Destination:

Treasure Island

 

(A Walkthrough by ZURREEN ZUBAIRIE)

 

Copyright © 2007.  All rights reserved.

 

(Please, note that this walkthrough is copyrighted.  Hence, any attempt to reproduce anything from this walkthrough will be severely punished to the maximum extent of the law.)

 

 

The Walkthrough

 

GENERALLY:

 

This is actually a very easy game and I would encourage you to try to solve as many puzzles as you can on your own.  For this reason, I have tried to write the following walkthrough so that you can find the answer to a question without "accidentally discovering" the answer to another that you might have preferred to find yourself.

 

As for the game itself, the format is similar to that of "The Return to Mysterious Island" and "Voyage – A Journey Beyond Reality," that is, in the way you combine things, disassemble them, etc.  There is no "Intelligence Score" in this game, however, something that I had really enjoyed in the above two games.  But this game has a lot of qualities that more than make up for that shortcoming.  The storyline is more sophisticated, the puzzles are fun, and the game overall is quite creative and presents a wonderful adventure.

 

COMBINE:  Just pick up an item in the inventory, place it on another item, and click.  If you need only two items for the combination, they will be combined.  But if you need more items, a box will open at the bottom of the screen showing the two items and a question mark for each of the missing items.  Feel free to try any or every item in your inventory to see if it fits!

 

DISASSEMBLE/EMPTY:  If an item can be disassembled or emptied, a black-and-white spanner symbol will appear in its lower-right corner.  Just place the item on the spanner (in the lower-left portion of the screen), and the item will be disassembled or emptied, as the case may be.  But note: do not worry about losing a vessel's contents.  There are really only two liquids in this game: rum and water.  Of these, water is the only thing that is ever lost when you empty the vessel (the helmet).  But that is okay because you can always get more water throughout the game.  In the case of rum, however, you do not really "empty" the bottle and therefore never lose the rum.  Putting the bottle on the spanner only opens it by removing the cork (which then appears as a separate item in your inventory).

 

THE MAP:  You can use this map to get from one place to another during the game, if you have already visited the second place at least once.  In order to do this, open the map and click on the spot where you would like to go.  You will see the hero jump from one point in the map to the other, and you will then find yourself at that other location.

 

Note:  I have often given the "physical" directions to various places, even after we have visited them already, just in case you might want to "go by foot" again.  I have also used different labels for some places from those indicated in the map.  For example, I call the place where you first arrive as "The Point of Arrival."  I thought that it might be better to call it that than "Cape Fear" (as it is called in the map) because my descriptive label might be easier to remember than the map's non-descriptive name, especially after we are introduced to the "Flowery Coast" and have to then differentiate "Cape Fear" from the "Flowery Coast," both of which happen to be on the same side of the island.

 

 

THE ALTERNATIVE STORY:  It might be best to mention the following right here in the introduction.  At the beginning of the game, there is not only a Sextant but also a Marine Chronometer (found up on the ceiling) in Jim Hawkins' cabin.  The game will allow you to take either, both, or even neither of these instruments when you leave for Emerald Island.  The storyline, and thus the game play, will be (at least slightly) affected by your particular choice.  I have written the following walkthrough assuming that you take only the Sextant.  Unlike some walkthrough-writers, however, I decided not to use boxes, etc. to try to show what would happen if we had made another choice because doing so seems to make the walkthrough unnecessarily complicated.  I chose the Sextant-only choice because that was how I first played the game (and also because I loved having to repair that dinghy which would not have required any repair if I had taken both the instruments).

 

Feel free to try any or all of the other three possibilities, one by one, to see how it affects the game.  Whatever choice you make, rest assured that the game will provide you with whatever you might need to finish it.  Enjoy the "exploration" of the other possibilities!

 

 

Well, that is all I can think of in terms of a general guide to the game.  Following is a more detailed step-by-step walkthrough.  Please, feel free to address any comments or questions about this walkthrough to ZSZUBAIRIE@AOL.com.

 

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

 

Jim Hawkins' cabin

 

            After the beginning cutscene, you hear a rapping.  Turn to the middle of the three large windows on your left.  Open the window.  Click on the parrot.  Retrieve the Message from its left claw (the one on your right).  A cutscene follows.  Click on the "X" in the lower-right corner of the screen to close the Map.

 

Note:  You can click on the "MAP," the horizontal tab on the left side of the inventory, to refer to both the map and the Enigma again.  You can also refer to the Enigma-only by either (1) clicking on "ENIGMA," the horizontal tab on the left side of the inventory, or (2) just pressing the Enter key on your keyboard (pressing the Enter key again will close the Enigma box).

 

            After the parrot finishes talking, moving RIGHT, pick up the following objects:

 

SEXTANT -- from the top-left of the desk under the small window;

BLACK SPOT -- from the top-center of the pole left of the door; after the cutscene,

THICK ROPE -- from the same spot as the Black Spot;

LIGHTER -- from the floor on the right of the bed; and

ROPE -- from the same spot as the Lighter.

 

            Turn and click on the door to find it locked from the outside.  A dialog/cutscene will follow.  You can click on the door again, but to no avail.  Turn to the parrot in the window and see it fly away.  Click to step out of the window yourself but the hero will point out that we need to use a rope.  The camera will pan down to the left at the arm-rest, to show you where the rope must be tied.  Either of the two ropes you have is too short for the job.  So combine the Rope and the Thick Rope, and tie the knot by clicking on the pictures on your right in the following order:

 

Bottom, Top, Bottom, Center (the only picture on your right).

