WYATT EARP

Presents

FISH! DOX

For the LSD DOX Disks!

NOTE: Chapter 3, the bit on the cypheric hints has been left out. All it
does is make the game easier to finish and anyway, it isn't included in the
in-game protection.

This is a prehistoric game but one which had no DOX for it on the LSD DOX
disks. So here it is, in whole and EXACTLY word 4 word, line 4 line. It had
to be due to the sodden in-game protection.

==========================================================================

Department of Inter-Dimensioanl Espionage

Memo from
Rear-Admiral Sir Playfair Panchax VC DSO FRT


The Seven Deadly Fins is the most dangerous group of inter-
dimensional anarchists around. They live up to their name in
every respect. There are seven of them, they are deadly and
have been seen with fins. This septic septet will stop at
nothing to destroy all forms of life as we know it.

Their motives are profit, strategic advantage and, most of all,
fun. They have committed some of the biggest crimes of the
century and wiped out entire civilizations, sometimes by
accident.

At Mission HQ we have assembled a team of crack inter-
dimensional espionage operatives in an attempt to overcome
this hideous force. We have succeeded in many cases in
thwarting the enemy, but so far, the Fins have escaped capture.

Several operatives have been caught by the Fins and never seen
again.

We have one small chance. Operatives can be trained in a
technique known as warping and can beat the Seven Deadly
Fins at their own game. It is through this process that the
Fins carry out their crimes. It may be deduced why this
technique is important.

This dossier contains instructions on warping for trainee
operatives and all the information currently available on the
Seven Deadly Fins. If further details are required, contact
Training Section through the usual channels.



1.1

==========================================================================

Be careful. Destroy this document after reading. If it should fall
into the wrong hands it could be YOUR life in jeopardy.

Good Luck!



Rear-Admiral Sir Playfair Panchax VC DSO FRT

Mission HQ 12/3/98



1.2

==========================================================================


Department of Inter-Dimensional Espionage

W A R P I N G F O R B E G I N N E R S

WARPING - THE FACTS

So you are a trainee inter-dimensional espionage operative.
You're in the big league now. Would you like to learn about
warping? Would you like to know that warping is a fun, fast
and extremely exciting method of travelling through the
dimensions? Well, it isn't. Warping pushes operatives through
extreme mental stresses.

Does warping hurt? Yes, it hurts! But that is whay you're here
for isn't it? THe following are first time experiences by other
inter-dimensioanl espionage operatives. They should give you
an idea of what you are letting yourself in for:

It's just like being in a car crash except you're the car.

Micky Blowtorch *1

Warping is just like being at the centre of the sun. Your
flesh burns away. It really hurts. What I hate most about
warping is that the pain never stops.

Alice Shad *2



*1 Micky Blowtorch is a highly regarded operative who worked
in the Slad Province. He has written a book on his early
warping experiences. Blowtorch M.G. [2067] "Warping Along
With Blowtorch", Random Publishing, Plin City.

*2 Alice Shad has since been retired from active service and now
works in out contracts departement.



1.3

==========================================================================


It reminded me of the day I got my first hammer. It was a
present from my father. I was so proud of that hammer. I
take it everywhere with me.
My problem was using it. The only nail I could hit on the
head was my fingernail. It was through this experience that
I gained my ability to withstand pain.

Jimmy "Rocket" Panchax!

So there you have it, as it were, from the horse's mouth. And
why not? These people know. They are adults. They don't cry.
They don't like to admit they're hurt. Warping is not fun.
Warping is not glamorous. Mind you, nothing is glamorous,
what I meant was glamorous - warping is not glamorous.
Warping is a job and we're here to make sure that it's a job
well done!

The following section answers some of the more common
questions put forward by trainee inter-dimensional espionage
operatives. Take careful note and remember "A shared fish has
no bones." *2

WHAT IS A WARP?

A warp is a "convenient method of transferring the mind of a
person from this dimension into the body of a living thing in
this or any other dimension". So writes Professor Ivan Funn
of the University of Mind in his book, "Warps 'n' All." *3

Warps are generated here at Mission HQ by the Espionage
Support Team (EST). In their book, Warping Broadens The


*1 Jimmy Panchax is the well travelled son of the current head of
Mission HQ, Rear-Admiral Sir Playfair Panchax VC DSO FRT.
"Rocket" earned his nickname by completing seven missions in
six days.

