HINTS AND LIST OF TAKEABLE OBJECTS IN WIZARD'S CHALLENGE -------------------------------------------------------- This is rather well constructed game from the early years of BBC text adventures. I would taxonomize it as being of medium difficulty. The object of the game is to collect twelve treasures and buy your passage back home from the wizard. There is an inventory limit set at a rather generous fourteen objects, regardless of size or weight. There are no red herrings and the battery lamp never runs down which is a bonus. There are however, six mazes which are all of the conventional variety i.e. drop items to distinguish the rooms. I can only think of Acheton which has more mazes (seven since you didn't ask): 1. Don't visit the quarry until you have access to the nurse n of the waiting room; 2. Remember to SEARCH in a room if it appears empty. This sometimes exposes hidden depths therein; 3. To pass the bully you will need to bribe him with something from the Tuck Shop. 4. Listen to what the boys are talking about in the Changing Rooms. You should then be able to enter a secret room. 5. If you are stuck in the Music Room, well when in Rome… 6. That medal is in a frightful state. I wonder where you could clean it up somewhat… 7. The Quarry seems to be lacking a certain something that all quarries have….perhaps you could provide that missing feature? 8. The Grenade works remotely, so leave it somewhere useful and administer a command. 9. The Coat is very worn….but it still might protect you from a fall emanating from above. 10. The yobo (sic) fancies doing something traditionally associated with his ilk. Could you furnish him with one of the tools of his trade? 11. The Demon cannot be physically killed, but sometimes words speak louder than actions. 12. The wounded soldier needs some help. Remember your finger. 13. The dwarf's riddle should be a sitter. 14. If you are stuck going round and round in the smooth circular corridor then try a command that hasn't worked anywhere up until this point. Some games are more helpful than others. 15. The dog is hungry but also smart. Make sure the item you give him hasn't been adulterated. 16. The guard isn't as smart as the dog. 17. The mummy likes to keep it in the family. 18. When falling into the endless dark pit drop something to break your fall and send you back up. 19. The mummy's case is booby trapped. There is a breathtaking location on the other side. 20. That portcullis isn't going to let you raise it and the cube is a reject. Who might you summon to help you out? SCHOOL FOOD BATTERY LAMP LEATHER-BOUND BOOK LARGE SPADE GLEAMING SAPPHIRE (TREASURE) TORN TICKET KEYS VALUABLE PAINTING (TREASURE) RUBBER SHEET REMOTE-CONTROLLED GRENADE BANDAGES MONEY SWEETS DEADLY POISON CRASH HELMET SPRAY PAINT RUSTY MEDAL POISONED FOOD SCRUFFY COAT MAGNIFICENT CROWN (TREASURE) SHINING SCEPTRE (TREASURE) ENORMOUS RUBY (TREASURE) PEARLS (TREASURE) PLATINUM JEWELLERY (TREASURE) SHARP DAGGER MING VASE (TREASURE) GLITTERING EMERALD (TREASURE) GOLD INGOT (TREASURE) RUBIC'S CUBE (Sic) DIAMOND NECKLACE (TREASURE) SILVER TROPHY (TREASURE) SOLVED RUBIC'S CUBE (Sic)