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You prepare to fight for your life!
If you wish to attack the Dweller with your seaglass dagger, go to 21.
If you want to look for a more deadly weapon, go to 49.
36
“I challenge Keto to a duel,” you cry. “I will prove that I am worthy to speak for my father!”
Keto raises her sword and lunges at you.
You unsheath your seaglass dagger and deflect the blow.
One of Tethys’s Finfolk guards throws you a sword. It is your turn to attack.
Queen Keto is strong, but you are quicker. With a lightning strike, you knock the sword from her hands.
Keto spreads her arms wide. “You have beaten me.”
If you wish to strike Keto, go to 20.
If you want to deliver your father’s message, go to 26.
37
You decide to ignore your father, and join the fight to save Coral City. You find the Captain of the Palace Guard and demand a weapon.
“You know I can fight!” you tell him.
He shakes his head. “No! If anything happens to your father, you will be ruler of the Merrow.”
You realise the Captain is right – but if you can’t fight, you can at least take your father’s message to Lana.
Go to 9.
38
You hide inside the shell of a giant clam.
As the pirate ship comes closer, you can hear pirates talking.
“Don’t see why we have to hunt mermaids for the Tritons,” grumbles an oarsman.
The steersman scowls. “The Tritons give us air bubbles so we can hide underwater. Anyway, who cares what happens to a bunch of fish-tailed flibbertigibbets. I’m only here to find out if the Merrow have any treasure. Keep rowing!”
If you want to attack the pirates in their air bubble, go to 10.
If you want to try to sneak past them, go to 6.
39
You swim away from the Selkies as fast as you can. But their swordfish mounts are too fast. Soon, you are surrounded by deadly blades.
There is no escape. You raise the conch shell to your lips and blow.
Go to 48.
40
You head for the cave – but as you reach it, a boat rows out! More pirates were lying in wait for you!
The crew are holding wicked-looking tridents. They are almost in striking distance: there is no escape!
You blow your conch shell.
Go to 48.
41
You draw your seaglass dagger and attack the nearest cave eel. But the movement attracts more eels. They dart towards you, and strike!
You feel the sting of their venom. With the last of your strength, you blow your conch shell.
Go to 48.
42
The merlions slowly surround you. You can see the hunger in their eyes. They close in. There is no escape.
You raise the conch shell to your lips and blow.
Go to 48.
43
“Let me go,” you tell the pirates, “and I’ll show you some sunken treasure. There’s enough gold to make you rich for life.”
The pirates’ eyes glint greedily. “All right, young Merrow.” They untie you. “Take us to the treasure!”
If you want to try to escape from the pirates, go to 12.
If you want to lead the pirates away from their ship, go to 24.
44
“You must leave the city through the Lost Caves,” says Lana. “All other exits will be watched. But beware the Dweller of the Deep, who rules the caves.”
You thank Lana for her advice, but you are not sure you want to follow it: you are afraid of the darkness and danger of the Lost Caves. Should you try another way?
If you wish to follow Lana’s advice, go to 31.
If you would prefer to try the sea trench, go to 5.
If you think you should try to find another way, go to 14.
45
It is pitch-black in this tunnel. You can see nothing.
Something brushes against your face. You flinch. More stems of seaweed cling to you like clammy fingers.
You break free of the seaweed, and swim out of the tunnel into a large cave.
Something clatters as your tail brushes the cave floor. You reach down, and feel something hard and curved. The floor is covered with bones!
A voice echoes from the darkness. “Welcome to the realm of the Dweller of the Deep.”
If you want to swim away, go to 7.
If you decide you must talk to the Dweller, go to 35.
46
You hide in the wreck. Moments later, you hear voices. It’s a Triton patrol! Its dogfish find you and start barking.
“Come out!” orders the patrol leader. You do not move.
The Tritons begin to strike the hull. The wreck shakes and timbers fall, pinning you to the seabed.
You manage to drag the conch shell to your lips, and blow.
Go to 48.
47
You bow low before Tethys. “My father, King Edmar, greets the Lady of the Sea.”
Tethys eyes you coldly. “What do you want?”
