RedJack: Revenge of the Brethern - Sinjin's Guide to RedJack's Treasure (c) 1998 by Mark Smith Text Version - Version 1.0 - Last Update: 3/2/2001 Welcome to Sinjin's Guide to Redjack's Treasure. This walkthrough is divided into the major locations you will visit during the course of your adventure. LIZARD POINT To progress the story you need to accomplish 3 main goals in Lizard Point: 1. Find a Sword 2. Learn to Fight 3. Prove yourself by defeating the shark You should also talk to everyone until all conversation possibilites are exhausted. It also helps to return and talk to these people after certain events as new topics will be added to the conversation topics list. Your adventure begins at Lizard Point. As you head toward town you will notice hooded figures lurking in the bushes. Do NOT investigate or return to the woods at this time or you will be killed by the deadly assassins. About halfway down the path you will find a house (your house) to the right. Inside the house is your brother Jake, who will give you a hard time about not having a job. You can talk before heading into town if you wish. To the left, directly across from the house is a path leading to the beach where you can find Lyle camping behind a rock. You should probably save this encounter until after you have visited the town. The first person you meet in town is Anvil, the Blacksmith. You can talk to him until there is nothing left to say then go talk to Elizabeth. Listen to her problems and her possible solutions. When you are done talking with her you can head for the tavern located to the left of her and across the bridge. Inside the tavern you can talk to the bartender and eventually you will be directed to talk to Captain Justice. He is looking for help and offers you a job if you can prove yourself worthy. When you leave the bar, head around to the right of the building and go through the side door into the cellar. Grab the bottle of Rat Poison from the shelf then return to the town circle. Off to the right is the fish monger, Shaggy. He will talk to you and eventually give you a pail of chum to help you attract the shark. Now head out to the pier and talk to the the two pirates, Bone and Cross. Bone is a jerk and will try to pick a fight, but Cross will step in a offer some friendly advice. As you leave the pier you can turn to your right and go up the hill to the lighthouse. Inside is a broken down staircase and a trap door that leads down to a cave with a chest. The chest contains a pistol, sword and a letter from Jack Redding. Take the weapons and read the letter. As you close the chest a ghost of Jack will appear to give you lots of valuable background information. He will vanish when he is done talking. Now its time to go find Lyle who is camped out on the beach. Be careful when going through the wood. If you go past the path to the beach the assassins will kill you. A series of planks extend out over the water to a large rock. You can go out here for a closer view of the shark, but you are going to need a boat to actually kill it. Lyle will try to scare you when you pass by the campfire. Talk to him until he doesn't want to talk anymore. He has lots of good advice and will be one of your best friends. When he is done talking to you, "borrow" his rowboat and head out towards the shark. When you are a short ways from the beach you will see a small movie of the shark circling. Open your inventory chest and combine the Rat Poison and the Chum then toss the pail into the water. If all goes well you will have one dead shark which will float onto the beach and be waiting for you when you get back. If you haven't already been to the cave under the lighthouse, you can row the boat forward a few times and float into the cave to get the items from Jack Redding's chest. Back on the beach examine the shark and get the Shiny Tooth as proof of your conquest. You can talk to Lyle again or just head back into the woods. You will get jumped by the assassins but Lyle will step in to save the day. He will offer to teach you to fight if you meet him at the docks, but only after you get him some Ale. Make a quick trip back to the tavern and get a mug of ale from the bartender and take it to Lyle. When he is ready, go meet him at the docks for Combat Training. You will have to learn Defense, Striking, Dodging and finally beat Lyle in a full fight. Once you have successfully completed the training you can return to the tavern and talk to Captain Justice again. After some more conversation you will set sail and leave Lizard Point. THE SHIP To progress the story you need to accomplish these 2 goals: 1. Talk to the Crew and Captain 2. Fire the Cannons This is a pretty short segment of the adventure. After you take your Pirate Oath you can walk freely about the ship and talk to the crew. Take extra care to make friends with Sullivan. Talk to Bone, Cross and Lyle then take control of the cannons and do a little target practice. When you have finished with everything there is to do up on deck, go see the captain in his quarters. The door is down on one side of the lower part of the ship over by Cross. After a brief conversation with the captain you will see a short movie and then you will arrive in Port Royal. PORT ROYAL To progress the story you need to complete these 4 steps: 1. Visit Erzulie 2. Talk to the Condemned Man 3. Escape from Jail 4. Fight your way out of Port Royal When you first arrive in Port Royal you and the crew will all be standing around. Feel free to talk to everyone. The Captain will tell everyone to meet back at the ship tomorrow at 10am sharp and will even give you his Watch so you won't be late. When everyone goes their separate ways you can head off down the street towards the Fortune Teller's shop. Erzulie is one scarey lady, but she is loaded with info which is very valuable to your quest. Ask about everyone and