by Billy Miner
While holding one hand in front of you and another a little lower, you try to feel your way through the thick darkness. You can feel walls, stones, and a soft breeze. If the wind is coming into the room, there should be opening somewhere.
Aha!
There it is. The wind is stronger in this corner. You put your hands against the wall and squat. There is a tiny opening, not more than a few feet high, that has wind coming through. This may be your best way out. You duck and crawl through the eerie space.
At the end of the tunnel, you enter a room with a few torches on the walls.
Go to 20.
38
It sounds crazy and useless to stab an altar, but for some reason, it feels like it could do something, since this pyramid is filled with strange auras and magical powers anyway. With your dagger, you stab the altar and thrust through the cracks of the marble substance.
“Aaargh! How did you know?” the dog says, burning completely, as if he is controlled by the powers of the altar.
“I didn’t,” you say proudly. “I just guessed, but it was the right guess.”
You watch as the dog turns to ashes and shows no signs of life whatsoever. Then the altar moves aside and a winding staircase going down appears. Interesting. It’s a hidden path, probably leading to the treasure somehow.
Go to 60.
39
You do your hair and smile. You are such a good looking guy. Wow. The female mummies will be impressed.
After some moments of vanity, you put your comb back in your bag and decide what to do next. You can:
Touch the mirror, go to 13.
Break the mirror into a thousand pieces, go to 59.
Take a closer look, go to 2.
40
You approach the tombs and read the inscriptions on them. Obviously they are just some Pharaohs who were buried here. Nothing special. Hey, but what’s that?
Some evil symbol: A cross with a blade and a bone through it. You have no idea what it means, but whatever it does, it can’t be good. So 20 tombs. Does this mean that 20 mummies will just pop out if you say a certain spell or something?
Crick crack…
You hear a noise. It sounds as if it is coming from one of the other tombs. Holding up your torch, you find your way through the dark and curiously get closer to the sound you heard.
CRAAACK!
“Whaaaah!” you scream.
A giant, decaying hand just shoved itself through the thin wooden wall of the coffin. The hand goes into a fist and another hand comes out, taking off the lid and helping the one lying there climb out.
Crack! Crack!
Other sarcophagi soon follow, revealing the rotting corpses held inside. The 20 tombs are empty now, and all that is left, is a few zombie-like mummy creatures wandering towards you.
You are cornered. You are surrounded. What are you going to do?
Scare them off with your torch, go to 53.
Reach for a giant knife in your backpack, go to 67.
Ask them to leave you alone, go to 4.
41
You reach for your dagger and attack them. But it’s hard to resist their blows. Each of the skeletons swings at you with a sword, and the only thing you have, is that dagger. It’s not really working. What do you do now?
Use your dagger anyway, just to give it another try, go to 30.
Ask them for directions, go to 24.
Throw a rock at them, go to 78.
42
You put your hands next to your head and go “Blehblehbleh!” just to taunt him. He gets angry and comes at you. Whoosh! He misses you with his swing, trying to hit you with his arm. That went okay. But you still haven’t knocked him out or killed him yet. This creature dog, or whatever it is, is getting on your last nerve.
Go to 22.
43
You hit the creeper with your torch. “Take that, filthy monster!” you shout as you bash the creeper’s head with your fiery weapon. However, the fire triggers the explosion and the creeper explodes in your face. This was not a smart decision.
BOOOOOM!
The both of you die instantly.
You are dead.
Start over. The game is done.
44
Another room, another adventure. This pyramid is huge! Well, better keep moving or you won’t get anywhere. There IS a treasure in this building. You can feel it.
But as you keep contemplating your journey, you feel something crawl on your leg. You look down. It’s an enderscorpion!
You’ve heard of endermen and enderdragons, and other endercreatures, but never of an enderscorpion. This black arachnid has a purple tail and purple eyes, and it’s about to sting you. Awful little creature. Yuck!
What do you do?
Shake it off, go to 36.
Try to stab it with the dagger in your backpack, go to 12.
Squeal like a little girl, go to 91.
45
The right door opens up. The next you know, you are standing in a bright hallway, with some kind of sunlight coming through a small opening in the roof. This is one of those Egyptian wonders, the way they work with the light in those amazing pyramids.
Another thing they are famous for, is their booby-traps, something you thought of earlier but kind of forgot about. You keep walking and accidentally trigger a trap. You know it’s a trap, because you almost trip over a tight string, attached to the walls of the hallway. The string breaks, leaving you only a fraction of a second to decide how you are going to evade whatever is coming.
To duck, go to 57.
To jump, go to 31.
To step back, go to 94.
46
You press the first button again. It doesn’t hurt to try twice, does it? Well, it doesn’t, but still, nothing happens. You look around and find a third button.
