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Walkthrough

Picture
Act1
Push the tree and pick up the stick. Use the stick on the lumpy ground. Pick up the Scroll from the skeleton and read it. Combine the yarn with the stick. Use the Stick with Yarn on the cracked ground. Use the hole.

Watch the cutscene. You are now on Oompah Island controlling Garland.
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Pick up the Bucket, Sellotape, and String from the table. Look at the Map and examine the strange language, then exit the Map. Go to the Play Room. Pick up the Pen and Paper, and look at the drawings on the wall. Look at the projector, then exit the projector film. Pick up the Blunderbuss from the table. Use the Sellotape on the lower-left hook. Go to the Laboratory. Pick up the Yellow Object (Limestone). Read the list on the wall. Speak to Frithel and ask about Ball Bearings. Give him the Gravel and then the Limestone; he gives you Ball Bearings. Use the Ball Bearings with the Blunderbuss. Return to the Control Room and exit the Sub to the Dock.

Look at the Red Herring in the sea. Use the Blunderbuss (loaded with Ball Bearings) on the seagull. Walk left and talk to the Fisherman; learn the clue about how a fouled Smoking Pipe can ruin a man’s drink. Continue left to the tree and pick up a Twig. Combine the Twig with the String, then combine that with the Hook. Return to the end of the dock and use the makeshift Red Herring on the bubbles. You now have a Smoking Pipe.

Go back to the Play Room and use the Smoking Pipe on Carlton’s drink. Now you have his attention. Speak to Carlton and choose option 3 each time to offend his drawing skills. Give him the Pen and Paper. Pick up the Picture of Auto, the pictures on the wall, and the Soiled Moonshine. Go to the Treehouse at the end of the dock. Speak to Auto and mention Carlton. Give him the pictures from the wall. Use the new portrait of Auto on the Bucket and give it to Auto. Convinced of human love, he heads to the Control Room. Pick up the Dart and the Engine Room Key Card. Return to the Control Room in the Sub.

Use the Engine Room Key Card on the Engine Room door and enter. Pick up the Gloves from Garland’s locker. Pick up the Extendable Grabber. Go down to the Hold and look at the chest. Return to the Control Room and use the Comms on the right wall — they can’t hear you due to the frequency. Leave the conversation, turn on the Radio, then use the Comms again. Choose the dialogue option to get the code to unlock the Chest. Note the code and go back to the Hold. Use the Chest and enter the code. Pick up the Library Card and look at the reels. Go to the Library at the left end of the Dock.

Speak to Manrose. Enter the Library. Pick up any poster. Use the Soiled Moonshine on Sampson the Sea Urchin to pop him into the glass. Pick up the Fishbowl, and look at the Staff Rota on the right wall. Talk to Chladni; go through the dialogue options until you ask who works in the Library — you learn that Manrose might know where Chladni’s book is.

Go back outside, talk to Manrose, and ask him about the book. He’ll help if you prove your friendship. Return to the Control Room in the Sub and play the arcade game. DESKTOP/MOBILE/PS/XBOX: you’ll see the Friendship Bracelet on the side of the cabinet — pick it up. NINTENDO SWITCH: you’ll need to play and complete the arcade game to get the Friendship Bracelet.

Return to the Library and give the Friendship Bracelet to Manrose. You both go inside. Manrose finds Chladni’s book for you, and you leave together for the Control Room. Just Frithel and Carlton to go now.

Go back to the Play Room and talk to Carlton; tell him that Auto is back. Auto enters and talks to Carlton. Use your poster on the projector film. Carlton, aghast to see anything but a Western playing, leaves with Auto for the Control Room. Just Frithel to go now.

