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***** This Walkthru was D/l from Compuserve and U/l to La Place BBS by
Tom Ansuini, August 87. *****
THE PAWN
Part 1
Before you even boot THE PAWN, be sure to read all of the documentation which
comes with the game. (Oh, all right, I know you want to see the magnificent
graphics, so go ahead -- boot it. But then get right back to those docs. You
can't see all the great pictures, anyway, until you progress in the game.)
It is especially important that you read "A Tale of Kerovnia." This will set
the stage for the action to follow so you'll have some idea of the story line.
Besides, the "Tale" is not only informative; it's really a barrel of laughs. If
you like droll English humor, you'll appreciate it.
One other suggestion: Do yourself a favor and read the excellent review of THE
PAWN, written and uploaded to TEG by Sara Groves and Mike Squire. It will give
you an even better feel for what's happening as you play the game. Okay, here we
go.
You wake up with a bump on your noggin, wearing some odd clothes and a strange
wristband. What to do. Well, first, LOOK AT THE CLOTHES. Yep, that plant design
sure smacks of something potty. LOOK IN THE POCKET. There's a key in there (a
metal key, as it turns out).
Time to do some exploring of this strange new land. Go east. Whoops! What's
this? You enter the grassy wilderness and Kronos, the magician, appears zooming
up to you on some sort of stone platform (a Kerovnian hovercraft?). SAY TO
KRONOS, "GREETINGS."
Kronos will reply that he needs someone to take a note to King Eric. TAKE THE
NOTE. Then, be sure to ASK KRONOS ABOUT THE WRISTBAND. The magician will promise
to remove your wristband if you perform a service. You must kill a man on a
legless horse and bring his dead body to Kronos' room in the northernmost
mountain. Kronos offers you a chest which will help in this task. TAKE THE
CHEST, but do not open it.
You can LOOK AT THE NOTE and/or THE CHEST if you want, but it's not necessary.
Go east twice. You will be in the palace gardens. LOOK UNDER THE MAT. Another
key. GET THE KEY. (This one is a wooden key.) Also, LOOK IN THE FOUNTAIN and GET
THE CHIT (it's an I.O.U from Honest John for 1 Ferg). Now go southwest.
You're at the shed. UNLOCK THE DOOR WITH THE WOODEN KEY. Southwest. Once
inside, you will see three things. GET two of them -- the RAKE and the HOE. (The
wheelbarrow is a red herring. Forget it.) Then LOOK AT THE WORKBENCH. You spy a
trowel. GET THE TROWEL. Nope, you're not done yet. LOOK UNDER THE WORKBENCH. You
find a pot. GET THE POT. LOOK AT THE POT. Hmmmm, the pot contains a plant which
closely resembles the plant on your shirt. (Lotsa pot references in case you're
missing it!) Okay, you're finished in the shed so go northeast, then east to the
gatehouse.
The guards at the gatehouse won't let you pass until you SHOW THE NOTE TO THE
GUARDS. Then, you are allowed in to see King Eric, who is infuriated by Kronos'
note. He rewards you for delivering it by having you kicked out of his palace.
So much for good deeds. Oh, well, no great harm done except to your dignity, and
you'll suffer plenty more indignities in this game. Go west three times and
south. Then, go west twice to the path. Go north five times on the path. You
will come to a very large boulder. (Before we go on, remember, any time you wish
to know the directions you can move in THE PAWN, simply type EXITS, and you'll
be told.)
Hmmm, what to do with this humungous boulder? Well, for the moment, you can
forget it. Head west, then northwest to the top of the heather-covered hill.
There's a hut here. GO IN THE HUT. My word, there's a Guru here, and he laughs
uproariously at your wristband. What could be so funny about that? No matter, he
won't stop laughing until you can somehow hide the thing. So TAKE OFF THE SHIRT.
COVER THE WRISTBAND WITH THE SHIRT. Ah, that's better. At least the Guru stops
laughing long enough to give you a chore to perform. He empties his bowl, gives
it to you and instructs you to bring it back full of the essential nourishment
of life. (Doesn't want much, does he?) Well, no ducking the assignment; but
before you leave the hut, GET THE RICE you are informed is there.
