INSIDE THE SHACK - Show ▼
Enter the old shack and notice that the light switch doesn't work.
Pickup the red fuse on top of the machine and leave the shack.
TURN ON THE POWER - Show ▼
Go to the left side of the shack.
Pickup the green fuse on top of the wood block.
Click the brown fuse box on the side of the shack.
Open the fuse box door.
Insert the green fuse into the left slot.
Insert the red fuse into the right slot.
Flip the switch.
Step away from the fuse box.
LIGHTS ON - Show ▼
Enter the shack and flip the light switch on.
Click the switchbox on the left.
Notice that the silver switches can be flipped up and down.
Leave the shack.
GONE FISHING - Show ▼
Go to the bridge located on the upper right part of the screen.
Grab the fishing rod by the handle and move it around to change its position.
Click the reel to release the fishing line.
Adjust the fishing rod position so that the hook catches the metal conatiner underwater.
FISHING HELP - Show ▼
If you're having trouble hooking the container, follow these suggestions:
Move the fishing rod handle up and down until the hook falls to the the same height as the container's handle.
As the hook is swinging, click the reel while the hook is to the right of the fishing rod.
EXAMINE THE CONTAINER - Show ▼
Pickup the metal container from the hook and grab it from the inventory.
Open the lid.
Remove the paper scrap from inside.
Notice the series of numbers printed on the paper.
Notice the live shrimp inside the conatiner.
Put down the container.
SOLVE THE SWITCHBOX - Show ▼
Go back inside the shack.
Click on the switchbox to enlarge it.
Pick up the paper scrap from the inventory.
Use the numbers on the paper scrap to determine which switches to flip up.
SWITCHBOX HELP - Show ▼
If you're still having trouble with the switchbox, try this:
Read the numbers starting from the left. The first three digits are "656".
The switches on the switchbox are only two digits or less, so the first switch number can't be 656.
The highest switch number is only 57, so the first switch number can't be 65.
Therefore, the first switch number must be 6. Flip switch number 6 up.
Now continue one with the remaining digits "567"...
MORE SWITCHBOX HELP - Show ▼
If you're still stuck, here is the solution:
Flip switches 2, 4, 6, 7, 15, 36, 56.
Make sure that all the other switches are down.
TALK TO TOMMY - Show ▼
Talk to Tommy.
Leave the shack.
Go to the bridge.
Go to the other side of the bridge.
In the jungle clearing, follow the road to the buildings beyond.
EXPLORE THE GREENHOUSE - Show ▼
Go inside the greenhouse and notice the sleeping flamingo.
Leave the greenhouse.
FAUCETS AND CODES - Show ▼
Go to the door on the left of the green house door.
Open the door.
Pick up the piece of paper handing inside.
Notice that it has morse code printed on it.
Turn the four knobs so that the water from the roof is released.
FAUCET HELP - Show ▼
If you're having trouble figuring out what positions to turn the knobs to, look inside the door for a clue.
MORE FAUCET HELP - Show ▼
If you're still stuck, follow this solution:
Turn the upper-left knob so that the flat side of the knob is facing Southeast
Turn the upper-right knob so that the flat side of the knob is facing Southwest
Turn the lower-left knob so that the flat side of the knob is facing Northeast
Turn the lower-right knob so that the flat side of the knob is facing Northwest
GET THE CROWBAR - Show ▼
Watch the water drain from the roof of the greenhouses.
Notice that a crowbar appears after the water has drained.
Pick up the crowbar and go back to the outside of the greenhouse.
MYSTERIOUS DISK - Show ▼
Go left.
Notice the metal decorations around the statue.
Pick up the metal disk in the middle and the grab it from the inventory.
Notice that you can spin it left and right by clicking on the bottom left and right of the disk.
Notice that a different symbol appears in the small window in each position.
Put down the metal disk.
THE STATUE - Show ▼
Click on the head of the statue and notice the stains on her face.
Go back to the full view of the statue.
Click to the right to go back to the outside of the greenhouse.
Go right to go to the outside of the house.
FIND THE SIGNAL LAMP - Show ▼
Notice something leaning against the clay pot.
Pick up the signal lamp and then grab it from the inventory.
Notice that you can click the handle on the right to light the lamp.
Put down the signal lamp.
FRONT DOOR KEY - Show ▼
Click on the door of the house to go to the front entrance of the house.
