Isoland is a point-and-click puzzle adventure developed by Cotton Game. In this game, you take on the role of a doctor exploring a mysterious, puzzle-packed island. Gamezebo’s full Isoland walkthrough will provide you with detailed images, tips, information, and hints on how to make it through the island’s logic-based, and sometimes surreal, challenges.

How to Play Isoland


    • Everything in Isoland is single-tap based, meaning it can be played with one finger. To move to a location, such as entering a doorway, you simply tap on it. If an area can be examined more closely, such as a puzzle tile, the game will automatically zoom in on the puzzle upon tapping.
    • The map can be viewed by tapping the waypoint icon next to the question mark icon. Your current location on the map is denoted by a flashing red target. Although the map is fairly small and you’ll learn your way around quickly, this can be a useful tool if you get stuck—something may have changed on the map to hint at where to go next.


  • Items you collect during your exploration are added to your inventory. Your active inventory item is visible in the bottom-right corner of the screen: to change the active item, tap on the arrows to the left and right to scroll through what you are currently holding. To review all of the items at once or to see hints for how to use a specific object, tap on the question mark at the top of the screen and select “Collection.”
  • To use your active item, tap on its icon in the bottom-right corner then select the object you’d like to use it on. For instance, scroll until you see the key in your inventory, tap it—its name will appear along with a hand holding it—then tap the lock you’d like to use it on. Inventory items cannot be used on each other or combined, so you will only use active items on the environment itself. If you try to use an item on an object or area it cannot be used on, nothing will happen and the item will no longer be selected (so if you’re testing out potential uses, you’ll need to tap the item every time you want to use it on something).
  • A note on this walkthrough: Isoland requires two playthroughs to see everything it has to offer and to earn the full ending. The second playthrough is nearly identical to the first, except it contains some additional items and puzzles you will not find the first time around. We have written this walkthrough as a single playthrough: anytime something additional in the second playthrough appears, it is denoted as “Round II.” If you are seeking guidance for your first playthrough, ignore any bullets that begin with “Round II.” If you need help on a second playthrough-specific puzzle, search for that phrase.

Isoland Walkthrough


    • Scroll through the typewriter scenes by pressing the right arrow. Eventually, the typewriter will break and you’ll end up on the docks near a rowboat.
    • Tap the picture on the bottom-left corner of the rowboat. You’ll zoom in on a map and lockbox.


    • Tap the key lying near the top of the map.
    • Make a mental note of the coordinates highlighted on the map, where the red bullseye is.
    • Tap the key in your inventory to make it active, then tap the keyhole on the lockbox.
    • Tap the letter in the lockbox to read it.
    • Tap the arrow in the upper-left corner of the scene to exit.


    • You’re back at the rowboat. Tap the dock to move to the next scene.
    • You’re near a seagull, with a view of many locations on the island. Tap the lighthouse to move forward.


    • You’re standing in front of the lighthouse door. A crab scuttles along the beach.
    • ROUND II: Tap on the bronze triangle on the right side of the walkway. You’ll receive MYSTERY TRIANGLE BLOCK (#1 – VOLCANO).
    • Tap the lighthouse door to zoom in. There is a metal plate with numbers and letters on it.
    • Remember the coordinates from the map in the rowboat?


    • Slide the first slider to 20; leave the second slider at W; slide the third slider to 40, and the fourth slider to N.
    • You’ll automatically leave this screen and the lighthouse door will open. Tap on the door to enter the lighthouse.


    • Tap on the plant three times, until a metal knob falls out. Tap on the knob to get CABINET HANDLE.
    • Tap on the wooden dresser on the right side of the room. You’ll zoom in on a close-up of the drawer.


    • Use CABINET HANDLE on the hole in the drawer. It will open; tap on the item inside to get A PAIR OF SCISSORS. Tap on the gray arrow to zoom back out.
    • Tap on the stairs to head upstairs. You’ll be in a small kitchen with a man sitting on a bench.
    • ROUND II: Examine the poster on the left-hand wall with a large circle and X on it. Take a mental note of the images here and their general shapes: snake, broken arrow, volcano, dragon man, blue gemstone, boomerang.


    • Tap on the ladder behind the man to head to the top of the lighthouse.
    • Tap on the shovel on the floor to get SHOVEL.


