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<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><SPAN=20
style=3D"FONT-SIZE: 36pt"><U>5 DAYS</U> </SPAN><U><SPAN =
style=3D"FONT-SIZE: 28pt">a=20
Stranger</SPAN></U><SPAN style=3D"FONT-SIZE: 28pt"> </SPAN><U><SPAN=20
style=3D"FONT-SIZE: 22pt">WALKTHROUGH</SPAN></U></B><SPAN=20
style=3D"FONT-SIZE: 22pt"><BR><![if =
!supportLineBreakNewLine]><BR>&nbsp;<![endif]></SPAN></P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 14pt">December 9th 2003</SPAN></U><SPAN=20
style=3D"FONT-SIZE: 14pt">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <U>Len&nbsp;=20
Green</U>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <SPAN style=3D"COLOR: red"><A =

style=3D"COLOR: blue; TEXT-DECORATION: underline; text-underline: =
single"=20
href=3D"mailto:lengreen@hotmail.com"><SPAN=20
style=3D"COLOR: =
red">lengreen@hotmail.com</SPAN></A></SPAN></SPAN></B></P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" align=3Dcenter><SPAN =

style=3D"FONT-SIZE: 8pt"></SPAN>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 14pt">PREFACE</SPAN></U></B></P>
<P style=3D"MARGIN: 3.75pt 0in"><SPAN style=3D"FONT-SIZE: =
8pt"></SPAN>&nbsp;</P>
<P=20
style=3D"MARGIN: 3.75pt =
0in">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
This Freeware game was developed&nbsp; by Ben (=93Yahtzee=94) Croshaw =
and is=20
downloadable at <SPAN=20
style=3D"COLOR: =
blue">http://www.agsforums.com/games.php?action=3Ddetail&amp;id=3D269</SP=
AN>&nbsp;=20
( Also probably at <SPAN style=3D"COLOR: blue"><A=20
style=3D"COLOR: blue; TEXT-DECORATION: underline; text-underline: =
single"=20
href=3D"http://netmonkey.cellsoft.com/5days/">http://netmonkey.cellsoft.c=
om/5days/</A>=20
</SPAN>) </P>
<P=20
style=3D"MARGIN: 3.75pt =
0in">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
The game is of the =91classic=92 2-D, 3<SUP> </SUP>rd person (cartoon =
style), point=20
&amp; click, genre.&nbsp; It is partially linear =85 but not completely =
so.&nbsp;=20
The interface is <B><I>extremely</I></B> simple and slick =85 the =
graphics are=20
very good (for AGS made games).&nbsp; There are 20 save game slots and =
the whole=20
load/save mechanisms are <B><I>very fast</I></B>.</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-INDENT: 0.5in">Although its =
download is only=20
about 1=BC MB in size, this Indie-Freeware game is a reasonably long =
one.</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-INDENT: 0.5in">All steps=20
<B><I>necessary</I></B> to finish the game successfully are included in =
the=20
walkthru.&nbsp; You do not however need to stick to the <U>order</U> =
outlined=20
below.&nbsp; Of course some actions <B><I>must</I></B> be performed =
before you=20
can expedite certain others =85 but apart from that, there is quite a =
degree of=20
flexibility.</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-INDENT: 0.5in">It=92s worth while =
saving=20
frequently!</P>
<P=20
style=3D"MARGIN: 3.75pt =
0in"><B><I>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&n=
bsp;=20
</I>[&nbsp; (<I> </I></B>North =3D N=92 =85..=85.. East =3D E=92 =
=85....=85 South =3D S=92 =85=85....=20
West =3D W=92 <B>)&nbsp; ]</B> </P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-INDENT: 0.5in"><SPAN=20
style=3D"FONT-SIZE: 8pt; FONT-FAMILY: Arial"></SPAN>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 14pt">DAY&nbsp; ONE</SPAN></U></B></P>
<P style=3D"MARGIN: 3.75pt 0in"><SPAN style=3D"FONT-SIZE: =
8pt"></SPAN>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in">[001]&nbsp; The game starts with our =
=91hero=92=20
(=93Trilby=94 =85 gentleman thief) breaking into the apparently deserted =
DeFoe=20
Manor.&nbsp; He has used his grolly to gain entry.&nbsp; The grolly is a =

grappling hook launcher disguised as an umbrella (umbrella in colloquial =
English=20
