Prologue: A game of Dice
In this short section of the game there are two goals to be reached.
- First: Defeat Bistian.
- Second: Defeat Duke Dice.
To defeat Bistian, first you need to go into his lair, that is, go into the dark
cell. Once inside, you need to use the Vacumpkin you have in the inventory on
the unnamed object that's stuck in the bathtub.
After you've sucked it up, look at the contents of your full Vacumpkin and
you'll find a notepad. Now leave the cell and give the notepad to the jack
playing card so that he changes the score and plays some different music.
The new music will make Bistian more docile and he'll start swaying his head.
Now that he's on his feet, you can see he has a button on his back. Press it and
you'll get his head, as it's an ejector button.
Now to defeat Duke, all you need to do is throw Bistian's head at the balcony
where Duke is sitting, which isn't very stable, thus bringing the prologue to a
end while you enjoy the closing clip before the first chapter begins.
Chapter One: Out for a Walk in Trashopolis
This and the second chapter are among the longest and trickiest in the game, so
keep your eyes peeled as in this chapter there are four goals to be reached.
- Find a festive outfit for Skar.
- Find a festive outfit for Mr Feefee.
- Find an invitation for Skar.
- Find an invitation for Mr Feefee.
After the long cutscene, which will explain a little of what you have to do,
talk to Kika and ask him for some equipment. You will get a sweater from him...
Then go back inside Skar's office. First examine his desk to get his
PumpkinMegaphone, then examine the wastepaper basket to find one of Feefee's old
magazines about capitals, and also look at Feefee's clothes to find a painting
kit. Once these are in your inventory, click on the stairs to go up to the attic.
Here you will clearly see a broom leaning against the wall. Take it. Talk to
Pablo Kockatiel, who is on the grooving machine, and ask him whether he has
another nest.
You will thereby discover that Pablo Kockatiels are the natural enemies of the
Diggers, which are big talking dogs. Leave the attic and the office, then go
down the alley between the two stores. Now that you are in the alley, talk to
TwinRay and ask him if anything has arrived... TwinRay will give you a desert
capital, a rare object that might nevertheless be useful to you. Then by talking
to him you will also discover that he doesn't want to be an informer any more
because a certain Duke Braggart is better than him at the job.
Additionally while you are in the alley, interact with the slimy barrel and you
will find a Pludding, a little alien in the shape of a pudding. Now head towards
the square, where you will find Buttsmack, who is playing Drinken.
If you followed the cutscene, you will know that he is supposed to be getting
the invitations for you, but it appears he has to beat a Galaxian who is a
Drinken expert... So you need to give him a hand to win, but how?? Well, you
should put the Pludding in Galaxis's Drinken glass so that the alien eats the
dice and makes him lose.
Despite having done this, all you'll get is just some tickets for a magic show,
so you need to find another way of getting the invitations. Now go east to the
show. If you want to, talk to Spykie Spare for a while, who will obviously ask
you for the tickets to see the show, so show him the tickets.
Now you can take part in the show. Feefee decides to be the assistant of Zorzan
the magician, as he doesn't have one. He'll give you a dancing girl's costume if
the show goes well.
Now that Skar is sitting down, you need to talk to Feefee on the stage and tell
him to unleash the beast in himself. Feefee will then start dancing exotically
and will get the audience excited. Once the show is over, you'll get the dancing
girl's costume, which are what Feefee will wear at the wedding, so now you have
found one of the four objects.
Now go to the Astromarket, where you will find yourself faced with Adgar and his
friend Dongo the snake. If you talk to Adgar he will tell you his dream is to
become a famous musical fakir, but if you have the dancing girl's costume in
your inventory, you can also tell him that Zorzan the magician is looking for a
musician. To thank you for the information, Adgar will give you a rukulele, an
instrument that reproduces natural sounds.
Now go into Ultimé Modé, the clothes store. Inside you'll find the Diggers and
Rummy (an adult Digger) along with young Medusa and the store assistant, Selinda
Shock. If you talk to young Medusa, you'll find out that she has an invitation
for the wedding with her. Knowing that she has snakes for hair, you can then use
the rukulele on her to mess it up, and she'll run off to have it redone,
accidentally leaving her purse behind. Pick up the purse and look inside. You'll
find an invitation for a girl. Knowing that Feefee is going to dress as a
dancing girl, this invitation will be for him. You have now reached the second
goal.
