YEAR: 2006
GENRE: Point & Click Adventure
WHERE TO GET IT: Trumgottist Entertainment
JUNGLE
You are Frasse - a
cute, blue, fluffy monster. You live a peaceful life in the jungle.
While taking a walk, you suddenly hear a voice calling for help. It
sounds like your friend Gurra, and it‘s coming from somewhere on the
left. Walk left to the block of stone.
GURRA’S CAVE
Look at PAPER on the ground. The King is offering
a reward for anyone who can bring him the magic Peas Of Kejick. That
sounds like a fun adventure. You decide to travel to Kejick, and look or
those magic peas. Pick up PAPER from the ground.
Now look at block of stone on the left. It’s fallen down, blocking the
entrance to Gurra’s cave, and trapping him inside. You have to help
him. Talk to the block of stone, and tell Gurra that you will find a way
to free him. Try to pick up the big block of stone, but you’re not strong
enough. Hmm, you need to think about this. Walk right, back to the
jungle.
JUNGLE
Look at the bananas
in the banana tree, and try to grab them, but they are out of reach. Head
up to the Casa Blanca Restaurant.
CASA BLANCA RESTAURANT
Look at the
mailbox, and open the mailbox to find a leaflet. It’s of no interest to
you, so you put it back. Now enter the restaurant.
INSIDE CASA BLANCA RESTAURANT
Look at Peculiar Man in the green t-shirt, and talk to him. He won’t
help you rescue Gurra. Look at the man in funny clothes, and talk to
him. He tells you that he’s a Herald, and he doesn’t have time to help
you. Talk to Blake Richards, and ask him to help you.
Unfortunately, Blake can’t leave the restaurant. Show PAPER to
Blake. He warns you that the Peas are guarded by a fierce dragon, so you
shouldn’t go alone. Now look at the WOODEN BANANA on the
bar. Blake tells you that he keeps it there to advertise his banana
beer. When you’re ready, leave the restaurant.
CASA BLANCA RESTAURANT
Use the upper-right
path that’s next to the restaurant, so you are behind the restaurant.
BEHIND CASA BLANCA RESTAURANT
Look at ROPE in the tree, and try to grab it, but you
can’t reach it. Look at chameleon in the tree. Pick up wooden box,
to put it over your head. Now click on the ROPE to move
the box underneath the rope. Now click on the ROPE again.
This time, you climb onto the box and grab the ROPE. Now you
still have to rescue Gurra. Pick up the wooden box again, to put it over
your head. Now head right, and make your way back to Gurra’s cave.
GURRA’S CAVE
When you reach Gurra’s cave, you should still have the wooden box over
your head. Now take a good look at the stone blocks. Does it remind
you of anything? How about Tetris? And we all know the aim of
Tetris is to score points by building solid lines. So put the wooden box
down next to the stone block on the left, and watch the magic happen.
Voila! The entrance to Gurra’s cave is no longer blocked. Gurra
thanks you for freeing him. Now you can switch between Frasse and Gurra,
whenever you want. Talk to Gurra if you like, but he’s unsure how he
became trapped in the cave. Show the PAPER to Gurra to
tell him about the Peas Of Kejick. He agrees to accompany you on this
adventure. Enter Gurra’s cave.
INSIDE GURRA’S CAVE
Look at painting on the wall. Look at rug on the floor. Look
at glowing mushrooms on the ceiling. Look at bookcase. Look at
red MUSHROOMS next to book case. Yikes! A
spider! You don’t like spiders! Switch to Gurra by clicking on
him.
As Gurra, look at RED MUSHROOMS and eat RED
MUSHROOMS. You accidentally eat the spider - tasty! Switch back
to Frasse by clicking on him.
As Frasse, pick up RED MUSHROOM. Now that the spider’s
gone, you’re not afraid. When you’re ready, leave the cave.
GURRA’S CAVE
Walk right to the
jungle with the banana tree.