 

Note: Since there is no scoring on your performance, you will not be penalized for making a mistake in tying the knot.  If the red 'X' appears, indicating a mistake, just start over by clicking on the picture (or one of the two pictures) on your right again.

 

Note also:  The "Do-It-Yourself" and "Knot" horizontal tabs, on the left side of the inventory, have lit up (i.e., they are no longer "grayed" out).  You can click on them now any time during the game to see the combinations and knots you have made up to that point.  By clicking on the hand image under a given knot, in this section, you can also try to tie that knot again, without affecting your progress in the game.

 

            Attach the Knotted Ropes to the arm-rest, tying the knot as follows:

 

Center, Bottom, Bottom, Center, Center.

 

            Now step out of the window and the cutscene will take us to a new destination.

 

Emerald Island

 

THE POINT OF ARRIVAL

 

            Close the Enigma box.  Click on the Block on your right, but you need a good knife.  Pick up the Rusty Knife from the rock on your left.  The hero notes that it felt as if the knife were lying on a magnet.  Hmmm…

 

            The Rusty Knife is useless, so disassemble it.  A cutscene will follow; and then, you will retrieve the Knife Hilt

 

THE SKULL CAVE

 

Turn around now and note the carving of a huge skull in the rocks on your left.  Step forward.  You will find that you can go either left or right.  Go left, towards what we will call "the Skull Cave."  Before entering the cave, however, look down on the ground to your left and click on the Eye icon on the claw marks.  After the cutscene, enter the cave.

 

            Pick up the Fuel from your left and place it on the fireplace in the center.  We cannot light it up, however, because our lighter has no wick.  Moving from left to right in the cave, pick up the following objects:

 

KNIFE BLADE

EMPTY HELMET

STRING

BROKEN STATUETTE

 

Note:  Leave the FIGURINE in its place because, as you will see later, that is where it belongs.

 

BACK TO THE POINT OF ARRIVAL

 

            Step out of the cave and take three steps forward to return to the point of the coast where you had arrived.  Open your inventory and combine the Knife Hilt and the Knife Blade.  Supply the String in the space for the missing item.  Tie the knot as follows:

 

Center, Top, Bottom, Center, Center.

 

            Use the resulting Knife to cut the Block free on your right.  Pick up the Block.

 

THE RESIN TREE

 

            Turn around, step forward, and then step to your right this time.  Look to your left and note the white scratched surface in the center of the tree.  Use your Knife on that surface to see the resin ooze out.  Pick up the Terracotta Jar (lying on the ground right of the tree), and place it against the tree to get Cold Resin.  A cutscene will follow.

 

Note:  If you don't like the "belching sounds" that will follow this cutscene, feel free to retrieve the resin at a later point when you will actually need it.

 

THE SKELETON CAVE

 

            If you look around, you will find that you can go in four different directions.  Take the first right from the tree, in the direction of another cave that you see in the distance.  The cave is presently closed off, however, by a barred gate.  Click on the ring in the small wooden window on your left, and the hero will tell you that you need some tool to "hook it."  But if you try a tool (for example, the knife), he will tell you that we should get back to it later.  Look up to the right of the cave and note the skeleton hanging down.  So we will call this "the Skeleton Cave."

 

THE GORGE

 

            Turn around and step back to the resin tree.  Turn around again and go to the right of the path to the Skeleton Cave this time, to arrive at a gorge.  Click on the lines tied to the shaved-off tree on your right, to bring over the trolley handle.  Retrieve the Trolley Handle.  Open your inventory and

 

Disassemble BLOCK = AXLE, WHEEL, and BLOCK CHEEK PLATE. 

 

Combine AXLE + WHEEL + TROLLEY HANDLE = REPAIRED TROLLEY.

 

            Attach the Repaired Trolley now to the lines and click on it, to let a cutscene take you across the gorge.

 

THE HAMMOCK

 

            Look down on your left and pick up the Orange Flower.  Look around to see that you can go in three directions: forward, right, and back across the gorge.  Step forward.  Pick up the Bananas from the tree in front of you.  Turn left and click on the Eye icon on the hammock for a cutscene.  Pick up the Bottle of Rum from the ground under the hammock.  Finally, pick up the Right Horn of a Ram from the large grey rock on your right.  Another cutscene follows, and a part of the Enigma is crossed off.

 

THE FIREPLACE BY THE BEACH

 

            Go to the right of the grey rock.  Turn around to find a fireplace.  Pick up the Package Wrapped in Oilcloth from the "mouth" of the statue of a creature.

 

Disassemble the PACKAGE = MALLET, CAULKING IRON, and OAKUM.

 

Combine LIGHTER WITH NO WICK + OAKUM = LIGHTER.

 

            Feel free to place the Fuel in the fireplace and use your Lighter to light it up, but you do not need to do so just yet.

 

THE STONE IDOL BY THE BEACH

 

            Turn right and take a step along the beach.  A cutscene follows.  Talk to the parrot.

 

Note: you might want to SAVE your game here because you can have the parrot sing the entire song of "Fifteen Men on the Dead Man's Chest" by clicking on the second line of the dialog and, as you will shortly see, you will need to know the lines of this song later.

 

            Use your Knife on the Bananas to get Banana Slices.  Open the Bottle of Rum by placing it on the spanner in the lower-left corner of the screen.  Combine

 

OPEN BOTTLE OF RUM

+ BANANA SLICES

+ EMPTY HELMET

= HELMET FILLED WITH BANANAS IN RUM.

