Nancy Drew: Sea of Darkness
A complete walkthrough for Nancy Drew: Sea of Darkness, played on the Junior Detective difficulty. Dagny Silva has hired Nancy to find her missing business partner, Magnus Kiljansson, in Skipbrot, a three-hundred-person town in Iceland.
A note on versions
This guide was translated from a Russian localisation, so three puzzles needed rebuilding rather than translating. The translator machine tests Icelandic against the localised language rather than English; the stencil in Magnus’s journal yields a Cyrillic letter code; and the ship’s wheel token puzzle was rebuilt by the Russian localisers, so its pairings differ from the English original. In each case the English release’s own answer is given in its place, checked against published English walkthroughs. Everything else applies to any version.
Before you start
- The interface is the standard one for recent Nancy Drew games. The Tutorial button at the bottom of the screen runs through it interactively in a couple of minutes.
- The game is linear, though some locations can be worked through in any order. Inventory items disappear once they have been used.
- Use the task list in the bottom right to track what you have done. When a puzzle is active, the task text for it appears there too, highlighted in blue.
- Saves live in your Documents folder, in a subfolder named after the game.
- When you earn an achievement, the word Menu in the bottom left is replaced by a gold trophy.
Achievements
Achievement names below are translated back from the Russian, so the exact wording in the English release may differ. What earns each one is the same.
- Linguist — play the translator machine at least eleven times.
- Lookout — no fear of heights: climb to the ship’s crow’s nest at least eleven times.
- Seeker — time to make an omelette: find an Easter egg.
- Master of the Seas — solved the case in a month: climb the hotel stairs fourteen times, changing the tide each time.
- Head Chef — for culinary feats: complete fifteen kitchen orders.
- Captain — hard to port: visit the lighthouse by motorboat at least twenty times.
- Souvenir Lover — spendthrift or collector? Your call: buy all nineteen souvenirs.
- Secretary — no rush, right? Listen to all seven messages on the answering machine in Magnus’s cabin.
- Charmed — your phone has filled out nicely: find all seven phone charms.
- Relationship Guru — nothing works without love: tell Ned you love him when he says it first.
- Speleologist — fond of wandering through labyrinths? Explore all of the caves.
- No Hints — for finding spoilers online: finish the game without using the in-game task hints.
- Expert — answer the end-of-game quiz question correctly.
Author’s note: achievements and Easter eggs are optional. They have no effect on the investigation and are purely a bonus from the developers.
Nancy’s room
After a short opening video you start in Nancy’s room. Before you look at anything on the desk, take the first phone charm, shaped like a Viking helmet, from under the lamp on the right. Skip this if you are not chasing achievements.
Read the letter on the desk. When you have finished, drop the cursor to the bottom of the screen and you travel to Skipbrot.
Town streets: first look around
On arrival, talk to Dagny Silva about every topic. She is the one who hired you to find her business partner, Magnus Kiljansson. When you have exhausted the conversation, zoom out and head for the harbour to board the ship.
The harbour: a dead motor
Take four steps forward, follow the curved arrow right, then the curved arrow left. You cannot board the ship, because there is no gangway. Turn around, step forward, and go down the metal ladder.
In the motorboat, click the wheel and you hear the motor fail. Turn around and take the cover off the outboard motor. Nancy decides she needs to find the manual before she can repair it.
Town streets: the layout
Climb back up to the pier, follow the curved arrow left twice, then go straight twice, and you arrive at a crossroads. From here:
- Straight on leads to the Cultural Centre. Dagny stands in the middle of the street by the outdoor heater.
- Right leads to the Lost Ship Hotel, behind a blue door at the end of the street on the left. The pub of the same name is in the hotel basement.
- Left leads to a snowmobile, which is always waiting at the end of the street.
- Turning around takes you back to the harbour, where the old sailing ship Herlikaid is moored along with the motorboat you will take to the lighthouse.
Go left. Step forward and approach the snowmobile. Examine it and Nancy notes that you need a key for it. Drop the cursor arrow and turn around.
Move forward twice and look at the fish stall on the right. Take the hook, then take the newspaper on the left, weighted down by a stone, and read the local news. To the right of the newspaper, take the second charm, shaped like a flower. Zoom out and take one more step forward. The Lost Ship Hotel is on your left.
The Lost Ship Hotel and pub
Go inside. The guest rooms are upstairs, and Nancy has one of them. Going up the stairs advances the day automatically, which is something you will use deliberately later. Down the stairs on the left is the pub, also called the Lost Ship.
