# Introduction -+IntroductionìL W=392 *This utility gives extra hints for Uncle Julius and the Anywhere Machine. Try the game's own hints first: they aren't repeated here.πL We strongly encourage you to solve the puzzles in the game on your own where possible. Adventure games are designed to cause a certain amount of head-scratching. A big part of the fun is overcoming the bafflement on your own.─L To give us an initial idea of your progress so far, please enter the Anywhere Machine code you have most recently acquired AND used. (If you haven't used the Machine yet, leave the space blank.)"E Code you acquired most recently:╩L Now enter the LAST word in the name of the location to which the Machine sends you when that code is used. (The location name is given in the title bar of the game window when you visit the location.) E Last word in destination name:@# BadCode -BL *The code you entered is invalid. Please check it and try again.DL L=-1 T=-1 *Click the Back button to return to the previous screen.@# BadLocation -XL *The code and the location you entered did not match. Please check them and try again.DL L=-1 T=-1 *Click the Back button to return to the previous screen.@# InternalError -'L D=-1 *An internal error has occurred.qL We would appreciate your letting us know by email to ssv@familygames.com what you did to precipitate the error.DL L=-1 T=-1 *Click the Back button to return to the previous screen.@# UJH1 -║L *If you are looking for help at the very beginning of the game, pick whichever of the first four choices describes your situation. Otherwise pick the fifth choice to see the next menu.R$StopBus: I can't get the bus to stop$OffBus: I got off the bus. Now what?'OpenUJGate: I'm trying to open the gate;GateCombo: I can't operate the combination lock on the gate3UJH2: I'm past the gate - show me some more choices@# Progress1 -dL *The two worlds you have visited so far are listed below. Choose the one with which you need help:RUJH1: Uncle Julius' houseInimica1: The City of Inimica@ # Progress2 -fL *The three worlds you have visited so far are listed below. Choose the one with which you need help:RUJH1: Uncle Julius' houseInimica1: The City of InimicaDesert1: The Desert@ # Progress3 -eL *The four worlds you have visited so far are listed below. Choose the one with which you need help:RUJH1: Uncle Julius' houseInimica1: The City of InimicaDesert1: The Desert>R Island1: The Island<R Balloon1: The Island@ # Progress4 -^L *The five worlds you have visited are listed below. Choose the one with which you need help:RUJH1: Uncle Julius' houseInimica1: The City of InimicaDesert1: The DesertIsland1: The IslandMonastery1: The Monastery@ # Inimica1 -3L *Choose which area in Inimica you need help with:RNewspaper1: The newspaperJail1: The jailAuction1: The auction houseMansion1: The stately mansion@# Desert1 -6L *Choose which area in the desert you need help with:R#Quiz1: Answering the quiz questionsGuru1: Talking to the guru6Acolytes: Why do the acolytes have such strange names?@# Island1 -6L *Choose which area on the Island you need help with:RBalloon1: The balloonGypsies1: The gypsiesGnomeland1: GnomelandField1: The farmer's fieldScience1: The Halls of Science@# Monastery1 -9L *Choose which area in the monastery you need help with:R!Leopold1: Helping Brother LeopoldAfterLeo: After Leopold@# StopBus -$L D=-1 *I can't get the bus to stop!^L The bus won't stop as long as you're reading the letter. Click on the letter to put it down.uL After you put down the letter, just wait. The bus will come to a halt after a short time, and you can then get off.@
# OffBus -$L D=-1 *I got off the bus. Now what?ÜL You should walk to the left from the bus stop by clicking on the left side of the picture (watch for the cursor to turn into a leftward-pointing arrow).@# OpenUJGate -$L D=-1 *I'm trying to open the gate.åL Move the cursor over the house number. The cursor turns into a pointing hand, showing that something will be activated if you click.áL When you click the house number, a panel slides away, and the cursor turns into a magnifying glass, indicating that if you click you will get a close-up view.bL You will need the close-up, which shows the gate's locking mechanism, in order to open the gate.@# GateCombo -+GateComboA9L D=-1 *I can't operate the combination lock on the gate.ùL The correct combination is the same as the house number, 2141. You may notice as you try to dial this in that some digits don't seem to be available.ⁿL Actually, the digits available are governed by a simple rule that depends both on the digit's position and on the OTHER digits that are currently showing. With a little experimentation, you should be able to deduce the rule and enter the combination.FL L=-1 T=-1 *Click the Continue button if you want an additional hint.@# GateComboA -+GateComboBGL D=-1 *I can't operate the combination lock on the gate (second hint).½L Here's the rule that controls which digits you can enter: On each number wheel, you can enter the number for that wheel OR any number showing on one of the other wheels.FL L=-1 T=-1 *Click the Continue button if you want an additional hint.