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    Hints and Tips by Anonymous

    Updated: 01/01/70 | Search Guide | Bookmark Guide

    This is the Goblins III hint section.
    
    1 ... The Vessel, the Idol, the Dead
    
    Problem:
    How do I get the parrot to help me?
    Hint:
    Undo the knotted rope on the top deck of the boat. Use the golf club on the
    parrot. Use the coin from inventory on the hook by the doorway. Pick up the
    hook and attach it to the loop. Take pepper and plunger from the toolbox. Use
    the plunger on Chump stuck in the hole. Position Blount by the hook. Use Chump
    on the weight to lower the hook. When the umbrella appears, use Blount to take
    it. The umbrella falls back into hole fast, so repeat until you get the timing
    correct.
    
    Problem:
    How do I get the tooth? What do I do with it?
    Hint:
    You must have Chump and the umbrella. Put Blount at the front of the ship on
    the right hand. Position Chump on the spring board at the front corner of the
    boat to toss Blount up to the head. Pick up the tooth with Blount. Walk Blount
    to the barrel. Put the umbrella in the hole of the barrel. Cut the rope above
    Blount's head with the tooth.
    
    Problem:
    How do I get started with the Idol scene?
    Hint:
    Use the umbrella on the hot air hole. Click on the crevice to look at Wynnona.
    You must take out each of the guards.
    
    Problem:
    How can I get past Hercules, Gromelon and Mac?
    Hint:
    Hit Hercules and Gromelon with the golf club. Use the coin on Mac. When he
    picks it up, hit him with the club.
    
    Problem:
    How can I get past Banzia, Kendo, Zembla, Django and Punky?
    Hint:
    Put the piece of bread toast in the helmet. Crush the crumbs with the club.
    Pick up the crumbs in the helmet. Use the springy stone by the idol to Bounce
    behind Banzia. Put the crumbs in Banzia's collar. When he wriggles, hit him
    with the golf club. Take Banzia's shield. Use the stone hand on Kendo. While he
    is distracted, hit him with the golf club. Put the shield on the branch by
    Zembla. Get behind Zembla and use the pepper on him. When he sneezes, he'll
    knock himself out on the shield. Pick up the club. Use Chump to distract the
    guard. When the guard sticks out his tongue, pull it with Blount. Use the
    wooden club on the ladder. Position Blount up the ladder and behind the stone.
    Use Chump to divert the last guard's attention. When he moves one step forward,
    push the rock with Blount. Timing is important.
    
    Problem:
    I'm in a completely blacked out room. What do I do?
    Hint:
    In the darkness find the matches and strike them on the rough surface towards
    the top center of the screen. Click on the scythe to retrieve a piece of it.
    Set the 3 Wisps free by using the scythe on their dens. You must catch each
    Wisp.
    
    Problem:
    How do I catch the Blue Wisp?
    Hint:
    To catch the blue wisp cut the clown's water squirting tube with the scythe.
    Take the spectacles from the clown's pocket. Put them on the skull. Open the
    top of the skull by clicking on it. The blue wisp will enter the skull. Close
    the skull and reopen it to retrieve the blue wisp.
    
    Problem:
    How do I catch the Yellow Wisp?
    Hint:
    To catch the Yellow Wisp set the pirate's wooden leg on fire. Put the fire out
    with water from the tube. Pick up the Yellow Wisp and put it in the bowl. Press
    the button near the blood inscription. Pick up the mirror that falls. Put the
    Blue Wisp inside the bowl. When the screen turns green, take the cork from the
    hand. Use the mirror on the green hand.
    
    Problem:
    How do I catch the Red Wisp?
    Hint:
    To catch the Red Wisp use the ladle on the inscription to take some blood
    samples. Pour the blood in the bottle the pirate is holding. Pick up the
    bottle. Use blood on the pedestal. Use the cork on the bottle. Remove the Blue
    Wisp and Yellow Wisp with the ladle. Add the Red wisp to the bowl. When the
    screen turns red, put the scythe on the vampire's head. Add the Blue Wisp to
    the bowl. Put the spectacles on the ghost skull that emerges when the screen is
    purple. Put all 3 Wisps in the bowl.
    
