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Adventure Diploma (Adventure_Diploma_More_Hints.txt)

Adventure Diploma - More Hints


These are additional hints covering points that the official hints (as I'll call them from now
on) omit.

The verb CHEAT gives hints, but these duplicate the official set, so it is not very useful if you
are stuck and the official hints don't help.

Only the first four letters of verbs, and the first three of nouns, are recognised.

There is an inventory limit of three items, including the lamp, which you cannot drop without dying.
However, no object (apart from the lamp) is ever needed twice, so once you have used something you
can discard it (if you're still carrying it).

Sometimes objects and room exits only appear after you have deposited a particular treasure, so if
you're not sure where to find the next treasure, try wandering around.

If you enter GET followed by the first three letters of a noun, you will be told its full name (eg
GET KNI will result in the message "I can't see a knife.", assuming it's not
already present). In theory you could use this to find the names of all the objects in the game,
although it would take a very long time!

For every treasure there is a sign pointing to the location where it will be found, with the number
indicating the order, but these can be rather hard to find.

(The remaining hints come in roughly the order in which you need them.)

First treasure: As the other hints tell you, you should not go beyond the bottom of the steps until
you've got this. This makes the objects you need to deal with the snake very obvious.

After killing the snake, you can carry its decapitated corpse, but this is a rare example of a
completely useless object.

Once you've found the room with the cryptic message, it's easy to work out the first three
letters of the magic word from their positions in the alphabet. The last one is much harder - it may
relate to a quote from Hamlet - but it's easy to find it by trial and error.

When you have found each treasure, in the correct order, and take it to the secret room, you need to
drop it and say the magic word - it's a verb, so don't precede it with SAY or USE etc.

Second treasure: see official hints, question 11. (The statement that the hut has wet paint is a red
herring.)

Third treasure: see official hints, question 12.

Fourth treasure: see official hints, question 2.

There are two items you need to wear in the game, and in both cases you will die if you enter the
humid room while wearing them (after the point where their use is necessary). The method of removing
them is not obvious - you have to GET them (making sure your inventory is not full first).

Fifth treasure: see official hints, question 3. You are not told that the poison is so toxic that it
will kill you through being absorbed through your skin, unless you use the obvious object.

Sixth treasure: see official hints, question 4. Do not enter the zoo at an earlier stage in the game
than this, because the route found in the music room won't work, and in any case the treasure
won't be there yet.

(There is a minor bug, as the bear has the same first three letters as another creature, so if you
try to use BEAR as a noun you'll get a confusing response. However, as you don't need to
do anything with the bear, this is not crucial.)

Seventh treasure: see official hints, question 7.

Eighth treasure: see official hints, questions 8 and 10. (This is a case where a location has gained
an extra exit. You'll need to take the lassoo with you when you visit it to get the treasure.)

Ninth treasure: see official hints, question 9. You need to take the trumpet to the walls, blow the
trumpet and then shout.

When you take the last treasure to the secret room and say the magic word, you will be sent to the
treasure house. The final word is clued by official hint 10.