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PAWN, THE (Magnetic Scrolls)
To stop the guru laughing at you: Cover wristband with shirt.
To remove the boulder: Tie hoe and rake with shirt and lever boulder.
What to give the guru: Put snow in bowl.
To lift the floorboards: Close door first.
What to do with the snowman: Melt him with the white.
What to do with the rice: Give it to the alchemists.
To get through the paper wall: Tear with boots
To open the door to the ice tower: Have another go at the pedestal
Plant: Plant it in the pot with a suitable tool
The pot: Hmm... that bench sure looks interesting!
PEN AND THE DARK, THE (Mosaic)
  • Special transport will only arrive when conditions are right.
  • Go into Maxwell Courtney's office and have a good look at his desk. Follow his suggestion!
  • The ring is part of a bigger structure - perhaps a tool might help?
PENELESS (Ivysoft)
PHILOSOPHER'S QUEST (Acornsoft)
  • To avoid being crushed by the walls, jam them by throwing the metal bar from the south end of the corridor.
PHILOSOPHER'S STONE, THE (Ariolasoft)
  • It would seem that to get out of town, you need to hypnotise the guards by using the amulet, which apparently is given to you by the old woman in return for finding her cat Felix.
PLANETFALL (Infocom)
  • The laser won't do you much good with old batteries.
  • Try holding something appropriate over the crevice to solve your padlock problems!
  • You'd better wear a mask before entering the bio-lab.
  • Solve the problem west to east to avoid leaving yourself with one hole problem!
  • If bugged by enemies, remember - to save your life, you must first be prepared to throw it away. (This should get rid of the heat.)
PLAY IT AGAIN SAM (Mastertronic)
To get a taxi: Hail taxi.
To get into apartment: Jemmy door.
To get out again: Unbolt window.
When barman asks "What'll you have?": Order bourbon.
When Rudy asks what you are doing: Looking for Silvia.
To untie bonds: Cut bonds blade.
What next: Climb through window.
In Gloria's apartment: "Say why" several times.
What to do when somebody hears you at the warehouse: Hide.
POLEARN (Shoel)
PRICE OF MAGIK (Level 9)
To deal with the Dark Spawn: Sanity goes with claws.
To deal with the Hawkmoth: You cannot.
To deal with the Lounge Lizard: Wave a mirror at it.
PRINCE OF TYNDAL (Zenobi)
  • 1) Examine field, with birds to find a scarecrow.
  • 2) Examine altar to find a hook.
  • 3) If you take the candle out of the hut with you after a few moves, it will melt and you will have some wax.
  • 4) You can blow out the candle.
  • 5) You can burn the rope with the candle. I don't think that's of much use but!
  • 6) Break scarecrow to get a pole and some rags.
How to get rope you can't reach: Fix hook to pole then hook rope.
What to give the alchemist: The book.
How to move the rocks: Get the villagers to do it.
What to do with the jewel: Give it to the magpie.
What to do with the mushroom: Pour potion on it.
How to enter the hole at the waterfall: Cast spell of destruction.
What to do at the altar: Place gold key in recess.
PRISONER (?)
  • The objects unnecessary for your escape include the umbrella, the watch, the sunglasses, the map, the cape, the top hat, the jumper, the medallion, the pawn, the wallet.
  • The necessary objects are the key (to open the locker and get the badge), the badge (to enter the control room), the file (to give to your boss as proof), the torch (to go through the caverns), the raft, the tapestry (to make a sail), the axe (to cut some beams to complete the raft), the radio transmitter (to allow the escape). You also need to wander through the woods with the raft in order to find a way out to the beach without going through town.
  • In order to escape, you need to build and sail the raft, and have the file and radio transmitter with you.
  • One side trip involves getting the sunglasses (at the building, examining the rock, opening the box), then entering the town hall to get the watch. This allows you to enter the helicopter and try to escape, though you are brought back.
  • Taking the taxis can be helpful to minimize a few moves.
  • Pressing the various buttons in the subterranean control room: blue - a view of the village red - to the subterranean control room (not the only way to get there) yellow - you get gassed and sent to the hospital green - you get captured, beaten up, and sent back to your house.
THE PROPHECY (Larsoft)

Official Hintsheet

  • There is a 'help' facility within the game itself.
  • The stream carries the answer to crossing the bridge.
  • There is a concealed room within the tower near the mirror room.
  • The horse packs a surprise without adding a rider.
  • There is something of note in one tree and a note of something in another.
  • The key solution to the beach lies within the cave, if you can find it.
  • The fissure may weigh heavily on your mind but don't get too cross.

PUB QUEST (Dream)
  • Can't go anywhere in the beginning? Maybe YOU are more interesting than you believe!
  • Don't light the flashlight - but it has other uses.
  • That brick might just come in handy in several places.