Monkey GO Happy Tales
Some words to the wise: do not trust your little ones to Pencil Kids' band of sad simians for safe keeping as they can't stop losing their own monkey babies. Which means you get to go on another point-and-click adventure, this time in the form of five short, self-contained tales. By exploring each stage, finding and using items, and solving a few simple puzzles, you can rescue the mini monkeys and turn tears into cheers.
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Yes, it felt pretty easy overall. I think that comes from making the stages smaller and more self-contained whereas, in Adventures and other mini monkey games, you had to do a lot more footwork with multiple items and puzzles spread out over the whole game. That said, the types of puzzles are still the same, with pretty much the same level of difficulty...so hopefully it wasn't an intentional "dumbing down." Sure our attention spans are waning from overused electronics, but I still think the average gamer is a rather intelligent lot on the whole. ;)
Walkthrough
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Stage 1
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Go inside. Get the broom and the tablecloth.
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Go outside. Give the tree the broom (remember, you have to click and drag) to get the swing.
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Go inside and put the swing in the window.
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Go up and put the tablecloth on the imp.
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Note the code the imp was sitting on.
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Go down and outside. Get the key.
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Go inside and use the key to open the panel above the table.
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Put in the code from the roof.
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Stage 2
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Get the cup and the hook.
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Go left. Use the hook to lift the grate. Get the guitar.
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Get the lantern and the cannonball. (Yeah, yeah, it calls it a "stone ornament". If it walks like a duck and quacks like a duck...)
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Click the gremlin and note the code he gives you. (1 4 5)
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Click the brick under the gremlin until it falls out; get the padlock key.
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Go right twice. Get the second cannonball.
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Open the padlock and go down.
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Put the lantern on the hook. Get the third cannonball.
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Use the cup to dig in the dirt to get the drum.
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Go up and put the three cannonballs into the wall according to the code the gremlin gave you. Get the bass.
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Go left and give the three dwarves the instruments they crave. (If you click them, they will tell you what they want.)
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Stage 3
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Get three mushrooms. Go left.
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Get two mushrooms. Move the bush (bottom left) to get a third mushroom (total = 6).
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Go right twice. Get two mushrooms. Move the bush (middle right) to get a third mushroom. Move the bottom of the tree to get a fourth mushroom (total = 10).
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Go up/right. Give the crone the mushrooms and get the sparkly necklace. Note the code on the wall (\X\)
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Go all the way left. Put the necklace on the branch sticking up out of the log. Get the key the bird was hiding.
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Go right and use the key to open the door.
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Go down and move the rightmost lever to the left. Note the directions of the roots wrapped around the other levers.
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Go up and click the leftmost root twice, the other two roots once each. (The goal is to get the levers below to make the \x\ pattern.)
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Stage 4
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Go right. Get the bottle.
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Go right. Get the fish skeleton ("fish frame"? Methinks your translator is broken...).
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Go back outside (left) and give the seagull the fish. Get the corkscrew.
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Use the corkscrew on the barrel. Fill the bottle with the liquor. (Gotta love a bottomless barrel.)
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Go inside and give the liquor to the pirate. Get the hammer.
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Use the hammer to remove the board from the broken wall. Get the lever.
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Go left twice to the ship. Put the lever into the space on the right.
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Use the two levers to move the crate to the dock. (The left lever moves the hook forwards and backwards, and the right lever moves it up and down.)
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Use the hammer to open the crate.
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Final Stage
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Get the coin and the pumpkin. Move the bush on the right to get another coin.
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Go left (swamp); get the coin.
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Go right twice. Get the coin. Give the pig the pumpkin; get the earthworm.
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Go right (town). Get one coin from the ground and one from the roof on the left.
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Go into the house on the left. Get two coins and the knife.
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Go out and forward. Get the coin and the gem.
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Go all the way back to the swamp. Use the knife to cut the bamboo. Throw the worm into the water; get the red key.
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Go back to town. Use the bamboo to get the shoes.
