Game Introduction: Fester Mudd: Curse of the Gold – Episode One

Fester Mudd: Curse of the Gold is a point-and-click adventure game created by Replay Games.  In this first episode, you will help Fester track down his brother by collecting items, interacting with characters, and solving puzzles involving both of these activities.  Gamezebo’s full walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game. 

General Tips

Action Interface

Fester Mudd: Curse of the Gold - Episode 1

  • This is used to direct Fester in his adventure.  Choosing one of the actions listed, and then selecting a person, place, or object on the game screen will result in Fester performing that action on the target.
  • Actions can be selected by clicking their button with the left mouse directly, or using keyboard shortcuts.  The actions available and their shortcuts are:
  • Give: G
  • Open: O
  • Close: C
  • Pick up: P
  • Look at: L
  • Talk to: T
  • Use: U
  • Move: M
  • Kick: K
  • For a shortcut, use the right mouse directly on targets without selecting an action first.  Fester will use the default action for that target—such as Talk To for people—which is usually the correct action.
  • If you select an action by mistake, simply right click anywhere to undo the selection.

Action Bar

Fester Mudd: Curse of the Gold - Episode 1

  • This will show you the action and/or target that is currently selected.  In the example above, I have selected Pick up and my mouse is hovering over the paperboy, so the action Fester will perform upon clicking again is Pick up paperboy.
  • If you have not selected an action, the action bar will display Walk to as Fester’s default state.  This allows you to move around quickly using only the left mouse.  Right-clicking will cause Fester to first Walk to, and then complete the default action for his target, such as Talk to or Look at

Fester Mudd: Curse of the Gold - Episode 1

  • In the example above, I have not selected an action.  Left-clicking will cause Fester to just Walk to paperboy.  Right-clicking causes Fester to Walk to and then Talk to paperboy, since Talk to is the paperboy’s default action.  

Item Inventory

Fester Mudd: Curse of the Gold - Episode 1

  • As you progress through the story, Fester will collect a number of items that will prove useful in his adventure.  These items are stored and displayed in the Item Inventory.
  • If you click on an item in your inventory without first selecting an action, Fester will Look at the item and provide a brief description of it.  These descriptions can provide hints to a puzzle’s solution as well.
  • Selecting an action and then clicking on an inventory item will result in Fester completing the directed action to the item, or explaining that the action is not necessary or possible.

Fester Mudd: Curse of the Gold - Episode 1

  • The most common action associated with items is Use.  You will often need to Use items on people or objects in the game world, or on other items in your inventory.  When you select Use and then an item, the Action Bar will display “Use [ITEM] with,” indicating you need to select a target for the item.  In the above example, I have selected Use and the MAGNETIC HORSESHOE, resulting in “Use MAGNETIC HORSESHOE with…”

World View and Map View 

Fester Mudd: Curse of the Gold - Episode 1

  • The main gameplay area in Fester Mudd is the World View.  This is the screen that displays Fester and his immediate surroundings, and is accompanied at all times by the Action Interface and Item Inventory.  When you complete actions, they will be done in the World View screen.
  • To move around the World View, you can use the arrow keys or left-click the mouse to walk.  Accessing different areas, like a building or alleyway, will require you to walk to their entrance. 
  • Upon walking to a new location, the cursor will change to a green arrow, the Action Bar will indicate where you are about to enter, and the World View will then change to this new location.

Fester Mudd: Curse of the Gold - Episode 1

  • Some areas exist farther away than a few steps and will require Fester to access the Map View.  There are two locations in the town of Loamsmouth that allow access to the Map View: the left-hand side of the screen near the Torn Blister Saloon, and the road in the center of town, just to the left of the Guns N’ Balloons Shop.  If you are about to exit to the Map View, the Action Bar will specifically say “Walk to plains” instead of something like “Walk to doorway.”

