Read Beyond the Nightmare Gate Online
Authors: Ian Page,Joe Dever
Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund
The stairway is directly in front of you, the entrance behind, and the smaller door to your left. Having decided that you wish to head for the stairs, you must now choose your route.
If you wish to walk to the flagstone in the centre of the room that bears one sword,
turn to 311
.
If you wish to step onto the flagstone bearing two swords directly in front of you,
turn to 40
.
You walk over to one of the black holes situated close by. Peering in you can see only an absolute, impenetrable blackness. ‘Perhaps these, too, are Gateways,’ suggests Tanith.
If you wish to put your hand into the hole,
turn to 323
.
If you wish to enter the hole,
turn to 269
.
If you wish to continue towards the Crystal Tower,
turn to 302
.
If you have the Magical Power of Prophecy and wish to use it,
turn to 337
.
Without hesitation you turn back down the stairs. You hear the soft, leathery flap of the lizard's feet as it pursues you. ‘Quickly,’ Tanith gasps. ‘It's right behind us.’
If you wish to turn and attack the beast,
turn to 308
.
If you wish to run to the room of mirrors,
turn to 321
.
You explain your quest in detail; you tell of the Academicians who hold Tanith in the Crystal Tower, and of your need to give them the Threnogem. Patiently the Guardian listens to your story without interruption, nodding occasionally. When you have finished, the Guardian tells you the true nature of the Threnogem and of the strange statue in which it rests.
You are soon discovered. Laughing musically, the Elessin pull aside the branches and undergrowth that hide you. Feeling rather foolish, you allow yourself to be led out of the grove. The Elessin also discover your Ethetron. They chatter, excitedly, pointing at both the flying machine and the sky as they speak. You soon realize that they wish you to go to the Singing City with them.
If you wish to go with the Elessin,
turn to 45
.
If you wish to refuse,
turn to 66
.
At the cost of 2
WILLPOWER
points, you throw down the door with a sheet of magical fire. As the door falls from its hinges and crashes to the ground, a narrow flight of stairs is revealed.
If you wish to step forward,
turn to 125
.
If you wish to go back to the large stairway,
turn to 239
.
To your surprise, the palace appears deserted. Perhaps it is a temple where people meet only at certain times, or a sacred place, which only a select few are allowed to enter.
If you wish to mount the steps and enter the palace,
turn to 208
.
If you wish to wait for nightfall to attempt to investigate the palace under cover of darkness,
turn to 121
.
Heart pounding, you spin round, your Staff held in readiness to attack. The lizard bursts into the room. With a look of horror it instantly tries to leave but it is too late. Its own baleful gaze, a gaze which turns others to stone, is reflected on itself. It stops dead in its tracks, a victim of its own fatal power.
Feeling a little apprehensive, you attempt to gauge the height of the tower. It stands at least 30 metres tall: the climb will be arduous and dangerous.
‘I'm going to try to climb it,’ you say to Tanith.
‘Do you think you can make it?’ She shakes her head doubtfully.
If you possess a Rope and wish to use it,
turn to 217
.
If you do not have a Rope,
turn to 292
.
You break the trance and breathe out through clenched teeth. Tanith is confused. She tries to make sense of the visions that you have placed in her mind and the magical compulsion that forces her to fear you. Outside, you hear a voice that sends an icy chill through your body.
‘How sad. Tragic. Such a waste of energy on a girl who despises you.’ You rush out of the room to see a hooded figure dressed entirely in black and carrying a long, black staff. Slowly, deliberately, the hood is pulled away to reveal your own face looking back at you. ‘Greetings, brother,’ sneers a voice identical to your own. ‘We meet at last,’ it laughs, mockingly.
As you walk towards the exit, an iron door slides shut in front of you, cutting off your access. There is only one other exit and you decide to investigate it rather than deal with the problem of the closed iron door.
You take out the Glass Rod, unaware of its purpose or use. The guard looks at the Rod, then at you and, before you can stop him, he reaches out and snatches away the hood that covers your dark hair. Instantly he grabs you and, within seconds, a large group of Elessin rushes out of a blue glass building and surrounds you.
If you wish to try to fight your way to freedom,
turn to 313
.
If you decide to surrender,
turn to 342
.
At the cost of 1
WILLPOWER
point, you search for some warning of danger and discover that the door is locked to prevent something from getting out.
You pass through the hole into total darkness and begin to fall. You try to scream but can make no sound. You are doomed to tumble forever in eternal silence, through a realm of nothingness.
