Walk into the tunnel to start your adventures.
You talk to Clod (1/1). You see the falling star and will go uderground.
Part The First:
Talk to Clod and ask her what’s for dinner. It’s mushy mush. Ask her if it’s nearly finished. Clod will leave for her bath and you will have to take case of the mush.
Look at the pan on the cooker. It’s slowly cooking. Take it and it will taste a bit bland. Open the left cupboard above Puggles and take the PEPPER out (1/2). Use the pepper on the pot (1/3). Take the pan and it will start to boil dry.
Left of Puggles is his BOWL on the floor. Take it (1/4). Take the FLOWERS from the vase and use the bowl on the vase to fill the bowl with WATER (1/5). Use the bowl on the pan with mush (1/6). Take the pan again. It needs stirring. Look at Puggles on the couch (1/7). Take Puggles TAIL (1/8) and use in on the pan to stir it (1/9). Now the mush is to runny. Pet Puggles again. It must be lying on it’s squeaky toy. Look under Puggles. Use the little space to get Kacky, the TOY (1/10). It’s wet from saliva. Use the toy on the pan (1/11).
Use the pan again and you need to add some salt. Open the cupboard on the right side above Puggles and take the CAN with pie (1/12). Look at the chess set on the tabel and take the CHEZMAN from it (1/13). Use the sharp part from the chezman on the can with pie to open it. Now you have the PIE (1/14). Give the pie to Puggles. The pet will be thirsty now. Give the bowl with water to Puggles (1/15). Talk to Puggles and it’ll water in the litter tray. Pick up the gooey gravel (1/16) and use it on the pan to make it saltier. Take the pan with mush, it’s perfect now. You’ll call Clod that dinner’s ready. Quickly put the flowers back in the vase (1/17).
Part The Second:
Look at the stone in front of you. There’s a STICK (#1) behind it (1/18). Walk to the south. You can’t pick up the pink feather but if you look at the stone, you’ll find another STICK (#2) (1/19). Look at the rock on the right and talk to it. You’ll learn about his brother. Once you see him, you need to tell. Walk to the left. There’s a spooky swamp with creatures hanging over it. On the right side of the lake are two fingers. Under one of them is a GEM that you can pick up (1/20). Look at the tree left of the fingers to find another STICK (#3) (1/21). Under the tree you can take some COTTON (1/22). Leave on the top right and from there go north to where you started.
Walk to the left. It’s the start of a forest. Look on the left side where the brown branches are to find another STICK (#4) (1/23). Walk further to the left and you’re in a very dark part of the woods. On the brown path, where it’s most bright, between the green parts is a LEAF. Pick it up (1/24).
Walk back to the right and go north across the brown path. You’ll meet a few cyclops without eyes. Walk to the edge on the right. You can see the moon now. When there are no clouds in front, look at the moon to go there. On the right are some rocks. You can take the small ROCK with you (1/25). Look at the rocks and there’s another STICK (#5) (1/26). Walk back to the left and you’ll fall down and land in between two worms. Look at the empty stump in the middle and there’s a STICK (#6) (1/27). Walk to the left, then to the south and when standing left of the green leaves, talk to the floating fairy. You’ll learn she’s Gladys (1/28) and offer her to take her to a better place. Give the leaf to Gladys and she’ll jump into your inventory (1/29).
Look at the leaves Gladys was floating in to find another STICK (#7) (1/30). Walk to the left twice and you can see more weeds. A bit to the left is something that looks like a podium. Use the weeds to move them (1/31) and then climb the podium. Talk to the lightbeam on the left and when asked what to say, just say ‘Kilroy’ (1/32). Look at his teeth (1/33) and his nose ring (1/34). Talk to Kilroy and ask about the nose ring. He’ll throw his calling card at you. Pick up the CALLING CARD (1/35).
Talk to Kilroy and tell him about his teeth. This time he’ll throw his knife at you. You can’t take it out of the podium though. Leave the podium and walk back to the right. There’s a fish hook now. Use the fish hook and you’ll be lifted to meet Death.
Talk to him and ask him first if he has to speak in black otherwise it’s hard to read. Meet Mr. Death (1/36). Talk about the business and suggest to use bait. Death will put you back. When the fat fish is down with his head, talk to him and ask what he likes to eat. It’s bones (1/37). Walk to the left, back to the right and there’s the hook again. Use the hook to return to Death and talk again. Tell him about the bones.
Climb the rope and walk down the pole until you’re in front of Death. Take the COIN from his pocket and walk further to the left. Left and right are two archways. When you look at the right one you can find another STICK (#8) (1/38). Walk into the vortex to go to the other side. Walk to the left.
When standing right above the clowns head use the coin on the slot in his head (1/39). A boat will take you to the other side of the water and you’re with the cyclops again. Walk to the left twice to reach the dark forest again and use Gladys on the dark part to let her light the dark forest (1/40).