@# GateComboB -?DL D=-1 *I can't operate the combination lock on the gate (giveaway).XL To open the lock, first set it to 1234, then enter the following combinations in turn:L L=20 D=4 1244L L=20 D=4 1241L L=20 D=4 2241L L=20 2141*L After the last move, the lock will open.@# UJH2 -1L *I'm past the gate - show me some more choices:R(Study: What is there to do in the study?+Lab: What is there to do in the laboratory?@ # Study -3L D=-1 *What is there to do in Uncle Julius' study?3L Select your area of interest, and click Continue:RComputer: The computerSafe: The picture of a safeBookshelves: The bookshelvesUL Click near the bottom of the picture to leave the study and return to the footpath.@# Computer -L D=-1 *Uncle Julius' computer3L Select your area of interest, and click Continue:R#ComputerOn: Activating the computer%UsingMouse: Using Uncle Julius' mouse8Programs: Programs you can run on Uncle Julius' computer@# ComputerOn -PL D=-1 *To activate the computer, click the switch on the left side of the desk.mL The mouse will emerge from its hatch on the right side of the desk, and the screen saver will be activated.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# UsingMouse -iL D=-1 *Move your own mouse pointer over Uncle Julius' mouse until the cursor looks like a grasping hand.?L Click your mouse to take control of the mouse in the picture.îL Now when you move your mouse, the one in the picture will move too, and so will the mouse pointer on the screen of Uncle Julius' computer.óL When you click your mouse button, the button of the on-screen mouse will click, and activate a program on Uncle Julius' computer if the pointer is over an icon.VL To release control of the on-screen mouse, just drag it to the edge of the mousepad.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Programs -XL *There are four programs you can run. Each is activated by an icon on the main screen:R"PrgFacto: The Science Fact-o-pedia!PrgNotes: Uncle Julius' Lab Notes'PrgPlanner: Uncle Julius' Daily PlannerPrgSaver: The Screen SavernL If you click in the title-bar of the computer's main screen, you hear the message "System Loaded and Ready".@# PrgFacto -aL D=-1 *The Science Fact-o-pedia is an encyclopedia of science knowledge written by Uncle Julius.ÄL It is divided into eight subject areas: Astronomy, Biology, Chemistry, Geology, Paleontology, Physics, Scientific Biography, and Technology.µL Clicking on one of the subject headings in the Table of Contents takes you to the first of 15 topics in the subject area. Use the browse buttons at the bottom left and right of the screen to access the other topics in the group.tL Uncle Julius also made a portable version of the Fact-o-pedia, which you can find on the bookshelves in the study.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# PrgNotes -QL D=-1 *Like every good researcher, Uncle Julius keeps detailed laboratory notes.ªL Unfortunately, owing to a computer error (which you will see if you click the MORE button in the Lab Notes program), only one page of the notes is available to you.VL It reveals a single code - 16222 - that you can use to operate the Anywhere Machine.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# PrgPlanner -HL D=-1 *Uncle Julius uses this electronic diary program to plan his day.pL If you have trouble reading the writing in the diary, click on an entry to see it displayed in a clearer form.âL We see that Uncle Julius has already checked off the first two items, but not the third, which involves test driving the Machine.¢L To exit the Planner, use the QUIT button. (The EDIT button unfortunately is broken - probably an example of the errors mentioned in the entry for 1 p.m.)BL L=-1 T=-1 *Click the Back button to return to the previous page.@# PrgSaver -wL D=-1 *The screen saver on Uncle Julius' computer is an animation of five colored balls that bounce around the screen.ÇL The balls are engraved with "pips" like dice. Together they form the number 54413, which is significant elsewhere in the game.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Safe -
+SafeComboFL D=-1 *There is a painting of a safe over the fireplace in the study.ÉL The first time you click to examine the painting, you get the message, "This is an attractive oil-painting of a safe with a combination lock."½L Click again and you see a new message: "On closer examination, the fine brushwork and subtle use of light show that this painting is the work of an accomplished artist."╖L Click yet again for a third message: "On even closer examination, you see that there are tiny hinges on one side of the painting, as though it were made to swing out from the wall!"ñL Upon a fourth click, the painting DOES swing out from the wall, and a fifth click gives a close up of the combination lock of the actual safe behind the painting.HL L=-1 T=-1 *Click the Continue button for help with operating the lock.@# SafeCombo -+SafeComboAQL D=-1 *I want help with the combination lock on the safe in Uncle Julius' study.½L The correct combination is revealed by the screen saver on Uncle Julius' computer. You may notice as you try to dial this in that some digits don't seem to be available.