Overview
Earn the achievement “Who Wants to Live Forever” with minimal risk in just 65 minutes.
Starting Out
*Note: This guide is for getting through the game quickly without dying. In other words, earning all other achievements is ignored in favor of a speedy run-through. Please visit one of the other guides for help on earning those achievements.
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The easiest way to get through the game is to choose the following characters: the Knight, the Scientist, and the Monk. All three have either shorter levels or low-risk, easy-to-avoid dangers in their respective levels.
To begin, you will need to us one of the characters to pick up the crowbar off-screen to the right in order to pry the boards loose from the Shoddy Barricade at the cave entrance. Then bring the characters through the cave entrance so you can switch between them more easily.
(DANGER: Part of the cave entrance has a steep drop, so be careful while jumping down.)
At this point it doesn’t matter who goes first, but the first character will need to drag a box to the bottom of a ledge for all three of them to climb up. Then have all three characters stand on the bridge at the same time in order to break it.
Once you fall into the pool of water below, send one of the characters into the shop on the right to talk to the Gift Shop Clerk. Talk to him but immediately try to leave the shop, and soon as you pass the Postcard Display he’ll stop you and offer to let you into the cave if you gather three trinkets. Have your character pick up the Novelty-Sized Key and open the “Employees Only” Door off to the left on the other side of the pool.
(DANGER: From here on out, you’ll want to watch out for steep drops and be careful while climbing down ropes and ladders—go slowly, and you’ll be less likely to fall accidentally. You can slide down to the end of ropes without falling off, and you can jump up ladders, but avoid jumping down ladders as they may be taller than your character can survive. Also, don’t spend too long underwater or your characters will drown.)
Once your character goes through the door, follow the tunnel till you reach the ladder on the far right. The other characters will automatically join you. Take the Monk down past the Broken Old Well into the vending machine area. Have the Monk stand on the ledge above the bottom floor and use his power to get the Bucket. Head toward the left above the vending machine area, and you will see a gate and a Lever. Go back up to the base of the ladder and head left toward a gate. Use the Monk’s ability on the lever on the other side of the gate.
Take the Monk across the pit and head left. When you see the Bell, head upwards using the wooden platforms to the right of the Bell. You should see a Fuse Box with water dripping on it. Use the Bucket to catch the drips and take the Fuse. Take the Fuse to the vending machine area and stick it in the Empty Fuse Box. Have one character get a Hot Dog from the Hot Dog Machine, then another character take a second Hot Dog, then the third character take the Fuse. Drop the second Hot Dog somewhere convenient, such as by the “Employees Only” Door, since you will need it but won’t be able to carry it throughout.
Take the character still carrying a Hot Dog to the Pit of Spikes just past the Bell. Use the Hot Dog on the Pit of Spikes to create a trap for the crystal cave monster on the other side, and position the character next to the Bell. (DANGER: If you fall into the pit, you will be skewered. If you jump across the pit, the crystal cave monster will attack you.)
Then take the character with the Fuse to the Empty Fuse Box above the Bell, put the Fuse back in, and wait by the Levers and Such.
Ring the Bell to attract the monster. Switch to the other character and pull the lever to catch the monster before it finishes eating the Hot Dog. The monster will be pulled upward, and the screen will shake once. Now you are clear to explore past the Pit of Spikes. When you reach the ledge at the far left, the other characters will join you.
Jump down into the pool of water below. To the right you can climb up some rock ledges and down some ladders to a room containing a Box of Dynamite. Take a stick of Dynamite up the ladders to the Flame. Use the Flame to ignite the dynamite, drop it next to the pile of rocks on the right, and quickly run from the impending explosion. The Dynamite takes about 7 seconds to explode. (DANGER: You will die if you are caught in the explosion. When in doubt, drop it and run. Fortunately the Dynamite is infinite, so you can keep trying as many times as necessary.)
Once the pathway is opened, head toward the right to have the other characters join you again.
The first trinket is on a ledge above the characters immediately after passing through the opened pathway. (The type of trinket differs from playthrough to playthrough.)
Grab the trinket with one character, and switch to the Scientist to get the next trinket. If you keep heading to the right, there will be two platforms you can choose from: one directly across from the current path, and one below. Head directly across, and you will come to a Door Control Console.
