Death at Cape Porto: A Dana Knightstone Novel Walkthrough, Guide, & Tips
Death at Cape Porto: A Dana Knightstone Novel Walkthrough
Welcome to the Death at Cape Porto: A Dana Knightstone Novel Walkthrough
An imprisoned soul will never be free until you clear his name!
Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
This document contains a complete Death at Cape Porto: A Dana Knightstone Novel game walkthrough featuring annotated screenshots from actual gameplay!
We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!
This walkthrough was created by David Becker, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
General Tips
- This is the official guide for Death at Cape Porto: A Dana Knightstone Novel.
- This guide will not mention each time you have to zoom into a location; the screenshots will show each zoom scene.
- We will use the acronym HOP for Hidden-object puzzles. Interactive items will be color-coded and some will be numbered; please follow the numbers in sequence.
- Use the map to travel to a location.
Chapter 1: The Aldama Hotel
- Talk to the man (A).
- Take the GRAPE EMBLEM (B).
- Move forward.
- Take a look at the showcase (C).
- Open the pouch (D); take the SWITCH (E) and the GRAPES (F).
- Walk down.
- Give the GRAPES to the bird (G); take the DIAMOND HAIRPIN (H).
- Move forward.
- Cut open the showcase with the DIAMOND HAIRPIN (I).
- Collect the 5 newspaper pieces (purple); put them on the book (J).
- Take the newspaper clipping (K).
- Go through the portal (L).
- Take the BATON (M).
- Hit the bell with the BATON (N).
- Take BREAD CRUMB 1/2 (O) ; turn the page and take BREAD CRUMB 2/2 (P).
- Give the 2 BREAD CRUMBS to the mouse (Q); take the BANDAGES (R).
- Put the BANDAGES on the man’s head (S); take the note (T).
- Play the HOP (U).
- Solution: 1-10.
- You receive a clue.
- Take the NEWSPAPER (V).
- Give the NEWSPAPER to the man (W).
- Turn left twice.
- Pull the name plate (X); take the NAME PLATE.
- Take a look at the door (purple).
- Take the SCREWDRIVER (Y).
- Walk down.
- Remove the screws with the SCREWDRIVER (Z) to acquire the HEAVY GAUNTLET.
- Take BATTERY 1/3 (A).
- Take GEAR 1/6 (B).
- Take the note (C); remove both mountings with the SCREWDRIVER (green).
- Play the mini-game (blue).
- Solution (D).
- You receive the POOL KEY.
- Walk down.
- Open the door with the NAME PLATE (E).
- Turn right.
- Take GEAR 2/6 (F).
- Take the KNIFE (G).
- Play the HOP (H).
- You receive the FROZEN FISH (I).
- Walk down, turn left twice.
- Insert the POOL KEY into the lock (J).
- Move forward.
- Take the VINEYARD EMBLEM (K).
- Remove the thorny branches with the HEAVY GAUNTLET (L); take GEAR 3/6 (purple).
- Move forward.
- Take the EMPTY OILER (M).
- Take the PAPER CLIP (N).
- Remove the screws with the SCREWDRIVER (O).
- Move forward.
- Take the FISHING NET (P).
- Break the cover with the HEAVY GAUNTLET (Q); take the BUTTON (purple).
- Take GEAR 4/6 (R).
- Walk down.
- Collect the WRENCH with the FISHING NET (S).
- Walk down.
- Collect the HANDKERCHIEF with the FISHING NET (T).
- Walk down.
- Remove 3 bolts with the WRENCH (green) and open the cover; take the KEG EMBLEM (U).
- Go to the Kitchen.
- Put down the EMPTY OILER (V) and remove the cap from the bottle with the HANDKERCHIEF (W); pour the bottle into the empty oiler and take the FILLED OILER.
- Put the FROZEN FISH into the microwave (X) and insert the BUTTON into the gap (Y); turn the knob into the correct position (blue), close the door, push the button, and take the THAWED FISH.
- Walk down twice.
- Insert the PAPER CLIP into the lock (Z); take GEAR 5/6 (A).
- Move forward, turn left twice.
- Pour the FILLED OILER over the hinges (purple) and open the door; take the SMALL NOZZLE (B) and the BOTTLE OF POLISH (C).
