In this large fantasy puzzle game based on the works of Chandler Groover, you play as Lily Lee. It's your 11th birthday and you're the Queen of Grooverland for a day! The amusement park has set up several surprises just for you, and they've also given you a quest: find all the pieces of your regalia before sunset for your coronation in the Queen's Castle. The Mirrored Queen and the Scarlet Empress are waiting for you.
This solution is by David Welbourn, and is based on Release 1 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
The papier-mache dragon breaks open and spills candy which the crowd eagerly grabs up. You're Lily Lee and it's your birthday celebration. Everyone, including Dad, Mom, David, and Alice, head east.
> x me.(You're Queen of Grooverland for a day.)
> x dragon.
NOTE: David, your brother, wanders. You don't need to talk to him, but if you wish to, do so whenever and wherever you encounter him. When you talk to him, he'll tell you about some interesting thing he's seen in the park.
> x flier.(Find a ring, a Sugar Plum Crown, a scepter, a mantle, and a sun orb.)
> x guard.
> ask Wade about Mirrored Queen.
> ask Wade about Scarlet Empress.
> ask Wade about vest.
> talk to woman.(She gives a whistle which can summon Toby.)
> x Toby. pet Toby. x whistle.
The first part of this walkthrough will be exploratory. I want to avoid collectng regalia at first, because whenever you acquire one of the regalia pieces, something in Grooverland will change, and some characters will no longer be available.
In general, you can't ask about something you haven't seen yet. So I recommend seeing as much as you can in case you want to ask someone about it afterwards.
Our walking tour will proceed west to east. At each intersection, we'll visit the northern attraction before the southern one.
Sugar Plum Snack Bar
> x cake. x attendant. talk to attendant.
> eat cake.(The tower is gone; the next layer is a library.)
> eat cake.(Mouth is too dry to eat more.)
> s. s.
> x poems. x dollhouse. x furniture.
> x nests. x vines. x rug. x chairs. x painting.
> x cabinet. open it. take winding key. x it.
> x bookcases. x candles. x fireplace.
> x clerk. x mom. talk to mom.
> talk to clerk. ask clerk about dollhouse.
> n. e.
I've summarized the menagerie food in the Inventory section, far below. I'm not repeating it all here, and you can't buy any of it just yet.
> x seller. x chef. x jelly man.
> x sausage cart.(specialty is blooodiness)
> x ceviche cart.(specialty is rawness)
> x jelly cart.(specialty is sloppiness)
> n.(As queen, you get the Petting Zoo to yourself.)
> talk to zookeeper. ask about monkey.
> ask about slug. x slug. pet slug.
> x tray. x leaf. give leaf to slug.
> ask about pig. x pig. pet pig.
> x crate. x cap. give cap to pig.
> ask about tailypo. x tailypo. pet tailypo.
> x plate. x brat. give brat to tailypo.
> ask about seller.
> s. s.
The man's name is randomized. I've seen Crust, Rind, and Gristle on his nametag.
> x man. x scepter.
> x menu. take white ticket. x it.
> talk to man.(He proposes a game and gives you five tokens.)
> ask man about empress.
> x griffin. x sign.(Griffin loves bloody food.)
> e. e.
Skull Scraper Sanctuary
> x scraper. x sign.(Scraper loves raw, but not sloppy food.)
> x skulls.
> w. s.
> x wolf. x hat. x sign.(Wolf loves sloppy food.)
> n. u.
> x beast. x sign.(Beast loves bloody, but not raw food.)
> d. d.
> x rawhead. x sign.(Rawhead loves raw food.)
> u. n. e.
> x pipe. x fungus.
> x engineer. x mustache. x crew. x dad.
> talk to engineer. talk to dad.
Okay, this puzzle, you should solve right away:
> w. n.
> take cap.(Pig is following you.)
> s. e.
> put cap in pipe.(The pig eats the fungus and goes back to the zoo.)
> x fountain.
> x serpent. x ramp. d.
> x webbing. x ribs. take rib. x plastic beam.
> x lake. x skeleton. pull arm. x bridge.
Oh dear. This monkey is upset.
> x monkey. x scratches. x orb. x frame.
> talk to monkey.
> s. u. u. s. s.
USEFUL: Examine the monitor to get a summary of what locations are currently adjacent and how to reach them.
> put beam in hole.
> x chandelier. x staircase.
> x vicomtes. x countesses.
