Timeloop: Sink Again Beach

Timeloop: Sink Again Beach

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100% Completion Guide (text and video)
By banana
This is a walkthrough for the game Timeloop: Sink Again Beach. This will include full video here on Youtube as well as a full text guide via Steam. It showcases options for both the good and bad ending as well as all achievements and a short explanation of controls and game mechanics. As well as this I will try to be explaining WHY each step is needed for the comprehensive story rather than taking speedrun shortcuts. Finally, given the nature of how this game plays there are multiple paths to completion (continuity errors notwithstanding) this guide is simply the order that seemed to come the most naturally to me.

If you are seeking a simple sort of straight to the point TL;DR instruction on where each certain item is located, when to find it and what it is exactly for in the order of game completion an item glossary is located at the very end section.
   
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Ahoy! I'm Scurvy Banana and I make video and text guides, walkthroughs, reviews and generally commentate on all the PIRATE and similarly themed games I can find. You can check out my videos through Youtube and my text version guides through Steam.
Controls and Mechanics
*DISCLAIMER*
FROM THIS POINT ONWARD YOU'LL START TO SEE SPOILERS. IF YOU DO NOT WISH TO HAVE THIS GAME SPOILED FOR YOU PLEASE STOP HERE AND PLAY IT YOURSELF.

Game Mechanics and Controls
This game doesn't offer a tutorial but is relatively simple to understand and control if you've ever played another first person game. WASD movement, mouselook, and shift to run. After you get the torch it toggles with F. Besides that you've got an inventory menu with tab, the E button to interact and finally a hold F to skip cinematics in the form of fast forwarding them.

Fast forwarding cinematics versus outright skipping them might seem a bit droll however it is a purposeful design choice that compliments the main mechanic of the game - time travel. Once you've gathered the correct two artifacts you are able to move forward and back in time at any of the teleport altars located around the island with the caveat that the space time continuum breaks if you end up running into your past or future self. This means that per each time travel another separate copy of you will be running around. The potential difficulty raises the longer you take and the more time travels you perform. Furthermore each altar allows one use per timeframe and four different points of day to travel to - morning, mid day, evening and night.
My Ugly Map


While the game is pretty small and you're likely to get yourself un-lost by simply wandering around I still decided to make this very crude map for those out there who might be directionally disinclined. It shows landmarks and pathways but does not feature any of the teleport altars.
Walkthrough
First things first, I implore you to at least TRY to play through the title alone. An unassisted run of the entire game generally only takes a few hours. Using this guide verbatim cuts the time down to roughly something under a single hour though you'll miss the satisfaction of figuring out the puzzles yourself.

The game begins with a LONG cutscene as Harvey paddles Jack to the Isle of Death. Jack is coming here to dump his friend Donald's ashes from the Black Cliff. During this scene Harvey hands off a [COMPASS] and explains he always returns for his lost lover, Penny. Harvey dumps you off at the dock before turning tail to take his next trip and suddenly gets blasted by a cannonball. Jack is stranded.
1. Mid Day
1. MID DAY
First order of business, looking to the bottom left side of the screen presents our current goal. Scatter Donald's ashes at the Black Cliff. The Black Cliff is located up a path behind the church but we cannot dump the ashes unless it is evening time and someone with credentials is helping us with the ceremony.

While backtracking to search for someone to help we can stop at the market behind the church. If we look around the stalls a bit you can find and pick up a meat [CLEAVER].

The church is a better place to look for someone to help with funerary services however instead of finding the Priest in the back library room we meet a woman with big, giant, perfectly round and beautiful - black eyeballs. Her name is Ruth and she exchanges some confusing words about how right Jack was and then rewards him with [CLOCK]

Since the Priest seems to be out we can take a stroll 'round the island until we find him shortly down the path from the church sunbathing near the beach bar. We can give him a chat but he's unconvinced to help with the ashes until we've absolved our sins. *HINT* Priest mentions how thirsty he is.

At this point Jack can try to search the beach bar for something for the Priest to drink however there is no bartender. We can deduce that since bars are a staple activity of what is collectively called 'nightlife' perhaps a bartender will arrive later. Lets figure out this "timeloop" thing...

I recommend using the 'teleport altar' tucked behind the church beside the market however there are many. We'll need to remember which ones we've used for each time period as each altar can only be used a single time per period, as well as start watching out for Jacks double selves.
2. Night
The sun has fallen and some techno music light show is booming at the bar. Turns out the Crone is the functioning bartender but won't make us a drink until we return her [CLEAVER]. Its a non-alcoholic coconut [COCKTAIL] and she needs the tool to be able to pop it open. Good thing we found it whilst poking around the market earlier today! (granted we found this by exploring, a hint is presented in the morning time frame in which case the Crone is in the market)
3. Morning
We can return to morning to bring Priest his beverage - oops he's busy doing a sermon at church in the mornings. If we sit here long enough and listen we can get the Confess achievement.

