First posted on 01 February 2010. Last updated on 16 May 2010.
This game is a close adaptation of Robert Louis Stevenson's novel Treasure Island. In the game, you play as the young Jim Hawkins who, after discovering a treasure map once belonged to a famed but notorious pirate, sets sail on the Hispaniola from Bristol to Treasure Island where the sacred treasure is supposedly buried.
- Spoiler alert! The following cheat contains spoilers in the form of hints, walkthroughs, guides, or solutions to the game. Viewer discretion is advised.
Select Options in the Main Menu to personalize the game settings. When playing the game, the menu can be accessed by pressing Esc.
Left click the mouse to perform an action. Right click the mouse to examine an object. Double click on the character to run.
Press the spacebar to show all hotspots. This is available only if you have enabled the HotSpots option in the settings.
Exhaust all dialogs with other characters and read all the wanted posters in Bristol.
The game incorrectly labels the decks on the Hispaniola. Instead, I will refer to the ship decks, from front to rear of the ship (Figure 1), with the correct nautical terms: forecastle, upper deck, quarterdeck, and poop deck. The term fo'c'sle (also known as forecastle) actually refers to the living quarters of the crew, but in the game the fo'c'sle is below deck and the forecastle is the front deck.
Chapter I: The old sailors' secret
You are visiting your mother's grave. Talk to Dr. Livesey, a family friend, to learn about the sea captain who is staying as a guest at the Admiral Benbow Inn and the carefully guarded chest he has brought with him. The guest can be heard bellowing out for more rum, and Dr. Livesey suggests that you go back to the inn soon to take care of him. Before leaving the cemetery, Dr. Livesey hands a family heirloom to you: an iron amulet belonging to your mother. Look at the large statue of Admiral Benbow in the middle of the cemetery. Read the inscription on the plaque. Look at the right hand of the statue. Take the sword from the statue. Go down the path inside the cemetery gate until you arrive at the gate.
Admiral Benbow Inn
Exit the cemetery. Go down the path until you reach the crossroads. Turn right. Look at the signpost. Go right until you reach the gateway entrance to the inn.
Enter the gate. Turn left. Look at the well and the tree to the left. Turn immediately right of the well. Look down to see the coal chute hatch. Turn ahead right to the sign at the entrance to the inn. Look at the sign. Enter the inn.
You will hear Bill Bones saying, "I'm safe. He won't find me here." Talk to Bill. Take the empty pitcher from the table. Look at the fireplace and the low lying chandelier above. Turn right. Go through the opening of the bar area. Look at the large rum barrel. Use the pitcher on the barrel to refill the pitcher. Go back to Bill. Give him the pitcher full of rum. Talk to Bill once more, until he gets thirsty yet again and wants more rum. Take the empty pitcher from the table again. Go back to the rum barrel in the bar area. The barrel is now empty, so there is no more rum left to drink.
Exit the inn. Turn left. Go to the well. Try to get some water without success because the crank is broken. Use the sword on the handle of the well to make a makeshift crank. Turn the crank. Use the pitcher on the bucket full of water. Go back inside the inn. Give the pitcher of water to Bill. He is not fooled, gets angry, and demands the finest brandy from the cellar.
Enter the bar area. Turn left. Go down the stairs. Look left at the hatch to the coal chute. Take the broom beside the hatch. Turn around. Look left at the rat trap on the floor. Look at the ceiling above. Turn right. Look at the rum barrels. Turn around. Take the bottle of brandy in the corner to the far left. You will hear through the ceiling that a stranger (Black Dog) has entered the inn and is talking to Bill. Listen to the chatter to learn about the Walrus, a stolen map, and a message from the crew. Go back upstairs to see Bill after the stranger has left.
Antoinette is now kneeling beside Bill who has just suffered a stroke. Talk to Antoinette. A cinematic cut scene is played. Learn about the black spot. Bill talks about his only treasure, a treasure map, and then abruptly dies.
Bill Bones' room
Look closely at Bill's body. Take the key from his neck. Pick up the shard of glass on the floor next to his body. Go up the stairs to the guest's quarters. Look at the stool and the chamber pot. The first and second rooms are unoccupied. Enter the third room where Bill has stayed. Look at the chest on the floor. Use the key to open the chest. Examine the chest. Alas, there is no map. Look carefully at the lining of the lid to reveal a seam. Use the glass shard to cut the seam open and reveal a treasure map. As you exit from the room, Blind Pew enters the inn looking for Bill. Not finding him, Pew momentarily leaves to fetch his henchmen. You tell Antoinette to flee to the cellar and promise her that you will follow moments later.