Now talk to Selinda Shock and ask her for some coupons. You don't get any
coupons but do get some Choko Choko pralines, made of pure rock-hard chocolate!
Leave the shop and head for Capital Street. Pick up the manhole cover near the
workers who are on their break, then combine it with the Choko Choko pralines to
make a giant metal cookie! Now go back to Ultimé Modé and give the giant cookie
to Rummy. When he tries to eat it, the mutt will hurt his teeth, so Selinda will
give you some more pralines for having made him quieten down, but she won't let
you take him away if you try... How are you going to get him? Well, you just
need to put the love sweater on him. After you have done that, Selinda will let
you take him because it is out of fashion, and so you will get Loveheart Rummy.
Now go back to the attic and use Rummy on Pablo Kockatiel.
Rummy will chase Pablo away, thereby freeing up the grooving machine. In
addition you will have his eggs and a feather. Use the desert capital on the
digesting tube and you will obtain a bust. Now go outside and back to the
square. Take the balloons that are next to Buttsmack and combine them with the
bust, then combine the bust and balloons with the broom to make a cheeky bust.
Use the eggs on Buttsmack. His feline body heat will make them hatch immediately
and will leave you with two baby Pablo Kockatiels in the inventory. Now go back
to Capital Street and use the painting kit on the rungs at the side of the
mansion. Skar will then paint a Digger on it. Now use the baby Pablo Kockatiels
on the mural and the rungs will take them up to the balcony of the mansion.
Now that you're on the balcony, put the sexy bust on the windowsill and this
will make the workers think that Miss Jinnie (the lady who lives there) has
returned to the house. This will make them a bit distracted and allow you to ask
them to lend you a tool. They will immediately let you have a bouncy ball, which
will straightaway be added to your inventory.
Now go to the Astro police station, which is to the east of Capital Street. If
you want, talk to Agent Jolt for a while and you'll discover that Duke's body
has a ticket (probably an invitation) in its pocket. Additionally, you'll
discover that the only light source in the room is the LuminGlobe in the
background.
Use the bouncy ball on the LuminGlobe, which will make everything go dark and
will also infuriate Officer Jolt. Now that you can only see Skar, you need to
feel around, trusting what he says he can see. Use Bistian's head on his
headless body, thereby distracting the officer. With Bistian's help you'll get
Duke's invitation, which will now be Skar's invitation! Now that you have
reached the third goal, all you need is an outfit for Skar.
Go up to Wurm Mansion and talk to Miss Lora. She will only allow you in when you
have all four things that you need, but if you ask her whether the prince has
ever given her anything, she will give you a minicam in the shape of a
butterfly. On the nearby column is the famous Duke Braggart, who can't hear you,
so use the PumpkinMegaphone to talk to him. If you also have the minicam, you
can catch him out by asking him where you can buy a title and record his reply.
Now that you have the minicam with the recording on it, show it to TwinRay, who
will go back to work as an informer after being the priest at the wedding. He
will give you his poet's outfit, which he doesn't need any more and is exactly
what you need as a wedding outfit for Skar! Now that you have all four objects,
you need only go back to Miss Lora and show her Duke's invitation, that is,
Skar's! This being done, sit back and enjoy the next film clip, which will take
you on to the second chapter!
Chapter Two: Guess Who I'm Inviting to the Wedding?
This is probably the trickiest chapter, but don't despair because there is also
a secret object hidden here that can give you hints for the rest of the game (to
get it, you need to use the feather on the strange objects in the bride's room).
Anyway, here too there are four goals to be reached.
- Prepare a dramatic turn of events.
- Find the wedding ring.
- Make Feefee put on a show as a dancer during the wedding ceremony.
- Win the bride over.You'll begin the chapter in the garden, when you can talk to the waiter, Sharaf,
or to the fountain of Sminkio Sanchez. So talk to the waiter, Sharaf, and ask
him for some flatware. By doing this, you'll get something better than any
flatware - a candelabra! Additionally, you can discover that he is capable of
preparing a drink for you, but he needs a container of foam and a stopper for
the container.
This doesn't sound easy, but we'll get there. Take one of the bam-boom canes on
your right and head east into the fruit garden. Now in the bottom left-hand
corner you will notice a strange fruit. Pick it up. Then if you like you can
talk to Samango Napple, the Pineappurai, who will assure you that his powers are
capable of even cutting through iron.
