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`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`
*` `*
`* P R I N C E S S T O M A T O *`
*` `*
`* *`
*` in the Salad Kingdom `*
`* *`
*` `*
`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`
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FAQ/Walkthrough, Version 1.1
Last Updated - 2/28/2010
By Ashlar79 (
[email protected])
Copyright (c)2010 Jeff Allred. All rights reserved.
T A B L E O F C O N T E N T S :
PROLOGUE [CH0] CHAPTER 5 [CH5]
CHAPTER 1 [CH1] CHAPTER 6 [CH6]
CHAPTER 2 [CH2] CHAPTER 7 [CH7]
CHAPTER 3 [CH3] CHAPTER 8 [CH8]
CHAPTER 4 [CH4] CHAPTER 9 [CH9]
LIST OF ITEMS [CHL]
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[CH0]
*`*`*`*`*`*`*`*`*`*`*`*`*`*
` P R O L O G U E `
* *
`*`*`*`*`*`*`*`*`*`*`*`*`*`
Welcome to the Salad Kingdom! This land was once a place where fruits and
veggies lived in peace and happiness, but recently a dubious turn of events has
has thrown the kingdom into dischord. As the valiant knight Sir Cucumber, you
must rescue the kidnapped Princess Tomato from the castle of the nefarious
Minister Pumpkin and restore peace to the Salad Kingdom. A long, treacherous
journey awaits...
P R I N C I P A L C H A R A C T E R S :
~ KING BROCCOLI: The Salad Kingdom's wise and benevolent ruler. Overcome with
grief over the kidnapping of his daughter, Princess Tomato, the king passed
away.
~ PRINCESS TOMATO: King Broccoli's lovely daughter who is adored by many.
~ MINISTER PUMPKIN: Once a trusted consort to the king, this power-hungry
brute now attempts to overthrow the monarchy and claim the Salad Kingdom for
himself.
~ SIR CUCUMBER: The king's brave and faithful knight. Sir Cucumber is always
willing to help those in need.
~ PERCY: A loyal friend and right-hand man to Sir Cucumber.
~ FARMIES: Cruel henchmen sent out by Minister Pumpkin to terrorize the
kingdom's citizens.
~ PRINCE LETTUCE: A leader of the resistance against Minister Pumpkin, and
younger brother of Princess Tomato.
~ LISA: The princess' human sister and a key member of the resistance.
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[CH1]
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
` C H A P T E R 1 : `
* *
` T H E A D V E N T U R E `
* C O M M E N C E S *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
Take the red flower in the road for good luck and move forward to the celery
forest. The baby persimmon sitting on the path is in need of water, so you'll
need to find him some. Move forward to the intersection and check the
signpost. Move to Lake Quench and take some water, then go back to the celery
forest and give water to the persimmon. Now talk to the persimmon and he'll
join you on your quest. Select the LOOK command to exit the close-up of Percy.
PERCY: You can now use the Percy command to get helpful information and advice
from your new companion.
Go forward again to the intersection and now move to the melon patch to help
Percy's friends. Check the bush near the fence, then move there to discover
Prince Lettuce. You need to revive the prince with water in order to speak to
him. He reveals that there's a passage under the fence which leads to the
melon patch. Move to the passage now and give water to the dried up melons.
Talk to the melons and you'll receive a gate pass. Return to the intersection
and move to the town gate. Use the pass, which won't work. Seems you'll have
to find another way to get past the guard. Return to Lake quench and look to
discover a nest in the tree. Check the nest to find a gold coin. Now move
forward to the shrine and give the flower to the statue. Use the Percy command
to get a helpful hint about the gate guard. Return to the gate now and sneak
past the sleeping guard into the town.
Note: At the end of each chapter, Percy will lose any unnecessary items.
