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Carver Island 2: Mrs. Rodriguez’s Revenge – Walkthrough (Francisco Gonzales/2001)

By Leon | June 18, 2009

Carver Island 2: Mrs. Rodriguez's Revenge Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



Part 1: Santi infraganti

When the man wants to know your name, it doesn’t matter what you answer, he’ll try to intimmidate you anyway. Walk to the right and on the map of the island walk to the upper left to return to the beach. On the right of Liz and Jenny is a pile of glass on the ground. Use it to pick up a broken DRINKING GLASS.

Walk to the left to see the map again and go to the fortuneteller on the right of the island at the river delta. Walk to the right to enter her house. Talk to the fortuneteller to learn more about the island and Santi. You’ll get a LIST with ingredients to make a spell to get Mr. Santi fired. Walk to the left to leave the house. In the jungle walk left again and on the map walk to the north to return to the school.

Use the front door to enter and inside walk to the right to get to the lockers. Use the second one on the left in the lower row to try to open your locker. But it’s locked and you forgot your combination. Use the door left of the lockers to visit the principal.Talk to her and let her find your combination and when you ask about the lost and found, you’ll get a HAT. Walk to the right to return to the corridor and use your locker to open it. You’ll get the PALETTE from it.

Walk to the right and go up the stairs. Use the door to the right of the toilets to enter the science class. Talk to Mrs. Ortiz and learn about lending stuff. Ask her the CAMERA and use the jar with food to get the TORTILLA IN A CAN. Leave the room on the right and use the door on the left of the toilets. Talk to the English teacher, Mr. Wise. Ask him about Ti CHi and he’ll let you borrow his workout TAPE. Leave the classroom on the left and walk down the stairs on the left.

Use the door to the right of the lockers to enter the Coral Reef office. In your inventory use the tape with the camera and use the camera on the big box in the front. Inside that box will also be a CORKSCREW. You’ll be able to tape some interesting evidence now. Mr. Lindo will enter but he’s not furious enough.

Walk to the right and climb the stairs. Use the door of the bathroom to enter. Use the broken glass on the sink to fill it with WATER. Use the corkscrew on the floor to drill a hole and use the glass with water on the floor to pour it through the hole. That will make Mr. Lindo mad. You’ll go downstairs and collect the TAPE.

Walk to the left to leave the office and use the door to the right to enter the Spanish classroom again. Talk to Sinorita Haun to learn about the fears of Mr. Lindo. She’ll send you to science class to find out more. Leave the room by using the door on the left and walk to the right and go up the stairs. Use the door on the far right to enter the science class. Talk to Mrs. Ortiz and she’ll tell you about the cemetary. She’ll give you a SHOVEL and she’ll tell you the name of the grave to dig.

Walk to the right to leave the class and use the door of the toilet again. Use the tortilla in a can with the sink to get a TORTILLA. Take the PLUNGER HANDLE in the corner and leave the toilet. Use the stairs on the left to go downstairs and walk to the left until you find the exit of the school. Leave the school and walk to the south to see the map of the island. Walk to the south center of the island to get to the cemetary. The stone on the top left is the one of Billy Rubin so use the shovel on that one to dig up a black SHROUD.

Walk to the left to leave the cemetary and walk to the house on the left side on the map at the same level as the cemetary. It’s Mr. Lindo’s house. In your inventory use the hat with the plunger handle and use the shroud with that. It looks pretty scary but when you use the palette on it to paint a face it’s even worse. Use the painted hat-on-a-stick on the window to scare the hell out of Mr. Lindo. He’ll run off leaving the door open. Use the door to enter the house.

On the TV on the right is the KEY. Pick it up and use it on the case on the left to get the BOOK out. On the wall on the left is a SPANISH FLAG. Take it from the wall. Walk north to leave the house, south to return to the map and walk to the right to the river delta to enter the jungle. Walk to the right to visit the fortune teller again and give the tape (proof of misconduct), the tortilla (the bribe), the book (dear to the heart) and the flag (contact localiser). You’ll get the PINK SLIP to fire Mr. Lindo.

Leave the fortune teller on the left and walk to the left to see the map. Return to Mr. Lindo’s house on the lower left of the island. Use the door of the house to enter and give the pink slip to Mr. Lindo.

Walk to the left to leave the fortuneteller and walk left again to leave the jungle. On the map walk to the school on the north of the island. Use the door to enter and walk to the right. Use the door on the right side of the lockers to go to the Coral Reef office. Talk to the people here and tell them you got rid of Mr. Lindo. Then they’ll ask you a favor: get the four pieces of the cuda.

Walk to the left to leave the room and use the door of the room left of the lockers. Talk to Millie and ask about her boat. You can borrow it. Leave the room on the right and walk to the left to the entrance of the school. Use the doors to leave and walk to the right to see the map. On the north side of the island is a boat next to the school. Use the boat to continue the adventure.

