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    FAQ/Walkthrough by tabstis

    Version: 0.38 | Updated: 10/25/05 | Printable Version | Search Guide | Bookmark Guide

    Wallace and Gromit: Curse of the Were-Rabbit 
    FAQ/Walkthrough by Tabstis
    Section 1: Basics
    Controls (PS2)
    The Giant Marrow
    Pests and Enemies 
    Section 2: Walkthrough (Not finished)
    Town Centre 
    Tottingham Hall
    Section 3: Cards (Not started)
    Town Centre
    Tottingham Hall
    Copyright 2005 Tabstis. The only website using this 
    walkthrough is Gamefaqs. Please contact me if you want this 
    Walkthrough/FAQ to be on your site at 
    This is my first ever walkthrough, I haven’t fully 
    completed Wallace and Gromit: Curse of the Were-Rabbit but 
    by the end of my walkthrough I will. If you have any 
    questions you can email me at senayandthomas@yahoo.com. 
    This walkthrough is unfinished and I expect it will take me 
    quite a long time. Until then, if you have any questions 
    about the bits I haven’t covered yet, don’t be afraid to 
    ask! Enjoy!
    Friday 21st October 17:30; Covered Story, Controls and 
    Saturday 22nd October 7:30; Added change about were-energy, 
    covered giant marrow section, started cast
    Saturday 22nd October 10:20; Finished cast, started Pests 
    and Enemies
    Sunday 23rd October 7:30; Finished Pests and Enemies, 
    covered Worlds, started Walkthrough
    Sunday 24th October 18:10; Added info about Bundar 
    Monday 25th October 18:00; Continued Walkthrough
    Tuesday 26th October 14:30; Continued Walkthrough
    Section 1: Basics
          It’s “veggie-mania” in Wallace and Gromit’s 
    neighbourhood and out intrepid chums are cashing in as 
    elite pest-control duo Anti-Pesto. With only days to go 
    before the giant vegetable competition, business is 
    booming! But running a pest control outfit has its 
    drawbacks. Wallace and Gromit’s home is brim-ful1 of 
    captive bunnies and there’s simply nowhere left to store 
          True to form, Wallace resorts to technology to cure 
    all his problems with the Mind-manipulation-o-matic, a 
    simple brain-altering device. By connecting this to the 
    Bunvac 6000, he embarks to on a thought-transference 
    experiment to rid the rabbits of their veggie-craving 
          All is well until an unexplained, nocturnal veg-
    ravaging monster begins attacking the town’s sacred 
    vegetable plots. It’s up to Wallace, Gromit and the 
    Wallace-like rabbit; Hutch to keep the beast from harm by 
    the evil Victor Quartermaine and help save the townspeople 
    by trapping the dreaded Were-Rabbit! (Please note that this 
    walkthrough contains spoilers for the rest of the plot) 
    (This info was taken from the game manual)
    Controls (PS2)
    All Characters
    Directional Buttons - Navigate Menus
    Left Analogue Stick - Move
    Right Analogue Stick - Rotate and Zoom camera
    X Button - Jump/Select
    X than Square – High Swipe
    X twice than Square – Jump Smash
    Square Button - Hit
    Square whilst moving to the side - Side Hit
    Square whilst moving away from the target – Rear Hit
    Square twice – Double Hit
    Square three times – Triple Hit Combo
    Spin the Left Analogue stick and press square – Spin Attack
    Circle Button – Defend
    Circle than Square – Uppercut
    Circle than X – Flip Jump
    Hold Circle – Guard
    Circle whilst running – Slide
    Circle next to an enemy – Shove
    Circle whilst moving to the side – Side Roll
    Circle whilst moving away from the target – Backflip
    Triangle – Action
    SELECT – Exit task/2P leave
    START – Pause/2P join/Pesto Pal
    L1 – Whistle
    L2 – Swap Characters
    R1 – Activate Bungun
    R2 – Shoot Were-Energy
    Swimming with all characters
    Left Analogue Stick - Swim
    X – Jump
    Tap Square whilst swimming
    Gromit’s Moves
    X against a wall – Wall Jump
    Wallace’s Moves
    Hold Square and then release – Airblast
    Triangle next to special box – Screwdrive (Must have 
    acquired Screwdriver)
    Triangle next to chain lock – Bolt-cut (Must have acquired 
    Hutch’s Moves
    Hold Square and then release – Airblast
    X against a wall – Wall Jump
    Triangle next to special box – Screwdrive (Must have 
    acquired Screwdriver)
    Triangle next to chain lock – Bolt-cut (Must have acquired 
    Inventions (PS2 controls with inventions)
    Bungun (R1)
    The Bungun is the key invention to getting through the 
    game; it’s like a vacuum cleaner for ghosts… I mean pests 
    like rabbits.* It can also be used for sucking up items to 
    take them to people. eg. Collecting ingredients for Mrs 
    Mulch’s pie. All characters can use the Bungun. The Bungun 
    also has a special effect where if you defeat enough were-
    creatures*, you can convert it into a were-energy gun. To 
    fire were-energy, press R2. Only Gromit and Hutch can use 
    *See Pests and Enemies section
    The Bundar is the game radar and for the hole of the game, 
    is situated in the bottom left corner of the screen. Blue-
    flashing dots are people with missions. White dots are 
    pests. Green dots are giant vegetables. Blue dots are Vac 
    6000’s. The big white dot is the were-rabbit. Red dots are 
    enemies. Everyone uses the Bundar.
