Fright Night - Choose Your Own Adventure 164

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IS THE PRICE OF ADMISSION


WORTH YOUR LIFE?
You are at the grand opening of the latest Daredevil Park-it's
the rnost frightening amusement park in the country. You
can't wait to experience its incredible attractions. The TV
commercials guarantee the rides will scare you to death.
And they mean it. When the roller coaster you're riding on
derails, you've got to make a life-or-death decision !

lf you dare to climb down the tracks, turn to page 96. lf you
sit tight and hope the car you're in doesn't fall, turn to page
22. Don't move too fast! Your choice will let you experience
more chills and thrills...or will seal your fate forever.
What happens next in the story? lt all depends on the
choices yol make. How does the story end? Only you can
find out! A,rci the best part is that you can keep reading
and rereading until you've had not one but manyhorrify-
ingly heart-stopping experiences I

CHOOSE YOUR OWN ADVENTURE'

us $3.50 / $4.75 CAN


r sBN 0-553-56725-X
!"IBRARY CHOOSE YOUR OWN ADVENTURE' . 164
LOMA FRTET? SC'TTOOQ
4 :'-rq

FRIGHT NIGHT
BY EDWARD PACKARD

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RL4, oge 10 and'up FRIGHT NIGHT


' A hntom Book / October 7995

CHOOSE YOUR OWN ADVENTURE is o resistered


trodemork of hntom boks,
o diuision of Bontam Doubleday Dell Publishing Group, lnc.
Registered in U.S. Potent ond Trademark Olfice ond elsewhere.

l Originol conception of Edword Pockord

Cooer art by Jeff Mgngiot


Interior illustrations by Frutk Bolle

The wikhes' chont is from Macbeth, oct 4, scene 7,


by Wi I I iam Shakespeo re.

All righ* resented.


Copyright@ 7995 by Edword Pockord
Cooer ort ond illustrations copytight @ 7995 b9
hntom hoks.
v

retriernl syritan, Dithout permission in writing from


. . thepublisher
For infonnation oddress; kntom holcs.

Il pu purchod this book without o couer you should be ounre


thot this book is stolen propefty. It wos repoited os "unsold ond
khotd" ta tp publisher ond neither the outhor nor thepub
,rsher hos rweitd ony poyment lor this "stripped book."

- tsBN 0-553-5672$X
h.rblishd simultaneously in the United States ond Conodo

funtotn Brr,ks ore published by kntom Ilooks, o diuisbn of


funton Doubldoy full Publishing Group; Inc. Its trodennrk,
-onsisti4g of the unrds "kntam Books" ond the .pottrqlol of o
rooste4 is Rqistered in U.S. Potent ond Trodemork Aff.ie ond
in other countrtes. Morco Registrodo- funtom Books, 7540
Brcaduay, tValu York, New York 10036.

PRINTED IN THE UNITED STATES OF AMERICA


oPM 098765432L
WARNING!!!
Do not read this book straight through from be-
ginning to end. These pages contain many hor-
rifuing adventures you may have while spending
an evening at Daredevil Park-the most fright=
ening amusement park ever.

From time to time as you read along, you'llhave


a chance to make a choice. But beware! The
choices you make will determine how terrifying
your stay at Daredevil Park will become. After
you make your decision, follow the instructions
to find out what happens to you next-if you
dare.

To make it out of Daredevil Park alive, you'll


have to survive one heart-pounding ride after
, another, dell with a psycho in a clown cosfume,
and stand your ground against a group of heart-
less gangsters. Your courage and quick thinking
will determine if you survive Fright Night . . . or
not.

Good luck!
1

"lt's Walt Sutherland,' your mom calls.


You mark your place in the book- you're read-
IEfl ing and head for the phone. Walt's a friend of
yours from school. Knowir-rg him, he probably

r:
mt wants help on some homework problem.
''Hey Walt. what s up?"
"Hi. You got any plans for nexi Satr-rrclay?"
"l don't know. Maybe go to the movies.'
"Holv would you like to do something really
cool. like go to Daredevil Park?" he asks. ''li's
their grand opening. They're having a Fright
Night special. Half price admission gets you into
everything!"
There are several Daredevil Parks aroLrnd the
country. This is the newest one. abor-rt forty
miles away, and you've heard it's really awe-
some. Virtual-reality, high"tecl-r stuff that makes
ordinary rides seem about as scary as vanilla ice
cream. "That would be great! you say. "But
how would we get lhere?''
"My uncle Jay said he'd take me and my
cousin Kyra. And you could come along."
ffir "Count me in, if I can talk my parents into it
I'll let you know tomorrow.
(xut'* You find your mom and dad looking at some
,= c! travel brochures they have spread out on the
i ;t' dining room table. When you tellthem about go-
'@f
:'l ing to the opening of the new Daredevil Park.
and how you'd get there, your dad's eyebrows
go up.

ffi
"%
1J.9 / Turn to page 2
<l
t\r \ \r, \tr\
2 3
"How old is Walt's uncle?" he asks. "l'll agree," says your mom. "i/ you'll promise
"He's old, Dad. He's an uncle." to be careful, and i/ Walt's uncle promises to get
"Well it's nice of him to offer," your mom you home before ten p.v."
says. "But Daredevil Parks don't have a good Your parents won't budge from the ten o'clock
reputation One in Texas had to close down be- deadline. But you call Walt, and he checks with
cause twelve people got frostbite on their 'Jour- his uncle Jay, who says that's okay with him.
ney to the North Pole ride." He'lljust plan to get you all to the park earlier.
'And the one on Long island was closed after
a submarine on the submarine ride sprang a The next week seems to take forever. Right
Ieak. savs your dad. up until the last day, it isn't certain whether the
"A man almost drowned," your mom adds. park will open-the rumor going around is that
''But they've put in all kinds of safety features the rides are too dangerous. But suddenly here
since then," you say. "The new Daredevil Parks you are with Walt, his uncle Jay. and Walt's lit-
are safer than ever." tle cousin Kyra, walking through the turnstile at
"That's not saying much," your dad says. five p.t'1. The sun hasn't quite set yei, but as far
"And I've heard their ad for this one. 'Come to as you're concerned, Fright Night has already
"Fright Night" at Daredevil Park. Nothing in begun!
your experience-nothing !'ou ve ever heard You've brought some money along, but Uncle
of-will prepare tou for the terrorl ' Jay says no problem. He's willing to pay for
Ther eiei, l-.a,.e a .,.arning not to try it if you everyone! You were right about his being old.
hate higi. :.::.j ::e-.-.''re. lrour mom says. He's Walt's dad's big brother and works in a
Or. :.€ , z .,.: -: :-. e cut warnings like that," bank. He's overweight and has a ruddy complex-
,^---^.-- S, -. = - .i. t,:t I g€t sued if something
\ C'-- Si - ion. You wonder if he's one of those people with
high blood pressure the park's ads warn about.
. :;: afraid of," your dad says. Just inside the gate you stop to read a small
-.- :, ' happen. " black sign with white letters.
-:. They have inspectors
':'r,ir to make
parents exchange glances. SOMEWHERE IN DAREDEVIL PARK IS A
::'n t want to let you down. ONE-AND-A_HALF-POUND SOLID C]OLD KEY.
-:ur dad says. "You can go if IF YOU CAN FIND IT BEFORE FRIGHT NIGHT
And if your mother agrees." IS OVER, IT,S YOURS TO KEEP!

Go on to the next page. Turn to page 4.


4
"l wonder what the key opens," Walt says.
"l don't know," you say. "Sounds awfully
heavy for a key."
A man nearby w[-ro has overheard you says,
"lt may not open anything, but a pound and a
half of pure gold would be worth about nine
thousand dollars.''
"That's just whai I figured!" Uncle Jay chimes
ln.
"Cool!" cries Walt. "Let's find that key!"
At that moment you're startled by a clown
fight. One clown, sporting an oversized. puffy
red nose, is hitting some others with a stick. The
others run off yelping and yipping like fright-
ened dogs. The red-nosed clown chases them a
few steps and then suddenly veers in your direc-
tion. Kyra ducks behind Uncle Jay for protec-
.tion. The clown comes straight at you. Fle
doesn't hit you. but he gives you the meanest
look you ever sa\,v. Then he disappears into the
crowd.
"That clown was scary!" says Kyra, coming
out from behind her dad.
"lt must be part of their act-trying to scare
people who come into the park," you say.
"Wetl. it worked," says Uncle Jay. "l didn't
like it one bitl

Turn to page 56
6 7
Walt leads the way down the uneven stone You hit the water with almost no splash and
an extremely painful thud. You've landed, not in
a pond, but in a few inches of muddy water cov-
ering a concrete slab!
sounds beyond them-people wailing as if un- You try to get up, but you can't. Your leg is
dergoing some terrible suffering
suffering. throbbing. It hurts to move it. You're sure it's
"More recordings," Walt says. broken!
"That's what you hope," you say. In any other You lie helplessly on your back, your face just
. amusement park, you'd feel sure he was right. barely out of the water, and yell for help.
But not at Daredevil Park. "You'll be all right! Help is on the way!" peo-
Ahead of you, a guy and his girlfriend are ple call down from the coaster. You wave feebly
laughing nervously. They're standing in front of up at them. They have troubles of their own.
a sign that says Do Nor ENTER THE cHAMBER oF The coaster could fall at any moment. And sud-
THE MINOTAUR.
denly you realize that if it does, it could land
Walt pops a stick of gum into his mouth. right on you!
"How do we know what chamber it is?" he
asks. You close your eyes and try to rest, but your
leg is in agony. What's more, you're getting
lr
I
chilled lying in the water. Never have you felt
such misery. Allyou can do is let out a long, low
moan.
((
You're half dead and have lost track of time
we when paramedics finally load you onto a
th? stretcheq cam/ you to an ambulance, and rush
you to the hospital. It's an hour more before the
low him, and the two of you move along, some-
others on the roller coaster are rescued.
times furning left, sometimes right. Soon you
lose all sens€ of where you are. You spend the next couple of days in intensive
"l don't think coming into this maze was a care-it takes that long before the doctors can
good idea," you say. assure your family that you're going to survive.
Walt snaps his gum. "What do you mean?" But later, everyone congrafulates you. They say
you were lucky to get out of Fright Night alive.