    2 ... The Countryside, the Inn, Wynnona in the Fort
    
    Problem:
    How do I extinguish the burning building?
    Hint:
    Pick up two pieces of the stone formation at the left side of the castle. Take
    the haystack by the burning building. Plunge the haystack into the water basin.
    Use resulting sponge on the fire to extinguish it.
    
    Problem:
    How can I get the piece of meat in the mouse trap?
    Hint:
    Take the pitchfork and use it on the meat in the mouse trap.
    
    Problem:
    How can I talk to the people in the castle?
    Hint:
    After you take the meat out of the trap, position Chump on the mouse trap. Use
    the stone hand with Blount to activate the trap. Chump will be thrown up to the
    castle. Place Blount on the mouse trap. Bringing Chump back to the ground
    activates the trap. Blount is thrown up to the castle. Use Blount to raise the
    princess' roof and talk to her.
    
    Problem:
    How can I talk to the Knight?
    Hint:
    After you have spoken with the princess in the castle, put the dolmen on the
    thorns blocking the Knight's way. Talk to the Knight. He will give you the
    memorum potion. Pour memorum in the water basin. Find your way to the Inn on
    right side of screen.
    
    Problem:
    How do I spice the meat?
    Hint:
    Go to the Inn. Take the spoon on the floor. Put it on the stone near the exit
    to the Countryside. Go through the crack in the wall near Korin's sword. Take a
    sugar cube from the plate near the Customer. To get down from the table, click
    on the coffee mug. Put Chump on the spoon. Use the sugar cube with Blount to
    catapult Chump up to the shelf. Place Blount by the Captain's right arm. Use
    Chump on the paprika and he will start to sneeze. Have Blount place the meat
    under the paprika cloud. The meat is now spiced. If not, keep trying until it
    is spiced. Back to the Countryside at the left of the screen.
    
    Problem:
    How do I get the dragon to drink the Memorum potion?
    Hint:
    Place the gold coin in the ear hole of the dragon's den. Put the pitchfork in
    the nose hole of the dragon's den. Put the spiced meat on the pitchfork. The
    dragon will eat it, then drink from the basin and his memory will be restored.
    From now on the dragon will help Blount. Retrieve the coin.
    
    Problem:
    How do I get the Captain to give me a note to travel?
    Hint:
    You must restore the dragon's memory with the Memorum potion first so he will
    help you. After you have, go see the customer in the back of the Inn. Put Chump
    on his right hand. Give the sugar cube to the customer. Chump is thrown in the
    air and grabs a leash. Use the plunger on the base of Othello's cage. Use the
    leash on the plunger. Click on the leash to climb up to Othello. Give him the
    coin and he will give you his key in exchange. Use the little key to open his
    door under the cage. Use the dragon on the open doorway to recover the lost
    note. Get the key and return it to Othello to retrieve the coin. Talk to the
    Captain. Give the note to the Captain and take the message he gives you. Give
    the carved stone to Korin. You are now able to see Wynnona through Korin's
    sword handle.
    
    Problem:
    As Wynnona, how can I reach Fourbalus?
    Hint:
    You need to make dynamite. Find the gun powder at upper left of screen. Take
    some. Pluck some hair off the little orange animal to use as fuses. Pick up the
    stick by the monk. With the stick, reach the flint behind the monk. Ooya
    appears from his hiding place within the monk. Use the flint on the flute that
    the Inca is holding. Click on the pipes that used to be the flute to place
    them.
    