Meet up with Antoinette in the cellar. Pew reenters the inn. He searches Bill's body for the treasure map, but to no avail. A cinematic cut scene is played. You help Antoinette escape through the coal chute hatch. Use the broom on the ceiling to trick Pew into believing that he can hear footsteps. Pew chases the noise, hits his head on the chandelier above, and knocks himself unconscious.
Go back upstairs. Exit the inn. Guards have arrived to arrest Pew and his henchmen. Antoinette returns with Squire Trelawney and Dr. Livesey. Talk to them about the treasure map. After studying the map inside the inn, Squire Trelawney agrees to fund a treasure hunting expedition. A cinematic cut scene is played.
Chapter II: Rough customs
Squire Trelawney, Dr. Livesey, Antoinette, and you arrive in Bristol and discuss their plans to find a ship and a crew. Squire Trelawney has made out a letter addressed to Long John Silver and sends you to deliver the letter to him.
Go down the alley. Look at the shop sign above to the left: Geoffrey's Trough. Turn right. Read the poster on the wall about The Chester. Look at the sign above to the right: The Laughing Rum Barrel.
Turn hard right into Tavern Alley. Look left to see a spy glass hanging down instead of a sign. It is the Spy Glass Inn. Look at the spy glass and the steps below. Go down the stairs.
Spy Glass Inn
Enter the tavern. Turn right. Ask the woman from the first table about Silver. Talk to Israel Hands, who is standing by the bar to the right. He turns nasty and threatens you with a knife, but Silver steps in quickly to defuse the quarrel. Talk to Silver and give him the letter. Silver tells you that he has 10 men ready to start, but you tell him that Captain Smollett requires at least 12 men and you need 2 more men to join the crew. Talk to the men directly behind Silver and Israel Hands about George Mary and his talisman down by the quay. Turn around. Go back past Silver to find Black Dog sitting at a table. Talk to Black Dog. Go right to near the gaming room. Talk to Addo.
Turn right. Go to the gaming table behind the bar. Watch Allesandro della Rocca win every hand at dice. Talk to Allesandro. He will not leave the table while still winning, but you suspect that he is actually cheating. Leave the gaming table. Go back to the stairs. Look at the chest behind the large column supporting the roof. Go to the chest. Pick up the matchcord holder. Turn around. Go up the stairs. Exit the inn.
Turn left. The blonde courtesan Celine is talking to a pushy sailor. Turn around. Go down the alley until you meet 2 more courtesans. Talk to them. You need to get the die from the courtesan leaning through the window. She will give it to you in exchange for ridding the pushy sailor off Celine. Go down the alley to arrive at Harbour Alley.
Go down the alley until you see some posters on the right. Examine the wanted poster for Captain Flint and note carefully the details on it. Go down the alley again until you reach Harbour Quay.
Turn right at the quay. Talk to Captain Smollett, captain of the Hispaniola, and Mr. Joyce, Squire Trelawney's valet. Turn left. Go past Harbour Alley until you find a townsman sitting on some steps. Examine the wanted poster for The Phantom on the wall and note carefully the details on it. Go left past the next alleyway to find George. Examine the wanted poster for Cutlass Bill left of the doorway at the Sea Breeze sign and note carefully the details on it.
Turn around. Talk to George. You find that he is very superstitious and will not sail with you without his lucky charm talisman. Look at the iron cage with a skeleton in it. Pick up the iron ring at the bottom of the cage. Go to the steps immediately right of the cage leading down to the water's edge. Go down the steps to find a gleaming fish that is in the water but out of your reach.
Go back to the Sea Breeze sign and up Harbour Road, past the 2 guards on the right. Examine the wanted poster for Crow's nest Bob to the right at the top of some steps leading to a narrow courtyard alley and note carefully the details on it.
