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-=-=-=-=-=-=-

                                   THE PAWN
                              (Magnetic Scrolls)


    Start on a Path.
    REMOVE WRISTBAND (it refuses to be moved!)
    S
    S
    READ NOTICE
    E (Kronos will now appear)
    SAY "HELLO" (he gives you a letter for King Erik in the form of a
    sealed note)
    TAKE NOTE

    ASK KRONOS ABOUT WRISTBAND (he gives you a small chest)
    TAKE CHEST (Kronos now leaves)
    E
    N
    W
    E
    SW (you find the door is closed)
    INVENTORY (as well as having the chest and note, you are wearing a
    shirt, some jeans and a wristband)
    EXAMINE JEANS (to reveal a pocket)
    EXAMINE POCKET (you find a key!)
    TAKE KEY
    UNLOCK DOOR WITH KEY
    OPEN DOOR
    SW
    DROP KEY
    TAKE HOE AND RAKE
    EXAMINE BENCH
    TAKE TROWEL AND EXAMINE IT
    LOOK UNDER BENCH
    EXAMINE POT
    EXAMINE PLANT (closely resembles the design on your T-Shirt!!)
    PLANT POT PLANT IN POT WITH TROWEL (the plant is much happier now!).

    NE (from now on, at ANY location, the Adventurer will appear. When he
    does.......'EXAMINE ADVENTURER' then 'GIVE CHEST TO ADVENTURER'. This
    will kill him off and thus prevent him from taking objects from certain
    locations before you get there!)
    LOOK UNDER MAT (to find another key)
    TAKE KEY (this is the Wooden Key)
    E
    SHOW NOTE TO GUARDS (the King reads the note and you are subsequently
    thrown out of the Palace.......Right! Rescue your daughter your damn
    self!!)
    W
    EXAMINE FOUNTAIN
    LOOK IN FOUNTAIN
    TAKE CHIT AND EXAMINE IT (it is an I.O.U. for 1 Ferg, signed by Honest
    John)
    W
    W
    W
    N (ignore Honest John at this stage)
    W
    W
    NW (a voice from within the hut calls you inside)
    ENTER HUT (the Guru laughs at your wristband!)
    REMOVE SHIRT
    COVER WRISTBAND WITH SHIRT (the Guru gives you his bowl and tells you
    to fetch him the 'essential nourishment of all mortals').

    E
    E
    NE
    REMOVE SHIRT (from the wristband)
    TIE RAKE AND HOE TOGETHER WITH SHIRT
    LEVER BOULDER WITH RAKE AND HOE (a path to the Northwest is now
    created)
    REMOVE SHIRT (from hoe)
    WEAR SHIRT (to stop you from feeling cold)
    DROP RAKE AND HOE
    NW
    CLIMB ROCKS
    UP
    FILL BOWL WITH SNOW
    DOWN
    DOWN
    DOWN
    SE
    S
    W
    NW
    EXAMINE BOWL (the snow has now melted to water!)
    ENTER HUT
    GIVE BOWL TO GURU (he tells you that some light in the Forest would
    help you and the trees)
    TAKE RICE
    E
    S
    S
    S
    EXAMINE STUMP
    TAKE POUCH AND OPEN IT
    LOOK IN POUCH
    FEEL BLUE (cold)
    FEEL GREEN (clammy)
    FEEL RED (warm)
     MIX COLOURS (they form a 'white' that shines brilliantly)
    FEEL WHITE (warm)
    N
    NE
    N
    NW
    CLIMB ROCKS
    E
    E
    E
    DOWN
    E
    READ REM (it reads: "This is where the player falls down the
    trapdoor!!" ).

    DROP ALL
    E
    UP
    UP
    EXAMINE WALL (it is fragile)
    PUSH WALL (it breaks and water floods the chamber, sweeping you down
    the shaft with it!)
    LOOK (you are now back in the Corridor)
    TAKE ALL
    E
    N
    EXAMINE PEDESTAL (you see the image of a key)
    MOVE PEDESTAL (to reveal a small niche)
    EXAMINE NICHE (you find a Blue key......if it's not here then you have
    arrived too late!!)
    TAKE BLUE KEY AND EXAMINE IT
    READ NOTICE (it tells you that the maze to the North is
    'irrelevant'......if you do decide to enter it, however, type 'LEAVE
    MAZE' to get out again)
    S
    W
    W
    N
    READ POSTER (tells you to vote for Gringo Baconburger!!)
    S
    UP
    W
    W
    W
    UP
    UP
    S
    W
    EXAMINE SNOWMAN
    MELT SNOWMAN WITH WHITE
    NE
    W
    EXAMINE TABLE (you see a Prism)
    WEAR BOOTS
    E
    UP.

     (NOTE:- At this point you have to make an important decision as the
    Blue Key can only be used once but has TWO possible uses! Opening the
    door before you, to rescue the Princess and return her to old misery
    guts, OR opening a safe that you have yet to locate. There are no
    points to be gained by rescuing the Princess, but you NEED to open the
    safe and then vote for maximum points, so forget the Princess. If you
    want to go ahead and rescue the old girl, then follow the
    'mini-solution' at the end of the main solution).