Note on Dialogue and Order of Events

  • As with most adventure games, a bulk of the dialogue in Fester Mudd is superfluous to merely completing the game.  If a conversation tree is necessary to progress, it will be called out in the walkthrough.  Pursuing additional dialogues with characters will never hinder progress, so players should feel free to interact with the inhabitants of Fester Mudd freely beyond this guide.
  • Some puzzles may require a precise order of events, but completing other tasks along the way will save time and backtracking.  This walkthrough will suggest the optimal order of events, which means picking up items along the way that may not be used until later in the game.

Chapter 1: We Don’t Need No Stinkin’ ID

Fester Mudd: Curse of the Gold - Episode 1

Overview: Fester receives a letter from his brother Bud, claiming to have struck gold.  Fester rides off to the town of Loamsmouth to meet Bud at the designated Torn Blister Saloon.  After the two-month journey, Fester arrives with his exhausted mule, Martha, and finds that getting into the saloon may pose a challenge.

Fester Mudd: Curse of the Gold - Episode 1

  • Talk to the bouncer to find out you need an ID card to enter the saloon.
  • Select “Fine, don’t let me in.  See if I care” to end the conversation.

Fester Mudd: Curse of the Gold - Episode 1

  • Walk right and Open the Doug Store door.
  • Talk to the pharmacist behind the counter.

Fester Mudd: Curse of the Gold - Episode 1

  • Select “To be honest, I’m kind of short on money.”  The pharmacist, Doug, offers Fester a reward if he’ll collect blue herbs from a nearby lake.
  • Select “I think I’ll just browse for awhile” to end the conversation.

 

  • Pick up FISH COOKIES from the blue bowl on the counter.  Fester will take three cookies.
  • Exit the pharmacy.

Fester Mudd: Curse of the Gold - Episode 1

  • Look at the trash can outside the Doug Store door.  Fester will find and take EXPIRED DRUG.
  • Walk to thepath right of the Doug Store.  Fester is now in a new part of town containing the bank and Sheriff’s office.
  • Open thedoor to the bank.  In a brief cutscene, Fester will automatically (and accidentally) foil a bank robbery.  After this scene, the bank and police station will be temporarily closed and Fester will be back on the street.

Fester Mudd: Curse of the Gold - Episode 1

  • Pick up the MAGNETIC HORSESHOE that bounced out of the bank and into the street.
  • Walk to the path right of the Sheriff’s office.  The dog will growl at and distract Fester as he passes and you will need to select Walk to the path again.

Fester Mudd: Curse of the Gold - Episode 1

  • Fester is now in the center of town.  Walk to the doorway of the shack.

Fester Mudd: Curse of the Gold - Episode 1

  • Pick up the CUTTERS from the box inside the shack.
  • Move the stepladder.  Fester will slide it to the left.

Fester Mudd: Curse of the Gold - Episode 1

  • Use the stepladder.  Fester will climb it.
  • Pick up the JAR on the shelf.
  • Walk to and exit the doorway of the shack.
  • Walk to the path on the far right side of the screen, past the Guns N’ Balloons shop.

Fester Mudd: Curse of the Gold - Episode 1

  • Fester is now at the end of town.  He will be approached by a reporter who will interview and photograph him in a cutscene.

Fester Mudd: Curse of the Gold - Episode 1

  • After this scene, Walk to the gallows on the far right side of the screen.
  • Use the CUTTERS on the gallows ROPE.  Fester now has ROPE.

 

  • Walk to the left and enter the alley.

Fester Mudd: Curse of the Gold - Episode 1

  • Pick up CLOTHES from the alley.  Fester will automatically discard the CLOTHES, but keep the CLOTHESPINS and STRING.
  • Look at CLOTHESPINS.  Fester will discard all but his “favorite,” leaving him with one CLOTHESPIN.

Fester Mudd: Curse of the Gold - Episode 1

  • Use FISH COOKIE with cat.  The cat will eat the FISH COOKIE and meow at Fester expectantly.
  • Walk to the path to exit the alley.  The cat will follow Fester.

Fester Mudd: Curse of the Gold - Episode 1

  • Use a second FISH COOKIE with cat. 
  • Pick up the LIPSTICK in the middle of the road.
  • Walk to the path south of the General Store.  The cat will again follow Fester.

