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The Game That Takes Place On A Cruise Ship – Walkthrough (Deirdra Kiai Productions/2006)

By Leon | March 24, 2008

The Game That Takes Place on a Cruise Ship 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.



Your Cabin:

Look around. It’s not much of a luxurious cruise ship cabin but hey, it’s free.  Use the drawer and find a PHONEBOOK. Pick up the phone and order room service. It doesn’t matter what you order, after a while DISGUSTING FOOD is being served. Use the phone again and have your room cleaned.

Talk to the cleaning lady and ask for some privacy. She’ll leave and leave the VACUUM CLEANER behind. Pick it up. Look at the lamp. Pick up the EXTENSION CORD. Leave your room.

Reception:

Walk all the way to the left to the front desk. Look around and read the notes on the noticeboard. Talk to the receptionist and learn about all the possibilities on the ship. Leave the reception again and walk all the way to the other end of the hall. Take the elevator to the Main Deck.

The Main Deck:

Enter the Sludge Bar. Talk to the little girl. Ask her why she’s not riding that horse. It’s because the cord is missing. Leave the girl and use the extension cord you took from your lamp on the horse. Talk to the girl again and again ask her why she’s not riding. She’ll go over to the horse for a while. Now you can use the phonebook and switch it with the book she was standing on. You now have the MOTIVATIONAL BOOK.

Talk to the professor. He asks you to try out his Chef-O-Matic. But before you do, you must prove worthy by answering a question. Agree and he’ll give you three statements. Then you must find the logic conclusion: some things in heaven have fleas. You’ll receive the CHEF-O-MATIC.

Walk to the doorway and go to the arcade, left of the gift shop. Talk to Iggy and George. But you must play a game first before you can talk to them or watch them play. Agree and try to defeat the monsters. Here’s the solution: the keys Z, X, C and V represent a colour. Z = Brown, X = White, C = Red and V = Blue. When you look at the monster, press the corresponding key of it’s colour. Each correct keystroke, takes 100 points off his score, you’ll loose 10 points each time, no matter what. Since you’re the one to start, 10 correct keystrokes, makes his score 0, against yours 10. You’re now accepted to the guild. But that’s all for now, they don’t have much to say.

Leave the arcade and go to the left, to the kids area. Talk to the kid with scissors and ask his scissors. You can’t have it but there are more in the playhouse. Walk to the playhouse. You’re too big to fit in. On the side is a LOOSE BOARD. Pick it up. Examine the hole and see the scissors. Use the hole to get you SCISSORS. Leave the area and walk further to the left to the front of the deck.

Talk to the biker guy. Ask him his knife. He refuses. But you don’t give up so easily… Ask him the knife 11 times and then you’ll get his KNIFE. He has a spare one anyway. Walk all the way back to the right to the elevator and go to the Fancy-Dancy Deck. 

Fancy-Dancy Deck:

Try to enter Chez Pierre. You’re not allowed because of your clothes. Talk to Maitre D’. Ask him if he takes bribes. He doesn’t. Then tell him he’s a rude person. Now you’ve done it and you’re taken to the kitchen to do the dishes.

Talk to the chef. Pick up the DISH DETERGENT. Try to open the oven, cabinet or fridge and you’re not allowed to touch. Then pick up the GLASS. Use the glass with the blender to fill it with milkshake. The put the sleeping pills in the milkshake. Give the milkshake to Frank. He’ll fall asleep…. standing. Open the oven and take the PIE out. There’s nothing of interest in the fridge or cabinet. Walk to the exit. Go to the elevator and go to the Fun-And-Dandy Deck.

Fun-And-Dandy Deck:

Enter the Spit Valve. Look around and talk to the poet. Ask het what she’s writing. She’ll tell you the poem. Tell her that it’s the most terrible thing you’ve heard. The poet asks you what gives you the right and you’ll tell her about your degree. Leave the conversation and give your degree to the poet. She now believes you and discards her writing. You can pick up the CRUMPLED POEM. Leave the Spit Valve.Walk further to the left, to the pool. Use the ladies changing room. There’s a winking lady. Talk to her. She’s lost her contact lens. She asks you to help her search. Agree and start the hunt. It’s not too hard.

Give the lady her contact lens back and she’ll walk away. Take the cosmetics bag, actually only the BOBBY PIN and the SHAMPOO. Walk to the lockers. One of them is a random locker (Duh…). Examine the random locker. Try to use the locker. You don’t know the combination. Use the bobby pin on the lock. There you go. Take the CLOTHES out. Leave the locker and walk back to the elevator. Go to the Main Deck.

Main Deck:

Walk all the way to the front and talk to the reclusive figure all the way in the bow. Man, is he depressed. Use the motivational book on the figure and he’s your friend for life. Walk back to the elevator together and go to the Fancy-Dancy Deck.

Fancy-Dancy Deck:

Enter Chez Pierre again. This time you are allowed in since Bolton is with you. From here, you can start four stories.