Use the Scientist’s special ability to hack it and leave the gate open permanently. Head through the gateway and up the ladder to find the next trinket. Switch to the third character and head to the platform that leads downward. You will see a small pool of water on the right. Swim through the tunnel to reach the other side and grab the final trinket.
Have the Scientist climb down the ladder and press the Elevator Call Button off to the right. A platform will descend in about three seconds. While standing on the platform, press the Elevator Call Button again to ascend into the vending machine area. (DANGER: Be sure to stand near the middle of the platform to avoid being crushed by the ceiling when you ascend.) Have the Scientist return to the shop and give the trinket to the Gift Shop Clerk. The other characters will now appear with the Scientist in the shop. Have the Knight and the Monk hand over their trinkets as well. Then talk to the Gift Shop Clerk again, and he will open the door to the Cave Entrance.
BEFORE YOU GO THROUGH THE CAVE ENTRANCE, be sure to have the Scientist pick up that second Hot Dog.
Go through Cave Entrance and jump off the ledge where the waterfall is and fall into the pool below. To the left of the pool is an area with a weighted pulley system. Have the Knight hang on the rope of the pulley to the right, and jump across the gap with the other two characters. (DANGER: Watch for the jump at the far left–the safe ledge is narrow.) Once the other two are safely at the bottom, take the first character off the pulley rope. Then have one of the other two grab the box that was blocked by the pulley gate, and position the box directly below the ledge the first character is standing on in order to make the drop survivable (or you can use the Knight’s invulnerability to survive the drop instead).
Then have all three characters stand on the pressure plate to the far right. Once the door is open, follow the Cave Tour sign to the next section.
The Knight
After you fall into the pool, follow the tunnel to the right. (Note: It may be easiest to have the Scientist carry the Hot Dog during this level, since you won’t be using her.) The tunnel will circle down and to the left, leading to another Cave Tour sign that points down toward a fiery pit. Use the Knight’s ability to become invulnerable to the flames and the fall. (DANGER: To enter the area, you can activate the Knight’s ability only after you begin falling, so time it carefully.) Head to the left and wait through the king’s speech. Then, head to the right through a gate that will open when you approach. The Monk and the Scientist will rejoin you at this point. When they do, head up the first rope you see and climb upwards. You will come across a second rope as well as a ledge to the right—use the rope, not the ledge. When you reach the top, land–carefully–on a small rock ledge to the right, and the princess will begin her speech.
After the princess’s speech, leave the Knight where he is and take the Monk through the doorway to the right. Climb down the rope and follow the Princess sign to the right. Climb up the rope, then climb all the way up the ladder on the left.
(DANGER: This area is full of guards who will shoot on sight. Avoid wandering around, and you will avoid them.) Once you reach the top of the ladder, there will be a barred area to the right containing the Dragon Gate Key. Use the Monk’s ability to retrieve it, then climb back down the ladder and the rope.
Continue to the right in the direction the Princess sign points, and climb down until you see the Dragon Gate. Take the Dragon Gate Key to the Dragon Gate and unlock it. Without getting any closer, use the Monk’s ability to retrieve the Dragon Treasure. (DANGER: If you get too close, the dragon will wake up and roast you.)
Head to the right and back up the rope. When you reach the top of the rope, you will hear the dragon escaping. The dragon killed all the guards, so you won’t have to worry about them shooting at you at this point. Head back to where you picked up the Dragon Gate Key, and this time take the stairs on the left. The stairs will then lead to the right, and you will see a ladder. At the top of the ladder is a Coin Machine on the left. Insert the Dragon Treasure to open the gate. Enter the room, wait for the cutscene, then pick up the Bloody Amulet. Head back down the tower, and climb the rope hanging between the dragon and princess signs to get back to the main area.
Hand off the Bloody Amulet to the Knight, then have the Knight climb the rope to the left. (If you hit a wall, you’ve gone too far.) Jump up the platforms to reach the flaming pit. Using the Knight’s ability, descend through the flames a second time and head to the left to speak to the King again. After the speech, the Knight will automatically drop the Bloody Amulet. Once the platform drops, head over to Excalibur.
