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Lost Spellmaker, The (Lost_Spellmaker_Neil_James_Brown.txt)

THE LOST SPELLMAKER
Written by Neil James Brown
Walk Through by Dorothy Millard (PC Version)


(Start in Secret Service Headquarters), SAY HELLO TO T, WAIT (while T tells you your quest), W
(Thurman Street), W (into sweet shop where you meet Bernie), EXAMINE BERNIE, EXAMINE SHELVES (see
jar), GET JAR, EXAMINE JAR (contains eight mints), GET MINTS, EXAMINE MINTS, E, S, EXAMINE SIGNPOST
(message on it tells you that the reverend is away at present), SE (reverend's cottage where
you meet his housekeeper, Mrs. Wisher), EXAMINE MRS WISHER, EXAMINE FIRE, ASK MRS WISHER ABOUT
SPELLS, GET STRENGTH SPELL (Mrs. Wisher won't let you), ASK MRS WISHER ABOUT REVEREND, ASK MRS
WISHER FOR TEA (she goes into the kitchen to put the kettle on), EXAMINE SPELLS (see strength
spell), GET STRENGTH SPELL, EXAMINE STRENGTH SPELL, WAIT (until Mrs. Wisher returns with the tea),
POUR TEA INTO JAR, DROP CUP, NW.

SW (into field where you meet Daisy the cow), EXAMINE DAISY, DROP MINT (Daisy eats it and watches
you hoping for more), NE, DROP MINT (daisy follows eating the mint), N, DROP MINT, E (village centre
where you meet the Reverend who is arguing with Digga), DROP MINT (the cow eats it), WAIT (until the
crowd clears), LOOK (see wicker basket which someone left behind), GET BASKET, EXAMINE BASKET, W, NE
(see shiny penny lying in a gap between the cobblestones), GET PENNY, SW, E, E, E (into Odds
'n' Shop where you meet Edna), EXAMINE EDNA, GET BROOM (Edna won't let you), ASK EDNA
ABOUT BROOMS, GIVE JAR TO EDNA (she says you can have the rope in exchange for the tea), GET ROPE,
EXAMINE ROPE, W.

S, W (into magic weaver showroom), EXAMINE SALESMAN, WAIT (until salesman asks you for a spell),
GIVE STRENGTH SPELL TO SALESMAN, WAIT (until magic has been made), LOOK (a spherical green blur
materialises in mid-air), PUT ROPE IN BLUR (this mades the rope stronger), GET ROPE, E, N, W
(village centre), EXAMINE DIGGA, DIGGA, FOLLOW ME, E, NW, NE (well), EXAMINE IMPRESSION, EXAMINE
WELL (see water at the bottom), DROP PENNY DOWN WELL (the waster was an illusion), TIE ROPE TO
CRANK, TIE ROPE TO BASKET, ENTER BASKET, DIGGA, TURN CRANK (you're at the bottom of the well),
OUT, S (cavern where you see Drew), EXAMINE DREW, E (that would be out of your way), UNTIE DREW
(can't), WAIT (until a woman appears and tells her story), EXAMINE WOMAN (it's Silk Drew),
WAIT (until she says it's time to deal with you), N (you make a break for the northern exit),
ENTER BASKET, DIGGA, TURN CRANK.

OUT, SW, NW (Lanesmeet), N (library), EXAMINE TILLY (Silk enters), WAIT (until Tilly hits Silk with
a book)............

Silk is handed over to the relevant authorities and you and Tilly help
retrieve old Drew from the secret passage down the well.
After a nice cup of tea, the old spellmaker recovers and hobbles off home
to get cracking on more wonderful spells.

Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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