Nancy Drew ~ Danger on
Deception Island

Walkthrough by Tally Ho ~ October, 2003

First off, don't even think of printing this walkthrough. This is an electronic document. Be kind to the environment, and save the paper and ink. Besides, some answers are "hidden" on this page, and if you print it out, you will see the spoilers before you want to.

The best way to use it is to save it on your hard drive as a complete web page. Then you can be offline and still use it. Open the walkthrough; then start the game. You can flip back and forth between the game and the WT by pressing Alt-Tab.

Getting right down to work:

Nancy and Katie discover that the boat has been vandalized. Nancy unpacks her bags and is ready to start a new adventure. Looking around the galley, she discovers that the pipes under the sink have been dismantled. She puts them back in place, in the order indicated. Start at the bottom and work your way up. When finished, you discover a business card from Katie's competitor, Andy Jason.

Fix the Pipes in Order

Poke around the vicinity of the refrigerator, you will discover how to make sandwiches. Nancy doesn't need one now, but Katie will want one at some time in the future. Also check the map on the table, and the little freezer in the closet. At the computer desk, discover that the town meeting was yesterday, and notice the Ghost Dogs artwork on the calendar. That's all you can do in here for the time being. Go up the stairs to where Katie is, and turn around to find the little ladder leading to the Bridge. Uh-oh, the GPS has been smashed, and there's a nasty note sitting there. Go down to Katie and talk to her about everything, including Andy and the GPS.

The Hot Kettle

Take the bicycle and go to the Café. (Be sure always to pick up the helmet before riding the bicycle.) Talk to Holt Scotto about everything. When the subject of borrowing a GPS comes up, he wants you to take a little quiz first, just to be sure you know your way around the high seas. He hands you the quiz, and also a crab basket. Have a look at that quiz. Some of the questions you will be able to answer right away, others will take a little research.

By the way, the answers are right here in the walkthrough, just camouflaged against the blue background. if you want to reveal an answer, just highlight it by dragging the cursor across it.

It looks like this:

(Your colors may be different)

  1. The sun always sets in the West

  2. What's the current fine for clamming without a permit? $ 138.43

  3. The left side of a boat is the Port side.

  4. The Moon always rises in the East

  5. Morse Code: ...- --- - . ....- .... --- .-.. - "Vote 4 Holt"

  6. The North Star is part of which constellation? Little Dipper or Ursa Minor

  7. A Schooner is a boat with at least two Masts

  8. What is the name of the knot? Fisherman's Knot

  9. What type of knot is it? A Bend.

  10. Bring me a Male crab. The male has narrow plates on its abdomen, the female has wide.

You are done talking with Holt for a while. However, you can now introduce yourself to Jenna Deblin, the proprietress. Take the time to talk to her about everything. (The chowder and muffins are optional, and "on the house." It seems nobody agrees with Katie. So far, Andy, Holt, and Jenna disagree with everything Katie stands for. (Her name anagrams into Jennie Bland. Isn't that a riot?)

 

Look at the chart of Maritime Signal Flags on the wall. Chances are, Nancy will have to decipher some kind of message later on. On the bottom of the chart is the International Communication Alphabet. It's very likely Nancy will also need to know those as well. Here they are for reference.

Below and to the right of the chart is a rack of postcards. Take one and observe the difference between male and female crabs.

Signal Flags
Phonetic Alphabet

Whale World

Exit the Hot Kettle and bike over to Whale World. As you enter, Andy is standing there, ready to talk. Over his left shoulder is a notice on the wall, describing the fine for clamming without a license. Wow! That's pretty steep. And where did they get that odd number anyway? Just to make it hard to guess, I suspect. Talk to Andy about everything. He mentions some burglaries that took place recently, and says some accusatory things about Jenna. You could look around the Hands-on Museum if you like, but it would be more fun later, when you have a key-card to operate all the games. Exit here and go to the Lighthouse.

