arch, crafted from dull blue metal which is engraved with runes and evil insignia. A score of battle-weary Giaks, some Drakkarim, and a Gourgaz are resting nearby. No guards have been posted around their makeshift camp and your arrival here goes unnoticed.
Beyond them, in the middle distance, you see the base of the great citadel. It is a truly awesome sight, a pyramid of jet-black stone which rises to a needle-sharp peak more than ten thousand feet above the streets of the city.
Illustration VII —Battle-weary Giaks, Drakkarim, and a Gourgaz rest near the massive horseshoe shaped arch.
Soon a rickety wooden cart, drawn by two ugly, ox-like creatures in harness, trundles into the square. It halts and its Giak driver pulls back the tarpaulin which is covering its cargo, revealing haunches of grey-green meat stacked in a pile. Unceremoniously, the driver tosses them to the soldiers who devour them with obvious relish. It is an unwholesome sight, made even more so when you realize that what they are eating is freshly slaughtered Giak meat.
Turn to 250 .
143
Your Arrow slams into the centre of the crystal and cracks it open. There is a flash of sparks; then the shimmering wall of light which imprisons Banedon flickers and disappears completely.
Turn to 188 .
148
The moment you step inside the building your breath is snatched away by an overpowering stench. It takes some considerable effort to stem the waves of nausea welling up from the pit of your stomach as, slowly, you follow a corridor which winds its way deeper into this foul place. The smell is atrocious, but not unfamiliar, and when the passage finally reaches its destination your suspicions are confirmed. What you can smell is the stench of Giak blood.
Before you is a vast, low-ceilinged hall, filled with butchered carcasses hanging from hooks drilled into a criss-cross of roof beams. A dozen Giaks stand at gore-stained benches, cleavers in hand, hacking the grey-green meat into more manageable sizes. It does not seem to worry them in the least that the meat they are crudely shaping is of their own kind.
Your churning stomach prompts you quickly to leave this abattoir by means of another passage. This ends abruptly at a flight of stairs, at the foot of which is a door secured by a large wooden bolt.
If you wish to descend the stairs, turn to 38 .
If you choose to investigate the door, turn to 279 .
151
The fell creature pins you to the ground and you feel its steely fingers clawing at your throat. In sheer desperation, you twist and writhe like a snake to free yourself from its deadly grip. For an instant its hold falters and you exploit this weakness to the full. Swiftly you bring your knees up to your chest and kick out at the creature's midriff whilst holding firm to the neck of its robe. The Helghast is sent tumbling over your shoulder to plummet, head-first, into the flame-filled moat.
Open-mouthed, the two Drakkarim stumble to a halt and stare down into the crackling fire. Nervously they glance at each other, fearful of suffering a similar fate; then they turn and run towards the open chamber door. Determined not to let them escape, you give chase and catch up with them within a few yards of the entrance.
Drakkarim: COMBAT SKILL 26 ENDURANCE 35
If you win this combat, turn to 340 .
153
Coolly you face the advancing line of Death Knights. There is nowhere to run, and there are too many of the enemy to hope to avoid all of their deadly bolts. Upon their leader's command, the Death Knights take aim and fire, sending a dozen iron-tipped shafts whistling towards your chest. You dive aside, but even though your reflexes are lightning-fast, two of the missiles penetrate your heart, killing you instantly.
Tragically, your life and your quest end here in the dread city-fortress of Kaag.
154
The moment you cease tapping on the lock, a powerful charge leaps from the surface of the door and explodes in your hand, knocking you backwards to the