Playing as George:
After the introduction walk to the right to the lighthouse, to the right again to the farmhouse, to the left to the pasture and then to the lower right to reach the excavation site. Use the rock under the sign to peek over the fence. You can’t see anything but bad weather is coming in so you need to get back to Kirrin Cottage.
Walk to the left to the pasture, south to the Old Inn and north to Kirrin Cottage. Use the front door to enter the house. Go into the kitchen and talk to aunt Fanny. Talk to Anne and she’ll ask about uncle Quentin. Talk to Dick and George will suggest to visit uncle Quentin to find out more about the dig.
Playing as Dick:
Leave the kitchen and enter the study on the left. Talk to uncle Quentin to learn more about the dig and the archaeologist and then leave the study again. Return to the kitchen and \aunt Fanny will tell you more.
The next morning, after aunt Fanny has arranged your provisions, leave the kitchen and enter the study. You’ll be thrown out straight away. Enter the kitchen again, ask aunt Fanny for advice and leave the kitchen again. Again enter the study. Suggest to post the parcel for uncle Quentin in return for the binoculars and the scales. Take the PARCEL from the desk and leave the study again.
Go up the stairs and to the boys room on the left where the others are waiting. Julian and Anne offer to take the parcel to the postoffice so give the parcel to Julian.
Playing as George:
Take the FLASH LIGHT from the desk on the left and use the bedside table to take the TROWEL from it. Leave the room and use the trunk in the hall downstairs to get the SLEEPING BAG. Enter the kitchen and take the NOTEPAD and PEN from the table. Leave the kitchen again and leave the house.
Go into the shed left of the house and take the TONGS from the worktop. Take the HAMMER from the wall above the worktop and the SHOVEL from the other wall. Leave the shed and walk north left of the shed to the side of the house. Enter the annex and take the MEASURING TAPE from the trestle table. On the buckets on the left is a BRUSH and next to the bucket on the table you can find some GLUE.
Leave the annex and walk to the front of the house on the lower right. Enter the house again and go into the study on the left. Take the SCALES and the BINOCULARS from the table and leave again. Leave the house where Anne and Julian are waiting and walk to the right to the lighthouse.
Walk to the left to the Old Inn, then right at the bottom to the pasture and to the lower right again to reach the excavation site. In order to see what happened behind the fence, use the rock to stand on and then use the binoculars on yourself to have a peek at the shed behind the wall. Use the ground between you and Dick to get the right digging spot. Tell Dick that first the layer of rough earth has to be removed.
While Dick is digging, Timmy wants to play so use the dog biscuit on him the let him play fetch. Tell Dick he has to remove more layers with the trowel. When he’s found something, he needs to carefully clean it with a brush. Meanwhile Timmy returns. Take the DISCOVERY from him and in your inventory use the tape measure with the discovery. Then use the scales with the discovery and then use the pen and the notepad to record it all. Take the sandwiches from the backpack and use them on Dick to eat them. In your inventory use the empty back with the discovery to store it. Time to go home.
Walk to the left to the pasture and south the Old Inn. Then north to Kirrin Cottage. Enter the house and go into the kitchen. Give the bag with discovery to aunt Fanny and then tell her you could use a nail file. She’ll tell you there’s one in the annex. Leave the kitchen and leave the house, then walk north left of the shed and enter the annex.
Playing as Dick:
On the left, on the roll of wallpaper is the NAIL FILE. Leave the annex and walk back to the front of the house. Enter the cottage and go up the stairs to the boys room on the left. To see what the shards are from, use the glue from your inventory on the shards. Now you have to puzzle it together. The pieces won’t rotate so it’s fairly easy. Start with the bottom point and the two handles on either side. Then you can finish the top and add the piece in front of it. Then you can continue with the left side and the last two pieces should be fairly straightforward.
Leave the room and enter the study downstairs. Give the vase to uncle Quentin. Now you need to prove that the vase is indeed Roman. Leave the study and go back up the stairs and to the boys room on the left. Next to the door, on the book case is the HISTORY BOOK. Pick it up and in your inventory look at the book.
Now that you know it’s Roman, leave the room and enter the study downstairs. Give the history book to uncle Quentin. He’s now convinced and owes you a favour. Leave the study and go back to the boys room upstairs.
