Skip to content

Playing RedJack: a walkthrough from the machine suites ​

Prerequisite: nothing. This page is for playing the game. What the port is and how far it gets is the RedJack overview.

RedJack has no disc saves to learn from: no save written by the original is available. So this page comes from the headless playthrough instead. The day suites, days/day1.ts to days/day7.ts, play the whole game from a cold boot to the end credits, and every step below is one they take, in their order. This is the route the machine suites play and check, one route, not the only one. The mini-games have their own suites, and the advice for each comes from what those suites do. The machine suites section says how they run, and the seven days is the same game as a table.

How to read it:

  • Every step is checked. After each step the suite checks the flag the game's own script sets for it (bonephase, didcannon, wenttop…), so a step here is one the game accepts, not a guess. The flag is named in brackets where it helps.
  • Dialogue is exact. A line in quotes is the text on the plaque the suite clicks, taken whole from the game's puppet scripts. Where a talk goes on with no question, the page says so.
  • The suites move the way a player does. They walk with the arrows, click what is under the pointer, drag things out of the inventory and pick a line of dialogue by its text. Where they find a thing by a name the scripts use and a player never sees (a node such as Node48, a prop such as rock 3), this page says what it is on screen as far as the suites and the scripts tell, and gives the name in code for anyone following along in a debugger.
  • Puzzle answers are collected at the bottom, so you can avoid them until you want them. They come from the suites and the scripts, and they are exact.

Before you start ​

The play page is at /redjack/ on the site, or on your own machine with npm run dev -w redjack (port 5179). What is still missing is under What does not work yet.

  • The arrow keys walk. Left and right turn to the next way out of where you stand, and up walks along the one ahead. Some doors are not a way out but a jump you make by facing a direction and pressing up (the lava, the beach's way into the rocks). The steps below say so where it matters.
  • The pointer turns the view. Rest it on the left or right edge of the screen to look round, and on the top or bottom edge to look up or down. A click while the view is still turning scrolls instead of reaching what you clicked.
  • Click people to talk, and click a line on a plaque to answer. Some talks and films stop on a frame and wait for a click (Anne's letter on day 2, the dream on day 4).
  • The inventory is the chest at the bottom left. It fades out unless the pointer is on its corner. Put the pointer there, click the chest to open it, and drag a thing out of it with the button held onto whatever you want to use it on. Click the open chest to close it.
  • People who pace are only in reach when they are near. The bartender walks between two spots; wait for him to come close before you click him. A click on someone out of reach is a click on the room, which walks.
  • Dying ends at the menu. The BOOTFILE's nickdeath plays death.move and opens the game's menu (control.stag). Save from the menu as you go. Its OPEN also lists a save for the start of each day, made by this port (see Saved games).

Day 1: Hangman's Reef, at night ​

You start in the town (liznite). Bone guards the crates on the dock, and the crates marked with an X are going aboard Captain Justice's ship. The day ends with you hidden in one of them.

  1. Talk to Bone, by the crates. Answer "Who are you?", "My pockets are empty.", "No sir.", "I don't know her." (bonephase 1)
  2. Walk down to the beach. Lyle jumps you the first time you arrive. Answer "Who are you?", "All right then.", "Nick.", "Were you left behind by a pirate ship?", "Goodbye." (metlyle)
  3. Walk into the woods. Jan attacks, and Lyle saves you (jansave.move). Answer "Who was that?", "I could have taken care of myself.", "Can you teach me how to fight?", "Tell me what else you know.", "Can you tell me where to get a sword?", "I'll bring you some ale." Lyle puts the fire out on the beach as part of this, which matters later (alephase 1).
  4. Knock at the bar's door, and answer the bartender "I want to come inside."
  5. The bartender, and Captain Justice. Wait for the bartender to come near you, click him, and answer "Where's all the action?", "Could I have a mug of ale? There's a pirate on the beach who wants a drink.", "Thanks for letting me in.", "Have you seen anyone strange around tonight?", "Introduce me." He introduces Justice. Answer Justice "Yes, I came to get an ale for him.", "I'm an aspiring pirate.", "Do you need men on your pirate ship?", "What does a person have to do to become a pirate?", "I want to join your crew.", "A sword and experience. What else?", "How long will you be here?" You leave with the mug of ale.
  6. Out of the bar, and the ale to Lyle, who is waiting in the woods where he saved you. He takes it and goes to the dock (alephase 2). There is no question in this talk.
  7. The sword. Into the lighthouse, and through its inner door down to the cave (downcave.move). Click the trunk, take the sword (the pistol comes with it), and click the lid to close it. Patch is in the cave: answer "Who are you?", "You look like some kind of sailor.", "What happened to the treasure?", "When is the reunion?", "Who was the traitor?", "How many Brethren are left?", "Hasn't anyone tried to get the treasure?", "Where is this island?", "What should I do?" Then up the ladder and out of the lighthouse.
  8. Lyle's school, on the dock. Click Lyle and take his three lessons, one after another. Each is a small game of its own; how to pass them is in the fights section.
    • "I want to learn defense.", "I'm ready."
    • "I want to learn dodging.", "I'm ready."
    • "I want to learn striking.", "Let's fight."
  9. Fight Lyle. "I want to fight !" (the space is the game's). Beat him with the sword and then dodge his bottles (lylephase 1). He has a last word about it.
  10. Bone again, twice. Click him and answer "This is your ship?" (bonephase 2), then click him again and answer "What are you doing?" He and Cross go out to the ship, and the crates are no longer guarded.
  11. The charcoal. On the beach, click the fire pit Lyle put out, click the stick in it to take the charcoal, and close the pit with its button.
  12. Mark a crate and climb in. Click the crate on the dock. Open the chest, drag the charcoal onto the crate's side to draw an X, click the marked crate, and click to get in (incrate.move, loadship.move). You wake at sea and are found out (nickdisc.move). Day 2 starts with Justice asking.

