Version 1.2 12/9/14

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Left in the Dark: No One on Board
A Walkthrough by Michael Gray
AKA The Lost Gamer ([email protected])
Copyright 2014


For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html


Table of Contents:
001.  General information
002.  Video Walkthrough
003.  Walkthrough
 003a. The Ship
 003b. To Devil's Island
 003c. Devil's Island
 003d. The Lighthouse
004.  Credits



001.  General Information
-----------------------------------------------------------

This is a walkthrough for the game called "Left in the
Dark: No One on Board". To contact me about this guide, use
my email address, [email protected].

Thanks to fsc, for drawing the ascii art seen at the top of
this guide.

002.  Video Walkthrough
-----------------------------------------------------------

Do you want to see a video of how to beat the game, rather
than read how to do it? You're in luck! I made a video
walkthrough for this game, which can be found here:

http://www.youtube.com/playlist?list=PL-BD_KjCUmdw_uCdI-
5HfGrnkMTjS88BH

The videos come complete with my live commentary.

003.  Walkthrough
-----------------------------------------------------------

003a. The Ship
-----------------------------------------------------------

At the start of the game, talk to the two men. One is the
mayor, who gives you a pass to board a mystery ship. The
other man is the harbormaster, who gives you a lantern.

The men leave through the door. Exit the room as well. Look
at the railing by the bench, and pick up the boathook. Go
forward to the end of the dock and talk to the man. He
needs an oar and a pass before he can take you to the ship.

Look at the bench for a hidden objects challenge. This is a
challenge, where you must find all the items on the list.
Click on them all! Alternately, press F1 to skip the
challenge. Solving the puzzle gets you a windup mouse.

Go back a screen and enter the shack. Use the lantern here
so you can see. On a shelf, behind some bottles, is a
screwdriver. On the floor, under a cloth, is a snake. Use
the wind-up mouse to distract the snake, then pick up the
oar.

Leave the shack and go to the end of the dock. Give the oar
and the pass to the man, then go forward to the ship.

On the ship, take the hook from the left. Go forward to the
stairs. You have two hooks in the upper/left. Use the right
hook on the right beam's handle, then use the crank to
remove it. Use the boathook to grab the left hook, then use
it on the left beam's handle and use the crank to remove
it.

Go up the stairs. Look on the table. Move the newspaper
pieces aside for a key and a code (1725). Take the plank
from in front of the steering wheel, and look over the
right side of the boat. Use the hook to grab a chest, use
the screwdriver to open it, and solve the hidden objects
challenge for part of a skull symbol.

Go back twice, to the main deck. Use the code 1725 to open
the treasure chest to get a second skull symbol. The skull
goes into the decorative plate on the wall here; remove the
seaweed from the plate and put the skull into place.

This starts a puzzle, where you must rotate skulls to the
colors between them match. There are multiple solutions;
the one I got has yellow in the bottom row. Solving the
puzzle gets you a saw and a map piece.

Go forward to the stairs. Use the saw to cut the final
beam, then use the key on the lock. Turn the key and pull
the lock to open the door. Enter.

The hook-handed murder tries to kill you, and you lock the
door behind you. Take the plank from the left wall, and
look at the rope on the left. Move the rag to see an item,
and take the rope. On the right side of the screen, look at
the mannequin for a code (JACK) and look on top of the
barrel to get a lever (under the newspaper).

Go forward. Use the plank to reach the other side of the
room. There are four doors here. The second-from-left door
is water-logged. Get the shackle from it. Use the lever on
the second-from-right door. Pull both levers to open the
door, so you can enter.

Look at the yellow coat. Take the shackle and the pliers.
Look at the device against the wall, on the right. Use both
shackles on the chains here, to complete the chain. Pull
the handle to trigger a puzzle. With this puzzle, rotate
the rings so all the pieces connect. Your goal is to
connect the bottom pipe with the right pipe.

Turn both valves to drain the water-logged room. You can't
enter that room quite yet, so go back a screen. The right
door is covered with boards. Use the pliers to remove the
boards, so you can enter.

The hook-handed culprit is outside the window here, meaning
he is no longer blocking your access to the hallway. You
are now free to explore all of the ship again.

