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Destination - Treasure Island Walkthrough, Hints and Tips for PC Games.

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 Destination - Treasure Island

 
   
 
 
Destination - Treasure Island

Destination:
Treasure Island
 
(A Walkthrough by ZURREEN ZUBAIRIE)
 
Copyright © 2007.  All rights reserved.
 
(Please, note that this walkthrough is copyrighted.  Hence, any attempt to 
reproduce anything from this walkthrough will be severely punished to the 
maximum extent of the law.)
 
 
The Walkthrough
 
GENERALLY:
 
This is actually a very easy game and I would encourage you to try to 
solve as many puzzles as you can on your own.  For this reason, I have 
tried to write the following walkthrough so that you can find the answer 
to a question without "accidentally discovering" the answer to another 
that you might have preferred to find yourself.
 
As for the game itself, the format is similar to that of "The Return to 
Mysterious Island" and "Voyage – A Journey Beyond Reality," that is, in 
the way you combine things, disassemble them, etc.  There is no 
"Intelligence Score" in this game, however, something that I had really 
enjoyed in the above two games.  But this game has a lot of qualities that 
more than make up for that shortcoming.  The storyline is more 
sophisticated, the puzzles are fun, and the game overall is quite creative 
and presents a wonderful adventure.
 
COMBINE:  Just pick up an item in the inventory, place it on another item, 
and click.  If you need only two items for the combination, they will be 
combined.  But if you need more items, a box will open at the bottom of 
the screen showing the two items and a question mark for each of the 
missing items.  Feel free to try any or every item in your inventory to 
see if it fits!
 
DISASSEMBLE/EMPTY:  If an item can be disassembled or emptied, a 
black-and-white spanner symbol will appear in its lower-right corner.  
Just place the item on the spanner (in the lower-left portion of the 
screen), and the item will be disassembled or emptied, as the case may be. 
 But note: do not worry about losing a vessel's contents.  There are 
really only two liquids in this game: rum and water.  Of these, water is 
the only thing that is ever lost when you empty the vessel (the helmet).  
But that is okay because you can always get more water throughout the 
game.  In the case of rum, however, you do not really "empty" the bottle 
and therefore never lose the rum.  Putting the bottle on the spanner only 
opens it by removing the cork (which then appears as a separate item in 
your inventory).
 
THE MAP:  You can use this map to get from one place to another during the 
game, if you have already visited the second place at least once.  In 
order to do this, open the map and click on the spot where you would like 
to go.  You will see the hero jump from one point in the map to the other, 
and you will then find yourself at that other location.
 
Note:  I have often given the "physical" directions to various places, 
even after we have visited them already, just in case you might want to 
"go by foot" again.  I have also used different labels for some places 
from those indicated in the map.  For example, I call the place where you 
first arrive as "The Point of Arrival."  I thought that it might be better 
to call it that than "Cape Fear" (as it is called in the map) because my 
descriptive label might be easier to remember than the map's 
non-descriptive name, especially after we are introduced to the "Flowery 
Coast" and have to then differentiate "Cape Fear" from the "Flowery 
Coast," both of which happen to be on the same side of the island.
 
THE ALTERNATIVE STORY:  It might be best to mention the following right 
here in the introduction.  At the beginning of the game, there is not only 
a Sextant but also a Marine Chronometer (found up on the ceiling) in Jim 
Hawkins' cabin.  The game will allow you to take either, both, or even 
neither of these instruments when you leave for Emerald Island.  The 
storyline, and thus the game play, will be (at least slightly) affected by 
your particular choice.  I have written the following walkthrough assuming 
that you take only the Sextant.  Unlike some walkthrough-writers, however, 
I decided not to use boxes, etc. to try to show what would happen if we 
had made another choice because doing so seems to make the walkthrough 
unnecessarily complicated.  I chose the Sextant-only choice because that 
was how I first played the game (and also because I loved having to repair 
that dinghy which would not have required any repair if I had taken both 
the instruments).
 
Feel free to try any or all of the other three possibilities, one by one, 
to see how it affects the game.  Whatever choice you make, rest assured 
that the game will provide you with whatever you might need to finish it.  
Enjoy the "exploration" of the other possibilities!
 
 
Well, that is all I can think of in terms of a general guide to the game.  
Following is a more detailed step-by-step walkthrough.  Please, feel free 
to address any comments or questions about this walkthrough to 
ZSZUBAIRIE@AOL.com.
 
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 
* * *
 
Jim Hawkins' cabin
 
After the beginning cutscene, you hear a rapping.  Turn to the 
middle of the three large windows on your left.  Open the window.  Click 
on the parrot.  Retrieve the Message from its left claw (the one on your 
right).  A cutscene follows.  Click on the "X" in the lower-right corner 
of the screen to close the Map.
 
Note:  You can click on the "MAP," the horizontal tab on the left side of 
the inventory, to refer to both the map and the Enigma again.  You can 
also refer to the Enigma-only by either (1) clicking on "ENIGMA," the 
horizontal tab on the left side of the inventory, or (2) just pressing the 
Enter key on your keyboard (pressing the Enter key again will close the 
Enigma box).
 
After the parrot finishes talking, moving RIGHT, pick up the 
following objects:
 
SEXTANT -- from the top-left of the desk under the small window;
BLACK SPOT -- from the top-center of the pole left of the door; after the 
cutscene,
THICK ROPE -- from the same spot as the Black Spot;
LIGHTER -- from the floor on the right of the bed; and
ROPE -- from the same spot as the Lighter.
 
Turn and click on the door to find it locked from the outside. 
 A dialog/cutscene will follow.  You can click on the door again, but to 
no avail.  Turn to the parrot in the window and see it fly away.  Click to 
step out of the window yourself but the hero will point out that we need 
to use a rope.  The camera will pan down to the left at the arm-rest, to 
show you where the rope must be tied.  Either of the two ropes you have is 
too short for the job.  So combine the Rope and the Thick Rope, and tie 
the knot by clicking on the pictures on your right in the following order: 

 
Bottom, Top, Bottom, Center (the only picture on your right).
 