    • Make a mental note of the photograph up here: she is looking right and a set of dots next to her highlights the bottom-left.
    • Head back down the ladder to the kitchen. Make a mental note of the picture above the stove: his eyes are looking up and the upper-left dot next to him is highlighted.
    • Tap on the stairs to head back downstairs. Note the two photographs in this room: a woman looking down with the lower-right dot highlighted, and a man looking left next to the upper-right dot.


    • Tap on the panel to the right of the door containing four dots. You’ll zoom in on another puzzle.
    • If you tap the circles in this panel, the location of the light rotates. We need the lights to match the photographs we just looked at.
    • Leave the first circle’s light facing up. Tap the second circle three times, until the light is facing left. Tap the third circle once, so the light is facing right. Tap the fourth circle twice, so the light is facing down.
    • Upon getting the solution right, you’ll automatically zoom out from this screen and the door will open.
    • Tap on the open doorway to exit the lighthouse.


    • You’re standing behind the lighthouse, in front of the factory. Make a mental note of the marking on the back of the lighthouse: it looks like a “2” and higher up there are three dots forming a half-triangle facing right.
    • You now have a bit more freedom about where you can go: arrows to either side of the factory let you explore the island.
    • Let’s head east first. Click on the red arrow to the right of the factory.


    • You’re now in front of the temple. Tap on the lizard hanging on the rock. He’ll scurry away, revealing a “5” and three more dots: these slant left-to-upper-right with a line above them in the middle. Make a mental note of these.
    • ROUND II: Tap on the bronze triangle to get MYSTERY TRIANGLE BLOCK (#2 – SNAKE)
    • Tap on the door of the temple to zoom in on it.


    • There are eight buttons with eyeballs on them. Tap on the arrow to exit this puzzle.
    • Tap on the arrow to the right to return to the front of the factory. Then enter the lighthouse via the backdoor.
    • Head upstairs. Tap on the man on the bench to speak to him.


    • Now that you’ve been to the temple, he’ll tell how to open the door. It’s “o x o x o o x x.”
    • Go downstairs and out through the backdoor again. Head right to the temple.
    • Tap on the door to enter the eyeball puzzle again.
    • Tapping on the eyeball buttons turns them red. We need to match the pattern the man in the lighthouse just gave us.


    • Tap the second, fourth, seventh, and eight eyeballs so they are red. (So, second and last on the top row, last two on the bottom row.)
    • Once correctly completed, you’ll automatically zoom out of this puzzle and the door will open.
    • Tap on the open door to enter the temple.


    • On the left wall, above the fountain, there is a drawing of a grid with red crosses forming a cross pattern down the middle rows and column. Make a mental note of this.
    • There are two doors in the temple. Tap on the upper door with the blue squares in it.


    • This is a laser puzzle. The goal is to get the laser lights to hit the orbs directly across from them. You can move the golden blocks, but not the lasers or orbs and not the silver blocks.
    • This is one of those puzzles that you’ll eventually solve if you mess with it enough. Your main goal should be to get the solid gold blocks into the corners, away from the lasers and orbs.


    • If you’re having trouble, try to rearrange until you match the image above. Then just slide the horizontal opening block (just below the rightmost silver block) to the right to finish the puzzle.
    • Once all the lasers are hitting the orbs, you’ll exit the puzzle automatically and the door will open. Tap the open door to enter the upper chamber.


    • Tap the yellow arrow peeking out from behind the column. You’ll get ARROW-SHAPED KEY.
    • Tap the wall near the bottom-right corner of the statue. You’ll zoom in on that corner of the room.


    • There is a spider hanging out over some wooden boards here. Make a mental note of the wall writing: “3” with a single line slanted up from left to right. Tap the arrow in the bottom left to exit this scene.
    • Exit this room and leave the temple.


    • Tap the arrow to the left: you’re standing in front of a crashed rocket ship and a pile of bones.
    • Scroll through your inventory until you reach SHOVEL. Use the SHOVEL on the single bone buried in the dirt. Once uncovered, tap on it to receive A BONE.
    • Tap on the arrow above the rocket to enter a new area. There is a dirt maze and a green dog on this screen.