Walk to the left. At some times you see a mole coming up and another creature hitting the mole to push it back. Look at the branches at the lower right of the screen to find another STICK (#9) (1/41). Near the cave entrance you can find an OIL CAN that you should take (1/42). Walk to the north. You’ll see trunks with a fossil. Look at the one most north and you’ll find another STICK (#10) (1/43). There’s a hatch bolted to the fossil. Use the tail from Puggles as spanner and to do so you need to rip the tail apart. The hatch will open (1/44) and an eye will be visible. Walk to the south twice to enter the forest again.
Leave the forest on the right and walk north. At the cyclops, go right and look at the moon again. On the moon go left and you’ll land in between the worms. You need to let them count up to 20 but let them count in the right order. Start with the left one, then the right one, the left one twice, the right one twice, the left one four times, the right one twice. The left one four times, the right one twice, the left one twice and your at 20. Your price is a large ball of OIL. Some of the oil will stay in the can (1/45).
Walk to the left and then south and left. You’re at the big fish again. Walk left again and climb the platform. Use the oil from the can on the knife (1/46). Pull out the KNIFE (1/47). Walk to the right and use the calling card on the hook. Use the bones on the hook to stick the bait on. Death will start fishing and catch a big one. The legs are nice, the rubbery body isn’t. A balloon will float down. Pick up the BALLOON (1/48) and walk to the left. Go back to the right again and use the hook. Give it a firm tug (right option) and you’ll fly straight to the cyclops again. Walk to the left three times At the cave where you found the oil can go north. On the trunk in front of the eye is a little hole. Use the gem in the hole (1/49) and walk to the left side to the same height as the eye. The eye can’t see you anymore, will start to get hot and pop out eventually. Take the EYE (1/50).
Walk to the north and the road will be blocked by a danger sign. Use the knife on the sign (1/51) and then let the eye roll down the hill (1/52). Walk back to the left, to the south twice and to the right out of the dark forest. Walk north and at the cyclops go to the right. Look at the moon and go left from the moon.
Let the worms count to 20 again (same sequence) and you’re covered in oil. Use the bubble on the right to enter the bubble. Talk to the cucumber. Use the knife on the CUCUMBER to get a slice. Walk to the left three times and go through the tunnel. Inside the tunnel look at the rock on the right. You can find a STICK (#11) there (1/53). Walk further to the south and pick up the EYE again and look at the right side of the tunnel. Another STICK (#12) (1/54). Look at the left side and find the ‘brother’ stone (1/55). Walk back into the tunnel. After the tunnel go south and to the left.
Walk all the way to the left until you’re at Kilroys bottom. Look at it (1/56). Use the balloon on his bottom and talk to Kilroy twice about his bottom. The balloon is filled again. Take the balloon. You’ll be lifted again and when you’re at the top, use the eye on the receptor above you (1/57).
When you’ve landed, look at the sun at the upper left. You’ll go there. The eye has created a rainbow bridge. Cross the bridge and take the EAR TRUMPET (1/58). Walk back the way you came. Walk to the right and look at the red creature (1/59). Walk past him and ask him if he is going to stop you if you want to pass and he is now. First you need to feed him. Ask him what he wants to eat. It doesn’t matter as long as it isn’t cooked. Look at the left side at the tail to find a STICK (#13)(1/60). Walk back to the left and from there walk to the south. Talk to the big rock on the right again and tell him you found his brother. You have to give him message (1/61). At the bottom go to the right. Enter the tunnel and on the other side someone is cooking. Talk to the man: it’s Brian (1/62). A small vine is growing against the rocks. Pick up the VINE (1/63). Climb the large green vine on the right of it and look at the leaf on the right. Another STICK (#14) (1/64). Climb further up until you can enter a small cave on the left.
Look at the little cave and find a small creature inside. Use the earhorn on the creature (1/65) and then talk to the creature (1/66). The termite will tell you how to escape using the termite-nator. But it’s not known how to use it. Offer to have a go at the puzzle and you’ll get three little STONES (1/67). Leave the termite, walk to the right and climb the vine further up until you get a cave on the right side. Have a look in the cave and there’s the machine. Use the mouth like square to open it and look inside to look at the maze.
Principle of the termites: putting a stone right above the starting point of the termite makes a shift between left and right: no stone is right, a stone placed is left. Knowing this should make it easier to guide the termite.
Use the termite at the bottom to get her going. Using no stones on the maze causes the termite to go to the upper right green light. Follow the path again and put a stone on the second position it comes across (the first being the left/right switch). With only this stone, the second green on the right should go on. Take the stone away and put one on the left/right switch to make it turn left. Follow the path and put a stone on the next position to prevent the termite from going up. Put a third stone just above the green light on the left to prevent the termite from going past the green light. Setting her off should make all green lights lit and one eye open.
Pick up all stones. Now for the blue ones. Put a stone at the left/right switch and set the termite off. The termite goes to the blue light at the top. Put a stone under the light that has just been turned on and hit the termite again. The blue on the middle right will be visited now. Put a stone at the left of this light and let the termite run the third time. This will turn on the last blue light. The second eye will open.
