Version 1.3 2/24/2014 ___-----------___ __--~~ ~~--__ _-~~ ~~-_ _-~ ~-_ / \ | | | | | | | | | | | | | | | | _-------_ _-------_ | | | | /~ ~\ /~ ~\ | | || | | | | || || | | | | || || | | | | || | \_ / \ _/ | | ~~--_____-~ /~V~\ ~-_____--~~ | | | | | | | | | | | /^\ | | | ~~ ~~ | \_ _ _ _/ ~--____-~ ~\ /~ ~-____--~ \ /\ /\ / \ | ( , , ) | / | | (~(__( | )__)~) | | | \/ ( (~~|~~) ) \/ | | | [ [ | ] ] / | | | \ / ~-_ _-~ ~--___-___--~ Nightmares from the Deep: The Cursed Heart A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2014 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Walkthrough 003a. Chapter 1: Haunted Exhibition 003b. Chapter 2: The Ghost Ship 003c. Chapter 3: Skull Island 003d. Chapter 4: The Fortress 003e. Chapter 5: The Lighthouse 003f. Chapter 6: The Catacombs 003g. Chapter 7: Underground Bay 004. Collector’s Edition Bonus Adventure 005. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for the game called “Nightmares from the Deep: The Cursed Heart”. This walkthrough will work for the standard edition of the game and the collector’s edition. To contact me, use my email address: ilovecartoonssomuch@yahoo.com. 002-Video Walkthrough --------------------------------------------------------- I made a video walkthrough for this game, which may be of help, because it is a visually-based medium, unlike this text-based guide. http://www.youtube.com/playlist?list=PL- BD_KjCUmdxAjUnCSTC8lotZ_XAhP5jl The videos come complete with my live commentary. 003-Walkthrough --------------------------------------------------------- To start the game, click on play. There are two difficulty modes. In regular mode, items that you can interact with glimmer (making them easy to see), and locations where you can interact with items are indicated on the map. In difficult mode, there is a penalty for clicking in the wrong spot during hidden objects scenes. The hint and tutorial buttons fill at a slower speed during difficult mode. 004a-Chapter 1: Haunted Exhibition --------------------------------------------------------- The game begins in a museum, with four different areas. You start in the main hallway. The door to the left leads to your office, and the door to the right leads to the basement. You can also go forward to the exhibition hall. In regular mode, there is an optional tutorial at this point, which you can turn off at any time. Opening the Crate ----------------- Click on the delivery man to talk to him, then talk to the girl. She is your daughter. She wants to examine the crate that just arrived. Move your mouse to where the cursor turns into a forward arrow, then click to go forward. Talk to the delivery worker, and he leaves after finishing with the crate. Talk to your daughter, and she says that you'll need a crowbar to get inside the crate. She gives you the keycard to your office. Go backwards, then zoom in on the door to the left. Use the keycard on the lock to unlock it, then click on the door handle to open it. Go inside the room. Above the lamp is a key holder. Zoom in on it and take the basement key. Leave the office, then zoom in on the door to the right. Use the basement key here, then turn the key and use the handle. Go down to the basement. Pull the light switch to light up the room. The crowbar is on the right. Take the crowbar and go to the exhibition hall. Use the crowbar on the crate twice to open it. Finishing the Exhibit --------------------- Inside the crate is a note, saying that Remington's body has three accessories: a cutlass, a gun and a necklace. The cutlass is in a box on the left here. Zoom in on the box for a puzzle. You want to click on the one cutlass which is not below any other cutlasses. There is an open crate on the left here. Do this eight times in a row to get Remington's cutlass. The gun is inside a cardboard box on the right. Click on the box. There is a knife on top of it. Use the knife on the box, then open the flaps to find the gun. The necklace requires a gem. Open the pirate's mouth to find this gen. Then, go to your office. Read the book in front of the computer monitor to get the password for the safe. Click on the mask on the wall to find the safe. Open the safe by spinning the dial, according to the password. The password is is R4, L9, R6, L1 and R8. As the safe indicates, "R" is "right", or clockwise. "L" is "left", or counter-clockwise. Every time you spin the dial, the thing you spun it to appears on the monitor. Inside the safe is the necklace. Put the gem in the necklace, then take the necklace. When you place the gun, necklace and cutlass on the pirate, the lights are destroyed. Go to your office and use the crowbar on the red emergency box three times to get an axe and a flashlight. Go to the basement. Use the flashlight here to look around. On the right is a hidden objects screen. Find all the items on the list. Yellow items are hidden by certain actions; for example, to get Ticket #3, you must open the book, and to get a lit candle, you must use matches on the candle. Alternately, you