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Follow our crystal clear walkthrough and helpful tricks to get you through the rough spots!

Use the LIGHTER on the lanterns (1-3).

Take the CAN OPENER (I).

Examine and take the PHOTOGRAPH (J).

Lift the cap to get a code (K).

Go to Wardroom.

Use the code from the cap on the lock: 742 (L).

You will trigger a HOP.

Play the HOP.

You receive a SQUARE PATCH (M).

Go to Comm room.

Use the CAN OPENER on the jar; take a COIN (N).

Go to Wardroom.

Use the COIN on the jukebox to trigger a puzzle (O).