Choose Your Own Adventure Pdf Free Download

21.05.2020
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YOU'RE TIIE STAR OF THE STORY CHOOSE, NROM 50 POSSIBLE, E,NDINCS.
*
I
* BY DE,BORAH LERME COODMAN
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ILLUSTRATED BY RON WINC
ANYTTIING CAN HAPPEN IN YOUR SEARCH FOR THtr MIGHTY ZEUSI You've been magically transported back to ancient Creece
by the goddess Athena. Your task: find Zeus, king of Olympus. But Zeus could be anywhere. Where should you start? Athena knows some others who might help you ftnd Zeus. If you decide'to ubit Persephone, who's about to make a terrifying trip to the underworld, tum to page 9. If you decide to meet lcarus, who wants to fly with wings made of feathers and wax, tum to page 7. Be areful! You might end up battling the fierce Minotaur-part bull, part man:-or be trapped by the sea god Poseidon at the bottom of the ocean..or Aou could euen become a godyourself! What happens next in the story? lt all depends on the choicesyou make. How does the story end? Onlyyou can find our! rrno out!And Ano rne the Desr best part is rnar that you can keep Keep reaorng reading Pan rs and rereading until you've had not one but manA incredCHOOSE YOUR OWN [email protected]
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KIDS CAN'T STOP READING' THE CHOOSE YOUR OWN [email protected] STORIES!
'l like Choose Your Own Adventure books
be-
cause they're full of surprises. I can't wait to read
more.' Romanos, age 72
z.
-Cary 'Makes you think thoroughly before making decisions.'
I
I
-Hassan
Stevenson, age 11
'l read five different stories in one night and that's a record for me. The different endings are fun.' Sullivan, age 9
-Timmy 'lt's great fun! I like the idea of making my own decisions.' -Anthony
--
Ziccardi, age 11
And teachers like this series, too:
'We have read and reread, worn thin, loved, loaned, bought for others, and donated to school
libraries our Choose Your Own Adventure books.'
CHOOSE YOUR OWN [email protected]AND MAKE READING MORE FUN!
Ir
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Bantam Books in the Choose Your Own Adventureo Series Ask your bookseller for the books you have missed
#7 THE CAVE OF TIME #2 JOURNEY UNDER THE SEA #3 BY BALLOON TO THE
#28 MOUNTAIN SURVIVAL #29 TROUBLE ON PI-ANET
SAI-IARA #4 SPACE AND BEYOND #5 THE II,IYSTERY OF CHIMNEY ROCK #6 YOUR CODE NAME IS JONAH #7 THE THIRD PTANET FROM ALTAIR #8 DEADWOOD CIry #9 WHO KILLED HARLOWE
#30 THE CURSE
THROI{BEY? #10 THE LOST JEWELS OF NABOOTI
#77 IVIYSTERY OF THE MAYA #12 INSIDE UFO 54-40 #13 THE ABOMINABLE SNOWMAN
#74 THE FORBIDDEN CASTLE #15 HOUSE OF DANGER #16 SURVIVAL AT SEA #77 THE RACE FOREVER #18 UNDERGROUND #19
KINGDOM SECRET OF THE PYRAMIDS ESCAPE HYPERSPACE SPACE PATROL
#20 #21 #22 #23 THE LOSTTRIBE #24 LOST ON THE AMAZON #25 PRISONER OF THE ANT PEOPLE
#26 THE
PHANTOM SUBMARINE HORROR OF HIGH RIDGE
#27 THE
EARTH
OF
BATTERSLEA HALL #31 VAMPIRE EXPRESS #32 TRFASURE DIVER #33 THE DRAGONS' DEN #34 THE NrySTERY OF THE HIGHTAND CREST #35 JOURNEY TO STONEHENGE #36 THE SECRET TREASURE OF TIBET #37 WAR WITH THE EVIL POWER MASTER #38 SABOTAGE #39 SUPERCOMPUTER #40 THE THRONE OF ZEUS #41 SEARCH FOR THE MOUNTAIN GORILTAS #42 THE IvIYSTERY OF ECHO LODGE #43 GMND CAMON ODYSSEY #M THE MYSTERY OF URA SENKE #45 YOU ARE A SHARK #46 THE DEADLY SMDOW #47 OUTTAWS OF SHERWOOD FOREST #48 SPY FOR GEORGE WASHINGTON #49 DANGER AT ANCHOR MINE #50 RETURN TO THE CAVE OF TIME #51 THE MAGIC OF THE UNICORN #52 GHOST HUNTER #53 THE CASE OF THE SILK KING #54 FOREST OF FEAR
CTIOOSD YOUR OIryN [email protected]
. 40
THE THRONE OT'ZDUS BY DEBOMH LER},ID COODMAN
Choose Your Own Adventureo Books for young readers
#7 #2 #3 #4 #5
#6 #7 #8 #9
#10 #11 #72 #13
#74 #15
THE CIRCUS THE HAUNTED HOUSE SUNKEN TREASURE YOUR VERY OWN ROBOT GORGA. THE SPACE MONSTER THE GREEN SLIME HELPI YOU'RE SHRNKING INDIAN TRAIL DREAM TRIPS THE GENIE IN THE BOTTLE THE BIGFOOT IVIYSTERY THE CREATURE FROM MILLER'S POND JUNGLE SAFARI THE SEARCH FOR CFlAMP THE THREE WISHES
#76 #17 #78 #79 #20 #27
DRAGONS! WILD HORSE COUNTRY SUMMER CAMP THE TOWER OF LONDON TROUBLE IN SPACE MONA IS MISSII.IG THE EVIL WZARD THE POI-AR BEAR EXPRESS THE MUMlvfY'S TOMB THE FLYING CARPET THE MAGIC PATH ICE CAVE
#22 #23 #24 #25 #26 #27 #28 FIRE! #29 THE FAIRY KIDNAP #30 RUNAWAY SPACESHIP
#31 LOST DOG! #32 BLIZTARD AT BTACK SWAN INN
ILLUSTMIDD BY RON WINC Att
RL
Montgomery Book
BANTAM [email protected]
TORONTO. NEW YORK
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LONDON
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SYDNEY
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AUCKLAND
To Gram, for your stories, as well as your continuing faith
RL 5,
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age 10 and up
THE THRONE OF ZzuS
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WARNING!!! i
Do not read this book stuaight through from beginning to end! These pages contain many different adventures you may have during your visit to ancient Greece. From time to time as you read along, you will be asked to make a choice. Your choice may lead to success or disaster.
The adventures you take are a result of your choice. You are responsible because you choose!
After you make your choice, follow the instuctions to see what happens to you next. Think carefully before you make your move. In this ancient land, gods and heroes are unpredictable. Are you fated to return tiumphantly to your own time . . . or to vanish into Greek legend forever? You're about to find out. Good luck!
I For months, you and your grandmother have waited for your parents to refurn home to Athens. Their archaeological digs often take them to distant parts of Greece, but they have never been gone so long before. Your mother and father have unearthed a throne they believe was made for the ancient Greek god Zeus. They're convinced it is the first trace ever discovered of Olympus, palace of the gods. You had been eager to hear about their excavations and see pictures of the throne, but now that your parents are home, they seem upset.
'The university has threatened to discontinue the excavation,' says your father. 'We need hard evidence by the end of the summer to convince them that this throne could only have been made for Zeus.' 'What kind of eidence?' you ask.
Turn to poge 3.
f I
3
t
:
-:'We need something that clearly links the throne to Zeus. A crown inscribed with his name would help. A stone tablet listing the laws of Olympus would be ideal, but we don't know if such a thing ever existed,' your mother answers.
'Talk to Zeus,' murmurs your grandmother, clearing the table.
Turn to page 5.
1
5
ftr
tuee da6 you cling to the plank. The sun 1rur face and arms. You are so parched
scorctr€s
tra pn ty drinking seawater, but it only makes ynu feverish and sick. As you slip into unconri:usness,, you dream of Zeus. FIe dts on a throne that looks just like the one your parents discovered. 'l know you want to ask a farrcr for your parenb,' Zeus tells you, 'but I will grant them a different wish than the one you had in mind. I will save your life and return you to your own century but they will have to continue their excavation without my assistance.' Zeuslemoves a gold ring from his hand and puts it on one of your fingers. The ring is much too big for you, and you have to clench your fingers to keep it from sliding off. You awaken to the white glare of a hospital room. Your grandmother is sitting beside you. Without a hace of surprise, she points to a massive gold ring on your hand and says, 'l see you found Zevs.'
'Have you ever talked with Zeus?' you ask your grandmother later as you help her wash the dishes.
'A few times,' she replies. 'On the summer solstice, the ancient gods take special interest in mortal beings. Sometimes they appear on earth. Why, I have even walked with Zeus!' 'Tomorrow is the solstice,' you say, shivering with excitement. 'Maybe if I can talk to the gods, I can help Mom and Dad find the evidence they need. Since they won't ask Zeus for clues, I'll do it
myself! But tell me, Gram, where can I find Zeus?'
'l can't tell you that.' She kisses you good night. 'You have to discover Zeus on your own.' All night, you wonder where you might find Zeus. You can't envision him appearing in your modern apartment, but you can imagine him stiding comfortably through an ancient temple. You decide to spend the summer solstice at the Acropolis, the site of the famous temple ruins o'.rerlooking Athens.
The End
Turn to page 8.
I
7 'Close your eyes and I'll take you to Crete. You'li like lcarus,' says Athena. Piacing her hands on ycur shoulders, she spins you around until you become almost unbearably dizzy. Flnally Athena releases you. You find yourself in a narrow passaEe with high stone u.,alls. There is no ceiling, and the sky above you is dazzlinglg biue. A startled man and boy, both draped in loose white clothing, are staring at you'
'l've been in the sun too long, Icarus.' says the man, rubbing his fofehead wearily. 'l'rn having ,Jsionsl' 'No' you're not!' you cry' 'Athena brought me here to find Zeus.' 'You've come to the wrong place if you're looking for Zeus,' says the rnan. bitterly. 'l don't suppose Athena sent any water with you, did she!'
You shake your head.
'lf this isn't just like the gods,' comments the man. 'They don't bring you water when you're dying of thirst' No, instead, they bring you a visitor in furnny ciothes.' 'Maybe Athena brought the visitor io help us escape,' suggests Icarus. Then he tells you, 'Dorr't mind rny father. He's upset about our problem.' 'What's wrong?'
Turn to poge 15.
8
9
After telling your grandmother of your plans, gnu wait until late afternoon to go to the Acropdb. There are many tourists snapping pictures of the marble ruins, but you know from previous vidts trat the guards will usher everyone out at firre o'dock You survey the area as you plan your oilrrse of action. Chain link fences encircle each of the ancient sancfuaries. The Parthenon is the largest, most important temple, and the one you think Zeus would be most likely to visit. Unfortunately, it also attracts the greatest number of people, and you'll have a hard time entering it unseen. Maybe you should try the Shrine of Artemis Brauronia. There aren't as many people around it.
lf yau & U yot
'Fine,' answers Athena. 'l'll take you to Persephone, in the fields of Enna.' She grasps your shoulders and twirls you around. Your feetfly off the ground as you spin through a silvery fog. When your body pops into place again, you find yourself in a vast meadow. A girl about your age look up from a bed of lilies and says, 'That's strange clothing you're wearing. Are you one of Athena's friends from another place in time?' 'Why, yes,' you answer, surprised. 'Athena brought me here to look for Zeus. Do you ever see him?'
'Quite often,' the girl answers. 'You've come to the right place. My name is Persephone.' As you and Persephone stroll through the meadow, you see wisps of smoke wafting out of a deep gorge slashed into the earth. Persephone notices a flower at the edge of the chasm. 'l can smell that flower from here!' she cries, and races toward the stange blossom.
to sneok into the Parthenon, turn to poge 37.
ffi,I
X* to hide in the Shrine of fuElfis &ualronio, hnn to page 12.
Go on to the netd page.
You sniff the air, but all you smellis sulfur. Suddenly a gleaming black chariot drawn by ebony horses dashes out of the chasm. Without stopping, the driver yanks Persephone into the chariot. You make a dash and hurl yourself in just before the chariot plunges back into the depths o{ the chasm Noticing you, the driver wryly comments, 'Very few ever choose to join me.' 'Who is he?' you ask Persephone. 'Hades.' she whispers, 'lord of the underworld.' Her face has turned deathly white.
Turn to poge 76.
t:2
13
C6.'at'lur sfioll around the remains of the Shrhre c{ ArtemE Brauronia, hoping the other vlsilrs uril l€erp soon. At last, when no one is 9nu dart under a half-fallen pillar and wedge yourself between two gigantic blocks of stone- By hrrtiling yrour neck just a bit, you discover that you harrc a clear vietv of the Parthenon across the way. Although you are exhemely uncomfortable, you wait quietly as the guards make their rounds. The setting sun casts a rosy glow on the marble ruins, but you're not in a mood to admire the scenery.
Soon after the moon rises, you notice a soft light radiating from the interior of the Parthenon. At first vou you think it must come from the flashlight flashlioht of a night watchman, but then you begin to wonder if it could be Zeus!
You walk out of Hades' palace toward the gate where Cerberus stands guard. One of his heads is
napping, but the other two watch you intently and growl. This wakes the third head. Immediately it bares its teeth too. Even if Cerberus is quite different from any other dog you've known, you remind yourself that he's still just a dog-though a dog with three heads and the tail of a serpent. You whistle to the beast and slap your hands on your thighs. 'Come here, pup!' you call, tqlng to keep your voice from quivering. Cerberus saunters over and sniffs your shoulders. Your hands hemble as you reach up, past your head, to pet the beast. He seems to like you! You break off a branch from a nearby tree and throw it. 'Bring me the stick!' you instruct Cerberus. fu he romps off to retrieve it, you get an idea!
lf
you daide to
*ay nght where you are, turn to page 28.
lf
you
&
to in*erligote the source ot' hght, turn to poge 74.
l
Turn to page 40.
t4 You run torlard the Parthenon and clamber over the fience- Breathlessly you stumble up the steps. Behind the pillars, the light is pale and misty. A rall woman in white robes stands at the center of the temple.
15 'A few years ago, my father, Daedalus, built this Labyrinth to imprison the Minotaur, a horrible
beast that is half-bull and half-man,' Icarus ex-
plains. 'Only now King Minos is angry with us, and we're stuck in the maze too.' 'There are miles of corridors, but only one way out,' adds Daedalus ruefully. 'Unless we escape soon, we will die of thirst---or be eaten by the Minotaur.' 'Let's get going!' you exclaim. 'We've got to get out of here fast!' 'There's no sense in moving about,' snaps Daedalus. 'At best, you'll only make yourself more thirsty, and at worst, you'll meet the Minotaur. Calm down and help us think of a solution.'
It' you answe
'l'm
want to get on It' you decide
sorry to leaue you, but I with my search t'or Zeus,' turn to page 79.
to stay with
lcarus and Doedalus, turn to page 22.
t7
r6 What haw you gdten yourself into? you wonder.
The chariot races through gnm, gray caverns. Farther ahead, a bizarrely iridescent river shimmers with the only colors in the underworld landscape.
'The river Styx,' murmurs Persephone, 'the river of hate.' As the horses fly over it, you gaze into the dark water. You're not sure if you bargained for this. Should you jump into the river Styx and get away, or continue further into the underworld with Persephone?
'l'm sorry,' you say, 'but I can't tell you where the Bull of Minos is.' Hercules scowls with rage. Wthout a word, he grabs your wrist and begins swinging your body in circles. Excruciating pain shoots up your arm. You wonder if a change of plan might be a good idea-but by then, you're too dizz.1 to speak. Suddenly Hercules releases you. With breathtaking speed, you sailthrough the air. Your body burns fiercely and seems to shatter into several pieces. You lose consciousness. A new group of stars appears in the sky that night, right beside the constellation of Gurus the Bull. People name the new constellation 'Guardian of the Bull,' and tell stories about your valiant attempt to resist Hercules. The End
$ you leap into the water, turn to page It'
r
70.
you remoin in the chonot, turn to page 31.
L9
18 'Welcome to my temple,' the woman says warmly as she offers you her hand. You're too frightened to take it. You barely manage to stammer, 'You're not Zeus!' She laughs. 'Of course not! I'm Athena, daughter of Zeus. If you wanted to meet my father, you shouldn't have come to my temple.' Gingerly, you take her hand. You are surprised to find that it feels remarkably like your nrother's. 'Can you take me to Zeus?' you ask. 'l can bring you back to ancient times, and give you power to speak and understand the language,' Athena offers, 'but you'll have to find Zeus on your own.' 'How will I know where he is?' 'l can't tell you where to find Zeus,' Athena explains. 'The trick is to athact his attention by doing something he'll find exciting.' She thinks for a moment. ' I know two people who are about to have intriguing experiences. Persephone doesn't know it yet, but she's going to be spending a lot of time with Hades, one of Zeus' brothers. Icarus is on the island of Crete right now, and he's-well, let's just say he has an adventure ahead of him. Would you like me to take you to Persephone or lcarus?'
lf you
answer,
'l'd
if you should
have stayed with Icarus and Daedalus, you take another left turn and find yourself facing the strangest creature you've ever seen-the Minotaur! You freeze with terror. The Minotaur towers above you, equally still. Its head and torso are those of a huge black bull, but its arms and legs are human. You wonder whether you should try to reason with the beast or just run for your life.
turn to page 9.
If you summon all your couroge and ot't'er the Minotaur your hand, turn to page 27.
like to meet lcarus,'
lf you turn on your heels and t'lee,
say, 'Please take me to Persephone,'
lf you
'Good luck with your search for Zeus,' says Daedalus with a hace of scorn, 'but I have a leeling it's the Minotaur-not a god-that you'll find.' You wander through the Labyrinth without any sense of direction. As the hours pass, you grow thirsty and tired. Just when you begin to wonder
turn to page
7.
turn to page 29.
2t
20 In less than an hour, Hermes refurns with Persephone in Hades' chariot. You're relieved to see that she is out of her trance.
