The Wreck of The
Blue Storm.
Levels by Quasar
Walkthrough by G&D Productions. (Revised
April 16 2014.)
There’s a PDA available, so if you want to
check for hints or info about the level, hit F1.
Instead of the usual Flares you have a kind
of electric light you can turn on and off with the Flare key.
Some actions described in this walkthrough
are only correct if you followed the walk from the start.
These levels are pretty un-linear; this is
how we did it.
Savegames/screens/video
mentioned in the walk are only for the W8 version of
the level.
They are in this Saves folder you can download.
Maybe someday I will provide the XP/
Vista/W7 saves too.
You can find a French walkthrough for the levels here:
Level 1,
Level 2, Level
3.
You can find a Video Walkthrough by KillerGameplayz here
1 –
Neptune Quarters.
Into the Wreck.
Swim forwards and follow through, go to the right (N)
and watch out for those Jellyfish here (don’t worry about looking for air, you
won’t run out). In the far away left corner (NW) is an opening. Keep swimming
and at an intersection go left (there is nothing on the right).
In the next sandy cave there are two openings; one on
the right (W) and one straight ahead (S).
For now take the one straight ahead (S) and find some Harpoons at the end of that blue
tunnel. Swim back to the sandy cave and go left into the W opening.
Use the Harpoons.
Swim through a hole in the wreck and meet a shark. You
have a Harpoon gun, so kill that shark and then swim to the left (S) and almost
at the end look down and spot that hatch between the beams. Swim to the hatch,
face the wall (W) and open it (use Ctrl, might take a second or so). Swim in
and up, in the next compartment swim to the right (N) into the rock tunnel and
up, roll and swim into a flooded corridor. Follow through and swim up a
staircase and you breath normal air. The PDA shows: ”I am able to open
underwater trapdoors”, check it out.
The Main Lounge.
Follow through and watch the flyby at the Main Lounge.
The Broken Water Symbol.
Go down the stairs and straight up the next and run
jump from the rubble to the small balcony a bit on the right (SE). Go right and
jump over the sloped part. On the left is an opening and when you walk in, keep
on going to the end where you fall through a breakable floor.
Lower Corridors.
To the right (W) is the Hall of Roses where we need to place two
Roses later.
Neptune Lounge.
Go to the left (E) jump the glass pit along the left
side, follow through and go in a room on the left (Neptune Lounge as the sign
on the ceiling says). Shoot the crab and pick up that piece of paper on the
floor. Read the PDA “A switch is hidden
on a painting in the lounge”
The painting is to the left (S wall) and you’ll hear a
trapdoor opening, that one is next to you (right) and we’ll go there later. The
cabinet against the other wall is empty.
In the W wall of this room are some doors, open them
to get a shortcut to the Main Lounge.
Main Lounge, Mirror
Push Puzzle.
Remember where that trapdoor is, but for now we go back
(W) to the Main lounge and up the grand staircase and to the right. Jump over
to the balcony again and over the sloped part, this time
continue around the corner and hang from the floor at the end to shimmy
to the right and pull up.
Go to the end and take a running jump sort of straight
N and grab the edge, then walk slowly through the corner of the glass spikes
into the next couple of rooms.
In the room straight ahead is a crab, shoot it and
notice the harp. Get out and take the passage left (N) to find a similar room.
Walk to the small mirror in the end and in there you can see where that harp
has to go (push it twice to the E). Go back to the first room and push that
harp so that it mirrors the other one (push N to the wall and once to the left
–W-).
The door straight ahead (W) opens, shoot the glass cover from the
pedestal and get the Broken Water Symbol.
Leave this room and drop down to the ground floor of
the Main Lounge, turn around and head into the door E (shortcut to Neptune
Lounge) and to the right and get into the trapdoor you opened before (switch in
the painting).
Flooded Machine Rooms, turn off the Steam.
Swim under a pipe and take a left (E) and pick up the Harpoons straight ahead. Swim straight
and a bit to the right and climb out (NW). Turn around and run jump E, face SE
and run jump to an alcove at the wall, from there jump to the ledge that is
jutting out. Now jump to the walkway with that steamer and if you don’t want to
get burned, you can shimmy past it. Go into the room S and use the floor lever
on the left (Flood lever).