Note: Since there is no scoring on your performance, you will not be 
penalized for making a mistake in tying the knot.  If the red 'X' appears, 
indicating a mistake, just start over by clicking on the picture (or one 
of the two pictures) on your right again.
 
Note also:  The "Do-It-Yourself" and "Knot" horizontal tabs, on the left 
side of the inventory, have lit up (i.e., they are no longer "grayed" 
out).  You can click on them now any time during the game to see the 
combinations and knots you have made up to that point.  By clicking on the 
hand image under a given knot, in this section, you can also try to tie 
that knot again, without affecting your progress in the game.
 
Attach the Knotted Ropes to the arm-rest, tying the knot as 
follows:
 
Center, Bottom, Bottom, Center, Center.
 
Now step out of the window and the cutscene will take us to a 
new destination.
 
Emerald Island
 
THE POINT OF ARRIVAL
 
Close the Enigma box.  Click on the Block on your right, but 
you need a good knife.  Pick up the Rusty Knife from the rock on your 
left.  The hero notes that it felt as if the knife were lying on a magnet. 
 Hmmm…
 
The Rusty Knife is useless, so disassemble it.  A cutscene 
will follow; and then, you will retrieve the Knife Hilt.  
 
THE SKULL CAVE
 
Turn around now and note the carving of a huge skull in the rocks on your 
left.  Step forward.  You will find that you can go either left or right.  
Go left, towards what we will call "the Skull Cave."  Before entering the 
cave, however, look down on the ground to your left and click on the Eye 
icon on the claw marks.  After the cutscene, enter the cave.
 
Pick up the Fuel from your left and place it on the fireplace 
in the center.  We cannot light it up, however, because our lighter has no 
wick.  Moving from left to right in the cave, pick up the following 
objects:
 
KNIFE BLADE
EMPTY HELMET
STRING
BROKEN STATUETTE
 
Note:  Leave the FIGURINE in its place because, as you will see later, 
that is where it belongs.
 
BACK TO THE POINT OF ARRIVAL
 
Step out of the cave and take three steps forward to return to 
the point of the coast where you had arrived.  Open your inventory and 
combine the Knife Hilt and the Knife Blade.  Supply the String in the 
space for the missing item.  Tie the knot as follows:
 
Center, Top, Bottom, Center, Center.
 
Use the resulting Knife to cut the Block free on your right.  
Pick up the Block.
 
THE RESIN TREE
 
Turn around, step forward, and then step to your right this 
time.  Look to your left and note the white scratched surface in the 
center of the tree.  Use your Knife on that surface to see the resin ooze 
out.  Pick up the Terracotta Jar (lying on the ground right of the tree), 
and place it against the tree to get Cold Resin.  A cutscene will follow.
 
Note:  If you don't like the "belching sounds" that will follow this 
cutscene, feel free to retrieve the resin at a later point when you will 
actually need it.
 
THE SKELETON CAVE
 
If you look around, you will find that you can go in four 
different directions.  Take the first right from the tree, in the 
direction of another cave that you see in the distance.  The cave is 
presently closed off, however, by a barred gate.  Click on the ring in the 
small wooden window on your left, and the hero will tell you that you need 
some tool to "hook it."  But if you try a tool (for example, the knife), 
he will tell you that we should get back to it later.  Look up to the 
right of the cave and note the skeleton hanging down.  So we will call 
this "the Skeleton Cave."
 
THE GORGE
 
Turn around and step back to the resin tree.  Turn around 
again and go to the right of the path to the Skeleton Cave this time, to 
arrive at a gorge.  Click on the lines tied to the shaved-off tree on your 
right, to bring over the trolley handle.  Retrieve the Trolley Handle.  
Open your inventory and 
 
Disassemble BLOCK = AXLE, WHEEL, and BLOCK CHEEK PLATE.  
 
Combine AXLE + WHEEL + TROLLEY HANDLE = REPAIRED TROLLEY.
 
Attach the Repaired Trolley now to the lines and click on it, 
to let a cutscene take you across the gorge.
 
THE HAMMOCK
 
Look down on your left and pick up the Orange Flower.  Look 
around to see that you can go in three directions: forward, right, and 
back across the gorge.  Step forward.  Pick up the Bananas from the tree 
in front of you.  Turn left and click on the Eye icon on the hammock for a 
cutscene.  Pick up the Bottle of Rum from the ground under the hammock.  
Finally, pick up the Right Horn of a Ram from the large grey rock on your 
right.  Another cutscene follows, and a part of the Enigma is crossed off.
 
THE FIREPLACE BY THE BEACH
 
Go to the right of the grey rock.  Turn around to find a 
fireplace.  Pick up the Package Wrapped in Oilcloth from the "mouth" of 
the statue of a creature.
 
Disassemble the PACKAGE = MALLET, CAULKING IRON, and OAKUM.
 
Combine LIGHTER WITH NO WICK + OAKUM = LIGHTER.
 
Feel free to place the Fuel in the fireplace and use your 
Lighter to light it up, but you do not need to do so just yet.
 
THE STONE IDOL BY THE BEACH
 
Turn right and take a step along the beach.  A cutscene 
follows.  Talk to the parrot.
 
Note: you might want to SAVE your game here because you can have the 
parrot sing the entire song of "Fifteen Men on the Dead Man's Chest" by 
clicking on the second line of the dialog and, as you will shortly see, 
you will need to know the lines of this song later.
 
Use your Knife on the Bananas to get Banana Slices.  Open the 
Bottle of Rum by placing it on the spanner in the lower-left corner of the 
screen.  Combine
 
OPEN BOTTLE OF RUM 
+ BANANA SLICES 
+ EMPTY HELMET 
= HELMET FILLED WITH BANANAS IN RUM.
 
