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Messages - Dhawal

#1
Hints & Tips / Re: Ben Jordan Case 3 pathes
Sat 03/11/2007 11:09:03
here's a complete walkthrough :

this game has two possible endings :

****  Talk (fully) to Marcus Tibbins … the innkeeper {2}

****  Talk (fully) to Wallace Crim {2}

****  Talk (fully) to Angus McGee … the local constable {4}

****  Go to your bedroom

****  Lie down & sleep …... Wake up …… {2}



DAY-1

****  Talk (fully) to Percival Quentin Jones … professor of criminology

****  Leave hotel/inn

****  Go to the jail

****  Talk (fully) to Mary Blaine {3}

****  Walk all around the town of Smailholm & its surrounds & examine everything at every possible location

****  Talk (fully) to Adam McBee (& his wife Ellen) {2}

****  Look at portrait of Late Uncle Fred

****  Talk again to Adam McBee {2}

****  Go out of town to the old woman's stone cottage

****  As you approach her cottage she leaves & walks towards the right & off screen

****  Keep following her until she stops at a river.  Hide, & observe her activities {5}

****  Return after her to the old woman's cottage

****  Knock on her door until she lets you enter

****  The old woman's name is Wilma Wiggins {4}

****  Talk (fully) to Wilma {3}

****  The following (one line in italics) is logical, makes sense,  BUT  IS  NOT  ESSENTIAL!!

**  Talk to the McBees (they're leaving for Kelso)

****  Go to Smailholm church

****  Go to grave of the 2 young murdered children

****  Look at & take Jessica's Teddy Bear {3}

****  Return to Jail

****  Talk (fully) again to Mary Blaine & obtain her locket {3}

****  Return to Wilma Wiggins's cottage

****  Give Wilma Jessica's Teddy Bear {3}

****  Give Wilma Mary's locket {3}

****  Automatically return to hotel/inn … commotion … Professor Jones laying down the law … Go to sleep …... Wake up ……



DAY-2

****  Leave hotel/inn

****  Return to Wilma Wiggins's cottage

****  Wilma has been brutally murdered

****  Leave … Professor Jones gives Ben an ultimatum

****  Walk back to T-intersection & look at tree near to signpost

****  Examine hieroglyphics (witch-code) message in dark red on tree {3}

There are two witch-code messages in the game.  This is the longer one.  If you enjoy these puzzles, they can be solved in easier or more difficult ways.

This (present) one NEVER HAS TO BE SOLVED (although I personally found it to be fun).  The second and shorter one ONLY HAS TO BE SOLVED if/when you take the longer/better route [2].

Link through to “Witch-code Puzzle” at the end of this walkthrough !

****  Return to Wilma Wiggins's cottage

****  Look in the flowerbed underneath window outside cottage

****  Take bloodstained crowbar {3}

****  Go to Smailholm Tower

****  Prise padlock off front door of tower {5}

**** Enter tower

****  The following (everything in italics) is logical, makes sense,  BUT  IS  NOT  ESSENTIAL!!

**  Read diaries on upper shelf

**  Read books on lower shelf

**  Examine tapestry

****  Notice a board brighter in color than the others (due to light from window)

****  It's loose … pull it open … you can't with bare hands

****  Prise it open with crowbar {4}

****  Look inside  hole produced

****  Take contents … an old diary {3}

****  In inventory, read diary & obtain partial witch-code {5}

****  In inventory, examine partial witch-code  {3}

****  Go to the jail

****  Talk again to Mary Blaine (& show witch cult diary) {3}

****  Go to the forest

****  Keep ‘hidden' … see Constable McGee & cloaked figure plotting {4}

****  Go to the jail

****  Talk again to Mary Blaine.  Constable McGee is a ‘witch' … Ben must come up with a plan to bust her out of jail before they kill her. {3}

****  Start to walk out of town (towards the Tower) and stop just BEFORE walking under the archway ……

(SEE  FOREWORD !)  THIS  IS  THE  POINT  WHERE  THE  TWO  “ROUTES”  [1]  &  [2]  SPLIT … ( 77/144  points ).

