All your life you'd known there was something special about you, that you were extra-ordinary in some way. When you were young you'd chanced to hear unbelievable rumours, and, sometimes, sininster strangers seemed to be watching you. Finally, you found out just what was special about you: you were the rightful heir to the throne of the Kingdom of Hamil. But by then it was too late. You'd been kidnapped...

Years passed, and the rescue you dreamed of failed to materialise. Finally, older and stronger, you escaped and, riding a mighty black stallion, set out to reclaim your throne, travelling for many a day and night, through swamps, jungles and icy wastes across deserts, knowing that for every step forward you took, your enemies would take two...

But luck was with you and, after many days in the saddle, you reached the neighborhood of your Kingdom, Hamil, and took shelter in a primitive chapel, desparately needing a good night's sleep before the next bizarre stage of your journey...

"Perhaps I was fated to come to this particular place", you told the damp walls of the chapel, as sleep, like a black tide, began to sweep over you, and you dreamed again of the legends that said that one day you would return to Hamil to claim your rightful inheritance...

Hamil - A land of sorcery and romance; of strange but loyal beings; of immense fountains; of castles, and a museum filled with bizarre antiquities which only a king could put to use. A land where the powers of darkness always threaten; of ancient and unusual mazes, constructed by powerful wizards in bygone days, waiting to ensnare even the most ingenious explorer. A land of mysterious beasts eager to exterminate you if you stay in the same place too long. Where a mighty vampire haunts underground caves. Where creatures wait, in deep and dismal pits, ready to grab the unwary passer-by. Where ancient spirits in huge rolling cornfields serve long-forgotten deities. Where something is spoken about only in hushed tones, something known only as the 'snark'...

And so the real adventure begins.

Waking, you find yourself trapped in the chapel. If you leave it, it is at your peril. The decision is yours. Perhaps the chapel is not all it seems, and you are closer to the land of Hamil than you first imagined. It may be worth your while to investigate further. Regaining Hamil will not be easy, and you will certainly have to be able to prove that you are who you say you are...


'KINGDOM of HAMIL' comes with on-line help which you get into by typing HELP . The program will halt and wait for you to type in a number so that it knows which 'hint' you want. You therefore need to know which numbers refer to which hints. Pages 2-3 of this Hint Sheet contain a series of questions that players typically ask, like 'How do I catch the jackdaw?' Various 'key words' have been deleted from these questions - making it harder to accidentally see the solutions to other questions - and are reproduced below. The numbers alongside the words refer to the questions. The number that follows each question is the number to key for that particular hint. Good luck! BOOJUM 4 GROVE 14 PTERODACTYLS 26 BOOMERANG 5 HEXAPOD 15 PLAIN 2,27 CAVE 6 HOBGOBLIN 16,37 ROCK 2,27 CHAPEL 7 INFORMATION 36 ROOM 3,9,13,36 CORNFIELD 20 JACKDAW 17 SLAB 28 CREATURE 24 LABYRINTH 18 SNARKS 4 DEPARTURE 19 LOUNGE 19 STATUE 29 DOOR 30 MAIZE 20 STEEL 30 DRAGON 8 MAZE 21,35 TAPESTRY 31 DUST 9 MONEY 35 TREASURE 32 ENCHANTRESS 10 MONSTERS 18 TYRANOSAURUS 33 FARE 11 MURALS 22 VAMPIRE 1,34 FIRE 12 OBJECT 23 WALL 12 FISH 3,13,36 PIT 24 FOREST 6 PORTCULLIS 25 1 How do I kill the 21 25 How do I get past the 30 *******? **********? 2 How do I get back 23 26 How do I avoid being 8 through the ****y *****? killed by the 3 How can I avoid the **** 28 ************? **** collapsing on me? 27 How do I navigate the 19 4 How do I avoid the 17 ****y *****? ******? 28 How do I get under the 2 5 How do I avoid being 18 ****? killed by the *********? 29 How do I move the 32 6 How do I get into the 14 ******? **** in the ******? 30 How do I get past the 3 7 How do I get out of the 1 ***** ****? ******? 31 How do I move the 24 8 How do I drive away 34 ********? the ******? 32 I can't find all the 37 9 What is the **** **** 22 ********! for? 33 How do I escape from 7 10 How do I avoid being 31 the ************? killed by the ***********? 34 How do I avoid being 20 11 What do I need to pay the 5 killed by the *******? ****? 35 How do I collect all the 6 12 How do I get past the 29 ***** in the **** **** of ****? of Hamil? 13 What can I do in the 13 36 What use is the 27 **** ****? *********** I find in the 14 What do I do in the 10 **** ****? soporific *****? 37 How do I kill the 26 15 How do I stop the 16 *********? ******* from sobbing? 16 How do I avoid being 25 killed by the *********? 17 How do I catch the 11 *******? 18 How do I get past the 12 ******** in the *********? 19 What do I do in the 35 ********* ******? 20 How do I survive in the 15 *********? 21 How do I get through the 4 Still stuck? Send full details **** of Hamil? to: 22 What is the significance 9 of the ******? TOPOLOGIKA SOFTWARE 23 What is a given ******? 36 Waterside House Falmouth Rd, PENRYN 24 How do I avoid being 33 Cornwall TR10 8BE killed by the ******** in Tel 01326 377771 the ***? Fax 01326 376755 -------------------------------------------------------------------- (C) Dr Jonathan Partington Published by TOPOLOGIKA 1987