You try stopping passers-by and calling for help, but no-one takes you seriously. Soldeed aims his lethal arm and fires. The pavement beside you erupts in a spray of asphalt.
The crowd cheers. You realise they think that the two of you are some sort of act – part of the fun-fair entertainment, like the wandering people dressed as superheros.
You run for the main arena. There will be even more people there and so a greater chance of losing him.
You enter the arena where the wood-chopping demonstration is taking place. You sprint across the ground, scooping up a spare axe as you go, and head for the exit.
As Soldeed’s line of sight is obscured by the crowds, you duck down behind the seating rather than go through the exit. Gripping the axe tightly, you wait.
Soldeed approaches, arm extended. You leap out and swing the axe with all your might. Soldeed staggers back, his severed arm clattering to the ground.
You pick up the arm. There are wires protruding from the elbow.
Soldeed regains his footing and advances.
‘Stopping me is not that easy.’
You point the arm at him, wondering how to use it. You try pulling on the wires. No luck. Touching two of the wires together, the arm erupts with light.
You aim the arm at Soldeed and he crumples, his plastic face dissolving, revealing the metal beneath.
‘I’m melting!’ he shrieks.
Soon, Soldeed is little more than a puddle of molten metal and plastic.
The people around you burst into applause. They still think you’re part of some act.
You toss the arm into the little pool of Soldeed, and it too sags and liquefies.
It’s over!
You wander through the fun fair until it’s time to meet your parents.
‘There’s just one more attraction I want to see before we go,’ says your mum.
‘Yeah,’ agrees your dad. ‘There’s a wax-works display. The dummies are supposed to be really life-like.’
Your mum and dad raise their right arms and point at you.
‘Let’s go!’ they say in unison.
You reach out and press the red button. Accompanied by a tinny fanfare of recorded music, Madam Zoltar’s head moves jerkily from side to side until her glass eyes are fixed in your direction.
You take a startled step backwards.
‘Your future I will tell to you.’
Madam Zoltar’s jaw drops open as the recorded words begin:
‘Many paths of choice have you.
To test if you are brave and true
You must decide what you must do
But a little help I’ll give to you.’
A hatch opens below the red button. A box of matches falls out.
‘Found or lost?
Gain or cost?
Truth or dare?
Game or lair?
Climb or run?
Sad or fun?
What do I see,
When I look at thee?’
The voice pauses and the blank eyes stare at you. You pick up the box of matches and turn it over in your hands. The voice continues. It’s slower now.
‘Thorn! Branch! Blood! Cut! Fire! Dragon!
Tower! Reflection! Fall! Machine!
It’s up to you, it is your choice,
So listen to your inner voice.’
The recording continues to slow down, the sound distorting. You pocket the matchbox and stare at Madam Zoltar.
‘Out or in?
Lose or win?
Laugh or cry?
Live or …’
The voice slows to a halt. The booth shudders. And the dummy’s head moves. Slowly it turns … all the way around, revealing another face on the back of its head. It is a shocked face, its mouth opened in a permanent scream. You take another step back.
‘Danger!’ A voice screams, echoing around you.
The head turns again, returning the original face.
‘Shall I reveal the secret? You choose!’
The red button on the front of the booth turns green.
You’re feeling a little freaked out by Madam Zoltar. Should you press the button anyway?
If you think it’s best to leave Madam Zoltar and find your way out of the maze right now, go here.
But if curiosity gets the better of you and you want to press the green button, go here.
You give the dragon a wide berth and walk around the castle.
There’s nothing beyond it except another high bramble wall, probably leading into a different maze. But you notice there is a small drawbridge at the back of the castle, leading to another door.
You and Xandra cross the drawbridge and try the door. It’s unlocked. You enter.
Inside is a huge stone-walled chamber with two staircases, one leading up through the ceiling, the other leading down. Which will you take?
To go up, go here.
To go down, go here.
You and Xandra tiptoe past the dragon and onto the drawbridge. Halfway across, the wood under your feet creaks loudly. You freeze.
Behind you, someone loudly clears their throat.
You turn to see the dragon towering over you, teeth glinting in the sunlight as he smiles. You are startled by its appearance. The beast is wearing a waistcoat and has a monocle in its left eye.
‘I do beg your pardon,’ says the dragon, in a cultured, well-spoken voice. ‘But you seem to be trying to sneak past me into the castle.’ He shakes his head and makes a tut-tutting sound. ‘Against the rules, I’m afraid. I really must ask you to step off the drawbridge. Otherwise, I shall be forced to barbecue you with my intensely hot breath. After which I shall, of course, devour you, even though you’d be little more than a meagre snack.’
You wonder if you’d be able to outrun the dragon’s fiery breath. You’re already halfway across the drawbridge, so there’s not far to go.
