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The Lost Crown

by Jonathan Boakes and Darkling Room


Walkthrough by MaGtRo March 2!

Game"lay: This is a third person point and click game. Before the game starts; see a
display and sound selection frame. The display frame has device, colors and antialiasing
choices. The sound has a choice of the sound device.
The main page shows a Tarot card and a coin. Click on the Tarot card to show the main
menu: Begin Your Quest starts a new game, elive Your !ast "rings saved games up and
The #ptions. The coin has $o Back or Quit depending on when it is clicked. The #ptions
has a selection for su"titles.
%n game screen, move the cursor to the top to see a Tarot card. &ake Your Choice "rings
the $ame &enu. The $ame &enu has Continue, elive your !ast, 'ave your (uture and
The #ptions. To e)it the game menu, click on $o Back coin and it changes to Quit.
Bring the cursor to the "ottom of screen to show the inventory. ight click of an item
shows a close up of the item or hear a description of the item "y *igel.
+ou"le click the destination cursor speeds up the transition to the ne)t screen.
,n updater can "e found here: http://www.thelostcrown.co.uk/
I would like to thank Jonathan for the guidance he has given. Another masterpiece,
Jonathan! Bravo!


&r. -are. &r. Crow. eport. +anvers heard and seen too much.
/here, sir0 /here is he going0 He's going nowhere.
#riday$ %"ril 2!
Day &ne' &n the run(((

)edgeMarsh Train De"ot:
*igel +anvers approaches the stationmaster. emem"er *igel in +ark (all 10 Talk to the
stationmaster completely. 2earn a"out the 'leepwalker, the train. There3s a young lady
that might have gone to the (ens. 'pring tides flood the marsh. *o return passenger for
this train.
$o to the other end of the train at top of screen. 2ook around. Check the 4 posters in the
waiting area: The Broads and 'a)ton. Check the "eer "arrels destined for The Bear. Click
on the depot signs.
$o "ack to the front of train and take the left path away from the train. Try to go left "ut
he does not know where to go. $o "ack to the depot and talk to the stationmaster at "ack
of train. 2earn a"out the path that leads to 'a)ton through the (ens. Treasures are
mentioned. The stationmaster gives the young lady3s wallet found in the train.
*n+entory: ight click to look close or hear a description of the inventory items at
"ottom of screen. ead the report "y &r. -are that talks a"out the rip in a chasm. !rintout
1 is the attempt "y *igel to hack the !aranormal +ivision computer. !rintout 4 shows
*igel getting 4 images "efore access denied. 'ee 4 -adden images of the chasm reported.
#ne shows the chasm and the other, the entities reported in the chasm rip. Check +anvers
%+ -adden %ndustries. The "ack has a work phone num"er: 5456 777 7618.
ead +ay one of +anver3s diary. %t has a list of things to do.
#ens , )edgeMarsh -ature Reser+e: $o to front part of train and left to the path
going to the (ens. -ear the train leave.
Check the wallet of 2ucy eu"ans, student at 9C:, ;9nited College :ast ,nglia< in
inventory. Take note of the 4 part return ticket on the train.
#ens: 2ook close at the poster of the 'edge&arsh *ature eserve. Take note of the
(lora and (auna descri"ed. 'tudy the map.
$o left on the walkway. 'ee 2ucy walk the marsh partly hidden "y the reeds. 2ook at the
water. $o to top and around to the ne)t =unction. *ote the predominance of the ,>urian
(ritillary that cause lethargy, di>>iness and promote cancerous growths. Click?look at the
carving on the stone. $o forward to the ne)t split in the path. Try to talk to the man using
the "inoculars "ehind the "lind. 2ook through the "lind at what he is looking at ? a heron.
$o to top right and "e at the edge of the *orth 'ea. !ick up the piece of a sign right of the
walkway on the sand.
Martello Tower: $o "ack and take the top path again. Take the left path at the
=unction. Continue left to &artello Tower. !ick up a second piece of a sign on the ground.
$o right and see the sign with a piece still attached in front of a cave. !ull "ack and go
right. Take the 8th piece of the sign from the ground. *igel refuses to go right. $o "ack
to the "roken sign "y the cave.
Broken Warning )ign: The o"=ect of the pu>>le is to put together the sign with the
found pieces.
,rrange the attached piece to fit the indentation. ight click turns it counterclockwise and
left click turns it clockwise. Click?hold moves it faster.
!lace the ne)t piece to match the indentation and the "reak.
+o this for all the pieces. /hen done correctly, the pieces hold together and a ding is
heard. *igel reads the warning.
#enland .ye' :nter the cave to the ne)t side.
ead the newspaper seen on the sand floor. 2earn a"out the treasure hunters that would
"e in 'a)ton. !rofessor -ardacre is 'a)ton3s e)pert. 2ook close at the monster depicted
on the wall.
Gate: $o left of the sea monster on the wall and read the newspaper a"out the 'pring
tide3s effect on the cemetery and the corpses. They are floating into the sea. 2ook through
the gate "y clicking on the top of the "ars to get a close up. -ear sounds and shadows
walking inside. :)it the cave.
)a/ton )hores'
2ook at the a"andoned, desolate "uilding a"ove the cliffs.
'ee a young "oy trying to get a teddy "ear in the water. -is tricycle is near"y. You
cannot go to the "oy.
$o left to 'a)ton 'hores edge. 'ee and talk to a lady with her dog $eorge completely. %t
sounds that *igel is e)pected in 'a)ton. 'ee something in the water.
$o "ack and see that the "oy is gone. &ay"e the one floating in the water0
The Beach' $o diagonal right at side of cliff and "e at the Beach.
)a/ton Ca+erns' $o right and see a cave. :nter and forward. *igel does not want to
go any farther. %t3s too dark to see. :)it "ack to the Beach.
$o right pass the steps and another right to see the lo"sters and "ottles on the fishing
"oats "y the har"our wall.
$o "ack and clim" the steps to town.
0arbour wall' $o left and walk the top of the har"or wall until the end.
ead the pla@ue on the wall a"out the contri"ution of (rederick ,ger of *orthfield. 2ook
at the a"andoned "uilding ;#ld *et 'tore< we saw earlier. !an right to see the pine trees
a"ove the cliffs.
$o "ack to the right. 2ook at the no swimming sign. 2ook at the &issing Cat /atch
poster. *igel notes the phone num"er.
The Bear' $o right and check the swinging sign.
2ook close at the menu left of the door. ead the history, menu and lodging detailed on
the poster. That made me hungry. The -ar"our Cottage is closed indefinitely. :nter the %nn.
Talk to &organ &ankle, the landlady completely. $et a "ottle of water. *igel rents the
-ar"our Cottage and gets a key to the Cottage. 'he also gives a map of the town. 'tudy
the map.
Check the fireplace left of the room and see a cat warming in front of a roaring fire.
Check all the pictures: Church, The Bear and -ar"or wall. Check The Ballad of Tom
#liver reminiscent of +ark (all 1.
$o through the open doorway and check the painting and the "athroom doors.
$o right to the dining room area. Check the clock that stopped at A o3clock. $o right and
check the live lo"ster selection. 2ook and get a hys Branwen 'a)ton 'nappers leaflet.
ead "oth sides of the leaflet in inventory. 'ee pictures of post office "o), Celtic cross,
wild garlic and pine trees. The !icture contest will "e shown at the Bear and the winners
announce on &ay +ay night.
:)it the %nn.
1uayside: $o to the top of the screen to Quayside.
#n the way to the Cottage, talk to the man in white shirt. -e is a reporter. -e3s holding a
!+,.
)eat: $o left. !rofessor -ardacre calls and talks to *igel. /ell...
0arbor Cottage' $o to the white house at right and look close at the sign. 9se the
cottage key on the door.
Li+ing Room: #h &y. Check the telephone and see that it is disconnected. The
drawers are empty. Check the switch left of the hutch and see that no electricity.
0allway: $o to the hallway.
Check the lintel decoration of the doorways. There3s a windmill carved into the wood.
Check the B desolate pictures on the wall.
,t the end of the hallway, check the wall. There3s something not @uite right a"out the
wall.
2itchen: 'ee "lue plates and a "ook on the hutch.
Check the drawer of the ta"le. ead the ,uction information a"out -ar"our Cottage.
ead the history of the cottage on the other page. :dward &olina, a 'panish immigrant
originally owned the cottage.
The door at top left is inaccessi"le. :)it the kitchen.
Bathroom: :nter ne)t door and check the tu". Check the things on the ca"inet and the
mirror. :)it the "athroom.
$o towards the living room and hear something "reak. $o to the kitchen and check.
2itchen: 'ee that a plate fell off the hutch to reveal a $uest Book. 2ook at the "ook
and read not a $uest Book "ut a =ournal.
%t is :duardo de &olina3s diary on &arch 18?4C, 1A74. Christina is his wife. 'he arrived
and got sick within 4 weeks. The other pages "efore and after appears to "e "lank.
$o "ack to the living room.
)tairwell: Check the newel post of the staircase. %t also has the windmill design.
Balcony: Clim" the stairs. Check the pictures and the window. -ear a thumping sound.
Bedroom'
Chest: 2ook at the chest at the foot of the "ed. , cat is in there. %t might "e the missing
cat in the poster.
/e need a key. 2ook around. 2ook close at the stag3s head on the wall. There3s something
in its eye. Click and get a key.
9se the key on the chest at the foot of the "ed. 9h oh. %t3s empty "ut the noise stopped.
Table: Check the ta"le and see some money, The Bear paid "ill and empty photo
al"um.
Wardrobe: #pen the wardro"e. *igel tacks the -adden documents inside the wardro"e.
Check the empty drawers at the "ottom of the wardro"e.
Check the window and the light switch. 2ook close again at the deer head and see that it
was donated "y (rederick ,ger.
Bed: Check the "ed and *igel3s sleeps.
-ight &ne' #irst *m"ressions
*igel wakes up and hears the 'a)ton Bell. 'ee a list of things to do in *igel3s =ournal.
There3s a lit candle on the ta"le. Click the wick of the candle on the ta"le. Has someone
been here?
$o down the stairs. -ear a knocking sound.
Li+ing Room: 'omeone has "een here. The place is a "it clean. ,utomatically read
&organ &ankle3s letter.
The knocking on the door continues. :)it the house.
0arbour wall'
'ee flashing light coming from the kitchen window. %t is flashing a &orse code: B short, B
long, B short ? '#'.
'ee a man walking away. (ollow the man. The man is !rof. -ardacre. 2isten to what he
says. -e warns *igel a"out the (ens. -e says to walk tomorrow through the (en 2and
:ye.
$o "ack to Quayside.
The Bear'
3D%' *igel sees ,le) 'pitmoor3s !+, on top of the "arrel. !ick it up and check the
one new message. %t mentions a"out the culprit and charade. $o "ack to &ain &enu.
Click on any icon and see a log. %t talks a"out *igel.
*nn: :nter the Bear. Talk to &organ &ankle completely and learn a"out &ay +ay
(ayre. Check the cat "y the fireplace.
$o through the open doorway. -ear laughter and festivities. $o to the other room. The
room is empty. Check the clock. :)it the pu".
1uayside' $o towards the cottage. Talk to the man up the ladder putting up "unting.
$o right from the man. $o forward to the "ridge ahead and go right across the "ridge.
Coast 3ath' Take the Coast !ath to the right.
Talk to 2ucy eu"ans completely. ,utomatically give her the wallet.
2ook inside the window right of the phone "ooth when the light comes on. 'ee a
typewriter and wine.
3hone Booth' :nter the phone "ooth.
,utomatically take the press pass of ,le) 'pitmoor. -is phone num"er is on the "ack of
the card. 9se ,le) 'pitmoor3s card on the phone. -e3s out right now.
9se *igel3s -adden %+ on the phone and automatically use the phone. Talk to -adden
completely. *igel ended up agreeing to do paranormal research. -adden advises to scry
and follow the old ghosthunters way. -e will send a gift to *igel tomorrow.

