Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
What happens if you shoot Henri? Well, Rudy gives you the same story as Colonel Henri Dijon, but says the Colonel was the one sneaking around and was killing everybody so that he wouldn't have to give everyone in the family his money. The next morning, Laura wonders if Rudy was telling the truth as she rides on a riverboat. Since we shot Rudy before the bonus ending, it's pretty obvious parts of his story don't add up. You also won't get the Super Sleuth rating and will be at a very high Seasoned P.I. rank. If you did everything, the only thing that will be missing from the notebook at the end is one who murdered the most people, as you never found out that Lillian was the one who murdered the most people, since Rudy never tells you this as he tries to make you believe Henri killed everybody.
If the game tells you that portions of your notes are rather scanty at the end, the game gives you hints, though they aren't all that useful.
What happens if you kill neither Henri nor Rudy, and instead choose to do nothing? Rudy will kill Henri and will give you the same story that he would if you shot Henri. You also get the riverboat ending again. The notes will also be the same as if you killed Henri.
Head to the chapel. It'll be 1:30 AM, and Celie will be there, sitting in a pew, reading a Bible and bending down in fearful prayer. Talk to her, and she'll tell you to pray before burying herself in prayer. If you want, pray at the pulpit. Laura will do just that.
You'll find Rudy walking around the estate. Talk to him, and even he will feel something is off.
Open the door to the dollhouse. It'll be 1:45 AM. Lillian will be playing with the stuffed animals. Look at her, and you'll notice she's being very suspicious of the visitors. You'll figure this out when you talk to her repeatedly, when the animals "tell" her they don't want visitors as they don't want Laura to know their secret.
Look at the chalkboard here. There are seven tally marks, one for each person that has been killed.
Head to your guest room. It'll be 2 AM and Act VIII. Rudy will be there.
Act VIII
Rudy will be looking under Lillian's bed. If you talk to him, he won't want your help.
Head to Polly and give her a cracker. "Gotta get the gun...get the gun! AWWKK!"
If you exit the estate through the front door, Beauregard wants your attention, even though he's not in a good mood. There will be a note on the front door saying "Meet me in the hedge garden." A conveniently-timed wind gust will soon blow the note away.
Head to the hedge garden. Lillian is lying there, dead from a gunshot wound to the chest at point-blank range...and is dressed in an old army officer's cape, hat, gloves, and boots! Examine the body to find a skeleton key in the old cape. Examine the ground to find the derringer and the bullets. Take the gun, too. Be sure to take the bullets lying nearby. Load the gun.
She was the one walking around and killing people, then. But why is she dead.
When you head back into the estate, you'll hear scuffling upstairs. Go up the stairs and you'll find out it's in the attic. But first, head to Henri's room. Wilbur's bag is open and hurriedly searched through.
Head to the attic now. Unlock the attic door with the skeleton key. You'll find Colonel Henri and Rudy fighting. There's no way to tell who's the aggressor.
Shoot Rudy, you'll shoot and wound him. Henri will walk up to you and tell you Rudy was trying to kill him with one of Wilbur's hypodermic needles. He is unhappy what happened, and was keeping his eye on everyone...or so he thought. It wasn't until he found Rudy in his bedroom that he told him what happened. He then says that it was Rudy who wrestled the derringer from Lillian and shot her in self-defense, and then decided to finish the job by killing Henri with a hypodermic needle. He then tells you to find Celie and tell her to fire one of the signal rockets to summon help from the authorities.
The next day, Rudy is arrested and taken off the island. Henri leaves all the money to Celie and asks her to take care of Beauregard and Blaze. If you found the treasure meant for Sarah, he lets you keep it. Henri talks to Beauregard, saying that the island kept him isolated from people and their selfishness and greed, but it was ironic that it didn't protect him and Beauregard from that completely last night. The story ends.
If you found all the clues, all the items and all the secret entrances and exits, you'll get the maximum Sleuth-O-Meter rank of Super Sleuth. If you scored below that, reviewing your notes will allow you to figure out what you missed. Here's the full notes:
Person befriended: Celie
Took Food Items From: Kitchen, Celie's cabin, Jeeves' room
Took Useful Item From Body Of: Lillian, Clarence Sparrow, Dr. Wilbur C. Feels
People Found Murdered: Lillian, Ethel Prune, Gertie Dijon, Gloria Swansong, Clarence Sparrow, Dr. Wilbur C. Feels, Jeeves, Fifi
Found Secret Entrance/Exit In: Dining room, Downstairs hallway, Upstairs hallway, Billiard room, Hedge Garden, Basement, Library, Parlor, Clarence's and Rudy's room, Gertie's and Gloria's room, My room, The Colonel's room
Objects Used More Than Once: Crackers, Crowbar, Diary, Oilcan, Monocle
Took Object From Suitcase Of: Lillian
Valuable Object Taken: Pouch of jewels
Religious Article Discovered: Bible
Items Requiring Close Scrutiny: Boot print in mud, Sleeping powder bottle, Handkerchief, Rolling pin, Fireplace poker, Broken record, Glass, Cognac decanter, Diary, Cigar butt
People With Gambling Habits: Rudy Dijon, Clarence Sparrow, Dr. Wilbur C. Feels
People Guilty Of Embezzlement: Clarence Sparrow, Dr. Wilbur C. Feels
People With A Telltale Scent: Colonel Dijon, Lillian, Clarence Sparrow, Fifi
Head to Celie's shack and knock on the door. This advances the time to 1 AM and starts Act VII.
Act VII
Celie will tell you to head back to your room, due to the feeling of evil in the air that she senses.
Beauregard is back in his doghouse, so head back to where Rudy was earlier. He'll be walking around. If you head back into the room with the weapons drawer, you'll find out the glass case protecting the silver derringer is shattered and that the derringer is gone.
