Right, that's great and all, but it clearly isn't what I'm talking about. What I'm talking about is IN GAME hints, to make it a game of putting together puzzle pieces, rather than a game of looking up the answers.
You are definitely right.
While making the game I have been at constant odds with myself over having mysterious elements that reward exploration for the player, and then having a game that isn't a confusing mess to play. Ideally, we could have both, but the more and more time passes, the more I realise that my head is up my own ass and I need to put important progression information in the game. The moonstone guide is in the works but I just haven't gotten around to it yet.