Now for the yellow. You should block the blue last visited and the yellow will be next. But there are no more stones. So take them all off the maze, put one at the top right green light and one in front of the bottom blue one. Let the termite run and it’ll hit the yellow button.
The termite-nator will come to life and clear the path below. The tiny termite will thank you and give you a LEAF that can be used if termites are needed (1/68). Climb down the vine and go to the south. Look at the rocks lying in the path gives you another STICK (#15) (1/69). Follow your path, walk all the way to the right and go north to the strange shaped house. Just in front on the right behind the purple bush is another STICK (#16) (1/70). Enter the house.
Take the BELLOWS from the fireplace (1/71) and you’ll have to leave (1/72). Walk around the house and on the other side you can see a mouse in the window and a birdfeeder. Look near the birdfeeder to find another STICK (#17) (1/73). Walk around the house to the front and go to the south. Walk to the left and go north to the house in the distance. When standing in front you see flying pigs.
Look next to the FreeRange sign to find another STICK (#18) (1/74). Walk to the right to take the gun. You have to shoot at least four pigs into the cart and one of them has to be the dotted one. Remember the order in which you shot them (which number was the dotted one) because when you walk back to the left you see the saucages on the conveyor belt. Take the box that contains the dotted saucages (if you shot it as third, it’s the third box). Best is to shoot the spotted one first. It’s easier on the belt and if you miss you can retry.
Once you’ve got your spotted saucages, walk to the south and then to the left. Walk the path back to the vine and smoking bacon. Give the cucumber to the alien (1/75) otherwise he won’t cook the sausages. Give him the spotted sausages to cook. Go to the left through the tunnel. Go north back to the start and from there go left. Go north to the cyclops, walk to the right and look at the moon. On the moon go left and at the worms go left again. Go south and left and walk to the hook. Use the hook, give it a little tug (left option). Climb the fishing rod and take the COIN again. Walk further to the left and enter the vortex. The termite leaf will now be aerodynamic (1/76). Walk to the left and when standing above the clown look at the moon.
On the moon go left and at the worms go left twice. In the tunnel talk to the ‘brother’ stone on the left. He’ll die and give one last message (1/77). Walk to the north and then go south and left and walk to the hook. Use the hook, give it a big tug (right option). You’ll fly all the way to the cyclops. Look at the right side, near the water. Another STICK (#19) (1/78). Walk to the left, south and left again to enter the dark forest.
Talk to the fairy and she’ll give you a MAGIC STICK to find all the pieces of wood (1/79). It vibrates when there’s a stick nearby. It vibrates now, so look in the center of the screen to find the last stick. It’s a WOODEN HAND (1/80). Walk to the right, north and right again and look at the moon. On the moon is a platform with a bucket with nuts and bolts. Use the wooden sticks on the platform (19/99) and use the wooden hand on the construction (1/100). Climb the construction untill the end and use the magic twig to get the BISCUIT (1/101).
Go left and at the worms go left again. Go south and left and walk to the hook. Use the hook, give it a big tug (right option). You’ll fly all the way to the cyclops. Walk to the left, south and right and you’re at the beginning. Go south, to the right through the tunnel and at the other end climb the vine again all the way to the top. Use the bellows on the smoke to make the red dude sick (1/102). Use the aerodynamic leaf from the termites on the thread the red dude’s hanging on and it’ll wedge itself in between.
Termites will walk to the red dude and it’s got food. Climb down the vine. Take the cooked SAUSAGES from the pan. Walk to the left, through the tunnel and to the north. Go to the right to see the red dude again. Take the VOMIT (1/103). Give the coin to the dude and you can pass. Standing in front of the kennel, use the cotton on yourself to cover your ears (1/104). From here enter the kennel on the right. Look at the dog (1/105). Use the biscuit to let the heads bark. You need to let them bark in the right order: front, back, middle, back, middle, back, front. The dogs start to drool. Use Puggles bowl to collect the DROOL (6/111). You’ll be captured by the paws.
Use the knife on the biscuit (1/112) and give each head a biscuit. Leave on the left and walk back to the left until you’re at the start again. Talk to the snake and ask him to move his body. He’ll only do that for food with a lot of ss’s in it. Give the cooked sausages and the snake will move aside (1/113). Use the drool on the moss to uncover the fourth sign. All four are visible now (1/114).
Walk all the way to the left, through the dark forrest until you’re at the mole patch. Use the bellows somewhere on the grass and the little man thinks it’s a mole. Use the balloon on the bellows and it will fill with air. There’s a little hole in the balloon preventing it the fill further. Use the vomit on the hole (1/115) and the balloon will fill again.
The tree will fall. Take the BELLOWS again. Eventtually a little mole will appear. Talk to the mole and learn about it’s food (1/116). Give the little stone to the mole (1/117) and tell him you found it on the moon. The mole wants to go there. Pick up the MOLE (1/118) and go south. Walk to the right, north and right again and look at the moon. Put the mole in between the two rocks (1/119).
