You want to find the three coins. And the three locations are mentioned in the riddle. If you can get a copy of the text that would be very helpful. The map you’ll see is very foggy. But you can find some locations.
Playing as Tiger:
On the lower right you can find the captain’s ship. Go to that location and use the door to go inside. The receptionist welcomes you. On the counter is a box with papers and one of them contains the riddle. Take a copy of the RIDDLE so you can always read it back from your inventory.
Leave the desk and walk north into the dining room. On the left on the wall you can see a collection of knots around the ships wheel. One of the knots is called Monkeys Fist. So one of the coins must be held in a knot.
Leave the dining room and the reception area of the house and on the map go to the commercial tower on the middle left. At the entrance you can see a directory with all the companies in the building. Look at the banner for the company on the first floor to realize one of the coins must be in a lighthouse.
Look at the advertisement underneath for the minigolf to find out that the third coin isn’t with a giant. It’s just with anything smaller than you are. Leave the site and on the map select the minigolf park at the far upper left.
Playing as Katie:
The park is closed and it looks like it’s not opening any time soon. Use the hedge left of the gate to create an alterative entrance. Inside you’ll find a minigolf lane but no club or ball. Leave the lane and on the map select your own room just left below the minigolf park.
Inside you’ll find Oscar lying on a golf club. Take the GOLF CLUB and the GOLF BALL and leave Oscar and your room and return to the minigolf park on the upper left of the map.
Playing as Kevin:
Use the hedge again to enter and on the course look at the side of the lighthouse. There appear to be two holes and one is blocked by a small door. Take the door and then use the ball from your inventory to put it down and use the club to hit the ball. The ball will go through the previous blocked hole and when you look to the right of the lighthouse you’ll see that you’ve putted the ball and… revealed a coin.
Take the COIN and the GOLF BALL from the course and leave the park.
Playing as Grunter:
Go to the captains ship on the lower right. If you encounter the captain before going inside, he’ll send you away but you can give it another go until he’s gone and you can go inside. Talk to the receptionist and ask her if captain Bearing had a favourite pub. She’ll mention the Sailor’s Return Milk bar.
Leave the ship and on the map you can now go to the milk bar on the right in the center. There’s a board with knots at the front of the bar but the knots are firmly attached. Leave the bar.
Playing as Kevin:
Go to the horror shop on the lower left and talk to the shopkeeper. Ask him why the captain called his ship the Bernadette. Leave the shop.
Playing as Katie:
Go to the harbour at the upper right and talk to captain Crabs. Ask him about captain Bearing. Leave the harbour again.
Playing as Grunter:
Go to the house in the lower right and talk to the receptionist. Ask her where captain Bearing could go to pray. She’ll tell you about the chapel. Leave the house and go to the chapel in the upper right. Talk to the priest outside and ask about Bernadette. Enter the chapel and look at the shrine on the left. When you touch the ship in the bottle you’ll hear a coin fall but you can’t see it anymore.
Leave the shrine and look at the stand. At the base you can see something shiny. A closer look will reveal the COIN you can now take. Stay at the chapel but switch players.
Playing as Tiger:
Ask the priest if he can combine an Alexander with a knot and he’ll tell you a story about a sword. Leave the chapel and on the map travel to the milk bar in the center right. Inside, walk to the right to the fish display and take the SWORD from the swordfish.
Walk back to the bar on the left and use the sword on the Monkey’s Fist to reveal a COIN and take it from the knot. Leave the bar and travel to the house on the lower right. Walk to the dining room in the back and insert the coins around the ships wheel. The spirit of captain Bearing will be released.
After the captain has told his story a trapdoor will open. Walk to the back and go down the stairs. There you will do a shocking discovery. Open the chest and look at the picture to read the back of it. Then take the OVERLAY, the MAP and the BELL from the chest and you’ll automatically end up at Katie’s room.
You decide that you need to go to the chapel for the bell, to the house for the map and to the horror shop for the overlay. Leave the room and go to house in the lower left to talk to Bernadette. But before you can enter you’ll have a encounter with Malek.
Once inside Bernadette will update you on the contraband and when you want to show her the map, you notice it’s gone. Malek must have it. Leave the house and travel to the horror shop. You want to show the captain’s nephew the overlay. But that one is also stolen and the shopkeeper suspects the reporters. Let’s see if we have more luck with the bell.
Leave the shop and go to the chapel in the upper right. As soon as you arrive, captain Crab is here to confiscate the bell and you need to leave again. You really don’t have your day.