> x monitor. x knob. x lever. x button.
> x well. x moon.(looks loose)
> take moon.(too far away)
> cc. push lever.
Taking something with cranes puts them into the cranes' inventory.
> x cutlasses. take cutlasses. i.
> x streamers. x carpeting. x clock. x kielbasas.
> take kielbasas.
> push lever.
> x overcoats. x wings. take wings.
> pull lever. pull lever.
> x table. x cherubs. x plastic food. x cracks.
> x pink ticket. take it.
You see a ring in its box fall below the stage. This always happens in the first duel, and the first duel is always a tie regardless of how the combatants are equipped.
> duel.(You return to...)
You can solve this puzzle now, but I'd prefer to wait on that and keep exploring the park.
> n. e.
> x Alice. x bracelet.
> x singer. talk to singer. z. z. z. z. z.
According to the song, the sound-sequence you want to reproduce is: creak, creak, rattle, rattle, shake, shake, turn, turn. But just explore the house for now.
Note that the sound associated with a room only happens when you leave that room.
> e.(door creaks)
> n.(floorboards creak)
> x bookshelves.
> w.(shelves rattle)
Creaky Game Room
> x table. w.(Door is locked.)
> s.(table creaks)
> w.(door creaks)
Creaky Dining Room
> n.(chandelier rattles)
> open fridge. take black ticket.
> u.(cabinets rattle)
> s.(wood cracks)
> e.(tower shakes)
> e.(passage shakes)
> x bed. s.(knob turns)
> x junk. n.(fear stops you)
> d.(knob turns)
Okay, we've seen all the rooms in the house. Looking at map 5, it should be clear that we need the key for the kitchen door to make a successful traversal. Let's move on.
> w. s. s. s.
This maze is surprisingly easy. Just go left or right four times, pick up the yellow ticket, and go. You will see different scenes depending on which way you go, but the maze puzzle is solved regardless of your choices.
> left —or— right.
> left —or— right.
> left —or— right.
> left —or— right.
> take yellow ticket. x it.
> n. e.
> x castle. x attendants.
Doña Villar's Tango Temptations
> x gramophone. x floor. x plants.
> x instructor. x pearls.
Doña Villar offers a wager that you can't outlast her protégé, Eugene, in the tango. Eugene asks you for a dance.
Of course, you don't beat Eugene this time, but it doesn't hurt to try.
> s. s.
Morgan wants your help in performing a Two-Card Trick.
> x table. x deck. x Morgan. x mantle.
> talk to Morgan.(She deals two cards.)
> left —or— right.
> show card to Morgan.
Morgan guesses correctly, but then she waves you over.
> talk to Morgan.
She says if you find her lost chest, she'll let you have her mantle. She gives some silver slippers to help you with your search.
> x slippers.
> ask about slippers. ask about chest.
> wear slippers.
> x trunk. x flag.
> n. w.
Think about all the places you've been to. Now ask Alice about any of them to learn which game (or games) inspired it. For example:
> talk to Alice. ask about welcome booth.
> ask about snack bar. ask about dollhouse.
> ask about petting zoo. ask about lupine lair.
> ask about ribcage. ask about dueling.
> ask about creaky house. ask about maze.
> ask about tango temptations. ask Alice about table.
> ask Alice about castle.
The exploration phase of this walkthough is over. Let's start solving puzzles! Head to the snack bar:
> w. w. w. n.
Sugar Plum Snack Bar
> give white ticket. drink milk.
> eat cake.(A cheesecake guardhouse is revealed.)
> give pink ticket. drink punch.
> eat cake.(An eclair kitchen is revealed.)
> give black ticket. drink juice.
> eat cake.(Only the fondant dungeon is left.)
> x dungeon.
> give ticket. x cola. drink cola.
> eat cake.(The crown is revealed.)
> take crown.(Something happens to David?)
> s. w.
David's plush chimera is here, but where is he?
> take chimera. ask Wade about David.
> e. e. n.
> take brat.
Now the tailypo is following you. Lead him to the monkey in the Sunroom:
> s. e. n. d. d. n.
The tailypo and the monkey fight! You and the orb fall to...
There's no exits here.
> take orb.(Now something's happened to Alice.)
> blow whistle.
Toby rescues you, and you're back at the Welcome Booth.
> e. e. e. e.
Alice is gone.
> take bracelet.
> w. s.
