3 Skulls of the Toltecs
Walkthrough
written
by Mr. Bill
Game
produced by Revistronic
Industrial Programs (1996)
INTRODUCTION"What is this darn game
about? In a previous adventure our hero was known as the
Man With No Name but, after realizing the problems of having such
a cool name (getting authentic looking ID, being taken seriously
by members of the opposite sex, getting party invites, etc.), he
changed it to Fenimore Fillmore. He's an average kinda guy
from Arizona of 1866...tall, dark, handsome: well perhaps not so
tall, dark or even that good-looking, but he is charismatic and a
good shot (not necessarily in that order though). He's got
a talent for cards and doesn't mind a drink, but above all else
he's honest and well intentioned...well, sort of. We start
the adventure on that lonely and perilous search for personal
wealth and excess: there's big money to be made prospecting for
Cubic Zircona, a fabulously rare and valuable jewel that the rich
and shameless of New York pay big bucks for. En route to
stake his claim he heads towards a nearby dust bucket called Big
Town, only intent on stopping to water his horse (and maybe
himself too!), when he's alarmed to hear gunfire coming from a
close by canyon. From a vantage point atop the ravine he
realizes that another lone traveler is in big trouble: it's time
to lend a hand and get involved!".....(taken from the
manual for the game). Developed (1996) by Revistronic Industrial Programs and published by Warner
Interactive International.
Please
Note!
Whenever I say TALK to
someone do it to the point of exhausting all of the possible
areas of conversation. You never know when something new
might show up in the conversation as a result of something this
person says or someone else has told you earlier. Don't
hesitate to go back to that person and talk to them again after
someone else tells you something new.
Also if you RIGHT CLICK
(use the right mouse button) on a person you will begin a
conversation with them. If you RIGHT CLICK on an object you
will either look at, or look inside, or look through the object
depending on what that object is. You might even take
something when you look inside the object.
Remember to LEFT CLICK
on everything that goes into your inventory. You will be
given information about that object that provides clues for its
use later in the game.
I would also recommend
that you select the text option (subtitles) so that you can read
all of the dialogues. Certain characters have such
distinctive accents that you just might miss out on some of this
game's unique humor if you don't use them.
One last thing to take
note of: you will find a map in the lower right-hand corner of
the screen (within your inventory). If you click on it now
you will find only one area highlighted, The Canyon, because you
are there now and you have not been anywhere else yet. As
you visit new areas they will be added to this map so that, when
you wish to go to an area that you have visited before, all you
have to do is click on the map in your inventory and then click
on the area where you wish to go.
BEGINNING
THE GAME
Our story begins in
Arizona in the year 1866. You, Fenimore Fillmore, have
successfully driven off the bad guys that have shot an old man on
a wagon. The wagon has crashed and, in your haste to help
the old man, you give him a bottle of his poisonous hair tonic
instead of a bottle of his elixir. Oh well, at least he
lived long enough to tell you about the "Three Golden
Skulls of the Toltecs" and the great treasures that the
skulls can lead you to. Wow! We could be rich!
So you take the Golden Skull and start to ride away when
suddenly a bullet creases your own skull. Leaving you for
dead, the bad guys take your Golden Skull and ride off. You
regain consciousness, drag yourself into the bushes, and overhear
Friar Anselmo and Friar Bacon discuss the dead man and the
whereabouts of the Golden Skull that the old man once had.
Then Friar Anselmo rides off.....
Canyon
- TALK extensively
to Friar Bacon.
- MOVE Buck, the
dead man, into the wagon and out of Friar Bacon's view.
- TALK to Friar
Bacon again. He will suddenly notice that Buck is
missing.
- PICK-UP the
pickaxe. You will have to do this twice because you
first PICK-UP the handle (picket) to the pickaxe and
then, the second time, you PICK-UP the head of the
pickaxe, now referred to (in the inventory) as the pick.
- USE the picket
(handle) with Friar Bacon. You will then see
Fenimore use the pick handle to knock out Friar Bacon.
- PICK-UP Friar
Bacon's cassock (clothing). Gentle isn't he.
- USE (or right
click on) the donkey. Now click on the arrow
pointing to the left that says PATH.
Monastery
- Talk with the
French Soldier extensively until he finally gives you
some very mild tobacco. CLICK ON the Tobacco Light
(in your inventory) - hmmm only 0.0000001 milligrams of
nicotine and tar. Talk about a weak tobacco.
Well, we can't smoke regular tobacco anyway because
it makes us cough and gag.
- TALK some more
with the French Soldier about the sleeping Mexican
Revolutionary or Spy.
