_____                  _            _   _  ___     _       ___
      / ____|                (_)          | | | |/ (_)   | |     |__ \
     | (___  _   _ _ ____   _____   ____ _| | | ' / _  __| |___     ) |
      \___ \| | | | '__\ \ / / \ \ / / _` | | |  < | |/ _` / __|   / /
      ____) | |_| | |   \ V /| |\ V / (_| | | | . \| | (_| \__ \  / /_
     |_____/ \__,_|_|    \_/ |_| \_/ \__,_|_| |_|\_\_|\__,_|___/ |____|



      +-++-++-++-++-++-++-++-++-++-+ +-++-++-++-++-++-+ +-++-++-++-++-+
      |D||a||s||s||h||u||t||s||u||!| |F||u||t||a||g||o| |S||h||i||m||a|
      +-++-++-++-++-++-++-++-++-++-+ +-++-++-++-++-++-+ +-++-++-++-++-+
_______________________________________________________________________________
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  I. GAME MECHANICS ...................................................
       Controls .......................................................
       Stats ..........................................................
       Food & Drink ...................................................
       Sleep ..........................................................
       Status Messages ................................................
       Merging / Fixing / Breaking ....................................
       Companion (Bird) ...............................................

 II. ENVIRONMENT ......................................................
       Shelters .......................................................
       Water ..........................................................
       Animals ........................................................
       Trees ..........................................................
       Time ...........................................................
       Weather ........................................................
       Hot Springs ....................................................
       Fishing ........................................................
       Bee Hives ......................................................

III. RECIPES ..........................................................

 IV. WALKTHROUGH ......................................................

  V. ENDINGS ..........................................................

 VI. MISCELLANEOUS ....................................................
_______________________________________________________________________________
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I. GAME MECHANICS
_______________________________________________________________________________
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CONTROLS
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 A      - Interaction button
 B      - Cancel button / back
 D-Pad  - Moves your character
 Start  - Opens the main menu
 Select - Used for fine movement control

STATS
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• Life: This statistic measures your characters current state of health.
  If it reaches zero the game will be over. There are several ways to
  replenish your health, however, the easiest method is to sleep in a
  safe place. When your other stats are too low, your character will begin
  to complain and your health will slowly drain as you move around.

• Water: This statistic measures your characters current level of
  hydration. You can replenish your health by drinking from clean sources
  of water. Your canteen can also be used to carry three sips of water
  with you. This can be critical in some areas of the game where there is
  no fresh water.

• Food: This statistic measures how full your character is. You can
  replenish your food stat by eating a variety of items that you discover
  throughout the island.

• Awake: This statistic measures how alert your character is. Most actions
  you take will result in this stat draining. Certain edible items can also
  reduce (or improve) this statistic. You can replenish this stat
  by sleeping in a safe area.

FOOD & DRINK
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• Food: In general, food is fairly plentiful in Survival Kids 2 when
  compared with the first game. You can obtain raw meat from killing
  animals that you encounter in the overworld. You can obtain fish via
  the fishing mechanic (see fishing section for more details). Furthermore,
  you can obtain fruits and nuts throughout the map which are generally
  safe to eat. Avoid eating mushrooms and grasses as they usually have
  negative effects. Avoid eating any uncooked foods as they can briefly
  paralyze you (such as raw clams, meat, and fish).

• Drink: Clean water is fairly plentiful on the large island in
  the game. On the smaller island, however, it's mostly swamps which
  are unsafe to drink from. Blue water (lakes, rivers) is safe to drink
  from and also to fill your canteen from. Dirty (red) water can be
  made safe to drink by filtering it in your canteen using charcoal.

SLEEP
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 Sleep is a critical mechanic in Survival Kids 2. Each day you need to
 plan out your actions carefully, as you always need to return to a
 safe area to sleep at the end of the day.

 After sleeping, you gain a small amount of health back assuming your
 other stats are maintained. When you wake up each day, your character
 will have some dialog which gives you some hints on what you
 should try to accomplish next.

 Try to avoid moving too far from a shelter before you understand that
 area of the map well. If you go too long without sleeping, your health
 will begin to drain. See the section on 'shelters' for more information.