*2 An old proverb quoted by A. Halibut [2022] Proverbs I have
Heard. Anchovy, Ling and Lumpsucker, New York.

*3 Goby, Professor Jeffrey, [2068] Warps 'n' All. Mackerel and
Monkfish, London.


1.4

==========================================================================


Mind *1. Professors Basking and Thresher suggest that warps
could be created using special secret technique. The book
never reveals these methods however so we have had to
employ both Basking and Thresher on a large retainer to aid us
in defeating the Fins.

It is these highly secret techniques we use when creating a
custom warp for you. You don't need to know what they are,
just that they work. However, since they require a vast amount
of energy it can take a long period of time for us to prepare and
generate these "holes". The motto is "Be prepared. Prepared to
wait".


HOW DO I RECOGNIZE A WARP WHEN I

SEE ONE?

Warps appear as a hole in the fabric of a dimension you are
in. It is convenient to have a warp appear on an object, for
example, a wall. This is because the brain has great problems
viewing objects whish have more than three dimensions. A
warp appearing in the middle of a room, for example, is
sufficient to drive any untrained being mad. But you are not
untrained or at least you won't be when you have completed
your training. That isn't to say that you won't also be mad,
but that's your problem.

[Whether or not you think you're already mad fill out form
61/97/883 and return it to Mission HQ at once.]


WHAT HAPPENS WHEN I WARP?


Warping is relatively simple to accomplish. You enter the
hole. It hurts. You end up somewhere else. As someone else.
You are now in Host-Parasite Mode or, as we prefer to call it:
HPM, because it sounds far more technical.


*1 Basking A.B. and Thresher C.D. [2091] Warping Broadens
The Mind. Mackerel and Monkfish, London.


1.5

==========================================================================


WILL IT MAKE ME GO BLIND?

To quote a doctor on that very subject: "As far as we have been
able to ascertain it has no effect on the optical organs
whatsoever. Out of the vast number of subjects so far studied
only one has developed optical deficiency. Could you pass
me my glasses?" *1

HOW DO I AVOID BECOMING A WARP
JUNKIE?

In the early days we lost a few of our better operatives because
they warped too far. Micky Blowtorch for example. A brilliant
man with a brilliant mind, but he just took his warping too
far. In the end we lost him. He gave up on life and went to
lie in a forest.

It has been said that "Warping fever takes over the mind and
makes you want to warp further away from your starting
point." *2 This can lead to certain problems. For example, the
operative forgets his starting point or worse still, prefers the
place warped to and stays there.

Here at Mission HQ, our group of resident psychologists have
worked on this problem for quite some time and the results of
their research has culminated in what is now known as
Voluntary Vacation Mode, or "VVM" for short. This is a short
period of intense vacation using limited warping techniques so
that operatives can relax.

VMM is explained in greater detail later in this document.


*1 Loach D. Nicholas [1863] Special case studies of over-active
children and fish. The Shark Press, London.

*2 Barb, Rosy. [2093] Warping after Basking and Thresher
Anchovy, Ling and Lumpsucker, New York.


1.6

==========================================================================


WHERE IS MY NEXT MEAL COMING FROM?

While in HPM, the parasite - that's you - can survive on
nourishment absorbed by the host. This unique and somewhat
novel form of feeding means that we here at Mission HQ don't
incur feeding costs for any of our operatives.

To paraphase: You and your host can look after yourselves
while the crew here at Mission HQ pop down the pub for a pie
and a pint.

WHAT LIFE INSURANCE COVER CAN I GET?

Being an inter-dimensional espionage operative is a
commitment for life. You must stand up for all that is decent,
honest, good and, or course, true. This means that "when the
going gets hard then the going gets tough." *1 You are in
command

You will meet with dangers and, perhaps, beat ep strangers.
And that's just on a good day. You will have to think fast on
your feet, nay, on someone else's feet. You will, on many
occasions, laugh with Death staring you in the face.
Sometimes with Death so close that you have to turn your
head away. In fact, sometimes you'll meet Death, go for a
coffee, perhaps hit a few bars, grab a late night curry, that sort
of thing. You know the scenario.

Ands you want life insurance? Get away! There isn't a company
outside of Mission HQ that would touch you with a barge
pole. It's like committing yourself to a life of perpetual stunt
work. "Playing with the special effects of life." *2 is how one
operative described it.


*1 A. Halibut [2022] ibid.