Now it's time to retrace your steps to the foothills where you last left the
large boulder. Once you reach the durned thing, you can UNCOVER THE WRISTBAND.
Then, TIE THE RAKE AND HOE TOGETHER WITH THE SHIRT. It isn't very plausible, but
you now have just the implement with which to move the boulder.
Bet you would never think of the next entry: LEVER THE BOULDER WITH THE RAKE
AND THE HOE. (Yes sir,it's a beaut, all right!) Well, it works, and the boulder
goes bounding down the mountainside out of harm's way. Now you can proceed
northwest up the narrow track. (You might want to pause before doing so to PUT
ON YOUR SHIRT. It gets chilly up in those mountains.) Of course you have to
UNTIE THE SHIRT (from the rake and hoe) before you can wear it.
Oh, dear, just when you thought you were on your way, you no sooner get by the
boulder than your path is blocked by a rockfall. No problem. CLIMB OVER THE
ROCKS. (See? Sometimes the solutions are right there as plain as the nose on
your face, no gimmicks, no tricks.)
Along about now the adventurer should appear, riding on a horse. Aha! The horse
has no legs. This must be the guy Kronos wants you to knock off. GIVE THE CHEST
TO THE ADVENTURER. No sooner said than the adventurer opens the chest and a
lethal blast wafts into his kisser and kills him dead. GET THE ADVENTURER and
PUT THE ADVENTURER ON THE HORSE. Now it's time for you to GET ON THE HORSE
yourself. (This nag has a sense of humor, as you will see.) More important, for
whatever reason he turns out to be a magical source of light. And you must have
him with you when you enter dark places, or, find another light source. (Yep,
you'll have to do that, too. After all, horses, legless or otherwise, can't go
everywhere.)
Now go northwest and up to the plateau. From here you can see an ice tower off
to the southwest. Time for that later. You will be coming back. (The only reason
I stuck this UP move in is just in case you need an extra move or two to meet
the adventurer. In other words, he doesn't always appear at the same place I've
indicated. But don't fret; he will be along.)
Anyway, go back the way you came (i.e., DOWN). There's a cavemouth to the east.
Go east twice. (By the way, without the horse, you wouldn't be able to see your
hand in front of your face. Good thing you have your new friend along.)
Go east one more time (into the cavern), then down. You will find yourself in a
small cave. Go east into the corridor. You'll find a REM statement here. To read
it, GET OFF THE HORSE (don't worry, he'll wait. And, don't forget, there will be
other times later when you're riding the horse when you can't do things unless
you dismount). Okay, READ THE REM STATEMENT. (You can skip it if you prefer. I
only stuck it in here to give you the tip about dismounting.)
After the REM statement, get back on the horse and ride east to the Lava River.
You will see a vertical shaft which you decide bears investigating. GET OFF THE
HORSE and go up. Foiled again! You are told you must drop everything to go up.
Don't do it. Something might break. Instead PUT ALL (items in your inventory,
which should include the pot, hoe, trowel, rake, bowl, rice and chit) ON THE
HORSE. Now you can go up, and up again.
You are told that the primary function of the shaft is probably to supply air
to the fires of hell, rather than allowing mortals pot-holing practice. Hmmmm.
Well, at its apex you are in a chamber by the river. It looks like the wall
keeping out the river is very fragile. Nothing to do but to BREAK THE WALL. The
wall breaks easily and the water rushes in, sweeping you with it back down the
shaft. You'll wind up in the dark, so go east, back to the Lava River, and there
you find your horse (and light) calmly waiting for you. Go north.
Now, then, the reason you broke the wall was to let the river in. The result of
this action was to cool and solidify the Lava River so you could move north.
Otherwise, you would have been incinerated.
