Hint 1 Find something to stand on. Hint 3 How can you precipitate an avalanche while standing clear of it? Hint 4 It's an iron key. Does that suggest anything? Hint 7 You need something to act as a bridge. Hint 8 Very probably. Have you investigated the waterfall? Hint 9 Find yourself a weapon as soon as possible. Hint 10 How can you scare them off? Hint 11 Certain objects, although precious, are highly inimical until you get them home. What are you carrying? Hint 14 Stay clear! Hint 15 One of Khoronz's infernal devices! However, there's nothing magical about this one. How can you render it harmless? Hint 18 Take her the things she requests. Hint 19 If you've already had it lit it's probably empty. If not, remember it isn't an electric lamp that can just be switched on. Hint 21 A lever is useful. Hint 22 Buttons numbered 1, 2, 3, 4, 5. Now where have I seen numbers written before? Hint 24 Either poison the creature or trick him with magic. Hint 25 Don't waste it. Hint 28 You need to be wearing a certain magical object. Hint 32 You're making too much noise! Hint 33 Is it wise to pour oil into a lighted lamp? Hint 34 This is confusing terrain; it all looks the same. How can you make the places look different? Hint 36 What would an archeologist do? Hint 38 There are three separate hoards of coins and the total amount is sufficient. Hint 40 Yes it is, but you can't use it while carrying it, and you must command it explicitly or it can be dangerous. Hint 41 Navigate more carefully! But if you do get lost try the usual things with magical objects (waving, rubbing, ringing, etc). Hint 42 Not without the key you can't! Keep looking. Hint 44 Make yourself lighter. Hint 45 Protect your hands. Hint 47 This is where a rope comes in handy. Hint 51 There is a fixed move sequence to take you out. Magic may be used too. Hint 52 Are you wearing absolutely everything that is wearable? Have you discarded everything (except the bag) which can't be worn and isn't treasure? Hint 56 The method for getting it in can't be used for getting it out. Have you brought the carpet with you? Hint 58 What can you expect when the floor is full of pits and shafts. Hint 59 Magic can only be countered by stronger magic. What have you just found? Hint 60 Has there been anything to suggest that one of the objects you are carrying might be magnetic? Hint 61 The key is useless here. The clue you need is in the ancient book. Hint 62 You'll have to cut it down. Hint 65 You need a two-word phrase. It was once carved over the gateway at Skarp castle, but some of the lettering has crumbled away. There are two anagrams of the complete inscription to help you piece together what remains. Have you found these yet? Hint 67 So don't pick it up. Hint 70 He hates loud noises. Hint 72 What does a patch of disturbed soil suggest, and what can you do about it? Hint 73 The hermit was referring to a place quite close to where he lives. Hint 75 Make adequate preparations before taking the harp. Hint 76 Words alone unlock the secrets of the dark. What magic words have you seen lately? Hint 77 Entirely your own fault! It's dangerous to doublecross a witch. Hint 80 There is a certain missile which will kill him. Hint 87 How do you free a rusty wheel? Hint 89 Put out the fire. You need water, lots of it. Hint 90 It has a slotted end. Hint 96 Only magic helps here. What do you have that you could wave, rub, or manipulate in some other way? Hint 98 Try to make them more friendly. You're in a tavern, remember. Hint 102 So take very little in there with you.