From 1b02b0f7c79744694d178b420e29ddbda5334e87 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Mon, 21 Jan 2008 20:22:57 +0000 Subject: [PATCH] corrections for Simon's issues list of 2008/01/20 git-svn-id: https://projectaon.org/data/en/xml@567 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 07cd.xml | 210 +++++++++++++++++++++++++++++-------------------------- 1 file changed, 110 insertions(+), 100 deletions(-) diff --git a/07cd.xml b/07cd.xml index a3e5218..7a646e7 100755 --- a/07cd.xml +++ b/07cd.xml @@ -791,7 +791,7 @@ -

Descending the narrow staircase, you arrive at a tunnel-like corridor, sandwiched between two walls of mouldering masonry. Foul, oily water gurgles along a channel in the slippery floor towards a distant archway, which is blocked by a black, iron portcullis. Bolted to the criss-crossed bars is a plaque which bears a curious design:

+

Descending the narrow staircase, you arrive at a tunnel-like corridor, sandwiched between two walls of mouldering masonry. Foul, oily water gurgles along a channel in the slippery floor towards a distant archway, which is blocked by a black iron portcullis. Bolted to the criss-crossed bars is a plaque which bears a curious design:

@@ -813,7 +813,7 @@

Were as good as dead if we stay here, says the warrior in a broad Stornlands accent. Come, we best find ourselves a safe tunnel before they release a Trakka. Well have a horde of Zahdas pets snappin at our heels if it picks up our scent.

-

You follow the man through a labyrinth of tunnels and chambers; descending by slope and staircase to deeper levels of this subterranean world. Not a word is spoken until, finally, you stop to rest in a small, musty chamber, its entrance is partially hidden behind a rockfall of scarlet stone. How long have you been tunnel-running? your companion asks. When you reply that youve been in Kazan-Oud no more than a few hours, his face registers a look of surprise followed by disappointment. Id have stood and fought the Dhax had I known I was so near to the surface, he says, shaking his head and staring dejectedly at the floor.

+

You follow the man through a labyrinth of tunnels and chambers; descending by slope and staircase to deeper levels of this subterranean world. Not a word is spoken until, finally, you stop to rest in a small, musty chamber, its entrance partially hidden behind a rockfall of scarlet stone. How long have you been tunnel-running? your companion asks. When you reply that youve been in Kazan-Oud no more than a few hours, his face registers a look of surprise followed by disappointment. Id have stood and fought the Dhax had I known I was so near to the surface, he says, shaking his head and staring dejectedly at the floor.

He tells you that his name is Tavig and that he comes from Suentina, a city in the western land of Slovia. Over a year ago his sister was captured by Sadzar, the slaver of Gzor, when a ship on which she was a passenger was attacked by his pirate fleet off the island of Lio. One thousand Crowns was the ransom Sadzar placed on her head, and Tavig vowed he would raise the gold and save his sister or die in the attempt. Undaunted by the rumours he had heard, he travelled to Herdos to offer his services to the Elder Magi, to attempt the destruction of the evil that haunts Kazan-Oud, in return for his sisters ransom. They agreed to his price, as they had agreed to scores of others before him, and sent him through the power-shield with their hopes and prayers for success. That was one year ago.

One man alone could never hope to destroy Zahda, he who commands this fortress, for his power has grown greater than the Elders imagine. I tried and I failed. Twice Ive been captured and twice Ive escaped from his maze, and now my only wish is to escape from this fortress of nightmares. Im a tunnel-runner, a survivor, a fugitive from Zahdas law, but I fear my time has nearly run out.

Drawing his sword, Tavig walks to the entrance and peers into the corridor outside. Luck be on your side, stranger, he says, and hurries away. You call out for him to wait, to tell you more of what he has learnt of Kazan-Oud, but your pleas go unanswered as he disappears into the tunnel.

@@ -866,8 +866,8 @@ 15 -

You spin a screw-like handle set in the centre of the door, releasing the lock. You open the door and enter: inside, you discover a room of steel. The walls, ceiling and floor are all constructed of metal plate, which is polished to give a mirror-like shine. Low, iron tables are set out with the implements and accessories of magic: crucibles, retorts, aludels, flasks and all manner of twisting glass tubes, which bubble and seethe with multi-coloured liquids. Vellum-bound tomes and crumbling parchments litter the shelves, competing for space with repulsive-looking pink organs floating in glass jars of vile-smelling preservative. Quickly you scan the shelves in search of useful items and, to your delight, rediscover all your confiscated weapons. (Re-enter on your Action Chart everything that was taken from you before you were sent to the maze.)

-

In addition to your weapons, you discover a large jar of concentrated Laumspur (restores 8 ENDURANCE points) and a Platinum Amulet. If you wish to take the Amulet, mark it on your Action Chart as a Special Item, which you wear on your wrist. It will protect you from injury due to exposure to high temperatures.

+

You spin a screw-like handle set in the centre of the door, releasing the lock. You open the door and enter: inside, you discover a room of steel. The walls, ceiling, and floor are all constructed of metal plate, which is polished to give a mirror-like shine. Low, iron tables are set out with the implements and accessories of magic: crucibles, retorts, aludels, flasks, and all manner of twisting glass tubes, which bubble and seethe with multi-coloured liquids. Vellum-bound tomes and crumbling parchments litter the shelves, competing for space with repulsive-looking pink organs floating in glass jars of vile-smelling preservative. Quickly you scan the shelves in search of useful items and, to your delight, rediscover all your confiscated Weapons. (Re-enter on your Action Chart everything that was taken from you before you were sent to the maze.)

+

In addition to your Weapons, you discover a large jar of concentrated Laumspur (restores 8 ENDURANCE points) and a Platinum Amulet. If you wish to take the Amulet, mark it on your Action Chart as a Special Item, which you wear on your wrist. It will protect you from injury due to exposure to high temperatures.

Elated by the rediscovery of your equipment, you leave the chamber and press on along the shiny steel tube.

Turn to 90.
@@ -878,8 +878,8 @@

It takes a few minutes for you to get your bearings in the gloom of the narrow corridor. Outside, strange sounds echo across the beach, making you forget your natural caution and move deeper into the darkness. The uneven floor is coated with mud, and the warm, moist air reeks with a repugnant odour that reminds you of gutted fish. You press on, taking great pains not to slip and fall, but the light soon fades completely and you slow to a halt.

- If you possess a Kalte Firesphere, a Lantern or a Torch and Tinderbox, turn to 61. - If you do not possess any of these Items, turn to 277. + If you possess a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 61. + If you do not possess any of these items, turn to 277.
@@ -951,7 +951,7 @@ 23 -

The stone blocks of a fallen tower lie scattered in an uneven line across the beach, like the vertebrae of a long dead giant. Lightning flashes and you see in the battlements of Kazan-Oud a wide breach in the wall where the tower once stood. A stone staircase rises from the beach to the top of the ruined wall, but sections of it are missing, presumably torn away when the tower collapsed.

+

The stone blocks of a fallen tower lie scattered in an uneven line across the beach, like the vertebrae of a long-dead giant. Lightning flashes and you see in the battlements of Kazan-Oud a wide breach in the wall where the tower once stood. A stone staircase rises from the beach to the top of the ruined wall, but sections of it are missing, presumably torn away when the tower collapsed.

If you wish to attempt to climb the stairs to the fortress, turn to 150. If you prefer to continue along the beach, turn to 348.
@@ -1048,7 +1048,7 @@ 31 -

Your attack is swift and deadly. You dispatch all three of them in as many blows and cover their dead bodies with a tapestry torn from the wall. There is nothing of value in the pockets of their robes, but lying on the table, you find a Skeleton Key and a Parchment. Both Items look as if they could be of use, and you decide to keep them. (Mark them as Special Items on your Action Chart, to be kept in the pocket of your tunic.)

+

Your attack is swift and deadly. You dispatch all three of them in as many blows and cover their dead bodies with a tapestry torn from the wall. There is nothing of value in the pockets of their robes, but lying on the table, you find a Skeleton Key and a Parchment. Both items look as if they could be of use, and you decide to keep them. (Mark them as Special Items on your Action Chart, to be kept in the pocket of your tunic.)