could play a game of Mahjong, by clicking the button in the lower/left. In Mahjong, you match tiles that have the same symbol, as well as an edge not touching another tile. Each pair of orange tiles corresponds to an item on the list of hidden objects. Solving the challenge gets you some fuses. Open up the metal door in the back to see the fuse box. The fuses go in the lower/right corner. Put the red fuse in the red spot, the blue fuse in the blue spot and the yellow fuse in the yellow spot. Finally, turn the red switch to restore power. Go back to the exhibition hall to find that the pirate has disappeared! Your daughter says he dropped something. Examine the bottom of the crate and move the wood shavings aside to find a signet ring. Go to your office. There is a wooden box on the right. Move the wood shavings out the way to find a locked chest. Use the ring on the chest to open it. Leave the office. Your daughter is on the second level! Click on her, and a pirate ship crashes into the museum. The pirate kidnaps your daughter and leaves. See the ladder in the mess on the right? Click the ladder to put it up against the ship. Click on the top of the ladder, then use the axe on the wood twice to make a hole big enough to enter. Go forward into the pirate ship, and it will sail away to Skull Island. 003b-Chapter 2: The Ghost Ship --------------------------------------------------------- Since the ship is sailing, we’ll be stuck onboard for a while. Talk to the pirate to get a map of the ship. The map shows that you can either go forward or down from this location. The way downwards is blocked by an iron bar, so we have to go forwards. First, though, look at the post on the left. Clear away the green stuff to find a starfish. Pick it up, then go forward. Talk to the pirate to get a map. The daughter is here! Talk to her, and Captain Remington takes her to the main deck. He locks the door behind him, that scoundrel! We’ll need three keys before we can open it. Through the Ship ---------------- Time to pick up some items. A skeleton arm is in a barrel, and a hacksaw is on one of the support masts. Look at the hole in the ceiling. You find a corkscrew. Go backwards a screen and use the saw on the iron bar blocking the hatch. After using the saw twice, you can go down to the next room. This room has a chemical set, a messy table covered by a cloth, and a flowerpot puzzle. Click on the flowerpot to start the puzzle. Find all six things on the bottom of the screen to get a hammer. Go forward to the next room. Left of the stairs are some loose boards. Click to pry them away. A key is inside a bear trap. Use the skeleton arm on the trap to set it off, so you can get the key. Zoom in on the barrel to the right to get a starfish. This barrel needs a tap. Zoom in on the barrel in the middle. Use the hammer on the boards to reveal an octopus. It is protecting a coin. Click on the coin for a minigame. The octopus will press certain teeth; you need to duplicate the pattern and press the same teeth. Press the button on the bell to see the pattern again. When you repeat four patterns successfully, the octopus lets you get a gold doubloon. Onto the next room! There is a hidden objects scene here, which gives you some coal. Place the coal in the oven here. Now you can cook something, if you need to. There is a bucket above the hatch here. Click on the bucket to move it, then open the hatch and go downstairs. This room has a cabinet with locked materials inside. According to the note, you need a special chemical compound to open it. The only other thing of interest in this room is the back wall. Click on it for a puzzle. With this puzzle, you have to sort everything into crates. There are four crates. One is for gold materials, one is for boots, one is for weapons, and one is for navigational materials. Put each item into the outline. Solving this puzzle opens the door to another room. Pick up the cannonball from the floor, then talk to the pirate. He has something stuck in his peg leg. Use the corkscrew on his leg to learn that it is a key. You’ll have to remove it somehow. At the far end of the room is a hidden objects challenge. Go through it to get a chisel. The Captain’s Quarters ---------------------- Now that you’ve seen all the rooms, you can enter the Captain’s Quarters. All you need is the hammer, the chisel from the armory, and the two starfish (one from the water room, one from the room you first appeared in). Go to the room where you found your daughter, the one with the locked door. Look at the hole in the ceiling to see her. Click on her, and Captain Remington closes the hole. What a meanie! Use the chisel on the starfish here, then use the hammer on the chisel a few times until it is free. You now have three starfish. Use the starfish on the door to the captain’s room. This starts a puzzle, where you have to spin the starfish to get matching colors. The color on the top is red, and the color in the lower/left is green. That makes the lower/right