- Walk down.
- Pour the FILLED OILER over the wheel (D) and move it aside; insert the SWITCH into the niche (E) and push it.
- Connect the SMALL NOZZLE to the vacuum (F); take the nozzle to collect GEAR 6/6.
- Turn left, move forward.
- Give the THAWED FISH to the cat (G); take the LOCKER KEY (H).
- Walk down three times.
- Open the bag with the KNIFE (I); take BATTERY 2/3 (J).
- Go to the Generator Room.
- Insert the LOCKER KEY into the lock (K); take BATTERY 3/3 (L).
- Pour the BOTTLE OF POLISH over the plaque (M); clean the plaque with the HANDKERCHIEF.
- Take a closer look at the plaque.
- Play the mini-game.
- Insert the 3 BATTERIES into the flashlight (1); take the FLASHLIGHT.
- Enter the correct code C45 (O); push the button (P).
- Play the mini-game.
- Solution: (Q).
- Walk down three times.
- Take the SIGNET RING (R).
- Go to the Kitchen.
- Insert the 6 GEARS into the slots (S); push the button (T).
- Hold the FLASHLIGHT into the elevator (U) to move forward.
- Turn on the light (V).
- Take the WINE EMBLEM (W).
- Insert the KEG EMBLEM into slot (1), GRAPE EMBLEM into slot (2), WINE EMBLEM into slot (3), and VINEYARD EMBLEM into slot (4).
- Open the folder (X); go through the portal (Y).
- Take a look at the photo (green).
- Take the BUCKET (Z).
- Take the CEMENT GLUE (A).
- Play the mini-game (B).
- Enter the correct name (C) by pressing the buttons (D).
- This puzzle is randomized; keep in mind that some buttons change more than one letter.
- Take the WRENCH (purple) and the TROWEL (blue).
- Put down the BUCKET (H) and collect the VALVE with the WRENCH (I); put the sand into the bucket with the TROWEL (J) to acquire the BUCKET WITH SAND.
- Pour the BUCKET WITH SAND over the hose (K) and patch up the hose with the CEMENT GLUE; take the HOSE.
- Connect the HOSE (L) and the VALVE (M) to the hydrant; tighten the hose and the valve with the WRENCH and turn the valve.
- Play the mini-game.
- The solution of this puzzle is randomized.
- Activate the flames (1) in the correct order twice to complete the puzzle.
- Take a closer look at the lighter (N).
- Play the mini-game (O).
- Insert the SIGNET RING into the slot (Q).
- Play the mini-game (R).
- Push the letter buttons (purple).
- Play the mini-game (S).
- Solution: (T); you receive the DAGGER PRINT.
Chapter 2: Porto Town
- Take BRICK 1/6 (U).
- Move forward.
- Take BRICK 2/6 (V).
- Talk to the man (W); try to open the door (X).
- Take the PLIERS (Y).
- Turn right.
- Take BRICK 3/6 (Z).
- Take BRICK 4/6 (A).
- Turn left.
- Take the 2 BRICKS (green).
- Collect the HOOK with the PLIERS (B).
- Examine the flyer (purple), compare it with the DAGGER PRINT, and take the FLYER (C).
- Cut the wire with the PLIERS (D); take the BASKET (blue).
- Walk down, enter the Restaurant.
- Take the TORN PAPER (E).
- Take COIN 1/4 (F); connect the TORN PAPER to the recipe (G).
- Walk down twice.
- Talk to the woman (H).
- Play the mini-game.
- Solution: (I).
- You receive the FLOUR.
- Put down the 6 BRICKS (J); take the CAR JACK (K).
- Walk down.
- Put down the CAR JACK and push its handle (L); take the LEVER (M).
- Move forward.
- Connect the LEVER to the device (N); turn the lever.
- Take the SCISSORS (O).
- Play the mini-game (green).
- Solution: Q, R, B, V, D, I, K, E, H, W, D, T, X, J, F, C, D.
- Take the DUCT TAPE (1).
- Walk down.
- Put down the BASKET (P); cut the clothesline with the SCISSORS (Q).
- Open the pouch; take 2 COINS (R) and the CLOTHESLINE (S).
