by Dave Marshburn
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WARNING! Nothing hidden. Straight forward hint list.
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Beginning
Be sure to go NW and examine the weed. read the Legend and Lore of
Quendor, or ask the old woman in the magic shop about the weed. it
has healing powers (see Mist)
Warf/Sailor
"Hello, sailor". wait. take driftwood. name it (opt.)
Pub
take the lantern. you'll need it. open the door. leave the rug
alone until you get out of the cellar. go west into the kitchen. be
sure to take the dagger (see Lighthouse).
Kitchen
open the door. be sure you have something to kill with, and the
lantern. listen to the cook. enter the cellar.
Cellar
take the scroll and READ it. when the lanter goes out, type the
word in the scroll to light it again. in the throne room, "search
debris". there's a gold coin you can sell/trade to the old woman.
squeeze any moss you find (improves dexterity). then you can climb
the stacks. "LOOK AT AMULET THROUGH BOTTLE". if you have the
transport scroll and used it BEFORE you entered the cellar, you can
escape that way. or wear the amulet and say the word on the amulet.
bash the cellar door in with extra power. once out, "roll the onion
east". be sure to take the rug.
Lighthouse/Cliffs
read the inscription. type "answer, lightning". Be sure to have the
onion, rug and dagger from Pub/Kitchen. If you haven't done this,
go NW and take the salt from the brine. Roll the onion in the
direction you want to go. put salt on the slug. rub the rug and
touch the dust bunny. take/wear the ring. at the top, search
debris, THEN read the chest. cut the onion with dagger when the
dorn beast attacks, then take chest and run like h***. (Maybe this
is where I missed level 9. try using the annihalation stick to
destroy it).
Arcadia
wait for the monkey grinder. wait until the grinder deals with the
nymph who won't let you go north. try to kill him (unlikely), or
give the chest to him (after you opened it first). monkey grinders
can't read! a weapons shop is here as well.
Mist
if the vapor takes anything from you, it will be in another
location in the mist area. be sure to "wield the driftwood" before
the vapors appear. if you don't already have it, get the saddle
from the stable (see Stable). with the pterodactyl, either set dial
on the gurdy to ear and turn crank right, or point annesthesia rod
at pterodactyl. take whistle,arrow. put weed (see beginning) in
wound. put saddle on pterodactyl. only blow the whistle when needed
(you only get 3 opportunities). when you get on, fly.
Private Way
take horseshoe. kiss the unicorn's horn (good luck). give the chest
to the unicorn. if you have the levi- tation staff, you can float
the saddle out of the stall. Or speak the word on the amulet (it's
clobbering time!). an armour shop is here as well. you'll need the
horseshoe, by the way, for later (see Underground).
Gondola (cable car)
once inside, wait and listen to the speaker. when you get to a
support towers, exit. then down.
Town NW of Private Way
eat the cake you find on the street. there is a magic shop here.
this is where most of your questions about certain objects can be
answered ("ask woman about ...."). buy the rabbit's foot (see
Underground).
Forest
the puppet and hellhound are very hard to kill. use something that
is very good for this (stick of annihalation or the equivalent). at
the boulder, answer "youth". if you have the minx (see Village),
wait by an oak for the minx to find the truffle, then put the
truffle in the pool. keep the truffle in you pack until needed (see
Ruins) or the minx will get it.
Bridge
there is no way across or back. take the umbrella, open it, then
jump. best to use the pterodactyl or the gating spell to get across
to the ruins.
Ruins
have the vial from the church in the Village for the undead
warrior. Have minx! Also the hourglass from the magic shop (after
you give the jewel from the Jungle to the woman). go to the arch,
then enter. turn hourglass over. go south twice and wait. when the
prince is killed, put the truffle in the trench. then turn the
hourglass and go north until you reach desolation. wait. let the
minx do the work for you. take/wear the helmet. go back to the
arch, then exit.
Castle
here is where the pterodactyl comes in. fly to the castle (you may
have to find it). use the compass rose to adjust the winds (see
Plains). be sure you are not on your third turn with the whistle or
you will never leave. hide behind the bush. take roots and eat them
(strength). wait. open the statue and take the jar.
Jungle
if you are wearing the cloak, take it off. attack baby hungus. let
mother hungus chase you (wait each turn. she's kinda slow). go up
on the idol. when the mother hungus gets on the bottom of the
teeter-totter, take the jewel. oops, you drop it and are dumped in
the idol. if you have the lantern, light it. squeeze the moss (it
can't hurt). either use the gating or transportation spells, or
point the Eversion stick at idol to get out. Now that you're free,
point Eversion at mother to get jewel, THEN point levitation at
baby (to gain more compassion). the jewel is worth 1000 zorkmids
and is needed to buy the hourglass (see Ruins).
Village
erase the footprints of the minx. you definitely need the minx!
enter the church and sit down. look under the pew. be sure you have
the caterpillar (see Plains) so you can get by the christmas tree
monsters. open the reliquary after you defeat the tree monsters.
take white hemi- sphere. "put peg in hole" (examine black & white
hemispheres).
Mountaintop
open mailbox.read leaflet.open parcel. in cottage, search table and
take the black hemisphere. READ THE BOOK. you'll need something
powerfull to get past the snow wight (annihalation or the
equivalent). point the dispel wand (from north room when you first
met the monkey grinder in Arcadia) at the dome, then run like H***.
Before the lava cools (AND if you're wearing the ring), "inscribe
glyph with burin" to ward off the monsters that weren't killed by
the lava.
Etherial Plane
read the scroll of gating. use the phase blade to cut the outline.
this will take you to the Implementors and their kin. wait. take
the goblet and lick it (more luck).
Plains
have the hurdy-gurdy. set dial to the eye and turn crank right when
you get to the scarecrow in the flourishing fields. NOTICE THE
COLOR. when the butterfly appears, wait until it lands on the
goblet. put butterfly in gurdy, set dial to clock, then turn crank
to the LEFT. take caterpillar and save it for later (see Village).
when you reach the farmhouse, go in AND STAY. wait for the tornado
to pick you up and take you away (see Flowers). if you enter the
house then exit, or if you wait too long to enter the house, the
storm will kill you. take the clover you find as all good luck
charms (including the rabbit's foot in the magic shop) are needed
(see Underground). take the key you get from the mayor (see
Flowers) to where the corbies are. then take the rose (useful when
on the pterodactyl).
Flowers
exit the house. examine the flowers. wait. when the mayor offers
you a key, take the key of the same color as the flourishing field
scarecrow (see Plains).
Underground
after you have eaten the cake, drank the potion of enlightenment,
and worn the helmet, you can "look into the gray sphere" (see
Village) for the password to open the rock wall. you need all luck
charms (rabbit's foot, clover, horseshoe, and anything else you
think is a luck charm). also you'll need the jar and the best
armour you can buy. go to the wall NW of the Village. say the word
and open the door. once inside, take the circlet from the jar.
"blow bubble. turn mirror south". remember that angle of incidence
equals angle of reflection. if light is coming from the SE and you
want to go SW, you must turn mirror South for the light to reflect.
strike all lucksuckers (i.e. black cat, stepladder, umbrella, etc)
with luck charms. once in the treasure chamber, turn your mirror to
shine on the shadow. then search treasure, take the coconut, then
run/wait/whatever. you will eventually get buried, but help is on
it's way .....
congratulations! you made it!
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If I left anything out, and you've gotten stuck on something, please feel free
to contact me. I'll be more than happy to help out.