    Screwdriver (See controls)
    The screwdriver allows you to open gates and things like 
    that by adjusting their control box. When you start using 
    it, you have to rotate the Left Analogue Stick until a 
    button appears on one of the circles whilst the button is 
    still visible, press it and it will stay visible. Once all 
    the circles look like buttons, the gate or miscellaneous 
    obstacle will open. Watch out though because when you’re 
    adjusting it, keep an eye on the time limit left of the 
    circles. Only Wallace and Hutch can use the Screwdriver.
    Auto-Brolly (X than Circle, X twice than Circle)
    The Auto-Brolly allows you to fall more slowly in the air 
    therefore allowing you to float over long gaps to reach a 
    card. It can also be used to give you a soft landing if you 
    fall from a high height. If you use it over some air rising 
    than you will float upwards. All characters can use the 
    Harvester (R1 in a vegetable patch)
    The Harvester allows you to transform the Bungun into a 
    cannon. To use it, just enter an area where you are 
    standing on a lot of vegetables and then press R1. Whilst 
    the Harvester is activated, you can use the Left Analogue 
    Stick to aim and Square to fire vegetables. All characters 
    can use the Harvester.
    Bunny Hopper (Jump onto a Bunny Hopper)
    The Bunny Hopper is required to get quite a lot of cards 
    but it is different from all the other inventions. To use 
    the Bunny Hopper, you have to find it and jump onto it. 
    Whilst on it, you can use the Left Analogue Stick to move 
    the Bunny Hopper. Press X when you hit the ground for a 
    medium bounce. In the middle of a medium bounce you can 
    press Square to slam down a bounce for a high bounce. Only 
    Gromit and Hutch can use the Bunny Hopper.
    Auto-Bunter (Press R1 near a bunt-line)
    When you obtain the Auto-Bunter, you can use it near a rope 
    to swing on it. Although you don’t use it much, it’s quite 
    useful for taking shortcuts. All characters can use the 
    Bolt Cutters (See controls)
    The Bolt Cutters are used for cutting through chain locks 
    and are the only way to get to the Woods. Once you start 
    cutting watch for the 2 buttons that appear and then press 
    the buttons repeatedly. Eventually, a big button will 
    appear. Press the corresponding button. Only Wallace and 
    Hutch can use the Bolt Cutters.
    Fairground Plane Ride (X to shoot, Square to fire a homing 
    The Fairground Plane Ride takes place at the Giant 
    Vegetable competition. You must stop Victor from shooting 
    the Were-Rabbit by shooting down Phillip’s plane. Once 
    Phillip’s health gauge is fully diplenished then that’s 
    your chance to fly up and stop Victor! Only Gromit uses the 
    Fairground Plane Ride.
    The Giant Marrow
    The Giant Marrow is an un-required part of the game but is 
    quite fun to go and do when you want a break from helping 
    the townsfolk. To get to it, just enter the front door of 
    62 West Wallaby Gardens and you’ll be taken to Gromit’s 
    The shop is the place to buy things to grow your marrow. I 
    recommend getting the watering can and the thersomat first. 