Go to the Lab and look at the experiment. Ask Frithel about it. Use Sampson on the stool and talk to him. He’s drunk from the Moonshine; go through the dialogue and ask him to sing. Follow the colours from the songs he sings and pull the corresponding colour pumps in that order. When you get the right combination, the vial explodes, revealing the multi-colour fluid Frithel wanted. Frithel is happy and leaves for the Control Room. Go to the Control Room.
Now that the crew are all in the Control Room, you’re given your next objectives. First, use the Fishbowl with the Wetsuit; you learn you need to de-sterilise the Fishbowl. Go to the Play Room and pick up the Projector Sheet. Combine the Dart with the Blunderbuss and go to the tree at the end of the Dock. Use the Blunderbuss (with Dart) on the tree. Use the Projector Sheet on the Sap. Head to the Library. Look at the books at the back of the room; use the Extendable Grabber to pick up the Precariously Hanging Book. Head back to the Sub and go to the Engine Room. Use the Glove with the Coal. You now have Coal and a de-sterilised Fishbowl in your inventory. Go to the Lab and use the Sap-Soaked Sheet on the Bunsen burner; it becomes infused and waterproof. Return to the Control Room and use the de-sterilised Fishbowl with the Wetsuit.

Go to the Library entrance and use the Coal with the loose Circular Sharp Object, then pick it up. Head back to the Lab, read the notes on “Underwater,” and read about the special grit stones. Go through to the Airlock. Use the Airlock Lid to go into the sea. Go to the bottom-left and use the Circular Object on the red stones — it is now sharp. Use the Sharp Circular Object on the seaweed. Go up and right to the leak on the Sub and use the Sap-Infused Sheet on the hole. It’s now plugged. Head back to the Control Room and talk to Chladni. Give Auto the Winsmorian Book. Navigation is now sorted. All crew are present and the Sub is good to go!

END OF ACT 1.

Act1.5
Once the Shadow Creatures have left, pick up the Gum and examine the Mended Stick in your inventory. Unravel the Yarn and use it on the Cage. Combine the Broken Stick with the Yarn to create a makeshift catapult, and knock the Flaming Stick to the floor. Use the Scroll on the Flaming Stick to waft smoke through the peephole, causing the Shadow Creatures to return.

Combine the Gum with the Yarn to make a horrible Gum Whip. Use the Gum Whip on the Key Card in the pocket of the first Shadow Creature to retrieve it. Use the Key Card on the card slot next to the door and escape to freedom!

END OF ACT 1.5.

ACT 2
After the cutscene, head right to the Tavern and enter. Once the scene plays out, pick up the Empty Tankard by Tildaand chat to her. She’s too engrossed in the Collins Brothers performance to talk to you.

Talk to the Fisherman. Keep asking about his toolbox until he challenges you to a game of Ropetricks. Accept. You quickly realise you do knot know any, so exit the Tavern. Watch the cutscene and go to the Sub — the evil Shadow Creatures have done a number on it! Head to the Engine Room and pick up the Love Letters from Chladni’s locker. Go into the Hold and pick up the Helmholtz Red Mat. Head to the Lab and pick up the piece of Chalk on the easel.

Leave the Sub and go all the way to the right of the Bay. Talk to Manrose, who’s running a stall in front of the Train Station. Ask what he’s up to, then ask for a Balloon, then for another item and take the Badge.

Go left towards the Mountain. At the very top, witness Roland being attacked by wolves. Combine Badge with Balloonto make a noisy balloon; the POP scares the wolves away, leaving behind a few piles of wolf poo.

Use the Empty Tankard on any pile of wolf poo to get a Poo-Filled Tankard, then head to Roland’s Cave. Speak to Roland to learn more about him. Ask about Ropetricks; he demonstrates the tricks he knows.

Return to the Lab. Use the Poo-Filled Tankard on the Pot on the workbench. Watch the cutscene; after Frithel leaves, pick up the Pooey Cologne and head to the Alley. Use the Pooey Cologne on Chladni and Edna and let the cutscene unfold. Walk to the bin and pick it up — this reveals a copy of GAWP Magazine. Pick it up, then stand outside the Abandoned Building and speak to Springhead Jones. Go through the options until you ask to jump on his springy head. You bounce up to the window and enter the Abandoned Building.

