An adventure of epic proportions. Perfect for young readers.

Monkey GO Happy Tales


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Rating: 4.3/5 (231 votes)
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Monkey GO Happy Tales

elleAha! The daring tales of adventure, where feats of bravery and chivalry meet with....weeping and tears? Hmm. A word to the wise: do not trust your little ones to Pencil Kids' band of sad simians for safe keeping as they can't stop losing their own monkey babies. Such as Monkey GO Happy Tales, wherein these five short tales you will appease trolls and gnomes, witches and cobblers—all in a point-and-click quest to rescue the missing mini monkeys. Just think: by righting what's wrong, finding missing items, and solving a few puzzles, all hero credit goes to you amongst cheerful celebration.

If you've already gone on a Monkey GO Happy Adventure, then your expectations are probably already set. Play comes down to a simple matter of clicking around the scenes, finding items and figuring out where to best use them so you can move on. In fact it's a bit too simple, with the gameplay broken into five self-contained stages which are as mini as the itty bitty monkey babes you're looking for, quickly finished as there's no extensive back-and-forth or troublesome mind benders. But these self-contained stages remain amusing and compelling to complete. After all, you get to cavort about with a salty assortment of characters and when your traveling companion's expression turns from buzz-kill to happy dance, it's all the reward you need.

Monkey GO Happy Tales

Walkthrough Guide


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Walkthrough

  • Stage 1

    • Go inside. Get the broom and the tablecloth.

    • Go outside. Give the tree the broom (remember, you have to click and drag) to get the swing.

    • Go inside and put the swing in the window.

    • Go up and put the tablecloth on the imp.

    • Note the code the imp was sitting on.

    • Go down and outside. Get the key.

    • Go inside and use the key to open the panel above the table.

    • Put in the code from the roof.

  • Stage 2

    • Get the cup and the hook.

    • Go left. Use the hook to lift the grate. Get the guitar.

    • Get the lantern and the cannonball. (Yeah, yeah, it calls it a "stone ornament". If it walks like a duck and quacks like a duck...)

    • Click the gremlin and note the code he gives you. (1 4 5)

    • Click the brick under the gremlin until it falls out; get the padlock key.

    • Go right twice. Get the second cannonball.

    • Open the padlock and go down.

    • Put the lantern on the hook. Get the third cannonball.

    • Use the cup to dig in the dirt to get the drum.

    • Go up and put the three cannonballs into the wall according to the code the gremlin gave you. Get the bass.

    • Go left and give the three dwarves the instruments they crave. (If you click them, they will tell you what they want.)

  • Stage 3

    • Get three mushrooms. Go left.

    • Get two mushrooms. Move the bush (bottom left) to get a third mushroom (total = 6).

    • Go right twice. Get two mushrooms. Move the bush (middle right) to get a third mushroom. Move the bottom of the tree to get a fourth mushroom (total = 10).

    • Go up/right. Give the crone the mushrooms and get the sparkly necklace. Note the code on the wall (\X\)

    • Go all the way left. Put the necklace on the branch sticking up out of the log. Get the key the bird was hiding.

    • Go right and use the key to open the door.

    • Go down and move the rightmost lever to the left. Note the directions of the roots wrapped around the other levers.

    • Go up and click the leftmost root twice, the other two roots once each. (The goal is to get the levers below to make the \x\ pattern.)

  • Stage 4

    • Go right. Get the bottle.

    • Go right. Get the fish skeleton ("fish frame"? Methinks your translator is broken...).

    • Go back outside (left) and give the seagull the fish. Get the corkscrew.

    • Use the corkscrew on the barrel. Fill the bottle with the liquor. (Gotta love a bottomless barrel.)

    • Go inside and give the liquor to the pirate. Get the hammer.

    • Use the hammer to remove the board from the broken wall. Get the lever.

    • Go left twice to the ship. Put the lever into the space on the right.

    • Use the two levers to move the crate to the dock. (The left lever moves the hook forwards and backwards, and the right lever moves it up and down.)

    • Use the hammer to open the crate.

  • Final Stage

    • Get the coin and the pumpkin. Move the bush on the right to get another coin.

    • Go left (swamp); get the coin.

    • Go right twice. Get the coin. Give the pig the pumpkin; get the earthworm.

    • Go right (town). Get one coin from the ground and one from the roof on the left.

    • Go into the house on the left. Get two coins and the knife.

    • Go out and forward. Get the coin and the gem.

    • Go all the way back to the swamp. Use the knife to cut the bamboo. Throw the worm into the water; get the red key.

    • Go back to town. Use the bamboo to get the shoes.

    • Use the red key to open the door on the right. Get the coin and the coal (under the torch).

