Bud Tucker
in
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88 88`8b 88 88 88 88 88~~~b. 88 88~~~~~
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YP 88 YD `Y88P' ~Y8888P' Y8888P' Y88888P Y88888P
FAQ/Walkthrough
PC 1997
.============================================================================.
| .========================================================================. |
| | TABLE OF CONTENTS | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction | G0100 |
| 02.) Basics | G0200 |
|----------------------------------------------------------------+-----------|
| 03.) Walkthrough | G0300 |
| Part One | G0310 |
| Part Two | G0320 |
| Part Three | G0330 |
|----------------------------------------------------------------+-----------|
| XX.) FAQ | GXX00 |
| YY.) Version History | GYY00 |
| ZZ.) Credits & Thanks | GZZ00 |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-'
===============================================================================
01.) INTRODUCTION G0100
===============================================================================
Welcome to 'Bud Tucker in Double Trouble' for the PC, developed by Merit Studio
and released by Funsoft in 1997.
Suggestions, comments or errors - tell me about it. Enjoy!
===============================================================================
02.) BASICS G0200
===============================================================================
The game is only controlled with the mouse, and those controls are quite easy
to get the hang of. First you should get used to the action icons you have at
your disposal. Most of them are not used more than once or twice, so you can
almost just get by with the use, talk and pick up actions. The game will give
you a default action when you click on an object. This is normally look but
also can be talk to if it is a person. Using the right click on the mouse
cycles through the actions as well.
The game's menu can be accessed by using the computer icon in your inventory.
This enables you to save, load or quit the game. The second important item you
gain early in the game is a map of the town. This will speed up moving about in
the vicinity. Note that this may sometimes cause bugs. See the FAQ for more
details.
I think that about covers there is to know to play through the game.
===============================================================================
03.) WALKTHROUGH G0300
===============================================================================
$$$$$$$$$$
$Part One$ G0310
$$$$$$$$$$
Open the drawer on the left side and pick up the book in there. Pick up the
band aid from the back of the basin, then pick up the soap and safety pin from
the cupboard above the sink. Use the soap with the window to clean it and then
open the window. Climb out into the alley.
Pick up the blue thing as well as the records. Walk to Seedy street and talk to
the bouncer of the Strip! Club.
* So, is this where the action takes place?
* So, how do I become a member?
* <anything>
* <anything>
Enter the bakery. Use the matches with the fire alarm. Back on Seedy street,
talk to Shifty.
* What ya doing out here?
* I'm looking for a nice tie...
* Would you consider a part-exchange?
Give the tie to Vera the bouncer. Inside, talk other barman.
* <anything>
* What can you tell me about Lola?
Lola will come talk to you after the performance. Talk about everything, then
you will have to talk to the cops and eventually you end up in lock-up.
Grab the slop bucket. Use it on the leaking pipe and wait a short while. Use
the bucket of water with Pansy to wake him up.
* I'm Bud Tucker. I've been thrown in here on a bum rap.
* What happened?
* Can you get me out of this place?
In the mall, first enter the Information shop. Talk to the brain.
* Can you tell me where the park is?
Enter the 70's music shop. Use the record player. Talk to Dr.7.
* Do you buy old records?
* Billy G's "Funky Sounds of the 70's"
* How much will you give me for it?
Enter the Plugs! store and use the new coin on the photo booth. Grab the photos
before leaving. Enter the fish shop and talk to The Captain.
* I don't know. What ya got?
* So you don't have a catalog?
* Hey...I just want to know what you sell.
* Cool! That's just want I need.
* So how do I join?
Enter the dentist office and grab the pliers. Go to the burger joint. Use the
net on the chute to grab a burger. Exit the mall and travel to the Park.
Pick up the waterproof T-bag. Talk to Royston.
* Whoa you shouldn't eat so much beef dude.
* <anything>
Pick up the lobster pot. Back in the park, pick up and read the newspaper to
open up the museum. Go there now.
