Playing as Dick:

Look at the front door. There’s a NOTE on it. Take it and try to read it but it’s too blurred. Enter the cottage and go straight ahead into the kitchen. On the table is a notepad with the writing on it but how to make it legible?  Look at the inside of the door and find a PENCIL on it. Take it and use the pencil on the notepad to see what was written before.

Take the KETTLE from the stove and use it on the tap to fill it with water. Next to the door is Timmie’s BONE. Pick it up and leave the kitchen. In the hallway you’ll see a chest in the corner. Open it to find a silver SAUCER and a bottle of SILVER POLISH.  Go up the stairs and go into the boys room on the landing on the left. Take the MIRROR from the bathroom door and leave the room again.

Go down the stairs and leave the house. Against the shed is a SHOVEL. Take it along and enter the shed. On the floor is a SCREWDRIVER. Pick it up and take the LARGE BRICK from the workbench. Next to it is a SMALL BRICK. On the shelf are TINS and underneath on the workbench is a PAINTSTICK. Next to it is a BROKEN FUSE. In the shelf next to it you can find an EMPTY TIN.

Use the large brick on the shelf with plaster and now you can take the bag of PLASTER from it. Leave the shed and use the screwdriver with the RAIN PIPE left of the shed. Then walk to the left north to the beach. Go to the right into the cave. Take the BINOCULARS and the BROKEN OAR and leave the cave again. Outside use the binoculars on rocky island in the distance. You discover a silver tower on the island which you’ve not seen before.

Enter the fisherman’s hut and talk to Alf. He’ll tell you about the tower and the family. Take the MATCHES from the table. When you try to leave, everyone shows up. Then on your way back to the house, Timmy notices a footprint in the sand. Have a closer look at it and then George suggests to cast it. Suggest to make a plaster mould.

Playing as George:

Enter the cottage and go up the stairs. Enter the boys room on the left. Julian is unpacking. On the other bed is a PLASTIC BAG. Ask if you can take it. Leave the room and down the stairs, then back outside to the footprint.

Look at the footprint again and take the little PEBBLES from it. In your inventory put the plaster in the empty tin, add the water from the kettle and use the paint stick on it to stir the mixture. Use the mix on the footprint and add the bag to the cast. Then add the pebbles to make sure the bag doesn’t blow away. Enter the cottage and use the door straight ahead to enter the kitchen.

Take the ENVELOPE from the table and leave the kitchen. Timmy will make sure you can read the contents of the envelope. Tell Julian to read something from the book. Leave the house and walk to the right to reach the lighthouse.

Walk up the stair to get to the entrance and talk to Mr. Loomer. Ask him where Mr. Pottersham is and he’ll explain more. When he offers to take the packet, tell him you’d like to bring it to his room yourself. You can as soon as Mr. Loomer has removed a screw from the hinge. His screwdriver is too big so offer to help. Give him your pocket knife and the hinge comes off. You can now enter the lighthouse.

In the guestroom, have a look at the notice board. Not much help. Use the computer which you don’t know the password for and use the wardrobe to find books. Then Mr. Pottersham enters the room. You’ll explain everything and send Timmy outside. After the conversation and back outside, walk to the right to leave the lighthouse and walk south to return to Kirrin Cottage.

Playing as Dick:

In the boys’ room, look at the boot with the broken heel that Timmy dropped. Reassure George that the cast was covered with plastic and then you offer to get the cast. Leave the room and you’ll be stopped by aunt Fanny. She wants you to go back into the room so do just that.

Talk to Julian and he’ll come up with a plan. When the girls are in their room, enter the bathroom and use the door to close it. Then let Julian call aunt Fanny. As soon as she’s in the girls room, leave the room and leave the house. Use the shovel in your inventory on the CAST of the footprint and enter the house again. Aunt Fanny didn’t notice anything.

Pick up the BOOT from the floor and in your inventory use the cast with the boot to see that it’s a match.

Playing as George:

Leave the kitchen and try to answer the front door but Timmy will stop you. Give Timmy the bone from your inventory and he won’t bother you anymore so now you can open the door. It’s Mr. Pottersham with a LETTER from your father and a request you can’t help him with.

Enter the kitchen again and talk to your Anne, then Julian, then Dick. Finally talk to your mother, then leave the kitchen and you’ll end up at the beach, discussing your findings.  Take the letter from your inventory to read it. Now you have to find a way to reveal the secret message.

Playing as Dick:

Enter the cave and use the letter on the lantern with the candle. You can read a few words but almost burn the paper. Suggest to do it again with the candle but the others are against it. Then you decide to split up.

