Rusty Lake Paradise
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A complete walkthrough for Rusty Lake Paradise. Jakob Eilander returns to the island where his family lives after learning of his mother’s death, and the memories begin coming alive around him. This guide covers all ten memories, every puzzle, the ten hidden symbols and each of the thirty-plus achievements.
How the game plays
- Moving between screens: left-click one of the side arrows. Interacting: left-click the object. Active areas are not highlighted in any way.
- The menu is the cog icon in the top right.
- The inventory sits down the right-hand side and is always visible.
- Saving is automatic when you quit. The save folder is in
Documents\Rusty Lakeon drive C. - The game starts windowed. Choose Full from the menu bar for fullscreen.
About achievements
Some come automatically, others need specific actions, and this guide points out both as they come up. An achievement is confirmed by a white rectangle appearing on screen, and the full list is in the menu. There are five achievements in each chapter. Any chapter can be replayed once finished, through the Plagues option in the menu.
Arriving at Paradise Island
Go forward onto the islet. Approach the gates and click the little windows. The gatekeeper puts out a hand, plainly wanting payment.
Payment for entry, part one
Zoom out and go left. Click the young man standing on the lake shore; he says he needs a fishing rod.
A rod for the fisherman
Go right twice and look down at the boat. Take the MACHETE and the FISH HOOK from the benches. Pull the box out from under the bench and slide the catches aside by holding the left button on a catch and dragging the mouse right. Take the FISHING LINE. Take the LETTER out of the envelope, dated 22 April 1796, and read it: Jakob’s father reports his mother’s death and asks him to return to Paradise Island.
Zoom out and click the down arrow three times. Turn left and zoom in on the fruit on the ground. Cut it with the MACHETE and pick up the WORM. Zoom out. Zoom in on the bamboo thicket and use the MACHETE on the single free-standing stem for a POLE.
Zoom out and go left. Approach the young man and give him the POLE, attach the LINE to it, tie on the HOOK and thread the WORM onto it.
Payment for entry, part two
Click the figure and the fisherman casts. Take the SHRIMP off the hook. Zoom out, go right, approach the gates, click the windows in the leaf and give the keeper the SHRIMP.
Go through.
- Achievement: Welcome to Paradise Island.
Take two steps forward. Before Grandma Margaret, sitting on her stool, turn right, follow the winding path and go into the house.
Speak to Jakob’s father, Nicholas, sitting at the table. He says he is very thirsty.
A drink for father
Step away from him and zoom in on the cabinet. Slide the catches, open the door and take the JUG. Zoom out, leave the house and go back to the pump. Put the JUG under it, click the handle and fill it. Take the JUG OF BLOOD.
Zoom out, carry the full jug into the house and pour the BLOOD into the glass in father’s hand, then click the glass to make him drink.
Take the LEECH out of his glass. Zoom out and zoom in on the family photograph on the wall, then click the image of young Jakob.
- Achievement: The Eilander Family.
Zoom out, leave the house and go right to the gates, which are padlocked.
The gate key, part one
Go left and zoom in on the press shaped like a wooden owl. Note the outline of a leech in its open beak. Put the LEECH in and push the wing levers up; the press squeezes the blood out of it.
The vessel fills to one quarter, so you need four leeches in all.
Leeches for the press
Go into the house and zoom in on the plate on the table. Tear the shrimp open and take a second LEECH. Leave and go to the pump, put the JUG under it and fill it with BLOOD.
Carry the jug to the screen with Grandma Margaret. Pour the BLOOD into the bucket in front of the goat and make it drink, then take a third LEECH off the goat’s tongue.
- For the achievement Spare the goat, use the machete on the goat’s tail.
Zoom in on Grandma Margaret’s face and click it, then pull a fourth LEECH out of her nostril.
The gate key, part two
Go to the press, put each LEECH in it in turn and squeeze out the blood. Take the gate KEY. Go right and unlock the padlock.
Slide the bolts and open the gates. Speak to the dark silhouette in the gateway: the stranger asks you to “bring his memories to the lake, and it will stop bleeding”. Click the silhouette again and it vanishes. Go forward.
The first memory
Take one step forward towards the bloodstain on the water. Click it and a coffin surfaces. Pull the nails out and open the lid, then press the symbol on the right.
- Achievement: The first symbol.
Click the black cube. The guests of the hotel appear before you, a nod to Rusty Lake Hotel. Click the screen twice, take the BLACK CUBE and step back.
Go into the temple.
- For the achievement It’s me!, look into the well at your own reflection.
Zoom in on the golden box on its chain and open it. Put the BLACK CUBE inside and close it. Zoom out and zoom in on the painting on the altar.
Click the light cube in the picture, then click the image of frogs in its bottom right corner.
Go through the gates and forward. Approach the young man with the beard and click him: he produces a key and swallows it. Click him again and the key-swallower says he needs food.
Frog soup
Follow the forest path and go into the house. Speak to Grandma Margaret: to make the soup she needs four frogs.
The four frogs
Zoom out and leave the house. Go right and through the gates. Take the TIMBER and go into the temple.
Zoom in on the stool on the left and take the BELT. Zoom out and zoom in on the safe. Rotate the discs to line the marks up, open the safe door and take the FROG FLUTE. Zoom out and leave the temple.
