In this game, you play as an office worker on vacation on a beach in Savannah. This is your last day of a very blissful vacation, and you realize you really really hate your job. You could quit, but should you? You're conflicted. Is there more to life than constant, mind-numbing labor?
This solution is by David Welbourn, and is based on Release 1.0.3 (the post-comp release) of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
You must have at least one hand free to swim underwater.
You must be wearing either the goggles or scuba mask to see underwater.
Going up when underwater always takes you back up to the surface.
You cannot use compass directions underwater.
Walkthrough
Beach Area
NOTE: This game is always winnable, no matter what you do or try to do. You are never seriously injured, but injuries are remembered, which you may review with X ME or DIAGNOSE. If you ever lose something that you will need later, either you will find it again elsewhere or the game will provide a new one somewhere.
> x me. i. x shorts. x suit.
> x money. x passcard.
> x sign. x bell. x building. x pavilion.
> x shell. take it.
> e.
Pavilion
> x beams. x canopy.(Note the hatch up there.)
> x floor. x pier. x railing.
> x enclosure. x plaque. x bar.
> s.
By the Snack Bar
When you buy peanuts, you see a small steel key fall out of his shirt pocket into the boiler's hot water.
> x sign. buy peanuts.(Note a key fell into the boiler.)
> eat peanuts.(plenty left)
> x vendor.
Two turns after buying the peanuts, if you're still here, the vendor asks if you could give him a hand.
>> yes
With your help, the vendor tips the boiling water onto the sand below. He clamps down the lid before leaving.
> look. x boiler. x lid. x clamp.
> x base. x valve handle. x knob.
> x peanuts. x counter. x sieve. take it.
Note that you stumble on the bricks on the path.
> n. w. se.
Dry Sand, South of Pier
> x message. x gulls. x heap. x mussel. take it.
The key fell into the trash heap here, but you can't search the trash while the gulls are here. Feed them peanuts to temporarily distract them.
> give peanuts to gulls. g. g.
> search heap.(This doesn't work.)
> search heap with sieve.(You obtain the key!)
Soon after you obtain the key, the gulls will once again block access to the trash heap, but that's okay because the key was all that you needed from there.
> x key. e.
Damp Sand, South of Pier
> x castle. touch it. x insects.
The insects, also called mites, are somehow scavenging bits of broken glass and fusing them together into their castle.
> n.
Damp Sand, Beneath Pier
> x crab shell. take it.
> x pipes. x lens. x pylons.
> climb pylon.(no: too wide)
> w.
Under Pavilion
> climb pipes.(no: rust is too abrasive)
> x gate. look through gate.
> unlock gate with key.
I'll be using this location and the pavilion above as our dumping grounds for objects we're not currently using.
> drop key. drop all shells.
> w.
Storage Area
> x glass canister. take glass. x it.
> x aluminum canister. take can. x it.
> x bin. x paper. take paper.(nothing useful)
> x board. x crowbar. take it.
> push alumimum canister east. g.
Damp Sand, Beneath Pier
You watch the canister float away in the ocean.
> w. w.
Storage Area
> push glass canister east. g.
Damp Sand, Beneath Pier
The canister and its bottles smash into a pile.
> x pile. s.
Damp Sand, South of Pier
> take mite.(It bites you and you drop it.)
> put mite in can.(no: the opening is too narrow)
> put mite in glass.(no: it melts through the bottom)
> e.
Shallow Water, South of Pier
> fill bottle.(with water)
> w.
Damp Sand, South of Pier
> put mite in glass.(It starts swimming down the bottle.)
Move quickly:
> n.
Damp Sand, Beneath Pier
> put bottle in pile.(+1)
> x castle. climb it. x mask. wear it.
> look. x antique bottle. take it. open it.
> x cork. x map. read map.
> w.
Under Pavilion
> read map.(You should dig here.)
> drop all but crowbar.
> dig.(You need something to shovel with.)
> take all shells.
> e. n.
Damp Sand, North of Pier
> x reptile.(It's missing a shell in its beak.)
> x beak. x cavity. x wings. x spine.
> x claws. x dragon's eyes.
> x dragon's arms. x dragon's teeth.
> x dragon's belly.
> put clam in cavity.(wrong one)
> put mussel in cavity.(wrong one)
> put crab in cavity.(wrong one)
> s. w.
Under Pavilion
> drop shells.
