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A Pirates Tale – Walkthrough (Shay Abramov/2008)

By Leon | October 2, 2008

A Pirates Tale Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



Nodha Island:

On your right you left your RAG on deck. Pick it up and use the door to enter the ships cabin. On the wine cabin is a TROPHEE SHIELD. Take it with you. Use your rag on the shield to clean it. When you try the cabinet you find it locked. Walk further to the right and enter the captains hut. Talk to the captain and ask some of his time. Ask why you stopped here and then ask to leave the ship. You may but first you need to get the key of the cabinet in the hallway back from the other crew members. Ask what’s in the cabinet and who has the key, ythen leave the room.

Walk to the left twice and you’re on deck again. Use the hatch midships to go below deck and find one of the crew members drunk on the floor. Talk to him and ask where the others are. Ask him if he has the key and where you can find Bob and Dave. Must be in towm. Take the ROPE and use the ladder to climb back on deck again. Use the gangway to leave the ship.

Walk to the right twice to reach the center of town. Walk to the right once more and there are Bob and Dave. Talk to them and ask them if they should be guarding the ship. That brings them to the key. Offer to bring it back for them and they refuse because they don’t trust you. End the conversation and show the trophee. Tell them the captain gave it to you and soon you’ll have the KEY.

Walk to the left twice, go north once and enter the ship. Use the door on the right and use the key on the cabinet to take a bottle of WINE. Use the door on the right again and give the key to the captain. You can keep it until tomorrow. Walk to the left twice and leave the ship. Walk to the right twice to return to town.

The building on the left is the Inn. Enter the building and talk to the inn keeper behind the desk. Try to rent a room and find the inn full. Ask about the current occupant and suggest to use the room while she’s out. The inn keeper asks for money which you don’t have and then ask to only see the room. You get the KEY and use it to enter the room.

Look around the room and look at the shirt on the bed to remove the STAR SHAPED ROCK. In the cupboard you can find a PICKAXE and on the chair is a DIARY. Use the diary on yourself to read it. It tells you about the island and about three caves. Leave the room, give the key to the inn keeper and leave the inn.

Walk to the south and you witness a murder. So Flynn’s dead and he took the picture of O’Malley. No he’s going to an island to wait for Captain Blood. Look at the dead Flynn and take the MEDAILLON with the picture missing. Walk to the left to leave the alley and enter the pub to the right of the inn.

Talk to  all the people at the tables to learn more about the island and Captain Blood. Talk to the bartender and ask for a job. Tell him you can cook and tell him you’re an expert in canned food. You’ll get an EMPLOYEE CARD and can enter the kitchen. Use the door on the right to enter and take the SPOON standing against the wall. Walk to the left to leave the kitchen again and walk to the left again to leave the pub.

Go north to the square. On the left is a building with a sign that says Tourist Office. On the door is a LEAFLET. Use the leaflet on yourself to read it and it warns you to bring a light when exploring the caves.

Walk to the right and find a CLOVER on the ground. Walk further to the right and you’ll see three caves as described in the diary. But since we don’t have a lamp, we can’t visit. Walk to the left twice and go south. Walk to the right and on the square where Bob and Dave are standing, enter the shop on the north. Talk to the shop keeper and ask if he’s Irish and ask to buy something. Since you don’t have money, he’s willing to trade. Look around to find interesting items.

In the back on the shelf is a cane. Use the bottle of wine on it the trade the CANE. Near the front door on the right is a cabinet with a lamp and matches. BUt there’s nothing to trade anymore. Although… the shop keeper is Irish! Use the clover on the medaillon and use the medaillon on the LAMP and MATCHES.  Leave the shop and walk to the lower right to reach the map of the island.

Walk to the blue spot in the middle to find a raft. Use the spoon on the raft to cross the water to the other side. There’s your killer. Seems that Captain Blood didn’t show up yet. It will turn into a fight. Use the spoon to hit the villain and he’ll die. Next to the man you’ll find the PICTURE he took. Take it and use the spoon on the raft again to return to the main island. Walk to the right to return to the map and walk to the right to the castle.

Walk under the arch into the castle and watch the hole with the pin next to it. Use the rope on the pin to lower the rope and then use the rope to climb down. Below is not much except a skeleton and another STAR SHAPED ROCK. Use the rope again to climb up and walk to the south twice to reach the map. Walk to the village in the south. Leave the square with Bob and Dave on the left and go north again. Walk to the right and then north to reach the caves.

