Having trouble figuring out the best way to serve up delicious ice cream sundaes? Check out the strategy guide below for tips and tricks to increase your effectiveness!
You’ve just started an easy job at an ice cream shop on a laidback tropical island, but things get hectic when all of Papa Louie’s loyal customers arrive on the island for vacation! You’ll need to add ingredients, blend syrups and ice cream, add toppings, and serve the unique sundaes to your customers in Papa’s Freezeria.
You’ll need to multi-task to keep up with the orders and get the best scores. Make sure you keep switching to the Order Station to see if new customers are entering, keep up with building new sundaes in the Build Station, and keep an eye on the Mix Station to see when sundaes are ready to be topped.
If you’re having trouble keeping track of everything, use your tips to buy items in the Upgrade Shop to help. The Door Chime will alert you when new customers enter, Blender Timers will alert you when sundaes have finished blending, and decorations in the Furniture Shop will let customers wait longer before lowering your score.
Every order starts with ice cream. Once you choose the right cup size, you’ll need to use the Ice Cream Machine to fill the cup with the right amount. Watch the meter on the machine, and when the moving bar is lined up in the center, press the button to pour the ice cream. If you have trouble with this, you can buy an “Auto Ice Cream” upgrade from the Upgrade Shop to automatically get a perfect amount every time.
Each sundae also needs a Mixable Item and a Syrup. After you pour the ice cream, the Mixable Machine will drop down, and you need to press the button to serve the right kind of mixable item. Watch the meter again to serve the right portion of mixables.
The Syrup Machine works the same way as the Mixable Machine. As you unlock more Mixables and Syrups, new buttons will appear on each machine, and customers will start ordering these items. New cup sizes will also unlock as you play.
If you make a mistake on an order, you can click the “Trash” button to start over.
After you build a sundae, each cup will be waiting at the Mix Station. Drag a cup onto a blender to start blending.
Each customer wants their sundae blended to a certain amount, shown as a blue or purple bar across the ticket. Each blender also has a meter that looks like this above the cup. Blend each sundae to the correct amount they ordered.
When a sundae is ready to be removed, drag the cup off the blender and onto the Topping Track to send it along to the Topping Station. You can also drag it to the Trash Track to throw it away.
You can purchase Blender Boosters from the Upgrade Shop, which you can press and hold down to make a blender go faster! If you hold too long, the blender will overheat and be unusable until it cools down, so keep an eye on the meter near the boost button.
You can also purchase Blender Timers from the Upgrade Shop, which appear on the top of each blender. If you click on a certain timer, an alarm will go off when the sundae is blended to that amount.
Your customers are always picky, so make sure you put toppings on sundaes in the right order!
When you drag and release a topping scoop above a cup, the correct portion of that topping will start to pour out of the scoop. Move your mouse left and right to try and pour the topping evenly across the sundae! You’ll get a lower score if it’s off-balance or sloppy, so don’t let the toppings clump in one spot! If you miss the cup completely you’ll lose even more points.
Keep an eye on the timer dial on the back of the topping scoops. You can see how much time you have left before the cup is empty, so try to use that to gauge your pouring.
After a topping scoop is empty, it will automatically go back into the topping bin. You’ve put an entire serving of that topping onto the sundae, so you don’t need to add any more!
Sauces work the same as toppings, so try to get a feel for how much sauce you’re squeezing to spread it evenly across the sundae.
If you mess up on a sundae, you can throw it away by clicking the “Trash” button.
If you have more than one sundae waiting to be topped, your “Sundae Queue” list will show up on the Build Station. You can click this panel to show the other orders waiting in line.
Closers and the Food Critic
Each day of the week, a different “Closer” customer arrives at the end of the day to add an extra challenge. Each Closer is very picky about their order, so serving a good sundae is tougher! Make sure you do a good job on their order, since their standards are much higher.
Each Closer only comes in once every 7 days, so it’s harder to earn Bronze, Silver, and Gold Awards for them — so make each visit count!
Jojo the Food Critic comes in once a week as a Closer. He’s just as picky as the other Closers, and he also orders something completely different every time he visits. If he likes the sundae you serve, he’ll award your restaurant a Blue Ribbon, which you keep for three days and display in your lobby.