Click on the parrot and then on the dialog choice offering the 
parrot with this concoction.  The parrot responds by giving you a Red 
Feather that falls down by the stone idol's feet.  You do not have to pick 
up this feather just yet.  Instead, step over to your right, turn around 
and pick up the following items lying by the edge of the water:  Blue 
Feather, Yellow Feather, and the Red Seashell.  Fill your helmet with 
"salted water" from the waterhole in front of you.  You may step further 
down the beach (now on your left) but there is nothing of interest there 
(at least at the moment).  Return to the stone idol by the beach, where 
the parrot is sitting.
 
DECORATING THE STONE IDOL
 
Place the Blue and Yellow Feathers, the Orange Flower, and the 
Red Seashell at the feet of the stone idol.  Tie the green-and-white 
tassel hanging right of the fish image on the stone idol as follows:
Center, Top, Center, Top, Center, Center, Center.
 
Decorate the stone idol by applying the Red and Yellow 
Feathers, The Orange Flower, and the Red Seashell (as shown below).
 

 
A cutscene follows and another part of the enigma is crossed 
off.  Close the enigma box and take two steps to the left, to find your 
dinghy.  As the hero finishes speaking, click on the Eye icon on the side 
of the boat to let the hero tell you that we will repair it later.
 
Go to your right.  Turn left and cross the gorge.  Then, take 
two steps forward to arrive in front of the Skull cave.  Enter the cave.  
 
THE SKULL CAVE PUZZLE
 
Use your Lighter on the Fuel in the fireplace to light up a 
fire.  Close the Enigma Box.  Place the Cold Resin on the fireplace to get 
Hot Resin.  
 
Combine HOT RESIN + BROKEN STATUETTE = FIGURINE (with the hook).
 
Place this Figurine opposite the one (with the pegged leg) 
that we had not removed earlier.  Note how the shadows of these figurines 
are cast against the grid on the wall on your right.  Refer to the enigma 
which talks about using the mallet to strike at the "Hook, pegleg, dagger 
and pistol."  So take out your Mallet and strike at the grid boxes as 
follows.
 

 
A compartment will open in the wall above the two figurines.  
Pick up the Left Horn of a Ram, and a cutscene will follow.  Close the 
Enigma box, and another cutscene will follow --showing the skeleton 
dropping in front of the Skeleton Cave's barred gate.  Close the Enigma 
box again.  Place your Helmet Full of Salted Water on the fireplace to get 
Helmet Full of Salt.  Pick up both Figurines, and step out of the Skull 
Cave.
 
THE SKELETON CAVE PUZZLE 1 (THE SONG)
 
Take two steps to your left, to arrive in front of the 
Skeleton Cave.  Look down on your right and pick up the following items 
from or lying around the fallen skeleton:
 
JUNK WATCH
GLASS EYE
HOOK
SCRAP OF CLOTH (on the skeleton itself).
 
Click on the parrot and he will start the song, urging you to 
finish it.  Feel free to try to complete the song using the SAVE suggested 
earlier in which the parrot sings the whole song for you.  Or click on the 
lines that start with the following words.
 
1)  "Drink and the devil had done for the rest …"
2)  "The mate was fixed by the bosun's pike …"
3)  "And cookey's throat was marked belike …"
4)  "And there they lay, all good dead men …"
 
With each correct answer, the parrot will slide a bit to the 
right.  At the end of the song, it will peck down on its perch to release 
the purse tied there.  Pick up the Purse.
 
THE SKELETON CAVE PUZZLE 2 (THE SCALE)
 
Turn left and use the Hook on the ring at the base of the window.  Put the 
Purse inside the opened compartment.  Place your cursor on the Eye icon 
appearing on the note in the top-center of the window, to learn that you 
must place 7 coins to open the gate on your right.  Refer to the Enigma to 
learn further that you need 109 shillings.  In other words, you need 7 
coins that add up to 109 shillings to open the gate.  So place the 
following coins (from the upper-left portion of the screen) into the scale 
inside the compartment:
 
2 – LOUIS D'OR
2 – GUINEAS
1 – PIASTER
2 – PISTAREENS
 
The gate opens.  Close the Enigma box and pick up the 
Blackened Bone from the holder on your left, just inside the cave.  
Combine the bone to the Cold Resin in your inventory, to get a Macabre 
Torch.  Put this torch back in the left holder, and light it with your 
Lighter.  Close the Enigma box again and enter the cave which turns out to 
be a tunnel.  A cutscene will take you to the other side.
 
THE SECOND PART OF THE ENIGMA
 
Click on the feeder on your right, to learn that there was 
salt in it.  Take two steps forward, and the hero will point out a trap 
but indicate that it is safe to cross it.  So step forward, to face 
another closed gate.  This is what the Enigma will later call the 
"Saber-Ruled Door."  Click on the Eye icon appearing on the case with the 
four sabers in it, on the left of the door, but the hero will tell us to 
take care of it later.
 
Click on the ram standing on your left.  Return to the feeder and fill it 
with the salt from your helmet.  Go back to the ram and click on it.  A 
cutscene will follow.  Pick up the Shears (resting on the wooden crate 
down on your right), and use it on the ram.  Then click on the Eye icon 
appearing on the ram, to discover the northern part of the map and the 
second part of the Enigma.  Close the Enigma box, and a cutscene will 
follow – showing the opening of the saber case.  Take a step in that 
direction, but stop to look at the net hanging down the tree on your left. 
 Click on it to hear the hero tell us that we will need a "netting needle" 
to repair it but that we will take care of that later.
 
THE SABER-RULED DOOR
 
Approach the Saber-Ruled door.  Close up on the saber case.  Refer to the 
Enigma, which quotes a "holy verse" and indicates a number in it.  The 
Enigma also refers to the "black spot."  So click on the Black Spot in 
your inventory, and read its contents in the box at the bottom of the 
screen.  Find the verse quoted in the Enigma and note the number preceding 
it – 22: 15.  Drag to slide the sabers up so that the numbers exposed on 
them would read as follows:
 
2 – 2 – 1 - 5
 
The saber case will close, but the door will open.  Go up the 
stairs.
 
