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.