Freddi Fish 2 - The Case of the Haunted Schoolhouse Walkthrough: ------------ A ghost is haunting the schoolhouse and stealing toys! Freddi and Luther want to catch the ghost and get Luther's Codfish Commander back. Okay, first go down and get the green scissors from the shelf. Then go down/left and try to go outside. The ghost pushes past you and into a secret door. When he leaves again, part of him breaks off and tells you the five things you need to collect to trap him. There are eight possible things. From here you can go out of the schoolhouse where you can go in four directions, or into the basement. Here's how to get the things you need. Trident: -------- Go outside the schoolhouse and go three screens right. Go up to the ceiling of the statue of Neptune and move the tiles so the open space is in the upper right corner where the trident is. Then click on it and you get it. It's that simple! Rope: ----- Go into the basement of the school. Somewhere down there is a green book about untying knots. Now go two screens left, then one down from the school. Click the rope and then click the book in your inventory, then open it by clicking it. You can cycle through the book by clicking it again and again. When you see the same knot that is on the screen, pull on the ends in the order that they are numbered in the book. Diving Helmet: -------------- Go one screen left from the school and use your scissors on the diving helmet near the top to break the kelp holding it. Wasn't that easy? Wheel: ------ Go to the very bottom of the school to the room with lots of pipes and get the wrench on the left. Now go two screens left, one down, then one left into the sub from in front of the school. Use the wrench on the steering wheel to open the bolt holding it. Life Preserver: --------------- Go four screens right from the school and use the scissors on the worm doodle to break the fishing line holding it. Now go back to the school and from there two screens left and one up through a small passage. Give your worm doodle to Eddie the eel and he goes away, allowing you to get the life preserver. Cork: ----- Not too easy. Go two screens left, one down, and into the sub from the school. Get the red can of oil on the upper right shelf, return to the school, and go two screens right. Click the pipe piece and a worm goes in, pursued by a Tucker Turtle. The worm gets away but the Tucker gets stuck. Use the oil to get the pipe off his head. Now go to the very bottom of the school and use the pipe piece to get the cork without letting bubbles escape. All right! Pulley: ------- This is pretty tough. Five purple sea urchins are scattered around, in different places each game. Collect them when possible. One is always on top of a cliff four screens up/left from the school. In the second one, you must find a path through the tide pools. You can only jump to a tide pool that is next to you and has a small thing in between. I don't think this requires a detailed walkthrough. To get the urchin down, go one screen right from the school to find a pink fish named Casey who has lost her glasses. To find them, go down the hole (only Luther can fit) and when she starts bouncing back and forth, quickly go down/left. If you aren't fast enough, you go the wrong way. Inside the next place are Casey's glasses! Pick them up and exit to the left. The grateful Casey will give you a slingshot. Then go to the cliff and use the slingshot on the urchin and move the cross hairs onto it, clicking when the word "lock" appears. Once you have it, go two screens up/right from the school, and into the pulley emporium. Trade your five urchins to Barnacle Bob for a pulley. Mock-stop-mibble-stop-whopper-bopper (MSMSWB): ---------------------------------------------- The toughest one of all. First go two screens up/right from the school, and into the hall of fame. Click on the trophy case and a business card falls off the back of the lock. Go to the school and go three screens up/left. Then go down the dark hole to Mr. Triplefin. Give him the business card and he gives you the combination to the lock. Return to the hall of fame and click on the lock. Then click the combination and it appears. Type it in on the lock by using the arrows to rotate the numbers and click the handle to open it. Then grab the trophy and take it to ray who is one screen up/left from the school. He trades you the MSMSWB. Now that you have everything, you can trap the ghost. The ending is a little weird, but fun! Mini-games: ----------- There are four mini-games in Freddi Fish 2. Theater-The clone of the theater in the original game. Click the curtain to see an act. Find it outside the hall of fame and pulley emporium. Go up/right. Chalkboard-In Mrs. Croaker's classroom click on the blackboard to draw stuff. Click the eraser to erase part of your drawing. Click the empty blackboard in the upper left to erase the whole drawing. You can even print your drawing by clicking the printer. There's letters and lots of nifty stuff. Have fun! Ceiling tiles-Where you found the trident you can play a game with the tiles on the ceiling of Neptune's statue. Clicking any tile adjacent to the open space will move it into that space, creating a new space where the tile was. When all the tiles are together they make a neat picture. Click the button in the upper left to get a new picture. It can be hard. Crab invaders-From where the sea urchin on top of the cliff is, go up/left to this arcade game. Move the mouse to move Luther back and forth. Click to send a squirt of water. Twelve crabs hop onto the top and move back and forth, getting steadily closer to the bottom. Luther must hit each one with a water squirt to knock it down and earn five points. The squirts can't reach the top, so wait until the crabs get lower before hitting them. But don't let them get to the bottom. That costs Luther points as well as places a crab on the rock on the left. Only one crab can reach that rock in each round. If three crabs are there, the game's over. Luther loses a point for every squirt that misses and five points for getting hit by one as it comes down. After knocking down twelve crabs the round is over and you can leave by clicking the flashing arrow. Later the crabs get faster and the coconut crab appears and tries to drop coconuts on Luther, which stuns him and costs him ten points.