Fester Mudd: Curse of the Gold - Episode 1

  • Use the final FISH COOKIE with cat. 
  • Walk to the path east of the saloon, past the Doug Store.  The cat will follow Fester towards the bank.

Fester Mudd: Curse of the Gold - Episode 1

  • Upon entering the area with the bank, a cutscene shows the dog chasing the cat away.  The street is left empty except for a green BOTTLE.
  • Pick up the BOTTLE.

Fester Mudd: Curse of the Gold - Episode 1

  • Use BOTTLE with the hole of the bottle return machine next to the Sheriff’s station.

Fester Mudd: Curse of the Gold - Episode 1

  • Use the (red) button on the bottle return machine.  The coin will get stuck in the machine.
  • Kick the bottle return machine.

Fester Mudd: Curse of the Gold - Episode 1

  • Use the MAGNETIC HORSESHOE on the coin tray of the bottle return machine.  Fester will automatically collect MONEY, twenty cents.

Fester Mudd: Curse of the Gold - Episode 1

  • Walk to the path east of the Sheriff’s station, to the center of town.
  • Walk to plains via the entrance just right of the shack.  This will bring up the Map View.

Fester Mudd: Curse of the Gold - Episode 1

  • Travel to new location, lake.  Left-click on the lake to send Fester there.

Fester Mudd: Curse of the Gold - Episode 1

  • The lake is filled with farting fish.  Use CLOTHESPIN; Fester will clamp it on his nose.
  • Move to herbs in the upper right corner of the screen.
  • Use CUTTERS with herbs.  Fester will cut and take a FISTFUL OF HERBS.

Fester Mudd: Curse of the Gold - Episode 1

  • While we’re here—Use JAR with lake.
  • Fester will capture a fish from the lake; your JAR is now FARTING FISH.
  • Walk to plains via the left-hand side of the screen and select Loamsmouth on the Map View to return to town.
  • Fester will arrive in front of the saloon again.  Walk to the door of the Doug Store.
  • Use FISTFUL OF HERBS with Doug.  He rewards you with CASH, two dollars.
  • Walk to exit of the Doug Store.

Fester Mudd: Curse of the Gold - Episode 1

  • Walk to the path south of the saloon.  This will take you back to the end of town, near the gallows. 
  • A voice beckons to Fester from the alley.  Walk to the alley, where Fester encounters a mysterious stranger.

Fester Mudd: Curse of the Gold - Episode 1

  • Select “So, what’s your name then?”  The stranger begins to discuss trust.

Fester Mudd: Curse of the Gold - Episode 1

  • Select “Shouldn’t trust be, like, earned or something?”  The stranger shows you his “legit” merchandise.

Fester Mudd: Curse of the Gold - Episode 1

  • Select “About these items of yours…” and then “I’m in desperate need of an ID card.”
  • The stranger offers to make Fester an ID card for two dollars, but he needs a photo of Fester as well.
  • Walk to the path left of the stranger to exit the alley.
  • Walk to the path to the west of the alley, leading to the center of town.

Fester Mudd: Curse of the Gold - Episode 1

  • A paperboy is now selling newspapers that feature Fester’s interview in front of the shack.
  • Walk to the doorway of the shack.

Fester Mudd: Curse of the Gold - Episode 1

  • Pick up newspapers from the window of the shack.  Fester now has a NEWSPAPER.
  • Return to the alley where the mysterious stranger awaits.
  • Talk to the mysterious stranger and select “About that ID card…”  Fester will hand over two dollars and the newspaper.

Fester Mudd: Curse of the Gold - Episode 1

  • The stranger provides Fester with ID CARD.
  • Walk to path to exit the alley.  The General Store is now open.
  • Walk to doorway of the General Store.

Fester Mudd: Curse of the Gold - Episode 1

  • Pick up sponges from the blue barrel marked “FREE.”  Fester will put two SUCKA SUPER SPONGES™ into his inventory.
  • Walk to door of the General Store to exit.
  • Walk to path south of the General Store to return to the saloon.
  • Use ID CARD with bouncer.  Fester will automatically walk into the saloon.

