2019: Walkthrough by: Louis Koot

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Chapter 5: George and Nico separated

George: Ketch's Landing

Part 1: The Surveyor: 

George has arrived on the island of the pirate Ketch, Ketch's Landing. There is a tent on the beach and a large table stand in the tent. A man walks back and forth between the table in the tent and a kind of viewer, a Theodolite. Every time the man peeps through that Theodolite and then he makes a note on the Blueprints (Plans) that are on the table. On top of the hill is a large country house and it looks like that guy is busy measuring that house through that Theodolite. Stone steps in the hill go up to that house. A fishing net hangs to the right of the stone staircase.

The man always walks back and forth between the Theodolite and the blueprints (Plans) on the table.

When the man walks back to his Theodolite, you quickly try to look at the "plans" via your left mouse button.

George bends over the "Plans" to look at them but .... the man gets angry because he does not want George to look at the blueprints. 

When the man is bent over his blueprints again, click on the Theodolite and .......

George goes look through the Theodolite at the windows house the big house on the hill. On the left of the 2 flagpoles a "marker" sticks in front of the Theodolite.

When the man is back at his tent table, click with your "Mouth" on the man to talk with him now. The man's name is Bronson and he is a land surveyor. Bronson is not a nice man. Your talk options are probably the Theodolite and the Coyote stone. Talk with Bronson about these two topics and then close the call again. Then continue to the right and, at the fishing net, George will automatically walk up the wooden jetty. 

At the end of the jetty a native boy is fishing in the sea and next to him a ramshackle boat floats in the ocean.

George automatically goes to the boy. Talk to the boy and use all the conversation topics you get. 

The boy is called Rio and it is a smart kid. You find out that the house on top of the hill has been the home of the pirate Ketch but that it is now a museum. However, the museum is closed. Rio tells you that the two "old ladies" have closed the museum. These two "old ladies" are Miss Frost and Miss Mina Ketch. Rio also says that it is Bronson's fault  that the museum is closed. Rio finds Bronson a scammer. Apparently Bronson has persuaded the two ladies to renovate the house and that is why Bronson is so busy with his Theodolite.

Walk back to the left and then go up the hill via the "Steps" to the house

Look at everything first. Miss Frost and Miss Mina Ketch are sitting in front of the house in the garden.  A white cat plays with a red ball in the grass. At the front door of the house you see a ladder and at the windows you see two flagpoles. On the left flag pole is a red "button". That red "button" is the "Marker" for the Theodolite of Bronson. Behind both ladies you get the "Tree" click spot on the tree branch that has the shape of a "fork". 

When you have examined everything, then click on the front door and .......Miss Frost will automatically talk to George and she reports that the house is closed due to renovation .Miss Frost now also talks about Bronson and what he has told both ladies about his plans for the house. When the "conversation" has ended, click with your "Mouth" on the cat and .....George tries to grab the red ball but the cat is not for the cat because she does not allow this and George can only just withdraw his hand just in time. Now go and talk to both ladies by clicking on the 2 old lovers with your "Mouth".

Ask the ladies everything about the Cat, the Pirate Ketch, the Pirate Flag and about Rio. During this conversation you will receive the "Thumb Up and Thumb Down" option twice. Click the "Thumb Up" both times to answer the question with YES. If you give the No answer, the conversation will end immediately. When you ask about Rio you get the "Emily" topic

Ask the ladies about Emily twice and then finish the conversation. Do not ask about Emily a third time because then you can not use the "Emily" topic later

When you have finished talking, go back to the beach via the "Steps" and then back to Rio, on the jetty. Talk with Rio again 

First ask Rio about Bronson, the two Ladies and about Emily and keep the Fish option for last.  Via the Fish option George asks Rio to catch a fish for him, Rio wants to try it but he needs bait to catch a fish, so click on the worm in your inventory and George gives the worm to Rio.

 Rio says it can take a while before he catches a fish, so do not stand here waiting.  Go back to the house and talk to the two ladies again. Now use the Emily topic again and ........

 George now lies to the two ladies that he has seen Emily with Rio on the beach and ....... the two ladies are disappear to the beach.

So..... those prying eyes are out of the way. Walk back to the front door of the house and left click on the Ladder and ......

George now puts the ladder against the facade and slides out of the ladder.

Go back to Rio. George first talks to Rio for a moment, about the two ladies. Then click with your "Mouth" on Rio and ask him if he has already caught a fish. 

Rio says that the fish do not want to bite yet ........ Rio suddenly gets "bite" and he pulls a bicycle wheel out of the water. 

