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Walkthrough

by Shotgunnova

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                                   }     (�)   _              {
                                  |   _   �   (_)    _      _  |
                                  |  (_)            {_}    (_) |
  Spoiler-free FAQ & Walkthrough  |                            |
    by Shotgunnova (P. Summers)   '._       {�}   _          _.'
  EMAIL: shotgunnova(@)gmail.c0m     '-~._   �   (_)    _.-~'
   _____                                  '-._      _.-'               ____
  |  ___|�| |�|����|�| |�|�|�| |�|�����|�|    |    {  |�| /�/|�|����\ |  __|
  | |___| | | | |��| | | | | | | | |�| | |    (    )  | |/ / | | |�\ \| |__
  |___  | | | | |  | | | | | | | |  �  | |    |    {  |   (  | | |  ) )__  |
   ___| | |_| | |  ( |_| ) ( |_| ) |�| | |__  (    )  | |\ \ | | |_/ / __| |
  |_____|_____|_|   \___/|_|\___/|_| |_|____| )    {  |_| \_\|_|____/ |____|
_____________________________________________/      \__________________________
���������������������������������������������������������������������| INDEX |�
                                                                      �������
   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

      Stats ............................................................ STTS
      Field Objects .................................................... FLDO
      Tips & Tricks .................................................... TPST

 III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
  IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

      Items ............................................................ ITMS
      Endings Guide .................................................... ENDG

   V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
 VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
�������������������������������������������������������������������������������
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�������������������������������������������������������������������������������
            OFF/ON SWITCH --> .-._______________
                              |  _____________  |
                              | |             | |
                              | |             | |
                              | |             | |
           SCREEN DISPLAY --> | |             | |
                              | |             | |
                              | |_____________| |
                              |    _            |
                              |  _| |_       (A)| <---- A BUTTON
     DIRECTIONAL PAD -------> | |_   _|   (B)   | <---- B BUTTON
                              |   |_|           |
                              |                 |
                              |       //  //    | <---SELECT and START BUTTONS
                              |_________________|

 A      - "Action" button
 B      - "Cancel" button for menus; can bring up main menu
 D-Pad  - Movement control
 Start  - Toggles menu
 Select - (hold) change direction w/o moving
 Screen - Whatcha look at, of course!
_______________________________________________________________________________
�������������������������������������������������������������������������������
II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
STATS                  [STTS]
�����������������������������
 There are four main stats in the gamem, denoted with percentages (i.e 50%):

 � HEALTH : This is denoted by a heart icon at the bottom of the screen and
   relates to the kid's wellbeing. It goes up when (1) certain foods are eaten
   (2) the kid rests at a shelter; it goes down when (1) animals successfully
   attack the kid (2) hunger, water, or fatigue are maxed out at their worst.
   See the food section on what types of foods give what bonuses.

 � HUNGER : Obviously, this is associated with the food consumption. When the
   food's eaten, the kid gets better; when starving, it goes down. Having the
   hunger meter run out makes the health meter start going down incrementally.

 � WATER -: The thirst stat. Drinking any kind of water, and certain fruits,
   will make the stat rise. Going long times without water will make the kid's
   condition worsen; when depleted, the health meters depletes incrementally.
   It's important to take water in the canteen when exploring the eastern parts
   of the island, since places like the swamp and desert have no freshwater or
   any at all, respectively. [It's okay to drink discolored water in a jam, if
   y'can stand the health penalties.]

 � FATIGUE: This stat goes up as the kid moves around on the field, or by
   doing certain actions, like fishing, building a raft, etc. Certain events,
   like entering the storm in the early going, also causes fatigue. Fatigue is
   lowered by eating certain foods and being well-rested at huts. If sleeping
   outside, always make sure to build a fire in front of the tree shelter, or
   the kid may wake up poorly rested (much fatigue remaining instead of none).

FIELD OBJECTS          [FLDO]
�����������������������������
 Here's a list of main things that'll be encountered when walking around:

 � ANIMALS: There's a plethora of creatures in the game, and all can be killed
   with weapons, although expectedly some (like bugs) don't give meat upon
   death. Small or herbivorous creatures, such as rabbits and frogs, flee when
   seen, but bears, mountain lions, foxes, and so on initiate battle. The kid
   can fight back with a weapon equipped by pressing d-pad in the direction of
   the animal and attacking. [Not pointing in the direction of the animal will
   initiate a counterattack, often giving needless health loss.] 

 � FOOD --: Food comes in the form of plants, meat, fruits, and berries, and
   can be obtained in a number of ways. Of all types, only raw clams and
   certain grasses/mushrooms have negative side effects; berries and fruit are
   okay to eat, just like cooked meat. Additionally, berries and honey never
   spoil.

 � HUTS --: Shelters come in huts, the Old Ship at the wharf, and numerous
   "tree shelters". Sleeping at these restores some health and eliminates
   fatigue; on the flipside, food and water necessity goes up. When sleeping
   at tree shelters, remember to light a fire in front of one to keep animals
   away -- without it, the kid make wake up poorly rested (much fatigue still
   remaining) and waste precious time. [Fires can't be lit in the rain, of
   course, so permanent shelters are a much better alternative.]

 � ROCKS -: There are three types in this category: (1) small rocks that have
   little use (2) Big Rocks that can be used to fish or pound nails (3) giant
   boulders that are immovable except by using a Big Stick. The kid will have
   to harness some rocks to get through the game.

 � TREES -: There are two types of trees, discounting shelters: (1) pines that
   give Tree Sap when inspected (2) weird trees in the Jungle Zone that create
   Lumber when chopped down via Axe. 

 � WATER -: The stranded kid will find much water in the game. Crystal clear
   freshwater helps quench thirst and should always be in the canteen. Try not
   to drink brown or off-color water, such as in the swamp or at the mountain
   base, since there are penalties associated with them. [They can be drank in
   a bind, though...just avoid it if possible.]

TIPS & TRICKS          [TPST]
�����������������������������
 If a reader has any good tricks not listed here, send 'em my way.

