"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~""" Destination Treasure Island FAQ/Walkthrough PC 2006 Version: 1.0 released on the 1st of July 2010 Author: odino http://www.gamefaqs.com/features/recognition/47976.html This guide is EXCLUSIVELY available to GameFAQs. .============================================================================. | .========================================================================. | | | TABLE OF CONTENTS | | | '========================================================================' | |============================================================================| | 01.) Introduction | G0100 | | 02.) Basics | G0200 | |----------------------------------------------------------------+-----------| | 03.) Walkthrough | G0300 | |----------------------------------------------------------------+-----------| | XX.) FAQ | GXX00 | | YY.) Version History | GYY00 | | ZZ.) Credits & Thanks | GZZ00 | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'Desination: Treasure Island' for the PC, an adventure game by Kheops Studio from 2006. If you spot any errors or have suggestions please feel free to e-mail me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== As usual this is just a walkthrough for the game. You should be talking to all the friendly people in the game to find out more on your own and understand some parts of the story better. Merely following the solve will only result in some basic background, even some puzzle solutions might not be clear to you. There are many, many objects to interact with that will tell you more about the options available to you and they may result in hints for you to progress. A good adventure game does not keep solutions from you entirely and will have it hidden somewhere in cryptic messages or hints. In an interesting change compared to most adventure games, should you mess up at the beginning of the game you cannot get stuck without the missing items but the game will have alternate solutions. The best example would be not picking up the sextant or marine chronometer in the cabin at the start of the game. You would end up at a different location on the island and then make your way to the correct one later. This walthrough only described the "perfect" way to solve the puzzles. If you made a mistake then you were obviously not following the walkthrough and are on your own. You will notice how the game makes up for your mistakes by later giving you the required sextant. The main menu is found from the inventory screen (what is wrong with pressing Esc for a shortcut Mr. Developer?!) Story: `````` Four years have passed since Long John Silver escaped and nobody knows what has become of him: neither the King's justice, who has a price on his head, nor the young Jim Hawkins, his fellow adventurer. One evening, however, Jim Hawkins is surprised to find Long John's parrot perched at his window. The bird has brought a message from its master. The old pirate has left Jim a fantastic treasure chest hidden somewhere on Emerald Island. A map and a mysterious enigma indicate the whereabouts of the booty. But Jim can't hang around: Long John's old accomplices are probably already on the trail. Menu: ````` From this screen you can select: • New game: Start a new game. • Load game: Continue a previously saved game. • Options: Change the game options. • Gallery: View images from different parts of the game. • Credits: Access the game credits. • Exit game: Exit the game and return to Windows. So that different players do not confuse the games they've saved, each has the possibility to choose one of five symbols, featuring below, before starting a game. The games will then be saved separately and accessible from the loading screen. At any moment you can load a game you have already commenced. To do this, simply select a game from the list. Each saved game is represented by its date, time, name and a thumbnail of the location where the game was saved. Options: ```````` This menu enables you to adjust some of the game's parameters: • Subtitles: Activate or deactivate the subtitles. • Rotation: Adjust camera rotation speed. • Object Info: Activate or deactivate object information display. • Light Adjustment: Adjust screen brightness. • Music Volume: Adjust the volume of music. • SFX Volume: Adjust the volume of SFX. • Voice Volume: Adjust voice volume. Cursor: Neutral cursor: no action is possible. Go-to cursor: indicates zones that can be visited. Talk cursor: indicates that you can dialogue with a character. View cursor: view info not displayed directly in the game. Read cursor: indicates available info. Take cursor: indicates that the object beneath the cursor can be taken and added to your inventory. In some cases, the object remains stuck to the cursor, indicating that you should use the object where you found it. Right click to drop objects. Use cursor: indicates that an action is possible in the interactive zone. Crossed-out Use cursor: indicates that an action is possible but only if you use the right object for the zone. Inventory: `````````` Any object retrieved during the game appears in the form of an icon in the inventory. To use an object, simply click on the corresponding icon. The mouse cursor will take the shape