JUNGLE
Look at the banana
tree - those bananas are too high up for you to reach. Switch to
Gurra.
As Gurra, kick the banana tree to knock the BANANAS down.
Switch back to Frasse.
Pick up the BANANAS. You also get a BANANA
FLOWER. Take the upper-right path, to the restaurant.
CASA BLANCA RESTAURANT
Enter the
restaurant.
INSIDE CASA BLANCA RESTAURANT
Talk to Peculiar Man with the Loom t-shirt. Now remember
that WOODEN BANANA on the counter. Give your BANANA
FLOWER to Blake. He thinks that’s a much better advertisement
for Banana Beer, so he throws the WOODEN BANANA out the
window. Let's have some fun with Gurra now. Switch to Gurra.
Look at Peculiar
Man with the Loom t-shirt. Look at his Loom t-shirt. Talk to him
and work through all the topics. You soon learn that those strange 'Loom'
birds are very fond of bananas. Now look at Blake Richards. Talk to
Blake and work through all the topics. When you’re ready, switch back to
Frasse, and leave the restaurant.
CASA BLANCA RESTAURANT
Take the
upper-right path, so you are behind the restaurant.
BEHIND CASA BLANCA RESTAURANT
The WOODEN BANANA that Blake threw away is lying on the
ground here. Pick up WOODEN BANANA. Walk right, to
return to the front of the restaurant.
CASA BLANCA RESTAURANT
Walk left to Ike’s
Boats.
IKE’S BOATS
Look at Ike and
talk to Ike, to ask him about boats. Switch to Gurra.
As Gurra, look at
Ike - he doesn’t look well. Talk to Ike and work through all the
topics. It would be nice if you could help poor Ike with his
sneezes. Switch back to Frasse, then walk left to the cliff top.
CLIFF TOP
Walk left a few steps, so you can see the Loom Bird. Look at the
Loom Bird and try to talk to the Loom Bird - it doesn’t pay any attention to
you. From previous conversations, you know that Loom Birds are very fond
of BANANAS. Throw WOODEN BANANA at the Loom
But to know it out. Switch to Gurra.
As Gurra, swim over to the small island and retrieve the LOOM
BIRD. Switch back to Frasse.
You automatically took the LOOM BIRD from Gurra.
Now head right, and continue right, until you reach Casa Blanca
Restaurant.
CASA BLANCA RESTAURANT
Enter the
restaurant.
INSIDE CASA BLANCA RESTAURANT
Talk to Blake and ask about a sneeze cure. Blake has a good
recipe, but he needs some ingredients before he can mix up a batch. Take
the list of SNEEZE CURE INGREDIENTS from the counter.
Look at the list to learn that you need HONEY, SPIDER BALL
MUSHROOM, BANANA BEER, and BANANA. You
already have some of those ingredients, so give him SPIDER BALL (RED)
MUSHROOM and BANANA. When you’re ready, leave the
restaurant.
CASA BLANCA RESTAURANT
Walk down to the
jungle with the banana tree.
JUNGLE
As Frasse, climb
that big tree on the right.
BIG TREE
This is your home, Frasse. Have a quick snooze on the branch if
you like. Talk to the bees, and ask for some honey - they refuse.
Maybe you need someone who can be more… persuasive. Tie ROPE to
the branch, then climb down the tree.
JUNGLE
Switch to
Gurra. Use the rope to tie it to yourself. Frasse automatically
hoists you up into the tree.
BIG TREE
Talk to the bees, and work through all the topics with them. Keep
asking them about sneezes until they give you some HONEY. Now
leave the tree.
JUNGLE
Switch to Frasse, and take the ROPE back. Walk up
to the Casa Blanca Restaurant.
CASA BLANCA RESTAURANT
Enter the
restaurant.
INSIDE CASA BLANCA RESTAURANT
Give HONEY to Blake. If you haven’t already done
so, give the other ingredients to Blake as well. He gives you the SNEEZE
CURE. Leave the restaurant.
