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                                   @@@@@      ~~  T H E   L O S T
                                   @@@@               C H I L D R E N  ~~



=============================================================================

                     F A Q   /   W A L K T H R O U G H

              Copyright (c) Slimmerik 2007. All rights reserved!
=============================================================================

Platform       : PC
Release        : 14 Feb 2007 by Last Day of Work ( http://www.ldw.com )
Walkthrough by : Slimmerik ( qtur2me@yahoo.com )
Updated        : 30 Apr 2007 (version 1.0)

This walkthrough is allowed to appear ONLY on the following sites:

GameFAQs ( http://www.gamefaqs.com ),
HonestGamers ( http://www.honestgamers.com ),
IGN ( http://faqs.ign.com ), and
Neoseeker ( http://www.neoseeker.com ).

NO OTHER INDIVIDUAL/ENTITY is allowed to post this walkthrough ANYWHERE else. 
You can try e-mailing me for permission, but bear in mind, I prefer writing 
walkthroughs to keeping updating the existing ones on too many sites, so I 
might turn you down.

A good reason for NOT e-mailing me is asking a question, that is already 
answered in this walkthrough. Please consult the chapter in question, and if 
you still can’t find an answer, then e-mail me!

If anything in this walkthrough is wrong or doesn't make sense, please e-mail 
me as well, so I can make the corrections! Or, you might simply want to send 
a comment, a remark, your shoe-size, or something else equally life-
important. In any case, welcome, and I hope this walkthrough helps you, if 
you get stuck!

To move around this walkthrough the easiest thing to do is press CTRL+F, then 
search by the chapter number, for example: [C3-06]. To help you with this 
walkthrough you can use the map I have compiled together from the graphics 
provided by Last Day of Work (with permission). The map contains a detailed 
legend of where to find what in Virtual Village, so you might consider having 
it open in a separate window. The maps are posted at (copy/paste the URL, 
don’t type it as I know some do):

Size 800x800 (copy BOTH lines!):
http://www.ldwforums.com/ubbthreads/ubbthreads.php?ubb=showflat&Number=
67505&page=1#Post67505

Size 600x600:
http://www.gamefaqs.com/computer/doswin/file/938491/47623



=============================================================================
~~  ~~  ~~  ~~  ~~  ~~  ~~     C O N T E N T S     ~~  ~~  ~~  ~~  ~~  ~~  ~~
=============================================================================

[C1] Game Facts, Tips & Tricks
     [C1-01] General
     [C1-02] Collecting Food
     [C1-03] Discovering Isola
     [C1-04] Increasing Skills
     [C1-05] Collectibles
     [C1-06] Parenting
     [C1-07] Speeding Things Up
     [C1-08] Tips Given by the Game

[C2] Solving Puzzles
     [C2-01] Fire
     [C2-02] The Dam
     [C2-03] The Scarecrow
     [C2-04] The Cutting Tool
     [C2-05] Herb Mastery
     [C2-06] The Elder Totem
     [C2-07] Sustainable Fishing
     [C2-08] The Vine Wall
     [C2-09] The Stew
     [C2-10] The Ancient Mosaic
     [C2-11] The Hospital
     [C2-12] The Sewing Hut
     [C2-13] The Sunken Gong Piece
     [C2-14] The Inlaid Gong Piece
     [C2-15] The Boxed Gong Piece
     [C2-16] The Overgrown Gong Piece

[C3] Recipes of Stews
     [C3-01] How to Make a Stew
     [C3-02] The Recipes

[C4] Making Esteemed Elders
     [C4-01] How to Increase Skills
     [C4-02] Some Additional Tips for Gaining Skill

[C5] Step by Step Walkthrough
     [C5-01] Start
     [C5-02] The First Child Grows Up
     [C5-03] Collected 1.500 TP for L2 Farming
     [C5-04] The Second Child Grows Up
     [C5-05] Collected 5.000 TP for L2 Engineering
     [C5-06] The Third Child Grows Up
     [C5-07] Nursing Mother Stops Nursing
     [C5-08] The Dam is Build
     [C5-09] The Crops Grow
     [C5-10] The Crops are Depleted
     [C5-11] Hut #1 is Built
     [C5-12] Collected 10.000 TP for L2 Exploration
     [C5-13] A Villager Masters a Skill
     [C5-14] The Last Child Grows Up
     [C5-15] The Birds are Eating Away Crops
     [C5-16] The Breeding Hut is Repaired
     [C5-17] Coconuts are Depleted
     [C5-18] Collected 20.000 TP for L2 Medicine
     [C5-19] A Villager Masters Two Skills
     [C5-20] Collected 16.000 TP for L2 Science
     [C5-21] Algae Infest the Ocean
     [C5-22] The Briars are Cleared Away
     [C5-23] Three Builders are Masters
     [C5-24] Collected 20.000 TP for L2 Culture
     [C5-25] Population Reaches 13 Villagers
     [C5-26] A Villager Masters Three Skills
     [C5-27] The Sewing Hut is Built
     [C5-28] Collected 90.000 TP for L3 Farming
     [C5-29] Population Reaches 15 Villagers
     [C5-30] Collected 65.000 TP for L3 Medicine
     [C5-31] Hut #2 is Built
     [C5-32] Collected 75.000 TP for L3 Engineering
     [C5-33] Collected 85.000 TP for L3 Culture
     [C5-34] The Hospital is Built
     [C5-35] Writings on the Wall are Uncovered
     [C5-36] Collected 160.000 TP for L3 Exploration
     [C5-37] Population Reaches 25 Villagers
     [C5-38] Ancient Mosaic is Uncovered
     [C5-39] Population Reaches 31 Villagers
     [C5-40] Collected 150.000 TP for L3 Science
     [C5-41] Hut #3 is Built
     [C5-42] Population Reaches 50 Villagers
     [C5-43] Population Reaches Maximum



=============================================================================
~~  ~~      [C1]  G A M E   F A C T S,   T I P S   &   T R I C K S     ~~  ~~
=============================================================================

Below you can find some tips and tricks that will help you with finishing the 
game successfully. This chapter is NOT a walkthrough on HOW to complete the 
game - if that is what you want, go read ”[C5] Step by Step Walkthrough”. As 
the title of the chapter implies, in here you will only find facts, tips and 
tricks I have found helpful when playing the game.



>>> [C1-01] General <<<
-----------------------

(01) VIRTUAL TIME. Under “Options” of the main menu you can adjust game 
speeds, which of course influence the amount of real time needed for the time 
in Virtual Village to pass. The times for 1 YEAR to pass are as follows:
1/2 speed : 3 hours and 20 minutes
normal    : 2 hours
2x speed  : 1 hour

It is therefore safe to leave the game on 1/2 speed overnight, or when you 
know you will not check on the villagers soon - not too many virtual years 
will pass in the meantime, so you can be fairly sure nothing drastic will 
happen to your little people. If you are leaving the game for a few days, 
“Pause” is the best option, as one of the game hints is suggesting!


(02) ZERO TIME REMAINING. When waiting for the events that take time to be 
completed (nursing, growing of crops) you might notice the message saying “0 
minutes” remaining while the event is not completed yet. This is due to the 
minutes shown being truncated (the seconds are not shown). For example, crops 
still need 1:00 minute to grow. Then the time goes down to 0:59, 0:58, 0:57, 
etc. Yet, the seconds are truncated so all you see is 0, even if the whole 
minute still needs to pass.

NOTE: For nursing, the amount of time that still needs to pass after 0 
minutes are displayed depends on the game speed. Based on the amount of time 
subtracted as nursing time passes these were supposed to be: 1/2 speed - 10 
min; normal - 6 min; 2x speed - 3 min. But for some reason after this time 
passes, the same amount of time needs to pass again, for the mother to stop 
nursing. Therefore, actual times are: 1/2 speed - 20 min; normal - 12 min; 2x 
speed - 6 min.


(03) FIRE BURNING. Full time for fire burning (from starting it and until it 
goes out) depends on the game speed, as well. At 2x speed the fire lasts for 
10 hours, at normal speed for 20 hours, and at 1/2 speed for 34 hours. To see 
the remaining time for the fire, click on it. To restore the burning of the 
fire take a villager to gather more firewood (dry grass is not needed, if the 
fire is still burning). The burning of the fire will be restored to its full 
time, NOT added to the hours of fire remaining when you added more firewood. 
Fire DOES help with general health of villagers, so keep it burning to 
prevent too many epidemic outbursts.


(04) MAXIMUM POPULATION. You start the game with two huts of which one needs 
construction (the one next to the research table), and the other one repair. 
Before you finish the construction of the first hut your maximum population 
can be 10. After you build hut #1 (see map) maximum population increases to 
17. With the hut #2 (see map) your village can support population of 35. With 
the final hut #3 (see map) maximum population can be 90.

NOTE: Foundations for huts #2 and #3 only appear when the population reaches 
13 and 31 villagers, respectively.

Breeding hut, sewing hut and hospital do NOT influence the maximum possible 
population. Completed collections do, though (see #2 of ”[C1-05] 
Collectibles”).


(05) TECH POINTS. Each time a scientist successfully completes research tech 
points are awarded. The amount of tech points depends on the skill of the 
scientist, on the speed of the game, and on the level of Science technology. 
Below are shown the points awarded based on all three criteria.

NOTE: As the skill bar increases also the amount of tech points awarded to 
Trainee, Adept or Master skill level increases. The numbers below are 
therefore given as from-to for each skill level. For example, at 2x speed and 
L1 Science: when a Scientist becomes Trainee he starts earning 4 points. 
Still a Trainee but just before he becomes Adept, the number of points 
awarded raises to 8.

1/2 speed:
	Untrained      Trainee      Adept       Master
L1	1              1-2          2-4        4
L2	1              1-2          2-5        5
L3	1-2            2-5          5-9        9-10

Normal speed:
	Untrained      Trainee      Adept      Master
L1	1              2-4          4-8        8-9
L2	1-2            2-5          5-10       10-12
L3	2-4            4-10         10-18      18-20

2x speed:
	Untrained      Trainee      Adept      Master
L1	2              4-8          8-16       16-18
L2	2-4            4-10         10-20      20-22
L3	4-8            8-20         20-36      36-40


(06) TECHNOLOGY UPGRADES. In order to complete the game and solve the puzzles 
you will have to purchase technology upgrades. Below are the tech points 
required for each of the technologies, for level 2 and level 3 upgrades.