> e. n. w.
Dry Sand, North of Pier
Note that if you didn't acquire a bottle from the recycling canister, you find one here in the trash and you must search the trash again to find the goggles.
> x barrel. search trash.(You take some goggles.)
> x goggles. x white strap. detach it.
> x hoops. pry topmost hoop with crowbar.
> take stave. x it. take all.
Ugh, can't quite manage everything. You'll return to fetch the crowbar soon enough.
> w. in.
In the Diving Bell
> x pipe. x valve. x porthole. look through it.
> out. e.
Pavilion
> drop all. n.
Among the Benches
> x benches. push benches south.
Pavilion
> stack benches. u.
On the Enclosure
> x canopy. open hatch.(You need a pole or similar.)
> d. e. e.
End of Pier
> x roof. x fountain. x old man. x ocean.
> x rod. x reel. x line. x tackle box.
> x bucket. x fish. x sack. x shrimp.
> drink from fountain.(isn't working)
> say "hello sailor". ask man about waving girl.
> ask man about Florence. g. g.
> ask man about fishing rod. ask man about Relda.
> ask man about kids. ask man about shrimp.
> ask man about fish. ask man about bucket.
> ask man about ocean. ask man about box.
> xyzzy.
Assuming you're wearing the scuba mask and carrying nothing in your hands:
> jump off.
Deep Water, Beneath Pier
> d. d. d.
Underwater
> x construction.(It's a lobster trap with a rope tied to it.)
> untie rope.(You take it.)
After five turns underwater, you're forced to surface.
Deep Water, Beneath Pier
> nw. w. w.
Dry Sand, North of Pier
> take crowbar.
> w. e.
Pavilion
Note that you can't use the white strap for this next bit because when you tie the strap to your wrist and to the bulky stave, it makes you too clumsy to climb the benches. You must instead use the rope. That works.
Oh, and you need the stave instead of the crowbar because the crowbar isn't long enough to reach the hatch. Just in case you were wondering.
> drop crowbar. take stave.
> tie rope to me. tie rope to stave.
> u.
On the Enclosure
> push hatch with stave. u.
On the Canopy
> x sunset.(+1)
> x hotel. x beach.
> x loose shingle. take it.(It's not that loose!)
Go fetch the crowbar.
> d. d.
Pavilion
> untie stave. drop it.
> take crowbar. tie rope to it.
> u. u.
On the Canopy
> pry loose shingle with crowbar.
> take loose shingle. x it.(spade-shaped, eh?)
You can't climb with anything in your hands, so:
> put shingle in hatch.
> d. d.
Pavilion
> untie crowbar. untie me. drop all.
> take shingle.
> w. se. e. n. w.
Under Pavilion
> dig with shingle. g. g. g.
Grotto
You're tied up in a grotto?
> x rope. x shore. listen. smell.
> x boat. x men.
> say "hello sailor".
Under Pavilion
+1. After seven turns in the grotto, you wake up. An elderly couple explains that the sand fell in on you and they pulled you out.
> take mask.
> e. n. w. w.
Beach Path
Put the mask on now. You need both hands free to carry the heavy loose brick.
> wear mask. x path.
> x loose brick. take it.
> e. e. e.
End of Pier
> jump off.
Underwater (ocean floor)
> x octopus. in.
Inside the 'Octopus'
There's air in here! When exploring the ocean floor, return in here so you can stay down here longer.
> x valve. x porthole. look through it.(+1)
> x mud. out.
Underwater (ocean floor)
> clean mud. g. in. out.
> clean mud. x diagram. u.
Deep Water, Beneath Pier
> nw. w. w. w. e.
Pavilion
> dance.(+1)
> take strap. e. e.
End of Pier
> take shrimp.
> w. w. w. se. e. n. w.
Under Pavilion
> drop all.
> e. e. se.
Deep Water, South of Pier
> d.
Underwater (by fissure)
> x conch. take it.(no: the crab living inside the conch carries it into the fissure)
> take conch.(The crab pinches you.)
You need to build a trap for the crab.
> u. nw. w. w.
Under Pavilion
I'm skipping a lot of experimenting that is usually done to figure this one out, like giving the shrimp directly to the crab, trying to use the rope instead of the strap, or tying the other end of the strap to your wrist, the cork, or the stave.
Eventually you discover that this is the combo you need.
