By Leon | June 5, 2012
Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.
Click on all seven buds in the tree to make them grow and the spider will eat them all but one. You’ll meet a large creature that’s blocking your way and has lost three feathers. Walk back up the tree and find a little black creature on the left. Click on it and it’ll hide behind a leaf left of it. Click on the leaf and it’ll move to a leaf on the right. Click on that leaf and it’ll move back to the first leaf again but this time carrying an apple. Click again on the leaf it’s hiding behind and it’ll move back to the right carrying two apples. Click again, making the creature move to the left with an even larger apple. Click once more and it’ll show you a jack-o-lantern.
Click on the jack-o-lantern and it’ll light up. Click again and you’ll get a CREATURE CARD (1). Click on the bug behind the leaf on the branch leading up until it falls down. Click on the little twigs on the branch going north on the branch on the left until they blossom, then walk to the left. Three more little twigs to click into flowers until they all attract insects and you’ll get your second CREATURE CARD (2).
Click on the small leaf on the branch leading north to drop a small spider. Click on its belly and it’ll drop down on a balloon. Pop the balloon to get another CREATURE CARD (3). Walk further to the left and find a feather on the far left of the branch. Let the twig of your team get the FEATHER (1). You also get another CREATURE CARD (4). Walk to the right and climb the tree north. Click on the bud to the right of the mushrooms to release a fly. Walk south, then back north to get another CREATURE CARD (5).
Walk south again and to the right and you’ll get a CREATURE CARD (6) for the twigs you blossomed earlier. Climb the branch north. Click on the six pods for another CREATURE CARD (7). Walk south again and climb the branch leading up on the right. Walk further up until you reach the end of the branch. Click on the brown leaf on the end to find a feather but it will float down into a hole where you will go to automatically.
Use the bud from your crew on the hole and he’ll get a shell from inside. Use the shell and the pod will blow the FEATHER (2) out. Use the shell several times to get a CREATURE CARD (8). Let the mushroom of the team use the hole in the branch to get a CREATURE CARD (9) and let the feather give it a try for another CREATURE CARD (10). Follow the branch to the right and find the last FEATHER (3). Just pick it up.
Walk back to the left twice and then south down the big branch to return to the big creature that lost his feathers. Click on the creature to return the feathers and it’ll fly off giving you a CREATURE CARD (11) and the ability to walk further down the branch.
Go further down and the mushrooms will make you high and give you another CREATURE CARD (12). Once they’re done, walk further to the left until you bump into a chestnut. Click on it and it’ll tell you about the spider sucking all leaves. Walk further to the left and find a beehive hanging on the branch above. Click the beehive and an insect will drop a seed. Click on the seed and the large snail will pick it up creating a stepping stone for you and getting another CREATURE CARD (13). Use the branch above to walk further to the left.
There’s a key hanging on a small branch. Inside the pod there are several balls floating around. Use the red one to push it through the several holes to push the key to the right. Once the KEY (1) is on the floor you can pick it up. You also get another CREATURE CARD (14). Walk back to the right and follow the branch to the lower left. A spider will scare you and chase you to the lower right.
There’s a white leaf with scribbles on it. Pick it up as it’s a MAP of the area. Follow the branch to the upper right. You’ll find a woodpecker under the branch. Click the leaf just above the woodpecker for a CREATURE CARD (15) and when you click on the woodpecker you’ll get another CREATURE CARD (16). Click twice more on the bird to get a third CREATURE CARD (17).
Walk to the left and at the junction follow the path to the lower right. On the branch is a bird-like creature and when you hold your mouse over it, it’s mouth will grow. Keep holding until two more appear. Do the same with these two but make sure they have their mouths open at the same time. Once their eyes are vibrating, four more will appear. Repeat the trick but now with all seven, making sure their eyes vibrate at the same time. When one stops you need to add that one again. Once they all seven are happy, a huge bird will appear and you’ll get a new CREATURE CARD (18).
Finally do the same with the large one and go inside its mouth. Click on the little creature and it’ll drop a key. Use the large pod of your team to try and get the key and let the others join in one by one until you can take the KEY (2). Walk south down the branch and click on the black flower to see a story. You’ll get a CREATURE CARD (19) for that.
