Walkthrough Menu
- General Tips
- Chapter 1: At Home
- Chapter 2: The Village
- Chapter 3: The Forest
- Chapter 4: The Mountains
- Chapter 5: The Caves
General Tips
• Hints are unlimited, but you must wait for the meter to refill (1).
• Your inventory (2) and fragmented items (3) to find are located in the upper panel – move your cursor up to lower your inventory.
• You can use the map (4) to travel to locations you have already visited.
Chapter 1: At Home
• You will have the option of a brief tutorial.
• Take the KNAPSACK (A).
• Walk down the stairs (B).
• Take the MAGNET (C).
• Look at the sign over the stall (D).
• Walk all the way to the left (E).
• Look at the transporter control panel (F).
• Note the upper left dial is broken and set to 35 (G).
• Take the TRANSPORTER MANUAL (H).
• Walk left until you see the cuckoo clock on the tree.
• Select the clock (I).
• Navigate the screen by moving your mouse in the direction you want the screen to move.
• Start by moving it so the clock face is centered on your screen.
• Find 3 pieces of the clock (green).
• Capture the WORM (J).
• Combine the WORM with the MAGNET (K), then use the WORM+MAGNET on the hole in the tree (L).
• As the worm crawls by, take another clock piece from him.
• Move the screen to the bottom left area.
• Find the 3 clock pieces (green).
• Note that one piece is hiding behind the pendulum.
• Move the screen so the clock face is in the upper left.
• Collect the final 2 clock pieces to get A PIECE OF CLOCK (green).
• Place A PIECE OF CLOCK in the hole behind the clock face (M).
• Use the KNAPSACK on the lamb (N).
• After the cut-scene, you will go automatically to the cottage.
• Note the tabletop (O).
• Look under the table for a mini-game (P).
• Follow each wire on the left (Q) to a point on the right (R).
• Place the same colored wire on the end point; left-click to take or place a wire.
• The cottage and the transporter now have power.
• Place the TRANSPORTER MANUAL on the tabletop for a mini-game.
• Restore the page by placing the pieces in the correct position (S).
• Pieces will lock in place when correct.
• Next, place the grid piece on the page to determine the transported settings.
• Since we saw earlier that the upper left dial on the transporter is set to 35, place the grid so 35 is in the upper left box. (T).
• Note the numbers in the other boxes.
• Exit the page and the cottage, then walk left and look at the transporter.
• Set the dials to match the numbers from the manual (U).
• Press the blue buttons to rotate the dial needle counterclockwise and press the yellow button to rotate the dial needle clockwise (V).
• Set the upper right dial to 5 (W).
• Set the lower left dial to 20 (X).
• Set the lower right dial to 45 (Y).
• Press the green button (Z).
• Select the bucket to use the transporter (A).
• After the transporter stops working, select the lamb twice so he ends up on the wire (B).
• Next select where the bucket is hanging from the wire (C).
• Shaban should be hanging by one hand now (D).
• Travel to the left.
Chapter 2: The Village
• Look at the transporter to learn it needs a part (E).
• Talk to the crow; he wants a fish for the part (F).
• Walk left, go over the bridge to the village; continue left past the burning building.
• Ask the merchant about a fishing pole (G).
• Walk right to return to the village (H).
• Talk to the old man to learn he wants his walking stick and glasses (I).
• Look in the cellar window (J).
• Move the screen to look at the upper left corner.
• Take the piece of the glass + walking stick (K).
• Startle the critter in the pipe; he will drop a needed piece (L).
• Move the screen to view the lower left.
• Find 7 more pieces of the glass + walking stick (pink).
• Move the screen to view the lower right area.
• Take the final piece of the GLASS + WALKING STICK (M).
• Give the GLASS + WALKING STICK to the old man and he will give you a COIN (N).
• Walk to the left.
• Give the COIN to the merchant (O).
• Enter the shop (P).
• Move the screen to the upper left.
• Locate the 3 pieces of the fishing rod (aqua).
• Move the screen to the upper right.
• Locate the 2 pieces of the fishing rod (aqua).
• Move the screen to the lower left.
• Locate the 5 pieces of the fishing rod (aqua).
• Move the screen to the lower right.
• Locate the final 4 pieces of the FISHING ROD (aqua).
• Walk to the right until you are on the bridge.
• Use the FISHING ROD on the water for a mini-game (Q).
• You must capture 16 fish (R); click on a fish when it jumps out of the water (S).
• Do not capture the crabs jumping out of the water. Doing so will deduct one fish from your total.
• Watch your bucket in the lower left; hit the crabs that try to steal more fish (T).
• Give the FISH to the crow (U).
• Take the FUSE the crow drops (V), then use the FUSE on the transporter (W).
• Walk left to the bridge; take the EMPTY BUCKET (A).
• Walk left to the village.
• Use the EMPTY BUCKET on the fountain to get the BUCKET FILLED (B).
• Use the BUCKET FILLED on the flames (C).
• You will go automatically back to the cellar.
• Move the screen to the upper left.
• Find the 2 pieces of the rattrap (pink).
• Try to catch the rat (D).
• Move the screen to the upper right.
• Find the 2 pieces of the rattrap (pink).
• Try to catch the rat (E).
• Move the screen to the lower left, then toward the center a bit.
• Find the 2 pieces of the rattrap (pink).
• Try to catch the rat (F).
• Strum the lute (G), then try to grab the rat when he shows his head (H).
• Move to the upper right and turn on the red valve to flush the rat from the pipe (I).
• Move to the upper center and try to catch the rat in the window (J).
• Move back to the upper right and try to catch the rat in the cloth (K).
• Move the screen to the lower right.
• Take the final piece of the RATTRAP (pink).
• Try to catch the rat (L).
• Use the RATTRAP on the pot (M).
• Take the ROAD MAP (N).
• Walk to the left.
• Place the ROAD MAP on the sign for a mini-game (O).
• Restore the map jigsaw style; left-click to take/place and right-click to rotate a piece.
• Pieces will lock into place when correct (P).
• Once the map is whole, determine the path from Shaban (Q) to the bandit's hideout (R).
• Select icons on the map to form the path; if you choose incorrectly, you must restart the path.
• Walk to the right.
• Look at the statue's key and note the pattern (S).
• Walk back to the left and look at the gate control (T).
• Use the small green buttons (U) to change the key pieces until it matches the statue's key (V).
• Press the large green button (W).
Chapter 3: The Forest
• Note the lock on the tree (A).
• Note the hanging cage (B).
• Walk left until you see a road sign, then walk down to the lower camp (C).
• Look at the junk pile next to the beast (D).
• Move the screen to the upper right.
• Find the 2 pieces of the slingshot (E).
• Move the screen to the lower right.
• Find the 2 pieces of the slingshot (F).
• Move the screen to the lower left.
• Find the 4 pieces of the slingshot (green).
• Move the screen up to look at the ears (G).
• Move the ear and quickly take the final piece of the SLINGSHOT (H).
• Walk to the right, then walk up at the signpost to the upper camp.
• Note the rustler you want to distract (I).
• Use the SLINGSHOT on the pan (J).
• Shaban must sneak to the bird; select his hiding places in numerical order (1-9).
• Once Shaban is standing close (K), take the BIRD (L).
• Combine the BIRD and the SLINGSHOT (M), then use the SLINGSHOT+BIRD on the pan (N).
• After the cut-scene, select the junk pile next to the beast at the lower camp.
• Move the screen to the lower left.
• Use the SLINGSHOT on the bottle (O).
• Find the 3 pieces of the telescope (pink).
• Move the screen to the lower right.
• Find the 4 pieces of the telescope (pink).
• Move the screen to the upper right.
• Find the 3 final pieces of the TELESCOPE (pink).
• Walk up to the upper camp (P).
• Use the TELESCOPE on the back of the sign and take the 1st TORN PAPER (Q).
• Walk down to the lower camp (R).
• Use the TELESCOPE on the front of the sign and take the 2nd TORN PAPER (S).
• Combine the 2 pieces of TORN PAPER to get the PAPER.
• Exit the close-up of the sign.
• Use the PAPER on the sign for a mini-game.
• Select matching pairs of numbers.
• The solution will show in white: 5 – IV – 1 die (T).
• Walk right until you can see the lock.
• Look at the lock and enter the combination: 5-4-1 (U).
• After the cage falls, take the SWORD (V).
• Walk down to the lower part of the camp.
• Use the SWORD on the rope to cut the beast free (W).
• Shoot down the bats as they appear to fill up the meter at the top (X).
• Move your cursor (Y) over each bat and click to fire.
• If you miss the bats you will lose some ground on the progress meter.
Chapter 4: The Mountains
• See that Shaban is stuck under the beast (A).
• Walk up the mountain (B).
• Note the ice (C).
• Select the junk pile (D).
• Move the screen to the lower right.
• Take the SAUCEPAN (E).
• Find the 8 pieces of the toolbox (aqua).
• Move the screen to the upper right.
• Use the SAUCEPAN on the skeleton hand (F).
• Take the 2 pieces of the toolbox (aqua).
• Move the screen to the upper left.
• Take the 2 pieces of the tool box (G).
• Move the screen down so you can see the right end of the rug.
• Take the final piece of the TOOL BOX (H).
• Walk up on the right to return to where Shaban is trapped.
• Use the TOOL BOX on the generator for a mini-game (I).
• Follow each wire on the left (J) to a point on the right (K).