    Problem:
    How do I make dynamite?
    Hint:
    Place a pipe in the hole. Put the powder, then fuse, into the erect pipe. You
    can blow up the beam and the bricks with this dynamite. Use the flint on the
    stone head to light the dynamite stick. Click the cursor where you want the
    dynamite to land when thrown. Use the stick on the skull to remove the helmet.
    Pick up the helmet from the rock wall. Use the flint on the sticky bark.
    Collect the glue in the helmet. Create another stick of dynamite, but add glue
    to the fuse before you light it. Throw the glued stick of dynamite on the door
    to blow it up.
    
    Problem:
    How do I make a larger stick of dynamite?
    Hint:
    Put another pipe in place and then use the flint on the pipe. A flute will be
    created to give back to the Inca. The Inca starts playing the flute and a
    condor will appear. Using Ooya, click on the condor. This places Ooya on the
    condor. Click on the bag that is sitting by Fourbalus as Ooya flies by. Use a
    small dynamite stick to blow up the rock at the bottom right of the screen. The
    rock had been covering a bamboo shoot. Use Ooya on the bamboo shoot to make it
    grow. Wynnona now can pick the bamboo to and make larger dynamite sticks.
    
    Problem:
    What do I do if I run out of fuses?
    Hint:
    Make the skull's hair grow with Ooya. You can use the hair for fuses.
    
    Problem:
    How do I get to Fourbalus?
    Hint:
    You can blow up the basement window, the grate and the wall with big sticky
    dynamite. Talk to Fourbalus after everything is blown up. Wynnona will be
    transformed into a butterfly. Blount can now use the exit to go to the town.
    The exit is in the middle of the screen beneath right window.
    
    3 ... The Town, the Store, the Lab
    
    Problem:
    How do I hatch the Boucassier egg?
    Hint:
    Talk to Nanny. Put the umbrella on the roof to plug the hole. Talk to Nanny
    again and she'll give you a hot water bottle for helping her. Put it on the
    Boucassier egg on the roof. The egg will hatch.
    
    Problem:
    What do I do in the Store?
    Hint:
    Give the coin to the shopkeeper. Give him the message from the Captain. Get the
    egg and the key from the shelf to the left. Use the key on the moon-lamp, which
    turns Blount into Wolfy. Use Wolfy on the cupboard to throw it to the bottom
    level. Climb on the cornice up by the moon-lamp and jump on the cupboard. Take
    the hammer from the crack in the cupboard. Jump on the sofa by the shopkeeper
    and a spring appears. Use the spring to fling Wolfy up onto the shelf. Use the
    hammer on the gidouille horn. Pick up the horn that is knocked off. Use the
    hammer on the storage chest on the lower level. Grab the bird decoy from inside
    the hole in the chest. Take the spaghetti from behind the shopkeeper. Go the
    laboratory.
    
    Problem:
    How do I make the Growlixir potion?
    Hint:
    Ring the door bell of the Lab twice. Click on the door to open it. Put the
    Boa-Boa egg on the hot water bottle to hatch it. The Growlixir ingredients are;
    Crushed eggshell, burned horn of a gidouille, and cooked spaghetti. Crush the
    eggshell in the mortar with the pestle. Burn the horn of the gidouille with a
    lighter in the ashtray. Turn on the faucet. Use the cup of water on the kettle
    and put in the piece of spaghetti. Use the lighter to light the heater under
    the pot. Remove the cooked spaghetti. Put the 3 ingredients in the mixer and
    turn it on.
    
    Problem:
    What do I do with the Growlixir potion?
    Hint:
    Use the Growlixir potion on baby Boa-Boa Fulbert to make him grow. In town use
    the Growlixir on the plant at the entrance to the store. Click on the lever at
    the far right of town. Position Blount on the cannonball and use Fulbert on the
    lever until Blount is on roof. Make Fulbert climb the grown plant at the front
    of the store. To cross the gap between the roofs use Fulbert like a plank to
    walk on. Pick up the sole lying on the roof. Bring Blount and Fulbert back down
    to the ground through the chimney. Use the Growlixir to grow the bud at the
    foot of the young woman.
    
