19-05-2006

 

Bog's Adventures in the Underworld by Richard Evans

Free game
 

A Walkthrough by Fliegemich

1. Introduction and general hints

This walkthrough is designed to enable the user to complete this adventure. Unfortunately by using a walkthrough
you will miss the full enjoyment of this great game, ie solving the many puzzles on your own or in my case along with
several others through the AGS hints and tips forum. Personal thanks goes to Cees, Rosie, Peter, Marlamoe, Joyce for requesting
this walkthrough and last but not least Wretched without whom this game would not exist
Wherever possible I have tried to merely indicate what you should be doing. Certain puzzles are explained in
more detail. The game is not linear and therefore you can achieve several things in one visit to an area. For this walkthrough
I have only itemised specific actions to achieve each specific goal.
For general hints look at everything, talk to everything and exhaust all conversation topics. Pick up anything you can.
There are several triggers which require certain actions and you will quite often have to repeat an action. As in all games of this genre it is
advisable to save often.
This walkthrough has been written using version 2.15 of the game.

2. Areas

Certain areas can only be reached once you have completed the previous part. I do not propose to tell you how to reach the
general areas and some of the areas are just different parts of the same area, but for the purposes of this walkthrough I
have given them names, Just explore and you will find them

2.1 Part I
2.1.1 Bog's house

2.2 Part II
2.2.1 The snake on the stones *
2.2.2 The Reddude *
2.2.3 The edge of forest *
2.2.4 The sea *#
2.2.5 The moon *#
2.2.6 The worms *
2.2.7 The green bubble
2.2.8 The cave entrance *
2.2.9 The big fish
2.2.10 Kilroy
2.2.11 Death
2.2.12 The Vortex *
2.2.13 The ferryman
2.2.14 The Cave *
2.2.15 The cave side of the narrow bridge *#
2.2.16 The forest *
2.2.17 The mole *
2.2.18 The fossil *
2.2.19 The other side of the narrow bridge #
2.2.20 The Sun
2.2.21 The odd stone *
2.2.22 The ghouls *
2.2.23 Mr Blue Sky
2.2.24 Brian *
2.2.25 Vine 1
2.2.26 Vine 2
2.2.27 Termite Queen
2.2.28 The Termite-ator
2.2.29 The blocked path *
2.2.30 Hedges
2.2.31 Flying pigs *
2.2.32 Hell's meat factory
2.2.33 Front of Bethoven's House *
2.2.34 Back of Beethoven's House *
2.2.35 Inside Beethoven's House GF
2.2.36 The big bone
2.2.37 The kennel
2.2.38 The river
2.2.39 Beyond the ghouls
2.2.40 Inside the serpent

2.3 Part III

2.3.1 Inside the serpent
2.3.2 The windy pass
2.3.3 The golden gate
2.3.4 The Witch's house
2.3.5 Behind the Witch's house
2.3.6 The icy river #
2.3.7 The icy forest 1
2.3.8 The icy forest 2
2.3.9 The clearing
2.3.10 The start of the swamp
2.3.11 The middle of the swamp 1
2.3.12 The middle of the swamp 2
2.3.13 The end of the swamp
2.3.14 The icy hill
2.3.15 The lair #

2.4 Part IV

2.4.1 Inside the mountain
2.4.2 The bloody carcass #
2.4.3 The dark pass
2.4.4 Ariel
2.4.5 Ladder down
2.4.6 Slippery slope
2.4.7 Sneezy
2.4.8 Mr Shiver
2.4.9 The golden peas
2.4.10 The igloo
2.4.11 Inside the igloo
2.4.12 Looking down on Hell #
2.4.13 Top of the forest #
2.4.14 Beethoven's roof
2.4.15 Inside Beethoven's House 1F
2.4.16 After the fossil
2.4.17 Left of the gate
2.4.18 Little people
2.4.19 The cave of scrolls
2.4.20 The purple planet
2.4.21 Behind the lair
2.4.22 The bridge

