post.
Turn to 230 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
114
You walk to the other end of the avenue and arrive at the foot of a large stairway that leads into the glass palace. It is the most impressive building in the city and you are puzzled to find it completely empty. You wonder if it is a temple, where people gather only at certain times, or perhaps it is a sacred place and only a select few are allowed within its walls. Your instincts tell you that you are sure to discover the Threnogem here.
If you wish to mount the steps and enter the palace, turn to 208 .
If you wish to wait for nightfall, so that you might investigate the palace unseen, turn to 121 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
115
This was once the realm of the Demon, Steth-Amon, a master of sound, the Guardian recounts. We, the Elessin, were created his slave singers, a choir of the damned. His was the music of dissonance; it could drive men insane or lure them and possess their minds. Long we laboured in his service. However, we sought the beauty of harmonious music, the melody of accord and we conceived of a plan to overthrow our lord. We created the Threnogem, a tool of silence, for without silence music has no meaning. Then, while he slumbered, we dropped the Threnogem into his open mouth and silenced him, robbing him of his power over us. He froze in the position you see him now, for the statue is Steth-Amon, mastered by the silence of the Threnogem. That you seek to take the statue from our realm is pleasing to us, for all our power has been devoted to giving life to the Threnogem and keeping Steth-Amon silent. If the Threnogem is removed from his mouth the demon will be released. All we ask is that you do not remove the Threnogem while you are in our domain. If you wish, we will help you carry the statue to your flying machine.
You agree to the Guardian's offer.
Turn to 182 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
116
The Ethetron is quite unlike anything you have seen before. It has a railed platform, and is shaped like a saucer, except that its stern is pointed like a lizard's tail. It bears a large glass dome in its centre. Passing through the top of the dome is a single black shaft like the mast of a sailing ship. The single sail resembles a giant bat's wings and is made of a strange material that shimmers like water and looks like metal but is like fabric to the touch. A closer inspection of the glass dome reveals that it contains a swirling, grey-white mist.
Illustration X —The Ethetron's tail is like a lizard's, its sails like bats' wings.
‘It is the raw stuff of the Daziarn, unformed power for the craft,’ explains Crabkey. ‘Without it, the craft would fall from the sky. To steer,’ he continues, ‘you must operate this lever — pull to climb, push to dive, left and right as normal. To draw more power from the glass dome you must press this metal bar at your feet; to slow down, release it. If you apply no pressure, the craft will remain where it is; if you push the lever to the left or right without power, the craft will spin on its axis. Beware, these controls are very sensitive. You need apply very little pressure to make the craft change its course.’
When Crabkey is satisfied that you understand the controls, he introduces you to another Academician, Slypate, who hands you a shining sphere of red and yellow metal. ‘This is a Gyronome. There is no north, east, west, or south in the plane of the Daziarn, nor is there time as you perceive it,’ says Slypate. ‘The only way of finding the Singing City is with the aid of this device. When you draw it out, it will emit a sound if you are heading for the Singing City. The louder the note, the surer your course. To return to the Crystal Tower, the Gyronome must be absolutely silent. It is very accurate: I invented it myself,’ he says with pride. You take the Special Item and place it in your pocket. (Remember to mark
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