'Climb in,' Hermes calls to you. The three of you ride past the jagged rocks of the underworld, over the river Styx, and into the light of day. After you return Persephone to the field where you found her, Hermes turns to you. 'Where shall I take you, my friend?' 'l would like to meetZeus.' You describe your parents' discovery of the throne of. Zeus. Hermes stares at you intenfly. 'You say you live thousands of years in the future? Oh, I would love to trade places with you! And I could, if you aEtee.'
'l don't think I understand,' you
reply.
'We can exchange lives,' Hermes explains. 'You'll become a god, and I'll go into the future and take your place.' 'But you don't look like me. My family will know you're not me.' 'We'llstep into each other's bodies, too. Only you'll step into an immortalbody,' says Hermes. 'Unfortunately, since you weren't born a god, you'll have all our powers except time fravel.' Imagine being a god! That would be a thousand times better than just meeting one! But what about your family and friends? It' you agree to exchange liues with Hermes,
turn to page 42.
lf you
say,
Walking through the dark and barren halls of Hades' palace, you feel scared, but also sad and very lonely. There are no people, no doorways, no rays of sunlight. You are so relieved when you finally reach a shiny crimson door that you do not think twice about opening it. Immediately, you wish you'd been more cautious. Three hideous old women with snakes for hair greet you with outstretched arms. You let out a blood-curdling scream and shut your eyes, but the gruesome sight burns in your mind. A surprisingly gentle voice says, 'You may know us as the 'Furies,' but we stand for fairness, not just for rage.' Although you open your eyes, you still cannot bring yourself to look at the three women. 'We want to help gou,' says another of the Furies. 'You don't belong in the underworld, and it.is not fair of Hades to keep you here.' 'l just wanted to meet Zeus,' you explain, stealing a glance at the Furies. You describe your parents' archaeological discovery and the troubles they've been facing. 'l have to find a way for them to prove they've found Olympus.' The three Furies look at each ottrer and smile. Suddenly, they begin to fly around you with such speed that they are tansformed into a dark whirlwind. It is perfectly calm in the center of the tornado, where you stand, and you feel yourself slowly rising into the air. You lose track of qterything except the black wind that surrounds you.
'I'd mther just meet Zeus and then go home,' turn to page 32.
Turn to poge 25.
23 You wait until twilight so you will be less visible. Then you climb on top of Icarus and Daedalus, falling off a couple of times before you manage to hoist yourself to the top of the wall. You survey lhe maze. Within minutes, you find a way to reach the entrance to the Labyrinth. Balancing carefully, you walk along the top of the walls as Icarus and Daedalus follow below.
Go on to the next poge.
You, Daedalus, and Icarus sit in the Labyrinth in silence. After a few hours, you begin to wonder if Athena has abandoned you. You think about dying and imagine your soul floating past the walls of the Labvrinth to heaven. 'That's it!' you s'hout, jumping to your feet. 'The way out of here is up!' 'How do you propose we fly?' Daedalus asks sarcastically.
'We won't fly, we'llwalk,' you tell him. 'lf lcarus climbs on your shoulders and I climb on top of his, I should be able to reach the top of these walls. Once I'm on top, I'll be able to see a way
out and I'll lead you.' Icarus slaps you on the back. save us!'
t
'l knew you'd
21
25
',;,'
.:: a: .-t g'ou leave the maze, you hug each --=: -:-a:.:'. 'l xnow some caves on the coast ..:.:= .;.; :a: ::oe until we figure out a way to =:Sl3t€ .::= '::s island.' says Daedaius. 'You're
'.,,e.con:e
io corne u'ith us-or you can visit the l(ng Minos right over there. Minos may know how to find Zeus.' palace oi
The next thing you know, you're back in Athens, in your own bed. The morning light is streaming through the windows and your father is shaking you. 'Wake up!' he exclaims. 'Your mother and I are going back to the excavation. Last night I dreamed we unearthed allkinds of new evidence underneath the throne of. Zeus. I know it sounds crazy, but in my dream, a black tornado drilied into the ground there, revealing crowns, ancient tablets-everything we need to prove our theory!' 'l dreamed about a black tornado, too,' you say as you rub your eyes. 'How interesting,' replies your father, but you can tell he's not really listening. Before you can say anything else, he leaves your room. You hear him hurry down the hall. Sure enough, your parents discover more than enough evidence to prove they found Olympus. And the day the famous Olympian artifacts first appear in the museum in Athens, a black tornado whips through the center of the city. The whirlwind creates much fear and commotion, but it causes no deskuction at all. The End
lf W, go with /corus and Daedalus, turn to page 45.
It' you head touorci rhe palace. turn to page 33.
27 The Minotaur slowly extends his hand to grasp yours. The beast is tembling just as much as you are.
'You are the first person who has not run away
from me,' whispers the Minotaur hoarsely. Al-
the Minotaur shyly.
Turn to page 30.
E
a3
29
From the Shrine of Artemis, you gaze, tansfixed, at the light inside the Parthenon. You are so mesmerized that you fail to notice another light moving toward you untilit beams directly on your face.
You are blinded. 'Zet)s?' you callexpectantly. 'Stay where you are!' answers a voice that sounds very human and unmistakably angry. Before you can run, the watchman grabs your arm roughly and drags you away from the shrine, From the guards' office, he phones the police. You remember this summer solstice for the rest of your life, although not for the reasons you had in mind.
The End
You turn and run. The Minotaur lunges after you as you race through the Labyrinth. The blood pounding in your ears muffles the sound of the beast's ferocious roars. Even though you mn more swiftly than you ever thought possible, this is not a race you are destined to win.
The End
30
t
You briefly think about rescuing lcarus and Daedalus, but decide to escape immediately. Within minutes, you and the Minotaur are free. 'We'll have to leave the island or the king is sure to find me,' he tells you as he scans the horizon. 'As I recall, the harbor is in ihat direction. Maybe we can escape on a boat.' You leap onto the Minotaur's back. and together you race to the harbor. You see sailors loading cargo onto a boat and consider asking if they'll take you and the Minotaur on board. You doubt they'll greet the'Minotaur warmly. You could try to sneak aboard and hide instead, but concealing the Minotaur ruvon't be easy.
31 It may be safer to stay in Hades' chariot-wherever it's taking you. The chariot lands smoothly on the other side of the river. In a few minutes you arrive at a somber palace surrounded by high walls. The sbangest creafure you've ever seen waits by the gate. It is a
gigantic dog, much bigger than you are, with three heads and the tail of a serpent. He trots over
to the chariot and frolics alongside. 'This is my dog, Cerberus,' Hades explains. 'He is always friendly when someone enters my kingdom. I must warn you, however, that if you attempt to leave my land, Cerberus willchew you to the bone.' You smile weakly and pat one of the dog's heads. Cerberus licks your hand with an unnaturally cold tongue. Hades leads you and Persephone down a gloomy hall to a pair of black marble thrones. 'You will be my queen here forever, Persephone,' says Hades as he gestures gallanfly to the thrones, 'so banish all memories of the Land of the Living.' Nodding toward you, Hades remarks, 'You, too, will remain in my kingdom for all eternity.'
If you decide to explain your situation to the soi/ors, turn to page 43.
If you decide to hide with the Minotaur, turn to page 76.
t
Turn to page 36.
32 'Well, I'm disappointed you won't trade lives with me,' says Hermes, 'but I'lltake you as close to Olympus as I can. Zeus is very particular when it comes to mortal visitors, so I'll have to see if I can get an invitation for you.' You ride through groves of silvery trees, past orchards and villages, over the steepest mountains in Greece to a smallpeninsula. 'Wait here,' he tells you. Moments later, he returns with Athena and Zeus. 'Welcome to Olympus!' says Zeus cordially. You can't take your eyes off his robe. It seems to be woven of rainbows and lightning. 'Your grandmother and I are old friends,' Zeus continues. 'l look forward to talking with you. But let's have a bite to eat first.'
Twnto
I
ge B.
You say goodbye to Daedalus and Icarus and head for Minos' palace. From outside, the palace
is not nearly as impressive as you thought it would be. Inside, however, the walls are vividly painted with large scenes of acrobats, dolphins, and monkeys. You wander through the brightly decorated corridors, occasionally poking your head into the rooms you pass. In one room, you spot a pile of coarsely woven tunics. To avoid arousing suspicion, you substitute a tunic for your own clothing. You hide your clothes at the bottom of the stack of tunics. Feeling more confident now that you are well disguised, you ask the first servant you see to lead you to the king.
Go on to the next page.
v The stone benches along the walls of the throne room are filled with people. Minos sits on a special throne, also carved of stone. It looks a little like the throne of Zeus your parents dissmaller. Kneeling before yourself and ask, 'May I 'Even the most stupid person in Crete knows the king should not be approached so boldly,' says Mnos scornfully. 'l could have you killed for such impudence! Where are you from?'
35 You pause as you struggle to decide how to respond. He might be impressed if you tell him Athena brought you to Crete, but on the other hand, he might think you are lying.
lf you
say, 'Athena brought me here so
I could
look t'or Zeus,' turn to page 39.
lf you reply, 'l am on orphan t'rom the other side of
the islond,' turn to page 63.
37
36 Persephone sits down silently on the throne, staring blankly into space. You don't understand what has come over her, but it's clear that she won't be able to help you escape. You're determined not to spend the rest of your life in the underworld, though. 'l'm going to explore the palace,' you announce with false cheerfulness.
You wonder whether you should try to sneak past Cerberus or look for another escape route. Cerberus is certainly a frightening obstacle, but who knows what other terrors stand between you and the Land of the Living?
Slowly you circle the Parthenon, waiting for the
crowd to thin out. When it does, you quickly scramble over the f.ence, run up the stairs to the temple, and hide behind an immense column. You wait nervously as the shadows grow longer. You listen to the guards making their rounds, and your heart beats so loudly you feel certain they will hear it. Finally the sky darkens and the first stars begin to appear. 'Oh, please,' you wish out loud, 'let me meet Zeus. No one wants to meet him more than I do.' No sooner do the words leave your lips than a small white spark flashes next to you. At first you think it's a firefly, but then you notice five, six, seven sparks bursting like popcorn. As the tiny flashes continue, you hold your breath with fear and fascination. Then, to your amazement, the sparks form into a tall and graceful woman wearing white robes.
lf you try your luck with Cerbents, turn to page 73.
lf you search t'or onother
way out ot' the palace, turn to page 27.
Turn to page 78.
38
39
Zeus leads you to an enormous table surrounded by immense thrones. You gaze in awe at the gods and goddesses gathered around the table. You imagined they would be dignified, but instead they tease one another and laugh so hard the table trembles. Zeus creates a small cloud for your seat, and you sit down to enjoy the meal. When the last morsel of food has been devoured, Zeus takes you aside. 'l have a souvenir for you,' he says, handing you a shovel made of mirrors. 'lf you use this shovel, you will be able to unearth every last trace of Olympus. Just follow the tug of this tool and you will find more than you have ever dreamed of.' You thank Zeus and return to your cloud seat. When you sit, however, you discover it is no longer firm. . . . You sink into silvery vapors and tumble through time. When the mists clear, you find yourself home, still clutching your souvenir from Zeus.
The End
Minos raises his eyebrows. 'Athena brought
you here? What business do you have with Zeus?'
'l live thousands of years in the future,' you say. 'My parents are hying to prove they've discovered Olympus, but everyone thinks lhey're crazy.l came to get help from Zeus.' Nervous laughter fills the room, but Minos ignores it. He leans forward and eyes you intently. 'Tell me about life in the future.' 'Well,' you pause, wondering where to begin, 'we have machines that carry people through the air. We also have machines that carry people over land. They're a little like chariots, I guess, but they don't need horses for power. We have rockets that travel through outer space, and people have even walked on the moon.' 'Man has stepped on the moon?' asks Minos, incredulously. 'Yes,' you assure him, ' and now we're trying to reach other planets.' 'This is fascinating!' says Minos. 'Never mind about becoming a servant. I want to hear more about the future. Your knowledge will help my kingdom become gleat.' You spend the rest of your life at the palace of Minos. Under your guidance, Crele becomes an unusually advanced civilization. You're proud of your contribution, but sometimes you awake in the middle of the night and wonder why Athena abandoned you and if your parents were ever able to prove their archaeological discovery.
The End
40 You throw two branches close to each other. Cerberus catches each of the limbs in a different mouth. Then you throw three branches, stillvery close together. Cerberus eagerly retrieves them.
Finally, mustering up all your strength, you fling three branches as far as you can, but each in
a different direction. One of Cerberus' heads spots the first limb and sets off after it. The second and third heads strain as they shuggle to go in other directions. One head snarls at another and nips the third one. Suddenly all three heads are fighting!
Wasting no time, you slip through the gate. Even though you're not sure where you are going, you run as fast as you can away from the palace. Bef.ore long, you reach the river Styx. You are surprised to see an old man in a hooded cloak guiding a raft across the river. When he notices you, he waves and approaches the shore.
(t' I
10 o
G
00, Turn to page 46.
(}
42
'Hello!' you call as you climb aboard the boat. The Minotaur tails behind you uneasily. A sailor turns to answer you, but before the words leave his lips, he spots the Minotaur and screams. The next thing you know, you and the Minotaur are frapped under a fishing nel 'l just want to ask a favor,' you cry as you sttrggle to free yourself from the heavy net The sailors ignore your pleas as they gather the net tightly around both of you and secure it with
'l'll frade lives with you on one condition,' you tell Hermes. 'You must promise to help my parents prove they've discovered Olympus.' Hermes grins. 'l know where Zeus keeps all his teasures. I'll make your parents famous.' Hermes places his hand gently over your face and tells you to do the same to him. A throbbing pulse, much stronger than a heartbeat, fills your body. Hermes removes his hand from your face and says, 'Now take your hand away.' You are startled beyond words to see your own face and clothing on someone else. Hermes' entire body has changed into your own! You realize you're wearing his robe and winged sandals. Suddenly panic seizes you. 'How will I know how to be a god? How wili I recognize the other gods?' 'Don't worry,' Hermes replies. 'You'll recognize Zeus the same way I'll recognize your parents, because we've added each other's knowledge and experiences to our own.'
ropes.
The sailors congratulate themselves. 'King Mnos is sure to reward us generously for catching the Mnotaur and its accomplice!' one exclaims gleetully. As you wait for the king's arrival, you know you
are doomed.
The End
Sure enough, you realize you do know exactly how Zeus looks. You even know where to find him. You hug Hermes-now yourself-goodbye. Wth the last of his godly powers, Hermes whisks himself through time. You begin to run toward Olympus. Your body feels weightless, and your feet barely touch the ground. When you finally see the splendor of Olympus, there is no doubt in your mind that you're going to like being a god!
The End
I
*-
M
45
With Daedalus, you travel by boat to Athens. You want to begin your search for Zeus as soon as you arrive, but Daedalus disagrees. 'You can't look for Zeus the same way you might look for a friend in the marketplace! You must attract Zeus to you. If you become my apprentice, I'll teach you to be such a clever craftsman that Zeus will surely take notice of you.' You consent. Daedalus shows you how to make magical things-wooden flutes that play the songs of nightingales, clay urns that never run out of water, special nets that turn fish into pearls. At first, you awaken each day with the hope that Zeus will visit you. But as the years pass, and your work becomes even more wondrous, you forget about Zeus, and even your family. After all, you are so rich that even the king of Athens admires you.
The End
All through the night, the three of you trudge across the island toward the caves. You climb heacherously rocky hills and pass olive trees that glimmer like silver in the moonlight, but you are so troubled by a vague worry that you pay little attention to the scenery. Near dawn, you reach the caves. Resting against a cool stone, you fall into a fitful sleep. A few hours later, you awake with a dishessing realization. You remember that your grandmother used to tell you a story about Icarus and Daedalus when you were younger. In the legend, they used special wings to fly away from Crete. The part when Icarus falls into the sea and drowns always made you so sad that your grandmother finally stopped telling you the tale. Maybe it's not a true story you think. But what if it is? As you stumble out of the cave, you decide to speak to Daedalus about your fears.
Turn to page 48.
47
46 'l don't remember meeting you before,' says the old man as he pulls his raft ashore, 'but I suppose I must have. I've been at this job since the beginning of time, and it's getting to be too much for me.' 'l don't think we've met,' you reply, extending your hand. 'Who are you?' 'Charon, ferryman of the dead,' he answers wearily.
'l'm tryring to reach the Land of the Living,' you explain. Charon laughs scornfully. 'You and millions of others. I can't help you. The passengers I carry go only in one direction-toward Hades.' 'But I'm not dead!' you exclaim impatienfly. 'l don't belong in the underworld.' 'None of the inhabitants of the underworld believe they belong here,' says Charon. 'l'll admit, though, you do have a certain vitality I don't see very often around here. And where did you get
Charon laughs. 'You're pretty amusing. How would you like to become my apprentice? I'd welcome a joke every now and then.' 'l would bring dead people across the river on your rqft?' you ask. The idea of transporting bodies makes your skin crawl.
'Under my close supervision,' answers Charon. 'Don't worry, it's not unpleasant work. The passengers are souls, not reeking corpses.' Working for Charon might offer the best chance for escape from the underworld, but you wonder how long you would have to wait for the right m6ment. Should you try to swim across the river Styx on your own?
such unusual clothing?'
'ln the twentieth century where I come from, these are very normal clothes. You see, I'm just visiting your time. I need to get on with my search
lor
Zeus.'
$ you agree to become Charon's hpprenhce, turn to poge 87. Go on to the next page.
I
It' you decide
to swim, turn lo poge
75.
48 You find Icarus and Daedalus constructing large wings just outside the cave. They sew the long feathers together and bind the smaller ones with beeswax. Smiling at you, Icarus says, 'Your idea of looking upward for escape inspired my father. We're going to fly off this island!' Your stomach sinks. 'l don't think that's a good idea,' you stammer. 'And why not?' asks Daedalus, not looking up from his work. 'Something bad will happen. I just know it will,' you insist. 'Nonsense!' snorts Daedalus. He grabs your arm and yanks you into the cave. 'l don't want you putting ideas in Icarus' head!' he snaps. 'Just because you figured out a way to escape from the Labyrinth, don't think you're the only one with good ideas. Let me tellyou somethingall through Greece I'm known for my clever schemes.'