Go left and at the worms go left again. Go south and left and walk to the hook. Use the hook, give it a big tug (right option). You’ll fly all the way to the cyclops. Look at the moon again to go back there. Pick up the CHEESE (1/120).
Go left and at the worms go left again. Go south and left and walk to the hook. Use the hook, give it a big tug (right option). You’ll fly all the way to the cyclops. Walk left, south and right. You’re at the snake again. Walk south and at the lower right go through the tunnel. At the alien go south again and follow the path all the way to the right and then go north to Beethoven’s house.
Walk to the back side of the house. In the contraption is a rat and in front of him is a birdfeeder. Talk to the rat. Put Puggles’ toy on the feeder and the rat will fall in love (1/121). The rat will start walking and reveal a text. Look at the YEAR to memorize it (1/122). Give a piece of cheese to the rat and the gate on the right will rise. Walk to the right to the front of the house and one light will go on. Walk further to the back of the house again. The toy on the feeder made the left gate rise and lower the right one. Give a piece of cheese to the rat again and the story repeats: the left side lowers, the right rises. Walk to the front of the house and the second light will go on. Repeat this a third time and all lights will be on and you can enter the house.
Look at the grammophone. The needle is dusty. Use the bellows on the needle (1/123). Use the switch next to the grammophone to start it. You can’t hear. Use the earhorn on the grammophone (1/124) and use the switch again. Look at the grammophone. Read the SYMPHONY NUMBER. When you exit you need to give the number of the symphony. Enter 17 as number (1/125). The second thing you remember.
Look at the chessboard and use it. You have to place your own chess piece on the only place the knights can’t touch you. It’s the second column from the right, second white square from the top (a.k.a. K-7) (1/126). This is the third thing to remember. Climb the chair next to the grammophone and use the painting on the wall (1/127). The painting was covering a safe. Put the memories in the right place: the year on top, the symphony next to the right. The chess piece location below it. Use the yellow dial to open the safe: empty. But you can remember now (1/128)! Leave the safe and leave the house on the south. Walk to the south and keep walking to the left until you reach the alien. Walk to the left through the tunnel and north to the snake.
Look at all four PICTURES on the stones (4/132) to memorize them. Use the memories from your inventory on the right places in the right order to make the ghouls leave. First the one on the left on the pillar. Then the one on the column left of the tail. Then the one below the tounge and finally the one on the horizontal stone. Walk to the south and left and all the ghouls are gone. You can now walk to the left.
Part The Third:
Meet Beelzebub (1/133) and talk to him. Learn about heaven and hell. When you’re back with the snake again, walk south and left and cross the swamp. The serpent will eat you again but not swallow this time. Use your knife on the bad tooth on the right (1/134) and pick up the KEY that’s revealed (1/135). Walk north and you’re back at the snake again. Go to the south and talk to the rock on the right again. This one will die too and will drop a tear of magma (1/136).
Walk to the left and look at the sky above the swamp. It’s Mr. Blue Sky. Talk to him to get up there. Take the DUSTER (1/137). Walk to the right to jump down and go right again. From there walk to the bottom and to the right. Through the tunnel and south again. Follow the path to the right and at the first option go north to see the flying pigs again. Stand above the arrow pointing up (a question mark appears) and the spotted pig will drop some POO (1/138).
Walk to the south, left and the path to the north back to the alien. Walk left and north to the snake. Walk to the left, north and right and look at the moon. With the worms walk to the left twice and south through the tunnel. On your left is a little plateau. Walk to it and use the little vine on the plateau (1/139). Use the pig poo on the vine (1/140) but you keep the flies.
Enter the cave again and walk immediately to the south again. The vine has grown (1/141) and you can climb it now. On the ledge click several times to get through the windy bits. Use the key on the gate to open it (1/142). Go through the gate and walk to the right twice. Look at the river and take the little ROCK from the ground (1/143). Walk back to the left.
Look at the house. Use the door to knock. Not very friendly. Use the window to knock. Talk to the door and talk to the window. Learn about the dragon. You might come in if you can move the snow. Ask about crossing the river.
Go north at the left of the house and take the BROOMSTICK (1/144). Walk to the south, then to the right to the river. Use the broom on the river to cross it. Walk to the right twice and then to the north. In the clearing is a little bug covering a hole. Use the rock on the hole (1/145) and walk south, then to the left back to the river. There’s the bug again. Look at it and take the RING (1/146) from the ground. Walk to the right three times and look at the green plants, starting the swamp (1/147). Walk through the plants to the right and next to the swamp you’ll find a STONE TABLET (1/148). Walk further to the right until you see a bell.
When you look at the bell, you can also look up. That’s the dragon’s lair. Ring the bell and walk back to the left to the edge of the swamp. Because you rang the bell, the weeds will come up (1/149). They will take you to the dragon.
In the lair you need to hatch the egg. Use the runes on the pilar on the right in the order so they spell ‘hatch’: You can see the first letter of each rune by looking at it in your inventory (tree, humala, antennae and cherry).