Since we've already used a time skip lets go ahead and explore a bit before going back to MID DAY and giving Priest the [COCKTAIL]. We can visit the dock and talk to Harvey who at this point hasn't met us. Once again he's long winded. After speaking with Harvey we can go toward the right of the dock and find a [TREASURE MAP] at the Gallows. Investigating it in our inventory shows an X near the cemetery.

We'll continue roaming around (perhaps following our newly found treasure map) and find some strange trees in the distance. Going there to investigate we find the ghost of Harvey's lost lover, Penny. She'll give some more background on their story and disclose that she is keeping an eye on a witch named Melonoe whose evilly skulking about the isle.

From the Ghost tree you should be able to see the cemetery in the distance, or infer its location from the [MAP] We can arrive there to find Ruth the "archaeologist" graverobbing. Now this time Jack tells her confusing things. Once the conversation ends she'll drop a [MASTER KEY]. This actually seems to be a lockpick.

Oh yeah, our treasure map led us here. The X is indicated outside the fence off the beach. We need a [SHOVEL] - luckily a certain graverobber seems to of left theirs with the coffins. Digging up the X presents a chest with a [CAPTAIN HAT] in it which also grants the achievement Become a captain.
4. Mid Day
At this point Jack can find an altar and return to mid day in order to provide the thirsty religious man with a nice, refreshing coconut drink. We'll visit one of the altars in the jungle...

On our way back toward the beach we might organically encounter the Witch house, or investigate via the ghosts tip. It contains a magic [SPELL SCROLL] (good ending) and also a locked treasure chest. Since we have Ruth's dropped [MASTER KEY] we can go through the lockpicking minigame and get the [LIFEBUOY] that can be used later. The context provided ingame never really hints or points us here for this but through natural exploration and trial and error you'll end up here regardless. Also when you leave Melinoe appears and magically smacks Jack in the nuts.

This bit can also be completed at a different mid day however if you didn't immediately investigate the cannon shot that killed Harvey you can do it now. You might've noticed a small bit of smoke in the air straight north of the docks, as it is visible from not only the dock but also the beach bar and the witches house.

Go up the trail straight off the beach that starts with the archway. There's a small cliff with some cannons. Also a voodoo guy named Herman is up there to have a chat with. He shot the cannon for reasons. Also he'll make mention of a sort of cross shaped key and perhaps a secret hiding spot in the church.
5. Evening
Return to the evening and go back up to the Black Cliffs, maybe dodging your earlier self. Priest is up here and requires you to vaguely "be safe" while completing the funerary rights. It's a bit vague but the icon for this quest step is a [LIFEBUOY] and luckily we happened to find that earlier at the witch house in her treasure chest.

A giant Big Lebowski referential cutscene happens and we fall into the ocean. Luckily Herman saves us. Since we are on the beach now it should be easy to spot the body of Harvey who after getting cannonballed has washed ashore. Investigating reveals [HARVEY'S CROSS] in the sand.

Earlier Herman told us about a secret stash room in the church with some sort of metal cross key... Go there and retrieve [TORCH] You can now press F to turn the [TORCH] on and off.

As this is our first evening we are likely to explore the map a bit. Jack will notice someone at the top of the lighthouse however when we arrive there the ladder is missing disabling us from inquiring upon who exactly is taking vantage of the land.
6. Night
At night if you decide to visit the abandoned house while exploring a note will be on the door indicating it is for sale and the owner is on the bridge. Herman will be chillin' on top of the bridge overlooking the ghosts. If we speak with him Jack ends up receiving the key to the abandoned house. Inside the house we can retrieve the [LADDER]
7. Evening
As prompted in the first evening, someone is at the top of the lighthouse. Now that he have the [LADDER] from the abandoned building Herman gave us the key to, we can see who it is. Aaaand its Ruth. She talks about a corrupt monks treasure hidden in the cave that's set in the distance up the mountain and framed between the church and sun. She also lets us know that the door up this mountain pass is really a push to open door despite being labeled pull to open. Jack notes that it is *almost* night time and the cave is likely dangerous but his words are disregarded by Ruth who seems to revel in the darkness.

On our way over to the cave we can make a short pitstop in the only section of island we haven't explicitly explored in our guide yet - this brings us to the ritual circle. There's a bag of [STRANGE POWDER] here which can be pocketed and later used for the good ending.
8. Night
Jack's mention of it nearly being night was a cue to blast ourselves into the future again.

