Well,
don't just sit there in the dumb canoe: Let's get going! Go
south twice to the Pagoda. DROP CASE AND PADDLE. Now GET OPENER
AND CAN. LEAVE CANOE and go down the steps. Your path will
be blocked by a large mound of dirt. Who likes dirt better
than worms? OPEN CAN WITH OPENER, then DROP OPENER, and PUT
WORMS ON DIRT. DROP CAN. The worms will make short work of
loosening the dirt. MOVE DIRT then go east twice, and you'll
find some diving equipment. GET ALL, then go west twice, and
up. Time to go for a swim!
First
REMOVE TROUSERS AND SHIRT. Now WEAR WETSUIT, FLIPPERS, AND
MASK. (Don't put on the aqualung yet: You start using air
as soon as you put it on, and you don't have much to spare.)
Do an INVENTORY here just to be sure you're not carrying anything
except the charms. It's okay to keep wearing the spectacles
and gloves though.
Go north, down, and northwest. WEAR AQUALUNG, then go north,
and you'll find a hatch. OPEN HATCH and go down. You'll see
a panel, so EXAMINE PANEL, then EXAMINE BUTTONS. Now PUSH
LEFT BUTTON, then REMOVE AQUALUNG. EXAMINE DOOR, and TURN
WHEEL THEN OPEN DOOR. Go east and down. EXAMINE DESK. On it,
you see a notecase. EXAMINE NOTECASE and TAKE COIN. OPEN DOOR
then go east. You'll see a chandelier that appears to be concealing
something, but it's too high for you to reach.
Go west,
up, west, and PUSH RIGHT BUTTON. Now east, down, east, and
WAIT for the water to reach your scrawny neck. WEAR AQUALUNG,
and WAIT until "everything is underwater." Go up
and EXAMINE CHANDELIER, then GET CHARM. Go down, west, up,
west, and OPEN HATCH. Then go up, south, southeast, up, south,
and you're back at the Pagoda.
Now that
you're safe on shore, EXAMINE UNICORN CHARM, and you'll find
the word "WATCHERCALLIT" on it. This is the charm
that makes things come back to you. Drop the aqualung, wetsuit,
flippers, and mask, then WEAR TROUSERS AND SHIRT. GET IN CANOE,
and GET PADDLE AND CASE. Now go north then southwest, and
you're at the Conifer Wood. DROP PADDLE THEN LEAVE CANOE,
and go south to the Village Green.
Let's
visit the Bakery first. Go northwest and READ NOTICE. Now
ASK FOR JOB, and the Baker will give you some instructions.
Go down then east to the Larder. That flour sack looks promising.
OPEN SACK then SIFT FLOUR WITH SIEVE. Another charm! Go west
to the kitchen. EXAMINE TABLE and you'll see a baking tin
with some dough in it. You don't want the baker to find out
you stole the charm, so PUT CHARM IN TIN. OPEN OVEN, and PUT
TIN IN OVEN THEN CLOSE OVEN. PUSH BUTTON and the bread will
be done to perfection.
But WAIT!
You don't want to be stuck here baking bread for the rest
of your life, do you? PUSH BUTTON again, OPEN OVEN, and GET
BREAD. About this time, the baker will show up and search
you for the charm. He won't find anything, of course! Go up,
and the baker will follow you. If you try to leave with the
bread, you won't be able to because the baker wants to see
how you've done. SHOW BREAD TO BAKER, and he'll take a bite
out of it. He'll be so disgusted with the overdone bread,
he'll throw it (and you) out the door!
Now GET BREAD THEN EAT IT. You'll be left with the pelican
charm. EXAMINE PELICAN CHARM and you'll find the word "DOOFER"
on it. This charm will animate things. DROP CASE.
Next stop:
the Village Pub. Go southeast into the pub. Reading the sign
behind the bar will tell you that you have only enough money
for a beer. Since it's the only money you have in the world,
you don't want to spend it foolishly! WATCHERCALLIT COIN,
then BUY BEER WITH COIN. As soon as you buy the beer, the
coin will reappear in your hand! You can DRINK BEER if you
wish, but what you MUST do is WATCHERCALLIT GLASS.
