Island_Adventure_-_Walkthrough
Island_Adventure_-_Walkthrough
Intro
Watch the intro to see Benji (you) arrive at the airport, and board the plane
for his eagerly-awaited holiday.
Beach
Hmm, things haven't exactly gone to plan, have they? You seem to have
crashed! What a start to your holiday! Examine turbine in the wreckage,
then use turbine (hee hee). Now examine CAR BATTERY on the right,
and take CAR BATTERY.
Walk right to enter fuselage. Inside the plane wreck, pick up WIRE from the
ground, and pick up VACUUM CLEANER. Well, that's all you can do here,
so leave the plane.
Back on the beach, walk left to the ocean. Now go right one screen, so you
see the beehive. Don't they look vicious! And they won't let you past. Maybe
there's a way to get rid of them. Okay, now access your inventory (move
mouse to lower right of screen), and combine WIRE with VACUUM
CLEANER, then connect BATTERY with VACUUM CLEANER. Now you
have a fully-powered, portable vacuum cleaner. Use VACUUM CLEANER
with BEEHIVE to suck all the bees away. Poor bees! Now exit left.
Jungle
You find yourself in a jungle. A strange old man appears, threatens you with
a shotgun, then ties you up to a tree. And to top it all off, he just leaves you
there - tied to the tree! Never mind. You can escape this nasty predicament.
Examine peg (stick) in the ground, and examine COCONUTS. Pick up
COCONUTS, then use COCONUTS with peg (stick) in the ground. Now
kick (right-click to scroll through cursor options) COCONUTS, and a native
will come to your aid.
After you are freed, walk left to entrance of the Native Village. The guard
isn't very talkative though. Oh well, leave him for now, and make your way
back to the beach.
Beach
When you reach the beach again, you meet Lola, paddling in the sea. She
explains that she and her friends are construction workers, and they are
survivors of a freight plane that crashed on the island. Now they are stranded
here.
Campsite
Talk to Old Ray, Lola, and Gus about everything. You soon find out their
story - they all worked for the same company (owned by Mr Cune), but the
plane they were all on crashed on the island a few years ago, and they have
been stranded here every since. They also tell you that they won't help you
until you bring them some food. Guess you got your work cut out for you!
Okay, let's get started then. Leave the campsite via upper left exit. Hmm,
there is some tents here. I guess this is where the group sleep. Pick up
BOAT HOOK from the ground, and SHOVEL that is leaning against the
tent. Try to pick up washing, but it's still wet. Walk left to the next screen.
Jungle
Hey, there's a cave here. Enter cave, and pick up ARM (eurgh!). Well, you
never know when it will come in 'handy', lol. Leave cave, and return to
vegetable patch. This time, head through lower-left exit.
You find yourself at top of a ladder. Ignore the ladder for now, and walk left
to see a mysterious hatch in the ground. Examine hatch, and Lola will come
and explain things to you. Apparently, the hatch leads to a bunker down
below. And the bunker even has a front door. How odd! Lola takes you
down to the front door, and you automatically enter the room.
Look around inside the bunker, and examine pipe in the ceiling, biohazard
symbol on the wall, and grate in the floor. There is nothing else you can do
here at the moment, so just leave the bunker.
Back outside the bunker, head up the path, back to base of the ladder. Now
climb ladder, and walk left, so you are back at the mysterious hatch. Head up
through path at left of the screen, and watch the guy get a dead squirrel from
vending machine (bizarre, I know!). Examine vending machine to see that it
contains specimens of road kill (did I mention bizarre?). Try to use vending
machine, but you don't have any change for it. Oh well, leave vending
machine, and make your way back to top of the ladder, then climb down
ladder. Now there is an exit at bottom of screen, so walk down to find
yourself back on the beach.
Beach
Examine beehive to see that the bees are all gone (they are in your vacuum
cleaner, remember). Phew! Use BOATHOOK with BEEHIVE to pull it
down. Now walk back up through the reeds, then climb back up the ladder.
Jungle
Look at branch on tree to left of the ladder. It's the only branch that you can
interact with. Use your newly-acquired BEEHIVE on the branch to hang it up.