Go forward and meet Gunnar, the man you just read about in the local paper. After a few questions he sends Nancy away and refuses to talk further. Turn around, step forward and look left.
The translator machine
On the counter is a translator machine, “Learn Icelandic and earn krona”. It is how you earn the money you will spend on trinkets and necessary items in the souvenir shop.
The idea is simple. You are given a topic with words in your language and their Icelandic translations. The game runs four rounds, and a round played without mistakes pays 150 krona. Your balance shows on the purse in your inventory.
First you get a dictionary page pairing the two languages. Study it and memorise as much as you can, then press Start round. Cards with words appear on the left; drag each one with the left mouse button so it sits opposite its correct translation, then press Accept to see whether you made mistakes.
A trick to avoid getting muddled: photograph the dictionary page with the Camera button on your mobile phone. Then lay the cards out, and before pressing Accept, open the camera on the phone and check your shots of the dictionary.
Play eleven times for the Linguist achievement.
Translator’s note: on the English release the machine pairs English with Icelandic, so the specific vocabulary differs from the Russian version this guide was written from. The method is identical.
The mutoscope and the storeroom
Carry on looking around. Go right, then straight. Approach the green mutoscope labelled “Skipbrot. History”. A mutoscope is an early motion-picture device for viewing a sequence of images.
One story costs 450 krona. You have the money, so click the coin slot. After the first story, push the lever right for the second, then the third. So Elizabeth, the woman they mention, is the only direct heir of Captain Lawrence and of his treasure, which has never been found. Interesting.
Look right and examine the corner of traditional musical instruments. Then go to Gunnar. The old sailor is in a better mood now, so talk through every topic.
Head for the exit and note the door marked Staff only. Open it and go into the back room. Take the third charm, shaped like a car, and take the fuel canister. You cannot help overhearing a conversation between Elizabeth and Gunnar.
Leave the storeroom and look at the note pinned to the wall to the right of the kitchen door: Elizabeth’s written demand to Gunnar. Ask the old sailor about it. When the conversation ends, take the exit to the left of the green mutoscope, go up to the hotel lobby, leave the pub and follow the curved arrow right.
Town streets: to the Cultural Centre
Step forward and follow the curved arrow right. Go forward two moves along the street, then climb the old watchtower by the ladder on the right. Enjoy the view over the little town, then come back down. Step towards the doors with the lifebuoy hanging to the right of them, open the door and go in.
The Cultural Centre
Go forward and meet Soren, the Centre’s curator and the organiser of the ancestors’ festival. Talk through every topic. He gives you a brochure containing the hint about outboard motors. When the conversation ends, zoom out and turn left.
Look at the wall on the left and click the poster of sails, “Learn to talk like a real sailor”. You cannot solve it yet: you do not have the information. Examine the ship model on its stand to the left and press the little red buttons. Study the display case of items recovered from Lawrence’s ship on the left, then turn to the case on the left and click it to start a puzzle.
Puzzle: the knots
Soren asks you to arrange the knots in the order in which the knot is tied.
Save point: knot puzzle solved.
With that done, notice the business card and slide it out from under the frame. Turn the card over and read the reminder someone left for themselves.
To the left of the entrance hang replica Viking weapons. To the left of the stand with the portraits of Alda and Lawrence is another stand, and a petition signed only by Gunnar. If you like, take the pen clipped to the top left of the petition and sign it.
To the right of the counter where Soren works is the souvenir shop. Go to it. Make sure you buy the alkaline batteries and the guidebook Fall in love with Iceland at first sight. Leaf through the book to the end so you know how numbers are written in Icelandic. Spend whatever is left on souvenirs you like.
Note the locked white door on the left. You cannot get in yet, because Soren is behind his counter.
Go out to the street and head straight for the pier. Follow the curved arrow right towards the barrels, then turn left towards the ship. Go up the gangway and aboard the Herlikaid.
The ship: upper deck, and down to the hold
Author’s note: the location names aboard ship are informal and do not follow correct sailing terminology.
As you come up the gangway, Elizabeth calls out to you. Meet Captain Lawrence’s heir and talk through every available topic. Afterwards, pull the handle of the red door — Elizabeth does not like the idea. Turn around and go up to the upper superstructure. Climb the shrouds to the lookout platform, the crow’s nest. Climb up at least eleven times for the Lookout achievement.
