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Nightmares from the Deep - The Cursed Heart
Version 1.3 2/24/2014
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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
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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).
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