As soon as you've watched the intro and the talking is over, save your game
and explore your surroundings before you start playing in earnest. Draw a
simple map made up of squares connected by lines, you are going to need it
till you can find your way around blindfolded.
Remember that it's not enough to wave the cursor around, you have to click on
EVERYTHING in order to find items.
This is one of those games in which it would appear there is more than one
solution to the same problem and, more often than not, no solution at all. For
instance, if you embark on a particular path, although the alternative
possibilities continue present to confuse you, they won't actually work. There
are also plenty of red herrings. Add to all that that you can go about what
you need to do in each section in almost any order you like, and you will
begin to see how difficult this game really is.
I should mention that every time you play things turn out slightly different,
so don't be alarmed if events don't unfold exactly as I detail them - try
something else, and please don't blame me!
As soon as you get the Jester Staff, do not neglect to use it on everyone you
meet. And I mean EVERYONE!
The Moodometer is very important and I'll tell you when it is vital to lie or
to be nice or normal. You can ordinarily leave it at normal.
Save before you attempt anything important, I'll try to remind you at crucial
I am giving you the bare minimum here to help you solve the game. This is only
a rough guide. Do examine and try other things. The easiest thing will be to
tell you what can be done at each location and let you do it your own way.
Read the first section (KYRANDIA) through before you start, then decide how
you want to go about it.
Rummage around the rubbish dump and get a shoe, a straight nail, a broken
flask and some whole flasks. You can come back here any time and get some more
of those (save the shoe, there is only one). By the way, if you find an orange
peel, use it on Malcolm for extra points.
The Castle Gate
You could be dragged here at some point and taken to Prison, and you'll return
here afterwards. You can carry on from there. When you get the scissors, cut
both pennants for extra points. If you don't get the scissors, a broken flask
will do just as well.
This sequence only appears to take place if you waste too much time messing
around. Follow the instructions precisely. The good thing is that you get to
keep the scissors; so towards the end, put them in your inventory and don't
leave them on the floor. However, as I explain above, you don't really need
You can enter the machine at any time, which takes you to the Town Center. Do
so at least once to get the extra points.
Out of Town
You are after the mime's outfit. In order to get it, you have to place an eel
in the mime's hood; hang about till he turns around. If he does not, the time
is not yet - so go elsewhere. When you succeed, he will go into the Baths. To
follow him you need to have tied the nut-on-a-string to a hooked nail and use
that on the coin box.
Make sure the moodometer is at lying before you go in. Once inside, you talk
to the guy. Then stand by the big wheel and move the arrow to scalding hot or
freezing cold. Everyone will rush off and you will be able to get the outfit
you can see in the window.
The Town Arena
Click on the frog to move it aside. It is a good source of water, if you need
it - you can also get the odd eel simply by clicking at its mouth. Note the
footprints at the entrance.
Pick up a couple of logs here.
You need several flasks full of water. You combine the seeds with the water
and get a seedling. You put that in the hopper five times in all, so that the
arrow is pointing at the red number. Watch what happens. Puncture the milk
container with a straight nail to get some cream with a flask. You can also
speed up the process by combining the seeds with an eel and adding water; in
this case, you only need to fill the hopper twice - but then, you need to go
fishing for eels.
There are several locations here, and I'll tackle them one by one.
The Toy Factory
Open the padlock with a straight nail. Once inside, go through the other door
to Malcolm's pad. Here, look in the drawers and get the nut-and-string and the
staff under the bed. Don't be too hasty in combining the nut with a bent nail
to get the fishing tackle - read on. Oh, and you can look through the family
album, if you like.
Go out to the factory and click on the large book. You will see the shadow of
a toy. Put a log in the funnel of the machine and press the green button. You
get a toy soldier. Now manipulate the two antennae-like appendages on the
machine and click on the book again. A different shadow of a toy will appear.
If it is that of a ball, put the shoe in the funnel and press the green
button. You get a ball. Go through the routine again with the antennae and
book; you can get a toy horse by putting a log in the funnel and pressing the
green key. You should end up with three toys.
Go down the hole into the cellar. Fill all your flasks with water. (Later on,
when you have a disguise, you can stand on the carpet by clicking on one of
the apples drawn on it, then clicking on the other - see under Darm's.)
