a:1:i:0;a:2:s:13:”section_title”;s:40:”Destination: Treasure Island Walkthrough”;s:12:”section_body”;s:65501:”

Welcome to Gamezebo’s walkthrough for Destination: Treasure Island.

GENERAL TIPS AND OVERVIEW

Main menu

New game: Start a new game by selecting one of five profiles. The profile is used to save and load games. Switch between profiles by left clicking them.

Load game: Switch between the profiles to see any games that have been saved. Select the saved game and then click the load button to load it.

Options: Configure subtitles, rotation speed, object information, brightness, overall volume, music volume, sound effects volume and voice volume.

Gallery: View all of the animations that have been unlocked by playing the game. Select one of the thumbnail images to view the animation.

Credits: View the list of companies and individuals involved in the creation of this game.

Quit the game: Select yes to quit the game or no to return to the main menu.

 

Controls

Move the mouse to look around the locations. When the cursor moves over a hotspot it will change to an icon. Left click the mouse to interact with a hotspot. Right click the mouse to bring up the game menu. Both the game menu and the icons are described in more detail below.

 

Game menu

The game menu is accessed by right clicking the mouse while playing the game. The buttons on the left side of the screen from top to bottom are:

Menu: Return to the main menu of the game.

Do-it-yourself: View any item combinations that have been completed.

Knots: View all of the knots that have been tied in the game. Click the numbers to cycle through the individual steps of the knot, click the play button to view all of the steps or click the hand icon to tie the knot all over again. Information on the knot is shown at the bottom of the screen.

Shortcuts: The map becomes after arriving on the island so that you can travel quickly between locations.

Enigma: Shows the current section of the enigma. Completed sections will be crossed out.

Objectives: Gives a clue about what to do next.

 

Inventory

The inventory window consists of five pages that can be switched between by selecting the tabs at the top of the window. All objects that are collected are automatically added to the transit area of the inventory window. From here, you can either organise the items by placing them into a page on the inventory by yourself or press the auto button to store them automatically.

Some objects can be combined by selecting the item and using it on another item in the inventory. Two or three items can be used in order to make one new object. Refer to the item combinations at the bottom of this section for more information. Some objects in the inventory will have a small white box at the bottom-right corner of the image, which means that the object can be disassembled. To do this, select the object with the white box and then select the disassemble icon at the bottom-left corner of the inventory window.

 

Icons

Neutral: Standard icon displayed when no action can be performed.

Go: Move forward toward a different area.

View: Examine an object to see more information.

Read: See a close-up of an object.

Use: Perform an action on an object.

Blocked Use: The object cannot be used when this icon is displayed.

Take: Adds the object to the transit zone of the inventory.

Talk: Communicate with a character.

 

Item Combinations

The following objects are made by combining different inventory items:

Banana slices (Bananas + Knife)

Block (Block cheek plate + Axle + Wheel)

Booby-trapped tobacco pouch (Full powderhorn + Tobacco pouch)

Booby-trapped tobacco pouch, snagged (Fishing pole + booby-trapped tobacco pouch)

Bottle of rum (Open bottle of rum + cork)

Compass (Magnetic needle + Cork)

Empty helmet (Helmet full of boiling water + Piece of bark shaped like a heart)

Empty helmet (Helmet full of fresh water + Sand + Dried clay)

Empty powderhorn (Full powderhorn + Tobacco pouch)

Empty powderhorn (Unloaded pistol + Full powderhorn + Bullets)

Figurine (Broken statuette + Hot resin)

Fishing pole (Pole + Thread + Fish-hook)

Grapnel (Long rope + Hook)

Helmet filled with bananas in rum (Banana slices + Open bottle of rum + Empty helmet)

Knife (Knife hilt + Knifeblade + String)

Lighter (Oakum + Lighter with no wick)

Loaded pistol (Unloaded pistol + Full powderhorn + Bullets)

Knotted ropes (Thick rope + Rope)

Macabre torch (Blackened bone + Cold resin)

Mixture of water, sand and clay (Helmet full of fresh water + Sand + Dried clay)

