You play as Elliott, a pig-boy. It starts when Granny Grabby orders you to get Mabel the duck down from the roof. You try, but a series of unfortunate events ensue ending with Mabel swallowing the diamond ring you planned to give to Suzette! You need to get that ring back, but how?
This solution is by David Welbourn, and is based on Release 1 of the game.
Note that if Bessie leaves you stranded when you're north or south of Long Road, the game will allow you to return there on foot. Likewise, if you strand Bessie somewhere you can't get back to, she'll somehow break free from wherever you tied her and make her own way back home.
Map 2: Granny's Farmhouse
Map 3: Maze of Crystal / Blundering Around in the Dark
You must be wearing the blindfold to traverse this maze. Closing your eyes doesn't work, and knowing the route with your eyes open doesn't work either.
In this game, when you take something for the first time, you will also automatically examine it if you haven't examined it already. Also, the game helpfully puts extra items into your gunny sack when you're carrying too much. Those are plusses.
However, the game will usually force you to explicitly take things from the sack before you use them in any way. The verb SHOW is an exception to this rule, so I prefer to SHOW something to someone instead of using GIVE in this game.
Note also that if there's only one character present or you've already started a conversation with someone, you don't need to use their name in an ASK command with them.
Note: You'll be unwilling to go north, east, or southeast until you've captured the duck.
|::| about. credits.
|::| take box. x Mabel. x Granny. x me. i. x boots.
|::| ask Granny about Mabel. ask about Granny.
|::| x ladder. x pump. x mud. x chickens.
You'll need the ladder to go up to the Loft.
The sack is your player's holdall. You'll automatically put items into the sack when you need to.
|::| take sack. take turnip. take bucket. s.
|::| x junk.(+1. Hoop found.)take hoop.
|::| n. e.
|::| take duck.(with net: the hole in the net is too big)
|::| fix net.(Need someone else to do that.)
|::| give net to Granny.(Hm. Not her.)
|::| take ladder. w.
|::| drop ladder. u.
|::| x hay. search hay.(+1. Saddle and bridle found.)
|::| take saddle. take bridle.
|::| d. e.
Try to capture Mabel several times until she finally leaves.
|::| take duck. g. g.
Eventually, Mabel flies away. Granny demands you get her back, then stomps into the house.
|::| x window. x sill. e.
Granny won't let you go east or down from here. Or open the drawer.
|::| x icebox —or— x sink —or— x stove.
|::| x tv. x ears. x cord. x counter. x drawer.
|::| w. w. se.
|::| x trees. n.
|::| x weeds. search weeds. take pumpkin. w.
|::| w. x window.(shut)
|::| open window. w.(+1)
|::| x furniture. x sideboard. open it.(+1)
|::| take postcard. x stamp.
|::| x plates. close sideboard.
|::| x table. take penny.
|::| close window. e. s. e.
Mabel flies north when you enter.
|::| x trees. n.(You need to ride, not walk.)
|::| w. nw. n.
|::| x Bessie. x pigs. pet Bessie.
|::| put harness on Bessie. put saddle on Bessie.(+1)
|::| ride Bessie. s. se. e. e.
At the Edge of the Orchard
The orchard is a crystal maze. Bessie is unwilling to enter it, and I imagine you'd rather return not enter the maze at this time as well.
|::| x crystal.
|::| w. s.
At the Foot of a Bridge
You cannot fight or bribe the troll. You'll need to find another way across.
|::| s.(A troll stops you.)
|::| ask troll about troll.
Note: The surfboard doesn't fit in the car.
|::| stand. tie Bessie to car.(+2)
|::| x flowers. x crevice. x berries. x car.
|::| x rack. x surfboard. in.
In the Volkswagen
|::| x seat. search seat.(+1)take penny.
The surfboard is electric and needs a battery. And although you can carry the surfboard around with you, it's best to just leave it here after you've examined it thoroughly.
|::| take surfboard. x it. x panel. open it.
|::| x circuitry. x white button. x black button.
|::| x recess. close panel. drop surfboard.
|::| untie Bessie. ride Bessie. e. e.
|::| x rosebush. stand. tie Bessie to bush.
|::| take penny.(Bessie eats roses from the bush.)
|::| x Fifi. x Howard.(+1. He rushes out to attack Bessie.)
|::| x bench. x equipment. w.
|::| x tools.(+1. Find fan.)
|::| take fan. s.
|::| ask Howard about rosebush. ask about Fifi.
|::| x jar.(3 jellybeans for 3 cents)
|::| x Carolyn. x register. x jellybeans.
|::| ask about jellybeans.
|::| take penny. g.(Repeat until you have all three pennies together.)
|::| buy jellybeans.(+1. You get the jar too.)
