2019: walkthrough by: Louis Koot

If you have found this walkthrough via google search or via another site then you have  probably not visited my site. 

A lot more very detailed game walkthroughs can be found on my site at:  www.pcgameswalkthroughs.nl

Part 2: Guttering Howls:

Bird Island:

Nelly has landed on the beach of  bird island ...... Sebastian, the parrot of Bloodbeard, is snoring on the left near a cactus. It looks like that bird is trapped in a "six-pack ring net". Right behind Nelly is a snoring Weird Shell on the beach and there stand a long Wooden Pole. A path goes up to a 2nd wooden pole but that path is blocked at the 2nd pole by a cut down Tree Stump. First look at everything again by right-clicking .... the wooden posts are from a kind of cable car ...... Sebastian screams for help when you look at him. 

Grab the Weird Shell ..... It's strange ..... the shell is empty but the thing still makes a snoring sound.

 Left-click on bird Sebastian and Nelly walks over to Sebastian and frees the bird from the "Six-pack rings". Talk to Sebastian through the options

Sebastian tells how he ended up here and that all the birds have disappeared from the island ..... the birds have been lured by a "black ship" from the island. Sebastian will be Nelly's assistant from now on. To use Sebastian, left click the bird and then ask "Can you help me with something" ...... Bird Sebastian will then be your cursor, so click with Sebastian on the place where you want to use him.

Talk to Sebastian again and  first ask him what to do ..... Sebastian says you should talk to Rackham, the Birdman, because he knows what happened here. Click on Sebastian again and ask "Can you help me with something" to pick up Sebastian. Then click Sebastian on the cut down Tree Stump and ........ 

Nelly asks Sebastian if he can the tree peck the tree and the bird will do that .......... 

Then click the tree and ...... Nelly pushes the tree out of the way and we end up at the:

House of Rackham, the bird man.

You get a message about how you can use Sebastian if you need his help ..... Sebastian is now always near Nelly. 

On the left a palm tree and on the right  a generator stand shaking and you see the starting point of the cable car. Click the front door to enter the house and meet Obediah Rackham ...... Well .... somewhat strange ... a house in a house .... Sebastian came in to and sits on a bird stick . Talk to Rackham, who says he's an inventor. Ask Rackham anything you can ask for.

Rackham is stunned by the departure of his bird friends. Nelly then tells Rackham that Widebeard has something to do with it, but that she's too late to catch up with Widebeard. Rackham, however, has a plan because he can quickly put together a "Rackham Bird Detector", but Nelly has to look for some missing parts and that is ...... a large copper bowl and a gold-plated bar. Nelly then receives the Blueprint of the detector and a map of the island from Rackham. A ship is also needed to attach the bird detector to it and Rachman says that Nelly can leave this bird island via the cable car ..., just pull the lever, Rachman says ... but Nelly has not seen a lever. Say hello when you've discussed everything with Rachman. 

In inventory, Nelly now has the "Bird Detector Blueprint" and the Map of the Guttering Howls islands. View both in inventory.

On the map you can see that there are 3 islands of which Groat Island is the largest. There is also Roque Island and Bird Island. Nelly can travel to all locations via the map, but she must first have been to a location to make it available as a destination on the map.

So there is a lever missing at the cable car ..... Rachman has said that the lever may be somewhere in his house and that is true because the lever is on the left wall near the stairs. Take the lever. Go outside through the index hand on the left edge of the screen. At the first post of the cable car, in front of the generator, is the Lever Device.  

Insert the Lever into the Device and .......... well .... click the lever and ...

.... the Shuttle comes and opens automatically. Get on the Shuttle and ......

 the Shuttle brings Nelly to the "airport" on Groat Island ...

Groat Island:

Airport

Nelly is welcomed by harbor master Van Zandt, a rather gloomy individual, but he knows who Nelly is and apparently had already expected her.

 Continue to talk to Van Zandt via the options.

 Van Zandt is not so fond of Nelly and he warns her not to do anything crazy on his island. Nelly is not allowed to charter a ship because that is only permitted to private individuals who have a permit. Van Zandt then disappears. The map is now in the upper left corner. If you want to travel to another location, click the Map icon to open the map. Then click the location where you want to go ..... Nelly must first have visited that location to get it available on the map.

Grumpy Van Zandt has disappeared. An airship is moored at the dock. Nelly stands for a bulletin board. Left click the bulletin board to see it in close-up ...... The board is smeared with a thick layer of mud so it is not visible whether there are notices on the board. Get out of the close-up again. Look at the Air Ship ..... is a rusty old container .... The name of the airship is on the hull, above the leftmost porthole. Right click the Ship's name and ...... Nelly then tries to read the name of the ship but it cannot be read. You now also see 2 Pirates playing cards on the promenade. 

