Jinxter walkthrough
- Jinxter
- walkthrough
JINXTER (Magnetic Scrolls)
--------------------------
(You start in a bus) WAIT * 4, SHOW TICKET TO INSPECTOR, WAIT * 2, PRESS
BUTTON, WAIT * 4, OUT (you drop your keys), GET KEYRING, WAIT * 2 (you're run
over by a bus - suddenly a guardian arrives, handing you a document), READ
DOCUMENT (describes your mission), OPEN GATE, N, EXAMINE KEYS, UNLOCK DOOR WITH
IRON KEY, OPEN IT , N, NW, OPEN CASE, LOOK IN IT, GET HARMONICA, LOOK UNDER BED,
GET SOCK, OPEN WARDROBE, LOOK IN IT, GET SHOES, N, OPEN FRIDGE, LOOK IN IT, GET
MILK BOTTLE, EXAMINE TABLE, GET OPENER, E (the phone rings), S, ANSWER PHONE
(it's Xam, your friend - he is in trouble!), N, EXAMINE TABLE, GET CLOTH, UNLOCK
DOOR WITH IRON KEY, OPEN IT, N, GET SECATEURS (I don't think they're useful
other than for cutting the wire, which you shouldn't do anyway!), GET GLOVES, N,
E, WAVE CLOTH (the bull charges...), THROW IT AT BULL (then stops, confused!).
SE, E, GET BOTTLE, W, SE, S, GET TRAP, N, NW, S, UNLOCK DOOR WITH RUSTY KEY,
OPEN IT, SW, W, EXAMINE TABLE, GET CANDLE AND MATCHBOX, E, OPEN MATCHBOX, GET
MATCH, STRIKE IT, LIGHT CANDLE WITH MATCH, OPEN TRAPDOOR, D, GET CHEESE, PUT IT
ON TRAP, U, SET TRAP, DROP IT (stay away for a while - if you want results!), W,
S (you hear someone a the door - it's the mailman), DROP CANDLE, SW, PUT BOTTLE
IN BATH, S, LISTEN TO MAGPIE (it gives you a pair of specs ?!?), N, NE, N, E,
NE, LOOK IN MAILBOX, READ NOTE (there's a package for Xam), SW, W, S, DIAL 300
(Bloody (Dave?) Lebling will bring the package down), GET CANDLE, N, E, WAIT
(Lebling arrives - he won't give you the package), HEAT PLASTIC KEY WITH CANDLE,
AGAIN, NE, UNLOCK MAILBOX WITH PLASTIC KEY (while the key is still hot), OPEN
IT, LOOK INTO IT, OPEN PARCEL, LOOK INTO IT (it contains a note + a charm!),
READ LETTER (from Xam), GET WALRUS CHARM (it can freeze things), SW, W, S, SW,
OOJIMY FLUID (it freezes - the oil pours out, while the ice remains in the
bottle), GET BOTTLE, NE, GET MATCH, STRIKE IT, LIGHT CANDLE WITH MATCH, HEAT ICE
WITH CANDLE (it melts), EMPTY BOTTLE, DROP CANDLE, SW, FILL BOTTLE WITH OIL, NE,
N, E, GET MOUSE (it ought to be there by now!), NE, N, SE, S, EXAMINE BOAT, GET
BUNG AND CAN, PUT PUT IN SOCK, OIL DOOR WITH OIL, OPEN DOOR, S (with the door
not creaking, you surprise the Gardener, GET SACK, LOOK IN IT (it contains the
amethyst charm, which will make rain), DROP TICKET AND DOCUMENT, EXAMINE CANOE,
PUT SOCK IN HOLE (the boat is ready to sail), PUT CANOE IN LAGOON, ENTER IT, GET
PADDLE.
S, S, GET OUT, D, WEAR SPECTACLES (you can now see in the dark), OPEN CAN WITH
OPENER, PUT WORMS ON MOUND (the loosen the earth), DIG IN MOUND, E, E, DROP ALL
BUT PADDLE, DROP TROUSERS AND SHIRT, GET SUIT AND FLIPPERS, WEAR SUIT AND
FLIPPERS, GET MASK AND AQUALUNG, W, W, U, DROP SPECTACLES, WEAR MASK, N, D, NW,
WEAR AQUALUNG (better save some air for later!), N, OPEN HATCH, D, CLOSE HATCH,
EXAMINE PANEL, PRESS LEFT BUTTON (the water drains away), EXAMINE DOOR, TURN
WHEEL, OPEN DOOR, E, D, EXAMINE DESK, OPEN NOTECASE, GET COIN, OPEN DOOR, U, W,
PRESS RIGHT BUTTON, E, D, E, WAIT, WAIT, WEAR AQUALUNG (you float on the water
to the chandelier), U, EXAMINE CHANDELIER, GET UNICORN CHARM (makes things come
back to you), D, W, U, W, OPEN HATCH, U, S, SE, U, S, REMOVE AQUALUNG AND MASK
AND SUIT AND FLIPPERS (better get some clothes, huh ?), DROP AQUALUNG AND MASK
AND SUIT AND FLIPPERS, WEAR SPECTACLES, D, E, E, GET ALL, WEAR SHIRT AND
TROUSERS, W, W, U, ENTER CANOE, N, SW.