Go into the courtyard alley to find 3 kids (Sean, Liz, and Davy) playing with a die. Ask them for a loan of their die. They refuse to talk to you, as they only talk to real pirates and they do not think that you are a real pirate. Tell them that they are wrong and take the pirate test as proof. Refer to the wanted posters to answer the questions.
|Wanted||Real names||Crimes||Characteristics||Last seen||Reward|
|Wanted dead or alive: Captain Flint.||Real name: William J. Flint.||Crimes: Both incitement and conduct of brutal raids on numerous ships of the English and Spanish crowns.||Characteristics: long sought pirate leader and captain of the Walrus.||Last seen: in Jamaican waters.||Reward: 600 gold pieces|
|Urgently sought: The Phantom.||Real name: Unknown.||Crime: Theft and destruction of private property.||Characteristics: Presumably a tattoo on the lower left arm with a coat of arms and mermaids.||Last seen: Bristol, bakery.||-|
|Wanted dead or alive: Cutlass Bill.||Real name: William Butcher.||Crimes: numerous raids in the harbours of Bristol (England), Montego Bay (Jamaica), and Nassau (Bahamas).||Characteristics: long scar on the right cheek, eye patch.||Last seen on Tortuga.||Reward: 100 gold pieces|
|Wanted: Crow's Nest Bob.||Real name: Robert O'Mally.||Crime: cheating at illegal gambling.||Characteristics: notorious. Note: Anyone who falls for this has only themselves to blame. The guard will accept no more complaints!||Last seen in the Dancing Landlord inn.||Reward: 50 gold pieces|
The kids now ask for a pirate's memento in exchange for the die. Go back out the arch. Turn hard left. Go down to Harbour Quay.
Turn right past the upturned boat to where there is a tar bucket on a table. Look closely at the bucket. Take the metal hook hanging off it. On removing the hook, the bucket falls over and the tar splashes all over a cat, making it a black cat. The frightened cat races past George. George is scared and runs away up the alley. Go back to the kids. Give them the hook in exchange for the die.
Go back out the courtyard alley into Harbour Road. Talk to the guards to learn about a tattoo on the suspect's arm. Go back to the courtyard alley again and then to Tavern Alley. Go past the courtesans with the die until you see Celine and the pushy sailor. Talk to the pushy sailor. He gets angry and rolls up his sleeves to reveal a tattoo. Go back to the guards. Tell them about the pushy sailor with Celine and his tattoo. They run off to arrest him. Go back to the courtesans who will give you the die. Go up the alley back to the Spy Glass Inn.
Spy Glass Inn
Enter the inn. Go to the gaming table where Allesandro is still cheating at the game. Look closely at the table. Combine both die to make a pair of dice. Use the pair of dice on Allesandro. A cinematic cut scene is played. He is caught cheating and runs out of the inn. Follow him out and catch up with him down Harbour Alley near the hay cart. Talk to him to convince him to join the crew.
Go down to Harbour Quay. Turn left. Go forward. Turn right to Harbour Road. George is standing beneath a suspended mirror and crate. Untie the knot holding the rope connected to the mirror. The mirror drops and smashes to pieces. George runs away again, calling out "7 years bad luck." Take the net. Go back down the road to Harbour Quay.
Go down the steps to the water's edge. Combine the iron ring and the net and then the matchcord holder to make a dip net. Use the dip net to catch the gleaming fish in the water, which turns out to be the talisman that George has lost. Go back to the Spy Glass Inn.
Spy Glass Inn
Enter the inn. Give the talisman to George who is standing next to Silver. George is delighted and agrees to join the crew. Talk to Silver to tell him the crew is now complete. A cinematic cut scene is played. The Hispaniola sails away from the quay into the high seas.
Chapter III: A storm is gathering
A cinematic cut scene is played. You and Dr. Livesey suspect that a mutiny is brewing on the ship and try to warn Squire Trelawney, but Squire Trelawney is over trusting, naïve, and refuses to entertain your suspicion.
Go down the steps to the upper deck. Cross the deck to the far left. Enter the passenger area door below Sailor Tom.
Enter your cabin. The treasure map has been stolen. Look at the floor. Pick up the string on the floor. Exit your cabin.
Enter Joyce's cabin directly opposite to your cabin. Joyce is in bed horribly seasick. Look at the medicine bottle on the table beside the bed. Talk to Joyce. He knows who has stolen the map, but he is too sick to talk more. Exit the cabin. Talk to Israel Hands who is standing in the doorway to your room.
Exit the passenger area. Go right to the forecastle. Talk to Dr. Livesey about Joyce and his seasickness.
