Pine

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Pine logo
Released on 2024-12-01
Made by intellikat
Download: [1]
1.8MB



Controls

  • D-Pad
    • Move/Navigate (Menu)
    • Pressing up on the D-pad when standing in an open door will allow you to enter or exit the door. Pressing a direction on the D-pad in relation to objects and backgrounds can also trigger a visual description of them at times.
  • B Button
    • Inventory/Back (Menu)
  • A button
    • Action/Confirm (Menu)

Walkthrough

This Walkthrough contains major spoilers for the game!!




Act One





PROLOGUE: THE CAMPSITE


When you arrive at the clearing, set up camp by selecting the Tent, Rucksack, and Campfire from your inventory and placing them wherever you like.
Take the Raw Food from your rucksack and cook it over the campfire. Eat the Cooked Food.
Take the Whiskey from your rucksack. Drink the Whiskey.
Take the loaded Handgun from your rucksack. Use the Handgun.

The next morning, save your game using the tent.
From the tent, go left 4 screens (past the trees, house, & cliff) to find the firetower.
Go up the ladder of the firetower. Move around the platform, pressing A, to find the Flashlight.
Go down the ladder and continue left to the mine entrance. Select the Flashlight from your inventory to turn it on. Enter the mine.


THE MINE


You can pick up a Crowbar from the open crate inside the mine. If you don't, you can still collect it later.

On attempting to leave the mine, you will fall down into the old mineshaft.
After picking yourself up in this first screen down, you can access a tent to save your progress. To find the tent, go left, all the way up the ladder, then continue left (past the second ladder) to the end of the passage.

If you do not already have the Crowbar, from the tent, go right. At the first ladder, press up twice, then walk right. At the end of this passage is a Crowbar.

Navigate to the right side of the lowest passage (directly to the right of where you fell in).
The passage drops down here. Walk forward to fall deeper down this first level.

After this second fall, go left. There are three ladders; the first goes nowhere while the second one is too high for you to reach.

NOTE: The third ladder leads to something interesting related to the hidden story of the game.
You can explore up above this area, although it is not necessary to proceed.

Stand under the second (raised) ladder, and press up to face it. Open your inventory and select the Crowbar to pull the raised ladder down to the ground.
Go up the ladder. There is a passage to the left, one tile down from the very top of the ladder.
Go to the end of this passage to find a corpse. Stand over the corpse and press A to retrieve an Old Key.

Walk right from the corpse and go down the ladder.
At the bottom, go right as far as you can, then up the ladder.
Go left, and only one step down the next ladder.
Go left again and use the Old Key on the door.

Go left from the door and fall again.
After the cut to the beach, open your inventory and select the Urn.

When you cut back to the mine, you will have dropped into the second screen down. You will now be moving slower due to your injuries. One this screen there is another tent. To find it, from where you fell: Go left, past the first ladder to the second one (going up). Go all the way up this ladder, go left, and then go two steps down the first ladder. Go left, and the tent is at the end of the passage.

NOTE: If you return up the ladder and go left to the second ladder down, you can head down and to the right for visual hint about the nature of the island.

From the tent, go right, and then back up the ladder.
At the top, go right, and then down the ladder.
Walk right twice, and then down this ladder 5 steps.
Follow the passage right, and go up the ladder at the end to discover the rope & pulley. Go right to observe the water channel.

Go back down the ladder, go left, and then go all the way up the ladder.
Go left to the end of the passage, and go down this ladder 7 steps.
Walk left, then go all the way down the next ladder. Go right.

At the end of the passage is a door. Use the Old Key to unlock it.
In the storage room, grab a Crowbar from the open crate.

Exit the storeroom. Navigate back to the rope & pulley.
From the storeroom, you can find the rope & pulley by: Going left, back up the ladder. From the top, go right and go all the way up the next ladder. Go right to the second ladder (going down). Go down 5 steps, go right, and go up the next ladder.

NOTE: If you drop the Old Key, you can retrieve it on the left wall
of this area as it will respawn here.

From the rope & pulley, face the wall to the right.
Select the Crowbar from your inventory to dig away at the wall. Repeat until the wall has broken away to allow passage.
Go right, then go down the ladder. Follow the passage left and go up the ladder. Go through the tunnel.
Keep moving left, towards the figure in the chasm.

