Go to the left side of the shack. Pickup the green fuse on top of the wood block. Click the brown fuse box on the side of the shack. Open the fuse box door. Insert the green fuse into the left slot. Insert the red fuse into the right slot. Flip the switch. Step away from the fuse box.
Go to the bridge located on the upper right part of the screen. Grab the fishing rod by the handle and move it around to change its position. Click the reel to release the fishing line. Adjust the fishing rod position so that the hook catches the metal conatiner underwater.
If you're having trouble hooking the container, follow these suggestions: Move the fishing rod handle up and down until the hook falls to the the same height as the container's handle. As the hook is swinging, click the reel while the hook is to the right of the fishing rod.
Pickup the metal container from the hook and grab it from the inventory. Open the lid. Remove the paper scrap from inside. Notice the series of numbers printed on the paper. Notice the live shrimp inside the conatiner. Put down the container.
If you're still having trouble with the switchbox, try this: Read the numbers starting from the left. The first three digits are "656". The switches on the switchbox are only two digits or less, so the first switch number can't be 656. The highest switch number is only 57, so the first switch number can't be 65. Therefore, the first switch number must be 6. Flip switch number 6 up. Now continue one with the remaining digits "567"...
Go to the door on the left of the green house door. Open the door. Pick up the piece of paper handing inside. Notice that it has morse code printed on it. Turn the four knobs so that the water from the roof is released.
If you're still stuck, follow this solution: Turn the upper-left knob so that the flat side of the knob is facing Southeast Turn the upper-right knob so that the flat side of the knob is facing Southwest Turn the lower-left knob so that the flat side of the knob is facing Northeast Turn the lower-right knob so that the flat side of the knob is facing Northwest
Go left. Notice the metal decorations around the statue. Pick up the metal disk in the middle and the grab it from the inventory. Notice that you can spin it left and right by clicking on the bottom left and right of the disk. Notice that a different symbol appears in the small window in each position. Put down the metal disk.
Click on the head of the statue and notice the stains on her face. Go back to the full view of the statue. Click to the right to go back to the outside of the greenhouse. Go right to go to the outside of the house.
Notice something leaning against the clay pot. Pick up the signal lamp and then grab it from the inventory. Notice that you can click the handle on the right to light the lamp. Put down the signal lamp.
Click on the door of the house to go to the front entrance of the house. Move the porch light to reveal a key keeper. Pick up the key keeper and then grab it from the inventory. Notice that it has a 3 digit combination and a switch on the left to open it. Put down the key keeper and go back to the outside of the house.
Notice that you now hear an airplane. Go right to go to the outside of the greenhouse. Notice the airplane flying overhead. Grab the signal lamp from inventory. Grab the morse code paper from inventory.
Notice the morse code signal that the airplane is sending you. A quick flash of light is a "dit" and is written as a dot (.). A longer flash of light is a "dash" and is written as a minus sign (-). Determine which letter of the alphabet the plane is signaling. Then lookup that letter under the "signal" column of the morse code paper. Find the corresponding letter under the "response" column. For instance, if the plane signals the letter "T", then the corresponding response letter would be "V". Lookup the morse code that corresponds to the response letter. Use the signal lamp to signal that letter. To signal a dit (written as a dot), just click the signal lamp handle and quickly let go. To signal a dash (written as a minus sign), just click the signal lamp handle, hold it for a couple seconds and let go.
Grab the crowbar from the inventory and use it to open the crate. Notice that the contents of the crate spill out onto the ground. Pick up the grey device on top of the pile. Notice that it's a "matter encoder" and that it has eight empty slots on the front of it.
If you're having trouble figuring out the right order to press the buttons: Notice that the only button you can turn on first is a red one... Notice that the only button you can turn on second is a green one...
Go to the second room on the right. Notice that you can move the chair to the left or right by clicking the left of right side of it. Pick up the handkerchief from the desk. Pick up the music box from the desk. Grab the metal disk from inventory. Notice that the disk reveals and highlights different books from the bookshelf. Put down the metal disk.
Go to the statue and click the statue's head. Use the handkerchief to wipe the stains away in the correct order. Notice that wiping away the stain on the statue's shoulder reveals the symbol of the moon. Go back to the office.
In the office, grab the metal disk from the inventory. Spin the disk until you see the moon symbol inside the small circle in the middle of the disk. Notice which four books the disk reveals (you may need to move the chair to see them all...). Put down the metal disk. Pull out the four books that were revealed (they should be glowing...). Notice that four vacuum tubes drop to the floor and pick them up. Insert them into the empty slots of the matter encoder and notice that there are two more missing. Go inside the greenhouse.
Inside the greehouse you still notice that the flamingo is sleeping. Grab the music box from the inventory. Grab the metal container from the inventory. Open the lid of the container if it is not already opened. Pick up a shrimp from the container. Wind up the music box and the flamingo will wake up. Grab a shrimp from the inventory and wave it in front of the flamingo. If you put the shrimp too close, the flamingo will eat it. If so, grab another one from the container. Try to get the flamingo away from her nest and notice the shining vacuum tubes in the nest. Quickly drop the shrimp and click on one or both of the vacuum tubes before the flamingo sits back down. If you didn't get all (or any) of the tubes, lure the flamingo away and try again. Insert the remaining two vacuum tubes into the matter encoder.
If you're having trouble figuring out how to get the flamingo away from her nest: Wave the shrimp in front of the flamingo's head. As the flamingo moves forward to try to get it, move the shrimp further up and to the left. Continue luring the flamingo until it is completely standing up.
The matter encoder will display the number of tubes that are in the correct slot. To get all of the tubes in their correct slots, you must choose two tubes and swap their positions. To do so, click one of the tubes, then move over another tube and click. If the number correct goes down, then swap the same two tubes to get put them back to where they were. If the number correct goes up, then pick another two tubes to swap. The matter encoder will say "device ready" when all tubes are in their correct slot. Go to the teleport room with all the video screens. Grab the matter encoder from the inventory and insert it into the empty slot to the right of the computer.
If you're still having trouble getting all of the tubes in their correct slots, here are some tips: Swap any two tubes and notice the "number correct" will change +2, +1, 0 (no change), -1 or -2. 0 (no change), means that both tubes were/are in the wrong slot. +2 means that both tubes are in the correct slot. -2 means that both tubes were in the correct slot BEFORE the swap. +1 means that one of the two tubes is now in the correct slot. Determine which one of the two is correct by swapping each one with a tube that you know is incorrect. -1 means that one of the two tubes was correct BEFORE the swap, reverse the swap.