>TM 4 >LS 2 >PS ON >PL60 >SM6 >CP ON >FO OFF >------L-----------------------!---------------------------R â294â The smooth surface of the tower wall proves to be a Š minor obstruction to someone of your ability and you Š ascend effortlessly, like a spider, towards the Š second storey window. On reaching the window you pull Š yourself through the open frame and drop down onto Š the steps of a stone stairway beyond. This circular Š staircase leads to the top of the tower which Š commands a magnificent view of the city. Aided by Š your night vision, you are able to locate stables Š less than a mile to the north of the tower. You Š commit their location to memory and then hurriedly Š you descend the stairs and return to the window. Once Š more you use your climbing skills, this time to make Š a speedy descent to the street below. Prince Karvas is delighted to hear that there are Š stables in the city, and he insists that you set off Š for them at once. He is leading the way out of the Š warehouse ruins when suddenly the tower bell begins Š to toll once more. Moments later, the temple doors Š swing open and the procession of black-clad figures Š file out into the street. Instinctively you take hold Š of Karvas by the arm and pull him back into the ruins Š to avoid being seen by the emerging soldiers. As they Š pass by, you peer around the edge of the mouldering Š warehouse doorway to watch them. A strange feeling of Š unease makes the skin on the back of your neck Š prickle, and immediately you sense that all is not Š what it seems. When you magnify your vision to take a Š closer look at the passing figures, you gasp with shock at what you see. Turn to â100â