CASA BLANCA RESTAURANT
Walk left to Ike‘s
Boats.
IKE’S BOATS
Give SNEEZE CURE to Ike. He quickly feels
better. To show his gratitude, he gives you a free boat, which he has
transported down to the beach. Walk left to the beach.
BEACH
Your boat is here,
but it’s in a big wooden box. Look at the box, then open the box.
The boat is in pieces, and you have to assemble it yourself. Click on box
with parts to get the various pieces. You can also drop pieces onto the
beach. Now assemble the boat as so:
- Use medium boat
piece from box with Starboard side.
- Use large boat
piece from box with Starboard side.
- Use medium boat
piece from box with Port side.
- Use small boat
piece with beach.
- Click on port
side to get medium boat piece.
- Click on box to
put medium boat piece away.
- Use small boat
piece from beach with port side.
- Use medium boat
piece from box with port side.
-
Use small boat piece from box with beach.
- Click on Starboard side to
get large boat piece.
- Click on box to put large
boat piece away.
- Click on Starboard side to
get medium boat piece.
- Click on box to put medium
boat piece away.
- Use small boat piece from
beach with Starboard side.
- Use medium boat piece from
box with Starboard side.
- Use large boat piece from
box with Starboard side.
- Use small boat piece from
box with beach.
- Use large boat piece from
box with Port side.
- You
should have a small boat piece left over.
You have now
assembled the boat, but you still need to find a way to make it sail.
Click on the right edge of the screen to exit this close up.
Remember the LOOM BIRD that you got earlier. In
your Inventory, use ROPE with the LOOM BIRD to get TIED
BIRD. Now use TIED BIRD with the boat. Your
boat is all ready to sail. It just needs to be placed into the
water. Switch to Gurra.
Kick the boat into
the water. You automatically sail to Kejick Island.
RIVERSIDE
Switch to Frasse. Look at WOOD on the left side
of the screen and pick up WOOD. Walk up to the clearing.
CLEARING
Look at the BIG LEAVES, and pick up the BIG LEAVES.
Woah! There’s a troll hiding in those leaves. Look at the troll and
talk to the troll. None shall pass! He’s blocking the path into the
mountain, so how are you gonna get past him? Walk right a few steps, look
at the pink flower, and try to take the pink flower. This is a Mimosa
flower. Now look at the red monster and talk to the red monster to learn
that his name is Affe. Talk to Affe again, and he’ll tell you that he
gets headaches. Now look at those BERRIES on the bush on
the right, and take some BERRIES. Eat the BERRIES -
you have to relieve yourself. Switch to Gurra.
As Gurra, talk to
Affe (the red monster) and work through all the topics. Make sure you ask
about the troll, bathroom, and dragon. Now walk left to the troll, and
continue left to Tom the giant.
BOTTOM OF THE MOUNTAIN
Still as Gurra,
look at Tom, talk to Tom, and work through all the topics. It turns out
that Tom and his twin sister are also searching for the magic Peas Of
Kejick. Switch to Frasse.
As Frasse, look at STONE on the ground, to learn that
it’s a piece of FLINT. Pick up the STONE FLINT.
Look at the backpack on the ground next to Tom, and open the backpack to find
a PICKAXE. Look at rope hanging from the mountain, and climb
up the rope.
MOUNTAINSIDE
Look at the woman climbing the mountain, and talk to her. This is
Laura, sister of Tom. Talk to her again, and she tells you that she’s
climbing the mountain. Look at fireplace on the right - it’s been a while
since it was last used. Maybe you can rectify that? Place WOOD into
the fireplace, then use STONE FLINT on the fireplace to light
it. Now use the BIG LEAVES in the fireplace to create
thick smoke. Climb back down the hanging rope.
BOTTOM OF THE MOUNTAIN
Walk right to the
troll.
