KNIGHTMARE

THE AMULET OF GOLD

BASED ON THE BROADSWORD/ANGLIA TV SERIES CREATED BY TIM CHILD

Knightmare is the property of Tim Child/Broadsword Productions and no attempt is made to subvert this or any other copyright.

You are in the antechamber of Knightmare Castle, with Treguard and Majida. Soon your quest will begin. Treguard explains.

"Your adventure will take you through the dungeon levels. They now contain many evil creations of Lord Fear, complex traps and dangerous monsters. To succeed you must find an amulet of gold which is hidden in Level Three, and bring it back to here."

You accept the quest. Majida brings your equipment, the knapsack, wand, Eye Shield and helmet.

You need pencil and paper for taking note of quest details. Be sure to read the rules before starting the quest.

Rules of the Quest

Life Force

Your Life Force has three stages to it: GREEN, AMBER and RED. Every door, portal or other exit you use on the quest, your Life goes down by one stage (e.g. GREEN to AMBER). When your Life becomes RED, you must eat or drink something on using the next exit, or else you die, ending your quest. The level-to-level trapdoors do not degrade Life.

The Knapsack and Items

This is worn on a strap over your shoulder. As previously, any food is placed in it. However, you may now carry any Items you find in it, though you may now carry still only up to two items at a time (not including the Wand – see below).

The Wand

This is a new piece of quest equipment. The Wand of Reach allows you to push, touch and open things from a distance and is very useful. It is carried in the Knapsack, and can be used in all dungeon levels.

Spells

Sometimes you will find magic. Spells are valuable – you may only have one at a time and each can only be cast once. Spells can be carried down to lower levels.

Other Rules

Items found on one level cannot be carried down to the next level unless otherwise stated and must be discarded as you begin the next level.

The exit on the right is often the best one to take.

Do not use weapons, attack or kill if unnecessary.

Do not cheat. Cheats never prosper.

Be true and chivalrous as a good knight should.

THE QUEST BEGINS...

1

Treguard and Majida wish you luck on the quest. Carrying your equipment, you stand before the Gateway which leads into the dungeon. Treguard pulls it open and you walk boldly forwards.

Everything goes black. Then your vision clears and you find yourself in a long tunnel with left and right exits.

You hear a strange wailing sound and decide you must move quickly.

If you go left, go to 43.

If you go right, go to 21.

2

Go to 49.

3

The next rune vanishes. Which rune now?

2. Go to 23.

3. Go to 17.

5. Go to 64.

4

A weapon is no use against Miremen. With no options your quest is over.

5

You enter a green-lit room with two exits. On the floor is some food and a scroll. You take the food, which is a pie.

LIFE – GREEN

If you read the scroll, go to 53.

If you go to the exits, go to 84.

6

You land in Level Two, in the foul-smelling sewers of Goth. You are on a ledge with a stretch of water in front of you. A boat is there with two oars. A tall figure in brown robes, his face invisible, enters.

"Greetings, traveller," he says. "I am Brother Strange."

You tell him you are a dungeoneer.

"A dungeoneer. Then you will need to cross the water in the boat. I am a proverbial monk and seek new proverbs for my collection. If you can assist, I shall row you across."

What proverb will you give? Will you say:

"Don't count your chickens before they've hatched." Go to 24.

"Too many cooks spoil the broth." Go to 36.

7

You enter a stone room. There is an exit in the side wall and a large wooden trapdoor, perhaps the way down to Level Two, in the centre of the floor. In front of the trapdoor is a large goblin with a club.

"PASSWORD," he grunts.

Do you know the password? Decide what you will say, then check the end of the book for the answer. If incorrect, go to 45. If correct, continue.

"CORRECT," grunts the goblin and runs off.

If you leave through the exit, go to 55.

If you try the trapdoor, go to 42.

8

Go to 49.

9

You examine the items. The mace looks a good weapon, the green gem could be useful, as could the red key, and the FIERY BRANDY seems unusual but could be handy. Now you must select only two, and note them down.

The ship stops moving. You see an exit ahead and go through. Go to 38.

10

More ledge appears and two more cards. Which will you touch now?

Three of Hearts. Go to 37.

Three of Diamonds? Go to 8.

11

Third and last riddle:

"Which of Robin Hood's Merry Men was a miller's son?"

Will you answer:

i) Little John

ii) Will Scarlet

iii) Allan-a-Dale

iv) Mutch?

Check your answer at the end of the book. Then go to 54.

12

To remind you, the other items are:

A jar of green powder

A morning-star

A potion called FLOATING

Choose two and note them down. When you have put the two chosen items in your knapsack, you leave through the exit. Go to 40.

13

The green gem glows but nothing happens. With no way on your quest is over.

14

You enter a room where Lord Fear's most strongest, 9-foot tall troll is blocking the only exit. As it sees you, it begins to advance.

