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** In the floppy disk release of Book I, obtaining the [[spoiler: iron key]] in the labyrinth is far more challenging and obscure, as a lack of fireberry bushes makes it impossible to reach the [[spoiler:volcanic river without the Wil O’Wisp power]]. The CD upgrade added an extra fireberry bush to make completing this sequence somewhat more straightforward.
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* LikeAnOldMarriedCouple: Darm and Brandywine share this dynamic.

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* FetchQuest: Seemingly parodied in ''Malcom's Revenge''. If Malcolm wears a jerkin and squirrel as a disguise, Zanthia mistakes him as Farmer Brown and asks him to bring 12 large sprouts -- a very awkward number given Malcolm's 10-item inventory (plus one held in-hand). Carry out this task and Zanthia will... ask for 12 more large sprouts. Infinitely.

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Added alternate soloution. Also I'm not aware of any other place where the Jester's Staff is mandatory. I know it can make Darm leave the room and you can steal an apple from the fish teacher, but neither are required.


** Should Malcolm become imprisoned in the mouse jail, he has to use the three ingredients the other inmates have to make a biobomb in order to escape. Should the ingredients be consumed or used in another way, it may appear to be a dead end, but there is a hidden failsafe. [[spoiler:The flask can be refilled from water dripping off the chains, while additional eels and sesame seeds can be found by clicking the lower left-hand corner of the screen.]] As well, this is one of the only segments where the [[spoiler:Jester’s Staff]] is required to progress, and it will be found in the jail if Malcolm failed to collect it earlier.

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** Should Malcolm become imprisoned in the mouse jail, he has to use the three ingredients the other inmates have to make a biobomb in order to escape. Should the ingredients be consumed or used in another way, it may appear to be a dead end, but there is a hidden failsafe. [[spoiler:The flask can be refilled from water dripping off the chains, while additional eels and sesame seeds can be found by clicking the lower left-hand corner of the screen.]] As well, this is one of the only segments segment where the [[spoiler:Jester’s Staff]] is may be required to progress, and it will be found in the jail if Malcolm failed to collect it earlier.[[note]]Keeping a nail hidden in your palm, like you could do when being jailed before, makes the Jester's Staff unnecessary here.[[/note]]
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** Should Malcolm become imprisoned in the mouse jail, he has to use the three ingredients the other inmates have to make a biobomb in order to escape. Should the ingredients be consumed or used in another way, it may appear to be a dead end, but there is a hidden failsafe. [[spoiler:The flask can be refilled from water dripping off the chains, while additional eels and sesame seeds can be found by clicking the lower left-hand corner of the screen.]]

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** Should Malcolm become imprisoned in the mouse jail, he has to use the three ingredients the other inmates have to make a biobomb in order to escape. Should the ingredients be consumed or used in another way, it may appear to be a dead end, but there is a hidden failsafe. [[spoiler:The flask can be refilled from water dripping off the chains, while additional eels and sesame seeds can be found by clicking the lower left-hand corner of the screen.]]]] As well, this is one of the only segments where the [[spoiler:Jester’s Staff]] is required to progress, and it will be found in the jail if Malcolm failed to collect it earlier.

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**One puzzle in ''The Hand of Fate's'' town of Highmoon requires you to repeat an earlier color memorization sequence in order to unlock a door, which is different in each game played. If you no longer remember the sequence, [[spoiler:you can break the lock with a pair of scissors]].



** Averted in ''The Hand of Fate'' and ''Malcolm's Revenge'', which cannot be made unwinnable. [[spoiler: One puzzle in ''The Hand of Fate's'' town of Highmoon requires you to repeat an earlier color memorization sequence in order to unlock a door, which is different in each game played. If you no longer remember the sequence, you can break the lock with a pair of scissors.]]

