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Nancy Drew: Danger On Deception Island cheats
Hint:
Riding the bike: When you ride the bike, always wear you helmet.
Hint:
Holt's quiz: When Holt gives you a quiz, the last question is "Bring me a
male Dungeness crab". First, go to the map and click on the lighthouse.
Follow the path without making any turns. Before you climb the stairs, go to
the right. You will see rocks on the sand. There will also be a white board
sticking out of the rocks. You may have to click on the board more than once
to get a crab. When Nancy flips it over, make sure the abdomen is not wide.
You can see the difference in a book at the "Hot Kettle Cafe". If
the crab's abdomen is normal, you have a male crab. If the crab's abdomen is
wide, click on the board a few more times until you get a male. When you get
the male, go back to Holt and give it to him.
All the other answers can be
found by using the laptop. To find the laptop, go inside the boat. When you
go down the stairs, there will be a table at the far right corner of the
room. You will then see a laptop on the table. Click on it then go to
"DC Portal". At the top will be a place titled "Search".
Click on it and you will find the categories of your questions and your
answers.
Walkthrough:
Gameplay:
After clicking on New Game, select Gameplay overview to learn how to
navigate throughout the game and the different settings in the game. There
are unlimited save game slot in this point and click game.
This
walkthrough is played on the Senior Detective level.
Nancy
Drew is on her way to Deception Island, one of the San Juan Islands. The
vacation was arranged by George and Bess. The cell phone is in
inventory.
Nancy
is met at the Snake Horse Harbor Dock by Katie Firestone, a Marine Biologist
that researches deep water parasitic growth and who also runs a whale
watching boat tour. A female orca has shown up at the channel.
Katie's
Boat
They
walk to the boat and finds that it has been torn down. Katie finds that the
engine is a mess. Katie does not want the Sheriff involved. She wants Nancy
to relax and gives her some advice. Katie's advice is to go bike into town
or take the kayak out. She warns to always wear your life jacket , don't go
pass the channel, be careful about the fog, head to shore when it becomes
thick and don't go out without the GPS.
Lower
Bunk: Turn around and open the suitcase. See a
Beech Hill leaflet (ND Scarlet Hand). There's an ice chest behind the white
door on the left.
Computer
Table: There was a Town Meeting about Orca on Thursday
the 16th, 7:30 PM at the Swenson Hall. Check Katie's business card with
phone # 360 555-2774.
Look
close at the computer and check the journal, mail and DI Portal. Read the
news on the DI Portal about the burglaries, the orca at the harbor and the
election. Check the (ND Ghost Dog) calendar. You arrived the day after the
Orca town meeting.
Use
the phone and call George and Bess. Use the arrows at bottom of phone to
scroll the directory and then press dial.
Galley:
Refrigerator:
The fridge has fixings for a sandwich but there's a sample jar that should
not be there. You can make a sandwich that you keep or better yet
discard. Look at the shelf on the left for other sandwich fixings.
Sink
Pipes puzzle: Find out that the sink was also
damaged. The pipes are under the sink. All the pipes need to be used.
Start placing the pipes to the pipe at the bottom of the cabinet. This
goes here! Look at the business card of Andy Jason of Whale World.
Map:
See that the orca is located between Deception and Scraeb Islands.
Lower
Wheel area: Climb the stairs and find the microscope.
There are slide samples for comparison of flea, onion skin, hair, meat,
feathers and butterfly wing. See that the books have been removed from the
drawer. Open the bottom cabinet and place the books in the drawer.
Book
Puzzle: Arrange the books to get them all fit
the drawer.
Upper
Deck: Talk to Katie about the orca and the town
meeting. Ask about Andy.
Upper
wheel area: Turn right and climb the ladder. Find a 'Stop
meddling or else' note and that the GPS is broken. Press the red
button of the wheel and hear a response from another boat. Cool!
Tell
Katie the GPS is broken. She advises that you bike to Hot Kettle Cafe and
see if Holt Scotto will lend you a GPS.
Get
off the boat, left, turn right and up the ramp. Take the helmet,
click on the helmet to wear it and ride the bike to Hot Kettle Cafe - always
wear the helmet when you're on the bike.
Meet
the Town's People
Hot
Kettle Cafe: Check the posters outside and then
enter the cafe.
Talk
to the lady behind the counter. Talk to Holt Scotto and learn about
Cadborosaurus is a snake horse. Learn about shanghaiing. Holt gives a test
before he lends you his GPS. A basket and the quiz are in
inventory.