After the conversation, leave the room and leave the house. Walk to the Old Inn on the left and south to the pasture. Return to the excavation site on the lower right. Talk to George and she’ll send Timmy searching again. Talk to Anne and she can’t find anything either. Then you want to look behind the fence. Use the tongs on the fence to create an opening then go through the opening to the other side.
Use the window on the shed to see two people inside. Walk south to return to the others. Talk to Anne and she’ll suggest to keep them under observation. When asked for a location, suggest the top of the lighthouse. So only you will go on the lookout. Walk left to the pasture, north to the farm and north to the lighthouse. Go up the stairs and talk to Mr. Loomer.
To spend the night in the lighthouse you need to learn morse code. Walk to the right to leave the lighthouse. Walk south to Kirrin Cottage, north to the left of the shed and left at the rear to reach the beach. Enter the fisherman’s hut and talk to Alf about the morse code. He can’t help you but can give you a book to learn morse. Take the BOOK from the table and leave the hut.
Look at the book in your inventory to see the code. Walk north to the cottage, to the right to the front of the house and to the right again to return to the light house. Go up the stairs and talk to Mr. Loomer again. You’ll now have to answer a few questions. The first is the signal for a ship in distress so that’s three dots, three dashes and three dots. The second question describes the word Timmy. The third question, ‘End of Transmission’ is signalled as dot, dash, dot, dash, dot. That’s all there’s to answer. Now you need to get permission from aunt Fanny.
Walk to the right, down the stairs and south to Kirrin Cottage. Enter the cottage and go up the stairs. Enter the boys room on the left to report back. Leave the room and go into the kitchen downstairs. Your aunt will let you, only if your uncle agrees. Good thing he owed you one. Leave the kitchen and knock on the study door.
Tell your uncle you’d like that favour and you can enter the study. Tell him you want to borrow the telescope, but you need to produce a wings screw first. Good thing you’ve got it in your inventory so show it to your uncle and you can take the TELESCOPE. Leave the study and enter the kitchen where you’ll report to the others.
Leave the kitchen and leave the house, then walk to the right to the lighthouse and up the stairs to Mr. Loomer. At midnight, use the tripod with the walkway and add the telescope to the tripod. Then use the tripod to see what’s going on at the dig site. The next morning you’ll report to the others.
Playing as George:
Leave the bedroom and downstairs leave the house. Go to the Old Inn on the left and to the pasture on the lower right. From there go to the lower right again to return to the excavation site. Enter the site through the hole in the boards.
Walk to the right to see what happened to Anne. Use the well to see if she’s alright. Tell her you’ll send Timmy back home with a message. In your inventory use the pencil with the notepad to write the message, then use the notepad with Timmy to send him home.
Playing as Timmy:
Walk south to the entrance of the excavation site, then left to the pasture. Walk south to the Old Inn and then north to Kirrin Cottage.
Playing as Dick:
Take the note from Timmy and read it. Now you need to get some items to help Anne. Walk to the right to the lighthouse, then right again to visit the farmhouse. Talk to Mrs. Miller and ask her for some items. She’ll agree and you can take the ROPE and the PULLEY BLOCK that are next to the barrels.
Walk left to the pasture and take the PEG that was used for the bridge (referred to as pole by Dick). Walk to the excavation site on the right and use the opening in the fence to enter. Walk to the right to go to the well. Now you need to set up your hoist. Use the pulley block with the branch of the tree above the well. Add the rope to the pulley and Anne is back to safety.
Playing as George:
You all want to investigate further. To the right of the well is a BRANCH on the floor. Then use the well to investigate but you need to protect your clothes otherwise aunt Fanny will be very cross. Use the plastic bags in your backpack to cover your shoes and add the elastic bands to tie them.
Use the peg from your inventory on the base of the tree to tie the rope to and now you can go down in the well. At the bottom use the branch with the mud to poke around and find a CLUMP OF LIME. When you hear the noises, go up again and re-join the others.