Your quest ends here.
Quietly, at first, a muted scream comes from deep within the frozen figure, growing in volume until it reaches a hideous roar. The dissonant wail freezes you to the spot. You cover your ears but you cannot block out the sound. The ground begins to tremble and the palace shudders and begins to fall. Within minutes you are crushed beneath shards of falling debris. You have released the Screaming God and the Singing City is no more.
Your life and your adventure end here.
The shriek of the Elessi's pipe is the last sound you will ever hear. Clutching your tortured head in agony, you crumple and fall to the ground.
Your life and your quest end here.
A shape of monstrous proportions rears up and shoots a white-hot plume of dragon-fire at you, heralding your terrible and instantaneous death. In a huge and soaring ball of flame, you pass from this world, slain by the dragon that has been called to destroy you.
Your life and your quest end here.
The Jahksa has chosen to leave this realm and his body is dematerializing before your eyes. ‘Thanks for the entertainment, Wizardling … ’ he sneers as he disappears, and you hear his fading voice. ‘We shall meet again.’
‘I shall look forward to that,’ you say, through gritted teeth.
‘Come, Grey Star,’ says Tanith. ‘We must speak with Oz-na-Mun if we are to find our way out of this place.’
You find Oz-na-Mun in his shack. The gaunt-faced man looks up at you with solemn eyes. ‘The evil one — has he gone?’
‘Yes,’ says Tanith. ‘He will not return.’
‘Good. You have my sympathy, Grey Star. It must be a terrible trial to have a foe such as he.’
‘It is Shasarak who is the foe,’ you say, ‘and he is cunning. For surely there is something that each of us fears in ourselves. What better opponent than a creature that wears my shape, knows my thoughts, and can anticipate my moves?’
‘I hear that you seek the Moonstone,’ says Oz-na-Mun. You nod your reply. ‘I have prepared a map for you. It will guide you to the Gate by which you can leave this realm. There is a mountain that lies nearby. It is called the Moaning Mountain because of the sound of the wind that blows through it. In the side of the mountain is a cavern: the Gate is there. The Gate leads to a place that people call the Vale of Peace. The people of the Vale are wise and kind and they will show you the way to the hidden realm of the Moonstone.’ He hands you the Cloth Map. (Mark this as a Special Item on your
Action Chart
; it can be carried in a small pocket inside your robe.)
You bid farewell to Oz-na-Mun and return to the Ethetron. Soon you are heading for the Moaning Mountain and the Gate that will carry you from the Realm of Paradox to the Vale of Peace.
You head towards the gate and the Elessin guard regards you with a look of astonishment. He speaks to you but you can only shrug, for you do not understand. He offers no threat, but bows, and with a welcoming sweep of his hand bids you pass through the gate. You enter a long avenue of crystal stones, alert for the slightest sign of danger.
‘I will take what is mine,’ he says. He reaches out to take the Moonstone, a greedy gleam in his eyes. You have seconds in which to act.
If you wish to attack the Jahksa,
turn to 243
.
If not,
turn to 218
.
With one final effort you throw a further
WILLPOWER
point into your attempt to reach Tanith. The effort is strenuous and also costs you 1
ENDURANCE
point. Your illusion is almost over and you begin to fear that you will fail but, as you reach your reunion with Tanith at the Shadow Gate, a glimmer of recognition lights in her eyes. ‘Is it true?’ she whispers. ‘Is it really true?’ Unsteadily, she climbs to her feet and walks towards you with slow, faltering steps. She stands before you and you sense that you have broken through the barrier that covered her mind. You reach out and draw her near to you.
‘It's me,’ you whisper.
‘Grey Star,’ she sobs. ‘I thought … it was in my mind … the Black Wizard, he had your face. He took me from the Crystal Tower and brought me here. The Chaos-master asked me what gift I desired and I asked for you, Grey Star. Then the Chaos-master told me that the Black Wizard was you and then my mind was full of hate and loathing. I … ’
‘You don't have to explain; it's all right, I understand,’ you say. From outside the shack, a sneering voice sends an unnatural chill through your body.
‘How touching; how nice. Such understanding.’ The evil voice laughs, mockingly. You run outside to see a hooded figure in a black robe carrying a black staff. Slowly, deliberately, the hood is pulled aside to reveal your own face; your own eyes stare back at you as if you were looking into a mirror. ‘Greetings, brother,’ says your voice, with a bitter laugh. ‘We meet at last.’