Go back into Calypso's shop. TAKE the baseball bat and the dye.
Leave the shop. Go to the castle. Ask the guards how much a
dollar is worth. Leave the castle. Go to the 3 Bear's Cottage.
OPEN the letterbox and TAKE the letter. Go to the Street of
Traders. TALK to the dwarf ironmonger. After he is done
talking, TALK to him again. Ask him how the ironmongering trade
is doing. Offer to help him with his money problem: there are
15 dollars in a Gold Sovereign, 16 groats in a dollar, and 3
Gold Sovereigns in a Royal Crest. The ironmonger will give you
a crowbar. Go down the stairs to the pet shop. After chatting
with the owner, try to TAKE the electric turtle. After getting
zapped, leave the pet shop and go left to the joke shop. TAKE
the joke book, LOOK at the Stinko Kit sign, and TALK to the
Joke Seller. After getting squirted, leave the joke shop. Leave the Street of Traders. Go to the Loan Office. GIVE the
joke book to the Jester; he'll give you a bladder in return for
cheering him up. USE the crowbar on the drain cover. Walk into
the sewers, and try to go left. A large spider will come out
and scare you back out of the sewers. Go into the Sunshine Loan
Company. TALK to the secretary. After picking one of the loans
(doesn't matter which), OPEN the door to the manager's office.
While the manager is looking for the proper form, USE the
letter from the 3 Bear's Cottage on the in-tray. Leave the
Sunshine Loan Co (The 3 Bear's Cottage will be promptly
bombed). Go to the 3 Bear's Cottage. Walk into the house. Walk
to the right, into the kitchen. TAKE the rubber gloves. MOVE the tap to turn it off. The Three Bears wil come home and
an animation sequence will ensue. You will be "teleported" to
the Fountain area. Go to the left and leave the Fountain area.
Go to the Docks. Whichever side of the dock you pick, walk to
the right and TALK to Um Bongo. He'll eventually tell you that
he is missing his dancers. Walk to the left of the dock and
TALK to Goldilocks. Ask her why she is hiding behind the
crates, then tell her you'll be back. USE the crowbar on the
crate. After she climbs in, TAKE the wig and the rubber dinghy.
Leave the docks. Go back to the 3 Bear's Cottage and walk into
the house. After talking with the Papa Bear, GIVE him the wig
to help with his forensic search. He'll thank you, and Mama
Bear will give you some porridge as a reward. Leave the house.
Go to the Town Square. TALK to the Accordion Player. One of the Morris dancers will
break his stick. GIVE the baseball bat to the Accordion Player;
he'll get K.O.'ed by a butterfingered dancer. Leave the Town
Square. Go to the Tatooist. MOVE the ladder. Climb up to the
door and OPEN it and go into the Insane Society. TALK to the
Frying Pan man; The Fish Man will give you a note book since
the Frying Pan Man has taken a vow of "deafness". USE the note
book on the Frying Pan Man and ask him about how to join. He'll
tell you there is an opening for a porridge wearer. Tell him
you'll go get some porridge. WEAR the porridge you got from the
3 Bear's Cottage. The Frying Pan Man will give you a junk bag.
After leaving the Insane Society, OPEN the junk bag to get a
100 dollars, a bungee rope and a wedge. Leave the Tattooist
area and go to MucSwampling's. TALK to the mascot and get a balloon and a discount voucher. Go
to the left side of the screen and LOOK at the dustbin there.
You'll find a fishing rod. Go back to the right of the screen
and go into MucSwampy's. TALK to the Tattooist and TALK to the
Anorak Man. TALK to the waiter and order a kiddie meal. OPEN
the kiddie meal to find a Swampling model, swamp gum and a
maggot. Leave MucSwampy's and go to the Street of Traders. TAKE
the poster you see there, then go back down into the pet shop.
