General:
In every scenario, and before you do anything else, trip around
to all the locations picking up what you can (not all items are
useful) and seeing all the possibilities. Scour the screen carefully
with the hand icon, and be aware that sometimes the characters can
obscure important items.
There is more than one solution to the same problem, but I will
give you only one of them; you can always experiment for yourselves.
There are no end of red herrings.
THE BLUB, THE RAT
Pick up the cheese, go up and up again. You need the rope. Come
down to where the weight is, use the rope on it, click on the slow
motion button, drop the cheese near the weight, pull the rope. Watch
what happens. In the new location, go down, pick up the post, up left,
get the thimble and the crayon. Use the crayon on the post. Out, up
right. Get all the pills, though you only need the blue ones. Click on
the toy. Inside the bottle, use the thimble on the whisky, leave, use
the post on the yoghurt tab and, when the bad guy comes, use the
various pills on the thimble and hand it to him for a bit of fun. The
blue pills knock him out and you get the item you were after. Watch.
End of this particular cartoon.
THE HYPNOTIC MACHINE
Go around all the locations, spotting and collecting items. You
need the curtain, the paint pot, the paint brush, the wooden stick,
the oil and the soap. You will need to push the TV set to get to a
trap door. Once you've got all these items, do the following. Go
outside where the moles have ruined the vegetables and use the oil on
the ground. When they come back, they slip and you get the bike frame
and the moles. Go inside, get into the lift and go up to the third
floor. Use the paint brush on the wall. Go through the hole and you
get into a dreary game. Save before you start. If you see you are
losing heavily, start again or you'll be at it forever - next time
you'll know some of the answers. You will win eventually a fog horn.
When you do, you'll be returned home. Go to the second floor, where
the washing machine is, and use the soap on the floor. Use the fog
horn and the nutter comes in and gets knocked out. Get the washing
machine to clean the blood stains. Now go and talk to grandpa. He
wants various things. Since you've got them all, nip up to the 4th
floor and start handing him items, such as the curtain, the wooden
stick, the bike frame and the moles. Watch. That's this one finished.
THE ABOMINABLE ROBIN BLUB
Start by going into the castle and talking to the king (talk to
the secretary first); if you don't get the right answers, try all the
possibilities. Basically, you want him to tell you about Santa. Out
and go through the door to the right. Talk to the bad guy. Out. Leave
the castle and go "south". Get on the train and choose the forest. To
get across the pen you have to fight. Actually, watch the guy and go
left or right according to which way he turns (you'll soon learn to go
in the opposite direction to his). Eventually you'll win, he'll
embrace you and you can go into the forest and become one of the merry
men. Look inside the chest and get what's inside. Leave and go to the
station. This time, choose the pond.
On arrival, go into the igloo and talk to the eskimo. Get the
rod. Out. Use the rod on the skating animals, you get the skates. Use
them on yourself. Watch. Inside the fish, click on the king and he'll
whistle you a tune. You have to reproduce that tune by hitting the
glands. Hit them in the following order: 53142. The king's spell is
broken and you get back to the pond. Enter the igloo and get the
eskimo's clothes. Go to the forest to join the king. He tells you
about a secret entrance to the castle. You can look in the chest, if
you like. Enter the hole under the tree and go left. Save here because
you'll have to be quick. Use the third lever and a door will open. Go
through it and upstairs. Look at the chest - it's locked. Go through
the balcony to the princess' room. Let her kiss you and she will give
you a key. Go through the door and unlock the chest with the key.
Watch.
After the herald tells you about the tournament, go left and grab
some candy. Move on and sign to join the tournament. Watch and listen
carefully to the instructions. It's just a matter of luck, but keep an
eye on the guy to the left (i.e., on the right of the screen); if he
has a piece of the body you have to construct, swap it for one you
don't need. Don't worry if you lose, you automatically start again.
Eventually you will win - watch what happens. End of story.
THE BUM
This part is unnecessarily complicated because there are two
characters in play and it is difficult to decide which one is to have
which items or to do what. The first aim is to get both characters
onto the Bum. This can be done in various ways. First, walk around to
see what there is without picking anything up.
To get the boy up: get the girl to go to the left (up) and enter
the bag (in the screen with the can and not much else, before you get
to the bird chasing the maggot). Get her to take the cork. Go back to
the Bum's shoe, pick up the plank and the prospectus. Read the
prospectus and use the plank on the cork to set up a see-saw. Now
change to the boy, get him to pick up the spring where the pet is and
get him to sit on the see-saw. Change to the girl and climb the other
side of the see-saw. The boy gets thrown up above. Get him to use the
spring and he will leap onto the ear. Going down the hole and talking
to the spider (the word "audience" is the key) will get him up on the
scalp of the Bum.
To get the boy up: get him to pick up the pin-up and the balloon,
go to the pet in the water, use the pin-up on him, have him blow up
the balloon and then grab the balloon.
To get the girl up: have the boy pick up the matches from the bag
and get him to where the cannon is. Get him to shake hands with the
baddie. Have the girl enter the cannon. Back to the boy, get him to
pull the flower three times and then light the wick with the matches.
The girl gets shot onto the Bum. By the way, it's quite fun to get the
boy to use the matches in different locations.
To get the girl up: have her go into the bag and pick up the
cotton reel. Go to where the bird is and use the doll on the baddie.
Talk to Hubert and take him. Use the cotton reel on him. Get hold of
the bird. At the end of the sequence, have her use the maggot on the
head of the Bum.
Take your pick. Once they are up there, have the boy go all round
talking to everybody and taking the rattle, car and toy soldier; he
will also need the basketball to deal with the mother louse's house
guardian. You will have gathered that you need to neutralize the cop
and find an amplifier. When the boy has been everywhere, change to the
girl. Have the girl speak to the mother louse and then go to the bar.
Have the boy go to the bar and, in the presence of the girl, hand to
the baby the rattle, car and toy soldier. The girl automatically
retrieves the baby and takes him home, thereby getting a tape of
lullabies. Get her back to the bar.
Have her hand the tape to the boy (grab the tape and click with
it on the boy icon above the play screen). Have the boy go to the room
on the right and listen to the tape on the apparatus to the right.
Watch. At the end, grab the amplifier by the sobbing guy.
Take it to all the characters, including the Beastie with the
basketball and the grannies, and show it to them. Now go to the room
to the left of the grannies, where all the characters are congregated.
Look at the switch and put the chewing gum on the floor (you can do
this at any time during this cartoon, but only looking at the
amplifier to the left of the screen will give you the option).
Now talk to Elvis, show him the amplifier again and talk to Elvis
once more. Watch. At the end of the sequence, walk to the right. You
can now go down into the Bum's Ear. The girl will automatically
follow. Inside the dark room, have one of them work the winch (just
move the hand icon till you find something to activate). Have one of
the characters use the electric handshake on the monster with the
club. Now go back out the way you came in, in search of the ship's
part. The rest of the action is automatic. At the end, click on the
ship to find out what shape it's in. That's it. No finale, but the end
all the same.
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