Continue to the:

Promenade:

Nelly ends up in the main street of the town and Sebastian points  Groat Manor out to her. 

According to Sebastian judge Groat must be in Groat Manor. Groat Manor is therefore the justice house. 

You also saw a musician standing in the street, next to the tower house with the green windows and door ... That house is the Court House .....

Continue to the right until Nelly stands at the tower of the Court House ..... The screen scrolls along with Nelly.

At the Court House Solomon Spry is singing his song ..... Behind Solomon Spry you see the gate entrance of Groat Manor ......

Double-click the index hand in the gate entrance to end up in the hall of:

Groat Manor:

Groat Manor is the court of the islands and Judge Groat is the Supreme Judge. We first meet Enid Frome, the judge's secretary. Behind Enid Frome there is a large portrait painting on the wall and the appointment book is in front of Enid. Look at the portrait painting ...... Nelly suspects it is Judge Groat is who's depicted in the painting. Look at the appointment book

Go talk to Enid Frome. First ask Enid who the guy in the painting is via "Who's the chump in the painting?" ..... Well .... Nelly thought well because it is indeed Judge Groat. Tell Enid that you want to speak to Justice Groat via "I need to see Judge Groat"  Nelly must then provide a name, so choose a name from the list you get ...... It doesn't matter which name you choose because none of the names is in Enid's appointment book so Nelly is not allowed to speak with the judge. Nelly has to take a peek at Enid's appointment book to see which names are in it. Ask Enid now "Tell me more about chumpface" ....... 

Enid will then talk extendedly tell about Judge Groat and she will also look at the painting a few times ..... Quickly .... As soon as Enid goes to look at the portrait of Judge Groat click on the appointment book and .... Nelly reads that Mary Jane Morgan is the only person who today has an appointment with the judge.

Left click to interrupt Enid in her monologue about the judge. Then click on Enid again and say "I'm here for my appointment with Justice Groat" and .......

.... then click in the list of names on "Mary Jane Morgan" and ...

Enid checks the name and .... Nelly can go to court. So walk to the right .... the screen scrolls along with Nelly ....

Walk on to Justice Groat, who sits pontifically on the stage behind his desk. 

Talk to the judge and ask him "Please make me a privateer?" .......

To become a privateer, Nelly has to prove her bravery. Nelly has to prove to the judge that she has tactical qualities, is capable of great acts of bravery and that she is loved by the people. Ask the judge how she can do all this. To prove her tactical skills, Nelly must defeat harbor master Van Zandt in "The Great Game of the Sea" game. To prove that she has done great deeds, Nelly must give the judge a written report of her deeds through a book describing Nelly's heroic deeds. To prove that she is a heroine, Nelly has to sing a song in court about her heroic deeds.

Say goodbye to the judge. Open the map. The available locations are indicated on the map by blue balloons. Click on a balloon to go to that location. Now click on the "Groat Promenade" balloon to go there now. Nelly then is again outside the gate of Groat Manor ...... you see folk singer Solomon Spry again at the Court House. Double-click the green door of the Court House to end up there. Nelly then stands in front of the Court House .... Double click the index hand, behind Nelly, to continue to the main street ....

Nelly is then  behind the turret of the Court House. A staircase goes up to the harbor master Van Zandt's office, the "Harbor Master's Office", and that is the white house with the blue front door. To the left of the harbor master Van Zandt's office is a building with a green front door with huge binoculars out the skylight sticks out ..... that binocular house is the Quartermaster's Store.

The Great Game of the Sea game:

Double-click the blue front door of Van Zandt's Harbor Master's Office to end up there now. Talk to Van Zandt and say "I challenge you to the Great Game of the Sea!" ..... Nelly must first learn the rules and fore that Van Zandt refers her to quartermaster Moses Melly. So say goodbye and go back outside and then double-click the green front door of the Quartermaster's Store to go inside. Talk to quartermaster Moses Mely.

Greet the quartermaster and ask him what is going on, or go straight for the big question "Will you teach me the Great Game of the Sea?" .....If you first use the other options you will be told that there should never be more than 2 pirates in the store at the same time. Moses gives us a peek through his enormous binoculars, with which he looks out over the sea to see if enemy warships are approaching the island ..... Moses has not seen The Heartless, the Baron's barge. So in the end you ask "Will you teach me the Great Game of the Sea"? and ........ You must then play a practice game against Moses to learn the rules of the game

Nelly against Moses

"The Great Game of the Sea" is a Amputation game that children play and that you have to win. It is a box containing the "patient". The Tweezers magnet is above the game box. With the Tweezers magnet you have to lift the 6 parts of the "patient" and drag them out of the box .... You have to pull the parts, such as legs, hands and the like, straight up with the tweezers magnet. You have to win the game from Moses once. You play in turns and Nelly starts. Take the tweezers magnet .... The tweezers magnet is then your cursor ..... You must not click put drag the tweezers magnet to just above a removable part of the patient and then pull the tweezers straight up ... so DO NOT CLICK with the magnet ......