'People in my country speak of your inventions, too,' you reply. 'We tell a story about the wings you are building. In the story the beeswax melts when Icarus flies too close to the sun. He drowns.'
Turn to page 53.
51
50 You decide not to tY to escaPe. When Poseidon returns, he announces that
ankles' wrap on around Yb !' your ' Ze u and Pulls being, not 'You're mortal a uou out of the water. you 'No wonder i water nymph!' he exclaims.
want to eicape from Poseidon!'
'Give me an arrow!' Hercules bellows, but you ignore him. He sneers as the Daughters of the Evening Land embrace you. 'l'll show you I don't need the help of a pipsqueak! I can tear this dragon to shreds with my bare hands!' You watch Hercules wrestle with the beast. Each time the dragon snaps at Hercules, he yells with surprise, and you're smugly pleased to see him stuggle. Only when the dragon finally chases Hercules away does a quiet peace descend over the garden. 'He'll be back,' you tell the Daughters. 'He doesn't gve up.' 'We know,' one replies, 'but at least we'll have one more evening.' 'Now dream,' another whispers. You feel yourself drifting into a delightful sleep. When you awake, you are in your own bed in Athens. You have no memory of your ancient adventures. You can't remember how you got home from the Acropolis, but a dream about meeting Athena lingers fainfly in your mind. As you climb out of bed, you notice a golden apple beside your pillow. You spend the rest of your life wondering where that apple came from.
The End Turn to page 54.
I
52
53
'Quick!' you cry. 'lnto the caves!' You and Icarus run into the caverns and crawlthrough ser-
pentine tunnels. After several hours of waiting, you are convinced you've eluded Daedalus. You are eager to leave the damp darkness of the caves.
When you finally emerge, you see a bearded man in a robe that seems to have been woven of rainbows and sunlight. Turning to you, he says, 'l
am Zeus. Remember, you are mortal.' Before you can respond, he continues, 'l conhol mortal fates and you do not. I understand why you wanted to prevent the death of your friend lcarus, but life and death are my responsibilities. I do not welcome interference.' 'l'm sorry,' you whisper, although you really aren't at all sorry. 'What do you think I should do with lcarus? I have not planned anything-a wife, children, even a job-for his future,' Zeus muses. Icarus bites his lip in terror. 'Send him home with me to the twentieth century!' you suggest. Zeus is silent for a moment, then grins. 'That's a fine idea! His presence should stir up a lot of excitement in your century.' Icarus drops to his knees and murmurs, 'Thank you, great Zetxl'
.^'Where do you come from?' asks Daedalus. 'Do you mean to tell me that everyo.,' in you country tells stories about things ihat ha,Jen,t even happened yet?' - 'l liv-e in Athens, but thousands of vears in the tuture,' you explain callwhat you are doing now 'ancient historv. ;'y' laughs.-'1 thought you were jealous, ,butDaedalus now I see that you're fu.f.rury. But don,t w9yy, I'll tell Icarus not io fiv to. [lit.lA-nd,,' h' adds, winking as he gives you a littlJpoke, ,,b't_ ter not fly too high yourself.,'
lf you try to
percuade lcants not to fly,
turn to page 60.
Turn to page 700.
If you decide you'ue had enough ot' Doedalus and want to concentrate on liang Zeus, turn to poge 96.
il
55
You tell Zeus about your advenfures in ancient Greece and explain your parents' archaeological
project. 'Please tell me how I can help them prove they've found the real Olympus.' 'l'd be happy to assist such a worthy endeavoq' Zeus replies. He picks up a shell and clenches it tightly. When he gives it to you, you see that the shell has turned to gold. It pulses genfly in your hand. 'Just concentrate and this shell will lead you to whatever you seek,' says Zeus. 'That's tenific! Thanks so much!' you exclaim. 'But how do I return to the twentieth century?' Zeus smiles and points to the shell. 'Close your eyes and think of something you want to find. Imagine a chair in your home, for instance.' When you open your eyes, you are sitting in your rocking chair, holding the magic shell.
The End
He thanks you profusely. 'l slipped into the gully two days ago,' he explains, '.and I was begi out. If you come w I'rn sure he,ll re_
w,
'.9, Ty father is the god of the sun, Helios, and I'm Pha€ton.' _ 'You're kiddingl Does your father live on Olympus?' 'l don't think so,' answers phariton. ,,My mother said he lives in the Palace of the Sun.', 'You mean you're not sure?'
iof
:l . Your h.eart pounds with excitement as you imagine.driving the chariot that brings daylg6t to the earth. 'Do you want to come with me?' phaEton asks.
'Sure!' you reply, and the two of you set off for _ the Palace of the Sun.
Turn to page 57.
57
56 'l'll come with you,' you
say to Hercules, and
you tie up the Bull of Minos. You follow Hercules to a wide pasture filled with red cattle. As you help round up the herd, a two-headed dog springs onto your back, knocking you to the ground. It is as big as a small carso big that it could easily smother you. When it bares its teeth in a ferocious snarl, dark foam drips from its jaws. You stuggle to scream, but even your vocal cords are paralyzed with fear. Suddenly you hear the sound of crunching
_ As you walk with Phadton through the night, he talks about driving the chariot olthe sun and you explain your search for Zeus. When you notice light glowing on the horizon, you poinlout the sunrise to Phadton. 'lt's not dawn yet,' he answers. 'l think that is the light of my father's palace.'
su lig
had , the pal-
bone as Hercules smashes both of the dog's fierce heads. He carries it to the top of a nearby hill and hurls the body into the sea. You hy to catch your
breath and rise to your feet. Your heart is still
pounding uncontrollably when you
see
Geryoneus, an immense monster with three bodies attached to one grotesque head, grab Hercules from behind. As you watch Hercules grapple with the mon-
'Father?' 'Yes, it's
me,' Helios says. 'l'll take off my crown of light so you'll be able to see me.'
ster, you realize how fierce an opponent Geryoneus is-even for a hero as powerful as Hercules. You're determined to help Hercules, but how?
lf you decide to throw It'
the monster, turn to page 79.
roclcs at
you try to distract the monster by running close to it, turn to page 61.
Go on to the next page.
59
58
,
,
il
.,__
l
Your eyes stop burning and you open them cautiously. Although the light is still bright, you can see a tall man dressed in golden robes. Phadton introduces you and describes how you res-
cued him. Then he complains that his friends don't believe he is the son of a god. 'As proof that I am your father,' says Helios, 'l will grant you anything you desire.'
Phadton does not hesitate. 'There is only one thing I want. Just once, let me drive your chariot across the sky.'
Turn to page 62.
60
61
Later in the day, you approach Icarus while he
is gathering feathers on a nearby hillside. He waves and exclaims, 'l can't wait to fly!' 'lcarus, we can't fly,' you pant as you stumble toward him. 'lt's too dangerous. We'll die!' As the words leave your lips, you suddenly wonder whether or not you are destined to survive the flight.
'Don't be afraid,' says lcarus kindly. 'My father is brilliant. None of his inventions has ever failed.' 'This one is destined to fail,' you retort. A new idea occurs to you, and you tell him, 'l've been warned by the gods that you will fly so close to the sun that the wax in your wings will melt. You'll fall to the sea and drown!' Icarus is silent for a moment, then says solemnly, 'ls that why Athena sent you here?' 'Yes,' you nod. You feel a bit guilty for lying, but you remind yourself that perhaps Athena does want you to save lcarus. 'l still want to fly,' Icarus replies, 'but I promise I'll fly below you the entire time. I'll stay as far from the sun as you like. Is that all right?'
lf you agree, turn to page 66. It' you canl brtng youtself to go along with this plan, and say goodbye to lcarus and Daedalus, turn to page 96.
Mustering all your courage, you race up the hill where Hercules and Geryoneus are fighting. Standing only a few feet from the monstLr, you wave your arms and jump around to catch its attention. Sure enough, Geryoneus turns its enormous head toward you. One of the monster's hairy arms yanks you off your feet. Geryoneus stumbles away from Hercules, gripping you tighfly with all six of its arms. The monster dashes into a cave at the bottom of the hill. runs after you, but not quickly the time he reaches the cave, you become Geryoneus' Iunch.
The End
63
62 'Not even Zeus can drive my chariot!' Helios exclaims with horror. 'l doubt a mortal being could survive the journey! Please, Pha€ton, reconsider your request while I reward your friend.' Helios turns to you. 'l owe you Phadton's life. I will give you anything.' You desperately want to drive the chariot of the sun, but Helios' warning makes you wonder if instead you should ask him to introduce you to Zeus.
'There is no one in your village who can care for you?' asks Minos with surprising sympathy. 'No,' you reply solemnly. 'Theo,' says Minos to one of his attendants, 'fuain this orphan to tend the cows.' You work very hard, feeding and milking the royal herd. One day, Theo announces that he wants you to guard the Bull of Minos. 'lt is a sacred beast, a gift from the god Poseidon,' Theo explains. 'lt is hidden in the hills. Only a few of us know the location.' The Bull of Minos is an enormous white creature that rarely takes notice of you. Wth two other servants, you take turns guarding it. One day, as you walk to the pen to begin your shift of guard duty, a large man wearing a leopard skin approaches you. You can't take your eyes away from the massive muscles that ripple with every move he makes. 'My name is Hercules,' he says quietly. 'Maybe you've heard of me.' Of course you've heard of Hercules! This is almost as exciting as meeting Zeus! 'l'm trying to find the Bull of Minos,' Hercules explains.
It' you're deterrnined to driue
the chanot ot' the sun, turn to page 709.
It'
you say, 'l would like to meet Zeus,' turn to page 88.
'Why?' you ask. Hercules sighs. 'A few years ago, I went insane. In a fit of rage, I killed my wife and children. As punishment, the king of Mycenae lras given me twelve labors to perform. They are very a? duous. For one of the labors, I have to steal the Bull of Minos.' Turn to page 67.
65 You lead Hercules to the Bull of Minos. Wth just the slightest struggle, Hercules grabs the bull by its horns and flings the animal over his shoulders.
'Come on,' he tells you, 'we're going to the island of Erytheia next.'
'Do you think Zeus will be there?' you ask hopefully. Hercules shrugs. 'All tr know is I have to get red cattle from Geryoneus. Between the monster Geryoneus and its two-headed dog, this is going to be a tough labor.' At the mention of the word 'monster,' you realize just how dangerous the next task will be. You're not happy, but you say nothing. You sail to Erytheia with Hercules and the bull in a giant golden cup. It's like a boat, except that it has no sailand seems to move wherever Hercules Hercules pulls eds to yank a
'This hee will make a great weapon,' he says, noting your gaze. 'Do you want to help me with this battle or guard the bull?' The battle promises to be more exciting, but also dangerous. Guarding the bull would be safe . . . unless Geryoneus spots and attacks you before it sees Hercules!
lf
you follow Hercules into the hills of Erytheio, turn to page 56.
lf you uolunteer to watch the Bull of Mnos, turn to page 74.
66
67
You and lcarus spend the next few days gathering feathers while Daedalus fashions three pairs of
wings. Icarus talks constanfly about flying, while you quietly ponder your fate. How can you be sure your wings will survive the fierce heat of the sun?
Daedalus ties them to your arms and explains how they work. 'Just remember,' he teases, 'don't fly too close to the sun.' Icarus catches your eye. 'We won't,' you reply in unison.
You walk
to a cliff overlooking the
sea.
Daedalus takes a running leap over the edge. Frantically flapping his wings, he manages to fly. It's your turn next, and you say goodbye to Icarus.
As you run to the edge of the cliff, you're so terrified you can hardly breathe.
lf you continue running, determined
to fly,
turn to page 72.
If you decide you'd rather not nsk your lit'e in t'light, turn to page 85. 1:
'Why should I show you where the bull is?' you ask. 'Ill only get myself into touble.' 'Maybe I can do you a favor in exchange,' Hercules says.
'Maybe,' you agree. You explain your quest and ask, 'Could you help me find Zeus?' 'Zeus is my father, so I do see him every now and then,' replies Hercules, 'but first, I have to finish the twelve labors.' You are afraid of what Hercules might do to you if you don't let him steal the bull. Yet you know King Minos well enough to worry about what he'll do when he learns you betrayed him. And who knows how long it will take Hercules to accomplish the remaining labors before he can introduce you to Zeus?
lf you agree to show Hercules the Bull ol Mnos in exchange for his help in finding Zeus, turn to page 65.
lf you
ret'use
to help Hercules at all, turn to page 77.
69
68 After Daedalus leaves, you spend a few days exploring lcaria. But Zeus is nowhere to be found. Each time you pass Icarus' grave you're overwhelmed with sorrowful memories. Finally you decide to continue your search in another part of Greece. Maybe working on a boat will offer you a chance to investigate many places. You wait at the harbor until a ship docks, then ask the captain if you may join his crew. He welcomes you warmly, but a sly glint in his eyes makes you nervous. Although he doesn't ask you about what you're wearing, he offers you a new set of clothes. While some of the sailors show you around the ship and explain the work, a boy about your age comes aboard. He is exceptionally handsome, and his clothing is very fine. 'My name is Dionysus. I will pay you to take me to the island of Naxos,' he says to the crew. The captain agrees eagerly, and the ship sets sail. Although you are glad to leave lcaria, a sixth sense warns you that something is wrong. During the night, your suspicions are confirmed when you overhear a conversation between two sailors.
'l don't like the captain's order to kidnap the rich boy,' mutters one. 'You will, you will,' replies the second sailor. 'Once we have the ransom, you'll be glad we have such an enterprising leader.' Kidnap Dionysus! You wonder what the captain plans to do with you! Casually-although your heart is pounding fiercely-you stroll away from the sailors and explore the deck. Sure enough, you spot Dionysus bound to a mast and gagged. Three oarsmen guard him, but none of them see you. You wonder what you should do.
lf you decide to mind your own business ond stay out ot' trouble, turn to page 89.
lf you are determined to help Dionysus, Go on to the nert page. t-
turn to page 98.
70
7t
You take a deep breath and hurl yourself out of Hades' chariot. The icy waters of the river Styx swallow you. By the time you struggle to the surface, Persephone and Hades have disappeared. You begin swimming to the shore, but you feel dangerously weak. Each sfuoke of your arms seems to require more strength than you can muster. Your body feels tenibly heavy as the river Styx drags you into its murky depths.
The End
'What is the name of the island?' you ask Athena as she carries you toward it. 'Until today, it had no name,' she answers, 'but from now on, it willbe called Icaria in honor of your friend.' Athena deposits you on the coast of the island. Before you can ask her any more questions, she disappears abruptly. You look around aniously, trying to understand how she left so quickly, but all you can see is Daedalus swimming to shore with the body of Icarus. The boy's limbs, as well as his wings, are broken. His head hangs lifelessly toward his chest. You feel so sad that you wonder if it was a mistake to come to lcaria. 'l'm so sorry,' you stammer uncomfortably. 'Don't apologize,' Daedalus replies woefully. 'You warned me and I ignored you. It's all my fault.' You help Daedalus bury his son and hy your best to comfort him. You remind him that you need to find Zeus. 'Well, come to Athens with me,' suggests Daedalus.
'Have you ever seen Zeus in Athens?' 'No,' Daedalus replies, 'but the most exciting things happen in Athens, so I'm sure Zeus must visit frequenfly.'
It'
you decide to join Daedalus, turn to page tl4.
lf you decide to
make sure Zeus isn't on lcaria,
turn to page 68.
72 You close your eyes and jump off the cliff. You catch a gulp of air and beat your wings with all your might, but continue to fall. It isn't until you are within a few feet of the sea that your descent slows and you begin to fly upward. The wings work! Flapping harder, you soar into the sky. You glance over your shoulder and see lcarus fluttering safely behind you. You slow your flight until he is direcfly below you. 'Don't worry,' he calls. 'l'll stay with you.' As your confidence grows, you experiment with a few daring swoops. You ty flying figure eights. Icarus mimics all your motions, and together you travel far from the island oI Crete. When you look toward the sun to check your distance, you notice a woman in white robes flying above you! When she calls your name, you realize that she is Athena. She motions for you to join her-and forgetting Icarus, you soar higher. You are still far from Athena when you begin to feel heat on your back. The light is so bright that you have to squint. You remember lcarus and look for him. To your horror, he is flying just below you! Before you have a chance to say anything, you notice feathers fluttering off his wings. You look at your own wings with alarm. Droplets of wax are sliding along the larger feathers, and many small feathers have come loose! Just then, you feel yourself starting to sink.
Turn to page 78.
74
75
Hercules waves goodbye as he sets off to steal the red cattle. You feed the Bull of Minos some grass, then decide to go for a swim. The water is so warm and calm that you relax despite yourself. You float near the shore and gaze atthe cloudless
'Thanks,' you tell Charon, 'but if you won't caffy me across the river, I'lljust swim.' Charon laughs devilishly. 'So many souls have attempted the same folly.' You hesitate and survey the river more care-
sky.
fully. It is not very wide, and the current isn't swift. You decide to ignore Charon's comment and step into the icy water. He makes no attempt to stop you. As you swim through the iridescent waves, you feel your stength ebbing away. By the time you reach the opposite shore, you are too weak even to stand. You are, in fact, lifeless. Charon floats across the river and lifts your
Suddenly a cold rush of water envelops your body, gripping you tightly. An unseen force drags you underu,rater and pulls you further from shore. At first you're sure you're drowning, but then you realize you are able to breathe underwater. This discovery makes you only a little less frightened. As your eyes adjust to the salty water, you see a large human shape that seems to be made of nothing more than thousands of dark green whirlpools.
'l gave that bull to Minos!' the creafure roars. 'Who are you?' you ask. Water rushes into your mouth and fills your lungs. 'Poseidon, god of the oceans.' 'Well, I'm sorry about the bull,' you stammer. 'l don't want apologies, I want revenge,' Poseidon bellows. 'Help me tap Hercules and I'll let you go. Otherwise, I'll keep you here forqter.' You hate the idea of spending the rest of your life undenwater with Poseidon, but you'd feel awful about betaying Hercules. t
i t E
: r
lf you
refuse to help Poseidon, turn to page 705.