    Problem:
    How do I get the recipe for the Wingixir?
    Hint:
    You must use the Growlixir to grow the bud near the young woman. Have Fulbert
    climb the stem so the young woman will drop the love letter. Pick it up with
    Blount. Put the letter in front of a mirror. You'll see the recipe for the
    Wingixir.
    
    Problem:
    How do I get the floriane flower?
    Hint:
    Make Fulbert climb the stem near the young woman. A floriane flower falls. Pick
    it up before it disappears in the gutter. If you don't succeed, try again until
    you get the flower.
    
    Problem:
    How do I get the crocomouth bone, soap, and my coin?
    Hint:
    In the store push the button on the shelf with Fulbert. The monster will eat
    the piece of meat. Use the hammer on the hatch with Wolfy. Wolfy recovers the
    crocomouth bone. Pick up the night stand with Wolfy while Fulbert recovers the
    soap. Hit the shopkeeper with hammer to get the coin.
    
    Problem:
    What do I do if I make the wrong potion?
    Hint:
    If you mix the wrong ingredients, empty the potion into the trash. Click on the
    trash with one hand, and use the other to pour the useless potion in.
    
    Problem:
    How do I make the Speedixir?
    Hint:
    The ingredients of the Speedixir are; Crushed bone of crocomouth, essence of
    floriane and boiled sole. Crush the bone of crocomouth in the mortar with the
    pestle. Fill the kettle with water. Put in the sole and light the stove with
    the lighter. Remove the boiled sole from the pot. Put the floriane in the still
    and then use the lighter on the burner of the still. Take the essence of
    floriane, the broiled sole, and the crushed bone and place in the mixer. Turn
    on the mixer. Pour the resulting potion into a bottle on the shelf.
    
    Problem:
    What do I do with the Speedixir?
    Hint:
    In the town use the Speedixir on Blount to make him run faster. Give the baby
    Boucassier some Growlixir. To get to the bell, use Fulbert like a plank. Use
    the bird decoy on the bell and the female Boucassier appears. Position Fulbert
    over the gap. Run and tap Boucassier's shoulders then immediately run down
    before he loses a feather. Pick up the feather before it disappears in the
    gutter. Repeat until you get the feather.
    
    Problem:
    How do I make the Wingixir?
    Hint:
    The ingredients for Wingixir are; laughing tears, soap bubble and feather
    ashes. Distill the memorum in the still to obtain laughing tears. Burn the
    feather in the ashtray with the lighter. Pour water in the bowl on window sill
    and add soap. Turn on the fan with the coin. Use the key in the soapy water
    then immediately use the key on the fan. A soap bubble forms and floats into
    the mixer. Mix the three ingredients. Pour the concoction in a bottle.
    
    4 ... The Clouds, Colossus, Bizoo
    
    Problem:
    How do I rescue Ooya from the floating island?
    Hint:
    Pick up the knife from the clouds. Use the golf club on the fishing thread to
    make a fishing pole. Go talk to Ooya who is stranded on the floating island.
    Pull the cloud over the tuft of hair that is showing with the fishing pole. Go
    to Foliandre and take the scope with the fishing rod. Back to the clouds. Push
    on the meteorologist air pump with Blount. When the balloon is within Ooya's
    reach, grab it. Have Ooya let go of balloon at the next island. Use Ooya on the
    tuft of hair.
    
    Problem:
    How can I return Ooya to the meteorologist's island?
    Hint:
    Add a sand bag to the basket of the big balloon. Using the knife, cut a sand
    bag from the ballast to knock out the goat. Inflate another balloon with the
    pump then hurry to the cloud. Wait until the balloon is within Ooya's reach to
    grab it. If the balloon drops Ooya in the wrong place, Ooya can hit the stone
    and build a bridge back to the island so he can try again. Use the knife on the
    cloud over the Giant while Ooya is holding the balloon. The giant sneezes,
    blowing Ooya toward the geysers. Timing is very important. Position Ooya on the
    extinct geyser in the center. Use Blount to block the lower geyser. Ooya is
    thrown to the island of the meteorologist.
    