While you have a Blue Ribbon, customers will give you bigger tips since you won the award, so try to make the Food Critic happy each week to keep earning more money!
Customers, Orders, and Tickets
If a customer waits in line for a while before you take their order, or if they wait a long time for you to make their dessert, you’ll get a lower score. Buy some decorations for the restaurant in the Furniture Shop, and they’ll be okay with waiting a bit longer!
Buy the Door Chime from the Upgrade Shop to hear when a new customer enters. You’ll also see an icon on the screen showing how many people are waiting in the order line.
Drag order tickets to the side hook to make them larger (easier to read when topping sundaes). For a quick glance, you can also drag a ticket towards the bottom of the screen to zoom in.
Organize tickets however you like on the ticket line. One great technique is to group them by their current state: New orders, on the blenders, and waiting to be topped.
Customers will earn a star on their Star Gauge if the total score for a sundae is 80% or higher. After earning 5 stars, that customer will earn a Customer Award, which gives you more points and more tips on their future orders.
If a sundae’s total score is less than 60%, that customer’s Star Gauge will drop to zero. They won’t lose any Customer Awards they earned, but you’ll have to start working towards the next Award again.
At the start of each day when Penny or Alberto opens the shop, you’ll see the first customer of the day show up outside. If you know what kind of sundae that customer likes, you can quickly start building it before taking their order!
Every once in a while, the SECOND customer of the day will peek out of the surf shack as Penny or Alberto is opening the shop. If you know what type of sundae they like, you can get their order started as well, so it could already be half-finished by the time they arrive!
Looking to improve your Waiting Score? Lobby upgrades will help, and you can buy various hats to wear while working in the shop. You can switch the hat you’re wearing in the “Info” section of the Menu.
Want the customers to place and review their orders faster? When you earn Bronze, Silver, or Gold Awards for each customer, they’ll be a lot quicker — so you can get back to work sooner!
Earning Money for Upgrades
Just like in the Burgeria and Taco Shop, you can spend your earned tips on upgrades for your restaurant!
Customers give you tips, and will tip you higher when they’ve earned Bronze, Silver, or Gold Awards. They’ll tip EVEN HIGHER when you earn a Blue Ribbon from Jojo the Food Critic each week! Papa Louie also heard that employees don’t like working for free, so you now get a paycheck each week. Every time you level up, your wages go up as well!
There are also 80 Badges to earn through achievements in the game, each of which will also give you a reward of extra money to use towards upgrades.
Decorating the Lobby
New to the series, you can now visit the Furniture Shop before each day to purchase posters and decorations to improve your score! You can buy a variety of posters and decorations, and you can even buy multiples of each. There are also different flooring and wallpapers you can use in your shop.
After you purchase items in the Furniture Shop, press “Decorate Lobby” to start arranging these items any way you like! Furniture items can be placed in certain areas on the floor. If a customer is standing near certain items while they’re waiting (like soda machines or jukeboxes), they may interact with those items!
Posters can be placed anywhere on a grid on the wall. You can also swap your wallpaper and flooring while decorating your lobby by choosing it from your inventory.
Want to catch the latest Pokémon to use in the Pokémon Tower Defense game? Check the walkthrough below for guide
and video walkthroughs on how to hunt to for these rare Pokémon! Gotta catch em’ all!
Baby dragon Dralien’s mother was captured by evil hunters and he was left all alone to fend for himself in his harsh world! Help him avoid danger and get to his mother so he can rescue her from the hunters. If you get stuck, check out the very helpful walkthrough below:
1. Click on egg a couple of times until it falls. (If you got stuck here then get back to your cage please…this game isn’t designed for chimps hi hi
1. Align the two turnable pads as pictured above.
2. Click on the balls to load the cannon
3. Turn the wheel until the cannon is in mid position
4. Fire by clicking the lever.
The ball should bounce of the two pads and knock the worm monster on the head.