On the north bank of the Lava River you see a pale blue pedestal. Also, in the
northeast wall is an exit with a notice above it. If you go northeast, you will
be in an endless maze. (The notice, by the way, which you have to dismount to
read, says: "Warning: This maze is totally irrelevant to the adventure.") Don't
tear your hair if you stumble into the maze by mistake. If you read the notice,
you shouldn't make such a dumb move; but if you do, simply type EXIT MAZE and
you'll be out again. Now wasn't that easy?
What you're really after is that pedestal. So (presuming you've dismounted)
type, LIFT THE PEDESTAL. Just as you suspected, there's a niche here. LOOK IN
THE NICHE. Oho! Another key, this one a blue key. GET THE BLUE KEY. Now GET ON
THE HORSE and retrace your steps back out of the caves. (Go south, west twice,
up, west three more times and you'll be outside on the path. Now it's time to go
up to that plateau from whence you spied the ice tower. (You're not finished
with the caves, by the way, nor with the ice tower; but they can wait until
later.)
Once you are on the plateau, dismount and GET THE BOWL (remember, you left it
on the horse with all your other stuff). Once you have it, PUT SNOW IN THE BOWL.
(Yes sir, that'll make the essential nourishment of life, all right!) Now go
down three times until you reach the foothills. Go south, then west and
northwest back up to the hill to the Guru's hut. GO IN THE HUT and GIVE THE BOWL
TO THE GURU. (Betcha forgot to get off the horse first!) He thanks you and gives
you a pretty obvious clue, something about a light in the forest helping you and
the trees.
THE PAWN
Part 2
EXIT the hut and get on your horse. Go south through rolling hills, south
through the rank forest, and south again until you come to a forest clearing.
Here you find a tree stump. LOOK AT THE STUMP. The stump is gnarled and rotten.
It contains a pouch. GET THE POUCH. (Note: If you had found this place before
satisfying the Guru, you would not have found the pouch. Just an empty and not
terribly useful old stump.) OPEN THE POUCH. LOOK IN THE POUCH. You are told the
pouch contains a blue, a green and a red. (Presumably, these are either jewels
or stones, we are not told. The main thing they are is your new handy-dandy
transportable source of light. Also, as you will see, the red has still another
use, as does the pouch.) But we dally. It's time to GET ON THE HORSE.
At this point you may want to retrace your steps and go back to where you saw
the ice tower. The exact sequence doesn't matter in THE PAWN, but it's where I
chose to do it. So go all the way back north and up to the plateau where you
filled the bowl with snow. From the plateau, go south and west (still on the
plateau). Here you will find an entrance to the ice tower. Trouble is, there's a
big, fat doleful looking snowman blocking your way. He won't let you pass, so
GET OFF THE HORSE.
MELT THE SNOWMAN WITH THE RED. That did it! Now you can go northeast into the
ice tower. Once inside, go west into the storeroom and get the spiky boots you
find there. PUT ON THE SPIKY BOOTS. Oh, yes, look at the table. You see a prism
so GET THE PRISM. (I never did figure what the prism was for, but I decided it
might come in handy. Never did as I recall, but maybe you will find a use for
it. Remember, THE PAWN has lots of twists and I know I didn't discover all of
them. The only thing I can guarantee is that you will get all 350 points
possible if you follow this walkthru, prism or no prism.)
Leave the storeroom by going east. You will see an opening in the west wall and
a slope made of ice spiralling in a helical path up the inside wall of the ice
tower. (That's why you need the spiky boots. If you try that slope without them,
you'll die from the fall.) Go up to the landing. To the north is a heavy wooden
door which, of course, is locked. What to do?
Well, you can unlock it. BUT, I don't recommend it. To do so you must use the
blue key. And if you do, the blue key will disappear, never to be used again.
Worst of all, you need to use it elsewhere. The solution is to SAVE your game at
this point; then unlock the door with the blue key. (Obviously, you will find
out what's behind the door and you can later RESTORE, getting your blue key back
nice and safe and sound.)