Picking up the flute at this stage is out of the logical order, but you need the instrument for an achievement.
Go back along the path to the lake shore. Approach the fisherman and put the BELT on him, then press his face. A frog crawls out of his mouth and falls onto a rock. Zoom out and pick up the first FROG.
- Achievement: The first frog.
Offer the young man the FLUTE.
- Achievement: I only play guitar.
Go forward and right, and look down at the frog. Solve the puzzles where you have to guide the frog across every lily pad, hopping on the highlighted ones. Take the second FROG.
Go through the gates and follow the path to the small pond, where a girl stands with a frog on her head: Jakob’s sister. Zoom in on the pond.
Click the pairs of matching spawn clutches and take the third FROG. Click the water in the pond several times.
- Achievement: Reflection in the water.
Zoom out and speak to the girl: she asks for the flute. Give her the FLUTE.
Puzzle: the frog’s croaks
Press the frog on your sister’s head and it makes a couple of croaks. You have to repeat them by pressing the girl’s left or right hand.
- Press her left hand, from your point of view, twice, and the frog changes colour. Click the frog and note the sounds.
- Press her right hand twice and the colour changes again. Click the frog and note the sounds.
- Press left, left, right, left. Click the frog and note the sounds.
- Press right, left, right, left, right, right. Click the frog and note the sounds.
- Press left, right, left, right, left, left, right. Take the fourth FROG.
Zoom out.
Making the soup
Zoom in on your sister again and look into her eyes to see a symbol.
- Achievement: The second symbol.
Return to the house. Zoom in on the stool and take the CANDLE and the BOWL. Zoom out. Put the TIMBER under the cauldron and light it with the CANDLE. Throw the FROGS into the cauldron and fill the BOWL with FROG SOUP.
Leave the house and hurry back to the man who swallowed the key. Give him the FROG SOUP and click to make him eat it. He asks for the bowl, so give him the BOWL and click. Retrieve the KEY from the vomit.
- Achievement: The rusty key.
The second memory
Zoom out and go to the house. Unlock the metal box with the KEY and click the black cube. An image of Jakob’s mother appears, a nod to Rusty Lake: Roots. Click it twice, then take the BLACK CUBE.
Leave the house and go to the temple. Put the BLACK CUBE in the box on the chain. Zoom in on the picture and click the light cube, then the monk in the red robe.
Exploring the location now, you find the sister standing beside father on his stool in the Eilander house, declaring that “lice are not welcome here”. On the road to the temple you meet Grandma Margaret, her face covered in mosquitoes, complaining that “they are everywhere”. In the forest, note the tree marked with a cross for felling, and the insect-eating Venus flytrap.
The road to the birch grove
Go through the gates and along the forest path. In front of the temple, zoom in on the chopping block with an AXE in it. Take the axe and the SNAIL sitting on the block. Use the AXE on the block repeatedly until it splits, which takes nine strikes.
- Achievement: The third symbol.
Zoom out and go into the forest. Zoom in on the tree marked with a red cross and use the AXE on it, clicking the trunk four times to fell it. Zoom out and go forward along the path.
Zoom in on the young man sitting at the table in the birch grove. He complains his blood sugar is low today.
Raising his blood sugar
Zoom out and zoom in on the small bush by the birch on the right, picking the BERRIES. Zoom out and zoom in on the tree marked with a cross, using the AXE to get BIRCH SAP.
- For the achievement Butterfly, zoom in twice on the birch you took the sap from and click the small bump on its trunk.
Zoom out and go to the screen with the beehive in the tree. Zoom in on it. Press any hole, since the bee always flies out of the same one; press the hole the bee emerges from and a second bee flies out of a different hole. Press that hole and a third bee appears from another. Keep pressing the holes new bees fly out of, then take the HONEY.
Zoom out, return to the birch grove and approach the man at the table. Put the HONEY on the bread, pour the BIRCH SAP into the glass and put the BERRIES in the cup. A swarm of insects surrounds him and covers him completely.
Zoom out and zoom in on the niche holding the portrait of his mother, Caroline Eilander. Note that two of the pedestals have no flower vases.
Vases for the flowers
Go to the Eilander house and take the SPADE. Head back along the path and stop at the screen with the loosened earth. Use the SPADE on it and pick up two pieces of CLAY. Zoom out and go to the house.
Zoom in on the potter’s wheel and put a piece of CLAY on it, then shape a VASE following the drawing on the wall. Put the second piece of CLAY on and shape a second VASE. Zoom out and leave.
Food for the Venus flytrap
Hurry to the lake shore. By the rock on the left, take the FLY SWATTER. On the rock on the right, use the SPADE to open the mollusc’s shell and take the MUSSEL.
Go to the temple and give Grandma Margaret the FLY SWATTER. Click it and take a handful of MOSQUITOES from her face. Zoom out.
Go into the temple and take the SCISSORS from the stool. Zoom out, return to the forest and go into the house. Give the girl the SCISSORS and click them. She cuts the man’s hair and slices off his EAR; take it.
- Achievement: Cutting off the ear.
Flowers for mother
Zoom in on the man’s haircut and note the hint. Zoom out, leave the house and go to the lake shore. Dig at the spot marked with a cross between the rocks and pull a casket out of the hole.