You must be quick because if you hesitate you will hear a buzzer and your turn is over. Even if you do not hold the tweezers exactly above the right spot, your turn will pass. In the event of a tie or loss, you have to go through this game again, because Nelly has to beat Moses once to be able to take on Van Zandt. I believe, but I am not sure, that the 6 parts must be pulled out of the patient in a certain order. The 6 parts are: The left hand, right hand, the left eye, the bottle in the abdomen and both feet. The first time you can make the first move but after that Moses always starts

When you finally win a game from Moses, Nelly screams that she is ready to take on Van Zandt.

Then leave the store and go back to Van Zandt in his office. 

Van Zandt screams that Nelly must close the door because it is too much for him. Nelly then closes the door.

Then speak to Van Zandt and scream "I've beaten Melly at the Great Game of the Sea" and .........

You must now play the Amputation game against Van Zandt. So pick up the tweezers magnet again and try to beat Van Zandt ..... However, you cannot win because all the pieces you pick up with your magnet fall off your magnet again ... Van Zandt cheats and winds the game with 0 -6 ..... You then automatically get out of the game and Nelly knows that Van Zandt cheats and that she has also must cheat to win the game

Van Zandt is afraid of draft .... that's why he had Nelly close the front door. Left and right  of Van Zandt is a burning candle in a candlestick. Under  the left candle is now the orange Amputation game box and Nelly would love to take a closer look at that box. So left-click the orange game box ..... 

But Van Zandt of course notices that Nelly wants to take a closer look at the box and screams that she must stay away from the box. Van Zandt is afraid of a draft and Nelly can use this ....... Left click the front door to open the door again ...... When Nelly has opened the door again you quickly walk back to Van Zandt ..... Then wait for Van Zandt to complain about the draft.....

Because of the draft the right candle goes out and Van Zandt is distracted for a moment and looks at the candle and he starts lighting the candle again ........ Quick .... left click the orange game box (Amputation), which is under the left candle on the cupboard .... In close-up see that a "Wheel" is sticking to the game box ..... Left click on the Wheel that is sticking to the top left of the box ..... You come then in the close-up of the wheel ...... The arrow in the wheel is now left .... click the arrow to the right, so click on Win ..... and go out of the close-up. 

Then click the orange game box again to challenge Van Zandt and ........

..... this time the pieces always fall from Van Zandt's magnet and Nelly now easily wins the game.

Van Zandt becomes even more miserable. Now take the orange Amputation box as proof that you have defeated Van Zandt.

Leave the office and then walk outside to the right, to the Court House, through the pointer on the green door of the Court House

A "Muse" for Solomon Spry:

Folk singer Solomon Spry sings his song. Talk to Solomon Spry and ask him "You should immortalize me in folk song" .....

Unfortunately Solomon cannot write a song about Nelly because he has lost his "Muse". Nelly has to find a new "Muse" for Solomon and then he will write a song about Nelly ..... The "Muse" must be someone with a "poetic soul" and Nelly isn't very "poetic" so she can't be Solomon's "muse ".

There are stickers in Solomon's banjo case. Left click the banjo case....... 

Nelly asks Solomon about the stickers and he explains that they are promotional stickers from him.

Left click the banjo case again to take a Sticker ... It is a "Solomon Spry Sticker".  Say goodbye to Solomon and walk back to the left. Nelly is then back on main street, under the office of harbor master Van Zandt and the store of Moses. A staircase goes down to the Shanty Town of the city .... the Slums of the city. 

 Double-click the hand on the stairs to end up in:

Shanty Town:

We end up at the Tea Shop and the Pup.  An A- board stands in front of the tea house. Right-click the A-board and you will read that it is "Curie's tea shop". Continue to the right ..... the screen scrolls along with Nelly again and past the pub she comes to 2 drunks who are sleeping it off against the facade of a house. The street continues here to "Chinatown", the Chinese quarter of the city. There is a second conch on the path of the 2 drunks.

Left click the Conch Shell and ...... Nelly first does an experiment with the "snoring" shell that she already has and ........

.... the shells are a kind of "Walkie-Talkie" and after the experiment Nelly picks up the second shell. Walk back to the Tea Shop and enter it now

Tea shop:

There are 2 guests present and manageress Nancy Curie stand behind the bar. The 2 guests are Dr. Lemuel Periwig and Professor Mary Jane Morgan. Talk to Nancy Curie and ask her if she has heard of Solomon Spry through "Have you heard of Solomon Spry?" ...

