Accuracy of detail for cheats, easter eggs, trainers, puzzle solutions, hints, and walkthroughs have not been verified. Grammar and spelling have not been checked.
Please don't follow this verbatim, it has the answers to all problems, but you'll
miss alot if you don't talk to all the characters and give it a go yourself.
If you end up in prison on the 1st CD, you can get out by walking around the
cell until you build up a static charge, then touch the keypad. Repeat 5 or
6 times to reduce your jail sentence to 0. Now you'll need to look at the picture
of a safe on the wall and complete the sliding block puzzle on the safe to get
back your items. You can also get a hole in this safe. It isn't required, and
the block puzzle is a pain at times. The hole can be used in any town centre,
on the potholes. You can use it to instantly travel between town centres. To
avoid capture, you just need to hide quickly. There are 3 locations where the
henchmen try to get you, the bakery (hide in the back room), the costume shop
(hide in the changing room) and the bowling alley (hide past the swing doors
on the right).
1st CD
After the intro., move through the bottom right door to enter the lab. Talk to the bird. He wants his glasses. Go out, into the hall and enter the trophy room (top left doorway). Talk to the footman about the bird (Bricacbrac). Go back to bricabrac and tell him to look in his pockets for the glasses. You'll get the blueprints for the cutifier off him. The objects required for the cutifier are:
Sugar
& Spice ; CLOAK & Dagger ; STARS & Stripes
Heart & SOLE ; BELLS & Whistles ; SPIT & Polish
PINS & Needles ; NUTS & Bolts ; Ball & CHAIN
Bow & ARROW ; Salt & PEPPER ; Rock & ROLL
If
you want vague help for these items then:
Cloak: The scarecrow has this, you need to get the costume voucher. Stamped
and select a costume he'll like.
Stars: These are cartoon stars, of the rotating-above-head-after-being-whacked
variety.
Sole: This you get at the fish toilet in zanydu.
Bells: They are on the test your strength machine in the arcade.
Spit: A roasting spit.
Pins: Bowling pins.
Nuts: The squirrel has them. Make him a girlfriend.
Chain: The prize for beating the arcade cashier at his own game.
Arrow: Of the pointing variety, poison that vulture.
Pepper: Yes that one. The malevelator will change something that will help.
Roll: Get some dough and cook it.
Right,
back to the specifics. We want to rob the trophy room next. Leave the lab, head
south from the hall to go outside. Talk to the guards, watch the dance. Talk
to them again to make them dance again, pick up the key during the dance. It
opens the locked door in the hall. In this new room, click on flux and use him
on the ladder. He'll get you a voucher from the bed. Click on the rug to reveal
a trapdoor. Pick up the music box on the drawers. Click on the note. This message
refers to the drawers. You need to have the top and bottom draws out to trigger
a mechanism. I think the draws always start with only the top drawer out. If
so you click left,bottom,right then top. This will open a secret passage on
the bed. Go through, click on flux, get him to stand on the loose floorboard
and catapult him up by clicking on it yourself. Voila, open trapdoor. Go back
up and replace the rug. Pull the cord, say nighty-night footman.
Go back outside and head south into town. Go through the green door into the
Irish pub. Click on the mouse (on the bar, not the computer variety). He'll
move to under the hammer. (If this gets botched up just click on the mouse until
it IS under the mousetrap). Now use the organ. After you see the mouse dance,
you get back a cursor. Click on Flux and get him to use the mousetrap. Whack.
You'll get a tankard as thanks. Take the stunned mouse. Note the telephone on
the bar is of the colour-dialling variety.
The other shops aren't completable at the moment. Head back to the trophy room
(where the footman was). Pick up the fish trophy, pick up the watering can trophy.
Get the door open again by balancing up again with the tankard from the pub.