Talk
to Jenna Devlin behind the counter again. She's loaded with information. Eat
some clam chowder. Now, I'm hungry.
Check
the Menu board. Look around and see a post card located to the left of the
private area about only male Dungeness crabs are harvested and how to
identify them from their skinnier abdomen. Check the Maritime Signal flag
chart. Check all the ornate dark panels around the room and see that there's
a puzzle behind 3 of them relating to deck cards. Look at the book case and
check out the Sea Monster book and learn more about Caddy.
Whale
World: Talk to Andy Jason. Note the $138.43 fine for
clamming without permit (Quiz#2) poster behind him.
Check
the museum to your right. Learn about whales. All the games need a key card
to play. Go to Gift area by the main entrance door. Look around the gift
area especially the boat in the bottle by the exit door.
Ask
Andy for the pass for all the games at the museum. The boat in the
bottle was made by Benjamin Hawkins and Andy bought it from Hilda.
Holt's
Quiz
Katie's
Boat: Go back to the boat and use the computer. Check
the journal for updates. Call the Hardy boys if you need help. Read mail.
Quiz:
Use the DI Postal to check the answer to the quiz. Use the scroll bar on
the side to see the selections.
1.
The sun always sets in the west.
2.
What is the current fine for clamming without permit in Snake Horse
Harbor? $138.43.
3.
The left side of a boat is its port side.
4.
The moon always rises in the east.
5.
What does this mean in Morse code: ...- --- - . ....- .... --- .-.. -? vote4holt.
6.
The North Star is part of what constellation? Ursa Minor or little
dipper.
7.
A schooner is a boat with at least two masts.
8.
What is the name of the knot below? Fisherman.
9.
What kind of is it? Bend.
10.
Bring me a male Dungeness crab. Check the picture to supplement the
postcard knowledge of what a male crab looks like. Now go crabbing.
Lighthouse:
Ride the bike to the lighthouse. Go to the beach and see 2 fishes washed
ashore. Turn right and get 3 rocks on the right. Turn left to a
big rock and see a Dungeness crab. Check if it is male or female. Go to the
left side of the rocky area towards the lighthouse and see mores stones,
crabs and holes in the sand. Look in a tidal pool and take S S wood.
I found the male crab under a rock one screen before the wood. It
might be under a different rock in your gameplay.
Look
to the rocks on the water and see a bottle between 2 rocks.
Skipping
stone puzzle: Throw a stone at the bottle to
dislodge it between the rocks. Select a rock, the angle to throw it and
the strength of the throw.
I
got the bottle using the flat stone on the left, third from left
arrow angle and with the strongest rightmost power. Check the bottle
(first) and see a note - Rosebud 42.517.
Check
the lighthouse and Holt kicks you out. Hmmm.
Hot
Kettle Cafe: Give Holt the quiz and the male crab in
the basket. Take the GPS and study it in inventory.
Talk
to Jenna about the bottle. Learn about Hilda Swenson, a former mayor who
started doing bizarre things when her husband died and now lives in the
island across the channel.
Katie's
boat: Talk to Katie about Holt and Jenna. As her about
the wood and she recommends to contact Casey Porterfield at the Maritime
Library.
Wood
sample puzzle: Use the phone while on the dock
and call Casey. Click on phone, click directory to find Casey's number and
then click on dial. Have a weird conversation. He wants to know what kind
of wood it is.
Go
the book drawer you arranged and look up Arboreal Morphology. Call
Dr. Predoviciu whose number is at the back of the book. Talk to her and
she needs to have the description of the wood under the microscope.
Microscope:
Click on the blade to get a slice of wood on the table. Click on glass
slide to place the wood on the slide. Click on wood on glass slide
and then look at wood under the microscope. Call Dr Predoviciu.
The
answers to her questions are: Brown, brown-reddish, many
holes, same size, pretty sizable - she then comments that it is a tropical
hardwood. There are horizontal lines. The wood is Luan.
Call
Casey. Tell him Luan. He says to call him in an hour.
Hunt
for Bottles with Coordinates
Kayaking:
Go to the end of the dock.
Take
the bottle (second) floating above the kayak. The message reads 08.615.
Take
the life jacket, and helmet.
Click
on kayak to start kayaking. Look at GPS and note 2 existing waypoints -
the dock and the lighthouse.
Paddle
forward 2xs and take floating bottle (third). The note states W123.
Turn
around, forward 1x, right, forward 4xs to red buoy #12.
Turn
left, forward 2xs to Danger marker, left and forward to a cave on the
cliff side.