Close the conversation via the curl arrow. Left click on Bicycle and ......

George takes the inner tube out of the wheel. Talk to Rio again and ask him about the inner tube and ask Rio for a Fish again. Rio makes the suggestion to use the inner tube as = a catapult and he will still try to catch a fish for George. Return to the house. Try to take the red ball again by clicking on the cat again with your "mouth". Again the cat does not allow this. 

Take the inner tube from your inventory and click it on the Fork-shaped" Tree". George ties the inner tube on the branches and it is now a beautiful catapult. You can now try to shoot the red "Marker" from the flagpole with the piece of coal or the statue, but that will not work. You really need that red ball for this. 

Take the inner tube off the branch again.

Go back to Rio and see ...... the boy has caught a fish now.

.. The fish is still alive and that's why George does not want the fish. But Rio solves this problem because without hesitation he slams the fish dead and gives the fish to George.

 Walk back to the left and  go  talk to Bronson about the two ladies and about Rio and about his blueprints. Then go back to the house and climb up the ladder now.

When George is on top of the ladder, take the inner tube out of inventory and click the inner tube on the flagpole (Flagpole) and ...George ties the inner tube to the flagpole 

Climb back down and then take the fish from your inventory and click the fish on the inner tube.

George tie the fish to the inner tube and ....... The cat smells the fish and goes to the ladder but it can't reach the fish. The red ball is now up for grabs, so take the red ball.

Climb back up the ladder and take the inner tube back from the flagpole.

George throws the fish away and the cat goes after it. Climb back down. Take the Inner Tube out of inventory again and click again on the "Tree" place to bind the inner tube again between the forked branch. So George has made a catapult again. Take the red ball from your inventory and click it on the inner tube and .........

George now shoots that red "Marker" from the flagpole. Bronson notices that his "Marker" has disappeared and he is coming to the house and he is pissed off. 

Bronson picks up the Marker and he climbs up the ladder and sits on the flagpole. Click on the ladder and ...... 

Well ....... George moves the ladder and puts it on the ground and .....Bronson now hangs dangling from the flagpole. 

Bronson has dropped his Marker. The Marker is now on the ground, near George. Take the Marker 

Go to the Bronson tent. Take Bronson's Plan from the table. Also take the Theodolite because George needs the thing on the next island.

Go back to the house. The two sisters are back in front of the house and ask why Bronson hangs on the flag staff. 

Miss Frost wants George Bronson to help, but George does not feel like it. 

Open your inventory and take out Bronson's Plans and click on the Ketch sisters and .....

The sisters now believe George and they explain Bronson personae nongrada. George is now allowed to enter the house (museum)

George goes in en we switch to Nico

 Nico: England: Part 1: 

British Museum

Nico has traced the Jaguar Stone to the British Museum in London and she is now in the large exhibition hall. On the left stand the attendant. At the right wall you see an Orange Curtain. There are 5 showcases in the room and there are 2 female visitors who are not of any importance. A telephone is hanging on the wall behind the attendant 

Walk to the Orange Curtain and click on it

As soon as Nico touches the curtain, the attendant shouts that Nico mustn't touch the exhibits. 

In front of the orange curtain is a display cabinet with a stone in it. Examine the display cabinet and ..... 

Nico reports that the stone in this cabinet is the Jaguar Stone. Left click on the display case, but ..... Of course the display case is locked. Walk all the way to the left. At the large statue, which stands against the left wall, there is also a display cabinet with a slightly larger stone in it. Also examine this display case.

The stone in this display case is the "Obsidian Mirror" given to John Dee by Drake. 

Behind the attendant stand also a display cabinet. Also examine that display case  and Nico report that there is a Mayan Dagger in it

 Now you know where you can find the most important items in this chapter. So now go talk  with the attendant. 

The man is an idiot and not very smart. Talk to him about the Mirror subject, the Drake topic and the Jaguar Stone topic. The attendant brings Nico to the showcase where the Obsidian Mirror is located and then he suddenly says that there is someone who can tell Nico much more about this.

Professor Oubier has come in and the attendant introduces Nico to him. The telephone will then ring and the attendant will answer the telephone and Nico and Oubier will start a conversation. 

A number of talk options now appear again. No matter which option you choose, you can only ask one question to Oubier. After you have asked Oubier 1 question the attendant returns and tells that Oubier's taxi is waiting for him and Oubier leaves for the docks Ask the attendant  now again about the Jaguar Stone. The attendant brings Nico to the Jaguar Stone display and ........ we find that the Jaguar Stone is stolen.