USE the rubber gloves on the turtle to pick him up. USE the
electric turtle on the cage to the right of the machine. Make
sure the red lever on the machine is to left hand side of the
machine, then USE the machine. The electric turtle will be
split into electric eels and a normal turtle. TAKE the turtle
from the left hand cage. TAKE the glow worms off the shelf. USE the glow worms on the
empty cage next to the eels. Move the lever on the machine to
the right hand side, then USE the machine again to make some
supercharged glow worms. The owner will thank you and you will
leave the store. Go to the joke shop. The Joke Seller will
trick you again, but this time stay and TALK to him. Ask him if
he can make you a Swampling costume. He will tell you that he
needs some green material. Leave the joke shop and go right and
TALK to Nefahpayup. Agree to his proposition to help him out,
and he will show you to a cave where a magic lamp is. Walk to
the right and TAKE the lamps. Eventually, you'll find the right
one. Walk back to the left and TALK to the cave entrance to
have a ladder let down for you. Walk up the ladder to exit the
cave. Nefahpayup will give you some white cloth as a reward. Walk to
the left and USE the balloon on railing near the ironmonger.
Leave the Street of Traders and go the Fountain. USE the dye on
the fountain. USE the white cloth on the basket. Leave the
Fountain area and go to MucSwampling's. TALK to the mascot
again and ask for another balloon. Leave MucSwampling's and go
back to the Fountain area and your cloth will be clean and
green. TAKE the green cloth and leave the Fountain area. Go to
the Street of Traders. USE the second balloon on the railing.
Go the joke shop and GIVE the green cloth to the Joke Seller.
He will make you a Swampling costume. Leave the shop, and leave
the Street of Traders. Go back to MucSwampling's. TALK to the
mascot and ask for yet another balloon (DON'T TIE THIS TO THE
RAILING YET!).
Go into MucSwampy's, WEAR the Swampling costume to disguise
yourself as an employee and you will walk up the staircase next
to the waiter. After you appear in the kitchen, keep going up
the stairs to your left to the Swampling's office. Chat with
the Swampling and ask him to make some Swamp Stew. He'll tell
you he needs some swamp mud for the recipe and he'll give you a
bucket to collect some in. Leave the office, exit the kitchen
and leave MucSwampling's. Go to the Docks. Find Um Bongo and
GIVE him the poster you took from the Street of Traders. He'll
head off to start training the Morris dancers. Go to the Town
Square. TALK to Um Bongo again. He'll tell you his drum was
broken in transit and he needs a new skin for it. You'll give
him the bladder you got from the Jester and his troupe will
whip up a massive rainstorm (that conveniently flushes that
spider out of the sewer!). Go to the Loan Office. Climb down
into the sewers (the spider will be gone) and head to the left.
You'll stop right before the light disappears. USE the glow worms and you'll hook up a light source. Walk to
the left and go up the ladder to the swamp. Walk to the right
and up onto the broken bridge. USE the bungee rope on the
railing, then USE the bucket on the mud below to collect a
bucket o' mud. Leave the bungee cord on the railing and go back
to the left of the sewer grating. USE your fishing rod on the
lake and you'll eventually catch a fish. Walk to the right and
go back down into the sewers. Walk to the right and go back up
the ladder to the Loan Office area. Leave the Loan Office area
and go to MucSwampling's. Enter MucSwamplings, WEAR the
Swampling costume and walk up the staircase by the waiter. Keep
going up the stairs to the Swampling and GIVE him the bucket of
mud. He will make some powerful Swamp Stew and will give you a
souvenir jar of it. Leave the Swampling's office, leave the
kitchen and leave MucSwamplings. Go to the Street of Traders. Go to the Joke Shop and GIVE the Swamp Stew to the Joke Seller.
He'll make you a free stink bomb. Leave the Joke Shop, leave
the Street of Traders and go to the Magic Competition. TALK to
the clerk and enter the competition then walk into the tent.
USE the stink bomb to clear away almost all of the competition.
After you recover, re-enter the tent. One wizard will be left
(he had a cold). After chatting with him, TAKE the spell book
and USE your swamp shake on the one remaining wizard (to make
him completely deaf). You'll be summoned as the only competitor
and you'll (eventually) be given the job as Royal Wizard and
an ID card to prove it. Leave the Magic Competition and go to
the Castle. When the guards ask for their money, give it to
them. Walk up the door and after presenting your official ID,
you'll be admitted to the castle. After chatting with the
annoying little price, open the door to the castle and go in.