Turn to Wge 26. The End


9
A young man and woman have just entered
the chamber where you're floating. They stand
there, trying to decide where to go next.
"Watch this," Walt says. He swoops near
them, spinning a foggy trail behind him. The
woman shrieks, and they both jump back in
alarm.
"Let's get out of herel" the man cries. They
run back the way they came.
The people in the room apparently can't see
you and Walt, but you can tellby their reactions
that they sense something. They look as if they
want to get out of there. And that's what they
do, paying no attention to which way they're go-
ing. In a moment the room is deserted.
"Some of them will be back," Walt says confi-
dently. "Lots of these passageways are just dead
ends. That's what's so scary. Those people will
have to return to face what they fear the most!"
He sounds so gleeful, it makes you think more
about what kind of person he was when he was
alive.
"And of course other ghosts are out there,
scaring them every whlch wdV," he adds. "Come
on! Let's float out of here and drift back toward
town. We've got millions of places to haunt. And
nothing can ever happen to usl"

Turn to page 25.


F

10 11
"No!" you practically scream. "l'm not going "Get out! Get out!" the man yells. "The Mino-
along with this!" taur's coming!" They race on.
"Oh yes you are!" the fat man says. He lunges Suddenly the wall ahead of you is moving!
at you, but you twist out of his grasp and run out You watch in amazement as a section of it
the door and down the hall. The clown takes off swings out, opening up a new hrnnel but closing
after you. off the one you just came through!
There's a door at the end of the hall that This is wild, but what can you do? You race
might be an exit. You open it and find that it down the tunnel, round a curve, and crash into
leads to a stairway. You race down the stairs. a teenager coming the other way, bruising your
There's a door at the bottom. You furn the knob cheekbone.
and push. It's locked! "Sorry," he says.
The clown is coming after you. He stops "What's up ahead?" you ask.
halfway down the stairs and glares at you, a "Nothing but more tunnels." He rushes on.
sadistic smile forming on his painted face. Discouraged, you start back. A moment later
"You're going nowhere, kid," he says. "You're you round a bend and enter a large room in
going to walk back up these steps and do every- which at least a dozen people are running about
thing I say." in confusion. One woman is cowering in a cor-
You look around for another exit. There isn't ner, too frightened to move.
any, but there's a coiled fire hose hung on the "Are you okay?" you ask her.
wall. "How can I be okay?" she r6plies angrily, as if
"All right," the clown says. "lf you won't come somehow you were to blame. "The Minotaur is
to me, then I'll come to you." He starts toward loose! I don't know which way to run. No one
you. You grab the hose, furn the handle, and does."
point the nozzle at the clown. Water comes out "Maybe it's just a special effect," you say.
:-/ so violently it jerks the hose out of your hands. "No!" she cries. "You don't understand. It al-
a
The clown lunges at you. You twist out of most knocked me down. It's gotten out of con-
his reach, grab the nozzle, and point it at him trol!"
again. This time you get a better grip. The high-
pressure stream of water throws him back
against the wall.

Turn to page 50. Turn to page 77.


l2
"Ahhh!" you scream, clenching your fists.
Seconds later there's a loud thunk, and you're
flattened against your space lounge, feeling like
a limp, wrung-out sponge.
A ride attendant enters the capsule. "Wel-
come back to Earth," she says cheerily. She
gives everyone a big smile. You don't smile back.
Your head is swimming. You try to undo your
straps, but your hands are too weak and shaky.
Walt, moaning, fumbles with his straps. You
manage to unbuckle yours first, and you help
free him.
"That fake emergency must have been part of
the ride." Walt says. managing a smile.
"Definitely," you say. "They like to make peo-
ple suffer." The two of you stagger out of the
capsule along with several other passengers,
equally unsteady, their faces gray and haggard.
Hardly anyone is talking. Looking back, you see
several people still lying in their space lounges,
unable to get up. More work for the para-
medics, you think.
You and Walt try to get steady on your feet.
"That was quite a ride," he says. "But defi-
nitely O.T.O." His cheeks are slowly iegaining
their color.
"One time only. That's for sure," you say. "But
we can't quit now. What do you want to try next?"

lf you suggest the Horror Castle, :-


turn to page 44.
If you want to try the Trip to Infinity,
turn to page 77.
14 15
The crowd parts to let through an ambulance. You go through the door on the left. It shuts
It speeds down the fire lane, jumps the curb, and behind you, and you find that you have entered
parks on the grass near the Rocket to the Moon. a passageway lined with mirrors. Everyrwhere
Paramedics hop out. They enter the tower and you look, you see images of yourself. The pas-
return a few minutes later carrying a gray-haired sageway branches, and each of the branches is
man on a stretcher. To your horror, one of the lined by more mirrors. You follow one branch
paramedics pulls a sheet all the way over him. and immediately walk into a mirror. You furn a
He's dead! corner and see yourself again.
Suddenly it hits you how unsafe this park is. You turn back and take another branch. This
How terrible it is that the safety inspector is get- time you don't see yourself, you see the clown
ting paid off. And that you have just been paid with the puffy red nose! He laughs a high, rasp-
off! ing laugh. You jump away and crash into a mir-
Some policemen are standing near the ambu- ror. The clown comes at you. You try to get
lance. Maybe you should go over and tell them away, but everywhere you turn, there he is. You
what you know. But the fat man's warning sticks dodge left and crash into yourself. You dodge
in your mind. You're sure the clown is watching right and crash into him! You smell his foul
you. And you don't like thinking about what he breath. You hear his cruel laugh.
might do to you or your family if you were to "l have you!" he cries.
break the deal. You jump back and hit a mirror. You twist to
one side, furn down another branch, and see
yourself again straight ahead.
You look back. The clown is blocking the way.
Yet ahead of you is only yourself in a mirror.
Except it's not an ordinary mirror. It's a mir-
ror with a door handle-a mirrored door!
You turn the handle. It opens. You burst out-
side, not even caring about the golden key-
you're so happy to be free!

.t lf you decide to keep quiet about what The End


hos happened, turn to page 93.

lf you decide to tell the cops about


it, turn to page 62.
t6 t7
"Okay, show me how to be a ghost," you say. Her words are drowned out by the shrieks of
You float through the air after him. but your people running from around the next corner.
heart is heavy-or rather, it would be heavy if They race past you. Suddenly you see why A
you had a heart. You feel as if your ghostly form huge bull with a human head and great curved
will sink to the ground and mingle with dust un- horns is lumbering after them. The crowd turns
til it completely disappears. down a side tunnel. You duck into an alcove to
Walt introduces you to serreral other ghosts. get out of the way.
some of whom became ghosts only a few days or The Minotaur stops. as if trying to figure out
weeks ago. One large, gloomy ghost hasn't been where its prey went. You stare at it, fascinated.
alive for hundreds of years, yet he acts as if he just You can see that it isn't real-it's a ciever con-
died. Nothing about him looks old. That's one thing struction of plastic, steel, and electronic equip-
the ghosts are very proud of-they never get old. ment. Its computer must be operated by radio
And they can't die, because they're already dead. control. But somehow the signal isn't getting
Some of them are more than just proud of through. Those people could have been hurt or
this. They are really smug. You're afraid Walt is killed if they hadn't been quick enough!
going to turn out like that. The Minotaur's head turns toward you. For
There are other ghosts who don't look so the first time you notice a power switch on its
happy. You have a feeling they yearn for the chest. Then you realize that you shouldn't have
days when they were still alive. You wonder if taken the time to stare at it. The photosensors
that's how you'll be. in the Minotaur's eyes have spotted you. It's
Your thoughts are interrupted as Walt waves a pawing the floor with one foot. That must be
vaporous hand, beckoning you to follow. He part of its computer program-to imitate what a
leads you down into a maze of passageways and bull does before it chargesl You're cornered.
chambers. People are passing through them try- The Minotaur takes a step closer. This is your
ing to find their way out. last chance to make a break for it, but instead of
Most of the people seem very confused. Some running, you're thinking of making a lightning
are gathered in groups, arguing about which leap for that power switch. If you could shut it
way to go next. Others just cringe in the cor- off, the Minotaur would be instantly paralyzed.
ners. as if they can't even think straight. Dare-
devil Park attendants are running around, It' you try to dodge past the Minotaur,
warning people that the Minotaur has gotten turn to page 70.
loose but not showing anyone how to escape.
If you try to turn ot'f its power,
Turn to page 9 turn to page 73.
18 S\-
You grope your way back into the farthest re-
cess of the cave and find a narrow passageway.
Following it. you reach a large chamber dimly lit
by a sicldy yellow light. At one end of the cham-
ber are three witches, for that's what they must
be with their hideous faces, their dark scarlet
cloaks, and hair that could be mistaken for birds'
nests. They are standing around a huge cast-iron
pot set over a woodstove. A black stovepipe car-
ries the smoke and steam up through the roof.
Beyond the witches are three doors. You won-
der if one of them might lead you to the golden
key.
At the opposite end of the chamber two
young men, who must have come in ahead of
you from the bat cave, are standing near a row
of six open coffins. You watch curiously as one
of them goes up to the nearest coffin and the
other goes to the one next to it. You expect
them to look inside and then back away. Instead,
they look into the coffins for a moment, and
then, to your astonishment, each of them climbs
into one! Instantly the lids shut on top of them! 7-

y,i /
,il,,,

Turn to page 98.


20
The inside of the capsule is very impressive, A recorded voice announces:
designed to look like the interior of a real space
shuttle. Attendants have everyone lie back in Welcome aboard the Rocket to the
personal space lounges. They tilt back, Iike den- Moon. When the space capsule takes off, it
tists' chairs. You're surrounded by all kinds of will rapidly accelerate. You will be pressed
controls and computer screens. And there are hard against your space lounge, much
windows facing in all directions so that you can harder than if you were taking off in an air-
look out, although right now there's not much to plane. As you approach the moon, you will
see through them but the inside of the launching immediately slow down, so you must stay
tube, which is almost pitch-black. completely strapped in the whole time.
The attendants buckle everyone in with straps Do not try to get out when you reach the
that are wider and look stronger than the seat moon. You will be able to see it close up
belts on airplanes and cars. Some of your fellow through the windows. At no time must you
"astronauts" are joking and laughing, but you loosen your safety straps. Now, everyone
have a feeling they're trying to cover up how take a deep breath and prepare for count-
anxious they feel. One woman's teeth are chat- down.
tering with fear.
The attendants take a last look to see that
everyone is strapped in. "Enjoy the ride," says
the head attendant. Then they leave, closing the
door behind them, leaving you alltilted back and
strapped in tightly.