    DOWN
    DROP BOOTS
    SW
    TAKE WHITE AND PUT IT IN POUCH
    E
    N
    DOWN
    DOWN
    DOWN
    SE
    S
    SW
    S
    S
    CLIMB TREE
    OPEN DOOR WITH WOODEN KEY
    DROP WOODEN KEY
    E
    CLOSE DOOR
    MOVE BOARDS (to reveal an opening, leading Down)
    DOWN
    DOWN
    E
    N
    MOVE RUG (you find a safe)
    EXAMINE SAFE
    UNLOCK SAFE WITH BLUE KEY (the key now vanishes!!)
    OPEN SAFE
    LOOK IN SAFE (it contains nothing!)
    LOOK UNDER SAFE
    TAKE PAPER AND EXAMINE IT
    S
    E
    EXAMINE LARGE BOX (vote for Gringo!)
    EXAMINE SMALL BOX (to vote against Gringo)
    PUT PAPER IN LARGE BOX
    W
    W
    W
    SW
    OPEN DOOR
    W
    WEAR HAT
    EXAMINE SETTEE
    MOVE CUSHIONS
    TAKE COIN
    W
    EXAMINE STOVE (you find a teapot)
    EXAMINE WORKTOP (you find a carrot)
    E
    E
    NE
    NW
    PRESS BUTTON (to motivate the lift)
    WAIT
    WAIT
    WAIT
    WAIT (the lift now arrives).

    SLIDE DOOR
    N
    SLIDE DOOR
    EXAMINE PLAQUE (maximum load is eight)
    EXAMINE BUTTONS (first button = UP, second button = DOWN)
    PRESS SECOND BUTTON (the lift descends)
    SLIDE DOOR (a good job you wore the hat, Mac!!)
    SCRAPE LEAD WITH TROWEL
    N
    TAKE ROPE
    SLIDE DOOR
    PRESS FIRST BUTTON (the lift now ascends)
    SLIDE DOOR
    S
    DROP HAT
    SE
    E
    UP
    UP
    OPEN DOOR
    W
    DOWN
    N
    N
    NE
    E
    LOOK (you see that Honest John is still here)
    BUY WHISKEY AND ALE WITH COIN
    DROP CHIT
    W
    N
    NW
    CLIMB ROCKS
    E
    E
    E
    DOWN
    N
    N
    GIVE RICE TO ALCHEMISTS
    GIVE LEAD TO ALCHEMISTS (they clear off!!)
    NE
    TAKE TOMES
    EXAMINE TOMES
    CAST SPELL ON TOMES (it opens!)
    READ BOOK
    TAKE AEROSOUL AND EXAMINE IT (it sucks instead of spraying!)
    SW
    NW
    W
    N
    N
    N
    NE
    N
    OPEN CUPBOARD
    EXAMINE CUPBOARD
    TIE ROPE TO HOOK
    EXAMINE WALLS (made of paper!)
    READ GRAFFITI
    TEAR PAPER WALL WITH TROWEL
    TAKE ROPE (this is to ensure that you are holding the other end!!).

    CLIMB DOWN ROPE
    DROP ROPE
    S
    KNOCK ON DOUBLE DOORS
    KNOCK ON DOUBLE DOORS
    KNOCK ON DOUBLE DOORS
    KNOCK ON DOUBLE DOORS
    KNOCK ON DOUBLE DOORS (the Porter now opens the gate)
    GIVE WHISKEY TO PORTER
    EXAMINE PORTER (drunk!)
    E
    DOWN
    N
    GIVE ALE TO JERRY
    S
    E (your white reflects light from all directions!)
    CLOSE POUCH
    E
    S
    N
    N
    EXAMINE FRIDGE (closed......leave it as you cannot stay in this
    location for more that ONE move or you will die!!)
    E
    EXAMINE THRONE (made from human skulls!!)
    ASK DEVIL ABOUT WRISTBAND (he will remove it for you, but he demands
    the soul of Kronos. He gives you a potion and bids you farewell)
    LOOK (you are now back on the rope bridge)
    TAKE BOTTLE AND EXAMINE IT (contains a black potion that smells like
    burnt toast).

    N
    N
    OPEN POUCH
    NW
    EXAMINE SHADOWS (they have small Humanoid shapes hiding in them!)
    POINT AT SHAPES
    SHINE WHITE AT SHAPES (the Dragon now dines on the Hobbits!!)
    N
    THROW BOTTLE AT KRONOS (the black liquid eats into his flesh and he
    slumps to the floor)
    PRESS NOZZLE ON AEROSOUL (the aerosoul collects the soul of Kronos)
    EXAMINE KRONOS
    LOOK (there are now only the clothes left of Kronos!)
    EXAMINE CLOTHES
    WEAR CLOAK
    WEAR POINTY HAT
    TAKE WAND
    DROP TROWEL
    EXAMINE RACK
    TAKE WANDS
    N
    DOWN (the platform descends rapidly to the Circular Room)
    CLOSE POUCH
    N
    N
    E
    GIVE AEROSOUL TO DEVIL (the wristband is now removed)
    W
    S
    W
    UP
    OPEN POUCH
    W
    W
    TAKE ROPE
    CLIMB UP ROPE
    DROP ROPE
    S
    S
    S
    S
    S
    E
    SE
    S
    S
    S
    OPEN DOOR
    S
    KNOCK ON DOOR (a voice asks if you are wearing the silver wristband)
    SAY "NO" (the door is now open)
    S (a tired programmer hands you a listing)
    EXAMINE LISTING.


                                 FINAL MESSAGE

    You have now completed 'THE PAWN' and the Programmers clear off to the
    Pub to celebrate your success. You are now free to explore the game
    without dying!!

                                SCORE: 345/350


                    MINI-SOLUTION FOR RESCUING THE PRINCESS
     (At the Landing you need the ROPE and the BLUE KEY).

    N
    EXAMINE WINDOW
    TIE ROPE TO BED
    TAKE PRINCESS
    E
    DROP ROPE
    DOWN
    N
    DOWN
    DOWN
    DOWN
    SE
    S
    S
    SE
    E
    E
    E
    E.


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