-ight &ne' % "awn in 0adden4s game

There3s a new list of to dos in the =ournal.
$o "ack to the left and then to the -ar"our. $o down "ack towards the cottage.
0arbour Cottage' :nter the cottage using the key.
Bathroom' $o to the "athroom. 'ee a shadowy figure at the corner. Turn on the lights
and check the dress form at the corner.
2ook close at the "athtu".
)cry ? 2ook close at the mirror. 9se the water "ottle on the mirror. /atch and see a
woman with long hair appears.
2itchen' :nter and check the flashing of the lamp. *o, it doesn3t form a &orse code.
0allway: $o to the end of the hallway and see a picture frame shape on the wall. The
air smells like rotten flesh. -ear weird sounds.
Li+ing Room' $o "ack to the living room.
)5ance: Click on the cup. The cup moves in place for yes and farther away for no.
*igel is not alone here. The spirit definitely wants help "ut is not trapped here.
Check the phone. -ear static and tapping. -ear also someone reciting ;The Traveler< %s
there any"ody there... 0
Bathroom: Check the "athroom and tu" again. 'ee hair in the tu".
)aturday$ %"ril 26
Day 2' % new 7ace in an old town
Room o7 -ightmare: *igel has a nightmare of "eing in a room with a "loody sickle.
#n the wall is a picture of 8 men in "lack with "lood red evil eyes and are wearing hats.
Li+ing Room' $o downstairs.
'ee the 'a)ton Times newspaper and poison pen letter 1 dropped through the mail slot.
ead the newspaper a"out the missing cats and the letter.
2et3s check the town. :)it the Cottage.
)tation Lane' $o right "ehind the crates and the seagull. $o towards and cross the
"ridge to go right. Take the path at top.
Lighthouse Ca7e' 2ook close at the 2ighthouse sign. This is the place that will give the
free meals mentioned in &organ3s letter.
$o forward, look on the window and see yummies. :nter the cafe and come out with
food in inventory.
The %rk' Continue to the right. Check the place across the window that has a circle
and cross.
'ee the lady met at the shore doing her gardening. Talk to *anny *oah with her dog,
$eorge completely.
The wall across the house is the museum wall. 2earn that she avoids the anti@ue store and
that Bo" has a workshop.
*anny *oah invites *igel for tea this afternoon. 'how her any item to get some
comments. Click on her again to change dialogues.
Museum' $o forward to the end of the road.
Check the &useum. Click on the 'a)ton Bell at top of the "uilding and was "uilt in 1CA5.
:nter the walls and see that the "uilding is closed. Check and click on the carving on the
stone of a winged stag with a crown a"ove and on the neck.
)a/ton #ood )tores' *ote that the sign of the (ood 'tore has B Crowns.
$o "ack to the intersection.
Coast 3ath: $o forward to Coast !ath.
%le/ )"itmoor the 8ournalist' Talk to the =ournalist standing "y the phone "ooth. -e
has his handy !+, and is watchful.
Bob Tawny$ the smith' $o forward the path.
Cairan the "ig: :nter the first entryway at left and meet Cairan the pig. $ive her the
food in inventory "y placing it on the shelf.
Bob the smith' :nter the ne)t entryway and meet Bo" Tawny. Talk to Bo" completely.
-e will meet *igel at the pu". -e fi)es things.
-e sounds like he3s enamoured with *anny *oah. *anny *oah lost her son a long time
ago in the sea. ,h... &ay"e the "oy had a tricycle.
2ook at the picture on the wall of ose and Cole. ead the poem tucked left of the frame
of Cole3s picture.
1uayside: $o "ack to the cottage. $o left and take the -ar"our road at intersection and
"e at the @uayside.
)eat: $o to the door of -ar"our Cottage and see a letter tucked "ehind the pipe. Take
and read the letter from 2ucy.
$o left and talk to 2ucy eu"ans. 'he mentions the caverns and -ardacre. 2earn a"out
other townspeople.
)a/ton Ca+erns' $o pass the Bear !u" and down to the "each. $o left "y the steps and
enter the cave.
'ee a lantern. Continue forward and talk to !rofessor -ardacre completely. -e says he
did not meet with *igel last night. -e repeated what he said last night. -mmm...
$o right and forward deeper in the caverns. %t gets too dark to go on.
:)it the area and -ardacre mentions that the 'tationmaster has a package for *igel.
:)it the caverns. $o "ack to the Quayside.
1uayside: $o right towards the "ridge. $o forward to the road.
)a/ton Train De"ot' $o to the alley pass $ruel3s ,nti@ues. /e3ll check that shop later.
2ook at the poster on the wall. :nter the depot and talk to the 'tationmaster completely.
-e warns a"out the rail tracks at night. 2earn a"out his father, the falling pictures and the
story of the disaster of the $reat Crash of the ,pple Train owned "y $urney.
!ickup the -adden package on the chairs at left.
0arbour Cottage' $o "ack to the cottage.
0adden4s gi7t: #pen the "o). ead -adden3s letter. Take the e@uipments inside the
"o).

Day 2' We ha+e technology
*ew set of things to do is seen in *igel3s notes.
3aranormal e9ui"ments' ead the $adgets leaflet to know more a"out the
e@uipments.
The :&( meter is used to detect and measure the electromagnetic field.
The *ight vision Camcorder detects and reads infrared light.
The +igicam or camera takes pictures and also develops it.
The voice recorder is an :D! ;electronic voice phenomena< recorder of une)plaina"le
sounds heard during play"ack.
2et3s play with the new toys.
Bathroom' -ear a voice that says 3here3. You will hear that on locations of interest.
9se the digicam on the tu" and see a streak of light. 9se the digicam on the mirror and
get a picture of a "eautiful face.
0allway' 9se the camcorder and the digicam on the wall at the end of hallway. 'ee a
frame of a doorway.
Li+ing Room' 9se the digicam on the cushioned chair. 'ee a picture of a sad man.
Balcony: Clim" the stairs and while at the "alcony, click on the ceiling. 9se the
digicam on the raftersE"eams. %s that a face on the wall0
Bedroom: $o to the ta"le and *igel places the pictures in the al"um and the cassettes
on the "o). Click on the al"um and "o) to review what you have collected.
:)it the house.
)a/ton Ca+erns' $o pass the Bear !u" and down to the "each. $o left "y the steps and
enter the cave.
:nter the cavern and see -ardacre still at work. $o right and forward until the dark area.
Ca+e "assage: 9se the *ight vision camcorder and go forward. ,t each step forward,
look right and left to see ancient carvings on the wall. There is a crown on one of the left
walls B clicks from the start of the night vision passage.
%n a wider area of the cavern 8 clicks from start of night vision passage, see planks on the
left side. Take a plank.
$o forward once and see a sea monster etched on the wall. To the left is an opening and
another one at right. :nter the right one "ehind some lo"ster traps.
Chasm: 'ee a chasm ;a"yss<. Click on the left and see an etched hand pointing to the
right on the wall. Click "ack to the right and see a narrow passage left of the chasm. $o
forward once and see a crown carving on the left wall.
Boulders: 2ook right and see a pile of "oulders across the chasm. 2ook down and place
the plank on the a"yss.
Cross the chasm. Take the plank laid down the chasm and use it on the "oulders. The
"oulders are removed "ut the plank disintegrated. 'tranded. :nter into a smugglers
hideout.
)mugglers hideout :Grindle4s Maw;' 'ee a cavern with loot, fire pit and a locked
chest.
#ire "it' -ear a 3here3. 9se the dictaphone on the fire pit and get a reading. 2isten to the
'muggler3s recording in inventory and hear the smugglers sing around the camp fire.
9se the :&( reader on the fire pit. *ote the num"ers read on the dial "elow the meter.
Locked chest ? $o and look close at the locked chest.
The locked chest has oman num"ered "uttons. :nter the num"ers read on the :&(
reading of the fire pit ? 471B.
Take and read the =ournal of what happened to Captain /alter 'pivey, the treachery of
$ruel and su"se@uent escape. There are old wines in the chest.
-ear a sound. ,n oar dropped down from nowhere. Take the oar. :)it the hideout.
Chasm: ,t the chasm, look up and see a hook at the ceiling of the cave. 9se the oar on
the hook. 'wing across to the other side.
Turn left and forward to e)it the chasm area and "e "ack at the main passage of the
cavern.
Tidal ca+ern' $o forward, right and see light coming down from a hole on the ceiling.
)iren: $o forward to the light. ,utomatically, *igel talks to the light. Talk completely
to the spirit woman.
Take a picture and recording of the spirit woman.
2isten to the recording of the Tidal Cham"er ? Bring me a Pasque flower.
Turn around and forward. Turn right when you see the lo"ster trap. $o forward to e)it the
cavern.
Beach: $o left from the cave. 'ee a painter.
$o to +r. Black painting a scene. Try to talk to him.
2ook close at the painting and see that he painted someone left of the desolate "uilding
and top of cliff.
#enland .ye' $o to top of screen on the narrow path. :nter the cave on the right.
Grilled gate at )a/ton Ca+erns' $o left of the sea monster wall.
-ere. /hile ;not in a close look< one step away from gate, use the camcorder, recorder
and then take a picture in "etween the "ars. 9se the camcorder.
2isten to the 'a)ton cavern gate cassette ;help us< and check the 'a)ton cavern gate
picture ;4 figures<.
:)it and go "ack to town.