Pick up the Wires hanging out of the wall, and use the Helmholtz Red Mat on the Strange Image on the wall. Once placed, use the Mat on the floor. When you’re back in time, pick up the Framed Photo of the Collins Brothers
  • DESKTOP/MOBILE/PS/XBOX: “Those swines have been ripping off your music!”
  • NINTENDO SWITCH: “Boy, were they ugly when they were young!”
    Use the Helmholtz Red Mat again. Leave via the window.
Enter the Tavern and watch the cutscene. Give GAWP Magazine to Carlton to tarnish the Collins Brothers’ bad-boy reputation — he’s livid and is no longer a fan. Walk to Tilda and give her the Framed Photo of the Collins Brothers. She is furious — (DESKTOP/MOBILE/PS/XBOX: they didn’t write their original material; NINTENDO SWITCH:they used to be ugly) — smashes the photograph, and turns her back. Pick up the Smashed Photo, then ring the Bell by the main entrance to start the karaoke competition again.
  • NINTENDO SWITCH: You’re told the competition doesn’t start until tonight — head outside and bring time forward by using the Chalk on the Tavern sign, changing the writing to “On now!”. Go back inside and ring the Bell.
    The competition starts. The Collins Brothers get nil points and leave, allowing Julio to win. You can now speak to Tilda to learn VanDamme’s whereabouts. Speak to Tilda and leave the Tavern.
Head to the Theatre and go down the Side Alley. Talk to the Dodgy Geezer and swap the Photo of the Collins Brothersfor the Fisherman’s Portrait. Leave the side of the Theatre and head back to the Tavern.

Speak to the Fisherman’s Brother and challenge him to a rematch of Ropetricks. Now that you’ve learned the tricks, you can win: Boat beats Fish; Dancing Man beats Static Man; Horse’s Head beats Tiny Horse; Building beats Small House; and finally, Fisherman’s Brother’s Face beats Fisherman’s Brother’s Face. He admits defeat and you can finally grab the Toolbox. Head to Auto on the Bay.

Use the Toolbox on Auto and watch as you bump him on the head, fixing his malfunctioning circuitry. After zapping your toolbox in retaliation, he pops off to the Train Platform. Head there to see the whole crew gathered — next up, you need to get the Console 5000 to the Train Platform; it’s hidden somewhere on the Mountain.

Give the Wires to Auto. He solders them together with his laser eyes. Head back to the Mountain and use the Soldered Wires on the Big Ol’ Crack. You’re too heavy and need help. Head to Roland’s Cave. Ask Roland for a daring assist; he agrees — watch the cutscene. Use the Wires and go into the Secret Cave.

The Console 5000 is here, as is a dead Shadow Creature and an old rare computer game, plus:
  • NINTENDO SWITCH: Instructions for the Console 5000
  • DESKTOP/MOBILE/PS/XBOX: Console 5000 Controller
    Pick these up along with the game Cars: The Remix.
  • NINTENDO SWITCH: Look at the Instructions to learn how to operate the Console 5000 — but some crucial info is missing.
  • DESKTOP/MOBILE/PS/XBOX: Look at the Console 5000 Controller to see you need to prime it to use the Console 5000.




