Final Release Link:
https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Castaway_Final (optional update):
https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Just a small update to castaway's final release. Notably, added a 2nd tool which can be used to gain
entrance into the buried ship's private room, some crates around the hilltop building (tres' old stack
puzzling method in lieu of using the ladder), fixed several out of place sub-objects, added a chair in-
side of the private room, lowered time for ship passing if beacon is aligned correctly.
Small download (8mbs) as it's just the grf/scn files. Note the changes made are not critical to level
play, they're just tweaks and small changes that I made after releasing the final. Bottom line, it isn't
necessary to update, it's optional (although the pry bar is much easier to use than the wrench found
inside of the buried ship).
Final, updated walkthru under spoiler below:
- Spoiler: show
-
WalkThru: (Covers puzzle aspects only, not island exploration or dinosaur encounters)
Anne begins here journey standing near the bow of a sinking boat, calling out to the captain that
is nowhere to be seen. She surmizes that the captain of the chartered boat has drowned. Moving
frontside she finds the radio broken and the only thing of value that can be salvaged is a Machete
found lying upon the decking. It is a formidable weapon if wielded properly (a stabbing motion is
more effective than slashing), it's best not to leave it behind.
Making your way ashore, head for the lighthouse. Nearing the shore, you may have heard a poof,
a muffled sound coming from behind. Water rushing inside of the boat has forced one of hatches
to blow, the ship is now sinking fast beneath the waves. There's nothing Anne can do about it -
On shore now, head up the stairs of the lighthouse. Note the textover 'maybe I should try knockin'
first'. Of course, Anne does, but with no answer coming, you enter uninvited. There's stairs lead-
ing up to the top of the lighthouse and a ladder which leads down into a room below. Most prefer
the easy route, so take the ladder (to slow your descent, simply hit the walk key to avoid any dam-
age).
Anne is greeted with an unpleasant sight. A decaying dead man lying face up on his bed, staring
at the black abyss of death. She assumes it's the lighthouse keeper, or he was. In one hand he is
holding a tape recorder, in the other, a pocket watch. Note the time, as time is not Anne's friend,
as she will soon discover.
Hitting the rewind button of the tape recorder first, Anne then hits the play button and listens to
what are the last words of the Keeper. (The rewind button is 4th from the left and the play button
is 2nd from the left (and yes, Anne is frozen in place as the Keeper speaks))
Listen; if you do not understand Spanish, read along with the companion captions, it is afterall,
Anne's only chance of Rescue. You find that the Keeper was attacked, though Anne is uncertain
at that moment by what, but more important to her at this moment is that there's a chance for her
to use the lighthouse to send out an SoS and be rescued. With the Keeper's dying words, he has
given Anne the chance to live -
So, now Anne knows what she must do and what little time she has to do it in. The Keeper said
a supply ship will pass by on the 28th (and that's today) and its passing time is around 1400 hrs,
Anne has maybe an hour to send out that signal. Looking at the Keeper's watch, take note that
5 minutes have already passed since you had first entered the room. Best we get moving -
Head through the passageway that leads into the utility section of the lighthouse. Take note of
the pistolbow lying upon the table; weapons are always important, but what takes precedent at
this moment is restoring power. Upon the shelving take note of the generator manual; bring it
up to Anne's head/camera so you can read the start up instructions. Don't worry, if your sight is
not quite up to par, the correct sequence is just below;
The controls of the generator are few, but need to be activated in order of;
1st button on 'top'
1st button 'bottom row'
last button 'top row'
middle button 'bottom row'
(you'll know if you are correct as any other sequence will trigger a shutdown (the manual on top
the shelving inside of the utility room has 'quick start instructions on its back cover, although to
read it you need to turn it into Anne's head/camera))
Pleased with herself, Anne says, 'Ha! It worked!'.
The above frees up the power breaker handle inside of the maintenance section of the lighthouse.
It'd be advantageous for the player if he (or she) actually opened the circuit box door earlier since
once the power is turned back on, but a few seconds later the short occurs in one of the breakers
and it trips (you can remove it afterwards).
Ok, so obviously our dear Anne needs a replacement breaker, so where to look? Well, with none
seen within the utility room, our heroine heads out to the only other place she noticed while firing
up the generator; to that building atop the hill.