Head back upstairs and go to the guest room next to yours. A chair is toppled over and there is a bloodstain near it. It looks like Clarence is the next victim. His notebook is still on the nearby desk. Look through it. It will be 1:15 AM. You'll find that Clarence has (somewhat) caught wind of everyone disappearing.
Open the panel in this room. You'll find a dusty bootprint on the floor. Head into your room. Open the blue and red suitcase, which happens to be Lillian's. You'll find the diary. Take it. Look through the dairy, and you'll find an entry where Lillian talks about Uncle Henri's supposed betrayal of her and an implication that she murdered everyone due to the fact that everyone supposedly wants her in the nuthouse. Look at the diary with the monocle, and you'll find a print.
Head to the bathroom. The shower curtains will be pushed back, and you'll find Clarence laying in the tub dead with the missing dagger in his chest. (You can also find his body in Wilbur's room.)
Search Clarence's body to confirm the stabbing death. You'll also find a pack of matches in Clarence's coat pocket. Laura will automatically take them. Hey, you'll need to light that lantern somehow.
Head downstairs and go to the bar. Feed Polly a cracker again. "AWWKK! Sleep tight, my pretties. AWWK!! In the basement...the basement!"
Go to the hedge garden and light the lantern before heading down the stairs. No longer is the flight of stairs here instant death. Keep heading to the left and you'll find an old, sealed-off portion of the basement. This room hasn't been accessed, much less used, in years. Also, there's the laundry chute of death. No wonder it killed you at the beginning of the game. It goes pretty far down.
Approach the chute, and you'll find the bodies of everyone who has been murdered. So that's how they disappeared.
Look at the left wall. You'll notice there are two opposite walls bricked up. On the left wall, there is a small metal plate. Look at the plate and you'll notice a hole in the middle of it. Put the crank you found in the bell into the hole, then turn it. You'll open up a passage in the wall. Keep going left. You'll find some stairs leading upwards. Walk up, and Laura will escape through a cold, dark tomb. You are now in the mausoleum. Look at the nameplates and the stained glass windows. You are in the Crouton mausoleum. Notice that Ruby's name can be seen on his nameplate. Ruby is the only Crouton we haven't seen any record of. Use the crowbar on Ruby's nameplate. Look inside the vault to find a leather pouch. Take it. Look into the pouch and you'll find precious jewels. You've found the hidden treasure that was meant for Sarah!
You can open the other vaults with the crowbar, but you'll find nothing but skeletons. Remove the bar from the door to free the door. Don't worry about the lantern, because the game won't let you get it back and you won't need it again anyway.
Leave the estate through and head to the southwest edge of the estate property. There is a rolling pin, as well as some muddy footprints. Pick up the rolling pin and look at it with the monocle. There are traces of blood with it. This is a murder weapon. Ethel was killed with a blunt instrument. This is the weapon.
Look at the footprint with the monocle. You'll find that there is an insignia of an eagle on the sole, and that this is definitely a boot print. Could this be the same as the Colonel's uniform in the attic?
Go back to the left armoire and push it. You'll notice a faint aroma of perfume. Look through the north picture. It's midnight. Act IV begins.
Act VI
When you peer through the north picture, you'll notice the Colonel is not in his room. Go through the panel. Neither the Colonel or his wheelchair are here. Take the elevator (if you need to get it there, keep going in and out of the room to coerce it into appearing) up to the attic and go to the trunk. Look for the boots, the gloves, the cape and the hat. None of them are in the trunk.
Somebody is walking around in this stuff and killing people.
Head to the attic door to the east, unlock it, and head to Fifi's room. You'll find both Fifi and Jeeves lying dead on the floor with their spilled drinks nearby. Look at their bodies. There are no wound marks on their bodies. Look at the glass. They were drinking cognac when they died. Look at the cognac decanter. There is a white powder at the bottom. Look at the decanter with the monocle. There are two clear fingerprints.
Head back downstairs. Go to the bathroom. Look in the basket near the sink to find a small, empty bottle. Take the bottle, and you'll find out it's "Dr. Milliken's Miracle-Sleep Powder." There is some very small print at the bottom. Look at the bottle with the monocle. It says "Can be fatal if taken in too large a dose."
Fifi and Jeeves died of a drug overdose.
Head back to your bedroom. Lillian is here, looking through her suitcase. It is now 12:15 AM. Look at Lillian. She is clearly agitated. If you talk to her, she says she needs to do something privately. If you keep talking to her, she eventually lashes out at Laura. Whoa.
Head out of the room and push the right armoire. Look through the north picture. You'll see Lillian writing in a diary. Look through the south picture. It'll be 12:30 AM, and you'll see Clarence writing something at his desk.
Head to Clarence's room. He will be writing in his notebook. If you talk to him, you'll find he's not in the mood to talk at the moment.
If you head back to the attic, Fifi and Jeeves' bodies will be gone.
Go back to the bar and give Polly another cracker. "AWWKK! I can't find her! AWWKK! Where's Gloria?" It seems that Rudy is trying to find Gloria.
Use the monocle on the empty glass at the bar to find a faint fingerprint.
Head back to the Colonel's weapons. You'll find the weapons cabinet is wide open. Look inside and you'll find an Australian boomerang, a steel cutlass, a mace, and an antique crossbow. If you look for the dagger, you'll find that it's gone. The derringer is still in the glass case.
Head out through the nearby door and you'll find Rudy petting Beauregard. If you look at Rudy, you'll find out he's not very happy. If you talk to him, he won't be in the mood to chat.
Head back to the bar and give a cracker to Polly. "Jeeves! Kiss me again! AWWKK!" It'll be 11:30 PM when you enter this room, and Clarence will be there. Talk to Clarence, and you'll eventually find out that he's up against a wall with a bunch of problems and is wondering why you're here. At this point, Clarence is more depressed than annoyed. At least he wasn't irritated by Laura's presence.
Ask Clarence about the estate. He'll tell you this was a vast plantation at one time before the swamp swallowed it up.