 

            Click on the parrot and then on the dialog choice offering the parrot with this concoction.  The parrot responds by giving you a Red Feather that falls down by the stone idol's feet.  You do not have to pick up this feather just yet.  Instead, step over to your right, turn around and pick up the following items lying by the edge of the water:  Blue Feather, Yellow Feather, and the Red Seashell.  Fill your helmet with "salted water" from the waterhole in front of you.  You may step further down the beach (now on your left) but there is nothing of interest there (at least at the moment).  Return to the stone idol by the beach, where the parrot is sitting.

 

DECORATING THE STONE IDOL

 

            Place the Blue and Yellow Feathers, the Orange Flower, and the Red Seashell at the feet of the stone idol.  Tie the green-and-white tassel hanging right of the fish image on the stone idol as follows:

Center, Top, Center, Top, Center, Center, Center.

 

            Decorate the stone idol by applying the Red and Yellow Feathers, The Orange Flower, and the Red Seashell (as shown below).

 

 

            A cutscene follows and another part of the enigma is crossed off.  Close the enigma box and take two steps to the left, to find your dinghy.  As the hero finishes speaking, click on the Eye icon on the side of the boat to let the hero tell you that we will repair it later.

 

            Go to your right.  Turn left and cross the gorge.  Then, take two steps forward to arrive in front of the Skull cave.  Enter the cave. 

 

THE SKULL CAVE PUZZLE

 

            Use your Lighter on the Fuel in the fireplace to light up a fire.  Close the Enigma Box.  Place the Cold Resin on the fireplace to get Hot Resin

 

Combine HOT RESIN + BROKEN STATUETTE = FIGURINE (with the hook).

 

            Place this Figurine opposite the one (with the pegged leg) that we had not removed earlier.  Note how the shadows of these figurines are cast against the grid on the wall on your right.  Refer to the enigma which talks about using the mallet to strike at the "Hook, pegleg, dagger and pistol."  So take out your Mallet and strike at the grid boxes as follows.

 

 

            A compartment will open in the wall above the two figurines.  Pick up the Left Horn of a Ram, and a cutscene will follow.  Close the Enigma box, and another cutscene will follow --showing the skeleton dropping in front of the Skeleton Cave's barred gate.  Close the Enigma box again.  Place your Helmet Full of Salted Water on the fireplace to get Helmet Full of Salt.  Pick up both Figurines, and step out of the Skull Cave.

 

THE SKELETON CAVE PUZZLE 1 (THE SONG)

 

            Take two steps to your left, to arrive in front of the Skeleton Cave.  Look down on your right and pick up the following items from or lying around the fallen skeleton:

 

JUNK WATCH

GLASS EYE

HOOK

SCRAP OF CLOTH (on the skeleton itself).

 

            Click on the parrot and he will start the song, urging you to finish it.  Feel free to try to complete the song using the SAVE suggested earlier in which the parrot sings the whole song for you.  Or click on the lines that start with the following words.

 

1)  "Drink and the devil had done for the rest …"

2)  "The mate was fixed by the bosun's pike …"

3)  "And cookey's throat was marked belike …"

4)  "And there they lay, all good dead men …"

 

            With each correct answer, the parrot will slide a bit to the right.  At the end of the song, it will peck down on its perch to release the purse tied there.  Pick up the Purse.

 

THE SKELETON CAVE PUZZLE 2 (THE SCALE)

 

Turn left and use the Hook on the ring at the base of the window.  Put the Purse inside the opened compartment.  Place your cursor on the Eye icon appearing on the note in the top-center of the window, to learn that you must place 7 coins to open the gate on your right.  Refer to the Enigma to learn further that you need 109 shillings.  In other words, you need 7 coins that add up to 109 shillings to open the gate.  So place the following coins (from the upper-left portion of the screen) into the scale inside the compartment:

 

2 – LOUIS D'OR

2 – GUINEAS

1 – PIASTER

2 – PISTAREENS

 

            The gate opens.  Close the Enigma box and pick up the Blackened Bone from the holder on your left, just inside the cave.  Combine the bone to the Cold Resin in your inventory, to get a Macabre Torch.  Put this torch back in the left holder, and light it with your Lighter.  Close the Enigma box again and enter the cave which turns out to be a tunnel.  A cutscene will take you to the other side.

 

THE SECOND PART OF THE ENIGMA

 

            Click on the feeder on your right, to learn that there was salt in it.  Take two steps forward, and the hero will point out a trap but indicate that it is safe to cross it.  So step forward, to face another closed gate.  This is what the Enigma will later call the "Saber-Ruled Door."  Click on the Eye icon appearing on the case with the four sabers in it, on the left of the door, but the hero will tell us to take care of it later.

 

Click on the ram standing on your left.  Return to the feeder and fill it with the salt from your helmet.  Go back to the ram and click on it.  A cutscene will follow.  Pick up the Shears (resting on the wooden crate down on your right), and use it on the ram.  Then click on the Eye icon appearing on the ram, to discover the northern part of the map and the second part of the Enigma.  Close the Enigma box, and a cutscene will follow – showing the opening of the saber case.  Take a step in that direction, but stop to look at the net hanging down the tree on your left.  Click on it to hear the hero tell us that we will need a "netting needle" to repair it but that we will take care of that later.

 

THE SABER-RULED DOOR

 

Approach the Saber-Ruled door.  Close up on the saber case.  Refer to the Enigma, which quotes a "holy verse" and indicates a number in it.  The Enigma also refers to the "black spot."  So click on the Black Spot in your inventory, and read its contents in the box at the bottom of the screen.  Find the verse quoted in the Enigma and note the number preceding it – 22: 15.  Drag to slide the sabers up so that the numbers exposed on them would read as follows:

 

2 – 2 – 1 - 5

 

            The saber case will close, but the door will open.  Go up the stairs.

