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.
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.
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.
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 find an amusing political poster, touting the merits of Gringo Baconburger.
No great significance; just amusing. You can also go to the entrance (south
from the small cave), and you will see two freely swinging perspex doors
to the south. Don't bother with them yet. You aren't ready. Instead, go
back to the small cave and head north.
You will
go through the damp passage where you see the political poster and if
you go north one more time you will come to a laboratory. Inside the laboratory
you stumble upon three alchemists. The alchemists are hotly debating who
should go outside to get their dinner as they are scared whoever leaves
will sell the secret of turning lead into gold. Suddenly, they spot you.
They offer
to make you some gold if you give them something to eat. GIVE THE RICE
TO THE ALCHEMISTS. So far, so good. Next, they ask if you have any lead
that you wish to have turned into gold. GIVE THE LEAD TO THE ALCHEMISTS.
Huh? The
alchemists take your lead and skedaddle. No gold. But all is not lost.
If you check, your score just went up 30 points, which ain't all bad.
Checking
out the lab at your leisure, you look in the flasks. These contain some
liquid. Go ahead, drink it. It tastes delicious; just like apple juice.
Won't help your score or affect the game, but you were thirsty from all
this adventuring, weren't you? Better still, go northeast into the alchemist's
storeroom. Here, among all the flotsam and jetsam, you find an aerosoul.
Yep, that's the way it's spelled and that's the way the authors intended,
for reasons to be revealed. GET THE AEROSOUL.
You also
find some tomes. You're told these are works of ancient lore which would
crumble to dust if you tried to open them without a spell. Okay, CAST
A SPELL ON THE TOMES. (Ha! You didn't even know you could do that, did
you?) Well, it works, one of the tomes opens. Reading the tome, you learn
that Kronos has made a contract with the Devil. In return for his soul,
Kronos has been given his special evil powers. Once he expires, however,
the soul of Kronos is doomed to horrendous agony for all eternity; however,
a sub-clause in the contract reveals that Kronos can avoid this torture
by exchanging three good souls for his own.
Once you
read this, the tome crumbles to dust. You also begin to feel a little
sorry for that corpse you've been toting around on the horse you aquired
by handing Kronos' chest to the adventurer (aka, the corpse). Oh, well,
how else would you have corralled the horse? And without him, where would
you be now? Nowhere, that's where, unless being back at square one is
"somewhere."
Well, no
time for reflection. You're ready to leave the laboratory and get on with
the adventure. Go southwest from the storeroom into the lab and exit by
going northwest. Move west toward the sunlight you see coming through
a gap in the wall. You will come to a high ledge, roughly one-third of
the way up the mountain. A rickety old rope bridge, which doesn't look
too safe, leads North out over a deep ravine, hundreds of feet down. Nothing
for it but to plunge ever onward -- hopefully, not downward. Go north.
You're on
the rope bridge which creaks and groans alarmingly. But it manages to
take your weight (just). Keep going across, north.
Whew! Made
it! You're on the other side on another high ledge. You see exits to the
northwest and to the northeast. Go northeast. You will be in a tunnel
inside the mountain. Go north into a room with freshly papered walls.
On the walls is scrawled some graffiti. READ THE GRAFFITI. (Sigh) It says,
"Do not lean on this wall." (Actually, you don't have to do
this, the graphic will tell you what the graffiti says. It will, that
is, if you have enabled the graphics mode.)
In the freshly
papered room is a cupboard. OPEN THE CUPBOARD and LOOK IN THE CUPBOARD.
Inside you see a hook. (Remember the rope you found in the lift? Well,
now's your chance to use it.) TIE THE ROPE TO THE HOOK. Good. Now, TEAR
THE PAPER WALL WITH THE TROWEL and CLIMB THROUGH THE HOLE.
Now, dear
reader, you can go to Hell!
No offense,
that's precisely where you are going. Once through the hole you will be
on a ledge. Go down. (You're holding onto one end of the rope, remember?)
You can only go so far, though, and the rope will hold you back. DROP
THE ROPE. No damage done. Go east.
You are now
in a passage leading to some large double doors. There is a massive brass
knocker on the doors. KNOCK WITH THE KNOCKER. You will get an odd reply
from the character inside, so KNOCK WITH THE KNOCKER again. Hmmm, another
odd reply. KNOCK WITH THE KNOCKER one more time. Still, all you get is
gibberish. Well, persistence pays (it says here) so KNOCK WITH THE KNOCKER
a fourth time. Voila! The doors finally open and there stands a porter,
guarding the entrance. If you LOOK AT THE PORTER, you will soon see he
is very drunk. You will also note that his hip flask is almost empty.
Now, you
may think this guy is cute, but don't be deceived. If you don't tip him,
he's going to do you in, literally. 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.
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.