***** You've hiked through Snake Canyon once before while visiting your Uncle Howard at Red Creek Ranch, but you never noticed any cave entrance. It looks as though a recent rock slide has uncovered it. Though the late afternoon sun is striking the opening of the cave, the interior remains in total darkness. You step inside a few feet, trying to get an idea of how big it is. As your eyes become used to the dark, you see what looks like a tunnel ahead, dimly lit by some kind of phosphorescent material on its walls. The tunnel walls are smooth, as if they were shaped by running water. After twenty feet or so, the tunnel curves. You wonder where it leads. You venture in a bit further, but you feel nervous being alone in such a strange place. You turn and hurry out. A thunderstorm may be coming, judging by how dark it looks outside. Suddenly you realize the sun has long since set, and the landscape is lit only by the pale light of the full moon. You must have fallen asleep and woken up hours later. But then you remember something even more strange. Just last evening, the moon was only a slim crescent in the sky. You wonder how long you've been in the cave. You are not hungry. You don't feel you have been sleeping. you wonder whether to try to walk back home by moonlight or whether to wait for dawn, rather than risk losing your footing on the steep and rocky trail. [If you decide to wait, turn to page 5.] You wait until morning, but, as the rosy wisps of dawn begin to light the eastern sky, a chill and forbidding wind begins to blow. [If you seek shelter, turn to page 6.] You step into a niche in the rocks to escape the merciless blast of wind and lean back against the rock wall. Suddenly it crumbles under your weight, causing you to fall backward down a muddy slope and into a pond. The sun shines brightly down on you as you pick yourself up, dripping wet, and wade to the grassy shore. You look back at the rock, rising out of the pond, but you can't see where you fell through. While you are collecting your senses, a horse comes prancing up, its rider dressed in tin armor -- a knight out of the history books -- enough to make you laugh. The horseman lifts off his helmet and laughs himself. "What a place for a bath!" he calls out. "Well, it was worth it -- you're cleaner than a pig!" He almost falls off his horse, he is laughing so hard. "But climb on and I'll take you back to the castle," he says. "We'll see if we can't make a human out of you yet." [If you accept the ride back to the castle, turn to page 22.] The laughing knight helps you up on his horse and you sit uncomfortably as it canters over the countryside. After traveling a mile or so, you come to a great, stone castle. The horse trots across the drawbridge and into the stable. "Jump," the knight calls to you, and you slide off the rear of the horse. The knight escorts you into the grand chamber of the castle. All about you are stewards, attendants, and knights. A few minutes later you find yourself bowing before the King himself. After hearing your story, the King looks gravely at his advisors and knights and stewards. "Does anyone believe this tale?" he asks. Everyone cries back, "No, Your Majesty," or "Certainly not, Your Majesty." "Then tell us the truth!" the King roars at you. [If you try to make up a plausible story, turn to page 37.] "I'm sorry to have intruded upon your royal domain, Your Majesty." you say humbly, trying to think up a good story as fast as you can. "It is true, sire, I have been badly mistreated by my wicked stepfather, with whom I live, and I place myself under your wise and just protection." "Who is this wicked stepfather and where does he live?" the King asks. "If he is wicked enough, we may want him t be one of our knights," he adds, laughing, as do all the courtiers. "He lives beyond that hill," you say, pointing toward a high wooded ridge, "and his name is Smith." The King laughs once again. "Then your stepfather must be a fish," he says, "for beyond yonder hill is Loch Ness." [Turn to page 11.] "Off to the tower," the King shouts. Two knights leap forward, drag you out of the chamber, and, with spears at your back, force you to climb forty-eight stone steps to the tower prison -- a tiny cylindrical room with one small window looking out over the moat and pasture land beyond. The only furniture is a bed of straw. You realize you are back in the early days of feudal Europe, where the only laws are the King's whims. You have no idea how long he intends to keep you in the tower. There is one possibility of escape. The water in the moat, about twenty-five feet almost directly below your window, is quite deep. If you jump out far enough, you should land in the deep water and not be hurt. [If you jump, turn to page 12.] You jump far out and fall faster and faster. you enter the water feet first and hit bottom, but the soft mud receives you gently. In a few seconds you reach the surface. You swim to the outer banks of the moat, shaken but unharmed. you scramble up the bank and run for the cover of the forest. You walk along the edge of the forest until well out of sight of the castle, then head across the open countryside. You stop a peasant to ask him where you might stay for the night. "Walk up that hill and you'll see before you the waters of Loch Ness," he says. "You'll find a place there." You follow his directions and, seeing some little houses near the lake, proceed toward them. Darkness is setting in, and you are glad when you meet a fisherman who says he will give you shelter for the night. He and his wife are kindly people; they invite you to stay and earn your keep by helping them fish. [If you decide to travel on, turn to page 78.] You'd rather spend the rest of your life searching for an entrance to the Cave of Time than settle for the placid life of a fishing village. So you bid your new friends farewell and set out over the countryside, headed south for London. Your goal is to find a ship to take you to America, though you know America hasn't been discovered yet, for somehow you must find your way back to Red Creek Canyon and the Cave of Time. A few hours later, as you are walking on a road along the edge of the forest, some burly men ride out from behind a clump of trees. "We've got you," one shouts, "You're the one who escaped from the tower, aren't you?" They force you upon a horse and ride at top speed toward the castle. "The penalty for escaping the tower is hanging," one of them tells you. You find out he is right. The End