 

THE TWO-DISK PUZZLE

 

            Go to the right of the stone bench in front of you.  A cutscene will follow.  Go back to the stone bench, and pick up the two disks now on it.  Go left of the bench, and place the two disks in the wall in front of you.  Refer to the enigma to see that it talks about 1 Rabbit, 5 Monkeys, and 13 Snakes.  Note that the Large Disk has animal pictures on it, while the Small Disk has marks representing Mayan numbers.  Align the two disks so that each animal mentioned in the Enigma will appear in the 3-o'clock position in the large disk, while its corresponding number will appear in the 9-o'clock position in the small disk, in the following order.

 

 

            With each correct alignment, a stone door will rise partially on your right.  As the door is fully open, retrieve the two disks from the wall and go upstairs through that opening.

 

THE HOLLOW-HEAD PUZZLE

 

            The parrot will welcome you to "Hollow Head."  Look down, to learn that "It's the mouth of Hollow Head!"  If you click here, the hero will call out.  Hmmm…

 

            Pick up the Package wrapped in oilcloth from the table on your left.

 

Open PACKAGE = SAILMAKERS' KIT; MASTS; HULL OF A MINIATURE BOAT.

 

Combine SAILMAKERS' KIT + SCRAP OF CLOTH = SAILS.

 

Combine HULL OF A MINIATURE BOAT + SAILS + MASTS = MODEL (of a boat).

 

            Close up on the map laid out on the table on your further left.  Feel free to refer to the Enigma for setting the objects on this map.  You need to place the three figurines in the three holes at the bottom of the map.  Pick up the Figurine (holding a saber) and place it on the left hole (right of the Cactus plants).  Bring out the Figurine (with the hook) from your inventory and place it in the middle hole (between the two lakes).  Finally, bring out the Figurine (with the pegged leg) and place it on the right hole.

 

            Place the Model (of a boat) in the middle bronze tray, and the parrot will tell you to haul in the sails.  Click on the Model's sails, and the parrot will tell you to trim your canvas.  Click a few times on the sails again, to move them around until the parrot cries, "Full speed ahead!"  A cutscene will follow.  Close the Enigma box.  Pick up the Ram Skull with its Horns Removed and combine it with the Left + Right Horns of a Ram in your inventory, to get the complete Skull of a Ram.

 

            If you try to go downstairs, the parrot will tell you not to forget your three-master.  So pick up your Model (of a boat) from the map table and step out of the Hollow Head.

 

THE SWAMP

 

            Return to the Saber-Ruled door, turn around and go right of the stone bench.  Take two steps (slightly to your right each time) to reach the edge of water.  Turn around left and pick up the Dried Clay from the cracked ground.  Turn back to the water and keep going forward in spite of the hero's expressed concerns.  A cutscene/dialog follows.

 

            Pick up the Hangman's Rope.  Untie it by placing it on the spanner in your inventory.  Then attach the resulting Long Rope to the Hook by tying the following knot:

 

Bottom + Top + Center + Center + Top + Center.

 

            Throw the resulting Grapnel at the tree in front of you.  A cutscene follows.

 

X MARKS THE SPOT

 

Pick up the Branches from the ground on your right, turn around, and place them in the water to provide a safe path back across the swamp.  Turn around and go to the right of the tree.  Note the two hooks coming out of the tree, just above the mark of the spade.  Place your Skull of a Ram on these hooks.  Close the Enigma Box, and try to place the Glass Eye on the skull.   The eye rolls down.  Try to go after it, but the hero will point out that you must tie a rope to the tree's roots to provide a safe climb down.  So disassemble the Grapnel and attach the resulting Long Rope to the tree's roots, tying the knot as follows:

 

Center, Top, Center, Top, Center, Bottom, Center, Top, Center.

 

            Go down.  A cutscene follows; and then, the hero indicates that he has caught the swamp fever.  Pick up the Glass Eye and close the Enigma box, to find that the "X" on the ground marks the spot where Long John must have buried his treasure.  But we need a tool to dig.  So step to your right, turn right and take two steps forward to arrive in what we will call the Mining area.  A cutscene follows.

 

THE RESCUE

 

            Retrieve the Block from the top of the tripod above the hole in which Pepita has fallen.  Turn right and pick up the Pick.  Pick up the Axle, Wheel and the Short Rope from the small box on further right.  Turn right yet further and open the rusty box on the ground (outside what we will call the Workshop).  Close up inside the box and read the old Log Book written in Spanish, flipping through the pages by clicking on the directional arrows ("<" ">") in the middle of the screen.  Step out of the close up and look further right, for a cutscene.  Pick up the Megaphone sitting on the big box.  Open that box then and retrieve the Long Rope.

 

Combine BLOCK CHEEK PLATE + AXLE + WHEEL = BLOCK.

 

Combine LONG ROPE + BLOCK + BLOCK = TACKLE.

 

Attach the Tackle to the hook at the top of the tripod above the hole.  Tie the following knot (thus attaching one end of the tackle's rope to the stand left of the hole):

 

Center, Bottom, Center.

 

Attach the Short Rope to the lower end of the Tackle above the hole, tying the following knot:

 

Center, Top, Bottom, Bottom, Center, Center.

 

Disassemble PICK = HANDSPIKE & PICK HEAD.  [Hero comments about the Handspike.]

 

            Attach the Handspike to the stand (left of the tripod), where one end of the tackle's rope is tied.  Click to push on the Handspike, and a cutscene will follow. 

