Although classed as an introductory level game, Wishbringer is challenging enough to keep an advanced adventurer entertained. The story is clever and there is more than one way to solve quite a few of the puzzles in the game. You can use the Wishbringer stone to make wishes that will help you get through tough spots in the game, or you can beat the game without using the Wishbringer stone for anything except light. You'll also run across such Infocom traditions as the white house from Zork, platypuses, and hellhounds.
Note: This solution will take you through the game without using any wishes. Once it gets dark, save the game occasionally because you may get cornered by the boot patrol that roams the city freely at night. At times, you can avoid the boot patrol by going around them or by waiting until they pass you by.
S. WAIT. GET ENVELOPE. N. W. W. YES. N. SHOW ENVELOPE TO MAN. WAIT. WAIT. D. GET BONE. U. S. E. E. E. THROW BONE TO DOG. N. WAIT. GET NOTE. N. EXAMINE FOUNTAIN. GET COIN. N. N. N. N. E. U. W. N. U. E. S. U.
OPEN DOOR. W. WAIT. WAIT. GIVE LETTER. OPEN ENVELOPE. READ LETTER. ASK WOMAN ABOUT WISHBRINGER. TAKE CAN. E. WAIT.
D. N. W. D. S. E. D. W. OPEN CAN. GET CAN. LOOK IN CAN. SQUEEZE CAN. GET STONE. DROP CAN. OPEN GATE. E. DROP BOOK. GET BRANCH. AGAIN. W. S. S. W. S.
PUT BRANCH IN PIT. GET BRANCH. DROP BRANCH. DIG IN SAND. GET WHISTLE. BLOW WHISTLE. W. WAIT. GET HAT. WAIT. BLOW WHISTLE. N. U.
EXAMINE STUMP. OPEN STUMP. IN. DROP ALL EXCEPT STONE. S. E. MOVE BED. U. GET BLANKET. D. N. E. PUT BLANKET ON BEAST. OPEN REFRIGERATOR. GET WORM. W. W. GET ALL. U. GET HORSESHOE. N. E. E. E.
GIVE HAT TO PELICAN. Note magic word. W. W. S. S. EXAMINE FOUNTAIN. N. WAIT. E. WAIT. W. GIVE WORM TO FISH. GET TOKEN. E. GIVE COIN. IN. GIVE TICKET. N. SIT. LOOK UNDER SEAT. GET GLASSES. WEAR GLASSES. WATCH MOVIE. AGAIN. AGAIN. AGAIN. AGAIN. REMOVE GLASSES. GET UP. S. OUT. YES. E. S. PUT TOKEN IN MACHINE. SAVE (as suggested).
EXAMINE SCREEN. EXAMINE STAR. MOVE JOYSTICK WEST. AGAIN. MOVE JOYSTICK SOUTH. AGAIN. PRESS BUTTON. YES. YES.
Type in the magic word the owl gave you to open the drawbridge. S. S. S. GIVE NOTE TO CRISP. GET COAT. SEARCH COAT. GET KEY. UNLOCK CHAINS WITH KEY. PULL LEVER. OPEN HATCH. GET NOTE. READ NOTE. U. U. WEAR GLASSES.
EXAMINE PANEL. EXAMINE FIRST SWITCH. EXAMINE SECOND SWITCH. TURN SECOND SWITCH OFF. D. REMOVE GLASSES. MOVE PAINTING. TURN CRANK. N. N. E. ALEXIS, HEEL. OPEN DOOR. E. GET KEY. W. N.
UNLOCK DOOR WITH STEEL KEY. IN. S. S. BREAK CASE WITH HORSESHOE. GET SCULPTURE. EXAMINE SCULPTURE. PUT STONE IN HOLE. YES. YES. KNOCK ON DOOR.