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Creative Computers
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Creative Computers CD-ROM, Volume 1 (Legendary Design Technologies, Inc.)(1994).iso
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jinxter_solve.pp
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jinxter_solve
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1994-11-17
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23KB
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376 lines
JINXTER
Part 1
Okay, enough is enough! Seems that everything you try to do lately
turns out wrong -- like getting on this stupid bus. Not a seat left
anywhere! That's it. As soon as this dumb bus driver manages to get you
to your nice, comfy house, you're going to go look for your
wossname...lucky charm. It's time things started going right again.
Meanwhile, there's not much to do for the moment except INVENTORY to
see what you're carrying. Not much. Nothing else much is going to happen
for a move or two, so you might as well WAIT a turn or two until the
ticket inspector asks you for your ticket. GIVE TICKET TO INSPECTOR, and
he will tell you that your destination is two stops from here. Pay
attention to what you're doing here: If you get off too soon or too
late, you're finished before you start!
As soon as the bus "sails past a bus stop," PUSH BUTTON. Then WAIT a
couple of turns again until the bus stops. When the doors open, GET OFF
BUS. The inspector will throw you your keyring. (Don't ask ME how you
lost it! You had it the last time you checked.)
The keyring will land in the street. GET KEYRING. As you bend over to
retrieve the keys, you find you are about to be hit by a bus. There is
nothing useful you can do to avoid being hit at this point. No matter
what you type for the next two moves, nothing will help.
Just in the nick of time a very strange character will appear, rescue
you from certain death, mumble something about Jannedor the witch, and
hand you a document. READ DOCUMENT, and you'll be told to read the
document that came with your package. Then the guardian (so THAT'S what
he is!) will make a few more comments and disappear. Nothing left now
but to get started on your mission.
One thing to remember: If you vary from this walkthru, or if at any
point, you see a message that says, "you feel a little less lucky than
you did a moment ago," STOP THERE. You will need ALL your luck at the
end of the game, and if you lose any, it means you've done something
wrong (or at least not QUITE right).
First OPEN GATE, then go north into your Front Garden. OPEN DOOR WITH
IRON KEY, and go north again into the Hallway. Go northwest into the
Bedroom. There's a cello case here which looks inviting, so OPEN CELLO
CASE, and you'll see a harmonica. Leave it there for now, but TAKE CASE.
It'll come in handy for carrying things.
LOOK UNDER BED, and you'll find (what else?) a woolly sock. TAKE SOCK,
and OPEN WARDROBE THEN LOOK IN IT. TAKE SHOES THEN PUT THEM IN CASE.
Go north into the Kitchen. Ignore the refrigerator for now, but LOOK ON
TABLE. You'll see a tin opener. TAKE OPENER THEN PUT IT IN CASE. Now
DROP TICKET AND DOCUMENT.
Going east will take you into the Conservatory and about this time the
phone will ring in the Library. Go south and ANSWER PHONE. Xam will
start screaming at you to get over to his house fast. (At this point you
have NO idea where his house is, but don't worry about it: He's already
been kidnapped, so there's no need to hurry.)
Going north will take you back to the Conservatory. EXAMINE TABLE, and
you'll find a red tablecloth. Since you haven't seen a towel anywhere, a
tablecloth is the next best thing, so TAKE TABLECLOTH. Now OPEN DOOR
WITH IRON KEY, and go north into the Back Garden. Here you'll see a pair
of secateurs and a pair of gloves. You'll definitely need the gloves,
and you MIGHT need the secateurs (cutters, to you Americans). TAKE ALL
and WEAR GLOVES.
Go north again, then east into the Grassy Field. Here you'll see a
nasty bull in the corner of the field. If you go south from here, you'll
find your way east is blocked by a barbed-wire fence. The problem here
is to get to the east either from here or by going southeast from the
Grassy Field. There are two solutions, either of which will earn you the
same number points. You need only use ONE of the solutions, or you can
do both if you just want the exercise. You'll only get points for your
first action.
If you want to deal with the bull (in the Grassy Field), WAVE CLOTH AT
BULL. The bull will charge at you. Now THROW CLOTH AT BULL, and it will
become entangled in his horns, blinding him. You can now go southeast
into the Orchard where you can DROP CUTTERS.
