Mr. Bill's Adventureland
with additions and corrections in blue by Mr. Bill
NOTE: Talk to everyone you meet, because they give you clues about what to do and where to go next. Also periodically talk to your companions, Eeah and Okk, because they too may give you clues about what to do.
After you see the great intro, exit the tent. Go around the village and ask any questions that you want: it doesn't matter, but you will learn what you must do by talking to everyone. And just for fun, make sure that you talk to the Bear! The only thing that you must do is go to the Moneychanger's tent and sell your silver medal to him. To find his tent, simply leave the tent you start the game in and travel NW. Stay on the road, it's on the left-hand side. After your sale, exit the tent and continue along the road until you exit the fair.
Travel to the Sanctuary. Open the gates and make your way towards the back. All of the doors to the houses are locked, so don't bother. Open the gate in the back and you will see the temple. Enter the temple and speak to Priestess Elara. Give her your word of honor and she will tell you that she needs a token from the Forest King. Leave the Sanctuary and travel to the Forest. You will be granted an audience with the King. Explain to him your problem and he will give you the Golden Apple.
Travel back to the Sanctuary and visit Elara again. Give her the Golden Apple, and she will go and unlock a previously off-limits section of the Sanctuary for you. Exit from the temple and travel along the west end of the Sanctuary until you see the open door. Head to the NW corner of the Sanctuary's garden. Pick up the sourberries and notice the footprint. Could that be the footprint of the thief?
Travel to the Ferret village. It's hard to describe where the buildings are, but it's not a big town so you will be able to find everything. Find the Glassmaster and try to talk to him. Then find and enter the general store. It is right across from the Glassmaster's shop. Purchase a bag of plaster.
Now go back to the Sanctuary garden. Go through and follow the path to the left until it ends by the water fountain. There will be two mini-gardens in front of you, and in the one furthest from you there is a bucket. Take the bucket and fill it up in the fountain, then mix the water and the plaster, and pour the mixed plaster into the footprint. Take the plaster cast.
Travel to the Boar King's castle. Talk to the sentry and trick them into opening the gate. Follow the path to the throne room, and agree to go into the mud to talk to the King. After your discussion, you leave and then notice the Wolf's Crest Ring that was hidden in the mud is now caught in your fur.
Travel to the Rat Caves. Talk to the doorkeeper, ask him any questions, then ask to see the leader. Choose to confuse him: Eeah and Okk pull the Abbott and Costello routine on him, and you can then sneak off into the tunnels. Follow the passage NE, then SE, and NE again, through the rings and make a right at the fork. Keep SE, then NE, and cross the book room, through the rings, travel NE and stay on that path up through the 2 rings and past a bookcase until you reach the end. Make a right and go through the door, where you will encounter the game's only copy protection (on the diskette version only). After answering the question (on the diskette version only), cross the screen and exit to the right. Travel SW to the candles and then go SE past a bookcase, then SW, NW past three bookcases (don't turn) until you get to the end of the corridor and Sist's room. Talk to Sist and when he asks for clues that you have found, show him what you have (the plaster cast footprint, the sourberries, and the Wolf Crest ring). He will inform you that the footprint belongs to a Raccoon, and that the ring is a very bad sign. Trace your steps back out of the caves.
Travel to the House of Tycho Northpaw. Ask him questions, then get him to agree to trade a map for the repairing of his lightcatcher lens. Travel to the Ferret village and show the broken lens to the Glassmaster. Agree to meet him for a session with the Orb of Hand at the Lodge, and then go there. Talk to Sakka. The Ferrets make you take a test before you may speak to the Orb. It's a jigsaw puzzle, and here is the solution:
After the puzzle, they bring out the Orb. After speaking with it, you realize that it needs more data to know how to construct a new lens. Sakka suggests that you consult with the rats because they keep the best records. Go to the Rat Caves again and make your way to Sist's room. He will give you the information that you need about the lens and the other name for a lightcatcher: 'telescope'. Return to the Ferret Village. The unit will give instructions, and a new lens is made. However, it must be polished with a red clay, and the only place to get it is from the Boar King's mud bath.