Now let's return the bees to their hive. So use VACUUM CLEANER with the
BEEHIVE to release the bees. I'm sure they are very happy now.
Campsite
Walk up to vegetable patch, then right to the tents. Try to pick up
washing that is hanging up again, but it is still too wet. You need to dray the
washing. Look at VACUUM CLEANER in your inventory, to see that it has
a 'blow' setting. So simply use VACUUM CLEANER on the washing to
blow it dry. You can do this, now that the bees are gone from your Vacuum
Cleaner. Lola comes to collect it (how did she know it was dry now?), then
she leaves again. Pick up CHAIN that was used as a washing line. Hmm, I
wonder what you could do with an old chain?
Head left to vegetable patch, then take lower-left patch back to the ladder.
Climb down ladder, then continue down to the beach.
Beach
Go left one screen. Remember this place? Old Ray tied you up here earlier
on, and the tribesman rescued you. Hmm, that gives me an idea...
Use COCONUT GARY (the scarecrow) with tree, then use CHAIN with
COCONUT GARY, to make it seem like he is tied up. The tribesman comes
to 'rescue' him (how kind), thus, leaving his post at entrance to the native
village. This is your chance! Go left to the village.
Native Village
The entrance is now unguarded (thanks to your trick with Coconut Gary), so
enter the village.
Huh? How did Lola get in? Oh, I see. You had just assumed that the guard
wouldn't let you in, but apparently, they let everyone in. And after all the
trouble you went through to distract him. Hmphh!
Walk left to the pier, and talk to fisherman about everything. Afterwards, pick
up FISH, and walk right again.
Give FISH to Guard, and he lets you in to the Shaman's hut. Now sit and
watch the long conversation. Well, that was interesting... You automatically
leave the Shaman's hut.
Now walk up path to back of the village. This is the way to the Lava God that
Shaman mentioned, but the guard won't budge. He won't even talk to you.
Bah! There's nothing else for it then. Walk left, back into the village.
Now remember what Shaman told you - that Cook respects the Gods. So
give your VACUUM CLEANER to Cook, and tell him it is a God. Cook
believes you, and leaves, to place this 'idol' with all their other idols. Poor
Cook. I hope you're proud of yourself. Okay, take MEAT from the spit. Now
enter Shaman's hut again, and talk to Shaman about everything. When you
have spoken about everything, leave the hut.
Well, you have food now, so it's time to return to the campsite and feed the
troops. Walk right to the village entrance.
Beach
From the village entrance, walk right twice to the beach, then up through
reeds to the ladder, then climb up ladder.
Campsite
At top of ladder, walk right , so you are back at the campsite. Watch
cut scene, where you automatically give food to the gang, and finally get
accepted as 'One Of Them'. While food is being cooked, Lola take you into
town on her boat (bet you didn't know there was a town, did you?).
Town
When you reach town, Gerald tells you that Cune has declared an embargo,
so that no-one cane leave the town. Now talk to Lola about everything. Now
talk to Gerald, who asks you to find him a new club for bashing his fish with.
Talk to him again, and discuss everything. When conversation is over,
head right to the next screen.
You are standing in front of a pub. Wow, they even have a pub here! These
'island survivors' are not as isolated as you were first led to believe! Now
pick up PAINT CAN. and look at it in your inventory, to see that the PAINT-
BRUSH is very stiff. So stiff in fact, it would make a good club. Say, wasn't
Gerald looking for a replacement club?
Walk left back to pier, and give your PAINTBRUSH to Gerald. He bashes
the fish with it a few times, until it is dead, then gives PAINTBRUSH back to
you - but it has a strong fishy smell to it now.
Walk right again, and talk to pirate about everything to learn that he is
guarding the boat, but he is waiting for Happy Hour in the pub to begin. He
also tells you about some buried treasure that is hidden on the island, but
you need a map to find it. And that map just happens to be on his boat.
When you have exhausted all dialogue, enter the pub.