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[CH2]
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` C H A P T E R 2 : `
* *
` S A L A D O R I A `
* *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
Take a look around at Orange Park. Speak with the garlic to learn about an
old scholar who lives on the mountain. Talk to him again and he'll demand
coffee. Check the fountain for coins, then talk to Percy to learn that if
you hit the fountain just right, coins pop out. Hit the fountain a few times
until you get a coin, then be sure to take it with you. Move to the mountain-
side and speak with Mr. Corn to get some info about exchanging gold coins for
Saladorian currency. Return to Orange Park, then go to Main Street. If you
ever see Octoberry go by here, be sure to check the street for coins. Now
go to and the antique shop. Speak with the clerk and talk to Percy, who
suggests coming back later. Next go to the coffee shop and buy a cup with the
coin you got from the fountain. Talk to Lady Plum a few times to learn about a
shady waiter at the cabaret. Return to the antique shop and speak with the
clerk again to receive a letter, which you should deliver to Miss Peachy at the
deli. As a reward, she'll give you a sandwich. Return to Mr. Pear at
the antique shop and speak with him to have your gold coins exchanged for
Saladorian coins. At this point, if ever need more coins, go to the mountain-
side and take some clover; you can sell it at the antique shop for money.
Go to Orange Park and give the coffee to the garlic, who will demand a donut.
Talk to him again and he'll say that you can get a donut from the cabaret.
Return to Main Street and check the strip, then move to the Cabaret Celery.
Enter the cabaret, which will cost you a coin. Inside, check the waiter and
speak with him a few times and he'll tell you he wants you to meet someone in
the restroom. Move there and check the trash can a couple times to find a
donut; take it with you. Stop by the juice shop and buy some grape juice,
which you'll need a bit later on in the game. Feel free to check out the
electronics shop, but the chestnut who works there isn't the friendliest.
When you return to Orange Park, you'll find a different wanderer and a child.
Speak to the child to learn he's hungry, then give him the sandwich. Now talk
to the soursop wanderer and learn about the secret resistance base. Go speak
with Mr. Corn on the mountain again to learn about the pharmacy near the
cabaret. Return to the cabaret and talk to Percy to get a good piece of advice.
Praise the barker and he'll tell you where the pharmacy is. At the pharmacy,
talk to Mr. Fig a couple times to receive the aspirin. Head back to Orange
Park and buy a flower from the flower girl. Now talk to her and learn about
the bookshop near the park. Enter the shop, look around and speak with the
clerk. If you consult Percy, he'll tell you he thinks the clerk is working for
the enemy. Hit the clerk and he'll run away, then hit the register and take
the coin from inside. Now check the counter and take the key you find there.
Try to leave the bookshop and you'll be captured by the farmies.
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[CH3]
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` C H A P T E R 3 : `
* *
` C A P T U R E D ! `
* *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
Check the inmates then talk to them. If you consult Percy, he'll point a
finger of suspicion at Potato. Hit Potato then talk to him to receive a file.
Use the file and you'll be taken to the interrogation room. Talk to Lt. Pepper
a few times until he discovers your file, which you'll need to surrender to
him. In the torture room, check the door a few times to discover a rusty hole.
Use the hit command twice on the door; Lt. Pepper will leave. Hit the door
once more and check it to discover a keyhole. Use the key from your inventory
on the keyhole to make your escape.
In the hallway, look at the jail a couple times to discover the garlic
wanderer. Talk to him and give him the donut you've been holding onto.
Unfortunately, he's forgotten the info he had for you, so come back later.
You can hit the alarm on the wall to set it off but you'll eventually be re-
captured and taken back to the torture room. If this happens, check the room
thoroughly to find the key that will let you out.
Back at the jail, move to the right once and you'll be standing outside Lt.
Pepper's office. To the right again is a storage room, in which you can find
rope and a few other items. Get the rope then exit and return to the jail door.
Talk to the garlic to receive a soap grenade. Now move right, to Lt. Pepper's
office. Try to enter the room and you'll get a warning from Percy. Enter the
room again and use the fake grenade to scare the lieutenant. Now use the rope
to restrain him. Leave the office then move to the right and reenter the
storage room. Take the lantern from inside, then exit the storage room and
exit the police station. Use the lantern to disguise yourself, then leave the
police station yard.
