|
| 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.
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