Ask Clarence about Henri. He think he's eccentric, but thinks he's wackier than usual.
Ask Clarence about Lillian. He tells you to watch your step around her due to her past problems.
Ask Clarence about Henri and Lillian. Lillian attached herself to Henri, which made Henri uneasy.
Ask Clarence about Ethel. Ethel only care about her booze and her brother's money.
Ask Clarence about Ethel and Lillian. Ethel was never there for her offspring, unlike Gertie.
Ask Clarence about Gloria. He says she's too influence by her mother and brother.
Ask Clarence about Rudy. Clarence thinks he's trouble due to his wealth of gambling debts, and will get what's coming to him one of these days.
Ask Clarence about Gloria and Rudy. Rudy keeps trying to run Gloria's life and Clarence wishes he would butt out.
Ask Clarence about Wilbur. He thinks Wilbur's on drugs or something. If you ask about Wilbur's bag, he won't say anything.
Ask Clarence about Gertie. He thinks she's a snoop.
Ask Clarence about Jeeves. He's never sure what Jeeves is up to.
Ask Clarence about Fifi. Even Clarence thinks she's a gold digger.
Ask Clarence about Henri and Fifi. Even he feels Fifi is after his money.
Ask Clarence about Rudy and Fifi. He thinks they're cut from the same cloth.
Ask Clarence about Celie. He think she's alright despite what he considers eccentricities.
Ask Clarence about Celie and Lillian. Celie has always felt sorry for her, but never understood why Celie bothered to help her when it hasn't seemed to do very much.
Ask Clarence about Sarah, and he'll tell you about the legend. There isn't any info you don't already know, but at least you don't get some useless response here.
Ask Clarence about Beauregard. He doesn't care for him.
Ask Clarence about Blaze. He'll tell you that Blaze and Henri's history goes back to the Spanish-American war.
Show Clarence the cigar, and he'll tell you it's not his.
Leave the bar and go up to the attic. Head into Fifi's room and you'll watch Fifi undress and wear a negligee. You can open the door, but you can only see her in her underwear. Don't even bother talking to her. You can ask her stuff, though.
Ask Fifi about the estate. She's not happy here, and even Henri knows that.
Ask Fifi about Henri. Fifi says Henri is just misunderstood.
Ask Fifi about Lillian. She asks you to keep an eye on her, as Lillian scares her sometimes.
Ask Fifi about Henri and Lillian. She worries about Henri when Lillian is around.
Ask Fifi about Ethel. Even she doesn't think highly of her.
Ask Fifi about Ethel and Lillian. Henri doesn't know what to do with them anymore.
Ask Fifi about Gloria. For some reason, Gloria can't stand her.
Ask Fifi about Rudy. She fears him.
Ask Fifi about Gloria and Rudy. She thinks they would harm Henri for his money.
Ask Fifi about Clarence. She considers him hateful.
Ask Fifi about Gloria and Clarence. She compares Gloria to a Black Widow.
Ask Fifi about Rudy and Clarence. She knows they can't stand each other.
Ask Fifi about Wilbur. She thinks he's quite the scamp.
Ask Fifi about Wilbur and Clarence. She thinks Clarence would ruin Wilbur, whom she likes.
Ask Fifi about Gertie. She can't seem to trust Gertie.
Ask Fifi about Clarence and Gertie. She can't stand either of them.
Ask Fifi about Jeeves. She feels he's the only one who understands him.
Ask Fifi about Celie. She thinks she's a busybody and that she needs to mind her own business.
Ask Fifi about Celie and Lillian. She says Celie tried to be a mother figure to Lillian, but it hasn't seemed to help.
Fifi knows nothing about Sarah, so don't even bother.
Ask Fifi about Beauregard. She doesn't care about him.
Ask Fifi about Blaze. She doesn't consider Blaze to be very friendly.
If you show Fifi the cigar, she'll recognize it as Henri's cigar.
If you show Fifi the cane, she'll tell you to hand it back to Henri.
If you show Fifi the hanky, she'll tell you to ask Ethel about it.
Head out of the attic and head to Jeeves' room in the cellar. Jeeves will be getting ready as well. If you talk to him, he'll be annoyed by your presence. You won't be able to ask him anything, either. Be sure to look at the flowers on the bed before you leave.
Head back into the estate and go to Henri's room. You'll see Henri and Lillian talking. Lillian is not enthralled to see you here. You won't be able to talk to either of them or ask either of them about anything during their private conversation. Leave, push the left armoire and look through the north portrait. Lillian thought Uncle Henri cared more about her than her siblings, but Henri was just helping his sister out and just considered her an insecure, whiny kid. She then implies that Fifi is feeding him lies and turning him against her when she leaves, thought it's becoming a little clearer that this isn't the case.
Ask Lillian about Gloria. She doesn't think highly of her, given her problems with her talent, boyfriends and money.
Ask Lillian about Rudy. He's never worked a day in his life and just gambles his life and money away.
Ask Lillian about Gloria and Rudy. She feels they pretend to be close to Uncle Henri so they can go after his money.
Ask Lillian about Clarence. She thinks he's turning her uncle against her.
Ask Lillian about Clarence and Gloria. She wishes they'd just get lost somewhere.
Ask Lillian about Clarence and Rudy. She thinks there's a lot of tension between them, and asks you to stay away from them.
Ask Lillian about Wilbur. She thinks he's just a stupid old man.
Ask Lillian about Wilbur and Clarence. She wishes Uncle Henri could see through them, but he's just too trusting towards them.
Ask Lillian about Gertie. She doesn't want to talk about her.
Ask Lillian about Clarence and Gertie. She doesn't understand why Uncle Henri puts up with them.
Ask Lillian about Jeeves. She thinks there's something going on between Jeeves and Fifi, and that Uncle Henri would be interested in it for sure.
Ask Lillian about Fifi. She thinks Fifi doesn't care for her Uncle Henri and is just taking advantage of a weak old man.