    • Go back out and into the house on the left. Open the stove grating and add the coal. Get the gem.

    • Go back out and down to the shoe repair place. Give the cobbler the broken boots and the coins.

    • Get the repaired boots. Note the code on the wall.

    • Go back to town and into the house on the right. Give the devil the boots and get the third gem.

    • Go forward through town and put the three gems into the slots. Turn the arrows according to the code at the cobbler's place.

9 Comments

These always make for a nice little break.

Reply
Username April 4, 2014 1:11 PM

I love these games, but is it just me or did they dumb down this one a bit?

Reply

can't wait for a text walkthrough :)

Reply

would someone do that? i'd appreciate it :)

Reply

ok. just thought i'd ask.

Reply

that's why I posted it here so someone from jig community would write one. but as far as walktthroughs go, they do have one but it';s a video and video walkthroughs go too fast.

Reply

Walkthrough

  • Stage 1

    • Go inside. Get the broom and the tablecloth.

    • Go outside. Give the tree the broom (remember, you have to click and drag) to get the swing.

    • Go inside and put the swing in the window.

    • Go up and put the tablecloth on the imp.

    • Note the code the imp was sitting on.

    • Go down and outside. Get the key.

    • Go inside and use the key to open the panel above the table.

    • Put in the code from the roof.

  • Stage 2

    • Get the cup and the hook.

    • Go left. Use the hook to lift the grate. Get the guitar.

    • Get the lantern and the cannonball. (Yeah, yeah, it calls it a "stone ornament". If it walks like a duck and quacks like a duck...)

    • Click the gremlin and note the code he gives you. (1 4 5)

    • Click the brick under the gremlin until it falls out; get the padlock key.

    • Go right twice. Get the second cannonball.

    • Open the padlock and go down.

    • Put the lantern on the hook. Get the third cannonball.

    • Use the cup to dig in the dirt to get the drum.

    • Go up and put the three cannonballs into the wall according to the code the gremlin gave you. Get the bass.

    • Go left and give the three dwarves the instruments they crave. (If you click them, they will tell you what they want.)

  • Stage 3

    • Get three mushrooms. Go left.

    • Get two mushrooms. Move the bush (bottom left) to get a third mushroom (total = 6).

    • Go right twice. Get two mushrooms. Move the bush (middle right) to get a third mushroom. Move the bottom of the tree to get a fourth mushroom (total = 10).

    • Go up/right. Give the crone the mushrooms and get the sparkly necklace. Note the code on the wall (\X\)

    • Go all the way left. Put the necklace on the branch sticking up out of the log. Get the key the bird was hiding.

    • Go right and use the key to open the door.

    • Go down and move the rightmost lever to the left. Note the directions of the roots wrapped around the other levers.

    • Go up and click the leftmost root twice, the other two roots once each. (The goal is to get the levers below to make the \x\ pattern.)

  • Stage 4

    • Go right. Get the bottle.

    • Go right. Get the fish skeleton ("fish frame"? Methinks your translator is broken...).

    • Go back outside (left) and give the seagull the fish. Get the corkscrew.

    • Use the corkscrew on the barrel. Fill the bottle with the liquor. (Gotta love a bottomless barrel.)

    • Go inside and give the liquor to the pirate. Get the hammer.

    • Use the hammer to remove the board from the broken wall. Get the lever.

    • Go left twice to the ship. Put the lever into the space on the right.

    • Use the two levers to move the crate to the dock. (The left lever moves the hook forwards and backwards, and the right lever moves it up and down.)

    • Use the hammer to open the crate.

  • Final Stage

    • Get the coin and the pumpkin. Move the bush on the right to get another coin.

    • Go left (swamp); get the coin.

    • Go right twice. Get the coin. Give the pig the pumpkin; get the earthworm.

    • Go right (town). Get one coin from the ground and one from the roof on the left.

    • Go into the house on the left. Get two coins and the knife.

    • Go out and forward. Get the coin and the gem.

    • Go all the way back to the swamp. Use the knife to cut the bamboo. Throw the worm into the water; get the red key.

    • Go back to town. Use the bamboo to get the shoes.

    • Use the red key to open the door on the right. Get the coin and the coal (under the torch).

    • Go back out and into the house on the left. Open the stove grating and add the coal. Get the gem.

    • Go back out and down to the shoe repair place. Give the cobbler the broken boots and the coins.

    • Get the repaired boots. Note the code on the wall.

    • Go back to town and into the house on the right. Give the devil the boots and get the third gem.

    • Go forward through town and put the three gems into the slots. Turn the arrows according to the code at the cobbler's place.

Reply

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