Freddi Fish 3 - The Case of the Stolen Conch Shell Walkthrough: ------------ This game has an end add-on mini-game, which is a game you play that has no effect on the main game. To use items, click the item and hold your mouse button and drag the item to the obstacle or character you want to use it on. Press spacebar at any time in any game to be given the option to quit, restart, use options or resume. Freddi Fish and Luther are going to a tropical island to witness the Flounder's day festival. First go down into the water and then click the blue thing in the upper right corner. to open the net. Grab the drain plug you pulled out before going through. Now you find out Luther's uncle Clenny is in jail because the great conch shell was stolen and the festival can't begin without it. Clenny is the grand exotic keeper of the conch, so he's the prime suspect. But he has a diagram of the conch and its three golden pipes. You must collect all three. There are eight possible places. But first, let's find our way around. From the place outside the jail (called central), you can go back to Sam the pelican, left into the tailor shop, or up/right. You'll come to Gillbarker, a blue fish who requires four purple sea urchins to go through the door. They are scattered around in different places each time. Collect them when possible. You can then go up/left twice to the carnival organ or up/right to Nadine the narwhal. Then go up to a place with a door blocked by kelp. Click the purple fish and he lunges for the kelp, then click the clam and he breaks the line allowing the fish to eat the kelp. You can then go through the door to the tumble tubes. Or from central you can go up/left. Then you can go left again to another place. From here you can go up to the beach or left to the waterfall. Or from the first place you can go up to Horst the tourist, up again to the sunken airplane, and then down to the Claw the crab. To get into the sunken airplane, click the ajar panel and it opens leaving a path. Got all that? Try going around to memorize it. Remember only three locations have pipes each game, so look in each place until you find them, then follow the tips for that place. Pipe 1: ------- Go to the carnival organ and press the buttons to move the pipe down the sponges toward you. Be careful of the purple sponges which move it back. The number you hit is the number of spaces it moves. Be careful that it doesn't hit a stopper and move it to the tube at the bottom to get it. Pipe 2: ------- Go to the tumble tubes and pull the levers to open and close the tubes. When bubbles appear in a tube, it is open. When the tube with the golden pipe is open, click the green arrow to send Luther through the tubes. He'll get the pipe if he goes through that tube. Pipe 3: ------- Go to the beach and get the silver key on the beach. Then go inside the sunken airplane and use the key on the padlock to get the pipe. Pipe 4: ------- Get the green shovel from where Nadine is and go to the waterfall. Use it to get the hollow log loose from the mud and keep pushing it until it goes under the waterfall. Now go through to find the pipe guarded by a joey bird. Click on her and a blue feather falls off. Take it to the tailor shop and use it on the egg on his hat. The feather looks better then the egg on the hat, so Pierre gives you the egg in return. Take it to the joey bird and she gives you the pipe. (You can go down/right through the green pool to Rosie Pearl the movie maker there). Pipe 5: ------- Get four sea urchins and give them to the Gillbarker to get through the door. Now you must play floating fun, a mini-game. See it in the mini-games section. You only have to finish one level to get a funhouse mirror from Gillbarker. Take it to Claw and use it on him. He will get so scared he gives you his flashlight. Now go to the carnival organ and go through the small passage in the left wall. Use the flashlight to light the pitch-dark room and move the flashlight around until it shines on the golden pipe, then click to get it. Pipe 6: ------- If you go to the beach you will see a golden pipe in a tree and a ship in the background. Go to it to find Magenta the monkey who has used her sail to plug a hole in her boat. Use your drain plug to plug it, but Luther rips the sail in pulling it out. Take the ripped sail to the tailor shop and give it to Pierre. He fixes it for you. Take the fixed sail to Magenta to enable her to get back to shore. Then click the golden pipe in the tree and Magenta gives it to you. Pipe 7: ------- This one's inside a clam near the start. First go to the sunken airplane and get the wallet on the ground. Freddi gives you a description of a character when you click it. Take it to that character and they give you one of the wallet's orange sea urchins. Take the urchin to Sam and he gives you a translating book. Use it on the Horst the tourist and keep turning the page until you see the flag that matches the one on his bag. Click it and he gives you a shim-sham-jimminy-jam-flapper- gabber, useful for holding things open. Use it to hold open the clam and get the pipe. Pipe 8: ------- First go to the tumble tubes and get the yellow work glove there on the ground. Then go to the sunken airplane and use the glove to get the pliers from the spikey thing. Use the pliers to get the bolt off Nadine's tooth. Use the bolt to keep the handle on the cage near the waterfall and get the golden pipe inside. End Add-on: ----------- Uncle Clenny's dogfish will lead you to a sunken temple and find a gray bag. But Luther takes a jewel and the entrance is barred. Before Luther can put it back, he falls into a trap. The key is guarded by a laser. First go left twice to see the color of the laser guarding the key. Then go back right and up/right. In one of the rooms in this maze of pathways is a gray chisel (it has a clay pot above the door, look for that). Collect it to break crystals from their statues. Get the matching color crystal to detour the laser and get the key. As for finding it, the color above a door shows the crystal it leads to. So if you're looking for a green crystal, go through doors with green. Once you have the key, free Luther so he can put back the jewel and get you out. Then you must use the item in the gray bag to find out which character is the thief. Here they are: Needle and threadPierre, Boxing gloveClaw, CaneGillbarker, MicrophoneRosie Pearl, Visitor's map or guideHorst, ToothbrushNadine. Mini-games: ----------- Freddi Fish 3 has three mini-games I know of. TheaterGo to Rosie Pearl to watch a show. Click the notepad to select an act. Pretty much the same as the theaters in Freddi Fish 1&2. Carnival organHere you can record your own songs and listen to recorded songs. You can also see the sponges move. You can select instruments. Lots of nifty stuff. Floating funAfter giving Gillbarker four sea urchins you can play this game. Four kinds of critters come through the tube and move along the bottom row, one at a time. When you click the critter floats up the column it was under. When four or more of the same critter are placed together they disappear. If a column is full the next critter pushed into that column pushes the top critter above the line and into the permanent zone. Once there it cannot be grouped or moved. You must try not to get critters into the permanent zone and group as many as you can. The level is over when all the critters in the tube on the right have been placed. The game is over when all the columns and the permanent zone are full. Later there are more critters, a smaller permanent zone and a limited time to put critters in columns. Every critter that disappears is worth a point.