 � ALWAYS BRING WATER ALONG! In every place except the desert, food's in a
   huge abundance; however, freshwater ain't. When exploring the eastern half
   of the island, always bring a full canteen and refill it when possible. No
   sense in drinking that discolored swampwater if y'can help it.

 � ARROWS! The game gives one free BrdFeather in the early going, but it has
   no respawn ability when used in as a component (unlike Ivy, for instance).
   This means that the player will have to locate a bird, kill it, and take
   a fresh feather if that Arrow's lost somehow (such as during the raft storm
   event). Birds show up towards dusk in the Jungle Zone and mountain areas,
   but aren't reliable in the least -- it's better to make an Arrow and store
   it somewhere to avoid potentially weeks of searching! [Luckily this is the
   only object that seems to be this annoying to make.]

 � PASSAGE OF TIME! The game works on a morning-noon-dusk-midnight series of
   time, with certain animals coming out at 'x' time, and so on. Weather only
   changes when the time of day does (thankfully), so tote an Umbrelleaf with
   at all times to make fatigue gain plateau. Additionally, exploring new
   places at night sucks without lighting a torch, so don't forget to have one
   of those with as well! [Fires can't be lit in the rain, however, making
   rainy-night exploration and outdoor sleeping annoying.]

 � WATCH YOUR STATS! Survival Kids neophytes will probably get in situations
   where they become starved, parched, or "worn out," in which case the health
   meter starts to deplete. In real life, eating things you find on the ground
   is a bad thing; in-game, it's the key to survival. Learn which foods to
   avoid and eat fatigue-lowering ones, always drink water, and sleep before
   getting "worn out".

_______________________________________________________________________________
�������������������������������������������������������������������������������
III. WALKTHROUGH                                                         [WLKT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 This walkthrough will be geared toward completing the game in the shortest
 amount of backtracking. For those who just want to dawdle and see what's
 around the island, it's not necessary to follow the guide stringently -- it's
 just a guideline.
 __________________
| DAY 00 - ARRIVAL |
 ������������������
 Areas: Opening Beach, Jungle Zone
 Items: Knife, Match, Radio, Canteen, Stick, BrdFeather, Tree Bark

 The kid arrives at the island, stranded and alone. The stats [100 Life, 
 70 Health, 70 Water, 50 Fatigue] won't go down yet, appropriately.

 � Search the dunes for the Knapsack (contains Knife, Match, and Radio)
 � Equip the Knife to allow the kid to cut grass tufts
 � Claim the eastern Canteen, allowing kid to store freshwater (x3)
 � Take the eastern Stick, too.

 Clams on the beach can be eaten raw but will paralyze the kid if done that
 way; they have to be cooked to have that effect removed. However, even cooked
 clams will go spoiled very quickly so they should be eaten quicklly or not at
 all. [Spoil rate: ~1 day]

 � Take the BrdFeather and Tree Bark here
 � Merge the Tree Bark and Stick to make the Kindling

 The Kindling allows the kid to start fires, which are helpful in cooking raw
 meats, lighting torches, and staving off potential animal interference when
 the kid sleeps outside.

 � Locate the nearby hut, and the kid automatically enters

 Huts provide safe sleeping zones, and no animals will wake the kid up in the
 night -- basically, new days start with no fatigue instead of a lot, which can
 make a huge difference in exploration.

 � Store the BrdFeather in the hut for later use
 � [OPTIONAL] Store the Match in the hut (since it can't be used anyway)

 Just a word about the BrdFeathers: unlike organic material -- berries, fruits,
 and so on -- they won't regenerate when consumed. Since the feathers are a
 huge component in making arrows, it pays to store them someplace and not toss
 'em to save inventory space. More feathers can be gotten from slain birds but
 in actuality, their appearances can be very...scattershot. I've gone weeks
 without finding _one_; in other games, they've appeared more often.

 � Sleep in the hut to conclude the "zeroth" day
 ____________________________
| DAY 01 - LOCAL EXPLORATION |
 ����������������������������
 Areas: Jungle Zone, River of Blessings, Southeastern Beach, Mysterious Swamp
 Items: Flex Tree, Ivy, FishingGut, Big Stick

 Upon waking up, the kid remembers s/he's hungry. Note that the Health/Water
 stats have depleted? These have to periodically replenished to ensure one's
 survival. If either drops to zero, the health display (denoted by a heart
 icon) starts do decrease; if that hits zero, it's game over, man. Note that
 if the kid's too fatigued, this happens as well -- that's why it's important
 to light a fire when sleeping outside (as previously said).

 � Go north and east into the River of Blessings zone
 � Drink from the river and fill the Canteen
 � Cut the grass to find the Flex Tree
 � South of there, locate the Ivy
 � Combine the Flex Tree and Ivy to make the Bow

 The River of Blessings area, like many, is full of food to eat. A rule of
 thumb is to always eat berries and fruit, since they have no bad side effects.
 Grasses and mushrooms may give some, though, like poison, paralysis, or
 confusion (which makes controls randomized). Of course, the game documents
 foods' effects so one shouldn't have to make mistakes twice.

 � Cut across through middle of river and exit east, to the beach
 � Take the Stick, FishingGut, and Flex Tree lying around
 � Combine the FishingGut and Flex Tree to make the FishingRod

 Although it would seem useful, the FishingRod can only be used in freshwater
 spots where fish are leaping around -- examples would be River of Blessings'
 southern and northern (waterfall) sites. And, those are the only ones! Fish
 have to be cooked like most meats. Note that the FishingRod cannot be remade
 out of natural components and is mandatory to complete the game -- if y'don't
 want to carry it around, store it next time you're back in the hut.

 � Exit east to reach the Mysterious Swamp
 � Take the Big Stick

 The swamp can't be fully explored now, but that's okay -- the Big Stick is the
 only reason we're here. This allows the kid to move boulders, opening access
 to some more places.

