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Walkthrough Whateverland - game guide 100%

How to complete all story levels, solve puzzles and riddles
Walkthrough Whateverland - game guide 100%
Author
Andrey Pavlenko
Date of publication
7 November 2022

Walkthrough Whateverland

There is variability in the game Whateverland, i.e. You can go through different ways, in this walkthrough will be shown only one way to go through the chapters.



At the very beginning, we select "It's just a game", "Actually, there is a goal that drives me" and "Reality is overrated."

We get out of the refrigerator by clicking on it several times and go through the training.



Также рекомендуем сайт наших партнёров — ТОП лучших игр.


We meet a strange type of Harold and a man in the closet, we agree to help him. Next, we talk with Harold and the robot. We go to the next location. The cable car needs a lever.

We find the steering wheel for Harold in the left location from him. The crow holds the steering wheel, but she does not want to give it away. Behind the wheel, the crow will ask for something French. We take a shoe.

We approach Harald and say that Eddie has the steering wheel. Harold will leave, and we can steal the cheese from the table. And then we approach the closet and use the master key. In the castle, you need to open a small compartment and break the flask with acid.



Then crochet in the lock to open it. Free Nick. Harold flies away in a helicopter and throws out the lever, take it and go to the cable car. We go up there.

Climbing, we get stuck, we need to knock down sneakers with a stone, then pigeons.

Meet Francois. After talking with him, we go further to the bar.

Next, we go to Wang's mansion. The house needs to be ventilated. We examine the attic and roof. Are you talking on the roof??m with a rat, he needs a pipe, she lies in the room. Apply the pipe to the rat's house on the roof. Now you can fix the ventilation.



We inform Van that the ventilation is working.

We go to the sisters' house and talk with the mistresses. There will be a wall with pictures. You need to rotate the pictures for the action to take place.

Then you release the bees and climb up to the princess. Now we need to open the safe.

We saw off the tongues, then we climb into the round holes with a hook, then we unscrew the locks with a screwdriver.



We knock with a hammer on green bubbles.

Lily is told that Jeeves wants to win back his monocle. When she leaves, launch the game on the computer.

In the boss battle, press the levers to make the tanks shoot at him.

We go to the library. There we help Sylvia with the novel.



When everything is lined up, click Play.

We take what Sylvia gave Rosa and Lily.

We go to a dark alley. And after talking with Oswald, we go to the cat lady's house. After the conversation, we go to the Radio.

After a long conversation, we climb onto the roof to fix the antenna. Something is interfering with the signal.



We go to the park. After we win, we go back to the antenna and try to conduct a signal.

The antenna was repaired, now you can go to Ellen, she will give part of the spell.

We go to Ramennaya.

We talk with visitors of this institution.

I'm going to the market. There, on the left side, we will take the rabbits. We help Santiago sort the fish, for this we throw the whole fish to the left, and the bad one to the right. For this, the seller will give us golden tuna.

Again we go to Ramennaya.

We are allowed into the kitchen. In the kitchen, turn on the TV, which will show the recipe, follow the instructions from the TV. At the end we throw tuna. We carry the finished dish to Umaru-San. She will give us another part of the spell.

We go to the bridge.

After talking with Francois, we try to insert the cassette into the recorder, then we go further and meet Melman. Melman needs a tattoo.

Let's go to the Jazz Club.

There we get cassettes that we listen to

Going to Arabesque

We ask Fida about the cassettes, she gives them to us, we listen.

I'm going to the park.

We ask Hilda about the cassettes.

After listening to all the tapes, we go to Francois on the bridge.

We leave for the casino after we are not let in to the leader, we go to the Jazz club. There we go into the room with the musicians and talk to them. Next we have to play on stage.

After building the composition, click "To Stage". After the game Louis will receive us.

We go to the Arabesque and make an appointment with Luis.

Then we run to the casino, where we meet with Ernest, who puts us behind bars, but we get out thanks to Nick.

We need a rope and a magnet. We find the rope nearby, then we go down to the floor below and put the grain on the scales until the light comes on on the right.

Taking a stick, take?? mouse the magnet, and then we take out the key and go up the elevator.

We need to pick up the spells that are stored in the safe.

We saw off the yellow tongue with a file, then hook it with a hook in this place. And then we unscrew the horn with a screwdriver and a square at the bottom. Click on the red button on the horn.

We select the third position and set the letters ARMUNDO. When the eyes light up, we take a red rag and apply it to the muzzle. Then we break the teeth with a hammer.

Let's see the ending.