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Mindwheel


     Mindwheel,  although  it looks formidable at first glance, is not
really  all  that hard a game. The primary difficulty is answering the
various  riddles  and  obtaining  the words for the sonnets; the other
puzzles in the game are almost trivial by comparison.

     With that said, let's get started. After entering the word of the
day,  you  find  yourself in Virgil's laboratory. No preliminaries are
really needed, just get started (anything he can tell you can you also
find  out  by reading the book). So, now you're onstage in the mind of
Bobby  Clemon. Pick up the rose, then go over to the keyboard and play
it.  The  ghost  of  Bobby  Clemon  will  appear  and sing a song. Pay
attention to the words of the song; some of them will be useful later.
Also  open  the  keyboard  and  get the brooch that's inside. Read the
plate, too.

     Now, you've probably seen a thug running around. If he isn't near
you,  go  find  him. Since he's such an obnoxious person, belt him one
with  your  fist. You will both be drawn upward into a strange vortex,
where  you  and  the  thug  must  now  duel. You can safely ignore the
bizarre  things  that  float past you; they are simply there as window
dresssing.

     Ask  the thug for the rules of the duel, and then choose the disc
when  he  asks  you  to pick your weapon. Note that you may have to do
this  more than once; on one occasion, opening the disc box revealed a
pizza!  In any case, when you have the real disc, the thug will become
alarmed, and offer to tell you something important in exchange for his
life.

     What he has to tell you is the last two words of the Fear Sonnet,
so pretend to agree, and then throw the disc at him after he gives you
the  words.  Since he was planning to go back on his word and kill you
anyway, it's important that you get in your blow first.

     With  the  thug  taken  care of, you are lifted to the top of the
Vortex,  to  the  fringes  of  the Poet's mind. Here you encounter the
delightful  (?)  Spaw  and his friends, along with a toad. Pick up the
toad, he will come in handy later on. Spaw will tell you that you must
complete the Fear Sonnet before you can actually enter the Poet's mind
via  the  Love  Room. If you ask the toad about Spaw, he will give you
one  of  the needed words to finish the Sonnet, and at this point, you
actually have all the words you need.

     In  fact,  the  six  words  are:  Night,  Cast,  Sense,  Tyranny,
Diverting,  Images.  Write each of these in the appropriate blank, and
hand  the  paper  to  Spaw (or, you can write them in and show them to
Spaw  one  at  a time for some amusing responses). The devil will step
aside, and as you enter the Love Room, will hand you a book.

     In  the  Love  Room,  you  will find a variety of strange insects
engaged  in  bizarre  acts  of  love-making. Ignore them all, and walk
north  to  the table where the glass woman sits. She will tell you she
can  help you, but you must give her a flower first. Give her the rose
(NOTE:  in  all  transactions  here,  you  must refer to this woman as
"lady" or else the parser will become confused).

     Now she asks you to complete the Love Sonnet, which, fortunately,
requires  only  two words. If you examine the book, you will note that
it  bears  a  resemblance  to a book mentioned in the book/manual that
comes  with  the  game; in fact, the title of that book, History of My
Heart, contains the two words you need to finish the sonnet.

     The lady now transforms into a flesh and blood woman, unlocks the
drawer in the table, and leaves. Open the drawer and get the bottle of
pills.  Leave  the Love Room (this is all you need to do in the Poet's
mind), and return via the Vortex to Bobby Clemon's mind.

     When  you  return to Bobby's mind, you will notice that the stage
and  environs  are  now  deserted. Which is fine, because you couldn't
have  gone  down  the ramp while people were there. So, hop along down
the ramp, and then go East to the Exit sign. Open the door and go out.

     You are now in a courtyard, inhabited by bums wearing the rags of
baseball uniforms. As you might suspect, these "bums" are actually the
"Brooklyn  Bums", or "Brooklyn Dodgers". Only one is awake; he wears a
number 14 on his back. If you ask him who he is, he will tell you only
his first name, Gil. For those who are not baseball fans, Number 14 is
Gil Hodges. Make note of that name, as you will need it later when you
reach the end game.

     After  chatting with Gil, take a look at the oil drum. You'll see
a  small  wooden object in there. It's actually a toy bat, and you may
be  needing it later, so take that, and then go back to the stage. You
have finished now with the mind of Bobby Clemon.

     On  stage,  go  North to the door, open it, and go through to the
staircase.  These stairs lead to the mind of the Generalissimo. Go up,
and at the top, you will see a giant cage, inside of which is a winged
woman  being held captive. Talk to her. She will tell you that she can
be freed only by someone answering the riddle on the cage. This riddle
is  rather  easy, and the answer is "Rooster" (you could have gotten a
hint  about  it  by examining your harmonica). As she leaves, she will
give you some helpful hints.

     Go  North  then  West and you'll come to a room with a door and a
weeping  soldier,  petrified  from  the  waist down, who is blocking a
staircase  going up. Talk to the soldier, who will tell you what needs
to  be  done  to  free him (the stairs, by the way, lead to Eva Fein's
mind).

     You  need  to  get  further into the General's mind, and that can
only  be done by passing the door, which has a riddle of sorts written
on  it. The missing word in this case is "Eternity". Say that, and the
door  will  open,  allowing  you to go out into the freeezing cold and
snow.

     Once  outside,  go  either East or West, where the Lizard officer
will capture you. He will offer a trade for you disc; accept that, and
ask  him  for  his  baton  and  helmet, then give him your disc (don't
worry,  you'll get it back soon enough). After that, go either West or
East to the front, and from there, South to the fountain.

     Along  the  way,  you  will run into some animal-headed children.
Ignore  them;  you  can't afford to let yourself be "captured" by them
right  now.  Continue  on to the fountain, which you notice is full of
blood. If you examine the baton, you will see that it has some special
powers.  Touch  the  baton  to  the fountain, and the blood changes to
water. Fill the helmet with the water and return to the soldier.

