Skipper and Skeeto: Tales from Paradise Park
This walk through will let you see the highlights of the "Skipper and Skeeto Adventure Game". You will however miss the thrill and excitement of discovering the things yourself and you will also miss a lot of the dialogues that give you the hints and fun.
Don't forget to try out the books on the bookshelf as well.
N means North and refers to going "upwards" S means South and refers to going "downwards" W means West and refers to going left E means East and refers to going right
Please watch the tutorial. You can access this by pressing F1. Occasionally you will have to scroll the pocket to access the object needed. F2 toggles subtitles on/off F3 toggles background sound on/off F5 Restores Games F6 Saves games F7 takes you to the setup screen You can adjust the sound level with the arrow up and down keys.
Start a new game in Skipper and Skeeto's house. Click on the toy chest to produce the toy dog - Bring it with you by dragging it to the bottom blue area. Go S Click on the mailbox. Take the letter inside. Go E In the right corner there is something red. It's a pixie hat. Take it. Go N Go W Click on the Unicorn. Take the sheet. Go W Click on the sandbox. Take the dummy. Click on the elephant's head. Take the nut. Go W Take the mirror. Go inside the tool shed (W) Take the torch from the upper right corner. Go E Go N Wait for the rat to finish his speech. Drop the sheet on Skipper. The rat is scared away. Click on the well to go W. Take the diving mask from the right corner. Go E Go E You should now be on the path. Take the bucket that's hidden behind the flowers on the right side. Go N into the bushes. Click on the barrel. Skeeto will say something. Click again. The rabbit appears. Watch where the lid lands. Right next to the lid there is a pair of glasses. Take them. Go S Go S You are now at the Owl's tree. Ring the bell. Click on Skipper when the Owl has spoken. Drag the glasses onto the owl. Take the radio. Go S (Scroll the pocket) and give the dummy to the beetle baby. Go E Drag the diving mask onto Skipper. He will jump into the pond. (Go S) Take the worm from the fishing hook. Click on the clam in the centre of the picture. Take the horn that comes out. Go N Go E Take the stick from the right side of the path. Go E through the hole in the wall Take the bugle from the left side of the picture. Click on the door hole. Drag the pixie hat onto Father Pixie. Go W Take the broom. Go S Go E through the hole in the wall Click on the bushes right below Skeeto. Take the dice. Drag the torch onto Skipper. (Go E) Move the light around till you spot the bat. Place the light on his head. He will now fly down and the lights will turn on. Scroll the pocket. Give the letter to the bat. Go S Go W Go W Click on the duck - and wait! Drag the mirror on the duck when he has stated what he's missing. He will give a needle. Go E Go N Go N. Wait for the Viper to finish speaking. Drag the needle onto the viper. Take the step the viper left. Find the small hole in the wall. Click here and take the crown. Go N Take the strawberries. Click on the star in the shield. Click the new opening. Take the box. Go S Go W Take the paper. Go N into the bushes Click the mailbox. Take the helmet. Click the hole in the tree. Give the nut to the squirrel. Go S Go S Give the strawberries to the frog. Go W Go S Go W Go W Go N into the bushes between the bench and the sandbox Click on the blue step at the left side. The fox appears. Wait till he has finished speaking. Then drag the bugle onto Skipper. The fox is scared away. Click on the step and take it. Go E Click on the flowers in front of Skipper. Skipper will take the flowers. Go W Go S Go W Go S Wait for the cat to finish speaking then drag the toy dog onto the cat. The cat is scared away. Take the book from the right side of the screen. Go E Go N Give the mouse the helmet. Give the mouse the broom. You will now automatically be taken to the path. Watch the rocket. Click on the litter bin. Put the paper in the litter bin. Go E Go E. Take the can. Go W Go W Drag the can onto the litter bin. Take the nose. Put the can in the litter bin. Go E Go E Go S Click on the rope ladder at the top of the screen. Go up the tree. Take the key from the right side of the screen. Click on Skipper. Listen to the blackbird. Click on Skipper again. Go down (S) Go N to the path Go W Drag the worm on the bird. You will now be transported up the tree. Watch the home coming scene. Go down. Go N to the path Go N to the beehive Take the handle at the tree. The Bee might be in or not. You can go E and back again till he is in. Give him the (honey) bucket. Go N Go N Go N Go N Go E Go E Go N to the statue Go N up upon the statue Drag the nose onto the statue where it should be. Go up and enjoy the view. Go down again. Go down (S) to the bottom of the statue Go S Go W Go W Go W Go W to the well Go N to the ant hill at the left side. Click on the door. Give the crown to the ant queen. Go S Go E Go S Go W into the tool shed Drag the yellow key to the far left cupboard to unlock it. Click on it to open it. Take the gasoline can. Go E Go E Go E Go E Go N (You should now be at the owl's tree). Ring the bell. Give the book to the owl. Go S Go E Wait for the fish to come up. Give the dice to the fish. Go E Go E Click the entrance and the pixies will come out. Give the flowers to the pixie mother. Go W Go S Go S Wake up the Snail Mail by clicking on the small horn in the pocket (so it makes a cow sound). Take the trousers from the right lower side of the screen. Go E Drag the box with garlic on the ground. The witch will be scared away. Click on the tree. Click on Skeeto. Click on the bean stalk. Go N (This is where the magic wand is hidden - you can't get it now because of the dog). Go S Go W Go N Go N Go N Go W Go W Go N (You should now be at the rabbit's). Give the trousers to the rabbit. Go W Click the hole in the wall. Click on Skipper. Give the radio to the Monkey. Take the stick. Go S Go S Go E Go E Go E Go S (You should now be a the tree with the broken ladder). Repair the ladder by dragging the sticks onto it. (You might need one more stick though). Go W Take the coin. It's lying under the window of Skipper and Skeeto's house. Go to the wishing well (E - N - W - W - W - N - W - use the map if you get lost - just click it in the pocket). Drag the coin to the well. Take the custard pie. Now use the short cut - click on the Go Home button which is the place at the bottom right of the screen and looks like the tree stub. Go outside by going S Go S Save the game by pressing F6 (you can restore games using F5). Click on Skeeto for good advice. Drag the pie onto Skipper. He is now ready to throw. Click on Skipper or the sight when the fly is in it. Pick up the green key. If you miss you will get back the coin and you have to get another pie. Go W where the mouse used to be with the rocket. (It's only possible to go here if you hit the fly with the pie. If you have missed use F5 and restore your game). The last stick is hidden in the bushes at the right side of the screen. It is red. Take it and go back to the ladder (E - N - E). Put the step on and click on top of the ladder to get up into the tree. You will now see Skipper and Skeeto's secret tree house. There is something they need in the closet - and the fly has the key. Use the green key to unlock the closet. Take the fishing rod. Go S Now you are almost there!
Hope you enjoyed the walk through!
Skipper and Skeeto walkthrough courtesy of GSP.
See the metzomagic.com Review of Skipper & Skeeto: Tales from Paradise Park.
Copyright © GSP 2005.
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