The Lighthouse

Pick up some flat stones for rock-skipping. (You can only carry three, but can always find more when you run out. Find the piece of sheet metal among the rocks and look underneath. Nothing there? back away and look again. If there's a crab there, pick it up to see the underbelly. Wide plates? That makes it a female. Put it back. Back away, then look again, until you find a crab with narrow plates. Take it into the basket. It is also possible to find male and female crabs under some of the larger rocks.

Step over the metal piece and observe a bottle stuck in the rocks. There appears to be something in the bottle. To dislodge the bottle, you must choose among the stones, the angles and the power. Only one combination works. Click here to see the solution. Take the parchment out of the bottle and read it. It says "42.517" and the word, "Rosebud." You can snoop around the Lighthouse if you like, but Holt Scotto will throw you out. Return instead to Katie's boat and use the Laptop computer to do some research. Open the "D.I. Portal" and click on the Search menu to find nearly all the answers to the quiz. Then, fill out the answers right on the quiz itself, and take it back to Holt, who is still at the Hot Kettle. Give him the crab and the completed quiz, and receive the GPS for your efforts.

The Kayak

Return to Katie's boat, and go to the Kayak at the end of the dock. Before you get in, pull the bottle out of the water, just beyond the boat. Another message, which reads "08.615." Still doesn't mean much. Always take the flotation vest before getting in the boat. Step into the boat, and before going anywhere, open the GPS. The map shows your location, near one of the Waypoints. That would be Katie's boat. Another Waypoint is at the top-left. The GPS also shows your current position expressed in Latitude/Longitude. (48 42.465/123 08.889 if you haven't paddled forward.) Go forward twice and find a bottle floating. Take the message (W 123).

Turn around to face Katie's dock. Go forward once, then turn right. You see several buoys and the lighthouse in the distance. Go forward until you come up to Buoy #12. Turn left, go forward twice, up to the Danger Marker. Turn left. Go forward and enter the cave. The cave has several areas, and the Easternmost one (to the left as you enter) contains the final bottle. It reads "N48." As you exit the cave and try the GPS again, you realize that it has lost its signal while underground, and must re-boot. That second Waypoint you saw before turns out to be the Caves. Now you have enough information to create a new Waypoint. With the GPS open, click on "Create New" and input the data from the messages. Smart GPS! It won't accept wrong numbers.

Latitude: 48 42.517 - Longitude 123 08.615

A new Waypoint is created on the far side of the bay. To get there, go East from buoy #6. You may find a way to step out on the rocks; don't bother yet. You have something do to there later. Keep walking up the beach and find the Sand Castle toys. They really work, but are not required, just there for fun. Proceed further along the beach, and lift up the mat of seaweed to discover a lovely shell-box with a pushbutton lock. The buttons are Maritime Signal Flag symbols, and the way to open it is to spell out a word.

Rosebud

S

A

B

P

U

R

O

E

D

 

Highlight this box to reveal the word.

R O S E B U D

Open the little box by pressing the buttons in the sequence to spell out the word. The box opens, and you find a page giving directions in port and starboard (left and right), a weird alphabet story, and an enigmatic letter from Hilda Swenson.

When you back away from the box, still facing the seaweed, look at the little tidal pool in the rock above and to the right. You find a ticklish goldfish, some anemones and starfish. All for fun.

Have a close look at that weird story, and pick out all the words that are also contained in the Phonetic Alphabet. For example, the first three are Alpha, Sierra, Kilo. Type the letters that these words represent in the spaces at the bottom of that letter, and it spells out :

Ask HS AJ JD for Hildas gift

Well, HS would be Holt Scotto, AJ stands for Andy Jason and JD is Jenna Deblin. Go to the café and talk to Holt. He will help if you solve the chess problem for him in two moves. He offers to let you look in his duffel bag for a book describing chess moves. Look at the book, even if you already know how to play chess; it contains an important clue. Also read the book about Poker Hands.

Check that King!

