Version 1.2 12/9/14 7,_ .'. , __..'`;`-' | `--;| `\._ `\.`. `\ |`._./7 /_.`>.-~"""`~-. | ; _, `\..-' .-',/ <_|<| |>-. | `""/ |`"7'/' _.----..< <|`.; /: __.' /,/ ./' `\.` ; `. ; `> `\--":/ .' ` \`\ \ .' .__. :;.' .-"""-. _.. \/ ,/' | / / , : `. /'.--' | /'/ <; / |`\ \ _.._:|/ /\ | : : / / : `-'" < \ ' (_o|/ :`\.\-._.-' ' j `\. `\.__ _ \ | \`-. _.' `.__/ \/'._\, `\ / , _.-"" `\\ 7-. o `> : /,-' ,/ `\ `--' \ || `-~-" `\_\ Left in the Dark: No One on Board A Walkthrough by Michael Gray AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2014 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Walkthrough 003a. The Ship 003b. To Devil's Island 003c. Devil's Island 003d. The Lighthouse 004. Credits 001. General Information ----------------------------------------------------------- This is a walkthrough for the game called "Left in the Dark: No One on Board". To contact me about this guide, use my email address, ilovecartoonssomuch@yahoo.com. Thanks to fsc, for drawing the ascii art seen at the top of this guide. 002. Video Walkthrough ----------------------------------------------------------- Do you want to see a video of how to beat the game, rather than read how to do it? You're in luck! I made a video walkthrough for this game, which can be found here: http://www.youtube.com/playlist?list=PL-BD_KjCUmdw_uCdI- 5HfGrnkMTjS88BH The videos come complete with my live commentary. 003. Walkthrough ----------------------------------------------------------- 003a. The Ship ----------------------------------------------------------- At the start of the game, talk to the two men. One is the mayor, who gives you a pass to board a mystery ship. The other man is the harbormaster, who gives you a lantern. The men leave through the door. Exit the room as well. Look at the railing by the bench, and pick up the boathook. Go forward to the end of the dock and talk to the man. He needs an oar and a pass before he can take you to the ship. Look at the bench for a hidden objects challenge. This is a challenge, where you must find all the items on the list. Click on them all! Alternately, press F1 to skip the challenge. Solving the puzzle gets you a windup mouse. Go back a screen and enter the shack. Use the lantern here so you can see. On a shelf, behind some bottles, is a screwdriver. On the floor, under a cloth, is a snake. Use the wind-up mouse to distract the snake, then pick up the oar. Leave the shack and go to the end of the dock. Give the oar and the pass to the man, then go forward to the ship. On the ship, take the hook from the left. Go forward to the stairs. You have two hooks in the upper/left. Use the right hook on the right beam's handle, then use the crank to remove it. Use the boathook to grab the left hook, then use it on the left beam's handle and use the crank to remove it. Go up the stairs. Look on the table. Move the newspaper pieces aside for a key and a code (1725). Take the plank from in front of the steering wheel, and look over the right side of the boat. Use the hook to grab a chest, use the screwdriver to open it, and solve the hidden objects challenge for part of a skull symbol. Go back twice, to the main deck. Use the code 1725 to open the treasure chest to get a second skull symbol. The skull goes into the decorative plate on the wall here; remove the seaweed from the plate and put the skull into place. This starts a puzzle, where you must rotate skulls to the colors between them match. There are multiple solutions; the one I got has yellow in the bottom row. Solving the puzzle gets you a saw and a map piece. Go forward to the stairs. Use the saw to cut the final beam, then use the key on the lock. Turn the key and pull the lock to open the door. Enter. The hook-handed murder tries to kill you, and you lock the door behind you. Take the plank from the left wall, and look at the rope on the left. Move the rag to see an item, and take the rope. On the right side of the screen, look at the mannequin for a code (JACK) and look on top of the barrel to get a lever (under the newspaper). Go forward. Use the plank to reach the other side of the room. There are four doors here. The second-from-left door is water-logged. Get the shackle from it. Use the lever on the second-from-right door. Pull both levers to open the door, so you can enter. Look at the yellow coat. Take the shackle and the pliers. Look at the device against the wall, on the right. Use both shackles on the chains here, to complete the chain. Pull the handle to trigger a puzzle. With this puzzle, rotate the rings so all the pieces connect. Your goal is to connect the bottom pipe with the right pipe. Turn both valves to drain the water-logged room. You can't enter that room quite yet, so go