I t r I
t
lf you agree to lure Hercules into the
ocean,
turn to page 774.
limp body onto his raft. 'No one survives the river Styx,' mutters Charon. 'Just one more soul to carry across the water.' You spend eternity in the underworld. The End
76
77
When no one is watching, gou and the Minotaur board the boat and hide below the deck. You wedge yourself between sacks of grain and the Minotaur crouches nearby among crates
happening on deck. You want to know how serious the storm is, but is it worth the risk that one of the sailors might see you?
of clucking chickens. You have barely settled into place when the Minotaur loudly exclaims,
'The boat
is
leaving the
dock!' 'Quiet!' you whisper. 'We can't say a word, or they'll hear us!' The sea becomes frightfully turbulent during the night. Thunder rumbles and the chickens squawk. The boat lurches from side to side. You hear water rush along the deck, and the Minotaur moans beside you. Maybe you should climb above to see what's
lf you moke your way onto the deck, turn to page 87.
lf you
stoy with the Minotaur below deck, turn to poge 84.
79
78 You crash into lcarus. A tangle of feathers, bodies, and sticky wax, the two of you plummet toward the sea with breathtaking speed. Suddenly you find yourself in Athena's arms. A second later, you hear the splash of Icarus hitting the water.
'We have to save him!' you cry. 'lt's all my fault!' 'You're not to blame,' Athena explains. 'lcarus had to die this way- None of us can change his fate. Now, tell me-shall I drop you off on that island over there, or do you want me to carry you over Greece for a while?'
Quickly you gather an armload of rocks and hide behind a bush. Gking careful aim, you hurl a stone at Geryoneus' back. The monster pauses and looks around, grving Hercules a chance to land a forceful punch in its face. Your second stone hits Geryoneus direcfly in the eye, stunning it for a moment. Hercules knocks the monster to the ground and kills it with an arrow. Hercules slaps you on the back and says, 'l don't know if I could have won that battle without your help.' Together, you lead the red cattle to the golden cup and set sail for Mycenae, where you will deliver the cattle before beginning the next labor. When Hercules describes his next endeavorstealing the golden apples from the Daughters of the Evening Land-you ask him if he ever feels guilty about stealing precious bulls and cattle and golden apples from their owners. Hercules does not seem to understand. As the days pass, you feel increasingly uncomfortable about helping him with his next labor. You wonder if once you reach Mycenae you should stay there and continue your search for Zeus alone. On the other hand, Hercules is one of Zeud sons, so you may stand a better chance of meeting his father if you remain with him. It' you decide
It' you'ue had enough
of flying ond osk Athena to cany you to the island, turn to page 71.
It' you decide
to
suruey ancient Greece t'rom the
air with Athena, turn to page 80.
to soy goodbye to Hercules in Mycenae, turn to page 704.
It' you decide to accompony Hercules to the
Daughterc of the Euening Land,
turn to page 106.
81
80 You're sad about lcarus, but you do want to keep looking for Zeus.
'l'll come with you,' you tellAthena. 'Maybe we'll be able to see Zeus from here.' 'l never promised you would meet him,' she replies.
'l know. Could we just fly over Olympus so I can see his throne?' Athena carries you over counfless islands, past
Athens, to a small peninsula. She points out a huge table with eleven wooden thrones. At the head of the table stands a large stone throne that looks just like the one your parents unearthed. You tell Athena about your parents' archaeological project. 'l wanted to ask Zeus how my parents could prove that they've found Olympus and not just another ancient throne,' you explain. 'Why didn't you tell me all this before?' Athena exclaims. 'l could have told you that Zeus keeps the Olympian Orders buried beneath his throne. Tell your parents to dig deeper and they'll have allthe evidencethey need.' Then she twirls you around and sends you back home. Sure enough, once you convince your parents, Athena's advice leads them to the most important archaeological discovery of the century. The next year, on the summer solstice, you go to the Parthenon to thank Athena. She never appears, but somehow you know she understands.
As you stumble onto the deck, a wave crashes
into you, knocking you off your feet. Another wave washes you overboard. You thrash around in the violent water and finally manage to grab a broad wooden plank. You crawl on top of it and hold on tightly. When you
catch your breath enough to look around, you see that the boat has sunk! You search for a sign of the Minotaur and realize sadly that it has gone down with the ship. The storm gradually passes. By morning the sea is almost calm. The waves genfly carry you by a school of dolphins. They frolic so playfully that for a brief second you forget the terror of the previous night. One dolphin swims around you a few times, then floats beside you. You stroke its smooth back and suddenly wonder if you should climb on for a ride.
You have no idea how the dolphin will react; maybe you're safer staying on the plank. But if you do that, how long will you have to drift before someone rescues you?
If you climb onto the dolphin's back, go on to the nert page.
The End It'
you remoin t'loating on the wooden plank, turn to page 4.
82
!
Once you are on its back, the dolphin stops romping and soars through the sea with alarming speed. It seems to know exactly where it is going. When you approach a small peninsula, the dolphin glides onto a beach. You rolloff its back and press your face into the sand. You're grateful to be on land again! Thrning to the dolphin, you are astonished to see a large bearded man in its place. He wears a golden crown and a remarkable robe that looks as if it might have been woven from rainbows. 'You're lucky I felt like being a dolphin today,' says the man as he brushes sand off your face. 'What are you usually?' you ask, confused.
83 'Well, I'm always Zeus, but every now and then I like to experiment with a different body.' You are speechless. 'l've heard you've been looking for me,' says Zeus. You describe your parents' archaeological exploration and the houbles they face. Zeus listens intently. When you are finished, he wordlessly leads you to an immense table with twelve thrones. Eleven of them are elaborately carved from olive wood. The twelfth, which you recognize from your parents' photos, is stone. Turn to page 90.
r
< -a
=_
_€
>---->.-
85
84 Despite your worries about the storm, you decide not to risk going on deck. The Minotaur clutches your arm as the storm rages. The boat slowly fills with water. The crates of chickens smash together, and wet feathers float everywhere. 'Let's get out of here!' you shriek to
the Minotaur above the deafening roar of thunder. You struggle to get out from under the sacks of grain, but it's too late. They are soaked with water and have become too heavy for even the Minotaur to budge. Images of your family flash through your mind. You know you will never see them again. The last thing you hear is the Minotaur bellowing as the boat sinks into the churning sea.
The End
You come to an abrupt stop at the edge of the cliff. 'l'm not going to fly,' you tell Icarus as you shuggle to catch your breath. 'l don't want to die and I don't want to see you die.' Icarus is silent. 'Go ahead and fly if you want to,' you say. 'l don't want to die either,' he slowly answers, 'but my father is going to be furious when he realizes we aren't flying.' Sure enough, Daedalus is already flying toward you, shouting, 'Come on! Flap those wings!' 'He's going to make me fly,' says Icarus sorrowfully. 'l just know it.' 'Maybe together we can convince him that flying is just too dangerous,' you suggest. 'Or, if you don't think that will work, we could hide in the caves. He'll never be abie to find us.' Icarus is trembling with fear. 'l don't know what to do. You decide.'
It' you
lf you
wait
run into the caues, turn to poge 52.
for Daedalus to land so you can talk with him, turn to poge 92.
87 You step grngerly onto Charon's raft. He shows you how to guide it with a pole to the other side of the river where you wait for passengers. The job is not as ghoulish as you feared. Your passengers remind you of Persephone. They look like normal people, except that their faces are unnaturally pale and expressionless. They rarely speak. You avoid looking in their eyes. Soon you realize it will not be as easy to escape as you had hoped. Charon never sleeps. He never lets you out of his sight. And whenever the raft approaches the shore, he holds on to your shoulders with such force that there is no way you can get away. But as the weeks pass, Charon begins to hust you. He grips your shoulders less firmly. Finally he stops holding you altogether. Although you know you could probably escape noq you are toubled. Part of you wants to return immediately to the Land of the Living, but another part of you worries about Persephone. Do you dare return to the palace of Hades to rescue her?
It'
you think you shou/d help Persephone, turn to poge 97.
If you decide to go directly to the Land of the Liuing, turn to page 93.
88
89
'So you want to meetZeus?' asks Helios. 'l'[ invite him right away. Please excuse me, but if you'll just wait here for Zeus, Phadton and I are going to have a talk about his dangerous desire to drive my chariot.' r Helios and light n shes right i e! A b in a radiant, robe stands before you. 'Zeus!' you gasp. 'Yes,' he replies, 'Helios asked if I would see you.' 'l have a favor to ask,' you explain as you begin to describe your parents' discovery of his throne.
'That's grand!' says Zeus gleefully. 'l always -hated the idea of my throne
being buried underground for centuries. Let's surprise your parents! While they're still in Athens, you and I will go to Olympus and time-tuavel to the excavation. That way, I'il be able to show you exactly where my teasures are buried.' 'Thanks so much!' you exclaim. s. 'Now if we hurry, off at Olympus while Pe he the sky.'
The End
You decide to try and get some sleep, and you hide under a pile of fishy-smelling nets. Just before dawn, you awake. Ivy and grapevines are twined all over the masts, oars, and even the nets covering you. You hear flutes playing an eene tune. You wonder if you're going crazy. Your hair stands on end. Wld beasts-lions, panthers, and bears-are roaming the deck! You duck under the nets again. The animals' snarls punctuate the sailors' frightened screams. You peer out from the nets and see the largest lion savagely mauling the captain while Dionysus calmly watches. You feel sick to your stomach. A nearby sailor exclaims, 'l knew this was the wrong boy to kidnap! He's no rich kid, he's a god!' Before you have a chance to ask any questions, you notice a panther sniffing the nets just a few feet away from you. Without thinking twice, you leap out from under the nets and jump overboard. Several sailors follow you. As their bodies enter the water, they are instantly transformed into dolphins! You look at your own body and are shocked to see that sleek gray flippers have replaced your arms. Although you are horrified at first, you learn to enjoy romping in the waves. Bef.ore iong, you can't remember what it felt like to walk, and after a few years, you even forget that you were once a human being.
The End
90 'Your parents are right,' Zeus explains. 'They've discovered Olympus, and they've found my throne.' 'But no one believes them! How can they prove they're right?' you ask. Zeus grins mischievously. 'lf your parents really want clues, they will have to ask me themselves.' 'But they won't!' you cry with frustration. 'My grandmother already suggested they ask you for help. /'m not going to be able to convince them,' 'But you won't have to,' Zeus goes on, 'because I'm going to pay them a visit myself. Here, take my hand.' When Zeus raises his other hand to the sky, thunder rumbles and one lightning bolt after another strikes the earth around you. You clutch Zeus with fear as the lightning flashes again and again. 'Athena's way of haveling was a little less nerve-racking,' you shout. Zeus lowers his hand, and the lightning disappears. You find yourself on your own doorstep. 'Ring the doorbell,' he tells you. For the rest of your life, you will never forget the look on your parents' faces when they open the door and see Zeus.
The End
)
92
93
Daedalus lands awkwardly. His face is distorted
with rage as he yells, 'What's wrong with you two?' 'lt's too dangerous!' you insist. 'l changed my mind. I don't want to fly,' Icarus
'l don't care what happens to Athena's little friend,' says Daedalus as he glares nastily in your direction, 'but you're my son, Icarus, and you're going to fly!' Daedalus drags Icarus to the cliff and shoves him over the edge. Desperately flapping his wings, Icarus manages to soar into the air. Without a word of farewell, Daedalus flies after his son, leaving you alone on thb cliff. You cannot bear to watch Icarus. Feeling very forlorn, you bury your face in your hands. When at last you lift your head, you discover there is a bearded man sitting beside you. You eye his delicate rainbow-colored robe in astonishment. 'Zeus?' you whisper hesitanfly.
other side. Without a moment's hesitation, you leap onto the shore and race away from the river. Charon stumbles ashore and calls your name, but he is too feeble to catch up with you. You mn as fast as you can past dreary expanses of gray stone and out of the chasm. You collapse on the sweet-smelling grass and gaze up at the sky, marvelling at the intensity of the colors around you. Suddenly you notice a tall, bearded man stiding toward you. 'l've been keeping hack of your adventures,' he says warmly, 'and I must say, you've kept me entertained.' 'Who are you?' you ask suspiciously. 'l thought you'd know. I'm Zeus.' Your mouth drops open. 'Did you know I was looking for you?' Zeus laughs. 'Yes, and I know what's on your mind. Come on, I'll show you around Olympus.'
Turn to page 103.
Go on to the nert page.
stammers.
l
I
I
;Iry,ng.to rescue Persephone seems too dangerous, so you decide to escape alone. After dropping off a $oup of souls on Hades' side of the river, you guide the raft back to the
94
95
thing you need to make your parents' excavation successful beyond all dreams.' He waves his hand before your eyes and whispers, 'Now sleep appearance. one you've shells scatints out the secret treasures. 'Thete,' he says, 'l've shown you every-
You awaken in your own bed, feeling certain that if only your parents will listen to you, Zeus' directions will help them discover where the evidence is buried.
The End
96
97
You don't want to get involved in Daedalus' flying plans, bgt _to get around on your o*n, you;ll need to look like an islander. Vou find ciothing drying on the rocks and exchange it for your own. Even so, you soon discover that without Icarus and Daedalus, it is difficult to find your way around the island. You ask people yori meet for directio-ns to Olympus, bul everyone says that mortal beings cannot approach the homq of the gods without an invitation from Zeus. And no one knows how to find Zeus. After several days of searching, you become very discouraged. W.hile walking along a rocky mountain path, you hear someone calling for help. You follow the crieg to a gully, where a boy is kapped. . 'l'll be right back as soon as I find something to help you yith,' you assure him before runnin{off to get a fallen hee limb. You dangle it into the golge and hold on tight as the boy climbs up the limb.
Although you don't know exacfly how you will rescue Persephone once you return to Hades' palace, you decide to leave Charon immediately. You tell him you want to take a break, and you push past the next group of souls trudging off the raft toward the palace. But in your haste to return to Persephone, you stumble on the rocky ground. You twist your ankle and pause to rub it. Suddenly you notice a undred yards behind that his feet barely der why anyone else would be so eager to reach the palace of Hades. Then you reallze: He could be chasing you.
If you decide to find out who the runner is, turn to page 701.
lf you think it's safest to Turn to page 55.
hide t'rom him, turn to page 778.
98
99
Quick! You have to think of a way to rescue Dionysus!
You drag a heavy urn of oil to the railing and shove it overboard. The urn hits the water with a loud splash. The sailors guarding Dionysus immediately abandon their watch to look over the side of the boat. You run to Dionysus and quietly begin to untie him.
/ -/
You are still fumbling with the first knot when the sailors notice you. In less than a minute, you, too, are tied to the mast and gagged. Dionysus catches your eye and winks' You can't understand why he doesn't appear at all frightened. You struggletofree yourself, but one of the sailors hits you so hard that you black out.

-=-s =:-= a--------s:r .-=: ..:=:
Turn to page 702.
rl
101 You decide to risk finding out who the runner is. As you limp toward him, you notice small wings on each of his sandals. He waves to you as he approaches. 'Who are you? Where are you going?' you call warily.
The End
He pauses, and you notice he's not at allout of breath. 'l'm Hermes. son of.Zeus and messenger of the gods. I'm on my way to get Persephone,' he explains. 'My father has ordered Hades to let her return to the Land of the Living.' 'l was just on my way to rescue Persephone, too,' you reply. 'Let me take care of getting Persephone.' Hermes glances at your injured ankle, which has begun to swell. 'l guess you're a live mortal after all. Your clothes are so stange that from a distance I couldn't tell what you were. As soon as I pick up Persephone, you can tell me where you come from and how you ended up in the underworld. Wait right here and I'll bring you to the Land of the Living.'
Turn to poge 20.
I
-l L02
103
waste no time in jumping overboard. In the midst
of this craziness, Dionysus dances gleefully and plays a flute. When the last sailor has disappeared into the sea, Dionysus claps his hands and the wild animals vanish. He unties you and thanks you for trying to help him.
He nods and smiles kindly. 'l'm sorry about Icarus, but this is the way he has to die. Remember, he will be immortalized in poems and paintings, music and legends.' 'l know,' you answer sadly. 'l think you've had enough adventures. I'm going to take you back to your own century,' says Zeus.
'But wait!' you cry. It is too late. You are already passing through the twilight shadows of time.
When you arrive at the Parthenon, you find yourself clutching a detailed map of Olympus revealing all your parents need to know for their dig to succeed. After examining the map intently, you walk through the sheets of Athens to your home.
You're just in time for breakfast.
The End
The End
104
105
After leaving Hercules, you find a job in Mycenae so that you'll be able to finance your quest for Zeus. A goldsmith named Vasily hires you to sweep the shop and run errands. You don't make much money, so you pester Vasily into teaching you his craft. As he shows you how to fashion startlingly beautiful jewelry, your memories of your family fade and your interest in finding Zeus diminishes. By the time you're as fine a craftsman as Vasily himself, you have put aside allthoughts of Zeus. Years later, a tall, regal man enters the shop and admires your work. He commissions a crown so luxurious that you say, 'With a crown like this, you'll rival Zeus!' The man laughs. 'But I am Zeus!' 'Years ago, I was determined to find you so I could help my parents prove they'd discovered the ruins of Olympus,' you replyl amazed. 'Yes, I know,' replies Zeus. 'Your grandmother keeps me informed when we get together on the summer solstice. Your parents are still working on the excavation. They've unearthed a few itemsenough to continue the project-but not enough really to prove their discovery.' 'Are they still worried about me?' 'Certainly. Your grandmother knows where you are,' Zeus explains, 'but your parents don't believe her. Would you like to return to the twentieth century?'
'l would never helo -.ou trap Hercules!' you tell Poseidon. You soti:rr braver than you really f.eel.
Poseidon tightens h,-,. g:ip 'Very well, you will become my servant. I '.i.arn you, I will always have an eye on you As part of the unCen,'e:er housekeeping team, you travel everywhere '*.-: Poseidon. You sweep broken shells, stray brrs c: seaweed. dead fish, and all kinds of debris ou: o: the ocean and onto beaches.