    Problem:
    How can I get Ooya to the glacier?
    Hint:
    Cut sand bags from the balloon until Ooya can get into it from the upper ledge.
    Add sand bags to the balloon until Ooya can get off at the glacier. Use the
    scope on the speck on the glacier's island. Use Ooya to defrost Bizoo who is
    frozen on the glacier. Pick her up. Bizoo will help you with Colossus.
    
    Problem:
    What do I do in Foliandre? How do I get by Colossus?
    Hint:
    Position Ooya on the shovel and use the buttons to swivel the catapult to the
    front. Use the big telescope on top of the tower to make Colossus activate the
    catapult. Ooya should land by the cheese. Use Ooya on the cheese and a worm
    will come out of it. Walk Ooya to the left to get him off the island. Swivel
    the catapult to the center position. Position Blount on the shovel until he
    lands on the catapult. Use Ooya to swivel catapult to right. Use Ooya to click
    on the ship painting above Colossus to activate the catapult. Have Blount use
    the fishing rod on the worm in the cheese.
    
    Problem:
    What can I go fishing for with the worm and the pole?
    Hint:
    In the Clouds you can use the fishing pole on the hole in the clouds to get a
    sawfish.
    
    Problem:
    How can Bizoo help me with Colossus?
    Hint:
    Position the catapult in the center with the button. Click on the crusher robot
    using the other button. Swivel the catapult to the left and fire it by using
    the telescope. The rock is thrown at Colossus and knocks off his helmet. Put
    Bizoo on Colossus's face.
    
    Problem:
    What should I do to Colossus' face?
    Hint:
    Enter the mouth through a tooth to get the toothpick. Put the toothpick on his
    right eye lid. Look in left eye. Go through his right ear to remove the grain
    of sand. Pull on a nose hair to get a tear from the left eye. Throw the grain
    of sand on the tear. Get the toothpick.
    
    Problem:
    What should I do with the family of fleas?
    Hint:
    Place Bizoo at the top of the scar in Colossus's beard. Using the toothpick,
    quickly get rid of the family of fleas in his beard in this order: Junior Flea,
    Chubby Flea, Meme Flea, GeGe Flea, Mama Flea, and Papa Flea. Produce another
    tear by pulling the nose hair. Place Bizoo on it to cross the barrier of hair.
    Click on the grain of sand to kick it off Colossus.
    
    Problem:
    What do I do with the grain of sand?
    Hint:
    Use the sawfish to saw the base of the right column holding Colossus's hammock.
    Use Ooya on Blount in the cage to detach his shadow. The shadow can then pick
    up the grain of sand. Put it in the catapult machine and use Ooya on the ship
    painting to activate the machine. Pick up the gearing that flies out of the
    catapult. Using the knife, open up the robot by Fourbalus. Put the gearing into
    the robot. Take the pollen that the robot expels. Place the piece of pollen on
    Colossus's face.
    
    Problem:
    What do I do with the piece of pollen?
    Hint:
    Jump on Colossus's nose. When the hand gets close to the nose, walk back down
    to the nose. Pick up the fleck of pollen off the head band. Put the toothpick
    in the left nostril. Put the pollen in his left ear. Jump on his left collar to
    push the pollen through.
    
    5 ... Queen Zina, King Bodd
    
    Problem:
    What should I do in the Queen's throne room?
    Hint:
    Click on the Queen. When her body guard shows up, hit him with the hammer. Take
    the body guard's gun. Kiss the Queen and when Mrs. Pyphie hides her eyes take
    the wand. Put Fulbert in the dish on the table. Click on the vegetables with
    Wolfy. Click on the light that is not swinging with Wolfy to reach the
    fireplace. Pick up the fennel. If you have trouble with the timing, try using
    Fulbert, then click on Wolfy. Immediately click on the chandelier.
    