Climb back up again and walk to the right. Follow the branch to the lower right and then take the branch leading down to the end of the branch. Keep clicking on the pod until a second pod is created and you’ll receive another CREATURE CARD (20). Walk to the right twice to meet a small creature. Click on it and it’ll get a bigger music making creature. Click on the small one again and it’ll chase the music making creature away, giving you another CREATURE CARD (21).
Move further to the right and you’ll find a key. Use the long red spike from the plant to bend it and when the little creature steps onto it, release it to shoot away the little bugger and receive another CREATURE CARD (22). Pick up the KEY (3). Click on the little green spiky creature on the far right for an extra CREATURE CARD (23).
Since it’s a dead end, walk to the left two times, then take the upper branch on the left. Follow the branch north and walk to the right. Here you’ll find a funnel. Push the little red blobs in the direction of the funnel and once they’re near, push them up hard so one lands in the funnel. If one does, you’ll get another CREATURE CARD (24). Walk north again and find a stick insect on the branch. Click on it four times for a CREATURE CARD (25). On the left side of the branch is a small green ball. Click on it for another CREATURE CARD (26).
Climb the tree further north. You’re at the top here and on the right side is a brown egg. Click the brown egg and a white creature will come out and fly down. Walk south and find the white creature again. Click the white creature again and follow it to the right. Click on the white creature once more and it’ll lay three brown egg on the right of the tree. Hantch the eggs by clicking on them creating three more white creatures. One of them will drop a key and earn you a CREATURE CARD (27). Pick up the KEY (4) and go to the left.
Walk south and to the right to find another key. Try to take it and a large flying insect will take you and the key and drop it in the water. While floating, click on the stick from your team and it’ll go under water and create a red junction. Click on the first red one and it’ll split into two. Take the right side from the two and it’ll split again. This time take the left one of the two newly created and finally use the left one again (lowest of them all).
The KEY (5) will be yours and you’ll return to the tree getting another CREATURE CARD (28). Try to follow the branch to the right which results in another CREATURE CARD (29). Walk to the acorn and click on the locks of the pod to unlock it. Then get inside the acorn.
Use the genie lamp to reveal a genie and a CREATURE CARD (30). You can all make a wish.
The feather wants music. Click on the white ball and the others will reveal two large creatures. From the right creature touch the flowers (drums) on the far right, touch the banjo and the horn. From the creature on the left touch the yo-yo, the harmonica, it’s mouth and the bagpipe. This will produce a triangle and a CREATURE CARD (31). Hit the triangle to return to the genie.
The twig wants a present. You’ll be sent back to a branch with a cord hanging down. Pull the cord and Santa will visit, leaving behind a present and a CREATURE CARD (32). Pick up the present and you’ll return back to genie.
The large pod wants to see the stars. Click on the green seed twice and you’ll see the stars and the moon. Click on the lunar lander to get the astronaut out and he’ll plant a flag. Then he’s taken by a tentacle, you’ll get a CREATURE CARD (33) and return back to genie.
The mushroom wants a ferris wheel ride. Once they’re all seated, turn the handle on the right clockwise to spin up the ferris wheel and get a CREATURE CARD (34). Click on the trumpet and you’ll return back to the genie.
The little bud now wants to get rid of the big spider. Untie the rope and you’ll catch the spider and another CREATURE CARD (35). You’ll end up on the end of a branch.
Drag the bean on the left to the body on the right. You’ll get to see the story about the spider and a CREATURE CARD (36). Walk to the right to meet a spider and get a CREATURE CARD (37). Follow the branch north, then to the left.
Shake the dandelion until all seeds are gone. Take the CORE from the dandelion and walk to the right. Climb the branch north and follow it to the right. There are two spiders on the branch but you can follow the branch further south. Use the core of the dandelion on the slug and you’ll get a lift to the upper branch and a CREATURE CARD (38).
You end up at a crying chestnut. Click on it and you’ll hear about the three lost babies. Walk further to the right. Click the red beads left of the pear to get a CREATURE CARD (39) and click on the bee sitting on the leaf on the right. It’ll fly to the left and click it again after it lands. It’ll fly away again and will land on the leaf under the pear. Make sure you click on that leaf before the bee lands to get a CREATURE CARD (40).