 

CURING THE SWAMP FEVER

 

Retrieve the Handspike and the Tackle (the Short Rope will automatically be deposited in your inventory).  Turn around and step towards the fence, to hear the hero's comment.  Close up on the note on the fence.  As the hero finishes speaking, move your cursor on the Eye icon at the bottom of the page to read it.  Go up the rope ladder.

 

            Fill your Helmet with water from the boxlike structure on the ground in front of you.  Turn right to the tree and move your cursor up over the heart ("P+J") carved in the bark.  Cut the bark with your Knife and pick up the Piece of Bark shaped like a Heart.  Go back down the rope ladder and to the hole in which Pepita had fallen.  Enter the Workshop on your left.

 

            Turn right towards the kiln and pick up the Fuel down from the right end of that wall.  Place this Fuel in the kiln.  Use your Lighter to light up a fire.   Place your Helmet Full of Fresh Water directly upon the burning fuel (not in the crucible!) to get  Helmet Full of Boiling Water.  Combine the boiling water with the Piece of Bark shaped like a Heart.  [Note: You must combine the two quickly before the water cools down.  Otherwise, you will have to boil the water again!]  A cutscene follows.

 

THE TREASURE CHEST

 

            Go to the spot marked "X" by the beach.  Combine the Handspike and the Pick Head, and use the resulting Pick on the "X" in the ground.  A cutscene follows.  Close up on the chest.  Pick up the Damaged Carriage from the right groove in the mechanism.

 

Disassemble SEXTANT = VERNIER, SMALL MIRROR, LENS.

 

Combine DAMAGED CARRIAGE + SMALL MIRROR = REPAIRED CARRIAGE.

 

Put the Repaired Carriage in the right groove.  (Don't worry if you can't remember the exact spot in the groove where you had found the Damaged Carriage, because any necessary adjustments can be made later.)

 

Put the Lens in the tiny arc-like protrusion (above an X-shaped base), in the left portion of the mechanism.

 

Disassemble JUNK WATCH = GEARS, WATCH CASE.

 

Place the Gears at the bottom-center of the mechanism (below the central lever, and between the left and right grooves for the two carriages).

 

Place the Glass Eye in the empty eye-socket of the Skull in the chest.

 

We must now adjust the mechanism.  The "central lever" is pointing towards the right groove.  So feel free to adjust the Carriage in that groove first.  Click on the right "directional arrow" (">"), in the lower-right portion of the mechanism, as many times as necessary, to move the Carriage all the way to the right end of that groove.  Click on the "central lever" so that it will point towards the left groove now.  Click on the left "directional arrow" ("<") twice, to move the carriage three places left from the right end of that groove.  Finally, adjust the mirrors on both carriages so that the mirror on the left carriage will reflect the light on to the mirror on the right carriage, which will in turn reflect it on to the Glass Eye, which will reflect it on to the silver square (in the lower-left portion of the mechanism) turning it red.

 

 

            As the mechanism lifts, pick up the Bar.  Close the Enigma box and pick up the Treasure.  Close the Enigma box again.  Pick up the little pile of Sand on your left.

 

THE LAST PART OF THE ENIGMA

 

            Go to the hole (in which Pepita had fallen) in the Mining area.  Turn right and attach the Bar to the triangular slot above the nozzle in the barrel.  Click on the Bar to fill the "sluice" with water.  Close the Enigma box.  Put the Model (the "three-master") in the water, and it will float away.  Step right and turn to find the Model stopped by a log.  Pick up the Parchment from the top of its sails.  It is the last piece of the map and the end of the Enigma!  Close the Enigma box, and a dialog/ cutscene will follow.  Click on Pepita and exhaust all the topics suggested in the dialog box.  Another dialog/cutscene follows.  Fill your Helmet with water from the sluice.  Go to the fence and then, to your right.  Go up the rope ladder hanging down the rocks.  The hero notes a black flag.  Go forward to see the pirates.

 

THE PIRATES ON THE BEACH

 

            Turn around and go up the makeshift flag pole.  Look down at the pirates on your left, and a cutscene will follow.  Go back down the flag pole and enter the log cabin (the "fort").  Turn right and pick up the following items:

 

TUBES - from the left middle-shelf

FISH-HOOK - from the right middle-shelf

PERFORATED WATERSKIN - from the bottom-shelf

POLE - standing just right of the shelves

 

Disassemble SAILMAKERS' KIT = THREAD, NEEDLE.

 

Combine POLE + THREAD + FISH-HOOK = FISHING POLE but only after the knot:

 

Center, Bottom, Center, Top, Center, Bottom, Center, Center, Center.

 

Go back up on the cabin's roof and use the Fishing Pole to pick up the Tobacco Pouch from the table between the two pirates.  Disassemble the combination to free the fishing pole of the tobacco pouch.  Use the Fishing Pole again to then pick up the Powder Horn from the table.  Disassemble the resulting combination to free the fishing pole of the powder horn as well.  [Note: Feel free to try to use the Fishing Pole to pick up the Bullets, but the hero will tell you that it is too heavy for your fishing line.]

 

            Return to the cabin.  Click on the keg on your left to remove its cover; and then, fill your Tobacco Pouch with the powder in the keg to make a Booby-Trapped Tobacco Pouch.  Combine this pouch with your fishing pole, and go back up on the cabin's roof.  Lower the snagged pouch down on the table between the pirates.  A cutscene follows.

 

            Use your Short Rope to tie up the two pirates using the following knot:

 

Center, Bottom, Center, Bottom, Center.

 

            Turn right.  Pick up the Bullets from the table (an overturned crate) and the Netting Needle from the ground.  Look on your right and pick up the Unloaded Pistol lying in front of the other crate on the ground.  Load the pistol by combining it with the Full Powder Horn and Bullets.  Turn right and go down the rope ladder to the beach.

