Sunday, December 25, 2011

Ransom of the Seven Ships Walkthrough

Shark Diving Ecotourism Resort
Read the kidnapers' note written to Nancy. Talk to George about everything. She has been trying to fix the satellite phone. Study the map on the wall right of George. Take note of the locations of the Resort, Shark Cove, Sangre Beach, Blue Hole, Bat Steep, and Monkey Center. Look close at the basket on the sofa's side table. Read about Captain Juan Ignacio de Santa Ana Domingo aka El Toro. Talk to CouCou the parrot. She loves fruit and will give hints in exchange for some. Study the poster above the display right of CouCou. Learn the flags that correspond to the alphabets and numbers. Check the glass display. Learn about the 5 different bat species found at Bat Steep and their frequencies. There are also several colorful birds found at the island. Take the Krolmeister Bat Seeker right of the bat-birds display. It needs a battery and has to be put together. Click the bat seeker twice to open the back. See that the parts are loose. Place-click all the parts on the green board at left. Right click to rotate the pieces. They have to fit without touching each other and that the pins on them are inserted on holes. Nancy will tell you if it’s done correctly. Read the monkey board. Learn that the monkeys learned to play 3 different games. Learn and hear by pressing the buttons the 5 calls learned by the monkeys. Note the ball refers to sea urchins. Take Sonny Joon's Field Research Notes right of the monkey board. Read it in inventory and learn how to play the games (Color squares, Alleyway game, and Coconut throwing contest with a monkey named Old Notch Ear). Check the closet left of George. It has a sophisticated lock right of the door. See green lights on the panel and the reset button at right. The aim is to have all the lights off by pressing some of the buttons. Note that a button affects buttons at top, right, bottom and left of that button. Knowing that, try to isolate lights at each corner to turn the adjacent lights off. Open the closet. Take the walkie talkie at the top left of cabinet. With the use of the walkie talkie, George and Nancy can now call each other and interchange being the active character. Look at the map at top of the air tank refill box and see that it shows all the places Nancy had a case. Take the scuba gear (suit and tank). See them with the amount of air in the tank at top left of the screen. Exit through the main door and forward to the dock. See a sailboat with no sail. Go back to the main building and go right. Check the cabinet and golf cart. Check the storage shedand see that it has a padlock. Go back to George and talk to her about everything. She gives a key. Use the key on the storage chest. Look close at the wood bin below the Sinking of Atocha framed coin. See that it has nautical flags on the lid. Look close at the lock at edge of the lid. Using the nautical flag poster as clue, click the dials to show 7 9 2 0 4. Take the sails and close the lid. Take the shovel on the right door. Read the note under the distilled water to learn that each of the cart batteries needs 100 ml. One press of the button releases 60 ml of water into any open tube. Each tube can be opened or closed. The water reservoir dispenses 300 ml of water. Take the distilled water dispenser above the note. Go to golf cart. Look close at the note. It needs distilled water and all levels should be at 100%. Click on the cart seat and see the batteries. Use the water dispenser on the batteries. See that each switch on top has red and green dots. Turn the switch to green to open the dispenser on that battery. Be sure that you have studied the map right of George. Click the steering wheel to use the cart. See an over head view. Drive to all the locations, park at parking lots, and look around. Bat Steep does not have a parking lot but a dirt path. Take note that there are short cuts marked by tire tracks in the sand. Use them to see where they lead. Take the top left road and go to Monkey Center, Bat Steep, Shark Cove, Blue Hole, and then Sangre Beach.