Leave the cave and go up the stairs to the cottage. Enter the cottage and enter the kitchen. You’ll ask aunt Fanny to use the iron but she’s too busy. Leave the kitchen and look at the painting on the wall on the left next to the front door. Use it to reveal the fuse box behind it. Take the broken fuse from your backpack and replace it with the good one in the fuse box. Now aunt Fanny can’t do the ironing any more and has to leave to get a new fuse.

Once she’s left, put the good fuse back in the fuse box and enter the kitchen again. Use the letter from your inventory with the iron and the secret message will be revealed. The part that didn’t burn, that is….

Playing as George:

Use the blocked blind on the window on the right to try to look into Mr. Pottershams room. But he’s in no mood. You need to find another way to look inside the room. Time to get creative: use the shaving mirror from your inventory with the rain pipe. Use the silver polish with the silver dish to make it shine like a mirror and then use the dish with the rain pipe as well. You now have a working PERISCOPE. Use the broken oar with the blocked blinds to make sure when Mr. Pottersham wants to close the shutter again, it doesn’t go down completely. Use the periscope with the opening in the shutter to find out the number of characters in Mr. Pottersham’s password.

Playing as Dick:

Standing in front of the window in the guest room, take the binoculars from your backpack and use them on the window to have a closer look at the silver tower. You can make out part of a signal and report back to the others on the beach.

After the conversation, talk to the fisherman for directions to the island and then use the row boat to get there. Manoeuvre the boat around the north part of the rocks and then onto the the beach to get onto the island.

You just missed uncle Quentin and need to find a way to get in. Try to use the screwdriver on the door but it’s bolted shut properly. There must be another way. When George fetches the others, pick up some of the KINDLING under the tree and in your inventory use the matches with the kindling to create a fire. It’ll get the attention you were looking for.

When uncle Quentin asks what you’re doing on the island, tell him he sent you a message. But that was clearly not what he meant. Tell him about the intruder and he’ll give you the KEY to the study. Now you need to find the four parts of the document.

Playing as George:

Looking around the study, apart from the broken glass at the window, there’s not much to find so leave again. The others haven’t found anything either but suggest to talk to Alf. Leave the house and go to the beach on the left.

Enter the fisherman’s hut and look at the fish on the wall. Alf can tell you all about them. One of them results in the story of Moby Dick. Now that’s a fish! And a book! Leave the hut and go up the stairs back to the cottage, enter and go into the study. Talk to Julian and he’ll hand you the log book. But no papers. Talk again, this time salt water fish and again no papers. Then a book about Australia. Also no luck. Talk a final time and mention the Moby Dick. This will result in part of the PLAN.

There’s also a slip with a butterfly. Leave the study and at the stairs on the right is a poster with butterflies. Use it to get part two of the PLAN. And a slip with a ship on it. Enter the study again and look at the ship on the mantlepiece. Use the hull to discover a secret compartment and get part three of the PLAN. The last slip has a resemblance with the rug in this room.

Use the rug to reveal a trapdoor underneath. Use the screwdriver on the trapdoor to open it and find an ENVELOPE. But it’s empty. You need to get to Dick and tell everything. Leave the study and you’ll end up at the lighthouse to join Dick.

Playing as Dick:

When you tell Mr. Loomer about the break in he’ll ask how you can be sure. Show him the cast of the footprint and he’ll go and fetch the police. Now that you’re alone, you can search the room of Mr. Pottersham.

Enter the lighthouse and use the wardrobe to see the boot. Look closer to see it’s a match to the one you’ve already got. Look at the computer. You don’t have the password. Look at the  note in the corner of the monitor. It has some words on it and only a few that have five letters. Select the 5 letter word from the note (Maggy) and you’re in. You’ve found part four of the plan.

Leave the room and the lighthouse and update the others. Tell them you’ve got to go to the island.  On the island, walk north to the castle ruins and to the left to the entrance of the labyrinth. Enter the labyrinth and walk to the right. Then walk south into the passage. You’ll see uncle Quentin’s room on the left. Enter the room and look at the small box on the desk. It’s the LENS mentioned in the email. Take it and leave the room again.

Walk south to where you came from, then to the right to see the stairs leading outside. Leave the labyrinth and outside walk to the right to return to the ruins. Walk further to the right to see the beach again. From the beach walk to the right to the silver tower. You’ll call for your siblings but will meet Mr. Pottersham instead.

In the cellar kick the switch next to you twice to let the machine above it cut the rope and you’re free. Now you need to switch off the generator. Push the red button on the center console to stop the generator and use the lens you took earlier on the beam above the button. Now you need to deflect the beam to get the others out of their cells.  Use the periscope you created earlier on the end of the beam to deflect the beam to the machine taking care of the locks. Everyone is free and Timmy will take care of Mr. Pottersham.

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