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."
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 monster.
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.
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.
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.
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!
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.
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!