The egg will hatch. Take the EGGSHELL that’s next to the wall (1/150). Use the broom to leave the lair and walk all the way to the left until you’re at the river again. Use the broom on the river to cross it. Walk to the left two times more and go south through the gate. Walk down the ledge and to the entrance of the cave. Use the broom to cross to the other side and walk to the left. South twice, right twice and south once. Use the eggshell to take the hot MAGMA (1/151).
Walk north, left three times and north twice. Use the broom again to cross the gap and walk down to the other platform. Climb the vine and ledge to the gate. Enter the gate and walk to the right. Use the magma on the snow blocking the door (1/152). Talk to the window and tell that the snow is gone. Use the door to enter.
Talk to the witch and learn about your wish and getting out of hell (1/153). She’ll give you a RUNE to get the flowers (1/154).
Part The Fourth:
Leave the house and walk to the left. Talk to the man polishing the gate (1/155). He’s missing an eye of the gate and thinks you have. Walk to the south and on the windy pass use the rune on the mountain wall to create an opening (1/156). Go through. Follow the path to the south and when it gets too dark, use the magma on the duster to create a torch.
Follow the path and at the lowest point a ladder is leading down. Take these steps and at the bottom go to the left. There’s a shakey monster. Use the magma on the pedestal to create some warmth (1/157). Walk to the right, climb the ladder and go left. Walk back in direction of the entrance of the cave but in front the path goes to the left. Go there and find a carcass. Flies are crawling all over.
Use the broom to fly over the carcass and on the other side go to the left. Walk past the golden trees and you’ll be blown to an igloo. In front of it is a FEATHER. Pick it up and walk back to the right. On the ground is an imprint of a feather. Use the pink one on the one on the ground and you’ll be picked up by a large chicken.
From the platform you can overview the hell. You can take your broom to fly. Use the broom to go to the forest (the green dotted part). When you landed talk to the chicken. It’ll fly off leaving a feather behind. Pick up the FEATHER and use it on the imprint on the left. You’ll be taken to the platform again.
Where did the chicken said she’d go? To the witch. Select the snowy part of the mountain top and in front of the house talk to the chicken in the tree. The chicken will fly off to the house. Pick up the FEATHER and use it on the imprint on the left. Again you will go to the platform.
Use the broom on the brown square below the green spotted one. Quickly look at the chimney on the right and take the PIPE that’s connecting it to the house (1/158). Climb down the ladder and go south. Walk to the back of the house and talk to the chicken on the feeder. Once the FEATHER dropped, pick it up, walk to the front of the house and go south. On the left is the imprint to put the feather on.
Next stop is the igloo. Fly to the snowy part of the mountain and go south twice. On the windy ledge enter the mountain and follow the path to the left. Use the broom on the carcass to pass it and walk further left to the igloo. Talk to the chicken on the roof and use the FEATHER on the imprint next to the golden branches. Next stop: the sea. Select the light green square to the right of the green spotted one.
Talk to the chicken next to the cyclops. No feather will drop but it’ll fly to the big tree. Walk to the left, go south and right and at the snake go right twice. In front of the dog house is a big tree climb it and there’s the chicken again. Talk to it. This time it’ll leave a feather and fly to the lair. Take the FEATHER. Leave the tree and go to the left twice. Go south and use the feather on the imprint. You’ll go to the platform again.
Select the mountain top with the broom to go to the lair. Talk to the chicken and see how it flies to the east. You’ll remember the LOCATIONS of the chickens (1/159): Witch, House, Igloo, Sea, Tree, Lair and East. No more feathers, you just follow the chicken with your broom. When at the big chicken you’re asked what to say. Enter WHISTLE as text and you can go to the groud.
Walk to the left to the river and the egg will be hatched. Walk back to the right to see the chicken WHISTLE (1/160). Pick up the whistle and use it on the imprint on the ground on the left. You’re back at the platform. Fly to the top green square where you can see the standing stones. Walk to the south and right, through the tunnel and use the duster on the fire. Walk back through the tunnel and to the north. Then left and north to the cyclops. Walk to the right and look at the moon.
On the moon use the torch on the spider. The ashes will fall down and you’re with the cyclops again. Look at the moon again and now use the cotton ball on the AHSES (1/161). Walk to the left off the moon and at the worms go left into the tunnel. Inside go south and climb the vine onto the icy ledge. Enter the cave and take the path going to the left. Use the broom to pass the carcass and walk left to the bushes with the golden peas.
On top of the mountain is an owl. Look at him to see him winking. His left eye is making a pattern (tens) and his right eye is making a pattern (units). In your inventory use the cotton with ashes on the stone tablet to make the writing visible (1/162). It holds the numbers from 0 to 9 in morse. Look at the owl. His left eye is either blinking five times long (0) or one short and 4 longs (10). Take the numbers for the right eye. This will make a pattern between 0 and 4, Since there are 14 peas on the bush. Look at the owl, note the patterns and take that PEA from the bush, counting from left to right (1/163).