Leave the Knight there, and take the Monk back to the princess’s tower. Head for the princess’s room, but instead of going up the ladder to the right of the top stairs, jump to the ledge on the left and pick up a stick of Dynamite from the Crate of Dynamite.
Head back down the tower and follow the dragon sign to the left, then jump across to the four skulls sign on the far left. Climb up the ladder and a few rock ledges to enter the catacombs. In the center of the room is a stone tomb with two skeletons.
To the right of the tomb is a Fire. Light the Dynamite with the Fire, climb to the top of the tomb, drop the lit Dynamite on top of the tomb, and keep running to the left. (DANGER: As a reminder, the explosion will kill you, so remember to get clear.) The explosion will knock loose the rocks beneath the throne room and allow the Knight to pull Excalibur free. Using the Knight, head left to continue the Cave Tour.
In the Mine
At the bottom of the second pool, head right. You should see a warning sign and two Levers. Have two characters pull the Levers, and a small rock will drop atop the spiky pit, allowing you to cross. (Note: Characters can pull levers without dropping the items they are carrying.)
Using the Knight, go down two ladders, a rope, and another ladder. You should see a Water Puddle. The other characters will join you at this point. Go down the next rope and another ladder. (DANGER: Both are long drops, so be careful not to miss.) Follow the minecart tracks to the left. The Miner will rant, rave, and toss a Bucket, a Shovel, and a Can of Corn at you. When he finishes his rant, he starts to toss lit Dynamite at you and will continue to do so throughout the level whenever he is approached. (DANGER: Repeated explosions due to angry Miner.)
Pick up the Bucket and fill it with water at the Water Puddle. The Bucket will become a Bucket of Water. Approach the Miner again, but this time when he tosses Dynamite at you, stand beneath the falling stick of Dynamite to catch it in the Bucket of Water. The Bucket of Water will become a Bucket o’ Dynamite. (Note: The Miner will aim for one of three spots when he tosses the stick of Dynamite—the same places he tossed the Bucket, the Shovel, and the Can of Corn. You cannot pick up a stick of Dynamite that has already fallen to the ground, so be sure to get underneath it while it’s still in the air or run away if you might not make it in time. Use the Knight to gather Dynamite so you can employ his invulnerability to protect from explosions.) Drop the Bucket o’ Dynamite, and the character will be holding a stick of Dynamite and the Bucket of Water will be left on the ground. Repeat the process with the Bucket of Water at least two more times in order to get enough Dynamite.
Once you have enough Dynamite, pick up the Shovel and drop it near the base of the ladder to get it out of harm’s way. Then pick up a stick of Dynamite and head up the ladder and the long rope to the area on the right across from the Water Puddle. Light the Dynamite with the Flame and place the lit Dynamite near the rocks on the far right. (DANGER: More explosions. Remember to get clear of the blasts. Again, the fuse on a stick of Dynamite is about 7 seconds.)
Leave the Knight by the opened passage, and use the Monk to carry up the other two pieces of Dynamite and leave them by the Water Puddle. Then go back to pick up the Shovel near the ladder, and climb back up to join the Knight.
You will need two characters for this puzzle. Take one character down the rope, across the tracks, and up the ladder to the right, placing the character into position by the Claw Lever.
Take the second character to the far right of the tracks and grab the minecart. Push the minecart into position above the pit of gold. While holding down the button to have the character push the minecart, switch to the character by the Claw Lever. The other character should still be holding the minecart in position. Activate the Claw Lever to fill the minecart with gold and bypass the gold sniffer machine. First puzzle, check.
Using the Knight, return to your stash of Dynamite. Grab a stick of Dynamite and go left past the Water Puddle and up another ladder. Light the Dynamite with the Flame and blow up the rocks to the left. Before going through the opened passage, go back and pick up the third stick of Dynamite.
You will need all three characters for this puzzle. (Note: If you haven’t already grabbed the Shovel, now would be a good time to do so. You won’t need it for this puzzle, but you will need it for the one higher up, and getting it now will save some extra climbing.) With the first character, walk off the rock ledge onto the first platform. You will notice that the platform sinks to the bottom and another platform rises to the top, like a set of scales. (DANGER: As the platforms move, they may create longer drops which are deadly. Jump gaps with caution.) Use the first character to grab the vittles minecart and pull it slightly to the left. Then, switch sides and get ready to push the minecart from the right. Use a second character to jump onto the moving platform on the right, lowering the platform to the bottom and allowing the first character to push the vittles minecart onto the platform.