Note the bricked wall. When you are given the right information (on the other
hand, why wait?), you can combine sesame seeds with an eel to get fertilized
seeds (you can fish for eels in the sewer), put them amongst the bricks, fill
a flask with water and use that on the seeds. This busts the bricks and you
can go in. If you click on the shell and use an empty flask on it you get a
portal potion which you can use in the Arena. This is a great shortcut which
takes you to the Isle of the Cats straight away, although you miss out on the
fun of the longer solution to this particular problem. Since you can only use
the portal potion once, leave the shell alone if you don't want it; but you
get extra points for busting the hole open.
>From the cellar you can go up the stairs to the Town Hall, more
You arrive here on the magic carpet from the cellar and leave the same way. If
you were to attempt a visit without a disguise, you'll be recognized and
you'll leave quite promptly. Once you get the disguise, you can visit Darm and
he will ask for a fishcream sandwich. Give it to him and talk both to him and
to the dragon. You can use all your items on them to see if they give you any
useful info on them. Finally, use the staff on Darm repeatedly till he leaves
the room and then speak to the dragon - he will give you a clue pointing to
the bricked-up wall in the cellar.
You have to give the statue a sandwich in order to speak to it. Once you've
spoken, try your items on it and see if you can get any clues.
The Fishcream Parlour
When you enter the place it's chock-a-block full of people and Malcolm
expresses the desire to make everyone go. To get stampede points, get some
seeds, the nut-and-string and go to the dump. Place the seeds on the log on
which the squirrel is standing (near you) and use the nut on it to hypnotise
it. Now you can pick it up and go to the Parlour. Come to the front and put
the squirrel on the floor. Use the nut on the squirrel and watch. When
everybody is out and you leave, the parlour will be closed and bolted. If you
had trouble getting hold of sandwiches (and you need three), you could always
come armed with three (or whatever number) lots of seeds, fish and cream and
make the sandwiches when everyone leaves and before you go out.
The Magician Lodge
You can only enter here if you are wearing the mime's outfit. Lie when you
talk to Zanthia. You can pull the alarm which will empty the parlour -
unfortunately, it is then also locked up.
The Strange Boy
He pops up all over, but he is mostly to be found in City Limits. Be nice. You
must offer him three toys and get try to get three sandwiches in exchange. He
will accept the toys at random, so you'll have to try different ones on him.
Sometimes he will take two the same. I got lucky and had no trouble. At any
rate, you must get the sandwiches somehow. If he will not trade for all three,
then you have to get the Fishcream Parlour sorted.
Use the scissors or broken glass to get a flower.
Get another flower. Change to nice. Use the flowers on the grave to speak to
Be nice. Talk to Zanthia and she will give you a clue.
You can go to the point and use the string and hook contraption to get eels.
Later, and dressed up as the mime and carrying a sandwich, you can talk to the
dog and he will let you in the ship. Try pricking him with something sharp,
like a straight nail, to get extra points.
So, there you have it. The main thing here, as you will have gathered from all
this, is either to get the portal potion or to get the mime's outfit and to be
left with one sandwich so that you can get on the boat and sail to...
THE ISLE OF CATS
You will land in style. There is an altar here. If you were to go left, you
would see some statues. Be nice and talk both to the cat and the dog. Don't
attempt to wander into the jungle. Click on the cart to get a lift.
The cart will take you to the three locations available, at random; so that if
you turn up at the Pirates, talk to them all but get back on the cart.
In the Dog Fort you will find a machete, which is vital. Now you can go into
the jungle, but it is a very tiresome business, since you have to slash the
vegetation and kill any snakes you find before you can proceed anywhere. The
jungle wraps around on you, so you might go around in circles forever. Which
reminds me, jump into puddles wherever you see them, otherwise you die eaten
up by fleas. If you forget and are at death's point, you can always get rid of
the fleas by clicking on the character and discarding them.
Right, to save a lot of wear and tear, from the Dog Fort go left, left, left
and up, collecting all the bones you find along the way. Make sure you lie
when you talk to Fluffy. Now go left, up and up, again, collecting bones. (I
found these directions varied when I played the game again - so don't take me
Talk to the dog leaning on some rocks. Now, you can either give him a bone, in
which case he'll go off and bury it at random, or you can place a bone where
you want him to dig. Sometimes you get lucky and get a gem. You must get six,
so, when you run out of bones, go right, clear the jungle, get more bones and
go right again. Don't forget to take the odd dip in the puddle. If you don't
get any bones, go right and this time try going left, clearing the jungle, and
then go up. Good luck to you.