 

THE PIRATES ON THE SHIP

 

            Click on the Eye icon appearing on the ship on your left, to hear the hero's comment.  Try to go forward but you will have to withdraw because of the shooting from the ship.  Go back up on the rope ladder.  Feel free to go all the way across the swamp, in order to try to reach the beach from that side.  But you won't make it even to Hollow Head because you will find another pirate shooting at you there as well.  So go to the Mining area and into the Workshop.

 

THE CANNONBALL

 

Turn to the molding area on your left.  Combine the water in your helmet with Sand and Dried Clay, and put the mixture in the container down on your left.  Pick up the Empty Molding Box (from the upper-left side of the table) and place it on the three spools sticking out in front of you on the table.  Place the Hemispherical Model inside the molding box.  Note: Do not put the "Conical Model" on top of the Hemispherical Model in preparing this box because that will put a hole at the bottom of the box; and since this box is the bottom-half of the mold, the molten liquid would ooze out of that hole!  (Feel free to try it out, if you would like, but you will just have to repeat the process.)  Pick up the mixture from the container and pour it in the molding box.  Pick up the Full Molding Box and place it on either one of the two white-brick "slots" on your right.  This is your molding box without the hole.

 

              Pick up the other Empty Molding Box and place it on the three spools on the table.  The Hemispherical Model is already in place.  Put the Conical Model on top of the Hemispherical Model in this box.  Fill the box with the rest of the mixture from the container.  Remove the Conical Model and put it on your right.  Pick up this Full Molding Box (with the hole) and place it on top of the other Full Molding Box (without the hole) on your right.

 

            Turn right towards the bellows.  Pull the handle (hanging above the two white-brick slots) to find that there is a "hole" in the left side of the bellows.  Disassemble the Fishing Pole, combine the Thread with the Needle, and use the resulting Sailmakers' Kit to repair the hole in the bellows.  Pick up the Extension Tube set against the wall, just below the tongs, on the right side of the kiln.  Attach this tube to the nozzle at the front of the bellows.

 

            Turn right towards the forge and place your Treasure in the crucible.  [Ahhhhhh!  I know.  But sometimes "a man's gotta do what a man's gotta do" -- even if the girl is not really all that pretty …]   Pull the handle above the white-brick slots to raise the heat in the kiln and melt the contents of the crucible.  Use the Tongs (on the right of the kiln) to pick up the crucible and pour its contents down the hole in the top molding box on your left.  Put the crucible back in the kiln.  Remove the top molding box and set it aside in the white-brick slot you did not use.  Pick up the Cannonball from the bottom-half of the mold.

 

            Remove the Extension Tube, and put it back under the tongs.  Combine the Perforated Waterskin with the Tubes, and attach the resulting Strange Device to the bellows' nozzle.  Pull the handle to inflate the device, and pick up the resulting Diving Apparatus.  Step out of the Workshop, fill your helmet with water from the sluice, and go to the "fort."

 

THE CANNON

 

            Note the three tools hanging on the wall in front of you as you enter the Fort.  Use the Swab to clean the top of the cannon (actually the mouth of the cannon, presently pointing upward) on your left.  Pick up the Empty Gunpowder Shovel, fill it with gunpowder from the keg, and pour this gunpowder down the now-cleaned mouth of the cannon.  Use the Rammer to tamp the powder in the cannon.  Load the cannon by putting the Cannonball in it.

 

Attach the Tackle to the hook that you will find at the end of the wall, to the right of the window, in front of the cannon.  Disassemble your Pick, and attach its Handspike to the square hole in the left "arm" of the cannon.  Click on the Handspike to lower the cannon, and the hero will automatically recover the handspike.  Pull the rope knot tied before the hook in the ground behind the cannon, to move the cannon closer to the window.

 

            Use the Oakum to provide the linstock with a wick.  Light up the linstock with your Lighter, and apply the Linstock to the hole at the top-back of the cannon.  A cutscene follows.  Fill your Empty Powderhorn with gunpowder from the keg.  Step outside the fort, turn right, and go down the rope ladder to the beach.

 

DIVE TO THE WRECK

 

            Move forward, turn left towards the pirates' flag in the sea, and click on "dive to the wreck."  A cutscene follows.  Use your Knife to free the yellow sponge from the rock in front of you.  Pick up the Damp Sponge.  Try to pick up the Surgeon's Case inside the clam.  Place the Handspike in the front edge of the clam to keep it from "clamming up."  Pick up the Surgeon's Case, and place it on the spanner in your inventory to retrieve the Forceps and the Amputation Saw.  Retrieve the Handspike.  Turn left to the larger part of the shipwreck and pick up your Cannonball from the seabed further left of the larger shipwreck.  Click on the Eye icon appearing on the Roman Numerals carved on a wooden board jutting out of the shipwreck.  Go up out of the water and take two steps to your right to arrive by your dinghy.

 

REPAIRING THE DINGHY

 

            Click on the Eye icon on the hole in the dinghy, and the hero will tell you the details of what needs to be done to repair the hole.  Click on the piece of log with two small planks nailed to it, on your left.  Use your Forceps to remove the nails from the planks.  Use the Amputation Saw on the planks, and the cutscene will do the rest.  Apply the Oakum to the area under repair, and the cutscene will do the rest.  The final touch is to varnish the repairs.  So take a step to the left along the beach.  Turn around to the fireplace by the statue.  If you haven't built a fire yet, do so now by placing the Fuel in the fireplace and using your Lighter to light it.  Place the Cold Resin in the fire, return to the dinghy and apply the Hot Resin to the repaired hole.  The hero will declare that the hull is repaired and we can now row upriver.

