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Black Sails - The Ghost Ship walkthrough

Black Sails - The Ghost Ship

 

About this walkthrough

This is a complete walkthrough for Black Sails - The Ghost Ship.

Using this walkthrough will get you through the game with the least amount of time and wandering around, but may spoil the game and fun of exploring.

Items which can be picked up as inventory items and items which can be constructed by combining or using other items are written with bold text for emphasis.

 


 

Anna


- Talk to Lex. Choosing certain conversation options will affect his attitude later on, but doesn't really change the outcome of the game. Talk about everything after the first few choices.
- Look at the knot next to Lex.
- Try to open the knot.
- Talk to Lex about the knot.
- Look at the combination lock next to Lex.

- Look at the crooked picture next to the locked cabin door. Take the crooked picture.
- Look at the crooked picture in the inventory to get a key.
- Walk to the desk. Take the corkscrew.
- Check the passenger list.
- Use the key to unlock the left drawer. Open the drawer.
- Take the note.
- Use the key to unlock the right drawer. Open the drawer.
- Look at the books.
- Try to open the last drawer.
- Use corkscrew with the drawer. Open the drawer.

- Go to the bookshelf.
- Take the note.
- Take a note from the bookshelf.
- Look at the pile of books. Move the pile of books to find a ventilation grid.
- Combine three notes in the inventory to get a combination of notes.
- Look at the combination of notes.
- Go to to the combination lock and enter the numbers (863) to open the lock.

The right combination.The right combination.
- Take the amulet and razor blade from the chest.
- Read the letter.

- Use the razor blade to cut the knot, if you do this the razor blade will no longer be available to be used in another location. Alternatively, you can give the amulet to Lex, but by doing that, you won't be able to open one non-critical item later in the game.
- Interact with the knothole on the wall to open a secret storage area.
- Take the harpoon and clothesline.
- Try to take the defective gas cartridge and look at the gas outlet.
- Combine harpoon and clothesline to get an anchor.
- Go to the cabin door and tie the anchor to the door.
- Go to the window that you used to enter the cabin in the cutscene.
- You may check the wet newspapers on the floor.
- Open the window.
- Throw the anchor out of the open window to the ocean to get the cabin door open.

- Try to open the door to exit the cabin.
- Watch the cutscene.
- After the cutscene, try to lift the wooden crates.
- Interact with the stopper on the wooden crates to make the content fall out.
- Try to lift the wooden crates again.
- Exit the cabin through the door.

- Try the light switch on the wall.
- Check the docking station in the corridor and take the gas cartridge from it.
- Return to Captain's cabin.
- Go to the gas outlet and remove the defective gas cartridge.
- Use the gas cartridge with the gas outlet and turn the valve.
- Take the filled gas cartridge.
- Go back to the docking station and use the filled gas cartridge with it.
- Use the light switch to turn on the lights.
- Open the trapdoor on the floor and read the note.

- Walk on and turn left and then again left.
- Open the door.
- Take the screwdriver from the table.
- Read the letter on the table.
- Take leather that is near the engine block.
- Take the chain that is attached to the engine block.
- Leave the room and keep walking on the corridor that leads away from the room.
- Take the cord that is in the corridor very near to the cabin you just exited.
- Open the door leading to mess.
- You will automatically come to broken stairs leading to the mess hall, but they can be used to enter.

- Take the fishing rod that is next to the door.
- You may climb the staircase up to the bridge and check it out, but what you must do is go to the stairs around the corner.
- Try to enter the cabin, and you will fall down to the mess.
- Take the alcohol that is next to the workbench.
- Take the pliers that are on the workbench.
- Try to walk to opposite side of the room where the door with strange red glow is.
- After the crane load has fallen down, use pliers on the wooden crate to get a nail and planks.
- Take a piece of map that is under the oil tank.

- Go to the workbench and use the nail with vice to get a hook.
- Use planks with damaged stairs.
- Climb the staircase to the bridge.
- Take ship's plan from the map table.
- Use the piece of map with the ship's plan to have an assembled ship's map.
- Look at the assembled ship's map.
- Look through the porthole near crane controls.
- Read the warning notice on the wall.
- Start going back in order to return to Captain's cabin.

