Freddi Fish 3: The Case of the Stolen Conch Shell

Freddi Fish 3: The Case of the Stolen Conch Shell

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Freddi Fish 3: The Case of the Stolen Conch Shell - Walkthrough (On-Going)
By VolnuttHeroP64
In this Guide, I will walk you through on Freddi Fish 3: The Case of the Stolen Conch Shell (Windows & iPhone Versions).
   
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1. Story - Great Conch Shell Stolen!


Freddi Fish and Luther are taking a summer vacation to the Founders' Day Festival. As they enter the festival, the Conch Shell which is used to signal the beginning of the Founders' Day Festival has been stolen! To make matters worse, Luther's Uncle Blenny, the "Grand Exalted Keeper of the Conch" is being blamed for this mess! Now Freddi and Luther have to find the three golden pipes that fell out, and look for the real thief.
2. Minigames
Freddi Fish 3 contains seven minigames that provide loads of entertainment. While playing the minigames isn't always necessary to finish the game they are a lot of fun, so give 'em a try!

Create a Fish
Gil Barker's Carnival Game
Grandma Grouper Fortune Telling Machine
Jukebox Ditties
Luau Show
Carnival Organ Puzzle
Terrific Tumble Tubes Puzzle
3. Walkthroughs Guide - Target Requirements
There are 3 things you need to do in order to save the Founder's Day Festival:
1. Locate the Conch Shell
2. Recover the 3 Golden Pipes
3. Unmask the Real Culprit
4. In-Game Locations
There are some In-Game Locations that my catch your fancy under the sea.

1. Sam the Pelican's Home
2. Town Square Entrance
3. Town Square
4. Jail Cell
5. Pierre's Shop
6. Tropical Island
7. Magenta's Raft
8. Horst's Home
9. Sunken Submarine
10. Claw's Cave
11. Dark Cave
12. The Carnival
13. Carnival Organ
14. Terrific Tumble Tubes
15. Waterfall
16. Luau Theatre
17. The Ancient Ruins
18. The Aztec Pyramid
5. Paths & Storylines
Each of the three golden pipes has its own independent set of possible paths. That is, there aren't a certain number of possible locations from which three are selected (like in the previous game), but each golden pipe as treated as a separate "object to find." So their paths are chosen in a similar manner to the paths in the Pajama Sam series.

Easy = Can be in the organ, in the plane, or in the Terrific Tumble Tubes.
Medium = Can be in the crabpot, the banana tree, or in the birds' nest.
Hard = Can be in the clam or cave.

There are a total of eight individual paths. The number of possible games is 2*3*3 = 18.
6-1. Walkthroughs Guide - Startgame Sequence
Dive into the water here, by clicking near the down arrow. The old fishing net is blocking the path into town.

See the bottle in the upper/right? Click on it to remove the plug. The bottle fills, opening the net. Pick up the drain plug, then swim through the now-clear tunnel to reach the town.

Uncle Blenny calls. Sadly, he has been arrested for stealing the Great Conch Shell. This is a serious crime, because without the shell, the festival can't take place.

Uncle Blenny is innocent. He explains that the Great Conch Shell has three golden pipes. If you can find the pipes, Uncle Blenny's dogfish, Soggy Sniffer, will be able to locate the real thief.
6-2. Walkthrough Guide - Golden Pipe Locations
There are eight possible places where the three golden pipes can be. These are randomly determined at the start of each game, so every time you play the game, you're likely
to find that the golden pipes are in new locations.


1. Beach
The gold pipe is on top of a banana tree here. Magenta the
Monkey could climb the tree and get the pipe for you.
You'll notice, however, that there is something out on the
sea. Swim to it to find Magenta, trapped on a boat.

Return to the entrance to town and pick up the plug (which
was set loose when you entered town). Return to Magenta and
give it to her. Now the hole in her boat is fixed, but the
hole in her sail is still there.

Go to Pierre the tailor. Give him the sail, and he will fix
it for you. Return to Magenta and give her the newly-fixed
sail. She will then sail to the shore.

