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