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Search for the Golden Dolphin
(Cinegram Media,
1999)

By
Alexander Tait
April 23, 2001
Please read our copyright notice.
Click here for a printer-friendly version of this walkthrough.
This game is characterized by repetition (videos play every time you come across a character you've seen before!), confusion (plot inconsistencies), and variation (some puzzles are solved by reading your encyclopedia; others are by trial and error. The game has some awful turning where you have to turn 270 degrees one way when logically you should have been able to turn 90 degrees the opposite direction! Characters not visible in front of you in one screen suddenly appear as if by magic, prompting a click-every-direction strategy. Some characters can only be found by approaching them from a certain direction! Search for the Golden Dolphin started off strong, and I wondered if it was going to be a Cryo title by another name, but it steadily declined with each chapter. Although this game has universally over-the-top acting with excruciating accents and sound effects that drown out important dialog, I enjoyed this title until the frustrating finale. Why? Because the game is lovingly crafted, based on fact (but not preaching and teaching unnecessarily), and spilling over with potential. I hope that Cinegram builds on this attempt, because I am sure there are many computer adventurers who would love the world of pirates and mutiny!
On Board the US Frigate Declaration
Below Deck
You learn
you are Lieutenant Nathaniel Thorne in the introduction. Commander Harris has
been injured badly and requests that you perform some tasks for him. First, he
asks you to speak with the doctor. In the adjoining room, speak with the nurse
(wife of the doctor). (You may also take the bloody rag on the table now, but
this is not needed until later). Return to the Commodore. Disbelief must be suspended
at this time as the Commodore explains the game interface (!). He then sends you
in search of the Signal Book, which he believes is being held by Captain Bradley
on deck.
On Deck
To the left of the signal flags, you will find
Captain Bradley. He tells you that the signal book is locked in his chest. Return
to below decks.
Below Deck
Return to the room where you spoke
with the nurse. Turn around completely to talk with one of the men. He informs
you that Captain Bradley's chest is below. Return to the main deck.
On
Deck
To the aft (look up the meaning in the index if you don't know the
meaning of this), you find a rope ladder leading over the side of the ship. Go
over the side into a longboat. Click on the chest and then on the signal book
to retrieve it. Return to the sick bay below decks.
Below Deck
Talk
to the Commodore again. He informs you that it was he who returned the Thorne
medallion to your family from your father in prison. He tells you that you will
have to signal the ships in the attack. Right-click on the signal book to examine
it and learn how to signal the other ships. By carefully reading, you learn that
Europeans tended to attack in "gentlemanly" lines. Breaking the line
is the way to defeat this attack. This requires putting signal flag 8 (purple
with a white square in the middle) on the main mast (the middle one) and signal
flag 3 (red) on the foremast (front one). Return to the deck to get the flags.
On
Deck
On examination of the signal flags, you find number 3 is missing.
The crew tell you it fell overboard. If you collected the bloody rag earlier,
this can be substituted for flag 3. Otherwise, return below decks.
Below
Deck
Return to where you spoke with the nurse. On the table is a bloody
red rag. This may be used in place of signal flag 3. Return to the deck.
On
Deck
Use the flags on the masts as documented above. A video plays of the
French being defeated by your cunning plan. You are made a hero and, after a break
in port, are summoned to the Commodore. He promotes you to Captain and appoints
you to your own ship, the USS Friendship. Your orders are to collect supplies
for your ship and take orders to Captain Ellis, of the Golden Dolphin, in Jamaica.
However, Captain Bradley has spoken with the local merchant to make collecting
provisions difficult for you ...
In Port at St. Kitts
General Store
Talking to the merchant reveals
that Captain Bradley had spoken with him to inflate his prices for you. Give him
the money you have provisions. It is not enough to cover what you need but he
allows you one item free. Go to the courthouse before choosing. (You need the
lieutenant's uniform but don't know this yet).
Courthouse
Talk
to the agent. He does not recognize a commission for a Captain Thorne, only a
Lieutenant Thorne. Return to the merchant.
General Store
Click
on the lieutenant's uniform ("slops," if you right-click on it for more
information). He allows you to take this free as he stated earlier. Return to
the courthouse.
Courthouse
Again talk to the agent--he still will
not allow you the prize money. Go to the tavern.
Tavern
Talk to
the lieutenant in the tavern. He instantly understands your plan when he sees
you in the lieutenant's uniform, and he gives you his commission. Return to the
courthouse.