One morning, as !'ou ii'ash driftwood onto the
shores of Lemnos, you ncice that Poseidon is not
with you. A dolphin expiains that there was
a
storm brewing over the ACantic. Poseidon had to Ieave suddenly to warn rhe whales he had stationed there. He was too hurried to take his housekeeping team, You wonder if you shouid take advantage of Poseidon's absence to escape. You don't know if you'll ever have another chance. But what will happen if you're caught? Besides, you keep hoping that one day you'[ have the opportunity to sweep the shores of Olympus and find Zeus.
lf you decide to escape, turn to page 773. TUrn to page 748.
lf you decide you're better off waiting, turn to poge 50.
t07
106 After delivering the Bull of Minos and the red cattle to the king of Mycenae, you and Hercules begin your search for the Daughters of the Evening Land. They prove to be every bit as elusive as Zeus. You spend more than a year exploring countless islands as well as the mainland of Greece. One night, when you are ready to collapse with
exhaustion, you notice an enticing fragrance floating in the air.The two of you follow the scent to a silver lattice fence that surrounds a garden filled with mysterious night-blooming flowers and softly humming bees. Right away you know that it's the Evening Land. Stepping over the f.ence, you feel deeply serene and refreshed. You can't recall ever having felt so wonderful. You pass many trees laden with unfamiliar fruit, but none of them have golden
The Daughters look at each other in anguish. 'Take any fruit, any flower, but please leave us the golden apples,' they plead. Hercules shides past the women to a hee bearing shining gold apples. Around the tree lies a hissing dragon. As the dragon opens its jaws, small tongues of flame dart toward you. 'Please, Hercules. let's forget about the apples,' you suggest nervousiy. 'l think the king of Mycenae will be satisfied with another kind of fruit.' 'Hand me an alrow. says Hercules with cold determination. 'l don't like this at all.' you insist. 'Let's leave the apples alone.' 'An arrow, please.' sag's Hercules.
apples.
Three young women wearing wreaths around their heads walk toward you. 'We are the Daughters of the Evening Land,' one of them says graciously.
Without so much as a nod of greeting, Hercules 'l'm looking for the golden apples.'
says,
If you ret'use and walk toward the Daughters of the Euening Land, turn to page 51. Go on to the nert page.
$ you reluctantly Eue Hercules an orrou), turn to page 775.
I 108
109
You hesitate. You're perfectly content with your life in Mycenae. 'No,' you reply, 'but would you give my family a message?' Six months later, your parents unearth a golden crown that is not only magnificent but also remarkably well preserved. They are even more astonished when they notice a message ihscribed along the edge. With breathless excitement, they read about your fate and examine your signature intently. When they show your grandmother the crown, she only smiles.
The End
'lf you value your li[e, you will not drive the chariot of the sun,' Helios warns. 'Please! Choose anything else!' But you and Pha€ton insist, and at last Helios woefully relents. It's dawn, so you have to hurry. You climb into the gleaming gold chariot that carries the sun and grab *re reins. Even before you can say goodbye to Hehos, the horses are racing through the clouds. You gaze down upon the earth and the wind rushes against your face. As the chariot climbs higher, you find it hard to breathe. You are higher than you've ever flotrrn in a plane! Suddenly the chariot lurches to the right, then swings wildly to the lefL The horses gallop faster than ever. 'Tighten the reins!' Phadton shouts.
Go on to the neft page.
I
i
111
110 'l aml I am!' you shriek, but you can't contol the horses. They rush up and down like a nightmarish roller coaster. The chariot plunges so close to the earth that some mountains catch fire! Soon thick smoke is billowing all around you. Flames lick the wheels of the chariot, and you realize that you've set a path of fire blazing across the earth! A bolt of lightning flashes through the smoke.
Phadton screams as the golden chariot shatters. You plunge to your death, never knowing that you finally succeeded in athacting the attention of Zeus, who threvr the hghtring bolt to prevent you from destoying the rest of the earth.
Tlre End
113 You tell no one abof yur flan to escape; you just move on to def iaes to go about your work as usual. liilud Ge errd of the day, you sweep the hull of a dixrecked boat onto a beach. Instead of sErBrg guickly back with the waves, as you are e'npmed b. lrou scurry inside the hull and hide. From the beaclr- lxrr can see an enormous table about twenty fa hrg and very high. There are gigantic thrones aldrg qre side c{ the table. You can't belierrc your qes! On€ of the thrones iooks exactly like the one your parents discovered. Could yrou rdy ]rare been so lucky as to have found Ob/neus? Just as you climb qtr ftorn under the hull to investigate, a pourerful Ly warc grabs your ankles and knocks you to the ground. fu you slide past the foam into ilre d€pths of the ocean, you rccognize the force as tlre hand of Poseidon himself.
Water rushes into gurr lungs. You're not at all
surprised
to realue that you can no
breathe underwater
The End
longer
LL4
115
You agree to help Poseidon hap Hercules. The sea god carries you back to the place where you
were swimming. 'Pretend you're drowning. Scream for help,' he instructs you. 'Hercules!' you shout as loudly as you can. 'Help me, Hercules!' In less than a minute, you see Hercules run toward the beach. 'l'm drowning!' you cry. Poseidon yanks you underwater a few times as Hercules swims toward you. Suddenly, you eel Poseidon release you. A
second later, Hercules is thrashing around in a desperate struggle with the liquid green god. 'Let go of me, Poseidon,' warns Hercules, 'or I'll show you who really rules the ocean.' To free himself from Poseidon's grip, Hercules begins moving one arm in fast, powerful circles, churning up the water. You watch in horror as a whirlpool forms in front of Hercules. It grows larger and larger until it sweeps you underwater. This time, you can't speak or breathe. For a few seconds you are conscious of bubbles rushing around you before you're lost to the world.
You pull an arrow out of the quiver and hand it
to Hercules. He takes it and shoots it into the dragon's heart. The creature shrieks and writhes before it collapses. As Hercules gathers the golden apples, the Daughters of the Evening
Land weep sorrowfully. After he picks the last apple, the enchanted garden sinks into the earth, leaving only the three women and a hace of the mysterious fragrance. 'Come on,' says Hercules. 'Let's take these apples back to Mycenae.' You turn and follow, but each step makes you sadder. Suddenly you seize the bag of apples from Hercules and begin running back to where the Evening Land disappeared. 'What are you doing?' Hercules calls as he chases
you. 'Are you crazy?'
The End
Go on to the next page.
Lt7
116 Perhaps youore crazy, but you feel you have to return the stolen apples. Hercules catches up with
you and wresfles you to the ground. You cling to the bag stubbornly, but Hercules hits you hard. Just as you drop the apples, a bearded man yanks Hercules away from you. 'Zeusl' exclaims Hercules. 'That's enough!' snaps Zeus. 'l expected you to show more patience with a visitor from another century.' Zeus helps you to your feet and explains, 'Hercules must do his tasks. Stealing is detestable, but it is his destiny. It is noble of you to try to interfere, but I cannot allow you to succeed.'
You nod your :.€3: ':rJ In! parents destined to prove they've :-si:'=:=: Olympus?' Zeus smiles k:::.- ::,: :uts his arm around you. 'With your :a.: -: -: Darents will become more famous tha: ::.='- iare to dream.' He touches your fo:e:.ea:-a: j instantly, you are home. The excavation ta.as .::.:a: :han expected. but at last you discove: ::. :.asures of Olympus, inciuding the golde: a:;.s :-iercules stole. The museum in Athens er.-:.:s ::-:ost of these riches, but you keep one o: rla '::ies as a souvenir of your ancient advenl;:es
The End
ABOUT TTC AITTIOR
Goob
Deborah Lenne has a BFA in weaving and a graduate degte h museum education. She began writing for dtderr as an education coordinator at the SmittrsqErn lrr*itution, where
her books The Mogrt Sh.rde ail Bee Quilting were published. l'ls Gmdman writes regularly for the magazine Fibr,rut. She lives in Cambridge, Massachusets. with her husband, John; a loom; five bic1,rcles; arxC more than a hundred rubber stamps.
ABOUT THE II.IUSTR/IK)R Ron Wing is a cartoonist and illustator who has contibuted work to many publicatons. For the past sweral years, he has illustated the Bantam humor series, Larry Wilde's Official Joke Books. In addition, he has illustated The Euil Wizard in the Bantam Skylark Choose Your Own Adventure series. A gmduate of Pratt Institute, he now Er€s and *orks in Benton. Pennsylvania, where he grrs.e !E hr.€ d palnting-
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CHOOSE YOUR OWN ADVENTURE • 18
UNDERGROUND KINGDOM BY EDWARD PACKARD
ILLUSTRATED BY ANTHONY KRAMER
BANTAM BOOKS TORONTO • NEW YORK • LONDON • SYDNEY • AUCKLAND
WARNING!!!! Do not read this book straight through from beginning to end! These pages contain many different adventures you can have as you try to reach the Underground Kingdom. From time to time as you read along, you will be asked to make a choice. Your choice may lead to success or to disaster! The adventures you have will be the result of the decisions you make. After you make your choice, follow the instructions to see what happens to you next.
SPECIAL WARNING!!!! The Underground Kingdom is not easy to reach. Many readers never get there. Others never return. Before starting out on your journey, you may want to read Professor Bruckner's theory, which is set forth on the pages that follow. Professor Bruckner is a rather boring writer, and I wouldn't suggest that you bother to read his theory, except that, if you ever get to the Underground Kingdom, it might save your life. Good luck!
PROFESSOR BRUCKNER'S THEORY The discovery of the Bottomless Crevasse in Greenland by Dr. Nera Vivaldi supports my theory that the earth is not solid, as has been thought, but that it is hollow. The Bottomless Crevasse is probably the sole route from the earth's surface to a vast 'Underground Kingdom.' The only other possible link would be an underground river, flowing in alternating directions in response to the tides, but this seems unlikely. How, you may ask, was the earth hollowed out? My studies show that more than a billion years ago a tiny black hole collided with our planet and lodged in its center, pulling the whole molten core into an incredibly massive sphere only a few hundred meters across. If you were to stand on the inner surface of the earth, like a fly on the inner shell of an enormous pumpkin, you would see the black hole directly overhead, like a black sun. The gravity of the earth's thick shell would hold you to the inner shell of the earth, though you would weigh much less than you would on the outer surface because the mass of the Black Sun would tend to pull you toward it. If
there were a very tall mountain in the Underground Kingdom and you were to climb to the top of it, you might be pulled up into the Black Sun because gravity gets stronger as you approach a massive object. In all other respects the Black Sun would not be dangerous to any creatures in the Underground Kingdom. On the contrary, the Black Sun would be necessary to life in the underworld, but in the opposite way that the sun is necessary to life on the earth's surface. Our sun gives us heat and keeps us from freezing. The Black Sun absorbs heat. If there is an underground kingdom, it is the Black Sun that keeps its inhabitants from being baked to death by the heat within the earth!
1 You are standing on the Toan Glacier in northern Greenland, staring down into the black void of the crevasse. You shiver as you wonder whether you were lucky or unlucky to be invited on this expedition. Standing next to you are Gunnar Larsen of the National Research Institute and Dr. James Sneed, a geologist. A small black box containing a signal transmitter is suspended over the crevasse by two long poles. The transmitter is wired to a console a few yards away in the ice. Dr. Sneed turns a dial as he monitors the display screen. 'Well?' Larsen's voice is impatient. Sneed looks up, a broad smile on his face. 'This is it, friends—the Bottomless Crevasse.' 'Any radar return?' Larsen asks. Sneed shakes his head. 'None.' For a minute no one speaks. Like you, the others must feel excited to have reached their goal but also a little sad. It was just a year ago that your old friend, Dr. Nera Vivaldi, radioed from this spot that she had reached the Bottomless Crevasse. A few moments later, her radio went dead. She was never seen again.
Go on to page 2.
2 Now you stand at the edge, lost in thought How could the crevasse have no bottom? Could it really lead to an underground kingdom? What happened to Dr. Vivaldi? But your thoughts are shattered. You didn't seem to slip, yet suddenly you are falling into the crevasse! A ledge is coming up fast beneath you. You could land on it, but you're falling so fast you're sure to be badly injured. You might only be saving yourself for a slow, agonizing death. These thoughts race through your head in a split second.
If you try to land on the ledge, turn to page 5. If not, go on to the next page.
3 Your consciousness slips away as you fall faster down, down, down. The next thing you know, you're floating in air. In the soft, reddish light you can see that you are in a cavern, drifting toward the ceiling—or is it the floor? In a flash you realize what has happened— you've fallen to a point where gravity above you is almost equal to gravity beneath you! You brush against a firm surface—a wall that feels like clay. You cling to it for a moment. Then you're floating again, drifting slowly down. You begin to lose your fear as you realize that gravity here is so weak that you can fall mile after mile without being hurt After a while you begin to relax and enjoy drifting through a fantastic twilight world. You only wish it weren't so hot! Closing your eyes, you try to pretend that you are safely home in bed.
Turn to page 6.
5 Your whole body is racked with pain as you crash onto the ledge. You're shaken and bruised but still alive! A snowbank cushioned your fall. 'HELP!' you cry. 'Hold on!' Larsen yells. 'It's going to be tricky, but we're rigging our ropes. We'll get you up.' You feel a flash of joy; then you remember something that chills you to the bone. You were very careful not to fall in. You're quite sure you didn't slip; you were pulled as if by an unknown force within the Bottomless Crevasse. Should you warn your friends about the strange force? If you do, they may be afraid to get close enough to rescue you.
If you warn Larsen and Sneed, turn to page 13. If you just yell, 'Please hurry!' turn to page 9.
6 Once again you brush against a firm surface. This time it's the floor of the cavern. In fact, you have touched down on the mossy bank of an underground stream. You drink from the cool, clear water, then step out of the cavern into this strange world. The only illumination is a dim red-orange glow that seems to come from the ground. The air is so clear that you can see shadowy, curving hills and valleys stretching out in all directions, even above you. Why do you feel so good? It must be because you are so light—you could hardly weigh more than ten or fifteen pounds. You spring to your feet Every movement is easy. You jump—twenty or thirty feet high—and float gently to the ground. Then you realize that you are not alone. Only a few yards away is an odd creature. As big as you are, it seems to be some kind of bird yet much more than a bird. Under a crown of soft golden feathers are enormous blue-green eyes, so vivid and intense that they seem to be not only a means of vision, but also a means of power. There is something terrifying about that face, but also something angelic, something that draws you to it In fact, you feel as if you are being hypnotized by those eyes—eyes of an angel bird! If you run from the strange creature, turn to page 15. If you hold your ground and face it, turn to page 10.
8 You run as fast as you can, hoping that once the mother sees her baby is safe, she will not pursue you. You dart into a cavern. It's darker and hotter than the pleasant spot where you found the fledgling. Is it the same passageway you came through? Still running, you look back over your shoulder to see if the mother bird is following. At that moment you find yourself falling, or rather rising, toward the earth's surface—drawn up into what must be the same shaft that forms the Bottomless Crevasse! Soon you stop rising and start falling. Then you rise a shorter distance, stop, and begin to fall again. You feel like a yo-yo, bouncing up and down, up and down, until you finally come to rest at the center of gravity, the point where you will neither rise nor fall. Like a cork thrown in the ocean, you seem doomed to drift forever. The End
9 'Hurry!' you yell. A moment later you see Dr. Sneed's reassuring face on one side of the opening above you. Larsen peers over the other side. 'Don't worry,' he calls. 'Hey, what's..' Dr. Sneed's voice is cut off as he slides over the icy lip of the crevasse. You watch with horror as his body hurtles by, down into the abyss! You yell at Larsen to get back from the edge. But a blur whirls by, and you feel the rush of air as his body plummets after Sneed's. They're both gone, and now you are alone, trapped on a narrow icy ledge. If only you had warned them, you would have saved them and probably yourself too. Now your chances look slim. A search helicopter might fly over. But will it land? Will anyone ever find you down here? Will you even survive the arctic night?
Turn to page 12.
10
You stand there and watch as the strange creature walks slowly toward you. Then you see the large, blue-white pieces of broken shell. This angel bird is only a fledgling, just hatched! Losing your fear, you walk up and stroke the creature gently. It cocks its head to the side and touches you with one of its wings. At that moment it seems almost human. But suddenly you hear a loud whirring sound. Hovering above you is another angel bird, a much larger one. It must be the mother of the fledgling. She swoops toward you. If you run, turn to page 8. If you grab the fledgling and try to use it to shield yourself, turn to page 14. If you dive to the ground and shield your face with your arms, go on to page 11.
11 You dive to the ground and shield your face with your arms, hoping the angel bird will leave you unharmed. Nothing happens; the angel bird must have taken her young one away. What's more, you begin to have the feeling that you are completely safe. Slowly you get to your feet. Standing nearby are three more of the large creatures. One of them effortlessly leaves the ground, glides through the air, and lands beside you. You have a strong urge to climb on its back. Why is it you feel so safe? The angel birds begin to make musical sounds, more beautiful than anything you've ever heard. Is it this music that causes your good feelings, or something more? These creatures seem to communicate not in words, or even ideas, but in feelings. Without thinking more about it, you leap up, and because there's very little gravity, you almost float onto the creature's feathery back. You nestle in. It feels like a bed of goose down, soft and silky.
Turn to page 16.
12 You look along the ledge. It curves up toward the surface, but it also becomes narrower. You try to gauge how close to the surface you could get without losing your footing. By cutting a couple of handholds in the ice with your pocket knife, you could make it to the top, if you don't lose your grip.
If you try to make it, turn to page 18. If you decide to wait, turn to page 20.