The Rook on D5 needs to go to H5, forcing the King to G7.
Then the same Rook goes to H7, Checkmate.

Tell Holt you solved the problem, and he shows you a Fisherman's Knife with a carved handle.

Who you callin' a bum?

Why does it say "One Bum?" Maybe it's part of a larger clue.

Talk to Jenna and ask her about everything, including Hilda's Gift. She has a necklace, but it's at home. She needs 15 clams for the Chowder, and gives you this smelly Clam Bucket. Go see Andy about a permit. Among other things, he needs help assembling a model Cadborosaurus.

Dem Bones

Caddy's been to the Chiropractor

Having assembled the beast, tell Andy you've done it, and he gives you a permit to dig clams, and a tube for sucking them out of their holes in the sand. While you were at the Lighthouse or the Beach, you might have noticed some holes in the sand. That's where the clams are to be found. For now, however, go into the museum. Look close-up at any of the games' card-readers, and discover that you need a key-card to play. Ask Andy for a card.

Feeding Frenzy is a game of quick reflexes and memory. You need to feed the whales 15 times. I found that if you are not good enough to get a score of 15, just keep playing and eventually the machine will "malfunction" and give you a 15 anyway.

Never a Dall Moment - is a dodge'em and eat'em game. The porpoise has to eat and breathe, and also avoid being eaten by sharks, octopuses and orcas, and poisoning by pollution. Use the right/left and up/down arrow keys to control her. It's not hard, though the "Hard" level is a little more challenging, mainly due to more Orcas.

For the Swim to Freedom game, you must read the information posted around the various exhibits.

The Whale Sounds are found at each exhibit. If you don't have a good memory for sounds, you are saved by the captions:

Killer whale - weeeiiiweeeiii
Minke's whale - khrdooh-khrdooh
Gray Whale - ohhhhhh... errrrrrr... urp...
Humpback whales - aoaooo-uuuu-woaooh
Dall porpoise - prrrrrrrr... prrrrrrr...

Having won all four games, you are eligible to spin the Whale of Fortune. Spin the wheel and win a Whale-Watching Tour. All right!! (This is the only game you can't repeat.) Take the tour and enjoy the Eagles, Sea-Otters, Orcas, and other wildlife. Then ask for the key chain. That miser tries to say they're only for paying customers, but eventually gives you one. Look at it and it sys "TREN." Whatever that means,

Okay, it's time to get our feet wet. Go to Katie's, take the Kayak and head for the beach. Look at the sand for some hotspots. You will probably dig up some snails and dead fish, but keep trying and eventually the clams will start appearing. There are nine spots at the beach, and wherever you found other objects than clams, you will have to re-check to those spots after leaving the beach and returning. When you have found all you can, step across the stones to the sandbar, where there are two clams to be had. Be careful coming back from the sandbar, it's easy to step in the wrong place and get hurt.

Dumb Rocks!
Returning from the Sandbar

Once you scrounge up eleven clams from the beach/sandbar area, that's all. Take the kayak back to Katie's, and Bike over to the Lighthouse. You will find four more, for a total of fifteen. If you find any empty holes or non-clams at the lighthouse, go up the steps and look at the door. Oops - Holt is there, and tells you to leave. Now that you have all the clams, go to the Hot Kettle and give them to Jenna. Oh my, the place was broken into. You can look around the whole place now; the people in the next room are gone. Jenna doesn't mention that necklace, but have a look on the bench at the first booth. There is a (what is it, a Jewelry box?) puzzle there that ranks right up there with mazes, in my opinion. I am not fond of Concentration games, and this one must be solved across three screens. Ugh!

Anyway, plodding through the puzzle opens the box and reveals the necklace, inscribed with the word, "ELEPH." What kind of word is that? Take a good look at it, because if you put it back in the box and step away, you would need to solve the memory puzzle again!