Playing as Katie:
Travel to the harbour left of the chapel and find the captain there again. Ask him if he wants to trade the bell for the treasure map and he is certainly interested. So if you want to get the bell back, you first need to get the map back.
Playing as Kevin:
Go to the mini golf park and use the hedge on the left to enter. Inside you’ll find Malek who’s trying to find a coin. But he won’t give you the map. Leave the park and visit the milk bar in the middle right.
Talk to the bar man and ask him how to catch a stubborn monkey. The bar man will tell you about the the monkeys getting trapped by grabbing something. Grab a few NUTS from the bowl on the bar and leave again.
Visit the mini golf again and luckily Malek isn’t there. Open the door in the lighthouse and put the nuts inside. Then leave the course and return straight away to find Malek back again. You’ll tell him about the second door in the lighthouse and he’ll ask you to leave.
Return straight away again and you’ll see how Malek is trapped in the lighthouse. Whilst he’s busy you can grab the MAP from his bag and leave again unnoticed.
Playing as Katie:
Go to the house on the lower right and inside look at the box where you found the riddles earlier. This time the last two maps are there. Take both MAPS, one for yourself, one for captain Crabs. Leave the house and go to your own room.
Put one of the two maps on the lightbox and use the marker to set an X on the front and a dot on the back so you’ll know which map is the fake one. Leave your room and go to the harbour. Give the fake map to the captain and as promised in return he’ll give you the BELL back.
Leave the harbour and visit the chapel next to it. Show the bell to the priest and he’ll tell you about Elsberry, the village of captain Bearing.
Playing as Kevin:
Ask the priest if the captain was baptised in this chapel. Leave the chapel and return, then ask what happened to the birth place of the captain. You’ll learn more about Elsberry and its location. Now you only need the overlay from the reporters.
Playing as Grunter:
Go to the office block on the middle left and use the elevator to reach the 4th floor where the reporters have their office. With your weight you’ll make your way into the office and it appears that the reporters are not quite what they seem to be.
Look at the desk and the fake ID’s, then read the article to learn about the coins, Bernadette and the captain. Leave the office and visit the building again. This time go to the restaurant on the ground floor to find the con artists there. And the overlay as well but it’s well garded.
Leave the restaurant and on the map visit the horror shop on the lower left. The offers on the right now also hold a pack of FIZZ FUN. Select it several times to add it to your inventory, then leave the shop and return to the office block. Enter the restaurant on the ground floor again and use the fizz fun on the glass (the cut corner above the glass). You’ll leave automatically.
Return to the restaurant on the ground floor and now you’re able to take the OVERLAY from the counter. Leave the restaurant and go to the horror shop on the lower left again. Take the overlay from your inventory and nephew will explain the symbols on it. Leave the shop and go to Katie’s room to the right of the office building.
Put the captain’s map on the light box, then add the map from the house. Finally add the overlay on it. Turn the overlay until the captains face is at 11 o’clock, the live jacket at 7 o’clock and then anchor at 4 o’clock. Now that you know where to dive, all you need is a suitable boat.
Playing as Tiger:
Leave the room and go to the harbour. Talk to captain Crabs and ask him if his steamer is a cover. He’ll tell you about the Pepita and who owns it. Leave the harbour and go to the milk bar. Talk to the bar man and ask about the Pepita. He’ll put the keys on the bar. Take the KEYS from the bar and you’ll end up in Katie’s room for a meeting and then move on to the harbour.
You’ll notice the steamer is missing and when you walk north on the right to the jetty, you’ll see that more vessels are gone. You know exactly who en what. Walk north to the Pepita and use the gangway at the back railing to go on board. Use the key in the ignition and now you need to avoid collisions when you hear the signal.
The object is to navigate the red dot to the cross in the upper left. Keep in mind that the steering is a bit dodgy to say the least. Try to navigate the red dot to the cross and when you hear the signal, change course, then try to re-align the dot and the cross. Once they match, you’ve found your diving location.
Go to the aft of the ship where you’ll find DIVING GEAR. Tiger will put on the suit and take the tanks. When he’s ready, use the steps on the left to leave the boat and dive. Under water you need to locate the burial site of Bernadette. Move the torch to the middle left, to the tombstone left of the tree. Keep your torch there until the cursor changes to a hand and open the grave. Inside you’ll find the coins and an envelope. Take the ENVELOPE as evidence and you’ll surface again. This will solve the case.