Day 2' % link to the legend
$o "ack to town and to Quayside.
1uayside: $o right towards the "ridge. $o forward to the road at diagonal left.
Gruel4s %nti9ues' 'ee B crowns, a link to the legend on the store window. :nter the
store.
2ook around. ,t the far aisle, go the "ack of the store and meet &r. $ruel and Femima.
/eird man.
Try to get a coherent conversation. 'ee a "ook in front of Femima that has B crowns on
the cover. We need to get that.
/hile &r. $ruel covers his face with Femima and Femima sings, take the locked =ournal.
:)it the store. Check the locked =ournal in inventory ;right click< and see that it cannot "e
opened.
Bob Tawny$ the smith' $o to end of Coast path. :nter the first opening and give
Cairan whatever food you have. :nter the workshop ne)t door. ,sk Bo" to open the
"ook. :)it the store.
Celtic Corner' (ollow the cat that crosses *igel3s path outside the workshop.
Talk to hys Branwen completely. &eet &r. Ti""s, the cat.
Check the "ookcase on the right.
ead the B volumes of a"out 9nknown ,nglia. 2earn a"out B local ghost stories:
&ysterious &aiden at 9lcom"e 2ane, $y" farm incident and 'pivey and the (ailed
%nvasion.
The middle "ooks show one page of ,nglo 'a)on sym"ols. Take note that something can
"e clicked on the page to identify it.
The right 4 "ooks are a"out the (estivals; take note of Beltane since it is this &onday.
Check the uni@ue snake candle holder on the counter and the entry "o) for the photo
contest at end of the counter. %f you have taken any pictures that you want to enter, insert
them in the slot.
Check the crystal "all on your way out. 'ee a future event, like *igel with -ardacre "y a
cliff or some other future scene.
:)it the store and check the gra" "o)es at front of store. ead a"out yews, its meanings
and usages. ead the Ging Time maga>ine and the games that will scare you silly. ,hem.
Check the notice "oard on the left of the path.
Meadow' $o left and "e outside of town.
,t the "ridge, look at the town from here and identify the "uildings.
$o left and check the lighthouse. The 'a)ton "ell rings 1 !&.
$o "ack up and left to see the meadow. $o "ack over the "ridge.
Bob Tawny$ the handyman<smith' :nter and ask Bo" for the /illiam ,ger =ournal.
:)it and automatically "e at the cottage.
0arbour Cottage'
William %ger4s Journal' ead /illiam ,ger3s =ournal. The ,gers lived in aven
2ane, *orthfield. Click on all the pictures and cover title "efore opening the ne)t page to
read the entries.
%t mentions the tracks, fens and death of :mily in a cave at 'a)ton 'hores. 'he wanted a
!as@ue flower. :mily is the ghost lady in the tidal cham"er and /illiam killed her.
%t is time to go to the rail tracks and 'edge&arsh station to investigate the ,gers3 -ouse.
#ens , )edgeMarsh -ature Reser+e: :)it the town.
$o to the "each, 'a)ton 'hores and enter the cave. $o right and left out to &artello
tower. $o right to the fens.
3ictures: #n the way, you might want to stop at the "lind where the man is located.
Take a picture of the frog on the edge of the walkway "ehind the "lind. ,lso click to look
at where the man is looking at. Try to take a picture of the heron. %f it is "lurred, try again
when the heron moves closer to the left. You can su"mit them for the contest later "y
placing them in hys3 entry "o) at the Celtic Corner.
)edgeMarsh Train De"ot<rail tracks: $o to the 'tation and forward to the other end
of the "uilding.
*ow that we have a clue for this place mentioned in /illiam3s =ournal, we can go further
on the tracks.
#n the way, see that the signal light for the train tracks is covered "y the wood.
emem"er the stationmaster3s story a"out what happened to the apple train crash.
Take a photo of the signal post. 2ook at the photo in inventory.
Ra+en Lane' $o forward and see apples and "o)es "y the rail tracks. ,h yes, the
stationmaster3s story...
Take the "ridge "eside the tracks and go left.
'ee that the main path has a side road at right. The side road leads to an unknown place
and the one through the woods is the entry to Carrion /oods. Take the main path at left.
,t the end, see a letter on top of a post at right. ead the letter. The farmer B$ wants the
wife to leave her hus"and o"ert and come to Brock (arm. The path to the left goes to
Carrion wood.
%ger :2arswell; 0ouse' Continue on the main path. 'ee a house with a woman
gardening in front. Beautiful garden.
Gardens: $o left and up to enter the path to the house. Talk to Gatherine Garswell.
o"ert is upset and is in his workshop. Foin them for lunch of 6 pigeon and nut "roth.
2ook at Fasper the parrot hanging "y the door. 2ook at the disk with sym"ol "y the door ?
spring.
Worksho": $o right and enter the workshop. Try to talk to o"ert. -e3s still upset.
2itchen: :nter the house through the door "y the parrot.
Cookbook: $o to the ta"le left of the fireplace. ead the cook"ook and see the recipe
for the 6 Bird and *ut Broth.
Check the paper wedged in the pages of the cook"ook. %t states that winter is not the end
of the year; it is the "eginning of the year.
Gatherine has taken care of the pigeons, "acon and she is now picking "ay leaves.
Collect ingredients: *igel needs to get garlic root, chives, wood mushrooms and
co"nuts. 'tudy the picture on the right to see what they look like.
:)it the house and go left to get to fence "y the horse.
$o left and see a horse in the pasture. Take purple flowered chives left of the pasture
gate.
$o right pass the aven 2ane sign.
#n the side road "y the tracks and the "ridge, take co"nuts from the small tree at side of
the road.
$o to the rail tracks and pick the white flowered garlic plant from the side of the "ridge.
$o "ack to aven 2ane and enter the Carrion /oods3 path uphill. Take wood mushroom
around a "roken millstone. There3s an intact millstone at left.
:)it the woods "y going left. 'ee 4 more millstones. /e3ll come "ack here later.
$o "ack to the kitchen of the house.
,t the kitchen, go to the chop "oard on the ta"le at center. You can ask Gatherine for help
in identifying the plants or where they can "e found.
Cut the chives, mushroom and garlic "y placing them on the "oard one at a time. !lace
the co"nuts on the mortar and pestle.
!lace all the prepared ingredients in the "oiling cauldron.
Take note of the round sym"ol right of the stove ? winter.
Gatherine wants some -edgerow "alm to add to the "roth. 'he said there3s a picture in
the "edroom.
Bedroom: Clim" the stairs and look inside the "edroom.
2ook close at the picture frame left of the window. The hedgerow "alm is in the hedge.
2ook at summer sym"ol plate "elow the picture. 2ook at the other items on the window
sill and the Garswell pictures on the wall.
$o down and e)it the house. $o to the front of the hedge where the flowers are located.
!ick the hedgerow "alm left of the white daisies at center of the hedge. You can pick
flowers from the garden if you want.
2itchen: $o "ack to the kitchen and place the her" in the cauldron. est while the
"roth is stewing. They have eaten.
Worksho": :)it the kitchen. $o to top right and enter the workshop.
Talk to o"ert completely. /hat church0 ,t the woods... The disks with sym"ols might
"e giving directions...
Check the ta"le and look at through the microscope. The piece of the "roken millstone
has autumnal "erry stains. Check the "roken stone in the "o) left of the microscope -
autumn.
Check all the scrolls. 'ee a drawing of the autumn stone and get a map of the Carrion
/oods. ead the flower drawing and the millstones. Take the sturdy oak sticks "ehind
*igel.
:)it the room, house and go to the Carrion /oods.
Carrion Woods' $o down aven 2ane and enter the path at left in front of the post
with the letter.
'tudy the map of Carrion /oods. 'ee where the millstones are placed.
Based on volume 1 of the Countryside (estivals of ,nti@uity "ook at Celtic Corner and
paper inside Gatherine3s cook"ook, winter is considered the start of the year.
Millstone =' $o close to the first millstone as stated in the map and the dots on top of
the sym"ol.
9se the oak sticks on the millstone. Turn the millstone with the winter sym"ol in front.
2ook at the hole on top and see the ne)t millstone.
Millstone 2' $o to the ne)t millstone. Turn the millstone with the spring sym"ol in
front. 2ook through the hole on top and see tree trunks.
Millstone >' $o right to the ne)t millstone which is "eside the "roken 8th one. Turn
the millstone with summer sym"ol in front. 2ook through the hole on top and see dense
woods.
$o "ack to the first millstone and look through the hole. 'ee the tower of *orthfield
Church. %t is added to the Carrion /oods map.

