Chancellor Tips Cottage: There is a necessary item in the wood, and there is one that Father will give to you if asked. Correct use of these items will get you into the mountain. Try experimenting with them. Your room (after waking up): Exploring the whole area will cause events to happen on their own. Not all doors are locked. One door starts locked but becomes unlocked by the time you need it. Campfire: There are two items to be had in the first room, and a third is just outside (not the armor, but hinted by it). Experiment with movement relative to the noises; alternatively, find out how to get back to where you were originally found, where there is another item. Something then happens in the forest. On the cot: Listen to mentioned noises, and try returning to your room. The noises lead you to a room with two items, whose purpose can be found by trying them with everything that seems appropriate. (Figure out one, then the other.) A hint by your room leads you to another item. Remembering something in a room you visited earlier should be enough to get you out of here. Drain: Keep exploring and experimenting: You can't die or get stuck here. A large object in a dead end can contain things. Stairs: Keep an eye out for changes in the map. Consider why certain things happen. You can die here, but you can't afford to be timid. You'll know what to do at the end. Chancellor is written by Kevin Venzke, stepjak@yahoo.fr, http://nodesiege.tripod.com/if/