- Move forward.
- Put down the CLOTHESLINE and connect the HOOK to it (T); push the rope into the grating and pull it up to acquire the WHEEL.
- Turn right.
- Connect the WHEEL to the trolley (U); take the TROLLEY.
- Walk down twice.
- Put the TROLLEY below the crates (V).
- Play the mini-game.
- Solution: W up, X right, Y down, Z left, A up, B right x3, Y up, C down x3, X left x3, D left x2, E left x3, F down x2, G down x2, B right x3.
- You receive the EGGS.
- Go to the Restaurant.
- Give the FLOUR and the EGGS to the woman (H).
- Play the HOP (I).
- You receive the EGG TARTS (J).
- Walk down twice.
- Give the EGG TARTS to the man (K).
- Open the door (L).
- Go through the door.
- Take the GASOLINE (M).
- Play the HOP (N).
- You receive the GLUE (O).
- Go to the Restaurant.
- Apply the GLUE to the broken mirror (P).
- Play the mini-game.
- Solution: (Q).
- You receive the MIRROR.
- Walk down twice, turn left.
- Put down the MIRROR (R); take the RECORD’S ROOM KEY (S).
- Insert the RECORD’S ROOM KEY into the lock (T).
- Move forward.
- Take the BUCKET (U).
- Walk down twice, turn right, turn left.
- Put the DUCT TAPE on the gaps (V) and remove the water with the BUCKET (purple); pour the GASOLINE into the tank (W).
- Pull the jacket closer (X); take COIN 4/4 (Y).
- Walk down.
- Insert 4 COINS into the slot (Z).
- Play the mini-game.
- Solution: (A).
- This puzzle is randomized; push the buttons (green) until they show the same symbol as the can they are connected to.
- You receive the SODA.
- Walk down, turn left, move forward.
- Pour the SODA over the rust (H); wipe away the soda with the HANDKERCHIEF to receive the DIRTY HANDKERCHIEF.
- Play the mini-game (green).
- Solution: 3, 4, 2, 1, 3, 5.
- Open the cabinet; take the newspaper (I) and go through the portal (J).
- Turn off the light (K).
- Open the bag; take the SHUTTER BUTTON (L) and the CLOTH (M).
- Collect the LIGHT BULB with the CLOTH (N).
- Connect the LIGHT BULB (O) and the SHUTTER BUTTON (P) to the camera.
- Play the mini-game (Q).
- This puzzle is randomized.
- Turn the knobs (purple) to get the two men into focus (R).
- Play the mini-game (W).
- This puzzle is randomized.
- Push the buttons (blue) so that each symbol is in its correct place (1).
- Take the document (X).
Chapter 3: Montez Horse Farm
- Look at the document (green); open the compartment and take the SCREWDRIVER (Y).
- Move forward.
- Push the button (Z).
- Move forward.
- Give the FLYER to the man (A); you receive the STABLE KEY.
- Insert the STABLE KEY into the lock (green).
- Take a look at the note (purple).
- Enter the Stable.
- Take the HATCHET (B).
- Turn right.
- Take the FUNNEL (C).
- Open the device with the SCREWDRIVER (blue); take the EMPTY SPOOL (D).
- Walk down.
- Connect the EMPTY SPOOL to the thread (E); take the WOUND SPOOL.
- Turn right.
- Insert the WOUND SPOOL into the weed whacker (purple) and fix the weed whacker with the SCREWDRIVER; take the WEED WHACKER (F).
- Walk down three times.
- Remove the weeds with the WEED WHACKER three times (G); take the PRUNERS HALF (H).
- Go to the Stable.
- Connect the PRUNERS HALF to its other half (I); take the PRUNERS.
- Walk down.
- Break the wood with the HATCHET (J).
- Turn left.
- Take the TONGS (K).
- Take the REMOTE CONTROL (L); try to collect the berries with the PRUNERS (M).
- Play the mini-game.
- Collect 12 pairs of berries (N). This puzzle is randomized.
- You receive the BERRIES.
- Walk down.
- Give the BERRIES to the ducks (O).
- Play the mini-game.
- Solution: (P).
- Push the button (purple).
- Collect the KEY with the TONGS (Q).