=3D =91brolly=92), and is in your inventory.</P>
<P style=3D"MARGIN: 3.75pt 0in">[002]&nbsp; Look around the room.&nbsp; =
Do what=20
you can.&nbsp; But there doesn=92t seem to be anything you <B><I>can =
</I></B>do=20
there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[003]&nbsp; Open the door.&nbsp; You =
can=92t!</P>
<P style=3D"MARGIN: 3.75pt 0in">[004]&nbsp; Open the window where you=20
entered.&nbsp; You can=92t, it=92s stuck!</P>
<P style=3D"MARGIN: 3.75pt 0in">[005]&nbsp; Again, open the door.&nbsp; =
This time=20
(for some reason) it opens.</P>
<P style=3D"MARGIN: 3.75pt 0in">[006]&nbsp; Exit to the hallway.&nbsp; =
Observe=20
what happens when you do that! (somebody runs away).</P>
<P style=3D"MARGIN: 3.75pt 0in">[007]&nbsp; You can explore all the =
rooms which=20
are open, and the garden area outside =85 as much as you wish.&nbsp; You =
can take=20
any inventory items which are available.&nbsp; They probably will not be =

necessary for =91Day-One=92 but will save you time taking them later on. =
</P>
<P style=3D"MARGIN: 3.75pt 0in">[008]&nbsp; Try to open the 4 doors in =
the=20
hallway.&nbsp; They are all locked except the bathroom.&nbsp; You can =
look=20
around the bathroom if you wish =85 but it won=92t help you at this =
stage.</P>
<P style=3D"MARGIN: 3.75pt 0in">[009]&nbsp; Walk downstairs.</P>
<P style=3D"MARGIN: 3.75pt 0in">[010]&nbsp; Pick up the newspaper which =
is=20
underneath the telephone (not essential yet!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[011]&nbsp; Read the newspaper =85 it =
gives some=20
background info about the DeFoe Mansion.</P>
<P style=3D"MARGIN: 3.75pt 0in">[012]&nbsp; From the bottom of the =
stairs walk=20
E=92.</P>
<P style=3D"MARGIN: 3.75pt 0in">[013]&nbsp; Open the door and enter the =
living=20
room.&nbsp; Continue by opening the door and walk E=92 into the TV =
room.&nbsp;=20
</P>
<P style=3D"MARGIN: 3.75pt 0in">[014]&nbsp; Turn on the TV and get some =
more=20
background info.</P>
<P style=3D"MARGIN: 3.75pt 0in">[015]&nbsp; Take the VCR extension cord =
(not=20
essential yet!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[016]&nbsp; Open the other door and walk =
E=92 into=20
the trophy room.</P>
<P style=3D"MARGIN: 3.75pt 0in">[017]&nbsp; Meet and talk to Philip =
Harty.&nbsp;=20
He will outline some of the strange goings on in the mansion.&nbsp; He =
will also=20
detail the others apparently trapped there =85 Simone Taylor, the =
youngster Jim,=20
and (the previously seen) flighty =93AJ=94.</P>
<P style=3D"MARGIN: 3.75pt 0in">[018]&nbsp; Return and go upstairs =
again.&nbsp;=20
Walk E=92 and you will see the TV personality Simone.&nbsp;&nbsp; </P>
<P style=3D"MARGIN: 3.75pt 0in">[019]&nbsp; She is trying to open the =
furthest=20
locked door&nbsp; (excluding the bathroom).&nbsp; Talk to her.</P>
<P style=3D"MARGIN: 3.75pt 0in">[020]&nbsp; Go downstairs.&nbsp; From =
the bottom=20
of the stairs walk W=92.&nbsp; Open the door and enter the dining =
room.&nbsp;=20
(Notice the portrait).&nbsp; Continue by opening the door and walk W=92 =
into the=20
kitchen.&nbsp; Look around the kitchen.&nbsp; Nothing to do in these =
places.</P>
<P style=3D"MARGIN: 3.75pt 0in">[021]&nbsp; Continue again by opening =
the door and=20
walk NW=92 outside into the garden.&nbsp; Look at and pick up the twig =
from the=20
ground (not essential yet!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[022]&nbsp; Push the tree.&nbsp; A voice =
is heard=20
from somewhere.</P>
<P style=3D"MARGIN: 3.75pt 0in">[023]&nbsp; Talk to the tree.&nbsp; Jim =
jumps down=20
from an upper branch and talks to Trilby.</P>
<P style=3D"MARGIN: 3.75pt 0in">[024]&nbsp; Walking E=92 all the time, =
return to the=20
living room.&nbsp; Join 3 of the prisoners there (Phil, Simone and Jim =
=85 AJ is=20
absent) and discuss the situation.</P>
<P style=3D"MARGIN: 3.75pt 0in">[025]&nbsp; Talk to all 3 and exhaust =