Once she's on the shore, click on the gold pipe in the
tree. Magenta agrees to get it for you, in return for
helping her reach the island.


2. Bird
A gold pipe could be with the bird, behind the waterfall.
If this is the case, one of the hats at Pierre's tailor
shop will have an egg on it. Click on the hat, and Pierre
will comment that he wants to have a feather on the hat,
not an egg.

Go to Nadine's area and pick up the green shovel. Then, go
to the waterfall and use the shovel on the log. Push the
log three times, and you can now travel to the area where
the bird is.

Click on the bird. It will lose a feather. Return to Pierre
and give him the feather. Alternately, return to Pierre and
use the feather on the egg hat. Pierre trades you the egg
for the feather.

Go back to the bird. Give the egg to the bird, and the bird
gives you the pipe in exchange for the egg.


3. Crossroads
At one of the crossroads, there is a cage with the golden
pipe inside. However, the handle falls off whenever you try
to use it. We'll have to find a nut to keep the handle on.

Go to Nadine's area. She has a nut on her tooth. We'll need
a wrench to get it off of her. Go past Nadine to the
Terrific Tumble Tubes. The entrance to the area is blocked
by a fish and a clam. Tap the fish, then tap the clam, and
the entrance is cleared. Go inside the area and take the
glove from the ground.

Now, go to the submarine. Open the door and go inside. Use
the glove on the spiky clam to get a wrench. Now go to
Nadine and use the wrench on her to get the nut.

Return to the crossroads. Use the nut on the cage handle.
Freddi will fix the handle and keep the cage open, while
Luther gets the gold pipe.


4. Entrance
A gold pipe is inside a clam, by the entrance to town.
Freddi needs to find something to keep the clam open.

Go to the area where the submarine is. A wallet is lying on
the ground, and it belongs to one of the characters. Listen
to the description of the wallet's owner, in order to
figure out who the wallet belongs to.

Give the wallet to its owner, and he or she gives you an
orange sea urchin as thanks. Go to Pelican Sam (outside the
town entrance), and trade him the orange sea urchin for a
phrase book.

Go to the foreign tourist, Horst, who is outside of the
submarine area. Use the phrase book on him. Flip through
the book, until you find a picture of the flag of Horst's
country. Click on the flag, and you'll be able to talk to
him.

Horst gives you his special device for keeping things open.
Go to the entrance to town and use the device on the clam
to keep it open. You can now get the gold pipe.


5. Organ
Sometimes, a gold pipe is trapped inside the organ, which
is left of Granny Grouper (which is left of Gill the
shark). There are a numbered of colored tubes here.

At the bottom of the organ are buttons you can play. They
look like this:

Yellow: +1, +2, +3
Purple: -1, -2, -3
Blue: +2, +4, +6

The gold pipe is on a colored tube. For example, let's say
it is on a blue tube. This means you can press one of the
three blue buttons to move it. Press the +2 button to move
it forward two spots, press the +4 button to move it
forward four spots, and press the +6 button to move it
forward six spots.

That's how this challenge works. The gold pipe is always on
a colored tube. Press a button which is the same color as
the tube the pipe is in; this causes the pipe to move.

The yellow and blue buttons move the pipe closer to the
exit, while the purple buttons move the pipe backwards.
Move the pipe all the way to the exit to win.

There are some tubes which are blocked, which you cannot
land on; the location of these tubes is randomly
determined.


6. Airplane
Go to the airplane and click on the door. It falls off,
and you can go inside.

The gold pipe here is locked in a case. Go to the beach
area and pick up the key. Return to the submarine and use
the key to open the case and get the gold pipe.


7. Terrific Tumble Tubes
Sometimes, a gold pipe is in the Terrific Tumble Tubes (a
series of tubes that Luther can swim through). The entrance
to the area is blocked by a fish and a clam. Tap the fish,
then tap the clam, and the entrance is cleared.

Press the play button (the red one in the lower/left) and
Luther goes through three tubes.