    Then, what you buy is a personal choice really. You might 
    want to brighten up your greenhouse with a little wallpaper 
    or you might want to play music to your marrow with the 
    gramophone. There is a shop in each and every world of the 
    game. When you leave the shop, you’ll be asked whether you 
    want to go to the greenhouse or back into the world you 
    entered the shop in.
    Coins are used to buy things at the shop. Their not really 
    one of the main pick-ups but you can get a lot if you’re a 
    big fan of marrow-growing. You can find them all over the 
    worlds; just try using your Bungun on things like post 
    boxes and telephone boxes. You can also find them by 
    defeating enemies.
    3 Tips for growing your marrow
    1. Check on it every day and every night.
    2. Make sure that the items in the bottom of the screen are 
    all on green.  
    3. Don’t be afraid to spend as much money as you want in 
    the shop.
    Sex: Male
    Catchphrase: I’m just crackers about cheese!
    Favourite Food: Cheese
    Likes: Cheese
    Dislikes: Vegetables
    Hobbies: Eating cheese, building inventions, eating cheese, 
    going to the moon for more cheese and eating cheese
    Pets: Gromit and Hutch
    Wallace is Gromit’s over optimistic owner. When all of his 
    inventions go wrong, he’s still happy to just eat cheese. 
    Wendiline** and Lady Tottingham both have had crushes on 
    him. He and Gromit have had the jobs of window cleaners, 
    anti-pesto and even have rented out a room to the evil 
    Feathers Mc Graw! **
    **See a Close Shave and the Wrong Trousers  
    Sex: Male
    Favourite Food: Bones
    Likes: Marrow-growing
    Dislikes: Feathers Mc Graw and Wallace’s inventions
    Hobbies: Saving Wallace from getting killed, being loyal to 
    his master and stopping evil plans
    Owner: Wallace
    Gromit is Wallace’s silent pet who normally chips in at the 
    last moment to save Wallace who is probably screaming; 
    Help! Gromit! Do something! He’s one of the smartest dogs 
    on Earth and is growing a marrow for the Giant Vegetable 
    Sex: Male
    Catchphrases: Flying dogs, whatever next, I think we showed 
    them! and I’m just crackers about cheese!
    Favourite Food: Cheese
    Likes: Cheese
    Dislikes: Vegetables
    Hobbies: Eating cheese, building inventions, eating cheese, 
    going to the moon for more cheese and eating cheese
    Owner: Wallace
    Hutch is the Wallace-like rabbit who was one of the 
    casualties of the Mind-Manipulation-O-Matic experiment. He 
    now acts remarkably like Wallace. He has got a Bungun from 
    somewhere unknown? One question awaits: Is Hutch the were-
    Lady Tottingham
    Sex: Female
    Catchphrase: Call me Totty!
    Favourite Food: Vegetables
    Likes: Vegetables
    Dislikes: Inhumane methods of catching rabbits.
    Hobbies: Growing giant vegetables in her secret garden
    Lady Tottingham is the rich owner of Tottingham Hall. She 
    harbours a secret crush on Wallace. Victor Quartermaine is 
    always trying to make her want to marry him. She prefers 
    humane methods of catching pests rather than Victor’s 
    “traditional” methods.
    Victor Quartermaine
    Sex: Male
    Catchphrase: I’ll get that were-rabbit if it’s the last 
    thing I do!
    Favourite Food: Rabbit
    Likes: Hunting
    Dislikes: Wallace
    Hobbies: Hunting and trying to persuade Lady Tottingham to 
    marry him
    Pet: Phillip
    Victor has been trying for many years to get Lady 
    Tottingham to marry him so when Anti-pesto turn up, he 
    tries his best to upstage them. He even goes to the limit 
    to get his dog; Phillip to let all Anti-pesto’s pests free 
    and steal their Mind-Manipulation-O-Matic valves so that 
    they cannot turn Hutch and the Were-Rabbit back to normal. 
    His next step is to use the valves to turn normal creatures 
    into hideous nocturnal were-creatures!