Pick up the string hanging at the newspaper reader. Inside the museum, pick up
the roller skates and use them on the curator on the right. Pick up the
raincoat and return to the mall. Ask the brain in the information shop about
* Can you tell me where the docks are?
That is your next destination.
Go all the way right and pick up the chainsaw fish. Talk to Byron the security
guard.
* I was wondering, what's in the warehouse?
Descend the ladder and talk to Billy Dosser.
* Do you have a warehouse security pass?
* So could I get a job on your boat?
Back in the park, use the band aid to fix the hole in the hose.Use the pliers
on the stand pipe to start the water. A worm will pop out. Use the chainsaw
fish on the branch. Pick up the branch. Combine the string with the safety pin
to get a string & hook. Use this with the branch to get a fishing rod. Talk to
the worm.
* I need a favour. Can you help me?
On Seedy street, talk to Dave the DIY man.
* Yo, Dave! How about a favour?
* I need a paint-job.
* What colours have you got?
Return to Billy Dosser at the docks.
* Hey Billy I've got the gear.
Talk to Byron the security guard to enter the warehouse.
$$$$$$$$$$
$Part Two$ G0320
$$$$$$$$$$
Talk to the professor.
* Erm... Maybe we should try option 2
* I don't think it'll work, Prof
* Uh..No thanks, Prof. I kinda like the way my face is
* <anything>
Crawl left in the vent, then exit the room on the right side to arrive at the
docks. Take a trip to the far docks in the background. Use the magnetic watch
on the shiny object in the water to get a brass key (make sure you pick it up).
Use said key on the cupboard nearby and open it. Pick up the pink ni object as
well as the dancing dug. Return to the main dock and walk right until you reach
a strange door. Enter it. Grab the hot water bottle underneath the big guy's
bed. Return to the subway tunnel and back into the air vent, this time going
right.
Walk left into the next room and then south before entering the kitchen. Take
the radio on the work top, then throw the pink ni object against the painting
opposite of the doorway and then quickly use the hot water bottle on the cook's
jug while he is away from his post.
On the way back to the air vent, use the dancing dug on Beryl for her to drop a
key. Take it and return to the dock. This time walk all the way to the right
control room. Grab the cassette tape on the console and enter the left room.
Open the picture. Use the key on the safe. Grab the false nose and watch the
scene.
Return the left side of the dock and use the empty hot water bottle on the
bottle to inflate it. Use said device on Tate's submarine to arrive there.
Enter the hatch and walk left. Use the button on the machine (a little hard to
spot, it is on the top left corner of the right part) and take the large
clockwork key. Enter the officer's room and pick up the cassette player. Enter
the control room and use the computer. Type the password BIG YELLOW PANTS (you
can find this on the post-it in the officer's room) to extend the walkway.
Leave the submarine and return to the barracks via the strange door.
Open up the radio in your inventory to get some batteries. Combine the
batteries with the cassette player and add the cassette into the mix as well.
Use the cassette player on the sleeping guard and watch the scene.
Run to the kitchen and use the large clockwork key on the washing machine to
get a small clockwork key. Use this on the clockwork driver in the subway
tunnel. Pick up the security pass that was hidden behind the train. Watch the
scene and return to the store room via the air vent. Unlock the door with the
key and open the door to start a scene and end this chapter.
$$$$$$$$$$$$
$Part Three$ G0310
$$$$$$$$$$$$
Pick up the deflated hopper and the pizza box. Use the magnetic watch on the
cellar trapdoor to unlock it, then open it and enter the cellar. Pick up the
pink gum underneath the table, the nearby crank, and then the raincoat on the
right. Combine the pink gum on the deflated hopper. Back outside, use the crank
on the platform to ascend onto the roof and then use the inflated hopper to
jump through the skylight.