13 'Get back from the edge!' you yell. 'I didn't fall, I was pulled in!' For a few moments you hear nothing; then Sneed yells, 'Thanks for warning us. There may be some force here we don't understand. But don't worry, we're rigging a brace so we can pull you up without getting too close.' A few minutes later you see a nylon climbing rope dangling in front of you. You pull in enough to tie around your waist and under your arms. Taking a firm grip, you call up to the top, 'I'm ready—pull away!' Your heart skips a beat as you're yanked off the ledge. You dangle for a moment; then, slowly, foot by foot, your friends pull you up over the edge. You scramble across the ice into their arms. 'Thank goodness we got you!' says Larsen. 'The Bottomless Crevasse is a killer. I think we'd better quit now.' 'I agree. I've had enough,' Sneed says. After what you've been through, you're not about to argue with them. The three of you pack up and begin the long trek back across the glacier. You're happy to be alive, but you know that you'll always regret that you never reached the Underground Kingdom. The End
14 You lunge for the baby bird, hoping that you can use it as a shield. Even as you move, you feel a rush of wind as the mother dives to protect her baby. You realize that you've just made the stupidest decision of your life. Strangely, the mother bird did not harm you. Instead, you feel that you have been put into a trance. Stranger still, you sense that something has set time back—that you are being given another chance!
Turn to page 10.
15 You run from the angel bird—up a hill that gets steeper and steeper. In the light gravity of the underworld you can run faster than a deer, even up this mountain. Twenty, thirty, forty feet at a bound! You feel even lighter than you did before. You try to leap only a few feet in the air, but you find yourself floating. There is no way you can get down. You are entombed between the ground above and the ground below. You close your eyes. Then, instead of feeling warm, you feel cold; instead of feeling light, you feel heavy. Instead of floating, you're lying on a hard, cold surface. Opening your eyes, you see ice walls rising above you. Now you understand. When you fell into the crevasse, you landed on this ledge, about thirty feet below the surface. You must have hit your head on the ice. What a strange dream you've had! It seemed so real—as if the angel bird put the dream in your head! But there are other things to think of right now. 'HELP!' you shout No one answers. Larsen and Sneed have probably given you up for lost
Turn to page 12.
16 The angel bird glides through the canyons and corridors beneath the earth. It increases its speed, and you hold tight as it swoops through long, curving passageways. It's the most exciting ride of your life, and would certainly be the scariest if you didn't feel that you've never been safer. Then, ahead of you, is a tunnel that flares out into a broad new world. An endless landscape stretches before you. It is bathed in soft, reddish light, as if the sun had just set everywhere around you! A great river forms a curving line that divides the land. Trees line its banks. Farther back from the river are mountains, some of them lavender or blue and others that flicker like glowing embers. Strangely there is no horizon; instead the landscape fades into dusky reds and browns that curve over your head, forming a sky that is almost the same color as the ground. Directly above you is something that looks like the sun, but it is absolutely black! So this is the Underground Kingdom—strange, vast, and very beautiful. What people or creatures live here? What mysteries does it hold? But you are swept from your daydreaming by the realization that your life here could be in danger.
If you set out to explore the Underground Kingdom, turn to page 19. If you concentrate on getting safely back home, turn to page 22.
18 You inch your way along the edge, keeping your body flat against the wall of the crevasse. You should be able to make it, as long as you don't panic. You try not to look down. After almost an hour of slow progress, you're able to raise a hand over the rim. But you still can't pull yourself up. You hack away at the ice, gouging out another handhold, then another foothold. It seems like hours before you can take even one step higher. Then, with one great effort, you heave yourself over the edge, then twist and roll away from the deadly opening. Stiff and shaky, you manage to stand and stare at the bleak world around you. The sun has set behind the western mountains, and you begin to shiver in the chill wind. You're thankful that in this part of Greenland it never grows dark in July. But it does grow cold—well below freezing—and you're too exhausted to run and jump to warm yourself.
Turn to page 21.
19 You know how you feel: the risks don't matter. You want to explore the Underground Kingdom! The angel bird seems to understand. Steeply banking, it swoops down along the great river and glides gently onto a mossy plain. Nearby is a grove of tall trees. Short stumpy branches with clusters of multicolored leaves thrust out from their trunks. They look almost like hands holding bunches of flowers. You slide to the ground, and at once the angel bird rises in the air. As it glides up into the dark red sky, you feel a wave of happiness. You follow its path with your eyes long after it has disappeared. Then, turning to survey the strange landscape, you wonder where you will go. What dangers await you?
Turn to page 40.
20 You decide not to risk the treacherous climb to the surface. Surely help is on the way. You huddle on the icy ledge, stamping your feet and clapping your hands, trying to keep warm. You feel your body temperature dropping. You've got to stay awake until a search party arrives. The hours pass slowly. The sun dips below the horizon, but there is still light in the sky. Straining, you think you hear something. . . .Pocka pocka pocka pocka pocka . . . overhead. A chopper is Hovering over the crevasse! For a moment you're blinded by a searchlight. The chopper drops to just a few yards above you. The crew lowers a harness. Eagerly you grab it and buckle it around you. 'HOLD ON. WE'RE PULLING YOU UP.' Beautiful words over the bullhorn. You're suddenly yanked into the air. Moments later a pair of hands pulls you through the hatch. The pilot pours you a cup of hot chocolate from his Thermos. 'Thanks for staying alive till we got here,' he says with a grin. You soon feel life seeping back into your body. 'Thanks for pulling me out!' 'This is the one place in the world everyone should stay away from,' the pilot says. 'Nothing could get me back here,' you say. The End
21 There is no shelter from the relentless wind and no sign of Larsen or Sneed. It's getting hard to breathe. You soon begin to feel the dull aches, stiffness, and sick feeling you've read about—the dread symptoms of hypothermia; you are freezing to death. Maybe a search helicopter will arrive any moment. Maybe in a few hours. Maybe never. You are very tired. You desperately need rest.
If you huddle in your parka and try to conserve your strength, turn to page 32. If you force yourself to keep walking, turn to page 25.
22 Your strongest desire now is to be home again. You cling tightly to the angel bird. As if it knows what you're thinking, it rises in the air, banks steeply, and then, accelerating, hurtles into a corridor within the ground. You nestle into its thick downy coat as it streaks through the darkness. All the while you feel completely safe, and in time you sleep. When you awake, it is much colder. A chill wind bites against your body. The brightness of the world around you is not the warm red light of the Underground Kingdom, but the cold white light of the Arctic. The barren landscape, pocketed with ice and snow, is a familiar scene, as is the rude village of shacks and tin-roofed buildings nearby. You're in Greenland! The village is the coastal settlement from which your party began its trek across the ice fields to the Bottomless Crevasse.
Go on to the next page.
23 As you trudge across the frozen slope to the village, you think about the angel bird and the Underground Kingdom, and you think how much more there must be in the universe, and even on our own planet, than we can ever imagine. The End
24 'There's no chance of that,' Professor Bruckner's assistant tells you. 'An aerial photograph taken a few weeks ago showed that the glacier has moved, sealing the crevasse with 6,000 feet of solid ice.' You hang up the phone and stand by the window, thinking about the world that lies beneath the earth's surface. What is it like? What creatures might live there? What happened to Professor Bruckner? Did he find Larsen and Sneed? Is Dr. Vivaldi still alive? Now, of course, you'll never know. The End
25 You force yourself to keep walking. If you wander too far from the crevasse, a search team might miss you, so you walk in a large square: fifty paces north . . . fifty east. . . fifty south . . . fifty west . . . fifty north . . . again . . . again. Your legs feel like lead. Your eyes are half shut. You hardly notice when the weak arctic sun reappears .. the sun . . . you can't think . . . dizzy . . . you can't stand. . . . It seems like another world when you wake up in a room with pale green walls and gleaming tile floors. Your head is swimming. What happened to Larsen and Sneed? You feel as if you've lived through a nightmare. 'You're lucky, we were able to save your leg.' A tall, bearded doctor is speaking. 'You'll be OK.' Then his voice trails off as he tells you that your friends, Gunnar Larsen and Dr. Sneed, have joined Dr. Vivaldi, all lost forever. 'Larsen . . . Sneed.' You keep mumbling their names until finally sleep comes. By morning your head has cleared. It was a terrible ordeal, but at least you survived. In a few weeks you'll be home—home for good, because nothing could ever persuade you to go near the Bottomless Crevasse again!
Go on to page 26.
26
Three months have passed. You return home late one afternoon to find a man waiting at your front door. 'I'm Professor Bruckner. From the National Research Institute in Washington.' He shakes your hand warmly. 'Please come in. Are you still studying the Bottomless Crevasse?' Bruckner nods. 'We've identified the force that may have pulled Larsen and Sneed into the crevasse. Would you be willing to go back? Precautions would be taken so there would be no chance of its happening again.'
27 You shake your head. 'I'm afraid not, Professor. I don't think I could go back to the place where my friends died.' Smiling, the professor leans toward you. 'Would it change your mind if I told you that your friends may still be alive?' 'What?' 'It's true. We received faint radio signals from a point far beneath the earth's surface. I believe that one or more of the others must be alive somewhere in the Underground Kingdom, and we have the means to reach them. Now will you come?'
If you say that you'll go on the expedition, go on to page 28. If you decide it would be too dangerous to go with Bruckner, turn to page 30.
28 'Professor Bruckner, count me in!' 'Good,' he says. 'This time we'll be far better equipped. NASA has put two helicopters at my disposal. One of them will transport our party of scientists and technicians. The other will carry the Vertacraft, a rocket-propelled capsule specifically designed for this mission.'
Go on to the next page.
29 Three weeks later you find yourself staring once again at the Bottomless Crevasse. 'It looks narrower than when I was here before,' you remark. 'Yes,' Bruckner says, 'the glacier has been advancing about three feet a year. It won't be long before the crevasse is completely sealed.' While you and the other members of the party stand at a safe distance, the professor cautiously walks to the rim of the crevasse. In one hand he holds an oblong instrument that emits an increasingly rapid clicking. 'Don't get too close!' you cry. 'Indeed.' Bruckner takes a few steps back. 'I think I know what happened to Larsen, Sneed, and Vivaldi.' 'What?' 'Gravity waves coming from the center of the earth have disrupted space-time enough to pull them in.' The professor looks down into your puzzled face. 'And you, as well,' he adds. 'I've always suspected that the laws of physics may be different in the vicinity of a black hole. Now we have proof!' 'What does this mean?' The professor smiles. 'It means that the interior of the earth—beginning about 800 miles deep— is hollow.'
Turn to page 75.
30 'No, thank you, Professor,' you say. 'I've seen enough. I never want to get near the Bottomless Crevasse again.' Bruckner shrugs. 'I understand,' he says as he holds out his hand. From then on, you follow the news eagerly, hoping to hear some report on Professor Bruckner's expedition. One day, passing a newsstand, you see a headline that makes your heart sink: PROFESSOR AND PARTY MISSING IN WORLD'S MOST DANGEROUS ICE FIELDS! In the months that follow you hear nothing further about the Bottomless Crevasse, until one night, watching the news, you hear an interview with two scientists who claim to have picked up radio signals coming from inside the earth. 'We can't explain their seemingly impossible origin,' one of them reports, 'nor can we decipher the message, except for two words, All Safe.' The next morning you call Professor Bruckner's office at the National Research Institute. 'I was wondering whether there were any plans for another expedition to the Bottomless Crevasse,' you say.
Turn to page 24.
32 You huddle in your parka, but the cruel wind penetrates your body. You feel yourself growing numb. You try to stand up, but your legs won't move. You feel as if you are drifting through time and space. Then you feel nothing at all. The search and rescue team almost reached you in time. They were never able to locate Larsen and Sneed. A few days later a memorial service was held for the brave people who lost their lives exploring the Bottomless Crevasse. Everyone spoke very highly of you. The End
33 'All right,' says Bruckner, 'if no one will volunteer, I'll go alone.' The rest of you help position the Vertacraft over the crevasse and wish him well as he snaps the hatch shut and releases the craft into free-fall. Hank Crouter, Bruckner's assistant, glances at his watch. 'If he survives, we'll get a signal back within ten minutes,' he says. You all wait anxiously, watching the clock, watching the crevasse. Ten minutes go by, fifteen, twenty, twenty-five. A chilling wind bites through your parka. You kick the icy ground. 'Thirty minutes,' says Crouter. 'There's no way . . .' Weary and sad, your party trudges back across the ice fields. The moving glacier is rapidly closing the crevasse. There won't be another chance. The End
35 You know that your chances of surviving the expedition are slim. Even if you safely descend into the Bottomless Crevasse, there's no assurance that the Vertacraft will be able to get you out again. Still, it's your only chance to find your lost friends and to explore a new world. You grit your teeth and climb aboard. The professor climbs in beside you. 'Ready?' he says. 'I'm going to activate us as soon as we're centered.' 'Ready.' You strap yourself in and say a prayer. You feel like a larva inside a cocoon. Looking through the port, you watch the others position the Vertacraft over the crevasse. You wave at them, and they wave back. Suddenly you are falling—faster and faster, plummeting toward the center of the earth. Has the Vertacraft gone out of control? 'Professor Bruckner!' you yell. 'Won't the rockets work? Can't you slow us?' 'We're saving our fuel,' he shouts. 'Gravity will slow us—you'll see.' Has he gone mad? You notice a red button on the control panel. Next to it is a sign that reads: EMERGENCY REVERSE/RETURN TO INITIAL POSITION.
Turn to page 37.
36 You and Dr. Vivaldi cross the Great River and start your trek to the Shining Mountains. Along the way your guide, Mopur, brings back mountain game, breadbush, and tanga. The air seems lighter and brighter than in the valley of the Great River. Never have you felt so happy as you do right now—hiking through the Shining Mountains. But your Archpod guide grumbles and frets. He blinks and rubs his eyes.
Turn to page 92.
37 Thanks to the dual control system, it looks as if you have a chance to escape this madness. Still, you can't be sure it will save you. . . .
If you decide to push the Emergency-Reverse button, turn to page 89. If you try to reason with Dr. Bruckner, turn to page 38.
38 'We're going too fast! Can't we slow down?' you call. 'No. We have hundreds of miles to go. We've got to get through the earth's mantle fast, or we'll be baked to death.' Bruckner's voice is cool and reassuring. Maybe he knows what he's doing. But every minute, the temperature rises. You begin to sweat. Whatever made you think you could survive such a trip? Sipping cold lemonade from a plastic bottle, you try to close your eyes and relax. Then it seems as if the Vertacraft is slowing, but you can't be sure. Suddenly everything is still. The Vertacraft has come to rest. Looking through a porthole, you see that you have landed inside a large crater. Slowly you climb out of the Vertacraft and open the other compartment. Professor Bruckner's face is ashen gray. You feel for his pulse. Nothing. The strain of the descent must have been too much for his heart.
Turn to page 43.
39 You could probably climb a nearby tree and hide among the clusters of giant leaves. But is it wise to run like a frightened animal? Maybe things will go better for you if you bravely face the inhabitants of this world.
If you decide to face the creatures, turn to page 42. If you decide to hide in a cluster-leaf tree, turn to page 46.
40 The scene around you reminds you of a photographic negative. All the shades and colors seem reversed. The ground is grayish pink clay with white outcroppings. In the distance you can see areas that glow like beds of hot coals. Nearby is a forest of trees with green trunks and white leaves. The trees are short; yet their branches, taking advantage of the light gravity, spread out for hundreds of feet in all directions. You climb a small hill to get a better view. Wherever you look, the land curves upward, as if you were standing in the bottom of an enormous bowl. The sky is covered with what looks like reddish yellow clouds. Most amazing of all is the sight directly overhead—a disc almost the size of the sun; but, instead of shining brightly, it is absolutely black. You can feel its coolness, as if it were drawing heat from your skin. It's the black hole at the center of the earth! You turn sharply at the sound of chattering. Coming up the ravine are more than a dozen creatures, smaller than you, yet walking upright on two legs. Half human, half ape, they look like creatures that might have once lived on the earth's surface. They are carrying ropes and nets.
Turn to page 39.
42 You step forward to meet the strange procession. The underworld creatures form a circle around you, cackling and gesturing to each other. You smile and hold out your arms. 'Hello,' you begin, but the creatures raise their nets and close in on you. One of them barks an order. They motion for you to follow them. You don't have much choice. Despite their small size, they move rapidly through the thick woods. Occasionally they freeze, and you hear them whispering, 'Kota, ib saben Kota.' You march a mile or so through groves of trees. It's as hot as you've ever known it, and you feel as if you're going to faint, but finally you reach open land. Instantly you feel cooler. The Black Sun is drawing heat from your body. Soon you reach a village of igloo-shaped structures that look as if they're made of green clay. One of your captors leads you to the nearest one. 'Ib agon,' he says as he takes you inside.
Turn to page 44.
43 You bury the professor's body near the Vertacraft, and say a prayer. You feel sad and afraid of setting forth alone in a strange world. But there is no choice. You must search for food and shelter. First, you've got to get out of this crater. There is a tunnel nearby. Peering inside, you see that it leads straight down. Suddenly you realize that it was through this tunnel that the Vertacraft traveled; you're looking through the other end of the Bottomless Crevasse. The tunnel doesn't lead straight down, but straight up—to the surface of the earth! So Professor Bruckner was right. The earth is like a hollowed-out pumpkin, and you're standing on its inner shell. Your feet must be held to the ground by the gravity of the shell itself. You look around at the walls of the crater. They are too steep to climb. But you feel so light—as if you were walking on the moon—you might be able to jump out. You stand there a minute, wondering why the pull of gravity here isn't as strong as it is on the earth's surface. Then you remember the rest of Bruckner's theory: There is a black hole at the center of the earth, pulling you toward it. You leap as high as you can—twenty feet in the air! Then, with one great bound, you're out, standing on the surface of the Underground Kingdom.
Turn to page 40.