everything and watch the disturbing vision in the crystal ball. Before you leave, she will give you 2 Potions, one to restore your health and another to restore your energy during combat. These are both limited so use them wisely. As you leave Erzulie's shop you will bump into Captain Justice. After a few seconds of conversation he will be attacked and killed by a pair of those robed assassins. You will have to fight them both, but they only take a few hits each before they drop a flash-bomb and disappear. Not too long after that the Constable and some guards will arrive. After talking with Wormius things start pointing to YOU as the main murder suspect. Then Bone shows up and says he witnessed you kill the captain. That's all it takes and you are immediately thrown in jail. Of course, this all works out for the best because now you can talk to the "Condemned Man" in the next cell. You learn that he was part of the fleet that was sent to Lizard Point to do all those horrible things you saw in Erzulie's crystal ball. After agreeing to take him with you when you escape you now need to plan your escape. Wormius is pacing back and forth guarding the door. Open the wood table and take any of the items and clank it against the bars on the window. Anne will show up with a Bottle of Rum. When she leaves, turn around and Wormius will confiscate the bottle. Talk to Wormius and tell him you are THIRSTY. This will provoke him into drinking the entire bottle of rum right in front of you. Naturally he passes out leaving you to work on your escape. Take the spoon from the table and use it to loosen the rocks under the window. Take the Rock and turn to face the room. Throw the rock at the rack of guns along the right wall. This will trigger a small animation which will send the keys flying over to your cell. Unlock the door and reclaim your Inventory Chest from the corner of the room. DO NOT try to take the gun from the table or Wormius will wake up and kill you. Free the Spaniard and head for the door. SAVE YOUR GAME before going through the door. Once outside, a guard immediately spots you. He will kill the Spaniard giving you just enough time to draw your sword and gun. During the next action segment you will need to kill many guards very quickly. You have unlimited ammo so keep firing and always keep spinning to catch the guards who sneak up behind you. Watch for the guards on the rooftops, and if somebody gets in too close just use your sword to slice them up. There are three combat areas all separated by a small animation. The final combat ends with you backing into Bone and him punching your lights out. You wake up back on the ship and are immediately put on trial for the murder of the captain. It is also brought out into the open that Sullivan is actually a girl (much to Lyle's relief). Since nobody really likes Bone, they manage to get you a lighter sentence. Instead of being hanged, they dump you and Anne into the ocean and sail away. Just your luck, you wash ashore onto RedJack Island. REDJACK ISLAND You will visit this island twice during your adventures. To escape the island on your first visit you must: 1. Survive the Volcano and its Traps 2. Find RedJack's Diary 3. Locate the Repair the Horn of Summoning 4. Light a Signal Fire You wake up on the beach and Anne is ready to explore. The first (and most obvious) thing to search is the large crate at the end of the beach. Of course the crate is locked but there is a convenient crowbar leaning against it which you can use to pry open the lock. Inside is a letter with some background info and some voodoo masks. There is also a strange artifact that looks like some kind of horn. This is the only item you can take from the crate, so get the horn then explore the rest of the island. If you follow the beach you will head up a spiral ramp until you can see the ocean and the top of a sunken ship. A large stone door blocks your way into the mountain and a recessed symbol on the door gives you an idea of what to look for to open it. Heading inland from the beach you will reach a stone archway leading to a bridge. DO NOT cross the bridge until you have examine the faces on the left side of the arch. There is a deadly dart-trap guarding the bridge. To disable the trap you must make BOTH faces spin until you get the faces with the CLOSED eyes. When both faces match and have their eyes closed, you can cross safely. The next puzzle is a bit of a challenge. First of all you will need Anne to help you complete this puzzle. When you turn to talk to her to get help you will notice a colored pattern of gems behind her. This is the pattern you must match to open the passage into the mountain. Each time a gem is inserted or removed from the wall the other person will move up or down a certain number of spaces determined by the color of the gem being used. Green gems move 1 level, while a Red gem moves the other character 2 levels. The Blue gem will move 3 slots. Click on the character to remove a gem or click on the gem along the bottom to insert it back into the puzzle. By arranging the gems in the proper sequence you can match the pattern and open the door. Once inside the mountain you must now cross a deadly lake of lava. The key is to KEEP MOVING. If you stand too long on any stone rock you will eventually burst into flames. When you first head out into the lake - jump twice out then turn to the right and jump over to the right wall. There you should find a slanted pillar that looks like an oil drum sticking out of the lava. Jump over to that to find a pressure plate which will cause some new stones to appear along the opposite wall. Now jump back all the way to the other wall and cross over these new stones to another slanted pillar. A second pressure plate will trigger more stones which will let you reach the exit door. Jump back out to the center of the lake and head