Breaking in:
2 methods: My favorite is the American Express Card. The 2nd, would be to smash out a window
(the large ones are breakable). Of course, if you prefer classic Trespasser, then you will need the
ladder that is lying out behind the lighthouse in order to be able to climb up and thru the window
that you have smashed.
(If missed, the American Express card is on top of the Keeper's end table).
With the AMEX, lining up Anne's hand and the card straight, you're aiming for the slit between the
doors and slightly above the double (or deadbolt) lock. If you come at it half-cocked (ie., from the
side and misaligned) the only thing you'll manage to do is to drop the card. The perfect location is
just slightly to the left of the door slit (It normally takes me between 10 to 20 seconds to break - in).
Continuing:
Hah. Seems our dear Anne might have caught a cold, or perhaps it just all that dust floating thru
the air! Surveying her surroundings, the building appears quite new, yet not quite complete. Be-
yond some furnishings there seems little in the way of anything of use. But, considering that the
steel cabinet is locked, well of course we'll need something inside there, a key! Now since there
is no key lying around for the cabinet's lock you'll need to break into that and that's a gun and the
only gun in level is inside of a locked room labeled 'private' inside of the buried ship. To the right
of that door is another for the supply room. On the floor you'll find a rather large wrench used by
the crew to snug the beer tap to the barrels. Use that wrench on the private room's door handle
to break in. A bit clunky to weld as a club; I find it easier to simply bump into the handle. It needs
to be struck several times before the handle will break off (giving you room access). Taking both
the gun and the ammo box, head back to the hilltop building.
NOTE: Do Not use the ammo box until the is emptied, else all you will get is an empty box and no
reload will occur! *This applies to both ammo boxes found in level.
Once you have returned from the buried ship and got yourself a gun, go back inside the building
atop the hill and shoot out the lock of the storage cabinet. Inside, lying on top of another note is
the key; use that key to gain access to the building's power shed. Inside you'll find another gen-
erator, though again, with more unfinished electrical work. But as luck would have it the circuit
box has already been installed, complete with circuit breakers in place. Grab the double break-
er, removing it (note: you may need to grab it a few times before it releases).
building. Retrieve that key? Using that key to gain entrance, again you'll find another generator,
Returning to the lighthouse's utility room, replace the breaker (note: if the magnet of the circuit
breaker you carried went haywire, just drop it and pick it back up for to correct its alignment). If
you thought, haha!, I'm done, well you're not. The breaker is in the 'off' position; once the break-
er clicks in place, hit it once more with your hand to move its position to 'on' (you'll hear another
click once done).
Check the Keeper's watch, how are you doing on time? Do you need to hurry or do you have the
time for a smoke break? Well, I do (need a smoke break that is). Ok, I'm back -
Head back up the ladder:
Open the beacon's control panel box. Again, the button's labels are in Spanish, but regardless,
they're not entirely difficult to understand. Remembering what the Keeper said, the beacon will
need to be turned on, set to distress mode, and positioned in such a way that it would be easily
seen by a passing ship.
So;
1st, hit the 'power' button (top button, left, top button right is 'power off')
2nd, hit the 'manual' button (auto button rotates beacon and will not secure you a rescue)
last, hit the 'distress' button
Afterwards, head up the stairs:
Once at the top, note the small control box to the right of the door. A one time textover explains
where that beacon light flashing the SoS signal needs to be go. These 2 buttons are the manual
positional controls (top, clockwise, bottom button, counter-clockwise). Note the buttons cannot
be hit repeatedly as they're timed to work again only when the beacon is nearly a complete stop.
It may sound a little inconvenient, but it helps to not continually overshoot correct alignment. If
you happen to slide past the center of your target window, Anne will vocalize her annoyance of
it, but only once. To be certain that you have the beacon in the correct position its best to take a
walk outside and look up to check. Note it is possible, keeping with Trespasser's physical inter-
action, to climb up and move the beacon manually, but it is not an easy thing to do. You wonder,
have I, Rebel, done this? Well, yes. That's how I know that it isn't easy!
