We start off waking up in Kerovnia without knowing how we got here.
Quickly thereafter we meet Kronos the Magician. He offers us a note that we are supposed to bring to Erik the King.
In the western part of the country we find a hut with a monk inside. However he starts laughing uncontrollably… we manage to take his bowl of rice though…
Interesting enough the usual enter/leave or in/out directives don’t work in this game.
On our way to the palace we come across a hut in the palace gardens. There is a doormat in front under which there is a wooden key. If course it doesn’t fit…
…and we had to restart The Pawn. As we did not ask Kronos about THE FRIGGING WRISTBAND! Without that we don’t get the chest that we need to kill the rider with the horse with no legs. Oh how I hate such puzzle designs! Luckily this is a text adventure and we can skip all the exploring and catch up rather quickly.
#magneticscrolls #interactivefiction #commodore #c64
Before we continue much further into the game we better read the backstory in the game manual! I think maybe it contains a bit of lore that will help us in puzzles that we might otherwise miss…
THIS is a useful addition to a game! Nobody needs keychains or other gimmicks. But having game relevant feelies and backstories is great. The story also doubles as copy protection as on every restore you will be asked for a certain word from a random page.