Inside the pub, talk to Naranja to learn that he was captain of a ship that
crashed here. Talk to him again, and discuss everything. When you 'Make
A Statement', he gives you a COIN, for telling him a fishing story. Now talk
to Blind Greg. Greg wont' give you any ale, unless you can prove that you
are a fisherman. Dang! Oh, wait a minute! Remember your PAINTBRUSH
that has a fishy smell? Give PAINTBRUSH to Blind Greg, and this convinces
him that you are a fisherman. He finally gives you a pint of FISHERMAN'S
SPECIAL. Yippee! Talk to Greg again, and work through all the dialogue.
Now look at clock on the counter, and try to adjust it. Blind Greg hears you
(he may be blind, but his hearing is excellent), and won't let you touch it,
since it is set to go off in a few hours, when Happy Hour starts. Now if you
remember, the pirate outside is waiting for Happy Hour. If we can get him
into the pub, then we can explore the pirate ship he is guarding, and get the
treasure map. So we need to distract Greg. Try and talk to the violinist, but
he appears to be fast asleep. Give your COIN to violinist, and he
mysteriously wakes up and starts playing a song. Blind Greg starts listening
to the music, and is momentarily distracted. Look at clock on counter again,
and adjust the clock. The alarm goes off, and the pirate enters, thinking that
Happy Hour has started. This leaves the way clear to board his pirate ship.
If you don't adjust the clock in time, don't panic. Simply talk to Naranja again,
and 'Make A Statement'. Naranja gives you another coin, which you can use
to wake up the violinist. When you are ready, leave the pub.
Pirate Boat
Outside the pub, walk right onto the pirate boat. What a nice boat. Pick up
treasure MAP that is lying on the bench. Look at it in your inventory - it
mentions a head symbol and a large 'X'. I wonder what that means. I wonder
if 'X Marks The Spot'? Now examine crate of fish if you want. Ewww, what
a horrible smell. Well, that's all you can do here, so leave the boat.
Town
Back outside the pub, walk up path on the right. Pick up ROPE, then talk to
Explorer about everything. You learn that he is waiting for his friend. Give
skeleton ARM to Explorer, and suggest that it could be all that's left of his
friend. He doesn't seem very upset by this news, and he gives you a piece
of paper - a DIAGRAM - that shows location of a switch hidden in the caves.
This switch apparently opens a secret tunnel. How exciting! After you have
finished talking, enter the Club House. Watch a cutscene, as you finally meet
the evil Mr Cune, who owns the company that the survivors work for. Talk to
Cune about everything. Now examine tree - recognise the name (lol)?
Notice the wine glass that Cune drinks from, and use your pint of FISHER-
MAN'S SPECIAL with wine glass. Cune is out cold (hee hee). Well, he
can't stop anyone from leaving the town now! Make your way back to the
pier, and watch cut scene as Lola takes you back to the island.
Campsite
Lola has taken you back to the campsite. Talk to Old Ray, and 'Ask A
Question' to learn that Gus is tied up to the 'Naughty Tree'. Also, 'Talk About
Island' with Ray, and he tells you why he prefers staying on the island instead
of the town. Now talk to Lola, and 'Ask A Question', 'Talk About
Acquaintances', and 'Talk About Island'. If you want to return to town, just
talk to Lola, and 'Make A Statement'.
Now let's go and visit Gus at the Naughty Tree. Take lower-left exit, climb
down ladder, then down again to the beach. Now walk left to the tree. Talk
to Gus - he seems surprised that Ray tied him up. Poor Gus.
Jungle
Now remember that treasure MAP you got from the pirate ship? Maybe you
should find that 'X'! Walk right to the beach, then up through reeds, then
climb up the ladder. Now walk up one screen, then left one screen, so you
are next to the vegetable patch. Walk up through path at top of the screen,
to find yourself outside a cave.