“The King asks you to stop Queen Keto’s attack on Coral City.”
“The Merrows attacked my people first!” cries the Triton Queen. “This little Merrow is only a messenger, and has no right to accuse me!”
If you want to accuse Queen Keto of lying, go to 16.
To challenge Keto to a duel, go to 36.
48
A whirlpool forms around you, whisking you away from danger.
The rushing water slows. The whirlpool disappears. You are back in the grotto of Lana the wise-woman.
She shakes her head on seeing you. “Perhaps you are not ready for this task.”
“I am!” you tell her. “I must get to Tethys! I am ready to try again.”
Go to 31.
49
Feeling among the bones on the cave floor, your fingers grasp a tusk of a narwhal. You lift it and brace the end against a rock.
You are only just in time. The hagfish charges, and falls onto the tusk.
Quickly you swim past and out of the Lost Caves. You are outside Coral City! You wait in the shadow of a sea cliff. Ahead of you there are enemy patrols, searching the dark waters.
If you want to head to Tethys’s palace as quickly as possible, go to 11.
If you decide to try to sneak past the enemy, go to 25.
50
You return to Coral City to a hero’s welcome. The Triton army, along with the pirates, have fled. Tethys’s Finfolk soldiers patrol the city to see that they do not return. The damage caused by the pirates’ cannon is already being repaired.
Your father takes your hand. “You have saved the city,” he declares. “If we ever go to war again, I shall know better than to try to keep you from fighting! What can I offer you as a reward?”
“A sword of my own,” you say.
King Edmar laughs. “You shall have it! You are a hero!”
I HERO Quiz
Test yourself with this special quiz. It has been designed to see how much you remember about the book you’ve just read. Can you get all five answers right?
To download the answer sheets simply visit:
www.hachettechildrens.co.uk
Enter the “Teacher Zone” and search “Immortals”.
Question 1
Who is the only one powerful enough to defeat the Tritons?
A Queen Keto
B Tethys, Lady of the Sea
C Lana, the wise-woman
D The Dweller of the Deep
Question 2
What is the name of the Merrow home city?
A Crab City
B Coral City
C Cabbage City
D Clam City
Question 3
Which weapon do you use to defeat the Dweller of the Deep?
A a seaglass dagger
B a sword
C a conch shell
D a narwhal tusk<
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Question 4
Which magical object does Lana give you?
A a snail shell
B a clam shell
C a conch shell
D a seaglass shell
Question 5
Who do you duel with in Tethys’s palace?
A Queen Keto
B Lana
C King Edmar
D The Dweller of the Deep
About the 2Steves
“The 2Steves” are Britain’s most popular writing double act for young people, specialising in comedy and adventure. They perform regularly in schools and libraries, and at festivals, taking the power of words and story to audiences of all ages.
Together they have written many books, including the Crime Team series. Find out what they’ve been up to at: www.the2steves.net
About the illustrator: Jack Lawrence
Jack Lawrence is a successful freelance comics illustrator, working on titles such as A.T.O.M., Cartoon Network, Doctor Who Adventures, 2000 AD, Gogos Mega Metropolis and Spider-Man Tower of Power. He also works as a freelance toy designer.
Jack lives in Maidstone in Kent with his partner and two cats.
This ebook edition published in 2015
Franklin Watts
First published in Great Britain in 2015 by The Watts Publishing Group
Text © Steve Barlow and Steve Skidmore 2015
Illustrations by Jack Lawrence © Franklin Watts 2015
Cover design by Jonathan Hair
The “2Steves” illustration by Paul Davidson used by kind permission of Orchard Books
The authors and illustrator have asserted their rights in accordance with the Copyright, Designs and Patents Act, 1988.
All rights reserved.
PB ISBN 978 1 4451 4088 9
ebook ISBN 978 1 4451 4087 2
Library ebook ISBN 978 1 4451 4089 6
Franklin Watts
An imprint of
Hachette Children’s Group
Part of The Watts Publishing Group
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50 Victoria Embankment
London EC4Y 0DZ
An Hachette UK Company
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