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** Averted in ''The Hand of Fate'' and ''Malcolm's Revenge'', which cannot be made unwinnable. [[spoiler: One puzzle in ''The Hand of Fate's'' town of Highmoon requires you to repeat an earlier color memorization sequence in order to unlock a door, which is different in each game played. If you no longer remember on the sequence, you can break the lock with a pair other hand, go out of scissors.]]their way to avoid this (see AntiFrustrationFeatures above).
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* OutOfFocus: Zanthia and Faun are the only characters from the first game to feature prominently in Book II. The other mystics and Brandywine cameo in the intro sequence, while Brandon is reduced to voiceover only (and even then only in the CD version). Though they are occasionally mentioned by Zanthia during the course of the game, along with Malcolm and Herman, they have no bearing on the plot. Most, however, would return in greater capacity for Book III.
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* ChasteHero: Brandon has no love interests in either the first or third game and never is it implied he’s even seeking a potential mate. Apart from Jessica briefly gossiping with Zanthia that he’s an eligible bachelor in the second game, his romantic pursuits are a non-entity.
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no longer a trope


* PolygonCeiling: ''The Legend of Kyrandia'' 1 and 2 were widely praised, while the 3rd got a mixed reception. Transition from painted to rendered backgrounds and objects was not the main peeve, but it definitely [[TheyChangedItNowItSucks affected the game atmosphere]]. The primitivism of models also did not help.
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* LongSongShortScene: The first game features [[https://www.youtube.com/watch?v=z9phSr8EVDY a rather long and catchy tune]] which plays in exactly one room in the entire game: the cavern of emeralds hidden within the labyrinth, which is completely optional. Most players never hear more than 10 seconds of it, if even that much.

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* LongSongShortScene: The first game features [[https://www.youtube.com/watch?v=z9phSr8EVDY a rather long and catchy tune]] which plays in exactly one room in the entire game: the cavern of emeralds hidden within the labyrinth, which is completely optional. Most players never hear more than 10 seconds of it, if even that much.[[note]]Thanks to a [[GoodBadBugs bug]], there is a way to hear more of the song: enter the cavern while in Wil O’Wisp form, and the Emerald soundtrack will stick even if you leave the room.[[/note]]
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* FakeLongevity: The third game had a number of repetitive tasks nobody liked. Repeatedly fishing, growing sesame and feeding that to cows to get milk in the first section isn't so bad. It gets mind-numbing on the Isle of Cats as you need to keep wandering around the jungle to collect bones which you then give to a dog so he'll go hide them and at the same time dig up gems you need to progress. Then in Limbo you are every few minutes forcibly summoned to the Queen to entertain her by playing tic-tac-toe against her. At least that one can be slightly ameliorated by bribing one of her guards to do it instead, but again you need to do that every time which requires you to wander around collecting the items to bribe him with...

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* FakeLongevity: The third game had a number of repetitive tasks nobody liked. which weren’t very popular. Repeatedly fishing, growing sesame and feeding that sprouts to cows to get milk in the first section isn't so bad. It gets mind-numbing on the Isle of Cats Cats, though, as you need to keep wandering around the jungle to collect bones which you then give to a dog so he'll go hide them and at the same time dig up gems you need to progress. Then in Limbo Limbo, you are every few minutes forcibly summoned every new screen to the Queen to entertain her by playing tic-tac-toe against her. tic-tac-toe. At least that one can be slightly ameliorated by bribing one of her guards to do it instead, but again you need to do that every time time, which requires you to wander around collecting the items to bribe him with...with. Perhaps the worst offender occurs during Malcolm’s return visit to Kyrandia; as there’s now an embargo on sesame seeds, you have to trade exactly the right item to Herman in order to proceed, which grows very tedious.



* {{Foreshadowing}}: In the first level of Book II, Zanthia can steam open the four letters the postman asks her to collect. The one addressed to Malcolm comes from “The Wheels of Fate,” which turns out to be her ultimate destination and the source of Kyrandia’s problems.