Take the newspaper. Exit left and walk towards the helipad. Grab the wrench and
use it on the tail rotor. Pick up the oil can and the washer that fell from the
tail rotor. Back in the antechamber, oil the fire axe and pull it off. Walk
through the left corridor and grab the mobile phone. Enter the waiting room and
use the TV. Switch it on first by using the button in the top left, then switch
to channel 3 on the left knob. Once the host starts waiting for calls, read the
newspaper to find out about the mystery guest and then use the mobile phone
with the host (Grunt Spatula) to win. Pick up the cuckoo clock. Exit the room
and go right into the basement. Leave the cellar and talk to the professor.
* Okay, Prof. What do we do now?
* Okay!
Follow the professor and talk to him again.
* Okay, so what do we do?
* Cool, what is it?
You end up with a list from the professor. I suggest you follow this order to
avoid much running from one place to the next.
- One empty pizza box
You already have that in your possession..
- A tray or similar
Enter the bakery at Seedy Street and talk to the baker.
* Hey I need help to save the world.
* I'm sure you've something.
* Well I could probably use that.
* Could I swap something for it?
Talk to him again.
* Look Baker I need your frying pan.
* <keep insulting him, mention soggy donuts>
Pick up frying pan.
- One match
Enter the strip joint on Seedy Street. Pick up the matches on the bar and the
chalk nearby. Talk to Biff.
* Why the hostility? Chill out dudes.
* What happened?
Pick up the pool cue.
- A sharp point
Go the Information Booth in the mall and talk to the eye.
* <anything>
* <anything>
* <anything>
Return to the professor (exit mall, Seedy Street, alley, cellar and then left
to the waiting room). Talk to the professor about the riddle, leave the room
and return to talk to him again. Return to the eye. Talk to it again. Pick up
the solvent. Go to the museum. Use the axe on the museum door. Pick up the nail
that is at the base of the entrance, to the left of the steps. It is hard to
spot.
- Hula girl outfits
Inside the museum, use the glue to get the skate attached to the curator and
grab the hula girl outfit (you may have to move around a little before Bud
takes it).
A wind machine
Go to Plugs! in the mall. Use the washer on the candy machine to get a candy
bar. Talk to Sparky.
* Hey ear plugs! New sideline Sparky?
* Tate dollar? What happened to the greenback?
Quickly take the ear plugs before Sparky comes back. If you miss the chance
simply talk to Sparky again. Enter the '70s shops and use the ear plugs. Talk
to Tes.
* You look like my Grandpa Zeke.
You get some items. Combine the tail rotor with the fan base to get a wind
machine.
- Gloves
Enter the "That's Handy" shop and wear the raincoat. Pick up the gloves on the
counter.
- An inflated bladder
Go to the park Give the candy bar to the little girl.
* Look I need your balloon.
- One domestic fowl
Go to the docks and look through the cardboard box for an appointment card.
Also use the pool cue on the shirt to get that and the peg that has dropped
down. Go to the mall and talk to the dentist reception Vera.
* Can I see the dentist?
* But I've got an appointment card.
* <anything>
Talk to the chicken inside.
* Why are you so nervous? (possibly <anything>)
* Have you heard of a guy called Dick Tate?
- Land sailboat
Combine the pool cue with the skate, then combine the shirt with the skate +
cue to get a land sailboat.
- One bowling ball
Go to the park and use the chalk on the weight. Pick up the weight to find it
is actually a bowling bowl.
- Clockwork mechanism
At the park, pick up the bird (cuckoo) that used to sit on the weight and use
it on the cuckoo clock to complete this item.
- A tube
Talk to Roystone in the park.
* How come you're running this place?
You get a smelly fish. Go to Seedy Street and walk left to the manhole. Use the
smelly fish on the manhole. Use the peg to go down into the sewer and pick up
the traffic cone. Return to Roystone in the park and give him the traffic cone.
Return to the professor and give him the following items:
- Pizza box
- Drain pipe
- Land sailboat
- Chicken
- Bowling ball
- Cuckoo clock
- Matches
- Gloves
- Frying pan
- Wind machine
- Nail
- Hula girl outfit
- Balloon
There are small sequences between them as you were really supposed to bring the
items back to Prof once in a while, but it does not really affect the story
progression. Once you give Prof the last item the end sequence will start.