CLEARING
Switch to
Gurra. Talk to the troll and work through all the topics. When you
mention the dragon, you manage to convince him that the dragon is coming
(thanks to the fire Frasse lit in the mountain), and he runs away. The
mountain path is clear now, so head up the path, to the Two Zaks.
THE TWO ZAKS
Still at Gurra,
look at each Zak to see the signs around their necks. Talk to North Zak
and work through all the topics. Talk to South Zak and work through all
the topics. Both Zaks are extremely stubborn, and refuse to budge.
So your way forward is blocked, until you can persuade them to move.
Switch to Frasse.
As Frasse, talk to both Zaks. Give BERRIES to the
North-Going Zak. Now both Zaks have to relieve themselves, but they are
still too stubborn to move. Switch back to Gurra.
Talk to the North-Going
Zak, and talk about relieving himself. Gurra and Frasse will end up
holding the signs, while both Zaks go to relieve themselves. Quickly
switch back to Frasse.
As Frasse, Give the SOUTH SIGN to Gurra, so you both
switch signs. Now Frasse has the NORTH SIGN, and Gurra has
the SOUTH SIGN. When the Zaks return, they don’t realise that
they are now holding the wrong signs. Switch to Gurra.
As Gurra, talk to
Zak on the left, and ask about compass directions. The Zaks will get
confused about which way they are supposed to be going, and leave. Switch
to Frasse.
Continue up the
path to the top of the mountain.
TOP OF THE MOUNTAIN
Look at FLAG and take the FLAG. Look
at the flag pole, which is really a SPADE. Try to take
the SPADE, but it’s stuck. Use your PICKAXE on
the SPADE to dig it up. Now climb down to where you saw
the Two Zaks again.
THE TWO ZAKS
Look at the big pile of snow, and pick up a SNOW BALL.
Now use SPADE on the big pile of snow to reveal a
tunnel. Enter the tunnel (you automatically return the PICKAXE to
Tom).
THE COLOUR CAVES
You’re automatically in control of Gurra now. You’ve been
separated from Frasse, and you need to find him. I recommend you SAVE
YOUR GAME here, in case you get lost. When you’re ready, walk
right, into the next room.
Your instinct tells
you that you’ll find Frasse in a blue room. Look at map on the wall. It
seems that these caves have some kind of colour magic. Depending on what
colour you are, you can enter different parts of the cave. Walk left into
the next room.
Look at the
ladder. Look at lever in the ceiling. Look at purple light in the
ceiling. Look at shelf on the right. Kick the ladder so that it falls
down and lands on the rock. Now kick shelf on the right, so that the
boulder falls onto it, catapulting you up so you can flip the lever in the
ceiling. Continue forward into the next room.
This is a dark
room, with 3 coloured doorways. Look at sparks in the ceiling. Go
through the middle door.
You find yourself
in an orange room. Look at the device on the ground. Look at orange
light in the ceiling. Now head back through door on the right (the way
you came in).
You’re now reunited
with Frasse. Switch to Frasse, then walk through door on the right.
As Frasse, you’ll find yourself in a red room. Since Frasse is a
different colour than Gurra, you can access different parts of the cave.
Look at device. Look at SIGN on the wall, and take note of the
warning. Look at door. Look at wooden box. Look at
carpet. Take the SIGN on the wall, and look at the THING that
was hidden in the wall behind it. Pick up the THING.
Now you have to change colour, so that you can access different parts of the
cave. Pick up wooden box to put it over your head. Head through
either doorway - it doesn’t matter which.
You find yourself
outside the caves again. Still wearing the box, enter the caves
again.
You’re in the dark room with 3 coloured doorways. Put the box down
next to the sparks (click on sparks in the ceiling). Now look at the
sparks in the ceiling, and use the THING in your Inventory
with the sparks to make the room turn brown. Pick up the wooden box
again, to put it over your head. Walk through door on the right.
