[comp.sys.atari.st] Need help on The Pawn

bwhite@oucsace.cs.ohiou.edu (Bill White ) (09/04/90)

	Well, after a lot of putting off, I finally decided to go back
and give The Pawn another shot.  I'm stuck, as usual, and have a few
questions that I hope someone can answer.  Please answer by email, my
address is:	bwhite@oucsace.cs.ohiou.edu

	I'd prefer hints over outright solutions.

	1. Is there any real use for the following (yes or no):
		- the marijuana plant
		- the limbecks in the laboratory
		- the flasks in the laboratory
		- the wheelbarrow
		- the teapot
		- the carrot
	2. Any hints on how to get past the dragon?
	3. How about the demons in hell? (ie, how to get past them)
	4. Should I just ignore Jerry Lee Lewis?
	5. Is it OK to just let the princess go, or is she needed for
		something (i.e., should I tie her to me or something)?
	6. Should I have *anything* to do with Kronos at all? (should
		I get the note from him; should I deliver it; should I
		kill the adventurer, etc)

A lot of these I could figure out myself eventually, but I'd rather not
go through the tedium of finding out near the end of the game that the
flasks I dropped and broke were of value.


|   Bill White			Internet: bwhite@oucsace.cs.ohiou.edu	|
|	MURPHY'S EIGHTH COROLLARY:					|
|		It is impossible to make anything foolproof because 	|
|		fools are so ingenious.					|