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10. CHAPTER SIX: WARGRAVE GOT IN THE CHANCERY
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Watch the cut-scene. You'll soon resume control in the parlour.
PARLOUR
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Talk to Vera first, and then talk to Wargrave. Wargrave will accuse
Vera as the most likely person who could've lure Emily to the apiary
to meet her death. Vera will be angrey, and will leave the parlour.
NOTE: If you talk to Wargrave first, his accusation will cause Vera to
leave immediately, you'll lose the chance to talk to her.
Now, talk to Armstrong. After the conversation, leave the parlour. As
you leave, Wargrave will suggest to Armstrong about having a game of
snooker. Looks like the judge has something up his sleeves.
Go up to Lombard's room.
LOMBARD'S ROOM
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Blore and Lombard are here. Lombard's locker has been forced open, and
his revolver has gone missing. Watch as a body search goes on between
Lombard, Blore and you. Nothing found on all of you, so Blore decides
to go around searching the rest.
Leave Lombard's room by the balcony, and go right until you find Vera
at the place where you earlier found the brass telescope and the metal
tripod.
BALCONY
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Try talking to Vera. She tells you to leave her alone. Ok, leave her
alone.
Go down to the game room now.
GAME ROOM
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You enter the game room as Wargrave and Armstrong have just fininshed
a conversation. You hear nothing else, except "... a dangerous game.
If it fails...", and they notice you.
Another cut-scene follows. The lot of you now are in the dining room,
as they found the words "SOLIDAMIDE" on the back of your plate. It
seems like you've been poisoned! You can only live if you find the
antidote - Belliman's Universal Embrocation.
Don't worry. You'll find it soon.
The power goes out next, and Wargrave tells everyone to stay together.
Vera insists on getting her wrap from her room though, so she goes
while the four of you stay in the dining room. After a while, Vera
begins to scream. You resume control now, so quickly run up to the
second level.
SECOND LEVEL
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Try going to Vera's room, only yo get hit by an known assailant. Watch
another cut-scene, during which a shot is heard. You'll resume control
at the main stairs. The shot seems to come from the dining room, so
quickly run back to there.
DINING ROOM
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You'll find Armstrong standing beside Wargrave. Or rather, his body.
The judge is shot.
FRONT PATIO
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You resume control here. Your next task is to get the lights up again.
Remember the generator in the wood shed? Go there now.
WOOD SHED
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It's dark, so try to figure out the directions and go to the
generator. It's time to use the small gas can you found in the ruined
village. Select it and point to the petrol tank of the generator (red
colored, behind the generator) to refill the tank.
Then, turn the switch on the right (squarish panel) to turn the
generator back on. The lights return.
Return to the foyer.
FOYER
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Talk to Armstrong and Blore. Blore urges you to find the antidote
soon.
Go to the apiary now.
APIARY
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From the apiary, go left one screen to reach the screen with a winding
road that is leading to the orchard. On the left of the screen, on
the grass, you'll find a bottle labelled "Belliman's Universal
Embrocation". Yes!
Select the bottle and point it to yourself. You'll drink the antidote
and be cured. Thanks heaven.
Watch the cut-scene, and Chapter Seven follows
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