SERENDIPITY Dream World Adventures M. Freemantle hints Remember to GET, not TAKE, and to use U and D, not UP and DOWN. SEARCH and EXAMINE are two different things. You can carry unlimited objects. All objects (except two) are useful at least once. Do two things in the back seat. Most items (except for one) to explore the house are found in the first part, i.e. you don't need to go into the field. The broom and handle are doubly useful. To get out of the tavern with it, SEARCH DWARFS. You need to FOLD PAPER to make a plug. Stand at a high place and ROLL WHEEL. The bridge wants a pear. Think of a homonym, spell it differently. The knife is used to cut two things. EXAMINE CISTERN to open a door. Going Aboing, boing@ will help reach high places. Do it in front of the house. STACK BOXES. Check out the roof. When you need a rope, make your own. Pretend the fork is a harpoon. There are a few red herrings - think adventure tools, not beauty. But the herring bone is not a red herring. It's useful when you see a crack. Don't worry about the dictionary. Slippers stop things from skidding. EXAMINE WALLPAPER (only once) for a clue. The maze in the tent is small. It can be easily mapped. Disguise yourself as a fortune teller. Terri Sheehan 2004-08-29 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com