| *************************************************************************** | |
| * InvisiClues(tm) * | |
| * The Hint Booklet for * | |
| * WISHBRINGER(tm) * | |
| *************************************************************************** | |
| [Copyright by Infocom, Inc. Provided for non-commercial use only, with the | |
| sole intent of making information available that would otherwise be lost. | |
| To whoever presently holds the copyright to the information contained in | |
| this file: if you think the existence of this file violates your copyright, | |
| please complain and the file will be removed. | |
| Typed in from the original hintbook by Graeme Cree. Corrected by Paul David | |
| Doherty.] | |
| Sample Question | |
| *************** | |
| What is the plural of "platypus"? | |
| A. Platypuses. | |
| B. Platypi. | |
| C. Both platypuses and platypi are correct. | |
| Table of Contents | |
| ***************** | |
| Festeron | |
| Ye Olde Magick Shoppe | |
| Witchville | |
| The Tower | |
| The Library | |
| The Seven Wishes | |
| How Points Are Scored | |
| How Points Are Lost | |
| For Your Amusement | |
| Festeron | |
| ******** | |
| Somebody inside the Post Office is calling me. What should I do? | |
| A. The Post Office door may give you a clue. EXAMINE it. | |
| B. Since the door is open, why not GO INSIDE and see who's calling? | |
| Where is the Magick Stone? | |
| That's for us to know, and for you to find out. | |
| Who is Mr. Crisp? | |
| A. He's your mean old boss. | |
| B. And he isn't very happy about your idle daydreaming. | |
| C. So you'd better do what he says. | |
| When should I open the envelope that came in my WIHBRINGER package? | |
| The story will tell you. Patience! | |
| How do I get into the cemetery? | |
| A. WALK INTO THE CEMETERY. | |
| B. You're not going to let the computer scare you away, are you? | |
| C. Go on, chicken! WALK INTO THE CEMETERY and answer YES to the question. | |
| Who is the gravedigger? | |
| LOOK AT THE GRAVEDIGGER and find out. | |
| How do I get the flowers out of the hearse? | |
| A. Did you find the vase? | |
| B. It may be hidden amongst the flowers in the hearse. | |
| C. There aren't any flowers in the hearse. | |
| D. There's no hearse or vase, either. | |
| E. Remember the warning in the introduction: Don't let the presence or | |
| absence of questions, or the length of the answers, influence the way | |
| you play. | |
| What should I do with the umbrella? | |
| A. It might come in handy if it rains. | |
| B. You can't WISH FOR RAIN unless you have an umbrella. | |
| C. So maybe you should hold onto it for later. | |
| How do I get through the locked gate in the Twilight Glen? | |
| A. The gravedigger has the only key to the gate. | |
| B. But the gravedigger is nowhere to be seen. | |
| C. You can't unlock the gate. To leave the cemetery, you must go out | |
| through the open gate at Creepy Corner. | |
| Why won't the poodle let me near the cottage? | |
| It wouldn't be much of a watchdog if it did, would it? | |
| Why won't the poodle let me go north, into the village? | |
| A. It doesn't like people walking past the cottage. | |
| B. It doesn't like mail clerks. | |
| C. It doesn't like you. | |
| How do I get past the poodle? | |
| A. I wouldn't PICK UP THE POODLE THEN KICK IT if I were you. | |
| B. Since violence doesn't work, maybe bribery will. | |
| C. You'll have to find something to bribe it with. | |
| D. Have you been to every location you can visit without getting past the | |
| poodle? | |
| E. Have you looked all around the cemetery? | |
| F. Have you investigated the open grave in the Spooky Copse? | |
| G. The gravedigger won't let you into the grave while he's watching. | |
| H. Wait until the gravedigger goes away. Then GO INTO THE OPEN GRAVE. PICK | |
| UP THE OLD BONE. Bring it to the poodle and FEED THE BONE TO THE | |
| POODLE. Now you can GO NORTH into the village. | |
| I left the envelope behind, and the poodle won't let me go back for it! What | |
| can I do? | |
| A. You're not a very good mail clerk, are you? | |
| B. There's no way to walk past the poodle once it has finished eating the | |
| bone. | |
| C. So you'll have to start all over again. | |
| D. RESTART. Next time, hold on to that envelope! | |
| Who is Miss Voss? | |
| A. She's in charge of the Festeron Town Library, curator of the Festeron | |
| Historical Museum, and author of the best-selling "Local History | |
| Series" of booklets, including _The Legend of Wishbringer_. | |
| B. Aren't you glad you asked? | |
| Why won't Miss Voss give me back my library card? | |
| A. She doesn't like mail clerks. | |
| B. She doesn't like you. | |
| C. What library card? | |
| What should I do with the violet note? | |
| A. Miss Voss asked you to give it to your boss, Mr. Crisp. | |
| B. But delivering the mysterious envelope is more important right now. | |
| C. So give the note to Mr. Crisp after you deliver the envelope. | |
| Who is "Corky"? | |
| A. It might be the name of Miss Voss's poodle. | |
| B. But why would Miss Voss write a note to her dog? | |
| C. Since Miss Voss asked you to give the note to Mr. Crisp, and the note | |
| is addressed to "Corky," it's probably Mr. Crisp's nickname. | |
| How do I get inside the Library? | |