Day 2: the Marauder ​

  1. The oath. Justice finds the stowaway. Answer "I really want to join your crew.", "Two men in black robes with scimitars.", "I do." (justphase 1). The crew is on deck: Lyle, Bone, Cross and Sullivan.
  2. Lyle, by the cannons, and Sullivan. Click Lyle and answer "I feel fine.", "No, introduce me." He calls Sullivan over. Answer her "Hello.", "So far.", "Why did you join up?", "What do you mean?", "Snuck on in a crate.", "Why do you ask?", "No.", "OK, you go first.", "Really?", "Why did you have to get on the ship?", "Is he a pirate?", "Tell me more.", "That letter was written to your mother?", "How did she die?", "Is her husband still alive?", "I don't have one." Her father's letter is shown in the middle of it; click it to go on. Sullivan is Anne (metanne, annephase 2).
  3. The cannons. Click the cannons. Lyle has a word about them, with no question, and you are at the gun. Sink the four dinghies circling the ship; see the cannons. The cabin door opens once you have met Sullivan and opened the cannon room at all (didcannon is set as it opens), but the suite plays them out.
  4. Justice's cabin. Go down through the cabin door, walk across to Justice at his desk, click him, and answer "Tell me about the Brethren.", "Some old man.", "What's different?", "How many Brethren are left?", "Do you protect it?" The ship sails for Port Royal (montage.move).

Day 3: Port Royal ​

  1. Justice on the docks. Answer "When should we be back?" He gives you his watch.
  2. Erzulie. Go in at her door. Answer "How do you know my name?", "Yes.", "Tell me about the Brethren.", "Yes.", "Was that a vision of the future or the past?", "What about the Brethren?", "Where is the condemned man?", "What can I do about this curse?", "What about the treasure?", "What about RedJack?", "You know Blackbeard?" She vanishes (erzulphase 1).
  3. The alley. Leave by her door out. Answer Justice "Who are you meeting?", and he is ambushed (juskill.move). Fight Jan, then his second (jswitch.move); see the sword fights.
  4. The constable. Answer "I just found this dead body.", "He gave it to me." You are arrested for Justice's murder and put in the cell.
  5. Anne's rum. Click the tray. Hold the button on the cup and scrape it to and fro along the window's bars; the rattle calls Anne. Answer "What are you doing here?", "Rum?" The rum is on the tray. Close the tray's lid.
  6. The constable drinks it. Click the constable and answer "Let me out.", "I'm hungry.", "I'm thirsty." He goes to his desk and drinks himself asleep (drunk.move).
  7. A rock from the wall. Open the tray again. Drag the spoon onto a rock in the wall to rake it loose (the suite uses the one the scripts call rock 3; the spoon's working point is below and to the left of the pointer), then drag the loose rock off the tray to take it into your hand. Close the lid, and throw the rock at the rifle on the wall by carrying it there with the button held. The rifle falls (riflefall.move).
  8. The keys. Look down, click the keys on the floor, and carry them onto the cell's lock (nickesc.move).
  9. Out. Click the trunk to get the sword and pistol back, walk to the door, and answer the soldier "All right."
  10. The street fight. Three waves of Jan's men; see the street fight. After the last, endfight.move plays, and then the trial at sea (trialset.move, endtrial.move). You are marooned on RedJack's island.

