Playing as George:
Before you go to the beach, enter the shed. Take the NAILS from the workbench and take the HAMMER as well. Against the other wall, next to the barrels are some BOARD you can take as well. Leave the shed and walk to the rear of the cottage. Enter the annexe.
Take the red bucket of TAR from the floor and on the trestle table is a BRUSH. You might need it too. Leave the annexe and go to the beach on the lower left. After the talk with Alf use the boat to see it got a massive hole in it.
Alf tells you what you need to repair the boat and tells you you need to apply the boards over the hole first. Add the boards to the boat and then add the nails to the boards to close the hole. Then you need to apply the tar to the boards. Use the brush in your inventory on the bucket of tar in your inventory and then apply the brush to the boat.
Playing as Dick:
Use the boat to set sail to the island. Now you need to sail through the reef. Go north around the rocks first, then south again and from there you can go east to the island. Once you’ve landed, walk to the left to reach the crash site.
Pick up the iron bar in front of the plane and when you open the door of the plane, use the iron bar to get inside. Look closer at the plane to notice that the pilot is missing. Walk south to leave the cockpit and walk left to find the missing pilot.
Talk to him to learn that he’d like the briefcase from his plane. Talk to Anne who suggests branches and scarves. Pick up the BRANCHES next to the tree first to treat the pilot’s injury. Talk to Anne again to take her SCARF, then talk to the pilot to take his SCARF. Use the branches on the pilot and then add the scarves to treat the injury.
Walk to the right to the plane and use the cockpit of the plane to look inside. Remove the blanket to find the briefcase under it but the briefcase is stuck. Use the iron bar on the BRIEFCASE to pry it out of the plane. Walk south and to the left to return to Mr. Smith. Give the briefcase to Mr. Smith. Then talk to him to hear the story behind it.
Playing as Dick:
Walk to the crash site on the right, then south to the beach. Use the boat twice to get to the fisherman’s hut and walk up the stairs to Kirrin Cottage. Walk to the right to the front of the house and go inside. Enter the kitchen and you’ll ask aunt Fanny for the sandwiches. Talk to her again and she’ll give you the SANDWICHES and a BLANKET.
Leave the kitchen and enter the study. Take the TOOLS from the desk and leave the study again. Go up the stairs and into the boys room on the left. Use the first aid box in the bathroom and take the IODINE BOTTLE and the BANDAGES and leave the box again.
Leave the room and leave the house. Walk north on the left side of the house and left back to the beach. Use the fishing boat to return to Kirrin Island. Walk to the left to the crash site and left again to re-join the others. Use the sandwiches to have a bite. Then use the tools on the briefcase to open it.
Use the briefcase to see the content. Not really a radio. Use the plates to see what it really is. Mr. Smith tells all and give you your new mission. Walk to the right to try to leave but Mr. Smith will remind you you need a location as well. And Anne wants the medical supplies. Give the bandages to Anne.
Playing as George:
Walk to the right, then south to the beach and use the fisherman’s boat to sail to mainland. Talk to Alf. He can’t help you with the coordinates but Mr. Loomer might. Go up the stairs to Kirrin Cottage, then to the right to the front of the house. Walk to the right again to the lighthouse and up the stairs to Mr. Loomer. Talk to him and he’ll let you look in the spare room.
Enter the lighthouse and look at the coordinates map on the notice board. The correct coordinates are circled. Leave the map and take the PEN and PAPER from the desk and in your inventory use the pen with the paper to write down the COORDINATES. Leave the lighthouse.
Walk to the right and south to Kirrin Cottage. Walk north to the left of the house and left to the beach. Talk to Alf and ask for his radio. Use the radio next to the bench. Use the up-button to set the frequency to MAG5, then use the transmitter to start the transmission. The secret message was: The swans fly very low in summer. Use the radio again to get contact. Now you need to encode your message. The correct code should be 19 13 9 20 8 14 5 5 4 19 8 5 12 16. Use the transmitter again to send it. Finally use the note with coordinates with the radio and you’ll get the answer.
Go up the stairs and to the right to the front of the house. Walk right to the lighthouse and right to the farmhouse. Mrs. Miller will tell you everything you want to know about the stranger. Walk north back to the lighthouse and south to Kirrin Cottage. Go north left of the house and left at the rear of the property to reach the beach: the boat is gone.
Enter the fisherman’s hut and talk to Alf. Leave the hut again and go up the stairs. Walk to the right to reach the front of the house and go inside. Enter the kitchen and talk to your mum. Again you’re sent to the study. Leave the kitchen and enter the study. On the desk is a NOTE that refers you to Mr. Loomer.
Leave the study and leave the house, then walk to the right to the lighthouse. Go up the stairs to talk to Mr. Loomer. Walk to the right and then Mr. Loomer will remind you that you’ll need some paddles too. Walk to the right, then south to Kirrin Cottage. Enter the shed and take the PADDLES from the wall. Leave the shed again and walk north left of the shed, then left to the beach.
Playing as Dick:
Use the paddles with the canoe and then use the canoe to row to the island. Walk to the right to find the clearing…. clear. Walk to the left back to the beach and north to the castle ruins. They’re not there either so walk further left to the ruin entrance. Go down into the dungeon entrance. Walk south into the passage and go south again further into the catacombs. Look in the office on the left. They’re not there either.
Look at the floor and find a piece of Julians jumper. Leave the room and go north into the dungeon passage. From here go right to the dungeon stairs and right again to leave the dungeon. Walk to the right once more to the castle ruins, then right again to the the beach. A final time right will take you to the clearing.
Look in sand next to your feet to find the iodine trail. Walk to the beach on the left and find the arrow pointing to the shipwreck. Go north to the shipwreck. This is where you’ll hear the stranger make his demands and discover the location of the printing plates.
Playing as George:
Walk to the beach on the left and go north to the castle ruins. Go left to the ruin entrance and left again to the dungeon. Walk south into the passage and go south again further into the catacombs. Go into the office on the left.
Look at the stones above the headboard to find the secret one. To get it open, use the metal bar from your inventory one the stone. Behind the stone you’ll find the BRIEFCASE. Take it, but unfortunately you’re not quick enough.
Playing as Dick:
Enter the shipwreck and use the pocket knife on each of the prisoners to set them free. Here you’ll make your next plan. Leave the shipwreck south and take a PLANK from the sand. Use the plank on the sand to dig a hole. To cover it, use the blanket. Then you’ll hide behind the rocks and trap the criminal. Once George retrieved the other briefcase, check the contents.