KINGDOM OF HAMIL HINT SHEET =========================== Acornsoft version This Hint Sheet contains a series of questions that players typically ask, like 'How do I catch the jackdaw?', and hints to their answers. Various 'key words' have been deleted from the questions - making it harder to accidentally see the solutions to other questions - and are reproduced below. The numbers alongside the key words refer to the questions. The number that follows each question is the hint number. Good luck! KEY WORDS ========= BOOJUM 4 BOOMERANG 5 CAVE 6 CHAPEL 7 CORNFIELD 19 CREATURE 23 DEPARTURE 18 DOOR 29 DRAGON 8 DUST 9 ENCHANTRESS 10 FARE 11 FIRE 12 FISH 3,13,35 FOREST 6 GROVE 14 HEXAPOD 15 HOBGOBLIN 16,36 INFORMATION 35 JACKDAW 17 LOUNGE 18 MAIZE 19 MAZE 20,34 MONEY 34 MURALS 21 OBJECT 22 PIT 23 PORTCULLIS 24 PTERODACTYLS 25 PLAIN 2,26 ROCK 2,26 ROOM 3,9,13,35 SLAB 27 SNARKS 4 STATUE 28 STEEL 29 TAPESTRY 30 TREASURE 31 TYRANOSAURUS 32 VAMPIRE 1,33 WALL 12 QUESTIONS ========= 1. How do I kill the *******? 20 2. How do I get back through the ****y *****? 22 3. How can I avoid the ******** collapsing on me? 27 4. How do I avoid the ******? 16 5. How do I avoid being killed by the *********? 17 6. How do I get into the **** in the ******? 13 7. How do I get out of the ******? 1 8. How do I drive away the ******? 33 9. What is the **** **** for? 21 10. How do I avoid being killed by the ***********? 30 11. What do I need to pay the ****? 5 12. How do I get past the **** of ****? 28 13. What can I do in the **** ****? 12 14. What do I do in the soporific *****? 10 15. How do I stop the ******* from sobbing? 15 16. How do I avoid being killed by the *********? 24 17. How do I catch the *******? 11 18. What do I do in the ********* ******? 34 19. How do I survive in the *********? 14 20. How do I get through the **** of Hamil? 4 21. What is the significance of the ******? 9 22. What is a given ******? 35 23. How do I avoid being killed by the ******** in the ***? 32 24. How do I get past the **********? 29 25. How do I avoid being killed by the ************? 8 26. How do I navigate the ****y *****? 18 27. How do I get under the ****? 2 28. How do I move the ******? 31 29. How do I get past the ***** ****? 3 30. How do I move the ********? 23 31. I can't find all the ********s! 36 32. How do I escape from the ************? 7 33. How do I avoid being killed by the *******? 19 34. How do I collect all the ***** in the **** of Hamil? 6 35. What use is the *********** I find in the **** ****? 26 36. How do I kill the *********? 25 HINTS AND ANSWERS ================= 1. - You can't get out through the walls. - The way out is under the slab. 2. - You should be able to find something to help you. - You can prop it up with the rod. - Lift the slab while holding the rod. 3. - You will have seen the password but may not have recognised it. - The password is in code. - The coded message begins "THE PASSWORD IS" 4. - Explore. 5. - You will have seen some money on your way here. - You will need to collect all the money in the Maze of Hamil. - There are eight coins in the Maze of Hamil. 6. - There is exactly one route through the Maze of Hamil which enables you to collect every coin. - You must visit each room once and once only. - There is precisely one diagonal direction in the route. - The maze is geographically accurate. - The correct route is N,E,S,SW,S,E,N,E. This is an example of a HAMILtonian path. 7. - Keep ahead of him. - The only real escape is to descend to the plateau below. 8. - You must arrive after they have all left. - One pterodactyl takes off for every move you make. - If you cover all the paths in the lost world then all the pterodactyls will have taken off by the time you are ready to descend. - A (non-unique) correct route is:- N,N,E,S,S,S,S,S,W,N,N,N,W,N,E,E, E,S,S,S,W,W,W,N,E,E,E,E,N,W,W,W,D. 9. - They indicate where people found it worthwhile to explore. - They contain hidden direction information. - The explorers mentioned all set off to different cardinal points. - The directions are:- Peary - north, Columbus - west, Scott - south, Marco Polo - east. 10. - You sleep. - You dream. - You might have nightmares... - ...if you are not careful with your diet. 11. - You cannot get the jackdaw directly. - You must find something to stop it in its flight. - You must find a missile weapon to throw at it. - Throw the curved piece of wood at it. 12. - It contains an obscure secret. - The gleaming reflective walls of the fish room make it hard to observe this secret. - You may see things in the dark that are hidden in the light. - Turn off your lamp. 13. - You cannot go through the undergrowth. - You must get rid of the undergrowth. - Some creature may help you here. - You need to find something to burn the undergrowth. - A fire breathing creature may be good at this. - Leave the dragon's egg outside the cave. 14. - You need something to ward off spirits. - You need a talisman which you must keep with you constantly. 15. - Treat it like a baby. - It is hungry. - Feed it. - It will eat steak. 16. - You must approach it correctly. - You must choose the correct tunnel by which to descend. - There is an indication of which direction to go. - The indication may be found in the mural room. 17. - Keep out of the way. - Move away from where you threw it. 18. - You need something to help you here. - You must befriend some creature that lives here. - Drop some creature here and follow it. - Do you want another hint from this set? - The creature must be in a happy state before you drop it. - The hexapod knows the way. 19. - Keep ahead of him. - He will not go into daylight. - You will eventually have to remove him more permanently. 