 � Backtrack to Jungle Zone
 � [OPTIONAL] Store FishingRod and/or Bow in hut to save space
 � Take BrdFeather out of hut (or get it in the south)
 � In north part of area, use Big Stick on boulder to open path

 Two new areas are now opened: the west forest and northern mountain (which
 requires the Big Stick again). If it's almost dusk, it means the forest is
 blocked by fog though, so there's no point in continuing anymore. Feel free
 to eat foods and whatnot before sleeping in the hut, though.
 ___________________________________
| DAY 03 - LOCAL EXPLORATION, PT. 2 |
 �����������������������������������
 Areas: Jungle Zone, Misleading Forest, Forest of Sleep, Base of Mountain
 Items: PntTipRock, Tree Sap, Iron Chunk, Battery, RhombusGem, Umbrelleaf

 � In east part of Jungle Zone, take a 2nd Stick
 � Exit west of Jungle Zone to enter Misleading Forest
 � Kid's knapsack will be stolen by the monkey!
 � Exit north, east, south, west
 � In the Forest of Sleep, the knapsack is returned and the monkey flees
 � Take PntTipRock, merge with Stick and BrdFeather, and create the Arrow!

 When the Bow is equipped, and the Arrow is in the inventory, the kid can
 shoot animals from afar -- very helpful against bears and mountain lions with
 lots of health (better than 9-10 knife hits, anyway). However, the Bow and
 Arrow's mandatory use hasn't yet arrived.

 � Backtrack to 1st screen of Misleading Forest
 � Inspect the "christmas tree" to obtain Tree Sap
 � Merge Stick and Tree Sap to obtain the Torch (for navigating caves)
 � [OPTIONAL] Store Arrow in hut for later use
 � Go north of Jungle Zone, move boulder, enter mountain cave
 � Light a fire with the Kindling and use Torch on it

 Torches are mandatory to navigate pitch-black caves, but can also be used in
 dark outdoor locations to light up the entire screen -- don't forget that
 purpose too! Caves are home to bats, lizards, and scorpions, the latter of
 which can poison the kid, so be cautious!

 � Navigate cave, making sure to take the Stick inside
 � Exit into daylight (Base of Mountain section) and see monkey by a hole
 � Enter nearby cave, do Kindling/Torch trick, and take the Iron Chunk
 � Merge Iron Chunk and Stick to create the Axe

 The Axe can be used to cut down certain weird-looking trees, as well as kill
 animals (although it's less accurate than the knife, seemingly).

 � Outside, cut down the trees to make the monkey scatter
 � Inspect the hole to obtain the Battery
 � Merge the Radio and Battery to create the WrkRadio

 The WrkRadio allows the kid to listen to radio broadcasts, which is the way
 to obtain Ending 1 (rescue by helicopter). This ending can't be done if the
 kid sleeps before hearing the rescue broadcast, however. [More on this below]
 CREATING THE WRKRADIO IS MANDATORY TO CONTINUE THE GAME'S FLOW!

 � Go north, west, south, west -- this leads to a spot with cuttable trees
 � Obtain the RhombusGem behind the trees
 � [OPTIONAL] Inspect skeleton in area's cave to learn about making traps

 Traps can be made by using Ivy at tiles with animal footprints. This allows
 the kid to get meat without having to fight for it tooth and nail.

 � Backtrack to where monkey was, exit east -- leads to Inviting Waterfall
 � [OPTIONAL] Take Umbrelleaf -- prevents fatigue speed-up when it's raining
 � [OPTIONAL] PntTipRock is in grass if player needs one for making the Arrow
 � Move the Big Rock to permanently open way to River of Blessings
 � Backtrack to Jungle Zone hut
 � Store RhombusGem and Axe in hut for later use

 Now, about obtaining Ending 1 (rescue by helicopter). Repeatedly inspect the
 WrkRadio until a broadcast is heard talking about the ongoing operation to
 find survivors. The kid will want to put up an SOS sign somewhere, which has
 to be done within the next day or the operation's called off. The beach is the
 place to put the sign -- made automatically if wanted. After that, sleep for
 two days in the hut and the helicopter will arrive! Visit the beach and the
 ending's achieved.

 HOWEVER, going to sleep without hearing the WrkRadio's broadcast will give a
 scene where the broadcast is called off, preventing one from getting the 1st
 ending.
 _________________________________
| DAY 04 - THE RAFT AND THE STORM |
 ���������������������������������
 Areas: Jungle Zone, Opening Beach, River of Blessings
 Items: Nail [3], Lumber [2], Ivy, Big Rock

 Assuming the broadcast is called off, the kid will decide to make a raft.
 Visit the beach and find the driftwood, which will be raft-production site.
 To make the raft, the following must be collected: [4] Lumber, [1] Ivy, [2]
 Nail, [1] Big Rock.

 � B.ROCK: River of Blessings' north-central part
 � IVY   : River of Blessings' west side
 � NAILS : Opening Beach's boat fragments
 � LUMBER: Chop down the weird trees in the Jungle Zone (West/South of hut)

 Lumber can only be carried one at a time, unlike multiple nails. When one
 unit of Lumber is delivered to the raft site, a heavy-duty rainstorm sets in
 and the kid decides to call it quits (although raft components south of the
 hut and on the beach can still be added). Approaching the hut starts a typhoon
 event, and the kid automatically sleeps until the next day.
 ____________________________________________
| DAY 5 & 6 - THE RAFT AND THE STORM, PT. II |
 ��������������������������������������������
 Areas: Jungle Zone, Opening Beach, River of Blessings
 Items: Board [2]

 After the typhoon, the hut's roof will be trashed and, appropriately, only
 provides restorative bonuses of an outdoor tree (although animals can't wake
 the kid up at night). The monkey who's been pestering the player will now be
 pinned under some debris, too.

 Fixing the hut is optional, but can still be done in the same day as the
 raft's built. The following components are necessary for repairs: [1] Nail,
 [2] Board, [1] Big Leaf, [1] Rock or Big Rock.