Using the second character, jump over the minecart, climb up the ladder on the right, jump to the middle platform, climb up the middle ladder, and stand on the moving platform on the left. Have the third character join the second character standing on the moving platform, and the platform will sink to the middle.
Now the first character can pull the vittles cart to the center platform. The left platform will sink, and the right platform will rise. Take characters two and three off the platform to balance the platforms again, and have them stand on the middle platform with the minecart. Then have character one push (NOT PULL) the vittles cart to the left platform, which causes the left platform to sink and the right platform to rise. To finish, have both character two and character three stand on the moving platform to the right.
The platforms will balance, and the first character can push the vittles minecart through the tunnel on the far left. Puzzle two, check.
Take the Monk and the Knight up the middle ladder to exit at the top right. The Monk should be holding the Shovel, and the Knight should be holding a stick of Dynamite. Have the Knight climb all the way up to the top right. You should be in an area with a Flame, a ladder, and a pile of rocks. Use the Flame to light the Dynamite and blow up the rocks. (DANGER: Deadly explosion.) Go through the opened passage and head all the way down to the minecart tracks. Have the Monk jump into the empty minecart.
Then, have the Knight push the minecart toward the left until it gathers enough momentum to move on its own. Quickly switch to the character with the Shovel. As the cart passes through the tunnel, use the Shovel to activate the Track Switch. (Note: Button-mashing works great here.) Puzzle three, check.
Exit the empty minecart by jumping. The other two characters will have appeared further up the tracks. Have all three characters stand on the minecart tracks over the chasm, then jump up and down to break the bridge and enter the next area.
At the Zoo
After falling into the pool, head left through the sliding stone door. Drop down to the sand below, then head through the tunnel on the right. Keep heading down and to the right, passing beneath a wooden platform and continuing down until you see a metal fence. Then reverse direction again and head left down two short ladders, and continue going left.
(Note: At this point, DO NOT lead with whichever character is carrying the Hot Dog, or it will be eaten. When you come to the sign that says Cave Tour, do not jump across the gap until you switch to a non-Hot Dog-carrying character.)
After the crystal cave monster steals the leader (which does not count as a character death, even though their on-screen avatar now reads “DEAD”), use the character carrying the Hot Dog to continue heading down, ignoring the electric eel tank on the left and falling through the broken wooden platform past the green-roofed building playing soothing radio music. Go down the metal ladder and head left, where you will see a badly cracked stone bridge with signs warning against heavy weights. Head all the way over to the left. When you stand between the two lights to the left of a ladder, the crystal cave monster will approach from the left, sniffing, attracted by the scent of the Hot Dog.
(DANGER: Crystal cave monster will attack if you get too close, and this time it will count as a character death. However, if you go too far away, the monster will stop following you. The smoky scent trail from the Hot Dog can give you some idea of how close you will need to be.)
After the monster collapses the bridge, the other characters will appear from off-screen. (You won’t even need to discover the character who was taken.) Follow the Cave Tour sign down into the next area.
The Scientist
To the right of the pool is a locked gate, which can be opened using the Scientist’s ability to hack the Door Control Console. Then, head all the way over to the right and use the Scientist’s ability to hack the Grog Machine. A platform will appear and descend with all three characters now standing on it—the other two automatically appear. (You can drop the Hot Dog and the Shovel, since you will not need them anymore.) Using the Scientist, head all the way over to the left, down the stairs, and to the Fuse Box on the other side of the pool. Take the Fuse to the Empty Fuse Box at the top of the metal ladder on the right side of the pool, then head to the platform on the left and press the Elevator Call Button. (DANGER: If you are below the platform when it returns, you will be crushed. However, this moving platform has a safety rail that slides in place while the platform is moving, so don’t worry about falling off.) Once the platform stops moving, head over to the right, climb the ladder, and hack the Lower Blast Door Console. The other characters will join you.