Nancy has never heard of Solomon Spry and Nelly tries to convince her that Solomon is really a famous singer. However, Nancy does not want to go with Nelly to hear Solomon sing. Nancy is subscribed to the music magazine "Swoonsome Dandies" but that magazine  always gets  delivered to the wrong address.

Say goodbye and go outside. Opposite the Teashop is a boat and on the edge of the boat there is now a Magazine.

Take the Magazine .... it's the "Swoonsome Dandies" magazine from Nancy.

 In Inventory, combine the Solomon Spry Sticker with the Magazine to paste Solomon's photo onto the cover of the magazine. Travel back to the Promenade via the map .... Nancy is back on the down stairs .... Double click on the green front door of the Court House to return to Solomon Spry. Take 1 of the 2 Shells from inventory and click it on Solomon .......

Nelly puts the conch in Solomon's banjo case. Solomon continues to sing....Nelly can now let Nancy hear Solomon's singing voice to Nancy through the shells ..... So go back to Shanty Town and enter the Tea shop again. Give Nancy the magazine with the picture of Solomon ....... However, Nancy wants to hear Solomon sing so take the 2nd shell from inventory and click it on Nancy and ......

Nancy hears Solomon's song through the shells and she thinks it is great and she immediately runs off to go to Solomon. Also go back to Solomon at the Court House .... Nancy is dancing in complete adoration to the song of Solomon. Talk to Solomon again and ask "How's the muse working out?" and ..... Solomon doesn't like Nancy as a Muse but he still composes a hero epic about Nancy and will continue to sing this. 

Go back to Shanty Town and enter the Tea shop again

Tea shop:

Go and talk to Professor Mary Jane Morgan, who is drinking coffee at the bar. Introduce yourself and talk about Mary Jane through the conversation options 

Mary Jane is the only professor of pirate science and she gives a colleague at West Ham University. Mary Jane is working on a pirate encyclopedia the "Encyclopaedia Piratannica". Nelly asks if Mary Jane wants to include her name and "heroic deeds" in the encyclopedia, but Mary Jane cannot do that because her encyclopedia is stolen. When Nelly returns the encyclopedia, Mary Jane will mention her name in the book. Mary Jane points to Dr. Lemuel Periwig as someone who knows more about the theft, and Periwig confirms this ....... there is some animosity between the professor and the doctor because Mary Jane has defeated Periwig with scrabble.

When you have discussed everything with Mary Jane, say goodbye and talk to that pipe smoking Dr. Lemuel Periwig. 

First introduce yourself again and then ask the pompous man everything you can ask for.

Periwig only wants to tell Nelly what he know about the theft of the encyclopedia if Nelly gives something back to him in return. Periwig is writing a nautical dictionary and he wants Nelly to look up the meaning of some obscure nautical concepts. Periwig gives Nelly a list of words for which she must tell him the meaning. Say hello once you've discussed everything with Periwig. 

Look at  the word list that Nelly has just received from Periwig in inventory.

The words for which Nelly must look up the meaning are: Grocklesilver, Hobshank, Glozzy, Oakfamble and Sally-packet. 

So we must first find out the meaning of these words. Leave the teahouse and now dive into the Pub.

Pub:

In the pub Nelly meets a few old acquaintances such as Captain Rehap, bartender Friday, Gusty Nethers and Lucas. A Coaster hangs on the wooden support post and a Coaster also lies on the floor in front of Rehap. At Gusty Nethers you see a hatch in the floor and behind Nethers there is a model ship on a shelf

Look at both coasters .... The coaster on the pole has an image of a warship and the coaster on the floor an image of a tugboat. 

Take the tug coaster that is lying on the floor. You cannot take the warship coaster from Rehap now ..... Only someone who brings Rehap a pint of White Ale may pull the coaster off the pole. Go and talk to Rehap and first ask Rehap all other questions and then ask his help in "translating" the words on the word list via "I need your help with obscure pirate jargon" and then say you "Can you tell me a story using obscure pirate jargon?" .........

Rehap then tells a story that includes all the words from Nelly's list and gives the meaning of those words. So make notes about the meaning of the 5 words. When you have seen all 5 words in Rehap's story then you can silence him or let him continue his story to the end.

Go back to the Tea shop and talk to Periwig again and say "I might know what those words mean" and  Periwig then mentions the 5 words 1 by 1 and you must click the correct meaning in the list. 

Glocklesilver = A mineral often mistaken for silver.

Hobshank = A wooden leg under an enchantment or curse.

Glozzy = A pirate's glass eye.

Oakfamble = A wooden replacement for a lost hand.

Sally packet = A ship on its first voyage.

Periwig is satisfied and tells that he saw the thief of the encyclopedia although he cannot tell whether it was male or female ..... the thief is a very hairy person and went to "Galder Copse" via a narrow path behind the tea shop.

