| [On-line hints from "Wishbringer", not available in any LToI edition.] | |
| INTRODUCTIONS TO THE HINTS | |
| What are InvisiClues? | |
| [1 hint left.] -> The essence of all interactive fiction is solving problems. | |
| The purpose of InvisiClues is to maximize your enjoyment of the story by giving | |
| you only the hints you need to continue and complete the story. The hints | |
| generally progress from a gentle nudge in the right direction to a full answer. | |
| The questions have been worded to give away as little as possible. You should | |
| not use the presence or absence of a question on a certain topic as an | |
| indication of importance. Included are dummy questions and answers in order to | |
| minimize the problem. | |
| How to use the Invisiclues. | |
| [1 hint left.] -> If you are stuck at some point in Wishbringer, find the | |
| question that most pertains to your problem. Follow the directions above. If | |
| you're still stumped, go on to the next hint. | |
| What's the plural of "platypus"? | |
| [3 hints left.] -> Platypuses. | |
| [2 hints left.] -> Platypi. | |
| [1 hint left.] -> Both platypuses and platypi are correct. | |
| More info. | |
| [1 hint left.] -> Once you've finished the story, try the things in the "For | |
| Your Amusement" section. Don't look at them before you've finished, though -- | |
| they may reveal the answers to certain problems. | |
| THE BEGINNING OF THE STORY | |
| Somebody's calling me. What do I do? | |
| [2 hints left.] -> The Post Office door may give you a clue. EXAMINE it. | |
| [1 hint left.] -> Since the door is open, why not GO INSIDE and see who's | |
| calling? | |
| Where is the Magick Stone? | |
| [1 hint left.] -> That's for us to know, and for you to find out. | |
| Who is Mr. Crisp? | |
| [3 hints left.] -> He's your mean old boss. | |
| [2 hints left.] -> And he isn't very happy about your idle daydreaming. | |
| [1 hint left.] -> So you'd better do what he says. | |
| When should I open the envelope? | |
| [1 hint left.] -> The story will tell you. Patience! | |
| How do I get into the cemetery? | |
| [3 hints left.] -> WALK INTO THE CEMETERY. | |
| [2 hints left.] -> You're not going to be scared away, are you? | |
| [1 hint left.] -> Go on, chicken! WALK INTO THE CEMETERY and answer YES to the | |
| question. | |
| Who is the gravedigger? | |
| [1 hint left.] -> LOOK AT THE GRAVEDIGGER and find out. | |
| Can I get the flowers in the hearse? | |
| [5 hints left.] -> Did you find the vase? | |
| [4 hints left.] -> It may be hidden amongst the flowers in the hearse. | |
| [3 hints left.] -> There aren't any flowers in the hearse. | |
| [2 hints left.] -> There's no hearse or vase, either. | |
| [1 hint left.] -> Remember the warning in the introduction: Don't let the | |
| presence or absence of questions influence the way you play. | |
| What should I do with the umbrella? | |
| [3 hints left.] -> It might come in handy if it rains. | |
| [2 hints left.] -> You can't WISH FOR RAIN unless you have an umbrella. | |
| [1 hint left.] -> So maybe you should hold onto it for later. | |
| How do I get thru the locked gate? | |
| [3 hints left.] -> The gravedigger has the only key to the gate. | |
| [2 hints left.] -> But the gravedigger is nowhere to be seen. | |
| [1 hint left.] -> You can't unlock the gate. To leave the cemetery, you must go | |
| out through the open gate at Creepy Corner. | |
| The dog won't let me in the cottage! | |
| [1 hint left.] -> It wouldn't be much of a watchdog if it did, would it? | |
| The poodle let me go north. Why? | |
| [3 hints left.] -> It doesn't like people walking past the cottage. | |
| [2 hints left.] -> It doesn't like mail clerks. | |
| [1 hint left.] -> It doesn't like you. | |
| How do I get past the poodle? | |
| [8 hints left.] -> I wouldn't PICK UP THE POODLE THEN KICK IT if I were you. | |
| [7 hints left.] -> Since violence doesn't work, maybe bribery will. | |
| [6 hints left.] -> You'll have to find something to bribe it with. | |
| [5 hints left.] -> Have you been to every location you can visit without getting | |
| past the poodle? | |
| [4 hints left.] -> Have you looked all around the cemetery? | |
| [3 hints left.] -> Have you investigated the open grave in the Spooky Copse? | |
| [2 hints left.] -> The gravedigger won't let you into the grave while he's | |
| watching. | |
| [1 hint left.] -> 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. | |
| Help! I left the envelope behind! | |
| [4 hints left.] -> You're not a very good mail clerk, are you? | |
| [3 hints left.] -> There's no way to walk past the poodle once it has finished | |
| eating the bone. | |
| [2 hints left.] -> So you'll have to start all over again. | |
| [1 hint left.] -> RESTART. Next time, hold on to that envelope! | |
| FESTERON, PAST THE POODLE | |
| Who is Miss Voss? | |
| [2 hints left.] -> 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. | |
| [1 hint left.] -> Aren't you glad you asked? | |
| Miss Voss give me my library card! | |
| [3 hints left.] -> She doesn't like mail clerks. | |
| [2 hints left.] -> She doesn't like you. | |
| [1 hint left.] -> What library card? | |
| What do I do with the violet note? | |
| [3 hints left.] -> Miss Voss asked you to give it to your boss, Mr. Crisp. | |
| [2 hints left.] -> But delivering the mysterious envelope is more important | |
| right now. | |
| [1 hint left.] -> So give the note to Mr. Crisp after you deliver the envelope. | |
| Who is "Corky"? | |
| [3 hints left.] -> It might be the name of Miss Voss's poodle. | |
| [2 hints left.] -> But why would Miss Voss write a note to her dog? | |
| [1 hint left.] -> 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? | |
| [4 hints left.] -> Miss Voss probably has the key. | |
| [3 hints left.] -> Unfortunately, Miss Voss isn't around any more. | |