Head to Roland’s Cave. Give Cars: The Remix (a pixel-for-pixel version of a game I made on the Spectrum when I was 10 — you can play it later on the Speccy in the Play Room if you like) to Roland. He’s so overjoyed to have the world’s worst Spectrum game that he offers you anything from his collection, then goes for a walk.
  • NINTENDO SWITCH: Pick up Land of Dreams Spectrum game.
  • DESKTOP/MOBILE/PS/XBOX: Pick up Shacklemouth Graphic Novel and the Cars game
Head to the Theatre. Enter the main entrance and give the Shacklemouth Graphic Novel to the Box Office guy — he’s engrossed, so you can pick up the Backstage Key. Leave the main entrance, go down the side of the Theatre, use the Key on the door, and enter Backstage. Use the Love Letters on the Inputting Machine. Nick Chapman starts reciting the letter and gets himself fired. Leave Backstage and head back to Manrose outside the Train Platform.
Tell Manrose there’s now a leading role going at the Theatre for Odyssey. He scoots off. The scene cuts Backstage — Manrose is now the lead. Pick up the Train Inspector Uniform and return to the Play Room on the Submarine.
  • NINTENDO SWITCH: Use the Spectrum and play Land of Dreams. Once completed, you get a clue that there’s a vinyl record version of Land of Dreams in the statue in the Hold. You’re transported to the Hold and pick up the vinyl hidden in the statue; its belly opens to reveal the record.
  • DESKTOP/MOBILE/PS/XBOX: Head to the Hold and pick up the Land of Dreams vinyl that came loose in the statue when the Shadow Creatures stole the Console 5000.
    Head back to the Play Room and use the Record Player. Hit Reverse, then play Land of Dreams on the record player.
  • NINTENDO SWITCH: You find a secret message revealing the missing LOAD word for the Console 5000.
  • DESKTOP/MOBILE/PS/XBOX: The audio of Land of Dreams played backwards triggers and primes the Console 5000 Controller.
    Exit the Spectrum and go back to the Secret Cave.
Use the Helmholtz Red Mat with the Console 5000 and head back to the Train Platform. You automatically put the Arrival Mat down; return to the Secret Cave.
  • DESKTOP/MOBILE/PS/XBOX: Use the Console 5000 Controller on the Console 5000 to turn it on — success.
  • ALL FORMATS: Use the Console 5000 to teleport it to the Train Platform.
    Head back to the Train Platform. Put on your Train Inspector Outfit and board the train. Let the cutscene commence — you’ve completed Act 2.




END OF ACT 2.

ACT 2.5
(NINTENDO SWITCH) You awaken in a strange dreamland with floating letters and weird giant heads. Pick up the Letter A on the ground and the Letter O in the floating letters. Click on the giant Spectrum 48K and fly there. Once you arrive, avoid the evil flying Console 5000, run to pick up the letters on the floor, and fly to the Ape heads to the left of the screen.

Use the letters A, P, and E in the letter holders to spell GO APE, and watch the Ape disappear. Pick up the letters A, P, E, then grab the letter the Ape released. Leave and head back to the start screen. From here, head to the giant head of youto the left.

Use the letters O, P, E, and N to open the eyes, then grab the two extra letters in the eyes and the letters in the letter holders. Head right and fly to the Shadow Head.

Once here, use the letters R, O, P, and E to release the letter K from its binding rope. Grab it, take the letters in the letter holder, and return to the start screen.
Once here, use the letters A, W, A, K, and E to set yourself free from the gas dream.

(DESKTOP/MOBILE/PS/XBOX) You awaken in a strange dreamland with floating images and weird giant heads. Pick up the Ape Fur card on the ground, then click on the giant Spectrum 48K and fly there. Once you arrive, avoid the evil flying Console 5000, run to pick up the image cards on the floor, and fly to the Ape heads to the left of the screen.

Use the Barrel card, Ape Fur, and Ladder card in the holders and watch the Ape disappear. Grab the image cards left behind by the Ape. Leave and head back to the start screen. From here, head to the giant head of you to the left.

Use the cards Left Eyebrow, Nose, Right Eyebrow to open the eyes, then grab the two extra cards in the eyes. Head right and fly to the Shadow Head.
Once here, use the cards Tentacles, Eye, Boils to make the giant head disappear, then return to the start screen.

Once here, you will have unlocked the three floating images needed to set yourself free from the gas dream.

END OF ACT 2.5

ACT 3
The four explorers pull up on the train at the beach of Woolley Mountain and begin to walk up the mountain, returning to the scene where VanDamme was kidnapped.

You now see that the hole down into the Witches’ base is boarded over and guarded by a Shadow Creature. When you first investigate the boarded hole, a giant Shadow Creature scares off our intrepid explorers — you’ll have to find another way.

First, pick up the Skull to the right. Use it on the Puddle to collect some red, dirty mud. Use the Skull (filled with red, dirty mud) on Chladni. He removes and discards his soiled shawl. Pick it up.

Speak to Carlton, who is busy with his bowling ball. Ask if he found it funny watching Chladni get covered in mud. He says yes, which opens a further dialogue branch. Ask about his bowling ball and say you want it. Use the Skull with Carlton — you convince him to swap his bowling ball for the Skull, as he thinks it’s a fancy new designer ball.