Nico is now a suspect and she can not leave the room. Investigate the Jaguar Stone display case again. A key is now in the lock of the display case...Take the Key.

Then talk to the attendant again. You get three options. Now use the Ship option FIRST. The attendant then tells Nico the name of the ship that Oubier has now gone to. Then use the Jaguar Stone option and then choose Oubier. Then use the Key topic and ......... Nico convinces the attendant that Oubier must be the thief and he will now call the police. Nico knows enough now and she wants to go after Oubier, but those exit doors behind the orange curtain are locked. 

Walk to the Maya Dagger display case and open this display case with the key.

With the key Nico unlock the display case. Then click on the glass of the display case and ... 

Nico steals the Dagger out. Go back to the Orange Curtain and click on it. Nico pushes the curtain aside again. 

Take the dagger from your inventory and click on EXIT and ......

Nico "escapes" from the museum and we switch back to

George: Ketch's Landing: Part 2:

 in the House

So George is inside the house in the museum room. First look around and right click on everything

A Desk stand  in the middle of the room. Walk to the desk and stand beside it.....You also see a stage where the stirring wheel of a ship is on. Examine the Desk ..........George then says that the desktop has a large recess and also that there is a Quill and an Ink Holder in the desktop. There is a display cabinet against the wall and in it is the "Ship Log". On top of the display cabinet is a model of a ship and above the ship model, you see a lantern. Next to the display cabinet a chest stand under the window. Do not click on the chest yet. In front of the chest is a slanted table with a large Map on it.  

On the stage you will see a Ship wheel and a Ship's bell. A portrait hangs on the wall. Examine that Portrait. 

You then see a close-up of it and George tells you that it is Captain Fletch. George also tells you that Fletch wears a large cross around his neck.

If you have examined everything in the room, then take the Map from the slanted table......

George holds the Map in his hands and the Map is now fixed to the cursor. Click on the desk and ...........

George places the Map on the desk. No take the Quill from the desk.

Take the Lantern, which hangs above the ship model........ George then holds the lanterns.

 Click with your cursor on the Ink well that is in the desktop and ...

George puts the lanterns in the ink well. Now click on that Sea chest that is under the window. 

After some difficulty, George manages to pull open the chest and ........ Emily crawls out of the chest

There is a conversation between George and Emily and then your c options appear. 

You can use all  options , but the two most important ones  are Rio and the Cross.

So ask Emily extensively about Rio and about the Cross. Emily wants to swap the cross with George, but she does not know what she wants in return. 

Close the conversation and go back outside through the front door and then back to the beach via the "Steps". 

Go to Rio, which is still fishing on the jetty. Talk to Rio and ask him about Emily.

Rio proposes to give Emily a large conch in exchange for her cross. Rio has such a conch but has promised it to his sister. You get the sister topic. So ask Rio about his sister. Rio has to catch a Tiger's fish from his sister. You get the Tiger Fish topic. So use this. Rio does not have the right "fly" for catching a tiger fish. If you give Rio the good fly then you get his shell from him. Use the Quill  topic. Well, Rio has no use for the quill such as it is

Return to the house. Do not enter the house now. The white cat is still in front of the house. Take the Quill from your inventory and click with it on the cat and .....

 The cat shreds the Quill and the chips fall to the ground. Now carefully search the ground with your cursor and then pick up the "Feather Shreds"

Go back to Rio, talk to him again and use the Quill topic again. 

Rio can make a good fly from the shreds and George gets his Conch. Return to the house. Click on the front door and George will go back inside. 

Talk to Emily again and use the Conch topic and she will now exchange her cross for the shell.

Open your inventory and take out the Cross and click on the Pen Holder of the desktop. George puts the cross in the pen holder.

The lamp now causes a shadow of the cross over the map and George discovers the Treasure Island. Emily says that it is Zombie Island

Go back to Rio. Now examine that little boat that is lying in the water next to the jetty.  Talk to Rio about the Treasure and then talk about "Zombies". 

Rio and George now go to Zombie Island in Rio's boat.

After the Loading, George is on the tiny beach of Zombie Island. When you have tried to shoot the Marker from the left flagpole with your piece of coal, your little coal is now lying here on the beach....Then take the Coal because George need it later on

Search with your cursor the rock wall where George stands for. At various places you see plants growing on the rock. In one of these places you will see "Rock Outcrop". Click on it. George walks to the left and comes to the conclusion that the rocks are too high and too steep to climb up.