At the top, take several sketch fragments from the mast, and note the number 86 scratched into the mast itself.
Climb down and head for the middle deck. Step forward and turn left. Go down again to the lower deck. Take the lid off one of the barrels and pull out a note in which Dagny recorded the new password for her mobile phone. Zoom out, follow the arrow, go down another ladder and you reach the hold.
Go forward and look left. By the barrel, take the lantern and the fourth charm, shaped like a cannon. The lantern combines with the batteries automatically. Zoom out and turn around. Lift the grating on the right and look inside: there is nothing of interest in the engine room yet. Go to the blue ladder, and to the left of it look into the muzzle of the cannon. Climb the ladder to the lower deck, then head for the middle deck. Enter the captain’s cabin.
The captain’s cabin
Turn around and look at the photograph to the right of the door: Magnus with a dog. There is a dog bed here too. So where is the dog?
Note the map on the wall with letters marked on it. Approach the shelf to the right of the map and take the casket.
Easter egg 1
Before solving the puzzle on the front panel of the casket, collect the first Easter egg. Level the panel by pressing buttons 4-9-3-6, then press the corners of the triangle, 9-1-5. Take the Easter egg from the casket that opens.
Puzzle: the casket
Now the real puzzle. To open the casket you have to activate every wooden panel. Press 9-7-8-2. Take the correspondence between Magnus and Elizabeth from the casket and read it. Magnus was very interested in a musical instrument called a langspil, an Icelandic six-stringed bowed instrument. Remember that.
Zoom out and go to the desk. Take the first part of the direction finder from the desktop, along with a note hinting at toys. Zoom out and look right at the antique desk. To open it you have to solve a puzzle.
Puzzle: the antique desk
Three unfilled squares sit in the centre. Top right are yellow and red plates, and the puzzle is coloured in those same colours. Look at the rows and columns where every square is already coloured and you find that each row and column holds three yellow squares and four red. The triangular pointers at the side move you between the unfilled squares.
- Click the top pointer, then the yellow square at the top right.
- Click the middle pointer, then the yellow square at the top right.
- Click the bottom pointer, then the red square at the top right.
Now place numbers in those squares. A little arithmetic shows each row must total nine.
- Click the top pointer, then the digit 1.
- Click the middle pointer, then the digit 3.
- Click the bottom pointer, then the digit 1.
The desktop opens. Take the lighthouse key, read the newspaper clipping, then open and read Magnus’s journal. At the end of the journal are important hints and a stencil. Click it to start a puzzle.
Puzzle: the word grid and stencil
Fit every word offered in the bottom right into the grid, letter by letter, horizontally or vertically. Right-click places letters vertically and colours them blue; left-click places them horizontally and colours them pink. When all the words are placed correctly, the stencil is laid over the solved grid automatically.
The stencil exposes twelve letters: E V F W M R C J D S U L. Their order does not matter. You need them for the map puzzle below.
Translator’s note: the Russian release this guide was written from yields a Cyrillic code here. The letters above are the English release’s own.
Save point: word puzzle solved.
Turn right and carry on looking around. Open the doors of the linen cupboard and take the round tin of safety pins. Inside the cupboard, note the antique combination lock, which you cannot open yet. Go to the captain’s bed and find the fifth charm, shaped like a treasure chest. Turn around and approach the old map on the wall. Click it to start a puzzle.
Puzzle: the map
The pins you found appear on the left automatically. Find a stencil letter on the map, take a pin and mark that letter with it. You get the number 14 — apparently one of the numbers Magnus was looking for.
Save point: map puzzle solved.
Leave the captain’s cabin and go up to the upper deck.
The wheelhouse: the captain’s log
Go up to the stern, where the wheelhouse is, and go in. Note the new radio, though you have no key for it. On the right, find and open the captain’s log. It contains a hint about the ship’s masts and sails, and the information that Magnus and Dagny hold the radio keys. You cannot take the log, so photograph the hint with your mobile phone.
Leave the wheelhouse and go down to the upper deck. On the way out, note the green ship’s wheel, which is missing some parts.
Upper deck: Elizabeth’s hints
Go to Elizabeth and talk through every topic. She gives you a sheet of Magnus’s hints. Leave the ship, cross the pier and climb down to the motorboat.
The motorboat: repairing the motor
You now have everything you need. Turn around, take the cover off the motor and start work.
