attack.
You wish them both good fortune, for you know the time has come to part company with these brave men. Their destiny awaits them on the field of battle; yours will be found inside the city of Darke itself where, if you are to fulfil your quest, you must confront Warlord Magnaarn.
You bid them farewell and watch as they lead their men in a marching column across the plain towards the distant field of battle. When they are a mile away, you set off alone towards the hamlet, which lies en route to the gates of Darke.
Turn to 154 .
96
You enter the stables by a side door and soon find a hiding place in one of a hundred straw-filled stalls. You also find the following items which may be of use to you:
Lantern
Rope
Dagger
Enough food for 2 Meals
Hourglass
If you choose to keep any of these items, remember to adjust your Action Chart accordingly.
Periodically, Drakkarim enter and search the building, but they fail to detect you. While you are hiding from their search parties, you consider your companion's plight and grow ever more fearful for his safety. You are also very anxious that, under torture, he will reveal your presence, your identity, and the reason why you have come to this town. You are determined not to allow this to happen and so, as midnight approaches, you slip away from your hiding place and make your way stealthily towards the Shugkona Gaol.
Turn to 260 .
97
Schera considers your question, and then he replies:
‘I'm sorry, I've heard nothing. There have been so many men lost, killed, or captured since Magnaarn attacked. I know of this officer, and though we've never met, I've heard tell that he is a good and brave man. All I can tell you is that I have not seen him here in Konozod.’
Turn to 236 .
98
This dry and crumbling surface is the worst you have ever attempted to climb, but it does not defeat you. Your consummate climbing skills and natural grace of movement ensure that you do not falter for a moment. You clear this section of the chasm wall and safely reach the ledge above.
Turn to 146 .
99
Your psychic attack penetrates the war-dog's mind, causing it to howl with pain and terror. Immediately the others halt in their tracks, visibly shaken by the horrible cries issuing from their leader as he rolls over and over in the snow. You sense that the pack is torn now between its desire to satisfy its gnawing hunger and its natural instinct for survival. Eventually the instinct for preservation wins out, and one by one the dogs turn and flee for the safety of the forest.
Confident that the Akataz will not be back this night, you return to the boat to catch some sleep while Prarg begins his turn on guard.
Turn to 215 .
100
From the cover of the forest's edge you observe the temple, taking in every detail, your eyes scouring every inch of its leprous grey exterior for a way of gaining entry without being detected. Much of the temple is derelict yet it is still an imposing edifice, especially the squat stone tower which stands intact at its centre. Its walls are covered with intricate designs that must have taken centuries to complete, yet while you admire the craftsmanship you find the embellishments wholly repulsive for they depict and glorify acts of great evil.
The ruins are deserted, except for a wide ramp of stone which leads to a pair of huge bronze doors set into the base of the tower. These doors are open, but they are guarded by two of Warlord Magnaarn's Tukodak.
If you have Assimilance, turn to 223 .
If you do not possess this Grand Master Discipline, turn to 59 .
103
Layers of heavy snow clouds blanket the moon, and dusk quickly fades to a darkness which is total. Yet, using your Magnakai night vision, you experience no difficulties as you follow Magnaarn's tracks across the open plain.
Shortly before midnight you come to the banks of the River Shug, close to a small cluster of log huts which are grouped around a derelict ferry post. Your enemy's week-old tracks lead you