4. By killing the thieves first. 6. Yes, try asking him for information. 8. You shouldn't need it again. 9. There are two - and the one you need here isn't in such an obvious place. 12. Wear the armour, dope! 14. Can you put some things inside others? Can anything be worn? 15. You can't and it isn't! 17. You must have the crossbow with which to threaten them - they won't notice whether or not you have bolts for it. 18. It's the other one this time. 19. Put the candle inside, then light the candle; or light the candle before putting it in. 20. Only the Flame Sword will serve. 22. You need the lantern. (See also 19.) 24. Make for the ruined tower by the shortest route. 29. Lift the carpet. 31. Fill the bottle with it. 32. That's not what the wagon is for. (See also 86). 33. Leave it in its container - and let the bandits open it for you. 35. Leave the white cube somewhere outside. Carry the black one into the room and press the button. 37. Examine the furnace in the laboratory. 39. Carry a compass. Directions then work correctly. 40. Tie the rope to the grapnel then throw the grapnel. 42. Fit a sail to it, then launch it from the jetty. 47. There is none - but the art of making it can be learned. 48. Have you been behind it? 51. Shoot it from the (temporary!) safety of the tower. 52. Let them steal both the casket and its key. 54. Cut it with the hacksaw. 61. Free the manticore (with suitable precautions). 63. The piece of wood can be used as a paddle. 64. What kind of weapon is likely to be effective against an ice-dragon? 65. Go south into the recess and open the gate from there. 72. It's the yellow deposit by the hot spring. 73. Go to the copse, where you'll find the makings of a raft. 78. Give the small piece to the guide and save the large one the king. 79. You will pass safely if you take off the armour first. 80. It's a "Knight's Tour" cipher. Start from the bottom left ("South West") and try successive knight moves. 81. Speak the words on the tile. 83. You must enter his study with all three pieces and GIVE TILES. 84. Wait by the boundary stone, then offer a gift to whoever appears. 85. You have quite a few matches (count them), but a candle is necessary in some places. Moving in the dark is usually fairly safe though. 86. Push the ore wagon, after first digging through the rock fall. 88. Solve the chessboard cipher (see also 80). 91. You must get your bearings from this vantage point, or you will become hopelessly lost. 92. Alchemy is a lengthy business. There are several stages in the transmutation and you must wait for each one. 93. Not by day. Wait for nighttime and use the stars for guidance. 94. Tie the cord to the bottle and use it to pull up the bottle when you return to the surface.