Just Adventure original
Down in the Dumps Walkthrough by Alex Tait
The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view
January 14, 2002
NOTE: THERE ARE NUMEROUS
OTHER NON-ESSENTIAL THINGS YOU CAN DO WHICH WILL ENHANCE THE EXPERIENCE.
MANY OF THEM ARE JUST SIGHT GAGS OR BIZARRE HUMOR, BUT WILL LENGTHEN
YOUR GAMEPLAY.
The game begins with an
interplanetary cutscene. The Blubs’ vacation is put in turmoil by
some space bandits plans gone awry. The bandits’ craft crashes into
the Blubs’ ship sending them plummeting to a garbage dump in New York
City. This, naturally, damages their craft and you, the adventurer,
must find a way to repair it in four stories.
PART 1
To recover the first part
of the vessel, there are at least two solutions:
Solution method 1: Pick
up the cheese. Go into the cave and take the rope that is hanging
up. Combine the rope and the weight. Put the cheese next to the weight.
Push the "slow motion" button on the machine. Then, pull
the rope.
Solution method 2: Pick
up the bottle. Go to the holes above the rat’s home. Put the bottle
atop one hole. Use your pet on the other. The rat escapes into your
bottle.
The piece of the ship is
yours, but not for long! The bad punk steals the cheese from you,
so you have to recover it again. To recover the second piece, there
are at least two different solutions:
Solution method 1: Go through
to an area that has a television program. Take it. Return to starting
point. Go up to the television. Climb in. Use the television program
with the television. The two channels, "sports" and "music"
are the channels that will put the bad punk to sleep.
Solution method 2: Go forward.
Take the sign and enter the shoe. Take the thimble and pencil. Use
the pencil on the sign to make a "Bar" sign. Go to the area
near the shoe-you’ll sail over a fan. Talk the blue tablets. Fill
the thimble with whiskey from the puddle of whiskey. Add the blue
tablets to the whiskey. Return to the starting area. Use the "Bar"
sign near the circular white object. The bad punk turns up. Give him
the spiked drink. This puts him to sleep.
You get the piece he stole.
A cutscene reveals it wasn’t important anyway! What a waste of time
and effort. Start story two.
PART 2
Grandma Blub has gone crazy.
The only solution seems to be to get rid of her!
Leave the house and go
out into the garden. Rub the magic lamp. A genie appears. It offers
three wishes, reluctantly. Choose to play on "Galaxy of Fortune",
your favorite TV show. Play the game until you’ve won-no way of losing
I could see. You don’t win the grand prize but you do win a foghorn.
(An alternative way of getting on Galaxy of Fortune is to go up to
the bathroom. Use the brush on the wall. This paints a door to outer
pace. Go in and you will be transported to Galaxy of Fortune).
Go back inside and down
a corridor. Speak with Grandfather Blub about Grandma Blub. You must
help Grandfather Blub make a flying machine. He tells you find certain
parts. First, though, you need to find a way to get Grandma Blub out
of the house.
Go up the elevator to the
bathroom. Get the soap and use it to clean the floor (and make it
slippery). Blow on the foghorn. Grandma Blub flies up the elevator,
slips on the floor, and ends up in the washing machine. Choose a cycle
(it doesn’t matter which) and hang her out to dry. (A variation for
getting Grandma outside is to put the robot in the bath. Close the
curtain. Hide yourself in the washing and blow the foghorn).
Get the curtain as you
leave Grandfather Blub’s laboratory. Go back downstairs. Get the bottle
of oil from the kitchen. Go outside to the hair drier and note the
large piece of ice. Plug in the hair drier and switch it on. The ice
melts and you are left with a paddle pop stick.
Go out the front of the
house and spread the oil on the ground. The moles on bicycles (!)
slip on the oil and crash. Pick up the bicycle frame and the moles.
Go to the top floor. Give Grandfather Blub the paddle pop stick, the
moles, the bicycle frame, and the curtain. A cutscene ensues.
You’ve got rid of Grandma
Blub and successfully concluded part 2 of this bizarre game.
PART 3
Father Blub goes off in
search of a piece of the ship and ends up in "Robin Hood like"
part of the dump. The thot plickens…
You find out that King
Richard has disappeared, leaving the usurper, Prince John. Go by train
to the pond. Some moles are ice-skating. Enter the igloo and take
the fishing rod. Go outside and use the fishing rod on the moles to
get their ice skates. Use the skates to go skating. You fall through
the ice and a fish swallows you. You’ve found King Richard. To get
out, you must repeat the King’s whistle by hitting the glands (!)
in the fish. Recognize the tune? The glands must be played in this
order: 5, 3, 1, 4, 2. The fish releases you.
Go in the igloo again.
Take the Santa costume. Return to the train. This time go to the forest
of Frogwood. Play a short arcade game against Little John. By moving
back and forth on the log, you must try to make him fall in before
you do. Keep changing direction to the direction he is going and eventually,
you both fall in. He welcomes you to the band of merry men. Speak
with King Richard to learn of a secret way into the castle (conveniently
located under a bush just behind the camp). Take the painting and
flies’ eyes from the chest and enter the secret passage.
You arrive in the torture
room. To leave it, press the third lever. You can exit the room. If
you get caught and chained up, pull the rope twice. A guard will arrive
and put you on the rack conveniently making you taller so you can
reach the key to the chains. Go up stairs to the Sheriff’s bedroom.