Ask Lillian about Henri and Fifi. She finds it suspicious how she's put herself into her uncle's life, and that Henri won't pay attention to her anymore.
Ask Lillian about Rudy and Fifi. She asks you if you think he'll sweep her off her feet. (Obviously not, if Fifi slapping him is any indication.)
Ask Lillian about Celie. Celie likes to keep to herself, but her heart is in the right place.
If you ask Lillian about Sarah, she won't want to talk about her at the moment.
Ask Lillian about Beauregard. She loves the old dog.
Ask Lillian about Blaze. She used to ride Blaze as a kid.
If you show the cigar to Lillian, you'll find out it is Uncle Henri's. Same with the cane.
Head to the dining room. You'll see Fifi and Jeeves having a rather romantic moment as they clean. Well, well. Use the secret passage in the armoire next to it and look through the north painting. Apparently Jeeves and Fifi have something going on, and it's about to happen in the attic.
Head out of the secret passage and head to the outside of the estate. You have a few more things to do.
Be sure to stop by the playhouse and look at the dolls, as you couldn't do that when Lillian was in there.
If you pass by Celie's house at this point, she'll be outside on the porch in her rocking chair, darning some socks. If you talk to her, she'll tell you to watch yourself and that she has a bad feeling about tonight.
Find Ethel outside. When that happens, it'll be 11:00 PM. Act V will start.
Act V
Head to the rose garden. You'll find Ethel. Instead of drunk, however, she's dead. She's been hit over the head and killed. (She can also be found in the carriage house, but she is usually found here.)
Examine Ethel's body. You'll find out that she was indeed hit with a heavy, blunt instrument. Search it, and your fears will be confirmed.
Head back to the dining room. It'll be 11:15. Rudy will be here, and the mysterious figure will be outside if you pay attention to the windows as the clock chimes.
If you look at Rudy, you'll see he is enjoying coffee and pie. If you keep talking to Rudy, he'll be surprised that you're still up. He'll also ask if you want to join him, but Laura declines, and he also sets his sights on you. Creepy. Then he gets annoyed with you again.
Ask Rudy about the estate. He just wants out of here now.
Ask Rudy about Henri. He expects him to pass away and says he'll miss him.
Ask Rudy about Lillian. He doesn't know everything about her, as does everyone else.
Ask Rudy about Henri and Lillian. He think's Lillian is crazy and Henri is senile.
Ask Rudy about Ethel. He's embarrassed by her, and is amazed Henri hasn't done anything about her years ago.
Ask Rudy about Ethel and Lillian. He doesn't even want to talk about them, for obvious reasons.
Ask Rudy about Gloria. He and Gloria have a real understanding between them, and at times it's like them versus the world.
Ask Rudy about Clarence. He tells you that Clarence doesn't even have to wait for Henri to die and that he's probably stolen half of Henri's money already.
Ask Rudy about Gloria and Clarence. He doesn't volunteer any information.
Ask Rudy about Wilbur. He thinks Wilbur is bad news and is half-looped all the time from the stuff in his bag.
Ask Rudy about Wilbur's bag. No dice there, either.
Ask Rudy about Wilbur and Clarence. He also complains Henri can't see through them, just like Lillian.
Ask Rudy about Gertie. She tells you not to disturb her and give her plenty of rest. (Why not? She's dead.)
Ask Rudy about Clarence and Gertie. He'll tell you Gertie can take care of herself.
Ask Rudy about Jeeves. Even he believes Jeeves and Fifi is in on something.
Ask Rudy about Fifi. He thinks she's a common harlot.
Ask Rudy about Henri and Fifi. He thinks Fifi's trying to pull something on Henri, but it's not going to work.
Ask Rudy about Celie. She's too strange for his taste.
Ask Rudy about Celie and Lillian. Celie is a mother figure to Lillian. That's all he knows.
If you ask Rudy about Sarah, he won't know who you're talking about.
Ask Rudy about Beauregard. He considers the dog to be better than most people.
Ask Rudy about Blaze. He'd rather have a thoroughbred.
If you keep talking to Gloria at this point, she'll get annoyed and eventually ignores you. You can ask her about stuff.
Ask Gloria about the estate. She'll tell you this is a dreary place and that she doesn't know how Uncle Henri can stand living here.
Ask Gloria about Henri. She thinks all of his money is going to waste as he never spends a dime of it.
Ask Gloria about Lillian. She thinks she's resented her beauty and talent. She's never truly felt comfortable around her.
Ask Gloria about Ethel. She considers it criminal she's included in the will.
Ask Gloria about Ethel and Lillian. She doesn't know why Henri puts up with them both.
Ask Gloria about Rudy. She considers him a pillar of strength.
Ask Gloria about Clarence. She doesn't care to discuss him.
Ask Gloria about Rudy and Clarence. They're not the best of friends.
Ask Gloria about Wilbur. She considers him a silly old man.
Ask Gloria about Wilbur and Clarence. She knows they've gotten in trouble and would love to see how they get out it.
Ask Gloria about Gertie. She says her mother has nothing to do with you.
Ask Gloria about Clarence and Gertie. She says her mother can handle it.
Ask Gloria about Jeeves. She thinks she's cute, but a bit strange.
Ask Gloria about Fifi. She says she'll get hers soon enough.
Ask Gloria about Colonel and Fifi. She thinks Fifi is butting in where she doesn't belong.
Ask Gloria about Rudy and Fifi. She'll insist there is nothing going on between them.
Ask Gloria about Celie. She doesn't know much, but she's been in the estate for as long as she can remember. She wouldn't be surprised if she was born here.
Ask Gloria about Celie and Lillian. She's glad Lillian has Celie to turn to. She calms her down.
If you ask Gloria about Sarah, she'll ask if Sarah is an actress.
Ask Gloria about Beauregard. She's never given the old pooch a second thought.
Ask Gloria about Blaze. She'll tell you she's never stepped foot in the stable here.