The jellybeans become separate items after you buy them collectively.
|::| take jar. ne. se.
|::| x bottle. x jars. x tub. x man. x scales.
|::| ask about Granny.(His and her sons are going into business together.)
|::| ask about whiskey.(Helps with her rheumatism.)
|::| ask about crystals.(He tells you he closes his eyes in the orchard.)
|::| buy crystal. take crystal.
|::| ask about orchard. ask about duck.
|::| ask about himself. ask about stamps.
|::| show postcard to man.(He'll trade any chemical for the postcard.)
|::| ask about berries. give postcard to man.(He gives you the plant food.)
|::| x plastic bottle.
|::| tell man about duck.(He tells you about a healing potion he used to have.)
|::| ask about wizard. ask about troll.
|::| nw. s.
|::| x Suzette. x cloth. x table. x dummy.
|::| x machine. x books. ask about herself.
|::| show net to Suzette.(+1. It's fixed.)
|::| x net.
|::| ask about books. ask about father.
|::| ask about Fifi.(She hates the dog as much as you do.)
|::| ask about Carolyn.(She says Carolyn's been seeing Ned the doorman.)
|::| ask about doorman.
|::| n. e.
At the Gate
The Greek letter on the arch is, of course, π (pi).
|::| x gate. x letter. x statue.(has ring)
Before the Pontifical Door
|::| x man. x stool. ask about institute.
|::| n.(He won't let you past to bother them.)
|::| ask about himself. ask about Carolyn.
|::| ask about pontificators. x ears.
|::| take fan. turn on fan. point fan at ears.
|::| turn off fan.
|::| s. w.
|::| untie Bessie. ride Bessie. w. n. n.
A man tells you a duck flew past, north or northeast.
|::| x man. x marigolds. ask man about duck.
|::| ask about himself. ask about Gilroy. ask about valley.
|::| stand. take marigolds. ride Bessie.
By the way, Bessie won't go west from here into the marsh.
|::| x windmill. x tree. x marsh.
|::| stand. tie Bessie to tree. e.
Beside the Windmill
|::| x blades. in.
In the Windmill
|::| x millstone. x gear.
|::| x trapdoor. x hook. x ring.
|::| put pumpkin under stone.(+2)
|::| x pulp. take seeds.
|::| nw. ne.
Behind the Windmill
|::| x gate. x barrels. quack.
|::| open gate.(locked)climb gate.(nope.)
|::| nw. w. w. n.
|::| x trees. listen. s. w.
Lost in the Mist
|::| take fan. turn on fan.
A Path Through the Marsh
|::| x pools. w.(+2)
|::| x vine. take vine.(A mist woman stops you.)
|::| x woman. ask about vine. ask about woman.
|::| point fan at woman. g. g.(+1)
|::| take vine.(+1)e. e.
At the Edge of the Marsh
|::| turn off fan. x vine. untangle vine.(Can't.)
|::| untie Bessie. ride Bessie. s. s. s. w.
|::| stand. tie Bessie to car.
|::| open fan's panel. take battery.
|::| open surfboard. put battery in it.
|::| push white button.(It hovers and points east.)
|::| turn board.(It still points east.)
|::| push black button.(It falls to the ground.)
|::| push white button. get on board.
|::| lean right.(Now it's pointing southeast.)
|::| lean right.(Now south.)
|::| lean forward.(+4)
Beyond the Gorge
|::| stand. push black button.
|::| take battery. put battery in fan.
|::| e. n.
|::| x animal. x man.(That's the wizard mentioned earlier.)
|::| ask man about himself.(Zarbolphung the wizard is out of troll repellant.)
|::| ask about repellant.(He needs marigolds, pumpkin seeds, and crystal.)
|::| ask about animal. ask about mustache. ask about toes.
|::| show marigolds to man. show seeds to man.
|::| show crystal to wizard.(+2)
He offers to let you take one thing from his basket as a reward. You cannot actually take any bottle but the little glass one, though.
|::| look in basket.
|::| x little glass bottle. take it.
