>TM 4 >LS 2 >PS ON >PL60 >SM6 >CP ON >FO OFF >------L-----------------------!---------------------------R â340â You are woken at daybreak by the rattling sound of Š heavy chains and the mechanical thumping and buzzing Š of a steam-driven saw mill. The fearful noise is Š almost deafening, yet it fails to awaken Karvas who Š is sleeping deeply after yesterday's tiring trek. You Š let him sleep on for another hour before you are Š forced to awaken him. A trio of rugged timber workers Š have arrived in an ox-drawn wagon to collect logs for Š transportation to the river barges. Unfortunately, Š they have decided to take the logs behind which you Š are hiding. As they busy themselves fixing hooks and Š chains, you and Karvas slip aboard their wagon and Š cover yourselves with a tarpaulin. Once the loading Š is complete, the men take their seats at the front of Š the wagon and set off for the river. Through a rent in the oily canvas sheet you watch the Š drab houses and streets of Bakhasa filing past. The Š wagon slows as it approaches the city's main bridge, Š and then it comes to an unexpected halt. A black-clad Š guardsman appears and you hear him say to the driver Š that he wants to inspect his cargo. The driver argues Š with the guard, insisting that he be allowed to Š continue on his way. Fearing that you may be detected Š if the guard prevails, you and Karvas slip away from Š the wagon and hurry into the ruins of a warehouse Š closeby. From the cover of this derelict warehouse you watch Š the soldiers and citizens of Bakhasa going about Š their daily business. Only twenty days remain before Š Harvestmas, and as the hours tick by you become Š uncomfortably aware that time is running out. With Š twelve hundred miles yet to cover you know that the Š success or failure of your mission now hinges on your Š being able to find some sturdy horses. Throughout the Š long day you observe the traffic of people who are Š using the surrounding streets, yet rarely do you see Š any on horseback. On the north side of the warehouse there stands a Š domed building with an adjoining belltower. As dusk Š approaches, you propose to Karvas that you should try Š to reach the top of this tower. Using your keen sight Š you will get a better view of the city from there Š and, with luck, you may be able to locate the nearest Š stables. The prince agrees to your plan. He will Š remain here in the warehouse while you attempt to Š gain access to the belltower. Night is closing, and Š as you wait for the streets to empty, you study the Š building opposite and determine two ways by which you Š may enter its tower: by a side door at street level, Š or by an open window in the second storey of the Š tower. If you wish to try to enter the building by the side Š door, turn to â154â If you choose instead to attempt to climb the tower Š wall and enter through the open window, turn to â271â