*2 Blowtorch M.G. [2072] Warping Along With Blowtorch
(revised edition), Random Publishing, Plin City.


1.7

==========================================================================


IS THERE A DOCTOR TO HAND?

The medical facilities here at Mission HQ are second to none.
We use the Deep Cold Storage Method, DCSM, to slow down
the body's metabolism. This gives our medical consultants
plenty of time for coffee breaks. (Union rules 67/4/98 -
67/4/102).

While in warp mode you are given a complete manicure. We
also ensure that your teeth are given the once over to keep
them in pristine condition. Remember "Clean teeth and a
healthy mind stop you catching nasty diseases while you're
away." *1

CAN I VISIT THE TOILET NOW?

Of course you may. It's second on the left just past the nuclear
induction centre. Just follow your nose.


*1 A. Halibut [2022] ibid.


1.8

==========================================================================


Department of Inter Dimensional Espionage

HOST PARASITE MODE

In HPM, Host-Parasite Mode, you take over the body of a
creature from the dimension you've warped to. Be careful out
there, the last thing you want to do is go killing anyone. One
of the more dangerous things that can happen during warp is
entering HPM when the host is in the middle of a dangerous
activity.

The following list contains examples of dangerous activites:

operating machinery
driving a vehicle
sky-diving
mountain climbing
hang-gliding
watching soft-drink commercials
eating a curry
visiting the tax inspector
reproduction of any kind
feeding a baby or other animal

One other place where HPM can cause real problems to Inter-
Dimensional Espionage Operatives is if the Host is
undergoing psychoanalysis at the time. More than none of our
operatives have been assigned to mental institutions.

If the Host is under the influence of certain truth drugs, then
the operative, as parasite, will speak the truth. Beings who
believe themselves to be Inter-Dimensional Espionage
Operatives are not understood in such backwaters where three
dimensions are considered the norm.


1.9

==========================================================================


PLEASE NOTE

Certain drugs used in the treatment of delusion, can also
prevent exit from HPM. *1

URGENT WARNING

Avoid warping anywhere with less than three dimensions. It
has been found that operatives cannotwork in such simplistic
conditions.

In the early experiments where we tried sending operatives to
the smaller dimensions, they found themselves being used as
tools of primitive mathematicians experimenting with the so-
called Drunkyard's Walk Theory. *2


*1 Refer to "Leaving Warps" elsewhere in this document.

*2 Stewart I. The Problems of Mathematics.

refer also to:

Kac M. Random Walk and the theory of Brownian Motion.
In 1921 G. Polyo apparently solved this in three dimensions.


1.10

==========================================================================


Department of Inter-Dimensional Espionage

LEAVING WARPS

You can exit from a warp in one of several ways.

The simplest, providing you are not under the influence of
certsain drugs, *1 is to sleep.

Another method utilises the Coles Effect. *2 The Coles Effect,
to summarise, states that under extreme audio-visual
conditions HPM breaks down completely. You leave the warp
involuntarily. *3 Examples of such conditions are:

Lights flashing at certain frequencies.
Repetitive sounds.
Extremely bright lights.
Loud and heavy bangs.

SPECIAL NOTE

Warps are nested

This means that it is possible to enter a warp from within a
awrp. When you leave the second warp you will be returned to
the previous warp. This can be the cause of certain problems.
Those operatives who are in Voluntary Vacation Mode (VVM)
can find that under certain extreme occasions VVM can be
suspended allowing the operative to carry out an important
operation.


*1 Refer to Host-Parasite Mode elsewhere in this document.
*2 Coles B. [2092] The Coles Effect, Big Shgark Publishers, Beds.
*3 Basking A.B. and Thresher C.D. [2091] ibid.


1.11

==========================================================================


O.K. you wise guys, some of you may think it possible to
leave the Primary dimension (here) by warping backwards out
of it.

We've tried many times. It can't be done. Anyway, there are far
more important things to do.

PRACTICAL USES OF THIS KNOWLEDGE

This information can be used in two ways:

1 You never know, the going can get difficult. And
when the going gets hard you may have to leave a
warp quickly. To paraphase: "That was close." *1

2 These techniques can be applied to members of the
Seven Deadly Fins to expel them from a particular
dimension.


*1 Blowtorch M.G. [2067] Warping Along With Blowtorch,
Random Publishing, Plin City.