Use the Bowling Ball on the boards. You throw wildly and the giant creature kicks the ball back. You need another way to get the ball onto the boards to smash them. Talk to Frithel and ask about his book. He lets you know he’ll stop reading if he can use his maths knowledge on something. Ask him to help give you the correct degree to throw the ball, and he draws an “X marks the spot.”

Use the Bowling Ball on the X marks the spot. Frithel’s calculations are correct and you smash the boards to smithereens. Use the Shawl on the hole in the ground, then talk to the Guard Shadow Creature to lure the big creature back. The big creature returns, walks across the shawl, and falls straight down. The guard bolts, leaving you free to access the hole and enter the Witches’ Lair.

You go deeper underground. Click on the sign.

Cross the rope bridge and you’re presented with the kidnapped children! As you approach, you realise it’s a terrible trap, and you fall into Bertie the Bounder’s lair. Take note of the antenna that flashes, then run and hide behind the rock to the right, out of Bertie’s reach. Pick up the big Horn Bone from the pile of bones and grab the Radio Innards before being smacked out of the room by Bertie. Either head left into the Corridor and up to the room with the caged door, or get hit by Bertie’s lethal swing or boiling tongue and you’ll be propelled into the same room.

There are two exits: one to the Corridor, and one that’s currently closed. Look through the gate and you’ll see a strange little creature in a tree — it’s Winsmore, the creature that tricked VanDamme into Bertie’s lair. You can talk to him, but he won’t let you through unless you answer another riddle. This guy and his riddles!

Pick up the Broken Radio — this could be your way out! You just need the missing pieces to fix it; you already have the Innards from Bertie’s lair. Head into the Corridor and look at the Vent at the bottom left. It’s shut tight — you’ll need to open it. Head into the Workshop and chat with Reg. He’s a lonely chap with no allegiance to the Witch — maybe he can fix your Radio?

Talk to him to learn his wants. You discover he just wants a companion, and then he’ll fix your Radio.

Look at the Tools to the left of the door and pick up a Screwdriver — perfect for the Vent. Go back to the Corridor and use it on the Vent; it opens and falls to the floor. Head through the Vent into a secret room. It looks like a bedroom — who used to live here? Check the Diary on the podium. It seems a little angry girl lived here and went through quite a strange change. Exit the Diary and pick up the Walkman, Marmalade, and Shard of Glass.

Return to the Caged Room. Use the Marmalade on the Shard of Glass — lovely, you’ve smeared sticky marmalade across it. Listen to the Walkman — ugh! Loud rock ’n’ roll! Blow the Horn Bone — loud, LOUD! Use the Walkman in the crack in the ground — that’s the right idea, but it needs amplifying. Use the Horn Bone with the Walkman in the crack. That’s more like it — the RAWK causes rocks to fall. Pick them up and throw them at the little scallywag Winsmore. He soon begs you to stop and opens the cage. Head outside.

Winsmore wants you to answer a riddle, but you’ve had enough of conversation. Try to pick up the Cage Operator at the base of the tree; Winsmore jumps down and snatches it. Instead, use the tree and shake, shake, shake it until Winsmore falls out. He stands there abusing you — when you try to go near, he licks you soundly. This time, use the marmalade-covered glass to catch his tongue, then shake him far away into the distance. Hurrah — he’s gone. Pick up the Cage Operator and head back to the Cell in the Corridor.

Sampson is here! He tells you how he got here: upon sobering up in the Lab, he convinced Frithel to fit him inside a bottle of rum for good, but Carlton picked him up, drank most of his alcohol living space, and tossed him and his home out of the airlock rubbish chute. He floated all the way to Woolley Mountain, where the Witch trod on him, spiking her foot. His penance was to be thrown into the cells. He promises to be the nicest and kindest sea urchin ever if you bust him out. That’s the last piece! Use the Cage Operator and free Sampson. He’s ecstatic and promises to be NICE FOR LIFE!Pick up Sampson and pop him in your hat. Pick up the Radio Blueprints and the Radio Buttons — you now have all the Radio pieces.