Model (Hull of a miniature boat + Masts + Sails)

Pick (Handspike + Pick head)

Repaired carriage (Damaged carriage + Small mirror)

Repaired trolley (Trolley handle + Axle + Wheel)

Sailmakers’ kit (Thread + Needle)

Sailmakers’ kit (Thread + Magnetic needle)

Sails (Sailmakers’ kit + Scrap of cloth)

Skull of a ram (Left horn of a ram + Ram skull with its horns removed + Right horn of a ram)

Strange device (Perforated waterskin + tubes)

Tackle (Long rope + Block + Block)

Alternative Route

An alternative route can be taken that makes a slight change at the start of the game. To follow the alternate route, look up while on the ship and take the marine chronometer on the ceiling. Follow the walkthrough as normal until Jim leaves the ship. After leaving the ship with the marine chronometer in the inventory, Jim will arrive at Flowery Coast instead of Cape Fear. Quarter turn right and take the block from the the boat. Turn slightly right and move forward up the path.

Quarter turn left, look up and select the rope to move the trolley handle closer. Take the trolley handle. Disassemble the block to get the axle and wheel. Combine the trolley handle, axle and wheel to make the repaired trolley. Use the repaired trolley on the rope. Use the repaired trolley to cross over the water. Move forward, quarter turn left and move forward twice to the magnetic rock on the beach of Cape Fear. The walkthrough can now be followed as normal from the magnetic rock on Cape Fear, with the one exception being that the trolley will not need to be repaired again when crossing back over the the water.

 

WALKTHROUGH

The game starts in the cabin of Jim’s ship. Quarter turn right and try to open the door to hear the mutineers from the Hispaniola on the other side. Take the black spot and the thick rope on the pillar at the left side of the door:

Quarter turn right and take the lighter and rope on the floor next to the bed:

Half turn right and take the sextant on top of the desk:

Quarter turn left and open the window to see a parrot on the other side. Take the message below the parrot’s claw: Long John says that he has left a treasure for Jim on Emerald Island. Included with the message is a map of the island and an enigma. Press the X button at the bottom-right corner of the screen when you are ready to continue.

Sixteen degrees, twenty six in longitude,
By eighty five and ten in latitude;
Deadly reefs ring the Emerald Isle,
Come alone if you would have fortune smile.
The Flowery Coast is your only port,
Elsewhere, fear must be your consort.

Right click to open the inventory window. Select the Auto button at the top-right corner of the screen to add all of the items into the inventory that have been collected so far. Select the thick rope to attach it to the mouse cursor, then select the rope to combine the two items. You will now be taken to a screen where you need to tie a sheet bend knot by selecting the correct buttons:

For this knot, select the following buttons: bottom, top, bottom, middle. After successfully tying the sheet bend knot, the knotted ropes item will be added to the inventory. Use the knotted ropes on the rail below the window:

Tie the mooring with two half hitches by selecting the following buttons: Middle, bottom, bottom, middle, middle. Move forward through the window to travel to Emerald Island.

You must find where the banana tree stands,
And take the ram’s right horn in your hand;
When in the wood the song ceases,
The feathers you’ll find where the beach is.

Look down and take the rusty knife from the magnetic rock:

Half turn left and move forward. Turn slightly left and move forward twice on the path to enter the skull cave. Take the knifeblade, empty helmet, string, broken statuette and figurine. Half turn right and move forward twice. Turn slightly right and move forward again to return to the beach. Open the inventory to see that the rusty knife item has a white box with a tool on it. Any item that has this white box can be disassembled or emptied by using it on the tool button near the bottom-left corner of the inventory window.