Slide the tiles so the ones with holes sit over the drawing of an eye, then press the button and take the FLOWER BULB.
Go to the birch grove. Zoom in on the seething heap covering the young man and drive the insects off, then pick up a FLOWER BULB.
- Achievement: Spitting larva.
Go to the Eilander house and zoom in on the glass dome over the bowl. Lift it and plant a FLOWER BULB in the bowl, growing one FLOWER. Repeat with the second bulb for a second FLOWER.
Zoom out and go to the temple. Put a FLOWER in the plate on the windowsill and leave the temple, then come back in and you see a bird. Click it.
- Achievement: Harvey.
Zoom out and follow the path to the Venus flytrap. Feed the plant the MUSSEL, the EAR, the MOSQUITOES and the SNAIL, then take the FLOWER.
The third memory
Go to the niche with mother’s portrait in the birch grove. Set the VASES on the pedestals and put the FLOWERS in them. Zoom in on the portrait, now covered in insects, and click them, then press the black cube.
Images of the game’s characters appear. Click them and take the BLACK CUBE. Go to the temple, put it in the box on the chain and click the picture, pressing the light cube and then the drawing of a mosquito.
Go through the gates and to the birch grove. Zoom in on the larva’s cocoon and break it open. A fly-man flies out.
- Achievement: First flight.
Zoom out and zoom in on the owl press. Note the outline of a heart in its receiving slot, and that the blood vessel has three graduations, so you need three hearts.
The rabbit’s heart
Hurry to the Eilander house. Pick up the TIMBER at the entrance and go in. Take the CANDLE from the stool. Zoom in on the cauldron, put the TIMBER in the hearth and light it with the CANDLE, then take the cauldron lid off. Take the CARROT from grandmother’s hands. Speak to her and she asks you to find her brother.
Leave the house and follow the path into the forest. Zoom in on the burrow and click it; a rabbit appears. Give it the CARROT and zoom out. Click the fly-man three times and take the rabbit’s HEART. Zoom out.
Zoom in on the burrow again and click the dead rabbit: a hand with a playing card emerges.
- Achievement: Take a closer look!
The hermit crab’s meat
Go to the temple and zoom in on the hermit crab. Solve the puzzles guiding the crab past the sharp spiked balls to the exit, using the shells as guides. A fly-man hovers above the crab; click it until it extracts the CRAB MEAT. Take it and zoom out.
The bird’s heart
Look at the hole in the ground to the right of the road to the temple, boarded over. You find a man in it. Pull the boards away and take the WORM.
Zoom out and go to the temple. Pick up the TWIG. Click the window opening on the right and a dark ghost appears in it; click it.
- Achievement: Hungry ghost.
Return to the lake shore and look at the little bird there. Prop the flat stone up with the TWIG and put the WORM in the trap. Click the bird to drive it into the trap, then click the twig and the bird is caught. Zoom out and click the fly-man until it extracts the BIRD’S HEART.
Author’s note: there is one puzzle whose reward is a spade, and I never found a use for that tool.
Go into the house and zoom in on the box. Solve the puzzle moving the plates into their matching cells and take the SPADE. Speak to your sister, who says “it was not fear that blinded her”.
Opening the door
Go to the birch grove and zoom in on the owl press. Put the rabbit’s HEART, the bird’s HEART and the CRAB MEAT in it in turn, squeezing the blood from each, then take the DIAMOND. Zoom out, approach the door at the back of the screen, put the DIAMOND in the slot and open it.
The fourth memory
Go up the stairs and speak to father, who is holding a black cube. He says he “needs her memories”.
Zoom out and zoom in on the book on the little table. Leaf through it and note the symbols marked with numbers. Look carefully at the back of the cover and spot a thin cut. Tear the cover off and click the symbol underneath.
- Achievement: The fourth symbol.
Zoom out and zoom in on the window shutters. Set the sliders according to the hint in the book and open the shutters. A fly-man flies into the room; click it until it drives its sting into father’s head.
- Achievement: Bloody collision.
Click once more and the fly-man leaves through the window. Click the cube and watch the next memory. Take the BLACK CUBE and carry it to the temple, putting it in the box on the chains.
In the picture, click the light cube and then the cow.
Go through the gates, follow the path to the birch grove and up the stairs. Speak to father, his face now bandaged, and to your uncle. The uncle says he wants his burger.
Making the burger
Go down and head for the Eilander house. In the forest, among the trees, you spot the dark silhouette of Mr. Boar, from Rusty Lake Hotel. Click him and follow him to the temple, then press Mr. Boar standing on the path.
- Achievement: Wild boar.
Go into the house and speak to Grandma Margaret, who says her son is always hungry. Zoom in on the stool and take the KNIFE, then read the Rusty Lake Burger recipe.
The ingredients
Leave the house and take the BUCKET. Zoom in on the goat’s flank and solve the puzzles joining the circles with lines, where the number of connections to a circle must match the number of dots on it. Use the KNIFE on the spot marked with a cross and take the GOAT BACON. Zoom out.