| [2 hints left.] -> You don't have time to fool around with the Library right | |
| now. The Magick Shoppe closes at five o'clock! | |
| [1 hint left.] -> Be patient; maybe you can get inside after you deliver the | |
| envelope. | |
| Who is Sgt. MacGuffin? | |
| [1 hint left.] -> He's in charge of Festeron's Police Department. | |
| How do I get the chocolate? | |
| [4 hints left.] -> Simply TAKE THE CHOCOLATE OFF THE DESK. | |
| [3 hints left.] -> Of course, Sgt. MacGuffin might have other ideas. | |
| [2 hints left.] -> Have you tried examining Sgt. MacGuffin? | |
| [1 hint left.] -> Wait until Sgt. MacGuffin falls asleep before taking the | |
| chocolate. | |
| What should I do in the Park? | |
| [4 hints left.] -> The statue in the middle of the fountain is interesting. | |
| [3 hints left.] -> But not as interesting as the other objects in the fountain. | |
| [2 hints left.] -> LOOK INSIDE THE FOUNTAIN. | |
| [1 hint left.] -> The rest is up to you. | |
| How do I catch the goldfish? | |
| [2 hints left.] -> Unfortunately, you won't find a net or pole anywhere. | |
| [1 hint left.] -> What makes you think you have to catch the goldfish? | |
| How do I get in the movie theater? | |
| [2 hints left.] -> The schedule might give you a hint. | |
| [1 hint left.] -> The theater opens at seven o'clock. Come back later. | |
| Can I get things from the mailbox? | |
| [1 hint left.] -> No. Public mailboxes are built to discourage prying fingers | |
| like yours. | |
| How do I play the video game? | |
| [3 hints left.] -> By scoring as many points as you can. | |
| [2 hints left.] -> Naturally, you'll have to put a token in the video machine | |
| before you can play. | |
| [1 hint left.] -> Isn't it getting awfully close to five o'clock? | |
| FESTERON, CONTINUED | |
| What do I do with the seahorse? | |
| [3 hints left.] -> If you don't do something quickly, it will probably die. | |
| [2 hints left.] -> A seahorse can't live long out of water. | |
| [1 hint left.] -> PICK UP THE SEAHORSE THEN THROW IT INTO THE BAY. | |
| What happened to the church mouse? | |
| [1 hint left.] -> It ran away when it saw you. Surprised? | |
| How do I get the candle? | |
| [4 hints left.] -> Try to TAKE THE CANDLE. | |
| [3 hints left.] -> Try to STEAL THE CANDLE. | |
| [2 hints left.] -> Taking things that don't belong to you is stealing, | |
| especially in a church. | |
| [1 hint left.] -> At the moment, you can't steal the candle. | |
| What should I do with the leaves? | |
| [3 hints left.] -> Did you notice the message in the sand near the leaves? | |
| [2 hints left.] -> Are you going to do what the message says? | |
| [1 hint left.] -> You might be sorry if you don't. | |
| Who wrote the message in the sand? | |
| [1 hint left.] -> 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? | |
| [5 hints left.] -> If you had a bathing suit you could put it on and swim over. | |
| [4 hints left.] -> No bathing suit, eh? Oh, well. You'll just have to wait for | |
| the Misty Island ferry. | |
| [3 hints left.] -> Charter a private seaplane, preferably one equipped with a | |
| wet bar and jacuzzi. | |
| [2 hints left.] -> If all else fails, give up. | |
| [1 hint left.] -> But watch for new opportunities after you deliver the | |
| envelope. | |
| What do I do with the horseshoe? | |
| [2 hints left.] -> Keep it. It might bring you good luck. | |
| [1 hint left.] -> Especially if you use it to WISH FOR LUCK after you find the | |
| Magick Stone. | |
| How do I get into the lighthouse? | |
| [3 hints left.] -> It's a phoney lighthouse. You can't go into it. | |
| [2 hints left.] -> Ever. | |
| [1 hint left.] -> So stop trying. | |
| What should I feed to the pelican? | |
| [4 hints left.] -> A flapping, juicy fish would be nice if you can find one. | |
| [3 hints left.] -> The only fish you'll find is in the fountain. | |
| [2 hints left.] -> Unfortunately, you can't get the fish in the fountain. | |
| [1 hint left.] -> What makes you think the pelican is hungry? | |
| Can I enter the impenetrable forest? | |
| [1 hint left.] -> Look up the word "impenetrable" in a dictionary. | |
| What can I do with the gnarled tree? | |
| [2 hints left.] -> You can always CLIMB THE GNARLED TREE. | |
| [1 hint left.] -> Maybe you should have examined the tree first. | |
| What can I do with the dead branch? | |
| [2 hints left.] -> It probably won't help you deliver the envelope any faster. | |
| [1 hint left.] -> But it's a good idea to remember where it is. You might find a | |
| use for it later. | |
| Mr. Crisp fired me! What did I do? | |
| [1 hint left.] -> 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"? | |
| [2 hints left.] -> Because. | |
| [1 hint left.] -> 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? | |
| [1 hint left.] -> Just OPEN THE DOOR THEN GO INSIDE. | |
| Can I reopen the door the wind shut? | |
| [2 hints left.] -> You can't open it by yourself. | |
| [1 hint left.] -> Relax. Maybe somebody will come along and open it for you. | |
| How can I take the birthday cards? | |
| [4 hints left.] -> By removing them from the glass case. | |
| [3 hints left.] -> Unfortunately, you can't reach into the glass case. | |
| [2 hints left.] -> So you can't take the naughty birthday cards. | |
| [1 hint left.] -> You rascal. | |
| Why can't I approach the curtain? | |
| [2 hints left.] -> Maybe it doesn't like mail clerks. | |
| [1 hint left.] -> It's enchanted in such a way as to discourage nosey visitors. | |
| Who is the old woman? | |
| [3 hints left.] -> She's the proprietor of the Magick Shoppe. | |
| [2 hints left.] -> The mysterious envelope is addressed to her. | |
| [1 hint left.] -> So maybe you ought to give her the mysterious envelope. | |
| Why did the Shoppe become quiet? | |
| [4 hints left.] -> A noise stopped. | |
| [3 hints left.] -> A nearby mechanism stopped working. | |
| [2 hints left.] -> EXAMINE THE GRANDFATHER CLOCK. | |