Cave
You are outside the cave, and there is a large stone head next to it. I wonder
if this is the head symbol mentioned on the treasure MAP? Use your
treasure MAP with stone head to confirm you are on the right track. You
want to find this mysterious 'X' on the map, but don't forget, you need to find
your way back here as well. In your inventory, use BOAT HOOK with your
PAINT CAN to pierce a hole in the can. Now use PAINT CAN with stone
head, and you set off on the trail to find 'X'. You find the 'X', but you still have
to dig up the treasure. No problem! Use SHOVEL on the giant 'X' to get
the treasure. Umm, did I say treasure? More like a ticket for a tour of
'Cune Laboratories'. Bah!!!
Walk right, so you are back at the cave. Now walk left, and left again. Climb
down ladder, then keep walking down, so you are on the beach again.
Beach
Go right along the beach, only to come face to face with the pirates - the
ones who threatened you earlier. They have already captured Lola, and now
they capture you as well. Both you and Lola are taken on board the pirate
ship.
Pirate Ship
Talk to Lola about everything. Try to pick up CAT, but it is just out of your
reach. You need to lure it in somehow. If you remember, your PAINT-
BRUSH has a strong fish smell (after Gerald used it to bash the fish). Cats
like fish. So use PAINTBRUSH with CAT, then pick up CAT, and put CAT
on the shelf. The pirate guard comes over to the cat, so this is your chance
to escape. Walk left onto the deck... and into clutches of the rest of the
pirates. Dang! You forgot about them. Now watch a cut scene, as you and
Lola are forced to walk the plank. You end up on a desert island, and you
see a familiar face.
Desert Island
Talk to Axel about everything. He has survived his greatest fear (he survived
a plane crash), and so his whole outlook on life has changed. Examine tree,
and then try to push tree. Hmmm, you are not strong enough to push it over
all by yourself. So talk to Axel again, and ask him to help you. Hey, this tree
would make an excellent make-shift boat. Climb on tree (Axel wants to stay
behind), and float away.
Cune Beach
You arrive at Cune Beach. Wow, there certainly is a lot more to this island
than you first thought. Why didn't Lola tell you about this beach? Talk to
Natalie about everything. Now interact with sandwich board and trashcan
for a bit of fun.
Walk left to Ron's Ranch and talk to Ron about everything. Note that Ron has
sold out of shells, so give him your conch SHELL (that Lola gave to you). He
gives you a NET in return.
Walk right twice, and you will see a young boy tormenting a poor crab. Talk
to boy about everything - he wants you to help him catch the crab. Use your
NET to catch the CRAB. Now give CRAB to boy, and he gives you his
STICK. Now pick up BUCKET, then go left twice, back to Ron's Ranch.
Climb up stairs to Cune Labs, and watch the Shaman leaving Cune Labs.
Very susicious! Oh well, climb back down stairs, back to Ron's Ranch.
Head all the way left, until you reach the bar. Try to enter bar, but the dog
won't let you. Give STICK to dog. The dog runs off, so enter the bar.
Hey, there's Lola! I'm glad she is safe & sound. after being forced to walk the
plank. Talk to her about everything. She suggests that you talk to the
Shaman to find out his involvement with Cune. Apparently, he sometimes
sunbathes on the beach.
Walk all the way right, until you reach the beach. And right enough, the
Shaman is here. Watch a long cutscene as Shaman confesses his shameful
secret to you. Now use your BUCKET in the sea, then use BUCKET (with
water) with Natalie, to give her a shock. Poor Natalie, her deckchair is all
wet now. Examine deckchair to see that the catch is weak, then use BOAT-
HOOK to break the deckchair (you vandal). Natalie goes to get another
deckchair. While she is gone, take SANDWICH BOARD. Now walk left,
and climb up stairs to Cune's Lab.
Cune Labs
Look very closely at entrance to Cune Labs, and find cable at lower-right
area of the entrance. Try to pick it up, but there is power running through it,
so you can't. Now enter Cune Labs, and talk to receptionist about everything.
When you have finished talking, try to pick up key at end of the counter
(under the notice board), But she won't let you, since it is for staff only. Show
TICKET (for tour of Cune Labs) to receptionist, only to be told that the tour
has been discontinued. Drat! So she gives you £100 NOTE instead.
Hurray! Now leave Cune Labs.