Go to the lake shore. Pick a LETTUCE leaf and zoom in on the cow. Put the BUCKET under the udder and fill it with MILK. Turn to the cow’s flank and solve the puzzle finding pairs of matching coloured circles and the order to light them. Use the KNIFE on the spot marked with a cross and take the RAW BEEF. Zoom out and click the cow’s nose three times.
- Achievement: Sacred cow.
Go through the gates into the forest. Zoom in on the barrel sunk in the ground and pour the MILK in. Cover the barrel with its lid to make cheese, then take the round of cheese out and cut a piece of CHEESE with the KNIFE.
Hurry to the birch grove and zoom in on the cloth with vegetables on it. Solve the puzzles laying the vegetables out so they cover the required number of dots horizontally and vertically. Take the CUCUMBER and the TOMATO. Zoom out.
Go to the Eilander house. Give Grandma Margaret the TOMATO to chop, for KETCHUP; the CUCUMBER, for CUCUMBER SLICES; the RAW BEEF, for MINCED BEEF; and the GOAT BACON, for BACON RASHERS. Turn to the frying pan and fry the BACON RASHERS and the MINCED BEEF, taking the CRISPY BACON and the BURGER.
Assembling it
Return to the birch grove and go up the stairs. Cut the bandage off father’s face with the KNIFE and take the BANDAGE. Give father the CHEESE.
- Achievement: Danish Gouda.
Zoom in on the table and layer onto the bread, in order: LETTUCE, CRISPY BACON, CHEESE, BURGER, KETCHUP and CUCUMBER SLICES, then cap it with the second piece of bread.
- Achievement: The perfect Rusty Lake burger.
Zoom out and click the uncle. He satisfies his hunger and leaves. Speak to father, who says his head still hurts.
The fifth memory
Zoom out and go down. Open the outhouse door and give the BANDAGES to the uncle sitting on the seat. Close the door and open it again. Zoom in on the hole, rake the excrement aside and click the black cube. Climb down into the black hole and click the spiral symbol.
- Achievement: The fifth symbol.
Keep descending. You see a woman writing something in chalk on a board. Move back and take the BLACK CUBE. Climb out and find the uncle has died. Go to the temple and put the BLACK CUBE in the box on the chains.
In the picture, click the light cube and then the drawing of the woman.
Approach the locked gates and open both windows in the leaves.
- Opening the upper window gives the achievement Meet the Plague Doctor.
The Plague Doctor says the payment for entry is a vial of blood.
Payment for entry
Zoom out. Pick the GRASS to the right of the path and pick up the EMPTY BOTTLE from the ground on the left. Put the GRASS in the animal skull’s jaw and click it, then collect the BLOOD that wells up in the EMPTY BOTTLE. Give it to the Plague Doctor and open the gates.
Go to the Eilander house. Speak to Grandma Margaret, sitting beside the bed where the dead uncle lies. She says “there is a smell of death in the air”. Zoom in on the stool, look at the graduated bottle and study the hint drawings. Leave the house.
Ingredients for the medicine
Go to the temple and inside. Take the PLAGUE DOCTOR’S STAFF. Look into the well and take the KEY. Zoom out, leave the temple and pull an ONION out of the ground. Return to the forest and head for the birch grove.
Approach the Plague Doctor, give him the STAFF and take the BLOOD. Zoom out and look at the heap of leaves to the doctor’s right. Part the leaves and look at the symbol.
- Achievement: The sixth symbol.
Go through the door and up the steps. In the room, zoom in on the glazed box on the wall and unlock its door with the KEY, taking three EMPTY BOTTLES. Zoom out and look at the drawers on the table. Open the left drawer for the PEPPER and the right for the KNIFE. Zoom out and look at the stool: take two MATCHES, a NEEDLE AND THREAD, and study the drawing on the sheet of paper.
Zoom out, go down and into the forest. Cut the MUSHROOM off the stump with the KNIFE. Hurry to the Eilander house and zoom in on grandmother.
- Let her smell the ONION and collect TEARS in one empty bottle.
- Let her smell the PEPPER and collect SNOT in the second bottle.
- Let her smell the MUSHROOM and collect SALIVA in the third.
- Let her smell the BLOOD.
- Achievement: Nosebleed.
Take the BLOOD and zoom out.
The medicine against death
Leave the house and go to the birch grove. Give the doctor the bottles of SNOT, TEARS, SALIVA and BLOOD in turn, watching the angle of the staff in his hand: its tilt for each liquid matches the hint drawing of the recipe. Take the bottles back and return to the house.
Pour into the vessel, in order: SNOT, TEARS, SALIVA, SNOT, TEARS, BLOOD. Take the MEDICINE and turn to the dead uncle.
Prop his eyes open with the two MATCHES. Click his mouth to make him stick his tongue out, then apply the MEDICINE.
“Time heals a broken heart”
Zoom in on his teeth. Move the upper teeth so his bite matches the lower teeth. When they line up his jaws clamp shut, and you spot two symbols on the teeth: a colon on the 8th tooth from the top and a cross on the 5th tooth from the bottom.
Zoom out and turn to the uncle’s stomach. Press one of the circles, look for the dot of the same colour beneath it and press that circle, activating all the circles this way. Use the KNIFE on the spot marked with a cross on his chest and take out the HEART. Turn to the right nipple and click it three times.
