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- THE PAWN
-
- Typed in by ???. Edited by PARASITE.
-
-
- 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 humour, 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. (Lots a 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, anytime 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 cave mouth 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 downthe 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 ONTHE 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. Inthe meantime, you have work to do.) OPEN THE SAFE WITH THE BLUE
- KEY. The bluekey 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 towards 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
- poster, VOTE FOR *ION*!! 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
- 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 inthe 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
- managesto 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 southwall 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 ropebridge 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 ge this
- 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 hass even 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 intothe 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'mwriting 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.
- *ION* 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!
-