GET OUT, S, SE, N, D (remember your specs!), GET COIN, U, S, PUT MILK ON ASH
(it cools), DROP MILK BOTTLE AND PLASTIC BOTTLE, GET ASH, NW, NW, READ NOTICE
("Baker Wanted"), ASK BAKER ABOUT JOB (you'll have to bake him a bread), D,
EXAMINE TABLE, GET TIN, E, GET SIEVE, OPEN SACK, SIEVE FLOUR WITH SIEVE (oh! You
find the Pelican Charm!), GET PELICAN CHARM (it makes things come alive), PUT IT
IN TIN (you hide it in the dough), W, OPEN OVEN, PUT TIN IN OVEN, CLOSE OVEN,
EXAMINE IT, PRESS BUTTON * 2 (you bake the dough an extra time, making it rather
hard!), OPEN OVEN, GET TIN, U, GIVE BREAD TO BAKER (he kicks you out - no
wonder!), DROP TIN AND SIEVE, BREAK BREAD, GET CHARM, SW, DOOFER UNICORN (it
flies off), GET SADDLE, NE, OPEN DOOR, NE, SEND SADDLE TO STATION (how you know
you're supposed to do that I don't know), GIVE TWO FERG COIN TO POSTMISTRESS,
SHOW MOUSE TO POSTMISTRESS (she runs off), EXAMINE SAFE, TURN TOP RIGHT HANDLE,
TURN BOTTOM RIGHT HANDLE * 2, TURN TOP LEFT HANDLE, TURN BOTTOM RIGHT HANDLE,
TURN TOP LEFT HANDLE, OPEN SAFE, LOOK IN IT, GET DRAGON CHARM (it makes the sun
come out), OPEN DOOR, SW, SW, DOOFER FIRE ENGINE (you find a ladder), DROP ALL
BUT PADDLE AND WALRUS CHARM, EXAMINE SHOP, LOOK THROUGH WINDOW (you spot a lamp
just inside), KNOCK ON DOOR, THROW PADDLE AT LAMP (you hit the lamp and set the
house on fire. The old man flees), GET LADDER, SW, E, EXAMINE LADDER (5 rungs
are missing), LEAN IT AGAINST GIRDER, W, OOJIMY STOOL (it cools), GET STOOL, E,
DROP STOOL, W, NE, GET ALL, SW, E, STAND ON STOOL, CLIMB LADDER, JUMP NORTH,
THINGY (the sun shines - the rain weather man comes to you), EXAMINE RAIN
WEATHERMAN, GET UMBRELLA AND HAT, WEAR SHOES, PUT COIN IN HAT, SIT ON BEAM,
DOODAH (the rain man turns outside again - with you!), SIT ON CLOUD, DOOFER
CLOUD (it comes alive and takes you to the railway station).
E, BUY TICKET WITH COIN, (not possible), DROP HAT (containing the coin),
DOOFER SHOES, PLAY HARMONICA (you begin to dance around. Continue until the man
will sell you a ticket), GET HAT, BUY TICKET WITH FERG COIN (sh..! Your ticket
is floating away), E, GET TICKET, N, GET TICKET, N, OPEN DOOR, W, GET SADDLE (if
you remembered to send it here!), E, GET TICKET, N, GET TICKET (got it!), RUN
AFTER TRAIN * 2 (if you haven't wasted too much time, you'll catch it), SHOW
TICKET GUARD, WAIT (you reach a mountain top), OUT (the unicorn is here), PUT
SADDLE ON UNICORN, MOUNT UNICORN, DOOFER IT (it takes you to the castle).
DROP SHOES (or you'll wake the guard later), D, E, N, E, D, OPEN DOOR, N, WAKE
XAM (you are caught and put in a dungeon). TIE ROPE TO MANACLE, TURN HAT UPSIDE
DOWN, PUT CANDLE IN IT, PUT HAT UNDER ROPE, GET MATCH, STRIKE IT, LIGHT CANDLE
WITH IT, N, WAIT (the ropes burns - the door opens), N, U, NE, OPEN DOOR, E, E.
The Dome: (the idea is to make the numbers give 15 when you add them, no
matter what direction you look in) EXAMINE DOME, EXAMINE BLOCKS, SLIDE BLOCKS 5,
8, 1, 6, 7, 2, 9, 5, 3, 4 (the dome shatters)
WEAR GLOVES, GET BRACELET, PUT DRAGON CHARM, UNICORN CHARM, WALRUS CHARM,
PELICAN CHARM AND AMETHYST CHARM ON BRACELET (Jannedor watch out!), W, W, SW,
NW, U, U, LISTEN (Xam and Jannedor are shouting), OPEN LEFT DOOR (if you've
spent too much luck, you cannot enter), N, EXAMINE TABLE, GET BALL, S, D, D, SE,
PUT ASH ON HEARTH, ENTER CHIMNEY, LOOK INTO BALL (until you see the witch look
at the fireplace. She will then notice the ash), WAIT, WAIT (she puts her hand
up the chimney), PUT BRACELET IN HAND (now, Jannedor dies and you reappear at
your house. Unfortunately, you are run over by a bus.)
<<< LAME ENDING, M.S.!! >>>
Jacob Gunness
*****************************************************
Displayed on the Classic Adventures Solution Archive:
http://hjem.get2net.dk/gunn/