    • In your inventory, select A PAIR OF SCISSORS. Use A PAIR OF SCISSORS on the flower near the dog. You’ll get A RED FLOWER.
    • Leave this scene and return to the rocket ship.
    • Tap on the door of the rocket to enter another puzzle.


    • This is a pipe puzzle, like the game Noodles. You need to connect all the blue pipes and all the brown pipes by dragging the tiles around to swap locations. As you connect them correctly, they will light up.
    • As a hint: the tile with the two blue pipes forming a left-hand corner (the second tile from the top) is in the correct location when you first enter the puzzle.


    • If you’re having trouble, swap tiles around until they look like the image above.
    • Once completed, you’ll exit this screen and the door will open. Tap the doorway to enter the rocket.
    • Inside the rocket, tap on the bucket near the stairs to get IRON BUCKET.


    • From your inventory, select ARROW-SHAPED KEY. Use this key on the green suitcase with the arrow-shaped lock.
    • Inside the suitcase is a hammer; tap it to get HAMMER.
    • Make a mental note of the drawings on the walls of this floor: a picture of a red flower with the letter A next to it, and a dinosaur bone with the letter B.


    • Tap the stairs to head upstairs. On the second floor, tap the metal counter with wires coming out of it. You’ll enter another close-up puzzle.


    • This is a nonogram, or picross, puzzle. On the outside of the metal counter was a hint at how to solve it if you are not familiar with nonograms. Basically, the numbers represent how many consecutive blocks should be active in each row or column. In the column with the number “5,” we know that all five blocks should be active. To activate a block, just tap it and it will turn red.
    • If there is more than one number listed, this indicates consecutive sets with at least one space between them. So, for instance, “2 2” would mean two blocks next to each other, at least one empty space (but possibly more), and then two more blocks next to each other.


    • If you’re having trouble, fill in the blocks like the image above. Once completed, you’ll automatically exit the puzzle and the top will slide off the metal counter, revealing a golden object.
    • Take the golden object to get ROUND STAR PATTERN.
    • Let’s leave the rocket for now. Go back downstairs and out the door.
    • Head east, toward the temple. Then head east again, to the factory.
    • Head west from the factory. You’ll be on a beach with a sailor and fish.


    • Tap on the box near the sailor to enter a puzzle screen.
    • Remember the grid we saw on the temple wall? We need to arrange these buttons to match the grid – one center column and one center row.
    • The buttons rotate clockwise within a four-square pattern. To move the pattern (the white corner outline,) simply tap on another section of the grid. To rotate the buttons, tap within the currently selected grid.
    • This is another one that you’ll eventually get if you just keep playing with it, but we found the easiest way is to move your grid so it only includes one button, then rotate that button to be in line either vertically or horizontally with the one next to it. Then select the two buttons together and rotate them into the center row or column. The cursor is a little finicky so keep tapping around if it’s not highlighting the area of the grid you want.


    • On the image above, you can see how we’ve done as advised for the two upper-left buttons and the two lower-left buttons. We currently have a single button selected and are about to rotate it into line with the one to its upper-right.


    • Once the buttons are arranged in pairs, it’s a matter of selecting them two at a time and rotating them into the center. In the image above we’re halfway done.
    • When all the buttons are organized to form a center cross, you’ll exit the puzzle and the box will open. Take the HOLY GRAIL.
    • Head east again, back to the factory. Then head east one more time to the temple.


    • Enter the temple. From your inventory, select IRON BUCKET. Use it on the fountain on the left wall to get IRON BUCKET FILLED WITH WATER.
    • From your inventory, select HOLY GRAIL. Use this on the fountain as well, to get HOLY GRAIL FILLED WITH WATER.


    • Head upstairs. Use HOLY GRAIL FILLED WITH WATER on the man in the upstairs room.
    • The man will ask if it’s the real holy water. After his speech bubble goes away, tap on him. He keeps talking about the water.


    • Tap on him again. He says “The password to open the door is 3 7.” Tap on him again and he defers. Tap on him one more time and he’ll give you the rest of the password: “2 5 6.”
    • Head back downstairs. Tap on the door on the bottom floor, with the eye on it. You’ll enter another puzzle.