Use the lamp on the right most cave and in the middle you can see a hole with bars. Behind the bars you can see another star shaped rock. Walk furhter to the right and look at the circle on the wall with a hole in the center. Use the cane you traded in the shop on the hole in the circle and the bars will rise. You can now take the STAR SHAPED ROCK.

Look at the drawing on the right. It’s a picture of Skull Island. To the left of the picture are some notes you can’t realy read but take a good look at the arrows. Leave the cave and use the lantern on the cave in the middle. There are three statues of which you can change the arms. Put them in the order of the arrows you saw in the other cave. From left to right: up, down and middle, so use the right statue once and the left statue twice. Push the button next to the door and there’s O’Mally. She’s going straight back to work.

Walk to the left and talk to O’Mally. Ask her what she’s doing and she’ll tell you about the stones. Tell her about her partner and she’ll ask about the picture. Give her the picture and she’ll follow you to find the stones. You now only need the moon stone at the lighthouse. Leave the cave and walk to the south, then the left and south again to reach the town square. Walk to the right and south and you’re on the map.

On the left of the map you can find the lighthouse. Cross the bridge to the left and use the door to knock. No answer so Grace will try. Talk to the man behind the desk and let Grace do the talking. The man wants something interesting so give him the diary of Grace. In return you get the MOON STONE. Use the door on the right to leave and walk to the right across the bridge to go to the map. Return to the village in the south.

Go left, north, right and north to return to the caves and use the lamp on the cave on the left. Walk to the left and look at the door. You can’t enter. The wall right of the skelettons has a crack in it. Use the pickaxe on the crack to open it and reveal a stone wheel behind it. Use it to take  a close look. That’s where the stones should go! Use the star shaped rocks on the right postitions and use the moon stone in the center. Then use the button next to the door to open it.

Use the door to enter the tunnel and walk to the left. You’ll meet Slimm again. Actually, his ghost. He’ll run off and leave you behind. Take the MAP from the floor. In the north wall is a crack that might be big enough to squeeze through. Use the crack and you’ll go underground. Walk to the left and you’re outside again. Go left again to reach the map. You must try to sail to Crescent Island.

Walk to the south to the village and walk to the left twice and north once and enter the ship. Use the door on the right and walk right twice to reach the captain. Talk to him and tell your proposal. He’ll refuse at first but if you tell him about royal court he’ll change his mind.

Crescent Island:

Once you’re on the beach, walk to the left twice and you’re on an intersection. Go south first to see the beautifull spring.  Use the bottom of the spring to find a COIN. Walk back north and on the intersection go north again. It’s a huge statue of a head. Walk to the left past the head and you’ll see the back of it. There’s a slot in the back. Use the coin on the slot to get a STRANGE IDOL out. Walk to the south twice to the intersection and to the left and north. Here the road goes two ways. Go to the left and find the old crew. Talk to them and ask about Grace, Bill and the island. Walk to the right twice to see a hut.

Use the door of the hut to enter and look around. Use the drawers next to the door to find a MAP of the island and use the drawers next to the bed to find a JOURNAL. Use the journal on yourself to learn more about the island, it’s inhabitants and the disappearance of the doctor. Use the door of the hut again to leave and walk to the right to reach the map of the island.

Walk to the long beach above you, left of the circle. On this beach you’ll find one of the crates from your ship. Take a can of PICKLES with you and walk to the south. Go to the circle and find some natives in front of their huts. Talk to them and they’ll tell you about a stolen idol. Talk to them about the other white man, Skull Island, the ghost ship and the translations.

Walk to the left and talk to the weaving lady. Ask for a sample of fabric but she won’t give you any because her toenails hurt. Walk further to the left to find the temple. Enter it and talk to the shaman. Talk about the dictionary and the idol. Leave the hut and walk to the right twice to return to the map.

Walk back to the woods right of the big head statue. At some point you’ll find a man hanging upside down. It’s Bill. On the ground is a switch but it misses a good lever. Use the cane on the switch and then use the switch to lower Bill. He’ll tell you about something he saw earlier and will take you there.

Bill will start working on the balloon. Talk to him again and ask him what he needs. He’s looking for a blueprint of the balloon.  Walk to the right to the map and go back to the woods where you found Bill. It’s a bit of a search but you’ll find it. There’s a ROPE left behind. Take it and leave the trap.

Walk to the north side of the island and look at the beach there. There’s a BOTTLE washed ashore. Take it and look at it to find the message inside. Use the message on yourself to read it and find that it’s Matthews. He’s in prison with the pirates.Walk to the building south of the beach and climb the tower. Inside you’ll find three idols. Leave the tower and walk to the right to see the map and walk all the way to the south to see the village. Cross the bridge and enter the village. There you’ll meet one of the pirates.

