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1989-10-09
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~
Room 151
If you concentrate on the keyhole, you could move the mechanism
of the lock and open it. You can then make the pin levitate and
free it from the lockplate, avoiding falling prey to any traps
that may be set off as the door unlocks.
If you wish to use your Kai Discipline of Mind Over Matter to
open this lock and levitate the pin, press 1.
~
Room 152
The herbalist offers you a selection of special potions. Some
increase your strength; some induce invisibility; some give you
great powers of stealth; and others give you the power of
turning yourself into a gaseous form. The man pulls open the
bottem drawer of the counter to reveal a magnificent wand. He
says that it is a powerful weapon against all evil creatures,
and that it will make you invulnerable in battle. He points to
the mystical inscriptions which cover the black staff.
If you wish to lean over the counter and read the strange
inscriptions, press 1.
If you are more interested in the potions, press 2.
~
Room 153
You can see the tall grey-white walls and glimmering spires of
Holmgard, its banners fluttering from the battlements in the
fresah morning breeze. Stretching out towards the west, the
River Eledil traces its course from the mountains of the
Durncrag range to the Holmgulf. But from below the mountain
peaks you can see a vast black army marching relentlessly on
towards the city.
To your right, you see the highway heading off over the rolling
plain towards Holmgard. At a run you could reach the outer
fieldworks of the city defences in an hour, but you would be in
the open for most of the time and vulnerable to attack by Kraan.
However, ahead of you, a wide and muddy river drifts sluggishly
towards the Eledil. You could use the cover of the river banks
and swim towards the capital. Or towards your left lies the
Graveyard of the Ancients. These tombs and crumbling monuments
to a forgotten age would conceal your approach, but it is a
forbidden area. Many are the unnamed horrors that lie there in
restless sleep, waiting to consume the unwary trespasser.
If you will try your luck by the highway, press 1.
If you feel that you stand a better chance of reaching the
capital via the river, press 2.
Or if you are brave enough to risk the unknown perils of the
Graveyard of the Ancients, press 3.
~
Room 154
You are dizzy from your wound and you stumble through the trees
like a blind man.
Suddenly you fall forward as if the ground has been snatched
from beneath your feet. You have fallen head first into a
hunting pit. As you look up, you can see four Drakkarim
levelling their bows at you, evil sneers spreading
simultaniously across their ugly faces.
As the world darkens, the last thing you feel are the black
shafts of their arrows deep in your chest. You have failed your
mission.
~
Room 155
As you approach, the group of people stop talking. You can see
by their expressions that they recognize your green Kia cloak.
Slowly, one of the men extends his hand in freindship and says
"My lord, we had heard a rumor that the Kia were destroyed,
heaven be praised that it is not so. We feared all was lost.""
You do not tell them of the destruction of the Kia monestary,
for they are refugees from Toran and have lost everything they
own. Their only hope now is that a Kai lord will lead an army to
victory. You learn that the northern port was attacked from both
air and sea, and that forces of the Darklords far outnumbered
the Kings brave garrison. You assure them that Sommerlund will
not fall and wish them luck on their journey ahead.
Press 1 to continue.
~
Room 156
Black arrows embed themselved in the mud all around you. More
Giaks have appeared on the steep slope of the river bank and are
firing at you. There is no cover on this side of the river.
If you wish to dive into the water and swim with the current,
press 1.
If you wish to swim across to the cover of the trees on the
other bank, press 2.
~
Room 157
The forest begins to thin out till finally you can make out a
road through the trees ahead. The highway is full of people
heading south. Many are wheeling their possessions along in
handcarts.
If you wish to join the refugees and perhaps learn more about
what has happened in the north, press 1.
If yopu would prefer to continue to move south, but under cover
of the trees, press 2.
~
Room 158
The Key fits and the lock opens. You pull back the door to find
yourself face to facew with a strange old man. In his right
hand is a staff. Suddenly a bolt of lightning shoots from the
staff and hits you square in the chest. You lose 6 ENDURANCE
points. Gasping with pain, you knock the old man aside and run
up the steep staircase towards daylight. You are halfway up the
stairs when he fires another bolt.
~
Room 159
Your ploy does not work, for the merchant will not allow you to
enter his caravan. Suddenly he clicks his fingers and the
bodyguard grasps the hilt of his scimitar.
You must fight him by pressing 1.
Or you must jump clear of the speeding caravan. Press 2.