Courthouse
Talk to the agent again. Now he gives you
the prize money. Return to the general store.
General Store
Give
the merchant the money--he can't believe his eyes and allows you free rein in
the store. Click on the provisions to collect them. Return to the USS Friendship.
USS
Friendship
Grudgingly, Captain Bradley approves your commission but only
with a warning that he'll be watching. You set sail ...
The Friendship at Sea
On Deck: Stern
Immediately in front
of you is a pennant. Click on it to find that the wind is an eastern one. Turn
around and head aft. On the port side, pick up the chip log (used for measuring
the speed of the ship). On the starboard side, speak with the mate. He informs
you he will steer the ship when he knows where the ship currently is located.
Head aft.
On Deck: Aft
Just before reaching the aft of the ship,
turn around. There is a chest of drawers with a map on it. Click on the chest
drawers and take the hourglass and the octant. Another drawer holds a compass,
which cannot be picked up. The map, when clicked on, reveals a great number of
possible positions that the ship may be--these will be reduced as the information
is inserted in the spaces above. In the aft of the ship is another sailor--click
on him and he will drop a "hand lead," which determines the ship is
in 73 fathoms. Throw the chip log over the aft of the ship. Click on the red flag
in the little window to start the hourglass. Take note of how many knots have
been let out but the time the hourglass is empty: 10 (knots). Head about a quarter
of the way to the stern (either side). Climb the ropes to the crow's nest.
Crow's
Nest
Use the octant on the Polaris star as listed in the index. You must
position the arm of the octant such that it is just below the star. The reading
is 32 degrees. Now return to the map at the aft of the ship.
On Deck:
Aft
Click on the map on top of the chest of drawers. Enter the information
you have gained. It should read like this: 32 73 10 -E. A video
sequence plays of the Friendship sailing to Jamaica. You arrive and meet the Golden
Dolphin but something is wrong: Captain Ellis is not in sight and the crew is
swarthy and insolent. Mutiny, anyone? You realize the mutineer is familiar--your
father's arch-nemesis, Nehemiah Marks. You are promptly thrown in the brig of
the French governor Balzac's ship: the Hyacinth.
The French Prison Ship Hyacinth
Below Decks
You recover
consciousness in the hold. First talk to Captain Ellis, who then dies. Opposite
Captain Ellis is the surgeon, very drunk. Find the capstan. You need a capstan
bar to use it. Searching the hold area, you find the surgeon's saw on the wall
and an oar on the floor. Use these together to form a capstan bar. While exploring,
meet One Armed Jack, who informs you he can make sails from cloth if you bring
him some. Meet an old man who is the longest-serving prisoner on board. He has
organized the prisoners, and they can be set to attack on a moment's notice. Return
to the capstan. Use the bar on it. Click on the bar only under cover of the thunder
(failure to do this results in the game ending). After four turns, the anchor
is raised. Go up on deck.
On Deck
Speak with Governor Balzac and
the carpenter. Do not speak with the sailor guarding the hammocks. When it is
dark (i.e., no lightning), use the saw on the hammocks to remove the netting.
Then collect the hammocks. Return below decks.
Below Decks
Give
One Armed Jack the hammocks. Unfortunately, he can no longer sew due to his disability.
You are then presented with a jigsaw puzzle where you must form four sails from
the material given to you. Initially, this seems an impossible task, but it isn't.
Whenever a piece of material is placed near where it should go, it is automatically
secured there and cannot be moved. After a few minutes, the going should become
quite easy. One Armed Jack agrees to hold onto the sails until needed. Return
to the old man. Click on him and the mutiny begins. A video sequence plays but
then you must escape the French ...
On Deck
Talk to the old
man. He gives you a chart that can be used to see where the Hyacinth is compared
with the French ships. Speak with the bosun. He will guide the ship as you dictate.
On the chart, you must first click on each of the four sails and then click "furl/unfurl."
The sails need to be unfurled. Use the arrows at left and right to set the sails
to -10 degrees. Hold the mouse over the wheel to change the setting to -10 degrees.
Click on your chart in inventory. The arrow should be green indicating success
with these settings. If not, check the settings and make sure they are correct.
Click "go," and the Hyacinth will begin its escape. Repeat the above
instructions, keeping the sails unfurled. This time set all settings to 0 degrees.