You'll notice that there are three levers in the
lower/left. These levers control which tubes Luther goes
through. Click one, and you'll see bubbles appear in a
tube. That means Luther will travel through that tube, if
you press the red button.

Click on the levers, until bubbles appear in the tube with
the gold pipe inside. Then, press the red button. Luther
will travel through the tubes and pick up the gold pipe as
it goes through the tube with the pipe inside.


8. Tunnel
The tunnel is to the left of the organ. The tunnel is not
always there every time you play the game. Whenever the
tunnel is there, that means a gold pipe is inside.

Sadly, the tunnel is dark, so you can't see anything. Claw
the Crab Bully has a flashlight that will work in the
tunnel, but he doesn't want to share it with Freddi.

To get the flashlight, you must play Gill Barker's carnival
game. He wants four purple sea urchins, before he'll let
you play. Purple Sea Urchins can be found at the Grandma
Grouper Machine, the entrance to the Terrific Tumble Tubes,
the entrance to town, the waterfall, the beach, and at a
crossroads.

Go to all the various locations where purple sea urchins
can appear, and pick up all the sea urchins. When you have
four, give them to Gill Barker. He lets you play Carnival
Flip, which is a simple Match Four game.

When you beat Level 1 of the game, you get a funhouse
mirror as a prize. If there is no gold pipe inside the
tunnel, you can still play this game, but you won't win
anything.

Go back to Claw and use the mirror on him. He becomes
frightened by the big scary crab that he sees, and he will
decide to give the flashlight to Freddi and Luther.

Go to the tunnel and use the flashlight. Move the mouse
around the screen to shine light everywhere. In the various
alcoves, you'll find some fish and a gold pipe.
6-3. Walkthrough Guide - Endgame Sequence
Once you get all three gold pipes, Freddi and Luther return to Uncle Blenny. The dogfish chases after the criminal, while Freddi and Luther follow. The trail leads to some sort of temple.

Luther quickly gets into trouble, and he finds himself locked in a cage! Oh no.

Swim left, then go through the left doorway. The key to Luther's cage is here, blocked by a light that is either red, blue or green.

Go back right and go through the red, blue and green doorway. This is a bit of a maze. The signs above each doorway show you where to go. For example, if you want to find the blue crystal, go through the doorways with blue on top, until you reach them.

The first thing you want to do is head to the green area. Go into the pot room which is next to the room with the green crystal. Inside this room is a chisel.

Now, go to the room for the crystal which is the same color as the light which guards the key. Use the chisel to get that crystal.

Exit the crystal maze and return to the key room. Use the correct colored crystal on the right hand of the statue, then take the key. Go right twice to reach Luther and use the key to free him.

Freddi and Luther get some evidence which shows who the culprit is. They hurry back to town, just when an angry mob has gathered to attack Uncle Blenny. Freddi will then get to accuse someone of being the culprit.


The culprit is randomly determined, each time you play the game:
If the evidence is a boxing glove, Claw is the culprit.
If the evidence is a cane, Gill Barker is the culprit.
If the evidence is a microphone, Rosy Pearl is the culprit.
If the evidence is a needle and thread, Pierre is the culprit.
If the evidence is a toothbrush, Nadine is the culprit.
If the evidence is a tourist map, Horst Fedders is the culprit.

Select the right culprit, and the game will end with the conch shell being returned, and the culprit being appropriately sentenced.
7. Game Clues
Cane: It is a proof to show that Gill Barker is the thief who stole the conch shell.

Claw-Shaped Boxing Glove: It is a proof to show that Claw is the thief who stole the conch shell.

Enormous Whale-Sized Toothbrush: It is a proof to show that Nadine is the thief who stole the conch shell.

Microphone: It is a proof to show that Rosy Pearl is the thief who stole the conch shell.

Visitor's Map: It is a proof to show that Horst Fedders is the thief who stole the conch shell.