- Achievement: Touch it…
Zoom out and speak to Grandma Margaret, who says “time can heal a broken heart”.
Leave the house and go to the birch grove, up the stairs into the room. Zoom in on the grandfather clock dial. Set the hand with the colon to VIII o’clock and the hand with the cross to V o’clock, following the hint from the teeth. Press the button in the centre, take out the CLOCK MECHANISM and put the HEART in its place; the clock starts.
Return to the house, zoom in on the uncle’s chest and fit the CLOCK MECHANISM in place of the heart.
- Achievement: The clock is ticking.
The sixth memory
Sew up the incision on his chest with the NEEDLE AND THREAD. Zoom out and speak to the uncle: he says the word BOAR.
Return to the birch grove and go up to the room. Zoom in on the grandfather clock and enter the word BOAR in the windows, then click the black cube.
Watch the memory, “Paradise would not exist without great sacrifices”. Click the square and take the BLACK CUBE. Go to the temple and put it in the box.
In the picture, click the light cube and then the drawing in the white square.
Go right and click your sister, skating on the ice.
Puzzle: the cracking ice
Place two pebbles on her path so that when she skates over them cracks run from the stones to the two lower pegs frozen into the ice. Note that a crack runs left from the grey pebble and right from the yellow one.
Once that works, move the pebbles to the upper line of her path. When the cracks reach the two upper pegs, the ice near the shore breaks.
Click the ice by the crack on the right and you see a strange fish.
- Achievement: From the deep.
Move left and click the cracked ice on the lake. A block of ice surfaces with a frozen young man inside it.
Rescuing the frozen man
Go through the gates to the temple. Look into the well, take the HAMMER and break the ice with it. A hand reaches out from under the ice.
- Achievement: The hand.
Head for the birch grove. On the forest road, zoom in on the squirrel. Click it to make the animal stand under the icicle, then click the icicle and pick up the SQUIRREL FUR.
In the birch grove, go up to the room. Zoom in on the device by the wall and take the SNOW GLOBE. Zoom out and zoom in on the device on the windowsill, load the snow from the SNOW GLOBE into it and get an ICE PICK. Go down and to the lake shore.
Put the ICE PICK into the crack in the ice block and strike it with the HAMMER. Pick the pick back up and repeat several times until the man’s torso is free. Pick up the ICE PICK and zoom in on him.
Put the SQUIRREL FUR on his head and take the KEY. Speak to the stranger, who declares that “it is rather cold on Paradise Island”.
The snowman
An unfinished snowman stands beside the stairs to the birch grove room, and the drawing in that room shows its parts. Collect them:
- Zoom out from the frozen man and move right. Use the SNOW GLOBE to smash the jug, zoom in on the shards and take the CARROT.
- Go through the gates. In the forest, take the SCARF off a tree.
- Go to the temple and take the TWIG.
- Go to the Eilander house and use the SNOW GLOBE on the jug in front of the entrance, taking TWO BUTTONS.
- Go to the path to the grove and use the SNOW GLOBE on the jug standing at the fork, picking up the PEBBLES.
Go into the grove. Try to break a twig off the small tree on the left with the SNOW GLOBE, but the snow charge is not powerful enough. Zoom in on the ice cubes on the ground and solve the puzzles matching the pieces of ice up. Break the ice apart and take the DIAMOND.
Go up to the room and zoom in on the device by the wall. Put the snow globe back in place and fit the DIAMOND into the socket; two circles now glow under the globe. Take the SNOW GLOBE and go down. Use it on the twig and pick up a second TWIG.
Zoom in on the snowman and apply the SCARF, TWO BUTTONS, CARROT, PEBBLES and both TWIGS. You still need a hat.
Go home and ask the uncle for his hat; he wants ice cream in exchange.
Ice cream for the uncle
Leave the house and break a COW HORN off the skull on the right. Go to where the squirrel was and pick up the PISTACHIOS. Return to the house and zoom in on the table on the right.
Click the icicle above the mug so the ice falls into it. Add the PISTACHIOS and click the mug twice. Put the HORN in the glass on the right and put a scoop of ice cream in it. Take the PISTACHIO ICE CREAM and give it to the uncle.
One hand is now occupied, but when you try to take the hat he holds it with the other. Leave the house and take the second HORN from the skull. Go to the birch grove and up to the room. Zoom in on the plant pot, lift the dome and take the STRAWBERRY. Return to the house, make STRAWBERRY ICE CREAM and give it to the uncle.
- Achievement: Two ice creams!
Both his hands are now full. Take the HAT, hurry to the snowman and put it on.
The snowman starts waving its twig arms. Click the twigs, watching the carrot nose, and as it turns pull the twig it indicates. A human arm appears in place of the twig. Pull the second twig out and click the snowman, and the other arm emerges.
Click the snowman’s arms: left, right, left, right, right, right, left, left. Grandma Margaret emerges from under the snowman.
- Achievement: Let it snow!
Speak to her; she declares “let it snow”. Use the SNOW GLOBE on her, burying her in snow until she spits out a DIAMOND. Pick it up and go up to the room.
Go to the device by the wall, put the snow globe in place, fit the DIAMOND in the socket and increase the snow charge power. Take the SNOW GLOBE. The drawing on the wall shows that triple power lets you do something at the temple.
