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AdventureDoor • Walkthroughs • Jimmy the Troublemaker
Jimmy the Troublemaker
walkthrough
About this walkthrough
This is a complete walkthrough for Jimmy the Troublemaker.
Using this walkthrough will get you through the game with the least amount of time and wandering around, but may spoil the game and fun of exploring.
AdventureDoor walkthroughs use terms and phrases which try to match in-game texts as closely as possible. In some cases this means that walkthroughs have grammatical and typographical errors (such as "open door" instead of "open the door"), but it makes following the walkthrough easier while playing the game.
Items which can be picked up as new inventory items and items which can be constructed by combining or using other items are written with bold text for emphasis.
- Try to open the chest.
- Try to open the desk that is presented as a silhouette.
- Pull the cord on the lamp next to it.
- Open the desk that is now unlocked.
- Search the desk to get a key.
- Use the key to unlock the chest.
- Search the chest to get a magic book.
- Read the magic book by using it on yourself.
- Watch the cutscene and opening credits.
- After being transferred to somewhere else, take the shovel that is under a tree. Pay attention to the pop-up window that appears.
- As a certain kind of tutorial, you can use the shovel on the ground hotspot that is in front of the barn. If you do, search the hole in the ground that appears after digging to read a secret message from the author.
- Go south, and then east.
- Use the shovel on the ground hotspot that is near the tree.
- Search the hole to get a useless item: noseglasses.
- Go south.
- Talk to Benny the fisherman about everything.
- Go east, and then west.
- Watch the cutscene.
- Now in prison, pick up the jar from the floor.
- Use the jar on yourself (and you are really using it!).
- Pick up the skull from the floor.
- Call the guard by talking to the door.
- When the guard comes, use the jar on the guard. You will also automatically use the skull on him. In the end, you automatically exit the prison cell.
- Take the bottle from the table.
- Use the bottle with the wine barrel in the back corner to get a bottle of wine.
- Use the bottle of wine with the barrel that is near a board leaning against the wall.
- Some pebbles come off the wall, and there is a loose stone on the wall now. Pull the loose stone. This requires some pixel hunting.
- A barrel has now somehow moved, revealing a trapdoor. Try to open the trapdoor.
- Pick up the knife from the floor.
- Take a bone from the plate that is on the table.
- Use the knife on the bone to get a sharp bone.
- Use the sharp bone on the padlock that is locking the box near the wall. You will automatically get a keyring that is inside the box.
- Use the keyring on the trapdoor to unlock it.
- Go west.
- Try to go to the other side of the hole. You can't pick up an item that is needed to get across unless you acknowledge that the gap exists.
- Return to the prison by going east and then climbing the ladder.
- Take the board leaning against the wall.
- Go back to the hole.
- Use the board with the hole.
- Go across the hole and then east.
- Go south.
- Notice the angry gnome and read the sign for future reference.
- Go west to find a house that has seen better days.
- Try to open the door.
- Look at the hole near the door.
- Observe the scene for a while to see grass moving in the back. Take the grass.
- Go east.
- Find the ground hotspot that is in the middle of the green field. This requires some pixel hunting. Use the shovel on the ground hotspot.
- Use grass to camouflage the hole in the ground.
- Go east.
- At the cemetery, go north towards the graves with white crosses. (You may also want to look around and see different areas of the cemetery, even though it is not necessary right now. Reading the gravestones provides some interesting poetry.)
- When you are there, go east to enter the gnome cemetery.
- Take a nut from the bush that is in the back.
- Walk a few steps left, and pick up some leaves.
- Return to the hole in the ground (which is south, and then south again).
- Use leaves with the hole in the ground.
- Use the nut with the hole in the ground.
- Go behind the tree so that you are completely behind it and out of sight (of the player, not the gnome actually, but whatever...).
- Interact with the hole in the ground to pick up the angry gnome.
- Go west.
- Use the angry gnome on the hole in the wall. This automatically switches the controllable character from Jimmy to the angry gnome.
- Walk under the bed to automatically pick up a key.
- Use the key with the cabinet to open it.
- Take the goldcoins from the cabinet.
- Exit through the hole.
- Watch the cutscene.
- Go east, and then southeast to the gnome village.
- Talk to Sir Helmer about everything.
- There's nothing that can be done here for now, so go west to exit the village.
- Go west, and then west again.
- Talk to Walter about everything.
- Go west.
- You have an encounter with a bee, Buzz, who tells you about a shop. Follow the bee to find it.
- Go east, next south, and then west.
- Try to open the door to the house that is marked with "?". Answer any or all of the passwords, but you can't get in right now.
- Go west past the house.