When you wake again, take the crowbar from the crate to the left and exit the mine. Navigate to the house (two screens right).

NOTE: You can now open crates on the island, such as the ones outside of the mine entrance. The comic book is a "red herring", meaning that it is a false clue.


THE HOUSE


Go up the front stairs of the house. Use the Crowbar on the door and enter.

NOTE: Anytime you enter the house with the Crowbar and with the old man present,
he will politely force you to drop it. It can later be retrieved from the crate in the mine.

Move towards the seated figure. Sit down as asked (move over the chair next to the table with the radio, and press A).

You need a gift! And maybe some manners. Exit the house and retrieve the Crowbar from the mine.
Go to the dock. This is to the far right, past your camp.
Use the Crowbar on the crate at the dock. Drop the Crowbar (if you are carrying the Flashlight as well) and take the Wine. You will need the Flashlight soon.

Go back to the house. A dialogue box as you approach says you feels as if you've lost something - you've dropped the Wine.
To find the Wine, make sure your Flashlight is turned on (select it from the inventory to toggle off/on).
The Wine will spawn at a random tile in the trees between the house and the dock. Search the area by pressing A (with your Flashlight turned on) to find the Wine.

Enter the house. Go to the old man in the chair, and select the Wine from your inventory.
Go to the radio, and press A to turn it off.
Sit in the chair to the left of the radio.

In the train, move to the left hand side. Sit next to the girl.


BACK AT THE CAMPSITE


Go left, to the house. On the way, you will see a visual clue related to your rucksack which hints at the nature of the island.
Enter the house and inspect the bookcase. Make a note of this for later.
Coninue left to the firetower. What was that sound?
Continue left to the mine. Enter to see that the ceiling has collapsed.

You will need a Crowbar again. Approach the caved-in section of the mine. Press up to climb onto the pile of earth.
Exit up and left, to the cliff above the mine. Go left.
Keep moving left. After the cutscene plays out, continue left.
Go up the rope, then all the way right, to the edge of the cliff.
After the scene changes, go left and back down the rope.
Continue right to enter the other side of the mine.
There is a Crowbar in the crate.

Exit the mine to the left. Walk left 8 steps.
Press up to ascend the right hand cliff.
Continue right. At the cliff above the mine, move over the white patch and press down.
Exit the mine to the right.


THE DOCK


Go to the dock, which is the farthest screen to the right on the island. Stand at the edge of the dock.
Open your inventory and use the Crowbar twice. A cutscene will begin.


THE USED BOOKSTORE


Speak to the girl.
Move around the bookstore and use A to browse the shelves.
Speak to the girl again.
You should have come across a clue for which books to pick earlier (in the house).

Go to the shelf closest to the door. Pick up 1Q84.
Go up the ladder. Face right and pick up Proust.
Hand the girl both books from your inventory. A cutscene will begin.

After the cut to the beach, push right repeatedly to swim to land.
Go up the rope. Go right. Pick up the Flashlight (towards the cliff edge, at the end of the trees).
Go left and back down the rope. Go right. Press up at the base of the right hand cliff to ascend.
Walk right. Turn on your Flashlight from inventory. Stand over the white patch and press down to enter the mine.
Move down and right to exit the mine.

Go back to the dock. Pick up the Empty Bottle from the water.


THE HOUSE II


As you move towards the house, you've lost something again.
To find the Empty Bottle, make sure your Flashlight is turned on (select it from the inventory to toggle off/on).
The Empty Bottle will spawn at a random tile in the trees between the house and the dock. Search the area by pressing A (with your Flashlight turned on) to find the Empty Bottle.
Enter the house. Go to the armchair, then 2 steps left. The Wine from earlier is here.
Open your inventory and use the Empty Bottle.

Go back to the dock. Speak to the old man.
After the cutscene with dialogue options, a subtle visual hint as to the nature of the island will appear momentarily at the dock. Go back to the house. Enter to find things changed.
Move to the table, and press A to find the wine bottle. Press A again to set it right.

Go to the sofa where the cat was sitting. Pick up the Old Key.
Go to the door on the left. Use the Old Key.