dialogs with=20
each of them.</P>
<P style=3D"MARGIN: 3.75pt 0in">[026]&nbsp; Phil gives Trilby a cut out =
article=20
containing some history of the Defoe=92s.</P>
<P style=3D"MARGIN: 3.75pt 0in">[027]&nbsp; Read the article =
(whenever).</P>
<P style=3D"MARGIN: 3.75pt 0in">[028]&nbsp; They all retire for the =
night.&nbsp;=20
Trilby has a nightmare, and wakes up to =85=85=85..</P>
<P style=3D"MARGIN: 3.75pt 0in"><SPAN style=3D"FONT-SIZE: =
8pt"></SPAN>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 14pt">DAY&nbsp; TWO</SPAN></U></B></P>
<P style=3D"MARGIN: 3.75pt 0in"><SPAN style=3D"FONT-SIZE: =
8pt"></SPAN>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in">[029]&nbsp; Return to the dining =
room.&nbsp; The=20
portrait seems a little bit different =85 but the significance of this =
is=20
questionable!</P>
<P style=3D"MARGIN: 3.75pt 0in">[030]&nbsp; Exhaust all dialogs with =
young=20
Jim.</P>
<P style=3D"MARGIN: 3.75pt 0in">[031]&nbsp; Continue into the garden and =
walk=20
E=92.</P>
<P style=3D"MARGIN: 3.75pt 0in">[032]&nbsp; Investigate the swimming =
pool.&nbsp;=20
Seems there=92s something down there =85 but the pool needs draining to =
find out=20
what!</P>
<P style=3D"MARGIN: 3.75pt 0in">[033]&nbsp; Continue E=92 and look at =
the=20
pipe.&nbsp; Maybe that=92s a drainage pipe?</P>
<P style=3D"MARGIN: 3.75pt 0in">[034]&nbsp; Walk E=92 again.</P>
<P style=3D"MARGIN: 3.75pt 0in">[035]&nbsp; Talk to Phil and exhaust all =
dialogs=20
with him.&nbsp; You ask him to let you borrow his metal detector.&nbsp; =
He will=20
only agree if/when you can give him a map of some tomb.</P>
<P style=3D"MARGIN: 3.75pt 0in">[036]&nbsp; Return to the house, and go =
upstairs=20
again.</P>
<P style=3D"MARGIN: 3.75pt 0in">[037]&nbsp; Look at the door closest to =
the top of=20
the stairs.&nbsp; Its lock has been forcibly broken.</P>
<P style=3D"MARGIN: 3.75pt 0in">[038]&nbsp; Enter =85 it=92s a library =
and Simone=92s=20
there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[039]&nbsp; Talk to Simone and exhaust =
all=20
topics.</P>
<P style=3D"MARGIN: 3.75pt 0in">[040]&nbsp; Notice the books at the =
extreme left=20
2nd row down.&nbsp; The 6th and 7th from the left are yellow in =
color.&nbsp;=20
Take one.</P>
<P style=3D"MARGIN: 3.75pt 0in">[041]&nbsp; Look at it.&nbsp; It=92s a =
map of the=20
manor and grounds.&nbsp; Note the comments.</P>
<P style=3D"MARGIN: 3.75pt 0in">[042]&nbsp; Below these and a little to =
the right,=20
on the bottom row, are several light blue books.&nbsp; Take one (not =
essential=20
yet!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[043]&nbsp; Read the tragic history of =
the=20
original DeFoe=92s.</P>
<P style=3D"MARGIN: 3.75pt 0in">[044]&nbsp; Return to Phil =85 at the =
same place in=20
the garden.</P>
<P style=3D"MARGIN: 3.75pt 0in">[045]&nbsp; Give Phil the map and he =
gives you his=20
metal detector.</P>
<P style=3D"MARGIN: 3.75pt 0in">[046]&nbsp; Walk W=92, towards the =
swimming=20
pool.</P>
<P style=3D"MARGIN: 3.75pt 0in">[047]&nbsp; Use the metal detector on =
the=20
pipeline.&nbsp; It leads you to a specific pile of dirt on the lawn near =
to the=20
rear wall.</P>
<P style=3D"MARGIN: 3.75pt 0in">[048]&nbsp; Poke the pile of dirt and it =
reveals a=20
metal panel with a single unmarked red button.</P>
<P style=3D"MARGIN: 3.75pt 0in">[049]&nbsp; Press the panel. &nbsp;It =
doesn=92t seem=20
to do anything.&nbsp; But =85=85=85=85=85=85. </P>
<P style=3D"MARGIN: 3.75pt 0in">[050]&nbsp; Walk W=92.&nbsp; The pool =
has been=20
emptied.</P>
<P style=3D"MARGIN: 3.75pt 0in">[051]&nbsp; There are stairs leading =
down the=20
empty pool.&nbsp; Go down =85 but only if you have fairly good nerves =
and are not=20
too sensitive!&nbsp; There are some rather gory cut scenes, leading to=20
