InvisiClues
hints for The Magic Word
The hints are provided in increasing levels of
specificity. Highlight the text
following a number to read a hint.
How do I leave the Great Hall?
1. Are
you the kind of person who can't read the writing on the wall?
2. Seriously,
read the writing on the wall.
3. XYZZY.
I'm stuck somewhere. Now what?
1. Have
you tried doing some things?
2. And
then tried doing something else?
3. It
seems like the imp is in control.
4. WAIT (or use any other accepted command)
until the imp allows you to PUSH BUTTON, then do so.
This warehouse is crazy. What am I
supposed to do?
1. The
imp is still in control.
2. You're
only allowed the verbs he's given you.
3. At first, you can only
LOOK and PUSH.
4. What
can be pushed? (Besides the button, which doesn't seem to do anything?)
5. PUSH
LADDER.
6. PUSH
LADDER again to get it under the silver switch.
7. PUSH
SWITCH.
8. The
lights changed, and now you can't push anything. But something happened with
the track that the ladder is on.
9. PULL
LADDER.
10. Pull
it again under the brass switch.
11. PULL
SWITCH.
12. Note that the
yellow light went on. The imp gives a clue about what it does.
13. PULL
SWITCH again to get the brass handle.
I'd like to take more action.
1. Has a light bulb
gone off yet?
2. A red light lit up
when the imp gave you PUSH.
3. Every verb that
will be a possibility in the Void is controlled by a light or lamp.
4. The switches along
the northern wall control PUSH, PULL, and EXAMINE / TURN.
5. After you have
pulled down the brass switch, EXAMINE the lamps.
6. The yellow and green
lamps have chains you can PULL to switch between EXAMINE and TURN.
7. PUSH and PULL are
controlled by the silver switch.
8. If you've pulled the ladder
to the right, you'll need to PULL ROPE to reactivate PUSH.
9. OPEN is controlled
by the pan scale at the end of the fireball track.
10. The imp will give
you EAST and WEST. WAIT is controlled by the timer and isn't all that
necessary.
11. You can always
type VERBS to see what verbs are available to you in the Void.
12. If you're distraught
by the lack of INVENTORY, try EXAMINE ME.
How do I deal with the timer?
1. It
will always be counting down.
2. You
need a way to reset it.
3. TURN
would be helpful.
4. Examine
the lamps.
5. The
green and yellow ones have chains.
6. PULL
GREEN.
7. TURN
TIMER.
8. You'll likely have
to reset it several times during your adventure in the Void.
What's with the wheels on the western
wall?
1. They're
associated with something else in the Void.
2. What
else comes in a group of 3?
3. They're
connected to the slot machine.
4. Assuming
you've taken the brass handle, pull the slot machine. Then pull it again.
5. Now
examine the symbols on the wheels.
6. The
2D symbols on the wheels match the 3D symbols on the slot machine.
7. The wheels control
the symbols of the slot machine.
8. You
win on a slot machine by matching three of a kind.
9. Each
wheel controls at least one other wheel.
10. You
should turn the one that controls all three first.
11. The symbols are always in the
same sequence, but each wheel may move through them differently.
12. Start
by turning the nickel wheel to the desired symbol.
13. Then turn the pewter wheel until
the pewter and lead symbols match.
14. Then turn the lead wheel until
you have three of a kind.
15. But only one set of symbols will
produce a winner!
Ugh. A keypad.
1. Try
pressing the various buttons to see what they do. It should be pretty clear what the keypad is
connected to.
2. It's
connected to the aquarium.
3. PUSH
BLANK. PUSH 1. PUSH 2. PUSH 3. PUSH 4.
4. PRESS
SNAKE. Consider how the code changes.
5. PRESS
OCTOPUS.
6. The octopus button
allows you to try opening the aquarium cabinets. If you have OPEN, try doing
so. OPEN 1.
7. PULL
TENTACLE.
8. The
code you enter impacts which cabinets you can and should open.
9. But
there are only 6 cabinets.
10. And
only some digits map to numbers 1-6.
11. Use
the snake button to figure out which numbers flip between 1 and 6.
12. The numbers are 2, 3, 4, and 6.
13. You will need to leave the "opposite" version of
the code on the keypad but use the "correct" code with the aquarium.
14. PUSH BLANK. PUSH 2.
PUSH 3. PUSH 4. PUSH 6. PUSH SNAKE. PUSH HEXAPUS.
15. Open
the hexapus cabinets and pull on the tentacles in the
order you entered the code. (OPEN 2. PULL TENTACLE. etc.)
16. Specifically, if you
entered 2346 and then pressed the snake button and the hexapus button, you
would: OPEN 2. PULL TENTACLE. OPEN 3. PULL TENTACLE. OPEN 4. PULL TENTACLE.
OPEN 6. PULL TENTACLE. You'll automatically take the toolbox.
17. OPEN TOOLBOX.
There are a lot of letters on these dials.
1. Each
dial controls a fan.
2. The
fans move the banana in the tube.
3. You
want to position the banana over the hole in the tube.
4. The
hole is pretty close to the left-hand side.
5. The
black fan is the strongest fan, so set that one first.
6. The
higher the letter, the stronger the fan blows.
7. TURN
BLACK TO A.
8. The
rest of the dials will spell a word.