> take shrimp, white strap, shingle.
> tie white strap to shrimp.
> tie white strap to shingle.
> e. e. se. d.
Underwater (by fissure)
> put shrimp in fissure. u.
Deep Water, South of Pier
> take shell.(Note that the old man is preparing to leave.)
> nw. nw.
Damp Sand, North of Pier
> put conch in cavity.(almost!)
> take conch.
> s. w.
Under Pavilion
> take sieve.
> e. n. w. w. e.
Pavilion
> take crowbar.
> s.
By the Snack Bar
> put conch and sieve on counter.
> pry lid with crowbar. drop crowbar.
> n. e. e.
End of Pier
The old man finishes packing up, leaves, abandoning the pail.
> take pail.
It's tempting to jump over the railing yet again, but you'll lose the pail when you hit the water, and you'll have to search the beach to see where it got washed to. It's best to avoid that, I think.
Shame the fountain is broken, else you could fill the pail from right here.
> w. w. w.
Beach Path
The old man was a ghost?!
> se. e. e.
Shallow Water, South of Pier
> fill pail with water.
> w. w. w. e. s.
By the Snack Bar
> pour pail into boiler. turn on boiler.
> drop pail. take conch. take sieve.
> z. z.(The water reaches full boil.)
> put conch in boiler. turn off boiler.
> take conch with sieve. take crab with sieve.
> drop sieve. eat crab. empty boiler.
> n. w. ne. e.
Damp Sand, North of Pier
> put conch in cavity.(+1)
> w. w. w.
You have completed Sunset Over Savannah
> fun
> pain
Extras
Amusing
This is the response to FUN after you've won the game:
Have you tried...
1) Burying yourself in the sand?
2) Building (and destroying) a sand castle?
3) Removing your bathing suit in various places?
4) Typing "XYZZY"?
5) Saying "Hello, sailor" to the old man and asking him about the waving girl?
6) Saying "Hello, sailor" to the pirates, or cursing, greeting, or hitting
7) Jumping off the pavilion's canopy?
8) Eating the peanuts?
9) Eating the shrimp?
10) Eating the boiled crab?
11) Hitting the dragon?
12) Hitting or punching the sand castle?
13) Dropping the brick on various small items?
14) Pushing the aluminum canister out of the storage area?
And this is the response to PAIN after you've won the game:
Things that can get you hurt...
1) Drowning yourself.
2) Jumping in the diving bell.
3) Jumping from the roof of the enclosure.
4) Jumping off the pier into the sand.
5) Jumping off the pier into the sand with the brick.
6) Jumping off the pavilion canopy.
7) Trying to dig with bare hands in the cement.
8) Kicking the glass castle.
9) Punching the glass castle.
10) Putting your hand in the boiler while it's full of boiling water.
11) Swimming without eyegear.
12) Reaching into the fissure.
13) Climbing the benches while they're stacked in the north face.
14) Picking up a glass mite.
15) Dropping the brick on your feet.
Characters
People:
A vendor is selling boiled peanuts by the bar in the pavilion. After you buy some, he leaves for home and the "Simpsons".
An old man is fishing at the end of the pier. If you follow him when he leaves for the night, you discover that he's a ghost!
Two pirates, McGintie and Rivera, regard you as new meat or new recruit, and load you onto their dinghy.
An elderly couple rescue you from the collapsed hole you dug under the pavilion.
Etheral dancers, musicians, and attendants join you for seemingly hours of revelry when you dance a particular dance in the pavilion.
Several random people are seen wandering on the beach or in the pavilion. They're of all ages, usually in beach attire, and have pleasant dispositions.
Creatures:
A flock of gulls fight amongst themselves over the trash heap on the dry sand south of the pier.
A colony of mites inhabit a curious sculpture that they built with broken glass on the damp sand south of the pier.
A shrimp, discarded by the old man, lies at the end of the pier.
A crab lives inside the conch shell, but not for long, if you have anything to say about it.
A real dragon can exist when a lifelike sand sculpture of a dragon is made complete.
A leviathan can be seen if you say the right magic word in the right place.
Tiny crabs rush from one hole to another on the beach.
The fish in the old man's pail include flounder and grouper, but they're mostly red herring.
An enormous marlin is almost caught by the old man, but the line snaps.
More fish are seen underwater.
The view through the "octopus" porthole includes brain coral, crustaceans, and schools of fish.