Click "go." On the third run, set everything to -40 degrees and click
"go." You are then informed that the smoke is obscuring the view for
all three ships. Furl the sails and set all to 0 degrees. The two French ships
will sail past and sink each other. A video scene plays ...
The Triomphe
Admiral's Room
Speak with Commodore Bradley.
He sneakily places the responsibility of selecting the likely port of departure
for the Golden Dolphin on to you. You need to collect evidence to make your decision.
Speak with the admiral's wife for a rumor. Go through the left door to the deck.
On
Deck
Speak with master sailor to hear a rumor. Go aft and speak with a
minister for another rumor. Speak with the purser. Pick up the weevil not far
from the master. Go to the quarter deck.
Quarter Deck
Find One
Armed Jack. He invites you to participate in the weevil races provided you find
your own weevil (!). Use the weevil. Uh oh--it's too slow. Have to find a stimulant.
Return to the war room.
Admiral's Room
Use the weevil on the anise
to make the weevil "speedy." Take the right door to the stateroom.
Stateroom
Click
on the pirate. He claims to know where the Golden Dolphin is likely to be from
his long association with Marks. He will only reveal this information if he is
granted American citizenship. Return to the quarter deck.
Quarter Deck
On
the quarter deck, use the weevil and win the race. You will collect all bets and
be banned from future weevil races. Return to the deck.
On Deck
Click
on the purser's table. He will offer you the chance to purchase one of his items.
Give him the money and buy the impression. Return to the right stateroom.
Right
Stateroom
Give the pirate the impression. He tells you there are two places
that Nehemiah Marks would go: Cat Island or Ragged Island. This, in conjunction
with the information from the master, identifies Ragged Island as the port of
departure for the Golden Dolphin. Return to the admiral's room.
Admiral's
Room
Tell Commodore Bradley to set sail for Ragged Island. A video sequence
occurs, and the Golden Dolphin and its protective armada are engaged in battle.
In
Command of the USS Declaration
You are thrown into the thick of the action
here, with a battle with the Golden Dolphin underway. You must reduce the health
indicator at left of the Golden Dolphin by attacking it while retaining enough
health to still be on the water. You have up to four shots to take the ship. However,
you must perform each of the steps in correct order or the cannon blows up killing
everyone on board. This is the order that must be followed:
There are numerous possibilities, but my solution was:
At this stage, a video sequence plays. When finished, you are in the process of reclaiming the Golden Dolphin.
On Board the Golden Dolphin
On Deck
Speak with the master-at-arms.
Speak with the coward, Bradley. Note the fire near him. Go below deck.
Spar
Deck
Turn around. Go down again to the berth deck.
Berth Deck
Look
around at this level. Find the bucket in one of the berths. Meet the pirate again.
He reveals himself as Nehemiah Marks Senior and will not let you pass armed. Return
to the deck.
On Deck
Give the master-at-arms your flintlock pistol.
Return to the berth deck.
Berth Deck
Nehemiah Marks Senior lets
you past now you are unarmed. He tells you he killed your father but has been
repenting for twenty years. Go through the door into the room. Meet Nehemiah Marks
Junior. He has decided to kill everyone on board by blowing the Golden Dolphin
out the water. Go past him (why when he's about to blow us all up?) to the next
stateroom. Meet Balzac. Leave and search this level again. Find the empty grog
barrel. Return to the main deck.
On Deck
Use the grog barrel on
the fire. Bradley thinks the ammunition magazine is blowing off and leaps over
the side. Now you can access the front of the ship. Click on the helm. Something
is blocking it. Return to the berth deck.
Berth Deck
Return to
Balzac to find him unconscious. Take the key from him. Use the key on the hatch
near Nehemiah Marks junior. Return to the spar deck.
Spar Deck
Position
yourself directly in front of the stairs down to the berth deck such that you
can reach one of the bilge pumps with your bucket. Click on the bilge pump with
the bucket. Now, you must be very careful. Save your game! Every step you
take (including turning) empties a little from the bucket. Provided you do not
turn anywhere wrong, you will be okay. Return to the hatch. Click on the hatch.
Drag the bucket onto the gunpowder, thereby preventing Nehemiah Marks Junior from
decimating the entire population on board. The final video plays. Nehemiah Marks
Senior saves you from his son. You are appointed to Commodore and made a hero.
THE END