Day 4: RedJack's island ​

The day is one long climb through RedJack's skull and back, for three things: the scepter that opens the way to the horn caves, the horn that opens the squid door, and the torch behind it that lights the fire on the beach.

  1. The totems. On the path to the skull, click the totem. Click its top head to put it to sleep, and click OK. Both heads must be asleep (totem1, totem2), or the darts further up the path kill you. See the totems.
  2. The skull's teeth: the gem lifts. Click the gem panel. Have one try alone and end it with the panel's button; Anne then offers to help (annehelp) and the lifts open again. The answer is in the puzzles section. Solved, the mouth opens (gemmouth.move) and you are in the lava caves.
  3. The lava. Cross from pillar to pillar to the far side. See the lava. At the far side, face 241° and press up to jump to the hub.
  4. The flame corridor. Where you land in the hub, face 270° and press up. Step forward between the bursts of flame to the switch at the end, click it (door 2 drops), and walk back.
  5. The chain and the skeleton. Swing across on the chain (see the chain). Click the scepter; its skeleton guard wakes. The sword is no use against it: lean right and click the vine above it (swin1.move). The scepter is yours. Swing back over the chain.
  6. The top. Go through the door up to the top (it takes the scepter, and sets wenttop). Anne is there: "I got in a fight.", "I don't want to talk about it."
  7. The dream. Click RedJack's skeleton. The dream stops twice for a click (dream1.move, dream2.move); RedJack speaks, and you wake with his key. Answer Anne "I think I fell asleep.", "I have something to tell you about your father.", "I saw RedJack. He was your father."
  8. The lockbox. Open the inventory and drag the key onto the lockbox. Click the book inside to take the journal, and close the lockbox. Answer Anne "A book."
  9. Out of the skull. Through the top's door back to the hub (it wants the key and the journal), face 0° at the hub's jump point and press up, back into the lava, and at the lava's mouth face 88° and press up. You come out on the beach.
  10. The crate on the beach. Click it, take the crowbar it shows you, and drag the crowbar onto the crate's lock. Take the horn from inside and click OK. Answer Anne "I found this thing in the crate."
  11. The scepter lock. From the beach, face 280° at the way into the rocks and press up (link1). Drag the scepter onto the lock (oscepter.move).
  12. The horn caves. Face 196° and press up into the caves. Go through to the horn's place (face 354° and press up), and drag the horn onto it. The squid door opens (squiddoor). Go back, and on through the other way (face 97° and press up); the torch is there. Take it.
  13. The fire. Back out to the rocks and the beach (from the rocks, face 150° and press up), and drag the torch onto the fire pit. Rockfish answers the fire (rockfish.move). Answer "We got marooned.", "No.", "To some.", "Murder.", "Yes.", "He's dead.", "You've got to help me.", "What do you think of this tattoo." He takes you to Blackbeard (rjbb.move).

Day 5: Blackbeard's island ​

  1. Rockfish at the dock. Answer "When can I see Blackbeard?", "Are you afraid of him?"
  2. Up the lift. Walk to the lift and face into it (266°) and press up. Drag its handle; see the lift's handle. Upstairs, Rockfish asks you to mix Blackbeard a drink: "What kind of drink?" (rockphase 1).
  3. Lyle's sulphur. Walk up to Lyle at his sulphur pot. Click him and answer "What are you doing?", "I don't want to know.", then click him again and answer "Can I have some of your sulphur?" You have the sulphur.
  4. A coal. Down the lift again (face 271°). On the dock, click the charcoal bin, click into the open bin to take a coal, carry the coal to the chest in the bottom left, and click the bin again to close it. Back up the lift.
  5. The drink. Behind the bar, click the drinks. Mix it; the recipe is in the puzzles section. Carry the full mug to the chest, and click OK.
  6. Rockfish tastes it. Walk back through the lounge with the mug. Rockfish stops you, tastes it, and takes it up. Mixed wrong, he says "No. You'll have to do better than that. Try again." Denton rants and Blackbeard comes down. Answer "I hope so, I really need to see him.", "Yes, I made it.", "I'm Nick Dove.", "It's true.", "He told me to look for you.", "They carry scimitars.", "It's not your fault.", "Do you think RedJack will really come back?" He tells his story and passes out on the table (endstory.move). Jan's men attack (jansignal.move), and Rockfish sends you to the mine carts.
  7. The mine carts. Three sets of Jan's men, shot with the harpoon gun; see the mine carts. The cart crashes (nikcrash.move) and Bone is there.
  8. Bone. Answer "I'm going to kill you.", and beat him with the sword (see the sword fights). Blackbeard comes: "Who are they?", "What now?" He sends you to Cartagena (arrive.move).