| A. Miss Voss probably has the key. | |
| B. Unfortunately, Miss Voss isn't around any more. | |
| C. You don't have time to fool around in the Library right now. The | |
| Magick Shoppe closes at five o'clock! | |
| D. Be patient; maybe you can get inside after you deliver the envelope. | |
| Who is Sgt. MacGuffin? | |
| He's in charge of Festeron's Police Department. | |
| How do I get the chcolate? | |
| A. Simply TAKE THE CHOCOLATE OFF THE DESK. | |
| B. Of course, Sgt. MacGuffin might have other ideas. | |
| C. Have you tried examining Sgt. MacGuffin? | |
| D. Wait until Sgt. MacGuffin falls asleep before taking the chocolate. | |
| What should I do in the Park? | |
| A. The statue in the middle of the fountain is interesting. | |
| B. But not as interesting as the other objects in the fountain. | |
| C. LOOK INSIDE THE FOUNTAIN. | |
| D. The rest is up to you. | |
| How do I catch the goldfish? | |
| A. Unfortunately, you won't find a net or pole anywhere. | |
| B. What makes you think you have to catch the goldfish? | |
| The movie theater is closed! How do I get inside? | |
| A. The schedule might give you a hint. | |
| B. The theater opens at seven o'clock. Come back later. | |
| Why can't I take things out of the big mailbox? | |
| Public mailboxes are built to discourage prying fingers like yours. | |
| How do I play the video game? | |
| A. By scoring as many points as you can. | |
| B. Naturally, you'll have to put a token in the video machine before you | |
| can play. | |
| C. Isn't it getting awfully close to five o'clock? | |
| What do I do with the seahorse? | |
| A. If you don't do something quickly, it will probably die. | |
| B. A seahorse can't live long out of water. | |
| C. PICK UP THE SEAHORSE THEN THROW IT INTO THE BAY. | |
| What happened to the church mouse? | |
| It ran away when it saw you. Surprised? | |
| How do I get the candle? | |
| A. Try to TAKE THE CANDLE. | |
| B. Try to STEAL THE CANDLE. | |
| C. Taking things that don't belong to you is stealing, especially in a | |
| church. | |
| D. At the moment, you can't steal the candle. | |
| What should I do with the pile of leaves? | |
| A. Did you notice the message in the sand near the leaves? | |
| B. Are you going to do what the message says? | |
| C. You might be sorry if you don't. | |
| Who wrote the message in the sand? | |
| The person who wrote the message was obviously very concerned that | |
| somebody like you might come along and disturb the pile of leaves. | |
| Aside from this acute observation, the author of the message is not | |
| important. | |
| How do I get to Misty Island? | |
| A. If you had a bathing suit you could put it on and swim over. | |
| B. No bathing suit, eh? Oh, well. You'll just have to wait for the Misty | |
| Island ferry. | |
| C. Charter a private seaplane, preferably one equipped with a wet bar and | |
| jacuzzi. | |
| D. If all else fails, give up. | |
| E. But watch for new opportunities after you deliver the envelope. | |
| What do I do with the horseshoe? | |
| A. Keep it. It might bring you good luck. | |
| B. Especially if you use it to WISH FOR LUCK after you find the Magick | |
| Stone. | |
| How do I get into the lighthouse? | |
| A. It's a phoney lighthouse. You can't go into it. | |
| B. Ever. | |
| C. So stop trying. | |
| What should I feed to the pelican? | |
| A. A flapping, juicy fish would be nice if you can find one. | |
| B. The only fish you'll find is in the fountain. | |
| C. Unfortunately, you can't get the fish in the fountain. | |
| D. What makes you think the pelican is hungry? | |
| What's the easiest way into the impenetrable forest? | |
| Look up the word "impenetrable" in a dictionary. | |
| What can I do with the gnarled, rotten tree? | |
| A. You can always CLIMB THE GNARLED TREE. | |
| B. Maybe you should have examined the tree first. | |
| What can I do with the dead branch? | |
| A. It probably won't help you deliver the envelope any faster. | |
| B. But it's a good idea to remember where it is. You might find a use for | |
| it later. | |
| Mr. Crisp just fired me! What did I do wrong? | |
| You failed to deliver the envelope on time, or didn't read it to the | |
| old woman. Next time, make sure you're in the Magick Shoppe before five | |
| o'clock, and do what the old woman asks you to do! | |
| Ye Olde Magick Shoppe | |
| ********************* | |
| Why is "Magick" spelled with a "k"? | |
| A. Because. | |
| B. Oh, all right. "Magick" is an archaic spelling popularized by Aleister | |
| Crowley (a 20th century occultist) and occasionally seen in pulp | |
| fantasies and tales of horror. It's supposed to imply an especially old | |
| and potent variety of supernatural force. | |
| How do I get into the Magick Shoppe? | |
| Just OPEN THE DOOR THEN GO INSIDE. | |
| A gust of wind blew the door shut! How do I open it again? | |
| A. You can't open it by yourself. | |
| B. Relax. Maybe somebody will come along and open it for you. | |
| How do I take the naughty birthday cards? | |
| A. By removing them from the glass case. | |
| B. Unfortunately, you can't reach into the glass case. | |
| C. So you can't take the naughty birthday cards. | |
| D. You rascal. | |
| Why can't I approach the curtain? | |