- Put the DIRTY HANDKERCHIEF into the water (green) to acquire the HANDKERCHIEF.
- Walk down.
- Insert the KEY into the lock (R) and turn around the device; open the compartment and take BATTERY 1/3 (S).
- Move forward, turn right.
- Use the REMOTE CONTROL to control the car (T).
- Play the mini-game.
- Solution: (U).
- Flip around the car and open the two compartments with the SCREWDRIVER (blue); take the 2 BATTERIES (green).
- Walk down, turn left.
- Insert the 3 BATTERIES into the alarm clock (V) to receive the ALARM CLOCK.
- Walk down, turn right twice.
- Wake Pedro with the ALARM CLOCK (W); talk to him.
- Play the HOP (X).
- You receive the CORN BITS (Y).
- Walk down.
- Open the bag; give the CORN BITS to the mouse (Z) and take the SOFT BRUSH (A).
- Turn right.
- Calm the horse with the SOFT BRUSH (B).
- Play the mini-game.
- Stroke the horse, completely calming him down to solve this puzzle (C).
- Walk down twice, turn left.
- Talk to the boy (D).
- Walk down, turn right.
- Interact with the ghost (E).
- Clean the cup with the HANDKERCHIEF (F) and remove the plate with the SCREWDRIVER (G); take the note (H) and go through the portal.
- Take the GLOVE (I); read the note (J).
- Take the letter (K) and the NAILS (L).
- Collect the HAMMER with the GLOVE (M).
- Collect 3 BOARDS with the HAMMER (N); take the PULLEY HOOK (O).
- Connect the 3 BOARDS to the ladder (P); insert the NAILS into the boards and hit the nails with the HAMMER.
- Connect the PULLEY HOOK to the rope (Q).
- Pull up the bucket (R).
- Play the mini-game (S).
- Find the 12 differences on both sides (red); take the article (T).
- Play the HOP (U).
- Solution: 1-13.
- You receive the TORN NOTE (V).
- Turn right.
- Connect the TORN NOTE to its other half (W).
- Play the mini-game.
- Enter the correct code ’3264′ (X).
- Move aside the objects; take the CAN OF FUEL (Y).
- Walk down twice, turn left.
- Remove the cap and insert the FUNNEL into the tank (Z); pour the CAN OF FUEL into the funnel.
- Play the mini-game (A).
- Open the gate (C).
- Move forward.
Chapter 4: Aldama Estate
- Take the BRANCH (D).
- Take the BUCKET (E); take the RUBBER GLOVE (F).
- Move forward.
- Clean the window with the HANDKERCHIEF (G); read the note (H).
- Open the door (I).
- Turn right.
- Play the HOP.
- Find the 20 glass bottles (purple).
- You receive the EMPTY BOTTLES (J).
- Collect 3 FUSES (green).
- Remove the hay (K).
- Insert the BRANCH into the box (L) and move aside the puppet; collect 2 FUSES with the RUBBER GLOVE (purple).
- Play the HOP (M).
- Solution: 1-14.
- You receive the PENCIL (N).
- Walk down.
- Connect the 5 FUSES to the box (O).
- Play the mini-game.
- Solution: (P).
- Turn left.
- Draw on the paper with the PENCIL (Q) to receive the code (green).
- Play the mini-game.
- Enter the correct code (R).
- Take the NEEDLE-NOSE PLIERS (S), the FOLDABLE STOOL (T), and the WRENCH (U).
- Walk down four times.
- Put the BUCKET into the water (V) to acquire the BUCKET OF WATER.
- Turn left.
- Loosen the faucet with the WRENCH (W); take the FAUCET.
- Pour the BUCKET OF WATER over the soil (X); take the TROWEL (Y).
- Move forward.
- Pour the BUCKET OF WATER over the soil (Z) and dig through it with the TROWEL; pull out the crate (A).
- Clean the lock with the HANDKERCHIEF (B) and pull out the metal with the NEEDLE-NOSE PLIERS (purple).
- Play the HOP (C).
- You receive the BLADE (D).
- Move forward, turn left.
- Connect the BLADE to the handle; take the PEN KNIFE (E).
- Walk down twice.