2.5 Part V
2.5.1 The spiders
2.5.2 The Mammoth race
2.5.3 The pool
2.5.4 Beelzebub
2.5.5 The soul portal
2.5.6 The puzzle door
2.5.7 More snake
2.5.8 At the back of the lair
2.5.9 The icy hill
2.5.10 The portal

2.6 Extras
2.6.1 The island

3. Solutions

3.1 Part I

3.1.1 Part I is straight forward - you talk to clod to start with and then have to look after the mush. Simply use the pan and you will get a clue as to what you need to
do next. You do have to make puggles thirsty and this is achieved by opening the pie with the chezman and then feeding it (the pie not the chezman) to puggles.
There is also a very important object under puggles which can be gained by looking at the little area under puggles, then using this area. Once the mush is ready
and the flowers are in the vase, this part is over.

3.2 Part II

3.2.1 In part II you have to find Beelzebub - to do this you need to

3.2.1.1 Light up the forest
3.2.1.2 Get the earhorn
3.2.1.3 Start the termite-ator
3.2.1.4 Get the dog biscuit
3.2.1.5 Get past the Red-dude
3.2.1.6 Move the snake's belly
3.2.1.7 Uncover the moss
3.2.1.8 Remember the runes


3.2.2 Part II Solutions

3.2.2.1 Lighting up the forest.
To light up the forest you need pursuade Galdys the faerie (found in 2.2.8) to come with you. You do this by giving her the leaf from 2.2.16.
Release Gladys into the forest. (nb to get to 2.2.8 you need to look at the moon)
3.2.2.2 Getting the earhorn
To get the earhorn you first need to get the gem under the fingernail in 2.2.22 and the oilcan in 2.2.17. Go and get the worms in 2.2.6
to count to twenty (If the right hand worm is R and the left hand worm is L then talk to the worms in this order :-RLRRLLRRRRLLRRRRLLRR
or LRLLRRLLLLRRLLLLRRLL). Go to 2.2.10 and summon Kilroy by first using the weeds and looking at the writing underneath. Climb the
pedestal and summon kilroy by saying 'kilroy' to the sunlight. Look at Kilroy's teeth, talk to him about them and he will throw his knife at you. Use the oilcan
on the knife and take it. Look at Kilroy's nosering, talk to him about it and pick up his snot. Go to the Fossil in 2.2.18 and use the tail on the circle. Put
the gem in the indentation and stand on the left hand side opposite the eye, so that smoke rises from it, until the eye falls out. Take the eye and got to 2.2.19.
Cut the plastic sign and roll the eye across the bridge. Pick the eye up at 2.2.15. Pull the hook in 2.2.9 (nb if the hook is not there go to an adjacent area and
go back) and talk to Death. Talk to the big fish. Pull the hook again and talk to Death again. Go back to 2.2.9 and use the snot on the hook, then use the bones on
the hook. (nb once you have done this you can bypass death by giving the hook a big tug) Take the balloon look at Kilroy's bottom, use the balloon on his bottom and
talk to kilroy about it twice. Take the balloon. When you are near to the receptor use the eye on it. Look at the sun to go to 2.2.20. Cross the rainbow bridge and
pick up the earhorn.
3.2.2.3 Starting the termite-ator
Go to 2.2.25 and look into the left hand hole to go to 2.2.27. Use the earhorn on the termite queen then talk to her. Go back to 2.2.25 and then look into the right
hand hole. Click the Termite-ator's control panel then look at it. To start the Termite-ator you need to light the green lights, then the blue lights and finally the
yellow lights. To do this you need to place the rocks the queen gave you in various positions and then click the termite at the bottom of the screen. I do not propose
to solve this for you, but here are a few hints :-the first green light is achieved by just clicking the termite, watch its path. Save the game and place some rocks.
Click the termite and see what happens. You do not have to use all the rocks all the time. If you get another green light save and carry on. If you do this it is fairly
easy to solve.
3.2.2.4 Getting the dog biscuit
To get the dog biscuit you need to build a wooden platform on the moon. First collect all the pieces of wood (19 sticks and one hand) that are dotted around. I have