Water will flood Section B2. Turn around and go to the
other end of the room and right (NW) is a small steel door, open it to create a
shortcut. Go through this door and back into the water; swim out E and straight
through the tunnel to Section B2 (flooded by the lever before). Once in take a
right (S) and find an underwater ceiling lever between the plants under the
block, steam is shut off. Go back out and swim straight again and get out NW as
before. Now you can turn left and go through that small steel door you opened
into the S room with the flood lever. Use it again.
Back into the water, swim out E to the tunnel and now
take a left into an open door to Section B1. Swim left to the corner (SW) and
pull out. Roll and jump over then a running jump with grab to that central
pillar (steam is off now). Then take another running jump straight and a bit to
the right towards that gap in the balustrade.
Around the right is a small medipack, turn around, shoot that
grate and crawl into Section B2. Take a running jump to the next balcony on the
right (SE) and at the end there lower yourself to the
floor. Go to the other side and climb up a block on the right and climb up to
the balcony. Use the floor lever and a blue door opens. Go back to the ground
floor and climb up at the other side, through the crawlspace to Section B1 and
take a right and climb up the pole there. Back flip into the upper passage and
go through the door. In the corridor go to the right.
Pressure Plates, a
Piece of Sapphire.
Take a right into the next room read the PDA “Starting from the
farthest plate seems easier” .
In the far left corner (NE) is some Uzi ammo.
There are 4 pressure plates in this room,
you have to jump from one to the other without touching the floor. Start at the
plate at the S wall and take a curved running jump to the NE and from there to
the one in front of the entrance. From there a running jump to the slab right
in front of the door N, the door should now open (savegame.0). Shoot the cover and grab the Piece of Sapphire, combine with the
Water Symbol to get a Water Symbol.
The Fish tank; Use
the Water Symbol.
Go out and into the corridor, left and then straight
ahead and while a short flyby plays, two Ghost Knights appear (shoot them like
horsemen). Run forward and in the room with the stuffed shark open the doors
near the far right corner (SE). When you step out, you’re back in the corridor
of the Neptune Lounge. Go straight, jump over the glass pit and go left to the
end of that dead end corridor and left into another room with a stuffed shark.
Go to the back of the room and jump up to grab the
higher ledge next to that statue up there, turn and run jump to grab the
chandelier. From there jump to the left S side Fish tank and get Harpoons from the bottom. Get out and
to the ground floor where you can use the Water Symbol under the statue E. The
deadly fish will be transported into the S tank. Get back up to the chandelier
and jump to the N side tank, use the two underwater ceiling levers and see a
trapdoor open up, that’s in Machine Room Section B1.
Back to Machine
Room Section B1.
Get out of the tank, out of the room and right, some
Wraiths show up. Run back to the fish tanks and run close to the glass, the
Wraiths will go into the tank. Back into the corridor and right at the
crossing, over the glass pit and left into the Neptune Lounge. Into that open
trapdoor in the left corner and swim straight into Section B1 (N), inside left and
climb out SW again. Jump over (N) and go left into inside the room where that
trapdoor opened.
Dive in, swim to a grate and shoot it with a harpoon
(from a distance or it won’t break), inside shoot a shark and go up in the far
left corner (NW), climb out into the steam section. To the W you can see a
sign, “Steam Valve”, but the wheel is missing, so this is for later.
Storage, the Theatre Key.
For now go S through the passage and in the end right
through that small steel door, into a corridor and straight in front is a passage to a storage room, go in. From a crate at
the other side (N) you can jump and grab a crawlspace to the right, follow
through and get a Medipack.
Drop out, turn around and go find a crate in the middle of the room where you
can stand. Run jump and grab the left hand stack of crates W, turn right and
jump onto the (NW) balcony, jump to the one on the right (E) and open the doors
to create a shortcut up here from the stairs that are on ground floor in the
corner NW.
On this balcony is a crate (with the handle) you can
pull/push to the SW corner of the balcony so you can jump from this crate to
the next balcony and from there run to the balcony in the last corner.
Pull a crate out and push it over the edge to the
ground floor (mind the glass). It will fall through the floor into a basement
where you can find the Theatre Key . Get down
there, pick it up and climb back out.
Leave SE and in the corridor go right, a door on the
left opens (way back to the Main Lounge). A Ghost Knight comes out, so kill
him. Then go into the room right (W) shoot a crab and pick up a piece of paper
you can examine in the PDA.
