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Mermaid and the Crown, The (The_Mermaid_and_the_Crown-Hints.txt)

The Mermaid and the Crown
by Lesley McDowell

Hints


GENERAL HINTS

If a command relating to a key or ring is given and this command could refer to more than one object
then the program will ask for clarification, just press the first letter of the object's
adjective (s for small, l for large, etc.). Or you could just use the adjective in the first place.

All objects you can carry have at least one use.

Just carry the correct key to open a locked object.

Examine it, move it, dig it. Repeat?



MORE SPECIFIC HINTS

A couple of things will make it clear.

Some footwear is not for walking.

Nice picture, but is it in the wrong place?

Perhaps its attachment point needs investigating.

Some leverage will make it move.

The same sort of leverage will help with an opening elsewhere.

Out of reach? Would joinery help? Try again.

Make sure they are full.

It may be dark down there but some things do not like salt water.

It is no threat unless it thinks you are.

Examine the eight.

Drop something it may like.

This however is a threat, again drop something it likes.

A hidden door is anchored here.

Again, it is no threat unless it thinks you are.

Is he missing something? Just drop it.

If I had a hammer.

Only a sound? Try closing the door.

A key for entering an open door?

Make it large.

Let us plug some magic.

See how he uses a spanner to tighten that nut! Oops, the quote is right but the advice is not.

It may be better if the quote were removed.

One good turn deserves another, but not just yet.

One is feeling left out.

Deadly! Shoot away.

Say something magic.

Twice the magic.

Shoot again.

Do not drop, put.


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By Alastair for the Classic Adventure Solution Archive (CASA)
http://solutionarchive.com/