Disassemble the rusty knife to get the knife hilt. Combine the knife hilt, the knifeblade and the string, then tie a constrictor knot by selecting the middle, top, bottom, middle and middle buttons to make the knife. Turn slightly right on the beach to see a block attached to a piece of wood. Use the knife on the block to cut it free from the wood:

Take the block. Half turn left and move forward to the path junction. This time, move forward along the right path. Quarter turn left to see a tree with scratch marks on it. Use the knife on the tree to cut the tree and make resin appear. Look down to see a jar on the floor. Take the terracotta jar. Use the jar on the tree to collect some cold resin:

As Jim collects the resin, a strange creature will push rocks down from the cliff above. Half turn right and move forward along the right path to the cliff edge to see water below. Click on the rope tied to the trees to move the trolley handle toward Jim. Take the trolley handle:

Open the inventory and disassemble the block to get the block cheek plate, axle and wheel. Combine the trolley handle, axle and wheel in the inventory to make the repaired trolley. Use the repaired trolley on the rope. Use the repaired trolley to cross over to the other side of the water. Quarter turn left and take the orange flower:

Quarter turn right and move forward into the jungle. Take the bottle of rum in the sand near the hammock, the bananas on the tree and the right horn of a ram on the rock.

A sculpted stone idol you must look for,
There to retie, gather, set and restore:
In the sky, two colours by the sea reflected.
A flower on the necklace, blooms if they’re blended.

Turn slightly right and move forward to arrive on the beach. Quarter turn right and take the package wrapped in oilcloth from the mouth of the stone snake:

Half turn right and move forward to see a parrot that quotes two lines from the enigma and says the word "Nanasinrum". Combine the bananas with the knife in the inventory to make the banana slices. Disassemble the bottle of rum to get the cork and the open bottle of rum. Combine the banana slices, open bottle of rum and the empty helmet to make the helmet filled with bananas in rum.

Talk to the parrot and select the option to give him the helmet filled with bananas in rum: The parrot flaps his wings and a red feather drops to the ground. Quarter turn right and move forward to the pool of water. Look down and take the red seashell, blue feather and yellow feather. Use the empty helmet on the pool of water to get the helmet full of salted water:

Quarter turn right, move forward and quarter turn right to see the statue with the parrot on top. There are a number of different coloured objects on the statue and at the base of the statue. Select the string below the yellow shell and tie a decorative knot by selecting the middle, top, middle, top, middle, middle and middle buttons. Use the yellow feather on the slot below the statue’s right shoulder. Take the red feather by the statue’s feet and use it on the slot below the idol’s left shoulder. Use the red seashell in the slot at the left side of the fish. Use the orange flower on the panel in the middle of the statue:

 

Set a flame dancing in the dead man’s eyes.

Right click to open the inventory menu and select the map to see all of the locations you have visited so far. Click on Skull Rock to return to the cave. Turn slightly left and take the fuel. Turn slightly right and use the fuel on the ash. Disassemble the package wrapped in oilcloth to find the oakum, mallet and caulking iron. Combine the oakum with the lighter with no wick to create the lighter. Use the lighter on the fuel to start a fire:

And when shadows fall, be bold and smite;
Mallet raised, attack the pirates with all your might.
Hook, pegleg, dagger and pistol you must hit,
And with a fearsome blast of the left horn, you’ll finish it.

Use the cold resin on the fire to get the hot resin. Combine the broken statuette with the hot resin to make the figurine. Use both figurines on the white tiles at the right side of the fire to see that shadows are cast onto the tiled wall. Use the hammer on the shadows of the hook, pegleg, dagger and pistol to open a secret compartment in the wall:

Take the left horn of a ram from the secret compartment.

As the prologue now has said its all,
So then life’s rotten fruit
From the gibbet must fall

Jim will automatically blow the horn. Outside, a skeleton falls from the tree.

All that falls is profit made,
For your passage surely must be paid.
One hundred nine shillings, if they’re the right weight,
Will quickly lead to an open gate.

Use the helmet full of salted water on the fire to get the helmet full of salt. Take the two figurines and exit the cave. Quarter turn left and move forward to see two paths. Move forward along the left path to hear the parrot singing. Quarter turn right to see the skeleton that fell from the tree. Take the glass eye, junk watch, hook and the scrap of cloth:

Look up to the beam and talk to the parrot. He will sing a verse of a song and wants Jim to sing the next verse. Select the following verses:

"Drink and the devil had done for the rest."

"The mate was fixed by the bosun’s pike."

"And cookey’s throat was marked belike."

"And there they lay, all good dead men."

