You scowl, but you have to admit he has a point. "I had no choice but to leave you." You study his careworn face. "I take it your uncle didn"t listen to you."

"Worse than that," he says, settling beside you. "While we spoke, I saw his hands had been burned. He said it happened trying to pull free the poisoned cloak that killed my father." He shakes his head. "I turned it over in my mind a hundred times. My uncle made no move to touch that cloak."

"So the burns . . ." you say, piecing it together.

"He must have been the one who poisoned it. It wasn"t Tus, it was Nizam."

"I"m sorry, Dastan." You know this is difficult for him. You can"t imagine what it would be like to be betrayed in such terrible ways by the people you called your family.

16.

"What about the Dagger?" Dastan asks.

"Given to the girl whose goodness won man his reprieve," you answer. "It"s meant to be used in defense of the Sandgla.s.s. The Dagger blade is the only thing that can pierce the gla.s.s and remove the Sands of Time."

Dastan nods, showing he understands. "But if one were to place the Dagger in the Sandgla.s.s and press the jewel b.u.t.ton at the same timea""

"Sand would flow through endlessly." You finish for him.

"And you could turn back time as far as you like!"

"Yes," you admit. "But this is forbidden. History is a book written by the G.o.ds. Changing it is an abuse of their gift."

"My uncle saved my father"s life when they were children," Dastan says, realization dawning on his face. "He means to go back in time and undo what he did. Let my father die! That would make Nizam king for a lifetime!"

You fear he is right. That his uncle"s greed and ambition will make him use the Dagger in such a waya"if he gets his hands on it. You have to make Dastan understand how catastrophic that would be.

13.

Your head whips back and forth searching for a way to create a diversion. Then you see ita"the ostrich pen!

You sidle over to the pen and kick the latch free. The birds stampede onto the track, disrupting the race and angering the crowd. Amar"s men pour onto the track trying to catch the squawking creatures. You see Dastan leap over the railing onto the track, dodging ostriches as he chases the Dagger. Amar"s men start going after him.

You fling open a cage filled with weapons. "Hey! Over here!" you shout to the crowd. You toss weapons out, causing a full-fledged riot.

You run toward Dastan just as he knocks out the man with your dagger. "Get to the tunnel!" you cry.

You race through a tunnel leading to the valley. You hear a loud sc.r.a.ping sound and see a gate dropping down from the ceiling. You charge forward, drop, and roll under the gate. The gate hits the ground with a thud.

With Dastan on the other side.

"Pull the lever," he says, pointing to the wall. "It will open the gate!"

Amar and his men are closing in.

"Give me the Dagger," you say.

Dastan glances over his shoulder, then back at you. "This is not the time!" he shouts. "Now pull it!"

"Give me the Dagger!" you insist.

Suddenly, he pulls his sword and thrusts it at you through the bars!

82.

"Stop it!" you scold yourself, your voice echoing back to you. You are a Guardian, not a helpless maid. Astrella snorts and her ears twitch. You pat her neck. "Sorry, girl," you say. "Didn"t mean to startle you."

Another crash of lightning makes her whinny. You cluck at her. "Okay, we"ll go in even farther. Get you away from the cave"s entrance."

You carefully bring the mare deeper into the cave. Not carefully enough. You trip over something and stumble onto the mucky ground.

You feel around to find out what tripped you. It"s a satchel. Someone must have left it here. You open it and pull out two things: a large, highly decorated jar. Tracing its raised design with your fingers, you guess its covered in images of wild creatures and exotic plants. It feels heavy, so you know something"s inside. The other thing is a tiny box that appears to be covered in gold leaf and precious gems. It feels empty.

Which should you open?

Open the large jar, 42

Open the tiny box, 97

You leap onto the column, clutching it as it crashes down, creating a bridge between you and the Sandgla.s.s. The impact knocks Nizam over, and he drops the Dagger. You race after it, and more shaking throws you to the ground. You lie there stunned.

So close! Your fingers touch the Dagger"s handle. Yes!

Nizam lunges at you, desperate for the Dagger. You tuck and roll out of his way, and he falls into the chasm, screaming the whole way down.

You roll onto your back and clutch the Dagger to your chest. You shut your eyes and breathe hard, trying to get up the strength to stand.

"Strange spot for a nap," you hear Dastan say.

You gaze up to see him standing over you, b.l.o.o.d.y and covered in dirt.

He holds out his hand and you take it.

It"s over. The world is safe.

You smile at Prince Dastan. "We did it," you say, full of wonder. Then you smirk. "Let"s get out of here. Someone could really use some cleaning up."

