Black Sails - The Ghost Ship
Anna, a reporter from New York, is travelling on a large passenger ship. Suddenly the ship crashes, and there are only two survivors: Anna and a man she doesn’t know.
They survive long enough to discover another ship passing by and manage to climb aboard. Anna and the stranger, Lex, find themselves on a large, fully-furnished ship with one notable exception: it is entirely devoid of life...
German Demo: Das Geisterschiff
Walkthrough by ShinjiGR - ver. 1.0 Notes: ------ The way you talk to a character the first time you meet them sets their attitude towards you for the rest of the game. There are three different attitudes. Friendly, neutral and hostile. Chapter 1 - Anna You find yourself in the Captain's cabin of a strange ship. Talk to Lex about everything. Your first lines decide his attitude towards you for the rest of the game. Hostile If you continue to behave like a... Well, if it can't be avoided... Neutral If you continue to behave like a... Easy, I didn't mean it like that... Neutral At least, we should try to work together... Then do whatever you like. Neutral At least, we should try to work together... It'd be easier for both of us, if we worked together. Friendly It was hard for both of us, but it's over now. Let's focus on getting out of here. Friendly It was hard for both of us, but it's over now. That means you're going to behave? Examine the passenger list on top of the desk and pick up the corkscrew. Pick up the crooked picture from the wall and examine it in the inventory to find a key. Pick up the piece of paper from the bookshelf. Examine the knothole in the wooden wall and try to use it. It's blocked. Then examine the knot in the beam and try to solve it. You can't do it with your bare hands. Talk to Lex and tell him about the knot. He wants something in return. Examine the locked chest with the combination lock. Use the key on the upper left drawer on the desk and pick up the piece of paper from inside. It's a picture of a little girl with burn holes. Then use the key on the upper right desk drawer. There more books inside. Combine the two pieces of paper and examine them. You're still missing something. Examine the lower left drawer. It doesn't have a handle. Use the corkscrew on the drawer and then open it. Pick up the piece of paper from inside. In your inventory combine the three pieces of paper. Three numbers are shown, 8, 6 and 3. Use number 863 in the combination lock to open the chest. Read the love letter and pick up the razor and the amulet. Use the razor with the knot (select to use it when asked) or talk to Lex and give him the Amulet. Now you can move the wooden panel, so use the knothole to move it. There's a secret room behind it. Pick up the anchor and the clothes line and combine them in the inventory to make some kind of an anchor. Examine the gas station and the defective cannister and try to pick it up. You must find a way to fix it first. Try to turn on the valve. Go to the locked door and use the anchor on the lock. Go to the left area, open the window and throw the anchor to the ocean (use the anchor in your inventory which is the 'idea' of the anchor attached to the door). Now try to exit the Captain's room. Lex has other plans again, which they backfire. Try to lift the boxes but they're heavy. Remove the seal from one of the boxes and it empties on the floor. Now lift the boxes again. Lex is bleeding so you must search for some disinfectant and bandages. Exit the Captain's cabin. You're in a dark corridor. Pick up the gas cartridge from under the docking station. It's dark and the gas cartridge is empty so go back to the Captain's cabin. Remove the defective cartridge from the machine and use the new empty one. Now use the valve. Pick up the filled cartridge, go to the corridor and place it in the docking station. Now turn on the light switch on the right. There's a trapdoor on the floor. Open it and read the note inside. It's a memo about the musket. Go to the right. Read the note. Both those doors are locked. Go to the left and examine the alarm clock. Pick up the cord. Examine the shaft and read the diary page on the floor. Although it's not obvious, this is a T-junction. Go to the right of the screen and open the door to enter the mechanic's room. Pick up the chain and from the floor the gear. Get the screwdriver from the workbench and examine the big clock. Pick up the piece of leather and leave the mechanic's room. Open hatch to the maintenance shaft in the corridor and examine the opening. Now enter the door leading to the Mess Hall. Pick up the fishing pole from the wall. You can't go to the Mess Hall that way. Climb up the staircase to the bridge. Examine the crane controls and read the warning message. Pick up the hand-log from the center of the room and the part of the ship plan from the map table. The table is locked. Try the door to the deck, but it is blocked by a lifeboat. Leave and go downstairs. Try the crane controls, but there is a problem with the machine. Try to climb the stairs to the cabin door. You fall to the Mess Hall. Examine everything. Pick up the bottle of alcohol from the shelf and the empty bottles from the other side of the room. Use the empty bottles with the enamel pot to fill them with fresh water. Pick up the pliers from the workbench. Try to examine the oil barrel, or just walk to the doors, to see the cargo fall down. After the crash examine the wooden crate and use the pliers on it. You get some wooden boards and a nail. Use the nail with the vice on the workbench to make a hook. Combine the hook, cord and fishing pole to make a complete fishing rod. Pick up the map piece and combine it with the map in your inventory. Now get back to the Captain's cabin and Lex. After talking to him use the screwdriver with the ventilation grille. Look inside the shaft and pick up the insulation material. There's a cranial drill behind it but it's too deep to reach it. Use the fishing rod to get it out. Go outside the doctor's office and use the drill on the door lock. Enter the doctor's office. Examine the picture. There's something here. If you didn't use the razor on the knot and still have it use it on the picture to remove a hidden letter with some important information. Read the note on the table about the stock of morphine. Pick up the bed-warmer from on top of the bed and the doctor's bag. Examine the bag to find a needle and some bandages. Open the top drawer and get the leather belt. Then close it and open the lower drawer to read a passage from Moby Dick. Leave and go back to the Captain's Cabin. Talk to Lex and tell him that you have both the disinfectant and the bandages. He gives you your handbag. Examine the handbag to find a framed picture of your parents, a pair of scissors and some notes. Now you must search for morphine.
Remember the note in the Doctor's office? Go back to the Mess and use the leather belt with the
roller drum. Now use the scissors on the piece of leather of make some leather bands and use the
needle with thread on those to make a stitched leather belt. Attach the stitched leather belt to the
roller. Now go back to the bridge and try to hoist the rope. Unfortunately it breaks. Examine the shipping route book and the sea chart. You can't remove them. You need five
coordinates in order to determine a shipping route. You have 4 from the notes already. Don't forget
to read the notes with the magnifying glass in order to learn the coordinates. Examine the imprint
and use the picture frame with your parents on it to read the final coordinates. Now that you know
all 5 of them go to the sea chart and click on the following places: Monte, Lajes do Pico, Santana,
Pedro Miguel and Castelo Branco. After you discover all 5 places go to the shipping route book and
click on those same 5 places to determine the shipping route. You now know the shipping route. |