Clicky

Harbor Master

Take command of cruise ships named after celebrities and dock them to the millimeter: real inertia, engine telegraph, rudder and bow thruster. 24 ports.

Port1/24—
Points0
Time—
Hull100 %
Attempts
Ship——
AHEAD
BACK
BOW
STERN
TUG
PORTRUDDERSTARBOARD

WS or ↑↓ telegraph · AD or ←→ rudder · X rudder to the fairway

QE bow thruster · ZC tugboat · H horn · +− zoom · P pause

Your progress (unlocked ports, stars and best docking scores) is saved in this browser.

Docks

Five zones, from the Mediterranean to the Grand Gala. Dock to unlock the next port and earn up to three stars for precision, speed and an intact hull.

The Bridge

  • WSTelegraph: seven positions, from full astern to full ahead. The engine takes its time to respond, and the ship even more so.
  • ADRudder: only turns when water flows past it. At near-zero speed it does very little; with a burst of ahead engine, it does.
  • QEBow thruster (medium and large cruise ships): pushes the bow sideways at low speed. It overheats, so use it in short bursts.
  • ZCTugboat (in some ports): pushes the stern sideways. Combined with the bow thruster, the ship moves sideways in parallel.

Maneuver Like a Captain

  • 1Come in slowly and at a gentle diagonal toward the gap, never head-on to the pier.
  • 2Stop with reverse engine: stopping the engine isn't enough, the ship keeps moving for quite a while.
  • 3Get parallel using the rudder and bow thruster. The alignment indicator turns green below 4°.
  • 4Mooring: almost stopped and close to the pier, the mooring lines pull the ship in. Hold still until the circle fills.

The higher the ship, the more the wind pushes it, and the current drifts it even when the engine is off.

Scoring

  • 150Docking successful, plus up to 200 for position, 100 for alignment and 50 for arriving almost stopped.
  • 150Time: the maximum if you finish within the reference time; drops to zero when the clock runs out.
  • 100Hull: full if you don't touch anything. The pier's fenders forgive gentle bumps.

You have three attempts per game. A hard collision, running out of helmets, or running out of time costs one. A good game scores around 1,500–4,000 points.