You can press the second button, go to 96.
You can press the third button, go to 88.
47
You step back and watches a big boulder drop from the ceiling. Whoa! That almost crushed you! How dangerous! Fortunately, you were smart enough to step back. You take a deep breath after just realizing you almost died and climb over the boulder, moving on slowly to the other side of the hallway.
Go to 28.
48
With the exercise program you have been following at home, you estimate that you are the perfect sprinter. You run and run as if your life depends on it. And actually, your life really is depending on it, because the walls are closing in. It’s getting tighter and tighter. You can see the other door in front of you.
“Aaaaah!” you scream as you run forward, but you’re not going to make it. You get stuck. It was too far away to begin with. You should have just turned around.
You are dead. Start over. The game is over.
49
Excellent choice. You take the shield and hold it in front of you. The fireballs blast against the protective shield, so that no harm is done to you. Slowly, you walk foreward with the shield in front of you until you get close to the ghasts. You lift up the shield and strike back.
BANG!
THUD!
STOMP!
Within a few seconds, you kill every ghasts floating in your way, with the sharp edges of your heavy shield. Again, you pat yourself on the back for making such a smart choice.
Go to 56.
50
You throw your dagger to the corner and say, “Fetch, dog!” He laughs at you. You look a little pale. That was the dumbest idea you’ve ever had. Now you just lost your only weapon. He comes closer and looks down on you, then he focuses and bangs you on the head. You don’t remember waking up, because that is the last thing you see.
You’re dead. Start over.
51
You certainly got rid of that one. Aren’t you glad it didn’t explode in your face? You go back to the opening in the wall where you saw the creeper crawl from. This time, you’re a little more careful. You bend over to see if there is another creeper.
Nothing.
Oh wait, no! Another one! This time, you’re too late. You’re already stuck in the crawl space. Why didn’t you just have a bit more patience? Maybe you can still get out.
If you want to climb out, go to 58.
If you are going to hit the creeper with your fist, go to 71.
If you want to blow at the creeper, so that it won’t be lit up anymore, go to 84.
52
You are in a room full of gold and silver. For at least 10 feet high, coins and valuable objects are piled up, glittering and glistering with their sparkling surfaces. You are amazed. This is it! The treasure you have been looking for is right in front of you. But wait, how are you going to carry all that stuff with you?
You figure you will be happy to take as much as you can. Just a few of these items will make you rich anyway, since they are made of pure gold, silver, and diamonds.
And the exit is behind the pile of treasure. What! Did you just go through that entire period just to find out there is a hidden exit? How stupid is that! If only you would have known about this! Oh well, there is nothing you can do about it now. At least you don’t have to go all the way back.
You look again and shake your head. Yes, that’s a ray of sunshine coming from above, with a diagonal hallway leading up towards it. Strange that you didn’t find out about that in the first place.
But then something else catches your eye. Is that a horse in the corner of the room?
You walk around the big pile of gold and silver and get a little closer. Yes, it’s a horse, but not just any horse. It’s a ZOMBIE horse! It’s tied to a rope, and even though it’s noticing you, it doesn’t really react, since it knows it is stuck anyway.
So now what?
You can swim in the pile of golden coins, just for fun, go to 26.
You can leave the horse for what it is and leave with the gold in your bag, go to 82.
You can release the horse, go to 72.
If you want to make sure it won’t hurt you, you can also kill the horse with your dagger; in that case, go to 79.
53
You wave your torch at them. “Ha! Whah! Go away, evil creatures from the dead! You are not welcome here.”
Some of the zombies are affected by it, moving back as they are scared off by the fire. Still, they appear to insist on getting you. They approach you slowly. As you keep waving your torch back and forth, you are drawing the conclusion that this only keeps them away for a moment. But this gives you just enough room to jump between them and escape to the other side of the room. Perhaps after raising the dead, now the door would open? You have nothing to lose, so you decide to run over there.
Go to 75
54
The figures on the wall have something to do with some monster rising from the grave. It gives you the shivers. You watch the engravings underneath it, but they are obscure in their meaning. The image of a giant creature shows on the walls. It doesn’t comfort you to see that. What are you going to do now?
Touch the statue, go to 33.
Touch the altar, go to 18.
55
You walk around the pyramid. It’s huge. It takes a long time to see all sides, but you cannot find any entrance. Apparently this was the only entrance. Well, great. Now you just wasted all this valuable time and you took more footsteps in the burning sand underneath the scourging sun. You should have just been happy with what you had. Oh well, guess you should try that entrance then.
Go to 23.
56
You exit the room where you defeated the ghasts and enter a new room. The room is more like a small hallway, with two doors. “Great, another choice to make,” you think. What will you do?