Inside you will find sweet Princess Lacey, greasy hair and all. She has been
imprisoned here by Kronos, which is what that note to Eric was all about. Seems
Kronos was looking for a tad of ransom. You may rescue her and take her back to
King Eric for whatever reward he may have in store. (Recall he wasn't too
generous when you brought him that note!) If you do this, you will give up the
40 points you would have earned if you had chosen to forget the princess and
used your blue key elsewhere. Aren't you glad you read this walkthru now?
Anyway, I chose to abandon the princess and restored my game outside her door. I
recommend it.
So much for the diversion of the ice tower. Leave it, get back on your horse
and head for the forest. Oh, all right, I'll help. First, you will find the
snowman is rebuilt. That's all right. Melt him again with the red. Go north,
then east and down four times. Now go south five times and west twice. You come
to a very tall tree. Better get off the horse and climb the tree. Be sure to get
the stuff you've left on the horse (except for the adventurer). You may need it.
Now go up.
Oh, dear, another locked door confronts you at the top of the ancient tree.
UNLOCK THE DOOR WITH THE WOODEN KEY. Open the door and go east into the tree.
Hmmm, there are some loose floorboards here. The trouble is it's too dark to
move them. First, close the door. Then, MIX RED, BLUE AND GREEN. Ah! Let there
be light! And so there is. You wind up with a WHITE, and it will be your light
source whenever you're away from your horse. That old Guru wasn't such a bad
chap after all.
Now you can MOVE THE FLOORBOARDS and go down into the tree. Go down again and
you will be in a low ceiling room. Go east into the White Room. (If you look at
the walls, you will be told the stone wall is a "standard issue Kerovnian
dungeon wall, to be found throughout Kerovnia, keeping adventurers within the
substance of the universe.") Go back west.
From the Low Ceiling Room go west to the crossroads and southwest to the door
of what appears to be a small abode. OPEN THE DOOR. Go west into the lounge. You
see a hard hat. WEAR THE HARD HAT. You also see a settee. LOOK AT THE SETTEE.
There are some cushions on it. MOVE THE CUSHIONS. You find a coin. GET THE COIN.
Go west into the kitchen. LOOK AT THE STOVE. There's a teapot here. GET THE
TEAPOT. You should also LOOK AT THE WORKTOP and GET THE CARROT. (These two
items, like the prism, proved to be utterly useless, but I got them anyway. Do
as you please. But don't overlook the coin or the hard hat. They're why you're
here.)
All finished in the abode (which obviously belongs to one or more gnomes who
happen to be away at the time). Maybe they've gone fishing, who knows? Go east
twice to the crossroads. Now take the northwest exit which leads to a mine.
After you go northwest, you will come to a lift (which the British insist is
the correct word for an elevator). This is a little tricky, so pay attention. A
sign asks, "Are you wearing your had hat?" "Yes," you say to no one in
particular. You see a button. PUSH THE BUTTON. You hear a click. Now you must
use the time-tested command, WAIT. In fact, you must use it several times. After
about the third WAIT, the lift will arrive. LOOK AT THE DOOR. Yes, as you
figured, the door is closed.
Well, what do you do with a lift door? You SLIDE THE DOOR OPEN, that's what.
Now you can enter the lift by going north. Inside you find a rope. GET THE ROPE.
You also find two buttons. LOOK AT THE BUTTONS. You learn that the first button
makes the lift go up if pressed. The second makes it go down. First, SLIDE THE
DOOR CLOSED; then PRESS THE SECOND BUTTON. Click. Slowly the lift descends.
SLIDE THE DOOR OPEN and go south. Whew! As you step from the lift, part of the
roof collapses. Fortunately, your hard hat protects you and you escape an
untimely demise. You are at a rockface, deep in a mine. There are some lumps (of
lead) here. GET THE LUMPS. The lumps steadfastly refuse to budge. Good thing you
brought your trowel, eh? GET THE LUMPS WITH THE TROWEL. You now have the lumps
and you can leave the mine the way you came, pressing the first button in the
lift to go up, sliding the door, etc. -- boring when you know how.
