You play as either Duff Malcolm Mint or Charlotte Candy Mint who returns home with 75 points and a bag full of treasure. Unfortunately, your mother is very displeased and demands that you return all those treasures to their owners and not to return home until those 75 points are gone.
This solution is by David Welbourn, and is based on Release 2, the post-competition release of the work.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of a work of interactive fiction. Please make an honest effort to play the work before reading this walkthrough.
Note: If you're playing as a girl, there's a wizard instead of a sorceress, therefore "Shack of the Sorceress" and "Bedroom of the Sorceress" become "Shack of the Wizard" and "Bedroom of the Wizard" respectively.
Walkthrough
Would you like to restore a previously saved game?:> n
Would you rather be a Mama's (B)oy or Mama's (G)irl?:> b —or— g
If you chose b, you play as Duff Malcolm Mint.
If you chose g, you play as Charlotte Candy Mint.
Front Porch
You begin with 75 points and 5000 turns. Both your score and the turn count decrease as you play.
> full score. commands. info. verbose. warning on.
> x me. i.
> x sword. x candy. x pear. x lantern.
> take sack. x sack. read tag.
> x ring.(Belonged to a sorceress or wizard.)
> x sapphire. x honey.
> open mailbox.(Chippy the chipmunk emerges.)
> x Chippy.
So, what sorts of commands does Chippy know? ATTACK, FETCH, SIT, and STAY, as far as I know. (You learn what commands Chippy knows by experimenting, and by guessing they're the same commands you might teach to a dog.) You can also throw acorns at things to get Chippy to go after it. And you can throw Chippy at things too.
> w.
Roadway, scene of the First Battle
Chippy eats the acorn here as soon as you enter with him. Don't worry; there's other acorns you can get elsewhere.
> x fireflies. x corn. x smoke. x orphanage.
> n.
Orphanage
Any attempt to take the baby or bassinet is countered with "DON'T WAKE THE BABY" from the children. The children's wishes cannot be defied by anyone — not berserkers, not dragaons, and definitely not you. You may optionally try talking to them, however:
> x baby. x hand. x bassinet. x children.
> ask children about baby.
> ask children about children.
> ask children about orphange.
> give candy to children.(no)
Now try to give the candy back to the baby.
> put candy in bassinet.(Not good enough.)
> give candy to baby.(Be more specific.)
> put candy in baby's hand.(It falls out.)
> take candy. lick it. put candy in baby's hand.(−5; success!)
> s. w.
Crossroads
Apparently, you cheated the merchant by buying a pear with Canadian money.
> x merchant. x stand. give pear to merchant.(no)
> x oak. x signs. step lightly.(ha)
> eat pear.(You might as well; the used pear is of no other use to you.)
> s.
Shady Glade
Chippy eats one of the two acorns immediately; grab the other quickly!
> take acorn. x oak. u.
Lower Branches
You can always can more acorns from the stash.
> x hollow. note 1. x stash. take stash.(You get more acorns.)
> put acorn in hollow.(−5 for returning Chippy to his home)
Don't worry. Chippy continues to follow you; sometimes in your inventory, and sometimes not.
> x sloth.(It's sleeping.)
> x leaves. count leaves.
Simple attempts to wake or take the sloth fail.
> u.(no: can't get past the sloth)
Like the baby in the orphanage, the sloth will sleep peacefully for the entire game.
> d. w.
Dirt Patch
> x Maurice. x pouch. x mound. x nymph. x adventurer.
> ask Maurice about nymph.("That's Maurice's adventurer in her mouth.")
> ask Maurice about adventurer.
> ask Maurice about Maurice.
> ask Maurice about pouch.
> Maurice, follow me.
> Maurice, give pouch to me.(no: He'd die first. Foreshadowing?)
> e. n.
Crossroads
Maurice buys a fresh pear from the merchant, using a gold coin from his pouch.
> Maurice, give pear to me.(He refuses. "Maurice will starve!")
> s. w.
Dirt Patch
Maurice is friendly and talkative, and by killing him now, you're robbing yourself of the joy of his company for much of the game. Asking him about various topics might even contain useful hints. However, you do need to kill him eventually, and doing it now rather than later simplifies the walkthrough. Sorry!
Oh, and kill the nymph too. She's a freebie.
> kill nymph with sword.
> kill Maurice with sword. look.