indicated their locations with an * in the areas section. After you have found about 10 go and talk to Gladys who will give you a divining rod. Go to the moon and use
the sticks on the platform, then use the hand. Climb the platform and then use the divining rod to grab the biscuit.
3.2.2.5 Getting past the Red-dude.
To feed the red-dude you need to first make him hungry. Do this by stealing the bellows from 2.2.35, climb the vine to 2.2.26 and use the bellows on the smoke. You also
need to make the termite leaf aerodynamic. To do this simply travel through the vortex. Once you have done these two tasks climb the vine to 2.2.26 and throw leaf at the
tendril supporting the Red-dude. You now need to give Red-dude a gold coin. Take the coin from death, look at the moon from 2.2.13 the return to 2.2.9 and give the hook
a big tug (alternatively when on the moon use the feather duster on the moon bug - you will need to use three of the four runes in 3.2.2.8 below to get the duster) . Give
the coin to the Red-dude.
3.2.2.6 Moving the snake's belly
To move the snake's belly you have to feed it. Enter the green bubble 2.2.7 by getting the worms to count to twenty (see 3.2.2.2) and the use the green bubble. Talk to the cucumber.
Use the knife on the cucumber. Give the cucumber to Brian. Go to the flying pigs walk off the screen to the right. You need to catch the spotted pig and at least another 3 pigs.
Remember the order in which you catch them. At 2.2.32 pick the spotted sausages (if the spotted pig was the 3rd one caught, then pick the 3rd package etc). Give the sausages to Brian.
Go to an adjacent area and return. Pick up the sausages. Go to the snake and give him the sausages.
3.2.2.7 Uncovering the moss
To uncover the moss you have to dissolve it.Take the cotton from 2.2.22 and use it on bog in 2.2.36. Enter the kennel. Use the dog biscuit to tease cerbusus. Number the heads 1 to 3
with 1 being the furthest head. Make the dogs bark in the following order 3121213. Collect the drool in the bowl. Use the knife to cut the biscuit into three to escape the dog's paw.
3.2.2.8 Remembering the runes
To remember the runes you have to recover Bog's memory. First you need to re-enter Beethoven's house. Do this by placing the bellows on the meadow in 2.2.17 and attach the balloon to it.
When the Balloon can get no bigger, use Red-dude's vomit on the hole. Take the bellows and go to the moon and get the small rock, give it to the mole and then take it to the hole in the
moon. Leave and come back and pick up the cheese. Go to 2.2.34 and put the toy on the bird table. Look at the revealed writing then give the cheese to the mouse thing - notice that the
right hand gate gets raised and then dropped as the mouse thing sees the toy again. you need to walk around the house in an anticlockwise direction three times, each revolution will light one
light above the door. Once all three lights are lit you can enter the room 2.2.35. Once inside use the bellows and the earhorn on the gramophone, then turn it on. Look at the spinning record
to find out which symphony it is, once you have seen it select exit. Enter the symphony number (17) to remember it. Next use the chez board, here you need to place your chezman on the only
square that can't be reached by the knights. For those of you who don't play Chez (technically all of us), If you number the board from left to right from A and from bottom to top from 1,
place your chezman on K-7. Now walk on to the chair and use the painting, and the safe under it. Used the three memories in the appropriate areas to unlock the safe then press the yellow thing
to open it. You can now retain your memory - Hurrah!! Go back to 2.2.1 and look at each rune. Use each rune memory on the matching rune ie the 'tree' rune memory on the 'tree' rune. The ghouls
are now safely moved out of the way enabling Bog to move to 2.2.39 and on to Part III.