of the object. Click the right mouse button to return to the game. The object you have taken stays in your hand and is displayed in a box at the top right of the screen. You can then use the object directly on a décor zone or character. Combinations: View combinations already made in the game. Map: Early in the game you receive a map to guide you to the treasure. You can consult it whenever you want by clicking on this button. Note that as you discover new things, the newly discovered locations are added to the map. You will then be able to move around quickly from one place to the next by clicking directly on the destination you require. Enigma: The enigma is at the heart of the game and you can view it whenever you want by clicking on this button but also by pressing the Return key of your keyboard or your central mouse button. If your mouse has a mouse wheel, use this to scroll through the clue. Objective: Click on this button and Jim will remind you of your current mission. Text Zone: Here are displayed the contents of written documents you collect through out your adventure. The four buttons help you run through the text, go back over it or go directly to the start or end. Transit Zone: During a game, you will collect a number of objects that are stored in the transit zone of the inventory in the top right. You can move objects of the transit zone to classify them as you wish in the storage zone in the middle of the inventory. Use the tabs to help you in your classification. You can also automatically empty your transit zone by clicking on the Auto button. All objects will transfer from the transit zone into the storage zone, filling up the empty spaces. When the page is full, select another tab and repeat the operation. Combination Zone: Sometimes in the course of the game, you have to combine several objects from the inventory to create a new object or tool. To do this, left click on the first object of the inventory then slide it over the other object with which you would like to start a combination. If their association is possible, the objects will combine in the combination zone. If the combination is complete, the result will be stored in the transit zone. If the combination requires other objects, you should add complementary objects directly in the combination zone. Empty (Dismantle): The spanner at the left of the combination zone. Objects that can be dismantled are identified by a pictogram representing the spanner to make such objects easy to identify. You can also use this button to empty recipients of their contents. For both uses, click on the button after picking up the object you wish to dismantle or empty. Exit: The cross bottom-right enables you to return to the game, and is the equivalent of a right mouse click. Knots: `````` Several times in the game you will be asked to tie knots in ropes. You will have to choose the right successive stages to achieve the final knot. The figures on the left will indicate the number of stages required. The interactive arrow buttons enable you to choose the next stage of the knot from two possibilities. Once you've learned how to tie in the game, don't hesitate to try the knots out for real. The Knot button of the inventory enables you to access the list of knots you have already produced in the game so as to view them a second time and retie them. Once you have selected a knot in the list on the left of the screen, you will automatically view an animation showing how to make it. Click on the play button on the left of the number 1 to replay the animation. You can also view each stage separately by clicking on the figures. Finally, the hand button enables you to re-tie the knot if you or the game should require. =============================================================================== 03.) WALKTHROUGH G0300 =============================================================================== Find Emerald Isle: `````````````````` Turn around and interact with the door for a scene. Pick up the black spot on the left of the door and the thick rope underneath it. Continuing left, pass the table and find a sextant on the left of the desk near the small window. Take the lighter and rope next to the soft bed near the door and finally look up on the ceiling to get a marine chronometer. Interact with the window to find the parrot. Talk to it and take the message it is carrying. Open your inventory (right click) and sort all your new items ('auto' does the trick). Combine the rope with the thick rope. To perform the sheet bend you must select the bottom, top, bottom and finally the middle option. This results in knotted ropes. Pick it up and close the inventory screen. Tie this on the arm rest below the window and left of the books. Two half hitches is done by middle, bottom, bottom, middle, middle. Climb out of the window. Banana Rree: ```````````` Look right and find a block hanging at the front of the boat. Disassemble it in your inventory to get three new pieces. Look more right and take the first path you see, not the one further right. Interact with the ropes on the left to get a trolley handle to come closer. Take it and open the inventory. Combine this handle with the wheel you just picked up and add the axle to get a repaired