    Sex: Male
    Favourite Food: Rabbit
    Likes: Hunting
    Dislikes: Gromit
    Hobbies: Hunting and stealing Mind-Manipulation-O-Matic 
    Owner: Victor Quartermaine
    Phillip is Victor’s extremely loyal dog. He even steals the 
    Mind-Manipulation-O-Matic valves from Anti-Pesto. At the 
    very end of the game, he attempts to use Anti-Pesto’s 
    security devices which he made haywire to stop Gromit from 
    stopping Victor who’s trying to shoot the were-rabbit
    Reverend Hedges
    Sex: Male
    Catchphrase: It can only be killed with gold! 4-Karat gold!
    Likes: “Bribing” God to help him win the Giant Vegetable 
    Likes: Growing vegetables
    Dislikes: Were-rabbits
    Hobbies: Reading Nun-Wrestling Magazine and the Observers’ 
    book of Monsters
    Wife: Mrs Hedges
    The Reverend is the first person to see the Were-rabbit and 
    know about it from his book; The Observers’ Book of 
    Monsters. He happily tells Victor all he needs to know 
    about how to stop the Were-Rabbit.
    PC Macintosh
    Sex: Male
    Catchphrase: If you ask me, this is arsine! Yep, someone 
    arsing around!
    Likes: Easy crimes
    Dislikes: Most crimes
    Hobbies: Getting Anti-pesto to do everything for him and 
    leading angry mobs
    PC Mac is pretty much useless during the game. When ever he 
    has a problem, he decides that it’s Anti-Pesto’s job.
    Pests and Enemies
    Rabbit: These furry animals are the most basic and easy 
    creatures in the game. They go best with the Vac 6000
    Fat Rabbit: These are slightly harder to catch than normal 
    rabbits, when you are pulling them in with the Bungun, pull 
    away from them.
    Squirrels: Squirrels are almost the same as rabbits except 
    they don’t herd.
    Hedgehogs: These are exactly the same as rabbits except 
    Chickens: Chickens are the same as fat rabbits except they 
    don’t fit in the Vac 6000. You best put them in their pens.
    Turkeys: The same as chickens except a little harder to 
    Sheep: The same as chickens
    Goats: These don’t fit in the Bungun. You need to make them 
    angry so they try to charge you. Then, stand in front of a 
    pen and dodge at the last minute.
    Bees: Found in the woods near Tottingham hall. These are 
    the same as turkeys except they fit in the Vac 6000.
    Were-Weasels: The most basic enemy; they try to whack you 
    with their clubs
    Giant Were-Weasels: These are the same as Were-Weasels 
    except they’re much tougher
    Were-Rats: Were-Rats stand away from their target and try 
    to hit it with rocks. If you attempt to attack them close 
    range; they use their tails
    Were-Chickens: Were-Chickens are big and tough, if you have 
    any were-energy, use it on them.
    Were-Badger: The biggest and most tough enemy in the game. 
    Whacking it with your Bungun has no effect; either use 
    were-energy or use your Bungun to suck up an item and fire 
    it at the were-badger
    Were-Hedgehog: Quite easy to take down. Whack them and than 
    slam down on them. Avoid them when they are rolling around
    Were-Slug: One whack should take care of these. Watch out 
    for their green slime
    Were-Bee: Destroy their hive before you take on the were-
    bees. Just knock them out the air.
    Garden Gnome: The 2nd easiest enemy to destroy next to the 
    Were-Slug. One blow should take care of them. Watch out 
    though, some of them support weapons!
    Scarecrow: Whacking them has no effect; suck up their bombs 
    and fire them back at them.
    Wheelie Bin: Whack them until they drop. Watch out for 
    their spin attack
    Victor’s Were-Devices: These have a Forcefield of were-
    energy. Fire more were-energy to break the Forcefield. 
    Then, smash both their batteries to destroy them.
    Levers: Pull these to make something happen
    Wheelie Switches: Turn these to make something happen
    Giant Vegetables: These are the key items you’ll find in 
    the game, stop the pests and sometimes enemies from eating 
    Anti-Pesto Vegetable Alarm: When you here this alarm; 
    Wallace or Hutch will tell you which giant vegetable is 
    being eaten. Quickly rush to the right vegetable to stop 
    the pests or enemies.
    Anti-Pesto pest trap: Give this a whack to open it.