- On the way back, you will automatically stop when you hear Lex calling. Read the diary page that is on the floor at that spot.
- Open the hatch to the maintenance shaft.
- Look at the maintenance shaft.
- Now return to Captain's cabin.
- In Captain's cabin, use the screwdriver on the ventilation grid.
- Look at the ventilation shaft.
- Take insulating material.
- Look at the skull drill in the shaft.

- Combine the cord with the fishing rod to get a fishing rod with line.
- Combind the hook with the fishing rod with line to get a fishing rod that is functional.
- Use the fishing rod on the skull drill to get it.
- Return to the corridor with light switch.
- Where you last time turned left, turn right this time.
- At the end of the corridor, read the note on the wall.
- Try to open the door on the right side.
- Use the skull drill on the door.
- Open the door.

- If you didn't use razor blade earlier, check the picture on the wall and use the razor blade get a hidden letter.
- Check the book on the bed.
- Take the bed warmer that is on the other bed.
- Take the doctor's bag that is near the cupboard.
- Look at the doctor's bag to get bandages, and a needle and yarn.
- Open the drawer and take a leather belt.
- You can open the lower drawer and check the book to find a note.
- Return to Captain's cabin.

- Tell Lex that you found everything. He will give you your bag.
- Look at the bag to get a picture in a shiny frame, notes, and scissors.
- Go back to the mess.
- Use the scissors with leather to get leather strips.
- Use needle and yard with leather strips to get a stiched leather band.
- Use the stiched leather band with a cogwheel on the machine.
- Use the leather belt with a cogwheel on the machine.
- Go to the bridge.

- Use the crane controls, and try to pull rigging up.
- Move rail backward.
- Let rigging down.
- Go to the mess hall to assess the situation.
- Go to the maintenance shaft in the corridor.
- Use the chain with the rope that is hanging in the shaft.
- Return to the mess hall.
- Interact with crane's rope to attach it.
- Go to the bridge.
- Pull rigging up.
- Return to the mess hall.
- Try to open the warped door.


Fiona


- After the cutscene the protagonist is changed to Fiona, a little girl. Talk to Ruben about everything after the conversation automatically starts.
- Take the rag from the bloody bed.
- Look at the morphine above the bed.
- Move the rug to reveal a shaft.
- Interact with the shaft to open it.
- Go to the ventilation shaft.

- Use the rag with strange liquid to get a wet rag.
- There's a hole between the pipes, go through it to get to Captain's cabin.
- Go to the desk and take a key from the desk.
- Take sleepy powder from the back wall.
- Take the pipe wrench that is near the netted up crates.
- Return to the first room. If the hole leading to that room is tricky to find, walk along the wall and at some point the wall and camera will turn 90 degrees to show it.

- Use the key on the door to unlock it.
- Open the door.
- There is a coat right next to the door. Search the pocket to get a match box.
- Go back to the room and go to the speaking tube on the wall.
- Use the pipe wrench on the connecting piece.
- Use the wet rag on the hole.
- Use the match box with the rag in speaking tube.

- Go through the door again and walk into the mess hall.
- Walk to the stove and use the sleepy powder on the cooking pot.
- You will automatically be back in the first room, so exit it again. Go through the ship to the corridor that leads to doctor's cabin.
- Try to take keys from the wall.
- Interact with the washing trough in the corridor.
- Open the trapdoor.
- Take the big gun.
- Use the big gun on keys to get key.
- Go back to the mess hall.
- Use the key on the locked door.


Anna


- After the cutscene open the door that Fiona was trying to open and which leads to cargo hold.
- Look at the cloth in the ashes.
- Take a screw box that is near the lever.
- Read the diary page that is next to barrels.
- Take the map piece that is on top of a shipping crate.
- Use the map piece with the assembled ship's plan to get complete ship's plan.

Complete ship's plan.Complete ship's plan.
- Exit the mess hall and try to climb the stairs that are next to the staircase leading to the bridge.
- Go back to the mess hall.

- Examine soldered area that is leaking steam.
- Go back to the cargo hold.
- Take the coal shovel that is on the floor.
- Walk to the boiler.
- Pick up the ramrod.
- Use the coal shovel with the boiler to get a shovel with hot coals.
- Use the shovel with hot coals with the bed warmer to get hot bed warmer.
- Go back to the soldered area that is leaking steam.
- Use the ramrod with hot bed warmer to get a ramrod inside hot bed warmer.
- Use insulating material with the ramrod inside hot bed warmer to get a ramrod with handle inside hot bed warmer.
- Use the ramrod with handle inside hot bed warmer with soldered area.
- Try to use the pump on the wall.