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[CH4]
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` C H A P T E R 4 : `
* *
` T H E F O R E S T M A Z E `
* *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
At the Spinach Heights intersection, move first to Lake Quench and take some
water. If you check the nest, the fern birds will return and reveal a nest of
baby birds. You may revisit the apple shrine and consult Percy to learn a
helpful tidbit about an upcoming enemy. Return to the passage at the melon
patch and you'll find Watermelon there alone. Rehydrate him with water then
talk to him. Go back to Lake Quench and find the umbrella by checking the bush
again. Return to the melon patch passage and check the 3rd hole twice to find
the mole hole. Use the umbrella to get the mole to come out. Talk to the mole
then give him some water. Talk to him some more and you'll receive info about
Saladron, plus the left half of some instructions. Move back and talk to
Watermelon again. Now move to the forest guard's shack and move forward to
find a stream behind it. You won't be able to cross the stream yet because
Percy can't swim, so return to the shack. Consult Percy and Mr. Leek will
appear. Give him his umbrella and you'll receive a pair of water wings. Use
the wings at the stream and you'll be able to cross safely. You'll now run
into a farmie, which you'll want to fight.
BATTLE: Combat in the game takes the form of Rock, Paper, Scissors. Here's
how what each direction on the control pad will select:
Up: Rock
Left: Scissors
Right: Paper
Down: Rock
Once you beat your opponent at Rock, Paper, Scissors, you'll need to correctly
guess which direction in which the enemy will look. The farmie will always
look down, so press down on the control pad. Different enemies have different
quirks during battle, so try to learn them in order to have an edge. If you
happen to lose at the Rock, Paper, Scissors phase, you'll have to try to look
away from the direction your enemy points. Losing this will mean having to
go another round against the enemy.
The Parsley Forest is a maze you'll have to navigate through. Collect the
compass, tin can, shovel and gold found in the maze as you make your way to
Saladron's lair.
T H E P A R S L E Y F O R E S T
N C $ T Legend:
W + E E X X X L X X X X E = Entrance
S X X $ X C = Compass
$ X X X X X X X X $ = Coin
X X X X T = Tin can
X X X X S X X S = Shovel
X X X X L = Saladron's lair
X X X X X X X X X X X X
X
Once you reach the lair, use the tin can on the tree to summon Saladron.
Battle the beast the same way you did the farmie, but this time you'll have to
win three times to vanquish the enemy. Remember the tip you discovered at the
shrine earlier--always select scissors, or left. This will make beating
Saladron a cinch. Now move into the scary tree and check the vicity a couple
times to find a mount of dirt near the altar. Use the shovel to dig up the
mound until you find the medal. Check the medal then take it with you. Now
exit the tree and find Mr. Leek outside. Talk to him to end the chapter; if
you didn't buy grape juice earlier, he'll give you some.
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[CH5]
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` C H A P T E R 5 : `
* *
` T H E R E S I S T A N C E `
* B A S E *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
Enter the base and move forward; you'll hear people talking from inside a room.
Move into the room, which is the resistance meeting room. Use the medal to
prove you're a member of the resistance. Now talk to the troops and you'll
meet Lisa, Princess Tomato's human sister. Give the aspirin to Lisa then go
back. Exit the meeting room then reenter. Move to see Lisa and talk to her;
you'll have a short meeting with the leader of the resistance, General
Cantaloupe, and receive the resistance crest. Now exit back to the hallway and
go to the door on the right. Enter the room, which is Lisa's room. Talk to
her to learn about a pendant she lost while cleaning her room.
Exit the base and check the box twice to find the pendant hidden in a banana
skin. Give the pendant to Lisa and talk to her. Leave her room and go back to
the hallway; move to the room on the left. Talk to Grapy the guard and give
him your grape juice. Now return to Lisa's room and talk to her to gain access
to the arms room. Go back to the arms room, which Grapy was guarding, and have
a look inside. Take a nut bomb and head back to the meeting room. Look at the
troops and speak with each of them; you'll learn of a monster called Bananda
whose cave is near Peanut Village.
Leave the base and move to the village to end the chapter.
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[CH6]
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` C H A P T E R 6 : `
* *
` P E A N U T P L A T E A U `
* *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
Check the bottles lying around the tomb, then consult Percy to find a note in
one of the bottles. Move forward into the village and speak with the chief and
his wife as much as you can. Now check the vicinity and move to the park.
Check the lawn to find a coin. Talk to the 3 park-goers and learn about the
convenience store and the Carrot hermit. Check the statue and the cryptic
characters. Move to the convenience store and buy a wordbook and some squid.