“Information
over the Private Museum” …
Go back out to the corridor and straight into the Main
Lounge (E).
Turn right and use the Key on the lock to open the
door.
The Theatre.
Go in and find a small
medipack to the right then go up the stairs, then
go halfway down stairs into the Theatre, turn right and go to the other end
picking up some Harpoons on the way.
At the W end is a pile of rubble, when you slide down on that pile close to the
W wall, jump and grab the W balcony above (remember
this move for later). Go into the room and left to open a drawer in
corner for Uzi ammo .
To the other side is a room with a timed door we’ll be
visiting a bit later.
Backstage, Curtains
Up!
Open the doors next to the cabinet (S) and find
yourself backstage, there’s a broken floor lever for later. Just run out the
open window E landing on the stage. Climb the stack of crates on the other side
using the vegetation on the side. Roll and look in the wall (S) for a crack and
jump over to grab it, shimmy right and crawl in, follow through to another storage where you can open the Stage Curtain with a
lever. Get back through the crawlspace and drop down onto the stage. On the
stage you can find two push able crates, pull/push one of them to the other far
end of the stage so you can jump from the crate to the E balcony (no Ctrl).
Preparing for the Theatre Run.
Inside the room is a passage straight (E) where we
need the Private Museum Key (later).
Shoot the crabs that might show up and go left (N) to
the top of the Hall of Rose. Jump along the
balconies to get to a ledge with a painting switch (SW). This one opens the Timed door in the area off the W balcony in the Theatre.
The route we took: Roll and hop back, drop to the
ground floor and side flip, turning left run and jump to grab up to the block
SE. Turn right and jump up onto the balcony (you can also jump over the
balconies to get here), run into the passage you came from and do some jumps,
as the floor will give way. In the next room take a right to the balcony and
then left, jump down to the stage and sprint to the other side of the Theatre.
Take a sharp right, off the stage and up the stairs under the balcony (W). At
the rubble pile a jump with roll and slide jump to grab the balcony. Inside go
right (you can sprint here, using the wall and table to bounce off to the
right). Avoid the glass in the next room and get through the Timed door ahead (savegame.1 - video). There’s
another route you could take from the stage and you can watch how to do that in
this video (made by Seifenhasser).
The Skull Puzzle.
Go around to the other end of the room and find a
Skull on a pedestal, when you hit Ctrl you’ll get a clue: Something is inscribed on the skull: “Facing the Death” (also in the PDA: “Facing the Death”.
Maybe I should make the skulls face each other.
Go back and down the stairs, into the corridor, before
you enter the room with the Skull puzzle left, open those doors in the end of
the corridor (N), we may need that later.
Go back and take a right into the Skull room. There
are 4 Skulls and given the clue, you’ll have to let them face each other using
the three chains in the corners of the room (SkullPuzzle.jpg).
This diagram will explain the puzzle.
Use the chain straight ahead (SW) once, turn right and
use the next chain (NW) twice, turn right again and the last chain (NE) only
once. Now the Skulls explode and 4 wraiths appear.
Don’t dillydally but get out to the corridor, right
and to the staircase. Run upstairs and run along the windows there to get rid
of the four wraiths.
When the Skulls lined up, a door opened. That’s in the
passage below the staircase, so go back down, left around corners into that
passage under the stairs. Only option here is the passage left to Machine Room
B3.
Machine Room B3,
For the Crowbar.
When walking out on the walkway a camera will show a
lever under the walkway, so we will have to flood this place (with the
well-known “Flood Lever”). Walk back a bit and jump
down to a dark block in the NW corner, drop to the floor and go to the far
corner (SE). From the higher ledge at the wall, jump and grab the block in the
corner (S). Turn right and jump from the block to the walkway, use the lever to
raise a platform in the opposite corner of the place. Climb the higher block
behind the lever and from the corner you can stand jump and grab the yellow
ceiling (monkey climb) to get back to the central walkway.
Walk over the pipe to the N side and go to the right,
from the corner you can see that platform down under the opening (SE). Run jump
to the platform, hop up into the opening and shoot a crab before you open a
small steel door. Through the door you will be back in the room with the Flood
lever (to the right). Throw it again to flood Section B3 we just came from.
Roll and go back left into the small door, dive into the basin and under the
central walkway is an underwater ceiling lever you saw when entering Section B3.