Go to the temple and use the SNOW GLOBE on it, destroying the occult structure. Zoom in on the boulder on the right and click the symbol on it.
- Achievement: The seventh symbol.
Zoom out and go into the temple. Unlock the little box on the right with the KEY and take the BLACK CUBE, then click it.
The seventh memory
Watch the memory, “You are ready to meet your fate”. Click the dark square, take the BLACK CUBE and put it in the box on the chains, then close it. In the picture, click the light cube and the drawing of a locust.
Puzzle: the musicians
Go right and approach the musicians. Click them to compose the song, by their numbers:
2 3 1 3 2 3 2 1 3 1 2 1
Click the second musician to finish the song. Now click each musician in turn and listen to how long the notes of each melody are, translating them into Morse: a short sound is a dot, a long one a dash. Move right and zoom in on the casket, then set the sliders in the order the musicians played their melodies.
Take the AXE from the casket. Zoom out and approach the gates. Use the AXE to remove the boards nailed across the entrance to Paradise Island.
- Achievement: Here’s Jakob!
Go forward. Thick fog covers the island and the forest is overrun with locusts.
Go to the Eilander house: right, in, left, in. Go inside, read the writing on the wall and speak to your sister: “Eyes blinded by fog cannot see the truth.”
Eyes for the sister
Leave the house and return to the screen with the locusts. Click the large locust and listen to the melody it makes, then press the small locusts to repeat it. The locusts are numbered arbitrarily.
- First melody: locust 2.
- Second: 1, 3.
- Third: 4, 2, 5.
- Fourth: 5, 1, 3, 4.
- Fifth: 3, 2, 5, 1, 1.
- Sixth: 2, 1, 5, 2, 3.
Click the egg that appears under the large locust until a mantis emerges.
- Achievement: Locust egg.
Click the mantis to make it leave. Go two screens inward, to the birch grove.
On the tree on the right you see a butterfly; click it twice. Go to the Eilander house and find a butterfly on the roof; click it twice. Go to the path to the grove and find a butterfly on the tree on the left; click it. Go to the screen with the goat, which you passed on the way, find the butterfly and click it twice.
- Achievement: The butterfly effect.
Go to the screen with the goat. Click the goat’s muzzle to make it bleat until a mantis appears and kills it, then pick up the GOAT’S EYES. Go forward into the house and give your sister the GOAT’S EYES.
Take the SPADE and go outside, heading for the temple. Leaving the forest you meet the hungry ghost, which says its memories will serve Jakob’s future.
- For the achievement Follow me, follow the ghost and click it.
Approach the temple and turn to the boat, where Grandma Margaret is sitting. Speak to her: she needs a horn.
A fog horn for Margaret
Go to the Eilander house and inside. Look into the left eye of the goat your sister is holding, from your point of view. Click the four grey patches, then click the symbol that appears.
- Achievement: The eighth symbol.
Note that the lower part shows a spot marked with a cross, to the left of the goat’s corpse, and that the symbol resembles an owl’s eyes. Go back to the entrance to the grove.
Click the owl sitting in the tree. Go back one step and click the owl. Go right, in, left and in. Click the owl sitting on the house roof. Go back and right, then click the owl to drive it off.
Dig with the SPADE where the bird was sitting; on the hint that spot is shown mirrored. Dig up a box, which turns out to be locked.
The key to the box
Return to the house. Approach your sister and look into her right eye. Note the arrangement of the circles relative to the eyeball, then zoom out and go outside. The eye drawn on the trunk of the tree on the right is the reflection of the eyeball on the hint in the right goat eye.
Arrange the light patches with the fireflies mirrored relative to the hint you saw. You can go back and look into the eye again to judge how far to move the fireflies. Pick up the FIREFLY.
Go to the birch grove and zoom in on the owl’s nest, giving it the FIREFLY. Click the owl until its hooting attracts a mantis; as it approaches, the owl flies off. Drive the mantis away, click the owl’s nest and pick up the KEY that falls out.
Return to the screen with the box, unlock it with the KEY and take the FOG HORN. Hurry to Grandma Margaret and give her the HORN.
The eighth memory
Click Margaret until a mantis appears and carries the old woman off. Look in the boat and click the black cube.
Watch the eighth memory, “You will have to leave”. Press the black square and take the BLACK CUBE. Carry it to the temple and put it in the box.
In the picture, press the light cube and the moon in the sky. Night falls on Paradise Island. The whole family has gathered in the birch grove around a lit bonfire to mark Lake Day. Head there, noting the woodpecker on a birch on the way.
Reading the family
Approach the bonfire and speak to each of them. Note two things: each family member’s clothing carries a number in the form of dots, and each is making movements imitating an animal or an action.
- First on the left is the uncle, one dot, No. 1. He imitates firing a bow.
- Second is the brother, two dots, No. 2. He imitates the fins of a fish.
- Third is the sister, three dots, No. 3. She imitates balance.
- Fourth is Grandma Margaret, No. 4. Her movements suggest a lion.
- Fifth is father, No. 5. He portrays a bull.
Go up to the first floor and zoom in on the block on the left; it has two locks.