Walk to the left, past the two doors and you'll enter the
King's throne room. The king will inform you that your job is to make the crying
baby in the castle go to sleep. Go to the left of the throne
room and USE the fish you caught to the Royal Seal (ugh...) to
tempt him into your hat. Leave the throne room, and OPEN the
door on the right and go in. A baby will be crying; this is the
one you're trying to get to go to sleep. USE your wedge on the
cradle to stop it rocking, then TAKE the cog from the gear
system. The baby will still cry, but go back out into the
courtyard and leave the castle. Go to MucSwampling's. Enter
MucSwampling's, WEAR the Swampling costume again, and go up the
first staircase. USE the cog you just got on the clock mechanism to get the
clock moving again. Go back out of MucSwampling's and go to the
Tattooist. Enter the Tattooist's shop (he's back from lunch
now) and inquire about getting a tattoo. After finding out that
they cost far too much, you'll leave the shop after picking up
a brochure. Return to MucSwampling's and GIVE the tattoo
brochure to the Anorak Man. Leave MucSwampling's and return to
the Tattooist. Walk in the shop and he'll inform you that you
have won a free tattoo. Get the tattoo of the jewel-encrusted
swords. Leave the shop and go to the Swamp. Go the far left of
the Swamp area and a Lady of the Lake will appear. While
talking to her, ask her if you can become a Lady of the Lake.
She'll agree after seeing the Royal Seal, and she'll drop her
air tanks and wet suit before leaving. TAKE the air tanks and
the wet suit. USE the air tanks on the rubber dinghy to inflate
it. USE the now-inflated rubber dinghy to paddle over to the
Isle of the Sword. After reaching the island, TAKE the sword
out of the rock (the tattoo made you "man" enough to do it).
USE the rubber dinghy again to paddle back to the swamp, then
go back down through the sewers to the Loan Office area. Leave
the Loan Office area and return to the Castle. Enter the castle
courtyard and GIVE the prince the sword. He'll give you his pea-
shooter and a pea in exchange. Enter the main castle and OPEN the door on the left. USE the
pea on the matresses to wake up the princess. Ask her for
suggestions on how to stop the baby crying; she'll throw you a
lolly. TAKE the lolly. The baby won't accept the lolly (try it
if you like: it'll throw it down into the courtyard), so leave
the princess' room, leave the courtyard and exit the castle. Go
the MucSwampling's. Enter MucSwamplings, WEAR the Swampling
costume again, and go up both staircases to Swampling's office.
GIVE the lolly to the Baby Swamplings and they will drop their
milk, which you will pick up. Leave MucSwampling's and return
to the castle. Enter the baby's room and GIVE the milk to the baby to make it
go to sleep. Leave the baby's room and go left into the throne
room. Enter the door to the treasury by the King. After
climbing the staircase, USE the swamp shake on the pentagram.
Walk towards the treasury door and two demons will appear and
be trapped by the swamp shake. Unfortunately, they also block
the entrance into the treasury; time to find an alternate
entrance. Leave the castle and go to Street of Traders. USE
your third balloon on the railing and you'll lift off and end
up in the royal treasure room. Walk towards the sarcophogus,
and you'll fall through a trap door into the treasure vault.
TAKE the Mucusade. Go back up the tube you just fell through,
and walk back out the window to the awaiting balloons. After
falling unexpectedly to the ground, go to Calypso's...or what
WAS Calypso's...you'll be beaten up and dragged off to a pirate
ship.
After the captain's lecture, USE your spell book to break your
chains. TAKE the eye patch off the skull next to "Mr T.". Try
to climb up the stairs and the captain will stop you and
eventually "enlist" you as his cabin boy. You'll be brought up
to his cabin and he will eventually leave. TAKE a stuffed
parrot. LOOK at his diary and you'll find a picture postcard of
Kalimari. Leave the captain's room. GIVE the eye-patch to the
pirate with the purple shirt pulling in rope. He'll give you a
pair of sunglasses in return. Climb up the ladder to the right
onto the poop-deck. USE the stuffed parrot on the real parrot
to swap them. After the pirate questions the swap, USE the
swamp gum on the stuffed parrot to hold him in place. Leave the
poop-deck and you'll decide to sleep until you reach home. A
cut-scene will appear depicting the fate of Calypso and his
granddaughter Alix. After waking up, you will realize that
you're still at sea. Climb back onto the poop-deck and TALK to the Bosun. He'll
inform that the lookout corrected your attempt at re-directing
the ship. Leave the poop-deck and go to the left of the pirate
ship. USE the rigging to climb to the crow's nest. USE the
picture postcard on the telescope. Climb down the rigging and
go back to the poop-deck. MOVE the parrot so that it's facing
back towards the Bosun. Leave the poop- deck. Go to the far
left of the pirate ship. OPEN the door. TALK to the tough
looking guy (Mr. T.) and ask him for a welding torch. Leave the
cell, and walk behind the pirate who is repairing the plank.