5. Click Dralien to exit the screen.
1. Click on the small metal bar on the right of the screen to turn it upwards.
2. Click on the large metal bar to turn it to a horizontal position.
3. Click the flower to squirt the juice onto the bar and the bee should fly to get the juice.
4. While the bee is eating the juice, quickly click Dralien to jump onto the bees back.
5. Pick up all the highlighted gears, including the one that the bee spewed up.
6. Click and hold the wheel button until the crane pulls Dralien right to the top.
7. Click Dralien to exit the screen.
1. Click on the ships door to enter.
2. Inside the ship. Click the power locker door to open
3. Turn all the circular knobs upwards (This turns the ships engine on and reveals the code on the back wall)
4. Click on machine
5. Insert the code as pictured above.
6. Click on throttle lever on the left hand side of the screen
7. Click the chain clip to pull it out.
8. Click on the throttle lever again.
1. Hold out for the time given by shooting the Metal Eaters before they destroy your ship, or pass the level and loose score.
1. Click on the little female plug that moves up and down until you get it to the position pictured above.
2. Click on the lever until the male plug gets inserted and turns on the crane.
3. Click on the crane to get the control panel up.
4. Click the right button to get the crane into position.
5. Click the down button to lift the block.
6. Click Dralien a couple of times until he walks in between the blocks.
7. Click the down button on the control panel again to lower the block.
8. Click the left button to move the crane into position
9. Click the down button to lift the block on the left side.
10. Click Dralien to pass underneath the lifted block
1. Click the wall beside the ‘Enter at own risk’ sign to find out which doors to follow.
2. In each of the rooms there’s is one door which is facing the same way as the entrance door while the others are flipped. Make sure you walk through quickly before Dralien gets poisoned by the gases.
3. Click on heli to enter.
1. Maneuver your heli in between the obstacles and get through safely or pass the level and get 20,000 deducted of your score.
1. Click on the gate unlocking machine
2. Use the colors on the gate and insert them as pictured above. RED, BLUE, YELLOW, GREEN
and then click the enter button.
3. Click the gun to use.
4. Shoot the rocks above the robot until they collapse on the robot destroying it.
This one is basically trial and error as you find out by pulling the levers and the lights under the cage turn on or off.
1. From the left……click the 3rd lever first, then 1st lever, then 4th lever and finally the 2nd lever.
WELL DONE YOU’VE FINISHED! NOW WATCH THE END SEQUENCE!
MISSION 1: The First Meal
After speaking with Dave in the hall, head into the Cafeteria to start the first mission.
Once the cut-scene is over, head upwards towards the Dinner Lady.
Talk with her to receive a second helping of pudding, then head back to Eugene to complete the mission.
MISSION 2: Sickly Entrails
Head upstairs onto the second floor of the main school building.
Go west until you reach the mission marker and the group of students standing around a pile of vomit.
Dave tells you that the key to Mr Ross’s cleaning supplies might have been swallowed by a frog, so head left and enter the Biology class room.
Walk up to the box of frogs and start the dissection mini game.
Use the mouse to cut the frogs open and keep searching till you find the key.
Once you have the key, go back to the group and hand it in to complete the mission.
MISSION 3: The First Night
Once the time changes to Night on the first day, this mission will begin.
Head north into the dormitory and then go upstairs to the recreation room to meet up with Dave.
After talking with Dave, go to the computer in the room and go through the computer tutorial.
Once you’re done playing around, try to leave the room and choose the option to go to bed.
Head back downstairs and follow the marker to get to your bedroom.
Walk up to the marker at your bed and interact with it to go to bed and finish the mission.
MISSION 4: Bad Reputation
Go to the first floor of the library in the main school building and talk with Ulrika.
Leave the library and follow the marker to the lockers.
First talk with Nate, then go and talk with the group of boys in the corner.
Then go back and talk to Nate to get him to move away from his locker.
Once he has moved, interact with his locker to retrieve Ulrika’s photo.
Follow the marker back to Ulrika and then talk with her to finish the mission.
MISSION 5: The Goth-Father
Go to the playground and talk with Xerxes just north of the hopscotch marker.
After the cut-scene is over Xerxes has given you the task of breaking into the staff room to steal staff records.
Head to the playground and interact with the open window shown below.
Climb in and you’ll find yourself in the Maths room.
Head out into the corridor, head upstairs, and follow the minimap marker to the staff room.
Go to the top right of the room, and interact will all three file cabinets.
