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 clerk, 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 entire 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 down 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 office will now be a tower. WISHBRINGER 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 will 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 thing 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 to 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. You will find useful in 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. WISHBRINGER Part 3 Mailbox: Sooner or later you will 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 stuff 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 early 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. Tower: 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.