IT'S  WORTH  SAVING HERE  !!



“ROUTE”  [1]

****   Be prepared for action (see later on) if you wish to take the (full) route [2] …… otherwise you just bump into a confrontational Constable McGee who ‘tranquilizes' Ben !   If you are not very careful, this will happen to you anyhow

****   There follows a cut scene, finishing up with Ben trussed up in a small prison like room with next to no inventory left.



DAY-3 (Route 1)

****  Struggle against the rope tying you

****  Repeat 4 times … rope gets looser & looser … free :- taken rope {3}

****  Peer (hand icon) through hole in wall … see cut scene :-  the plot thickens {3}

****  Hear footsteps in room above

****  Toss rope (from inventory) up to hook in ceiling {2}

****  When the floorboards above squeak, quickly pull downwards on rope … McGee falls & is trapped {3}

****  Pick up rope with hook attached {2}

****  Talk to McGee & demand key to get out … No Go!  he refuses

****  Throw rope (with hook) upwards & snag McGee's trousers … obtain key {2}

**** Use key on door of room

****  Exit room (prison) {2}

****  There follows a long cut scene … confrontations … etc., etc.

****  At the end of the cut scene, Ben is confronted by Zortherus who tries to kill him.  No panic … This is repeated over & over again until you succeed in overpowering him.  It's worth saving at the beginning of this sequence.

****  Quickly use rope (with hook) on Zortherus (after the first attempt, it will reside amongst your icons … you only need to quickly click the right mouse button to access it !).

****  Zortherus killed.  The story is wound up … but very unsatisfactorily.  A lot of questions remain unanswered {11}

****  Cut scene and  END  of  “ROUTE”  [1]  .

{Total points 105/144}



“ROUTE”  [2]

****   Return to your Save (I hope you kept one) immediately before the beginning of “ROUTE”  [1]  … (The maximum number of points you can have here is 77/144).

****   Go to inventory & click on crowbar … so that it is stored amongst your ‘icons' (hand, eye, walk, etc.)

**** Walk through the archway & confront Constable McGee

****  VERY  QUICKLY, as soon as you regain control, hit him on the head with the crowbar & he'll collapse {7} ……

……. This can be very difficult (some people may even find it impossible).  For assistance if necessary :-

Link through to “Neutralizing McGee” at the end of this walkthrough !

****  Search the constable's trousers

****  Take a key on a key ring & also snag his tranquilizer gun {6}

**** Go to the jail

****  Use the key (on a key ring) to unlock the jail door {5}

****  Cut scene … Ben gets a kiss (or two) … Mary safe in Ben's bed



DAY-3 (Route 2)       

****  Exit room & go down to door of hotel

IT'S  WORTH  SAVING HERE  !!

****  Bump into Prof Jones who escorts Ben to his room

****  Jones asks Ben 3 questions {4 + 4 + 4 = 12}

It's easy to lose points here --- the ‘best' (4 point) answers are given later ….

Link through to “‘Best' answers for Professor Jones ” at the end of this walkthrough !

****  Leave inn & town & walk past Wilma's house

****  On one of the two trees ‘guarding' the path to the forest is a new hieroglyphics (witch-code) message in dark red.

****  Look at the message {3}

****  This second and shorter message ONLY HAS TO BE SOLVED since you are taking the longer/better route [2].

Link through to “Witch-code Puzzle” at the end of this walkthrough !

****  Return to hotel.  Climb stairs.  Enter very first room (on the left), belonging to Professor Jones

****  He hasn't got time for chit-chat

****  Tell him about the message on the tree … you have to type it out on your keyboard … Jones leaves in a hurry {5}

****  Look at & ‘borrow' his shovel {3}

****  Walk past the jail & McBee's house to the church

****  Look at the tombstone of the 2 murdered McBee daughters

****  Use the spade to dig up the grave

****  After what seems like hours, Ben hits something {4}

****  He hops into the open grave & looks at a coffin

****  Ben opens coffin … it's EMPTY

****  He jumps out of grave {2}

****  There follows a long non interactive series of cut scenes

****  Ben asks 3 questions as to what it's all been about … & receives answers from Zortherus

****  This finishes with Ben escaping to the forest {2}

IT'S  WORTH  SAVING HERE  !!

