TEENAGENT WALKTHROUGH

Intro
Watch the intro to learn how you (Mark Hopper) are 'persuaded' to solve 
the case of the disappearing gold, and why you are sent to Training 
Camp.  When you reach the Training Camp, talk to the guard and give 
him your papers (PASS), so he can allow you to enter the camp.  When 
you are ready, walk right, and then enter Room 001.  Have a chat with 
the Captain, and he will tell you that you must pass 3 trials.

Training Camp - Trial 1
Captain locks you in a cell, and tells you that you must find a way to 
escape.  Look at the bed, and take the loose SPRING from the bed.  
Now look at bulb hanging from the ceiling, and swing on it.  You end up 
breaking it, but at least you get a lovely LIGHT BULB.  There is now a 
live cable with exposed wires lying on the floor.  Look at crates through 
the door.  Click on these crates to talk to the Captain, and keep clicking 
on them until he gives you a bowl of food.  

Look at bowl to learn that it is made from aluminium.  Aluminium is a 
good conductor of electricity.  Look at the exposed wires again to get an 
idea (hee hee).  You automatically attach the live cable to the aluminium 
bowl.  Now use light switch on the right, and notice the spark of electricity 
that appears on the live cable.  Call the Captain over by clicking on crates 
outside the door, and watch as he gets electrocuted (don't try this at home, 
kids).  Search Captain's body to get JAIL KEY, then use JAIL KEY on 
the door to escape from your prison.  Congratulations, you have passed 
the first trial.  

Training Camp - Trial 2
Back in Room 001, Captain explains that he is your captive, and you must 
make him tell you a secret password.  You can talk to him as much as you 
like, but he will not respond.  It seems that you need to resort to more 
drastic measures. 

Leave the room, and search trash can outside to get some ROPE.  Walk 
left, and look at the brick wall.  Notice there is something behind the wall, 
but you can't get to it.  There is a plant next to brick wall, so pull plant to 
get DELICATE PLANT.  Now use SPRING on solid ground in front of 
the wall.  Jump on the SPRING to jump over the wall. and automatically 
pick up SHOVEL.  Return to Room 001 by the lower-right path.  

Enter Room 001, and tickle Captain with DELICATE PLANT.  He still 
will not tell you the password, but he does drop his SWISS ARMY KNIFE.  
Pick up SWISS ARMY KNIFE from the floor, and then leave the room. 

Head up path on the right, and notice barbed wire fence. There is a 
mysterious object behind it, which you can't quite reach.  Use SWISS 
ARMY KNIFE on the fence to cut it open, then use SHOVEL on 
mysterious object to get a KALEIDOSCOPE.  I wonder who would want 
a KALEIDOSCOPE.  

Walk back down to Room 001, but do not enter.  Go down to the Camp entrance, and talk to the guard again.  He tells you all about his exciting magazine.  Give your KALEIDOSCOPE to the guard, and he will give you 
his magazine in return.  The guard is now distracted, so take GRENADE 
that is attached to his belt.  Now head right again, back to Room 001.  

Enter Room 001, and show MAGAZINE to Captain.  He is so desperate 
to get the magazine, that he tells you the password is 'Coffee'.  Well done, 
you have passed the second trail.  

Training Camp - Trial 3
You find yourself in the Cantine.  Talk to barman, and tell him the pass-
word (Coffee).  He explains that the final test is a Hide & Seek game.  
The Captain is hiding somewhere, and you have to find him.  Try and 
enter door on the left, but the barman will not let you.  I wonder what he 
is hiding in there?  Take CRUMBS from table on the right, then leave 
the Cantine.  

Enter Room 001 again, to see that Captain is gone.  Try to open drawer 
in the desk, but it is locked.  In your inventory, tie GRENADE to the ROPE.  
Now use GRENADE with the drawer to blast it open (hee hee).  Now 
search the drawer to get some MEDICINE (sleeping pills).  There is 
nothing else you can do here, so leave the room.  