| A. Maybe it doesn't like mail clerks. | |
| B. It's enchanted in such a way as to discourage nosey visitors. | |
| Who is the old woman? | |
| A. She's the proprietor of the Magick Shoppe. | |
| B. The mysterious envelope is addressed to her. | |
| C. So maybe you ought to give her the mysterious envelope. | |
| Why did the Shoppe become strangely quiet all of a sudden? | |
| A. A noise stopped. | |
| B. A nearby mechanism stopped working. | |
| C. EXAMINE THE GRANDFATHER CLOCK. | |
| D. The clock stopped when the old woman appeared. Creepy, isn't it? | |
| I found a bug! The clock on my status line stopped. Should I call Infocom? | |
| A. It's not a bug. See the previous question for details. | |
| B. If it was a bug, you could blame it on one of the Infopeople who tested | |
| the game. In alphabetical order, they are: | |
| "Hollywood" Dave Anderson (Manager), Joanne Avtges, Gary Brennan, Amy | |
| Briggs, Mark "Max" Buxton, Liz Cyr-Jones, Suzanne Frank, Jeff O'Neill, | |
| plus dozens of beta- and gamma-testers too numerous to list. | |
| Who is "The Evil One"? | |
| A. She's the person who mailed the mysterious envelope. | |
| B. She kidnapped the old woman's pet cat and is demanding a Magick Stone | |
| for ransom. | |
| C. If she doesn't get the Stone before the moon sets, she'll probably do | |
| something awful to the cat. | |
| D. Doesn't sound like a very nice person, does she? | |
| What should I do with the metal can? | |
| A. Like all objects in the story, you should EXAMINE it. | |
| B. The rest is up to you. | |
| Why does the metal can rattle? | |
| A. Maybe there are some yummy mixed nuts inside. | |
| B. Then again, maybe not. | |
| C. There's something built into the can that makes it rattle. It's | |
| designed to lure innocent victims to their doom by making them believe | |
| there may be nuts inside. | |
| Why can't I move when the old woman touches my forehead? | |
| A. She's casting a subtle hypnotic spell on you. | |
| B. So shut up and pay attention. | |
| Who is "Chaos"? | |
| A. It's the name of the old woman's pet cat. | |
| B. It's also the name of Dan Horn's pet skunk. | |
| C. Who is Dan Horn? | |
| A. He's the owner of a pet skunk named Chaos. | |
| B. He works at Infocom. | |
| C. He paid $10.00 to see his name in print. | |
| D. (This space for sale.) | |
| Witchville | |
| ********** | |
| What happened to Festeron? Everything's changed! | |
| A. Exactly. | |
| B. The village seems to have come under an evil, supernatural influence. | |
| C. The influence's initials are T.E.O. | |
| D. The "T" stands for "The", and the "O" stands for "One". | |
| E. Sorry. You have to figure out the "E" yourself. | |
| Where is Wishbringer, the Magick Stone? | |
| A. It may be a lot closer than you think. | |
| B. It seems odd that the old woman didn't simply give it to you, doesn't | |
| it? | |
| C. Maybe the old woman gave it to you without telling you. | |
| D. Have you noticed a persistent rattling sound? | |
| E. Have you investigated the metal can since you left the Magick Shoppe? | |
| F. Have you looked inside the metal can? | |
| G. OPEN THE METAL CAN. SQUEEZE IT. | |
| Where is the Evil One? | |
| Don't worry. She'll find you. | |
| Who is Thermofax? | |
| He's a fire-breathing dragon mentioned in _The Legend of Wishbringer_ | |
| and the opening title screen. | |
| Thermofax won't leave me alone! What should I do? | |
| A. Throw the Magick Stone into his open maw. | |
| B. If that doesn't work, throw yourself into his open maw. | |
| C. Except for brief mentions in _The Legend of Wishbringer_ and the | |
| opening title screen, Thermofax does not appear in the story. | |
| How do I get down the steep trail? It's too foggy to see! | |
| A. Use the map you drew on your way up the trail. | |
| B. You did take the story's advice when it told you to draw a map, didn't | |
| you? | |
| C. If you forgot to draw a map, you can still feel your way down the steep | |
| trail. But it won't be easy. And you might die trying. | |
| D. There's another, safer way to get down the trail without a map. | |
| E. You'll need the Magick Stone. | |
| F. One of the Seven Wishes can clear the fog away. | |
| G. If you're holding Wishbringer and an open umbrella, you can WISH FOR | |
| RAIN. The resulting downpour will clear the fog and transport you to | |
| the bottom of the cliff. | |
| What's the significance of the vulture? | |
| A. It's watching you. | |
| B. Doesn't that make you uneasy? | |
| C. It ought to. The vulture is the Evil One's spy. | |
| How do I get past the toll gate? | |
| A. Why not just pay the troll? | |
| B. The troll won't take your gold coin? Gee. Tough luck. | |
| C. Maybe there's something else you can give the troll. | |
| D. What about the metal can? | |
| E. Troll still bothering you? This just isn't your lucky day. | |
| F. There are three ways to get past the troll. | |
| G. Two of the ways involve using the Magick Stone. | |
| H. The other way doesn't. | |
| I. The troll may or may not bother to examine your gold coin. | |
| J. If you're lucky, he won't examine it. | |
| K. If you're holding Wishbringer and the horseshoe, and you WISH FOR LUCK | |
| before giving the coin to the troll, the troll won't bother to examine | |
| the coin. | |