 � Use a Big Stick to free to the monkey (mandatory)
 � Collect the 2 Boards near the hut and add them to the debris pile
 � Collect a Big Leaf from the Jungle Zone's northwest area
 � Collect Lumber from the areas surrounding the hut
 � Collect a Nail from the Opening Beach's boat debris
 � Collect a Rock (west of hut) to hammer in debris pile's nail
 � Deliver last piece of Lumber to raft

 The house should now be fixed and the raft built. Don't bother leaving on
 the raft yet (without bringing lots of food/water), or the bad 2nd Ending is
 obtained. Instead, return to the hut and sleep -- after all, doing all this
 has probably taken up much of the second day.

 NOTE: Once the Raft is built, the kid has four (4) days to use it before an
       earthquake ravages the island, killing him/her.
 _______________________________
| DAY 7 & 8 - RAFT PREPARATIONS |
 �������������������������������
 Areas: Jungle Zone, River of Blessings
 Items: ---

 Before setting out on the raft, make sure to bring lots of food and water.
 Bring too little gives the 2nd Ending (death at sea). That ending's also
 achieved if Bub was never discovered underneath the debris, but that usually
 doesn't happen. Make sure to bring:

 � RhombusGem (if obtained)
 � Knife
 � Canteen (filled with water)
 � [4+] good food (like cooked meats, berries, fruit, etc.; no raw crap)

 Make sure to leave things that aren't needed or can be made with organic
 components (as those will be destroyed in the upcoming journey) such as:

 � Bow and Arrow
 � Axe
 � FishingRod
 � WrkRadio

 When ready to set out, it's time to use the raft. Whether or not Bub is taken
 matters very little, really, but there's no reason to NOT take him. If your
 fatigue's really high by now, it's best to not take Bub (generally), as he'll
 give a great gift after the raft event that puts y'back in top shape.
 _______________________
| DAY 9 - WASHED ASHORE |
 �����������������������
 Areas: Northern Beach, Old Ship's Wharf, Ancient Forest, Mysterious Swamp
 Items: Star Gem, WeirdBerry

 Assuming the kid didn't end up dying at sea, s/he washes up on the Northern
 Shore, which was yet unreachable. South, the kid will be able to find meager
 food, the mandatory Star Gem and -- if Bub was left behind -- he'll show up
 again and give the kid a WeirdBerry, the only one in the game. Eating that
 berry fully restores life, hunger, water, and lowers fatigue completely...a
 truly awesome gift.

 � Use Star Gem on star-shaped hole to undo one of the moorings
 � Enter inside the ship to rest a bit; the SW door to Ancient Forest is open!

 The Ancient Forest is where the kid will have to scrounge for components to
 remake some stuff lost in the raft's storm. Kindling (Tree Bark + Stick) is
 an obvious one, but don't forget to uncover a Big Stick hidden by grass (it's
 in a dead end near the animal tracks).

 � Exit south into the Mysterious Swamp

 The swamp's northwest section is semi-explorable now, but the two outlet
 paths are blocked by alligators. To get past them, paralysis-inducing food
 has to be "used" on them from the menu -- this means Thin Grass or a raw Clam.
 NOTE: Thin Grass will not work unless the kid has eaten one before to know it
 has the negative effect!

 � [OPTIONAL, for now] Use a raw Clam on an alligator to paralyze it
 � Take Umbrelleaf near northern alligator
 � Use Big Stick on boulder to open (one-way) shortcut to Inviting Waterfall

 At the waterfall's base path, there's now a huge crack running parallel to
 the cliff face -- the kid comments that breaking the boulder above could open
 the path forward.

 � Return to Jungle Zone and get the Bow and Arrow from the hut's storage
 � [OPTIONAL] Get other valuables from storage as well
 � [OPTIONAL] Investigate campsite in western part of area

 The campsites mean someone else is on the island, and put one on the path to
 getting new endings (companion-related). Both of them -- there's another to
 find "tomorrow" -- must be inspected to find the kid; not inspecting any or
 all will result in him/her not coming into the picture.

 � Return to Inviting Waterfall, equip Bow, and use Arrow on boulder

 This causes a minor landslide that creates a path up the cliff.

 � Use Big Stick to clear two boulders out of the way

 Doing this allows the kid to (1) visit the mountain's summit by way of the
 waterfall area, rather than going up the base (2) enter the waterfall's cave.
 However, it's probably late by this time so sleep in the shelter atop the
 waterfall's precipice and get ready for another long day... 

 � [OPTIONAL] Deposit Bow & Arrow in hut and obtain the FishingRod. This will
   save time for the next day.
 ______________________________________________
| DAY 10 & 11 - CONNECTING THE ISLAND'S HALVES |
 ����������������������������������������������
 Areas: Inviting Waterfall, Summit, Cave Behind Falls, Ancient Forest, Old S.W.
 Items: Round Gem

 The tenth day will be dedicated to making a way back to the other side of
 the island -- remember the swamp shortcut was a one-way trip!

 � Head north from shelter to reach the Summit
 � Visit NE corner to find Round Gem...but it falls into the waterfall's pond
 � [OPTIONAL] Visit SW path network to learn about pitfall traps

 Similar to trapping animals, pitfalls let the kid use a Big Leaf to cover a
 hole -- if an animal steps on it, they automatically die and their meat can
 be obtained. Not necessary but it could be useful, especially since some of
 the mountain beasties are rather tough (bears, mountain lions, etc.)

 � Visit River of Blessings' northern fishing spot; use Big Rock nearby on it
 � When a Big Fish is caught, it turns into the RoundGem!

 Some people have said catching a fish at Inviting Waterfall can give the gem
 too, but in all my games, this has never occured (the kid just gives the
 "nothing's happening" quote). Try 'em both if needed, I guess.

 � Make a Torch (Tree Sap + Stick) like done earlier
 � Sleep into day 11 to keep your strength up (also deposit unneeded things)
 � Return to Inviting Waterfall's cave entrance, and take the Ivy there
 � Take northern path and use Ivy to bridge the abyss
 � SE of there, use the Big Stick to hit the boulder; get the Palace Key!
 � NE of there, use Big Stick (lose permanently) to create bridge to exit

 This deposits the kid in the Ancient Forest's northwest corner, permanently
 connecting the two halves of the island. That's actually the long way around
 though; in coming days we'll make the swamp path more...hospitable.