Walk to the right and click on the fisherman who’ll tell you he needs a worm as bait. Walk further south and click on the creature in the cup to make it jump to the next. Keep clicking on the creature until it jumps on the branch and is followed by three other creatures. Click on each one of them to let them sing and generate a CREATURE CARD (41). Walk up the branch on the left to reach the end of the branch.
Click on one of the little crabs and you’ll be chased by the big crab and end up under the four little creatures. Walk the branch to the left again to return to the crabs and select one again. You’ll be chased to the right again but this time will drop off the branch to the one below and getting you a CREATURE CARD (42). Now for the ladles:
Number the ladles from 1 to 8 from top to bottom from left to right (there are 2 ladles on the second row). Each ladle can have three positions: left (L), middle (M) and right (R). Below the solution to get all sprouts to grow. Numbered from 1 to 12 (including the middle, ‘dead’ ladle):
1: 3L, 5R, 6L, 7M
2: 3L, 5R, 6L, 7L
3: 3M, 5M, 6M, 7L
4: 3M, 5M, 6M, 7M
5: 3L, 5R, 6M, 8R
6: 3M, 5R, 8L
7: 3M, 5M, 6R, 8L
8: 3L, 5R, 6M, 8M
9: 3L, 5M, 6L
10: 3M, 5M, 6L, 8R
11: 3M, 5M, 6R, 8R
12: 3M, 5R, 6L, 8R
A new creature will grow and when you click on it, it will light the scene and give you a CREATURE CARD (43). Continue to the left and click on the little worm. Drag it all the way past the leaf in the middle and the WORM will let go. Walk to the right twice and you’ll see one of the babies falling into the ladle. Use the mushroom of the team to get the baby out of the ladle and follow the creature to the left. Together you’ll climb the flower and the first BABY (1) is found.
Follow the branch to the upper right and give the worm to the fisherman. He’ll catch a baby crab and a big fish with CREATURE CARD (44). Pick up the BABY CRAB and a CREATURE CARD (45). Walk north and go up the branch that the pear is hanging on. Click on the three pears on the left side alternating until a dragon fly lands on the pears, giving you a CREATURE CARD (46).
Walk to the right (it doesn’t matter which branch you take) and find a squirrel behind one of the leaves. Take away the leaf that he was behind and he’ll move to the next. Keep repeating this until the squirrel shoots down a hole in the branch. The twig from your team will peer down the hole. Click on twigs eye twice to get the next CREATURE CARD (47).
Walk to the right to find a large spider. Cut the spider loose with the crab from your inventory and get another CREATURE CARD (48). Continue the branch to the right and see how one of the babies is buried under sheep. Drag the sheep from the branch one by one, starting from the top. Once you’ve removed all sheep you get another CREATURE CARD (49). Then click on the BABY (2) to bring it back to its mother.
Walk down the branch to the lower left four times to reach the end of the branch. Click on the insect in the tree on the left and it’ll suck itself full from the big leaf and getting you a CREATURE CARD (50). Once it’s flying around, hold your mouse over the insect once it’s hovering above the ‘dish’ so it’ll drop its fluids in the dish. Once you’ve filled the dish it appears to be a snail which will walk away and give you another CREATURE CARD (51).
Walk to the right and wait for the snail to join you. The snail can’t move past the stump and will fall asleep in front of it. Click and keep hold of the snail until a large bubble will pop out. Then move the bat towards the bubble so the bat will shake and keep repeating until the little bug on top of the branch falls of giving you a CREATURE CARD (52). Pick up the little BUG.
Walk to the right, then left on the round branch (either top or bottom) to return to the dragon fly. Then take the branch to the upper left to reach the end of the branch. On the other side is a creature with very long legs. Stretch the creature so it lets go one leg. Then stretch the creature again to your own side of the branch to create a bridge and walk across. You’ll get another CREATURE CARD (53). When you try to cross, a large insect will block your path but when you use the bug from your inventory on it to scare it away, you get a CREATURE CARD (54) and can cross to the other side.
You can just see how a large creature is eating the third baby. It’s then going for a nap on the left side. Climb the branch above it and use the berries in the branch to jump. The berries will fall off, attracting the piglets to walk under the branch. Once everyone is under the branch again, use the big pig to jump on and release the third BABY (3) from its belly. You also get a CREATURE CARD (55).
