Full Pipe ----------------------------------------------------------------------- ||||||||| ||| ||| ||| ||||||||| ||| ||||||||| ||||||||| ||||||||| ||| ||| ||| ||| ||| ||| ||| ||| ||||||||| ||| ||| ||| ||| ||| ||| ||| ||| ||| ||||||||| ||| ||| ||| ||||||||| ||| ||||||||| ||||||||| |||||| ||| ||| ||| ||| ||| ||| ||| ||| |||||||||| ||||||| ||| ||| ||| ||||||||| ||| |||||||||| ||||||| ||| ||| ||| ||||||||| ----------------------------------------------------------------------- ----------------- TABLE OF CONTENTS ----------------- Characters a) 2nd floor b) 3rd floor c) 1st floor (last and upward) d) 4th floor e) 5th floor f) 6th floor g) The Secret floor (you won't find it even in CIA archives) h) 7th floor i) 8th floor j) 9th floor k) The Last Floor (number is unknown) l) Other Characters Walkthrough a) The second floor b) The third floor c) The first floor d) Return to the first floor. e) The fourth floor f) The secret floor g) The eighth floor h) The ninth floor i) The seventh floor j) The sixth floor 3. Special thanks -------------- 1. Characters -------------- a) 2nd floor Guv-the-Drawer puts into his drawer any item that can fit it and after throws away big green egg with this item inside.. Doesn't like domino as it has bad influence on digestion. Basically he is a quite nice fellow. Egggulper gulps eggs. He is greedy but it's possible to come to an agreement with him. Eggcracker just cracks eggs. He's queer and it's hard to get in contact with him. Weird Wacko is the sanest one among all the characters on the Second Floor but he suffers from a spirit of contradiction and an initial form of the Internet dependence (as we got to know afterwards)... Likes toys for adults. Small fries. No one knows how abundant they are. Small fries like retro music of the early 20th and they do no other harm. Hand Thirty For. No one knows whose hand it is. When the jar overflows with Shrimps, it pulls them out upwards. All of them! :-( Tennes. He appears suddenly and disappears at once. Looks like a tennis-ball yet having all vitally important organs. Almost all of them. Wag-Wing is the analogue of your flies only bigger and much smarter. b) 3nd floor Big Mumsy. She looks like suffering from a syndrome of false pregnancy. However she is an obliging hostess and likes riding the elevator. Hare-the-Nooksiter knows how many beans make five and is very assiduous. Being extremely simple-minded, he often becomes an object of ridicule and molestation for his neighbours. Molester. A Nooksiter's neighbour. The First Guard . The first of the six Dark-Burrow-Dweller's guard- brothers. Faithfully fulfils his duties. Other info concerning him is not recommended by the respective security department services. Tummy-Trampie likes eating, sleeping and scratching his belly. All these actions are carried out according to the time-table, that's why he is noteworthy. Beavers are the characters without any specific activity. They look like your spiders but with a beard. c) 1st floor (last and upward) Elephantine. She is a nice girl, though a bit fanciful. Likes good shoes. Ballspiter can spit balloons. His main problem is his long tail. Every traveller strives to pull it. Ballgulper can gulp. In this case he gulps balloons, but as he says, it makes no big difference for him what to gulp - if only it fits his mouth. He asserts that he can fly when becoming swollen. Dangling 1 is Danglings' 2 and 4 sister. Dangling 2 is Danglings' 1 and 3 niece. Dangling 3 is Danglings' 1, 2 and 4 brother. Dangling 4 is Dangling's 3 stepbrother. Inflater is all Danglings' father. He likes chewing Dyrol and listening to classical music. Swingie has no relatives. Likes swinging. His favorite dish is a fat sprightly fly. He's got permanent problems with shoes over the specific size. Polly the Janitress is a hard-working, neat person who's selflessly devoted to her profession. Single. Likes watching Formula 1 race. d) 4th floor The Watchman stands on the Tongue Bridge and is a very talkative guy. He leans out of the window and no one have ever seen what he's got lower the waist. Granny is the Watchman ex-wife. She is a very quarrelsome and energetic woman. Early in life she was a master of sports in handball. Always moves over different floors searching for a new husband. She took note of Dude, that's why his knotty situation goes worse. e) 5th floor The Second Guard. The second of the six Dark-Burrow-Dweller's guards. He is an enzygotic twin of other guard-brothers. Granny also lives here. Lads are the members of the district