The cabinets are locked but you will pick up a new staff login for the computer systems.
Go to the computer and login with the new username and password.
Check through the new programs available to you, including the school database.
Log off and make sure to pick up the main building key on the table before you leave.
Now you will have easy access to the main building at night through the main doors.
Go back to Xerxes in the playground and talk with him to complete the mission.
MISSION 6: Defacing the King & Queen
Go to the Assembly Hall and talk with Quentin and Queenie to begin the mission.
You must search the main building for the 10 posters.
First Floor Posters:
Poster 1: Behind Quentin and Queenie in the Assembly Hall.
Poster 2: Top left corner of the Cafeteria.
Poster 3: Corridor directly outside the Assembly Hall and the Cafeteria.
Poster 4: Corridor to the right of the entrance to the Library.
Poster 5: To the right of the teacher’s desk in the Geography room.
Second Floor Posters:
Poster 1: Corridor outside the Chemistry room.
Poster 2: Top left corner of the Biology room.
Poster 3: Top middle of the I.T. room.
Poster 4: Corridor just outside if the entrance to the Girl’s toilets.
Poster 5: Bottom left corner in the Sick Bay.
Once you’ve collect all 10 posters, head back down to the Assembly Hall on the first floor.
Talk with Quentin and Queenie to complete the mission.
MISSION 7: Parting Words of a Goth
Go to the playground and talk with Dave to start the mission.
After the cut-scene interact with the keypad in the wall to start the mini game.
Top Horizontal – Right, Right.
Mid Horizontal – Right.
Bot Horizontal – Left, Left.
Left Vertical – Up.
Right Vertical – Down.
Once you’ve beaten the mini game and watch a cut-scene the mission is over.
MISSION 8: Lost and Found
Go to the main entrance just below the fountain and talk to one of the three girls standing together.
You have been tasked with finding whoever stole Faye’s purse.
Talk with kids around the school until you get a clue to who it might be and where they could be.
The culprit is Kevin, and he is hiding out behind the shed in the Sports Field.
Go there and confront him and watch the cut-scene to finish the mission.
MISSION 9: Terrorist Alert: Imminent
Go and talk to Guy who is standing outside the dormitory entrance.
He shows you a room where he thinks someone is plotting a terrorist attack at night.
Go into one of the classrooms around the school to pick up some paperclips which you can use as a lockpick.
Pick up a few (in case you suck at the lock picking mini game) and then go back and meet Guy on the second floor of the dormitories.
Complete the lock picking mini game and unlock the door to trigger a cut-scene and complete the mission.
MISSION 10: Suspicious Activity
Go to the second floor of the main school and talk to Mr Ross outside his room.
If you want you can go double check that Mr Stouffer is in fact taking his morning dump in the toilets on the first floor.
Afterwards go back upstairs to the Headmaster’s Office, unlock the door and go inside.
Go to the top left corner of the room and interact with the safe.
Complete the safe mini game and take a look at the document Mr Ross sent you to find.
Go back to Mr Ross and give him what you’ve found to complete the mission.
MISSION 11: Bringing Home the Booze
Go into the Girl’s Toilets on the second floor of the main school and speed to Lilly (who is passed out on the floor).
After the cut-scene is over you are inside the secret wine cellar in the school playground.
You must get Lilly to operate levers to create a path through the lasers to reach the alcohol stash.
Navigate your way through the maze using this diagram:
This is the solution:
After you’ve made it through Lilly joins you outside the door.
Use the switch on the left hand side and open it, then talk to Lilly to complete the mission.
MISSION 12: Identification
Head to the Boy’s Toilets on the first floor of the main school and talk with Patrick.
After the cut-scene talk to Dave and he will suggest checking out the English room for handwriting samples.
Go to the English room and interact with the stack of papers on the desk and the handwriting comparison mini game will begin.
You have to compare Patrick’s note to several handwriting worksheets. To find the author of the note, find differences between each worksheet and the note, until you have 1 left – the author.
Once you notice the difference, click on the area. If you’re correct, a pen will ring the difference, and the worksheet will be eliminated from the list.
Here are the differences:
Janet: Writes a capital “J” with a line on the top.