Talk to Mystiko the Galaxian on the rock too. He will give you some idea about
the four goals and will also tell you that the lake in front of you contains
bananofish, which are allergic to pepper. Then he will tell you that he is
capable of lifting heavy objects. Go back inside the mansion. In the hall,
you'll find Princess Clorophyll, Mr Gustav and Bonzo the plant dog. If you talk
to the princess, she will tell you that Bonzo has lost his tongue and this makes
her sad.
Now you can solve the problem by putting your Choko Choko pralines on the rug.
You'll see that as he eats them, Bonzo goes over to Mr Gustav and eats him too,
turning Mr Gustav into his tongue. Then he stops and drools on the ground... Now
go west into the prince's room. After listening to his indecent discussions with
Unnoble, interact with the valuable objects and you'll find a mini-trebuchet.
If you talk to the prince, he will tell you that he is thirsty and he isn't
interested in Feefee putting on a show. Leave and from the hall go up the stairs
on the left. You will end up in a starry corridor. Talk to Brother Starks, who
will tell you about the formation of a new universe that will come about only
after a very loud sound has been heard. He will also tell you that the nearby
fountain has mystical powers on objects but works only once.
Use the candelabra on the fountain and it will be transformed into a trident
with marine powers! Now go down to the hall and go back into the prince's room.
Use the trident on Unnoble and his diving helmet will start to fill with water.
He will take it off and run away, leaving it behind for you. Now you have the
diving helmet. Go back into the hall and use the diving helmet on the drooling
Bonzo, thereby filling it with drool.
Go up the stairs on the right and talk to Country Cuzzan. Ask him about stage
tools. He'll give you a dancer's cushion. Put it in the helmet full of drool so
that it acts as a stopper. Go back into the garden and give the stoppered helmet
to Sharaf. He'll shake it and give you a dribbly cup (which must be some sort of
drink...). Go back into the prince's room and give the dribbly cup to the prince,
then watch the clip. After you've seen this peculiar scene, you'll obtain a
pendant from the prince which he has given to Feefee. This shows that Feefee has
won the prince over and can put on a show at the wedding. You have now achieved
one of the goals. Now go back into the dancing girls' room and go west to the
wedding hall. Talk to Father Ray and ask him for some priest's equipment. He'll
give you an empty thurible. Also talk to the young lady, Queenie, and you'll
discover that she can make origami from petals.
Go back into the hall and east into the kitchen. Use the twisty fruit that you
found in the fruit garden on Toupet. The dog will lose his fur and so the chef
will have to go get some more of the secret ingredient. Then you will get the
wedding cake. Go back into the kitchen and use the censer (the thurible) on the
mountain of pepper to fill it up.
Now go into the fruit garden and use the censer of pepper on the lake to bring a
bananofish out into the open and capture it. Now go back into the garden next
door and talk to Sminkio Sanchez. He will tell you that he will give you his
suspenders only if you show him how to get down from there. Use the bananofish
on him and it will spin towards him. He'll copy it and do the same, dropping the
suspenders into your inventory.
Now go back into the wedding hall and use the suspenders on the chain. You'll
see that Skar will put them in place for a dramatic incident, but Father Ray
will put them back into your inventory, so you need to find a way of disguising
them, but we'll come to this later. Now go back into the dancing girls' room and
use the bam-boom cane with the cake so that it becomes a kind of straw. Now use
the cake with the straw in it on Countess Smackumba, who will eat the filling
and spit out the wedding ring that was hidden inside! Now that you have the
wedding ring you have achieved the second goal. Now go into the bride's room and
talk to the Black Viper. You need to make her angry to obtain an object. First
of all, tell her she's a spoiled little girl, then say that she's aggressive,
and finally tell her it's her face that makes her seem aggressive. Being
absolutely furious, she will throw a bell at you, which you will put in your
inventory.
Now go back to the fruit garden and use the bell on Mystiko, who will give you
some earmuffs so that you don't hear the sound, then he will raise it and make
it ring. This will make Brother Starks and Sister Lumis think they can start
creating a new galaxy, and so they'll leave a tribute to the planet in the
starry corridor. So go to the starry corridor and take the starry towel and
you'll also get the comet.
Go back into the wedding hall and put the starry towel on the the suspenders,
which will make them invisible. Use the suspenders on the chain and Father Ray
won't notice them. Some star dust will then fall into your inventory and you
will have set up the dramatic incident, thereby achieving the third goal. Now
you need to convince the bride.
Go into the bride's room and give her the earmuffs. She will accept them because
she heard the loud sound earlier (of the bell) and will give you a black petal.
