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The Wicker Woman (wicker_sol.txt)

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The Wicker Woman
Walkthrough by Mr Creosote

Thanks to catventure for the hint about the librarian!

For reorientation purposes, some movement commands which should take you to the
Village Square have been marked with an asterisk.

_Ending: Mystery Solved_

PADDLE SOUTH
U
N
W
GET CRATE
S
GET BINOCULARS
N
W
U
USE BINOCULARS (opens the way into Lord Summerisle's residence)
DROP BINOCULARS
D
E (8x)
N
PUT APPLES IN CRATE
N (3x)
E
GET CLAYMORE
W
W
W (unlisted exit to the kitchen)
D
X PADLOCK (incomplete puzzle; explanation of this follows later on)
U
E
E
S (4x)
W (4x) *
N
W
N
CUT WEEDS
N
DROP CLAYMORE
S
E
S *
S (2x)
E
GET CORN
W
S
S
W
GET BOOK
READ BOOK
E
X TREE
CLIMB MAYPOLE
N
X MYRTLE
TALK TO MYRTLE
MAKE DOLL
GIVE DOLL TO MYRTLE
DROP BOOK
S
W
N *
E
N (2x)
TALK TO MYRTLE (receive red light bulb)
S (2x)
E
N (2x)
X SOCKET
S
TALK TO CHEMIST
GIVE BULB TO CHEMIST (receive camera)
S
E (2x)
S (2x)
W
USE CAMERA (taking a picture of the cat eating the sausage)
W (3x)
N (2x) *
E
X BAKER
TALK TO BAKER
GIVE PHOTO TO BUTCHER
S
TALK TO BAKER (receive camera flash)
N
E
N
GIVE FLASH TO CHEMIST (he attaches the flash to the camera)
S
W (5x)
GIVE CRATE TO HARBOUR MASTER (open the way onto the yacht)
E (3x)
N
W
N
TAKE PICTURE (you are assaulted and brought to Lord Summerisle)
TALK TO LORD
SAY PURPOSE (doesn't seem to matter)
SAY LEAVE (you get another, immediate sort-of-successful ending if you SAY STAY
instead)
LOOK
ENTER COMBINATION INTO PADLOCK (I'm pretty sure that the way this is
SUPPOSED to be is that you take a photo of the open padlock earlier using the
flash in order to learn the combination, but this is not required due to a bug
and in any case, I didn't manage to take such a photo)
E
U
E (2x)
U
N
GET PHOTO
S
W
GET MASK
WEAR MASK
E
D
S (4x)
W (7x)
U
W
GET PETROL
E
D
E
POUR PETROL INTO ENGINE
S
GET CHART
N
START ENGINE

_Other Endings_

GET the oil CAN from the boatyard, OIL the SIGN of the inn, go to Willow's
room and KISS her. On the next day, TALK TO LORD Summerisle and SAY either STAY
or LEAVE (two different endings).

A bad ending can be reached by starting the boat's engine without carrying
the sea chart.

_Gaps_

- Both the library and the doctor are unused in this solution. If you give the
book to the librarian, she will give you an errand to run. Since the chemist is
out of stock, you can get the ailment from the bottom of the well. The librarian
hands you a key in return. What is it for?
- You can give the binoculars back to the Fishmonger. He can be found on the
beach. This does not seem to do anything, though.
- Going further east from the beach, you can crawl through the cave to the
Wicker Woman. Nothing ever happens there, though.

Additions welcome!
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