Move the porch light to reveal a key keeper.
Pick up the key keeper and then grab it from the inventory.
Notice that it has a 3 digit combination and a switch on the left to open it.
Put down the key keeper and go back to the outside of the house.
PLANE - Show ▼
Notice that you now hear an airplane.
Go right to go to the outside of the greenhouse.
Notice the airplane flying overhead.
Grab the signal lamp from inventory.
Grab the morse code paper from inventory.
SIGNAL THE PLANE - Show ▼
Notice the morse code signal that the airplane is sending you.
A quick flash of light is a "dit" and is written as a dot (.).
A longer flash of light is a "dash" and is written as a minus sign (-).
Determine which letter of the alphabet the plane is signaling.
Then lookup that letter under the "signal" column of the morse code paper.
Find the corresponding letter under the "response" column.
For instance, if the plane signals the letter "T", then the corresponding response letter would be "V".
Lookup the morse code that corresponds to the response letter.
Use the signal lamp to signal that letter.
To signal a dit (written as a dot), just click the signal lamp handle and quickly let go.
To signal a dash (written as a minus sign), just click the signal lamp handle, hold it for a couple seconds and let go.
PARACHUTE DROP - Show ▼
When you correctly signal the airplane it will fly over and drop a crate attached to a parachute.
Go back to go to the jungle clearing.
Notice the crate and the parachute.
UNLOCK THE KEY KEEPER - Show ▼
Notice the numbers written on the crate and use them to enter the code into the key keeper.
Click the black switch to open the key keeper and pick up the key inside.
KEY KEEPER HELP - Show ▼
If the code doesn't work, notice that the box says "this end up" and the arrows are pointing down.
MORE KEY KEEPER HELP - Show ▼
If you're still stuck, here's the solution for the key keeper:
Spin the dials until you have entered "742".
Click the black switch to open the key keeper.
OPEN THE CRATE - Show ▼
Grab the crowbar from the inventory and use it to open the crate.
Notice that the contents of the crate spill out onto the ground.
Pick up the grey device on top of the pile.
Notice that it's a "matter encoder" and that it has eight empty slots on the front of it.
DIG THROUGH THE PEANUTS - Show ▼
Move the styrofoam packing peanuts out of the way until you find two vacuum tubes.
Pick up both vacuum tubes.
Notice that they can be placed into the matter encoder.
ENTER THE HOUSE - Show ▼
Go to the front door of the house and use the key to unlock the door.
Go inside the house.
TELEPORT ROOM - Show ▼
Go into the first room on the right and notice that all the machines are off.
Find the panel with the colored buttons on it and press all of the buttons in the proper order.
POWER PANEL HELP - Show ▼
If you're having trouble figuring out the right order to press the buttons:
Notice that the only button you can turn on first is a red one...
Notice that the only button you can turn on second is a green one...
MORE POWER PANEL HELP - Show ▼
If you're still stuck, here's the solution:
You must press the buttons in this color order: red -> green -> blue -> white.
TALK TO TOMMY - Show ▼
Talk to Tommy.
He tells you that you need to install the matter encoder and find a way to access the main computer.
Leave the room and go to the hallway.
THE OFFICE - Show ▼
Go to the second room on the right.
Notice that you can move the chair to the left or right by clicking the left of right side of it.
Pick up the handkerchief from the desk.
Pick up the music box from the desk.
Grab the metal disk from inventory.
Notice that the disk reveals and highlights different books from the bookshelf.
Put down the metal disk.
CLEANING THE STATUE - Show ▼
Go to the statue and click the statue's head.
Use the handkerchief to wipe the stains away in the correct order.
Notice that wiping away the stain on the statue's shoulder reveals the symbol of the moon.
Go back to the office.
STATUE HELP - Show ▼
If you're having trouble determining the correct order to wipe the stains:
Wipe the stain on the nose first, then the one to the right, then the left and lastly, the shoulder.
PULL OUT THE BOOKS - Show ▼
In the office, grab the metal disk from the inventory.
Spin the disk until you see the moon symbol inside the small circle in the middle of the disk.
Notice which four books the disk reveals (you may need to move the chair to see them all...).
Put down the metal disk.
Pull out the four books that were revealed (they should be glowing...).
Notice that four vacuum tubes drop to the floor and pick them up.
Insert them into the empty slots of the matter encoder and notice that there are two more missing.