20. - You must find something that destroys vampires. - Trick him into some daylight. - You must generate daylight in a room that is initially dark. - Remove the tapestry from the wall while the vampire is in the room. 21. - The dust is unpleasant. - The dust sticks to things. - Things can be made poisonous by coating them with dust. 22. - You already know the safe route. - Simply reverse the route by which you came in. 23. - If it is still on the wall then just take it. - It is far too heavy for you to move... - ...but it can nonetheless be moved. - You need help from someone else you may have encountered. - There is someone around who will be only too happy to help you, if you let him. - This person is initially held captive in some way. - The helper you need is a djinn... - ...and may be found in a bottle. 24. - Keep away from her. - You can't defeat her on your own. 25. - You need something to help you here. - You may have been killed by this helper. - Although the helper is more powerful than you, you can summon him to appear where you want. - The helper is a dog. - You can summon the dog with a whistle, so do so while in the living room. 26. - It will help you to progress. - You must use it carefully. 27. - Well you could avoid the fish room! - You must find the right way to use the information you have acquired. - The message you have found has something in common with another message you have seen. - The message in the fish room in is code. - You must decode the fish room message to produce the required answer. - The answer is OPREH. 28. - You don't have an asbestos suit... - ...so you must put out the fire. - Some water might help. - Fill your bottle with water and throw it at the fire. 29. - You must prove that you are the rightful heir to the Kingdom of Hamil. - Deeds may not mean what you first think. - Deeds may be documents. - Once you possess what is needed the guards will let you past. - You need the documents dropped by the vampire. 30. - You must persuade her not to like you so much. - Try to make yourself unattractive to her. - You cannot change your appearance, but... - ...you can make your breath smell... - ...by eating something. - Eat the garlic just before meeting the enchantress. 31. - The statue can be made to move of its own accord. - You need to know how to talk to it. - Moving the statue is something you may have dreamed of doing... - ...though the dream may have more like a nightmare. - Eating before sleeping may cause nightmares... - ...if you eat cheese. - You should eat the cheese just before entering the soporific grove, then say the word you are given in front of the statue. 32. - You need to kill it. - You cannot fight it. - But it has a weakness. - Its voracious appetite will be its undoing... - ...if you give it some bad food. - You need to poison something then feed it to the monster in the pit. - You can feed the monster by throwing things into the pit. - You need something that has been dropped in the dust room. - A dead and dusty jackdaw will do. 33. - You must stop him breathing fire at you... - ...by quenching him. - Throw water at him. 34. - Understand the messages. - Some of the messages are about the code. - The code is more than a correspondence, there is order to it. - The set mentioned is the set of letters... - ...in the phrase "THE PASSWORD IS"... - ...and they must be alphabetically ordered... - ...and then translated. - The answer is "NYMPHS WALTZ". 35. - Slab: it conceals something - Steak: . it is edible . something may have greater need for it than you - Lamp: it can provide light - Rod: it can be used as a lever - Statue: . it is valuable . it can be made to move - Talisman: . it can be used to ward off evil . it is easily forgotten - Wood/boomerang . it is valuable . you can throw it . it is a weapon - Coffin: it contains a corpse - Vampire: . he is a hazard . he initially has something very valuable for you - Documents: . they are valuable . they allow access to certain areas of the game - Tapestry: . it is valuable . it acts like a curtain . it can be moved, though not by you - Crown: it is valuable - Sapphires: they are valuable - Wheel: it is completely useless - Any metal (bronze, tin, aluminium, etc.): it is currency - Garlic: . it is edible . it makes your breath smell - Egg: it will hatch - Helmet: it is valuable - Ring: it is valuable - Jackdaw: . it holds something valuable . it may be considered edible by something - Goblet: it is valuable - Hobgoblin: it is a hazard to be overcome - Water: it quenches fire - Tyrannosaurus: it is a hazard to be avoided - Hexapod/creature" he can guide you through a dangerous area - Whistle: . it produces a high pitched note . it is a dog whistle - Bust: it is valuable - Emeralds: they are valuable - Enchantress: she is a hazard - Pearls: they are valuable - Folio: it is valuable - Bottle: . it holds something very useful . it can be used for carrying water - Cheese: . it is edible . it may affect your sleep - Crozier: it is valuable - Ruby: it is valuable - Painting: it is valuable - Mural: . it contains information . it may help you choose a route when all choices appear equal - Dust: . it is poisonous . it can be used to taint food 36. - Boomerang: explore below the crypt - Hob goblet: explore - Marble statue by Michelangelo: explore - Tapestry: you must find the password - Diamond ring: catch the jackdaw - String of pearls: find your way through the rocky plain - Platinum bust: survive the lost world - Crown: explore completely through the maze of Hamil - Oil painting: solve the cornfield - Important-looking documents: deal with the vampire - Bejewelled helmet: pass the wall of fire - Large ruby: solve the fish room - Emeralds: get past the enchantress - Box of sapphires: solve the snark puzzle - First folio of Shakespeare: get into the cave in the forest - Crozier: get beyond the pit