eyes glow red, and they step forward.
There is no way out
You must combat the two droids to proceed.
Note: If you defeated the droid in the previous chamber, you can use the vibro-ax to cut off the heads of these two droids. By cutting off their heads, you will shut down their circuits. If you do not have the vibro-ax, you must choose one of your own weapons to disable the arms of these two droids. Each droid has three arms.
To disable the arms of both droids: Concentrate on one droid. Add your weaponry# to your weapon’s close-range# +1 for your confront#. Roll the 12-dice to disable the first arm of this droid.
If your confront# is equal to or more than your roll# , you may proceed to disable the droid’s second arm.
If your confront# is lower than your roll# , subtract the difference from your MP total and repeat this confront doubling your confront# for your new confront#. Repeat this confront with the new confront# until you have defeated the droids.
Once you have disabled all three of the droid’s arms, you must follow the same procedure to combat the second droid. When you defeat each droid, they fall to the floor, drained of energy.
To cut off the droids’ heads: Add your strength# to your stealth# +2 for your confront#. Roll the 12-dice to cut off the head of the first droid.
If your confront# is equal to or more than your roll# , add the difference to your MP total and proceed to combat the second droid using the same equation.
If your confront# is lower than your roll# , subtract the difference from your MP total. Now add +4 to your confront# for your new confront#. Roll the 12-dice again to continue to combat the first droid. Repeat this confront with the new confront# until you have defeated both droids.
After you have defeated both droids, add 10MP to your MP total (30MP for Advanced Level players).
Both droids have been defeated. The humming sound in the air stops, and the round table separates in half. You walk around the table and see that it has parted to reveal a hidden stairway. The stairway leads even deeper into the ancient tower.
You go down the stairs. It is dark, and you try to turn your infrared goggles back on. Their battery is dead. You put the stormtrooper helmet back on It’s uncomfortable, but at least the helmet’s infrared lenses help you see.
At the bottom of the stairs, you reach a tunnel entrance. You walk through.
Your boots make squishing sounds on the tunnel floor. It is covered with water, and you feel as if you are walking through a very long puddle. As you move forward, the water becomes deeper. Soon, it is above your knees.
By the time you emerge from the tunnel, the water is up to your waist. You enter a large cave. High above you, stalactites dangle from the cave ceiling. You look around, trying to find a ledge so you can climb out of the cold water.
Your leg brushes against an object, and you think it might be a rock. But when you try to find it with your boot, it is no longer there.
Nearby, you see bubbles rise to the surface of the water. You realize something is down there. Something alive.
The surface of the water explodes as a giant wormlike creature rises out of the water. It opens its mouth to reveal dozens of small, sharp teeth.
Just beyond the creature, you see some rocks. If you can make it that far, you might be able to escape.
You can choose to fight or evade the creature.
To fight: Choose your weapon. Your weaponry# plus your weapon’s close-range# -1 is your confront#. Roll the 6-dice to combat the creature.
If your confront# is equal to or more than your roll#, add the difference +2 to your MP total and proceed.
If your confront# is lower than your roll# , subtract the difference from your MP total and repeat this confront. Once you have defeated the giant worm you may continue to the rocks.
To evade (without Power): Your stealth# +2 is your confront#. Roll the 12-dice to evade the creature and escape to the nearby rocks.
If your