Puzzle: the outboard motor
Open the brochure and check what voltage there should be between the spark plugs. The plugs also have to be joined to each other by cables carrying that same total voltage. Each plug and cable is numbered in Icelandic, so open the guidebook, find the numbers you need and translate them for yourself.
Seat the spark plugs in their sockets first, then join them with the matching cables.
Save point: motor repaired.
Turn around and go back up: you cannot sail at low tide.
Town streets: Ned, and the snowmobile notice
Head for the Cultural Centre. On the way you get a call from Ned, who is waiting at a restaurant to mark the anniversary of when you met. Feeling awkward about forgetting, apologise twice so as not to hurt him.
On the way, note the flyer on the post, which jokes about snowmobile safety. It also carries the important detail that the snowmobile keys can be collected from Elizabeth, and that fuel, a local map and extra equipment are not provided.
Important: if you do not read the notice saying the keys are with Elizabeth, she will not give them to you.
The Cultural Centre: the sails
Go to the puzzle on the wall and click the sailing ship to start it. You need what you read in the captain’s log.
Puzzle: the sails
Letters are written on the sails, whose names you have to work out. Left-click each letter on a sail to place it in the correct box in the right-hand column, against that sail’s name. Solve it correctly and a dictionary of nautical terms opens.
Save point: sails puzzle solved.
Town streets: the outdoor heater
Leave the Centre and go straight along the street. Stop by Dagny, who is freezing and asks you to fix the outdoor heater. Click it to start a puzzle.
Puzzle: the heater
To get the heater running, place the five shapes on the right onto the field so that they cover the numbers shown as the target in the boxes below. The sum a shape covers appears in the bottom right as the total, so you do not have to do the arithmetic yourself. When a shape covers the required sum, a green tick appears next to that figure. There is more than one valid arrangement.
Save point: heater repaired.
Talk to Dagny about every topic. Your employer gives you the radio key, and tells you that the key to Magnus’s cabin is in Elizabeth’s bag. When the conversation ends, zoom out. Step forward, follow the curved arrow left, move forward twice and go through the hotel’s blue door.
The hotel: the music book and the tide
From the coffee table in the lobby, take the music book Tune your mechanism. Look through it and keep it.
Approach the stairs to the guest rooms. Note the wave-height indicator on the wall to the left. If it shows low waves, that is low tide and you cannot take the motorboat. To change the tide, simply go up the stairs and look at the indicator again: it will now show high waves. Climb the stairs fourteen times for the Master of the Seas achievement.
Go down to the basement.
The pub: the kitchen orders
As soon as you enter, Gunnar calls you over and sends you to the kitchen. Go in and learn the rules for laying out the cards.
Puzzle: kitchen orders
If you played Shadow at the Water’s Edge, this is much like helping Yumi with the bento. You lay cards showing animals and birds onto three trays. Take cards with the left mouse button from the three central slots. The required arrangement, the order, is shown at the top left. As you lay cards, every combination is reflected below and to the right of the trays. When a row matches a combination in the order, that row darkens. Complete the order and you are paid.
The task is timed: the longer you deliberate, the less you are paid.
Worked example. Lay out the first row of the order: horse, two birds, whale, bird. The cards you have laid appear on the right and the first row goes dark. The green tray has automatically formed a needed combination, whale and bird, so the last row goes dark too. Now look at what else you can lay. The second-to-last row wants a horse and two whales, and the first tray already holds a horse, so lay two whale cards below and that row darkens as well, marking two whales in the bottom row on the right. The order’s second row wants a horse and a bird after the whales, so put those cards in the bottom row of the middle tray. The third row then completes automatically, every row goes dark, and the order is complete.
One successful order is enough to continue the investigation. Fifteen earns Head Chef.
Two tricks: clicking New order lets you page through orders looking for an arrangement you like, with no penalty. And you can screenshot the order, minimise the game and work it out at your leisure.
Save point: orders complete.
Leave the kitchen and go to Gunnar, who is much more talkative now. Talk through every available topic. Afterwards, turn around and approach the sofa in the middle of the room. In the corner of the sofa, find Sunny Joon’s manuscript. You can read the comics about the invented adventures of Sunny and cyborg Nancy; they contain no hints and do not affect the walkthrough.
Easter egg 2
In the kitchen, page through the orders until you find any order containing a toucan. Ignoring the actual task, fill every cell with toucan cards. When you hear the familiar clucking, go to the music corner, look inside the cello and you find the second Easter egg.