Mentioned:
Richard Henry Wilde wrote the poem recited at game's end. His brother James is also mentioned.
Florence Martus was the "waving girl" who first greeted the old man with "hello sailor". She lived a lonely life on Elba Island with her brother the lighthouse keeper and greeted every ship that sailed into the Savannah river.
Relda is the old man's wife. He also mentions his kids and grandkids. He loves his family dearly.
The captain gives the orders; the other pirates follow them.
Credits
The response to INFO is:
Sunset Over Savannah An Existential Vacation by Ivan Cockrum.
Winner of the 1997 XYZZY Award for Best Writing.
Copyright (c) 1997 by Ivan Cockrum. All rights reserved.
Release 1.0.3, 3/5/98.
Type CONTACT for contact information.
Type FEATURES for a list of features particular to this game.
Type INSTRUCTIONS if you've never played a text adventure game before.
Type ADVENTURE for more information about text adventures.
Type PHILOSOPHY for the author's game design philosophy.
Type FREEWARE for information about registration and distribution of this game.
Type CREDITS for a list of people who made the making of this game possible.
And the response to CREDITS is:
Very special thanks must go to the friends and relatives who helped by giving me the freedom to create this game:
My girlfriend Nancy, for supporting and following me through it all;
Nancy's mom Linda Chavis, and the Chavis household, for feeding me and letting me work undisturbed for many months;
My mom, Andrea Kline, and my grandparents, Charlotte and Allen Kline for always being there for me;
My dad, Dave Cockrum and his wife Paty, for keeping my dogs far longer than they expected;
David Micklewright, for paying to fix the fried motherboard that brought development to a sudden, screeching halt;
Dave Goodman, the Quick Family, Janice Quick, Melissa Cape, and Mike Harl, for sheltering us in our travels down the Coast.
Programming credit goes to the following, whose code I either overtly borrowed or blatantly imitated. Either way, I learned a great deal from each of them.
Dave Baggett, for showing me how to tie things together;
Neil deMause, for disallow all, various sense verbs, miscellaneous changes to Actor and thing, and the concepts of exit descriptions and platforms;
Stephen Granade, for improved npc interaction with askFor, askAbout, tellAbout, and factoids;
Neil K. Guy for his HTML conversion of Michael Roberts' TADS manual, which I found to be an invaluable resource;
Andrew Plotkin, whose 'So Far' had some of the best player interaction I've ever seen in adventure game (except for that damned 'light trickle' command);
Scott Steinfath, for answerme.t, which allowed me to answer my own rhetorical questions;
G. Kevin Wilson, for waterrooms, substances and substance containers, the very heart of the beach.
And finally, my beta testers: Paul E. Coad, Stephen Granade, Bernd Schmidt and Lucian P. Smith. Special thanks to tester Andrew Plotkin for his gentle, well considered feedback on the intangibles that make a game good.
Inventory
Note that you must have two hands free to climb anything, you must have two hands free to carry anything heavy, and you must have at least one hand free to swim underwater.
You have carrying capacity limits, but it seems to be governed by weight and bulk, rather than the number of items. You can carry more things by wearing them (if possible) or using containers or ropes. Or just make more than one trip if you must.
Don't worry about people or critters stealing anything you drop. Things are only consumed forever when they've served their purpose.
Containers
a glass bottle. Acquire it by searching the trash barrel on the dry sand, north of the pier.
After creating a pile of broken glass bottles under the pier by pushing the glass recycling canister east twice from the storage area, fill your glass bottle with water then put a mite in the bottle. Quickly, before the mite escapes, go north to the pile of broken bottles and put your bottle in with them. The mites will convert the pile and its old castle into a new, larger glass castle underneath the pier. Climb the new castle to obtain the scuba mask.
CAUTION: If you put the bottle on the original castle (on damp sand, south of pier), the mites disassemble the glass and turn it into a new spire of the castle.
NOTE: If you lose the bottle and still need one, get one from the glass recycling canister. If the canister is shattered, search either the pile of broken bottles or the trash barrel again. The game will respawn the bottle if you still need it.
an aluminum can. You can take one from the aluminum recycling canister in the storage area.