To conclude, after you are convinced rescue is coming, feel free to explor the rest of the level
as it is not included within this walk-thru. And there's no need to be concerned about your loca-
tion as to when the ship's passing will occur. Thanks to play animations, you won't miss out on
the ending, you'll be there and see it all. 
Hope you had even a little bit of fun playing and this walk-thru was helpful.
EasterEggs:
Calendar on the Keeper room wall is October 28, 1998. (Trespasser's original release date.)
Along the shoreline, there's a Wilson Volleyball modeled after Tom Hank's inanimate, yet oh
so famous friend from the Castaway movie.
The Keeper's watch is modeled after Captain America's compass that he carried. The photo
inside of the watch is that of Captain America's long lost love, Peggy Carter.
Along the shoreline, a life ring labeled 'SS BOTANY BAY'. It's both the name of Khan's ship
from Star Trek and of a nortorious penal colony of old Australia.
The shipwreck labeled 'MPBUIJS' is a play on both MadPpiper and Remdul's names.
The Telegraph (or speed control) of the above ship is textured with an actual picture of the
Titanic's Telegraph.
The cannon perched atop of the remaining roof section of the old Spanish fort is an easter-
egg, but it's a secret 'ala tomb raider' as to how to reach it. I'm not spilling the beans, other
than saying mentioning tomb raider is a hint in and of itself. The last hint I'll give is to give a
look around near to where the sword is found. Therein lies the secret. 
The name on the american express card is; 'Juan de Cavallon'. He was a Spanard credited
with creating the 1st successful colonization of Costa Rica. Though Christoper Columbus
was first to discover and name the land, the initial colonization had failed.
Other:
There is but one gun in level; a 1911 colt 45. Reloading is possible by way of the ammo box
found on the desk in the sunken ship's private room. Please note, the gun must be emptied
of all ammo, then stored before a reload can occur; simply 'use' the ammo box. The second
ammo box can only be found/retrieved after you have emptied the gun a 2nd time. That can
be found inside of the bridge of the sunken ship, inside of a cabinet. Again, do not open the
box for reload until your 1st reload is emptied and the colt is holstered. Otherwise, all you'll
get is an empty box of ammo and no reload -
Inside of the hilltop building, take notice of the trash can near one corner of what appears to be
work benches. Someone has been burning something, hiding their dirty little secrets perhaps?
Reach in to find out. 
Spanish Sword (compliments of MikeThe Raptor (along with the helmets): It's a rather deadly
weapon, but it's of little use against the Stryac. Besides, he isn't bothering anyone, so please
don't harrass him (I know I don't like to be disturbed while eating).
The pistolbow is an effective weapon, but waiting for the weapon to reload (pullback) and al-
lowing the arrow previously shot to hit its mark is best. For one, to not waste shots, and two,
for asthetic purposes it allows an accurate count of remaining arrows in the quiver while not
screwing up the bow's drawback action or function.
Beyond added detail to the level, all puzzling is now linked together. For further info, please refer to walkthru
included within the above package. *The spoiler walkthru further down the page has also been updated to re-
flect said changes. This level is now complete and in my rear view mirror.
To insure proper level play, please play this level within its stand_alone package. Below, are all
the changes and/or additions made since the alpha update (consider them spoilers). Save game
options have been restored, though please note;
. . . once power has been restored to the lighthouse, save_games should not be created beyond
this point (as these will break the remaining puzzling associated with the beacon's controls). To
be clear, once you retuirn to the main floor and begin operating the beacon control panel, "NO
SAVE GAME" should be created (or used). No saved_game will work properly after this point. I
also advise not to 'restart level' after this point either.
Synopsis:
With its Captain apparently washed overboard during a storm, Anne finds herself alone on a
sinking boat. As luck would have it there is a small island just a short swim away, yet her only
hope rests with her signaling a passing ship that she is in desperate need of rescue. It is up to
you to see that she is.
Teaser Shots below. With input, contributions and collaboration with other tresops members, the level is slowly
progressing. It'll be months before an alpha is ready, but I figured now is as good a time as any to post a few
screenies of the level. Without giving too much of the storyline away, our dear Anne once again finds herself
in peril, shipwrecked on a small isle, in need of rescue, and with some dangerous dinosaurs getting in the way
of her doing so.