NOTE: There is an alternate hidden room as well as narrative sequences that can be discovered here.
The Cat and the Crowbar are important to discovering them...

Enter the bathroom.
Move to the bathtub. Speak to the girl.
Move to the sink to pick up a Towel.
Give the Towel to the girl.
Talk to the girl again.


NIGHT CAMPSITE


Take the Flashlight next to the campfire.
Open your inventory to turn the Flashlight on.
Go left from camp. Walk left 7 steps and press A to find your Knife.
Continue left, up the cliff and onto the next screen. Press A to search the trees until you find an opening.

Go back to your camp. Continue right until you find the crates in the clearing.
Find the crate labeled T101. Press up once.
Drop your Flashlight and take the Case from the top of the pile.

Go left past camp, up the cliff, and continue left to the opening in the trees you found earlier.
Press up to go through the trees. Continue left.

Continue left until you reach a rope. Go up the rope.
At the top, face right towards the edge of the cliff.
Select the Case from your inventory.

Go back down the rope. Continue right. Search the Case and collect the Handgun.
Go to the far right, past the crates.
When you see the dock, open your inventory and use the Handgun.

Stand over the man. Press A twice.
Though not necessary, looking at the sign on the dock will unlock an additional "..." dialogue option in your conversation with the old man later.
Go all the way left, back to the cliff.
Go up the rope. At the top, face right (towards the edge of the cliff) and use the Knife to cut the rope.
Turn to face left. Use the Rope.
Climb up and continue left.

After speaking to the old man, keep going left.
Move to the large door with a triangle above it, and press up to enter.
Go right and enter the door. Speak to the old man in the rowboat to begin a cutscene.



Act Two



Take a screenshot of the Act Two menu screen, noticing that the English characters have changed into unknown alien characters.


THE PERIMETER


After the initial radio call, go left and press down to crouch just 1 tile before the crate to the right of the guard. Then go left 1 tile to hide behind the crate.
When the guard turns and walks to the left, go left 2-3 tiles (passing the guard) and wait.
When the guard turns again and walks to the right, go left and exit the screen.

Wait several seconds for the figures on the left to meet. Listen to their conversation for a clue needed later.
Move below the single tall tree which rises above the fence. Push up to climb the tree and go over the fence.


INSIDE THE FENCE


After the radio call, go right to the next screen.

Watch to learn the patterns of the guards on this screen. You can sneak past a guard by avoiding their invisible cone of vision (set at a 45 degree angle from the guard's direction faced).

Sneak past the two guards on the left and head right and up toward the truck.
Receive the radio call giving you a clue about moving the "meh" crate. The "meh" crate is below and one tile to the left of the guard closest to your left. Sneak past the guard and interact with the "meh" crate to move it up.
Go right, past the moved "meh" crate.

Sneak past the guard on the right of the screen (going behind the guard tower) to exit the screen to the right.

Go up and left back onto the previous screen, then left and up through the gap in the trees to the screen directly above.

Enter the tipi tent by pressing up at its flap.

Go to the left and speak with the figure. Go right and interact with the bookshelf.


THE APARTMENT


Interact with the table twice to collect the Wine Bottle.
Go left and collect the Radio from the couch.
Go left and enter the bathroom.

Close the bathroom door by interacting with it.
Place the Radio on the sink counter.
Place the Wine Bottle on the floor beside the bathtub (to the right of where the curtain is open).
Enter the bathtub by interacting with the open curtain.


INSIDE THE FENCE II


Immediately use the Radio to receive an easter egg call from The Director.

Collect the Pot.
Save your game by interacting with the campsite tent.
Go down to the screen below and then right to return to the gated entrance to the dockyard.

Wait for the two soldiers within the gated fence to speak, providing a valuable clue.
Go up and right to the opening in the trees above the small lake and enter the water. Use the Pot to fill it with lake water.

Go left to the previous screen and up to return to the campsite.
Use the full Pot on the campfire.
Repeat filling the Pot with lake water and pouring on the campfire once again.
Interact with the campfire twice to collect the Old Key.

