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Morgan's Seal (Morgans_Seal_hints.txt)

MORGAN'S SEAL - HINTS
The Guild
Spectrum 48

This starts off as an interesting game, but the ending is quite 
disappointing. You're left saying, "is that all there is?" There is little 
in the game to clarify your purpose. So collect all you can carry.

Hints (not in order)

You need to visit the island before you can get the yarn.

You need have the seal before you fish. Plus, of course, something to fish 
with. Can't find a rod – you'll have to make one, I guess.

There is a limit on the number of objects you can carry.

There are three mazes, relatively easy to map with the "dropping objects" 
technique. Two of them contain necessary objects; the other, navigate to 
the end.

There are two opportunities to spend your money.  If you've explored at the 
beginning, you know what you will likely need to buy.

The two women each want something: one will respond to something that 
smells nice.

Once you visit the abbot, pick up two objects, which could help you lure a 
wolf.

You will not be thrown out of the gallows area eventually.

Guards and soldiers cannot be bribed and gates cannot be opened.

Set a bait for the wolf in the most appropriate place in the forest and 
then hide. Remember to carry a weapon. A-a-ah that doesn't work? Maybe you 
need to trap the wolf first. (Technically speaking you do not need to set a 
bait to catch the wolf; however, for the sake of internal consistency, do 
so.) 


Doreen Bardon, John, Terri Sheehan
2006-01-09 

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