If you tell Gloria about Wilbur, she's not going to care.
Leave the room and pull the clock near the entrance. Look through the south photo. You'll notice nobody is in there. If you go through the panel, you'll find out that is indeed the case. The record that was on the Victrola is broken, and a few feathers that look like they come from Gloria's boa are on the floor next to the broken record.
Gloria didn't leave. Somebody forced her out of here.
If you look on the floor, you will also notice some mud spots. It's a partial footprint. Using the monocle on it will do nothing extra.
Pick up the record pieces and you'll notice that there are some mud spots under it as well. Look at the record with the monocle. You'll find two different fingerprints on it.
Jeeves will clean up the evidence, so hopefully you've done all this rather quickly.
Head out the door. Outside is your best bet for finding bodies so far, if what's happened so far. Head to the gazebo. You'll find out Gloria is dead and strangled with her own feather boa. (She may also be in the well. If she's not at the gazebo, head to the well and pull the bucket up by turning the crank.)
Examine Gloria's body. This confirms the strangulation death, and if you look at the boa, you'll notice it's tightly knotted around her neck.
Head back inside into the parlor. Fifi will be leaning up. Give a cracker to Polly. Your next bit of random, context-less conversation is "AWWKK! I'll teach her! AWWKK! She can't break up with me!" Clarence, perhaps?
Head upstairs and push the right armoire. You'll see an old cigar butt on the floor. Take it. Apparently someone has been using the secret passages other than you. Looking at it with the monocle uncovers nothing of interest.
Also, it is now possible that going into the upstairs closet will randomly kill you if you enter it at random times. Someone will hide inside.
Head to the Colonel's room and show him the cigar butt. Talking to him or even telling him about any deaths will just make him angry.
Go to the statue outside the estate. It will go to 10:30. Rudy and Clarence will argue with each other and then fight. Rudy will punch out Clarence, then both of them will walk away, with Clarence saying Rudy hasn't heard the last of it. (You're supposed to find one of them walking around outside at 10 PM, which advances time to 10:15, then follow them to the statue, which advances the time to 10:30.)
If you head to the library at 10:30, you'll see Jeeves clean it up.
Head to the study. It'll be 10:45 at this point. Lillian will be looking at Henri's weapons collection until she sees you and is startled. She sits in a chair. If you repeatedly talk to Lillian, she'll ask you if you've been keeping yourself busy and hopes that you've been getting along with the family. She'll also note you've been exploring, but warns you there are places you shouldn't go as this can be a dangerous place. (Really?) She may head to the room and relax for the night. She'll eventually relax here until going back upstairs.
Ask Lillian about the estate. She loves to hide in the outbuildings.
Ask Lillian about Henri. She thinks Henri's been turned against her by someone.
Ask Lillian about Ethel. She doesn't want to talk about her.
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.
To the north of the east end of the outside entrance area (where the swamp keeps you from going farther) leads to a gazebo. It looks peaceful and inviting, but is in a state of disrepair. To the east of that is even more swamp, and there are alligators in this particular screen. If you get close enough to the one near the edge of the swamp, it will get in the water and watch you from there before sinking back into the water.
If you head back from that screen, you'll see a private garden surrounded by a large hedge. Going south from here takes you back to the gazebo.
Head west from the gazebo and you'll see the circular gravel driveway leading back to the house. You'll also see a well, which you've probably seen in the background. You can look in the well, but you won't be able to find anything. The game will not let you jump into the well, so don't even try. Turn the crank, and you'll raise the bucket. It's a leaky wooden bucket, and you won't be able to use it. If you walk away, the bucket will drop back down.
Head back to the hedge garden. Going inside leads to a small fountain that has definitely seen better days. Look at the statue, the statue base and the fountain. The statue is that of a nymph. Put the valve handle you found on the square shaft in the nymph statue's base, then turn the valve. The fountain will come to life. Get behind the statue and pull it. This will open up a hidden trap door in the ground. If you enter it right away, however, Laura will fall down the stairs and die. Wonderful. Looks like you'll have to come back later with a lantern.
Leave the hedge garden and go north to the shack in the distance. There is a small shack and a chicken coop here. There's only one other person who lives in the mansion whose home we haven't seen yet: Celie. This must definitely be her shack.
There is a field in the background, but it hasn't had anything planted in years.
You can look at the chickens and the chicken coop, but if you talk to them, the game tells you this isn't King's Quest III.
Be sure to look at the rocking chair, the chicken coop, and the field.
If you knock on the door, Celie will let you in, assuming you gave her the necklace earlier. You'll find out that despite the shack's condition, Celie has definitely made something of this place. Be sure to look at stuff, such as the painting, the bed, the stove, and the table. There is a small carrot on the table. The game will let you take if you type in the command, so go ahead and do that.
If you look at Celie, you'll find she has changed her hostile attitude.
Sit in the blue chair, then talk to Celie. She'll thank you for bringing back her healing necklace. Keep talking to her, and she'll tell you a story.
The mansion was once a sugar cane plantation, but the owner was killed during the Civil War. The man and his wife had a daughter named Sarah, who was away at school at the time, and legend has it that the family jewels were hid somewhere for her to find. Sarah never found them, and she soon died of a terrible fever. Apparently the notes are leading to the family treasure. According to legend, Sarah now haunts the graveyard looking for the treasure.
Keep talking to Celie. She'll tell you to be careful walking around, and she'll mention what insight she's gathered about Laura - basically that she's a very quiet girl. She's confused why Laura is here, as she's just a stranger compared to everyone else. She tells you to be careful, as she has a bad feeling about tonight. She'll then like to rest, but you can still ask her about things.
Ask Celie about the estate. She'll tell you this used to be a big sugar cane plantation before the war and before the swamp drowned it out.
Ask Celie about Henri. He's a nice man who just wants to be left alone.
Ask Celie about Lillian. Lillian has had her troubles, such as her father's suicide and her mother's drunkenness. Her father's suicide hit Lillian hard.