1.12

==========================================================================


Department of Inter-Dimensional Espionage

VOLUNTARY VACATION MODE

After a certain number of successful missions each operative is
put into Voluntaey Vacation Mode (VVM). Thw word
voluntary is, perhaps, misleading since the vacation is pre-
calculated by the psychology staff here at Mission HQ.

VVM uses specially created warps. These warps are guaranteed
to provide complete relaxation to our operatives.

Remember, as one of our operatives you have a choice from
our comprehensive brochure, provided you have "clocked up"
the correct number of Anti-Stress Points or ASPs.

ASPS may be calculated using the following equation:


"PS: This little bit in quotes is here by WYATT EARP.
It would be impossible to put that equation on here.
Ignore these three lines when entering a password"


Where P = the number of Anti-Stress Points and n = the
number of missions completed since last VVM.

[The more astute mathematical minds amongst you may have
observed that the equation can be simplified. The co-efficients
of the transcendental number "e" can be reduced yielding simply
"e" on the top line of the equation.

The reasons for not doing so are twofold:-

1) We at Mission HQ hope to confuse the enemy with
this dastardly ploy.


1.13

==========================================================================


2) It encourages the reverse application of Stirling's
approximation which would yield an even more
complicated and confusing equation.]

Here is a small selection from the current collection of VVM's
available to our operatives:

3 pts:

Gardener
Ticket Clerk
Car Park Attendant

9 pts:

Weljelar of Nan.
Television Repair Person
Occupational Therapist

25 pts:

A King of one of the lesser kingdoms of Swatt
A programmer for Magnetic Scrolls Ltd.
A piano player in one of the brothels at Hans. (There
is a small chance of being shot).

50 pts:

A gaseous being of Pnying.
A thermal printer.
A weighted book.

100 pts plud:

A goldfish - the ultimate award for long service.


1.14

==========================================================================


PLEASE NOTE

While under VVM your body will be subjected to an Extended
Self-Cleansing Programme of ESCP. If you require a shampoo
and set be sure to contact your representative BEFORE
undergoing VVM.


1.15

==========================================================================


Department of Inter-Dimensional Espionage

WARPING ALONG WITH
BLOWTORCH
- AN EXTRACT

To give you some idea about looking after your host here is a
short extract from the book "Warping Along With Blowtorch" *1
in which Micky, ace inter-dimensional expionage operative,
explains some of the finer points of warping.

So there I was, in the thick of it. Things were tough. I was in
a small cell, having been captured by the Fins. I decided to
take a look:

> LOOK
Cell
This is a small grey cell. The walls give
off a faint flow, sufficient to see that
you aren't in a dungeon and there is no
phosphorescent moss. Some things are
lurking in the corner of the room.

Obviously a cell in which you could safely stash an inter-
dimensional espionage operative. I knew I would have got the
same description by entering "L", a recognized abbrebiation for
look. Things were looking bad. I tried the following:

> EXAMINE THINGS
Things are looking bad.
> SEARCH THINGS
You find nothing of interest.


*1 Blowtorch M.G. [2067] Warping Along With Blowtorch,
Random Publishing, Plin City.


2.1

==========================================================================


But I might have. That's the point. Searching things could be
very important. If an exit looks blocked, that might be the
way togo. Of course, I could have tried any of the following:
north, northeast, northwest, south, southeast, southwest, east,
west, up or down. I could, if I wanted to, cut down the typing
by using the abbreviations for these directions: N, NE, NW,
S, SE, SW, E, W, U or D. But in this case, as there
were no exist, I knew I would have got the response:

> NORTH
There is a wall in your way.

I could have also specified a special way of going in a direction
such as QUIETLY GO NORTH or CAREFULLY GO SOUTH
or even WALK DOWN or SWIM NORTH.

If I had wanted to find out if there were any exits I could have
used the word EXIST and discovered the way out. However, as
I knew I was surrounded by walls there was nothing I could do
except wait it out:

> WAIT
Time passes.

I tried again, using the abbreviation.

> Z
Time passes.
"Hello? Blowtorch? Mickey?" It was Panchax,
he usually gets through in the end. "Stand
by we're going to open up a warp in your
area." There is a loud bang and a small
warp appears in the wall before you.

I thought I would check out the warp, make sure that it wasn't
a cunning trap put there by The Fins. They are capable of
anything you know.


2.2

==========================================================================


> LOOK AT THE WARP
The small warp is attached to the wall in
an alarming way. It appears to lead out of
here.

