THE WEAVER OF HER DREAMS HINT SHEET ----------------------------------- 01] Open the draw, take the papers you find there out of the draw and examine the draw. Use the key you find there to open the cabinet, then get the book and read it. 02] Listen well to what the old man says. When the flames attack, wave the staff to disperse them. 03] Examine the arch from the main entrance room to the tower for two spells. You must examine the arch from both sides! 04] The Crizp spell will destroy the Magmaron. 05] Examine the stalagmites for another spell. 06] When you hear something falling down the staircase towards you then don't head in the opposite direction but keep going up and then head into the comparative safety of the alcove. Ignore the sword for now. 07] Examine the ash on the first level of the chimney for another spell. 08] When entering the underground chasm, cast the Frozt spell first. going down into the lava chasm ( You will find the cloak has magical properties ), you can throw a small rock at the big boulder to destroy it. You can take from the pile of rocks formed by the demise of the Magmaron either a small or a large rock. Casting levitate from any open part of the chasm will furnish your escape route. 09] Search dust in the alcove east of the main entrance hall for a green ring. do not wear it yet. Put it in the fires of the forge, and wearing the glove, take it out again and examine it before it cools. This also works with the red ring. 10] In the cave with the eyes, you must have the staff. Casting Nightshadow, go north and wait until the darkness clears then read the letters. 11] First of all try and open the door then say AJAH to open it. Once inside, say the name again. 12] Cast Frozt, pull or take sword / lever to fall into the pit. 13] In the abyss, throw the dagger at the fire giant and cast Attraz to destroy the door. Examine the bench for another spell. 14] From the first chimney ledge, you can cast Levitate once more only to rise a little further up the outside of the tower. 15] In the plate room, examine the plate to discover the weight required to be carried for something to happen. Also in this area, examine the gargoyles for another spell. 16] Cast Baxtrane to discover the weight of objects. On the moving plate, 13 will take you elsewhere, 1 returning you. There are however, better ways out of this room - try using the hourglass! 17] Jumping from the tower ledges with the cloak on will let you descend safely to the ground. 18] Destroy the Earth ward with Tremaz, the Water ward with Hydro, the Fire ward with Crizp and the Air ward with Ariex. 19] To get the hourglass, first of cast Baxtrene on it whilst it is on the pedestal. Using the weight found, substitute the exact weight with objects of your own. When the lightning flickers, take the hourglass off the pedestal. You can also take any of your own objects off the pedestal - the spell is only effective upon the hourglass. The hourglass is a very useful object to have. Examining it reveals that time is running backwards - the Necromancer it would seem, is attempting to turn back time to reverse his defeat! You will also notice that the hourglass shows another place. To change this place, shake the hourglass. To travel there, squeeze the hourglass. 20] When you encounter the dragon, first of all re-new you Frozt spell, then cast Mindmeld. As the dragon, go east and into the gallery to scare away the witch king. Now return to the lair and make your way to the bridge across the chasm where the form of the woman now stands. Cast mindmeld once more and now, as the woman, cast Tremaz to destroy both the bridge and the beast. If you wish to cross the chasm - to get the red bottle for example - then use the hourglass. 21] Wearing the red ring, make sure you have the green ring. When you are taken prisoner, take the green bottle and put it through the grate. Now wear the green ring. In the green bottle, if you have a high enough score, you can go west and by smelling around, discover a very important spell! For now however, remove the green ring and cast the Ariex spell to temporarily disperse the Djinn! Now recover the red ring and wear it to escape. Do not return here! 22] When you meet the Necromancer, let him go up the stairs until the arch is in sight. Now cast Crizp to destroy the arch, block the stairs and destroy his direct contact with his source of power, weakening him considerably! Now cast mindmeld and as the Necromancer, head down the stairs and south until his power fades and you return as the woman. Now place the red ring on his finger and returning to the abyss, throw the bottle into the chasm to destroy him once and for all! 23] You must now escape the tower quickly, so head back up only to find your exit blocked! So head for the chimney, levitate up one level and jump. Head quickly down the hill to escape. 24] Open the door to win. The interpretation of what is actually going on is entirely up to you! CONGRATULATIONS! YOU HAVE WON! We hope you have enjoyed the adventure, and look forward to hearing your comments! ***************************************************** Displayed on the Classic Adventures Solution Archive: http://hjem.get2net.dk/gunn/