67
‘Follow me, sergeant,’ says Captain Frankland. ‘I’ll take the one on the left, you take the one on the right. Is that understood?’
Sergeant Haskell acknowledges the order as he unsheathes his own combat knife.
‘You two stay here,’ says Frankland, addressing you and Marine Knott. ‘As soon as we’ve dealt with the sentries you follow us, OK?’
‘OK,’ you reply, simultaneously.
You watch expectantly as Frankland and Haskell creep up on the two unwary clansmen. Swiftly they silence them, and then signal to you to help hide the bodies. You respond immediately, but as you are nearing the end of the walkway, suddenly you see a clansman appear at the edge of the river bank and start to descend a flight of steps that leads to the walkway gate. It can only be a matter of seconds before he sees what is going on.
If you wish to raise your gun and open fire at the approaching clansman, turn to 215.
If you choose to draw a close combat weapon and hurl it at the clansman, turn to 166.
If you decide to shout a warning to the captain, turn to 29.