                         THE SANDMAN: LOVE AND MAGIC

                       A Complete Walkthrough Solution
                          including hints and cheats

THE DREAMING:
After the intro, examine the table in your chamber. You will find a bowl. 
Take it. Enter your Gallery and talk to Destiny, then to Death, who will give 
you an Ankh if you ask for help. After that, talk to Delirium: She will give 
you the idea to visit Hob Gadling.
Go to the throne room and tell Matthew the Raven about Desire's Plans. 
Matthew will fly away in a fit of heroism. Pick up his feathers. Go to the
Gallery again and talk to Desire: Ask about Matthew and you will find he has 
been taken hostage. Refuse Desire's offer.
Visit the Library and talk to Lucien. Ask him about anything unusual, and he
will tell you that he has been distracted for a while. Then ask if any books
are missing. And indeed, the Necronomicon is gone. After a long talk in which
the history of the book and the Oneirophages is explained, Lucien advises you
to visit Howard Philips Lovecraft in the Soft Places.
Leave your Palace and go to the small river in the fields southeast of your 
palace. Fill the bowl with water ("use bowl with river") and go to Fiddler's 
Green, in the southwestern corner of the map. Water the dead plant ("use 
bowl with plant") and it will come back to life. After a short talk with 
Fiddler's Green you will take the flower.
Now travel to Hob Gadling's House.
HOB GADLING'S HOUSE
Before entering the house, take off your helmet ("use helmet"), or Hob will 
freak at your sight. Enter the house and go into the kitchen. Look at the 
table there, take the egg and travel to the Soft Places. Do NOT talk to Hob 
before you have the egg, otherwise you won't get it!
THE SOFT PLACES
Walk around in the Mansion until you find the mental barrier (the weird door). 
Sprinkle some of your sand on the barrier and it will dissolve to reveal a 
door. Enter the room behind it and you will be in Lovecraft's study. Remove 
your helmet. Then talk to Lovecraft about the Necronomicon, and he will tell 
you to talk to John Dee, who translated the book into English. When Lovecraft 
asks you about his disease, tell him whatever you like. Travel to the Dreams 
of Humanity.
THE DREAMS OF HUMANITY
There are various dreams, selected randomly every time you travel here.
Somewhere in these dreams, you'll find a lightning and a secret story. Take
both. Return to the Dreaming.
THE DREAMING II
Visit Abel in the House of Secrets. Give him the story and he'll tell you a
story in return. He will also give you the blanket from the story.
Now go to Eve's cave and give her the blanket. She will give you an apple in
return. Travel to the Soft Places once more.
THE SOFT PLACES II
Go up the tower and talk to John Dee. Ask him about things in general, then 
ask about the spell. He says he needs raven's feathers to complete it.
Give him some of your feathers and watch him craft the spell. Apparently,
one needs four symbols of life, raven's feathers and a strong imagination
for it. Nevertheless, his spell will fail and you'll return to the Dreaming.
THE DREAMING III
Use your magic sand (which contains the power of dreams, the above-mentioned
"strong imagination") with any of the four life symbols (Ankh, flower, egg, 
apple) or the feathers, and you will create a life spell. Now you are ready 
to travel to the Threshold of Desire.
THE THRESHOLD OF DESIRE
Take off your helmet, and a portal will appear in front of you (Better save
the game now, timing will be crucial from now on).
Enter the heart of Desire's Threshold, and Desire will open the Necronomicon,
weakening you more and more with every move you make. Quickly use the life
spell and restore your energy. Then free the chained Matthew by throwing the
lightning at his chains (NOT at Matthew himself!). Desire starts to run 
towards the book, so push it away. It will stumble and fall and be stunned
for about three moves. Quickly talk to Matthew and tell him to grab the book.
You have retrieved the Necronomicon and saved the Dreaming. 
Watch the finale. Now go out and buy every SANDMAN book you can find.
Read them. 

                                -THE END-

HINTS AND CHEATS
Of course, this walkthrough is only the fastest way to solve the game. 
I would recommend you to talk to all the people and creatures in the game, so 
the story becomes a bit clearer. There are also some small sub-stories in the 
tales of the other characters, like that of Cain's wife or Hob Gadling's new 
love Audrey (I just threw this one in as an insider gag for people who know 
the books: Audrey, whom Hob is so in love with now, will be killed by a car 
in SANDMAN#59, which casts a dark shadow on his present happiness).
Some other things to do include telling Cain about Abel's story after he gave
you the blanket. Cain will get furious because Abel blabbered out another
secret, and will kill him. This is not necessary, but since Abel dies once in 
every major Sandman storyline, it's a way of making the story more complete.
You may also take the gun from the dream of Bruce Wayne (who, as we all know,
became the Batman after the events he dreams of in the game took place in his
childhood), but it's not useful at all. On the contrary, if you try to use it
on things, you will very likely destroy them and block your chances to win
the game. Do NOT try to destroy Matthew's chains with the gun instead of the
lightning - you'll miss and kill Matthew.
Oh yeah, the cheat: Press the small ENTER key when reading the instructions.
An extra line will appear at the bottom of the the text and tell you
something very important that will change your life. Not.

                    Bye for now, hope you liked the game

                      The Electric Monk of TGS/Creators
                            April 17th 1996, 19:20

Addendum: I didn't have an e-mail address when I programmed Love And Magic,
          but as I do now, please e-mail me at
          
                         electricmonk@geocities.com

          and tell me what you think about the game. Constructive criticism is
          always welcome, but...
           a) hey, it was programmed on a CPC, so please don't make any
              nasty remarks about the graphics (yes, the title screen _was_
              taken from Sandman #4, but I didn't scan it, I repainted it).
           b) no, I'm not gonna make a PC version, because I'm utterly useless
              at programming on it, even in QBasic.
           c) I *know*, I *know*, Destruction is younger than Dream.
              However, this wasn't clear yet when this game was programmed.
              Here Destruction is older in order to make the story work.
          

           Thank you for your attention, and pleasant dreams.

                                             The Electric Monk 11/22/96