Enter
the cave, take the left fork and look at the floating bottle (fourth) at
the back of the cave. The note states N48. Go out of the cave.
GPS:
Look close at GPS in inventory.
Click
on 'Make New'.
From
the bottle notes data, type in Latitude: N48 42.517. Longitude: W123
08.615.
Click
'Create Waypoint'. A new waypoint is seen on the GPS.
Navigate
to the new waypoint close to buoy #6. Go to the beach.
Beach:
Go forward on the beach loaded with air holes. Do not climb slippery rocks
yet or you might have an accident. Take a break and build a sand castle for
fun.
Go
to the end of the beach and look close at clump of seaweeds. Find a shell
box with a maritime flag lock.
Shell
box puzzle: Deduce the letters associated with the
Maritime Signal Flags using the chart that is on the wall of the Cafe.
Rearrange
the letters to form a word that is seen in the game.
Click
the code on the box to open.
Letters
in Shell Box: The shell box opens and see letters
inside.
The
first one shows Port and Starboard directions.
The
second letter is a story which makes no sense.
Story
Puzzle: Each line of the story has a word that
corresponds to the Maritimes alphabet from the Signal Chart at the Cafe.
Maritime
words in the letter: Alpha, Sierra, kilos, hotel,
Sierra, Alpha, Juliet, Juliet, Delta, foxtrot, Oscar, Romeo, hotel, India,
lima, Delta Alpha Sierra, golf, India, foxtrot, tango.
Type
the alphabet that corresponds to the first letter of those words on the
lines at the bottom of the story. If wrong, the game will not let you type
it on. ASK HS AJ JD FOR HILDAS GIFT.
The
third letter is a letter from Hilda Swenson, the former mayor who lived at
the island across Deception. She wants you to send something in Morse code
at top of the lighthouse.
Pull
back and have fun at the tidal pool filled with starfishes, anemones and a
fish. Go back to the kayak, wear the life jacket and paddle back to Katie's
boat dock.
Hunt
for Hilda's Gifts
HS:
Let's go talk to HS (Holt Scotto) at the Hot Kettle Cafe. Before Holt will
show Hilda's gift, he wants you to solve the chess problem.
Chess
Puzzle: Look in his duffel bag for the chess book
and study the different moves of the chess pieces. Note the 3-4-7-5
bookmark. Find the 2 moves that can checkmate the King.
Senior
detective = Move R(ook) to position H5. Move R(ook) to position H7.
Junior
detective = Move Q(ueen) to position D6. Move Q(ueen) to position D8.
Talk
to Holt. Holt shows you the scrimshaw with oneBum etched on it.
JD:
Talk to Jenna (Jenna Devlin) about Hilda's gift. She needs to go clamming
before she can do something for you. She wants 15 clams and gives you a bucket.
Get the permit from Andy Jason.
AJ:
Go to Whale's World. Andy Jason tells you that Hilda's gift
is the design on the key chain given to customers who goes on his whale
tour. Before Andy will give you clamming permit, he asks that you put
together the Caddy model at the gift area.
Cadborosaurus
(Caddy) puzzle: Put the bones on Caddy's outline to
form Caddies skeleton.
Talk
to Andy when the puzzle is completed. He gives you the clam tube and
the permit. The clamming directions are: Look for little holes in the
sand. Sometimes water will squirt out of the holes. Center the tube over the
hole, push it down into the sand and pull.
Museum
Games: Look at the pass card and notice
that you can win a whale tour if you successfully finish all the games in
the exhibit area. It is a way to get a look at Hilda's design on the key
chain.
Look
at all the exhibits before playing any game. It will help in some of the
games.
Dolly
the Dall's game - The object of the game is to eat as much fish as you
can while eluding whales, toxic products, giant squids and also rising to
the surface to breathe. When you have eaten enough, you win.
Swim
to Freedom - Answer the questions correctly and the whales will swim
forward to freedom. 2 wrongs will start a new set of questions.
It
is best to save the game, listen to the questions and if you make a
mistake, go look up the correct answers from the museum exhibit. Then
replay the saved game to answer correctly. The questions changes for every
new game started.
Whale
Sounds: Click on a button and then click on the name
of the whale that made the sound.
Killer
whale - weeeiiiweeeiii
Minke's
whale - khrdooh-khrdooh
Gray
Whale - ohhhhhh... errrrrrr... urp...
Humpback
whales - aoaooo-uuuu-woaooh
Dall
porpoise - prrrrrrrr... prrrrrrr...