| [1 hint left.] -> The clock stopped when the old woman appeared. Creepy, isn't | |
| it? | |
| The clock stopped. Is it a bug? | |
| [2 hints left.] -> It's not a bug. See the previous question for details. | |
| [1 hint left.] -> If it was a bug, you could blame it on one of the Infopeople | |
| who playtested the game. In alphabetical order, they are: "Hollywood" Dave | |
| Anderson, 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?" | |
| [4 hints left.] -> She's the person who mailed the mysterious envelope. | |
| [3 hints left.] -> She kidnapped the old woman's pet cat, and is demanding a | |
| Magick Stone for ransom. | |
| [2 hints left.] -> If she doesn't get the Stone before the moon sets, she'll | |
| probably do something awful to the cat. | |
| [1 hint left.] -> Doesn't sound like a very nice person, does she? | |
| What should I do with the metal can? | |
| [2 hints left.] -> Like all objects in the story, you should EXAMINE it. | |
| [1 hint left.] -> The rest is up to you. | |
| Why does the metal can rattle? | |
| [4 hints left.] -> Maybe there are some yummy mixed nuts inside. | |
| [3 hints left.] -> Then again, maybe not. | |
| [2 hints left.] -> There's something built into the can that makes it rattle. | |
| [1 hint left.] -> It's designed to lure innocent victims to their doom by making | |
| them believe there may be nuts inside. | |
| Why can't I move? | |
| [2 hints left.] -> The old woman is casting a subtle hypnotic spell on you. | |
| [1 hint left.] -> So shut up and pay attention. | |
| Who is "Chaos"? | |
| [2 hints left.] -> It's the name of the old woman's pet cat. | |
| [1 hint left.] -> It's also the name of Dan Horn's pet skunk. | |
| Who is Dan Horn? | |
| [4 hints left.] -> He's the owner of a pet skunk named Chaos. | |
| [3 hints left.] -> He used to work at Infocom. | |
| [2 hints left.] -> He paid .00 to see his name in print. | |
| [1 hint left.] -> (This space for sale.) | |
| My status line just went crazy! | |
| [3 hints left.] -> It's not a bug. | |
| [2 hints left.] -> It's a feature. | |
| [1 hint left.] -> It's the sort of thing that happens in Magick Shoppes. | |
| AFTER THE MAGICK SHOPPE | |
| What's up? Festeron changed! | |
| [5 hints left.] -> Exactly. | |
| [4 hints left.] -> The village seems to have come under an evil, supernatural | |
| influence. | |
| [3 hints left.] -> The influence's initials are T.E.O. | |
| [2 hints left.] -> The "T" stands for "The," and the "O" stands for "One." | |
| [1 hint left.] -> Sorry. You have to figure out the "E" yourself. | |
| Where is the stone, Wishbringer? | |
| [7 hints left.] -> It may be a lot closer than you think. | |
| [6 hints left.] -> It seems odd that the old woman didn't simply give it to you, | |
| doesn't it? | |
| [5 hints left.] -> Maybe the old woman gave it to you without telling you. | |
| [4 hints left.] -> Have you noticed a persistent rattling sound? | |
| [3 hints left.] -> Have you investigated the metal can since you left the Magick | |
| Shoppe? | |
| [2 hints left.] -> Have you looked inside the metal can? | |
| [1 hint left.] -> OPEN THE METAL CAN. SQUEEZE IT. | |
| Where is the Evil One? | |
| [1 hint left.] -> Don't worry. She'll find you. | |
| Who is Thermofax? | |
| [1 hint left.] -> He's a fire-breathing dragon mentioned in The Legend of | |
| Wishbringer and the opening title screen. | |
| Thermofax won't leave me alone! | |
| [3 hints left.] -> Throw the Magick Stone into his open maw. | |
| [2 hints left.] -> If that doesn't work, throw yourself into his open maw. | |
| [1 hint left.] -> 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? | |
| [7 hints left.] -> Use the map you drew on your way up the trail. | |
| [6 hints left.] -> You did take the story's advice when it told you to draw a | |
| map, didn't you? | |
| [5 hints left.] -> 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. | |
| [4 hints left.] -> There's another, safer way to get down the trail without a | |
| map. | |
| [3 hints left.] -> You'll need the Magick Stone. | |
| [2 hints left.] -> One of the Seven Wishes can clear the fog away. | |
| [1 hint left.] -> 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 vulture doing? | |
| [3 hints left.] -> It's watching you. | |
| [2 hints left.] -> Doesn't that make you uneasy? | |
| [1 hint left.] -> It ought to. The vulture is the Evil One's spy. | |
| How do I get past the toll gate? | |
| [17 hints left.] -> Why not just pay the troll? | |
| [16 hints left.] -> The troll won't take your gold coin? Gee. Tough luck. | |
| [15 hints left.] -> Maybe there's something else you can give the troll. | |
| [14 hints left.] -> What about the metal can? | |
| [13 hints left.] -> Troll still bothering you? This just isn't your lucky day. | |
| [12 hints left.] -> There are three ways to get past the troll. | |
| [11 hints left.] -> Two of the ways involve using the Magick Stone. | |
| [10 hints left.] -> The other way doesn't. | |
| [9 hints left.] -> The troll may or may not bother to examine your gold coin. | |
| [8 hints left.] -> If you're lucky, he won't examine it. | |
| [7 hints left.] -> 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. | |
| [6 hints left.] -> Another way past the troll is to WISH FOR DARKNESS. It will | |
| scare him away just as thoroughly as the snake. | |
| [5 hints left.] -> You can't WISH FOR DARKNESS until you've found the grue's | |
| milk. | |
| [4 hints left.] -> You won't find the milk until after you get past the troll. | |
| [3 hints left.] -> Using the Darkness Wish to get past the troll is only useful | |
| if you have to go past him twice. | |
| [2 hints left.] -> If you've already released the snake, you'll have to use | |
| Magick. | |
| [1 hint left.] -> The non-Magick way is to give the closed metal can to the | |
| troll, or to open it in front of him. The snake will scare him away. | |