Now go back to the town, and go south. Talk to Fluffy Fluffy Bun Bun. She wants
Popcorn. Exit left. Talk to the scarecrow. He wants new clothes in exchange
for his ROBE. Take the corncob. Click on the barns entrance to enter. Talk to
the animals. The churnatron needs a part. Fill the watering can with the fertiliser.
Head left now from the scarecrow to the screen with the NUTS and PEPPER. They
are not acquirable for a while yet. Exit left, click on one of the paths and
B.B.Wolf will appear. Talk to him, he wants wine. Head north from the pepper/nuts
screen to get to the zanydu shuttle. Use the mouse with the right hand. Use
the fertiliser on the mouse in hand. You can now enter the shuttle and go to
zanydu.
Zanydu has three paths. The left to Jim's Gym & Fish Toilet, The middle
to a vulture and right to the Wacme Store. Go right to the Wacme store. Stand
in front of a revolving door, wait for the light above it to come on and click
on the door to go in. Talk to the clerks. Ask for a demonstration of the boxing
glove. Once the animations end, click on the STARS above the missing clerk.
The Gift-o-matic can only be used if you can prove that you've bought something
here - more later. Now take the left path from central zanydu. Talk to the guard
and look at the advert. You cant use the gym yet. Go back to the clock (outside
Wacme). You need to set the time to 6 o'clock. It may take you a while, but
persist. The guard will leave the fish toilet. (The toilet is blocked, so we
need a plunger).
Return to the Irish pub in the town centre. Use the phone on the bar. You need
to dial the colours from the advert outside the gym. They are: Blue, Purple
(Red&Blue together), Red, Orange (Red&yellow), yellow, Green (Blue&Yellow),
Orange. You get through to the quiz line. Answers to quiz:
Jim's
fur: Blue
Fish tails on outhouse: Yellow
Warps fur besides white: Orange
Guards shoulders fish colours: Left-Yellow Right-Red
Woofs Collar: Green
Sign for Jim's in Zanydu: Blue
Sign for Wacme: Red
Plant Pots: Purple
Woofs fur: Purple
Mountains: Orange
Gym Floor: Red
When
you get it right, go outside and pick up the hopping parcel. Aha-proof of purchase
in Wacme's. return to Wacme's and show the jumping beans to Woof. Now you can
use the gift-o-matic. Use the start-stop button on it to get the magnet, mallet
and glove. Now return to the barn and use the magnet on the haystack on the
left. You get the missing churnatron piece, so use it on the gap in the machine.
Take the butter. Fill the watering can with fertiliser again. Go to Jim's Gym.
Use the butter on the vaulting horse. Talk to Jim and ask him to demonstrate
the fiery hoops. Oh dear. Use the pumpatron to build up those muscles.
Ok, we have big muscles and big hammer, so lets go to the arcade and use the
strenghtometer. (Use the big mallet from your inventory on the strengthometer,
rather than talking to the cashier). Good, you've wrecked it and got the "wine".
Take the BELLS from the remains of the strengthometer. Now talk to the cashier
and challenge him to play the middle arcade game. You've got to win it. I find
that crouching as low as possible and firing quickly usually does the trick.
When you win you'll get the CHAIN.
The guards may come now, enter the bakers shop (hide in the back if guards arrive).
Give them the butter and take the dough. Play the piano to get the keys. Go
to the barn (now Malavolated). Fill the watering can with the dangerous looking
gunk. Go to the NUTS/PEPPER screen and feed the briar patch with the watering
can. Take the PEPPER. Return to the barn for a refill of gunk.
Go to B.B.Wolf (left of the pepper/nuts). Give him the wine (from the arcade).
After the animations, you end up in a stewpot. To get out click on the left
then right of the pot repeatedly. Time your clicks with the pots extremes of
swing. It will tip over eventually. Once out, use the dough on the spit to make
a ROLL. Take the SPIT. Use the corncob on the fire to make popcorn. Take it.
Take the book & read it. Leave the cave. Go into the malevolands town centre
(up/left from where BB was).