=85=85=85=85=85=85<SPAN style=3D"FONT-SIZE: 8pt"> </SPAN></P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 8pt; TEXT-DECORATION: =
none"></SPAN></U></B>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 14pt">DAY&nbsp; THREE</SPAN></U></B></P>
<P style=3D"MARGIN: 3.75pt 0in"><SPAN style=3D"FONT-SIZE: =
8pt"></SPAN>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in">[052]&nbsp; Return to the dining =
room.&nbsp; The=20
picture seems a little bit different again =85 but the significance of =
this is=20
again questionable!</P>
<P style=3D"MARGIN: 3.75pt 0in">[053]&nbsp; Talk to Phil who is sitting =
there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[054]&nbsp; Continue W=92 and into the =
garden.=20
&nbsp;Jim is there looking at a red car which has mysteriously appeared=20
there.&nbsp; It=92s Trilby=92s car which he left at the <U>front</U> of =
the=20
mansion!</P>
<P style=3D"MARGIN: 3.75pt 0in">[055]&nbsp; Open your car and take the =
lockpicks=20
from inside it.</P>
<P style=3D"MARGIN: 3.75pt 0in">[056]&nbsp; Use the lockpicks on the =
toolshed and=20
enter.</P>
<P style=3D"MARGIN: 3.75pt 0in">[057]&nbsp; Take the pickaxe.</P>
<P style=3D"MARGIN: 3.75pt 0in">[058]&nbsp; Take the two-man wood =
saw.</P>
<P style=3D"MARGIN: 3.75pt 0in">[059]&nbsp; You can try using the saw to =
cut down=20
the tree =85 but that=92s not a one-man job (not essential!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[060]&nbsp; Return to the house and go=20
upstairs.</P>
<P style=3D"MARGIN: 3.75pt 0in">[061]&nbsp; Use the lockpick on the =
locked door to=20
the right of the library.&nbsp; It still won=92t open.&nbsp; =93Probably =
a dead bolt=20
on the other side=94. </P>
<P style=3D"MARGIN: 3.75pt 0in">[062]&nbsp; Use the lockpick on the =
locked door to=20
the right of the previous one.</P>
<P style=3D"MARGIN: 3.75pt 0in">[063]&nbsp; This door opens =85 so =
enter.</P>
<P style=3D"MARGIN: 3.75pt 0in">[064]&nbsp; Open the wardrobe.</P>
<P style=3D"MARGIN: 3.75pt 0in">[065]&nbsp; Take the green book from =
inside the=20
wardrobe.</P>
<P style=3D"MARGIN: 3.75pt 0in">[066]&nbsp; Read the book.&nbsp; It is =
the unhappy=20
diary of Sir Roderick DeFoe with entries dated around the early 19th=20
century.</P>
<P style=3D"MARGIN: 3.75pt 0in">[067]&nbsp; It would seem to be Sir =
Roderick=92s=20
room.&nbsp; Notice the weird scratch marks under the window (not=20
essential!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[068]&nbsp; Open the window.</P>
<P style=3D"MARGIN: 3.75pt 0in">[069]&nbsp; Climb out onto the external =
window=20
ledge.</P>
<P style=3D"MARGIN: 3.75pt 0in">[070]&nbsp; Perhaps you can reach the =
window to=20
the E=92 and gain entry to the locked room?</P>
<P style=3D"MARGIN: 3.75pt 0in">[071]&nbsp; Maybe the tree or its =
branches are in=20
the way?</P>
<P style=3D"MARGIN: 3.75pt 0in">[072]&nbsp; Leave the room and enter the =

library.&nbsp; Jim is there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[073]&nbsp; Talk to Jim.&nbsp; He offers =
to help=20
and Trilby agrees.</P>
<P style=3D"MARGIN: 3.75pt 0in">[074]&nbsp; Wherever Trilby goes now, =
Jim follows=20
him.</P>
<P style=3D"MARGIN: 3.75pt 0in">[075]&nbsp; Exit the library, go =
downstairs, and=20
out to the tree in the garden =85 Jim following all the time.</P>
<P style=3D"MARGIN: 3.75pt 0in">[076]&nbsp; Use the saw ( see [058] and =
[059] ) on=20
the tree.&nbsp; You succeed in cutting it down now since it=92s a =
two-man job and=20
you=92ve got Jim to work the other end.</P>
<P style=3D"MARGIN: 3.75pt 0in">[077]&nbsp; Return to the house, up the =
stairs and=20
back into Sir Roderick=92s room.</P>
<P style=3D"MARGIN: 3.75pt 0in">[078]&nbsp; Tell Jim to wait for you in =
the=20
library and climb out of the window again.</P>
<P style=3D"MARGIN: 3.75pt 0in">[079]&nbsp; Now there are no branches or =
tree to=20
hinder you, but how can you make it to the other window?</P>