- Collect the ROPE with the PEN KNIFE (F); take the BROOM (G).
- Move forward, turn left.
- Try to collect the key with the BROOM (H).
- Put down the EMPTY BOTTLES (green) and connect the FAUCET to the barrel (blue); turn on the faucet and take the KEY TO MANOR (I).
- Walk down.
- Put down the FOLDABLE STOOL (J).
- Talk to the boy through the window (1).
- Take the BLUNT GLASS CUTTER (K).
- Walk down.
- Sharpen the BLUNT GLASS CUTTER on the stone (L) to receive the GLASS CUTTER.
- Move forward.
- Cut a hole into the window with the GLASS CUTTER (M) and turn the handle (purple); throw the ROPE through the window.
- Insert the KEY TO MANOR into the lock (N).
- Enter the Manor.
Chapter 5: Aldama Mansion
- Try to open the door (O).
- Take the HALF OF A FOLDABLE RULER (P) and CANDLE 1/7 (Q).
- Walk down, turn left.
- Collect the HALF OF A FOLDABLE RULER to the other half; take the FOLDABLE RULER (R).
- Enter the Manor.
- Open the drawer with the FOLDABLE RULER (S).
- Play the mini-game (purple).
- Collect card pairings 1-12.
- The position of the cards is randomized, but it is always the same pairings.
- You receive the CALLING CARD.
- Take CANDLE 2/7 (green).
- Use the CALLING CARD to dial a number (T).
- Play the mini-game.
- Dial the correct number ’221354698′ (U).
- Walk down.
- Re-enter the Manor.
- Talk to the boy (V).
- Move forward.
- Play the HOP.
- You receive the KEY TO MUSEUM (W).
- Collect 2 CANDLES (blue).
- Play the mini-game (X).
- Solution: (Y).
- Walk down.
- Insert the KEY TO MUSEUM into the lock (Z).
- Turn left.
- Interact with the ghost (A).
- Take CANDLE 5/7 (B).
- Play the HOP (C).
- Solution: 1-10.
- The order in which you have to combine and collect the corkscrews is random, but it’s always the same 10 corkscrews.
- You receive the CORKSCREW.
- Remove the painting and remove the four mountings (blue); open the compartment and take the PHOTO (D).
- Walk down.
- Open the bag with the CORKSCREW (E); take the CRACKER (green); go forward.
- Cut the rope with the CORKSCREW (F) and open the case; take the GLUE REMOVER (G).
- Unlock the correct showcase (H).
- Give the CRACKER to the parrot (I); take the LIGHTER (J).
- Walk down, turn left.
- Collect JOEL’S RING with the GLUE REMOVER (K).
- Put down the PHOTO (L).
- Play the mini-game.
- Solution: (M).
- Move forward.
- Collect the 2 CANDLES (purple).
- Collect MONICA’S RING with the GLUE REMOVER (N).
- Clean the display with the HANDKERCHIEF (O); insert JOEL’S and MONICA’S RINGS into the slots (green) and open the display.
- Play the mini-game.
- Choose the correct dagger parts (blue).
- You receive a clue (P).
- Interact with the ghost (Q).
- Insert the 7 CANDLES into the candelabra (R); light the candles with the LIGHTER.
- Take the book (S), open it, and turn the page; take the LETTER (T).
- Open the window (U).
- Go through the window.
Chapter 6: Cape Porto Lighthouse
- Open the bag; take the GLOW STICK (V) and the BOX CUTTER (W).
- Talk to the man (X).
- Move forward.
- Take the TROWEL (Y).
- Take the TIN CAN (Z).
- Cut the rope with the BOX CUTTER (purple); take the STICK (green).
- Talk to the man (A).
- Walk down.
- Remove the stone with the STICK (B); dig through the soil with the TROWEL (C) three times, collect the worms with the TIN CAN (blue), and take the CAN OF WORMS (D).
- Move forward.
- Give the CAN OF WORMS to the man (E); you receive the PADDLE.
- Remove the blanket; put down the PADDLE (F).
- Play the HOP (G).
- You receive the WRENCH (H).
- Remove the bolt with the WRENCH (I); remove the propeller.
- Use the PADDLE to go back (green).