Now put the comet in the mini-trebuchet and go down to the fruit garden. Use the
comet-launcher on Samango Napple, who will use his powers to cut the chain and
send the comet into the sky right in front of the bride's room. Up there, the
Viper will be enchanted and will drop a white petal into the garden. Pick it up.
Now go back into the wedding hall and give the white petal to Queenie. If you
already have the black one, she'll make a heart out of the two petals. Go back
into the bride's room and give the petal heart to the Black Viper as a gift.
She'll then fall in love with Skar and agree to run away with him.
Now, having achieved this last goal, in order to conclude the chapter, go back
into the wedding hall and give the ring to Father Ray, who had lost it. He will
then start the wedding and also the umpteenth clip. Relax and watch it because
it's the beginning of the third chapter.
Chapter Three: The Eye of the Capital
In this chapter, you will play as Mr Feefee without Skar. The chapter will be
packed with craziness again but will be a bit more linear. In fact, here the
goals will be achieved in order.
- Get into the temple
- Pass the first test
- Pass the second test
- Pass the final test
To start with, you'll find yourself on a mountain pass with a walking capital
and a pumpkinbolas in your inventory. Beside you is a crate with a half-open
lid. Feefee won't be able to open it with his bare hands, so you need to force
it open with your walking capital. You will thereby obtain an inflatable Cuba...
Then take the thirsty Sminkio that's nearby and head for the entrance to the
temple.
After the cutscene, you'll discover that in order to get into the temple you
need either to be as tall as the umbrellas that are guarding it or to be
accompanied by someone as tall as them. Take the hammer that's leaning against
the stall and then talk to Crook-O-Bot. Ask him for something quench your thirst
and he will give you a turtle... Now go east to the springs. Once inside, you'll
discover in front of you a spring that brings objects to life! But a living
Guyser won't let you use it because it's his wife.
Use the thirsty Sminkio on him. Feefee will put it down next to him, but that's
not enough because the Sminkio won't move. Give it a whack with your hammer,
which will break, leaving only the handle. The thirsty Sminkio will then chase
off the Guyser. Now use the inflatable Cuba on the spring of life and it will
grow very tall in front of you! But it won't do what Feefee says, so you can't
make it go with him... If you go back to the mountain pass and look in the crate
you can study the instructions for the inflatable Cuba and discover that it
becomes more animated if it's accompanied by an inflatable Mila, which is
dressed in yellow.
Now go back to the thermal springs and use the Pumpkinbolas on the Frisbee that
stuck in the tree, and you'll knock it down. Now combine the yellow Frisbee with
the turtle, and you'll get a Frisbee turtle. Show it to Cuba who, on seeing the
yellow shell, will think it's an inflatable Mila and get into your inventory.
Now, on returning to the entrance, you need only show the talking Cuba to either
Ponch or Jon and they will let Feefee in, giving him the pass, and then you'll
be in the temple.
Talk to Oxy the duck and you'll discover that he's looking for someone to take
over the cleaning from him. You have the ideal substitute in your inventory: use
the talking Cuba on him and Oxy will give you his cleaning arm and will leave
the cleaning to Cuba. Also talk to the Supreme Mina, who will explain to you
that she can contact spirits, but only if you bring her a flame. Now go up the
steps into the interior of the temple.
You'll find yourself before Master Toxy. Take the hooks that are hanging among
the weaponry, then use the handle of the hammer on the burners to make a torch.
Then talk to the master and tell him that you're ready for the first test. He'll
give Feefee the magnetic card that opens the left-hand door outside the temple.
Go outside and use the card on the door mechanism on the left. You will end up
on a mountain peak with Clampo, a sculptor who has sculpted the nearby statue
that's wearing pants. Your test is to sculpt the capital that is to be found
there and to make a better statue than Clampo's. Talk to the pant-wearing statue,
the Great Shroodness.
Ask him if he's a model and he will reveal to you that his dream is to be a
comic actor, like his idol, Jemmy Louis and give you a photo of Jemmy Louis. Go
back outside the temple and give the photo of Jemmy Louis to Mina. Now that you
have the torch, you can contact him, so tell her you want to talk to Jemmy
Louis. After a strange interchange, he will leave you the secret to being a
comic, a jar full of laughter.
