearts. Touching the correct one will surely complete the pathway for you, but can you be clever and play your cards right?
If you touch the King, go to 26.
If you touch the Two, go to 15.