After choosing the correct verses, the parrot will move to the end of the beam and a purse will drop to the ground. Get the purse. Half turn left and use the hook on the wooden door to open it. Use the purse in the secret compartment. The aim now is to choose the correct coins that add up to 109 shillings. Only seven coins can be placed on the tray. Use two Louis d’or, two guineas, one piaster and two pistareens:

The compartment closes and the gate opens.

Let burning bones be your guide,
As on your journey you boldly stride.

Take the blackened bone from the sconce on the left wall of the tunnel:

Combine the blackened bone with the cold resin to make the macabre torch. Use the macabre torch on the sconce. Use the lighter on the macabre torch to provide light in the tunnel.

Once the mountain left behind,
In the heart of a valley most unkind,
Seek the cross that to you is dear
Upon the beast which you must shear

Move forward to the other side of the tunnel. Turn slightly right and use the helmet full of salt on the bowl on top of the tree trunk:

Move forward twice and Jim will notice a trap on the ground. Move forward to the gate and quarter turn left to see a ram. Click on the ram and he will walk off toward the salt in the bowl, getting caught in the trap along the way. Take the shears in the box and use them on the ram. Look at the tattoo on the skin of the ram to see the northern part of the map and the second part of the enigma.

"Without are dogs and murderers,
And whoremongers and sorcerors
and whosoever maketh a lie."
And if in his holy verse a number you spy,
The saber ruled door you may try.
But are you lost and running blind?
Well, friend, if you’ve got a black spot
Look at it and you will find.

Move forward twice to the gate. Examine the sabers in the compartment to see that they can be slid up and down by clicking one of them and then moving the mouse. Select the black spot item in the inventory to see the description which mentions an illegible passage at 22:15. Move the first saber to 2, the second saber to 2, the third saber to 1 and the fourth saber to 5 to open the gate.

One rabbit, five monkeys, and thirteen snakes,
A head will open, yet cause no aches.

Move forward up the stairs. Move forward on the path at the right side of the stone shelf. Jim hears a noise and runs back to Snare Valley. Quarter turn right and move forward twice to see that two disks have been placed on the stone shelf:

Take the large disk and small disk from the shelf. Move forward on the path at the left side of the stone shelf. Put the large disk in the left slot and the small disk in the right slot. The left disk has sections to represent animals, and the right disk has sections to represent numbers. On the right disk, the dots are single numbers (1, 2, 3, 4) and the lines are fives (5, 10). So for example, two lines and two dots would be 10 + 2 = 12. The aim now is to move the disks so that the sections face toward each other with the directions given in the enigma. Move the left disk so that the rabbit is on the right side and the right disk so that the single dot is on the left side:

If this has been done correctly, the rock on the right will raise slightly. Next, move the disks so that the monkey and the number 5 (one line) are facing each other:

The rock will raise further. Finally, move the disks so that the snake and the number 13 (two lines and three dots) are facing each other:

The rock will raise all the way.

‘Tis the pirates’ turn to wage their attack.
America’s towns suffer when they ransack:
Set a hook
Between two lakes,
A slashing saber
Near desert wastes,
A pegleg that paces
O’er the isthmus’ fine spaces.
To open all eyes,
On your three-master set sail,
And make haste for Cuba,
In the teeth of the gale.

Turn slightly right and move upstairs to Hollow Head to see the parrot. Quarter turn left and take the package wrapped in oilcloth on the table. Quarter turn left and examine the map on the other table. Disassemble the package wrapped in oilcloth to find the hull of a miniature boat, sailmakers’ kit and masts. Combine the sailmakers’ kit with the scrap of cloth to make the sails. Combine the hull of a miniature boat, masts and sails to make the model.

The aim now is to place the figurines and the model on the correct places on the map. Use the figurine with the hook on the dot between the two lakes. Take the figurine with the saber on the table below the map and place it in the desert on the far left dot on the map. Use the figurine with the pegleg on the dot nearest to the bottom of the map. Use the model of the ship on the middle slot. Select the sails of the ship until the parrot shouts "Full speed ahead!":

Twixt a camel’s humps stands a fine proud tree
Where the heart sticks to spades.
The bone gleams forth, the wood’s in the shade.