Feeding
Frenzy: This is a timed sequence puzzle. Feed-click
15 fishes total on the mouth of the whales that pop up from the holes
during a certain time. A sound is heard if the fish gets eaten by the
whale.
The
whales show up in same order, so try to remember where they pop up. If
after 5 tries and still have not successfully finished the puzzle, the
machine will malfunction and punch your puzzle card as game won.
Whale
of Fortune: Spin the wheel and win the whale
watching tour. The card gets punched for the whale tour.
Talk
to Andy about winning the whale watching tour. He will take you on a tour.
When done ask for the key chain. Look close at the key chain in
inventory and see the letters Tren.
Clamming: Look
for air holes on the sand. Click the clam tube over the hole. Click on the
sand from the tube to see what is taken and for it to be placed in the
bucket if they are clams. You need 15 clams.
Go
to the lighthouse and look for 4 clams. If you don't find all 4, leave for
a while and come back later.
Go
to the kayak, wear the life jacket and navigate to the secret beach. Get
clams on the beach area. Safely climb a set of rocks at the middle of the
beach area by clicking on the joining of the middle and right rock. Then
navigate carefully towards the sand bar off the beach area. Get 2 clams at
the sand bar. If you did not find any clams, come back later and to find
some. Go back to the beach area and locate some more to make 11 clams. Yay!
15 clams.
Hot
Kettle Cafe: Talk to Jenna. She will take the clams
and bucket. The cafe was broken into. Food, tools and boat parts were
stolen. Ask her about the necklace. Her niece locked it in a toy box.
Toy
box puzzle - Look at the first booth and zoom in on the blue toy box.
This is a memory puzzle using 3 screens. Match 2 pictures that are
identical until all the pictures are seen.
When
the box gets open, see a necklace with the words ELeph.
Hilda's
Gifts Puzzle: Now that we have seen all of Hilda's
gifts, it is time to solve this puzzle. Go to the computer at Katie's boat.
Use the Anagram Buster. Nancy types in all the letters. Move the letters
around to form - Telephone Number. So that is the message Hilda wants
in Morse code at the lighthouse - Nancy's telephone number.
Tunnel
Casey:
It's time to get an update on the wood we had Casey check on. Use the phone
and call Casey by scrolling the directory using the arrows. The wood came
from the SS Whitechapel Dawn that sank in the deep part of the channel 5
years ago - about a mile and half from the lighthouse. He sent you an
e-mail.
Casey's
mail: Use the computer and read Casey's e-mail. He wants you to
check out www.bombeck.lab/examples/royal.htm.
Check the site using the search function of the DI portal. Find out that
the Hot Kettle Cafe was formerly the Royal Flush Saloon.
Hot
Kettle Cafe: Go to the private lounge behind the swing
door. Look in the cupboard and see 2 boxes of Save King boat parts. Read the
framed newspaper clipping on the wall left of the swing door. Hilda Swenson,
the then mayor wanted to save the lighthouse.
Sliding
Card Panel Puzzle - Look in Holt's bag to read up on Poker hands. Look
at the small sliding panel on the brown part of the wall: right of main
door, the panel to the right of that one and right of the window by the
booths in the main Cafe area. Arrange the numbers and suit to make the
highest possible poker hand - Royal Flush. A Royal Flush is made up of A,
K, Q, J, 10 of any suit.
Hint
- Click on a button that changes only one number-suit. Note the suit that
has any of the A, K, Q, J, 10. Then click on the others to see if there
are any of the number-suit to make a Royal Flush. Then click to make a set
of the above cards of that suit.
Do
the fourth panel by the left booth in the private room behind the swing
door.
When
the last panel is done a grating sound is heard. Go to adjacent booth and
click on the table. The table slides away and a trap door opens. It's too
dark to go down and Nancy says she needs a flashlight.
Katie's
boat: Talk to Katie and learn about Benjamin
Hawkins, the boat in a bottle builder. Katie is hungry BUT do not give her
the sandwich you made earlier or else you'll give her salmonella poisoning.
Go down to the galley and make a plain peanut butter and jelly sandwich.
The fixings are taken from the shelf on the left. Those things in the fridge
are not trustworthy. Give the sandwich to Katie. Take the headlamp.
Hot
Kettle Cafe's Tunnel: Go to the private room and click
on the right booth's table. Click on the headlamp. Go down the ladder
and note a lever on right side of the trap door used to open the trap door
from below.