I'm assuming you've had at least one duel and seen the box fall under the stage. You want the countesses to win; they must have the wings; and you must push the duel button from the banquet hall.
> give cutlasses to countesses.
> give wings to countesses.
> give kielbases to vicomtes.
The countesses are victorious.
After the countesses win a victory, one of the countesses jumps hard. If this happens in Banquet Hall, and if the countesses have wings, the jumping is strong enough to create a hole in the banquet hall floor.
> take box. open box. x ring. wear ring.(Dad cries out.)
> u. n.
Yes, now Dad's missing.
> take map.
> w. n.
> take leaf.
Lead the racing slug to the lettuce-like plants in Tango Temptations.
> s. e. e. e. n.
Doña Villar's Tango Temptations
The slug eats all the plants and makes the floor quite slippery. Stuffed, the slug goes back to the zoo.
> wind gramophone.(with the winding key. The music is faster.)
And you're still wearing the silver slippers, yes?
The combination of a slippery floor, faster music, and your non-slip slippers is too much for poor Eugene. You win the dance. Villar offers a better key for your key.
> give key.(You get the creaky key.)
Ah. Back to the creaky house.
> s. w. n.
> n. n.
Creaky Game Room
> unlock door with key.
> w. s. u. e. e. s. d.
Completing the sequence makes the house go away, and you land in...
The house is gone except for the refrigerator and Morgan's chest.
> x chest. take chest.
> s. e. s.
After Morgan gets what she needs from the chest, she begins her Three-Card Trick. Assist her with her act like before.
> x table. x deck. x Morgan.
> talk to Morgan.(She deals three cards.)
> left —or— middle —or— right.
> show card to Morgan.
> talk to Morgan.(She drops the mantle for you and leaves with the cards and trunk.)
> take mantle.(You hear Mom.)
> n. w. w. w. w. s.
> take list. x list.
> x werewolf. ask werewolf about mom.
> n. e.
> x frog. x minotaur.
> buy prioress. buy deluxe. buy eels.
> buy unicorn. buy byte.
> s. e.
Skull Scraper Sanctuary
I believe it matters a bit which order you feed the animals.
> give prioress to scraper.
The skull scraper prefers the prioress to lamb. One point for you.
> w. u.
> give deluxe to beast.
The shrine beast prefers the goat. One point for the keeper, but you wanted him to use the goat here.
> d. s.
> give eels to wolf.
The wolf prefers your eels to the bantam. A second point for you.
> n. w.
> give unicorn to griffin.
The griffin prefers the unicorn to the minnow. That's your third point, and the man conceeds, dropping the scepter.
> take scepter.(The entire park is silent.)
> e. n. e. e. e. e.
The sisters must answer five questions. There are three cards: TRUTH, SISTERS, and FAMILY (red). Slot in machine.
> x queen. x empress. e.(locked)
> x truth. x sisters. x family.
See the Inventory subsection Cards, in castle for a detailed summary of the cards. There's no wrong questions or specific questions that must be asked; any five questions will do. For example:
> put truth in slot.(New cards: FRIEND and GROOVERLAND.)
> x friend. x grooverland.
> put family in slot.(New cards: TERROR and RESCUE.)
> x terror. x rescue.
> put rescue in slot.(New card: COMBAT.)
> x combat.
> put combat in slot.(New card: STRENGTH.)
> x strength.
> put strength in slot.
After answering your fifth question, The Empress becomes a dragon and starts to burn the park down. The Queen enters your crown to guide you, and tells you to SUMMON the dragon when you're ready. The castle door unlocks.
> e. d.
> put map in forge. put scepter in forge.(You can now SPEAR the dragon.)
> u. n.
> give chimera to roses. give mantle to roses.(You can now SNARE the dragon.)
> s. s.
> put list in pot. put ring in pot.(You can now SHIELD yourself.)
> n. e.
> put bracelet on pillar. put orb on pillar.(You can now SHINE to distract the dragon.)
> w. u.
The order of these commands matters:
> summon dragon.
> snare dragon.
> spear dragon.
The dragon explodes. The castle falls. The queen fades away, thanking you. You fall into a crater.
> i. blow whistle.
*** You have defeated Grooverland! ***
This is the response to AMUSING after winning the game:
Have you tried...
...XYZZY? ...asking the employees about each other? ...hitting, pushing, pulling, throwing something at, turning, burning, tying or cutting people?