Part 2: The silver Cuda

Look at the map to the right of the mast and select Gables Island on it. On the island walk to the mansion on the lower left side. Walk through the gate to the front door and use the door to enter the house. Inside you’ll find Caccarelli. Talk to her about the mansion and the workers and she’ll give you the PLIERS that were left behind. Walk to the right to leave the house and return to the map by walking to the right through the gate.

On the map walk to the building in the center in the bay. Walk north to enter the school and use the door of class 101. Talk to Mrs. O’Conner. Ask her about the silver cuda and learn that she has a few jacks for you but is missing a red ball. She refers you to art class. Use the door on the left to leave the room and walk all the way to the left. Use the door of room 100 to enter and feel at home already.

Talk to Mrs. Hanks to find out who the red ball has at the moment. Ask for more information about this Kiki to learn where to find him. Use the box on the shelf on the left to find some black YARN. Use the door to leave and walk north to leave the school. Outside the school walk to the north to see the map again and walk to the north side of the island. Cross the bridge of the marsh and walk to the left of the lake to find the time house.Talk to the man in the dooropening to learn about the tme traveling. When he suggests to get the salt from the past it turns into PEPPER.

Walk to the right and in the marsh go to the lower right to reach the front of Kiki’s house. Use the door to knock and you’re invited inside.You must stay for dinner and when you’re eating tell Kiki the kitchen is on fire. He’ll leave and then use the pepper on the plate. Since Kiki is allergic to pepper, he has to sneeze and his nose flies off. You now have the RED BALL.

Walk to the south to see the marsh and walk to the bridge on the north of the swamp. Walk to the left to cross the bridge and on the island map go to the school in the middle left of the island. Walk north to enter the school and inside walk to the right. Use the door of room 101 and show the red ball to Mrs. O’Conner. You’ll get the JACKS. In your inventory use the jacks with the red ball. Use the door on the left to leave the class and walk north on the left to leave the school. Walk to the left to return to the map and use the boat to the left of the school.

On the map select Coral Reef island and goto the school on the south side. Talk to the odd-looking man outside the school. He’s a teacher. Talk to him and ask about his profession. He’ll give you a BOOK. Ask him about the cuda and he’ll refer you to the construction workers. Walk to the right and talk to the foreman. He’ll tell about the game they’re playing and that they’re looking for another way of entertainment. Ask for the eyes, but you can’t have them. Give the jacks from your inventory to the foreman and he’ll give you the EYES.

Walk to the left to leave the construction site and on the map walk to the north part to get to a film set. Walk further to the left to enter the set and get some deja-vu’s. Walk to the left side of the set to find the crafts service table. Take some CANDY, the GRAPES and a POTATO PEELER from the table. Talk to the actor next to the candy jar and he’ll tell you about the sequel he wrote and gives you the SCRIPT. Talk to the propmaster and learn about the items used for the movie. He’ll tell you about the boomerang which is the fish tail. But you can’t have it since the movie is still in production. Talk to the director sitting in the middle and conclude that the script needs to be rewritten.

Leave the set through the arched opening on the right and on the map select the ship at the south of the island. Sail to Gables island and walk to the school in the bay at the center of the island. Walk north to enter the school and use the door of class 102, the English class of Mrs. Scott. Talk to the teacher and ask her if she wants to hear a story. She doesn’t but doesn’t mind proofreading a script. Give her the script and she’ll give you the REWRITTEN SCRIPT.

Use the door on the right to leave the class and across the entrance walk to the south. There’s your crew from Carver Island then they’re not happy. They have the silver fin and if you want it, you need to do some favors first. Listen to them to learn what they want.

Walk to the right to leave your ‘friends’ and walk north to leave the school. Walk to the left and use the ship on the map to return to Coral Reef island. Walk to the film set on the north side. Give the revised script to the director. He’ll make everyone leave but when you walk left the prop master is still there. Talk to him and he’ll give you the TAIL. Leave the set through the arched opening on the right and on the map walk to the construction site on the south side.

Talk to the teacher still waiting and he’ll tell you about the DRESS the the will give you. Walk to the left to see the map and use the ship to sail back to Palmetto island. Walk to the school on the north of the island. In front of the school walk to the left to find an angry looking statue with a guard next to it. Look at the statue and look at it’s teeth. Looks like you can use them. Give your book to the guard to distract him. Use the pliers on the teeth of the statue to pull the TEETH.

But you need to replace them. Use you palette on the candy in your inventory to make them look like teeth and then use them with the statue. Walk to the right and use the front door of the school to enter. Read the right most message on the message board to read how to make easy money. Walk to the right and go up the stairs. Use the door on the far right and talk to Mrs. Ortiz. She’ll tell you what to do to make some money.

