N
NECRIS DOME
The first mandroid: Examine it and search it.
What to do with suit: Spray it.
What to do with unit: Put mandroid in it.
What to do with pipe: Hit it with axe.
What to do with shell: Wear it.
NEVER ENDING STORY, THE (Ocean)
In the ruined building: Remove planks.
To unlock the cell: Needs iron key from storeroom.
To kill the rats: Open tin and drop tin at entrance to storeroom.
To carry broken glass: You need the leather.
In room with strange machine: Drop crystal.
To pass the sphinxes: Wait till they blink.
The swamplands: Don't waste your time.
To enter tower: Unlock door with gold key.
To enter door to Empress's quarters: Say please.
  • No glass, no blinks.
  • Don't go marshing around without Artax.
  • Don't blow leaving part one... or maybe you should blow it!!
THE NINE DANCERS (Larsoft)

Official Hintsheet

  • Examine well the dried-up pond.
  • Conversation, overheard within the White Horse Inn, will explain the policeman's reluctance to let you pass him.
  • In order to proceed to the stones you will need to divert his attention. The acquisition of an antique will be helpful in this matter.
  • To avoid being recognised you will need to change your appearance, twice.
  • The pixie is open to temptation.
  • At first appearance the black dog may be fetching but will it swallow your ruse a second time?
  • An entrance to, and exit from, the fairy world exists when the full moon shines.
  • There is a break in the clouds for only a short while.
  • A message, in old words, should be exactly followed in order to transform the single stone.
  • Once the princess is reverted to stone the game is beyond solution.
  • To reverse the wizard's spell you should copy his actions.