color blue. Solving the puzzle opens the door to the captain’s room. He has an undead parrot, which is guarding a key. He has a globe and a locked cabinet. He also has a hidden objects challenge in the back/left, which gives you a tap when you solve it. On the desk at the right, you can find the captain’s journal. The entries in black were written in the 1700’s, while the entries written in red were written recently. There is a doubloon inside the journal that you should take. Examine the table in the back. There is a creature here, which protects the treasure chest. The creature wants twelve doubloons. Give your three doubloons to the creature. Every time it gets a doubloon, it tells you a bit about Captain Remington. Go backwards twice. The pirate here has the chemical solution you need to get the items inside the cabinet on another screen. Talk to him. He wants you to get him some grog, in exchange for the chemical solution. Go down the hatch. A hidden objects challenge is here. Solve it to get tweezers. Go forward. Use the tap on the barrel on the right to get a plug. Spin the tap to get a bucket of water. Go forward and put the water inside the pot on the stove. According to the grog recipe, we need three more ingredients. Go downstairs and forward to the pirate with the peg leg. Use the tweezers to get the key out of its leg. Go backwards twice, and a hidden objects challenge is here. Solve it to get crackers. Return to the captain’s quarters. Use the plug on the dresser in the back to open it. Inside a book is the captain’s secret stash of rum. Then, use the cracker on the parrot, so you can get the key in the cage. That makes three! Go back a screen. Use all three keys on the locked hatch door. The door unlocks, and you can go on the deck. 003c-Chapter 3: Skull Island --------------------------------------------------------- Oh no, you’re too late! Captain Remington has taken your daughter to the island. Specifically, he has her inside the fortress. The deck has a cannon on the left, and on the right, there is a cannon rammer trapped in some wires. Leave the deck and go forward to the pier. On the right is a fishing pole without a hook, and on the left is a postboard. Zoom in on it and take the map of Skull Island. Go forward, and halfway up the stairs is a crypt. Talk to the dead pirate in the cage, then click on the dead pirate on the stairs. This starts a hidden objects challenge. Find all the items to get a can of bait. Also on the stairs here is a rock. Zoom in on it and move the rocks aside to get a doubloon. Look in front of the crypt to get a candle. On the side of the crypt here is a covered-up pattern. Go up the stairs here, and you’re at the top of the fortress. Sadly, the doors are locked. Talk to the skeleton in the bird cage, and it says you need to use a cannon to get inside. Also, it gives you a knife. Use the platform (in the lower/right) to reach the eye socket of Skull Island. You can’t see inside because it’s too dark, but you can pick some fruit. Pick all the fruit to get limes. Go back to the deck of the pirate ship, and use the knife on the cannon ramrod to free it. Time to set the cannon. Zoom in on it; the instructions are carved into the ship wall here. First, flip the cannon over. Put the gun powder (on the left) in the cannon, then put the cannonball inside. Use the ramrod on the cannon, then flip the cannon over again. Aim the cannon, then use the candle on the fuse to fire it. The cannon fires and blows open the door to the fortress. Before going there, let’s wrap up with the pirate ship. In the Captain’s Quarters is a hidden objects scene. Go through it to get spices. Along with the rum from the Captain’s Quarters, and the lime from the eyehole, you have all the ingredients for grog. Go to the kitchen area and zoom in on the stove. The instructions are here. Pour in the water if you haven’t done so already, then put in rum, then put in limes, then put the spices in. Click the ladle to stir it. Use the bottle on the grog to get it. Return to the pirate. Give him the grog to receive his fancy chemical. Go downstairs and place it in the chemistry set. On your way off of the ship, solve a hidden objects challenge on the deck to get a scraper. Go forward to the crypt and use the scraper three times on the mosaic on the side. It is missing a tile. 003d-Chapter 4: The Fortress --------------------------------------------------------- Go up to the fortress. Thanks to the cannonball you fired, the doors are now open! Go inside and click on Captain Remington. He causes a large circular stone to fall and block your path. A hidden objects screen appears once Remington leaves. Solve it to get a tile. Go back to the crypt and put the tile in the mosaic. You have a puzzle to recreate the mosaic by swapping tiles until you have a complete picture of Remington and a woman. When you solve the puzzle, you get a fire disc. Look at the front of the crypt. Put the fire disc in the arms of the angel on the right to open the doors. Go