Go on to the next page. Turn to page 80.


22
You wait anxiously, hunched over the side,
your eye glued to the fractured strip of metal
ihut ir holding your coaster to the rails. A gust of
wind sets the cars in motion. They swing gently,
like the rocking of a cradle.
No one moves. You hear someone sobbing.
The older man starts screaming. "Get us out of
heret Get us out!" The others calm him down'
An attendant, standing at the tunnel entrance
above the coaster, waves. "Help is coming. It
won't be long now!" he yells.
A few moments later workers lower a steel ca-
ble, which dangles so close to you that you could
reach out and touch it. A workman is lowered
in-he's in a basket aitached to the cable. You
watch anxiously as he manages to shackle the
cable to a fitting above the rear cars.
"We'll have you up in a minute!" he yells as
they pull him back up.
Suddenly there's a jerk. Your car has fallen
loose! The workman did it on purpose-rather
I
than try to reattach the rear cars, he detached c)
the front ones and hooked them to the cable. r|/
The coaster begins to rise as the workers hoist it
up. It swings wildly on the cable as it rises bit by
bit. . . higher. . . higher. . .
You look down anxiously at the pond. The
workers continue hoisting. The coaster keeps
swinging. You're almost to the top when you
hear a grinding, scraping sound. The cable is
rubbing against the edge of the cliff!

Turn to page 57.


24 25
You decide it's safer to stay put than to try to You drift after him, not because you particu-
get out. Besides, there's a chance you'll find the larly want to, but because you don't know what
golden key on the moon! But you can't think else to do. Maybe I'll get to like being a ghost,
about that now. Sparks dance over your head. you think. But you have a feeling that you won't.
The fog thickens outside the windows. Then a "What's the matter?" Walt demands, as he
brilliant orange light shines through. A shrieking sees you dragging behind.
sound deafens you, and you're pressed flat, as if "l don't know," you say. "l guess the trouble
squashed by an invisible hand. is that even though I'm dead, I still feel alive."
Walt stops. He drapes his foggy arm over
yes feel as if your foggy shoulder. "l'm sorry about that," he
en suddenly, says. "lt's a trouble some ghosts have. Don't
a second be- wom/. Give it time. You'll feeldead after a while.
fore you're pressing up hard against your re- You'll probably get to love it."
straints. Then there's a violent jolt, and the
pressure is relieved. The End
"Welcome to the moon!" a soothing voice an-
nounces. Through the windows you can see a
holographic mural of the rocky, yellow-gray
desert surface of the moon. Huge boulders are
scattered over the plains. The jagged rim of a
crater looms above you. It looks amazingly real.
But there will be no chance to search for the
golden key. You don't dare get out of your seat.
Walt looks horrible. "Got the wind knocked
out of me," he gasps.
"Emergency: nifuogen system malfunction. ' ."
It's the same voice you heard before. Then there's
the sound of rushing air. You feel a terilic pain in
your ears as the air pressure drops. A blast of frigid
air shoots over you, so cold you can'tbreathe. Then
a temendous force presses you upward against your
stuaps. The capsule is faling like a dive-bomber!

Turn to page 12. IIBRARY


urlrtA PRTETA Scttoor
26
"l mean we're lost, and we may end up spend-
ing the whole time here!"
"You want to turn back?"
"No, we've come this far," you reply, and
stride ahead. Walt follows close behind.
Occasionally you meet other people who are
just as confused as you are. You're beginning to
think there's no way out when you see a Dare-
devil Park guard racing toward you. Half a dozen
people are close on his heels.
He's waving his arms wildly. "Get out of here!
Go back the way you came!" he yells. "The
Minotaur has gotten loose!"
You and Walt follow him, along with the others.
He furns up a side h-rnnel, one you didn't take before.
Suddenly Walt clutches your arm. "Hey, I bet
that's phony baloney about the Minotaur. I think
they're trying to steer us away from the golden
key."
"Could be," you say. "Let's keep going the
way we were."
The sound of footsteps has faded away. The
two of you reverse direction and continue the way
you had been going, but for the next ten minutes
or so you flnd only a maze of tunnels, none look-
ing any different from the rest. You follow one
that slants downhill. A cold, dank smellfills the air
as you descend. After a while you reach a point
where lhere are no more ceiling lights. A rope
with a sign hanging from it is strung across the
passageway just beyond the last light.

Turn to page 110.


28 29
With your heart thumping in your chest, you "Oh ho! So this is where you've been hiding,
climb into one of the open coffins. Instantly the Philby!" the cop exclaims.
lid slams shut. You start crawling through the The other cop stands back, looking at the
opening but get only a \ew feetbelore you reach clown in amazement. "Hal Philby, wanted for
a wall! Desperately you wriggle back and try to robbing banks in six states!" he says. "We
kick open the coffin lid. It's stuck! thought you were hiding in Mexico, when allthe
You crawl back to the wall again and push time you were hiding in a clown costume!"
against it with all your might. It holds firm. "You're a hero," the first cop says to you.
There was no tunnel after all. You're trapped, "Would you mind coming along with us to tell
and in a space this size your air can't last more our detectives what you know?"
than a few minutes! "l sure will," you say. "And there's a lot more
You scream and then realize no one can hear to tell."
you. Again you try to push open the lid. It won't
give. It might as wellbe nailed down! The End
The air is getting stale. You're desperate, but
allyou can do is scream and push against the lid.
The last of your air runs out. You gasp. Suddenly
the lid opens! And you stare up at the shriveled
face, the long, pointed nose, and the weird, pur-
plish black eyes .. . of a witch.
To you she looks just beautiful.

The End
{
.I

30 31
"See you later," says Walt. Uncle Jay and "Can't you get back?" you yell.
Kyra take off toward the Whirlaway, which is "The current's too strong!" shouts Walt. "But
I
just as well, since they'd probably be a drag. I'll try!"
I "We're on our own!" Walt says. "What'll it be He starts swimming toward you. He makes
:l first-Rocket to the Moon or Horror Castle?" progress for a while, but you can see he's tiring.
Still, he keeps paddling, desperately trying to
;l reach you. He makes it to within a few Ieel oI
lr
'l the ledge you're standing on, but then he stops.
i He needs help! You could stretch way out and
hope he could grab your hand, but there's also
the danger he might pullyou in.

lf you decide on Rocket to the Moon,


turn to page 99.
lf you try to get help, turn to page 39.
lf you decide on Horror Castle,
turn to page 44. lf you try to rescue Walt, turn to page 54.

T
32
You and Walt each get in a shower stall and
soap and rinse yourselves for a long time in the
steamy water. When you get out, the worker
gets you some dry clothes. They're much too
big, but you don't care. You reach Uncle Jay on
the phone where he and Kyra are waiting at the
cafb.. He says he'll be right over to pick you up.
Before he gets there, however, a newspaper
reporter and a photographer arrive. They inter-
view you and Walt and take your pictures.
"This is going to make a great story," the re-
porter says afterward. "You two had the biggest
Fright Night at Daredevil Park!"

The End

)NI

rffiillll
34 35
The two of you walk through the main court-
yard. On the far side are two large wooden
doors. One door has a sign over it that says rHe
TOWER OF TEARS: ABANDON HOPE ALL WHO ENTER
HERE. A rope has fallen on the floor in front of
"Don't feel bad," she says. "The main thing it. Attached to the rope is a sign that says
You stare at it for a moment,
ryasl.l to get the golden key. It was to get oui
CLOSED: DANGER.
alive!" wondering if they really had to close the tower
or if this is just another scare tactic.
The End The other door has a sign that says MAZE oF
THE MINOTAUR: MANY WILL ENTER, BUT FEW WILL
LEAVE.
You've heard of the Minotaur in Greek leg-
ends-a beast that was half man and half bull. ft
lived in a maze of tunnels and caverns. Those
who went forth to slay it usually got lost and
starved. Those who found the Minotaur were
usually gored to death.
"l'm going into the Maze oI the Minotaur,"
Walt says. "l bet that's where the golden key is.
Want to come with me?"

lf you decide to go into the moze with Walt,


turn to page 6.

lf you decide to go to the tower


turn to page 51.
37
€ After having seen two men hauled away on
{t stretchers, you're not going to put your trust in
luck. "l'm out of here!" you tellWalt. You try to
unbuckle your strap.
It won't budge.
"l can't get loose!" you yell.
"You're not supposed to get it loose!" Walt
yells back.
Smoke is floating out of the control panel.
tu There's an odd smell in the air.
"This isn't part of the ride," you tell him.
"We've got to get out!" You keep working the
buckle on your strap. The horn continues to
blare. Suddenly the buckle pops and the strap
opens.
"l'll help you!" you yell at Walt, reaching over
to him.
"No!" he screams.

Turn to page 45.


38 39
You walk through the conference room to- Walt has given up trying to swim against the
ward the inner office. You plan to explain what current. You watch as it carries him down
happened to you and ask how to get out ofhere, against the grating.
but you stop short as you hear a man's voice. "Hang on! I'[ get help!" you call. You start off
"What happens here goes no further than this but take a last look back. The grating has given
-'"
room. Agreed?" way! Walt has been carried into the pipe!
"Agreed," another man answers. "The state You start running. You've got to get someone
won't close you down. And you'll pay me five fast. But that won't be easy. It may be as hard to
thousand dollars for certifying that the park is get back to where you entered the maze as it is
safe. " to find the exit. And it won't do any good to yell
"lt's a deal," the first man says. "But if word for help, either. The owners of Daredevil Park
of this gets out, whoever talks about it is dead- try to make people yell for help. That's sup-
and you're dead, too. Remember that!" posed to be part of the fun!
After hearing this, you're afraid these guys are Your best hope is to find an attendant. But
more likely to hurt than help you. It sounds as if everywhere you turn, you just run into people
the Daredevil Park management has just bribed like you, groping along, trying to find their way
a state inspector to give the park a safe rating, through the maze.
when actually their license should be revoked! You keep running, trying to find someone
Suddenly one of the men walks out of the in- who can help. You round a corner and almost
ner office. It's the clown with the puffy red nose! bump into a group of people. They're scream-
ing hysterically, except for one woman, who
clutches your shoulder.
"Did you just come into the maze?" she asks
breathlessly.
"No, I'm trying to find the way out!"
"So are we," she says. "lt's not the way we
came from, I can tellyou that. Did you know the
Minotaur is loose?"
"l heard the guard say that. Have you seen it?"
"No. But you'd better get out of here!" She and
her friends humT on. A moment later a man and a
woman with a young child come around the corner.