~
Room 160
~
Room 161
As you sit down, the stone serpant slowly moves forward on its
plinth. You suddenly break out in a cold sweat and grasp your
weapon with trembling fingers in case it should attack. A red
forked tongue appears from the head of this strange statue and
dips into the bowl of green light above your head. Slowly the
tongue re-emerges holding a Golden Key which, to your suprise,
it drops into your lap. A panel in the east wall clicks open to
reveal an exit.
You take the Key and leave as quickly as possible.
Press 1 to continue.
~
Room 162
As you get nearer to the men, you call to them. As they turn to
face you, your skin turns cold and your heart pounds, for they
are Drakkarim in disguise. Suddenly they charge at you. Forced
to the ground, you are tied up with ropes and dragged behind
them along a track. They take your Backpack and Weapons, but do
not search your cloak or find your Gold Crowns. They cackle
menacingly to themselves, and talk at great lentgh of the
tortures that await you at their camp.
If you have the Kai Discipline of Mind Over Matter, press 1.
If you do not have this skill, press 2.
~
Room 163
After nearly an half an hour you feel the current getting
stronger. Looking out across thew surface you can see that you
are approaching a whirlpool in the middle of a large river bend.
You will surely drown if caught in its current, so you quickly
swim towards the right hand river bank and continue your mission
on foot, carrying all your equipment.
Press 1 to continue.
~
Room 164
Carefully opening the seals on each of the bottles, you sniff at
the contents. They all seem to be different types of wine.
Suddenly a smaller bottle tucked behind the others catches your
eye. Pulling out the glass stopper, you recognize the smell to
be that of Alether, a Potion of Strength, which is orange in colour.
You may keep this Potion and swallow it before you fight. It
will increase your COMBAT SKILL by 2 points for the duration of
your fight.
You now decide to investigate the stable by pressing 1.
~
Room 165
You awake in a fever. Images swim before your eyes and then fade
completely. The pain in your back is intense and you cry out for
relief. You feel a cool, damp cloth placed on your forehead and
glimpse the worried face of a young woman. An old man whispers
in her ear and then he disappears from view. The firl kneels at
your side and comforts you with words of kindness and
reassurance, but the light quickly fades and darkness engulfs
you once more.
Hit 1 to continue.
~
Room 166
You are in the presence of a great evil. Your mind is being
probed by a powerfull and timeless being and you must shield
yourself. The struggle has begun and your sanity is at stake. It
is a long and torturous ordeal, during which you experience many
fantastic and terrible things. Because of this you lose 4
endurance points and stagger towards the tunnel
Hit 1 to continue.
~
Room 167
You have been travelling for about a mile when you notice two
legs sticking out from behind a large boulder.
If you want to take a closer look, hit 1.
If you want to avoid meeting their owner and press on into the
forest, hit 2.
If you wish to use the Kia discipline of sixth sense hit 3.
~
Room 168
You pull yourself to the top of th opulent caravan and nestle
among the travelling cases and bags. Night will soon engulf the
highway. A chill wind blows from the west and you pull your
cloak around yourself to keep warm. You listen to the voices
below and you can smell the mouthwatering aroma of spiced meat.
It reminds you that you are very hungry and must take a meal.
The fatigue of your ordeal catches up with you and you drift off
to sleep
Hit 1 to continue.
~
Room 169
As you pass each skull, it slowly turns, as if watching your
every move. You are halfway across the room when you hear the
sharp crack of bone splitting. Suddenly you see hideous shapes
hatching inside the skulls and stretching their wings. Ten slimy
Crypt spawn attack you and you must fight them as one.
If you win you may either hit 1 or 2 to continue.
~
Room 170
The tunnel is dark and the air is much cooler than outside. YOu
carefully advance with one hand on the tunnel wall to aid your
sense of direction. You have been in total darkness for about 3
minutes when you detect a foul odor, similar to rotting
meat.Suddenly something heavy drops on your back. It is a
burrowcrawler that is immune to mindblast and animal kinship. If
you have a torch, you light it. If not you must fight in the
dark and 3 will be deducted from your combat skill.
If you win hit 1 to continue.
~
Room 171
You are at the very edge of the wood when your horse rears up in
agony. The Kraan has sunk its claws into the hind legs of the
horse and is trying to knock you to the ground with its wings.
The goulish Giak rider squeals in delight as he stabs at you
with his spear. You jump to the ground and dash for the trees,
leaving the poor dying horse in the clutches of the Kraan.