Return to the screen with the military truck.
Make your way up to the rear door of the truck, being sure not to be seen by the guard above.
Use the Old Key on the locked door and enter.
Take the Crowbar and exit.
Use the Crowbar on the front wheel of the truck.
Discard the Pot and collect the Hubcap.

Return to the gated fence screen and position yourself on the left side of the screen, above the crates, with the top of the tree to your right.
Use the Hubcap and enter the now open gated fence and go down.
Open the crate on the right side of the screen with the Crowbar and retrieve the Cutters.

NOTE: You can go left here to hear the two guards on duty tell a joke.

Exit through the gated fenced and go left all the way back to the screen with the guard tower and spotlight.
Use the Cutters on the vertical fence and slip through.
Go up and use the Cutters on the fence to the right.
Slip through on go to the next screen on the right where you will find Dr. Baker, the "stargazing" scientist mentioned earlier by two guards near the house.

NOTE: The "vainest of queens" that Dr. Baker is talking about is the constellation Cassiopeia,
who was known for her vanity and ego. The "swan" is the constellation Cygnus.

Sneak up behind Dr. Baker and use the Crowbar to incapacitate him. Alternately, the Pot can also be used.
Drop the Cutters and pick up the ID Card (L1) from Dr. Baker.

Return to the screen with the guard tower and spotlight.
Go down through the small break between the trees and the left side of the house.

Press down to crouch and then crawl right to the front stairs of the house.
Go up to the door and use the ID Card (L1) to unlock the door.
Go inside the house and access the terminal interface in the door to the left.


THE TERMINAL INTERFACE


INSTRUCTIONS: Push the button on the top left of the keyboard to bring up an image of a pot. Use this button later to advance the image once you have input the correct characters to spell the image on the keyboard. If you have input the characters correctly, you will hear a tone and a new light will begin flashing on the row of three lights to the right of the interface screen.

NOTE: If you took a screenshot of the Act Two menu screen,
you can substitute the English characters you know for the alien characters,
since the menu screen should read "PRESS (A) TO START".

Using this as a foundation, you will need to type in:

POT
TREE
UAP (U is the fourth character from the left on the top row of keys)

When the door opens, enter.


THE CANTEEN


Go right to trigger Dr. Miller's greeting.
Go left and get the Chow from the pickup window.
Go back right and sit at the chair in the middle of the table. Use the Chow.



Act Three





B1 STORAGE


Go left and down 2 tiles. Push the crate to the right to pass through. Do the same throughout the room to navigate to the top of the screen.

NOTE: You can push the crate to the right of the door you entered over 1 tile left while on its right side
to allow for quicker passage through the room in the future.

Make your way up to the next screen and go up one more screen.
Enter the door at the top right using the ID card (L1).
Go left to interact with the figure.

NOTE: You cannot access the door on the top left at this time.

Exit the room and go down 1 screen.
Enter the door to the left and save your game at the bed.
Exit the room and head right 1 screen.

NOTE: You can interact with the statue here, which can be seen in the game "Heavy Drinker".
Your answer will change a small detail at the end of the game.

Go right and out the right door using the ID card (L1).
Go down and right and use the
Crowbar' on the metal case balancing atop the big crate.

NOTE: It is possible, though difficult, to knock the case off the crate
and then return quickly to the door to use the Crowbar and wedge the door open.
This trick allows for entry through open doors when later you may not have an ID Card,
and in this case allows you to re-enter B1 before the door seals again on its own.

Wait a few seconds and the two guards will begin discussing a Dr. Havistrand who has lost his ID card while on a smoke break.
A little later, they will talk about an antidote lost in the dockyard, which is within the metal case.

Go all the way back around the the house, and the go 1 screen over on the left.
You will see a smoldering cigarette on the ground. The ID Card (L2) can be found to the right at the base of a tree.
Drop the ID Card (L1) to upgrade with the ID Card (L2).

Go right and re-enter the house.
Return to B1, go up and right to the locked door on right marked L1.
open the door with the ID Card (L2) and wedge your Crowbar in the door.
Go to the locked door on left marked L2 and use the ID Card (L2) to enter the door.


B2 STORAGE


NOTE: Has anyone deciphered the alien words written throughout B2?

Use the Crowbar on the open door to wedge it open, and more importantly keep the Crowbar in place for retrieval later.

