An adventure of epic proportions. Perfect for young readers.

Esklavos Chapters 1-17


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author_ungo.pngUngo: Hola. My name is Ungo, and this is my best friend, Virop. We work for an interplanetary shipping company. Recently, we were to transport a special piece of cargo (more specifically, a talking doll), but got distracted along the way and crashed.

author_virop.pngEsklavos_card.pngVirop: The planet we crashed into was called Akea, and as we found out after getting separated, it was in a state of war. A band of creatures called the Uros were invading with superior numbers and superior technology. We could not avoid getting caught up in the events, but with our help, the Akean population managed to defeat the Uroz and restore peace to the planet.

Ungo: It was quite an adventure. I was chased around by several Uros, passed through an underwater gauntlet, and met an Akean woman who used a magic flute.

Virop: And I infiltrated the Uros' base, prepared a fine fish stew, and had more than one bad dream. It was an experience neither of us will forget anytime soon. It's such an impressive story it can't be told in one sitting. That's why the Esklavos folks broke it up into a seventeen-game series, plus one optional musical interlude for story background.

Or you can just go to the Esklavos home page and choose from there.

Analysis: The Esklavos series is lengthy, but every episode is worth playing. It's classic point-and-click puzzle solving with some other bells and whistles thrown in at times. The chapters are a bit short by themselves, but that's why there are seventeen of them.

The difficulty level is a bit high. Some of the logical steps aren't so logical (using earwax on a finger bone to lubricate a cart?), and it isn't always obvious what the solution to a problem is. Also, some puzzles literally cannot be solved without brute-forcing them, like the crystal arrangements in C9. A rule of thumb is to try everything that seems like it might work and even things that don't.

The point of redemption is the atmosphere. Esklavos tells a very suspenseful and exciting story, not to mention humorous at just the right moments, and you'll want to play each chapter to the end to see what happens next. Also, the backgrounds are photorealistic, and the voices and background sound are spot-on. The chapters were not all released at the same time; it's best to play them in order if you want to get the full impact.

The folks behind Esklavos are truly masters of their trade, forgiving a few flaws. Even though the series was originally written in Argentinian Spanish, English translations are available for the second chapter and on.

Ungo: Virop, I'm hungry. Can we go get some hamburgers?

Virop: Ungo, we just ate lunch half an hour ago!

Play Esklavos Chapter 1: The Crystal Cave

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

Alright folks, we have the complete walkthrough ready. I'm also pleased to announce that we have two winners of the drawing for a free full version of My Tribe or a Big Fish Games coupon for a game of their choice. Those winners are Wendy and Agrwife! Woo! And because Weirdguy submitted seven excellent walkthroughs (six of which were selected for the complete walkthrough), we're giving him a free game, too. The three winners need to watch their email for a note from me (Pam from JayIsGames) to get everything handled for the free games.

Thanks so much to everyone who participated. We at JIG have the best community and we're glad you're here!

Now, here's the walkthrough for Esklavos Chapters 1 - 17.

Chapter 1 - by Weirdguy

Getting to the Flower

First off, try to pull the plunger out of the fight between Ungo and Virop. It'll slip and fly down to the ground floor.

Select Ungo. Click on the plank on the right. He'll make his way over and start to bounce on it.

Select Virop. Click on the plank. Their combined weight will snap the plank in two.

Grab one of the plank halves and drop it on top of the broken bridge to the flower.

Select Virop and grab the flower. He'll toss it to the blue-haired man below.

Mugging the Guard

Grab the other half of the plank and stick it on that big rock near the center.

Select Virop. Click on the plank on the rock, and he'll go over and stand on it.

Select Ungo. Click on the plank. Allez oop!

Virop will angrily kick some crystals down before hopping back to the ground floor. If you had gotten the flower earlier, you'll be able to proceed. Otherwise, the man with the shovel will scrape all those crystals away, and you'll have to get the flower, and THEN repeat the steps up to now.

Select Ungo. Click on the plunger to move him back up next to it.

Select Virop. Click the plunger. Can't these guys just jump like normal people? Oh well.

Select Ungo. It's time to kick more crystals! Click em.

If you had backed the guard onto the cart tracks by dislodging the crystal pile on the right, a hilarious "accident" should occur. If not, then nothing of large importance will happen. You'll have to do all of the previous steps first.

Grab your well-earned yet ill-gotten key and crack that door open. In the keyhole. If you didn't know. FREEEEEEDOM!

Chapter 2 - by Weirdguy

Fighting For Your Life

It says "move with the arrow keys". That's some good advice. Dodge those bullets and the freaky green things, and keep going for air whenever you can. It's likely that you'll take a few deaths. Just keep trying.

When you get to the statue with the laser, first go get some air so that you don't end this prematurely in an anticlimactic finish to your daring escape, then click on the rock where the laser is pointing.

According to the inscription, two are dead, and one is not. Flip the two heads that are dead to "skull" mode. Then redirect the laser by clicking on the lit-up orb that it's passing through, so that it strikes the three men's orbs in the order they are described on the inscription. Open sesame!

Cave Trekking

Now that you're in the cave, you can't go up for air, so maintain your supply by snagging a bubble whenever possible.

Hit the first switch to open the gate. Proceed quickly.

Before you hit the second switch, click the weeds to distract green and hungry over there. Then hit the switch and keep going.

In the third area, quickly click on the skull's rebreather to get a reprieve from oxygen gathering.

There's a plank with a nail that's grown up in a tough neighborhood, and that light is attached to a fish that has "fangly" as its middle name. Ungo should try to avoid the business end of both of them. Carefully lure the fish out by inching up to the light, then back off so that it won't get you when it lunges out. You'll need to stay somewhat close to get the fish to stay still after that, so keep trying until you can get it right. Then reach over with the mouse and tap the sharp plank so that it'll swing out and amputate that light in what I'm sure is not covered in the fish's medical plan.

Grab that light and fold the plank back in, then give the nail a wide berth as you proceed to the exit.

As you fight to the surface, rocks will fly into your path. Use the left and right keys to rotate around the area and try to dodge them as best you can. If you die here, you'll be sent back to the beginning of the cave. Your health will not replenish from that checkpoint, so you'll have to avoid hitting that nail or fangly fish in order to save some health for any rocks that you fail to dodge.

Drain the Lake

You'll come out of the cave somewhere further from the river. This concludes the part of the tour where your life is in constant peril. Thank you for riding Fugitive Express.

That toilet down there seems to be the ticket, but you'll need a way to service it. A plunger sounds like a good idea, but that fish won't stay still, and the flower's just too small to help.

Click that bug. You'll find that it'll fly back to its original position if you leave it alone. So don't. Keep annoying it fast enough and it'll fly straight into the flower, which will grow like a sailor's arm getting a direct hit of spinach.

Grab the "enhanced" flower and place it on the platform that Ungo is standing on. Grab a vine and do the same, followed by the branch. They'll combine into an ecofriendly plunger.

Do the Mario and use the plunger to show that toilet who's boss. The lake will drain and you're done for this chapter!

Chapter 3 - by Jim

for Ungo:

click the trunks in the background

click the rock to the left

drag the "small rock" to the rock on the left

drag the "big rock" to the rock on the left

drag the "huge rock" to the roof

drag the trunk to the chimney


for both:

click on the tree near the top and switch to Virop

click the tree near the top and switch to Ungo

drag the branch to the chimney (note: if the chimney isn't on fire you will need to get an extra branch

then get another branch and drag it to the chimney

for Ungo:

click the broom and drag it to the grass

click the open door

for Virop:

drag the tool to the back part of the ship

drag the rope to the chair

click the chair

for Ungo:

click the hyperdrive and drag the flaming branch to it

Chapter 4 - by Weirdguy

Pickin Up Stuff

After a small chat with the man who does a good squeaky door impression, you'll find yourself in a large, cavernous area with a few scraps lying here and there. Well, Virop ain't one to waste good scraps.

Grab the skull. Then the bone next to it on the right. Then the smaller bone to the right of that. And then the pebble to the right of that. You may have to employ increasing amounts of squinting to find those. Try not to touch the tool. Nim will squeak at you some more if you do. Which is understandable, considering that it's probably the best scrap in the area.

Well, I'm not taking any more lip from that old man. Take your skull and dip it in the mud in the lower left corner. Then show the old man how crazy you can be with a skull covered in mud. He'll take your word for it. Quickly take his tool while he's distracted.

Puttin Stuff Together

Take your cloth and wrap it around the long bone. Then lay it on the ashes below the torch. Take aim and hit the torch with your pebble. BAM. Fire get! Your ancestors would be proud.

Next, take the finger bone and ram it in old man Nim's ear. Use it to grease up that cart for action. Earwax action.

Cart Follies

Now that you're all set, first prepare your best 2001: A Space Odyssey impression and chuck your small rock at the door. Old man Nim will stop you and say you need some armor. Let's go get some.

Hop onto the cart and grab that freaky skeleton as it passes by.

Give your secondhand armor over to Nim and he'll request some hard metal to repair it. Back to the tunnel! Take that pick you stole from Nim and swing at the GOLDEN sparkle on the rocks. The other sparkles give metals that are too soft. Just keep watching until you see the right one.

Hand this to Nim and he'll spiff up that armor nice and shiny. Now huck that rock at the gate again.

Floda will come out and challenge you to the oldest form of conflict: a danceoff. LET'S THROW DOWN!

Basically, you just mimic whatever Floda does. The buttons are pretty straightforward; chicken dance, snake, the twist, swimming, and everybody's favorite, disco dancing.

If you can't remember, you can always just write down the pattern. After you win in ten rounds, Floda concedes to your mad skillz, and you're done!

Chapter 5 - by Diartest

First Screen/Side of River (with boat):

* Read poem to decipher clue to unlock chest.

Pay attention to both noun(s) and verb(s) like speak/sing. 8 word clues total.

* Unlock chest to get dress.

* Go Right to the next side of River or wait to be chased by creature.

Optional Hint/Note:

If you ever get tired of being chased between the three rooms... while you are trying to figure things out... reading the poem in the screen acts as a sufficient pause button (i.e. as long as you are viewing the poem, you aren't chased from the scene).

Second Screen/Side of River (with statue):

* Pick up fruit three times

* Go into Forest to the south/bottom of screen or wait to be chased by creature.

Optional Hint/Note:

Ungo seems to pause/wait here for the creature such that the creature is able to aim his pistol at him.

Third Screen/Forest:

* Pick up ground to the right of Ungo.

* Go Left and then Right to get to the Side of the River with Statue (via the Side of the River with the boat)

Optional Hint/Note I:

Click on the monkey and he'll spit on Ungo. Ungo curses.

Optional Hint/Note II:

You can place the three fruit on:

tree trunk to the left of Ungo,

branch just left of Ungo, and

branch just above Ungo.

The monkey will swing over towards each fruit if placed in order before swinging back to his spot.

Side of the River with Statue:

* Wait for creature to approach. Throw mud at creature. You'll flee South automatically.
Optional Hint/Note:

As you flee south after creature fires towards you, note the result: bubbling water.

* Go back to the Side of the River with Statue.

* Drag one of three fruits to the spot with the energized/bubbling water. Fruit becomes purple rather than red, and is now "energized fruit".

* Enter Forest to the south.

Forest:

* Place energized fruit on trunk to the left of Ungo.

* Place second fruit on branch to the left of Ungo.

* Place third and last fruit on branch above Ungo.

Note:

If done correctly the monkey will then swing over eat the fruit, then the fruit on the branch to the left, and then lastly to the fruit on the trunk where he will stay stationary.

* Drag dress to stationary monkey/tree stump.

Watch the drama unfold as the creature receives the killer kiss!

Chapter 6 - by Diartest

Here is Nim in a dark room. You need light!
Step 1:

* Drag fire stones to the various surfaces you can find till you find the/a torch.
Hint:

It's pretty much all the way to the left.

Now that you can see where Nim is.....

Note:

The three skulls from left to right are labeled: Presser, Crusher, and Filter.

Note:

Clicking on the cup requires three ingredients.

Note:

The four tiles right in front of the gate.

Note:

There is a note to read here!

Step 2:

Lets open the gate!
Hint:

Two of the four tiles must be pressed in order for the gate to open when you pull the lever. Nothing like having to watch Nim walk back and forth... (zzzzz)
Solution? (not sure if it changes every time or not)

X0X0 - where x is pressed/dark.

Step 3:

Go through gate. (why else would we open it?)

Through the gate:
Note:

There is another note here to read. It talks about injuries and needing a cure for poison?

Step 4:

Collect the torch, spear, and leather bag.

Step 5:

Go back to Hall (to the right) and light torch with the torch you lit in the first step.

Step 6:

Go back through gate and down corridor (now that you have a light and weapon)

Oooops! There is the first scorpion (black)!

Step 7:

Time to find a cure for those wounds.... remember the note just past the grate? Go to right of Nim from Hall to the Side of Hall area/room

Step 8:

Collect three items.

mushrooms

flask

water via/with flask

Step 9:

Mix First Potion (of 3) using clue from note.
Hints:

You use mushroom, water, and pollen (in leather bag).

Use the pollen in the left skull.

Use the mushroom in the center skull

Use the flask of water on the skull to the very right

Step 10:

Click the cup to drink concoction in sink

Step 11:

Back down through the gate and corridor to fight the black scorpion that bit you the first time.
Hint:

Target practice...try to click within/near the circles/targets. It requires more speed over accuracy... and is a bit of a pain.

If you get bit by the scorpion, you must repeat steps 8 (to get water again) through 11. I wish you the best of luck and patience.

Step 12:

Collect the black scorpion stinger from the corpse of the black scorpion... and what should appear but a green scorpion who promptly bites you before you can fight/kill him.

Now you are poisoned, and a simple cure won't fix you this time!

Step 13:

Mix a cure for poison. No clue within the game to help you this time though.
Hint:

you use:

Mushroom

scorpion's stinger

pollen in leather bag

in the order

that is given above from left to right

Step 14:

Back through gate and corridor to fight the green scorpion... much the same way that you fight the black scorpion.

Each time you get bit by the green scorpion you need to fix the potion to cure the poison. I.e. Steps 13 and 14. Again the best of luck and patience.

Step 15:

Congratulations, you finally killed the last scorpion! Go further down the corridor till you reach the door.

Step 16:

Collect the green mushrooms.

Note:

There is a third note to read here... talking about green mushrooms which can only mean a third potion must be concocted

Step 17:

Back to the hall to mix a third potion using...

green mushrooms

a flask of water

green mushrooms

in the following order:

Press and Crush mushrooms. Filter the Flask of water.

If everything becomes a green hue... then you're successful.

Step 18:

Back through gate and down corridor to door

Step 19:

Get past the two floating peeps. Prepare to count how many times each creature either closes their eyes, hands or mouths at the same time. There are two or three rounds.

Chapter 7 - by Wendy

Intro:

Floda would have invited you to have a stew, but he did not have time to prepare. It looks like you will have to do the work for him.

Step 1.

You are standing in the hall. Behind you is the Water Torrent, to your left is the kitchen. Go to kitchen.

Step 2.

You see a bubbling caldron and various kitchen type things. Generally, when people are going to make a particular stew, they need to know the ingredients, so go ahead and check the cookbook. (Floda mentions a different stew each game, but the ingredients remain the same. He mentioned a Kaliara stew to me, so we'll start there.)

Step 3.

It looks like you need some stuff to put in the stew. Back to main kitchen view. To the left, there are shelves with different things, go ahead and take one of each. While you're at it, take the casserole pot so you can carry the stew, and grab the broom handle. Take notice of the valve on the caldron, and the loaf of hard bread. Return to hall.

Step 4.

There is an adornment on the table. Floda does not want you to take it, but it might be useful. How can we get it without him noticing?

Step 5.

Oh! There was a soup recipe that mentioned sleep… return to kitchen. It says the excess of Lemura could produce a deep sleep, so follow the recipe, and then add an extra bit of Lemura. One extra is sufficient. Drag your casserole over the caldero and get a bunch of soup. Return to hall, and drag casserole to the bowl in front of Floda. He will then fall asleep, leaving you free to take the adornment.

Step 6.

But now he's asleep, and we will surely need his help again. We don't have any smelling salts, but we do have a recipe that mentions a disagreeable smell, which ought to do the trick. (This is when you use the valve on the caldera to start a fresh recipe.) Once again, just a bit of excess changes everything. Get a serving and put it in Floda's bowl.

Step 7.

Once he wakes up, take a bit of the plant to the left of the water torrent. It's unknown, so show it to Floda so he can identify it as a leaf of Tricara, which is necessary in your stew. At this point, all that's left to do is catch a fish, but how do you do that? A visit to the water is unfruitful, and you have no way to catch a fish even if you saw one. Well, Floda identified the leaf, maybe he can help with another item?

Step 8.

Show him the broom, and enjoy the guitar solo. Oh hey! Now you've got a broom with string on it. Anything you can use for a hook?

Step 9.

What about that adornment? Oh, that's not a hook, that makes a ring… what good is that for catching fish?

Step 10.

There's a spider web in the corner. Hey, a net! (Thanks to one amazing spider, if that net is going to hold a fish!) A visit to the water torrent is still useless, as the fish aren't around. What can we do to entice them? Return to kitchen.

Step 11.

Wow, you must have been here a long time as that bread has fallen apart. But thankfully, more fish appear when there are crumbs than when there are loaves, so grab a handful and return to the hall. (Recall that you cannot access your items at the water torrent, so you may want to try tossing the bread crumbs from here before trying to catch a fish.)

Step 12.

Each fish has a distinct color: The Kaliara is greenish yellow, the Radom is black, the Ledera is silver, and the Tisali is red. Clear your caldron, and catch the right fish. You will only be able to carry one fish at a time, so make sure you only catch the fish you need, otherwise you'll have to start your stew over.

Step 13.

Follow your recipe: mine called for 3 Kaliara, so I had to fish 3 times, but once you have all of your fish in the caldron, add all remaining ingredients, gather a portion in the casserole pot and serve it to Floda.

Finale.

Congratulations! You have made the best stew Floda has ever tasted!

Chapter 8 - by Jimbog

Escaping the Uro:

  1. As you are running along, the only things Ungo can grab are the trees in the background

  2. Click on the first dead tree and you get a branch

  3. Not all the trees are the same

  4. Keep clicking on the trees (there are two types of dead tree and two types of tree with leaves)

  5. You will end up with some dry fruits, a sticky vine and a bent branch

  6. Some kind of weapon would be good to deter the Uro...

  7. Combine the sticky vine and the bent branch to create a sling

  8. Combine your newly-made sling with the dry fruits and enjoy the short cut-scene

  9. More tree-clicking will obtain a normal vine

  10. Make a new sling by combining the bent branch and the normal vine

  11. Now you have a working sling, and you can combine it with the dry fruits to fire them at the Uro

  12. Note that you can fire at different angles and power (by holding down the mouse button), but you still can't hit the Uro!

  13. Click the green arrow to go back to the normal view... Maybe different ammunition would help?

  14. Get tree-clicking again, and you will find some different dry fruits that look a bit more dangerous

  15. Combine the new dry fruits with your sling, and you should have no problems getting rid of the Uro with a well-aimed shot

Crossing the river:

  1. That trunk on the far side of the river looks like it would make a good bridge...

  2. There must also be a good reason why Ungo won't just swim across - looking at those bubbles there might well be something living down there

  3. Click on the hole in the dead tree, and you will find an acorn

  4. If you put the acorn in the hole in the tree stump, a squirrel comes out to retrieve it. It might be helpful to trap him in the stump...

  5. That mud on the riverbank to the left of the spider should do the trick, but Ungo just gets bitten when he tries to retrieve it

  6. The insect on the rock behind Ungo might distract the spider, but you need to catch it first

  7. Grab one of the white flowers in the lower left corner of the screen, and try putting it in that hole on top of the tree stump

  8. It doesn't last long without water

  9. Get another flower and dip it in the river first, to fill it with water

  10. Once you've filled the hole with water and planted the flower, it can survive for longer. Click the insect, and... oops, looks like the flower is hungry as well as thirsty!