Go into the upper right door (the prison) take the inkpad. If you want, have
a go at the sliding block puzzle to get the hole,(although now you can finally
get it, its only of use a couple of times (see the beginning paragraph for how
to use it)). Go to the costume shop (off the original town centre). Use the
music box in your inventory with the ink pad. Use the music box with the free
costume voucher. Give the voucher to the girl. You need a costume for the Carecrow.
The correct costume is the harlequin. So take it. Swap the book in the inventory
(Squirrel mating book) with the girl.
Go to the Carecrow, and give him the costume. You get the ROBE. Go to the Malevoland
town centre. There is a hunk of meat in the bottom right of the screen. Take
it. Go in the lower right door to meet the Darlekesque robot. Give him the book
of enigmas to exterminate him. take the plunger.
Back to Zanydu. Go to the fish toilet (the clock needs to have been set to 6
o'clock to get in). Read the loo-roll for instructions. Use the plunger on the
toilet. Use the red herring from the trophy room with the toilet. You need to
flush when the thin green fish is in the glass bowl above the toilet. (Not the
yellow puffer fish). If you get the wrong one, return it to the loo and try
again. The fish is a SOLE.
From central zanydu, take the middle path. Use the hunk of meat from central
malevolands with the weedkiller in your watering can. Feed the vulture. Take
the ARROW sign, and the vultures loose feather. Go to the barn and use the feather
on marge. Take the glue.
Return to the malevolands. Use the cloak on drew to get into Seedy's bowling
parlour. (the three stooges will try to get you again, hide behind the swing
doors on the right). Use the glue on the bears bowling ball when he leaves it
alone. Now use flux on the lane. Strike. Take the PINS trophy from the owner.
Return to the castles hallway. Use the spit on the hole on the cabinet. Take
the stuffed cat.
Go see Fluffy Fluffy Bun Bun. Give her the popcorn. Take the candy floss (cotton
candy). Use the piano keys and the candy floss with the glue. Use both with
the stuffed cat. Use the jumping beans with the cat-thing. Hey-presto, instant
ripe female squirrel. Go to the squirrel and use the cat-thing on its doorstep.
Now send drew up to get the NUTS.
Hoorah, we have all the gubbins for the machine so return to the laboratory
in the castle. Go to the room to the right of bricabrac and put the objects
into the right places (see list at start). Press the system analysis button
when they are all in. Sit back and watch the animation.
2nd CD
You should be in a cell with no items. Talk to snout. He'll turn around, letting
you look at the mat. Take the crystal. Take the mat. Use the mat on drew to
make a dust cloud and remove the guard. Take the key from the wall behind you
and use it on the keyhole. Move far right and use the exit (the bird gives you
clues to a bookshelf puzzle upstairs). Click on the Clown. This puzzle is different
every time so you'll do it yourself. Copy the clowns features in order (a bit
like simple simon). Its easy if you write them down as you go along. Once in,
have a chat with the clown. Can't do more here yet.
Go up the stairs. Go right - the chequered floor. Here is the book puzzle the
minah bird downstairs gave the clues for. Click on the book case. The correct
order is: B1,R1,R3,B2,B3,R4,R2,B4. Go through the passage that opens. Use the
music box on yourself to make the guard sleep. Use the monitor. Look at all
the channels by using the dial. Before leaving put it onto the channel showing
the room upstairs with the knight and chequered floor. Now use the magnet on
the bolted plate on the ceiling. The screen you get lets you move the knight
around. Move him onto the raised tiles. The 4th tile you get to raises the gate.
You're not ready to go up from the knight hallway yet so go back to the main
stairway. To the left of the 2nd stairway is a guards rec. room. Upstairs are
more guards. Whilst on the 2nd floor landing, click on the left gargoyle to
get another crystal. There is another on the right, but you cant get it yet.
Go back to the dungeon. Head north from the cell you were locked in to get to
the climatron room. Press the button on the air circulator to open it. Go in.
Use the fly costume on yourself to climb up.