Walk to the left and let the black creature tell you another story. It’s creature card will be updated. Walk to the right three times to return to the dragon fly and follow the branch to the lower left. From here walk to the left to reach the chestnut and her three babies. Click on the chestnut to get a CREATURE CARD (56).
You need to find fourteen chickens in order to get out of the tree. Jump through the hole under the basket and find a village with houses. To make sense of the order, number them as follows:
Imagine the bottom branch as horizontal line.Then you can count 8 houses on there, the third is large. Number them from 1 to 8, left to right. Then there are 4 branches leading up. From left to right, the first branch has 1 house (#9), the second branch has 6, four on the left side, two on the right. Number them as you follow the branch, taking the left side first (#10-#13) and then the right side (#14 & #15). You’re standing under #15 when you enter the scene. The last two branches have both one house on them (#16 & #17).
There are three ‘trumpets’ on the right. Click the bottom one twice (the trumpets are green). You’ll get a green creature, click the top trumpet to complete and you’ll get a CREATURE CARD (57). Click the bottom one twice again and you’ll get a snail-like creature. The trumpets are blue so click the bottom trumpet once more to finish the snail and get a CREATURE CARD (58). Press the bottom trumpet twice again and you’ll get part of a chicken (the trumpets are brown). Push the middle trumpet to complete the CHICKEN (1) and you can pick it up. Leave the house.
Click on the six piles of soil to grow six trees. You’ll get a beehive and a CREATURE CARD (59). Once everything is fully grown you’ll get another CREATURE CARD (60). Click on the fruit on the right to create another tree, then click on the fruit on the left to let the balloon float to the tree. Halfway up click on the gnome to take it into the tree and once it has reached the mountains click on its hat to see a FIRE. Pick it up and leave the house.
Click on the chestnut. He wants the fire so give it to him. He’ll replace it for the CHICKEN (2). You also get a CREATURE CARD (61). Move (drag) the yellow painting on the upper right to reveal a COIN (1). Pick it up and leave the house.
When the pile of walnuts are delivered, click on the pile so one of the nuts drops off and then pick up the WALNUT. Take the pepper shaker from the shelf behind the cook and let Mr. Feather drag the shaker to the sleeping chestnut on the right. You’ll get a CREATURE CARD (62). He’ll wake up and walk towards the pot where the cook will chase him away. When the cook leaves the pot unattended, take the CHICKEN (3) from the rope above it. Leave the house again.
Outside the city:
Walk to the left and see ants collecting eggs. Try to take an egg and Mr. Lantern is taken away by the ants. You’ll get a CREATURE CARD (63). Follow the branch to the lower left (the ants will block your way directly to the left) and find the bottom of the ant’s nest. Drag the cork from the bottom and use the hole to get inside.
It’s quite dark in here. Take the path to the right and then you can only walk straight ahead. From the three options you have next, go to the right first to find an ants egg and get a CREATURE CARD (64). Back on the ‘main’ road, turn left. From the next two options, go right, followed by a left turn. You get three choices now, take the left. On the next intersection walk straight ahead (the right side of the two). Next take the right side of the two again (leading north). You’ll end up in the center of the nest where you’ll find Mr. Lantern.
Click on Mr. Lantern to shake him free and you’ll leave the nest automatically returning to the city with an EGG in your inventory.
Click on the shaman several times until he tells you about the spider, chicken and egg. Give him the egg from the ant and he’ll give you a CREATURE CARD (65) and another EGG when you pick it up. Leave the house again.
Click on Mr. Lantern. Once he’s inside the bubble let him walk to the right until he can’t go further. Then walk to the left to let him get a bit higher. Turn back to the right to get even higher and repeat the process until he’s out again. Click on Mr. Lantern again to let him return.
Click on Mr. Twig. He’ll drink and also get into a bubble. Let him bounce on the funnels and let one of them turn black and produce a spider. Once Mr. Twig hits the spider, he can return to his friends. Click on Mr. Twig again to let him get back in line.
Click on Mr. Mushroom. Click on all the bubble so Mr. Mushroom falls through to the bottom of the hourglass. Click on Mr. Mushroom again to get him back to his friends.