The can is useless. You can't put a mite into its narrow opening, and it can't hold enough water for filling the boiler.
an antique bottle. It's on the damp sand, beneath the pier, after the mites build their second and taller castle there.
a pail. It belongs to the old man at the end of the pier. After you obtain the conch shell and return to the end of the pier, the old man abandons his pail and you can now take it.
Fill the pail with water from the ocean. This makes the pail so heavy, you need both hands to carry it. You can put other things into the pail first, though. At the snack bar, pour the pail's water into the boiler.
a single mite. There's a colony of mites in the castle on the damp sand, south of the pier.
The only way to hold onto a mite for any length of time is to first fill a glass bottle with water, then put a mite into the bottle. If there's no water in the bottle, the mite melts its way through the bottom immediately; the water slows it down for a couple turns.
But before getting a mite, push the glass recycling canister east twice from the storage area. At the damp sand beneath the pier, the canister and its bottles shatter and form a pile of broken bottles. Put the bottle with the water and mite into the pile. The mite and its colony make a new larger glass castle under the pier, using both the pile of broken bottles and its original castle for raw materials. Now climb the castle to obtain a scuba mask caught on the pipes above.
a shrimp. It's at the end of the pier.
If you eat the shrimp, the old man will catch another one a few turns later and drop it on the pier.
Tie the white strap to both the shrimp and shingle. While wearing the scuba mask, go down from the deep water south of the pier and put the shrimp into the fissure. The shingle floats up and dangles the shrimp, tempting the crab inside the conch shell, but your presence stops it from acting. Go up, and the crab takes the shrimp, but traps itself. Take the conch shell.
a sack of peanuts. At the snack bar, buy the peanuts from the vendor for a dollar.
You can eat the peanuts, but you never use them all up this way.
On the dry sand south of the pier, give the peanuts to the gulls three times. This moves the gulls away from the trash heap so you can find the key. The peanuts and its sack are gone.
a boiled crab. There's a live crab inside the conch shell.
To boil the crab: First open the boiler by prying its lid with the crowbar. Fill the pail with sea water and pour the water into the boiler. Turn on the boiler. Wait for the water to be at a full boil. Put the conch shell into the boiler. The crab leaves its shell and is boiled.
Take the boiled crab with the sieve. Eat the crab. It's delicious!
a length of rope. Untie it from the lobster trap three levels down underwater beneath the pier.
In the pavilion, before climbing the stacked benches, tie the rope to both yourself and the stave to get it up there. Likewise with the crowbar.
Note: You're unable to tie anything while in the deep water or underwater.
Note: When you tie the rope to yourself, you tie it to your waist.
Note: You can't tie the rope to shrimp; the rope is too bulky for that.
a white rubber strap. It's attached to the goggles.
When you have the scuba mask, you can use it instead of the goggles. Take the white strap from the goggles. (CAUTION: The game can be slightly buggy, thinking the strap is attached to either you or the goggles even after you've taken the strap. Doublecheck if you succeeded in detaching the strap from everything.)
To get the conch shell, you must first tie the white strap to both the shrimp and the shingle to make a tempting trap for the crab that lives inside the conch. Note that you can't tie the rope to the shrimp; the rope is too bulky.
NOTE: When you tie the strap to yourself, you tie it to your wrist. This is only important when trying to get the stave up to the top of the enclosure. The stave is too bulky to be dangling from your wrist while climbing; instead, tie the rope to the stave and your waist.
NOTE: You can re-attach the white strap to the goggles to make the goggles wearable again, but there's usually no reason to do that.
NOTE: The black strap is part of the scuba mask and cannot be detached.
Shells
The conch shell is the only shell you need. The others are there just to give you something else to try in the sand sculpture's cavity.
a clam shell. It's on the beach path.
a crab shell. It's on the damp sand, beneath the pier.
a mussel shell. It's on the dry sand, south of pier.
a spiny shell. It's four levels underwater from beneath the pier.
a snail shell. It's one level underwater, north of the pier.
a conch shell. It's underwater, one level down from deep water, south of the pier. It's also inhabited by a crab.
The crab won't let you take its shell and retreats into a fissure if you try.
To get the conch: Tie the white strap to both the shrimp and shingle. While wearing the scuba mask, go to the conch shell and either give the shrimp to the crab or put the shrimp in the fissure. The shrimp, dangling from the floating shingle, tempts the crab, but not while you're there. Go back up to the surface, and the crab grabs the shrimp and traps itself on the strap. Take the conch shell.