 NOTE: If the kid inspected the two campsites, then a kid will be lying on the
 ground at the wharf's entrance.

 � Return to Old Ship's Wharf (taking sick kid with, if applicable)
 � Use Round Gem (and RhombusGem if not yet done) on the mooring locks
 � Sleep into the next day
 _____________________________________
| DAY 12 - HELPING OTHER STRANDED KID |
 �������������������������������������
 Areas: Old Ship's Wharf, Northern Beach, Ancient Forest
 Items: Oval Gem

 The newcomer's convalescence is in the hands of the player. Leaving the kid be
 will ensure his/her demise, while feeding a health food (the kind that boost
 life, like a baked clam) are the road to recovery. 

 � Give kid one health food to make him wake up; he gives over the Oval Gem
 � [OPTIONAL] Keep giving cooked food to make kid fall in love!

 Wasting time here loses some of the day, and we want to start fresh for the
 long segment ahead. I suggest eating a bit, refilling the canteen, and just
 sleeping into the next day (although it sucks to cut the day short...)
 ______________________
| DAY 13~15 - GEM HUNT |
 ����������������������
 Areas: Old Ship's Wharf, Northern Beach, Ancient Forest
 Items: Lotus Leaf, SquareGem, Iron Lump, Pendant, Oval Gem, Eye Gem

 There will be 4 gemstones (3 if kid was saved) remaining, and they have to
 be done in the following order: Square, Oval, Triangl, Moon. So, let's get
 started!

 � Obtain Clam at Northern Beach (for paralyzing effect)
 � Refill Canteen for road ahead (no freshwater to be found!!)
 � In Ancient Forest, (re)obtain a Big Stick
 � At Mysterious Swamp, paralyze remaining alligator
 � Exit east into the Eastern Inlet section
 � At far end, use Canteen on dirty plaque to read inscription

 Reading the inscription allows monuments to be seen in the desert, which would
 otherwise prevent one from getting the Oval Gem (if still needed). So, yeah,
 it's mandatory.'

 � Navigate swamp until tree shelter is found
 � Use lotus pad and push rock into water
 � Cross submerged rock to push in 2nd rock
 � Use the pad Bub rode on to collect "Lotus Leaf" item
 � Use lily pad network to ride south, move boulder, ride south again
 � At island, find spot where kid says "so close..." -- use Lotus Leaf here
 � Ride new path north to SquareGem!

 Collecting the gem drains the swamp for the game's duration, creating a great
 new shortcut that's better than the waterfall cave.

 � Collect Iron Lump from drained pond
 � Get Stick from Southeastern Beach; [Stick + Iron Lump = Hammer]

 The Hammer can break down certain walls and objects, although it's use is
 rather limited. Still, it's mandatory for completing the game so keep it on
 hand.

 � Exit east from swamp into the Scorching Desert
 � Go east to find 1st statue cluster; due south to find the Pendant

 NOTE: If the other kid wasn't rescued, the Pendant's the Oval Gem, instead.

 � Southeast of Pendant, find statue cluster
 � Use Hammer on middle statue to obtain the Eye Gem
 � At Eastern Inlet, use Eye Gem on lone statue to make path to TrianglGem!
 � Return to Old Ship's Wharf and put in obtained gemstones

 Putting in the first six gems causes an event where the temple entrance at
 the Forest of Sleep emerges and can now be entered.

 � [OPTIONAL] Give "other kid" the Pendant
 � Sleep to recover the inevitable fatigue accumulated in this segment!
 __________________________
| DAY 16~17 - THE MOON GEM |
 ��������������������������
 Areas: Forest of Sleep, Ancient Ruins
 Items: Sun Key, StarKey(L), StarKey(R), Star Key

 Before returning to the Forest of Sleep, make sure to have the following
 mandatory items with: Bow, Arrow, Hammer, Big Stick, Kindling, Palace Key. It
 would suck to get entrenched in the ruins only to be stiff-armed by a puzzle
 requiring a thing y'don't have! [Also bring freshwater along, since there's
 none available until the later parts.] Anyway...

 � At Forest of Sleep, use Palace Key on keyhole to open way into ruins
 � Go north from entrance to find chamber with a sliding tile puzzle... Ugh.
 � Ignore it for a moment -- enter eastern chamber's 2F and collect the Panel
   on the SW corner.

 The Panel is obtained by going west to the wall, then south -- there's many
 holes in the place but trial and error works.

 � Return to the sliding tile puzzle and inspect it to begin.

 There's an in-game explanation if needed, but it's pretty simple -- use the
 d-pad to make the jumbled puzzle look like the panel series to the left. It's
 got infinite solutions, although one of the easier ways to do it would be
 like so: [RRDLLURDLDRRULURDLLDRRULLDRR]. 

 � Use Panel on NW corner space to finish puzzle; collect Sun Key
 � Sleep in tree shelter nearby (since it's dark already anyway).

 ---

 So, the 17th day begins!

 � Use Sun Key on NE gate to unlock, giving access to central chamber

 This multifloor room will be very mazelike, so I'll just use basic directions
 on how to navigate the stairs. From the entrance...

 � N,NE -- inspect sparkle in water to obtain the StarKey(R)
 � NE,NE -- step on button
 � SE,SW,SE,NE -- take Moon Key

 If the Moon Key has a barrier around it, retrace the steps and step on the
 floor button above -- it makes the thing retract.

 � SW,S,S,S,SW,SW -- kid reaches exit again

 Back outside, use the Moon Key to enter the gated portion south of there.
 Cut the grass to find the StarKey(L), which can be merged with the other
 portion to create the Star Key proper.

 � Use Star Key on eastern gate to reach final chamber

 The largest chamber is where all the preparation comes to fruition. Moon-
 -shaped buttons either (1) open doors (2) changes environmental things, like
 the position of objects. Here's how to proceed through this place...

