Keys to the Demon Prison (Fablehaven #5)(74)




"In my opinion, good choices are not always safe choices. Many worthy choices involve risk. Some require courage. You elected to heal Graulas. Seth, I believe that had I been in your shoes, with your knowledge, I would have done the same thing. I imagine you thought you were easing the departure of Graulas from this world. The demon had aided you in the past, and you were granting him what seemed a small favor. Had you known enough to anticipate what might happen, it would have been a poor choice indeed. But I've mulled it over, and I understand your decision. So did Coulter.


"Making mistakes is part of learning to choose well. No way around it. Choices are thrust upon us, and we don't always get things right. Even postponing or avoiding a decision can become a choice that carries heavy consequences. Mistakes can be painful--sometimes they cause irrevocable harm--but welcome to Earth. Poor choices are part of growing up, and part of life. You will make bad choices, and you will be affected by the poor choices of others. We must rise above such things.


"Although cataclysmic at a glance, your choice might have some benefits. Getting Graulas involved shuffles the deck for the Sphinx. Clever as he is, he would not have seen this coming. The Sphinx certainly was not the one who loaned you the artifacts. If he had the Translocator, all he had to do was bring a force to Fablehaven, recover the


Chronometer, and proceed with his plans to open Zzyzx. I expect your decision has disrupted his calculations. If that is the case, it could create opportunities.


"I knew you for only a short while, Seth, but I was impressed. You are my kind of person. When guys like us make mistakes, we clean up the mess. It will not be easy, it may not even be possible, but I'm going to make some drastic suggestions based on things I might attempt in your situation. Do with my ideas what you will."


The gaseous Patton gave a little smile. "Your family is trapped. Your enemies are on the move. The world is on the brink of destruction. I suggest that you save it."


A tingling thrill went through Seth. He liked where this was headed.


"If I were you, I would consider the artifacts gone and work under the assumption that my enemy will succeed in opening Zzyzx. When that prison opens, I would want to be on hand to oppose the demon horde."


Goose pimples rose on Seth's arms. Could he do something so bold? Wouldn't the demons trample him?


"You will need a weapon. In this case, I would think big. I would try to find Vasilis, the Sword of Light and Darkness, the most fabled blade of which I am aware. Remember the name: Vasilis. Say it to yourself." Seth whispered the word. "This storied blade reflects the heart of the wielder. In the hands of a virtuous shadow charmer, I expect it would be quite powerful.


"I once sought Vasilis, but since I had no pressing need for the weapon, I abandoned the quest. I do not know where Vasilis lies, but I believe it is hidden in our region of the world. I imagine the Singing Sisters could send you in the right direction. Your grandparents would have my head for suggesting that, but you need a weapon of this magnitude, and you have no time to find it without assistance. The Sisters only help others for a price, and it is always steep, but I have visited their lair thrice, and here I stand.


"There is no way to prepare for a meeting with them. They will bargain with you. If you fail to reach an agreement, they will take your life, so be very careful. In an envelope in my desk drawer, you will find the latitude and longitude of their residence. The Singing Sisters dwell on an island in the Mississippi River, protected by a gentle distracter spell. They have resided there for a long time.


"You will also require passage to Shoreless Isle, where Zzyzx lies. Again, the latitude and longitude are included in the envelope, but they will do you little good. No ordinary ship can sail there. I have been to Zzyzx, aboard a ship I would rather forget. I required the help of a necromancer. You will not, if your mind is firm. The ship you must seek is crewed by the undead, and such will hearken to your instructions. To summon the Lady Luck, you must journey to Hatteras Island off the coast of North Carolina and follow the guidelines in the envelope. Before you can carry out those instructions, you will need to collect a bell, a whistle, and a music box from a certain leprechaun at Fablehaven. You'll find more details in the envelope.


"You may want companions on your adventure. Hugo should be able to leave Fablehaven. After he was granted a will by the fairies, he never covenanted to remain. Of course, Graulas may have overturned the treaty, in which case any of the creatures could come and go as they please. Choose your companions carefully. Based on my recent conversations with your grandparents, I believe Vanessa may be an asset worth using, but I will leave the ultimate decision in your hands.


"I also recommend you practice soliciting help from the undead. In the same drawer as the envelope, I left copies of keys to the Fablehaven dungeon and the Hall of Dread. If the treaty is broken, recruit a wraith to stand guard over the dungeon. Although help from phantoms is generally undesirable, in your case, it would be wise. You need the practice, and your cause is sufficiently desperate. There are certain entities in the dungeon that you do not want released. When dealing with the undead, make sure they vow loyal service, and make sure all of the particulars are settled. Appoint limits, establish rewards. They thirst for the living, so an obvious reward for standing guard is the right to claim any victims who come along. That sort of thing. If the dungeon is inaccessible, you could also conscript liches from the Grim Marsh. Hugo knows the way. Should you travel there, be sure to stay on the wooden walkway. Hopefully it has been kept in good repair.

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