office of EBER Lovers party. EBER is a locally popular low alcoholic drink. Lads are the haunters of eber-rooms in Full Pipe. Girlie is a playmate of Lads. She is a really cheerful girl but not so silly as it may seem first. f) 6th floor Bootlegger is the manager of the EBER-house. He is an admirer of a strong dark unstrained eber. Blowpauncher likes inflating himself and finds it rather exciting. Tailpiper (also known as Bazoocruncher) was born in a pipe. He's outgrown his pipe but is still inseparably linked with it. He's particularly squeamish about personal hygiene. The Fourth Guard. The fourth of the six Dark-Burrow-Dweller's guard- brothers. The Fifth Guard. The last but one of the six Dark-Burrow-Dweller's guard-brothers. The Sixth Guard. The last one of the six Dark-Burrow-Dweller's guard- brothers. The Eleventh Hand of Dark-Burrow-Dweller. The third right hand of Dark- Burrow-Dweller. It is not remarkable at all. g) The Secret floor (you won't find it even in CIA archives) Giraffe. Always finds himself in very straitened circumstances. He grew bald too early.Giraffe is a staunch optimist and an associate professor. He is in love with Giraphine though he never met her. Is waiting in the wings. Giraphine. She is a nice girl, a student. Goes in for sports. Old Pioneer is one of the have-beens. He is a friend of his head. Janitor Brothers are always together. Everybody calls them brothers but they have some doubts about it. Driver is a strange fellow even for Full Pipe. He is a former taxi- driver. They say he flirts with Molly the Janitress. Molly the Janitress. She is an image of Polly the Janitress from the 1st Floor. It can be the same person just working in two places. She's also interested sports. In public she ignores all Driver's courtesies but someone saw them together in the EBER -room. h) 7th floor The Liftwoman is a skilled worker and always keeps her eyes on the ball. Bighead is still very young and he's just learning to walk. Fast Lady - the one of an exceptionnaly odd appearance. She walks very fast (you'd never guess). No one ever managed to come up with her :-( Granny flies over here sometimes and disappears pretty damn quick. i) 8th floor Ass_1 appears and disappears in most unexpected places. We're sure she has an owner, but we still don't know who he is. But we bet it's not the Dark-Burrow-Dweller's one. The Third Guard . The third of six Dark-Burrow-Dweller's guard- brothers. Sometimes winks with his left eye. Also can pull the rope (they all can do it). The Seventh Foot of Dark-Burrow-Dweller - the seventh foot of the Dark- Burrow-Dweller. Likes collecting the ancient ceramics. The First Shooter is a good shooter. He was recommended for some decorations, yet doesn't make a show of it. The Second Shooter is a friend of the First Shooter but he's much taller. He likes shooting together with the First one. j) 9th floor The Cube. Doesn't look too special, but in fact he's got some outstanding extrasensory abilities, becoming apparent in very unexpected situations. The Cactus is one of the strangest creatures of Full Pipe. It seems to be a plant. But there are other opinions. He is concerned with the hole in a wall in some mysterious manner. The Pompier is not related to the fire-business. He actively advocates joining the Union, it's his fad. "Join now!" - he usually says. Lives with the Cactus. k) The Last Floor(number is unknown) Bentman is the chieftain of plumbers. He is a bad guy, a drinker and swears like a trooper. The Long One. He is a plumber on the water wagon, but could give Bentman real odds in his time. The Short One. He is a good guy and the disciple of Long One. l) Other Characters Dude is the main character, but he is not from Full Pipe. He is an ordinary man, like all of us. In the introduction you can see the story of his getting into the Full Pipe world. It's happened by pure accident. It could happen to every one. But he's been there. Nobody knows what he thinks about all that. Maybe he's still recalling that time, rethinking everything he saw there, trying to give some explanation... Or maybe he just forgot about it and doesn't want to remember. And what if the eddy of the everyday life has flown him over and carried away? Who knows...? Oh, we forgot about The Dark-Burrow-Dweller, it was him, he did everyth...everyo...he is the most... the most Fullpiped of all! The Bogie of Full Pipe. Dozens of his hands and feet run through the whole World of Full Pipe. The Dark-Burrow-Dweller! Show yourself to people! He doesn't want