
Further Hints for the Bearer of the Mindsword:

This is a sort-of walk-thru, but this game is so open-ended that really you
can play all the way through in any order with different story outcomes.

* Start with your Stats.  Be sparing, don't put all your points in one
attribute.  Fortune favors the "intelligent," not just the strong.  Allocate
them one at a time, so that you can figure out the optimal balance.  Save your
game often (Save As, for different trials), especially after big
accomplishments.

* The one thing you really need is The Mindsword.  It's a moral imperative. 
Seek it at the Holy Lake.  There is more than one way to obtain it!  Try
lighting a fire, see what pops up, and pursue -- take a gambol to gamble
(hint:  what puts the "mind" in Mindsword?).  Or, try your hand at punting.​

* You can't do this alone.  Luckily, you have awesome comrades.  You just have
to find and assemble them.  Brute force will not always work, though it
might eventually succeed.  Almost every puzzle can be resolved multiple
ways, even the combat.  The elf and the Mindsword can be deployed, or told
what to do.

* Try exploring "as the Crow flies" (follow the elf) to assist him at the
archery contest (examine all backstops, up close); he will return the favor! 

* The minstrel can yield up some passwords to a-maze-ing places.  It's as easy
as pie!  Share and share alike, don't be a glutton.

* Once you've rescued the dwarf, don't leave the others behind; lead them
north incognito.  There are several disguise elements you need, and the elf
will tell you when you are ready to leave safely from this Lane.

* Deposit your loot in a safe, private place.  The blacksmith might sell you a
blunt force item to get in.  You'll also need a key or two (watch your step
near the dung, and also around the armoire), if you want to lock them up and
earn a bonus.  Why don't your companions intrude here?  Maybe you need to
visit the loo!

* The Woman can send you to the far corners of the globe from her Witch Cave. 
Ask her to help.  Ask her to heal.  Ask her to use her magick.  She also
becomes a powerful member of the Table of Five, especially if you give what
she asks for as she gathers more herbs.  And she will give you her second
sight, if you ask with Elian in mind, or with Gort and Hanfa in mind.

* The one-handed man is indispensable for the darkest foe this side of Voltan
(but as they say in Latin, "Cave Canem!"), if you are stumped.  Think on
that.  First, he needs sobering up, but you'll need the right vessel to
convey clean water.  Then, he'll need you to fetch a boon from your
elf-friend.  Be careful not to let the boon go "boom" up close!

* The Silver Forest won't yield up its secrets unless you play the right tune.
You can ask Ranulf and the Minstrel about which anthems might work.  Then
rehearse with the elf-book's sheet music, and when you're sure, perform this
song at the Waterfall.

* Your boots are not enough to shield you from the Molten Road; you need shoes
of a different colour.  You have a horse that you can ride with one
passenger at a time, but he is spooked.  Water or sweets might calm him. 
Try not to "burn down the building," but even if you do, it might not be
"the last straw."

* The thief is never your "friend."  But also not always a foe.  Can you help
her?  Piece together her backstory, starting with a strange ornament in the
fog at the Lake.  In the end, she might become an ally willing to steal for
you.

* Gort is receiving payback from the hunchback. He needs food badly, or a
horse ride.  Later, he might give you a ride, or a better view.  Remember,
we stand on the shoulders of giants.  He will work with you in the
Mountains, but you must find the right tools for felling trees.  And don't
forget to pass the torch!  If at first you don't succeed at excavating, try
again with the dwarf, who will need the pickaxe.

* Before you cross the gorge, take a good look around.  Who would take a doll
to a troll fight?  You would!  This is another "Ian" but he just may
surprise you in big ways, given enough time.  The workshop has a few
passwords that might work for access.  Before you leave, take a turn at the
wheel.  Beware The Claw!  

* Help your big & little companions to help themselves.  Tell them to share. 
"Give us this day our daily bread."  And do some self-care, if you are
hurting.  Take a dip when you see water!  Eat, but not overmuch.

* The High Abbot has missed his old friend Sister Agetha.  She is weak, but
can be cajoled to rejoin him if you offer the right Caddonbury treats, and
tell her of his whereabouts.  If she gets cagey, give her something nuns
would like to read.

* Ruff Ian and his clones (drones?) get less clumsy, but their wicked dirks
aren't as treasured as the original "sharp dirk," even if they are more
powerful.  Even he (they?) might help, if you offer something to improve
their minds.

* The final showdown takes place in a desecrated holy of holies.  Bring a holy
vessel for a final cleansing.  There are some "twists" here; all is not what
it seems.  When you find the High Abbot (for real), tell him to flee, then
follow.  It will be hard to save everyone unscathed, but it is possible. 
You may defeat the bad guys in a variety of ways, all with different
results.  Save often, and try the different endings!