Leave the tea shop and then dive into the Hidden Path (alley) between the tea shop and the pub  and ........

Nelly lands on a rock platform behind the pub and behind the small tower house (Thinhummy).

A Tree house sticks out of the trees ..... the tree house is unreachable for Nelly because the rope ladder is rolled up. Look at the tree house, the rope ladder and the small hut. Sebastian is sitting on the roof of the little hut ..... Pick up Sebastian and ask "Can you help me with something?" and then click with the bird on the rope ladder and ......... Sebastian then ensures that the rope ladder rolls out and........Nelly has climbed into the tree house via the rope ladder and.......

Well....... Nelly's old friend cat Trilby is the thief and the tree house is the storage place for all his loot.

Jane Morgan's book is at the front of the huge pile of loot, so grab the book. Also have a look at the enormous mountain of loot (Thief's Hoard). Open the map and then click the Shanty Town balloon and Nelly ends up at the tea shop and the pub again. Enter the tea shop again and give the Book to Professor Mary Jane Morgan and.......Mary Jane writes Nelly's name in the book and gives the book back to Nelly. With this, Nelly has met all the conditions of Justice Groat. So now go back to Groat Manor via the map. In Groat Manor you walk again to the right, to

Justice Groat.

Nelly must now prove to the judge that she has met all of his 3 conditions. So give the orange game box to the judge, as proof that Nelly has beaten Van Zandt's with the "Great Game of the Sea". Then give the Book of Mary Jane to the judge, as proof that Nelly has done heroic deeds. Then give the Conch / Shell to the judge to let  the judge hear Solomon Prey singing the Heroes Epos about Nelly and ........ Nelly then gets the "Paper of Marque ", as proof that she's a privateer.

Walk back to the left and then leave the house through the front door and .......

.... we see another scene on board The Heartless with the Widebeard family ...... 

Go back to the Tea house in Shanty Town and ....... Nelly thanks Jane Morgan and she gives  the book back o the friendly professor. 

Leave the tea house again and follow the street to the right again, until the 2 sleeping drunks

..... and .... now continue to:

Chinatown:

Chinatown is now also available on the map. Chinatown is a floating district of ​​Chinese junk boats. The first junk boat is the Lady Cheng Junk Shop and on the right is the restaurant. Look at the Junk Shop and the Restaurant, where Sebastian is now. There is still a 3rd junk and you get the index hand, so double click the index hand and ....... Nelly walks on and ends up in the Restaurant

Restaurant

 A copper gong  for the bird detector

Present are Confusion and cook / manager How Fat. A large copper gong hangs from the ceiling and a candle  burns on the counter. Look at  the Gong, the candle, Confusion and How Fat. Confusion has a pendulum in his hand that he swings back and forth. Go talk to How Fat and say "That's a nice copper gong ......" ...... How Fat is not exactly friendly, but Confusion calms him down. Go talk to Confusion and ask him everything you can ask for. Be sure to ask  Confusion about the burning candle. Confusion is a psychic fortuneteller ...... ask Confusion all about the Aye-Ching candles .....

There are various types of Aye-Ching candles and they each have a different effect on people. The effect of an Aye-Ching candle on a person depends on the person's star sign. Confusion then gives Nelly a Astrological Chart. The candle on the counter is a "Startled Muskrat" candle and the scent of the candle has a calming effect on How Fat. How Fat's star sign is the Penguin. Confusion normally obtains its Aye-Ching candles from Bosum Gusty Nethers, the smuggler, but he has not delivered recently. 

When you have discussed everything with Confusion, say goodbye. Then view the Astrological Chart in inventory.

The animals of the zodiac are in the outer circle. In the middle circle, the Dial,  are the various types of scents of the Aye-Ching candles. The symbols of those scents are explained in the list on the right. You can rotate the middle circle and then you can read, in the blue screen, the effect of the scents. How Fat has the sign of the Penguin .....

Now turn all the symbols under the Penguin via the middle Dial and then read in the blue screen what the effect is of all those smells on How Fat 

You will discover that the scent of Cinnamon (Cinnamon Fog) has a very beneficial effect on How Fat ..... Generosity can be read in the blue screen.

So Nelly needs a Cinnamon Fog candle. Go back to Shanty Town via the map and enter the pub again. Talk to Gusty Nethers in the pub. Ask Nethers everything but especially about his smuggling practices and then ask "Can you get me some Aye-Ching candles?" ......

Nethers has smuggled in a whole load of Aye-Ching candles, but unfortunately Van Zandt has seized the whole load. Nethers must pay import taxes for the candles. If Nelly manages to get the candles back from Van Zandt, she can take one candle.