The lever will open a trapdoor. Go back to the
platform and up into the passage, turn around and stand jump left around the
corner to grab the crawlspace there. Go into the passage left and at the open
trapdoor is a small medipack
to the left.
Remember you have un-limited air (at least until you
get the Crowbar, so have a good look around and remember the routes). Dive in with
the Harpoon gun ready, shoot the shark and swim to the far corner to the bottom
to open a hatch (SE). Down and follow the tunnel, swim straight through the
room with the current and into the opposite tunnel, go left and up to the next
room, swim to the other end and get Harpoons.
Swim up at the end and back to about the middle of the room. To the left (E
wall) is a grate you can shoot, get in there.
Use the ceiling lever and swim back out, up a bit and
to the right and at the last walkway (N) go right into an opening (E). Down a
hatch you opened and into a large room, go for the opposite left corner (NW)
while shooting two nasty Fish.
Through the opening where they came from, turn right
and at the end on a block is the Crowbar.
Save there and grab it. Now the unlimited air is history, so make it back fast.
Swim back left into the large room, diagonally across
into the opening SE, up through the hatch, W to the walkway and left down to
the lower part, for now ignore the ceiling hatch in that will open (Secret) and
try to avoid the fish. Swim into the tunnel right and right around the corner.
Go straight through the room with the current into the opposite tunnel and take
a right. Then left and up into the ceiling to where the shark was. Swim
diagonally across and up through the trapdoor in the ceiling (NW).
For a Secret you could now go back, shoot or avoid the
fish and go up into that open ceiling hatch where the fish came from, through a
low tunnel and immediately right around the corner on a block is Secret #1,
the Uzis. Get back fast (savegame.2).
The Valve.
Go back out to the B3
Section, hop over the balustrade into the water and get onto the block in the
opposite corner (NE). From standing against the wall you can run jump to the
walkway and go over that pipe to the N once again.
Go straight into the
passage and left to a room where steam is now blowing across. Just check the
health and top it up a bit, sprint through and stop in the opening to the next
section (or you can try to find your own way through with hops and crawls). Hop
over the last steam blower and left is a Medipack. To the right is the Valve you can now pry off the pipe (you’ll get a screen, I hope you
still remember where that was).
PDA: There is a broken switch in the theater. With this valve I can stop
the steam in the engine room at North.
Hop back over the first
blower and make your way back through the steam (savegame.3).
Back to the Machine
Rooms, use the Valve.
Get back to the basin and jump to the left again to
the platform under the opening E, follow through to the Flood lever and use it
once again. Go out through the small shortcut door in the far right corner (NW)
and hop into the water, swim to the tunnel on the right (E) and left into the
room with the “former” steam ledge (Section B1). Swim left around the corner to
get out of the water and jump over to the ledge. Go left into the room with the
open trapdoor and swim down, diagonally across the room and up through the
ceiling. Go into the opening W and place the Valve there and Lara turns it.
The passage to the right will now be safe, follow in
to a small room, take a right there and find a piece of paper on the floor of
the lounge near a fallen chair, check the PDA “Disappearances” .
Go straight out (N) and take a right in the corridor.
Empty Bottle, Water
Puzzle.
Careful with that molded floor (keep to the left),
some parts might break and notice the door to the right there. At the end go to
the left and in the far left corner is a button to open that door at the molded
floor (there’s nothing in the cabinet).
Go back to the molded floor, which will be even more
unstable, so try and save as much tiles as possible because we have to cross
over a few more times. Go left into the newly opened door. In the cabinet is an
Empty Bottle.
The Valve Again.
Go out and jump as far as you can to the left, go
right into that small steel door and notice that you need another valve here,
go a bit further till you come to an empty pool. Now go back and straight into
the lounge where you found the piece of paper, take a left and down a slope,
follow back to the Steam Valve, pry it off the wall and take it back through
the lounge again.
This time go straight (N) into the small steel door,
follow to where you can use the Valve again on the Pool Valve unit and use it
to fill the nearby pool.
Fill the Bottle.
Proceed to the right (E) and hop into the pool, grab
some Uzi ammo from the bottom there
and swim to the far corner (SE). Wade up onto the grey block, fill the Bottle there and turn around.