You leave the chamber, but as soon as you set foot into the corridor beyond, you are confronted by an armoured guard. He screams a cry that is muffled by the visor of his helmet and turns to run towards a bell-rope hanging from a hole in the ceiling.

If you have a Bow and wish to use it, turn to 266. If you do not have a Bow, or do not wish to use it, turn to 40. @@ -1060,7 +1060,7 @@

As the tip of your weapon flicks the lever down, you feel a surge of water engulf your arm. The flow is reversed: the statue is sucking water from the chamber at a tremendous rate. Your weapon is torn from your hand (remember to erase it from your Action Chart), but you manage to wrench your arm clear and swim to the surface uninjured.

-

Within minutes, the water drops to the level of the statues mouth and remains there. Suddenly, the door emits a click and is forced wide open by the weight of the remaining water pressing upon it.

+

Within minutes, the water drops to the level of the statues mouth and remains there. Suddenly, the door emits a click and is forced wide open by the weight of the remaining water pressing upon it.

Turn to 172.
@@ -1094,7 +1094,7 @@ -

In reply to your correct answer, the oval door emits a click and slowly swings open. You step through and descend a steep ramp to a long corridor, whose walls are covered with what appear to be gigantic cocoons that stretch into the distance for as far as you can see. The oval door clicks shut but the clicking continues, like an echo, only growing steadily louder. In the gloomy corridor ahead you can see that something is moving. A huge worm-like creature with great black eyes and horny mandibles is slithering towards you, a purple froth bubbling from its mouth as it picks up your scent.

+

In reply to your correct answer, the oval door emits a click and slowly swings open. You step through and descend a steep ramp to a long corridor whose walls are covered with what appear to be gigantic cocoons that stretch into the distance for as far as you can see. The oval door clicks shut but the clicking continues, like an echo, only growing steadily louder. In the gloomy corridor ahead you can see that something is moving. A huge worm-like creature with great black eyes and horny mandibles is slithering towards you, a purple froth bubbling from its mouth as it picks up your scent.

If you have the Magnakai Discipline of Invisibility, turn to 86. If you have the Magnakai Discipline of Animal Control and have reached the Magnakai rank of Primate, turn to 130. If you have a Silver Whistle, turn to 347. @@ -1189,7 +1189,7 @@ 43 -

The Blue Pills are made from the dried and crushed roots of the Sabito plant, commonly found in the Boari jungle, but rare in any other part of Magnamund. They enable the human body to extract oxygen from water by absorbing it through the skin, thereby allowing anyone who swallows Sabito root to breathe underwater.

+

The Blue Pills are made from the dried and crushed roots of the Sabito plant, commonly found in the Boari Jungle, but rare in any other part of Magnamund. They enable the human body to extract oxygen from water by absorbing it through the skin, thereby allowing anyone who swallows Sabito root to breathe underwater.

There are enough pills for one full dose.

Turn to 323.
@@ -1276,7 +1276,7 @@ 50 -

Your Arrow strikes its mark, burying itself deep in the chest of the leader. He screams like an animal and falls forward, impaling himself on his sword as he crashes to the ground. Dropping your Bow, you draw a hand weapon as the other guards press on with their attack, undaunted by the death of their leader.

+

Your Arrow strikes its mark, burying itself deep in the chest of the leader. He screams like an animal and falls forward, impaling himself on his sword as he crashes to the ground. Shouldering your Bow, you draw a hand weapon as the other guards press on with their attack, undaunted by the death of their leader.

Zahda Beastmen2835 If you win the combat in three rounds or less, turn to 248. If combat lasts longer than three rounds, turn to 160. @@ -1337,7 +1337,7 @@ 56 -

Swiftly you search the bodies of the slain Beastmen, looking for anything that could shed some light on the mysteries of the fortress. After emptying their packs and pockets, you sift through the following Items:

+

Swiftly you search the bodies of the slain Beastmen, looking for anything that could shed some light on the mysteries of the fortress. After emptying their packs and pockets, you sift through the following items:

  • 2 Axes (Weapons)
  • 1 Bow (Weapons)
  • @@ -1400,7 +1400,7 @@

    Your light flares brightly in the moist gloom of the passage. A cavern lies immediately ahead, its high-arched roof a mass of dripping stalactites, hanging like thick spears of pearly white stone. Cautiously, you step across the cavern floor, your skin prickling, as peculiar sounds emanate from the shadows.

    -

    You wind your way through the labyrinth of tunnels, slipping on moss-covered rocks, grazing your head on low ceilings and scrambling up and down steep ridges and rockfalls until you arrive at a smooth-walled chamber carved with precision from the hard black rock. A staircase ascends through an archway to your left, and directly ahead stands a massive stone door.

    +

    You wind your way through the labyrinth of tunnels, slipping on moss-covered rocks, grazing your head on low ceilings, and scrambling up and down steep ridges and rockfalls until you arrive at a smooth-walled chamber carved with precision from the hard black rock. A staircase ascends through an archway to your left, and directly ahead stands a massive stone door.

    If you wish to examine the stone door, turn to 274. If you wish to ascend the stairs, turn to 193.
    @@ -1474,7 +1474,7 @@ 67 -

    Your Arrow sings through the smoky air and pierces the dog-like skull of the leading creature. It halts, as if frozen to the spot, and a sizzling sound emanates from its open jaws. Then, with a flash, it bursts into flames. The fire consumes the creature completely in a matter of seconds and its body disintegrates, dropping to the floor in glowing, sticky lumps like molten lava. The other creatures appear undaunted by this and quicken their unnatural gait. With a rasping click, curved talons shoot from their webbed fingers in preparation for attack.

    +

    Your Arrow sings through the smoky air and pierces the dog-like skull of the leading creature. It halts, as if frozen to the spot, and a sizzling sound emanates from its open jaws. Then, with a flash, it bursts into flames. The fire consumes the creature completely in a matter of seconds and its body disintegrates, dropping to the floor in glowing, sticky lumps like molten lava. The other creatures appear undaunted by this and quicken their unnatural gait. With a rasping click, curved talons shoot from their webbed fingers in preparation for attack.

    If you wish to fire another Arrow, turn to 175. If you decide to shoulder your Bow and escape into the archway opposite, turn to 241.
    @@ -1496,7 +1496,7 @@ 69 -

    The purple-robed creatures rise, shrieking, from their table, their long fingers pointing accusingly at you. In an instant, the corridor beyond is filled with the harsh clang of an alarm bell. Black-clad armoured guards, like those you encountered earlier, appear at the archway, their weapons drawn and their visors closed for combat. They take one look at you and hurl themselves forward in a frenzied attack.

    +

    The purple-robed creatures rise, shrieking, from their table, their long fingers pointing accusingly at you. In an instant, the corridor beyond is filled with the harsh clang of an alarm bell. Black-clad armoured guards, like those you encountered earlier, appear at the archway, their weapons drawn and their visors closed for combat. They take one look at you and hurl themselves forward in a frenzied attack.

    If you have a Bow and wish to use it, turn to 50. If you decide to defend yourself with a hand weapon, turn to 316.
    @@ -1630,7 +1630,7 @@ 80 -

    Despite the alarm bell and the sound of running feet, you make a quick search of the bodies before descending the stairs. Your search uncovers the following Items:

    +

    Despite the alarm bell and the sound of running feet, you make a quick search of the bodies before descending the stairs. Your search uncovers the following items:

    • 1 Spear
    • 2 Short Swords
    • @@ -1639,7 +1639,7 @@
    • 1 Mace
    • 6 Gold Crowns
    -

    If you choose to keep any of these Items, remember to make the necessary adjustments to your Action Chart.

    +

    If you choose to keep any of these items, remember to make the necessary adjustments to your Action Chart.

    Turn to 55.
    @@ -1769,7 +1769,7 @@

    You advance along the passage, confident of your ability to deal with the sudden appearance of any guard who should be unfortunate enough to cross your path. Dark openings loom on either side, and you scrutinize the floor ahead for any signs of a trap or pit.

    -

    The passage becomes dank and dark. Whip cracks, screams and sounds of weeping echo in the distance: the pitiful sounds of torture.

    +

    The passage becomes dank and dark. Whip cracks, screams, and sounds of weeping echo in the distance: the pitiful sounds of torture.