  11. Put the sticky vine in the flower, and then click the insect. You can now get a useful "insect attached to a sticky vine"

  12. Give the insect to the spider, which will then allow you to get the mud

  13. Now get another acorn out of the tree, entice the squirrel out, and seal up the tree stump with the mud while he's inside

  14. Go back to the acorn hole, and get pecked by the bird!

  15. Scare the bird off by putting the antenna up the hole, instead of Ungo's arm. You will then see why he didn't want to swim across the river...

  16. All that remains is a quick shot with your trusty sling while the tentacle is out of the water

Chapter 9 - by agrwife

The Roots Room

You're in a room with some artifacts and some roots. One of the artifacts has a crystal. Leave it for now. Click on the roots and talk to the spirit.

Pick up the white crystal and put it in the first artifact from the left. Enter the portal.

The Swamp

Read the signs. Follow the directions on the signs. If you're still having trouble...you can click around and on Nim to make him move. If you move wrong, you get sent back. Here's the sequence. Up, Left, Up, Up, Right, Right, Right, Down, Down, Right, Right, Right, Up, Up, Left, Up. Click on the crystal.

The Roots Room

Place the white crystal in the first artifact and the green in the third artifact. Enter the portal.

The Bees

You can adjust the mushroom bases to bounce to different places. Do this several times and make note of what positions send you where. Then bounce to the ledge with the flowers and click quickly to take a flower.

Rearrange the crystals and go back to the swamp. Fill the flower with water.

Rearrange the crystals and go back to the bees. Move the mushrooms to hang from the branch. QUICKLY drag the flower the bees four times and then grab the honey before you drop.

Return and move the mushrooms to jump over the bird and shoo him away.

Return and arrange the mushrooms to land in front of the cave. Drag the honey to the cave and bounce on the mushrooms to get to the crystal. You may have to click it. I don't remember.

The Roots Room

Move the green crystal to the second position, the white in the third and the blue in the fourth. Go to the portal.

The Fire Room

Try to fight the scorpion.

The Roots Room

Talk to the spirit, and he'll give you a green spear tip. Drag the tip to the spear to combine them. Return to the portal.

The Fire Room

Fight the scorpion and take the red crystal.

The Roots Room

Arrange the crystals in this order: White, Green, Blue, Red (from left to right). The spirit will come up and talk to you, and you can leave.

Chapter 10 - by Weirdguy

Your Uncle Was A Monkey

Well, you've given the Uros the slip for now. Let's see what we can do this morning. Oh look, a monkey.

Calling out to the monkey will initiate a strange, awkwardly translated monkey conversation. For those who are too lazy to find out through trial and error, these are the correct responses, of which will be asked of in no particular order:

Q: How came up here?
A: With my legs.

Q: My cousin fell from here and became puree.
A: He had fallen on chili and no longer needed seasoning.

Q: The life is too hard.
A: To you all must be very monotonous.

Q: I am going to marry Lisa, Mona.
A: The challenge will be to obtain the consent of the father.

Q: The moon is gone.
A: Uhh, I hope she is not offended.

Q: Tomorrow there is a party at my uncle's tree. You are invited.
A: I think I am going to wear the yellow banana pants.

Q: The sun is setting...
A: His pants?

Q: If you look down you will see an old beard man.
A: No, I hate the heights.

Q: My cousin Kiposhy spit to an unwary man.
A: Who could be so stupid...

Q: I know the end of Esklavos.
A: What is that?

Q: Do you know how many were dropped from this bridge?
A: Mmmm, that is a very appropriate comment for the occasion.

Q: Have you seen that Uro standing there?
A: Yes, he told me he was going to make a coat with your skin.

That last one will make the monkey angry, and that's what you want it to be at. After you answer it, immediately end the conversation when it gets mad, unless you want to spend your days endlessly conversing with a primate. There's no set time to when it'll come up, so just keep going until it happens.

At this time, you may have noticed a large variety of objects in your vicinity. You'll need quick reflexes to make use of them, though. Have Virop pick up that rock next to him, then quickly switch to Floda to grab that snake down there.

Use Floda to toss the snake to the nest directly above her head, then reel the snake back in to receive an egg.

Another quickdraw moment; switch to Virop, toss the egg at the angry monkey, and it'll redirect it to the Uro. Swap right to Floda and toss that serpent at the mouse straight away. Leaves will fall onto the already sticky Uro, and he'll blindly stumble to his doom. Lucky break. Or not, if you're not fast enough. If that happens, you'll have to repeat that whole sequence again.

And Baby Makes Three

Well, we've just walked right into the lion's den, haven't we? Let's see what's behind Tapestry #1. Oh look, a boy. Naedrin knows of Floda's past. If you don't know of her past, watch the interlude in the series to find out some pretty important storyline things, plus a glimpse at a spot and a person that seems somewhat familiar.

Have Floda grab the small chunk of wood to the right of Virop's head, then stick it in the notch above Floda's head to attempt to open the gate. Whoops. Switch to Naedrin and yank on the parrot to get a feather.

Once again, a speedy sequence. Select Naedrin if you haven't already, then tap the skull next to him to release a bug thing. Quickly take the feather and tickle the sleeping Uro south of Naedrin (and the bug), and when the insect gets into the Uro's pants, grab his pillow.

Now you can participate in some crazy team tactics. Select Naedrin if you have not selected him yet, then place the cushion on the rock to the left of him and slash it open with the broken wood pieces from earlier. Here comes another timed combination. Select Floda and click on the bones on the ceiling. Then quickly switch to Virop and do the same. (At this point, Floda will comment on Virop's lack of underwear. Urgh.) Finally, swap to Naedrin and click on the springs, which will catapult him up to the top of your demented three-person acrobatic tower.

The bone should make a better replacement than that plank of wood, but it doesn't hold for long. CHAPTER COMPLETE...

Chapter 11 - by Weirdguy

Flute Frenzy

Seems like Ungo just got pressganged into the local resistance militia. Oh well. At least he's paired up with a cute girl. Noreina's also got a magical flute. Neato. Take the time to familiarize yourself with her spellbook. For now, remember the "sleep" spell.

Now use Noreina to knock on the door. Yes, from all the way down there. I don't understand how that works either. When the Uro pops out, have Noreina aim at him with the flute and quickly cast the sleep spell. If you hear the door close, you're too late. You'll have to lure him out again.

Once the Uro is asleep, select Noreina, then click on the sun (behind those trees in the back) to have her record a new "sun" spell. Check it out, then mentally reverse the order of the symbols. Aim the flute at the sun and cast the reverse sun spell. This will cause a short drizzle, accompanied with a frog. And for some reason, the guard won't wake up even when wet.

As soon as that frog appears, swap to Ungo and chase the frog up the tree. When it stops, switch to Noreina and click the frog to record the "jump" spell.

After everything goes back to normal, select Ungo and click the branch. When he's up there and ready, switch to Noreina and cast the jump spell on him to give him an extra boost to the vine. BAM! Guard gets Tarzan'd.

Before you enter (click on the door), have Noreina read the sign above the door, and copy the inscription down. Also note that those words are from the door.

Laseriffic

Once you're inside, have Noreina look at the laser. She'll record the "illumination" spell. Reverse it and cast that on the laser. The guard above will come down and reset the laser, in addition to mentioning three words similar to the words on the sign above the door. Record them too, and note that they're from the Uro. While you're at it, Noreina should also read that tapestry, and record those words and their location also. Head back outside.

By now, a bird has landed on the tree and pecked a hole, which is profusely bleeding sap. Have Ungo collect some. Go back into the tower.

Time to prank that guard. Select Ungo and put some sap on the ground, plus a bit more in the keyhole of that wardrobe. Then cast the reverse illumination spell again to disrupt the laser. This time, when the Uro resets the machine, he'll get sap on his foot. He'll then walk over to the cabinet to get some cleaning fluid, and in the process, glue the key to the wardrobe. After he leaves, pop that sucker open.

Within the wardrobe, you'll find an assortment of objects. Clear the whole thing out, save for the papers, which are nailed down or something. They're of no great importance.

Select Ungo and apply the sap to the mirror. Now check out that Uro book. Hey, those look like all those words you wrote down. And those symbols look important.

Look at the machine. Hey, it's those symbols from the book! All those words must correspond to the symbols. To save you some trouble, the code words go in this order: Uro, Door, Tapestry. Also, it's a lot easier to transfer the symbols of the book into a numeric code. Since the machine lists the last five numbers in the book in the reverse order, the machine's symbols would be "1234567890", and the book lists them in the order "1234509876". Translate your words accordingly and enter the whole code at once without leaving to check your book.

Now that the laser's off, quickly apply your sticky mirror to the ceiling, then watch what happens this time when the guard tries to turn the laser back on. LOL. CHAPTER COMPLETE!

Chapter 12 - by Weirdguy

Fog Diving

Wait, this isn't where we were?...Ah, well. To start off, tap that tusk next to Virop once, to set it to the "middle" position. Then against your better judgment, take a flying leap off the cliff into the fog on the bottom left. You'll end up on the platform on the back right. Grab the ants beneath you and warp back by hitting the tusk on that platform.

Place that ants on the soft earth below Ungo's cage. Tiny things will start popping out. Grab them to receive a tiny tusk, and a worm.

Slap that tiny tusk onto the skull next to Virop, and then adjust the tusk switch to the "left" position and leap into the fog again. You'll come out onto the far, far back left platform. Grab that floating stone. Pull the nearby tusk and warp back.

Would You Like To Play A Game?

Combine the worm and stone to create....a worm stone. Then talk to Ungo to get a nonsensical phrase. If you haven't really noticed, the skulls placed around the area all say one part of this nonsensical phrase in their series of words that cycle through whenever clicked. You'll have to make them say those parts in order in quick succession. To do so, click each skull until you know which word comes before the part you want, then set all the skulls to that point. Then quickly click them in order to light up all the skulls and reveal a tiny etching on the bottom right surface.

Now comes the fun part. You'll have to place a stone to counter each stone that the game plays. You'll notice that you either have the worm stone from earlier among your playing pieces, or a big gap where it should be if you didn't make it yet. In this case, as soon as you fail out, a giant humanoid vaguely sexy monster lady will pop out and inform you of your lack of worm stone.

Thankfully, if you get tired of trying to figure out what goes where (it'll take a whole ton of trial and error), I've got a quick answer sheet here that I spent a whole ton of trial and error to figure out. The first part is the symbol that the computer uses, and the second part is the piece you should play against that piece.

Worm: Drake
Bird: Tentacles
Ant: Worm
Ghost: Death
Wizard: Demon
Drake: Wizard

FREEEEEEDOM

After that madness, you should score that key at the end of the game board. Ungo will also now hand you some stones when you speak to him. How thoughtful. Show your appreciation by shifting the tusk switch to the "right" position and chuck those rocks into the void. They'll knock out a loose bone from somewhere above the left platform. Follow the stones and leap off the cliff, and you'll land there too. Grab the bone and pull the tusk to get back, as usual.

Toss the demon dog that bone, and pull the tusk behind where he was to lower Ungo. Free him with the key, and watch as those ten or so minutes of your life get wasted. CHAPTER COMPLETE!

Chapter 13 - by Donut

Part 1 - Doin' it Waldo Style

After the cut scene ends, Virop will be left alone at a beach full of junk, and it's up to you sorting out what is useful and what is, huh... not useful. There's a lot of pixel hunting involved, as the objects are small/hidden. So here's where you'll find what you need to find:

Rod
Can be found sticking out vertically in front of the ladder, like a fifth foot for the stand.

Magnet
Hidden in a gap just to the left of the bigger rock.

Oyster
Camouflaged in the sand near the water, right above where the rod was.

Star
On the sand near the water, a few pixels over the barrel.

Now that we have all that surprisingly useful stuff, let's go to the next part...

Part 2 - Lock Picking for Beginners

By now, you've surely have noticed that tempting chest begging to be opened, right? Go ahead, try to open it. Locked? Well, if at first you don't succeed, try, try again. And again. And again. Keep clicking the chest and the lock until Virop says something about getting angry. Then drag the rod to the chest and watch as Virop *gently* opens it. Take the scarf,rope and the story book. Hooray.

Part 3 - The Unfortunate Sailor

Let's take a closer look at that book... "The misfortune of Ketinetto the sailor". Now you are in a pick-your-path minigame, in which you must basically guarantee nothing good happens to the sailor. This one shouldn't be too hard, but here's the solution anyways:

Begin the Travel - 2 - 1 - 2 - 3 - 2

Moral of the story: Drinking monkey saliva makes you angry. Oookay.

Part 4 - The secret of Monkey Cage

The monkey cage's cap is firmly closed and there's no handle to pull it. Think, what would MacGyver do? I know, use that sticky star from your inventory on the cap and pull it open! After the short cut scene, go and get the banana, and use it on the bigger rock to peel it (what a tough banana it must be!).

Part 5 - Virop the Fisherman, a.k.a. Lots of Stuff

Guess what? It's mixing time! Combine the rod with the rope, and then with the magnet, to make a Magnetic Fishing Pole(tm). Now pick up some of that plant at your feet, and combine it with the peeled banana. Give the altered banana to the monkey and collect it back, full of saliva, as he throws it back at you.
Click the small rock and a crab should come out. Now quickly drag the scarf to the small rock. Take the crab, and use it at the barrel's cap to take it off. Put the monkey saliva in the barrel and watch the guards getting mad a each other.
Use the Magnetic Fishing Pole(tm) in the sea where the guards dropped something to retrieve an electronic key. But wait, there's something else there. Once again, use the Magnetic Fishing Pole(tm), but a bit to the right this time, so Virop will fish a pair of rusty scissors.

Part 6 - Handmade Primate

We are almost there. Click the monkey and it will throw you a coconut-like hairy fruit. Take it and put it in that cage the monkey was in. Use the scissors to trim the fruit, and the oyster for the final touch. Put the metal cap back and voila! A perfect coconut-oyster caged chimp!
Finally, use the electronic key on the gate, and go inside.

To Be Continued...

Chapter 14 - by Jim


for ungo:

click the shovel

drag the shovel to the ground in front of the door

for both:

as ungo click the hole in the tree to the right and quickly switch to noreina and click the bird

look at your new animal call song in the notebook

drag the flute to the bigger hole on the left tree and play the animal call

switch back to ungo and click the small hole on the left tree

click the beetle before it goes away

drag the beetle to the reptile and switch to noreina and click it to get the animal empathy song

drag the flute to the lizard to play the empathy song to it

for ungo:

click the big hole on the left tree to get a bottle of alcohol

drag to bottle to the piled ground and get some mud

for noreina:

drag your new found mud to the sign next to the door

then drag your mud sign to the reptile

now drag the real sign to the one by the door to open it

once in the cave, click the crown on the steps and the shiny thing on the left

go back outside and drag the key to the purse to get another crown

drag both crowns to the great aisil

and read the plaque below the aisil

for the bottom symbol you need to bring up the fire symbol

for the symbol on the right you need a lightning symbol (the one right before the flame)

now drag the flute to the big hole in the ceiling and play the water drop note four times

Chapter 15 - by jan.jan

Use the fishing rod on the little guy repeatedly to get a whole lot of rusty stuff until you get to the metal bar. You can chuck the rusty stuff back into the water as you go along. Then, head inside the tower by clicking on the top right-hand corner.

Go get a gas gun from the boxes then take a closer look at the computer terminal. The only thing we have access to here is the ventilation system.

What you want to do here is close down the fan that you will have noticed outside the tower then return the temperature and oxygen levels to normal. OK. So, turn off the round tower then change the rest of them (from left to right) to:- 4, 2, 3, 4, 3, 2, 4 (with 1 being off and 4 full blast). Everything should now be OK. Stick the metal bar into the mechanism and pull.

Head back outside and enter the ventilation system via the fan which is now off. Go forward until you get to a vent. Whip its lid off then head on in. Pick up an empty container then take a gander at the computer terminal.

Lets have a look at the valve system. When you click on each valve something shoots out of it. If you click on the one in the very middle (the longest one) then quickly click out of that screen you will see the same thing happening to the valve next to the little guy. I think we need to get us some of that and store it in the empty container that we grabbed off the floor before. You just gotta do it really fast. So, click on the terminal, select valve system, click on the middle valve, click on the arrow to leave the terminal, click and drag the empty container over to the spurting valve to get yourself a container full of gas. Easy peasy.

Now its time to make us a blow-torch. Drag the gas gun onto the container full of gas. Now we're armed and dangerous.

Go back and grab the metal bar from the tower. Return to the duct and pry off the polished lid of the fuse box. Use the fuse box to ignite the blow-torch then use the blow-torch on the gate.

Head back to the vent and use the polished lid on the column to get a four-digit number i.e. 7854. Use that number in the terminal to unlock the laser lock.

Grab the plasma cannon and head back to the duct and through the gate

Chapter 16- by m3psi

Scene I

Collecting items

1.

Chain,

the short one hanging to the very left of the screen.

2.

Metal wire,

wound around the two leftmost levers.

3.

Small rock,

immediately to Ungo's left.

4.

Gun piece,

halfway hidden behind the left side of the wooden stand of the great Aisil.

5.

Gun piece,

to the right of the great Aisil.

6.

Gun piece,

bottom right corner.

Using items

1.

Click on flat stone.

2.

Assemble gun from the three pieces on the stone.

The big piece goes in the middle, the square piece is the handle, and the other piece is the barrel, it goes on the left side.

3.

Attach the metal wire to the right side of the gun.

4.

Exit the screen of the flat stone.

5.

Attach the chain to the Great Aisil.

Using the Great Aisil

1.

Read the plaque on the right side. "Bring the energy of a lightning and the power will be devastating."

2.

Hmm, what happens if we just try any symbols? Click between the wire and the chain.

3.

That's no good, the lightning is all the way over there. Note: we're not going to use the lightning to attack the spiders, we want to charge the stone sitting in the catapult (the bottom left corner).

4.

Hmm, where have we seen some symbol for summoning before?

5.

Recall the spellbook from the previous chapter, the ones to command water or fire.

6.

Set the top crown to the two down arrows, the bottom arrow to lightning.

7.

Wait! That was closer, but didn't do the trick.

8.

Reverse the symbols. Lightning on the top crown, two down arrows on the bottom crown. Note that the last two steps aren't necessary, but are a clue for later.

9.

Click between the wire and chain. Prepare self for cheesy humor (I hope it made more sense in the original Spanish).

10.

Alright! Now the stone is charged! But why can't we use the catapult?

11.

Oh, right, that rightmost lever is broken.

12.

13.

Remember Ungo's comment from step 5-6?

14.

Reverse the symbols. Two down arrows on the top crown, lightning on the bottom crown.

15.

Take the broken spear. Put it on the broken lever.

16.

Hmm, still not enough. We need to secure it, somehow...

17.

Take the metal wire from the gun, and use that.

Scene 1.5

Catapult mini-game! This one is up to you.

If you're wondering why the spiders aren't being destroyed...

when you hit them once, they light on fire and stop firing. This is all you can do, they won't explore.

Scene 2

Saving Nim!

1.

Oh no! Nim's gotten to be quite the fighter, but he's still in trouble.

2.

We can't take on that Uro physically; we can't get that spear out, and our small rock wouldn't do anything.

3.

We need to distract him somehow...

4.

Say, aren't those some lovely flowers?

5.

Hey, what's this? Pollen? Hmm...

6.

But the pollen from these flowers doesn't seem to do anything.

7.

Maybe if we combine them...?

8.

Still nothing? Are we sure we're not missing any flowers?

9.

Mix the pollen from the blue flowers hidden beneath the ledge (Nim's spear keeps moving over them) with the pollen from the white flowers.

10.

Use the green pollen on the Uro.

Collecting items

1.

Maybe the Uro left us something?

Take the explosives from near the Uro's feet.

3.

Click at the bottom of the screen to go to the other 'side.'

4.

Metal stake,

in the 'stone mound' on the bottom left of the screen.

5.

Embedded metal,

above Nim's head.

6.

Rope,

on wagon's hook.

7.

Metal bar,

Inside the wagon (click on the very top of it).

8.

Gear,

at the foot of the tree, to the right.