- Try to TALK to the
Mexican Revolutionary. Can't seem to wake him up,
can we?
- Return back to the
canyon by CLICKING ON the PATH.
- You will find that
the Monastery has now been added to your map in the
inventory.
Canyon
(2nd time)
- Ahhh! Friar Bacon
has awakened. TALK extensively with Friar Bacon.
Man! That blow on the head has really
confused Friar Bacon. He thinks he is General
Lardbelly, the leader of the Mexican Revolutionaries.
OK, I'll amuse him. He says someone stole
from him his revolvers, hat and the Star of Free Mexico.
I guess we should try and find them for him.
- When you tell him
you know where his men are and mention the one sleeping
by the monastery he says that would be John Nodoffsky.
How does he know that? Is he really General
Lardbelly who was acting as an imposter friar?
- Ask him how to
awaken John Nodoffsky. Ah-Ha! Give him plenty
of coffee. Of course, what else.
- That hat is sure
silly on the donkey. Gee maybe we could give that
hat to Friar Bacon er... I mean General Lardbelly.
Try to PICK-UP the donkey's hat. Hey! I
guess the donkey likes that hat very much. Maybe
later.
- USE the donkey
again. This time CLICK ON the arrow pointing to the
right that says Canyon. It will probably take us to
Big Town.
Big
Town
- Now that we are in
Big Town you will find that Big Town has now been added
to your map in the inventory.
Stable
- LOOK at
the round blue sign (with the P on it) that hangs
over the door of the stable.
- GO TO and
enter the door of the stable.
- LOOK into
the wooden bucket found on the far left of the
stable. You will take a screw from it.
- Then GO TO
and climb up the ladder. LOOK out the
window.
- Try to
PICK-UP the parking sign (one with the P on it).
OK, MOVE the parking sign. GO TO and down
the ladder. PICK-UP the parking sign. LEFT
CLICK ON the parking sign in your inventory.
Hmmm... a barrel lid.
- GO TO the
door and exit the stable.
- Now keep
going to your left until you find a well.
Well
- TALK to
the well. What? How about that, we
are talking with some poor guy named Sam who fell
into the well. He says he is a piano
player. How come he doesn't know he's in a
well?
- How can we
get Sam, the piano player, out of that well?
- OK let's
GO TO Town (head towards the telephone pole
behind you).
Big
Town Station
- LOOK at
the signal light (it's on red). Notice the
two levers at the base of the signal light.
- MOVE the
levers. That fellow from the station sure
moves fast for an old guy. Wonder why he
doesn't want the levers moved? Let's enter
the station.
- OPEN
(right click) the station door and then ENTER
(left click) the station.
- TALK to
the Telegraphist extensively. You want to
know when the next train will come and how to get
it to come. Hmmm - We need to send a
telegram as well as move the levers on the signal
light. I bet we can't do that while he is
in here.
- LOOK at
the teleprinter. It says: "We are
waiting for your order to leave".
- Notice the
bookshelf on the left. LOOK at the shelves
several times. LOOK at one book in
particular on the top shelf. It is called
Learn Morse Code in Ten Easy Lessons by Dr.
Henglehoffer. Try to PICK-UP this book.
OK, maybe later.
- Leave the
station.
- I'm sure
you've noticed the Trolley and have wanted to
look it over.
- USE the
Trolley. Uh oh, it's broken. Do we
have anything to fix it with? Sure we do!
- USE the
screw with the Trolley. Let's see if it
works now.
- USE the
Trolley. Well I'll be, it works! A
map pops up similar to the one in our inventory
except it shows railroad tracks and more now.
Notice that you can scroll up and down on
the map. New areas have been added:
Waterfall, Cemetery, Forest, Fort Apache, and an
Indian Village.
- Since we
are not ready to leave Big Town yet CLICK ON Big
Town and we will be back in front of the Big Town
Station.
- Go to your
left until you see the General Store.
General
Store
- OPEN a
large box near one of the entrances to the
General Store.
- LOOK into
the box and you will take some logs from it.
Just for the fun of it LOOK into the box
again.
- OPEN the
door and then ENTER the General Store and TALK to
the shopkeeper at length. He introduces
himself as Bobby the shopkeeper.
- LOOK at
everything in the store.
- Hopefully
you were able to PICK-UP a free cigar after
talking to the shopkeeper. He wouldn't let
you pick up anything else.
- OK, lets
leave the General Store and GO TO Big Town's Jail
(door to the right of the Bank's door).
Jail
- OPEN the
door to the jail and ENTER it.
