MULLDOON LEGACY HINTS This game is so vast that it would be almost impossible to list all puzzle clues. But the ones that I think are most salient have been included randomly. You will take the part of several members of your family in this game and often visit locations as separate selves. There are also a number of tangential set-piece puzzles which take you out of your environment automatically, sometimes with your inventory intact and sometimes not. Obtaining The Satchel: You will need to melt the way on the man’s shoulder. The match cannot be removed from under the man’s foot. However, if you can’t take Mohammed to the mountain… Locations Around Foyer: Not all of them are listed (note the shadowy descriptions). Make sure you try unlabelled exits everywhere in this region. Keeping Objects Upstairs: What might stop the transported items whizzing back down the sculpture? Something that you can take upstairs manually with you. Sliding Doors N Of Shop: What is the Welcome Mat for? It is thick for a reason. Maybe something heavy might help. Passage To W Downstairs: Not all walls are made the same. Lift: Several different locations can be reaches. There are only three lift buttons but maybe a device nearby might alter the preset destinations. Clearing Marble From Rut: This is tough. A number of items you find might seem potential candidates but as far as I know only one actually works. Manual leverage isn’t the way to use the said item either. Scissors: You’ll need to cut the electricity to the machine in the relevant room. Perfect images are easy to copy but smudged ones might take a little longer. Picking Up Scissors: There is more than one solution here. Maybe something to protect your hands. Fierce Geese: You’ll need to be sharpish here as split second timing is required; remember the shack has more than one side. Sundial: You’ll need to move that gnomon multiple times; experiment with them and don’t be afraid to enquire as to the time of certain events. Giles is often a source of knowledge. Cave In Australia: You can’t see the painting without more light. Maybe a flame would help. Car: Very useful for moving a heavy object that you can’t carry around yourself. There may be several of this item but you only need one of them. You may have to look up some names. Hologram: That engineer may not be real but she is very skilled at mending a certain futuristic item. Give her the tools and she’ll finish the job. Garden: Too scared to explore? Maybe if you knew where you were going. Vertigo: Edgar isn’t a sufferer, other Mulldoons may be. What might stop you looking through the glass floor? Metal Catwalk: If only you could raise the thing through the hole. Something hooked might prove efficacious. Fruit: Sometimes some so-called less developed creatures can be learnt from and their actions copied. Nutshell: A useful container when you have used both hands to cling on to a mode of transport. Botanical Room: There must be some visible way through the foliage. Creeper: Very Long and tough. I don’t think it would break under your weight. Prison Cell: If only you were taller. Horse: They love apples and… Envelope Stuck In Vent: If only the slats could be opened. They can’t manually but perhaps the temperature of the thermostat could be suddenly increased using a hot object. Battlements Past Rubble: That tunnel is just too narrow for you but maybe you could transport an object through there and meet it at the other end. Newspaper: It’s a long way down. And when you get there it may be gone. If only you could turn back time. Sewers: Hmmm. Logistically they are located on the site of something more modern. Visit both and you could see a dead connection. Games Room. A real toughie. Why does the monkey keep looking at you? Maybe he could follow your signal. Sign Above Games Room Door: MON… That doesn’t make sense. Perhaps the phrase needs completion. Glass Wall S Cellars: Those three holes are very small. I wonder what could fit in there? Night With Gauntleted Fist: Remember that knights can be vain. Maybe you could massage his ego. Vial With Red Line: A classic puzzle. How could you fill it to just the right level? And that musty smell in the sandstone passages – it smells like someone died around here recently.