Newsgroups: rec.games.int-fiction
Path: nntp.gmd.de!Germany.EU.net!howland.reston.ans.net!vixen.cso.uiuc.edu!rs6000.cmp.ilstu.edu!ceforma
From: ceforma@rs6000.cmp.ilstu.edu (Christopher E. Forman)
Subject: Re: Wishbringer finished, but questions remain
Message-ID: <1995Mar26.202225.41274@rs6000.cmp.ilstu.edu>
Date: Sun, 26 Mar 1995 20:22:25 GMT
References: <3l3t73$d52@news.uni-c.dk>
Organization: Illinois State University
X-Newsreader: TIN [version 1.2 PL2]
Lines: 34

Lars Jodal (joedal@inet.uni-c.dk) wrote:
: I just finished Wishbringer (really a great game), solving all the
: puzzles without wishes. But a few questions remain:

: What is the role of the dying seahorse on the wharf? There is just
: time to throw it into the water, and it looks grateful, but I never
: hear about it again.

Normally, there are two ways to escape the boot patrol -- wishing for
freedom and going through the hole in the cell.  If you get captured a
third time, you'll get thrown into the bay to the sharks.  If you've
saved the seahorse, though, it'll rescue you and get rid of the boot
patrol for good.

: I can see the use of Advice, Flight, Foresight, and Freedom, but
: in what situations could Rain, Darkness, and Luck have helped me?
: (Luck maybe something with escaping the Boot Patrol?)

Rain can be used to get back down from the magic shop if you forget to
draw a map.  It can also be used to free the platypus on the beach.

Darkness will let you slip by the troll (if you need to go past him a
second time) or the gravedigger in the theater, or the hellhound.

The results of Luck aren't visible, but they affect game play in several
ways.  For example, if you're in the dark without a light, the chance of
being eaten by a grue are much lower.  It also comes into play with the
eldritch vapors in the cemetery.

: Does it make any difference whether I get rid of the big mailbox by
: feeding it the junk mail or I let the little mailbox fight it?

The fossil in the museum will be different depending on which method you
use.