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* {{Foreshadowing}}: In the first level of Book II, Zanthia can steam open the four letters the postman asks her to collect. The one addressed to Malcolm comes from “The Wheels of Fate,” which turns out to be her ultimate destination and the true source of Kyrandia’s problems.
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Panty Shot is a definition-only page


* PantyShot: Zanthia has a brief one in ''The Hand of Fate'' when she jumps into the hot air vent.
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* FakeLongevity: The third game had a number of repetitive tasks nobody liked. Repeatedly fishing, growing sesame and feeding that to cows to get milk in the first section isn't so bad. It gets mind-numbing on the Isle of Cats as you need to keep wandering around the jungle to collect bones which you then give to a dog so he'll go hide them and at the same time dig up gems you need to progress. Then in Limbo you are every few minutes forcibly summoned to the Queen to entertain her by playing tic-tac-toe against her. At least that one can be slightly ameliorated by bribing one of her guards to do it instead, but again you need to do that every time which requires you to wander around collecting the items to bribe him with...
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* MoonLogicPuzzle: A few one, but ''The Hand of Fate'' has one even the game points out. In one area Zanthia finds a lead statue, and turning it to gold causes a toybox to appear with a pair of important items (one removes an obstacle, one provides some backstory). Zanthia asks what the heck they have to do with each other, and there doesn't seem to be any answer than because you have an item that turns lead into gold (and vice versa), you're just supposed to use it anytime an appropriate object appears, because gamelogic.

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* MoonLogicPuzzle: A few one, but ''The Hand of Fate'' has one even the game points out. In one area Zanthia finds a lead statue, and turning it to gold causes a toybox to appear with a pair of important items (one removes an obstacle, one provides some backstory). backstory), prompting Zanthia asks to ask what the heck they have to do with each other, and other. Outside of a rather esoteric potion recipe involving taking good care of statues serving as a hint, there doesn't seem to be any answer than because you have an item that turns lead into gold (and vice versa), you're just supposed to use it anytime an appropriate object appears, because gamelogic.
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* MoonLogicPuzzle: A few one, but ''The Hand of Fate'' has one even the game points out. In one area Zanthia finds a lead statue, and turning it to gold causes a toybox to appear with a pair of important items (one removes an obstacle, one provides some backstory). Zanthia asks what the heck they have to do with each other, and there doesn't seem to be any answer than because you have an item that turns lead into gold (and vice versa), you're just supposed to use it anytime an appropriate object appears, because gamelogic.
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* BullSeeingRed: Zanthia uses a torn scrap of her red dress to make a triceratops charge at a door she needs to get through.
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It's cosmetic at best, not really something that "plays a major role" in terms of gameplay.


** Zanthia casually mentions her wardrobe spell to Brandon in the first game. This spell plays a major role in the second game.

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** Zanthia casually mentions her wardrobe spell to Brandon in the first game. This spell plays a major role gets used frequently in the second game.
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* BroughtDownToNormal: Malcolm's almost omnipotent in the first game, held back only by his twisted sense of humor. When he gets unpetrified in the third game, none of his magic powers survived his resurrection.

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Cleaning up a clunky entry.


* EvilSorcerer: Malcolm, strangely enough, has become such a powerful magic user that the others in the realm can hardly stand up to him. And he is a ''jester''.
** He also controls the source of all magic in the land and denied the other mystics access for years and years. They're down to the last pitiful dregs of their powers before he breaks out and comes after them.
** In the third game, Malcolm has no magic powers.

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* EvilSorcerer: Malcolm, strangely enough, has become such a powerful magic user that Malcolm the others in the realm can hardly stand up to him. And he is a ''jester''.
** He also
jester, who controls the source of all the magic in the land and denied the other mystics access for has had years and years. They're down of imprisonment to learn to wield it. Unfortunately for the last pitiful dregs of their powers before player, [[BroughtDownToNormal they all went away while he breaks out and comes after them.
** In the third game, Malcolm has no magic powers.
was turned to stone]].

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According to Administrivia.Example Indentation In Trope Lists , All tropes in a list should be at the same level of indentation, and in alphabetical order.