9.

Axe,

use Nim to pull it out.

But wait! He's not strong enough.

Notice you can click on his head while he's trying to pull out the axe.

While Nim is pulling at the axe, quickly switch to Ungo and click on Nim's head.

Using items (Nim)

1.

Metal stake on the wooden support (the base of the pulley).

2.

Combine gear with handle.

3.

Use gear with handle on the pulley.

Using items (both)

1.

We need to do something with that metal piece, it doesn't seem to be helping as it is...

2.

Hmm, Ungo will hold it down on that flat stone.

3.

Select Ungo, use the metal piece of the flat stone, switch to Nim and use the axe on the metal piece.

4.

Use the bent metal piece on metal stake (in the base of the pulley).

5.

Hmm, this isn't doing the trick. We need something more.

6.

Hey, I bet there's more metal in that wagon.

7.

Take another metal piece from inside the wagon, and repeat step 3.

8.

Hey! A hook! And we know what we always use hooks with...

9.

Combine the hook and rope.

10.

Now, where can we use this?

11.

Return to the other screen.

12.

Have Ungo use the hook and rope on the left tree.

13.

Return to the other screen.

14.

Attach the rope to the wagon hook.

15.

Hmm, the gear seems to slide when Nim tries to use it.

16.

Maybe whacking it will make it work?

16.

Have Ugo use the axe on the gear.

17.

Have Nim use the gear.

18.

Hey! I wonder if we pulled that tree down or what? Return to the other screen.

19.

Hmm, not what I had in mind. That spear is still stuck in there. But what's that at the end of the branch?

20.

Take fruit from the end of the branch.

21.

Hey, what good is this fruit, anyway? And what are we going to do with this branch, pulled back all the way like this?

22.

It's almost like a catapult...

23.

Aimed at that mechanical spider...

24.

And that wagon is big enough to seat a person...

25.

Return to the wagon. Ungo won't get into the wagon; he needs a helmet. What can we use to make a helmet?

26.

Use axe on fruit.

27.

Have Ungo get inside the wagon, and have Nim use the axe on the rope behind the wagon. Wheee!

Scene 3

The Gate

Not much to do here but click on that hatch. Hey! Some kind of puzzle?

Note: this puzzle is very hard. Possibly because of the translation. Nevertheless, the solutions are probably the second or third thing you'll think of.

"He turns right"

We need some sort of symbol to indicate "right."

An arrow pointing right. The left column is empty, the top middle square has the bottom left half being on, the entire middle square is on, and the bottom middle square has its top left on. The right middle square has the quarter-square arrow pointing right.

"He seek a huge wall"

We need something massive, solid, weighty...

All squares fully illuminated.

"The great cross marked the entrance"

This shouldn't be too hard!

the four corner squares blank, and every other square fully illuminated.

"Before entering, he watched towards the four sides."

This is the hardest one.

He watched... we need some kind of "eye"...

Middle square is blank.

Watching the four sides...?

the left middle, middle top, middle bottom, and right middle, respectively, have quarter arrows pointing to their respective side of the square.

The rest

1.

That entrance is too small, it seems.

2.

It only we could widen it. But that metal is pretty tough.

3.

Hey! We never used that explosive we picked up from the Uro.

4.

Boom! That spider is gone for good!

Scene 4

1.

We need to 'listen'?

2.

Click on each ship.

3.

One of these does not sound like the others...

4.

That one near the center of the screen, the furthest away, seems to be not up to par with the rest.

5.

Now, what to do with it?

6.

Check your song/spellbook!

7.

Okay, but using our flute on that weak ship and playing those two notes doesn't do anything.

8.

Neither does setting the two crowns to those respective symbols.

9.

Neither does setting the Aisil to those two symbols AND playing our flute.

10.

(I suspect the logic of this is lost in translation, as in English "call" and "send" in this context mean the same thing); what we want to do seems not to call lightning, but to send it...

11.

We should reverse the symbols! Not on our flute...

12.

Reverse the symbols on the Aisil. Top crown is lightning, bottom crown is two down arrows.

13.

Click on the Aisil. Yeah! Now we're getting somewhere!

14.

While the lightning is hitting the stone, click on it to record the spell into your book.

15.

Hmm, but playing your flute at that ship still doesn't do anything.

16.

I don't get the logic of this, but as a hint, attracting or sending the lightning alone isn't enough.

17.

Attract, then send the lightning (or the other way around, I missed it and am not going to play all the way through again).

Chapter 17 - by Jim


floor 1:

ignore everything on this screen and go to the elevator in the tower

click the panel and go to the second floor

floor 2:

on the floor to the left pick up the disk

take the left doorway

plant room:

click the crowbar in the raters to the left

click the fabric doll on the bottom left

go back to the elevator room and take the middle door this time

computer room:

click the medicine cabinet and take the syringe and scalpel

use the scalpel on the doll

use the crowbar on the circuit lid to the left of the computer

take the big jar sitting on the boxes to the left

go back to the elevator and take the right door

engineer room:

use the parrot on the rafters above the uro and look at the planes on the table

make sure you look at both pieces of paper, to look at the second sheet click its corner on the right (make note of both sheets' content)

click the pocket of the cover (the jacket next to you

and go back to the elevator room and use the lens on the paper on the wall to the right

drag the lens around until you find a four digit number it'll usually be on one of the lines. i can't tell you the actual number because it changes from game to game

plant room:

go back to the left room and drag the parrot to the music player on the wood box

use the disk on the slot and click the on button under the parrot

now enjoy a little ditty while you right down the number combinations the parrot is singing, once again these change from game to game

computer room:

go back to the computer room and click the circuit lid next to the computer

using your written version of the planes and the parrot's numbers you should be able to properly connect all the wires

if you did it correctly when you place the last wire you will be back in the computer room, now click the computer

click the 2 red bars to start your training

training:

Mission 1:

take a picture of both cameras

the package by the door

the red face uro picking up the package

and the red face uro leaving the area very quickly to the right


Mission 2:

shoot the rope holding the box above the uro

shoot the uro in the window

and shoot the hostage's ropes

Mission 3:

shoot the left-hand rope holding the barrel on the left

shoot the right side of the beams above the uro in the back

shoot the support for the barrel to your right

and shoot the liquid that came out of the barrel

floor 2:

now click the soldier card and go back to the elevator

put the soldier card in the level 0 slot and click 0

floor 0:

use the four digit code you got from the paper on the computer to your left

click the fan you just opened and talk to the slaves

go back to the elevator and go to the first floor

floor 1:

use the big jar on the water and go back to the plant room on the second floor (the left room)

floor 2:

plant room:

use the syringe on the plant hormone

now use the water on the pot and the syringe on the stem

engineer room:

use the plum on lorrito (the parrot) and then go to the room with the uro engineer and use the parrot on the rafters (the right room)

while he is away get the empty flask

plant room:

now go back to the plant room and use the flask on the light source on the back wall

grab the 3 big moths, to catch them you have to drag them to the flask if you are having trouble catching them you can

right click then click and hold the big moth to drag it to the flask

engineer room:

once you have 3 moths go back to the right room and use them on the cover (once again the coat)

wait for the uro to leave again and take his engineer card

go back to the elevator and use the engineer card on the third floor slot and go there

floor 3:

click on the ship

now click the lights like that diagram in the engineer's room showed you, if you didn't write it down here it is

going from left to right, top, bottom, bottom, top, bottom, top, top, bottom

before you click the last button you have to level the ship

to do so just drag the bar in the middle up and down until the lights above them turn on, each one has its own light

once you've done that click the red button

outside:

use the plasma gun on the okrul and then watch the cut scene

click the plasma gun and enjoy the ending

92 Comments

definitely a series to try... In comparison is this longer or shorter to MOTAS?

Reply

SonicLover! Your reviews are the best! Every time I see a review I think "Please be SonicLover, Please be SonicLover!" (no offense Jay). Thanks!!

Reply

Where are the walkthroughs?

Reply

JIGuest - you're supposed to write them and post them here. :)

In fact, when they're all done, we'll group all the walkthroughs together, selecting one for each chapter, into one big spoiler and put it up in the walkthrough guide section of the page.

And for each person who has contributed a chapter walkthrough that gets selected (make sure you format it nicely), we'll hold a drawing for a free full version of My Tribe (may be traded for a Big Fish Games coupon, if desired).

So get playing and writing!

(NOTE: You may not copy/paste walkthroughs from other sites here. That's plagiarism. The walkthroughs must be in your own words.)

Reply

Is it just me, or is chapter 2 punishingly difficult?
Is there a trick to getting past that fish that I'm just not seeing?

Reply

Chapter three is killing me. I have

a tree branch that is lit on fire, but no matter how many times I do the stone and log trick, the lady never gives me anything. Not sure what the rope is for yet either, wish me luck.

Reply

Disregard my last post, not only did I figure out what to do about the rock, it's also hilarious.

Reply

Chapter 7 walkthrough
Intro:

Floda would have invited you to have a stew, but he did not have time to prepare. It looks like you will have to do the work for him.

Step 1.

You are standing in the hall. Behind you is the Water Torrent, to your left is the kitchen. Go to kitchen.

Step 2.

You see a bubbling caldero, and various kitchen type things. Generally, when people are going to make a particular stew, they need to know the ingredients, so go ahead and check the cookbook. (Floda mentions a different stew each game, but the ingredients remain the same. He mentioned a Kaliara stew to me, so we'll start there.)

Step 3.

It looks like you need some stuff to put in the stew. Back to main kitchen view. To the left, there are shelves with different things, go ahead and take one of each. While you're at it, take the casserole pot so you can carry the stew, and grab the broom handle. Take notice of the valve on the caldero, and the loaf of hard bread. Return to hall.

Step 4.

There is an adornment on the table. Floda does not want you to take it, but it might be useful. How can we get it without him noticing?

Step 5.

Oh! There was a soup recipe that mentioned sleep… return to kitchen. It says the excess of Lemura could produce a deep sleep, so follow the recipe, and then add an extra bit of Lemura. One extra is sufficient. Drag your casserole over the caldero and get a bunch of soup. Return to hall, and drag casserold to the bowl in front of Floda. He will then fall asleep, leaving you free to take the adornment.

Step 6.

But now he's asleep, and we will surely need his help again. We don't have any smelling salts, but we do have a recipe that mentions a disagreeable smell, which ought to do the trick. (This is when you use the valve on the caldera to start a fresh recipe.) Once again, just a bit of excess changes everything. Get a serving and put it in Floda's bowl.

Step 7.

Once he wakes up, take a bit of the plant to the left of the water torrent. It's unknown, so show it to Floda so he can identify it as a leaf of Tricara, which is necessary in your stew. At this point, all that's left to do is catch a fish, but how do you do that? A visit to the water is unfruitful, and you have no way to catch a fish even if you saw one. Well, Floda identified the leaf, maybe he can help with another item?

Step 8.

Show him the broom, and enjoy the guitar solo. Oh hey! Now you've got a broom with string on it. Anything you can use for a hook?

Step 9.

What about that adornment? Oh, that's not a hook, that makes a ring… what good is that for catching fish?

Step 10.

There's a spiderweb in the corner. Hey, a net! (Thanks to one amazing spider, if that net is going to hold a fish!) A visit to the water torrent is still useless, as the fish aren't around. What can we do to entice them? Return to kitchen.

Step 11.

Wow, you must have been here a long time as that bread has fallen apart. But thankfully, more fish appear when there are crumbs than when there are loaves, so grab a handful and return to the hall. (Recall that you cannot access your items at the water torrent, so you may want to try tossing the bread crumbs from here before trying to catch a fish.)

Step 12.

Each fish has a distinct color: The Kaliara is greenish yellow, the Radom is black, the Ledera is silver, and the Tisali is red. Clear your caldero, and catch the right fish. You will only be able to carry one fish at a time, so make sure you only catch the fish you need, otherwise you'll have to start your stew over.

Step 13.

Follow your recipe: mine called for 3 Kaliara, so I had to fish 3 times, but once you have all of your fish in the caldero, add all remaining ingredients, gather a portion in the casserole pot and serve it to Floda.

Finale.

Congratulations! You have made the best stew Floda has ever tasted!

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here's the walkthrough for chapter 3:

for Ungo:

click the trunks in the background

click the rock to the left

drag the "small rock" to the rock on the left

drag the "big rock" to the rock on the left

drag the "huge rock" to the roof

drag the trunk to the chimney


for both:

click on the tree near the top and switch to virop

click the tree near the top and switch to ungo

drag the branch to the chimney (note: if the chimney isn't on fire you will need to get an extra branch

then get another branch and and drag it to the chimney

for ungo:

click the broom and drag it to the grass

click the open door

for virop:

drag the tool to the back part of the ship

drag the rope to the chair

click the chair

for ungo:

click the hyperdrive and drag the flaming branch to it

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So why's there no translation for the first chapter? You'd think it would've had priority...

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Chapter 1 Walkthrough

Getting to the Flower

First off, try to pull the plunger out of the fight between Ungo and Virop. It'll slip and fly down to the ground floor.

Select Ungo. Click on the plank on the right. He'll make his way over and start to bounce on it.

Select Virop. Click on the plank. Their combined weight will snap the plank in two.

Grab one of the plank halves and drop it on top of the broken bridge to the flower.

Select Virop and grab the flower. He'll toss it to the blue-haired man below.

Mugging the Guard

Grab the other half of the plank and stick it on that big rock near the center.

Select Virop. Click on the plank on the rock, and he'll go over and stand on it.

Select Ungo. Click on the plank. Allez oop!

Virop will angrily kick some crystals down before hopping back to the ground floor. If you had gotten the flower earlier, you'll be able to proceed. Otherwise, the man with the shovel will scrape all those crystals away, and you'll have to get the flower, and THEN repeat the steps up to now.

Select Ungo. Click on the plunger to move him back up next to it.

Select Virop. Click the plunger. Can't these guys just jump like normal people? Oh well.

Select Ungo. It's time to kick more crystals! Click em.

If you had backed the guard onto the cart tracks by dislodging the crystal pile on the right, a hilarious "accident" should occur. If not, then nothing of large importance will happen. You'll have to do all of the previous steps first.

Grab your well-earned yet ill-gotten key and crack that door open. In the keyhole. If you didn't know. FREEEEEEDOM!

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Chapter 2 Walkthrough

Fighting For Your Life

It says "move with the arrow keys". That's some good advice. Dodge those bullets and the freaky green things, and keep going for air whenever you can. It's likely that you'll take a few deaths. Just keep trying.

When you get to the statue with the laser, first go get some air so that you don't end this prematurely in an anticlimactic finish to your daring escape, then click on the rock where the laser is pointing.

According to the inscription, two are dead, and one is not. Flip the two heads that are dead to "skull" mode. Then redirect the laser by clicking on the lit-up orb that it's passing through, so that it strikes the three men's orbs in the order they are described on the inscription. Open sesame!

Cave Trekking

Now that you're in the cave, you can't go up for air, so maintain your supply by snagging a bubble whenever possible.

Hit the first switch to open the gate. Proceed quickly.

Before you hit the second switch, click the weeds to distract green and hungry over there. Then hit the switch and keep going.

In the third area, quickly click on the skull's rebreather to get a reprieve from oxygen gathering.

There's a plank with a nail that's grown up in a tough neighborhood, and that light is attached to a fish that has "fangly" as its middle name. Ungo should try to avoid the business end of both of them. Carefully lure the fish out by inching up to the light, then back off so that it won't get you when it lunges out. You'll need to stay somewhat close to get the fish to stay still after that, so keep trying until you can get it right. Then reach over with the mouse and tap the sharp plank so that it'll swing out and amputate that light in what I'm sure is not covered in the fish's medical plan.

Grab that light and fold the plank back in, then give the nail a wide berth as you proceed to the exit.

As you fight to the surface, rocks will fly into your path. Use the left and right keys to rotate around the area and try to dodge them as best you can. If you die here, you'll be sent back to the beginning of the cave. Your health will not replenish from that checkpoint, so you'll have to avoid hitting that nail or fangly fish in order to save some health for any rocks that you fail to dodge.

Drain the Lake

You'll come out of the cave somewhere further from the river. This concludes the part of the tour where your life is in constant peril. Thank you for riding Fugitive Express.

That toilet down there seems to be the ticket, but you'll need a way to service it. A plunger sounds like a good idea, but that fish won't stay still, and the flower's just too small to help.

Click that bug. You'll find that it'll fly back to its original position if you leave it alone. So don't. Keep annoying it fast enough and it'll fly straight into the flower, which will grow like a sailor's arm getting a direct hit of spinach.

Grab the "enhanced" flower and place it on the platform that Ungo is standing on. Grab a vine and do the same, followed by the branch. They'll combine into an ecofriendly plunger.

Do the Mario and use the plunger to show that toilet who's boss. The lake will drain and you're done for this chapter!

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Chapter 8 walkthrough:

Escaping the Uro:

  1. As you are running along, the only things Ungo can grab are the trees in the background

  2. Click on the first dead tree and you get a branch

  3. Not all the trees are the same

  4. Keep clicking on the trees (there are two types of dead tree and two types of tree with leaves)

  5. You will end up with some dry fruits, a sticky vine and a bent branch

  6. Some kind of weapon would be good to deter the Uro...

  7. Combine the sticky vine and the bent branch to create a sling

  8. Combine your newly-made sling with the dry fruits and enjoy the short cut-scene

  9. More tree-clicking will obtain a normal vine

  10. Make a new sling by combining the bent branch and the normal vine

  11. Now you have a working sling, and you can combine it with the dry fruits to fire them at the Uro

  12. Note that you can fire at different angles and power (by holding down the mouse button), but you still can't hit the Uro!

  13. Click the green arrow to go back to the normal view... Maybe different ammunition would help?

  14. Get tree-clicking again, and you will find some different dry fruits that look a bit more dangerous

  15. Combine the new dry fruits with your sling, and you should have no problems getting rid of the Uro with a well-aimed shot

Crossing the river:

  1. That trunk on the far side of the river looks like it would make a good bridge...

  2. There must also be a good reason why Ungo won't just swim across - looking at those bubbles there might well be something living down there

  3. Click on the hole in the dead tree, and you will find an acorn

  4. If you put the acorn in the hole in the tree stump, a squirrel comes out to retrieve it. It might be helpful to trap him in the stump...

  5. That mud on the riverbank to the left of the spider should do the trick, but Ungo just gets bitten when he tries to retrieve it

  6. The insect on the rock behind Ungo might distract the spider, but you need to catch it first

  7. Grab one of the white flowers in the lower left corner of the screen, and try putting it in that hole on top of the tree stump

  8. It doesn't last long without water

  9. Get another flower and dip it in the river first, to fill it with water

  10. Once you've filled the hole with water and planted the flower, it can survive for longer. Click the insect, and... oops, looks like the flower is hungry as well as thirsty!

  11. Put the sticky vine in the flower, and then click the insect. You can now get a useful "insect attached to a sticky vine"

  12. Give the insect to the spider, which will then allow you to get the mud

  13. Now get another acorn out of the tree, entice the squirrel out, and seal up the tree stump with the mud while he's inside

  14. Go back to the acorn hole, and get pecked by the bird!

  15. Scare the bird off by putting the antenna up the hole, instead of Ungo's arm. You will then see why he didn't want to swim across the river...

  16. All that remains is a quick shot with your trusty sling while the tentacle is out of the water

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Chapter 2 walkthrough

Warning: this chapter is not much fun! You are going to die lots of times...