> x Maurice. take pouch. take fresh pear.
> open pouch. look in it.(It's empty.)
> e. n.
Crossroads
> give fresh pear to merchant.(−10)
> nw.
Hovelville, scene of the Second Battle
You can ask the peasants about a few topics: castle, dragon, lord, village.
> x peasants. x castle.
> n.
Drawbridge
> x guardian. x bridge. x castle. note 2. x moat.
Deal with the guardian later.
> s. se. ne.
Troll Bridge, South Side
A rare treat: this may be the only troll bridge in any game or story where the troll never stops you from crossing his bridge. A shame Maurice isn't here to appreciate it.
> x troll. x bridge. note 3. x river. x birds.
> tickle troll.(Bump cries.)
> apologize to troll.(−10; you are now his friend)
> ask Bump about Bump. ask Bump about bridge.
> ask Bump about river. ask Bump about birds.
> n. n.
Fork
By the way, the text on these signs changes every time you look at them. However, they only give generic warnings and are amongst the most unhelpful signage ever.
> nw.
Weed Field
By the way, the elves aren't chatty, and the weeds are poisonous. Take, but don't eat, the weeds.
> x elves. x weeds. take it.
> x clump. smell it.
> n.
Winding Road
> x formations.
> turn on lantern. e.
Dragon's Lair, scene of the Final Battle
> x dragon. x skull. look in skull. x clawmarks.
> w. turn off lantern. s. se. ne.
Rocky Crag
> x ocean. n.
Shack of the Sorceress / Shack of the Wizard
When you arrive, a stranger exits the shack, locks the door, and heads east. Ignore your other concerns and follow them!
> e. e.
Ocean Shore
You see the stranger throw the key into the nest before they leave for parts unknown.
As you saw with the key, small things thrown at the nest (or at the gull) are captured and put into the nest. The gull lets larger items fly past. Chippy will try to climb the pole if you throw an acorn at the nest, but the gull stops him or you from climbing.
> x wood. x pole. x nest. x gull.
> x isle. note 4.
> x sand. dig sand.(You find a concrete block at the base of the pole.)
> x block. shake pole.
Acquiring the key takes four steps:
> throw acorn at gull.(Chippy and gull fight halfway up the pole.)
> climb pole.(The gull attacks you instead. Chippy reaches the nest. You fall down.)
> Chippy, fetch.(Chippy brings the key to you.)
> take key. x key.
> w. w.
Shack of the Sorceress / Shack of the Wizard
> x shack. knock on door.
> unlock door with key. n.
Bedroom of the Sorceress / Bedroom of the Wizard
The sorceress (or wizard) is naked, blindfolded, and tied to their bed. If you're playing as a boy, you find a sorceress; if you're playing as a girl, you find a wizard.
By the way, you can refer to the occupant as "sorceress", "wizard", "woman", or "man", regardless of whichever gender they present themself as.
> x sorceress —or— x wizard —or— x woman —or— x man.
> x bed. look under bed. go under bed.
Underneath the Bed
> x form. x mattress.
> ask form about form.(It shushes you.)
> out.
Bedroom of the Sorceress / Bedroom of the Wizard
> x vapors. x accoutrements.
You may optionally attempt to er, please the person on the bed. You will fail, however. The occupant is totally unimpressed with all your attempts at lovemaking. I'm refering to the occupant as "man" here since it's the shortest alias to type and I couldn't find a gender-neutral term that worked.
Note, if you give anything else to the occupant, they make it vanish. Also, pouring honey on them isn't polite.
Return all the way to the drawbridge:
> s. s. sw. s. s. sw. nw. n.
Drawbridge
Experimentation shows that most things thrown at the Guaridan are knocked into the moat for not being lively enough. The only living thing you can throw is Chippy. And if you've tried to eat the weed, you learn it's poisonous.
So, to poison the Guardian, you need to coat Chippy with weed and throw him!
> open jar. put honey on Chippy.(This makes him sticky.)
> put weed on Chippy.(This makes him poisonous.)
> take Chippy.
> throw Chippy at guardian.(The Guardian swallows Chippy whole, then dies seconds later.)
> n.
Castle Courtyard
The person, while inside the cage, won't respond well to conversation. If you're playing as a boy, a man named Benny is in the cage. If you're playing as a girl, a woman named Darlene is in the cage.
