Walkthrough Menu
- General Tips
- Chapter 1: Beginning
- Chapter 2: Strangers
- Chapter 3: Climbing
- Chapter 4: The Leak
- Chapter 5: Shocks
- Chapter 6: Broken Glass
- Chapter 7: Sports
- Chapter 8: The Captain's Dog
- Chapter 9: The Exit
General Tips
- When the cursor changes to a magnifying glass you can zoom into the scene.
- When the cursor changes into a hand you can pick up the item.
- When the cursor changes to cogwheels an action is required.
- Some Inventory items need to be combined before they are usable.
- Pick up NOTE’S (A) that twinkle to receive a Hidden Object List. The list will automatically close once all items are found, or you can exit and return by closing the list then clicking on the NOTE again.
- The notes will populate different items each play through so the screenshots in this walkthrough may differ from actual play.
- After all of the items are found, one will be added to your inventory.
- Move the cursor to the bottom of the screen to reveal your Inventory list (B).
- The hint button (C) turns into a buoy once it is full and ready for use.
- You can use the Journal (D) in the lower right to see current tasks, your diary, and info.
- In the same corner is the menu button (E) where you can set the Sound and Music options, change between full and medium screen as well as return to the main menu.
- To close any zoomed in screen click outside the box.
- When playing a mini-game you can click on the '?', that replaces the Journal (D)to receive help.
Chapter 1: Beginning
- Pick up the TEDDY BEAR (A), BORDING PASS (B), the NOTECARD (C), and the NAILS (D).
- Zoom into the chest of drawers (E) then pick up the NOTE (F).
- Pick up all of the items on the list as marked in green in the screenshot.
- The POKER (G) will automatically be added to your inventory list.
- Pry open the chest of drawers with the POKER and pick up the SMALL KEY (H).
- Open the door (X) with the SMALL KEY and exit the room.
- Pick up the NOTE (I), collect all of the items as marked in green in the screenshot and receive the ROPE.
- Pick up the CROWBAR (K).
- Give the TEDDY BEAR to the little girl (L).
- Zoom into the open doorway (M) behind the girl and pick up the BUOY (1) and try to get the MALLET (O) and the girl will get it for you.
- Move forward down the hallway.
- CROWBAR the BOARD (P) off of the door and place over the hole (Q) in the floor.
- Zoom into the floor and place a NAIL on each corner.
- Hit each NAIL twice with the MALLET and proceed down the hallway.
- Pick up the BUOY (2), OIL CAN (S), SCREWRIVER (T), and the NOTE (U).
- Pick up the five VALVES as marked in green in the screenshot.
- Knock over the metal shelve (V) and zoom into the steaming pipe (W).
- Place the VALVES on the pipe in order from top to bottom as follows; red, yellow, green, teal, and blue. See screenshot for solution (X).
- Use the OIL CAN on the red VALVE.
- Remove the vent cover (Y) with the SCREWDRIVER and pick up the COGWHEEL (Z).
- Proceed through the vent.
Chapter 2: Strangers
- Pick up the BUOY (3).
- You can pick up the NEWSPAPER CLIPPING (B).
- Pick up the NOTE (A) and all of the items on the list as marked in green and receive the MEDICINE CUP.
- Open the cabinet (C) with the KEY (D) and pick up the AXE (E).
- Exit the room through the open door (F).
- Open the gate (G) with the AXE.
- You can pick up the NOTE CARD (I).
- Pick up the NOTE (J) then collect all of the items on the list marked in green and receive the SPEAR GUN.
- Proceed down the hallway.
- Pick up the NOTE (L) and all of the items on the list marked in green and receive the HOOK.
- Combine the HOOK and the ROPE and drag over the staircase (O).
- Hit the Throw Rope (P) button when the strength bar (Q) is at full strength.
- Exit through the door (R).
Chapter 3: Climbing
- Pick up the BRICK (A), Buoy (4) and the NOTE (B).
- Pick up six STOLES marked in green and receive the CLOTH ROPE.
- Combine the BRICK with the ROPE and drop over the girl (D).
- Click on the spouting water (E) to exit the room.
- You can zoom into the painting (F).
- Pick up the BUOY (5) and zoom into the medicine box (G).
- Place the MEDICINE CUP (H) under the funnel (I).
- Pour the different colored medicines in the funnel in the following order; Blue (J), Yellow (K), orange (L) and purple (M) and receive the GREEN MEDICINE. (Note: this order changes with each play through).
- Pick up the MEDICINE CUP.
- Exit through the now open doorway (O).
Chapter 4: The Leak
- Pick up the NOTE (A) and all of the items on the list marked in green and receive the WRENCH.
- Use the WRENCH to turn the water valve (C).
- Open the circuit box (D).
- Solve the puzzle by turning each pipe as seen in the screenshot (E) to make a path from one valve to the other.
- Go through the vent (F).
- Pick up the NOTE (G) and all of the items on the list marked in green and receive the SCISSORS.
- You can zoom into the photograph (I).
- Pick up the BOARDS (J).
- Using the SCISSORS cut off a piece of the shirt (K).
- Go through the small hatch (L).
- Pick up the NOTE (M) and all of the items on the list marked in green and receive the BUCKET.
- Pick up a BUOY (6).
- Pick up the ROPE (N).
- You can pick up the LEDGER (O).
- Return to the kitchen and wet the CLOTH (P) with the water (Q) then place over the gas pipe (R).
- Fill the BUCKET (S) with water and open the oven door (T).
- Pour the water on the fire (U) and exit through the oven.
- Tie the barrels (V) with the ROPE and place the BOARDS on top.
- Pick up the BUOY (7).
- Exit the room by clicking on the far door (W).