| L. Another way past the troll is to WISH FOR DARKNESS. It will scare him | |
| away just as thoroughly as the snake. | |
| M. You can't WISH FOR DARKNESS until you've found the grue's milk. | |
| N. You won't find the milk until after you get past the troll. | |
| O. Using the Darkness Wish to get past the troll is only useful if you | |
| have to go past him twice. | |
| P. If you've already released the snake, you'll have to use Magick. | |
| Q. The non-Magick way it [sic] to give the closed metal can to the troll, | |
| or to open it in front of him. The snake will scare him away. | |
| What is the significance of the giant stump? | |
| A. It affords an excellent view of the surrounding area. | |
| B. Have you examined it lately? | |
| C. OPEN THE STUMP. Surprise! | |
| What is a grue? | |
| The grue is a sinister, lurking presence in the dark places of the | |
| earth. Its favorite diet is Adventurers, but its insatiable appetite is | |
| tempered only by its fear of light. No grue has ever been seen by the | |
| light of day, and few have survived its fearsome jaws to tell the tale. | |
| How do I milk a grue? | |
| A. Very carefully. | |
| B. Fortunately, you don't have to milk a grue to finish the story. | |
| Where do I find the grue's milk? | |
| A. Grue's milk must be kept in a cool, well-lighted place to stay spoiled. | |
| B. Grue refrigerators are cool and well-lighted. | |
| C. There's a grue refrigerator in the Grue's Nest. | |
| How do I get the grue's milk without being devoured? | |
| A. Avoid waking up the beast with light or noise. | |
| B. The light source you're carrying is waking up the beast. | |
| C. Cover up the beast so it can't see. | |
| D. Blankets make an excellent cover. | |
| E. Get the blanket in the Jail Cell. COVER THE BEAST WITH THE BLANKET | |
| before it wakes up. | |
| How do I get around in the dark? | |
| A. You'll need a source of light. | |
| B. Have you found the small stone yet? | |
| C. Have you examined it? | |
| D. There's another, more conventional source of light. | |
| E. It's in the church. | |
| F. Go into the church and STEAL THE CANDLE. | |
| Why can't I blow out the candle? | |
| A. It's magic. | |
| B. It's Magick. | |
| What is the Boot Patrol? | |
| Stay in one place for a while. You'll find out. | |
| The Boot Patrol threw me in jail! How do I get out? | |
| A. Maybe you're not the first person who's tried to escape. | |
| B. Have you investigated everything in the Jail Cell? | |
| C. Have you looked under everything? | |
| D. LOOK UNDER THE BUNK. | |
| E. If this is the first time you've been thrown in jail, just MOVE THE | |
| BUNK THEN GO INTO THE HOLE. | |
| F. If not, you'll find that the hole has been cemented over. Now you'll | |
| need Magick to get out of the Jail Cell. | |
| G. One of the Seven Wishes might work. | |
| H. EAT THE CHOCOLATE THEN WISH FOR FREEDOM. | |
| I. If you don't have the chocolate or Wishbringer handy, relax. The Boot | |
| Patrol will be along in just a few moves, and all your troubles will be | |
| over. | |
| How do I get rid of the big mailbox? | |
| A. Give it what it wants. | |
| B. Give it mail. | |
| C. Give it stamped mail. | |
| D. There's another mailbox with some stamped mail in it. | |
| E. Find a shimmering trail. | |
| F. The shimmering trail is at the Rocky Path. | |
| G. OPEN THE SMALL MAILBOX. TAKE THE LEAFLET OUT OF THE BOX. Go to the big | |
| mailbox and FEED THE LEAFLET TO THE BIG MAILBOX. | |
| H. Congratulations. You have a new companion. | |
| Why is the small mailbox following me around? | |
| A. It likes mail clerks. | |
| B. It likes you. | |
| How do I get through the Cemetery? | |
| A. Did somebody warn you about going in there after dark? | |
| B. You can't get through the Cemetery. It's a trap. | |
| What is an eldritch vapor? | |
| A. Any relation to Eldridge Cleaver? | |
| B. They're mischievious but generally harmless ghosts that hang around | |
| cemeteries at night, annoying passersby with supernatural tricks. | |
| The eldritch vapors stole everything I was carrying! What should I do? | |
| A. Have you looked around the village? | |
| B. Everywhere? | |
| C. The vapors will scatter your possessions randomly around the village, | |
| always outdoors. Pesty little critters, aren't they? | |
| What's inside the pit? | |
| A. Maybe you should LOOK INSIDE THE PIT. | |
| B. If you found a platypus, congratulations. | |
| C. If not, you must have disturbed the pile of leaves that used to cover | |
| the pit. Shame on you! | |
| D. You can't possibly finish the story if you disturbed that pile of | |
| leaves. | |
| E. RESTART. Next time, heed the message in the sand! | |
| What is a platypus? | |
| Look it up in an encyclopedia. | |
| What do I do with the platypus? | |
| A. Maybe you don't have to do anything with it. | |
| B. Unless you want to finish the story. | |
| C. It'd be really nice if you rescued the platypus. | |
| D. Not as easy as it sounds, eh? | |
| E. There are two ways to rescue the platypus. | |
| F. One of them involves the use of Magick. | |
| G. Platypuses are great swimmers. | |
| H. If you filled the pit with water, the platypus might be smart enough to | |
| swim out. | |
| I. One of the Seven Wishes might help you fill the pit with water. | |