> x man —or— x woman.
> x cage. note 5. x barrel.
> break padlock.
The freed person tosses the barrel and takes everything from underneath, smashes the cage, introduces themself as Benny or Darlene, then heads south to resume their quest.
If you're playing the game for the very first time and following this walkthough, please save your game here and follow Benny/Darlene as they rampage all over the place:
In Hovelville, they kill over 20 peasants.
At the crossroads, they kill the merchant and eat some pears.
At the dirt patch, they kill the nymph if she's still alive.
In the orphanage, they are rebuffed by the children.
Outside your home, they claim it for themselves, sowing some magic corn that instantly grow into a skeleton army.
At the bridge, they kill Bump the troll.
In the weed field, they kill over 20 elves.
Assuming the shack is unlocked, they enter and copulate with the bedroom's occupant. Both participants are quite happy with this. You are not invited or permitted to watch.
At the ocean shore, they toss down a raft, check it for seaworthiness, then head off on it.
Now restore your game.
If you want to win the game, you must hide yourself under the bed before Benny/Darlene gets there. Please go directly go to the shack, close the door, hide under the bed, and wait.
> s. s. se. ne. n. n. ne. n. n.
Bedroom of the Sorceress / Bedroom of the Wizard
> close door. go under bed.
Underneath the Bed
CAUTION: If Benny/Darlene discover you under the bed, you're dead. Timing is critical.
> z.(Wait repeatedly until you hear someone enter the shack, re-close the door, get undressed, drop a scroll, get onto the bed, and start having sex. When you hear Benny/Darlene say "More pudding", they are completely distracted and you can now steal the scroll.)
> take scroll.
> put scroll in sack.(It is imperative that you put the scroll inside your sack so Benny/Darlene doesn't see you carrying it later!)
> z.(You hear the door open and close.)
Move quickly! You don't want them to use their raft without you on it!
> out. s. e. e.
Ocean Shore
Don't stop to examine the raft or anything else. Just get on the raft.
> enter raft.(They stop you, but then relent, but only because you freed them from the cage.)
> enter raft.(You actually get on this time.)
Benny/Darlene also boards the raft.
Inside the Raft
This trip only lasts two turns. While in the raft, you may only examine things or wait.
> x Benny —or— x Darlene.(They have a vorpal sword and magic feed corn.)
> x corn.
The raft reaches the isle and you both disembark.
Siren Isle
The corked siren mumbles something and you're unexpectedly in a conversation menu.
#? 1 –to– 3(The siren gets irritated.)
#? 1 –to– 3(She hands you a note.)
> read note.
CAUTION: If the siren is uncorked for two turns in a row, she lures you to your doom.
> take cork.(−10)
> give cork to Benny —or— give cork to Darlene.(They recork the siren, then summon birds to fly you back to the shore.)
Ocean Shore
Benny/Darlene will never bother you again. Let's look at that scroll:
> x scroll.
Head back to the drawbridge. Feel free to examine any dead bodies you find along the way.
> w. w. s. sw. s. s. sw. nw. n.
Drawbridge
> x guardian. cut belly with sword.(Chippy returns to you.)
> pet Chippy.
Head back to the dead dragon.
> s. se. ne. n. n. nw. n. light lantern. e.
Dragon's Lair
CAUTION: If the dragon is the only corpse here, the spell fails. It needs something else dead to replace its missing brain.
> kill Chippy with sword. x Chippy.
Also, you must be holding the scroll for the spell to work.
> take scroll. cast scroll.(−15; Hello, Dragon-Chippy.)
You now have a friendly dragon following you. Return home with it.
> x dragon.
> w. s. se. s. s. sw. e. e.
Front Porch
Dragon-Chippy makes short work of the skeletons. Then your mother arrives, still peeved, but she relents and lets you in for dinner.
Dining Room
Your mother, in mid-preparation, starts looking for her lost good luck stone.
> x table. x mother.
> give sapphire to mother.(−10)
She serves you some yorl bird stew, but she forgot to remove the poisonous talons again!
*** You have died, mama's boy/girl. Game over***
[If you restart or restore, type GONZO for a list of fun stuff to try.]