Now go back to the park and move to the hermit's house. Give him the squid and
he'll tell you to get a lantern from the village chief. Use the wordbook at
the park to decipher the message on the statue. Go back to the village
entrance and move to Carrot Plateau. Here, check the vicinity to discover
carrots, which you can take and sell at the convenience store if you need
coins.
Now move to the cave try to enter. You'll find that it's too dark, so go back
to the villate entrance and move to the chief's house. Talk to the chief and
then consult Percy. Now you should have the lamp, so return to the cave and
enter. Bananda's cave is a maze similar to the Parsley Forest. You'll run
into Bananda near the entrance of the cave; use the nut bomb to destroy it.
Dig through Bananda's skin by using the Take command; you'll find Nutty
underneath eventually. Talk to her then turn around and exit the cave. Back
at Peanut Village, talk to the chief and his wife, then move to the chief's
house and talk to him to receive the battery that powers the Dice-O-Matic. Now
return to the hermit and give him the clover juice; he'll give you the medicine.
Return to Bananda's cave and find your way to the Dice-O-Matic. There's coins
to collect along the way.
B A N A N D A ' S C A V E
N E Legend:
W + E X $ X X X E = Entrance
S B X X X $ B = Bananda
X X X X X $ = Coin
X X X X X X X X X X X X D = Dice-O-Matic
X X X X
X X $
$ X X X X X X $
X X
X X X X
X X X X X X X X X X X X
X X X X X X
X X X X X X
X X X X X X X X
X X X X X X
D X X X X X X
When you happen upon the Dice-O-Matic, use the medal on it and enter. In the
cockpit, check the vicinity and consult Percy; he'll find the slot for the
battery. Use the battery then hit the red lever twice to start up the machine.
Now move forward toward the big tree until you run into Minister Pumpkin's
machines. Move forward again and fight the huge enemy Dice-O-Matic. This
enemy will switch between rocks and scissors, then alternate between looking
right then left during the Look-Away phase of battle. Next you'll fight
Minister Pumpkin in his Dice-O-Matic; the same hints apply to this battle.
Upon beating the minister, he'll escape and you'll arrive at the giant tree.
Check the tree; when you check the root you'll discover strange grass. Take
the grass with you, then check the ground to find the missing right half of the
instructions. Take the instructions and check them to learn how to use the
chameleon grass. Now use the chameleon grass twice to turn into farmies and
end the chapter.
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[CH7]
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
` C H A P T E R 7 : `
* *
` S O P V I L L E `
* *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
Check the vicinity to discover three wanderers in the background. Talk to the
wanderers then use the crest. Talk to squash to get some info about Pea
Street. Check the stores then move to the bar. Check the customers and talk
to them. Talk to Ron a couple times and use the crest. Leave the bar and
move to Pea Street; check the wanderers. Talk to them and give your gold to
E.P., then move back to main street. Return to Pea Street and use the crest
on D.R. Talk to him and he'll tell you about a tunnel leading to the castle.
Move to the house now to talk to the old lady D.R. spoke of. Check the ground
here to find a coin. Talk to the old lady and use the crest. Now give her
the medicine and she'll tell you a helpful tip about Radish Ron.
Return to the bar and talk to the three patrons. Use the crest again then
leave the bar. Reenter the bar and talk to the three patrons a third time.
Talk to Ron a couple times until you receive a key from him. Next go back to
the old lady's house and talk to her; she'll tell you how to find the passage
to the castle. Return to Pea Street and move to the passage. If you enter the
passage, you'll find that it's dark and you can't see your way, so go back to
the entrance and leave the passage. Return to the bar and talk to the patrons;
apparently there's been a fight. Check everything, then leave and return to
the old lady. Talk to her again and she'll tell you how to navigate the
passage: FORWARD, RIGHT, LEFT, FORWARD. Return to the passage and follow these
directions. Move forward again after the sequence and you'll hit a wall. Use
the shovel to dig away the wall and reveal the cave exit.
