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Nelly cootalot the fowl fleet platform
Nelly cootalot the fowl fleet platform













nelly cootalot the fowl fleet platform

Talk to Sebastian and use him on Moses Melly (5/20), then save your game. Head back outside and through the green door just to the left, into the Quartermaster's Store. Talk to Van Zandt and challenge him, but you need to learn the rules first. Talk to Sebastian and use him on Van Zandt (4/20). Head left and through the blue door to the Harbour Master's Office. Talk to Sebastian and use him on Justice Groat (3/20), then go back out to the promenade. Talk to Justice Groat about becoming a privateer. Talk to Enid Frome again and give the right name to get past. Talk to her and ask about the painting several times, then examine the appointment book. Talk to Sebastian and use him on Enid Frome (2/20). Walk to the right and through the entrance to Groat Manor. Look at the dirty noticeboard, then head right to the promenade. Pull the lever, then climb into the shuttle. Look at the small square device on the ground to the right, then use your lever on it. Pick up the lever from the bottom of the stairs, then return outside. Talk to Sebastian and use him on Rackham (1/20). Enter the house and talk to Rackham to receive some blueprints and a map. Push the tree again and you will get past this time. Talk to Sebastian again and ask for his help clearing the blocked path. Go to the blocked path, but you can't push the fallen tree by yourself. Pick up the pink conch shell from the beach, then go and save Sebastian. Head back out to the quay and talk to the Commodore, then go right and talk to Gusty Nethers - talk to him about the uniform, then ask permission to board the ship Sell Out. Go behind the curtain and talk to Admiral Woebegone to get the King's Shilling.

nelly cootalot the fowl fleet platform

Go out and talk to Lucky Jack one last time - assuming you saw every toff win once you will get an achievement Hedge Your Bets. Mix the 2 drinks in your inventory, then give your Hot Scotch to Laird Mallory Cavendish. Use your sleeping pills on Fou's chocolates, then get Lucky Jack to start the race again. Use your tarry horseshoe on Habanera's leg, then get Lucky Jack to start the race again. Return behind the curtain to the back room. Talk to Lucky Jack and tell him the toffs are ready to race. Order 2 drinks from Lucky Jack - the Butter Scotch and the Jalapeno Tincture. Enter the cave again and talk to Annie at the back of the queue Local Colour. Head outside and dip your horseshoe in the tar bucket just left of the Commodore. Talk to each of the 3 other Toffs and ask them how they are winning the races. Talk to Admiral Woebegone and agree to help him win a race. Pick up the red ribbon from the ground, and you will have everything you need for your outfit. Enter the cave once more, go through to the back room again, and wash the XXL shirt in the washing butt to make it a more appropriate size. Head all the way back outside and give the golden fleece to Jack Tar on the beach, in exchange for his shirt. Wash your filthy fleece in the washing butt to end up with a golden fleece. Talk to the doorman again and you will be allowed through. Talk to the doorman to find out you need a password, then talk to Lucky Jack and you will get the password. Now head to the far left and into the cave. Use your plank on the crow's nest, then put Jeremy inside and you will get his hat. Talk to Jeremy again, who agrees to move if you will help him get there. Look at the crow's nest up above and left of the window you climbed into earlier. Walk further right and take the filthy rag, then talk to Jeremy Gannet (the bird). Talk to Gusty Nethers to find out what you need to continue. Once outside again, head right and you should know that you are interested in The Wild Assertion. Also take the horseshoe from above the door, before using the door to leave. Move the stool on to the floorboard on the right, then lift up the floorboard on the left to find some sleeping pills. The Wild Assertion - The Guttering Howls.Read the log book, then use your boards on the docking board: Clean up the mess on the right and you will end up with some boards in your inventory. Return to the right and use the plank on the high open window, then climb inside. Talk to Commodore LXIV, then head left and talk to Jack Tar. Use your twisted letter opener on the crate again Crate Idea. Use your letter opener on the crate, then climb inside. Use your parcel tape on the tag for Port Rubicund, then stick it on the crate. Head left and pick up the parcel tape and letter opener from the towering pile of letters. Take the tag labels from the envelope and crate near where you are standing. Click on the mop, then talk to William Bloodbeard.















Nelly cootalot the fowl fleet platform