Look on the bottom bunk to find a locked box. Use the code
JACK to open it and get a gem. Look at the table on the
left to get chopsticks and a corkscrew.

Go back a screen. Use the boathook on the bottle in the
water. Use the corkscrew to remove the cork. Use the
chopsticks to get an hour hand from the bottle. Then, look
at the poster on the far wall. Pull the poster away to see
a safety pin. Use the chopsticks to pick up the safety pin.

Go through the far right doorway. Look at the desk again.
Use the safety pin on the button to push it up. Press the
button to open the desk drawer. Read the message about
7:10, then take the door handle.

Go back and use the door handle on the leftmost door. Solve
the hidden objects challenge inside for a handle wheel. Use
the handle wheel on the water-logged door to open it. Go
inside, and you see Isabella's ghost again.

Take the fish figurine from the dead man's necklace, and
take the starfish from the pipe. Go forward to the next
room. Solve the hidden objects challenge for a planet, then
look at the right door. This starts a challenge, where you
must move numbers around so each row, column and diagonal
equals 15.

4 9 2
3 5 7
8 1 6

When you solve the puzzle, the handle appears and you can
enter the room. In this room, look at the left board to
find a newspaper and a diagram of planets. Look at the
astrolabe in the back and use the string on it to get a
magnet and a rope.

On the right side of the room, take a planet from the
table, and take a book from the bust. Go down, then go up
the left stairs to the captain's room. The captain is still
alive, but you need to find many items in order to get
through his door. For now, pick up the hook on the ground
and leave.

Go back several times, to the hallway with the mannequin.
Use the hook on the mannequin to get an eyeball. Look at
the hole in the floor on the left and use the magnet on a
string, to get the Neptune symbol.

Exit the inside of the ship and go up the stairs, to the
area with the ship's wheel. Use your Neptune symbol on the
slot below the wheel, and you get a minute hand. There is a
hidden objects challenge here, which you can solve for a
book.

Go back to the hallway outside the captain's room and look
at the clock. Press the clean area on the left for a
puzzle. The puzzle is to pull all four ropes, in the proper
order. The order third from left, leftmost, second from
left, then rightmost.

Solving the puzzle reveals a key. Use the key to open the
clock face. Put the hour hand and minute hand on the clock
face, then set the clock to 7:10. This gives you the third
planet.

Go back once and look at the planet diagram on the left.
Put the planets here, then rotate them so they match the
chart in the library. When you do, you get a needle and
thread, a book, and an anchor figurine. You also get a set
of symbols.

Go right, to the library. Put the books on the shelf, then
rearrange the books so they match the set of symbols you
just found. Solving this puzzle gets you another map piece
and a starfish.

Look at the bust. Put the starfish on the bust to get an
eyeball. Now, go back to the main deck of the ship. Use the
needle and thread on the broken net to fix it. Use the net
in the engine room to get a mermaid figurine.

Go to the hallway outside the captain's room. Look at the
door and place everything on it: the anchor, the mermaid,
the fish, the eyeballs and the gem. When you do this, you
get a key. Put it in the lock and open the door.

Enter the captain's room. The captain dies right in front
of your eyes. Take the statue from his pocket and solve the
hidden objects challenge to get bird food.

Look at the bird cage on the left. Put the bird food in the
bowl and open the cage. The bird gives you the code 6514,
and it leaves a map piece for you to pick up.

Look at the locked trunk by the bed. Use the code 6514 to
open it up. You get a second statue and a piece of paper
about the statue on the ship.

Look at the portraits here. Pull the right two portraits to
find slots for the statues. Put the statues in place to get
a trident. Go back two screens and solve the hidden objects
challenge for a shield. Then, go to the stern of the ship.
Put the shield and the trident on the statue for the final
map piece. You're now done with the ship!

003b. To Devil's Island
-----------------------------------------------------------

There is a hidden objects challenge on the bench, at the
dock. Solve the challenge to get a sausage. Go down twice
and solve the hidden objects challenge on the table to get
a glove. Look at the map on the back wall and put the map
pieces on it. This starts a jigsaw puzzle. Move all the
pieces into place to get a full map.

