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5. CHAPTER ONE: MARSTON CHOKES
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The game will begin with a long introduction that, er, introduces the
key characters. Although you can simply press ESC to skip it, it's
advisable to watch it just to get familiarized with who's who.
MANSION FRONT
-------------
After the introduction, you'll begin the game in front of the mansion,
talking to Rogers. He thanks you for helping him with the luggage, but
doesn't seem to be interested in continuing the conversation. Leave
him for now, and take a walk back to the pier.
NOTE: Just follow the path opposite the mansion to reach the pier.
At the pier, you'll find that your boat has been scuttled. Looks like
you can't leave the island now. Walk back towards the mansion. On the
way, you'll come across a small path on the left. Walk on this small
path to reach an area where you'll find Marston.
Talk to Marston and comment about the weather. You'll soon have the
opportunity to ask about what he's holding in his hand. Do so, and
you'll find that he's carrying a paper and a piece of string he found
on the beach. After the conversation, he'll go back to the mansion.
Follow the path he takes and return to the mansion. Rogers is ready to
talk again, and you'll tell him about the wrecked boat. He'll allow
you to enter the mansion now.
FOYER
-----
The mansion is a reasonably sized building. You're now at the foyer.
To facilitate your movement, I've drawn this rather ugly ASCII map. I
can't exactly call it a map too. It's just a pointer of (roughly)
where the locations are:
Service Staircase
| Screening
Rogers' Bathroom Room
| |
| |
The Rogers'----- |
Room | |
| | Main --------- Game ----- Study
Pantry | Staircase Room
| | | |
| | | |
K i t c h e n | |
| | |
| | |
| | |
Dining -------- Foyer -------- Parlour
Room |
|
Entrance
KITCHEN
-------
Rogers will inform you that he's going to the kitchen. Go to the dining
room now, and then take the first door you see to enter the kitchen.
As you approach the kitchen, you'll find Mr and Mrs Rogers quarelling.
Your appearance startle them, and Mrs Rogers will go up to the second
level. Rogers is reluctant to talk again, so just ignore him.
Instead, walk to the area on his right to find a fruit press. Zoom in
on the press to find out some information about it if you want.
Otherwise, take the opposite direction to find a refrigerator. To the
right of it is a way out that leads to a hallway, which in turns lead
to the service staircase.
ROGERS' ROOM
------------
Along the way in the hallway to the service staircase, you'll come
across a room on the left wall. This is the Rogers' room. There're
quite a number of items to pick up here:
1. Some sewing needles.
2. A delay letter from Owen.
3. An invitation letter for Rogers that talks about a gramaphone
record.
Copy the contents of the letters into your journal, and read them.
After that, exit the room and follow the path to the service staircase.
Go up.
NOTE: Items that you pick up now may not be useful until later.
LINEN ROOM
----------
You'll find the linen room once you resume control. Mrs Rogers is
here. Talk to her, and offer to give her a hand in picking up some
silk sheets. After that, leave this area for the guest rooms.
Once you enter the guest room area, you'll find two rooms to your
left of the screen. You can now explore this area in an anti-clockwise
direction. A rough idea of how the rooms are located is as follow:
Service Staircase
| Marston's Bathroom MacKenzie's
Linen Room | | |
| |----------------------------|
|--| X |
| |
Wargrave's --| |-- Emily's
| |
| Main Staircase |
Bathroom --| |-- Bathroom
| |
| |
Armstrong's --| |-- Vera's
| |
|----------------------------|
| | |
Blore's Bathroom Lombard's
X - where you begin after the linen room
WARGRAVE'S ROOM
---------------
Try opening it to find that the door is locked. Proceed to Armstrong's
room instead.
ARMSTRONG'S ROOM
----------------
You'll find a luggage once you enter Armstrong's room. Ignore it and
walk forward to reach the bed area, and you'll find a letter of
invitation beisde the bed. Pick the letter up, copy the contents into
the journal, and then read them.
There's also a doctor's bag on top of a cabinet. Examine it, and
remember its location. You'll need to come back for it later.
After that, leave for Blore's room.
BLORE'S ROOM
------------
Find Blore's letter of invitation, and do the usual. Read the contents
in the journal.
Now, head towards the dresser beside the bed to find a diary. Try to
pick it up, and Blore will somehow return to the room to stop you
from doing so. Watch the resulting conversation to find out more about
Blore and yourself.
Leave after that for Lombard's room.
LOMBARD'S ROOM
--------------
Knock on the door and Lombard will open it. He'll talk to you before
returning to his room, so you'll have no chance of taking anything
from it, yet.
Before you leave him, point to the keyhole on his door and take a
peep. It seems that he has a revolver with him.
VERA'S ROOM
-----------
Vera is in her room, so, like Lombard, you can't take anything from
her. Talk to her until the conversation expires, then head over to
Emily's room.
EMILY'S ROOM
------------
Repeat the process as with Vera, then head to MacKenzie's room.
MACKENZIE'S ROOM
----------------
Repeat the process as with Vera and Emily, then head to Marston's
room.
MARSTON'S ROOM
--------------
Like Wargrave's room, Marston's room is also locked. There's nothing
else to do here, so take the main staircase down to the first level.
Head to the game room after you resume control.
GAME ROOM
---------
As you approach the game room, you *should* encounter a cut-scene that
shows Wargrave and Armstrong talking to each other. Watch until the
conversation ends, and you'll hear the dinner bell.
NOTE: If the cut-scene doesn't happen, simply walk elsewhere and go
back to the game room a little while later.
