And you may find yourself in another part of the world, and you may find yourself behind the wheel of a large aquatic bird, and you may find yourself in a beautiful meadow, with a beautiful large aquatic bird wife, and you may ask yourself, 'Well, how did I get here?'
Arriving on the scene in a pretty meadow, you soon find yourself surrounded by discarded objects, paradise, for a kleptomaniac goose such as yourself. Once you sort out the controls, and you've honked a satisfactory number of times, you will find yourself at your first obsatcle, a gate! It shouldn't pose much trouble for goose ingenuity (Grab the latches insistently enough and the whole gate will simply fall over) shortly thereafter you find a pond, time to get your feet wet! After this there's no ducking your responsibilities, time to get to work causing trouble and cross off some goals! the list for the garden is as follows:
To do:
- Get into the garden
- Get the groundskeeper wet
- Steal the groundskeeper's keys
- Make the groundskeeper wear his sunhat
- Rake in the lake
- Have a picnic
(Bring to the picnic blanket: sandwich, apple, pumpkin, carrot, jam, thermos, radio, basket)
There's no set order to cross these off in, for instance you could steal the rake and take it to the lake immediately after getting into the garden if you wanted to, I'll be listing them in order for ease of reading though. The picnic objects are scattered so it is worth noting that the sandwich, apple, basket, and radio are available to place on the plaid picnic blanket off to the right side of the pond immediately while the pumpkin, carrot, jam, and thermos are from inside the garden fence.
1. Get into the garden:
You have two main options for getting the gate open (and one sneaky way in that doesn't use the gate at all), take the radio and do some karaoke, or turn on the water and get a little sprinkler party going in the garden. For some reason the groundskeeper simply leaves his gate open after this... Perhaps he already knows his efforts are futile, you can't fight the goose. The groundskeeper is inclined to get his radio back, but you need it for the picnic also, so it might be wise to dunk it in the water to quiet it (The functionality won't affect the objective) and set it aside for later. Either way you'll cross this off as soon as you cross the gate threshold, good job! (There's also a tunnel at the west corner of the hedge on the north side, you'll have to push some stuff out of the way, but getting through from the outside is manageable.)
2. Get the groundskeeper wet:
If you took the second option for getting into the garden, you may have already gotten this one! You'll either need to wait until he walks past the sprinkler in the garden by coincidence, or place something stolen there so he walks past to get it, and turn on the water!
3. Steal the groundskeeper's keys:
This is quite easy to do, it's retaining them that takes a trick or two. All you've got to do to steal the keys is give the man a good goosing, he keeps them pretty close you see. ;)
As for retaining them, there's a lovely little hedge-tunnel in the left corner of the garden that once cleared of obstructions fron the inside, you can use to get in and out of the garden regardless of the state of the gate, you also can close the gate yourself and boy howdy who would have guessed the dang thing locks itself? Gee whiz, what a pickle the groundskeeper would be in if you snagged his keys, ran him around to that tunnel, the shut the gate from the inside... This is purely hypothetical of course, not neccessary for *this* list at all.
4. Make the groundskeeper wear his sun hat:
This was certainly the trickiest to figure out on my own, you need to uproot the red flower, then when he replants it he'll bend over and you can steal his hat. Put it somewhere he can't find, then he'll give up and replace it with his sun hat from where it was hanging on the shed door.
5. Rake in the lake:
Take the rake and put it in the lake, my friend.
6. Have a picnic:
Such a lovely day for a picnic! As mentioned above many of the items you need are available as soon as you first swim up, the sandwich and apple are on the bench on a napkin, with the basket on the ground nearby, the radio is north of you, sitting on top of a couple bags of fertilizer, and will turn on when you pick it up. You can dunk the radio in water to "turn it off" (If you wait a few moments after setting it down and pick it up again it will simply turn on again if you want to set up a romantic picnic scene with it) so that the groundskeeper forgets it and leaves off chasing you down, it may be best to set it off to the side until he forgets it entirely though.
Once you cross off all but one objective, you'll get an additional goal! The groundskeeper has decided to put up a rather rude sign, and we're not going to stand for this kind of discrimination! So, next,
*7. Make the groundskeeper hammer his thumb:
First we've got to pull that horrible sign out of the ground, if you haven't made it there before him. He'll see that we've taken down his rude sign and grab his mallet to put it back, this is our chance, a well timed honk, and WHAM! Perhaps you may feel a moment of sympathy as the player, surely we've all suffered a moment of distraction, then pain, and regret; the goose knows no such sympathy, the goose savors their revenge. The groundskeeper leans a bit too hard on the gate and it falls open, adding injury to injury to insult to goose. You are now free to move about the cabin.