THE TWO-DISK PUZZLE
 
Go to the right of the stone bench in front of you.  A 
cutscene will follow.  Go back to the stone bench, and pick up the two 
disks now on it.  Go left of the bench, and place the two disks in the 
wall in front of you.  Refer to the enigma to see that it talks about 1 
Rabbit, 5 Monkeys, and 13 Snakes.  Note that the Large Disk has animal 
pictures on it, while the Small Disk has marks representing Mayan numbers. 
 Align the two disks so that each animal mentioned in the Enigma will 
appear in the 3-o'clock position in the large disk, while its 
corresponding number will appear in the 9-o'clock position in the small 
disk, in the following order.
 

 
With each correct alignment, a stone door will rise partially 
on your right.  As the door is fully open, retrieve the two disks from the 
wall and go upstairs through that opening.
 
THE HOLLOW-HEAD PUZZLE
 
The parrot will welcome you to "Hollow Head."  Look down, to 
learn that "It's the mouth of Hollow Head!"  If you click here, the hero 
will call out.  Hmmm…
 
Pick up the Package wrapped in oilcloth from the table on your 
left. 
 
Open PACKAGE = SAILMAKERS' KIT; MASTS; HULL OF A MINIATURE BOAT.
 
Combine SAILMAKERS' KIT + SCRAP OF CLOTH = SAILS.
 
Combine HULL OF A MINIATURE BOAT + SAILS + MASTS = MODEL (of a boat).
 
Close up on the map laid out on the table on your further 
left.  Feel free to refer to the Enigma for setting the objects on this 
map.  You need to place the three figurines in the three holes at the 
bottom of the map.  Pick up the Figurine (holding a saber) and place it on 
the left hole (right of the Cactus plants).  Bring out the Figurine (with 
the hook) from your inventory and place it in the middle hole (between the 
two lakes).  Finally, bring out the Figurine (with the pegged leg) and 
place it on the right hole.
 
Place the Model (of a boat) in the middle bronze tray, and the 
parrot will tell you to haul in the sails.  Click on the Model's sails, 
and the parrot will tell you to trim your canvas.  Click a few times on 
the sails again, to move them around until the parrot cries, "Full speed 
ahead!"  A cutscene will follow.  Close the Enigma box.  Pick up the Ram 
Skull with its Horns Removed and combine it with the Left + Right Horns of 
a Ram in your inventory, to get the complete Skull of a Ram.
 
If you try to go downstairs, the parrot will tell you not to 
forget your three-master.  So pick up your Model (of a boat) from the map 
table and step out of the Hollow Head.
 
THE SWAMP
 
Return to the Saber-Ruled door, turn around and go right of 
the stone bench.  Take two steps (slightly to your right each time) to 
reach the edge of water.  Turn around left and pick up the Dried Clay from 
the cracked ground.  Turn back to the water and keep going forward in 
spite of the hero's expressed concerns.  A cutscene/dialog follows.
 
Pick up the Hangman's Rope.  Untie it by placing it on the 
spanner in your inventory.  Then attach the resulting Long Rope to the 
Hook by tying the following knot:
 
Bottom + Top + Center + Center + Top + Center.
 
Throw the resulting Grapnel at the tree in front of you.  A 
cutscene follows.
 
X MARKS THE SPOT
 
Pick up the Branches from the ground on your right, turn around, and place 
them in the water to provide a safe path back across the swamp.  Turn 
around and go to the right of the tree.  Note the two hooks coming out of 
the tree, just above the mark of the spade.  Place your Skull of a Ram on 
these hooks.  Close the Enigma Box, and try to place the Glass Eye on the 
skull.   The eye rolls down.  Try to go after it, but the hero will point 
out that you must tie a rope to the tree's roots to provide a safe climb 
down.  So disassemble the Grapnel and attach the resulting Long Rope to 
the tree's roots, tying the knot as follows:
 
Center, Top, Center, Top, Center, Bottom, Center, Top, Center.
 
Go down.  A cutscene follows; and then, the hero indicates 
that he has caught the swamp fever.  Pick up the Glass Eye and close the 
Enigma box, to find that the "X" on the ground marks the spot where Long 
John must have buried his treasure.  But we need a tool to dig.  So step 
to your right, turn right and take two steps forward to arrive in what we 
will call the Mining area.  A cutscene follows.
 
THE RESCUE
 
Retrieve the Block from the top of the tripod above the hole 
in which Pepita has fallen.  Turn right and pick up the Pick.  Pick up the 
Axle, Wheel and the Short Rope from the small box on further right.  Turn 
right yet further and open the rusty box on the ground (outside what we 
will call the Workshop).  Close up inside the box and read the old Log 
Book written in Spanish, flipping through the pages by clicking on the 
directional arrows ("<" ">") in the middle of the screen.  Step out of the 
close up and look further right, for a cutscene.  Pick up the Megaphone 
sitting on the big box.  Open that box then and retrieve the Long Rope.
 
Combine BLOCK CHEEK PLATE + AXLE + WHEEL = BLOCK.
 
Combine LONG ROPE + BLOCK + BLOCK = TACKLE.
 
Attach the Tackle to the hook at the top of the tripod above the hole.  
Tie the following knot (thus attaching one end of the tackle's rope to the 
stand left of the hole):
 
Center, Bottom, Center.
 
Attach the Short Rope to the lower end of the Tackle above the hole, tying 
the following knot:
 
Center, Top, Bottom, Bottom, Center, Center.
 
Disassemble PICK = HANDSPIKE & PICK HEAD.  [Hero comments about the 
Handspike.]
 
Attach the Handspike to the stand (left of the tripod), where 
one end of the tackle's rope is tied.  Click to push on the Handspike, and 
a cutscene will follow.  
 