Go back to the Great Promenade via the map and then double-click on the blue door of Van Zandt's office to enter it again. We now meet a new character in the Van Zandt office and that is Shaw. Shaw is sitting at the table counting a bunch of gold coins. Left click on Shaw .... Nelly screams "HELLO" and ..... Shaw looses count and hits the table with his fist so that 3 gold coins fall to the floor. Take the 3 gold coins.

Click on Shaw again and ..... again Shaw hits the table with his fists  and again 3 coins fall to the floor and Van Zandt now screams that Nelly must leave his coin teller alone.  Pick up the 3 coins again and Nelly now has 6 gold Coins. Go talk to Van Zandt and say "I hear you have Nether's candle shipment" and then ask how much you have to pay for the candles via "How much for the candles?" .......

Van Zandt demands 6 golden coins. End the conversation and give Van Zandt the 6 gold coins and .... Nelly gets the package of Aye-Ching candles.

So back to Nethers in the Shanty Town pub. Give the Aye-Ching package to Nethers and .......

Nelly can pick out 1 candle, so click on "Cinnamon Fog" in the list and Nelly will get this candle from Nethers. 

Back to Chinatown and walk back into the restaurant. 

Take the Candle  from inventory and click with it on the candle that is already on the counter to exchange that candle with your Cinnamon Fog candle.

Talk to How Fat again, who is now very friendly because of the smell of the cinnamon candle ...... Say "About that nice copper gong .....".. 

Nelly asks if she may have the gong and  How Fat is now so generous that he simply hands over his beautiful gong to Nelly.

A Golden Rod for the Bird Detector:

Go back to the Great Promenade, via the map, and enter the Quartermaster's Store. Moses sells everything that has to do with the sea and piracy.

 On the upper floor there is a board with 4 swords ..... Look at those swords ..... Nelly is particularly interested in the golden rapier sword. 

Left click the sword board and .......Nelly walks up the stairs and to the sword board and she tries to grab the golden rapier but....

 the alarm goes off and Moses gets involved and want's to know what Nelly is doing

Go talk to Moses and ask him about the rapier sword ......

Moses says that he only takes the swords off the board when the island is attacked .....

Moses then peeks through his binoculars to see if enemy warships are approaching and that is not the case. 

 Behind Moses is his telescope viewer and that thing has an eye lens (Eyepiece). Left click the eye lens and ...... Nelly removes the eye lens.

Go back to Shanty Town via the map and dive back into the pub. You have already taken the tug coaster in the pub, but Nelly wasn't allowed to take the Warship coaster by Rehap. Rehap wants to drink White Ale but the pub can't serve  White Ale at the moment. Talk to bartender Friday and ask what drinks there are ...

Friday is currently unable to tap beer because the cellar has been flooded, so all labels have been removed from the beer barrels ... So Friday does not know which beer is in which barrel. Say that you want to help Friday via "I could help sort out the cellar" and then ask if Friday can remember anything about the beer barrels and ...... Friday then explains how Nelly can label the barrels and he gives Nelly a Hint paper for the beer barrels

Label the Beer Barrels:

Left click the basement hatch, at Nethers, and Nelly then descends into the basement. There are 6 beer barrels and they are green, brown, yellow, blue, black and red in color. The labels have been flushed from the barrels and are scattered throughout the cellar. 4 labels are on the floor, 1 label is on the stairs and 1 label is on the wall. Take all labels.

Nelly then has 6 labels in inventory plus the "Barrel Clue" note from Friday. The labels each have the name of a beer brand ..... "Sour Jim's Special", "Old Misogynist's Tipple", "White Ale", "Dubious Green", "Infamous Souse", "Captain Caustic's Porthole Cleaner". Nelly must stick the labels on the right barrel. Friday's hint paper gives some hints for this, so read that hint paper.

If you left click on a barrel then Nelly smells at the barrel and then tells what she smells. 

  • The green barrel smells like sandals. 

  • The brown and yellow barrels both smell of peppermint leather. 

  • The blue barrel smells like cherries. 

  • The red and black barrels both smell of shame. 

Through the smell of the barrels and the Hint paper you will find out which label you must barrel must stick on witch barrel. 

Take a label from inventory and stick it on the right barrel

Stick the Dubious Green label on the green barrel.
Stick the Infamous Souse label on the brown barrel.
Stick the Captain Caustic's Porthole Cleaner label on the yellow barrel.
Stick the Old Misogynist's Tipple label on the red barrel.
Stick the Sour Jim's Special label on the black barrel.

There is then 1 label and 1 barrel left .... so ..... Stick the White Ale label on the blue barrel .......

Nelly screams that it is good and we will naturally return to Friday and Rehap .....

Everyone is happy and especially Rehap that he can drink his beloved White Ale again. 

Nelly can now take the warship coaster, so grab that coaster  from the pole.

If you had not yet taken the tug of coasters, you can still take it off the floor. 

