this post was submitted on 09 Nov 2024
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Going to the bridge, we find the gate guarded by a bridge troll! However we have the rattling can that the old lday gave us... it contains... a RATTLE SNAKE! What else.
Near the lake we find a pit with a platypus in it. We use the huge branch to rescue the animal and it draws an X in the sand. Digging there gives us a silver whistle…
Blowing the whistle brings us to Misty Island, where we find a castle full of … Platypuses! The one we rescued was the princess. And the king gives us a magic hat to thank us for our deed.
#interactivefiction #infocom #wishbringer #retrogaming
TIL that the Wishbringer stone flouresces blue! Wow!
@[email protected] orcs are near...
One thing that worries me: we befriended a small mailbox. However we also met a BIG mailbox. And the two fought and destroyed each other. I fear we MIGHT have to restart the game.
But in the meantime we take the opportunity to explore the underground. There are multiple entrances and it’s not really big. However you need the candle, or you will be eaten by a grue!
Incidentally we find a grue‘s nest. Sadly we are not quick enough to raid the fridge. I wonder how we can avoid the little beast…?
Easy! We let ourselves get caught by the boot patrol. In the cell there is a blanket on the bunk bed. Off we go into the underground and throw the blanket over the beast. This gives us access to a bottle of grue milk and an earthworm (yuck!).
By the way: I added a 1541-II as device 9 to my setup so we can use the Franken-1541 as device 8 for the story disk and the 1541-II hosts the save disk. No more swapping! Yay!
#commodore #c1541 #c64 #retrogaming
Using the milk of grue we can now wish for darkness. This is useful to get into the cinema. However I wonder what the wishless solution would be to this puzzle…? Wishes don’t increase the score, even though getting the ingredients is quite cumbersome (getting the ingredients gets you points, so that’s good).
#infocom #interactivefiction
In the cinema we find some 3D glasses which lets us watch the movie. Which is kind of a weird thing… is it a movie at all…?
The glasses are needed for a different wish. So I guess they are not needed at all, except if they can be used in a different way?
Right. Where were we? Oh yeah, we found a token in the fountain. But there is a piranha in the water. Well, we also found a worm, so… fish like worms right? And indeed we get the token for the video arcade.
#retrogaming #interactivefiction #wishbringer #infocom
We take the token to the arcade. One machine is free and so we insert the token. The game is called TRANSMAT and it has a joystick and a coordinate grid. A grid just like the game map!
Well I think this is our way out of here, we can finally circumvent the hellhound and get to the evil tower! So we move the cursor to the coordinate of the tower and push the button!
The transmat worked! We are now on the hilltop where we started the game. But instead of the post office there is now the evil tower. But how do we get in? The drawbridge is closed!
I am not going to spoil too much, but remember what the platypus king told us? If we want to get into the tower we need to use a word of power! So we did. And went in…
Inside we find—again—the platypus princess. This seems to be a trap…
Why yes, of course it’s a trap. And Mr Crisp, our boss, is the henchman. Obviously. We end up in a torture chamber. Let’s see how we get out of here…
#interactivefiction #infocom #retrogaming #wishbringer
Luckily we remember that Ms Voss gave us a note for Mr Crisp. So… we hand it to him and he disappears head over heels. This gives us the chance to free ourselves.
Obviously we read the note Ms Voss wrote and learn a VERY important information about the hellhound! If you don’t read the note, you will be stuck later in the game even if you remember this info. Guess how we found out…
Now that we have done this, we explore the tower. We find the laboratory, which we saw in the 3D movie. There is a car here! Naturally we take it, grab the broom and WISH FOR FLIGHT, zooming off to a happy end…?
…no happy ending. The cat we took was the wrong one. Game over, but not successfully. Back to our save in the tower it is… but nice plot twist!
On our second try we use the knowledge gained from the violet note to get past the hellhound.
#infocom #wishbringer #interactivefiction #retrogaming
Inside of the cottage we find the key to the library. Which we immediately use to get into the same. Everything seems pretty forgotten and disused.
In the back of the library we find a museum with a cat sculpture. That sculpture has an ominous hole on its forehead. As the cat is completely black the only thing missing to make it look like Chaos the cat is something white...
Well, it's obvious that we need to put Wishbringer into the hole, right? Suddenly the witch seems to appear and asks us to not proceed. Is this a trap?
...it was a trap, but we don't fall for it. We put in the stone anyway, freeing the cat from its prison. The woman turns out to be the Evil One, who is now beaten.
In the end we drop off the cat at the Magick Shoppe and get to say goodbye to the old woman, who is happily reunited with her cat. All is well and we have scored an amazing 96 out of 100 points. We used only one wish, for the cinema!
All in all this was an immensely enjoyable game. The feelies like the stone, the letter and the map helped very much with the world building. Brian Moriarty is an excellent story teller. Let's see which game we will play next...