| This is the solution to the Infocom adventure 'Wishbringer'. | |
| (c) 1992 Erik Futtrup, Denmark (email: futtrup@daimi.aau.dk) | |
| and Twan Lintermans, Holland | |
| s:look:take envelope:n:w:w:y:n:examine gravedigger:show | |
| envelope:examine grave:enter grave:take bone:get out of | |
| grave:s:e:e:e:give bone to poodle:n:examine miss voss:take | |
| note:n:examine fountain:take gold coin:e:e:e:take seahorse:throw | |
| seahorse in water:w:n:n:w:w:n:n:e:u:w:n:u:e:s:u:knock on | |
| door:open door:w:wait (2x):give envelope to old woman:open | |
| envelope:read letter to old woman:wait:take | |
| can:wait:wait:d:n:w:d:s:e:d:take branch:w:open can:take can:shake | |
| can:look into can:squeeze can:take stone:open | |
| gate:s:s:w:s:examine pit:put branch in pit:pull branch:dig sand | |
| with hands:take whistle:blow whistle:enter castle:wait:take | |
| hat:wait:blow whistle:e:e:n:n:e:e:[it's possible that you're | |
| captured by the Boot Patrol, which has to happen once!; when this | |
| occurs, you can continue like this]:move bunk:take blanket:take | |
| all:drop all in hole except stone:d:take all except can:n:e:put | |
| blanket on grue:look:open fridge:take worm:w:w:open | |
| stump:u:n:e:e:e:examine lighthouse:give hat to pelican:[write | |
| down the word he gives you!]:w:w:s:s:e:buy ticket with the gold | |
| coin:enter theatre:give ticket to gravedigger:n:sit down:look | |
| under seat:take 3d:wear 3d:look:look:[until: 'Poof! The image on | |
| the screen goes black]:get out of seat:take off 3d:s:exit | |
| theatre:yes:w:drop worm in fountain:take token:e:e:s:put token in | |
| machine:move joystick west:again:move joystick south:again:press | |
| red button:yes:yes:say [the word the pelican gave | |
| you]:s:wait:give note to mr. crisp:take coat:take key:unlock | |
| chains with key:pull lever:take note:read note:open hatch:u:look | |
| behind paintings:u:wear 3d:take broom:examine panel:examine | |
| second switch:turn second switch off:d:take off 3d:turn | |
| crank:n:n:e:alexis, heel:open door:enter cottage:take key:exit | |
| cottage:n:unlock library door with steel key:enter | |
| library:s:s:break case with broom:examine sculpture:put | |
| wishbringer in hole:yes:yes:pet cat:knock on door. | |
| This gives you 100 point out of 100! | |
| Without using any of the wishes! | |
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