Playing as Dick:

Take the backpack from the bed to see if you’ve got everything. George will ask for her dog whistle. Use the backpack on the floor to see you still haven’t got the pegs. Take the tent from the bed to find the PEGS. Use the cabinet next to the bed to get the DOG WHISTLE.

Leave the room. You still need the sleeping bags but Julian will put the tent back in the bag. Go into the guest room and use the wardrobe to find the SLEEPING BAG. Leave the room and go down the stairs. Use the trunk in the corner of the hall to find MATCHES and BATTERIES. Go up the stairs again and into the boys bedroom. Take the TENT from the bed and now you can set off.

Leave the room and go down the stairs. Leave the cottage and enter the shed next to it. Take the SHOVEL from the wall and the BRUSH from the workbench. On the wall behind it is a RUBBER HAMMER. Take it also and leave the shed.

Now you need to get a newspaper to kindle the fire. Walk left of the shed to the other side and find a cardboard box with old newspapers next to the doorstep. Take a NEWSPAPER from the box and walk to the right back to the others. Walk to the lower left to reach your campsite.

Playing as George:

Take the tent pegs from the backpack and use them on the blue tent to set it up properly. When the visitor asks who the eldest is, tell him you’re not but living in the area. Then you’ll hear what to do next. Suggest to talk to all the people you know in the area and Anne will come with you. Pick up some STONES next to the wall on the left and take some FIREWOOD from the pile next to the red tent. Then walk to the lower right to find a farmer.

He’s not much help, no matter what you say. Walk the path north to the farm house. To the right against the wall above the barrels is a WATER HOSE. Take it. Try the doorbell but Mrs. Miller doesn’t seem to hear it. Pick up some PEBBLES from the center of the yard and Eddy will appear.

Talk to Eddy and ask about him and Mrs. Miller. Now you need to come up with a plan to make sure she hears the doorbell. Walk around the left side of the farm to get to the lighthouse and walk north up the steps to the door.  Talk to Mr. Loomer and ask for a radio. You can walk into the house.

In the guestroom you’ll find a RADIO on the mantlepiece. Take it and in your inventory use the battery with the radio. Leave the room again. Walk to the right down the steps and to the south back to the farm.

Put the radio in the window next to the doorbell and use the radio several times until you’ve got the right radiostation. Then use the doorbell as soon as the radio gets quieter. Mrs. Miller will answer the door. Ask for the picknick BASKET and then tell her about the permit. She’ll give you a PERMIT. Eddy will let you pick something from his detective kit so take the MAGNIFYING GLASS out and the INK CARTRIDGE. Also take the blue FINGERPRINT POWDER.  Walk to the left to return to the camp site.

Playing as Dick:

You need to make a camp fire. Use the shovel on the ground in front of the blue tent to dig a hole. Use the stones in your backpack to put it around the hole. Add the newspaper to the hole and on the left next to the wall you can find some TWIGS. Pick them up and put them on the newspaper. Now you can add the logs from your backpack to it.  Use the matches to light it and the girls will return.

The fire spreads so you’ll have to find a way to extinguish it. Walk north to the farmhouse, then around it on the left to the lighthouse. Don’t go up the steps but walk to the right to Kirrin Cottage. Walk around the shed on the left to the rear of the property and take the BROKEN BUCKET from the path. In your inventory use the cork with the bucket to fix it. Now for some water.

Walk to the right back to the front of the house, then to the right again to the lighthouse. Now south to the farm. Use the bucket on the tap next to the door to fill it with WATER and walk to the left to pasture. From here south to return to the girls. Use the bucket with water on the log pile to make sure it doesn’t fire up again.

Playing as George:

James shows up again. Show him the permit and tell him he just want to be self-important. Then he’ll tell the whole story. Walk to the right to the pasture, then north to the farm. Use the doorbell to get Mrs. Millers attention and give Anne’s fear of being cold tonight as reason. Once she gets you the JUMPER, use the jumper with Timmy and follow him to the left into the pasture.

When Timmy jumps the ditch, you need something to cross as well. Walk north to the right back to the campsite, then north to Kirrin Cottage. Walk to the back behind the shed on the left and pick up the BOARD that’s lying against the house. To the left of the house, behind the washing line you’ll find some BATTENS. Take these just in case. Walk to the right back to the front of the cottage and to the lower left back to the campsite. Walk to the lower right to re-join your cousins.

Use the board on the ditch but it’s not very stable. Use the battens on the boards and then add the garden hose on it to finish the suspension bridge. Cross the ditch and find Eddy in the tree. Walk back to the campsite on the lower right to discover the campfire has extinguished.

Playing as Dick:

Use the newspaper on the hole and add some twigs from your backpack. You don’t have any matches left but if you use the magnifying glass with the twigs, you can start the fire as well. Take some LOGS from the dry part of the pile of wood. Underneath you’ll find a trapdoor but it’s too dark to go in. Use the logs with the campfire and straight away you’ll have a torch as well.

Enter the trapdoor and end up in a familiar place. When Timmy starts barking, leave the cave on the left to return to the campsite. Timmy will disappear. Let him for a while. Look at the windows to notice some light inside and look at the the imprints next to the wall to see it’s not a footprint.