Hit 1 to continue.
~
Room 172
Night falls and you are soon engulfed in darkness. To press on
would be futile. Tethering your horse to a tree, you pull your
green Kia cloak about you and fall asleep.
You are awoken by the sound of troops in the distance. Across
the lake you see the black shapes of Drakkarim and a pack of
Doomwolves. A Kraan appears from above the trees and lands on
the roof of the small wooden shack. It is being ridden by a
creature dressed in red robes. The Kraan takes off and flys
across the lake toward where you are hidden.
If you want to ride deeper into the forest hit 1.
If you wish to use the Kia discipline of Camouflage to hide you
and your horse hit 2.
If you wish to prepare yourself to fight hit 3.
~
Room 173
As you reach the door you hear the crash of a giant stone slab
as it falls from the ceiling. Turning around, you see your exit
is now blocked.
If you have a silver key hit 1.
If not hit 2.
~
Room 174
After nearly an hour of drifting downstream, the water current
becomes quite strong and you can see that you are being drawn
towards a whirlpool near the center as the river curves round.
You know if you are caught in the swirling water, you stand
little chance of escaping a watery death. You dive into the
muddy river and as you begin to swim towards the opposite shore
you lose your backpack and weapons, Without your equipment you
reach the other shore.
HIt 1 to continue.
~
Room 175
Waving your arms at the approaching cavalry, you recognize them
to be border rangers of the kings army. Your relief at seeing
them soon fades when you realize they are fleeing from a pack of
doomwolves with snarling Giak riders. Black arrows are dropping
all around as the doomwolves get nearer and nearer.
If you wish to take cover and hide, hit 1.
If you wish to make for the other bank hit 2.
If you want ot use the Kia Discipline of Camouflage hit 3.
~
Room 176
You hide behind some thick bushes so that the doomwolf and his
rider will not see your white horse. Luckily it works-the beast
lopes past and vanishes down the track that you have just come
along.
If you wish to attack the remaining doomwolves hit 1.
If you wish to press on hit 2.
~
Room 177
You search all the cupboards in the small cottage but do not
find anything of use or value.You decide you have wasted enough
time here and must press on.
Hit 1 to continue.
~
Room 178
Your skill enables you to recognize the boots and leggings of a
Kings soldier. You can sense that the man is wounded and in need
of your help.
If you wish to aid him, hit 1.
If you would rather leave hit 2.
~
Room 179
You have been spotted by the gaurds who level crossbows at you.
If you wish to raise your hands slowly and walk towards them hit 1.
If you wish to run for cover of trees hit 2.
~
Room 180
They see you raise your weopon and attack you. If you decide to
fight you must fight all 3 one at a time.
If you wish to fight them hit 1.
If you want to evade combat hit 2.
~
Room 181
Instinctively you dive to avoid the crossbow bolt. The bandit
fires and you feel the sleeve of your jacket tear as the missile
grazes past your left arm. You thank the gods for your good
fortune and sprint off.
None of the other bandits have bows and they soon give up the
chase. As you sprint off into the distance, you leave them far
behind. You have lost your weapons and equipment, but not your
life. You stop just long enough to strap up your wounded arm and
then continue along the road towards the outer defences of the capital.
Hit 1 to continue.
~
Room 182
Three rangers gallop past the river bank, closely followed by
the giaks on their snarling mounts. But you camouflage skill
has saved you from being spotted. The pack of evil giaks
continue on their chase without ever glancing at the river.
Hit 1 to continue.
~
Room 183
The officer asks his men to halt and asks you your bussiness.
You tell him who you are, and how the monastary has been
destroyed. He is deeply saddened to hear your news. He offers
you a horse and asks you to accompany him to prince Pelathar,
the Kings son.
If you accept hit 1.
If you decide to decline the offer hit 2.
~
Room 184
The caravan is out of control and bumping wildly through the
rough ground that borders the highway. With difficulty you
eventually steer the frightened horses back onto the road.
A quick search reveals 40 gold coins, a sword, and enough food
for 4 meal. Since you are fatigued you eat 1 of the meals.
After this you fall into a deep sleep.
Hit 1 to Continue.
~
Room 185
You narrow your eyes and scan the trees for some sign of the
hidden archer. Your wait is not a long one, for a moment later a
sharp pain tears through your chest and you are thrown back by
the force of three arrows. Two of the black shafts have sunk
deep in your ribcage. The third has imbedded itself in your thigh.
