home *** CD-ROM | disk | FTP | other *** search
- ***** 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're going 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!
- .
-