Take the ram skull with its horns removed from the hole in the wall. Half turn left and take the model ship from the map. Go downstairs, quarter turn right and take the two disks. Half turn left and move forward to the stone shelf. Half turn left and move forward three times on the path at the right side of the stone shelf. Quarter turn left and take the dried clay on the ground:

Quarter turn right and move forward twice to become stuck in the swamp. As Jim starts to sink, a woman who introduces herself as Pepita throws a hangman’s rope to Jim. Take the hangman’s rope. Disassemble the hangman’s rope to get the long rope. Combine the long rope with the hook, then tie a Capuchin knot by pressing the bottom, top, middle, middle, top and middle buttons to make a grapel. Use the grapnel on the tree at the other side of the swamp:

Move forward to see a tree with a spade symbol drawn onto it. Combine the left horn of a ram, ram skull and right horn of a ram to make the skull of a ram. Use the skull of a ram on the tree:

Cast an eye at the skull
And where it comes to rest,
Be sure it will lead you to the buried chest.

Use the glass eye on the ram skull and it will drop over the cliff edge. Disassemble the grapnel to get the long rope and the hook. Use the long rope on the tree root:

Tie a figure eight knot by pressing the middle, top, middle, top, middle, bottom, middle, top and middle buttons. Move forward to climb down the rope. After arriving at the bottom of the cliff, Jim mentions that he caught a fever in the swamp. Take the glass eye on the ground.

Your guide’s look turns fierce
If the sun’s rays begin to pierce.
Close for the taking,
The metal’s awaiting.
Reach out and take it, no hesitating.

Quarter turn right and move forward, then quarter turn right and move forward twice to the forge to see Pepita fall down a mine shaft. Turn slightly left to see the mask, megaphone and false claws. Take the megaphone on top of the box. Open the box and take the long rope. Turn slightly right, look up and take the block at the top of the structure:

Look down, turn slightly right and take the pick. Take the axle, wheel and short rope from the box. Combine the block cheek plate, axle and wheel to make a second block. Combine the long rope and the two blocks to make a tackle. Use the tackle on the top of the structure. Make a clove hitch by pressing the middle, bottom and middle buttons to tie the tackle to the post. Use the short rope on the bottom block hanging from the structure:

Tie a bowline by pressing the middle, top, bottom, bottom, middle and middle buttons. Disassemble the pick to get the handspike and the pick head. Use the hand spike in the hole in the post:

Move the handspike. Jim faints after saving Pepita from the mine, and when he wakes up she has gone. Get the handspike from the post and the tackle from the structure. Quarter turn right and move forward twice to see a drawing on the fence. Examine the drawing to see a note about curing swamp fever using a shrub called Cinchona. Climb up the rope ladder. Quarter turn right to see that P+J was recently carved into the tree. Use the knife on the tree:

Take the piece of bark shaped like a heart. Turn slightly left and use the empty helmet on the water to get a helmet full of fresh water. Quarter turn right and move forward three times to the post, then quarter turn left and move forward into the forge. Quarter turn right and take the fuel from the right side of the kiln. Use the fuel in the kiln. Use the lighter on the fuel to start a fire. Use the helmet full of fresh water on the fire to take the helmet full of boiling water.

Combine the helmet full of boiling water with the piece of bark shaped like a heart to recover from the fever. Quarter turn right and move forward to exit the forge. Quarter turn right and move forward twice, then quarter turn left and move forward to return to the beach at the bottom of the rope. Combine the handspike with the pick head to make the pick. Use the pick on the X in the sand to find a chest. Examine the chest to open it:

Disassemble the sextant to take the small mirror, lens and vernier. Disassemble the junk watch to find the gears and the watch case. Use the lens on the small post near the button at the left side of the chest. Use the gears on the slot at the bottom of the chest. Take the damaged carriage at the right side of the chest. Combine the damaged carriage with the small mirror to make the repaired carriage.