        Tech points required to upgrade technology to
                   Level 2        Level 3

Farming             1.500         90.000
Engineering         5.000         75.000
Medicine           20.000         65.000
Science            16.000        150.000
Exploration        10.000        160.000
Culture            20.000         85.000


(07) UNPRODUCTIVE CHORES. If you see a villager:
- a little bit lonely,
- bored,
- cooling feet in the stream,
- doing laundry,
- enjoying the pond,
- exercising,
- (rain) dancing,
- thinking,
- unsure what to do, or
- something else I might have forgotten but is equally ‘productive’,
it is just a nicer way of saying “I am doing NOTHING to contribute to the 
welfare of the village”! Meaning, if you catch them doing anything like that, 
drag them back to what they are being skilled for!

NOTE: They also do not contribute to the village welfare by “eating” or 
“getting a drink”, but these doings contribute to their own health, so you 
might want to let them do that, or they will die sooner.


(08) AGING. Upon reaching certain age villagers become elderly and start 
moving around very slowly (it is therefore best you turn them into 
researchers once they reach that age). With Level 1 Medicine the villagers 
become elderly at the age of 50. After purchasing Level 2 Medicine they will 
become elderly at 58 and live on average 8-10 years longer. All elderly 
villagers below 58 will become ‘vital’ again. With Level 3 Medicine the 
elderly age will be 66 years, and lives of villagers will on average prolong 
for another 8-10 years. Also in this case all the elders below 66 will become 
‘vital’ again.

NOTE: Villagers who become elderly due to their age have NOTHING to do with 
Esteemed Elders; elderly are simply villagers who have reached respective 
age!



>>> [C1-02] Collecting Food <<<
-------------------------------

(01) Below are gathered food points gained when certain food items are 
collected. If food points gained depend on the game speed, they are given in 
a form of: 2x speed | normal speed | 1/2 speed.

Brown mushroom         : 6
Coconut                : 8  | 4 | 2
Crops                  : 10 | 7 | 4
Fish                   : 11 | 8 | 5
Reddish mushroom       : 35 (rare)
Crab                   : 55 (rare)
Double yellow mushroom : 100 (VERY rare)


(02) If you disturb a villager while he is carrying a coconut or crops and he 
drops the food he is carrying, the food points are NOT subtracted from the 
food source (the coconut trees or the crops field).


(03) EACH villager (including children!) consumes about 2 food points every:
3 minutes (at 2x game speed);
6 minutes (at normal game speed);
10 minutes (at 1/2 game speed).

Thus, one Farmer can provide food for about 7 people and children (to be on 
the safe side and without children collecting mushrooms), so make sure to 
have sufficient Farmers collecting food before you start making babies. For 
example: you have population of 7, you need the 2nd Farmer before you make a 
child to continue the population from 8 to 14. Then, you need the 3rd Farmer 
to increase population from 15 to 21, etc.


(04) When you start growing crops at the beginning of the game, and 
ESPECIALLY if the ocean is already infested with algae, have as many 
villagers as possible harvest the crops when they come out of soil. You don’t 
need to change their preferred skills, just stay with them! If they try to 
walk away from the field to return to their original tasks, or if they want 
to go harvest coconuts, drag them back on the field. There are a few reasons 
for this tactics:

(i) Most importantly, with having as many villagers as possible harvesting 
    crops you can gain more food out of the field than actually grows on it, 
    and this is important at the beginning of the game! Here’s the trick. The 
    field produces 800 food points of crops per time. These points reduce for 
    10 every time a villager DROPS food in the food bin (and NOT when he 
    collects it). So, when a villager drops in the bin the last 10 points of 
    food, all the villagers that are at the time still harvesting crops will 
    collect food, even if the field appears empty. That means: # of villagers 
    still harvesting x 10 = amount of more food points gained than what grew 
    on the filed originally.

(ii) When you are not able to fish due to algae infest, the coconuts are the 
     only continuous supply of food beside the crops, but ONLY until they are 
     depleted as well; so while you are having crops, leave the coconuts 
     alone. But Farmers prefer harvesting coconuts to crops, so they will 
     collect maybe one portion of crops and then start walking towards the 
     coconut trees. For stated reason, drag them back every time! But this 
     means, you would need to stay with the Farmer until the field is empty, 
     and this is time consuming. Exactly! So, this is your second reason why 
     you should have ALL your villagers harvest the crops - time to collect 
     all the crops significantly reduces. If you drag them onto the field 
     (North of it - see #2 of “[C1-07] Speeding Things Up”) as oppose to let 
     them walk, it only takes about 12 minutes (2x speed) with 5 villagers to 
     deplete the field (6 minutes with 10 villagers, etc.).

(iii) With the exception of the very first time (30 minutes), it takes crops 
      120 minutes to grow from the moment the previous crops COME OUT (NOT 
      from when they are depleted). If you don’t clear away the crops 
      currently on the field, the new ones will come out anyway, and all the 
      food points from the previous crops you did not collect will be lost. 
      For example, out of 800 crops you have only collected 200. When the new 
      crops come out you have fresh 800 points on the field, but you lost 600 
      food points from the previous harvest. So, make sure you have enough 
      people collecting crops to do it in time.



>>> [C1-03] Discovering Isola <<<
---------------------------------

(01) Your villagers will often leave the chore they are doing and go wander 
around the village. Pay attention to where they go and what are they 
observing there (even children are often observing things), it is usually a 
spot where something can be done. They might not be able to do it yet, see 
below the reasons for it, but nevertheless, mark the spot for future 
explorations!

NOTE: Of course they also wander off to do one of the above mentioned 
‘productive’ things (see #7 of “[C1-01] General”). To figure out which of the 
things it is (helpful or trying to escape work), gently click on the villager 
in question, and if what he intends to do is on the list above, drag him back 
to his chore.


(02) You can discover something-to-do spots also by dragging a villager 
around the village, and if he “sees something”, drop him there to see what he 
can do. If he is “Confused”, he will not do the job, and there is either of 
two reasons for it. If the message says “It is not clear to this villager 
what to do”, he might not be the right person for it, either because he does 
not have the necessary skill, or needs to have more skill (Master) first. The 
reason might also be you need to fulfil some other requirement first. The 
message can also say “Additional research may be necessary”, which means a 
villager cannot complete the task because you need higher level of some 
technology.



>>> [C1-04] Increasing Skills <<<
---------------------------------

(01) One of the game tips says “It can take several tries to teach something 
to a villager”. Mind you, take this one seriously, some villagers are plain 
stubborn, so it might take as many as 7-8 attempts to teach him a new skill 
(if one of villager’s dislikes is “learning” the number of attempts might go 
up into twenties). Luckily, if he fails to learn a skill in the first couple 
of attempts, at least when he does improve at what he is doing, the skill bar 
is up more than for just ‘one point’ (two or three points, usually).


(02) When you drag a villager where he needs to be for a skill in question, 
stay with him until he gets Trainee level. Meaning, if he keeps shaking head, 
keep dragging him back, even if it takes five or more attempts, it is worth 
it! Once he reaches Trainee level, you can leave him at it, he will continue 
on his own.


(03) When assigning skills to villagers pay attention to their “Likes” and 
“Dislikes” (under “Detail” of a villager), it sometimes tells you what chore 
they will be totally good at, and what training they might actually run away 
from. For example, if a villager likes running, make him a Farmer, it 
requires the most moving around. If he dislikes swimming or ocean or fish, 
don’t make him a Farmer, he will never fish, etc.



>>> [C1-05] Collectibles <<<
----------------------------

(01) Collectibles are items children can collect. At the beginning of the 
game they can only collect butterflies (all around the village) and shells 
(along the ocean shore). Once you build a dam and drain the Southeast flats 
to uncover an ancient place, the children will find pebbles there. And 
finally, when you clear away the thick patch of thorny bushes in front of the 
cave in the North, the children will find there beetles. From each category 
they can collect 4 common, 4 uncommon and 4 rare items. Which rarity they 
will find depends on the fulfilled requirements and the level of Exploration 
technology - the higher the level, the more rare items children will find. 
Basically, this is something you simply need to be on the look out for. The 
first time a child finds a new item it is added to the collection (which is 
accessible by clicking “Collections” from the main screen menu). When 
children find items that are already in the collection, each found item 
counts as 100 tech points.


(02) COLLECTIBLES ARE NOT IMPORTANT FOR THE COMPLETION OF THE GAME! 
Nevertheless, they help you increase maximum possible population. Each 
completed collection (all butterflies, or shells, etc. ) increases maximum 
possible population for 5 villagers. When you complete a collection its 
symbol appears on the roof of the ‘research institute’: a butterfly, a 
starfish, a beetle and a pebble.


(03) If the children do not pick them up, the collectibles (as well as 
mushrooms) are only visible for 1 minute and 20 seconds (at ALL game speeds). 
Therefore, when you spot a collectible, grab the nearest child and drop him 
on the item, you don’t know how long it has been displayed already.


(04) At the beginning of the game collectibles are NOT visible on the 
Overview Map (accessed by clicking “Map” in the main menu or pressing “M”). 
But after you purchase Level 3 Exploration the collectibles and mushrooms ARE 
visible also in the Overview Map. This makes it easier to find them, since 
you don’t need to frantically move around the village all the time to spot 
them.



>>> [C1-06] Parenting <<<
-------------------------

(01) Children inherit some skill from their parents, so ideally you would 
like mothers to be masters in different skills. This becomes good tactics 
only when you have all three levels of Farming. At the beginning stages of 
the game, though, DON’T MAKE FARMER a mother. Collecting food is your 
priority #1 and you don’t want to waste Farmer’s time on nursing!


(02) For as long as food is scarce and you don’t have big enough supply of 
villagers to farm, let only be WOMEN that are improving at parenting skill 
(meaning, put a woman on a man, not a man on a woman when making a baby). 
Otherwise, if a man is too skilled of a parent, he will go around the village 
and make a baby to all the women, and you might end up in everybody-eating-
no-one-working situation, which can lead to eradication of your village due 
to starvation.


(03) Try NOT to have too many Master Parents! Villagers whose preferred skill 
is Parenting go around the village all day and kiss other people. These then 
go indoors, which distracts them from gaining on their own skills. What you 
should do is have one or two males work on their master parenting. This way 
not too much breeding will be happening. Furthermore, the guy parent(s) will 
make sure that as soon as someone dies, they will make a baby to one of the 
women, so your population will go on automatically. Make sure once the Master 
Parent guys get too old to be able to make babies, to make another one or two 
young ones parents again.