| J. While standing at Edge of Lake, OPEN THE UMBRELLA THEN WISH FOR RAIN. | |
| K. If you don't have the umbrella or Wishbringer, or if you've already | |
| used the Rain Wish, you'll have to find another way to rescue the | |
| platypus. | |
| L. How deep is the pit? | |
| M. There's something you can get that might help you reach into the pit. | |
| N. Did you notice the dead branch at Cliff Bottom? | |
| O. PUT THE BRANCH IN THE PIT. The platypus will hold on to the end of the | |
| branch. PULL THE BRANCH OUT OF THE PIT. | |
| Why are there so many platypuses in the story and packaging? | |
| A. That's what our marketing department wanted to know. | |
| B. But we wouldn't explain it to them. | |
| C. And we won't explain it to you, either. | |
| D. Marketing department's note: Actually, Brian Moriarty is a bit strange, | |
| and we decided it was best to humor him. | |
| What should I do with the silver whistle? | |
| A. What silver whistle? | |
| B. Oh, that silver whistle! Well, you can always EXAMINE THE WHISTLE. | |
| C. If you're really adventurous, you could even (dare we suggest it?) try | |
| to BLOW THE WHISTLE. | |
| D. If nothing happens the first time you blow the whistle, EXAMINE THE | |
| WHISTLE. Then take the whistle to the place where you found it, and | |
| EXAMINE THE WHISTLE again. | |
| E. The whistle only twinkles when you're at Edge of Lake. | |
| F. BLOW THE WHISTLE only when it's twinkling...unless you just like to | |
| hear the music. | |
| How do I get to Misty Island? | |
| Read the above hint. You may discover something unexpected. | |
| What should I say to King Anatinus? | |
| A. You don't need to say anything. Just do what he says. | |
| B. If he offers you a gift, take it. | |
| C. TAKE THE HAT. | |
| D. If he asks you to do anything, do it. | |
| E. BLOW THE WHISTLE. | |
| F. Don't annoy the King. You might be sorry. | |
| What should I do with the wizard's hat? | |
| A. Do what the King told you to do. | |
| B. Take the hat to the pelican. | |
| C. GIVE THE HAT TO THE PELICAN. | |
| What is the significance of the pelican? | |
| Read the preceding hint. | |
| How do I get into the movie theater? | |
| A. There are two ways into the movie theater. | |
| B. The first way into the theater involves the use of Magick. | |
| C. Go into the theater lobby and WISH FOR DARKNESS. You can sneak inside | |
| while the gravedigger is stumbling around in the dark. | |
| D. Or GIVE THE GOLD COIN TO MISS VOSS. GO INSIDE. GIVE THE TICKET TO THE | |
| GRAVEDIGGER. GO INTO THE THEATER. | |
| The movie is all fuzzy and indistinct! What's wrong? | |
| A. Did you read the marquee outside the theater? | |
| B. Did you examine the empty carton in the lobby? | |
| C. This is a 3D movie. You need a pair of 3D glasses to see it. | |
| D. Did you look inside the carton in the lobby? | |
| E. Oh, well. Looks like they're all gone. But maybe somebody dropped a | |
| pair somewhere. | |
| F. Have you searched everywhere in the theater? | |
| G. LOOK UNDER THE SEATS. | |
| Where can I get a token for the video arcade? | |
| A. Ask one of the humanoids. They seem to have plenty of tokens. | |
| B. Oh, well. Maybe somebody dropped one somewhere. | |
| C. Have you been to the Park lately? | |
| D. LOOK IN THE FOUNTAIN. | |
| I found the token! How do I get it? | |
| A. Simply TAKE THE TOKEN OUT OF THE FOUNTAIN. | |
| B. But the piranha might have other ideas. | |
| C. Remember the poodle? | |
| D. Maybe you can distract the piranha the same way you distracted the | |
| poodle. | |
| E. It's not likely that the piranha would be interested in a bone. | |
| F. But it might be interested in something else. | |
| G. If you were a fish, what would you be interested in? | |
| H. Have you found the grue's milk yet? | |
| I. Have you visited the Grue's Nest yet? | |
| J. There's more than one item in the grue refrigerator. | |
| K. TAKE THE WORM OUT OF THE REFRIGERATOR. Then go to the Park and FEED THE | |
| WORM TO THE PIRANHA. The piranha will leave you alone long enough to | |
| TAKE THE TOKEN OUT OF THE FOUNTAIN. | |
| How do I play the video game? | |
| A. It would help if you turned on the machine. | |
| B. PUT THE TOKEN IN THE SLOT. | |
| C. Have you tried to EXAMINE THE SCREEN? | |
| D. The screen looks just like the map in your _Wishbringer_ package. | |
| E. Did you EXAMINE THE STAR? | |
| F. Did you EXAMINE THE JOYSTICK? | |
| G. To experiment, try to PUSH THE JOYSTICK TO THE WEST. Then EXAMINE THE | |
| STAR. | |
| H. Maneuver the star to an interesting square on the grid. When you're | |
| satisfied, PUSH THE BIG RED BUTTON. | |
| I. You're not afraid of a bunch of stunted humanoids, are you? Go on! PUSH | |
| THE BUTTON! | |
| J. Most of the squares in the video game aren't very interesting. | |
| K. But one of them is VERY interesting. | |
| L. Move the star to square C-5, which is over the Post Office on the map. | |
| Then PUSH THE BUTTON. You'll end up outside the Tower, without having | |
| to get past the hellhound. | |
| The hellhound won't let me past! What can I do? | |
| A. Maybe you can bribe the hellhound the same way you bribed the poodle. | |
| B. Then again, maybe not. | |
| C. There are three ways to get past the hellhound. | |
| D. One of them involves Magick. | |