** HealingHands: The yellow gem gives Brandon the ability to heal minor wounds, on himself or on others.
** BallOfLightTransformation: The purple gem on the amulet allows Brandon to transform into a Will o'Wisp (a group of purple, floating lights). He can float over things that have no ground and can travel through cavern rooms indefinitely (the wisp form lights the room, so he cannot be hurt by the beings that lurk in the dark).
** AntiMagic: The blue gem lets Brandon erase certain magical obstacles.
** {{Invisibility}}: The last gem, red, lets Brandon turn transparent.


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* AntiMagic: The blue gem on Brandon's amulet lets Brandon erase certain magical obstacles.


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* BallOfLightTransformation: The purple gem on Brandon's amulet allows Brandon to transform into a Will o'Wisp (a group of purple, floating lights). He can float over things that have no ground and can travel through cavern rooms indefinitely (the wisp form lights the room, so he cannot be hurt by the beings that lurk in the dark).


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* HealingHands: The yellow gem on Brandon's amulet gives Brandon the ability to heal minor wounds, on himself or on others.


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* {{Invisibility}}: The red gem on Brandon's amulet lets Brandon turn transparent.
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* AmuletOfConcentratedAwesome: Brandon gets one in the first game, and after a plot even where he receives some kind of magical infusion, one by one its four jewels become colored in and give him access to a magic spell.
** HealingHands: The yellow gem gives Brandon the ability to heal minor wounds.

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* AmuletOfConcentratedAwesome: Brandon gets one in the first game, and after a plot even event where he receives some kind of magical infusion, one by one its four jewels become colored in and each give him access to a magic spell.
** HealingHands: The yellow gem gives Brandon the ability to heal minor wounds.wounds, on himself or on others.

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* AmuletOfConcentratedAwesome: Brandon gets one in the first game, and after a plot even where he receives some kind of magical infusion, one by one its four jewels become colored in and give him access to a magic spell.
** HealingHands: The yellow gem gives Brandon the ability to heal minor wounds.
** BallOfLightTransformation: The purple gem on the amulet allows Brandon to transform into a Will o'Wisp (a group of purple, floating lights). He can float over things that have no ground and can travel through cavern rooms indefinitely (the wisp form lights the room, so he cannot be hurt by the beings that lurk in the dark).
** AntiMagic: The blue gem lets Brandon erase certain magical obstacles.
** {{Invisibility}}: The last gem, red, lets Brandon turn transparent.



* AntiMagic: One of the powers unlocked in Brandon's amulet in the first game.



* BallOfLightTransformation: In ''Fables and Fiends'', the purple gem on the amulet allows Brandon to transform into a Will o'Wisp (a group of purple, floating lights). He can float over things that have no ground and can travel through cavern rooms indefinitely (the wisp form lights the room, so he cannot be hurt by the beings that lurk in the dark).
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-->''Watch out, Malcolm! I'm coming to get you and I've got a flute now!''
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* WeirdTradeUnion: In Book II, squirrels living in the Enchanted Forest are unionized…and very unhelpful.
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* MessyHair: According to Zanthia, Brynn’s old hairdo resembled frizzy moss growing on swamp treees.

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* MessyHair: According to Zanthia, Brynn’s old hairdo resembled frizzy moss growing on swamp treees.trees.
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* MessyHair: According to Zanthia, Brynn’s old hairdo resembled frizzy moss growing on swamp treees.
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* ColorCodedCharacters: In Book I, the four mystics’ castle bedrooms each have distinct color schemes: Kallak’s is purple, Brynn’s is green, Darm’s is red, and Zanthia’s is blue.
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* SceneryCensor: Zanthia’s arrival in Morningmist Valley has her falling into a large haystack right up to her chest. Which is fortunate, since her dress is torn off by a nearby pitchfork.
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** In Book I, Brandon expresses relief that he doesn’t have to wash the windows today, given saving his grandfather is far more important. In Book II, Zanthia notices some dirty windows and exclaims, “where’s Brandon when you need him?”
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