Ask Celie about Ethel. After her husband (Lillian's father), she fell apart and started drinking.
Ask Celie about Ethel and Lillian. Ethel was never a good mother to Lillian.
Ask Celie about Gloria. Gloria isn't much different from Gertie, just younger.
Ask Celie about Rudy. She thinks he's nothing but trouble, wasting his money on gambling and drink and taking up all sorts of women.
Ask Celie about Gloria and Rudy. If she was Henri, she'd watch them carefully.
Ask Celie about Clarence. She thinks he's taken a lot of Henri's money, but she's not sure why.
Ask Celie about Gloria and Clarence. Clarence loves her, but thinks Gloria is using him.
Ask Celie about Wilbur. She doesn't trust Wilbur around Henri, as he doesn't seem right in the head to her.
Ask Celie about Rudy and Clarence. They don't like each other very much.
Ask Celie about Wilbur and Clarence. It wouldn't surprise her to see them in cahoots together.
Ask Celie about Gertie. Gertie only cares about Henri's money.
Ask Celie about Clarence and Gertie. She doesn't think they'd get along at all.
Ask Celie about Jeeves. She thinks that Fifi and Jeeves may be up to something since she's seen them winking and blowing kisses to each other, but also admits she finds him hard to figure out.
Ask Celie about Fifi. She considers her a conniver who will do what she wants to get what she wants.
Ask Celie about Fifi and Jeeves. You'll get mostly the same response as if you asked about Jeeves.
Ask Celie about Rudy and Fifi. She says that Rudy is always chasing women.
Ask Celie about Sarah. From what she's heard, Sarah never got over the death of her parents.
Ask Celie about Beauregard. She thinks he's a good old dog.
Ask Celie about Blaze. Henri thinks highly of Blaze, and says the horse saved him in the Spanish-American war.
Ask Celie about voodoo. She says there's nothing wrong with it if you use it for good.
If you look at Rudy and Clarence, you'll find out they're having a very heated discussion. If you talk to them, they'll want you out of the room right now. Do as they say, and push the armoire to the right. Look through the south portrait and spy on them.
Turns out Clarence has found out about Gloria's new director beau. Rudy says that Gloria doesn't need to settle for someone like him, and says his sister considered Clarence a dalliance. Clarence thinks that Rudy is trying to sink Gloria down to his level because he can't make a commitment to anyone, either. Rudy calls Clarence a low-class jerk. Clarence tells him to bug off so he can handle it his way, but Rudy threatens to cut Clarence up into pieces and feed them to the dog if he sees him near Gloria again. Rudy then leaves the room.
Head back to Clarence and Rudy's guest room. Clarence will be sleeping. Best to leave him alone.
There is a stairway to the right near the stairs leading to the downstairs floor, which we haven't gone up yet. Go up those stairs. There will be a doorway in front of you, and another one to the right. The door up front leads to the attic, but it is locked from the other side. The doorway to the right leads to Fifi's room, which is fixed up quite nicely. Fifi will be in the room with Rudy, and if you think this is going to lead to something that's not going to be good, guess what? You're right. Rudy tries to force himself on Fifi, but slaps the taste out of his mouth. Rudy tells her she'll regret it.
It should be 9:45 at this point.
After Rudy leaves, Fifi will lay down on the bed. You can look at stuff including the pictures and the record, as well as the decanter. Only the decanter will give you any sort of description, and that once again, it's filled with cognac. If you look at the decanter with the monocle, you'll find a clear fingerprint on it.
There is a set of blue swing doors on the east wall, and if you go through it and look, you'll find out it's a dressing room. There is nothing of importance here. There's nothing else to do here, so go back down to the second floor.
The door to the left is still an empty closet.
Head downstairs and look at the suit of armor. All of the joints are rusted, despite the suit of armor being well-polished. You can use the oilcan on the armor, but if you oil the joints on the arm carrying the axe, Laura will be split cleanly in two and you'll be dead. Whoops.
Oil the visor instead, then open it up. You'll find a small, metal valve handle hanging by a hook. Laura will grab the handle. There will also be an old note inside. Inside will be a note to Sarah from her parents, telling her to use the valve handle with her favorite water nymph.
Head out through the front door. To the south, you can find a statue as well as a bunch of hedge walls. The statue resembles Henri in full military regalia.
Further south still is an iron fence, with the gate handing by one hinge. Apparently the name of the old plantation is "Misty Acres."
One screen more to the south is the dock. Yes, you can fall off the edge and die. If you try to kiss any of the frog, the game will ask "What game do you think this is...King's Quest?" There are crates at the end of the dock, but they're useless.
You can walk along the fence, but you won't be able to go far.
North of the stable is a small chapel as well as an old family cemetery. You can enter the chapel, and when you go inside, you'll find Wilbur lying near one of the pews. He's been hit over the head and killed. That makes two victims now.
Look at Wilbur. You'll notice it appears that he was hit in the head with a blunt instrument. Search his body, and you'll find his monocle as well as proof that a blunt instrument was used to kill him. Laura will take the monocle.
You can kiss, smell and eat the body with the corresponding commands and get appropriate responses, but why would you want to.
Look at the pews, the pulpit, the window, the candles and the statues. If you walk behind the pulpit, you'll see part of the floorboard nearby sag. Open the floorboard there with the crowbar, since you can't pull it up with your bare hands. Inside the small niche that you find is an old, leather-bound Bible. Take it. Laura will carefully open it and find a family tree of the Crouton family as well as a letter to Sarah Crouton from her mother, which refers to a bell and Sir Lancelot. Apparently, Sarah's mom fears that she and her husband are going to die, and wrote a note for her. "Sir Lancelot" is a reference to the suit of armor in the downstairs hallway in the mansion.
Laura then puts the Bible back in the niche and closes the floorboard.
Look at the poker with the monocle. You'll find traces of blood on it, proving that the poker was used to murder Wilbur.