This is more like it. An escape provided by those nice people
at Mission HQ. It's time to get out of here and zap to pastures
new. Just as well because before I had the opportunity to do
anything the Fins appeared.

"You're not going to get away from us that
quickly, Blowtorch." It's Drake Tracker,
the one known as "Chainsaw" to his friends
and worse to his enemies. He doesn't look
friendly but appears to be about to enjoy
himself.

I had several ways of getting out of this place. I could ENTER
THE WARP, ENTER THE SMALL WARP, or even GO
THROUGH THE WARP. I took the short cut:

> GO WARP
You enter the warp and your mind is
wrenched from your body. There is a
scream, probably yours. There is a sucking
sound and it seems you have taken the body
of a small stick insect. You have escaped
the clutches of Drake Tracker.

That was close. If you've never travelled through a warp it's a
real experience. Come to think of it if you have travelled
through a warp it's still a real experience. How could I describe
it. I know. It's just like being in a car crash except you're the
car. All of them. Now if that isn't a quotable quote, nothing
is. Still, where was I?


2.3

==========================================================================


On a Twig
You are in a tree a long way above the
ground and it's a good job you aren't too
heavy. This twig doesn't look strong
enough to support much weight. A succulent
green leaf lies close by while above you
is a dead leaf. You can climb down the
twig from here.

There you have it, a case of out of the fireplace and into the
briar. But warping is like that, these things happen when you
start playing with the special effects of life. Still, what was I
to do now? I felt a little peckish so I tried:

> EAT LEAF
Which one? The green leaf of the dead
leaf?
> THE GREEN LEAF
Yummy! That was delicious.

So it looks like I've staved off my hunger. However, now
there was only one leaf, the dead one, so I could type:

> EAT LEAF
Bleahh. The dead leaf tastest aweful but you
eat it all up.

I could have used, with hindsight, a sentence such as EAT
ALL THE LEAVES EXCEPT THE BROWN LEAF if I
hadwanted to, but in this case it would have involved more
work.

> EXAMINE THE TREE
The oak tree is big and sturdy. Beneath it
you spy an old tree stump.

This looked interesting. So I tried the following:


2.4

==========================================================================


> EXAMINE THE TREE STUMP UNDER THE TREE
The tree stump is dead and dangerous.

Oh well, that wasn't going to get me anywhere. I might as
well get out of here.

> CLIMB DOWN
Tree Truck
This is the trunk of an old oak tree. A
mature and somewhat incongruous habitat
for a stick insect at the best of times.
You notice a glowing hole in the side of
the oak.
> ENTER THE GLOWING HOLD
You enter the glowing hole and the body of
the stick insect falls away. There is an
extreme amount of pain but just before it
starts to become fun, the pain goes away.
You come to in the body of a man.
Your Office
Compared to yourold office this isn't
much of an improvement. You wonder whether
it was worth accepting the partnership
when you still have the same chair, the
same filing cabinet, the same desk and
still no phone.
> SIT DOWN
You are now sitting on the chair.
> STAND UP
You are now on your feet.
> STAND ON THE CHAIR
You are now standing on the chair.

This was interesting. But it wasn't getting me anywhere. I had
to get out of the room. So I tried:

> OUT
You get off the chair first.


2.5

==========================================================================


White Passage
With chipped white paint on the walls and
rising damp, this passage is in a very bad
way. It has a small door at its northwest
end a white one to the southwest.
> CLOSE DOOR
The white door is now closed.
> OPEN SMALL DOOR
The small door is now open.
> IN
SHOP
This shop is very unusual in that not much
is for sale. An eager assistant is
beavering away behind the counter but he
doesn't appear to be achieving very much.
There is a small statuette in the corner.

Now this was much more exciting. A place I could relate to. A
place where I could spend some money. If I had any. It was
time to find out what I had. To do this I used the Inventory
command. I decided to use the abbreviation:

> I
You are carrying a credit card and pair of
pliers.
You are wearing a black jump-suit and a tie.

The credit card would do. The statuette could be mine. But first
I would take off my tie.

> REMOVE TIE
You take off the tie.

That's better, I can carry out a business transaction now.

> LOOK AT THE SMALL STATUETTE
The statuette looks most unusual. It's as
wide as it is long and as short as it is


2.6

==========================================================================


narrow. It seems to invoke that certain
something which brings out the shallowest
reviews from art critics.