towards the exit in the most direct route you can take. There are very few places where you can actually jump to your death. Just make sure there is always a stone within jumping distance before you click that mouse button. You should now be at an intersection. Stairs lead up to a locked door, and the door to your right is also sealed. A long hall of flaming statues is your only way to proceed, so study the pattern of the flames then click like crazy to run down the hall and flip the lever. This shuts off the flames and opens the door behind you. Through this door is a smaller lake of lava and a swing chain. Wait until the chain swings toward you then grab on and swing across to the other side. As you near the skeleton (background image on this page) you will get a small movie of a stone slab in the ceiling. This is a clue so study the rock and the vine which is tied to it. When you think you have it figured out go up to the skeleton and take the mask from the altar. As expected, the skeleton will come to life. You can fight him for eternity, but he will always reassemble and continue to fight. The only way to defeat this undead creatures is to hack the vine on the right edge of your screen to cause the rock to swing out of the ceiling and knock the skeleton into the lava. Swing back across the lake and go up the stairs to the door which you can now open. Somehow Anne managed to beat you to the top. You can talk to her if you want, then go exploring. One hut has a locked chest and a ladder leading to a lookout tower. There is a squid-shaped gong on one side of the village and at the far end are some balistas; one of which you can take control over and fire into the ocean. Stone steps lead to a magnificent lookout area where you find the skeletal remains of none other than RedJack himself! A glint under his coat leads you to a key and also triggers an amazing movie which reveals several important plot elements. When you have returned from dreamland you can return to the hut and use the key to unlock the chest and get RedJack's Diary. This book contains even more background information and a handy recipe for an old pirate drink. You can now return to the beach via the stairs, lava, and stone bridge. Back at the beach, head up the long stone ramp and use the Mask on the door to enter the next area. Go down the curving stairs and up the opposite stairs to a lookout room with a strange device. Combine the horn (which is actually just the mouthpiece) to the main horn in this room and give it a blow. After the very cool movie you can now go back downstairs and out through the open door. Just on the other side of the door is a wooden torch. Take it and return to the beach where you can finally light the signal fire and escape this island. Don't worry...you'll be back. BLACKBEARD'S FORTRESS To leave Blackbeard's fortress you must: 1. Make an Authentic Pirate Drink 2. Defeat a Janizary Ambush 3. Fight and Kill Bone Once you arrive at Blackbeard's fortress you can talk with Anne and Rockfish or just find that barrel and take the lump of coal. Head toward the elevator and move the lever to the middle level to go the the tavern. You can talk to everyone in the bar to get more information on the story. Your ultimate goal here is to make a special drink to get Blackbeard to come down. The only other ingrediant you need is some sulfer which is in the big pot that Lyle is snorting. He will give you some and then you can go behind the bar to make the drink. The recipe is on the last page of the diary you found back on the island, but here it is again for easy reference: Click on these items (order isn't critical): - Rum once - Salt Peter twice - Coal (from inventory) once - Sulpher (from inventory) once - Syrup once - Pepper Sauce once - then move the mug under the keg and twist the tap twice - Finally, stir this nasty mess with the spoon Take the mug to Rockfish who will sample the drink then take it to Blackbeard if you made it correctly. You will now have a short conversation with some pirate in a flowery shirt. That ends when Blackbeard comes down the elevator to meet the maker of that special drink. Talk to Blackbeard and listen to his tale. You will gain more valuable background information. Soon Blackbeard will passout along with everyone else in the bar. Seems Bone has tainted the Rum and now that everyone is asleep he is summoning a small band of Janizary. It's up to you and Rockfish (well mainly you) to defeat the invading army of robed assassins. You must do battle from a cannon mounted on a mine cart which rides on an elaborate set of tracks which spiral around the entire fortress. You will stop at three different locations where you can pan about freely and fire on the enemy. The first stop will have the assassins peaking out a caves and attacking from the mine cart tunnel as well as from the top of the cliff. They will throw bombs and daggers at you which you can shoot to deflect them and avoid taking damage. The second stop is outside a warehouse area. The Janizary are hiding behind crates and at each side of the opening. Kill them all to advance to the final stage by the beach. Here, the enemy will attack from behind rocks and the wooden posts which make up the rail system. After you have cleared all three areas you will be thrown from the mine cart and land on the beach where you must do battle with Bone. He puts up little resistance if you attack swiftly and mix up your attacks. When he is dead you will have some move conversations with Blackbeard and the crew before traveling to Cartagena. CARTAGENA To complete Cartagena you must: 1. Navigate the Sewers 2. Rescue some Old Friends 3. Locate the Viceroy You enter the city through a secret sewer entrance. After a quick talk with Anne and Rockfish you need to figure out the raft puzzle. The raft is actually an elevator, but it must be operated by