MOVE him off the ship. TAKE the hammer, nails and plank. Go to
the right hand side of the pirate ship, OPEN the door to the
right (closest to the screen) and go in. TAKE the knife. USE the knife on the hammock. TAKE the tinder-box. Leave the
room and try to USE the welding torch on the chain. The captain
will appear and tell you not to do it. After the captain
leaves, try to use the torch on the chain again. The captain
will re-appear and ask you where the first mate is, then
disappear into the sleeping quarters. USE the plank on the door
to the sleeping quarters to lock the captain in. Now, USE the
welding torch on the chain to cut it. OPEN the door and climb
down. TAKE the Mucusade. Go back up the ladder and you'll head
down for another nap. After waking up you'll realize you're
under attack. You'll end up on a remote island with no
inventory.
TAKE the shovel head. Go the the right and after chatting with
the Beachcomber TAKE his towel. Go into the jungle. GIVE the
kid the balloon and he'll repay you with a shell. TAKE the
wooden pole. USE the wooden pole on the shovel head to make a
shovel. Go back to the beach. USE the shovel. Simon will make a
monster sandcastle and leave a large hole in the process. USE
the towel on the hole. USE the shell on the towel. TALK to the
Beachcomber and he'll walk right into the trap. After he falls
down the hole, TAKE the Mucusade. Go back into the Jungle. Take
the upper path to the left towards the dog. TAKE the dog. Enter
the cafe and TALK to the waitress. Order a cup of decaf coffee.
You'll fall asleep and a cut-scene will ensue. After waking up,
order another cup of decaf (this time, its to-go). Leave the
cafe and walk to the right into the cave. Try to TAKE the whiskey bottle and a genie will appear. Ask him
for three wishes, then ask him to be teleported to Calypso's
shop. He'll screw up and teleport you to an alien ship, then
back again; he'll explain that his problem is that he needs to
counter the effects of the whiskey on his system. What he needs
is strong, caffeinated coffee. Leave the cave, and take the
lower, left hand path. TALK to the dealer; you'll have to talk
jive to him, then ask him for salmon. He'll offer you caffeine
tablets...for a cost of 3 Gungas a piece. TAKE the dog whistle.
Take the upper left hand path to the man who is being tortured.
Go left to the generator. USE the dog on the generator. Go back
to the right to the torture machine. MOVE the lever to the on
position. Go back to the right to the dealer, then take the
lower left hand path to the limbo competition. Talk to the Judge, and enter the competition. USE the dog
whistle to divert the judges (they'll hear the screams of the
tortured man) and you'll win the 3 Gungas. Go back to the right
to the dealer. TALK to him to get the caffeine tablets. USE the
tablets on the decaf coffee. Go back to the right to the cave
where the genie is. USE the coffee on the whiskey bottle. Try
to TAKE the whiskey bottle to summon the genie again. Ask him
again to teleport you to Calypso's shop and this time he'll
teleport you correctly. Walk into Calypso's shop. After a LONG
cut-scene, you'll end up in the Valley of Doom, in a prison
cell in Sordid's Tower.
Try to OPEN the door. Alix will give you a hairclip to pick the
lock with. After opening the door, you'll be teleported (via a
time stick) to the outside of a goblin camp. Go to the right,
then go to the Dark Woods. You'll meet the little kid there,
and he'll tell you he's hungry. Go to the right and TALK to the
woodworms. After a long discussion with them, go to the far
right of the woods and enter the witch's cave. You'll step on a
cat at the entranceway and the witches will talk to you.
They're having problems making a potion because of their
impediments: one can't talk, one can't hear and one can't see.