Chapter 5: Shocks
- Exit the screen to the right (A).
- You can pick up the newspaper clipping (B).
- Pick up the NOTE (C) and ten books marked in green and receive the PILE OF BOOKS.
- Pick up the BUOY (8).
- Return to the hallway through the lower left corner of the screen.
- Place the PILE OF BOOKS under the tool box (E).
- Hit the Drop Book button (F) when the book is above the pink shadow (G) until you have dropped all of the books.
- Click the toolbox and pick up the SCREWDRIVER (D).
- Return to the other room and go through the back door (Z).
- Pick up the NOTE (E) and all of the items on the list marked in green and receive the SMALL WIRE.
- You can pick up the NEWSPAPER (G).
- Pry the MEDALLION (F) off of the wall with the SCREWDRIVER.
- Pick the lock on the medicine box (H) with the SMALL WIRE.
- Move the WIRE back and forth with the green arrows (J) then press the Hit Pin Button (K) to push the pin up. If the pins fall back down you hit them in the wrong sequence. You will only need to restart the last set of pins. Each play through may be different, here is one solution.
- Hit the pins in the following sequence, (1); (5,1); (1,5,2); (5,1,2,3); (1,2,4,5,3) and pick up the GLOVES (I).
- Return to the previous room and place the MADALLION on the ARMOIRE’S (L) lock and pick up the CORD (M).
- Exit back to the hallway.
- Combine the CORD and the GLOVES and place at the base of the right wire (O).
- Continue down the hallway.
Chapter 6: Broken Glass
- Pick up the BUOY (9), the NOTE (A) and all of the items on the list marked in green and receive the SHEARS.
- Click on the broken window (C) to enter a new room.
- Pick up the NOTE (D) and all of the items on the list marked in green and receive a KEY.
- Zoom into the fallen book shelve (E) and unlock the door with the KEY.
- Pick up the LONG COAT (G).
- You can zoom into the poster (H).
- Pick up two belts marked in orange in the screenshot and exit the room.
- Place the LONG COAT over the broken glass under the crawl space (B) and use as an exit.
- Combine the two BELTS and tie them to the door handle (L).
- Cut the wire (J) over the wardrobe with the SHEARS and exit through the door.
- Pick up the NOTE (L) and all of the items on the list marked in green and receive the LEVER.
- Zoom into wall panel (M) at the far right.
- Place the LEVER in the machine (O) and pull it.
- Solve the puzzle by changing the symbols with the arrows back to the first symbol that was flashed. After you set each line pull the LEVER. See the screenshot for the correct order.
- Pick up the Red Wire (1) and place in between the two red squares. Place the Blue Wire (2) next by dropping it over the top left green dot. Finish with the Yellow Wire (3) by dropping it over the left green dot.
- Exit through the stairs.
Chapter 7: Sports
- Pick up the BUOY (10).
- Pick up the WIRE (A).
- Exit the room just above the hint button (B).
- Pick up the PAPER SHEET (C) and place under the gate (D).
- Push the WIRE into the keyhole (E) to get the KEY (F) and unlock the gate.
- Exit through the gate.
- Pick up the NOTE (G) and all of the items on the list marked in green and receive the SPEAR ROPE.
- Combine the SPEARGUN and the SPEAR ROPE and exit the room.
- Drop the LOADED SPEAR GUN over the opening in the top alcove on the left (H) and exit the room.
Chapter 8: The Captain's dog
- Pick up the BUOY (11).
- Pick up the NOTE (A) and all of the items on the list marked in green and receive the BRICK.
- Exit the room via the right screen.
- Pick up the NOTE (B) and all of the items on the list marked in green and receive the PLIERS.
- Zoom into the key box (C).
- Solve the puzzle by uncovering matching pairs until all of the doors remain open. The positions are different each play thorough, the screenshot shows one solution.
- When all of the keys remain revealed pick up the CAPTAINS KEY (D) to the right.
- Exit the room by the lower left corner and give the CAPTAINS KEY to the captain.
- Exit the room in the upper left corner (E).
- Break the glass (F) with the BRICK.
- Solve the puzzle by pulling the wires in the same building sequences. Each time you mess up a new sequence with the same number of wires will be played. One solution is as follows (1); (3,1); (4,1,4,2); (2,1,9,4,9,); (8,7,6,8,2,4).
- Exit the room through the ladder (H).
Chapter 9: The Exit
- Pick up the NOTE (A) and all of the items on the list marked in green and receive the DOOR HANDLE PIECE.
- You can zoom into the poster on the wall (B).
- Exit through the back of the room.
- Pick up the NOTE (D) and all of the items on the list marked in green and receive another DOOR HANDLE PIECE.
- Combine the two DOOR HANDEL PIECES and place on the door (H).
- Pick the CROWBAR (E), the BUOY (12) and the SHOVEL (F).
- SHOVEL some COAL (G) and place it in the furnace (T).
- Return to the previous room and pry open the box (C) with the CROWBAR.
- Pick up the FUSE (I).
- Exit through the back of the room and place the FUSE in the fuse box (J) and open the door.
- Pick up the NOTE (K) and all of the items on the list marked in green and receive the CRAIN KEY.
- Zoom into the shield (L) with a tree on it and drag the COG WHEEL, from earlier in the game, to the puzzle.
- Place the COG’s as seen in the screenshot and pull the lever (N) to open the door.
- Exit through the open door.
- Pick up the BUOY (13).
- Place the CRAIN KEY in the control box (R).
- Exit through the hole (S).
- Congratulations! You have completed Epic Escapes: Dark Seas!
- If you successfully collected all 13 BUOY’S a “Collector's Buoy” (T) will be added to your main menu.
Created at: 2011-04-10