| WITCHVILLE | |
| What's the giant stump for? | |
| [3 hints left.] -> It affords an excellent view of the surrounding area. | |
| [2 hints left.] -> Have you examined it lately? | |
| [1 hint left.] -> OPEN THE STUMP. Surprise! | |
| What is a grue? | |
| [1 hint left.] -> 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? | |
| [2 hints left.] -> Very carefully. | |
| [1 hint left.] -> Fortunately, you don't have to milk a grue to finish the | |
| story. | |
| Where do I find the grue's milk? | |
| [3 hints left.] -> Grue's milk must be kept in a cool, well-lighted place to | |
| stay spoiled. | |
| [2 hints left.] -> Grue refrigerators are cool and well-lighted. | |
| [1 hint left.] -> There's a grue refrigerator in the Grue's Nest. | |
| How do I safely get the grue's milk? | |
| [5 hints left.] -> Avoid waking up the beast with light or noise. | |
| [4 hints left.] -> The light source you're carrying is waking up the beast. | |
| [3 hints left.] -> Cover the beast so it can't see. | |
| [2 hints left.] -> Blankets make an excellent cover. | |
| [1 hint left.] -> 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? | |
| [6 hints left.] -> You'll need a source of light. | |
| [5 hints left.] -> Have you found the small stone yet? | |
| [4 hints left.] -> Have you examined it? | |
| [3 hints left.] -> There's another, more conventional source of light. | |
| [2 hints left.] -> It's in the church. | |
| [1 hint left.] -> Go into the church and STEAL THE CANDLE. | |
| Why can't I blow out the candle? | |
| [2 hints left.] -> It's magic. | |
| [1 hint left.] -> It's Magick. | |
| What is the Boot Patrol? | |
| [1 hint left.] -> Stay in one place for a while. You'll find out. | |
| How do I get out from the jail? | |
| [9 hints left.] -> Maybe you're not the first person who's tried to escape. | |
| [8 hints left.] -> Have you investigated everything in the Jail Cell? | |
| [7 hints left.] -> Have you looked under everything? | |
| [6 hints left.] -> LOOK UNDER THE BUNK. | |
| [5 hints left.] -> If this is the first time you've been thrown in jail, just | |
| MOVE THE BUNK THEN GO INTO THE HOLE. | |
| [4 hints left.] -> If not, you'll find that the hole has been cemented over. Now | |
| you'll need Magick to get out of the Jail Cell. | |
| [3 hints left.] -> One of the Seven Wishes might work. | |
| [2 hints left.] -> EAT THE CHOCOLATE THEN WISH FOR FREEDOM. | |
| [1 hint left.] -> 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? | |
| [8 hints left.] -> Give it what it wants. | |
| [7 hints left.] -> Give it mail. | |
| [6 hints left.] -> Give it stamped mail. | |
| [5 hints left.] -> There's another mailbox with some stamped mail in it. | |
| [4 hints left.] -> Find a shimmering trail. | |
| [3 hints left.] -> The shimmering trail is at the Rocky Path. | |
| [2 hints left.] -> OPEN THE SMALL MAILBOX. TAKE THE LEAFLET OUT OF THE BOX. Go | |
| to the big mailbox and FEED THE LEAFLET TO THE BIG MAILBOX. | |
| [1 hint left.] -> Congratulations. You have a new companion. | |
| The small mailbox follow me! Why? | |
| [2 hints left.] -> It likes mail clerks. | |
| [1 hint left.] -> It likes you. | |
| How do I get through the Cemetery? | |
| [2 hints left.] -> Did somebody warn you about going in there after dark? | |
| [1 hint left.] -> You can't get through the Cemetery. It's a trap. | |
| What is an eldritch vapor? | |
| [2 hints left.] -> Any relation to Eldridge Cleaver? | |
| [1 hint left.] -> They're mischievous but generally harmless ghosts that hang | |
| around cemeteries at night, annoying passersby with supernatural tricks. | |
| Help! The vapors stole everything! | |
| [3 hints left.] -> Have you looked around the village? | |
| [2 hints left.] -> Everywhere? | |
| [1 hint left.] -> The vapors will scatter your possessions randomly around the | |
| village, always outdoors. Pesty little critters, aren't they? | |
| How can I get past the hellhound? | |
| [14 hints left.] -> Maybe you can bribe the hellhound the same way you bribed | |
| the poodle. | |
| [13 hints left.] -> Then again, maybe not. | |
| [12 hints left.] -> There are three ways to get past the hellhound. | |
| [11 hints left.] -> One of them involves Magick. | |
| [10 hints left.] -> One of the Seven Wishes might help you. | |
| [9 hints left.] -> WISH FOR DARKNESS while standing outside the cottage. The | |
| hellhound will cower in fear long enough for you to get past. | |
| [8 hints left.] -> Another way involves the video game in the arcade. | |
| [7 hints left.] -> Refer to the arcade hints for instructions on how to play the | |
| video game. | |
| [6 hints left.] -> The last way to get past the hellhound only works if you've | |
| already been inside the Tower. | |
| [5 hints left.] -> Have you read all of the mail in the story? | |
| [4 hints left.] -> Have you read the violet note? | |
| [3 hints left.] -> You can't open the violet note yourself. | |
| [2 hints left.] -> Wait until Mr. Crisp opens the violet note. After he leaves, | |
| read the note. | |
| [1 hint left.] -> Then go to the hellhound and say ALEXIS, HEEL. The hellhound | |
| will become considerably less ferocious. | |
| PLATYPUSES (OR IS IT PLATYPI?) | |
| What's inside the pit? | |
| [5 hints left.] -> Maybe you should LOOK INSIDE THE PIT. | |
| [4 hints left.] -> If you found a platypus, congratulations. | |
| [3 hints left.] -> If not, you must have disturbed the pile of leaves that used | |
| to cover the pit. Shame on you! | |
| [2 hints left.] -> You can't possibly finish the story if you disturbed that | |
| pile of leaves. | |
| [1 hint left.] -> RESTART. Next time, heed the message in the sand! | |
| What is a platypus? | |
| [3 hints left.] -> Look it up in an encyclopedia. | |
| [2 hints left.] -> A platypus has webbed feet, a flat tail, dense fur, and a | |
| bill that looks like a duck's bill. | |