****  Look at & pickup the stick on the ground {3}

****  Zortherus materializes in front of Ben

****  QUICKLY use your tranquilizing gun on Zortherus … .  It's worth saving at the beginning of this sequence.

****  If you don't succeed in killing Zortherus, you start again, just before picking up the stick.  This is repeated over & over again until you succeed in overpowering him. {5}

****  With Zortherus lying prone & stunned on the ground, thrust your stick (a stake) through his heart {10}

****  Cut scenes, wrap up, and  END  of  “ROUTE”  [2]  .

{Total points 144/144}











“WITCH-CODE PUZZLE”

First “WITCH-CODE PUZZLE”

       It is worth while deciphering this message, but not ESSENTIAL for either route through the game).

(1)     Good cryptographers  (which I am not) may be able to crack it with no assistance whatsoever.

(2)     If you reference the “player's handbook (included in the game's folder … after installation) you can identify 6 letters (A; O; T; C; J;  Z). With these plus some guesswork & trial & error I managed to solve it … with some difficulty

(3)     If/when you've obtained the witch's (partial) code-page, hidden in the tower, you are supplied with 11 letters (E; N; L; Y; W; D; R; H; M; B; I).  These ALONE make the job easy (even without the handbook).

(4)     If you use both (2) & (3) you have every letter in the message

(N.B.  A total of 17 letters out of the 26 in the alphabet).

(5)     The message reads … “WW Dead;  Mary will die;  innocently BJ; Where we want”

Second “WITCH-CODE PUZZLE”

       It is ESSENTIAL to decipher this message, in order to finish the full “ROUTE”  [2]

(6)     Unless you are very good at guesswork (certainly for the last 4 letters) you will probably want to use ‘method' (4) above.

(7)     The message reads … “Eliminate PQJ ……… Z”

(8)         ( IGNORE  THE  “Z”  signature at the end ! ) .

WW, PQJ, BJ, & Z, are initials of characters in the game.







“NEUTRALIZING MCGEE”

(1)     Make sure that the crowbar is in your set of icons i.e. successively clicking your right mouse button should rotate you through ‘walk', ‘eye', ‘hand', ‘talk', ‘crowbar', … ‘walk', etc., etc.

(2)     Walk forward.  The ‘wristwatch (non interactive) icon' will appear whilst you are conversing with the constable.

(3)     Move this ‘wristwatch icon' so that it is centered on McGee's shoulders of neck.

(4)     As soon as this icon disappears and is replaced by the ‘walk icon',

Very quickly click FOUR times on your right mouse button and IMMEDIATELY click ONCE on your left mouse button







“ ‘BEST' ANSWERS FOR PROFESSOR JONES  ”

(1)     For each of the 3 answers you can obtain 1, 2, 3, or 4 points … hence the maximum total is 12 points.

(2)     It's easy to lose some points here.  The ‘best' (4 point) answers are, counting from top to bottom :-

First question …….. 1

Second question ….. 3

Third Question …… 2
#2
Hints & Tips / Re: Ben Jordan 6
Sat 03/11/2007 11:03:00
Here's a complete walkthrough :


ATHENS AIRPORT



After watching the Intro and talking to your friends at the Airport, it is decided that you must find some transportation to go to Athens.

You can have a look at the cabinet, the sign and the door.



The large woman is not in the mood to talk when you use the “Talking Icon” with the “!” but if you use the “Talking Icon” with the “?”,  she will say more.



Go left past the sign and talk to the man. See also another official-looking white door and a restricted area on the floor.



Walk in the Kalimera Café and at the booth, talk to the Tourist. Nothing special, but remember him.  Leave the Café.



Walk to the left of the white door and be in front of the Exit doors. Nothing from the woman that is there.