Winter )"ring )ummer
%utumn
:broken;
-orth7ield Church

Day Two' The last o7 -orth7ield

-orth7ield Church' $o down to aven 2ane. By the sign, take the path going up and
side of the /oods.
$o forward until the cemetery. 'ee a new set of things to do.
Cemetery: 2ook around and remem"er some key places in the cemetery and outside
the church. You will need to remem"er it later at night. 2ook around.
-orth ?ard' $o around and to the right side of the church. 'ee crows all around. $o
right "y the sign.
'ee a man down a grave hole. Talk to &r. usset. $ive &r. usset some help so that he
can talk to you.
The "irds took Tom3s name and the name needs to "e placed on his stone. Then &r.
usset might "e a"le to talk to *igel.
)earch 7or Tom4s name' :)it the *orth Yard.
M ? $o left and see a crow "y the corner. 2ook at the ground and pick up &, a rusty
metal letter.
T ? Continue to the left "y the gate and then up to the side ;right< of the church. $o right
and forward to the closed door.
Take T, a rusty metal letter under the drain pipe and "eside a tom"stone.
& ? $o "ack to the "ack of the church. ,round the church ;left side<, see a pile of ru""le
at the corner of the church.
Continue to the left and at the e)tended side door of the church.
2ook at the "ase of the door and get Thomas ,ger3s Fournal and letter #, a rusty metal
letter.
- ? $o right at foreground path until the yew tree at start of cemetery. Take * on the
cross of a grave.
. ? $o left, left of the closed door and see the church entrance. !ick up : right of the
door.
0 ? $o left to the path "eside the church and go "ack to &r. usset at *orth Yard. 2ook
at the "ucket "eside him. Take - from under the =aw"one.
Tom4s stone ? :)it *orth Yard and go left until right of the gate.
'ee a tom"stone missing letters. !lace the letters "ack in place to make Tom -enry
#liver.
Thomas %ger4s 8ournal' ead Thomas ,ger3s Fournal. Thomas ,ger killed $urney.
-e took his hands and "uried them under stone.
$o "ack to &r. usset. Talk to &r. usset completely. 2earn a"out Thomas ,ger "eing a
rector of the church and a"out poor old *ick $urney. /illiam ,ger is the last of the
,ger3s. The Black !lague emptied *orthfield. *ick walks the churchyard at night looking
for something. &r. usset will light candles when *igel comes "ack tonight.
Church: $o to the entrance to the church. :nter the ornate grilled door.
3oster board' 2ook at the poster "oard. 'ee that :velyn will have a memorial service
on Thursday, &ay 8th. Check the history of the church. The tom" of *icholas $urney is
at the "ack of the church.
:nter the church and look around.
Check 7or "aranormal "henomena'
2eave the camera on the ta"le "y the door. $o left twice.
%isles ? ,fter the lectern, use the camcorder and see the ghost of Thomas ,ger walk the
aisles.
9se the recorder on the pews and hear chopping sounds on the pews cassette.
Gurney4s tomb ? $o right and see a coat of arms on the end of a pew in front of *icholas
$urney3s tom".
'ee that the B decorative panels "elow the statue are gone.
2ook at $urney3s effigy and see that it is missing hands.
9se camcorder and recorder a"ove $urney3s statue and see or"s. 2isten to the $urney
cassette ? he took my hands.
-ear the camera left at the ta"le "y the entrance take a picture.
)tone slab on the wall ? Check the stone sla" hanging "y the window. 'ee 4 women and
a coat of arms.
Rector,Rood screen' :)it the sanctuary on the left.
9se the camcorder and the recorder on the ector?ood "oard and see a list of rectors.
Thomas ,ger3s name is highlighted. 9se the recorder on the rood screen.
2ook up and see a coat of arms.
Camera on table ? $o "ack to the entrance. !ick up camera and the picture taken. 2ook
at church ghost picture.
@icar: $o left again and then go left to enter the DestryEoffice.
Check the painting in the "ack and the tapestry with B crowns.
9se the camcorder on Thomas ,ger3s portrait. Click to look close of the eyes of pure
hatred.
Talk to the Dicar. -e lost something important. -e lost it "etween /ednesday and
(riday.
:)it the Destry and go "ack to the entrance of the church. :)it through the door.
2ook at the notice "oard. Take the Thursday, &ay 8th &emorial of :velyn ,ckland. %t3s
the Thursday that was lost "y the Dicar.
$o "ack to the Destry. Talk to the Dicar again. ,utomatically give the &emorial paper.
-e asks to give the &emorial paper to *anny *oah.
Talk to the Dicar completely again. Thomas ,ger got large sum of money in his later
years. ;$urney was a very rich man.< The painting at the "ack is an ancestor of the Dicar.
-mm...
:)it the church and go forward. Take a close look at /illiam ,ger3s tom"stone at
foreground of the path. Click on the name and B crowns.
:)it the cemetery and walk to the end of avens 2ane.

Day Two' Research is the key
$o "ack to town and the museum.
)a/ton Museum: :nter the &useum.
Booth area: Take a map of the museum from the leaflets in front of the window. *o
cameras allowed.
Talk to !rof. #ogle completely. ,lmost everyone states that something that has "een
hidden should "e kept secret. 'ecurity cameras are everywhere. *igel can not come "ack
tonight.
2et3s follow the map of the museum:
%: Check and read a"out the rotating statue of B ,nglo 'a)on Gings holding crowns
;,ldwulf and his 4 sons, $anwulf and !endraed<
2. Check the *orthfield skeleton in a case. 9se the recorder on the skeleton. 2isten to the
skeleton recording. ead a"out the *orthfield skeleton found in 1A48 and get the phone
num"er of the Crime 2ine. 2ook at the hat, the sickle and then read the "ook.
C. $o left and then click on the map of 'a)ton "eside *igel. 'ee that there3s a hole in the
map. 'ince *igel is hidden here from the camera, take a picture of the 'a)ton map. ead
a"out the lost treasure in lands around 'a)ton.
>. $o around the corner. ead a"out 'a)ton Caverns.
ead a"out :mily Travers "elow the cavern poster. %n 1A85, she disappeared and is
thought to "e the 'iren in the caverns. emem"er the :mily in /illiam ,ger3s =ournal.
2ook at :mily3s glasses on display.
ead a"out the 'a)ton "uildings on the right. ead a"out :duardo &olina and the
-ar"our Cottage. 2ook at the plan of -ar"our cottage and the drawing. There3s an
archway at river level where the "oats enter.
A. 2ook close at the lady on the painting and see haunting eyes that follow you around.
B. 2i"rary: 2ook close at the "ooks.
ead a"out the #lden (amilies of ,nglia: &r. usset3s family is @uite old.
The ,gers family seems to "e long?lived ones. -mm... *athaniel "uilt the organ %n
9lcom"e church. /illiam died in the 1A853s "ut "rother Thomas was the rector in
*orthfield church in 16AA.
*icholas $urney is a collector of art.
The green "ook on the "ookcase shows the Celtic sym"ols like the one in Celtic Corner.
Check the trilo"ite left of the li"rary.
C. 'pivey3s telescope: $o left and see a telescope right of a locked door. 'ee that it is
supposed to "ring good luck to one who uses it.
D. 'a)ton /arrior: Check the helmet left of the telescope. %t is supposed to "e
$anwulf3s.
2eft of the helmet, click on the hand and watch the video of *orthfield church. $o left.
D. 'uicide *oose of :dward &olina: !ress the "utton to identify the noose. 9se the
recorder on the noose. 2isten to the noose recording. 2ook around at other displays.
$o to the "ack of the room and enter the elevator. $o to the second level.
!. $o right and look at the coat of arms on top of the entryway at the corner.
$o to the end of the hallway and look close at the Tree of Crows. 9se the recorder of the
painting. 2isten to the Tree of Crows recording and hear crows.
$o to the elevator and press 5 to get to the "asement. 9h, get "ack to the elevator and go
the H1 level.
You might hear that the museum is closing. 2eave the museum.
The %rk' $o down the road and knock on *anny *oah3s door across the window of
the museum. -ear $eorge "ark.
'ay hello to $eorge. 2ook around at the painting and the picture of the little "oy a"ove
the fireplace.
Talk to *anny *oah. !ass the time while having tea. Talk to *anny *oah again.
'he gives a charm when she learns that *igel is going "y the tracks. 'how her interesting
items in inventory and she can give some info.
$ive *anny *oah the Thursday &emorial for :velyn ,ckland from *orthfield Church.
*anny *oah reads *igel3s palm.
&oon rises over 'a)ton. Beautiful.
0arbour cottage' *igel clim"s upstairs to the "edroom(
Bedroom: 2eave the evidences on the ta"le. eview the pictures and recording if you
want.
Click on the "ed and see a scissor under the covers.