    Problem:
    What do I do with the Queen's bookcase?
    Hint:
    Go through door at far right. Position Fulbert in front of the bookcase at the
    far left of screen. Put Wolfy up by the bookcase. Have Fulbert climb the pole.
    Click on the glasses with Wolfy. While he is trying to get them, quickly send
    Fulbert through the door to the slab below by the fountain. When properly,
    Fulbert intercepts the glasses. Pick up the glasses with Wolfy. Use them on
    onion with Wolfy. Have Fulbert climb the candle holder by the Queen. Take the
    candle with Wolfy.
    
    Problem:
    How do I leave the Queen's throne room?
    Hint:
    Put the candle on one of the three candelabras next to the fountain. Use the
    wand on the candle to light it. Blount's shadow appears and pronounces a
    portion of a sentence. Move and light the candle in proper order to form a
    sentence. Don't interrupt the sequence in any way. The logical order of the
    sentence is "I, the shadow of the fountain, order the opening of the passage
    that leads to Bodd." The mouth of the fountain opens. Enter through the
    opening.
    
    Problem:
    What do I do in King Bodd's throne room?
    Hint:
    Give the hand to Bodd. Give the gun to Tibo who is sitting on the fireplace
    mantel. Give the fennel to the guard on the left. His spear straightens. Use
    Fulbert on Iron Head's spear to make a light fixture swing. Click on the light
    that is not swinging with Blount to reach the fireplace. If you have trouble
    with the timing, use Fulbert, then click on Blount. Immediately click on the
    chandelier. On the mantel, talk to Wynnona-butterfly. Give the onion to the
    guard on the right. While he cringes, take his ax.
    
    Problem:
    How do I get the slipper?
    
    Hint:
    Take a dish from the table. Give the wand to the buffoon standing to the right
    of the King. Use Fulbert to make a cockroach appear out of the roach motel left
    of the throne. While the King is hitting the cockroach, give the buffoon the
    dish. Pick up the slipper before the guard with the spear does.
    
    Problem:
    How do I return to Queen Zina?
    Hint:
    Talk to the buffoon to get the wand. Put out each candle with the wand in the
    logical order of the sentence: "Have you ever thought that your passage would
    reunite these two solitary monarchs." Use the coin on Blount to cross the
    fountain.
    
    Problem:
    What should I do when I return to the Queen?
    Hint:
    Give the slipper to the Queen. Use Filbert in the dish on the table. Use Wolfy
    on the vegetables. With Wolfy click on the light that is not swinging to reach
    the fireplace. Put the ax in the pot on the fireplace mantel.
    
    Problem:
    How do I get the skull for Bodd?
    Hint:
    Move Fulbert to the candle holder by the Queen. Wolfy must hide behind the
    fireplace hearth. When all of the characters appear, send Fulbert up the candle
    holder. The cook throws the ax and cuts the rope on the skull. Keep repeating
    if the cook misses. When the skull falls pick it up. Go through the fountain.
    Give the skull to Bodd and exit through the door on the left.
    
    6 ... The Big Book Room, the Chess Game
    
    Problem:
    How do I get past the spider in the Big Book room?
    Hint:
    Enter Big Book room through the door to the right of the chess board. Use
    Fulbert on the spider web to let Wolfy pass.
    
    Problem:
    What should I do in the Big Book Room?
    Hint:
    Use the ax on the wooden ruler to make blocks. Pick up a block of wood. Take
    the horse. Use Fulbert to kick up the dust. Move Wolfy under the dust until he
    sneezes. When your timing is right numbers will fly. Pick up all the numbers
    except the zero. Position Wolfy by the spider web and use Fulbert on the moon
    to take the number nine.
    
    Problem:
    Where is the number 8? What do I do with the numbers?
    Hint:
    Get the compass out of the sculpture book. Draw the number eight using a
    compass on the piece of paper and pick it up. Put all of the numbers except the
    zero into the inkwell. Dip the ink brush into it. Jump three times on the
    geometry book. Pick up the arrows.
    