To get the crab out of the conch: At the snack bar, pry the lid off the boiler with the crowbar. Fill the pail with water and pour it into the boiler. Turn on the boiler and wait for the water to get to a full boil. Put the conch into the boiler; the crab leaves the conch and is now a boiled crab. Take the conch (from the hot water) with the sieve.
On the damp sand north of the pier, put the empty conch into the cavity of the sand sculpture. The sculpture becomes a live dragon which flies away.
Substances
salt water. You can fill a container with water from any shallow or deep water location.
Fill the glass bottle with water before putting a mite in there; see mite.
Fill the pail with water. At the snack bar, pour the pail into the boiler.
dry sand. You can fill a container with dry sand from any dry sand location.
You have no need to carry dry sand anywhere. Empty the container.
wet sand. You can fill a container with wet sand from any damp sand location.
You have no need to carry wet sand anyhwere. To get rid of it, you need to fill the container with water.
Wearables
a pair of shorts and a bathing suit. You're wearing them.
The shorts have a pocket that contains some money and your passcard. You can put a few other small things in the pocket, like the key and the strap, but most things are too big to fit.
Amusingly, you may remove your shorts or bathing suit anywhere, but you immediately put them back on again, even if you're inside the relative privacy of the diving bell. Nearby people do react to your brief nudity when you remove the bathing suit, but you receive nothing worse than a withering gaze or momentary embarassment.
a pair of goggles. Acquire it by searching the trash barrel a second time, after finding the bottle. The barrel is on the dry sand, north of the pier.
Wear either the goggles or the scuba mask to protect your eyes while swimming underwater. Otherwise, the salt water prevents you from seeing anything interesting.
You can remove the strap from the goggles; the goggles are now styled as a strapless pair of goggles and can no longer be worn. If the strap isn't tied to anything else, you can tie to strap to the goggles to make them wearable again.
CAUTION: If you jump off the end of the pier with the brick while wearing the goggles, your goggles are ripped off your head, you lose the brick, and you fail to reach the deeper depths. The goggles are washed onto the damp sand, so you can get it back.
a scuba mask. On the damp sand beneath the pier, the mask is the flash of light seen amongst the pipes.
To obtain the mask, first go to the storage area and push the glass recyling canister east twice. The canister crashes against a pylon, shattering both itself and its bottles. Next, fill a glass bottle with water, then go to the damp sand south of the pier and put a mite from the castle into the bottle. Quickly, before the mite can escape, go north and put the bottle in the pile of broken bottles. To your astonishment, the mites build a new castle under the pier from the bottles and canister. Climb the new castle to get the mask.
Wear either the goggles or the scuba mask to protect your eyes while swimming underwater. Otherwise, the salt water prevents you from seeing anything interesting.
The mask is superior to the goggles. If you jump off the end of the pier while wearing the mask and carrying a loose brick, you succeed in reaching the deepest underwater area instantly.
The amount of money you have is unspecified and you can't count it nor remove it from your pocket. You spend a dollar of it to buy the peanuts, but you don't need to manage the money directly in any way.
It's for your hotel room, but the hotel isn't part of the game. You can't remove the passcard from your pocket or do anything but look at it.
a sieve. The vendor leaves it on the counter by the snack bar, after he leaves for the night.
On the dry sand south of the pier, after distracting the gulls away from the trash heap by giving all your peanuts to them, sift the heap with the sieve to find the key.
At the snack bar, after boiling the conch shell, you can take the conch shell (from the hot water) with the sieve. Likewise, you can take the boiled crab with the sieve.
a steel key. When you buy peanuts, the key falls out of the vendor's shirt pocket into the boiler without him noticing. Soon afterwards, he dumps the water over the railing, losing the key in the trash heap at dry sand, south of pier.
To obtain the key, first give the peanuts to the gulls three times to get them away from the trash heap. Next, search the heap with the sieve. Only with the sieve will you find the lost key.
The key unlocks the gate under the pavilion.
a crowbar. It's on the peg board in the storage area.
On the dry sand north of the pier, pry the topmost hoop of the barrel with the crowbar. You can now take a stave.
On the canopy, pry the loose shingle with the crowbar to free the shingle. (Use the rope or white strap to get the crowbar up there.)
At the snack bar, pry the lid of the boiler with the crowbar to open the boiler. The boiler's lid and clamp are lost.
