SHE'S A GIRL???
- V

- Mar 14
- 9 min read
Happy 313 day! I'm playing Freddi Fish! XD! Specifically Freddi Fish 5: The Case of the Creature of Coral Cove. Ooooh spooky.
So Freddi and Luther visit Grandma Grouper for like... 2 seconds. This is also the only fucking time we see her the whole damn game. They let her know they're going to Coral Cove park. And then they book it. But uh oh. There appears to be some commotion going around. Marty Sardini, the mastermind of Coral Cove park had to close it down because of a sea monster. Well that's not good. Freddi and Luther offer to solve this mystery themselves and Marty agrees. Though getting into Coral Cove isn't going to be easy. Officer Beverly stops anyone from going in including Freddi and Luther. And they can only go in if they get a permission slip (the fuck is this kindergarten?) signed by Mayor Marlin. Alright well I guess I can check out the plaza area instead. There's a barber shop... that is closed... There's a dude playing music on jugs. Though one of which is a glass bottle. And supposedly, if we find this dude a jug, we'd get the glass bottle in return. There's also a taffy shop run by Kipper. She is... very hyper. Guess you can say she has TAFFY FOR BRAINS! XD! There's a taffy machine we can use. Flavor options are... questionable. But if you're into Briny Shrimp taffy... go for it? Next up in this plaza area is a claw machine. Literally using a crab claw. Can't play it yet. It needs a sea urchin. And at the end is Earl. Poor guy lost his glasses and has to use a microscope lens to read his map. So let's see, we need our permission slip signed, we need to collect a jug, sea urchins, and glasses. Oh fuck I see where this is going. Going back to the plaza entrance, now to the left and upward is Rollo and his fancy gadget... it's an extendo-hand device. For those who are lazy to reach for anything. This device will do so for you! That, I need 3 urchins to purchase. And so far... I have none. To the left of Rollo is Al B. Core. He's very invested in his trading cards. And he is very STRICT... that no one dare touch his fucking cards unless a trade is offered. And something tells me I might be trading with this dude. Past his little booth is a tree. Not an ordinary tree. Looks like it's been inhabited. This is where I find my first urchin as well. I also find a trading card. Only to realize it has been used as a roof by a very stereotypical angry fish dad. Looks like dude wants a traffic cone roof. So I can't collect the card just yet. But I do feel like I will need it.
On the other entrance is Casey and his laboratory. He's trying to study food samples. But his microscope is missing its lens. Well I know where I can find that. I just need to get Earl his glasses in exchange for the lens. To the right of the lab entrance is Marge. Marge the Sarge. She uses a drill book to command some Tetra fish. But only because she doesn't have her medal. And if we find her medal which I already know we do, she doesn't need the book anymore. There is a little battleship looking mini-game here too. But honestly I have a bigger quest to fulfill? I don't have time for little party activities. I already have so much shit I need to collect. Also? I never realized but apparently Freddi FIsh is a girl. No really. I mean I'm not judging the gender obviously. To the left of the massive tree is a bunch of geysers. Those of which I have to jump across to get the urchin. But only when the timing is right. I can use an urchin I have to play the claw machine and get... a glow ring! Now that's not right at all. See if this was a real claw machine, Freddi Fish would've gotten nothing. XD! Oh and then the machine fucking breaks once we're done with it... whoops... to the just straight left of the plaza area is Gillian Barker. Twin sister to Gill Barker. She's selling a glue bottle for just 1 urchin. I have just enough for that too. Finally I reach the office of Mayor Marlin. Though he seems to be busy getting a makeover done by Clyde. But is missing his number 12 fin-pick. That can be picked up at the barber shop... wait isn't that locked. Well yeah it is but thankfully Clyde provides us a set of only a gazillion keys. Ah one of them is bound to open the door. Thankfully the keyhole is shaped so distinct enough that I know what key to use. What I don't do is pick up the right fucking fin-pick because dumbass me wasn't paying attention to what one I needed. I was tired okay? So Clyde finishes the makeover and now... over 20 minutes later can I get the fucking permission slip signed to go into Coral Cove. But first, I meet with Nick and his Knack's. Unfortunately he has gotten stuck under his own sign as he was trying to fix it. The bolt is nearby but it's on top of a stinging anemone. And even when I do get the bolt, I need a wrench-oh fuck Bendy PSTD is coming through.