    Problem:
    What do I do with the big book? What do I do with the painting?
    Hint:
    Open the big book. On the first page, use Wolfy on the hole in the tree. You
    see an archer come out. Give him the arrows through the hole. On the next page,
    draw more of the path with the ink brush. Use Wolfy on the tower. A Knight
    moves forward. Give him the horse. On the next page draw a music player twice
    under the window of the house. Pick up the small mandolin. Put the coin on the
    wagon painting. Draw a bull in front of the wagon. Take a block of marble.
    Return to the chess board. The Archer and the Knight will be in position.
    
    Problem:
    How do I make the Lover and Killer chess pieces?
    Hint:
    Sketch outlines on the wood and marble blocks using chalk on the wood and the
    compass on the marble. To complete Lover, use the wood chisel with the left
    hand and the hammer with the right hand to carve the rough pieces. Grab the
    hammer with right. Without putting it down, immediately click on left hand and
    get the wood chisel. Click on the right hand and use the hammer on the wood
    chisel. Complete Killer the same way with the stone chisel instead of wood
    chisel. Dip the two rough pieces in paint. Use the ink brush to finish the
    detail work. Put them on the chess board.
    
    Problem:
    What are the rules to this chess game?
    Hint:
    Moves can be made as follows. All characters move one square at a time except
    the Knight who moves two squares in an L shape. Bowman moves only on green
    squares. Lover and Killer can move on all squares.
    
    Problem:
    How do I start the chess game?
    Hint:
    Juggle the balls with both hands and click on the pig to crack a coin slot.
    Click on the chess board. The game can now start. Put the coin in the piggy
    bank. Othello comes out. Play the mandolin wrong handed to hypnotize Othello.
    To play the mandolin, move the right hand to the mandolin fret board and move
    the left hand to the mandolin strings. Put Othello on the blue square
    diagonally right of the Chaperon to make her run away.
    
    Problem:
    What are the chess moves I need to make?
    Hint:
    Move the Knight to the blue square between the Killer and the Lover. Move the
    Bowman one green square at a time to the square below the Knight's starting
    square. The Bowman will be lined up to shoot one of the Lancers. Move the
    Bowman to the green square above so he can shoot the other Lancer. Move the
    Bowman to green square in front of hangman to shoot the key off the tower.
    
    Problem:
    Which moves should I make with the Lover and the Killer?
    Hint:
    Move the Lover one square at a time to the Chaperon's square and give him the
    small mandolin. Move the Lover to the key. Move the Killer to the square with
    the lever to get rid of the headsman. Move the Killer to the ax left by the
    headsman; he threatens the King who moves to the right then returns. Move the
    Killer to the blue square diagonally below.
    
    Problem:
    What are the final chess moves?
    
    Hint:
    Move the Knight to the square on the right of the King in three moves as
    follows: back to his original green square at far right, then to the blue
    square in the exact middle of the board, and finally to the right of the king.
    Move the Bowman diagonally to the tree stump square so his arrows cover the
    King's left escape square. The King cannot escape the next attack from the
    Killer. Move the Killer to the axe square.
    
    7 ... The Mirrors, the Brain
    
    Problem:
    What should I do in the hall of Mirrors?
    Hint:
    Get the chicken egg. Put it in the time mirror to hatch a chick. Click the
    chick on the fat mirror to get a fat chick. Move the reflection of Blount to
    the passage. Click on Blount and use the chick on the passage. Select the
    reflection of Blount quickly, then click on the chick. Using the reflection of
    Blount, click on the big hand opening. Using the reflection of Blount click on
    the skinny mirror twice to make the chick skinny. Put the chick back through
    passage and get it with Blount. Use the skinny chick on the small hand opening.
    This will wake up the old demon. Click the chick on the fat mirror to make the
    thin chick normal. Use the baby chick on the time mirror to turn it into a
    chicken. Use the chicken on the fat mirror to get a fat chicken. Exit east to
    the Brain.
    
