Notes on this walkthrough

This is a near-minimalist approach to the game. There are more items to get than are listed here. I did it this way mainly because the number and weight of items you can carry is quite limited, and it got annoying having to shuffle items about. The "ignored" items are mostly those that are used to make the various wishes in the story, none of which are necessary. Some items can only be gotten in the daytime (such as the umbrella or chocolate) or at night (such as the candle).

These items are: the umbrella (in the cemetery location north of the open grave), used to wish for rain; the conch shell (beach location south of the pelican), used to wish for advice; the horseshoe (next to the stump on Lookout Hill), used to wish for luck; the bottle of grue's milk (in the refrigerator in the Grue's Nest), used to wish for darkness; the chocolate (in the Police Station), used to wish for freedom; the candle (in the Church), which is just a light source; and the leaflet (in the mailbox in the forest found by going down the shimmering path), which you can feed to the big mailbox outside the arcade. Additionally, you can use the glasses to wish for foresight and the broom to wish for flight. Besides the broom (which I chose mainly because of its convenient location), you can also use the umbrella, shell, horseshoe, bottle, or dead branch to break the display case in the Library.

The wishes for luck, foresight and advice are harmless (although possibly slightly helpful, if you were playing the game normally) and will have no effect on your point total. The wishes for rain, darkness, and freedom provide alternate solutions to some problems which are non-optimal (i.e., not full points). The wish for flight is a red herring and will cause you to lose the game.

Festeron

Go inside the post office. Examine the Wanted poster. Take the envelope and leave the post office. Go west twice, answering yes when the game asks if you really want to go into the cemetery. Go north. Wait three turns for the gravedigger to leave. Enter the grave and get the bone. Leave the grave and return south and east back out of the cemetery. Go east twice more. Give the bone to the poodle. Go north. Wait one turn for Miss Voss to give you a note. Take it from her. Go north. Search the fountain. Take the coin. Go east to the end of the wharf. Pick up the seahorse and throw it into the bay. Return west to the Park, then go north all the way across the bridge. Go east. Get the branch (twice). From here, go up, west, north, up, east, south, and up. Open the door of the Magick Shoppe and go in. Wait two turns for the old woman to come out from behind the curtain, then give her the envelope. Open it and read the letter to her. Wait one turn. Take the can she offers you. Wait until you are outside the shop again.

For Your Amusement:
Read the theatre marquee.
Pick up the conch shell and listen to it.
Examine the video game in the Arcade.
Repeatedly examine the grandfather clock in the Magick Shoppe, both before and after the old woman appears.
Open the can while inside the Magick Shoppe.

Witchville

Regarding the Boot Patrol: If they are "coming this way", you must leave the screen immediately, in some other direction than the one from which they are coming. If you simply "hear the tramp of marching boots" to a certain direction, you are safe for the moment, and can listen and wait for them to pass. If you get captured, the first time you can escape by going down the hole under the bunk; the second time you can wish for freedom (if you have the chocolate). Whether you survive a third capture depends on whether you have saved the seahorse. Other than that, you're toast. (Or chum, as the case may be.)

Go back down the mountain by going down, north, west, down, south, east, and down, then go west. Open the can; the snake inside will scare off the troll. Get the can again and squeeze it. Get the stone and drop the can. Open the gate and cross the bridge by going south twice. Go west and south. Examine the pit. Put the branch in the pit, then get the branch again. Drop the branch. Dig in the sand. Get the whistle. Examine it. Blow the whistle. Go west into the castle. Wait one turn. Take the hat the King offers you. Wait one more turn. Blow the whistle again. Go north, then up to Lookout Hill. Examine the stump, then open it. Go in. Go south and east. Go up, move the bunk, then go up again. Get the blanket and go back down. Go north and east. Cover the grue with the blanket. Open the refrigerator and get the worm. Close the refrigerator. Return west twice and up. Close the stump. Go down, east, and south twice. Examine the fountain. Put the worm in the fountain and get the token. Go north twice and east twice. Give the hat to the pelican and take note of the magick word you are shown.

Return west twice, south twice, and east. Read the schedule and marquee. Give the gold coin to Miss Voss. Go in to the theatre lobby. Give the ticket to the gravedigger. Go in again to the movie theatre. Look under the seats and take the glasses. Put them on and watch the movie. When it's over, remove the glasses and leave the theatre. Go east and south into the Arcade. Examine the machine. Put the token in the slot. Examine the screen and examine the star. It's on square E-3, which is where you are now. Push the joystick west twice, then south twice. Examine the star again - now it's on C-5, which is the square with the Tower/Post Office. Push the red button. Answer yes twice.

For Your Amusement:
Drop the candle into the bay, lake or river.
Ignore King Anatinus.
Put something in the wizard's hat, and then look in the display case in the Museum at the end of the game.
Examine the Wanted poster in the Police Station.
Get captured by the Boot Patrol and just wait around in the jail cell.
Get captured a third time by the Boot Patrol both with and without saving the seahorse.
Let the small mailbox from the forest meet the big mailbox outside the Arcade, then notice what appears in the Museum at the end of the game. Try putting something inside either mailbox before they meet, too.
Kill the stunted humanoids in the Arcade.

The Dark Tower and Library

Type in the magick word the pelican showed you. Go into the tower. Go south and get captured by Mr. Crisp. Give him the violet note. Get the lab coat. Look in the pocket. Get the key. Unlock your chains. Pull the lever. (Pushing the lever will yield a rather different effect!) Drop the key and lab coat. Get the note and read it. Open the hatch and go up the ladder. Examine the paintings, then move one. Turn the crank to opens the drawbridge. Go up again. Wear the glasses. Examine the first switch and the second switch. Turn off the second switch. Get the broom. Go down, remove the glasses, then go north twice out of the Tower. Go east. Type Alexis, heel. Feel free to pet the hellhound if you like. Open the cottage door and go in. Read the message in the dust, then get the key. Leave the cottage and go north. Unlock the door with the steel key. Go into the Library. Go south twice. Examine the sculpture in the display case. Break the case with the broom and take the sculpture. Put the stone into the sculpture, and answer yes when prompted. When you are transported to the Magick Shoppe, knock on the door. Congratulations.

For Your Amusement:
Wish for freedom while Mr. Crisp is present.
Push the lever on the torture machine up rather than pulling it down.
Put other objects (such as the black cat) into the torture machine and push the lever up.
Try to put the cat in the torture machine while the Princess is still in it.
Pour out the grue's milk near the black cat and near Chaos.
Put on the glasses just before putting the stone in the sculpture, then don't put the stone in.
Give the stone to the old woman in the Museum.

 

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