You’re in the red
room. Put the box down on the carpet. Your colour is blue again,
which means you’ll access different parts of the cave. Walk through door
on the left.
You’re in the orange room. Look at DEVICE and
pick up DEVICE. Walk through door on the right.
You’re in a green
room. Head through door on the right.
You’re outside the
caves again. Don’t worry, just enter the caves again.
You’re reunited
with Gurra. Now remember in the red room, there was a sign warning you
about the dragon. You need to find a way back to that room. Switch
to Gurra.
Walk through door
on the right.
You’re in the
orange room. Head through door on the left.
You’re back in the
red room now. Look at the device, and talk to the device. Hey, you
can talk to Frasse using this device! Talk to the device again, and
you’ll switch to Frasse.
As Frasse, look at the lever on the wall. This controls door in
the red room (where Gurra is). Now look at SIGN in your
Inventory. It says 'OPEN + NOW = MAGIC'. You need to convert that
into numbers. This part is complicated! Remember the map that Gurra
saw at start of the caves. It tells us that the letter O=9.
Therefore, you have to change the other letters into numbers, thereby
converting the word MAGIC into numbers. The answer is:
MAGIC = 10257
Use lever on the wall, and then use up and down arrows to show
10257. Now pull the lever. That seems to be the right combination. SAVE
YOUR GAME HERE. In your Inventory, talk to the DEVICE to
switch back to Gurra.
As Gurra, you’re in
the red room. Quickly kick wooden box to stop the 'Warning' door from
closing. Now walk up, through the ‘Warning’ door.
You‘re in a dark
grey room, with another communication device. Talk to the device, and
you’ll switch back to Frasse. All this switching is making me dizzy!!!
As Frasse, head up
through door on the right.
You’ve reached the
red room again. Go through the ‘Warning’ door.
You’re back with Gurra again. Look at the hot rock on the
left. Use SNOW BALL on the hot rock to cool it
down. Now walk left a few steps, and look at the PEAS.
This is what you’ve been searching for. The moment you’ve been waiting
for. Pick up the PEAS. However, in your excitement, you
let out an enthusiastic yell… which wakens the dragon. RUN!!!
You need to find a quick escape route from the caves. In your
Inventory, use BANANAS with SMALL BOAT PIECE to
create a BOAT PIECE WITH BANANA. Now use BOAT PIECE
WITH BANANA with the mountainside to escape. You arrive back at
the riverside, where your boat is.
RIVERSIDE
Try to use your boat. Unfortunately, you had already released the
Loom Bird that was powering the boat, so you have to find something else to
power it. Try to walk up the path - the dragon finds you, stops you, and
demands that you return the PEAS OF KEJICK to him.
Show PAPER to dragon, and explain that you are on a mission
for the King. Now that the dragon (named Houston) knows why you need the
PEAS, he flies you back to the castle.
THE CASTLE
Talk to Houston to
thank him for the ride. Look at the cell window in the castle wall.
Walk up the path next to the castle, to the front of the castle.
Look at the guard, and talk to the guard. He won’t let you past
without a good reason. Give PEAS to the guard.
Unfortunately, Jonfrey, the High Wizard, shows up, takes the PEAS,
and orders you to be thrown into a prison cell.
PRISON CELL
Look at all the scribblings on the wall, and find the drawing about
instructions for folding a paper plane - it‘s on the back wall, near the
bed. Use the SNEEZE CURE INGREDIENTS list with this
drawing, and you make a PAPER PLANE. Throw PAPER
PLANE out the window, to attract Houston’s attention. Houston
will rescue you by burning a hole in the wall. Now simply exit through
the hole.
THE CASTLE
Pick up PAPER PLANE that landed at Houston’s
feet. Look at cell window on the left, and talk to the cell window.
Cassie is being held prisoner in this cell. Work through all the dialogue
with her. When conversation is over, walk right a few steps to the ROSES next
to the door. Look at ROSES and take the ROSES.