back a screen. The right door is covered with boards. Use the pliers to remove the boards, so you can enter. The hook-handed culprit is outside the window here, meaning he is no longer blocking your access to the hallway. You are now free to explore all of the ship again. Look on the bottom bunk to find a locked box. Use the code JACK to open it and get a gem. Look at the table on the left to get chopsticks and a corkscrew. Go back a screen. Use the boathook on the bottle in the water. Use the corkscrew to remove the cork. Use the chopsticks to get an hour hand from the bottle. Then, look at the poster on the far wall. Pull the poster away to see a safety pin. Use the chopsticks to pick up the safety pin. Go through the far right doorway. Look at the desk again. Use the safety pin on the button to push it up. Press the button to open the desk drawer. Read the message about 7:10, then take the door handle. Go back and use the door handle on the leftmost door. Solve the hidden objects challenge inside for a handle wheel. Use the handle wheel on the water-logged door to open it. Go inside, and you see Isabella's ghost again. Take the fish figurine from the dead man's necklace, and take the starfish from the pipe. Go forward to the next room. Solve the hidden objects challenge for a planet, then look at the right door. This starts a challenge, where you must move numbers around so each row, column and diagonal equals 15. 4 9 2 3 5 7 8 1 6 When you solve the puzzle, the handle appears and you can enter the room. In this room, look at the left board to find a newspaper and a diagram of planets. Look at the astrolabe in the back and use the string on it to get a magnet and a rope. On the right side of the room, take a planet from the table, and take a book from the bust. Go down, then go up the left stairs to the captain's room. The captain is still alive, but you need to find many items in order to get through his door. For now, pick up the hook on the ground and leave. Go back several times, to the hallway with the mannequin. Use the hook on the mannequin to get an eyeball. Look at the hole in the floor on the left and use the magnet on a string, to get the Neptune symbol. Exit the inside of the ship and go up the stairs, to the area with the ship's wheel. Use your Neptune symbol on the slot below the wheel, and you get a minute hand. There is a hidden objects challenge here, which you can solve for a book. Go back to the hallway outside the captain's room and look at the clock. Press the clean area on the left for a puzzle. The puzzle is to pull all four ropes, in the proper order. The order third from left, leftmost, second from left, then rightmost. Solving the puzzle reveals a key. Use the key to open the clock face. Put the hour hand and minute hand on the clock face, then set the clock to 7:10. This gives you the third planet. Go back once and look at the planet diagram on the left. Put the planets here, then rotate them so they match the chart in the library. When you do, you get a needle and thread, a book, and an anchor figurine. You also get a set of symbols. Go right, to the library. Put the books on the shelf, then rearrange the books so they match the set of symbols you just found. Solving this puzzle gets you another map piece and a starfish. Look at the bust. Put the starfish on the bust to get an eyeball. Now, go back to the main deck of the ship. Use the needle and thread on the broken net to fix it. Use the net in the engine room to get a mermaid figurine. Go to the hallway outside the captain's room. Look at the door and place everything on it: the anchor, the mermaid, the fish, the eyeballs and the gem. When you do this, you get a key. Put it in the lock and open the door. Enter the captain's room. The captain dies right in front of your eyes. Take the statue from his pocket and solve the hidden objects challenge to get bird food. Look at the bird cage on the left. Put the bird food in the bowl and open the cage. The bird gives you the code 6514, and it leaves a map piece for you to pick up. Look at the locked trunk by the bed. Use the code 6514 to open it up. You get a second statue and a piece of paper about the statue on the ship. Look at the portraits here. Pull the right two portraits to find slots for the statues. Put the statues in place to get a trident. Go back two screens and solve the hidden objects challenge for a shield. Then, go to the stern of the ship. Put the shield and the trident on the statue for the final map piece. You're now done with the ship! 003b. To Devil's Island ----------------------------------------------------------- There is a hidden objects challenge on the bench, at the dock. Solve the challenge to get a sausage. Go