The pirate will warn you that if you enter the village, you’ll go to prison. Good! Walk to the south to try to enter the village and you’ll end up in jail. Walk back and look at the door to see how the guard leaves. Inside prison you’ll meet Matthew. Talk to him to learn about Skull Island and about the balloon. He’ll tell you about the floor. Use the stone with a slight different colour on the floor to open a hole. Inside is a FILE. Use the file on the bars on the window and use the window to climb outside.

Walk along the left of the building to the front. Here you can see the guard. Use the front door and take the KEYS from the hook. On the shelves to the right is an ENVELOPE and when you open it there are some STERLINGS and a BLUEPRINT. Use the keys on the jail door and see Matthew. Talk to him to free him. Take some HAY from the bed. Use the keys on the jail door again and leave together.

Matthew will distract the guard and you can follow them to the right. Walk to the right again to reach the map, cross the bridge and go left to the balloon. Give the blueprint to Bill and then talk to him to learn what he needs to repair the balloon. That’s quite a list. Leave Bill again and walk to the map. On the map walk to the left to the cabin of Matthew, left of the big stone statue. Enter the hut again and talk to Matthew. He’ll tell you about the island again and the labyrinth to access it. Also he will tell you about the translation you’ll need to access it.

Talk about the crackers and give him the pickles in return. You can have the CRACKERS. Use the door to leave and walk to the right to go to the map. Walk to the right to cross the bridge and go to the village. Walk to the left and enter the bar. Next to the fireplace is an AIR PUMP that nobody will miss if you take it. Talk to the barman and ask what everyone is drinking. It’s rum-whiskey with several warnings. Give the man some sterlings and you’ll get the WHISKEY. Use the envelope with the bottle and use the whiskey with the bottle to fill the bottle. Give the glass back to the barman.

Talk to the men at the table and mention the parrot. It’s guarding an idol. To get the idol, use the crackers on the parrot so it’s mouth is full, then take the IDOL and leave the bar. Walk to the left twice to reach the harbor and take the ANCHOR lying there. Walk to the right five times and you’re on the map again. Cross the bridge and go to the left to the natives. Walk to the lady weaving and give her the file. In return you get a CLOTH. Walk further to the left and enter the hut of the Shaman. Give him the idol the parrot was watching and you’ll get the DICTIONARY. Talk to the Shaman and ask about the idols you saw earlier.

Walk to the right twice and on the map go to the right and north to the building below the beach where you found the bottle. Climb the tower and look at the three tin statues. The middle one looks like a burner. Use the funny looking idol from your inventory on the idol in the middle to unscrew it and pick up the BURNER.

Leave the tower and walk to the left. Go up the steps into the temple and walk left. There are the stones that should give the solution to the labyrinth. Use the dictionary on each of the stones to learn their hint. Walk back to the left, go south and walk to the right to reach the map. Walk to the south to go back to Bill and the balloon.

So in order to repair the balloon, Bill needed the burner, straw, a pump, some cloth,  a rope and an anchor. Give them all and talk to him again. Tell him he has everything he needs. Now all he needs is some fuel. Give him the whiskey and talk to him again. Tell him to fly to Skull Island.

Skull Island:

It’s time to follow the directions from the seven stones you translated earlier.

  1. Enter the skull and walk to the left through the entrance.
  2. Enter the passage pointed out by the warriors left hand. Since he’s facing us, we need to use the passage on the right.
  3. Go north to reach the giants. Go north again there.
  4. Go to the right, then north to the calendar room
  5. Use the calendar to view close up. Turn the outer ring so the eagle is on top. The second ring should have the clouds and rain on top and the center ring should have the forrest as 12 o’clock.
  6. Leave the calendard and push the button to open the door. Enter the room.
  7. Walk to the right and enter the passage with the deer on top, the bottom one.

There’s the gold. Use it to grab the GOLD you can and find a SWORD. Walk further to the right to find captain Blood and O’Malley. As you approach you can hear the ceremony. You have to think of something to stop it. Look at the ceiling above the captain. That’s another way in. You have to tell Bill.

Walk left three times, north, south , left, south three times and to the right twice to reach the balloon again. Talk to Bill and tell him you found Grace and the gold. When he asks for proof, give him the gold. When he suggest to plan a surprise attack, tell him about the opening in the roof.

When you’re up in the air again, Slimm is hanging underneath with a stick of dynamite. Use the sword to cut the rope and solve a lot of problems at once.

Game source: A copy of the game was found here on the internet.

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