Ride the elevator back down to view your handiwork. (DANGER: When you return to the ground floor, the pool will have disappeared, replaced by flames from the rockets you just activated. These flames will burn you.) Ride the elevator back to the top floor, and the door at the right side of the launch control room will open. To the right will be a doorway that opens into a room that includes a laser and a Laser Control Console. After the Scientist passes through the doorway, the laser will activate. (DANGER: Laser will kill you. However, if you stand on the metal threshold, the laser cannot reach you.)
When the laser swings back toward the center of the room, immediately head to the Laser Control Console to hack it. The laser will kill the scientist on the other side, and he will drop a Launch Key. Take the Launch Key back to the control room and insert it into one of the three Keyholes. One key, check.
Hack the Elevator Console on the right side of the laser room to activate the room’s Elevator Call Button. Before using the elevator, position the Knight next to the Administrator’s Terminal in a room to the far right of the launch control room.
Take the Monk and the Scientist down the elevator. (DANGER: Standing beneath the elevator when it descends or standing too close to the edge when it ascends will crush characters to death.) Take the Monk down one more floor using the ladder to the left, then head to the employee’s lounge on the right, positioning him by the Bulletin Board.
Take the Scientist down two floors to the bottom of the ladder, then head left and pick up the Wet Floor Sign. Head all the way back up the ladder to the first floor, then head up the ladder to the right. Enter the room on the left, place the Wet Floor Sign next to the Warhead Loading Console, then hack the Warhead Loading Console.
The scientist will chase you, slip and fall, and drop the next Launch Key. (Note: Even though the fall knocks out the other scientist, it is not high enough to kill the Scientist.) Have the Scientist grab the Launch Key, return to the launch control room, and insert the Launch Key into the second Keyhole. Two keys, check.
Take the Scientist back down the elevator and the ladder to the bottom floor, then head down and to the left to reach the cafeteria. In the center of the room, one of the tables has a Fruit Bowl on it.
Search the Fruit Bowl three times to find an Apple, a Pear, and Bananas. Take the Bananas with you, noting the “Today’s Special” written on the chalkboard by the ladder. (The Special changes every game, so you will need to check it every time.) Take the Bananas up one floor and to the left, dropping them off by the ladder on the second floor, then go back down to the bottom floor. Head to the right and jump across to the ledge, where you will see a code entry input station.
Leaving the Scientist there, have the Monk check the Bulletin Board. The “Today’s Special” will let you know what day it is. Then have the Knight check the Administrator’s Terminal to find out what today’s code is. After that, have the Scientist enter the code by pressing the Code Entry Buttons and then press the green Confirm Code Entry button by the door on the right. Have the Scientist pass through the now-open door and pick up the Knockout Gas. Take the Scientist up one floor and head to the right, past the Monk, into a room with a vent blowing air. Have the Scientist wait there. Have the Monk go up the ladder and position him on the stairs to the right side of the first floor. (DANGER: Do not ascend the stairs completely. At the top is a trigger-happy guard who is very freaked out and will shoot you on sight.)
Have the Knight head up the ladder to the right of the Administrator’s terminal into the room with the HVAC Control Switch. Pressing the button will reverse airflow for about 20 seconds. Have the Knight press the button, then have the Scientist drop the Knockout Gas, and the Monk can pick up the final Launch Key that drops from the guard. (Note: Dropping the Knockout Gas early will knock out the character, but not kill them. You can drop the Knockout Gas as many times as you like, but after using it to knock out the guard, the Knockout Gas becomes an Empty Gas Canister.) Position the Monk on the elevator with the Launch Key in hand.
Using the Scientist, head left and pick up the Bananas. Bring the Bananas up one floor and head right, past the Monk and the knocked-out guard. The Chimp will be attracted by the Bananas and come out of his cage. Feed the Bananas to the Chimp, and then—still carrying the Bananas—head left, down the ladder, and continue left to the monkey room. (Note: The Chimp will have trouble following you if you go too quickly.) Once the Chimp is installed as the guidance system, leave the Scientist and switch to the Monk to take the final Launch Key to the launch control room and insert it into the final Keyhole. The other characters will appear at this point. Position each character by one of the Keyholes and activate the Launch Keys.
After the cutscene, take one of the characters down the elevator to the left of the control room. Then head to the far left through the opened doorway to continue the Cave Tour.
