GAME SOLUTION: Pawn
From: Len Stys (aa399)
Date: 02/23/90-11:44:41 PM Z
From: aa399 (Len Stys)
Subject: GAME SOLUTION: Pawn
Date: Fri Feb 23 23:44:41 1990
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.
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.
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!
Translated and edited from a raw garbage Compuserve textfile
by:
Andy Nicola
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