THE PAWN
Part 3
Once out of the lift (by going south), go southeast to the crossroads, east to
the Low Ceiling Room and east to the White Room. Now go east again. You will
find yourself in a voting booth. The graphic will show that there are two ballot
boxes, a large one if you want to vote for Gringo Baconburger, about whom you
read all there is to know in "A Tale of Kerovnia." (You DID remember to read
that, didn't you?) There's also a small ballot box. Well, you can't cast your
ballot quite yet. So return west to the White Room and go north.
You will be in Gringo Baconburger's office. LOOK UNDER THE RUG. You find a
safe. Well, I'll be jiggered! The safe is locked. Now just exactly what do you
suppose will open that safe? You got it! The blue key. Now aren't you glad you
left the princess to rot away in that tower? (Oh, don't worry, she'll get out
one of these days. Probably her yucky boyfriend, Malcolm, will save her. In the
meatime, you have work to do.) OPEN THE SAFE WITH THE BLUE KEY. The blue key
vanishes but the safe is now unlocked. SEARCH THE SAFE. You find a ballot paper.
GET THE BALLOT PAPER.
You now have the means to vote, so go back to the booth (south and east). Type,
VOTE FOR GRINGO. When asked, "How?" type, PUT THE PAPER IN THE LARGE BOX. (For
what it's worth, this action will give you 40 points toward the grand total of
350 which you're striving for. Rescuing the princess would have given you
zilch.)
That about does it for the tree, so you can leave by going west through the
White Room, then up twice to the Tree Trunk room. Exit the room by going west
then down. Yippee! Your faithful horsie is still here. GET ON THE HORSE and ride
east twice. Now head north and turn west onto the grassy plain.
On the grassy plain you will find Honest John with his cart full of goodies.
You've got the coin (plus a chit if you need it), so GET OFF THE HORSE and BUY
THE WHISKY BOTTLE AND THE BEER BOTTLE WITH THE COIN. Honest John thanks you, and
tells you it was nice doing business with you, your exit cue, I think. Anyway,
GET ON THE HORSE and go north.
You're back in the foothills again, and you'regoing back into those ominous
caves, sulphur smell and all. By this time you ought to be able to get there
without my help.
Once you get down into the small cave, GET OFF THE HORSE and go north. Here you
will fyou pass, so
GET OFF THE HORSE.
MELT THE SNOWMAN WITH THE RED. That did it! Now you can go northeast into the
ice tower. Once inside, go west into the storeroom and get the spiky boots you
find there. PUT ON THE SPIKY BOOTS. Oh, yes, look at the table. You see a prism
so GET THE PRISM. (I never did figure what the prism was for, but I decided it
might come in handy. Never did as I recall, but maybe you will find a use for
it. Remember, THE PAWN has lots of twists and I know I didn't discover all of
them. The only thing I can guarantee is that you will get all 350 points
possible if you follow this walkthru, prism or no prism.)
Leave the storeroom by going east. You will see an opening in the west wall and
a slope made of ice spiralling in a helical path up the inside wall of the ice
tower. (That's why you need the spiky boots. If you try that slope without them,
you'll die from the fall.) Go up to the landing. To the north is a heavy wooden
door which, of course, is locked. What to do?
Well, you can unlock it. BUT, I don't recommend it. To do so you must use the
blue key. And if you do, the blue key will disappear, never to be used again.
Worst of all, you need to use it elsewhere. The solution is to SAVE your game at
this point; then unlock the door with the blue key. (Obviously, you will find
out what's behind the door and you can later RESTORE, getting your blue key back
nice and safe and sound.)
Inside you will find sweet Princess Lacey, greasy hair and all. She has been
imprisoned here by Kronos, which is what that note to Eric was all about. Seems
Kronos was looking for a tad of ransom. You may rescue her and take her back to
King Eric for whatever reward he may have in store. (Recall he wasn't too
generous when you brought him that note!) If you do this, you will give up the
40 points you would have earned if you had chosen to forget the princess and
used your blue key elsewhere. Aren't you glad you read this walkthru now?
Anyway, I chose to abandon the princess and restored my game outside her door. I
recommend it.