 � Locate the 1st moon button to open a door (ignore it)
 � Go north to where two torches are; use the Canteen to snuff 'em
 � West, equip the Hammer and break the weird wall by the boulder
 � Use the Big Stick to move the boulder; break another wall north of there
 � North still, use the Bow & Arrow to hit waterside moon button
 � Hit newly-accessible moon button, then hit button in step above again
 � East, use the Kindling on unlit torches to open way forward
 � [OPTIONAL] Break south wall to find button, creating a shortcut by water
 � Navigate switch-and-block maze...it's rather simple, really
 � Step on gate-opening switch south of there
 � Use Big Stick on SE boulder
 � Navigate invisible wall maze, while heading north all the while
 � Take Moon Gem from dais

 This opens up a secret path back to the Old Ship's Wharf, where the kid can
 immediately put the final gemstone in to finish the game. [NOTE: The shortcut
 is one-time-only, and while the kid doesn't have to finish the game right
 away, backtracking to the ruins won't allow the shortcut to be used again.]
          _________          _______    _______  _        ______   _
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

 The ending obtained depends on whether the "other kid" was found, if s/he
 survived, or whether or not 100+ days were spent on the island without being
 rescued. [See Endings section for overviews.] 
                                                      _______________________
_____________________________________________________/ IV. APPENDICES [APND] |_
�������������������������������������������������������������������������������
ITEMS                                                                    [ITMS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Eating food is a fundament of surviving on the island, and there's a lot of
 types to find naturally (grass, mushrooms, etc.) or by slaying animals and
 chowing down on their meat. Most types simply gives positive effects but a
 couple will inflict poison (life decreases) or confusion (controls changed
 for awhile) that should be avoided. Since the game has a pasage of time, it
 makes sense that kept food will rot. Preserving food with spices makes it last
 much longer; berries and honey can't rot at all, though, so those are good
 ones to carry around for a pinch.
 ____________ _________________________ _____________________ ________________
| FOODSTUFFS | COMBINATION COMPONENTS  | LIFE HNGR WATR FATG | OTHER INFO     |
|������������|�������������������������|���������������������|����������������|
| Bad Egg    | ----------------------- | -10% +15% ---- ---- | Gross old food |
| Bad Grass  | ----------------------- | -10% +15% ---- ---- | Gross old food |
| Bad Mush   | ----------------------- | -10% +15% ---- ---- | Gross old food |
| Baked Clam | Kindling + Clam         | +15% +15% ---- ---- | -------------- |
| Baked Meat | Kindling + Meat         | +10% +50% ---- -20% | -------------- |
| BigBkeFish | Kindling + Big Fish     | +20% +40% ---- -20% | -------------- |
| Big Berry  | ----------------------- | ---- +30% ---- -30% | Berry minigame |
| Big Fish   | ----------------------- | ---- ---- ---- ---- | Can't eat raw! | 
| Clam       | ----------------------- | ---- +15% ---- ---- | Paralyzes kid! |
| Colormush  | ----------------------- | -20% +15% ---- ---- | Poisons kid!   | 
| Cooked Egg | Kindling + Egg          | ---- +30% ---- -20% | -------------- |
| Damp Grass | ----------------------- | +20% +15% ---- ---- | -------------- |
| Dry Grass  | ----------------------- | ---- +15% -10% ---- | -------------- |
| Egg        | ----------------------- | ---- +20% +10% -20% | Egg minigame   |
| Hard Berry | ----------------------- | ---- +15% ---- ---- | Usable spice   |
| Hard Fruit | ----------------------- | ---- +15% +20% ---- | -------------- |
| Hlw Mush   | ----------------------- | ---- +20% ---- ---- | Confuses kid!  |
| Honey      | ----------------------- | +30% +50% +10% -50% | Gotn @ beehive |
| Plainmush  | ----------------------- | +20% +15% ---- ---- | -------------- |
| PresrvClam | Baked Clam + SpicyGrass | ---- +20% ---- -10% | -------------- |
| PresrvFish | Baked Fish + SpicyGrass | ---- +30% ---- -10% | -------------- |
| PresrvMeat | Baked Meat + SpicyGrass | ---- +40% ---- -10% | -------------- |
| Meat       | ----------------------- | ---- ---- ---- ---- | Can't eat raw! |
| RottenClam | ----------------------- | -10% +15% ---- ---- | Gross old food |
| RottenFish | ----------------------- | -10% +30% ---- ---- | Gross old food |
| RottenMeat | ----------------------- | -10% +20% ---- -20% | Gross old food |
| RoundBerry | ----------------------- | ---- +20% ---- ---- | -------------- |
| SharpGrass | ----------------------- | ---- +15% ---- ---- | Usable spice   |
| ShortGrass | ----------------------- | ---- +15% ---- ---- | Poisn antidote |
| SlickFruit | ----------------------- | ---- +15% ---- -20% | -------------- |
| Small Fish | ----------------------- | ---- ---- ---- ---- | Can't eat raw! |
| SmBke Fish | Kindling + Small Fish   | +20% +20% ---- ---- | -------------- |
| Soft Berry | ----------------------- | ---- +15% ---- -20% | -------------- |
| Soft Mush  | ----------------------- | ---- +20% ---- ---- | -------------- |
| SpoilFruit | ----------------------- | -10% +15% ---- ---- | Gross old food |
| SweetFruit | ----------------------- | ---- +20% ---- ---- | -------------- |
| Thin Grass | ----------------------- | ---- +15% ---- ---- | Paralyzes kid! |
| WeirdBerry | ----------------------- | +100 +100 +100 -100 | -------------- 
|____________|_________________________|_____________________|________________|