>>> [C1-07] Speeding Things Up <<<
----------------------------------

(01) Some chores (collecting FOOD, collecting TECH POINTS, BUILDING a hut, 
etc.) are faster when the game is not opened, so if you are sure the 
villagers will not run out of food, you might as well shut the game down for 
couple of hours, and check on them later.


(02) You can speed up COLLECTING FOOD if, as soon as a Farmer drops the food 
in the food bin, you drag him back to where he needs to be for collecting 
food, as oppose to let him walk, which takes up more time. This means, as 
soon the food points increase and the farmer stands up next to the food bin, 
pick him up an drag him to the ocean, to the coconut trees or on the field. 
When they are harvesting crops they ALWAYS start in the North part of the 
field (close to the food bin), so drop them down there. If you drop them on 
the field in its South part (close to the ancient place), they will still 
walk all the way up to the North part of it, which costs you time.


(03) Similarly, as stated in #7 of “[C1-01] General” it is better to leave 
the villagers to “EAT” when they want to, or they might die sooner. But, if 
you see them going to the food bin to eat (pay attention to what it says 
under “Action” of the villager), pick them up and drop them on the food bin. 
After they finish eating, which is after 2 bites (the message under “Action” 
says “Nothing”), pick them up again and drop them back to their chore.


(04) When trying to MAKE A BABY you do not have to wait for the couple to go 
indoors. Unlike in real life it is enough for them to kiss for the woman to 
get a baby. So keep dragging one onto the other and keep an eye on the 
population number. As soon as it jumps up, the baby is on its way.


(05) To make the PREPARATION OF STEW faster have one villager set the 
cauldron, get the water and get the food. In the meantime drag 3 villagers to 
the 3 plants you want to add (or all 3 at the same plant) and they will each 
collect one herb and take it to the stew, even if water and food are not yet 
in the cauldron (but the cauldron NEEDS TO BE SET first!). This is way faster 
than dragging 1 villager to the necessary plants 3 times one after the other.


(06) When you are HEALING a sick villager, it is enough for the healer 
(doctor) to turn towards the villager (until he sneezes), and the villager 
will be healed. You do not have to wait for the entire hustle the doctors are 
doing until they finally walk away from the patient. This is especially 
important if an event happens that makes more villagers sick at the same 
time. Being fast in healing is crucial here.

NOTE: Besides a health meter under “Details” being on “Sick” you know a 
villager is sick if he sneezes or coughs when you pick him up to drag him 
somewhere.


(07) IMPROVING A SKILL depends on the number of SUCCESSFUL attempts, 
therefore, when training a new skill drag villager to a spot that will 
require the least walking back and forth. Examples:

- To train a FARMER you don’t have to wait for him to bring the food to the 
  food bin. When fishing, it is enough he catches a fish - which is when the 
  message says “This villager improved in farming”. So, immediately pick him 
  up again and drop him back in the ocean. The same is valid for planting and 
  harvesting crops.

- To train a RESEARCHER pick him up as soon as you see the notification “This 
  villager improved at research!” and drop him back at the table. Namely, 
  they continue the same research attempt for about 10-15 seconds AFTER they 
  have already gained tech points (and improved at research).

- To train a BUILDER at the beginning of the game when there are still things 
  to be built (dam, huts, hospital, etc.), train him on the hut that needs 
  repair in the Southwest of the village. If this one is repaired already, 
  train him by examining and fixing the existing hut #1 (see map). Walking 
  from a new construction site to where he collects material for building 
  (wood pile in the South, or stones in the North), and back to the 
  construction site again, takes a lot of time. The hut that needs repair 
  (breeding hut on the map) is right next to the wood pile with material 
  needed. Examining and fixing of an existing hut(s) doesn’t require any 
  walking at all. In both cases the time to get him to the Trainee level will 
  be much shorter.

- Similarly as Researchers, also BUILDERS tend to hustle with their job for a 
  while AFTER they already improved their skill. Again, as soon as you see the 
  message “This villager improved at construction!”, pick them up and drop them 
  at the construction site again.


(08) To speed up the CONSTRUCTION OF THE DAM it is best NOT TO DISTURB the 
Builders. The reason: for the dam construction a Builder goes to the wood 
pile in the Southwest of Isola (below breeding hut on the map), collects 
material, then brings it to the dam. If he was NOT successful in bringing the 
material (he will shake the head “no-no”), he might fiddle a bit around the 
dam, but will eventually return to the wood pile and collect more material. 
But, when he IS successful in bringing the material to the dam, he will walk 
away from the dam a few steps, then return to the dam and do some additional 
work on it.

Only this stage of the dam construction - RETURNING to it - actually adds to 
the percentage of the dam built - it adds 0,5% (so it needs to happen two 
times - with the same builder or more Builders - to increase the construction 
for 1%). Therefore, if you disturb the Builder between depositing material at 
the dam, and walking away and returning to the dam, he will need to start 
construction from the scratch, meaning, he will start with going to collect 
material at the wood pile. And this takes time, so, don’t disturb the 
Builders, unless you are SURE which stage of their work they are at!


(09) If due to some event villagers start DANCING and CELEBRATING, it is 
difficult to drag each individual back to their chores, especially when their 
population increases over 50 villagers. To quickly fix this either exit the 
game and start it again, or, if you have another tribe, change tribe to that 
one and back again. At the beginning of the game everybody is more or less 
doing what they should be doing.



>>> [C1-08] Tips Given by the Game <<<
--------------------------------------

At a start-up of the game and by clicking on the brown and green mask in the 
main menu, the game gives you the following tips (alphabetically):

(01) A master in several skills becomes an elder.
(02) A villager prefers the skill type you set.
(03) A villager’s skill preference can be set on the Detail Screen.
(04) Add wood to your fire so that you don’t have to relight it.
(05) Adult villagers are naturally excellent swimmers.
(06) Bored villagers tend to hang around the center of the village.
(07) Building more huts supports a larger population.
(08) Certain herbs on the island can be examined.
(09) Children can start working around age 14.
(10) Children inherit some skill from their parents.
(11) Children will tend to look like their parents.
(12) Different combinations of herbs make different stews.
(13) Different stews have different effects on villagers.
(14) Duplicate collectibles are turned into tech points.
(15) Fire assists researchers.
(16) Gently selecting villagers doesn’t disrupt what they’re doing.
(17) Having children pick up collectibles is optional.
(18) If your hand gets tired, give it a rest!
(19) If your healer is sick, who is healing your villagers?
(20) Isola is pronounced ee-zoh-lah.
(21) It can take several tries to teach something to a villager.
(22) Keep a fire burning to reduce disease.
(23) Likes and dislikes can affect villager’s behavior.
(24) M displays the map. SPACE toggles pause on and off.
(25) Master scientists generate more tech points than others.
(26) Medicine improves fertility.
(27) Medicine reduces disease and extends longevity.
(28) Older villagers start to slow down.
(29) One male villager can father many children.
(30) Pause the game if you go away for very long.
(31) Reaching a milestone can benefit your villagers.
(32) Research can be hazardous for your villagers.
(33) Researching culture helps kids get a head start.
(34) Safe and happy villagers attempt new things.
(35) Sick or nursing villagers do not work.
(36) Sick villagers tend to hang around the fire.
(37) Skills can be trained with various tasks.
(38) Sometimes villagers stubbornly do what they want.
(39) Success at a task may require meeting key requirement first.
(40) There are many useful spots to which you can drag villagers.
(41) Time passes whether you’re playing the game or not.
(42) Unlimited fishing is available in unpolluted waters.
(43) Villagers can die of old age, disease, or starvation.
(44) Where did the parents go?
(45) Who inhabited Isola before your villagers?
(46) You can zip around the island with your keypad.
(47) Your village can grow to a large population.



=============================================================================
~~  ~~  ~~  ~~       [C2]  S O L V I N G   P U Z Z L E S       ~~  ~~  ~~  ~~
=============================================================================

In the continuation you can find detailed descriptions of how to solve all 16 
puzzles. The puzzles can not be done in the order from 1 to 16 but in the 
order in which you fulfill requirements that are prerequisites for completion 
of a puzzle. To help you with where you need to drop a villager in order to 
complete a puzzle SEE MAP!

To complete some of these puzzle you need certain items, that are not all 
visible from the start of the game. Don’t worry about that, there is nothing 
wrong with your game! It simply means, that you either need to fulfill some 
task first, or buy some necessary technology upgrade. Or both. When anything 
like this is necessary for completion of a puzzle, it is therefore clearly 
stated under “Requirements” of each puzzle.



>>> [C2-01] Fire <<<
--------------------

REQUIREMENT:
None

DESCRIPTION:
Drag any villager to the pile of wood in the Southwest of Isola, just below 
the hut that needs repair. Drop the villager there, he will collect firewood 
and take it to the fire pit. When he places firewood in the fire pit, drag 
him to the Northeast part of Isola, at the very top between the coconut trees 
and the ocean. If you drag him around there he will “see” two things there, 
the strange plant and very dry grass. Drop the villager on the dry grass. 
After he collects that and places it in the fire pit as well, pick up the 
villager for the third time and drop him on the fire pit, he will finally 
start the fire.



>>> [C2-02] The Dam <<<
-----------------------

REQUIREMENT:
. Level 2 Engineering

DESCRIPTION:
Drag any villager to the rocks over the stream in the Southeast of Isola (the 
three rocks crossing the water just above the flooded area).



>>> [C2-03] The Scarecrow <<<
-----------------------------

REQUIREMENT:
. Adept Farmer
and
. Completed Puzzle #2 (The Dam - requires Level 2 Engineering)

DESCRIPTION:
Drag an Adept Farmer to the left hand side of the sacred area for the dead. 
Move him around the brown soil just next to the white stones, and when “(S)He 
sees twisted pieces of wood and vines”, drop him and he will start making a 
scarecrow. You will need to drag him there for the SECOND time, after he puts 
up the frame for the scarecrow on the field.



>>> [C2-04] The Cutting Tool <<<
--------------------------------

REQUIREMENT:
. Master Scientist
and
. Level 2 Exploration

DESCRIPTION:
Drag Master Scientist from the research table in direction North. Do you see 
those white rocks? Take the Master Scientist on the right side of these 
rocks, where on the brown soil there is on object that looks like three short 
grey lines next to one another. It is a sharp stone. Move the Scientist 
around that stone a bit, until the message of his action says “(S)He sees 
something”. Drop him there and he will start making a cutting tool. After he 
takes the stone to the research hut, the message will say he needs special 
wood to complete the tool. So take him to more or less the same area, and 
move him around a bit until the message says “Twisted pieces of wood and 
vines”. Drop him, and he will complete the cutting tool.