The next day you get a visitor again looking for a small boy. Ask if it’s Eddy he’s talking about and when he explains what happened, ask to see the ransom note. You’ll examine it. Have a look at the red stain. Then you’ll be asked to take down the tents and stay with Mr. Loomer. No matter what argument you bring, you’re not allowed to stay.

Walk north to the lighthouse. Then enter the lighthouse. When you wonder what’s keeping Anne and Julian, enter the lighthouse as well. But just as you want to enter, they emerge. Walk to the right to leave the lighthouse and south to the farm.

You’ll offer Ms. Miller to help. Look at the pile of newspapers to see where the ransom note came from. Next to it is a bottle of glue with potential fingerprints on it. Use the blue powder with the bottle of GLUE and in your inventory use the brush to apply it properly.  This will let you make some conclusions. Talk to George and you’ll split up in teams again, taking a few SHARDS OF GLASS as well.

Playing as George:

Walk to the right to Kirrin Cottage end enter the shed left of the house. On the wall is the KEY your mum left. Leave the shed and use the key on the front door to get into the house. Go into the study on the left and take the ENVELOPE from the desk. Leave the study and enter the kitchen north. On the kitchen table you’ll find a pair of SCISSORS.

In your inventory use the scissors with the newspaper to cut them into banknote size and put the paper into the envelope. As additional surprise add the ink cartridge to the envelope as well. Leave the kitchen and leave the house, then walk to the lower left back to the campsite, then south the pasture. Put the envelope in the trough under the tree (right side of the bathtub should do it). Then talk to Julian to let him hide. Talk again to find yourself a hiding place and talk once more to let someone appear. But you’re spotted straight away. Walk north to return to the others at the farm.

Talk to Julian, then walk to the left back to the pasture. Look at the left side of the trough to see the ink stain. Now you need to find someone with dirty hands. Talk to Dick to realize you haven’t achieved much.

After the conversation with the bodyguard, walk to the right and then north to Kirrin Cottage. Go behind the shed to the right to the rear of the property and then the lower left to the beach. This is where the others will be as well. Look at the door of the shack to see the scratches. Then Alf will show and when you ask him if he noticed anything peculiar, he’ll explain what he encountered.

Talk to Anne and she’ll suggest to give the cloth to Timmy. When Timmy takes off, follow him into the cave on the right. You’ll end up at the campsite. Look at the imprint where Timmy is barking to realise what happened before. You need a rope to get in there.

Playing as Dick:

Walk north to Kirrin Cottage and to the rear at the left side. Use uncle Quentin’s trousers on the washing line to find the KEY in the pocket and use the key with the door to unlock it and enter the annex.  Look in the builders chest in front of the trestle table and take the ROPE from it. Also in the same chest is a PULLEY. It’s a bit of a search but it’s really in there.

On the table, in front of the yellow bucket you can find an old RAG. On the buckets on the left you can find a pair of PLIERS. Leave the annex and walk to the right to the front of the cottage. Walk to the lower left to the Old Inn and the others waiting.

Use the rope with the  beam above the door on the first floor and once you’re up there, wrap the pliers in your inventory in the old rag. Use the combination on the door to break it open. Once you’re inside, you’ll find Eddy but the situation gets a bit tricky and you end up tied up as well.

Take the shards from your inventory and use them on yourself to cut the rope. Once Eddy is free as well, you need to find another exit. On the right is a chain on the wall. If you pull it, you’ll reveal a hidden entrance in the wall units. But as soon as you let go of the chain, the door closes again. It looks like the mechanism is jammed.

Next to the bar is a stool. Use it to reach the chain. Then you need to lubricate the mechanism. You still have some butter in your backpack. Use the brush with the butter, then use the brush with the lever. Now it seems to operate again. Pull the chain and the door stays open. When you look in the room behind it, you won’t find an exit but only TABLECLOTHS and a bar of SOAP.

Use the tablecloths (on yourself) to tie knots in them. Eddy will go upstairs but soon comes back telling that the girls are captured too. You need to set a trap. In your inventory use the pulley with the rope and you’ll put it in front of the secret. Then you’ll hide and be able to trap one of the villains. Go up the stairs to see that the other one is patrolling outside.

Give the dog whistle to George and she’ll signal Timmy who will take the pants from the wall. The villain will chase it giving you the chance to climb down. Use the table cloths on the beam above the door and climb down. Once every one is down, use the trapdoor next to the house to get to the cave.

Playing as George:

Dick and Julian will run for help while Anne, Eddy and you need to find a way to block the trapdoor. Use the bar of soap on the back rock next to the trapdoor to realise you need some water first. Leave the cave and Anne will fetch a bucket of water. Tell Eddy that your plan might work. When Anne returns with the WATER, you’ll tell Eddy to get one of the fishing nets.

Use the water on the back rock next to the trapdoor and add the bar of soap to it. Anne will make it a slippery mess and twist her ankle in the process, making her sit down. Use the NET that Eddy retrieved on the slippery (now front?) rock. To secure it, use the special sand pegs from your inventory on it and wait for them to come down the stairs. Use the bottle with glue on the front rock to make sure the villains won’t escape. Then the boys and Timmy return.

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