Before leaving the hotel, check the wave indicator. It should now be high tide.
Town streets, then the wheelhouse: contacting Alex
Out in the street, take out your mobile phone and call Ned. When the call ends, head for the Herlikaid.
Go up to the wheelhouse and approach the radio transmitter. Insert the key and pick up the handset. Talk through every topic with Alex Trang, who is on a work placement with the dispatch service. She is willing to help you distract Elizabeth, but first you must light the lighthouse. Agree. Alex’s number is saved to your phone automatically.
Put the handset back and turn around. Note the antique charts to the right of the door; you do not yet have enough information to activate them. Leave the wheelhouse and go to Elizabeth.
Talk to her and she gives you the snowmobile key. End the conversation and leave the ship. Cross the pier, climb down to the motorboat, press the wheel and you arrive at the lighthouse.
The lighthouse
Follow the arrow up to the top of the lighthouse. Unlock the door with the key and keep climbing. At the very top, look around: the interior walls carry a magnificent old mosaic of various figures. Call Alex, and the lamp control panel becomes active.
Puzzle: the lighthouse lamp
Arrows sit along the sides of the panel. Use them to join the coloured channels, shown as coloured circles. The hint on the left tells you what merging produces:
- blue + blue = green
- green + green = red
- red + red = multicoloured
- multicoloured + multicoloured = white
To start the lighthouse you need five white circles on the panel, which means the light is on across every floor.
Save point: lighthouse working.
Turn around and head for the open hatch. An alarm goes off without warning, the hatch slams shut and the lighthouse windows fly open. If you do not hurry, Nancy will freeze. Note the panel to the right of the closed hatch cover: a puzzle activates.
Puzzle: the hatch
This one is timed. If you take too long working out the numbers, Nancy freezes and you get a second chance.
Save point: lighthouse hatch open.
Solve it and the hatch cover rises again, letting you leave. Get in the boat and return to the pier. Twenty round trips to the lighthouse earns Captain. Climb out and head for the Cultural Centre.
The Cultural Centre: souvenirs
If you have the money and the inclination, clear out the souvenir shop now, buying everything. Pick up the souvenir you promised Ned while you are there; to wrap it, click the wrapping material on Soren’s counter. All nineteen souvenirs earns Souvenir Lover. When you are done shopping, talk to Soren, then leave and head for the ship.
The wheelhouse: the alarm button
Go up to the wheelhouse and call Alex on the radio. She tells you an alarm button is hidden in the captain’s chair, and pressing it will distract Elizabeth. Turn around and approach the chair. Press the large button, now active, the square cover flips open, and press the alarm button.
Easter egg 3
Press the alarm button eleven times, and on the twelfth an Easter egg is in the compartment instead of the button.
Open the wheelhouse door and you hear Elizabeth’s footsteps receding. Head for the upper deck.
Upper deck: Elizabeth’s bag
Open Elizabeth’s bag and take the key to Magnus’s cabin. Read the hint letter. You cannot take it, so photograph it with your phone. Push the closet door, which is still locked. Leave the ship and hurry to the snowmobile.
Approach the snowmobile, put in the ignition key and turn it. Nancy notes the tank is empty, so fill it from the fuel canister. Click the snowmobile and set off.
The caves: first visit
At the fork, go straight on and you arrive at the caves. Go in; the lantern lights automatically. Follow the arrow forward two steps, then take the curved arrow right twice. You find someone’s glove on the floor. Carry on to the end and you hit a dead end of ice. Try the hook on it: the ice only cracks and will not give. There are strange sounds in the cave. Or do you only imagine it?
Turn around and follow the arrow back. Get on the snowmobile and ride back. At the fork, turn left and drive up to Magnus’s cabin. Take Ned’s incoming call — he is being rather odd today.
Magnus’s cabin
After admiring the northern lights, unlock the cabin door and go in.
On the worktop to the right of the entrance is a photograph; examine it. Read the poems Magnus wrote. From the ashtray take a yellow token showing an arched gateway with turrets, and a second token showing a plank.
Now look left and open the oven door. Take out a token showing a bed and another showing a bow. Zoom out and step forward. Look right again. From the bed, pick up two more tokens, one showing a horse and one a whale. Examine the photographs on the wall.
Turn around and note the dog bed. The question stands: where is the dog? From the little table take a token showing a ball. Read the letter from Dagny. Lift the dog bed and find the key to Dagny’s suitcase underneath.