Now walk left to a bridge. You can't cross the bridge, since it is broken. But
you have the means to repair it. You can make it better... stronger.... Ahem,
where was I? Oh yes. Use SANDWICH BOARD on the bridge to repair it,
then simply walk across bridge. Now just follow the yellow brick road...
I mean the path, lol.
Native Village
Hey, you are back at the Native Village. Who'd have thought that this simple
village would lead to such a nice beach (where you washed up)? Now walk
left, and enter Shaman's hut. Talk to Shaman about everything. He still
hasn't told his people the truth about the island. Shame on him. Give £100
NOTE to Shaman, so he can use it as a business investment. He gives
you a LETTER that will allow to see Cune, back at Cune's Labs. Well, now
is as good a time as any. Let's go and visit Cune right now. Leave hut, and
walk up path leading to the volcano.
Cune Labs
Follow path along, until you reach Cune Labs. Enter the building, and give
LETTER to receptionist. Watch another cut scene, as Cune explains about
his 'Stereo Type' research. When you have talked about everything, he kicks
you out of his office. What a nice guy... NOT!!!
Show letter to receptionist again, and ask if you can see Cune again. While
she is away from reception desk, take KEY (under notice board), and use it
to unlock the storage cupboard. Don't worry if she comes back before you
are ready. As long as you have the key, then she won't bother you.
Now use KEY to unlock storae cupboard, then enter storage cupboard.
Examine switch on the left, an flip the switch. Now leave the cupboard, and l
eave the building. Watch another cut scene, showing Cune arranging a
'Damsel In Distress' scenario for Benji (gulp!).
Outside the building, you are still unaware of Cune's plans for Lola. Now
look closely again at entrance of the building. Specifically at lower-right. You
should spot a CABLE there. Since you have turned the power off (that switch
you flipped), it is safe to handle. So pick up CABLE. Now I wonder where
Lola is? Maybe you should go find her. Head left, and follow path until you
reach the Native Village.
Native Village
Enter Shaman's hut, only to find it empty. Where could the Shaman have
gone? Oh well, leave the hut, and walk right to leave village.
Jungle
Go right twice to the beach, then walk up through the reads. Now climb up
ladder, and go right again, so you are at the campsite.
Campsite
As soon as you reach the campsite, Ray tells you that Cune has taken Lola
back to Cune Labs for some experiment. It's up to you to save her! But
there is a slight problem - Cune has told his receptionist not to let you through
to see him anymore. Even your letter won't give you access now. So you
need to find another way in.
Take upper left path to the tents, then walk left to vegetable patch, then take
upper-left path to the cave.
Cave
Enter cave, and look at DIAGRAM in your inventory (simply click on it). Now
search wall, until you find the switch. It is fairly easy to find, after you have
looked at the diagram. Try to use switch, but the crack is too narrow for you.
If only you could reach the unreachable. Oh wait... you can. Use BOAT
HOOK with the switch, and a secret room is revealed.
Enter secret room, and examine the corpse, then talk to corpse. Now pick up
MATCHES and EXPLOSIVES. Explosives??? Remember that ventilation
room you found earlier? The one with a mysterious hatch and a front door?
This could prove very useful! Now leave the room, and leave the cave.
Jungle
Walk left twice, then climb down ladder. Now walk left to the ventilation room.
Enter ventilation room, and use ANOTHER ROPE with EXPLOSIVES (this
creates a fuse in the explosives). Use EXPLOSIVES (with fuse) with grate
in the floor, then use MATCHES with EXPLOSIVES. You wisely leave the
room just before the grate blows up.
Enter ventilation room again, and see that the grate has blown up. Try to
climb down grate, but it is too deep. You need to find a way to safely abseil
down there, without breaking your legs.
Leave room, and walk up the path. Now climb up ladder, and walk left to the
opened hatch. Tie ANOTHER ROPE to tree stump, and automatically lower
the rope down the hatch.
Return to ventilation room (right, down ladder, left), and enter room again.
You see the rope hanging down, but it is still not long enough. Don't worry
though. Just use CABLE with rope. Now slide down rope, into the pipes.