-ight Two' % return to the Carrion Woods

/ake up at B ,&. *ew things to do are added. $o downstairs and hear a rattling sound.
Bathroom: The rattling sound comes from the "athroom door. 'omeone is shaking the
door.
2ook close at the door3s handle. 2ook through the keyhole. , shadow passes through.
#pen the door and enter. 'ee a shadow at the corner. Turn on the lights and see it is the
shadow of the dress form.
'omething is on the sink. %t looks like hairs. -ear grunting sound and the hair on the sink
is gone.
9se the camera on the mirror.
Li+ing room' 9se the camera on the armchair and see a woman. 9se the recorder on
the armchair. 2isten to the armchair cassette.
:)it the cottage. 'ee a letter left "y the drainpipe of the cottage. ead the invite letter of
the stationmaster a"out poltergeist activity in the 'a)ton3s station.
)a/ton train station' $o right to the path after the crates on Quayside. $o forward and
right to the alley.
:nter the station. 9se the camcorder on the pictures ahead right of door. Click twice and
look close at the picture of the train "y the 'a)ton station. 'ee men waiting to clim"
a"oard.
!ull "ack and now use the camera on the pictures. 'ee B additional men in the 'tation
'taff picture posing at the station.
9se the recorder on the pictures. 2isten to the tape of the train coming.
:)it the station.
The Bear' Talk to Bo" Tawny tending the "ar. Bo" gives a "ook a"out The 2egend of
$rindle and $anwulf. #pen the "ook and see that it is dedicated to darling "y ose
;*anny *oah<.
Railroad tracks' $o to *orthfield Church. :)it the town; pass through the (ens and to
the railway tracks.
-ear all the warnings a"out the tracks during the night.
3hantoms: /alk the tracks pass the station depot.
/atch what occurs on the signal post. , "lack mist appears.
'ee phantoms come out of the "lack mist. 9se the charm given "y *anny *oah on the
phantoms "efore they reach you.
-orth7ield Church' $o forward and cross the "ridge to get to aven 2ane. 9se the
camcorder when it "ecomes too dark =ust "efore entering the cemetery.
Get to the church' The starting place is the tom"stone with the flowers in front.
$o right and see the church ahead. $o forward. Turn left and go forward. $o around the
side of the church. :nter the church.
Church: 2ook at the items on the ta"le. ead the letter left "y &r. usset. ead the
"ook -edge /itch "ook.
$o down the aisle and see the "lack mist "locking the way. $o "ack and review the "ook
on the ta"le.
Collect the "lants necessary to tra" the black mist(
:)it the church and look for plants.
The starting point is the side path from the entrance to the closed door of the church.
Turn right and take the HB ? Creeping %vy clim"ing on the tom"stone.
Turn "ack to the left. $o around the church walls to the other side.
,t the right corner, "eside the closed door pick up the H1 Binding *ightshade plant.
(orward and dogleg to the "ack side of the church. Be =ust off the church wall.
Turn right and take the H4 !reachers (ear plant.
Turn "ack to the left. $o forward once, left and pick up the H7 ,sh Thorn plant.
Turn "ack to the right and go forward. Turn right and go forward once.
Turn left and pick up the H8 /itch3s Bane.
$o "ack to the church. Turn left and forward. Turn left and forward until the side of the
church.
Bind the Black Mist :Thomas %ger;(
$o and face the closed door at outside side of the church.
emem"er the position of the plants as shown in the "ook. They do not need to "e placed
in order.
$o close to the locked door of the church. The "lack mist appears.
,t top point of the arch of the door, place the Binding *ightmare.
,t right at northeast position, place the !reachers (ear.
,t the east position, place the Creeping %vy.
,t west position, place the /itch3s Bane.
,t northwest position, place the ,sh Thorn.
$o "ack around the church wall at left and enter the church. *ow, the church is "lack
mist free.
-icholas Gurney4s tomb' $o to the sanctuary and the tom".
9se the camcorder a"ove the tom". He took my hands... They took my arms...
0ands: eview Thomas ,ger3s =ournal and he mentions that 3burrowing hands of his
and bury them deep under tombs of stones'.
$o outside and go to the church wall at other side of the closed door.
$o to the corner. 2ook close at the pile of ru""le. Take a pair of stony hands. %f you try to
check this ru""le earlier, "lack mist comes out of it.
$o "ack to the tom" inside the church.
2ook close at the effigy3s chest. !lace the hands on the stony stumps.
%rms: *ow let3s look for arms.
Turn around and take a picture of the coat of arms at the end of the pew.
$o to the rood screen =ust outside the sanctuary. 2ook up and take a picture of the coat of
arms.
2ook close at the stone sla" a"ove the effigy and right of the window. Take a picture of
the coat of arms a"ove the 4 women.
$o "ack to the tom" of *icholas $urney.
2ook close at the "ase of the tom". !lace the picture of the rood screen coat of arms on
the left, the one from the 4 women at the middle and the pew coat of arms on the right.
9se the camcorder on the effigy. 'ee the spirit of $urney rise and say: With oil and
hair ! "aptured the "rows. #eek the tree.
,utomatically "e on the "each in town.
-ight Two' )eek the tree
Museum: $o to &useum road.
The door to the museum is closed and no entry is found at front of the "uilding.
$o to the front of The ,rk, *anny *oah3s house. Take the spade "y the door.
2ook close at the window of the &useum "uilding across The ,rk. 9se the spade on the
window.
,utomatically, enter the "asement through the window.
Basement:
Maintenance room: 2ook at the shelves on the right. Take a 85, fuse. :)it the last
entryway.
Bathroom: :nter the entryway to the "athroom.
Trash can ? Check the trash can and read the newspaper. ,nother time warp is noted.
Gatherine and o"ert died in their house fire 45 years ago. The ,ger house goes on
auction.
Mirror ? $o to the mirror at "ottom of the room.
9se the :&( meter on the mirror.
9se the camera on the mirror and see a little girl "eside *igel in the ghost girl picture.
9se the camcorder on the mirror. *igel talks to the spirit. The spirit answers yes or no.
9se the recorder on the mirror or "athroom door. 2isten to the "asement "athroom
cassette.
:)it the "athroom.
.le+ator: $o to the top corridor and to the elevator. 'ee the ghost girl inside the
elevator. 9se the elevator "utton and see that it doesn3t work.
)ur+eillance room: $o "ack and to "ottom screen and then left.
Copier: 'ee the copier print out paper.
:nter the room on the right.
Monitors: 2ook at the different monitors on the wall and check if there3s any
paranormal activity seen.
2ook at the monitor on the desk. !ush the "uttons to check the different areas of the
museum.
,t the 8th down left side row of "uttons, it focuses on the ticket window of the museum.
Click on the clip"oard and see the num"ers 87C1.
3ower bo/' 2ook at the power "o) on the right wall "y the pipes. %t has a num"er lock.
2ook close and press 87C1. 'ee a "urnt fuse. eplace the "urnt fuse with the one taken
from the maintenance room.
'ee that the elevator works now. $o "ack to the elevator.
.le+ator: !ress the "utton "y the elevator. :nter and go to first floor.
#irst le+el' *ow we can take pictures.
-oose dis"lay: 9se the camera on the noose of &olina.
0elmet: 9se the camera on the helmet in the "utterfly room.
Trilobite: 9se the camera on the trilo"ite.
-orth7ield )keleton: 9se the camcorder and camera on the skeleton in the display
case. 'ee it wearing a costume and the picture showed a face.
> 2ings' Take a picture of the rotating B Gings.
Lucy: $o to the grilled window on the wall right of the B Gings. Click twice to look
close inside the room "ehind the fan. Talk to 2ucy.
&eet 2ucy at the "utterfly display. 'he came out of the locked door "eside the telescope.
Talk to 2ucy completely. *igel gives the :&( meter to 2ucy to use.
)torage room' :nter the room left of the telescope. 2ook around.
-et )tore 3lan: 2ook at the painting on the floor. 'ee the "ack picture is the plan for
the *et -ut that is the desolate "uilding a"ove the 'a)ton 'hores. %t was made "y
(rederick ,ger.
)er+ice "assage' &ove the file drawer left of the paintings on the floor and see the
service passage for the museum.
:nter and hear the crying of a child. $o left and see holes in the wall. 2ook through the
holes and see that they are spy holes to the museum. #ne is "ehind :mily3s glasses and
another through the 'a)ton map.
2ook inside the "o) on the floor. 2ook at the picture of a policeman and newspaper
clipping of the finding of Derity Church3s "ody. 'o the child in the "asement "athroom is
Derity. 'he3s crying. :ek.
$o to right side and look at the holes here. The holes on the right are the eyes of the
painting of the woman. 2ook up and the pipes may lead somewhere.
*igel hears an alarm or phone. 2ook through the dou"le holes of the woman3s painting at
right room and see 2ucy talk to someone on the phone.
:)it the storage room and talk to 2ucy at the "utterfly room.
.le+ator: $o to the elevator "y going left from the "utterfly room and forward to the
end of the hallway "y the armors.
9se the elevator and press the 4 "utton. ,rgh. Derity is still "eing playful. Derity needs
some talking to.
Bathroom: :nter the elevator and go to 5, the "asement. $o to the "athroom.
9se the camcorder on the mirror. Talk to Derity. (ind out a"out the ugly man, /illiam.
'omeone is knocking on the door. :)it the "athroom.
.le+ator: $o to elevator and go up to second floor now that *igel talked to Derity.
The Tree o7 Crows: $o to the end of the hallway.
9se the camcorder on *icholas $urney3s painting of the Tree of Crows. 2ucy =oins *igel.
Take a picture of the painting sym"ol.
0arbour cottage' ,utomatically "e at the Cottage.
-ear a sound.
2itchen: $o to the kitchen and read &olina3s =ournal. %t has changed.
There3s a picture of crows. The entry is ,pril B, 11 and 1Cth. +r. Black checked Christina
in 1A74.
:)it the kitchen. -ear a knocking on the door. #pen the door and talk to 2ucy.
Li+ing room' Talk to 2ucy.
Click on the :nvironmeter on the ta"le and *igel talks 2ucy in helping.
Click on the monitor of the :nvironmeter to enter *igel3s password.
%d8ust the transmitter , Click on each monitor and direct 2ucy in ad=usting the
transmitter.
2ook at the s@uares at top left and tell 2ucy the direction to move "y clicking on the
sentence at "ottom left of the screen.
/atch for the num"ers to pop up at "ottom left and work from there. *igel will say when
it is done.
+o all the monitors.
Ese the .n+ironmeter ? There are 8 monitors for the transmitters set up in the "athroom,
kitchen ? hallway and "alcony.
/atch the left yellow "ars on the left of each monitor. %t measures and shows the activity
on that room.
#nce the yellow "ar fluctuates to the top and sounds, activity is seen. Click on that
monitor to get a close up of that room. /atch what happens.
Click on the I at top right to get out of close view.
Bathroom ? ,ctivity that might "e seen are floating or"s.
2itchen , hallway:
,ctivities that might "e seen are: /heelchair that gets overturned. #r"s shooting from
wall to kitchen. +ress form in the hallway.
&rb acti+ity' *igel says there is activity here "ut how can one determine "etween dust
and or".
/ait for large circles that float left to right and then click on it to frame it.
% found 7 or"s floating. 'ee a sad :duardo &olina facing the wall.
Bedroom: There is a difference in the room.
Di77erences seen:
, small "efore picture is seen at top right inset. Click on the inset to see closer.
Click on the differences to enclose it in a frame: The stag antler3s shadow, the pla@ue on
the stag3s head, the frame on the wall, the "ald head of Christina, open drawer and the
coin on the ta"le.
'ee Christina crying.
Balcony: ,fter doing the differences in the "edroom and the or" activity in the hallway,
2ucy sees activity in the "eams of the "alcony.
'ee 2ucy checking it with the :&( meter. /hen it gets stronger, *igel asks @uestions.
epeat the @uestions until another activity happens or the ghost leaves.
2ucy leaves and *igel clim"s to the "edroom.
Bedroom: !lace the collected evidences on the ta"le. !lace the e@uipments on the
window sill.
$o to "ed. *igel e)periences the same nightmare room with the sickle and picture of the
,gers.