Go into the party room. Have a look at the table in the far corner. That's strange, the salt is tipped over. In the next booth, to the left, you can click on the decorative panel on the wall. Change the cards to be a Royal Flush. They are not in order. They will be the 10, J, Q, A, K of Hearts. At the other end of the room, look in the storeroom and see the Save King boxes. Also, on the wall is a framed article regarding Hilda's efforts to preserve the Lighthouse. Return to the main dining room. There are more card-panels to solve.

Between the Bay Window and the booths, the panel should read A, K, J, 10, Q of Spades.

From there, turn left and solve the one to the left of the large window: J, Q, A, K, 10 of Clubs.

Finally, to the right of the door, set it to read Q, 10, K, J, A of Diamonds.

The sound of gears grinding is heard. Go have another look at that "Strange" table. Wow! It's a trap door leading to a tunnel. It's too dark, however, Nancy needs a flashlight. See if Jenna has one. No dice. In case there are any leftover conversation threads with Jenna, finish them all now. Then leave the Hot Kettle, and go see Katie. Notice the Save King boxes on deck. Talk to her about everything. She is famished from working nonstop, and wants a sandwich. Go down into the galley, and build Katie a nice sandwich. (I made a Spam, cheese, lettuce and tomato sandwich with mustard. On a former play-through I made peanut butter and jelly instead. She liked that just as well. If you want to see what happens with a bad combination, try something like Jellyfish and Hot-sauce.) She feels better and gives you a headlamp.

I think I'm ready to look in that tunnel, what about you? Go to the café and c'mon down. Forward to the Cairn, and turn right, pass the "Elvis was here" sign, and at the end, turn right to enter the long tunnel. By the way, while you are roaming around the tunnels, count those cairns.

In front of the door is a box. Take a can of oil. Pull the lever next to the door, and enter the next short tunnel. On the door is a panel with sliding tiles. They represent segments of "Caddy" I guess. Raise the two center tiles. The picture looks better, but it is incomplete. Listen! You hear a repetitive clinking sound. Heard it before? It's the wind-chime at the Lighthouse. The tunnel leads to the Lighthouse! Anybody with knowledge of the tunnel could travel between the Lighthouse, the stores and the café without ever being seen. Return to the ladder leading up to the Hot Kettle. Should Nancy mention the tunnel to Jenna? I think so. But Jenna doesn't seem to want anybody else to know. That surely keeps her high-up on the suspect list.

The Lighthouse

Take the bike to the Lighthouse, and Be Careful! As you approach the tower, some pebbles fall from above. DO NOT look at them close-up; back away instead. Someone may be trying to attack you. Having survived that, go to the main door and open the combination lock with the numbers you saw in Holt's bag.

(By the way, you MUST have seen the solution to the combination lock in his bag; it will not work otherwise. I you did not look in the Chess Book before, you must return to the Hot Kettle and look at it now.)

Climb the ladder to the top of the Lighthouse. Look around the right side of the Fresnel Lens and see the calendar. Today's date is circled for some reason. Also, JA fans, notice the words 'justadventure' on the bottom edge of the calendar! To the left of the calendar is a device for sending Morse code messages. We don't know what to send, just yet. Above the calendar is a signal lamp, controlled by the Morse code machine. Open it, and discover that the bulb's missing. Examine the interior of the lamp; it's rusted shut. Use the Penetrating Oil to fix it. Go down the ladder to the ground level.

Straight ahead to the stove, open the stovepipe and pull the lever. This unlocks the back door to the Lighthouse. Exit, and go right, around to the back side. There's the source of that clinking sound. Open the door, go down the ladder, and find the box of "Lightmeister" bulbs. Pick one up. Hear the "Tink" sound? That means the filament is broken, and the bulb is no good. There are two good ones in the box, the second and third ones from the right side. Take a good one with you.