Prince Dastan feigns shock. "I hope you"re not talking about me, Princess," he protests. "Have you seen a mirror?" Then he grows serious. "Before my father died, he made one last decree. Do you remember?"

You blush. You do. It was that you and the prince should marry. You find you are no longer horrified by the idea. In fact, you have a funny feeling that perhaps this, too, is part of your destiny.

THE END.

You study Dastan"s face, desperately hoping you"ve gotten through to him, and made him see the importance of your sacred duty. He gazes solemnly at the Dagger.

"The secret Guardian Temple outside Alamut is a sanctuary," you say. "The Dagger must be delivered back to the safety of this sacred home. It"s the only way to stop this Armageddon. That"s the truth, Dastan. Give me back the Dagger so I can take it there."

Dastan is clearly weighing his decision. Then, to your shock and horror, he slides the Dagger back into his belt.

"I"m sorry, Princess," he tells you. "I can"t do that."

You stare at him, stunned.

Do you attack him to get the dagger back? 102

Or do you try to find some other way to persuade him? 31

At the word "dagger," Nizam"s expression changes. "Why is your princess so concerned about a single dagger?"

Perhaps this was a mistake. He seems far too interested.

"I . . . I think it"s a dagger," you say. You open your eyes wide, as if you aren"t all that bright. "Maybe it was something else she wanted to get from Prince Dastan." You rack your brain trying to come up with a word a dim-witted servant might have mixed up with dagger. "Swagger? Yes, that"s it! She wanted to know where he got his swagger!" Inwardly you groan. You can"t believe that was all you could think of!

Nizam chuckles. "I wondered how you would talk yourself out of this one, but I had no idea it would be so funny. I never thought of princesses as being so . . . entertaining. Usually they are dull and spoiled."

You grow cold as you look at him.

"I know all about the Dagger, Princess Tamina," he says, his voice hardening. "Perhaps we can work together to wrest it out of Prince Dastan"s hands."

This is a surprising twist. "There"s one problem," you tell him. "I don"t want you to have it any more than I want Prince Dastan to have it. So why should I help you?"

Nizam suddenly grips you by the throat. "If you do, I"ll let you live. If you don"t . . ." He squeezes harder.

"All right!" you gasp.

48.

The genie"s eyes narrow. He circles you. "I know you"re on a sacred quest," Kartosh says, surprising you.

You had not told him that. "But what kind . . . I wonder. . . ."

You notice the rain has stopped. You should get awaya"quickly.

"Very nice to have met you," you say, taking Astrella"s reins. "I really must be on my way."

In a flash, he blocks the mouth of the cave. "You released me from the box. I demand you take me with you."

"You demand ?" you say.

"I could be very helpful." Kartosh wheedles. "I see danger around you. Perhaps I can afford you some protection."

Perhaps he could. Or perhaps he"s the danger!

If you ask him to accompany you, 61

If you tell him he can"t come with you, 54

You don"t think you"ll be able to make the long journey on your own. You shout and wave to the Bedouin caravan, and they stop long enough for you to catch up.

You don"t speak their language, but you manage to make yourself understood. Someone brings you a goatskin of water, another some dates and nuts. But it"s clear they want to keep moving. A young boy leads a camel to you. You"re going to have to ride the thing!

The boy gets the camel to kneel, and after several attempts to mount it, someone helps you climb aboard. Then the boy gives a signal, and the camel makes its jerky rise.

Whoa! It"s hard to stay on as the camel starts walking. Even harder to control it. It definitely has a mind of its own.

"Hey!" you call. "Wait up!" The camel has decided it wants to go in a different direction. By the time you get it turned around, the rest of the group has traveled far ahead. You watch as they stop. The young boy rides back and grabs the camel"s reins. You are terribly embarra.s.sed, but that"s the way you ride until they decide to stop for the night. Wandering a crooked path until the boy rescues youa"again and again.

In the darkness, you lie on the ground, wrapped in one of the Bedouin"s cloaks. Every single muscle aches. You quickly fall asleep.

69.

It"s just in time. Out of the sand funnels come powerful horses carrying black-clad fighters. The mud soldiers charge toward them. Astonishing! The battle is over in just minutes. The mud soldiers win!

Kartosh says another incantation and the mud soldiers melt away back into the ground.

"I-I don"t know how to thank you," you tell Kartosh.

"A gift is customary," Kartosh snaps.

You laugh. "I"d hate to break with custom. So what would you like?"

He casts his eyes down. "What I"d really like . . . though I"ll regret giving up the gold I usually demand . . . well . . ." He brings his eyes up to meet yours. "I"d like to continue on with youa"even though we"ve defeated your enemies. I"ve been locked up in a box for a thousand years."

"Poor Kartosh," you say. "You must be so lonely."

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