Another cut-scene will show, this time with Rogers telling you that
he didn't prepare anything for you since you're a last minute addition
to the mansion. Cool, this means you've the time to snoop around!
KITCHEN
-------
You resume control in the kitchen. Point to the door ahead, and you
should be able to eavesdrop the conversation in the dining room.
After the conversation, you can take the opportunity to explore the
mansion.
Before you go up, however, you may want to pick up the fruit basket
made of copper wire on the table just beside the door you've just
eavesdropped.
PANTRY
------
The pantry is a small area just beside the fruit press you saw in the
kitchen earlier. There're quite a number of items to pick up from
here:
1. A turkey baster.
2. Cheese wheel covered in cheescloth.
3. A large metal scoop.
Notice also that there's a sack of flour in the pantry. Use the metal
scoop to scoop a small amount of flour out from the sack.
NOTE: To scoop the flour, simply select the scoop from the inventory
list and point to the flour.
Use the metal scoop again on the flour. This time, you'll find some
shinty batteries that are buried in the flour. Hmm, interestong.
Now, head towards the service staircase and go up to the linen room.
LINEN ROOM
----------
Zoom in on the sheets and pick up some pieces of fine silk sheets, and
then head towards Marston's room.
MARSTON's ROOM
--------------
There's a coded message on the dresser. Take a closer look at it with
the magnifying glass. The dresser with a lion statue on it has a
drawer that can be opened. Open it to pick up a code-breaking cypher
that says:
-----------------------
| |
| King James |
| Song of Solomon III |
| |
-----------------------
Before you leave, take Marston's invitation and copy the contents
into the journal. Read them as well. After that, go to MacKenzie's
room.
MACKENZIE'S ROOM
----------------
Pick up the invitation letter as usual, and copy the contents into
the journal. Read the contents, and then take a look at a photo beside
the general's bed. It shows him and his deceased wife, Leslie.
Head towards Emily's room now.
EMILY'S ROOM
------------
Take Emily's invitation and do the usual. There's also a King James
Bible beside the bed that you can pick up. You may also want to take a
peep into her makeup case that is on the dressing table (the one with
a mirror).
Instead of leaving her room by the front door, exit through the bath-
room door.
EMILY'S AND VERA'S BATHROOM
---------------------------
You can find Emily's medical alert card on a table here. It says that
she's allergic to insect stings, especially from bees and wasps.
There's also a well hidden stem to an old pipe to pick up on this
table. It's slotted nicely between the table and the wall, just beside
the mirror. Pick it up, and then head towards Vera's room through the
connecting bathroom door.
VERA'S ROOM
-----------
You can find a newspaper clipping here. Copy the contents into your
journal and read them. It's about the death of a child under her care
previously. Also pick up her invitation and do the usual.
Next, check out her makeup case, as well as the photo on the dresser.
Leave her room via the balcony door, and then move towards the left
until you reach an area that has some sort of an eagle statue at the
bottom right screen. Beside the statue is a brass telescope on a metal
tripod. Take both the telescope and the tripod.
Your next destination should be Lombard's room.
LOMBARD'S ROOM
--------------
Take Lombard's invitation and do the usual, and then go to Blore's
room.
BLORE'S ROOM
------------
Now, you'll have the chance to steal, I mean, borrow the diary that
Blore stopped you from taking earlier. Copy the contents into the
journal and read them.
Head towards the Wargrave's room next.
WARGRAVE'S ROOM
---------------
Do the usual with the invitation letter, and then take the pouch of
tobacco and bowl section of a pipe. Both items are found on the
dresser, but you can only find them in different screens since this
dresser is pretty long.
There's nothing else at the moment to check, so head to the foyer.
FOYER
-----
Quickly head towards the door to the dining room now and eavesdrop on
the conversation again. You'll now witness the classic accusation
scene from the book, as Rogers play a gramaphone record from the
notorious U.N. Owen. Owen will list down the crimes that all these
people have committed, and gotten away from. Apparently, everyone in
the room is a murderer. Mrs Rogers, upon listening to the accusation,
falls to the ground and faints.
When you resume control, you'll find yourself at the foyer again.
Armstrong will ask you to pick up his doctor's bag. Go to his room
then.
ARMSTRONG'S ROOM
----------------
Remember where the bag is? It's on top of a cabinet. Pick it up and
leave. When you return to the foyer, however, Armstrong is no longer
there. Instead, head towards the Rogers' room.
ROGERS ROOM
-----------
Mrs Rogers is in bed, and Armstrong is looking at her intently while
basically doing nothing much. Pass the doctor's bag to him, and then
go to the parlour.
PARLOUR
-------
A whole lot of people are found here, so talk to ALL of them (in any
order). Armstrong will soon join in the party. Your objective here is
to talk to each and single one of them (except Mrs Rogers), and ask
about Owen's accusation. They'll all give you some insights into the
incidents discussed by Owen.
When you finish, return to the foyer.
FOYER
-----
While leaving the parlour, you'll come across a screen that has a
gramaphone on the top left portion of the screen. Check it out, and
take the gramaphone record into your inventory. This will trigger a
hilarious cut-scene that sees Marston taking a drink to his death.
After the cut-scene, return to the parlour.
PARLOUR
-------
Talk to ALL the people (in any order) there again on every option
available. During one of the talks, Armstrong confirms that Marston is
poisoned.
When you finish talking to the last person, Chapter Two will be
triggered.
The mass homicide has begun.
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