| E. One of the Seven Wishes might help you. | |
| F. WISH FOR DARKNESS while standing outside the cottage. The hellhound | |
| will cower in fear long enough for you to get past. | |
| G. Another way involves the video game in the arcade. | |
| H. Refer to the previous hint for instructions on how to play the video | |
| game. | |
| I. The last way to get past the hellhound only works if you've already | |
| been inside the Tower. | |
| J. Have you read all of the mail in the story? | |
| K. Have you read the violet note? | |
| L. You can't open the violet note yourself. | |
| M. Wait until Mr. Crisp opens the violet note. After he leaves, read the | |
| note. | |
| N. Then go to the hellhound and say ALEXIS, HEEL. The hellhound will | |
| become considerably less ferocious. | |
| The Tower | |
| ********* | |
| How do I get into the tower? | |
| A. Didn't King Anatinus say something about getting into the Tower? | |
| B. You need a Word of Power. | |
| C. The pelican knows what it is. | |
| D. The pelican won't give you the Word unless you give it something in | |
| return. | |
| E. GIVE THE WIZARD'S HAT TO THE PELICAN. A Word will be revealed to you. | |
| Go to the tower and say the word (just type it in). The drawbridge will | |
| lower automatically. | |
| How did the Princess get captured again? | |
| She isn't a very smart platypus, is she? | |
| Help! Mr. Crisp is getting ready to torture me! | |
| A. He's sleazy enough to take a bribe. | |
| B. Didn't somebody ask you to give him something a long time ago? | |
| C. GIVE THE VIOLET NOTE TO MR. CRISP. | |
| Mr. Crisp is gone, but I'm still in chains! What should I do? | |
| A. There are two ways to get out of the chains. | |
| B. One of them involves Magick. | |
| C. WISH FOR FREEDOM will work. | |
| D. But you wouldn't need Magick if you had the key to the chains. | |
| E. Mr. Crisp dropped the key in his lab coat, remember? | |
| F. He dropped the lab coat on the floor. | |
| G. PICK UP THE WHITE LAB COAT. TAKE THE KEY OUT OF THE COAT. UNLOCK THE | |
| CHAINS WITH THE KEY. | |
| Where did Mr. Crisp go? | |
| A. He went to visit his sweetheart, Miss Voss. | |
| B. But who cares, as long as he isn't here to torture you? | |
| How do I free the Princess from the torture machine? | |
| A. Just do what she says. | |
| B. PULL DOWN THE LEVER. | |
| How do I get out of the torture chamber? | |
| A. The same way Mr. Crisp did. | |
| B. OPEN THE HATCH. CLIMB UP THE LADDER. | |
| What is the significance of the paintings in the Round Chamber? | |
| A. The story they illustrate may sound vaguely familiar. | |
| B. Especially if you read _The Legend of Wishbringer_. | |
| C. The paintings also conceal an important secret. | |
| D. LOOK BEHIND A PAINTING. | |
| The drawbridge is closed! How do I get out of the Tower? | |
| Read the previous hint for clues. | |
| The suit of armor is chasing me! What should I do? | |
| A. Hit it with the dead branch. | |
| B. Throw the stone at it. | |
| C. Light the grue's milk on fire with the candle, then give the milk to | |
| the suit of armor to drink. It'll still chase you, but at least it will | |
| be laughing. | |
| D. There is no suit of armor in this story. | |
| Why is the room above the Round Chamber all blurry? | |
| A. Blurry, huh? Gee. Maybe you need glasses. | |
| B. PUT ON THE 3D GLASSES after you walk into the blurry room. | |
| What should I do with the telescope in the Laboratory? | |
| A. You could ignore it. It's probably just a prop. | |
| B. The telescope is just a prop. | |
| C. So ignore it! | |
| What is the significance of the bubbling chemicals? | |
| They're not significant at all. Leave them alone. | |
| What is the purpose of the control panel? | |
| A. It has two switches, so it probably controls two things. | |
| B. Have you examined both of the switches? | |
| C. The first switch controls the power in the Palace Theater. (If you | |
| watched the entire movie, you'd already know this.) | |
| D. The second switch controls the "security" for something. Hmm. Wonder | |
| what the Evil One wants to keep secure... | |
| E. TURN OFF THE SECOND SWITCH. | |
| The Library | |
| *********** | |
| How do I get into the Library? | |
| A. Wait until Miss Voss opens it tomorrow morning. | |
| B. Unfortunately, you haven't got time to wait. Looks like you'll have to | |
| unlock the front door somehow. | |
| C. Miss Voss locked it earlier. Maybe she put the key somewhere. | |
| D. Have you visited Miss Voss's cottage yet? | |
| E. It's easy to get into the cottage once you tame the hellhound. (But | |
| that's another hint.) | |
| F. The key to the Library is on Miss Voss's bookcase. | |
| How can I see in the Library? It's Dark. | |
| A. The candle is a source of light. | |
| B. Too bad the candle fizzles out when the Library door closes. | |
| C. Wishbringer is also a source of light. | |
| D. If you haven't found the Stone yet, you're in trouble. But there is | |
| another way to see in the Library. | |
| E. Have you examined the wizard's hat? | |
| F. Have you looked inside the wizard's hat? | |
| G. Have you dropped anything inside the wizard's hat? | |
| H. Things you drop into the wizard's hat disappear. But they might turn up | |
| someplace else. | |