Go
forward the tunnel and see a cairn. Turn left, go forward into the other
room and up the wood ladder. See the clothing store that was robbed.
Turn
around, forward until the cairn seen earlier, left and go through the long
tunnel. Elvis was here.
Take
a left on the next cairn. Go forward and up the crates. Open the trap door
to the hardware that was also robbed. Go back to the cairn and take a left.
Go
forward and right on the next cairn. The left fork leads to a dead end. Take
the long trek to a metal door. Take an oilcan from the box.
Go
forward and see a door with a lever. Pull the lever.
Sea
Serpent puzzle part 1: Go forward to an etched door
-It takes two to make it disappear. Click on panel and see
4 parts of a sea serpent. It is missing 4 parts of his body.
Move
the pictures to where you think the body parts should be.
The
2 middle pieces up and the outer pieces down.
Go
back through the tunnel and back up to the Cafe. Pull the lever to open the
trap door. Talk to Jenna about the tunnel.
Lighthouse
Lighthouse:
Go to the lighthouse and see some pebbles fall from above. Look up and
escape being hit by a large chunk of brick. Go to the left side of the
lighthouse and see the source of the ding-ding sound. The door is closed.
Go
back to the main door. Look close at the number lock on the door. Enter the
number seen on the book mark of the chess book Holt lend to you: 3-4-7-5.
Enter the lighthouse.
Top
of lighthouse: Climb to the top and see a calendar
with today's date circled. Look at lamp and see that the bulb is missing.
The front lid of the lamp is rusted shut. The lamp is attached to a Coast
Guard Signal Box. Note the Koko Kringle wrappers.
Go
down and look close at the stove's pipe. Pull the lever.
Basement
of lighthouse: Exit the lighthouse and go around the
back. Click on the door that was closed earlier. Go down the ladder. See a
trap door on the floor. Check the table and see a box of Lightmeister. Take
the third from right working light bulb. The broken light bulbs will
make a ping sound when picked up.
Sea
Serpent puzzle part 2: Go to the brown door with an
inscription - Through the efforts of many built the wall seen here.
Look close at the metal panel and see parts of sea serpent similar to the
one we saw in the tunnel. This set of pictures has different missing and
present body parts.
Flip
up the middle two panels and the 2 side parts down.
Sea
Cave: The trap door opens when the sea serpent puzzles
are correctly done. Go down and find yourself in a sea cave. On the wall is
a depiction of a sea serpent. We do not have enough data yet to know what to
do. Go back up to the top of the lighthouse.
Lamp:
Place the light bulb on the back lid of the lamp. Use the oilcan on the
rusted front lid. Press the button on the base of the lamp.
Morse
Code Message to Hilda: Look close at the code sender
and type in Nancy cell phone number - 523-555-4399.
.....
is 5, ..--- is 2, ...-- is 3, ..... is 5, ..... is 5, ..... is 5, ....- is
4, ...-- is 3, ----. is 9, ----. is 9. Press SEND.
See
a light beyond respond to your code. Move back and the phone rings.
Talk to Hilda Swenson and learn that she sent you an e-mail.
Hilda's
New Puzzle
Katie's
boat: See that the ice in the ice chest in the closet
melted and water is on the floor.
Hilda's
mail: Check your e-mail and see new coordinates.
New
Coordinates Puzzle: N 48 42.ABC, W 123 08.7DE
A=
Number of 'nuns' surrounding Snake Horse Harbor
B
= The ID number of the buoy that's got the graffiti on it.
C
= Number of 'isophase buoys surrounding Snake Horse Harbor + 4
D
= How many dollars Jenna charges for a cup of clam chowder.
E
= Number of cairns in the tunnel.
Use
the computer. Check under DI Portal, search, Nautical Definitions and
nuns. Do the same for isophase.
Nun
- a red even numbered buoy that marks the left side of a channel leaving a
harbor.
Isophase
- a pattern utilized by some lighted buoys where the light is on and off
for equal intervals.
ABC:
Take the kayak out and find out that there are 4 nuns (#s 6, 8, 10, 12) and
buoy #8 has graffiti. There is only 1 isophase buoy (buoy #12), 1 + 4 = 5.
D:
How many dollars Jenna charges for a cup of clam chowder.
Bike
to the Hot Kettle Cafe and look at the menu to find out that Jenna charges
3 dollars per cup for her clam chowder.
E:
Number of cairns in the tunnel.
Go
down the tunnel via the table of the booth at the private dining area.
There are 5 cairns.
