So, we rewind back to the Dinosaur Preserve in the City of Knowledge. From there, we leave the preserve...
What would you like to do now:
Visit the College of Medicine?
Visit the College of War?
Visit the Thalian Museum
Leave the City of Knowledge?
...and depart from the city for the City of the Worship, like the last time...
You are in the City of Worship. If you have been to this city before, turn 67 immediately. If this is your first visit to this city (regardless of how many parts of the city you have been to on this visit), then keep reading.
The whole of this metropolis is devoted to shrines, temples, churches, cemeteries and the like. It is always a quiet place, but you have never before seen it this quiet. Only the call of a sea-bird breaks the stillness. An uneasy thought occurs to you. If you are the only Thalian awake, then the attention of all the Powers must be focused on you personally. Your visit to the City of Worship might be rather...interesting. What would you like to do:
Visit one of the temples?
Fly over the city (if you have a flying robot)?
Go to another city?
Again, this is the second visit, in this alternate timeline...
Storm clouds are gathering as you approach. But even through the static on your radio, you can hear chatter in Karossean voices. Then you are challenged by several Karosseans in small robots. If you fight them, turn to 217. If you fly away from them, turn to 12.
The Super Cowboy isn't a flier either, so again we must fight. We're in a weaker robot this time, but still stronger than this particular foe.
Fight them as a single enemy:
MINI-ROBOTS ARMOUR 9 SPEED Fast SKILL 10 SPECIAL ABILITIES: None
If you Escape, turn to 278. If you defeat the Mini-robots, return to 166 and choose from the options given there. If your ARMOUR is reduced to 0, the Karosseans swarm over you, and your adventure ends here.
COMBAT LOG:
Mini-Robots 15, Super Cowboy 21. MR is at 7.
MR 21, SC 18. SC is at 12.
MR 16, SC 16. Tie.
MR 20, SC 18. SC is at 10.
MR 17, SC 21. MR is at 5.
MR 13, SC 16. MR is at 3.
MR 16, SC 23. MR is at 1.
MR 19, SC 21. MR are destroyed.
We come out a little worse off than the previous timeline, taking 2 hits before we defeat the minis.
The obstruction removed, we head for the Temple of Peace again...
You decide to visit the Temple of Peace. It is a relatively small building in this city of great temples, but easy to find; it is surrounded on all sides by a cool green park. You leave your robot at the edge of the park and walk towards the temple, rather than take a war machine to the Temple of Peace. Somehow, you feel certain that nothing will harm you. The temple is full of sleeping worshippers - but they all wear gentle smiles, and you are sure their dreams are untroubled. You feel moved to pray. What will you pray for:
Complete peace?
Strength in battle?
Freedom?
...and replenish our LUCK...
You pray to the Power of Peace to grant you and your people the peace that can only come from freedom. Somewhere you seem to hear bells chiming, and a feeling of well-being comes over you. Restore your LUCK to its Initial score. Return to 166; you may not visit this temple again.
...and depart the city again...
You are leaving the City of Worship. Where would you like to go:
The Capital City?
The City of Knowledge?
The City of storms?
...for the Capital City.
You are in the Capital City - the seat of government of Thalos. It is a noble city, full of white marble buildings. It is also the main base of the invaders, and you know you must be very careful!
Below, you have five options. Some of them will eventually return you to this paragraph. You may not make the same choice twice; each time you return here you must make a new selection. Where will you go:
The city hospital?
The Capitol Building?
The National Treasure House?
The enemy encampment?
Just explore?
We then go to the Capitol Building again...
You decide to visit the Capitol Building, the sear of government of Thalos. If you go in your robot, turn to 42, If you travel on foot, turn to 71.
...and this time we just proceed on foot, because we know the other way doesn't work.
You decide to go on foot. If you possess the Cloak of Invisibility and have not used it, you may use it now: turn to 106. If you have already used it, do not possess it, or if you simply choose not to use it, turn to 134.