Head left, and follow path round to the mud-pool.  That pigeon looks 
hungry, so maybe you should feed it.  In your inventory, mix MEDICINE 
(sleeping pills) with CRUMBS, then use DRUGGED FOOD with the post.  
The pigeon eats the CRUMBS, and is knocked out.  Don't worry, he is 
only sleeping!  Now pick up the BIRD.  Since you are here, climb post and 
try to cross the rope.  What a shame you fall into the mud.  Never mind, 
use MUG (you got it from the barman) with mud-pool to get a MUG 
FULL OF MUD.  Now walk down, and return to the Cantine.  

Enter Cantine, and look at radio on shelf on the left to see that the aerial 
is really just a hanger.  Use BIRD with the radio, and this will distract the 
barman.  Try to take MUG from the counter, but barman will notice if it 
vanishes.  Swap your MUG OF MUD with MUG on the counter, then talk 
to barman again.  He will drink from the mug, then pass out.  Now you 
can finally enter door on the left.  

Look carefully at barrels on the left, and notice that there is something in 
the top-right barrel - the hole keeps blinking.  Stick your finger in the 
blinking hole to find the Captain.  Congratulations.  You have passed all 
3 trials, and completed your basic training.  Now you are sent to the 
village to investigate a businessman who has been acting very 
suspicialy recently.  

The Village
When you arrive at the village, you automatically head straight for the lake.  
Walk left, into the forest.  Enter the house, and take CHAINSAW which is 
lying next to the wall.  Look carefully at dresser on the left, and take 
ROTTEN CHEESE from the shelf.  Leave the house and return right to 
the lake. 

Walk down to the village, and look at the small boy to see him playing 
basketball.  Talk to him a few times to learn that his name is Sonny.  
Apparently his grandfather has agreed to take him to the zoo if he can 
score a basket.  Keep talking to him until he tells you to 'Go Away'.  Notice 
car on the right.  Open car door and take COMB from the car seat.  Now 
pull lever on the floor of the car to open the trunk.  Search trunk to get TOOLBOX, then search TOOLBOX twice to get a CAR JACK and a 
SPANNER.  Use SPANNER on basket (next to Sonny) to lower it.  
Sonny will now be able to shoot a basket, so him and his grandfather 
head off for the zoo.  Enter the house and search drawers to find a HANDKERCHIEF.  Take SHOTGUN from the wall and take FAN from 
on top of the cabinet.  Now leave the house.  

Follow path behind the house, up to the field.  Look at scarecrow to see 
that it is not doing a very good job of scaring the crows!  Shoot crows with 
the SHOTGUN to scare them away, then take FINS and take DIVE MASK 
from the scarecrow.  Kick hen (poor hen), then pick up FEATHER that it 
drops.  Take SICKLE and RAKE that are lying next to the haystacks.  
Search haystacks until you find a NEEDLE.  Now you need to somehow 
catch that mouse.  Use HANDKERCHIEF with mouse hole in the hay-
stack, then give ROTTEN CHEESE to the mouse.  It will run away into 
the mouse hole, but it gets trapped in the HANDKERCHIEF.  Now 
search the mouse hole to get the mouse.  There is nothing more you can 
do here, so head back down to the village.  

Walk right, and look at laundry that is hanging up.  You learn that the laundry 
is still damp, so use FAN with the laundry to dry it.  Now enter house and 
talk to old lady to tell her that her laundry is dry.  The old lady goes out to 
collect her laundry.  Talk to Anne on the right, and you are instantly smitten 
with her.  Ahh, young love!!!  Now leave the house, and take ROPE that 
the laundry was hanging from.  

Go left twice to the lake, then walk right to the John Noty's mansion.  Talk 
to guard, and keep talking until he gives you some CHOCOLATE CANDY.  
Pick up WRAPPER from the ground, then head up path around the 
mansion.  Pluck the wild plant to get a wild POTATOE.  Continue left 
and take ROCK from the ground.  Walk left again, so you are back at 
entrance to the mansion, and you should catch the guard having a sneaky 
drink.  If he is not drinking, head right once, then left again.  It is always 
better to sneak up behind the guard (not walk in front of him) to catch 
him drinking.  Now when he is drinking from his bottle (not before), shout 
'Boo' to him, and he will drop his bottle in fright.  Take BOTTLE, then walk 
right twice, until you see a tree with a hollow.  In your inventory, use 
WHISKY to fuel your CHAINSAW.  Now look at branch sticking out from 
the tree, and use DRUNKEN CHAINSAW on branch to saw it off.  Pick 
up BRANCH from the ground, then make your way back to the lake. 