Extras
Amusing
To see this list, type GONZO within the game:
Did you try to...
type XYZZY or wait until turn zero with Maurice around?
arrange it so that Benny/Darlene meets the stranger from the shack?
kill anyone with Benny/Darlene in the room?
leave treasure around for Benny/Darlene to pick up?
resurrect the dragon with each of the dead bodies?
keep Maurice alive to the very end? (he comments all the way through)
interact with Bump after you apologize to him?
LOOK each turn when the siren is singing?
throw or put Chippy into any body of water?
command Chippy while he's on the pole? (SIT, STAY, FETCH, KILL)
interact with Dragon-Chippy in Chippy-type ways? (fetch, pet, hug, etc)
revisit all the rooms with Dragon-Chippy in tow?
re-attempt the key puzzle with Dragon-Chippy?
lick, screw, hug, kiss, suck, eat, untie, tease, spank, tickle, or touch the wizard/sorceress?
interact with the children, the pears, or the doorway to the shack with Benny/Darlene present?
Needless to say, every action is a lot more fun with Maurice around. I miss the little feller already.
Of course, you don't learn the GONZO command until you've won the game.
Characters
Your mother demands that you put everything back where you found it. She's in your home and you're not.
Chippy the chipmunk is in your mailbox. You've trained him to perform several tricks, like a dog.
A sleeping baby is in a bassinet in the Orphanage.
Some children are also in the Orphanage. They shout a lot and are nobody's pushovers.
A fruit merchant is at the Crossroads with his roadside stand. He's really angry with you and wants a pristine pear to replace the one you swindled him out of.
A tree sloth is sleeping at Lower Branches. You can never get past it.
Maurice the Follower is at Dirt Patch. He has a pouch containing a gold coin.
A nymph is at the Dirt Patch, eating Maurice's adventurer.
Some peasants are in Hovelville. They'll talk to you, but they're obviously of no use to you.
The Guardian of the Drawbridge is at the Drawbridge. They're some sort of hybrid creature.
A troll named Bump is at the Troll Bridge. He's been crying after the way you treated him.
Some yorl birds can been seen from the bridge. They can be quite tasty in a stew, but make sure you remove their poisonous talons!
Elves are busy dancing amongst the weeds and have no interest in your silly human concerns.
A seagull has its nest on a high pole at Ocean Shore.
A stranger disposes of the key with the gull. The stranger's gender matches yours.
The sorceress or wizard is found naked, blindfolded, and tied to their own bed in their shack. This status is entirely their own idea. Their gender is the opposite of yours.
A supernatural form is under the sorceress's (or wizard's) bed, silently awaiting its master's (or mistress's) command.
Benny or Darlene is first seen as a caged prisoner in the Castle Courtyard. He's Benny if you're playing as Duff, or she's Darlene if you're Charlotte. Benny/Darlene is an impatient and murderous adventurer. They are carrying a scroll, a vorpal sword, and some magic corn.
A siren is on the Siren's Isle. She's corked with a cork that you put there.
Some skeletons, grown from magic corn, spring up around your own home at Benny's/Darlene's command.
Some birds fly you back to the shore from the isle.
Found dead:
A dead adventurer is being eaten by the nymph.
A dead dragon is still in its cave where you killed it.
Mentioned:
The Larger Ones and their Big Lord own the castle, but do not appear in this game.
Scavengers have eaten the dead dragon's brain.
Credits
The response to the CREDITS command is:
Zero Sum Game was written by Cody Sandifer (email redacted).
Copyright (c) 1997,1998 by Cody Sandifer. All rights reserved.
This program is freeware. It is not in the public domain. You may copy and distribute it as long as it is not modified in any way. It may not be sold for profit, though a nominal distribution fee may be charged. Please contact the author for more information.
Thanks:
The footnote.t, plurals.t, and bugs.t TADS modules sure came in handy. Much thanks to the authors.
The betatesters deserve thanks for their fine contributions: Jon Blask, John Ferris, Luc French, Matthew Garrett, Jane Kerr, Dylan O'Donnell, Morten Holm Pedersen, and David Wildstrom. Dylan O'Donnell and David Wildstrom earn Big Kahuna thanks for their over-the-top efforts.
Folks who sent in helpful comments during or immediately after the 1997 IF competition: David Glasser, Russell Glasser, Stephen Granade, Jon Petersen, and Christine Simoes Tilden.
Version 2 playtesters: Aapo Haapanen and Brian Uri. Thanks!