Go back to the Moses store. Walk to the telescope and place the Tug boat Coaster as an eye lens in the telescope. Click on Moses and tell him to check his telescope via "You should check your telescope" and ....... Moses sees the tugboat and finds this no threat. Take the tug coaster out of the telescope and then place the warship coaster (Dreadnought Coaster) in it and tell Moses to check his telescope again ......

Moses peeks through the telescope again and now sees a warship and thinks the island is being attacked ...... 

and Nelly uses this to say she needs the golden rapier sword  and Moses agrees with her. 

So left click again on the board with swords and .... Nelly walks up again and now grabs the golden rapier, which she wants to use for Rackham's Bird Detector... 

Nelly now has everything that Rackham needs to complete his Bird Detector, so travel back to Rackham on Bird Island via the map:

Bird Island

Enter Rackham's house and give the birdman the Gong and then the golden Rapier

Rackham will finish his bird detector and then he shall meet Nelly in the harbor. Nelly only has to charter a ship, so travel back to Groat Harbor on Groat Island via the map.

Groat Island

Charter a ship

 We see another scene on The Heartless and then Nelly is back in the harbor of Groat Island, near the wrecked airship whose name we cannot read. Walk on to right. The 2 pirates are still playing cards across the street. Left click the pirates to talk to them ...... Nelly screams that she wants to charter a ship but the 2 pirates ignore her completely and then ........ Whiskey, the mechanic of the Sanitania airship drops down. Ask Whiskey everything you can......

The 2 card playing pirates are licensed by Justice Groat to leave Guttering Howls to go on a raid, but Van Zandt demands money. The only ship that can be hired is the Sanitania, but it is a wreck. Whiskey can repair the Sanitania if Nelly brings him a bottle of liquor and then a bottle of "Mamma Fishcake's Non-Specific" that can be obtained in Chinatown.

The wrecked airship, of witch we can't read the name, is behind Nelly, but it is the Sanitania. A Cabin Door sticks in the hull of the barge. Left click twice on the cabin door and ..... Nelly kicks the door open and then ends up in the cabin of the Sanitania where she meets Captain Lear. Talk to Lear and use all conversation options again 

Lear appears to be somewhat confused because he thinks Nelly is Susan and asks "if the mussels are ready" and......

Lear wants to hear a bed time story about himself because otherwise he cannot wake up. 

Nelly can't tell Lear a bed time story because she doesn't know anything about him, so say goodbye. Nelly has to find out everything about Captain Lear in order to tell him a story about himself. So look at everything you can look at in the cabin. Behind Lear is a Roll Top Desk, the steering wheel and a music desk with the navigation cards. To the right, a large green cupboard leans against the wall, and a note is nailed to the wall by that cupboard.

Left click the Roll Top Desk to open the lid and ...... Nelly finds an item in the desk that is wrapped in an old piece of cloth. 

Nelly takes the item from the desk ..... you have to unfold the cloth so click on it and ....... it turns out to be a painting that was wrapped in the cloth.

It is a picture of the Sanitania in the port ..... the Sanitania is getting baptized with champagne by Lear and a women. You also see the bulletin board .....Click, on the painting, on the bulletin board ..... it is too vague to see what exactly is written on the board. Click, on the painting, the champagne ....... the ship has been baptized  but she has never left port. Go out of the close-up

Nelly has the painting Frame and the Cleaning Rag in inventory. Exit, right, back outside and then walk back to the left, to the bulletin board. Left click the bulletin board to see it in close-up. The board is covered with a thick layer of mud so take the Cleaning Rag from inventory and wipe the board clean with it and ....... we then see what is on the board ....

It is a poster of the maiden voyage  of the Sanitania  to Grockle Island and was sponsored by Justice Groat   

But the maiden voyage  was canceled and since then the ship lies to rot here in the harbor. 

Get out of the close-up, open the map and go to Groat Manor (Groat Chambers)

Nelly immediately returns to Enid Frome, so walk to Justice Groat and talk to him and ask him about Captain Lear via "Do you remember Captain Lear" ....

However, the judge can't remember Lear and the Sanitania and he refers Nelly to Enid.

So walk back to Enid and ask her about Lear via "Do you remember Captain Lear of the Sanitania?" .......

Enid tells that the maiden voyage of the Sanitania would be a luxurious cruise. The judge was a sponsor because he wanted to promote tourism on the island. However, due to problems with Hetty Loman, the previous harbor master, the maiden voyage  was canceled. Hetty Loman was accused of theft and had to resign .... the one who accused Loman of theft was Van Zandt, who then became the harbor master. Enid says that  Hetty Loman can usually be found in a pub about this time of the day.

Nelly has to talk to that Hetty Loman and according to Enid she will be in the pub now, so travel back to Shanty Town and dive into the pub again and walk to the right and ..... Hetty Loman is sleeping in the bay window. Left-click Loman to talk to her but she is to drunk and has a hangover.