If you'd rather deal with the fence, go south from the Grassy Field
(you should already be wearing the gloves), and HOLD WIRE THEN CUT IT
WITH CUTTERS. Now you can go east into the Orchard where you can DROP
CLOTH AND CUTTERS.
From the Orchard go east. You'll see a plastic bottle in the weeds. GET
BOTTLE THEN EXAMINE IT. What you've found is a handy little bottle in
which there is water mixed with oil. Hmm.
Go west, then south twice into the boathouse. First EXAMINE DOOR, and
you'll see it needs oiling. Aha! But how to deal with the watered-down
oil? There are also a can of worms and a mousetrap here. GET ALL then
LOOK IN BOAT. There's BUNG in there! Oh Boy! Er, uh, what's a bung?
Well, it's a PLUG that goes in a barrel to keep the good stuff from
running out. GET BUNG and PUT CAN IN CASE.
Let's go deal with the oil-in-water problem. Go back north, northwest
twice, west, south three times, and west into your Kitchen. Now OPEN
FRIDGE, PUT PLASTIC BOTTLE IN FRIDGE, then CLOSE FRIDGE. Now go east,
north three times, southeast, east, and south.
Here we are at Xam's Front Garden. OPEN DOOR WITH RUSTY KEY, and go
southwest into the Messy Kitchen, and west into the Dining Room, then
LOOK ON TABLE. GET CANDLE AND MATCHES, and go south. About this time,
you'll hear a knock on the kitchen door. Ignore it: it's the postman,
and you can't make it to the door in time anyway. Go southwest then
south, and you'll find yourself under a holly bush where there's a
magpie. LISTEN, and the magpie will give you a pair of spectacles to get
rid of you. WEAR SPECTACLES. Now go north, northeast, north, east,
northeast, and LOOK IN MAILBOX. There's a note in there. GET and READ
NOTE. You'll be told to call the post office to arrange for the delivery
of a package.
Go southwest, west, south, and DIAL 300. The voice will tell you he'll
send Lebling back with the package. Go north and east, then OPEN TRAP.
Go down (those spectacles will allow you to see in the dark!) and TAKE
CHEESE, then go back up.
About the same time you go down into the cellar, the postman will knock
on the door. He should still be there when you come back up, but he
won't give you the package because you're not Xam. He'll lock it up in
the mailbox. If you go out and try to open the mailbox with your plastic
key, it won't fit.
By now you should have noticed a timid mouse dashing in and out of the
kitchen. Let's deal with the little bugger. This trap is a home-brew
device, and you have to deal with it quite specifically to get the
mouse. First PUT CHEESE ON TRAP, then SET TRAP, and DROP TRAP. (Do NOT
say "PUT TRAP DOWN": It won't work!) Now let's do a little locksmithing.
OPEN MATCHBOX THEN GET MATCH. Next, LIGHT MATCH THEN LIGHT CANDLE WITH
MATCH. Finally, HEAT PLASTIC KEY WITH CANDLE. AGAIN. (You must heat the
key twice for it to be soft enough to change shape.) Go northeast (your
candle will go out), and OPEN MAILBOX WITH PLASTIC KEY. Voila! The
parcel! OPEN PARCEL, and GET CHARM THEN READ LETTER.
Examine the charm. You'll see the word "OOJIMY" inscribed on it. If
you've read your newspaper, you'll know this charm freezes things.
Speaking of freezing things, it should be about time to check the
fridge.
GO north, northwest, west, south twice, west, and OPEN FRIDGE. Now GET
MILK BOTTLE THEN DRINK MILK. EXAMINE PLASTIC BOTTLE, and you discover
that the water has frozen leaving only oil behind. GET OIL WITH MILK
BOTTLE. Now east, north twice, east, southeast, south, and southwest
back to the kitchen.
EXAMINE TRAP -- there SHOULD be a mouse in it. If not, just wander
around for a couple of moves, away from the kitchen, and you will
eventually catch the mouse. GET MOUSE, and PUT ALL BUT CHARM IN CASE.
Go northeast, north, southeast, and south. GET BOTTLE. PUT OIL ON
RUNNERS then DROP BOTTLE. OPEN DOOR, and the door will open easily (and
quietly). You'll see the crazy gardener oiling his machine gun. He'll be
startled by your appearance and run