For the good ending return to the ritual circle, using the magic [SPELL SCROLL] from the witch house to unlock the gate. A cutscene will occur where Jack tosses the [STRANGE POWDER] into the cauldron, ruining the ritual. For the bad ending skip this step.

Continue onwards to the gates labelled pull. These are tucked away a bit behind the church. Climb up the mountain. The cave entrance will be revealed in the darkness - use your torch and crawl through the corridors. Ruth is at the bottom and lets you keep a piece of the treasure. You find one that looks suspiciously like a certain amulet Harvey and Penny kept talkin' about...
9. Morning
After returning to the time of sunrise wait until your past selves have finished speaking with Harvey at the dock and then give him the [SHARK TOOTH AMULET]. As a show of gratitude he'll agree to take you home, and also later in the mid day future bring your past self back, thus making the story come full circle.
Achievements
In order to complete every available achievement you will be required to play through this game twice as there are two sets of achievements that cannot be completed in tandem during a single playthrough.


Good and Bad Ending
This depends on whether or not you stop the witches ceremony at the end of the game. Further details within the end portion of this guide.


Own Grandpa/No Damage
Own Grandpa gets completed if you see yourself and get the game over screen. Conversely No Damage is for a full playthrough WITHOUT running into yourself and getting a game over.


Confess
This one can be completed at any morning section, simply hangout in the church and listen to the priests pop-culture filled sermons until it pops.


Become a Captain
There is a small bit of gallows and pillory with skeletons around up a hill to the right side of the dock (opposite the church side). Find the table there and take the map. The map shows an X outside of the cemetery fence. A shovel is located within the cemetery. Finding the correct spot will prompt the option to dig, revealing a treasure chest with a captain hat in it, thus granting the achievement.


Move in Time
This one should happen once you've time traveled the first time. It's impossible to miss.
Item Glossary
This is a quick list and explanation of where and when to find each item as well as exactly what it's intended purpose is in the order that I obtain them through this guide.


[COMPASS]
Harvey gives this to you during the opening cinematic. It is combined with the clock in order to time travel at the teleport altars.


[CLOCK]
Ruth gives this to you during mid day when you visit her in the church library. It is combined with the compass to time teleport at travel altars.


[CLEAVER]
This is found at the market in any time frame. It is given to Crone during the night time party at the beach bar in exchange for a coconut [COCKTAIL] drink.


[COCKTAIL]
This coconut drink is exchanged for a [CLEAVER] with the Crone at the night beach bar party. It is given to the Priest at mid day in order for him to dedicate time in the evening to oversee the funerary rights of Donald's ashes at the Black Cliffs.


[TREASURE MAP]
This is found on a table at the Gallows. It shows the location to a treasure chest which contains [CAPTAIN HAT]


[MASTER KEY]
Ruth drops this in the cemetery during the morning. It is used to unlock the treasure chest within the witches house that contains [LIFE PRESERVER]


[SHOVEL]
Somebody has been digging up graves in the cemetery and has left this. It is required to dig up the chest located on the [TREASURE MAP] and will present you with [CAPTAIN HAT]


[CAPTAIN HAT]
Is in the chest as per [TREASURE MAP] location. Requires the [SHOVEL] from the cemetery. [CAPTAIN HAT] exists to give the achievement "Become a Captain."


[SPELL SCROLL]
Located in the witches house and accessible at mid day. It is needed to unlock the gate to the ritual circle during the night time in order to ruin Melinoe's ritual, granting the good game ending.


[LIFEBUOY]
Located in the locked chest within the witch house during mid day. To unlock the chest you must have the [MASTER KEY], that Ruth drops in the cemetery during the morning, and complete a short lockpicking minigame.


[HARVEY'S CROSS]
During the evening or night the corpse of Harvey washes ashore near the dock. The cross is located in the sand and is used to unlock the secret stash room of the church which contains [TORCH]


[TORCH]
You'll need this to light up the hidden treasure cave to obtain [SHARK TOOTH AMULET] It is dark in there at night.


[ABANDONED HOUSE KEY]
At night Herman stands on the bridge and watches the ghosts of Penny and Harvey. He also hands off this key to Jack. It unlocks the door to the abandoned house, which houses the [LADDER]


[LADDER]
Located in Herman's locked and abandoned house. Used to climb the lighthouse during the evening.


[SHARK TOOTH AMULET]
Ruth lets you keep this after you make it to the very bottom of the hidden treasure cave. It is given to Harvey in the morning to complete the game.
Outro