trolley. Place the trolley back on the ropes and use it to swing across. Proceed up ahead for two screens into the skull cave. Look into the niche up ahead and pick up the fuel (firewood) to dump on the charred area in the middle. Collect some items such as the string, broken statuette, knifeblade and empty helmet. You can even take the heavy figurine... Exit the small cave and proceed straight towards the beach. Here you will find a rusty knife on a rock. Turn around and walk back up twice (not towards the cave mind you). Turn around and you should be facing a tree you passed earlier; it has some scratches on it. Open your inventory and sort your new items (this is the last time I tell you this, I think you have the hang of it after the first time). Disassemble the rusty knife for a scene. Combine the knife hilt you have now with the knifeblade from the cave, then add the string to fix it up (solution is middle, top, bottom, middle, middle). Use the new knife to cut the tree at the white scratches (resins). Pick up the terrocotta jar and use it to collect some cold resin. Return to the chasm with the trolley and get across once more. Look left and pick up an orange flower. Take the path on the left of the blue parrot. Pick the bananas, take the bottle of rum on the left and take the ran's horn on the right. Sculpted Stone Idol: ```````````````````` Take the path towards the beach and turn to see a large snake statue. Grab the package wrapped in oilcloth. Pick up the fuel (firewood) and place it on the charred spot. Take the path towards the red parrot sitting on a stone idol. First continue one more screen and turn towards the water to find a red seashell and blue and yellow feathers. Return to the idol. Open your inventory, disassemble the rum bottle, use the knife with the bananas to get some banana slices and then combine the slices with the bottle of rum and the empty helmet. Talk to the parrot and give it the helmet filled with bananas and rum. Place the orange flower in the middle of the statue's chest, just above that fish- like symbol. Place the red seashell in the left slot of that symbol, then retie the right seashell string (solution: middle, top, middle, top, middle, middle, middle). Pick up the red feather and place it in the feather-shaped slot on the left shoulder, then do the same for the right shoulder with the yellow feather. Return to the beach where you found the seashell and use the empty helmet on the water (I think this should work not, else ignore it for now). Setting a Flame: ```````````````` Return to the skull cave (the map will do this quickly). Disassemle the package to get more items. Use the lighter (the oakum is used to fuel the lighter if you run out) on the firewood. Place the helmet with water on the fire if you managed to do this earlier, else ignore it for now. This should, however, give you salt now and speed things up later. Attack the Pirates: ``````````````````` Use the cold resin on the flame to get hot resin. Use the hot resin on the broken statuette to fix it up. Use this figurine on the left white spot and the other one on the right white spot. You will see the shadows on the wall. You should also notice there are squares on the wall. Use the mallet to hit the spots that correspond to the figurine's hook, peg leg, dagger and finally pistol. A compartment will open and you can take the left horn of the ram. Take the figurines again before leaving the cave. Open the Gate: `````````````` Turn left and go up to the tree. Take the path on the left towards a large closed gate. Look up and talk to the parrot. You have to complete the song by selecting the correct verses: * Drink and the devil had done for the rest, Yo-ho-ho and a bottle of rum. * The mate was fixed by the bosun's spike, the bosun brained with a marlinspike. * And cookey's throat was marked belike, it had been gripped by fingers ten. * And there they lay, all good dead men, like break o'day in a boozing ken. This will drop a purse. Pick up next to the skeleton as well as the glass eye, hook and scrap of cloth. Use the hook on the ring sticking out of the panel behind you. Reading the verse will tell you that you need to use your coin purse on the scale. Using just seven coins means you should pick 2 Louis d'or, 2 guineas, 1 piaster and 2 piastareens. The gate will open. Burning Bones: `````````````` Grab the blackened bone at the entrance and combine it with cold resin. Place the torch on the sconge and use your lighter on the torch. Seek a Cross: ````````````` Proceed through the cave. Add the salt from the helmet into the feeder along the path (if you do not have the salt, see below). Continue up ahead and past the trap. This will place Snare Valley on the map. If you do not have the salt in the helmet yet, first place the valley on the map, then return to the beach from the beginning of the island (via the map of course) to the idol. Look to the right and walk towards the water where you found the red seashell. Use the empty helmet on the parrot. The go past the idol to the fireplace. Light it up with the lighter and place the helmet full of water on it to get salt in the helmet. Continue through the valley and turn left to find a goat. Interact with it and it will walk to the