WHAT MAKES YOU TICK WALKTHROUGH

You have just arrived in town.  You step off the bus, and begin your search 
for Dr Coppelius.  You automatically walk down the path into town.  Look 
at PICTURE in your inventory to see the house where he used to live.  
Look at the crow to see that it has a golden chain with a key attached to 
it's leg.  If only you could get that key - it might be important.  Open lantern 
on the right, then use you LIGHTER on the lantern to light it.  You will now 
see a shiny object reflecting in a coffin on the right.  Take shiny object (it 
will show as 'Muddy Thing' in your inventory).  Now look at the stone well, 
and use handle.  The well will fall apart (hee hee).  Pick up HANDLE from 
the ground, then cross the bridge to the Strange House.  

Look at the house to realise that this is the house from your photograph.  
This is where Dr Coppelius used to live.  Knock on the door, but there is 
no reply.  Take FLAG and then take STICK from bottom of screen.  Now 
head down to  the Field Of Wheat.  

Talk to Nora, and ask her about everything.  She is waiting for her grand-
father, who is doing some kind of business nearby.  Take LEATHER 
GLOVE that is lying on the bench next to her.  But what good is one glove, 
without a pair?  You need to find the matching glove.  Now look at barrel 
with scrap iron, and take COCKTAIL SHAKER from the barrel.  Notice 
the stone on the ground next to the barrel.  Lift stone, and then take 
WORM that was hiding underneath.  Finally, take some WHEAT from the 
field of wheat, then head up through the field, to the pier.  

Talk to the Sailor about everything.  You learn that his dog can find any 
mushroom you desire, just be seeing the name of that mushroom written 
down.  The sailor also tells you about his 'CAPTN MATT'S GUIDE 
TO LIFE' book.  Talk to the dog, but you are told he will not help you 
unless you give him some fish.  Where are you going to get fish from?  
Oh wait, you are at the pier.  The sea is full of fish.  It's just a pity you don't 
have a fishing rod.  Look at the old timetable board, and take LEAFLET 
from the timetable.  You automatically pick up a HOOK as well as the 
LEAFLET.  Look at leaflet in your inventory to learn how to make a 
fishing rod (isn't that handy).  Now take BOTTLE OF ALCOHOL from 
crate at the lower right, and take 'CAPTN MATT'S GUIDE TO LIFE' 
book, which is lying next to the crate.  Use 'CAPTN MATT'S GUIDE TO 
LIFE'  book, and you will learn 'How To Stun A Raven'.  Perhaps you 
could use the same technique to stun the crow at the well.  Now make 
your way back to the old well, where you started out.  

A stranger has appeared here.  Talk to the stranger, and ask him about 
everything.  He gives you a can of Dr Pepper.  Isn't that nice of him.  You 
are feeling thirsty, so open the DR PEPPER CAN, and then drink it.  
That was good!  Now return to the pier where you found the sailor.  

Walk right a little bit, and look at hermit crab to see that it is living in an 
old glove.  You were looking for a second glove, to match the one you 
already have.  This would be ideal.  However, the crab won't give up its 
home so easily.  Perhaps you should try to find somewhere better for it 
to live.  Give your empty DR PEPPER CAN to the crab, and it will quickly 
abandon the glove.  Pick up OLD GLOVE, and use it with your other 
glove (in your inventory) to make a PAIR OF GLOVES.  Now walk left, 
back to the Wheat Field.  

Look at barbed wire fence at bottom left, and use PAIR OF GLOVES to 
get some BARBED WIRE.  Walk right to the Strange House, and look 
at iron gate at top left.  Try to open the gate, but it is locked.  Use your 
BARBED WIRE on the gate to pick the lock.  Now head up through the 
gate, and look at sun clock.  Look carefully at small tree on the edge of 
the cliff, and take STRING from the tree.  Head right, and make your way 
back to the pier.  

At the pier, walk right onto the boardwalk.  This looks like a good spot for 
fishing.  all you need is a fishing rod.  Have a look at the 'FISHING CLUB' 
LEAFLET you got from the old timetable - it tells you how to make a rod.  
In your inventory, combine LONG STICK, STRING, HOOK, and WORM.  
You still need something to make it float.  Bite bottle of alcohol to remove 
the CORK, then combine CORK with the other items.  Hey presto!  You 
now have a fishing rod.  Now use FISHING ROD WITH BAIT with the 
sea, and after a few seconds, you manage to catch a FRESH FISH.  
Give FRESH FISH to the old dog, and it will finally wake up.  Show 
'CAPTN MATT'S GUIDE TO LIFE' book to the dog, and it will find the 
Sete de Merte mushroom for you.  Pick up MUSHROOM, then return to 
where the crow is.  

The key is still attached to the crow's leg.  If you could sedate the crow, 
you might be able to get the key.  In your inventory, combine COCKTAIL 
SHAKER, WHEAT, BOTTLE OF ALCOHOL and MUSHROOM.  Now 
'use' the cocktail shaker to mix it all together and create some tasty seeds.  
Give SEDETIVE SEEDS to the crow, and keep feeding him the seeds 
until he flies away.  You need to find him if you want that key from his leg.  