Look at the hanky with the monocle. You'll find the initials "EP" in one of the corners. Ethel Prune.
The wooden door just acts as a back door. Head back outside and go upstairs to Wilbur's room. Move the armoire to the left side of the upstairs hallway and look through the portrait to the north. You'll see the Colonel, and it appears that he can walk. Head to his room and ask him questions...only to get absolutely nothing out of it. If you show him the cane, he tells you to leave his cane alone. Other than that, you wn't get much of a reaction if you show him anything else.
Head to Wilbur's room to the west. You'll find out his bags are missing. You can also close the bed, even though it serves no real purpose.
Head back to your room and enter the room to the east, which acts as Ethel's guest room. You can look at the toys, like the dollhouse and the stuffed bear, but you can't do anything with them.
Head to the room next to yours. It will be 9:30, and you'll see Rudy and Clarence in the room.
Look at Wilbur, then tell him about Gertie. He'll tell you she's not there, just like all the rest.
Ask Wilbur about the estate. He'll tell you it's not so bad and you get used to it after a while.
Ask Wilbur about Henri. He still think there's a few more years left in him.
Ask Wilbur about Lillian. He thinks she's doesn't like him, and feels she's rather protective of Henri.
Ask Wilbur about Ethel. He doesn't know her very well.
Ask Wilbur about Ethel and Gloria. He'll tell you Henri has had quite the time with them both.
Ask Wilbur about Gloria. He helped her with a certain problem, but he'd rather not mention it.
Ask Wilbur about Rudy. Rudy seems to have it out for him.
Ask Wilbur about Gloria and Rudy. He feels Gloria is too tied to her brother and mother.
Ask Wilbur about Clarence. He doesn't consider him to be such a bad guy, though he does get into spots.
Ask Wilbur about Gloria and Clarence. He'd rather not talk about them.
Ask Wilbur about Gertie. He doesn't know much about her.
Ask Wilbur about Clarence and Gertie. Clarence doesn't seem to like her at all.
Ask Wilbur about Jeeves. He doesn't pay much attention to him.
Ask Wilbur about Fifi. He considers her to be a very attractive woman.
Ask Wilbur about Henri and Fifi. If he were Henri, he'd go for her, too.
Ask Wilbur about Rudy and Fifi. He doesn't approve of Rudy, but he can't blame him for making a move on Fifi.
Ask Wilbur about Celie. He considers her the best cook in the whole South.
Ask Wilbur about Celie and Lillian. He's heard that they're rather close.
Ask Wilbur about Beauregard. He won't talk about him, either.
Show Wilbur the hanky. He'll tell you to ask Ethel about it.
Head back to the lower floor and push the mirror next to the parlor door. You'll find an old cane in the secret passage. Take it. Open the door to the room to the south. Ethel won't be there anymore.
Give another cracker to Polly. She'll say "She's after me! So afraid." Hmmmm...
Head out of the room and go back to the back of the lower floor. Push the clock to the left, then open the north panel. Wilbur is no longer at the library, a chair is pushed over, and a fireplace poker is on the floor. There are also small pink feathers on the floor. Take both of these items. Look at the feathers, too, as you'll find out they may have come from a feather boa. Gloria wears one. Did she attack Wilbur?
Look at the magazine on the table. You'll find on the open page that there is a picture of a racehorse named "Sunny Boy," with the name circled in red. Was this the racehorse Clarence and Wilbur was involved with?
Head to the study to the west, then head out the door. Head west one screen and you'll find a playhouse. Look at everything, including the playhouse, the puddles, the swing. If you open the playhouse door, you'll find out it can be entered and that Lillian is in there, reading children's books to the old toys. It should be 9:15 at this point. If you talk to Lillian a couple of times, you'll find out she's more interested in reading books to those dolls.
There's nothing else to do here, so head back outside. You can sit in the swing. Do that, and you'll break it. After that, you'll see Ethel again...and she's drunk as a skunk. If you talk to her, you'll find out she's superbly sloshed. She'll keep showing up as long as you're outside.
Further west is an old stable with a dilapidated corral. You can enter the stable, and if you do, you'll meet the Colonel's old horse, Blaze. There is a saddle and a bridle on the wall that you can look at. If you try to bridle the horse, the game will tell you this is not King's Quest IV.
If you open the gate and head towards Blaze, the horse will kill you. So don't do it. There is a lantern in the stall, but you won't be able to get it until later.
South takes you to the southwest edge of the ladder. Do not step in the water or else you will die. You can look at the owl and the fireflies.
Nearby is a run-down carriage house that you can approach. You can look at the crates, but you can't open them. Opening the door will take you inside. You'll see the Minnow as well as an old carriage that hasn't been used in a while. You can look at the boat, the anchor, the life preserver, and the table.
There is an oilcan on the table. Take it. There is also a crowbar that you can find if you look inside the carriage. Laura will take it.
Before you leave, show Lillian the hanky. She'll say it looks familiar.
From the kitchen, head outside. You'll see the doghouse. Old Beauregard will be in it. You can pet Beauregard if you want.
Throw the bone. Beauregard will go after the bone and kneel down to enjoy it. Look inside the doghouse, now that Beauregard isn't in it. You'll find a necklace of small amethyst and quartz stones. You'll take it.
If you open the cellar door, you'll find the butler's room. Look at Jeeves, as well as the brick wall, the sink, and the toilet.
You can talk to Jeeves, but you're not going to get anything out of him. You can't ask him anything, either.
Look at the dresser. You'll find a box of crackers. Jeeves will let you take seven crackers. You can eat one of them, but why would you want to?
Head back indoors. Show Celie the necklace. She'll tell you it's hers and takes it.
Head back to where Ethel is. If you look at her drink, you'll find out she's drinking a strong alcoholic drink.
Give a cracker to Polly. She'll tell you about the racehorse scam that Clarence and Wilbur mentioned earlier. You can give Polly a cracker once every act to get a snippet of dialogue.