If you want to risk running the length of the drawbridge, go here.
But if you think it’s safer to comply with the dragon’s request, go here.
You decide to stay with the guards for the moment.
The guard named Sam lifts his arms stiffly and lumbers about with jerky movements. ‘Look, George, I’m a robot!’
George laughs. ‘You’re not very convincing, Sam.’
Sam drops the robot act. ‘One can but try, George.’
You plead for help once more.
‘Well, I’m not sure what we can do about a robot, kid,’ says Sam.
‘Indeed,’ says George. ‘We’re not really equipped to deal with things like that.’
You glance out the window again. Seeing you with the guards, Soldeed turns and heads back towards the Maze of Doom.
You breathe a sigh of relief and tell the guards that it’s okay – the robot has gone and you can leave now.
‘Oh, I don’t think so,’ says Sam. ‘Do you, George?’
‘Definitely not,’ says George. ‘It’s not over yet.’
In unison the guards turn to you and lift their right arms. Their hands drop away.
‘I think you’re done for, kid,’ says Sam.
‘Yes, indeedy,’ says George. ‘Totally done for!’
You back up against the window as the guards converge on you.
‘Told you I was a robot,’ says Sam, with a grin.
‘Should have listened,’ adds George.
There is a blaze of light …
And then all is over!
Tentatively, you step forward and reach out to the fortune-telling booth, your hand trembling slightly as you press the green button.
Madam Zoltar raises an arm, her finger pointed at you.
‘The centre of the maze, you must find.
Or forever you will stumble blind.’
The booth shudders and, with a hiss of steam, slowly descends into the floor. Behind it is a doorway. Darkness lies beyond the frame.
You turn around to see that the entrance to the alcove is gone. You have no choice but to go forward.
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You step through the doorway, butterflies in your stomach. The darkness parts like a curtain and you emerge into sunlit warmth.
There is a tall hedge in front of you. You blink and look around, confused.
There is no doorway behind you – just another hedge. A large red flower blooms where the doorway should have been. This is impossible!
The hedges form a green passage in either direction, each leading to a junction. You’re in a maze. A hedge maze!
Should you explore the maze? And which direction should you take?
If you want to go right, go here.
If you want to go left, go here.
Because you turned right at every junction, it is easy for you to backtrack to where you started, marked by the large red flower.
You stop and take a breather. After a few minutes you figure you really should get going.
Go here.
You decide it’s time to get out of there. But as you turn to leave, you face a wall.
That wasn’t there before! The only way out of the alcove is now blocked.
You go back to the fortune-telling machine. Madam Zoltar is bathed in a fiery red glow. Her head creaks around again – but this time there is a different face. How is that possible?
It’s horrible and distorted. The eyes are bloodshot and too wide. The mouth is gaping, revealing sharp pointed teeth.
‘Your future I will tell to you,’ the recorded voice screeches. ‘Death!’
Madam Zoltar stands and the booth falls apart around her. Her arms stretch out, her long crimson claws reaching for you.
You panic! You turn and throw yourself against the wall, smashing your fists into it, yelling for help.
A plastic hand clamps over your mouth. An arm wraps around you tightly, slowly squeezing the breath from your body.
You start walking towards the left junction. You’re halfway there when you hear an odd sound – a motorised grinding, sawing noise.
You stop and listen. It’s getting louder.
Moments later a machine turns the corner and heads towards you. It fills the hedge passage, trundling along on caterpillar tracks. There are numerous blades on each side, trimming the hedges into even walls of green. More blades extend before it on mechanical arms, mowing the grass.
Atop this deadly gardening machine is a man in green overalls and a floppy hat. He’s singing:
‘Oh a-chop, chop, cut; a-cut, cut, chop. Snip! Slice! Trim! Hack!’
You yell at him to stop, but he shakes his head and continues singing.
You need to get away – fast!
If you think you can outrun the machine, go here.
If you believe you’re better off climbing out of its way, go here.
You turn and run, sprinting the length of the hedge passage to the right junction. You glance over your shoulder and stop.
The hedge-trimming machine is gone.
What other threats lie in this maze of greenery?
You look up at the hedge wall, but it’s too dense to see through and too tall to look over. Perhaps you could climb it? From up there, you might be able to see the danger that lies ahead? You could even find the way out.
Go here.
You turn right and start walking. At the junction, you turn right again. You remember reading somewhere that if you’re lost in a maze, you should always go in the same direction. So at the next junction, you turn right again.
You walk for ages, hedges on either side too dense to see through and too tall to look over. You glance up. Perhaps you could climb the hedge? From up there, you might be able to see the way out? But it is very high. Maybe you should just backtrack to where you started and try the other direction?
If you decide to turn back, go here.