>>> [C2-05] Herb Mastery <<<
----------------------------

REQUIREMENT:
None

DESCRIPTION:
Drag any villager to all 6 indigenous plants around Isola (it can be 
different villagers studying different plants). You know you have found an 
indigenous plant when you see a “(S)He sees the strange plant” message, while 
dragging a villager around. (See “[C3-01] How to Make a Stew” for details on 
where to find the 6 indigenous plants).



>>> [C2-06] The Elder Totem <<<
-------------------------------

REQUIREMENT:
None

DESCRIPTION:
You solve this puzzle by training a villager to become a Master in three out 
of five skills. (See “[C4] Making Esteemed Elders” for more help on mastering 
skills.)



>>> [C2-07] Sustainable Fishing <<<
-----------------------------------

REQUIREMENT:
. Master Farmer or Master Scientist
and
. Level 3 Farming

DESCRIPTION:
After you purchase the necessary technology drag either Master Scientist or 
Master Farmer (or both) to the pond under the waterfall. He will start 
catching algae-eating fish and carry them over to the ocean. When he drops 
them in you will get a message “That still may not be enough algae-eating 
fish”. So, drag him back to the pond for more algae-eating fish. Rinse and 
repeat until you get the notification that your villagers re-established 
clean state of the ocean. You can now fish again!



>>> [C2-08] The Vine Wall <<<
-----------------------------

REQUIREMENT:
. Completed Puzzle #4 (The Cutting Tool - requires Master Scientist + 
                                          Level 2 Exploration)
and
. Level 3 Culture

DESCRIPTION:
Drag any villager to the wall covered with vines, alongside the stream on the 
East side of Isola.



>>> [C2-09] The Stew <<<
------------------------

REQUIREMENT:
. Level 2 Exploration

DESCRIPTION:
Pick up any villager and take him to the pile of wood, where you collected 
the firewood for fire. There, if you look closely, you should see something 
black protruding from one of the planks. Drag the villager around until 
“S(He) sees something”, then drop him to collect the cauldron. He will take 
it to the fire pit and you can now make the stew as follows.

a) Drop the villager onto the cauldron next to the fire pit, he will start 
   preparing stew (set the cauldron on the fire).
b) Drop the villager onto the cauldron again, he will go get the water for 
   the stew.
c) Drop the villager onto the cauldron for the third time, he will go get the 
   food for the stew.
d) The villager now needs to add 3 herbs - these are any of the 6 strange 
   plants that are to be found around Isola (see map or “[C3-01] How to Make 
   a Stew” for details on where to find the plants). If this is the first 
   time any of the villagers is at a strange plant (any of the 6), he will 
   first study the plant. In this case you need to drag him to the plant for 
   the second time, and now he will collect the plant to add it to the stew. 
   Repeat this step of adding a herb two more times, either with the same 
   plant or a different one(s). Once he adds all 3 herbs the stew is ready. 
   (See “[C3-02] The Recipes” for complete list of all the possible stews you 
   can make.)



>>> [C2-10] The Ancient Mosaic <<<
----------------------------------

REQUIREMENT:
. Level 3 Engineering
and
. Level 3 Culture

DESCRIPTION:
After purchasing both technology upgrades drag any villager to the ancient 
covered flood in the Southeast of Isola (where the flooding used to be, 
before your villagers built the dam).



>>> [C2-11] The Hospital <<<
----------------------------

REQUIREMENT:
. Level 3 Engineering
and
. Level 3 Medicine

DESCRIPTION:
After purchasing both technology upgrades a new construction site will appear 
in the South of Isola, between the breeding hut and the ancient place. Drag 
any villager(s) there to build the hospital (make building their preferred 
skill, or they will go away to attempt other chores).



>>> [C2-12] The Sewing Hut <<<
------------------------------

REQUIREMENT:
. Level 2 Science
and
. Level 2 Culture

DESCRIPTION:
Once you purchase both technology upgrades a new construction site will 
appear in the South of Isola, a bit to the right from the repaired breeding 
hut. Drag any villager(s) there to build the sewing hut (make building their 
preferred skill, or they will go away to attempt other chores).



>>> [C2-13] The Sunken Gong Piece <<<
-------------------------------------

REQUIREMENT:
. Completed Puzzle #9 (The Stew - requires Level 2 Exploration)
and 
. Completed Puzzle #16 (The Overgrown Gong Piece - requires completion of
                                                   Puzzle #4)

DESCRIPTION:
This piece of Gong is sunk in the pond under the waterfall. If you drag a 
villager over the pond you will read a message “(S)He sees something down 
there but it is too deep”. The only way to get that piece is to prepare a 
special stew that enables no need to breathe. To make it prepare the stew in 
the usual way and for herbs use:

- 1x dark purple string of flowers just above the waterfall, and
- 2x red flower to the left of the ancient mosaic ruins.

Once the stew is made have one villager eat it, then drag the same villager 
to the pond, he will start retrieving a piece of Gong of Wonder.



>>> [C2-14] The Inlaid Gong Piece <<<
-------------------------------------

REQUIREMENT:
. Complete Puzzle #6 (The Elder Totem)
and
. Complete Puzzle #10 (The Ancient Mosaic - requires Level 3 Engineering and
                                            Level 3 Culture)

DESCRIPTION:
Pick up a totem and drop it in the middle of the ancient mosaic. When you see 
an item appear in the middle circle pick up any villager and drop him on the 
item, he will retrieve a piece of Gong of Wonder.



>>> [C2-15] The Boxed Gong Piece <<<
------------------------------------

REQUIREMENT:
. Three (3) Master Builders
and
. Completed Puzzle #16 (The Overgrown Gong Piece - requires completion of
                                                   Puzzle #4)

DESCRIPTION:
Drag 3 Master Builders to the crate that is on the ocean shore a little above 
the repaired breeding hut. With a little bit of effort they will break the 
crate open. Pick up one of the Builders and drop him on the revealed item, he 
will recover a piece of Gong of Wonder.



>>> [C2-16] The Overgrown Gong Piece <<<
----------------------------------------

REQUIREMENT:
. Completed Puzzle #4 (The Cutting Tool - requires Master Scientist and 
                                          Level 2 Exploration)

DESCRIPTION:
Drag any villager to the thick patch of thorny bushes in front of the cave in 
the North of Isola. Drop him on there and he will start to clear away the 
briar. It is important you chose “Builder” as his preferred skill, though, or 
he will keep sneaking away to do other things. Once the briars are clear away 
the villager will discover a piece of Gong of Wonder.



=============================================================================
~~  ~~  ~~  ~~     [C3]  R E C I P E S   O F   S T E W S       ~~  ~~  ~~  ~~
=============================================================================

>>> [C3-01] How to Make a Stew <<<
----------------------------------

To make a stew you need to have LEVEL 2 EXPLORATION. Then you do the 
following steps (as described in “[C2-09] The Stew” as well):

a) Drag (any) villager to the pile of wood in the Southwest of Isola, below 
   the hut that needed repair. There, if you look closely, you should see 
   something black protruding from one of the planks. Drag the villager 
   around until “S(He) sees something”, then drop him to collect the 
   cauldron. He will take it to the fire pit.
b) Drop the villager onto the cauldron, he will start preparing stew (set the 
   cauldron).
c) Drop the villager onto the cauldron again, he will go get the water for 
   the stew.
d) Drop the villager onto the cauldron for the third time, he will go get the 
   food for the stew.
e) The villager now needs to add 3 herbs - these are any of the 6 strange 
   plants that are to be found around Isola (see below). If this is the first 
   time any of the villagers is at a strange plant (any of the 6), he will 
   first study the plant. In this case you need to drag him to the plant for 
   the second time, and now he will collect the plant to add it to the stew. 
   Repeat this step of adding a herb two more times, either with the same 
   plant or a different one(s). Once he adds all 3 herbs the stew is ready.

As stated, there are 3 herbs required to prepare a stew. By combining 
different herbs you can prepare different stews. The herbs come from 6 plants 
around Isola, and these are (also see map):

1 - brownish-green flower next to the dry grass in the Northwest
2 - blue flower to the right of the cave
3 - light purple flower North of the sacred area
4 - dark purple string of flowers just above the waterfall
5 - red flower below next to the wall below the dam
6 - red flower to the left of the ancient mosaic ruins

With 6 flowers and 3 needed for the herb there would theoretically be 216 
combinations possible (6x6x6=216). But, the ORDER in which you add the herbs 
DOES NOT MATTER (so you can speed up preparation of stew by dragging 3 
villagers to 3 plants at the same time, instead of 1 villager to 3 plants one 
after the other). This means, for example, adding flowers 123 would produce 
the same stew as 321, or 213, etc. Therefore, with 6 flowers there are 56 
unique combinations for stews possible. Below is the list of all of them, 
which herbs to add (the numbers are referral to the plants stated above) and 
what they do.



>>> [C3-02] The Recipes <<<
---------------------------

#1-3 Makes feeling healthier (this one appears as new stew 3 TIMES!):
     111  .  112  .  113  .  116  .  122  .  126  .  133  .  136  .  166  .  
     223  .  225  .  233  .  235  .  236  .  256  .  266  .  
     333  .  335  .  355  .  366  .  
     456

#4 Nasty, not edible:
   114  .  134  .  145  .  146  .  
   245  .  246  .  
   334  .  345  .  346  .  
   455

#5 Very, very spicy:
   115  .  135

#6 Clears nose and throat:
   123  .  234

#7 Makes so thirsty:
   124  .  224

#8 Makes go to the bathroom:
   125

#9 Makes very ill:
   144  .  244  .  344  .  445  .  446

#10 Gives burst of energy (for dancing):
    155  .  156

#11 Makes jumpy (allergic?):
    222  .  226

#12 Makes feeling tired:
    255

#13 Completely restores health:
    336

#14 Burns, very harmful:
    444

#15 Enables no need to breathe:
    466

#16 Gives burst of energy (for exercising):
    555  .  556

#17 Forces embracing:
    566

#18 Has sweet smell:
    356  .  666

A lot of these stews have no purpose of whatsoever, except they count against 
a new stew recipe (if you are statistics freak, as I am). Couple of them are 
very helpful, though: #13 which fills the “Health” bar of any villager, and 
#15 that you need for solving puzzle #13. Even stew #9 can come in handy (see 
#3 of “[C4-02] Some Additional Tips”).