Use the repaired carriage on the right slot. Use the glass eye on the skull. Press the right arrow button to move the repaired carriage to the right side of the slot. Select the repaired carriage twice to move the mirror to a vertical position. Move the middle switch to switch to the carriage on the left slot. Press the left arrow button three times to move the left carriage. Select the left carriage once to move the mirror to a diagonal position. A ray will bounce off the carriage and hit the target, which then opens the chest:

Take the bar from the chest to complete the final verse of the second part of the enigma. Take the treasure to see another enigma.

If you value nothing more than silver and gold,
Then turn back now, ‘fore you grow old;
But if you hear the voice of friendship and
your heart yearns for more,
Then pursue your quest, for you a greater
treasure is in store…
Turn the tiller so the water in a rush
Fills the sluice to its brim flush

Take the sand at the left side of the chest. Quarter turn right and move forward, then quarter turn right and move forward twice to the mine. Quarter turn right and use the bar on the tap:

Turn the bar to fill the trough with water.

Your three-master to the current you’ll commend,
And where e’er she founders or runs aground,
Your final chart is sure to be found.

Use the model of the ship on the water. Quarter turn right and move forward to see that the model has stopped. Take the parchment on top of the model:

The River of Blood most assuredly calls,
But avoid reefs, rapids and other pitfalls.
The enigma, with daggers, you’ll soon seal its fate,
Allowing you to traverse the watery gate.

Pepita appears and says she is the daughter of Long John Silver. Talk to Pepita and say "Explain the whole story to me, from the beginning.". Say "Where is Long John hiding?": He is hiding near Blood River falls. Quarter turn left and move forward, then quarter turn right and move forward. Climb up the rope ladder to see a black flag in the distance. Move forward to see the pirates. Quarter turn right and move forward to enter the hut. Quarter turn right and take the tubes, fish-hook and perforated waterskin on the shelves, and the pole at the right side of the shelves:

Exit the hut. Quarter turn left, look up and climb the tree with the flag on it to reach the roof of the hut. Quarter turn left and look down to hear the pirates talking. Disassemble the sailmakers’ kit to get the needle and thread. Combine the pole, thread and fish-hook, then tie a uni knot by pressing the middle, bottom, middle, top, middle, bottom, middle, middle and middle to make the fishing pole. Use the fishing hook on the tobacco pouch on the table between the two pirates:

Disassemble the snagged tobacco pouch to get the fishing pole and tobacco pouch. Use the fishing pole on the powderhorn on the table. Disassemble the snagged powderhorn to get the fishing pole and the full powderhorn. Combine the full powderhorn with the tobacco pouch to get the booby-trapped tobacco pouch and the empty powderhorn. Combine the fishing pole with the booby-trapped tobacco pouch to make the booby-trapped tobacco pouch, snagged.

Use the booby-trapped tobacco pouch, snagged on the table between the two pirates. Jim jumps down from the hut and launches the other pirate off the cart. Use the short rope on either pirate and tie a double loop bridle knot by pressing the middle, bottom, middle, bottom and middle buttons. Quarter turn right and take the bullets on the small table. Look down from the table and take the netting needle. Quarter turn right and take the unloaded pistol in front of the other table:

Quarter turn right and climb down the rope ladder to the beach. Quarter turn right and move forward to see that the ship in the sea is shooting at Jim. Select the map from the inventory menu and travel to the forge and mine. Exit the forge and use the empty helmet on the water in the trough. Enter the forge. Combine the helmet full of fresh water, sand and dried clay to get the empty helmet and the mixture of water, sand and clay. Quarter turn left and use the mixture of water, sand and dried clay in the container at the left side of the table:

Take the hemispherical model on the table and use it on the middle post. Take the conical model on the right side of the table and use it on the hemispherical model. Take the empty molding box on the table and use it on the hemispherical model with the conical model on top. Take the mixture from the container and use it on the empty molding box:

Take the conical model and right click to place it back on the table. Take the full molding box, quarter turn right, look down and use the full molding box on one of the brick slots. Take the empty molding box on the table and use it on the hemispherical model, but this time without adding the conical model on top. Take the mixture from the container and use it on the empty molding box. Take the full molding box, quarter turn right, look down and use the full molding box on the remaining brick slot. Take the full molding box with the hole in top and use it on the other full molding box:

