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                   Well, 
                    don't just sit there in the dumb canoe: Let's get going! Go 
                    south twice to the Pagoda. DROP CASE AND PADDLE. Now GET OPENER 
                    AND CAN. LEAVE CANOE and go down the steps. Your path will 
                    be blocked by a large mound of dirt. Who likes dirt better 
                    than worms? OPEN CAN WITH OPENER, then DROP OPENER, and PUT 
                    WORMS ON DIRT. DROP CAN. The worms will make short work of 
                    loosening the dirt. MOVE DIRT then go east twice, and you'll 
                    find some diving equipment. GET ALL, then go west twice, and 
                    up. Time to go for a swim! 
                  First 
                    REMOVE TROUSERS AND SHIRT. Now WEAR WETSUIT, FLIPPERS, AND 
                    MASK. (Don't put on the aqualung yet: You start using air 
                    as soon as you put it on, and you don't have much to spare.) 
                    Do an INVENTORY here just to be sure you're not carrying anything 
                    except the charms. It's okay to keep wearing the spectacles 
                    and gloves though.  
                    Go north, down, and northwest. WEAR AQUALUNG, then go north, 
                    and you'll find a hatch. OPEN HATCH and go down. You'll see 
                    a panel, so EXAMINE PANEL, then EXAMINE BUTTONS. Now PUSH 
                    LEFT BUTTON, then REMOVE AQUALUNG. EXAMINE DOOR, and TURN 
                    WHEEL THEN OPEN DOOR. Go east and down. EXAMINE DESK. On it, 
                    you see a notecase. EXAMINE NOTECASE and TAKE COIN. OPEN DOOR 
                    then go east. You'll see a chandelier that appears to be concealing 
                    something, but it's too high for you to reach. 
                  Go west, 
                    up, west, and PUSH RIGHT BUTTON. Now east, down, east, and 
                    WAIT for the water to reach your scrawny neck. WEAR AQUALUNG, 
                    and WAIT until "everything is underwater." Go up 
                    and EXAMINE CHANDELIER, then GET CHARM. Go down, west, up, 
                    west, and OPEN HATCH. Then go up, south, southeast, up, south, 
                    and you're back at the Pagoda. 
                  Now that 
                    you're safe on shore, EXAMINE UNICORN CHARM, and you'll find 
                    the word "WATCHERCALLIT" on it. This is the charm 
                    that makes things come back to you. Drop the aqualung, wetsuit, 
                    flippers, and mask, then WEAR TROUSERS AND SHIRT. GET IN CANOE, 
                    and GET PADDLE AND CASE. Now go north then southwest, and 
                    you're at the Conifer Wood. DROP PADDLE THEN LEAVE CANOE, 
                    and go south to the Village Green. 
                  Let's 
                    visit the Bakery first. Go northwest and READ NOTICE. Now 
                    ASK FOR JOB, and the Baker will give you some instructions. 
                    Go down then east to the Larder. That flour sack looks promising. 
                    OPEN SACK then SIFT FLOUR WITH SIEVE. Another charm! Go west 
                    to the kitchen. EXAMINE TABLE and you'll see a baking tin 
                    with some dough in it. You don't want the baker to find out 
                    you stole the charm, so PUT CHARM IN TIN. OPEN OVEN, and PUT 
                    TIN IN OVEN THEN CLOSE OVEN. PUSH BUTTON and the bread will 
                    be done to perfection. 
                  But WAIT! 
                    You don't want to be stuck here baking bread for the rest 
                    of your life, do you? PUSH BUTTON again, OPEN OVEN, and GET 
                    BREAD. About this time, the baker will show up and search 
                    you for the charm. He won't find anything, of course! Go up, 
                    and the baker will follow you. If you try to leave with the 
                    bread, you won't be able to because the baker wants to see 
                    how you've done. SHOW BREAD TO BAKER, and he'll take a bite 
                    out of it. He'll be so disgusted with the overdone bread, 
                    he'll throw it (and you) out the door!  
                    Now GET BREAD THEN EAT IT. You'll be left with the pelican 
                    charm. EXAMINE PELICAN CHARM and you'll find the word "DOOFER" 
                    on it. This charm will animate things. DROP CASE. 
                  Next stop: 
                    the Village Pub. Go southeast into the pub. Reading the sign 
                    behind the bar will tell you that you have only enough money 
                    for a beer. Since it's the only money you have in the world, 
                    you don't want to spend it foolishly! WATCHERCALLIT COIN, 
                    then BUY BEER WITH COIN. As soon as you buy the beer, the 
                    coin will reappear in your hand! You can DRINK BEER if you 
                    wish, but what you MUST do is WATCHERCALLIT GLASS. 