In the bathroom, use the sink plug, then the sink taps to flood the floor. look
in the medicine cabinet to get the chloroform wipes. Fill the watering can from
the sink. Go back down the airvent (there are guards outside). Return to the
clown. Wait by the table until the clown removes his nose (can take some time).
Take the nose and use it with the chloroform wipes. He'll put it back on and
pass out. take the balloon and pin. Fill the balloon from the tank. Fill the
glove from the tank.
Return to the climatron room. Look at the controls. Use the pin with the socket.
Click on cold. Go up the air circulator to the bathroom. Aha frozen water..
Click on the door on the right to get rid of those guards. Exit right. Go down
to the 2nd floor landing. Click on the horn on the left hand gargoyle. It moves
to the right hand one. If you then try to click on the right hand one, the horn
moves back. You need the horn on the right hand one and go the long way round
(upstairs, down the airvent & back up) to access it. So head up the stairs
(make sure the horn is on the right gargoyle). Into the bathroom and down the
airvent.
When you reach the climatron, change the temperature to hot. The fish on the
1st landing jumps out his tank. Change the temperature back to medium, and take
the lever back. The fish is working its way back to its bowl, so hurry through
the dungeon and up the stairs. Grab the treasure chest in the fish bowl before
the fish returns. (If you are late, go back to the climatron, make it hot again,
then medium temp again, and try again). Look at the treasure chest, and a key
should appear.
Go up to the 2nd floor landing. Now you can click on the right gargoyle to get
the 3rd crystal. Go right into the knights hall, and upstairs to the armoury.
Use the pin/lever on the crate to meet the frog. He gives you the 4th crystal
and hops off. Use the crate. The icon you now get when you move the cursor over
the crate is a movement icon. Each time you move closer to the TNT one of the
guards looks round. Don't move any closer till the guard becomes unsuspicious
as otherwise you're back to the beginning. You'll get the TNT when you are close
enough.
Go back to the main stairway and go to the first floor, then left into the kitchen.
Use the watering can with the water from the bathroom sink in on the robochef.
He'll rust. Take a turkey. Use the trinitrotoluene (TNT) on the turkey. Open
the stove door. Use the turkey suprise on the hot embers. Quickly use the turkey
suprise on the dumb waiter on the left. Watch animation. Go upstairs into the
rec. room. Take the pool cue. Return to the knights hall, click on the knights
gauntlet to take it.
Go up to the 3rd floor. Use the key from the treasure chest with the right hand
door. Go in. Click on the sunglasses above the bookcase. Click on the switch
(it was behind the bookcase). Click on the desk chair. click on the sunglasses
(now on the moose head to the left). Put on the fly costume to annoy the Venus
fly trap. Smash the vase with the mallet. Take the sunglasses.
Nearly finished... Go up to the top floor. Use the gauntlet with the pool cue.
Use this contraption with the button. Go into the new room. Use either the full
balloon or glove with drew. The correct character to imitate is lugnut. Go in
the new room. She'll hypnotise you if you go into her bit, so put on the sunglasses.
(If you wind up in jail again, talk to snout about his allergies, take the dusty
mat and allergize him again. The third time, he leaves the key under the mat
and retires). After the animation, talk to Ms Fortune. Click on her, then on
the door to move her outside. Then click on her, then the scanner to open the
other door.
Move to the control centre. Click on the panel below the monitor (the right
sided one). Put the crystals in one at a time, if they are in the correct slots,
they light up. try:
B
G R
Y
Pull the lever on the control centre and take the warp device. Click on the
monitor by the door. You need it to be ON, OPEN, OPEN, DEACTIVATED. The four
switches change the settings. If D=down and U=up then the switches should be:
D------U
' '
' '
' '
U------D
Now move to the Left, click on the malevolator, and sit back. Its over.
Fell free to upload, copy, generally distribute, alter, use on compilation CD's,
publish or whatever. I don't mind, total freeware.
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