If you run for the exit, go to 28.

If you still have the AXE spell, go to 35.

15

Go to 29.

16

The next rune vanishes. Which rune now?

1. Go to 3.

2. Go to 60.

3. Go to 23.

5. Go to 64.

17

The next rune vanishes. Only two runes are left barring your onward way. Which one now?

2. Go to 23.

5. Go to 26.

18

You drink the FLOATING potion (cross it off your list). The trapdoor opens and you float down to Level Two. Go to 6.

19

The spyglass shows Lord Fear and Lissard.

"How is the dungeoneer doing on the quest, Lordness?" asks Lissard.

"Surprisingly well," says Lord Fear. "But I have some nasty surprises waiting should it reach Level Three. Now, my screen indicates I have a caller."

The mage Hordriss appears on the screen.

"Lord Fear," Hordriss says. "Why will your guards not allow me into the third level?"

"Because you might help that dungeoneer reach the amulet. Which it MUSTN'T!" Lord Fear says.

"But..." Hordriss starts.

"Oh, go away, you old fool!" Lord Fear snaps his fingers and Hordriss is frozen like a statue. "He'll need the black rod to get free..."

You put the spyglass down. Go to 78.

20

A key is no use in open ground. With no options your quest is over.

21

You enter an oak-panelled room with one exit. On a large table you can see some objects. You have found the Clue Room. You investigate the table. On it you can see:

A yellow pear

A spyglass

A scroll

A jar containing green powder

A morning-star

A potion bottle marked FLOATING

You decide to take the pear.

LIFE – GREEN.

Then you wonder what to do next.

If you use the spyglass, go to 69.

If you read the scroll, go to 50.

If you look at the other objects, go to 12.

22

Snapper-Jack snatches you up in his net. Try brushing up on your general knowledge before trying the quest again. For now your quest is over.

23

Go to 29.

24

"Excellent," says Brother Strange. "Many thanks. And now, the boat."

Brother Strange helps you into the boat and rows you across. You disembark and he rows off again, leaving you on the ledge.

At one end of the ledge is an exit. There is a skeletron slowly pacing in front of it. It is moving at a moderate pace – but could you run past it in time?

If you run, go to 41.

If you decide to use magic, go to 63.

25

You place the staff in the hole (cross it off). There is a flash and Hordriss springs back to life.

"Oh, thank you," he says. "One is not usually caught by freezeframe magic. One must be getting old. Never mind. I am very grateful to you. Well, one good turn deserves another. Here is a spell called BELL."

Note the spell down.

"It will be useful to you later," says Hordriss. "Now, I may not be able to reach the third level but I will help you to."

Hordriss mutters an enchantment. A trapdoor appears beneath your feet. It opens and you float down to Level Three. Go to 46.

26

The rune vanishes. Now you touch the only remaining rune and that vanishes too. The exit is open, putting the Wand away you walk through it. Go to 7.

27

"That is a great pity," says Maldame. She snaps her fingers and both of the exits vanish. With no way on your quest is over.

28

You only make it half-way across the room before the Troll's sword slices you in half. Your quest is over.

29

You touch the rune but nothing happens. With no way on you are doomed to starve here.

30

Second riddle:

"Who invented the telephone?"

Will you say:

i) Einstein

ii) Bell

iii) Edison

iv) Stephenson

Check answer at the end of the book.

Funny, you'd thought the telephone hadn't been invented yet. Never mind. Note if you are right or wrong then go to 11.

31

You enter a brick-walled room. On the floor is a biscuit, which you take.

LIFE – GREEN.

The onwards exit is covered with large square runestones, numbered from 1 to 6. You must find the runes combination to move on. You bring the Wand out, which you must touch the runes with from a distance. Which will you touch first?

1. Go to 29.

2. Go to 60.

3. Go to 23.

4. Go to 64.

5. Go to 15.

6. Go to 44.

32

Cheat! You may not take all three items and cheats can never win the quest. Your quest is over.

33

You enter a two-exited room. A tall, imposing woman stands by a table on which are three glass jars. One contains red powder, one blue powder, and the third is empty.

She notices you.

"Who are you?"

You tell her of your name and quest.

"I am Maldame," she says. "I need green powder to complete my ritual."

If you have the jar of green powder, go to 58.

If not, go to 27.

34

The BELL spell only works on flesh and blood. But skeletrons are bones. With no way on your quest is over.

35

Cross the spell off. A huge axe appears and swipes at the Troll. As the battle begins, you run through the exit. Go to 72.

36

"I already have that one," says Brother Strange and he bids you farewell. With no way on your quest is over.

37

More ledge comes and two more cards appear. You are almost at the exit now. Will you touch?

The Four of Hearts. Go to 70.

The Four of Diamonds. Go to 61.