 Key items are important objects that the kids will need to get around the
 island. Only twelve (12) items can be held at once and a few can't be stored
 in the jungle hut or old ship, so the player will always be at odds with the
 knapsack's limitations. Make sure to keep vital items on-hand -- like the
 Canteen, Knife, Kindling, Umbrelleaf -- and leave behind situational items
 like the Axe and Hammer.
 ____________ _________________________ ______________________________________
| KEY ITEMS  | COMBINATION COMPONENTS  | INFORMATION                          |
|������������|�������������������������|��������������������������������������|
| Axe        | Stick + Iron Chunk      | Can chop down certain trees          |
| Arrow      BrdFeather+Stick+PntTipRock Can be shot from a Bow               |
| Board      | ----------------------- | Used to fix hut after typhoon comes  |
| Bow        | Flex Tree + Ivy         | Can be used to shoot arrows          |
| Canteen    | ----------------------- | Stores 3 drinks (+50W)               |
| Deer Cap   | ----------------------- | Obtained in Round 2 (Ken)            |
| FishingRod | Flex Tree + FishingGut  | Lets kid catch fish                  |
| Fox Cap    | ----------------------- | Obtained in Round 2 (Mery)           |
| Hammer     | Stick + Iron Lump       | Can break certain walls & statues    |
| Kindling   | Stick + Tree Bark       | Starts fire to burn food/light torch |
| Knife      | ----------------------- | For cutting grass, attacking animals |
| Panel      | ----------------------- | Used to complete Ancient Ruins puzzl |
| Radio      | ----------------------- | (broken)                             |
| Torch      | Stick + Tree Sap        | Lets kid move around in caves        |
| Umbrelleaf | ----------------------- | Leaf that works like an umbrella     |
| WrkRadio   | Battery + Radio         | Lets kid hear emergency broadcast    |
|------------+-------------------------+--------------------------------------|
| Eye Gem    | ----------------------- | Opens path to TrianglGem's island    |
| Moon Gem   | ----------------------- | Opens moon lock on old ship          |
| Oval Gem   | ----------------------- | Opens oval lock on old ship          |
| RhombusGem | ----------------------- | Opens rhombus lock on old ship       |
| Round Gem  | ----------------------- | Opens circular lock on old ship      |
| Square Gem | ----------------------- | Opens square lock on old ship        |
| TrianglGem | ----------------------- | Opens triangle lock on old ship      |
|------------+-------------------------+--------------------------------------|
| Moon Key   | ----------------------- | Opens Ancient Ruins' second door     |
| Palace Key | ----------------------- | Grants access to Ancient Ruins area  |
| Star Key   | StarKey(L) + StarKey(R) | Opens Ancient Ruins' third door      |
| StarKey(L) | ----------------------- | Combine with other half of key       |
| StarKey(R) | ----------------------- | Combine with other half of key       |
| Sun Key    | ----------------------- | Opens Ancient Ruins' first door      |
|____________|_________________________|______________________________________|

 A few tools are naturally occuring, and the player's called upon to use 'em
 to progress through the game.
 ____________ _________________________ ______________________________________
| ITEMS      | COMBINATION COMPONENTS  | INFORMATION                          |
|������������|�������������������������|��������������������������������������|
| Big Leaf   | ----------------------- | Fixes hut's roof / Covers pitfalls   |
| Big Rock   | ----------------------- | Part of a hammer / For fish minigame |
| Big Stick  | ----------------------- | Pushes heavy rocks out of paths' way |
|____________|_________________________|______________________________________|

 Lying around the island, tons of components can be found and kept. Most are
 useless on their own, but when combined in certain ways, they can create
 some valuable tools of survival.
 ____________ _________________________ ______________________________________
| COMPONENTS | COMBINATION COMPONENTS  | INFORMATION                          |
|������������|�������������������������|��������������������������������������|
| Board      | ----------------------- | For fixing house in Jungle Zone      |
| BrdFeather | ----------------------- | Dropped from slain birds             |
| Dried Leaf | ----------------------- | Creates smoke when burned            |
| FishingGut | ----------------------- | Component in creating the FishingRod |
| Flex Tree  | ----------------------- | Component in creating the FishingRod |
| Iron Chunk | ----------------------- | Component in creating the Axe        |
| Iron Lump  | ----------------------- | Component in creating the Hammer     |
| Ivy        | ----------------------- | Used as a rope (waterfall cave)      |
| Match      | ----------------------- | Makes fires burn brighter            |
| PntTipRock | ----------------------- | ------------------------------------ |
| Rock       | ----------------------- | ------------------------------------ |
| Stick      | ----------------------- | Component in many combinations       |
| Lumber     | ----------------------- | Component in making the getaway raft |
| Tree Bark  | ----------------------- | Component in making Kindling         |
| Tree Sap   | ----------------------- | Component in making the Torch        |
|____________|_________________________|______________________________________|

 Some combinations end up making some cool items. Unfortunately, they're mere
 curios and have no actual effect in staying alive -- don't carry these around
 'cause they waste valuable space!
 ____________ _________________________ ______________________________________
| USELESS    | COMBINATION COMPONENTS  | INFORMATION                          |
|������������|�������������������������|��������������������������������������|
| Big Fan    | Big Leaf + Big Stick    | ------------------------------------ |
| Broom      | Dried Leaf + Stick      | ------------------------------------ |
| BseballSet | Rock + Stick            | ------------------------------------ |
| Charm      | BrdFeather + PntTipRock | ------------------------------------ |
| Custom     | BrdFeather + Ivy        | ------------------------------------ |
| Flint      | Rock + Rock             | ------------------------------------ |
| Jump Rope  | Ivy + Stick + Stick     | ------------------------------------ |
| Mask       | BrdFeather + Tree Bark  | ------------------------------------ |
| Whip       | Ivy + Stick             | ------------------------------------ |
|____________|_________________________|______________________________________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
ENDINGS GUIDE                                                            [ENDG]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 The game has eight endings total -- some good, some bad. When an ending is
 achieved, the player's asked to start a second round. Note that the title
 screen now has a new option, showing a half-completed picture? Completing
 more endings will fill in more tiles to the picture; when all endings are
 found, the pic is finished. However, starting a second round automatically
 deletes the previous, and there's not much difference in restarting besides
 the kids' new headwear (Fox Cap for Mery, Deer Cap for Ken).

 Anyway, here's how to get the endings.