Going for a swim

  1. Ungo drops into the water and immediately starts getting shot at. You gradually lose oxygen and health until you die

  2. You can regain oxygen at the surface, but watch out for the green fish!

  3. My technique was to stay low, coming up for air between each fish. You don't lose too much health if the bullets pass through you quickly

  4. Eventually you reach the right hand end of the passage, where you just click the statue followed by the portal

Getting through the portal

  1. First read the plaque

  2. Notice that you can click on the beam of white light and aim it at each of the three soldiers

  3. Notice that you can also click the red circles on the soldiers' chests to redirect the beam of light

  4. Finally note that the heads can be switched between 'normal' heads and skulls

  5. From the plaque you can work out which soldiers are dead - change their heads to skulls

  6. From left to right, this is dead, dead, alive

  7. Now direct the beam of light in the order described by the plaque

  8. First the middle soldier, second the right-hand soldier, third the left-hand soldier

  9. The portal will open when you get it right

Going for an underground swim

  1. Now you are underground, and you can only get oxygen from the bubbles

  2. Open the first gate by clicking the lever

  3. Whatever you do, you get eaten by the green fish behind the next gate

  4. Click on the blue weed to distract him with a small defenceless fish

  5. While the green fish is eating, click the lever and sneak past

  6. That skull looks a bit strange...

  7. Click on the mask beside the skull to be able to breathe underwater

  8. Avoid the nail and the suspicious-looking light and go to the end of the passage - unfortunately it's too dark to continue!

  9. As you swim back to the left, swim close to the light and click the piece of wood at the same time. If you time it right, the big fish will come up and his antenna will get chopped off by the nail

  10. Pick up the antenna, replace the piece of wood and swim into the dark passage to the right

  11. This is less fun the tenth time you do it, but it is possible! Use the left and right keys to rotate yourself and avoid the big rocks. I don't have any useful tips for this...

  12. Once you see the light, it's over and you can relax

The final cave

  1. It looks like you need to use the toilet to get rid of all this water

  2. Try combining the available objects (ignore the wildlife for now)

  3. Get the small plunger flower, the dry seaweed and the branch and place each on the flat rock that you're standing on

  4. Unfortunately this plunger is too small... You need a big plunger flower

  5. Click the Urulopter three times without allowing it to return to its original position

  6. The flower eats the Urulopter, and you can now make a bigger plunger

  7. Combine the three objects as before, and it's all over. I think the plunger fish is a joke...

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Walkthrough for Chapter 5:

First Screen/Side of River (with boat):

* Read poem to decifer clue to unlock chest.

Pay attention to both noun(s) and verb(s) like speak/sing. 8 word clues total.

* Unlock chest to get dress.

* Go Right to the next side of River or wait to be chased by creature.

Optional Hint/Note:

If you ever get tired of being chased between the three rooms... while you are trying to figure things out... reading the poem in the screen acts as a sufficient pause button (i.e. as long as you are viewing the poem, you aren't chased from the scene).

Second Screen/Side of River (with statue):

* Pick up fruit three times

* Go into Forest to the south/bottom of screen or wait to be chased by creature.

Optional Hint/Note:

Ungo seems to pause/wait here for the creature such that the creature is able to aim his pistol at him.

Third Screen/Forest:

* Pick up ground to the right of Ungo.

* Go Left and then Right to get to the Side of the River with Statue (via the Side of the River with the boat)

Optional Hint/Note I:

Click on the monkey and he'll spit on Ungo. Ungo curses.

Optional Hint/Note II:

You can place the three fruit on:

tree trunk to the left of Ungo,

branch just left of Ungo, and

branch just above Ungo.

The monkey will swing over towards each fruit if placed in order before swinging back to his spot.

Side of the River with Statue:

* Wait for creature to approach. Throw mud at creature. You'll flee South automatically.
Optional Hint/Note:

As you flee south after creature fires towards you, note the result: bubbling water.

* Go back to the Side of the River with Statue.

* Drag one of three fruits to the spot with the energized/bubbling water. Fruit becomes purple rather than red, and is now "energized fruit".

* Enter Forest to the south.

Forest:

* Place energized fruit on trunk to the left of Ungo.

* Place second fruit on branch to the left of Ungo.

* Place third and last fruit on branch above Ungo.

Note:

If done correctly the monkey will then swing over eat the fruit, then the fruit on the branch to the left, and then lastly to the fruit on the trunk where he will stay stationary.

* Drag dress to stationary monkey/tree stump.

Watch the drama unfold as the creature recieves the killer kiss!

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I'm split on this series.

On the one hand I don't want to be unthankful for people honestly trying to make advantures beyond "escape the room".

On the other hand... my biggest complain would be the redicolous hard arcade sequences in between. Its even worse than Sierra! I just tried chapter 6 the 2nd scropion fight 2 dozend times, I cannot do it. And by the love of god, I don't *WANT* to do it, I wanted an adventure game, not a fighting game. *Plegh*

Also I agree with SonicLover, the puzzles are sometimes not logical at all. Given the scenes are very small, and you usually resort to trying everything with everything this isn't that big of a drawback against a "real" adventure puzzler. However it also defies the sense of adventure puzzling...

Also I think having definitely grown out of youth, I'd have more patience... but the redicolous slow animations can also be quick a brake for the fun. Also for example chapter 6 comes into my mind when pressing the grond floors. As far as I realized you need to try all combinations. That is 6, everytime you need to press at least 2 plates. But for every time you see the man going slowly through the whole screen, pressing the plate, than slowly going back. Going forward again slowly through the whole screen for the second plate and so on. It just gets boring!

Also translation errors are everywhere, but okay thats the smallest complaint from me. As I'm not that confident with english myself :-/

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Chapter 4 Walkthrough

Pickin Up Stuff

After a small chat with the man who does a good squeaky door impression, you'll find yourself in a large, cavernous area with a few scraps lying here and there. Well, Virop ain't one to waste good scraps.

Grab the skull. Then the bone next to it on the right. Then the smaller bone to the right of that. And then the pebble to the right of that. You may have to employ increasing amounts of squinting to find those. Try not to touch the tool. Nim will squeak at you some more if you do. Which is understandable, considering that it's probably the best scrap in the area.

Well, I'm not taking any more lip from that old man. Take your skull and dip it in the mud in the lower left corner. Then show the old man how crazy you can be with a skull covered in mud. He'll take your word for it. Quickly take his tool while he's distracted.

Puttin Stuff Together

Take your cloth and wrap it around the long bone. Then lay it on the ashes below the torch. Take aim and hit the torch with your pebble. BAM. Fire get! Your ancestors would be proud.

Next, take the fingerbone and ram it in old man Nim's ear. Use it to grease up that cart for action. Earwax action.

Cart Follies

Now that you're all set, first prepare your best 2001: A Space Odyssey impression and chuck your small rock at the door. Old man Nim will stop you and say you need some armor. Let's go get some.

Hop onto the cart and grab that freaky skeleton as it passes by.

Give your secondhand armor over to Nim and he'll request some hard metal to repair it. Back to the tunnel! Take that pick you stole from Nim and swing at the GOLDEN sparkle on the rocks. The other sparkles give metals that are too soft. Just keep watching until you see the right one.

Hand this to Nim and he'll spiff up that armor nice and shiny. Now huck that rock at the gate again.

Floda will come out and challenge you to the oldest form of conflict: a danceoff. LET'S THROW DOWN!

Basically, you just mimic whatever Floda does. The buttons are pretty straightforward; chicken dance, snake, the twist, swimming, and everybody's favorite, disco dancing.

If you can't remember, you can always just write down the pattern. After you win in ten rounds, Floda concedes to your mad skillz, and you're done!

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I agree with Fuzzy Face. Chapter 6 is a pain with the two scorpians and slow animation. Regardless here is a Walkthrough for Ch. 6.

Here is Nim in a dark room. You need light!
Step 1:

* Drag fire stones to the various surfaces you can find till you find the/a torch.
Hint:

Its pretty much all the way to the left.

Now that you can see where Nim is.....

Note:

The three skulls from left to right are labeled: Presser, Crusher, and Filter.

Note:

Clicking on the cup requires three ingredients.

Note:

The four tiles right in front of the gate.

Note:

There is a note to read here!

Step 2:

Lets open the gate!
Hint:

Two of the four tiles must be pressed in order for the gate to open when you pull the lever. Nothing like having to watch Nim walk back and forth... (zzzzz)
Solution? (not sure if it changes everytime or not)

X0X0 - where x is pressed/dark.

Step 3:

Go through gate. (why else would we open it?)

Through the gate:
Note:

There is another note here to read. It talks about injuries and needing a cure for poison?

Step 4:

Collect the torch, spear, and leather bag.

Step 5:

Go back to Hall (to the right) and light torch with the torch you lit in the first step.

Step 6:

Go back through gate and down corridor (now that you have a light and weapon)

Oooops there is the first scorpion (black)!

Step 7:

Time to find a cure for those wounds.... remember the note just past the grate? Goto right of Nim from Hall to the Side of Hall area/room

Step 8:

Collect three items.

mushrooms

flask

water via/with flask

Step 9:

Mix First Potion (of 3) using clue from note.
Hints:

You use mushroom,water,and pollen (in leather bag).

Use the pollen in the left skull.

Use the mushroom in the center skull

Use the flask of water on the skull to the very right

Step 10:

Click the cup to drink concoction in sink

Step 11:

Back down through the gate and corridor to fight the black scorpion that bit you the first time.
Hint:

Target practice...try to click within/near the circles/targets. It requires more speed over accuracy... and is a bit of a pain.

If you get bit by the scorpion.. you must repeat steps 8 (to get water again) through 11. I wish you the best of luck and patience.

Step 12:

Collect the black scorpion stinger from the corpse of the black scorpion... and what should appear but a green scorpion who promptly bites you before you can fight/kill him.

Now you are poisoned, and a simple cure won't fix you this time!

Step 13:

Mix a cure for poison. No clue within the game to help you this time though.
Hint:

you use:

Mushroom

scorpion's stinger

pollen in leather bag

in the order

that is given above from left to right

Step 14:

Back through gate and corridor to fight the green scorpion... much the same way that you fight the black scorpion.

Each time you get bit by the green scorpion you need to fix the potion to cure the poison. I.e. Steps 13 and 14. Again the best of luck and patience.

Step 15:

Congratulations, you finally killed the last scorpion! Go further down the corridor till you reach the door.

Step 16:

Collect the green mushrooms.

Note:

There is a third note to read here... talking about green mushrooms which can only mean a third potion must be concocted

Step 17:

Back to the hall to mix a third potion using...

green mushrooms

a flask of water

green mushrooms

in the following order:

Press and Crush mushrooms. Filter the Flask of water.

If everything becomes a green hue... then you're successful.

Step 18:

Back through gate and down corridor to door

Step 19:

Get past the two floating peeps. Prepare to count how many times each creature either closes their eyes,hands or mouths at the same time. There are two or three rounds.

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Chapter 9,ugh. I keep thinking there's a code that I'm not getting or something, moves so far seem to be very limited.

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Anonymous December 8, 2008 6:07 PM

great quest with different style combinations, at least at the begining :)

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@ username
which part are you talking about? the first portal?

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Jim, yes the first portal. I enter it and can only read signs and leave, nothing else seems to work nor can I find anything other than the signs, hand, skull, and crystal to click on. In the main room all I see are the artifacts and roots.

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Ahh the power of posting, once I wrote my last reply I figured out how to traverse the swamp and retrieve the crystal.

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@ username

you can click around nim too (it took me a while to find it)

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Maybe you can help me figure out the next one, im lost

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bored_one December 8, 2008 6:54 PM

For chapter 6 the code does change

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Level 9 air crystal

you can adjust the mushroom bases so that you trampoline to different places. I have a flower, but can't seem to figure out what to do next. The bees don't seem to want it, and I've scared away the bird but he keeps coming back. Ah well, time to get back to it.

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ya thats as far as ive gotten username i cant see what to do next

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@ username

if you go back to the swamp you can fill the flower with water, and it chases the bees away for a very short amount of time (not long enough to get the hive), so im still kinda lost

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Chapter 5 - please help with the poem! I've tried all combos but there's more than 8! I don't know which to choose!!! Thanks.

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Jim, I had figured that out also. Still not sure what to do next.

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Chapter Nine Bees!

Tilt the mushroom to hang from the branch and QUICKLY show the bees the flower full of water FOUR times before you drop off. They fly away permanently!

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Chapter Nine Bees Updated

Posted a little too soon...you have to do the flower four times AND grab the honey before you fall. Otherwise the bees come back when you go back through the portal.

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Chapter Nine Walkthrough

The Roots Room

You're in a room with some artifacts and some roots. One of the artifacts has a crystal. Leave it for now. Click on the roots and talk to the spirit.

Pick up the white crystal and put it in the first artifact from the left. Enter the portal.

The Swamp

Read the signs. Follow the directions on the signs. If you're still having trouble...you can click around and on Nim to make him move. If you move wrong, you get sent back. Here's the sequence. Up, Left, Up, Up, Right, Right, Right, Down, Down, Right, Right, Right, Up, Up, Left, Up. Click on the crystal.

The Roots Room

Place the white crystal in the first artifact and the green in the third artifact. Enter the portal.

The Bees

You can adjust the mushroom bases to bounce to different places. Do this several times and make note of what positions send you where. Then bounce to the ledge with the flowers and click quickly to take a flower.

Rearrange the crystals and go back to the swamp. Fill the flower with water.

Rearrange the crystals and go back to the bees. Move the mushrooms to hang from the branch. QUICKLY drag the flower the bees four times and then grab the honey before you drop.

Return and move the mushrooms to jump over the bird and shoo him away.

Return and arrange the mushrooms to land in front of the cave. Drag the honey to the cave and bounce on the mushrooms to get to the crystal. You may have to click it. I don't remember.

The Roots Room

Move the green crystal to the second position, the white in the third and the blue in the fourth. Go to the portal.

The Fire Room

Try to fight the scorpion.

The Roots Room

Talk to the spirit, and he'll give you a green spear tip. Drag the tip to the spear to combine them. Return to the portal.

The Fire Room

Fight the scorpion and take the red crystal.

The Roots Room

Arrange the crystals in this order: White, Green, Blue, Red (from left to right). The spirit will come up and talk to you, and you can leave.

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Level 9, the scorpion is back!

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Actually the final order in the last part of level nine is opposite of what you said agrwife, at least for me it was.

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I'm working on a walkthough... Just give me a few minutes...

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Okay, here it goes:

Chapter 13: The Ambush of Eredren

Part 1 - Doin' it Waldo Style

After the cutscene ends, Virop will be left alone at a beach full of junk, and it's up to you sorting out what is useful and what is, huh... not useful. There's a lot of pixel hunting involved, as the objects are small/hidden. So here's where you'll find what you need to find:

Rod
Can be found sticking out vertically in front of the ladder, like a fifth foot for the stand.

Magnet
Hidden in a gap just to the left of the bigger rock.

Oyster
Camouflaged in the sand near the water, right above where the rod was.

Star
On the sand near the water, a few pixles over the barrel.

Now that we have all that surprisingly useful stuff, let's go to the next part...

Part 2 - Lock Picking for Beginners

By now, you've surely have noticed that tempting chest begging to be opened, right? Go ahead, try to open it. Locked? Well, if at first you don't succeed, try, try again. And again. And again. Keep clicking the chest until Virop says something about getting angry. Then drag the rod to the chest and watch as Virop *gently* opens it. Take the scarf,rope and the story book. Hooray.

Part 3 - The Unfortunate Sailor

Let's take a closer look at that book... "The misfortune of Ketinetto the sailor". Now you are in a pick-your-path minigame, in which you must basically guarantee nothing good happens to the sailor. This one shouldn't be too hard, but here's the solution anyways:

Begin the Travel - 2 - 1 - 2 - 3 - 2

Moral of the story: Drinking monkey saliva makes you angry. Oookay.

Part 4 - The Secret of Monkey Cage

The monkey cage's cap is firmly closed and there's no handle to pull it. Think, what would MacGyver do? I know, use that sticky star from your inventory on the cap and pull it open! (notice that the cap goes to your inventory) After the short cutscene, go and get the banana, and use it on the bigger rock to peel it (what a tough banana it must be!).

Part 5 - Virop the Fisherman, a.k.a Lots of Stuff

Guess what? It's mixing time! Combine the rod with the rope, and then with the magnet, to make a Magnetic Fishing Pole(tm). Now pick up some of that plant at your feet, and combine it with the peeled banana. Give the altered banana to the monkey and collect it back, full of saliva, as he throws it back at you.
Click the small rock and a crab should come out. Now quickly drag the scarf to the small rock. Take the crab, and use it at the barrel's cap to take it off. Put the monkey saliva in the barrel and watch the guards getting mad a each other.
Use the Magnetic Fishing Pole(tm) in the sea where the guards dropped something to retrieve an electronic key. But wait, there's something else there. Once again, use the Magnetic Fishing Pole(tm), but a bit to the right this time, so Virop will fish a pair of rusty scissors.

Part 6 - Handmade Primate

We are almost there. Click the monkey and it will throw you a coconut-like hairy fruit. Take it and put it in that cage the monkey was in. Use the scissors to trim the fruit, and the oyster for the final touch. Put the metal cap back and voila! A perfect coconut-oyster caged chimp!
Finally, use the electronic key on the gate, and go inside.

To Be Continued...


I hope you liked my walkthrough! =D
By the way, sorry for any English mistakes I may have made, it's over 3AM here in Brazil...

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Okay, I'm on level 10 and I've managed to

piss off a monkey and find an endless supply of snakes. This game gets odder and odder.

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@ username
lol

there is a nest to be found on that screen

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Weirdguy,

You might want to think about getting an account so that your walkthroughs get displayed instantly - this will avoid other people (like me) working on walkthroughs that have already been done and just haven't appeared yet.

Thanks!

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snickerbar December 9, 2008 2:24 AM

In chapter 5, I need help to know

in the forest exactly where on the trunk to the left that I'm supposed to put the energized fruit. I keep trying in slightly different places but it doesn't work. Does it matter that I've placed the other two pieces of fruit already?

Thanks for your help!

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Chapter 8 Walkthrough

On the Lam...er, Horse...er, Lizard

You'll be chased by an Uroz on what looks like a cheap buy at Darth Vader's army surplus. You'll have to grab some stuff to help you ditch him.

There's four types of trees currently passing by. You can get one kind of item from each one: a handful of green fruit, a green sticky vine, a stick, and a pronged stick.

Put the pronged stick and the vine together, then load up your sling with some fruits. Success!....or not. Whoops.

Wait for the vine tree to pass by again, then snag a drier, less sticky vine from it. Make the sling with this new vine and load the fruit up again. Success!....dang it, these fruits aren't cutting it. Even at full power!

Wait for another greener and slightly thinner fruit tree to pass by, and then grab some of those. They'll be black and shiny. And probably lighter than the green fruits. Load them up and aim for the Uroz' family jewels. Ouch! Ungo hits the nail on the head in both words and actions.

Down By the River

You'll come to a safe spot...or not. No worries, you can take your time messing with the local wildlife.

For starters, grab one of those flowers over there. It'll die without some water, so fill 'er up in the river and dunk the water into the stump, followed by the flower.

Poke that bug and watch it fly into the flower. Darned freeloading flower won't give that bug over, so toss the sticky vine into its maw, shove another bug into the flower, and then fish your prize out.

There's some mud at the riverbank that could be useful, but the spider won't let you near it. So take that bug of yours and toss it at the spider. The spider will follow it into the water. Stupid spider. Grab some mud.

Reach into the tree's upper hole. Ow! What's this? A nut? Put it into the stumphole, below the flower, and a squirrel will follow and take the nut back. Grab the nut again, and this time, when you place the nut, right after the squirrel goes after it, quickly put those clayworking skills to use and wall the squirrel in. Take that, nature!

Reach into the tree again, free of worry about biting squirrels. But not birds. Ow! No time to think about how your arm broke the laws of physics there, revenge comes first! Take your trusty fanglyfish light and poke it into the tree. The bird will be startled and fly over the river, revealing the main reason why you can't just swim across the river.

Scare the bird again, but this time, take a shot at the tentacle with your slingshot, and watch as it totally reaches for the wrong thing to attack. Seriously, these animals are dumb. Darwin would have wanted you to mess with them.

At this point, you've got the bridge, but here comes that Uroz, and he looks a bit miffed about that thing earlier with you aiming below the waist. Luckily, your friend stops him in time, and you can proceed. CHAPTER COMPLETE!

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To the guy above:

You have to place the energized fruit on the stump and the normal fruit on the branch second closest to the monkey before placing another normal fruit to the branch nearest to it, or else it'll start eating the nearest fruit before you have placed the others. The energized fruit fits neatly in the groove where the branch meets the stump. Or so I recall.

