[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 $10.00 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