Once you have the gems, go to Fluffy and show one to him. He will give you a
magic mouse. Go back to Dog Fort (from Fluffy, left, up, up) and enter the
ruins through the hole next to the dog. Go right and use the mouse on each of
the statues to see what each one represents - make a note of it. Go out,
change to nice and get on the cart. You might go to the pirates (if you had
not visited them before, talk to them all) or to the altar; but you need to go
to the altar.
Use each gem on the altar to find out what they represent and make a note of
it. Go left and use the mouse on one of the balls. Now all you have to do is
to match the gems with the statues.
At the end you will get a crystal mouse. You will have to find your own way to
the pirates, since the cats are no longer pulling carts. The directions in my
case (it could be different in yours) were, from the altar, right, left, left,
up, right, left, righ, right. Once you reach them, talk to the captain. When
asked to perform magic, use the mouse on the one-legged pirate. You are
invited on board and end up in Kyrandia, and from there you get sent to...
THE ENDS OF THE EARTH
This is a killer. Arm yourselves with patience and save your game. You start
with three coins. Buy insurance, the fins and the cleats (press on the next
button for that). Wear the cleats and you get a shoehorn. Put it in the
inventory. Press next the button for the brolly and use the shoehorn on the
machine. Remove the cleats by clicking with the shoehorn on Malcolm.
Click twice on the first barrel to go down in it. Climb up using the cleats
(click up to the left of the screen). Swing across with the brolly (click with
it on the hook). Move to the extreme left and use the brolly. Go into the
cave. Again, move to the left and use the brolly. Go into the cave. Remove the
brolly by using the cover on Malcolm. Put the fins on (click them on Malcolm)
and use the bungee string to get across (click it on the nearest hoop). >From
this ledge you can climb up with the cleats or swim up, then
climb again, swing across with the brolly and swim up. Go into the cave. You
might have reached your destination (it varies), but if you haven't, as you
come out you can do any old thing; you need to die and end up at the top
This bit, as I said, might not be necessary - but just in case it is, at the
top, but the toy float and the brolly. Take the second barrel. Wear the toy
and inflate the flower fully. Still wearing the toy, click on the flower to
jump across. Enter the cave. You will see that the pictures have changed. Out,
jump with the toy. Swing across with the brolly and jump down again to the
next cave. Whichever cave is the one that changes, you will find yourself
At the Fish Court, you find out you are a slave to the queen by virtue of a
collar you wear around your neck. You will be forced to play Tic Tac Toe, now
and at other inconvenient moments. Change to lying and lose the game, which is
tougher than winning it. Then click on the queen and lie to her till she gives
you leave to go. (This you will have to do several times, so I won't repeat
these instructions). On this occasion, you will finish up outside. Change to
nice, go back in and talk to the merman in the background.
Out, pick up the key, exit top left, use the staff on the fish to the left and
when the perch turns to the side, swipe his apple. You will probably be
interrupted here, but I'll ignore the interruptions (you know what to do) and
press on. From the university, go left and watch. Talk to the fish by the gate
(nice). Pick up the fondue set. Get in the water course and pull the lever.
You should finish up in the dump. You can pick up two objects each time you
land here before the old bat tells you to get down. Talk to him.
Lie and say you are the tax collector and you'll get two coins. Although
you'll find it convenient to keep one of each of the objects you find, give
anything extra to the bat: a worm will gain you a coin (feel free to sell it),
three objects the same, another coin. The object of the exercise is to get at
least six coins as soon as possible. Talk to the bat in all three moods to get
some useful information. Go on as many rides in the chute as necessary to
collect sufficient coins.
As soon as you have the money, go to the cannon and give five coins to the
fish. You will be shot to hell, literally. Change to nice and speak to the guy
on the line. Speak to the woman (normal or lying) at the table and you will be
told how to hold a Royal Seance. Now you'll be pulled back to play
tic-tac-toe. As soon as you are free, take another ride on the chute and you
should get a newspaper from the dump. So long as you have a coin and a
newspaper, that's all you need. Use both on Malcolm.