 In Rio's boat is a fishing net. Talk to Rio and ask him for the Net. 

Rio gives his net to George. Take  the Net from your inventory and click on that "Rock Outcropping" and George throws the net over it and starts climbing upwards via the net.

We now continue with:

 Nico: England Part 2:

 Metro station:

Nico is now in an old, no longer used, subway station. Nico wants to go to the docks, where Oubier has gone to  First look at everything here   

On the left side of the entrance  are the green "Ticket Machine" and the blue "Vending Machine". On the right you see a large red  weighing scale. In the wall, under the big orange subway map, is a box. At times you hear the sound of a train and then you can not do anything. First walk to the right. At regular intervals a train comes through the tube, but the train never stops at this station. At the corner of the platform stand a large traffic light and this traffic light is always green. To stop the train at this platform, Nico must put that traffic light on red. But how? 

Click on the box, that's on the wall under the orange subway map in the wall. The box does not open. 

Take the dagger from your inventory and click on the box and .......You now get a Crack on the left side of the box. 

Click on the "Crack" but ...... Nico can not get her fingers into the crack

Now go to that blue Ticket machine. At the top right of this machine is the "Coin Slot" and bottom right is the "Coin Reject Slot".

Examine the "Coin Slot". There is a coin stuck in the slot. Click on the "Coin Slot". Nico can not push the coin further.

You can try to push the coin with the dagger but that doesn't work. 

Open your inventory and then right-click on Nico's handbag. Nico takes a hair clip out of her bag. Take the Hair clip and click on the "Coin Slot". 

Nico pushes the coin further into the machine. Click on the "Coin Reject Slot" and Nico will take out the coin.

Use the coin on the red scale. 

Nico is weighed and she takes a card from the scale. Click with this card on the "Crack" of the box and Nico will open the box now. 

There is a red button in the box, so ....... Click on the red button and .....

 the traffic light s jumps on Red and ....... After a few moments the train is hit again and now the train stops along the platform and Nico gets on the train. 

We switch to George again because we continue with:

George: Zombie Island 

Part 1

George has climbed up through the fishing net and arrives at the top of the Cliffs. Two "Exits" are now available. Both EXITS are located on the right side of your screen. The first EXIT is Middle Right in your screen and takes you into the Swamp. The second Exit is at the bottom right of your screen near the tree. We will entering the Swamp first 

Walk through the Middle Right Exit to the next screen You are on the 1st screen of the swamp. Right in front of George you see a small bundle of Reeds.  Take a Reed...... 

George picks up a hollow cane. Now click the "Exit" on the right-hand side of the screen. George then follows the path through the swamp to the right, where he is frightened by the sound of a bird. George then lands on the next, so the 2nd swamp screen. In the middle of this screen is a large tree. Under this tree you see a hole, the "Lair". Click on this hole.  George walks towards it, bends over and finds that there is a "life" in the hole. Take that hollow reed from your inventory and click on it with this hole.

The "resident" of the hole gnaws the end of the stem and George now has a blowpipe.

Now we have to go back to the Cliffs, so use the Exit at the bottom left of your screen to go back to the 1st swamp screen and then use the Exit at the bottom left again and you will return to the cliffs. Back on the cliffs, use that Exit at the bottom right of your screen. 

You then automatically go to the right and George is on a sandy path. There is a turn to the left but you just continue to the right.

 When George stops, you see a small wild boar on the path.

Try to continue to the right. The boar makes "offensive" movements and George refuses to continue. 

Open your inventory and combine  the Dart arrow with the hollow Reed .

Pick up the Arrow / Reed combo from your inventory and click with it on the Boar  and ........George blows the arrow in the boar and boar gets angry and comes to George. In panic George runs away and boar goes after him, but boar has no interest in George at all. When the boar has disappeared you walk all the way to the right and when George stops you use the Exit at the bottom right of your screen.

You then arrive at the next screen on an open space with an  high Rock Needle. There are vines called "Creeper", circling this rock. Click on the Creeper .

George takes part of the creeper and puts them on the ground. 

Take the Fishing Net from your inventory and click it on the Creeper, which George has laid on the ground.

George ties the Net onto the creeper. Take the Marker (from Bronson) from your inventory and click on the Net / Creeper combination.

Then pick up the "Creeper with Net and Marker" and .......

....... click with the "Creeper with Net and Marker" on the Rock Needle and .....

George throws the vine / net / marker over the rock and pulls it and then sits the Marker on top of the tip of the rock needle.

