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- WISHBRINGER
- Part 1
- Opening: The game begins in the middle of a daydream on a
- hilltop near the post office. When you, a lowly mail lerk,
- snap back to reality, you should enter the post office. Crisp
- will give you an envelope to deliver to the Magick Shoppe. It
- will be approximately 3:00 pm and you will have until 5:00 pm to
- deliver the letter -- plenty of time to explore the village
- Poodle: The first obstacle you will encounter will be the
- poodle. Retreat. Go to the cemetery. Stall until the
- gravedigger leaves, then enter the grave and get the bone. Take
- the bone to the poodle and proceed north.
- Finding Things: Explore the entie village. Miss Voss will
- give you a violet note (don't loose it). Check out the statue
- and the fountain. Get the coin. Enter the police station and
- get the candy. At the Wharf's End, you will find a dying
- seahorse -- throw it back into the water. North of the Arcade
- in the Tidal Pool you will find a shell. In the church, you
- might try to take the candle. At Edge of Lake read message in
- sand. On Lookout Hill, you'll find a horseshoe.
- Bridge/Trail: Cross the Bridge. Be careful on the trail; jot
- dwn directions -- you'll need them later.
- Magick Shoppe: Enter the Magick Shoppe and deliver the letter.
- Take the can and pay close attention to the description of the
- cat. Exit the Magick Shoppe and things will have changed! For
- instance, the post offce will now be a tower.
- Part 2
- Can of Nuts: If you are curious about the can of nuts, open it
- but save game first. To get back across the bridge, you must
- give something to the troll. If the gold coin doesn't work, try
- the can of nuts. The troll wll open it then drop it. Retrieve
- the can and look in it. Ahah, it has a false bottom!
- Curfew and Boot Patrol: Cross the bridge and read the sign.
- Curfew begins at 6:00 pm. You must dodge the Boot Patrol. If
- you do get arrested, there are ways to get out of the jail:
- First time -- move the bunk and enter the hole to the
- underground.
- Second time -- use a wish (Freedom).
- Third time -- you will get thrown to the sharks but the
- seahorses will rescue you if you did the right thig for the
- dying seahorse earlier.
- I believe it is necessary to get arrested at least once in
- order to get the blanket. [Note: The game can be won without
- using any wishes.]
- Church: Notice the change since last time you were here. You
- will now be able t take the candle although you don't need it
- -- the stone provides light.
- Underground: There are three ways to get to the underground
- area: (1) From the jail cell, (2) from the hinged tree stump on
- Lookout Hill, and (3) from the open grave.
- Grue's Nest: You will find the grue's nest in the underground.
- Put the blanket on baby grue and get the grue's milk and
- earthworm from the refrigerator. Once you have the earthworm,
- go to the fountain.
- Token: Put the earthworm in the fountain and get the token.
- Yu the Arcade.
- Cemetery: The umbrella is in the cemetery. Don't dilly-dally,
- just get it and go. The north gate is best. If the Vapors get
- you and scatter your possessions, you will be able to find them
- again.
- Part 3
- Mailbox: Sooner or later you wll encounter a big hungry
- mailbox. It can become a pain, so take a walk on the Rocky Road
- and watch for a Shimmering Trail. You will find a friendly
- little mailbox. Arrange for the two mailboxes to meet.
- Magick Word of Power: At Edge of Lake, you'll find a pit with
- a platypus trapped in it. A branch from the dead tree can be
- put in the pit to rescue the platypus. The platypus will make
- an "x" in the sand. Dig there. Get the whistle and blow it.
- You will then visit Misty Island where you will receive a hat.
- Take the hat to the pelican and learn the magick word of power.
- Movie Theater: Use the gold coin to buy a ticket. The
- gravedigger will have a box labeled "3-D Glasses" but it will be
- empty. Go on into the theater and look where people throw stff
- to find a used pair. Wear the glasses and enjoy the movie.
- Hellhound: There's more than one way to get past him. You can
- use a wish -- Darkness works nicely. You can read someone
- else's mail. Or you can go via the arcade. Don't attempt this
- too ealy in the game.
- Arcade: Examine the game machine and look at the screen.
- Insert the token and move the joystick so your position on the
- screen grid matches where you want to be in the village. When
- you reach the Hilltop position, push the Red Button.
- Toer: Say the magick word of power which you got from the
- pelican. The drawbridge will be lowered. Enter the tower but
- beware -- it's a trap. You will be carried away to the Torture
- chamber (locked in chains). You can use a wish here or simply
- give the violet note to Crisp. After he leaves, get the white
- coat and take the key from the pocket. Unlock the chains. Be
- sure to read the note. Go up into the tower. Wear the 3-D
- glasses. Examine the control panel and turn off the Security
- Switch. Get the broom. Examine the black cat -- no white spot
- on forehead -- wrong cat! You can try taking it to the Magick
- Shoppe but it will be a waste of time. To exit the tower, you
- must lower the drawbridge. You will find paintings on the wall
- in the Round Chamber. Moving one will reveal a crank.
- Upon meeting the hellhound again, remember the violet note.
- Although it referred to the poodle, it is quite effective with
- the hellhound.
- Cottage: Get the steel key from the bookcase.
- Library: Use the steel key to unlock the door. Go to the
- Museum part of the Library where you will find a cat sculpture
- in a display case. You will have to break the case (with the
- broom, perhaps). The cat sculpture will have a hole carved in
- the forehead. Put the stone in the hole and your adventure will
- be over!
- WISHBRINGER is copyrighted
- by Infocom, Inc., 1985.
- This walkthru is copyrighted
- by Terry Clayton, 1985.
- All rights reserved.
-