    If you wish to continue along the passage, turn to 36. If you wish to retrace your steps and take the other passage, turn to 20.
    @@ -2009,7 +2009,7 @@ 111 -

    You are standing in a passage, the walls and floor of which are completely sheer and smooth. Overhead swirls a mist that gives off a dim, diffused light, just sufficient for you to be able to see your way ahead. Without your weapons you feel naked and vulnerable, but you take some comfort in the fact that you still have your Backpack, your Gold Crowns and your Special Items.

    +

    You are standing in a passage, the walls and floor of which are completely sheer and smooth. Overhead swirls a mist that gives off a dim, diffused light, just sufficient for you to be able to see your way ahead. Without your weapons you feel naked and vulnerable, but you take some comfort in the fact that you still have your Backpack, your Gold Crowns, and your Special Items.

    Cautiously you walk along the passage, expecting the unexpected, until you arrive at a circular vault. There, upon a block of marble in the centre of the floor, lies a steel sword. As you step into the vault, slabs of stone sink into the floor to reveal two exits: one to your left, the other to your right.

    If you have the Magnakai Discipline of Divination or Psi-screen, turn to 68. If you wish to pick up the sword, turn to 224. @@ -2140,7 +2140,7 @@ 123 -

    As you press the third button you hear a distinct click. The panel slides open and you find yourself staring down a flight of steps that lead to a strong, iron-shod door.

    +

    As you press the third button you hear a distinct click. The panel slides open and you find yourself staring down a flight of steps that lead to a strong, iron-shod door.

    If you wish to enter the sarcophagus, turn to 216. If you choose not to enter, turn to 102.
    @@ -2237,7 +2237,7 @@ 131 -

    Cutting yourself free from the last of the deadly strands, you race headlong up the stairs and out through the open portal. You discover that during the struggle you lost a weapon and one Item from your Backpack (erase a weapon of your choice and the second item on your list of Backpack Items).

    +

    Cutting yourself free from the last of the deadly strands, you race headlong up the stairs and out through the open portal. You discover that during the struggle you lost a Weapon and one item from your Backpack (erase a Weapon of your choice and the second item on your list of Backpack Items).

    @@ -2256,7 +2256,7 @@ 132 -

    The buttons remain depressed but nothing seems to happen. You are about to abandon your attempt at entry when there is a distinct click. The panel slides open to reveal a set of steps that descends to a large wooden door, reinforced with studs and strips of iron.

    +

    The buttons remain depressed but nothing seems to happen. You are about to abandon your attempt at entry when there is a distinct click. The panel slides open to reveal a set of steps that descends to a large wooden door, reinforced with studs and strips of iron.

    If you choose to enter the sarcophagus, turn to 37. If you decide not to enter, turn to 102.
    @@ -2325,7 +2325,7 @@

    You unsheathe your weapon and strike a mighty blow at the black crystal. It splits clean in two, releasing its dark power and showering you with hot sparks in the wake of its destruction. The riven fragments hurtle into the fiery abyss that surrounds Zahdas throne, quashing the roaring flames.

    -

    Curse you, Kai Lord screams Lord Zahda, leaping out from behind the golden throne, brandishing a platinum rod. Defiantly, he points the rod at your head and spits an evocation, but the power he calls upon no longer heeds his cry. From the depths of the pit, a terrible roar begins to grow. The floor shakes and a column of flame lights the entire throne-hall as molten lava spews high into the air. Zahda staggers back, his face aghast with terror. Hurriedly he kneels before his throne, his crooked fingers stroking at a pentagram engraved in the gold. Above the din of destruction, another sound, like the ringing of a thousand tiny bells, can be heard, and in the blackness above the throne a speckled glow appears. It descends towards Lord Zahda until he is totally engulfed by a column of shimmering blue light. His body rises, lifted by unseen hands.

    +

    Curse you, Kai Lord! screams Lord Zahda, leaping out from behind the golden throne, brandishing a platinum rod. Defiantly, he points the rod at your head and spits an evocation, but the power he calls upon no longer heeds his cry. From the depths of the pit, a terrible roar begins to grow. The floor shakes and a column of flame lights the entire throne-hall as molten lava spews high into the air. Zahda staggers back, his face aghast with terror. Hurriedly he kneels before his throne, his crooked fingers stroking at a pentagram engraved in the gold. Above the din of destruction, another sound, like the ringing of a thousand tiny bells, can be heard, and in the blackness above the throne a speckled glow appears. It descends towards Lord Zahda until he is totally engulfed by a column of shimmering blue light. His body rises, lifted by unseen hands.

    If you wish to grab the Lorestone and step into the column of shimmering blue light, turn to 118. If you wish to grab the Lorestone and escape back into the steel tube, turn to 250.
    @@ -2335,7 +2335,7 @@ 139 -

    Covering the floor of the north tunnel are myriad tiny animal tracks. Rats, mice, worms and snakes, denizens common to every subterranean lair, have all left their mark upon the grime-encrusted flagstones. But the east tunnel bears no such markings. There the ground is smooth and undisturbed: not even a film of dust discolours the grey stone floor. Your senses warn you that this tunnel is more than it seems.

    +

    Covering the floor of the north tunnel are myriad tiny animal tracks. Rats, mice, worms, and snakesdenizens common to every subterranean lairhave all left their mark upon the grime-encrusted flagstones. But the east tunnel bears no such markings. There the ground is smooth and undisturbed: not even a film of dust discolours the grey stone floor. Your senses warn you that this tunnel is more than it seems.

    If you now wish to enter the east tunnel, turn to 101. If you decide to take the north tunnel, turn to 187.
    @@ -2424,8 +2424,8 @@ Gary Chalk - - + +
    @@ -2467,7 +2467,7 @@ -

    The eggs are warm, and you can feel tiny movements through the leathery shells. Carefully you roll them aside and sift through the debris of the nest; you discover several Items of interest:

    +

    The eggs are warm, and you can feel tiny movements through the leathery shells. Carefully you roll them aside and sift through the debris of the nest; you discover several items of interest:

    • Mace (Weapons)
    • Padded Leather Waistcoat (Special Items) Adds 2 points to your ENDURANCE total when worn.
    • @@ -2478,7 +2478,7 @@
    • Dagger (Weapons)
    • Potion of Laumspur (Backpack Items) Restores 4 ENDURANCE points when swallowed; enough for one dose.
    -

    If you take any of these Items, remember to adjust your Action Chart accordingly.

    +

    If you take any of these items, remember to adjust your Action Chart accordingly.

    The sound of a bolt and the creak of a dry hinge echoes from the chamber behind you, causing your pulse to race anew. Pick a number from the Random Number Table.

    If the number you have picked is 04, turn to 63. If it is 59, turn to 346. @@ -2513,14 +2513,14 @@

    You cleave a path through the bubbles as easily as if you were scything cobwebs. As your sword punctures their jelly-like skins, they implode and plop to the floor in tatters.

    -

    You move on, your eyes peeled for the slightest hint of danger. A shadow on the floor in the distance makes you wary. Your fear soon turns to dismay, for, as you grow closer, you can see that it is a deep, dark pit that stretches across the entire corridor. There appears to be no way across. Staring at the opposite side, over thirty feet away, you ponder the impossible task confronting you. A sudden glow in the misty ceiling heralds the return of the skull.

    +

    You move on, your eyes peeled for the slightest hint of danger. A shadow on the floor in the distance makes you wary. Your fear soon turns to dismay, for, as you grow closer, you can see that it is a deep, dark pit that stretches across the entire corridor. There appears to be no way across. Staring at the opposite side, over thirty feet away, you ponder the impossible task confronting you. A sudden glow in the misty ceiling heralds the return of the skull:

    Gary Chalk - - + +
    @@ -2601,7 +2601,7 @@ 158 -

    Gasping for air, you claw your way to the surface and swim for the rocky shore. Heaving yourself from the cold water, you crouch down, breathless and exhausted, beside a line of huge boulders, half-buried in the coal-black sand, and take stock of your belongings. You have lost two Items from your Backpack, and all the food has been ruined by the tainted water (erase all Meals and two Backpack Items of your choice from your Action Chart).

