437 lines
19 KiB
Plaintext
437 lines
19 KiB
Plaintext
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Problem:
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The Village - Part I.
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Hint:
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Speak to the Notable. He's the one sitting on the porch. Talk to the two old
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men with both Fingus and Winkle. You need to get their bottle. Have Winkle try
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to steal the sausage while he is standing on the ground. While the two old men
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laugh, Fingus can take the bottle. Go to the Fountain.
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Problem:
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The Fountain - Part I.
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Hint:
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Use Fingus to turn on the fountain. Use Winkle to place the bottle under the
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jet of water. Use the full bottle of water on the Toad with Winkle. Pick up the
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stone that was under the frog. Knock on the Wizard's door and talk to him. Have
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Fingus use the stone on the mechanism. Make Fingus pull down the ladder rung
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and have Winkle climb the ladder to the roof. Have Winkle enter the chimney and
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enter the Wizard's house.
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Problem:
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The Wizard's House.
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Hint:
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Talk to the Wizard with Winkle and Fingus. Have Winkle step on the tiger's
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tail. Take the matches in the tiger's mouth with Fingus. Use the matches to
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light the fire under the kettle. Pour water in the kettle. The poster will be
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partly steamed off the wall. Blow the fire out by touching the kettle. Take the
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spring key. Have Fingus use the key on the cuckoo-clock. When the cuckoo comes
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out with the big key, use Winkle to throw a stone and knock the key down. Take
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the big key and leave.
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Problem:
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The Fountain - Part II.
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Hint:
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Open the door of the cellar with the key. Take the wine and go to the village.
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Problem:
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The Village - Part II.
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Hint:
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Use the bottle of water to water the flowers. Make Fingus give a flower to the
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Notable. Place Winkle on the platform and have Fingus press the switch. When
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Winkle is thrown onto the roof have him steal the sausage. You can now visit
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the giant!
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Problem:
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The Giant.
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Hint:
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Use the sausage on the pot hole with Fingus. Take advantage of the moment to
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let Winkle pass by the dog. Open up the burrow with Winkle and go through the
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hole in the tree. Have Winkle tickle the chicken and use Fingus to hit him with
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the sausage. Take the chicken's egg with Fingus and light the wood with Fingus
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or Winkle. Place the egg on the fire with Fingus. As you are talking to the
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awakened giant, give him the wine and sausage. Winkle and Fingus can now exit
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at the top.
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Problem:
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The Trench.
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Hint:
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Enter the small tower with Fingus. After picking up the bomb with Fingus and
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lighting the fuse with Winkle, the guard will explode. Enter the small tower
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with Winkle. Pick up the bomb with Fingus and light the fuse with Winkle, the
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carpet will drop and a hand will catch the carpet. Enter the small tower with
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Fingus, pick up the bomb with Winkle and transfer it to Fingus so he can light
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the fuse. The hand will drop the carpet. Walk on the carpet. Go talk to Soka.
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He will advise you to look for "the sand of time" to cross the trench.
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Problem:
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Kael.
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Hint:
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Have Winkle use the bottle on the nymph to wake her up. Give the tree a drink
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with Winkle and climb onto the tree's hand. Place Fingus on the rock under the
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branch. Use Winkle to knock down a flower by shaking the branch and have Fingus
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ready to catch it. Use the flower on the stone under which the bees live. Use
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Fingus on the stone. When a bee flies out, Fingus will get honey. Put Fingus on
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the big rock to the left of the stone and use Winkle on the stone to make the
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bee come out. Put Fingus on the bee's back. When the bee takes Fingus near the
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nymph, have him give the honey to the nymph. The nymph will point out the
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correct mushroom. Pick the mushroom and use Winkle to knock on Vivalzart's
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door. Show him the mushroom with Winkle and enter his house.
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Problem:
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Vivalzart's House.
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Hint:
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Put the mushroom into the machine with Winkle and activate it with Fingus. When
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the machine starts, the liquid is blocked by the clothes pin. Take a worm from
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the jar with Winkle. Place Fingus on the left trap door under the vulture.