    • The password we just received is the solution to this puzzle. We need to change the tiles to match “3 7 2 5 6.”
    • If you tap on the tiles, they will rotate through a series of seven different images. Each image features a different number of eyes on a face. You need to change the first tile to the face with three eyes, the second tile to the face with seven eyes, then two eyes, etc.


    • If you’re having trouble, change the tiles until they match the image above. You’ll exit the puzzle and the door will open.


    • Enter this lower room. Pick up the knife on the floor to get A KNIFE. There’s nothing else we can do here at the moment so leave the temple.
    • Head east, back to the factory. Then head west to the beach.


    • Use A KNIFE on the fish on the beach. You’ll slice him open and reveal a key. Take A KEY.
    • Head east again and enter the lighthouse. Go upstairs to the kitchen.


    • Select IRON BUCKET FILLED WITH WATER from your inventory. Use it on the fire in the stove.
    • The fire will go out. Pick up the pincers left behind to get IRON PINCERS.
    • Head up the ladder to the third floor. Use A KEY on the key box connected to the lamp.
    • The box will open; tap on it to enter another puzzle.


    • This is a reflective laser puzzle. The goal is to get the red and green lights across the grid to the outlet at the end by rotating the mirrors inside.


    • If you’re having trouble, rotate the mirrors until they match the image above. Then just rotate the upper-right mirror until it is in the corner (once placed correctly, the light will hit the outlet and you’ll automatically exit the puzzle).
    • The lamp turns on, shining out the window. Go downstairs and exit the lighthouse through the back door.


    • Head west, to the beach. Now that the lighthouse is active again, a ship has docked here. Tap on the bridge to board the ship.
    • Tap on the door to the ship’s cabin. You’ll enter a puzzle screen with four numbers.


    • Exit this screen. Tap on the captain to speak to him. He mentions the password is the year the ship was manufactured. Tap on him again to learn he was 22 when the ship was manufactured. Tap on him one more time to learn he was born in 1975.
    • Tap on the door again. Enter the password.


    • 1975 + 22 = 1997, so tap on the numbers until they read 1997.
    • After putting in the password, you’ll exit the puzzle and the door opens. Enter the doorway.


    • Pick up the ADHESIVE TAPE next to the pipe in the center of the room.
    • Pick up the BLUE STARFISH from the wall over the fish skeleton.
    • ROUND II: Pick up the bronze triangle next to the monster tentacle on the left side of the room. You’ll get MYSTERY TRIANGLE BLOCK (#4 – BOOMERANG)
    • Tap on the stairs to go downstairs.
    • Take the gray triangular stone next to the fish tank to get MYSTERY STONE (#1 – five straight lines).


    • Select HAMMER from your inventory and use it on the bottle sitting on the table. The bottle shatters; pick up the blue veiny object that was inside to get STRANGE BLUE OBJECT.
    • Tap on the red notebook next to the shattered jar.


    • Flip through the pages until you reach the end and take the ROUND MOON PATTERN from the last page.
    • Exit the book, then go back upstairs and exit the ship.
    • Head east, to the factory. Tap on the lightning bolt tile to the right of the factory door.


    • You’ll enter another puzzle. This is a lights out style challenge. Each tile you tap will turn the surrounding tiles either “on” or “off.” You want all of the tiles to be turned “on,” displaying lightning bolts.
    • Like so many of these puzzles, playing around with this is the best way to complete it. Focus on getting the inside turned on and leaving the corners to last.


    • If you’re having trouble, here’s one solution that will work: if the tiles are numbered 1-16 as in the image above, tap in this order: 4, 14, 13, 9, 1, 6, 3, 1, 4, 16, 9, 9, 10, 11, 13, 15.
    • Once all the lights are on, the factory door opens. Go inside.


    • Inside the factory, tap on the metal ball to get IRON BALL.
    • Select IRON PINCERS from your inventory. Use IRON PINCERS on the golden lock below the TV. The lock will fall off.
    • Tap the door below the TV to open it, then tap again for a close-up view.


    • In your inventory, select ADHESIVE TAPE. Use it on the broken wires.
    • The wires will be taped together; exit this close-up.
    • With the wires fixed, the TV begins flashing numbers and colors.


