Klayman, our hero, starts out sleeping in a nursery. Click on him to wake
him up. Click if you like on the red button on the wall to open the window
and take a peek at the world outside. Clicking on the handle on the left
wall will make a big hammer hit the door. You will have to do it three
times. After the door is broken, walk out through the opening and jump off
The Venus fly-trap swallows Klayman but spits him out again. The ladder at
the left side of the room leads down to a mailbox where you find helpful
letters from Willie Trombone. (You won´t need them now.) If you click on a
ring hanging from the ceiling Klayman will jump up to it. Two of them are
useful. The second ring from the right opens the door, and the first turns a
purple radio on and off. Push the fly-trap until it is just below the second
ring from the right and make Klayman jump up to the ring. When Klayman lets
go of the ring the fly-trap catches it instead and the door remains open.
Good! Turn on the radio too. Leavt the room through the door.
Outside you see a red house with a brown door in front of you - enter the
house. Pick up (click on) the square disk on the floor - you will need to
find 19 more to finish the game! There is also a big doll partly made of
dynamite. If you click on the TV-screen you see a picture of it. When you
click on the dud parts they will be replaced by real TNT. When you are done
a gong sounds and the doll drops down to the floor ready to be lit by a
match. Leave it until later and walk out through the door to the right.
Walk somewhat forward and turn to the right. Click on the big double doors
to open them. Behind them there is a water well with a red switch on it.
Click on the switch to start the water running. Turn back. Right in front
you will see a red mushroom. Disregard it. Walk forward a little and turn right.
Walk up to the wall with a big strange sign on it. Click on it to see
strange sights and hear strange sounds. Turn left and click on the green
music-box. A lot of things start to happen without your intervention. Back
inside the red house, pick up the match that the strange creature dropped in
front of you. Light the dynamite doll and push it towards the creature. The
creature eats the doll and explodes.
When all is over, return to the music-box. Enter through the hole in the
wall and sit down into the red putt-putt car. Drive the car along the track.
Go downwards at the T-junction into the spiral. Press the green button once
to hear a foghorn-like sound. (If it buzzes like a bell - press again!) Go
back to the top. Leave the car and walk back through the red house to the
open space outside the nursery.
Turn right and enter the house with a big H on it. Pick up the disk. Click
on the 9-game on the wall. Move the pieces until the pattern is completed.
When it is done you hear the gong sound and the door to the right opens.
Enter through the door and pick up the third disk. Click on the disk-player
to see how it works (no real need just now, just to get the feel of it!)
Click on the small door to the right and enter the next room.
The room you enter is almost dark, turn on the light by pressing the green
button. Walk right into the next room. Pick up the "glass" on the floor.
Press the button on the wall to remove the "teeth" across the entrance into
the wall. Enter the door and go down using the elevator into a small
chamber. Pick up the disk on the floor and press the blue button on the
wall. Make sure that you hear the "foghorn" sound - if there is a buzzing
sound instead press again. Go back to the elevator and click on the handle
on the wall to see what you will have to do later on. Click on the opening
in the ceiling to leave.
You are back in the Hall of Records. If you have lots and lots of time click
on the wall to read the story of the Klay world. Anyway, you have to walk 38
rooms to the right to pick up a disk - boring stuff! Do so and then walk
back and turn off the light. Return to the chamber with the elevator and
make a drawing of the three signs on the wall (you need them to aim a cannon
later on). Leave the room and close the "gate" by pressing the button in the
wall. Walk left until you reach the room with the diskplayer. Put the disks
into it if you like - they are now five, right? Leave the room through the
small opening in the left wall. Open the front door by pressing the button
in the right wall. Leave the house.
Walk straight across to the off-white house with green ornaments and step on
a pedal in the ground to start water flowing. Click on the water to get a
drink. If you press the red button you will hear sounds from the pipes above
and beside the door. Spit water into the pipes to the right of the door (by
clicking on them) to make them sound just like the ones above. You will have
to spit 3 times into the first from the left, 1 into the second, then 2, 0
and 4 times respectively. When you are finished, press the button and the
front door will open.
Enter through the front door and pick up the disk below the TV. Then walk to
the right to the adjacent room and pick up another disk. Click on the
"ladder" to climb up to the next floor. Pick up the disk. Press the red
button in the wall to hear the fog-horn sound. Climb down and leave the
house (you will have to press the red button to open the front door).
Walk across the open space and down into the gray cave. Klayman will stop in
front of a heavy door with three latches. The red, blue and white buttons
are illuminated if you have pressed all three "fog-horn" buttons correctly
before. Pressing the buttons will open the door. Walk across the bridge and
turn left facing a screen in the wall with a big red button below it.
