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The Will o' the Wisp and the Snake by Hermann Hendrich (1854–1931). In folklore, a will-o'-the-wisp, will-o'-wisp, or ignis fatuus (Latin for 'foolish flame'; [1] pl. ignes fatui), is an atmospheric ghost light seen by travellers at night, especially over bogs, swamps or marshes.
Paranormal investigator Joe Nickell makes a distinction between spirit photography and ghost photography in his book The Science of Ghosts: Searching for Spirits of the Dead, stating that spirit photography began in studios and eventually included ghosts photographed in séance rooms, whereas ghost photographs were taken in places that were ...
Onibi (Wakan Sansai Zue)Onibi (鬼火, "Demon Fire") is a type of atmospheric ghost light in legends of Japan. According to folklore, they are the spirits born from the corpses of humans and animals.
In a Yomihon (Ehon Sayo Shigure) from the Edo period, at Minakuchi, Ōmi (now Kōka, Shiga Prefecture) there was a person who made a livelihood out of selling jōsen (candy made from the sap of Rehmannia glutinosa, boiled into a paste) who was killed by a robber. It is said that the vendor became an atmospheric ghost fire, floating on rainy nights.
Unlike other puzzle books, each page is involved in solving the book's riddle. Specifically, each page represents a room or space in a hypothetical house, and each room leads to other "rooms" in this "house". Part of the puzzle involves reaching the center of the house, Room #45 (page 45 in the book), and back to Room #1 in only sixteen steps.
Instant Insanity puzzle in the "solved" configuration. From top to bottom, the colors on the back of the cubes are white, green, blue, and red (left side), and blue, red, green, and white (right side) Nets of the Instant Insanity cubes – the line style is for identifying the cubes in the solution
Inherit the Earth: Quest for the Orb is an adventure game developed by The Dreamers Guild and published by New World Computing in 1994. The point and click adventure game features a world of talking humanoid animals , with the gameplay focusing on a fox on a quest to find a stolen orb, a relic of the mythical humans.
The biggest and most noticeable clue lies in a paragraph of ciphertext at the end of the book, which is to be decrypted, once the reader has discovered the identity of the thief, by means of a Caesar cipher mapping A to the first letter of the guilty animal's name. The solution to the cipher confirms the answer to the puzzle and offers an ...