%"ril >$ )unday
Day Three' Dece"tion

Collect the e@uipment from the window sill. 'ome are missing.
'ee a picture taken during the night. #ne of the ,gers came out of the ca"inet.
$o downstairs and automatically get the newspaper and the second poison pen letter.
ead the newspaper and the letter. 'omeone was at the museum last night. % wonder who
the culprit is.
$o to the "athroom and pick up the :&( meter from the "athtu". $o to the kitchen and
take the recorder from the left drawer.
1uayside: :)it the cottage. Talk to *anny *oah at the seat "eside the cottage. 'he
mentions that she saw 2ucy going to the coastal path.
Martello Towers' $o to the "each and (enland :ye to get to &artello Tower. 'ee
2ucy at top of the tower. $o to the other side of the tower. Click on tower to eavesdrop.
0arbour Wall' $o "ack to -ar"our wall. 'ee *anny *oah feeding the ducks. Talk to
her completely.
%f hungry, have "reakfast at 2ighthouse tower.
Celtic Corner' Time to check what that sym"ol seen in the Tree of Crows painting
mean. $o to Celtic Corner.
&r. Ti""s is gone.
:nter any picture that can "e inserted on the contest "o) at end of counter.
$o to the "ookcase at right. 2ook at a "ook of sym"ols from the center of the shelf.
Click the picture of the sym"ol from the Tree of Crows on the "ook. *igel identifies the
Tree of Crows sym"ol as Town or Dillage.
:)it the store.
Coast 3ath' $o to top path until the end and see "eautiful flowers. Take a flower
picture.
0arbour Wall' $o "ack to -ar"our wall. 'ee *anny *oah feeding the ducks. Talk to
her completely.
'how her the picture of the flower taken at the meadows.
'he wants *igel to test the Treasure -unt for tomorrow3s &ay +ay cele"ration.
'he identifies the "loom as !as@ue flower. 'he gives clue 1.
Treasure 0unt'
Read Clue =' 'ounds like a train and the picture of the 'tation 'taff.
$o to Train 'tation and take the 'a)ton 2ocal &ap from the chair. Talk to stationmaster.
% wonder who stole &r. $ruel3s "ook.
$o to the picture of the 'taff right of the door. Take clue 4.
Clue 2' 'ounds like the "utterfly collection in the old town hall which is now the
museum.
$o to the museum. Talk to !rof. #ogle. &ines under the Carrion /oods0
$o to the "utterfly display. Click on the left side of the "utterfly display and get clue B
and wire.
Telesco"e ? -ear :&( reading. *igel gets a strong reading close at the telescope and
*igel wants to do another pilfering.
2ook at the camera on left wall. -mm... Take a picture of the telescope stand while
standing under the camera so that *igel is not under surveillance.
9se the wire on the camera. 9se the room photo on the wire. -ehehehe.
Take the telescope. 2ook at telescope in inventory. %t is =ammed.
Bob Tawny' $o to Bo" at Coast path.
Talk to Bo" a"out fi)ing the telescope and other topics. %f you have any food, give it to
Cairan. (attening the pig, eh.
Clue >' ead clue B. %t descri"es the old 'a)on lighthouse.
$o to the Coast path and lighthouse.
*ow, we see 2ucy as mentioned "y *anny *oah. Talk to 2ucy. 'he gives a walkie talkie.
Take clue 8 on top of the "arrel.
Clue B' 'ounds like a snake.
$o to Celtic Corner and look at the snake candle holder on the counter. Take clue 7.
Clue A' ,h, it sounds like the siren at the tidal cham"er of 'a)ton Caverns.
$o to the 'a)ton caverns left of the steps of -ar"our wall. :nter cave and see clue J
flying "y.
9se the camcorder at dark area, go forward for a while, left at sea monster, right and
forward until the Tidal Cham"er.
Talk to :mily, the siren. #how me you are here. ,t can ! help you in some way, see an
active spot at "ottom left. !lace the picture of the !as@ue flower on rock. :mily is
released.
Take a picture of :mily3s sym"ol seen.
*ow :mily and $urney are released. They are the ones mentioned on the poisoned letter.
:)it the cavern. Take clue J from the rock. *anny *oah wants *igel to visit this
afternoon.
The 3innacles: 'ee !rof. -ardacre going left.
(ollow him "y going to 'a)ton 'hores, the cave and through (enland :ye. ,t the rocky
area, go to "ottom screen.
Talk to -ardacre completely. -ardacre is looking through a theodolite. There3s a life "ell
here and it needs a crank handle.
Look around the 3innacles'
$o right and then go to "ottom right "y lamps. 2ook in cra" "o) and see rotten fish. (ind
a picture of *igel at right corner of the "o).
$o right, forward and see an anchor at top right. Check the corner there and e)pose the
crank handle. Click on the rod midway down the item. Click again "etween the middle
and the handle twice. $et a crank handle.
$o "ack and then take the top path. Continue the path and see the life "ell. 2ook close at
the metal close to the "ase. %nsert the crank handle and automatically turn it. 2isten to the
"ell. -ear echoes that rever"erate on the "oulders.
$o top left and then top right. The sound affected *igel and he gets a vision of an ,nglo
'a)on, may"e $anwulf. You might need to repeat the ringing of the "ell and going to this
area to get this scene.
$o left and talk to -ardacre.
$o left twice and down to -ardacre3s e@uipments.
Theodolite: 2ook through the theodolite.
Click on a num"er at the "ottom to move the theodolite.
'ee a memorial at ?1B7 and the entrance to 'a)ton Caverns is at ?1C5.
K1B7 shows a figure at the #ld *et 'tore. 2ucy is looking for something on the ground at
the door of the *et 'tore. -ahahahahahah. $o right from -ardacre.
*igel gets a call from 2ucy on the walkie talkie. ight click the walkie talkie in inventory
to talk to 2ucy.
&ld -et )tore: ,utomatically "e at the #ld *et 'tore.
Talk to 2ucy "y the door.
$o "ack to the path and look at the rock "y the cliff side across the steps going down.
Lower 7loor o7 the building' 2ook around. Check the =unk and the window.
$o "ack and talk to 2ucy completely. 'he "orrows the camcorder.
$o "ack to the lower level of the "uilding.
Black Mist: 2ucy enters the "uilding with the help of a rock.
The window closes and *igel is in the dark. 2ucy guides *igel through the =unk.
$o 2 ( (. -ear a noise. Black mist comes out of the floor.
$o 2 2 ( to get to door. Black mist comes out "y the door and escape is not possi"le.
$o ( (. $on't mo%e.
2ucy says #omething's "oming. Tell 2ucy to run to other side of "alcony.
*igel turns around. $o ( 2 ( 2 ( (. Click on chain at left. Then click on handle to
open window to get light in.
Ram": 2ook at the "arrel with oil cans at right. !ick up &r. Ti""s collar.
$o down the ramp. 'ee the door rattle and hear a cat crying.
'lide the lever of the door. :nter the room. The door closes shut.
-ightmare room' 'ee the tortured cats.
2ook at the pictures on the wall. They are pictures of 2ucy and *igel in different places
and time.
Take the key from "ehind the top left photo.
$o left and look at the "ooks in the "ookcase.
2ook close at the ,ger Brothers painting on the wall. The one on the right, /illiam is
"reaking up.
2ook close at desk drawers. 9se the key from the photo on the keyhole.
The door3s lever is slid to close the door. Trapped. 'warm of flies attacks *igel.
$o to the door and try to get out. 9se the walkie talkie. 2ucy comes.
2ucy takes pictures of the photos for evidence.
Check the 4 =ournals in the drawer. & se"ret to hide.
Take (rederick ,ger3s =ournal from the "ookcase. ead the =ournal. %t talks a"out a place
in $rindle3s em"race that hides the crown.
2ook at the painting again and see that Thomas is "reaking up. Two more to go.
Talk to 2ucy. 2ucy comes clean a"out ,le) 'pitmoor.
The %rk' ,utomatically "e at *anny *oah3s. Talk to *anny *oah and have a rest and
tea.
*anny *oah gives a &ay +ay raffle 184 ticket.
*anny reads the tea leaves of *igel3s.
0arbour Cottage'
#n the way to the cottage, talk to Bo" Tawny up the ladder. &olina was a smuggler.
:nter the cottage. ,t the "edroom, leave evidences and the 'a)ton map on the ta"le.
$o to "ed and again see the scissors.
/ake up at B ,& "y the phone ringing.

-ight Three' -octurnal )ur+eillance

$o down and answer the phone. The environmeter detects activity. Click the monitor to
enter the password.
Bedroom: 'ee &olina come out of the ca"inet.
Balcony: 'ee "ats or hear words said on the "eams.
Words at the beams:
'ee a cross hair on the screen.
&ove the cursor?s@uare and click in places to pick up words.
The places are: top center, top right, middle right, center, middle left and "ottom center.
#nce they are located. Click on each word to form a sentence.
%f correct, *igel repeats the sentence. '%il whi"h li%es within the walls.
0allway: 'ee &olina go through the ghost door at end of the hallway or a wheelchair.
Bathroom: Click on the or"s seen floating. There are 7 of them. Then see Christina
with no hair "y the sink.
:)it the environmeter "y clicking on 3@uit3 on any monitor.
$o towards the hallway to check where &olina went. $et a walkie talkie call from 2ucy.
Talk to 2ucy.
2ucy mans the environmeter.
Bathroom: 'ee and hear a crying of Christina.
2itchen: ead &olina3s =ournal. -e mentions what Christina "elieves and stated. -e
repeated those words on the "eam3s paranormal phenomena: '%il whi"h li%es within the
walls.
0allway: -ear a growling sounds. 'ee the "lack mist in the kitchen and the ,gers at
the hallway.
Bedroom: 'ee the ca"inet open and or" activity. The ca"inet rattles.
Balcony: 2ucy calls *igel to go down and look at the "alcony monitor.
, shadow of a man hanging on the "eams is seen. *igel clim"s up to the "alcony.
9se the camcorder on the "alcony and see the rope. Take a picture and see the rope
shadow on the "eam.
9se the recorder on the "alcony. *igel listens to the cassette of the "alcony. &olina says
B81C(
Bedroom: 2eave the e@uipment on the window sill and the evidences on the ta"le.
$o to "ed.
'ee the nightmare room again and the door at the end of the hallway. *igel is now added
to the ,ger "rothers painting.
*igel e)periences an out of "ody. $o down to the hallway. Click on the wall and see
*igel gets overwhelmed "y the "lack mist and sound.