feeder. Use the nearby shears to cut the wool of the goat and you will find another section of the map and start the second part of the enigma. Bible Verse: ```````````` Go ahead to the end of the path and examine the swords on the left of the closed gate. Click the mouse button on the first one and pull it up to '2'. Do so for the next few to reach 2-2-1-5 which is the bible verse on the back of the black spot you are carrying. The gate should open now so go through it. Rabbit, Monkeys and Snakes: ``````````````````````````` Take the right path for a scene, then return up the steps to the bench with the lizard. Take the two disks that have appeared. Take the left path. I guess I do not really need to tell you that you should place both disks into the slots. You have to link the left disk's picture with the right disk's number. The enigma says "one rabbit, five monkeys and thirteen snakes" therefore you should dial rabbit+1, monkey+5, snake+13 where the dots represent 1 and the lines represent 5, thus 2 lines plus three dots is 13. Ascend the stairs. Set Sail for Cuba: `````````````````` Do not bother talking to the parrot. Turn around and take the package wrapped in oilcloth from the table. Disassemble this package. Combine the sailmaker's kit with the scrap of cloth, then combine the hull of a miniature boat with the masts and the sails you just made. Take a closer look at the table to your left. Pick up the figurine lying on the table and place it on the left most brown dot. Add the figurine with the hook in the middle and the one with the peg leg on the right. Place the model boat in the central slot. Keeping clicking on the sails until the parrot is happy and says full speed ahead. Camel's Humps Tree: ``````````````````` Grab the arm skull which has been revealed. Take the model from the table again before leaving down the stairs you came up from. Take back the disks as well. Return to the fork in the path and go up the right path again you were screaming down from earlier (wussy). Turn slightly right and continue along the path until you hit a swamp and the next step would make your feet wet. Turn left first and take some dried clay from the ground. Now continue through the swamp in an attempt to cross and get stuck in quicksand. Grab the hangman's rope after the scene and disassemble it. Combine the rope with the hook and finish the mini-game (it has been a long time, solution: bottom, top, middle, middle, top, middle). Throw the grapnel at the tree in front of you. Up on the hill is a tree next to the edge. Combine the ram's skull with the the two horns and place that on the hooks. Cast an Eye: ```````````` Place the glass eye into the skull only for it to roll down the edge. Disassemble the grapnel again and use the long rope on the tree roots to climb down. The figure eight knot is middle, top, middle, top, middle, bottom, middle, top, midde. Climb down. Take the glass eye. Rescueing Pepita: ````````````````` Walk towards the shacks and turn right to approach the forge. Proceed towards the barrel for a scene. Enter the forge and use the sailmaker's kit to fix the bellows and return outside. Take the pick, wheel, axle and short rope. Look to the left of the well to find a mast lying around. Take the megaphone further left and open the crate underneath the megaphone to find a long rope. Take the block up on the mine well. In your inventory, combine the block cheek plate, axle and wheel to create a second block. Combine both blocks with the long rope to get a tackle. Place this over the well where you just found the block. The clove hitch is a simple middle, bottom, middle tie. Attach the short rope to the tackle's end. The bowline solution: middle, top, bottom, bottom, middle, middle. Disassemble the pick and use the handspike as handle in the block in front of you. Turn the wheel. Curing the Fever: ````````````````` After the scene, take back the handspike, short rope and tackle. Turn around and approach the fence. You can read the note or just climb over the short rope ladder to the other side. Here, turn slightly right and use the knife on the bark twice. Fill the empty helmet with fresh water from the trought. Return to the well area and enter the opposite direction. Turn right and pick up the fuel (firewood) to place on the correct spot in the fireplace. Light it with your lighter and place the helmet with the water on the fire (not the crucible above!). Combine the hot water with the piece of bark. If you are too slow the water will turn back into fresh water. Find the Treasure: `````````````````` Return to the area you came down from (back to the fence, turn left and walk forward to find an X on the ground). Combine the pick head with the handspike to get a pick again. Now start digging on the X to find the treasure. Open it. Grab the damaged carriage on the right side. Disassemble the sextant and the marine chronometer. Combine the small mirror with the damaged carriage. Place this in the slot on the right where you found the broken piece. Place the lense on the left side where there is a fitting holder. Use the gears on the gear- shaped imprints at the bottom of the area. Finally, place the glass eye into the empty socket of the skull. The gear switch controls which of