| MINDWHEEL | |
| (Broderbund) | |
| Mindwheel, although it looks formidable at first glance, is not really all | |
| that hard a game. The primary difficulty is answering the various riddles | |
| and obtaining the words for the sonnets; the other puzzles in the game are | |
| almost trivial by comparison. | |
| With that said, let's get started. After entering the word of the day, you | |
| find yourself in Virgil's laboratory. No preliminaries are really needed, | |
| just get started (anything he can tell you can you also find out by reading | |
| the book). So, now you're onstage in the mind of Bobby Clemon. Pick up the | |
| rose, then go over to the keyboard and play it. The ghost of Bobby Clemon | |
| will appear and sing a song. Pay attention to the words of the song; some | |
| of them will be useful later. Also open the keyboard and get the brooch | |
| that's inside. Read the plate, too. | |
| Now, you've probably seen a thug running around. If he isn't near you, go | |
| find him. Since he's such an obnoxious person, belt him one with your fist. | |
| You will both be drawn upward into a strange vortex, where you and the thug | |
| must now duel. You can safely ignore the bizarre things that float past | |
| you; they are simply there as window dresssing. | |
| Ask the thug for the rules of the duel, and then choose the disc when he | |
| asks you to pick your weapon. Note that you may have to do this more than | |
| once; on one occasion, opening the disc box revealed a pizza! In any case, | |
| when you have the real disc, the thug will become alarmed, and offer to | |
| tell you something important in exchange for his life. | |
| What he has to tell you is the last two words of the Fear Sonnet, so | |
| pretend to agree, and then throw the disc at him after he gives you the | |
| words. Since he was planning to go back on his word and kill you anyway, | |
| it's important that you get in your blow first. | |
| With the thug taken care of, you are lifted to the top of the Vortex, to | |
| the fringes of the Poet's mind. Here you encounter the delightful (?) Spaw | |
| and his friends, along with a toad. Pick up the toad, he will come in handy | |
| later on. Spaw will tell you that you must complete the Fear Sonnet before | |
| you can actually enter the Poet's mind via the Love Room. If you ask the | |
| toad about Spaw, he will give you one of the needed words to finish the | |
| Sonnet, and at this point, you actually have all the words you need. | |
| In fact, the six words are: Night, Cast, Sense, Tyranny, Diverting, Images. | |
| Write each of these in the appropriate blank, and hand the paper to Spaw | |
| (or, you can write them in and show them to Spaw one at a time for some | |
| amusing responses). The devil will step aside, and as you enter the Love | |
| Room, will hand you a book. | |
| In the Love Room, you will find a variety of strange insects engaged in | |
| bizarre acts of love-making. Ignore them all, and walk north to the table | |
| where the glass woman sits. She will tell you she can help you, but you | |
| must give her a flower first. Give her the rose (NOTE: in all transactions | |
| here, you must refer to this woman as "lady" or else the parser will become | |
| confused). | |
| Now she asks you to complete the Love Sonnet, which, fortunately, requires | |
| only two words. If you examine the book, you will note that it bears a | |
| resemblance to a book mentioned in the book/manual that comes with the | |
| game; in fact, the title of that book, History of My Heart, contains the | |
| two words you need to finish the sonnet. | |
| The lady now transforms into a flesh and blood woman, unlocks the drawer in | |
| the table, and leaves. Open the drawer and get the bottle of pills. Leave | |
| the Love Room (this is all you need to do in the Poet's mind), and return | |
| via the Vortex to Bobby Clemon's mind. | |
| When you return to Bobby's mind, you will notice that the stage and | |
| environs are now deserted. Which is fine, because you couldn't have gone | |
| down the ramp while people were there. So, hop along down the ramp, and | |
| then go East to the Exit sign. Open the door and go out. | |
| You are now in a courtyard, inhabited by bums wearing the rags of baseball | |
| uniforms. As you might suspect, these "bums" are actually the "Brooklyn | |
| Bums", or "Brooklyn Dodgers". Only one is awake; he wears a number 14 on | |
| his back. If you ask him who he is, he will tell you only his first name, | |
| Gil. For those who are not baseball fans, Number 14 is Gil Hodges. Make | |