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Chapter 10 Walkthrough

Your Uncle Was A Monkey

Well, you've given the Uros the slip for now. Let's see what we can do this morning. Oh look, a monkey.

Calling out to the monkey will initiate a strange, awkwardly translated monkey conversation. For those who are too lazy to find out through trial and error, these are the correct responses, of which will be asked of in no particular order:

Q: How came up here?
A: With my legs.

Q: My cousin fell from here and became puree.
A: He had fallen on chilli and no longer needed seasoning.

Q: The life if too hard.
A: To you all must be very monotonous.

Q: I am going to marry Lisa, Mona.
A: The challenge will be to obtain the consent of the father.

Q: The moon is gone.
A: Uhh, I hope she is not offended.

Q: Tomorrow there is a party at my uncle's tree. You are invited.
A: I think I am going to wear the yellow banana pants.

Q: The sun is setting...
A: His pants?

Q: If you look down you will see an old beard man.
A: No, I hate the heights.

Q: My cousin Kiposhy spit to an unwary man.
A: Who could be so stupid...

Q: I know the end of Esklavos.
A: What is that?

Q: Do you know how many were dropped from this bridge?
A: Mmmm, that is a very appropriate comment for the occasion.

Q: Have you seen that Uro standing there?
A: Yes, he told me he was going to make a coat with your skin.

That last one will make the monkey angry, and that's what you want it to be at. After you answer it, immediately end the conversation when it gets mad, unless you want to spend your days endlessly conversing with a primate. There's no set time to when it'll come up, so just keep going until it happens.

At this time, you may have noticed a large variety of objects in your vicinity. You'll need quick reflexes to make use of them, though. Have Virop pick up that rock next to him, then quickly switch to Floda to grab that snake down there.

Use Floda to toss the snake to the nest directly above her head, then reel the snake back in to receive an egg.

Another quickdraw moment; switch to Virop, toss the egg at the angry monkey, and it'll redirect it to the Uro. Swap right to Floda and toss that serpent at the mouse straight away. Leaves will fall onto the already sticky Uro, and he'll blindly stumble to his doom. Lucky break. Or not, if you're not fast enough. If that happens, you'll have to repeat that whole sequence again.

And Baby Makes Three

Well, we've just walked right into the lion's den, haven't we? Let's see what's behind Tapestry #1. Oh look, a boy. Naedrin knows of Floda's past. If you don't know of her past, watch the interlude in the series to find out some pretty important storyline things, plus a glimpse at a spot and a person that seems somewhat familiar.

Have Floda grab the small chunk of wood to the right of Virop's head, then stick it in the notch above Floda's head to attempt to open the gate. Whoops. Switch to Naedrin and yank on the parrot to get a feather.

Once again, a speedy sequence. Select Naedrin if you haven't already, then tap the skull next to him to release a bug thing. Quickly take the feather and tickle the sleeping Uro south of Naedrin (and the bug), and when the insect gets into the Uro's pants, grab his pillow.

Now you can participate in some crazy team tactics. Select Naedrin if you have not selected him yet, then place the cushion on the rock to the left of him and slash it open with the broken wood pieces from earlier. Here comes another timed combination. Select Floda and click on the bones on the ceiling. Then quickly switch to Virop and do the same. (At this point, Floda will comment on Virop's lack of underwear. Urgh.) Finally, swap to Naedrin and click on the springs, which will catapult him up to the top of your demented three-person acrobatic tower.

The bone should make a better replacement than that plank of wood, but it doesn't hold for long. CHAPTER COMPLETE...

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Chapter 11 Walkthrough

Flute Frenzy

Seems like Ungo just got pressganged into the local resistance militia. Oh well. At least he's paired up with a cute girl. Noreina's also got a magical flute. Neato. Take the time to familiarize yourself with her spellbook. For now, remember the "sleep" spell.

Now use Noreina to knock on the door. Yes, from all the way down there. I don't understand how that works either. When the Uro pops out, have Noreina aim at him with the flute and quickly cast the sleep spell. If you hear the door close, you're too late. You'll have to lure him out again.

Once the Uro is asleep, select Noreina, then click on the sun (behind those trees in the back) to have her record a new "sun" spell. Check it out, then mentally reverse the order of the symbols. Aim the flute at the sun and cast the reverse sun spell. This will cause a short drizzle, accompanied with a frog. And for some reason, the guard won't wake up even when wet.

As soon as that frog appears, swap to Ungo and chase the frog up the tree. When it stops, switch to Noreina and click the frog to record the "jump" spell.

After everything goes back to normal, select Ungo and click the branch. When he's up there and ready, switch to Noreina and cast the jump spell on him to give him an extra boost to the vine. BAM! Guard gets Tarzan'd.

Before you enter (click on the door), have Noreina read the sign above the door, and copy the inscription down. Also note that those words are from the door.

Laseriffic

Once you're inside, have Noreina look at the laser. She'll record the "illumination" spell. Reverse it and cast that on the laser. The guard above will come down and reset the laser, in addition to mentioning three words similar to the words on the sign above the door. Record them too, and note that they're from the Uro. While you're at it, Noreina should also read that tapestry, and record those words and their location also. Head back outside.

By now, a bird has landed on the tree and pecked a hole, which is profusely bleeding sap. Have Ungo collect some. Go back into the tower.

Time to prank that guard. Select Ungo and put some sap on the ground, plus a bit more in the keyhole of that wardrobe. Then cast the reverse illumination spell again to disrupt the laser. This time, when the Uro resets the machine, he'll get sap on his foot. He'll then walk over to the cabinet to get some cleaning fluid, and in the process, glue the key to the wardrobe. After he leaves, pop that sucker open.

Within the wardrobe, you'll find an assortment of objects. Clear the whole thing out, save for the papers, which are nailed down or something. They're of no great importance.

Select Ungo and apply the sap to the mirror. Now check out that Uro book. Hey, those look like all those words you wrote down. And those symbols look important.

Look at the machine. Hey, it's those symbols from the book! All those words must correspond to the symbols. To save you some trouble, the codewords go in this order: Uro, Door, Tapestry. Also, it's a lot easier to transfer the symbols of the book into a numeric code. Since the machine lists the last five numbers in the book in the reverse order, the machine's symbols would be "1234567890", and the book lists them in the order "1234509876". Translate your words accordingly and enter the whole code at once without leaving to check your book.

Now that the laser's off, quickly apply your sticky mirror to the ceiling, then watch what happens this time when the guard tries to turn the laser back on. LOL. CHAPTER COMPLETE!

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Chapter 12 Walkthrough

Fog Diving

Wait, this isn't where we were?...Ah, well. To start off, tap that tusk next to Virop once, to set it to the "middle" position. Then against your better judgement, take a flying leap off the cliff into the fog on the bottom left. You'll end up on the platform on the back right. Grab the ants beneath you and warp back by hitting the tusk on that platform.

Place that ants on the soft earth below Ungo's cage. Tiny things will start popping out. Grab them to receive a tiny tusk, and a worm.

Slap that tiny tusk onto the skull next to Virop, and then adjust the tusk switch to the "left" position and leap into the fog again. You'll come out onto the far, far back left plaform. Grab that floating stone. Pull the nearby tusk and warp back.

Would You Like To Play A Game?

Combine the worm and stone to create....a worm stone. Then talk to Ungo to get a nonsensical phrase. If you haven't really noticed, the skulls placed around the area all say one part of this nonsensical phrase in their series of words that cycle through whenever clicked. You'll have to make them say those parts in order in quick succession. To do so, click each skull until you know which word comes before the part you want, then set all the skulls to that point. Then quickly click them in order to light up all the skulls and reveal a tiny etching on the bottom right surface.

Now comes the fun part. You'll have to place a stone to counter each stone that the game plays. You'll notice that you either have the worm stone from earlier among your playing pieces, or a big gap where it should be if you didn't make it yet. In this case, as soon as you fail out, a giant humanoid vaguely sexy monster lady will pop out and inform you of your lack of worm stone.

Thankfully, if you get tired of trying to figure out what goes where (it'll take a whole ton of trial and error), I've got a quick answer sheet here that I spent a whole ton of trial and error to figure out. The first part is the symbol that the computer uses, and the second part is the piece you should play against that piece.

Worm: Drake
Bird: Tentacles
Ant: Worm
Ghost: Death
Wizard: Demon
Drake: Wizard

FREEEEEEDOM

After that madness, you should score that key at the end of the gameboard. Ungo will also now hand you some stones when you speak to him. How thoughtful. Show your appreciation by shifting the tusk switch to the "right" position and chuck those rocks into the void. They'll knock out a loose bone from somewhere above the left platform. Follow the stones and leap off the cliff, and you'll land there too. Grab the bone and pull the tusk to get back, as usual.

Toss the demon dog that bone, and pull the tusk behind where he was to lower Ungo. Free him with the key, and watch as those ten or so minutes of your life get wasted. CHAPTER COMPLETE!

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Whoops, I found a mistake in my C13 walkthrough...

In the part where you open the chest, you should click the lock too, or else it won't work.

Here's the fixed version:


Chapter 13: The Ambush of Eredren

Part 1 - Doin' it Waldo Style

After the cutscene ends, Virop will be left alone at a beach full of junk, and it's up to you sorting out what is useful and what is, huh... not useful. There's a lot of pixel hunting involved, as the objects are small/hidden. So here's where you'll find what you need to find:

Rod
Can be found sticking out vertically in front of the ladder, like a fifth foot for the stand.

Magnet
Hidden in a gap just to the left of the bigger rock.

Oyster
Camouflaged in the sand near the water, right above where the rod was.

Star
On the sand near the water, a few pixles over the barrel.

Now that we have all that surprisingly useful stuff, let's go to the next part...

Part 2 - Lock Picking for Beginners

By now, you've surely have noticed that tempting chest begging to be opened, right? Go ahead, try to open it. Locked? Well, if at first you don't succeed, try, try again. And again. And again. Keep clicking the chest and the lock until Virop says something about getting angry. Then drag the rod to the chest and watch as Virop *gently* opens it. Take the scarf,rope and the story book. Hooray.

Part 3 - The Unfortunate Sailor

Let's take a closer look at that book... "The misfortune of Ketinetto the sailor". Now you are in a pick-your-path minigame, in which you must basically guarantee nothing good happens to the sailor. This one shouldn't be too hard, but here's the solution anyways:

Begin the Travel - 2 - 1 - 2 - 3 - 2

Moral of the story: Drinking monkey saliva makes you angry. Oookay.

Part 4 - The secret of Monkey Cage

The monkey cage's cap is firmly closed and there's no handle to pull it. Think, what would MacGyver do? I know, use that sticky star from your inventory on the cap and pull it open! After the short cutscene, go and get the banana, and use it on the bigger rock to peel it (what a tough banana it must be!).

Part 5 - Virop the Fisherman, a.k.a Lots of Stuff

Guess what? It's mixing time! Combine the rod with the rope, and then with the magnet, to make a Magnetic Fishing Pole(tm). Now pick up some of that plant at your feet, and combine it with the peeled banana. Give the altered banana to the monkey and collect it back, full of saliva, as he throws it back at you.
Click the small rock and a crab should come out. Now quickly drag the scarf to the small rock. Take the crab, and use it at the barrel's cap to take it off. Put the monkey saliva in the barrel and watch the guards getting mad a each other.
Use the Magnetic Fishing Pole(tm) in the sea where the guards dropped something to retrieve an electronic key. But wait, there's something else there. Once again, use the Magnetic Fishing Pole(tm), but a bit to the right this time, so Virop will fish a pair of rusty scissors.

Part 6 - Handmade Primate

We are almost there. Click the monkey and it will throw you a coconut-like hairy fruit. Take it and put it in that cage the monkey was in. Use the scissors to trim the fruit, and the oyster for the final touch. Put the metal cap back and voila! A perfect coconut-oyster caged chimp!
Finally, use the electronic key on the gate, and go inside.

To Be Continued...

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walkthrough for chapter 14


for ungo:

click the shovel

drag the shovel to the ground in front of the door

for both:

as ungo click the hole in the tree to the right and quickly switch to noreina and click the bird

look at your new animal call song in the notebook

drag the flute to the bigger hole on the left tree and play the animal call

switch back to ungo and click the small hole on the left tree

click the beetle before it goes away

drag the beetle to the reptile and switch to noreina and click it to get the animal empathy song

drag the flute to the lizard to play the empathy song to it

for ungo:

click the big hole on the left tree to get a bottle of alcohol

drag to bottle to the piled ground and get some mud

for noreina:

drag your new found mud to the sign next to the door

then drag your mud sign to the reptile

now drag the real sign to the one by the door to open it

once in the cave, click the crown on the steps and the shiny thing on the left

go back outside and drag the key to the purse to get another crown

drag both crowns to the great aisil

and read the plaque below the aisil

for the bottom symbol you need to bring up the fire symbol

for the symbol on the right you need a lightning symbol (the one right before the flame)

now drag the flute to the big hole in the ceiling and play the water drop note four times

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Love your walkthroughs, weirdguy - they're easy to understand and almost as fun as playing the game^^

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weirdguy - check your email. I've sent help for recovering your casual gameplay account.

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ok Chapter 6 im just standing in the darkness
help (please)

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Thanks for getting my account back, Jay. Also, I'd like to mention right now that I feel that I should give the others a chance even though I could very well do all the other walkthroughs for this right now. So get writing!

@Cosm007

Take the fire rocks and aim for the FAR LEFT side of the the screen.

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chapter 17 walkthrough


floor 1:

ignore everything on this screen and go to the elevator in the tower

click the panel and go to the second floor

floor 2:

on the floor to the left pick up the disk

take the left doorway

plant room:

click the crowbar in the raters to the left

click the fabric doll on the bottom left

go back to the elevator room and take the middle door this time

computer room:

click the medicine cabinet and take the syringe and scalpel

use the scalpel on the doll

use the crowbar on the circuit lid to the left of the computer

take the big jar sitting on the boxes to the left

go back to the elevator and take the right door

engineer room:

use the parrot on the rafters above the uro and look at the planes on the table

make sure you look at both pieces of paper, to look at the second sheet click its corner on the right (make note of both sheets' content)

click the pocket of the cover (the jacket next to you

and go back to the elevator room and use the lens on the paper on the wall to the right

drag the lens around until you find a four digit number it'll usually be on one of the lines. i can't tell you the actual number because it changes from game to game

plant room:

go back to the left room and drag the parrot to the music player on the wood box

use the disk on the slot and click the on button under the parrot

now enjoy a little ditty while you right down the number combinations the parrot is singing, once again these change from game to game

computer room:

go back to the computer room and click the circuit lid next to the computer

using your written version of the planes and the parrot's numbers you should be able to properly connect all the wires

if you did it correctly when you place the last wire you will be back in the computer room, now click the computer

click the 2 red bars to start your training

training:

Mission 1:

take a picture of both cameras

the package by the door

the red face uro picking up the package

and the red face uro leaving the area very quickly to the right


Mission 2:

shoot the rope holding the box above the uro

shoot the uro in the window

and shoot the hostage's ropes

Mission 3:

shoot the left-hand rope holding the barrel on the left

shoot the right side of the beams above the uro in the back

shoot the support for the barrel to your right

and shoot the liquid that came out of the barrel

floor 2:

now click the soldier card and go back to the elevator

put the soldier card in the level 0 slot and click 0

floor 0:

use the four digit code you got from the paper on the computer to your left

click the fan you just opened and talk to the slaves

go back to the elevator and go to the first floor

floor 1:

use the big jar on the water and go back to the plant room on the second floor (the left room)

floor 2:

plant room:

use the syringe on the plant hormone

now use the water on the pot and the syringe on the stem

engineer room:

use the plum on lorrito (the parrot) and then go to the room with the uro engineer and use the parrot on the rafters (the right room)

while he is away get the empty flask

plant room:

now go back to the plant room and use the flask on the light source on the back wall

grab the 3 big moths, to catch them you have to drag them to the flask if you are having trouble catching them you can

right click then click and hold the big moth to drag it to the flask

engineer room:

once you have 3 moths go back to the right room and use them on the cover (once again the coat)

wait for the uro to leave again and take his engineer card

go back to the elevator and use the engineer card on the third floor slot and go there

floor 3:

click on the ship

now click the lights like that diagram in the engineer's room showed you, if you didn't write it down here it is

going from left to right, top, bottom, bottom, top, bottom, top, top, bottom

before you click the last button you have to level the ship

to do so just drag the bar in the middle up and down until the lights above them turn on, each one has its own light

once you've done that click the red button

outside:

use the plasma gun on the okrul and then watch the cut scene

click the plasma gun and enjoy the ending

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Anyone figure out the

ventilation system settings

on level 15 yet?

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@Username:

From left to right:
4, 2, 1, 3, 4, 3, 2, 4

Keep writing those guides!

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In level 17,

catching the moths is proving to be impossible. I've used the "trick" to no avail, anytime my pointer lands on a moth he scurries away.

Unless of course, there are even larger ones than the ones I'm trying to capture.

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Hi everyone!

First, thanks so much to everyone who has submitted walkthrough for the various chapters of Esklavos. I'm in the process of sorting them out to see what's what. We should be able to announce the winners shortly.

In the meantime, we're missing some chapters. We still need walkthroughs for chapters 6, 15, and 16. If someone can get those written, formatted nicely, and posted, we'll be well on our way to having it completed and we can award the My Tribe game or a coupon for a Big Fish Game!

Thanks again for such a fabulous response on these walkthroughs!

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Yay. I started at chapter 1 yesterday and now i've finished them all. Nearly cried for the poor little guy at the end. Anyway if ayone's stuck let me know.

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@ pam
diartest already wrote the walkthrough for chapter 6, its on his post from December 8, 2008 at 3:11 PM.

@username
you're only suppose to catch the 3 big ones

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The secret to figuring out all the puzzles in this game, and others can be found here!

Post your question on these forums, go back to the game, and inevitably you'll solve it within a few minutes on your own. It doesn't matter if you've been working on it for minutes, hours, days, or weeks; just post and all of a sudden you'll figure it out. I can't explain it, that's just how it happens. At least for me.

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Chapter 15 start

You can fish in three places! I fished in front first, then threw all crud from all areas back in the front. Eventually, you'll get an iron bar, which appears to be the only useful thing.

Click on the tower, put the iron bar in the mechanism, and pull it. Then click the terminal, and enter the fan settings as the good weirdguy posted.

You can now go outside, and in the fan. Going in as far as you can, you'll see an empty container. Pick it up. Click the terminal. There's room for a password under "laser lock", but I don't know it. However, you can click "valve system", and choose the third vent from the left. Quickly leave the terminal, and fill your empty container at the vent.

This is as far as I've gotten. :)

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Ch. 15 (more)

There's a gas gun in the crates in the tower, use that with the full cylander of gas to make a blowtorch.

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Okay, I'm taking Username's advice. I'm stuck on the beginning of chapter 14. I can't for the life of me

move fast enough to click on the bug and then the girl and then the bird!!

Does anyone have any other suggestions or a way around that??

Thanks,
JR

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It worked!!! I called for help here and I went back to the game and I figured it out!! It's true - you're a genius 'Username from Dec. 10th'!

:)
JR

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Ch 15 (a little more)

Go back to the tower and get metal bar. Go back through fan and you can use the bar to pry the front off the fuse box at the dead end. Wasn't able to fill up the gas cylinder though?

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Wait, did you say...

the bug, then the bird? That makes no sense. I think you've gotten the process mixed up. First off, you should select Ungo and click that tree hole behind our two friends, then when the bird's peeking out of the hole, use Noreina to record the bird call. Then have Noreina aim the flute at the hole where the other bird is (you know, the beetle stealer), and use the bird call to lure it out.
Finally, select Ungo and poke the beetle hole to make it come out, and then grab the beetle (without any interference from that bird now that it's gone). In quick succession, have Ungo give the beetle to the lizard, then while it's chewing, click on it with Noreina and she'll record the empathy spell. Use it on the lizard, and Ungo will be able to pick it up without any trouble.
If you're too slow with the beetle, you can always get more from the tree.