    
    Problem:
    What should I do in this Brain maze?
    Hint:
    Use Wolfy to break the glass window on the memory display in the center of the
    screen. Use Blount to scroll through the memories. When Colossus is displayed,
    use Wolfy to knock out the grain of sand. Pick up the grain with Blount. Use
    Wolfy to manipulate the track lever until the track points to the Lake. Have
    Blount climb into the wagon to land him on the Vision Lake shore. Put Wolfy in
    the wagon to land on the Vision Lake shore.
    
    Problem:
    What do I do with Wolfy at the lake shore?
    Hint:
    Have Wolfy jump into the lake. Have Blount throw the grain of sand in the lake.
    A bubble will appear in suspension. Put Wolfy in the wagon so he sails through
    the bubble to burst it. Change the track switch with Wolfy. Put Wolfy in the
    wagon so he hits the suspended fish. The fish should take him for a ride to the
    other side of the screen. Hit the dragon decoy on the wall with Wolfy. Wolfy
    will go down the well and through the door.
    
    Problem:
    What do I do with Blount at the lake shore?
    Hint:
    Have Blount throw the grain of sand in the lake after Wolfy has jumped in. Send
    Blount down the red stone. Have Wolfy throw the switch to aim at the lake. Put
    Blount into the wagon so he lands on the bubble, bursting it. Move Blount
    quickly to the red stone. Have Wolfy change the track switch. Put Blount in the
    wagon and have him hit the suspended fish. Use Blount to pick up the dragon
    decoy.
    
    Problem:
    What do I do with the dragon decoy?
    Hint:
    Send Blount down the well and through the door. Use the Growlixir on the plant
    near the window. Use Fulbert to climb the plant to create a step. Have Blount
    go to the window and use the dragon decoy on the window opening to call the
    dragon. Give the dragon some Growlixir. Use the decoy on the fence and the
    dragon will burn it. Move Blount through the door near the lake. Use the dragon
    decoy on the dream puddle to dry it up. Pick up the key.
    
    Problem:
    What do I do with the key?
    Hint:
    Move Blount through the door. Use the key to open the box behind the fence and
    take the beauty ointment. Have Blount ride the dragon to the monolith. Put the
    fat chicken on the grains. Pick up the single piece of grain that remains. Have
    Blount use the wagon to return to Hall of Mirrors.
    
    Problem:
    What do I do with the grain of madness?
    Hint:
    Return to the Hall of Mirrors. Throw the grain of madness on the Old Demon.
    Take the concentrate of Ugliness with the Blount-reflection. Move both Blount
    and his Reflection to the Mirror of Beauty. Move Blount close enough to see his
    reflection in the mirror of beauty. Use the ointment of beauty on Blount. As
    soon as Blount becomes good-looking, quickly switch to his Reflection. Use the
    Ugliness extract on his Reflection. Both Blount and his Reflection will exit
    automatically when you timed things correctly.
    
    8 ... The Deities
    
    Problem:
    What do I do with the Deities?
    Hint:
    Talk to the Positive Pole to get the Thread of Time. Pick up the Thread of Time
    from the ground. Break the wall at far right screen with the hammer. Break the
    fence at far left screen with the ax. Ring the left doorbell and then as soon
    as you have control, immediately ring the right doorbell. The hands will
    stretch the chain across. Put Wolfy on the chain and have him pick up the
    sacred score.
    
    
    Problem:
    What do I do with the sacred score?
    Hint:
    Dump the sacred score in the spring. Ring the bell on the left then the one on
    the right. Move to the basin and when it is empty, jump into the basin to
    recover the two scores.
    
    Problem:
    What do I do with the red and yellow scores?
    Hint:
    Put the red score on the demon's stand and the yellow score on the angel's
    stand. Put the coin in the angel's halo on the ground. Hit the cloud with the
    hammer to energize the demon's amplifier. Throw the thread of time on the two
    notes that end up hovering above the basin. Ring both bells as quickly as
    possible. When the timing is correct, the hands will tie the thread of time and
    you will have restored harmony to the Kingdom!
    

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