Spud!Spud!

Game Details:  Comedy, 1996

Links:  Moby Games, Steam

Walkthrough Updated:  8/24/2025

Suggested Listening:  Where There's Smoke (Ash 25)

Spud! is a first-person comedy adventure game. The evil Doctor Chillblane plans to take over and enslave the world, and it is up to you to save your grandfather (Santa Claus), and thwart the doctor's evil plans.

Act 1

Grandfather's House

Go through the plain wooden door and you will head down to the toy workshop. Turn left and pick up the bellows and a gnome (1/7) from next to the furnace. Go to the middle of the room and turn right. Enter the small hole in the wall and pick up the next gnome (2/7). Turn around and cross the room, then continue forward into a dormitory. Look between the beds to find another 3 gnomes (5/7).

Return to the main toy workshop room and turn left, then go through the door to the left of the blue toy crate. Continue left and through the next door, then pick up the wrench and a gnome (6/7). Return to the main room, then go through the door to the right of the red toy crate. Collect one more gnome (7/7). Now make your way back up to the entrance hall.

Go through the door to the right of the fireplace, then turn left and enter the kitchen. Grab the 2 bunnies (2/5) at the table, then turn around and leave again. Enter the next room to the right and collect the bunny (3/5) hiding next to the sofa, as well as the CD on the table. Leave this room, then turn left, open the door and enter the bedroom. Grab the bunny (4/5), then examine the box under the bed and take out the inflatable Prancer. Go through the other door to find a bathroom, and pick up the bunny (5/5) from the bathtub. Go back to the entrance hall once more.

Head through the door between the two large vases, then continue straight ahead through the closed door. Donner is in the shower here - use your wrench on the red valves. Talk to Donner, who agrees to meet you at the sleigh. Leave the bathroom and turn left, then go through the next door. Talk to Rudolph, then turn left and pull out the power cord. Now Rudolph agrees to meet you at the sleigh. Leave this room and go straight across to the opposite door. Enter to find Blitzen asleep on his bed. Turn left and use your CD in the stereo. Talk to Blitzen, who will join you at the sleigh. Return to the entrance hall again.

Go straight across to the opposite door and open it using the gold ring, then go outside. Turn right and enter the large shed. Talk to the gnome on the left, who says you need 1 more reindeer. In your inventory, put the inflatable Prancer on the table, then use the bellows on it. Now use the inflated Prancer on the other reindeer. Enter the sleigh to leave.

Tropical Island

Walk along the path and keep going towards the yellow building in the distance. Head inside Island Oddities and talk to Bluebeak the duck, who wants some rum. Turn around and go outside, then continue forward, left, forward and right. Pick up the unicycle from the base of the tree. Turn around and go forward, right and forward. Talk to Jerome Bunny twice. Go up the stairs behind him and take the toolbox, then return down the stairs.

Continue along the path. Turn right twice and pick up Prancer, then inflate him again in your inventory. Turn around and go forward then right twice. Go over towards Indiana Penguin, then pick up the bag of sand and enter the cave. Walk forward twice - if you continue forward again you will be impaled by the spears. In your inventory, combine a gnome with the unicycle, then use the combination on the beam of light to disable the trap. Continue forward and you will find a large pit. In your inventory, combine another gnome with the toolbox. Use this gnome on the pit, then cross over the bridge he builds.

Continue forward and right. There are 8 stones ahead and some of them are booby-trapped. You can use your bunnies on them to test for traps, or just step on the correct stones (right, right, left, right). Use your bag of sand on the golden trumpet to pick it up. Now quickly make your way back out of the cave (the exit is on the right at the end).

Head back to Jerome Bunny, then turn left and go along this path. Take the second left turn and go forward until you meet the orangutans. Talk to the one holding a banana. Combine a gnome with the golden trumpet, then use this on the orangutan. Pick up the banana. Go back past Jerome Bunny and along the coast until you reach a toll bridge. Put the banana in the slot, then go over the bridge to the small island. Walk to the left and pick up a pneumatic drill. Now turn right and go over to Cheeky Monkey - steal his bottle of rum.

Go back over the bridge and make your way back to Island Oddities. Give the rum to Bluebeak, then examine his map. Make your way to the start of the toll bridge, then go right. Head towards the rocks on the left and you will see the large X on the ground. Combine a gnome with the pneumatic drill, then use it on the X. Take the IOU from the chest. Return to Cheeky Monkey on the small island and give him the IOU, then take the cash. Now go back to Jerome Bunny and give him the cash. Now show him the inflated Prancer. Go over to the pedalo on the beach and use it. You will now be shown the password for the second act, which is JXFE.

Act 2

Penguin Village

Head over towards the submarine and you will climb on top. Open the hatch and climb inside. Go through the open door and pick up the Christmas pudding and Christmas cracker. Climb back out of the submarine again. Go forward and then turn right. Head up the path leading up a hill here, and continue until you see the Penguin Heights sign. Pick up the tennis rackets from here. Now use your Christmas pudding on the gap in the railing to the left of the sign.

Head back down towards the submarine, but stop when you reach the "Beware, Deep Snow" sign. Go forward and you will automatically put the tennis rackets on your feet. Continue forward over the bridge and beneath the arch. As soon as the alarm sounds, go forward twice, left, forward, right, forward, right, forward, left and forward. Pick up the hard hat from the ground on the left - if you are fast enough, you will be thrown in jail.

