Hi! Here's a walkthrough for the AdventureJam Edition of Above The Waves. Thanks for playing the game! CONTROLS * Left mouse button will interact with/pick up objects * Right mouse button will display inventory * Double click exits to skip to the next scene * The cursor will highlight when an object can be picked up or interacted with ACT 1: OCEAN FUNTIMES As Above The Waves opens, we find Yok-yok at home in his natural environment. If we look in the cave, we can see that Yok-yok has created something that looks like the a map of our solar system based on observations from watching the night sky. Something is missing though. There's no moon next to the Earth. Move to the far right scene and pick up the pearl in the bottom right corner of the screen. Return to the cave (the far left scene) and place the pearl next to the Earth. Exit the cave. ACT 2: ESCAPE Abducted by aliens who have abandoned their ship, Yok-yok becomes the captured sea creatures' only hope. Trapped inside a room with a palm print reader, Yok-yok must escape and find the other captives. Use the panel next to the far left storage container to free the jellyfish. Use the jellyfish with the glove to mold it into a palm shape. Use the jellyfish on the palm reader next to the door on the right of the screen. Exit to the right into the port corridor. Use the jelly fish on the rightmost palm reader and enter the next sample storage room. Use the panels next to the second and fourth storage containers to release the starfish and electric eel. Exit to the left to return to the port corridor. Use the ladder to climb down into the main nexus area. Climb up the ladder at the bottom of the screen to enter the starboard corridor. Use the starfish on the cracks in the broken pipe to seal it. Enter the sample storage room on the right through the half-closed door. Use the panels next to the first and third storage containers to free the seahorse and crab. Return to the port nexus area and enter the rightmost door with the constellation symbol above it. Use the crab on the hanging wire on the right of the screen to cut a length. Return to the starboard side corridor and use the wire to repair the broken palm reader on the left of the screen. Enter the final storage room. Use the panels next to the first and third storage containers to free the puffer fish and the turtle. Return to the nexus area. ACT 3: PLOT A COURSE With all of Yok-yok's sea friends now freed, the plucky octopus must now gain control of the spaceship. Yok-yok must try to understand the meaning behind the symbols spread across the ship. They all look like they have a purpose... Enter the door on the right with the constellation symbol again. Use the puffer fish to blow away the rubble in the centre of the room and continue through the bridge door (look for the constellation symbol). On the bridge, the viewscreen is flashing a lightning symbol, indicating that it is unpowered. Return to the nexus area and move to the left screen. Enter the door with the lightning symbol above it. The panel here is flashing the lightning symbol indicating that it too is unpowered. Use the electric eel on the reactor opening in the middle of the screen. The panel here now shows the constellation symbol. Returning to the bridge will show a segmented cylinder symbol on the screen, indicating that the ship's computers are offline. Go to the left screen of the nexus area and enter the door at the top of the screen with the symbol containing a triangle with several tiny triangles moving away from it. Pick up the orange circuit breaker from the remaining escape pod (the clickable area for this is very small!) Return to the left screen of the nexus area and enter the door at the bottom of the screen with the segmented cylinder above it. Use the circuit breaker from the escape pod on the blown circuit breaker on the left middle column. Use the panel on the left side of the screen to turn on the ship's computer systems. Return to the bridge (constellation symbol) to find that the ship's computers have booted and the ship is ready for instructions. Use the left control panel with the triangle surrounded by curves symbol to turn on the ship's shields. Use the right control panel to plot a navigation course. The symbol in the shape of a grey triangle overlapping a red triangle should be flashing to indicate that the engines need activating. Return to the engineering room (lightning symbol and overlapping triangles symbol). Use the console on the right of the screen with the overlapping triangles symbol to activate the engines. Return to the bridge (constellation symbol). The ship is now ready to go, and is awaiting the captain's confirmation. Use the jellyfish on the palm reader at the bottom of the screen to finish the game. A winner is you!