Disassemble the fishing hook. Combine the needle and thread to make the sailmakers’ kit. Use the sailmakers’ kit on the bellows to fix the hole:

Combine the perforated waterskin with the tubes to make the strange device. Use the strange device on the nozzle of the bellows. Pull the chain at the left side of the bellows to inflate the strange device and make a diving apparatus. Take the diving apparatus. Take the extension tube on the wall below the kiln:

Use the extension tube on the nozzle at the end of the bellows. Pull the chain to increase the strength of the fire. Use the treasure on the empty crucible. Take the tongs at the right side of the kiln and use them on the crucible filled with molten metal. Use the crucible filled with molten metal on the hole in the top of the stacked full molding boxes. Take the top molding box and place it on the left brick slot. Take the cannonball from the other molding box. Select the map from the inventory menu and travel to the fort. Quarter turn right and take the swab on the wall:

Quarter turn left and use the swab on the cannon to clean it. Open the barrel at the right side of the cannon. Take the empty gunpowder shovel on the wall, use it on the barrel to scoop up some gunpowder and then use the shovel on the cannon to fill it with gunpowder. Take the rammer from the wall and use it on the cannon to tamp the powder. Disassemble the pick to get the handspike and pick head. Use the handspike in the hole on the left side of the cannon:

Use the tackle on the hook on the right side of the cannon. Use the cannonball on the cannon. Push the handspike to tilt the cannon. Look down and click the knotted rope behind the cannon to push the cannon forward. Turn slightly left and use the oakum on the linstock with no wick to make the unlighted linstock. Use the lighter on the unlighted linstock:

Take the linstock and use it on the cannon to fire a cannonball at the ship. Use the empty powderhorn on the barrel at the right side of the cannon to get the full powderhorn. Exit the hut. Quarter turn right, move forward and climb down the rope ladder to the beach. Quarter turn right, move forward, quarter turn left and move forward to dive to the wreck using the diving apparatus. Use the knife on the sponge on the rock:

Take the damp sponge. Turn slightly right and use the handspike on the clam to prop it open. Take the surgeon’s case. Half turn right and take the cannonball in the sand:

Look up and move forward to return to the beach. Quarter turn right and move forward twice to see Jim’s boat. Quarter turn left to see two planks nailed to a block of wood. Disassemble the surgeon’s case to get the forceps and the amputation saw. Use the forceps on the planks of wood to remove the nails:

Use the amputation saw on the planks to repair the boat. Use the oakum on the planks. Half turn left and move forward. Quarter turn left and use the fuel on the fire pit near the snake statue. Use the lighter on the fuel. Use the cold resin on the fire to get the hot resin. Quarter turn left and move forward to the boat. Use the hot resin on the planks to repair the hull:

Move forward to enter the boat.

The enigma, with daggers, you’ll soon seal its fate,
Allowing you to traverse the watery gate.

Take the the rope in the boat and use it on the ring on the wall. Tie an anchor hitch by pressing the bottom, bottom, top, middle and middle buttons. Quarter turn right and move forward. Ring the bell to hear the pirates. Ring the bell again to negotiate with the pirates. Say "I’ve got another proposal for you: I’ll trade Pepita for a treasure map!": The pirates lower a basket down the hole. Exit the conversation. Combine the open bottle of rum with the cork to make the bottle of rum. Use the bottle of rum in the basket to cause an argument between the pirates:

Quarter turn right and look up to see the parrot. Talk to the parrot and he will drop twin daggers onto the ground. Take the twin daggers. Quarter turn left and move forward to the boat to see a series of holes on the wall. Use the twin daggers on the knife to see a closeup of the wall. Select the correct holes on the wall to climb up to Long John:

Exit the conversation with Long John. Quarter turn right and try climbing up the steps to hear Long John speak. Climb up the steps to enter the room with the pirate and Pepita. Combine the unloaded pistol, full powderhorn and bullets to get the loaded pistol and empty powderhorn. Use the loaded pistol on the pirate. Half turn right and take the mirror, slate and crayon on the table:

Quarter turn right and take the bottle of rum on the ground:

Select the map from the inventory menu and travel to Snare Valley. Quarter turn left and use the netting needle on the net in the trees to reset the trap:

Select the map from the inventory menu and travel to Hollow Head to see a pirate with a rifle. Move forward along the left path. Move upstairs into the cave and look down to hear the pirate whistling. Use the megaphone on the hole to scare the pirate into the trap. Take the key on the belt of the pirate:

Select the map from the inventory menu and travel to the waterfall. Move forward from the boat and then go upstairs to return to the room with Long John and Pepita. Move forward and use the key on the padlock on Pepita’s wrists. Long John takes Jim to the snake cave and explains about the emerald treasure.

Let them answer all three beneath the serpents’ gaze:
From south to white north, how many days?
From south to west, how many to count?
And from west to north, add what amount?

Select the map from the inventory menu and travel to the forge and mine. Exit the forge and use the empty helmet in the trough to fill it with fresh water. Select the map from the inventory menu and travel to Cape Fear. Disassemble the sailmakers’ kit to get the needle and thread. Use the needle on the rock to get the magnetic needle:

Select the map from the inventory menu and travel to the waterfall. Move forward from the boat to enter the snake cave. Quarter turn right and use the damp sponge to clean the dial:

Examine the symbols on the dial. Use the helmet full of fresh water on the hole. Disassemble the bottle of rum to get an open bottle of rum and a cork. Combine the magnetic needle with the cork to make a compass. Use the compass on the water in the hole to see the compass point north toward 1 Flint, which means that to the south is 1 Rain and to the west is 7 Monkey:

Use the small and large disk on the slots on the wall. To solve the first part of the enigma, we need to know how many days there are from south to white north. Rotate the left disk until the symbol for 1 Rain is facing the right disc. Rotate the left disk until the single dot is facing the left disk:

Next, keep pressing the button below the two discs until the left and right disks are facing each other with the symbol for 1 Flint:

Nothing will happen, but by doing this you will know how many days there are from south to white north. It took 39 presses of the button, so there are 39 days. The next part of the enigma is from south to west. Looking at the compass in the water, south is 1 Rain and west is 7 Monkey. Rotate the left disk so that the symbol for 1 Rain is facing right and the right disk so that the line and the single dot faces left:

Keep pressing the button below the two discs until the left and right disks are facing each other with the symbol for 7 Monkey:

It takes 32 presses of the button, so there are 32 days. The final line of the enigma asks how many days there are from west to north. The disks should already be lined up with the symbol for 7 Monkey. Press the button below the disks until the symbol for 1 Flint is lined up:

It takes 7 presses of the button, so there are 7 days. Half turn to face the table in the middle of the room. There are five buttons in front of each character at the table. Jim is facing the white buttons with the numbers 2, 8, 9, 11 and 17. Long John is facing the blue buttons with the numbers 1, 3, 9, 12 and 19. Pepita is facing the yellow numbers 2, 3, 11, 14 and 17:

To answer the first question of the enigma, press white 17, blue 19 and yellow 3 to make a total of 39. Move the snake head to the second question. To answer the second question, press white 17, blue 12 and yellow 3 to make a total of 32. Move the snake head to the third question. To answer the third question, press white 2, blue 3 and yellow 2 to make a total of 7.

When ‘twixt their arms the moon takes shape,
The dazzle of riches will leave all agape.

Look up from the table to see the lunar symbol on the wall:

The aim now is to copy the layout of the lunar symbol on the table. Look down to see the table. Each tile moves a different sphere and ring:

Panel 1 moves the Left sphere and outer ring

Panel 2 moves the middle sphere and middle ring

Panel 3 moves the left sphere and middle ring

Panel 4 moves the middle sphere and inner ring

Panel 5 moves the right sphere and inner ring

Panel 6 moves the right sphere and outer ring

Press panel 4 twice, panel 5 once and panel six twice to open the door. A lancehead snake drops down from the ceiling and lands on Long John. Use the mirror on the light on the ground to complete the game:

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