STATUS MESSAGES
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• Hints: As you move around the world your character will periodically
  offer some hints on what you should do. These sometimes include
  observations about things you could potentially interact with in the
  environment. Or more commonly about your character's status,
  such as "I'm thirsty".

• Status Effects: Your character will periodically have a small icon
  above their head indicating a thought, action, or current state.
  The most common status you are likely to encounter is paralysis which
  is represented by a green square and the inability to move. You can
  also be poisoned by some critters in the game.

MERGING / FIXING / BREAKING
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• Merging: Much like the first game, you can merge various items together
  to create something new which is (sometimes) useful. This feature is
  critical to your success in the game and you won't make it very far
  without it. If you are familiar with the first game, many of the same
  recipes are available in this one. Additionally, many new ones have also
  been added. See the 'recipes' section for more details.

• Fixing: The ability to 'fix' broken items is something new which has
  been added to Survival Kids 2. One such case is the 'bent nail' can be
  'fixed' and turned into a hook.

• Breaking: The ability to 'break down' items is also something new
  which has been added to Survival Kids 2. This is periodically useful
  throughout the game when you need to build certain key items.
  The flashlight, for example, requires batteries which can be obtained by
  breaking down a broken clock that you find.

COMPANION (Bird)
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 Early on you will meet a parrot which can help you in various stages of
 your adventure. In the lighthouse, for example, he can help carry your
 rope ladder to the top to give you access to the upper level. He will
 also give you hints at the price of a random inventory item, however,
 this does not appear to be particularly useful. You can summon him by
 selecting his name in the select menu.


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II. ENVIRONMENT
_______________________________________________________________________________


SHELTERS
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 Throughout the game you encounter various shacks and other abandoned
 structures that you can sleep in. In addition to resting, you can also store
 your extra items here. It is worth noting that item storage is shared across
 all of the shelters in the game, so you don't have to worry about
 remembering where you stored certain items.

WATER
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 There are three primary sources of water in the game. The first source is
 lakes and rivers which you can freely drink from. You can also drink from
 wells by crafting a bucket which is created by combining a helmet + ivy.
 Finally, you can drink dirty water from swamps by purifying it in your
 canteen first. This can be done by combining the canteen + charcoal.

ANIMALS
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 When you enter a new area, there is a random chance that some critters
 will be spawned there. The behavior varies from creature to creature as some
 will try to flee while others will fight back. Animals can be a good source
 of food, however, you must cook any meat you obtain from them before eating
 it.

TREES
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 There are several varieties of trees in the game so it is seems
 appropriate to call out the exact purpose of all of them. The first type
 of tree is the one that contains a beehive. There is a specific section
 for this tree in the guide as the mechanics around this one are a bit
 interesting.

 The second type of tree is the "big" tree which you can obtain sap from.
 Combining the sap with a stick creates the torch. The torch is required
 for exploring dark areas in the game (such as caves). Later in the game
 you can acquire a flashlight as a replacement for the torch.

 The third and fourth types of trees can both be cut down using an axe.
 A few tropical wood trees can be found at the base of the mountain on
 the big island. The wood from these is used to repair the bridge near
 the lighthouse. All the other trees simply act as minor roadblocks and
 can be removed with the axe.

TIME
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 The mechanics around time are important to understand as you make your
 way through the game. First of all, any time you move or take some action
 a bit of time elapses in the game. If you stand still no time will pass at
 all. There are four times of day: morning, noon, dusk, and midnight.

 These cycles seem to impact some of the other mechanics in the game. One
 such example is the weather system. The weather appears to only change when
 the time of day does. Furthermore, it seems as though certain animals only
 come out at certain times of the day.

 Another key thing to keep in mind is that you are dealing with a time limit.
 Much like the original game, if one hundred days pass without you achieving
 one of the other endings, you will receive an ending relating to this.

WEATHER
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 The weather cycle in the game has a few different impacts. The most obvious
 of which is that rain will cause you to become fatigued much faster. You
 can use an umbrella leaf to help mitigate this fatigue loss.

 There are also several other effects such as not being able to create fires
 when it is raining. It is also possible that rain or lack thereof) could
 impact the availability of water in the wells (unconfirmed).

HOT SPRINGS
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 You may encounter some hot springs (and a sauna) in your adventure around
 the islands. If you enter them it will restore your health, which is much
 faster than sleeping to restore your health as far as elapsed time is
 concerned.

FISHING
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 There are several fishing spots throughout the game which are marked with
 an animation of a fish jumping out of the water. You can create a simple
 fishing pole by combining a bendy stick and silk line. Make sure that you
 position yourself slightly below the fishing spots so that you actually
 begin the fishing action.

BEE HIVES
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 Occasionally you'll run into some trees with bee hives in them. To collect
 the honey from these trees you first need to create kindling by combining
 tree bark and a stick. Light a fire under the beehive and then use a dried
 leaf to blow the smoke into the hive. This will allow you to then safely
 collect the honey.


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III. RECIPES
_______________________________________________________________________________


 There are forty-nine merge items in the game. Most of which appear to
 be useless or purely for novelty value. Below are the most useful items
 which serve some utility / purpose in the game or story.

    //=====[]=============[]=============[]=============[]=============\\
    || NO. || Component 1 || Component 2 || Component 3 ||   Result    ||
    |]=====[]=============[]=============[]=============[]=============[|
    ||   1 || Gun Shell   || Gunpowder   ||             || 12cm Shell  ||
    ||   2 || Hook        || String      || Bamboo      || Fishing Rod ||
    ||   5 || Stick       || Sharp Iron  ||             || Axe         ||
    ||   8 || Light Bulb  || Batteries   ||             || Flashlight  ||
    ||  18 || Faded Map   || Soggy Map   || Gramp's Map || True Map    ||
    ||  19 || 8oz MnO2    || 16oz H2O2   ||             || Bottled Air ||
    ||  20 || Bendy Stick || String      || Magnet      || Magnet Rod  ||
    ||  21 || Stick       || Tree Sap    ||             || Torch       ||
    ||  23 || Bendy Stick || Silk Line   ||             || Simple Pole ||
    ||  24 || Helmet      || Ivy         ||             || Bucket      ||
    ||  26 || Ivy         || Ivy         || Stick       || Rope Ladder ||
    ||  27 || Screw Tack  || Weak Ladder ||             || Ladder      ||
    ||  28 || Rubber      || Y-Stick     || Rock        || Slingshot   ||
    ||  32 || Stick       || Tree Bark   ||             || Kindling    ||
    ||  44 || Canteen     || Charcoal    ||             || Purifier    ||
    ||  47 || Stick       || Feather     || Sharp Rock  || Arrow       ||
    ||  49 || Bendy Stick || Ivy         ||             || Bow         ||
    \\=====[]=============[]=============[]=============[]=============//


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IV. WALKTHROUGH
_______________________________________________________________________________

 Starting out you are prompted to choose a character (Big Bro / Little Bro).
 It appears that there isn't much of a difference between these characters,
 so you can choose whichever one seems appropriate to you. Next, you'll be
 presented with a series of cutscenes and end up on a helicopter.

 The next part is important as the dialog option that you choose on the
 helicopter will impact where you start out in the game. If you choose
 the option to continue complaining you'll end up on the beach. If you
 choose to be quiet you'll end up in a jail cell.

 This guide will focus only the start where you begin on the beach. There
 are three main reasons for this. First and foremost, the beach start is much
 more familiar to those of us who played the first Survival Kids. You're
 more or less exploring similar areas and crafting similar items so the
 learning curve is not as steep. The other reasons are the other start is
 much more complicated for beginners and you'll ultimately end up visiting
 all of the same areas in the end anyway.

 Just to offer a few general tips as you follow this guide, try to eat
 berries and nuts as you find them on your adventure. These foods are both
 safe and very plentiful (unlike in the first game). You should also make
 sure that you are keeping your canteen full. Try saving your game at the
 beginning of each day so that you can "play out" that day and learn the
 areas. This allows you to experiment and then simply reload if the day
 doesn't end up working out.

 Note: Some of the days in this walkthrough are pretty aggressive. If you
 find that you can't complete everything in just one day that is fine! When
 it is getting late you can just sleep at a shelter and pick up where you
 left off on the next day. Furthermore, not every area is explicitly
 covered in this guide. Feel free to explore around and check out other
 areas or collect other items.

Day 0 - The Beach
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 If you chose the correct option in the opening cutscene, you should spawn
 on a beach at night. Search the nearby sand dunes to find your backpack
 containing various items that you'll need in your adventure. To the east
 there is a helmet which you can make a bucket with to get water from the
 well near the first hut. NOTE: do not eat the raw clam.

 Once you collect these items head to the west and then north along the
 beach. You'll see some tall grass which you can cut down using your knife.
 Cut it down and proceed north into the next area.

 In the forest head a bit north and to your east you should see some tall
 grass. Cut it down and follow this path and you should see a small hut
 ahead. A brief cutscene will play and then you can sleep.

Day 1 - The Mountain
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 Exit the hut and proceed to the very northern part of this area. Here you
 will find two exits to different areas. Take the one on the west. Cut down
 the grass to the east and grab the big stick here. Go south again and exit
 this area into the previous one. Proceed all the way west to the swamp and
 then go south and grab the stick. Further south you will find some grass
 and a big rock. Use your knife to cut the grass and the big stick to move
 the rock.

 Grab the bark here and merge the stick and bark to create kindling. Once
 this is done you should proceed all the way north again to the swamp and
 then head east. Heading east you'll eventually see a vine, grab this ivy
 and then proceed north to the next area. Clear the grass and rocks with
 the big stick and then proceed north. You'll quickly see a large tree here.
 Search the tree and you'll discover some sap. Head over a bit to the west
 and you'll discover the river.

 Head north along the river and you'll find another stick. Combine this
 stick with the sap you found earlier to create a torch. Head south again
 along the river and you'll end up back at the big tree with the sap. Go
 a bit to the east and you'll discover the mountain which will trigger a
 brief cutscene. Proceed south and east along the base of the mountain and
 you'll quickly discover the fan leaf. This can be used when it is
 raining to reduce your fatigue loss.

 Continue east slowly working your way up the mountain until you see a cave.
 Enter the cave and create a fire with your kindling and then use the torch
 on the fire to light the torch. Proceed through the cave and exit on the
 other side to obtain another stick. Back-track through the cave and once
 you are outside use the big stick to move the rock and continue up the
 side of the mountain. A cutscene will trigger shortly and it'll start to
 rain. Go into your inventory and equip the fan leaf that you found a
 bit earlier.

 Proceeding a bit further you'll find the second hut and a stump with an
 axe head stuck in it. Enter the hut and another cutscene will play, when
 you are given the opportunity you should sleep and it is on to day two!

Day 2 - The Lighthouse
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 Exit the hut and wait for the cutscene to play out. Once it is over you can
 head over to the stump and use your kindling on it, which will free up the
 sharp iron and produce some charcoal. Merge the sharp iron with the stick to
 produce an axe. You can also merge the charcoal with the canteen to create a
 purifier. This allows you to safely drink the water from swamps. Start
 working your way back down the mountain and you'll quickly encounter a tree.
 Use your axe to chop it down to obtain the second big stick. You can also
 rest in the hot springs here to restore your health.

 Continue back-tracking down the mountain until you encounter some grass.
 Chop your way through this grass and you'll discover a hidden area with a
 couple of items. Grab the second ivy (you need to move diagonally to get it)
 and also grab the metal plate while you are here (this will be useful a bit
 later in the game).

 As you continue back-tracking you'll see a small chest in an inaccessible
 area to the south. As you continue west a small cutscene will play. After
 the cutscene plays you can enter the start menu, select your companion and
 ask him to do you a "favor". This will trigger another cutscene where he
 collects the contents of the box for you, giving you the first map piece.

 Continue west a bit and then north which will lead you to an area with a
 spawn of fruit and two odd looking trees. Chop both of the trees down and
 grab both timber from them. Head back south and continue back-tracking all
 the way west to the big tree where you got sap earlier. Head south and exit
 this area.

 Continue south here and eventually east which will land you in the desert.
 use the big stick here to clear the rock. This is important for a later
 step but we won't explore the desert right now. Head west and exit the
 desert back into the previous area.

 Head north again and then a little east and enter the area on the other
 side of the river where we got the first big stick on day 1. This will
 trigger a cutscene about the river. Grab some water in your purifier if
 you need it, then chop down the tree to the west and proceed.

 There will be a brief cutscene that plays. After the cutscene you should
 interact with the bridge. At this point you should have all the materials
 already collected to repair the bridge. This should trigger another
 cutscene and finally the bridge will be repaired. In the southern part of
 this area there is a fruit and another big stick. You should grab both of
 these and then head north across the bridge. You'll find another big stick
 and an ivy in this area and further north you'll also find the lighthouse.

 At this point it'll be close to dusk or night time already, so head into
 the lighthouse and go upstairs. You'll find a bedroom where you can sleep
 and spend the night safely.

Day 3 - The River
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 Once you wake up you should store some items to free up inventory space. You
 can safely store the map piece and steel plate that we found earlier. Exit
 the lighthouse and proceed east to the next area. If you continue east in
 the next area you'll encounter another river. A small cutscene will trigger
 indicating that you need to find some way to cross. Proceed north along the
 river and you'll see a small cave behind the waterfall. You can move behind
 the water and enter the cave.

 Once you are inside the cave light your torch with the kindling like you did
 at the first cave we encountered. Proceed through the cave and you'll soon
 find an exit and the entrance to another cave. Enter this cave and repeat
 the same process. After exiting the second cave you'll find yourself at the
 top of the mountain. Cut down the grass and use your big stick to push the
 boulder into the water. This will block up the source of the river and allow
 you to cross.

 Make your way back down the mountain (through the last cave) and you'll see
 that you can now cross the river where the waterfall once was. You'll quickly
 discover another cave which you can go through and exit at the base of the
 hill. Continue south and then finally a bit east and you'll exit the river
 area. A cutscene will play and you've unlocked the third hut!

 Inside the hut you'll find a log book with a code, write this code down as
 it will be important shortly (it's random each game). The next opportunity
 to rest is pretty far away, so go ahead and rest here.

Day 4 - The Battleship
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 Exit the hut and starting heading east. Head up the two ladders and then go
 down the third one (heading south). You'll enter a new area with a small
 path. Keep heading east along the path and grab the nearby acorn. As you
 continue east you'll come to a fork in the path, go west (not south) past
 the graveyard. Continue west until you find a path going south and follow
 it down until you reach the cracked mud. Go a bit further and a cutscene of
 you falling onto the ship will play.

 After the cutscene, make your way down the first ladder. This area is dark,
 so you'll need to once again light your torch. Make your way down to the
 next level and search the cabinets, you'll find 8oz Mn02. On this level
 you'll also find a lever that you can pull. This will drop the anchor so
 you can escape from the ship later.

 Make your way back up to the top deck of the ship. Keep going east and then
 take the first door inside the ship. Go up one level and then inside the
 ship again. You'll see two cabinets directly in front of you. Search them to
 find 16oz H2O2. Merge this with the Mn02 you found earlier to create the
 'Bottled Air'. There is also a room here you can use to sleep.

 Make your way back down to the deck of the ship. Head west a bit and you
 will see that the anchor should be dropped now. Make your way down the
 ladder and into the desert. In the desert you will want to keep heading
 west until you encounter a rock. NOTE: if the rock is blocking your path
 you did not move it from the other side earlier in the game.

 After making your way past the rock, you will find yourself in the same
 area where we started our journey. At this point your goal is to make it
 back to the lighthouse. You should be familiar with how to get there by now,
 so this guide won't cover that step by step. You can optionally also sleep at
 the first hut. Day 5 will begin assuming you slept at the lighthouse.

Day 5 - The Small Island
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 Make your way down to the basement of the lighthouse. In the basement you'll
 find a locked door the requires a code. Input the code that you found in the
 third hut. Search the shelves here to find two light bulbs, you only need
 one right now so feel free to store the other one for later.

 Exit the lighthouse and start heading east until you arrive at the third hut
 where we started the beginning of Day 4. NOTE: On the way to the third hut
 you should grab the ivy. You will need two ivy shortly. Once again keep going
 east past the third hut. Go up the first two ladders and down the third one
 like before. This time instead of going south, go north and cut down the
grass.
 After cutting the grass go south a bit and you should enter the swamp.

 Go north a bit and a cutscene will play. Enter the cave and light your torch.
 After that you should activate your Bottled Air, which will allow you to move
 through this tunnel. Keep heading east and you'll eventually exit the tunnel
 onto the second island! Head east again and a bit south and you'll enter
 another area. Use your knife and big stick to clear the grass and rock, then
 head south.

 Keep heading south in the next area (and a bit east) and you'll find another
 ivy. You'll also see a stick which you should grab. Combine the two ivy with
 the stick to create a rope ladder. Keep going south and you'll eventually
 discover the fourth hut plus another well! Go ahead and sleep here as it
 should be late in the day at this point.

Day 6 - The Military Base
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 Exit the hut and start making your way north. You'll soon pass a helicopter
 pad. Keep heading north until you enter a new area, which will trigger a
 brief cutscene about the military base. Keep heading east, ignore the big
 rock and take the small path west and enter the military base.

 You'll find yourself in a small courtyard at this point. With the rope ladder
 you made on day five, activate the main menu and select the 'favor' option
 with your bird companion. This will trigger a short cutscene and you'll be
 able to enter the base. NOTE: you must inspect the ladder first.

 At this point it's important to note that the military base has a lot of
 content and items to collect. You could easily spend several days in here
 collecting items. Furthermore, some of these items might be required for the
 other endings. This guide will focus on obtaining the items required for the
 lighthouse ending for the military base.

 Once entering the base start heading west until you enter a new area. In
 this area, enter the first room to the north and go up the ladder into the
 ventilation system. This area is linear, so keep working your way through
 it until you have the opportunity to go east after entering a new screen.
 Keep heading east and you'll find the rotor and good motor and also a short
 cutscene.

 Starting heading back to the west and then continue south again at the
 crossroads. You'll eventually run into a spider web which you can cut down
 with your knife. Proceed forward and you'll drop into the lowest level of
 the base shortly after that.

 Go a bit south through the doors and then enter the room with the trash
 cans. You'll find an egg timer here which you can "break" to get some
 batteries. When you combine the batteries with a lightbulb this is a handy
 replacement for the torch.

 Head a bit to the east and you'll discover the jail cells where your brother
 is being held. Grab the key and unlock his cell and a short cutscene will
 play. Head over to the east and go up to the second floor. On this floor
 you need to search for a few items to make your escape. The first one you
 need is the cyan key which is found near the entrance to the second level.
 Search the shelves on this level to find a weak ladder and a screw tack.

 Combine the screw tack with the weak ladder to create a fixed ladder. Now
 if you enter the room (using the cyan key) where we first entered this
 level you should be able to use the ladder on the vent here to climb up.
 At this point it's probably pretty late in the day, so it's time to rest and
 begin the final part of our journey.

Day 7 - The Conclusion
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 At this point you've unlocked all the major areas in the game so you're in a
 great position to pursue several of the endings. The most straightforward of
 which is the lighthouse ending, which you should now have all the required
 items to complete. In the following section you'll find details about the
 various endings and how to complete them.


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V. ENDINGS
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 Exploring around and figuring out the details of the various endings is most
 of the fun of the game; as such, this section is less a 'guide' and more a
 connection of tips to prevent getting stuck.


Ending 1 (Summon Help with Lighthouse)
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 Required Items: Rope Ladder, Lightbulb, Fan, Motor, Wire

 If you follow the rest of the walkthrough, you should have what you need to
 operate the Lighthouse.

• The passcode for the basement door is contained in a logbook in one of
  the huts.
• The broken ladder can be replaced using the parrot's help.
• The tower's lightbulb must be replaced with a working one.
• The tower's engine is broken, but still useful only for parts.  Replace it.
• Some wires in the basement are broken and must be replaced (Hint: break the
  broken motor).
• The fan is used in the basement to provide hydroelectric power.
• Once the lighthouse is operational, wait for a few days and wander the
  area.

Ending 2 (Escape on Lifeboat)
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 Required Items: Fuel Drum, Fan, Flashlight

• With the flashlight, the volatile door in the Warship can be opened.
• Ignore the warship machines for this ending.
• The lifeboat can be accessed by going east through the lower decks.
• To repair the lifeboat, you simply add fuel and replace the propeller.

 Note: If pursuing all endings, the fan used in the lighthouse also acts as
 the propeller; you can pick it up again where you originally found it once
 placed. Plan your strategy accordingly.

Ending 3 (Staying on the Island)
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 Required Items: None
 Recommended Items: Fishing Rod, Canteen

• A tedious ending; simply survive 100 days on the island.
• You will likely have run out of things to do before 100 days; sleep
  is your friend.
• A good strategy is to find a bed close to a fishing spot with access to
  clean water.
• Ensure your final sleep is AWAY FROM the military base.

Ending 4 (Staying in the Prison)
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 Required Items: None
 Recommended Items: Fishing Rod, Canteen

• Another tedious ending; simply survive 100 days on the island.
• You will likely have run out of things to do before 100 days; sleep is
  your friend.
• A good strategy is to find a bed close to a fishing spot with access to
  clean water.
• Ensure your final sleep is INSIDE the military base.

Ending 5 (Escape on Warship)
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 Required Items: 12 Centimeter Artillery Shell Case, Gunpowder,
                 Steel Plate x2, Bolt x4, Fuel Drum x3, Flashlight

• Undeniably the most amazing of the 'standard' endings, also the most
  complex.
• In the lowest basement of the warship, there is an open hole.  As if by
  magic, you will automatically repair it with steel plates and bolts.
• With the flashlight, the volatile door in the Warship can be opened.
• Combine 12 centimeter artillery shell case with gunpowder to create a
  primed shell.
• Fuel up the main engine with the 3 drums.

• Even with all this done, the circumstances must be right to complete this
  ending.
  Normally, the Warship rests on solid ground; weather may change this.
• The anchor must be retracted if it was previously lowered to allow escape.
• When conditions are right, pivot the main gun to face the west, load the
  shell.
• Ensure everything has been set up correctly; you only get one shot to try.
• Press the big button to fire off.

Ending S (Secret - Find the Treasure)
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 Required Items: Flashlight/Torch
 Recommended Items: Kindling, Purifier Canteen, Bow, Arrow

• This ending was designed to be completed using the game's co-op features.
• The ending CAN be completed in single player, but is extremely difficult.
• To complete properly, the 3 pieces of map must be found and combined.

• The map reveals the entrance to the treasure vault.  A large stone blocks
  it.
• This stone is impassible to a single player, but exposes a 1-way passage.
• The treasure vault can be accessed in both directions from it's
  designed exit.
• This exit connects to the southern bear cave on the small island.
• The bear cave can only be entered !!and exited!! at night, the antagonists
  block it during the day, trapping you inside or outside.

• The best strategy to complete the bear cave is to slowly and methodically
  move through, keeping your status levels high, killing as few bears as
  possible.
• Bears will easily kill you in close combat, only sustained arrow attacks
  will be able to defeat them reliably.  Kindling can be used to create fires
  that the bears will be unable to pass, though it also blocks your movement.

• Puddles inside the cave can keep your canteen full, but you will need to
  slay and consume as much bear meat to maintain your health/hunger/sleep
  levels.
• Even with all possible precautions, death in the bear cave is still likely;
  prepare a save file accordingly before you begin exploring.

• The inside of the bear cave is a maze with few correct paths; be prepared
  to explore around until you find the way into the vault.  Look to the west.
  Once in the vault, the secret entrance can be opened by completing a short
  puzzle.  Pull the levers in the correct order to progress.
• Find the treasure.  Escape through the bear cave.
• Complete any other ending for the bonus scene.


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VI. MISCELLANEOUS
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Version 1.0 - Initial Release
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 This is the initial release of the guide which may be updated as feedback is
 received. If subsequent versions are published they will be noted here.


Contact Email: [email protected]
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