Chapter 2: The (Gun)man With A Plan

Fester Mudd: Curse of the Gold - Episode 1

Overview: Fester has finally made it into the Torn Blister Saloon, but Bud is nowhere in sight.  Upon learning that his brother is most likely in Gold Valley, a long ride away through treacherous territory, Fester decides to hire a gunman escort.  But the gunman has some demands of his own.

Fester Mudd: Curse of the Gold - Episode 1

  • Pick up KNIFE from the back of the dead guy slumped over the table.
  • Talk to mean-looking guy sitting at the same table.

Fester Mudd: Curse of the Gold - Episode 1

  • Select “You wouldn’t happen to know my brother, Bud Mudd?” and then “So you have no idea where I could find my brother?” 
  • The mean-looking guy tells you where Bud’s house is, which opens up a new location on the Map View.
  • While we’re here, select “Nice place, huh?” and then “Tell me more about this Wild Bill Hiccup fella.”
  • Select “I’ll be running along now” to end the conversation.

Fester Mudd: Curse of the Gold - Episode 1

  • Talk to the bartender.  Select “You must know a lot of people ’round here, right?”
  • Select “The town seems kinda deserted.  Where is everybody?” and “Hell yeah! Long stories kick butt.”

Fester Mudd: Curse of the Gold - Episode 1

  • Al the bartender will tell you about the Gold Valley gold rush.  Select “Where exactly is this valley?”

 

  • During your conversation, Lance, a gunman at a nearby table, will offer to escort you to Gold Valley to find Bud.  But he requires four things before you can leave: Fester will need to get a gun, some ammo, wake up his mule Martha, and find Lance’s silver pocket watch.

 

  • You can talk to Lance to receive hints on locating each item if needed.
  • Although these four items can be collected in any order, the suggested route is the following:
  • Walk to exit of the saloon. 
  • Walk to plains via the western exit.  A new location will appear on the Map View: Bud’s shack. 
  • Select Bud’s shack to travel there.  The door to his shack is locked.

Fester Mudd: Curse of the Gold - Episode 1

  • Use tree and Fester will try to climb it.  On the way up, something peeks out the hole in the tree and bites Fester.

Fester Mudd: Curse of the Gold - Episode 1

  • Use FARTING FISH with squirrel (the tree hole).  The stench quickly evacuates the squirrel.
  • Use the tree again and Fester will climb freely this time, falling into the chimney of Bud’s shack.

Fester Mudd: Curse of the Gold - Episode 1

  • After a brief cutscene, Fester comes to in Bud’s shack.
  • Pick up the green coat in the corner to receive BUD’S ID CARD.

Fester Mudd: Curse of the Gold - Episode 1

  • Move the discolored board near the bed to reveal NOTE.
  • Pick up NOTE, which has three temperatures listed on it.

Fester Mudd: Curse of the Gold - Episode 1

  • Use NOTE with the knob of the stove.  Fester will input the temperatures, opening the locked stove.
  • Open stove and Pick up KEY.
  • Open door of the shack to exit.
  • Walk to plains to get back to Map View, then select Loamsmouth to return to town.
  • Back in town, Walk to the path east of the Doug Store to enter the street with the bank.
  • Open the door of the bank to enter it. 

Fester Mudd: Curse of the Gold - Episode 1

  • Talk to the bank clerk, who requests your ID.
  • Look at Fester’s ID CARD.
  • Pick up the PHOTO OF FESTER on the ID CARD.

Fester Mudd: Curse of the Gold - Episode 1

  •  Exit the ID CARD view, then Use new item PHOTO OF FESTER with BUD’S ID CARD.
  • Use BUD’S ID CARD with the bank clerk.  She will request your security password.
  • Use the KEY you retrieved from Bud’s shack with the clerk.  She accepts this and gives you a few options.

Fester Mudd: Curse of the Gold - Episode 1

  • Select “I’d like to check out my safe deposit box.”  The box will be added to your inventory.
  • Use the same KEY with the safe deposit box in your inventory.  Fester will retrieve LICENSE from the box.
  • Walk to doorway to exit the bank (the clerk will take back the safe deposit box, which you no longer need).
  • Open the door to the Sheriff’s station next door, which is no longer locked.