44 The interior of the agon, as it seems to be called, is lit by glowing stones circling the inner wall. In the center is a small fountain. Clear water bubbles forth and flows along a silver trough before disappearing underground. The floor is soft and spongy, like a thick bed of moss. The leader steps forward. 'Ket,' he says, pointing to himself. 'Ket Raka.' Pointing to the others, he says, 'Akim Raka, Tor Raka ..' You repeat each name, then pointing to yourself, tell them your name. The Rakas laugh as they try to pronounce the strange sound. Tor, who seems younger than the others, brings you something that looks like cheese but tastes like honey. Ket gives you a small pink fruit. 'Ib tanga,' he says, smiling. Tanga is delicious, and you are eating a second one when a large blue-furred Raka rushes into the agon. Pointing at you, he speaks excitedly in his own tongue. Tor begins to argue with him. The others join in. 'Nar mg calla!' the blue-furred Raka says loudly. It's clear he wants you to come with him; it seems likely that he represents the chief, or leader. Ket and Akim gesture as if you should obey. But Tor shakes his head, warning you not to go.
If you follow the blue-furred Raka, turn to page 48. If you refuse, turn to page 50.
46 You hide in the cluster-leaf tree. The strange creatures pass by except for one straggler, who stops to stretch. For a moment he looks right at you. 'Kota zaark!' he cries, then turns and runs after the others. Perhaps you needn't have been so cautious. The creature looked more like a frightened animal than a fierce hunter. As you climb down from the tree, you hear a low moaning coming from the brush. A pair of bright blue lights is shining from within the darkness.
Go on to the next page.
47 Now the moaning comes from behind you. Turning, you see another pair of blue lights. Beneath them are long, glistening fangs. Slowly the creatures close in on you; their moans rise into high-pitched shrieks. What are they? You have only a few seconds to live, so it hardly matters. The End
48 Hoping for the best, you follow the blue-furred Raka to the center of the village. As you walk along the narrow footpaths, other Rakas emerge from their agons and stare at you curiously. When you reach the central agon the bluefurred Raka lets out a long, low hooting noise, which is answered from within. Inside an old white-headed Raka sits near the central fountain. A large black disc hangs from his neck. For a long
49 time he stares at you. Finally he rises and steps closer. 'So, you are what my hunters found. My name is Arton. I am the High Raka of the village of Rakmara.' You are so startled by the familiar words that it takes you a minute to answer. 'How is it you speak my language?' you finally ask. Arton smiles. 'A visitor from the Nether World. She called herself Nera.' 'Dr. Vivaldi? She's alive? Where?' The old Raka shakes his head. 'She tried to swim across the Great River. The river spirits have swallowed her.' 'She might have made it across!' you say. 'Even if she did, the Archpods would have fed her to the Kota beasts.' 'What are Archpods?' 'The Archpods live beyond the Great River. For a long time the Rakas and Archpods have each had one hunting boat; that is the law. Now the Archpods build many boats. They are not hunting boats; they are war boats. The Archpods plan to conquer Rakmara.' You hold your head in your hands. Poor Dr. Vivaldi! And now the threat of war.
Turn to page 51.
50 You shake your head and stand your ground. The blue-furred Raka glares at you and strides from the agon. He returns a few moments later with two other Rakas, each holding ropes and a net. 'I won't be taken captive like some animal!' you shout. A Raka tries to rope you, but you duck out of reach. They draw closer. Like a football quarterback, you spin and dart past them. 'Kela! Zaark!' the Rakas yell, but you're already out of the agon, running across the dimly lit land. Helped by the light gravity, you quickly reach a grove of cluster-leaf trees, and you keep running, on and on. At last you reach the open countryside. In the soft reddish gray twilight you see the Great River just ahead. You stop to rest beside its waters.
Turn to page 53.
51 'Yes, bad times are upon us,' Arton continues. 'But we shall protect ourselves. We have learned to mix powders and call up the fire of the earth in a great blast of noise and heat' 'You mean bombs?' 'We call them brakpa. With brakpa and with your help, we shall destroy the Archpods before they destroy us.' 'What do you mean, 'with my help'?' you ask. 'You come from the Nether World, where war is the way of life. If you ride with us, our warriors will have courage.' 'What are the Kota beasts?' 'You ask too many questions!' the High Raka snaps back. 'Now you must answer mine: Will you go with our warriors to attack the Archpods?' You shrink back from the choice. The High Raka's voice grows stern and cold 'If you are not with us, then you are against us, and we shall deal with you as our enemy.'
If you tell the High Raka that you will go with his warriors, turn to page 52. If you tell him that you won't take part in a war, turn to page 56.
52 'I'll go with your warriors,' you answer. 'Very well,' says Alton. 'You will stay with Tomo. Vivaldi taught him English, and he will tell you what you need to know.' Immediately one of the Rakas steps forward and takes your arm. 'I am Tomo,' he says. Then he leads you to the outskirts of the village and into his agon. He brings you woven mats. 'You must rest now,' he says. You peer outside at the red-streaked sky. 'Doesn't it ever get dark here?' 'We have no night or day,' says Tomo. 'We measure time by the tides of the Great River. Dr. Vivaldi said two of our tides equal one of your days. It is sleeping tide now.' You realize that you have not slept since you arrived in the Underground Kingdom. How long have you been here? How many tides? Too tired to think about it, you lie down and quickly fall asleep.
Turn to page 54.
53 Once you've caught your breath, you walk along the river bank and soon reach a crude wooden dock. Two Rakas are guarding their hunting boat, a long flat-bottomed shell fashioned from duster-leaf wood. Nearby is a smaller boat, one you could paddle yourself. You just might be able to untie it, push off, and get across the river before the guards catch you. If you try to take the small boat and make a break for the other side, turn to page 57. If you try to bluff the guards into thinking you have permission to use it, turn to page 58.
54 When you wake, Tomo gives you a bright pink tanga. You hadn't realized how little you've eaten, and you wolf it down. Smiling, Tomo replaces it with another. 'Someday we will go hunting,' says Tomo. 'Are you a hunter?' 'Almost. I must first go on the Hunt of the Black Sun. I must kill a Kota beast.' 'A Kota beast? What are they?' Tomo frowns. 'Great toothed animals, with eyes like blue flames and teeth like iron fangs. They live in the darkest, hottest parts of the woods. They tear anything apart, even themselves.' You start to ask about the Hunt of the Black Sun, but Tomo raises a hand. 'Now we must talk of war. The Archpods will not expect an attack when the river is low. That is when we shall cross and destroy their boats.' The next morning as the Great River begins to fall, the Rakas load their hunting boat, now called the war boat, with brakpa—crude bombs packed in hollowed logs. You shudder to think that you are about to witness the beginning of a war. But there seems to be no way to avoid it Before the sleeping tide has ended, Tomo, you, and five hunters set off in the war boat.
Go on to the next page.
55 The Raka hunters are clumsy at rowing, and the boat is so heavy that a few small waves would easily swamp it. You realize you might be able to swim to shore before the Rakas could turn around and catch you. It's risky, but it's your only chance to avoid the war!
If you dive overboard and swim for shore, turn to page 61. If you stick it out in the war boat, turn to page 62.
56 'I won't have anything to do with your brakpa,' you say. 'I am not an enemy of you or of the Archpods.' 'Ig krig zaark!' the High Raka says angrily. Two Raka guards seize you and march you out of the agon. But the moment you get outside, you make a break. You've always been able to run fast when you needed to. In the light gravity, you're even faster. As you dart through the groves of duster-leaf trees, you can hear the cries of the Rakas from both sides and behind you. But the Great River lies just ahead, and for once you're in luck—there's a crude raft tied up along the shore. You quickly untie it, and push off as you jump aboard. The current soon takes you around a bend in the river and safely out of sight. You lie low on the raft, afraid of landing until you are well past Rakmara. Now you have time to think. Where will the river take you? What will be your fate?
Turn to page 63.
57 You quickly reach the boat, but you can't untie the rope! Instantly the Rakas are upon you. Uttering angry cries, they fling their nets over you. One of them blindfolds you. Then they march you along a winding, bumpy path. 'Where are you taking me?' you ask. But the Rakas ignore you, muttering angrily in their own tongue. Death seems certain. How will they execute you? They seem to like ropes; maybe they will hang you. As you march on, hour after hour, the air turns colder. You feel your strength ebbing. Finally the Rakas stop. Exhausted, you crumple to the ground. All is silent, and you fall into a deep sleep.
Turn to page 60.
58 You think fast. Luckily, you remember the command that the blue-furred Raka gave. You walk up to the guards, smiling. You point in the direction you came from, then to yourself, and then to one of the boats. 'Nar mg calla,' you say with authority. The guards mutter. Then, to your surprise, they smile. One of them unties a boat and motions for you to board it. They must think you're a privileged guest of the High Raka. You quickly get aboard and push off. As the current takes you around a bend, you notice Archpod settlements on the opposite shore. Soon you spot a good landing place. As you get closer, you notice a band of Archpods standing on the shore. Like the first Rakas you met, they are armed with ropes and nets. They don't look very friendly. You could be in for more trouble than you had with the Rakas.
If you continue in to shore, turn to page 66. If you start back across the river, turn to page 65.
60 Hours later you awake, stiff and shaking from the cold. Cautiously you pull off your blindfold. Your captors are gone. All around you is dark brown clay. There are no trees, no water, and no shelter from the cold wind that blows across the vast, empty plain. So this is your intended fate— you will be left to die of exposure under the Black Sun. It's a long trek across the desert of the Underground Kingdom, but if you can only reach some trees, you may be able to find a warm place to rest. Somehow you know that you'll make it, if you have the will. Do you? The End
61 In a flash you're over the side and swimming for shore. The Rakas yell at you. One of them tries to hit you with an oar while the others stroke furiously, trying to turn their unwilling craft around. Swimming hard, you hear screams behind you. The war boat has overturned! The brakpa have gone to the bottom, and the Rakas are struggling to save their lives and right the boat. Using all your strength, you swim in to shore and start running for the groves of duster-leaf trees. Almost at once you hear a loud, trilling song. Above you is an enormous flying creature with wings stretching twenty feet across! You stare into its great blue-green eyes and at once feel completely safe. You know you've seen it, or at least dreamed of seeing it, before. It's like some kind of angel bird sent to protect you. Without thinking, you leap right onto the creature's back.
Turn to page 22.
62 Swimming to shore looks too risky. You sit quietly in the boat, hoping for the best. As the war boat nears the middle of the river, the current gets stronger. The Raka warriors can hardly row against it As the Rakas struggle with their oars, the boat is swept farther and farther downstream. You wonder where the current will take you, until you hear a sound up ahead that quickly grows into a roar. 'Ig riba!' the Rakas shout. 'Ig zaark!' They begin to unload the heavy brakpa. Frantically you help, but at the sight of the boiling white rapids ahead, you lose heart. Moments later the boat smashes into the rocks, and you and the Raka warriors are swept away by the raging torrent.
The End
63 Your raft floats on past marshy banks and yellow clay islands. The river grows narrow as it flows through a deep canyon. Rock cliffs rise up on both sides. You hold on, hoping to reach a place where you can land. Never have you experienced as dark a night as this. It's as if the river were flowing through a tunnel somewhere in the depths of the earth. Finally you sleep, and it seems as if a very long time has passed when you awake and find your raft pitching up and down. Why has the river grown so rough? It's still too dark to see much, but at least the stars are out. Stars? There aren't any stars in the Underground Kingdom. You're not on the river—you're on an ocean!
Go on to page 64.
64 So, the Great River must be an underground link between the earth's seas. The tides were with you and carried you through the earth's mantle and crust to the surface. There's land nearby. And you notice a faint glow on the horizon. Soon the sun will be rising, not the cold Black Sun of the Underground Kingdom, but your own warm, bright, life-giving sun! The End
65 You try to row back to the Rakmara shore, but the current is now so swift that you find yourself being carried downstream. Desperately you try to paddle against it It's no use. And there's bad trouble up ahead—foaming, white rapids! You hang on for your life, but your raft smashes into a rock with a terrific thunk. One end tilts straight up, dumping you into the wild, swirling waters. You try to grab the raft, but you can't reach it. You start swimming toward shore, but you can't make any headway. You're not a quitter. You'll go down trying. The End
66 Trying to act unafraid, you row straight in to shore, hop out of the boat, and step forward to meet the Archpods. 'Hello. I come as a friend!' you call out. But their only response is to take you prisoner and march you back to their village. You soon find that the Archpods live in agons similar to those of the Rakas. Your captors lead you into the largest one, where you expect to be presented to their chief. Instead, a woman calls your name. It's Dr. Vivaldi!
67 She hugs you warmly. 'I thought I'd never see another human face!' she cries, tears streaming down her cheeks. One of the guards says something you cannot understand. Then the Archpods march out of the agon, leaving you alone with your friend. Dr. Vivaldi tells you how she barely survived her fall through the Bottomless Crevasse, how she lived for almost a year with the Rakas and finally swam across the Great River to the land of the Archpods. You tell her of your descent to the Underground Kingdom and your adventures in Rakmara. 'We must set upon a plan,' she says. 'The Archpods have learned that the Rakas are making bombs. They think we may be Raka spies. That is why you were treated so rudely. They have told me that their chief, the Grand Akpar, will soon decide whether to execute us.'
Go on to page 68.
68 'What can we do?' you ask. Dr. Vivaldi looks at you thoughtfully, then says, 'If there is a war, we cannot expect to survive. I am going to talk to the Grand Akpar. But here, take my gold bracelet. If you give it to the guard, he will let you escape.' 'But what will happen to you? I don't want to leave you here. I'll go to the Grand Akpar with you!' Dr. Vivaldi replies, 'Think carefully before you make such a decision.'
If you decide to face the Grand Akpar with Dr. Vivaldi, turn to page 70. If you decide to escape while you still have a chance, turn to page 100.
69 You're glad that your friends are still alive, and you hurry to meet them. A few minutes later you are exchanging stories of your adventures in the Underground Kingdom. But Larsen and Sneed do not seem happy. 'Is anything wrong?' Dr. Vivaldi finally asks them. 'I'm afraid so,' Larsen replies. 'We've just inspected the Bottomless Crevasse. The glacier has sealed it tight. We are trapped here forever!' 'We'll never get home now,' you say. 'That's the way it looks,' says Larsen. 'Like it or not, we're pioneers. The only thing for us to do is to make the best of our lives in this new world.' 'That's not good enough for me,' says Dr. Vivaldi. 'We're going to find a way out of here!' She looks at you with a broad smile. 'Right?' 'Right,' you answer. The End
70 'I'll face the Grand Akpar with you.' 'That's a brave choice,' says Dr. Vivaldi, 'but it also would have taken courage to escape.' She smiles. 'Sometimes there's nothing to do but to be brave!' As she speaks three Archpod guards walk into the agon. They motion for you to follow them, but when Dr. Vivaldi tries to join you, they block her way. 'Good luck. . . . ' Dr. Vivaldi's voice fades as the guards march you out of the agon. A few minutes later you are standing in the central agon. Facing you is the Grand Akpar. His long, silky fur is combed like an oval frame around his stern, gray face. A pendant made of smooth black stone hangs from his neck. He studies you a moment and says, 'We have learned from Dr. Vivaldi that you come from the Nether World—the world of warfare. You know much more about such things than we do. You can prove that you are not a Raka spy by telling us how we can defeat them!' You stand silently, trying to think of what to say. 'I'm waiting,' the Grand Akpar says. What will you do?
If you try to play along with him, turn to page 73. If you refuse, turn to page 104.
72 Suddenly, you feel a presence. Looking around, you see pairs of bright blue lights staring at you. Then you see brown bristly faces, iron fangs, and long curled claws. Kota beasts! The last sounds you hear are their unearthly shrieks of triumph. The End
73 You try to think fast. You don't want to be responsible for killing the Rakas, but you have to sound helpful. 'Land your fleet during the sleeping tide,' you say. 'That way you will surprise them.' 'Thank you.' The Grand Akpar smiles. 'But, if your advice fails, you will be taken to the Mouth of Fire.' The Grand Akpar motions to his guards. They lead you back to Dr. Vivaldi. You and Dr. Vivaldi wait anxiously, wishing that you could do something to prevent the war. You know that the Archpods are building boats as fast as they can. Dr. Vivaldi pleads with the guards to let her see the Grand Akpar, but they refuse to listen. One day the Grand Akpar comes to your agon. 'Our boats are ready,' he says. 'We invade Rakmara now.' That sleeping tide, you lie on your bed, dreaming of home. An explosion startles you. The war has begun! The Rakas must have had their bombs ready. You wait anxiously for news of what's happened. Finally it comes—in the form of Archpod guards carrying ropes and nets.
Turn to page 84.
74 Your head aches. You feel as if you've been run over by a steamroller . . . but a cool hand is pressed against your forehead. 'Don't worry, you're going to be OK,' Dr. Vivaldi says. 'The radio worked. Help is on the way.' Your face is bruised. It's painful just opening your eyes, but well worth it. For in the bright sunlight you can see ice fields all around you. You're back in Greenland, and right now the whole surface of the earth feels like home! You look up at Dr. Vivaldi. Her face shows she, too, is in pain. 'A broken arm,' she explains. 'Otherwise, I'm OK.' 'We were lucky,' you say. 'Yes.' She smiles. 'The Vertacraft Just squeaked through. The crevasse has narrowed two more feet. In another few weeks it will be impossible to get through. You and I will probably be the last ones ever to visit the Underground Kingdom.' 'I'm glad we had the chance,' you say. 'I wouldn't have missed it for the world.' The End
75 'But what does that have to do with the black hole?' you ask Bruckner. The professor pauses to fill his pipe. 'As I explained in my published theory, a tiny black hole lodged in the center of the earth more than a billion years ago. It pulled the interior of the earth—everything except for the crust and mantle—into itself, leaving the earth hollowed out like a Halloween pumpkin. That is what the gravity readings tell us.' 'Then where is the Underground Kingdom?' 'It is the whole interior surface of the earth. And if you stood there and looked straight up, you would see the black hole. It would look exactly like our sun except that it would be jet black.' Professor Bruckner lights his pipe, then says, 'I did not expect to undertake this mission for some months. I only planned to inspect the crevasse and test the Vertacraft, but the crevasse is closing rapidly. I must make the descent today. Otherwise, my return path might be blocked. Who will volunteer to come with me?'
Turn to page 77.