Click on Mr. Feather. He’ll fall down in a bubble. Wait until a back bubble comes along and you’ll pop Mr. Feather’s bubble entering the spider. Once back in the room, click on Mr. Feather again to wake him up.
Finally Mr. Poppyseed. Let him catch bubbles to let his own bubble grow and once it’s big enough he can catch the bubble with the chicken in it. Back in the house click on the CHICKEN (4) to add it to the collection. You’ll also get a CREATURE CARD (66). Leave the house again.
Click on the chest to open it and take the flask from it. Hold the flask on the LIGHT to make it dark. You’ll get another CREATURE CARD (67). The creature will now stay asleep when you take the CHICKEN (5) from the shelf but wake up to chase you outside.
It’s dark in here so use the bit of light from your inventory to light up the room. All the nuts will wake up. On the right are two nests with a nut sitting on it. Click on the nut and a coin will be revealed. Quickly click on the coin to drop it out of the nest, then pick up the COIN (2).
Click on the nut directly to your left to get a CREATURE CARD (68). Put the egg from your inventory on a nut to have it hatched in into a chicken, then pick up the CHICKEN (6). Pull the cord that the chicken is running on and launch the chicken into the rocks above. Once stuck you can take out the CHICKEN (7). Leave the room.
Find all the black creatures here. One is on the bowls on the right. One is in the long brown pot. Just pull up the lid. One is in the blue pot next to it. Keep clicking the lid until it opens. One is behind the pipes of the stove. Once you’ve found all four, you’ll get a CREATURE CARD (69).
Open the green drawer to find a third COIN (3). Open the stove on the left to find the chicken inside. When the cook tells you he needs to eat something, give him the walnut from your inventory. You can now take the CHICKEN (8). Leave the room.
Put your three coins in the slot of the machine on the right and it’ll start to rain. The room will flood making the chicken at the top to float down. Once the room is drained you can pick up the CHICKEN (9). Leave the house and go back in again. The stork is looking for a frog. Click on the beak of the stork at the right time for it to hit the frog and you’ll get another CREATURE CARD (70). Leave the house.
Click on the tunnel on the right and the room will be flooded with junk. Position the orange balloon a bit to the left above the spring. Then touch the spring to make it pop the balloon and you’ll get a CREATURE CARD (71). Click on the safe on the left twice to open it and find a creature inside. Pick up the CREATURE and get a CREATURE CARD (72) as well.
Open the pink umbrella on the right to find a CHICKEN (10) inside. Leave the room again.
A chicken is locked in a glass cage. use the creature from your inventory on the cage and the CHICKEN (11) will be swapped with the creature. You’ll get a CREATURE CARD (73) as well. Leave the room again.
You’re in a creepy room. Pull the lever to bring the franken-nut to life and get a CREATURE CARD (74). There are five dials in the room. Click them all at least once to get a CREATURE CARD (75). Behind franken-nut there are six pipes. Click them all in quick succession so they all float together and you’ll get a third CREATURE CARD (76). Leave the room.
Click on the Jack-In-The-Box until a chicken pops up. Quickly take the CHICKEN (12) from the spring. Keep clicking on the box until you’ve seen all heads and you get a CREATURE CARD (77). Leave the room again.
You need to play volleybal against the chestnut. Click on the chestnut to start the match and play with Mr. Mushroom. Once you’ve scored three points you can take the CHICKEN (13). You also get a CREATURE CARD (78). Leave the room again.
You’re inside an icehouse. Click on the basket hanging from the ceiling until it empties and forms a pile of snow on the ground. Repeat the procedure until the basket is closed and you’ll get a CREATURE CARD (79). Click on the igloo on the right and a sled with a chicken will come out, bumping against the pile of snow and launching the chicken into the snowman, getting you another CREATURE CARD (80). Pull the chicken out of the snowman and then pick up the CHICKEN (14).
Click on the igloo to release a penguin. Keep clicking on the igloo to release more penguins until one of them gets stuck. Drag him out of the igloo and he’ll land on the team except Mr. Feather. Use Mr. Feather to lift the penguin up and free your friends and get a CREATURE CARD (81). Leave the house and return to the start (house #15).