Climb out the window and into Princess Marianne’s bedroom through
the window. She asks you to kiss her. Do so and she’ll give you a
key to the chest in the Sheriff’s bedroom. Refuse to kiss her the
second time. She howls in consternation. This distracts the Sheriff.
Now you can open the chest in his room and get the part of the ship.
Return to the camp in the
forest. The King will tell you that he plans to return to the castle
and you are to be his champion at the tournament. He suggests a disguise.
Return to the village. Go left to the tournament. Buy some cotton
candy with the flies’ eyes. Sign in to the tournament (you will automatically
put on the cotton candy beard and Santa suit).
In order to win the tournament,
you must build a snowman in the image of King Richard before the Sheriff
or the monster can build theirs. You may only take a ball from the
pile or from the top of the monster’s snowman. Likewise, the Sheriff
can only take a snowball from the pile or the top one on your snowman.
I won this first time by getting the legs and body in place (and not
worrying about the head until they were in place). You win and this
part of the game ends.
PART 4
This is by far the most
clever part of the game-you must play both the boy and girl Blub at
the same time and share inventory items to solve puzzles. It doesn’t
make any sense but is, at least, novel. Inventory items can be passed
from one to the other by clicking the time on the character’s picture
in the middle part of the top of the screen.
The initial goal is to
get the boy and girl to the top of the bum’s head. There are a couple
of solutions for each.
Boy solution 1: Pick up
the poster of the model and the balloon. Go to the pond. Show your
pet the poster and then use the balloon on him. You will sail up by
balloon.
Boy solution 2: Have the
girl get the cork from the bum’s bag. Pick up a plank near the bum’s
shoe as well as the prospectus. Read the prospectus. Combine the plank
and cork to make a seesaw. Have the boy collect the spring near the
pond. Sit the boy on the seesaw. Get the girl to get on the other
side. Have the boy use the spring and he will be propelled to the
bum’s ear. Go down the hole, talking with the spider along the way.
He ends up on the bum’s head.
Girl solution 2: 1: Go
to the bum’s bag. Take the matches. Go over to the cannon. Climb into
it. Change to the boy. Pull the flower three times. Shake hands with
the man. Light the fuse on the cannon with the matches. The girl arrives
on the bum’s head.
Girl solution 2: Go into
the bum’s bag and take the cotton spool. Go to where a vulture is
terrorizing a worm. Use the doll’s clothes on the bad punk. The vulture
leaves the worm alone and starts hassling the punk. Climb on the vulture.
It takes you up its nest. Use the spool with the worm and then send
the worm to the bum’s head. You shimmy down the rope to his head.
Send the girl left to the
"Beast" playing basketball. Take the extra ball. Go far
right to a house. Throw the ball and the little watch-creature will
be incapacitated when it gets to the end of its lead. Go in the house.
Speak with the louse mother. Promise to find her baby.
Along the way to the bar,
collect toys on the ground. Go to the abr. The baby is sitting at
the bar, drinking. Use the toys on the baby. After three attempts,
the girl becomes frustrated and grabs the baby. A cutscene plays,
wherein the mother louse thanks you and offers you a cassette. Take
the cassette of lullabies. Give the cassette to the boy Blub.
Take the boy Blub to the
bar. Use the cassette on the tape recorder. The bar erupts in violence,
destroying it. However, you get an amplifier from the rubble. Show
the amplifier to the singer, Elvis, the Rastafarian bass player, the
English guitar player, and the Beast, the drummer. They all meet at
the sound stage. Chew the gum place it on the ground at stage left.
Speak with Elvis to start the show. A cutscene of a concert plays.
After the concert, note
the policeman is stuck on the gum. Follow the path down into the ear.
It’s dark. Find the hotspot. Turn the crank to open the bum’s eyes.
Use the hand shocker to get past the bad guy. Exit and a cutscene
shows you have been successful in the final story.
Speak with Grandpa to find
you’ve been successful at fixing the ship. What a bizarre and, ultimately
pointless, game. No final cutscene pulling the threads together, I’m
afraid.
Addit:
PART 5 (THE HAPPY ENDING)
Thanks to Jack Allin for
letting me know about this section! You have to go to the start screen
after talking with Grandpa. Choose the hitherto unmentioned part 5.
NOTE: Part 5 is time-based
(Yippee, I hear you say!). If you fail the timed challenge, it’s back
to the drawing board!
You start as mother Blub.
Take the teleporter to the luggage compartment. Replace Fuzz, the
pet. Teleport Fuzz to the rest room to replace the boy Blub. Change
again to Fuzz and then replace the girl Blub (you have to change back
to Fuzz using the icon at the top of the screen). Take both the girl
and boy Blub to the machine room. They both replace Grandma Blub.
Take Grandma Blub to the bridge, where she replaces father Blub. Now,
send father Blub back down to replace Grandpa Blub.
Now that Grandfather Blub
is in control, take the pipe and go to the rest room. Use it to use
the leaking water to put out the fire. Seal the leak with the pudding
distributor. Take some more pudding distributor Use the holotelevision
to seal the hole in the luggage compartment. Take the stool and the
whip to the machine room. Use the stool with the whip to manage the
fire. Seal the gas line leak with the pudding. Finally, the Blubs
can go home! There is an end video after all.
(27)