The wizard finishes his potion making, summons his mount, and they leave to the north, repelling the troll.
|::| s. s.
|::| x hut. x garden. x fence.
Inside the Hut
The cobra is only interested in animate things. The fan doesn't count.
|::| x cobra. x brown box. x table.
|::| e. n. n. n. e. n.
Fifi won't escape the jar the way she escapes the sack.
|::| take jar. take all from jar.
|::| take Fifi. put Fifi in jar.(+1)
|::| put jar in sack.(This step is so Howard doesn't notice you taking Fifi away.)
|::| s. w. s. s. s. w.
Inside the Hut
|::| show Fifi to cobra.(+2. Both leave.)
|::| take hatbox. open it. x hat.
|::| e. n. n. n. w.
|::| pour plant food on bush.(+1)
|::| take bucket. pick berries.(You fill the bucket.)
|::| untie Bessie. ride Bessie. e. n. w. nw.
|::| stand. e. e.
Note that Granny is unwilling to make pie without her whiskey, and she's unable to make pie without the ripe berries.
|::| show whiskey to Granny.(+1)
|::| show bucket to granny.
|::| ask about pie.(+2)
|::| z.(Repeat waiting 14 turns until Granny has finished making the pie and has closed her eyes.)
|::| x table. x puzzle.(It's of Sistine Chapel ceiling.)
|::| push puzzle. u.
|::| tell Granny about puzzle.(+1)
|::| open drawer. take knife.(+1)
|::| take pie.(+1)
CAUTION: If you try to ride Bessie while carrying the pie openly, Bessie will soon throw you off and eat it.
|::| take hat. put pie in hatbox. close hatbox.
|::| w. w.
|::| ride Bessie. se. e. s. e. e.
At the Gate
|::| stand. tie Bessie to ring. n.
Before the Pontifical Door
|::| show hat to man.(He would like it, ...)
|::| give hat to man.(...but won't take a bribe.)
|::| s. w. sw.
For this to work, you must have tried to give the hat to the doorman earlier.
|::| show hat to Carolyn.(She comes with you and closes her shop.)
|::| e. n.
Before the Pontifical Door
Carolyn convinces Ned to take the hat, and now he'll let you past anytime.
|::| x men.
|::| u —or— ne.
|::| x man. x table. x blindfold. x view.
|::| ask man about himself.(He's Peter Profundis.)
|::| ask about institute. ask about blindfold.
|::| open hatbox. take pie. put pie on table.
|::| push pie. g. g.(+1. He drops his blindfold and runs away with the pie.)
|::| take blindfold. d. s. s.
At the Gate
|::| untie Bessie. ride Bessie. w. w. n. e.
At the Edge of the Orchard
Unfortunately, there's nothing here to tie Bessie to.
|::| stand. wear blindfold. e.
Blundering Around in the Dark (several locations)
|::| ne. n. n. e.(+2)
|::| x picnic. x people. x leprechaun. x violin.
|::| ask fiddler about violin. ask about himself. ask about scroll.
|::| ask for fiddle.(He hands it and its bow to you.)
|::| play fiddle.(+1. He gives the scroll too and leaves.)
|::| read scroll.(You don't know how!)
|::| w. w.(You're back at Edge of Orchard)
At the Edge of the Orchard
Bessie has returned to the Pig Wallow. Go back there and get her.
|::| w. w. nw. n.
|::| ride Bessie. s. se. e. s. e. e.
At the Gate
|::| stand. tie Bessie to ring. w. s.
|::| ask Suzette about scroll.(+1. She gives you a rune book.)
|::| read book.(You can now read runes.)
|::| read scroll.(+1. You can now play the violin well.)
You're starting to carry a few too many things.
|::| put book in sack. take bow. g.
|::| play violin.(Suzette is impressed.)
|::| n. e.
At the Gate
|::| untie Bessie. ride Bessie. w. w. n. n. n.
|::| stand. tie Bessie to tree. w. n.
|::| take vine. drop it.
Assuming you're still carrying both the violin and bow directly:
|::| play violin.(+1. The trees untangle the vine.)
|::| take vine.
|::| s. e. e. se.