| [1 hint left.] -> Amazing, aren't they? | |
| What do I do with the platypus? | |
| [15 hints left.] -> Maybe you don't have to do anything with it. | |
| [14 hints left.] -> Unless you want to finish the story. | |
| [13 hints left.] -> It'd be really nice if you rescued the platypus. | |
| [12 hints left.] -> Not as easy as it sounds, eh? | |
| [11 hints left.] -> There are two ways to rescue the platypus. | |
| [10 hints left.] -> One of them involves the use of Magick. | |
| [9 hints left.] -> Platypuses are great swimmers. | |
| [8 hints left.] -> If you filled the pit with water, the platypus might be smart | |
| enough to swim out. | |
| [7 hints left.] -> One of the Seven Wishes might help you fill the pit with | |
| water. | |
| [6 hints left.] -> While standing at Edge of Lake, OPEN THE UMBRELLA THEN WISH | |
| FOR RAIN. | |
| [5 hints left.] -> 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. | |
| [4 hints left.] -> How deep is the pit? | |
| [3 hints left.] -> There's something you can get that might help you reach into | |
| the pit. | |
| [2 hints left.] -> Did you notice the dead branch at Cliff Bottom? | |
| [1 hint left.] -> 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? | |
| [4 hints left.] -> That's what our marketing department wanted to know. | |
| [3 hints left.] -> But we wouldn't explain it to them. | |
| [2 hints left.] -> And we won't explain it to you, either. | |
| [1 hint left.] -> Marketing Department's Note: Actually, Brian Moriarty is a bit | |
| strange, and we decided it was best to humor him. | |
| What's the silver whistle for? | |
| [6 hints left.] -> What silver whistle? | |
| [5 hints left.] -> Oh, that silver whistle! Well, you can always EXAMINE THE | |
| WHISTLE. | |
| [4 hints left.] -> If you're really adventurous, you could even (dare we suggest | |
| it?) try to BLOW THE WHISTLE. | |
| [3 hints left.] -> 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. | |
| [2 hints left.] -> The whistle only twinkles when you're at Edge of Lake. | |
| [1 hint left.] -> BLOW THE WHISTLE only when it's twinkling ... unless you just | |
| like to hear the music. | |
| How do I get to Misty Island? | |
| [1 hint left.] -> Read the previous hint. You may discover something unexpected. | |
| What should I say to King Anatinus? | |
| [6 hints left.] -> You don't need to say anything. Just do what he says. | |
| [5 hints left.] -> If he offers you a gift, take it. | |
| [4 hints left.] -> TAKE THE HAT. | |
| [3 hints left.] -> If he asks you to do anything, do it. | |
| [2 hints left.] -> BLOW THE WHISTLE. | |
| [1 hint left.] -> Don't annoy the King. You might be sorry. | |
| What do I do with the wizard's hat? | |
| [3 hints left.] -> Do what the King told you to do. | |
| [2 hints left.] -> Take the hat to the pelican. | |
| [1 hint left.] -> GIVE THE HAT TO THE PELICAN. | |
| Why's the pelican on the lighthouse? | |
| [1 hint left.] -> Read the above hint. | |
| THE THEATRE AND THE ARCADE | |
| How do I get into the movie theater? | |
| [4 hints left.] -> There are two ways into the movie theater. | |
| [3 hints left.] -> The first way into the theater involves the use of Magick. | |
| [2 hints left.] -> Go into the theater lobby and WISH FOR DARKNESS. You can | |
| sneak inside while the gravedigger is stumbling around in the dark. | |
| [1 hint left.] -> Or GIVE THE GOLD COIN TO MISS VOSS. GO INSIDE. GIVE THE TICKET | |
| TO THE GRAVEDIGGER. GO INTO THE THEATER. | |
| Why is the movie is all fuzzy? | |
| [7 hints left.] -> Did you read the marquee outside the theater? | |
| [6 hints left.] -> Did you examine the empty carton in the lobby? | |
| [5 hints left.] -> This is a 3D movie. You need a pair of 3D glasses to see it. | |
| [4 hints left.] -> Did you look inside the carton in the lobby? | |
| [3 hints left.] -> Oh, well. Looks like they're all gone. But maybe somebody | |
| dropped a pair somewhere. | |
| [2 hints left.] -> Have you searched everywhere in the theater? | |
| [1 hint left.] -> LOOK UNDER THE SEATS. | |
| Where can I find an arcade token? | |
| [4 hints left.] -> Ask one of the humanoids. They seem to have plenty of tokens. | |
| [3 hints left.] -> Oh, well. Maybe somebody dropped one somewhere. | |
| [2 hints left.] -> Have you been to the Park lately? | |
| [1 hint left.] -> LOOK IN THE FOUNTAIN. | |
| I found the token! How do I get it? | |
| [11 hints left.] -> Simply TAKE THE TOKEN OUT OF THE FOUNTAIN. | |
| [10 hints left.] -> But the piranha might have other ideas. | |
| [9 hints left.] -> Remember the poodle? | |
| [8 hints left.] -> Maybe you can distract the piranha the same way you | |
| distracted the poodle. | |
| [7 hints left.] -> It's not likely that the piranha would be interested in a | |
| bone. | |
| [6 hints left.] -> But it might be interested in something else. | |
| [5 hints left.] -> If you were a fish, what would you be interested in? | |
| [4 hints left.] -> Have you found the grue's milk yet? | |
| [3 hints left.] -> Have you visited the Grue's Nest yet? | |
| [2 hints left.] -> There's more than one item in the grue refrigerator. | |
| [1 hint left.] -> 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? | |
| [12 hints left.] -> It would help if you turned on the machine. | |
| [11 hints left.] -> PUT THE TOKEN IN THE SLOT. | |
| [10 hints left.] -> Have you tried to EXAMINE THE SCREEN? | |
| [9 hints left.] -> The screen looks just like the map in your Wishbringer | |
| package. | |
| [8 hints left.] -> Did you EXAMINE THE STAR? | |
| [7 hints left.] -> Did you EXAMINE THE JOYSTICK? | |
| [6 hints left.] -> To experiment, try to PUSH THE JOYSTICK TO THE WEST. Then | |
| EXAMINE THE STAR. | |
| [5 hints left.] -> Maneuver the star to an interesting square on the grid. When | |
| you're satisfied, PUSH THE BIG RED BUTTON. | |
