Walkthrough

Chapter 1 - Joining the Thicket

We start again as Gromit, Wallace is wanting breakfast so go over to the irritating buzzer and pull the lever. Once the cutscene is over follow Wallace and Major Crum back into the dining room (the rest of the house is off limits for the whole of the episode). You can stick around listening to their conversation for as long as you like, eventually they'll go round in a circle and you still won't really have learnt anything.

Take the scissors from the table with the radio on and use them to cut out a picture from the newspaper by the bookshelf. Grab the Eavesdropper from the box behind Major Crum, you can ignore the Clue Finder and the Wrench.

Go out the front and use the eavesdropper to hear the remainder of the conversation between the Miss Flitts. You'll learn that the key to fending off Miss Flitt is to get Wallace into Prickly Thicket. To town!

After listening to Mr. Paneer and Constable Dibbins talking about a letter from Prickly Thicket, try and take the letter from the box outside the shop. A huge pile of boxes will appear outside the shop, click on them and Mr. Paneer will give you a free sample.

Walk over to the Newsagents and use your picture of Wallace (that you cut out of the newspaper in the dining room) on the Extreme Putting Magazine. This should fool Mr. Paneer into thinking Wallace is indeed suitable for membership for Prickly Thicket.

Go back home and use your free sample of Sticky Nut Butter on the feeding tray over the fence. This will lure the squirrel into the can, pick up the can and go back into town. Use the trapped squirrel on the boxes outside Mr. Paneer's shop and watch.

Chapter 2 - Saving the Thicket

To start your golfing career off just use your club on the ball on the ground. Then it's time to search for clues, you'll find them by wandering around the room and you can't do anything else before you've got all three.

The first is over by the entrance, the second is in the corner behind the snooker table, and the third is in the corner by the five paintings.

Pull the Tee-Hee Time bell over near Mr. Paneer. This should set the clock to 3, open the clock up and then wander over to where you found that last clue. Open up the music box and you'll be given the Silver Key.

Next ring the Tee Time Bell by Duncan McBiscuit and you'll start a golf game. The club you'll want first is the red one. Use it with the front marker and will cause the ball to hit the picture to the left of the middle. While Duncan is laughing use the red club on his yellow one to switch them.

He'll then hit the picture to the far left. Switch your yellow club with the blue one in the bag and again use the front spot. This will hit the painting to the right of the middle. Again switch clubs giving Duncan the blue one. All five lights should be on at this point, so finally grab the yellow club from the bag and use it on the back spot. You should be awarded the Gold Key.

Go home by clicking on the door and then on the signpost for West Wallaby Street. Take the glass of milk from the table next to Miss Flitt and go into town. Give the milk to Mrs. Gabberley and then your Driver on the pot of Sticky Nut Butter.

Constable Dibbins is the key to learning the Ganges Grip, give him your sticky Driver and his gloves will stick to it when he shows you. Return to Prickly Thicket and use the Ganges Grip on the snooker balls, reward: Porcelain Key.

Use the three keys on the locks on the painting behind Duncan and you'll find the Deed.

Chapter 3 - Winning the Thicket

Try the short hole first, the ball will end up in the sewer. Descend into it and Wallace will follow to help you search for the ball. Unfortunately it's full of Mushrooms that look just like Golf Balls. Pick up a mushroom and turn the valve on the wall. Exit to the street and grab the signs from the score board from the Newsagents, then go to Prickly Thicket.

Ring the Tee-Hee Time Bell and then take the Joke Book. Leave the club and go home. Use the Joke Book on Mr. Paneer, while Duncan is busy laughing you'll have a chance to take the Measuring Club. Show Mr. Paneer the sign asking how Wallace is doing and he'll leave.

Go into the dining room and pick up the stamp and address from the package on the table. Turn on the radio and Mr. Paneer should be talking about Wallace, this should get Miss Flitt to go to his rescue.

As you go back to town you may want to reveal the 18th hole, to do so use the Measuring Club on the tree over the fence. Use the stamp and address on the ball sitting on the starting line for the long shot and then go down into the sewer and Miss Flitt will appear behind you. She'll clear out the sewer revealing the missing ball.

Climb out of the sewer and turn the large fan around to face the flag, climb back down and tell Wallace to use the Ganges Grib to get out of the sewer.

Use the normal golf clubs for the long shot now, and it should bounce off the stream of water shooting out of the fountain and land in the postbox. Constable Dibbins will deliver it to 62 West Wallaby Street for you.

Head inside at home and Duncan will knock the ball outside once Dibbins posts it through the door. Tell Wallace to use the normal golf clubs and unfortunately the squirrel will steal the ball right before it goes in. Use your Mushroom on the hole to trick the squirrel into taking it and dropping Wallace's golf ball. Try the shot again and you will succeed.

Chapter 4 - Freeing the Thicket

This section will require you to move people around whilst making sure not to get certain people too close. Wallace can't get within one square of Duncan and Wallace also can't go near Prudence Flitt.

The order to move is: Major Crum, Mr. Paneer, Duncan, Major Crum, Mr. Paneer, Constable Dibbins, Mrs. Gabberley, Prudence Flitt, Felicity Flitt, Duncan, Crum, Paneer, Wallace, Mrs. Gabberley, Constable Dibbins, Felicity, Duncan, Crum, Paneer, Wallace, Felicity, Dibbins, Prudence, Duncan, Crum, Paneer, and finally Wallace.


Run along the moving green carpet over to the left and pick up the Ball Washer, then run over to the Chomping Gate and use the Measuring Club to stop it. Climb through and use the Ball Washer on the Tea Time Bell. This will start a procession of tea cups falling down a hole under the clock.

Climb back through the Chomping Gate and take the Measuring Club out again, use it with the Clock Pendulum to put out the fire. Walk over to the door and free them all to finish the game.