
At the sight of your Wizard's Staff and in the light of the damage it has inflicted on their fellows the wildmen rise up in fear and make a run for the door.
If you wish to stop them from leaving by attacking them, turn to 176.
If you wish to conserve your energy and let them go, turn to 77.
Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.