At the lake, search boat to get a BROKEN PADDLE.  Now in your 
inventory, combine BROKEN PADDLE and BRANCH to get a 
PADDLE.  Use PADDLE with the boat to sail over to the isle.  Take 
both FLOWERS, then sail back to shore.  Now remember that SICKLE 
you found near scarecrow?  Well it is very blunt, so use SICKLE on the 
well to sharpen it.  While you are here, why not have a swim in the lake?  Combine FINS with DIVE MASK to get DIVING EQUIPMENT, then 
use DIVING EQUIPMENT to enter the lake.  Now this bit is tricky.  There 
is an ANCHOR hidden in seaweed on the left (to the left of the overturned 
boat).  You need to pick up ANCHOR before you swim too far into the 
lake.  Don't worry if you miss it the first time, since you can always try 
again.  

Walk left to the forest, and enter house.  Now remember Anne, the girl 
with long dark hair.  You are desperate to impress her.  Look at heart-
shaped hole in the dresser, and push CHOCOLATE CANDY through 
the hole to get a nice HEART-SHAPED CANDY.  Now use WRAPPER 
with HEART SHAPED CANDY to make it look brand new, then leave 
house and return to the lake. 

Head down to the village, then right to Anne's house.  Enter house, and 
give WRAPPED CANDY to Anne.  She will give you a RIBBON from 
her hair in return.  Give a FLOWER to Anne, and give a FLOWER to the 
old lady.  Now take feather duster from table next to the old lady, and 
leave the house.  

Return to the lake, and continue left to the forest.  Look at squirrel in the 
tree, and ask it to give you a NUT.  Keep asking for the NUT, and it will eventually throw NUT into the grass.  If only the grass wasn't so long, 
it might be easier to find the NUT.  Combine RIBBON (from Anne) with 
the RAKE ti fix it, and then use RAKE on grass until you find the NUT.  
Pick up NUT, then enter the house.  Look at fireplace to see that it is 
very sooty.  Use FEATHER DUSTER with fireplace, so that the duster 
is all dirty, then leave the house again.  

Walk back to lake, then walk down to the village.  Go right and enter 
Anne's house.  Look at bowl of imitation fruit to see that the imitation 
apple looks almost real  Try to pick it up, but the old lady will not let you 
unless you agree to listen to her story.  Oh no, anything but her stories!  
You will need to find another way to get that imitation apple.  Use NUT 
with imitation fruit to quickly switch them (hee hee).  You now have a 
PLASTIC APPLE.  Now leave the house and return to lake.  

Head right to John Noty's mansion, and follow path right.  Look at hedge-
hog that appears every so often to see that it has a cone on it's back.  
Give PLASTIC APPLE to hedgehog, and he will give you his CONE 
in return.  Poor little hedgehog! 

Walk left, back to the guard, then take upper-left path into the meadow.  
Look at bee's nest in the tree - if only you could get rid of those pesky 
bees.  In your inventory, combine CONE, NEEDLE, and FEATHER to 
make a DART, then use DART with the bee's nest to expose some honey.  
A bear will be attracted by the honey, but the bees soon chase him away.  
Now look at valve (trapdoor) and open it to enter a secret tunnel.  
Unfortunately, you just find yourself back at John Noty's mansion.  

Return to the lake, and head down towards the village.  Walk right to 
Anne's house, then head down to the cave.  Look at thorny bush that is 
blocking your way.  That bush is no match for you though.  Simply use 
your SHARPENED SICKLE (if it is not sharp, go to well next to the lake 
to sharpen it) on plant to cut it down.  Before you enter the cave, look at 
big rock on the ground.  Use CAR JACK on rock to raise it up, then take 
DINO BONE which is hiding under the rock.  Now enter the cave.  

Look at hole in the wall, and read message about the gold above it.  Use 
your MOUSE with hole, then block hole with the ROCK and seal it with 
your SUPERGLUE.  The mouse will find another way out, revealing a 
GOLD NUGGET before escaping to freedom.  If mouse escapes without 
you getting the gold nugget, simply go back to field with the scarecrow 
and re-capture the mouse.  Now take NUGGET, then leave the cave.  