 [01] - Once the "WrkRadio" is made by combining the Radio and Battery, keep
        listening until a rescue broadcast is heard. From this point on, the
        stranded kid has two days to visit the beach s/he ended up on to make
        an SOS sign. Once it's created, sleep in the hut until a helicopter's
        heard; then, visit the beach to leave.

 [02] - Missing the chance to be extracted via helicopter means the stranded
        kid has to build a raft off the island. Obtain this ending by setting
        off into the ocean without bringing sufficient food and water for the
        trip (i.e. kid dies). Note that if Bub wasn't rescued at all, it seems
        impossible to NOT get this ending...I dunno why.

 [03] - After completing raft event and washing up on north shore, but before
        obtaining the Oval Gem/Pendant, inspect the campsites so that the 2nd
        kid is found south of Old Ship's Wharf. Nurse him/her back to health
        and then play game for 100 in-game days. 

 [04] - Leave the island with just Bub, by not finding the other kid at all.
        It's quite simple to do: just never inspect the post-earthquake camp-
        -sites and s/he'll never show up.

 [05] - Leave the island with Bub and the 2nd kid, except the 2nd kid dies
        from malnourishment (etc). This is done by giving the kid minimal food
        to survive and nothing else, although if that alone isn't working, use
        raw, spoiled, or poisonous consumables to expedite things.

 [06] - Inspect the campsites in Jungle Zone and Summit to find the other
        stranded kid upon returning to Ancient Forest. Feed the kid food that
        restores health to get him/her up and running, then beat the game
        like normal.

 [07] - Survive on island for 100 days (!) without finding the other stranded
        kid. This means that the raft can't be made, as it cues the earthquake
        event which forces one to leave on the raft or die on land.

 [08] - Leave island with the 2nd kid, after making him/her fall in love with
        you. This is done by treating the 2nd kid like a sultan(a): lots of
        healthy food, the Pendant, gifts, and such. One can gauge the current
        state of the relationship by checking for a heart icon when talking to
        2nd kid (who also talks about returning safely).

 Finding all endings lets one start a "Round 2" save, basically a new game
 plus. Unfortunately, the only bonus is the addition of a Fox/Deer Cap the
 kid wears...pretty lame.

_______________________________________________________________________________
�������������������������������������������������������������������������������
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 [Q] - Does it matter if I play as a boy or girl?
 [A] - Nope -- each version's basically identical.

 [Q] - How do I create new items?
 [A] - Press start and use the Merge option. Most components require just two
       things, but a few, like the Arrow, require three, so remember to select
       "add" again for the 3rd one.

 [Q] - How do I know what ending I got?
 [A] - When you get an ending, it tells which one of the eight was obtained
       post-credits.

 [Q] - Does it matter if I take the monkey on the raft?
 [A] - Slightly. Leaving him behind lets one learn it's the same island upon
       landing at the north shore, as well as obtaining the only WeirdBerry in
       the game. Taking him with means one won't know it's the same island
       until the Inviting Waterfall area's reached.

 [Q] - How do I preserve food?
 [A] - Combine a cooked meat (or fish/clam) with a spicy berry or grass. This
       acts as a preservative and lets 'em last a lot longer than normal, at
       expense of them being as potent. This typically isn't a useful trick,
       as most food can be eaten immediately while unspoilables (like berries)
       are carried around.

 [Q] - How do I get Honey?
 [A] - First, obtain a Big Leaf and let time naturally turn it into a Dried
       Leaf. Then, light a campfire underneath a beehive tree (only found in
       Jungle Zone) and burn the leaf.

 [Q] - Where are the minigames?
 [A] - There are three: (1) inspecting the egg tree at the Summit lets Bub
       gives an Egg reward (2) throwing a Big Rock into the north fishing spot
       at River of Blessings plays a minigame where one can get a Big Fish (3)
       inspecting the berry tree at Southeastern Beach can give a Big Berry
       as reward. The games themselves are simple and explanations are given
       in-game if required.

 [Q] - How do I obtain the WeirdBerry?
 [A] - After building the raft, don't take the monkey -- he'll give the item
       upon washing up on the north shore.

 [Q] - How do I get past the swamp alligators?
 [A] - Feed them food that paralyzes them: uncooked clams or Thin Grass. Note
       that, if using the Thin Grass route, it won't work unless one's been
       tasted before to learn of the effect. Oddly enough, as long as a clam's
       been eaten in any form (by kid), the paralysis effect will be known and
       work for the cause.

 [Q] - How do I drain the swamp?
 [A] - Obtaining the SquareGem does this automatically. It's reached by taking
       the northeastern Lotus Leaf to the left-of-center island, then using
       the item to reach the gem's location.

 [Q] - How do I navigate the desert?
 [A] - There's no point going to the desert unless you've viewed the plaque
       in the Eastern Inlet (by using the Canteen on it to remove the grime).
       The desert's moai statues don't appear unless it's been viewed, making
       retrieving the Oval Gem/Pendant and Eye Gem out of the question!

_______________________________________________________________________________
�������������������������������������������������������������������������������
VI. UPDATES & CONTRIBUTIONS                                              [UPDT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 09-07-08 -----------------------------+ Started walkthrough
 04-26-10 -----------------------------+ Finished walkthrough

THANKS TO...
������������
 � Sailor/Ceej, for hostin' my stuff
 � ZephyrJK, for the sliding tile puzzle solution (gawd I hate those)

_______________________________________________________________________________
�������������������������������������������������������������������������������
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find the document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites                       Disallowed Sites
 �������������                       ����������������
  � Gametalk.com                     � CheatCC.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Gamesradar.com
  � Supercheats.com
  � Honestgamers.com
  � Chaptercheats.com                               E-mail for permissions at:
  � Cavesofnarshe.com                                 shotgunnova[@]gmail.c0m
_______________________________________________________________________________
PARANOID THE                   Document � Shotgunnova 1997-2010 (and countin'!)
DOCTOR RAN, SHOUTING                 Survival Kids namesake � respective owners
HIS GRAPHIC TRANSLATION                           E N D   O F   D O C U M E N T