| I. Things you drop into the hat appear in the Museum's display case. | |
| J. DROP THE CANDLE INTO THE WIZARD'S HAT before it gets blown out. You can | |
| later retrieve the candle for use as a source of light. | |
| Where's the key to unlock the circulation desk? | |
| A. The steel key might work. After all, it unlocked the library door. | |
| B. Then again, why should a door key work in a desk? | |
| C. There is no desk key. You can't open the circulation desk. | |
| How do I get the spider out of the Library books? | |
| A. You'll have to pick up the books first. | |
| B. You'll need a library card to take the books. | |
| C. Shucks! You forgot your library card. | |
| E. [sic] There isn't any spider in the library books. | |
| F. Or anywhere else, either. | |
| How do I open the glass display case in the Museum? | |
| A. Did you try the rusty key? | |
| B. Did you try the steel key? | |
| C. Did you try the key in the circulation desk? | |
| D. Did you read the above hint about unlocking the circulation desk? | |
| E. You can't unlock the display case. | |
| F. Force may be necessary. | |
| G. You'll need a heavy object to break the case. | |
| H. Try BREAK THE DISPLAY CASE WITH THE HORSESHOE. You can also use the | |
| broom, the umbrella, the conch shell, the bottle or the dead branch. | |
| I. Naturally, you remembered to EXAMINE THE DISPLAY CASE before breaking | |
| it. | |
| J. You must deactivate the security system before breaking the case. | |
| K. The switch for the security system is in the Laboratory. | |
| How do I get out of the library with the sculpture? | |
| A. Try unlocking the door. | |
| B. Lock's on the outside? Oh, well. Why not WISH FOR FLIGHT? | |
| C. Nope, you're indoors. But you can still WISH FOR FREEDOM. | |
| D. Not confined, eh? There must be another way out, then. | |
| E. Have you tried to EXAMINE THE SCULPTURE yet? | |
| F. Go on to the next hint. | |
| What should I do with the sculpture? | |
| A. Such a fine work of art should probably be examined. | |
| B. Hmm. Seems to be a piece missing. | |
| C. Have you tried to WISH FOR ADVICE? | |
| D. Have you tried to WISH FOR FORESIGHT? | |
| E. Something might fit into the forehead of the statue. | |
| F. PUT THE STONE INTO THE FOREHEAD. | |
| Who's the old woman in the Library? | |
| A. She looks familiar, but somewhat fuzzy. | |
| B. What can you do to make fuzzy things clearer? | |
| C. PUT ON THE 3D GLASSES. | |
| D. Yipes! | |
| How do I escape from the sinister being? | |
| A. Just walk right past her. She won't mind. | |
| B. Much. | |
| C. You could try bribing her with something. | |
| D. Maybe she'll accept that nice, glowing stone you're holding. | |
| E. But if you want to finish the story, you won't give it to her. | |
| F. Stop fooling around! Kill her before she turns you into something | |
| awful! | |
| G. Too tough, eh? Maybe you should continue what you were doing before she | |
| interrupted. | |
| H. PUT THE STONE INTO THE FOREHEAD. | |
| I. Don't listen to her! PUT THE STONE INTO THE FOREHEAD! | |
| The Seven Wishes | |
| **************** | |
| What Advice can I get from the shell? | |
| A. There are seven bits of Advice. In order of appearance, they are: | |
| B. "If ye hath not kept a Map, only patience or Magick can help thee." | |
| C. "Magick may help thee cross the Bridge." | |
| D. "Release a Prisoner, and be Rewarded." | |
| E. "Learn the Word of Power, else never gain the Tower." | |
| F. "One path Magick, one path Science; both lead to thy Goal." | |
| G. "Many wonders await thee in the Halls of Knowledge." | |
| H. "Fit the Pieces together, and the Puzzle is complete." | |
| Where is WISH FOR RAIN useful? | |
| A. If you're lost in the fog, wishing for Rain will wash you safely down | |
| to the Cliff Bottom. | |
| B. If you're at Edge of Lake, wishing for Rain will fill the narrow pit | |
| with water and free any creatures that may be trapped there. | |
| C. Wishing for Rain anywhere else is harmless, but the downpour might | |
| irritate nearby characters. | |
| When should I WISH FOR FLIGHT? | |
| A. Whenever you want to go back to the Magick Shoppe. Just make sure | |
| you're outdoors (or in the Laboratory), and off you go! | |
| B. It's not a good idea to go back to the Magick Shoppe until you've found | |
| Chaos, the old woman's black cat. | |
| C. Make sure the black cat you've found is the right one. | |
| D. If you locate the real Chaos, you won't need to WISH FOR FLIGHT. | |
| E. So you'll never need to WISH FOR FLIGHT. It's a trap. | |
| Why would I want to WISH FOR DARKNESS? | |
| A. Some characters might not like the sudden Darkness. | |
| B. One of them is the troll at the toll gate. | |
| C. If you WISH FOR DARKNESS with the troll present, he'll run away across | |
| the bridge. | |
| D. The gravedigger is afraid of the dark, too. | |
| E. If you WISH FOR DARKNESS in the Theater Lobby, you may be able to sneak | |
| past the terrified gravedigger into the theater. (Not a very good movie | |
| usher, is he?) | |
| F. There's one other creature who doesn't like Darkness. | |
| G. It's the hellhound. | |
| H. If you WISH FOR DARKNESS at Outside Cottage, the hellhound will cower | |
| in fear long enough for you to sneak past. | |
| What happens when I WISH FOR FORESIGHT? | |