Look at the television and take the book After the Laki eruption. A history. Open it and read Magnus’s annotation. From the answering machine take a token showing a stool. Switch the machine on — press the square button first, then click the single arrow — and listen to all seven recorded messages for the Secretary achievement. Zoom out.
Pull back the blinds to activate the puzzle on the wall.
Puzzle: the toys
Arrange the toys according to the hint on the left. From the hiding place that opens, take the correspondence between Magnus and Dagny, which tells you about a key inside the dog’s toy.
Approach the cabinet with winter socks hanging on its doors. Open it to activate the crystal puzzle Magnus wrote about.
Puzzle: the crystals
Arrange the crystals according to the conditions in Magnus’s note. Left-click changes a crystal’s colour. Get it right and you can open the chest lid.
Look at the chest lid up close. You have to assemble a picture on it, but you do not have all the sketch pieces yet. Look inside the chest and find a music box. Listen to the tune and close it: you do not yet know which melody you are supposed to play.
Zoom out and turn around. Above the door lintel, take a token showing a flower. There is nothing else to do here, so return to town.
The hotel: the last token
In town, Gunnar meets you holding an enormous knife. He claims he did not mean to frighten you, that is simply how he guts fish.
Go down to the pub and into the storeroom. From the vacuum cleaner, take the last yellow token, showing a fish. Leave the storeroom and go to Gunnar. Ask him about Soren.
Go up to the hotel lobby and check the indicator. You need low tide now. If it shows high tide, go up the stairs and the sea will oblige. Head for the harbour.
The harbour: the barnacles
On the pier, you notice Gunnar setting off somewhere in a boat, though he told you he never goes to sea any more. Very strange.
Climb down into the boat, take the hook and scrape the barnacles off the pier pilings. This only works at low tide. Look closely at the number revealed, 26. You now have two of the four numbers.
While Gunnar is away, hurry to the pub to examine the object Magnus wrote about.
The pub: Gunnar’s coaster
Go down and head for Gunnar’s usual place. Lift his mug and take the coaster, which turns out to be a metal disc. Leave the pub and return to the ship.
The wheelhouse: the ship’s wheel
Go up and press the green ship’s wheel. Now that you have all ten tokens, you can solve this.
Puzzle: the ship’s wheel tokens
The tokens you found are seated in the wheel’s slots automatically, and you have to pair them so that each pair combines into something meaningful. Turn the wheel and push the token you want with the left mouse button.
Each pair of pictures combines into a single compound word. Two of them are nautical terms, which is what the vocabulary unlocked by the sails puzzle is for. Turn the wheel to reach the other words, then move and click the matching disc next to the word it belongs with.
- spring + board = springboard
- IV + castle = forecastle (nautical)
- gun + whale = gunwale (nautical, and pronounced “gunnel”)
- sea + horse = seahorse
- rain + bow = rainbow
- foot + stool = footstool
- fire + ball = fireball
- star + fish = starfish
- sun + flower = sunflower
- river + bed = riverbed
Get them all right and the centre of the wheel opens.
Translator’s note: the Russian localisers could not find equivalent compounds in Russian, so they rebuilt this puzzle with different pictures and simple, non-nautical meanings. The pairs above are the English release’s own.
A hiding place opens. Take the second half of the direction finder; the two halves combine automatically into a finished direction finder.
Save point: ship’s wheel puzzle solved.
Upper deck, then the watchtower
Go down to the upper deck and talk to Elizabeth. It emerges that Soren’s alibi looks false. Leave the ship and head for the Cultural Centre.
On the way, call Ned and Alex. Note that Dagny is not in her usual spot by the heater. Go forward and climb the watchtower. An active area has appeared on the railing. Click it to start a puzzle.
Puzzle: the watchtower hexagons
Solve it according to the conditions Magnus wrote on the last page of the history book. Some parts of the hexagons are already in place, so build the cells around them with the left mouse button. More than one solution works.
Save point: watchtower cache open.
Take the wooden disc from the cache. From the platform you see Soren walk past holding his head. Go and ask him what happened. Climb down and head for the Cultural Centre.
Soren, Gunnar, and the dog toy key
Ask Soren what happened and he says Gunnar threw a bottle at him. Go to the hotel to talk to Gunnar about his behaviour.
