Answer 2 Don't move around in the dark. {It's OK to move into the dark and out again.} Answer 5 Wear the gloves. Answer 6 Throw the metal sphere at him. Answer 12 Remove your armour. Answer 13 Break the big jar. This can only be done with the hammer. Answer 16 Either buy something in Thwil, search the eastern cliff-tops, or make a quick dash for the forest hut and get the axe. Answer 17 Although it is possible to get out using a fixed sequence of moves, it is best to stay out altogether. There's nothing interesting there. Answer 20 Put the plank across it. {The command is PLANK ACROSS } Answer 23 Make your music with a quiet instrument. Answer 26 Short circuit the current by connecting the plates with the wire. Answer 27 He's a large and powerful beast. You need to be very well armoured indeed to fend him off. Furnish yourself with all the weapons and armour you can find. Answer 29 Buy them a drink. Answer 30 You need the iron bar. Answer 31 Go north from the hermit's cell, then north-west. Answer 35 Drop the green fern and the red-flowered plant in the cottage. {The herbs grow by a spring near the dolmen.} Answer 37 The words required are Arcana Tenebrae. {Earbenet anacra also does something. Somewhere.} Answer 39 Bring the anvil into the room, stand on it, and climb up. Answer 42 Not without the key you can't! Keep looking. Answer 43 Either wave the wooden rod or ring the bell. Answer 46 Go behind it. (But go south-east to get out safely again.) Answer 48 Go north from where you found the rod. South-west from here will take you out of the Web. Waving the rod here will also take you out of the web, but beware! Answer 49 Drop the berries for him to eat, or wear the cap of invisibility. Answer 50 Only honest adventurers can succeed in the quest, and you know very well what I mean. Answer 53 It is a wierd object. It can only be approached from the west side. To take two examples: If you go south from the marshy hollow you will see it on a hill to the east. If you go north from the ore-washing mill, then keep going east, it will come into view in the same way. Answer 54 Nothing (at least not in this adventure), but it's a valuable treasure. Answer 55 You need the axe from the woodcutter's hut. Answer 57 Dig; but find the spade first. Answer 63 Wear the iron circlet, then try launching your boat. Answer 64 That's right: it will only take you home if you are wearing the Talisman (and that is another hint!). Answer 66 Unscrew the slotted end with the screwdriver. Answer 68 They do, but only when your condition falls below 256. Answer 69 Tie the rope to the vertical shaft in the Valley. When you get the object, sail into the Dogshead tunnel and tie the object to the lower end of the rope. When you next visit the Valley, pull up the object. Answer 71 You are given sufficient warning to stay clear of these hazards if you are alert. Answer 74 Rub the crystal. The secret combination will then be revealed. Answer 78 There are 12 wearable objects, most of them treasures and some of the others (such as the sword and mail) quite valuable. (Yes, you can wear the sword if you are wearing the belt.) The objects which must be carried rather than worn number 14. All of these (except the essential bag) have a high points value. Objects such as the lamp which are neither valuable nor wearable should now be discarded. { WEAR: ring, chain, bracelet, crown, cap, mail, circlet, sword, helmet, gloves, belt, bag CARRY: harp, casket, dish, emerald, opal bowl, mirror, cup, blue gem, star, statuette, horn, crystal ball, brooch, plate, carpet e&oe} Answer 79 Pull the lever on the copper tube as soon as they appear. {The copper tube is a primitive gun. Didn't you pull the lever the first time you picked it up?} Answer 81 Turn off the lamp, then fill it. Answer 82 Wear the iron circlet. Answer 83 Tie the string to the black stone (which is a piece of magnetite), then lower the stone down the well. {The commands are TIE STRING STONE then DROP STONE} Answer 84 Don't walk around more than you can help with Vork's crown and cup. Use the magic carpet to fly them to the Gate. {See also Hint 77 and Answer 50.} Answer 85 You don't actually need every single object that is on sale, but you can buy them all if you wish. There is enough money to do so, but it won't leave you anything to soften up the card players. {You can sell some of the treasures to the shopkeeper, but he doesn't give you a fair price.} Answer 86 Blow the horn loudly. Answer 88 You need a tinder box to light it with. {You also need exactly the right words "Light Lamp".} Answer 91 There are several ways of escape. If you leave your boat on the beach at Pykon Bay and acquire the means to deal with the serpent and the griffin before taking the harp, then you will have enough time to be safely at sea when the climax of the eruption occurs. Experienced players will find other (magical) ways of escape which are faster and less error prone. {I think he means the carpet.} Answer 92 You can carry the harp as you fly on the carpet. Answer 93 Make your other purchases first, then visit the inn. Answer 94 Oil it with some of the lamp oil from the flask. Answer 95 Drop objects and map the mountain passes. Be prepared to save and continue quite a few games before you find all the moves which lead to precipices. Answer 97 Like the famous grimoire of Albertus Magnus, once you have it you can't get rid of it. You can read it without picking it up. (And it gives more than one message.) Answer 99 Drop the carpet, stand on it, and command it to fly to a named place. Answer 100 Don't sail directly away from the coast, but if you do get lost wave the rod or ring the bell. Answer 101 Read the descriptions of your surroundings with great care and sail parallel to the coast. {The coastal journey is a maze-ish sort of puzzle.} Answer 103 Turn it off when you're not in the dark. You can also refill it from the oil flask. {There's dark and there's dim.} Answer 104 Gate, Kuklos, Skarp, Vorkness, Thwil, Pykon, Acris. Omitting the name is risky!