Sangre Beach
Walk the pink sands of Sangre Beach. See a motorboat beached in the sand. Turn left and forward to the path. See Bess' slippers in the sand. Pick it up and get caught in a trap. Meet and talk to Johnny Rolle from Jamaica. Look at the things he has in his camp. Talk to him about everything. Drive to Sharks' Cove close to the Resort. Be sure that you have the shovel. Go left at the beach and forward to the rock wall. See an overhead view. Read the directions of the kidnappers. Each of the objects in the area has a number. For example: A palm tree might have 3 fronds or a group of palm trees is made up of 4 trees or there are 3 coconuts on sticks. Walk opposite of where that object is located. For example, if the object is east of where Nancy stopped, walk to the west. Look for the W mentioned in the note. Walk right of the pool and see 4 palm trees form a W. Walk using the number of the object multiplied by the number on the note under additional paces. When you reached the end of the pacing, right click to dig. You can use keyboard or mouse to count off the paces. Place the hand cursor in front of Nancy and right click to dig. Take and open the box. Take the book inside the box. Read El Toro's coded journal. Look close at the brown journal in inventory. Click on a page and see the scripts in close up with the alphabets at the bottom. Click on a script and then click on the letter you think it corresponds to. All the highlighted scripts will have that letter on top of them. There are 3 pages to be decoded. Read the journal. Go to Sangre Beach and talk to Johnny. He will lend his metal detector only if his compass is obtained from the notched eared monkey. Drive to Monkey Center, northeast of the island. Read Sonny Joon's Field Research Notes. He noted that it is the notched ear monkey that knows the coconut throw game. Ask the monkey at the left for a game. The aim of the puzzle is to get a higher score than the monkey. There are 5 pictures with different scores: lizard scores one, shell scores 2, starfish scores 3, crab scores 4, and guava scores 5. Try to aim for only the crabs and guavas, as the points will add up in the end. But if you don’t throw coconuts, you won’t get any points at all, as when the monkey finishes throwing his, the next round begins. There are 3 games of 8 coconuts each in a set. Good luck. Win and select the compass. Drive to Sangre Beach. Talk to Johnny and get the metal detector (it’s next to him hanging in front of the tent). Also ask him for the 9 volt battery for the bat seeker. He says to look for his beacon northwest of the island. Drive back to the resort.

Shark Diving Ecotourism Resort
A basket of fruit is on the desk by George at the resort. Take the three guava. Talk to CouCou. She does tricks for guavas. For junior gamers, a 'hints for fruit deal' is made. So if game help is needed, talk to CouCou and ask for hints. Ask her to do a trick. Place the guava on the seed cup. The number of guavas in inventory is seen at the top left of the screen. Guavas can also be won in monkey games. Talk to George about everything and get her up to date. Now that the sail and the scuba gear are taken, go outside to the dock. Take the sail and click it on the sailboat. Enter the boat and sail around the island. Do not hit the orange buoy, rocks, whales, sharks, crates, and markers because they will damage your boat. If the boat gets damaged enough you’ll sink. As you are sailing, you’ll come across several glass bottles. It is not mandatory to take them, but if you want to, there are 9 total and each contains part of a message. To get the bottle, just sail over it. While sailing, see a half-moon shape island southwest of the main island. There is a broken circle of a coral reefs southeast of the main island. A dove shaped island is north northwest of the main island. Be sure that you have the scuba gear, metal detector, and shovel. Sail southeast of the main island. See a broken circular coral reef. Enter the circle of rocks.

Coral Reef
Read the How to sail book found on the deck of the sail boat. Learn to position the boat in irons and how to sail into the wind by tacking. Read the last page and learn about using longitude and latitude to pinpoint landmarks. It’s a good idea to save your game here. Double check that the air tank is full - 100%. Read El Toro's journal concerning the Caridad. Dive down by clicking on the rope ladder left of boat. Automatically be in scuba gear holding the metal detector. At the top of the screen, the blue line is the air tank amount and the red line is for the metal detector. Keep an eye on the top line especially. See brain coral growing just beside the shipwreck (blue mushroom-looking objects). Swim to the bottom right until the shipwreck and then over the middle part of the deck. Once the metal detector reads full bar, right click and automatically use the shovel. See the chest with the insignia and name Caridad. Remember this spot. Open the chest and look to study the lock. If you don’t have enough air, now that you know where the chest is, go back to your saved game and then go back to the site of the chest and dig it up again; this will save you precious air and time. Click the cover of the chest to see the lock. This is a Sudoku-like puzzle. The puzzle has 9 large squares (3x3). Each square has 9 small squares inside. To the left are small colored tiles of 9 colors. They are to be placed on the empty small squares in the puzzle. Each large squares should have one of each color - no duplicates. Each row from left to right spanning 3 large squares is to have one color each - no duplicates. Each column from top -down spanning 3 large squares is to have one color each - no duplicates. When you do this properly, the chest opens. Take a bee dial and round object. Swim back to the boat and climb the rope ladder. Click the sails to release it. Sail northwest of the main island. Search for 2 white rocks side by side. There's a red flag in between the white rocks. Sail in between the rocks to automatically pick up Johnny's beacon. Sail back to the resort.