In the Windmill
|::| tie vine to ring. tie vine to hook.
|::| d. s.
|::| x otter. x sunglasses. x vest. x cap.
|::| x satchel. look in satchel.
|::| x Pez. x ashtray. x tile. x magazine.
|::| x table.
|::| ask otter about rules.
|::| x bear. x helmet. x spear. x shield. ask otter about bear.
This shell game is randomized. You will probably need to play at least three times before you'll win. That means you must be willing to forfeit three items. In this walkthrough, we'll forfeit the jellybeans, but you can give the turnip, the hatbox, the blindfold, or other things instead if you'd rather. Just don't give away anything you'll need later! For example:
|::| play game. point at center. show pink jellybean to otter.
|::| play game. point at center. show purple jellybean to otter.
|::| play game. point at center. show yellow jellybean to otter.
But eventually, sooner or later, you'll win:
|::| play game. point at center.(You won! You can pick one of his items.)
|::| ask otter for blue cap.(+2. It's a funnel.)
Note that you can't open the gate from this side either.
|::| x duck.
Shuffle your inventory so you're holding the potion, knife, net, and funnel directly. This will make the rest of this go much more smoothly.
|::| take potion. take knife. take net.(Should already have the funnel too.)
|::| take duck.(Using the net.)
|::| put funnel in beak. open potion.(We didn't have to open the other bottle!)
|::| pour liquid into funnel.(Not "in" funnel. "Into". You remove the funnel.)
|::| cut Mabel with knife.(+5. You have a gore-covered ring.)
|::| take red box. put ring in red box. close red box.
|::| ride Bessie.
|::| se. e. s. e. e.
At the Gate
|::| stand. tie Bessie to ring. w. s.
|::| give red box to Suzette.
*** You have won ***
Granny Grabby is your employer. She's cranky and suffers from rheumatism, but her berry pies are the best around.
Mabel the duck is Granny's favourite duck. You're normally indifferent to her, but today, Mabel swallowed your diamond ring and you must get it back.
Suzette Swift is the town's seamstress and the woman you want to marry. She knows a lot of things, too.
Bessie the sow is your favourite pig and you use her as a mount. She's in the Pig Wallow. You need to put the saddle and harness on her before you can ride her. Don't forget to tie her to something solid when you dismount, otherwise she's likely to wander back home to her wallow. Oh, and keep the pie away from her.
A traveler is on the Winding Road when you first get there. He saw a duck go north or northeast.
A troll is on the bridge when you try to cross it. His name is Inevitable and he won't let anyone cross.
Howard Higgins owns the hardware store and a poodle. He's very fond of his rosebush.
Fifi the poodle is in the hardware store. Fifi doesn't like you and the feeling is mutual.
Carolyn Custard is the owner of the Candy Store. Did you know she's dating Ned?
Philpott Phlogg is the pharmacist who owns the Pharmacy. He's also a stamp collector.
Ned the doorman is the large-eared man who guards the entrance to the Institute.
Zarbolphung is a wizard on the south side of the bridge who needs as few potion ingredients.
An obsidian mount belongs to Zarbolphung. Her name is Lizzie.
A cobra has invaded the hat-maker's hut.
A woman made of mist, aka the MoonMist Maiden resides on MoonMist Island. She's fond of her "garden".
Peter Profundis is a man in the Ivory Tower. He fancies himself as an independent thinker.
A fiddler is playing a fiddle on the Grassy Hillside.
An otter lives under the windmill and is fond of his shell game. The otter is the only animal in the game that talks.
A grizzly bear in Roman armour is the otter's enforcer. (The bear can probably talk too but just doesn't want to talk to you.)
There's some chickens are in the Farmyard.
There's some other pigs in the Pig Wallow.
There's some pontificators in the Main Hall.
There's some other leprechauns or little people enjoying a picnic on the Grassy Hillside.
There's some actors seen on Granny's television.
The troll's family members are his twin brother, Invincible; his twin sisters, Obdurate and Overwhelming; and his baby brother Pushover.
Suzette's father is a scholar and studied different forms of writing.
Tommy Topper, a hat maker, seems to have abandoned his hut.
Philpott's son and Granny's son are going into business together.
The fiddler's father taught him to play the fiddle using the magic scroll.
