Bedroom- Get up. Get wallet and money. Turn on TV. Get clothes. Wear clothes. Put money in wallet. Put wallet in pocket. E. Look at pictures (repeat for several clues). D. Living Room- Save. (If unable to leave the house immediately, wait to pass time.) E. >From Front of House to Railroad Station- N(4). (Front of Train Station) NE. Get in line. Buy ticket. W. W. Train- Get all (pendant, newspaper, card). Examine pendant. Examine newspaper. Read ppaer. Look at card. Put card in pendant. Wait. Get off train. E. S. Lobby & Houghton Street Construction Site- wave pendant at reaper. Save boy. Get locket. S. S. E. Get brick. Drop paper. E. S. E. Houghton & Hermann throw brick at window. E. (you're transported to next location.) Scene One: Duvall's toy Store Large Bamboo Hut- Look at bullet. Look at pictures. Get body. S. S. Drop body. N. W. Get chair and shovel. E. SW. Get all (two ropes). NE. S. Crest of Hill Break the chair. Get wood. Make a cross with wood. dig a grave with shovel. take body. bury body. put cross on grave. (you're transported to next location) Scene Two: Americana Picket Fence- Get hammer. E. N. N. U. Hayloft & Barn- Look at girl. tie rope to girl. Lower girl through door. Wait (three or four times, until floor collapses.) Hit wall. S. (Burning Barn) Get girl. Get photo. S. Porch- Get in truck (after woman gives you keys). Put keys in slot. Start truck. Scene Three: Formula I In Race Car- Wear gloves. step on gas. turn left. step on gas. turn left. step on gas. slow down. turn right. get out of car. up. (podium) take trophy. Scene Four: The Sad King Theme Room- Stand. Take gem. N. N. Natural Room- Look at the door. Put bullet in slot. NE. Iron Door Room- Read writing on iron door. say war. N. Wooden Door Room- Read writing on wooden door. Say sickness. NW. Circular Pit Room- Read stone door. Say time. N. Demon Room- Read pedestal. Say death. Get sword. put gem in sword. S. Circular Pit Room- Read wooden door. Say time. SE. Wooden Door Room- read iron door. Say health. S. Iron Door Room= read bronze door. say peace. SW. S. (You're transported to next location.) Theme Room- Give sword to King. take gem. (you're transported to Long Sweeping Field.) Exit. The City- In Front of Duball's Toy Store- W. S. W. W. S(3). >From the Ocean to the Island- S. (Ocean) swim north. (Beach) N. N. (Outside mansion) Ring doorbell. N. E. Living Room- say thanks. Say thanks. N. Den & Bedroom- read diary. E (bedroom). get clothes. W. S. (Living Room) take rope and knife. (you're transported to Cave.) S. Jungle I- climb tree. tie rope to branch. get rope. swing south. D. S. Jungle II- Hide. SW. N. Middle of Jungle- Kill rat with knife. N. Outside Mansion- Feed rat to dog. N. E. N. Get trap and key. S. W. S. S. Middle of Jungle to Dock- Set trap. cover trap with leaves. Wait. tie hunter with rope. drop card. N. NW. W. (Dock) Get in boat. start boat. (you're transported to Ocean south of Warehouse.) Outside Warehouse- N. N. E. S. (Odd-looking Fence) Unlock gate. S. Museum Porch- reflect lasers with gem. S. Mirror Room to Cramped Hallway- Look at lights. press button two. press button four. press button three. press button one. press button three. S. (Foot of Stairs) SW. W. Cramped Hallway- Examine locket. Put photo in locket. Look at door. Look at imprint. Put locket in slot. W. Arena- Wait. S. Typed by Jonathan Blask. From the Quest For Clues II book. ***************************************************** Displayed on the Classic Adventures Solution Archive: http://hjem.get2net.dk/gunn/