Thread and Sewing Needle: It is a proof to show that Pierre is the thief who stole the conch shell.
8. Game Items
= Key Items
Golden Pipes: There are three of these brilliant pipes and Freddi and Luther need to find all of them to help Old Soggy get enough scent to track down the Great Conch shell thief!


= Inventory Items
Ancient Key: Used to Free Luther in the Temple.

Blue-Tailed Joie Bird Feather: Used to get the Blue-Tailed Joie Bird egg from Pierre's store.

Chisel: Used to remove the Crystals in the Temple.

Crystals (red, blue, green): Used to get the Ancient Key, but only one of the Crystals is correct & needs to match the light.

Drain Plug: Used to plug up Magenta's boat that's leaking, but Magenta's sail is ripped in the process.

Egg: Used on the Blue-Tailed Joie Bird to get the Golden Pipe.

Foreign Language Phrase Book: Used to communicate with Horst Fedders to get the Shim-Sham-Jimmety-Jam-Clapper-Gapper. Be sure to select the correct flag that matches the on on Horst Fedder's suitcase, then use it on Horst Fedders to talk him once the correct Flag is selected.

Flashlight: Used to light the Dark Room past the Carnival Pipe Organ & find the Golden Pipe.

Funhouse Mirror: Used to give Claw a scare. You will need to get a high score on the carnival game first before getting this item.

Nut: Used to hold the handle on the cage & recover the Golden Pipe.

Orange Sea Urchin: Used to buy the Foreign Language Phrase Book from Sam.

Plastic Shovel: Used to Dig sand at waterfall to shift hollow log.

Pliers: Used to remove the Nut from Nadine's tooth.

Protective Work Glove: Used to get the Pliers from the Prickly Plant inside the submarine. But to get the Work glove, you need to use the fish with the clam at the enterance to the Fun Tubes.

Sail: Needs to be mended at Pierre's tailor shop & used on Magenta's sailboat after its mended to get the Golden Pipe. You'll need to talk to about the Golden Pipe to Magenta after mending the sail to get the Golden Pipe.

Shim-Sham-Jimmety-Jam-Clapper-Gapper: Used to obtain the Golden Pipe from the clam.

Silver Key: Used to unlock the Safe in the Airplane crash and obtain the Golden Pipe.

Wallet: Needs to be returned to its owner. Clicking on it gives you a hint on who the wallet belongs to at the correct owner of the wallet is randomized per walkthrough:
Narwhal with Long Tooth, Big Eyes & Spots = Nardine
Needlefish with a long pointy nose, mustashe & hair on the back of his head = Pierre
The Grand Keeper of the Conch Shell = Uncle Blenny
Middle Aged fish that wears glasses = Uncle Blenny

Case Folder: When Uncle Blenny explains the situation, you get this folder. It contains information you'll need to solve the case.

Purple Sea Urchin: Used to enter the Carnival game but you'll need 4 Purple Sea Urchins to do so.
9. Saving & Loading
Saving your Game:
To Save your Game, Press the "S" Key on your Keyboard. A total of 12 Files can be saved at a time. Place the game's screenshot onto the file you want to save & name your Save File to save your progress. You can overwrite a save by placing its screenshot on the game you saved earlier & name it. This can be done anywhere in the game at anytime.

Loading your Game:
To Load your Game, Press the "L" on your Keyboard. You can load your Saved Game
by selecting the screenshot you saved your progress in by clicking on it.
10. HE 1998 Ordering Infomation
REGISTER TODAY!
We have a lot of Fun Things happening a Humongus Entertainment
and we want to share them with you.
Simply Call 1-800-499-8386
11. Your Questions
Please let me know If you have any questions or If I missed anything.
12-1. Secret - Surprise Click Points
There's no telling what will pop up when you click on random objects.
With so much to see, you won't want to miss a thing.
12-2. Secret - Full CD-ROM Install (ScummVM)
Want to play Freddi Fish 3: Case of the Stolen Conch Shell without the CD?
Then I'll show you how to do so.