Go back down the steps to the upper deck. Turn right. Enter into the galley below the forecastle. Talk to Silver to learn about Silver's seasick recipe, the recipe's ingredients, and the ship's stores list. Turn right. Pick up the food scraps from the table beside the boiling pot. Turn around. Enter the fo'c'sle door to the right.
The stores hatch on the floor is locked. Take the axe stuck into the wooden upright to the immediate left of the stores hatch. Turn around. Talk to Israel Hands. Turn left. Talk to Allesandro and George. Pick up the pitcher on the floor in front of George and opposite to Allesandro. Take the water dipper from the top of the fresh water barrel behind George and use it on the water barrel to get a dipper full of algae. Enter the hallway to the left. Go down the hallway until you reach a ladder leading to the passenger area. Take the stick with a nail in it that is hanging halfway across the wooden beam from the ceiling. Climb up the ladder. Go past your cabin. Exit to the upper deck.
Go up the stairs to the quarterdeck. Talk to Antoinette about her clothes and about climbing up the rigging which you agree to do. Turn around. Get the bucket beside Antoinette.
Turn around. Go back to the forecastle to where Dr. Livesey is standing. Climb up the rigging to place a rag on the foremast. Look at the horizon to see that a storm is coming. Climb back down the rigging to the forecastle.
Go down the stairs across the upper deck. Go up the stairs back to the quarterdeck. Talk to Antoinette again about climbing up the rigging. Turn left. Try to enter without success Captain Smollett's cabin.
Go up the stairs to the poop deck. Talk to Captain Smollett to find out what he is doing. He tells you about sailor's duties and bad sailors who cannot carry out simple orders. Talk to Addo at the wheel. Go back to the quarterdeck. Talk to Sailor Tom.
Go down the stairs to the upper deck. Go right. Talk to Sailor Dick to find out "what he is doing", "easy job", and "what he thinks of Captain Smollett".
Go to the middle of the deck. Falsely relay orders from Captain Smollett to Sailor Dick.
|Hard a-port!||Easy to starboard!|
|Close-haul the weather sheet!||Douse the lee sheet!|
|Hoist the fores'l!||Hoist the tops'l!|
Captain Smollett gets angry, leaves the poop deck, and scolds Sailor Dick on the upper deck.
Go up the stairs back to the quarterdeck. As Captain Smollett is now elsewhere, it is safe to enter the cabin.
Enter the cabin. Turn right. Look at the safe on the wall. You need a combination to open it. Look at the book to the right beside the safe on the second bottom row. Look at the book on the table beside the door. Both books are about Port Royal. Go to the middle of the cabin. There is a nautical chart on a table with coordinates on it. Look closely at the chart to get the coordinates for Port Royal 017/076 (Figure 2). Go back to the safe. Enter the combination 017 at the top and 076 at the bottom (Figure 3). Open the safe to find the stores list inside.
Go back to the cabin. Look at the globe by the rear windows. Get the roll of paper beside the globe. Turn around. Go back to the table with the nautical chart. Take the quill from the table and dip it in the inkwell on the table. Use the inked quill on the roll of paper to make a writing kit. Go back to the safe. Use the writing kit on the stores list to make a copy. Exit the cabin out to the quarterdeck.
Go down the stairs to the upper deck. Go right until you arrive at the entrance to the galley.
Enter the galley. Give the stores list to Silver. In return, he gives you the keys to the stores hatch. Go to the fo'c'sle. Use the key to open the hatch on the floor. Enter the storeroom.
Go down the stairs. Go left until you see a rat. Look at the rat that can be a source of fresh meat. Combine the string, the stick, the bucket, and food scraps to make a rat trap. Go around until you find the rat again. Use the trap on the rat to capture the rat.
Go to the far left of the storeroom, where you will find some barrels of rum roped together. Use the axe on the rope to chop through the rope. You cannot get the rum yet. Go back to the fo'c'sle. Ask George for his talisman. He replies, "No! I will never give it up." Go left through the hallway until you reach the ladder. Go up to the passenger area. Exit to the upper deck.
Turn hard right. Go up the stairs to the quarterdeck. Go to Captain Smollett's cabin which is still open.
Enter the cabin. Go to the table. Look closely at the nautical chart. There is an inkwell to the right of the chart. Use the cloth scrap on the inkwell to make a black spot. Exit the cabin. Go across the quarterdeck. Go down the stairs to the upper deck.