So much for the diversion of the ice tower. Leave it, get back on your horse
and head for the forest. Oh, all right, I'll help. First, you will find the
snowman is rebuilt. That's all right. Melt him again with the red. Go north,
then east and down four times. Now go south five times and west twice. You come
to a very tall tree. Better get off the horse and climb the tree. Be sure to get
the stuff you've left on the horse (except for the adventurer). You may need it.
Now go up.
Oh, dear, another locked door confronts you at the top of the ancient tree.
UNLOCK THE DOOR WITH THE WOODEN KEY. Open the door and go east into the tree.
Hmmm, there are some loose floorboards here. The trouble is it's too dark to
move them. First, close the door. Then, MIX RED, BLUE AND GREEN. Ah! Let there
be light! And so there is. You wind up with a WHITE, and it will be your light
source whenever you're away from your horse. That old Guru wasn't such a bad
chap after all.
Now you can MOVE THE FLOORBOARDS and go down into the tree. Go down again and
you will be in a low ceiling room. Go east into the White Room. (If you look at
the walls, you will be told the stone wall is a "standard issue Kerovnian
dungeon wall, to be found throughout Kerovnia, keeping adventurers within the
substance of the universe.") Go back west.
From the Low Ceiling Room go west to the crossroads and southwest to the door
of what appears to be a small abode. OPEN THE DOOR. Go west into the lounge. You
see a hard hat. WEAR THE HARD HAT. You also see a settee. LOOK AT THE SETTEE.
There are some cushions on it. MOVE THE CUSHIONS. You find a coin. GET THE COIN.
Go west into the kitchen. LOOK AT THE STOVE. There's a teapot here. GET THE
TEAPOT. You should also LOOK AT THE WORKTOP and GET THE CARROT. (These two
items, like the prism, proved to be utterly useless, but I got them anyway. Do
as you please. But don't overlook the coin or the hard hat. They're why you're
here.)
All finished in the abode (which obviously belongs to one or more gnomes who
happen to be away at the time). Maybe they've gone fishing, who knows? Go east
twice to the crossroads. Now take the northwest exit which leads to a mine.
After you go northwest, you will come to a lift (which the British insist is
the correct word for an elevator). This is a little tricky, so pay attention. A
sign asks, "Are you wearing your had hat?" "Yes," you say to no one in
particular. You see a button. PUSH THE BUTTON. You hear a click. Now you must
use the time-tested command, WAIT. In fact, you must use it several times. After
about the third WAIT, the lift will arrive. LOOK AT THE DOOR. Yes, as you
figured, the door is closed.
Well, what do you do with a lift door? You SLIDE THE DOOR OPEN, that's what.
Now you can enter the lift by going north. Inside you find a rope. GET THE ROPE.
You also find two buttons. LOOK AT THE BUTTONS. You learn that the first button
makes the lift go up if pressed. The seconiterally. He really is quite a nasty little
bugger, so GIVE THE WHISKY BOTTLE TO THE PORTER. Well, that did it. Instead of
hastening your early departure to a greater/or lesser reward, the porter thanks
you and lets you pass. Go east to the shaft where your nose informs you that the
stench of sulphur is overpowering and the heat makes you queasy. (Ugh!) Go down.
Once you've gone down the shaft, go north. Here is an annex, and lo and behold!
Inside is Jerry Lee Lewis, sitting at the piano and playing his hit song, "Great
Balls of Fire." You note that he looks very hot and uncomfortable. GIVE THE BEER
BOTTLE TO JERRY LEE LEWIS. My, Jerry Lee is grateful. He thanks you (and you
note your score went up again, too).
Time for serious business. Leave the annex (south) and go east. As you enter,
the light you are carrying (the White) is reflected back from every direction,
forcing you back lest you be blinded. Gotta hide the white. PUT THE WHITE IN THE
POUCH. Go east. Nope, you're still driven back. Ah, I know, CLOSE THE POUCH. Now
you can go east then north into a cavern.
