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.