Exit the building: see a taxi and the taxi driver. He is not very receptive, but talk to him anyway: he will not go to Athens.



Go back to the large woman and talk to her about going to Athens. She will help you if you get her soul back: someone took her picture.



Back to the Café and the tourist in the booth. Talk to him. He took the picture of the lady.

He agrees that you take his picture.

You are now out of the Café with his camera: make him move to be in the restricted area: forward a few times, right a few times and back a few times also.  You get what you want: he is arrested and you can keep the camera.



Back to the large woman and give her the camera so she can get her soul back.

She talks about the Sea People because she heard that Ben is a paranormal investigator.

Ben must go to Agia Anna and the taxi driver will take them there.



Go left twice to be at the Exit doors and talk to the taxi driver: he will take you to Agia Anna.



AGIA ANNA



After the cut scene, time to look around and find out about the Sea People.

From outside your bungalow, see and read the plaque.



Go right screen to see signs, a payphone, a building and a plant. Take the pink flower.



Back pass the bungalow and forward to the beach.



At the beach, go right screen to be at a village. Read the sign on the building with the blue roof: Tom's Pizza. Go in and talk to the woman Cassandra. Talk about the Sea People: bad omen. She offers a lump of dough. You now have dough  in your inventory.

Walk out going down screen.



Enter the next yellow building: a bar. Talk to the old man. He is Professor Sanbourne, a paranormal investigator. He is there for the Sea People. He had a talk with a fisherman.

Ben and him will meet at Tom's Pizza at height.



So, go back to the beach and walk left to see a house and a boat.

Pick up the metal bar  as you walk to the house.  Have a look at the blue box with a mesh. Remember that.



Knock on the door.  Talk to the fisherman and he asks you to come in. Talk to him completely. In exchange for a bottle of Ouzo, he will talk about hiring the boat.

Use the hand icon on the door to exit.



Go down screen twice, past the entry to go to the bungalow and right to the village.

Go to the bar and talk to the two guys. See the bottle on the table.



To get a bottle for yourself, go to Tom's Pizza and talk to the woman: she sold the last bottle to the two guys.



Back to the bar and the two guys to talk about the bottle of Ouzo. For the bottle, they offer a drinking contest.



Go back to the bungalow and pick up a mirror in the bathroom. Open the dresser to find a bottle of Suntan Lotion.  Do not talk to Simon now.



Back to the bar and see a nail on the wall beside the flag: hang up the mirror.

Now go back to talk to Simon and about the contest and meet the two guys at the bar: they explain the contest. You must guess correctly six time the number of finger(s) he will hide behind his friend's head. Look in the mirror to see how many finger(s) he holds.



And get the bottle of Ouzo.



Time to go back to the fisherman and to give him the bottle. Ask him if you can take the red cup. Talk to him about hiring the boat.  Read about the Sea People.





THE BOAT



You are now on the boat. Take the hook and the chain.  Go down the hatch using the hand icon. See a sawfish snout. Use the metal bar on it to get the sawfish snout.

Have a look around and come back up the ladder.



“Talk to the Doorway” using the Talk (!) icon and the fisherman will come out. Talk to him and set a course for  Oracle Island.



ORACLE ISLAND



In the next scene, you are on the shore of the island. Go right and see a device: a crank is missing. See also some flowers: pick one up.  See a big boulder.



Try to slide the metal bar in the hole of the device: the bar is too long. In inventory, cut the metal bar with the sawfish snout to get a cut bar. Use the cut bar on the device: you have a crank but it is missing something when you turn it. Use the chain on the device.

Use the crank again: the chain rolls up but not much else happens. Now use the hook on the chain. Click on the chain to pick up the hook and attach it to the gap in the rock: turn the crank: the boulder falls down on the device.



Walk into the cave and forward to a statue depicting three women. See a small inscription in Greek at the base of the statue: click your note pad from inventory on it to get a note.