I look forward to your comments. If you find bugs -- or want to share opinions -- don't hesitate to contact me. Really.
Pronoun warning: 'Them' typically won't work when applied to plural objects (e.g. pickles, geese). Sorry.
Disclaimers: This game is a piece of fiction. All characters, places and situations are figments of the author's imagination. Any similarities between characters in the game and real persons, living or dead, are purely coincidental.
Endings
You have died
if you kill the tree sloth with your sword; it falls on top of you, flattening you like a pancake.
if you jump off the troll bridge (or try to swim in the river from the bridge); you hit a rock just under the surface.
if you try to kill the Guardian of the Drawbridge with your sword.
if you enter the moat.
if you eat the weed clump; it's poisonous.
if you tease the sorceress (or wizard); she (or he) whistles and the supernatural form fries your head.
if you try to kill the sorceress (or wizard) with your sword.
if you try to talk to the sorceress (or wizard) twice; she (or he) summons a green fog that takes you far away.
if you try to kill Benny (or Darlene) with your sword.
if you try to enter the sorceress's shack (or wizard's shack) when Benny (or Darlene) is inside.
if you try to take the scroll too soon when you're Underneath the Bed.
if you emerge from under the bed while Benny (or Darlene) is in the shack.
if Benny (or Darlene) sees you carrying the scroll.
if you fall prey to the siren's song.
if you use the XYZZY command.
if you cast the scroll in the cave with a dead elf there; the elf-dragon stomps on you as it dances.
if you cast the scroll in the cave with a dead merchant; the merchant-dragon decides to take his revenge on you for all the grief customers have given him.
if you cast the scroll in the cave with a dead peasant; the peasant-dragon gets a bit power-mad and kills you.
if you cast the scroll in the cave with a dead Maurice; the Maurice-dragon accidentally kills you when he first uses his fire breath.
if you cast the scroll in the cave with a dead nymph; you get in the nymph-dragon's way.
if you cast the scroll in the cave with a dead adventurer; the adventurer-dragon kills you because he think you stole Maurice from him.
if you cast the scroll in the cave with two or more dead bodies (not counting the dragon); the confused amalgam-dragon lashes out when it recognizes you.
You have died, mama's boy. Game over
if, as a boy, you reduce your score to zero when you give the sapphire to your mother.
You have died, mama's girl. Game over
if, as a girl, you reduce your score to zero when you give the sapphire to your mother.
Note that there are numerous ways to make the game unwinnable. A few examples:
if Chippy drowns.
if Chippy is swallowed by the Guardian, and the Guardian doesn't die because Chippy isn't poisonous.
if Maurice dies before he buys a pear.
if Benny/Darlene fails to enter the shack.
if you're not under the bed when Benny/Darlene does enter the shack.
if Benny/Darlene take off on their raft without you.
if you cast the scroll in the cave and the dead dragon is the only corpse there. The brainless dragon only takes one breath and dies again immediately.
if you cast the scroll in the cave and the dead dragon is combined with the dead troll. The confused troll-dragon runs away to parts unknown.
Use the WARNING ON command if you want to be notified when an action makes the game unwinnable.
Footnotes
Footnotes are numbered in the order you encounter them within the story.
x hollow @ Lower Branches: [ Footnote 1: Odin sez: refer to these acorns in the plural, not singular. ]
x castle @ Drawbridge: [ Footnote 2: Of course, it is also said that bathing causes sterility and the afterlife is filled with jelly doughnuts. Make up your own mind. ]
x bridge @ Troll Bridge, South Side: [ Footnote 3: The wayfarers usually die, by the way. Sorry about that. ]
x isle @ Ocean Shore: [ Footnote 4: Handy is as handy does, mom always says. ]
Note that dead bodies are usually heavy and you can only carry one at a time. Also, if you want to carry a dead body, you may have to drop some stuff or put stuff into your sack to make room for it. Dead bodies can't fit into your sack.
elfin sword. You're carrying it.
At the Dirt Patch, you may kill the nymph with your sword.
After Maurice has bought a fresh pear at the crossroads, you may kill Maurice with your sword so you can take his fresh pear. (Well, not in front of the merchant. Kill Maurice somewhere else.)
At the drawbridge, when Benny/Darlene is no longer a problem, cut the belly of the dead Guardian with your sword to free Chippy.