Go to the large ventilation grate beside the main mast. Look through the mast to see George below. Use the black spot on the grate. Go back to the fo'c'sle through the passenger area to the left.
Enter the fo'c'sle. Talk to George, who now believes the talisman is useless and gives it to you. The end of the talisman is spiraled and can be used as a drill. Turn around. Go right to the stores hatch.
Enter the storeroom. Go to the far left to the barrels of rum. Use the talisman on the barrel to drill a hole. Use the pitcher on the barrel to get a pitcher full of rum. Exit the stores hatch. Turn right. Enter the galley.
Give Silver the rum, the rat, and the dipper with algae as soup ingredients. Silver tells you to come back later. Exit to the upper deck, turn around, and go back to Silver. Talk to Silver. Get the soup for Joyce. Exit the galley onto the upper deck, go across the deck, and enter the passenger area.
Enter the cabin. Give Joyce the soup. He falls asleep and cannot be awakened. You need cold water to revive him. Exit the cabin. Turn right. Go down to the fo'c'sle.
Climb down the ladder to the fo'c'sle. Go to the fresh water barrel. Use the dipper on the barrel. You overbalance and fall into the barrel. From inside the barrel, you overhear a mutiny in the brewing among the pirates led by Silver and Israel Hands. The storm arrives.
Exit the hallway. Climb up the ladder. Go back to Joyce's room. He has now recovered. Talk to Joyce about the stolen map. You learn that Antoinette and Israel Hands have been arguing about the map. Exit the room. Talk to Antoinette at the corridor. She races off outside after an argument and falls overboard in the storm.
You find Antoinette hanging over the side clinging to a rope. You need to save her. To carry out the rescue, both the location and the timing have to be perfect. Otherwise, you will be washed back on deck and have to start all over again.
Exit the passenger area onto the deck outside. You start off on the starboard (right), facing the bow (front) of the ship, just below the quarterdeck.
Wait until a wave has lashed the deck and there is calm. Go forward a few steps and to the right on the railing (to where the cursor is). You will be safe there (Figure 4).
Wait again until a wave has lashed the deck and there is calm. Go forward and slightly to the left to the boats on deck (to where the cursor is). You will be safe there (Figure 5).
Wait again until a wave has lashed the deck and there is calm. Go forward further up on the railing near the stairs to the forecastle (to where the cursor is). You will be safe there (Figure 6).
Wait again until a wave has lashed the deck and there is calm. Go to the stairs leading to the forecastle. You go up the steps to reach Antoinette and pull her aboard the ship.
A cinematic cut scene is played. A plan is made between Dr. Livesey, Squire Trelawney, Captain Smollett, Antoinette, and you to get the treasure.
Chapter IV: Land, ahoy!
A cinematic cut scene is played. You, Silver, George, and Alessandro arrives on the beach, and Silver takes immediate charge. Suddenly, an explosion can be seen and heard from the Hispaniola. You run away from the others into a clearing. You need to find a way to signal to the ship that you are alright.
Go right. Look at the 4 graves in the sunlight. Examine each grave and note carefully the details on it.
|One-eyed Joe||day 7||-|
|Arthur Will Jones the First||day 4||2 sabers tied to the cross|
|Four-knife Roy||day 2||4 stickmen hanging from the cross|
|Trident Scott||day 6||-|
Turn around away from the graves. Go left.
Go down the path leading to the swamp until you reach a camp. Look at the boat. Take the British flag. Look at the drawing on the rock behind the flag to copy it in the journal. Turn around. Go right. Try to pick up the shiny object lying on some dead palm fronds. You fall into a pit trap. Pick up the pouch on the edge of the pit. A bone detaches itself from the pouch. Pick up the sharp shell. Examine the contents of the pouch. Take the hammer. Discard the pouch but keep the leather strap. Use the leather strap on the root above the top of the pit to climb out. Turn left. Go back to the cemetery.
Go right. There are 2 boulders below the end grave. This is the entrance to the jungle. Go right to enter the jungle. You are being spied on by a man from above to the right behind a tree. He follows you. Go right. Go down the path until you reach a 3-way split in the path. Observe that there are stickmen, like those on the graves, hanging above each path. From left to right, there are 3 stickmen, 4 stickmen, and 1 stickman.