The bronze key
Look down at the disc showing the twelve signs of the zodiac, with four locked cells beneath it. Zoom in and set the numbered hands:
- Hand with one dot (No. 1) to Sagittarius, since the uncle mimed firing a bow.
- Hand with two dots (No. 2) to Pisces, since the brother mimed a fish.
- Hand with three dots to Libra, since the sister mimed balance.
- Hand with four dots (No. 4) to Leo, since grandmother mimed a lion’s roar.
- Hand with the Roman numeral V (No. 5) to Taurus, since father portrayed a bull.
Take the BRONZE KEY from the first cell that opens, then open the first lock on the block.
The silver key
Exploring this level’s screens you find a grinder installed in the family house. Now find materials to grind.
Materials for the grinder
In the birch grove room, zoom in on the device on the table with three levers. One turns the model Moon, showing its phases; the second switches the colour; the third sets the angle of the eclipse. The upper window shows the phase, colour and angle you have set.
Work the levers to bring the central sphere to the required state. When the last phase, the blood moon, is set, zoom out and zoom in on the Moon outside the window, now red too. Click the cut in the disc and a trickle of blood runs out, then click the frozen drop of blood.
- Achievement: Blood Moon.
The drop of blood falls to the ground. Now collect the materials:
- Go down and to the entrance to the grove. Zoom in on the woodpecker on the birch. Move the bird up and down the trunk, making it tap opposite the twigs with one, two, three and four branchlets. Take the BARK.
- Go into the forest and pick up the fallen RED MOONSTONE.
- Go to the house and take the PICKAXE.
- Leave and go to the temple. In front of it, take the SHELL by the box the owl sits on.
- Go into the temple and mine the BLUE STONE with the PICKAXE.
- Look into the well and take the MOSS.
Grinding and burning
Go to the house. Put each material into the grinder in turn and turn the handle to get powders of different colours. Note that each colour is labelled with a number:
- 1 – green
- 2 – blue
- 3 – red
- 4 – brown
- 5 – white
Go to the grove and throw each powder into the bonfire in turn, watching the images that appear:
- 1, green: a bull, Taurus.
- 2, blue: two figures, Gemini.
- 3, red: a scorpion, Scorpio.
- 4, brown: a ram, Aries.
- 5, white: scales, Libra.
Go up to the room and set the hands on the zodiac disc to those signs. Take the SILVER KEY from the second cell and open the second lock on the block.
Rotate the block and climb the ladder that lowers.
The attic door keys
Zoom in on the telescope eyepiece. Using the three rotating sliders, match the image of the stars to their representation on the graphic. Note the dot-stars beside each constellation. Rotate the discs and note the numbering of the constellations.
Zoom out, go down and zoom in on the zodiac disc. Set the numbered hands to the matching constellations according to that numbering, and take the GOLD KEY from the cell that opens.
Go down to the grove and speak to each family member again. The figures they mime have changed:
- Uncle: an elephant.
- Brother: a bird.
- Sister: an owl.
- Grandmother: a duck.
- Father: a deer.
Go up to the attic and zoom in on the animal figures hanging from the ceiling. Note the candle, whose light throws a figure’s shadow on the wall. Move the candle onto a zodiac sign drawn on the floor and see which figure’s shadow matches the drawing on the wall. The result:
- Elephant, mimed by the uncle: Libra.
- Eagle, mimed by the brother: Pisces.
- Owl, mimed by the sister: Cancer.
- Duck, mimed by grandmother: Sagittarius.
- Deer, mimed by father: Capricorn.
Go down, zoom in on the zodiac disc and set the numbered hands to those signs. Take the COPPER KEY from the cell that opens. Go up to the attic and unlock the door with the GOLD and COPPER KEYS, then climb the ladder.
Puzzle: moving the owl
Look through the central window and spot the light of an owl’s eyes in the distance. Zoom out. By clicking the bonfires in a particular order you have to move the owl to the near shore of the lake. Click:
right, right, centre, right, right, right, centre, left, left, centre, left, left, left, left, centre, right, right, right, centre
Go down and head for the temple. When you spot the owl flying from left to right, click it as the bird reaches the right edge of the screen.
- Achievement: Owls are not what they seem.
Open the box and take YOUR MOTHER’S BONES.
- Achievement: Your mother’s bones.
Click the box again and take the CROW’S EGG.
Mr. Crow, and the ninth symbol
Go to the birch grove, approach the bonfire and throw the CROW’S EGG in.
- Achievement: Mr. Crow.
Go home and study the image on the wall carefully, noting the implied numbering of the zodiac signs:
- 1: Leo has one eye visible.
- 2: the Bull has two eyes visible.
- 3: Pisces has three bones drawn.
- 4: Aquarius’s jug has four dots.
- 5: above Libra is the figure V.
Return to the birch grove, go up to the room and zoom in on the zodiac disc. Set the hands to those signs according to the numbering from the house, then click the symbol that opens.
- Achievement: The ninth symbol.
The ninth memory
Go to the Eilander house. Put YOUR MOTHER’S BONES in the grinder and turn the handle. Take the MAGIC POWDER and go to the bonfire in the birch grove, throwing it in, then click the black cube.
