There’s this easy rewarding task ahead of you.
Day 1:
The window shuts behind you as soon as you enter. Use the window to find it’s stuck. Use the door to leave the room and outside someone runs off. Appearantly the house wasn’t empty. Walk down the stairs and take the NEWSPAPER from under the telephone. Look at the newspaper and learn more about the Defoe family and -residence.
Use the door on the right to enter the lounge. Use the door on the right to enter the TV room and use the TV. More background information is added. Take the CORD from the TV and use the door on the right to meet Harty. He thinks you are the owner of the manor and tell you about the house. Once in, never out. You’ll learn about the others in the house and the meeting that is scheduled. You must inform the others.
Use the door on the left three times and you’re in the hallway again.Go up the stairs and walk to the right. There’s Simone, the reporter. Talk to her. When you tell her about the meeting, she leaves. Walk down the stairs again and go left twice. You’re now in the kitchen. The door on the left leads to the garden. On the ground is a STICK. Pick it up and walk all the way to the right to see what they did to the lawn.
Go back to the left and use the tree. Talk to the tree to find someone in it. Talk to him and tell him about the meeting. He’ll leave. Use the door on the left to go inside again and use the doors on the right three times to reach the lounge. Talk to student Jim, thief Philip Harty and journalist Simone Taylor to learn more about them and the mansion. Philip gives you a newspaper ARTICLE. Read it to find out more about the mansion. Then you all go to bed.
Day 2:
After your nightmare, go to the left twice to the dining room. Talk to Jim. Use the door on the left and go north into the garden. Walk to the right and look at the swimming pool. There’s something blurry at the bottom. If only you could drain the pool.
Look at the pipe on the right. If you knew where it would lead. Walk further to the right and find Philip digging. Talk to him and ask his detector. But he needs to find the tomb first. Walk to the left and enter the kitchen again. Go to the right twice and climb the stairs. Use the second door from the left, the library, where Simone is also looking for something.
In the cabinet on the left, second shelf from the top are two yellow books. They contain the maps of the manor. Use the books to take the MAP. Take a look at the map and find something strange. On the bottom shelf are blue books. Take a BOOK with more history of the DeFoe family. Leave the library and go down the stairs.
Walk to the left two times and go into the garden. Walk all the way to the right and give the map to Philip. You’ll get the METAL DETECTOR in return. Walk to the left and use the detector on the pipeline of the swimming pool. You’ll end near a hole in the lawn. Use the dirt to reveal a panel with a button. Use the panel and it looks like nothing has happened. Walk back to the left and see the swimming pool. Use the ladder of the swimming pool to find AJ. You tell the other of your findings.
Day 3:
Another nightmare after you searched for Jim. Walk to the left twice and talk to Philip. Use the door on the left and go into the garden. There’s your car! Use the car to get your LOCKPICKS out and use them on the door of the shed behind you. Use the door and enter the shed. Take the PICKAXE from the floor and take the SAW from the wall. Leave the shed again.
Enter the house and walk to the right two times. Climb the stairs and walk to the right. Use the lockpick again on the door second from the right. It’s a bedroom and must be of Clarence. Use the wardrobe and take the BOOK from inside. Read the green book and the diaries of Roderick DeFoe.
Use the window on the right. Note the scratches underneath and use the window again to climb out. Walk to the right but you’re stopped by the branches. Use the window to return to your room. Leave the room on the left, walk two doors to the left and enter the library. Talk to Jim. Ask him what he’s doing and if he wants to tag along. He’ll follow you. Leave the library and go down the stairs. Walk to the left two times and enter the garden.
Use the saw on the tree and Jim will help you. Once the tree is gone, enter the house again, walk to the right twice and climb the stairs. Go to the right and use the second door from the right to enter the bedroom again. Use the window and ask Jim to wait in the library.
Use the grappling hook on the loose tile of the roof to swing to the other window. Use the window to get into the room. Take the TEDDY from bed and use the nightstand on the left to get the old DIARY. Read the diary of the boy to find out more about the deaths. Maybe more info in the library. Use the door on the left and go one door to the left and enter the library.