Go to the stone door, and solve the other side of the snake puzzle by raising the two center tiles. This results in a trap-door being opened. It also opens the puzzle-door, but you can't leave via the tunnel. Look down the trap door if you like, it leads to the sea caves, and reveals another puzzle on the wall. You don't have the information yet to solve it. Go all the way up to the top of the lighthouse again. Open the lamp, and plug the bulb into its socket. Close the lamp, and test it with the switch. If the lamp lights, and Nancy says "Ahh" you are all set to send Hilda a message. But what message? It must have something to do with those funny words. Try getting them all together. One Bum, Eleph, and Tren. Here's a neat trick: if you are online, go to this site

Anagram Server

and put those four words in to be anagrammed. Tell it you want a maximum of two words. You will get about a half-dozen answers, but only one makes any reasonable sense. It's Telephone Number! Hilda wants to be able to call Nancy on her cell phone. The number can be seen at the bottom of the phone itself. it's 523-555-4399.

You may be a little rusty on your Morse Code; no problem - you can learn all about it in the laptop, which is back at Katie's boat. If you want to save a trip, you can see the code by highlighting the box below:

523
. . . . . / . . - - - / . . . - -

555
. . . . . / . . . . . / . . . . .

4399
. . . . - / . . . - - / - - - - . / - - - - .

Go to the Morse Code machine, and input the numbers, one at a time. Thankfully, the machine won't accept errors. When complete, press send and watch the number being transmitted. Look carefully at the end, and see Hilda acknowledge receipt of your message. As you step away from the mechanism, Hilda calls. She mentions sending an e-mail. Nancy will have to go to the computer to see the message. On the way down from the lighthouse, step over the metal piece where you found a crab, and go out toward the water. Find the old piece of wood that says "S.S." Take it with you.

Go to the boat and show the wood to Katie. She suggests you call Casey Porterfield, a librarian. He suggests you read a book about wood. Maybe Katie has one. Go up the short stairs above Nancy's bedroom, and find the books all messed up. They need to fit in the drawer with no room to spare. There are several solutions; here's just one suggestion: Solution to the Books.

After getting them to fit, there will be a book available to read, that describes some pretty fancy stuff. Call Dr. Predoviciu and talk with her. She will help, after you examine the wood with a microscope. The microscope is right there, above the books.

Use the razor blade to make a thin slice of wood.
Take a clean glass slide out of the red box. Now the wood is on the slide
Put the slide on the microscope and look in it.

Create a Saved Game right here, please.

Call her back, and she will ask several questions. If you get all the choices correct, she identifies the wood as Luan. If, however, you miss even one trait seen in the microscope, you will have to go to her website and solve - Oh No - a Slider Puzzle!! It's a very easy slider, but if you don't like them, prevent all the grief by having a saved game. Highlight the box below to see the correct answers.

Brownish,
Brown-reddish,
Many holes,
Same size,
Pretty sizable
There are horizontal lines.

Having found out that the wood from the crate is Luan, call the librarian again and give him the information. He can now do some research, and will get back to you. Check the computer, to find what Hilda sent in the e-mail. She has created a little puzzle, requiring you to learn some things in order to fill out the complete coordinates. Start with this:

N 48 42.ABC, W 123 08.7DE

A = the number of "nuns" surrounding the harbor.
B = the number of the buoy with graffiti
C = Number of Isophase buoys plus four
D = How many dollars for Clam Chowder
E = How many cairns in the tunnel.

Not sure what Nuns or Isophase buoys are? Look in the computer under Nautical Terms.

After doing all your research, you come up with the coordinates:

A=4; B=8; C=5
D=3; E=5

N 48 42. 485
W 123 08.735

Take the kayak out, and enter the new coordinates in the GPS. Navigate to that place, and open the floating object. You receive a Zap-Tech remote control, and a phone call from Hilda. She gives you this really obscure poem, something about an anvil. If you were really sharp, you noticed an anvil-shaped rock in a little alcove in the tunnel, right near where you found the can of oil. What to do? Return to the tunnel, and take the long walk.

Turn left before you get to the box of oil, and step on the Anvil-shaped stone. Enter the opening above, and follow Hilda's instructions that you found in the box at the beach.