===============================================================================
04.) ITEMS G0400
===============================================================================
.----------.
| Part One |
|-----------------------------------------------------------------------------.
| Name | Obtained | Use |
|=============================================================================|
| Matches | You start out with it | Set off the fire alarm |
| | | in the bakery |
|---------------------------+------------------------+------------------------|
| Book of fish | Inside the drawer of | Part of the gear to |
| | the hotel room | work for Billy. |
|---------------------------+------------------------+------------------------|
| Band aid | Basin of the hotel | Fix the hole in the |
| | room | hose in the park. |
|---------------------------+------------------------+------------------------|
| Safety pin | Cupboard above basin | Combine with the |
| | of hotel room | string for the string |
| | | & hook. |
|---------------------------+------------------------+------------------------|
| Soap | Cupboard above basin | Clean the hotel room |
| | of hotel room | window |
|---------------------------+------------------------+------------------------|
| Blue thing | Found in the alley off | Part of the gear to |
| | Seedy Street. | work for Billy. |
|---------------------------+------------------------+------------------------|
| Records | Found in the alley off | Sold to Dr. 7 at the |
| | Seedy Street. | 70's music store for a |
| | | coin. |
|---------------------------+------------------------+------------------------|
| Sticky bun | On the counter inside | Traded with Shifty for |
| | the bakery's kitchen | a tie |
|---------------------------+------------------------+------------------------|
| Tie | Traded with Shifty for | Shown to Vera the |
| | a sticky bun. | bouncer of the Strip! |
| | | club to gain access. |
|---------------------------+------------------------+------------------------|
| Slop bucket | In the jail cell. | Filled with water from |
| | | the leaking pipe to |
| | | become a bucket of |
| | | water. |
|---------------------------+------------------------+------------------------|
| Bucket of water | Using the slop bucket | Thrown at Pansy to |
| | with the leaking pipe | wake him up. |
| | to fill it up. | |
|---------------------------+------------------------+------------------------|
| Bucket | Empty bucket once you | Part of the gear to |
| | used the bucket of | work for Billy. |
| | water. | |
|---------------------------+------------------------+------------------------|
| Coin | By selling the records | Used to make photos at |
| | to Dr. 7 at the 70's | the Plugs store. |
| | music store. | |
|---------------------------+------------------------+------------------------|
| Photos | Made at the Plugs' | Used to join the guild |
| | photo booth by using | at the Fish shop. |
| | the coin. | |
|---------------------------+------------------------+------------------------|
| Net | Gift when joining the | Catch a burger at the |
| | guild at the Fish | burger joint. |
| | shop. | |
|---------------------------+------------------------+------------------------|
| Pliers | On the workbench of | Start the water on the |
| | the dentist office. | stand pipe in the |
| | | park. |
|---------------------------+------------------------+------------------------|
| Burger | Catch it from the | Give to Roystone for |
| | chute with the net. | him to invite you to |
| | | his home |
|---------------------------+------------------------+------------------------|
| Waterproof T-bag | Found at the base of | Part of the gear to |
| | the monument in the | work for Billy. |
| | park | |
|---------------------------+------------------------+------------------------|
| Newspaper | In the park next to | Read it to open up the |
| | Roystone | museum. |
|---------------------------+------------------------+------------------------|
| Lobster pot | In Royston's place | Part of the gear to |
| | | work for Billy. |
|---------------------------+------------------------+------------------------|
| String | Hanging off the | Combine with the |
| | newspaper reader | safety pin for the |
| | outside the museum | string & hook. |
|---------------------------+------------------------+------------------------|
| String & hook | Combination of the | Combined with the |
| | string and the safety | branch for a fishing |
| | pin. | rod. |
|---------------------------+------------------------+------------------------|
| Roller skates | Inside the museum | Used on the curator to |
| | | get rid of him. |
|---------------------------+------------------------+------------------------|
| Raincoat | Inside the museum | Painted yellow by Dave |
| | | the DIY man. |
|---------------------------+------------------------+------------------------|
| Chainsaw fish | At the docks | Cut the branch off the |
| | | tree in the park |
|---------------------------+------------------------+------------------------|
| Branch | Cut off from the tree | Combined with the |
| | in the park with the | string & hook for a |
| | chainsaw fish | fishing rod. |
|---------------------------+------------------------+------------------------|
| Worm | Comes with you as a | Part of the gear to |
| | favor once you need a | work for Billy. |
| | fishing rod. | |
|---------------------------+------------------------+------------------------|
| Yellow raincoat | The raincoat painted | Part of the gear to |
| | yellow by the DIY man. | work for Billy. |
|---------------------------+------------------------+------------------------|
| Security pass | Get a job with Billy | Access to the |
| | | warehouse |
|---------------------------+------------------------+------------------------|
| Fishing rod | Combination of the | Part of the gear to |
| | hook & string and the | work for Billy. |
| | branch. | |
'-----------------------------------------------------------------------------'
.----------.