{L Actually, the digits available are governed by the same simple rule that governed the combination lock on the front gate.┴L It depends both on the digit's position and on the OTHER digits that are currently showing. With a little experimentation, you should be able to figure out the rule and enter the combination.FL L=-1 T=-1 *Click the Continue button if you want an additional hint.@# SafeComboA -+SafeComboB_L D=-1 *I want help with the combination lock on the safe in Uncle Julius' study (second hint).½L Here's the rule that controls which digits you can enter: On each number wheel, you can enter the number for that wheel OR any number showing on one of the other wheels.FL L=-1 T=-1 *Click the Continue button if you want an additional hint.@# SafeComboB -?\L D=-1 *I want help with the combination lock on the safe in Uncle Julius' study (giveaway).YL To open the lock, first set it to 12345, then enter the following combinations in turn:L L=20 D=4 14345L L=20 D=4 14315L L=20 D=4 54315L L=20 D=4 54313L L=20 54413*L After the last move, the lock will open.@# Bookshelves -BL D=-1 *Is there anything to find on the bookshelves in the study?çL Move the mouse pointer over the second shelf from the top on the left hand side, until the cursor takes the shape of a grasping hand.GL Click to pick up the portable Fact-o-pedia and put it into your pack.─L The portable version of the Fact-o-pedia works just like the one on Uncle Julius' computer, except that you operate it with your own mouse. You may find the Fact-o-pedia handy later in the game.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Lab -+Machine8L D=-1 *What is there to do in Uncle Julius' laboratory?yL The main feature of the lab is the machine on the bench. Use the hints within the game to learn more about the machine.ZL Click near the bottom of the picture to leave the laboratory and return to the footpath.@# Newspaper1 - +Contest1xL D=-1 *The newspaper box outside the Inimica City Jail is mainly useful for the prizes you can win on the contest page.ML New issues of the newspaper become available at certain stages of the game.dL If you have enough money to buy a newspaper, just click on the price in the top right-hand corner.uL To see the contest page in a newspaper you have bought, click the contest announcement in the top left-hand corner.>L For basic help with contests, see the hints within the game.BL L=-1 T=-1 *For detailed contest help, click the Continue button.@# Contest1 -.L *How do I win the contests in the newspaper?REContestButtons: What do all those red buttons on the contest page do?B<2 Contest1a: What are the answers to the first newspaper contest?C<2 Contest1b: Where can I find the money to buy my first newspaper?C>3 Contest2a: What are the answers to the second newspaper contest?B>R Contest3a: What are the answers to the third newspaper contest?B>R Contest3b: Where do I get the money to buy the third newspaper?@# ContestButtons -=L D=-1 *What do all those red buttons on the contest page do?TL The center button in the left-hand box rotates the words clockwise around the box.▀L The corner buttons in the left-hand box move their neighboring word to the corresponding corner of the right-hand box. If there was already a word in that corner of the right-hand box, it is brought back to the left side.e<R L The corner buttons in the right-hand box rotate their neighboring set of four letters clockwise.▄>R L The corner buttons in the right-hand box rotate their neighboring set of four letters clockwise. In the third contest only, this mixing-up of the letters is NOT undone if the letters are moved back to the left side.@# Contest1a -?<L D=-1 *What are the answers to the first newspaper contest?eL Move the word BOAR to the top left of the answer square on the right-hand side of the contest page.TL Move CASH to the top right, AWES to the bottom left, and DARN to the bottom right.ÜL Now rotate the four corners of the answer box to create BASH reading from left to right across the top row, then ORCA, WEAR and SAND, in the other rows.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Contest1b -=L D=-1 *Where can I find the money to buy my first newspaper?äL Use the 1-ducat coin from the safe in Uncle Julius' study. (If the text under the piggy-bank says "1 ducat", you have it already.)BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Contest2a -?=L D=-1 *What are the answers to the second newspaper contest?eL Move the word LAST to the top left of the answer square on the right-hand side of the contest page.TL Move POEM to the top right, AVOW to the bottom left, and RENT to the bottom right.ÜL Now rotate the four corners of the answer box to create SLOP reading from left to right across the top row, then TAME, OVER and WANT, in the other rows.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Contest3a -<L D=-1 *What are the answers to the third newspaper contest?⌠L If you have been working with this contest for a while, there is a good chance that some of the words from the left side of the contest page have become scrambled. You need to unscramble them before continuing with the solution to the puzzle.R.Unscramble: I need help unscrambling the words;Solution3: The words are unscrambled. Show me the solution.