Calm WatersCalm Waters

Game Details:  Mystery, 2017

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  2/18/2024

Suggested Listening:  Give Up Now (Ash 25)

Calm Waters is a traditional third-person point-and-click mystery adventure game. You play as Peter Taylor, on vacation abroad in a small coastal town. After people start to go missing, you team up with a local journalist and an adventure-seeking waiter to investigate.

Day 1

Hotel

Enter the hotel and talk to the receptionist. Give her your passport, and you will receive a room key. Head to the right, then towards the end of the corridor. Use your room key on the door to the left, and you will enter your room.

Enter the bathroom and take the soap, then return to the main room. Open the drawer next to the bed and take the journal. Read this and notice the code 2607 written on the right page. Look in the wardrobe and grab the cane. Look at the safe, which has no numbers written on it, but the button layout is as follows:

1
2
3
4
5
6
7
8
9
0

Enter the code 2607 and press the green button - you will take a membership card from inside. Go back out to the hotel reception and talk to the receptionist about everything. Go outside and leave the hotel by heading out the gate to the left.

Harbour

Try to walk to the man near the water, then talk to the crying woman several times - you will learn her name is Jodie, and she will show you her necklace. Head along the path to the right.

Restaurant

Go to the entrance, but the restaurant is closed. Continue by heading to the left.

Beach

Look at the wheelchair on the left. You should now automatically return to the hotel.

Day 2

Hotel

You will start the day in your room. Enter the bathroom and take the towel. Leave your room and go out to the hotel reception. After talking to Detective Mancini, go outside and leave the hotel.

Harbour

Enter the Magazi on the left. Look at the shelves and the swinging hook on the left, then talk to the shopkeeper. Return outside and go right along the path.

Restaurant

Enter the restaurant and show your membership card to the waiter. Go right and talk to the woman (Michelle) about everything. Go back outside and continue to the left.

Beach

Try to talk to the police officer, and try to reach the strange glint next to the wheelchair. Examine the rock next to the deck chairs. Go right twice.

Harbour

Enter the Magazi again and pick up a hammer from the right set of shelves. Give your wallet to the shopkeeper to pay for the hammer, then leave again.

Beach

Use your claw hammer on the rock, and you will end up with a small rock. Throw the small rock into the sand on the left, then quickly use your cane to get the strange glint - you will end up with Jodie's necklace. Leave the crime scene again.

Restaurant

Go inside and show Jodie's necklace to Michelle - she will give you her card and plan to meet up tonight. Leave the restaurant and go right.

Harbour

Walk left towards the Magazi and Glenn will come over to you and try to get involved in the case. You will automatically return to the hotel.

Hotel

Go to open the wardrobe and you will be arrested.

Day 5

Prison

Try to open the cell door 4 times. Use Michelle's card on the phone to the right. After the phone call, look at the noticeboard where Mancini is standing. Back in your cell, Michelle will be outside your window.

You will eventually have control of Michelle. Look at the filing cabinets and the desk, then go to the cell door. Once Peter distracts Mancini, go over and search the desk. Use the cell door and have Peter cause another distraction. Get the wine from the filing cabinets, then give it to Mary.

Inside the cell again, talk to Mary to get the prison cell key. Give this to Michelle through the cell window.

Harbour

Examine the yacht, but it would be too dangerous to use in the storm. Head to the path on the right, then continue to the beach.

Beach

Climb down the hole then walk to the right for a long time.

Island

Follow the path to the left twice. Try to go left again, and Glenn will join you. Go left, then examine the rocks in the distance and you will approach them. There are 8 rocks, and each one glows when touched. Look back at the journal and notice the Roman numerals at the end of each paragraph. Number the rocks as follows:

1
2
3
4
5
6
7
8

Press the rocks in this order: 4, 2, 6, 1, 3, 7, 8, 5. After the cave opens, head right, but Glenn will go missing. Return left and enter the cave. Walk over the long curved path and through the entrance to the right. Walk over to the right. Once you regain control, examine the crumbling pillar base next to you.

Once you return to the long curved path, use your claw hammer on the creature.