CURING THE SWAMP FEVER
 
Retrieve the Handspike and the Tackle (the Short Rope will automatically 
be deposited in your inventory).  Turn around and step towards the fence, 
to hear the hero's comment.  Close up on the note on the fence.  As the 
hero finishes speaking, move your cursor on the Eye icon at the bottom of 
the page to read it.  Go up the rope ladder.
 
Fill your Helmet with water from the boxlike structure on the 
ground in front of you.  Turn right to the tree and move your cursor up 
over the heart ("P+J") carved in the bark.  Cut the bark with your Knife 
and pick up the Piece of Bark shaped like a Heart.  Go back down the rope 
ladder and to the hole in which Pepita had fallen.  Enter the Workshop on 
your left.
 
Turn right towards the kiln and pick up the Fuel down from the 
right end of that wall.  Place this Fuel in the kiln.  Use your Lighter to 
light up a fire.   Place your Helmet Full of Fresh Water directly upon the 
burning fuel (not in the crucible!) to get  Helmet Full of Boiling Water.  
Combine the boiling water with the Piece of Bark shaped like a Heart.  
[Note: You must combine the two quickly before the water cools down.  
Otherwise, you will have to boil the water again!]  A cutscene follows.
 
THE TREASURE CHEST
 
Go to the spot marked "X" by the beach.  Combine the Handspike 
and the Pick Head, and use the resulting Pick on the "X" in the ground.  A 
cutscene follows.  Close up on the chest.  Pick up the Damaged Carriage 
from the right groove in the mechanism.
 
Disassemble SEXTANT = VERNIER, SMALL MIRROR, LENS.
 
Combine DAMAGED CARRIAGE + SMALL MIRROR = REPAIRED CARRIAGE.
 
Put the Repaired Carriage in the right groove.  (Don't worry if you can't 
remember the exact spot in the groove where you had found the Damaged 
Carriage, because any necessary adjustments can be made later.)
 
Put the Lens in the tiny arc-like protrusion (above an X-shaped base), in 
the left portion of the mechanism.
 
Disassemble JUNK WATCH = GEARS, WATCH CASE.
 
Place the Gears at the bottom-center of the mechanism (below the central 
lever, and between the left and right grooves for the two carriages).
 
Place the Glass Eye in the empty eye-socket of the Skull in the chest.
 
We must now adjust the mechanism.  The "central lever" is pointing towards 
the right groove.  So feel free to adjust the Carriage in that groove 
first.  Click on the right "directional arrow" (">"), in the lower-right 
portion of the mechanism, as many times as necessary, to move the Carriage 
all the way to the right end of that groove.  Click on the "central lever" 
so that it will point towards the left groove now.  Click on the left 
"directional arrow" ("<") twice, to move the carriage three places left 
from the right end of that groove.  Finally, adjust the mirrors on both 
carriages so that the mirror on the left carriage will reflect the light 
on to the mirror on the right carriage, which will in turn reflect it on 
to the Glass Eye, which will reflect it on to the silver square (in the 
lower-left portion of the mechanism) turning it red.
 

 
As the mechanism lifts, pick up the Bar.  Close the Enigma box 
and pick up the Treasure.  Close the Enigma box again.  Pick up the little 
pile of Sand on your left.
 
THE LAST PART OF THE ENIGMA
 
Go to the hole (in which Pepita had fallen) in the Mining 
area.  Turn right and attach the Bar to the triangular slot above the 
nozzle in the barrel.  Click on the Bar to fill the "sluice" with water.  
Close the Enigma box.  Put the Model (the "three-master") in the water, 
and it will float away.  Step right and turn to find the Model stopped by 
a log.  Pick up the Parchment from the top of its sails.  It is the last 
piece of the map and the end of the Enigma!  Close the Enigma box, and a 
dialog/ cutscene will follow.  Click on Pepita and exhaust all the topics 
suggested in the dialog box.  Another dialog/cutscene follows.  Fill your 
Helmet with water from the sluice.  Go to the fence and then, to your 
right.  Go up the rope ladder hanging down the rocks.  The hero notes a 
black flag.  Go forward to see the pirates.
 
THE PIRATES ON THE BEACH
 
Turn around and go up the makeshift flag pole.  Look down at 
the pirates on your left, and a cutscene will follow.  Go back down the 
flag pole and enter the log cabin (the "fort").  Turn right and pick up 
the following items:
 
TUBES - from the left middle-shelf
FISH-HOOK - from the right middle-shelf
PERFORATED WATERSKIN - from the bottom-shelf
POLE - standing just right of the shelves
 
Disassemble SAILMAKERS' KIT = THREAD, NEEDLE.
 
Combine POLE + THREAD + FISH-HOOK = FISHING POLE but only after the knot:
 
Center, Bottom, Center, Top, Center, Bottom, Center, Center, Center.
 
Go back up on the cabin's roof and use the Fishing Pole to pick up the 
Tobacco Pouch from the table between the two pirates.  Disassemble the 
combination to free the fishing pole of the tobacco pouch.  Use the 
Fishing Pole again to then pick up the Powder Horn from the table.  
Disassemble the resulting combination to free the fishing pole of the 
powder horn as well.  [Note: Feel free to try to use the Fishing Pole to 
pick up the Bullets, but the hero will tell you that it is too heavy for 
your fishing line.]
 
Return to the cabin.  Click on the keg on your left to remove 
its cover; and then, fill your Tobacco Pouch with the powder in the keg to 
make a Booby-Trapped Tobacco Pouch.  Combine this pouch with your fishing 
pole, and go back up on the cabin's roof.  Lower the snagged pouch down on 
the table between the pirates.  A cutscene follows.
 
Use your Short Rope to tie up the two pirates using the 
following knot:
 
Center, Bottom, Center, Bottom, Center.
 
Turn right.  Pick up the Bullets from the table (an overturned 
crate) and the Netting Needle from the ground.  Look on your right and 
pick up the Unloaded Pistol lying in front of the other crate on the 
ground.  Load the pistol by combining it with the Full Powder Horn and 
Bullets.  Turn right and go down the rope ladder to the beach.
 