@# Solution3 -?<L D=-1 *What are the answers to the third newspaper contest?eL Move the word LIST to the top left of the answer square on the right-hand side of the contest page.TL Move DIME to the top right, MARE to the bottom left, and DEAN to the bottom right.ÜL Now rotate the four corners of the answer box to create SLIM reading from left to right across the top row, then TIDE, AMEN and READ, in the other rows.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Unscramble -+UnscrambleSL D=-1 *I need help unscrambling a word on the left side of the third contest page.~L Enter the scrambled version of the word in the space below, then click the Continue button to get unscrambling instructions.E Word to be unscrambled:@# Contest3b -
+Contest3c=L D=-1 *Where can I find the money to buy my third newspaper?¥L You should already have 3 ducats from winning the second newspaper contest. You can earn the remainder by selling an item you obtained on the Island World.└L To sell the item, go into the Auction House. If an auction is in progress, leave and re-enter. Click the item in your pack you wish to sell. If the auctioneer accepts it, leave and re-enter.∙L You can now watch the item being sold, if you want to take the time. If not, just leave and re-enter once more. The auctioneer will give you a Bill of Sale, which goes into your pack. Click this to read it; at that time you will receive the money.KL Click the Continue button if you want to be told which item you can sell.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Contest3c -]L D=-1 *Which item can I sell at the auction to earn the money for buying my third newspaper?╔L The item is the "nondescript curio", which you can obtain from one of the gypsies on the Island World by solving his or her test. The second gypsy whose test you solve will reward you with this item.BL L=-1 T=-1 *Click the Back button to return to the previous page.@ # Jail1 -L D=-1 *The Inimica City Jail<2 L *The Guardµ<2 L D=-1 The guard has quite a bit to say... just keep clicking on his speech balloons. At one point, you will notice the game's Hint button light up. It will help you find some cash if you want to try slipping the guard a bribe.>2 L *Saving Uncle Julius╧>2 L D=-1 Always keep in mind that to rescue Uncle Julius you somehow have to recover his cane, because it contains his homing device. Once you've found the cane, you somehow have to bring it to him in jail.@# Auction1 -L *The Inimica Auction HouseR=AuctionTime: How much time do I need to spend at the auction?JExpensive: Everything on sale at the auction is much too expensive for me!@CantSell: The game won't let me sell anything to the auctioneer!E>4 RippedOff: I auctioned an item but got less money than I expected!@# AuctionTime -8L D=-1 *How much time do I need to spend at the auction?─L You don't have to sit and watch the auction at all, if you don't want to. In fact, the only time you'll be able to do anything useful in the Auction House is when the auction is NOT in progress.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Expensive -FL D=-1 *Everthing on sale at the auction is much too expensive for me!·L That's true, but don't worry about it. Near the beginning of the game, the one item you might have some use for - Uncle Julius' silver cane - is auctioned off to the newspaper publisher, but you will have another opportunity to acquire it later on.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# CantSell -TL D=-1 *The auctioneer wants to buy things, but the game won't let me sell anything![L In fact, there is one item you CAN sell, but you may not have found it yet. Keep looking!BL L=-1 T=-1 *Click the Back button to return to the previous page.@# RippedOff -WL D=-1 *My "nondescript curio" was auctioned for a high price, but I only got 2 ducats!╜L It's sad but true - the Inimicans have a predatory way of doing business. Fortunately, the amount you earned was just enough to permit you to cover your expenses for the rest of the game.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Mansion1 -/L *The stately mansion by the Inimica Town ParkRAGateposts: Where can I find the objects that go on the gateposts?'Objects: What are the objects, exactly??>4 Trespass: When I try to go through the gate, I get arrested!@# Gateposts ->R ?>L D=-1 *Where can I find the objects that go on the gateposts?\<R L They are both in places that are only accessible in the registered version of the game.B>R <4 L The one on the left is in a world you haven't yet visited.4>4 L The one on the left is hidden in the Monastery.J>R L The one on the right is in the Halls of Science, on the Island World.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Trespass -:L D=-1 *When I try to go through the gate, I get arrested!nL This is true, but it also happens to be what you want. How else are you going to get in to see Uncle Julius?BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Objects -?