Nelly must sober up Loman. Leave the pub and enter the tea house. Nancy is not present because she's is still adoring Solomon at the Court House. On the counter is a Self-service Drinks Machine. Left click the drink machine and Nelly then asks which drink she needs to pour into Hetty Loman so that she becomes sober. Tap a "Sober Joe" drink and Nelly gets a cup of "Sober Joe" in inventory.

Back to the pub and pour the "Sober Joe" through Hetty's throat. 

Hetty becomes sober and approachable so say "I'm investigating the Sanitania" and then ask everything about Lear and his barge and Van Zandt. 

Van Zandt has set up Hetty to get rid of her to become harbor master himself. If you say "I'm trying to help Lear recover his memory" then Nelly will show Hetty the "painting" ..... However, it is not a painting but a "Flickerbey" movie. You get the "painting" in close-up again ..... Left-click the painting frame to remove the "canvas" from the list.

Say goodbye to Hetty when you have clicked the canvas off the list. In inventory you then have the "Flikerbye Frame" and that is the film of the baptism of the Sanitania. Open the map and go to Chinatown. Nelly has not been to the "Junk Shop"  yet, but we will do so now. Left click the door of the Junk Shop and ....... Nelly does not go inside but she looks through the window and we see that the manageress, Lady Cheng, is sleeping in the chair.

Click Lady Cheng to yell her awake but that doesn't work. Sebastian sticks through the keyhole of the door. Click Sebastian and ask "Can you help me with something" and then click with Sebastian on Lady Cheng .... Nelly asks the bird to wake up Lady Cheng and that happens and Nelly then enters. 

In the wall is a cupboard with bottles and also with "Flikerbye film cans". The bottles are on the top shelf in the cupboard.

Look at the middle bottle on the top shelf .... it is a "Mama Fishcake's Non-Pecifick" bottle, so take that bottle ..... Nelly will pay for the bottle immediately. Then take a "Flickerbye can" from the 2nd shelf ........ Nelly automatically takes the right film can. In front of Lady Cheng  stand a Flickerbey Projector on her desk. Use the Flickerbey Reel on the Flickerbey Projector and ...... Nelly put the film in the can and we see a movie of the baptism of the Sanitania and ....the name of the ship appears not to be Sanitania but "Santiana" 

Travel back to Groat Harbor. Whiskey is still in the air. Give the bottle of Mama Fishcake's to Whiskey and ....

Whiskey immediately takes a sip and then disappears for a moment but comes back after a few seconds with the announcement that the wrecked air ship can fly again. Enter the airship again and left click on Captain Lear and say "Okay, here's a story for you ...."  

Nelly starts the story and you have to click the correct sentence in the list of sentences, so click the following sentences ...

  • ........ on a voyage to Grockle Island and back

  • ........ he was captaining a luxury cruise.

  • They promised to give Lear an Exit Permit.

  • Her name was the Santiana

Lear remembers and wakes up. Continue to talk to Lear and ask "Why don't you teach Van Zandt a lesson?" and ...... well .... Nelly is now charting Lear and his ship to go after Baron Widebeard and The Heartless. Lear brings up the problem of an Exit Permit, but Nelly will take care of that. Say goodbye and ..... Nelly will walk outside and ...

Captain Rehap warns that the  Cat Burglar has been arrested and that Van Zandt wants to trail  Nelly for theft 

However, Nelly does not want to flee .... Nelly wants to prove her innocence and we end up in the Court case against Nelly Cootalot. 

Van Zandt is the prosecutor and Justice Groat the judge and Nelly the suspect and she's in the dock

First an explanation by Van Zandt follows and then Justice Groat takes over. A list of sentences appears ... You must again click the correct sentence in the list so that the judge responds to that sentence ...... 

Van Zandt then continues with his indictment and you must then click the next ....... click the following sentences ....

  • I see you have lots of time on your hands for research.

  • So what if I've pocketed a few knick-knacks?

  • Looks like you've been keeping a watch on me ..

Long cut scene:

Nelly informs the judge of Van Zandt's practices and she wins the case and gets the Exit Permit. Van Zandt is fired and Hetty becomes Harbor master again. Nelly runs back to the Santiana and we leave. We are barely in the air when Sebastian reports that there is probably a Stowaway aboard .... 

Nelly hands out orders to look for the stowaway but she herself finds the stowaway in the green cupboard and it turns out to be Professor Morgan

However, Nelly has no time to engage with the professor because the Santiana has found The Heartless, the barge of Baron Widebeard and .......

Nelly and Sebastian then enter The Heartless and we end up in:

Part 3: Gloomholm

2019: English walkthrough by: Louis Koot