ADVENTURE TIME

 

In this age of heroes, the score is Dungeon 11, Humans 4. However, as Katie enters the third level, things are bound to change.

 

Katie emerges into the level three clue room. On the table there is a talisman, a key and a bottle labelled flash.

  “Well, team, an early choice awaits you in level three,” Treguard remarks. “Choose your objects with care, for the third level will offer you no obvious clues to help.”

The advisors tell Katie to examine the objects. As she does so, a large image of Morghanna’s head forms on the far wall.

  “Another puny dungeoneer has infiltrated my kingdom!” the sorceress snarls. “Well, dungeoneer, you may as well turn back now, for I have sensed your progress through the Dungeon, and I am prepared for you. There are so many traps and tricks waiting for you up ahead, you’re bound to succumb to one of them eventually. Yes, puny adventurer, I think that you will never unlock my secrets!”

The image disappears to the sound of cackling laughter. The advisors discuss Morghanna’s use of the word unlock.

  “Does that mean we should take the key?” one of them wonders.

  “It must do,” another opines.

  “No, let’s take the other two objects,” Katie insists. “There are no obvious clues on this level, and we shouldn’t trust Morghanna anyway.”

The advisors agree with this reasoning, so Katie picks up the bottle and the talisman. She is directed out, into a large cavern with one exit. This is the home of Owen, the enormous earth dragon.

  You must have your wits about you here, team, says Treguard. This reptilian beast can give you great rewards if he so chooses, Katie, but first youll have to prove yourself.

  Ah, another dungeoneer has entered my cave, Owen remarks. Welcome, human. What is your name?

  My name’s Katie, and Im on the quest for the Cup, Katie explains.

  And would you like to earn some dragon magic? Owen rumbles.

  Yes, please, Katie replies politely.

  Listen, then, very carefully, Owen instructs the team. I was born of the earth, and baptised in fire. I am beloved of my master, though I owe him no loyalty, and one day his friendship with me may make his wife a widow.

The advisors discuss this for some time, as Katie becomes increasingly anxious. The team sense that victory is within their grasp, and they are keen not to let it slip away.

  “You’ll have to get a move on if you want some magic,” Owen prompts them after a while.

  “Come on, team, for without Owen’s magic, Morghanna will surely cut you down to size,” Treguard hints heavily.

  A sword! Katie blurts out in sudden inspiration.

  Ah, excellent, my dear child, Owen smiles widely. Your answer is correct. As promised, I gift you with the spell CHARGE. Now, I wish you luck on your journey. Farewell.

Feeling very pleased with herself, Katie progresses further into the third level. The next chamber is swarming with goblins, who scuttle towards Katie with their weapons raised as soon as they catch sight of her.

  “Warning!” Treguard exclaims. “These creatures can be deadly. You must deal with them swiftly, or your quest ends now!”

  “Uncork the bottle!” commands one of the advisors.

Katie follows this instruction, and the room is filled with a brilliant flash of white light. The goblins are blinded and confused, so Katie grabs the opportunity to hurtle past them, through the only exit. She emerges into Merlins vast level three chamber, where there is a glowing letter M on the table. Katie touches this, causing a large image of Merlin to appear.

  Ah, Katie, well done indeed! Merlin booms warmly. You have survived much peril to reach this point, but your direst foe still waits for you on the path ahead. However, you already have the weapons you need to defeat her. The trick, of course, is combining them together at the right moment. Bear this in mind, for you will need to empower your missile and send it Morghanna’s way before her evil magic destroys you. If you survive, you will need another small spell, which I now gift to you. It is called FIRE. Now, step bravely onwards. It is a short path you tread, but a dangerous one.

Merlin disappears and then Katie is directed out. The next room contains a large stained-glass window and four paths as exits. The rightmost path is emblazoned with the symbol of the Cup that Heals.

  A very clear signpost, team, but you must press on now, Treguard urges the team. I sense that Morghanna is not far away!

Katie is directed towards the correct path but, before she has taken more than a few steps down it, the stained-glass window dissolves into an enormous projection of the evil and ruthless Morghanna.

  “So, Katie, we meet again,” the sorceress sneers. “This time, however, you will not escape from me so easily.”

  “Come on team, take action now, or your quest is surely doomed!” Treguard urges.

  “Which spell shall we use?” twitters an advisor. “FIRE or CHARGE?”

  “FIRE sounds more likely,” says another.

  “But we’re supposed to combine a spell with a missile of some sort,” points out the third. “That must be the talisman. Let’s use CHARGE, because that’s dragon magic, which is supposed to be effective against Morghanna.”

  “Let’s go for it,” decides the spellcaster. “Spellcasting: C-H-A-R-G-E!”

The talisman in Katie’s hands becomes charged with dragon magic. The advisors tell her to turn around and hurl the missile at Morghanna, which Katie duly does.

  “No!” Morghanna screams in rage. “I will not allow another dungeoneer to win! I will not…”

But then she is silenced as the talisman makes contact with her, and she disappears in a flash of lightning. Katie is directed down the path very quickly. It leads to a small cave with a stone altar at its centre, where shimmers the golden Cup that Heals. However, it is trapped in a block of ice.

  “Here is the object of your quest, team!” Treguard exclaims, in case the advisors haven’t noticed. “But how can you get to it?”

  “Spellcasting!” declares the spellcaster without hesitation. “F-I-R-E!”

The Cup is released, and Katie strides forward and picks it up. There is a flash of magical lightning, and she is back in the Great Hall of Knightmare, where Treguard and Merlin are both waiting to congratulate her. Of the Cup that Heals, however, there is no sign.

  “Well done indeed, Katie!” Treguard booms. “You and your friends have proven equal to the Knightmare challenge, and you will walk from these halls as true champions of chivalry!”

  “But what about the Cup?” asks Katie. “Where did it go?”

  “Oh, nowhere in particular,” Merlin smiles with a twinkle in his eye. “You must realise, Katie, that the Cup that Heals is also known as the Holy Grail, and it cannot be redeemed in quite the same way as the other quest objects. However, you will carry it forth in your hearts and minds, and deliver its message to all you meet!”

  “Plus you get the usual mementos, of course,” Treguard assures the team.

Merlin hands the Silver Spurs of Squiredom to Katie and her three advisors, who are called Teresa, Dannielle and Sophie. As the victorious girls are transported home, Merlin returns to his home in Dungeon, and Treguard stands before the castle door, ready for the next team of challengers to appear before him.

 

Katie’s victory has reduced the Dungeon’s lead to a less impressive 11-5, but will the next team fare so well? Read the next exciting chapter of Adventure Time to find out.