Harold: Writes “Teh” instead of “The”.
Queenie: Justified text.
Kevin: Childish Joke.
Chris: Writes “u” without a tail.
Dave: Beginning of paragraph indented.
Brian: Doesn’t use captial letters.
William: Showing signs of mental illness.
Pippa: Writes “p”, “y” and “g” with a long stem.
Irene: Smudgy handwriting.
Vicky: Misses the word “Lazy”.
Zena: Writes “z” with a strike-through and writes “Q” with a strike-through tail.
After you’ve completed the mini game you will have discovered Nate was behind the threat.
Go back to the Boy’s Toilets and tell Patrick to finish the mission.
MISSION 13: WRC For Children
Head to the Sport’s Field and you’ll see Nate, Harold, and Dave playing with a RC race car.
Talk with one of them to start the mission.
You must race the car around the track and beat Nate’s best time to complete the mission.
It’s fairly easy, once you’ve accomplished this task you there will be a cut-scene and the mission is finished.
MISSION 14: Freedom!
Go to the second floor of the main building and talk to Dave outside the detention room.
It’s time to free Terence from his prison!
Talk with teachers around the school to get a clue to who has the key, then go looking for them.
Mr Ross has the key, and can be found at the bike sheds.
Go and talk to him and he will inform you that he lost the key in the school fountain.
Interact with the fountain to step up and grab the key.
Go back to the detention room, talk with Dave then interact with the door to free Terence and complete the mission.
MISSION 15: Photogenic
Go and talk to Nate outside the Headmaster’s Room on the second floor of the main school building.
After a cut-scene you will be with Nate and Dave outside the Dormitories.
You need a rope to get up through the open window, so you must head back to the main building.
If you got the key in ‘The Goth-Father’ mission, you can head in through the front entrance.
If not you’ll have to go in through the open window in the playground area.
Go to the storage room on the second floor, turn on the lights and then pick up the rope from the shelves.
Head back to Nate and Dave outside the dormitories.
Talk with Nate and he’ll give you a camera with 6 pictures left.
After a cut-scene you’ll be in the Girl’s Dormitory and a timer of 3 minutes will be counting down.
Interacting with each bed will give you a description of the girl and then you are asked if you want to take a picture. If you don’t find good enough pictures Nate will make you try again.
Each girl has a rating out of 5 (apart from Miss Cummings – the hot nurse – who has a rating of 15)
The objective is to get a score of over 20 with only 6 photos.
So the way to complete this mission is to take pictures of girls with a rating over 3 (on average).
Map of Girls’ Beds:
List of Girls:
Bethany = 5
Casey = 3
Daria = 1
Elaine = 2
Faye = 3
Grace = 2
Heather = 5
Irene = 1
Janet = 4
Kim = 5
Lilly = 2
Monica = 3
Nikki = 5
Olivia = 3
Pippa = 2
Queenie = 1
Ruby = 1
Suzanne = 4
Tina = 2
Vicky = 4
Wendy = 4
Xenia = 3
Yvette = 4
Xena = 4
Miss Cummings = 15
Mrs Lovens = -5
MISSION 16: The Party
Go to the Dormitories and talk with Faye who is standing outside your bedroom.
It’s PARTY TIME!
If it’s still daytime go to bed and you will awake at midnight for the Party.
After an encounter with Dave as you leave, head to the Assembly Hall in the main school, this is where the Party is.
Feel free to mingle and talk with people.
Talk with Lilly to start a drinking based mini game.
Alternately hit the Left and Right Arrow and try to beat Lilly. It doesn’t matter if you win or lose but you have to attempt it.
Next go and talk with Zena and take part in a Dancing mini game.
Hit the correct Arrow buttons as they hit white target strip.
Again it doesn’t matter if you do well or not, but you have to at least attempt it.
After you have tried these two games, you can now talk to Nate.
After a cut-scene go and talk to Nate again who is standing in the centre of the dance floor with lots of people around him.
He shows everyone the photos you got for him in the last mission you did for him, and tries to make everyone hate you.
This starts a fight mini game.
Hit the key that flashes on screen as fast as you can to help you defend yourself and make attacks.
Again, you don’t have to win, it doesn’t matter either way.