3.3 Part III

3.3.1 In part III you have to get the Witch to tell you how to escape from Hell - to do this you need to

3.3.1.1 Open the gate
3.3.1.2 Make the rock cry
3.3.1.3 Enter the Dragon's lair
3.3.1.4 Enter the Witch's house

3.3.2 Part III Solutions

3.3.2.1 Opening the gate
Use the knife on the bad tooth in 2.3.1, pick up the key. Walk down the serpent's throat to meet Beelzebub. Pick up the vine in 2.2.24 and then go to 2.2.31 and walk to the sign pointing upwards.
Wait here until you get some pig poo. Go to 2.2.15 and plant the vine on the little plateau. Use the pig poo on the vine then leave the area and come back. Climb the vine to 2.3.3 and use the
key to open the gate. (To move past area 2.3.2 you will have to move in small but rapid steps ie keep clicking the mouse button)
3.3.2.2 Making the rock cry
Talk to the odd shaped rock in 2.2.21 then go to 2.2.14 and look at similar shaped rock. Return to 2.2.21 and talk to the rock again. This time go back to 2.2.14 and talk to the rock. Finally
go back to 2.2.21 and talk to the rock again.
3.3.2.3 Entering the Dragon's lair
First you need to talk to the witch. This is achieved by using and talking the door and window of her house. Eventually she will relent and talk to Bog. Go to 2.3.5 pick up the rock then go and talk
to the witch again. Pick up the broom in 2.3.5. (nb the broom can be used in the areas marked #) Use the broom to cross the icy river and walk to 2.3.9. Place the rock on the hole and return to 2.3.6,
pick up the ring. Go to 2.3.10 and look at the swamp, then travel to 2.3.13. Ring the bell and go back to 2.3.12.
3.3.2.4 Entering the Witch's house
In the dragon's lair you need to hatch the dragon's egg. Do this by using the runes (Tree, Humula, Antenna and Cherries) on the stone pillar to spell HATCH. Pick up the egg shell and use the broom to
leave the lair. Use the eggshell to pick up the magma in 2.2.21. Go to 2.3.4 and use the magma on the snowdrift, talk to the window then enter the house.

3.4 Part IV

3.4.1 In Part IV you must

3.4.1.1 get a pink feather
3.4.1.2 Compete in the chicken race
3.4.1.3 Get a polishing cloth
3.4.1.4 Light the beacon
3.4.1.5 Make a fish remember
3.4.1.6 Find the cave of scrolls
3.4.1.7 Cross the bridge