In the dragon's lair, kill Chippy with your sword in preparation for using the recombobulation scroll.
hard candy. You're carrying it.
In the orphanage, lick the candy, then put it into the baby's hand. This returns the stolen candy to the baby, and you lose the five points associated with it.
slightly used pear. You're carrying it.
The used pear can't be used to solve any puzzles. Eat it, throw it away, or ignore it.
brass lantern. You're carrying it.
Turn it on just before entering the dragon's lair so you can see in there.
When you acquire the scroll while under the bed of the sorceress/wizard, immediately put the scroll into your sack so Benny/Darlene doesn't see you carrying it later.
At the drawbridge with both Chippy and the Guardian nearby, pour honey on Chippy to make him sticky, rub the weed on Chippy to make him poisonous, then finally throw Chippy at the Guardian. The Guardian swallows Chippy and dies.
acorns. One acorn is at Roadway. Two more are at Shady Glade. The stash inside the hollow at Lower Branches is an endless supply of acorns; try taking the stash to get more acorns from there if you need to.
At Lower Branches, while Chippy is with you, put an acorn into the hollow to return Chippy to his home and to lose some points.
CAUTION: Chippy eats acorns as soon as he sees them. It's simplest to get your acorns first, then get Chippy.
When you throw an acorn at something, Chippy goes after it. CAUTION: If you throw an acorn at the Guardian, Chippy is eaten. CAUTION: If you throw an acorn at the moat or river, Chippy drowns.
At Ocean Shore, throw an acorn at the gull to get Chippy to fight it on the pole. Then climb up the pole yourself; the gull attacks you instead while Chippy climbs higher, up to the nest. Finally, order Chippy to fetch, and he brings the stout key to you.
Chippy. This chipmunk is inside the mailbox on your front porch.
Note that Chippy loves acorns. Chippy eats an acorn in any location that has one available. And whenever you throw an acorn at anything, Chippy goes after it.
At Lower Branches, while Chippy is with you, put an acorn into the hollow to return Chippy to his home and to lose some points.
CAUTION: If you throw Chippy at the Guardian, Chippy is eaten.
CAUTION: If you throw Chippy at the castle, Chippy drowns.
At Ocean Shore, throw an acorn at the gull to get Chippy to fight it on the pole. Then immediately climb up the pole yourself; the gull attacks you instead while Chippy climbs higher, up to the nest. Finally, order Chippy to fetch, and he brings the stout key to you.
To poison the Guardian, pour honey on Chippy, then rub weed on Chippy, then throw Chippy at the Guardian. The Guardian eats Chippy, and the Guardian dies seconds later. Much later, after Benny/Darlene is no longer a problem, cut the Guardian's belly with your sword to get Chippy back.
In the dragon's lair, first kill Chippy with the sword, then cast recombobulation (see scroll). Now "Dragon-Chippy" is following you! Lead him to the Front Porch and he gets rid of the skeletons for you.
weed clump. Find it in the Weed Field.
CAUTION: Don't eat the weed clump. It's poisonous!
At the drawbridge with both Chippy and the Guardian nearby, first pour honey on Chippy to make him sticky, then rub the weed on Chippy to make him poisonous, and finally throw Chippy at the Guardian. The Guardian swallows Chippy and dies.
Much later, when Benny/Darlene is no longer a problem, return to the drawbridge and cut the belly of the dead Guardian with your sword to free Chippy.
leather pouch. Maurice is carrying it.
You may take the pouch after killing Maurice with your sword. The pouch is empty, however. (Note that if you kill Maurice before he buys the pear, the pouch does contain a gold coin, but it does you no good if you buy a pear.)
fresh whole pear. Maurice buys it at the crossroads.
Tell Maurice to follow you to get him to the crossroads. He buys a pear on his own initiative.
Take the fresh pear after killing Maurice with your sword.
At the crossroads, give the fresh pear to the merchant to lose the points associated with pears.
cork. The siren on Siren Isle is corked. That is, the cork is in her mouth, effectively gagging her.
In the castle courtyard, after freeing Benny/Darlene by breaking their cage's padlock, they resume their adventures. They kill some peasants in Hovelville, kill the merchant, kill the nymph (if she isn't dead already), plant magic corn outside your home, attempt to kill the baby, kill Bump the troll, kill a few elves, enter the sorceress's/wizard's shack for some adult funtime, and finally they arrive at the shore and drop their raft. Get on the raft before they leave on it. They will let you do this because you freed them, but since they automatically stop you from boarding the raft the first time you try, you must try to enter the raft a second time.