Oh, Lord! The cavern is the home of a mob of powerful demons. They are
desporting themselves by chewing on rotten carrion coming from headless corpses
hanging from hooks on the walls. A fridge is embedded in the south wall near one
exit. (DO NOT open the fridge or go south. The fridge contains heads, by the
way, and if you open it you will become one of those corpses the demons are
chewing so merrily upon.) Instead, go east.
THE PAWN
Part 4
You have just entered HELL!! and there sits old Lucifer himself, enthroned high
above and looking down at you with terrible fiery eyes. (I am not doing justice
to the description of Hell, but you can read that yourself in the game's text.)
Your move: ASK THE DEVIL ABOUT KRONOS. The Devil replies that he would make
Kronos the Himmler of Hell. (Wow! This is eerie stuff, yes?) ASK THE DEVIL ABOUT
THE WRISTBAND. Now, that was a good question.
The Devil tells you he will remove your wristband if you will bring him the
soul of no other than the magician, Kronos. To help you in this difficult task,
Old Nick gives you a fragile crystal bottle, containing a potion. You are told
you may not open the bottle. You are also told it is time for you to leave this
land of the dead and return to the land of the living to carry out your task,
"Until," the Devil adds evilly, "I call again."
You no sooner type GET THE POTION BOTTLE than a bolt of fire issues from the
Devil's eyes and, ZAP, you are back on the high ledge. It takes you a moment to
realize you're on the south (caves) side, and you recall there was another
entrance into the northern mountain across the rope bridge. Before venturing
across again, OPEN THE POUCH and GET THE WHITE. Go north across the rope bridge
to the high ledge. This time, take the northwest exit.
Oops! You have entered an immense chamber containing a glittering pile of
treasure. Atop the treasure sits an extremely ugly (and hungry-looking) dragon.
The dragon looks at you and says, "Ah, my lunch at last." (Yep, he's hungry!)
You must act quickly, dragon-bait, or it's curtains. Here's what to do. SHINE
WHITE AT SHADOWS. This will cause the dragon (who has poor eyesight, by the way)
to look around. He says he can't see anything so he'll just have to eat you
instead. You quickly type, POINT AT SHAPES. Sorry about this, Bilbo Baggins
fans, but the dragon spies what you're pointing at, which turns out to be
thirteen cute little hobbits, which he promptly fries and eats. Well, it was
them or you, right? And this gives you your chance to get past the winged
monstor. Go north.
You have entered the magician's workshop. Yes sir, it's old Kronos' hideaway,
all right. What's more, Kronos is right here, staring at you. No time (or moves)
to lose. Instantly, THROW THE POTION BOTTLE AT THE MAGICIAN. Ha! Kronos, old
boy, that slowed you down! Not only does it slow him down, but the bottle breaks
and the potion sloshes all over Kronos' face and skin. This causes him to boil
and bubble away before your very eyes. True, but how to get his bubbling remains
to back to the Devil. What's that? A light bulb over your head? You remember the
aerosoul (and now you can deduce why it's spelled that way). GET THE AEROSOUL
and PRESS THE NOZZLE.
Good! The aerosoul quickly devours the scarred soul of the evil magician with
little resistance. (And your points are up again, too.) Finally, there's nothing
left of Kronos but a pile of his clothes on the floor. You LOOK AT THE CLOTHES.
Odd, the shirt is black with a green design of a plant which has seven jagged
edges. (Haven't we seen this before?) You look in the pocket and there's a metal
key and a wooden key. Oh, you dunce, you're looking at your own clothes! Well,
be patient. Soon you are told that the cloak is black and adorned with mystical
symbols. The pointy hat has silver stars and moons stitched on it. There is also
a wand lying there. Obviously, these belonged to Kronos.
WEAR THE CLOAK AND THE POINTY HAT. GET THE WAND. Now you look exactly like
Kronos. (You will also find a top hat which you can take if you wish. If you
look inside, it contains a rabbit. There are some spare wands lying around, too,
but you don't really need them. The main thing is to fool the dragon into
thinking you're Kronos. (He doesn't see very well, remember?) So leave the
magician's workshop and head back south, all dressed up like Kronos.
