George's Hints and Tips Sent in by George Smith Jinxter ------- Can't catch the mouse? In the kitchen, set the trap with the cheese. Go away and return later. Bull a problem? Act like a matador with something red. Gardener runs off when you approach? The squeaky doors alert him. Get the plastic bottle and put the contents in a bigger container, then freeze it to get the oil. Put the oil on the runners of the boathouse door. Canoe got a hole in it? Wrap your sock round the bung and put it in. Baking a decent loaf proving difficult? Sieve the flour to get a charm. Put it in the baking tin with the dough, then overbake it in the oven. Mound of dirt in the way? A pair of gloves and a can of worms are all you need. Want to see in the dark? Stand under the holly bush near the herb garden and listen to the magpie for a gift. To deal with Janedor at the end Make sure you woke Xam earlier, he'll then be chatting to the witch. Grab the ball and head for the hearth. Doofer the ball, put the ash on the hearth, put the charms on the bracelet and hide up the chimney. When her claw appears, put the bracelet on it. Wizard's Crown -------------- Need some cash? Collect all the booty won in battle and sell it at the market at the top of the city just before the north gate. Your thief can use his haggling skills to get the best price. Day a bit short? Entering a tavern makes the time pass quickly. Lurking Horror -------------- Zombie a nuisance? Get the axe from the cabinet by breaking the glass with the crowbar. Chop the power cord with the axe. Need the keys from the hacker? Heat the carton in the microwave (don't overdo it) and give it to the hacker in exchange for the master key. Dungeon Master -------------- Level 5 gate keeps closing? Place any object on the slab where the transporter appears. Pull the lever to turn on the transporter and the object will be whisked into the alcove which triggers opening the gate. The Matrix confusing you? Follow the passage until you reach the entrance. In front is a never ending passage. Turn right and take the next passage on the left. Go straight on to the end, then turn left. In the second alcove on the right is a button. Press it, continue on the left and you'll find a secret alcove containing a key. Riddle Room a complete mystery? You need a bow, a blue gem, the Mirror of Dawn and a gold coin. Slowed up by Time is of the Essence? Drop all the objects you don't need to acquire extra speed. Press the buttons and sprint like the wind past the traps. There's a key at the end. Leisure Suit Larry 1 -------------------- What does the girl in the bath want? Give her the apple. Where is the inflatable doll? Look in the closet in the bedroom near the rooftop garden. Beyond Zork ----------- Can't get the jewel from the idol? Attack the baby hungus then run to the idol. When the mother hungus follows she will weigh down the bottom, allowing you to go up and get the jewel. What happens after that requires the Eversion spell. Can't get rid of the organ grinder? Give him the chest. Knight Orc ---------- Where is the keycard? In the mouse hole in the South bedroom. First catch your mouse then use the eye to peep into the hole. Police Quest 1 -------------- Bikers in Wino Willy's threatening you? Use your night-stick on them. What do I do with Sweet Cheeks? Take her to Room 204 and phone for a taxi. How can I play cards? Ask Woody about the card game. Hollywood Hijinx ---------------- Can't open the hatch in the shelter? Light the match and candle, lift the left end of the plank, pull the chain, burn the rope then stand on the right end of the plank. Phantasie III ------------- Quest I Go south to the Hall of Giants. Let yourself fall through the trap door. The switches open doors. Get scroll one from Kilmor. Leave via the cell above. Get the weapons from the armoury in the corridor. Quest II Go to the dwarven burial grounds east of the archives. Watch out for Nikademus. Quest III Go to the island east of the archives. Find the co-ordinates, key them into the keypad and pull the lever. Enter the fortress and follow the map until you meet the Light Fairy. Talk with her, leave, enter the Town of Light and cast the transportation spell. Quest IV Go to the Plane of Darkness which is situated in the Chamber of Chronos. Type C2- and fetch the key of darkness from the Hall of Giants. Alternatively you can smash all the statues at the Fortress of Light which will allow you to enter the Fortress of Darkness and get the Wand of Nikademus. - o -