On the Siren Isle with Benny/Darlene, take the cork from the siren's mouth and immediately give it to Benny/Darlene. They recork the siren then command birds to fly you back to shore. You need to get Benny/Darlene to recork the siren so you don't regain those points.
note. The siren on Siren Isle gives this to you after two fruitless turns on her isle.
Read the note, of course, but it's not important. She's just threatening to lure you.
stout key. When you first approach the shack of the sorceress/wizard, you see a stranger leave the shack, lock the shack with the key, then head east. Follow them to the ocean shore where you'll see them throw the key into a gull's nest at the top of a high pole.
At the shore, while Chippy is with you, throw an acorn at the gull to get Chippy to fight it on the pole. Then climb up the pole yourself; the gull attacks you instead while Chippy climbs higher and up to the nest. Finally, order Chippy to fetch, and he brings the stout key to you.
Of course, the key unlocks the door to the shack of the sorceress (or wizard). Make sure you unlock the door before Benny/Darlene gets there; see scroll. And don't forget to return the diamond ring to the sorceress/wizard; see ring.
scroll. Benny (or Darlene), the caged person in the Castle Courtyard, will be carrying it after you free them and they recover their stuff from underneath the barrel.
To get the scroll from Benny/Darlene, first unlock the shack (with the key) and get underneath the bed before Benny/Darlene gets there. Wait until Benny/Darlene drops the scroll and is busy on top of the bed before taking the scroll. Put the scroll into your sack; don't let Benny/Darlene see you have it! If Benny/Darlene sees you with their scroll, you die!
In the dragon's cave with both the dead dragon and dead Chippy present, and no other dead bodies present, and while holding the scroll, cast recombobulation. The bodies will be revived as Dragon-Chippy, a dragon with Chippy's personality!
Note that the scroll only works in the cave. For fun, you may want to try to revive the dragon with any of the other bodies in the game; see below. Of course, you're not going to win that way, but sometimes, you're not playing to win, are you?
dead nymph. The nymph is initially alive and on the Dirt Patch.
You may kill her with your sword. If you don't kill her, eventually Benny or Darlene kills her.
You don't need the dead nymph.
dead adventurer. The nymph on the Dirt Patch has him in her mouth.
The nymph drops the adventurer on the Dirt Patch when she dies.
You don't need the dead adventurer.
dead Maurice. Maurice the Follower is initially alive and by the Dirt Patch.
Feel free to ask Maurice about many topics; he's quite friendly and talkative.
Tell Maurice to follow you then lead him to the crossroads; he buys a fresh pear from the merchant.
Kill Maurice with your sword and take his pouch and fresh pear. Don't kill him until he has the fresh pair.
You don't need the dead Maurice. You only needed the pear he buys.
dead fruit merchant. He's initially alive at the Crossroads. Benny or Darlene eventually kills him.
You don't need the dead merchant.
dead peasant. Peasants are in Hovelville. Benny or Darlene eventually kill over 20 of them.
You don't need a dead peasant.
dead troll. Bump the troll is at Troll Bridge, South Side. Benny or Darlene eventually kill him.
You don't need a dead troll.
dead eff. Elves are in the Weed Field. Benny or Darlene eventually kill over 20 of them.
You don't need a dead elf.
Score
This is the response to SCORE at the start of the game:
You have 75 points out of a possible 75.
5 points for Extracting a chipmunk
5 points for Stealing hard candy
10 points for Corking a siren
15 points for Slaying a dragon
10 points for Hornswoggling a fruit merchant
10 points for Making a troll cry
Acquiring mystic treasures:
Diamond ring (10 points)
Ruby sapphire (10 points)
You can lose these points, by negating your pre-game actions in various ways:
−5 points for returning a chipmunk to its hollow.
−5 points for putting a sticky candy into a baby's hand.
−10 points for uncorking a siren.
−15 points for re-animating the dragon.
−10 points for giving a fresh whole pear to a fruit merchant.
−10 points for apologizing to a troll.
−10 points for putting the diamond ring back on the sorceress's (or wizard's) finger.
−10 points for giving the ruby sapphire to your mother.