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- Mindwheel
- Part I
- Mindwheel, although it looks formidable at first glance,
- is not really all that hard a game. The primary difficulty
- is answering the various riddles and obtaining the words for
- the sonnets; the other puzzles in the game are almost trivial
- by comparison.
-
- With that said, let's get started. After entering the
- word of the day, you find yourself in Virgil's laboratory. No
- preliminaries are really needed, just get started (anything
- he can tell you can you also find out by reading the book).
- So, now you're onstage in the mind of Bobby Clemon. Pick up
- the rose, then go over to the keyboard and play it. The ghost
- of Bobby Clemon will appear and sing a song. Pay attention to
- the words of the song; some of them will be useful later.
- Also open the keyboard and get the brooch that's inside. Read
- the plate, too.
-
- Now, you've probably seen a thug running around. If he
- isn't near you, go find him. Since he's such an obnoxious
- person, belt him one with your fist. You will both be drawn
- upward into a strange vortex, where you and the thug must now
- duel. You can safely ignore the bizarre things that float
- past you; they are simply there as window dresssing.
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- Ask the thug for the rules of the duel, and then choose
- the disc when he asks you to pick your wweapon. Note that you
- may have to do this more than once; on one occasion, opening
- the disc box revealed a pizza! In any case, when you have the
- real disc, the thug will become alarmed, and offer to tell
- you something important in exchange for his life.
-
- What he has to tell you is the last two words of the
- Fear Sonnet, so pretend to agree, and then throw the disc at
- him after he gives you the words. Since he was planning to go
- back on his word and kill you anyway, it's important that you
- get in your blow first.
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- With the thug taken care of, you are lifted to the top
- of the Vortex, to the fringes of the Poet's mind. Here you
- encounter the delightful (?) Spaw and his friends, along with
- a toad. Pick up the toad, he will come in handy later on.
- Spaw will tell you that you must complete the Fear Sonnet
- before you can actually enter the Poet's mind via the Love
- Room. If you ask the toad about Spaw, he will give you one of
- the needed words to finish the Sonnet, and at this point, you
- actually have all the words you need.
-
- In fact, the six words are: Night, Cast, Sense, Tyranny,
- Diverting, Images. Write each of these in the appropriate
- blank, and hand the paper to Spaw (or, you can write them in
- and show them to Spaw one at a time for some amusing
- responses). The devil will step aside, and as you enter the
- Love Room, will hand you a book.
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- In the Love Room, you will find a variety of strange
- insects engaged in bizarre acts of love-making. Ignore them
- all, and walk north to the table where the glass woman sits.
- She will tell you she can help you, but you must give her a
- flower first. Give her the rose (NOTE: in all transactions
- here, you must refer to this woman as "lady" or else the
- parser will become confused).
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- Now she asks you to complete the Love Sonnet, which,
- fortunately, requires only two words. If you examine the
- book, you will note that it bears a resemblance to a book
- mentioned in the book/manual that comes with the game; in
- fact, the title of that book, History of My Heart, contains
- the two words you need to finish the sonnet.
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- The lady now transforms into a flesh and blood woman,
- unlocks the drawer in the table, and leaves. Open the drawer
- and get the bottle of pills. Leave the Love Room (this is all
- you need to do in the Poet's mind), and return via the Vortex
- to Bobby Clemon's mind.
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- Mindwheel
- Part Two
- When you return to Bobby's mind, you will notice that
- the stage and environs are now deserted. Which is fine,
- because you couldn't have gone down the ramp while people
- were there. So, hop along down the ramp, and then go East to
- the Exit sign. Open the door and go out.
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- You are now in a courtyard, inhabited by bums wearing
- the rags of baseball uniforms. As you might suspect, these
- "bums" are actually the "Brooklyn Bums", or "Brooklyn
- Dodgers". Only one is awake; he wears a number 14 on his
- back. If you ask him who he is, he will tell you only his
- first name, Gil. For those who are not baseball fans, Number
- 14 is Gil Hodges. Make note of that name, as you will need it
- later when you reach the end game.
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- After chatting with Gil, take a look at the oil drum.
- You'll see a small wooden object in there. It's actually a
- toy bat, and you may be needing it later, so take that, and
- then go back to the stage. You have finished now with the
- mind of Bobby Clemon.
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- On stage, go North to the door, open it, and go through
- to the staircase. These stairs lead to the mind of the
- Generalissimo. Go up, and at the top, you will see a giant
- cage, inside of which is a winged woman being held captive.
- Talk to her. She will tell you that she can be freed only by
- someone answering the riddle on the cage. This riddle is
- rather easy, and the answer is "Rooster" (you could have
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- gotten a hint about it by examining your harmonica). As she
- leaves, she will give you some helpful hints.
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- Go North then West and you'll come to a room with a door
- and a weeping soldier, petrified from the waist down, who is
- blocking a staircase going up. Talk to the soldier, who will
- tell you what needs to be done to free him (the stairs, by
- the way, lead to Eva Fein's mind).
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- You need to get further into the General's mind, and
- that can only be done by passing the door, which has a riddle
- of sorts written on it. The missing word in this case is
- "Eternity". Say that, and the door will open, allowing you to
- go out into the freeezing cold and snow.
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- Once outside, go either East or West, where the Lizard
- officer will capture you. He will offer a trade for you disc;
- accept that, and ask him for his baton and helmet, then give
- him your disc (don't worry, you'll get it back soon enough).
- After that, go either West or East to the front, and from
- there, South to the fountain.
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- Along the way, you will run into some animal-headed
- children. Ignore them; you can't afford to let yourself be
- "captured" by them right now. Continue on to the fountain,
- which you notice is full of blood. If you examine the baton,
- you will see that it has some special powers. Touch the baton
- to the fountain, and the blood changes to water. Fill the
- helmet with the water and return to the soldier.