First, download the ScummVM Emulator here:
http://scummvm.org/

Then, follow these steps:
1. Insert your Freddi Fish 3: Case of the Stolen Conch Shell CD into your Disc Drive.
2. Click on QUIT at the autorun.
3. Open the CD
4. Create a new Folder on your C Drive and Name it: "HEGames".

5. Create a New Folder in your HEGames Folder & Name it "Freddi3"

6. Copy the Freddi Fish 3: Case of the Stolen Conch Shell CD Files to your Freddi3 Folder on your Hard Drive.

7. Run the ScummVM Installer & follow the instructions shown.

8. DON'T Open Freddi Fish 3: Case of the Stolen Conch Shell just yet. If you're using a newer computer, you'll need to use the ScummVM Emulator.

9. Open ScummVM
10. Select "ADD GAME"

11. Find the folder where Freddi Fish 3: Case of the Stolen Conch Shell is Installed on your Hard Drive, select CHOOSE & then select OK. After that, the game should be added to the ScummVM Library.

12. Highlight Freddi Fish 3: Case of the Stolen Conch Shell,
then Double-Click on it to start or select START.

13. Enjoy
12-3. Evidence & Witness Key
NOTE: Be sure to save your game before solving the Final Puzzle. If you pick the incorrect witness, the thief will make his/her escape & you won't get to see the True Ending, so be sure to reload your save using the ScummVM Options Menu to restart the game, access the Load Screen & try again if this happens. Do not skip the cutscene when Freddi looks into the Thief's bag or you'll miss an important clue.

Key:
Evidence Item = Witness Image

Possible Thief of the Conch Shell (Randomized per Playthrough):
Enormous Whale-Sized Toothbrush = Nadine



Microphone = Rosey Pearl



Visitor's Map = Horst Fedders



Claw-Shaped Boxing Glove = Claw



Thread & Needle = Pierre



Cane = Gill Barker

13. ScummVM Basic Commands
Here are the Basic Commands for the ScummVM UI:
F5 = Options Menu (Volume Contol, Show Text/Speech/Both, Subtitle Speed)
. = Skip Line of Text
Esc = Skip Cutscene
Spacebar = Pause Game
F8 = Restart Game
Ctrl 0-9 = Load Game Save State 0-9
Alt 0-9 = Save Game State 0-9
Alt X/Ctrl Z = Quit
Alt + Enter = Fullscreen/Windowed Mode
14. The Junior Adventure Series


Challenge & Inspire Young Players to think for themselves in creative & flexable ways. Young Players play with faithful, lovable friends as they discover captivating worlds where they direct the journey & overcome challenges at their own pace. Junior Adventure Games will help Young Players develop:

1. Critical-Thinking Skills
2. Problem-Solving Skills
3. Memory Skills
4. Mental Mapping
5. Spatial-Relations Skills

Humongous Entertainment's heartwarming characters & engaging Adventures come to life through Feature Film Quality Animation, Original Music & the power of a Young Player's Imangination.
8 Comments
BrodyHill 2 Jan @ 5:27pm 
Thanks for posting this.
john doe 16 Feb, 2021 @ 1:12pm 
i diddnt skip anything
VolnuttHeroP64  [author] 16 Feb, 2021 @ 12:27pm 
@gameboy1990
That's why you shouldn't skip the cutscene in which Freddi looks into the Thief's bag and pulls an item which belongs to the thief.
john doe 16 Feb, 2021 @ 10:49am 
you always get the true ending you cant pick a valse thief you are always forced to pick the right thief
drac 16 Oct, 2019 @ 6:27pm 
epic bro :104:
VolnuttHeroP64  [author] 16 Oct, 2019 @ 3:23pm 
@drac
I'll have the Answer Key for the Evidence & Witness to who stole the Conch Shell so that kids will know who the thief is and how to get the True Ending soon.
drac 16 Oct, 2019 @ 12:58pm 
nice
VolnuttHeroP64  [author] 26 Mar, 2019 @ 2:04am 
I'll have the images of the suspects & their evidence in Freddi Fish 3 up soon as a Hint Key for the Ending.