That's all I could see. Perhaps the assistant knew more.

> ASK ASSISTANT ABOUT STATUETTE
The assistant stops what he is going and
says: "Doesn't it bring out the essential
you, sir? Doesn't it say 'buy me, buy me'?
And I suppose sir would like the price? A
mere snip at 1001 clams.

An offer I couldn't refuse. I though it was such good value I
just had to buy it. Good job I had my credit card, I don't like to
carry a lot of clams around in cash.

> BUY STATUETTE WITH CREDIT CARD
The assistant examines your credit card
and looks at you in a stuffy way. "What,
MASTERCARP?" he exclaims. "I'm sorry, sir,
we only take FISA. Perhaps sir would like
to go through the archway and ask Mr.
Prendergast, next door!"

I could try and walk off with it. But I would have to try
something tricky. How about:

> TIE THE TIE TO THE STATUETTE
The tie is now tied to the statuette.
"What do you think you're doing?" shouts
the assistant untying your tie from the
statuette and returning it to you. "Go on,
get out of my shop. Now!"

There was only one thing for it.


2.7

==========================================================================


> GO ARCHYWAY
Prendergast's Room
A mess of wires and papers fills this
room. Right in the centre is a large
table. So old and decrepit it's amazing
that it is still standing. On the table is
a small statuette and a jar of pickles.
Mr Prenergast is sitting by the table
wearing a dressing gown and smoking a
pipe.

I though I would try something random first. Then it dawned
on me:

> HOLD THE CREDIT CARD WITH THE PLIERS OVER
THE JAR OF PICKLES.
"You seem a man of many skills" says Mr.
Prendergast. "Here, have this." Mr.
Prendergast hands you his business card.

Interesting, I admit, but slightly odd. I decided to read the
business card.

> READ IT
The business card reads: PRENDERGAST. Man
of many skills.

This wasn't getting me anywhere and I wanted Prendergast's
statuette.

Good job I had a cunning plan to get it. I would invite
Prendergast to the cinema and while he went upstairs to change
into his outdoor clothes I would be able to nick the statuette.

There are several ways of inviting people to places. For
example: PRENDERGAST, WOULD YOU LIKE TO GO
TO THE CINEMA? or ASK PRENDERGAST TO THE
CINEMA. I chose the more complex but much nicer looking:


2.8

==========================================================================


> SAY TO PRENDERGAST "DO YOU WANT TO GO TO
THE CINEMA?"
Mr Prendergast says "That sounds like a
good idea, I haven't seen a move for
several years. The last time I went to the
cinema I saw Close Encounters of the Fish
Kind. Greatr fun that was. All flashing
lights and loud noises." Prendergast
suddenly shouts "Bang!" and switches the
lights on and off rapidly. It's a shame he
did that as the flashing lights and the
bang happen at just the right frequency to
break the host-parasite interface. You are
suddenly sucked through the swirling
dimensions.

It was too late. This was to be one mission where I just
couldn't get anything done. It was useless to try any of the
housekeeping commands such as PN, which would have listed
the current PRONOUNS or SCORE which would have told me
how badly I was doing.

The problem was how to explain my situation to Panchax. I
had warped out. Not the best thing I could habe done under the
circumstances. But then again, that was my problem, not
yours.


2.9

==========================================================================


Department of Inter-Dimensional Espionage

CYPHERIC HINTS

This section of the dossier is intended for those inter-
dimensional espionage operatives who become stuck in
a particular warp. The boys in the back room have come up with
some solutions to problems.

Because of the potential dangers to our operatives these hints
have been carefully encoded so that, should they fall into the
wrong hands, or for that matter, Fins then very little
information will be gained from them.

If you are really stuck then scan through the list of questions
until you find one which resembles your problem. Then type:

> HINT

You will get the response:

Please enter hint:

You should now type in the letters between "<" and ">". You
don't have to type the spaces, and indeed it is better without
themm. The hint will then be decoded. If you have not typed in
the correct letters you will get the response:

Sorry, try that one again.

A "+" sign after the answer means there's more to come.
Please enter the next hint.

The first hint is usually a gentle nudge in the right direction.
The last hint may be the complete solution to your problem.


3.1

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That's it! No Cypheric Hints for you! Just play the game - the problems the
hints are directed towards are easy to solve anyway.

WYATT EARP