Pressing this button 12 times will display different signs - write them all
down in sequence and make a note of which sign that is accompanied by a
Turn around and walk towards the yellow house but make a right and climb
into the cannon. Click inside the red ring to fire. The shot will make the
water leave the basin through a drain. It also reveals a house with a big
parabolic antenna on the roof. Leave the cannon and walk trough the yellow
house. On the back you find a strange antenna with puzzle at its bottom. You
are supposed to attach the nine pieces by clicking on them in turn. Their
markings show you in which order they must be used. The "gong" sound shows
when you are successful. The pieces now form a handle with which you can
move the bridge up and down. Move it down.
Leave the yellow house and walk up to the screen. Turn left and "climb" down
into the basin. Turn right towards the sink and walk towards it. DON'T JUMP
INTO IT - it's the only way to get killed in this game!! Turn right towards
the wall and climb into the green Putt Putt car. Ride up to the T-junction.
Follow the track to the left to a picture of a radio. Remember the tune you
hear. Go back to the junction and follow the track to the right. After many
twists and turns you reach a slanted T-junction. Follow the track going
upwards to the right. After a while you reach three test tubes with red,
green and blue liquid. Make a note of their levels - you will need this clue
later on. There is no need to follow the tracks any longer. Return to where
Leave the car, move out to the middle of the open space and turn left and
walk up to the yellow house with the antenna. Click on the front door to
enter. Pick up the disk. If the purple radio doesn't play when you click on
it you'll have to return to the nursery and pull the ring next to the door.
Do so if necessary.
Click on the scale of purple radio to re-tune it. Continue to do so until
you hear the same tune as you heard before. The door to the right is now
open. Enter into a darkened room. Pull the string to turn on the light. Take
a note of the word BOBBY written on the cabin to the left. Turn off the
light again and enter the cabin.
Inside the cabin you find a red button and five gray ones. Press the red
button and you'll see a light ray passing five colored crystals. Press the
first gray button until the first crystal is Blue. Then press the second
gray button until the second crystal is Orange. Continue with the three
other buttons until the five crystals are, in order, Blue, Orange, Blue,
Blue and Yellow (BOBBY!) Pressing the red button then makes Klayman very small!
Make Klayman enter through the small opening to the right and stop below the
window. Click on the colored test tube to the right. Make a note of the
liquid levels in each tube (red, yellow, purple) and walk down again. Click
on the colored tubes in the middle of the screen to get a close-up. Click on
the colored tips until the levels correspond to the ones you just noted,
then click on the red faucet. Klayman drinks the mixture and is big again!
Return to the BOBBY capsule and press the red button - same result! This
time you walk past the window and continue through the opening to the left.
Go past the clay figures to the three colored test tubes to the right. Fill
the tubes up to the levels you noted when riding the green car. Click on the
green faucet and Klayman is big again!
Pick up the disk, then look (by clicking) at the third opening from the
right. You will see a small figure with a H-shaped hat and a gray button in
the middle of the H. Pressing the button lowers a ladder from the ceiling.
Climb the ladder and pick up the disk on the floor. There should be 11 of
Leave the room through the opening in the middle of the wall and sit down in
the yellow car. It is some kind of travel device that Klayman will use to
move between different parts of the Klay kingdom. Click on the big red
button. In the close-up you see a ring of six smaller buttons with different
symbols on them. The flashing ones correspond to possible destinations.
Press the one with a nail and then the big red.
Hey presto - Klayman is teleported to another place! Step out of the car and
walk to the right. Click on the gray nail holding a heavy chain to pull it
out. After a while Klayman succeeds, and the two parts of the Klay kingdom
move together again. Notice that the track of the red putt putt car is
extended! Go back to the red travelling device. Two new locations are now
available. Choose the upper right symbol. Press it and then the big red.
You move to a room with two disks on the floor. Pick them up and then step
on the pedal in the floor to open the door. Move out quickly - you may have
to try a few times before you succeed. To the right outside the door you see
a cone-shaped house with a hermit in it. He is fun to listen to but he gives
no clue to the game.
Walk straight through the opening in the wall. On the other side you see a
red mushroom-shaped house with a red door and to the left a gray-brown house
with a blue door. Enter the red mushroom. After squashing the gray animal
walk straight ahead into the pink house with the brown door and end up in a
dark room below the floor. Make a note of the three signs on the wall - you
will need them to aim the cannon. Pick up the disk on the floor and then sit
down in the transport device. Make the same choice as before, that is the
upper right symbol.