| Part Two |
|-----------------------------------------------------------------------------.
| Name | Obtained | Use |
|=============================================================================|
| Magnetic watch | Given to you by the | Used to attract metal |
| | Prof at the start of | objects, such as a |
| | Part Two. | brass key in the |
| | | water. |
|---------------------------+------------------------+------------------------|
| Brass key | Fished out of the | Unlocks the cupboard |
| | water at the far docks | at the far docks. |
| | by using the magnetic | |
| | watch. | |
|---------------------------+------------------------+------------------------|
| Pink ni object | Found inside the | Thrown against the |
| | cupboard at the far | painting in the |
| | docks. | kitchen to distract |
| | | the cook. |
|---------------------------+------------------------+------------------------|
| Dancing dug | Found inside the | Distracts Beryl to |
| | cupboard at the far | drop the key to the |
| | docks. | storeroom. |
|---------------------------+------------------------+------------------------|
| Hot water bottle | Underneath the big | Poured into the cook's |
| | guy's bed beyond the | jug to finalize the |
| | strange door. | ingredients required |
| | | for the cake he is |
| | | making for the |
| | | technicians. |
|---------------------------+------------------------+------------------------|
| Empty hot water bottle | Gained when emptying | Filled with air at the |
| | the contents into the | docks to become an |
| | cook's jug. | inflated hot water |
| | | bottle. |
|---------------------------+------------------------+------------------------|
| Key | Obtained from Beryl | Opens up the safe and |
| | when distracting with | storeroom. |
| | the dancing dug. | |
|---------------------------+------------------------+------------------------|
| Cassette tape | In the room with the | Inserted into the |
| | technicians. | cassette player. |
|---------------------------+------------------------+------------------------|
| False nose | Stored away in the | Part of the security |
| | safe behind the | to escape which |
| | picture beyond the | happens automatically |
| | control room. | later. |
|---------------------------+------------------------+------------------------|
| Inflated hot water bottle | An empty hot water | Used to swim over to |
| | bottle inflated with | Tate's submarine. |
| | air at the docks. | |
|---------------------------+------------------------+------------------------|
| Large clockwork key | From the machine | Thrown into the |
| | inside Tate's | washing machine in the |
| | submarine. | kitchen to end up with |
| | | a small clockwork key |
| | | instead. |
|---------------------------+------------------------+------------------------|
| Cassette player | From the officer's | Once combined with |
| | room inside Tate's | batteries and a |
| | submarine. | cassette, used on the |
| | | sleeping guard to |
| | | record his voice. Part |
| | | of the security to |
| | | escape which happens |
| | | automatically later. |
|---------------------------+------------------------+------------------------|
| Batteries | Found inside the | Runs the cassette |
| | radio. | player. |
|---------------------------+------------------------+------------------------|
| Small clockwork key | A large clockwork key | Used on the clockwork |
| | shrunk in the washing | driver in the subway |
| | machine. | train to drive the |
| | | train away. |
|---------------------------+------------------------+------------------------|
| Security pass | On the wall behind the | Part of the security |
| | subway train. | to escape which |
| | | happens automatically |
| | | later. |
'-----------------------------------------------------------------------------'
.------------.