to come ... So to hell with him. Welcome to Full Pipe! ---------------- 2.0 Walkthrough ---------------- a) The second floor Your adventure (who said "misadventure"?!) will begin on the second floor. Go upstairs from the room where you have started. In the right corner you will find a drawer - take it. Then go downstairs. In the left corner you will see a box, take a dominoes dice from it. Then go rightwards once again. You will find yourself in a long room. There you will see a glass jar, a lever and some interesting though odd devices. You will see a shoe which is trying to seek shelter from your piercing look on the pipe to the left from the entrance. Take it. In the second left hole you will find an apple. Don't try to eat it: microbes are too high-calorie food and you won't have an ability to wash an apple, so just take it. Go to the very right room and give the drawer to The Weird Wacko, who will happily fasten it to his head instead of glasses and will give glasses to you as a keepsake. Now go to the mysterious Guv-the-Drawer with the drawer in his stomach (leftwards-leftwards-upstairs) and give him glasses. Instead of it you will receive an egg. Then do the same with an apple and a shoe. Then go down and give acquired eggs to The Egggulper. Instead of them you will receive a genuine silver coin. Go to the room with a glass jar. Go to the right part of this location and throw a silver coin into a special opening... You will hear the music... It's amazing... Keeping time with melody, Small Fries come out from the left hole one by one, whirling and dancing, and they walk over board and evanesce in the hole where you've got an apple from. You must put three Small Fries into the jar. To do this you must climb up the ladder and jump on the board as soon as the next Small Fry will approach the opposite side of the board. When the jar will be filled up, the hand will appear in the opening at the top. This hand will lift up the unfortunate jar thus opening the hatch to the third floor. Use the hatch to go down to the third floor. b) The third floor Firstly go to the elevator (metallic door with two bull's-eyes) and get back to the second floor. Then proceed to the very left room. There you will meet three dwellers of the Pipe, selflessly gambling the Dominoes. One of them is fiercely swinging the hammer. Give him dominoes dice and you will receive the multifunctional hammer. Go back to the third floor. Now you have to show some skill. Your objective is to throw four balls in to the pouch of Big Mumsy. Approach to the right lever, pull it. As a result balls will be falling from the pipe. You have to throw them in to the pouch. No one said it would be easy after all. When you succeed, Big Mumsy will disappear (frankly she will be carried off with all the balls). Now the way is free. Go leftwards. There you will meet The First Guard holding the rope, and The Molester, spitting upon it's victim, and of course the victim of The Molester - Hare-the-Nooksiter. It is sufficient to close the vent light to stop such an ugly mocking. Hmm... "Piece of cake?" To do this you need a stool, a beside-table or... a drawer... Because Dude's height is not that long. Go to the second floor. Proceed to the opening where you have threw a coin in, and return the silver coin back using the hammer. Give back the coin to The Egggulper and you will receive an egg with glasses. Go to The Eggcracker. Give him an egg. You will receive glasses. Take glasses from The Weird Wacko in exchange for a drawer. Return to the third floor and give a drawer to Hare-the-Nooksiter. At last he will be able to close the vent light. Remember to click the First guard to pull the rope. In exchange for the drawer you will receive the "twister". Go back to the room where you've played with The Big Mumsy. Apply the twister to the opening where The Big Mumsy was sitting and turn it three times. The Tummy-Trampie will be sleeping and you have to go to the very left room where The Tummy-Trampie lives. Now the easiest and the funniest of attractions in the same time is waiting for you - The Jumper. The Tummy-Trampie's belly is a peculiar trampoline. Jump down and try to reach the ceiling ladder. Alas, you don't have wings so you have to use your natural knack. You have to touch down the belly legs straight thus you will reach the ladder very quickly. After reaching the ladder the bottom crossbar will crack. So you must continue this entertainment until the ladder will drag The Dude upstairs. c) The first floor Now you have