You’ll see the chicken in their treadmills giving you a CREATURE CARD (82). You’ll see how the spider chases the houses giving you another CREATURE CARD (83) and how the houses are lifted to safety, getting you another CREATURE CARD (84) and ending the team in the trunk of a tree in front of a junction.
Inside the tree:
There are symbols on the wall. Pay attention to these. Follow the bowl-shape with three pins sticking out on the right. You’ll get into a room with mushrooms on the wall. Click on both mushrooms to get a CREATURE CARD (85). Follow the bowl/pin shape to the left.
Pick up the blue bud from the flower and see how the creature swallows the bud. One of the eyes will open. Since it has 7 more eyes to open, there are 7 more buds to find. Walk back to the mushrooms on the right. The path to the right shows the other symbol you saw at the entrance: three circles with three pins sticking out. Follow this path.
There’s a baby asleep but when you wake it up its mum will run off and get something to eat for the little one. Move your mouse over the threads of the glowing bulbs until you get a CREATURE CARD (86). Follow the path where the mother went to to get the egg and click on one of the white shapes to see mother getting more and giving you a CREATURE CARD (87). Follow the circle symbols to the right and you’ll get into a dark room. There’s a bean sitting on a leaf. Talk to the bean and he’ll tell you about the worm taking all the light.
On the side there’s also a deer, just standing before the path to the lower left. Chase the deer and it’ll run to the top of the room. Chase it again and it’ll return to its starting place, giving you a CREATURE CARD (88). Follow the path to the lower left. On this intersection, follow the path with the sun, the upper left.
Drag all the planets from the wall and they’ll plummet into the core. Let Mr. Poppyhead bang on the core until it breaks and all planets are in orbit again. Click on all planets until you’ve seen all animations. This will give you a CREATURE CARD (89). It also gives you a blue bud on the yellow planet. Pick up the BUD (1).
Follow the path with the worm symbol on the lower left. There’s the light source the bean told you about. Click on the star and drag it along the correct path to where you’re standing but be careful not to hit the sides of the maze otherwise the star will be stuck. Once you get the star into safety you get the STAR and a CREATURE CARD (90).
Leave the maze room on the right and follow the three circles with pins on the upper right. Follow this sign again in the next room, so upper right again and you should return to the bean. Put the star in the center of the room and the room will light up.
Click on the bean until it’s back where it started and you’ll get a CREATURE CARD (91). You can also take another BUD (2). Pull the beach ball until it releases the string and then pick up the BEACH BALL. Take the path to the lower left.
Just above you are two lights you can light and there’s one to your right. Once they’re all three burning, you get another CREATURE CARD (92). Follow the path with the water and pacman symbol on the lower left. You need to bounce on all five creatures at the same time. Notice that some bounce slightly longer than others so to be successful, use the order: upper left, upper right, lower left, lower right, lower middle. Once they’re all bouncing, click one of them again to jump off. This should give you another CREATURE CARD (93).
Follow the path with the light bulb to the upper left. There’s a trumpet at the bottom but you can’t get there so follow the path to the upper left again to the infinity symbol. You’ll see some creatures standing that you can scare off with your mouse. Follow them to get a CREATURE CARD (94). All paths lead to infinity except the one you came from. Follow the path north.
Follow the path to the upper left. Click the theatre to start the puppet show and watch. Click several times until you get a CREATURE CARD (95). In the last scene you can also find a BUD (3) if you’re quick enough to take it. Leave the room on the right. Follow the path to the left twice into a room with many exits.
For clarity, number the paths from 1 to 10, starting north and numbering clockwise. Only a few number of paths will lead somewhere. First use path 3. You’re in a familiar room and this time can take the TRUMPET. You also get a CREATURE CARD (96). You automatically return to the previous room.
Take path 5. A familiar creature. Click on it and you get an update on the story and an updated creature card. Leave the room north to return to the room with many exits. Follow path 8. A large pear-shaped object stands in the middle of the room and a strange creature drops from a thread. Pull the tongue of the creature until the pear-shaped objects moves, giving you a CREATURE CARD (97) and eventually reveals a BUD (4) that you can take.