You have to face S, do a run over the high part of the block, curve right and
jump to grab a slanted ledge, pull up on the far right hand corner (steam) and
run inside behind the pillar when the lower steam stops, taking a little health
loss. Go to the other end; jump right over to the ledge (W) and then back to
where you entered the water (N).
Use the Bottle,
Rose of the Seas #1.
Go left and back to the molded floor, get to the other
side (that’s why you should have spared so many tiles) and to the right into a
room with a Bowl. Put the water in the bowl and enter the door that opens to
the right, inside shoot the cover and grab the Rose of the Seas and pick up that small medipack in the corner.
Make your way back over the molded floor (savegame.4) and go left to the lounge where some
Ghost Knights show up. Shoot the three of them and go on (S). Take a right into
a passage where a door opens after the third Knight dies; follow through to the
large storage where you found the Theatre Key. Go diagonally through to the
opposite corner (SE) and up the small stairs to a corridor. Take a right and
then left to the Main Lounge.
The Theatre, Rose of the Seas #2.
Go right around corners into the door to the Theatre
and get onto the stage, onto the crate SW and up into the small storage W,
remember that broken lever? You can now operate it with the Crowbar to open a
trapdoor in the stage floor.
Now go down to the stage and pull that second push
able crate (the one you didn’t use yet) and push it down into the open
trapdoor. Climb down into the dark storage below.
Go into the dark NE corner, shoot a crab and find a
chain you can pull. A chandelier lowers, go back and left around corners to
enter the hall with the chandelier (SE), first go shoot the Ghost knights that
might be following you (there might be more enemies, depending on your route
through the storage). Go climb up to the chandelier and run jump (no Ctrl) to
the right (SW) onto the walkway and open the doors there (W wall).
Follow the passage back into the room with the broken
lever, go down to the stage, down to the storage again and another Knight will
show up (mine was ON the crate, so climbing down was challenging). Use the
chain (NE) again to raise the chandelier. Climb back up the crate to the stage
and hop back up into the room with the broken lever. Left
into the passage to the room with the chandelier and jump via the chandelier (no
Ctrl) to the walkway (savegame.5), go shoot a
cover and grab Rose of the Seas #2.
Use the Roses, the
Private Museum Key.
I couldn’t get back to the chandelier so I ran NE down
from the walkway to the balcony below. Get down to the floor and go back through
the storage up the crate to the stage (NE).
Get up to the E balcony again,
using the crate you pushed there before. Inside go left, hop over the tiles in
the passage and drop down into the Hall of Roses. Place the Roses left and
right next to the Fish tank and see a door open in the Main Lounge. Get back
there over the glass pit (E), left around into the Neptune lounge and straight
through W.
The door you opened is on the walkway SW, jump there
starting from the rubble NE, you know the route by now.
Dive into the fish tank and retrieve the Private Museum Key.
Get out and down to the ground floor of the Main
Lounge, out E again to the Neptune lounge, over the glass pit and into the Hall
of Roses. Climb the block on the left as you enter and hop SE onto the balcony,
get through the passage with the broken floor and in the next hallway is a sign
on the left “Museum”. Go in, shoot some crabs and use the Key. Go through the
door to the Museum.
2 – Private Museum.
The Main Gallery Key.
Go straight through to the Pyramid room, check PDA: This mirror hides
something.
Behind the pyramid is a broken mirror, kick it (Ctrl)
and pick up the Main Gallery Key.
There is also some info about the Museum on the PDA. Open the door to the left
(E) with that key and enter the Main Gallery.
Main Gallery and the Pyramid Puzzle.
Go to the right and in front of a clock is a piece of
paper, check the PDA; "There's a strange
picture on the book in the main gallery."
Go back a bit to the book on the pedestal and look at
it with the binoculars (Pyramid.jpg).
Go back to the Pyramid room and around the pyramid are
4 small ones you can turn. At the red side of the big one the red side of the
small ones should face each other, yellow side the small yellow sides etc. etc.
(Pyramid2.jpg). If you do it correctly, a door
opens in the Main Gallery
Go back there and to the right, the panel with the
clock is what opened.
Detour for the
Secret, optional, but advised:
In the other end of the Main Gallery is a vase on a
pedestal, shoot the vase and a floor tile opens nearby (to the right behind the
display-E wall). Get down and into an opening far right in the large room.