• Place the same colored wire on the end point; left-click to take or place a wire.
• Take the CAMERA (L) and use it on the unconscious man (M) to get the THIEF PHOTO.
• Look at the road sign for a mini-game (N).
• Restore the page jigsaw-style.
• Right-click to rotate a piece, left-click to take or place.
• Pieces will lock into place when correct.
• Find pairs of items that go together like cat and mouse or giraffe and tree.
• The remaining 5 birds are a clue (white).
• Look at the controls in the sentry hut (O).
• Turn the knobs (P) so they point in the same direction as the birds in the clue (Q).
• Walk up the mountainside.
• Look at the ice to learn you need to wipe it clean (R).
• After the cut-scene, select the junk pile (S).
• Move the screen to the lower right.
• Try to catch the bird (T).
• Find the 9 pieces of cosmetics (pink).
• Move the screen to the upper left.
• Try to catch the bird (U).
• Find the piece of cosmetics (pink).
• Move the screen to the upper right.
• Try to catch the bird (V).
• Find the final 2 pieces of COSMETICS (pink).
• You must now continue chasing the bird.
• Try to catch the bird lower left area, behind the chair (A).
• Look upper right, by the TV; try to catch the bird (B).
• Try to grab the bird in the lower left at the end of the rug (C).
• Move to the lower right and try to catch the bird (D).
• Look behind the back of the chair on the right; try to catch the bird (E).
• Try to catch the bird bottom center (F).
• You will earn the FEATHERS.
• Select the ice to the right of the junk pile.
• Use the FEATHERS to clear the ice (G).
• Place the THIEF PHOTO in the upper right square (H).
• Place the COSMETICS below the photo (I).
• Use the buttons in the cosmetics to change Shaban's appearance to match the photo (J).
Chapter 5: The Caves
• Chase the lamb around until he lands on the 1st cage (1-3).
• Look at the sign on the cage for a mini-game (A).
• Match people to the weapons they would use.
• Find all the pairs to get the combination clue.
• Count the number of bullets on the clue to get 7-9-3 (B).
• Look at the padlock and enter the code to free the sheep (C).
• Chase the lamb around until he lands on the 2nd cage (1-3).
• Look at the sign on the cage for a mini-game (D).
• Match people to the headgear they would wear.
• Find all the pairs to get the combination clue.
• Count the number of decorations on each hat to get on the clue to get 6-3-5 (E).
• Look at the padlock and enter the code to free the sheep (F).
• Chase the lamb around until he lands on the third cage (1-3).
• Look at the sign on the cage for a mini-game (G).
• Match people to the animal they would be associated with.
• Find all the pairs to get the combination clue.
• Count the number of horns on the clue to get 1-4-2 (H).
• Look at the padlock and enter the code to free the sheep (I).
• Shoot down the owls as they appear and fill up the meter at the top (J).
• Move your cursor over each owl and click to fire (K).
• If you miss the owls you will lose some ground on the progress meter.
• Note the spider legs blocking the way (L).
• Walk down (M).
• Note the cave entrance (N).
• Select the pots (O).
• Move the screen to the upper left and take the piece of plates (pink).
• Move the screen to the lower left and take the 2 pieces of plates (pink).
• Move the screen to the lower right and take the 5 pieces of plates (pink).
• Move the screen to the upper right and take the final 2 pieces of plates (pink).
• Walk to the left and go up the stairs.
• Note the empty frame (P).
• Look at the control panel and use the PLATES on the center for a mini-game (Q).
• Press the dice that have the same number of dots as the dice (1-3).
• Note that the outer plate actually has 4 holes; one is only visible when the 2nd plate spins the notch over the hole.
• You have received a ROYAL PICTURE; place the ROYAL PICTURE in the frame for a mini-game.
• Restore the picture in this jigsaw style mini-game (R).
• Left-click to take or place a piece, and right click to rotate a piece.
• Refer to the Royal Picture (S).
• Turn the statue bases to reflect its owner (T).
• Note the 2 statues on the left face away from you, so you must put their symbol on the other side (U).
• From left to right the symbols should be: rhino-bat-crab-claws.
• Walk left through the now open door.
• Select the green circles as they appear to do battle.
• Missing the green circles in a sequence will cause it to restart.
• Select the chain overhead (A).
• Select the stake (B).
• Next, select the pan (C).
• Select the vase (D).
• Select the chain (E).
• Select the column (F).
• Select the chain (G).
• Select the joint in the leg (H).
• Select the chandelier (I).
• Look inside the mechanical spider for a mini-game (J).
• Follow each wire on the left (K) to a point on the right (L).
• Place the same colored wire on the end point; left-click to take or place a wire.
• Congratulations! You have completed Shaban!Created at: 2012-06-21