Return to the right and take path 1 to leave the room with many exits. Walk further to the right and you’re back in the ‘infinity’ room. Go to the right to follow the light bulb symbol and you’re in the room where you took the trumpet. From here follow the cloud symbol north.
Click on the pointy bits on the side near the frog to release a little fly. When the fly is in reach of the frog, click on the frog to let him try to catch the fly. If he does you’ll get a CREATURE CARD (98) and the frog will spit out a blue bud. Pick up the BUD (5) and follow the cloud symbol south.
You need to get to the right of the room by bouncing from cloud to cloud. The orange creatures are bouncy pads and they determine height and direction. Use the little arrows to jump. So use the first arrow straight away and you’ll bounce off the small pad to the cloud to the right. Now move the pad you just jumped on to the right by clicking on it and click twice on the bigger pad on the same cloud to take the place of the smaller pad.
On the small cloud with the big pad, click on the pad to move it to the bottom of the cloud, making sure you’re not bouncing off when you land. Use the arrow again to bounce on the bigger pad to the cloud you just ‘cleared’. From here, jump to the cloud on your right.
On the small cloud you just left, click on the pad to move it back to the top again. On the larger cloud to your right, click once on the pad to move it to the top and on the cloud on the top, click on the pad to move it to the right. All is now set for your exit. Jump on the bigger cloud on your right and via the smaller cloud you’ll land on the large cloud at the upper right. Leave the room on the right.
You can take another BUD (6). You need to get the shape on the right by organizing the pads on the right position. Number them from 1 to 6, starting with the large one on the right and going clockwise, not counting the pads on branches. Move #2 to the left, move #3 to the right three times so it stands on #2. Move #2 to the right. Move #4, #5 and #6 all one position down. Jump next to #6 on the cloud, then jump on #6. Move 1 position to the right (not much choice) and then jump on the small branch which will lead you to the LEAF RING. You’ll also get a CREATURE CARD (99).
Jump back on pad #1 and you’ll be bounced to the previous room. Jump on the small cloud to your left and then on the big pad on the cloud to the left of that one and you’ll be taken to the exit. Leave the room on the left and you’re back with the frog. Go north to follow the path indicated with a circle and dot symbol.
This is a room with worms and when you click on each worm (there are 9) you’ll get a CREATURE CARD (100). Follow the path to the upper left with the circle and dot symbol. Play with all characters to get a CREATURE CARD (101). Replace the EYE that’s rolling around with the beach ball from your inventory.
Leave on the upper right to return to the worms, then follow the bowl-shape with three pins to the lower right. Follow the sun symbol to the right back to the room with the eyes. Then follow the water symbol south, followed by the easter egg symbol to the right. Follow the easter egg symbol to the lower right again and give the trumpet to the creature. You’ll get a CREATURE CARD (102). Click on the angry creature at the bottom for another CREATURE CARD (103).
You need to get to the blue bud at the bottom. Walk the rope to the left. Then you have two options: take the lower rope. From the next three ropes take the top one. You’ll end at the bottom of the cave and before you’re too scared and run away, quickly take the blue BUD (7).
Back at the ropes take the middle one and you’ll see the top of the cave with a ring. Take the bottom rope, followed by the top rope. You’ll probably fall down balancing under the sun ring but when you repeat the last two actions (lower rope, top rope) you’ll be more stable and can take the SUN RING.
Follow the water symbol to the lower left twice and you’ll see a yellow creature. Put the eye from your inventory on the creature and click on the creature again to get a CREATURE CARD (104) and dive under water. You’re now in an underwater maze.
Chase the creatures with light on top for a CREATURE CARD (105). Go to the left twice and find a large white creature hanging on the wall. Click on the eye of the creature and attach it to the submarine for a CREATURE CARD (106). Go to the lower right, then south, then to the right. Finally go south to see a glimpse of the water ring. It’s covered by a huge crab. Attach the eye from the submarine to the crab and it’ll be lifted. You can now take the WATER RING. Click on all six smaller crabs for a CREATURE CARD (107).
Go north and to the right. Move your mouse over the bright jellyfish for a CREATURE CARD (108). Move to the right again and you’ll see a different kind of jellyfish. Move the mouse over this one for another CREATURE CARD (109). Go north twice to leave the submarine and you’re back on dry land.