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Activate the shelf button with Winkle. This tosses Fingus to the vulture. While
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Fingus is hanging, throw the worm to the vulture with Winkle. Fingus will drop
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with a piece of meat. Give the meat to the piranha who spits out the bone.
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Place a goblin on the trash can. Take the bone and give it to Vivalzart. When
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he throws it into the trash can, a goblin will bounce onto the shelf. Get the
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Kind Elixir and the clothes pin blocking the pipe. The liquid will go into the
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container. Use the bottle and give each goblin a few drops to drink. Watch the
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gobliins disappear into a dream.
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Problem:
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The Musicians.
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Hint:
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Put a hand on the headlight with Winkle to recover the drumstick. Make Winkle
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put the drumstick on the stocking cap to create a net. When you activate the
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spring with Fingus, a bicycle pump appears for a short time near the drummer.
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During this brief period, put Winkle's hand on the headlight and put the
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bicycle pump in inventory. Place a gobliin on the spring. Activate the spring
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with the other goblin. The gobliins will jump in turn and a door on the left
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will open. Go through the door.
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Problem:
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Water Hose.
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Hint:
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In the musician room, at the top, the way is blocked by a water hose. Use the
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clothes pin on the base of the hose with one of the gobliins. Go through the
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bottom right hole and speak to the guitarist. He plays and a note dies out at
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the top right. Capture the note with the net. Have Winkle use the bicycle pump
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to pump up the saxophone player. Use Fingus to catch the mosquito coming out of
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the sax with the net. With Fingus, use the bicycle pump to pump up the sax
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player. Use Winkle to catch the note coming out of the sax with the net. Use
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the mosquito on the headlight with Winkle to make the drummer play. When Fingus
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catches the last note with the net, you'll have the melody. Use the melody on
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the bottom left door. It will enter the clock. Go see Tom and he will give you
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the hourglass.
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Problem:
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What do I do with the Hourglass once I have it?
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Hint:
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Use the hourglass on the trench in the trench room. Go through the opening.
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Problem:
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Gromelon.
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Hint:
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Get the mayonnaise and put it near Gromelon. Put Fingus on the shelf and make
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him jump on the mayonnaise. While Gromelon is drenched, pick up the sword with
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Winkle and activate him on Rustik. When Stalopicus' mouth is open, take the gum
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with Fingus. Use the gum on the cupboard lock to take an imprint. Take the
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mayonnaise before leaving.
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Problem:
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What do I do with the imprint?
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Hint:
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Give the dwarf blacksmith the imprint, then the sword. He will ask for help
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with the bellows. Use the stool with Winkle on Otto to make him grimace. When
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he shakes his lance, hang Fingus on it. Fingus can then jump on the bellows and
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the dwarf blacksmith can forge the key. Take the key from the blacksmith and
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use the mayonnaise on Focus with Winkle. While the meat is lowered, use the
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stool with Fingus to take a piece. Take the anvil before leaving.
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Problem:
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Amidal.
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Hint:
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Make Fingus use the meat on Amidal to get his false teeth. Use the key on the
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cupboard. Each gobliin will take a diving suit.
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Problem:
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The Well.
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Hint:
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Enter the well with Winkle. He will press a button which reveals a door into
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the monster. Lift the hatchet with Winkle to reveal a switch. Press the switch
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with Fingus before the hatchet drops back. The monster's door will open. Enter
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the well with Fingus. When the monster starts to speak, go through the
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monster's door with Winkle. The combination of the monster's jaw moving and
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Winkle's voice will stun Schwarzy.
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Problem:
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Schwarzy.
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Hint:
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While Schwarzy is stunned, use the stool on the hoist with Fingus to hitch him
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to the hoist. Use the false teeth with Winkle to scare Schwarzy, who'll hang
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for a moment. Throw the anvil at Schwarzy before he comes up. He will go down
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farther to lift the cover off the well. Each goblin will use a diving suit to
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go down into the well.