Using the access card on the door mechanism, go back to the slope and give the
secret to being a comic to the Great Shroodness. He will give you the
fashionable pants in exchange. Now leave the temple and go to the stall. Give
the jeans to Crook-O-Bot and he will give you a special bag in return. Examine
the bag in the inventory and you will find a dumbbell?! Go back up to the slope
to sculpt the capital. Put the hooks on the capital, then use the dumbbell on
the capital and it will collapse, creating the statue.
Clampo decides that you've succeeded in beating him not least because his statue
has gone, and gives you the access card number two. Now you have passed the
first test. Use the vacuum arm on the rubble that came from the capital and you
will pick up a parasitron (a parasite that eats columns). Go back outside the
temple and use the access card two on the door on the left (next to the Supreme
Mina).
You are in a dark cavern and and need to make a mysterious woman come out from
the darkness into the open, but how? First use the walking capital on the shape
in the darkness. Feefee will aim it to hit her, but will miss. Now use the
parasitron on the capital, which is stuck in the rock, and the woman will be
terrified by the insect and come out into the open! She will give you a darko
note that is the proof Master Toxy needs to introduce you to the third and final
test. So, after having passed the second test, go to Master Toxy and show him
the darko note.
He will take you into the spirit room, which will transform into Feefee's worst
nightmare! Now you will have to defeat the flabby dark side of Feefee, who is
dancing non-stop in a smoke-filled room. Take the bar from the table on the
right. Then throw the turtle at Master Toxy. He will deflect it towards the dark
side, who will grab the turtle in his teeth. Now you'll have a turtle shell in
the inventory because the turtle will have retreated inside it. Put the rice bar
in the shell and throw it at the master again. He will deflect it and when the
dark side grabs it, he will eat the diet bar, which will destroy him, bringing
the third test to an end.
Now the master will give you a katanga and the chosen one's wakisashi and
elasticated belt and will leave the room, but this isn't the end of the story,
because now the evil Mozkiton wants the tiara that Feefee got hold of during the
clip. Mozkiton will freeze Feefee's legs and Feefee will have to defeat him.
First throw the katanga at him. He will freeze it on the ground. Then throw the
wakisashi and it will freeze on the ground as well. Now attach the pink belt to
the two swords to make a catapult, and finally use the turtle on the catapult to
fire it and start the clip that ends the chapter.
Chapter Four: Escape from Cold Freeze
Now you are Skar again with a new look. As in the previous chapter, this is all
linear and the only goal to be achieved is to get through the chapter.
- Get out of Cold Freeze
In this chapter, you will immediately be locked up in your frozen cell. You
therefore need to find a way to get out with the help of Skar's three cellmates
and some of the objects in the room. Additionally, Skar already has a prison
ball in the inventory.
To begin with, pick up a piece of crystal from the fresh crystals in the centre
of the cell. Then talk to Pomme DeTerre and ask him for his tomato sauce. He
will give it to you but will explain that it won't be hyperspicy unless it has
carrot extract in it. So you need some carrot extract... Hence use the prison
ball on Carotid the carrot, and you will obtain one of his tears. Use the tear
on the sauce and you will have hyperspicy sauce! If you talk to Carotid, you'll
also discover that he used to be an inventor and that he invented some cheese
wings. This information will be useful to you.
Now use the icicle on Jimmy Pod, the frozen pea pod, and Skar will make a hole
in him. Use the hyperspicy sauce on Jimmy, who, on drinking it, will melt the
ice that's covering him, and you'll now have the pod in your inventory. However,
if you try to open it, it won't open... So interact with the apple wearing pants
and the zipper will break off. Now use the zipper on the pod and you'll get it
open, ending up with five frozen peas and an empty pod. Put the prison ball in
the pod to make a pod cannon.
Use the pod cannon on the cheap plastic wall and Skar will open up a huge hole
that will allow him to escape from the cell. Leave and you will end up in a
frozen waiting room, obviously. Now to move on there's a ladder, but there's a
sheet of ice that makes it inaccessible. Before solving this problem, however,
take the frozen yeti's tongue. Now use the frozen peas on the tip of the
stalactite so that Skar throws one and makes the tip fall and break the sheet of
ice. Now you can use the ladder. Go down and you'll end up in the meat cell,
where you'll find the body of Bistian, an old acquaintance.
The room is full of objects. Of these, take the alien salami hanging on the
hooks, then interact with the bottles to find a bottle cap and also take the
record from the frozen record-player. Now go on to the ice bridge. Here you'll
find JawJaw the guard, who fortunately has his back to you. You need to knock
him out somehow... By talking to him, you'll discover that music makes him want
to shoot. Now use the bottle cap on him and Skar will block up his gun.