Fester Mudd: Curse of the Gold - Episode 1

  • Pick up the pink DONUT in the Sheriff’s outbox.  Note: if the Sheriff is facing forward, he will stop and reprimand you.  Wait until he turns away from you before picking up the DONUT.
  • Talk to the prisoner once the Sheriff leaves.  The prisoner requests a bottle of Stinky Gringo from the saloon, in exchange for a silver pocket watch.
  • Walk to exit of the Sheriff’s station, then Walk to path east. 

Fester Mudd: Curse of the Gold - Episode 1

  • Walk to the doorway of Guns N’ Balloons.  The shop owner will not do business until he gets a new nose.
  • Use LIPSTICK on one of the SUCKA SUPER SPONGES™ in your inventory to create RED SPONGE.

Fester Mudd: Curse of the Gold - Episode 1

  • Use KNIFE with RED SPONGE to carve a small hole in it.
  • Use RED SPONGE WITH A HOLE with the clown shopkeeper.  He accepts his new nose and will now talk to Fester.

Fester Mudd: Curse of the Gold - Episode 1

  • Select “I’m interested in buying a gun” and then “Let me get this straight…you have a gun store, but lack a license to sell the guns?”
  • Select “Gotta go do stuff.  Bye!” to exit the conversation.
  • Use LICENSE (that you retrieved from Bud’s safe deposit box) with the shopkeeper.  He gives Fester GIRLY GUN in return, checking off “Gun” from your to-do list.

Fester Mudd: Curse of the Gold - Episode 1

  • Use MONEY with the coin slot of the yellow ammo dispenser to receive BULLET and also check off “Ammo” from the to-do list.
  • Walk to exit of the gun shop, then return to the saloon.
  • Walk to stairs to travel upstairs.  Walk to stairway to go to the third floor.

 

  • Open door #4.  Fester will knock, and a large man answers the door.
  • Select “You’re Wild Bill Hiccup, right?” then “I’m here to challenge you to a drinking contest!”

Fester Mudd: Curse of the Gold - Episode 1

  • Scroll down to select “Do I really need to introduce myself? I am—of course—the legendary Wyatt Burp!”  (Note this conversation option only appears after your conversation with the mean-looking guy on the first floor.)

Fester Mudd: Curse of the Gold - Episode 1

  • Bill will let you in for a drinking contest.  When he turns to polish his golden tooth, Use your remaining SUCKA SUPER SPONGE™ on the mug in front of Fester. 
  • Then quickly Use the EXPIRED DRUG on the mug in front of Bill’s empty chair.  Bill will turn around after a few seconds, so Use both items as quickly as possible. 
  • Note, if you mess up or take too long, Fester will lose the drinking contest but merely wake up in the hallway.  You can retry as many times as necessary.

Fester Mudd: Curse of the Gold - Episode 1

  • When Bill sits down, select “Prepare yourself, Hiccup!  I’ll show you who’s the champ in this room” to begin the drinking contest.

Fester Mudd: Curse of the Gold - Episode 1

  • Once Bill is passed out on the floor, Use ROPE with Wild Bill, then Use ROPE again to have Fester tie it to the bedpost.
  • Use STRING with Bill’s gold tooth.

Fester Mudd: Curse of the Gold - Episode 1

  • Open the door and then Use STRING again.  Fester will tie it to the doorknob.
  • Walk to the door to exit the room, then Close the door behind you.  Fester will hear a distinct popping sound (of success).
  • Open the door again to re-enter room #4.  Bill’s gold tooth is now lying on the floor.
  • Pick up GOLDEN TOOTH, which also adds STRING back to your inventory.  Then Pick up your ROPE as well.

Fester Mudd: Curse of the Gold - Episode 1

  • Walk to the door and then back downstairs, to the second floor.  Room #2 holds the Stinky Gringo you need for the prisoner, but the door is locked.
  • Use KNIFE with the window next to door #2 to pry it open.