A stew lasts for about 15 minutes, regardless if none of the villagers eats 
it or if they all do. If you want to get rid of a stew to prepare a new one 
either wait 15 minutes or stop the game and start it again (if you have more 
than one tribe you can just change to a different tribe and than back to the 
one you are playing) - the cauldron is always empty at the beginning of a 
game.



=============================================================================
~~  ~~  ~~    [C4]  M A K I N G   E S T E E M E D   E L D E R S    ~~  ~~  ~~
=============================================================================

An Esteemed Elder is a villager that has mastered (at least) three out of 
five skills. To help you master individual skills of villagers here are some 
tips on what to do. (There are some additional, but more general tips on 
skills in “[C1-04] Increasing Skills”.)



>>> [C4-01] How to Increase Skills <<<
--------------------------------------

FARMING:
Fishing, harvesting coconuts and crops are the logic choices. But it can also 
be increased by watering and planting crops, even if neither of these two 
actions actually contribute to crops growing faster.


BUILDING:
To increase building skill have villagers build huts, a dam, and a hospital. 
Also cutting away the thorny bushes in front of the cave, cutting away the 
vines over the writing on the wall, as well as uncovering ancient ruins 
increases building skill. When everything is build and cleared away, increase 
this skill by examining and fixing huts that are already built (meaning, drag 
a villager to an existing hut).


RESEARCH:
The only way to increase skill in research is by making the villagers 
research at the research table.


HEALING:
A villager obviously improves in healing by curing sick villagers. But better 
doctors are also made by studying any of the 6 strange flowers around Isola 
(see map or “[C3-01] How to Make a Stew” to find the plants).


PARENTING:
Parenting skill is increased by making babies, of course (see #4 of “[C1-06] 
Speeding Things Up”), but also by teaching children and telling them a story. 
You can do the latter two by dragging an adult villager on a child.



>>> [C4-02] Some Additional Tips <<<
------------------------------------

(01) Make villagers mainly masters in Farming, Building and Researching. 
Doctors take a lot of time, and with Master Parents you run the risk of 
no-one working. Namely, they will go around the village and keep kissing 
everybody. These villagers will then “go indoors” with the Master Parents, so 
you might end up in hardly-anybody-working situation.

(02) HEALING: If one of villager's "Likes" is herbs or medicine, make that 
villager doctor first. True, this one takes the longest to master, but you do 
need someone to heal your people, so why not someone who likes doing it! Once 
he is a Master Doctor make him Master also in Farming and Researching.

(03) HEALING: Make a stew that makes villagers ill (see #9 of “[C3-02] The 
Recipes”), then make the villagers eat it, and the doctor heal them.

(04) PARENTING: When women reach age of more or less 50 years old they can’t 
have babies anymore. You can use this fact for making villagers skilled in 
parenting. To increase the parenting skill of a female who is over 50 drag 
her on another villager (of any age). To increase a parenting skill of a male 
drag him on whichever female that is over 50 years old. In both cases, the 
only effect this will have is increase their parenting skill (of the villager 
that initiated the breeding - was dropped on another villager), since the 
female is too old to have a baby. 

NOTE: This strategy works best when you are not at your village maximum 
population. If you are, that annoying message will keep popping-up, that your 
village doesn’t have enough housing to support more population.

(05) What helped me out a lot is color-coding the villagers (once I had ALL 
TECHNOLOGY UPGRADES and did not need tech points anymore!). I dressed all my 
Farmers in one suit (different for male and female, obviously), different 
outfit for Builders, etc. This way, for that 1 hour per day I played the game 
I knew exactly where I needed to drag which villagers. This turned out handy 
because, for example: a villager has mastered farming, then I wanted him to 
research. But when I was not paying attention he might have gone back to 
farming, yet by the color of his outfit I knew I needed to drag him back to 
research table. Besides, once you have bought all the technologies, you need 
to spend all those tech point on SOMETHING...





=============================================================================
~~  ~~      [C5]  S T E P   B Y   S T E P   W A L K T H R O U G H      ~~  ~~
=============================================================================

For this walkthrough the game was played at NORMAL difficulty, at 2X SPEED 
unless noted differently, and WITHOUT any villagers that (dis)like RUNNING or 
LEARNING (these 2 qualities influence the evolution of the game at the start 
the most). Between the adult without skill (NOT Trainee Builder) and the 
oldest child (15-year-old) at least one was a FEMALE - this is important for 
breeding reasons. The game was paused when not in front of PC until noted 
differently. If you want to completely control the game, you might want to do 
the same. The least you should do when not playing (if you don’t want to 
pause), is put the game to 1/2 speed.

The walkthrough is divided into chapters, separation of which is based on 
tasks the villagers need to complete in order to be able to do something 
more. For example, subtitle “Collected 1.500 TP for L2 Farming” means that 
you should keep on doing whatever it is you are doing, until you collect 
5.000 tech points; then you can move on to the next chapter to read what your 
little people can do next. Just in case the abbreviations are not clear:

TP - Tech Points
L2 - Level 2 (technology)
L3 - Level 3 (technology)

NOTE: A lot of random things in the game influence its speed and development 
(likes and dislikes of villagers, events, frequency of villagers getting 
sick, etc.), so the order of completed tasks in your game might now be 
exactly the same as described in here. But that should not pose a big 
problem, simply search for the title of the task you have successfully 
completed, to see what should follow.

Bear in mind this walkthrough provides SUGGESTED strategy, that to my 
experience worked best. It is NOT THE ONLY POSSIBLE way to go, so if you have 
a different tactics, you are not doing anything wrong! The most important 
thing is, you manage to do everything the game requires you to do, i.e. 
complete the 16 puzzles.

In this walkthrough I am always referring to a villager as “he”. It should go 
without saying, but to be on the safe side: everything said for “him” is 
valid for “her” as well! It is just too time consuming - and would drive me 
nuts - referring to both genders at all times. It would probably also be 
difficult to read.

One last note before I start - the positions in the walkthrough are referred 
to using the following directions (as stated on the map, as well):

       N
   NW  |  NE
     \ | /
  W --- --- E
     / | \
   SW  |  SE
       S



>>> [C5-01] Start <<<
---------------------

You start the game with 7 villagers: 2 intrepid adults, that fell down the 
waterfall from the other side of Isola, and 5 children who are 15, 13, 12, 9, 
and 4 years old. One of the adults is Trainee Builder, the rest don't have 
any skill. You have 60 food and 99 tech points. There is a construction site 
near the research table with 45% completed hut and there is a hut that needs 
repair (1% repaired) in the Southwest of the island. Below the research table 
is also a fire pit where you can make fire.

To make walkthrough easier to understand, I will name these villagers as 
follows. The Builder will be One and the other adult will be Two. The kids 
from the oldest to the youngest will be Three, Four, Five, Six and Seven.

Start off by dragging the Builder (named One) to the construction site next 
to the research table (hut #1 on the map). Since he is already Trainee 
skilled you can leave him at it, he will continue construction on his own.

You have two more people that are old enough to work already: the second 
adult (named Two) and the 15 years old child (named Three). Right now your 
first concern is food, so make one of these two a Farmer. If they are a male 
and female, make the MALE a Farmer, you will see the reason later on. Drop 
him into the ocean and stay with him until he becomes a Trainee or he will 
not fish on his own.

Your second most important skill to be trained at the beginning of the game 
is Research. You will soon need to buy upgrades to existing technologies, so 
make the third work-able villager a Researcher! But before you drag him to 
the research table, there is something else you can do: make fire. 

To do so, drag the villager to the pile of wood in the Southwest of Isola, 
just below the hut that needs repair (see map). Drop the villager there, he 
will collect firewood and take it to the fire pit. When he places firewood in 
the fire pit, drag him to the Northeast part of Isola, at the very top 
between the coconut trees and the ocean (see map). If you drag him around 
there he will “see” two things there, the strange plant and very dry grass. 
Drop the villager on the dry grass. After he collects that and places it in 
the fire pit as well, pick up the villager for the third time and drop him on 
the fire pit, he will finally start the fire (~~PUZZLE #1~~).

Once the fire is burning drop the villager at the research table, and again, 
stay with him until he reaches a Trainee level.

NOTE: Even at Trainee level (or Adept, later on) a villager will still shake 
head and hum “m-m” (as in “I cannot do that” manner) sometimes, but at least 
they will return to their respective chores after a few moments, as oppose to 
go sit in the middle of the village and “worry about food” or “be bored”, 
which is what they do if they are not yet Trainee-skilled.

You might be wondering, what to do if your villagers get sick, since you 
don’t have a doctor. Unlike in real life, ANY villager can become a doctor! 
So, if someone gets ill, drag whatever villager on the sick person. You might 
make it a habit, though, that the healing is always done by the same 
villager, so that one will already be working on two skills, plus heal sick 
villagers on his own, while you are not in front of the computer screen.



>>> [C5-02] The First Child Grows Up <<<
----------------------------------------

After 6 minutes into the game at 2x speed (12 min at normal speed; 20 min at 
1/2 speed) the 13 years old child (named Four) will become older and thus 
able to work, and you will train him to be a scientist. But before you drag 
him to the research table, you will train him in something else.

Pick up the villager Four and drag him to 6 strange plants, that can be found 
around Isola (for details on where to find them see map or “[C3-01] How to 
Make a Stew”). After each strange plant is studied a message in the bottom 
line of main screen will notify you, that your villagers now understand the 
plant in question. That is when you can move the villager to the next strange 
plant. Once he studies all 6 plants, you will complete ~~PUZZLE #5~~. 
Furthermore, this villager is now also skilled in healing, so if any of your 
villagers get sick, drag Four to them.

NOW you can drag him to the research table and again stay with him until he 
becomes Trainee. You should now have one Builder, one Farmer and two 
Researchers working, and not much else to do, until more children grow up 
and/or you collect enough tech point for your first technology upgrades. 
Actually, there is one more thing to do...

Keep and eye on the mushrooms and collectibles for the children to pick up. 
The former add to so needed food, the latter to tech points (for more details 
see #1 of “[C1-05] Collectibles”).



>>> [C5-03] Collected 1.500 TP for L2 Farming <<<
-------------------------------------------------

After approximately an hour of playing (2x speed) you should collect enough 
tech points (especially if your children were collecting items for the 
scientists, as well) to be able to buy ~~LEVEL 2 FARMING~~ upgrade. Do so, 
then make your Farmer harvest the coconuts by dropping him on the coconut 
tree. Villagers usually grasp the idea of climbing pretty fast, but if your 
Farmer needs a second push, do so.

