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Cargo Room/Storage Room

  1. Examine all of the sand bags in the room to find a picture card in each one
  2. Look in the small box next to a sand bag for another picture card
  3. Examine the numbered boxes for another picture card
  4. Look in the box to the right of the numbered boxes for two more picture cards
  5. Once you have found all nine picture cards, use them on the numbered boxes (this triggers a story segment)
  6. Take the numbered pins to the machine at the top of the stairs and tap the lower part of the machine where the six holes are
  7. Use the pins to light up all eight of the unlit lights. Each row of three will light up a light. The pins will light up whichever light is the digital root of the three pins. (Highlight the text below to see one way to solve the puzzle)
    9 6 4 = 1
    7 3 1 = 2

    9 1 2 = 3
    6 3 4 = 4

    9 8 6 = 5
    1 2 3 = 6

    9 5 2 = 7
    1 3 4 = 8
  8. Copy and paste the hidden text here if you can't see it:
  9. The next puzzle is called a Magic Square. You're supposed to make every row, column, and diagonal of three equal to F, which (highlight the text to see the rest) is hexadecimal for 15. To figure it out on your own, figure out which two numbers you would need to add to each pin to get 15. For example, to get 15 if you use pin 1, you would need to add either 8 + 6 or 5 + 9. Those are the only ways to get 15 if you use pin 1. Some of the other pins have more combinations that add up to 15. With the pins that have the smallest number of ways to add up to 15, put them in positions where they only contribute to a small number of sums. For example, the middle pin has to have four ways to add up to 15, but the pins in the corners only need to have three ways to add up to 15, and the pins that form a diamond around the center pin only need to have two ways to add up to 15. One way to enter the solution is:
    2 7 6
    9 5 1
    4 3 8
  10. Copy and paste the hidden text here if you can't see it:
  11. After solving the magic square, tap the control stick on top of the machine. You will have to tell the Pushmaster 5000 where to go.
    
    x   x
     1 2
      x
     3 4
    x
    
    x   x
      12
      x
     3 4
    x
    
    x   x
      1
      x2
     3 4
    x
    
    x   x
      1
      x24
     3
    x
    
    x   x
      1
     3x24
    
    x
    
    x   x
      1
      x24
        3
    x
    
    x   x
        1
      x24
        3
    x
    
    x   x
        1
      x 4
        3
    x   2
    
  12. Go downstairs and head to the caged area. Climb the crates on the right to reach the coffin.
  13. Tap the coffin and examine the interior. You will find the rusty key and a revolver. (This triggers a story segment.)
  14. Use the rusty key on the door that is partway up the stairs.
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