Click on the pumpkin next to the peanut to start a ladybug race. Your bug has to finish first. Best thing is the stay behind the opponent who will swerve at some point. Then take your chance to win. You’ll get a CREATURE CARD (110). Once the peanut is jumping with excitement, push the pumpkin behind him to knock off his helmet. You’ll get another CREATURE CARD (111) and can pick up the HELMET.
Use the submarine to return back underwater and go to the upper left. Move your mouse over the black jellyfish for a CREATURE CARD (112). Travel to the left, then to the north to surface once more. Leave the cave on the right, then go north to follow the bowl with pins symbol. You’re at the eye-creature.
Give all the blue buds to the eye monster and you’ll get the STAR RING and another CREATURE CARD (113). Leave the cave on the left to follow the circle with dot symbol and do the same in the next cave. Click on the safety net hanging from the ceiling to position it between the creature on the swing and the creature on the spring. Leave the cave on the lower right to find a ‘human’ cannonball.
Give the helmet to the creature and step below the cannon. Use the fuse of the canon to fire it and receive a CREATURE CARD (114). Watch the circus act and get another CREATURE CARD (115). Leave the circus on the upper right and follow the bowl with pins symbol to the right. Back at the eye-monster, follow the pacman symbol south and pacman again to the lower right.
Visiting this creature you’ll get another CREATURE CARD (116). Click on the creature to give it the rings and it’ll let you go deeper into the tree. You’ll receive a CREATURE CARD (117) for the rings and a CREATURE CARD (118) for the creature you’ll meet along the way.
Five energy crystals:
You’re now completely in the dark. Go north and as soon as you see the mouth, click on it to go inside. You’ll be put inside a chamber by a leech. When you try to get out again, you’ll be put back in. Click on the creature in the chamber next to you to get him out and as soon as the white arrow is visible, click on it to take his place. Repeat the process with the creature in the next chamber to get next to the one with the crystal.
Finally click on the chamber on the far right to release the creature in there giving you just enough time to get into the chamber with the crystal. Return south to the center of darkness giving you a CREATURE CARD (119).
Move to the upper right and as the mouth is visible click on it to go inside. When you try to get the crystal on the right the anemones are in your way. Pull them in the right order to get them down. Number them from 1 to 7 from left to right. There’s no way to reset the puzzle so when you’re not in the default position… good luck!
#1 pulls #5 and #7, #2 pulls #3 and #6, #3 pulls #2 and #4, #4 pulls #3 and #5, #5 pulls #4 and #1, #6 pulls #2 and #7 pulls #1.
From the default position: 1, 3, 4, 5, 1 and 7. Take the crystal and you’ll get a CREATURE CARD (120).
Click on yourself to charge and move the mouse over the enemy with red eyes. You need to hit the enemy as many times as it has red eyes. There are three screens that you need to go through. In the third screen there are many enemies charging at once so try to keep them away. Once they’re all gone and you want to approach the crystal there will be one more monster with a lot of eyes. Keep shooting at it until it’s extinguished, then take the crystal.
Go north to leave the room, get a CREATURE CARD (121) and return to darkness.
Go left and enter the mouth again. There are scorpions preventing you from getting to the crystal. But you can get them engaged with each other: click on the one on the left, then the one on the lower right, the one on the upper right and the one on the lower left. Once they have each other try to get the crystal. They’ll snap at you but tie the knot on themselves. Go for the crystal again and this time you’ll be successful. You’ll also get a CREATURE CARD (122). Go north to return to darkness.
Try to take the crystal to realize in horror: the crystal is held by a huge monster. Click on its hand to stick to it and the monster will turn into a coat hanger. You still can’t take the crystal so try to attack the monster itself. It will divide into five separate monsters, the middle one holding the crystal.
When you try to move your mouse over the crystal it’ll jump to another part of the monster. Keep moving it around until it’s on the second from the left. Carefully now move your mouse around the crystal to touch the monster, not the crystal. You will be encapsulated and when you are, click on the screen to launch jellyfish.
Bounce your capsule to the energy crystal. Once you have it, leave the room on the lower right to return to darkness and get a CREATURE CARD (123).
Meet the annoying spider at last. Click on the spider to vaporize it and end the game.
Game source: Information about the game was found here on the internet.