| [4 hints left.] -> You're not afraid of a bunch of stunted humanoids, are you? | |
| Go on! PUSH THE BUTTON! | |
| [3 hints left.] -> Most of the squares in the video game aren't very | |
| interesting. | |
| [2 hints left.] -> But one of them is VERY interesting. | |
| [1 hint left.] -> 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 TOWER | |
| How do I get into the Tower? | |
| [5 hints left.] -> Didn't King Anatinus say something about getting into the | |
| Tower? | |
| [4 hints left.] -> You need a Word of Power. | |
| [3 hints left.] -> The pelican knows what it is. | |
| [2 hints left.] -> The pelican won't give you the Word unless you give it | |
| something in return. | |
| [1 hint left.] -> 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. | |
| The Princess got captured again! | |
| [1 hint left.] -> She isn't a very smart platypus, is she? | |
| Mr. Crisp is about to torture me! | |
| [3 hints left.] -> He's sleazy enough to take a bribe. | |
| [2 hints left.] -> Didn't somebody ask you to give him something a long time | |
| ago? | |
| [1 hint left.] -> GIVE THE VIOLET NOTE TO MR. CRISP. | |
| Crisp's gone, but I'm still chained! | |
| [7 hints left.] -> There are two ways to get out of the chains. | |
| [6 hints left.] -> One of them involves Magick. | |
| [5 hints left.] -> WISH FOR FREEDOM will work. | |
| [4 hints left.] -> But you wouldn't need Magick if you had the key to the | |
| chains. | |
| [3 hints left.] -> Mr. Crisp dropped the key in his lab coat, remember? | |
| [2 hints left.] -> He dropped the lab coat on the floor. | |
| [1 hint left.] -> PICK UP THE WHITE LAB COAT. TAKE THE KEY OUT OF THE COAT. | |
| UNLOCK THE CHAINS WITH THE KEY. | |
| Where did Mr. Crisp go? | |
| [2 hints left.] -> He went to visit his sweetheart, Miss Voss. | |
| [1 hint left.] -> But who cares, as long as he isn't here to torture you? | |
| How do I release the Princess? | |
| [2 hints left.] -> Just do what she says. | |
| [1 hint left.] -> PULL DOWN THE LEVER. | |
| How do I exit the torture chamber? | |
| [2 hints left.] -> The same way Mr. Crisp did. | |
| [1 hint left.] -> OPEN THE HATCH. CLIMB UP THE LADDER. | |
| What are the paintings for? | |
| [4 hints left.] -> The story they illustrate may sound vaguely familiar. | |
| [3 hints left.] -> Especially if you read The Legend of Wishbringer. | |
| [2 hints left.] -> The paintings also conceal an important secret. | |
| [1 hint left.] -> LOOK BEHIND A PAINTING. | |
| The drawbridge is closed again! | |
| [1 hint left.] -> Read the previous hint for clues. | |
| The suit of armor is chasing me! | |
| [4 hints left.] -> Hit it with the dead branch. | |
| [3 hints left.] -> Throw the stone at it. | |
| [2 hints left.] -> 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. | |
| [1 hint left.] -> There is no suit of armor in this story. | |
| Why's this tower room all blurry? | |
| [2 hints left.] -> Blurry, huh? Gee. Maybe you need glasses. | |
| [1 hint left.] -> PUT ON THE 3D GLASSES after you walk into the blurry room. | |
| What should I do with the telescope? | |
| [3 hints left.] -> You could ignore it. It's probably just a prop. | |
| [2 hints left.] -> The telescope is just a prop. | |
| [1 hint left.] -> So ignore it! | |
| What are the bubbling chemicals for? | |
| [1 hint left.] -> They're not significant at all. Leave them alone. | |
| What is the control panel for? | |
| [5 hints left.] -> It has two switches, so it probably controls two things. | |
| [4 hints left.] -> Have you examined both of the switches? | |
| [3 hints left.] -> The first switch controls the power in the Palace Theater. | |
| (If you watched the entire movie, you'd already know this.) | |
| [2 hints left.] -> The second switch controls the "security" for something. Hmm. | |
| Wonder what the Evil One wants to keep secure ... | |
| [1 hint left.] -> TURN OFF THE SECOND SWITCH. | |
| THE LIBRARY | |
| How do I get into the Library? | |
| [6 hints left.] -> Wait until Miss Voss opens it tomorrow morning. | |
| [5 hints left.] -> Unfortunately, you haven't got time to wait. Looks like | |
| you'll have to unlock the front door somehow. | |
| [4 hints left.] -> Miss Voss locked it earlier. Maybe she put the key somewhere. | |
| [3 hints left.] -> Have you visited Miss Voss's cottage yet? | |
| [2 hints left.] -> It's easy to get into the cottage once you tame the | |
| hellhound. (But that's another hint.) | |
| [1 hint left.] -> The key to the Library is on Miss Voss's bookcase. | |
| How can I see in the Library? | |
| [10 hints left.] -> The candle is a source of light. | |
| [9 hints left.] -> Too bad the candle fizzles out when the Library door closes. | |
| [8 hints left.] -> Wishbringer is also a source of light. | |
| [7 hints left.] -> If you haven't found the Stone yet, you're in trouble. But | |
| there is another way to see in the Library. | |
| [6 hints left.] -> Have you examined the wizard's hat? | |
| [5 hints left.] -> Have you looked inside the wizard's hat? | |
| [4 hints left.] -> Have you dropped anything inside the wizard's hat? | |
| [3 hints left.] -> Things you drop into the wizard's hat disappear. But they | |
| might turn up someplace else. | |
| [2 hints left.] -> Things you drop into the hat appear in the Museum's display | |
| case. | |
| [1 hint left.] -> 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 circulation desk key? | |
| [3 hints left.] -> The steel key might work. After all, it unlocked the library | |
| door. | |
| [2 hints left.] -> Then again, why should a door key work in a desk? | |
| [1 hint left.] -> There is no desk key. You can't open the circulation desk. | |
| Can I get the spider in the books? | |
| [5 hints left.] -> You'll have to pick up the books first. | |
| [4 hints left.] -> You'll need a library card to take the books. | |
| [3 hints left.] -> Shucks! You forgot your library card. | |