THE BOAT



Go back to the boat with the dinghy and ask the fisherman what the inscription means by clicking the note  on him:

“And those who can quench the thirst for knowledge may summon the Oracle”



Now use the red cup on the sea to get some water. Go down the hatch and to the still. Use the salt water (red cup) on the still to get distilled fresh water.



Back up to ask the fisherman to go back to the island.



ORACLE ISLAND



Once on the island, go to the statue in the cave and use the fresh water on the statue.



Meet the Oracle and talk to her: what about that Vanishing Island? You will know about the location of the Sea People. Things have been taken.

 

THE BOAT



Back to the boat to talk with the fisherman about the Vanishing Island and the Minotaur.

Ask him to go to the Island of the Minotaur.



ISLAND OF THE MINOTAUR



Walk first to the left and be at an intersection. See a Dais on the left on the ground.

Take the left path and see an opening on the rock and a bush.



Pick up a yellow flower  from the bush.



Try to go through the opening, but it is too narrow.  Use the suntan lotion on the edges of the cave opening and enter.



You are now in a cave. See two fresco, a box and a hole.

On the fresco on the right, see a glint and find a key using the hand icon.



Now examine the open box: nothing.



Go back outside using the hand icon. At the intersection, continue to walk the path and see doors with a padlock. Let's try the key on the doors: the doors open. Walk in.



You are now in the Minotaur Labyrinth:



*go forward 2x

*go right and see some rubble on the ground in the right corner: using the hand icon, find a small cog

*go through the opening in the center of the screen and forward to be in a room with a skeleton, a horn and a skull. Pick up the horn

*back down screen

*go to the left opening and go forward 3x passing some frescos on the way

*go to the opening in center screen and see a mechanism and a stone plate. Take the cog from inventory and place it on the mechanism and use the horn on the stone plate: hear a sound

*back down screen 2x

*go right screen and see a small opening at the bottom of the wall. But the opening is too small. You need help: use the horn on the opening and a door opens.  Walk in the opening and see a mosaic in the alcove: the location of the Sea People Underwater Lair. Use your note pad on the mosaic to get a map

*go out going left and then right

*go down screen 3x to be outside.



Go back to the boat by going down the path at the intersection.



THE BOAT



Show the map to the fisherman and talk to him again so he can take you to the Lair of the Sea People.



You are now in the middle of the sea.

How can you dive without equipment?



Go back to…..



AGIA ANNA



Talk with Simon at the beach.  See some campers.

Go and meet Professor Sanbourne. First sit down at the table and talk with him.

After dinner, walk back to the bungalow and see Alice talking with the Greek guy and going to the dance.

Go to the bungalow and go to bed. See a cut scene. A dream.



In the morning, talk to Alice. Simon comes in and ask to follow him to the beach to see the Professor and some traces on the sand.



Still needing a diving equipment to go to the Lair of the Sea People.



Go to the bar and meet an old woman with a basket of flowers. Talk to her and show her the flowers you have. The pink one is an Iris.



Go to Tom's Pizza and talk about the missing campers.

Talk to your friends again at the beach.



Go to the fisherman's house. Pick up the mesh from the blue box.

Go in and talk to him: maybe you could ask the Oracle about the underwater diving.



So, let's go to……



ORACLE ISLAND



Enter the cave, use the water on the statue and talk to the Oracle about the Sea People's Lair. She talks about a potion to breathe under water.

But you must bring an Iris flower and a scale of Siren to get the potion.



Back to the boat to talk about the Siren and to go to…..



SIREN ISLAND



When you get there, you hear some singing.



It is a good time to put the pieces of dough into your ears, after using the hand on the dough in inventory to get two pieces.  ( To separate the dough, use the hand icon found at the bottom of the inventory and then the white arrow to take the two pieces)



Walk the path and see a stick on the right side of the path in front of a big dark branch.

Pick up the stick.



Walk more and see the siren. In the pond, you see scales. Try to take a scale, but the water is deep.



In inventory, combine the stick and the mesh to get a net and use it in the pond to get a scale.



Back down screen and then the path to go back to the boat: ask to go to….