Fester Mudd: Curse of the Gold - Episode 1

  • Walk to the window to exit onto the roof, then Walk to the open window to the east.

Fester Mudd: Curse of the Gold - Episode 1

  • Pick up the bottle of STINKY GRINGO from the dead man’s hand.  Be sure to Pick up the COUPON from his back pocket, as well.
  • Open the door and then walk back downstairs and out of the saloon.
  • Walk to and enter the door of the Doug Store. 

Fester Mudd: Curse of the Gold - Episode 1

  • Use GOLDEN TOOTH on Doug, who offers you twenty-five dollars’ worth of credit for it.  If you haven’t examined his products yet, Fester doesn’t know what to buy. 
  • Look at and then Pick up the BOOST-A-MULE, in the green bottles above Doug.  At exactly twenty-five dollars, it’s an even trade for your GOLDEN TOOTH.
  • Exit the Doug Store and Walk to the east, then enter the Sheriff’s station.

Fester Mudd: Curse of the Gold - Episode 1

  • Use the bottle of STINKY GRINGO with the prisoner.  He will trade you the POCKET WATCH, marking it off your to-do list.
  • Exit the Sheriff’s station and walk east twice until you reach the General Store.

Fester Mudd: Curse of the Gold - Episode 1

  • Use COUPON with the General Store clerk.  You can now select five dollars’ worth of merchandise.
  • Pick up the FUNNEL, HEAT RESISTANT GLOVES, SHOVEL, and WHOOPIE CUSHION.
  • Talk to the clerk to hand over the COUPON for your new items.
  • Pick up two more SUCKA SUPER SPONGES™ while you’re here…just in case.
  • Exit the General Store and Walk to the southern path to return to the saloon.

Fester Mudd: Curse of the Gold - Episode 1

  • Use FUNNEL with Martha.
  • Use BOOST-A-MULE with FUNNEL to wake her up and check the final to-do off your list.
  • Pick up the FUNNEL that has fallen out of Martha’s mouth.
  • Walk to the saloon entrance.

Fester Mudd: Curse of the Gold - Episode 1

  • Talk to Lance the gunman.  You’ll need to inform him that each task is completed, so select each of the following dialogue choices in any order: “My mule’s ready to hit the road!” “Is this your pocket watch?” “I’ve got a gun!” and “I’ve got ammo!”
  • After you inform Lance of each completed task, he and Fester are ready to hit the road.  You’ve made it to the end of Episode One!

Quick Puzzle Guide

The walkthrough above works through the entire game in order, with many items called out as soon as you can collect them.  For quick reference on specific puzzles, use the following shorthand guide.

 

Herbs for Doug the pharmacist

  • You will need the following items:
  • CLOTHESPIN – found in the alley near the General Store inside CLOTHES
  • CUTTERS – found in the shack in the center of town
  • Action: Go to the lake via the Map View.  Use the CLOTHESPIN; Fester will use it on himself.  Use the CUTTERS on the blue herbs to receive FISTFUL OF HERBS.

An ID card for the saloon bouncer

  • You will need the following items:
  • CASH (two dollars) – received from Doug in exchange for the herbs
  • NEWSPAPER – found in the shack in the center of town once the paperboy arrives
  • Action: Pick up the NEWSPAPER from the shack window.  Take it and the CASH to the mysterious stranger in the alley near the General Store, who will make ID CARD for Fester.

A nose for the gun shop clown

  • You will need the following items:
  • SUCKA SUPER SPONGE™ – found in the General Store
  • LIPSTICK – found in front of the General Store after Fester is interviewed
  • KNIFE – found in the back of a dead man in the saloon
  • Action: Use the LIPSTICK on the SUCKA SUPER SPONGE™ to color it red.  Use the KNIFE on the RED SPONGE to turn it into a functional clown’s nose.

Get into Bud’s shack

  • You will need the following items:
  • JAR – found by moving the stepladder in the shack in the center of town
  • FARTING FISH – received by using the JAR with the lake
  • Action: Move to the lake via the Map View.  Use the JAR on the lake to collect a FARTING FISH.  Move to Bud’s shack via the Map View.  Use the FARTING FISH on the hole in the tree.  Use the tree to climb it and get into the shack.