Coconuts are worth less food points than fish (see #1 of “[C1-02] Collecting 
Food”), so if your Farmer will only harvest coconuts, you might start running 
low on food. If that happens, simply speed collecting food by dragging the 
Farmer (as oppose to letting him walk, which takes more time - see #2 of 
“[C1-07] Speeding Things Up”) to the coconut trees, or even better, into the 
ocean. This should be more than sufficient (especially if in addition your 
children collect a mushroom here and there), but in the worst case scenario, 
temporarily assign one of the researchers to help collecting food. 
Nevertheless, this last option should not really be necessary, yet.



>>> [C5-04] The Second Child Grows Up <<<
-----------------------------------------

About 1,5 hour into the game (2x speed) your next child (named Five) should 
become able to work. Make him a scientist, as well, and teach him to research 
until he reaches Trainee skill level. You desperately need tech points for 
the next technology upgrade, that will provide your villagers with another 
option to get food, once the coconut trees are depleted and fishing will no 
longer possible (see “[C5-21] Algae Infest the Ocean”).




>>> [C5-05] Collected 5.000 TP for L2 Engineering <<<
-----------------------------------------------------

When you collect another 5.000 tech points you can buy the next technology 
upgrade, ~~LEVEL 2 ENGINEERING~~ this time. Once purchased take the Builder 
named One from the hut construction and drag him to the rocks over the creek 
in the Southeast (the three rocks just above the flooded area) and he will 
start building the dam. True, hut #1 is not completed yet (unless your 
Builder likes “running”), and without it your population cannot exceed 10 
villagers, but until you secure another food source you don’t want to 
increase the population above that mark anyway! So, have the Builder work on 
the dam.

Next, take a researcher named Five (leave the one named Four to research - 
you will see the reasons later) and train him into Builder on the house that 
needs repair in the Southwest (for reasons see #7 of “[C1-07] Speeding Things 
Up”). Once he reaches a Trainee level drag him to the dam, to help with its 
construction (for help see #8 of “[C1-07] Speeding Things Up”).

Another thing you can do now that you have both technology upgrades is MAKE 
YOUR FIRST BABY. Make mom a Researcher, the villager named Two or Three, 
depending on who the female was at the beginning of the game (which is why 
you chose the male to do the Farming, and a female to be a Researcher). Drag 
the FEMALE onto a grown-up male (see #2 of “[C1-06] Parenting”). It might 
take more than 10 attempts before the stork will visit the village, but be 
persistent (see #4 of “[C1-07] Speeding Things Up”)!

The Farmer will now have to feed 8 hungry mouths, so you indeed might start 
running low on food. When so, do as suggested above (drag the Farmer to food 
source, preferably ocean; temporarily assign a researcher to help collecting 
food).



>>> [C5-06] The Third Child Grows Up <<<
----------------------------------------

About 5 hours into the game (2x speed) the second youngest child named Six 
becomes old enough to work. Make him a Builder. As before, train him to 
Trainee skill level on the hut that needs repair (breeding hut on the map), 
then have him help with the construction of the dam. Yes, the damn dam is 
THAT important!



>>> [C5-07] Nursing Mother Stops Nursing <<<
--------------------------------------------

Two hours after the Researcher’s baby was conceived (2x speed), she will stop 
nursing the baby. When this happens make her continue her scientific work at 
the research table.



>>> [C5-08] The Dam is Build <<<
--------------------------------

Once the dam is finished (which solves ~~PUZZLE #2~~) and after all the 
partying and celebrating the villagers do, your Farmer might start watering 
the crops. Smart, but not necessary, the crops will grow without water as 
well, and it will take them 30 minutes (2x speed). Therefore, keep forcing 
the Farmer named Two/Three (depending on who the male was) to continue 
harvesting coconuts.

Of the three Builders that were constructing the dam reinstate the one named 
Five back into Researcher. The other two (named One and Six) can either both 
continue construction of hut #1, or put only one on this job and drag the 
other to the hut in the Southwest, that needs repair (breeding hut on the 
map).



>>> [C5-09] The Crops Grow <<<
------------------------------

As soon as the crops grow take the Farmer to harvest the crops. Apart from 
the Farmer, you might want to drag on the field ALL the rest of the villagers 
except the one named Four (see NOTE) of the other villagers as well, and 
return them to their tasks once the field is empty. After collecting some 
crops the villagers will keep trying to go harvest coconuts, but don’t let 
them do that. Be pushy, and keep dragging them back onto the field (for 
details see #4 of “[C1-02] Collecting Food”).

NOTE: Leave the Researcher named Four at the research table, unless he is 
already a Master - in this case he can help with harvesting crops, as well. 
You will soon see the reason for this soon.



>>> [C5-10] The Crops are Depleted <<<
--------------------------------------

When the villagers empty the crops field, let them return to their original 
tasks. You are not totally out of the woods, yet, concerning food, but the 
food points have increased quite substantially with the crops harvested, so 
you might want to MAKE THE SECOND BABY. Make mom the same Researcher as 
before (named Two/Three, depending on who the female was at the beginning).

Since your primary need - food - is more or less satisfied (remember though, 
you are not completely out of the woods yet), the order in which you purchase 
technology upgrades from here on does not really matter. Actually, it matters 
for getting the final Farming upgrade, but it will take quite some more 
villagers to bring in those tech points. So, in the meantime, let’s just 
better the life your villagers are having. For the purpose of this guide, if 
not stated otherwise, the purchased technology will be in the order as they 
come from the cheapest to the most expensive.



>>> [C5-11] Hut #1 is Built <<<
-------------------------------

When the Builder(s) complete the construction of the hut #1 drag them both 
(or one only, if the other one was on it already) to the hut in the 
Southwest, that needs repair (breeding hut on the map).



>>> [C5-12] Collected 10.000 TP for L2 Exploration <<<
------------------------------------------------------

When you collect sufficient tech points, you could buy ~~LEVEL 2 
EXPLORATION~~. I say “could” because right now you don’t have any villagers 
to spare to do all the things you can do with this technology upgrade. 
Therefore, buy it and do nothing with it for the time being, or wait a few 
more minutes to be able to do something with it, it really does not matter.



>>> [C5-13] A Villager Masters a Skill <<<
------------------------------------------

When the game gives you a message, that one of the villagers became a Master, 
it is most surely the Researcher named Four, which is why you left him 
working at the research table at all times. The notification tells you the 
villager might try to attempt mastering other skills to become a wise 
villager Elder, but keep him doing research, Master Scientists collect more 
tech points than Trainees and Adept Scientists (see #5 of “[C1-01] General”).

What you CAN do now, if you did not yet, is buy that L2 Exploration upgrade. 
As said before there are quite a few things you can do with this upgrade, and 
you needed a Master Scientist for the first one. So...

NOTE: You need L2 Exploration to do this. If you don’t, skip to the next 
subtitle - “[C5-14] The Last Child Grows Up” - and return here once you have 
the necessary technology upgrade.

Take the Master Scientist from the research table in direction North. Do you 
see those white rocks to the right of the cave? Take the Master Scientist on 
the right side of these rocks, where on the brown soil there is on object 
that looks like three short grey lines next to one another (if you need help 
finding it, see map). It is a sharp stone. Move the Scientist around that 
stone a bit, until the message of his action says “(S)He sees something”. 
Drop him there and he will start making a cutting tool. After he takes the 
stone to the research hut, the message will say he needs special wood to 
complete the tool. So take him to more or less the same area, and move him 
around a bit until the message says “(S)He sees flexible pieces of wood” 
(again, see map for help). Drop him, and he will complete the cutting tool 
(~~PUZZLE #4~~). Now take him back to the research table to collect more tech 
points.

Now grab the Researcher that was helping the building the dam (the one named 
Five). Drag him to the thick patch of thorny bushes in front of the cave in 
the North of Isola (see map). Drop him there and he will start clearing away 
the briar. It is important you chose “Builder” as his preferred skill again, 
though, or he will keep sneaking away to do more research.

NOTE: The 3 Builders (One, Five and Six) may swap job from time to time, 
going from working on the breeding hut restoration to cutting the briar 
thorns or vice versa. It does not matter, you can let them do that, it is the 
only two building job available at the time anyway, and they both need to be 
completed some time...



>>> [C5-14] The Last Child Grows Up <<<
---------------------------------------

After 10 hours of active playing (2x speed) the youngest child (named Seven), 
that was present on Isola when the two intrepid adults arrived there, will 
become of working age. You will make him a Researcher, but he will first 
complete another puzzle.

NOTE: You need L2 Exploration to do this. If you don’t, skip the next 2 
paragraphs and drag him to the research table immediately. Once you do have 
the upgrade, return here to complete the puzzle described in the following 2 
paragraphs.

To start with, pick him up and take him to the pile of wood, where you 
collected the firewood is located (Southwest). There, if you look closely, 
you should see something black protruding from one of the planks. Drag Seven 
around until “S(He) sees something”, then drop him to collect the cauldron. 
He will take it to the fire pit and you can now make your first stew, as 
follows (also described in “[C3-01] How to Make a Stew”).

Drop the villager onto the cauldron, he will start preparing stew (set the 
cauldron). Drop him onto the cauldron again, he will go get the water for the 
stew. Drop him onto the cauldron for the third time, he will go get the food 
for the stew. Now he needs to add 3 herbs, so drag him to any of the 6 
strange plants that are to be found around Isola (for details on the plants 
see map and “[C3-01] How to Make a Stew”). Repeat this last step of adding a 
herb two more times, either by dragging him to the same plant or a different 
one(s). Once he adds all 3 herbs the stew is ready and you completed ~~PUZZLE 
#9~~. (See “[C3-02] The Recipes” for complete list of all the possible stews 
you can make.)

Once he is done with preparing stew, drag him to the research table and stay 
with him until he becomes Trainee skilled. So, the professions of the 
original villagers, with whom you have started the game, should now be:

One   : Builder (working on breeding hut)
Two   : Farmer or Researcher/Parent
Three : Researcher/Parent or Farmer
Four  : (Master) Researcher/Healer
Five  : Researcher/Builder (clearing away the briar thorns)
Six   : Builder (working on breeding hut)
Seven : Researcher

All of them except Researcher named Four also have some skill in farming. Not 
too bad for the first 10 hours of playing!