Turn to page 78. Turn to page 71.


40 41
The clown is still holding you, and you make The fingers dig into your flesh. You wince.
a desperate effort to wrest free of his grip, but "Ease off," the fat man says. With surprising
his fingers tighten on your shoulder. You might speed for such a big man, he flips the clown's
as well be in a steel vise. hand off your shoulder. "Look, kid," he says in
The fat man waddles around from behind his a soft, gentle voice. "This isn't Fright Night for
desk, a sick grin on his face. He sneers at you. you-this is your lucky night! I'm going to give
"So, you thought you'd get in our business." you a thousand dollars cash. All you have to do
"l don't care about your business," you say. "l in return is neveq never, neuer tell anyone what
just care that this park isn't safe for the people you learned up here. Is that a deal?"
who come here. You've got to do something
about it!"
"Look, kid," he says. "Don't you worry about
those people. You'd better wom/ about you!"
Outside, a siren sounds, then another.
Allthree men hurry to the window, the clown
dragging you along with him. "Just another am-
bulance," Benny says, "but there's a couple of
cop cars too."
"Someone's hurt," says the fat man. "They
may try to close us up."
"Guess I'll have to raise my fee again," Benny
says with a snicker. "Or you'll be closed for
good!"
Seeing that the clown is distracted, you try to
twist free. His fingers clamp harder on your
shoulder.
"Let me go, or you'll be in trouble!" you cry.

If you agree to the deal, turn to page 86.

Go on to the next page. lf gou refuse, turn to page 10.


43
Faster the coaster falls. Faster. Then it seerns
to be flipping over. At almost the same instant
you feel your weight increasing and the G forces
building up. The car is still attached to the track
after all, in an upside-down turn, pulling out of
the dive!
Your gut seems jammed in your throat as the
coaster begins to climb again. Then it twists
back, throwing you hard to one side. Your safety
harness digs into you. Sweat pours off your
hands as you tightly grip the safety bar.
"Please, not again!" a woman behind you
cries. But the car is already turning a sharp cor-
ner, starting into another dive!
The guy next to you tries to say something,
but the sound is blocked out by a horrible, grind-
ing, grating sound, and you're thrown violently
against the harness as the car suddenly comes to
a stop!
You're on an almost level stretch, but leaning
to the right at a forty-five-degree angle. The
back half of the roller coaster is wavering
crazily-it's hanging completely off the track! A
single metal arm above the front of the cars is all
that's holding you to the railsl

Turn to page 107.


44 45
"Let's try Horror Castle," you say.
There's no time to convince him. You scram-
"l'm for that," Walt says. You head down a
ble toward the door. You're afraid it will be
winding cobblestone path leading to the line of locked, but the latch turns, and in a second
people waiting to get into the castle. The line you're through it. But belore you can close it
moves along pretty quickly, and you've almost
there is a tremendous roar. The space capsule
reached the entrance gate when you pass a ven-
rises from the launching pad, ripping off the
dor selling sodas and pretzels. He's pouring a door you just went through. [t bounces off the
purple drink from a pitcher.
wall and then slams violently against your shoul-
"What's that?" Walt asks him.
deq knocking you bacl( /ard onto the launching
"Purple lemonade. Special for Fright Night.
pad.
Want some?" Looking up through the fog and smoke, you
"Ugh," you both say at once and walk on as
see the fiury image of the space capsule high
an attendant beckons you to pass through the above you at the top of the launching tube, shot
gate.
there at an acceletation equal to that of a real
In front of you is an imitation medieval castle space shuttle blasting off. In your dazed state,
built of cut gray stones. The second story of the you're just barely aware that the capsule will be
castle and the main tower have several tall, nar-
coming down again-and probably just as fast as
row windowb. Water runs through the moat, it went up!
which doesn't go all around the castle but runs
under it like a storm sewer.
Walt stops to peer down into the brown,
slowly flowing water. "Crocodiles!" he yells.
"Where?" you ask, looking down.
"Just kidding," he says, laughing.
You give him a shove. "Joker."
You cross the drawbridge and walk along the
wall of the castle under a row of tall, narrow win-
dows. Screams come from one of them, as if
someone were being tortured inside.
"That's not a real person," Walt says. "lt's just
a recording."

Turn to page 104. Turn to page 118.


46 47
The tram has started up again, delivering You continue along the hallway and find a stair-
more people, who get behind you in line. One way at the other end. You head down the stairs.
of them, an older-looking man, looks kind of There's a door at the bottom marked Ex[. A coiled
pale. You wonder how he'll look when he fin- fire hose is hanging next to the door. What a relief!
ishes the ride! The others, two guys and a girl, You didn't find the golden key, but at least you're
all seem pretty eager. You wish you were as re- escaping from the castle, though just barely.
laxed as they are. You don't see how anyone You try to open the door. It's locked. This is
can relax at Daredevil Park. too much! It's got to be against the fire code!
Another group of cars comes up a slope from You wonder if anything's legalat DaredevilPark.
the exit tunnel in the cliff. It coasts alongside You get so mad you bash the heavy brass nozzle
you, and six people stagger out. They look tired of the fire hose against the lock. The door flies
and washed-out, as if they've been up all night. open. You're free!
Two girls walk past you on their way back to Looking around, you see that you've come
the tram. "How was it?" you ask. out near the drawbridge, which is rising to let
"Terrible," one says. "The turns were so fast I more people into the castle. Walt is standing in
thought I was going to die!" a group waiting to get out.
The other looks at you with a grim expres- "Hny, Walt!" You run over to meet him and
sion. She doesn't say a word. tell him what happened to you.
"Okay, people can board now," an attendant "l had an even worse time than you," he says.
says. No one else has arrived on the tram, so "l'll tell you about it later. Let's get out of here
you and the other five people in line behind you while they have the bridge down."
are allowed on. You and one of the guys sit in The two of you cross over the moat, along
the front row. with some other people who have managed to
The attendant leans over and checks your find their way out of the maze. Once you reach
safety harness. the other side, you stop for something to drink.
"Have fun!" he says, flashing a smile' You're so thirsty even purple lemonade looks
good. You and Walt stop to have some while
you discuss what to do next.

lf you'ue been on the Rocket to the Moon,


turn to page 77.

lf you hauen't been on the Rocket to the


Turn to page 83. Moon, turn to page 99.
49
What strange talk! You hardly dare go close to
these hags, but you have no other choice if you
want to explore the three doors. On the other
hand, you could climb into one of the coffins,
like the two men.

If you decide to get into one of the coffins,


turn to page 28.
If you go past the witches to get to the three
doors, turn to page 77.
50 51
You leap around him and start up the stairs- "l want to check out the tower," you tell Walt.
the only way you can go! "Let's meet at the caf6 when we get out. Maybe
The fat man is standing at the top. He's you'll find the key. Or maybe I will."
laughing at the clown, who is ankle deep in wa- You leave Walt and open the door that leads
ter, his feet tangled in the gushing, writhing to the tower. Ahead of you is a dark passage-
hose. You'd think it was funny, too, but you're way. You grope your way through it, your eyes
trapped between the two of them, and you have gradually becoming accustomed to the light.
no weapon left. You're surprised to pass a man and a woman
The clown finally gets free. He shouts angrily with a couple of kids going the other way.
and starts up after you. At the same moment "Did you find anything?ll you ask.
there's a crashing against the door at the bot- "No, we had to turn back," the woman says.
tom, then another, and another. The door gives "There was no exit," the man adds. They con-
way, and two policemen break in. The fat man tinue back toward the courtyard, but you're not
hurries back toward his office. The clown turns about to give up just because they did!
helplessly to face the officers standing at the foot A little farther on, you come to a set of stairs.
of the stairs, guns in hand. One of them reaches A sign over them says To rHE TowER: No D<tT.
over and turns off the water. You climb the stairs and at the top find a pair
"Officer, that man was attacking me!" you of glass doors. They open as you approach
scream, pointing at the clown. them. You pass through. They shut behind you.
"The kid had turned on the water-l was only You try to go back but find that, like doors in
trying to turn it off," the clown says. some supermarkets, they open only when
"Sure you were," the cop says. "From halfway you're on the other side-the outside. You real-
up the stairs." ize you should have tested this beforehand!
"Stand back, kid," the other cop says. You You're trapped!
watch as they order the clown to face the wall Your heart is beating faster, and you try to
and raise his hands. They snap on handcuffs. calm yourself. Scare tactics again. There must
Then one of the cops pulls off the oversized, be another exit. You'll just have to find it! Any-
puffu red nose. way, you're not going to get the golden key by
being a wimp-that's for sure!

Turn to page 29. Turn to page 58.


52 53
You can hear the gears of a winch grinding, You ieave the switch alone and feel your way
and the grating sound of the cable rubbing along the catwalk. You've gone only a few |eet
against the cliff. A second later the coaster tilts in the dim light when you lose your balance. You
forward, and you hear the loud, screeching grasp the rail along the side. It gives way, and
sound of the steel cars scraping against con- suddenly you're falling! You land so hard you
crete. The coaster pivots on the brink. The crash through the plywood floor and keep falling
pulling stops. What's the matter? through to the next level below. Hitting the ply-
You want to jump to safety. You could almost wood hurt, but it cushioned your fall and slowed
you down, and by good fortune you manage to
make it, you're so close. But you hardly dare
move. You're afraid the slightest tremor, the land on your feet. Shaken but uninjured, you
dust yourself off and look around.
slightest added strain, will send the coaster
plunging into the abyss. You're in a hallway, with doors lining both
They start pulling again. The horrible grating sides. It doesn't look like anything else you've
seen in Daredevil Park. You guess it's probably
sound continues, and then the cars level off,
You're on solid ground! Safe! a group of offices.
One of the doors down the hallway is open.
You start toward it, and as you get closer, you
see that it leads to a, large room containing a
long table with chairs drawn up to it. There's a
half-open door at the far end of the room. You
hear voices coming from an office beyond it.
You wonder whether to go in and make your-
self known or keep looking for an exit door.