Take the parts and Blueprints to the lonely Shadow Creature (Reg) in the Workshop. He won’t fix your Radio until he has a companion. Give him Sampson — Reg is ecstatic and pops him in his vat for a nice chat. Give Reg the Broken Radio and — voilà! — Radio fixed!

Head back to Bertie’s Lair and use the fixed Radio. The antenna powers up; you hide behind the rock with your pals and pray someone answers…

END OF ACT 3.

ACT 3.5
We cut back to the Dock on Oompah Island and see the Fisherman still waiting for the Sub to return so he can begin his adventure. Tough luck — they’re not coming back. A loud alarm sounds in the distance; best go and investigate.

Head to the Library, but on the way, grab your Lunchbox from the small boat.

Once in the Library, look at the books on the left-hand shelf. The only one of interest is a book about HQ. Try to pick it up — it’s too high. Place the Lunchbox on the slightly raised patch of ground and jump on it to reach the book. Success!

As you grab the book, a ladder drops from above — a secret room! Climb up and see what’s there.

It’s the HQ Room, with a giant screen. Garland suddenly appears; it seems the HQ he activated on Woolley Mountainhas tripped an alarm, alerting you to his danger. Try the big lever — hmm, no reason to pull that yet. Pick up the Keyhanging on the left-hand hook, then examine the console. You’re presented with eight musical Buttons, but a specific combination is needed. Maybe there’s a clue somewhere? Head back out to the dock to the HQ mast near the Sub.
It’s locked; use the Key to open it and inspect the mast. It’s out of order, but that musical chime sounds familiar — the notes match the console’s buttons! Note the sequence and head back to the HQ cockpit. Reproduce the sequence on the Buttons. Success! A Radio Microphone pops up on the dashboard. Use it to contact Garland; he begs for your help. A mobster appears and the screen dissolves into interference. The Fisherman, in desperation, pulls the lever. Whoa! The Library is a rocket ship, and it’s taking off. Hold on to your hats and glasses!

The rocket ship flies through the air, seemingly dragged by a tractor beam towards the source of the HQ radio transmission detected in Bertie’s lair.
The rocket ship crashes through the roof of Woolley Mountain, drawn to the radio transmitters in Bertie’s lair, and squashes him flat!

You’ve freed VanDamme and saved the boys! The Fisherman emerges from the ship and greets you. Time to rescue the children. Climb atop the ship to reach them.

The children are within your reach, but — uh oh — who’s that coming? It’s the Evil Witch! She slaps you out of the scene and you land beside the Console 5000, which has already been combined with Auto’s heart and opened a time portal. The Witch returns and zaps you before leaping through the portal. Once you come round, enter the portal to stop her wreaking havoc in the past!

You find yourself flying through time. The Witch is already there, and she’s lost her Necklace of Nightmares — it has broken into three parts and they’re hurtling through time. Grab them before the Witch zaps you back to your own time.

Once you’ve retrieved them all, use the reassembled necklace to zap yourself out of the timestream and back to the present. Use the Necklace of Nightmares on the Console to destroy it, trapping the Witch in limbo forever.

Return to the lads in Bertie’s lair — time to hop aboard the ship with the Console 5000 and the rescued children. It’s time to go home. The ship takes off and all seems well… but oh no! The Console 5000 has powered itself back on during lift-off. A portal appears and swallows you all into time and space…
Cut to the past — 1865 — where Grandpappy is taking his daily stroll. Suddenly, a flash of light: a portal opens in the sky and an evil-looking old hag drops out — the Witch! She’s managed to escape the portal… in 1865!

Watch the ending cutscene unfold.

Well done — you’ve completed The Mystery of Woolley Mountain.
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END OF GAME.
Sleepytime Village is (c) Steven Horry under license to Lightfoot Bros Games. Characters and locations created exclusively for the game are (c) Steven Horry, James Lightfoot & Ken Reynolds. Catcher & Rye by Lightfoot Bros Games & Ed Harding. The Mystery Of Woolley Mountain by Lightfoot Bros Games © copyright 2024 all rights reserved.
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    • WALKTHROUGH
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