| The Pawn (Magnetic Scrolls) Solution. | |
| Part 1 | |
| 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 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. | |
| 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. | |
| 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! |
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