And then we use our lesser version of Deathly Hallows to reach it without being noticed again...
You don the Cloak. It works like a charm: when you walk in front of a store window, you have no reflection! Soon the Cloak is put to a harder test: you walk in front of a Karossean patrol, but remain totally unseen. You enter the Capitol Building itself. There is no sign of the legislators; you assume they have been taken away as hostages. While you are investigating the building, you observe a pair of Karosseans standing guard over a huge display case. You move closer and listen. "That's right," one is saying. "Minos will come to take possession of this sword in a few hours. There'll be some kind of ceremony, I guess." Looking in the case, you see that this is the Sword of the State! You are reluctant to leave it where the tyrant can get it - but taking it would be a risk. What will you do:
Go on and look elsewhere in the Capitol Building?
Try to take the sword by stealth?
Attack the sentries and take the sword?
...and try to steal the sword again.
Test your Luck. If you are Lucky, you can get behind the case and remove the sword without either guard being the wiser. You hide it under your Cloak and leave the Capitol Building. If you are Unlucky, one of the guards notices the sword seemingly hanging in mid-air. Turn to 215 and fight.
Dice roll = 3 (Lucky again).
You escape easily. The guards have no idea what has happened. You have captured the Sword of the State - a large, ornate blade. To your surprise, it is sharp and well balanced. When you use it to fight a foe, increase your SKILL by 1.
And then we lose the use of the cloak:
The Cloak of Invisibility is beginning to flicker. You will not be able to use it again. Before it expires, you make your way out of the Capitol Building and back to your robot.
And we now head for the enemy encampment.
The main encampment of the Karosseans is easy enough to find; they have taken over the city stadium. Even from a distance you can see flying robots wheeling overhead. If you approach in your robot, turn to 18. If you go on foot, turn to 32.
This time we proceed on foot:
If you possess the Cloak of Invisibility and have not used it, turn to 90. Otherwise, turn to 103.
Alas, we used that to steal the sword not too long ago.
The enemy encampment is well patrolled. You are seized by Karossean guards. If you know something that might help you now, turn to the reference number that came with that information. Otherwise, turn to 228.
DO we know something that might help?
(Also, do note that this version of Jason Scott hasn't used any heals yet.)
Adventure Sheet:
Name: Jason Scott
SKILL: 10/10
STAMINA: 11/20
LUCK: 9/10
POSSESSIONS:
Sword
7 Medikits (Each can restore 1 lost point of STAMINA)
Blue Potion
Luck Amulet (+1 Initial and current LUCK)
Interface Transponder (+1 SKILL for robot combats)
Spare armour-plate (restores 1 ARMOUR when installed to a robot)
Cloak of Invisibility (drained)
Sword of the State (+1 SKILL in personal combat)
Notes:
1) The ancient Karosseans would settle a tribal dispute by choosing champions - one from each tribe - instead of allowing a battle between the whole tribes. The reference number of the book that provides the above information is 111.
2) Map reference for location of the City of the Guardians, the secret base headquarters of the army of Thalos, is 22. Substitute it for 'XX' when given the option to visit it.
3) The prototype "Cloak of Invisibility" device, Model 3, is now being tested at the Dinosaur Preserve.
4) The first half of the passwords between Karosseans to verify each other is "Eighty-eight".
5) The counter-password to the above is "Seven".
CURRENT ROBOT: SUPER-COWBOY ROBOT ARMOUR 10/14 SPEED MEDIUM COMBAT BONUS +1
SPECIAL ABILITIES: This robot carries a 'Sonic Screamer' weapon designed to distract dinosaurs. Reduce the SKILL of any enemy dinosaur by 1 when you fight it in the Super-Cowboy. Unfortunately, the special weapon is no use against other robots.
SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1
WALKER ROBOT - section 260
ROBOTANK x2 - section 247
TROOPER XI - section 167
WASP FIGHTER - section 41
SUPER-COWBOT ROBOT - section 9