Go inside the greenhouse.
FEED THE FLAMINGO? - Show ▼
Inside the greehouse you still notice that the flamingo is sleeping.
Grab the music box from the inventory.
Grab the metal container from the inventory.
Open the lid of the container if it is not already opened.
Pick up a shrimp from the container.
Wind up the music box and the flamingo will wake up.
Grab a shrimp from the inventory and wave it in front of the flamingo.
If you put the shrimp too close, the flamingo will eat it. If so, grab another one from the container.
Try to get the flamingo away from her nest and notice the shining vacuum tubes in the nest.
Quickly drop the shrimp and click on one or both of the vacuum tubes before the flamingo sits back down.
If you didn't get all (or any) of the tubes, lure the flamingo away and try again.
Insert the remaining two vacuum tubes into the matter encoder.
FLAMINGO HELP - Show ▼
If you're having trouble figuring out how to get the flamingo away from her nest:
Wave the shrimp in front of the flamingo's head.
As the flamingo moves forward to try to get it, move the shrimp further up and to the left.
Continue luring the flamingo until it is completely standing up.
SWAP THE TUBES - Show ▼
The matter encoder will display the number of tubes that are in the correct slot.
To get all of the tubes in their correct slots, you must choose two tubes and swap their positions.
To do so, click one of the tubes, then move over another tube and click.
If the number correct goes down, then swap the same two tubes to get put them back to where they were.
If the number correct goes up, then pick another two tubes to swap.
The matter encoder will say "device ready" when all tubes are in their correct slot.
Go to the teleport room with all the video screens.
Grab the matter encoder from the inventory and insert it into the empty slot to the right of the computer.
TUBE HELP - Show ▼
If you're still having trouble getting all of the tubes in their correct slots, here are some tips:
Swap any two tubes and notice the "number correct" will change +2, +1, 0 (no change), -1 or -2.
0 (no change), means that both tubes were/are in the wrong slot.
+2 means that both tubes are in the correct slot.
-2 means that both tubes were in the correct slot BEFORE the swap.
+1 means that one of the two tubes is now in the correct slot.
Determine which one of the two is correct by swapping each one with a tube that you know is incorrect.
-1 means that one of the two tubes was correct BEFORE the swap, reverse the swap.
TALK TO TOMMY - Show ▼
Talk to Tommy and he will tell you that you still need to find a way to access the computer.
Click on the computer.
ACCESS THE COMPUTER - Show ▼
Click "Play Game" and notice that you're in an open plaza area.
Click on the yellow machine and notice that you need a coin.
Go back to the plaza.
FIND THE EURO - Show ▼
Go up the stairs and notice the red gate is locked.
Go left.
Go forward.
Click on the empty slot to the left of the lamp post.
Pickup the Euro coin.
BUY CANDY - Show ▼
Go to the yellow machine and insert the Euro into the slot.
Choose the correct candy.
CANDY HELP - Show ▼
If you're not sure which candy to choose, look under the red door.
MORE CANDY HELP - Show ▼
If you're still stuck, here's the solution:
Click on the orange candy which is in the top row second from the left.
CANDY FOR KEY - Show ▼
Pick up the candy bar and go to the red door.
Click the bottom of the red door.
Grab the candy bar from the inventory and slide it under the red door.
Notice that a key slides out and pick up the key.
UNLOCK THE GATE - Show ▼
Go the the red gate and click on the lock.
Pick up the key from the inventory.
Insert the key into the lock and the gate opens.
FIND THE HAMMER - Show ▼
Go inside the gate and pick up the hammer.
Go back to the corner.
SMASH IT - Show ▼
Click on the base of the lamp post and notice that one brick has a symbol on it.
Grab the hammer from the inventory and smash the brick with the hammer.
Pick up the key that is revealed.
UNLOCK THE RED DOOR - Show ▼
Go the to red door and click on the door handle.
Grab the key from the inventory and insert it into the lock.
After the door opens, go inside.
ACCESS GRANTED - Show ▼
Notice a wrapper on the ground.
Pick up the wrapper.
It says "Access Granted" and you are returned to the teleport room.
Talk to Tommy.
KNOCKOUT - Show ▼
After being knocked out, you wake up inside the shack.
Go back to the teleport room and talk to Tommy.
REVENGE? - Show ▼
Tommy teleports you to find his Father.