THE PIRATES ON THE SHIP
 
Click on the Eye icon appearing on the ship on your left, to 
hear the hero's comment.  Try to go forward but you will have to withdraw 
because of the shooting from the ship.  Go back up on the rope ladder.  
Feel free to go all the way across the swamp, in order to try to reach the 
beach from that side.  But you won't make it even to Hollow Head because 
you will find another pirate shooting at you there as well.  So go to the 
Mining area and into the Workshop.
 
THE CANNONBALL
 
Turn to the molding area on your left.  Combine the water in your helmet 
with Sand and Dried Clay, and put the mixture in the container down on 
your left.  Pick up the Empty Molding Box (from the upper-left side of the 
table) and place it on the three spools sticking out in front of you on 
the table.  Place the Hemispherical Model inside the molding box.  Note: 
Do not put the "Conical Model" on top of the Hemispherical Model in 
preparing this box because that will put a hole at the bottom of the box; 
and since this box is the bottom-half of the mold, the molten liquid would 
ooze out of that hole!  (Feel free to try it out, if you would like, but 
you will just have to repeat the process.)  Pick up the mixture from the 
container and pour it in the molding box.  Pick up the Full Molding Box 
and place it on either one of the two white-brick "slots" on your right.  
This is your molding box without the hole.
 
Pick up the other Empty Molding Box and place it on the three 
spools on the table.  The Hemispherical Model is already in place.  Put 
the Conical Model on top of the Hemispherical Model in this box.  Fill the 
box with the rest of the mixture from the container.  Remove the Conical 
Model and put it on your right.  Pick up this Full Molding Box (with the 
hole) and place it on top of the other Full Molding Box (without the hole) 
on your right.
 
Turn right towards the bellows.  Pull the handle (hanging 
above the two white-brick slots) to find that there is a "hole" in the 
left side of the bellows.  Disassemble the Fishing Pole, combine the 
Thread with the Needle, and use the resulting Sailmakers' Kit to repair 
the hole in the bellows.  Pick up the Extension Tube set against the wall, 
just below the tongs, on the right side of the kiln.  Attach this tube to 
the nozzle at the front of the bellows.
 
Turn right towards the forge and place your Treasure in the 
crucible.  [Ahhhhhh!  I know.  But sometimes "a man's gotta do what a 
man's gotta do" -- even if the girl is not really all that pretty …]   
Pull the handle above the white-brick slots to raise the heat in the kiln 
and melt the contents of the crucible.  Use the Tongs (on the right of the 
kiln) to pick up the crucible and pour its contents down the hole in the 
top molding box on your left.  Put the crucible back in the kiln.  Remove 
the top molding box and set it aside in the white-brick slot you did not 
use.  Pick up the Cannonball from the bottom-half of the mold.
 
Remove the Extension Tube, and put it back under the tongs.  
Combine the Perforated Waterskin with the Tubes, and attach the resulting 
Strange Device to the bellows' nozzle.  Pull the handle to inflate the 
device, and pick up the resulting Diving Apparatus.  Step out of the 
Workshop, fill your helmet with water from the sluice, and go to the 
"fort."
 
THE CANNON
 
Note the three tools hanging on the wall in front of you as 
you enter the Fort.  Use the Swab to clean the top of the cannon (actually 
the mouth of the cannon, presently pointing upward) on your left.  Pick up 
the Empty Gunpowder Shovel, fill it with gunpowder from the keg, and pour 
this gunpowder down the now-cleaned mouth of the cannon.  Use the Rammer 
to tamp the powder in the cannon.  Load the cannon by putting the 
Cannonball in it.
 
Attach the Tackle to the hook that you will find at the end of the wall, 
to the right of the window, in front of the cannon.  Disassemble your 
Pick, and attach its Handspike to the square hole in the left "arm" of the 
cannon.  Click on the Handspike to lower the cannon, and the hero will 
automatically recover the handspike.  Pull the rope knot tied before the 
hook in the ground behind the cannon, to move the cannon closer to the 
window.
 
Use the Oakum to provide the linstock with a wick.  Light up 
the linstock with your Lighter, and apply the Linstock to the hole at the 
top-back of the cannon.  A cutscene follows.  Fill your Empty Powderhorn 
with gunpowder from the keg.  Step outside the fort, turn right, and go 
down the rope ladder to the beach.
 
DIVE TO THE WRECK
 
Move forward, turn left towards the pirates' flag in the sea, 
and click on "dive to the wreck."  A cutscene follows.  Use your Knife to 
free the yellow sponge from the rock in front of you.  Pick up the Damp 
Sponge.  Try to pick up the Surgeon's Case inside the clam.  Place the 
Handspike in the front edge of the clam to keep it from "clamming up."  
Pick up the Surgeon's Case, and place it on the spanner in your inventory 
to retrieve the Forceps and the Amputation Saw.  Retrieve the Handspike.  
Turn left to the larger part of the shipwreck and pick up your Cannonball 
from the seabed further left of the larger shipwreck.  Click on the Eye 
icon appearing on the Roman Numerals carved on a wooden board jutting out 
of the shipwreck.  Go up out of the water and take two steps to your right 
to arrive by your dinghy.
 
REPAIRING THE DINGHY
 
Click on the Eye icon on the hole in the dinghy, and the hero 
will tell you the details of what needs to be done to repair the hole.  
Click on the piece of log with two small planks nailed to it, on your 
left.  Use your Forceps to remove the nails from the planks.  Use the 
Amputation Saw on the planks, and the cutscene will do the rest.  Apply 
the Oakum to the area under repair, and the cutscene will do the rest.  
The final touch is to varnish the repairs.  So take a step to the left 
along the beach.  Turn around to the fireplace by the statue.  If you 
haven't built a fire yet, do so now by placing the Fuel in the fireplace 
and using your Lighter to light it.  Place the Cold Resin in the fire, 
return to the dinghy and apply the Hot Resin to the repaired hole.  The 
hero will declare that the hull is repaired and we can now row upriver.
 