| [2 hints left.] -> There isn't any spider in the library books. | |
| [1 hint left.] -> Or anywhere else, either. | |
| How do I open the display case? | |
| [11 hints left.] -> Did you try the rusty key? | |
| [10 hints left.] -> Did you try the steel key? | |
| [9 hints left.] -> Did you try the key in the circulation desk? | |
| [8 hints left.] -> Did you read the above hint about unlocking the circulation | |
| desk? | |
| [7 hints left.] -> You can't unlock the display case. | |
| [6 hints left.] -> Force may be necessary. | |
| [5 hints left.] -> You'll need a heavy object to break the case. | |
| [4 hints left.] -> 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. | |
| [3 hints left.] -> Naturally, you remembered to EXAMINE THE DISPLAY CASE before | |
| breaking it. | |
| [2 hints left.] -> You must deactivate the security system before breaking the | |
| case. | |
| [1 hint left.] -> The switch for the security system is in the Laboratory. | |
| How do I leave with the sculpture? | |
| [6 hints left.] -> Try unlocking the door. | |
| [5 hints left.] -> Lock's on the outside? Oh, well. Why not WISH FOR FLIGHT? | |
| [4 hints left.] -> Nope, you're indoors. But you can still WISH FOR FREEDOM. | |
| [3 hints left.] -> Not confined, eh? There must be another way out, then. | |
| [2 hints left.] -> Have you tried to EXAMINE THE SCULPTURE yet? | |
| [1 hint left.] -> Go on to the next hint. | |
| What should I do with the sculpture? | |
| [6 hints left.] -> Such a fine work of art should probably be examined. | |
| [5 hints left.] -> Hmm. Seems to be a piece missing. | |
| [4 hints left.] -> Have you tried to WISH FOR ADVICE? | |
| [3 hints left.] -> Have you tried to WISH FOR FORESIGHT? | |
| [2 hints left.] -> Something might fit into the forehead of the statue. | |
| [1 hint left.] -> PUT THE STONE INTO THE FOREHEAD. | |
| Who's the old woman in the Library? | |
| [4 hints left.] -> She looks familiar, but somewhat fuzzy. | |
| [3 hints left.] -> What can you do to make fuzzy things clearer? | |
| [2 hints left.] -> PUT ON THE 3D GLASSES. | |
| [1 hint left.] -> Yipes! | |
| How do I escape the sinister being? | |
| [9 hints left.] -> Just walk right past her. She won't mind. | |
| [8 hints left.] -> Much. | |
| [7 hints left.] -> You could try bribing her with something. | |
| [6 hints left.] -> Maybe she'll accept that nice, glowing stone you're holding. | |
| [5 hints left.] -> But if you want to finish the story, you won't give it to | |
| her. | |
| [4 hints left.] -> Stop fooling around! Kill her before she turns you into | |
| something awful! | |
| [3 hints left.] -> Too tough, eh? Maybe you should continue what you were doing | |
| before she interrupted. | |
| [2 hints left.] -> PUT THE STONE INTO THE FOREHEAD. | |
| [1 hint left.] -> Don't listen to her! PUT THE STONE INTO THE FOREHEAD! | |
| THE SEVEN WISHES | |
| What Advice do I get from the shell? | |
| [8 hints left.] -> There are seven bits of Advice. In order of appearance, they | |
| are: | |
| [7 hints left.] -> 1. "If ye hath not kept a Map, only patience or Magick can | |
| help thee." | |
| [6 hints left.] -> 2. "Magick may help thee cross the Bridge." | |
| [5 hints left.] -> 3. "Release a Prisoner, and be Rewarded." | |
| [4 hints left.] -> 4. "Learn the Word of Power, else never gain the Tower." | |
| [3 hints left.] -> 5. "One path Magick, one path Science; both lead to thy | |
| Goal." | |
| [2 hints left.] -> 6. "Many wonders await thee in the Halls of Knowledge." | |
| [1 hint left.] -> 7. "Fit the Pieces together, and the Puzzle is complete." | |
| Where is WISH FOR RAIN useful? | |
| [3 hints left.] -> If you're lost in the fog, wishing for Rain will wash you | |
| safely down to the Cliff Bottom. | |
| [2 hints left.] -> 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. | |
| [1 hint left.] -> Wishing for Rain anywhere else is harmless, but the downpour | |
| might irritate nearby characters. | |
| When should I WISH FOR FLIGHT? | |
| [5 hints left.] -> Whenever you want to go back to the Magick Shoppe. Just make | |
| sure you're outdoors (or in the Laboratory), and off you go! | |
| [4 hints left.] -> It's not a good idea to go back to the Magick Shoppe until | |
| you've found Chaos, the old woman's black cat. | |
| [3 hints left.] -> Make sure the black cat you've found is the right one. | |
| [2 hints left.] -> If you locate the real Chaos, you won't need to WISH FOR | |
| FLIGHT. | |
| [1 hint left.] -> So you'll never need to WISH FOR FLIGHT. It's a trap. | |
| Why do I want to WISH FOR DARKNESS? | |
| [8 hints left.] -> Some characters might not like the sudden Darkness. | |
| [7 hints left.] -> One of them is the troll at the toll gate. | |
| [6 hints left.] -> If you WISH FOR DARKNESS with the troll present, he'll run | |
| away across the bridge. | |
| [5 hints left.] -> The gravedigger is afraid of the dark, too. | |
| [4 hints left.] -> 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?) | |
| [3 hints left.] -> There's one other creature who doesn't like Darkness. | |
| [2 hints left.] -> It's the hellhound. | |
| [1 hint left.] -> If you WISH FOR DARKNESS at Outside Cottage, the hellhound | |
| will cower in fear long enough for you to sneak past. | |
| What's the WISH FOR FORESIGHT? | |
| [3 hints left.] -> You get a tantalizing, heavily symbolic glimpse of the | |
| future, all mixed up with snippets of the past and present. | |
| [2 hints left.] -> Don't worry about what it means. | |
| [1 hint left.] -> It's a dream sequence. | |
| Why didn't the WISH FOR MAGICK work? | |
| [4 hints left.] -> You weren't holding Wishbringer. | |
| [3 hints left.] -> You weren't holding the Magick Wand. | |
| [2 hints left.] -> You didn't wave the Magick Wand over the Magick Rutabaga. | |
| [1 hint left.] -> Magick Wand? Magick Rutabaga? WISH FOR MAGICK? | |
| Why should I WISH FOR LUCK? | |