...getting the moon open in Midnight. Laserfight?
David is your brother. He's usually near the Welcome Booth and carrying a plush chimera, until he disappears.
Alice is your sister. She's at Spooky Sideshow with her phone, and can tell you about any location in the park. She's wearing a silver bracelet, until she disappears.
Dad is usually at Mechanical Marvels looking at his map, until he disappears.
Mom is in Painful Purchases, making a list of things to buy, until she disappears.
Park workers and owners
An attendant takes your sword away after you break open the papier-mache dragon in the Arena.
Wade is the gate guard at Welcome Booth. Ask him about anything you see! He becomes a skeleton.
The attendant at the Sugar Plum Snack Bar is a woman who serves free drinks in exchange for tickets. She becomes cherubic, with wings.
The shop clerk in Painful Purchases doesn't care about his wares. He turns into a werewolf.
The sausage seller, ceviche chef, and jelly man sell menagerie food in exchange for tokens. They specialize in bloody, raw, and sloppy food respectively. They become a were-rat, a siren, and a jelly golem, respectively.
The zookeeper lets you feed, pet, and borrow her animals. She turns ghostly.
Crust (or Rind or Gristle - are there other names?) is the man running the menagerie. He has the scepter.
The chief engineer, sporting a handlebar mustache, is supervising the maintenance crew trying to repair a pipe clogged with red fungus.
The creaky singer on the stoop of the Creaky House will sing a very helpful poem for you. He becomes a skeleton.
Doña Villar is a dance instructor and wagers you can't outlast her top student, and nephew, Eugene. She grows tentacles.
Alistair and Ailbert are identical men who somehow, from inside a steamer trunk, help Morgan with her card tricks.
Uniformed guards guard the entrance to the castle. They become undead guards.
The Mirrored Queen and the Scarlet Empress are sisters and the co-owners of Grooverland. When you see them in the castle, they appear as mechanical devices, but they're actually ancient forces that have played many roles. The Scarlet Empress is a force of chaos and destruction; she enjoys creating fear and terror. The Mirrored Queen is a vague force for good, but seems to exist solely to counterbalance her sister. Since they cannot directly attack each other, they hold contests using other people.
Toby is a trained dog who will come to your rescue if you blow his whistle.
A racing slug is a squishy creature in the petting zoo. It loves to eat lettuce.
A truffle pig is a friendly animal in the petting zoo. It loves to eat mushrooms and other fungi.
A tailypo is a grumpy and spiky sort of animal in the petting zoo. It loves to eat bratwurst, but it also picks fights with the monkey.
A monkey is an angry animal that ran away from the petting zoo to the sunroom.
A wolf is in the Lupine Lair of the menagerie. It likes sloppy food.
A griffin is in the Griffin Exhibit of the menagerie. It likes bloody food.
A skull scraper is in the Skull Scraper Sanctuary. It likes raw food but detests sloppy food.
A shrine beast is in the Abandoned Shrine of the menagerie. It likes bloody food but detests raw food.
A rawhead is in the Rawhead's Refuge of the menagerie. It likes raw food.
The red dragon is the final form of the Scarlet Empress. As the dragon, she'll burn the park until you manage to defeat it in battle.
The vicomtes and the countesses are the two dueling sides in the Midnight Laserfight exhibit. They're mannequins.
Morgan the Mechanical is a machine that can do card tricks in her tent. She wears a mantle.
A woman from the "Kids Paws The Game" Foundation, gives you a whistle to summon Toby with. She disappears after giving the whistle.
Spike M, Park Inspector, wanders by at random points in the game. Mom warns you to not let him teach you advanced math.
A beast (or the wind) follows the sound of your footsteps in the creaky house.
Ivan used to perform card tricks until Morgan replaced him.
Crowds of people are also in the park, many in costume. Over time, they're transformed into various monsters or disappear.
The police question you in the epilogue.
Several unusual characters are seen in passing in the corn maze.
The response to CREDITS is:
Grooverland is a game made in honor of the ongoing works of Chandler Groover. It isn't necessary to have played any of his games, but if you have, you'll definitely notice some references.
This game was beta tested by: Chandler Groover, Lance Campbell, thecheddarman, Hugo Labrande, Sean M. Shore, Mike Spivey, Greg Frost, AKheon, Feneric, Austin Auclair, and an anonymous tester. Wren Harper provided writing guidance. Cover art is by @Maudou_art.