the mirrors you move, and moving it done with the left/right arrows on the right side of these gears. Move the right one right all the way the top. It should be completely vertical which is controlled by clicking on the mirror directly. Move the left mirror left twice and then click on it to direct the beam towards the right mirror. The beam should now hit the stone and open the chest. Take the wheel. When you take the treasure you will find another enigma part. Turn the Tiller: ```````````````` Collect the sand that has enmassed on the left of the chest from all your digging. Return to the mine's well. Turn right and place the bar (it was picked up as 'wheel') in the slot you see above the chest. Turn it to get the water flowing. Commend Three Master: ````````````````````` Place the model ship in the water and walk down the slope. Turn left to see the ship again but this time with a parchment attached to its sails. Pick it up to extend the map and the enigma. You are now forced to talk to Pepita to continue the story. Ask her to tell you the whole story and ask where Long John is hiding. Everything else is optional. Pirates: ```````` Walk down the slope towards the fence and turn right. Proceed towards the stone cliff and climb up the ladder. Walk towards the black flag (duh, what could that mean?). Enter the hut and turn right. Pick up the fish-hook, tubes, perforated waterskin and the pole further right. Disassemble the sailmaker's kit and use the thread in combination with the pole and fish-hook. The uni knot solution is middle, bottom, middle, top, middle, bottom, middle, middle, middle and gives you a nice fishing pole. Leave the hut and climb up the nearby tree to reach the roof. After the conversation below, use the fishing pole to grab the tobacco pouch and powderhorn (you have to disassble the fishing pole plus tobacco pouch first). Disassemle the pole plus horn as well. Combine the tobacco pouch with the powderhorn to get a booby-trapped tobacco pouch. Attach this to the fishing pole and place it back down on the table near the pirates for a scene. Tie up the pirates with your short rope (solution: middle, bottom, middle, bottom, middle. Look around to find bullets, a netting needle and an unloaded pistol. For an optional scene you can go down to the beach and walk alongside but then return back up to the fort. Cannon: ``````` Look at the map and move to the forge and mine location. Turn around and walk towards the flowing water. Grab some fresh water with the empty helmet and mix this dried clay and sand. Re-enter the forge and turn left. Dump the mixture into the large gin near the model. Move that hemisphere model (mold?) on the center peg on the table. Attach the conical model on top of the hemisphere one, then place an empty molding box around all this. Add the mixture into the molding box and take out the conical model (place it on the table where you found it). Pick up the entire box and place it on the ground to your right. Add another empty molding box (no conical this time) and add the mixture. Place this on the ground too. Now add the one from before on top of the other. The one with the hold must be on top. Look on the right near the fire for an extension tube. Attach it to the bellows. Throw the treasure into the crucible and pull the handle to work the bellows. Grab the tongs which can be used to pick up the hot crucible, then pour the contents into the molding boxes. Return the crucible and the extention tube. Pick up the top molding box and place it on the empty slot. Take the finished cannonball. Combine the perforated waterskin with the tubes. Attach this strange device on the bellows and pull the handle to pump it up. Use the map to return to the fort. Enter the hut and use the swab on the wall to clean the top part of the cannon. Open the gunpowder barrel and use the gunpowder shovel to add some into the cannon. Use the rammer to push the powder down inside the cannon. Disassemble the pick. Add the cannon. Use the handspike on the slot on the left side of the cannon and use it to move the cannon into position. Add the tackle to the ring on the right side of the cannon and pull the rope to position the cannon. Use the oakum on the linkstock (with no wick) stuck in the log on the left of the cannon. Light the unlit linstock and use the real linstock on the cannon to fire it off. Before leaving the hut, use the empty powderhorn on the gunpowder barrel. River of Blood: ``````````````` Climb down to the beach and walk forward one screen. Turn left and you should have the option to dive to the wreck. Cut the sponge sitting on the rock and pick up the damp sponge. Use the handspike to keep the clam open further right and then take both the surgeon's chest and the handspike. Take back your cannonball which can also be found down here. Click the top of the mast to swim back out. Continue on the beach until you return to your now-broken boat. Turn left and disassemble the surgeon's chest. Use the forcepts on the nailed-down boards on the ground. Use the amputation saw on the boards. Add some oakum to the fix and then turn around and walk towards the snake statue. Light the fire (you may have done so earlier) and heat up the cold resin. This is the last item to