- TALK with
Mortimer Pettyboom, the deputy, at length.
Get him to tell you he was last in his
class in high school. Try to help him with
his inventory problem.
- LOOK at
all the notices on the Board (right of the desk)
by RIGHT CLICKING on it several times until it
begins to repeat itself.
- GO TO the
door to the right of the desk that has the word
Jail over it. LOOK at everything in this
jail cell area.
- Doesn't
seem to be anything we can do here now so let's
leave the jail.
- Now GO TO
the Bank that is to the left of the jail.
Bank
- OPEN the
door and then ENTER the Bank.
- TALK to
the cashier extensively about everything.
Be sure to open an account (you'll receive
your Ticket in about a week).
- Ask for
credit. Get all the loans you can (a
maximum of $40).
- GO TO the
saloon at your left, but don't try to enter it
yet.
Saloon
- TALK to
the Young Lady on the balcony about a guy called
Dickson. She will ask you for a description
of him. First say he is a mean looking
hombre, then he sounds like Lee Van Cleef, then
he has one eye and finally he wears boots.
OK, he lives in the apartment next to hers.
- Now TALK
to the Layabout by the name of Swappy Smith.
- He will
not let you into the saloon until you first ask
him if he is Swappy Smith. Then tell him
that you studied with him in school and that
Mortimer Pettyboom was the "Biggest
Dunce" in the whole of Big Town School.
He should now let you enter the saloon.
- TALK to
the Sheriff and the Thug extensively.
Sheriff is waiting for Dickson so they can
play some poker.
- Now TALK
to the Barman until he finally gives you an empty
whiskey bottle. He also tells you about the
prohibition against serving alcohol.
Because of "The Anti-Alcoholic
League" run by a couple of crackpots.
- CLICK ON
the empty whiskey bottle in your inventory and
you will see a map showing the location of the
whiskey plant. In the forest, eh.
- Also be
sure to ask the Barman for some coffee.
Their coffee pot has disappeared.
I'll bet that the coffee pot in the jail's
inventory is what is causing Mortimer so much
trouble.
- There is a
bucket sitting on a table. Gee, maybe we
could use that to raise Sam, the piano player,
out of the well. The bucket was missing at
the well, wasn't it?. Try to PICK-UP the
bucket. The Barman won't let you take it.
- TALK to
the Barman again and ask for the bucket. He
says it's for leaks (in the roof I guess).
Darn! We need that bucket. Oh
well (sorry about that). Maybe later.
- Now go up
the stairs and OPEN the door on the right.
TALK with the Dancer until she tells you
where her girlfriend keeps her money.
Hmmm...In her pillow.
- Also ask
her when she is going to dance. She says
when the piano player gets back. That must
be poor old Sam in the well. He said he
played the piano, didn't he?
- Now go
LOOK through the keyhole of the door on the left.
So that's where Dickson is alright (in the
room next to the Dancers). Leave the
saloon.
- GO TO your
left and find the Barber Shop.
Front
of Barber Shop
- TALK to
the Old Lady in the rocking chair until she asks
you to go and tell her son to fetch her some
thread. She says he has a shop near by.
Must be Bobby, the shopkeeper.
- GO TO the
General Store.
General
Store Again
- ENTER the
general Store and TALK to Bobby, the shopkeeper.
Tell him that his mother wants to see him.
He will then leave.
- While
Bobby is gone maybe you can PICK-UP a few of
those expensive items you've been needing like
sugar, biscuits, coffee, and carrots.
- GO TO the
church. Maybe we should use the
confessional after taking all that stuff from
Bobby's shop.
Church
- OPEN the
door and ENTER the Church.
- TALK to
the Parish Priest as much as possible. Not
a very forceful speaker is he? Is he afraid
of Friar Anselmo?
- LOOK at
the candelabra and the confessional booth.
- OPEN the
door on the right and ENTER the room. Try
to LOOK at or PICK-UP anything in the room
including a Ticket on the table next to Friar
Anselmo. What is that ticket for?
Maybe his bank account that contains the
Golden Skull?
- ENTER the
room again and try LOOKing at or PICKing-UP
something else. Boy! Friar Anselmo is a grouch
isn't he. Guess we can't do anything in
here until he leaves the room.
- Let's
leave the church and go to the Jail again.
Jail
Again
- ENTER the
jail.
- TALK to
Mortimer and tell him that you know what item
doesn't belong in his inventory. Tell him
that it is the coffee pot.
- When he
wants to know why tell him that the coffee pot
belongs to the saloon. Then he will let you
PICK-UP the coffee pot.