Day 6: Cartagena ​

You start in the lock with Anne and Rockfish. The way out is down through it, and the order matters: see the lock.

  1. Anne. Walk up to her and answer "Rockfish.", "What should we do?"
  2. Into the drain. Walk to the valves, click Anne, and answer "Turn the valve on the left." You go down the drain (ndrain.move) to the bottom of the lock, alone.
  3. The lock door. Click the door to open it, go through, and click it again to shut it behind you.
  4. The pipe. Click the pipe and answer "Turn the fill valve.", then click it again and answer "Get on the raft." (onraft)
  5. The bottom valves. Click the valves and click drain (ardrain.move). The lock drains and the raft comes down with Anne and Rockfish.
  6. Rockfish on the raft. He comes over to talk. Answer "How long before we get there?", "Thank you.", "Go around and help Anne open the gate." He and Anne go to the chains.
  7. The chains and the rope. Click Anne and answer "Pull the chain.", click Rockfish and answer "Pull the chain." With both held, drag the sword onto the raft's rope. The raft runs out to the dock (exitlock.move) without Rockfish, and Anne speaks for him.
  8. The hold, and the torture chamber. Into the hold, down the stairs, and through the torture chamber's door. Fight the torturer; see the torturer.
  9. The study key and the hat. Pick both up off the chamber's floor.
  10. The study. Back into the hold, up the far stairs, and drag the study key onto the study's door. In the study, open each of the four shields, take its symbol, and close it. See the gearboxes.
  11. The gearboxes. Back down into the hold. At each of the four gearboxes, one at each corner of the floor, open its door, drag in the symbol that fits, throw its lever, and close it.
  12. The cage. Pull the switch that lowers the cage (lowercage.move); Jake and Elizabeth climb out. Pull it only after all four levers are down.
  13. Elizabeth. Up the stairs, walk up to her, and answer "This is Anne." (elizphase 2) She points you at the study's inner door.
  14. Marquez. Back into the study, and through the inner door (armrm.move, marqintro.move). Answer "You're the one who hired the Janizaries?", "What do you want to talk about?", "Do you believe in ghosts?", "You don't seem so sure.", "How did you know about me?", "What do you mean?", "Why are you doing this?", "Why?", "I'll take you to the island." The day ends on the voyage to RedJack's island.

Day 7: RedJack's island again ​

  1. The standoff. Blackbeard and Marquez face each other on the beach. Answer "He's the traitor!" The Spaniards come out of the trees, and you fight one; see the sword fights. Marquez takes Anne up the hill (annemarq.move).
  2. Marquez in the horn caves. The scepter lock stands open today. Through the rocks into the caves, and click the squid door. Marquez is behind it with Anne, and you fight him; see Marquez. Beaten, he is chained (didmarq).
  3. The horn. Go on to the horn's place and click the horn. The squid takes Marquez (marqsquid.move, blewhorn).
  4. The totem, and the ballista. Back out to the beach and the totem. Click its top head: today it wakes, and with the Spaniards on the beach it saves Blackbeard (savebb.move). Answer him "What are we going to do about those Spanish galleons?", "Yes, the ballistas." Do not answer "This is your problem."; that is the death. At the ballista, sink two galleons; see the ballista.
  5. The end. Back on the beach, Patch and RedJack (morph.move, rjfade.move), and each of the crew has a last word (finishtheend, in the order Lyle, Blackbeard, Jake, Elizabeth, Cross, Anne). Click through the films that wait, and answer Blackbeard "The pirate life.", Jake "Why do you ask?", "Then what will you do?", Elizabeth "Thank you.", "I will.", "I'm sure.", and Cross "Got my own ship, want to be my weatherman?" After swimin.move the game is back at its menu.

Off the route ​

The suites take one route, and some of the game lies off it. These are day one's, and this page has no steps for them:

  • the bar's darts;
  • the shark in the bay. Killing it is the other way onto the ship, and that way leads to the Justice ending.