Walk to the left to leave the excavation site. Talk to Anne, then talk to Julian to plan your next move. Walk to the left to the pasture, then south to the Old Inn. Go north back to Kirrin Cottage. Enter the house and go into the kitchen to take care of Anne’s injuries. You need to get some medical supplies.
Leave the kitchen and go up the stairs, then left into the boys room. Next to the mirror in the bathroom is the first aid box. Use it to look inside and take the brown IODINE BOTTLE in the corner on the right. But there are no bandages. Leave the first aid kit and the boys room. Go downstairs to the kitchen and give the iodine to your mother. She’ll then ask you to get the first aid box from Mr. Brown’s room. Talk to your mother again to get the KEY to the spare room.
Leave the kitchen and go into the guest room upstairs. Use the key on the door to go inside. Take the FIRST AID BOX from the bed and also take the MAP and PLAN that the box was sitting on. Above the headboard of the bed is a shelf with books. Take the DIARY from it and read the last entry.
Leave the room and go downstairs to the kitchen. Give the first aid box to your mother and then leave the kitchen again. Go up the stairs and into the boys room. After the conversation, leave the room and go into the kitchen downstairs. Talk to your mother about the note Mr. Brown left. It should be with the kindling papers.
Leave the kitchen and enter the study. You’ll find out that the note is on your fathers desk but first you need to put the basket back. Use it to clean up the mess, then talk to your father (sequence error) .You can now take the LETTER from next to his newspaper. Leave the study and go back to the boys room upstairs. There’s something odd about the note.
In your inventory use the farewell letter with the diary to compare handwriting. Mr. Brown did not write that note! Talk to Anne to come up with a plan. Leave the bedroom and leave the house, then walk to the left to the Old Inn. Go south to the pasture and to the lower right to the excavation site. Enter the site through the hole in the fence.
Look at the broken barrier left of the window, then walk left to the catacombs entrance. Dick and George will investigate further from here. Go down in the catacombs and find it’s dark. Use the torch from your backpack. You can hear the knocking but the water dripping is too loud. Use the picknick blanket in the center of the floor to dampen the sound of the drip and now you can hear the knocking better. But where does it come from?
Look at the roman numerals above each entrance. Talk to Dick and you’ll find a pattern in the knocking. Talk to Dick again and then go left first (entrance 2). Since you can’t see number three now, it has to be south. This is where you’ll find Mr. Brown.
Playing as Dick:
Use the pocket knife from your inventory on Mr. Brown to free him. After the conversation, take the NOTE with roman numerals from where Mr. Brown was held and take the PETROLEUM LAMP from the other bench.
Look at the lamp in your inventory to see you need a new wick. Talk to George and she’ll give you her SHOE LACES. Use the laces with the lamp, then light the lamp with the matches. Finally add the bulb.
Now you need to find a way out. Look at the note with the roman numerals. Give the note to George and then follow the numbers: north (III), left (VIII), left (VII), north (VI), north (V), left (II). This is the hiding place. Now you need to find some evidence. On the shelves on the right you’ll find your clump of lime (referred to as pottery). But then the criminals show up and tie you up.
Playing as Timmy:
Bite your way through the ropes of George.
Playing as George:
Use the pocket knife to free the others. Then you’ll make a plan.
Playing as Dick:
Walk to the left (I), north (V) and left (II) to get to the artefacts. Take the AMPHORA (4) from the floor and put it on the shelf on the left. Repeat this four times.
Playing as George:
On the archaeologist’s instructions, open the plan in your inventory and create a path from the store room on the left, via the cistern to the entrance. Once you’ve removed these barriers you can do it for real.
Follow the route to the boys: walk left (I) and open the sluice here, then also open the sluice north (V). Go into that tunnel and open the sluice on the left (II). Walk in there to meet up with the boys and open the sluice at entrance II. Now that everything is set you can return to Mr. Brown: walk to the right, south and right again. Now you need to open the main floodgate.
Use the lever on the center column to let the water flow. Now you need to get to the exit. Try to go south and George will tell you the shortest route: archways IV (right), I (south) and II (right). Use archway V (right) to get out of the catacombs. Use the hammer from your inventory on the supporting beam holding up the opening to shut it and the criminals are trapped.
Back in the kitchen, show the clump of lime to Mr. Brown. This will prove his theory.