- Keep going west until you are back at the witch's house.
- Open the door and enter the witch's house.
- Go upstairs.
- Talk to the witch.
- Go downstairs.
- Take the potion of small that is near the stairs, under the weird skull.
- Exit the house.
- Go south.
- Pick up the toadstool that is near the tree.
- Use the toadstool with the potion of small to finish the potion.
- Return to the gnome village (which is several times east until you see Walter again, then east, east again, and finally southeast).
- Use the potion of small on yourself. You will automatically go into the cave where the angry gnome went.
- Talk to Wolgar.
- Go east, and then southeast.
- Go through the opening.
- Operate the levers to lower the ladder. There are no hints or feedback for this, so it's pure trial and error. The levers also require some pixel hunting, as the entire lever isn't the actual hotspot. The best way to use them is to place the index finger of the hand icon over the small, black area, which you wouldn't normally touch if operating real levers.
- If you can't figure it out, the correct sequence is left, right, left, middle.
- When the ladder falls down, climb the ladder.
- Watch the cutscene. After it, the goldcoins are in the inventory.
- Return to the gnome village (which is down, south, and then three times east).
- Go west.
- Now, the goal is to follow the bee to the store again, but this time be there first and find a place to hide. First go north to the door where you exited the prison to meet the bee again.
- Follow the bee south, west, and then south.
- Here you are able to move at the same time as the bee, so you are no longer just following it. Go west as fast as you can to be there before the bee.
- Hide behind the first house and wait for the bee to eavesdrop on the password.
- Interact with the door to enter the shop.
- Buy the compass that is on the counter.
- Buy the piggybank that is on the box.
- Exit the shop.
- Enter the old house that has seen better days.
- Pick up the paint and brush from the floor.
- Exit the house by going east.
- Go west, west again, and finally south.
- Try to give the piggybank to Benny the fisherman.
- Use the paint and brush with the piggybank to get a red piggybank.
- Give the red piggybank to Benny the fisherman. You will automatically pick up a fish from his bucket.
- Go north, and then several times east until you see Walter again.
- Go west, and then west again.
- Give the fish to the cat.
- Enter the forest of neverending night by going through the gate.
- Go east, east, south, and east again.
- Talk to Charlie about everything. You need to start the conversation twice to go through all dialogue options.
- Go west, west again, and finally south.
- If you want to, you can try to interact with the small house to see what happens. In any case, go east.
- SAVE GAME HERE!
- Look at the plaque on the statue. This is not really needed to play through the game but provides a joke that has taken some special programming to accomplish. When the pop-up window appears, choose "Exit" only if you saved the game earlier.
- Try to talk to the ugly troll about everything.
- Go back west.
- Go west.
- Talk to Bub and Bob about everything.
- Observe the hollow part in the gate.
- Go south, and then north.
- Read the sign if you like, and then go west towards Medora village.
- Go to the two houses farther back, and enter the one on the left.
- Try to open the desk.
- When Charlie's wife interrupts you, talk to her until she leaves to see Charlie.
- Go upstairs.
- Try to open the diary that is on the bed.
- Open the jewelry box.
- Take a small key from the jewelry box.
- Use the small key with the diary to open it.
- Look at the diary to read some more or less important entries.
- Open the nightstand next to the bed.
- Take a cassette from the nightstand.
- Examine the cassette in the inventory.
- Go downstairs.
- Try to open the desk again. Use the code you learnt to unlock it.
- If you can't figure it out, the code is 732.
- You should automatically pick up a taperecorder from the desk.
- Exit the house.
- Enter the house on the right.
- Take a tape that is holding the poster on the wall to get a piece of tape. This may require some pixel hunting.
- Use the piece of tape with the cassette to get a recordable cassette.
- Use the recordable cassette with the taperecorder.
- Exit the house.
- Go south and leave the village.
- Go east a few times until you come back to Charlie's tent.
- Witness a special moment between Charlie and his wife.
- After it is over, take the key that is hanging in the tree. This may require some pixel hunting.
- Leave the forest (which is west, north, west, west, and finally south).
- Keep going east until you come back to the cemetery.
- At the cemetery, go west.
- Use the key to unlock the door of the family tomb.
- Enter the family tomb.
- Open the coffin.
- Search the coffin to get a gold ring.
- Exit the tomb.
- Go east, and then south.
- Keep going west until you come back to the forest entrance.
- Enter the forest of neverending night by going through the gate.
- Go back to the gate that Bub and Bob are guarding (which is east, east, south, west, south, and finally west).
- Use the gold ring with the hollow in the gate.
- When the gate is open, go north, and then west.