Hope that helps!

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hey i still dont get the whole ventilation thing can you get a visual???

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lowattitude December 10, 2008 8:41 PM

More for level 15.....

When you get the panel off of the fuse box, go back to the room with the empty containers and the terminal you used to get the gas from the vent. Use the panel on the column in the middle of the room to get the 4 digit code for the laser lock. You will have to click on the column with the panel in 4 different locations to get the entire code.

This is my first ever post. I just wanted to share this information because I have been a regular to jayisgames for at least a year now and I have read way more than my fair share of hints and walkthroughs! I have a long ways to go to return the favor.

Thanks Jay and staff!

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Ok so for 16 i have the first stage done but im stuck on the next one

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Walkthrough for chapter 6

1. Move cursor to over hotspot on left up to the middle of screen to show hotspot ‘surface' just above the pliers in you inventory. Hold your own figure there and drag firestone to that spot.
2. Step on 1st and 3rd (from left) tiles (at least those were my tiles, I think it changes each game). Pull lever. Enter cave.
3. Read note. It says you need pressed pollen, crushed mushrooms and filtered water.
4. Pick up bag of pollen, spear, and torch. Return to hall. Light torch.
5. Go back down cave and get stung by scorpion. You must now cure your wounds.
6. Return to hall, go right. Take flask from wall, mushrooms from corner, fill flask, and go left.
7. In the sink behind you, from left to right on the heads, use pollen, mushrooms and water. Use cup to drink potion. Return to cave.
8. This part is tricky. You have to click on the targets that appear to kill the scorpion. If he stings you, make some more potion. Empty the sink first. Little square upper right of sink.
9. Once cured, return to cave and kill the bug.
10. When he dies, the guy will pick up the stinger only to be stung by a green scorpion. You must now ‘cure the poison'.
11. Return to sink. This time left to right its mushroom, stinger, pollen. Remember to empty sink first. It took me a couple of tries on the green one.
12. Once you kill greenie, pick up the green mushrooms and return to sink.
13. Green mushroom, green mushroom, water in the sink. Empty it first though.
14. Return to cave to meet ding and dong. There you must simultaneously count the number of times they close their hands, mouth or eyes. I think you need 8 or 10 correct tries. Tricky but doable. After that you're out.

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PsychicPants December 11, 2008 3:09 PM

I'm with Cosm007. Anyone have a visual for the ventilation? Which one do you start with?

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We've got chapter 6 and pieces of chapter 15. Someone needs to post a complete version of chapter 15 please! And we're still missing chapter 16. Anyone want to take that one?

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Oh yes! We need chapter 17, too! Yikes!

Remember, we're going to award a free game to a random few who contribute the selected walkthroughs that will be published with the review! Everyone who submits a walkthrough that get published will be in the drawing.

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@pam
i already wrote a walkthrough for chapter 17, i posted it on december 9th.

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Okay, I'm just going to repeat this with more emphasis:

From left to right. AS IN START FROM THE LEFTMOST ONE AND GO TO THE RIGHT. IGNORE UP AND DOWN. JUST THINK OF IT AS A LINE.
4, 2, 1, 3, 4, 3, 2, 4

Also, does submitting more reviews get more entries, or does it just all count as one entry? I'd hate to have edged out any contestants either way. Lol.

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Hi. I'm stuck in level 9 where you are trying to get the air crystal. What configuration do

the mushrooms need to be in so that you can take the crystal?

I have

shooed the bird away and put the honey in front of the cave for the bear to come out and eat it (I don't know why you need that to happen) and then I set the mushrooms L to R this way: any, 3rd position, 2nd position

but I can't grab it on the way down. Am I missing something?
Thanks!

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Well, the reason is that

if you align the mushrooms correctly and jump fast after both the bird is gone and the bear is out, when you launch, you'll end up landing on the bear and bouncing right up to the flower, where you can take it without interference from the bird.
You should probably practice the bear jump first by doing a run without using the honey. Just figure out which configuration drops you right in front of the cave.

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I'm working through Chapter 16, I think I'm almost finished. Will post a walkthrough shortly.

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YES. Done with 16. Walkthrough on its way.

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Chapter 16 Walkthrough

Scene I

Collecting items

1.

Chain,

the short one hanging to the very left of the screen.

2.

Metal wire,

wound around the two leftmost levers.

3.

Small rock,

immediately to Ungo's left.

4.

Gun piece,

halfway hidden behind the left side of the wooden stand of the great Aisil.

5.

Gun piece,

to the right of the great Aisil.

6.

Gun piece,

bottom right corner.

Using items

1.

Click on flat stone.

2.

Assemble gun from the three pieces on the stone.

The big piece goes in the middle, the square piece is the handle, and the other piece is the barrel, it goes on the left side.

3.

Attach the metal wire to the right side of the gun.

4.

Exit the screen of the flat stone.

5.

Attach the chain to the Great Aisil.

Using the Great Aisil

1.

Read the plaque on the right side. "Bring the energy of a lightning and the power will be devestating."

2.

Hmm, what happens if we just try any symbols? Click between the wire and the chain.

3.

That's no good, the lightning is all the way over there. Note: we're not going to use the lightning to attack the spiders, we want to charge the stone sitting in the catapult (the bottom left corner).

3.

Hmm, where have we seen some symbol for summoning before?

4.

Recall the spellbook from the previous chapter, the ones to command water or fire.

5.

Set the top crown to the two down arrows, the bottom arrow to lightning.

6.

Wait! That was closer, but didn't do the trick.

7.

Reverse the symbols. Lightning on the top crown, two down arrows on the bottom crown. Note that the last two steps aren't necessary, but are a clue for later.

8.

Click between the wire and chain. Prepare self for cheesy humor (I hope it made more sense in the original Spanish).

9.

Alright! Now the stone is charged! But why can't we use the catapult?

10.

Oh, right, that rightmost lever is broken.

11.

12.

Remember Ungo's comment from step 5-6?

13.

Reverse the symbols. Two down arrows on the top crown, lightning on the bottom crown.

14.

Take the broken spear. Put it on the broken lever.

15.

Hmm, still not enough. We need to secure it, somehow...

16.

Take the metal wire from the gun, and use that.

Scene 1.5

Catapult mini-game! This one is up to you.

If you're wondering why the spiders aren't being destroyed...

when you hit them once, they light on fire and stop firing. This is all you can do, they won't explore.

Scene 2

Saving Nim!

1.

Oh no! Nim's gotten to be quite the fighter, but he's still in trouble.

2.

We can't take on that Uro physically; we can't get that spear out, and our small rock wouldn't do anything.

3.

We need to distract him somehow...

4.

Say, aren't those some lovely flowers?

5.

Hey, what's this? Pollen? Hmm...

6.

But the pollen from these flowers doesn't seem to do anything.

7.

Maybe if we combine them...?

8.

Still nothing? Are we sure we're not missing any flowers?

9.

Mix the pollen from the blue flowers hidden beneath the ledge (Nim's spear keeps moving over them) with the pollen from the white flowers.

10.

Use the green pollen on the Uro.

Collecting items

1.

Maybe the Uro left us something?

Take the explosives from near the Uro's feet.

3.

Click at the bottom of the screen to go to the other 'side.'

4.

Metal stake,

in the 'stone mound' on the bottom left of the screen.

5.

Embedded metal,

above Nim's head.

6.

Rope,

on wagon's hook.

7.

Metal bar,

Inside the wagon (click on the very top of it).

8.

Gear,

at the foot of the tree, to the right.


9.

Axe,

use Nim to pull it out.

But wait! He's not strong enough.

Notice you can click on his head while he's trying to pull out the axe.

While Nim is pulling at the axe, quickly switch to Ungo and click on Nim's head.

Using items (Nim)

1.

Metal stake on the wooden support (the base of the pulley).

2.

Combine gear with handle.

3.

Use gear with handle on the pulley.

Using items (both)

1.

We need to do something with that metal piece, it doesn't seem to be helping as it is...

2.

Hmm, Ungo will hold it down on that flat stone.

3.

Select Ungo, use the metal piece of the flat stone, switch to Nim and use the axe on the metal piece.

4.

Use the bent metal piece on metal stake (in the base of the pulley).

5.

Hmm, this isn't doing the trick. We need something more.

6.

Hey, I bet there's more metal in that wagon.

7.

Take another metal piece from inside the wagon, and repeat step 3.

8.

Hey! A hook! And we know what we always use hooks with...

9.

Combine the hook and rope.

10.

Now, where can we use this?

11.

Return to the other screen.

12.

Have Ungo use the hook and rop on the left tree.

13.

Return to the other screen.

14.

Attach the rope to the wagon hook.

15.

Hmm, the gear seems to slide when Nim tries to use it.

16.

Maybe whacking it will make it work?

16.

Have Ugo use the axe on the gear.

17.

Have Nim use the gear.

18.

Hey! I wonder if we pulled that tree down or what? Return to the other screen.

19.

Hmm, not what I had in mind. That spear is still stuck in there. But what's that at the end of the branch?

20.

Take fruit from the end of the branch.

21.

Hey, what good is this fruit, anyway? And what are we going to do with this branch, pulled back all the way like this?

22.

It's almost like a catapault...

23.

Aimed at that mechanical spider...

24.

And that wagon is big enough to seat a person...

25.

Return to the wagon. Ungo won't get into the wagon; he needs a helmet. What can we use to make a helmet?

26.

Use axe on fruit.

27.

Have Ungo get inside the wagon, and have Nim use the axe on the rope behind the wagon. Wheee!

Scene 3

The Gate

Not much to do here but click on that hatch. Hey! Some kind of puzzle?

Note: this puzzle is very hard. Possibly because of the translation. Nevertheless, the solutions are probably the second or third thing you'll think of.

"He turns right"

We need some sort of symbol to indicate "right."

An arrow pointing right. The left column is empty, the top middle square has the bottom left half being on, the entire middle square is on, and the bottom middle square has its top left on. The right middle square has the quarter-square arrow pointing right.

"He seek a huge wall"

We need something massive, solid, weighty...

All squares fully illuminated.

"The great cross marked the entrance"

This shouldn't be too hard!

the four corner squares blank, and every other square fully illuminated.

"Before entering, he watched towards the four sides."

This is the hardest one.

He watched... we need some kind of "eye"...

Middle square is blank.

Watching the four sides...?

the left middle, middle top, middle bottom, and right middle, respectively, have quarter arrows pointing to their respective side of the square.

The rest

1.

That entrance is too small, it seems.

2.

It only we could widen it. But that metal is pretty tough.

3.

Hey! We never used that explosive we picked up from the Uro.

4.

Boom! That spider is gone for good!

Scene 4

1.

We need to 'listen'?

2.

Click on each ship.

3.

One of these does not sound like the others...

4.

That one near the center of the screen, the furthest away, seems to be not up to par with the rest.

5.

Now, what to do with it?

6.

Check your song/spellbook!

7.

Okay, but using our flute on that weak ship and playing those two notes doesn't do anything.

8.

Neither does setting the two crowns to those respective symbols.

9.

Neither does setting the Aisil to those two symbols AND playing our flute.

10.

(I suspect the logic of this is lost in translation, as in English "call" and "send" in this context mean the same thing); what we want to do seems not to call lightning, but to send it...

11.

We should reverse the symbols! Not on our flute...

12.

Reverse the symbols on the Aisil. Top crown is lightning, bottom crown is two down arrows.

13.

Click on the Aisil. Yeah! Now we're getting somewhere!

14.

While the lightning is hitting the stone, click on it to record the spell into your book.

15.

Hmm, but playing your flute at that ship still doesn't do anything.

16.

I don't get the logic of this, but as a hint, attracting or sending the lightning alone isn't enough.

17.

Attract, then send the lightning (or the other way around, I missed it and am not going to play all the way through again).

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Last call for Chapter 15! We're ready to put together the big walkthrough and draw for the free game. If someone wants to write Chapter 15, post here within the next 12 hours. After that, we're moving forward with or without Chapter 15.

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Walkthrough Level 15

Use the fishing rod on the little guy repeatedly to get a whole lot of rusty stuff until you get to the metal bar. You can chuck the rusty stuff back into the water as you go along. Then, head inside the tower by clicking on the top right-hand corner.

Go get a gas gun from the boxes then take a closer look at the computer terminal. The only thing we have access to here is the ventilation system.

What you want to do here is close down the fan that you will have noticed outside the tower then return the temperature and oxygen levels to normal. OK. So, turn off the round tower then change the rest of them (from left to right) to:- 4, 2, 3, 4, 3, 2, 4 (with 1 being off and 4 full blast). Everything should now be OK. Stick the metal bar into the mechanism and pull.

Head back outside and enter the ventilation system via the fan which is now off. Go forward until you get to a vent. Whip its lid off then head on in. Pick up an empty container then take a gander at the computer terminal.

Lets have a look at the valve system. When you click on each valve something shoots out of it. If you click on the one in the very middle (the longest one) then quickly click out of that screen you will see the same thing happening to the valve next to the little guy. I think we need to get us some of that and store it in the empty container that we grabbed off the floor before. You just gotta do it really fast. So, click on the terminal, select valve system, click on the middle valve, click on the arrow to leave the terminal, click and drag the empty container over to the spurting valve to get yourself a container full of gas. Easy peasy.

Now its time to make us a blow-torch. Drag the gas gun onto the container full of gas. Now we're armed and dangerous.

Go back and grab the metal bar from the tower. Return to the duct and pry off the polished lid of the fuse box. Use the fuse box to ignite the blow-torch then use the blow-torch on the gate.

Head back to the vent and use the polished lid on the column to get a four-digit number i.e. 7854. Use that number in the terminal to unlock the laser lock.

Grab the plasma cannon and head back to the duct and through the gate

The end.

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Alright folks, we have the complete walkthrough ready. I'm also pleased to announce that we have two winners of the drawing for a free full version of My Tribe or a Big Fish Games coupon for a game of their choice. Those winners are Wendy and Agrwife! Woo! And because Weirdguy submitted seven excellent walkthroughs (six of which were selected for the complete walkthrough), we're giving him a free game, too. The three winners need to watch their email for a note from me (Pam from JayIsGames) to get everything handled for the free games.

Thanks so much to everyone who participated. We at JIG have the best community and we're glad you're here!

Now, here's the walkthrough for Esklavos Chapters 1 - 17.

Chapter 1 - by Weirdguy

Getting to the Flower

First off, try to pull the plunger out of the fight between Ungo and Virop. It'll slip and fly down to the ground floor.

Select Ungo. Click on the plank on the right. He'll make his way over and start to bounce on it.

Select Virop. Click on the plank. Their combined weight will snap the plank in two.

Grab one of the plank halves and drop it on top of the broken bridge to the flower.

Select Virop and grab the flower. He'll toss it to the blue-haired man below.

Mugging the Guard

Grab the other half of the plank and stick it on that big rock near the center.

Select Virop. Click on the plank on the rock, and he'll go over and stand on it.

Select Ungo. Click on the plank. Allez oop!

Virop will angrily kick some crystals down before hopping back to the ground floor. If you had gotten the flower earlier, you'll be able to proceed. Otherwise, the man with the shovel will scrape all those crystals away, and you'll have to get the flower, and THEN repeat the steps up to now.

Select Ungo. Click on the plunger to move him back up next to it.

Select Virop. Click the plunger. Can't these guys just jump like normal people? Oh well.

Select Ungo. It's time to kick more crystals! Click em.

If you had backed the guard onto the cart tracks by dislodging the crystal pile on the right, a hilarious "accident" should occur. If not, then nothing of large importance will happen. You'll have to do all of the previous steps first.

Grab your well-earned yet ill-gotten key and crack that door open. In the keyhole. If you didn't know. FREEEEEEDOM!

Chapter 2 - by Weirdguy

Fighting For Your Life

It says "move with the arrow keys". That's some good advice. Dodge those bullets and the freaky green things, and keep going for air whenever you can. It's likely that you'll take a few deaths. Just keep trying.

When you get to the statue with the laser, first go get some air so that you don't end this prematurely in an anticlimactic finish to your daring escape, then click on the rock where the laser is pointing.

According to the inscription, two are dead, and one is not. Flip the two heads that are dead to "skull" mode. Then redirect the laser by clicking on the lit-up orb that it's passing through, so that it strikes the three men's orbs in the order they are described on the inscription. Open sesame!

Cave Trekking

Now that you're in the cave, you can't go up for air, so maintain your supply by snagging a bubble whenever possible.

Hit the first switch to open the gate. Proceed quickly.

Before you hit the second switch, click the weeds to distract green and hungry over there. Then hit the switch and keep going.

In the third area, quickly click on the skull's rebreather to get a reprieve from oxygen gathering.

There's a plank with a nail that's grown up in a tough neighborhood, and that light is attached to a fish that has "fangly" as its middle name. Ungo should try to avoid the business end of both of them. Carefully lure the fish out by inching up to the light, then back off so that it won't get you when it lunges out. You'll need to stay somewhat close to get the fish to stay still after that, so keep trying until you can get it right. Then reach over with the mouse and tap the sharp plank so that it'll swing out and amputate that light in what I'm sure is not covered in the fish's medical plan.

Grab that light and fold the plank back in, then give the nail a wide berth as you proceed to the exit.

As you fight to the surface, rocks will fly into your path. Use the left and right keys to rotate around the area and try to dodge them as best you can. If you die here, you'll be sent back to the beginning of the cave. Your health will not replenish from that checkpoint, so you'll have to avoid hitting that nail or fangly fish in order to save some health for any rocks that you fail to dodge.

Drain the Lake

You'll come out of the cave somewhere further from the river. This concludes the part of the tour where your life is in constant peril. Thank you for riding Fugitive Express.

That toilet down there seems to be the ticket, but you'll need a way to service it. A plunger sounds like a good idea, but that fish won't stay still, and the flower's just too small to help.

Click that bug. You'll find that it'll fly back to its original position if you leave it alone. So don't. Keep annoying it fast enough and it'll fly straight into the flower, which will grow like a sailor's arm getting a direct hit of spinach.

Grab the "enhanced" flower and place it on the platform that Ungo is standing on. Grab a vine and do the same, followed by the branch. They'll combine into an ecofriendly plunger.

Do the Mario and use the plunger to show that toilet who's boss. The lake will drain and you're done for this chapter!

Chapter 3 - by Jim

for Ungo:

click the trunks in the background

click the rock to the left

drag the "small rock" to the rock on the left

drag the "big rock" to the rock on the left

drag the "huge rock" to the roof

drag the trunk to the chimney


for both:

click on the tree near the top and switch to Virop

click the tree near the top and switch to Ungo

drag the branch to the chimney (note: if the chimney isn't on fire you will need to get an extra branch

then get another branch and drag it to the chimney

for Ungo:

click the broom and drag it to the grass

click the open door

for Virop:

drag the tool to the back part of the ship

drag the rope to the chair

click the chair

for Ungo:

click the hyperdrive and drag the flaming branch to it

Chapter 4 - by Weirdguy

Pickin Up Stuff

After a small chat with the man who does a good squeaky door impression, you'll find yourself in a large, cavernous area with a few scraps lying here and there. Well, Virop ain't one to waste good scraps.

Grab the skull. Then the bone next to it on the right. Then the smaller bone to the right of that. And then the pebble to the right of that. You may have to employ increasing amounts of squinting to find those. Try not to touch the tool. Nim will squeak at you some more if you do. Which is understandable, considering that it's probably the best scrap in the area.

Well, I'm not taking any more lip from that old man. Take your skull and dip it in the mud in the lower left corner. Then show the old man how crazy you can be with a skull covered in mud. He'll take your word for it. Quickly take his tool while he's distracted.

Puttin Stuff Together

Take your cloth and wrap it around the long bone. Then lay it on the ashes below the torch. Take aim and hit the torch with your pebble. BAM. Fire get! Your ancestors would be proud.

Next, take the finger bone and ram it in old man Nim's ear. Use it to grease up that cart for action. Earwax action.

Cart Follies

Now that you're all set, first prepare your best 2001: A Space Odyssey impression and chuck your small rock at the door. Old man Nim will stop you and say you need some armor. Let's go get some.