- Leave the
jail and go to the Big Town Station again.
Big
Town Station Again
- USE the
coffee pot on the water tower. Think he got
enough water?
- Then USE
the coffee with the coffee pot. Well, now
we have cold coffee. We'll have to heat it
up somewhere.
- USE the
Trolley. Then when our map comes up CLICK
ON the Indian Village.
Indian
Village
- PICK-UP the knife
that is stuck in a post in front of you.
- GO TO and ENTER a
RIP in the right side of the tent that is behind you and
a Witch Doctor.
- PICK-UP a candle
and then PICK-UP one of the strange bottles. CLICK
ON this bottle in your inventory. It has a Magic
Cloud inside that will let you produce rain wherever you
want to. Hmmm! Try it! USE Magic Cloud.
Neat huh?
- Leave the tent and
go TALK to the Apache on the left, leaning on the totem
pole. Him easily offended.
- Now go and TALK to
the Apache that is in front of a tent on the far left
side of the village. He is guarding the tent that
has an important meeting going on inside.
- He won't let you
go into the tent until you bring him something called
Nyaca Nyaca that is pink; solid; soft; flexible; not much
used, chewed, or marked; takes any shape; for amusement;
and can be inflated. Hmmm...
- Go back and talk
extensively to the Apache by the totem pole again.
Ask him all about the meeting that is taking place
in the other tent. He mentions a celebration party
(Festival of Peace) if the peace treaty is agreed upon.
Lots of eating and drinking but no alcohol allowed.
Hmmm...
- Now GO TO and
ENTER the tent that is way back in the central area
between the other two tents and behind the white horse.
This is the village's Museum of Apache Trophies.
- TALK extensively
to the Security Officer (and Tourist Guide) about all of
the trophies in the museum.
- Especially TALK to
him about the Golden Skull and the Feast of Peace.
He tells you that there will be a Feast of Peace
when everyone at the meeting smokes the pipe. He
also tells you that the Golden Skull resides at the
"Feast of Peace" where the security is not as
good. Maybe we could get the skull when and if they
are all drunk. Darn! I forgot, alcohol is
forbidden. We'll have to see what we can do about
that. All we have to do is get them to smoke the
pipe and supply some whiskey so they can have a great and
glorious Feast of Peace.
- Be sure to RIGHT
CLICK ON all the trophies and try to PICK-UP the Golden
Skull. LOOK into the basket and you will then be
able to PICK-UP a souvenir box of matches.
- OK, let's leave
the Indian Village. USE the trolley and CLICK ON
the Cemetery.
Cemetery
- PICK-UP the rope
hanging in a tree by the entrance.
- TALK to the
Parrot. This Parrot thinks it is quite some sinner.
- GIVE some biscuits
to the Parrot and very quickly while it is busy eating
PICK-UP the Parrot.
- RIGHT CLICK ON all
the headstones just for laughs.
- Now on the left
side of the cemetery locate the "most
fertile" plot of land ever seen and then USE the
pick on it. This is a bit tricky. First you
need to reassemble the pick by RIGHT CLICKING ON the
Picket and then LEFT CLICKING ON the Pick. Now
CLICK ON USE (from the menu) the assembled Pick
with the Plot. If you right or left click on the
assembled Pick first it will be disassembled (you don't
want that).
- LOOK at the
furrows that you dug with the pick. Plant what?
- Leave the Cemetery
and CLICK ON the Forest on your map.
Forest
- Cross the river.
- LOOK at something
up in the tree to the left of the cabin. Fabric of
a Balloon?
- PICK-UP the fabric
hanging in the tree. Now that both you and the
fabric are on the ground, PICK-UP the fabric again.
LOOK at it in your inventory. It has a rip in
it. Who can fix it for us?
- USE the knife on
the Gum that can be found on the trunk of the tree on the
right side of the cabin. Say this is pink, soft,
takes any shape and can be inflated. Is that what
the Apache Guard wanted? Chewing Gum! Maybe
so.
- OPEN the door of
the cabin and then ENTER it.
- PICK-UP the
fishing rod.
- TALK with Tom
about the ingredients you will need to make whiskey.
Hmmm... Barley, water and sugar placed in a sealed
barrel.
- Exit the cabin and
then USE the fishing rod on the river in order to catch a
horn (bugle). What did you expect to catch, a fish?
- Leave the Forest
by CLICKing ON the Path and then CLICK ON Fort Apache on
your map.
Fort
Apache
- TALK with the
Engineer (driver of the train). How does he know
when he is to take the train to town? He says when
the Big Town Station Master tells him to. That's
what we thought.