Head right to Anne's house, and look at the guard dog.  Give DINO 
BONE to dog to distract it.  Now look at valve (trapdoor) on the right.  
Open valve, close it, then open it again.  It is important to close it, then 
open it again, as this will 'shake all the nearby walls' and loosen things 
up a bit.  Now enter hole to find yourself in a dark cellar.  Notice switch 
that is next to the ladder - if you had not slammed the valve shut and 
opened it again, this switch would not be visible.  Flip switch to turn the 
lights on, then take SHOVEL from the corner.  Now leave the cellar.  

Make your way back to the lake, then head right to the mansion.  Talk to 
guard, and try to bribe him with GOLD NUGGET.  That didn't work, so 
you will have to find another way in.  Walk right twice, until you see the 
tree with a hollow.  Use your dirty feather duster with WILD POTATOE 
to paint it like a grenade, then use PAINTED POTATOE with the hollow 
to try and blow up the tree.  Unfortunately, all your attempts fail, but at 
least the hollow is empty now.  Climb up the tree and try to enter mansion, 
but you fall.  This is getting frustrating!  In your inventory, combine 
ANCHOR and ROPE to get a GRAPPLING HOOK, then use 
GRAPPLING HOOK on the wall.  Another failed attempt!  Hmm, getting 
into this mansion is not as easy as you first thought.  Walk left once, and 
use SHOVEL to try and dig your way under the wall.  Drat, you are 
stopped by a spurt of oil.  Walk left again, back to the mansion entrance, 
and John Noty will be waiting for you.  Talk to  John, and he throws a BANKNOTE on the ground, then goes back into his mansion.  Pick up BANKNOTE, and look at it in your inventory.  Hmm, that's strange.  It 
has Anne's name on it.  Maybe you should ask her about that. 

Return to the lake, then head down to the village.  Head right to Anne's 
house.  Enter house, and show BANKNOTE to Anne.  She confesses 
that John Noty tried to buy her off for a kiss.  This makes you mad.  You 
march straight over to the mansion, and punch the guard out. 

The Mansion
You find yourself in the mansion grounds.  Open door, and enter the 
mansion.  Inside the mansion, open door on the left to enter the kitchen.  
Look on green surface to see  CHILLI BOTTLE on one side of the sink, 
and  PASTRY ROLLER on other side of the sink.  Take them both, and 
then leave the kitchen. 

Head up the stairs to John Noty's office.  Look at bookcase, and look for 
a single 'book' (not 'books').  Take note of the title of this book (it 
changes with every game), and remember what colour is mentioned in 
the title.  Try to take the book, but it is stuck.  Now walk over to the desk, 
and search the trash can next to desk to get a SHEET OF PAPER.  
Take POLOROID from the left-middle drawer in the desk, and take DICTAPHONE from the right-bottom drawer.  Notice that each drawer 
has a different colour interior.  Remember 'book' from the bookcase.  
There was a colour mentioned in the title, so open the drawer that 
matches the colour in the title.  For example, if the book title mention 
the colour red, then open drawer with the red interior.  Now go and pull 
'book' again to reveal a secret compartment.  Take VIDEO TAPE, then 
head back downstairs.  

Enter door on the right to find yourself in the bedroom.  Take bottle of 
COGNAC, and take PINCERS (ICE TONGS) from the ice bucket.  Pick 
up NEWSPAPER from cabinet under the big picture, and  a REMOTE CONTROLLER will fall out.  Pick up REMOTE CONTROLLER. Turn 
on the TV, and use VIDEO TAPE with video player.  Unfortunately, the 
video cannot be controlled manually, so use REMOTE CONTROLLER 
with the video to see John Noty singing (hee hee).  Now search under 
couch to find a CORK, and then leave the room.  

Head right to other part of the corridor, and look at the statue.  Enter door 
on the left to find a big robot.  Talk to the robot to discover that his name 
is Mike, and he is a robo-safe.  The safe will not open unless you pass 3 
security checks.  You must convince Mike that you look like John Noty, 
sound like John Noty, and smell like John Noty.  Looks like you have your 
work cut our for you then!  There is nothing else you can do here yet, so 
leave the room. 