Hop onto the cart and grab that freaky skeleton as it passes by.

Give your secondhand armor over to Nim and he'll request some hard metal to repair it. Back to the tunnel! Take that pick you stole from Nim and swing at the GOLDEN sparkle on the rocks. The other sparkles give metals that are too soft. Just keep watching until you see the right one.

Hand this to Nim and he'll spiff up that armor nice and shiny. Now huck that rock at the gate again.

Floda will come out and challenge you to the oldest form of conflict: a danceoff. LET'S THROW DOWN!

Basically, you just mimic whatever Floda does. The buttons are pretty straightforward; chicken dance, snake, the twist, swimming, and everybody's favorite, disco dancing.

If you can't remember, you can always just write down the pattern. After you win in ten rounds, Floda concedes to your mad skillz, and you're done!

Chapter 5 - by Diartest

First Screen/Side of River (with boat):

* Read poem to decipher clue to unlock chest.

Pay attention to both noun(s) and verb(s) like speak/sing. 8 word clues total.

* Unlock chest to get dress.

* Go Right to the next side of River or wait to be chased by creature.

Optional Hint/Note:

If you ever get tired of being chased between the three rooms... while you are trying to figure things out... reading the poem in the screen acts as a sufficient pause button (i.e. as long as you are viewing the poem, you aren't chased from the scene).

Second Screen/Side of River (with statue):

* Pick up fruit three times

* Go into Forest to the south/bottom of screen or wait to be chased by creature.

Optional Hint/Note:

Ungo seems to pause/wait here for the creature such that the creature is able to aim his pistol at him.

Third Screen/Forest:

* Pick up ground to the right of Ungo.

* Go Left and then Right to get to the Side of the River with Statue (via the Side of the River with the boat)

Optional Hint/Note I:

Click on the monkey and he'll spit on Ungo. Ungo curses.

Optional Hint/Note II:

You can place the three fruit on:

tree trunk to the left of Ungo,

branch just left of Ungo, and

branch just above Ungo.

The monkey will swing over towards each fruit if placed in order before swinging back to his spot.

Side of the River with Statue:

* Wait for creature to approach. Throw mud at creature. You'll flee South automatically.
Optional Hint/Note:

As you flee south after creature fires towards you, note the result: bubbling water.

* Go back to the Side of the River with Statue.

* Drag one of three fruits to the spot with the energized/bubbling water. Fruit becomes purple rather than red, and is now "energized fruit".

* Enter Forest to the south.

Forest:

* Place energized fruit on trunk to the left of Ungo.

* Place second fruit on branch to the left of Ungo.

* Place third and last fruit on branch above Ungo.

Note:

If done correctly the monkey will then swing over eat the fruit, then the fruit on the branch to the left, and then lastly to the fruit on the trunk where he will stay stationary.

* Drag dress to stationary monkey/tree stump.

Watch the drama unfold as the creature receives the killer kiss!

Chapter 6 - by Diartest

Here is Nim in a dark room. You need light!
Step 1:

* Drag fire stones to the various surfaces you can find till you find the/a torch.
Hint:

It's pretty much all the way to the left.

Now that you can see where Nim is.....

Note:

The three skulls from left to right are labeled: Presser, Crusher, and Filter.

Note:

Clicking on the cup requires three ingredients.

Note:

The four tiles right in front of the gate.

Note:

There is a note to read here!

Step 2:

Lets open the gate!
Hint:

Two of the four tiles must be pressed in order for the gate to open when you pull the lever. Nothing like having to watch Nim walk back and forth... (zzzzz)
Solution? (not sure if it changes every time or not)

X0X0 - where x is pressed/dark.

Step 3:

Go through gate. (why else would we open it?)

Through the gate:
Note:

There is another note here to read. It talks about injuries and needing a cure for poison?

Step 4:

Collect the torch, spear, and leather bag.

Step 5:

Go back to Hall (to the right) and light torch with the torch you lit in the first step.

Step 6:

Go back through gate and down corridor (now that you have a light and weapon)

Oooops! There is the first scorpion (black)!

Step 7:

Time to find a cure for those wounds.... remember the note just past the grate? Go to right of Nim from Hall to the Side of Hall area/room

Step 8:

Collect three items.

mushrooms

flask

water via/with flask

Step 9:

Mix First Potion (of 3) using clue from note.
Hints:

You use mushroom, water, and pollen (in leather bag).

Use the pollen in the left skull.

Use the mushroom in the center skull

Use the flask of water on the skull to the very right

Step 10:

Click the cup to drink concoction in sink

Step 11:

Back down through the gate and corridor to fight the black scorpion that bit you the first time.
Hint:

Target practice...try to click within/near the circles/targets. It requires more speed over accuracy... and is a bit of a pain.

If you get bit by the scorpion, you must repeat steps 8 (to get water again) through 11. I wish you the best of luck and patience.

Step 12:

Collect the black scorpion stinger from the corpse of the black scorpion... and what should appear but a green scorpion who promptly bites you before you can fight/kill him.

Now you are poisoned, and a simple cure won't fix you this time!

Step 13:

Mix a cure for poison. No clue within the game to help you this time though.
Hint:

you use:

Mushroom

scorpion's stinger

pollen in leather bag

in the order

that is given above from left to right

Step 14:

Back through gate and corridor to fight the green scorpion... much the same way that you fight the black scorpion.

Each time you get bit by the green scorpion you need to fix the potion to cure the poison. I.e. Steps 13 and 14. Again the best of luck and patience.

Step 15:

Congratulations, you finally killed the last scorpion! Go further down the corridor till you reach the door.

Step 16:

Collect the green mushrooms.

Note:

There is a third note to read here... talking about green mushrooms which can only mean a third potion must be concocted

Step 17:

Back to the hall to mix a third potion using...

green mushrooms

a flask of water

green mushrooms

in the following order:

Press and Crush mushrooms. Filter the Flask of water.

If everything becomes a green hue... then you're successful.

Step 18:

Back through gate and down corridor to door

Step 19:

Get past the two floating peeps. Prepare to count how many times each creature either closes their eyes, hands or mouths at the same time. There are two or three rounds.

Chapter 7 - by Wendy

Intro:

Floda would have invited you to have a stew, but he did not have time to prepare. It looks like you will have to do the work for him.

Step 1.

You are standing in the hall. Behind you is the Water Torrent, to your left is the kitchen. Go to kitchen.

Step 2.

You see a bubbling caldron and various kitchen type things. Generally, when people are going to make a particular stew, they need to know the ingredients, so go ahead and check the cookbook. (Floda mentions a different stew each game, but the ingredients remain the same. He mentioned a Kaliara stew to me, so we'll start there.)

Step 3.

It looks like you need some stuff to put in the stew. Back to main kitchen view. To the left, there are shelves with different things, go ahead and take one of each. While you're at it, take the casserole pot so you can carry the stew, and grab the broom handle. Take notice of the valve on the caldron, and the loaf of hard bread. Return to hall.

Step 4.

There is an adornment on the table. Floda does not want you to take it, but it might be useful. How can we get it without him noticing?

Step 5.

Oh! There was a soup recipe that mentioned sleep… return to kitchen. It says the excess of Lemura could produce a deep sleep, so follow the recipe, and then add an extra bit of Lemura. One extra is sufficient. Drag your casserole over the caldero and get a bunch of soup. Return to hall, and drag casserole to the bowl in front of Floda. He will then fall asleep, leaving you free to take the adornment.

Step 6.

But now he's asleep, and we will surely need his help again. We don't have any smelling salts, but we do have a recipe that mentions a disagreeable smell, which ought to do the trick. (This is when you use the valve on the caldera to start a fresh recipe.) Once again, just a bit of excess changes everything. Get a serving and put it in Floda's bowl.

Step 7.

Once he wakes up, take a bit of the plant to the left of the water torrent. It's unknown, so show it to Floda so he can identify it as a leaf of Tricara, which is necessary in your stew. At this point, all that's left to do is catch a fish, but how do you do that? A visit to the water is unfruitful, and you have no way to catch a fish even if you saw one. Well, Floda identified the leaf, maybe he can help with another item?

Step 8.

Show him the broom, and enjoy the guitar solo. Oh hey! Now you've got a broom with string on it. Anything you can use for a hook?

Step 9.

What about that adornment? Oh, that's not a hook, that makes a ring… what good is that for catching fish?

Step 10.

There's a spider web in the corner. Hey, a net! (Thanks to one amazing spider, if that net is going to hold a fish!) A visit to the water torrent is still useless, as the fish aren't around. What can we do to entice them? Return to kitchen.

Step 11.

Wow, you must have been here a long time as that bread has fallen apart. But thankfully, more fish appear when there are crumbs than when there are loaves, so grab a handful and return to the hall. (Recall that you cannot access your items at the water torrent, so you may want to try tossing the bread crumbs from here before trying to catch a fish.)

Step 12.

Each fish has a distinct color: The Kaliara is greenish yellow, the Radom is black, the Ledera is silver, and the Tisali is red. Clear your caldron, and catch the right fish. You will only be able to carry one fish at a time, so make sure you only catch the fish you need, otherwise you'll have to start your stew over.

Step 13.

Follow your recipe: mine called for 3 Kaliara, so I had to fish 3 times, but once you have all of your fish in the caldron, add all remaining ingredients, gather a portion in the casserole pot and serve it to Floda.

Finale.

Congratulations! You have made the best stew Floda has ever tasted!

Chapter 8 - by Jimbog

Escaping the Uro:

  1. As you are running along, the only things Ungo can grab are the trees in the background

  2. Click on the first dead tree and you get a branch

  3. Not all the trees are the same

  4. Keep clicking on the trees (there are two types of dead tree and two types of tree with leaves)

  5. You will end up with some dry fruits, a sticky vine and a bent branch

  6. Some kind of weapon would be good to deter the Uro...

  7. Combine the sticky vine and the bent branch to create a sling

  8. Combine your newly-made sling with the dry fruits and enjoy the short cut-scene

  9. More tree-clicking will obtain a normal vine

  10. Make a new sling by combining the bent branch and the normal vine

  11. Now you have a working sling, and you can combine it with the dry fruits to fire them at the Uro

  12. Note that you can fire at different angles and power (by holding down the mouse button), but you still can't hit the Uro!

  13. Click the green arrow to go back to the normal view... Maybe different ammunition would help?

  14. Get tree-clicking again, and you will find some different dry fruits that look a bit more dangerous

  15. Combine the new dry fruits with your sling, and you should have no problems getting rid of the Uro with a well-aimed shot

Crossing the river:

  1. That trunk on the far side of the river looks like it would make a good bridge...

  2. There must also be a good reason why Ungo won't just swim across - looking at those bubbles there might well be something living down there

  3. Click on the hole in the dead tree, and you will find an acorn

  4. If you put the acorn in the hole in the tree stump, a squirrel comes out to retrieve it. It might be helpful to trap him in the stump...

  5. That mud on the riverbank to the left of the spider should do the trick, but Ungo just gets bitten when he tries to retrieve it

  6. The insect on the rock behind Ungo might distract the spider, but you need to catch it first

  7. Grab one of the white flowers in the lower left corner of the screen, and try putting it in that hole on top of the tree stump

  8. It doesn't last long without water

  9. Get another flower and dip it in the river first, to fill it with water

  10. Once you've filled the hole with water and planted the flower, it can survive for longer. Click the insect, and... oops, looks like the flower is hungry as well as thirsty!

  11. Put the sticky vine in the flower, and then click the insect. You can now get a useful "insect attached to a sticky vine"

  12. Give the insect to the spider, which will then allow you to get the mud

  13. Now get another acorn out of the tree, entice the squirrel out, and seal up the tree stump with the mud while he's inside

  14. Go back to the acorn hole, and get pecked by the bird!

  15. Scare the bird off by putting the antenna up the hole, instead of Ungo's arm. You will then see why he didn't want to swim across the river...

  16. All that remains is a quick shot with your trusty sling while the tentacle is out of the water

Chapter 9 - by agrwife

The Roots Room

You're in a room with some artifacts and some roots. One of the artifacts has a crystal. Leave it for now. Click on the roots and talk to the spirit.

Pick up the white crystal and put it in the first artifact from the left. Enter the portal.

The Swamp

Read the signs. Follow the directions on the signs. If you're still having trouble...you can click around and on Nim to make him move. If you move wrong, you get sent back. Here's the sequence. Up, Left, Up, Up, Right, Right, Right, Down, Down, Right, Right, Right, Up, Up, Left, Up. Click on the crystal.

The Roots Room

Place the white crystal in the first artifact and the green in the third artifact. Enter the portal.

The Bees

You can adjust the mushroom bases to bounce to different places. Do this several times and make note of what positions send you where. Then bounce to the ledge with the flowers and click quickly to take a flower.

Rearrange the crystals and go back to the swamp. Fill the flower with water.

Rearrange the crystals and go back to the bees. Move the mushrooms to hang from the branch. QUICKLY drag the flower the bees four times and then grab the honey before you drop.

Return and move the mushrooms to jump over the bird and shoo him away.

Return and arrange the mushrooms to land in front of the cave. Drag the honey to the cave and bounce on the mushrooms to get to the crystal. You may have to click it. I don't remember.

The Roots Room

Move the green crystal to the second position, the white in the third and the blue in the fourth. Go to the portal.

The Fire Room

Try to fight the scorpion.

The Roots Room

Talk to the spirit, and he'll give you a green spear tip. Drag the tip to the spear to combine them. Return to the portal.

The Fire Room

Fight the scorpion and take the red crystal.

The Roots Room

Arrange the crystals in this order: White, Green, Blue, Red (from left to right). The spirit will come up and talk to you, and you can leave.

Chapter 10 - by Weirdguy

Your Uncle Was A Monkey

Well, you've given the Uros the slip for now. Let's see what we can do this morning. Oh look, a monkey.

Calling out to the monkey will initiate a strange, awkwardly translated monkey conversation. For those who are too lazy to find out through trial and error, these are the correct responses, of which will be asked of in no particular order:

Q: How came up here?
A: With my legs.

Q: My cousin fell from here and became puree.
A: He had fallen on chili and no longer needed seasoning.

Q: The life is too hard.
A: To you all must be very monotonous.

Q: I am going to marry Lisa, Mona.
A: The challenge will be to obtain the consent of the father.

Q: The moon is gone.
A: Uhh, I hope she is not offended.

Q: Tomorrow there is a party at my uncle's tree. You are invited.
A: I think I am going to wear the yellow banana pants.

Q: The sun is setting...
A: His pants?

Q: If you look down you will see an old beard man.
A: No, I hate the heights.

Q: My cousin Kiposhy spit to an unwary man.
A: Who could be so stupid...

Q: I know the end of Esklavos.
A: What is that?

Q: Do you know how many were dropped from this bridge?
A: Mmmm, that is a very appropriate comment for the occasion.

Q: Have you seen that Uro standing there?
A: Yes, he told me he was going to make a coat with your skin.

That last one will make the monkey angry, and that's what you want it to be at. After you answer it, immediately end the conversation when it gets mad, unless you want to spend your days endlessly conversing with a primate. There's no set time to when it'll come up, so just keep going until it happens.

At this time, you may have noticed a large variety of objects in your vicinity. You'll need quick reflexes to make use of them, though. Have Virop pick up that rock next to him, then quickly switch to Floda to grab that snake down there.

Use Floda to toss the snake to the nest directly above her head, then reel the snake back in to receive an egg.

Another quickdraw moment; switch to Virop, toss the egg at the angry monkey, and it'll redirect it to the Uro. Swap right to Floda and toss that serpent at the mouse straight away. Leaves will fall onto the already sticky Uro, and he'll blindly stumble to his doom. Lucky break. Or not, if you're not fast enough. If that happens, you'll have to repeat that whole sequence again.

And Baby Makes Three

Well, we've just walked right into the lion's den, haven't we? Let's see what's behind Tapestry #1. Oh look, a boy. Naedrin knows of Floda's past. If you don't know of her past, watch the interlude in the series to find out some pretty important storyline things, plus a glimpse at a spot and a person that seems somewhat familiar.

Have Floda grab the small chunk of wood to the right of Virop's head, then stick it in the notch above Floda's head to attempt to open the gate. Whoops. Switch to Naedrin and yank on the parrot to get a feather.

Once again, a speedy sequence. Select Naedrin if you haven't already, then tap the skull next to him to release a bug thing. Quickly take the feather and tickle the sleeping Uro south of Naedrin (and the bug), and when the insect gets into the Uro's pants, grab his pillow.

Now you can participate in some crazy team tactics. Select Naedrin if you have not selected him yet, then place the cushion on the rock to the left of him and slash it open with the broken wood pieces from earlier. Here comes another timed combination. Select Floda and click on the bones on the ceiling. Then quickly switch to Virop and do the same. (At this point, Floda will comment on Virop's lack of underwear. Urgh.) Finally, swap to Naedrin and click on the springs, which will catapult him up to the top of your demented three-person acrobatic tower.

The bone should make a better replacement than that plank of wood, but it doesn't hold for long. CHAPTER COMPLETE...

Chapter 11 - by Weirdguy

Flute Frenzy

Seems like Ungo just got pressganged into the local resistance militia. Oh well. At least he's paired up with a cute girl. Noreina's also got a magical flute. Neato. Take the time to familiarize yourself with her spellbook. For now, remember the "sleep" spell.

Now use Noreina to knock on the door. Yes, from all the way down there. I don't understand how that works either. When the Uro pops out, have Noreina aim at him with the flute and quickly cast the sleep spell. If you hear the door close, you're too late. You'll have to lure him out again.

Once the Uro is asleep, select Noreina, then click on the sun (behind those trees in the back) to have her record a new "sun" spell. Check it out, then mentally reverse the order of the symbols. Aim the flute at the sun and cast the reverse sun spell. This will cause a short drizzle, accompanied with a frog. And for some reason, the guard won't wake up even when wet.

As soon as that frog appears, swap to Ungo and chase the frog up the tree. When it stops, switch to Noreina and click the frog to record the "jump" spell.

After everything goes back to normal, select Ungo and click the branch. When he's up there and ready, switch to Noreina and cast the jump spell on him to give him an extra boost to the vine. BAM! Guard gets Tarzan'd.

Before you enter (click on the door), have Noreina read the sign above the door, and copy the inscription down. Also note that those words are from the door.

Laseriffic

Once you're inside, have Noreina look at the laser. She'll record the "illumination" spell. Reverse it and cast that on the laser. The guard above will come down and reset the laser, in addition to mentioning three words similar to the words on the sign above the door. Record them too, and note that they're from the Uro. While you're at it, Noreina should also read that tapestry, and record those words and their location also. Head back outside.

By now, a bird has landed on the tree and pecked a hole, which is profusely bleeding sap. Have Ungo collect some. Go back into the tower.

Time to prank that guard. Select Ungo and put some sap on the ground, plus a bit more in the keyhole of that wardrobe. Then cast the reverse illumination spell again to disrupt the laser. This time, when the Uro resets the machine, he'll get sap on his foot. He'll then walk over to the cabinet to get some cleaning fluid, and in the process, glue the key to the wardrobe. After he leaves, pop that sucker open.

Within the wardrobe, you'll find an assortment of objects. Clear the whole thing out, save for the papers, which are nailed down or something. They're of no great importance.

Select Ungo and apply the sap to the mirror. Now check out that Uro book. Hey, those look like all those words you wrote down. And those symbols look important.

Look at the machine. Hey, it's those symbols from the book! All those words must correspond to the symbols. To save you some trouble, the code words go in this order: Uro, Door, Tapestry. Also, it's a lot easier to transfer the symbols of the book into a numeric code. Since the machine lists the last five numbers in the book in the reverse order, the machine's symbols would be "1234567890", and the book lists them in the order "1234509876". Translate your words accordingly and enter the whole code at once without leaving to check your book.

Now that the laser's off, quickly apply your sticky mirror to the ceiling, then watch what happens this time when the guard tries to turn the laser back on. LOL. CHAPTER COMPLETE!