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Use the red key to open the door on the right. Get the coin and the coal (under the torch).
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Go back out and into the house on the left. Open the stove grating and add the coal. Get the gem.
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Go back out and down to the shoe repair place. Give the cobbler the broken boots and the coins.
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Get the repaired boots. Note the code on the wall.
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Go back to town and into the house on the right. Give the devil the boots and get the third gem.
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Go forward through town and put the three gems into the slots. Turn the arrows according to the code at the cobbler's place.
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Walkthrough Guide
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Walkthrough
Stage 1
Go inside. Get the broom and the tablecloth.
Go outside. Give the tree the broom (remember, you have to click and drag) to get the swing.
Go inside and put the swing in the window.
Go up and put the tablecloth on the imp.
Note the code the imp was sitting on.
Go down and outside. Get the key.
Go inside and use the key to open the panel above the table.
Put in the code from the roof.
Stage 2
Get the cup and the hook.
Go left. Use the hook to lift the grate. Get the guitar.
Get the lantern and the cannonball. (Yeah, yeah, it calls it a "stone ornament". If it walks like a duck and quacks like a duck...)
Click the gremlin and note the code he gives you. (1 4 5)
Click the brick under the gremlin until it falls out; get the padlock key.
Go right twice. Get the second cannonball.
Open the padlock and go down.
Put the lantern on the hook. Get the third cannonball.
Use the cup to dig in the dirt to get the drum.
Go up and put the three cannonballs into the wall according to the code the gremlin gave you. Get the bass.
Go left and give the three dwarves the instruments they crave. (If you click them, they will tell you what they want.)
Stage 3
Get three mushrooms. Go left.
Get two mushrooms. Move the bush (bottom left) to get a third mushroom (total = 6).
Go right twice. Get two mushrooms. Move the bush (middle right) to get a third mushroom. Move the bottom of the tree to get a fourth mushroom (total = 10).
Go up/right. Give the crone the mushrooms and get the sparkly necklace. Note the code on the wall (\X\)
Go all the way left. Put the necklace on the branch sticking up out of the log. Get the key the bird was hiding.
Go right and use the key to open the door.
Go down and move the rightmost lever to the left. Note the directions of the roots wrapped around the other levers.
Go up and click the leftmost root twice, the other two roots once each. (The goal is to get the levers below to make the \x\ pattern.)
Stage 4
Go right. Get the bottle.
Go right. Get the fish skeleton ("fish frame"? Methinks your translator is broken...).
Go back outside (left) and give the seagull the fish. Get the corkscrew.
Use the corkscrew on the barrel. Fill the bottle with the liquor. (Gotta love a bottomless barrel.)
Go inside and give the liquor to the pirate. Get the hammer.
Use the hammer to remove the board from the broken wall. Get the lever.
Go left twice to the ship. Put the lever into the space on the right.
Use the two levers to move the crate to the dock. (The left lever moves the hook forwards and backwards, and the right lever moves it up and down.)
Use the hammer to open the crate.
Final Stage
Get the coin and the pumpkin. Move the bush on the right to get another coin.
Go left (swamp); get the coin.
Go right twice. Get the coin. Give the pig the pumpkin; get the earthworm.
Go right (town). Get one coin from the ground and one from the roof on the left.
Go into the house on the left. Get two coins and the knife.
Go out and forward. Get the coin and the gem.
Go all the way back to the swamp. Use the knife to cut the bamboo. Throw the worm into the water; get the red key.
Go back to town. Use the bamboo to get the shoes.
Use the red key to open the door on the right. Get the coin and the coal (under the torch).
Go back out and into the house on the left. Open the stove grating and add the coal. Get the gem.
Go back out and down to the shoe repair place. Give the cobbler the broken boots and the coins.
Get the repaired boots. Note the code on the wall.
Go back to town and into the house on the right. Give the devil the boots and get the third gem.
Go forward through town and put the three gems into the slots. Turn the arrows according to the code at the cobbler's place.
Posted by: Reka | April 9, 2014 9:31 PM