to face the trial of dexterity and luck. The objective is to arrange Danglings so the slow ball can reach The Ballgulper. To start the ball, pull the Ballspiter's tail. When the third ball disappears in the Ballgulper's mouth, he will be inflated fully and vanish. In the pipe you will find a pot, in the wall you will find a stored coin. Now go leftwards where you will see the funny Elephantine with small plaits. Elephantine is playing with a shoe on her trunk. Nice scene, isn't it? Give her a pot in exchange for a shoe. Now go rightwards. While The Inflater inflates the next bubble, steal a couple of chewing pillows (when the hand cursor becomes green). Now go to the second floor for a paired shoe. Procedure is the same. Give the silver coin to The Egggulper in exchange for an egg with a shoe. Then go to The Eggcracker, give him an egg. Collect the shoe. d) Return to the first floor. The received pair of shoes will serve as a wonderful gift for The Swingie which will release to you a swing in gratitude. Clicking the right mouse button you will swing back and forth with ease. When The Dude will be in the highest point, click the right button and he will fall straight to the pipe. An ill luck for sure! The hatch will appear closed, and you cannot move to the next floor. It is necessary to come back to The Swingie and share a fairly stolen cud with him. The cud by all means is pleasant and you will receive a plunger. Now once again go back to the second floor to The Wierd Wacko and get glasses in exchange for a plunger. Now he will no longer try to close the hatch, therefore pull the lever. Take the attraction one more time, and you will fly to the next level. e) The fourth floor You will see the lever on the wall. Pull it. There will be an impassable bridge, that coils up on your approach. Give a cud to The Watchman and he will chew it up for you. Using the chewed cud, stick the lever to a floor, and the bridge will not coil up. Come over to the opposite side safely. Go left through the pipe. There you will be attacked by The Granny, throwing balls in you. But you can beat off rubber balls and turn them against The Granny. As a result the prostrate old woman will fall into the hatch. Justice has triumphed and nothing threatens your life now. Closely examine the walls, you will find a coin in one of them. Then jump to the hatch, after The Granny. Legs of the old woman stick out of a pipe on the left wall, safely pull down a shoe from one of them. The Granny will hardly be able to object... One more Guard is standing near, pull his rope. Now go to the right and downstairs. Here you will meet The Bootlegger and his moonshine device. There is a hand, demanding something, hanged out from the right pipe. Think? Right. Pay up an admission fee and proceed to the right. You will find another dominoes dice near the entrance. Go two ladders up and take a piece of sugar from the thread. Come back to The Guard and go downstairs. You will find yourself in a long time familiar room with dominoes and cold steel fans. Exchange a dominoes dice for a bottle and come back to The Bootlegger. Put a bottle under the tap and give a piece of sugar to The Bootlegger. That will start the mechanism, and the bottle will be filled with a blue liquid. Return to the dominoes players and give a bottle to the most malicious boozer - The Bentman. He will pour it's contents to his throat (never try this at home). Pick up an aluminum mug from a floor. When The Dude crossed the bridge, he has stopped the wheel. Return to the bridge and lift the lever upwards to start the wheel rotation again. Prop up it with a hammer. Now go to a watering place and take pleasure in watching exhausted from the thirst guys in helmets. Put a mug on the box. When the girl will approach the mug, shamelessly drink a mug of water right before her nose. The girl will come in full delight strangely enough. A very strange girl... Go to a wheel while she roars with a hysterical laughter. You can leave the mug, it won't be gone. Step on a wooden floor (on blue plates), wait for an empty swing and get on it. Having made almost a full circle, jump to the lowermost pipe from the right side. f) The secret floor There is no lever so start searching! Firstly throw a coin into a special aperture (you still should have a coin) and start the mechanism. Unfortunately it's purpose is unknown, but we won't get caught to the endless loop on details. Pull down a sock from The Old Pioneer's left foot and pick up a broom near his right foot. Now move