the Gyronome on your Action Chart .)
Soon you are ready to leave. The Academicians offer you the choice of the following items to aid you in your quest. (Remember that you may carry only two Weapons and a maximum of eight items in your Backpack.)
Short Sword (carried in a sheath worn at your belt)
Length of strong Rope (Backpack Item)
Potion of Healing (restores 4 ENDURANCE points when swallowed; carried in Backpack)
Backpack
Spear (carried in the hand)
As you climb into the Ethetron, the massive double windows of the laboratory are drawn open. The restraining ropes are untied and the glass dome of the flying machine glows with a ghostly light. You coax the Ethetron forwards and you glide gently through the open windows and out of the Crystal Tower. You look out across the bleak, featureless expanse of the Neverness with its strange, sunless sky and vast plain of unending cloud. You press lightly on the foot bar and the machine gathers speed. You take out the Gyronome. It is silent at first; then as your machine speeds away from the Crystal Tower it begins to emit a tone. You move the instrument around in the air and find, to your surprise, that its tone becomes louder when you point it towards your feet.
If you wish to fly at a lower altitude, turn to 135 .
If you have the Magical Power of Prophecy and wish to use it to guide you, turn to 147 .
If you have the Magical Power of Psychomancy and wish to use it on the Gyronome, turn to 152 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
117
There is a lull in the fighting and the Jahksa steps back. Poised to place the killing blow, you look on in frustration as the dark twin swiftly fades, his body becoming ever more transparent.
Turn to 273 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
119
Both you and Tanith make your way to another of the strange gaps in the cloud plain only to discover that the many holes in the plain are alike, differing only in size.
If you wish to enter one of these black holes, turn to 269 .
If you wish to continue towards the Crystal Tower, turn to 100 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
120
At the cost of 2 WILLPOWER points, you hurl a bolt of magical flame at the guard that illuminates the night. With a scream of pain, the guard falls dead. Without hesitation, you make a dash for the palace entrance as distant shouts reveal that the alarm is being raised.
Turn to 222 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
122
You head across the cloud plain towards the hunched figure. The man turns and looks at you, apparently unsurprised by your sudden appearance. He is dressed in grey, tattered rags and, with a start, you see that the flesh of his hands and face is almost transparent, revealing the veins, bones, and tissue that lie beneath his skin.
Illustration XI —The hunched figure is dressed in grey rags and the flesh of his hands and face is almost transparent.
‘No peace. No peace,’ he mutters to himself. ‘So many interruptions … the passage of strangers, asking directions and breaking the silence.’ He gazes at you with a sad but steady stare. ‘I am Drear, wanderer between worlds,’ he says, as if reciting a litany. ‘Sailor upon pointless seas, traveller of timeless lands, born of a world grown old and tired. You are in the Neverness, my children, the unformed and unclaimed void of the Daziarn, where no one yet resides.’
‘What of yonder building?’ you ask.
‘The Crystal Tower, home of the Academicians, scientists and scholars from another plane. They are mad, my friend. Do not waste your time with them. Instead, follow me and find peace in the calm of wandering; shed all purpose and responsibility. Come, follow! I seek the salvation of silence, the tranquillity of endlessness.’
He beckons insistently and, with a glazed expression, Tanith steps forward. Persuasive, inviting, and increasingly irresistible, Drear's hypnotic voice pulls at your mind.
If you wish to
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