From here on I suggest the following strategy (until noted differently).

a) Assign the skills of every 6 villagers:
   1 Farmer (1st newborn),
   1 Builder (2nd newborn),
   3 Researchers (3rd-5th newborns),
   1 Healer (6th newborn).
   After you have a Healer, start with a Farmer again, etc. The order of 
   Builder, Researchers and Healer is not important, but I STRONGLY recommend 
   you start with the Farmer, it will help you with sustainability of food 
   when you start increasing the population.

b) Don’t increase the population too fast until you are able to fish again! I 
   found a good balance to make a new baby once the youngest one is 3-4 years 
   old. For a mother use mainly Researchers or Builders.

c) When a child grows up enough to work, train them in the above skills until 
   they reach Trainee level. Then turn them ALL EXCEPT FARMERS to 
   Researchers. When the crops grow, put them ALL to harvesting crops. When 
   the crops are gone, put them all back to research table. (For reasons see 
   #4 of “[C1-02] Collecting Food”.)

d) The exception from the rule c) are Builders. When there is something that 
   needs to be build, have one or two villagers work on the construction 
   site. For the rest of the time, the same applies as under c).

e) Apply this strategy at 2x speed while you are playing the game. When you 
   close the game down, pause it. If you don’t want to pause the game, at 
   least put it to 1/2 speed, BUT assign each villager their original 
   profession first, this will help with sustainability of the village!

From here on the order of described events might differ quite substantially 
from what will be happening in your game! Namely, it all greatly depends on 
random events and behaviour of your villagers (for example, how often they go 
“cool feet in the stream”, etc.), and on how many people you assign to do 
individual tasks. For the purposes of walkthrough I will follow the 
guidelines a) - e) provided above. But if the order of your completed tasks 
differ, simply jump to the corresponding title.



>>> [C5-15] The Birds are Eating Away Crops <<<
-----------------------------------------------

The game will give you this message either couple of minutes before the 
second crops grow, or when your Farmers are already harvesting the second 
crops. Either way, as soon as you get the message drag an Adept Farmer (named 
Two/Three) to the twisted pieces of wood and vines next to the sacred area 
for the dead (where the Master Scientist got wood for completing the cutting 
tool - see map for help). Drop him there and he will start making a 
scarecrow. You will need to drag him there for the second time, after he puts 
up the frame for the scarecrow on the field (~~PUZZLE #3~~).

NOTE: Knowing that the pesky birds are disrupting the crops, you could make a 
scarecrow already before you even get the message, but where is the fun of 
the game, if you don’t get to face all the troubles the nature can throw at 
your villagers...?



>>> [C5-16] The Breeding Hut is Repaired <<<
--------------------------------------------

When the Builders One and Six complete the repair of the breeding hut, drag 
them to the briars to help Five clear away the thorny bushes. It is actually 
enough for a single Builder to do the job, but you will soon need 3 Master 
Builders. Nevertheless, if any of them is already a Master, or as soon as 
they reach Master skill while clearing away the briars, turn them into 
scientists and drag them to the research table. Of course you do need to 
leave 1 Builder to finish the cutting job, even if he is a Master already!

You might in the meantime collect 16.000 tech points and are thinking about 
buying the Science upgrade. Indeed, this would enable your villagers to 
collect tech points faster. But the difference in amount of tech points 
collected with L1 and L2 Science is not THAT big (see #5 of “[C1-01] 
General”). So instead, rather wait for another 4.000, and then buy the 
Medicine upgrade, which will prolong the lives of your villagers.



>>> [C5-17] Coconuts are Depleted <<<
-------------------------------------

When the coconut trees are depleted, you obviously want the Farmer to return 
to fishing again (when there are no crops to harvest). They will not try to 
harvest coconuts anyway, since Farmers are smart and do not go climbing 
trees, if they don’t see any coconuts on them. But they WILL prefer watering 
the crops to fishing, so be pushy and keep dragging them to the ocean.



>>> [C5-18] Collected 20.000 TP for L2 Medicine <<<
---------------------------------------------------

As said above, buy the ~~LEVEL 2 MEDICINE~~ upgrade, your villagers will now 
become elderly only at age of 58 and generally live longer (for more details 
see #8 of “[C1-01] General”).



>>> [C5-19] A Villager Masters Two Skills <<<
---------------------------------------------

If you had more or less followed this walkthrough, than by now at least one 
of your villagers should be Master in two skills, and it would be most likely 
the villager named Five (or maybe One). He should by now be Master in 
building and researching. When this happens mark his preferred skill to be 
farming (for the reasons see #1 of “[C4-02] Some Additional Tips”). He should 
already have some skill in farming anyway, if you used all villagers to 
harvest the crops. And you are making him a Farmer because you want to skill 
him into a Master also in this profession - namely, will soon need an 
Esteemed Elder. Or rather, you will need what commemorates an Esteemed 
Elder...

NOTE: Even if there are no crops and the coconuts are depleted, he can still 
improve farming skill by planting and watering crops (for more details see 
“[C4-01] How to Increase Skills”). But if you prefer him helping with 
collecting tech points, then let him research until the crops grow, and THEN 
make him a Farmer. Once he depletes the crops you can put him back to the 
research table.



>>> [C5-20] Collected 16.000 TP for L2 Science <<<
--------------------------------------------------

Now you can buy that ~~LEVEL 2 SCIENCE~~ upgrade. With this upgrade the 
researchers will be awarded more tech points for each successful research 
attempt (see #5 of “[C1-01] General”). And they will need all the help they 
can get, since after purchasing the last level 2 upgrade you will need some 
serious tech points for level 3 technology upgrades.



>>> [C5-21] Algae Infest the Ocean <<<
--------------------------------------

After your Farmer(s) collects a total of 100 fish/crabs (including the ones 
from before coconuts and crops harvesting), the ocean will become infested 
with algae. This means, the villagers will not be able to fish anymore, until 
they will clean the pollution with algae-eating fish. They will only be able 
to find these once you buy level 3 Farming, but surely you will not have 
enough tech points by the time the infest of the ocean starts, to upgrade.

Therefore, if you forced your Farmer(s) to keep fishing you should have a few 
coconuts grow in the meantime. If so, have them collect those, first. If not, 
or when they deplete them again, there is no other food source available to 
your villagers (except for the mushrooms), so have the Farmer(s) do some 
researching.



>>> [C5-22] The Briars are Cleared Away <<<
-------------------------------------------

As the game will tell you, upon clearing away the thorny bushes in the North 
the villagers discovered there IS a reason for the strange statue to be 
there! And they also found the 1st Gong piece already (~~PUZZLE #16~~)! You 
can now start recovering the remaining 3 pieces of the Gong of Wonder. For 
the time being you will be able to recover at least one more piece, maybe 2, 
depending on how far your third Builder is with his Mastering of the skill. 
For the final Gong piece you need level 3 technology upgrades, so that one 
will for sure have to wait a bit longer. But, let’s at least get the second 
(and third) gong piece.

The second Gong piece is sunk in the pond under the waterfall. If you drag a 
villager over the pond you will read a message “(S)He sees something down 
there but it is too deep”. The only way to get that piece is to prepare a 
special stew that enables no need to breathe. To make it prepare the stew in 
the usual way and for herbs use 1x plant #4, and 2x plant #6 (see map or 
“[C3-02] The Recipes” on where to find them, if not sure). Once the stew is 
made have one villager eat it, then drag him to the pond, he will start 
retrieving the gong piece (~~PUZZLE #13~~).



>>> [C5-23] Three Builders are Masters <<<
------------------------------------------

NOTE: You can only complete the following task if you have already cleared 
away the thorny bushes in front of the cave. If not yet, wait until the 
briars are cleared away, and then return here.

When the third Builder (Six) becomes Master, drag all three Master Builders 
(named One, Five, and Six; and you do NOT have to change their preferred 
skill) to the crate that is on the ocean shore a little above the repaired 
breeding hut. With a little bit of effort they will break the crate open. 
Pick up one of the Builders and drop him on the revealed item, he will 
recover the 3rd piece of Gong of Wonder (~~PUZZLE #15~~). When done, drag 2 
Builders to the research table, and the third one, who has mastered two 
skills and is now working on the third, back to farming (see “[C5-19] A 
Villager Masters Two Skills”).



>>> [C5-24] Collected 20.000 TP for L2 Culture <<<
--------------------------------------------------

Purchase the ~~LEVEL 2 CULTURE~~ upgrade. Once done, another construction 
site will appear in the South of Isola, a bit to the right from the repaired 
breeding hut. Drag one of the 2 Builders at the research table to the new 
construction site, so he can start building a sewing hut. The better choice 
of the two is the one that is less skilled in research (should be villager 
named Six), as the other one will collect more tech points. (Leave the third 
Master Builder/Master Researcher to keep improving the farming skill.)



>>> [C5-25] Population Reaches 13 Villagers <<<
-----------------------------------------------

When you reach a population of 13 villagers yet another construction site 
(hut #2 on the map) will appear to the left of the fire pit. You have another 
Master Builder at the research table, that you could use for the job. But 
your next tech points target is rather high, so leave him there and forget 
about the construction of the new hut until the Builder named Six is done 
with the sewing hut.

NOTE: You could move Builder named Six from the sewing hut to this new 
construction site, because you will not be able to increase the population 
above 17 until this hut is completed. On the other hand, increasing the 
population that much in short time and while you don’t have secure source of 
food, yet, might not be a good idea anyway.



>>> [C5-26] A Villager Masters Three Skills <<<
-----------------------------------------------

If you had more or less followed this walkthrough, than either One or Five 
(the one you made a Farmer in “[C5-19] A Villager Masters Two Skills”) should 
by now become master also in farming. This means, you have just made your 
first Esteemed Elder and thus completed ~~PUZZLE #6~~. In his honour the 
villagers made him a totem. Put it wherever you like for the time being, you 
will need it later, though.

As for the Esteemed Elder, you can let him do whatever you need most right 
now, which is probably researching. Or, let him do nothing but enjoy the 
prestigious status he earned...

If you like totems (there are 7 different looking ones), make more villagers 
Esteemed Elders - you can collect up to 50 totems. If you don’t, no problem 
either, they are not needed for the completions of the game.



>>> [C5-27] The Sewing Hut is Built <<<
---------------------------------------

Now that the sewing hut is completed (~~PUZZLE #12~~) you can change the 
appearance of your villagers. There are 30 different types of clothing 
available for each gender. But! If you want to change the clothing you need 
to spend 5.000 tech points per villager on it. And tech points is something 
you still need to upgrade all the technologies to level 3. So, unless someone 
is wearing something you are absolutely disgusted with, let the villagers 
walk around in what they are already wearing, and start changing their 
appearance only when you don’t need tech points for anything else anymore.