Go back to the mushroom house. Instead of entering turn back in the
direction you came from and walk up to a screen in the wall. Your task is to
put the 12 signs in the same order as you saw them on the screen outside the
cannon. You do this by pressing the red button when the right sign is shown.
There is just one difference: the sign in the first sequence that was
accompanied by a "funky" noise is to be replaced with the "noisy" sign here.
If you do it right a gong will sound, a door opens in the wall and Klayman
enters a room inside. Pick up the disk from the floor. You can also see a
key on the upper level, but you cannot reach it.
Go back out and make a left to the gray-brown house. Enter through the blue
front door. To the right you see a mouse sniffing at a piece of cheese. Step
on the pedal in the floor and a big fan sucks the mouse and the cheese up to
the next floor. Remember this fact and walk to the right. Pick up the disk
and place them all in the diskplayer in the wall. There are 16 of them now -
not bad at all!
Behind the curtain on the right wall there is a memory game with a 6 x 8
grid. Solve the puzzle and make a note of how many times the different
symbols appear. The gong sound shows that you succeeded. Walk towards the
left past the blue door. On the walkway you are stopped by a mouse-puzzle.
Your mission is to guide the mouse to the cheese in the lower right of the
screen. You do so by following its nose. Just click on the space between
the hole the mouse is pointing to and the next hole. The nose is always
pointing towards the correct hole!
Move on when the mouse puzzle is finished to the next room. Pick up the two
disks on the floor, then push the projector all the way to the place where
the mouse was sucked up to the next level. Step on the pedal to suck up the
projector also. Open the door by pressing the button to the left of it and
step out. Find your way to a transport device, for instance through the
Choose the lower right symbol. Press it and then the big red. Walk left
through the blue opening and turn right. Walk up to the red button in the
wall and press it. You will now see three of the symbols from the memory
game. Press the up and down arrows until the dices show the same number as
you used in the memory solution and finally the yellow button. The gong
sound shows if you are successful and the teddy bear lures the robot to move
to its right.
Return to the purple radio! You know the way, but just in case you forgot:
Go back to your travel device, choose the upper left symbol and go! Leave
the device, enter the room and pull the ring hanging from the ceiling! You
fall down to the room with the BOBBY capsule. Leave the house. In order to
open the front door you have to re-tune the radio to where it was initially.
Listen for the sound - the light shining through the front door also shows
when it is open. Climb up to the cannon.
Walk through the yellow house and operate the lever that rises the bridge.
Go back across the bridge, through the red house and finally to the red putt
putt car. Drive the car to the right and then through the new tunnels.
Finally you arrive to the room where you saw a key before. Step out of the
car and pick up the key. Go back to the cannon.
Sit down in the cannon's seat and adjust the three vertical symbols to the
ones you wrote down before by clicking on the arrows. When you are finished
another arrow appears on the vertical scale. Do the same for the three
horizontal symbols. Click on the two new arrows to aim the cannon. When it
has stopped moving - fire! The shell hits the robot in the head and almost
destroys it. Return to the radio room.
Re-tune the radio to open the right door and enter the BOBBY capsule room.
Enter the capsule and make Klayman tiny again. Walk up to the next floor and
drink the mixture that makes him grow to his normal size. Climb the ladder
and go to the travel device.
Choose the lower right symbol and go. Leave the device and walk left where
Klayman will find the partly broken robot and try to run it. Quite a story
unfolds - one of the travel devices is squashed and a big fight with a
savage beast! The landscape is rearranged too, and Klayman ends up trapped
inside Klogg's house.
Go forward, turn right and walk out on the balcony. Pick up the needle. Go
back in and make a right turn until you face the red door of an elevator.
Enter and ride the elevator up to the next floor. Pick up the disk, it's the
19th. Look out the window and puncture the balloon with the needle. The key
falls down on the balcony - ride down to collect it!
After picking up the second key go back in and turn right facing the broken
gray door. Enter through it. Pick up the 20th disk. Ride the elevator up to
the room with the disk player, insert the last disks and listen to the
story. Pick up the third key from the floor and ride the elevator down.
Leave the elevator and enter through the broken gray door. Move the
projector to the right and then pull the handle. The light will show you
numbers for the key combination. Write them down. Click on the blue wall to
the right and put the three keys into the correct holes. A door opens, go
through it. Push the Venus fly-trap all the way to the right and click on
the ring above. Klayman jumps up - click again and he drops into the trap
which spits him over the fence. Walk over to the right and click on the red
The final story now unfolds. Klogg tries to persuade Klayman to accept the
crown. If he does a rather short ending unfolds. If instead he selects
Hoborg the (very long) happy ending takes place!