Go through the door on the left. Put the sausage in the dog
bowl to distract the dog, then go forward through the exit.
Take the shovel on the ground, and look at the rubble in
the upper/right. Use the shovel on the X to dig up an ID
and a coin. Look at bench and use the glove to get the
knife.

Step back a screen. Look at the rope by the bench, and use
the knife to get the knob. Go forward again and look at the
viewing device. Put the knob on the device, clear the slot,
and put the coin inside. Turn the knob and look in the lens
for a puzzle. The puzzle is to find and click on all six
pictures.

Go forward to the gate. Solve the hidden objects challenge
for a gate key. Use the gate key on the lock, and go
through the gate. Pick up the two branches here and go
forward to the beach.

Take the branch from the beach, the pot from the fire, and
a hammer from the dock. Go back a screen and look at the
tree. Use the pot on the tree to fill the pot with resin.

Go forward and look at the boat. Open the chest on the
right to find a rag. Use your knife on the wooden stake
several times to sharpen it, then put the stake in the
hole. Use the hammer to put the stake in place.

Go back to the gate and solve the hidden objects challenge
for a newspaper. Look at the bricks left of the gate. Use
the hammer on the bricks to get a newspaper and matches.

Go back to the beach. Look at the fire. Put the newspaper
and branches on the fire and light them with the matches.
Put the can of resin on top and stir it. Use the wet rag to
pick up the resin, then go on the boat and put the resin on
the stake to fix the hole.

Look at the rope holding the boat back, and cut the rope
with a knife. Get on the boat and guide it to Devil's
Island by going left, right, left and left.

003c. Devil's Island
-----------------------------------------------------------

You land on the beach on Devil's Island. Take the tape from
inside the wrecked boat, then go down the path. Solve the
hidden objects challenge for a battery, then keep going
down the path. You reach a fork in the road. Go down the
right path, and a fire blocks your way.

Go back and take the left fork. This leads to the large
mansion. Go inside and solve a hidden objects challenge for
a hatchet. Look in the fireplace on the right for a burnt
diary and a harp string.

Go into the room to the right. Look in the desk on the left
to find a key and a fuse. Inside the drawer is a family
photograph. Go down three times, to the fork in the road.
Look at the fuse box and put the fuses inside for a puzzle.
The goal of the puzzle is to put the fuses in the correct
spot, so the number attached to each green spot is the sum
of the two fuses attached to it. For example, the top one
is 65, which is 45 + 20.

Once you solve the puzzle, go left. Use the hatchet on the
lock of the shed on the right side, and take the ladder
from inside. Use the ladder on the well, then climb down
the well. You cannot do things in this underground area,
unless you have solved the fuse puzzle. What you want to do
is grab a metal rod from the lower/right and solve the
hidden objects challenge for a puzzle part.

Go forward. Look at the lock next to the door for a puzzle.
With this puzzle, slowly move the blades back into their
holes. It helps if you always move the blade that is above
the others. Once you solve the puzzle, take the key and use
it on the lock to open the door.

Go forward to the stairwell. Grab the brush on the stairs
and go up the stairs to Isabella's room. There is a knob on
her dresser, on the right side. Take it.

There's nothing else you can do here now, so leave the
mansion and go right to the area with the burning tree. Use
the knob on the fountain, and use the tape on the hose. You
can now use the hose to put out the fire, so you can

Use the tape on the hose here to fix it. Sadly, there is
not enough water now to put out the fire. You can now
travel forward to the burned-down stables. Take the sack
that is hanging from the tree.

You want to go back to the beach at this point. Use the
hatchet on the coal box to open it. Put the sack on the
box, then click on the scooper to fill the sack up with
coal.

Go forward once. Solve the hidden objects puzzle for a
tusk. On the left side of this area are some rocks. Use the
metal rod to lift the rocks up, so you can get a second
puzzle part.

Go forward and left. Now that you have both puzzle parts.
You can solve the puzzle on the tombstone by the side of
the shed. The goal of this puzzle is to rotate the various
rings and form a picture of a tree. This gives you a sun
relief and a photograph.

