FOR PETE'S SAKE HINTS The following tell you where to find the hidden objects in Parts 1 and 2. How they are to be used will be enough of a challenge. Sometimes you will need one object before you get another. Part 1: The problems in part 1 are not where to find the objects but in what sequence to use them. Cookbook – examine the board Jam- examine the vat. When you examine the jam, it gives you a hint where and how you can use it Car radio – examine the Panda. But you need something else to get it as well as get the policeman out of the station Turnip – it's with the bull, but first you have to deal with the bull Chip – pour Klim in the glass, but first you need to have someone (female) with you when you ask about Margery Teddy bear – give the roller skate, but, of course, you will need to deal with the brat first Manual – ignore it Watch, ring, or bracelet – get a hint about which to take from examining the nightclub doors Key – search the body. Whom to give it to and when? Script – examine the drain. You will need a hint about who to give it to, and then don't give it too early Flyer – examine the counter. Whom to give it to? And when? Make sure it has been dropped before the appropriate party returns Daily expatiator – examine the shelf Red card – search the suit Whistle – hold the card up in the appropriate place. You need to give it and get it back twice from the appropriate person Lottery ticket – get the people to move so you can get it. You can use a nearby (unmovable)object. Once you have it – whom to give it to? Give it to the matchstick lady. Where is she? Try going back to where you started. Prison pass – give the bear to someone who needs animals Jemmy – search the bombsite Business card – follow the second "sign" the horse gives Extra hint: make sure you are no longer engaged to the magician before you sleep. Otherwise you cannot get in to see Pete. He provides you with a clue as well as physical help. In both parts, remember that sometimes you need to put your instructions in quotations. For those playing on an emulator, it's Right Shift – P. * * * * * * * Part 2: This is a much more straightforward game. You need a password from Part 1. Timing of moves and sequences is much less tricky here. Many objects are used close to where they are found and their use is usually self-evident. Flint - search the pot plant Boots - under the rock Flamethrower - give boots when you get the hint about Wellies Cylinder - examine the cooker. You need help to move it to the appropriate place where you can use it Cactus - it's visible, but you need to harden the mud to get it Sunbed - break a window Rosary - search the roses Trowel - search the crack Aerosol can - search the bins Pregnancy test - dig in the garden, after your've examined the gardener doing something suspicious Watering can - examine the boat Photograph - search the album Candle - give an object to the priest Gaslighter - BLOW FIRE when the priest is in the room Spoon - examine the table Poster - open the cupboard Suppositories - search rubble. This is a red herring. You don't need it Butter - search rubble Explosives - put the poster on someone's wall Bucket - remove it but it's not a necessary object Shoes - put the record where it will be played Trousers - give test to the appropriate person Shirt - give photo to the appropriate person Tie - give wig to the appropriate person Jacket - turn up the heat, then return to the anteroom Key - dance with Matilda Fuse - light the candle Briefcase - dig with what was in Matilda's mouth when she was born Terri Sheehan 2003-04-22 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://hjem.get2net.dk/gunn/