    • It shows III – red, V – purple, II – green, VII – yellow, VIII – blue, and VI – brown. Remember this for later.
    • ROUND II: Examine the fallen fan in the bottom right corner. This is a puzzle with eight eyeball icons surrounding a ninth eye. Remember this for later, but exit the puzzle for now.
    • Tap on the blue grid in the back left corner of the room to enter another puzzle.


    • In this puzzle, all the coins are connected via a string. If you drag one, they all drag in the same direction. You need to drag the set so the blue coins are on the blue tiles and the red coin is on the red tile.


    • To do this, pull the end blue coin (opposite the red coin) to the bottom row and then right to the far right edge. Continue pulling until it is at the top of the last column, as in the image above, with the red coin on the last blue tile.
    • Now, take the red coin, and snake it around the remaining blue tiles so it touches each before ending up on the red tile. So move the red coin right one tile, down one, right one, then up one.
    • The door will open once all the coins are on the proper tile. Enter this door.


    • You’re in the dissecting room. Tap on the pink creature on the table to enter a close-up.
    • In your inventory, select STRANGE BLUE OBJECT. Use it on the cavity in the monster’s chest.


    • His eyes and mouth will open. Take ROUND SUN PATTERN out of his mouth.
    • Watch his eyes. They are all open and then they blink in two distinct patterns: first, eyes # 4, 5, and 6 close, then eyes # 2 and 8 close. Remember this for later.
    • ROUND II: Take the bronze triangle near his arm to get MYSTERY TRIANGLE BLOCK (#5 – BROKEN ARROW)
    • Exit the dissecting room and the factory. Head east, to the temple.


    • Enter the temple and go in the lower room, where the fire-breathing statues are.
    • In your inventory, select IRON BALL. Use IRON BALL on the hook on the left wall.
    • The ball weighs down the hook and the fire stops. You can now access the altar.
    • Tap on the altar for a close-up. Notice the mosaic on the wall behind the altar: it is a talking dog with a series of numbers and symbols floating around him. I is water, II is a triangle, III are his eyes, IV (IIII) is an infinity symbol, V is a ladder, VI is a compass, VII is the sun, and VIII is the moon. Remember these for later.


    • There are three indentations in the altar with symbols on them. In your inventory, select ROUND MOON PATTERN and use it on the leftmost indentation, with the moon symbol. Use ROUND SUN PATTERN on the second indentation. Use ROUND STAR PATTERN on the final indentation.
    • A light appears above and a blue gem drops from the ceiling. Take BLUE GEM.
    • Leave the room and exit the temple.


    • Head west, toward the rocket. Enter the rocket and head upstairs, then upstairs again to the top floor. There is an astronaut here standing next to an unlit engine.
    • Remember the drawings on the first floor of the rocket? The flower with A and the bone with B? Select A RED FLOWER from your inventory and use it on the top circle of the engine. It will go in and the door will close.
    • Select A BONE from your inventory and put it in slot B, the bottom left.


    • If you speak to the astronaut a few times, he will eventually tell you that starfish is one of the engine’s fuel components. Select BLUE STARFISH from your inventory and put it in the last slot.
    • Once all three items are in the engine, it starts up, but does not take off. Go downstairs and exit the rocket.


    • Outside, a pyramid has appeared on the horizon. Head north.
    • At the pyramid, you can also head west. Let’s do that now.


    • The westernmost screen is a stone carving of the alien creature. Take the IRON HOOK from the rocks to your left. Notice the red lines on the other rocks.
    • ROUND II: Tap on the stone tablet near the statue to enter a close-up. Take the bronze triangle to get MYSTERY TRIANGLE BLOCK (#6 – DRAGON MAN). Make a mental note of the symbols here, then exit the tablet.
    • Leave the stone carving screen, returning to the pyramid. Tap on the pyramid door to enter a close-up. Use BLUE GEM on the door to open it.


    • ROUND II: Take STRANGE RED BLOCK from the rocks on the left side of the screen. Tap on the green bug running on the right-hand wall. A crack will appear; keep tapping until an opening appears in the wall. Tap on the opening to view a secret tablet underneath. At the top of the tablet are some of the symbols we just saw near the stone carving. Scroll to the bottom (drag the screen up) to see the rest of the symbols, making a total of eight. In order, the symbols are roughly: duck, thing with two eyes, strange key, sideways G, wave over dots, cyclops with two legs, eyeball, S with extra lines. Remember these for later; exit the tablet.
    • Enter the pyramid. To your left is a red column with the alien drawn on it; tap on this to enter a close-up.