    +

    Gasping for air, you claw your way to the surface and swim for the rocky shore. Heaving yourself from the cold water, you crouch down, breathless and exhausted, beside a line of huge boulders, half-buried in the coal-black sand, and take stock of your belongings. You have lost two items from your Backpack, and all the food has been ruined by the tainted water (erase all Meals and two Backpack items of your choice from your Action Chart).

    No sooner have you managed to control your breathing than you hear the sound of scraping, as if some heavy weight were being dragged across the rocks to your left. A vertical crack appears in the surface of the nearest boulder, and a sickly yellow light washes over you. It is not a boulderyou are staring at a huge eye.

    If you wish to draw your weapon and attack the eye, turn to 265. If you wish to leap to your feet and escape towards the sheer rock base of Kazan-Oud, turn to 41. @@ -2668,7 +2668,7 @@

    You regain consciousness with a start, reaching instinctively for your weapon lest danger be waiting to greet you. A dull throbbing fills your head as you sit up to take stock of your surroundings.

    -

    You find yourself on top of a mound of rotting vegetation, stacked high in the corner of a shadowy chamber. A harsh reptilian odour fills your nostrils: the unmistakable smell of snakes. As your vision clears, you notice, amid the slime that covers the floor, what appear to be undigested human bones. A rib cage, two skulls and several vertebrae are illuminated by a shaft of light that descends from a grate in the ceiling. It flickers and, for a second, you catch a glimpse of a skull-like face through the iron bars. Fear wells up inside you as a chilling laugh pierces the silence. But it is not the sound of the cruel inhuman laughter that freezes your blood, it is the sight of the colossal, wedge-shaped head that is rearing up through the mound on which you sit; it is the head of a gigantic snake.

    +

    You find yourself on top of a mound of rotting vegetation, stacked high in the corner of a shadowy chamber. A harsh reptilian odour fills your nostrils: the unmistakable smell of snakes. As your vision clears, you notice, amid the slime that covers the floor, what appear to be undigested human bones. A rib cage, two skulls, and several vertebrae are illuminated by a shaft of light that descends from a grate in the ceiling. It flickers and, for a second, you catch a glimpse of a skull-like face through the iron bars. Fear wells up inside you as a chilling laugh pierces the silence. But it is not the sound of the cruel, inhuman laughter that freezes your blood, it is the sight of the colossal, wedge-shaped head that is rearing up through the mound on which you sit; it is the head of a gigantic snake.

    @@ -2745,8 +2745,8 @@

    The water is still pouring from the statues face, although the pressure has dropped dramatically now that the chamber is nearly full. The entire face has crumbled away under the pressure of the water, leaving a hole the size of a dinner plate. Peering inside, you can see a large nozzle and a lever, both deep within the body, beyond arms reach.

    - If you have a sword, turn to 32. - If you do not have this weapon, turn to 263. + If you have a Sword or a Spear, turn to 32. + If you do not have either of these weapons, turn to 263.
    @@ -2785,7 +2785,7 @@ 172 -

    You are washed out of the chamber and deposited on the floor of a corridor at the bottom of a steep ramp. Blinking the water from your eyes, you gaze with trepidation at your surroundings. The walls of the corridor, festooned with what appear to be gigantic cocoons, stretch into the distance as far as you can see. The oval door clicks shut and the click reverberates down the corridor, growing louder and louder. In the gloomy corridor ahead you see that something is moving.

    +

    You are washed out of the chamber and deposited on the floor of a corridor at the bottom of a steep ramp. Blinking the water from your eyes, you gaze with trepidation at your surroundings. The walls of the corridor, festooned with what appear to be gigantic cocoons, stretch into the distance as far as you can see. The oval door clicks shut and the click reverberates down the corridor, growing louder and louder. In the gloomy corridor ahead you see that something is moving.

    A huge worm-like creature with great black eyes and horny mandibles is slithering towards you, a purple froth bubbling from its mouth as it fastens on your scent.

    If you have the Magnakai Discipline of Invisibility, turn to 86. If you have the Magnakai Discipline of Animal Control and you have reached the Kai rank of Primate, turn to 130. @@ -3090,7 +3090,7 @@ 199 -

    You recognize the dead mans hauberk as that of a Kakush mercenary: the ten-pointed star of Nikesa, the symbol of that countrys capital city, adorns each of the rusty buckles that fasten his chainmail armour. In a leather pouch hanging from his belt you discover 6 Gold Crowns, and inside the tattered remains of his Backpack, there is a Rope and a hooded Red Robe.

    +

    You recognize the dead mans hauberk as that of a Kakush mercenary: the ten-pointed star of Nikesa, the symbol of that countrys capital city, adorns each of the rusty buckles that fasten his chainmail armour. In a leather pouch hanging from his belt you discover 6 Gold Crowns, and inside the tattered remains of his backpack, there is a Rope and a hooded Red Robe.

    A close examination of the weapons shows them both to be quite useless: the bone-handled dagger crumbles to dust when you try to dislodge it from the corpses skull, and the blade of the sword is dull and eaten by rust.

    If you now wish to continue along the tunnel, turn to 318. If you decide to climb the stairs and investigate the open trap door, turn to 93. @@ -3181,7 +3181,7 @@

    You aim and fire a fraction of a second later, hitting the leader in the chest. He tumbles backwards, knocked off his feet by the force of your Arrow. His followers growl their anger, unsheathing long knives and axes as they press forward to wreak their revenge.

    Zahda Beastmen2835 - If you win the combat in three rounds or less, turn to 17.. + If you win the combat in three rounds or less, turn to 17. If combat lasts longer than three rounds, turn to 160.
    @@ -3249,7 +3249,7 @@ 213 -

    There is a click and the panel slides open to reveal the small, dimly lit interior of the sarcophagus. A set of stairs descends to a strong wooden door that is reinforced with strips and studs of iron.

    +

    There is a click and the panel slides open to reveal the small, dimly lit interior of the sarcophagus. A set of stairs descends to a strong wooden door that is reinforced with strips and studs of iron.

    If you wish to enter the sarcophagus, turn to 37. If you decide not to enter, turn to 102.
    @@ -3267,7 +3267,7 @@ 50 You may cease combat at any time and explore the tunnel instead; turn to 277. - If you reduce the doors resistance (ENDURANCE) to 0, turn to 114. + If you reduce the doors RESISTANCE (ENDURANCE) to 0, turn to 114.
    @@ -3285,7 +3285,7 @@

    To your relief you discover that the door is unlocked and unguarded. Beyond it, a torchlit corridor descends through a series of deserted chambers, each one defaced by years of neglect and decay. Rotting curtains and mouldering furniture are all that remain of a sumptuous abode, a luxurious underground retreat for the Lord of Kazan-Oud.

    -

    You are about to enter another of these chambers when the sound of muttering stops you dead in your tracks. Three spindly limbed creatures are seated at a table in the centre of the room. They chatter excitedly in a language that is alien to your ears and point with slim, green fingers at a parchment spread out before them. They wear long, hooded robes of purple silk and appear to be unarmed.

    +

    You are about to enter another of these chambers when the sound of muttering stops you dead in your tracks. Three spindly-limbed creatures are seated at a table in the centre of the room. They chatter excitedly in a language that is alien to your ears and point with slim, green fingers at a parchment spread out before them. They wear long, hooded robes of purple silk and appear to be unarmed.

    If you have completed the Lore-circle of Solaris, turn to 244. If you wish to launch a surprise attack on these unsuspecting creatures, turn to 295. If you wish to try to sneak through the chamber and attempt to reach the opposite corridor unseen, turn to 343. @@ -3451,7 +3451,7 @@
  • Bottle of Water
  • Power-key
-

All the Items, with the exception of the Power-key, which is a Special Item, are Backpack Items. If you wish to take any of them, remember to adjust your Action Chart accordingly.

+

All the items, with the exception of the Power-key, which is a Special Item, are Backpack Items. If you wish to take any of them, remember to adjust your Action Chart accordingly.

If you have the Magnakai Discipline of Curing, you can identify the nature of the Blue Pills by turning to 43. To leave the body and continue, turn to 323.
@@ -3494,7 +3494,7 @@ 231 -

There is a soft click and the panel slides open to reveal a set of steps leading down to a wooden door, its timber reinforced with bands of iron.