inside the crypt. Look at the empty frame to see that the picture is missing; read the book below the frame to learn more about Countess Mary, who is buried here. Look at her coffin to see that plants protect her hand. There is an iron rod on the wall, by the windows. Pick it up, then do the hidden objects screen for a vial. You need this for the chemistry challenge on the ship, so go all the way back to the infirmary and place the vial on the table. With the vial and chemicals in place, you can do the puzzle. Follow the instructions on the paper. First, turn the handle. Take the lid off and put yellow chemicals in. Put the lid back on, then turn the grater-like device. Add blue chemical, then click on the retort stand. Add the red chemical and pull out the stopper to get the special vial of iron-destroying formula. Go to the hold and open the cabinet, if you haven’t already. Use the vial on the iron chains here to melt them. You can open the cage and get the marriage certificate. On your way off of the ship, there is a hidden objects challenge on the deck. Solve it to get a fishing net. Then, continue to the fortress. Use the metal rod (from the crypt) to move the big stone out of the way, then use the vial on the chains to melt them. You can now get inside the fortress. Look at both doors on the left to see that they are locked. Look above the fireplace to see that a steering wheel should go there, and look at the floor to see that there is a fish puzzle. Grab the fishbowl from the table in this room, then go back a screen. Solve the hidden objects challenge here to get dead flies. Return to the crypt. Use the flies on the plants which guard Mary’s coffin. This causes the plants to close. Each plant needs its own fly. When the plants are closed, solve the hidden objects challenge here for a fish hook. Go down to the docks and look at the fishing pole. Put the hook on the pole, then use the bait on the hook. Click on the now complete pole to catch a fish. Put the fishbowl on the dock, then use the fishnet on the fish to get it inside the bowl. Return to the inside of the fortress. Use the fish on the puzzle on the ground. With this puzzle, you have to rotate all the rings, so there is a clear path from the fish’s area to the center of the area. Solving the puzzle gets you a ring. Use the ring on the left door to open it. You can now go out to the terrace. Go into the open doorway to see Remington and your daughter. Remington locks the door. Zoom in on the gondola, which leads to the lighthouse. In between the two gears is a portrait piece. Take it, then return to the crypt. Put the portrait piece in the frame to talk with Mary’s ghost. Her portrait was ripped into four pieces. The piece that you found is in the upper left. Click on it to get a map legend. Then, solve the hidden objects challenge here for an oil can. Return to the terrace. Use the oil can on the gondola, so you can use it. Take the gondola to the lighthouse. 003e-Chapter 5: The Lighthouse --------------------------------------------------------- Here at the lighthouse area, you can go left to the shipwrecks or forward to the lighthouse. If you want to return to the terrace, click on the wooden part of the gondola in the lower/right. Examine the statue here. Take the pliers which are hanging from the beams, then go left to the shipwrecks. Pick up a rock here, then head towards the lighthouse. Use the rock on the window so you can get the key. Take the key, and the small root by the window. Use the key on the lock to open the door. Go into the lighthouse. There are several things you can do here. Zoom in on the light fixture. Take the cog, and open the oil container. Use the oil can on the container to put oil here. You need to light the oil and use a lens here, before the lighthouse is in working condition. Read the book at the lighthouse to learn more about Captain Remington. Look on top of the table and take the small cog here. Also, take the steering wheel part which is leaning against the base of the table. Open the small door below the lamp. It is a hidden objects challenge! Solve it to find a crank. Return to the gondola. When you try to use it, it falls apart. Put the cog and crank here, so you can use the gondola to return to the mainland. At the mainland, go all the way to the docks. Examine the postboard and use the pliers to get the small cog. Return to the lobby (inside the fortress). The door on the right requires the two small cogs that you have. Put them into the eyes of the mask for a puzzle. With this puzzle, you need to put the gears back onto the board. The left gears go on the left, while the right gears go on the right. The mask’s mouth opens when you’re done. Put the wedding invitation inside. Go into the ballroom now. Talk to all three ghosts, and they tell you about the failed wedding between Captain Remington and Countess Mary. They also point out a special tile in the floor. Pick up the boat hook from the ballroom floor. Do the hidden objects challenge in