Shark Diving Ecotourism Resort
Go forward to the resort building. Look close at the note pinned to the post right of the stairs. Talk to George about everything. Use the golf cart and drive to Sangre Island. Talk to Johnny to give him the beacon. Take the battery. Look close at the round item in your inventory that you obtained from the chest underwater and click on it. See scripts and letters. Open El Toro's journal. Open to the page with coded words. See the round thing on top of a stand. It is an astrolabe. Click on the coded words to be decoded in the journal. A new page with the paragraph that has the coded words appears. Click on a script and then click on the letter(s) you think it corresponds to. All the highlighted scripts will have that letter on top of them. There are 5 pages to be decoded. When done correctly, Nancy will say that it’s all been decoded. Look at the picture of the astrolabe - round thing on a stand in the journal. That stand is what CouCou is perched on. Go back to the resort. Refill the air tank at the diving cabinet (the cabinet to the left of George where you got the scuba gear). To do this, click on the scuba gear and automatically the tank goes to the refill slot. Press the red button. Take the filled air tank. Talk to CouCou about her perch. After giving her a guava, she says she wants a driftwood perch. There are several driftwoods found in the beaches: 3 at Shark Cove, 2 at Sangre Beach, and 1 at Blue Hole. You can only take one driftwood at a time. Return to CouCou so she can check it out. If rejected get another until she is happy with her new perch. The perch she wants is random, so bring all pieces to her until she is happy. When she is, take the perch by the newspaper table. Nancy sees her old cases in headlines. Look close and read the bat display. The Waterhouse's Leaf Nosed bats are insectivorous large rounded ears bats. They have a frequency of 16 KmHz. Look close at the bat seeker. Use the battery on the close up of the bat seeker. Drive to Bat Steep, located on the northwest part of the island. There is no paved road to it, but a dirt trail. Go forward and save your game before climbing.

Bat Steep
As you’re climbing, try to not be hit by rocks thrown by monkeys that are on the top of the cliff. Entering a bat cave resets the bar at top of the screen (the bar goes down if you get hit by rocks). The placements of the bats in the 5 caves on the cliff are random. Enter a cave. Use the bat seeker in your inventory and turn the dial to 16. Check the light of the antenna. Look for the bats that have a frequency cry read as 16 KmHz (the antenna will light up if you’re in the correct cave). They are Waterhouse's Leaf Nosed bats; the one described by El Toro. Enter the cave. Look around and see a jade square plate with a face on it at left wall. Press the jade plate. You’ll become trapped in the cave. See a beam of light from the stone block to deep in the cave. Turn around and see 2 mirrors reflecting the light. Click on the mirrors and see an overhead view. There's something Nancy sees at the extreme right of the screen. Arrange the mirrors so that the beam of light hits extreme right of the screen. When the lights hit the object on the far right, you’ll be able to take what’s there. Take the camel dial and the tablet with new symbols-scripts. The source of light and air for the cave was blocked. Hear static. Use the walkie talkie to talk to George. You will now begin playing as George. Exit the building and automatically be at Bat Steep. Climb to the bat cave where Nancy is located. It is the one blocked by a stone boulder, of course. Click on the boulder with a skull to talk to Nancy. Look at the brown plate under the skull. It's a picture of a camel. Remember what it looks like. Click on it again and it ends up in pieces. Put it together and realize that they are arranged in 9 squares. After the pieces are together, realize that it is now a slider puzzle. Pulling back resets the puzzle. When it’s completed, you’ll play as Nancy again. Look at the items on the ground by the entrance. See John Poole aka Johnny Rolle's Australian driver's license. Exit the cave and climb to the right and up to the top of the cliff. See the monkeys blocking the way. Talk to them. Listen to the sound they are making. Go back down and drive to the resort. Check the monkey board. Press the buttons and find out that they are asking for a 'ball'. Learn that the ball they want is a sea urchin found by brain coral. Check how much air is in the air tank. Fill the tank if it is not 100 %. Go to the sailboat and sail southeast to the coral reef where the Caridad shipwreck is located. Iron the sail boat and dive down. Close to the sail boat are brain corals. Click and take sea urchin. Swim back to the rope ladder of the sail boat. Sail back to the resort.