Walk to the right, cross the carcass witht the broom and walk to the right to the exit. Walk north over the ledge to the golden gate. Use the cotton with ashes on the right gate (1/164). Talk to Gerald again. Tell him about the spot he missed. He’ll come down to clean that part again. In your inventory use the pea with the pipe from the chimney (1/165). Use both on the eye in the left gate to shoot them out. But you have to practice first. Hit three out of five to have a real go. Shoot the pea at the eye in the left gate to pop it out (1/166).
Walk through the gate and turn right. Use the chicken whistle on the feather imprint and on the platform use the broom on the brown square at the bottom. Climb down the stairs to the window and use the window to push it open. Enter the house. Climb down the bed and pick up the vase. Put it on the ground near the bed. Use the pipe you used for the pea on the left leg of the stool to swap them. Pick up the vase again and put it back on the stool. Climb the bed and leave the house through the window.
Climb down and walk around the house. Take the TOY from the feeder. Go to the other side of the house and walk south. Turn left and walk left then north to the alien. Go left through the tunnel then north to the snake. Walk right twice and climb the big tree. Pick up the NUTS hanging on the branch (1/167). Climb down again and walk to the left four times. Twice north and use the broom on mountain on the other side. Climb the vine and take the ledge to the gate again. Go through and go left. Look at the snow. You’re not going to find that eye alone (1/168).
Walk to the right two times and use the nuts on the tree branch (1/169). Use the nuts on the ground you’re standing on (1/170) and walk to the left. Use nuts on the snow here between the feather imprint and the door (1/171). Walk to the left and use the nuts on the snow between the gates (1/172). Walk all the way to the right to the river and use the broom to cross it. Use the last nut on the bug in the snow. The bug shoots off and eats all nuts.
Use the broom to cross the river again and walk all the way to the left to the pile of snow left of the gate. That pet has some dangerous teeth. Use the leg from the stool on the teeth several times until the pet takes a bite (1/173). Do the same with it’s paw. Long enough until the CHICKEN’S EYE pops out (1/174).
Walk to the right until you’re in front of the witche’s house. Use the chicken whistle on the feather imprint and on the platform select the mountain to go to the lair. Use the chicken’s eye on the hay and from all the jewels you see you need to find a matching one. If you do you have the second CHICKEN’S EYE (1/175).
Use the broom to leave the lair and downstairs walk all the way to the left. Cross the river with the broom and on the other side walk further left until you’re at the gate again. Give both eyes to the polishing man (1/176). He’ll put both eyes back and leave his cloth. Use the bellows on the cloth to blow it out of the gate (1/177). Pick up the CLOTH (1/178). Walk to the south and enter the cave. Follow the path to the left and use the broom to cross the carcass. Walk further to the left and enter the igloo.
Take the CRYSTAL from the table and use the chair on the left. Meet Swolleb. Talk to Swolleb (1/179). Give the toy to Swolleb (1/180) and give the flies to Swolleb (1/181). He likes you now and you can pick up SWOLLLEB (1/182). Leave the igloo on the lower right and walk to the right to the feather imprint. Use the chicken whistle on it and from the platform select the green dotted part, the forrest.
Shout at the chicken to scare him off and he’ll fly to the lair. Use the whistle on the imprint on the left and from the platform select the mountain top. In the lair talk to the chicken and and you’ll follow him to the big chicken. Tell the big one anything you want as long as she prodcuces an egg.
Walk to the left and the egg will be hatched. Walk to the right again and pick up the JUNK. Walk to the left and use the junk on the river. You’ll float to a tiny village. Open the inventory and right click on Puggles to get a closer look. Using it now will make it squeek. Push and hold for about 5 seconds so it squeeks automatically for a while. Then look at the little village again.
Use the crystal on the sun to catch the LIGHT (1/183). Take the junk to the north and you’re behind the big tree. Go south and walk all the way to the left until you’re at the mole field. Go north twice and use the broom to go to the other side. Then climb the vine and on the ledge enter the cave. Walk the path to the south and at the lowest point take the ladder down. Walk to the left and take the MAGMA from the creature.
Walk to the right, climb the ladder and go left again. Follow the path to the left and at the carcass use Swolleb to eat all the flies (1/184). Walk further to the left and enter the igloo. Put the magma on the table. Use the switch on the wall on the right. Leave the igloo at the lower right and walk to the right. Walk left again and see what happens to the igloo (1/185).
Use the whistle on the feather imprint on the back wall of the igloo. From the platform select the yellow part, the desert. Walk to the right and see a goldfish in distress. Talk to the goldfish (1/186). Ask the goldfish to come along and after persisting a bit, the GOLDFISH agrees (1/187). Take the FISHTANK as well (1/188).
Walk to the left and climb down, then go north. Use the broom to go to the other side and climb the vine. On the ledge, enter the cave. Follow the path to the left and keep walking until you’re at the igloo again.