The Monk
Using the Monk, travel to the far, far left of the screen and climb up the mountain. Eventually you will come across a pile of rocks held up by a wooden Support Beam; use the Monk’s ability to topple the Support Beam and get past the rocks. Continue heading up and to the left until you see the master monk meditating on a ledge next to some Wind Chimes.
(DANGER: Do not try to reach the master’s platform or walk on the beams supporting the platform, or you will fall.) Use the Monk’s ability to move the Wind Chimes and get the master’s attention.
The master will drop a Feather into the breeze. When it floats closer, use the Monk’s ability to grab it. Head back down the mountain to the red bridge near the pool that you fell into at the start of this area. (DANGER: Some of the drops while descending the mountain—and throughout the area—are enough to kill. Death by falling is the biggest danger on this level. Be especially careful near ladders, since sometimes the character fails to catch the rungs without help. Use the upward movement button to “catch” the ladder while falling.)
Stand all three characters on the bridge, then while holding the Feather have the Monk jump up and down to break the bridge. The Monk will automatically drop the Feather. Breaking the bridge is considered the first trial.
Below, there is a tunnel leading to the left. Inside the tunnel is a large piece of artwork that can be pushed to the right underneath the broken bridge for your later escape, should you choose to exit this way. (Note: The tunnel is tall enough that characters can jump over the artwork.) Follow the tunnel until you reach the ladder on the left.
For the second trial, you will need to use the Monk’s ability to gather the Lotus Blossoms on the other side of a stone wall to the right, in the room at the top of the ladder. WATCH the wind chimes carefully: if they’re moving to the right, that means the wind is blowing. With the Lotus Blossoms in hand, take the Monk to the left side of the room. If the wind chimes indicate that the wind is about to blow, face the right side of the room to prevent the Lotus Blossoms from scattering.
(Note: You will not be able to run with the Lotus Blossoms in hand. If you run, they will scatter, so you will have to force your character to walk, since running is the default speed.) When you get close enough, use the Monk’s ability to shut the Window and place the Lotus Blossoms on the Blossom Pedestal. (You will not be able to approach the Blossom Petal without scattering the Lotus Blossoms unless you have closed the window.) Once you pass the final wooden beam laid into the floor, wait for the wind to die down, then FACE THE WINDOW to close it using the Monk’s ability. While the Window is shut, walk to the Blossom Pedestal and place the Lotus Blossoms on it. (Note: The Window will reopen if you take too long.) Then a ladder will drop down leading to the next trial. At the top of the ladder is a small wooden platform that will become an elevator later.
Position the Scientist and the Monk on top of the elevator platform before beginning the next puzzle.
For the third trial, head to the right side of the room. Fill the Empty 7 Gallon Jug in the Pool of Water, then pour the 7 Gallons of Water into the Empty 4 Gallon Jug. Drop the 3 Gallons of Water and pick up the 4 Gallons of Water. Pour the 4 Gallons of Water down the Drainage Grate to the left. Drop the Empty 4 Gallon Jug and pick up the 3 Gallons of Water. Pour the 3 Gallons of Water into the Empty 4 Gallon Jug. Fill the Empty 7 Gallon Jug in the Pool of Water, then pour the 7 Gallons of Water into the 3 Gallons of Water. You will be left with 6 Gallons of Water.
Place the 6 Gallons of Water on the Scale Pedestal to the left of the Drainage Grate. Now the wooden elevator on the left side of the room will be operational. (DANGER: Do not stand beneath the elevator when it is descending, or it will crush you. Do not step off the elevator while it is ascending, or you may die from fall damage.)
For the fourth trial, have all three characters ride the elevator up, then go to the right side of the room and stand on the rugs, one character to a rug. It doesn’t matter if the characters are centered, but once the rugs start moving, DO NOT MOVE. If you are successful, a rope will drop down above the middle rug. If not, the rugs will descend, and you will need to move a character off then back onto one of the rugs. (Note: While the rugs are in the air, you can move between them without falling.) Using the Monk, climb up the rope and the ladder to reach the Meditation Statue at the top. Activate the Meditation Statue to expand your viewpoint. Wait for the camera to stop moving, then go to the left side of the room and use the Monk’s ability on the Support Bolt five times until it falls out. Then travel to the right side of the room and use the Monk’s ability to knock loose the Support Beam. Now you can go down the ladder and skip over the rope to the other side where a large squarish rock will have appeared. Push the rock to the right, and you will be able to reach that rope. Climb to the top of the shaft, then head up and to the left where the master monk is meditating. Use the Monk’s ability on the Wind Chimes to get the master’s attention again. The master will fall, and the master’s aura will transfer to the Monk.