- GO TO the door of
the Fort.
- TALK to the
Lieutenant and his men. Uh-Oh! Colonel
Leconte doesn't want peace with the Indians. I
think he wants their Golden Skull.
- OPEN the kitchen
door (left corner of the fort) and ENTER it.
Indian
Village (2nd time)
- GO TO the Apache
on the far left guarding the tent where the meeting is
taking place.
- GIVE the chewing
gum to the Apache and he will let you ENTER the tent.
- Listen to the
conversation, then TALK to the Chief, the Interpreter and
the Senator.
- Agree to smoke the
Pipe of Peace. If you smoke it with the Chief's
tobacco you will cough and gag and have to leave the
meeting. So guess what you have to do? Right!
- When it is your
turn to smoke the pipe quickly USE the pipe with the
Tobacco Light (Right Click on the pipe in your inventory
and quickly left click on the arrow until you get to the
tobacco light and then left click on it....this is a
timed event). Now the Senator will smoke the
pipe and doesn't want to give the pipe back to the Chief.
I think he likes it.
- After the party
begins return to the tent where the meeting had been
taking place and LOOK into the cauldron. You will
now have some barley seeds. We know where the most
fertile plot of land is to grow these in , don't we?
Where else but at the Cemetery. We've got to
hurry and get the whiskey made since the Feast of Peace
has begun.
- Exit the tent and
GO TO the Trolley.
- USE the Trolley
and then CLICK ON the Cemetery on your map.
Cemetery
(2nd time)
- USE the barley
seeds on the furrows and then USE the magic cloud bottle.
- PICK-UP the
barley.
- Leave the Cemetery
and CLICK ON Fort Apache again on your map.
Fort
Apache (2nd time)
- GO TO the door of
the fort and ENTER it.
- OPEN the door to
the Colonel's Quarters and ENTER it.
Colonel's
Quarters
- MOVE the
barrel. Well I'll be, Fenimore throws it
through the window and all the way out and onto
the trolley. I'm impressed.
- PICK-UP
the French uniform and the sponge.
- Go to your
left past the two desks until you find a locked
door. USE the sponge on the alarm found above and
to the right of the door.
- Leave the
Colonel's Quarters and GO TO the Fort's Jail
(Grey door in the right corner of the fort).
Fort's
Jail
- OPEN the
jail's door and ENTER it.
- TALK
extensively with the exhausted jailer.
Learn about his comrades: Colonel Leconte
(Dickson works for him and he wants to attack the
Indians), Sergeant (drank a lot until the two
women of the Anti-Alcoholic League got to him),
and the Lieutenant (salutes real nice).
- Then leave
the jail and GO TO the Laundry on the right not
too far from the jail.
Chinese
Laundry
- OPEN the
door to the Laundry and ENTER it.
- TALK
extensively to the Chinaman, Wun Hung Lo, that
runs the laundry. GIVE him the French
uniform to be cleaned.
- PICK-UP
the bowl of rice.
- RIGHT
CLICK on the Board with the notices on it several
times. One says that he repairs all fabrics
except balloons. Darn! Who else do we
know that can mend fabrics? Leave the
laundry.
- GO TO the
Sergeant's Quarters (door closest to you on the
right-hand side of the fort).
Sergeant's
Quarters
- OPEN the
door and ENTER the Sergeant's Quarters.
- TALK at
length to both Sergeant Smith and the two Ladies
that have started the Anti-Alcoholic League.
Gee, the sergeant is one of their pet
projects (and the brother to one of the ladies)
and he has only been dry for one day. We
need to test him, don't we? Darn! All
we have is an empty bottle.
- After
talking to the two Ladies (be careful what you
say: I got Fenimore engaged to the skinny one)
LOOK at each of the medals on display behind the
gals.
- Hey, one
of them is the Star of Free Mexico that General
Lardbelly said was stolen from him. Try to
PICK-UP the Star of Free Mexico. Well, the
ladies won't let us take it.
- We've got
to find a bottle of whiskey for the sergeant.
I bet if he starts drinking again the two
women will get pretty upset with him.
- Let's
leave the Sergeant's Quarters and head back to
the laundry. Maybe the uniform has been
cleaned by now.
Fort's
Laundry Again
- TALK to
the Chinaman and ask for the French uniform.
- LEFT CLICK
on the uniform in your inventory and you will
find a key in the pocket, then CLICK ON the key
in your inventory. Must be for the locked
door in the Colonel's Quarters.
- Leave the
laundry and GO TO the Colonel's Quarters again.