Pipes
Walk right to next screen. What a strange coloured pond. Now you have to
somehow reach that ladder on other side of the gap. It is too far to jump, so
what are you going to do? Combine CABLE with BOAT HOOK (this boat
hook has sure proved useful) to create a GRAPPLING HOOK. Now use
GRAPPLING HOOK with rock in roof of the cave (half-way between you
and the ladder), and you will swing across. Wheeee! You automatically
climb up the ladder.
Research Facility
You are finally inside Cune's Research Facility, at the back of Cune's Labs.
This is where Lola is being held.
Walk left to see all the jail cells. Now, number the cells, from left to right, 1, 2,
3, and 4. Enter Cell 4 to see a redneck, but you have no desire to talk to him,
so just return to corridor. Enter Cell 3, and talk to the tourist about everything.
Not that he will lend you his camera if you an give him some food.
Remember that for later on. Now return to corridor. Enter Cell 2, to see a
Frenchman. Pity you don't speak any French. Just return to corridor. Now
enter Cell 1. It's the only cell left, so Lola must be in here. Right enough, she
is here, and she is asking you to save her from the dragon. She just doesn't
seem to be quite herself though. What has Cune done to her? Walk right to
return to corridor.
Climb up ladder, and watch a cut scene, as you are captured and tied up in
the Testing Room. The 'Stereotype drug' is explained. Dr Eho even goes
so far as to inject himself with the drug, to demonstrate it (he plans to take
the antidote later on) but then Dr Eho and Cune start arguing about who is
the best Bond (but it is a silent argument, so don't know exactly what is being
said). While they are busy, examine ANTIDOTE on the table, and pour your
pint of FISHERMAN'S SPECIAL into the antidote. Cune and Eho will finish
their conversation now, and Cune leaves. Eho drinks the antidote, but
because you have added alcohol, the antidote in ineffective. Dr Eho loses
his memory (hee hee). You free yourself, and leave the room.
Now you have 3 tasks here - 1. Get rid of the stereotype drug. 2. Destroy the
formula. 3. Rescue Lola.
1. Talk to assistant about everything. Examine tanks on the wall, to see that
they contain samples of the stereotype drug. Now try to use the assistant's
computer, but he won't let you touch it. Show LETTER to assistant, and he
gives you access to his computer. You automatically drain the drug formula
from the containers. One task down, two to go!
2. Examine console on the right. Try to use console, but you realise that it
requires a retina scan. Walk right into corridor, and take PEANUT from the
bowl. Return to lab, then climb down ladder. Now walk left to the cells. Enter
Cell 3, with the tourist. Remember what he said about food earlier on? Give
him PEANUT, and he gives you his CAMERA in return. Now return to
Testing Room (right into corridor, up ladder, then left). Dr Eho is strapped to
the chair. Examine Eho, mirror on the wall, and whiteboard on wall. Use
CAMERA on Eho, to take picture of his eye. Now take SCALPEL from the
table, then leave the room. Use EYE PHOTO with console on the right, and
you automatically delete the formula. Since Eho has lost his memory, it
cannot be reproduced. Two tasks down.
3. Note keys on the wall, and take KEY #4 (the key to Lola's cell). Get
SCALPEL from Testing Room, if you don't already have it. Now pick up
ANTIDOTE from table near assistant, then climb down ladder, and walk left
to the cells. Lola is in Cell 1 (on the left), so use ANOTHER KEY on Lola's
cell, and enter cell. NOTE: If you haven't completed the other tasks,
then you cannot enter the cell. Give ANTIDOTE to Lola, but she won't
take it until you slay the dragon. Well, the Stereotype drugs seems very
effective. Okay, let's slay the dragon then. Use SCALPEL on dragon to
slay it. Again, give ANTIDOTE to Lola, and this time, she accepts it, and
is cured.
The only thing left, is to deal with Cune himself. Exit cell, walk right to next
screen, then climb up ladder. Watch a cut scene as Cune confronts you for
ruining all his evil plans, then he runs away. Walk right into the corridor, then
right again into the lift.