this room to get a statue hand, for the statue at the base of the lighthouse. Return to the lighthouse area. Put the statue hand onto the statue, then go to the shipwrecks. Use the boat hook on the floating chest to draw it close. Inside is a torn page and a lens. Take them, and solve the hidden objects challenge here for a steering wheel part. Go to the top of the lighthouse. Solve the hidden objects challenge here for flint. Zoom in on the light fixture and use the flint to light the oil. Close the lamp. You can now zoom in on the lenses. Use the lens here for a puzzle. Click on one of the lenses to rotate it. Rotate all the lenses, to form a complete picture. When you’re done, the eye socket of Skull Island is illuminated. Go to the eye socket and solve the hidden objects challenge there for a steering wheel part. Now, go to the lobby. Use all of the steering wheel parts on the shell-like part of the wall to reveal a new area. This is the captain’s hidden room. Solve the hidden objects challenge on the left for a shovel. The table to the left needs ingredients so you can make green dye, and you need a lever to use the cloth at the back. On the right side of the room is a desk. On the desk, you can get a tiny ship for the globe in the captain’s quarters. Read the book to get a lock of hair and to learn about the voodoo ritual that Remington plans to use on Mary. On the wall on the right is a pirate map. Use the map legend here. Take steps according to the instructions in the upper/right to find that the treasure is located near the wrecked ships. Time to start looking for ingredients to the green dye. Go to the eye socket of Skull Island. Pick the plant and use the shovel to dig up the root. Solve the hidden objects challenge for a metal spike. The other ingredient we need is by the shipwrecks, where the buried treasure is. Pick up the plant and use the shovel to dig up the treasure and get a doubloon. Return to Remington’s hidden room and put the plants on the left table. You get to make green die by following the instructions. Grate the smaller root, peel and cut the larger root, and use tweezers on the flower. Put three spoonfuls of grated root into the bowl on the right. Put three slices of root into there, then put four petals. Use the eyedropper on the bowl three times, then grind the bowl. Put the green liquid into the bowl on the left, then use the paintbrush on the bowl. You now have green paint. Go to the terrace and look at the door. Use the green paint here for a puzzle. Click on the various tiles to change the picture on them; form a complete picture of the door’s guardian. When you’re done, the door opens. The daughter is here, floating in midair. Zoom in on the chest in the lower/left to get a bone lever and a portrait piece. Also in this room is Remington’s necklace, which is protected by some sort of shield, and a hidden objects challenge you can solve to get a lizard’s tongue. On the right is a table. Put the torn page in the book here and read the book to see a voodoo regeneration recipe. We have two of the four ingredients. Put the lizard tongue and the hair down here. Return to Remington’s hideout room. Use the bone lever in the slot by the cloth. This reveals a painting and another lever slot. Go to the eye socket of the island and solve a hidden objects challenge there for the second bone lever. Return to Remington’s room and use the second bone lever here to open the way to the catacombs. 003f-Chapter 6: The Catacombs --------------------------------------------------------- Examine back wall to learn you need a skeleton key, and examine the right wall to learn you need an urn. On the left side of the room is a hidden objects challenge which gets you a dragon claw. Go back a screen and solve the hidden objects challenge here for an ear. Return to the tower. You can now make the voodoo potion. Put the four ingredients down on the table, then start the puzzle of putting things together. Put the ear on the skull, then click on the skull’s eyes until they are both red. This gives you some potion. Put it in the bottle. Take the key on the table and use it on the lock to the cage. Click until the mouse falls above the snake. Put the snake tongue in the snake’s open mouth. Open the two drawers below. Put the voodoo doll (in the right drawer) on the table. Use the bow (in the left drawer) on the hair, then use the hair on the doll. Put the dress (on a hanger in the upper/left) on the doll. Open the left upper door to find a button to use on the doll. Use the dragon claw on the right upper door to get a pin. Use it on the doll. When you’re done, you get the regenerative potion. Hooray! Go to the crypt and put the painting piece in the frame. Mary says to use the potion on her hand. Her hand is in the right coffin. Use the potion on it to get the symbol. Return to the tower. Katie is gone! Solve the hidden objects challenge for a wooden arm, then zoom in on the chest in the lower/left. Use the symbol to open it. Inside is a doubloon, a