Go to his castle, fool the stupid guards again, get some red clay, and return to the Ferret Village. Give the clay to the Glassmaster. Now you have a new shiny lens. Take it and return to Tycho Northpaw's House, complete the bargain and take your map of the Wild Lands. Now you are able to travel beyond the known lands, and the map may be used as a guide. However, it is a map of only a small part of the unknown lands, so you will have to explore on your own later. As you leave the house, you are greeted by one of Elara's servants, who has a letter for Elara's sister if you should happen to run into her.
Travel up toward the Wild Lands until you reach the Dog Castle. Agree to tell King Prince a few stories in place of a toll. Unfortunately, Prince has heard them all already and has you locked up in his dungeon. Examine the cell and see the loose stone on the right wall. Try moving it. Pick up the bowl and bang it against the bars so that the jailer comes out. Ask him for food and a spoon, and he obliges. Use the spoon with the bowl to eat the dog food, and it makes you stronger. Use the spoon with the loose stone and remove some of the mortar. Now pick up the loose stone and it will reveal a tunnel. Save The Game Here! Use the tunnel, and crawl to the right until you fall down into the dragon maze. Don't let a dragon knock you off the walk, because if he does, you will come out of the water in a different place and my solve will be useless. Here's how to get through the dragon maze:
When you finish climbing the wall, head NW under the rings and onto the grey bridge, make a right and turn the corner, now moving SE. Before the next grey bridge, make a left and go NE, then SE, then make another left and cross the next grey bridge. Make a left and go SE, around the corner (do not cross the grey bridge) and make a left, continuing NW. Follow that path until you come to the rotten bridge, and cross it. Make a right and travel NE. When you see the four path intersection, continue straight and then cross left over the bridge. Now head SW and follow the path until you reach the exit.
You cannot yet rescue your friends, so exit south. Using your map as a guide, make your way to the Village. You make peace with the Wildcat Chieftess, and spend the night. You learn about the condition of her daughter, and vow to try to save her. Again using your map as a guide, go to the Cottage to the north of the Wildcats camp. This is Elara's sister's house. She refuses to open the door at first. Try putting the letter under the door and then in the peephole twice until she opens up. Elara's sister will tell you what you need for a remedy ( catnip and honey ). She also tells you that you will need a needle and thread to sew up the wound.
Leave her house, and go south to the forest clearing just north of the Wildcat's tents, and meet Kylas Honeyfoot. If he isn't there, try other Forest Clearings because he moves around from clearing to clearing. Trade him your Wolf Crest Ring for a needle and thread. Now walk north past Elara's sister's house to the mountain stream. Here you will find Catnip. Then travel down, past the house, past the closest forest clearing, NW over the bridge and up between the forest edges to the Oak Tree. Bees and honey are there, but you cannot yet get them. Pick up the dry twigs and arrange them like a fire would be made. Go NW to the Rocky Gorge and try to cross the chasm. You can't yet. Go back down all the way and cross the bridge, and head east. Go up when you see the lake and cross the bridge. Continue east to the Quarry. Grab the flint chip lying outside the mine. This is needed to start the fire. Try to pick up the rope, and remember that it is here. Go inside the mine and look at the green crystal fragment and try to take it. Remember what he says about it. Travel back to the oak tree, and use the flint chip with the spoon to start a fire. Use the bowl to get some honey. Now you have both ingredients for the remedy, so return to Elara's sister. Give her the honey and the catnip and she makes you the remedy. Now return to the Chieftess' hut and give the remedy to her daughter, use the needle and thread on her wound, and she will be saved. The Chieftess will pay you back by organizing a plan to drug all the food in the dog castle, knocking them all out. Go to the Dog Castle again, and enter it.
Save The Game Here! It's another maze, and if you make a wrong turn you may get lost.
From right inside the castle: N,L,R,N,N,R,N,L,N and you will be in the throne room. You entered the room through the left doorway, so now exit through the right doorway.