| Part Three |
|-----------------------------------------------------------------------------.
| Name | Obtained | Use |
|=============================================================================|
| Magnetic watch | Given to you by the | Used on the cellar |
| | Prof at the start of | door entrance to |
| | Part Two and you keep | unlock it. |
| | it for Part Three. | |
|---------------------------+------------------------+------------------------|
| Deflated hopper | Found in the alley off | Once patched with the |
| | Seedy Street. | pink gum, it gets |
| | | inflated. |
|---------------------------+------------------------+------------------------|
| Pizza box | Found in the alley off | One of the items on |
| | Seedy Street. | Prof's list. |
|---------------------------+------------------------+------------------------|
| Pink gum | Underneath a table in | Patches the deflated |
| | the cellar. | hopper. |
|---------------------------+------------------------+------------------------|
| Inflated hopper | The patched deflated | Enables hopping |
| | hopper turns into an | through the skylight |
| | inflated one. | of the HQ at Seedy |
| | | Street. |
|---------------------------+------------------------+------------------------|
| Crank | Underneath a table in | Operates the platform |
| | the cellar. | in the alley off Seedy |
| | | Street. |
|---------------------------+------------------------+------------------------|
| Wrench | At the helipad. | Unscrews the tail |
| | | rotor. |
|---------------------------+------------------------+------------------------|
| Tail rotor | At the helicopter at | Combined with the fan |
| | the helipad. | base to make a wind |
| | | machine. |
|---------------------------+------------------------+------------------------|
| Oil can | At the helipad. | Enables pulling off |
| | | the axe (fire axe) in |
| | | the antechamber. |
|---------------------------+------------------------+------------------------|
| Washer | At the helicopter at | Used as a coin in the |
| | the helipad. | vending machine in |
| | | Plugs! |
|---------------------------+------------------------+------------------------|
| Axe | The fire axe in the | Used on the boarded up |
| | antechamber. | museum doors to gain |
| | | entry. |
|---------------------------+------------------------+------------------------|
| Newspaper | In the conference room | Tells you who the |
| | on a stool. | mystery guest is on |
| | | the TV show |
|---------------------------+------------------------+------------------------|
| Cuckoo clock | Won at the TV | One of the items on |
| | competition | Prof's list once it is |
| | | combined with a |
| | | cuckoo. |
|---------------------------+------------------------+------------------------|
| Prof's list | Given to you by the | Merely a checklist of |
| | professor when he is | what you are supposed |
| | inside the HQ. | to find for him. Once |
| | | you bring him an item |
| | | from the list that |
| | | item will be stricken |
| | | off. |
|---------------------------+------------------------+------------------------|
| Glue | Won from the eye in | Used on the skating |
| | the mall when solving | curator to make him |
| | the riddle. | stop. |
|---------------------------+------------------------+------------------------|
| Ear plugs | Stolen from Plugs! | Enables you to switch |
| | | off the music in the |
| | | '70s shop. |
|---------------------------+------------------------+------------------------|
| Balloon | Traded for a candy bar | One of the items on |
| | with the girl in the | Prof's list. |
| | park. | |
|---------------------------+------------------------+------------------------|
| Candy bar | Bought with the washer | Traded with the little |
| | in Plugs! | girl in the park for a |
| | | balloon. |
|---------------------------+------------------------+------------------------|
| Hula girl outfit | A display in the | One of the items on |
| | museum. | Prof's list. |
|---------------------------+------------------------+------------------------|
| Orange ni object | Given to you my Tes in | Option item to trade |
| | the '70s shop. | the raincoat with |
| | | Roystone. You can cope |
| | | without it if you |
| | | follow the right order |
| | | like the walkthrough |
| | | does. |
|---------------------------+------------------------+------------------------|
| Fan base | Given to you my Tes in | Combined with the tail |
| | the '70s shop. | rotor to make a wind |