Head back upstairs to the guest room that's right next to yours. You'll catch Rudy trying to make a move on Fifi only to get slapped. Fifi runs away and Rudy sits down. If you look at his glass, you'll be able to make it out as being filled with bourbon.
If you talk to Rudy, he'll say you're a very attractive girl. If you keep talking to him, he'll want you to have a drink with him, but Laura knows to stay well away from him.
You can also ask Rudy about stuff, too.
Ask Rudy about the estate. He'll tell you he hates the place and can't wait to leave.
Ask Rudy about Henri. He'll tell you they don't see eye to eye on how to live.
Ask Rudy about Lillian. He'll tell you he's a bit leery of her.
Ask Rudy about Ethel. He considers her an embarrassment to the family.
Ask Rudy about Ethel and Lillian. He calls Ethel a lousy drunk who's never helped Lillian.
Ask Rudy about Gloria. He considers her a swell gal, and doesn't want anyone to say otherwise.
Ask Rudy about Clarence. He wishes Uncle Henri would just get rid of him.
Ask Rudy about Gloria and Clarence. He tells you to stay out of her sister's affairs.
Ask Rudy about Wilbur. He tells you that you don't want to go near that old lech.
Ask Rudy about Wilbur and Clarence. He doesn't know why his Uncle Henri trusts them.
Ask Rudy about Gertie. He's sure she's just resting in her room.
Ask Rudy about Clarence and Gertie. He says Gertie can take care of herself.
Ask Rudy about Jeeves. Just like everyone else, he considers Jeeves to be fairly quiet.
Ask Rudy about Fifi. He thinks she's after something and knows what it is.
Ask Rudy about Henri and Fifi. He thinks Fifi won't get away with getting Henri's riches.
Ask Rudy about Celie. He says she gives him the creeps.
Ask Rudy about Celie and Lillian. He says Celie has to calm Lillian when she has one of her rages.
Ask Rudy about Beauregard. He doesn't have anything useful to say about the dog.
If you tell Rudy about Gertie. Even he has to check on what's going on. He'll tell you there's nothing there. Even he doesn't believe what's going on.
Show Rudy the hanky. It just looks like a hanky to him.
Leave the room and head back downstairs to the library. Wilbur will be there. At this point, Act 3 will start. It's 9 PM.
Head east and you'll see Clarence and Wilbur conversing. At this point, the clock should be 8:15 PM. You won't be able to figure out what they're talking about, though. If you follow them into the house, you'll eventually find out the're heading to the dining room.
Push the mirror on the right wall, go in and look through the portrait on the south wall. Turns out Clarence and Wilbur took $100,000 from Henri to buy into a racehorse that broke its leg, and Wilbur finds it rather outrageous that Clarence has a plan to replace it. Clarence says that he knows people, and that he can pull it off. Wilbur tells Clarence that he'd better, or else he's confessing to Henri. Clarence tells him he'll handle it, and instructs him not to say anything about it.
Also, at this point in the game, you should exercise caution as you can be grabbed by a mysterious figure. Yes, this mystery guy will kill you if he grabs you. So be careful.
Look through the eyes on the south portrait again. Ethel will be talking to Polly the parrot, and of course, she'll be drinking again. She doesn't like the idea of Gertie and Gloria getting any monies from Henri.
Head back to the room you just peered into. You'll see Ethel talking drunkenly to Polly. You won't be able to talk to Ethel as she's too preoccupied with Polly.
Head back to the parlor. I should be 8:30 at this point. You'll see Gloria and Clarence playing a game of billiards. You won't be able to talk to either of them.
Head to the back of the lower floor, push the clock to the left and spy through the portrait on the south wall. You'll witness Gloria break up with Clarence. Clarence thinks this is a joke, but Gloria tells him about her new director beau. Clarence says he has to think about it, then leaves.
Head out of the secret compartment and back to the parlor. Tell Gloria about Gertie, and she'll go out to look around only to find out there's nothing there. Head back outside through the door to the west, and you'll find out Gertie's corpse is gone.
Head to the kitchen. It should be 8:45. Jeeves the butler will be heading outside. Celie will be talking to Lillian, telling her everything will be all right. Lillian still feels that something isn't right, however. You won't be able to spy on this conversation due to the lack of a portrait with spaced out eyes. If you talk to Lillian, you'll see that she's more interested in talking to Celie. Tell her about Gertie, and she'll check and see. When she returns, she'll just say you're imagining things. Telling Celie will give you the same response.
Ask Lillian about the estate. She'll ask you to do some exploring in this interesting old place.
Ask Lillian about Henri. She'll say she thinks something is wrong with Henri.
Ask Lillian about Ethel. She'll say her mom is somewhere in the house, drunk as usual.
Ask Lillian about Gloria. You'll learn Gloria was involved in a scandal in Hollywood, and will never be able to work there again.
Ask Lillian about Rudy. She'll say he gambles a lot and owes a lot of money to some shady people.
Ask Lillian about Gloria and Rudy. She'll say they're deep in debt and would like to get all of Henri's money if they could.
Ask Lillian about Clarence. She thinks he's trying to fool people.
Ask Lillian about Gloria and Clarence. She'll say they deserve each other.
Ask Lillian about Wilbur. She can't stand him, and consider him in the same league as Clarence.
Ask Lillian about Wilbur and Clarence. She thinks they're up to something.
Ask Lillian about Gertie. She couldn't care less about her.
Ask Lillian about Clarence and Gertie. She considers them a perfect people as they're both sour and disagreeable.
Ask Lillian about Jeeves. She'll tell you he's been making eyes at Fifi the maid. She wonders if Uncle Henri knows about Fifi.
Ask Lillian about Fifi. She says she's leading Henri on.
Ask Lillian about Colonel and Fifi. She thinks Fifi is the reason her Uncle Henri has changed.
Ask Lillian about Beauregard. She considers him a great old dog.