SPUD

SPUD

08.10.2013 05:55:49

~B
SPUD Solution

Inside Grandfather's house.

If you have not guessed from the intro, Spud's grandfather is Santa Clause.
In the hall, turn right and open the door. Go down the steps. This leads
you to the toy workshop in the basement.
Take a look around at the damage wrecked by Doctor Chilblain. On your left,
take the gnome and the bellows from the side of the furnace. Advance into
the middle of the room, and turn right. Go to the hole in the wall and pick
the gnome up from inside. Turn around and go through the door opposite.
This is the gnome's dormitory; there are three gnomes between the beds.
Return to the main room.
Go through the door on the left of the far wall and turn left. Go through the
next door and pick up the gnome and the wrench. Return to the main room
and go through the last door on the right of the far wall. Pick up the
gnome from the corner and return to the entrance hall.
Go through the door on the left wall, next to the grandfather
clock. Go down the corridor on the left and through the door into the
kitchen. Pick up the two bunnies seated at the table and exit back into
the corridor. Go left and through the door. Pick up the bunny hiding
behind the sofa and the CD on the table. Exit to the corridor. Turn left
again and go through the last door. Use the box under the bed twice
and the pick up Prancer, the inflatable reindeer. Pick up the bunny by
the table behind you, then go through the other door in this room, to
the ensuite bathroom. Pick up the bunny in the bath and return to the
entrance hall.
Go through the door between the two vases and through the door
straight ahead, use the wrench on the red valves to turn the shower to
cold and attract Donner's attention. Talk to her and she will meet
you at the sleigh. Go back out into the corridor and through the door on
the left. Rudolph says he will be with you in a minute, but look left and
pull the plug. This turns off the computer and Rudolph now goes to
the sleigh.
Go back into the corridor and across to the last door, straight
ahead. Blitzen is asleep on his bed. Look left and use the stereo system
to open it, then use the CD in it, this wakes Blitzen up, so you can talk
to him and get him to go to the sleigh. Now you need to get to the sleigh.
Go back to the entrance hall and open the door with the large
ring by "using" the ring. This will let you outside. Look right and walk
to the shed. Go inside. Three reindeer stand harnessed to the sleigh,
but the gnome on the left will tell you that you need four reindeer. Go
into the inventory and use Prancer, the inflatable on the table, then
with the bellows. Use the inflated reindeer with the other harnessed
reindeer; now you can use the sleigh and leave to rescue your grandfather.

The Tropical Island.

After Dr Chilblain has destroyed your sleigh and you have survived
an impossibly long fall, Walk forward along the aisle made by the trees.
Up ahead is "Island Oddities" if you go inside, Bluebeak will tell you
he will swap a look at his treasure map for a bottle of rum. Return to
the aisle and go forward one, then left, go straight on, then right.
Pick up the unicycle from the bottom of the tree, the return to the
track and continue right. Go forward to the house and talk twice to
Jerome Bunny; he wants $10 for the pedalo. Go up into the house and get
the tool chest. Exit the house and take the track ahead, go right
when you find the tollbooth, then right again. Pick up Prancer and
re-inflate him before returning to the track and continue right. Take the
next right and you will find Indiana Penguin in front of a suspicious
looking cave. Take Indiana's bag of sand and enter the cave.
Continue down the passage until you find the spikes on the right hand side
of the wall. When the beam of white light is broken, (usually by Spud's
head), the spikes shoot out and impale any object in the passage. The
bunnies and Gnomes are too small to break the beam, so they must be
raised up somehow. In the inventory, use a gnome on the table, then with
the unicycle. Sacrifice this gnome by using him on the corridor. When
spikes hit him, this booby trap is neutralised. Continue down the passage.
The next obstacle is a bottomless pit that needs bridging. Use a
gnome with the toolkit via the table, the use him on the pit. After some
busy industry, a bridge is built. Over the bridge, and to the left, are
eight flagstones on the floor. Use the bunnies to test the for booby
traps. The correct route is; right flagstone, right flagstone, left
flagstone, right flagstone. This takes you across to the altar. With the
sand in hand, pick up the trumpet, the run for it back the way you came
and out of the cave. The exit is to the right at the end of the passage,
the light pattern is different on it. Go back to Jerome bunnies' home.
Go forward one scene along the track back to Island oddities, then
look left and go down this track until you meet the orang-utans, (notice
the banana they are holding). Listen to their argument, then talk to
them. They want to be entertained, use the golden trumpet with a gnome,
then use him on the orang-utans. Pick up the banana when they drop it.
Return to the tollbridge and use the banana in the slot. You can now go
across the bridge to the island.
Go left between the two palm trees and pick up the pneumatic
drill, then go left to the hammock in which Cheeky monkey is sleeping.
Pinch the bottle of rum from Cheeky then return to Island Oddities.
Give Bluebeak the rum, then look at the map. The "X" is at the end of
the aisle leading off right from the tollbridge. Go to the bridge and
go down the aisle on the right until the beach is reached. The "X" is on
the left by the clump of rocks. Use a gnome armed with the pneumatic
drill on the "X" to dig up the chest on take the IOU from inside it.
Jerome will not accept the IOU so swap it for cash with Cheeky. Jerome
will accept the cash but insists that Spud has an inflatable as a
safety precaution. Use the inflated Prancer on him. Go right to reach
the pedalo by the beach and use it. Watch as Spud, with co-pilot Prancer,
leave the island.