Go back into the meat cell and put the record on the frozen Bistian. He will
become a human record-player, but this is not enough: you need to move him...
Use the two alien salamis on the meat press and you'll obtain two squashed alien
salamis. Use them on Bistian and they'll function as skis. Now watch the
cutscene that leads to the defeat of JawJaw. After the cutscene, there'll be a
bullet in the inventory and the guard's jaw will have fallen on the ground. Pick
it up and interact with the steps to move on to the dairy cell. Here there's the
umpteenth problem... The path is half broken and has no bridge, so you can't
move forward... But there is an alternative. Use the jaw on the assorted cheeses
to break off a piece of cheese.
Go back into the meat cell and use the cheese on the meat roller, and you'll
obtain some flattened cheese. Then go see Carotid and give him the cheese. He
will modify it and make you some cheese wings! Now go back to the dairy cell and
use the wings on the opposite bank. You are in front of a wall of cheese now,
and at the top is Brunhilda, another guard. She is the last thing in the way of
leaving the prison.
The problem is getting past the wall. The wings aren't enough... First examine
the heap of cheese on the ground and you'll find a string of mozzarella. Combine
it with the yeti's tongue and you'll have a tongued harpoon! Use the tongued
harpoon on Brunhilda and you'll get her hat and make her faint with fright.
If you examine the hat you'll find that it contains many others. Use the hat on
the river and you'll thus create a tower of hats. Interact with them and Skar
will kick them to turn them into a staircase of hats. Use it to get to the
entrance of the penitentiary. Here Skar will meet another of his old
acquaintances, the penitentiary boss, Eggand! Now you need to defeat Eggand in a
giant frying pan. Use the remaining frozen peas on the frying pan. They will
thaw and make a puddle of water.
Now look at Brunhilda's last hat and you'll find a packet of capital sugar. Use
the sugar on the puddle and you'll make a sheet of caramel that will trap both
Skar and Eggand. Finally, use the jaw on the caramel to escape and enjoy the
clip that ends the chapter.
Chapter Five: Same Old Sun, Same Old Desert
Finally our two heroes are reuinted, but is this the end of the story? No,
because there's also a chapter six, so as you've come this far, no doubt you'll
be able to get all the way to the end.
- Beat Saturn Hood
- Escape through the caves
- Get into the temple
We are trapped and Feefee is unconscious. What can Skar do now? First of all,
pick up the bold apple and the carrot skeleton that are lying on the ground,
then look closely at Feefee's body and examine his pockets. You'll find a
large-size high-calorie drink. Give it to Jimmy to drink and he will melt!
Combine Jimmy with the cheese wings to get winged Jimmy, then use winged Jimmy
on Saturn Hood.
Jimmy will put Saturn Hood off his aim but will also attrack the ferocious
Rybbits, making Saturn Hood take flight and drop his Zapper on the high ground.
Now use the carrot skeleton on the apple to make a hole in in, and then look at
the apple with a hole in it to obtain a little worm. Use the worm on the Zapper
in order to get it down. Finally, combine the Zapper with the bullet and use the
loaded Zapper on the crack in the ice, which will make Skar and Feefee fall
through it.
Now you're in the lair of another Rybbit and the only way of getting out is to
find the right tunnel to escape through, but there are four and only one of them
doesn't belong to a Rybbit... You therefore need to examine the Rybbit's
footprint by moving it. Take a candy cane from among the ones on the right.
Talk to Mr Candy and ask him if he has anything he doesn't need. He'll give you
his house keys, which aren't much use in a cave. Talk to Feefee and ask him for
something. After a whiny conversation, he'll give you a file. Use the file on
the piece of candy cane to make it thinner, then put the candy cane in the
Zapper and use it on the Rybbit to knock it out with the poisoned candy.
It works and the Rybbit falls over, but on top of its paw print... You need to
move it. Use the keys and it will instinctively roll over, finally revealing the
paw print. Now Skar and Feefee analyze the tunnels and take the right one. But
in doing so you will end up in the cavern of the scorminkions! The lovely
scorminkions won't let you escape until you have sung for them using the karaoke
machine... But the microphone is on the ground as they cut it off by mistake, so
you need to fix it.
Pick up the detached microphone and combine it with the worm to make a new
microphone. Before using it on the karaoke machine, however, ask the minkion
chief for information about the song because there's a different punchline for
each verse... You need to follow one of these. The solution here is to say a
list of things after having used the repaired microphone on the karaoke machine.