If you go into the conference room,


turn to page 38.

lf you look for an exit door,


Turn to page 59. turn to page 47.
54
You kneeldown and lean as far over the ledge
as you dare. You hold your hand out to Walt,
hoping he'll get close enough to grab it.
"Swim harder!" you yell. "Only a couple more
feell"
He gets closer . . . closer. He splutters and
splashes, holding out his hand. You lean out as
far as you dare. He grabs your wrist, pulling you
out too far! A second later you're in the water
with him, and the current is taking both of you
toward the pipe!
You turn and try to swim back, but, tangling
with Walt, you're carried downstream and into
the grating. Instantly it gives way, and you're
both swept into the pipe, gasping, trying to keep
your heads above water as the current carries
you into the darkness! You go under for a few
moments, and when you come up, you bump
your head on the top of the pipe. It's completely
full of water!
The current sweeps you along a few yards
more before you try to come up again. This time
you get a breath from an air bubble at the top of
the pipe. The air smells terrible, and the water
feels slimy, as if it's mixed with something you
don't want to think about.
The current seems faster now. Again you
come up for air. This time there's none. You try
again. Still nothing!

Turn to page 68.


56 57
You walk through the crowd, past food ven- "l think we should go on the Whirlaway," LJn-
dors, arcades, souvenir booths, the first-aid of- cle Jay says. He takes Kyra's hand.
fice, and the Hot Dogs from Outer Space Caf6.
Glancing around at the different rides, you de-
cide that the most impressive are Rocket to the
Moon, which is housed in a lS0-foot-high alu-
minum tower, and Horror Castle, which looks
like a real medieval castle complete with moat,
drawbridge, walls, and towers with pennants fly-
ing from them. In the distance is the big roller s€e you before then. Now stick together and
coaster, Trip to Infinity. You can see only part of don't get in any trouble."
it before it goes into a tunnel in an imitation
mountain. It's on the other side of a lake, and
you have to take a tram to get there.
There are a number of tamer rides nearby,
like the Whirlaway, where you sit in one of eight
I cars that lift about twenty feet in the air and
t

I
swing around from a pole. Then there's the
I
House of Nightmares, which is probably good
for little kids like Kyra.
'"Let's go on the Rocket to the Moon!" Walt
says. I

"There's a pretty long line. How about Horror I

Castle?" you ask. "Or the Trip to Infinity?" I


I

"You have to take the tram for that," Walt


says. "Let's do one of these first."
Kyra is holding back. She's still scared from
the clown.

I
Go on to the next page. Turn to page 30.
59
You wipe the sweat off your brow, shaking al-
most too much to stand up. One woman leaps
out, yelling with excitement, but most of the oth-
ers seem too shocked to move.
Attendants help everyone out of their seats,
then lead you all back along a walkway to the
loading platform for the tram. After a jerky,
dizzying ride back to the main part of the park,
you and the other passengers stumble out onto
the platform.
The others stand around talking about what
they've been through. You're more interested in
finding your friends, however, so you say good-
bye and head for the first-aid office. It's only a
few steps away, and judging by how Uncle Jay,
Kyra, and Walt looked when you last saw them,
it's a good bet you'll find them there.
Looking around, you can see there's been
plenty of other trouble in the park. Several am-
bulances and police cars and even a fire truck
are parked in the fire lane. But you soon find
that the first-aid office is locked up tight. Just
when it's needed!

lf you decide to go through the door to709'


the
tower,-turn to Page

lf you decide to go through the other door'


. turn to Page 64' Turn to page 774.
I
I
i 60
il
You hear a siren behind you. An ambulance
coasts down the fire lane, hops the curb, and
pulls up on the grass near the entrance. Some
people hurry off while others stay to watch the
paramedics work on the men who were brought
out. After a couple of minutes, they put the men
on stretchers and load them into the ambulance.
"They must have fainted," Walt says. "Still
want to go on this?"
"Sure," you say, trying not to sound nervous.
"We won't have to wait as long now."
Walt looks a little pale, but he just nods.
A guy ahead of you is arguing with his girl-
friend about whether to leave or not. They fi-
nally decide to leave. So do a lot of other
people. The line's gotten so much shorter now
that you and Walt are let in right away, along
with six other people, first into the base of the
tower and then into the "space capsule" sitting
on the launching pad.

Turn to page 20.


62 63
You've agreed to the deal, but that doesn't
mean you should keep to it. These criminals are
endangering people's lives!
A policeman is standing nearby. You run up
to him and start explaining what happened in
the office. He stares at you for a second.
"Are you making this up?"
"No!" you insist. He hesitates a moment but
then takes notes on his memo pad.
"Now, exactly where is this office?" he asks.
You point up to the windows in the castle, and
at that instant you see a face in one of them.
The fat man's! The policeman makes another
note, then looks away as another officer calls to
him. An ambulance has pulled in but can't get
through the crowd jamming the fire lane.
"Look, kid, I've got an emergency here," the
policeman says. "Call us in the morning. I'll
want to speak to you some more."
You head over to the caf,6, but there's no sign
of your friends. It's still a few minutes before
eight o'clock, when you were supposed to meet
them-you might as welltake in something else The End
in the park. After what you've been through,
you don't need any more thrills. You decide to
go on the Whirlaway. You'll feel sale there, right
out in the open.

Turn to page 703.


I
t
I
I
64 II

;
t
65
You push through the door marked DANGER
and peer into semidarkness. A machine inside is I ,,,,}1y-^Iul you can get back?,, he interrupts.
I I m atrarcl not_now that you're a qhost.,,
going galump, golump, galump. As your eyes I
Wlen you hear thir, yo, i" ufiJa-vor. whole
grow accustomed to the dark, you can see that I .
ghostly self will shrivel'iirt" .ttf,i.g.Zss_it,s
the whole area is filled with machinery and elec- so
depressing.
trical equipment. "There, there,,' Harvey sVS. ,,We
There's a catwalk going off to your left, but in all feel that
way when we first arri
the dim light you can't make out where it leads. though. You'll-well, I
"Hello!" you call out in a loud voice. "ls anyone to.like being a ghost,
here?" off, seeing that nothing
No one answers. They probably couldn't hear feel any better.
you over the sound of the machinery anyway.
You walk along the catwalk as fast as you can.
drifts toward you.
It's sort of rickety, and there's a big drop-off to e size and shape of
your right. You wonder what lies in the total It's Walt! He must
Minotaur!
darkness below. Up ahead, there's at least a lit-
tle light, enough to revealwhat appears to be an
electrical panel on the wall. There are a number
of switches on it. One is marked ucHTS. But a h
sign over the panel reads:
it
DANGER: HIGH VOLTAGE.
AUTHORIZED PERSONNEL ONLY. arrived. "
"l learned there re.ally.ore_ghosts!,, he
There's no point in continuing unless you can "Y,I"t I was alive, t didn'tULfiZr"ln tn"_."says.
see where you're going. And you can't imagine rrut what do ohosts do?', you ask. ,,What
how there could be anything dangerous about a will
we do?"
light switch. Still, you hesitate.
yet," Walt says. ..We
, and we don't need
lf you decide to turn on the light switch, do sleep-l'm not sure
turn to poge 84. ey feellike it. They
years. "
lf you decide not to risk it,
turn to page 53.
Turn to page 87.
66
You hold the key tightly, step around the
chest, and open the door. You're outside! There
are half a dozen policemen visible, and several
ambulances are parked in the fire lane. Appar- A.F'E'
ently people have been hurt. You hurry to the
Hot Dogs from Outer Space Caf6, where you
find Uncle Jay, Walt, and Kyra waiting for you.
You start to ask what happened to them, but
Uncle Jay interrupts.
"Am I glad to see you! We were worried. And
your parents are going to be mad at me for get-
ting you home so late."
"l think they'll forgive you when they see
this," you say, and watch them all gasp as you
hold up the golden key.

The End
68 69
Your lungs are bursting. You can't hold out
Solving the case doesn't take long. The fat
any longer. Once again you surface, gasping and
panting. This time you get air! Lots of it! There's man, the clown, and Benny are put in jail. The
mayor proclaims you a local hero. New owners
no longer the inside of a pipe over your head but
take over Daredevil Park, and they give you a
the whole night sky, a few bright stars showing
lifetime pass! As far as you're concerned, Fright
through the glare of nearby floodlights. Walt is
Night was the best night of the year.
struggling beside you.
The stench is awful, but at this point you don't
care. Solid ground is only a few yards away.
You've been spewed into one of the treatment
The End
ponds of the park sanitation system!
You struggle to the edge as a worker runs to-
ward you.
"What happened to you?" he exclaims.
"!\,ls-" you start to say, your teeth chatter-
ing.
"Never mind," he interrupts and pulls first you
and then Walt out of the putrid water.
You stand there, wet, cold, exhausted, and
smelly.
"There are strong chemicals in that water," he
says. "We have showers here for the workers.
Belter get you washed up fast. Follow me."

Turn to page 32.


7l
You dodge to the right. The Minotaur You and Walt get in line for the tram, which
charges! You wait until the last moment, then consists of a series of gondolas suspended from
leap aside. But not quite in time! One of the a steel cable. The tram is the only way to reach
Minotaur's great curved horns grazes your the Trip to Infinity. Each gondola holds four
shoulder and knocks you down. But a second people, but most of them are carrying less than
later it crashes mindlessly into the wall. Its head that, and some are completely empty. You can
breaks off and, sparks flying from its controls, it see why. At any other place they would stop the
crumples to the floor. gondolas at the platform to let people on and
You pick yourself up and hurry on through the off. But this is Daredevil Park, and the people
tunnel. A few seconds later you round a corner getting on have to jump through the door on
and almost run into a group of firemen. They're one side while thosb getting off jump out on the
smashing the walls with axes, opening up. the- other. Some can't make it on at all. Some don't
maze solhat everyone can get out' A couple of even ky. You see one woman limp away, rub-
cops are guiding people toward the exit. You run bing her leg. Apparently she knocked against
up to the nearest one. the gondola trying to get on and gave up.
"Officer! My friend went down a sewer pipe Those who do get on have a wild ride, be-
inside the castle!" cause the gondolas swing crazily as they move
. The cop nods and radios his command post, along. You get the feeling one might come loose
reporting what you said. Then a fireman calls to at any time, or maybe the whole cable might
him, and he furns away. break, sending everyone crashing to the ground.
You follow other people up a set of stairs and You get closer to the head of the line. The
people getting off the returning gondolas look
out into the courtyard. Uncle Jay and Kyra are
just coming across the drawbridgel You run up pale and sick. You can't tellwhether this is from
the Trip to Infinity or just from riding the tram!
and tell them what happened to Walt.
Uncle Jay's normally rosy cheeks turn white
You and Walt exchange worried glances, but
you're not about to chicken out now!
with shock, but before he can say anything, the "Next!" the attendant calls. The people ahead
officer you just talked to runs over.
"We-jusl got word your friend's okay," he of you have all decided not to board, and the
next gondola is coming. You jog up onto the
says. "He came out the other end of the pipe.
platform and leap through the open door. Walt
I'm amazed he made it through alive!"
is right behind you, but his timing is off, and he
You are too. You can't wait to hear how he
misses the door and bounces off the moving
did it. gondola.