To change the clothing of a villager drag that villager onto the sewing hut. 
A window will pop up asking, if you want to spend 5.000 tech points to change 
this villager’s cloths. If you agree, the villager will walk into the sewing 
hut. When he reappears another window will pop up in which you can browse 
through the 30 clothing collections. When you find the one you like click OK, 
and the villager will walk back into the hut. Once back out again he will be 
wearing the new cloths.

The Builder named Six you had on the sewing hut construction can now go build 
the new hut (hut #2 on the map). Therefore, after all the necessary 
celebrating (c’mon, they need to have SOME fun), drag them to the foundation 
that appeared once you reached population of 13 villagers.



>>> [C5-28] Collected 90.000 TP for L3 Farming <<<
--------------------------------------------------

As soon as you collect the necessary points, buy ~~LEVEL 3 FARMING~~. You can 
now clear the ocean from the algae. To do so drag either Master Scientist or 
Master Farmer (or both) to the pond under the waterfall. He will start 
catching algae-eating fish and carry them over to the ocean. When he drops 
them in you will get a message “That still may not be enough algae-eating 
fish”. So, drag him back to the pond for more algae-eating fish. Rinse and 
repeat to a total of 10 algae-eating fish, when you will get a notification 
that your villagers re-established clean state of the ocean (~~PUZZLE #7~~). 
NOW you can fish again, NOW you are out of the woods concerning food. YUPPIE!

Without worrying about food you can adjust the tactics of the game for the 
final time. You CAN now assign each villager their original professions as 
suggested under a) of “[C5-14] The Last Child Grows Up”. Or, if they don’t 
have that much to do in their original professions, keep them at the research 
table. Also, you can still drag many villagers to harvest the crops when they 
come out of the soil. Whatever strategy you apply from here on, it is a safe 
one for thriving of your village! Nevertheless...

It is ESSENTIAL to assign villagers their original professions before closing 
the game down if you are not pausing the game. To prevent major disasters it 
is safest to put the game to 1/2 speed, and since you trained all the 
villagers at least into Trainees in their respective professions they will 
ensure the game will continue without them being lazy or even dying when you 
are not around.

As for making babies, you can let your villagers pretty much loose on the 
topic as well, but always remember, one Farmer can comfortably provide food 
for 7 villagers (see #3 of “[C1-02] Collecting Food”).



>>> [C5-29] Population Reaches 15 Villagers <<<
-----------------------------------------------

When you reach a population of 15 villagers the game notifies you, that you 
reached the first population milestone. Nothing to do with it, it is just a 
notification of your village’s growth.



>>> [C5-30] Collected 65.000 TP for L3 Medicine <<<
---------------------------------------------------

With these tech points you will surely like to buy ~~LEVEL 3 MEDICINE~~. The 
lives of your villagers will prolong yet again and the elderly limit will 
move up to the age of 66 (for more details see #8 of “[C1-01] General”).



>>> [C5-31] Hut #2 is Built <<<
-------------------------------

The Builder(s) constructed a new hut! Your village can now support a 
population of 35 villagers. But don’t ever forget, you need enough Farmers to 
support a larger population, as well!

Since there is nothing more to be built right now, you can put the 
Builder(s), that was/were working on the construction of hut #2, to help with 
collecting tech points.



>>> [C5-32] Collected 75.000 TP for L3 Engineering <<<
------------------------------------------------------

Purchase ~~LEVEL 3 ENGINEERING~~ with the points gathered, and a new 
construction site will appear in the South of Isola, between the crops field 
and the sewing hut. It is a hospital, where your sick villagers will be able 
to recover, so if you did turn all the original Builders into Scientists, 
make them Builders again and let them build the hospital.



>>> [C5-33] Collected 85.000 TP for L3 Culture <<<
--------------------------------------------------

You can now buy ~~LEVEL 3 CULTURE~~. Once you purchase this upgrade you can 
finally start uncovering the ancient mosaic in the Southeast of Isola (the 
part that was flooded before you built the dam). You can also start 
uncovering the vines overgrowing the wall that is running alongside the 
stream. To do these chores drag there any villager(s), but choose “Building” 
as their preferred skill, though, or they will go do other things.

You might be thinking you don’t have enough Builders to build a hospital, 
uncover ancient ruins AND cut away the vines covering the wall. Even though 
there are still two technology upgrades you still need to purchase, neither 
of them are necessary for completing the remaining puzzles. Meaning, you can 
without any worry sacrifice couple of Researchers and turn them into Builders 
to do the jobs on the ancient ruins and the wall covered with vines.



>>> [C5-34] The Hospital is Built <<<
-------------------------------------

When the Builders are done with the hospital, you can use them to do both of 
the uncovering jobs... unless your population increased enough in the 
meantime, so they can start working on the final hut (see “[C5-39] Population 
Reaches 31 Villagers”).



>>> [C5-35] Writings on the Wall are Uncovered <<<
--------------------------------------------------

It takes less time to remove the vines covering the writings on the wall than 
it does to uncover the ancient mosaic, so if you have the same number of 
Builder(s) on the two jobs, this one will be done first. When the writings 
are uncovered (~~PUZZLE #8~~) drag the Builder(s) to either help with the 
uncovering of the ancient mosaic, or to help build the final hut, if you see 
the construction site already (see “[C5-39] Population Reaches 31 
Villagers”).



>>> [C5-36] Collected 160.000 TP for L3 Exploration <<<
-------------------------------------------------------

You could have bought level 3 Science 10.000 tech points ago, which would 
enable your researchers to collect tech points faster. But, the only 
technology upgrade you still need tech points for is Exploration... which is 
only 10.000 points away. So, wait until you have 160.000 tech points and buy 
~~LEVEL 3 EXPLORATION~~.

With this one you can now see mushrooms and collectibles also in Overview 
Map, which was not possible before (for more details see #4 of “[C1-05] 
Collectibles”). Also, the children will find the most rare collectibles now, 
so hopefully you will be able to increase your maximum population (see #2 of 
“[C1-05] Collectibles”)



>>> [C5-37] Population Reaches 25 Villagers <<<
-----------------------------------------------

When you reach a population of 25 villagers the game notifies you, that you 
reached the second population milestone. Again, nothing to do with it, it is 
just a notification of your village’s progress.



>>> [C5-38] Ancient Mosaic is Uncovered <<<
-------------------------------------------

When the ancient mosaic is uncovered you will complete ~~PUZZLE #10~~. But, 
you can immediately complete another puzzle. Remember that totem your first 
Esteemed Elder got? I said you will need it later on, and this is the moment 
for it. Grab the totem and drop it in the middle of just uncovered ancient 
mosaic. Something will appear in the middle of the mosaic, so grab whichever 
villager and drop it on that ‘something’. Yep, it is the final piece of Gong 
of Wonder (~~PUZZLE #14~~).

Now that you have completed the Gong of Wonder you can ring it once every 24 
hours. To do so, simply drag any villager onto the gong. The events that the 
Gong evokes are many, ranging from granting food, tech points, health, 
wisdom, etc., to taking all these, and many other things, not necessarily 
connected to food, tech points, health, or wisdom. Just ring that gong once a 
day and see what happens.

If you already see the final construction site (see “[C5-39] Population 
Reaches 31 Villagers”), the Builders should of course start working on that 
final hut. If not, your Builders really have nothing productive to do for the 
time being. You can therefore turn them into researchers, to get that final 
technology upgrade. Or make them Farmers, and start increasing your 
population a bit more rapidly.



>>> [C5-39] Population Reaches 31 Villagers <<<
-----------------------------------------------

Upon reaching population of 31 villagers a new and final construction site 
will appear between the hut #2 and breeding hut: hut #3 (see map). Whatever 
you did with your Builders, reinstate them in their original profession and 
have them built the hut.



>>> [C5-40] Collected 150.000 TP for L3 Science <<<
---------------------------------------------------

Now you can buy the final technology upgrade, ~~LEVEL 3 SCIENCE~~. Your 
villagers will collect tech points even faster now (see #5 of “[C1-01] 
General”). Not that it matters much, since you have purchased all the 
technology upgrades already. But, in case you want to keep changing your 
villager’s outfits, remember you need 5.000 tech points for each outfit 
change. So, maybe collecting tech points faster does have some advantage.

Since you don’t need tech points desperately anymore, you can now only have 2 
or 3 villagers collecting them. Make everyone else (except for the Builders, 
they need to finish hut #3) into Farmers. NOW, you can go somewhat wild with 
making babies. Nevertheless, until you construct the final hut you will only 
be able to increase the population to 35 villagers.



>>> [C5-41] Hut #3 is Built <<<
-------------------------------

By completing the hut #3 you can increase your population to maximum of 90 
villagers (without completed collections of collectibles - see #2 of “[C1-05] 
Collectibles”). This construction actually concludes the final ‘real’ 
assignment for your villagers, so from here on there is really nothing else 
to do but farm and breed to the maximum population. Meaning, you can turn all 
your villagers to Farmers. There are two exceptions to this rule, though.

(i) Have 1 or 2 Healers, that will take care of sick villagers while you are 
    not playing.

(ii) Skill 1 or 2 MALES in parenting, and they will provide the tribe with 
     sufficient babies when you are not playing.

If you want to collect more totems, though (remember you can collect up to 50 
of them), start to skill your villagers in different professions. (For help 
on this see “[C4] Making Esteemed Elders”.)

You can also continue collecting collectibles, if you want the biggest 
possible population... Oh yes, and ring the Gong of Wonder once every 24 
hours!



>>> [C5-42] Population Reaches 50 Villagers <<<
-----------------------------------------------

When you reach a population of 50 villagers the game notifies you, that you 
reached the third population milestone. Again, nothing to do with it, it is 
just a notification of your village’s progress.



>>> [C5-43] Population Reaches Maximum <<<
------------------------------------------

The number of villagers in your village when the game notifies you about 
reaching maximum sustainable population will depend on completed collections 
of collectibles. If none of the collections have been completed yet, the 
notification about maximum will appear at 90 villagers. If you have already 
completed some of the collections, the maximum population will be reached at 
correspondingly increased number of villagers, i.e. +5 for every completed 
collection. (For more details see #2 of “[C1-05] Collectibles”.)

Your village is now ready to survive more or less on its own. With couple of 
Healers and male Parents you can put the game on 1/2 speed and easily stay 
away for a few days; your village will thrive nevertheless.

If you don’t want to quit yet, try that patience of yours to find all the 
collections, and thus increase your maximum population. Or, simply start a 
new tribe, and see what you have learned from previous mistakes. In any case, 
if there is an end to the game, this is the closest you will get to it, so 
CONGRATULATIONS, you managed to found a tribe!