floor: lose 5 ENDURANCE points.
Banedon, upon whom you landed when you fell to the floor, is far from impressed by your display of mental arithmetic and he asks to be allowed to see the lock for himself. You heave him onto your shoulder once more and carry him to the door. Even in his weakened state it takes him less than two seconds to arrive at a solution. Eight, he says, telepathically.
You apologize to him, and then tap the lock eight times, secretly hoping that he is correct, for you do not relish the thought of receiving a second bolt from this door.
Turn to 8 .
155
Your Sixth Sense prickles with the presentiment of danger. You can feel the presence of a hostile magical being who, although not in this chamber, is somewhere very near. Fearful of the risk of being trapped in this dingy crypt, you unsheathe your weapon and back slowly towards the door, your eyes scanning all around for the merest hint of movement. Then, suddenly, the heavy portal slams shut with a mighty crash that reverberates in your ears. Before you have time to take a breath there is another sound, stone grating on stone, which draws your eyes to the fire-blackened chair.
Turn to 167 .
158
The flaming Arrow strikes the creature in the centre of its chest and punches straight through the iron-hard shell. With a look of pained surprise fixed upon its ugly face, the beast shrieks loudly and paws at the shaft quivering in its breast. Then its scarlet eyes roll back in their sockets and it crashes limply to the ground.
Turn to 150 .
159
With deadly accuracy, you draw an Arrow and let fire at the crawling Drakkarim guard. At such short range the shaft penetrates his iron backplate, killing him instantly.
Quickly you descend the iron stairs and drag his limp body out of sight, fearful that it may be seen by a passing patrol. As you are moving him, you notice that he has two chains around his neck. To one there is attached a Whistle; to the other a Brass Key. (If you would like to keep either of these Backpack Items, mark your Action Chart accordingly.)
Once you are satisfied that the body is well hidden, you climb the stairs and carefully push open the heavy door. At the end of a short corridor there is a landing where a gallery overlooks the cavernous lower level. Nearby there is a staircase, leading downwards, and to your right a black oak door set flush to the wall.
Slowly you approach the gallery's railed parapet and peer down at an unnerving sight.
Turn to 47 .
160
You enter the nearest building through a stable door in the north wall. Inside, you narrowly avoid colliding with a Drakkarim warrior who is carrying two buckets of water, one in either hand. Your speedy reflexes, and your Kai camouflage skills, prevent this. They also prevent him from seeing you enter. You follow him and soon find yourself in a cavernous hall which is divided into scores of small pens. Each pen is barred with iron gates which keep secure the Doomwolves that are stabled within. You use your Magnakai skill of Animal Control to mask your scent, but even so, some of the larger Doomwolves are becoming noticeably restless in your presence.
You leave the hall by an archway which leads to a long, narrow passage. You have taken less than a dozen steps when you see a group of Drakkarim approaching in the distance. The passage is dark, but it is too narrow to risk hiding here; the Drakkarim would likely brush against you as they passed.
Looking around for a way to avoid them, you notice two doors, one on either side of the passageway.
If you wish to enter the door to your left, turn to 272 .
If you choose to enter the door to your right, turn to 244 .
161
You have been working on the lock for nearly twenty minutes when suddenly you hear the clang of an alarm bell. Seconds later a troop of armoured Drakkarim and Giak soldiers comes rushing into the chamber and spreads out in an attempt to surround you and Banedon. You draw your weapon and fight bravely, dispatching