<P style=3D"MARGIN: 3.75pt 0in">[080]&nbsp; Look at the roof.&nbsp; No =
apparent=20
help there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[081]&nbsp; Notice a loose tile in the =
roof.</P>
<P style=3D"MARGIN: 3.75pt 0in">[082]&nbsp; Use your grolly (grappling =
hook=20
launcher) on the loose tile and swing yourself over to the other =
window.</P>
<P style=3D"MARGIN: 3.75pt 0in">[083]&nbsp; Enter the room and look =
around.</P>
<P style=3D"MARGIN: 3.75pt 0in">[084]&nbsp; Take the Victorian-era teddy =
bear from=20
the bed.</P>
<P style=3D"MARGIN: 3.75pt 0in">[085]&nbsp; Open the nightstand.</P>
<P style=3D"MARGIN: 3.75pt 0in">[086]&nbsp; Take the red book =85 young =
Matthew=20
DeFoe=92s secret diary.</P>
<P style=3D"MARGIN: 3.75pt 0in">[087]&nbsp; Read the sad diary.</P>
<P style=3D"MARGIN: 3.75pt 0in">[088]&nbsp; You now leave Matthew =
DeFoe=92s bedroom=20
by opening its door (You don=92t/can=92t use the window any longer).</P>
<P style=3D"MARGIN: 3.75pt 0in">[089]&nbsp; Go into the library.</P>
<P style=3D"MARGIN: 3.75pt 0in">[090]&nbsp; See [042].&nbsp; If you =
haven=92t done=20
so earlier, take a book on the =91History of the DeFoe Family=92.</P>
<P style=3D"MARGIN: 3.75pt 0in">[091]&nbsp; Make sure that you have read =
the=20
green, red and blue books, and also the cutting Phil gave you, and the=20
newspaper.</P>
<P style=3D"MARGIN: 3.75pt 0in">[092]&nbsp; If you haven=92t obtained =
and read ALL=20
of the above, then do so now.</P>
<P style=3D"MARGIN: 3.75pt 0in">[093]&nbsp; Trilby will say =93Maybe if =
I could find=20
Matthew=92s body=94.&nbsp; =93Maybe there=92s a book in the library that =
could=20
help=94.</P>
<P style=3D"MARGIN: 3.75pt 0in">[094]&nbsp; Enter the library.&nbsp; =
Look at the=20
row of black colored books at the extreme right and second row =
down.&nbsp;=20
=93Books on the occult (White Magic)=94.</P>
<P style=3D"MARGIN: 3.75pt 0in">[095]&nbsp; Take one of these black =
books (in=20
inventory it=92s white!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[096]&nbsp; Read the instructions in it, =
i.e. how=20
to find Matthew=92s body by making and using a =91Matthew =
DeFoe-detector=92!</P>
<P style=3D"MARGIN: 3.75pt 0in">[097]&nbsp; You need a teddy bear ( see =
[084] ), a=20
wooden twig ( see [021] ), and some extension cord ( see [015] ).&nbsp; =
If you=20
haven=92t got every one of these, get them now!</P>
<P style=3D"MARGIN: 3.75pt 0in">[098]&nbsp; In inventory, use the =
extension cord=20
with the teddy bear.</P>
<P style=3D"MARGIN: 3.75pt 0in">[099]&nbsp; In inventory, use the above=20
combination with the wooden twig/stick.</P>
<P style=3D"MARGIN: 3.75pt 0in">[100]&nbsp; Go to the kitchen.&nbsp; =
</P>
<P style=3D"MARGIN: 3.75pt 0in">[101]&nbsp; Look low down and to the =
left of the=20
cooker and see a large bag of salt.</P>
<P style=3D"MARGIN: 3.75pt 0in">[102]&nbsp; Dip your&nbsp; =91teddy tied =
to a stick=20
with cord=92 into the salt.</P>
<P style=3D"MARGIN: 3.75pt 0in">[103]&nbsp; In inventory, look at your =
=93salty bear=20
+ stick=94 =85 it doesn=92t seem to be doing anything!</P>
<P style=3D"MARGIN: 3.75pt 0in">[104]&nbsp; Go to Matthew DeFoe=92s =
bedroom.</P>
<P style=3D"MARGIN: 3.75pt 0in">[105]&nbsp; Wave the =91salty bear + =
stick=92 over=20
Matthew=92s bed.&nbsp; You have now completed your&nbsp; =91Matthew=20
DeFoe-detector=92.</P>
<P style=3D"MARGIN: 3.75pt 0in">[106]&nbsp; Look at your =91Matthew =
DeFoe-detector=92=20
in inventory.&nbsp; It instructs you to walk downwards.</P>
<P style=3D"MARGIN: 3.75pt 0in">[107]&nbsp; Repeat [106] until it leads =
you to=20
some destination.</P>
<P style=3D"MARGIN: 3.75pt 0in">[108]&nbsp; It seems to have led you to =
the=20
kitchen.</P>
<P style=3D"MARGIN: 3.75pt 0in">[109]&nbsp; Perhaps the wall?&nbsp; But =
you can=92t=20
do anything with your bare hands!</P>