Use the stickmen on the graves as clues to navigate through the paths in the labyrinth, in the order from the shortest day to the longest day noted on the graves: path with 4 stickmen ("four" in Four-knife Roy), path with 1 stickman ("first" in Arthur Will Jones the First), path with 3 stickmen ("tri" from Trident Scott), and path with 1 stickman ("one" from One-eyed Joe).
Go down the middle path with 4 stickmen until you reach a Y-split in the path. You have an uneasy feeling that you are being followed. Go down the right path with 1 stickman past a right angled bend until you reach a 3-way split in the path. Go down the middle path with 3 stickmen until you reach another 3-way split in the path. Go down the right path with 1 stickman until you finally reach a clearing with a fort containing an old dilapidated blockhouse in the middle.
Look around the perimeter of the fort. Turn left. Look at some fallen posts. There is a hole in the fence that is a path leading back to the jungle. For now, the path is inaccessible. Turn around. Go up to the right until you arrive at the blockhouse.
The entrance behind the barrel is boarded up. Use your hammer on the boards until the hammer handle breaks. Use the hammer head on the arm bone to make a makeshift hammer. Pull down the boards. Enter the blockhouse. Look around inside the blockhouse. Examine the hearth and the cauldron. The stairs to the roof need to be stabilized before they can be used. Pick up the piece of wood from the hearth. Exit the blockhouse. Go to the fort entrance. Enter the clearing. Go back to the cemetery.
Go to the second grave from the left. Combine the shell and the piece of wood to make a saw. Saw through the rope on the cross tying the sabers. Take the 2 sabers. Go back right to the path leading to the fort and the blockhouse.
Enter the blockhouse. Go to the stairs. Use the sabers on the stairs to stabilize them. Go up the stairs to enter the roof. Look at the flagpole. Use the flag on the flagpole to hoist it to signal the Hispaniola that you are safe.
Chapter V: Hunter and hunted
A cinematic cut scene is played. Captain Smollett, Dr. Livesey, and Squire Trelawney arrive at the fort and tell you of the mutiny aboard the Hispaniola. Silver then arrives to parley with no resolution. Silver leaves the fort, while you and the others enter the blockhouse. A siege begins. You must find a way to create a distraction in order to return to the Hispaniola.
The weapons are firing nonstop. Go right of Dr. Livesey. Turn left. Go beneath the stairs. Open the medical bag on the floor. Take the paper bag and the roll of bandages. Look closely at the paper bag. Turn it around to read the instructions on the back for making an oriental bomb. Follow the instructions in using the chemicals in the bag.
|Instruction||What to do|
|Thicken the chemicals to a malleable dough with solvent.||Turn around. Go to the wooden table in the corner. Take the rum flask. Use the rum from the flask with the chemicals to make chemical pulp.|
|In a vessel, roll the dough into small balls.||Turn around. Go left to the cauldron. Put the chemical pulp into the cauldron to make little balls.|
|Add gunpowder to the balls.||Turn around. Go left from the cauldron. Take some gunpowder from the gunpowder barrel. Combine the little balls and the gunpowder to make gunpowder balls.|
|Fill the balls into shells.||Go back to the table. Take the coconut shells. Combine the coconut shells with the gunpowder balls to make filled coconut shells.|
|Firmly tie the shells together with rolls of cloth.||Combine the filled coconut shells with the roll of bandages to make a flash bomb.|
Turn around. Go back across the room. Take some more gunpowder from the gunpowder barrel. Turn around. Go up the stairs to enter the roof. Turn left. Pick up the small lit wood piece from the burning roof. Go to the cannon. Use the gunpowder on the barrel end of the cannon to fill it. Place the flash bomb down the barrel of the cannon. Use the lit wood piece on the touch hole of the cannon to light it. Kaboom! The cannon fires, lights up the night sky, and starts to scatter fires around the fort. Go down the stairs. Exit the blockhouse. You have now created a perfect diversion.
Go back to the fort. Go through the hole in the fence (Figure 7) to get to the beach.
Go down the path to the right until you hear a voice from behind some bushes. Talk to Ben Gunn, the crazy king of the island. Follow him to his boat in the swamp. Ben wants to make a trade with you: use of his boat in exchange for some cheese. Get on the boat and row back to the Hispaniola.
You arrive at the stern of the ship, only to hear Antoinette's voice berating one of the pirates. Row down the starboard (right side) of the ship until you reach the anchor cable. Climb up the anchor cable to reach the upper deck.