upwards. Here is the lever, but how one can get to it? Take a stool in the left corner. Put a stool on the hatch and try to reach the lever. As a result you get a few strikes to the head and the unexpected Granny will drag off a stool... Be cool, experience is useful. And the lever is necessary to open the top hatch, where an unfortunate Giraphine pines in melancholy and loneliness. As soon as you will slightly open the hatch, the Giraffe will stretch himself to the beloved. That will open a manhole leading downwards for you (this manhole was covered his... so called... bottom earlier). Go downwards. At first it is necessary to look around a bit. A board to the left, for example, is very much useful household item. It is clear, that it is necessary to sew the water from the pool first; and you will make it by means of cunning machinations with taps. Turn three taps at three o'clock, and two for the twelve. Take a shovel and a pot. To fill the pool with water once again, you have to spread out tap red labels: to the right, to the top, to the right, to the top, to the top. The pool will be filled, but not entirely. Use a board as a raft and shovel as an oar and start a voyage to the next pipe. You have to play a new game. This time you need to throw three discs in a circle. Discs will turn blue inside the circle. Dude will receive an excellent valve as a prize. But there is one little problem, while you were amusing yourself, your improvised raft considered itself a migrating whale, or simply a drunk cachalot and has sailed away. It is obviously beyond your power to reach it. Go to Molly the Janitress and exchange a broom for a mop. Mop is known to be a much more handy instrument in returning rogue rafts back. Do it. And henceforth do not leave even such small ships unmoored. Attach the valve to the right place and start opening the door. g) The eighth floor The level will begin with an original test and perhaps it is one of the most complex trials. You should dodge the projectiles released by two Shooters. The victory instead of long-awaited calmness will bring you an opportunity to get into the next pipe only. Scratch The Seventh Foot of Dark-Burrow-Dweller, and then put a pot on his finger. Another pot should be exchanged for a shoe from The Elephantine. h) The ninth floor Pull the Guard's rope so the minus sign will lit. Now go for a mug with water (if you remember, you have left it near a watering place) and water a cactus. If you've had time to jump on a promptly growing cactus - good for you, if not - do not despair. Take an advantage of a twister you have received in exchange for a drawer. i) The seventh floor Pick up a shoe. It is very much useful to you to reconcile with Granny which is certainly a saboteur: she has stolen a stool, but all the same it is better to live in peace and friendship. Having reached the valve, you will understand that any drawer is simply necessary for you as an easel. Otherwise you simply won't reach it. If you had time to exchange a box for a twister, it will be necessary to return for it, i.e. to repeat all actions in reverse order. If you already had time to give a shoe to The Granny, she will agree to help you with pleasure. Put a stool beside her and she will self-denyingly jump into the hatch. When she will fall upon a board, jump to the opened hatch. j) The sixth floor The last floor. Take a scissors and a crowbar. When you will meet the The Pompier, exchange a crow bar for a hose. Hose is perhaps more useful to you (just think, what is a crowbar to a decent person like Dude for? Especially, if he had already reconciled with Granny...). Attach a hose to the tap and bang it with hammer, and the coin will drop out. It is much better with a coin, than without it. Use a coin to start the inflatable device. Then Inflater will be tempted with hose, and as a result you receive a big piece of material. Use scissors to cut it off and receive something, distantly looking like small rug. It is necessary to make an original lap of honor (do not forget to check if all Guards have a minus sign lit, and Dude will receive a positive estimation while passing by). ------------------ 3. Special Thanks. ------------------ To Steam for bringing this bizarre and fabulous game and giving all the info for this FAQ. To pipe studio for making the game and to http://pipestudio.ru/fullpipe/index.php?PageId=world&Lang=en for bringing al the info on the characters. Copyright of this FAQ Howye "Mr. Kennedy" Any comment send an e-mail to howye@sonrie.net