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The Casle of Darkness (1)- In the fabled Realm of Avalon, the great King Arthur keeps court at Camelot. The Far reaches of his kingdom are terrorised by monstrous dragons and powerful warlocks, and the famous Knighs of the Table Round set forth on quests of valor to combat the forces of Evil. But YOU have been chosen to penetrate the enchanted fortress of the dreaded Wizard Ansalom and rescue Queen Guinevere from his sorcery.
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The Den of Dragons (2)- A huge and Murderous Dragon is rampaging through the Realm of Avalon, leaving a trail of friteful destruction in its wake. The brave Knights of the Table Round are powerless against the beast's might, and even Kings Arthue's court at Camelot is threatened by its fire-breathing fury. You alone can free the people from their curse. You alone must seek out and slay the foul reptile in its hellish lair.
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The Gateway of Doom (3)- Somewhere in the realm of Avalon is an open gateway into the ghastly Kingdom of the Dead. Through it comes hideous monsters and foul plagues. It must be closed or Avalon will be destroyed. King Arthur need a special hero for this awesome Quest, for a grisly death seems certain. No-one has ever returned alive from the horrors on the Other Side. That hero is YOU.
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Voyage of Terror (4)- Avalon is under attack. The Saxon horded are advancing against the kingdom and the magic sword Excalibur, defender of the realm, has vanished. But a freak accident of Merlin's magic transports you to ancient Greece- far from the desperate battle against the invaders... Cast adrift aboard a vessel of dazzling gold and stripped of your weapons and magic spells, you must confront a host of hedeous enemies. Can you overcome the gigantic, one-eyed Cyclops, the loathsome Harpy, the hammer-weilding Vulcan, and the animated corpse of a rotting Mummy- and then navigate your way through Time back to Avalon.
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Kingdom of Terror (5)- "Whoever holds Excalibur rules Avalon." States the ancient lore. And now King Arthur's fabled sword has been stolen. Avalon is in chaos, and Merlin's strongest sorcery cannot discover the thief. YOUR mission: to track down Excalibur through realms in time and space of incredible strangeness. Where you must use magic and solve cryptic puzzles to survive. Where creatures of hideous power will confront you. Where you will find the Kingdom of Horror- and adventure beyond your wildest nightmares...
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Realm of Chaos (6)- Take up Excalibur, the magic sword, and prepare to enter the Realm of Chaos! A sorcerer's curse has turned the kingdom of Avalon into a land of nightmare. Leprous fogs blot out the sun, putrid fungus attacks buildings, gold rusts, cloth rots and decay and death pollute the land. The castle of Camelot holds the key to the curse, but the great gates are barred. YOU must discover the secret route that leads inside its grim walls. But to do so you must enter the plague-ridden town of Glastonbury, where evil lurks behind every slime-encrusted door.
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Tomb of Horrors (7)- "You'll love this job,"said Merlin."No danger at all. None of that saving the world business. It'll be a piece of cake." Why then does a terrible foreboding overwhelm you as you enter the underground labyrinth of Grott's Tomb to do Merlin's "little favour"? Why is you path blocked by the horrific Draculina, fangs at the ready? Why are thre more monsters, and deadlier traps here than in any oy your previous adventurers? What is Merlin's real purpose in sending you unprepared into the appalling Tomb of Nightmares? And will you survive long enough to find out?
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Legion of the Dead (8)- 'Marching down from the north is a horrid army of skeletons and rotting corpses...' The legion of the Dead have caused havoc in Scotland razing villages, burning and pillaging, and now they are heading towards Avalon. At the head of their army is none other that your trusted friend and sorcerer Merlin. Once again King Arthur has called upon your help to save his kingdom.
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