Conversation in this game uses TALK TO and ASK (or TELL, which does the same thing). You can generally only ask people about notable things you've seen in the game.
Alice can tell you more about which game each location references.
If you are stuck, type HINT for hints! All exits are listed in the status bar at the top of the game.
Cards, in castle
In the Queen's Castle, the Mirrored Queen and the Scarlet Empress will answer five of your questions. To ask a question, put its card into the slot. There are initially just three cards in the basket (TRUTH, SISTERS, and FAMILY), but new cards may be spawned after a question is answered.
It doesn't really matter which five cards you use, even though some questions are more useful than others. Feel free to use whichever cards you want to use. After the fifth question is answered, the Queen's spirit enters your crown, the Empress transforms into a dragon, the remaining cards are destroyed, and the door into the rest of the castle unlocks.
a white card labelled TRUTH.
It's in the basket. Its question is "What is really going on today?" It spawns the FRIEND and GROOVERLAND cards.
a white card labelled SISTERS.
It's in the basket. Its question is "Who are you two?" It spawns the SHADOW and CONTESTS cards.
a red card labelled FAMILY.
It's in the basket. Its question is "Where is my family?" It spawns the TERROR and RESCUE cards.
a white card labelled FRIEND.
It'a spawned by the TRUTH card. Its question is "How are you my friend?" It spawns no new cards.
a red card labelled SHADOW.
It's spawned by the SISTERS card. Its question is "What world is this the shadow of?" It spawns the COMBAT and GROOVERLAND cards.
a white card labelled CONTESTS.
It's spawned by the SISTERS card. Its question is "What contests have you sisters had?" It spawns no new cards.
a red card labelled TERROR.
It's spawned by the FAMILY card. Its question is "Why would you terrorize them?" It spawns no new cards.
a white card labelled RESCUE.
It's spawned by the FAMILY card. Its question is "How can I save my family?" It spawns the COMBAT and GROOVERLAND cards.
When in Morgan's Tent, when she is performing either the Two Card Trick or the Three Card Trick, choose one of the cards on the table, then show it to Morgan. It doesn't matter which card you pick; she'll always guess correctly.
a queen of spades. This is the left card in either Trick.
a two of clubs. This is the right card in either Trick.
a jack of hearts. This is the center card in the Three Card Trick.
Crane items / Things held by the cranes
These items are exclusive to the Midnight Laserfight region. They're only listed in your inventory when you're in a location that has cranes. You can only EXAMINE, TAKE, and GIVE these items. You may take things directly from the combatants without giving them anything in exchange; they will fight without weapons or outfits if they must.
some laser cutlasses. They're on the Grand Staircase
Give them and the wings to either the vicomtes or countesses to ensure their victory. You'll automatically take their old weapons.
some inflatable kielbasas. They're in the Black Salon.
These weapons are useless. Give them to either the vicomtes or countesses to ensure their defeat, unless the other side is weaponless, in which case it'll be a tie. You'll automatically take their old weapons.
some pig wings. They're in the Cloak Room.
Give them and the cutlasses to either the vicomtes or countesses to ensure their victory. You'll automatically take their old outfits.
some white motley and some red motley. The countesses wear white; the vicomtes wear red.
These are their standard outfits; you need do nothing with them.
some white laserpistols and some red laserpistols. The countesses wield the white weapons; the vicomtes wield red ones.
These are their standard weapons; you need do nothing with them.
some vorpal laserswords. They're behind the paper moon at the Well.
The swords appear if you start a duel from the Well where the vicomtes win. When you return to the Well, the winning vicomtes smash into the set, dislodging the moon and exposing the swords.
These are the best dueling weapons.
All drinks are available at the Sugar Plum Snack Bar in exchange for a ticket. Give a ticket to the attendant and she'll give you a drink in exchange. Drink a drink after eating some of the cake so you can eat more of the cake. You won't drink unless you're thirsty, and you're always thirsty after eating cake.
a punch flute. Get this in exchange for the pink ticket.
a glass of creaky juice. Get this in exchange for the black ticket.
a maize flavored cola. Get this in exchange for the yellow ticket.
Family items are initially carried by Lily's family members, but found abandoned as Lily collects pieces of regalia. The family items are used just before the final battle to empower the regalia.
David's favorite plush chimera. David is carrying it; he wanders.
