KETCH'S LANDING |
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First talk to the little boy (Rio) at the end of the pier. This
activates the 'Rio' dialog topic with the Ketch Sisters. |
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Climb the steps and talk to the Ketch Sisters about Rio. Before
discussing Emily with them, you should try to open the door to the
house. The Ketch Sisters tell you about the museum and the
refurbishments being done by Bronson, the surveyor. Speak to the sisters
again, selecting the Emily and then the cat dialog topics. They leave to
go look for Emily. This also triggers the 'Fish' dialog topic with Rio. |
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If you look at the left flagpole you see that it has some sort of
'technical gadget' on the end of it, i.e. the marker Bronson uses with
his theodolite. Also note the 'U-shape' of the branch on the tree. |
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Return to Rio and ask him to catch a fish for you. He'll want
something in return, and there are only three items he'll accept. If you
picked up the worm (right in the very beginning) it's the only item he
wants. If you don't have the worm he'll take the lipstick instead. If
you gave the lipstick to the Shaman then he'll accept the panties. |
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You have to leave the pier, then return and talk to Rio (twice)
before the 'Fish' dialog topic is again activated. At first Rio reels in
an old bicycle and you have to ask him to try again. Examine the bicycle
and remove the inner tube. If you ask Rio about the inner tube he gives
you a clue about using it as a catapult. |
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Go back up the steps to the museum entrance. Extend the ladder and
climb up to the right flagpole. Attach the inner tube to the flagpole,
then climb down and attach the fish to the other end of the inner tube.
Note that if you give the fish to the cat instead, you can always get
another one from Rio. While the cat tries to get the fish you can pick
up the red ball. Climb the ladder to retrieve the inner tube and then
attach it to the tree, making a catapult. Put the red ball into the
catapult (inner tube) and fire away! |
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When Bronson gets onto the flagpole, remove the ladder to leave him
stranded. Pick up the marker he dropped and go to his tent. With him out
the way you can now take the plans and his theodolite. Return to the
museum entrance and show the plans to the Ketch Sisters. |
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At this point the game switches to Nico at the BRITISH MUSEUM |
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THE KETCH MUSEUM |
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Read the ship's log and note the last entry "tis easier for a
camel to pass through the eye of a needle".
Look at the portrait of Captain Ketch and note the cross he's
wearing around his neck. This activates the 'Cross' dialog topic with
Emily. Take the chart and place it in the recess on the desk. Take the
lantern and fit it in the ink well on the desk. Remove the quill from
the pen holder - note the shadow cast on the chart as you remove the
quill. |
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Open the sea chest to free Emily. When you ask her about the cross
around her neck she wants something in return for giving it to you.
Finding something to swop with her is probably the most difficult puzzle
in the game. Did you try play with, or talk to the cat? If so, you would
have noticed it's sharp claws. Have you got something that the cat may
want? What about giving the quill to the cat! |
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The cat rips the quill into shreds. Pick up the feather shreds (not
clearly visible) and then go to Rio. Talk to him about Emily, his
sister, tiger fish and the shredded feather to get a conch for Emily. |
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Return to the museum and talk to Emily about the conch. When she
gives you the cross, insert it into the pen holder on the desk. The
shadow formed on the chart falls exactly on Zombie Island. |
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Go back to Rio and talk to him about the pirate treasure to get him
to take you to Zombie Island. |
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ZOMBIE ISLAND |
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After you disembark, examine Rio's boat and try to climb the rock
outcrop. This activates the 'Net' dialog topic with Rio. Ask Rio for his
fishing net, then use it to climb the rock outcrop. |
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At this point the game switches to Nico in the UNDERGROUND
STATION |
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The maze on Zombie Island consists of three locations, each with six
exit points. The tricky part is that access to certain of these exits
depends on where you enter and which location you came from. Detailed
solutions are provided for puzzles that involve the maze. |
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How to get past the wild boar |
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After getting past the wild boar continue through the top or right
exit to find the rock needle. The top of the rock is the "eye of the
needle" mentioned in the ship's log in the Ketch Museum. Remove the
creeper from the rock. Clip the marker onto the fishing net (in your
inventory) then attach the net (and the marker) to the creeper. Now take
the creeper, marker and net assembly and place it on the rock needle.
With the marker in place you need to go to the highest point on the
island (the plateau) from where you'll be able to view it with the
theodolite. |
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Where to find the plateau |
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When you get to the plateau insert the theodolite into the holes
next to Frederick Ketch's initials. Look through the theodolite and pan
to the right until the
marker
is visible. Examine the marker and the
tall pillar (the one in line with the marker) to activate a new 'Exit'
to the right. Leave the plateau via the new exit. |
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At this point the game switches to Nico at the DOCKSIDE |
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FILM SET |
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After you've spoken to Haiku McEwan filming starts. When McEwan is
replaced by Bert Savage (the stuntman) examine the bush to find the
hornets' nest. Take a pancake, bun and syrup from the food table. Pour
the syrup on the pancake (in your inventory). Talk to Savage and give
him the pancake. Note that some of the syrup drips down Savage's chin.
Throw the bun into the bush noting the hornets' reaction. Fetch another
bun from the table and also throw it into the bush. The hornets,
attracted by the syrup, will attack Savage. |
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When you get to the beach talk to Hawks about the pillar. Examine
the handheld camera and the 'Cameraman' dialog topic will be activated
with Hawks. Talk to him again, selecting the 'Cameraman' topic, and
he'll agree to go ahead with the stunt. |
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You climb the pillar, enter the cave and get the Eagle Stone. |
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