15. Magic pouch. The pouch of animal skin holds the hero’s utensils, tobacco and pipe. It may be conjured to a living thing.

16. Magic suit. A self-cleaning suit that gives power to wearer.

17. Magic canoe. A canoe that has unusual speed and may be paddled into the air.

18. Inexhaustible kettle. Hero’s friend puts scrapings of corn or nut into it and it expands enormously supplying enough food. Hero tries the experiment and expands kettle too greatly bursting the lodge.

19. Magical springs. Springs that have been enchanted by sorcerers are the dwelling places of monsters that lure the unwary to drink. The monster then drags in his victim and eats him.

20. Enchanted clearings. Clearings guarded by monsters who prevent hero from visiting sorcerer living in a lodge within.

21. Bark dagger. Hero incapacitated by thrust of bark dagger piercing his back. Villain steals hero’s clothing and impersonates him. See Imposter.

22. Sweat lodge regeneration. Hero recovers through a sweat of bear’s grease. Lodge covered with a fat bear pelt.

23. Powered finger. Hero has power to kill animals by pointing his finger at them.

24. Animated finger. Hero obtains a magic finger that stands in his palm, pointing out the location of anything he desires.