When you obtain your first piece of regalia, David is removed from the park, and his chimera can be found at Welcome Booth.
In the Queen's Garden, give the chimera to the roses, then give the mantle to the roses. The mantle becomes a true mantle with the power to SNARE.
Alice's silver bracelet. Alice is wearing it; she's usually at Spooky Sideshow.
When you obtain your second piece of regalia, Alice is removed from the park, but her bracelet is still at Spooky Sideshow.
At the view of a Kingdom, put the bracelet on the pillar, then the sun orb on the pillar. The sun orb becomes a true orb with the power to SHINE.
dad's map. Dad is carrying it; he's at Mechanical Marvels.
When you obtain your third piece of regalia, Dad is removed from the park, but his map is still at Mechanical Marvels.
In the Armory, put the map in the forge, then put the scepter in the forge. The scepter becomes a true scepter with the power to SPEAR.
mom's present list. Mom is carrying it; she's at Painful Purchases.
When you obtain your fourth piece of regalia, Mom is removed from the park, but her list is still at Painful Purchases.
In the Treasury, put the list in the pot, then put the ring in the pot. The ring becomes a true ring with the power to SHIELD.
a winding key. It's inside the cabinet in the dollhouse at Painful Purchases.
In Doña Villar's Tango Temptations, wind the gramophone with winding key to make the music faster.
After you've defeated Eugune in a tango, give the winding key to Doña Villar to get the creaky key in exchange.
a creaky key. In Doña Villar's Tango Temptations, after you've defeated Eugune in a tango (see winding key, lettuce leaf, and silver slippers), give the winding key to Doña Villar to get the creaky key in exchange.
The creaky key unlocks the creaky kitchen door between the Creaky Game Room and the Creaky Kitchen.
Menagerie food (with Bloodiness, Sloppiness, and Rawness)
You can buy up to five of these menagerie food items from the vendors in the Prowling Promenade, using the five food tokens. Choose carefully if you want to beat the menagerie man at his feeding game. If you lose his game, he'll take your unused food from you, and tells you to talk to him if you want to play again.
(B 4, S 2, R 1) Taghairm Deluxe. It's on the sausage cart. Buy this. Give it to the shrine beast.
(B 3, S 2, R 2) Baron's Breakfast. It's on the sausage cart.
(B 4, S 1, R 2) Hunted Unicorn. It's on the sausage cart. Buy this. Give it to the griffin after the menagerie man has given the goat meat to another animal.
(B 1, S 2, R 4) Briny Byte. It's on the ceviche cart. Buy this. Give it to the rawhead.
(B 2, S 2, R 3) Cragne Crawfish. It's on the ceviche cart.
(B 2, S 1, R 4) Pickled Prioress. It's on the ceviche cart. Buy this. Give it to the skull scraper.
(B 2, S 4, R 1) Jellied Eels. It's on the jelly cart. Buy this. Give it to the wolf.
(B 1, S 4, R 2) Molten Monolith. It's on the jelly cart.
(B 2, S 3, R 2) Porcine Puree. It's on the jelly cart.
You're told by the flier that you need to obtain all five pieces of regalia in order to enter the Queen's castle at the east end of the park. After talking to the Mirrored Queen and the Scarlet Empress, you'll sacrifice your family items to empower your regalia, and then use your regalia to defeat the red dragaon.
a ring; later, a true ring.
The ring is in the little black box, first seen in Dueling Garden, but you'll pick it up in Understage. The first time you're in Dueling Garden, the box will be knocked away, off the stage.
In the Treasury, put mom's list in the pot, then put the ring in the pot. The ring becomes a true ring with the power to SHIELD.
At Heights, after summoning the dragon, use SHIELD as your third step in the battle.
a sun orb; later, a true orb.
The sun orb is in the Sunroom, but guarded by the monkey.
Lead the tailypo from the petting zoo to the sunroom by carrying a limp bratwurst there. During their scuffle, you and the orb will fall into the Bowels. Pick up the orb, then blow the whistle to escape.
At the view of a Kingdom, put Alice's bracelet on the pillar, then the sun orb on the pillar. The sun orb becomes a true orb with the power to SHINE.
At Heights, after summoning the dragon, use SHINE as your first step in the battle.
a mantle; later, a true mantle. Morgan wears it in her tent.
Bring Morgan's chest to her tent. Play your role in her Three-Card Trick performance, then talk to Morgan after the crowd is gone. She'll drop her mantle, then leave with her cards and steamer trunk.