+

There is a soft click and the panel slides open to reveal a set of steps leading down to a wooden door, its timber reinforced with bands of iron.

If you wish to enter the sarcophagus, turn to 37. If you decide against entering, turn to 102.
@@ -3563,14 +3563,14 @@ 238 -

Rolling the body over with the toe of your boot, you quickly check for useful Items and discover the following:

+

Rolling the body over with the toe of your boot, you quickly check for useful items and discover the following:

  • Axe
  • Short Sword
  • Dagger
  • 2 Gold Crowns
-

Remember to mark any Items you wish to keep on your Action Chart before making your escape down the stairs.

+

Remember to mark any items you wish to keep on your Action Chart before making your escape down the stairs.

Turn to 55.
@@ -3710,7 +3710,7 @@ 250 -

You close your hand around the Lorestone of Herdos, and your senses reel as a wave of energy washes over your body (restore your current ENDURANCE points score to its original total). Your senses tingle and a newfound strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew. A vibration runs through the iron floor, a forewarning of the eruptions that will tear Kazan-Oud to pieces. Swiftly you descend the spiral stairs and sprint along the tube, oblivious of the heat and noise that buffet you mercilessly as you run towards the distant hall. There, you find everything in chaos: Zahdas minions, his guards and his slaves run in blind confusion as they try to escape from the impending doom.

+

You close your hand around the Lorestone of Herdos, and your senses reel as a wave of energy washes over your body (restore your current ENDURANCE points score to its original total). Your senses tingle and a newfound strength wipes away the fatigue of your terrible ordeal, enabling you to assess the situation anew. A vibration runs through the iron floor, a forewarning of the eruptions that will tear Kazan-Oud to pieces. Swiftly you descend the spiral stairs and sprint along the tube, oblivious of the heat and noise that buffet you mercilessly as you run towards the distant hall. There, you find everything in chaos: Zahdas minions, his guards, and his slaves run in blind confusion as they try to escape from the impending doom.

If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 338. If you wish to fight your way up the stairs to the prison cell complex level and try to escape from there, turn to 300. If you choose to ignore the stairs and follow the corridor on this level, turn to 315. @@ -3796,7 +3796,7 @@

The faint green glow of the power-shield is the only source of light in the cave. Cautiously you advance, but you are soon swallowed up by the darkness, and progress becomes painfully slow.

If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 289. - If you do not have any of these Items, and wish to continue ahead in total darkness, turn to 277. + If you do not have any of these items, and wish to continue ahead in total darkness, turn to 277. If you prefer to abandon the cave and return to the beach below, turn to 30.
@@ -3828,7 +3828,7 @@

Both the skull and the echo of its voice gradually disappear, to be replaced by the sound of heavy footsteps approaching from the passage behind. The gloomy corridor looks deserted, but the footsteps are growing louder and louder.

If you have a Flask of Wine or a Bottle of Water, turn to 18. - If you have neither of these Items, turn to 304. + If you have neither of these items, turn to 304.
@@ -3836,7 +3836,7 @@ 262 -

The door is locked, but the mechanism is so rusted that it crumbles under the slightest pressure. Inside is a squalid little room filled with barrels, crates and dusty bottles of wine, all sour. On a damp wooden bench lies a Short Sword, and beside it a plain circular Shield (if you wish to take either of these Items, remember to mark them on your Action Chart, the Shield is a Special Item which adds 2 points to your COMBAT SKILL when used in combat).

+

The door is locked, but the mechanism is so rusted that it crumbles under the slightest pressure. Inside is a squalid little room filled with barrels, crates, and dusty bottles of wine, all sour. On a damp wooden bench lies a Short Sword, and beside it a plain circular Shield (if you wish to take either of these items, remember to mark them on your Action Chart, the Shield is a Special Item which adds 2 points to your COMBAT SKILL when used in combat).

If you wish to search the room further, turn to 73. If you decide to leave the room and explore the stairs, turn to 11.
@@ -3923,7 +3923,7 @@ 269 -

As the red light washes over you a tingling sensation passes through your body, leaving your muscles stiff and painful. Your limbs feel abnormally heavy, and soon you have great difficulty putting one foot in front of the other. Suddenly the ground shakes and a large slab of stone rises from the floor to seal off the exit; a loud hissing fills your ears.

+

As the red light washes over you a tingling sensation passes through your body, leaving your muscles stiff and painful. Your limbs feel abnormally heavy, and soon you have great difficulty putting one foot in front of the other. Suddenly the ground shakes and a large slab of stone rises from the floor to seal off the exit. A loud hissing fills your ears.

A strangely bitter smell assails your nostrils. By the time you realize that the air is being flooded with a powerful sleep gas, pumped from vents hidden in the ceiling, you are already succumbing to its irresistible power.

Turn to 165.
@@ -3974,7 +3974,7 @@ 274 -

At first glance, the door looks completely smooth: no locks, bars, rivets or hinges mar its polished surface. However, a closer examination reveals a tiny keyhole set near to the floor.

+

At first glance, the door looks completely smooth: no locks, bars, rivets, or hinges mar its polished surface. However, a closer examination reveals a tiny keyhole set near to the floor.

If you have a Gold Key, turn to 333. If you do not possess this Special Item, turn to 54.
@@ -3993,7 +3993,7 @@ 276 -

Silently you aim and fire. The Arrow sinks feather-deep into the skull of the creature seated to your left. The others shriek with horror and surprise and leap from their seats, scrambling to take cover behind the table. Suddenly the clang of a bell fills the room, and the sound of running footsteps echoes along the corridor. Four warriors burst into the chamber, their weapons drawn, their bodies encased in shiny black armour. They take one look at the dead creature and hurl themselves at you in a frenzied attack.

+

Silently you aim and fire. The Arrow sinks feather-deep into the skull of the creature seated to your left. The others shriek with horror and surprise and leap from their seats, scrambling to take cover behind the table. Suddenly the clang of a bell fills the room, and the sound of running footsteps echoes along the corridor. Four warriors burst into the chamber, their weapons drawn, their bodies encased in shiny black armour. They take one look at the dead creature and hurl themselves at you in a frenzied attack.

If you wish to fire your Bow again, turn to 50. If you decide to shoulder your Bow and draw a hand weapon, turn to 316.
@@ -4081,7 +4081,7 @@ 283 -

The vast swarm reels back to feast upon the mutilated remains of their kin that lie piled in heaps all around you. Your arms, legs and hands are bleeding from several small nips and gashes, where one or more of the rats broke through your formidable defence to bury their chisel-like teeth into your skin. Your victory has bought you time to think, but it will be only a matter of seconds before the rats launch another attack.

+

The vast swarm reels back to feast upon the mutilated remains of their kin that lie piled in heaps all around you. Your arms, legs, and hands are bleeding from several small nips and gashes, where one or more of the rats broke through your formidable defence to bury their chisel-like teeth into your skin. Your victory has bought you time to think, but it will be only a matter of seconds before the rats launch another attack.

If you wish to climb over the reef of jagged rocks to your left, turn to 336. If you decide to drag your coracle back into the water and escape from the bay, turn to 117.
@@ -4118,13 +4118,13 @@ Gary Chalk - - + +

You came here to kill but your plans have been foiled and now you must face the consequence, echoes a voice in the skull. You have been sentenced to enter the Maze of Zahda. If you escape, your life may be spared; if you fail then you will surely diea fitting end for one who came here in search of death.

The skull retreats into the mist, and a deathly silence fills the pit. A semicircular shadow forms on the wall ahead; it grows larger and darker until it resembles the mouth of a cave or tunnel. Suddenly a gust of chill air whistles from out of this darkness, and you realize that you are staring at the entrance to the maze.

-

Enter! orders the voice. Enter or die where you stand! It is no idle threat. A crossbow bolt slams into the sand barely inches from your feet, and the click of a steel drawstring warns that another could follow if you disobey the command. Reluctantly, you step forward and enter the Maze of Zahda.

+

Enter! orders the voice. Enter or die where you stand! It is no idle threat. A crossbow bolt slams into the sand barely inches from your feet, and the click of a steel drawstring warns that another could follow if you disobey the command. Reluctantly, you step forward and enter the Maze of Zahda.