The End Turn to page 172.


73
You make a flying leap for the Minotaur's con-
trols just as it begins its charge. Its upraised foot
smashes against your knee, flipping you half
around and knocking you off your feet.
"Ahh!" you scream, rubbing your leg. You're
up in a flash, but the creature is charging you
again! You dodge. It turns the same way, back-
ing you into a corner. You dive for the switch,
and miss!
The creature-the machine-rears up and
brings its feet down hard, but you roll clear just
in time. Again you reach for the switch and hit
it just as the Minotaur's great curved horns
plunge into you, skewering you like a marsh-
mallow on a stick. In a last spasm you turn the
switch off. The Minotaur collapses in a smoking
heap, twisting its horns in you as it falls.
The picture was too honible to put in the
newspaper.

The End
.tI
I
!
!
i 74 75
I
.9
I
! You feel a little rush of excitement. But that "Sorry, Walt," you say, "but I've got to get
I
feeling passes as quickly as it came. You know back to being alive!"
I
t the money isn't a gift. You'llbe expected to give "That's a nice idea," he says. "But it's not go-
a

I something in return. The fat man thinks he ing to happen. It's-"


t
I owns you now. He thinks you'lldo anything for "Good-bye, Walt," you interrupt. "Good
I
I
him as long as you're well paid. He's wrong luck." You don't want to hear the rest of what he
I
I
about that. You're determined not to become a has to say. Somehow you think there's still time
!
, criminal. The question is, now that you've to become alive again. But maybe not. Maybe
,
I started, how willyou ever stop? that's just wishful thinking, and you'llbe a ghost
i Iorever.
I
i The End You hurry back toward the passageway you
I came from, taking care not to look back at the
I
I ghosts-you're afraid that if you do, you'll be
,
!
one of them for good!
i
You pass through the wall and float along the
catwalk until you reach the electrical panel. This
I is where you entered the Realm of Ghosts. It's
i
the portal through which maybe you can rehrrn
I
to life. But how?
i You don't know what to do. Instinctively you
j
I
touch the switch with your foggy fingers.
i
I
A violent shock goes through you, and then
I
I
another! You feel pain pounding in your chest!
How can that be? You didn't think you had a
I chest. And you're lying flat on your back,
I
I though you didn't think you had a back. You
I
:
look up, blinking, and see people kneeling next
:
to you. A paramedic is feeling your pulse. You
feel the pressure of his fingers. You're alive!
"Wha-What happened?" you murmur.

Turn to page 117.


77
76
You walk toward the doors. When you get
close to the witches, they surround you. One of
them clutches your arm with her long, bony
hand.
Before you can pull away. she i,.rhispers
hoarsely in your ear, "Listen carefu[ly, my child.
Every sentence that one of us says is the truth.
Every sentence that the other two say is a lie. Go
through the door on the left and you will find the
golden key."
The second witch, standing on the other side
of you, curls her gnarled fingers around your
other arm and whispers, "Every sentence that
two of us say is the truth. Every sentence that
the other one says is a lie. Go through the door
through the oPen door- in the middle and you will find the golden key."
The third witch, standing in front of you, says,
"Every sentence that one of us says is the truth.
Most of the sentences that the other two say are
Iies. Go through the door on the right and you
will find the golden key."
They step aside to let you pass, smiling their
wicked, toothless smiles.

ll you go through the door on the left.


turn to page 15.

If you go through the door in the middle,


turn to page 115.

lf you go through the door on the right,


turn to page 706.
Turn to Page 78.

1; .t'Li'
78
The clown gives you a startled look. "Where did
you come from? Come here!" He grabs your arm
and drags you into the office. Behind the desk in
front of you is the fattest man you've ever seen.
Another man, wearing a three-plece suit and a
brightly patterned tie, is sitting off to one side.
The fat man is wearing a green shirt with
rolled-up sleeves. An unlit cigar dangles from the
corner of his mouth. He points a pudgy finger at
you. "Did you hear what we were saying?"
"No!" you say quickly-maybe too quickly.
The clown pokes a finger in your chest. "You
telling us no?"
"That's right."
"Listen, kid," the fat man says. "l've heard a
lot of liars, and I know one when I hear one.
Something about how they look when they're
talking. Now how did you get here?" he de-
mands, raising his voice.
"Never mind that," you say boldly. "l-et me
out of here. And you've got to do something
about this park. It's really dangerous."
The man sitting off to the side interrupts with
a big guffaw. He looks over at the fat man. "You
hear that? The park is dangerous. Maybe I ought
to raise mg tee for not closing you down!"
"Can't you keep your mouth shut, Benny?"
the fat man shouts. "Maybe the kid didn't hear I

us. Now we got no choice." iN


"So, what are we going to do?" Benny says.
"You tell me!" says the fat man.

Turn to page 40.


80 81
A video screen lights up over your head. "And then just wake up because they feel like
.haunting
Numbers flash on the screen: 10 . . .9 . . . someone?"
8. . . You hear the roar of engines and see the
reflection of the afterburner flames through the
windows, then jets of fog and smoke. It's very
realistic. Walt looks as white as a ghost, and
you're pretty scared yourself. You brace yourself
for a shock.
Onthescreen: 5. . .4. . .3. . .2. . .1 . . . "So those are real ghosts, not just special ef-
A horn sounds, repeating ear-splitting blasts. fects?" you ask.
Red lights flash on the control panel. Walt puffs
On the screen: MALFUNCTIoN! ABoRT TAKEoFF! cent bigger
Sparks are dancing out of the instrument guess that's
panel. Through the windows you can see smoke feels proud.
billowing up. There's a loud popping noise, then thing. Want to join us? You should see how
a tremendous roar, like a jet engine, right un- scared people get when we haunt them. It's so
derneath you. funny. You may see someone you know. That
On the screen: HyDRoGEN LEAK. pREpARE To makes it all the more fun!"
EVACUATE.
People start screaming. Over the din, you
hear the panicked voice of a technician on the
speaker. "Sit tight, folks. We're trying to . . . Oh
no! The valve's jammed! It's going to blow! Got
fs-" The voice is interrupted by static.
I Something is wrong-you're sure of it. All
I
I those sparks couldn't be just for show-they
I
could burn the people sitting next to them. This
could turn into a disaster!

lf you try to unstrap yourself and get out the


door, turn to poge 37.

If you decide to lie back and take what


comes, turn to page 24. Turn to page 702.
1i
I
;l
I

82
:
.:
-a
:
83
I

I
You sit down, but the stone floor is so cold "Hny,l think I'll get off," the guy behind you
I
(
that after a few minutes you stand up again. You suddenly says, but it's too late. The coaster is
I
i
lean against the wall, shivering, staring up at the moving. It heads almost straight up, then down
I
I naffow slit of light, then down at the pigeon car- into a dizrying dive. Then it swings violently as it
t
I
casses scattered about the floor. makes a U-turn, turns another ninep degrees,
You'll be discovered sometime, you're sure of and climbs like a rocket, draining blood from
it. The way you discovered the pigeons. your head and leaving you lightheaded. Sud-
denly it levels off, and you're plunged into dark-
The End ness as you enter the tunnel. Again you're
diving, then climbing, twisting, this time in total
darkness.
A minute later you emerge from the funnel on
the far side of the wall, out of sight of the rest of
the park. Your car is high up, and it's traveling
in a straight line, but righf ot'f a cliff!
The car plunges over the brink. It's in free fall!
Everyone else is screaming. But your own
scream is frozen in your throat as you stare
down at the pond below--death coming up to
meet you!

Turn to page 43.


'jt
:t
,r+
::I
:i 84
You pullthe light switch. It's so hard to move
that you have to use both hands. There's a loud
click. Sparks fly out. Your hand jerks. It feels as
if you've been hit by a bolt of lightning!
Then you don't feel anything. The only sen-
sation you have is one of weightlessness. In fact,
you seem to be floating.
You touch the handrail on the catwalk. You
can't feel it! You can't even feel your own hand!
It's frightening, but then you realize it's too late
to be frightened. You aren't alive anymore.
You're a ghost!
You don't know what to do. You'd cry-except,
of course, ghosts can't cry. The only thing you
can do is get used to your new state. But how?
Dreamily, you walk-or rather, float-along
the catwalk. You come to some more equipment
and panels, and then to a wall. You'll just have
to turn back. You put your hand up against the
wall. First the tips of your fingers, then your
hand, then your whole arm pass right through it.
Feeling nothing, you float forward, passing com-
pletely through the wall!
You find yourself in another, much larger
room, and there are at least a dozen people
there. Except they're not people, but shadowy
figures floating around the way you are. One of
them drifts toward you.
"Welcome to the Realm of Ghosts," he says.
"l'm Harvey."
"Where am l?" you demand. "ls there
anyF-?"

Turn to page 65.