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[CH8]
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
` C H A P T E R 8 : `
* *
` T H E M I N I S T E R ' S `
* C A S T L E *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
Check the vicinity and take the oil pot and pine tar. Now check the vicinity
and use the look command. Take the mirror and chain you find. Exit now to
the hallway and move to the door on the far right. Use the key to unlock the
door, go inside and check the vicinity. Check the desk then the third drawer
to find a coin. Check the picture and paper, which is a letter. Exit to the
hallway and go to the door on the near right. Looks like nobody's in this
room, so move back. You'll run into a chamber maid who tells you the princess
went to take a bath. Back in the hallway, move to the door on the far left and
enter. Use the hit command and you'll meet an orange who you can talk with.
She'll tell you that the princess went to take a walk in the garden, so exit
the bathroom back to the hallway. The other two doors here are locked, so move
forward.
In the next part of the hallway, turn left to get to the garden. You'll see
that the princess isn't here, so go back inside. Now turn right and you'll
spot a guard sleeping around the corner. The guard will prevent you from going
any further for the moment. Go back to the shower and hit it again to summon
the orange girl. Talk to her to get a clue about getting past the guard.
Return to the garden and look, then check the pond. Use the water wings to
save Percy; if he says you have too much stuff, dump the pine tar (you can't do
anything with it anyway). Percy will find an ornament in the pond. Take some
water from the pond, then move back to the hallway and turn right again. Use
the ornament to get the guard's attention, then use the oil pot. Now use the
chain to tie up the guard.
You'll now be at a jail cell door. The door is locked, so look around and check
the hallway till you find a set of keys. Unlock the door and enter the cell.
Look at the vegetables and show them the crest. Talk to the vegetables. Give a
gold coin to Bell Pepper and remember the sequence he tells you; he'll also
mention a dangerous family of monsters living in the castle basement. Now look
again at the cell and you'll see a barrel. Check the barrel a couple of times
to notice a white leaf. Check the leaf then give him some water. Talk to the
leaf and show him the crest. Talk to Lord White Leaf again and he'll share a
bit of important info about Minister Pumpkin's son. Now check Lettuce a couple
times until you find a caterpillar. Be sure to take it with you.
Exit back to the far hallway and enter the door on the near left. You'll see
the sleeping chamber maid in this room. Enter the door on the right and check
everything in the room. When you check the bed, you'll notice it's warm, as if
someone was just here. Exit back to the hallway, then go back through the door
on the near left. This time when you enter the room, the maid will be gone.
Move right to the next room, then right again into a dressing room. Look
around and check all the items in the room. Hit the stool a couple times and
then check it twice; check the diary you find. Exit back to the hallway and
re-enter the maid's room. Go through the door on the right and you'll see a
woman sitting on the bed. Talk to the old woman a couple of times and show her
the crest. Talk to her until she tells you to get out. Move back, talk to her
again and immediately give her the chameleon grass. Talk to the princess a
couple of times then exit back to the hallway.
Now move forward to the fancy door. You'll have to fight the door guard to get
past him; he's easy to beat if you remember he always looks up during battle.
In the main hall, look around and check everything. Move through the open door
to the minister's bedroom. Look around and check everything in the room. Take
the books and check them again to get a hint about the maze you'll soon face.
Check the bed again and a staircase will appear. Now check the stairs and
you'll wind up in darkness. Move forward once to enter the basement maze.
B A S E M E N T M A Z E
N X X X X X X X X X X X X X X
W + E X M X M X E = Entrance
S X E X X M = Moma Monster
1 X X X X X 2 M X X 1 = First Hole
X X X X 2 = Second Hole
X X X X X X X 3 = Third Hole
X X X X X X X X M B = Baby Monster
X X X X P = Papa Monster
X X X X X X X X X X X X X M
X X X X
X X X X
X X X X 3 X X X X
X X X S
B X X X X X X X X X X M
X X
X
M X X X X M X M
X X X X X
M X X X X X X X X X X P
In order to solve the maze, you first need to make your way to the baby
monster. From there, find the three holes in order from 1 to 3, then go to
where the papa monster lurks. There are many opportunities to run into the
moma monster; in which case you'll have to fight her to move on. The moma
and papa monsters always look left during battle.
In the minister's bedroom, look at the minister then fight him. Minister
Pumpkin follows a pattern during battle, which repeats itself. To win, use
the following moves:
- Paper
- Paper
- Rock
- Scissors
- Rock
- Scissors
- Scissors
- Paper
Then start again at the beginning if you need to. After the battle, talk to
him. Now go back to Princess Tomato's room via the maid's room and talk to her
a couple times. Make your way to the garden and move to the exit.