The dragon looks you over and says, "Thanks, oh, great wizard, for giving me
those hobbits." He says he wishes he could have had that human (gulp), too:
"Hobbits aren't all that filling." Don't dally. You're home free. Go southeast
to the ledge.
At this point I should interject that there is an alternate route from Kronos'
lab, back to Hell where you must go next. It is via Kronos' flying stone slab,
which is found parked outside to the North of the workshop. Using it is a matter
of adjusting your weight (by dropping items) and then climbing aboard. Frankly,
it was too much bother for me so I chose the way back as described, past the
dragon.
The adventure is nearly over. You now need only retrace your steps back into
the mountain through the northeast entrance, then down the rope in the papered
room, and through the cavern where the hideous demons are still feasting. You
enter Lucifer's presence once more and SHOW THE AEROSOUL TO THE DEVIL.
"The Devil's eyes turn on you, showing a hint of gratitude mixed with a
patronizing condemnation of your weakness of spirit. Imperceptibly, the silver
wristband falls to the ground and melts into a blob of useless metal in a matter
of seconds. The Devil signals you to leave the chamber, your contract
fulfilled."
That's it, kid. Don't ask any questions, just leave. (If you don't the Devil
will kill you.) First, OPEN THE POUCH AND GET THE WHITE. Then, Go west, then,
south and west to the shaft. Go up the shaft to the double doors. No, the porter
won't bother you. Go west to the ledge which is about ten feet below the papered
room.
GET THE ROPE. (Now, this is important: Don't just type UP or you'll die. Enter
CLIMB UP THE ROPE and all will be well. You will be back in the newly papered
room (one wall of which you have thoughtfully ripped open with your trowel), and
you can leave the northern mountain by going south across the rope bridge.
Is that it? Well, you have 345 points and you're supposed to get 350. Odd.
Wonder what you didn't do? Well, there is something. Do you remember those
perspex doors back in the caves not far from the Alchemist's Laboratory. Perhaps
you should go there now.
Go back into the cavern and down to the small cave deep down inside the
mountain. Once there, go south. This will take you to the narrow corridor that
gets brighter and brighter to the south, ending where it meets the two swinging
perspex doors.
Oh, yes, I nearly forgot. You have one other chore to perform before you tackle
those doors. (And this is a real doozy, folks.) You GET THE TROWEL (if you don't
already have it in hand). Now you must (and type this exactly as I'm writing it)
PLANT THE PLANT IN THE POT WITH THE TROWEL. The plant will seem much happier,
and you should, too. Your score just reached the magic 350!
Now for the doors. KNOCK ON THE DOOR. A voice from within will ask if you are
wearing a wristband. Say, NO, I AM NOT WEARING THE WRISTBAND. The doors will
open and you will find yourself inside a strange room, totally alien to the rest
of the adventure. The walls floor are littered with listing paper and a large
fan blows cigarette ash onto the many computers and peripherals that inhabit the
weird abode.
You have entered the Chamber of the Programmers, the very ones who have created
THE PAWN. One of them gives you a listing and tells you to fix it. Then, they
all troop off to the pub to celebrate your finishing the game. LOOK AT THE
LISTING. You discover it is a listing of something called "Debugbits." It looks
like it might let you wander around the game without dying.
Type DEBUG, and you will see the ">" prompt change to "]." Congratulations! Now
you can go anywhere you want in the game and no one and nothing can hurt you.
Waltz past the dragon. He won't care. Let go of the rope. Big deal! Go see the
Devil if you want. You are immune. Well, what's the point? You've already
finished the adventure. So why bother? Well, it might just be fun to see if
there is something you missed or could have done better. Heck, you can go rescue
the princess if you want. Maybe King Eric will treat you a bit better if you do.
That's THE PAWN. And if you enjoyed it as much as I did, you'll be hoping for
more from those weary programmers who so unceremoniously left you in the lurch
to hoist one at the pub. Maybe if you hurry, you can even catch them there. But
I doubt if they'll buy!
.