Turn to 111.
@@ -4145,7 +4145,7 @@ 288 -

Vivid green flashes of forked lightning and the rumble of distant thunder add menace to the towers and sheer stone walls of Kazan-Oud. Many of the roofs and turrets are in ruin; their twisted beams and floors lay open to the sky, giving the fortress a burnt-out and deserted appearance.

+

Vivid green flashes of forked lightning and the rumble of distant thunder add menace to the towers and sheer stone walls of Kazan-Oud. Many of the roofs and turrets are in ruin; their twisted beams and floors lie open to the sky, giving the fortress a burnt-out and deserted appearance.

As you approach the tiny bay, which is tucked inside the shelter of a horseshoe reef of jagged black rocks, your eye is caught by the glow of tiny red lights, moving in the shadows at the base of the fortress wall. You notice a dry hollow among a group of rocks close to the shore that offers an ideal hiding place for your little boat. Silently, you disembark and drag the coracle up the beach towards the rocks. Seconds later you are halted dead in your tracks by the sound of muffled squealing. Sweat breaks out on your brow when a flash of lightning reveals scores of small red eyes close to the sand. A seething flood of rats, each as large as a puppy but gaunt and half-starved, is scurrying down the beach towards you like a torrent of black water.

With pounding heart, you search for some means of escape from this ravenous horde of squealing, snapping rodents.

If you wish to climb over the rocks and escape across a deserted beach, turn to 336. @@ -4420,7 +4420,7 @@ 312 -

There is a faint click, and the panel slides open to reveal a set of steps leading down to a sturdy wooden door, reinforced with bands of studded iron.

+

There is a faint click, and the panel slides open to reveal a set of steps leading down to a sturdy wooden door, reinforced with bands of studded iron.

If you wish to investigate further, turn to 37. If you choose not to enter, turn to 102.
@@ -4466,7 +4466,7 @@ -

Jets of flaming gas erupt from splits in the floor as you sprint, crawl, climb and jump over the obstacles hurled in your path by the dying fortress. Creatures from the maze now stalk these levels, adding to the carnage and panic as they consume the unfortunates who cross their path.

+

Jets of flaming gas erupt from splits in the floor as you sprint, crawl, climb, and jump over the obstacles hurled in your path by the dying fortress. Creatures from the maze now stalk these levels, adding to the carnage and panic as they consume the unfortunates who cross their path.

You cover a mile of broken passage before you find an undamaged staircase. It winds upwards into the dust-choked darkness, and, as you pound its rubble-strewn steps, your feet are licked by flames. Below, the screams are drowned by the deafening roar of fire and explosion; above, there is nothing but darkness.

You are nearing the point of collapse when suddenly you emerge from the blackness into the 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.

@@ -4530,7 +4530,7 @@ 321 -

Nothing seems to happen. The buttons remain depressed and the concealed door remains closed. You are about to step away from the sarcophagus when there is a faint click and the panel slides open. You chance a cautious glance inside and see a set of steps leading down to a stout wooden door, its gnarled timber studded and reinforced with bands of iron.

+

Nothing seems to happen. The buttons remain depressed and the concealed door remains closed. You are about to step away from the sarcophagus when there is a faint click and the panel slides open. You chance a cautious glance inside and see a set of steps leading down to a stout wooden door, its gnarled timber studded and reinforced with bands of iron.

If you wish to enter the sarcophagus, turn to 37. If you choose not to enter, turn to 102.
@@ -4686,7 +4686,7 @@

A rickety, hunchbacked creature, swathed in a hooded robe, approaches the platform on which you stand manacled to the wall. With an efficiency born of practice, quickly he strips you of all your weapons and hands them to an ugly-faced dwarf, hovering at his side. The dwarf looks at the Sommerswerd with an appraising eye, then raises it above his head to show it to his master. Before he can speak, there is a sudden roar, as a bolt of golden energy engulfs the hilt. Screaming with pain, the dwarf drops the sword and cradles his smoking hand, his fingers now missing half their length. You are unable to hide your smile and are quickly punished for your insolence. The robed creature strikes you across the face, gashing your cheek with its rough, warty fist (lose 1 ENDURANCE point).

Take him to the maze, commands white-haired Lord Zahda, and leave the sword for me.

The Sommerswerd rises into the air and floats towards the golden throne on a cushion of blue mist. As you are dragged from the hall in chains, you are taunted by Zahdas cruel laugh and the fear that your quest is now doomed to failure.

-

Erase all weapons and weapon-like Special Items from your Action Chart and make a note of them on a separate piece of paper in case you should rediscover them at a later stage of your adventure.

+

Erase all Weapons and weapon-like Special Items from your Action Chart and make a note of them on a separate piece of paper in case you should rediscover them at a later stage of your adventure.

Now turn to 286.
@@ -4834,7 +4834,7 @@ 347 -

You snatch the whistle to your lips and blow. Instantly, the slimy creature rears up, its short rubbery legs scrabbling the air in agony as the ultra high-pitched sound destroys its sensitive nervous system.

+

You snatch the Whistle to your lips and blow. Instantly, the slimy creature rears up, its short rubbery legs scrabbling the air in agony as the ultra high-pitched sound destroys its sensitive nervous system.

As it twists back on itself, its head disappears into the misty ceiling. There is an ear-splitting crack and blue lightning engulfs the creature, crackling snake-like around its neck, and filling the corridor with the stench of burning meat. The creature thrashes wildly for several minutes, and when its gruesome dance finally ends the canopy of mist is no longer there. In the darkness above, you see a walkway and an observation platform.

If you wish to climb the body of the dead worm and pull yourself onto the platform, turn to 294. If you prefer to climb over the carcass and continue along the corridor, turn to 46. @@ -4847,8 +4847,8 @@

Shortly you arrive at another stone staircase. This one is intact, however, and ascends to a cave-like entrance in the sheer rock wall. You cannot follow the beach any further, for a salient of the wall blocks your way. Moreover, the weather is getting worse with every passing minute and you need to seek shelter from the coming storm.

By the time you have climbed all the way to the cave, the storm has broken. As you stand in the entrance, the rain-filled wind lashes you mercilessly and the ground shudders with every clap of thunder. The faint green glow of the power-shield is the only source of light, and you enter cautiously. You are soon swallowed up by darkness and your progress becomes painfully slow.

- If you have a Kalte Firesphere, a Lantern or a Torch and Tinderbox, turn to 49. - If you have none of these Items, turn to 277. + If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 49. + If you have none of these items, turn to 277.
@@ -4862,8 +4862,8 @@ Gary Chalk - - + +
@@ -5461,44 +5461,46 @@

(4) Replaced persistance with persistence and to bursting with to the bursting.

(7) Replaced bow with Bow. Replaced all occurrences of arrows with Arrows.

(10) Replaced view and, for with view, and for.

-

(12) Replaced head and with head, and and Lipo with Lio.

+

(11) Replaced black, iron portcullis with black iron portcullis.

+

(12) Replaced head and with head, and and Lipo with Lio. Replaced its entrance is partially with its entrance partially.

(13) Replaced flatstones with flagstones. Added a period to the end of the illustrations caption.

(14) Replaced ugly bearded with ugly, bearded, Sweetdreams with Sweet dreams, and icy-cold with icy cold.

-

(15) Replaced points), and with points) and.

-

(16) Replaced fall but with fall, but.

+

(15) Replaced points), and with points) and. Replaced ceiling and floor with ceiling, and floor. Replaced flasks and all manner with flasks, and all manner. Replaced all occurrences of weapons with Weapons.

+

(16) Replaced fall but with fall, but. Replaced Lantern or with Lantern, or. Replaced these Items with these items.

(18) Replaced on to with onto.

(19) Replaced arrow with Arrow.

(20) Replaced sibilent with sibilant.

(22) Replaced you but with you, but.

-

(23) Replaced fortess with fortress.

+

(23) Replaced fortess with fortress. Replaced long dead giant with long-dead giant.

(26) Replaced Weaponskill with Weaponmastery.

(27) Replaced intact and with intact, and, cry and with cry, and. Added a period to the end of the illustrations caption.

(28) Replaced skull and with skull, and.

(30) Replaced warm and, as with warm, and as. Replaced on to with onto.