ORACLE ISLAND



Summon the Oracle.

Give the Iris flower (the pink flower) and Siren scale to the Oracle. The potion will be ready tomorrow.





AGIA ANNA AND THE BOAT



Go to the bungalow and talk with your friends. Both will go with you.



See a cut scene with Ben and Alice. A dream.



They are now on the boat. Talk to your friends again and go to Oracle Island to get the potion.



And go to……..



LAIR OF THE SEA PEOPLE



Take the potion by clicking it on Ben and in the water he goes.



See a bright sea plant on the right. Take the glowing weed.



Swim to the right and see an octopus at your left on the rock.  Take the octopus  with the net.



Then swim down screen to a cavern with paintings on the walls. Look at them.



Look at the rock and the strange circle. Put the octopus on it and see an opening.



Go in to another cavern. See rocks. Pick up a small rock.



Swim left and see the City: it feels….dead.



Go to the large structure and see a skeleton sitting on a throne. See a seal on the floor. Study the painting on the wall.



In inventory, wrap the glowing piece of seaweed around the rock and get a glowing rock.

Put that in the skeleton's mouth. It wakes up and talks to you about history.



***Save before taking the trident***



Take the trident that will be useful tonight when the monster comes.



Go back to the boat and more talking.  Go to……



AGIA ANNA



Back at the beach with your friends.



The monster comes up from the sea and attacks Simon. Ask Alice to distract the monster.



You have a short time after Alice walks behind Ben to pick up the trident and to click it on the monster. See Ben throwing the trident at the monster.



(Put the cursor often to inventory when Alice walks behind Ben and pick the trident as soon as you can to be fast enough)



More talking to end the game.
#3
Hints & Tips / Re: 5days a Stranger
Sun 08/07/2007 15:06:40
Here's a complete walkthrough

Spoiler
DAY 1

Q. What am I supposed to be doing?

For the first day, you're just exploring the house and getting to know its inhabitants.
The first person you need to find is Philip, who is waiting in the trophy room. You can
only find the others once you have found him.


Q. How do I open the locked doors?

You don't, at least not now. You will have the opportunity later on.


Q. Where's Simone?

She's upstairs.


Q. Where's Jim?

You can only find him once you've found Simone. Push the tree in the back garden, then
talk to it.


Q. Where's AJ?

AJ is nowhere to be found. Once you have located the others, just go to the lounge.


Q. What am I supposed to do in the lounge?

Just talk. Talk about everything you can. Eventually, the scene will end by itself.


DAY TWO


Q. Now what am I supposed to be doing?

Your task is to locate AJ, who is still missing after your encounter with him yesterday.
Restrict your attentions to the back yard.


Q. How do I drain the pool?

You'll need to find where the pipeline leads. Since it goes under the lawn, you can't
track it without a metal detector. Fortunately, it just so happens that Philip brought one.


Q. How do I get the metal detector off him?

He'll only give you it when he finds the underground tomb, or after he sees evidence that
it is elsewhere. Such information could probably be found on a map, or architectural plan.


Q. Where do I get one of those?

Someone has been able to break open one of the upstairs doors. This is the library. A
map can be found in one of the sections of bookshelves. After looking at it, you can show
it to Phil. Note that you can only take the map after you've spoken to Phil about the
underground tomb.


Q. What do I do with the metal detector?

Use it on the pipeline by the pool, and it will lead you to a certain mound of dirt in
the lawn.


Q. What does the button do?

Press it once and go west, you'll find out.


DAY THREE


Q. NOW what am I supposed to do?

Your task is to investigate the house to try and learn something about this curious
situation. Simply gather as much information as you can.


Q. What do I do with the car?

Apart from retrieve your lockpicks, nothing. You can now, however, use your picks to
open every door in the house except one.


Q. How do I get into the other locked room?

You can use your grolly to get across from the window of the room next door, but a tree
is in the way. You need to deal with that, first. Something from the toolshed would be
helpful.