    • You’ll be looking at two images of the alien, with eyeballs in different locations. If you tap the eyeballs, they will appear or disappear.
    • Remember the monster’s blinking patterns in the dissecting room? Adjust the eyeballs to match those patterns.


    • So, the left image should have eyes in all spots except #4, 5, and 6. And the second image should have eyes in all spots except #2 and 8.


    • When the eyes are adjusted to match the pattern, the column will lift and a statue of an astronaut appears. Tap his head to get STRANGE STONE CARVINGS.
    • ROUND II: Tap on the door next to the astronaut statue. You’ll enter a close-up of a sliding block puzzle. The goal is to get the red block to the far right space with the arrows. Blocks can only move horizontally or vertically, depending on their shape. If you get stuck in a weird spot, exit and re-enter the puzzle to reset the blocks. Like most sliding block puzzles, this is about incremental movements of the red block, inching it towards the right while moving the other blocks out of the way. Once finished, the door will open, but don’t go inside just yet.


    • Head upstairs to a room with what looks like a clock on the wall. Tap on the coffin: you’ll enter a puzzle with three tiles that look like 5-dice. Remember those connected line drawings you saw way back at the beginning of the game? This is where those will be used.
    • The first tile is the “2,” so we need to make three dots forming a half-triangle facing right: middle dot, upper right dot, bottom right dot. The “5” should be the bottom-left dot, upper-left dot, upper-right dot.


    • The final tile, the “3” is bottom-left, middle, upper-right.
    • Once finished, the coffin opens. Tap the stone triangle to get MYSTERY STONE (#2 – two Zs.)


    • Tap on the clock wall to view a close-up. There are colored clock hands and symbols we’ve seen before. Keep these in mind; we’ll be back. Exit the clock and leave the pyramid.
    • Go back to the temple and enter the upstairs room.


    • Tap on the bottom right corner and use IRON HOOK on the wooden boards near the spider. The boards fall away; take MYSTERY STONE (#3 – three waves).
    • Exit this close-up. Use STRANGE STONE CARVINGS (the astronaut head) on the statue in this room. His chest plate will open up; take RED POINTER.


    • ROUND II: Tap on the door to the left of the astronaut statue. We have all six mystery triangle blocks at this point. We need to insert them into the door to match the poster in the lighthouse. In this guide, we’ve numbered the blocks according to when we found them, along with the description that matches the image in the poster. So put them in the door in this order (moving left-right and then down, left-right from the upper-left): #2-SNAKE, #5-BROKEN ARROW, #1-VOLCANO, #6-DRAGON MAN, #3-BLUE GEMSTONE, #4-BOOMERANG. Once inserted correctly, the door will open.
    • ROUND II: Enter the door and look at the mural on the wall. It’s of an alien with eyes at the ends of its arms. Note the eye locations: one in the center, then one at one o’clock, five o’clock, six, and eight. You can also examine the wall next to this mural: it’s a puzzle with eight dials featuring nine pie pieces that will light up sequentially if tapped. We already have the solution to this, but we’ll come back later. Exit this room.
    • Leave the temple and return to the pyramid. Go upstairs and tap on the clock wall.


    • Use RED POINTER on the clock face to add it to the wall. You now have four pointers and buttons corresponding to each.
    • Remember the flashing TV in the factory? It showed us III – red, II – green, VII – yellow, VIII – blue. Also remember the mural in the temple? We know from it that II is a triangle, III are his eyes, VII is the sun, and VIII is the moon.


    • So, adjust the clock hands via their buttons until they point at the right symbol. Red pointer should point at the eye, green at the triangle, yellow at the sun, and blue at the moon.
    • Once correct, the door in the floor opens up; take BLACK BEADS.
    • Exit the temple. Head west, to the stone carving.


    • At the stone carving, use each MYSTERY STONE on the red rock drawings that match their own carvings. So #1 – five straight lines goes in the upper right, #2 – two Zs goes in the lower right, and #3 – three waves goes in the lower left.
    • When all the stones are placed, use BLACK BEADS on the eye socket of the statue. The stones will light up and hit the beads, turning them blue.