<P style=3D"MARGIN: 3.75pt 0in">[110]&nbsp; Use your pickaxe ( see [057] =
) on the=20
wall.</P>
<P style=3D"MARGIN: 3.75pt 0in">[111]&nbsp; It opens up a large =
hole.&nbsp; </P>
<P style=3D"MARGIN: 3.75pt 0in">[112]&nbsp; Apparently there=92s a =
bricked up=20
stairwell behind the wall.&nbsp; Enter the hole and into a cellar.</P>
<P style=3D"MARGIN: 3.75pt 0in">[113]&nbsp; Look at the manacles/chains =
(not=20
essential!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[114]&nbsp; It seems that Matthew=92s =
body is=20
somewhere in that cellar.&nbsp; Use your =91Matthew =
DeFoe-detector=92.</P>
<P style=3D"MARGIN: 3.75pt 0in">[115]&nbsp; This may be a bit inaccurate =
but it=20
will lead you to a point in the floor where the indicator is pointing =
straight=20
downwards.&nbsp; (If you can=92t find it, walk to the following position =
:- There=20
are 3 straight horizontal parallel lines on the floor stretching from =
the E=92=20
wall.&nbsp; Go to the W=92 end of the most S=92 of these 3 lines.&nbsp; =
That=92s the=20
place.)</P>
<P style=3D"MARGIN: 3.75pt 0in">[116]&nbsp; If you now look at the floor =
at or=20
near that point, it will now highlight an =91area=92 where Matthew=92s =
body lies.</P>
<P style=3D"MARGIN: 3.75pt 0in">[117]&nbsp; Get Trilby to =91operate=92 =
on that=20
area.</P>
<P style=3D"MARGIN: 3.75pt 0in">[118]&nbsp; He uncovers not only the =
body of young=20
Matthew, but also the body of an older man; presumably Sir Roderick.</P>
<P style=3D"MARGIN: 3.75pt 0in">[119]&nbsp; He hears a loud crash which =
sounds as=20
though it came from the other side of the house.</P>
<P style=3D"MARGIN: 3.75pt 0in">[120]&nbsp; Go back to the kitchen and =
then E=92 all=20
the time until you reach the trophy room. [121]&nbsp; Look at the =
smashed bell=20
jar and the undamaged hideously ugly wooden idol on the floor there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[122]&nbsp; Touch the idol.&nbsp; This =
sparks off=20
another dramatic scene bringing about =85=85=85=85.</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 8pt; TEXT-DECORATION: =
none"></SPAN></U></B>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 14pt">DAY&nbsp; FOUR</SPAN></U></B></P>
<P style=3D"MARGIN: 3.75pt 0in"><SPAN style=3D"FONT-SIZE: =
8pt"></SPAN>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in">[123]&nbsp; Trilby has been knocked =
out.&nbsp; He=20
comes to in the toolshed with almost all of his inventory removed.</P>
<P style=3D"MARGIN: 3.75pt 0in">[124]&nbsp; Try to get out of the =
toolshed.&nbsp;=20
You can=92t!</P>
<P style=3D"MARGIN: 3.75pt 0in">[125]&nbsp; Talk to Simone who is the =
other side=20
of the window guarding Trilby.</P>
<P style=3D"MARGIN: 3.75pt 0in">[126]&nbsp; Keep talking to her on and =
on and on,=20
until she very reluctantly unwittingly helps you.</P>
<P style=3D"MARGIN: 3.75pt 0in">[127]&nbsp; The key phrases to use are =
:-</P>
<P=20
style=3D"MARGIN: 3.75pt =
0in">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
(a)&nbsp; =93What makes you think I killed Philip, anyway?=94</P>
<P style=3D"MARGIN: 3.75pt 0in 3.75pt 56.25pt; TEXT-INDENT: =
-20.25pt">(b)<SPAN=20
style=3D"FONT-WEIGHT: normal; FONT-SIZE: 7pt; FONT-STYLE: normal; =
FONT-FAMILY: Times New Roman; FONT-VARIANT: =
normal">&nbsp;&nbsp;&nbsp;&nbsp;=20
</SPAN>=93I was possessed by the ghost!=94</P>
<P style=3D"MARGIN: 3.75pt 0in 3.75pt 56.25pt; TEXT-INDENT: =
-20.25pt">(c)<SPAN=20
style=3D"FONT-WEIGHT: normal; FONT-SIZE: 7pt; FONT-STYLE: normal; =
FONT-FAMILY: Times New Roman; FONT-VARIANT: =
normal">&nbsp;&nbsp;&nbsp;&nbsp;=20
</SPAN>=93It possessed me just like it did when I killed AJ.=94</P>
<P style=3D"MARGIN: 3.75pt 0in 3.75pt 56.25pt; TEXT-INDENT: =
-20.25pt">(d)<SPAN=20
style=3D"FONT-WEIGHT: normal; FONT-SIZE: 7pt; FONT-STYLE: normal; =
FONT-FAMILY: Times New Roman; FONT-VARIANT: =
normal">&nbsp;&nbsp;&nbsp;&nbsp;=20