May =$ Monday
Day B' May Day

/ake up. !ick up the e@uipments from the window sill. Take a look at the photo taken
that night. The ,gers were there. 'ome of the e@uipments are missing.
$o downstairs and automatically pick up the newspaper and poisoned letter B. ead the
letter and the newspaper.
Bathroom: Take the recorder from the top shelf.
0allway: 'ee that the wall is destroyed. :nter through the opening.
2ook at the water.
3ower bo/' $o to the power "o) and click to get light.
)a7e: $o to the safe at right.
:nter the num"ers said "y &olina ? B81C. !ress the center s@uare with a windmill.
Take a picture of Christina. 9se the videocam on the picture and then take a picture. 'ee
a sym"ol on Christina3s picture.
Take the :&( meter. ead &olina3s =ournal. %t was &olina3s last entry "efore he
committed suicide. The stagnant water caused Christina3s illness.
2ook under the stairs and click on the sealed archway.
:)it the cottage.
Beach: $o to the "each "elow the -ar"our wall. 'ee the &ay +ay (ayre.
Bob Tawny4s 0og Roast' #h *o. Cairan. Talk to Bo" completely.
3unch and Judy )how: $o left from the -og oast. Check the show.
Ghost Train: Talk to 2ucy. -ave a ride on the ghost train. Talk to her after the ride
again.
Lucky Di"' $o left and see a "arrel "ehind the caravan. Click on the "arrel until you
get a silver spoon.
Mystic Morgan: :nter the caravan. $ive the silver spoon to the &ystic. 2earn *igel3s
fortune. /atch the crystal "all.
:)it the caravan. -ear that the winning ticket is 184.
Ra77le: $o left to !rof. #ogle. *igel won the raffle.
Talk to #ogle after getting the pri>e. &s long as the teles"ope makes its way ba"k to the
museum...
Check the lighthouse painting won on the raffle. The lighthouse sees from *orthfield to
9lcom"e Town.
-anny -oah' Talk to *anny *oah.
$o "ack to Bo" Tawny and ask a"out the telescope.
Celtic Corner' $o to Coast !ath and enter Celtic Corner.
Talk to hys. $o to the "ookcase and check the sym"ol "ooks in the middle of the shelf.
9se the picture of the 'iren sym"ol on the page. %t is a sym"ol of an eye.
9se the picture of Christina sym"ol on the page. %t is the great (en. :)it the store.
Lighthouse: $o "ehind the store and forward to the lighthouse.
9se the telescope at "ottom right of the water and see the town.
9se the telescope at "ottom left of the water and see 9lcom"e church.
Elcombe: :)it the lighthouse area and go left across the meadows.
Memorial: Check the memorial with a eulogy.
Tower: $o left to get to the church.
Click on the clock of the tower. $o to the tower and see that it is locked.
$o left and forward "etween the tower and "uilding. $o through the archway.
Church: 'ee "irds on top of the archway of the church entrance.
:nter the church and go down the first aisle.
-ancy and Timmy'
-ancy Brewer' Talk to the girl listening to a gramophone.
Timmy, the "rother found a key to the tower and hid it. 'he and Timmy are waiting for
+ad to come home from the war.
Timmy: :)it the church and then go right until the shed. (ind and talk to Timmy in the
shed.
Mr( Russet: $o left and talk to &r. usset.
Riddle: $o forward, pass the church door and "e at the archway and drainpipe.
2ook at the Celtic sym"ol on the retaining wall. 'ee that it is old language. ead the first
line.
$o "ack and ask &r. usset3s help a"out the stone riddle. -e wants to "e read the riddle.
$o "ack to the riddle. 2ook close and then use the notepad to copy the riddle.
$o "ack to &r. usset. ead him the lines and listen to the translation.
-e will not give the answer. The riddle translation is in inventory.
Timmy: $o "ack to Timmy. Timmy and *igel try to solve the riddle together.
/hen it is *igel3s turn, take the translation paper in inventory and give it to Timmy.
'elect 'wallow. Timmy gives the tower key.
-ancy: $o "ack to *ancy inside the church.
Talk to her completely. 'he asks help to go home and "e with +ad. 2earn that happened
to them was caused "y a man in "lack when the cliffs gave away.
Tower: $o to tower. 9se the tower key on the door.
Clim" the ladder to "e at top of tower. 9se the telescope on the sky and see a man at the
&emorial.
Memorial: :)it the tower. $o to the &emorial and look at the eulogy.
The ghost man was *ancy and Timmy3s father. 9se the note"ook on the eulogy to copy
what the father wrote.
-ancy and Timmy' $o "ack to the shed at the "ack of the church.
Click the eulogy copy on *ancy. *ancy reads the eulogy to Timmy. est now.
Tower: $o "ack to the tower.
ead the "ooks on the floor. Check the machine on the ta"le.
$o down the stairs and see a door with a "utton lock. Take the wheel "y the "arrel.
$o "ack to &r. usset at the side of the church and ask for help a"out the machine. %t is a
steam machine that he made for the organ. The organ has a curse. ,sk a"out the metal
door. %t is the crypt.
$o to the shed. :nter the shed.
Take *athaniel ,ger3s =ournal. ead the =ournal and learn a"out the organ. *athaniel3s
organ playing shakes the earth. Take the oil can.
$o "ack to the tower.
)team machine' 2ook close at the steam machine on the ta"le.
2ook close at the tank on the left. 9se oil can on the tank.
!ress the "utton on the machine. 'ee fire, steam and the pump start up.
Cellar: $o down the stairs. 'ee that the crypt door is now powered "y the steam
machine upstairs.
Cry"t door: 2ook at the door. %t has a 7?"utton lock.
!ress "uttons and listen to the sound.
%f the "utton is pressed at the correct order, it makes a higher click sound.
%f the "utton is pressed when in the wrong order, it makes a lower thud like sound.
The top right has a click sound. *ow find the ne)t "utton that produces the second click
sound.
Then start from top right, the second and look for the third. ,lways start the se@uence
from the first correct ones to find the ne)t one.
Click on top right, "ottom left, middle, "ottom right and top left.
Elcombe cry"ts' :nter the crypt.
'ee that the passage close to the entrance has candela"ras. 9se that as marker in the dark.
There are no matches to use. 9se the camcorder to see the passageway.
$o forward and eek. 2ook at the walls on each side on every step. #ccasionally get hit "y
stone.
Check the cells on the left. Turn the corner and look inside the ne)t cell. Take the piece
of "roken candle stand from the floor.
$o forward to the other corner. #pen the coffin ahead using the "roken candle stand.
ead the "ook. The +ance of +eath tells a"out the waning crescent moon, the moon like
sharpened scythe and the darkling moon.
Continue forward on the passageway on the right.
Tri"tych ? 'ee an ornate door on the right and a triptych across the door.
The panels of the triptych depict pictures with moon on top.
:ach panel can "e rotated. Turn the panels to show the moons descri"ed in the "ook
+ance of +eath.
2eft is the waning crescent moon, the middle is like a scythe and the right is the darkling
moon.
%ger Tomb' The ornate door opens.
:nter and see the way to the skeleton on the sla" is "locked "y the "lack mist.
/e can not pass through. /e contained Thomas at the *orthfield church. /e can do this
to *athaniel. $o "ack out.
:)it the crypt. $o right and forward.
Check the paintings on the wall. Turn the corner, forward and left. (orward until the
door.
Church: $o "ack inside the church. 'ee that steam now flows through the pipes.
3lay -athaniel4s music in the organ'
3ower the organ'
$o to side passage of the organ. $o forward to the end.
2ook close and then place the wheel found at the tower cellar on the kno" of the pipe.
Turn the wheel to steam power the organ. The organ now works. $o "ack out to the
organ.
Gramo"hone: $o down the first aisle to the gramophone.
Turn the handle. 2ook close at the gramophone and read the record.
9se the recorder on the gramophone. %t was conducted "y *athaniel. 2isten to the music
recorded and hear a different music.
Turn the handle and take a picture of the gramophone.
-athaniel4s music' $o further down the aisle.
ead the "ook on the ta"le. 2earn that *athaniel3s "est known work starts with (H. ,lso
note the organ keys guide.
2ook at *athaniel3s =ournal. 'ee that the snake has notes. There are notations from top to
"ottom. (H , 0 B ,H 0 +.
2isten to the recording of the music and hear 6 notes. The =ournal shows 7 notes plus 4
erased. !lay the cassette and determine the 4 missing notes.
$o to the organ and play the notes.
!lay (H ? , ? $ ? B ? ,H ? C ? +.
The music rever"erates through the church, outside and the crypt. The pla"e is free. (ree
of its dead. *athaniel is e)orcised.
Cry"t: $o "ack to the tower and the crypt.
9se the camcorder in the dark part of the crypt.
$o right at first intersection. $o left and enter the ,gers tom" at left.
$o forward and see *athaniel3s skeleton.
Take a picture of the crypt sym"ol on the wall.
:)it the tom", crypt and tower.
Mr( Tibbs' $o forward and see &r. Ti""s. /e need him to follow *igel.
$o "ack inside the church. $o to the middle aisle and look close on the floor "etween the
pews.
'ee a rat trap. 9se the "roken candle stand on the trap. Take the 'tilton cheese. ats with
very sophisticated taste.
$o "ack to &r. Ti""s. Click the cheese on &r. Ti""s. $o towards the town at right.
/hen &r. Ti""s stops, click the cheese on him again to get him going.
Celtic Corner: ,utomatically enter the store and talk to hys.
Book o7 symbols: 2ook at the middle "ook at top shelf of the "ookcase.
9se the picture of the tom" sym"ol on the page. %t is a sym"ol of mountains.
ead the description at "ottom right of page. %t states that the sym"ols when turned can
have different meanings. ,lso they can form a sentence when the sym"ols are com"ined
and can give directions.
0arbour Cottage' $o "ack to -ar"our cottage.
Bedroom: !lace evidences collected on the ta"le.
)ymbols: ,fter getting 8 sym"ols and have identified them using the Book of 'ym"ols,
it is time to see if it can direct to the ne)t destination.
#pen the 'a)ton local map found on the ta"le. 9se the 8 pictures with sym"ols on the
local map.
!lace: The town or village sym"ol at top left. The eye at top right. The great fen at
"ottom right. The hill at "ottom left.
Turn each sym"ol and note the directions stated. /ith all the evidences and clues
gathered through conversations and "ooks, use the sym"ol to descri"e the direction to the
place where the crown is located.
Turn the sym"ols: Beneath the town, through the :ye, through the (ens, "eneath the
hill.
The treasure is "eneath the Carrion /oods. !rof. #ogle mentioned that there are mines
there and that the mystery skeleton was found there too.
Day #our' The treasure re+ealed

