HINTS AND TAKEABLE OBJECTS IN THIEF’S ADVENTURE 1. SMELLY GARBAGE 2. FISH 3. LOCK PICK 4. CLAM 5. FISHING POLE 6. SCREWDRIVER 7. SEVERAL COINS 8. LADDER RUNG 9. BOTTLE OF WINE 10. BRASS LAMP 11. AZTEC KNIFE 12. STACK OF MONEY 13. STRANGE GOGGLES 14. OIL 15. DIGITAL WATCH 16. STETHOSCOPE 17. PLATE FOR PRINTING $20 BILLS 18. PEPPER IN A CRUET 19. VINEGAR IN A CRUET 20. CRYSTAL VASE 21. VIAL OF CONTROLLED SUBSTANCE 22. PLATINUM TEAPOT 23. SAPPHIRE CLOCK 24. CANDELABRA 25. FLUTE 26. SOME ROPE 27. IBM PC 28. LARGE RUBY 29. ANTIQUE SWORD 30. EBONY CANE 31. TOPAZ RING 32. FILE 33. WIG 34. GOLDEN STATUETTE 35. DRESSMAKER’S DUMMY 36. PEARL 37. DIAMOND 38. RARE BOOK 39. SMALL STRIPED CAT 40. CROWN 41. BILLS 42. SECRET PLANS *************** HINTS THERE ARE A NUMBER OF SECRET PASSAGES LINKING THE AREAS OF THE GAME UNSCREW THE PLATE ON THE MONUMENT TO ENTER THE SECRET TUNNEL FROM THE NORTH UNSCREW THE WINE RACK IN THE CELLAR OF THE VIN ORDINAIRE TO REACH THE “NEAR END OF SECRET PASSAGE” LOCATION BRIBE THE POLICEMAN WITH THE BOTTLE OF WINE BUY A BEER FROM THE BARTENDER WITH THE COINS BRIDE THE GUARD OUTSIDE THE PALACE WITH THE STACK OF BILLS SNAKES LIKE MUSIC THE BOOKCASE IS MADE OF GLASS. FRAGILE STUFF GLASS SAY THE MESSAGE IN THE RARE BOOK TO BE AUTOMATICALLY TRANSPORTED TO THE NARROW ALLEY BEHIND THE JAILHOUSE THE ROPE CANNOT BE UNTIED THE FIRE ESCAPE LADDER CANNOT BE CLIMBED IN EITHER DIRECTION; HOWEVER, PART OF IT MAY BE USEFUL FOR BREAKING AND ENTERING DON’T HANG AROUND IN THE ROWBOAT. TAKE WHAT YOU NEED AND EXIT QUICKLY YOU CAN’T OPEN THE CLAM BY CONVENTIONAL MEANS. TRY VISITING A ROOM SYNONYMOUS WITH THE CONTENTS OF SOME CLAMS AND SAY THE NAME OF THE OBJECT NO IT DIDN’T MAKE SENSE TO ME EITHER DON’T ENTER THE DUMBWAITER FROM THE WRONG FLOOR OR YOU WILL DIE STETHOSCOPES AREN’T JUST FOR LISTENING TO PATIENT’S CHESTS. EH PETER? TO ENTER THE FENCE’S SHED, LISTEN TO THE SONG BEING PLAYED ON THE JUKEBOX OF THE VIN ORDINAIRE