The last thing you see is the canopy of fern trees above and a
large green dragonfly as it settles on your belt buckle.
Your life and mission end here.
~
Room 186
The Kakarmi disappear into the dense undergrowth and you soon
find yourself lost. After nearly two hours of walking you hear
the sound of running water. You decide to investigate a little closer.
Hit 1 to continue.
~
Room 187
Two furry faces appear over the top of the trunk. Both pairs of
eyes stare at your weapon and let out a shriek of fright.
Leaping from the trunk, they disappear into the forrest.
If you wish to follow them hit 1.
If you wish to let them go hit 2.
~
Room 188
You can see the shadow of the Kraan getting larger all around
you. It suddenly strikes, pitching you forward onto your face
with the power of its attack.
~
Room 189
You thank your Kia training and your quick thinking, for that
dog could have proved as dangerous as any Drakkarim or Kraan.
You are worried about losing time, and push on further into the
trees towards the south. Ahead of you, you see a wide path that
also leads south.
Hit 1 to continue.
~
Room 190
You walk for 3 miles along the waters edge until you chance upon
a wrecked river barge. It appears to have served as shelter for
someone, as you can see a bed and some cooking utensils throught
the hole in the deck.
If you wish to search the barge hit 1.
If you wish to press on, hit 2.
~
Room 191
The bodygaurd unsheaths a large skimitar and strikes at your head.
If you win hit 1 or 2 to continue.
~
Room 192
You see the razor fanged mouth of a Doomwolf and hear the
hideous cries of the Giaks. Two of them are coming strait at
you. You are saved from certain death when your horse jumps at
the approaching beasts, knocking them both to the ground. You
lash out at the Giaks and open a large wound in his head... and
then suddenly, as if by miracle, your through and racing on down
the highway, clear of the rest of the pack. But a shadow follows
you. It is a Kraan and it is starting to dive. Its target is you.
If you veer of the highway towards cover of the trees hit 1.
If you press on regardless of the Kraan hit 2.
~
Room 193
The beast and its rider are dead. You notice a scroll tucked in
the giaks belt which you take. the other doomwolves are charging
towards you.
If you wish to fight hit 1.
If you wish to escape into the woods hit 2.
~
Room 194
You sprint toward the wagon. People are running everywhere in
panic as the Kraan make their attack, carrying their victims off
into the darkening sky. A large kraan is hovering above the
wagon and three snarling Giaks drop from its back onto the
startled horses.
If you wish to fight the Giaks hit 1.
If you wish to run to the safety of a nearby farmhouse hit 2.
~
Room 195
Wiping the Bears blood from your weopon, you notice the mouth of
a cave hidden behind the rock from which the bear attacked.
If you wish to investigate this cave, hit 1.
If you wish to press on hit 2.
~
Room 196
You follow the man into a small library off the main hall. He
pushes one of the many books on the shelves which line the four
walls, and you hear a metallic click. One section of the
bookcase slowly slides away, revealing a hidden passage.
If you wish to foolew the man into the passage hit 1.
If you do not want to enter the dark corridor, leave the
guildhall and return to the street by hitting 2.
~
Room 197
The Drakar lies dead at the bottom of the ferry. He has a short
sword. You push the body into the river where it floats for a
few seconds before sinking out of sight. Grabbing the pole, you
steer to the other side of the lake and abandon the ferry.
Hit 1 to continue.
~
Room 198
You can sense that there is someone else behind the screen.
There is a lingering aura of wickedness here. Be on your gaurd
something is wrong.
IF you wish to return to the street hit 1.
If you wish to examine the glass bottles hit 2.
~
Room 199
Most of the cupboards and drawers are empty. Whoever lived here
took nearly everything they owned with them, but you do manage
to scrape up enough for 1 meal.
Hit 1 to continue.
~
Room 200
Night is starting to close in. The shadows of the forest are
growing longer and darker. Just as you are about to stop and
rest, you see throught the trees a line of people moving south.
Moving closer you notice a caravan in the center of the dusty
highway. It is drawn by 6 large horses and is moving much faster
than any of the other traffic. This could be your chance to
reach the capital as quickly as possible.
If you wish to jump into the caravan hit 1.
If you wish to use the Kia discipline of camouflage to hide in
among the packing cases strapped to the roof hit 2.
~
@