Carrion Woods' :)it the cottage and the town proper.
$o through the "each, the 'a)ton caverns, (enland :ye and the fens. !ass through the
station and go to aven 2ane. :nter the Carrion /oods.
$o left until the middle crossroad ;4 clicks upon entering the wood<. 'ee and take a
pinecone at the "ase of a tree. Check the Carrion /oods map for directions.
$o left and see millstone H4. Take the path going to the "ottom of the screen.
Mine: :nter the mine.
2ook close at the "arrel at left. Take the plunger from "etween the "arrels.
$o right and see a "o) connected to a ca"le. Take sweaty gelignite from the "o) "elow
the makeshift ta"le.
ead the scroll written "y T.$. concerning knockers right of the ta"le.
$o "ack and enter the mine. $o to the end and see that it is "locked "y "oulders. , ca"le
is already laid out "etween the "oulders.
!lace the sweaty gelignite on the "oulder. $o "ack to the "o) on the makeshift ta"le
outside the main mine passage.
2ook close at "o) and use the plunger on the "o). ,utomatically the plunger goes down
and e)plodes the gelignite.
$o "ack to the mine. $o forward and read the "ook on top of a "oulder. %t was the last
words written "y ,listair (arleigh after hiding in the mine from a man wearing a hat and
"lack cape on ,pril 1A48. *ow we know the identity of the *orthfield skeleton. Click on
his name.
&utside the )ecret 2ingdom'
Decorati+e stone at hanging bridge: $o forward until the decorative stone on the
wall. 2ook at the decorative stone. 9se the recorder on the stone ta"let. 2isten to cassette
and hear B tones. Take note of the fiery "ra>ier with a dragon.
&"en the stone wall' $o forward until another hanging "ridge.
$o right after the arch and see a wall "locking passage. There3s a tile on the wall.
Turn "ack and go left after the arch. 2ook close and see the wood pipe "roken in one part
allowing water to fall and not reach the waterwheel at right. 9se the pinecone on the
"roken part. 'ee the waterwheel turn.
$o "ack to the right after the arched entryway. !ress the tile on the wall now that it is
activated "y the waterwheel. The stone wall goes down.
)ecret 2ingdom'
B )easons room: $o forward through the hallway. 'ee another tile on the wall. #ops,
the wall goes up. !ress it again to lower the stone wall.
$o forward and "e at the "ottom of the waterwheel activated earlier.
Waterwheel ? $o forward to the waterwheel. 2ook close at the waterwheel. %n "etween
the spokes, see a picture of a fish and spring.
)easons door ? $o "ack to the right on the walkway; look at the closed door in front of
the wheel. %t has the old sym"ol of ,ll 'easons.
$o "ack outside at right again and press that tile on the wall that raises the stone wall. $o
"ack to the seasons door and see that it is lowered and opened.
)easons wheel ? :nter and go forward.
'ee a 8 seasons wheel with season disks on each side and 4 rings. The disks are winter on
top, spring at right, summer at left and fall at the "ottom.
The outer ring has the dragon, fish, hare and "ird.
The inner ring has the elements: fire, water, earth and wind.
Turn the rings to show the clue seen "ehind the waterwheel: 'pring, fish and water.
Turn the inner ring first to position water with spring at right.
Then turn the outer ring to position fish with spring and water as shown "y the
waterwheel or dragon a"ove the fire as noted on the "ra>ier "y the decorative stone at the
hanging "ridge.
Take disk H1 from the center that opened.
:)it the room and "ack to the walkway.
Clockwork "assage: Continue through the arch left of the waterwheel.
2ook at the skeleton under the fallen column. Take disk H4.
Waterwheel 3assage' $o left at the hallway on top.
2ook close at the white area "etween "roken column "ase. Take disk HB.
Wind stone wheel: $o forward through the archway. 'ee that this is the feasting room.
2ook around. 'ee a B crowns tapestry at the end.
Wind sound "uFFle' 2ook close at the B stacked round cylinders with holes on the left.
-ear the wind pass through the holes to make sounds.
2isten to the recording of the decorative stone taken "y the first hanging "ridge.
Turn the wheels to reproduce the sounds from the recording.
Turn to get 4 on top, 8 in a s@uare in the middle and B at the "ottom. Take disk H8.
:)it the room to the end.
)eer 3ools room' $o right at the hallway.
'ee a room with A stands. :ach stands shows an event in *igel3s adventure in 'a)ton.
Black mist emanates from the center of the floor.
'tand 1 "elow the entrance and stand A at the other side of the entrance are unchangea"le.
'tand 1 shows *igel3s arrival at the 'edge&arsh depot. 'tand A shows *igel entering the
'ecret Gingdom.
The o"=ect of the pu>>le is to show the ne)t event in *igel3s life at 'a)ton.
$oing clockwise from "ottom of entrance:
'tand 1 ;unchangea"le< ? 'edge&arsh depot.
'tand 4 ? *igel talking to *anny *oah at 'a)ton 'hores.
'tand B ? The opened chest at 'mugglers cave.
'tand 8 ? ,ger3s ;Garswell3s< house at aven 2ane.
'tand 7 ? *orthfield church.
'tand J ? 'a)ton museum surveillance room at night.
'tand 6 ? /ith !rof. -ardacre at the !innacle.
'tand C ? The $ypsy caravan at the &ay +ay (ayre.
'tand A ;unchangea"le< ? *igel at start of 'ecret Gingdom.
Disk "attern' The mist at center of room disappears. $o to the center of the floor.
9se the 8 disks located from all around the secret kingdom on the round indentations.
They will "e inserted automatically at the correct place.
The o"=ect of the pu>>le is to arrange the pattern of the 8 outside disks to match the
ad=acent pattern seen on the center disk. Click the center disk to reset the pu>>le.
Click on all 8 outside disk once and then click the "ottom left disk again ;7th click<. The
floor opens and a pedestal comes up.
Tomb hall' $o to the center of the floor and the pedestal lowers to the columned tom"
hall.
$o forward and see the tom" with swirling light a"ove it.
Click on the tom". #pen the tom". 2ook close inside.
/hen the light shines to see $anwulf3s skull, take the crown. $anwulf speaks.
,utomatically "e at the entrance to the secret kingdom. :)it the mine.

-ight #our' To share a secret(
Carrion Woods'
:)it the woods "y avoiding the "lack mists emanating from the stone cairns.
$o left from millstone 4, a"ove millstone 1, right at lower path, "ottom right at
intersection ;pinecones< and right to e)it the woods.
$o "ack to 'a)ton town and then to -ar"our cottage.
0arbour Cottage'
Bedroom: $o to the "edroom. !lace new evidences on the ta"le.
9se the rusty key on the chest at the foot of the "ed. !lace the crown inside.
:)it the "edroom and see the ca"inet door open. :)it the cottage.
The Bear: :nter the Bear and go to the "ack room.
-ear who won the 'a)ton 'nappers Competition. Talk to hys.
Talk to 2ucy completely. 2ucy shows that she got the crystal "all.
0arbour Cottage' ,utomatically "e in the cottage.
Bedroom' 'ee that the room has "een ransacked, the chest opened and the crown gone.
'omeone has stolen it.
Li+ing room' /atch the crystal "all and ask @uestions.
'ee the culprit running, "eing chased at the !innacle and getting attacked with a sickle.
The ne)t morning, *igel is alone, disoriented in the cottage.
Take the newspaper and letter.

Day #i+e' % shadow across the land
, new set of things to do is seen on the notepad.
ead the newspaper and the poisoned letter. :$, who is :$0 ,h, yes... ead a"out the
newspaper to learn a"out "ad things that has happened overnight in 'a)ton. The animals
and "irds are gone.
The 3innacle' :)it the cottage. $o right and hear "arking.
$o to the !innacle. $o to "each, 'a)ton cave and right to the !innacle.
$o to the right and see police tapes. $o right and talk to *anny *oah. 'he refuses to
know *igel.
Talk to the policeman. Talk to ,le), the detective.
-at, glasses and plaid coat... 'ee what happened to !rof. -ardacre.
)a/ton Town'
Talk to stationmaster at the depot, !rof. #ogle at the museum and Bo" Tawny at the
smithy. 'ee a replacement for Cairan is here. *igel is ignored "y the townspeople.
-orth7ield )keleton' 9se the phone "ooth and use Crime 2ine phone num"er on the
phone.
eport that the *orthfield skeleton is ,listair (arleigh. ,listair3s soul is free.
)eat by 0arbour cottage' $o left of -ar"our cottage and talk to 2ucy. 2eave 2ucy.
The Bear' $o right and see what happened to :$ ? $ruel. Femima...
The 3innacle' ,utomatically "e at the !innacle.
Boots and 7oot"rints' $o right until the crime scene. 2ook close at evidence , ? the
"oots. 9se the camera on the close up of the sole of the "oots.
$o left and then "ottom right. $o to life "ell and look on the sand. 'ee footprints. 9se the
picture of the "oot sole on the footprint.
$o left "y the lo"ster trap and look close on the prints in the sand. 9se the picture of the
"oot sole on the prints on the sand. & mat"h a perfe"t mat"h.
'ee -ardacre3s ghost pointing to something. 2ook close at the small cave left of where
the ghost was standing. Take the crown.
)eat by 0arbour cottage' ,utomatically "e facing 2ucy. Talk to 2ucy again
completely. 'he agrees to help tonight.
0arbour Cottage' ,utomatically enter the cottage.
Cellar: $o down the hallway and enter the stagnant water area at the cellar.
)a7e: $o to the safe.
#pen the safe "y pressing B81C and then the windmill. 2ook close inside and place the
crown inside.
0el" Christina' The light "ul" goes out and see a light "y the stairs. Take the paper on
the water under the stairs. ead Christina3s letter to her mother. 'he "elieves that :dward
is trying to kill her. 'he has a hidden diary. Take note of the places where :dward3s
mechanism is heard.
)ecret hiding "lace' $o upstairs and see that the place has changed.
(ind Christina3s hiding place "y clicking on windmills ;&olina< seen around the house in
the order stated in Christina3s letter.
1. 2ook close and click the windmill on the newel at top of stairs at the "alcony.
4. 2ook close and click the windmill at top left of the door frame of the living room to
hallway entryway.
B. 2ook close and click the windmill on the newel at "ottom of stairs at the living room.
8. 2ook close and click the windmill at top left of the door frame of the "athroom
entryway.
-ear a swinging door.
$o to the kitchen and see that the closet at top left is opened. 2ook inside and read 8
pages of Christina3s diary.
*igel talks to Christina. Christina and :dward are now free.
Li+ing Room' -ear a knocking. 2et 2ucy inside the house.
3hone: The phone rings. ,nswer the phone. -adden wants to talk to 2ucy.
2ucy talks to -adden. -e said ? to pull you ba"k when the time is ready.
)5ance: $o to the place where -ardacre came through the cottage.
$o to "edroom. The ca"inet is active. 'ee -ardacre all over the room.
'ee -ardacre go to the safe at the cellar. *igel follows.
2ight comes out of the safe. The crown floats. !t is me that you want. *igel is pulled in
the light.
$anwulf talks again. *igel is in the Tom" hall.
'ee all the 'a)ton population here. Click on each of them.
$o to tom". !lace the crown "ack on $anwulf3s head.

It felt... eternal. Forever.
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GameBoomers Walkthroughs and )olutions

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