From the throne room: L,N,R,R,N,N,L,L,R and you will be in Prince's bedroom. From when you just enter, walk right over two planks of wood, then all the way straight up to the dresser, then right to the bed and down around and take the jail key. Note: You cannot step on a squeaky board, because if you do then Prince rolls over, hiding the key. He has to be sleeping, with Zs showing above him, for the key to be seen. Leave Prince's room.
From Prince's room: L,R,R,N,N,L,L,N,R and you will again be in the throne room. Exit through the left doorway.
From room: L,R,N,N,R,L and you will enter a room where dogs are playing cards. Cross the screen and exit to the right. From outside the room with the dogs, go L,L,R,R,N and you will be at the jail. Unlock the door and free your friends. Now to get out.
From the jail: N,L,L,R,R,L,L,N,L,L,R,N.
You're now out and reunited with Okk and Eeah. Now exit south to the path. Return to the Quarry and take the rope. Enter inside and try three times to pick up the fragment of green crystal. On the third try, Okk does it easily. Leave the quarry and search several forest clearings until you find Honeyfoot again. Trade him the Green Crystal to get your Wolf Crest Ring back. Travel back to where the Oak Tree is, and head NW back up to the Rocky Gorge. Again try to walk across the chasm, and Eeah will jump across. Now use the rope and Eeah will throw it across the chasm to Rif. Now have Rif cross the chasm, and both he and Okk will climb across using the rope. Once across, travel NW to the dock and talk to the old wolf. Give him the Wolf Ring and he will take you across, and provide you with information.
On the other side, travel to the waterfall and talk to Shiala. Leave and go north to the dam. You will be captured by wolves and taken to their camp, where you get visited by the raccoon that you have been searching for. The next morning Shiala comes to rescue you. Exit the cage and enter the wolf's camp. Enter the hut on the left of the screen, grab the trophy, and leave the camp.
From the camp, head west, then travel all the way down and around to the Ancient Ruins. Enter the second building on the left and grab the cable that is on the floor. Try to enter the third building on the left, and he tells you that the door is rusted and won't open all the way. Travel back towards the exit of the Ruins, and when you come to the fence before the exit, travel SE all the way down until you see the door of a modern white building. Open it and go inside. Look at the slot to the right of the door. Leave the ruins, and travel all the way back up past the camp and head east to the seaside cliff. Use the cable to lower Rif and get the metallic card. Return to the dock to find Honeyfoot there. Trade him the trophy for the oil lamp. Go back to the waterfall, and walk behind the water. Talk to Shiala and then explore her place. Try to open the hatch that is there and notice the triangular hole in the door. Now go back to the Ruins and open the third building on the left as much as you can, then use the oil lamp to grease the door. Now open the door all the way. Inside, take the screwdriver and exit.
Again travel back towards the exit of the Ruins, and when you come to the fence before the exit, travel SE all the way down until you see the door into the modern white building. Open it and go inside. Use the metallic card in the slot and enter another maze. Save The Game Here!
From the beginning of the maze: N,L,R,L,R,N,R,N,R,R and you will be right outside a custodian's room. Go in and take the strange triangular device. Exit the room and go south back into the maze. From just outside the custodian's room: N,N,R,N,R,N,N,R,L,R,N,R,N,R,L,N,R,N,R,N,N,R,L,R,N,R,N,R,N,N,N,N,N. Whew, finally out. Exit the building and the ruins.
Return to the dam. Follow the path up to the top of the hill. Try to open the door of the white building. Use the screwdriver to open the door. Inside, pick up the clock, open it, take out the battery and put it into the triangular device. Exit, go back down the hill, and go to the waterfall.
At the waterfall, walk behind the water and through the passage to Shiala's home. Place the strange triangular device in the iron hatch. Amazing, it opens up. Go through the hatch and walk North. Apparently you are under the dam. Walk right across the screen past the ladder. In the next room, you will see another ladder. Climb it, then go up another level. Cross to the right and take the stairs to the raccoon's quarters. Take the ladder up to the next room and walk toward the raccoon. Now just sit back and enjoy the ending to this cool adventure!
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Portions Copyright © 1994 Dreamers Guild & © 2003 The Wyrmkeep Entertainment Company