Return to the foot of the mountain. The other characters will be waiting between the pool and the broken bridge. Use the Monk’s ability on the Master’s Gate to the right of the pool to access the next area. Take your character to the end of the beach on the far right, where a boat is sitting on shore. Have the first character hop into the boat. The other characters will have appeared nearby on the beach. Have a second character jump into the boat. Then have the third character push the boat into the water before jumping in as well. (Note: The boat will not sail away unless the third character is in it.)
On the Island
After the cutscene, get all three characters out of the boat. Have two characters ascend the ladder and the third character push the boat to the right into a shallow pool of water. Have one character head up the path to find the Straight Pipe and pick it up.
Take a second character up the path to the right, past the first character, and up to the treehouse. (DANGER: There is a chasm right before the ladder leading to the Hermit’s treehouse, to the left of the waterwheel. The island has two deep chasms that you will need to jump carefully over.) Have the character climb up the ladder to the treehouse. To the right of the Hermit will be a big blue crate. Push it off the edge. On the ledge to the upper right of the Hermit will be the Cross Pipe. Pick up the Cross Pipe. (Tip: If you are having difficulty picking up the pipes instead of activating the nearby Cave Paintings, try standing further back and use the Monk’s ability to grab it, or use the “Drop Item” command instead of the “Activate Item” command.) Go down to the treehouse’s main level, then carefully drop down to a small rocky ledge below.
Using the character with the Straight Pipe, push the crate into the pit all the way over to the right. (The ledge on the left is short enough to grab without standing on the crate.)
Continue past another Pirate Flag and over a large chasm. The other characters will join you. Head down the ladder and all the way to the right where another big blue crate sits on the shoreline. Push the crate to the left until it stops. Climb up the crate, and you will see a set of pipes with an empty Pipe Socket. Insert the Straight Pipe.
Using the character with the Cross Pipe, head into the island cave from the right side. Heading to the left, jump on top of the angled wooden platform and climb up the rope.
To the right will be a cross-shaped Pipe Socket. Insert the Cross Pipe into the Pipe Socket.
Further to the right is the L Shaped Pipe. Pick up the pipe, then head left, skipping over the rope and going to the far left side of the island cave where there’s an L-shaped Pipe Socket. Insert the L Shaped Pipe. Head back to the right, climb down the ladder, then head left and activate the Water Valve.
(Note: If a character is standing on the beach near the pool when you activate the Water Valve, the water won’t rise properly–probably to avoid accidental drowning. Also, a character on the left side of the pool will not be able to get into the boat safely once the water rises.) The water will rise, and the character will be able to stand at the edge of the pool and grab the boat. Continue dragging the boat to the right. Move to the other side of the boat to push it into another pool.
Take the character that just pulled the boat from the pool, and move to the left, swimming across the leftmost pool of water and climbing up the island until you reach the first Pirate Flag. Have the character activate the Pirate Flag. Switch to a second character, and activate the Water Valve on the right side of the island to fill the balloon with steam and send it upward. (DANGER: If you open the Water Valve while a character is standing on the ledge to the left of the balloon, the character will die when the ledge lifts up.) Use the third character to move from the beach on the right up the island, heading left. After you cross the chasm using the balloon platform, you will see the second Pirate Flag next to a Cave Tour sign. Activate this Pirate Flag as well. Let the third character release the Water Valve, wait for the balloon to descend, and head into the island cave. Pass under the wooden platform, down the ladder, and to the left. Activate the final Pirate Flag to open the gate. (Note: This Pirate Flag must be activated last.)
There will be three barrels of gunpowder. Roll the first barrel to the cluster of hexagonal rocks on the ground. Now you can pick up the Femur from the pirate skeleton. Roll the second barrel of gunpowder a few feet to the left of the first barrel, and roll the third barrel a few feet to the left of the second barrel, stopping just to the right of the large drainage grate in the floor.