Shark Diving Ecotourism Resort
Drive to Sangre Beach and talk to Johnny about everything. Drive back to Bat Steep. Climb up to the top of the cliff. Give the sea urchin to the monkeys by using it on them. Go forward and see a metal with hole on the ground. Look close at the hole on the ground. Place CouCou's perch on the hole. Place the astrolabe on top of the perch-rod. Click on the astrolabe. See someone move in the jungle. Move the arrow to point at different numbers. Look through the center to see where it points to. Locations seen at coordinates: NE 40 is Halfmoon Reef, SW 20 is the Coral Reef where the shipwreck is situated, and SW 70 is Dove Island. Look at each of these locations using the astrolabe. Climb down and go back to the resort. If you need air in the tank, fill it up. Talk to George about everything and get her up to date. Go to the sailboat. Sail northeast and land at Dove Island (the island shaped like a dove). Go forward and see a stand with 6 sundials on top. Each sundial is labeled with a letter. The letters spell ATOCHA, the one that has a medallion in the storage closet. Turn back, go forward to the boat, and automatically call George to look at the medallion on the placard in the storage shed. Nancy sees a flash of light coming from the resort. At the resort, there are monkeys screeching. You are now playing as George. Go outside and read the new threatening letter in the same place as the previous one. Also see that someone broke into the shed. Look close at the Atocha placard. See that the year is inscribed on the coin and the coin is gone. Pull back and note that there are monkey footprints all around. There are small and large prints. Go back inside and take Sonny Joon's Field Research Notes right of the monkey board. Read it in inventory so George will know how to play the monkey games. Use the golf cart and drive to the Monkey Center. Play a game with the monkey with babies at center (small and large footprints). Read up on the Alleyway game in the Research notes. This is a game of chance. Spin the dial and move forward based on the number spun. If you land on another player, you are brought back a certain number. If you land on the red and black cloths (13 and 25), you are brought back a certain number also. The first one to reach 'finish' wins. Take the silver coin with etched 6/9/1622. Use the walkie talkie to call Nancy, and then play as her. Look close at the sundials. Each sundials can be turned using the arrows seen when the cursor is placed right or left of the sundials. Click to lift the lid. Take the code of conduct and the owl coin. If the air tank is less than 100, go back to the resort and fill the air tank. Sail southwest of the island and iron the sailboat at Halfmoon Reef (the halfmoon shaped island). It’s a good idea to save your game here.

Halfmoon Reef
Dive down. Try not to touch any jellyfish. Dive down to the bottom and see caves/holes that have the symbols seen on the tablet taken from the bat cave. Swim to the bottom left and automatically get a close up of conch shells. Take a conch shell. Go to and click the hole with the Death (looks like a 5) symbol at the right side of the area and a little higher than the sea bed (you’ll automatically get a closeup). See the tentacle of an octopus come out. Note shell fragments litter the outside of the hole. Lay the conch shell at closest oyster (closest to you, farthest from the hole). The octopus is forced to come out to grab it. It swims away. Again, save your game here. Enter the hole and see a box. Look close at lock. The objects of the puzzles are:
1. Make 3 squares with the use of 2 sticks only.
2. Make 4 squares with the use of 3 sticks.
3. Make 5 squares with the use of 4 sticks.
Click on an unnecessary line to remove it from the puzzle and then click a blank space to make a line needed for a square. Take the ant dial. Swim back up to the surface carefully. Watch the 2 lines for air and pressure (bends) at the top of screen. If the second line gets red, the pressure is too high. To avoid this, swim side to side and stop to rest from time to time; just watch out for the jellyfish. Sail back to Resort. Read the threatening note from the post.