Open door on the right to enter the bathroom.  Look at sink on the right, 
and try to put CORK in sink, but it is a bit too small.  Wrap CORK in 
SHEET OF PAER, then use WRAPPED CORK in sink to plug the hole.  
Now turn on the tap to fill sink with hot water, then use BOTTLE OF 
CHILLI  in sink to soak the label off.  Stick LABEL on bottle of COGNAC 
to get some FAKE CHILLI, then leave the bathroom.  

Walk left, and go upstairs to the office again.  Take another SHEET OF 
PAPER from the trash can, and then return downstairs. 

Enter kitchen on the left again.  You can't do much while the Cook is there, 
so maybe you can find a way to get rid of him.  Place FAKE CHILLI on 
green surface (where the original chilli bottle was), then suggest to Cook 
that he might want to spice up his stew a little bit.  Cook uses FAKE 
CHILLI in his stew, then realises that the stew is now ruined.  He leaves 
in shame!  Now that he is gone, you can get on with things.  Look at radio 
on the counter to learn that the batteries might be useful, but you don't 
know how to get to them.  Use PASTRY ROLLER on radio to break it, 
and then click on radio to get the BATTERIES.  Open refrigerator to see 
an Eskimo (don't ask!), then open it again to see some MEAT.  Try to take 
the MEAT, but it is frozen to the shelf.  You will need to defrost it first.  
Look at hot plate (stove) on the left, and use SHEET OF PAPER on hot 
plate to get BURNING PAPER.  Use BURNING PAPER with MEAT in 
the refrigerator to defrost it, then simply take MEAT.  Put MEAT in the stew, 
so you are left with a nice, handy PLASTIC BAG.  Now leave the kitchen.  

Enter door on the right, so you are back in the bedroom.  Combine 
BATTERIES with DICTAPHONE, then use DICTAPHONE with the TV 
to record John Noty singing.  Now use the POLOROID camera with TV 
to get a picture of John.  This is all you can do here, so leave the room.  

Head all the way right, and enter bathroom.  Look at green SOCK (in bin 
next to door) to learn that it belongs to John Noty.  Use ICE TONGS to 
pick up the SOCK, and you automatically put in into the PLASTIC BAG.  
Now leave the bathroom.  

Enter door on the left, to the room with Mike the robo-safe.  You have all 3 requirements that he set - sight, sound and scent, so let's see if you can 
fool him.  Give PHOTO, DICTAPHONE, and SOCKS to Mike to pass 
the 3 security tests.  The safe will now open, so take JAR (PILLS), and 
take BOOK to read John Noty's diary.  Now watch a cut scene to learn 
about 'The Time Pills'.  Time moves 1000 slower for anyone who eats the 
pills, and that's how John Noty was able to steal gold from the bank 
without anyone seeing him.  Speaking of John Noty, he is right outside 
the door, and you have to hide before he finds you.  Point your cursor 
to 'Left Lower Edge Of Screen', and click there to hide.  You will hang 
from the edge of the screen, out of John's sight (yes, really!).  John will 
be called away to the Professor's laboratory, so he will leave in a hurry.  
Phew, that was close.  Take DOOR HANDLE that John left on the 
cabinet, and then leave the room. 

Look at door on the right, and notice that it has a square shaped hole 
in it.  Use DOOR HANDLE in hole, and then use HANDLE (not door) 
to enter a secret room.  Hmm, that ventilator could be a problem.  Wait 
a minute, you still have the TIME PILLS.  Eat a TIME PILL, then simply 
step through the blades of the ventilator.  Flip switch in wall to turn off 
the ventilator, then open door on the right to find the secret lab.  Watch 
another cut scene as John Noty tries to escape. 

After the cut scene, you are back in the corridor.  Walk left, and enter 
door on the right, so you are in the bedroom.  Notice that the wardrobe 
is open now.  Enter wardrobe to see John Noty packing all his money 
in to a suitcase.  Talk to John a few times if you like.  When you are 
ready, hit John with your BOTTLE OF CHILLI to knock him out. 

Now sit back and enjoy the ending.  Remember to watch past the end credits! 

This walkthrough was created by Frodo for Abandonia Reloaded.