Hydrax clues and hints.

1)  Those Fairies and their indistinguishable voices!
	In order to correct the fairies speech impediment you must do the following:
	*Get the gloves from the desk in the "Desk room"
	*Wearing your asbestos gloves, pick up the charred snake
	*Take that smoking reptile to the Witch and she will reward you with a 
	 magic "Tongue potion".
	*Drink that potion in the Fairy room and you will be able to comprehend
	 the native tongue of the Fairy-folk.  "Two toes from a five-toed Sloth we need...
	 twenty gold coins would be a good deed."
	*Stab the Sloth anywhere on its body and there you have it.   Two blubbery toes.
	*The 20 gold coins are, of course, obtained from the "Trolls and treasure room".
	*The Fairies are pleased with your gifts:  "The water room you should have gone
	 for your adventure to carry on"

2)  The Mirror room that had me just stumped for years:
	If you look into the mirror your reflection will dissolve and a mist will materialize.
	A voice from within the mirror will recite one of the most cryptic and tantalizing of 
	riddles:   "Tis a long road that has no turns, but for a brave warrior whose thoughts are
	turning oddly.  Off to a junction where ye may learn.  Off to a place to capture the key.
	Off to a deeper horror for thee."   I had long suspected that this room was the entry point 
	to where the key was hiding.   Examination of the program's code told me that this room 
	connected to the "Trunk room" with the key as well as a couple others.   I tried 
	every combination of words that I could think of.  Exhausted, and frustrated at several 
	attempts (every once in a while I would go back to have another crack at it) I gave up.
	I searched the web for answers.   Somebody else might have had a fresh approach that
	might have solved the problem.   One person, on the entire internet, had the solution to 
	this conundrum.  "Spin the mirror 3 times".   Now you can spin the mirror 5 times and 
	you will be in the "Wizard room" but you better have already obtained the right items
	from earlier on because you will not be able to go back for them.

3)  The Trunk room:
	You can push the trunk to reveal a hole in the floor.

4)  Sleeping Trolls:
	You may come across some Trolls in that endless labyrinth to the front of the "Witch 
	room".   Give them some crackers and then some Sleeping potion to drink.   Take 
	the 15 gold coins that they are guarding and walk away.

5)  Trolls and treasure chests:
	As you know the left chest contains the 20 gold coins.  Opening the center chest reveals a
	bottle and then it disappears.  Opening the right chest reveals a wisp of smoke and it 
	dissipates.   If there is a riddle to be solved here I would love to have an answer for it.
	Or it just may be another one of many red herrings that this game loves to throw at you.

6)  The Futuristic dudes in the freakin car.
	This whole scene must be another brain duster, but if there is any substance to it,
	please let me know.

7)   The Wailing lady:
	She's on the table sobbing away because there are big nasty trolls patrolling the alley 
	behind her tavern.   There is no need to jump out the window into the alley with the 
	trolls.   That room can be totally avoided.

8)   The Wine Cellar:
	There is a wine cellar below the Bar with a mouse in the right cask (break it with your
	sword).  It tells you to beware of Kobolds.  I'll tell you why.  It's because they are 
	deceitful.  In the bar the Dingy Kobold says, "There is no sword like an auld sword
	be it well tempered".  The Nifty Kobold says, "A sword to slice an evil VICE as cold as
	ice would be nice".   If you listened to the Nifty Kobold speak of ice you probably went 
	for the ELVIN sword and had it melt on you when you dipped it in the lava pool.
	What they are implying is that the same rusty sword that you used to kill the evil VICE
	with is the same one that you are going to "temper" and kill the HYDRAX with.

9)   The Big Misdirection:
	*Get the peanuts in the Bar
	*Give peanuts to elephant
	*Elephant says to stare at the salamander to bring it under your control
	*Get the salamander
	*Locate the block of ice that holds the great ELVIN sword
	*Squeeze the salamander to melt the ice to obtain the ELVIN sword
	*Have the great ELVIN sword melt on you when you go to "temper" it
	>>Another red herring; a big one.  Take heed to those riddles, there is a little more to
	them than you had originally thought.

10)   The Scale and the Mouse:
	If you go to the left of the "Old man room" you will find a scale with something weighing
	down one end. Balancing it out by putting the mouse on the other end opens a secret 
	passage to the front.   In that room is a gaping pit with a sign that reads, "This way 
	down."   Don't fall for it man.  That first step is a doozy.  Upon inspection of the back of 
	the sign, it reads, "No way out".   

11)  The Clues that lead to the destruction of the HYDRAX
	The Wizard sells two spells; Truth and Generosity.  Purchase the "Generosity Spell" 
	and cast it on him.  He will give you the "Truth Spell" and your 15 Gold coins back.
	In the "Old man room", Old boy's got your pet mouse trapped for his starving cat's
	dinner.  Bribe him with 15 gold coins to free the mouse.  The Old man thanks you
	and says, "The HYDRAX's heart is burning bright, like a beacon in the night".
	That is the first clue we need.   The Oracle is accompanied by the little mouse that 
	you freed.  The mouse squeeks, "All lies, all lies!"   And the Oracle instructs you to go
	for the HYDRAX's "soft pale under-belly".   But, when the "Truth Spell" is cast upon
	him, he sings like a canary, "Have no fear of heights...jump ahead".   Do not 
	misinterpret this as having to just jump into the Pit of Doom.   The two clues that you are
	given have accumulative force.   The "beacon in the night" refers to the power source
	above the HYDRAX and "jump ahead" means that you have to jump on the HYDRAX's
	head in order to reach it.   There you have it.