>L D=-1 *What exactly ARE the objects that go on the gateposts?cL The one on the left is a gold statuette of a lion. The one on the right is a statuette of a hawk.BL L=-1 T=-1 *Click the Back button to return to the previous page.@ # Quiz1 -OL D=-1 *I'm having trouble guessing the right answers to the science questions.╥L All the answers are contained in Uncle Julius' handy portable Fact-o-pedia device, which he left on the bookshelves in his study. If you don't have it, you should use your homing device to go back and get it.ïL Once you have the Fact-o-pedia, you can look up the answers to any of the questions. The acolytes will wait politely until you are ready.BL L=-1 T=-1 *Click the Back button to return to the previous page.@ # Guru1 -<4 L *The Guru of the Pyramid">4 L D=-1 *The Guru of the Pyramid<4 RD<4 Mission: The Guru told me to find something. Where exactly is it?@<4 UseGlasses: How do I use the object the Guru told me to find?H>4 L The Guru has already given you all the information she can provide.E>4 L L=-1 T=-1 *Click the Back button to return to the previous page.@# Mission -@L D=-1 *The Guru told me to find something. Where exactly is it?^L As the hint in the game explains, the Guru is asking you to find a magic pair of sunglasses.]<R L These are in a location that can only be accessed in the registered version of the game.[>R L You will find them in the farmer's field in the north-east corner of the Island World.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# UseGlasses ->R ?9L D=-1 *How do I use the object the Guru told me to find?Q<R L The object can only be found and used in the registered version of the game.É>R L Once you have found the magic sunglasses, go to the Land of the Gnomes, which is located in the clearing in the forest on the Island World.ö>R L Turn right at the fork on the grassy path as you come from the well. You will quickly arrive at a big tree. Once there, put on your sunglasses.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Acolytes -CL D=-1 *Why do the acolytes of the pyramid have such strange names?NL The acolytes' names are randomly generated each time you revisit the desert.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Balloon1 -\<R L D=-1 *Every time I try to get out of the balloon, the game tells me I need to register.└<R L The balloon is the last scene in the evaluation version of the game. You do need to register before you can get out and explore the rest of the island and the other locations in the game.¿<R L The evaluation version is about 1/4 of the entire game, so you should have a fairly good idea whether you'll enjoy the rest enough to make registration worthwhile.╛<R L If you're interested, there are detailed registration instructions available when you start the game: just click the "Registration Information" button at the bottom of the first window.A>R L D=-1 *How do I know when I've finished exploring the Island?╗>R L There are four areas that you have to visit. You must locate and retrieve a total of five items to complete your work here (you may have to revisit later, but that's another matter).BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Gypsies1 -L D=-1 *The Gypsy CampP D=-30 gypsieskL L=36 D=28 If you are having trouble finding the gypsies, this is what their camp looks like from the air.L *Other topics:R@MapColor: What is the best way to solve the map-coloring puzzle?@Arithmetic: What is the best way to solve the arithmetic puzzle?<Geometry: What is the best way to solve the geometry puzzle?@# MapColor ->L D=-1 *What is the best way to solve the map-coloring puzzle?íL If you are trying to solve this puzzle quickly, it is probably best to work with one color at a time, using it to color as many regions on the map as possible.gL A good rule of thumb is to generally use the same color for regions that meet only at a single point.»L By the time you have used all four colors, the map should be almost completely filled in. Then you can go back and make whatever adjustments are necessary to finish the job.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Arithmetic -<L D=-1 *What is the best way to solve the arithmetic puzzle?¿L One approach that works well for these equations is to begin by looking at and quickly memorizing all four possible answers - the four numbers on the right-hand cube.·L Leave the first block stationary, for the time being, and rotate through all the numbers on the second block. For each pair of numbers, consider whether one of the arithmetic operators could be used to produce any of the answers you have memorized.°L If you don't find the answer using the number presently showing on the first block, rotate it one position, and try again. In this methodical way, you can go through all the possibilities quite quickly (and your speed will improve with practice).BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Geometry -:L D=-1 *What is the best way to solve the geometry puzzle?⌐L Because this (like the other gypsy puzzles) is randomly generated each time you enter the caravan, the solution is sometimes quite obvious, and sometimes a bit tricky.