    Anti-Pesto pest lever trap: Pull the lever to open these
    Anti-Pesto pest wheelie switch trap: Turn the wheelie 
    switch to open these.
    Anti-Pesto secure frame: Pull the lever to open these
    Madame Winnie Bago’s Sundials: Use Triangle on these to 
    change day into night or night into day.
    Green Pots: Pests are normally hiding inside these; 
    airblast them to make them pop out.
    Crackers: Pick these up to replenish your health.
    Airline: Airblast these to make things pop out.
    Now that I’ve covered the basics you should know everything 
    you need to about the game. I plan to put in a list of the 
    shop items in the Giant Marrow section so a “Mr Caliche’s 
    Shop” list would be much appreciated.
    I’ve divided the Walkthrough into sections for each day and 
    night for example; Pip’s Bullseye Game and Mrs. Windfall’s 
    Vegetables are in Day 2, Mrs. Windfall’s Vegetable Show 
    Arrangements are in Night 2 and Mr. Caliche’s “Fowl Play” 
    is in Day 3. Every time you receive a new invention I’ve 
    copied and pasted it from the basics section. If you want 
    to find a particular bit of the walkthrough, press CTRL + F 
    and then type it what you want to find. Please note that 
    you cannot do 2-player during Day 1. 
    Day 1: Starting Cutscene
    At the very start of the game, Wallace and Gromit are 
    sitting at the table having just finished Breakfast, 
    Wallace comments about the Giant Vegetable Competition and 
    how there are so many rabbits around. The phone then rings 
    and Wallace picks it up. He tells Gromit that it’s Lady 
    Tottingham who wants Anti-Pesto to help her rid of a 
    terrible rabbit infestation humanely. The duo then drive 
    down the road towards Tottingham Hall to find Madame Winnie 
    Bago, the fortune-teller who is coming to the village for 
    the Giant Vegetable Competition. They help her fix her van 
    and in return she tells them their future. She says that 
    she sees rabbits, lots of them and by the light of the moon 
    she sees one particurly large rabbit. She also tells them 
    to avoid crossing the path of a tall dark stranger. Soon, 
    Anti-Pesto arrive at Tottingham Hall where they meet Victor 
    Quartermaine and his dog, Phillip. They prefer more 
    “traditional” methods of catching rabbits and immediately 
    make enemies of Wallace and Gromit. Lady Tottingham soon 
    arrives and welcomes Anti-pesto. Victor goes off sulking 
    and Wallace informs her that they’ll stop her rabbit 
    problem straight away!
    Day 1: Catching the rabbits on Lady Tottingham’s lawn
    Start off by going up to Lady Tottingham and pressing 
    action. She’ll ask you to clear the front lawn of her 
    rabbits. Walk up to the Bunvac and when a yellow circle 
    appears, press Whistle for Wallace to activate the Vac 
    6000. When he does head out onto the lawn and get your 
    first taste of using the Bungun on rabbits. Once one is in 
    your Bungun, fire it into the Vac 6000 to store it in the 
    Bunvac. Do the same to another 2 or 3 rabbits until Wallace 
    comments on a fat rabbit. Use your Bungun on the fat 
    rabbit. If you pull away from it, you’ll be able to suck it 
    in. Fire it into the Vac 6000. After “vaccing” another few 
    rabbits, Wallace will turn off the first Vac 6000 and 
    activate another one in the middle of the field. Chase the 
    rabbits into it. When you chase a group of rabbits, it is 
    called herding. Herd all the rabbits into the Vac 6000 and 
    then go back and talk to Lady Tottingham. You’ll get your 
    1st TUTORIAL CARD for your help.
    Day 1: Catching the Rabbits in the Walled Garden and a 
    Bonus Card
    Talk to Lady Tottingham again, who will ask you to clear 
    her walled garden of pests. Before you enter it, pick up 
    the TOTTINGHAM HALL CARD on the left. Since the gate is 
    locked, you can’t get into the walled garden that way. Jump 
    onto the logs and then double-jump over the fence. Smash 
    the boards on the door to let Wallace through. He’ll tell 
    you that the trolley needs to be pulled off the Vac 6000. 