down twice and solve the hidden objects challenge on the table to get a glove. Look at the map on the back wall and put the map pieces on it. This starts a jigsaw puzzle. Move all the pieces into place to get a full map. Go through the door on the left. Put the sausage in the dog bowl to distract the dog, then go forward through the exit. Take the shovel on the ground, and look at the rubble in the upper/right. Use the shovel on the X to dig up an ID and a coin. Look at bench and use the glove to get the knife. Step back a screen. Look at the rope by the bench, and use the knife to get the knob. Go forward again and look at the viewing device. Put the knob on the device, clear the slot, and put the coin inside. Turn the knob and look in the lens for a puzzle. The puzzle is to find and click on all six pictures. Go forward to the gate. Solve the hidden objects challenge for a gate key. Use the gate key on the lock, and go through the gate. Pick up the two branches here and go forward to the beach. Take the branch from the beach, the pot from the fire, and a hammer from the dock. Go back a screen and look at the tree. Use the pot on the tree to fill the pot with resin. Go forward and look at the boat. Open the chest on the right to find a rag. Use your knife on the wooden stake several times to sharpen it, then put the stake in the hole. Use the hammer to put the stake in place. Go back to the gate and solve the hidden objects challenge for a newspaper. Look at the bricks left of the gate. Use the hammer on the bricks to get a newspaper and matches. Go back to the beach. Look at the fire. Put the newspaper and branches on the fire and light them with the matches. Put the can of resin on top and stir it. Use the wet rag to pick up the resin, then go on the boat and put the resin on the stake to fix the hole. Look at the rope holding the boat back, and cut the rope with a knife. Get on the boat and guide it to Devil's Island by going left, right, left and left. 003c. Devil's Island ----------------------------------------------------------- You land on the beach on Devil's Island. Take the tape from inside the wrecked boat, then go down the path. Solve the hidden objects challenge for a battery, then keep going down the path. You reach a fork in the road. Go down the right path, and a fire blocks your way. Go back and take the left fork. This leads to the large mansion. Go inside and solve a hidden objects challenge for a hatchet. Look in the fireplace on the right for a burnt diary and a harp string. Go into the room to the right. Look in the desk on the left to find a key and a fuse. Inside the drawer is a family photograph. Go down three times, to the fork in the road. Look at the fuse box and put the fuses inside for a puzzle. The goal of the puzzle is to put the fuses in the correct spot, so the number attached to each green spot is the sum of the two fuses attached to it. For example, the top one is 65, which is 45 + 20. Once you solve the puzzle, go left. Use the hatchet on the lock of the shed on the right side, and take the ladder from inside. Use the ladder on the well, then climb down the well. You cannot do things in this underground area, unless you have solved the fuse puzzle. What you want to do is grab a metal rod from the lower/right and solve the hidden objects challenge for a puzzle part. Go forward. Look at the lock next to the door for a puzzle. With this puzzle, slowly move the blades back into their holes. It helps if you always move the blade that is above the others. Once you solve the puzzle, take the key and use it on the lock to open the door. Go forward to the stairwell. Grab the brush on the stairs and go up the stairs to Isabella's room. There is a knob on her dresser, on the right side. Take it. There's nothing else you can do here now, so leave the mansion and go right to the area with the burning tree. Use the knob on the fountain, and use the tape on the hose. You can now use the hose to put out the fire, so you can Use the tape on the hose here to fix it. Sadly, there is not enough water now to put out the fire. You can now travel forward to the burned-down stables. Take the sack that is hanging from the tree. You want to go back to the beach at this point. Use the hatchet on the coal box to open it. Put the sack on the box, then click on the scooper to fill the sack up with coal. Go forward once. Solve the hidden objects puzzle for a tusk. On the left side of this area are some rocks. Use the metal rod to lift the rocks up, so you can get a second puzzle part. Go forward and left. Now that you have both puzzle parts. You can solve the puzzle on the tombstone by the side of the shed. The goal of this puzzle is to rotate the