Tuesday, January 30, 2018

Dilandau3000 plays The Colonel's Bequest - Part 6 of 20


After some more exploring, we find out that someone is now dead...


All maps by Will Mallia.




Head back to the back of the lower floor. Push the mirror on the right-hand wall and look through the picture to the south. Clarence wants Ethel's swampland property for some reason, and will go through anything to get it. When Gertie wants more details on what he wants to do with the land, Clarence says she'll just blab to Ethel about it. Meanwhile, Clarence has done some rather devious things of his own, such as a racehorse scam, and Gertie plans to use it against him. An upset Gertie, who doesn't see what Gloria sees in him, will head to her room.

The panel to the north leads to the dining room that you were in before you finally got control of the game. Look at everything here: the dining table, the small table, the urn on the small table, the mirror, the chandelier, the cabinet, and the painting with the ever-present vacant eyes that are holes. 

Behind the wall light is another door. You can open it, but it's another chute that should not be entered.

Right of the dining room is the kitchen. Here, you'll meet Celie, the Colonel's cook. You'll also see Beauregard. Be sure to look at both of them.

If you talk to Celie, she'll tell you she's busy. If you ask her about anything, she won't say anything.

Be sure to look at the table, the dishes, the butter churn, the icebox and the stove. You can also pet Beauregard if you so choose. You can talk to him, but you can't interrogate him about anything.

Open the icebox. You'll find a soup bone. Laura will automatically take it.

You could give the soup bone to Beauregard, but that will keep you from getting the full score.

You must use the panels from the secret passage side before you can use them from the rooms themselves.

Go back upstairs and head to Gertie's room. It should be 8 PM now, and the start of Act 2.

Act 2


Since Gertie is asleep, you'll walk slowly. You won't be able to do anything here, really.

When you head back out of the room, you'll find a white handkerchief on the floor. Take it.

Go back into Gertie's room. Gertie will be gone, you'll smell cigar smoke and the window will be open. Close the window.

When you leave the room, you'll see someone walking outside on the second story veranda. Head back downstairs. You'll get a hint from Laura's dad:

"One important tool a good detective uses besides asking questions of people is to selectively reveal information to THEM and listen to their response. If you "tell Gloria about Fifi," you may receive additional information about Fifi, or at least what Gloria THINKS of her.

"Honey, if you've found any items you're confused about, or would like more information about, try "showing" it to the others. They may reveal more information about it to you."

Head back to the billiard room downstairs. Gloria will be in a sad mood, listening to music. You won't be able to talk to her. Open the window and you'll be able to go outside. Yes, you can finally go outside here.

When you head outside, you'll notice Gertie lying near the steps. She's dead. Examine her. You'll find out she died of a broken neck, but no clues as to how this happened.

No comments:

Post a Comment