     Give  him  the  helmet.  He  will  become  unpetrified,  and then
suddenly  melt away, rather painfully, as though the water acted as an
acid  on him. If you've been here before, you know that the soldier is
really  Spaw  in  disguise, and he was hoping you'd bring him blood in
the helmet instead of water. What a surprise for Spaw!

     With  the  stairs open now, you can go up. Floating above you see
an  island  in  the  clouds. That is Eva's mind, but it's not time for
that  quite  yet. Look around, and you will see a couple of objects on
the  floor.  The description here is not all that clear; there are two
items, the disc and a key. Get them both, then go back downstairs. You
are ready for the great escape.

     Of  course,  you  can't  escape unless you're captured, so go out
into  the  cold  again and surrender to the animal children. They will
take  you to the back where the Lizard will order you to be imprisoned
with  the winged people. Freeing them is fairly simple; just throw the
disc  at  the gate. The disc will cut through the barbed wire, and the
winged people will begin climbing the tall pine tree and flying away.

     As  it's  pretty  cold  here, you better get away, too. Climb the
tree, and take the strange pine cone that you find on top. Now eat one
of  the  pills from the bottle. Aha! You've grown a pair of wings. Now
one of the winged people will take you in tow, and drop you off on the
island in the clouds, just outside the mind of Eva Fein.

     You stand at the door to the mind of Eva Fein. If you examine the
door,  you  will  see  that  it  not  only  has  a lock, but a strange
indentation  that  looks something like a pine cone. Put the pine cone
in the indentation, then unlock the door with the key.

     At this point, SAVE THE GAME!!! Once you go through the door, you
WILL  NOT  be able to do any saving (don't ask why they wanted it this
way, but that's how it is). So it's best to save now, in case you need
to restore the game later on.

     Once  through the door, you will be in a strange garden, laid out
like a chessboard. There is a plaque on the wall with the rules of the
game;  it's a good idea to read them. The shed holds a ladder; you may
or may not need it, depending on which way you start out.

     Throughout  the  game, you will be running into characters you've
met  before  in  other  minds,  dressed as chesspieces. Sometimes, you
capture  them,  and  sometimes, they capture you. If you get captured,
you  will lose some or all of the items you are carrying, and may only
get back a few of them. If you get caught before or after reaching the
bank,  make  sure  you  get  the  brooch  back, since that is the only
necessary item at this point.

     In  one  sense,  it  doesn't  matter all that much which in which
direction you start, since all paths will evetually end up at the same
place  anyway. However, the easiest way is to go NE on the first move.
This  brings you to a room with a frog doorkeeper. He will be happy to
open any of the forward doors, so long as you tell him in Froggish.

     Fortunately,  since you have the toad with you, that's really not
much  of  a problem. Ask your toad friend to tell the frog to open the
North  door.  Passing through that brings you into an orchard. Get the
apple you see here, and continue on North to the bank.

     Here you find yourself on line behind a robot. The robot will ask
for  something  to  write  with;  hand  him the brooch. He will finish
writing on his check and leave. This will allow you to go North out of
the bank, into the pasture.

     This  is  the  square that all other paths end at. In the pasture
you  see a long-tailed horse with saddlebags on his back. If you still
have  the  apple, give it to the horse. If you don't have it, or after
you've  fed  the horse, hang around and wait, doing nothing. The woman
you helped back in the Love Room will appear and capture you.

     Now  you must quote a line from the Love Sonnet. This is absurdly
easy;  just pick any line from the Sonnet. You will be freed, although
most  of  what  you had with you will be taken away. However, she will
leave you the book and the toy bat.

     If  you've  already  fed  the horse the apple, you don't need the
bat.  Otherwise, examine it carefully, and you will see that it can be
opened. Opening the bat will reveal a small, but edible, jujube, which
you can give to the horse to make it stand still.

     In  any case, once the horse is standing still, and the woman has
left, open the saddle bags and get everything inside. Also pick up all
the objects lying around the pasture. You have all the items necessary
to  make  a fiddle. Begin by putting the pegs in the holes, then tying
the  cord  to the fiddle. Cut some hair from the horse's tail with the
scissors, and attach it to the wooden handle (this is the bow).

     Play  the fiddle, and you will be able to exit the pasture to the
north.  This square is an unpleasant one, as it is populated by rather
nasty  zombies.  There is only one way to get through safely: you must
sacrifice  the  toad  to them. (If you wait long enough, the toad will
tell  you  that  himself).  So,  throw  the  toad into the trench, and
continue on north. Open the hatch and go through.

     You  are  almost to the Cave Master. However, before you can pass
through  the  ultimate portal, you have another fill-in to do. Talk to
the  Red  King, who will quote something, leaving one word blank. That
is  the word you need, and it's "transfigured". When you say that, the
portal leading to the Cave Master will open.

     However,  you  can't  go  through without a talisman. Examine the
door  carefully,  and you will see the familiar disc stuck to it. Also
there  is  a picture of Number 14, and an inscription telling you that
you must say the player's name to obtain the disc.

     Since  you know the name, say it. The disc will come off the door
and  you  can pick it up, then go through the portal. At last you have
reached  your goal, the all-knowing Cave Master. He gives you a wheel,
and  tells  you  to fit it around the disc. Don't bother examining it;
you have only a few moves to spare here (and if you blow it, remember,
you  have to start from your last save position, outside Eva's door!).
So, fit the wheel around the disc.

     Ta-da!  You've  successfully  completed  your  mission  and saved
mankind  from destruction (although I must say, I thought the ending a
bit feeble, myself).

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