Q. Why can't I saw the tree down?

You need a partner. Phil is being unhelpful and Simone is too busy, which leaves just
one other available pair of hands. He's in the library, and all you need to do is ask.


Q. What information am I supposed to gather?

You will need to acquire and read the cutting Phil gave you, the newspaper from the
foyer, a book on the DeFoe family from the library, Sir Roderick's diary from his
wardrobe, and Matthew DeFoe's diary from the nightstand in the locked room. Once you
have read them all, Trilby will say he needs to find Matthew's body. Search the library
again and you'll find a book on white magic with details on a method you can use to
locate it.


Q. How do I make the Matthew-detector?

The basic components are a stick from outside, the extension cord from the TV room,
and Matthew's teddy. The instructions should be clear enough.


Q. How do I use the Matthew-detector?

Just look at it. Assuming it is finished, it will indicate towards Matthew's body.
Follow its directions.


Q. Why does the detector stop working in the kitchen?

It doesn't. It's pointing downwards, below the floor. Look at the plan of the house
and you'll find that there should be a stairwell connected to the kitchen; use a pickaxe
to open it up again.


Q. I'm in the basement; where's Matthew's body?

Use the detector and it will indicate towards the exact area of floor you need to be
standing on. Once it is found, the area of floor in question can be interacted with.


Q. What was that smashing noise?

The bell jar in the trophy room has been broken. Investigate.


DAY FOUR


Q. How do I get out of the tool shed?

Most of your inventory has been taken, as well as your tie, which contains your
emergency lockpick. Simone, guarding the door, has it in her possession. You can talk
to her through the window.


Q. What should I say to Simone?

She took your tie because she doesn't want you to hang yourself with it. The only way
to get it back is to convince her that you hanging yourself wouldn't be such a bad idea.
Pretend you actually did do the killings, then pretend to show remorse.


Q. Where is everyone?

Hiding. Check out the bathroom. Remember to save.


Q. How do I escape the Welder?

The Welder cannot be bargained with, or fought. He can, however, be knocked out
through the dextrous and well-timed use of the bathroom rug.


DAY FIVE


Q. What's the conversation with Simone for?

To see if you understand the story. Don't worry, it doesn't matter whether you get it
right or wrong, Simone will correct you. Once you understand what you're up against, your
task is to find the Welder's body and summon him into it, giving you the opportunity to
kill him.


Q. Where is the Welder's body?

Use the same technique you used to find Matthew's body. Jim will give you everything you
need.


Q. How do I assemble the Welder-detector?

The possession is the welding mask, and the stick is the machete. You can tie them
together by cutting a strip off the apron with the scissors from the living room.


Q. Where did the Welder sleep?

He was kept manacled in the basement, so the manacles are your best bet. Once you have
the detector salted, wave it over them. It now works just like Matthew's detector did.


Q. How do I rip up the bathroom floor?

Use the machete. You can separate it from the other components with the scissors.


Q. What do I do with the body?

A book on black magic can be found in the library. It will give you details on the process
with which you must use to summon the Welder.


Q. Where is the place of fire and death?

There is only one room in the house with a fire. Luckily, it also contains dead animals.
Once you have read the black magic book you can place the body on the floor of the room.


Q. How do I prevent the Welder from killing me after summoning him?

You need a little help from both your two living friends and the two dead people who have
a score to settle with the Welder. The black magic book may give you a clue as to how to
do this.


Q. Could you just give straightforward instructions? I'm dead thick.

Once you have laid out and dressed the Welder's body in his apron and mask, go to both
Simone and Jim and tell them to meet you in the trophy room. Give Matthew DeFoe's teddy
bear to Jim, then pick up Sir Roderick's rifle and give it to Simone. Now you can summon
the Welder, then sit back and watch a touching family reunion.
[close]
#4
Hints & Tips / Sammy's Quest Help
Sun 08/07/2007 14:13:07
how 2 kill the rat in the kitchen?
#5
Hints & Tips / Two of a Kind help
Sat 07/07/2007 06:21:43
is any1 having a walkthrough of 'Two of a Kind'????
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