</SPAN>=93I=92m delirious with guilt most of the time.=94</P>
<P style=3D"MARGIN: 3.75pt 0in">[128]&nbsp; =93Simone =85 let me have my =
tie=20
back.=94&nbsp;&nbsp; She slides Trilby=92s tie under the door.</P>
<P style=3D"MARGIN: 3.75pt 0in">[129]&nbsp; Pick up the tie, put it on =
and take=20
your hidden lockpick.</P>
<P style=3D"MARGIN: 3.75pt 0in">[130]&nbsp; Use your lockpick on the =
door.</P>
<P style=3D"MARGIN: 3.75pt 0in">[131]&nbsp; Open the door.</P>
<P style=3D"MARGIN: 3.75pt 0in">[132]&nbsp; Exit the toolshed.&nbsp; =
Nobody is=20
outside.</P>
<P style=3D"MARGIN: 3.75pt 0in">[133]&nbsp; Look everywhere for the =
remaining=20
pair; Simone and Jim.&nbsp; (The portrait in the dining room is =
completely=20
altered now!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[134]&nbsp; If you can=92t find them, =
wait=20
<B><I>outside</I></B> the bathroom AND&nbsp; <B><U>SAVE</U></B> !</P>
<P style=3D"MARGIN: 3.75pt 0in">[135]&nbsp; Enter the bathroom.&nbsp; =
Simone joins=20
Trilby and agrees that he=92s not the murderer.&nbsp; They talk =85 and =
=85=85=85=85=85</P>
<P style=3D"MARGIN: 3.75pt 0in">[136]&nbsp; Enter =85 a large figure in =
an apron and=20
welding mask and brandishing a machete.&nbsp; If you don=92t do =
something=20
<B><I>quickly</I></B> you=92re dead and have to restore a previous =
Save!</P>
<P style=3D"MARGIN: 3.75pt 0in">[137]&nbsp; Wait just a few seconds =
until the=20
creature (Jim dressed up apparently) is on the red bathroom floor rug =
(mat) and=20
pull it =85 and you=92re in =85=85=85=85=85=85<B><U><SPAN =
style=3D"FONT-SIZE: 8pt">=20
</SPAN></U></B></P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 8pt; TEXT-DECORATION: =
none"></SPAN></U></B>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" =
align=3Dcenter><B><U><SPAN=20
style=3D"FONT-SIZE: 14pt">DAY&nbsp; FIVE</SPAN></U></B></P>
<P style=3D"MARGIN: 3.75pt 0in; TEXT-ALIGN: center" align=3Dcenter><SPAN =

style=3D"FONT-SIZE: 8pt"></SPAN>&nbsp;</P>
<P style=3D"MARGIN: 3.75pt 0in">[138]&nbsp; Talk to Simone until you =
have worked=20
out what all this seems to be about.&nbsp; Pretty far fetched?&nbsp; =85 =
it=20
depends on whether you believe in ghosts &amp;/or the supernatural. ( It =
doesn=92t=20
matter which dialogs you choose, the same full narrative will be =
revealed!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[139]&nbsp; Simone walks off.&nbsp; =
Apparently=20
Trilby needs to find the ghost and then exorcise it!</P>
<P style=3D"MARGIN: 3.75pt 0in">[140]&nbsp; Enter Matthew=92s room and =
see Jim=20
sitting on the bed.</P>
<P style=3D"MARGIN: 3.75pt 0in">[141]&nbsp; Exhaust all conversation =
with=20
Jim.&nbsp; You take from him a blacksmith=92s leather apron, a blood =
soaked=20
machete, and an old fashioned welding mask spotted with blood.</P>
<P style=3D"MARGIN: 3.75pt 0in">[142]&nbsp; Enter the library.&nbsp; =
Look again at=20
the row of black colored books at the extreme right and second row =
down.&nbsp;=20
=93Books on the occult (Arts of Black Magic and Necromancy)=94.</P>
<P style=3D"MARGIN: 3.75pt 0in">[143]&nbsp; Take one of these black =
books.</P>
<P style=3D"MARGIN: 3.75pt 0in">[144]&nbsp; Read the instructions in it, =
i.e.=20
=93Summoning angry spirits to their bodies=94 etc.</P>
<P style=3D"MARGIN: 3.75pt 0in">[145]&nbsp; Walk down to the living room =
and=20
enter.&nbsp; Simone is sitting there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[146]&nbsp; Look at the pair of scissors =
which=20
have appeared on the dresser.</P>
<P style=3D"MARGIN: 3.75pt 0in">[147]&nbsp; Grab the scissors.</P>
<P style=3D"MARGIN: 3.75pt 0in">[148]&nbsp; Talk to Simone and exhaust =
all=20
dialogs.</P>
<P style=3D"MARGIN: 3.75pt 0in">[149]&nbsp; In inventory use the =
scissors on the=20
apron to obtain a thin strip of leather.</P>
<P style=3D"MARGIN: 3.75pt 0in">[150]&nbsp; Trilby needs to find the =