LOVE SHACK:
- Yahtzee?
- Look at the karaoke machine
- I like short shorts, especially really short shorts!
- Byron Sexo, you know Lucy will come baaack...
GIRLS JUST WANNA HAVE FUN:
- I like short shorts, especially really short shorts!
- Byron Sexo, you know Lucy will come baaack...
- Yahtzee?
- Look at the karaoke machine
I WANT CANDY:
- Look at the karaoke machine
- I like short shorts, especially really short shorts!
- Byron Sexo, you know Lucy will come baaack...
- Yahtzee?
After having solved this weird puzzle, there'll be a clip. After the clip you
find yourself in the desert in front of an oasis of chewing gum. Take some
chewing gum from the oasis and go south down the windy path. You'll find
yourself in front of an enormous tornado with someone screaming inside it. Skar
decides he wants to go inside it, but how? Well, there's a door spinning around
the tornado. If you pull it down, you'll be able to get inside. Take the give
way sign and go back up to the oasis.
Go west up there a bit. Now you'll find the path is blocked by a giant worm and
a ninja who speaks to you. The giant worm is surrounded by treasure and stupid
objects. You can take the spray can of shaving foam from the bath full of gold.
But you can't take anything else because Shinobido the ninja says that the worm
is his master and the Master always says no.
Use the shaving foam on the sign and Skar will make an OK sign! Give the OK sign
to the Jambalian worm, who will now say OK to everything, allowing you to have a
razor, one of his great treasures. Go back to the oasis and use the razor on the
bark of the palm tree to obtain a piece of bark. Combine it with the chewing gum
to make a lasso. Now go back to the tornado and use the lasso on the spinning
door. It will take some skill to get it as it's spinning round. Once Skar
captures it with the lasso, the door will fall to the ground. Interact with it
to get into the tornado.
Here you will meet Aytch Two, a big water-container who needs to fill up the
oasis. Now you need to get him and yourselves out of the tornado. There are two
ways of getting out: either you make yourselves heavier, or you make yourselves
lighter, and obviously you need to get Feefee out before Skar. Take the flying
desert stingray and combine it with the lasso to create a kite. Give the kite to
Feefee, who will fly away. Now pick up Aytch Two, to weigh Skar down. Skar will
get out along with Aytch Two, who will be in the inventory.
Now go back to the oasis and you'll see Aytch refilling it. Out of the oasis
comes Mrs Aquaria, the queen of the sparkling waters, who is indebted to you and
can give Skar an object. Talk to her and ask her for sparkling water. You will
obtain some gasol water, the gassiest water in the universe. Now use the
worm-microphone on the oasis as a fishing line and you'll catch a drill fish.
Use the Zapper on the oasis too to obtain a Zapper full of water.
Now go west up there a bit to where the giant Jambalian worm is and use the
drill fish on him, thereby making a hole in his belly. Now use the bottle of
gasol on the worm with a hole, which will make him bloat to the point that he'll
fly away and clear the path. Use the interact command to head on towards the
inscribed slab.
You are now in front of a stele (an inscribed slab) with a hole in it. For now,
there's nothing you can do, so interact with the temple on the horizon to head
towards it. Now you'll find yourself at the entrance of the temple with little
Calippo. If you talk to him, you'll discover that he is hunting for metallorius,
a mineral in the form of a tangled ball, and that he would do anything to have
it.
Hence use the keys on the hungry statue, which will spit out a yukky ball of
metal. Give it to Calippo and he will swap it for some iron oven mitts. Now you
just need to take the serpent's eye that's attached the door, only it's stuck,
so use the Zapper loaded with water to make it fall out. Now that's it's fallen
out, you can't pick it up because it's scorching hot, so use the iron oven mitts
on the eye. Now go back to the stele and use the serpent's eye on the hole.
Watch the clip and prepare yourself for the final chapter!
Chapter Six: The Return of a King
You've got this far?? Really? You? In that case, you can't stop now. You're
nearly at the finishing line and Skar is about to bring his adventure to a
close, so fire up your mouse because now the action's about to start!
- Answer the first question.
- Answer the second question.
- Win the battle of the Bridge of the End.
- Win the final battle.
You start off in the room full of gold where Feefee is transfixed by a golden
capital and won't follow Skar. You therefore need to find a way of bringing him
out of his daze. Additionally, Calippo is with you, swimming in the gold.