Head up to the Strange House, then up through the iron gate at top left.  
The crow is here, and he is finally sleeping!  Take KEY from the crow, 
and look at it in your inventory to discover that it is part of a larger key.  
You still need to find the other parts.  

Return to the Wheat Field, and look at Nora.  There's something wrong 
here, she looks sick!  Talk to her, and she will try to give you something, 
but she drops it.  Take KEY? from the ground, and combine TINY KEY 
PART with KEY PART you got from the crow.  They fit together, but there 
is still a part missing. 

Walk right to the Strange House, then immediately return to the Wheat 
Field to find that Nora has gone.  Where could she be?  Walk up to the 
pier, and you will find her here.  Try to talk to Nora, but she is too sick to 
say much right now.  Talk to the sailor, and he tells you that Nora's grand-
father brought her here.  Nora and the sailor are to wait here for him.  

Go back to the Wheat Field, and you will finally meet Nora's mysterious 
grandfather.  Talk to him about everything.  He tells you that Nora will be 
fine (phew, that's a relief).  He also tells you to find a way into the Strange 
House, and one of the key parts is hidden under the doormat.  

Head right to the Strange House, and pull the doormat.  Take KEY?, and 
then combine all 3 key parts in your inventory to create a LARGE KEY.  
Now use LARGE KEY with the door to unlock it, then enter the house.  

Look at Golden Bird Figure in the middle of the room, and notice the oval 
shaped holes at the base.  It seems like you have to put something in 
these holes to activate something.  Look at Grandfather Clock to see that 
it is showing the wrong time.  Now look at books on the left, and take 
INTERESTING BLUE BOOK.  Open the blue book in your inventory to 
find an ADVENTURER PLATE.  Hey, it's Guybrush!  So you have 
found one plate, but you still need to find another one.  Remember that 
shiny object (muddy thing) you found in the coffin?  This would be a good 
time to clean it.  Use BOTTLE OF ALCOHOL with PIECE OF CLOTH, 
and then use WET CLOTH with MUDDY THING. You will end up with a 
DEATH PLATE (yikes, it's the Grim Reaper).  Well done, you have two 
plates now.  Use ADVENTURE PLATE and DEATH PLATE with oval 
shaped holes at base of the Golden Bird Figure (not the figure itself) to 
reveal a hidden doorway.  

Walk down the stairs, through the newly-revealed entrance into a small 
room.  Look at the notice board near binoculars, and read both notes to 
learn about the pod prototype, and also a warning about Nora.  It's all 
very mysterious.  Now look at photograph on the pillar next to the gate.  
Touch PHOTOGRAPH, and you will discover a hidden 'hole'.  If you look 
carefully, you will see an arrow going in a clockwise direction, indicating 
that something should be turned clockwise.  Use your HANDLE in the 
hole, then turn HANDLE to open the gate.  Now go right through the gate.  

Watch a cut scene with Dr Coppelius and the evil Vincent.  Wait a minute.  
Dr Coppelius and Nora's grandfather are one and the same?  Anyway, it 
turns out that Vincent is trying to steal a mysterious invention from Dr 
Coppelius, but he can't find where it is hidden.  You are knocked 
unconscious, and when you come to, you and Dr Coppelius are locked 
in his lab.  Look at old photograph on the desk to learn about Vincent's 
history.  Talk to Dr Coppelius about everything, and you will warn him 
that he is in great danger (it seems that you are a little bit late to warn 
him).  Apparently Dr Coppelius has invented a mechanical heart, and 
he has hidden it inside Nora to keep her alive.  Vincent is looking for that 
heart, but he doesn't know about Nora.  

After you have talked about everything, walk left to see that the gate is 
closed.  Talk to the crow to wake him up, then talk to him again.  He will 
jump onto the handle, opening the gate.  Now open cupboard under the 
binoculars, and take things from the cupboard to get some of your stuff 
back.  Look at stairs at bottom left to discover that the secret entrance 
has been closed.  

Now return to the room that Dr Coppelius is in.  You need to find a way 
to escape from here.  Dr Coppelius has already told you about the escape 
pod, but it's up to you to activate it.  First, you need to start the fire, then 
you need to throw in everything flammable.  Okay, use your LIGHTER 
with FISHING CLUB LEAFLET, then throw BURNING LEAFLET into 
the tank which is connected to the escape pod.  Now throw WET CLOTH 
and BOTTLE OF ALCOHOL into the tank.  The pod will open now, so 
use the pod to escape, and you will end up at the Sun Clock behind the 
iron gate.  

But what about Dr Coppelius ?  You still need to rescue him.  Walk right, 
and enter Strange House again.  Pick up GOLDEN PLATES from the 
floor, and insert both plates (Death Plate and Adventure Plate) into 
oval shaped holes at base of the Golden Bird Statue.  The secret 
entrance will open again.  Climb down the stairs, and Dr Coppelius thanks 
you for freeing him.  You both return to the pier to get Nora, only to discover 
that she has been kidnapped by a strange man on a boat.  It seems that 
Vincent has found Nora after all.  What will become of her?  

Congratulations.  You have completed What Makes You Tick.

This walkthrough was created by Frodo for Abandonia Reloaded.