Combine a gnome with the golden trumpet, then use this on the walrus. Take the key, and a penguin will come in to escort you to the Emperor. Step forward, then turn right. Go forward and talk to the Emperor twice. Turn around, then go forward, right and forward until you enter the mines.

Pixie Mines

Combine a gnome with the pneumatic drill, then use this on the pile of rubble. Go through the doorway that is revealed, then go forward again and pick up an oil can. Return to the first room, then turn left and go forward to see a mine car. Follow the rail tracks until you reach a fork. Use your oil can on the rusted lever, then pull it to change the active track. Go back to the mine car. Combine a gnome with the toolbox, then use this on the mine car to repair the broken wheel.

Use the mine car and you will ride it to the end of the track. Go right and then left. Combine a gnome with the pneumatic drill, then use this on the pile of rubble here. Descend the stairs that are revealed. Turn to face the active machine here, and step through it when the pickaxe is on the ground. Continue forward and talk to the drunk guard, then give him the Christmas cracker and pick up the paper hat. Turn around and go forward 4 times to reach a large chasm. Head to the right towards a large sleeping guard. Combine a gnome with the paper hat, then use this on the guard to steal the door key.

Go back through the last passage and up 1 set of steps, and you will see a cell door on the right. Use your key to unlock the door and enter the cell. Go around behind the barrels on the right and collect the Emperor's son, then leave the cell the same way you entered. After leaving the cell, make your way back up to the end of the rail tracks. Use your key on the locked door here, then follow the passages to exit the mines.

Penguin Village

Go back into the large building and return the Emperor's son to the Emperor. Talk to the Emperor again and he will allow you anywhere in the village. For now, leave the village and go back out over the bridge. Make your way to the wooden hut near the water's edge. Get inside using the golden key from the walrus, then take the fishing net. Go back outside and climb into the submarine again.

Once inside, turn around and use your oil can on the rusty door. Enter this new room and pick up the dynamite and some mistletoe. Exit the submarine and walk over the deep snow, then over the bridge again. Go forward once more, then go left to a small fishing hole. Use your fishing net here to catch a fish. Go beneath the arch, then make your way to Captain Oats' Big Bite Burger Bar, which is over to the left with a big red sign. Talk to the penguin here, then give him the fish and talk to him again. Turn around and go outside, then turn left and enter the igloo with the open door. Pick up the alarm clock from the table.

Go back outside and make your way towards the blue tower, through the other exit from the village. Approach the drawbridge and you will see a large serpent come out of the water. Combine a bunny with the dynamite and the alarm clock, then use this on the drawbridge. Cross the drawbridge and approach the reindeer guards. Go up the stairs on the right and use your mistletoe on the hook over the guards. Go back down and head through the large doors.

Fortress

Go forward into a large foyer. Head through the doorway on the right and forward again. Open the door to the left and enter the bar, picking up the fire extinguisher from the left. Return to the large foyer, then go through the opening to the right of the painting. Use Prancer with the helium cylinder here. Turn around and approach the opposite corner of the room. Pull the torch on the wall to open a secret passage, then go through.

Approach the robot, then quickly use your fire extinguisher on it. Head up the stairs and pick up the GamePixie. Go back downstairs and through the secret passage again. Continue down the stairs to the left. Talk to the Santa impersonator in the cell, then give him the GamePixie. Talk to him again, then pick up the door key. Return to the large foyer again. Go through the same doorway you entered the first time, then use your door key on the locked door to the right. Go to the end of the passages and get some more dynamite, then return up into the fortress.

Go back to the large foyer, then through the secret passage again. This time go along the passage lined by torches. Continue up the stairs and use your dynamite on the icicle - this will drop the lowest portion and impale a guard below. Return back through the secret passage again. Go towards the helium cylinder, then through the doorway to the right, where you can see the impaled guard. Continue past him into a control room. Flip the large switch on the wall to turn off the sentries. Go back out to the large foyer. You can now go through the left door safely, and continue through the door straight ahead into the dormitory.

The lights will go out, reducing your vision. You need to take a specific path through the dormitory, and must move quite quickly to avoid being surrounded. From the start, go right, left, right, left twice, right, left and right. Pick up the kitten from the table. Now continue left 3 times, right, forward, left, right twice and left. Go back out to the lobby, then continue through the opposite door. Go forward, open the door straight ahead, and go through. Use your kitten on the 2 guard dogs. Open the door with the blue symbol and go through. Pick up the identity card from the right.

Return through the secret passage again, then go through the dark doorway on the right to find a delivery chute. Put inflated Prancer on the chute and it will head to the room above. Go back to the previous room, then head upstairs. Continue through the doorway on the right. Continue straight across this room and use the identity card on the scanner to the left of the elevator doors.

You will now have a duel of toy-making skills. You need to make a toy to defeat each of Dr Chillblane's creations. Each time you need to press the correct button, then pull the lever on the right. These are the options, but they will occur in a random order:

  • Mutant Teddy: Make a slinky (yellow)
  • Jet Plane: Make a tank (green)
  • Tank: Make a doll (pink)
  • Action Man: Make an jet plane (blue)
  • Slinky: Make a toy soldier (red)