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- Give him the helmet. He will become unpetrified, and
- then suddenly melt away, rather painfully, as though the
- water acted as an acid on him. If you've been here before,
- you know that the soldier is really Spaw in disguise, and he
- was hoping you'd bring him blood in the helmet instead of
- water. What a surprise for Spaw!
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- With the stairs open now, you can go up. Flaoting above
- you see an island in the clouds. That is Eva's mind, but it's
- not time for that quite yet. Look around, and you will see a
- couple of objects on the floor. The description here is not
- all that clear; there are two items, the disc and a key. Get
- them both, then go back downstairs. You are ready for the
- great escape.
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- Of course, you can't escape unless you're captured, so
- go out into the cold again and surrender to the animal
- children. They will take you to the back where the Lizard
- will order you to be imprisoned with the winged people.
- Freeing them is fairly simple; just throw the disc at the
- gate. The disc will cut through the barbed wire, and the
- winged people will begin climbing the tall pine tree and
- flying away.
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- As it's pretty cold here, you better get away, too.
- Climb the tree, and take the strange pine come that you find
- on top. Now eat one of the pills from the bottle. Aha! You've
- grown a pair of wings. Now one of the winged people will take
- you in tow, and drop you off on the island in the clouds,
- just outside the mind of Eva Fein.
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- Mindwheel
- Part Three
- You stand at the door to the mind of Eva Fein. If you
- examine the door, you will see that it not only has a lock,
- but a strange indentation that looks something like a pine
- cone.
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- Put the pine cone in the indentation, then unlock the
- door with the key.
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- At this point, SAVE THE GAME!!!
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- Once you go through the door, you WILL NOT be able to do
- any saving (don't ask why they wanted it this way, but that's
- how it is). So it's best to save now, in case you need to
- restore the game later on.
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- Once through the door, you will be in a strange garden,
- laid out like a chessboard. There is a plaque on the wall
- with the rules of the game; it's a good idea to read them.
- The shed holds a ladder; you may or may not need it,
- depending on which way you start out.
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- Throughout the game, you will be running into characters
- you've met before in other minds, dressed as chesspieces.
- Sometimes, you capture them, and sometimes, they capture you.
- If you get captured, you will lose some or all of the items
- you are carrying, and may only get back a few of them. If you
- get caught before or after reaching the bank, make sure you
- get the brooch back, since that is the only necessary item at
- this point. In one sense, it doesn't matter all that much
- which in which direction you start, since all paths will
- evetually end up at the same place anyway. However, the
- easiest way is to go NE on the first move. This brings you to
- a room with a frog doorkeeper. He will be happy to open any
- of the forward doors, so long as you tell him in Froggish.
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- Fortunately, since you have the toad with you, that's
- really not much of a problem. Ask your toad friend to tell
- the frog to open the North door. Passing through that brings
- you into an orchard. Get the apple you see here, and continue
- on North to the bank. Here you find yourself on line behind
- a robot. The robot will ask for something to write with; hand
- him the brooch. He will finish writing on his check and
- leave. This will allow you to go North out of the bank, into
- the pasture.
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- This is the square that all other paths end at. In the
- pasture you see a long-tailed horse with saddlebags on his
- back. If you still have the apple, give it to the horse. If
- you don't have it, or after you've fed the horseaddlebags on
- his back. If you still have the apple, give it to the horse.
- If you don't have it, or after you've fed the horseaddlebags
- on his back. If you still have the apple, give it to the
- horse. If you don't have it, or after you've fed the horset
- of what you had with you will be taken away.
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- However, she will leave you the book and the toy bat.
- If you've already fed the horse the apple, you don't need the
- bat. Otherwise, examine it carefully, and you will see that
- it can be opened. Opening the bat will reveal a small, but
- edible, jujube, which you can give to the horse to make it
- stand still.
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- In any case, once the horse is standing still, and the
- woman has left, open the saddle bags and get everything
- inside. Also pick up all the objects lying around the
- pasture. You have all the items necessary to make a fiddle.
- Begin by putting the pegs in the holes, then tying the cord
- to the fiddle. Cut some hair from the horse's tail with the
- scissors, and attach it to the wooden handle (this is the
- bow).
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- Play the fiddle, and you will be able to exit the
- pasture to the north. This square is an unpleasant one, as it
- is populated by rather nasty zombies. There is only one way
- to get through safely: you must sacrifice the toad to them.
- (If you wait long enough, the toad will tell you that
- himself). So, throw the toad into the trench, and continue on
- north. Open the hatch and go through.
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- You are almost to the Cave Master. However, before you
- can pass through the ultimate portal, you have another
- fill-in to do. Talk to the Red King, who will quote
- something, leaving one word blank. That is the word you need,
- and it's "transfigured". When you say that, the portal
- leading to the Cave Master will open.
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- However, you can't go through without a talisman.
- Examine the door carefully, and you will see the familiar
- disc stuck to it. Also there is a picture of Number 14, and
- an inscription telling you that you must say the player's
- name to obtain the disc. Since you know the name, say it.
- The disc will come off the door and you can pick it up, then
- go through the portal. At last you have reached your goal,
- the all-knowing Cave Master. He gives you a wheel, and tells
- you to fit it around the disc. Don't bother examining it; you
- have only a few moves to spare here (and if you blow it,
- remember, you have to start from your last save position,
- outside Eva's door!). So, fit the wheel around the disc.
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- Ta-da! You've successfully completed your mission and
- saved mankind from destruction (although I must say, I
- thought the ending a bit feeble, myself).
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