282 lines
18 KiB
Plaintext
282 lines
18 KiB
Plaintext
======================================================================== 280
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Date: Tue, 20 Feb 90 17:24:38 -0900
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To: jford1@ua1vm
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Sender: "ACAD2A::AXMAC" <AXMAC@ALASKA.BITNET>
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Reply-To: "Big MAC..." <AXMAC@ALASKA.BITNET>
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From: "Big MAC..." <AXMAC@ALASKA>
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*****************************************************************************
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*****************************************************************************
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W A R N I N G !!!!!! S P O I L E R !!!!!!!!!
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*****************************************************************************
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*****************************************************************************
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For Beyond Zork from Infocom
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AREA (generalized) HINT/SUGGESTIONS
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--------------------- -------------------------------------
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Beginning Be sure to go NW and examine the weed.
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read the Legend and Lore of Quendor,
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or ask the old woman in the magic shop
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about the weed.
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it has healing powers (see Mist)
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Warf/Sailor "Hello, sailor".
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wait. take driftwood. name it (opt.)
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Pub take the lantern. you'll need it.
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open the door. leave the rug alone
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until you get out of the cellar. go
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west into the kitchen. be sure to
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take the dagger (see Lighthouse).
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Kitchen open the door. be sure you have
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something to kill with, and the
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lantern. listen to the cook. enter
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the cellar.
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Cellar take the scroll and READ it. when
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the lanter goes out, type the word in
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the scroll to light it again. in the
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throne room, "search debris". there's
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a gold coin you can sell/trade to the
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old woman. squeeze any moss you find
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(improves dexterity). then you can
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climb the stacks. "LOOK AT AMULET
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THROUGH BOTTLE". if you have the
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transport scroll and used it BEFORE
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you entered the cellar, you can
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escape that way. or wear the amulet
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and say the word on the amulet. bash
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the cellar door in with extra power.
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once out, "roll the onion east". be
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sure to take the rug.
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Lighthouse/Cliffs read the inscription.
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type "answer, lightning".
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Be sure to have the onion, rug and
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dagger from Pub/Kitchen. If you haven't
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done this, go NW and take the salt
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from the brine. Roll the onion in
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the direction you want to go. put salt
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on the slug. rub the rug and touch the
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dust bunny. take/wear the ring. at the
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top, search debris, THEN read the
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chest. cut the onion with dagger when
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the dorn beast attacks, then take
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chest and run like h***. (Maybe this is
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where I missed level 9. try using the
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annihalation stick to destroy it).
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Arcadia wait for the monkey grinder. wait
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until the grinder deals with the
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nymph who won't let you go north.
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try to kill him (unlikely), or give
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the chest to him (after you opened it
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first). monkey grinders can't read!
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a weapons shop is here as well.
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Mist if the vapor takes anything from you,
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it will be in another location in the
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mist area. be sure to "wield the
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driftwood" before the vapors appear.
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if you don't already have it, get the
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saddle from the stable (see Stable).
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with the pterodactyl, either set dial
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on the gurdy to ear and turn crank
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right, or point annesthesia rod at
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pterodactyl. take whistle,arrow. put
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weed (see beginning) in wound. put
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saddle on pterodactyl. only blow the
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whistle when needed (you only get 3
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opportunities). when you get on, fly.
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Private Way take horseshoe. kiss the unicorn's
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horn (good luck). give the chest to
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the unicorn. if you have the levi-
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tation staff, you can float the saddle
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out of the stall. Or speak the word
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on the amulet (it's clobbering time!).
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an armour shop is here as well. you'll
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need the horseshoe, by the way, for
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later (see Underground).
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Gondola (cable car) once inside, wait and listen to the
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speaker. when you get to a support
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towers, exit. then down.
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Town NW of Private Way eat the cake you find on the street.
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there is a magic shop here. this is
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where most of your questions about
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certain objects can be answered ("ask
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woman about ...."). buy the rabbit's
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foot (see Underground).
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Forest the puppet and hellhound are very hard
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to kill. use something that is very
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good for this (stick of annihalation
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or the equivalent). at the boulder,
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answer "youth". if you have the minx
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(see Village), wait by an oak for the
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minx to find the truffle, then put the
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truffle in the pool. keep the truffle
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in you pack until needed (see Ruins)
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or the minx will get it.
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Bridge there is no way across or back. take
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the umbrella, open it, then jump.
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best to use the pterodactyl or the
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gating spell to get across to the
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ruins.