skeleton key and a pact. The pact is between Captain Remington and the Sea Devil, Davy Jones. It says that the way to end Remington’s immortality is to return the deposit, which is kept in the chest guarded by the dwarf. The chest will not open unless the dwarf has all twelve doubloons, so let’s go on a doubloon hunt. Go to the top of the lighthouse. Solve the hidden objects challenge there for a stone spyglass. Then, look at the top of the table. Put the wooden arm here for a puzzle. Put the correct arm and head on the figurine, so they match the drawing, then adjust the tentacles so they match the drawing. When you do this correctly, you get a doubloon. Go back two screens. Put the spyglass on the statue here. It lights up a stone at the base of the lighthouse. Go there and use the metal spike twice to get a doubloon. Go to the Captain’s Quarters on the ship. Examine the globe, and put the tiny ship there. You have a puzzle, in which you must move the ships around so each ship’s flag matches the tile it is on top of. Solving the puzzle gets you a doubloon. Give your doubloons to the dwarf guarding the chest, if you want. You need three more doubloons. 003g-Chapter 7: Underground Bay --------------------------------------------------------- Mary’s necklace is in the stone thing in the tower. Take it, then return to the catacombs. Use the skeleton key on the glowing skull on the back wall to open the door to the underground bay. Mary’s necklace goes on the worktable to the right. We can’t fix it right now, because we don’t know the pattern. Take the portrait piece, then put the necklace down. Click on the necklace several times to remove the broken pieces. Return to the crypt. Remington has stolen Mary’s body! He left a doubloon behind in the tomb, so make sure to pick it up. Put the portrait piece in the frame, then click on the necklace to copy down the design. Go back to the underground bay. Put the design on the table to start a puzzle. Find the four pieces that make up the necklace, and put them into place. You may have to rotate them. When all the pieces are in place, you get the necklace. Put it in the pillar in the center of the room to open the doors. Continue to the next room, where Remington is performing his ritual with Mary’s body and your daughter. Click on Remington to get him to approach you, then click on him again to talk with him. He refuses to believe the truth about Mary, unless he hears it from her. Go back a room. Solve the hidden objects challenge by the crab to get a portrait piece. Go back twice to the hideout, and solve the hidden objects challenge here for a pickaxe. Go to the ballroom and use the pickaxe on the tile on the ground. This reveals a pouch with a doubloon. Return to the crypt. Put the painting piece in the frame to get the complete portrait of Mary. Return to Remington in the underground bay and give the portrait to him. She speaks to him for a bit. Talk to him after this, and he gives you a pearl. Remington has decided he wants to move on to the afterlife, so we have to end his deal with Davy Jones. That means we must get whatever he has in his treasure chest. Go back a screen and solve the final hidden objects challenge for an urn. Go back two screens. Use the urn on the right wall for a puzzle. In this puzzle, you want to put all the urns in place, according to the patterns. From left to right, the pattern for each column is red dots, cracked top, green sail and white sail logo. From top the bottom, the pattern for each row is yellow dots, swords, gray color and roman numerals. Solving the puzzle gets you the final doubloon. Return to the Captain’s Quarters and use all the doubloons on the chest. Use the pearl on the chest to get Remington’s heart. Go all the way back to Remington. Click on him, then put the heart in his chest. He regains his mortality and dies, like his beloved Mary. After this, you save your daughter. The end! 004-Collector’s Edition Bonus Adventure --------------------------------------------------------- The collector’s edition of the game comes with a bonus adventure, which is about our hero and her daughter returning home from Skull Island. Sailing ------- Talk to your daughter, then look at the small beach area to the left. Pick up the bottle and smash it on the rocks (either the rocks on the left or the rocks on the right). Read the message inside. Someone was trapped in a shipwreck! Pick up the map and the glass shard, then board the ship. Talk to the pirate to learn that you were nominated captain! The pirate needs his eye before he can sail. Back away from the pirate, then take the ladle hanging from the beam on the right. Use it to get the eye in the crack on the deck (in the lower/left). Give the eye to the pirate. It needs a destination, so give it the map. Now all it needs is a compass! Use the glass shard on the netting, then complete a hidden objects challenge for a compass. Give it to the pirate, and you sail off to the shipwreck. Lower Deck ---------- Before exploring