[Note: You must apply the resin quickly after heating it, or it will cool 
down and you will have to go back to the fireplace and heat it again!]
 
THE PIRATE AT HOLLOW HEAD
 
We need to take care of this last pirate before leaving this 
part of the island, because he has something that we will need later in 
the game.  So go to your right, turn left, and click on the lines to bring 
the trolley back to your side.  Cross the gorge.  Step forward to the 
resin tree, turn around and go to the Skeleton cave.  Enter the cave, step 
forward, and look at the torn net on your left.  Repair it with the 
Nettling Needle.  A cutscene follows.
 
Step forward to the saber-ruled door, go up the stairs, and 
the hero will point out the pirate to the right of the stone bench.  So go 
left, up the stairs on your right and look down in the mouth of the Hollow 
Head.  The hero will comment.  If you just click on the gear icon, the 
hero will tell you that shouting will not do the trick.  Use the Megaphone 
instead.  A cutscene follows.  Pick up the Key hanging down from the 
pirate's belt, and return to your dinghy.  We are ready to "Go to the 
Waterfall."  So click in that direction, and a cutscene will follow.
 
THE BLOOD RIVER FALLS
 
Close the Enigma box.  Look down on your right, pick up the 
rope in the dinghy and tie it to the large ring above in the rocks, by 
using the following knot:
 
Bottom, Bottom, Top, Center, Center.
 
Step on the landing behind the boat.  Click on the Eye icon on 
the skeleton down on your right.  Click on the bell on the tripod, or try 
to go through the passage in front of you, or talk to the parrot perched 
up on your left.  The same dialog will follow in each case.  Talk to the 
parrot.  Pick up the Twin Daggers.  Go back in your boat and apply the 
daggers to the strange symbol in the rocks, to start "the enigma with 
daggers."
 
THE TWIN-DAGGERS PUZZLE
 
It is really easy to solve this puzzle but much harder to 
explain the solution.  I hope that the following picture will help.  
Imagine that the tube between the two daggers left an imprint on the 
rocks.  Thus, each one-inch segment of the yellow line shown below 
represents such an imaginary imprint; and together, they mark the route 
that you must take as you proceed from the lower-right to the upper-left 
portion of the screen.
 

 
LONG JOHN SILVER
 
A cutscene takes you from the upper landing to the cave where 
Long John Silver awaits the hero.  We will call this the Snake Cave.  Talk 
to Long John, exhausting all the topics in the dialog box.  Turn right and 
click on the passage with the set of stairs going up.  Long John will tell 
you that it is a secret passage.  Click on the passage again to go 
upstairs.
 
THE PIRATES AT THE FALLS
 
A cutscene will bring you to the cave where the pirates are 
holding Pepita.  Note that the three pirates are spread out in the cave.  
If you try to shoot one of them, the other two will get you before you can 
reload.  So go back down to your boat, step on the landing behind the 
boat, and click on the bell to talk to the pirates.  Exhaust all topics in 
the dialog box.
 
As the pirates lower the "box" (actually a basket), put the 
Cannonball in it.  A dialog will follow.  Open your inventory, seal the 
bottle of rum with the cork and place the bottle on the box.  Another 
dialog and a cutscene follow.  Go back up to the cave where the pirates 
are holding Pepita.  Try to shoot the last pirate, who is standing beside 
Pepita, with your Loaded Pistol.  A cutscene and dialog follow.
 
THE LAST PIRATE
 
Try to talk to Morgan the pirate, but he won't tell you 
anything useful until you attend to his injuries.  [Of course, you don't 
really need any help or information from him, but that might not be so 
"Christian-like."  So let's take care of his wound, and this would be the 
best time to do so.]  Click on Morgan's injured leg, and the hero will 
tell us that we need the forceps to extract the bullet.  But if you try to 
use the forceps, the hero will indicate that we need to give Morgan 
something to help him bear the pain.  In other words, we must get him 
drunk first.
 
So pick up the Bottle of Rum from the ground on your left.  
Pick up the Slate and Crayon and the Mirror from the table further left.  
Open the Bottle of Rum by placing it on the spanner in your inventory, and 
give it to Morgan.  He will tell you to fix him now.  Apply the Forceps to 
his leg, and a cutscene will do the rest.  Talk to Morgan now and exhaust 
all the topics in the dialog box.  Then, use the Key (retrieved earlier 
from the pirate in the net) on the lock hanging down from Pepita's hand, 
to free her of the chains binding her wrists.  Another dialog follows, 
taking us back down to the Snake Cave.
 
THE MAYAN ENIGMA – SET UP
 
Close the Enigma box.  [You can click on the glyph above the 
secret passage, or just press Enter, to open that box again.]  Turn to the 
stone mechanism on your right.  Bring out the large and small disks from 
your inventory and put them in their respective slots at the top of the 
mechanism.  Pepita gives you some information.  Turn back to the 
mechanism.  Note the white button under the two disks, but don't press it 
yet.  Click on the Eye icon on the black glyph under the white button, to 
hear Long John explain what it means.
 
Click on the green "basin" under the black glyph.  Fill the basin with the 
water from your helmet.  Click on the grimy inscription around the green 
basin.  Use the Damp Sponge to wipe off the grime.  Click on the 
inscription now, and Long John will tell you what it means.  Feel free to 
talk to Long John and Pepita to have them give you some more information 
and/or repeat part of what they told you earlier.
 
Go back to our original Point of Arrival on this island.  The 
quickest way to do so is to open the Map and click on "Cape Fear."  
Disassemble your Sailmakers' Kit.  Place the Needle on the magnetic rock 
down on your left, to get a Magnetic Needle.  Combine this magnetic needle 
with the Cork, to make a Compass.  Return to the Snake Cave and put the 
Compass in the green basin.  We are now ready to solve the Mayan Enigma.
 