Thankfully however, the wrench is stupid easy to spot. It's in good hands right now by Kit Craftsman. He plans on using it to take apart a ship since he can't find a big bottle to fit it in. Well I know where I can find a glass bottle. I just need to find a jug. Once I find my way back to the Coral Cove entrance, I hand the permission slip and FINALLY I can get in. Holy hell. All I needed was a damn permission slip signed and I ended up getting lost in 10 million side quests. First thing we find is what looks to be a piece of food with a BIG bite out of it. Oh yeah the monster has definitely been here. So there's 3 paths I can go through here. I'll call them path A (left), path B (center), and path C (right). Going to path A, looks like Marty is watching us. And he doesn't like that we're inside the cove as apparently they'll ruin his "grand plan"... well that's... I don't like the sound of that. Anyways, there's more of these Tetra fish here. Swimming in front of a giant door. I know because there's a keyhole. But I don't have a key at the moment so there's nothing I can do here. Path B has another urchin I can collect. 2 more paths here. I'll call them Path BA (Left) and Path BB (Right). Going down Path BA, I find a broken jug. Well luckily for me I have some glue I can use to put it back together! heading down further, I find the glasses I need for Earl. Perhaps I would know which puddles to jump across to get to the glasses if I just paid attention to the fucking mud skipper providing the example for me. Going down path BB is where I can find the medal for Marge. However, it's just out of reach. There's a sunken ship through path C where I can also find the traffic cone I need for fishy father. Or whatever the fuck his name is. However the door for the ship is jammed shut. Well for now I can give music dude his jug for the bottle and Earl is glasses for the lens. I give Rollo the 3 urchins he needs for the hand device and I give Casey the lens to that he can study the piece of food we collected when we first entered through Coral Cove. It's a piece of sea cheese... very infested with little bacterias. And it appears to be sea monsters' favorite food. We exchange the cheese for a key that has little remains of cheese left on it. Seems like this kind of cheese is found near Tetra caves... hmm...
I give Kit the glass bottle for the wrench and then I can use the extendo-hand to get the bolt and tighten it to the sign with the wrench for Nick. Hope we didn't need that hand again. That appeared to be the anemone's dinner. As Nick's thanks for us freeing him from the sign, he gives us a magnet free of charge. Thank fuck. I didn't have any more urchins. I can use that to pick up the medal for Marge in exchange for the drill book. I find the Tetra's swimming across the cave door and on my first fucking try, call the right drill to get them to move out of the way so I can open the door. The cave is dark but I have the glow ring to light it up. From there I find a to-do list. Picking up sea cheese, scaring townspeople from home, and ordering 50 pounds of taffy. Seems like this belongs to the sea monster. I head back to Kipper's taffy shop to question her about the order. We can get the address of the monster. But she needs to remember her password. She had it written on a trading card... that she had traded away... sorry why? Thankfully Al is indeed the owner of the card. But I can only get it once I trade it for another. I know where I can find a card but I need that fucking traffic cone. Holy FUCK THE HURDLES! Annnnd this is where I get a little stuck. Hey it's not a fucking Humongous game if you reach a dead fucking end. How the hell do I get that damn ship door open? Eventually, I don't know how but if you click on a very... VERY specific part of the ship door, you can get Luther to squeak inside. Holy fuck that took too long to figure out. Looks like it's a color code combination I need to figure out to get the door to open. Thankfully the answer looks to be in the upper left area. I just need to find out how I can move the color lights. There's a lower area I can access to find the color panel controls. Moving the colors in the right places lets Freddi into the ship and from there we can pick up the cone for angry father fish for the trading card I can trade to Al for the card Kipper needs that has her password on it... her password? Kipper... (ahem)... BRUH! But we get the address for the sea monster as we once again have a commotion going on at Coral Cove. Meanwhile, Freddi and Luther awaken Xamfear. Turns out this is his... "new" home. And that a certain someone drove Xamfear out of his other one. Coral Cove.
Xamfear claims he has a deed to Coral Cove. But right as he's about to show it, it's gone. And so is Marty. But Freddi and Luther are able to track the home down. Albeit... it's guarded by a guard dog fish. Though it's easy to distract it with a rubber ducky that's nearby. But trying to enter Marty's house ain't easy. We find ourselves falling into a trap. But thankfully it's pretty easy to escape it as the window in the distance is unlocked. Whew. Though it can only be opened from the inside. There's a small window we can look through as we see Marty hiding away Xamfear's deed. Just outside here is a metal weight we find. Looks like it can go into the cone shaped counterweight above. There's another one outside Marty's front door. And the last one is... uh... to hell if I fucking know. I thought maybe it would be in the trap room? I couldn't seem to find it. I mean fuck there's 3 fucking areas here. How am I missing it? But call me tired again when I soon realize it was right in front of the fucking locked door in the trap room. In plain sight too. HOW THE FUCK DID I MISS THAT? Either way, we're in Marty's home now. We need to get access to the bookshelf that has the book holding the combination to the safe. But the shelf is facing the wrong way. There's a vase I can pick up and move around a table. Upstairs I can do the same with a candle. And I can open up the front door too. With the door opened, I can go back through to the trap door room, leave out the window, and go back through the front door and now the shelf is facing the right way. The book conveniently falls out and it tells me how I can get the deed. Putting the vase and candle in specific spots, setting the lights to a specific color, and then entering in a specific 3 digit code. I also collect a key I can use to unlock the Marty sculpture upstairs. I get the deed but Marty caught us and is calling for guards. Not before Mayor Marlin has anything to say about it. Coral Cove is returned rightfully to Xamfear. And Marty will be spending his days cleaning the park up. And Xamfear opens up the park for everyone to play in it. And that's the end of the story. Coral Cove is returned to Xamfear, Marty is doing his community service.
And I am remembering Grandma Grouper existed for 5 seconds in this game.





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