various rings and form a picture of a tree. This gives you a sun relief and a photograph. Enter the mansion. Put the tusk on the boar for a small key, and solve the hidden objects puzzle for a dugout key. Return to the well and solve the hidden objects challenge for a heart half. Go forward and use the sun relief to open the chest, to find the other heart half. Go up to Isabella's room. Use the heart halves and the small key on the locked box, on the dresser on the right. It opens, revealing a typewriter key. Use both typewriter keys on the typewriter for a puzzle. With the first puzzle, press the I, B and the second L keys. Then, change all the petals to green, by pressing the two big wheel buttons. Solving the puzzle gets you a photograph and a harp wire. You want to go back to the burned-down stables. Zoom in on the furnace on the left. Put the coal in the furnace, then light it with the matches. Take the grease and the dancer statue. Now, zoom in on the locked dugout here. Use the dugout key to open it. There is a hidden objects challenge inside. Solve it to find a rake, and use the rake on the leaves (right of the furnace) to get Isabella's locket. Go back inside the mansion. Enter the room to the right. Put the dancer statue on the box on the couch, to get a harp string. Zoom in on the harp, brush it off, then put all the strings on it. Turn the doll key to see the strings light up in a specific order. Click on the strings in that order for a photograph. If you need to see the order again, turn the doll's key again. There is an empty picture frame on the wall. Put Isabella's locket into the indentation, then pull the ring. Place the pictures here for a puzzle. Your goal is to match the names with the pictures, according to the photograph in the drawer (in this room). Solving the puzzle gets you a compass. 003d. The Lighthouse ----------------------------------------------------------- Go back to the burned-down stables. The killer is in the northern lighthouse. Go forward and use your compass to guide you to the north. That is, go right, left and right to reach the area with the lighthouse. Look at the bike on the left and take its chain. Look at the fence on the right; take the iron piece and the bicycle crank. Go forward twice to the end of the dock. Solve the hidden objects challenge on the boat to get a second iron. Go back several times, to the burned-down stables. Solve the hidden objects challenge on the dugout to get a gear. Look at the furnace. Put the two iron pieces inside, then pull the handle to get a second gear. Go back to the lighthouse. Look at the brown board. Put the two gears on the board, then attach the bicycle chain and the crank. Use the grease on the chain. Rotate the crank to lower the lighthouse stairs. Go up the stairs and take the bolt cutters by the door. Go back a screen and solve the hidden objects challenge for a rope. Go back again, and look at the chain on the right. Use the bolt cutters on the chain to get the bucket of chum. Go forward twice, to the lighthouse door. Use the chum on the water to attract a shark. Use the rope on the hook, then put the hook in the water. The shark grabs it, and the door is opened. Go into the lighthouse, where you crash to the bottom. Solve the hidden objects challenge for a pipe. Use the pipe on the pipes on the right, to get a lockpick. Use the lockpick on the door to the left for a puzzle. The puzzle is twofold. First, find the correct lockpick for each lock. Second, click to move the lockpick up. Hit all the tumblers to pick a lock. Once you solve the puzzle, go left. Look at the cloak's pocket to find a wrench. Go up the stairs, where the murderer is torturing a detective. Take the crowbar from the lower/left, then go back two screens. Solve the hidden objects challenge for a lightbulb. Use the crowbar on cabinet door here to open it. Take the fuse and lightbulb from inside. Go left, then look at the table. You want to build a device, based on the diagram behind the table. Here's how to do this. Put the fuse into the opening, then put the cover on it. Put the four bolts into the holes on the cover, and use the wrench to tighten them. Put the two lightbulbs in the sockets. Take the device. Go up the stairs. Place your device into the area where the lighthouse's light goes. Pull the lever, and the hook- handed culprit falls through a window. Look at the window and remove the murderer's hood to confirm his identity. The game ends here, after you have stopped the murderer. 004. Credits ----------------------------------------------------------- This FAQ is copyright of The Lost Gamer, 2014. If you want to use any part of this FAQ, ask me first (instructions under general information).