Story 1:

Be invited to the table of the queen and listen to the conversation. Finding it boring, half way you’ll excuse yourself by telling that you need to go to the toilet. Use the ladies room and find a huge queue of at least half an hour. Use the mens room instead.

You’ll overhear the captain and Shirley and learn their plan. Telling the crowd has no effect since no one believes you. The big bad wolf does and he know’s a passage to the captains cabin.

Use the table a few times to rock the glasses the captain left behind off the table. Take the GLASSES. When the captain returns he can’t find his glasses and leaves the cabin to search them.

Examine the plans on the table. Take the plans with you and leave the room. Now we have to find a crowd to listen to the plans. Walk to the elevator and go to the Fancy-Dancy deck.

Fancy-Dancy Deck:

Walk to the left to the theatre. Try to enter and change your mind. They wouldn’t be able to see the small plan. You need to magnify them. Walk further to the left to the back of the theatre. Try to use the backstage door and ask to get through. Tell them you really need to go backstage. Ask them what they want in return and they’ll request the food. Ask them what kind of food. So it must taste good and a desert too!

Use the disgusting food with the Chef-O-Matic to create a nice meal. Use the delicious meal on the door and the techies will request a desert. Use the pie on the door and you’re in! You can watch the seventeen-boy band perform.

In the control room try to use the camera. Techie-1 won’t let you. Talk to the man and he’ll let you know not to bother him until his break at eight-thirty.

Look at the clock. It’s eight o’clock. So we have to make it eight-thirty.  Use the board with the clock to move the big hand to make it eight-thirty. Techie-1 leaves and you can have another try with the camera.  Use the evil plans with the camera to project them on the curtain. Everyone can see them now….

Flares will be fired to attract attention. It sure does but for the wrong people. You’ll meet the software pirates and they can only help you if you give them money. Since you don’t have any, you must win the dance contest from Scruffington. Just follow his moves (watch closely).

Once you’ve won the contest, you’ll take the pirates to the navigational system….

Story 2:

Be invited to the table of the queen and listen to the conversation. Don’t do anything until the captain and Shirley leave the table. Then the lights go out and the queen is hit by a poisonous dart. You learn about the ransom (3.14 million dollars) and antodote. Bolton and you will take her to the medical room. Discuss the ransom and learn that Bolton is a $1000,- short. When he asks for your help agree. (If you don’t the game is over…. no it’s not… you’ll end up here again).

When he asks you for advice, tell him you don’t have a better idea than giving the ransom.Exit the medical room, leaving the queen and Bolton behind. Walk to the elevator and go to the passenger deck.

Passenger Deck:

Walk all the way to the left to the front of the deck. Then enter the front desk. Examine the poster on the notice board. They’re looking for talented people. The receptionist should have more info so talk to her. Ask her about the talent contest. You can win $1000,- . That would be great. Leave the receptionist and walk back to the elevator. Select the main deck.

Main Deck:

Walk all the way to the front of the ship again and talk to Geoff Daggers. He’s the musician here. Ask him for help. He hasn’t anything better to do so you’ll end up in your cabin and the first thing you must learn is to tune a guitar.

Whenever you’re ready, just tune the string pegs to the right strength. After finishing press Q and you’re ready to learn to play the guitar. This will take all night and when you can play a nice tune, you need some lyrics. Give Geoff the poem and you’re almost done.

Now you need some colorfull clothes. Give the clothes to Geoff and he’ll tell you that they are still a bit bland. Use the knife on the clothes and give them top Geoff. Now you’re ready to sign up.

Walk to the left and go to the front of the deck. Enter the front desk. Talk to the receptionist and tell her you want to enter the contest.

You’ll do the performance and end up in the control room. You did a good performance but must make sure the acts after you aren’t bettter. So when the seventeen-piece boyband is performing, talk to techie-1 behind the controls. He doesn’t have time for you and his break isn’t until eight-thirty. Look at the clock. It’s eight o’clock. So we have to make it eight-thirty.

Use the board with the clock to move the big hand to make it eight-thirty. Techie-1 leaves and you can have a look at the seventeen-piece boyband. They are good! Time to help them into some tech-trouble by using the controls.

It seemed the band was cheating. You are declared winner and earn a $1000,-…..

Story 3:

Be invited to the table of the queen and listen to the conversation. Don’t do anything until the captain and Shirley leave the table. Then the lights go out and the queen is hit by a poisonous dart. You learn about the ransom (3.14 million dollars) and antodote. Bolton and you will take her to the medical room. Discuss the ransom and learn that Bolton is a $1000,- short. When he asks for your help agree. (If you don’t the game is over…. no it’s not… you’ll end up here again).

When he asks you for advice, tell him you have a better idea than giving the ransom. Tell the prince you’re ready to go and leave the medical room. Go to the elevator and go to tghe Fun-And-Dandy Deck.