Blue Hole
Drive to Blue Hole and look around. See the blue pool. Go forward and see 4 wheels on wall. The rope is attached to a slab covering a sort of stone box. The pulley is missing. It seems the culprit is a monkey that has an extra toe. Review El Toro's journal. Dive down Blue Hole and realize that there's not enough light. Drive to the monkey center and play a game with the monkey at the right. Read the Field Research Notes to see how to play color squares. You and the monkey have 2 colors each. Each one alternately selects a square to click on - the larger the better. No color can touch the same color box. The one with the highest score wins. Take the pulley. Notice that there is also a disk in the selection. Play again and win the donkey disk. Drive back to Blue Hole. Read what El Toro mentioned in the journal about Manuel using 6 loops of a 50 foot rope to raise a rock. The drawing stated it needs 30 feet of rope left to raise the slab-rock. Look close at the wheels on rock. Place the pulley at the bar at the bottom. Click on the wheel to loop the rope. See how much rope is left. The end of the rope highlights when it can be tied to the slab. The rope has to end at top right wheel. Pulling back resets the puzzle. When you’ve done the puzzle correctly, a stone will be lifted. Take the panther dial. Drive to Shark's Cove. Turn left and go behind the rock wall. Automatically, Nancy uses the metal detector. Right click to dig on sites that show full activity. The dig sites are random, and you will probably pick up some junk along the way. Go around, search for and dig: Bess's bracelet, dove metal disk, rabbit metal disk, donkey metal disk, and the metal disk wheel with 3 animal metal disks on it already. The metal disk wheel will be left on the sand until all other plates are collected. When you have collected all items, go back to the metal disk wheel and pass over it to pick it up. Automatically all the collected plates will be on the wheel. The 6 outer plates are silhouettes of the animals-birds shown. The aim of the puzzle is to reproduce the owl by placing certain silhouettes (metal disks) over the center plate. Select an outer silhouette, turn it if needed, and then click on the stem to place it at the center. When done successfully, the center plate opens. Take the owl dial. Drive to Sangre Beach and talk to Johnny about glow sticks. Before he gives it, he wants his GPS programmed. Nancy takes the GPS and the chart. Look at the chart in inventory. Longitude is N-S while latitude is E-W direction. The red horizontal latitude line is where Dread Island is located. Each line in the chart is a difference of .03' (min). Count off the lines using the coordinates of Half Moon Bay that is on the chart already. Dread Island's coordinates are at the back of the sailboat manual, or count it off the chart. Enter the numbers counted off from the chart in GPS. Then click 'save'. See the waypoints at the right. Talk to Johnny and take the glow stick. Go to the resort and fill the air tank. Talk to George about everything. Go to Blue Hole and save your game. Dive down. Keep swimming until you see symbols on the path underwater. Refer to the tablet of symbols taken from the bat cave to determine what each means. Refer to El Toro’s journal to determine which way to go. After you pass the final symbol, keep swimming until you get to the dial puzzle. Save your game here. Arrange the dials on the panel based on the words found at the Codes of Conduct taken from the sundial at Dove Island. After the animal dials are arranged properly, turn the disks so that the colors and patterns are adjacent to each other. Again, save your game here. See 7 hourglasses. El Toro's clue states to have them all run out at the same time. Check the journal again and see that 7 letters are written in black: h g c p t c d. It is the order the hourglass is to be turned. Take the key from the Humilidad hourglass. Determine the speed of flow of each hourglass. You might need to repeat this puzzle several times to finesse the timing. You have 3 tries before the 'game ends', but of course there is second chance. When done correctly, the cabinet drops, the spikes removed and treasure seen. Take the map of the western US.  Pull back and turn around to the water hole. Take the spare air tank at the left of the screen. Dive and swim back to the entrance. Consult the symbols found in the bat cave and El Toro’s journal to determine which way to go. Drive back to the resort. Talk to George about everything and read the kidnappers message left on the porch (she’ll show it to you). Drive to Sangre Beach.

Sangre Beach
Talk to Johnny about everything. You’ll then be placed in a cave with Bess, who found an exit. Look close at the soil door Bess found. Look close at keyhole right of the door. Use the key taken from the hourglass on the keyhole at right. Enter El Toro's room. Look around. See symbols on pictures, the head of the bull, and a picture above the bed. Look close at El Toro's skeleton on the bed. Take the key he is holding. Open the X plate on the door left of the bed. Check the last page of the journal - the plate with several keyholes. Look at the key taken from Humilidad hourglass. Compare that to the picture in the second to last journal page. That ornate design at the back looks like one of the keyhole plate on the panel. The keyhole plate placement is random. Use the hourglass key on that keyhole drawn in the journal. See the bull picture move. Look behind the bull picture and see buttons with symbols. Look around the room and see 5 symbols on different pictures and items. Study El Toro's journal. See all those 5 items drawn. Check the order of those pictures in the pages: El Toro's portrait above the bed, the bull picture, the armor, the bull head, and the fallen picture. Press the symbols related to those items using the order in the journal. Take the box inside. Look close at the lock. The aim is to depress all 5 buttons. Insert the hourglass key and El Toro's key on the keyholes. Turn both keys once. Study which button(s) are affected by other buttons. From there, deduce the sequence needed to depress all buttons. The order to press the buttons is: I, II, IV, V. Take the treasure. Go to the X panel left of bed. Open and see the keyhole plates. Review the last page of the journal. Bronze is the one that is green in color and iron is red colored. The cutout plates are drawn in the journal. From the clues, deduce which plate to insert El Toro's key in to open the door. Use El Toro's key on the correct keyhole plate. This changes every time you play. When you use the correct key, the door will open and you and Bess will be free. Case closed!

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