Take the first barrel to the top of the hill, stand TO THE RIGHT of the barrel, pull it toward the flames over a niche in the floor to ignite the fuse, then push it to the slope of the hill to let it roll away on its own. The barrel will explode in about 15 seconds.
The explosion will knock loose some rocks keeping water in the gated section above the drainage grate.
Take the character standing by the first Pirate Flag and re-enter the island cave from the left side. Head toward the right until you drop down a ledge, and pull the Lever at the bottom of the ledge to open the gate. Push the boat all the way to the right until it stops on the balloon platform. Jump into the boat. Take the character near the third Pirate Flag and grab the Femur from the pirate skeleton in the explosives area (if you haven’t already). Head up and toward the right, climbing up the ledge to the right of the boat, and activate the Water Valve to send the boat and its occupant to the island’s surface. Have the occupant jump out of the boat and push it all the way to the right until it comes to a stop on the beach.
After the cutscene, have the character by the Water Valve de-activate it to make the balloon fall back down. This should also be the character with the Femur. Stand on the balloon platform, then take the character in the boat back into the island cave from the right side and activate the Water Valve to send the balloon upward. Take the character with the Femur up to the treehouse and stand beside the dog Spanky.
Have the third character grab the Box of Crackers from the righthand shore before heading to the left side of the island. When the Parrot flies down to pester you (or if he’s already there), feed the parrot with the Box of Crackers. The Parrot will settle on the character’s shoulder.
Head right toward the beach, climbing up the tree house. Have the character with the Femur use it to taunt Spanky to make him bark. The Parrot will start to imitate the barking. Have the character with the Parrot jump–carefully–down from the right side of the treehouse to avoid the pool of water below (since the Parrot will leave the character’s shoulder if doused in water). Head right toward the beach. The Hermit will leave the boat to retrieve his dog Spanky. Jump in the boat, and the other two characters will appear. (Note: Be careful not to overshoot the boat and land in the ocean. It’s very difficult to get back into the boat without drowning first.) Gather all three characters in the boat, and it will set sail on its own.
Finishing Up
The boat will sail over the edge of a waterfall and dump all three characters into a pool of water below—the same pool of water that lies to the left of the gift shop. Enter the shop and the Gift Shop Clerk will give you the Novelty-Sized Key and tell you to find three replacement trinkets in order to gain the three treasures on display.
Once again open the “Employees Only” Door with the Novelty-Sized Key and proceed through the opened door. The layout of the area is the same as the area at the beginning of the game, with some minor changes. Both spiky pits have been removed and can now be jumped across without any danger. The far left contains a ledge over a lava pit instead of an open pool of water.
The dynamite storage area is accessible but unnecessary. After the dynamite storage area, on a ledge to the upper right is the Miner’s Gold Nugget. Further in, past the now-open gated area (where the Scientist hacked the Door Console earlier) and up the ladder, is the Hermit’s dog Spanky. Down and to the right after swimming through the water tunnel is the Hunter’s Monster Trophy. Have the character holding Spanky go back down the ladder and continue moving to the right. Press the Elevator Call Button. (DANGER: Do not stand beneath the elevator while it descends, and be sure to stand near the center of the platform while it ascends.) Return to the gift shop and give the trinket to the Gift Shop Clerk to trade it for the treasure. (Note: You may choose to keep or to return the treasure; it doesn’t matter which.) Then head through the doorway to the right and up the ladder to exit the cave.
Congratulations! Achievement earned!
*Timetable*
Approximate time spent per section:
[Intro Cutscene..2 minutes]
Starting Out…….10 minutes……….(Total: 12 minutes)
The Knight………7 minutes…………(Total: 19 minutes)
In the Mine……..11 minutes………..(Total: 30 minutes)
At the Zoo……….2 minutes…………(Total: 32 minutes)
The Scientist……9 minutes…………(Total: 41 minutes)
The Monk………..9 minutes…………(Total: 50 minutes)
On the Island…..12 minutes……….(Total: 62 minutes)
Finishing Up…….3 minutes………..(Total: 65 minutes)