someone other than the rider. Stand on the raft and ask either Anne or Rockfish to turn the LEFT wheel which drains the water and lowers the raft to the next level. Exit through the door and when you hear Anne calling you, look up to your left to talk to them through the vent. Another set of Drain/Fill wheels are located in this room so you can fill and drain the previous room from here. Shut the door (very important) before you fill the room, then tell Rockfish and Anne to get on the raft. Then drain the water and bring them to your level. Another raft awaits in a rapid flowing canal. A pair of doors needs to be opened before you can exit, so have Anne and Rockfish stand on either side then click on them to have them pull the chain and open each door. Cut the rope with your sword to free the raft and start down the canal. Anne and Rockfish will jump on for the ride. Rockfish sinks like a rock leaving just you and Anne to finish the mission. Walk around and enter the door to find a large cage suspended over a pool of water. Inside are Jake and Elizabeth - apparently the Viceroy is holding them as bait to capture you. Freeing them is your next quest. Walk to either end of the upper catwalk then go down the spiral stone stairs to the bottom level. More steps lead down to the torture chamber. Save your game before entering. As soon as you enter the guard will turn and disarm you with his whip. When combat begins you must DODGE his attacks by leaning towards the direction he his swing from. It takes a bit of practice but once you dodge his whip three or four times you will drive him back far enough that you can grab your sword from the wall. You are unable to beat him in standard combat so swing at that big pot of molten metal to spill it out onto the floor. The guard will burn his feet and end up inside one of his own torture devices. You can explore the room to discover some grisley items of death and a key. Take the key back to the previous room and upstairs to the upper catwalk and use it to unlock the door to the Viceroy's study. Inside are four suits of armor along the wall. Click on each to open the compartments on the shields and obtain the four symbols. Return to the lower walkway in the previous room to free your friends. Each wall has a lever which is locked until you place the matching symbol in the recessed area. Then you can flip the lever down. When all four levers are down you can then go flip the lever in the center of the room to extend four bridge extensions and lower the cage, thus freeing your brother and Elizabeth. Head back upstairs to talk to them. After a brief conversation with your friends you can go back into the study and click on the bookshelves to the right of the suits of armor. Inside is a secret room with jars containing all the left arms of all the dead Brethern. Seems somebody is keeping a sick collection and that person has just walked in behind you. It turns out that the Viceroy is Marquez, RedJack's old and once-trusted companion. Apparently he faked his death 17 years ago and has been up to no good ever since. He walks in with the severed arm of Rockfish and starts an almost friendly chat with you. It doesn't take long for him to get down to business. No matter what you do or say you will end up in the belly of one of his ships as he sets sail for the final reunion at RedJack Island. REUNION at REDJACK ISLAND Your second trip to the island begins the end sequence of the game. Your goals are well defined. 1. Break-up the Reunion 2. Rescue Anne and Kill Marquez 3. Rescue Blackbeard 4. Sink the Attacking Spanish Fleet Everything is pretty much automated on your second trip to the island. Your first interaction will be at the reunion where you can accuse Marquez of being the traitor. He doesn't deny this and tries to ambush the party with soldiers hidden in the jungle. Blackbeard lays down an impressive spray of fire with his "single loader" pistols and you must fight off a soldier in a sword fight. After you have finished off the soldier you will get cries of help from both Anne and Blackbeard. Go help Anne first. Warning: If you attempt to help Blackbeard first you will be forced into a dead-end situation where you will be unable to finish the game. Marquez has Anne chained to the sacrificial altar and is waiting for you behind the door. You can open the door by pressing the circular button. Marquez is an expert swordsman and you don't stand a chance of beating him in a fair fight. When he starts to attack, click that door button again to slam the door shut on his arm. Now he must fight you left-handed and you will have that extra advantage to drive him back to the steps leading to Anne. Meanwhile, Anne is picking the lock with her dagger and when you force Marquez back far enough she will clamp him in irons, and you can run back and blow the horn to summon the Kraken. Enjoy the nasty demise of the traitor. Anne will encourage you to go help Blackbeard - like that wasn't on your list of things to do today. Quickly make your way to the stone bridge where Blackbeard is outnumbered three to one. Do NOT try to fight these guys. You will die before you even draw your sword. Instead, turn the spinning faces so their eyes are open and the dart trap is reactivated. The three soldiers will each get hit and die and you will have saved Blackbeard. No time to rest now - the Spanish fleet is just offshore and they aren't happy. A quick talk with Blackbeard will send you to the controls of the balista on top of the cliff where you can start shooting at the ships. After you sink two or three of them, Lyle will come sailing around the island in the Marauder and take out the rest. After the short animation you will appear on the beach for the final reunion. Enjoy the closing movies and interactive conversations. You can't say anything wrong, so just have fun with it. Congratulations!