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Problem:
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The Ship Wreck.
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Hint:
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Go on the lower deck and through the door with Winkle to move the skull. Light
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the lamp with Fingus and a lamp fish will arrive. Catch the lamp fish with
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Winkle placed on top of the mast. Use the lamp fish on the three question mark
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zone and a chest will appear.
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Problem:
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The Sea Horse.
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Hint:
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Use the stool on the sea horse. From now on, use the sea horse directly to go
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up. Send Fingus through the hole on the right. Activate the shell with Winkle,
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who throws it up, and catch it with Fingus. Send Winkle through the hole on the
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right. Activate the cavity with Fingus and a gloved hand will emerge. While the
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hand is stopped, drop the shell on it with Winkle. Pick up the shell with
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Winkle. He can now take the glove with the starfish inside.
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Problem:
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The Big Shell.
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Hint:
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Place Fingus on the big shell. Light the lamp with Winkle. When the moray eel
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appears, activate the rudder. This will throw Fingus by the big shell near the
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statue. Use the starfish on the chest with Winkle. While the chest is open,
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activate the statue with Fingus to get the sword. Use the sword on the skull.
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Pick up the diamond.
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Problem:
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The Glove, The Blob.
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Hint:
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Use the glove on the blob to neutralize it. Grasp the bottle with Fingus. The
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bottle contains a parchment with an "SOS" message from the Prince Buffoon.
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Grasp the bottle with Winkle. It contains a pearl. Give the pearl to the
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mermaid and give her the diamond. The Mermaid will open part of the passage.
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Use the parchment on the octopus with Fingus. the octopus will open another
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part of the passage. Recover the glove on the blob and the stool. Exit through
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the passage.
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Problem:
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The Storeroom.
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Hint:
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Activate the swordfish with Fingus and take the salt. Lift the large pot cover
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with Fingus. While he's holding it, pour the salt on the little guy with
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Winkle. Take the file in the small pot with Winkle. While Fingus is holding the
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rope on the right, activate Winkle on the left rope to pull Fingus up onto the
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shelf. Free Colibrius from the chain by having Fingus use the file. Colibrius
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will fly off with his cage. Take one of the thumbtacks on the wall.
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Problem:
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Meatballs.
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Hint:
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Salt the dish of meatballs with Winkle. When Oumkapok's hand grabs the cook,
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place the thumb tack on the case with Fingus. The cook, in pain, will throw the
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meatball up in the air. Use the Kind Elixir on the meatball with Winkle.
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Oumkapok is now neutralized and you can go to the Throne.
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Problem:
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The Throne Room.
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Hint:
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To get to the cornice, use the stool with Winkle and climb using his hands with
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Fingus. Press the switch with Fingus and make Winkle go through the door that
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opens in the bottom right eye. Winkle will join Fingus at the top. To take the
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crown, walk Winkle into the ear and activate the tongue immediately with
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Fingus. Make a cockroach come out, by sending Fingus into the ear. Activate the
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tongue immediately with Winkle.
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Problem:
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The Cockroach.
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Hint:
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To catch the cockroach, use Winkle on the left orifice. Immediately use Fingus
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on the right hole with the glove. Put the cockroach in front of the right hole
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and pour Kind Elixir on it. Glotziok will eat it and become neutralized. Make
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another cockroach come out by using Winkle again on the left orifice. Use
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Fingus on the right hole with the glove to get it. Pick up the pepper and
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return to the left side of the room. Exit out the door on the left.
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Problem:
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The Armor Room.
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Hint:
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The cockroach must be disguised as a ladybug and coated with the Kind Elixir in
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order for Amoniak to eat it. Take the helmet feather and dip it in the paint
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pot. Put the cockroach in front of the hole through which the painter feeds the
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king. Paint the cockroach red and pour pepper on it. Pour the Kind Elixir on
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the bug. Speak to the king in the armor. To do this, click on the stone to go
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up, then click on the helmet. Give the king back his crown by putting it on the
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helmet to return him to normal size.