- Walk down.
- Remove the cover with the WRENCH (purple); take the PROPELLER (J).
- Move forward.
- Play the HOP (K).
- You receive the STOOL (L).
- Use the PADDLE to move forward (M).
- Connect the PROPELLER to the boat (N); tighten the bolt with the WRENCH (green).
- Collect 7 WILDFLOWERS with the BOX CUTTER (blue).
- Break the door with the PADDLE (O); throw the GLOW STICK through the hole (purple).
- Interact with the ghost (P).
- Put down the STOOL (Q).
- Remove the two areas of loose bricks (1) and (2).
- Go through the portal (R).
- Take the 6 CODES (green).
- Take the LANTERN (S).
- Play the HOP (T).
- Put down the LANTERN (W).
- Put down the 6 CODES (V).
- Play the mini-game.
- This puzzle is randomized.
- Push the symbols on the right side (X) so that they suit to their counterparts on the left side (Y).
- Play the HOP.
- Solution: 1-12.
- The order of the 12 objects is randomized.
- You receive the MATCHES.
- Light the LANTERN with the MATCHES (D).
- Look at the clue (E).
- Cut the string with the BOX CUTTER (green) and open the book; turn the page, take the METAL BADGE (F), and turn the page once more.
- Open the safe with the METAL BADGE (G); take the BROKEN CREST (H).
- Walk down.
- Insert the BROKEN CREST into the niche (I).
- Enter the Small Cottage.
- Take the BUCKET (J).
- Remove the crate cover; take the OIL (K) and the GLUE (L).
- Play the HOP (M).
- Combine 13 pairings framed in the same color.
- Pull up the pulley (1).
- Open the crate (2).
- Open the crate, connect the rope (5) inside of the crate to the hook (3), and pull up the pulley (4).
- Open the crates (6) and (7).
- You receive the MEASURING TAPE.
- Walk down.
- Turn the oilcan upright and pour the OIL into it (N); take the OILCAN.
- Enter the Lighthouse.
- Apply the GLUE to the broken vase (O) and insert the 7 WILDFLOWERS into the vase; take the ARRANGED FLOWERS (P).
- Walk down three times.
- Give the ARRANGED FLOWERS to the man (Q); you receive the WHISTLE.
- Move forward.
- Connect the BUCKET to the rope (R), put the bucket into the water, and insert the DIRTY HANDKERCHIEF into the bucket (purple); take the DAMP CLOTH.
- Enter the Small Cottage.
- Chase away the bats with the WHISTLE (S).
- Open the bag; take the HANDLE (T).
- Go to the Lighthouse.
- Connect the HANDLE to the saw (U) to acquire the BOW SAW.
- Walk down.
- Collect the SIGNBOARD with the BOW SAW (V).
- Enter the Lighthouse.
- Put the SIGNBOARD on the broken stairs (W).
- Go upstairs.
- Knock over the can; take the PUTTY (X).
- Take the LENS (Y).
- Walk down.
- Measure the tube with the MEASURING TAPE (1), pour the lamp filler over the device (2), and put the tube into the device; cut the tube with the BOW SAW (3), take the tube, put it down, apply the PUTTY to the tube (4), connect the LENS to the tube, and take the TELESCOPE (5).
- Walk down twice.
- Look at the stars through the TELESCOPE (Z).
- Play the mini-game.
- Solution: (A).
- You receive the STAR GAZE CLUE.
- Enter the Lighthouse, go upstairs.
- Put down the STAR GAZE CLUE (B).
- Play the mini-game.
- Solution: (C).
- Take the LEVER (D); clean the LENS with the DAMP CLOTH (E).
- Go to the Small Cottage.
- Connect the LEVER to the device (F); open the box and take the MATCHES (G).
- Go to the Lighthouse, go upstairs.
- Pour the LAMP FILLER into the bowl (H) and light the bowl with the MATCHES; press the pump (I) and take the METAL ROD (J).
- Walk down.
- Pull down the evidence with the METAL ROD (K).
- Take the EVIDENCE (L).
- Go upstairs.
- Give the EVIDENCE to the ghost (M).
- Congratulations, you have completed Death at Cape Porto: A Dana Knightstone Novel.