This is the end of the first CD. Make a note of the password; "jxfe", and
then run the second CD.

The South Pole.

Go left to the submarine. Open the hatch on top by using the wheel.
Inside is a door that has rusted shut, and an open door, go through this
and pick up the Christmas pudding and cracker from the table behind you.
Exit the sub. Go to the hill on the right hand side. On one side you can
see a slope leading down from where the railing has broken, and a ramp
leading up to the summit. Go up this ramp and the left the reach the
sign, "Penguin Heights". Pick up the tennis racquets from the left of
the sign, the use the Christmas pudding where the railings have broken.
This creates a huge snowball, bowling over the two polar bears blocking
the bridge. Go down to the deep snow sign, the across the deep snow,
(making sure you have picked up the tennis racquets), to the bridge. Go
across the bridge to the arch into the penguin village.
The instant Spud enters the village, the penguins sound the alarm;
so get ready to run! Run forward, forward, left, right, right, left. Pick
up the hard hat on the left and wait. The penguins surround Spud and hit
him on the head, but as he is wearing the hard hat, they decide to throw
him into their jail.
Use a gnome, armed with the trumpet, on the Walrus; then when he
wakes up, talk to him. When you have taken the key, a penguin guard comes
and takes you to the Emperor penguin. Go forward, then right, then forward
and talk to the Emperor twice. When he has finished, turn around and go
forward, then right and keep going straight on until you reach the Pixie
mines. The penguins get out your way, so go in.

The Pixie mines.

Use a gnome with the pneumatic drill on the pile of rubble. This
will uncover a door. Go down the passage and pick up the oil can, then
return to the first room. Go through the other door, and follow the
tracks, use the oil can with the rusted lever, then pull it to switch the
tracks. Return to the cart.
Look at the cart, the use a gnome with the toolkit on the cart
to fix it. Use the cart to go over the gap.
Either go straight on, go left quickly, there is a pixie behind
you! Or go right, the left. Use the gnome and drill on the rubble and
descend the stair that are uncovered. The machine to the right needs to
be passed when the pickaxe is down. Keep trying until the time is right.
Go up the steps and talk to the drunk guard. As he wants a party, use the
cracker with him. Pick up the paper party hat, and down the stairs behind
you. Keep going straight on, and down until Spud reaches a chasm. To the
right is a sleeping guard with the key to the Emperor's son's cell which
you passed on the way here. The guard wakes up if Spud or a gnome tries
to take the key because he hears them. Use a gnome with the paper hat,
and then try to take the key with this gnome. The original gnome's hat
had a bell that tinkled and woke the guard, but now the gnome can get the
key.
Go back and up the first set of stairs until you find the cell
on the right. Open the cell with your new key, and go in. The guards are
busy discussing how they want to eat the Emperor's son, but they will
see Spud if he goes straight past them. Go round behind the barrels on
the right to the egg, pick him up then exit the way you came. Return to
the end of the mine tracks, and use the cell door key with the locked
door. Then go all the way down this new passage to get past the chasm, then
down the passage on the left, then up the stairs on the right to exit
the Pixie mine and return to Penguin village. Return to the Emperor to
give him back his son. Then talk to him to gain complete freedom of the
village. Exit the village, and return across the bridge to the hut on
the shore. The key from the walrus will open the door. Pick up the fishing
net from inside. The go to the submarine. The oil can will open the rusty
door inside, pick up the mistletoe from the right of the door, and the
dynamite on the table. Now go to the bridge to the penguin village. Go
across, then go forward and left to the pond. Use the net on the fish.
Go to Captain Oat's Restaurant in the Penguins' village, (it's
the igloo with the large red sign over the door to the left of the
penguins' palace). Talk to the penguin inside, then give him the fish.
Talk to him again. Follow the penguin outside, the go into the igloo on
the left, (the door is open) and pick up the alarm clock. Go to the blue
tower, (you can see it over the walls of the village, it's by the other
exit from the penguin village). Go to the drawbridge. A huge serpent rears
up out of the moat and snaps at you; it will eat anything that crosses the
bridge. In the inventory use a bunny on the table. Stuff it with the
dynamite, then attach the clock to it to create a time bomb, then gnome
will tell you when you have done it. Use this walking time bomb on the
bridge to cause a case of terminal indigestion in the serpent. Go across.
Go up to the reindeer guarding the door, the run right and up the
steps. Use the mistletoe on the hook to distract the guards; now you can
enter Doctor Chilblain's fortress.