 

[Note: You must apply the resin quickly after heating it, or it will cool down and you will have to go back to the fireplace and heat it again!]

 

THE PIRATE AT HOLLOW HEAD

 

            We need to take care of this last pirate before leaving this part of the island, because he has something that we will need later in the game.  So go to your right, turn left, and click on the lines to bring the trolley back to your side.  Cross the gorge.  Step forward to the resin tree, turn around and go to the Skeleton cave.  Enter the cave, step forward, and look at the torn net on your left.  Repair it with the Nettling Needle.  A cutscene follows.

 

            Step forward to the saber-ruled door, go up the stairs, and the hero will point out the pirate to the right of the stone bench.  So go left, up the stairs on your right and look down in the mouth of the Hollow Head.  The hero will comment.  If you just click on the gear icon, the hero will tell you that shouting will not do the trick.  Use the Megaphone instead.  A cutscene follows.  Pick up the Key hanging down from the pirate's belt, and return to your dinghy.  We are ready to "Go to the Waterfall."  So click in that direction, and a cutscene will follow.

 

THE BLOOD RIVER FALLS

 

            Close the Enigma box.  Look down on your right, pick up the rope in the dinghy and tie it to the large ring above in the rocks, by using the following knot:

 

Bottom, Bottom, Top, Center, Center.

 

            Step on the landing behind the boat.  Click on the Eye icon on the skeleton down on your right.  Click on the bell on the tripod, or try to go through the passage in front of you, or talk to the parrot perched up on your left.  The same dialog will follow in each case.  Talk to the parrot.  Pick up the Twin Daggers.  Go back in your boat and apply the daggers to the strange symbol in the rocks, to start "the enigma with daggers."

 

THE TWIN-DAGGERS PUZZLE

 

            It is really easy to solve this puzzle but much harder to explain the solution.  I hope that the following picture will help.  Imagine that the tube between the two daggers left an imprint on the rocks.  Thus, each one-inch segment of the yellow line shown below represents such an imaginary imprint; and together, they mark the route that you must take as you proceed from the lower-right to the upper-left portion of the screen.

 

 

LONG JOHN SILVER

 

            A cutscene takes you from the upper landing to the cave where Long John Silver awaits the hero.  We will call this the Snake Cave.  Talk to Long John, exhausting all the topics in the dialog box.  Turn right and click on the passage with the set of stairs going up.  Long John will tell you that it is a secret passage.  Click on the passage again to go upstairs.

 

THE PIRATES AT THE FALLS

 

            A cutscene will bring you to the cave where the pirates are holding Pepita.  Note that the three pirates are spread out in the cave.  If you try to shoot one of them, the other two will get you before you can reload.  So go back down to your boat, step on the landing behind the boat, and click on the bell to talk to the pirates.  Exhaust all topics in the dialog box.

 

            As the pirates lower the "box" (actually a basket), put the Cannonball in it.  A dialog will follow.  Open your inventory, seal the bottle of rum with the cork and place the bottle on the box.  Another dialog and a cutscene follow.  Go back up to the cave where the pirates are holding Pepita.  Try to shoot the last pirate, who is standing beside Pepita, with your Loaded Pistol.  A cutscene and dialog follow.

 

THE LAST PIRATE

 

            Try to talk to Morgan the pirate, but he won't tell you anything useful until you attend to his injuries.  [Of course, you don't really need any help or information from him, but that might not be so "Christian-like."  So let's take care of his wound, and this would be the best time to do so.]  Click on Morgan's injured leg, and the hero will tell us that we need the forceps to extract the bullet.  But if you try to use the forceps, the hero will indicate that we need to give Morgan something to help him bear the pain.  In other words, we must get him drunk first.

 

            So pick up the Bottle of Rum from the ground on your left.  Pick up the Slate and Crayon and the Mirror from the table further left.  Open the Bottle of Rum by placing it on the spanner in your inventory, and give it to Morgan.  He will tell you to fix him now.  Apply the Forceps to his leg, and a cutscene will do the rest.  Talk to Morgan now and exhaust all the topics in the dialog box.  Then, use the Key (retrieved earlier from the pirate in the net) on the lock hanging down from Pepita's hand, to free her of the chains binding her wrists.  Another dialog follows, taking us back down to the Snake Cave.

 

THE MAYAN ENIGMA – SET UP

 

            Close the Enigma box.  [You can click on the glyph above the secret passage, or just press Enter, to open that box again.]  Turn to the stone mechanism on your right.  Bring out the large and small disks from your inventory and put them in their respective slots at the top of the mechanism.  Pepita gives you some information.  Turn back to the mechanism.  Note the white button under the two disks, but don't press it yet.  Click on the Eye icon on the black glyph under the white button, to hear Long John explain what it means.

 

Click on the green "basin" under the black glyph.  Fill the basin with the water from your helmet.  Click on the grimy inscription around the green basin.  Use the Damp Sponge to wipe off the grime.  Click on the inscription now, and Long John will tell you what it means.  Feel free to talk to Long John and Pepita to have them give you some more information and/or repeat part of what they told you earlier.

 

            Go back to our original Point of Arrival on this island.  The quickest way to do so is to open the Map and click on "Cape Fear."  Disassemble your Sailmakers' Kit.  Place the Needle on the magnetic rock down on your left, to get a Magnetic Needle.  Combine this magnetic needle with the Cork, to make a Compass.  Return to the Snake Cave and put the Compass in the green basin.  We are now ready to solve the Mayan Enigma.