Watch the memory. Take the BLACK CUBE and hurry to the temple, putting it in the box. In the picture, click the light cube twice.
Exploring this level’s screens you find:
- Wooden owl torches on the screens, which light if you raise the owl’s wings. Each torch carries a drawing.
- A map with a ruler on the stool in the Eilander house, with crosses marking the torch positions.
- A hint on the wall of the same house, showing that the six torches that matter are the ones drawn with a drop, a frog, a beetle, a moth, a ball and rain.
- The same drawing indicates you need the distances between pairs of torches on the map, labelled O, W and L.
- Those same letters appear on the graduated discs in the temple well.
Opening the well
Work through the screens and light the torches:
- two on the lake shore, the drop and the frog;
- the one by the house, the beetle;
- the one on the right of the road to the temple, the rain;
- the one in the birch grove, the ball;
- the one in the attic of the birch grove house, the moth.
Go to the Eilander house and zoom in on the map. Place the circles bearing the same drawings as the torches on their positions, marked with crosses. Using the ruler here, measure the distance between the centres of the pairs of circles marked with red dots, and you find:
- O = 4
- W = 5
- L = 10
Go to the temple and set the sliders lettered O, W and L to the matching sectors: IV, V and X.
Going down the well
You need the ROPE from the wall of the room in the birch grove house. With it, climb down and you stop in front of a door with a code lock.
Opening the coded door
Go into the forest. Pull a FEATHER from the owl sitting by the path. Go to the birch grove and up to the top level.
Click father’s face; he beats a drum and the bones hanging on a rope start swinging.
- Achievement: A glorious Lake Day.
Watch which side has more bones swinging and click that same hand of father’s. If an equal number swing, click his face. After several rounds, pick up the SHARPENED BONE.
Go down to the room and zoom in on the table. Take the BRUSH and the APPLE. Fit the FEATHER and the SHARPENED BONE onto the arrow shaft lying there and take the ARROW.
Go down to the grove, approach the uncle and give him the ARROW, then click the arrow in your inventory and the bow in his hands.
Click the bow three times to aim, then click his left hand. The arrow knocks the hat off the brother’s head.
Put the APPLE on the brother’s head. Pick up the ARROW and give it to the uncle. Click the bow three times to aim and press his left hand to shoot. Click the apple pinned to the tree by the arrow and it falls. Look down and pick up the WORM.
Pull the arrow out of the tree and hand it to the uncle. Click the bow in his hand twice to aim, then press his left hand to shoot. Repeat three more times. Your view moves automatically to the brother’s hand, with the arrow embedded in it; click the symbol on the hand.
- Achievement: The tenth symbol.
Go into the forest, to the screen with your sister and the hen beside her. Put the WORM in the bowl, click the hen and take the EGG. Turn to your sister’s face.
Click the brush and the paint on her palm, then paint her face in the colours you saw in the picture in the grove room. Take the CANDLE.
Return home. Light the firewood with the CANDLE and put the EGG in the pan, then click the chick several times.
- Achievement: Fried eggs.
Take the CHICK and hurry to the owl by the path. Give it the chick, then click it to make the bird spit out the bones. Look down.
Lay the bones out, joining them where they carry matching marks, and you get the word OWLS. Go to the temple and climb down the rope, then enter the code OWLS and open the door.
Go through.
The animal masks
- RABBIT MASK, the arch on the left: solve the lights puzzle, lighting every light on the pedestal. Click the right button to move the bulbs and the left button to light the topmost bulb.
- PHEASANT MASK: press the buttons in numerical order.
- DEER MASK: light the lights. Click the right button if the bulbs are on the right of the line, and the left button if they are on the left.
- PIGEON MASK: turn the disc clockwise past 4 pegs, sinking them; anticlockwise past 3 pegs, not counting sunken ones; clockwise 3; anticlockwise 3; clockwise 1; anticlockwise 1; clockwise 1.
- BOAR MASK: click the button on the right, then the button on the left, activating the first square. Then add one more click on the right button at each step, confirming each with a click on the left button.
Click the image above and climb into the passage. Click the hungry ghost, which says it has concealed the last memory, the final element of the elixir.
The tenth memory
Zoom in on the pedestal in the arch. Rotate the discs to recreate the drawing you saw on the wall in the house, then click the black cube.
Watch the memory, “My memories are the key to the future”, and take the BLACK CUBE.
The owl mask
Zoom in on the pedestal in the arch again and apply the BRUSH to the cross-shaped marks; they change into X-shaped marks. Place the chapter numbers on the symbols you collected in each of them, then open the door and take the OWL MASK.
- Achievement: The owl mask.
Finale
Return to the well and try to climb the rope, but it vanishes. Click the patches of light to move through space.
Go to the island, where your brother stands on the shore holding a torch. Put the RABBIT MASK on him and he steps aside.
Go through the gates and head for the temple. Fit the PHEASANT MASK to your sister and carry on along the path. Give the PIGEON MASK to grandmother and follow the path right. Hand the uncle the BOAR MASK and father the DEER MASK.
Go to the temple and put the BLACK CUBE in the box. The masked family appears behind the temple grille. When the hungry ghost appears, put the OWL MASK on it.
- Achievement: Paradise will rise again!
Watch the closing scenes.