In this game, you play as Susan, a 14 year-old apprentice witch, assigned to Broomhilda, a much older witch. When you first meet in her basement, she orders you to find eight ingredients for her cauldron. She's brewing a spell that will keep children safe from restless spirits this Halloween.
This solution is by David Welbourn.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
> push button.(The door unlocks. The witch says to meet her in the basement.)
> open door. n.
Foyer
> close door. n. d.
Basement
The witch greets you and produces a list of ingredients for you to find. Because of your limited carrying capacity, I suggest leaving the list here.
> x list. x witch. x cauldron. x fire.
> x workbench. x headphones.
> u. e.
Dining Room
You don't need anything from here.
> x table. x cloth. x flowers. x chairs.
> n.
Kitchen
> x stove. x sink. x knife. take knife.
> x fridge. x rat.
> w. n.
Back Porch
> x cat. x collar. x bell.
> n.
Garden
> x fruit. take fruit.
> e.
Greenhouse
> x spade. x hemlock. cut root. take root. x root.
> w. n.
Graveyard
> x gravestones. read them.
> w.
Swamp
> x log. x moss. take moss.
> e. s. s. s. e.
Kitchen
> wash root.
> w. s. d.
Basement
> give fruit.(+5)
> give root.(+5)
> give moss.(+5)
> u. s.
Foyer
> x hat. x rack.
> e.
Sitting Room
> x table. x bookshelves. x books.
> x ladder. take ladder.
> w. n. n. w.
Storeroom
> drop ladder. x trap. x shelves.
> x top shelf. x middle shelf. x bottom shelf.
> x mustard seed.(It's eye of newt.)
> take seed.(can't: out of reach)
> climb ladder. take seed.
> x buttercup.(It's toe of frog.)
> take buttercup.
There's lots of other items on the shelves to examine, but these are the only two you need.
> d. e. s. d.
Basement
> give seed.(+5)
> give buttercup.(+5)
> u. s. w.
Parlour
> x chair. x table. x cup. x saucer.
> take saucer.
> e. n. n. e.
Kitchen
> open fridge. x fridge. x cheese. x milk.
> take milk. close fridge.
> w. n.
Back Porch
> drop saucer. pour milk in saucer.
> drop milk. take cat. take bell. drop bell.
> s. e.
Kitchen
> drop cat. x rat. cut tail. take tail.
> w. s. d.
Basement
> give tail.(+5)
> u. u. e.
Your Bed Chamber
> x dresser. x rug. x mirror. x bed.
> remove backpack. drop backpack.
> w. w.
Witch's Bed Chamber
Note that you're unwilling to take the candlestick.
> x bed. x dresser. x rug. x candlestick.
> e. n. e.
Storage Closet
> x bat.(It's a cricket bat.)
> x broom. ride broom.(can't)
> x skeleton.
> w. n.
Bathroom
The hair net is the only thing you need from upstairs.
> x toilet. x vanity. x basket. x towel.
> x net. take net.
> x bottle. read label.
> s. s. d. s.
Foyer
> open door. s.
Front Porch
> take candle. n.
Foyer
> close door. n. n. n. n. e.
Greenhouse
> take spade. w. n.
Graveyard
> x slit. x hook. hang net.
> e.
Cave
> dig guano. drop spade. take boot. x boot.
> w.
Graveyard
> x net. take bat. x bat.
> cut wing. drop bat. take wing.
> s. s. s. s. d.
Basement
> give wing.(+5)
> give boot.(+5)
> SPACE
Congratulations. You have saved the kiddies from the spirits of the dead this Halloween. Who knows what will happen next year?
Extras
Artwork
The game has artwork for every location in the game. Here are thumbnails of three of them. Please play the game to see the artwork in its intended sizes.
Characters
Broomhilda is a senior witch and your new boss. She assigns you a list of tasks when you first talk to her in the basement.
A rat is running around the kitchen. You need its tail.
A black cat is sitting on the back porch. It's wearing a collar and bell.
Some bats are flying about in a cave. You need one of their wings.
Mentioned:
Other girls in your school say that Broomhilda is a mean witch.
Other witches will take on the the other girls as apprentice witches.
Dead spirits may haunt children this Halloween unless Broomhilda can brew her spell.
Broomhilda's ancestors are buried in the graveyard.
Shakespeare used a completely different set of names for potion ingredients.
Adventuron was written by Chris Ainsley. The font was designed by Fergus McNeill. Game design, coding and graphics were done by Garry Francis.
Inventory
You have a carrying capacity limit of 5 items and a wearing capacity limit of 2 items.
Ingredients
All the ingredients are named on the list. Give every ingredient to the witch in the basement. She adds it to her cauldron and you gain 5 points for each ingredient. When you've given all eight, you win the game.
some mustard seed. It's on the top shelf of the storeroom. Examine the seed to learn that it's also known as eye of newt.
Drop the step ladder in the storeroom, then climb the ladder. Now you can reach the mustard seed.
a bat's wing. It's part of the dead bat you can catch; see hair net.
Cut the wing (of the dead bat with the knife) to produce a bat's wing. Discard the rest of the bat.
a hemlock root. It's part of the hemlock in the greenhouse.
Cut the root (of the hemlock with the knife) to obtain the hemlock root. You can ignore the rest of the hemlock.
