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For Pete's Sake (For_Petes_Sake_hints.txt)

FOR PETE'S SAKE

HINTS

The following tell you where to find the hidden objects in Parts 1 and 
2. How they are to be used will be enough of a challenge. Sometimes you 
will need one object before you get another.


Part 1: The problems in part 1 are not where to find the objects but in 
what sequence to use them.

Cookbook – examine the board

Jam- examine the vat. When you examine the jam, it gives you a hint 
where and how you can use it

Car radio – examine the Panda. But you need something else to get it as 
well as get the policeman out of the station

Turnip – it's with the bull, but first you have to deal with the bull

Chip – pour Klim in the glass, but first you need to have someone 
(female) with you when you ask about Margery

Teddy bear – give the roller skate, but, of course, you will need to 
deal with the brat first

Manual – ignore it

Watch, ring, or bracelet – get a hint about which to take from 
examining the nightclub doors

Key – search the body. Whom to give it to and when?

Script – examine the drain. You will need a hint about who to give it 
to, and then don't give it too early

Flyer – examine the counter. Whom to give it to? And when? Make sure it 
has been dropped before the appropriate party returns

Daily expatiator – examine the shelf

Red card – search the suit

Whistle – hold the card up in the appropriate place. You need to give 
it and get it back twice from the appropriate person

Lottery ticket – get the people to move so you can get it. You can use 
a nearby (unmovable)object. Once you have it – whom to give it to? Give 
it to the matchstick lady. Where is she? Try going back to where you 
started.

Prison pass – give the bear to someone who needs animals

Jemmy – search the bombsite

Business card – follow the second "sign" the horse gives

Extra hint: make sure you are no longer engaged to the magician before 
you sleep. Otherwise you cannot get in to see Pete. He provides you 
with a clue as well as physical help.

In both parts, remember that sometimes you need to put your 
instructions in quotations. For those playing on an emulator, it's 
Right Shift – P.
* * * * * * *

Part 2: This is a much more straightforward game. You need a password 
from Part 1. Timing of moves and sequences is much less tricky here. 
Many objects are used close to where they are found and their use is 
usually self-evident.

Flint - search the pot plant

Boots - under the rock

Flamethrower - give boots when you get the hint about Wellies

Cylinder - examine the cooker. You need help to move it to the 
appropriate place where you can use it

Cactus - it's visible, but you need to harden the mud to get it

Sunbed - break a window

Rosary - search the roses

Trowel - search the crack

Aerosol can - search the bins

Pregnancy test - dig in the garden, after your've examined the gardener 
doing something suspicious

Watering can - examine the boat

Photograph - search the album

Candle - give an object to the priest

Gaslighter - BLOW FIRE when the priest is in the room

Spoon - examine the table

Poster - open the cupboard

Suppositories - search rubble. This is a red herring. You don't need it

Butter - search rubble

Explosives - put the poster on someone's wall

Bucket - remove it but it's not a necessary object

Shoes - put the record where it will be played

Trousers - give test to the appropriate person

Shirt - give photo to the appropriate person

Tie - give wig to the appropriate person

Jacket - turn up the heat, then return to the anteroom

Key - dance with Matilda

Fuse - light the candle

Briefcase - dig with what was in Matilda's mouth when she was born

Terri Sheehan
2003-04-22

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