PART 1:  THE CALENDAR DAYS
 
Question 1: From south to white north, how many days?
 
We determine the directions from the compass needle, of 
course.  So put your cursor on the Eye icon on the image that the needle 
is pointing at, to determine the North.  The box in the upper-right corner 
of the screen tells us that this image represents "1 Flint."  In other 
words, the "white north" in the Enigma is "1 Flint."  Now put your cursor 
on the Eye icon on the yellow image to the right of the needle, to learn 
that the "south" in the Enigma is "1 Rain."  Hence, we must find the 
number of days from 1 Rain to 1 Flint.
 
Place your cursor on the white button, and the box in the 
upper-right corner of the screen will give you three critical pieces of 
information: 
 
START DATE
DAYS COUNTED
DESTINATION POINT
 
We do not need to touch the small disk because it is already 
set on 1 (i.e., a single dot appears in the 9-0'clock position of the 
small disk).  So just click on the large disk and, with your thumb still 
pressed against the left-mouse button, rotate the disk until the image 
representing Rain (the yellow image right of the compass needle) is in the 
3-0'clock position of the large disk.   Check to see if you have selected 
the correct image by placing your cursor on the white button.   If you 
don't have the correct image, keep rotating the large disk and checking on 
the white button until the box in the upper-right corner of the screen 
says, "Start Date: 1 Rain."
 
Once you have set the correct Start Date, click on the white 
button repeatedly until the box in the upper-right corner of the screen 
shows "Destination Point: 1 Flint."  The box will also show "Days Counted: 
39."
 
Turn around to Long John and Pepita standing by the round 
stone table behind you.  Place your cursor on the yellow crocodile-head 
(in front of Pepita) to make sure that it is "set" on the First Question.  
We must now get our three players (the hero, Long John, and Pepita) to 
press numbers that will add up to 39, the answer to that first question.  
Here is one possible solution.  [Feel free to try another yourself.]  
Click on the following buttons (or dice):
 
3 bars and 4 dots (=19) on Long John's right; 
2 bars and 1 dot (=11) in front of Pepita; and then, 
1 bar and 4 dots (=9) in front of the hero.
 
The dice in the center will roll, and Long John and Pepita will release 
their buttons.  Place your cursor on the yellow crocodile-head to confirm 
that the answer to the first question has been recorded as 39.  Click once 
on the crocodile-head, and place your cursor on it to confirm that it has 
now moved on to the Enigma's Second Question:
 
Question 2: From south to west, how many to count?
 
Turn back to the disks.  Since the question still asks us to 
count "from south," our start date is still 1 Rain.  But the large disk 
has "Flint" in its 3-o'clock position.  So move the disk counterclockwise 
once to put "Rain" in the 3-o'clock position.  Place your cursor on the 
white button to confirm that the box in the upper-right corner reads 
"Start Date: 1 Rain."
 
Now place the cursor on the Eye icon on the image under the compass 
needle, to find that "the west" in the Enigma is represented by "7 
Monkey."  So click on the white button repeatedly until the box in the 
upper-right corner of the screen reads "Destination Point: 7 Monkey."  The 
box will also show "Days Counted: 32."  Hence, we must now press three 
numbers that add up to 32.  A possible solution is as follows.  [Again, 
feel free to try another yourself.]  Click on the following buttons (or 
dice):
 
3 bars and 4 dots (=19) on Long John's right; 
2 bars and 1 dot (=11) in front of Pepita; and then, 
2 dots (=2) on the hero's left.
 
The dice in the center will roll, and Long John and Pepita will release 
their buttons again.  Place your cursor on the yellow crocodile-head to 
confirm that the answer to the second question has been recorded as 32.  
Click once on the crocodile-head, and put your cursor on it to confirm 
that it has now moved on to the Enigma's Third Question:
 
Question 3: And from west to north, add what amount?
 
Turn back to the disks.  We already know that the west is 
represented by "7 Monkey."  In fact, the image of the monkey appears in 
the 3-o'clock position in the large disk.  But it is there as the 
"destination point" from the last question.  So just turn the large disk 
up or down a little and re-set the image of the monkey in the 3-o'clock 
position.  Place your cursor on the white button and it should now show 
"Start Date: 7 Monkey."
 
Recall that the North is represented by "1 Flint."  So click 
on the white button repeatedly until the box in the upper-right corner of 
the screen reads "Destination Point: 1 Flint."  The box will also show 
"Days Counted: 7."  Hence, we must now come up with three numbers that 
will add up to 7.  A possible solution is as follows.  [Once again, feel 
free to try another yourself.]  Click on the following buttons (or dice):
 
3 dots (=3) on Long John's left;
2 dots (=2) on Pepita's left; and then, 
2 dots (=2) on the hero's left.
 
A cutscene will follow, bringing up the second part of the Enigma.
 
PART 2:  THE LUNAR POSITIONS
 
Close the Enigma box.  Click on the Eye icon on the three blue 
circles on the wall, and Long John will tell you that it is the glyph 
representing the moon.  In fact, this "Lunar Symbol" depicts the solution 
to this part of the Enigma:  the three balls (in the center of the 
structure in front of us) must be all BLUE; and the three white lines 
around the balls must appear in the same position around those balls as 
they do in the glyph.  Here is how to accomplish that.
 
A cutscene follows.  Try to talk to Long John, and the hero 
will note how Long John is wiggling his fingers.  Combine the Slate and 
Crayons and the Damp Sponge, and place A Blank Slate and Crayon in Long 
John's hand.  A cutscene follows.  You can pick up the Slate with a 
Drawing in your inventory, and read the box at the bottom of the inventory 
screen to learn what Long John has drawn on the slate.  Then, place the 
Mirror either on the snake's face or on the circular stone on the ground 
in front of you.  And then,
 
Sit back and enjoy the ending…
 

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