| note of that name, as you will need it later when you reach the end game. | |
| After chatting with Gil, take a look at the oil drum. You'll see a small | |
| wooden object in there. It's actually a toy bat, and you may be needing it | |
| later, so take that, and then go back to the stage. You have finished now | |
| with the mind of Bobby Clemon. | |
| On stage, go North to the door, open it, and go through to the staircase. | |
| These stairs lead to the mind of the Generalissimo. Go up, and at the top, | |
| you will see a giant cage, inside of which is a winged woman being held | |
| captive. Talk to her. She will tell you that she can be freed only by | |
| someone answering the riddle on the cage. This riddle is rather easy, and | |
| the answer is "Rooster" (you could have gotten a hint about it by examining | |
| your harmonica). As she leaves, she will give you some helpful hints. | |
| Go North then West and you'll come to a room with a door and a weeping | |
| soldier, petrified from the waist down, who is blocking a staircase going | |
| up. Talk to the soldier, who will tell you what needs to be done to free | |
| him (the stairs, by the way, lead to Eva Fein's mind). | |
| You need to get further into the General's mind, and that can only be done | |
| by passing the door, which has a riddle of sorts written on it. The missing | |
| word in this case is "Eternity". Say that, and the door will open, allowing | |
| you to go out into the freeezing cold and snow. | |
| Once outside, go either East or West, where the Lizard officer will capture | |
| you. He will offer a trade for you disc; accept that, and ask him for his | |
| baton and helmet, then give him your disc (don't worry, you'll get it back | |
| soon enough). After that, go either West or East to the front, and from | |
| there, South to the fountain. | |
| Along the way, you will run into some animal-headed children. Ignore them; | |
| you can't afford to let yourself be "captured" by them right now. Continue | |
| on to the fountain, which you notice is full of blood. If you examine the | |
| baton, you will see that it has some special powers. Touch the baton to the | |
| fountain, and the blood changes to water. Fill the helmet with the water | |
| and return to the soldier. | |
| Give him the helmet. He will become unpetrified, and then suddenly melt | |
| away, rather painfully, as though the water acted as an acid on him. If | |
| you've been here before, you know that the soldier is really Spaw in | |
| disguise, and he was hoping you'd bring him blood in the helmet instead of | |
| water. What a surprise for Spaw! | |
| With the stairs open now, you can go up. Floating above you see an island | |
| in the clouds. That is Eva's mind, but it's not time for that quite yet. | |
| Look around, and you will see a couple of objects on the floor. The | |
| description here is not all that clear; there are two items, the disc and a | |
| key. Get them both, then go back downstairs. You are ready for the great | |
| escape. | |
| Of course, you can't escape unless you're captured, so go out into the cold | |
| again and surrender to the animal children. They will take you to the back | |
| where the Lizard will order you to be imprisoned with the winged people. | |
| Freeing them is fairly simple; just throw the disc at the gate. The disc | |
| will cut through the barbed wire, and the winged people will begin climbing | |
| the tall pine tree and flying away. | |
| As it's pretty cold here, you better get away, too. Climb the tree, and | |
| take the strange pine cone that you find on top. Now eat one of the pills | |
| from the bottle. Aha! You've grown a pair of wings. Now one of the winged | |
| people will take you in tow, and drop you off on the island in the clouds, | |
| just outside the mind of Eva Fein. | |
| You stand at the door to the mind of Eva Fein. If you examine the door, you | |
| will see that it not only has a lock, but a strange indentation that looks | |
| something like a pine cone. Put the pine cone in the indentation, then | |
| unlock the door with the key. | |
| At this point, SAVE THE GAME!!! Once you go through the door, you WILL NOT | |
| be able to do any saving (don't ask why they wanted it this way, but that's | |
| how it is). So it's best to save now, in case you need to restore the game | |
| later on. | |
| Once through the door, you will be in a strange garden, laid out like a | |
| chessboard. There is a plaque on the wall with the rules of the game; it's | |
| a good idea to read them. The shed holds a ladder; you may or may not need | |