Walk to the right to leave the class and use the door of the bathroom. Use the vent above the door to reach the roof. Use the buttons on the panel to communicate with Mrs Ortiz and learn what buttons to press in what order. Well, actually you need to figure it out: red, blue, black, brown. You’ll go downstairs again and Mrs. Ortiz will give you the MONEY. Walk to the right to leave the class and walk to the left and down the stairs. Use the door next to the stairs to enter Spanish class.

Talk to Brian on the right. He has a fishing pole and an Elvis plate. Give him the money and he’ll give you the FISHING POLE and the ELVIS PLATE. Use the door on the left to leave the class and walk to the left to leave the school. Walk to the right to see the map and use the ship. On the next map you can now see a teddy bear. Use it to sail there. Use the fishing rod in the water to catch the TEDDY BEAR. Look at the map on the cabin and select Gable island on it.

Walk to the school in the bay in the center of the island and walk north to enter the school. In your inventory use the black yarn with the dress to make a wig and use the dress on the bush on the right to change yourself. You’ll talk to the Harvard dean. You’ll end up in the hotel room. When the dean is freshing up, use the drawer in the desk next to the bathroom door to get the ACCEPTANCE LETTER and a NOTEBOOK. Look at the notebook to find the phonenumber of the dean’s wife.

Use the phone on the left to call Mrs. Waterhouse. She’ll take care of things. Back in the school walk south to return to the crew. In your inventory use the potato peeler with the grapes to peel one GRAPE. Use the palette with the grape to paint them like an EYE. Use the eye with the monkey and act as if you’re eating the eye. That’s one. Give the acceptance letter to Arianne. That’s two. And give the teddy bear to Anthony. That’s three. They will give you the piece of the FIN. You’ll return to the Coral office.You’ll talk to the people there. They’ll ask you to return in 30 minutes. Walk to the left to leave the room.

Back on the boat you’ll find a BLUE HAIR. Then it looks like the boat is navigating by itself.

Part 3: Dude, where’s my boat?

You’ll be taken to Mrs. Rodriguez. fortress and end up in a chamber. Use the box you’re standing next to to get a ROPE. Walk to the right and climb the stairs. Walk further to the right until you see a robot like machine against the wall. On the ledge above it is a doorknob. Look at the machine and you notice it’s missing something like a rope so use the rope with the machine. Use the fin with the machine to give it a kind of hook and use the teeth in the bowl on the left to act as weight. This will knock the doorknob from the ledge.

Pick up the DOORKNOB and walk further to the right. The big door is missing a knob so use the doorknob on the door to leave the room. You’ll then end up in the torture chamber. But all is not lost yet. Use the fin with the rope in your inventory to create a GRAPLING HOOK. Use it on the window on the right to escape.

Part 4: Attack on Coral Reef

Walk to the south into the jungle and take the MACHETE that’s stuck in the ground. But it’s a dull one. Use the machete with the rocks on the left to sharpen it and then use the machete on the jungle in front of you to create an opening in the bushes. You’ll return to the school and the ceremony.

But then Mrs. Rodriguez shows up again. She’ll send you inside the building. Use the rope on the hole in the ceiling you came through to find a BOOK. If you’re teleported to another room, wait until you’re back at the room you cam through. Look at the book in your inventory to find some interesting spells. But the anti-zombi spell is missing.

Look at the page you got from the fortune teller. It has the anti-zombi spell on it. You need some ingredients. Walk to the right, then to the north to find a kitchen. Use the stove on the left to find a pair of SOCKS. Use the fridge to find a jar of fresh BLOOD.

Leave the kitchen on the left and walk to the right and north again to find a room full of boxes. Use the separate boxes on the left to find a BLENDER inside and use the single big box in the middle to find a THERMOS. Walk to the right to leave and walk through the round opening on the right to reach a big red door. Now comes the tricky part: you need to get through that red door.  Use the ‘walk’ icon on the emergency light above the exit sign above the door. This will take you to the clinic.

Use the cabinet on the right to get the SLEEPING PILLS from it. In your inventory make the anti-zombi spell: use the socks, the blood, the blue hair and the sleeping pills with the thermos and there’s your spell. Walk north to leave the clinic and walk to the left three times to return to the room you fell through the roof.

Use the corkscrew with the lightswitch to remove the plate and expose the wires. Use the blender on the socket to plug it in and use the blender. Set it to F.U.B.A.R. (fucked up beyond all recognition). Mrs. Rodriguez will enter so use the thermos on her to cast the anti-zombi spell. You have to be quick though.

After you’ve defeated Mrs. Rodriguez talk to Kiki.

Game source: A copy of the game was found here on the internet.

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