9. What
three-letter word might seem appropriate for a banana and other things you know
about the Void?
10. TURN
GRAY TO P.
11. TURN
WHITE TO E.
12. Now
you need to spell a new word. You need to get the banana aligned with the
yellow line.
13. The
dials control the height of the rope, with the black dial again being the
strongest.
14. What
three-letter word might be helpful now?
15. TURN
BLACK TO E.
16. TURN
GRAY TO A.
17. TURN
WHITE TO T.
What am I supposed to do with these gears?
1. You
can't turn them by hand.
2. You
need a tool.
3. It's
found in the toolbox.
4. OPEN
TOOLBOX. You automatically take the crank.
5. TURN
CRANK.
6. You're
not strong enough. Who else might be?
7. Make
sure you've solved the dials puzzle first.
8. OPEN
CAGE.
9. You
only have a short time to do what comes next.
10. It's
going to be dark where you're going.
11. Do
you have the lantern?
12. And
the battery?
13. OPEN
LANTERN to put the battery inside of it.
14. XYZZY.
How do I use the fireball track?
1. PUSH
BUTTON.
2. Note
which color the fireball is.
3. Note
which colors the flames along the track are.
4. The
colors need to match.
5. The
metal fitting in the floor will help.
6. PUSH
or PULL FITTING if you have the brass handle. Note how the flames change
colors.
7. But
not all colors will be available!
8. The
correctly colored lamps will need to be lit.
9. That
means you'll need to manage PUSH and PULL.
10. As
well as TURN and EXAMINE.
11. Push
the ladder all the way to the left.
12. PUSH BUTTON.
Then make sure you have the
correct colors available.
13. The colors are BLUE = PULL, RED = PUSH, YELLOW = EXAMINE,
GREEN = TURN.
14. You'll
have to PUSH SWITCH, PULL ROPE, PULL GREEN, PULL YELLOW, PULL FITTING, and PUSH
FITTING as appropriate. You can WAIT in
between turns if the timer is above 30.
Otherwise, you can LOOK to pass the time.
15. Then
you get to do it again!
16. If
the magic wears off, repeat the process. You'll only need to do it correctly
once, not twice.
What about the slot machine?
1. When
you have the brass handle, PULL HANDLE.
2. Do it again.
3. The symbols didn't change.
4. The slot machine is connected to
something else in the Void.
5. It's connected to the metal
wheels in the Western Void.
6. The wheels control the slot machine.
7. Read the hints about the wheels for more.
8. But only one set of three
symbols will give a payout.
9. Have you opened the toolbox yet?
10. EXAMINE LANTERN.
11. You need a battery.
12. The vertical rectangle
represents the battery.
13. Set the wheels to three vertical
rectangles, then PULL HANDLE.
14. OPEN
LANTERN to insert the battery.
That gorilla looks ornery.
1. He
is.
2. Don't
open the cage until you're ready.
3. There's
something that might interest him on the other side of the Void.
4. It's
the banana.
5. Solve the puzzle involving the
dials first.
6. Will
the gorilla be able to turn the gears?
7. Have
you opened the toolbox?
8. Go
to the western Void. TURN CRANK.
9. OPEN CAGE.
10. You'll
need to be prepared for where you're going next, though.
11. You'll
need to have your own light.
12. See
the gears question for more.
Hector is a charming name for a
cephalopod.
1. EXAMINE
AQUARIUM.
2. There's something hidden under a
dry area of it.
3. You can open the cabinets.
4. But only if you use the keypad.
5. Go to the keypad. Press the hexapus button.
6. OPEN 1. Try other numbers. If the cabinets won't open,
try things on the keypad.
7. Once you've got an open cabinet, PULL TENTACLE.
8. You'll have to open the cabinets in the correct order.
9. Read the keypad hints for a full
solution.
Now the imp is mad and I'm scared.
1. Fortunately,
some of the verbs still work. Try them.
2. You
may have forgotten that the brass switch can be pushed upward.
3. Although
that turns off the EXAMINE lamp, wherever that is.
4. You
can move the ladder like before. And
PUSH seems to work.
5. But
we haven't really looked at the central area much.
6. Keep
the brass switch pulled down. (If you
pushed it up, PUSH LADDER. PUSH LADDER. PUSH SWITCH. PULL LADDER. PULL LADDER.
PULL SWITCH. PULL ROPE.)
7. PUSH LADDER.
8. EXAMINE
SIGN.
9. Hmm ... a button.
10. PUSH BUTTON. But nothing seems to happen.
11. From the center,
PUSH LADDER. PUSH SWITCH.
12. PULL
LADDER. PULL LADDER.
13. PULL ROPE.
14. PUSH
SWITCH. Aha! That controls the exit sign!
15. PUSH
LADDER.
16. EXIT.
Well, welcome back, I guess.
1. Looks
like the imp is ready to send you on your way.
2. WEST.
3. Okay,
fine.
4. PUSH
TABLE. WEST.
5. PUT
BANANA IN INDENTATION. PUSH TABLE. WEST.
6. WEAR
MASK. PUT BANANA IN INDENTATION. PUSH TABLE. WEST.
7. WEST.
8. It
seems like this is going to go on for a while.
9. WAIT?
10. Maybe
try something else?
11. What's
the game's name again?
12. XYZZY.
13. Yes,
it works as soon as you are back in the Great Hall.