Colonel's
Quarters Again
- USE the
key from the pocket of the uniform on the Lock to
unlock the door at the far left of the room.
Enter the room with the safe.
- LOOK at
the safe's handle and combination lock. Try
doing other things with the safe: safecracking is
not one of Fenimore's talents, so leave the room
with the safe. We need some help with this
job.
- Let's
leave the Colonel's Quarters and head back to the
kitchen.
Kitchen
Again
- ENTER the
kitchen and USE the logs in the oven. Now
USE the matches on the oven. Ahhh!
That fire feels good.
- USE the
coffee pot on the hotplate and when the coffee is
done PICK-UP the coffee pot. Smells good
and strong. This ought to wake up our
sleeping revolutionary friend.
- USE the
rice in the empty bowl on the other hotplate.
Let's leave the kitchen.
- Leave the fort, go
to and USE the Trolley. CLICK ON the Line arrow
pointing to the right and then on Big Town on your map.
Big
Town (2nd time)
- USE the barrel
with the water tank, then USE the sugar with the barrel,
then USE the barley with the barrel and finally USE the
round parking sign (with P on it) with the barrel.
We have just put together all the ingredients for a
fine whiskey.
- We better deliver
it to Tom, the whiskey maker, in the forest. Wonder
how long it will take Tom to make it?
- USE the Trolley
and then CLICK ON the Forest on your map.
Forest
(2nd time)
-
- Tom takes the
whiskey barrel and makes the whiskey, samples it and
passes out, and so you have to deliver it to the Indian
Village. We find ourselves having such a good old
time at the Festival of Peace.
Indian
Village (3rd time)
-
- What a pitiful
sight! All of the partygoers have passed out!
- First let's USE
our empty whiskey bottle on the whiskey barrel. Ah,
the bottle is full now. We can soon go and test the
Sergeant to see if he still has a drinking problem.
- OK, now's our
chance to go and PICK-UP the Golden Skull (see the
picture above). After the action scene
is over (darn that Colonel) USE the Trolley and then
CLICK ON Big Town once again.
Big
Town (3rd time)
-
- GO TO the Barber
Shop.
Front of Barber Shop
- GIVE the
balloon to the Old Lady in the rocker so she can
repair it. She sure works fast doesn't she?
- Leave and
GO TO the church.
Church
- Enter the
church.
- USE the
candle with candelabra and then USE the matches
with the candle.
- TALK to
the Parish Priest. Hmmm... whatever that
candle is giving off is sure giving the priest a
strong sense of confidence.
- USE the
parrot on the confessional box.
- TALK to
the Priest again and ask him to call Friar
Anselmo so he can hear a confession. The
parrot needs confession badly.
- Then after
Friar Anselmo leaves the room we can go and ENTER
it.
- PICK-UP
the ticket from the table. LEFT CLICK ON
the ticket. Yep, a bank deposit ticket for
a Gold Skull.
- OPEN the
trunk and LOOK inside. We get some guns and
a gun belt. Must be the ones General
Lardbelly thought were stolen from him.
- Leave the
church and GO TO the bank.
Bank
- ENTER the
Bank.
- USE the
cassock and then TALK to the Cashier.
- If you can
impersonate Friar Anselmo, then maybe you can
take the Golden Skull from his account in the
bank.
- During the
conversation you tell the cashier that you want
to see your Golden Skull and then you give him
Friar Anselmo's ticket. You are told that
the safe is damaged (lock is broken). Say
that this is the most incompetent bank you have
ever known.
- Tell the
cashier that you are going to tell all of the
Bank's customers to come and withdraw their
money.
- Now you
take off the cassock and as Fenimore say to the
cashier that you want to close your account.
Funny, I don't remember depositing any
money: but that's OK. Any answer seems to
work to his asking you why you wish to close your
account.
- Eventually
the cashier will ask you to take a look at the
safe inside the vault and see if you can get it
unlocked. At the Strong-Box (safe) USE
dynamite with the Handle and then USE matches
with the dynamite. KaBOOM! Where did
that darn Golden Skull go anyway?
- After the
action scene, exit the door of the vault room and
you will proceed to leave the Bank. Let's
head back to the saloon. I need a drink
after that.
Saloon
- ENTER the
saloon. I've got to get Dickson and the
dancers out of their rooms so I can search them.
There is some money in a pillow (and who
knows what else) in those rooms. We've got
to get the piano player out of the well.
- The
sheriff is still waiting for Dickson so that they
can play poker. We just might want to sit
in on a hand or two later, right?
- OK!
We need that bucket. Let's go up the
stairs and create what looks like a leak near the
door. USE the Magic Cloud bottle.