New
coordinates:
N
48 42.ABC is N 48 42. 485
W
123 08.7DE is W 123 08.735
Go
to the kayak. Make New waypoint on your GPS by entering the new
coordinates.
Kayak
to new waypoint and look at the floating sealed container. Take the Zap
waterproof transmitter.
The
phone rings and Hilda talks to Nancy.
Mission
- Below ground is a rock with a strange anvil look. When you're near it,
behold what's above. Letters found at the beach will put a new spot in
reach .. letters only a sailor could love.
Hilda's
Last Puzzle
Hot
Kettle Cafe: Go down the tunnel and take the
long tunnel to the crossroad. Turn right to do the automatic long trek. Go
left by the cairn to an alcove. Look close at the anvil stone. Click
the up arrow and see an opening top of wall.
Maze
in tunnel: Enter and see another tunnel. Since this is
Hilda's direction, she must have left clues to help us. Look at the letters
found in the shell box at the secret beach.
P
= port and S = starboard. P is left and S is right. So the directions on
the letter is L R R L L R R R L L R L L.
Follow
the directions and end up in a dead end. Look close at the boulder and see
new coordinates written on it. The transmitter + N48 42.522, W 123 08
.799.
Kayak
again: Back to the kayak, enter the new coordinates to
make a new waypoint. Navigate the kayak to face buoy #8. Take the
transmitter from inventory and click it on either side of the kayak. A
sunken buoy floats up. Open the box attached to the floater and take the binoculars.
Pull back and get a call from guess who - Hilda.
Benjamin
Hawkins' notebook was taken and is being misused by somebody. The notebook
contains all the underground ways Hilda and her husband found. Look at
the boat in the bottle Andy has.
Whale
World: Look close at the boat in the bottle left of
the entrance door. Use the binoculars and see symbols on the sails. These
are the symbols seen at the sea cave under the trap door in the lighthouse.
Let's go there now.
Lighthouse:
Code in 3-4-7-5 on the lock of the door. Enter, pull lever behind the stove
pipe and then exit. Go to the left door with the bing-bing-bing sound. Enter
and go down to the sea cave under the trap door.
Sea
Cave: Look close at sea serpent depiction and
see the symbols seen in the sails of the boat in the bottle - W, Cross,
Star.
Sea
Serpent Icon Puzzle: Click on star button.
See
2 circles that can be rotated by clicking on center green button.
Rotate
the right circle to have the cross symbol in the mouth of the serpent.
Rotate
the left circle to have the W symbol in the mouth of the serpent.
See
a lever-gear machinery. Click on silver lever on right and a secret cove
is exposed.
Orca
Take
the kayak and go back to the cave under the lighthouse cliff. Take the left
fork and see a new opening on the wall.
Paddle
in and see where Benjamin Hawkins used to hide out. Paddle to the end and
see crates, balls and frozen fish. Go forward, hit the yellow container and
get a surprise. The orca is playful and is not wild at all. Play with her
with the beach ball.
Take
a look at the paper on top of harness box to see a marine animal harness
chart for a juvenile orca. See a pair of gloves on top of the frozen fish
boxes. It has Firestone written on them. Kayak out of here and say bye-bye
to the orca.
As
soon as out of the cave, the phone rings. Talk to Bess and discuss the
possibility of the smugglers using the orca to retrieve the smuggled goods
from the wreck of the Whitechapel. Kayak back to the dock and find out that
Katie's gone. Now what?
Go
to the Cafe and talk to Holt and then Jenna. Holt won't help and same goes
with Jenna. Go to Andy at Whale world (if you come here before the Cafe, the
place is closed). Andy helps and brings you close to the smuggler's ship.
Smuggler's
Ship
Evading
the smugglers:
Climb
up and hear the smugglers. Turn left, forward, footsteps, left to hide,
right (see animal furs that the smugglers were retrieving from the
Whitechapel), forward, voices, turn right to hide behind the drums,
forward, right to boxes, turn around, forward, footsteps, right, forward
to steps going down.
Katie:
Go down. Open the wheel door. Enter and see the orca. Go around to the other
side and enter the other hold door. See the back of Katie sitting on a
chair. Take the gag off and talk to Katie. Hear someone come.
End
Run: Go left to hide in the stacked crates. Andy, who
else! While he is looking for Nancy, go forward to the hold door
across the room. Go forward as far as the other door and where you saw the
orca the first time. Click on door and it is slammed shut on you. Face
smirky Andy. As soon as able turn left and throw the yellow canister
to the orca or on the water. Watch!
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: