Yellow Peril
HINTS SHEET
Written by Dorothy Millard

Notes
1. You have three opportunities to enter the fisherman's hut only.
2. When crossing the river on the repaired raft you can only carry five
items in safety.
3. The items you "cannot quite see" are the jewels, which the Yellow Peril
wants. To see them you will need the magic mirror.
4. Do not drop the berries for the cow to eat - it is necessary for her to
follow you to meet the bull, and she will only do this while you are
carrying the berries.
5. To read the book and find out the magic words, you must have drunk from
the magic fountain and be carrying the magnifying glass.

Hints
1. Examine pebbles to find button then climb the cliff.
2. In the cabin in the Great Yellow Forest stroke the cat to find a gold key
which unlocks the cemetery gate. Sit in the chair to find a bible, which
should be given to the vicar to gain access to the church.
3. Climb the wall. Enter the grave but make sure you are carrying the
ladder first.
4. Chop bushes with the machete at the dead end to see an overgrown trail.
At the magic fountain drink the water to enable you to read the book.
Examine the bushes to find a flute.
5. Play the flute to the snake. In the fisherman's hut the lamp is under
the bed. Move the cupboard to find a tie. Get the spade from the back
garden and pick a flower.
6. Examine the dead tree to find a rope. Dig to find a maggot for bait to
catch a boot!
7. Give the ornate key to the storekeeper and he will open the store.
8. Cut the fence with the wire-cutters then enter the hole to a farmyard.
9. Pick the berries and the cow will follow you to where the bull is,
allowing you to get the magical suit from the scarecrow.
10. Enter the farmhouse through the window to find a wick for the lamp. The
lamp must be filled with oil too. Lift the rug to find a large key to
unlock the barn door. The magic spectacles can be found in the hay but be
careful of them, as they are breakable.
11. Full the jug at the magic fountain with magic water to throw at the
shadowy figure.
12. Dig at the small hillock to find a worm and this time catch a fish at
the pond.
13. Enter the waterfall and examine the river to discover a raft that needs
repair. It can be repaired using the plank, hammer and nails.
14. Dig the rabbit burrow to make it larger then enter to meet a fluffy
yellow rabbit, who will leave if you give it the egg, allowing you to get
the magnifying glass.
15. Wear the magic suit to go through the flaming archway.
16. Say a magic word to enter the curtain of light.
17. The yellow dwarf wants a button.
18. At the imposing building knock on the door to enter. Give the tie to
the Yellow Peril, allowing you to talk to him. He will give you the magic
mirror if you will help him find his ten jewels.
19. Wear the spectacles to enter the mysterious door. Make sure you have
light though.
20. In the mine say a magic word to pass the invisible force. If you have
the magic mirror you will find a sapphire. Dig to reveal a hole leading
north.
21. Move the tub to reveal an opening leading northwest into a large
circular chamber.
22. Wave the daisy to deal with the yellow ghost and keep an eye open for an
opal.
23. On the rickety wharf, stamp to find a ruby.
24. At the well feed the fish to the rat to prevent it nibbling your rope.
Climb down to the bottom and light the dynamite (drop it first!)
25. Say a magic word to go through the magic door into the tower. At the
top you will find a garnet if you have the magic mirror. Jump to exit - you
land in the river where you must swim to the bank. Make your way to the
farmhouse to dry off.
26. Examine the altar in the church to find a cross then go down to the
crypt. Open the coffin and hold the cross the deal with the vampire. You
find a lapis lazuli.
27. Climb a tree in the Great Yellow Forest to break a branch. Where the
trees appear to look at you examine trees to see something lodged high in
the branches. Hit tree using the branch to find a diamond.
28. Examine statue and read the plaque with the magnifying glass. Unscrew
plaque to find an emerald.
29. Push the Whatsit and he will wander off to reveal a moonstone. However,
he returns.
30. Climb the ladder into the pit to find a topaz.
31. At the ruins of the bridge, examine them to find a jade.
32. Give the jewels, one at a time, to the Yellow Peril who is delighted and
tells you the magic word you need to return.
33. On your way to the Special Place throw the boot at the Yellow Whatsit.
At the Special Place you must remember what the bible told you and do the
opposite.