- Let's go
back downstairs and see if the Barman moved the
bucket. Yes! It is now over by the
door. We can probably sneak off with it
from there.
- PICK-UP
the bucket and quickly LEAVE the saloon.
- Go on over
to the Big Town Station and head back to the
Stable. From there GO TO the well.
Well
- TALK to
the Well (Sam) and ask him if something fell in
there with him. Tell him it belongs to you.
- USE the
bucket with the Well, then USE the handle.
Fenimore lowers the bucket. Now USE
the handle again. You will help Sam the
piano player out of the well (sort of anyway).
And guess what he has with him: a Golden
Skull. Wonder where that came from?
Maybe the bank?
- CLICK ON
the Golden Skull in your inventory and you will
take a stethoscope from it. Must have been
a doctor in a former life. Sorry about
that. Now CLICK ON the Stethoscope in your
inventory. Wonder what Friar Anselmo used
the stethoscope for? Hmmm...
- Now go
back to Town. Notice that Sam is playing
the piano and the Young Lady Dancer is not on the
balcony any longer. Good, they must be
dancing so we can get into their room now.
Go to the church.
- We'll have
to jump from the belfry of the church onto the
balcony of the saloon. Hope we can do it
without breaking our neck.
Church
Again
- Enter the
church and climb up to the Belfry, which can be
found in the upper left-hand corner inside the
church. Now Fenimore can be seen way up in
the Belfry from outside the church. LEFT
CLICK ON Fenimore. I think he's ready.
- Now CLICK
ON Dickson's Balcony (upper left side of the
saloon). Wow! What a series of
amazing jumps! We're good!
Saloon
Again
- After
Dickson leaves his room and goes downstairs you
can enter his room.
- OPEN the
right drawer of the dresser and then LOOK in the
drawer. You get a manual from the drawer.
LOOK at the manual in your inventory.
It says to use fake aces with fake money.
What's that mean? Is Dickson
cheating? We can do that too if we can find
some fake cards and fake money.
- Now leave
Dickson's room and OPEN the door to the dancers
room.
- ENTER the
dancers room, PICK-UP the two pillows and then
USE the knife on each pillow to cut them open.
One of them contains a fake $100 bill.
- Leave the
saloon and use the map in your inventory to GO TO
the Canyon.
Canyon
(3rd time)
- GIVE the carrots
to the donkey and quickly PICK-UP its hat. Got it!
- GIVE the hat and
the gun belt (revolvers) to General Lardbelly.
- No need to talk to
General Lardbelly this time.
- USING the map GO
TO the Monastery.
Monastery
(2nd time)
- GO TO the sleeping
revolutionary and USE the coffee pot on him.
Where'd that funnel come from?
- TALK to him and
tell him that he is an impostor and therefore has no idea
where the revolutionaries' hideout is located.
- To prove you wrong
he tells you that there is a cave in the Ravine (Canyon)
above a big rock that leads into their hideout.
- Let's go back to
the canyon using the map.
Canyon
(4th time)
- GO TO the Cave
that the revolutionary told you about. It is to the
right of the wagon and above the big rock.
Revolutionaries'
Hideout
- PICK-UP the cards
on the floor in the middle of the rug. LEFT CLICK
ON the cards in your inventory. Hmmm...a set of
Aces.
- Look around and
RIGHT CLICK ON everything in order to learn what you can.
Notice that there is a basket for a balloon to the
far right. How about that! We have a balloon.
- GO TO and climb
the Tower. TALK to the provisional Revolutionary
Leader at the top of the Tower. He says that
General Lardbelly, when a carpenter, had a cupboard fall
on his head and then suddenly he became a general.
Then he had heard that the general was possibly
converted to a Friar? Must be that, when you hit
him on the head, he suddenly became a general again, No?
Oh my! He really is General Lardbelly!
- Let's go to Big
Town again by using your map.
Big
Town (4th time)
Fort
Apache - Last Time
Waterfall
- You know we need
to explore this waterfall anyway. From a distance I
thought I noticed what appeared to be a very dark area
near the top of it. Maybe a cave or something.
- CLICK ON the rocks
to climb up on the right-hand side of the Waterfall.
- USE your rope on
the rock (the one in the water) in order to swing into
that dark area. I hope we don't kill ourselves with
this stunt.
- Well I'll be, it
is a cave! What are those things that look like
bars down further in the cave? Let's go look.
- CLICK ON the bars.
Wow! Another possible way into the Monastery.