3.4.2 Part IV solutions

3.4.2.1 Getting a pink feather
Go 2.2.23, talk to Mr Blue Sky and pick up the duster. Go to 2.3.2 and use the door rune on the side of the mountain. Enter and use the magma on the duster go to 2.4.8 and use the magma on the pedestal
Go to 2.4.2 and use the broom on the carcass. Go to the igloo and pick up the pink feather
3.4.2.2 The chicken race
Go to 2.4.9 and use the feather on the large pink feather in the ground to go to 2.4.12. from here you can travel around quite quickly, just use the broom to get to where you want to go. In this case use
the broom on the forest. Use the broom on the branch then talk to the pink chicken, note where the chicken flies to as this is the start of the chicken race. The idea is to follow the chicken and find out
out where it goes. Whenever Bog talks to the chicken it drops a feather which you should use on the nearest large pink feather to move aroung faster. The chicken goes to the Witch's house, the House (Beethoven's),
the Igloo, The Sea, The Lair and the East. At each location you must talk to the chicken to make it fly to the next location. Once you have reached the lair, just talk to the chicken and Bog will automatically
follow it to a much bigger chicken which asks Bog a question. Answer WHISTLE (the locations of the chicken). The chicken lays a big egg which can be hatched by walking to the river and then returning. Pick up the
whistle and use it on the large pink feather to go back to 2.4.12.
3.4.2.3 The golden chicken's eye
First you need to travel to 2.4.14 to obtain the small pipe in the chimney. Then go to 2.2.24 and set fire to the duster. Now armed with your flaming duster go to the moon and set fire to the moon bug. Go back to
the moon and use the cotton wool on the moon bug ash. Use the blackened cotton on the stone tablet to reveal a strange pattern. This pattern is morse code and shows the numbers from 0-9 (top down). Next go to
2.4.9 and look at the owl. It will start blinking at you. You can use the tablet on the owl if you wish but it will only give you a clue and not solve this puzzle. Look at each eye seperately they are blinking in
morse code. The left eye gives the tens and the right eye gives the units. Combined they give the number of the pea (from left to right) which can be picked. This puzzle seems to be random so you'll just have to
solve it (sorry!!). Once you have the pea load it into the pipe then go to 2.3.3 and talk to Gerald. Then use the blackened cotton on the right hand gate and talk to gerald again. Use the pea shooter on the pillar
to steady your hand and shoot the eye out. Now go to 2.4.14 and open the window, enter and move the vase over to the bed. Swap the pipe with the stool leg, replace the vase then go to 2.2.36. climb the tree and
pick up the nuts. Go to 2.4.17 and use the snow. Now go to 2.3.6 and cross the icy river. Use the nuts on the branch, cross the river and use the nuts on the snow. Go to the next area and use the nuts on the snow.
Repeat once more at the golden gate. Cross the icy river again and give the last nut to the small bug. Now go to 2.4.17 and use the stool leg on the bug's teeth then use it on the chicken's eye. Now go to lair and
use the eye on the dragon's hoard and select the other eye. Return to the gate and give both eyes to Gerald. Use the bellows on the cloth then pick it up
3.4.2.4 lighting the beacon
Go to 2.2.34 and retrieve the toy. Go to the igloo, enter and take the crystal. Use the left hand chair to find Swolleb. Talk to him, feed him the flies and use the toy on him. Take Swolleb to 2.4.2 and use him on
the flies. Now go to 2.4.13 and shout at the chicken (you can talk to it if you want but you'll save time by shouting) and complete the last part of the chicken race. When you get to the big cicken say anything you
want. Hatch the egg by walking to the river and then take the junk. Use the junk on the river to go to 2.4.18. Now open the inventory and look at the toy. Whilst still looking at the toy press and hold for about
ten seconds. Close the inventory and use the crystal on the sun. Then go up the river to leave the area. Go to 2.4.8 and retrive the magma. No go back inside the igloo and put the magma on the table. Leave the igloo
and go to the next area. Go back. If the beacon is not lit, enter the igloo and press the switch.
3.4.2.5 Making a fish remember
Go to 2.4.12 and use the broom on the desert to get to 2.4.16. Look at then talk to the goldfish until he agrees to come with you. Take the fish and then go to the igloo. Take an icicle from the igloo then go to 2.4.12
as fast as possible. Move the vase and replace the pipe with the icicle, again replace the vase, then go to 2.2.35. Go back to 2.4.12 and lift the carpet. Get another icicle and put it in the hole. Again go to 2.2.35.
Use the safe and wait until the fish remembers (nb the fish is trying to do fifty pushups, if you look at him in the inventory you can see him counting to fifty.)
3.4.2.6 Finding the cave of scrolls
Go to 2.4.4 and look at the laundry, then talk to ariel. Give the fish to her and she will give you a sheet. Go to 2.4.14 and use the sheet on the chimney. Leave, return and take the dried sheet. Go to 2.4.7 and use the
duster on the troll's nose. Now use the sheet on the nose to travel to 2.4.19.
3.4.2.7 Crossing the bridge
Talk to the frog and then give him the memory bubbles (tree, humula, antenna, cherries, door and fish). The frog will then give you the letter puzzle in the form of a piece of paper. Use the paper on the manual and then
look at the manual. If you have looked at everything and talk to everything all the characters required for this puzzle should be present. (These are Bog, Clod, Termite, Beelzebub, Gishfold, Ariel, Agathta, Cerebus,
Gishfold, Death, Beethoven, Weeds, Gladys, Reddude, Puggles, Brian, Gerald and 'He didn't say' (Albert). If you do not have all these characters unlocked go back and look/talk to them until they appear in the manual.
Once you have them all, do the word puzzle (It's straight forward and random) and you will end up with the name of the Devil Twins (as a memory). Now go to 2.4.20 and use the name memory on the bubble, use it on the
purple thing, then use it on the bubble again, finally take the bubble. Next go to 2.2.12 and walk through the vortex. This should reverse the name. Go to 2.4.21 and go downwards but do not enter 2.4.22. Use the polishing
cloth on the fishbowl the use the bowl on Bog. Go to 2.4.22 and use the reversed name bubble on the devils (either will do) and cross the bridge to get to 2.5.1. Look at Swolleb to get the flies, then return him to 2.4.11
at this point.