Here are the game's credits:
"A Flustered Duck" was written using the intriguing and powerful Inform 7 programming language. Many thanks to Graham Nelson for creating Inform 7, to Emily Short for her tireless support of I7 users (even when we're annoying), To David Kinder for the Windows Inform IDE and Andrew Hunter for the Macintosh Inform IDE, to Andrew Plotkin for Glulx, and to the denizens of the newsgroup rec.arts.int-fiction for providing swift and useful answers to my innumerable technical questions.
Copious thanks are also due to the authors of the various Extensions used in the game, principally to Eric Eve, Emily Short, and Jon Ingold. (For a complete list, type "version".)
The hard-working beta-test team for "A Flustered Duck" included, in alphabetical order, Radical Al, Michael Coyne, Molly Geene, Jeff Liu, and Reiko Yukawa. Without their industrious efforts and boundless patience, the game would have been a real mess. Needless to say, any nasty little snarfles that remain are due to my failures, not theirs. If you should spot anything that looks like a bug, I'd appreciate it (and other players would too!) if you'd copy a big chunk of the output (if possible, back to the last time you took inventory) and email it to me at email@example.com.
You have died
if you try attacking the troll twice (he cudgels you),
or if you try to ride the obsidian mount (it tramples you),
or if you play the violin badly in the Twisted Forest (the trees tear you apart),
or if you play the violin badly (or well!) near the troll (he cudgels you),
or if you play the violin badly near the obsidian mount (it tramples you),
or if you play the violin badly near the misty maiden (she drowns you),
or if you sit under the millstone (it crushes you).
You have won if you give the red box containing the clean diamond ring to Suzette.
Clothing and Wearables
some muddy boots. You're wearing them. Keep them on and ignore them.
a saddle. Find it by searching the hay in the Loft. Put it on Bessie. You need to have the saddle on Bessie in order to ride her. You must ride Bessie in order to go north or south from Long Road.
a harness. Find it by searching the hay in the Loft. Put it on Bessie. You'll use it to steer Bessie while riding her and also use it to tether Bessie to various objects: the dead tree, the car, the rosebush, and the statue.
a straw hat. It's in the hatbox. First try to give it to Ned, then show it to Carolyn after he's refused it. Follow Carolyn to Ned, and he'll finally accept it.
a black blindfold. It's worn by Peter Profundis; tempt him with the pie to get him to drop it. Wear it to navigate the maze of crystal.
a diamond ring. It's the McGuffin of the game and swallowed by Mabel at the beginning. At Barrel Yard, catch Mabel with the repaired net, put the funnel in her beak, then open the glass bottle and pour the liquid into the funnel. Cut Mabel open with the knife to get the ring. Go to Farmyard and wash the ring under the pump. Put the cleaned ring back into the red box. Close the box. Go to the Seamstress Shop and give the box to Suzette.
a gold vest and sunglasses. The otter is wearing both of these in the Otter's Den. You can ask the otter for either of these items as your prize if you win at his shell game, but you shouldn't ask for them. They're both much too small for you to wear.
a little red box. It's in the Farmyard. When you finally get the ring back and cleaned, put the ring into the box. Close the box. Go to the Seamstress Shop and give the box to Suzette.
a gunny sack. It's in the Barn. Take it; it's your player's hold-all. It can hold quite a lot of stuff but not everything in the game!
Note, when you steal Fifi when Howard is also at Market Street, you put Fifi into the jar to keep her secure, but then put the jar into the sack so Howard doesn't see you stealing Fifi.
a bucket. It's in the Barn. It can't hold water, but it will hold ripe berries. Give the bucket of berries to Granny in her kitchen.
a big glass jar. It's in the Candy Store and you get it for free when you buy the jellybeans. Put Fifi in it so you can carry her.
a little glass bottle. Take the "All-Purpose Healing Potion" from the wizard's basket at Bridge Approach after you've given him the marigolds, pumpkin seeds, and crystal. The bottle contains a liquid healing potion. When you finally capture Mabel, open the bottle. Put the funnel in her beak and pour the liquid into the funnel. This will enable the duck to heal itself after you cut it open to get your ring back.