⌐L Begin by putting down one piece you are sure belongs on an edge. If it "snaps" into position as you place it you can be confident that it won't have to be moved again.▀L Now fit the other pieces around it, using a combination of visualization and trial and error. Don't worry if you have difficulty at first visualizing the way the pieces will connect when rotated: you will quickly improve.ÇL Incidentally, the freeware game Oktagon, available on our web-site, includes a somewhat more elaborate version of this puzzle.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Gnomeland1 -L D=-1 *GnomelandP D=-46 gnomland[L L=91 D=44 If you are having trouble finding Gnomeland, here is how it looks from the air.L *Other topics:R1Thieves: The gnomes keep stealing my possessions!><4 GnomeNoPlace: There doesn't seem to be anything to do here!C>4 GnomeHelp: The hint in the game said the gnomes would help. How?+GnomeBug: I think I found a bug in the game%Gnomeland2: Show me some more choices@# GnomeBug -*L D=-1 *I think I found a bug in the game.âL The first release of the game contained a bug that could occur under certain conditions when you were moving around in Gnomeland.zL If this happens to you, you will see obviously abnormal behavior: a series of error dialogs followed by a program crash.½L An easy way around the problem is to make sure you are always carrying the sunglasses (which you can find on the Island in the farmer's field) at this point in the game.÷L Another fix is to download "awm103u.zip" from the Family Games FTP area. You can download it with your web browser by entering this URL: "ftp://ftp.islandnet.com/AHA/awm103u.zip". Unzip this file into the folder where Uncle Julius is installed.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# GnomeHelp -?+MoreGnomeHelpXL D=-1 *The hint in the Monastery said to get the gnomes to help me shrink the key. How?>L Try giving the gnomes the key, and see what they do with it.TL Click the Continue button after you try that if you can't figure out how it helps.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# MoreGnomeHelp -QL D=-1 *OK, the gnomes drop the key in the grass by the well. How does that help?L If you pick up the key, then drink from the well, you, the key, and everything else you're carrying will grow to normal size.{L If you DON'T pick up the key first, it will stay small - just like everything else in Gnomeland, such as the well itself.öL The trick, therefore, is to return to normal size first, and only then pick up the key, which - though tiny - will still be glinting in the grass.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Thieves -+RecoverItems0L D=-1 *The gnomes keep stealing my possessions!òL Actually, they just borrow them for a little while. After taking something from you, the gnomes always get bored with it and put it down somewhere.XL The gnomes have a particular place within Gnomeland to drop each object you give them.µL It would be giving too much away to tell you where each item goes, but it is possible that you will need to leave Gnomeland before you can recover certain items. Click the Continue button if you want more information about this.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# RecoverItems -?,L D=-1 *Retrieving items given to the gnomesúL It may not be possible for you to retrieve certain items taken by the gnomes until you have obtained certain OTHER items available elsewhere on the Island World.|L If you find yourself in this situation, visit the following locations if you don't already have the items available there:L 1) The farmer's fieldAL 2) The gypsy camp (the second of the two items available there)BL L=-1 T=-1 *Click the Back button to return to the previous page.@# GnomeMaze -?L D=-1 *I always seem to turn the wrong way on the grassy path!P D=-90 gnomemap█L L=132 D=29 This picture shows the general layout of Gnomeland. If you are coming from the well, turn left at the fork (where the gnomes stand) if you want to go to the brook, and right if you are heading for the tree.«L From the brook, the left fork leads to the tree, and the right fork to the well. From the tree, you would go left to the well, and turn right if you are going to the brook.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# GnomeNoPlace -5L D=-1 *There doesn't seem to be anything to do here!¢L If you have this problem, you need to retrieve something from the farmer's field elsewhere on the island, then return to Gnomeland and stand by the tree.eL If you now make use of the object you have retrieved, you should start to make progress once again.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Gnomeland2 -L *More trouble in GnomelandRBGnomeMaze: I always seem to turn the wrong way on the grassy path!;FallDown: I keep falling off the web bridge into the brook!<NoHoming: I tried to use my homing device. It wouldn't work!@# FallDown -9L D=-1 *I keep falling off the web bridge into the brook!¿L You need to visit the gypsies. After you solve all the gypsy puzzles you will receive an item of clothing that you should put on just before stepping onto the bridge.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# NoHoming -:L D=-1 *I tried to use my homing device. It wouldn't work!GL That's a safety override Uncle Julius put in, and a good thing too...¿L Remember, you're only about a tenth of your normal size. You might have trouble finishing the game if you had to go around like that. Worse, you might get stepped on.BL L=-1 T=-1 *Click the Back button to return to the previous page.@