-

(31) Replaced despatch with dispatch, robes but, lying with robes, but lying, use and with use, and, chamber but, as with chamber, but as and helmet, and with helmet and. Replaced all occurrences of bow with Bow.

-

(32) Replaced Chart) but with Chart), but.

-

(34) Replaced Kai rank with Magnakai rank and Animal Kinship with Animal Control.

+

(31) Replaced despatch with dispatch, robes but, lying with robes, but lying, use and with use, and, chamber but, as with chamber, but as and helmet, and with helmet and. Replaced all occurrences of bow with Bow. Replaced Items with items.

+

(32) Replaced Chart) but with Chart), but. Replaced click with click.

+

(34) Replaced Kai rank with Magnakai rank and Animal Kinship with Animal Control. Replaced click with click. Replaced corridor, whose with corridor whose.

(35) Replaced head, and with head and.

(36) Replaced staircase and with staircase, and.

(39) Replaced louder but with louder, but.

(41) Replaced warm but with warm, but. Replaced on to with onto.

-

(43) Replaced Boari jungle with Boari Jungle.

+

(43) Replaced Boari jungle with Boari Jungle. Replaced Boari jungle with Boari Jungle.

(44) Replaced on to with onto.

(45) Added a period to the end of the illustrations caption.

(46) Moved the Invisibility/Pathsmanship/Divination choice into the first position.

(47) Replaced tracks, and with tracks and.

(48) Replaced yards, when with yards when and light and with light, and.

(49) Replaced rock, when with rock when.

-

(50) Replaced bow with Bow. Replaced arrow with Arrow.

-

(56) Replaced both occurrences of beastmen with Beastmen.

+

(50) Replaced bow with Bow. Replaced arrow with Arrow. Replaced Dropping with Shouldering.

+

(56) Replaced both occurrences of beastmen with Beastmen. Replaced Items with items.

(57) Replaced deeper but with deeper, but.

(58) Replaced points.) with points). and presence but with presence, but.

(60) Replaced arm and with arm, and.

+

(61) Replaced ceilings and scrambling with ceilings, and scrambling.

(63) Replaced chamber, but with chamber but. Added a period to the end of the illustrations caption.

(64) Replaced deep and with deep, and.

(65) Replaced Kai initiate with Kai Initiate. Replaced Durncrag mountains with Durncrag Mountains.

(66) Replaced the second choice If you do not have a sword, you will have to abandon the door. Only the statue offers any hope of escape for you; turn to 168. with If you do not have a sword, turn to 263.. Section 168 offers basically the same choice and is only forestalling the impending outcome in Section 263.

-

(67) Replaced glowing sticky with glowing, sticky. Replaced bow with Bow. Replaced all occurrences of arrow with Arrow.

+

(67) Replaced glowing sticky with glowing, sticky. Replaced bow with Bow. Replaced all occurrences of arrow with Arrow. Replaced click with click.

(68) Replaced unremarkable but with unremarkable, but. Replaced Kai mastery with Kai Mastery.

(69) Replaced bow with Bow.

(70) Replaced beach turn with beach, turn. Replaced Kai mastery with Kai Mastery.

@@ -5509,6 +5511,7 @@

(76) Replaced dagger and with dagger, and.

(78) Added a period to the end of the illustrations caption.

(79) Replaced scream but with scream, but. Replaced all occurrences of bow with Bow. Replaced all occurrences of arrow with Arrow.

+

(80) Replaced these Items with these items. Replaced Items with items.

(81) Replaced crossbow but with crossbow, but.

(82) Replaced lake and with lake, and, wall and with wall, and and storm but with storm, but.

(84) Replaced legs the with legs, the.

@@ -5516,7 +5519,7 @@

(88) Moved the Nexus choice into the first position.

(89) Replaced subjectd with subjected. Replaced Kai mastery with Kai Mastery. Replaced on to with onto.

(90) Replaced touch and with touch, and, that Magnakai with the Magnakai, Nexus, or with Nexus or and skill or with skill nor.

-

(92) Replaced side and with side, and.

+

(92) Replaced side and with side, and. Replaced screams and sounds with screams, and sounds.

(93) Replaced difficult that with difficult than and Sticky rope-like with Sticky, rope-like.

(95) Replaced Then gurgling with Then, gurgling.

(96) Replaced mouth and with mouth, and. Replaced new-found with newfound.

@@ -5526,7 +5529,7 @@

(105) Replaced Elzian, he with Elzian, he.

(107) Replaced hand but with hand, but. Replaced envelopes with envelops. Replaced air-tight with airtight. Replaced Items with items.

(110) Replaced open and with open, and. Added a period to the end of the illustrations caption.

-

(111) Replaced dim diffused with dim, diffused.

+

(111) Replaced dim diffused with dim, diffused. Replaced Crowns and your with Crowns, and your.

(112) Replaced pieces, and with pieces and. Replaced bow with Bow. Replaced arrow with Arrow.

(113) Replaced sleep and with sleep, and.

(115) Replaced Locksmiths with Locksmiths.

@@ -5535,34 +5538,36 @@

(119) Replaced sight but with sight, but.

(120) Replaced atttack with attack. Moved the Nexus choice into the first position.

(122) Replaced rockwall with rock wall, itself everywhere with itself; everywhere and away and with away, and.

-

(123) Replaced strong iron-shod with strong, iron-shod.

+

(123) Replaced strong iron-shod with strong, iron-shod. Replaced click with click.

(127) Replaced wind, whistles with wind whistles.

(129) Replaced (ie, with (i.e..

(130) Replaced slimy worm-like with slimy, worm-like and minutes and, when with minutes, and when. Replaced on to with onto.

-

(131) Replaced choice, and with choice and.

+

(131) Replaced choice, and with choice and. Replaced all occurrences of weapon with Weapon. Replaced Item from with item from.

+

(132) Replaced click with click.

(133) Replaced northlander with Northlander.

(135) Replaced green forked with green, forked, Kazan-Oud and, for with Kazan-Oud, and for, lightning and with lightning, and and dock but with dock, but. Moved the Divination choice into the first position.

(137) Replaced Kai mastery with Kai Mastery.

-

(138) Replaced heard and with heard, and.

-

(139) Replaced undisturbed, not with undisturbed: not.

+

(138) Replaced heard and with heard, and. Replaced Kai Lord with Kai Lord!.

+

(139) Replaced undisturbed, not with undisturbed: not. Replaced worms and snakes, denizens common to every subterranean lair, have with worms, and snakesdenizens common to every subterranean lairhave.

(141) Replaced go but, as with go, but as and mace but with mace, but. Moved the Lore-circle of the Spirit choice into the first position.

(142) Added a period to the end of the illustrations caption.

(145) Replaced hole and with hole, and.

(146) Replaced face, and with face and.

-

(148) Replaced warm and with warm, and. Capitalized the list of items rather than setting them in all capitals.

+

(148) Replaced warm and with warm, and. Capitalized the list of items rather than setting them in all capitals. Replaced these Items with these items. Replaced several Items with several items.

(149) Replaced drawbolt with bolt and abyss and with abyss, and.

(150) Replaced with the with with, the and Nexus, and with Nexus and.

-

(151) Replaced skins they with skins, they.

+

(151) Replaced skins they with skins, they. Replaced return of the skull. with return of the skull:.

(152) Replaced walkway and with walkway, and. Replaced all occurrences of arrow with Arrow.

(153) Moved the Divination choice into the first position.

(156) Replaced blood-stained with bloodstained.

-

(158) Replaced backpack and with backpack, and and boulder and with boulder, and.

+

(158) Replaced backpack and with backpack, and and boulder and with boulder, and. Replaced all occurrences of Items with items.

(159) Replaced deserted and with deserted, and and beam but with beam, but.

(160) Replaced icy-cold with icy cold.

(161) Moved the Pathsmanship choice into the first position.

(162) Moved the Pathsmanship/Divination choice into the first position. Replaced on to with onto. Replaced arrow with Arrow.

-

(164) Added a period to the end of the illustrations caption. Replaced all occurrences of bow with Bow.

+

(164) Added a period to the end of the illustrations caption. Replaced all occurrences of bow with Bow. Replaced skulls and several with skulls, and several. Replaced cruel inhuman with cruel, inhuman.