If you want to climb the hedge, go here.
You introduce yourself and start banging on the walls.
‘Oh,’ she says. ‘My name’s Alexandra. But you can call me Xandra.’
After a few more minutes, you stop and stare at the floor. It’s made of black wooden panels. You get down on your hands and knees and start rapping your knuckles on the floor.
‘What are you doing?’ Xandra demands.
In answer, you bang onto the central floor panel. There is a hollow echoing sound. Xandra’s eyes light up and she, too, crouches down.
You both manage to get your fingers into the crack between the panels. You lift up the panel, revealing a set of stone steps descending into darkness.
‘Thanks!’ says Xandra, racing down the stairs.
Do you want to follow her? After all, you did find the secret passage. Go here.
Then again, perhaps you should go your own way and get out of the maze? Go here.
You decide it’s best not to touch anything. Instead, you head back out into the fun fair and go for a ride on the rollercoaster.
Strangely, you are the only passenger on board the cart. As the cart trundles up to the summit of the track, you look down to see Soldeed talking to the operator of the rollercoaster.
Your hands are sweaty as you clutch the safety rail, and the cart begins its descent, picking up speed as it goes. Your eyes widen with terror as, up ahead, you see the rails separate.
The next thing you know, your cart has derailed and is soaring into the air.
You hear voices shouting and screaming below you as you plummet … down, down, down!
With great effort, you continue to climb. With each movement, you struggle free of the branches, reach up and pull yourself higher. It’s slow-going and your clothes are being ripped, but you manage to get to the top.
The hedge is wide and steady, and you’re able to stand on top of it. You look around. It’s an amazing sight.
The maze stretches out for miles in all directions. But in the distance you can see a castle. There’s a sleeping dragon in front of it. That must be the centre. That’s where you’ve got to go.
You try to work out the path through the twists and turns. It seems impossible. But you’re not about to give up. Slowly, methodically, you work through the options until you think you’ve got it.
Ready to jump down, you realise you can’t move. All the while you’ve been figuring out a route through the maze, you’ve been steadily sinking into the hedge. You’re now up to your knees!
You begin to struggle. But the hedge holds you tight. Its branches entwine around you, drawing you down into its depths. The more you move, the tighter they grasp and the quicker they pull you in.
Soon you are enshrouded in a murky world of browns and greens, wan sunlight filtering in with fleeting glimpses of the world outside.
You are trapped.
Your breath comes in ragged gasps.
You can feel the movement of the hedge around you. Leaves move to cover your eyes. Vines and branches snake along your skin, wrapping you in a chlorophyll cocoon.
You try to scream as the tip of a branch squirms into your mouth …
You put your hand through the leaves, grasping a branch. You give it a tug. It seems quite sturdy.
You start to climb. It’s not too difficult. The only problem is that the branches keep getting caught on your clothes.
You’re halfway up when your shirt gets snagged. It rips as you pull it free.
You reach up. It feels like the branch is wrapping around your hand while you are grasping it. You let go, but you’re stuck. You feel another branch groping at your left shoe.
The hedge – it’s moving!
The leaves and branches writhe beneath you, brushing against your face, reaching for you, groping for you, pulling at your arms and legs.
Your heart pounds. Your breath quickens.
You look up. You’re past halfway. You can still make it to the top!
If you want to brave the living hedge and continue climbing, go here.
If you think it would be safer to jump down, go here.
You drop the spear and run. Blind panic takes over, fuelling your escape. You don’t pay any attent
ion to the turns you take at each junction. Soon you are lost.
You stop to catch your breath, and hear the beast roaring … from the direction you are heading. Have you doubled back on yourself?
You turn the other way but then you hear another roar … from your new direction.
Could it be? Two minotaurs?
You stand halfway along a stone corridor, quaking with fear. It’s not long before your worst nightmares are confirmed. At either end a minotaur appears. Each of the beasts snorts and roars, then charges.
You are about to become the meat in a minotaur sandwich!
At the last moment, your legs give way beneath you and you drop to the ground.
Above you, the two fearsome creatures collide, impaling each other on their horns.
You can’t believe your luck! You laugh and get to your feet.
And realise that you’re back in the original maze – walls made of black partitions; the sounds of other kids laughing and running around. A group of boys appears behind you. They push past. You follow them until you reach the end of the maze.
You go through the curtained doorway, out into the bright sunlight, and Soldeed is looming up beside you.
‘Congratulations,’ he says. ‘You beat the maze. I knew you had it in you.’
He hands you a box.
‘Here’s your prize.’ You take it from him and run off.
Later that evening, alone in your room, you open the box. Inside is a little gold statuette of a minotaur. Its eyes are red and seem to follow your movements. And did it just snort?
Maze of Doom Page 2