ghost by=20
making and using a =91Ghost-detector=92!</P>
<P style=3D"MARGIN: 3.75pt 0in">[151]&nbsp; In inventory, use the thin =
strip of=20
leather with the welding mask.</P>
<P style=3D"MARGIN: 3.75pt 0in">[152]&nbsp; In inventory, use the above=20
combination with the machete.</P>
<P style=3D"MARGIN: 3.75pt 0in">[153]&nbsp; Go to the =
kitchen.&nbsp;&nbsp; </P>
<P style=3D"MARGIN: 3.75pt 0in">[154]&nbsp; Dip your =91mask tied to a =
machete with=20
leather=92 into the salt.</P>
<P style=3D"MARGIN: 3.75pt 0in">[155]&nbsp; In inventory, look at your =
=93salty mask=20
+ machete=94 =85 it doesn=92t seem to be doing anything!</P>
<P style=3D"MARGIN: 3.75pt 0in">[156]&nbsp; Go to the cellar.</P>
<P style=3D"MARGIN: 3.75pt 0in">[157]&nbsp; Wave the =93salty mask + =
machete=94 over=20
the manacles/chains.&nbsp; You have now completed your&nbsp;=20
=91Ghost-detector=92.</P>
<P style=3D"MARGIN: 3.75pt 0in">[158]&nbsp; Look at your =
=91Ghost-detector=92 in=20
inventory.&nbsp; It instructs you to walk upwards.</P>
<P style=3D"MARGIN: 3.75pt 0in">[159]&nbsp; Repeat [158] until it leads =
you to=20
some destination.</P>
<P style=3D"MARGIN: 3.75pt 0in">[160]&nbsp; It seems to have led you to =
the=20
bathroom.</P>
<P style=3D"MARGIN: 3.75pt 0in">[161]&nbsp; Apparently the spot is on =
the floor=20
half way between the edge of the red rug/mat and the door?</P>
<P style=3D"MARGIN: 3.75pt 0in">[162]&nbsp; If you now look at the floor =
at or=20
near that point, it will now highlight =91tiles=92.</P>
<P style=3D"MARGIN: 3.75pt 0in">[163]&nbsp; Try to find the ghost =
there.&nbsp; But=20
you can=92t do anything with your bare hands!</P>
<P style=3D"MARGIN: 3.75pt 0in">[164]&nbsp; In inventory, use your =
scissors to cut=20
the leather holding the mask and the machete together.</P>
<P style=3D"MARGIN: 3.75pt 0in">[165]&nbsp; Use the machete to pry up =
the=20
tiles.</P>
<P style=3D"MARGIN: 3.75pt 0in">[166]&nbsp; Pick up the heavily decayed =
remains of=20
Sir Roderick=92s deformed and unwanted second twin son.</P>
<P style=3D"MARGIN: 3.75pt 0in">[167]&nbsp; Go down to the dining room =
and look at=20
the portrait.&nbsp; It=92s a totally blank canvas now! (not =
essential!).</P>
<P style=3D"MARGIN: 3.75pt 0in">[168]&nbsp; Go to the trophy room.</P>
<P style=3D"MARGIN: 3.75pt 0in">[169]&nbsp; Place the remains of&nbsp; =
the twin=20
son on the floor in front of the fire (according to the occult book=92s=20
instructions).</P>
<P style=3D"MARGIN: 3.75pt 0in">[170]&nbsp; From inventory, place either =
the apron=20
or the mask or the machete onto the remains.&nbsp; ALL THREE will attach =

themselves and =91dress=92 the ghost!</P>
<P style=3D"MARGIN: 3.75pt 0in">[171]&nbsp; Go to the living room.</P>
<P style=3D"MARGIN: 3.75pt 0in">[172]&nbsp; Talk to Simone and tell her =
to meet=20
you in the trophy room.&nbsp; She goes there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[173]&nbsp; Go upstairs to Matthew=92s =
room.</P>
<P style=3D"MARGIN: 3.75pt 0in">[174]&nbsp; Talk to Jim and tell him to =
meet you=20
in the trophy room.&nbsp; He goes there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[175]&nbsp; Go back downstairs to the =
trophy=20
room.&nbsp; All 3 remaining characters are now there.</P>
<P style=3D"MARGIN: 3.75pt 0in">[176]&nbsp; Give the teddy bear to =
Jim.</P>
<P style=3D"MARGIN: 3.75pt 0in">[177] &nbsp;Pick up the rifle from above =
the=20
fireplace.</P>
<P style=3D"MARGIN: 3.75pt 0in">[178]&nbsp; Give the rifle to =
Simone.</P>
<P style=3D"MARGIN: 3.75pt 0in">[179]&nbsp; Give the black occult book =
to=20
Trilby.</P>
<P style=3D"MARGIN: 3.75pt 0in">[180]&nbsp; Trilby will read the=20
incantation.&nbsp; </P>
<P style=3D"MARGIN: 3.75pt 0in">[181]&nbsp; A reasonably long and =
satisfying=20
ending ensues.&nbsp; T H E&nbsp;&nbsp; E N D !!</P>
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