    Jump down and press action to pull it. Wallace will then 
    say that the Anti-Pesto traps contain rabbits. Smash them 
    to set the rabbits free so that you can chase them into the 
    Vac 6000. Next, go to the lever trap and pull the lever. 
    Chase the rabbit into the Vac 6000. Then, go to the 
    Wheelie-switch trap and turn the wheelie-switch. Finally, 
    use your Bungun to get the rabbit into the Vac 6000. 
    Wallace will then say that the covers of the vegetable 
    patches look suspicious. Go up to them so that you are 
    facing one and the yellow circle is in front of the other 
    one. Whistle for Wallace to use his Bungun on the 1st trap 
    whilst you use your Bungun on the 2nd trap. You’ll set a big 
    load of rabbits free. Herd them into the Vac 6000. Quickly 
    rush up to the prize pumpkin to see a short scene where 
    some rabbits appear in the flower bed closest to you. Herd 
    those rabbits into the Vac 6000. For the final section of 
    the Walled Garden, Wallace will tell you that some rabbits 
    are hiding in the green pots. Wall jump between the two 
    buildings to reach the roof of the butler’s house which is 
    next to the green pots. Whistle for Wallace to airblast the 
    3 pots. 3 rabbits will shoot up into the air. Suck one in 
    and fire it into the Vac 6000. Do the same for the other 
    two to get all the rabbits. Go back out onto the lawn and 
    talk to Lady Tottingham. You’ll get the 2nd TUTORIAL CARD.
    Day 1: Collecting the ugly statues
    Then, Lady Tottingham will ask you to remove some beastly 
    statues from around the hall. The first two are on the 
    balcony at the front of the hall; wall-jump to reach them. 
    Next, jump down and go round the corner to just in front of 
    the archway where there is another statue on a small 
    pillar; jump to get it. When you go through the archway to 
    the area just outside the Walled Garden, Wallace will say 
    that the next statue is too high for Gromit, he’ll have to 
    get it!
    Double-jump towards the pillar to grab onto the bottom of 
    the top. Hoist yourself up to reach the 4th statue. Then, 
    enter the Walled Garden and jump off the ledge onto the 
    pillar to get the 5th statue. Finally, drop down so that 
    you’re next to the door and not standing on the yellow 
    circle. Whistle for Wallace and then help him suck open the 
    door. The final statue is inside. Pick it up and then go 
    back to Lady Tottingham who will give you the 3rd Tutorial 
    card. After a second or two, Wallace will comment that he 
    is tired and that they ought to go home. This sentence 
    finishes the first day of the game.
    Night 1: Victor’s Plan (Cutscene)
    Victor is in his old mansion just up from Tottingham Hall; 
    sitting in a armchair with Phillip at his feet. He gets up 
    and talks to Phillip about his plan to put Anti-Pesto out 
    of action; let all the pests free. He laughs evilly.
    Night 1: The Mind-Manipulation-O-Matic Experiment 
    This scene takes place in Wallace and Gromit’s cellar as 
    Wallace reveals that he’s going to use his brainwashing 
    machine to brainwash the bunnies into hating vegetables. 
    Phillip meanwhile spies at them from a window. All goes 
    well until Wallace accidentally switches the machine to 
    blow and a rabbit gets pulled out of the top and down into 
    Wallace’s helmet. Wallace yells out signals for Gromit to 
    help him whilst hopping around the room. Gromit smashes the 
    helmet with his Bungun and Wallace and the rabbit fall to 
    the floor. Wallace lifts the shaking rabbit up and puts it 
    into the cage. He then says that there’s no hot chocolate 
    for him tonight; carrot juice would do just fine…
    Day 2: Wallace and Gromit wake up (Cutscene)
    The day starts when Gromit gets up to hear noises coming 
    from their client alert room. He goes in to find all the 
    pictures flashing. He heads downstairs to find a newspaper 
    saying that a big nocturnal beast has ravaged the town’s 
    vegetables last night. Reverend Hedges claims that it is 
    the dreaded beast; the were-rabbit! Gromit goes down into 
    the cellar to find the rabbit which was shaking last 
    night’s cage broken! Wallace appears at the stairs and 
    tells Gromit that Anti-Pesto have a lot to do!