    • Take the now-blue stone from the eye to get BLUE BEADS.
    • Exit the stone carving and return to the pyramid.


    • Tap on the upper part of the pyramid, right by the black border of the screen. This should take you to another scene at the top of the pyramid.


    • Use BLUE BEADS on the eye of the pyramid. It will detach from the pyramid and begin glowing with blue light.


    • Tap on the glowing pyramid top and it will take off into space. Wait while it flies upward; eventually it will turn into a green outline and then vanish.


    • The screen will go black and say “Is it over?” Tap the screen to return to the main menu.
    • This is the end of Round I. To begin Round II and see the full ending, select “New Game” from the main menu. You’ll be warned that your progress will be deleted; still select yes. On the next playthrough, all of the Round II items and puzzles will be available. The rest of this walkthrough deals only with Round II and its ending.
    • ROUND II: Everything is the same up until the pyramid top detaching. If you tap it, it will not float off into space. You need to exit the pyramid screen by tapping the bottom black border.
    • ROUND II: Now’s a good time to go back to the stone carving and remind yourself of its symbols. Remember the secret stone tablet we saw in the wall of the pyramid? Roughly duck, thing with two eyes, strange key, sideways G, wave over dots, cyclops with two legs, eyeball, S with extra lines. If we find these symbols on the stone tablet near the statue and count the lines around them, we come up with: 4, 9, 1, 8, 0, 3, 7, 5. We’ll use these soon; exit the close-up.


    • ROUND II: Return to the factory and go inside. Tap on the fallen fan in the bottom left corner.
    • ROUND II: Use STRANGE RED BLOCK on the center circle of this puzzle. All of the triangles will turn red.


    • ROUND II: We need to adjust these blocks so they match the drawing we saw in the secret room of the temple. Remember, it was one in the center, then one at one o’clock, five o’clock, six, and eight.


    • ROUND II: Tap the upper-right eye, skip the next eye, then tap the two lower right eyes, skip an eye, and tap the lower left eye.
    • ROUND II: The fan box will open; take MYSTERY IRON CONE.


    • ROUND II: Exit the factory and return to the temple. Go upstairs and enter the secret door we opened earlier in the game.
    • ROUND II: Tap on the circles on the wall. Remember those symbols and numbers we just got from the pyramid and stone carving? This is where we use them.


    • ROUND II: The lines around the symbols on the tablet indicate how many lights we should activate, so we should tap the circles in order this many times: 4, 9, 1, 8, 0, 3, 7, 5.
    • ROUND II: Once completed, the pillar in the room begins glowing blue. Use MYSTERY IRON CONE on this light.
    • ROUND II: A hologram of a man appears. Tap on him to hear him speak.


    • ROUND II: Tap him a second time to hear a secret: he tells you “**** *** ** *****” If you tap on him again, he’ll mention the secret room in the pyramid.
    • ROUND II: Exit this room and leave the temple. Return to the pyramid. Go inside and enter the room next to the astronaut that we opened earlier by solving the sliding block puzzle.


    • ROUND II: There’s a strange statue inside and four beams sticking out of the ceiling. The hologram’s hint indicated the correct length for these beams.
    • First, tap on the beams until they are all at their shortest length. Tap the fourth beam until it’s at its max length (four taps). Tap the first beam until it’s a tiny bit shorter than this fourth beam (three taps). Tap the second beam until it’s just shorter than the first (two taps). The third beam should be in the correct position already, but if not, make sure it’s the shortest of the four.


  • ROUND II: The statue will activate and open a hole in the floor. Tap on this hole.
  • ROUND II: You’ll be outside the island, able to see the sea monster / alien creature. Tap on his eye.
  • ROUND II: Enjoy the real ending.
  • BONUS – Achievements: Completing both rounds should earn you all but two achievements in the game. If you’d like a hint on finding the last two hidden achievements: look at the tablet in the wall of the pyramid again. It contains credits for the game, but two of the names have strange symbols next to them. If you view the “About” section from the main menu, you’ll find these symbols as well. They each correspond to 8 numbers, which can be used in a specific in-game puzzle, even if you’ve completed that puzzle already (choose Continue from the menu after the game is over to return to it easily).