Go right 2 screens, navigating safely through the plasma beams.
Follow the red triangle symbol down 1 screen.

Open the metal locker and retrieve the Wetsuit.

Go back to the dockyard and use the Wetsuit to wear it.
Enter the cold water near the open crate which holds the Cutters.
Swim left to where the metal crate is bobbing in the water.
Retrieve the Case and immediately use it, recovering the Syringe.

Return to dry land and discard the Wetsuit.

NOTE: At any point, you can use the Wetsuit and the Crowbar to access the dock on this screen
by avoiding the view of the guard. On the dock, there is a crate you can open with the Crowbar to discover a secret trophy.
This might be easiest after recovering the Rucksack later.

Return to B1 Storage.
Go to the room where Suave Blanc is being held and use the Syringe on him.

Answer his questions correctly:
Train
Brooklyn
Columbia

Interact with Suave Blanc and receive the ID Card (L3).

Return to B2 Storage, collecting your wedged Crowbar on the way.
Go down one screen. Navigate through the plasma beams at the bottom of the screen safely, and go 1 screen left.

Open the crate near the top and right to obtain the Detector. Drop the Crowbar Use the Detector to wear it.

Backtrack to the screen above where the Wetsuit locker is located. Follow the arrows up and go through the door using the ID Card (L3) and go up 1 screen.


B2 FACILITY


Go right 1 screen and go up, sneaking past the guards in the simple maze.

NOTE: Looking at the two images on the top wall will tease the ending of the game.

Continue on left, around the crates until you cannot go further.
Go down 1 screen and take the Rucksack among the other camping gear. You can now carry more items.

Go to the disassembled tent just below and save the game.

NOTE: 1 screen above, there is a crate you can push up,
exposing a hatch that can be opened with the Crowbar.

Backtrack out of B2 and collect the Crowbar from the military truck or from any door you may have wedged it into.

Return to the screen directly left of the first screen from Act Two and use the Crowbar to open the curious crate. Interact with the crate and catch the Cat before it escapes.

Go 1 screen right and use the Cat to distract the guard and get his Rifle.

Return to B2. Go up 2 screens and collect ammo from the large crate behind the shooting range counter and to the right. You can also call Whiskey Joe by radio here to hear his feelings about the range.

NOTE: If you want to, you can equip your rifle and shoot at the targets (or wall)
here safely without alerting any guards. Just be sure to refill your ammo
at the crate once again before leaving.

Go down, right 1 screen, and then up to the L3 door and enter using the ID card (L3).

NOTE: Has anyone deciphered the alien words written here?

Enter the invisible minefield, using the Detector to navigate safely.
Go up one screen and left 2 screens, moving the crates to block the plasma beams and allow safe passage.
Go down 2 screens, and left 2 screens.

Use the Rifle to equip it and shoot the Counselor 4 times.
Push the button on the top wall and step onto the center elevator tile.


LAUNCH SITE


Go right 2 screens, enter the rocket, and go up to the shuttle cockpit. Sit in the left seat.


B3 STORAGE


Save your game from the bed on the upper left.

Equip the Rifle and shoot the guard.
Go right 1 screen and speak with Jake.
move the crates into position to block the sight of the sentry bot.

NOTE: If you make a mistake, you can push the wall button on the bottom left
to reset the crates in the current room. Other rooms operate similarly.

Go right 1 screen. In this puzzle, you must move the crates to trigger certain mines allowing you safe passage to the wall button on the upper right wall.

After pushing this button to unlock the gate at the bottom of the screen, go down 1 screen.
Use the Rifle to shoot through the plasma beam and destroy the mechanism on the opposite wall. Use your Crowbar on the large crate on the bottom right to refill your ammunition.
Collect the C. Box and use it to wear it.
Go left 1 screen.


Sneak past the sentry bot wearing the C. Box and make your way to the crate on the left.
Unequip the C. Box and use your Crowbar to open the crate.
Wear the C. Box and obtain the Suppressor within the crate. Use it to equip it.
Sneak behind the sentry bot and remove the C. Box.
Shoot the sentry bot with your suppressed rifle until destroyed.
Press the button above you on the top wall.
Push the crates out of the exit, detonating a mine as you do so.
Go up 1 screen.