(165) Replaced laughter and with laughter, and, distance and with distance, and, fever but with fever, but and two and with two, and. Added a period to the end of the illustrations caption.

+

(168) Replaced sword or a spear with Sword or a Spear.

(171) Replaced others and with others, and. Replaced Kai mastery with Kai Mastery.

(173) Replaced narrow and, as with narrow, and as. Moved the Divination choice into the first position.

(174) Replaced staff but with staff, but.

@@ -5580,7 +5585,7 @@

(196) Replaced lake and with lake, and and weapon, as with weapon as. Replaced bow with Bow. Replaced all occurrences of arrow with Arrow.

(197) Replaced helmet, and with helmet and. Replaced all occurrences of bow with Bow.

(198) Replaced more you with more, you. Added a period to the end of the illustrations caption.

-

(199) Replaced chain-mail with chainmail.

+

(199) Replaced chain-mail with chainmail. Replaced his Backpack with his backpack.

(200) Replaced crumbling and with crumbling, and.

(201) Replaced wall but with wall, but.

(202) Replaced crow and with crow, and.

@@ -5591,7 +5596,8 @@

(209) Replaced all occurrences of on to with onto.

(210) Replaced Kai mastery with Kai Mastery.

(212) Replaced comrade-in-arms, and with comrade-in-arms and.

-

(216) Replaced ears, and with ears and.

+

(214) Replaced resistance with RESISTANCE.

+

(216) Replaced ears, and with ears and. Replaced spindly limbed with spindly-limbed.

(217) Replaced Kai mastery with Kai Mastery.

(219) Replaced feet and with feet, and.

(220) Replaced new-found with newfound and despatch with dispatch.

@@ -5599,39 +5605,43 @@

(222) Replaced on to with onto.

(223) Replaced eyes and with eyes, and. Replaced Turn to 164 with Turn to 165. All other paths leading to Section 164 came through Section 277 which involves falling into a pit. All paths leading to Section 165 involved getting ensnared in a booby trap similar to the trap in Section 223.

(225) Replaced Weaponskill with Weaponmastery. Replaced bow with Bow. Replaced arrow with Arrow.

+

(227) Replaced Items with items.

(228) Replaced blow and with blow, and. Moved the Pathsmanship choice into the first position.

(229) Replaced darkness makes with darkness, make.

(232) Replaced bow with Bow. Replaced all occurrences of arrow with Arrow.

(234) Replaced Kai mastery with Kai Mastery.

(235) Replaced fast but with fast, but.

(236) Replaced spear with Spear and broadsword with Broadsword. Moved the Pathsmanship choice into the first position.

-

(238) Capitalized the list rather than setting them in all capital letters.

+

(238) Capitalized the list rather than setting them in all capital letters. Replaced Items with items. Replaced Items with items.

(239) Replaced earth and instinctively, with earth, and instinctively. Moved the Pathsmanship choice into the first position.

(244) Replaced flood-next with floodnext.

(245) Replaced eyes and with eyes, and.

(248) Replaced staircase, and with staircase and. Moved the Pathsmanship/Divination choice into the first position.

(249) Replaced hands and with hands, and. Added a period to the end of the illustrations caption.

-

(250) Replaced Herdos and with Herdos, and and level, and with level and. Moved the Pathsmanship/Divination choice into the first position. Replaced new-found with newfound.

+

(250) Replaced Herdos and with Herdos, and and level, and with level and. Moved the Pathsmanship/Divination choice into the first position. Replaced new-found with newfound. Replaced guards and his with guards, and his.

(252) Replaced now and with now, and.

(253) Replaced bow with Bow.

(255) Replaced trunk and, after with trunk, and after. Replaced Kai mastery with Kai Mastery. Replaced 58 with 38.

(256) Replaced spine and, to with spine, and to.

-

(258) Replaced advance but with advance, but, darkness and with darkness, and and turn to 186 with turn to 289. Note that we chose Section 289 instead of Section 49 as noted in Lone Wolf Club Summer Special 1987 newsletter.

+

(258) Replaced advance but with advance, but, darkness and with darkness, and and turn to 186 with turn to 289. Note that we chose Section 289 instead of Section 49 as noted in Lone Wolf Club Summer Special 1987 newsletter. Replaced these Items with these items.

(260) Replaced decay and, to with decay, and to and Items with items.

-

(261) Replaced deserted but with deserted, but.

-

(262) Replaced locked but with locked, but.

+

(261) Replaced deserted but with deserted, but. Replaced these Items with these items.

+

(262) Replaced locked but with locked, but. Replaced these Items with these items. Replaced crates and dusty with crates, and dusty.

(265) Replaced sand and with sand, and, Psi-surge, and with Psi-surge and and skill, or with skill or. Added a period to the end of the illustrations caption.

(266) Replaced bow with Bow.

(267) Replaced rests, and with rests and. Replaced new-found with newfound.

-

(269) Replaced heavy and with heavy, and.

+

(269) Replaced heavy and with heavy, and. Replaced exit; a with exit. A.

(270) Replaced statue and with statue, and.

(272) Replaced end and with end, and.

(273) Replaced power-staves and with power-staves, and.

+

(274) Replaced rivets or hinges with rivets, or hinges.

(276) Replaced all occurrences of bow with Bow. Replaced arrow with Arrow.

(280) Added a period to the end of the illustrations caption. Replaced to zero in with to zero or below in.

(282) Replaced turn to 173 with turn to 273.

+

(283) Replaced legs and hands with legs, and hands.

(286) Replaced open and with open, and, head first with head-first, mist and with mist, and, semi-circular with semicircular, and darkness and with darkness, and.

(287) Replaced ahead but with ahead, but.

+

(288) Replaced floors lay open with floors lie open.

(290) Replaced combat for with combat, for. Replaced new-found with newfound.

(293) Replaced storm adds to with storm add to. Added a period to the end of the illustrations caption.

(294) Moved the Pathsmanship choice into the first position. Replaced on to with onto.

@@ -5648,7 +5658,7 @@

(312) Replaced click and with click, and.

(313) Deleted the instruction to choose an unused random number.

(314) Replaced discipline with Discipline. Replaced all occurrences of bow with Bow.

-

(315) Replaced rapidly and with rapidly, and. Added a period to the end of the illustrations caption.

+

(315) Replaced rapidly and with rapidly, and. Added a period to the end of the illustrations caption. Replaced climb and with climb, and.

(316) Replaced simultaneously and with simultaneously, and.

(318) Replaced right and with right, and and ahead, and with ahead and.

(322) Replaced maze but with maze, but.

@@ -5657,14 +5667,14 @@

(328) Replaced Weaponskill with Weaponmastery. Replaced all occurrences of bow with Bow.

(329) Replaced mind but, try with mind, but try.

(333) Moved the Pathsmanship choice into the first position.

-

(335) Replaced hunch-backed with hunchbacked.

+

(335) Replaced hunch-backed with hunchbacked. Replaced all weapons with all Weapons.

(336) Replaced knees but with knees, but and air and with air, and. Replaced the pack are with the pack is.

(341) Replaced brighter and with brighter, and and glow and with glow, and.

(342) Added a period to the end of the illustrations caption.

(344) Replaced presence but with presence, but. Replaced on to with onto.

(346) Replaced sound but with sound, but.

-

(347) Replaced on to with onto.

-

(348) Replaced light and with light, and.

+

(347) Replaced on to with onto. Replaced whistle with Whistle.

+

(348) Replaced light and with light, and. Replaced Lantern or a Torch with Lantern, or a Torch. Replaced these Items with these items.

(349) Replaced corridor the with corridor, the, back but with back, but and maze and with maze, and.

(350) Replaced trumpeteers with trumpeters, caravel and with caravel, and and impossible and with impossible, and. Added a period to the end of the illustrations caption. Replaced Lone Wolf series with Lone Wolf series.

(Combat Rules Summary) Replaced cross reference with cross-reference, top of chart with top of the chart, and fall to 0 with falls to 0 or below. Replaced Kai Disciplines with Magnakai Disciplines. Replaced Pick number from with Pick a number from the. Replaced Turn to Combat with Turn to the Combat. Replaced to random number with to the random number. Replaced when ENDURANCE with when the ENDURANCE. Replaced ignored, only with ignored; only.

-- 2.34.1