Saturday, February 3, 2018

Dilandau3000 plays The Colonel's Bequest - Part 13 of 20


Now it's time to explore the mansion's attic...but first, some more outside exploration...

All maps by Will Mallia.




If you tell Celie about Gertie or Wilbur's deaths, she'll tell you the swamp is just making you see things.

To leave, stand up. Then go to the door.

West of the shack just takes to back to Beauregard's dog house and the cellar.

The statue at the four-way intersection behind the house is a satyr, as you'll learn if you look at it.

To the north is a garden. It doesn't seem like Colonel Henri Dijon planted it. Look at the flowers and the benches. Other than that, there's nothing here.

To the west of the satyr statue is the other side of the mansion, which leads to the study. West still is the bell tower again. You can pull the rope that lets you ring the bell, but you're not tall enough to reach it. This bell is probably part of the puzzle to finding the old family treasure, so it would be wise to ring it. You can grab the rope with the cane, but the bell is too rusted to move.

Also, Ethel is still drunk. Stay classy, Ethel.

If you walk up to the ladder at the bell tower, you'll automatically climb up. Use the oilcan on the bell, then climb back down. Use the cane to pull the rope. YOU'RE DEAD!

That was cruel, I apologize. All right, restore and pull again, but don't pull from directly underneath the rope. The bell will fall, but you'll survive. Look at the bell. There's a crank inside. Take it.

Head to the cemetery behind the chapel. There are two large tombs, one for the Dijon family and one for the Crouton. Keep entering and returning until you see a ghost pop out. This is indeed the ghost of Sara. Look at the graves and the tombs. You won't be able to enter the Crouton tomb, but you'll enter the Dijon one. It's empty, so it's probably the final resting place of Colonel Henri Dijon. (Yeesh, this is one big salad already.)

Head back to the barn and feed Blaze the carrot. You can now open the gate and take the lantern without getting killed. Now you can enter that trap door that instantly killed you when you when you went down there...if you had matches to light it with.

Don't worry about closing the gate to Blaze's stable; Laura does it automatically when you leave it.

There is more to the fence's edge, but there's not much to it.

Go back in the house and look through the painting in Henri's room again. Thankfully, Henri won't be there. Open the panel to it and go in. There is now an elevator parked here. Go inside, look around, then look at the controls. You can go down, even though there's a keyhole at the controls. You won't be able to go down at the library, though. You won't be able to go up from the Colonel's room, either.

Search the cannon on the fireplace in Henri's room. You'll find a brass key. Take it. Go back into the elevator and put the key in the controls. Now you can go up to the attic. You're finally inside the attic!

Look at the crates, and the papers to the left. You'll find an article on Henri comes back home from the hospital after injuries from the Spanish-American war. He took shots to the pelvic and shoulder areas saving a man. Is this why Colonel Henri Dijon is in a wheelchair.

To the south, there is more of the attic. Check out the chest in the corner. There are old army clothes strewn about, and if you peer in, you'll find Henri's old army regalia. Look at the clothes, especially the boots. You'll find an insignia on the boot heels.

Head to the attic door nearby and unlock it. You can now go back to the regular house area. Head downstairs and go to the billiards room. Gloria will still be there. It should be 10 PM by now. This starts Act IV.

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