ADVENTURE TIME
The next dungeoneer is called Katie. Her quest begins in a small room with two doors. There is a grand throne between the doors, upon which Queen Kalina is sitting, facing the dungeoneer.
“Ah, another bold adventurer blunders onwards,” Kalina remarks languidly. “Welcome to the Knightmare Dungeon. As you can see, a choice awaits you here. I suppose you want my help with it, do you?”
“Yes, please,” asks Katie politely.
“Listen carefully, then,” Kalina commands. “If you want your quest to continue any further, do not take the door on my sinister side. Now, leave me in peace.”
Queen Kalina closes her eyes and begins to fall asleep. She has said all she is going to say.
“Well, team, you’ve had your clue,” Treguard prompts the team. “Now make your exit as quickly as you can!”
The team decide that Kalina’s sinister side is her left, which is Katie’s right because the two are facing each other. Katie is taken through the left-hand door, into the level one clue room. Here there is a table containing a dragon mint, a small key and a green gem. Katie is directed around the back of the table. As she begins to examine the objects, the wall behind her starts to metamorphose into a very ancient and powerful face.
“Don’t touch yet, Katie,” Treguard warns. “All these things must be earned.”
“Fathom,” she says boldly.
“Truth accepted,” replies Brangwen. “Here is my second. Beneath London’s streets, it’s crowded and smelly, but in your own home it’s a name for the telly. What is it?”
“It’s got to be the London Underground,” says an advisor.
“That’s not a name for the TV,” scoffs another.
“I know!” declares Katie. “The tube!”
“Truth accepted,” responds Brangwen again. “Here is my third. It’s a common game-bird, and it’s always complaining. What is it?”
“Grouse,” replies Katie.
“Truth accepted,” says Brangwen for a third time. “Three is the score. Your quest is for the Cup, but you may not drink from it. The first step is the duck, but it is not the next step. A friend’s release will be the key to your success.”
“Remember, team, a perfect score means you may command her and she must answer!” Treguard exclaims.
“I command you!” declares Katie.
“I hear you,” Brangwen intones. “The emerald stone holds only misery. The walls await me.”
Brangwen disappears. Katie picks up the key and the mint before she is directed out. The next room contains a large pit, from which a green reptilian head protrudes.
“Ah, another dungeoneer,” Smirkenorff rumbles. “Greetings, insignificant human. What is your name, and what do you bring me?”
“My name is Katie, and I bring you this dragon mint,” Katie replies.
“Ooh, delicious,” Smirkenorff approves, licking his scaly lips in anticipation. “Place it on the floor before you, if you please.”
Katie puts the mint down for the dragon.
“Thanks for that,” Smirkenorff smiles. “In return, know these two snippets of information as the truth. The password for this level is fortitude, and the second step is the chicken. Now, farewell.”
Katie is then directed out. She emerges into a red room that is dominated by a silver wall. As the team watch, the wall grates forward and forms a colossal face, completely blocking the exit.
“Password!” the blocker demands.
“Fortitude,” replies Katie.
Once the blocker has disappeared, the advisors direct Katie out. She now stands in a small cave, where Motley is trapped by his feet in a set of stocks.
“Oh, hello there, Helmet Head,” Motley says dolefully when he sees Katie. “I would always stand in the presence of a lady under normal circumstances but, as you can see, I am somewhat unable to do so at present. What’s your name, then?”
“I’m Katie,” she replies. “Would you like any help getting out of there?”
“Well, sure, but you need a magic key to open these,” Motley tells her. “Of course, if you can’t let me out then things might be scuppered for you as well. I’m actually sitting on the trapdoor to level two, but it won’t open unless the stocks are unlocked, such is the magic of their spell.”
“Well, team, here’s a case of a friend in need if ever I saw one,” Treguard chuckles. “Can you unlock the path of truth for both of you, Katie?”
Motley is pleased to see that Katie has the key to free him. Once she has unlocked the stocks, Motley gets to his feet and heaves the great contraption off the trapdoor. The jester then kicks at the trapdoor and it swings open with a creak.
“Ooh, that’s gonna hurt in the morning,” Motley winces, rubbing his leg and back. “Ah well, at least you can get to level two now. Don’t just go blundering down there, though, or you’ll break every bone in your body! I gift you the spell float – that should make the trip slightly easier for you. Well, thanks for rescuing me, Katie, and good luck with your quest. See ya!”
Motley skips merrily away. The advisors take Katie to stand before the trapdoor, then the spell is cast.
“Spellcasting:” says the spellcaster. “F-L-O-A-T.”
Katie steps forward boldly, and floats safely down into level two.
Well, it’s a flying (or floating) start for Katie, but is she up to the challenges of the second level? Read the next Adventure Time to find out.