Hastily written hints! Each is tied to a coin and gives more info as you go from A to D. # 1. The coin that's always with A. You have been looking at it since the game started. B. The game is not only the world. Some of it is the interface around it. C. Break the 4th wall. D. `X SCORE`, then `TAKE COIN FROM SCORE`. # 2. The dusty zorkmid A. You aren't the only one looking for coins.... B. Have you found another adventure? A kindred...spirit perhaps? C. The dead at the dead end might help. D. `SEARCH CORPSE`, then `TAKE ALL FROM CORPSE`. The zorkmid is in a wallet in the trousers (British for pants). # 3. Medusa's stone coin A. Despite her reputation, the Medusa is a friendly gal. B. The classic approach won't work here. C. The answer can be quite simple, or solving another coin and navigating to her can do it. D. With your eyes shut (or maybe with coins on them?) go to the Statue Garden and `ASK MEDUSA FOR COIN`. # 4 & 5. The two coins on you A. What's a custom that involves coins? B. Make like a corpse. C. It's hard to fall asleep in one of these things, but maybe something can lull you to sleep? D. `ENTER COFFIN`, `X MATH BOOK`, `SLEEP`, `GET OUT`, then `REMOVE COINS`. You'll be blinded before you take them off... # 6 & 7. The two coins of rememebrence A. The realm does the traditional thing for the dead. It just needs a body in the right place. B. The coffin is for a corpse, and the corpse can be moved. C. You can try to drag it, but maybe something can make it lite-r. D. `APPLY LITE TO CORPSE`, carry it to the coffin, `PUT CORPSE IN COFFIN`, then leave for five turns and come back, you'll see a sign if you are outdoors. # 8. The Time coin A. Something is ticking under the castle. B. The maze past the clock rooms is not random. It is on a clock. C. The exits swap on odd and even turns, so the same move does two different things depending on when you make it. Waiting a turn changes the map. It's really only 4 rooms, so not that bad. D. Follow the maze to the Horological Layer and take the Time coin from his cache. # 9. The Canadian coin A. Moon logic is needed in the Glen/Treasury/Throne Room. B. The glen has a meteorite, and it only shows its secret at the right moment. C. During a special numbered turn it will show the keyhole. Where can you get the moonkey? D. Give the false coin to the Monkey to get a moonkey. I know. Then be in the Glen at turn 127 and `OPEN BOULDER`. # 10. The wish coin A. People throw coins into wells. B. Climb.... what's that word again? C. Get the weird shape that let's you go the opposite of up. D. Get the shovel from the shed by breaking the lock with the trowel, then at the Wishing Well `DOWN` and `TAKE WISH COIN` and score. # 11. The King's Koin A. You will need to be a master of the meta, and, frankly, you need to go to Hell! Try stealing the coin from the bank once you have steal... B. The Damned Soul wants to be remembered. How can you save a memory? Remembering is something you already know how to do#you do it outside the game. C. Saving the game in that room is the act. D. 'RESTORE' the soul in the Throne Room. # 12. The bank's coin A. The banker kills you for stealing. Try it once anyway, it is not fatal and it is how you see Heaven or Hell, depending on your inventory. B. You cannot outrun him. But the coin can come to you. C. The bank needs to become a magnet, and you need to become metal. Neither happens on the ground floor. D. In Heaven, drop the shape over the Cumulonimbus so the bolt strikes the bank. Transform STEAL into STEEL at the machine. Then at the bank, `STEEL MYSELF` after turning STEAL into STEEL. # 13. The doubled wish coin A. A fish in a well is a wish waiting to happen. B. The SOUL can become a fish but only sometimes, and you have to check which one you got. Sorry for the RNG but it's not too bad I hope. C. The fish escapes in most water, but maybe there's a more confined spot? D. Take the fish down the well and `DROP SOLE FISH`. Do this before you give the cobbler her sole, the cobbler consumes the SOUL for good. # 14 & 15. The waif's two pennies A. The waif jingles when she walks. Listen. B. She is the cobbler's child, and she is barefoot because the shoes are not finished. C. The cobbler needs a sole. There is a coin in each finished loafer. D. Give the cobbler a SOLE, take the penny loafers, and give them to the waif then give her the candy coin. You did explore the shag carpet right?