38

You leave the ship and find yourself in a courtyard – outside the Great Tower of Marblehead! Ahead you see a door leading into it. As you walk forward, two Miremen appear and advance! You cannot dodge and must use an item!

If you use the mace, go to 4.

If you use the green gem, go to 13.

If you use the key, go to 20.

If you use the brandy, go to 51.

39

You enter a room lit in blue with two exits. You can see a barrel on which are four items. This is the Clue Room on Level Two. You investigate. On the barrel there is:

A spyglass

A staff made of black wood

A leather glove

A silver globe-light

There is no food this time. Will you use the spyglass (go to 19) or examine the other items (go to 78)?

40

Beware! You have entered a room where fireballs are shooting out of the walls. You see left and right exits. Which will you take?

Left. Go to 55.

Right. Go to 33.

41

As you run, the skeletron grabs out, but you just manage to pass it in time and run through the exit. Go to 14.

42

You stand on the trapdoor but it remains closed.

If you have the potion, go to 18.

If not, you must try the exit, go to 55.

43

You are thrown into a room where a huge skeletron confronts you. You have no chance of survival as it advances. It was a foolish choice. Your quest is over.

44

The rune vanishes, revealing part of the exit. Which rune will you touch next?

1. Go to 29.

2. Go to 60.

3. Go to 23.

4. Go to 16.

5. Go to 64.

45

"WRONG," grunts the goblin, and leaps on you. Your quest is over.

46

You descend into a narrow corridor. An exit is in front of you, but a skeletron guard is blocking it. If you took the globe-light on Level Two (this can be used in any level as it magical, and can be used twice), you can use it now. Or, if you have it, you can cast the BELL spell.

What will you use?

The globe-light. Go to 79.

The BELL spell. Go to 34.

47

You enter a stone room and two large snapdragons lash out at you. You try to cast the AXE spell but it's too late. You are dead.

48

You appear to be on a jetty. You can see a ship which you guess you must get on to continue with your quest. A wooden plank is the obvious way to board the ship. Two Miremen are blocking your way, so you decide to use the globe-light.

As you bring it out, a beam of light flashes onto the Miremen and they disappear. The globe is now exhausted – cross it off your list.

Leaving the globe on the ground, you cross the plank onto the ship's deck. You see an exit and go through it. Go to 75.

49

The ledge you are standing on drops away and you fall down the chasm, ending your life and quest.

50

You open the scroll. It says:

6, 4, 1, 3, 5, 2

Puzzling, but could be useful. You now decide to check the other items. Go to 12.

51

You swallow the brandy (cross it off). As you open your mouth, a fireball shoots out of it, destroying the Miremen. You cross the courtyard, open the door and enter the Tower of Marblehead. Go to 62.

52

You enter another blue-lit room with one exit. At one side of the room stands Hordriss, who is frozen in some sort of suspended animation. In front of him is a white panel set into the floor. It has a small round hole in it.

If you place the black staff in the hole, go to 25.

If you place the staff in the hole, then put the glove on and touch the silver globe, go to 32.

If you don't have the black staff you leave through the exit, go to 55.

53

You open the scroll.

Heart, Diamond, Heart, Diamond

Strange but could be useful. You go to the exits. Go to 84.

54

Check how many of Snapper-Jack's riddles you got right.

If you scored 0 or 1, go to 22.

If you scored 2 or 3, continue.

"Two gets you through," says Snapper-Jack and leaves you. You leave the room by the only exit. Go to 39.

55

As you reach the exit, a fireball shoots out and you are burnt to a crisp. Your quest is over.

56

Lord Fear and Lissard are visible to you.

"We appear to be in some trouble, Lissard," says Lord Fear. "The dungeoneer escaped Level Two and the cards puzzle. There is only one chance now: I shall guard the quest object myself."

"Yes, Lordness," says Lissard.

"And should he escape that, which he won't, I want you to block off the safe exit."

"Yes, Lordness. But I will need the runes combination to get past to the quest room."

"Ah, yes. The combination is five, two, six, one, four, three."

A fireball appears and you drop the spyglass.

Go to 9.

57

Another section of ledge appears which you walk onto. Two more cards appear. Which will you touch this time?

Two of Hearts. Go to 2.

Two of Diamonds. Go to 10.

58

"Thank you," says Maldame as you give the powder to her (cross it off your list). "Now, here is a little something in return: a spell called AXE. Mind how you use it." Note the spell down.

Maldame continues her ritual. You go to the exits.

Will you go left (go to 47) or right (go to 31)?

59

You enter a room full of poisonous vampire bats. There is no escape. Your quest is over.

60

Go to 29.

61

The last section of ledge appears, enabling you to reach the exit. You step through it. Go to 48.

62

You enter a passage with a large wooden door ahead. You try it but it is locked.

If you have the key, go to 71.

Otherwise there is no way to move on. Your quest is over.