The gun shop clown’s license to sell guns

  • You will need the following items:
  • BUD’S ID CARD – found in the coat in Bud’s shack
  • ID CARD – received from the mysterious stranger in the alley
  • KEY – found in the stove in Bud’s shack by using the NOTE on the stove
  • Action: Move to the bank in Loamsmouth near the Sheriff’s office.  Look at ID CARD and Pick up the PICTURE OF FESTER.  Use PICTURE OF FESTER on BUD’S ID CARD.  Use BUD’S ID CARD on the bank clerk.  Request his safe deposit box, using the KEY as the password.  Use the KEY again to open the box and retrieve the license.

Move the dog away from the bottle

  • You will need the following items:
  • FISH COOKIES (three) – found in the Doug Store
  • Action: Use a fish cookie on the cat in the alley to get it to follow you to the street outside the General Store.  Use another cookie on the cat and then Move south to the saloon.  Use the last cookie on the cat and Move east to the bank.  The dog will chase the cat and both will vanish off screen. 

Buy Boost-a-Mule from the Doug Store

  • You will need the following items:
  • ROPE – found by using the CUTTERS on the gallows at the end of town
  • STRING – found in the clothes in the alley
  • EXPIRED DRUG – found in the trashcan in front of the Doug Store
  • SUCKA SUPER SPONGE™ – found in the General Store
  • Action: Open door #4 on the third floor of the saloon and challenge Wild Bill Hiccup to a drinking contest as Wyatt Burp.  Use the SUCKA SUPER SPONGE™ on Fester’s mug and the EXPIRED DRUG on Bill’s mug.  After Bill passes out, Use the ROPE on Bill twice.  Use the STRING on his GOLDEN TOOTH and on the open door.  Move to the hallway and Close the door.  Move back into the room and Pick up the GOLDEN TOOTH.  Use the GOLDEN TOOTH at the Doug Store to buy BOOST-A-MULE.

What’s  behind door #2

  • You will need the following items:
  • KNIFE – found in the back of a dead man in the saloon
  • Action: Use the KNIFE on the window outside door #2 in the saloon.  Move out the window and then Move to the open window nearby.  Pick up the bottle of STINKY GRINGO on the table.  Also Pick up the COUPON in the dead man’s back pocket.

Lance’s shopping list: A gun

  • Action: Complete puzzles A nose for the gun shop clown and The gun shop clown’s license to sell guns to receive GIRLY GUN and complete this task.

Lance’s shopping list: Ammo

  • You will need the following items:
  • BOTTLE – found in the street outside the bank once the dog is gone
  • MAGNETIC HORSESHOE – found outside the bank after the robbery is foiled
  • Action: First, complete puzzle Move the dog away from the bottlePick up the bottle and deposit it into the bottle return machine by the Sheriff’s office.  Use the red button on the machine.  Kick the machine.  Use the MAGNETIC HORSESHOE on the coin return slot to receive CASH (twenty cents).  Use the CASH on the yellow ammo dispenser in the gun shop to receive BULLET and complete this task.

Lance’s shopping list: A ride

  • You will need the following items:
  • BOOST-A-MULE – received by completing Buy Boost-a-Mule from the Doug Store
  • COUPON – received by completing What’s  behind door #2
  • Action: Use the COUPON at the General Store to purchase FUNNEL, HEAT RESISTANT GLOVES, SHOVEL, and WHOOPIE CUSHION.  Use the FUNNEL on Martha the mule and Use BOOST-A-MULE on the FUNNEL.

Lance’s shopping list: Pocket watch

  • You will need the following items:
  • STINKY GRINGO – received by completing What’s  behind door #2
  • Action: Move to the Sheriff’s station.  Pick up the DONUT when the Sheriff has his back turned.  After he leaves, Talk to the prisoner.  Use the STINKY GRINGO on the prisoner, who will trade you the POCKET WATCH.

 

Congratulations!

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