Take the left door, go to 21.
Take the right door, go to 86.
57
Instinctively, you duck. You don’t know why, but you just do. Whoosh! You hear something flying over your head. You look up and see three arrows stuck in one of the walls. Apparently they would have hit you in the head if you would have just stood there. Luckily, you were smart enough to do something. Good job for reacting.
Go to 80.
58
You try to climb out, but you’re really stuck. The creeper is crawling towards you. Hitting it with your fist, would be useless, since it’s already so close. You only have two choices left:
Try to climb out again, go to 3.
Blow at the creeper, as hard as you can, go to 84.
59
You take your bag and bang it against the mirror. “Take that, mysterious mirror!” you shout. It breaks, and the glass is all over the floor. Great. Now what? The hallway was a dead end, remember? There is nothing else here, so go back up the stairs and take the other door.
Go to 15.
60
You go down the stairs. It’s dark. You snatched one of the torches from the wall anyway, seeing that they were there and you might as well use them to guide you along the way.
When you are at the bottom of the stairs, you bump into two doors. All these options. It’s such an adventure. Okay, left or right? Left or right? Ugh… which one do you think is best this time?
The left door, go to 97.
The right door, go to 15.
61
You decide to go through the left door. You walk forward and open it up. You end up in a pitch black hallway. Luckily, you have your torch.
But then a gush of wind quenches the flame on your torch. Oh no! Now what? You have to have light, don’t you?
What are you going to do?
Try to light the torch again, go to 70.
Try to find your way through the dark, go to 37.
62
You figure that the sun could be red, orange, or yellow, depending on the time of the day. So you press all of them at the same time. Two with your hands, and another with your elbow. It would be nice to have three hands, but this is working too.
The door opens up.
“Yes!” you say. You had the correct answer. Proudly, you walk through the door.
Go to 44.
63
You duck, but that was exactly what you shouldn’t have been doing. A large boulder drops out of a hatch from the ceiling and pulverizes your bones. Ouch!
You are dead. Start over.
64
You put the pickaxe away and use the sword to hit the fireballs back to the enemies they came from. Thud! You hit one of the fireballs back, but they keep coming at you. The sword is too thin. You can’t hold them off anymore. Another fireball hits your face, and you die immediately.
You’re dead. Start over.
65
You run as fast as you can and…
JUMP!
The other side is far, farther away than you expected it to be, but luckily, you reach it… barely. You hang onto one hand; you groan and slowly lift yourself up. Panting heavily, you sit on your knees and hands and look at the door in front of you. That was close. Next time you see an Olympic athlete, you’re going to tell him or her how far you jumped here.
After a minute of rest and recovering, you stand up and open the door.
Go to 44.
66
You walk forward, but because of the water, everything is slippery. You fall and end up with your bottom in the water. But the clumsiness doesn’t end there. You slide all the way down, as if it was made to be a slide or something.
“Whaaaah!” you scream, not knowing where you’re going. It’s pitch black and eventually, you hit your side against a wall.
“Ouch!”
The wall is a door. Hey, how convenient, but where is the water going then? You decide to not care and just open the door. When you enter the next room, you can hardly believe what you are seeing.
Go to 52.
67
You grab a knife from your backpack. It’s not just any knife, but a huge dagger. You have always loved that dagger, which is why you took it on your trip. You hold it in front of you and tell them yo
u will stab them if they come any closer.
The mummies aren’t listening, so you slash in the air and cut off one of their arms. There is no blood. It’s a mummy, right? But it seems to be working.
However, it’s too hard to take them on all at once. There must be a better way.
Slash! Slash! You chop off one of the mummies’ heads, wounding another. The other ones are really close now. You glance around and see an opening. There! As quickly as you can, you dash through the mummies, avoiding their assaulting arms completely. Now what? Aha. The door!
Go to 75
68
You are going to show these pathetic walls what you’re made of and push back. But to no avail. The walls are too big and heavy to push back. You are panting heavily, wondering if this was the right choice. You can do two things:
Run back, go to 11.
Run forward to reach the other side, go to 48.
69
You look at the boulders on the side. They’re just rocks, big ones. Why were you investigating those in the first place? Nothing to it. Maybe not waste your time and do something more important.
You can touch the statue, go to 33.
You can touch the altar, go to 18.
Or you can look at the paintings on the wall, go to 54.
70
Weird that your flame would be gone like that. Where could the wind come from in the first place? Oh well, let’s just light it again. You reach inside your pocket and find the match box, but as soon as you light the match, another gush of wind comes. Whoosh! It’s pitch black again. That was useless. Maybe you should just try to find your way through.