(but he deserves a good beat down so try and win!)
After the fight a cut-scene will play, after which Dave will ask you to come out to the Sport’s Field because he’s found something.
To dig up the suspicious lump you’ll need a spade but it’s locked in the shed.
The door is locked with a rope and padlock, so you need to find something to burn it off.
Head to the main entrance where Wendy and Vincent are smoking.
Talk with Vincent and he’ll give you his lighter, go back to the shed in the Sports Field and use it to open the door.
Go inside and get the spade, and as you leave a cut-scene will start.
SIDE MISSION 1: Flower Fun
This side mission is started by interacting with the potted plant at the end of your bed in the dormitories.
Go to the Sports Field and you will find a watering can outside the Shed.
Pick it up and then water your plant once a day for 5 days.
The flower will bloom and on top of it will be a beautiful Piggymon Card.
SIDE MISSION 2: Behind The Door #1
This side mission is started by investigating the locked door on the west side of the second floor of the dormitories. You can also start it by doing the ‘Terrorist Alert: Iminent’ main mission.
During this mission you will use a lock picking to get inside the room.
Once inside the room there is a locker with a number padlock on it.
There is a number scratched onto the bench to the left of the locker. (1742)
Use this number on the padlock to open it and retrieve a Piggymon Card.
SIDE MISSION 3: Underneath The Floorboards
On the first floor of the dormitory near the western staircase there is a visible loose plank in the floorboards.
Examining it will start this side-mission.
Go to the storage room on the second floor of the main school building and you’ll find a crowbar on one of the shelves.
Bring it back to the floorboard and interact with it to pry it up and discover a Piggymon Card.
SIDE MISSION 4: Deep Water
Walking past the school fountain at the main entrance you will probably notice a Piggymon Card hiding in the water. Attempt to grab it and this side-mission will begin.
To retrieve the card you must find a way to turn the fountain off temporarily.
Head over to the playground and there is a water tap to the right of the school entrance.
Examine it and turn it on, and then make your way directly back to the fountain.
It is now dry and you can pick up the Piggymon Card.
SIDE MISSION 5: Eugene is Greedy
Start this side-mission by talking to Eugene who is standing to the left of the Cafeteria entrance.
He wants some ingredients to make himself a gourmet burger.
Go into the cafeteria and then into the kitchen to find the ingredients.
Once you have them, go back to Eugene and hand them over.
As a reward he’ll leave you an amazingly awesome Piggymon Card.
SIDE MISSION 6: Boring
REWARD: Zsa Zsa
If you go to the History room you will find the teacher, Mr Dull.
Talk to him and he will begin to tell you a story, which begins this side-mission.
Keep talking to him and let him finish his story, and you’ll complete the mission he’ll give you a Piggymon Card.
SIDE MISSION 7: Smelly Frog Business
REWARD: Tidy Bowl
Go to the Biology Lab at some point after the ‘Sickly Entrails’ mission.
Talk to Mr Hooch and he will ask for some help in cleaning up the dissected frogs littering his lab.
Pick them up individually and toss them in the bin, and when you’re done he’ll give you a Piggymon Card as a reward.
SIDE MISSION 8: The Love Letter
Go the Girls Toilets on the second floor of the main school and you will see Nikki pacing back and forth.
Talk to her and she reveals she is in love with Guy, and wants you to deliver a Love Letter to him.
Go and find Guy who is in the corridor on the first floor.
Give him the letter and let him read it.
Afterwards go back to Nikki and tell her what happened and she’ll give you a Piggymon Card for your troubles.
SIDE MISSION 9: Teddy Loss
Talk to Irene in the middle top bedroom in the Girl’s Domirtory.
Her Teddy has been stolen and places the blame on Lilly.
Go to the Lockers and break into Lilly’s locker to see if she stole it.
Talk to anyone inside the room and they will tell you which locker is Lilly’s.
Use a paperclip and break in and retrieve the Teddy.
Go back to Irene and return it to her for a Piggymon Card reward.
SIDE MISSION 10: A Letter From The Godfather
There is a note crumpled up in a bin outside the school in the Main Entrance.
Interact with the bin to pick it up and start this side-mission.