| [8 hints left.] -> Luck gives you all sorts of little benefits that make it | |
| easier to finish the story. | |
| [7 hints left.] -> There are five ways the WISH FOR LUCK can help you. | |
| [6 hints left.] -> The five ways are: | |
| [5 hints left.] -> 1. If you're Lucky, the troll won't notice that your gold | |
| coin is a "counterfeit." | |
| [4 hints left.] -> 2. 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. | |
| [3 hints left.] -> 3. Normally, the eldritch vapors in the cemetery 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. | |
| [2 hints left.] -> 4. 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. | |
| [1 hint left.] -> 5. Your chances of being eaten by a grue in the dark are much | |
| lower if you're Lucky. | |
| Why was my Luck Wish neutralized? | |
| [1 hint left.] -> Next time, avoid opening the umbrella indoors or walking under | |
| the ladder. These are very Unlucky things to do. | |
| Where should I WISH FOR FREEDOM? | |
| [4 hints left.] -> It only works in two situations. | |
| [3 hints left.] -> 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). | |
| [2 hints left.] -> You can also free yourself from the chains in the Torture | |
| Chamber with a WISH FOR FREEDOM. | |
| [1 hint left.] -> Just make sure Mr. Crisp isn't there when you try it. | |
| MISCELLANEOUS | |
| HOW POINTS ARE SCORED | |
| [17 hints left.] -> 1 - Enter the Post Office | |
| [16 hints left.] -> 5 - Take the mysterious envelope | |
| [15 hints left.] -> 1 - Take the old bone | |
| [14 hints left.] -> 3 - Feed the bone to the poodle | |
| [13 hints left.] -> 3 - Take the note from Miss Voss | |
| [12 hints left.] -> 1 - Take the gold coin | |
| [11 hints left.] -> 1 - Arrive at Cliff Edge | |
| [10 hints left.] -> 5 - Give envelope to old woman | |
| [9 hints left.] -> 1 - Read letter to old woman | |
| [8 hints left.] -> 3 - Take metal can from old woman | |
| [7 hints left.] -> 3 - Frighten troll with snake | |
| [6 hints left.] -> 5 - Take the small stone | |
| [5 hints left.] -> 5 - Remove dead branch from pit | |
| [4 hints left.] -> 3 - Take the silver whistle | |
| [3 hints left.] -> 1 - Take the wizard's hat | |
| [2 hints left.] -> 5 - Give wizard's hat to pelican | |
| [1 hint left.] -> 3 - Buy ticket | |
| HOW POINTS ARE SCORED - continued | |
| [17 hints left.] -> 3 - Take the 3D glasses | |
| [16 hints left.] -> 3 - Take the blanket | |
| [15 hints left.] -> 3 - Cover beast with blanket | |
| [14 hints left.] -> 3 - Take the earthworm | |
| [13 hints left.] -> 3 - Take token from fountain | |
| [12 hints left.] -> 1 - Put token in arcade machine | |
| [11 hints left.] -> 5 - Transport to Hilltop | |
| [10 hints left.] -> 3 - Open the drawbridge | |
| [9 hints left.] -> 3 - Take the rusty key | |
| [8 hints left.] -> 1 - Unlock your chains | |
| [7 hints left.] -> 3 - Read the violet note | |
| [6 hints left.] -> 1 - Turn the crank | |
| [5 hints left.] -> 3 - Turn off second power switch | |
| [4 hints left.] -> 5 - "Alexis, heel." | |
| [3 hints left.] -> 3 - Take the steel key | |
| [2 hints left.] -> 3 - Unlock the library door | |
| [1 hint left.] -> 5 - Put small stone in sculpture | |
| HOW POINTS ARE LOST | |
| [7 hints left.] -> -10 - Fail to take the violet note | |
| [6 hints left.] -> -10 - Disturb the pile of leaves | |
| [5 hints left.] -> -10 - Give small stone to vulture | |
| [4 hints left.] -> -10 - Give small stone to pelican | |
| [3 hints left.] -> -10 - Torture the Princess | |
| [2 hints left.] -> -10 - Torture the black cat | |
| [1 hint left.] -> -10 - Feed grue's milk to Chaos | |
| FOR YOUR AMUSEMENT | |
| [23 hints left.] -> Have you tried: | |
| [22 hints left.] -> Reading the theater marquee before delivering the envelope? | |
| [21 hints left.] -> Listening to the conch shell before delivering the envelope? | |
| [20 hints left.] -> Examining the grandfather clock repeatedly? | |
| [19 hints left.] -> Examining the video game in Festeron? In Witchville? | |
| [18 hints left.] -> Opening the metal can inside the Magick Shoppe? | |
| [17 hints left.] -> Examining the wanted posters in Festeron? In Witchville? | |
| [16 hints left.] -> Staying in the Jail Cell after being captured by the Boot | |
| Patrol? | |
| [15 hints left.] -> Getting captured three times by the Boot Patrol, after | |
| saving the seahorse? Without saving the seahorse? | |
| [14 hints left.] -> Ignoring King Anatinus? Dropping the whistle or the hat? | |
| [13 hints left.] -> Letting the small mailbox meet the big mailbox? | |
| [12 hints left.] -> Looking around the Museum after the mailboxes have met? If | |
| the mailboxes never met? | |
| [11 hints left.] -> Leaving things in either mailbox, letting the boxes meet, | |
| and looking inside the fossil afterward? | |
| [10 hints left.] -> Putting things inside the wizard's hat? And finishing the | |
| story? | |
| [9 hints left.] -> Trying to KILL THE STUNTED HUMANOIDS? | |
| [8 hints left.] -> Dropping the lighted candle into the bay, lake or river? | |
| [7 hints left.] -> Wishing for freedom while Mr. Crisp is watching? | |
| [6 hints left.] -> Pushing the lever on the torture machine UP while the | |
| Princess was clamped inside? | |
| [5 hints left.] -> Putting interesting objects (like the black cat) into the | |
| torture machine, and pushing the lever up? | |
| [4 hints left.] -> Torturing the Princess and the black cat at the same time? | |
| [3 hints left.] -> Pouring out the grue's milk near the black cat? Near Chaos? | |
| [2 hints left.] -> Putting on the 3D glasses just before you put the stone into | |
| the sculpture? And then NOT putting it in? | |
| [1 hint left.] -> Giving the stone to the old woman in the Museum | |
Xet Storage Details
- Size:
- 46.1 kB
- Xet hash:
- 2a657ef86e4cbfb3d50d2afa2ff2fa675b5f4060e86accc0adcd7834ab94290b
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