 

PART 1:  THE CALENDAR DAYS

 

Question 1: From south to white north, how many days?

 

            We determine the directions from the compass needle, of course.  So put your cursor on the Eye icon on the image that the needle is pointing at, to determine the North.  The box in the upper-right corner of the screen tells us that this image represents "1 Flint."  In other words, the "white north" in the Enigma is "1 Flint."  Now put your cursor on the Eye icon on the yellow image to the right of the needle, to learn that the "south" in the Enigma is "1 Rain."  Hence, we must find the number of days from 1 Rain to 1 Flint.

 

            Place your cursor on the white button, and the box in the upper-right corner of the screen will give you three critical pieces of information:

 

START DATE

DAYS COUNTED

DESTINATION POINT

 

            We do not need to touch the small disk because it is already set on 1 (i.e., a single dot appears in the 9-0'clock position of the small disk).  So just click on the large disk and, with your thumb still pressed against the left-mouse button, rotate the disk until the image representing Rain (the yellow image right of the compass needle) is in the 3-0'clock position of the large disk.   Check to see if you have selected the correct image by placing your cursor on the white button.   If you don't have the correct image, keep rotating the large disk and checking on the white button until the box in the upper-right corner of the screen says, "Start Date: 1 Rain."

 

            Once you have set the correct Start Date, click on the white button repeatedly until the box in the upper-right corner of the screen shows "Destination Point: 1 Flint."  The box will also show "Days Counted: 39."

 

            Turn around to Long John and Pepita standing by the round stone table behind you.  Place your cursor on the yellow crocodile-head (in front of Pepita) to make sure that it is "set" on the First Question.  We must now get our three players (the hero, Long John, and Pepita) to press numbers that will add up to 39, the answer to that first question.  Here is one possible solution.  [Feel free to try another yourself.]  Click on the following buttons (or dice):

 

3 bars and 4 dots (=19) on Long John's right;

2 bars and 1 dot (=11) in front of Pepita; and then,

1 bar and 4 dots (=9) in front of the hero.

 

The dice in the center will roll, and Long John and Pepita will release their buttons.  Place your cursor on the yellow crocodile-head to confirm that the answer to the first question has been recorded as 39.  Click once on the crocodile-head, and place your cursor on it to confirm that it has now moved on to the Enigma's Second Question:

 

Question 2: From south to west, how many to count?

 

            Turn back to the disks.  Since the question still asks us to count "from south," our start date is still 1 Rain.  But the large disk has "Flint" in its 3-o'clock position.  So move the disk counterclockwise once to put "Rain" in the 3-o'clock position.  Place your cursor on the white button to confirm that the box in the upper-right corner reads "Start Date: 1 Rain."

 

Now place the cursor on the Eye icon on the image under the compass needle, to find that "the west" in the Enigma is represented by "7 Monkey."  So click on the white button repeatedly until the box in the upper-right corner of the screen reads "Destination Point: 7 Monkey."  The box will also show "Days Counted: 32."  Hence, we must now press three numbers that add up to 32.  A possible solution is as follows.  [Again, feel free to try another yourself.]  Click on the following buttons (or dice):

 

3 bars and 4 dots (=19) on Long John's right;

2 bars and 1 dot (=11) in front of Pepita; and then,

2 dots (=2) on the hero's left.

 

The dice in the center will roll, and Long John and Pepita will release their buttons again.  Place your cursor on the yellow crocodile-head to confirm that the answer to the second question has been recorded as 32.  Click once on the crocodile-head, and put your cursor on it to confirm that it has now moved on to the Enigma's Third Question:

 

Question 3: And from west to north, add what amount?

 

            Turn back to the disks.  We already know that the west is represented by "7 Monkey."  In fact, the image of the monkey appears in the 3-o'clock position in the large disk.  But it is there as the "destination point" from the last question.  So just turn the large disk up or down a little and re-set the image of the monkey in the 3-o'clock position.  Place your cursor on the white button and it should now show "Start Date: 7 Monkey."

 

            Recall that the North is represented by "1 Flint."  So click on the white button repeatedly until the box in the upper-right corner of the screen reads "Destination Point: 1 Flint."  The box will also show "Days Counted: 7."  Hence, we must now come up with three numbers that will add up to 7.  A possible solution is as follows.  [Once again, feel free to try another yourself.]  Click on the following buttons (or dice):

 

3 dots (=3) on Long John's left;

2 dots (=2) on Pepita's left; and then,

2 dots (=2) on the hero's left.

 

A cutscene will follow, bringing up the second part of the Enigma.

 

PART 2:  THE LUNAR POSITIONS

 

            Close the Enigma box.  Click on the Eye icon on the three blue circles on the wall, and Long John will tell you that it is the glyph representing the moon.  In fact, this "Lunar Symbol" depicts the solution to this part of the Enigma:  the three balls (in the center of the structure in front of us) must be all BLUE; and the three white lines around the balls must appear in the same position around those balls as they do in the glyph.  Here is how to accomplish that.

 

 

            A cutscene follows.  Try to talk to Long John, and the hero will note how Long John is wiggling his fingers.  Combine the Slate and Crayons and the Damp Sponge, and place A Blank Slate and Crayon in Long John's hand.  A cutscene follows.  You can pick up the Slate with a Drawing in your inventory, and read the box at the bottom of the inventory screen to learn what Long John has drawn on the slate.  Then, place the Mirror either on the snake's face or on the circular stone on the ground in front of you.  And then,

 

Sit back and enjoy the ending…

GameBoomers Walkthroughs and Solutions