3.5 Part V

3.5.1 In part V you have to
3.5.1.1 Feed the spiders
3.5.1.2 Race the Mammoth
3.5.1.3 Pick some flowers
3.5.1.4 Fool Beelzebub
3.5.1.5 Escape hell

3.5.2 Part V solutions

3.5.2.1 Feeding the spiders
Go to 2.5.1 and walk into the web covering the exit. Make Bog move up and down by clicking the mouse (move icon)
in the bottom right hand corner Now place a fly in the corners in the bottom part of the web until there are no more flies. Leave and return.
3.5.2.2 Racing the mammoth
Go to 2.5.2 and walk along until you find a rock in the foreground. Touch the rock then move back until the ground shakes again. Look at the leg then keep jumping the rock (click on it when required) until you win the race.
3.5.2.3 Picking the flowers
Go to the far side of the pool and look at Bog's reflection. Remember where Bog is and wait for the Beezle to land on Bog's nose. Talk to the Beezle then look at the flowers. Pick the flowers.
3.5.2.4 Fooling Beelzebub
Pull the chain and go to 2.5.4. Go to the soul portal and use the polishing cloth on the portal. This bit is quite tricky but you have to move Bog so that his reflection is completely over his soul, Then pick it up. Next you
have to move towards the portal and use the soul on his relection. Go back to 2.5.4 and talk to the flaming portal. Enter BEELZEBUB and he should appear. Talk to him until he asks for Bog's soul then give him the fish you
picked up from Death. You are now free to leave hell!!
3.5.2.5 Escaping hell - NB there are two endings - if you do this now you will get ending #1. Do the island section first for the second and better ending.
Go to 2.5.7 and use the knife on the bulge in the snake, then go to 2.5.6 and use the puzzle. To solve this you have to use the spots from the snake to link up all the holes that lie in a straight line (3 holes or more).
Basically fill all the holes except the top right hand corner and the lowest middle hole. Leave and go to the igloo and pick up the magma. Next go to 2.5.8 and use the weeds until they are all gone. To solve this just use the
weed which is at the front. Talk to the creature then give the crystal to it. Talk to it again and get the salt. Go to 2.5.9 and use the salt on the icy hill. Go to 2.3.8 and return to the icy hill walk up the hill to 2.5.10
and the end of the game.

3.6 Extras

3.6.1 In this part I detail the secret island section which is required for the second ending.

3.6.1.1 The island.
Go to the big pink chicken and get a junk. Then use the whistle to return to the standing stones. Go to 2.2.38 and use the junk on the river. This is the mysterious island. The object here is to obtain a plunger (no use in the game
just changes the ending).
Use the lighthouse, use the trowel on the lump in the sand, use the forest entrance, use the wreck, read the scroll, use the lighthouse, use the stick on the shiny thing in the hole, Pick it up, use the turtle, move to the cave, read
the book, use the cave, use the house, use the quarry, use the flint on the gun, use the powder on the gun. Use the gun on either bird. Watch where the birds cross. turn the lighhouse on and use the trowel on this spot to get the plunger.
(nb this is quite a difficult hotspot to find, it is about halfway up between the lighthouse and the forest.

3.7 Bonus points.
There are 5 bonus points to get, these are:-
Shooting all 5 eyes in the pea shooter game
Catching all 8 pigs
Looking at the eye in the tree in forest (2.3.7) next to the icy river (nb do this when you first cross the river)
Returning Swolleb to the igloo
Leaving the sun crystal with stone guy.
 

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