On the igloo are icicles. Take an ICICLE from the left of the door (1/189). Use the whistle on the imprint on the back wall and from the platform select the brown square at the bottom to go to the house. Climb down the ladder, enter through the window, climb down the bed, move the vase and use the icicle on the pipe, used as leg on the stool (1/190). Then pick up the vase again and put it back on the stool. But be quick! The icicle is melting. Climb the bed and leave the room. Climb down and downstairs enter the house.
Walk to the south and on the feather imprint use the whistle. Select the blinking light on the snowy mountain. Take anoter icicle, use the whistle on the imprint at the back wall and at the platform select the brown part again to go to the house. Climb down the ladder and enter through the window. Use the carpet to look under it (1/191) and a hole is revealed. Look at the hole. Use the icicle on the hole (1/192). Climb the bed and leave through the window. Climb down and downstairs enter the house again.
Walk to the safe and use it to look inside. Wait until the goldfish remembers (just have patience, the fish must finish 50 push ups first (1/193)). The goldfish will tell you about the flowers and the twins. The fish suggests you visit the cave of scrolls.
Leave the house and walk to the south. Use the whistle on the imprint and from the platform select the snowy part of the mountain. Walk to the left, go through the gate and on the ledge enter the cave. Follow the path to the south and follow it to the right untill you meet Ariel. Talk to her (1/194) and ask her to take the sheets. She’ll give them if you bring her some company. Give the goldfish to Ariel (1/195). In return you can keep one of the SHEETS (1/196).
Walk to the left and keep following the path to the left until you reach the golden peas. Use the whistle on the imprint and select the brown square from the platform. Use the sheet on the chimney to dry (1/197). Climb down and walk south. Use the whistle on the imprint and select the brown square again. Pick up the dry SHEET again (1/198). Climb down, walk south and use the whistle on the imprint. Select the flashing dot to go to the igloo.
Walk to the right and after the carcass follow the path to the south. At the lowest point take the ladder down and go north left of the ladder. Meet Sneezy. He wants to sneeze but can’t. Use the duster on the nose and he’ll ask for a hanky. Give the dry sheet and it needs drying again… (1/199).
Thanks to the sneeze you’re on the other side of the sign. Walk to the right and talk to the frog (1/200). Give him the memories you have: the four runes (4/204), the memory of the secret passage in the mountain (1/205) and the one from the fish (1/206). As result you can get the names of the twins in a word PUZZLE (1/207). Use the paper of the puzzle on the manual (1/208). Open the manual and look at all the characters you’ve met. The names are hidden on the left side. Select a character on the right and find the name on the left. You should find Bog (1/209), Clod (1/210), Ariel (1/211), Gishfold (1/212), Termite (1/213), Beethoven (1/214), Beelzebub (1/215), Weeds (1/216), Brian (1/217), Cerberus (1/218), Death (1/219), Gerald (1/220), Gladys (1/221), RedDude (1/222), Puggles (1/223), Albert/He didn’t say (1/224) and Agatha (1/225).
The remaining letters will give you the NAME of the twin (1/226). Walk to the left and climb the ladder again. Follow the path to the left and keep left until you’re at the golden peas. Use the whistle on the imprint and at the platform select the grey one right of the green spotted. You’ll land at the cyclops. Walk to the right and look at the moon to go there.
Use the broom to travel to the purple planet. Climb the snake-like creature and walk over it’s body to the bubble. Use the name memory on the bubble and one head will appear. Use the name memory on that head and it will learn the name (1/227). Use the name memory on the bubble again and the head will speak. Take the BUBBLE with the name.
Use the broom on the moon to go back there and from there walk to the left. At the worms go left, south and left and at the hook give it a gentle tug (left option). Climb the rod and walk to the left. Take the FISH (1/228) from the pocket and the COIN. Walk to the left through the vortex. The word in the bubble is reversed now (1/229). Walk further to the right and at the clown either drop the coin or use the broom to go to the other side.
Walk to the left, south and right and at the snake go south again. Use the whistle on the imprint and at the platform select the mountain top. Walk to the left behind the nest and go halfway down the path. Prepare yourself to meet the devils: use the cloth on the fish bowl to make a peeping hole. Use the fish bowl on yourself to put in on. Walk further down the swamp to meet the devils. Use the name bubble on one of the heads to speak their name in reverse (1/230).
Cross the bridge to the other side. Look at Swolleb in your inventory. He will be sick and gave up some FLIES (1/231). Better take him home. Cross the bridge again and walk to the right. Leave the lair with the broom and downstairs use the whistle on the imprint. On the platform select the blinking light.
Enter the igloo and put Swolleb back in the chair on the left (1/232). Leave the igloo and use the whistle on the imprint. Select the mountain top and walk to the left behind the nest. Take the path leading down, use the fish bowl and cross the bridge.
Part The Fifth:
Walk north towards the web in the back and before you know it your nose is stuck. Wiggle a few times by clicking below your feet and the spiders will free you. Use the flies on the thick threads along the bottom triangle of the web. There are 6 thin horizontal threads so put a flie on each side near the thick one pointing to the center. Each correct flie will attract a spider and give you a point (12/244).
