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.