Use the black BOOK on the right cabinet, second shelf from the top. Read the book about white magic. Well, that’s interesting. Use the stick with the extension cord and use the combination with the teddy. Use the door on the left and go down the stairs. Walk to the left twice and in the cabinet left of the coocker you can find a bag of salt. Use the stick with rope and bear with the salt and your MatthewFinder is ready to be used.
Walk to the right twice and go up the stairs. Use the door to the right of the library and use the salty bear on stick on the bed of Matthew. Look at the bear in your inventory and it’s pointing downwards. Leave the room and walk down the stairs. Look at the bear again and it tells you to go to the left.
In the dining room look at the bear again and you have to go left again. In the kitchen do it once more and the bear isn’t pointing anywhere. So it must be in the kitchen. Use the pickaxe on the wall on the left and create a hole. Use the hole to enter a cellar. Look at the chains on the wall and look at the bear again. Use the bear several times in the room to find the exact location.
It’s below the left chain on the wall, almost at the bottom of the screen. When you’ve found it and look at it, it will be indicated as ‘area’. Use the area to create a hole in the floor and find Matthew and Roderick. Then you hear a crash. Climb the stairs and go back into the kitchen again. Walk to the right three times, go north and walk to the right another time so you reach the Trophy room.
The jar is on the floor and so is the idol. Take the idol…
Day 4:
You have to warn the others but you’re in the toolshed. Use the door and find it locked. Look out the window to see your car. Talk to the window to find Simone guarding you. Talk to her again and ask her what makes her think you killed Philip. Tell her you were possessed by a ghost. Tell her it’s just when you killed AJ. Finally tell her you’re delirious with guilt. She then gives you back your tie. Pick up the TIE and you have your LOCKPICK back.
Use the lockpick on the door to unlock it and use the door to leave the shed. You have to find the others. Enter the house and find Philip on the floor. Walk to the right twice and climb the stairs. Walk all the way to the right and use the door to the bathroom. Once inside, Simone will enter as well.She has seen the real killer and knows it’s not you.
While talking the guy with the welding mask enters. If you don’t do anything, you will be killed. As soon as the guy steps on the red rug, use the rug to floor the guy.
Day 5:
Jim is locked up and Simone has a theory. You now have to find the ghost. Use the door behind you and talk to Jim. He’ll give you the APRON, MACHETTE and MASK. After your conversation, leave the room and enter the library on the left. Use the black BOOK on the second shelf from the top in the right cabinet. Read the book and learn how to return the ghost to it’s body.
Leave the library and walk down the stairs. Go to the right and talk to Simone in the lounge. Take the SCISSORS from the dresser and use the scissors on the apron in your inventory to create a leather strip. Use the strip with the machete and use the combination with the mask.
Walk to the left three times and in the kitchen use the mask on machete in the salt left of the cooker. Now you have a ghostfinder. You now have to find a location where the person was. Enter the hole and go down the stairs. Use the machete again on the chains on the wall. The ghostlocator is now ready.
Look at the locator and it’s pointing up. So use the stairs and enter the kitchen again. Look again and it’s pointing upwards again so walk to the right twice and climb the stairs again. Look at the machete and it’s pointing to the right. Walk to the right and enter the bathroom. Look at the machete again.
Position yourself at the right location (below the sink, in the middle of the carpet). The spot is now marked as ’tiles’. But how to open the floor? In your inventory use the scissors on the machete and mask to get the MACHETE back. Use the machete on the tiles to open the floor and find the second boy.
Use the BODY to pick it up and leave the bathroom. Walk down the stairs and go to the right. Go north and then to the right again to enter the Trophy room. Use the remains and put them in front of the fire place. Use the mask from the inventory on the remains and the body is dressed.
Walk to the left twice and tell Simone to go to the Trophy room. Walk to the left and climb the stairs. Enter Matthews room (to the right of the library) and talk to Jim. Ask him to go down to the trophy room as well. Leave the room and go down the stairs. Enter the lounge on the right and use the door on the north.
Go to the right to enter the Trophy room. Take the rifle from above the fireplace and give it to Simone. Use the teddy from the inventory and give it to Jim. The use the black book and use it on yourself to summon the ghost.
Game source: A copy of the game was found here on the internet.