

Rotten Planks I - Cap'n Clamm's Pirate Code Clampdown
Rollicking Comedy RPG Adventure
A rip-roaring, cuttlefish-cuddling, rum-quaffing, duck-smuggling pirate adventure!
Arrr, me hearties!
Screenshots

TBC
Reviews
“I want to imagine I'm a pirate on the high seas and Rotten Planks fulfils that lifetime ambition in me.”
Omar Zaine - fictional character
“I'm a testimonial. I really liked the game. It had cool retro graphics, an bodacious soundtrack and you can play as a duck. 15/10.”
Jay Jay - another fictional character for website promotional purposes
“Can't wait to get some real reviews!”
Tom Read, Game Dev

Ahoy there, me hearties!
Prepare to have your timbers well and truly shivered as you enter the pell mell pirate world of Sally Forth, a plucky buccaneer on the high seas out to make a name for herself and rescue her hapless captain from the clutches of the sinister Captain Clamm.
Rotten Planks I - First Section Walkthrough Walk to the broom and pick it up, meeting Lookout Louis along the way. Pick up the model boat at the top of the mast. Use the broom with the deck door. Go below deck and pick up the rope there. Go into the ship’s mess, pick up all of the pieces of coconut and give them to Halfy the cook. Take some fish from the barrel. Go back above board and offer fish to the ship’s cat, Ernest. He will follow you. Take Ernest below deck to the rat blocking the door. Go to the barrel on deck near to Cap’n Eduardo and attach the rope to it. Give the model boat to Eduardo. Now that you’ve distracted him, you can go into his cabin. Enter this and take the waxy candle, chest and letter. Read the letter. Destroy all of the attacking pirate ships. Go below deck and swap the chest for the gunpower in Mina’s repository. Add the gunpowder to the barrel on deck with the rope attached to it, then take them. Light the candle on the lamp at the front mast. Jump onto the prow and attach the gunpowder barrel to the front of it. Light the fuse and stand well back!
Rotten Planks I - Port Walkthrough Goto the Slouching Sergeant Brewery near the top of the main port map. Get the flask of strong alcohol upstairs and the apricot brandy from down in the cellar. Speak to Karen at Karen’s Wood Goods, then give the nightstand to Johnny Quickfix nextdoor. Pick up the nail care set on the workbench on the left. When you revisit Karen, she will then give you a spare wooden stand that she has. Speak to Wonky Mac and get the novelty umbrella. Goto the pumphouse right at the top of the main port map and pump the handle to get the pumpkin. Speak to Karen to get the scarecrow, then goto the farmer on the far left of the map. He’ll give you a slice of lime. Goto the Trading Post and pick up the Teapot and Glass Jars. Also ask about the special message. Deliver the glass jars to Woody at the market, who’ll give you a pile of wood in return. Deliver the teapot to Jackson at the Lighthouse. You’ll get a comb. Give the comb to Pierre at The Jerkin About clothes shop. You’ll get a shirt. Also give him the nail care set to get the swanky neckerchief. Then give the shirt to Cedric the Concierge when you try to go up the stairs. Deliver the message to Two Legged Jake, then go back to the Trading Post. Tracy will give you a rubber ring. Use the rubber ring to distract the dogs outside the Governor’s Mansion. Enter the mansion and discuss the needs of the butler, Churlish. Give the neckerchief to the fish salesman to claim the red snapper. Take the red snapper to the fish salting yard. The workers will squish the fish, providing fish juice for you. Goto Bill the Barman and get him to mix the ingredients for the Jolly Roger cocktail. Take the cocktail to Churlish the Butler. Speak with Jeff the Chef. Use the grain on the table to feed the chicken, then bring back an egg for Jeff, who’ll provide you with a special herb in thanks. Give the special herb to Justice Makepeace at the courtroom. He’ll exchange this for some bath salts. Pass the bath salts over to Pierre. He’ll supply you with a mirror.