You need to return this letter to Michael.
You’ll find him standing next to the western wall at the Bike Sheds.
Hand the letter over and he’ll give you a Piggymon Card to keep quiet.
SIDE MISSION 11: Global Destruction
Go into the Geography room and examine the globe that sits on the table.
A side-mission will begin with the task if finding something to break it open.
Go to the bike sheds and in the top left corner will be a unmanned stall set up by Terence.
A hammer sits on the table, pick it up and then head back to the Geography room.
Interact with the globe and smash it open using the hammer.
A Piggymon Card will be inside.
SIDE MISSION 12: R()D 3 W0RD5
REWARD: Bacon Bit
Go into the Maths room on the first floor of the main school building.
Talk to Fred and he’ll begin a side-mission asking you to go over and get the calculator that is on the table at the front of the class.
Go back and talk to Fred and the calculator interface will appear.
Spell out “BOOBS” by turning the calculator upside down and then typing in 58008.
Fred will go into hysterics and give you a Piggymon Card as a reward.
SIDE MISSION 13: Swap Shop
Talk to Monica who hangs out in the corridor on the right hand side of the Staff Room on the second floor of the main school building.
She has found a dirty jellybean and at your request hands it over because you reckon you can trade it with someone.
Go and find Roger next to the entrance of the school in the Main Entrance area.
He will take the Jellybean off your hands and gives you a pretty comb in return.
Now go to the playground and find Heather who is standing just above the basketball court.
She’ll trade you some cigarettes for the comb.
Now go to the bike sheds to find Vincent and Wendy who are smoking in front of the north wall.
Trade the cigarettes with Vincent for a Piggymon Card and the mission is done!
Wanna become a real douchebag but not quite sure how? Check out this guide to find out how to become the ultimate douchebag AND complete Douchebag Life! And you thought nothing was free anymore…
Here’s the guide to becoming a real Douchebag and completing the game:
The main objective is to get ready for the big pool party. You must become a “real” douchebag within 14 days by customizing various elements. To complete the game you must reach level 6 of “Douchness”. Here’s a few tips on how to become a real douchebag fast:
To reach each level of “Douchness” you must increase each sub-level in your menu, which is located in the bottom right-hand corner, indicated by a diamond. Here are the 6 sub-levels:
Note: To move through the game just click on the door in your crib or click on your car to go to other areas in the game, such as go to Work, Workout, go Shopping or go Clubbin’. Each drive will remove some time so make sure you know where you’re going. Also, almost everything in the game costs money, so you will need to work to get paid.
Energy is important for various activities in the game. You can gain energy by sleeping or eating. Your fridge is located in the living room and always offers a healthy meal for $20 and a protein pack for $40. After going clubbin’ you will sleep and regain energy, but you can always sleep during the day if you like but you will lose a day.
Tip: Eating a Protein pack will fill your energy to the max, so you only need to eat when your energy is at the lowest. Sleeping is not really necessary.
Your body mass will increase when you go workout. You can workout for 1 hour at $20, 2 hours at $40 and 3 hours at $60. You can also buy some enhancers, such as Creatine and Steroids, which will amplify your training. They are available at the shopping mall.
Tip: If you have the time and the money, go workout twice a day for 3 hours, and when you can afford it buy some steroids. Steroids will be unlocked when you reach level 3.
Your look is your “douche style”. You can modify 5 elements of your style; your hair, your shave, your shirts, your pants and your tan.
Tip: Buy the most creative hairstyle, a shave with motifs, pink colored tops or tops with popped collars, shorts or ripped jeans and get tanned to the max.
- Pimped Crib
You can customize several elements of your crib, such as the paint on your walls, your tv, sofa, carpet, stereo, bed, picture frames, plants and lamps.
Tip: Buy paint for your walls in flashy colors. Pink is always a winner! Buy all the most expensive objects to decorate your home if you can afford them.
- Tuned Car
You can upgrade your car.
Tip: Tune your car to the max and change its color at least once.
- Chicks Scored
The chicks you bring home will count for your “Chicks Scored”.
Tip: The “Chicks Scored” is the result of your customization and going clubbin’ at the end of the day. The more you withdraw the more chances you have to level up.