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Just Adventure original

Danger Island Walkthrough

by Alexander Tait about 7 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

This game, also known as Area D, is a little-known
budget title released and developed in Germany. The game is a traditional point-and-click,
inventory-based puzzle adventure. A feature I liked was the ability to click on
the map at certain points to immediately be transported to them. It plays straight
from the disk, which slowed loading times (I sometimes waiting two seconds for
a voice-over to play and accidentally clicked through it several times!). The
graphics are pretty (similar to Queensryche’s Promised Land adventure), though
far outdated for 1998. The animations have a very homemade, cardboard cutout appearance
also. The video sequences are fuzzy and pixelated, though they are easy enough
to watch. Sometimes they were in full-screen view but at other times in a tiny
box in the middle of the screen for no apparent reason. The game, thankfully,
was in English, though this brings up other issues of lip-synching and cultural
differences in interaction. Despite numerous flaws, I enjoyed the first half of
this game, with its Jurassic Park-derived theme, but the plot did not develop
through the game and I found myself wondering why I was even on the island. Oh
well, it helped to pass three hours on a Saturday …

Introduction

The
game starts without introduction to the story–it merely flashes up images of
what is in store in the game! Later, it becomes apparent that you have been sent
to rescue people from Danger Island (reason not given). You start in a clearing.

Clearing

A
pterodactyl flies overhead. You begin with a map and a compass. Move forward until
you reach some discarded tools.

Tools

Amongst the broken equipment,
collect the raft. Turn around and walk back until you reach a flower patch. When
able, turn left and walk into the camp.

Camp

Amongst the trashed
camp, find and collect a winch, a steel cable, and a specially treated (fire-resistant)
tarpaulin. Turn around and go forward until you reach the lava stream.

Lava
Stream

Use the tarpaulin on the lava stream and cross to the other side.
Go straight until you are charged by a dinosaur.

Ranger

Just
as you are about to be killed, the dinosaur is shot by a ranger called Hilland
(who you are apparently supposed to be saving). This allows an opportunity for
some fine acting by both actors. Off-putting just seeing the back of your character’s
head, isn’t it? The ranger refuses to leave the island but gives you a handgun.
Then he leaves, never to be seen again in the story. Turn around. When you reach
the crossroad, turn left. When able to go right, do so and you will reach a bridge.

Bridge

The
bridge is down and in need of repair. Turn left. Use the winch (and steel cable,
automatically) on the bridge. It is now repaired. Cross the bridge, and you are
threatened by a triceratops.

Triceratops

As soon as the triceratops
moves toward you, either run straight ahead, avoiding it, or use your handgun
to scare it off. Either way, move ahead until you can go right. Progress forward
until the screen shrinks to a tiny square in the middle of the screen. The image
is a body of water with stepping stones in it.

Stepping Stones

There
may be a couple of ways across the water. The following worked for me: Straight,
left, straight, left, straight (X2), right (X2), straight (X2), left, straight
(X2), right (X2), straight. On the other side of the water, go straight ahead
to reach the river.

River

Use the raft to cross the river.
On the other side, you reach a compound.

Outside Compound

You
no longer have your map. Turn right. When able, turn left to enter the compound.

Inside
Compound

At your left is a door (locked). At right, there is a garage
with two jeeps in it. Go to the garage.

Garage

Get in the jeep.
Pick up the key on the floor. Attempting to use the jeep reveals that the jeep
is out of fuel. Return to the locked door.

Door

Use the key
to unlock the door. Go in the building.

Building

Turn to the
left and progress to the office at the end of the hall (on the right).

Office

This
room holds many clues. Examine the chart on the wall. Note the first five amino
acid pairs are: C-G, U-A, G-C, A-U, U-A. Collect the paper on the desk–it holds
a solution to a puzzle. Open the drawer of the desk. Take the lighter and the
aerosol can. Light the lighter and combine it with the aerosol to make a flame-thrower.
Use the computer. Make the five amino acid pairs as above. You read a letter,
which gives you a little more background to the story. Return to the entrance.
This time take the right corridor.

Corridor

This corridor is
guarded by a giant metallic-looking mosquito. Use the flame-thrower on the mosquito
and walk down to the locked cabinet at the end of the corridor.

Locked
Cabinet

Using the piece of paper with the code to solve the lock combination.
If the horizontal axis is A-B-C-D and the vertical axis is 1-2-3-4, click on the
buttons in this order: C3, B2, A2, B4, D3, C1. The cabinet opens revealing a rifle.
Take the rifle and return to the entrance.

Entrance

Turn left
once. Go to the penned area.

Penned Area

A dinosaur is in the
pen. When able, use the rifle to scare it off. Enter the pen. Find and take the
fuel can. Return to the garage.

Garage

Use the fuel can on
the jeep. Enter the jeep and start it. A cutscene plays of you driving.

Driving

There
are three choices along the drive. At the first choice, choose the straight arrow
at the left side of the screen. At the second choice, go straight ahead. At the
final choice, turn right. Failure at any of these steps results in you being killed
by a tyrannosaurus rex. You end up at a medieval-looking tower.

Tower

Immediately
upon arriving, you are attacked by the T-rex. Use the rifle to shoot it. Then
enter the tower. Turn immediately to the right. A snapshot on the wall holds the
key to switching on the lights in this dark place. It shows four rows of three
colored sockets for fuses (red, green, blue, green). The color-coded fuses are
placed in the third, first, third, and second sockets respectively. Turn right
and open the fuse box. Pick up the fuses and use them as noted above. The lights
come on. Take the first door on the right–a laboratory.

Laboratory

Collect
the gas bottle. Exit the room. The second door on the left is an office.

Office

Collect
the passcard from the desk. Exit the room and continue to the end of the corridor.

End
of the Corridor

At the end of the corridor, a cutscene plays in which
you meet Susan (a researcher?). She gives you some gene samples. Attempting to
enter the last door on the right triggers another cutscene. This door is inaccessible
due to gas. Take the stairs up (through the third door on the right of the corridor.

Stairs

At
the top of the stairs you are attacked by yet another dinosaur. At the end of
the cutscene, turn right twice and then move forward. Another cutscene plays,
with Susan killing the dinosaur. Go in to the next room.

Upstairs Room

Go
to the locked box on the wall. Turn the dial left until you hear a distinct click,
then right until you hear the click, and then left again until it clicks and opens.
You automatically take the key. Go back downstairs. Turn right and enter the elevator
cage.

Elevator Cage

Once in the elevator, turn right. Open
the power box. Turn the adjustable joints to allow power to reach all lights.
Clicking start each time you make a change will make it easier. The lights need
to be lit in this order: orange, red, yellow, green, orange, green. Go up in the
elevator to the second floor.

Second Floor

Exit the elevator
and walk down the corridor. Climb the stairs until you can go no higher. Another
level is evident, but it is blocked by rubble. Approach the middle cell door on
this level. Use the key to open it. Enter the control room.

Control Room

Use
the passcard on the machine. The gas is removed from the downstairs room. Return
to the room downstairs (now degassed).

Degassed Room

Take the
bottle of alcohol. Return to the blocked area upstairs.

Blocked Area

Place
the gas bottle on the rubble. Smash the alcohol bottle on the gas bottle. Light
the alcohol with the lighter. An explosion occurs clearing the rubble. You are
then allowed to climb the sitars to exit the tower to an awaiting helicopter.
There is no closing scene except a message to say that it is "to be continued."
One must ask the question: why? Yet another game with a thoroughly disappointing
ending, though perhaps in keeping with the game’s overall standard!