The fights ​

The fights are played by fight.ts. The advice is what it does, and the numbers are the scripts'.

Lyle's lessons and the fight ​

  • Defense. Lyle strikes and you guard with the pointer. The guard is where the pointer is: high and just right of the middle blocks his overhead strike, low and left of the middle his left strike, low and right of the middle his right strike. Watch his wind-up and move to the guard it calls for, and back to the middle between strikes. You pass on better than 70 blocks in 100 (sdenemy1.shop calcrating).
  • Dodging. Lyle moves to one of three places and throws a bottle down that lane. Hold left or right to lean that way; let go to come back to the middle. Stay out of every lane a bottle is falling down and the one he is moving to. You pass if fewer than seven break on you (endclass).
  • Striking. Lyle stands and takes it. A click strikes: a click high on the screen (above y 200) is an overhead strike, and one lower down a strike to the left or right, by which side of the middle it is on. Strike only when Nick has the strength for it and Lyle is not blocking, and go round the three strikes in turn: he blocks a repeated strike more often (samestrike). You pass if he is down in time (ssenemy1.shop calcrating).
  • The fight. Both at once: guard while he winds up, strike while he is open. When he is beaten with the sword he backs off and throws bottles, and you dodge as in the lesson.

The sword fights ​

Jan and his second in the alley, Bone in the mine, and the Spaniard on day 7 are the same fight as Lyle's: guard where the wind-up says, and strike in turn while the opponent is open. Jan's men step back out of reach; press up to close in. Put the pointer on a strike's point a moment before you press: a strike read at the wrong point is always the same one, and the Spaniard always blocks that (spancombat.shop samestrike).

The street fight ​

Jan's men drop from the roofs, run at you, or shoot from the windows. Each dies to one click on him. Click the nearest one you see, and turn with the arrows toward the rest. There are three waves, of 9, 9 and 5 (bfight.cast deadgoal), with a walk to the next street between them.

The torturer ​

  • The whip. He lashes from one side. Hold the arrow toward the side the lash comes from, all the way, and let go when it has passed. Each two lashes dodged step you a pace closer. At the fourth pace his dropped sword lies in reach: click it.
  • The cauldron. No sword stroke hurts him (tcombat.shop Edamage stops on its first line). Guard as in the other fights and strike your way closer (each stroke steps you in; down steps you back). Once you are at the sixth or seventh pace, click the cauldron beside him. It tips its coals at his feet and he dances; strike while he dances, and he is beaten (twin.move).

Marquez ​

No sword stroke hurts him either (mcombat.shop Edamage). He is beaten by the caves:

  • The door. Where the fight opens, a switch in the wall drops a door a moment after you click it, and the door squashes him if he is striking when it lands (squash.move). Click the switch just as a strike begins that has another swing to come. Do it early: his kicks cannot be guarded, each costs you health and knocks you back a pace, and back at the switch you have to walk up to it again.
  • The stairs. Then press up, and strike, to drive him back up the stairs (mstairs.move). At the top Anne hangs; click her (mwin.move, anneescape.move).

Guard where his wind-up says all the while.


The shooting games ​

The cannons ​

From cannons.ts. The arrows turn the gun and tilt it, a degree a press, from 5° down to 40° up. A click fires, and tilts the gun one degree further up as it does. The ball drops as it flies, so aim where the dinghy will be when the ball gets there, not where it is. Two hits sink a dinghy, and the fourth dinghy sunk ends the game (cannon.cast endcannon).

The mine carts ​

From mine.ts. The harpoon fires where the view looks, not where the pointer is: a click anywhere throws it from the middle of the screen. The pointer turns the view: only a strip in the middle stands still, and further out it turns faster. Lay the view on the nearest man and click. A harpoon also stops a dagger or bomb on its way to you. Each man dies to one harpoon, and the last of a set sends the cart on; there are three sets.

The ballista ​

From ballista.ts. Aimed like the mine carts: the pointer turns the view, and a click fires. The stone falls as it flies, so lead the galleon. Four hits sink one (the third sets it burning), and two sunk win. A galleon that reaches the beach fires on it and ends the game (ballista.cast endwalk).


The puzzles, solved ​

The totems ​

totem.shop: clicking the top head sends it to sleep or wakes it. Clicking the bottom head turns that head and the top one. On day 4 both must be asleep (totem1, totem2 = "sleep"); the suite clicks the top head once and both are. On day 7 the suite clicks the top head once more: waking it with the Spaniards on the beach is what starts the ballista (totem.shop backtoidle → doballista).