L, R2, L2, R3, L2, R, L2

Just notice that those instructions ignore the few times you go forward. You will come to a large blob of a rock, with the new coordinates written on the wall.

Reverse the instructions to find your way out to the main tunnel, and return to the outside world. Call Casey on the phone, and learn all about the S.S. Whitechapel Dawn. Too deep to wash up - smugglers - what's going on? Take the Kayak out, and put the new coordinates in the GPS. It happens to be right where buoy # 8 is. Click the remote on the water, and open the capsule that floats up. It contains a pair of rose-colored opera glasses. Hilda calls, and says to take a real close look at the ship in a bottle that Andy has. So - - paddle back to the dock, and go to the Whale World. Look at the ship. Take note of the three symbols on the ship's sails. Remember where you saw those before? It's on the Serpent Puzzle underneath the Lighthouse.

Go to the Lighthouse. To get below, you need to unlock the front door again, and pull the lever in the stove again. Then go around back, down the ladder, and down the Trap Door. There's that Serpent Puzzle on the wall.

The idea is to somehow select the three symbols seen on the sails. Two of them are visible on the front, the star and the symbol above and to the right. (I don't know the name of that symbol, so I'll call it the fancy one.) To look inside the panel, press any button. Notice that there is no star inside. That implies that you must start with the star on the outside panel. Further, there is only one copy of the fancy one, on the left wheel. Therefore, on the right wheel, the St. John's Cross is the one to select there. Return to the outer panel, and press the Star. Then on the inside, turn the left snake three clicks to get to the Fancy Symbol, and the right snake six clicks to get to the cross. The rock opens. Click on the right side of the mechanism. Below, at the water level, a new passage opens in the caves.

Return to the boat, and take the Kayak to the cave. Take the left channel as before, and find the newly-opened passage. Go all the way in, and step out where the pile of supplies is. Wow! You knock an object in the water, and the Orca shows up and tosses it back. Try that with the beach-ball. She's well trained. Notice the S.S. Whitechapel boxes, the boxes of frozen fish, Katie's gloves, and the Harness. More mystery, it seems.

Depart the cave in the kayak, and the phone will ring. It's Bess and George. Talk to them about everything, then go see Katie. Oh! As Nancy approaches the dock, she sees Katie's boat is gone. Go to the café and talk to Holt Scotto. He won't help. Talk to Jenna - she won't help either. Try Andy as a last resort. He finally agrees to take you out to the Smugglers' Ship.

Climb up the ladder, and listen to the conversation.
Once on deck don't go through the arch, turn left instead.
Forward once. Hear the footsteps?
Don't wait for them to finish, go left again to hide, listen, then right. See the furs.
Forward, hear talking and right to hide in the barrels.
Forward, then right to the boxes, and turn around.
Forward (not left) right - listen -
Forward to the steps. You are safe for a while.

Go all the way down and open the door. See the pool, and go around it into the next room. There's Katie, bound and gagged! Pull the Duct-Tape off her mouth (Ouch!) and talk with her. Suddenly, someone's coming. Turn left, and you will be hiding in the boxes. You have one chance to escape. Go across the room, and through the door. Run around the pool, and try to escape to the left through the doorway. No good, it slams shut. Andy faces you and brags about his success. When he quits talking, look to the left, and throw the yellow tank into the pool. Orca plays the game, and the tank konks Andy in the head. (Not where he said, LOL)

Detective Drew, congratulations on another fine solve. See you at Shadow Ranch. You go girl!

For a bulletin board devoted exclusively to Nancy Drew games, Click Here.

This document may only be distributed  with the express written permission of the author, Tally Ho
The content of this document may not be altered in any way without the permission of the author.
Any proposed changes or additions to the walkthrough may be submitted to
Tally Ho.
All images and concepts property of Her Interactive.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The leftmost stone, the middle arrow, and the rightmost power setting.