76 When you tell Dr. Vivaldi of the advice you gave the Grand Akpar, she shakes your hand. 'I would have said the same thing. If our destiny is to die at the hands of the Archpods, it will not be your fault.' Now three tides have passed. You and Dr. Vivaldi are still waiting for the news that will seal your fate. It must be midway through the second sleeping tide when the guards awaken you. A moment later, the Grand Akpar walks into your agon. With him is the High Raka. 'The Archpods and the Rakas have made peace,' says Akpar. 'From now on we shall build boats for both tribes, and there shall be no bombs!'
Turn to page 78.
77 One after another, the team members shake their heads. Finally Bruckner turns to you. 'Well?' You hesitate. You don't want to risk your life. But this could be the only chance of finding your lost friends.
If you decide to go with him, turn to page 35. If you decide not to risk it, turn to page 33.
78 From then on you and Dr. Vivaldi are treated like honored guests. The Archpods bring you baskets heaped with tanga, and cakes made from golden grain. They show you their mineral pools where you swim in the swirling, bubbly water. Later you lie in the warmth of the glowing rocks, then cool off under the Black Sun. A few tides later the Grand Akpar pays you a visit. 'Would you like to stay longer and explore the Underground Kingdom?' he asks. 'We shall lend you three hunters to guide you. Or, if you wish, you may return to the Nether World.' 'Which do you prefer?' Dr. Vivaldi asks you. 'There may still be a chance to return home, though the risks are great.'
If you say that you want to explore the Underground Kingdom, turn to page 81. If you say that you want to try to return to the surface, turn to page 82.
81 'This may be the only chance earth people have to explore the Underground Kingdom,' you say, 'and I don't want to pass it up.' 'I'm glad to hear you say that' Dr. Vivaldi unfolds a map of the Underground Kingdom. 'I made this map from what the Rakas and Archpods have told me. Although the Underground Kingdom has an area sixty percent as large as the surface of the earth, only a very small portion is cool enough to be habitable. Most of the land is too hot to set foot on. It is the molten red rock, you know, that provides the reddish glow that lights this dim world. If it were not for the tremendous cooling effect of the Black Sun, life could not exist here.' Sometimes Dr. Vivaldi gets too scientific for you. 'Where do you think we should explore?' you ask.
Turn to page 83.
82 'If there's a chance of making it,' you say, I'd like to try to get home.' 'Then we must hurry,' says Dr. Vivaldi. 'Akpar, there is not much you can do but lead us to the crater where we arrived.' The Grand Akpar speaks in his own tongue to a guard, who quickly leaves the chamber. Turning to you he says, 'I shall have a boat readied to take you across the Great River. Come then, we will guide you back to the secret canyon.' After a three-tides' journey you and Dr. Vivaldi, guided by a party of Archpods, reach the Bottomless Crevasse. Dr. Vivaldi runs toward a small metal craft on the crater floor. 'A Vertacraft!' she says. 'With luck this will get us back to the earth's surface.' Dr. Vivaldi gives instructions to the Archpods, who then use their ropes to suspend the craft directly over the shaft of the crevasse. You and Dr. Vivaldi thank your hosts and bid them farewell. The canopy cover closes. You watch anxiously as Dr. Vivaldi checks out the instruments. 'Are you ready?' she asks. 'Ready.' You grit your teeth as the Vertacraft accelerates into the crevasse and begins the 800mile descent to the surface of the earth. You're pressed flat against your seat. The g force is terrific! It's getting worse. What's happening? Can't Dr. Vivaldi stop it? You're blacking out.
Turn to page 74.
83 'There are three areas that fascinate me equally,' she answers, 'so I'll let you choose among them. To the west are the Weightless Peaks, where you become lighter and lighter, the higher you climb. To the south are the Hills of Diamonds. The Archpods are afraid to go there. They say it is too close to what they call the Lair of the Ghost Wolf.' 'What lies across the Great River?' you ask. 'Beyond Rakmara.' 'The Shining Mountains. There we may find creatures whom the Archpods call the Flying Clera. They are great birds, who may be the true rulers of the Underground Kingdom—higher even than humans on the evolutionary scale. What would you prefer?'
If you decide to explore the Weightless Peaks, turn to page 85. If you decide to go to the Hills of Diamonds, turn to page 88. If you decide to explore the Shining Mountains, turn to page 36.
84 'You betrayed us,' says the head guard. 'The Rakas threw bombs into our boats. Nearly all of them were lost Many of our hunters were killed.' He turns to the others behind him. 'Bind them and take them to the Mouth of Fire.' You cry out for mercy, but you know there will be none. The End
85 A few tides later you and Dr. Vivaldi set out for the Weightless Peaks. With you is a young Archpod named Katu, chosen because she speaks your language. On the trek from the Archpod village to the Weightless Peaks, Katu tells you the legend of the Archpods who traveled through a shaft that led to a new universe. Few Archpods believed there could be such a place. Most of them thought that the earth was infinitely thick, that nothing could lie beyond it. 'Now that human beings have arrived, we know that there is a whole new world right under our feet. We call your world the Nether World,' she says. 'We are curious about it. But we are also afraid of it, and of its creatures who could destroy us.' 'Sometimes we human beings are afraid of ourselves,' you reply. After hiking for fourteen tides, you begin to climb—first gentle hills, then steep mountains. You tire under the weight of your pack, but Dr. Vivaldi urges you on. 'It will soon be easier,' she says. And she is proven correct, for as you struggle up the next steep hill, you feel your pack growing lighter, and you feel lighter too. Ahead of you, Katu is bounding up the higher peaks like a mountain gazelle.
Turn to page 87.
87 'Now you can see,' says Dr. Vivaldi, 'how on the Weightless Peaks the higher you go, the lighter you'll get Look!' She points to the highest peak of all. Its top is a spire jutting into the sky. A thin plume of smoke rises from the top. 'It must be a volcano,' you say. 'No,' says Dr. Vivaldi. 'Something else is going on. The mountain's gravity at its peak is so weak that dust is being pulled off by the tremendous gravity of the Black Sun.' 'I bet I only weigh five or six pounds,' you say. 'I could easily climb to the top of that spire.' 'Better not,' says Dr. Vivaldi. You realize that if you're so light, the huge boulders around you can't weigh very much either. You decide to test your theory. You nudge a boulder twice your size. It rolls into another boulder. Then above you, Katu screams, 'Avalanche!'
Turn to page 106.
88 Certainly the Hills of Diamonds must be an amazing sight And, if you ever do make it back to the surface, it wouldn't hurt to have a few dozen diamonds in your pockets—you could be rich for life! The Archpods provide you and Dr. Vivaldi with their largest boat for the trip down the Great River to the diamond hills. After a journey of six tides, you hear a roaring up ahead. The Archpods quickly beach the boat. 'We can go no farther,' the leader tells you. 'There are deep canyons and fierce rapids ahead. We must go on foot across the field of white clay.' You soon find that the white clay is extremely hot. Your feet would burn up were it not for the light gravity of the underworld that permits you to race across the field in great leaps. Finally you reach cooler ground. Ahead of you is a dazzling vision: dozens of little hills of brilliant diamonds!
Turn to page 91.
89 You push the Emergency-Reverse button. Instantly you are pressed to your seat, almost crushed by the forces as the retro-rockets fire. The artificial weight squeezes the air out of your lungs. Then, slowly, the pressure eases. For a moment you're completely weightless. Your heart is pounding as you check the depth meter. The Vertacraft is rising! 'You fool. What have you done?' Bruckner sounds wilder than ever. 'I'm returning us to the surface, Professor.' Your voice is cool. You feel confident now that the Vertacraft has responded to your command. 'Why didn't you ask?' Bruckner's voice is bitter. 'The auto-return isn't programmed to adjust for this gravitation.' Bruckner sounds more sane now. It's you who's beginning to feel crazy. 'What will happen then?' you ask. Suddenly the darkness is replaced by blinding sunlight. The Vertacraft has reached the surface, yet it's still accelerating, shooting up into the stratosphere! 'Can't we bring it back down?' 'I'm afraid not, my foolish young friend,' Bruckner replies in a cold, dead tone. 'It's a command procedure. There's no override. We're headed into outer space. Within a few hours we'll be frozen solid.' The End
91 'Look at all those diamonds,' you say. 'I'm surprised the Archpods haven't already taken them.' 'Villa tarem, zaark!' One of the Archpods is screaming. Several of them point to the north. 'Tarem Agax!' You can't see anything unusual, but the Archpods are deserting you, racing back across the field. 'What's going on? Do you see anything?' you ask Dr. Vivaldi. She shakes her head, seemingly as confused as you are. 'It must be the ghost wolf. What we are witnessing may be more interesting than the diamond hills themselves. We may be in the presence of a life force that the Archpods can see but we can't Or maybe what they see is an illusion, and we are right in thinking nothing is there. This is something that has always interested me: different realities for different observers.' 'I don't think we have time to figure it out now,' you say. 'You may be right,' Dr. Vivaldi admits. 'In any event, I would guess that the Archpods have good reasons for their fears. Are you willing to risk continuing on to the Hills of Diamonds, or do you want to turn back?' If you say you want to continue, turn to page 94. If you say you want to turn back, turn to page 97.
92 'I think I know why the Archpods and Rakas avoid this beautiful land,' says Dr. Vivaldi. 'They are conditioned to the dim red light of the Great River valley. The broad daylight here bothers Mopur as much as it would bother us to live in semidarkness.' 'Why is it so bright—?' You are interrupted by cries from Mopur. 'Clera! The Flying Clera!' Craning your neck, you see several great birdlike creatures swooping across the sky. 'They are like nothing that has ever lived on the surface,' says Dr. Vivaldi. 'They may have evolved on some other planet.' You fall silent as the music of the Flying Clera begins—a great chorus you hear not only with your ears, but with your whole body. Like you, Dr. Vivaldi seems hypnotized. 'They sound truly angelic,' she says. But Mopur tugs at your sleeves. 'This is not the place for us,' he says. 'We are not ready.' 'I have a strong feeling that we must turn back,' says Dr. Vivaldi. 'Yes,' you say, 'I have the same feeling. Some force is pulling us back.' Dr. Vivaldi's gaze is fixed on the Shining Mountains. 'The Flying Clera are a very advanced species,' she explains. 'They have the ability to project their feelings onto us. Their presence and purpose here is a mystery that I suspect we are not yet ready to understand, but I feel certain that they represent a force of good in the universe.' 'If the Flying Clera are so advanced,' you say,
'why don't they rule the Underground Kingdom?' Dr. Vivaldi smiles. 'I don't know, but I would guess that not wanting to rule others is part of being advanced.' At that moment you are overcome by a strong desire to return home, to the surface of the earth. You exchange glances with Dr. Vivaldi. 'Do you have the same feeling I do?' you ask. She nods and motions you to follow.
Turn to page 98.
94 'Let's get to those diamonds,' you cry. And you run toward the points of sparkling white light. At the same time you begin choking on thick sulphurous fumes. Behind you, thunder rumbles from the ground! Dr. Vivaldi has reached the first hill of diamonds. 'They're the real thing!' she calls, sifting them through her hands. 'Within a few yards of us are more diamonds than are worn by all the people on earth!' 'Look!' you shout, for now the fields of white clay are bubbling like boiling soup. Pale yellow gases rise from cracks in the ground. 'We are trapped.' Dr. Vivaldi's voice sounds far away. 'By the time the claybeds stop erupting, these fumes will. . . p u t . . . u s . . . t o . . . sleep.' She coughs and staggers a few feet up a small hill of diamonds. 'Quick, over here!' she calls. Gasping, you stumble up the hill and collapse in a mound of diamonds. Dr. Vivaldi breathes deeply. 'We're safe for the moment This hill is well above the toxic gases.' Her voice is drowned out by the ground thunder.
Go on to the next page.
95 'It looks like we're stuck here with all these millions of diamonds,' you say. 'Maybe not,' replies Dr. Vivaldi. 'The eruptions are quite localized. The gases are rising, but I think we can make it across the deadly strip of clay—it's less than a hundred feet, I'd guess. There's only one way to do it - take a deep breath and run as fast as you can. Don't breathe until you absolutely have to. Are you willing to try?'
If you're willing to run for it, turn to page 101. If not, turn to page 102.
97 'I don't believe the Archpods are running from nothing,' you say. 'Let's get out of here!' 'OK!' Dr. Vivaldi starts back across the field of white clay, and you are right behind her. Running as fast as you can, still loaded down by your pack, you feel a rumbling beneath your feet. The ground begins to split apart. Great slivers of clay are heaved up. Wide cracks open around you. You think back to when you fell into the Bottomless Crevasse in Greenland. This time there may be no escape. You see Dr. Vivaldi crawling on her hands and knees, trying to work her way from the edge of a crevice. The ground is shaking so hard you can no longer stand. The air is filled with yellowish haze as sulphurous fumes escape from beneath the surface. Looking up, you see the blurred gray form of a wolf looming as large as a mountain, crowding out half the sky! Its bared, curving teeth are like rows of elephant tusks. Its hot breath takes your breath away, and the red world around you goes black.
Turn to page 103.
98 'We mustn't waste time,' says Dr. Vivaldi. 'The Bottomless Crevasse closes a bit more every day.' Led by the Archpod guide, you begin the long trek back to the Great River. Six tides have passed before your party descends the mountain trail into the valley of the Great River. You are eager to get back to the Bottomless Crevasse—your only hope of returning to the surface of the earth and home. As you strain your eyes, looking for the Raka village, you see two figures headed toward you up the trail. They're human! 'Can it be?' you cry. Dr. Vivaldi stares through her mini-binoculars. 'No doubt about it,' she says, 'Larsen and Sneed! They made it here alive!'
Turn to page 69.
100 At the change of tide, Dr. Vivaldi leaves for her interview with the Grand Akpar. Only one Raka is left to guard you. You hand him the gold bracelet. Taking it, he smiles broadly. You hurry past him, but another guard is standing outside the agon. You wheel past him and run for it. The surprised Archpod yells; you soon hear others chasing you. But in a few moments you reach the shelter of the cluster-leaf groves, and as you go deeper into the woods, you are relieved that you no longer hear the Archpods behind you. It's strange,though, that they didn't follow you into the woods.
Turn to page 72.
101 'Let's run for it!' you shout. Dr. Vivaldi scans the bubbling fields of clay. 'I think I know the best direction to run, so I'll go first, and you follow.' You can just barely hear her voice. 'Remember to hold your breath, and don't forget to . . . ' Her voice is cut off by more thunder as she races across the white clay. What was she trying to tell you not to forget? No more time to think! You take a deep breath and run!
Turn to page 108.
102 'I'm worried we won't make it,' you say. 'Maybe the eruptions will end soon, if we just wait here awhile.' 'Maybe so,' Dr. Vivaldi observes without looking at you. 'And maybe it will get worse.' The two of you sit, waiting. Soon a breeze begins to blow. A minute later you are coughing and sputtering as the toxic gases rise over your hill. You try not to breathe more than you can help, but your vision blurs and your head spins. You can't even sit up. . . . It's strange. Diamonds are the hardest substance in the world; yet, if they are several feet deep and you lie down on them, they make a soft bed. And so the end comes easily for you. The End
103 You are lying on a hammock woven of fine clima vines. You feel flushed and feverish, yet happy: you're alive! Dr. Vivaldi is beside you. She brushes a cool, wet cloth across your forehead. 'Where are we?' you ask. 'How did we get out of there? Did you see the ghost wolf?' 'We're back with the Archpods,' Dr. Vivaldi says, smiling. 'And I did see a great beast with tongues of fire, but in truth there was no wolf, nor any other beast And the cracks in the field were only a few inches wide, just wide enough to release a poisonous gas from beneath the ground. A few whiffs of it was enough to make us hallucinate and have the most horrible nightmares. It's fascinating that the gas causes such a specific common vision—I'd like to research this some more. In any event, we were lucky to be close to the edge when I realized what was happening, I was able to pull you away so you could get fresh air.' 'Thanks,' you say. 'After this I'm not going to be afraid of anything in the Underground Kingdom.' 'That's good,' she replies, 'because we still have a whole new world to explore!' The End
104 'I won't help you fight the Rakas,' you tell the Grand Akpar. 'War is a terrible thing. Your villages will be destroyed and your people will be killed. Our wars have always brought grief.' The Grand Akpar is silent for a time. 'Then it would be like that here,' he finally says. 'But how can we avoid war? If we do nothing, the Rakas will destroy us.' 'Talk to them,' you say. 'Work out a plan for peace.' 'No,' he says, shaking his head. 'We can't trust them.' 'And they think they can't trust you! You must tell them what you fear from them, and ask what they fear from you. You might discover that you fear the same things. Once you've reached an understanding, you can work out a plan that will let the Rakas and the Archpods live in peace.
Go on to the next page.
105 The Grand Akpar paces from one side of the agon to the other. Rnally he stops and stares into your eyes. You shrink back from his stern gaze. 'I will try what you suggest,' he says. 'Meanwhile you will be kept under guard with Dr. Vivaldi. If all goes well, you shall be freed, and we will do everything we can to make you happy here. When you are ready to return to the Nether World, we shall help you.' You start to thank the Grand Akpar, but he holds up his hand. 'Do not thank me until I tell you this: If we are betrayed and the Rakas attack, you and Dr. Vivaldi will die.' There is not much you can say, and you would hardly have time anyway, for the guards quickly lead you away.
Turn to page 76.
106 It's an avalanche all right, but the boulders are rolling up the mountain! Panicked, you run toward Katu. The boulders are coming right at you. At near zero gravity they're being pulled toward the Black Sun. 'You've got to run down!' Dr. Vivaldi shouts. But the boulders have cut off your escape. The only thing you can do is run up the mountain, trying to keep out of their path. You're running higher and faster, leaping fifty feet at a time. Ahead of you, Katu flies off the mountain. Before you can stop yourself your feet lose touch with the ground, and you're in the air, being swept higher and higher, straight toward the Black Sun! You've read that a black hole might somehow be an entrance to another universe. If only that were possible! It's your only chance once you reach the Black Sun. A chance in a million maybe, but still a chance . . . The End
108 You made it! Across the fields of white clay and safely back to the land of the Archpods. And, if you remembered to fill your pockets with diamonds before you ran across the field of white clay, you're very rich! The End
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