In the kitchen, wash the root. The witch won't accept it if it's still dirty.
a rat's tail. It's part of the rat in the kitchen; see black cat and dead rat.
Cut the tail (of the dead rat with the knife) to produce a rat's tail. Discard the rest of the rat.
a piece of fruit. It's in the garden.
Just take it. Don't eat it; it's poisonous.
some bulbous buttercup. It's on the top shelf of the storeroom. Examine the buttercup to learn that it's also known as toe of frog.
Drop the step ladder in the storeroom, then climb the ladder. Now you can reach the buttercup.
a leather boot. It's hiding in the guano in the cave.
Take the candle and hand spade into the cave and dig the guano (with the spade) to find the boot.
some bog moss. It's on the log in the swamp.
Just take it.
Useful items
a list of ingredients. The witch produces it in the basement when you first arrive there.
Read it; it names eight ingredients (in Shakespearean fashion) for you to find and give to the witch.
a candle. It's inside the jack o'lantern on the front porch.
This candle is enchanted so it never goes out. You need its light to see inside the dark cave.
a step ladder. It's in the sitting room.
Drop it in the storeroom. Now you can climb the ladder and reach the items on the top shelf, particularly the mustard seed ("eye of newt") and bulbous buttercup ("toe of frog").
a knife. It's in the kitchen sink.
In the greenhouse, cut the root of the hemlock (with the knife) to produce a hemlock root. Ignore the rest of the hemlock.
Cut the tail of the dead rat (with the knife) to produce a rat's tail. Discard the rat.
Cut the wing of the dead bat (with the knife) to produce a bat's wing. Discard the bat.
a saucer. It's on the table in the parlour.
On the back porch, drop the empty saucer, then pour milk into it. The black cat is now friendly and you can also pick it up.
CAUTION: Any attempt to carry the saucer when full of milk will spill the milk.
a carton of milk. It's in the kitchen fridge.
On the back porch, drop the empty saucer, then pour milk into it. The black cat is now friendly and you can also pick it up.
Note: You can't put the carton back into the fridge, you so might as well drop it on the back porch when you're done with it.
a black cat. It's on the back porch.
On the back porch, drop the empty saucer, then pour milk into it. The black cat is now friendly and you can also pick it up.
Take the bell from the cat's collar and drop it. You don't want to warn the rat that you have the cat.
Drop the cat in the kitchen. It will quickly kill the rat for you.
a small bell. It's on the collar of the black cat.
After you have the cat, take its bell and drop it. You don't want to warn the rat that you have the cat.
If you're carrying the bell in any way, it will make a tinkling noise whenever you go anywhere.
a dead rat. The rat is in the kitchen. Use the black cat to kill it for you.
Cut the tail of the dead rat (with the knife) to produce a rat's tail. Discard the rat.
some hemlock. It's in the greenhouse.
Cut the hemlock with the knife. Take the hemlock root. You don't need the rest of the plant.
a hand spade. It's in the greenhouse.
Take the candle and spade into the cave and dig the guano (with the spade) to find a leather boot.
a hair net. It's in the bathroom.
It's too big for you to wear.
In the graveyard, hang the net on the hook that's over the slit; find the hook by examining the slit. Now when you enter the cave, one bat will be tangled in the net when it tries to fly out.
a bat. Bats are in the cave. To catch one, hang the hair net on the hook that's over the slit seen in the graveyard. When you enter the cave, one bat will be tangled in the net when it tries to fly out.
Take the bat from the net. It's dead. Cut its wing with the knife. Discard the rest of the bat.
Useless items
You can pick up these items, but you don't need them.
a backpack. You're wearing it.
You don't need the backpack or anything in it during this adventure. I suggest removing it and dropping it in your bed chamber with the understanding that you'll put your stuff away in your dresser sometime later.
a witch's hat. It's in the foyer.
It's too big for you to wear.
a pair of headphones. They're on the workbench in the basement.
a piece of cheese. It's inside the kitchen fridge.
In the kitchen, you can bait the trap with the cheese.
a rusty rat trap. It's in the storeroom.
In the kitchen, you can bait the trap with the cheese, then set the trap. When you leave the kitchen, you hear the trap snap, but when you return to the kitchen, you find the trap broken, and the rat is still alive.
some honeysuckle, some yew bark, etc. All the items on the storeroom shelves are takeable.
From the storeroom shelves, you only need the mustard seed and the bulbous buttercup. You don't need any of the other stuff there.
a cricket bat. It's in the storage closet.
You have no use for this item. Don't confuse this "bat" with the dead bat.
a broom. It's in the storage closet.
You can't ride the broom. You don't have your flying license yet.
a bottle of wart remover. It's in the bathroom.
You have no warts to remove, but you can read the label of the bottle.
Score
The response to SCORE is:
You have scored your-score out of 40 in several turns.
You are awarded 5 points for each ingredient you give to the witch.
the support of Robin Johnson, Ville Lavonius, Andrew Schultz, Kenneth Hon, Carl Muckenhoupt, Mark Musante, Phil Tatro, Mitch, Vivienne Dunstan, and Peter Berman;
the generous support of Janice M Eisen, Matthew Foxley, and Thomas Insel;