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One was momentarily beyond its reach, although a special wronk was being constructed to hunt it down.

The second was already on his way.

But it was the third that interested Antrax most. That one had actually penetrated all the way into the catacombs. It had bypassed the code at the tower door. It was not a creator, one of the expected ones, but it had resources and incredible inner power. Antrax could not determine the source of its power, only its measure. What mattered was that there was enough of it to sustain Antrax for decades to come, perhaps for centuries, limited only by the capacity of the available storage units.

Already Antrax was gathering and converting that power, drawing it from the intruder without his realizing, leeching it away bit by bit. It seemed to replenish itself, so the leeching was not yet detrimental to the intruder’s health. But that could change. Antrax would have to monitor it closely. Reaching out with its sensors to take the necessary readings, it took a moment to do so, finding the intruder still working hard in his futile effort to escape.

The Druid known as Walker, who, in a time before he lost his arm and found his destiny, had been called both Walker Boh and Dark Uncle, was seeking his way yet again. He stood in one of the myriad passageways of Castledown and tried to understand what he was doing wrong. His stomach roiled and his head ached. Something was amiss. Even without knowing what it was, he could feel it as surely as he could feel the discomfort in his body. All of his efforts to outdistance his pursuers had failed. All of his attempts to escape had led to nothing.

Behind him in the near darkness of the corridors and chambers, invisible for the moment, but there nevertheless, the creepers hunted him. He had fled them from the moment he had dropped through the floor of the black tower and spiraled down a chute into these lower depths. They had found him at once, and he had fought them off and escaped. But everywhere he turned, everywhere he went, they were waiting. Castledown was full of them, prowling the depths in such numbers that Walker could not see how an army could stand against them, let alone a single man. Yet he would do so, for as long as he was able, for as long as his strength allowed it.

What baffled him, in his desperate flight, was how unendingly similar everything was. Corridors and rooms without number, all empty of anything other than machinery built into the walls and lines of power that fed those machines, all of them the same. Nothing was different about any of them; nothing suggested the presence of the treasure he sought. There were no hidden doorways or secret passages, no concealing panels behind which or under which or above which a treasure might lie. He could detect nothing of what he was certain was there. He knew what he was looking for. Unlike the others who had come searching for it, save perhaps the Ilse Witch, he knew exactly what it was that he must find.

Unless it was all a clever lie, created by the mapmaker to lure and trap him.

Yet he had discarded that possibility long ago. The knowledge contained in those symbols and markings was more revealing than the mapmaker had intended. Unwittingly, perhaps, the mapmaker had given away a truth it did not fully understand.

That Castledown was a trap had been obvious almost from the beginning, and the reason for that trap became clear after their experiences on the islands of Flay Creech, Shatterstone, and Mephitic. What lived within Castledown wanted their magic. What it wanted the magic for, what purpose it intended for its use, remained a mystery. Walker was not even clear as yet as to whether his adversary was looking for a specific form of magic. It might be seeking only another wielder for the missing Elfstones, someone to take Kael Elessedil’s place. It might be looking for something more.

Whatever the case, it had used the castaway and the map as bait, the keys as lures, the islands as testing grounds, the spirits and creatures on those islands as measuring sticks, and its victims’ curiosity and persistence as goads. The keys they had struggled so hard to obtain were worthless in any real sense, of course. He still carried them within his robes, but had long since discarded the possibility that they would prove useful. They were lures and nothing more. But the map, notwithstanding its maker’s belief that it, too, was only bait, was invaluable.

None of which helped Walker in his plight. He began moving along the passageways once more, probing as he did so, seeking either to escape or to find the hidden treasure. Either would give him what he needed, a way out, a weapon to use against his mysterious adversary. He wondered at the fate of those still aboveground. They would never find him. They might not even try. The destruction they had encountered might have demoralized them utterly. If he was lost, they would reason, what chance had they? He had to hope that one or two would hold the rest together, that those he counted on most to stand firm would find a way do so.

Nevertheless, he had to get back to them quickly. Time was working against him; he had to get clear of the maze.

Creepers appeared from out of the walls right in front of him. Bright bursts of Druid fire lanced from the fingers of his good arm. Bits and pieces of his attackers flew apart, and then he was rushing past their remains, finding others waiting ahead. He destroyed them, as well, still advancing, knowing they could track him by his magic, that they could determine his progress by his use of magic. The less he expended, the better. Yet he could not hide completely, not mask his passage sufficiently, no matter what he did.

He rounded a corner and found a new set of passageways. Winded and aching, he pressed his back against the cool of the metal wall and clutched at his churning stomach with his hand. The maze of chambers and corridors was disorienting. He peered ahead and then back. He had come that way before. Or another way just like it. He was traveling in circles, careening this way and that to no discernible end. His mind spun with the possibilities of what might be happening, but a new rush of creepers distracted him and forced him to stand and fight once more.

He charged into them, hurtling them aside with his magic, slamming them against the walls of the passageway and turning them into smoking, shattered heaps. Again, he broke free.

Moments later, he was alone again, a solitary fugitive in an unfamiliar world. He still didn’t feel right. It was there in his bones and in his heart. He was half a step slower in his movements, a shade duller in his thinking, off balance just enough that he wasn’t functioning as he knew he should. Why would that be? He sped through shadows and pools of light given off by smokeless lamps, trying to find an answer.

But no answer came to him. He ran on, searching for help that wasn’t there.

Antrax monitored the human a few moments longer, taking measurements. The siphon was unobstructed and strong. Power from the expenditure of the intruder’s fire surged into the converters, then into the capacitors housing the fuel on which Antrax would feed. Antrax would let the human run from the creepers awhile longer, then change the scenario to give him something else to do. The possibilities were endless. But caution was needed. The human was intelligent; he was quick to reason things out. If Antrax wasn’t careful, wasn’t subtle enough, he would see through the subterfuge. That could not be allowed to happen.

Dismissing him, Antrax spun back down the miles of power lines that wound through the passageways and chambers, feeding out its sensors as it made a quick survey of its perimeter. No boundaries had been breached. No further intruders had tried to enter. Satisfied, it switched back to the room in which the special wronk was being constructed.

Matters were progressing as expected. Surgeon probes were assembling the wronk with their customary skill and delicate touch. The parts lay spread out on gurneys, those of metal sterilized and wrapped, those of flesh and bone hooked to the life-support systems, artificial body fluids pumping steadily through arteries and veins. Already the process of joining flesh to metal and synthetics had begun, a fusing technique developed in the waning days of the Old World and perfected since by Antrax through study and experimentation. There had been failures for a long time; madness had claimed the early wronks and negated their usefulness. But eventually Antrax had found a way to control the wronk mind sufficiently that insanity was not an option. Breakdowns eventually rendered the wronks useless, but they were longer coming and less devastating when they arrived. Now and again, the damage could be repaired and the wronks put back into service. The surgeon probes were quite efficient at their work.