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[CH9]
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` C H A P T E R 9 : `
* *
` T H E C E L E B R A T I O N `
* *
` `
*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*`*
Talk to everyone at the heroes' celebration. When Jr. Pumpkin challenges you
to a fight, you can choose to fight him but winning won't accomplish anything.
Instead, use the caterpillar on him. Congratulations, you've beat the game!
@~~O~~@~~.~~@~~O~~@~~.~~@~~O~~@~~.~~@~~O~~@~~.~~@~~O~~@~~.~~@~~O~~@~~.~~@~~O~~@
[CHL]
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~ ITEM ~~~~~~~~~~~~ WHERE FOUND ~~~~~~~~~~~~~~~~~ WHERE USED ~~~~~~~~~~~~~~~~~~
~ Chapter 1:
Flower Path on first screen Give to apple statue
Spinach Spinach Heights intersection N/A
Pass Melon patch (Cantaloupe) Town gate
Water Lake Quench Celery Forest; melon patch
Gold Nest at Lake Quench Antique shop
~ Chapter 2:
Coins Orange Park fountain; Various shops
Main Street; antique shop;
bookstore
Coffee Coffee shop Give to garlic wanderer
Letter Mr. Pear Give to Miss Peachy
Sandwich Deli Give to wanderer's child
Grape Juice Juice shop Give to Grapy (ch. 5)
Clover Juice Juice shop N/A
Donut Cabaret restroom Give to garlic (ch. 3)
Vase Antique shop N/A
Clover Mountainside Antique shop
Flower Orange Park N/A
Tissue Cabaret Celery N/A
Aspirin Pharmacy Give to Lisa (ch. 5)
Key Bookstore Torture room (ch. 3)
~ Chapter 3:
File Cell Cell
Water Torture room N/A
Rope Storage room Lt. Pepper
Paper Storage room N/A
Bucket Storage room N/A
Lantern Storage room Station yard
Grenade Garlic wanderer Lt. Pepper
Key Torture room floor Torture room
~ Chapter 4:
Water Lake Quench Melon patch
Umbrella Lake Quench Melon patch; forest shack
Left Instr. Melon patch Giant tree (ch. 6)
Water Wings Mr. Leek Stream
Coins Forest maze Various shops
Compass Forest maze N/A
Tin can Forest maze Saladron's lair
Shovel Forest maze Saladron's lair
Leaves Saladron's lair N/A
Waste Saladron's lair N/A
Medal Saladron's lair Meeting room (ch. 5); Dice-O-
Matic (ch. 6)
~ Chapter 5:
Crest Meeting room Various vegetables
Pendant Box outside base Give to Lisa
Clover Juice Get from Grapy Give to hermit (ch. 6)
Nut Bomb Arms Room Bananda's Cave (ch. 6)
Black Bean Arms Room N/A
~ Chapter 6:
Carrot Carrot Plateau Convenience store
Coins Park; Bananda's cave Various stores
Squid Convenience store Give to hermit
Peanuts Convenience store Give to hermit
Broom Convenience store N/A
Wordbook Convenience store Park
Lamp Chief's House Bananda's Cave
Battery Chief's House Dice-O-Matic
Medicine Hermit's house Give to Old Lady (ch. 7)
Skin Bananda's cave N/A
Ch. Grass Giant tree Giant tree
Right Instr. Giant tree Giant tree
~ Chapter 7:
Key Bar Door to dark room (ch. 8)
Coin Old lady's House Various shops; Pea Street
Shovel Pea Street Castle passage
Bread General Store N/A
Socks General Store N/A
Juice General Store N/A
Spices General Store N/A
Shampoo General Store N/A
~ Chapter 8:
Oil pot Storage room Hallway guard
Pine tar Storage room N/A
Mirror Storage room N/A
Chain Storage room Hallway guard
Letter Dark room N/A
Coin Dark room Various shops; jail cell
Water Garden Jail cell
Ornament Garden Hallway guard
Caterpillar Jail cell Jr. Pumpkin (ch. 9)
Clothes Main Hall N/A
Books Minister's bedroom N/A
Tea cups Minister's bedroom N/A