86 87
"All right, I'll go along with it," you say. You blurt out the information. The fat man
"Smart kid," the fat man says. "You can go eases his grip and twirls you around. "Now beat
now." He shakes your hand and looks you hard it. The door to the right of this office leads to
in the eye. You feel the pressure of his pudgy stairs that will take you out. Remember our deal!
fist. "You did the right thing. I can assure you You heard nothing and you saw nothing!"
that you'll profit from it. But remembet-we You follow the fat man's directions and corne
have a deal. And to me, a deal is a sacred thing. out through a door near the drawbridge. The
The most important thing. You understand?" bridge is down at the moment. You cross over it
"Sure," you say. "When do I get my thou- and head for the Hot Dogs from Outer Space
sand?" Caf6. There's no sign of Walt there, so you buy
"First, what's your name and address, kid? We a hot dog and a shake. You're just finishing them
have to have it for our business records." when someone taps you on the shoulder.
He reaches into his wallet, peels off twenty "Don't make any mistakes," a voice says. It's
bills-all fifties-from his fat wad, then presses the clown, but he's already turning away. Before
the money into your hand. He grips your shoul- you can say anything, he disappears into the
der. "What's your name and address, kid?" he crowd. A few moments later, you're startled by
demands. the sound of a siren.
"None of your business!" you shout. The
man's grip tightens, his thumb and forefinger
digging deep into your flesh. He presses a
nerve. You scream.
"Tell us!" he snarls.

I
:

Go on to the next page. Turn to page 14.


88
You don't want to make a fool of yourself by
screaming, so you sit tight and hope for the best.
The clown throws a switch and presses a lever
partway down, sending your car and the empty
ones moving around the pole, gradually picking
up speed. The breeze fans your face. The cen-
trifugal force presses you against your seat belt.
Each time you spin around, you see the clown
standing by the controls with his eyes fixed on
you, a cruel smile on his face. The cars are al-
ready going as fast as they normally go, but now
the clown is pressing the lever even more,
speeding the ride up so fast that you're thrown
to one side. Your seat belt, digging into your
waist, is all that's keeping you from being hurled
into space!
"Helllpp!" you scream. But at that moment
the clown jams the speed lever allthe way down,
sending the cars whirling even faster, straining
the steel cables holding them. The whole world
around you becomes a dizzging blur.
The force is so great you're beginning to feel
faint. Your screams die in your throat. You're
losing consciousness. Then suddenly you're
moving in a straight line! The car, with you in it,
has come off its cable and is flying like a projec-
tile shot from a cannon. A second later it
smashes into the wall of Horror Casfle, and you
become another victim of Fright Night at Dare-
devil Park.

The End
I
90 9t
At least you have the golden key. You try to You catch your breath a moment, then shinny
pull it out of the keyhole. It's jammed! .
the rest of the way down to the bottom of tfrl
You turn it again. Still lammed! You angrily loop. You grip the rail with your legs and blow
kick the ground. Now you don't even have the on your hot, red hands.
key! The people in the cars are waving at you.
The spider moves a little. You gaze longingly "Good going!" someone shouts.
at the fabulous emerald in the box. You have a "Better stay where you are!" the older man
feeling it's worth even more than the golden yells.
key. Maybe you can get it by making a quick You look down at the pond below. It's a
grab for the box! longer drop than you thought, but you should be
Or maybe you'd better resign yourself to get- all right. You rest a few moments, then hang
ting nothing. down from the rail, getting as close to the pond
as possible, and jump.

;r

lf you make a quick grab t'or the box,


turn to page 63.

lf you decide to giue up,


turn to page 34. Turn to page 7.

i
93
You decide to keep mum. But you don't feel
good about it. You don't even feellike riding any
more rides. You decide to have another hot dog
and wait for your friends.
The hot dog doesn't taste so good by the time
you finish it, and you're glad to hear Uncle Jay
call your name. You turn around and see him,
Walt, and Kyra. They all look terrible, as if
they've been sick.
"Sorry we're late-we had a bad time in the
House of Nightmares," Uncle Jay says. "C'mon.
Let's go."
Kyra starts crying as you walk toward the
gate. "We should never have come here," Walt
says.
"l'm just glad we're getting out alive," adds
Uncle Jay.
They pass through the entrance gate, and
you're about to follow them when you feel a
hand on your shoulder. It's the clown. He leans
so close to you that you feel his oversized nose
against your cheek.
"You were smart not to talk to the cops," he
whispers and hands you a wrapped-up newspa-
per. You have a feeling there's more money in-
side, but you don't dare look while so many
people are around. "Enjoy your present," the
clown says. "We'll have more business for you
soon." He drifts away into the crowd. You peek
inside the newspaper as you pass through the
gate. There's a hundred bucks in it!

Turn to page 74
94 95
"Prepare to unload," says a tape-recorded
voice.
Your gondola is coming to the platform. You
stand by the door and jump as you pass over it,
your momentum camTing you forward so that
you have to run a few steps to keep from falling
on your face. A second later the tram jerk to a
halt. Someone has stopped it. You wonder what
went wrong.
Ahead of you is a plywood wall with an en-
tranceway cut into it. The sign over it says: true
TO INFINIry. YOU,LL NEVER BEUEVE YOU'LL COME
BACK, AND MAYBE YOU WON'T.
The usual Daredeuil Pork attempt to scare
people, you think. But after what you've seen so
far, you're scared even without reading any sign!
"Well, this is what I came here for," you say to
yourself. You stride through the entrance. An at-
tendant motions to you to get in line. The line is
surprisingly short-almost everybody seems to
have been scared away. When the next group of
cars comes in, all the people ahead of you are
able to get on, leaving you first in line for the
next group.

Go on to the next page. Turn to page 46.


96
You raise your safety harness-it's not even
locked-and cautiously stand up. Then, bracing
yourself, you give a little leap, clutch one of the
tracks, and swing yourself over them.
Now to slide down to the low point. The only
trouble is that once you start sliding, you may
not be able to stop!
People on the coaster are watching. "You
could get electrocuted'!" the guy who was next to
you shouts.
"T.hey t+r.nd,t#e=tr*eaaaer o,f{-!" you ye{l back.
"How can you be g'rre?" he shouts. "This is
Daredevil Park!"
"You'd better come back," the older man
calls.
But you couldn't even if you wanted to! You're
losing your grip, slipping faster and faster down
the steep irrcline.
You,try to break your fall and hold down your
sped, ,but"the-fr.ictioa,is heating up yGur hands.
Youqrn't standitl You-tl haw to let go! But then
you {eel the pressure easing. You're slowing
down. You've reached the curve where the loop
bottoms out!

Turn to page 97.


98 99
You are both curious and horrified by the You decide that the line for Rocket to the
coffins, and haPPened to Moon isn't that bad. In fact, people seem to be
the two me climb into a dropping out-the line is getting shorter. As you
coffin? You to them. and Walt approach the amazingly high
cylindrical tower you see a sign:

WARNING! THIs RIDE MAY HAVE ADVERSE


EFFECTS ON YOUR HEALTH. TURN BACK IF YOU
HAVE ANY DOUBTS.
You peer into one PROCEED AT YOUR OWN RISK!
an opening at one
through. That must Getting closer, you see even more people
There must be funn dropping out, including some who have almost
the coffins. You check and see that the other reached the entrance. Then you see why. Offi-
coffins have openings, too. cials are camTing two young men out from the
At that moment you're distracted by the tower.
witches' chanting:

Double, double, toil and trouble;


Fire burn, and cauldron bubble.
Fillet of a fenny snake
In the cauldron boil and bake;
Eye of newt and toe of frog,
Wool of bat and tongue of dog,-

Turn to poge 49. Turn to page 60.


100
You insert the key in the lock. It fits. You turn
it. The latch springs open. You lift the lid and
look down at a spider perched on a small glass
box. Inside the box is an enormous emerald,
which even in this dim light sends out quivering
rays of brilliant green light.
The spider's abdomen is almost completely
round and about a half inch across. Its body is
glossy black except for a bright red hourglass-
shaped marking on its lower abdomen. It
doesn't look like any house spider you've ever
seen, but you're pretty sure you've seen its pic-
ture in a book. If you're not mistaken, it's a black
widow, one of the most poisonous spiders in the
world!
The spider, aroused by your opening the
chest, is holding its head up-you're sure it's
aware of you. You'd like to get that emerald but
you don't dare reach past the insect.

Turn to page 90.


l02 103
"Look, Walt," you say. "l'm glad you think it's You get in line and then wait while the group
fun doing all the things ghosts do, but I want to ahead of you rides. After they get off, you're first
be me again! I want to be a real person, made in line. You climb into a car, and the attendant
of real flesh and bones!" sends it swinging up about twenty feet in the air
Walt drapes a foggy arm around your cloud- while the next car comes down to the loading
like form. "Look, I understand how you feel. It platform. Glancing around, you're startled to see
takes a while to get used to being a ghost-l'm the clown! He cuts through the line and starts
still adjusting myself. But hey, you'll learn to love talking to the attendant. Then he says some-
it. A ghost is free in a way a lMng person never thing to the people who were waiting in line be-
is. Besides," he says softly, "you've got to get hind you. To your amazement, they all start
used to it. Come on, I'[ show you how we haunt leaving. A moment later the attendant closes the
people!" gate. Suddenly you see that you'll be the only
You hesitate, your ghostly form still shrinking one riding! It gives you a $eepy feeling. Why
in despair. just you? You want to get down, but you're
twenty feet up in the air!
You have an urge to scream at them to let you
off. But you don't want to make a fool of your-
self .

If you join Walt ond the other ghosts,


turn to page 16.
If you remain silent, turn to page 88.
lf you decide to look for some way to get
back to being aliue, turn to page 75. If you scream out, turn to page 717.
104
"Maybe it's someone who got too close to the
golden key," you say.
"Joker," Walt says, returning your earlier
shove. You bump into a woman and her daugh-
ter in front of you.
"Sorry," you tellthem. The daughter gives you
a dirty look. You could give her a dirty look back,
but instead you flash a big smile. She giggles, but
not for long. A deep voice startles you both.
"Welcome to the castle of the cruel Knight
Lawless." A robust old man has suddenly up-
peared belore you. He's wearing high boots,
white silk pants, and a blue vest with gold trim.
His peaked cap is adorned with a white plume.
"Thank you," you say.
"Don't thank me," he says loudly, so that the
&):
people around you can hear. "When Knight
Lawless was exiled here, he filled the castle with
so many perils and horrors that even the king's
soldiers were afraid to go inside." He bends over
a bit. In a lower voice, he adds, "Just between
you and me, it is dangerous in there. You'd be
wise to go back."
Walt snickers. "Get out of here," he says. You
wonder if he'll be so cocky when the two of you
get inside.
A moment later. you hear a loud squeaking,
cranking sound. The drawbridge is going up be-
hind you. They're probabiy raising it to prevent
too many people from being in the castle at one
time. Still, it makes you feel trapped.