Note that you cannot actually take any of the wizard's other bottles ("Harken Earwax Remover", "Dagger-Dent Tooth Sharpener", "Maid-To-Order Domestic Servant Pacifier", "Blue Sky Scraper"). If you try to take one of these other bottles, the wizard stops you, asking if you're sure, no matter how many times you try.
a green plastic bottle. It contains plant food. Ask Philpott about the berries first, then give the postcard to him to get the bottle. You don't have to open this bottle. Just pour it on the berry bush at Flowering Meadow. Note that the plant food is only good for growing unripe fruit. It can't help the damaged rosebush, the dead tree, or the vine on MoonMist Island.
a hatbox. It's on the table at Inside the Hut, guarded by the cobra. Drop Fifi here to get rid of the cobra. The hatbox contains the straw hat. Use the hatbox to conceal the pie from Bessie when taking the pie to Peter.
a black-and-white television. Ask Granny about it and you take it automatically. If Howard is not upset about his rosebush, give the television to him to fix it, and while he's fixing it, he's be too distracted to notice you taking the fan. (If Howard is upset about his rosebush, you can take the fan that way and you don't need the television.)
a portable fan. Found by examining the tools in Higgins Hardware. Take the fan while Howard is distracted elsewhere (either fixing the television or wailing about his ruined rosebush because you tied Bessie to it). Open the fan's panel to find the battery. Turn on the fan at Lost in the Mist to find the path there. At MoonMist Island, point the running fan three times at the MoonMist Maiden to get her to disperse. Amusingly, you can also point the fan at Ned to make his large ears flap.
a flashlight battery. It's inside the portable fan; open the fan's panel. The battery can be put into either the fan or the surfboard.
a banana-colored surfboard. It's on the rack of the car in the Flowering Meadow. It's too big to go in the car or in the sack. If you open the board's panel, you can put the battery in to get the board to work. Push the white button to turn it on; it hovers. Push the black button to turn it off; it falls to the ground. Stand on the hovering board and manuever it by leaning left or right to turn it. At Flowering Meadow, lean left or right until it's pointing south, then lean forward to fly forward across the gorge. You can return the same way. You must dismount to reach the buttons. You don't need to use the board to fly anywhere else except across the gorge.
a turnip. It's in the Barn. Feel free to eat it or ignore it or give it to the otter when you lose at his game.
a pumpkin. Find it by searching the weeds in the Front Yard. Put it under the millstone in the windmill to break it open. Take its seeds.
a pink jellybean, a purple jellybean, and a yellow jellybean. They're all in the glass jar in the Candy Store. Buy them collectively with the three pennies. Feel free to eat them, if you like. However, in this walkthrough, I use the jellybeans as my forfeited items in the otter's shell game. If you eat the jellybeans, you'll need to forfeit other items instead.
some sipping whiskey. The pharmacist gives it to you when you enter his Pharmacy. Don't open it. Don't drink it. Just give it to Granny. This is a necessary step in getting a pie.
some pumpkin seeds. Found at Inside the Windmill after you put the pumpkin under the millstone. Give the seeds to the wizard at Bridge Approach.
some picked berries. You'll need the bucket and the plastic bottle. At Flowering Meadow, pour the bottle on the berry bush. Then pick the berries, filling the bucket. Give the bucket full of berries to Granny in her kitchen.
a berry pie. Granny will bake this, but you must first give her the whiskey and the bucket full of ripe berries, then ask her about pie. It will take several turns, but she'll make it and put it on the kitchen windowsill to cool. In Granny's Cellar, push the jigsaw puzzle. Then tell Granny about the puzzle; this gets Granny out of the kitchen and you can now take the pie. Put the pie in the hatbox and close the hatbox so Bessie won't try to eat it. Take the pie to the Ivory Tower, put it on the table and push the pie three times. Peter will get so frustrated with the smell of the pie that he'll rip off his blindfold to get it.
a marigold bouquet. The marigolds are at Winding Road. Give them to the wizard at Bridge Approach.
a tangled vine; later, a loose vine. Found at MoonMist Island, you'll first need to use the fan to get rid of the Maiden before you can take the vine. To untangle it, drop it in the Twisted Forest and play the violin, but only once you know how to play! Inside the Windmill, tie the loose vine to both the trapdoor's ring and the hook above it. Now you can go down under the windmill.