Go left on the upper deck to the large ventilation grate. You overhear Israel Hands arguing with another sailor whom Israel Hands then kills. Take the rag from the top of the grate. Look left to see Joyce hanging on the main mast. Go to the far left of the upper deck to the stairs.
Go back to the quarterdeck. Go left to the Captain's cabin.
Enter the cabin. A cinematic cut scene is played. Talk to Antoinette who is tied up on the floor. For now, you have no means to cut the bindings off her.
Exit the Captain's cabin. Go right. Go down the stairs to the upper deck.
Dr. Livesey's cabin
Turn hard left. Enter the passenger area. Go past your cabin to Dr. Livesey's cabin on the right. Enter the cabin. Take the cheese from the table beside the door. Look at the bunk bed. Take the powder on top of it. Turn around. Pick up the walking stick on top of some books on the floor. Exit the cabin back to the upper deck.
Go to the far right of the upper deck. Look closely at the anchor cable. It is too thick to cut with a knife. Turn around. Go back to the ventilation grate. Combine the rag and the walking stick to make a rag stick. Use the rag stick on the petroleum puddle near the grate. Go left all the way back to the poop deck. Use the soaked rag stick on the stern lamp to make a torch. Go back to the upper deck. Use the torch on the anchor cable to light it.
Israel Hands suddenly appears and threatens you with a knife. Talk to Israel Hands until your back is against the ventilation grate and his back against the side of the deck. Use the powder on Israel Hands. He becomes disorientated, falls back overboard, and is eaten by sharks. Take his knife left on the deck.
Go left all the way. Go up the stairs to the quarterdeck. Enter Captain Smollett's cabin.
Use the knife to cut Antoinette free. A cinematic cut scene is played. Exit the cabin door. A cinematic cut scene is played. You arrive back on Treasure Island.
You are greeted by Ben who demands his reward. Give the cheese to Ben. Talk to Antoinette. She decides that going to the fort is the best idea. A cinematic cut scene is played. Silver and the pirates capture you and Antoinette.
Chapter VI: Piaster Piaster
The pirates follow the treasure map only to find an empty hole. The treasure has been moved. Talk to the crew to trick them into believing Silver has stolen the treasure. The crew turns on Silver and Black Dog summons Silver with the black spot. Dr. Livesey and Squire Trelawney open fire on the pirates, killing Allesandro, Black Dog, and Addo.
Ben arrives. He talks about the hidden Inca treasure and a cave. You and Antoinette leave to find the path to the cave while the others are still arguing. Turn left. Go down the path until you find the entrance to the jungle path.
The crux to navigating through the paths in the cave labyrinth lies within the rock map that you have copied into the journal (Figure 8).
Look closely at the rock map in the journal. There are numbers on the map that are used as markers. From the skull, there are 3 paths leading away from the marker numbered 1: 2 paths that lead to dead ends and 1 path (left path) that continues on. From that path, there are 2 more paths leading away from the marker numbered 2: 1 path that leads to a dead end and 1 path (left path) that continues on. From that path, finally, there are 3 paths leading away from the marker numbered 3: 2 paths that lead to dead ends and 1 path (right path) that continues on.
Go down the jungle path until you arrive at a 3-way split in the path (Figure 9). Go down the left path until you reach a Y-split in the path (Figure 10). Go down the left path until you reach another 3-way split in the path (Figure 11). Go down the right path until you arrive finally at the cave.
A cinematic cut scene is played. Everyone meets up inside the cave full of treasure and tries to claim the lion's share. Silver tries to incite trouble within the crew. Ben arrives and adds to the infighting, until he is killed by Dr. Livesey who takes control. He orders the entire crew to drop their weapons and instructs you to pick them up. Pick up the pistol in front of you. Use the gun on the large stalactite to shoot it when Dr. Livesey steps directly beneath it. The stalactite falls on Dr. Livesey. Dr. Livesey then shoots you, but you are saved by your mother's amulet that has blocked the shot. Take the Eye of the Inca Goddess. Silver says that it is only the Eye of the Inca Goddess that he wants all along. Ben is resurrected back to life and charges Dr. Livesey from behind a rock screaming, "I'll kill you." A cinematic cut scene is played.
After the credits, Silver reappears briefly and reveals the secret of the Inca Goddess.