| | | machine. |
|---------------------------+------------------------+------------------------|
| Wind machine. | Combination of a tail | One of the items on |
| | rotor and a fan base. | Prof's list. |
|---------------------------+------------------------+------------------------|
| Gloves | Stolen from the | One of the items on |
| | "That's Handy" shop. | Prof's list. |
|---------------------------+------------------------+------------------------|
| Frying pan | Thrown at you by the | One of the items on |
| | baker after the | Prof's list. |
| | correct insult. | |
|---------------------------+------------------------+------------------------|
| Matches | On the bar inside the | One of the items on |
| | strip bar. | Prof's list. |
|---------------------------+------------------------+------------------------|
| Chalk | On the floor inside | Alters the weight of |
| | the strip bar. | the weightlifter in |
| | | the park. |
|---------------------------+------------------------+------------------------|
| Pool cue | Dropped by the firemen | Long reach, also part |
| | inside the strip bar | of the land sailboat |
| | once they start | when combined with the |
| | fighting. | roller skate and |
| | | shirt. |
|---------------------------+------------------------+------------------------|
| Appointment card | Inside a cardboard box | Gain access to the |
| | at the dock. | dentist in the mall. |
|---------------------------+------------------------+------------------------|
| Shirt | Hanging in the dock, | Combined with the pool |
| | use the pool cue for a | cue and roller skate |
| | longer reach. | for the land sailboat. |
|---------------------------+------------------------+------------------------|
| Peg | Dropped when picking | Enables entering the |
| | up the shirt at the | manhole on Seedy |
| | dock. | Street. |
|---------------------------+------------------------+------------------------|
| Chicken | Sitting in the dentist | One of the items on |
| | chair, needs | Prof's list. |
| | persuasion to come | |
| | along. | |
|---------------------------+------------------------+------------------------|
| Bowling ball | The weight used by the | One of the items on |
| | weightlifter in the | Prof's list. |
| | park. | |
|---------------------------+------------------------+------------------------|
| Cuckoo | The bird that was | Combined with the |
| | sitting on the weight | cuckoo clock to |
| | in the park. | complete that clock. |
|---------------------------+------------------------+------------------------|
| Nail | At the base of the | One of the items on |
| | museum door once it | Prof's list. |
| | has been unlocked. | |
|---------------------------+------------------------+------------------------|
| Roller skate | The curator is riding | Combined with the pool |
| | these until you smack | cue and shirt for the |
| | him with glue. | land sailboat. |
|---------------------------+------------------------+------------------------|
| Land sailboat | Combination of the | One of the items on |
| | shirt, pool cue and | Prof's list. |
| | roller skate. | |
|---------------------------+------------------------+------------------------|
| Smelly fish | Traded with Roystone | Opens up the manhole |
| | for the raincoat. | on Seedy Street. |
|---------------------------+------------------------+------------------------|
| Traffic cone | In the sewers below | Traded with Roystone |
| | the manhole on Seedy | for the drain pipe. |
| | Street. | |
|---------------------------+------------------------+------------------------|
| Drain pipe | Traded with Roystone | One of the items on |
| | for the traffic cone. | Prof's list. |
'-----------------------------------------------------------------------------'
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XX.) FAQ GXX00
===============================================================================
Q: Any bugs?
A: Yes, a lot of times when using the map the screen would go fuzzy and you end
up in a location you did not want to go. For example, in Part Three when
using the map in the mall to go somewhere else it would take me to Vera the
bouncer in front of the dentist instead. This occurred to me at least twice.
Q: This game is so short, why is it on a CD?
A: The voice files on the CD are around 500MB. Compression was not too great
back in 1997. You can really talk to a lot more people than described in the
walkthrough and it is fun to go through some of the dialogue.