Take a
look at the hearth. There's a raging fire in there. Try a
little more of your magic: OOJIMY FIRE. The fire will go out,
leaving an ash behind. GET ASH. Ignore the bartender's insults,
go north to the Beer Garden, and down into the well. There
you will see another coin. GET TWO-FERG COIN and climb back
up. If you EXAMINE TWO-FERG COIN, you'll discover that this
one can only be spent once, so you'd better spend it wisely!
Go south
and northwest. The bartender will snatch the glass from you
when you leave, but you'll soon have it back again. Go southwest
to the carousel. DOOFER UNICORN. The animal will spring to
life and fly away, leaving the saddle behind. While you're
here, DOOFER FIRE ENGINE, and it will take off, leaving its
ladder behind. GET SADDLE then northeast and GET SOCK. Now
PUT ASH IN CASE. Go northeast into the Post Office. Take note
of the ringing bell on the way in. When the Postmistress shows
up, SEND SADDLE TO STATION.
(I have
to apologize here. There is absolutely NO CLUE at this point
to indicate that you should mail the saddle to the station.
WHAT Station? However, by the time you find out about the
Station and figure out that you have to mail the saddle to
it, you will have gone a LONG way out of your way, and will
have to go through some really strange shenanigans to get
the job done. It's a lot easier to pretend you have ESP, and
just mail the dratted thing NOW!)
Anyway,
the Postmistress will weigh the saddle and tell you it comes
to two fergs. There goes your one-time-only two-ferg coin!
GIVE TWO-FERG COIN TO POSTMISTRESS.
When you entered the Post Office, you saw a safe set into
the wall. It sure would be interesting to get into that safe,
but how can you do that with the stupid bell announcing your
entrance every time? At this point the Postmistress will bend
down behind the counter looking for something. While she's
down there, PUT SOCK IN BELL and that will take care of the
alarm. Now you can OPEN DOOR and go southwest.
You can
immediately go back northeast to the Post Office; this time
you will enter silently, and it will be empty. EXAMINE SAFE
and you will notice four handles at the four corners of the
safe.
Playing
with the handles quickly reveals that they are interactive.
So Merlin, the master safe-cracker, will save you some time.
TURN BOTTOM RIGHT HANDLE. TURN TOP RIGHT HANDLE. TURN BOTTOM
RIGHT HANDLE. TURN BOTTOM RIGHT HANDLE. Finally, TURN TOP
LEFT HANDLE, and the safe will be unlocked!
OPEN SAFE
and LOOK IN SAFE, then GET CHARM, and you'll have the fifth
(and last!) charm. OPEN DOOR and go southwest. EXAMINE DRAGON
CHARM, and you'll find the word "THINGY" on it.
This charm clears up the weather. GET CASE, go southwest,
then DROP CASE. If you LOOK THROUGH WINDOW, you'll notice
the clockmaker is busy at work, and there's an oil lamp burning
in the workshop. You need to get him out of the shop: time
to get destructive.
GET BOTTLE
then KNOCK ON DOOR. The clockmaker will leave the workshop
to answer the door. THROW BOTTLE AT LAMP. The clockmaker will
rush back in, find the fire, and run out the door. The place
is now yours to explore.
GET LADDER
and go southwest. If you EXAMINE ladder, you'll discover that
there are a few rungs missing. That stool might make up for
the missing rungs, but it's awfully hot! OOJIMY STOOL and
GET STOOL, then go east in the clock. LEAN LADDER AGAINST
GIRDER, and DROP STOOL. Before we go up, let's go get some
supplies.
Go west
and northeast. GET SHOES THEN WEAR THEM. GET HARMONICA, ASH,
MATCHBOX, AND CANDLE. Go back southwest, and east. GET ON
STOOL, then CLIMB LADDER. JUMP north, and you're on a platform.
Read the description carefully. You need to have the Rain
Weatherman close to you. If it is, fine. If the Sun Weatherman
is close to you, THINGY. The weather will change, sending
the Sun Weatherman outside, and the Rain Weatherman inside.
Now EXAMINE RAIN WEATHERMAN and TAKE HAT. HOLD ONTO RAIN WEATHERMAN
and DOODAH. As it begins to rain, you'll be carried outside
with the Rain Weatherman. There, you'll see a friendly cloud,
which will come to a halt near you.
GET ON
CLOUD, then DOOFER CLOUD, and say goodbye to the village!
|