# Field1 -2L D=-1 *What is there to do in the farmer's field?RL Somewhere here there is a very important object that you can find and take away.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Science1 -L D=-1 *The Halls of ScienceêL If you are having trouble entering the Halls, you should visit the gypsies to get a clue about the combination lock on the front door.RFScienceLock: I went to the gypsies. I got the clue. I still need help./Planets: How should I solve the Planets puzzle?1Elements: How should I solve the Elements puzzle?<Creatures: Is there anything to do in the Hall of Creatures?@# ScienceLock -?+ScienceLock2ìL D=-1 *I got the clue from the gypsies about the lock on the Halls of Science front door, but I still can't figure it out. How does it work?P D=-54 hos1æL L=118 D=24 The gypsy's hint states that each slider of the lower four sliders on the lock should be set to the sum of the two sliders above it.╞L To understand this, number the columns on the lock grid from 1 to 8 as shown above. If you are still having trouble opening the door after working with this for a while, click the Continue button.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# ScienceLock2 -4L D=-1 *I still can't get into the Halls of Science!P D=-41 hos2BL L=118 D=24 Set the sliders on the lock as shown in this picture.íL This corresponds to the number sequence 1,1,2,3,5,8 - the first 6 numbers of the "Fibonacci sequence", in which each number is the sum of its two predecessors.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Planets -.L D=-1 *How should I solve the Planets puzzle?ÄL Following the clues in the book on the lectern, proceed as follows, starting with all the planets on the shelf at the bottom of the display:≤L Click the second smallest planet, Mercury. Click Venus (orange) and the Earth (mostly blue or bluish-green) in succession. Both are medium sized planets, the Earth being very slightly the larger. Now click Mars, a much smaller orange planet.└L Now the outer planets: Jupiter, the largest, with diagonal bands of cloud; then Saturn, with its rings. Next pale blue Uranus, then dark blue Neptune, and finally Pluto, the smallest of all.ÅL As you finish, the display lights up. Step away from the puzzle and click on the door once to open it, then again to step into the next room.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Elements -/L D=-1 *How should I solve the Elements puzzle?L Use the clues in the book on the lectern to look up each element in the display so that you can match it with its properties.¥L It may help you to know some of the less obvious chemical symbols. Ca is Calcium, while plain C is Carbon. Potassium is represented by K, and Sodium by Na.╚L This puzzle is different every time you play, with a somewhat different mix of elements and clues. As with the Planets puzzle, you can use it to gain a grip on some fundamental scientific knowledge.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Creatures -9L D=-1 *Is there anything to do in the Hall of Creatures?nL This hall does not contain a puzzle like the previous two. Just make sure you don't leave here empty-handed.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Leopold1 -+MonMapfL D=-1 *Brother Leopold keeps saying, "Help me", but then he gets in my way. What am I supposed to do?àL Welcome to the Monastery. This is the trickiest and most complicated puzzle in the game, so it's time to settle in and get serious.sL Your basic mission here is to explore - to keep uncovering new territory until you find all the answers you need.∞L The hint button in the Control Room (the room with the blue "cage", near the Monastery entrance) has a "What should I do next?" hint that you can use at any time to get the next step in the multi-part solution to the Monastery puzzle.ÄL If you're still stuck after working with those hints, click the Continue button on this page to get a map of the Monastery and further help.BL L=-1 T=-1 *Click the Back button to return to the previous page.@
# MonMap -+MonMap2&>L D=-1 *Please give me more hints for helping Brother Leopold.╨L The map details the main floor of the Monastery. You entered at the south (bottom) end of the map, by going into the Entrance Room from the Courtyard (the location where you landed after using the Machine).åL You next tilted Neptune's trident (A) to open the first inner door, then passed between Neptune and a mermaid (B) into a short hall.▒L After tweaking Jove's nose (C) to open the next door, you came to the Control Room, with the blue cage sitting over the Control Wheel (D). There is a balcony on the west wall.╢L The "What should I do next?" hint in this room will help you with the next stage of a complete Monastery walk-through. If you're still stuck, use the Continue button for more help.