    Day 2: Clearing the Rabbits on West Wallaby Street
    When you gain control outside Wallace and Gromit’s house 
    you’ll notice that the street is swarming with rabbits but 
    you can’t do anything about it because there are no Vac 
    6000’s. To catch the rabbits you have to do it in an easy 
    time limit of 7:58. To start the time limit, talk to Mr. 
    Growbag. Since you have so much time, you should complete 
    this easily in your first go. Just search the same things 
    as you did in the Walled Garden. There are 2 Vac 6000’s; 
    the one in the road and the one in 62 West Wallaby Gardens 
    front garden. Herd as big batches as possible into the one 
    in the road. If you have any single rabbits, fire them into 
    the one in the front garden. I did it on my first go with 
    about 6:00 left. Once you finish, you’ll get the 1st MR 
    Day 2: Mrs. Mulch’s Vegetable Pie
    Now that you’ve cleared West Wallaby Gardens of pests, you 
    can help the people on it solve their troubles. You’ll 
    notice Mrs. Mulch across the road, Madame Winnie Bago at 
    the end closest to Tottingham Hall, Mrs. Windfall next to 
    her and Mr. Leaching and his van. To start the vegetable 
    pie mission, talk to Mrs. Mulch. She’ll ask you to help her 
    make a vegetable pie by bringing her a turnip, a 
    cauliflower, a courgette and a wild mushroom. Search the 
    flowerbeds in the front gardens of West Wallaby Gardens to 
    find a turnip and a cauliflower. Pick them up using your 
    Bungun and drop them in the basket next to Mrs. Mulch. The 
    wild mushroom is behind the tree with no fence around it. 
    Drop it in Mrs. Mulch’s basket. The courgette is harder to 
    find, follow the path away from West Wallaby Gardens until 
    you reach what looks like a village square, this is the 
    Market Square. One of the boxes contains some courgettes; 
    pick one up and take it to Mrs. Mulch where you need to 
    drop it in her basket. Once you’ve done this, you’ll get 
    the 1st THE MULCHES CARD.
    Day 2: Mrs. Windfall’s Veg
    Walk down the street, past the tree with no fencing and 
    past Madame Winnie Bago and her van. There, you’ll see Mrs. 
    Windfall looking very sad. Talk to her to discover that 
    pests are eating her veg! You have a time limit of 6:00 to 
    catch all the pests. At the start, some squirrels will 
    appear outside a tree. Jump up the grassy stairs and catch 
    as many squirrels as possible in the Vac 6000. A few of 
    them will escape into the tree. Jump, suck and fire them 
    into the Vac 6000. Next, some rabbits will appear next to 
    the giant cauliflower and start eating it. Quickly herd 
    them into the Vac 6000. Then, some more rabbits will appear 
    up next to the giant pumpkin. Jump up the next grassy 
    staircase and herd the rabbits through the gate. Herd them 
    and the rest of them onto the manhole. Make sure a yellow 
    circle is next to the lever near the end of the ledge and 
    whistle for Gromit to pull the lever. The manhole cover 
    will spring open and the rabbits will be pulled inside. 2 
    more groups of rabbits will appear; one next to the giant 
    cauliflower and one next to the giant marrow. Herd the 
    group next to the cauliflower into the Vac 6000. Then, rush 
    to the giant marrow to make sure they don’t eat it all and 
    herd those rabbits into the Vac 6000. Next, suck open the 
    door of the little hut and herd the pests inside into the 
    Vac. Finally, hit the supports of the small platform which 
    3 rabbits are on and herd them into the Vac 6000 to finish 
    the mission. You’ll get the 1st THE WINDFALLS CARD.
    Day 2: Pip’s Bullseye Game
    Before you go back to the main area of West Wallaby 
    Gardens, follow the other stretch of road down to a 
    football pitch. You’ll notice Pip standing against the wall 
    next to a chalk goal shape. Talk to him to start the 
    mission, you have a time limit of 00:30, 00:40 and then 
    00:50 to hit the marked chalk circles in each round. Press 
    circle for a low hit, square gently for a medium hit a 
    square hard for a high hit. In each round, just line 
    yourself up with a marked circle and press the right button 
    for the right height. The 1st round just has 2 or 3 circle, 
    the 2nd round has 4 or 5 circles and the 3rd round has about 
    8 circles. I made it on my 1st go easily.