Walk left, back to Cassie’s cell window. Use ROSES with
the cell window, to give them to Cassie. Walk right a few steps again,
and enter through the door.
KITCHEN
Talk to Tekla the cook, and work through all the dialogue. You
finally why the King wanted the PEAS OF KEJICK so badly.
Apparently, the King’s daughter has been kidnapped. The High Wizard
Jonfrey is blaming in on monsters (like you and Gurra). Once the King
activates the power of the PEAS, he’ll be able to attack the
monsters that are responsible for his daughter’s kidnapping. Hmm, there’s
something not quite right here! Look at wooden box with potatoes.
Look at bowl of red fruit on the counter. When you’re ready, walk through
door on the left.
LARDER
The larder is full
of cheese! Look at huge lump of cheese at bottom of the screen, and pick
up huge lump of cheese. Leave the larder.
KITCHEN
Head through door
on the right.
STAIRS
There’s a circular
staircase here. Climb up the stairs, all the way to the top, ignoring all
the doors along the way. Climb up the ladder.
HIGH WIZARD JONFREY’S LAB
This is where Jonfrey has his lab. Walk right a few steps, and
look for the POT in the bookcase. Use cheese with
the POT, then pick up the POT. Now leave the lab
through tunnel at bottom of the screen.
STAIRS
Look at door on the
right, and notice the small golden crown. This must be the Princess’s
room. Try to enter the room, but it’s locked. Head back down the
stairs, all the way to the bottom. Walk down into the kitchen.
KITCHEN
Leave the kitchen
and go back outside.
CASTLE
Walk left a few steps, to Cassie’s cell window. Talk to Cassie
through the cell window, and tell her that 'The door to the princess's
room is locked'. She will tell you about a secret tunnel that can be
accessed from the Dining Room. Now end the conversation. Now give
POT (with cheese) to Houston, and ask him to heat the cheese for you. You
automatically pick up the POT with melted cheese again.
Walk right a few steps, and enter through door, into the kitchen.
KITCHEN
Head through door
on the right.
STAIRS
Climb part-way up
the stairs, and go through first door on the right.
DINING ROOM
Walk right a few steps, and look at flag on the back wall. Use the
flag. You enter a dark room, with a very, VERY big dog! Look at the
dog, talk to him, and work through the dialogue with him. He won’t let
you past. Give POT with melted cheese to the dog to make
friends with him. He’ll let you past now.
PRINCESS’S BEDROOM
You’re in the Princess’s bedroom now. You need to find evidence
that Cassie is not responsible for the Princess being kidnapped. Explore
the room. Look at space under the bed, and use space under the bed, to
find a green THINGAMABOB. Exit bedroom through door in the
back wall.
STAIRS
You’re back in the
spiral staircase. Climb up the ladder, into the High Wizard’s lab.
HIGH WIZARD JONFREY’S LAB
Look at the open book on the table. Use your green THINGAMABOB with
the open book, and you will learn that it is a TRANSFORMATION
THINGAMABOB, created by Jonfrey. Hmm, why would Jonfrey want to
create a TRANSFORMATION THINGAMABOB? And why was it under the
Princess’s bed? When you’re ready, leave the lab through tunnel at bottom
of the screen.
STAIRS
Climb down one
flight of stairs, and enter through door on the left.
THRONE ROOM
This is the King’s Throne Room. Use THINGAMABOB with
the King, as proof of Jonfrey’s treachery. Now talk to the King, and work
through all the dialogue. Notice that the Princess’s name is
Cassandra. Cassie, for short? The monster from the cell is called
Cassie. All the pieces of the puzzle are falling into place.
Jonfrey will now reveal his true colours… and he is arrested for high
treason.
You have saved the
kingdom and rescued the Princess. Hurrah! You get to choose your
reward. However, it doesn't matter which reward you pick, you will always
end up with a lifetime supply of cheese! Enjoy.
The End.
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