Enter the mansion. Put the tusk on the boar for a small
key, and solve the hidden objects puzzle for a dugout key.
Return to the well and solve the hidden objects challenge
for a heart half. Go forward and use the sun relief to open
the chest, to find the other heart half.

Go up to Isabella's room. Use the heart halves and the
small key on the locked box, on the dresser on the right.
It opens, revealing a typewriter key. Use both typewriter
keys on the typewriter for a puzzle. With the first puzzle,
press the I, B and the second L keys. Then, change all the
petals to green, by pressing the two big wheel buttons.
Solving the puzzle gets you a photograph and a harp wire.

You want to go back to the burned-down stables. Zoom in on
the furnace on the left. Put the coal in the furnace, then
light it with the matches. Take the grease and the dancer
statue. Now, zoom in on the locked dugout here. Use the
dugout key to open it. There is a hidden objects challenge
inside. Solve it to find a rake, and use the rake on the
leaves (right of the furnace) to get Isabella's locket.

Go back inside the mansion. Enter the room to the right.
Put the dancer statue on the box on the couch, to get a
harp string. Zoom in on the harp, brush it off, then put
all the strings on it. Turn the doll key to see the strings
light up in a specific order. Click on the strings in that
order for a photograph. If you need to see the order again,
turn the doll's key again.

There is an empty picture frame on the wall. Put Isabella's
locket into the indentation, then pull the ring. Place the
pictures here for a puzzle. Your goal is to match the names
with the pictures, according to the photograph in the
drawer (in this room). Solving the puzzle gets you a
compass.

003d. The Lighthouse
-----------------------------------------------------------

Go back to the burned-down stables. The killer is in the
northern lighthouse. Go forward and use your compass to
guide you to the north. That is, go right, left and right
to reach the area with the lighthouse.

Look at the bike on the left and take its chain. Look at
the fence on the right; take the iron piece and the bicycle
crank. Go forward twice to the end of the dock. Solve the
hidden objects challenge on the boat to get a second iron.
Go back several times, to the burned-down stables. Solve
the hidden objects challenge on the dugout to get a gear.

Look at the furnace. Put the two iron pieces inside, then
pull the handle to get a second gear.

Go back to the lighthouse. Look at the brown board. Put the
two gears on the board, then attach the bicycle chain and
the crank. Use the grease on the chain. Rotate the crank to
lower the lighthouse stairs.

Go up the stairs and take the bolt cutters by the door. Go
back a screen and solve the hidden objects challenge for a
rope. Go back again, and look at the chain on the right.
Use the bolt cutters on the chain to get the bucket of
chum.

Go forward twice, to the lighthouse door. Use the chum on
the water to attract a shark. Use the rope on the hook,
then put the hook in the water. The shark grabs it, and the
door is opened.

Go into the lighthouse, where you crash to the bottom.
Solve the hidden objects challenge for a pipe. Use the pipe
on the pipes on the right, to get a lockpick. Use the
lockpick on the door to the left for a puzzle. The puzzle
is twofold. First, find the correct lockpick for each lock.
Second, click to move the lockpick up. Hit all the tumblers
to pick a lock.

Once you solve the puzzle, go left. Look at the cloak's
pocket to find a wrench. Go up the stairs, where the
murderer is torturing a detective. Take the crowbar from
the lower/left, then go back two screens. Solve the hidden
objects challenge for a lightbulb.

Use the crowbar on cabinet door here to open it. Take the
fuse and lightbulb from inside. Go left, then look at the
table. You want to build a device, based on the diagram
behind the table.

Here's how to do this. Put the fuse into the opening, then
put the cover on it. Put the four bolts into the holes on
the cover, and use the wrench to tighten them. Put the two
lightbulbs in the sockets. Take the device.

Go up the stairs. Place your device into the area where the
lighthouse's light goes. Pull the lever, and the hook-
handed culprit falls through a window. Look at the window
and remove the murderer's hood to confirm his identity.

The game ends here, after you have stopped the murderer.

004.  Credits
-----------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2014.  If you want
to use any part of this FAQ, ask me first (instructions
under general information).