63

You cast the AXE spell (cross it off, you cannot use it again). A huge axe appears and slams down on the skeletron, reducing it to a pile of old bones. You take the now-clear exit. Go to 14.

64

Go to 29.

65

The rune vanishes. Which will you touch now?

1. Go to 64.

2. Go to 91.

3. Go to 15.

4. Go to 29.

6. Go to 60.

66

Lord Fear zaps a huge fireball at you and you are dead.

67

You find yourself on a ledge with a deep chasm to your right. Next to you on the wall are two playing cards. You decide to touch one to make the next part of the ledge appear. Will it be:

The Ace of Hearts. Go to 57.

The Ace of Diamonds. Go to 49?

68

Go to 55.

69

The glass shows you the domain of Lord Fear. In the centre of his chamber, a platform rises into view with Lord Fear and Lissard on it.

"Useful device, these medieval lifts," remarks Lord Fear. "I hear the dungeoneer has started."

"Yes, Lordness," replies Lissard.

"Good. He won't get far," says Lord Fear. "There are some surprises in the first level, like the runes puzzle. He'll need the wand for that one. And I have a goblin guarding the trapdoor."

"I have been told Maldame is on Level One," says Lissard. "She plans a new ritual with three colours, and WOODLAND is the pass..."

The spyglass detector senses you, so you stop watching.

Now, if you read the scroll, go to 50.

If you look at the other things, go to 12.

70

Go to 49.

71

You insert the key in the lock (cross it off). The door opens and you go through. Go to 83.

72

You enter a brick-built room. On the floor is a chicken leg, which you take.

LIFE – GREEN.

There is an exit in one corner. Suddenly, Snapper-Jack, the fool napper, enters. He will capture you if you cannot answer his riddles. There will be three, you must get two correct. First riddle:

"What do Manx cats not have?"

Will you say:

i) Paws

ii) Teeth

iii) Tails

iv) Fur

Check answer on last page. Note if you are right or wrong. Then go to 30.

73

The rune vanishes. Which one now?

3. Go to 60.

4. Go to 76.

74

You cast the BELL spell and Lord Fear is trapped under a huge glass bell. As he stands furiously mouthing silent curses at you, you grab the amulet. You go over to two exits in the side wall. The left one is open and the right one is blocked by a grating.

If you go left, go to 55.

If you try other action, go to 77.

75

You appear to be below deck on the ship. You also seem to have found the Clue Room of Level Three. A number of items are on the floor. As you stand there you feel the ship start to move. It has apparently set sail. You investigate the items.

On the floor, you can see:

A piece of cheese

A spyglass

A mace

An emerald

A bottle marked FIERY BRANDY

A red key

You take the cheese.

LIFE – GREEN

If you use the spyglass, go to 56.

If you examine the other items, go to 9.

76

The rune vanishes. You touch the last one and that vanishes too. You walk through the now-open exit. Go to 82.

77

The Wand flashes a lightbeam as you bring it out. The grating opens and you go through. Go to 80.

78

The other items, to remind you, are:

A black wooden staff

A leather glove

A silver globe-light

Make your choice of two and note them down. You then go over to the exits. Will you go left (go to 81) or right (go to 52)?

79

A light shoots from the globe and the skeletron disintegrates. Now you can reach the exit. Go to 5.

80

You enter a long passage and run on until you find an exit and run through. Go to 92.

81

You fall straight into a spiked pit and are killed instantly. Left was not right. Your quest is over.

82

You enter a vast room. On a stone table is the gold amulet! You go to take it – but there is a flash and Lord Fear appears.

"Thought you were home and dry, didn't you?" he says. "Well, dry is about right. Do you know how people used to dry things out, in these days? They put them next to the fire."

He raises his hand.

"And this time, there won't even be three more little brats left to tell your parents you've been deep-fried. Shall we make that delightful bell ring?"

You must act!

If you run, go to 66.

If you use magic, go to 74.

83

You enter a room of bricks. There is an orange on the floor, which you take.

LIFE – GREEN

The onwards exit is covered with six runes numbered from one to six. You take out the Wand.

Which rune will you touch first?

1. Go to 64.

2. Go to 15.

3. Go to 29.

4. Go to 60.

5. Go to 65.

6. Go to 23.

84

Will you go left (go to 59) or right (go to 67)?

85

Go to 23.

86

The rune vanishes. Which one now?

1. Go to 73.

3. Go to 64.

4. Go to 15.

87

Go to 60.

88

Go to 29.

89

Go to 15.

90

Go to 64.

91

The rune vanishes. Which one now?

1. Go to 64.

3. Go to 15.

4. Go to 29.

6. Go to 86.

92

You are back in Knightmare Castle. Treguard and Majida congratulate you on retrieving the amulet.

Well done! Your quest is a success!

ANSWERS

7. WOODLAND

11. iv)

30. ii)

72. iii)