Go down to the pub and ask Gunnar what he was doing at sea. The old sailor admits he is looking for the treasure too. Embarrassed, he loses his composure and sends Nancy away. To continue, leave the hotel and come back in. Enter the pub and resume, now asking about the incident with Soren. An indignant Gunnar declares there was no incident and that Soren is simply lying. Leave the pub and go to the ship.
Enter the captain’s cabin and note the dog bed. Remembering Magnus’s note, lift it and find the key for the dog’s toy underneath. Leave the cabin, leave the ship and head for the snowmobile.
The caves: breaking through
Click the snowmobile and set off. At the fork go straight and stop at the cave entrance. Follow the arrow forward until you reach the ice wall. Nancy finally decides she can break through it. Take the hook from your inventory and use it to open a tunnel.
Easter egg 4
Step forward, up, forward three times, then the curved arrow left. Then three moves forward to the dead end. Use the hook to dig out the snowdrift at the base of the ice wall — it is not marked as an active area — and you find the fourth Easter egg.
Turn around and, without turning off anywhere, follow the arrow fifteen moves forward and out of the cave to the snowmobile. Again there were strange sounds in the caves. Surely there are no ghosts here?
Go back into the cave. Follow forward past the glove to the tunnel you opened. From there, follow the arrow eleven moves forward until you reach two ladders. Go down the ladder and follow the curved arrow left. In the wall, find and take the sixth charm, shaped like an axe, then return to the ladders.
Climb the ladders all the way up. Follow the curved arrow right, then make three more moves forward along the curved arrow. At the fork go left, then straight, then down twice. Find sketch fragments in a plastic bag. With the find in hand, go up the arrow twice, turn right, take three steps forward, then follow the arrow left. Back at the ladders, go down once, turn around following the arrow, and follow the arrow forward all the way out of the cave.
Save point: caves explored.
Get on the snowmobile and return to town.
Soren’s desk and tablet
Go to Dagny and ask about her threats towards Magnus. When the conversation ends, head for the Cultural Centre.
Approach the counter where Soren sits. To lure him out, innocently ask whether they are giving away sweaters today. The ruse works and Soren runs off to catch a thief.
Important: Soren will not leave the counter until you have seen the glove in the cave and found the key to Dagny’s suitcase under the dog bed.
Turn around and open the door behind the counter from the souvenir shop side.
Open Soren’s desk and find a glove exactly like the one in the caves. So Soren was there — but why? In the desk, find a yellow sticky note reading Volcanic winter. Close the desk and look left. Click Soren’s tablet to start the picture puzzle.
Puzzle: Soren’s tablet
Note the scheme: from the vertical blue column to the vertical green column, then to the vertical pink column, and finally the single lilac square, where your transformations must produce volcanic winter.
First, from the pictures of the four elements — Earth, Air, Fire and Water — you have to produce other processes. Combine pairs of element pictures in turn and place them in the blue column, and other elements are created in the green field. Once that field is full, move to the second stage: again by trial and error, arrange those pictures in the green columns to produce the processes that result from combining them. With the pink field filled, set out the pictures of the volcanic eruption and the dust to produce the volcanic winter picture. That opens Soren’s tablet.
Save point: Soren’s tablet open.
Read everything, paying attention to the entry about gears. Close the tablet and turn to the suitcases. On the second suitcase, find the seventh charm, shaped like a bird, and earn Charmed.
Take the key you found under the dog bed in Magnus’s cabin and unlock the suitcase. Leaf through the book Heroes of Land and Sea and read Moira’s entry in it. Put the book back and click the contents again. Pull out several more sketch fragments. Close the suitcase, turn around and come out from behind the counter so Soren does not catch you going through other people’s things. Leave the Cultural Centre and head for the ship.
Town streets: Dagny’s phone
Walking along the street, note that Dagny is again missing from her usual spot by the heater. On the left you see a red stain that looks like blood, and someone’s enormous footprints. Surely not Gunnar? Pick up Dagny’s phone, and recall the password from the note in the barrel on the ship.
Left-click the letters to enter the password — the note gives it — and press Enter.
Open the messages folder first and read Dagny’s correspondence with Magnus and Soren: you need to search the captain’s cabin again, as he hid something in the bed frame. Read the information sent from the bank: Dagny was periodically receiving substantial sums into her account. Where from?
Open the second folder, the photographs, by clicking the camera icon, and look through the shots. Note the last one, of a blank wall in the hold. Leave the phone where you found it and hurry to the ship.