ADVENTURE HINTS AND TIPS
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FEASIBILITY EXPERIMENT
To kill the lion: - Needs scimitar and leather shield.
Plaited rope: - Tie to charred tree.
Glowing brazier: - Use in ice cave and ice tunnel.
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FINAL MISSION
The End Monster: - Clue to directions.
Guardian Two: - Red herring.
Guardian Three: - Say anagram.
The Mad Monk: - Flee south.
The Wart King: - Show carving.
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FOREST AT WORLD'S END
The nymph: - Give her a kiss.
The dragon: - Blow the horn.
The witch: - Wear the ring.
The crystals: - Give to blacksmith.
The rock: - Rub it.
The sword: - Kill demons, Karl and Zarn.
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FOUR MINUTES TO MIDNIGHT
The ringing telephone: - A red herring.
To get Sue back through the tunnel: - Knock her out and carry her.
In the bank vault: - Take the book but leave the money.
To calm the madman: - Needs Sylvia and Sue.
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FUDDO AND SLAM
To cross the river: - Chop tree and roll it.
To survive icy wasteland: - Search mound and skin bear.
To deal with mothership: - Ask Slam to use poke.
To avoid being crushed by enormous ball: - Swap full sack for crush.
In Chateau Wrathful: - Turn page on calendar.
To survive in war-zone: - Carry ice crown.
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