Fun-And-Dandy Deck:

Enter the disco. Familiar faces here: Cubert Badbone, PI and Benji Banjamino. Talk to Cubert and introduce the prince. Ask Cubert for help. He doesn’t want to but can give you some pointers: first go back to the crime scene. Leave the disco and go back to the elevator. Go to the Fancy-Dancy Deck.

Fancy-Dancy Deck:

Enter Chez Pierre again. You can’t because there has been some disturbance. Go back to the elevator and select the Fun-And-Dandy Deck again.

Fun-And-Dandy Deck:

Enter the disco and talk to Cubert again. Tell him you couldn’t visit the crime scene. When he asks for personal belongings tell him about the dart and the gold flecks.  Look at the dart. It smells of cigarettes and mint. Benji remembers the gift shop selling these pens and Cubert advises to go there. Leave the disco. Step into the elevator again and go to the main deck.

Main Deck:

Walk to the left and enter the gift shop, next to the Sludge Bar. Talk to Chico and ask him about the gold-flecked pens. He did but has ran out of them. He can’t tell you who bought it. Try to use the computer but you’re not allowed. So we have to get rid of Chico. Pick up a souvenir and leave without paying. That’ll take Chico away but not long enough. Use the shampoo on the doorway. You shoplift again and this time Chico will stay away for a while. Use the computer again and find the name Iggy Igglestone. We’ve heard the name Iggy before. Leave the shop and go next door to the arcade hall.

Talk to the boys again. Ask them if they own a gold-flecked pen. He lost it near the pool so leave the arcade and go to the elevator. Select the Fun-And-Dandy deck.

Fun-And-Dandy Deck:

Walk all the way to the left and talk to the lifeguard. Keep talking until you know about the kid picking pockets. Walk all the way to the right, back to the elevator and select the main deck.

Main Deck:

Go into the Kids’ Area, left of the arcade. Talk to the kid with the scissors, the other one is too busy. Ask him about the gold flecked pen and he’ll tell about the receptionist. Leave the kids area and go back to the elevator. Follow the clue to the passenger deck.

Passenger Deck:

Walk all the way to the left to the front of the deck and enter the front desk. No receptionist. Examine the painting of the night sky on the back wall. Examine it, use it and smell it. It’s the same smell as the dart. Use the knife on the painting. It’ll open. Bolton will stand guard while you walk through the corridors to the Vulture’s hideout. Examine the items on the table and when looking at the bottle you find out that it’s the antidote. You will try to leave and meet the Vulture. She can’t let you pass without a fight. Oh well….  leave the hideout…

Story 4:

Be invited to the table of the queen and listen to the conversation. Finding it boring, half way you’ll excuse yourself by telling that you need to go to the toilet. Use the ladies room and find a huge queue of at least half an hour. Use the mens room instead.

You’ll overhear the captain and Shirley and learn their plan. Telling the crowd has no effect since no one believes you. The big bad wolf does and he know’s a passage to the captains cabin.

Use the table a few times to rock the glasses the captain left behind off the table. Take the GLASSES. When the captain returns he can’t find his glasses and leaves the cabin to search them.

Examine the navigational system to discover it’s connected to a computer. Now you need to find someone who can help you with that. Who understands computers? Go to the elevator and select the Fun-And-Dandy deck.

Fun-And-Dandy Deck:

Enter the Spit Valve and talk to the Circle Worshippers. Ask them if they can navigate a ship. They can’t and only take orders from the bible or the messiah. Then ask them what they are reading. That’s the bible and states the three things that will happen to announce the Messiah. Leave the room.

Outside is the trumpet player. Talk to him. Ask him what he’s doing there. Use the motivational book on the player and he’ll return inside. That was the first sign.

Enter the Valve Spit again and look at the fountain. Use the vacuum cleaner on the fountain to drain all the water and show sign number two.

Give the pie you’re carrying to the worshippers stating it’s the dessert. They’ll take you for the messiah and you can ask them anything now. Talk to the worshippers again and ask for assitance with the navigation.

Outside the captains cabin, you can’t find the secret entrance the woolf showed you but fortunately the worshippers know a neat trick to get you inside. There they work on the navigation system and reach a password protection with coloured squared. Since they are Circle Worshippers, they can’t solve it and you’ll have to provide help.

Just by pushing the Z, X, C, V, and B button you enter colours. The fastest way to find the combination is first try three of the same colours: ZZZ, XXX, CCC, VVV, BBB. Then you know which colours are in the combination. Try each of these in different orders to unlock the navigation. Now the course of the ship can be altered…..

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

Topics: Walkthrough | 1 Comment »

One Response to “The Game That Takes Place On A Cruise Ship – Walkthrough (Deirdra Kiai Productions/2006)”

  1. Cleaning Lady Says:
    December 6th, 2008 at 1:13 am

    Nice and usefull post, thanks, this is one for my bookmarks!

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