Turn to page 35.


106 t07
You go through the door on the right. It shuts A gust of wind strikes. The back of the coaster
behind you. A light comes on. You're in a tiny quivers and sways. Passengers start screaming
room with one other door. Hanging on a hook again.
in front of you is the golden key! You've found "Don't anyone move!" someone cries.
it! "Wouldn't take much to shake us completely
You pullthe key off the hook-it's quite heavy loose," the guy next to you says.
and almost as big as your hand. You throw open A few moments later an attendant at the tun-
the door ahead of you, hoping it's the way out, nel opening calls down to you: "Sit tight. We've
but find only a passageway with yet another furned the power off. We have to get a crane."
door at the end of it. You lean forward and try to see above the
As you walk toward this door you notice an al- coaster. It's held only by a single steel arm that's
cove to one side. In the middle of the alcove is a connected to the rail. The arm is bent and cracked
tarnished silver chest about two feet long and a from the strain. It could give way anytime!
foot high. There's a lock on it. You hold the Another gust of wind sets the rear of the
golden key next to the keyhole. It looks as if it coaster vibrating.
would fit. The guy next to you is looking down. His face
You wonder whether to try to unlock the has a greenish cast that makes you turn away.
chest. It seems like a natural thing to do, but on You have a feeling it will take them a long
Fright Night in Daredevil Park, you can't be sure time to get a crane. Studying the situation, you
of anything! see that you could climb out of the car, pullyour-
self up to the tracks, and-if you were very care-
ful-shinny down the tracks to the lowest point
before they loop up again. From there it looks
like about a twelve-foot drop to the pond. You
don't know how deep the water is, but it would
certainly break your fall to some degree. Then
you could wade or swim to the edge.

lf you try to unlock the chest, lf you decide to wait to be rescued,


turn to page 700. turn to page 22.
lf you pocket the key and moue on-, lf you decide to try to get down to the
turn to page 66. ground, turn to poge 96.
109
You push through the door to the tower and
find more stairs going up to yet another level.
That surprises you-the tower didn't look that
high from the outside.
At the top of the stairs you find a tiny, round
room. It's only about eight feet across, but the
cone-shaped roof soars at least twenty f.eet over
your head. A narrow opening in the wall serves
for a window, but it's far too high for you to
reach. The floor, like the walls and ceiling, is
made of large cut stones. The room is com-
pletely bare except for more carcasses of long-
dead pigeons.
In a panic you rush back down the stairs and
try the revolving door. "Please open," you mur-
mur, and push with allyour might.
It doesn't budge. The sign was right. There is
no exit.
You go back to the little room at the top and
stare at the thin slit of sky visible high over your
head. How could they do this to you? They
should have locked the door to the tower, not
just put up a signl
Maybe others will come up here. Maybe not.
You scream for help and keep screaming untilfi-
/ nally you give up, certain that no one can hear
you through the thick stone walls.
Frightened as you are, you still feel sure you'll
be rescued sometime. Walt willtellpeople where
you went if he gets out all right himself, and of
course he'll get out. The Minotaur can't be real.
It's scary, but there's no need to worry.

Turn to page 82.


110 111
The sign says DEAD END-- co BACK. Beyond it, "Let me down! Help! Police!" you scream.
the tunnel goes around a curve. "Help!"
You're about to suggest turning back when The attendant is nowhere to be seen. The
Walt ducks under the rope. He keeps moving. clown has taken the controls! He is about to
"H"y, wait a minute!" you call. throw the switch to start the ride, but a man runs
"No way!" he yells over his shoulder. "That up to him, shouting. It's Uncle Jay!
sign is there because we're getting too close to "Let that kid down!" he screams. "Now!"
the golden key. I'm sure of it!" He disappears The clown takes a quick look around and then
around the curve. A second later he calls, suddenly vaults over the gate and disappears
"C'mon, there's still enough light to see!" into the crowd. A second later you see two po-
Walt is getting carried away, you think. But you licemen weaving their way toward you. Before
don't want to stand there by yourself. You follow they arrive, another attendant comes over and
him to see what's around the cure. Then you brings your car back down to the platform. You
hear a splash and a cry for help. Walt's in trouble! Ieel a tremendous sense of reliel as you disem-
You round the curve and grope your way for- bark.
ward through the near darkness, then stop By now the policemen have arrived, including
short. There's another rope across the passage- the one you talked to before. With them is the
way, but it's gone slack and is only ankle high- attendant who was running the ride before the
Walt must have tripped over it. And beyond it is clown came along.
a ledge overhanging a deep ditch filled with fast- "What was the problem?" Uncle Jay asks you.
flowing water. His face is red with embarrassment. He doesn't
"Walt, where are you?" understand why you made such a scene.
"Hetel." he shouts. "l'm trying to keep from "This kid had good reason to be scared," one
going through this pipe!" of the officers says. "The attendant who usually
Your eyes are getting used to the dark-you runs this ride told me the clown paid him fifty
can see what's happened. The water in the dollars to let him take over for a while." He puts
moat ends up going through this ditch and then an arm on your shoulder. "You'll have police
funnels into a huge pipe about three feet across. protection until this case is solved."
There's a grating across the mouth of the pipe,
and the current has carried Walt up against it.
The sides of the ditch are too steep to climb.

Turn to page 37. Turn to page 69


Lt2
You look back and see him lying on the plat-
form. An attendant is kneeling beside him. No
one gets on as the next two cars go by. Then
you stop watching as your car starts swinging
dizzlly, throwing you from side to side. By the
time you look again, your view is blocked by the
gondolas coming after you.
From your vantage point, thirty feet in the air,
you have a good view of the park. You're pass-
ing right over the Whirlaway. It's just starting up,
and the cars are all swinging around the center
pole. They're moving fairly fast, but all in all, it
looks like the least scary ride in the pa:rk.
Several empty gondolas pass you returning
from the Trip to Infinity, then one with two peo-
ple in it: a man staring straight ahead, his face
Irozen as if carved in stone, and a child slumped
over beside him. Her face is so pale you wonder
if she's dead. Suddenly you realize it's Uncle Jay
and Kyra! You wave and yell, but their gondola
has already passed.
What happened? You won't know until you
get back.
Again your gondola begins to swing. The ca-
ble creaks and groans. Walt may be hurt, some-
thing's wrong with Kyra, and Uncle Jay seems
paralyzed with fear. You wonder what will hap-
pen to you!
Looking ahead, you can see only a part of the
track for the Trip to Infinity, a stretch of tight loops
and turns before it goes into a tunnel in the cliff.

Turn to page 94.


114 115
You go to the Hot Dogs from Outer Space You go through the middle door and enter a
Caf6, but there's no sign of your friends there. tunnel that immediately forks. You try going
You stop by the Whirlaway. But they're not in right but soon find yourself back at the begin-
line or in any of the cars. Maybe theg're in the ning. The fork isn't a fork at all but just two ends
House of Ntghtmares, you think. It's close by- of a loop.
you might as well check it out. You return to the chamber of the witches.
After waiting in line a few minutes, you pass They are still there, gathered around their
through an entrance gate and enter a curving, al- steaming cauldron. Seeing you, they let out
most pitch-black tunnel. The tunnel ends at a re- wicked, cackling laughs.
volving door. You pass through it and in the dim
light see that you have entered a large cave. It's
filled with bats! Bats and screaming people-as if
everyone at Fright Night has been trapped here!
The bats dive at people and then swoop past,
missing them by inches. Like everyone else, you
duck and twist away from the attack. It's total
panic, total confusion.
You look for Kyra and Walt but don't see el-
ther of them. You huddle next to a couple of
teenagers, ready to shield yourself from the next
attack.
"ls there any way out of here?" you ask one kid.
"Nope," he answers. "The door we came in
by won't turn the other way. There might be an-
other door-but you'd have to go even deeper
into the cave to look for it, and it's totally dark
there." He turns away as three bats dive at him
at once.
You work your way over toward a far corner
of the cavern, hunching down each time a bat lf you go through the door on the let't,
swoops near you. Then one strikes, digging its turn to page 15.
little fangs into your neck.
lf you go through the door on the right,
Turn to page 76. turn to page 706.
tt7
"You had a close call, kid," he says. "You were
almost electrocuted by that faulty panel. We had
to give your heart a jolt and do CPR, but your
pulse is back to normal now. I think you're go-
ing to be okay."
You close your eyes for a second. Your chest
hurts where they pounded it, and your hand
hurts where the electricity burned it. But you're
alive!
Then you think of Walt, still in the Realm of
Ghosts, if he really is a ghost. But maybe it was
just some sort of dream you had. A near-death
experrence.
Well, if Walt is a ghost, at least he seemed to
be enjoying it. You hope he'll be happy. You ll
miss him. But you also hope you won't join him
for a long, long time.

The End
118
You struggle to your feet and start toward the ABOUT THE AUTHOR
ride's exit. The horn is sounding again, so loudly EDWARD PACKARD is a graduate of
that you hold your ears. Compressed gas is re- Princeton University and Columbia Law
leased. Fog flows up around you. You stumble School. He developed the unique storytelling
forward, but you can't see. You turn around, try- approach used in the Choose Your Own Ad-
ing to get your bearings. The pressure is hurting venture series while thinking up stories for his
your ears. There's a shrieking noise overhead- children, Caroline, Andrea, and Wells.
the space capsule is coming down.
On you!
ABOUT THE ILLUSTRATOR
The End FRANK BOLLE studied at Pratt Institute. He
has worked as an illustrator for many national
magazines and now creates and draws car-
toons for magazines as well. He has also
worked in advertising and children's educa-
tional materials and has drawn comic strips,
including Annie. He has illustrated many
books in the Choose Your Own Adventure se-
ries, including Master of Kung Fu, Return of
the Ninja, Through the Black Hole, The
Worst Day of Your Lit'e, Master of Tae
Kwon Do, Hijocked!, Master of Karate, In-
uaders from Within, The Lost Ninjo, Dare
deuil Park, Kidnopped!, Master of Mortial
Arts, Master ot' Judo, and Losf Run. A na-
tive of Brooklyn Heights, New York, Mr. Bolle
now lives and works in Westport, Connecti-
cut.
LES \-
:anr Books in the Choose Yorrr Ou'n Adrenrul e series
, icLrr bookseller for the books vou hare missed

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