Castle Death
glare of daylight. You stagger and fall, momentarily blinded. As your eyes gradually become accustomed to the light, you cast your gaze over the broken battlements of the castle keep and see the glimmering waters of Lake Khor far below.
    The walls of the fortress are crumbling rapidly, and the ground is alive with constant vibration. You run headlong through the ruined main gate as bolts of lightning are drawn from the sky by the dying power of Kazan-Oud. At the top of a ruined staircase, you stare down at the shore far below.
    If you wish to descend the steps to the old jetty, turn to 122 .
    If you choose to make your way to the beach, turn to 309 .
    If you decide to dive from the cliff into the water far below, turn to 254 .

317
    Filling your hand with the hilt of the sun-sword, you unsheathe its golden blade and sever the tendril with one stroke. But instead of blood, or what would pass for blood in the body of this ghastly creature, a flame bursts into life like a sputtering fuse. The brain ceases to move, hovering motionless above the sand, as the spitting flame burns fiercely along its thin tube of sundered flesh.
    Turn to 170 .

319
    Taking up a position to one side of the tunnel, you press yourself flat against the wall and wait for the best moment to strike. Four warriors, dark and grim, march into the hall in single file. At first sight you mistake them for Drakkarim, for their black armour and skull-like helmets are identical to those worn by the evil human warriors who serve the Darklords of Helgedad. As you launch your attack, you see their features and realize that they cannot possibly be human. Great sloping shoulders support their unnaturally long arms; yellow-clawed hairy hands grip axes and spears of rough-wrought iron; and behind them swing long, tufted tails, like those of lions.
    Your first blow shears through the backplate of the last warrior in the line, causing him to howl like a demon and collapse in a crumpled heap at your feet. The others spin to face you, their reactions battle-swift, their weapons raised to counter your threat. The leader throws open his visor to reveal a boar-like snout and tusks. He bellows a fearsome growl and stabs at you with his spear. The others echo his cry and close around you. You cannot evade combat and must fight all three as one enemy.
    Zahda Beastmen: COMBAT SKILL  28    ENDURANCE  35
    If you win the combat, turn to 56 .

320
    You race back towards the corner but a slab of smooth stone is rumbling into view, sealing off the only exit. You are forced to stop and face the fiery attacker.
    Turn to 126 .

324
    The heat is unbearable (lose 4 ENDURANCE points). In order to keep your boots from catching fire, and in the hope of reaching a cooler section of the tube, you force yourself to run deeper into the oven-like tunnel.
    Turn to 24 .

325
    You strike the seething water with a mighty splash and sink like a stone. The sharp tang of the lake fills your mouth, and its icy cold embrace numbs your muscles. Your first impulse on hitting the water is to lash out with your arms and swim, but you are hampered by a mass of plant life that coils around your flailing limbs. Desperate for air, you hack blindly at the weeds that now threaten to drag you to a watery grave.
    Fight the combat as normal. However, due to your lack of air, you must automatically deduct 2 ENDURANCE points for every round that you fight.
    Black Lakeweed: COMBAT SKILL  10    ENDURANCE  50
    If you survive the struggle, turn to 158 .

331
    Your death is mercifully swift. As the mouth of the monster closes around your upper body, you are paralysed by corrosive saliva and so spared the agony of being eaten alive.
    Your life and your quest end here.

334
    ‘Good!’ booms the voice of Zahda as you enter the passage; ‘the cowards of Elzian have at last sent a warrior worthy of my maze.’
    The words conjure up a picture of Lord Zahda seated on his golden throne, with the object of your quest, the

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