Push the crate at top to block the sentry bot's vision above.
Go up 2 screens.

Talk with Jake.
Enter the chamber on the right.


THE SHUTTLE


Exit the door to the left and go right.
Talk to Jake.


GLITCH ISLAND


Go right 2 screens.
Use the Crowbar to open the crate.
Take the Flashlight from the crate. Use the Flashlight and enter the mine. Go left 1 screen.
Use the tent to save.
Use your Crowbar on the left wall until it collapses. Go up 1 screen, and then back down 1 screen. Repeat until an alien character and a number of small dots appear on the right wall of the mine.
Go up 8 tiles on the ladder and push right 8 times.
Go up the newly exposed ladder 1 screen.
Go up to enter the Old Man's shack.
After speaking with the Old Man, exit the house.

NOTE: If you go left here you will get a message reading "This place feels so familiar..."
with the letters A and F written in the alien script. This can aid in deciphering the alien words elsewhere in the game.

Go right 3 screens and move toward Jake to trigger a transition.


THE DEVELOPMENT PLATFORM


NOTE: If you run out of ammo, you can refill your magazine from the crate on the right.

Shoot the cables hanging from the midsection of the mech 2 times.
Stay under the left leg of the mech to avoid its first laser cannon shot.
Climb the left leg up to the small cable plug. Pull it out by pressing A.
Climb back down the left leg to avoid the first rocket shot.
Stay under the left leg of the mech to avoid its second laser cannon shot.
Climb the left leg and mount the small gantry to the left that is under the laser cannon. Aim up and shoot the cannon 10 times to re-position its aim upwards.
Climb back down the left leg to avoid the second rocket shot, which destroys the gantry.
Climb the right leg of the mech and pull the large cable plug out by pressing A twice.
Stay under the right leg of the mech to avoid its third rocket shot.
After the mech destroys its own vision system with a laser shot from the re-positioned cannon, avoid the final three rocket shots, which strike the middle, left, and right areas.
Position yourself under the cables hanging from the right arm of the mech. Aim up and shoot once to drop the cable down.
Refill your ammo.
Climb the right leg of the mech and right onto the hanging cable. Climb up onto the right arm of the mech and make your way left over to the left arm. Mount the Watcher's platform to trigger a transition.


BATTLE UNDER THE STARS


The key to defeating the Watcher is to fire your Rifle rapidly while also advancing forward on it to decrease your distance. If you stay in one place, you will not be able to fire quickly enough to knock it off the platform before your ammo runs out.

NOTE: If you run out of ammo, Jake can refill your magazine if you interact with him.

Interact with Jake.


FAREWELL TO THE ISLAND


Face down towards the fallen Watcher and interact with it.
Climb back up onto the destroyed Mech and retrieve the key dangling from its left eye.
Go left 3 screens save your game at the tent.
Go right 1 screen and enter the shack.
Use the Key to unlock the door on the left and enter.


THE ORBITAL STATION


Go left and out the door to enter the payload bay.
Talk to Jake.
Press the keypad to the right of the door and exit the payload bay.
Go right 2 screens.
Go right and knock on the door by pressing A.
Step into the light.
When the doctor is distracted, push left and A to get the Scalpel.
Use the Scalpel.
Go to the figure on the right and use the Scalpel.
Go to Sera and press A.
Exit the door up.
Take the elevator up.
Climb the ladder and go 1 screen right.
Save the game at the bed.
Go 2 screens left and open the door by pressing the keypad. Enter the shuttle.


THE SHUTTLE


Push Sera down on the X by pressing A.
Seal the shuttle door by pressing the keypad.
Go right 1 screen. Sit in the pilot's seat.
Go left and take the Blaster from the chest. Arm the Blaster by using it.
Exit the door.
Fire the blaster repeatedly.
Go to the creature and interact with it.
Go to Sera and interact with her.
Go up and open the chamber by pressing the keypad.
Pick up Sera and place her in the chamber.
Press the keypad.


EPILOGUE: THE ISLAND BOOKSTORE


Enter the tent.
Enter the door on the right.
Interact with any friends you wish.
Interact with Sera.
Go left and up the ladder. Interact with the bookshelf.


References