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Problem:
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When can I rescue the Buffoon?
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Hint:
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When Amoniak has disappeared and Glotziok and Oumkapok have silly smiles. You
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can rescue the Buffoon.
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Problem:
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The Armor Room - Part II.
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Hint:
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Take the Buffoon to the shrinking machine. Put the gobliins under it one at a
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time. The Buffoon will start the machine and shrink them both. The gobliins
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will then jump out of the scientist's window.
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Problem:
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The Knife.
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Hint:
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Click Fingus on the handle. Just before lifting it, click Winkle on the point.
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They will move the knife. Repeat this operation to move the knife again. Click
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Fingus on the bookmark. Use it on the candle with Fingus. Pick up the match and
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use it with Winkle on the eye. Click the Buffoon on the eye. He will kick it
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and break the glasses. Pick up the shard of glass and use it on the ray of
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light with Fingus. Pick up the lump of wax and use it on the seal. Use the
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imprint on the keyhole. Pick up the seed and use it on the map village. A plant
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will grow. Put the Buffoon and the two gobliins on the plant.
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Problem:
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How do I get the Buffoon out of the Tree.
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Hint:
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The Buffoon is hungry and won't come down until he is fed. You can obtain
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apples for the Buffoon from Kael, the tree. You need to obtain a container
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first though. Go through the hole with Winkle to get to the Buffoon. He reacts
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violently and a bean drops. Click on the stone and a mole appears. Use the bean
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on the mole with Winkle. While they struggle, take the mole's cap with Fingus.
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Use the match on the apples with Winkle. While the apple is bouncing, use the
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cap on it with Fingus. Use the apple on the hole with Winkle to give it to the
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Buffoon. He comes down and rushes to the mushrooms. In turn, the two goblins
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eat the mushrooms.
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Problem:
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The Toy Room.
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Hint:
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Use Fingus on the bowling pins. As the bowling ball arrives, put Winkle on the
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right star so he can jump on the ball and intercept it. Put the bowling ball on
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the lid with Winkle and place him on the lid too. Activate the bottom flagstone
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with Fingus. The safety pin drops and lands on the umbrella. Catch another
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bowling ball. Put it on the lid. This time, place Winkle on the catapult at the
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bottom left. Activate the bottom flagstone with Fingus. Use Winkle on the
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feeler and make him jump on the bubble. The bubble will float down with him
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onto the lid. Activate the bottom flagstone with Fingus. When the bubble is
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blown towards the umbrella Winkle can take the safety pin.
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Problem:
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What do I do with the safety pin?
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Hint:
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Catch another bowling ball. Put the bowling ball on the lid and put Winkle on
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the catapult. Activate the bottom flagstone with Fingus. Make Winkle go up and
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activate the top flagstone after placing Fingus on the flagstone at the
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rainbow's end. If necessary, Fingus can be returned to the bowling pin side of
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the room by using the catapult. Put him on the catapult and have Winkle jump
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from the star on the left onto the catapult. Activate the switch with Winkle to
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make the Buffoon fall. In the short time he's in the bubble makers circle,
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quickly use Fingus on the feeler to enclose him in a bubble. Make Winkle burst
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the bubble with the pin to free the Buffoon.
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Problem:
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The Buffoon in the Tree - Part II.
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Hint:
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Place the Buffoon on the catapult. Press the button with a goblin. Once the key
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comes out of the statue's eye, activate the catapult with the other goblin. As
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the Buffoon is catapulted up, he will grab the key and be taken away by a bird.
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Exit at the rear of the scene.
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Problem:
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The Mountain.
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Hint:
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Have one goblin lift the stone. Situate the other goblin on the upper platform.
