After
a short (but thrilling) flight, the cloud will deposit you
gently at the Railroad Station. Get up, then READ SIGN, and
you will be told positively that Mama Don't Allow No Busking
Around Here. (Or something like that.) For those of you unfamiliar
with the term, a "busker" is an itinerant musician
or actor.
Go east
twice to the platform, then north twice, and you'll come to
a door marked "Private." OPEN DOOR and go west into
the Postal Depot. There's the saddle you shipped. GET SADDLE,
and go east, south twice, and west.
BUY TICKET
WITH COIN. The Stationmaster will happily tell you that it's
not enough, so let's make some more money. PUT COIN IN HAT
then PUT HAT DOWN. The tourists around here are pretty hard
to please, so you'll need all the help you can get. DOOFER
SHOES then play harmonica. A tourist will drop a coin in your
hat, but it's a foreign coin and useless. Keep playing the
harmonica, and eventually the Stationmaster will get disgusted,
and will offer to sell you a ticket at half-price!
GET ONE
FERG COIN, and BUY TICKET WITH ONE FERG COIN. Unfortunately,
your bad luck is still holding. The ticket will be blown out
of your hand.
Pay attention
to which direction your ticket is being blown. It seems that
there may be a variable involved here, but the following directions
worked for me. Go east, GET TICKET, north, GET TICKET, north,
GET TICKET, north, and GET TICKET. When you finally get the
ticket, you should be on the Tracks; at this point, the train
will start leaving!
RUN AFTER
TRAIN twice, and you should catch it. When the guard shows
up, SHOW TICKET TO GUARD. There's nothing left to do now but
WAIT until the train stops at the Mountain. Go west, and you'll
see the Unicorn grazing peacefully nearby. (Now you know why
you've been messing with that stupid saddle all this time!)
PUT SADDLE ON UNICORN, GET ON UNICORN, and DOOFER UNICORN.
You'll go for a quick ride to the castle. GET OFF UNICORN,
and go down. REMOVE SHOES THEN DROP THEM. Go east and north,
then east and down to the gaol. OPEN DOOR and go north into
Xam's cell.
Examining
the rope and the hatch will quickly reveal how the door works,
and give you a fairly simple solution. TIE ROPE TO MANACLES.
Then WAKE XAM. He'll make a lot of noise and summarily be
rushed off by the guard, leaving you trapped in the cell.
You need
to find a way to have the hatch door shut with you inside.
Hey, piece of cake! First, GET MATCH THEN LIGHT IT. Now, LIGHT
CANDLE WITH MATCH, then PUT CANDLE IN GLASS. WATCHERCALLIT
MATCHBOX. (I'll tell you why in a minute.) PUT GLASS UNDER
ROPE, and quickly go north into the dumbwaiter. WAIT and the
candle will burn through the rope, the hatch will slam shut,
and the opposite door will open!
Now, about
the matchbox: If you leave the Watchercallit spell on the
glass, it will reappear in your hand after you put it under
the rope. Due to what I can only assume is a bug in the game,
it will still be under the rope and burn through it at the
same time! However, if it is a bug, they may fix it, so it's
better to do the whole thing legitimately.
Go north
through the Kitchen and up. EXAMINE FIREPLACE in the Hall,
and you'll see that it is immaculate. Keep that in mind. Now
go northeast, OPEN DOOR, and east twice.
You are now in the Jewel Room. If you EXAMINE DOME, you'll
find it's a cube puzzle! EXAMINE BLOCKS, and you'll see the
order of the blocks. What you are seeing is a Magic Cube Puzzle.
For those of you who are not familiar with it, a Magic Cube
is a puzzle in which you have to arrange numbers so that they
add up horizontally or vertically to the same number.
Since
the numbers in this puzzle range from 1 to 9, the magic number
has to be 15. There are only two ways to get the numbers to
line up properly. Since the "4" can only end up
in the lower right-hand corner, that narrows the solution
down to only one possible combination.
This is
just like one of the plastic puzzles you played with when
you were a kid, so let's get started. SLIDE 5, SLIDE 8, SLIDE
1, SLIDE 6, SLIDE 7, SLIDE 2, SLIDE 9, SLIDE 5, SLIDE 3, SLIDE
4.
When you've
successfully completed the puzzle, the dome will shatter,
scattering glass shards everywhere. (You ARE still wearing
the gloves, right?) GET BRACELET, then PUT ALL CHARMS ON BRACELET.
You're
now ready to deal with Jannedor. Go west twice, southwest,
northwest, up twice, and you're outside two doors.
If you have not lost ANY of your luck, you'll choose the right
door, and all will be well; however, if you HAVE lost even
the smallest amount of luck, you haven't a prayer!
OPEN LEFT DOOR, and go north. Jannedor (lucky for you) is
arguing with Xam out on the balcony. You'll immediately see
a crystal ball on the table. GET CRYSTAL BALL then go south
to get out of there before she catches you!
Go down
twice, and southeast to the Hall. Take the time to LOOK IN
BALL. The crystal ball will show you four possible futures.
You want to make sure that the future that will be to your
advantage is the one that happens. Keep looking in the crystal
ball until you see the scene where Jannedor ends up in the
Great Hall, and glances at the fireplace. Now "fix"
this future in place with magic: DOOFER BALL!
Why do
you suppose she looked at the fireplace? Perhaps because it
didn't look the way it was supposed to. PUT ASH ON HEARTH.
That oughta do it! Go up into the chimney.
WAIT, and eventually Jannedor will show up and reach into
the chimney to find out where the ash came from. Quickly PUT
BRACELET ON WRIST.
You will
find yourself (now dressed as a Guardian) right back where
it all started, with you about to be hit by a bus. There's
nothing to do but WAIT, because you are GOING to be hit by
the bus and you are GOING to die.
Don't
yell at me! I didn't write the ending! According to the people
at Magnetic Scrolls in England, they judged this to be the
only ending possible, since you were plucked from in front
of the bus for the sole purpose of retrieving the bracelet
and charms; they merely put you back where they found you.
Seems
to me they could have given you more than a cheese sandwich.
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