You don't need to use the cork for anything. When trying to obtain the conch shell, you can't use the cork as a float instead of the shingle because you just can't tie the white strap to the cork.
a treasure map. Acquire it by opening the antique bottle.
Read the map at different locations to learn that you should dig underneath the pavilion.
a broken stave. The trash barrel on the dry sand, north of the pier, is made of staves and metal hoops.
To get a stave from the barrel, first pry the topmost hoop with the crowbar, then take the broken stave. (Surprisingly, you are unable to dismantle the barrel any further.)
In the pavilion, tie the rope to both yourself and to the stave, then climb the stacked benches to reach the top of the enclosure. Examine the canopy to find a hatch. Open the hatch with the stave. By the way, the crowbar is not long enough to reach the hatch.
NOTE: The stave is too buoyant to take underwater with you.
a loose shingle. It's on the canopy above the pavilion.
To get the shingle, firat, take the crowbar up there (tie the crowbar to your waist via the rope) and pry the shingle with the crowbar. Put the shingle in the hatch, and pick it back up in the pavilion.
After using the treasure map to learn you should dig under the pavilion, dig with the shingle four times there. You experience being shanghaied by pirates.
To obtain the conch shell, tie the white strap to both the shrimp and the shingle, then, while wearing the scuba mask, go down from the deep water south of the pier and give the shrimp to the crab. The shingle floats, leaving the shrimp dangling. Since your presence scares the crab from claiming the shrimp, go up, then take the conch shell which is now on the other end of the white strap where the shrimp was.
a loose brick. You can take it at beach path if both hands are free. It's quite heavy, so you can't carry it for long.
Wear the scuba mask before taking the brick. Carry it directly to the end of the pier and jump off the pier with it. The extra weight carries you down quite far underwater, but you lose the brick in the process.
If you need another brick for a second deep dive, you can take another brick from the beach path.
Score
The response to SCORE is:
[if requesting SCORE the first time:] "Hmm," you wryly think to yourself. "Maybe I've been playing too many adventure games lately. If only life worked that way." [:end if]
Not exactly a score as such, but...
[List your exceptional experiences as follows:]
- The castle builders have revitalized your waning belief in a world full of novelty.
- Your sunset vision has reawakened your appreciation for the beauty of the mundane.
- Your strange kidnapping experience has rewarded you with the treasures of life and freedom.
- The coral reef has shown you that beauty may be found in unexpected places.
- The ghostly dancers have reminded you of the ineluctable joy of creative expression.
- The sand dragon's flight has proven the power and the magic of personal vision.
[How many exceptional experiences did you have?]
[if 0:] You feel conflicted. You've been thinking to yourself, "Oh man, maybe I should quit." After the past week, you're of half a mind to do it, so you can pursue your own creative interests. If only someone or something would present you with some convincing arguments to get you off the fence.
[else if 1:] You feel confused. You're now thinking, "I didn't realize how serious I was about quitting." The truth is, you didn't really believe you were going to find the motivation to quit here on the beach. But it's hard to ignore the wonder of what you've seen. Maybe you really could quit. Still, you're going to need a lot more convincing.
[else if 2:] You're wavering. You're now thinking, "Maybe I'm being hasty." Sure, a couple of fancy displays now and then make life more interesting, but is that enough reason to quit your job? And what about your employers? What'll they do without you? You're still going to need a few more convincing arguments.
[else if 3:] You feel hesitant. You're now thinking, "Well now, wait a minute." What's life about if not living? And much as you hate to admit it, your employers can probably replace you easily. You're still not quite decided, but it would only take several more arguments to set your mind.
[else if 4:] You feel skittish. You've begun to ask yourself, "Could I really do this?" You've begun unconsciously to tally your savings. You've even got the beginnings of a resignation letter going in the back of your mind. If only you had a couple more arguments to put your mind at rest.
[else if 5:] You feel excited. "Yes, I could really do this!" you exclaim. You've got plenty of money in the bank. And to heck with your employers! What have they ever really done for you? You're teetering right on the brink of decision. If only you had one more argument to set your resolve.
[else if 6:] You feel resolute. "That's it. I'm quitting." You've made up your mind and thrown caution to the winds. First thing on Monday, you're going to write your letter of resignation. You feel exhilaratingly light, as if some constant pressure had been removed. You're sure that this is the right decision.