The Fortress.

Go forward and through the door on the right. Go forward to the
next room. Open the door on the left and go in. Pick up the fire
extinguisher from the bar, and return to the lobby. Go through the main
door by the painting, (to the right). Use Prancer with the helium cylinder
to the left, then go to the pillar in the right corner. Use the lamp.
Go through the secret passage opened up. Go to the robot, then, while it
is targeting its guns, use the fire extinguisher on it to short circuit
it. Go up the stairs ahead and pick up the Game-Pixie. Go back down and
through the secret passage. Go down the stairs on the left.
Talk to the Santa Impersonator, then give him the Game-Pixie.
Talk to him again to get the key to the Pixie Mines. Return to the lobby
and go through the door on your left; the door you first went through. Use
the key on the door on the right. Go through it, and Spud ends up on the
other side of the chasm by the ogre guard. Take the TNT, and return to
the fortress. Go back through the secret passage, and along the corridor
lit by torches on the left. Up the stair is a large icicle that can just
be seen above the guard in the ice room off the room with the helium. Use
the TNT with the icicle to shatter it and impale the guard. Go through
the secret passage and through the door on the right to the icy room.
Skirt past the deceased guard to the control room, flick the switch on
the left to turn off the robot sentries. Then return to the lobby and
go through the other door on the left. The automatic guns have been
deactivated, so open the door ahead. This is the Pixie dormitory!
The Pixie dormitory is hell! As soon as Spud enters, someone turns
off the lights and you can only see one bed ahead. The Pixies loom out of
the darkness and surround Spud, before kicking him in. Spud must move VERY
QUICKLY!!! The object Spud must collect is on the table on the far end of
the dorm. It's a little kitten (aahh). The correct route through the door
is; right, left, right, left, left, right, left, right, and grab the
kitten from the table. Then go; left, left, left, right, forward, left,
right, right, left and out. Go out into the lobby, and through the door
straight ahead, and straight again, open the door ahead and go in. Use
the kitten on the dogs to dispose of them, and go through the door. Pick
up the ID card from the table on the right and return to the room with
the short-circuited robot.
Go through the door to the right to a room with a delivery chute.
Use the Helium inflated Prancer to distract the guard upstairs. Then return
to the other room, and go upstairs to the storage room where the Game-Pixie
was, through the door on the right and past the guard who is busy chatting
up Prancer. The robotic sentries have been turned off here as well so go
to the door and use the ID card with the slot on the left of the door.

Dr. Chilblain.

Dr Chilblain rants for while about how he is going to take over the world
with his mutant toy army, before challenging Spud to a duel. If you can
defeat all his toys, he will let Spud's Grandfather go free if not, he'll
explode you! (A preferable fate than watching him dance!)

When Dr. Chilblain plays;
You play;

Mutant Teddy Bear
Slinky
Jet Plane
Tank
Tank
Doll
Action Man
Aeroplane
Slinky
Toy Soldier

The controls for the toy machine are on the console behind you.

When you have defeated all of his toys, you win! Just sit back and watch
the ending. The complete solution to SPUD!
James Ibbotson

 
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