Go right and then keep going to the left and you will return to the top of the Cliffs. Now we must go through  the Swamp again. So first go to the 1st marsh screen, then to the 2nd marsh screen. You are back at the hollow tree. Now look for the EXIT, at the tree in the middle left and click that Exit and ...... 

George then walks to the left and arrives at the next screen. Walk to the left and use the Exit at the bottom left of your screen and on the next screen use the Exit right in the middle You are then back on the Big Tree screen but now George is on the path above left.\On the right side of your screen, so right behind the tree, there are now 3 Exits. Those are Above, Middle and Below. Click the Middle Exit. George walks to this middle path and he arrives at the next screen. Click the Exit on the right of this screen and George is finally out of the swamp and climbs up to the highest point of the island. 

Examine the rock bottom...... You can find the "Initials". Click on these "Initials" and .... George reports that they are the Initials of Fletch. Just above these "Initials" there are 3 small holes in the bottom, these are the "Holes". Click here. George thinks that a "triangle" fits in. Take that Theodolite from your inventory and place it on the "holes" and..........

George put the Theodolite in the 3 holes. Click on the Theodolite.......... 

George then looks through the Theodolite........ It is a round screen with a very small "eye" in the middle. You must now search the environment with this visor until you see the Marker on the Rock Needle. You move the round screen to the left or to the right via the "beckoning hand" that you get at the edges of your screen .Click the round screen now first 3 clicks to the right. Then search with your cursor in the round screen until you find a Cave

Click on "Cave" and George will tell you something about it. Then continue again 3 clicks to the right and click on the "Pillar". 

Go again 4 clicks to the right until you see 4 of those rockers in the round screen. Click on each of the 3 pillars where you get "Pillar" and .....

In the forest, at the bottom of your screen, you can see something shining. Click on it. It is the Marker on the Rock Needle. Then, with your Right mouse button, click on the "Eye" that is in the middle of your round screen. This "Eye" is now exactly on the 3rd Pillar and this Pillar is now in line with that Marker. George tells you that we will most likely find the "Treasure of Fletch" there. 

Click at the bottom of the screen to get out of the viewer. An Exit is now available on the right side of the mountain. 

Click this Exit and George begins to descend the rock again.

We now  switch back to

Nico: England part 3: Docks

Nico is now at the "docks" and she has taken cover behind a crate. To the left of Nico, closer to the gangway, stand another crate. 

On the deck of the barge stand Pablo, the Indian and the henchman of Karchak. Another guy is constantly circling over the deck around the cabin. 

Don't do anything just yet....just observe what's going on the barge while you move your cursor from left to right over the cabin of the boat to see all the important things.  A Mop leans against the left side of the cabin. Then there is a gray Cupboard door, then a ladder to the roof and then 2 portholes and then the gray door of the cabin.

Nico can die here when she's been spotted by Pablo or that other guy, so you must do everything here fairly quickly......

Now pay close attention to that guy who is constantly walking around the cabin. After every 3rd lap that guy stops at Pablo and then stays in front of Pablo to talk to him. That is the moment when Nico has to act because Pablo can not see Nico for a moment. So wait until that guy stops at Pablo again and then click on that crate, on the left of Nico. It is the crate that is closer to the gangway. 

That guy blocks Pablo view so he can not see Nico now and Nico sneaks over to that crate. 

When Nico is behind the crate at the gangway, you wait again for the wandering guy to stop at Pablo. 

As soon as that guy starts walking again, and disappears behind the cabin, you quickly click on that gray Cupboard door  and ......

Nico sneaks up the boat and opens that door. Then click IMMEDIATELY on the ladder.

Nico climbs up the roof and is just lying flat on the roof in time. The guy sees that the cupboard door is open and he goes into the cupboard. 

When the guy is about to step IN the cupboard, you quickly click on the cupboard door again and ......

Nico climbs down and  closes the door......... Quickly pick up  the Mop and ..........

....click with the Mop on the Cupboard door and .......

..... that guy is now nicely locked up. Click on the left Porthole and ............

Nico peeps in through the porthole and we see and hear Oubier and Karchack. Oubier takes out the Jaguar Stone and is then shot dead by Karchack. 

Karchack comes out and goes to Pablo and Nico sneaks into the cabin. 

Click, with your "mouth", on Oubier to determine that he is really dead. 

Then take  the Jaguar Stone from his hand.

While Nico looks at the stone in her hand, Karzack comes back in and tries to strangle Nico.

Quickly take the Dagger from the inventory (from the British Museum) and quickly click with the Dagger on Karzack and ..........