Leave the screen on the right (you’ll then walk to the left) and return right away. The flies have made an entrance for you. Go north and then walk to the right untill you see a rock (and can’t walk further). Use the rock and the ground will shake. Walk to the left and the ground will move again. Suddenly there’s a hug leg to your left. Look at the leg and… run! You’ll start running to the right and you have to jump over each rock you encounter. Try to outrun the big leg. Once you do, you’ll reach an island.
Walk to the north side of the lake and look at your own reflection in the lake (1/245). Once the bee lands on your nose, talk to it. It’ll sting you and you can pick some FLOWERS (8/253). Your love reached Clod and she’ll wish for your return (1/254).
On the left side of the lake, partially hidden between the flowers is a chain. Pull the chain and stairs are revealed. Walk down the stairs. Walk to the right and use the cloth on the mirror to see you reflection more clearly. Now you must put your own reflection over the ‘soul’ in the mirror. Best is to walk all the way to the bottom of the screen straight below the soul and then walk a tiny bit to the north. Once you’re in the right position you can pick up your SOUL (1/255). Walk a little step north so you have a good view of your reflection and then use your soul in that reflection. You’re whole again (1/256).
Walk to the left and talk to the flames. Call for BEELZEBUB (capitals to shout) and talk to him. Tell him you give in and when he asks you to give him your soul give him the fish you took from Death. You’re ready to leave now.
Walk to the left and notice the lump in the snake’s body. Use your knife to get the lump out. There are 11 little BALLS (1/257). Walk further to the left and lookat the door. Use the panel with 13 holes on the right side of the door. The trick is to place the balls on the panel. Use only the hole that make a straight line of 3 holes. The upper right one and the middle lower one stay empty. The door will open (1/258). Walk outside and you’re with the snake again.
— This part is optional. It will get you another ending.
Walk to the south. Use the whistle on the imprint and from the platform go to the green dotted section. Shout to the chicken and use the whistle on the imprint again. From the platform select the mountain top to enter the lair. Talk to the chicken again and follow it to the big one. Say anything to the big chicken to get an egg. Walk to the left and back to the right when the egg is hatched. Pick up the JUNK.
Use the whistle on the imprint on your left. From the platform use the broom on the green top square to go to the standing stones. Walk north and to the right twice. North again to reach the river. Use the junk on the river to reach an island.
Part The Island:
Walk to the left and use the lighthouse to search it. You found a TROWEL (1/259) and turned off the switch. In the middle of the path is a disturbance. Use the trowel on it to find a BOOK (1/260). Walk past the lighthouse to the north and use the forest entrance. After exploring you’ll find a STICK (1/261). Walk to the left and use the wreck to seach it. You’ll find a SCROLL (1/262) and a GUN (1/263). Look at the scroll. See all the capitals? Walk south back to the lighthouse. Use the lighthouse again to turn the switch back to on.
To the right of the lighthouse is an alcove. There’s something in it. Use the stick on the hole to push the thing out (1/264). Pick up the THING (1/265). It’s a turtle amulet. Walk towards the water and a turtle will swim to you. Use the turtle to sail to the cave entrance. Explore the tunnel. It’s too dark. Read the book in your inventory. It’s so boring you’ll fall asleep. As soon as you wake up, use the tunnel again. Your eye are still used to the dark.
Walk up to the house and use it to explore it. You find some GUNPOWDER (1/266). Walk to the left and use the quarry to find a piece of FLINT (1/267). Use the gunpowder on the gun (1/268) and use the flint on the gun (1/269). Walk all the way to the left and use the gun on the bird.
Look where the two birds cross their path. Use the trowel on the sand on that spot (the most narrow part of the path) and dig deep to find a PLUNGER (1/270). Pick up the plunger and the island will sink. Sail to the right and you’re at the big tree again. Walk south and left twice.
— End of optional part.
Walk to the south and use the whistle on the feather imprint. On the platform select the flashing light on the mountain with your broom. Go inside the igloo and pick up the MAGMA again. Leave the igloo on the lower right and use the whistle on the imprint again. On the platform select the mountain to enter the lair. Walk to the left behind the nest and keep following the path to the left until you find some big weed.
Take the weed until it’s all gone. Trick is to take the one that’s on top until every weed is gone (1/271). Talk to the trapped creature. Maybe you can give him some sunshine. Give the crystal to the creature (1/272). In return take some SALT crystals (1/273).
Follow the path to the right and exit the lair. Use the broom to go down. Walk to the left three times to cross the swamp and at the end go to the north. There’s an icy windy hill here. Use the salt on the hill (1/274) and walk to the left twice. Walk directly back to the right and notice the ice is gone. Walk to the north and see the hill isn’t slippery anymore. Climb the hill and watch until Clod wishes you back.
You put the flowers in the vase (1/275) and tell Clod you love her…
Depending on whether you have the plunger or not see how the story ends. What a difference a plunger can make..
Game source: A copy of the game was found here on the internet.