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Ruins have the vial from the church in the
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Village for the undead warrior. Have
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minx! Also the hourglass from the
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magic shop (after you give the jewel
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from the Jungle to the woman). go to
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the arch, then enter. turn hourglass
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over. go south twice and wait. when
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the prince is killed, put the truffle
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in the trench. then turn the hourglass
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and go north until you reach
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desolation. wait. let the minx do the
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work for you. take/wear the
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helmet. go back to the arch, then
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exit.
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Castle here is where the pterodactyl comes
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in. fly to the castle (you may have
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to find it). use the compass rose to
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adjust the winds (see Plains). be sure
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you are not on your third turn with
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the whistle or you will never leave.
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hide behind the bush. take roots and
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eat them (strength). wait. open the
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statue and take the jar.
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Jungle if you are wearing the cloak, take it
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off. attack baby hungus. let mother
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hungus chase you (wait each turn.
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she's kinda slow). go up on the idol.
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when the mother hungus gets on the
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bottom of the teeter-totter, take the
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jewel. oops, you drop it and are
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dumped in the idol. if you have the
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lantern, light it. squeeze the moss
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(it can't hurt). either use the gating
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or transportation spells, or point
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the Eversion stick at idol to get out.
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Now that you're free, point Eversion
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at mother to get jewel, THEN point
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levitation at baby (to gain more
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compassion). the jewel is worth 1000
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zorkmids and is needed to buy the
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hourglass (see Ruins).
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Village erase the footprints of the minx.
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you definitely need the minx!
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enter the church and sit down. look
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under the pew. be sure you have the
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caterpillar (see Plains) so you can
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get by the christmas tree monsters.
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open the reliquary after you defeat
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the tree monsters. take white hemi-
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sphere. "put peg in hole" (examine
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black & white hemispheres).
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Mountaintop open mailbox.read leaflet.open parcel.
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in cottage, search table and take the
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black hemisphere. READ THE BOOK.
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you'll need something powerfull to get
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past the snow wight (annihalation or
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the equivalent). point the dispel
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wand (from north room when you first
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met the monkey grinder in Arcadia) at
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the dome, then run like H***. Before
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the lava cools (AND if you're wearing
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the ring), "inscribe glyph with burin"
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to ward off the monsters that weren't
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killed by the lava.
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Etherial Plane read the scroll of gating. use the
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phase blade to cut the outline.
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this will take you to the Implementors
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and their kin. wait. take the goblet
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and lick it (more luck).
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Plains have the hurdy-gurdy. set dial to the
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eye and turn crank right when you get
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to the scarecrow in the flourishing
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fields. NOTICE THE COLOR. when the
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butterfly appears, wait until it lands
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on the goblet. put butterfly in gurdy,
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set dial to clock, then turn crank to
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the LEFT. take caterpillar and save it
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for later (see Village). when you
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reach the farmhouse, go in AND STAY.
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wait for the tornado to pick you up
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and take you away (see Flowers). if
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you enter the house then exit, or if
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you wait too long to enter the house,
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the storm will kill you. take the
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clover you find as all good luck
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charms (including the rabbit's foot
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in the magic shop) are needed (see
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Underground). take the key you get
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from the mayor (see Flowers) to
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where the corbies are. then take the
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rose (useful when on the pterodactyl).
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Flowers exit the house. examine the flowers.
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wait. when the mayor offers you a
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key, take the key of the same color
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as the flourishing field scarecrow
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(see Plains).
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Underground after you have eaten the cake, drank
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the potion of enlightenment, and
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worn the helmet, you can "look into
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the gray sphere" (see Village) for
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the password to open the rock wall.
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you need all luck charms (rabbit's
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foot, clover, horseshoe, and anything
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else you think is a luck charm). also
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you'll need the jar and the best
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armour you can buy. go to the wall
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NW of the Village. say the word and
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open the door. once inside, take the
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circlet from the jar. "blow bubble.
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turn mirror south". remember that
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angle of incidence equals angle of
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reflection. if light is coming from
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the SE and you want to go SW, you must
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turn mirror South for the light to
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reflect. strike all lucksuckers (i.e.
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black cat, stepladder, umbrella, etc)
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with luck charms. once in the treasure
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chamber, turn your mirror to shine on
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the shadow. then search treasure, take
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the coconut, then run/wait/whatever.
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you will eventually get buried, but
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help is on it's way .....
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congratulations! you made it!
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******************************************************************************
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If I left anything out, and you've gotten stuck on something, please feel free
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to contact me. I'll be more than happy to help out.
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Dave Marshburn
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marshburn@niehs
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<EFBFBD> MAILER ALASKA 2/21/90
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<EFBFBD>Big MAC... jford1@ua1vm 2/20/90 No subject
|