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The goblin should take the stone and put it on the 2nd level. Repeat the
|
|||
|
operation to put the stone on the 3rd level. Place a goblin on the lion. Throw
|
|||
|
the stone from level 3 with the other goblin. When the first goblin is on the
|
|||
|
giant's right shoulder make him act on the red head, which falls off. Come down
|
|||
|
and take the stone to level 2. Place Winkle on the lion and throw the stone
|
|||
|
from level 2 with Fingus. Winkle will be placed on the giant's left shoulder.
|
|||
|
Go through the shoulder hole and bring him near the fallen red head. Place
|
|||
|
Fingus on the lion and activate the head with Winkle. Fingus will land on the
|
|||
|
levitating rock.
|
|||
|
|
|||
|
Problem:
|
|||
|
The Levitating Rock.
|
|||
|
|
|||
|
Hint:
|
|||
|
As Fingus lands on the levitating rock, move him to the rock's "!!!" zone. When
|
|||
|
he starts jumping, the rock will descend. When the rock gets to Winkle's level,
|
|||
|
make him jump on it. The rock will rise. Use Winkle on the small rock near the
|
|||
|
bird cage. Quickly make Fingus walk on him. Use the file on the cage with
|
|||
|
Fingus and get back the key.
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I open the gate in the Tree scene?
|
|||
|
|
|||
|
Hint:
|
|||
|
Use a key on the door.
|
|||
|
|
|||
|
Problem:
|
|||
|
The Lab.
|
|||
|
|
|||
|
Hint:
|
|||
|
Use water on the Buffoon. An evil creature will take him to the Kingdom of
|
|||
|
Gloom and Doom. Have Winkle take the pencil and use it 3 times on the
|
|||
|
blackboard. Take the sponge which the furious magician throws at him. Have
|
|||
|
Fingus use the pencil on the magician's portrait. While he's being hit by the
|
|||
|
boomerang, jump on the armchair with Winkle to catch it in flight. Make Winkle
|
|||
|
use the mug on the magician who will bang on the table. He'll knock a toothpick
|
|||
|
to the other side of the room. While the toothpick is still bouncing, make
|
|||
|
Fingus throw the boomerang.
|
|||
|
|
|||
|
Problem:
|
|||
|
What do I do with the Toothpick?
|
|||
|
|
|||
|
Hint:
|
|||
|
Have Winkle use the toothpick on the skeleton to open the rib cage. A bottle
|
|||
|
will smash on the ground leaving a puddle. Use the sponge on the puddle. While
|
|||
|
Winkle acts on the pipe, use the wet sponge on the smoke with Fingus. The way
|
|||
|
to the Kingdom of Gloom and Doom opens. Send the gobliins through.
|
|||
|
|
|||
|
Problem:
|
|||
|
The Kingdom of Doom and Gloom.
|
|||
|
|
|||
|
Hint:
|
|||
|
Place Fingus on the bottom right eye, and Winkle on the left edge (with the
|
|||
|
"!!!" marks) of the top right platform. Winkle will jump and Fingus will be
|
|||
|
thrown. Pick up the mouse and use it on the mud. Jump on the crocodile. As
|
|||
|
Amoniak reaches to catch the goblin, use the boomerang with the other goblin on
|
|||
|
the teeth. This will cause the Buffoon to fall. Before the little demon can
|
|||
|
send the Buffoon back to Amoniak, make a goblin jump from the left edge (with
|
|||
|
the "!!!" marks) of the top right platform. The eye will pop out and hit the
|
|||
|
little demon.
|
|||
|
|
|||
|
Problem:
|
|||
|
The Buffoon and the Sponge.
|
|||
|
|
|||
|
Hint:
|
|||
|
Put the sponge on the rock. Place the Buffoon on the eye and make Winkle jump
|
|||
|
from the left edge (with the "!!!" marks) of the top right platform. This
|
|||
|
throws the Buffoon onto the sponge which wets the rock. As the water flows, use
|
|||
|
the pencil with Fingus on the rock. He draws a magic door which lasts a short
|
|||
|
time. Make Winkle turn the handle. The three heroes go out the door and you
|
|||
|
have won the game!
|
|||
|
|