The gem lifts ​

From gems.ts, which solves them from gem.shop's rules. Nick's lift faces five sockets and Anne's five more, and each lift runs up to its fifth level and back down.

  • A click on Nick takes the gem in the socket his lift faces, and a click on a gem he holds puts it into the socket, if it is empty. Either moves Anne's lift, by the gem's colour: green 1 level, red 2, blue 3.
  • A click on Anne, or on a gem she holds, does the same the other way round, and moves Nick's lift.
  • Nothing moves while a lift or a hand is moving; wait between clicks.

After the first try the lifts open again with both at their first level, and the suite's clicks are (it checks both lifts' levels after every one):

  1. Nick (takes the blue)
  2. Nick's blue (puts it back)
  3. Anne (takes a green)
  4. Nick (takes a red)
  5. Anne (takes a red)
  6. Nick (takes a green)
  7. Nick's green
  8. Nick (takes the green again)
  9. Nick's green
  10. Anne (takes a blue)
  11. Anne's red
  12. Nick (takes a blue)
  13. Anne's green
  14. Nick's blue
  15. Anne's blue
  16. Nick's red

The last gem opens the mouth. Some clicks put a gem down and take it straight back; they are there to move the other lift.

The lava ​

From lava.ts. Every place to stand in the lava has a pillar except a few that are rock. A pillar that is down kills you (flamedeath.move), and one that is up starts to sink under you, so do not stay. Some pillars start down, and the first time you stand on certain rocks others rise and fall (lava.sett openscene). The far side, where you jump to the hub, sets every pillar solid. The suite finds its path through the lava from those rules, by node names a player does not see, so this page cannot give it as on-screen directions.

The chain ​

From lava.ts, on rjbeach.shop's chain. A click on the chain swings you across, but only near the start of a swing: clicked more than 48 ticks and less than 224 ticks into it (about 0.8 to 3.7 seconds, at the game's 60 ticks a second) you fall. The swing starts again at each end of its animation, so wait for a fresh one and click at once.

The lift's handle ​

From days/day5.ts, on elevator.shop's handle. Hold the button on the handle and drag it along its slot; let go at the end and the lift goes. To go up, drag left, then up, then right. To go down, drag left, then down, then right. Once the lift stops and the rope stands still, click to get off.

Blackbeard's drink ​

inven.shop checkmix counts what went into the mug against 001211112, one digit per ingredient, and the order does not matter:

ingredienthow many
bottle 10
bottle 20
bottle 31
bottle 4 (the salt)2
bottle 51
bottle 61
Lyle's sulphur1
the coal1
ale from the keg2

A bottle goes in by carrying it from the bar and letting go over the mug while the mug stands on the bar. The sulphur and the coal come out of the chest the same way. For the ale, drag the mug under the keg and click the spigot, twice. Then carry the full mug to the chest.

The scripts number the six bottles 1 to 6; this page cannot say which is which on screen.

The lock ​

From days/day6.ts, on cartegena.cast's valves. The lock door at the bottom opens only while the lock above is drained, and filling the lock with that door open drowns you. So: through the door, shut it behind you, then ask through the pipe for the fill valve and for them to get on the raft, then drain it yourself at the bottom valves.

The gearboxes ​

switch.stag replace: each shield in the study holds a numbered symbol, and a gearbox takes only the symbol with its own number; the wrong one is not taken. The suite puts shield 1's symbol in gearbox 1, and so on. With all four levers down the cage switch lowers the cage (cartegena.cast lowercage); pulled any sooner it kills you (holddeath.move).


Where this walkthrough is thin ​

  • The suites find things by name. A node, a prop or a quad has a name in the scripts, and the suites walk and click by it. This page turns those into places and things on screen as far as the suites' own comments and the scripts say, but it has not been checked against the screen.
  • The lava's path is worked out from rules over node names, and is not given here.
  • The bar's six bottles are known by number, not by where they stand.
  • The fights and shooting games are the suites' tactics, which read the opponent's state straight off the game. A player reads the same thing off the screen.
  • Anything off the suites' route (the darts, the shark, the Justice ending, other answers in any talk) is not on this page.

A step that is wrong or missing is worth reporting; the fix is usually one grep away in the scripts.

Back to RedJack.

Docs licensed GPL-3.0 (the decoder is ported from DFET). Game data © CyberFlix — not included.