- Exit the mess hall and climb the stairs that are next to the staircase leading to the bridge.
- Watch the cutscene.
- Go back to the cargo hold.
- Take the boat hook that is leaning against the barrels.
- Go to the warped door and use the boat hook on it. (For fun, you may read the menu that is next to the door.)
- Enter the room.
- Take the morphine from the shelf.
- Return to the cabin where Lex is.

- Give Lex morphine and talk about everything.
- Talk to Lex again to get detailed instructions on what to do.
- Take the lock pick from the bookshelf. It is very tricky to see, and the hotspot indicator doesn't work from all angles. It is in the top-left corner.

The location of the lock pick.The location of the lock pick.
- Examine a souvenir on the wall to get a note with coordinates. Repeat this with three other souvenirs so that you have four notes altogether.
- If you have the amulet in the inventory, use it on the case that is on top of the drawer to get a letter.
- Go to the bridge.

- Look at ship's wheel and compass.
- Go to the map table.
- Use the lock pick on the map table.
- Open the map table.
- Look at the sea chart and route book.
- Take the sextant, and note.
- Use the picture in a shiny frame with the print on the sea chart.
- If you haven't already done so, read the four notes with coordinates.

- Look at the sea chart and try to find matching locations for the five sets of coordinates. After you find a match, check the route book and mark those places.
- If you can't figure it out, the right places are: Castelo Branco, Pedro Miguel, Santana, Lajes do Pico, and Monte.

Route on the sea chart.Route on the sea chart.
- Use the sextant in the porthole.
- Go to the cabin where Lex is, talk about everything and describe what you have found out so far.
- Go back to the bridge.
- Take the chiplog that is near the exit from the bridge.
- Leave the mess and go back to the corridor that had the room with an engine block.

- Take a cogwheel from the engine block.
- Use screw box with the cogwheel to get a cogwheel with screws.
- Use the cogwheel with screws in a gap next to the clock face.
- Use the crank to turn the clockwork on.
- Turn hands forward.
- Turn hands forward twice more.
- Take the pocket watch that comes out.
- Go to Captain's cabin.
- Use the chiplog with the ocean.

- Go back to the cabin where Lex is.
- Talk to Lex about everything. You will get a revolver.
- Go to the mess hall where the pump is.
- Look at the revolver to get a cartridge (bullet).
- Use the cartridge with the pump.
- Use the pump. Keep using it until all the water is gone.
- Look at the trapdoor.
- Go to the room with the warped door.
- Look in the ventilation shaft.


Fiona


- Take the empty oil can.
- Try to turn the hot steam valve.
- Use cuddly cloth with the hot steam valve.
- Pick up the gauge needle.
- Use the gauge needle with barrel.
- Use the empty oil can with ethanol to get a full oil can.
- Go to the gap between the crates.
- Use the full oil can on doctor.

- Go through the exit that opens.
- Open the trapdoor.
- Go through the hatch.
- Pull the lever.
- Go back through the hatch.
- Take the coal shovel.
- Go up the coal chute.

- Keep walking on the pipes and go across the room.
- Use the coal shovel on the pig head on hook to get it.
- Look at the suitcase.
- Look at the pig head on hook in the inventory to get pig's head and a meat hook.
- Use the meat hook on the suitcase to open it and get fluffy slippers.
- Put on fluffy slippers.
- Go back to the coal chute.
- Shove pig's head down the coal chute.
- Go back on the pipes as far as you can, without crossing the room this time.
- Jump on sacks.
- Go through the exit.
- Go through the hatch.
- Pull the lever.


Anna


- After the cutscene, operate the crane and let rigging down.
- Go to the mess hall.
- Take empty bottles from the stove.
- Use empty bottles with the enamel pot on the floor to get filled bottles.
- Interact with crane's rope.
- Use the hook with crane's rope.
- Return to the bridge.
- Pull rigging up.
- Move rail forward.
- Rotate crane left.

- Go through the dialogues that follow. Your choices will determine how the story ends. There are three possible outcomes: Anna and Lex escape together, Anna leaves Lex to die, or Anna shoots Lex.
- Watch the cutscenes and credits.

The game is finished!The game is finished!


THE GAME IS FINISHED. CONGRATULATIONS!!!