the shipwreck, talk to the pirate for some rope. Go to the dock and examine the lantern. Inside is a map. Take it, then board the ship. The only room you can enter right now is the mess on the right. In the mess is a chest, protected by a seahorse lock. There are also many fireflies. You’ll deal with those things later. For now, solve the hidden objects screen to get a pearl. On the wall is a buoy. Click on it to remove the old rope. Use your rope on the buoy to get a buoy with rope. Also, take the hook which is lying on the bar. Go back two screens. Open the crab cage and use the hook on the key to retrieve it. Use the buoy with rope on the raft to the right, in order to get a hidden objects challenge. Solve it to get a crutch. Go back onto the ship. Use the key on the left door to get access to the captain’s room. The captain here is impaled by five swords. Put the pearl on top of a sword to speak with him. He was cursed by Davy Jones, and if you can get all five pearls on the five swords, he will be freed. Solve the hidden objects here to get a knife. Look at the desk on the left to get a rock and some newspaper. There is a record player here, with a broken record. Go back a screen. Use the crutch on the ladder. It falls down, so you can go upstairs. Upper Deck ---------- Both doors here are locked, so go forward to an outside area. Take the butterfly net on the right. There are two chests here. One is locked with a numbers puzzle, while the other is latched. Use the knife on the latched chest to pop open the latch. The lid goes up, and you get a pearl. A seagull steals it! Solve the hidden objects challenge here for a needle. Go back to the mess hall. Use the butterfly net on the fireflies to capture them. Then return to the docks. Use the net of fireflies on the lantern to get a lantern. Then do the hidden objects screen to get a sledgehammer. Go to the upper deck. You can now enter the rooms here. The left door has a key stuck partway inside. Put the newspaper under the door, then use the needle on the lock. The key falls on the newspaper. Grab the newspaper to get the key; use the key on the door to unlock it. Inside, the room is dark. Put the lantern here, so you can see things. There is a map puzzle here which needs tiles, and there is a hidden objects challenge. Do the challenge to get a trophy! Leave the room. Use the sledgehammer on the right door several times so you can get inside. Read the book on the table to get a tile, and look at the pictures on the left. One is a picture of trophies. A shelf on the cabinet in the back needs a trophy. Put your trophy there, then arrange the trophies so they match the picture. When you do this, a drawer in the right cabinet opens up. Zoom in on that area. Swap the books to form a picture of a ship, and you get a lever. Leave the room. Use the lever on the flashing light, on the left. Pull it to lower the ladder to the crow’s nest. The seagull is here. Throw your rock at it, and the seagull flies away. You can take the pearl and the map tile from the seagull’s nest. At the top of the pillar on the right is a small door. Open it to get two number tokens. Solve the hidden objects challenge on the right for a broken record. Go down, then forward to the outside area. Solve the hidden objects challenge here for a map tile, then look at the case with numbered tokens. Put your tokens here. You are challenged to put four numbers in the four corners. The sum of the numbers must equal the number in the middle. Solutions are 7 (0 1 2 4), 13 (0 2 4 7), 21 (2 4 7 8) and 26 (5 6 7 8). Solving the puzzle gets you a pearl. Go back to the captain’s cabin now. Solve the hidden objects screen for a seahorse emblem. Examine the record and use your record pieces here. You get a jigsaw puzzle. Put all the pieces into place to form a full record. Pieces can be rotated. Solving the puzzle gets you a pearl. Go to the mess. Use the seahorse emblem on the chest to get a fish head. Solve the hidden objects challenge for the final map tile. Go to the trophy room and use the map tiles on the map. This starts a jigsaw puzzle. Swap tiles to form a picture. There is a dotted line around the edge of the map, which helps you get the pieces into place. Solving this puzzle gets you a pearl. There is a hidden objects challenge now. Solve it for a trophy base. See the fish trophies on the wall? Put the trophy base in the middle, then put the fish head over it. This reveals a hidden area with a sword handle. Return to the captain. Put the pearls on all the sword handles. One sword is missing a handle; put the sword handle on it, to finish it. When all the pearls are in place, the captain is freed from his curse. He gives you a map, in thanks. Return to the pirate ship and give the map to the pirate. He will sail you back to the museum, where you started the game. 005-Credits --------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2014. If you want to use any part of this FAQ, ask me first (instructions under general information).