                  Take a 
                    look at the hearth. There's a raging fire in there. Try a 
                    little more of your magic: OOJIMY FIRE. The fire will go out, 
                    leaving an ash behind. GET ASH. Ignore the bartender's insults, 
                    go north to the Beer Garden, and down into the well. There 
                    you will see another coin. GET TWO-FERG COIN and climb back 
                    up. If you EXAMINE TWO-FERG COIN, you'll discover that this 
                    one can only be spent once, so you'd better spend it wisely! 
                  Go south 
                    and northwest. The bartender will snatch the glass from you 
                    when you leave, but you'll soon have it back again. Go southwest 
                    to the carousel. DOOFER UNICORN. The animal will spring to 
                    life and fly away, leaving the saddle behind. While you're 
                    here, DOOFER FIRE ENGINE, and it will take off, leaving its 
                    ladder behind. GET SADDLE then northeast and GET SOCK. Now 
                    PUT ASH IN CASE. Go northeast into the Post Office. Take note 
                    of the ringing bell on the way in. When the Postmistress shows 
                    up, SEND SADDLE TO STATION. 
                  (I have 
                    to apologize here. There is absolutely NO CLUE at this point 
                    to indicate that you should mail the saddle to the station. 
                    WHAT Station? However, by the time you find out about the 
                    Station and figure out that you have to mail the saddle to 
                    it, you will have gone a LONG way out of your way, and will 
                    have to go through some really strange shenanigans to get 
                    the job done. It's a lot easier to pretend you have ESP, and 
                    just mail the dratted thing NOW!) 
                  Anyway, 
                    the Postmistress will weigh the saddle and tell you it comes 
                    to two fergs. There goes your one-time-only two-ferg coin! 
                    GIVE TWO-FERG COIN TO POSTMISTRESS.  
                    When you entered the Post Office, you saw a safe set into 
                    the wall. It sure would be interesting to get into that safe, 
                    but how can you do that with the stupid bell announcing your 
                    entrance every time? At this point the Postmistress will bend 
                    down behind the counter looking for something. While she's 
                    down there, PUT SOCK IN BELL and that will take care of the 
                    alarm. Now you can OPEN DOOR and go southwest. 
                  You can 
                    immediately go back northeast to the Post Office; this time 
                    you will enter silently, and it will be empty. EXAMINE SAFE 
                    and you will notice four handles at the four corners of the 
                    safe. 
                  Playing 
                    with the handles quickly reveals that they are interactive. 
                    So Merlin, the master safe-cracker, will save you some time. 
                    TURN BOTTOM RIGHT HANDLE. TURN TOP RIGHT HANDLE. TURN BOTTOM 
                    RIGHT HANDLE. TURN BOTTOM RIGHT HANDLE. Finally, TURN TOP 
                    LEFT HANDLE, and the safe will be unlocked! 
                  OPEN SAFE 
                    and LOOK IN SAFE, then GET CHARM, and you'll have the fifth 
                    (and last!) charm. OPEN DOOR and go southwest. EXAMINE DRAGON 
                    CHARM, and you'll find the word "THINGY" on it. 
                    This charm clears up the weather. GET CASE, go southwest, 
                    then DROP CASE. If you LOOK THROUGH WINDOW, you'll notice 
                    the clockmaker is busy at work, and there's an oil lamp burning 
                    in the workshop. You need to get him out of the shop: time 
                    to get destructive. 
                  GET BOTTLE 
                    then KNOCK ON DOOR. The clockmaker will leave the workshop 
                    to answer the door. THROW BOTTLE AT LAMP. The clockmaker will 
                    rush back in, find the fire, and run out the door. The place 
                    is now yours to explore. 
                  GET LADDER 
                    and go southwest. If you EXAMINE ladder, you'll discover that 
                    there are a few rungs missing. That stool might make up for 
                    the missing rungs, but it's awfully hot! OOJIMY STOOL and 
                    GET STOOL, then go east in the clock. LEAN LADDER AGAINST 
                    GIRDER, and DROP STOOL. Before we go up, let's go get some 
                    supplies. 
                  Go west 
                    and northeast. GET SHOES THEN WEAR THEM. GET HARMONICA, ASH, 
                    MATCHBOX, AND CANDLE. Go back southwest, and east. GET ON 
                    STOOL, then CLIMB LADDER. JUMP north, and you're on a platform. 
                    Read the description carefully. You need to have the Rain 
                    Weatherman close to you. If it is, fine. If the Sun Weatherman 
                    is close to you, THINGY. The weather will change, sending 
                    the Sun Weatherman outside, and the Rain Weatherman inside. 
                    Now EXAMINE RAIN WEATHERMAN and TAKE HAT. HOLD ONTO RAIN WEATHERMAN 
                    and DOODAH. As it begins to rain, you'll be carried outside 
                    with the Rain Weatherman. There, you'll see a friendly cloud, 
                    which will come to a halt near you. 
                  GET ON 
                    CLOUD, then DOOFER CLOUD, and say goodbye to the village! 
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