varnish the hull. The resin will turn cold if you take too long. Enter the boat. Watery Gate: ```````````` Pick up the rope in the dinghy and attach it to the ring on the wall with an anchor hitch (bottom, bottom, top, middle, middle). Jump to shore and ring the bell. Ring the bell again for some negotation and tell them you want to trade. Combine the Open bottle of rum with the cork and place the bottle of rum into the basket. Talk to the parrot for it to drop daggers. Pick them up and use it on the wall near the dinghy. This will start a climbing puzzle. * move the right dagger north of the other one * move the left dagger left a bit * move the right dagger left of the other one, horizontal * move the right dagger north of the other one * move the bottom dagger left of the other one * move the right dagger top left of the other one * move the lower dagger slightly left * move the top dagger almost horizontal left of the other one * move the right dagger vertical on top of the other one * move the lower dagger left of the top one, into the upper hole of the two * move the right dagger on top of the other one * move the bottom dagger horizontal left of the other one * move the right dagger below the other one * move the top dagger horizontal left of the other one * move the right dagger on top the other one * move the bottom dagger on top the other one Rescueing Pepita...again: ````````````````````````` You can optionally talk to Long John, else turn around and attempt to go up the stairs. After a quick talk with Long John you can go up there after all. Combine the unloaded gun with the full powderhorn and the bullets. Shoot the pirate with the loaded gun. Take the mirror from the table as well as the slate and crayon (note: slate is optional? does not seem to be used). Pick up the bottle of rum nearby the dead pirate on the ground. Use the map to return to Snare Valley. Fix up the trap with the netting needle and walk towards the gate. Walk up the stairs to see a pirate on the right path thus you want to take the left path. Ascend the stairs and use the megaphone on the gap below where Jim will mention it would be nice to have something to scare the pirate. You will automatically be back in Snare Valley and can snag the key from the pirate. Return to the waterfall and click on the top of waterfall to return up there quickly. Use the key on Pepita's chains to free her. Mayan Enigma: ````````````` After all that talk, turn around and place the disks where you think they belong. Use the damp sponge to remove all the dust from the colorful disk below. First for a quick trip. Use the map to go to Cape Fear at the south end of the island. Disassemble the sailmaker's kit and use the needle on the magnetic rock. Disassemble the bottle of rum and combine the cork with the magnetic needle to get a compass. Return to the waterfall and fill the empty helmet with fresh water. Return up the waterfall and pour the water into the basin of the colorful disk. Throw the compass into the basin too. Forget the color wheel, however; face your gang and check the golden snake head for the riddle. It should be the same riddle for every game. The correct numbers to input should be 39, 32, and 7. This means you have to command Long John and Pepita to press their buttons first and then push the third one on your side. When the numbers in the middle add up to the correct result you can slide the head to the next one. Tell Long John to press 19, Pepita to press 11 and you should press 9. Remember that the dots represent 1 and the dash is a 5. After sliding the head you should input 12 for Long John, 11 for Pepita and 9 yourself. Slide it again and then input 3, 2, 2 for the three people in the usual order. The puzzle should be solved now. The next one takes some button pressing. Push your left button twice, Pepita's left twice, your right twice, Long John's left thrice and finally Pepita's left twice. When the scene is over, place the mirror on the light on the ground to complete the game. =============================================================================== XX.) FAQ GXX00 =============================================================================== Q) Is this game based on the story by R.L. Stevenson, "Treasure Island"? A) It is a sequel inspired by "Treasure Island" but is in no way an official sequel that should be considered canon and was in no way written by R.L. Stevenson. Q) Can you die in this game? A) No, and you cannot get stuck either. Q) After following your guide I still have many things unclear about the story. A) That is to be expected if you ONLY follow the things that are mentioned in the walkthrough. I recommend you also click around and check out things besides these actions. =============================================================================== YY.) VERSION HISTORY GYY00 =============================================================================== v1.0 Complete (1st of July 2010) =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== GameFAQs for hosting this file. The creators of this game. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ,,, (o o) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=oOOo-(_)-oOOo-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=