.... Nico stabs Karzack into his leg and escapes with the Jaguar Stone and .....

..... we return to George on Zombie Island ............

George: Zombie Island

Part 2.

George has climb of the mountain only to find himself in the middle of a "horror" movie.......A film crew is busy making a pirate film.

George is in a hurry. In fact, he wants to get to the beach as quickly as possible and to the rock pillar he has discovered via the Theodolite. But Hawks, the director, does not allow that. First the scene has to be recorded here and then the whole crew will move to the beach. Just look around first and move your cursor over everything and everyone to find out who is who and where all important items are. That guy in the chair is Hawks, the director. Behind the camera is a table and at that table stand a Bert, the  stunt man At the fortress stand Sharon, the star actress of the film who's taking care of  the sensual element in the film ..... and she does that very professionally. At Sharon stand the young star actor whose name is Haiku. 

First go talk to Hawks, the director and use all options and exhaust them all again. 

You learn which film they are recording and who the star actor is. George also tells Hawks that this island Zombie Island and this gives Hawks an idea for the film. 

Then go talk to the man at the table. This is Bert Savage, the stuntman. Bert first makes you aware of the Buns and the Pancakes, which are on the table. 

Talk extensively with Bert.  After this conversation with Bert, you look at the items on the table and then you take 1 Pancake , 1 Buns and also grab the bottle of Syrup from the table.

The bottle of  syrup (Syrup) is right behind the "Buns", so it can be difficult to get the grabbing hand on that bottle of Syrup. If you have grabbed a Pancake, a Bun and the Syrup, you walk to the small bush. Right click first on the bush to examine it and left click on the bush and ...... George bends to look into the bush and ...... 

George finds out that there is a flock of Hornets in the bush and those Hornets.  Now go with Sharon and then with Haiku.

When you are talking with Haiku, the conversation is interrupted abruptly by director Hawks because a scene needs to be recorded for the film. When the scene is finished Bert takes over the place of the actor because the next scene is an action scene and the stuntman is used for that. But Bert really does not feel like it and the scene with Bert is not started. George has to get things going again, so that Bert gets into action and the scene is recorded.

In inventory combine the pot Syrup with the Pancake to do the syrup on the pancake.

Then go to Bert, who is now standing at Sharon. Take the syrup pancake from your inventory and give it to  Bert.

Bert is thrilled and he eats the pancake with taste and ..... he spills syrup over himself. Then talk to Bert about the hornets, the Buns and the syrup. 

Take the Bun out of inventory and click with it on  the Hornet's bush and........Well...see what happens......

George throws the bun in the bush and the Hornets are not happy with this. The Hornets come into action now and they fly to Bert and ....Bert now does what he is hired for and ...... Bert climbs into the fort and this is filmed by the camera man and Bert is knocked out by the hornets. Sharon faints and we all move on to the beach where George then see the Pillar and notices that there is a cave in it. Hawks calls George and there is a "conversation" The conversation with Hawks goes automatically

Then do not talk to Hawks again, but first look around. The moving camera has sunk into the sand and is therefore no longer usable.

On the moving camera sit the cameraman, Flash, and next to him is the "Handheld Camera" in the sand. Right-click, the "Handheld Camera". 

Go talk with Flash, the Cameraman and then with Bert, until they have nothing more to say

Bert is angry with George because of his stunt with the hornets. Bert is disabled and can no longer exercise his profession as a stuntman. Bert also refuses to climb up in that rock. 

Behind Bert and Haiku you see the big rock pillar (Pillar). Right click on the rock pillar and ..... 

George reports that this is the pillar where the Treasure must be found. Left click on the Pillar and ... 

George walks towards it but he is again called back by Hawks. Talk to Hawks and use all your options again.

George now offers himself as a stuntman and Hawks agrees. But cameraman Flash screams that the mobile camera can not be used.  When the conversation with Hawks is over, click on the "Handheld Camera" again and this time George suggests Flash to use the "Handheld Camera" and Flash thinks this is a great idea.

Talk to Hawks again and use the Flash topic and .... George is now suggesting to Hawks the use "Handheld Camera" and ....Hawks is in the clouds and he now invites George to change into the tent and George will do that too. ... George comes out of the tent again and he and Flash are on their way to the big rock and ....

 .......then George climbs up that rock pillar and finds the Eagle Stone in the cave and .....

.... we end up in:

Chapter 6: Quaramonte: Nico and George: Pyramid and Ending

2019: Walkthrough by: Louis Koot