This could come in handy, No? Maybe we should
tell General Lardbelly about this. Click on Path (at the
left of the screen) in order to leave the cave and then
using your map GO TO the Canyon again.
Canyon
(5th time)
- Now go to General
Lardbelly and GIVE him the Star of Free Mexico.
- TALK to the
General and tell him where his men are. They are in
the hideout. Now the scene changes to the Hideout
of the Revolutionaries.
Revolutionaries'
Hideout (2nd time)
- TALK to General
Lardbelly and ask him about his plans for attacking the
Monastery and about getting rid of the French. Ah
ha... we need someone on the inside that can speak
French, someone else to lead a surprise attack (from
another location) with half of his Revolutionaries, and
some way to attack from the air.
- Tell him that we
have a French Uniform and that we know of a secret way
into the Monastery (behind the Waterfall).
- Tell him we could
use a balloon for the attack from the air and that we
have some fabric that can be used as a balloon.
- GIVE him the
balloon. He throws it down by the basket.
When finished talking to the General, climb down
off the tower. USE the Fabric (balloon) and watch
Fenimore inflate it and attach it to the basket.
- Climb back up the
tower and again TALK to General Lardbelly. Show him
the completed balloon.
- Climb back down
the tower and EXIT the cave.
- Use your map to go
back again to Big Town and the Saloon.
Big
Town - Last Time
- GO TO and ENTER
the Saloon.
Saloon
- TALK to
Friar Anselmo and Colonel Leconte. Tell
them about the General's plan for attack.
Tell Friar Anselmo about the hidden cave in
the waterfall that you found and GIVE the French
uniform to Colonel Leconte.
- OK,
everything is working out perfectly.
- Using your
map, let's head back to the Canyon and the
Revolutionaries' Hideout to talk to General
Lardbelly again.
Canyon
- Last Time
- Go to the cave
that leads to the Revolutionaries' Hideout and ENTER it.
Revolutionaries'
Hideout - Last Time
- Climb back up the
tower and TALK to General Lardbelly and ask him about his
plans for attacking the Monastery again.
- Tell him that we
have someone on the inside who speaks French (Colonel
Leconte) and that we have someone to lead half his men
into the Monastery from behind the Waterfall (Friar
Anselmo).
- After the action
movie we will find ourselves inside the walls of the
Monastery.
Inside
Monastery Walls
- CLICK ON the door
of the building on the left.
- Once inside the
building, OPEN the first door on your left and ENTER the
room. GO TO the Wheel above the bottom jail cell
and USE the Wheel.
- Now GO TO the
Skeleton and LOOK at it. Then walk up the two steps
behind Fenimore that are in front of the Mexican Prisoner
(John Nodoffsky) who is in the bottom jail cell.
- LOOK at the ball
by the Mexican Prisoner, then PICK-UP the ball.
How'd he do that? GO TO the door and leave
this Prison.
- GO TO the door of
this building and you will go back to the General.
- GO TO the Cannon
on your left. USE the rope on the cannon and then
MOVE the cannon.
- USE the ball with
the cannon. MOVE the cannon again and then USE the
rope on the cannon in order to get back down.
- Again ENTER the
left door to the building.
- Inside keep
walking over to the right, go down a small hallway and
OPEN the most distant door (farthest) and ENTER it.
- OPEN all 4 drawers
on the left and then GO TO the Hose on the top of what
looks like a cabinet. LOOK at the barrel.
Then USE the hose with the Tap on the barrel.
- Go through the
Window and USE the Hose with the other Window (the one on
the right over the main entrance of the building).
Fenimore will spray the flammable liquid on the
books.
- Go back to the
Window again and USE the matches on the Books near the
Soldiers. After some action scenes, we find
Fenimore back outside again.
- ENTER the door to
the Main Entrance on the right. Listen carefully to
what Anselmo says: the key is inside a Green book.
- Walk over by the
spiral stairway. Hey, there's a Green book behind
the foot of the spiral staircase! PICK-UP the Green
Book. LOOK at the Book. How about that, the
key to the Oracle's door.
- Go up the stairway
and USE the new Key on the door. After an action
scene GO TO the Carpet on the far right-hand side of the
screen and MOVE the Carpet. LOOK at the Drawing.
- Go to the far
left-hand side of the screen and MOVE the Sun Symbol.
- Now go to the very
far right-hand side of the screen and ENTER the cave.
Enjoy the great ending!
Congratulations!!!
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Copyright © February 2000
Mr. Bill's Adventureland
http://www.mrbillsadventureland.com
All rights reserved
Updated June 6, 2001
Portions
Copyright © 1996 Revistronic Industrial Programs
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