Help them out, and you get some of the potion. Leave the cave
and leave the Dark Woods. Go to the Secluded Hut. The witches
cat is in here now; you'll need it for later. After you
introduce yourself, OPEN the door (which in fact, closes it). This will trap the cat inside the hut. Walk towards the soda
bottles, and the cat will panic, run and knock itself out. TAKE
3 soda bottles (you'll get a straw automatically), the hanky
and the cat. OPEN the door, and leave the hut. Go to the
Volcano Rim. TAKE the Chemical Sprayer and the Plant Spotter's
Guide Book. USE the straw on one of the sodas to make an empty
bottle. USE the cat on the carnivorous plant; it'll salivate at
the sight of it. USE the empty bottle on the saliva to collect
it. Leave the Volcano Rim and go to the Goblin's Camp. USE the
saliva on the goblin's goblets, then try to walk past them.
They'll wake up, get mad, drink the poisoned wine, and fall
asleep. TAKE the conch horn. Walk into the camp. TALK to the
Elf. Offer to help him get some replacement perfume; he'll give
you a perfume bottle to fill up. USE a full soda bottle on the
perfume bottle to fill it. Enter the big tent to the left of
the Elf. TAKE the food rations and the pepper. Go back to the Elf. USE the pepper on the elf. GIVE him your
hanky. GIVE him the now full perfume bottle (he can't smell the
difference anymore). He'll reward you with a block of wood.
Walk to the left of the camp where two goblins are playing
dice. USE the last full soda bottle on the fire to create some
blinding smoke. While the two goblins are blinded, TAKE some of
the goblin stuff. The goblins will begin to fight and one will
leave his lucky (loaded!) dice behind. TAKE the dice. Go back
to the right and leave the goblin camp. Go to the Secluded Hut.
TAKE two more soda bottles. Leave the Secluded Hut. Go to the
Dark Woods. GIVE the kid the food rations. GIVE the kid the
full soda bottle. TAKE the magnifier he drops. Go the the right
and GIVE the block of wood to the woodworms. They'll make you a set of wooden teeth. Go to the far right of
the woods and enter the witches cave. GIVE the witch with no
teeth the wooden teeth, GIVE the deaf witch the conch horn and
GIVE the magnifier to the blind witch. They'll whip up a potion
to turn someone into a dog. After the potion is done, USE your
straw on a soda to empty it, the USE the empty soda bottle on
the potion to scoop some up. Leave the witches cave and leave
the Dark Woods. Go to the Secluded Hut. USE the potion on the
Role Players. A Role Player will turn into a beagle (which
you'll automatically take). Ask if you can join in their game.
When you have started playing, ask if they mind if you use your
own dice. You'll roll two 12's and win a interior decorator's
wallpaper catalogue. Leave the Secluded Hut. Go to the Goblin Camp, walk into the camp and walk all the way
to the left of the camp, into the entrance to Sordid's Tower.
TALK to the guard "pigs". Tell them you're here on important
business, and they'll make you show them your wallpaper
catalogue, at which point you'll be admitted to the Tower. TAKE
the tapestry. Walk into the eerie passage; you'll meet the
security "horror" guard for the tower. After leaving him, go
into the stairwell to the left. USE the tapestry on the pool of
sweat to absorb the smell of the goblins. USE the soaked
tapestry on the Chemical Sprayer to fill it with goblin scent. MOVE the lever on the generator to turn out the lights. Leave
the room and go back down the eerie passage to the guard. After
you have entered the room with the horror, USE the Chemical
Sprayer to mask your scent, WEAR the dog (I know...this one
took FOREVER to figure out) to change the dog into fuzzy
slippers, then WEAR the fuzzy slippers. The guard can't see,
smell or hear you now so just walk across the room and out of
the door. Walk across the lava channel to the other side, and
you'll take an exciting ride up to Sordid's chambers. Walk to
the right of the chambers and TAKE the screwdriver. USE the
screwdriver on Sordid's Hand to remove it, then USE the Hand on
the Palm Print Identifier. TAKE the time stick. Walk to the
left as if you were going to exit the chamber, and Runt will
run out to try and stop you. That's it! The final LONG end-
scene follows so sit back and enjoy...