Change to normal and go to the queen. Speak to her and you will be challenged
to another game. As soon as there are seven "pieces" on the board, drop the
newspaper and use the coin on it. The ghost comes and you are free. Leave and
go to the cannon again. Still at "normal", speak to the fish and he will let
you go for another coin.
In hell, change to nice and speak to the guy to get ahead of him in the queue.
Watch what happens. You should get through to the underworld. Talk to people
as they come, but soon you will be sent to the Boondocks. Use the machine and
you will find yourself...
BACK IN KYRANDIA
At this point you are requested to choose between your better half and your
worst half. It's up to you, but I chose the good guy. I don't know if it makes
The first thing you must do is go to the Castle, where you'll get nabbed and
asked to produce the six jewels of the Isle of Cats. Talk to everyone there.
Visit the dump, if you like, and see if you can pick up anything useful - you
will certainly need a nail, a log, a whole flask and, later, a broken one.
Again, you can do a variety of things. Go to the old Baths and you will see
that it is now a Pawn Broker. He will sell you seeds for the items he asks -
if you don't have that particular item, leave and enter once more, and try
again. The easiest one is flasks, since you can pick up an endless supply from
Go to Malcolm's pad and find the portrait under the bed. (This next bit is not
necessary at the moment, or maybe never. It certainly didn't get me anywhere,
but it's up to you.) Go to the cellar and travel to Darm's. If you speak to
the guys, the dragon asks for a squirrel. I tried that and it didn't work for
some reason. I think the only reason they are there is to supply you the
Portal Potion and, once you have found it, there is no need to come back.
Go up the stairs and have a look around and talk to the statue. You can try
using the items you are carrying on it, to find out whether they are any use.
Go back to the cellar. You can leave by clicking on the pipe hole to the right
of the door.
At the factory, use the log to make a toy horse. Leave the factory and peek
through the window of the Magician's Lodge. Use a nail on the door and go in.
Use a nail on the lock to free the three "mice". Go back to the cellar and up
the stairs and you'll find the magician at work. Talk to her and then put the
horse in the cauldron she is stirring. Wait till it goes brown and use an
empty flask on it. Leave through the door and then through the pipe.
Find your way to the Pegasus Landing and use the potion. You finish up in the
inlet in which you met the pirates. Pick up the machete and go left, left,
left, right (Old Dog Fort), left, left, left, up (Fluffy), collecting bones as
you go. You'll need ten so give him what you have and, if you don't have
enough, go left, left and up. He will give you a cheese-making machine. Go
right and you'll be at the altar. Go left, use the cheese-making machine on
Malcolm and pick up the cheese. Use it on the mouse statue and pick up all the
gems. Go back to Fluffy and he will give you a can. Use it on yourself for an
experience in a lifetime.
Now you've hit town again, you ought to know the items you were carrying are
to be found at the landing. No matter, right now go to the dump where you'll
find your two most precious items - the portrait and the collar. Pick them up
or, if you have no room, just the collar. Go into the castle and talk to
pegleg. Give him a jewel and JC will come down. Hand JC the collar and watch.
Well, that got rid of them. Go to the dump to pick up a broken flask and
whatever else is left there.
Back at the castle you will see the two mice at the gate. Make some cheese and
give it to Brandon. Watch.
Cut two flowers with the broken glass. Go to the grave and summon the ghost.
Go to the Fishcream Parlour and make some cheese to give to the Fishjerk. Talk
to him. Leave and visit the Pawn Broker with your jewels and buy some goods
for fun. Try buying the dagger and picking it up and see what happens. Save
beforehand, just in case.
Go back to the Parlour. In your absence, the Fishjerk will have mended the
machine. He will ask for the ingredients needed to get the whole thing going
(seeds, cream and eels). You know how to get them, so go ahead. Once you've
put them in the funnel, you get a sandwich. Go out.
Visit the pirate ship at the dock and click around for some fun.
Go back to the Parlour and ask the Fishjerk to get everyone to the Town Hall.
Now go to the Old Town Hall and to the statue. Click on it till it asks you
about the ingredients for the seance. Pick up the crumpled portrait and click
it on the magic cabinet to the left. You get to see a brief preview. Click
again on the statue and it will ask you for the ingredients to get the
Kyrandians together. Give him the sandwich. He will congratulate you and
decide to go over to the Parlour. Make with the portrait and the cabinet again
and simply sit back and watch.
by Lu Richardson