Fifi. This poodle is found in Higgins Hardware. Once Howard is dealt with, put Fifi in the glass jar; you have to put her in some container to carry her any distance, and this is the one container she doesn't escape from. (She will jump out of the sack after a few turns in it.) If Howard is on the street, put the the jar in your sack to hide Fifi from him. Take Fifi to the cobra at Inside the Hut and drop Fifi there. The cobra will chase Fifi out of the hut and they'll both be gone.
Mabel the duck. In the Barrel Yard, you can finally take her with the repaired net. Put the funnel in her beak, then open the glass bottle and pour the liquid into the funnel. Finally, cut Mabel with the knife to get your ring back. The potion will heal Mabel and you'll drop her. She'll return to the Farmyard on her own when you wash the ring under the pump there.
an old postcard. It's inside the sideboard in Granny's Parlor. It has a rare stamp on it. After asking the pharmacist about the berries, give the postcard to him in exchange for a plastic bottle of plant food.
a parchment scroll. The fiddler at Grassy Hillside gives it to you after he hears you play the fiddle very badly. Show the scroll to Suzette, then read the rune book she gives you. Now read the scroll to learn how to play the violin properly.
a rune book. Show the scroll to Suzette to get it. Read the book to learn how to read runes. Now you can read the scroll.
a Mad Magazine. It's in the leather satchel in the Otter's Den. You can choose it as your prize if you win his game, but don't. You don't need the magazine.
a ladder. It's in the Farmyard, leading up to the Roof. Take it to the Barn and drop it there. Now you can go up to the Loft. You may not carry the ladder anywhere you like, though.
a big butterfly net. Find it by examining the junk in the Tack Room. Try to catch Mabel with it several times until she flies away. Show the net to Suzette in the Seamstress Shop and she'll repair the net. At Barrel Yard, catch the duck with the net.
a penny; two pennies; three pennies. Buy the jellybeans in the Candy Store with the three pennies; you must hold all three directly.
One penny is on the table in Granny's Parlor.
One penny is found by searching the seat In the Volkswagen.
One penny is at Market Street.
a quartz crystal. Take it from the tub at the Pharmacy. Give it to the wizard at Bridge Approach.
a carving knife. It's in the drawer in Granny's Kitchen. You won't be able to get it until after she's baked a pie and you've upset her jigsaw puzzle in the cellar. At Barrel Yard, cut open Mabel with the knife after you've adminstered the healing potion to her.
a violin and a bow. Get them from the fiddler at Grassy Hillside just by asking for the fiddle. Play the violin to keep it. See scroll on how to learn to play it properly. At Tangled Forest, drop the tangled vine and play the violin there; the trees will untangle the vine for you!
a blue plastic funnel. It's seen as the otter's cap at Otter's Den. Play the otter's game four times and ask for the cap when you finally win. At Barrel Yard, after you've captured Mabel, put the funnel in Mabel's beak then pour the liquid (from the plastic bottle) into the funnel. This will protect Mabel when you cut her open.
a Pez dispenser, a clay turtle ashtray, and a mah jongg tile. These are all in the leather satchel in the Otter's Den. You can ask the otter for any of these items as your prize if you win at his shell game, but you shouldn't choose any of these. They're all useless to you.
You have so far scored your-score out of a possible 53, in several turns.
1 point for finding the big butterfly net.
1 point for finding the saddle and bridle.
1 point for visiting Granny's Parlor.
1 point for finding the old postcard.
1 point for putting the saddle and harness on Bessie.
2 points for tethering Bessie for the first time.
1 point for finding the penny in the Volkswagen.
1 point for getting Howard out of the main room of his shop.
1 point for finding the portable fan.
1 point for buying the jellybeans.
1 point for getting the butterfly net repaired.
2 points for smashing a pumpkin.
2 points for visiting MoonMist Island.
1 point for dispersing the MoonMist Maiden.
1 point for getting a vine.
4 points for flying over the gorge on a surfboard.
2 points for giving all three troll repellant ingredients to the wizard.
1 point for putting Fifi in the jar.
2 points for introducing Fifi to the cobra.
1 point for ripening the berries.
1 point for giving the sipping whiskey to Granny.
2 points for getting Granny to make a pie.
1 point for getting Granny out of her kitchen.
1 point for taking the carving knife.
1 point for taking the berry pie.
2 points for visiting the Main Hall of the Institute.
1 point for getting Peter to drop his blindfold.
2 points for reaching the Grassy Hillside on the other side of the crystal orchard.