If you look closely at the top right, there's a gold spray you can pick up,
while at the bottom right you'll find a carton of milk to be picked up. If you
talk to Calippo, he'll tell you that he has found a statue, but he'll only give
it to you in exchange for a machine that makes some materials that he can sell.
Go into the test room, where, in a cutscene, you'll be asked a question on
capitals and Skar will end up falling into yet another room.
Now you're trapped along with Rafaèl the treasure-hunter, who will immediately
give you El Porco, his faithful sniffer pig. Skar can't reach the steps and has
to find a way of getting there. Take the bridge that fell down along with you
and use it on Rafaèl. Skar will then be able to walk over it and escape the
trap, ending up in the hall of monsters.
In the hall of monsters there are two empty pillars. For now, you can't do
anything with them, so examine the statue of the monster Scaccolus and you'll
discover that it's allergic to milk. Use the carton of milk on him and he'll
sneeze an ice tray out at you. Now go back up to the test room and then back to
the gold room.
Now use El Porco on the capital to make Feefee see it's a fake, but he's not
interested. So use El Porco on Feefee. He'll hit Feefee and bring him round. Now
there'll be a cutscene in which Feefee will answer the first question
immediately, however this will take him to the second question, which asks what
King Dune's natural enemy is.
Now you need to find the answer. Go back into the gold room and give Calippo the
ice tray. All enthusiastic, he'll give you the statue of Bistianapolis, an
ancient warrior. Now go back into the test room and use the gold spray on the
painting of King Dune. The painting will melt and you'll find a statue of King
Dune behind it. Now go down into the hall of monsters and put the statue of King
Dune on the pillar in the middle and the statue of Bistianapolis on the
left-hand pillar.
Now that you've done this, the King Dune statue will fire a beam at the other
statue, knocking its head off. Pick up Bistianapolis's head as proof for the
second question. Show the head of Bistianapolis to Aloysius the Lamassu, showing
him that Bistianapolis was the natural enemy of King Dune. Now you can cross the
Bridge of the End.
Watch the final cutscene and immediately afterwards prepare yourself for battle.
To solve this puzzle, you need to consult the parchment that you have the
inventory and work out the combination of moves that beat your opponent's colors.
To make all this easier, here is the solution and the moves you need to use one
after the other for each color:
To defeat the blue bullet:
- Mother-in-law's scream!
- Hellenistic punch!
- Chicken kick!
To defeat the orange bullet:
- Eyes on the cleavage!
- Hellenistic punch!
- Eyes on the cleavage!
To defeat the pink bullet:
- Chicken kick!
- Eyes on the cleavage!
- Mother-in-law's scream!
To defeat the green bullet:
- Hellenistic punch!
- Chicken kick!
- Hellenistic punch!
After winning the final round, the second-to-last clip of the game will play.
After the clip you'll find yourself face to face with Saturn Hood again.
Begin by rummaging in Saturn Hood's bag and you'll find a mask and a pair of
nail clippers. Then use the nail clippers on the dancing scale at the bottom
left to cut it off, and then you'll see some mysterious slime. Now use the spray
on the mysterious slime, thus creating a sticky orange slime. Use the mask on
the sticky slime and you'll get a sticky mask.
Give the mask to Saturn Hood, and Skar, playing a very simple psychological
trick, will make him put it on. Now you just need to deal Saturn Hood the coup
de grâce. Take a feather from King Dune's feathery wing and use it on Saturn
Hood to make him fall down in a faint.
Take his suction boots and use the interact command to go towards King Dune's
head. You are on King Dune's head and now you must face the real villain of the
story. To avoid spoiling the surprise, I won't say who it is.
Anyway, after a conversation between the mysterious villain and Skar, you need
to use the nail clippers on King Dune's mustache to cut off one of his whiskers.
Then talk to the villain about your old friendship, thereby obtaining a golf
ball. Throw it at him and the villain will put you on the alert by revealing to
you that it's a bomb. Attach the bomb to the whisker, then put one of the
suction boots on the King's crown.
Put the bomb that's tied to a whisker into the boot. Pull the string and, after
the explosion, the ruby next to the crown will tilt, blinding the villain and
making him fall off. After falling, the mysterious villain will leave a club
behind on the crown. Take it and examine it to discover that it has a blade. Use
the blade on the large pillow and prepare for the final clip, ladies and
gentlemen.
Congratulations, you have completed one of the zaniest adventure games ever!
Thanks to Paolo for the translation |