- Look at the wizard's tombstone.
- Try to use the shovel on the ground hotspot.
- Talk to the owl about everything.
- Go east, next east again, and finally south to exit the area.
- At the crossroads, go east to see the ugly troll again.
- Use the taperecorder to record some of the things the troll is saying.
- Return to the tombstone (which is west, west, north, and west).
- Use the taperecorder with the wizard's tombstone.
- Watch the cutscene.
- Use the shovel on the ground hotspot.
- Watch the cutscene.
- Search the hole to get Grand Alf's book. You will automatically end up back in the witch's house.
- Talk to the witch. She will get the book, but notice that a spell remains in the inventory.
- Watch the cutscene.
- Go downstairs.
- Exit the house.
- Now it's time to backtrack all the way back to the ugly troll again (which is south, east, east, east, east, east, west, west, north through the gate, east, east, south, west, south, and finally east).
- Use the spell on the ugly troll to get past him.
- Go east.
- Go through the cave entrance.
- Inside the cave, go west, and then north.
- Walk on the twisty path that leads to the east, and continue east in the next cave too.
- Climb the ladder in the last cave.
- Inside, go west to enter a new room.
- Pick up the flower pot to see what's under it.
- Pick up the key to get a castle key.
- Go upstairs.
- Approach the moving painting in the staircase.
- When you have been pulled into the painting and are on the beach, talk to Professor Brown first.
- Take the exotic drink that is on the chair.
- Try to take the pearl from the clam.
- Take the flag that is on the sandcastle to get a small flag. This may require some pixel hunting.
- Use the small flag on the clam when it is open.
- Take the pearl from the clam.
- Go east.
- Keep following Professor Brown, so go south, and then enter the fairytaleish house he goes into.
- Talk to Professor Brown about everything, and learn what needs to be done to get back to the previous reality.
- Take the hollow stick that is in front of the fireplace.
- Take the batteries that are near the monitor.
- Open the drawer under the monitor.
- Take the vacuumcleaner from the drawer.
- Use the batteries with the vacuumcleaner.
- Exit the house.
- Go east.
- Look at the totempole.
- Go south.
- Try to go west, but a ghost will stop you.
- You need to play the children's game "Ghost in the Graveyard" or "Witch’s Footsteps", where you need to come to the ghost when it is not watching you. If the ghost sees you moving, you need to restart from the beginning. It should be noted that during this minigame saving the game is not available, so you can't cheat by doing it in small parts. A good strategy seems to be to cover one-third of the distance with the very first move. Then a few steps during the second move. When the ghost turns away the third time, it seems to be a very short time, so it may be best not to move at all. From there on it is advisable to take a step or two every time, and come closer and closer to the ghost. You should click to walk as soon as the pointer changes from clock to feet. Clicking earlier than that doesn't register, and clicking later than that increases the risk of getting caught. From a certain point of view, this may be the most challenging puzzle in the game, because it requires perfect timing.
- After you have beaten the ghost's challenge, go west unobstructed.
- Look at the totempole.
- Take the tooth from the totempole. This may require some pixel hunting.
- Go east, and then east again.
- Try to use the tooth with the totempole. It won't stick.
- Use the tooth with the exotic drink to get a sticky tooth.
- Use the sticky tooth with the totempole. You will automatically get a pipe.
- Go east, and then east again.
- Talk to the quizlady and start the quiz. Answer correctly to the questions about the game itself.
- If you can't figure it out, here are the correct answers: 1. "Light brown", 2. "Red", 3. "3", 4. "11", 5. "Because the designer sucks at doing graphics". You will automatically get seeds for winning the quiz.
- Go east.
- Read the sign.
- Talk to the small fairy about everything.
- Use the hollow stick on the small fairy. This isn't really required but can be done for laughs.
- Use the hollow stick on the golden fruit five times.
- Use the vacuumcleaner on the golden apple on the ground to get the golden apple.
- Go back to the fairytaleish house (which is four times west).
- Enter the fairytaleish house.
- Put the pearl in the bucket on the floor.
- Put the pipe in the bucket on the floor.
- Put the golden apple in the bucket on the floor.
- Watch the cutscene. After it, you are outside the house.
- Re-enter the house.
- Interact with the painting.
- Now that you are back where you left from, climb up the stairs.
- Use the castle key on the chest to open it.
- Take the magic mirror from the chest. You automatically push a button in the chest too.
- Open the nightstand.
- Push a button inside the nightstand.
- Open the jar that is on the other side of the bed.
- Push a button in the jar.
- After the wardrope opens, revealing a secret room, enter the secret room.
- Watch the cutscenes and credits.