| A. You get a tantalizing, heavily symbolic glimpse of the future, all | |
| mixed up with snippets of the past and present. | |
| B. Don't worry about what it means. | |
| C. It's a dream sequence. | |
| Why didn't the WISH FOR MAGICK work? | |
| A. You weren't holding Wishbringer. | |
| B. You weren't holding the Magick Wand. | |
| C. You didn't wave the Magick Wand over the Magick Rutabaga. | |
| D. Magick Wand? Magick Rutabaga? WISH FOR MAGICK? | |
| Why should I WISH FOR LUCK? | |
| A. Luck gives you all sorts of little benefits that make it easier to | |
| finish the story. | |
| B. There are five ways the WISH FOR LUCK can help you. | |
| C. If you're Lucky, the troll won't notice that your gold coin is a | |
| "counterfeit." | |
| D. If you scare the troll away by wishing for Darkness, he'll drop your | |
| gold coin on the bridge...but only if you're Lucky. | |
| E. Normally, the eldritch vapors in the cemetary will carry you away and | |
| scatter all your possessions once they've taken a good look at you. But | |
| if you're Lucky, they'll steal your possessions, one at a time, before | |
| they carry you away. | |
| F. The hellhound will eat you up if you hang around for more than three | |
| moves. But if you're Lucky, it'll just keep roaring at you. | |
| G. Your chances of being eaten by a grue in the dark are much lower if | |
| you're Lucky. | |
| I just neutralized my Luck Wish! What should I do? | |
| Next time, avoid opening the umbrella indoors or walking under the | |
| ladder. These are very Unlucky things to do. | |
| Where should I WISH FO FREEDOM? | |
| A. It only works in two situations. | |
| B. If you're thrown in jail more than once, the only way out is to WISH | |
| FOR FREEDOM. You'll usually end up on Lookout Hill (unless the Boot | |
| Patrol is there, in which case the Stone will thoughtfully deposit you | |
| outside the Police Station). | |
| C. You can also free yourself from the chains in the Torture Chamber with | |
| a WISH FOR FREEDOM. | |
| D. Just make sure Mr. Crisp isn't there when you try it. | |
| How Points Are Scored | |
| ********************* | |
| Action Points | |
| Enter the Post Office 1 | |
| Take the mysterious envelope 5 | |
| Take the old bone 1 | |
| Feed the bone to the poodle 3 | |
| Take the note from Miss Voss 3 | |
| Take the gold coin 1 | |
| Arrive at Cliff Edge 1 | |
| Give envelope to old woman 5 | |
| Read letter to old woman 1 | |
| Take metal can from old woman 3 | |
| Frighten troll with snake 3 | |
| Take the small stone 5 | |
| Remove dead branch from pit 5 | |
| Take the silver whistle 3 | |
| Take the wizard's hat 1 | |
| Give wizard's hat to pelican 5 | |
| Buy ticket 3 | |
| Take the 3D glasses 3 | |
| Take the blanket 3 | |
| Cover beast with blanket 3 | |
| Take the earthworm 3 | |
| Take token from fountain 3 | |
| Put token in arcade machine 1 | |
| Transport to Hilltop 5 | |
| Open the drawbridge 3 | |
| Take the rusty key 3 | |
| Unlock your chains 1 | |
| Read the violet note 3 | |
| Turn the crank 1 | |
| Turn off second power switch 3 | |
| ALEXIS, HEEL 5 | |
| Take the steel key 3 | |
| Unlock the library door 3 | |
| Put small stone in sculpture 5 | |
| How Points Are Lost | |
| ******************* | |
| Action Points | |
| Fail to take the violet note -10 | |
| Disturb the pile of leaves -10 | |
| Give small stone to vulture -10 | |
| Give small stone to pelican -10 | |
| Torture the Princess -10 | |
| Torture the black cat -10 | |
| Feed grue's milk to Chaos -10 | |
| For Your Amusement | |
| ****************** | |
| Have you tried: | |
| reading the theater marquee before delivering the envelope? | |
| listening to the conch shell before delivering the envelope? | |
| examining the video game in Festeron? In Witchville? | |
| opening the metal can inside the Magick Shoppe? | |
| examining the wanted posters in Festeron? In Witchville? | |
| staying in the Jail Cell after being captured by the Boot Patrol? | |
| getting captured three times by the Boot Patrol, after saving the | |
| seahorse? Without saving the seahorse? | |
| ignoring King Anatinus? Dropping the whistle or the hat? | |
| letting the small mailbox meet the big mailbox? | |
| looking around the Museum after the mailboxes have met? If the mailboxes | |
| never met? | |
| leaving things in either mailbox, letting the boxes meet, and looking | |
| inside the fossil afterward? | |
| putting things inside the wizard's hat? And finishing the story? | |
| dropping the lighted candle into the bay, lake or river? | |
| wishing for freedom while Mr. Crisp is watching? | |
| pushing the lever on the torture machine UP while the Princess was clamped | |
| inside? | |
| putting interesting objects (like the black cat) into the torture machine, | |
| and pushing the lever up? | |
| torturing the Princess and the black cat at the same time? | |
| pouring out the grue's milk near the black cat? Near Chaos? | |
| putting on the 3D glasses just before you put the stone into the | |
| sculpture? And then NOT putting it in? | |
| giving the stone to the old woman in the Museum? | |
Xet Storage Details
- Size:
- 40 kB
- Xet hash:
- 221847ae189a9869eabf729e3ff5a7c02784ff7153773997300acc8884725f3a
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.