In the Queen's Garden, give David's chimera to the roses, then give the mantle to the roses. The mantle becomes a true mantle with the power to SNARE.
At Heights, after summoning the dragon, SNARE DRAGON as your second step in the battle.
a Sugar Plum Crown; later, a true crown.
The crown is hiding at the bottom of the cake at the Sugar Plum Snack Bar.
Alternate between eating cake and drinking a drink to finish it all. There's five cake layers, so you'll need four drinks.
After finishing your discussion in the Queen's Castle using the cards, the spirit of the Mirrored Queen will enter the crown, turning it into a real crown. From there, she will guide you in preparing for the battle with the dragon.
Zoo food is only for the animals in the petting zoo; menagerie animals won't eat them. You can't eat them either. Zoo food respawns in its container after its eaten, so there's always one of each available.
a lettuce leaf. It's on a tray in the petting zoo.
This is the racing slug's favorite food. While you carry the leaf, the slug will follow you everywhere, unless the slug is full.
Carry the leaf to Doña Villar's Tango Temptations. The slug will eat up all the plants there, making the dance floor quite slippery. The slug returns to the zoo, stuffed.
a mushroom cap. It's in a crate in the petting zoo.
This is the truffle pig's favorite food. While you carry the cap, the pig will follow you everywhere, unless the pig is full.
Carry the cap to Mechanical Marvels, and put the cap in the pipe. The pig will eat the red fungus that's blocking the pipe, then trot back to the zoo, full.
a limp bratwurst. It's on a plate in the petting zoo.
This is the tailypo's favorite food. While you carry the brat, the tailypo will follow you everywhere, unless you led it to the monkey earlier.
Carry the brat to the Sunroom. The tailypo and monkey fight, sending you and the sun orb to Bowels. The tailypo returns to the zoo, and although you can still feed him brats, it will no longer follow you when you have one.
By the way, you can only have one zoo animal following you at a time. If you try to have more than one, the animals will be able to steal their food from you until only one animal is left.
a mighty sword. You're holding it in the arena.
Kill the dragon with it. An attendant takes it away afterwards.
a flier. The guard at Welcome Booth gives it to you when you first arrive there.
Read it. It tells you the location names on the main road through the park, and more importantly, it tells you must find your regalia before you may enter the Queen's Castle.
a safety whistle. The woman at the Welcome Booth gives it to you when you first talk to her.
You'll automatically wear the whistle and won't take it off. Blowing the whistle summons the dog, Toby, to rescue you from wherever you are.
Dad won't let you enter the Serpent Slide unless you have the whistle.
Blow the whistle in Bowels to escape from there with the sun orb.
Blow the whistle in Crater to escape from there and win the game.
a plastic beam. It's the loose rib in Ribcage.
In the Ballroom (of Midnight Laserfight), put the beam in the hole; both are labelled HYDRAULICS. The beam becomes a lever you can now push and pull to change the set.
some silver slippers. In Morgan's Tent, after playing your role in her Two-Card Trick, talk to Morgan, and she'll give you these slippers to help you find her lost chest.
Wear the slippers to give you sure footing. In Doña Villar's Tango Temptations, if you've made the floor slippery (see lettuce leaf), and the music faster (see winding key), and you're wearing the slippers, you'll be able to outlast Eugene on the dance floor. Doña Villar will now offer the creaky key in exchange for your winding key.
a little black box. It's seen at Dueling Garden, but the first duel there sends the box to Understage.
To make Understage accessible, give the countesses both the wings and cutlasses to ensure their victory in a battle. Or just give the kielbases to the vicomtes to make sure they lose, but the countesses still need the wings when victorious. Go to Banquet Hall and start the duel from there. On your return from the garden, one of the winning countesses will jump up and down on the cracked banquet floor, and if she has wings, her jumping will be strong enough to open up a hole you can use.
Morgan's chest. It's at Bare Lot, after walking the correct route through the creaky house.
Bring the chest to Morgan's Tent. She'll now be able to do her Three Card Trick. Play your part in this act, then talk to Morgan again to get her to drop her mantle for you.
five food tokens. The man in the menagerie gives them to you when you first talk to him.
In the Prowling Promenade, you can use the tokens to buy menagerie food from the vendors, one item per token. You'll want to select a food for each menagerie animal that you'd think they'd like better than what the man feeds them.