Sandy beach like caves, a flyby kicks in, proceed to the end of the caves and
find a Medipack
and Uzi ammo. When you turn back and
come into the large cave with the view of the wreck, a giant crab attacks,
either fight him or run left into the corner and grab up to the E rock ledge so
you can shoot him from above or ignore him.
Follow the ledges along the S wall to get to the wreck
(there are some flat parts you can use and the last part is a shimmy). Follow
the deck to the other end, jump from the opening in the railing to a flat ledge
(NE), turn around and stand somewhat higher to jump back and grab the upper
deck. Go along the deck to where the plants are and grab up into the
crawlspace, follow through to a hole in the floor, hop over and go left to a
fish tank. Dive in to use the ceiling lever near the window and get Secret #2,
climb out above the lever to get the Seraph
Replica from the room E.
Go back through the passage to that hole in the floor
and drop down into the hall, go back through the Pyramid room. Take a right and
enter that panel with the clock you opened before.
The Orb Puzzle.
Follow through to a door where you can see an Orb
through a window ahead.
Explanation: ( Orb.jpg)
The Orb is the cause of all this and is
the actual boss you have to conquer, the black ghost which will appear is its guardian.
You can kill the ghost, but he will revive when the Orb teleports.
Sometimes, the Orb releases a wraith from one of the mirrors. If the wraith
hits Lara, she will be cursed and a red bar will appear and start to decrease.
You have to destroy the red mirror before the red bar is empty.
Notice that the black ghost will only appear if you target the Orb. And the
ghost disappears when the Orb teleports or when you kill the ghost temporarily.
So your main objective is to destroy the
Orb, its life is symbolized by the health bar at bottom right of the screen.
First go quickly to the back of the place (S wall) and
get the Medipack,
the Orb is in the central room for now and will come alive the minute you draw
your guns. Try to shoot it while dodging the Black Ghost and you can see in the
red bar in the bottom right corner of the screen how much damage the Orb takes.
Soon the Orb will teleport and you’ll have to find it
again, repeat this and when a red mirror releases a wraith you’ll have to find
the mirror and kick (don’t shoot) it before your health is gone (lower bar left
hand top corner of the screen).
So you’ll have to watch 3 bars here, the Orb will
explode and a door will open up (savegame.6), the level
will change.
3 –
The Escape.
Which will be a complicated timed run/swim back to the
ocean, the whole wreck will be coming apart, so watch
out. There will be points where the game automatically saves so you’ll re-start
there when you fail… Tip: in rooms stay close to the walls.
The route: Out the door, jump straight over the balustrade,
straight through the door and left to the Theatre. Jump down left onto the
stage, running left to the open trapdoor, roll and grab the edge to safety drop
down into the storage so you will be facing N already (save
while dropping down).
Sprint straight to the N through a new opening in the
wall (stay in the middle of the passage). You’ll be in Section B3. Run jump
straight over to grab the central walkway (at the spot where the higher yellow
ceiling is) and go left up the sloped passage to the corridor.
Take a right in the corridor, jump over a collapsing
tile, diagonally through the hall with the staircase left into the corridor at
the Skull puzzle, straight through jumping another collapsing tile and in the
next room with the fallen chairs right. Then in the corridor
left over a collapsing tile (watch out for the glass) and loop to the right
through the steel door, left down these rooms through the steam and into the
water.
Turn right down there and diagonally across into the
small opening near the bottom (SE). Through that passage and up into another
room, turn left into the corner passage (SE). Go straight through Section B1
and up in the left hand corner (NE) where the pole was before.
Out of the blue corridor and left, sharp left around
corners into the next room (falling rubble in the middle), and into the far
left corner passage, then right into the Neptune lounge and out the other side,
straight through to the Main Lounge and diagonally over into the opposite
corner (over the staircase NW).
Right around two corners and to the left there, right
into the next and grab the yellow Oxygen
Capsule from the floor, the trapdoor opens. Swim down and straight down the floor again, then
straight to the back and up and swim a bit left than right into the opening to
a cave, swim forward and the timed part will end. Lara uses the Oxygen Capsule
now (savegame.7).
Swim N into the small tunnel, follow into the cave with
the jellyfish and take a left, take another right into a small tunnel. To the
other cave with jellyfish, diagonally across into the tunnel (SE) and then a
left to the Ocean…
The credits will play and the adventure ends
when you swim up to the dinghy…
G&D Productions,
April-16-2014.