Chapter 12 - by Weirdguy

Fog Diving

Wait, this isn't where we were?...Ah, well. To start off, tap that tusk next to Virop once, to set it to the "middle" position. Then against your better judgment, take a flying leap off the cliff into the fog on the bottom left. You'll end up on the platform on the back right. Grab the ants beneath you and warp back by hitting the tusk on that platform.

Place that ants on the soft earth below Ungo's cage. Tiny things will start popping out. Grab them to receive a tiny tusk, and a worm.

Slap that tiny tusk onto the skull next to Virop, and then adjust the tusk switch to the "left" position and leap into the fog again. You'll come out onto the far, far back left platform. Grab that floating stone. Pull the nearby tusk and warp back.

Would You Like To Play A Game?

Combine the worm and stone to create....a worm stone. Then talk to Ungo to get a nonsensical phrase. If you haven't really noticed, the skulls placed around the area all say one part of this nonsensical phrase in their series of words that cycle through whenever clicked. You'll have to make them say those parts in order in quick succession. To do so, click each skull until you know which word comes before the part you want, then set all the skulls to that point. Then quickly click them in order to light up all the skulls and reveal a tiny etching on the bottom right surface.

Now comes the fun part. You'll have to place a stone to counter each stone that the game plays. You'll notice that you either have the worm stone from earlier among your playing pieces, or a big gap where it should be if you didn't make it yet. In this case, as soon as you fail out, a giant humanoid vaguely sexy monster lady will pop out and inform you of your lack of worm stone.

Thankfully, if you get tired of trying to figure out what goes where (it'll take a whole ton of trial and error), I've got a quick answer sheet here that I spent a whole ton of trial and error to figure out. The first part is the symbol that the computer uses, and the second part is the piece you should play against that piece.

Worm: Drake
Bird: Tentacles
Ant: Worm
Ghost: Death
Wizard: Demon
Drake: Wizard

FREEEEEEDOM

After that madness, you should score that key at the end of the game board. Ungo will also now hand you some stones when you speak to him. How thoughtful. Show your appreciation by shifting the tusk switch to the "right" position and chuck those rocks into the void. They'll knock out a loose bone from somewhere above the left platform. Follow the stones and leap off the cliff, and you'll land there too. Grab the bone and pull the tusk to get back, as usual.

Toss the demon dog that bone, and pull the tusk behind where he was to lower Ungo. Free him with the key, and watch as those ten or so minutes of your life get wasted. CHAPTER COMPLETE!

Chapter 13 - by Donut

Part 1 - Doin' it Waldo Style

After the cut scene ends, Virop will be left alone at a beach full of junk, and it's up to you sorting out what is useful and what is, huh... not useful. There's a lot of pixel hunting involved, as the objects are small/hidden. So here's where you'll find what you need to find:

Rod
Can be found sticking out vertically in front of the ladder, like a fifth foot for the stand.

Magnet
Hidden in a gap just to the left of the bigger rock.

Oyster
Camouflaged in the sand near the water, right above where the rod was.

Star
On the sand near the water, a few pixels over the barrel.

Now that we have all that surprisingly useful stuff, let's go to the next part...

Part 2 - Lock Picking for Beginners

By now, you've surely have noticed that tempting chest begging to be opened, right? Go ahead, try to open it. Locked? Well, if at first you don't succeed, try, try again. And again. And again. Keep clicking the chest and the lock until Virop says something about getting angry. Then drag the rod to the chest and watch as Virop *gently* opens it. Take the scarf,rope and the story book. Hooray.

Part 3 - The Unfortunate Sailor

Let's take a closer look at that book... "The misfortune of Ketinetto the sailor". Now you are in a pick-your-path minigame, in which you must basically guarantee nothing good happens to the sailor. This one shouldn't be too hard, but here's the solution anyways:

Begin the Travel - 2 - 1 - 2 - 3 - 2

Moral of the story: Drinking monkey saliva makes you angry. Oookay.

Part 4 - The secret of Monkey Cage

The monkey cage's cap is firmly closed and there's no handle to pull it. Think, what would MacGyver do? I know, use that sticky star from your inventory on the cap and pull it open! After the short cut scene, go and get the banana, and use it on the bigger rock to peel it (what a tough banana it must be!).

Part 5 - Virop the Fisherman, a.k.a. Lots of Stuff

Guess what? It's mixing time! Combine the rod with the rope, and then with the magnet, to make a Magnetic Fishing Pole(tm). Now pick up some of that plant at your feet, and combine it with the peeled banana. Give the altered banana to the monkey and collect it back, full of saliva, as he throws it back at you.
Click the small rock and a crab should come out. Now quickly drag the scarf to the small rock. Take the crab, and use it at the barrel's cap to take it off. Put the monkey saliva in the barrel and watch the guards getting mad a each other.
Use the Magnetic Fishing Pole(tm) in the sea where the guards dropped something to retrieve an electronic key. But wait, there's something else there. Once again, use the Magnetic Fishing Pole(tm), but a bit to the right this time, so Virop will fish a pair of rusty scissors.

Part 6 - Handmade Primate

We are almost there. Click the monkey and it will throw you a coconut-like hairy fruit. Take it and put it in that cage the monkey was in. Use the scissors to trim the fruit, and the oyster for the final touch. Put the metal cap back and voila! A perfect coconut-oyster caged chimp!
Finally, use the electronic key on the gate, and go inside.

To Be Continued...

Chapter 14 - by Jim


for ungo:

click the shovel

drag the shovel to the ground in front of the door

for both:

as ungo click the hole in the tree to the right and quickly switch to noreina and click the bird

look at your new animal call song in the notebook

drag the flute to the bigger hole on the left tree and play the animal call

switch back to ungo and click the small hole on the left tree

click the beetle before it goes away

drag the beetle to the reptile and switch to noreina and click it to get the animal empathy song

drag the flute to the lizard to play the empathy song to it

for ungo:

click the big hole on the left tree to get a bottle of alcohol

drag to bottle to the piled ground and get some mud

for noreina:

drag your new found mud to the sign next to the door

then drag your mud sign to the reptile

now drag the real sign to the one by the door to open it

once in the cave, click the crown on the steps and the shiny thing on the left

go back outside and drag the key to the purse to get another crown

drag both crowns to the great aisil

and read the plaque below the aisil

for the bottom symbol you need to bring up the fire symbol

for the symbol on the right you need a lightning symbol (the one right before the flame)

now drag the flute to the big hole in the ceiling and play the water drop note four times

Chapter 15 - by jan.jan

Use the fishing rod on the little guy repeatedly to get a whole lot of rusty stuff until you get to the metal bar. You can chuck the rusty stuff back into the water as you go along. Then, head inside the tower by clicking on the top right-hand corner.

Go get a gas gun from the boxes then take a closer look at the computer terminal. The only thing we have access to here is the ventilation system.

What you want to do here is close down the fan that you will have noticed outside the tower then return the temperature and oxygen levels to normal. OK. So, turn off the round tower then change the rest of them (from left to right) to:- 4, 2, 3, 4, 3, 2, 4 (with 1 being off and 4 full blast). Everything should now be OK. Stick the metal bar into the mechanism and pull.

Head back outside and enter the ventilation system via the fan which is now off. Go forward until you get to a vent. Whip its lid off then head on in. Pick up an empty container then take a gander at the computer terminal.

Lets have a look at the valve system. When you click on each valve something shoots out of it. If you click on the one in the very middle (the longest one) then quickly click out of that screen you will see the same thing happening to the valve next to the little guy. I think we need to get us some of that and store it in the empty container that we grabbed off the floor before. You just gotta do it really fast. So, click on the terminal, select valve system, click on the middle valve, click on the arrow to leave the terminal, click and drag the empty container over to the spurting valve to get yourself a container full of gas. Easy peasy.

Now its time to make us a blow-torch. Drag the gas gun onto the container full of gas. Now we're armed and dangerous.

Go back and grab the metal bar from the tower. Return to the duct and pry off the polished lid of the fuse box. Use the fuse box to ignite the blow-torch then use the blow-torch on the gate.

Head back to the vent and use the polished lid on the column to get a four-digit number i.e. 7854. Use that number in the terminal to unlock the laser lock.

Grab the plasma cannon and head back to the duct and through the gate

Chapter 16- by m3psi

Scene I

Collecting items

1.

Chain,

the short one hanging to the very left of the screen.

2.

Metal wire,

wound around the two leftmost levers.

3.

Small rock,

immediately to Ungo's left.

4.

Gun piece,

halfway hidden behind the left side of the wooden stand of the great Aisil.

5.

Gun piece,

to the right of the great Aisil.

6.

Gun piece,

bottom right corner.

Using items

1.

Click on flat stone.

2.

Assemble gun from the three pieces on the stone.

The big piece goes in the middle, the square piece is the handle, and the other piece is the barrel, it goes on the left side.

3.

Attach the metal wire to the right side of the gun.

4.

Exit the screen of the flat stone.

5.

Attach the chain to the Great Aisil.

Using the Great Aisil

1.

Read the plaque on the right side. "Bring the energy of a lightning and the power will be devastating."

2.

Hmm, what happens if we just try any symbols? Click between the wire and the chain.

3.

That's no good, the lightning is all the way over there. Note: we're not going to use the lightning to attack the spiders, we want to charge the stone sitting in the catapult (the bottom left corner).

4.

Hmm, where have we seen some symbol for summoning before?

5.

Recall the spellbook from the previous chapter, the ones to command water or fire.

6.

Set the top crown to the two down arrows, the bottom arrow to lightning.

7.

Wait! That was closer, but didn't do the trick.

8.

Reverse the symbols. Lightning on the top crown, two down arrows on the bottom crown. Note that the last two steps aren't necessary, but are a clue for later.

9.

Click between the wire and chain. Prepare self for cheesy humor (I hope it made more sense in the original Spanish).

10.

Alright! Now the stone is charged! But why can't we use the catapult?

11.

Oh, right, that rightmost lever is broken.

12.

13.

Remember Ungo's comment from step 5-6?

14.

Reverse the symbols. Two down arrows on the top crown, lightning on the bottom crown.

15.

Take the broken spear. Put it on the broken lever.

16.

Hmm, still not enough. We need to secure it, somehow...

17.

Take the metal wire from the gun, and use that.

Scene 1.5

Catapult mini-game! This one is up to you.

If you're wondering why the spiders aren't being destroyed...

when you hit them once, they light on fire and stop firing. This is all you can do, they won't explore.

Scene 2

Saving Nim!

1.

Oh no! Nim's gotten to be quite the fighter, but he's still in trouble.

2.

We can't take on that Uro physically; we can't get that spear out, and our small rock wouldn't do anything.

3.

We need to distract him somehow...

4.

Say, aren't those some lovely flowers?

5.

Hey, what's this? Pollen? Hmm...

6.

But the pollen from these flowers doesn't seem to do anything.

7.

Maybe if we combine them...?

8.

Still nothing? Are we sure we're not missing any flowers?

9.

Mix the pollen from the blue flowers hidden beneath the ledge (Nim's spear keeps moving over them) with the pollen from the white flowers.

10.

Use the green pollen on the Uro.

Collecting items

1.

Maybe the Uro left us something?

Take the explosives from near the Uro's feet.

3.

Click at the bottom of the screen to go to the other 'side.'

4.

Metal stake,

in the 'stone mound' on the bottom left of the screen.

5.

Embedded metal,

above Nim's head.

6.

Rope,

on wagon's hook.

7.

Metal bar,

Inside the wagon (click on the very top of it).

8.

Gear,

at the foot of the tree, to the right.


9.

Axe,

use Nim to pull it out.

But wait! He's not strong enough.

Notice you can click on his head while he's trying to pull out the axe.

While Nim is pulling at the axe, quickly switch to Ungo and click on Nim's head.

Using items (Nim)

1.

Metal stake on the wooden support (the base of the pulley).

2.

Combine gear with handle.

3.

Use gear with handle on the pulley.

Using items (both)

1.

We need to do something with that metal piece, it doesn't seem to be helping as it is...

2.

Hmm, Ungo will hold it down on that flat stone.

3.

Select Ungo, use the metal piece of the flat stone, switch to Nim and use the axe on the metal piece.

4.

Use the bent metal piece on metal stake (in the base of the pulley).

5.

Hmm, this isn't doing the trick. We need something more.

6.

Hey, I bet there's more metal in that wagon.

7.

Take another metal piece from inside the wagon, and repeat step 3.

8.

Hey! A hook! And we know what we always use hooks with...

9.

Combine the hook and rope.

10.

Now, where can we use this?

11.

Return to the other screen.

12.

Have Ungo use the hook and rope on the left tree.

13.

Return to the other screen.

14.

Attach the rope to the wagon hook.

15.

Hmm, the gear seems to slide when Nim tries to use it.

16.

Maybe whacking it will make it work?

16.

Have Ugo use the axe on the gear.

17.

Have Nim use the gear.

18.

Hey! I wonder if we pulled that tree down or what? Return to the other screen.

19.

Hmm, not what I had in mind. That spear is still stuck in there. But what's that at the end of the branch?

20.

Take fruit from the end of the branch.

21.

Hey, what good is this fruit, anyway? And what are we going to do with this branch, pulled back all the way like this?

22.

It's almost like a catapult...

23.

Aimed at that mechanical spider...

24.

And that wagon is big enough to seat a person...

25.

Return to the wagon. Ungo won't get into the wagon; he needs a helmet. What can we use to make a helmet?

26.

Use axe on fruit.

27.

Have Ungo get inside the wagon, and have Nim use the axe on the rope behind the wagon. Wheee!

Scene 3

The Gate

Not much to do here but click on that hatch. Hey! Some kind of puzzle?

Note: this puzzle is very hard. Possibly because of the translation. Nevertheless, the solutions are probably the second or third thing you'll think of.

"He turns right"

We need some sort of symbol to indicate "right."

An arrow pointing right. The left column is empty, the top middle square has the bottom left half being on, the entire middle square is on, and the bottom middle square has its top left on. The right middle square has the quarter-square arrow pointing right.

"He seek a huge wall"

We need something massive, solid, weighty...

All squares fully illuminated.

"The great cross marked the entrance"

This shouldn't be too hard!

the four corner squares blank, and every other square fully illuminated.

"Before entering, he watched towards the four sides."

This is the hardest one.

He watched... we need some kind of "eye"...

Middle square is blank.

Watching the four sides...?

the left middle, middle top, middle bottom, and right middle, respectively, have quarter arrows pointing to their respective side of the square.

The rest

1.

That entrance is too small, it seems.

2.

It only we could widen it. But that metal is pretty tough.

3.

Hey! We never used that explosive we picked up from the Uro.

4.

Boom! That spider is gone for good!

Scene 4

1.

We need to 'listen'?

2.

Click on each ship.

3.

One of these does not sound like the others...

4.

That one near the center of the screen, the furthest away, seems to be not up to par with the rest.

5.

Now, what to do with it?

6.

Check your song/spellbook!

7.

Okay, but using our flute on that weak ship and playing those two notes doesn't do anything.

8.

Neither does setting the two crowns to those respective symbols.

9.

Neither does setting the Aisil to those two symbols AND playing our flute.

10.

(I suspect the logic of this is lost in translation, as in English "call" and "send" in this context mean the same thing); what we want to do seems not to call lightning, but to send it...

11.

We should reverse the symbols! Not on our flute...

12.

Reverse the symbols on the Aisil. Top crown is lightning, bottom crown is two down arrows.

13.

Click on the Aisil. Yeah! Now we're getting somewhere!

14.

While the lightning is hitting the stone, click on it to record the spell into your book.

15.

Hmm, but playing your flute at that ship still doesn't do anything.

16.

I don't get the logic of this, but as a hint, attracting or sending the lightning alone isn't enough.

17.

Attract, then send the lightning (or the other way around, I missed it and am not going to play all the way through again).

Chapter 17 - by Jim


floor 1:

ignore everything on this screen and go to the elevator in the tower

click the panel and go to the second floor

floor 2:

on the floor to the left pick up the disk

take the left doorway

plant room:

click the crowbar in the raters to the left

click the fabric doll on the bottom left

go back to the elevator room and take the middle door this time

computer room:

click the medicine cabinet and take the syringe and scalpel

use the scalpel on the doll

use the crowbar on the circuit lid to the left of the computer

take the big jar sitting on the boxes to the left

go back to the elevator and take the right door

engineer room:

use the parrot on the rafters above the uro and look at the planes on the table

make sure you look at both pieces of paper, to look at the second sheet click its corner on the right (make note of both sheets' content)

click the pocket of the cover (the jacket next to you

and go back to the elevator room and use the lens on the paper on the wall to the right

drag the lens around until you find a four digit number it'll usually be on one of the lines. i can't tell you the actual number because it changes from game to game

plant room:

go back to the left room and drag the parrot to the music player on the wood box

use the disk on the slot and click the on button under the parrot

now enjoy a little ditty while you right down the number combinations the parrot is singing, once again these change from game to game

computer room:

go back to the computer room and click the circuit lid next to the computer

using your written version of the planes and the parrot's numbers you should be able to properly connect all the wires

if you did it correctly when you place the last wire you will be back in the computer room, now click the computer

click the 2 red bars to start your training

training:

Mission 1:

take a picture of both cameras

the package by the door

the red face uro picking up the package

and the red face uro leaving the area very quickly to the right


Mission 2:

shoot the rope holding the box above the uro

shoot the uro in the window

and shoot the hostage's ropes

Mission 3:

shoot the left-hand rope holding the barrel on the left

shoot the right side of the beams above the uro in the back

shoot the support for the barrel to your right

and shoot the liquid that came out of the barrel

floor 2:

now click the soldier card and go back to the elevator

put the soldier card in the level 0 slot and click 0

floor 0:

use the four digit code you got from the paper on the computer to your left

click the fan you just opened and talk to the slaves

go back to the elevator and go to the first floor

floor 1:

use the big jar on the water and go back to the plant room on the second floor (the left room)

floor 2:

plant room:

use the syringe on the plant hormone

now use the water on the pot and the syringe on the stem

engineer room:

use the plum on lorrito (the parrot) and then go to the room with the uro engineer and use the parrot on the rafters (the right room)

while he is away get the empty flask

plant room:

now go back to the plant room and use the flask on the light source on the back wall

grab the 3 big moths, to catch them you have to drag them to the flask if you are having trouble catching them you can

right click then click and hold the big moth to drag it to the flask

engineer room:

once you have 3 moths go back to the right room and use them on the cover (once again the coat)

wait for the uro to leave again and take his engineer card

go back to the elevator and use the engineer card on the third floor slot and go there

floor 3:

click on the ship

now click the lights like that diagram in the engineer's room showed you, if you didn't write it down here it is

going from left to right, top, bottom, bottom, top, bottom, top, top, bottom

before you click the last button you have to level the ship

to do so just drag the bar in the middle up and down until the lights above them turn on, each one has its own light

once you've done that click the red button

outside:

use the plasma gun on the okrul and then watch the cut scene

click the plasma gun and enjoy the ending

Reply

Aggghhh! I'm on Level 15 and I've put together the

Gas gun with the used-to-be-empty canister

and I've gone back to the tower, but I can't pick up the

metal bar

again. Can someone help me please?
Thanks!

Reply

Whoever said it earlier is right. After I submitted my question, it seemed to work! Thanks.

Reply

Sadly, I think this game is over for me unless someone can help me catch those blasted MOTHS!! Please help. I have been trying the "trick" for an hour and can't catch a one. This is so ridiculous and frustrating.

Reply
Cris Cargill February 15, 2009 3:06 AM

On level 15 I can't pick up the metal bar after I put the metal bar in the mechanism.
HELP ME!!!

Reply
Strokend May 23, 2009 2:51 PM

Hey, Pam, on Chapter Seven, you seem to have missed something...

If you accidentally catch the wrong fish, you DON'T have to start over--just toss it back into the water torrent!

Reply
brokenrecord June 4, 2009 8:11 PM

Thank you SO MUCH for the tip with the moths on C17. I never would have gotten them otherwise.

Reply

Tried forever to get the metal bar at the beginning of Chapter 15. All I get is 3 rusted metals, a rusted ring, and a remote control w/o batteries???

Reply

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