| it, depending on which way you start out. | |
| Throughout the game, you will be running into characters you've met before | |
| in other minds, dressed as chesspieces. Sometimes, you capture them, and | |
| sometimes, they capture you. If you get captured, you will lose some or all | |
| of the items you are carrying, and may only get back a few of them. If you | |
| get caught before or after reaching the bank, make sure you get the brooch | |
| back, since that is the only necessary item at this point. | |
| In one sense, it doesn't matter all that much which in which direction you | |
| start, since all paths will evetually end up at the same place anyway. | |
| However, the easiest way is to go NE on the first move. This brings you to | |
| a room with a frog doorkeeper. He will be happy to open any of the forward | |
| doors, so long as you tell him in Froggish. | |
| Fortunately, since you have the toad with you, that's really not much of a | |
| problem. Ask your toad friend to tell the frog to open the North door. | |
| Passing through that brings you into an orchard. Get the apple you see | |
| here, and continue on North to the bank. | |
| Here you find yourself on line behind a robot. The robot will ask for | |
| something to write with; hand him the brooch. He will finish writing on his | |
| check and leave. This will allow you to go North out of the bank, into the | |
| pasture. | |
| This is the square that all other paths end at. In the pasture you see a | |
| long-tailed horse with saddlebags on his back. If you still have the apple, | |
| give it to the horse. If you don't have it, or after you've fed the horse, | |
| hang around and wait, doing nothing. The woman you helped back in the Love | |
| Room will appear and capture you. | |
| Now you must quote a line from the Love Sonnet. This is absurdly easy; just | |
| pick any line from the Sonnet. You will be freed, although most of what you | |
| had with you will be taken away. However, she will leave you the book and | |
| the toy bat. | |
| If you've already fed the horse the apple, you don't need the bat. | |
| Otherwise, examine it carefully, and you will see that it can be opened. | |
| Opening the bat will reveal a small, but edible, jujube, which you can give | |
| to the horse to make it stand still. | |
| In any case, once the horse is standing still, and the woman has left, open | |
| the saddle bags and get everything inside. Also pick up all the objects | |
| lying around the pasture. You have all the items necessary to make a | |
| fiddle. Begin by putting the pegs in the holes, then tying the cord to the | |
| fiddle. Cut some hair from the horse's tail with the scissors, and attach | |
| it to the wooden handle (this is the bow). | |
| Play the fiddle, and you will be able to exit the pasture to the north. | |
| This square is an unpleasant one, as it is populated by rather nasty | |
| zombies. There is only one way to get through safely: you must sacrifice | |
| the toad to them. (If you wait long enough, the toad will tell you that | |
| himself). So, throw the toad into the trench, and continue on north. Open | |
| the hatch and go through. | |
| You are almost to the Cave Master. However, before you can pass through the | |
| ultimate portal, you have another fill-in to do. Talk to the Red King, who | |
| will quote something, leaving one word blank. That is the word you need, | |
| and it's "transfigured". When you say that, the portal leading to the Cave | |
| Master will open. | |
| However, you can't go through without a talisman. Examine the door | |
| carefully, and you will see the familiar disc stuck to it. Also there is a | |
| picture of Number 14, and an inscription telling you that you must say the | |
| player's name to obtain the disc. | |
| Since you know the name, say it. The disc will come off the door and you | |
| can pick it up, then go through the portal. At last you have reached your | |
| goal, the all-knowing Cave Master. He gives you a wheel, and tells you to | |
| fit it around the disc. Don't bother examining it; you have only a few | |
| moves to spare here (and if you blow it, remember, you have to start from | |
| your last save position, outside Eva's door!). So, fit the wheel around the | |
| disc. | |
| Ta-da! You've successfully completed your mission and saved mankind from | |
| destruction (although I must say, I thought the ending a bit feeble, | |
| myself). | |
| * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * | |
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