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# MonMap2 -+MonMap3&HL D=15 *Step 1 is to raise the blue cage over the the Control Wheel (D).yL To do this, you have to reach the lever (E) on the Control Room balcony. Upon your first arrival in the Control Room...ΦL Start with a side-trip: lower the drawbridge over the Chasm (J) by clicking the Windlass (I). Next rebalance the scales of Justice (G). This opens the doors to the Bell Tower and to Leopold's Chamber, incidentally freeing Leopold.╔L Enter the Bell Tower, and go up the stairs, closing the door behind you to block Leopold. Go down the hall and through the curtain, raise the lever, then go back down the stairs and re-open the door.┼L Now mount the stairs again, letting Leopold follow, but this time turn right, and go through the curtain onto the Bell Tower balcony. Shinny down the bell-rope (H) and return to the Control Room.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# MonMap3 -+MonMap4&FL D=15 *Step 2 is to visit the Grandfather Clock (N) in the West Wing.ΣL The Control Wheel (D), which you have just uncovered, sets the orientation of the curved passages (F, M). Initially, these are set to "north and west", so that Passage 2 (M), for instance, connects the West Wing and the Crypt.ⁿL Each time you click the Control Wheel, both passages rotate 90 degrees counter-clockwise. To get to the West Wing, you will need to click the wheel once, so that passage M leads to the West Wing from the Bell Tower (the orientation shown on the map).╤L Go to the Bell Tower via Passage 1. Leopold will be following. Pass through the curtain at the back, and down Passage 2 till you reach the Clock. Note the positions of all three hands (red, blue and yellow).?L Finally, return via both curved passages to the Control Room.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# MonMap4 -+MonMap5&IL D=10 *Step 3 is to visit the Niche (K) and remove the Sliding Wall (L).≈L Click the Control Wheel again to rotate the curved passages. Passage 2 (M) now connects the Bell Tower with the hall leading east to the Niche, while Passage 1 (F) - in which Leopold is standing - now leads from the Control Room to a blank wall.²L Go down the halls with Leopold behind you, through the Bell Tower and down the east passage. You'll find the Niche at the end of the right-hand wall. Set the colored dials to the same positions as the hands on the Clock. This removes the Sliding Wall.êL Now you are free to cross the Chasm (J) from the north. Raise the drawbridge by clicking the Windlass (I) so Leopold can't pursue you.└L Leopold will try to catch up with you again by coming through the Bell Tower. Hurry back there and prevent this by unbalancing the Scales of Justice (G). Finally, return to the Control Room.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# MonMap5 -&/L D=-1 *Step 4 is to lead Leopold to the Crypt.éL Click the Control Wheel one last time to rotate the curved passages. Now Passage 2 (M) connects the east passage with the Crypt.òL Rebalance the Scales of Justice to open the Bell Tower, freeing Leopold, then head back across the Chasm (J), and through Passage 2 into the Crypt.»L Notice the Greek lettering over the Arch (O) as you enter the Crypt - you will want to refer to this later. Hide behind the screen on the left side of the chamber, and wait.7L Congratulations! You are now helping Brother Leopold!BL L=-1 T=-1 *Click the Back button to return to the previous page.@# AfterLeo -.L *You are in the Secret Room under the Crypt.RLElevenSteps: Even with the game hint, I don't understand the "11 steps" map.KFamiliarity: The symbols that are supposed to look "oddly familiar", don't.BTreasure: I found a treasure, but I don't know what to do with it.@# ElevenSteps -?GL D=-1 *Even with the game hint, I don't understand the "11 steps" map.P D=-40 onestepGL D=20 L=127 A typical "step" in the "Eleven Steps Reveal a Prize" map.«L The five dots at each step match five small stones in the back wall of the Secret Room. The light-colored dot corresponds to the stone you should press on the current step.ⁿL The background of the map itself shows the positions of these special stones (dark color). You can go back and forth several times between the map and the wall if you want - you don't have to restart each time. If you make a mistake, just start over.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Familiarity -?FL D=-1 *The symbols that are supposed to look "oddly familiar", don't.qL You must have been in a hurry earlier on. Head back up to the Crypt and out into the hallway, then turn around.nL The symbols on the knobs in the Secret Room match the Greek letters over the archway leading into the Crypt.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# Treasure -?TL D=-1 *I found a treasure - a lion statuette - but I don't know what to do with it.âL Go back to Inimica and put it on a gatepost outside the mansion. You should have a second statuette to put on the other gatepost.BL L=-1 T=-1 *Click the Back button to return to the previous page.@# EOH -@