Warning! Do not read this if you intend to win the game on your own, as it does contain spoilers. There is one clue in each section, and at the end there is also a complete map. More about the game.
The game map is a grid of 6 columns and 5 rows. The rooms are numbered from 1 in the top-left corner, increasing to the right, with room 7 starting the second row. The lower-right room is number 30. I will use this to indicate where things are located on the game map.
Your first objective is to figure out what you're supposed to do. You do so by getting to room 8 and examining the stone. It contains a carving from a desperate citizen of the land you have ended up in, a cry for help. It also contains a clue on how to finish the game.
When you've walked around for a while, you'll find that you're kind of trapped, you cannot get out of the 3×3 maze you start up in. Your animal friend, the squirrel (room 9), is the key to this. All you have to do is talk to him, and he'll let you out. But, as you might have figured out by now, your skill at talking with squirrels isn't the best.
So, what you need to do is to find a way to be able to talk squirrelish. Fortunately for you, there's a pill for everything these days. You find the pill underneath the stone in room 1. You can either take the stone, or just examine it, and you'll find it.
You can now go out and examine the big world. You'll soon notice that if you stay on the autobahn for too long, a skateboarder will pass you by and drop a bottle of Coca Cola. Avoid picking it up. You'll also notice that there is a moat which you cannot pass, and that you cannot access the lower left 3×2 rooms of the map.
The answer to getting past the moat is in the cottage in room 16.
The cottage is locked, so you'll need a key to get in. Fortunately for you, there is one in position 28 that fits just fine. Keep the key, it might get handy later.
When you've opened the cottage, you find a switch. Turn it, and you'll hear a load thud. That was something heavy that got dropped.
There's a locked door in position 20, and it must be owned by the same person who owns the cottage, because the key fits just fine. Open it.
You've now entered the inner sanctum of the evil scientist. Don't try to run, or he'll capture you and use you for his experiments.
Since you can't kill him, just punch him in the face, and he'll lie down and rest for a while, long enough for you to get away.
There's a bottle in room 25. Take it. If you read the mission in the beginning of the game, you know what to do with it.
To neutralize the potion, you need to pour it out into the salt water. Luckily for you, there is a sea in room 6.
If you pick up the Coca Cola bottle from the skateboarder (which is of course a homage to Street Surfer), the only way to get rid of it is recycling it in position 12. You'll also note that the two potions (the Coca Cola and the scientist's potion) don't go well together, if you have both for too long they'll explode in your face.